Animal Spells
Aquam Spells
Auram Spells
Corpus Spells
Herbam Spells
Ignem Spells
Imaginem Spells
Mentem Spells
Terram Spells
Vim Spells
Faerie texts have their quality reduced by 3 when studied by non-faerie magi (effectively counting as Incomprehensible texts). Faerie Magi reduce the quality of all non-faerie texts by their own faerie magic score.
Geasa: A magnitude added to a spell allows its effects to be delayed until the subject fulfils some condition. This will often require requisites (in particular you need in InMe requisite in order to have an effect kick in when somebody lies), and if the duration of the spell expires without its condition having been met then it has no effect.
Casting Spells: Most sane GMs will take a roll to attempt some task as representing your overall ability to perform that task under those circumstances. The days of perpetually rerolling until you get a critical are been and gone. Since I am a sane GM, I apply this interpretation to my games. In particular note that it applies just as much to spell casting as anything else. If you try to cast a spell and fail, that�s it until circumstances change.
What Casting Spells Involves: Voice and gestures. More importantly you need to actively call up �the magical forces� by voice, this means that they have to hear you, which is why the voice penalties are so crippling. Furthermore if your voice is muffled by magic or any other means you suffer the same penalty as speaking with a voice similarly lessened. After you�ve called up the powers you shape them, which is where the gestures come in. These are all about you shaping things yourself so you can be invisible and still gesture.
Using Raw Vis: To use vis in a spell you actually have to use the vis in the spell. It�s not good enough to just hold it you actually have to do something with it. You can burn it in a censor, sprinkle it on the target, hell you can even swallow it if you want but you do actually have to do something.
Detecting Spells: Any fool can detect magic with an InVi effect, but that�s frankly dull and flavourless. A far better way to do it is by looking for sigils, and everybody has a sigil and it is always detectable. You roll Perception plus Awareness to look for a sigil against the following difficulties
- 0 or 3. Looking for a sigil you know about and are specifically looking for. That is to say you said to the GM �Hang on, is there any kind of blood motif here�. Difficulty is 0 for obvious sigils, 3 for subtle ones
- 6 or 9. Looking for a sigil you know about but are not specifically looking for. Again 6 for obvious and 9 for subtle.
- 12 or 15. Looking for something that could be a sigil effect when you come to think of it.
Ranges, Durations, Targets: You should already be familiar with my notes on Arcane Connections, there�s a couple of other clarifications I need to make.
- Touch Range. Spells cast at Touch range need to be appropriate to the kind of touching. To cast a Touch Range Mentem spell, for example, you need to touch the temples of your target (or possibly have your hand over their heart if you�re instilling emotions)
- Eye Range. Spells cast at Eye range require actual eye contact. You can�t cast them if you�re invisible or the target is unconscious.
- Momentary Effects. A momentary Perdo effect is roughly equivalent to an instant effect. Break somebody�s arm with a PeCo and it stays broke until properly healed.
- Condition Duration. Spells may be cast at duration "Condition". Considered equal in magnitude to a permenant effect, but does not require vis to cast and need not be a ritual.
- Target Bloodline. Spells may be cast at target Bloodline, which is equivaent in magnitude to Structure and affects, as you may expect, a bloodline.
- Symbol Range. Symbol range spells are considered to be three magnitudes above Sight range spells, and require only a symbolic representation of the target.
- Creo Spells and Duration. When a spell's duration ends, the spell ends, however the consequences of the spell remain. When a Creo spell ends, the phenomenon created by the spell will disperse at its normal rate, which is often instantaneous for - for example - magically created chickens (since chickens don't just appear out of thin air). However the after effects associated with the phenomenon will not vanish, even if this results in small amounts of a substance being created. For example if you cast a Mighty Torrent of Water then when the spell ends, everything you hit with the spell will still be wet, and that water will dry as normal water even though it was technically magically created.
Arcane Connections As you probably recall, under my version of the system, and Arcane Connection effectively allows spells to be cast on a distant target at touch range, with doubled penetration. Because this is every bit as nasty as it sounds, however, they are fairly hard ot get hold of, being subject to the following restrictions:
- An arcane connection must obey the Law of Contagion. That is to say it must be a part of the target. Furthermore it needs to be a noticable part of the target. A few hairs pulled off their pillow doesn't cut it.
- An arcane connection must obey the Law of Sympathy. That is to say it must resemble the target of the spell in some symbolic way. Note that this the small t target, not the capital T Target. In other words if you want to make somebody's legs drop off at arcane connection range, then a handful of tonail clippings should work fine, but if you want to make their head explode it will be no good. Please note that this means that a given connection can be an arcane connection for the purposes of some spells and not others. Also note that this is a very good reason you might want to - for example - work a lock of somebody's hair into a small representation of them. It makes the connection more flexible.