One way to meet the Seasons of Service requirement for the covenant is to create magical devices that can become part of the communal property. Collected here are some that we feel may be of general use; as you page through the spells and spell guidelines in ArM4, others may suggest themselves to you — feel free to add them!
Although in general Ysle, as a Verditius, is a good choice for making devices quickly, she may not always be the best choice. Moreover, the best choice to make a certain device may not be available. Therefore, for each device I have recorded several magi who are good choices, including their lab totals. Lab totals assume no experimentation, no Form and Effect boni (and thus no assumption about form and material, so no Mage-Smith bonus), no Verditius runes, etc. These can sometimes add significantly, so magi on the edge of being able to create lesser devices may actually be able to do so if some of the extras are incorporated. Likewise, adjusting effect modifiers can bring an effect into range.
In the covenant's current state — lots of things to do, not much vis — it's probably best that we stick to items which can be created as lesser enchanted devices. These take only one season to make, and since the item does not have to be opened for enchantment, can cost significantly less vis.
If no-one can reach at least the effect level + 1, that device is impossible for us to make with the effect modifiers given. (Peering at the source of the page will show you the calculations.)
A note on adapting spell effects from spells: The device is the caster, not the person using the device. Thus, Personal range is applicable only for effects that affect the device itself.
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Table of Contents
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Animal
Perdo Animal
- Alleviate the Serpent's Bite (PeAn 5)
- R: Touch/Near, D: Inst, T: Spec
Destroys one dose of animal toxin. The spell can render poison in a poisonous animal inert. If cast on a toxin already in someone’s body, the spell requires a Corpus requisite and keeps the person from suffering further damage. In order for the spell to affect herbal or mineral poisons, an appropriate requisite is needed.
St. Patrick cast the snakes out of Ireland, but this is not Ireland. We'd probably want the device to include the Corpus requisite.
Effect Modifications: 6 Uses Per Day (+3)
Final Effect Level: 8 (1 pawn)
Relevant Form and Effect Boni: Amber (+3 Corpus), Agate (+7 protection from venom), Amethyst (+3 versus poison), Dagger/Knife (+3 poisoning), Emerald (+7 snakes and dragonkind), Magnetite (+3 Animal), Serpentine (+3 vs. infection and animal poison)
Crafters:
- Cornelius: Perdo (7) + Animal (Corpus) (7) + Intelligence (3) + Magic Theory (6) + Aura (6) = 29 (Lesser Device)
- Isaiah: Perdo (3) + Animal (Corpus) (4) + Intelligence (3) + Magic Theory (5 + 3) + Aura (6) + Inventive Genius (3) = 27 (Lesser Device)
- Ysle: Perdo (0) + Animal (Corpus) (0) + Intelligence (2) + Magic Theory (5 + 1) + Aura (8) + Inventive Genius (3) + Verditius Magic (4 + 1) = 24 (Lesser Device)
- Fergus: Perdo (6) + Animal (Corpus) (6) + Intelligence (1) + Magic Theory (4) + Aura (6) = 23 (Lesser Device)
- Dalton: Perdo (5) + Animal (Corpus) (1) + Intelligence (2) + Magic Theory (5) + Aura (6) + Inventive Genius (3) = 22 (Lesser Device)
- Aite: Perdo (1) + Animal (Corpus) (0) + Intelligence (5) + Magic Theory (5) + Aura (6) = 17 (Lesser Device)
- Atria: Perdo (0) + Animal (Corpus) (5) + Intelligence (2) + Magic Theory (3) + Aura (6) = 16 (Lesser Device)
Rego Animal
- Soothe the Ferocious Boar (ReAn 5)
- R:Eye/Near, D: Mom, T: Ind
Calms an animal until it is threatened or aroused again. You must speak soothingly or musically to it.
Whether hunting for vis in dangerous forests, facing some inopportune guard dogs, or just trying to stop that dang barn cat from destroying the kitchen, a device that calms animals could have a multitude of uses.
Effect Modifications: 12 Uses Per Day (+4)
Final Effect Level: 9 (1 pawn)
Relevant Form and Effect Boni: Magnetite (+3 Animal), Topaz (+5 controlling wild beasts)
Crafters:
- Isaiah: Rego (5) + Animal (4) + Intelligence (3) + Magic Theory (5 + 3) + Aura (6) + Inventive Genius (3) = 29 (Lesser Device)
- Ysle: Rego (4) + Animal (1) + Intelligence (2) + Magic Theory (5 + 1) + Aura (8) + Inventive Genius (3) + Verditius Magic (4 + 1) = 29 (Lesser Device)
- Fergus: Rego (7) + Animal (6) + Intelligence (1) + Magic Theory (4) + Aura (6) = 24 (Lesser Device)
- Cornelius: Rego (0) + Animal (7) + Intelligence (3) + Magic Theory (6) + Aura (6) = 22 (Lesser Device)
- Dalton: Rego (5) + Animal (1) + Intelligence (2) + Magic Theory (5) + Aura (6) + Inventive Genius (3) = 22 (Lesser Device)
Aquam
Intellego Aquam
- Touch of Poison and Purity (InAq 5)
- R: Touch, D: Conc, T: Small
Based on Subtle Taste of Poison and Purity and Touch of the Pearl, this determines all the mundane properties of a liquid that you touch.
Not all liquids are as delicious as Baron Beferus' water. While preparing for poison detection may be paranoid, knowing whether your well-water is any good or if someone has slipped you a mickey could be useful.
Effect Modifications: 6 Uses Per Day (+3)
Final Effect Level: 8 (1 pawn)
Relevant Form and Effect Boni: Jade (+4 Aquam)
Crafters:
- Ysle: Intellego (8) + Aquam (1) + Intelligence (2) + Magic Theory (5 + 1) + Aura (8) + Inventive Genius (3) + Verditius Magic (4 + 1) = 33 (Two Lesser Devices)
- Dalton: Intellego (6) + Aquam (2) + Intelligence (2) + Magic Theory (5) + Aura (6) + Inventive Genius (3) = 24 (Lesser Device)
- Isaiah: Intellego (3) + Aquam (1) + Intelligence (3) + Magic Theory (5 + 3) + Aura (6) + Inventive Genius (3) = 24 (Lesser Device)
- Atria: Intellego (10) + Aquam (0) + Intelligence (2) + Magic Theory (3) + Aura (6) = 21 (Lesser Device)
- Aite: Intellego (1) + Aquam (0) + Intelligence (5) + Magic Theory (5) + Aura (6) = 17 (Lesser Device)
Muto Aquam
- Lungs of the Fish (MuAq(Au) 10)
- R: Personal/Touch, D: Sun/Year, T: Ind
Turns water into air as it enters your lungs, allowing you to breathe water as you do air.
There's a river nearby, and we're also pretty near the Channel. If we never have to hunt down monsters or treasure underwater, I shall be very surprised. Constant use allows the wearer not to be surprised by sunset or sunrise.
Effect Modifications: Range Touch (+1 magnitude), Constant Use (+5)
Final Effect Level: 16 (2 pawns)
Relevant Form and Effect Boni: Agate (+3 air), Aquamarine (+3 water), Beryl (+3 water), Crystal (+5 water-related effect), Jade (+4 Aquam), Necklace (+4 affect breathing and speaking), Pin Feather (+2 Auram), Ring (+2 constant effect)
Crafters:
- Aite: Muto (12 + 5) + Aquam (Auram) (0) + Intelligence (5) + Magic Theory (5) + Aura (6) = 33 (Lesser Device)
- Ysle: Muto (8) + Aquam (Auram) (0) + Intelligence (2) + Magic Theory (5 + 1) + Aura (8) + Inventive Genius (3) + Verditius Magic (4 + 1) = 32 (Lesser Device)
- Isaiah: Muto (5) + Aquam (Auram)(1) + Intelligence (3) + Magic Theory (5 + 3) + Aura (6) + Inventive Genius (3) = 26
Rego Aquam
- Cloak of the Duck's Feathers (ReAq 5)
- R: Touch, D: Sun, T: Ind
Makes water run off one object or creature, protecting the target and the target’s apparel from dampness. The spell is broken if the target is submerged in water.
Okay, this is probably not a necessity. But it would be awfully nice to have for travel in this drippy country.
Effect Modifications: Constant Effect (+5)
Final Effect Level: 10 (1 pawn)
Relevant Form and Effect Boni: Aquamarine (+3 water), Crystal (+5 water-related effect), Jade (+4 Aquam)
Crafters:
- Ysle: Rego (4) + Aquam (1) + Intelligence (2) + Magic Theory (5 + 1) + Aura (8) + Inventive Genius (3) + Verditius Magic (4 + 1) = 29 (Lesser Device)
- Isaiah: Rego (5) + Aquam (1) + Intelligence (3) + Magic Theory (5 + 3) + Aura (6) + Inventive Genius (3) = 26 (Lesser Device)
- Dalton: Rego (5) + Aquam (2) + Intelligence (2) + Magic Theory (5) + Aura (6) + Inventive Genius (3) = 23 (Lesser Device)
Auram
Creo Auram
- Chamber of Spring Breezes (CrAu 5)
- R: Reach, D: Sun/Perm, T: Room/Str
Creates a breeze of fresh air that continually moves throughout a room, keeping the air continuously breathable even if the room is air-tight.
Hardly a necessity, but later on when we rebuild the library such an effect could be useful there: constantly circulating fresh air should do away with the danger that dampness and mold pose to books. If we bump the Target up to Structure, we can have the whole covenant ventilated (and not in the holes-in-the-wall way it's currently ventilated…).
MW also suggests the possibility of creating this with an Ignem requisite, which would allow the modulation of temperature as well. Assuming we manage to patch up the walls, it would be nice to have the air nicely warmed in the winter, and cooled in the summer.
Effect Modifications: Constant Effect (+5)
Final Effect Level: 10 (1 pawn)
or
Effect Modifications: Target Structure (+1 magnitude), Constant Effect (+5)
Final Effect Level: 15 (2 pawns)
Relevant Form and Effect Boni: Agate (+3 air), Bellows (+4 create wind), Fan (+4 create or control winds), Pin Feather (+2 Auram), Room (+4 create things within), Ship Sail (+4 affect winds)
Crafters:
- Edmund: Creo (6) + Auram (16 + 5) + Intelligence (3) + Magic Theory (3) + Aura (6) = 39 (Lesser Device)
- Isaiah: Creo (8) + Auram (1) + Intelligence (3) + Magic Theory (5 + 3) + Aura (6) + Inventive Genius (3) = 29 (Possible Lesser Device)
- Ysle: Creo (5) + Auram (0) + Intelligence (2) + Magic Theory (5 + 1) + Aura (8) + Inventive Genius (3) + Verditius Magic (4 + 1) = 29 (Possible Lesser Device)
- Dalton: Creo (5) + Auram (3) + Intelligence (2) + Magic Theory (5) + Aura (6) + Inventive Genius (3) = 24 (Possible Lesser Device)
- Cornelius: Creo (7) + Auram (0) + Intelligence (3) + Magic Theory (6) + Aura (6) = 22 (Possible Lesser Device)
- Jupiter's Resounding Blow (CrAu 10)
- R: Far, D: Mom, T: Group
Creates a thunderclap; anyone directly underneath must make a Stamina stress roll of 9+ or be deafened. If deafened, the target gets another Stamina simple roll each minute and recovers with a roll of 9+. If the first roll botches, the victim is rendered deaf for a month.
A trick to cow the mundanes. Unfortunately causing deafness is not as handy as causing dumbness, but it is impressive. Like Pit of the Gaping Earth, this is a non-direct combat effect; where Pit of the Gaping Earth slows things down, this attempts to scare them off.
Effect Modifications: 12 Uses Per Day (+4)
Final Effect Level: 14 (2 pawns)
Relevant Form and Effect Boni: Drum (+5 defening), Earring (+3 affect hearing), Pin Feather (+2 Auram)
Crafters:
- Edmund: Creo (6) + Auram (16 + 5) + Intelligence (3) + Magic Theory (3) + Aura (6) = 39 (Lesser Device)
- Isaiah: Creo (8) + Auram (1) + Intelligence (3) + Magic Theory (5 + 3) + Aura (6) + Inventive Genius (3) = 29 (Lesser Device)
- Ysle: Creo (5) + Auram (0) + Intelligence (2) + Magic Theory (5 + 1) + Aura (8) + Inventive Genius (3) + Verditius Magic (4 + 1) = 29 (Lesser Device)
- Dalton: Creo (5) + Auram (3) + Intelligence (2) + Magic Theory (5) + Aura (6) + Inventive Genius (3) = 24
Intellego Auram
- Whispering Winds (InAu 5)
- R: Sight, D: Conc/Moon, T: Spec
The winds bear their tidings to your ears, allowing you to hear words spoken by any group of people within your line of sight, provided no solid barrier (including glass) intervenes.
While sadly forbidden for use on other magi or covenants, this could be helpful in mundane intrigues.
Effect Modifications: Maintains Concentration (+5), 12 Uses Per Day (+4)
Final Effect Level: 14 (2 pawns)
Relevant Form and Effect Boni: Agate (+3 air), Earring (+5 affect hearing), Fan (+4 create or control winds), Pin Feather (+2 Auram)
Crafters:
- Edmund: Intellego (3) + Auram (16 + 5) + Intelligence (3) + Magic Theory (3) + Aura (6) = 36 (Lesser Device)
- Ysle: Intellego (8) + Auram (0) + Intelligence (2) + Magic Theory (5 + 1) + Aura (8) + Inventive Genius (3) + Verditius Magic (4 + 1) = 32 (Lesser Device)
- Dalton: Intellego (6) + Auram (3) + Intelligence (2) + Magic Theory (5) + Aura (6) + Inventive Genius (3) = 25
- Isaiah: Intellego (3) + Auram (1) + Intelligence (3) + Magic Theory (5 + 3) + Aura (6) + Inventive Genius (3) = 24
Perdo Auram
- Thief of the Stolen Breath (PeAu 10)
- R: Near/Sight, D: Mom, T: Small
Takes a creature's breath out of its lungs, causing panic and the instant loss of a Fatigue level, plus a second level unless a Stamina stress roll of 6+ is made. Casting requisite is Animal for beasts and Corpus for people. This spell cannot effect a target for more than one round.
Yet another way to slow an enemy down — and this one steals Fatigue, too. We would certainly want the Corpus requisite, although the Animal requisite is more questionable.
Effect Modifiers: 12 Uses Per Day (+4)
Final Effect Level: 14 (2 pawns)
Relevant Form and Effect Boni: Agate (+3 air), Bow (+5 destroy things at a distance), Dagger/Knife (+2 precise destruction), Necklace (+4 affect breathing and speaking), Pin Feather (+2 Auram),
Crafters:
- Dalton: Perdo (5) + Auram (Corpus) (3) + Intelligence (2) + Magic Theory (5) + Aura (6) + Inventive Genius (3) = 24
- Isaiah: Perdo (3) + Auram (Corpus) (1) + Intelligence (3) + Magic Theory (5 + 3) + Aura (6) + Inventive Genius (3) = 24
- Ysle: Perdo (0) + Auram (Corpus) (0) + Intelligence (2) + Magic Theory (5 + 1) + Aura (8) + Inventive Genius (3) + Verditius Magic (4 + 1) = 24
Corpus
Creo Corpus
- Bind Wound (CrCo 10)
- R: Touch/Near, D: Sun/Inst, T: Ind
Typically, you place your hands on the target and pass them over the wound, which magically seals itself and stops bleeding. If a spider’s web is available, it is laid over the wound and disappears as the wound seals itself. Any subsequent recovery rolls necessitated by the wound are made at +1.
Even without much training, most people should be able to figure out how to wrap a bandage around where a wound was so that when it reopens at sunset it will close again quickly. If the device is designed to accept vis boosting, vis can be used to make the binding permanent (although this is probably only a good idea if the wound is severe or our vis stores are overflowing).
Effect Modifications: 24 Uses Per Day (+5), Vis Extends Duration (+3)
Final Effect Level: 18 (2 pawns)
or
Effect Modifications: Unlimited Uses Per Day (+10)
Final Effect Level: 20 (2 pawns)
or
Effect Modifications: 12 Uses Per Day (+4)
Final Effect Level: 14 (2 pawns)
Relevant Form and Effect Boni: Amber (+3 Corpus), Bandage (+4 healing wounds), Bloodstone (+4 blood and wounds), Hyacinth (+2 healing), Jasper (+2 healing), Rock Crystal (+3 healing), Sapphire (+3 healing)
Crafters:
- Isaiah: Creo (8) + Corpus (9 + 3 + 1) + Intelligence (3) + Magic Theory (5 + 3) + Aura (6) + Inventive Genius (3) = 41 (Lesser Device)
- Cornelius: Creo (7) + Corpus (7) + Intelligence (3) + Magic Theory (6) + Aura (6) = 29 (Possible Lesser Device)
- Ysle: Creo (5) + Corpus (0) + Intelligence (2) + Magic Theory (5 + 1) + Aura (8) + Inventive Genius (3) + Verditius Magic (4 + 1) = 29 (Possible Lesser Device)
Muto Corpus
- Eyes of the Cat (MuCo(An) 5)
- R: Touch, D: Sun/Year, T: Ind
The target gains the eyes of a cat, which allow him or her to see in near darkness (but not in absolute darkness, such as a lightless subterranean cavern).
We seem to do an awful lot of wandering around at night. It would be nice if we (and our grogs!) could see. This is low-level enough that it might be worth boosting the Target to Group (up to a dozen people, as long as they are obviously a group). If so, we'd require either a big enough device that everyone can touch it when it is triggered, or a boost of Range to at least Reach.
Effect Modifications: 3 Uses Per Day (+2)
Final Effect Level: 7 (1 pawn)
or
Effect Modifications: Target Group (+1 magnitude), 3 Uses Per Day (+2)
Final Effect Level: 12 (2 pawns)
Relevant Form and Effect Boni: Helmet (+6 affect wearer's sight), Magnetite (+3 Animal), Mask (+2 affect wearer's sight)
Crafters:
- Aite: Muto (12 + 5) + Corpus (Animal) (0) + Intelligence (5) + Magic Theory (5) + Aura (6) = 33 (Lesser Device, Possibly Two)
- Isaiah: Muto (5) + Corpus (Animal) (4) + Intelligence (3) + Magic Theory (5 + 3) + Aura (6) + Inventive Genius (3) = 29 (Lesser Device, Possibly Two)
- Cornelius: Muto (7) + Corpus (Animal) (7) + Intelligence (3) + Magic Theory (6) + Aura (6) = 29 (Lesser Device, Possibly Two)
- Ysle: Muto (5) + Corpus (Animal) (0) + Intelligence (2) + Magic Theory (5 + 1) + Aura (8) + Inventive Genius (3) + Verditius Magic (4 + 1) = 29 (Lesser Device, Possibly Two)
- Fergus: Muto (7) + Corpus (Animal) (6) + Intelligence (1) + Magic Theory (4) + Aura (6) = 24 (Lesser Device)
Perdo Corpus
- Invocation of Weariness (PeCo 10)
- R: Near/Sight, D: Mom, T: Ind
The target must make a Fatigue roll of 9+ or lose a Fatigue level.
Sometimes you'd like your victim to collapse, but Thief of the Stolen Breath is too noticeable, or your Tender-Hearted companion begs you not to use it. Cast several times in succession, this is essentially a knockout spell. Sneaky! Or would a Group version be better?
Effect Modifications: 24 Uses Per Day (+5)
Final Effect Level: 15 (2 pawns)
Relevant Form and Effect Boni: Amber (+3 Corpus)
Crafters:
- Isaiah: Perdo (3) + Corpus (9 + 3) + Intelligence (3) + Magic Theory (5 + 3) + Aura (6) + Inventive Genius (3) = 35 (Lesser Device)
- Cornelius: Perdo (7) + Corpus (7) + Intelligence (3) + Magic Theory (6) + Aura (6) = 29
- Dalton: Perdo (5) + Corpus (5) + Intelligence (2) + Magic Theory (5) + Aura (6) + Inventive Genius (3) = 26
- Dust to Dust (PeCo 15)
- R: Near/Sight, D: Mom, T: Ind
Turns a dead body or mindless undead body to dust in two rounds. The spell doesn't affect those undead possessed by spirits.
This may or may not be useful: hopefully we're done with the undead before we have time to create one. And it doesn't seem to work on the bigger composite undead we've been facing, either. (We haven't tried it on the human-undead, but those are fairly easy to take down anyway…) The undead its able to take down will probably be very classic zombie groups, animated skeletons, etc., dangerous only because there are quite a few of them, so raising the effect level to Group is probably a good idea.
Effect Modifications: Target Group (+1 magnitude), 12 Uses Per Day (+4)
Final Effect Level: 24 (3 pawns)
Relevant Form and Effect Boni: Amber (+3 Corpus), Bow (+5 destroy things at a distance), Human Bone (+4 destroy the human body), Human Skull (+4 destroy human body), Sword (+4 harm human and animal bodies)
Crafters:
- Isaiah: Perdo (3) + Corpus (9 + 3) + Intelligence (3) + Magic Theory (5 + 3) + Aura (6) + Inventive Genius (3) = 35
- Cornelius: Perdo (7) + Corpus (7) + Intelligence (3) + Magic Theory (6) + Aura (6) = 29
- Dalton: Perdo (5) + Corpus (5) + Intelligence (2) + Magic Theory (5) + Aura (6) + Inventive Genius (3) = 26
- The Wound that Weeps (PeCo 15)
- R: Near/Sight, D: Mom, T: Ind
Aimed: +0
When casting this spell, you point at the victim, possibly with a branch of holly, and a large wound opens on his or her body. The wound is not a deep one, but it bleeds profusely.
The target must make a Stamina stress roll ever round. If the result is a botch, he loses two Fatigue levels. If the result is 2 or less, one Fatigue level is lost. If the result is 3 to 8, no level is lost. If the roll is 9+, the bleeding stops. An unconscious target loses Body levels instead of Fatigue levels. A target who is active suffers a –3 penalty to these Stamina rolls, and a completely still target receives a +1 bonus. Of course, accumulated Fatigue and wound penalties apply to all rolls. If outside help is received, a Chirurgy stress roll of 6+ stops the bleeding.
This is a classic keep-alive-while-your-enemies-wear-out spell, with the additional bonus of being creepy. Well, it's a bonus if you're trying to creep your enemies out.
Effect Modifications: 12 Uses Per Day (+4)
Final Effect Level: 19 (2 pawns)
Relevant Form and Effect Boni: Amber (+3 Corpus), Bloodstone (+4 blood and wounds), Bow (+5 destroy things at a distance), Ruby (+3 affect blood), Sword (+4 harm human and animal bodies), Wand/Staff (+4 destroy things at a distance)
Crafters:
- Isaiah: Perdo (3) + Corpus (9 + 3) + Intelligence (3) + Magic Theory (5 + 3) + Aura (6) + Inventive Genius (3) = 35
- Cornelius: Perdo (7) + Corpus (7) + Intelligence (3) + Magic Theory (6) + Aura (6) = 29
- Dalton: Perdo (5) + Corpus (5) + Intelligence (2) + Magic Theory (5) + Aura (6) + Inventive Genius (3) = 26
Rego Corpus
- Endurance of the Beserkers (ReCo 15)
- R: Touch/Near, D: Conc/Sun, T: Ind
The target’s body acts as though it were unwounded and unfa- tigued for as long as you concentrate (or until sunrise or sunset if vis is used to increase duration). Keep track of the actual Body and Fatigue levels that the body loses while “berserk,” because as soon as the spell wears off, the target loses those levels. If the target runs out of Body levels at any time during the spell, the spell terminates immediately and the character dies. If the target runs out of Fatigue levels, the spell terminates immediately and the character falls unconscious.
Consecutive castings on a character delay the end of the spell— that is, put off the time when accumulated wounds take effect—but a body can only take a number of consecutive castings equal to its Size + 2. Further castings have no effect.
Hang amulet on shield grog. Stand behind shield grog. Smile. Boosting this to Sun duration feels more useful than having the device maintain concentration; it's not as if this is an effect you really want to turn off. Two uses per day allows use at sunrise and sunset.
Effect Modifications: Duration Sun (+1 magnitude), 2 Uses Per Day (+1)
Final Effect Level: 21 (3 pawns)
Relevant Form and Effect Boni: None
Crafters:
- Isaiah: Rego (5) + Corpus (9 + 3) + Intelligence (3) + Magic Theory (5 + 3) + Aura (6) + Inventive Genius (3) = 37
- Ysle: Rego (4) + Corpus (0) + Intelligence (2) + Magic Theory (5 + 1) + Aura (8) + Inventive Genius (3) + Verditius Magic (4 + 1) = 28
- Dalton: Rego (5) + Corpus (5) + Intelligence (2) + Magic Theory (5) + Aura (6) + Inventive Genius (3) = 26
- Fergus: Rego (7) + Corpus (7) + Intelligence (1) + Magic Theory (4) + Aura (6) = 25
Herbam
Intellego Herbam
- Probe Nature’s Hidden Lore (InHe 4)
- R: Touch/Near, D: Mom, T: Ind
Tells you what kind of plant you are touching. You also get an image of it in its natural habitat. Works with plant products as well as with plants themselves.
Many plants have important properties. Give this to a mundane under the instruction of an herbalist and we can tell valuable mushrooms from poisons, find healing herbs, find edible plants even in the winter, etc. 50 uses a day allows from a great deal of identification; bumping it up to Unlimited uses costs a second pawn of vis and makes it an effect level 14, but several crafters would still be able to create a lesser device of it in a single season.
Effect Modifications: 50 Uses Per Day (+6)
Final Effect Level: 10 (1 pawn)
Relevant Form and Effect Boni: Hazel (+3 divination), Glove (+4 effect things at touch)
Crafters:
- Ysle: Intellego (8) + Herbam (1) + Intelligence (2) + Magic Theory (5 + 1) + Aura (8) + Inventive Genius (3) + Verditius Magic (4 + 1) = 33 (Lesser Device)
- Isaiah: Intellego (3) + Herbam (4) + Intelligence (3) + Magic Theory (5 + 3) + Aura (6) + Inventive Genius (3) = 27 (Lesser Device)
- Atria: Intellego (10) + Herbam (6) + Intelligence (2) + Magic Theory (3) + Aura (6) = 27 (Lesser Device)
- Dalton: Intellego (6) + Herbam (2) + Intelligence (2) + Magic Theory (5) + Aura (6) + Inventive Genius (3) = 24 (Lesser Device)
Rego Herbam
- Repel the Wooden Shafts (ReHe 10)
- R: Reach, D: Conc/Sun, T: Small
Deflects a single blow of any weapon made of wood, up to the size of a two-handed club. You can deflect a different attack each round. The attack automatically misses, but the attacker still rolls to see if he or she botches (with two extra botch rolls for melee weapons). If you ordinarily carry a staff, it must be tossed aside for the casting.
While not quite as useful as a Terram variant might be, guarding against clubs, spears, and arrows (where the pointy Terram tip is deflected as a consequence of the shaft being deflected) seems pretty handy. With a maintains-concentration device, you simply trigger it before combat and it protects you handily.
Effect Modifications: 6 Uses Per Day (+3), Maintains Concentration (+5)
Final Effect Level: 18 (2 pawns)
Relevant Form and Effect Boni: Armor (+7 protect wearer), Clam Shell (+2 protection), Horseshoe (+2 warding), Shield (+5 protection), Wand/Staff (+2 repel things) , Wood (dead) (+4 affect dead wood)
Crafters:
- Isaiah: Rego (5) + Herbam (4) + Intelligence (3) + Magic Theory (5 + 3) + Aura (6) + Inventive Genius (3) = 29
- Ysle: Rego (4) + Herbam (1) + Intelligence (2) + Magic Theory (5 + 1) + Aura (8) + Inventive Genius (3) + Verditius Magic (4 + 1) = 29
- Fergus: Rego (7) + Herbam (6) + Intelligence (1) + Magic Theory (4) + Aura (6) = 24
Ignem
Creo Ignem
- The Boiling Bushel (CrIg 5)
- R: Touch, D: Sun, T: Small
Cast on a container no larger than a bushel, this causes any liquid in the container to boil and eventually boil off. Specifically, if the container is continuously filled with salt water, enough will have boiled off over twelve hours to fill the container with salt. (The container will fill relatively more quickly if it is smaller than a bushel.)
Two pounds of salt are worth one silver penny. A bushel (18.5 inches diameter, 8 inches deep) of loose salt is about 38.8 pounds, so for simplicity let's say the caked salt produced by this effect is 40 pounds of salt. That's 20 pennies, and sea water is free.
Two uses per day allows the device to be triggered at sunrise and sunset, doubling the output for only +1 difficulty. While this is a less elegant and slightly more labor-intensive effect (requiring some continuous supply of salt water, rather than immersion) which produces the same result as The Assembly of the Salt of the Sea (ReTe), the covenant actually has Ignem vis to spend, making it ultimately more practical.
Effect Modifications: 2 Uses Per Day (+1)
Final Effect Level: 6 (1 pawn)
Relevant Form and Effect Boni: Hearth (+7 create fire and heat)
Crafters:
- Ysle: Creo (5) + Ignem (5) + Intelligence (2) + Magic Theory (5 + 1) + Aura (8) + Inventive Genius (3) + Verditius Magic (4 + 1) = 34 (Two Lesser Devices)
- Isaiah: Creo (8) + Ignem (4) + Intelligence (3) + Magic Theory (5 + 3) + Aura (6) + Inventive Genius (3) = 33 (Two Lesser Devices)
- Dalton: Creo (5) + Ignem (2) + Intelligence (2) + Magic Theory (5) + Aura (6) + Inventive Genius (3) = 23 (Lesser Device)
- Lamp Without Flame (CrIg 10)
- R: Touch, D: Conc, T: Room
Illuminates the room that you are in with a light equal to torch or lamp light, as long as you concentrate. When cast outside, this spell illuminates an area about 5 paces across.
In most cases, a simple mundane lamp with flame suffices. But when you don't want to accidentally burn down the library, or you need an underwater light source, or the miners mention that it's been getting a wee bit explosive underground, you want a lamp without flame.
Effect Modifications: 6 Uses Per Day (+3), Maintains Concentration (+5)
Final Effect Level: 18 (2 pawns)
Relevant Form and Effect Boni: Lamp (+7 produce light)
Crafters:
- Ysle: Creo (5) + Ignem (5) + Intelligence (2) + Magic Theory (5 + 1) + Aura (8) + Inventive Genius (3) + Verditius Magic (4 + 1) = 34
- Isaiah: Creo (8) + Ignem (4) + Intelligence (3) + Magic Theory (5 + 3) + Aura (6) + Inventive Genius (3) = 33
- Pilum of Fire (CrIg 20)
- R: Spec, D: Mom, T: Ind
Aimed: +1
A 2-foot, thick, spear-shaped jet of fire flies from the device, doing +25 damage. One point less is done for each pace of distance between you and your target. Beyond 25 paces, the flames dissipate.
There's a reason this is a go-to Flambeau spell. It's simple, it's deadly, it's everything you could ever want in a combat spell of four magnitudes. Except against fire elementals.
Effect Modifications: 24 Uses Per Day (+5)
Final Effect Level: 25 (3 pawns)
Relevant Form and Effect Boni: Ruby (+6 fire-related effect), Wand/Staff (+3 project bolt or other missile)
Crafters:
- Ysle: Creo (5) + Ignem (5) + Intelligence (2) + Magic Theory (5 + 1) + Aura (8) + Inventive Genius (3) + Verditius Magic (4 + 1) = 34
- Isaiah: Creo (8) + Ignem (4) + Intelligence (3) + Magic Theory (5 + 3) + Aura (6) + Inventive Genius (3) = 33
Muto Ignem
- Hornet Fire (Mu(Re)Ig 10)
- R: Near/Sight, D: Conc, T: Ind
Turns a fire into a swarm of fireballs, each the size of a large insect, that fly and harass at your command. Their burning touch gives all those you indicate within 7 paces of the fire both a –3 penalty on all rolls and two extra botch dice. If using the focus, you throw the stinging insect into the fire.
Why bother fatiguing your enemies for roll penalities when you can spark at them instead. "Ooh, pretty firefli-OUCH!" If we give the effect a Creo requisite too, the device can create the required fire at the same time.
Effect Modifications: 12 Uses Per Day (+4)
Final Effect Level: 14 (2 pawns)
Relevant Form and Effect Boni: Lamp (+4 create fire), Ruby (+6 fire-related effect)
Crafters:
- Ysle: Muto (Rego) (4) + Ignem (5) + Intelligence (2) + Magic Theory (5 + 1) + Aura (8) + Inventive Genius (3) + Verditius Magic (4 + 1) = 33 (Lesser Device)
- Isaiah: Muto (Rego) (5) + Ignem (4) + Intelligence (3) + Magic Theory (5 + 3) + Aura (6) + Inventive Genius (3) = 29 (Lesser Device)
- Dalton: Muto (Rego) (5) + Ignem (2) + Intelligence (2) + Magic Theory (5) + Aura (6) + Inventive Genius (3) = 23
Perdo Ignem
- Soothe the Raging Flames (PeIg 15)
- R: Reach/Far, D: Mom, T: Ind
Eradicates the heat of a bonfire, which, however, continues to burn until the fuel already covered in flame is consumed. The flames do not spread, or harm anything beyond what they were already burning. If the fire is extinguished and relit, it will burn hot again, as it is now a different fire.
Save the library! Save the kitchen! Save the barn! Save the Jewish Quarter! Okay, if Newcastle has a Jewish Quarter we're probably too far away to save it from the latest riots, but stopping a fire from spreading is a handy thing to be able to do.
Effect Modifications: 6 Uses Per Day (+3)
Final Effect Level: 18 (2 pawns)
Relevant Form and Effect Boni: Fired Clay (+4 contain or protect from fire), Ruby (+6 fire-related effect)
Crafters:
- Ysle: Perdo (Rego) (0) + Ignem (5) + Intelligence (2) + Magic Theory (5 + 1) + Aura (8) + Inventive Genius (3) + Verditius Magic (4 + 1) = 29
- Isaiah: Perdo (Rego) (3) + Ignem (4) + Intelligence (3) + Magic Theory (5 + 3) + Aura (6) + Inventive Genius (3) = 27
- Dalton: Perdo (Rego) (5) + Ignem (2) + Intelligence (2) + Magic Theory (5) + Aura (6) + Inventive Genius (3) = 23
Imaginem
Intellego Imaginem
- Discern the Images of Truth and Falsehood (InIm General)
- Range: Near/Sight, D: Conc/Moon, T: Room
You can tell whether an image has been created or altered through a spell, seeing both the original and false images in the case of alterations. Roll a stress die, adding the level of this spell + 5 when you cast the spell; any illusion spells higher than your roll are not dis- cerned. If you botch the roll, you mistake illusions for the real thing and reality for illusion.
This could be very useful or not-at-all useful; it really depends on the kinds of challenges we will face. For greatest use it should be constructed at the greatest level possible (and of course effect modifications do not actually add to the effective level of the spell for discernment).
Effect Modifications: 12 Uses Per Day (+4), Maintains Concentration (+5)
Final Effect Level: Spell Level + 9 (? pawns)
Relevant Form and Effect Boni: Clear Glass (+5 seeing through something), Helmet (+6 affect wearer's sight), Mask (+2 affect wearer's sight), Rock Crystal (+5 clairvoyance)
Crafters:
- Ysle: Intellego (8) + Imaginem (0) + Intelligence (2) + Magic Theory (5 + 1) + Aura (8) + Inventive Genius (3) + Verditius Magic (4 + 1) = 32
- Dalton: Intellego (6) + Imaginem (2) + Intelligence (2) + Magic Theory (5) + Aura (6) + Inventive Genius (3) = 24
- Isaiah: Intellego (3) + Imaginem (1) + Intelligence (3) + Magic Theory (5 + 3) + Aura (6) + Inventive Genius (3) = 24
Muto Imaginem
- Aura of Ennobled Presence (MuIm 10)
- R: Near/Sight, D: Sun/Year: T: Ind
The target appears more forceful, authoritative, and believable. Numerous subtle changes in appearance bring about this change, including a slight supernatural illumination of the face, a more erect posture, and a louder and smoother voice. The target's Presence increases by +1, or rises to 0, whichever produces the higher result. The character gets a +3 on rolls to influence, lead, or convince others.
We’ve got a lot of people with poor Presence scores, and often with the Blatant Gift. A charm that makes it possible for them to deal with mundanes when Cornelius is otherwise occupied could be quite useful.
MW questions why you would want 3 uses a day of something with a Sun duration most likely affecting just the user. Dropping to 2 uses a day makes the effect level 5, allowing additional people to make multiple lesser devices in a season — Atria would gain the ability to make 1, Fergus could make 2 with the right Form/Effect bonus; Ysle, Cornelius, and Isaiah might be able to manage 3 a piece with the right Form/Effect bonus.
Effect Modifications: Range Touch (-2 magnitudes), 3 Uses Per Day (+2)
Final Effect Level: 6 (1 pawn)
Relevant Form and Effect Boni: Crown (+5 gain respect, authority), Violet Amethyst (+4 ascendancy over masses)
Crafters:
- Aite: Muto (12 + 5) + Imaginem (3) + Intelligence (5) + Magic Theory (5) + Aura (6) = 36 (Three Lesser Devices)
- Ysle: Muto (5) + Imaginem (0) + Intelligence (2) + Magic Theory (5 + 1) + Aura (8) + Inventive Genius (3) + Verditius Magic (4 + 1) = 29 (Two Lesser Devices)
- Cornelius: Muto (7) + Imaginem (4) + Intelligence (3) + Magic Theory (6) + Aura (6) = 26 (Two Lesser Devices)
- Isaiah: Muto (5) + Imaginem (1) + Intelligence (3) + Magic Theory (5 + 3) + Aura (6) + Inventive Genius (3) = 26 (Two Lesser Devices)
- Dalton: Muto (5) + Imaginem (2) + Intelligence (2) + Magic Theory (5) + Aura (6) + Inventive Genius (3) = 23 (Lesser Device)
- Fergus: Muto (7) + Imaginem (0) + Intelligence (1) + Magic Theory (4) + Aura (6) = 18 (Lesser Device)
- Edmund: Muto (1) + Imaginem (0) + Intelligence (3) + Magic Theory (3) + Aura (6) = 13 (Lesser Device)
Mentem
Intellego Mentem
- Sight of the Transparent Motive (InMe 10)
- R: Eye/Near, D: Mom, T: Ind
Detects the general motive most powerfully influencing the target at the moment. General motives are such things as fear, anger, and greed, not specific things like the desire to look good before one's superiors.
There are a tremendous number of possibly applications for this one. Any time we're dealing with non-magi it would provide useful information. (Remember, use on magi is scrying!)
Effect Modifications: 24 Uses Per Day (+5)
Final Effect Level: 15 (2 pawns)
Relevant Form and Effect Boni: Clear Glass (+5 seeing through something), Rock Crystal (+5 clairvoyance), Sapphire (+2 knowledge)
Crafters:
- Ysle: Intellego (8) + Mentem (0) + Intelligence (2) + Magic Theory (5 + 1) + Aura (8) + Inventive Genius (3) + Verditius Magic (4 + 1) = 32 (Lesser Device)
- Atria: Intellego (10) + Mentem (6) + Intelligence (2) + Magic Theory (3) + Aura (6) = 27
- Dalton: Intellego (6) + Mentem (5) + Intelligence (2) + Magic Theory (5) + Aura (6) + Inventive Genius (3) = 27
- Thoughts Within Babble (InMe 25)
- R: Per/Touch, D: Conc, T: Group
You can understand the speech of the those within the target area, or any writing in any language, unless the speech or writing is coded. Perception or Communication stress rolls are needed for difficult exchanges.
A device with this effect would be a very handy universal translator, and would make Marsilia horribly jealous.
Effect Modifications: Range Touch (+1 magnitude), Constant Use (+5), Maintains Concentration (+5)
Final Effect Level: 40 (4 pawns)
Relevant Form and Effect Boni: Helmet (+4 affect wearer's mind), Ring (+2 constant effect), Sapphire (+2 knowledge)
Crafters:
- None possible.
Rego Mentem
- The Call to Slumber (ReMe 10)
- R: Near/Sight, D: Mom, T: Ind
The target becomes sleepy and falls asleep within five minutes unless some current need makes wakefulness imperative. The target can resist with a Stamina stress roll of 12+.
Put to sleep inconvenient observers, distracting children, or even those in pain.
Effect Modifications: 6 Uses Per Day (+3)
Final Effect Level: 13 (2 pawns)
Relevant Form and Effect Boni: Bed (+6 affect sleep and dreams)
Crafters:
- Ysle: Rego (4) + Mentem (0) + Intelligence (2) + Magic Theory (5 + 1) + Aura (8) + Inventive Genius (3) + Verditius Magic (4 + 1) = 28 (Lesser Device)
- Dalton: Rego (5) + Mentem (5) + Intelligence (2) + Magic Theory (5) + Aura (6) + Inventive Genius (3) = 26 (Lesser Device)
- Isaiah: Rego (5) + Mentem (1) + Intelligence (3) + Magic Theory (5 + 3) + Aura (6) + Inventive Genius (3) = 26 (Lesser Device)
- Snap of Awakening (ReMe 10)
- R: Near/Sight, D: Mom, T: Ind
You instantly awaken the target from sleep to alert consciousness. Does not work on someone unconscious from Fatigue-level loss, wounds, or magic.
With Target Structure, this could be built into an alarm bell that will wake the whole covenant. Which is more expensive, a proper bell and bell tower or an enchanted device?
Effect Modifications: Target Structure (+2 magnitudes), 2 Uses Per Day (+1)
Final Effect Level: 21 (3 pawns)
Relevant Form and Effect Boni: Bed (+6 affect sleep and dreams)
Crafters:
- Ysle: Rego (4) + Mentem (0) + Intelligence (2) + Magic Theory (5 + 1) + Aura (8) + Inventive Genius (3) + Verditius Magic (4 + 1) = 28
- Dalton: Rego (5) + Mentem (5) + Intelligence (2) + Magic Theory (5) + Aura (6) + Inventive Genius (3) = 26
- Isaiah: Rego (5) + Mentem (1) + Intelligence (3) + Magic Theory (5 + 3) + Aura (6) + Inventive Genius (3) = 26
Terram
Intellego Terram
- Probe for Pure Silver (InTe 4)
- R: Near/Sight, D: Mom/Conc, T: Small
You are guided by a hunch to any silver nearby.
Tyceline made some disturbing comments about the silver mine being almost played out. Maybe we can find more silver? (It might not be worth making an enchanted device; several of the magi can reliably spont the spell if they spend Fatigue.)
Effect Modifications: 12 Uses Per Day (+4)
Final Effect Level: 8 (1 pawn)
Relevant Form and Effect Boni: Arrow (+3 direction), Hazel (+3 divination), Rock Crystal (+5 clairvoyance)
Crafters:
- Ysle: Intellego (8) + Terram (7) + Intelligence (2) + Magic Theory (5 + 1) + Aura (8) + Inventive Genius (3) + Verditius Magic (4 + 1) = 39 (Two Lesser Devices)
- Dalton: Intellego (6) + Terram (4) + Intelligence (2) + Magic Theory (5) + Aura (6) + Inventive Genius (3) = 26 (Lesser Device)
- Isaiah: Intellego (3) + Terram (1) + Intelligence (3) + Magic Theory (5 + 3) + Aura (6) + Inventive Genius (3) = 24 (Lesser Device)
- Atria: Intellego (10) + Terram (0) + Intelligence (2) + Magic Theory (3) + Aura (6) = 21 (Lesser Device)
- The Miner's Keen Eye (InTe 20)
- R: Near/Sight, D: Mom/Conc, T: Small
You can see any one type of mineral (gold, diamond, sand), specified at the time of casting, though up to 3 paces of intervening material. You have a good idea of how much there is and how pure it is, if appropriate.
This might be a better choice than Probe for Pure Silver — it gives more information more flexibly and is not really a candidate for sponting.
Effect Modifiers: 12 Uses Per Day (+4)
Final Effect Level: 24 (3 pawns)
Relevant Form and Effect Boni: Clear Glass (+5 seeing through something), Rock Crystal (+5 clairvoyance)
Crafters:
- Ysle: Intellego (8) + Terram (7) + Intelligence (2) + Magic Theory (5 + 1) + Aura (8) + Inventive Genius (3) + Verditius Magic (4 + 1) = 39
Muto Terram
- Edge of the Razor (MuTe 5)
- R: Touch, D: Sun/Perm, T: Small
Sharpens any metal edge to a degree unequaled by manual methods. An edged or pointed weapon gains a +2 bonus to Damage.
I envision this as a whetstone. All the grogs (and the martial magi) use it every day until we don't even think about weapon damage without a +2 bonus. (If the crafter can manage it, it would be less fiddly with Duration Moon.)
Effect Modifications: Unlimited Uses (+10)
Final Effect Level: 15 (2 pawns)
Relevant Form and Effect Boni: None
Crafters:
- Ysle: Muto (5) + Terram (7) + Intelligence (2) + Magic Theory (5 + 1) + Aura (8) + Inventive Genius (3) + Verditius Magic (4 + 1) = 36 (Lesser Device)
- Aite: Muto (12 + 5) + Terram (0) + Intelligence (5) + Magic Theory (5) + Aura (6) = 33 (Lesser Device)
Perdo Terram
- Pit of the Gaping Earth (PeTe 15)
- R: Near/Sight, D: Mom, T: Spec
The dirt in a circle 6 paces across recedes into the ground, leaving a pit 9 feet deep.
Let’s face it, most of us aren’t very combat oriented. This is a great way for dealing with human-sized threats non-lethally – a 9 foot deep pit will trap someone fairly effectively. It also gets around the issues of trying to affect those with resistance to magic, as the target is the ground underneath them, not the individual itself, and thus is unlikely to be affected by resistance (unless the dirt has been enchanted to resist spells). It’s only limited in that it only works on dirt (and thus not stone or wooden floors), and that it won’t help against things that can fly or giant things that could climb out of such holes relatively easily. It also wouldn’t require that many uses in a day, as combat isn’t all that frequent the way we play.
Effect Modifications: 2 Uses Per Day (+1)
Final Effect Level: 16 (2 pawns)
Relevant Form and Effect Boni: Bow (+5 destroy things at a distance), Spade (+4 move or destroy earth), Wand/Staff (+4 destroy things at a distance)
Crafters:
- Ysle: Perdo (0) + Terram (7) + Intelligence (2) + Magic Theory (5 + 1) + Aura (8) + Inventive Genius (3) + Verditius Magic (4 + 1) = 31
- Dalton: Perdo (5) + Terram (4) + Intelligence (2) + Magic Theory (5) + Aura (6) + Inventive Genius (3) = 25
- Isaiah: Perdo (3) + Terram (1) + Intelligence (3) + Magic Theory (5 + 3) + Aura (6) + Inventive Genius (3) = 24
Rego Terram
- The Assembly of the Salt of the Sea
- R: Reach, D: Sun, T: Small
This must be cast on a container no larger than a bushel. Any particles of salt within the container stick to each other. If the container is immersed in sea water and the sea water is allowed to flow in, this results in the container filling with pure salt by the end of a twelve hour period. (Containers smaller than a bushel may result in faster filling.)
Two pounds of salt are worth one silver penny. A bushel (18.5 inches diameter, 8 inches deep) of loose salt is about 38.8 pounds, so for simplicity let's say the caked salt produced by this effect is 40 pounds of salt. That's 20 pennies, and sea water is free.
Two uses per day allows the device to be triggered at sunrise and sunset, doubling the output for only +1 difficulty.
Effect Modifications: Two Uses Per Day (+1)
Final Effect Level: 6 (1 pawn)
Relevant Form and Effect Boni: Bag/Sack (+5 trapping things within)
Crafters:
- Ysle: Rego (4) + Terram (7) + Intelligence (2) + Magic Theory (5 + 1) + Aura (8) + Inventive Genius (3) + Verditius Magic (4 + 1) = 35 (Two Lesser Devices)
- Isaiah: Rego (5) + Terram (1) + Intelligence (3) + Magic Theory (5 + 3) + Aura (6) + Inventive Genius (3) = 26 (Two Lesser Devices)
- Dalton: Rego (5) + Terram (4) + Intelligence (2) + Magic Theory (5) + Aura (6) + Inventive Genius (3) = 25 (Two Lesser Devices)
- Unseen Porter (ReTe 10)
- R: Near/Sight, D: Conc, T: Ind
Like Unseen Arm (ReTe 5), but it can carry large objects such as crates. Roughly speaking, it has the capabilities of a very strong person (Str +5). The heavier the object is, the slower the unseen porter moves. If delicacy is required, high Finesse stress rolls (12+ or so) are needed. The spell can only carry inanimate objects, and cannot carry you. It also cannot lift things more than 6 feet above the ground. Casting requisites of an appropriate Form for target are required.
Most of us magi have relatively low strength scores, and no handy automata to do the heavy lifting for us. The ability to pick up and move heavy objects with magical force has already proven valuable in retrieving the injured Simon, and transporting the barrel of preserved Nicholas. Even creating a pure ReTe device, without requisites, could be pretty handy — but in order to make it most useful we'd probably want a ReTe(AnCoHe) device. (It's questionable whether the spell can even apply to air, water, or fire, and it probably doesn't apply to minds, images, or raw magic, so that should cover almost all uses.)
Effect Modifications: 6 Uses Per Day (+3), Maintains Concentration (+5)
Final Effect Level: 18 (2 pawns)
Relevant Form and Effect Boni: Wand/Staff (+4 control things at a distance)
Crafters:
- Ysle: Rego (4) + Terram (7) + Intelligence (2) + Magic Theory (5 + 1) + Aura (8) + Inventive Genius (3) + Verditius Magic (4 + 1) = 35
- Isaiah: Rego (5) + Terram (1) + Intelligence (3) + Magic Theory (5 + 3) + Aura (6) + Inventive Genius (3) = 26
- Dalton: Rego (5) + Terram (4) + Intelligence (2) + Magic Theory (5) + Aura (6) + Inventive Genius (3) = 25
or
- Ysle: Rego (4) + Terram (Animal, Corpus, Herbam) (0) + Intelligence (2) + Magic Theory (5 + 1) + Aura (8) + Inventive Genius (3) + Verditius Magic (4 + 1) = 28
- Isaiah: Rego (5) + Terram (Animal, Corpus, Herbam) (1) + Intelligence (3) + Magic Theory (5 + 3) + Aura (6) + Inventive Genius (3) = 26
- Dalton: Rego (5) + Terram (Animal, Corpus, Herbam) (1) + Intelligence (2) + Magic Theory (5) + Aura (6) + Inventive Genius (3) = 22
Vim
Intellego Vim
- Sense the Presence of Vis (InVi 15)
- R: Sight, D: Conc, T: Sight
Items containing raw vis appear to have a magical corona about them. You do not see the Art of the vis or any other information, such as which Realm it belongs to. (Note that creatures with Magic Might, etc. do not contain raw vis until they are dead; they will not show a corona under this spell.)
This is based on the Intellego Vim guideline which says "Raw vis will show up as magical, simply as raw vis, under any magical detection," which I take to be a level 1 effect. Since the base Intellego Vim R/D/T are Near/Conc/Ind, and this spell is designed as a vis detector, the level is raised by 2 magnitudes for Range Sight, and by 4 magnitudes for Target Sight.
Why should we spend time trawling for vis when a grog with a vis detector can do it instead? If one of our grogs or companions (or even magi) spends a lot of time in the wilderness (a forester, a hermit, etc.), he or she could pretty much wear this all the time, and perhaps discover vis in the course of normal duties.
Effect Modifications: Maintains Concentration (+5)
Final Effect Level: 20 (2 pawns)
Relevant Form and Effect Boni: Helmet (+6 affect wearer's sight), Mask (+2 affect wearer's sight), Rock Crystal (+5 clairvoyance), Sapphire (+2 knowledge)
Crafters:
- Ysle: Intellego (8) + Vim (7) + Intelligence (2) + Magic Theory (5 + 1) + Aura (8) + Inventive Genius (3) + Verditius Magic (4 + 1) = 39
- Aite: Intellego (1) + Vim (10) + Intelligence (5) + Magic Theory (5) + Aura (6) = 27
- Dalton: Intellego (6) + Vim (4) + Intelligence (2) + Magic Theory (5) + Aura (6) + Inventive Genius (3) = 26
Muto Vim
- Gather the Essence of the Beast (MuVi 15)
- R: Touch/Near, D: Inst, T: Ind
Concentrates the raw vis in a corpse into one part of that corpse, which can then be removed. This spell lets you gather all the raw vis you find without lugging around entire corpses of beasts. Note that the vis in many magical creatures is already concentrated in this manner in some specific organ, though this spell will allow you to relocate that vis if you wish.
This has already been used repeatedly in the first story, and we hope it will happen frequently through the saga. In fact, this is something that even the mundanes might find useful without Ysle around – if they slay an apparently magical creature, they could use a device that did this to transfer the magical essence to a small bit of it, and the magi would be extremely grateful. Even if they're wrong about the creature being magical, there's little harm in guessing incorrectly. As with some of the others, a small number of uses per day is probably sufficient.
Effect Modifications: 6 Uses Per Day (+3)
Final Effect Level: 18 (2 pawns)
Relevant Form and Effect Boni: None
Crafters:
- Aite: Muto (12 + 5) + Vim (10) + Intelligence (5) + Magic Theory (5) + Aura (6) = 43 (Lesser Device)
- Ysle: Muto (5) + Vim (7) + Intelligence (2) + Magic Theory (5 + 1) + Aura (8) + Inventive Genius (3) + Verditius Magic (4 + 1) = 36 (Lesser Device)
- Isaiah: Muto (5) + Vim (1) + Intelligence (3) + Magic Theory (5 + 3) + Aura (6) + Inventive Genius (3) = 26
- Dalton: Muto (5) + Vim (4) + Intelligence (2) + Magic Theory (5) + Aura (6) + Inventive Genius (3) = 25





