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New Spells Babel's Cure (Intellego Mentem, Magnitude 7) Range: Personal, Duration: Sun, Target: Hearing This spell

grants the ability to understand and speak any language to the caster until the next sunrise or sunset. This spell differs from normal hermetic practice in that it can only be invested by someone who is a student of Enochian (has Adamaic Student virtue). If learne d by someone without this virtue then it only grants knowledge of languages bein g spoken by people within hearing distance of the caster at the moment of castin g. In Jinx Sanzio's version of the spell, the speech of the caster has an appropriate accent for whoever they are talking to whatever language they use. All Jinx's spe lls are very subtle. (Base: Magnitude 2, +2 Sun, +3 Hearing) Blessing of the Averted Fatality Rego Temporis Level: 50 Duration: Sun, Target: Individual, Range: Touch For the remainder of the day, the target of this spell will not be killed. Altho ugh he can be harmed, potentially even seriously, any wound will never be fatal. This spell does not give any information as to whether a fatality has or will b e averted. In Bran Beauvallet's version of the spell, any blow that he actually receives that should have been fatal is mitigated by a coincidence that is related to pleasur e. (Base 35 (avert all wounds) + 10 (sun) + 0 (individual) + 5 (touch)) Circle to Undo the Spirits Change So I think I can do it as a lvl 40 spell. Base is 35 (we should capture this som ewhere) + 5 for touch, + 0 for momentary + 0 for circle. So the approximate form ulaic version of the spell would be: Circle to Undo the Spirits Change (lvl 40, creo spiritus, ritual, touch, momenta ry, circle): the wizard treads the circle chanting the spell. When he has comple ted this, all spirits within the circle are healed of all damage and any changes to their nature are reversed. (Base 35 + 5 touch) Craft the Angelic Body Ritual, Creo Spiritus Requisites: Corpus, Rego, <angels subtype> Range: Voice, Target, Individual, Duration: Momentary This spell creates a new body formed of spiritual matter for one of the Elohim a nd binds it to them, making them as they were before the fall. With this body, t hey have the physical statistics of angels but continue to have faith and tormen t as a demon. Each house requires a different requisite used, however different versions of th e spell are not needed for each, the requisite is added at the point of casting:

Defilers / Lammasu: Aquam Devils / Namaru: Ignem Devourers / Rabisu: Animal or Herbam Fiends / Neberu: Imaginem Malefactors / Annunaki: Terram Scourges / Asharu: Auram Slayers / Halaku: Mentem In Bran Beauvallets version of the spell, the casters voice and gestures are u nnaturally perfect while he is casting the spell. (Base 70 + 10 voice + 15 requisite = 95) The Elohim's Body: The body created by this spell has the following characteristics. It looks like the Elohim's apocalyptic form and has all its abilities All Physical Attributes are set at 5 and cannot be changed. 10 health levels (as normal with 3 additional bruised health levels) for low ranked Elohim, 15 health levels (8 additional bruised health levels) for mid-ra nked and 25 (18 additional bruised) for high-ranked. Immune to bashing and lethal damage. Can heal 1 level of aggravated damage b y spending 5 faith points. The body does not heal naturally however. Unaging the Elohim's body is truly immortal and will never age.

Defense against the Temporal Watcher Rego Temporis Level: General Duration: Sun, Target: Individual, Range: Touch The target of this spell cannot be seen or predicted through any form of time ma gic of less its own level 15. This includes spells that watch what he has done i n the past (as long as this spell was active at the time that is being watched) and spells that predict what he will do in the future. Magics more powerful than this automatically bypass this spell (although they may still have to penetrate other defences. In Bran Beauvallet's version of the spell, the scryer finds that any form of timebased scrying amgic that does not penetrate this spell diverts to a random scene in that timer period that they find pleasant to watch. (Base + 10 (sun) + 0 (individual) + 5 (touch)) Ghostly Library Translates books into a ghostly form or recreates them within a memory palace. Perdo Herbam with Creo and Mentem requisites. Curse of rotted wood L5 as base + 2 requisites is 15 All books in a room affected Range voice +1 target room +2 L30 spell Ghost Sight L35 spell

Base 4 range personal target vision +4 duration sun +2 Guard Dogs Fidelity Creates a sense of loyalty in its target to you. Literally the slavish devotion of a guard dog to its master. L25, rego spiritus requisites. Base general (5) Duration: month +3 Touch +5 Binds anything with might 5 or below * Incantation of the Wraith Made Whole

Creo Mentem base 35 range touch +5 duration momentary +0 target individual +0. R itual. L40. Cost 2 points of vis * Mending the Wounded Spirit Creo Spiritus (Mentem) Ritual, Range: Touch, Duration: Momentary, Target: Individual This spell mends all spiritual wounds of the target. This restores sanity (perma nently removes all derangements), purifies all spiritual taint from the target ( e.g. removes all current wyrm taint from a river spirit) and changes any aggrava ted damage to lethal damage. Base 35 (heal all wounds) + 5 (mentem requisite) + 5 (complexity: knowing what t o restore it to + 5 touch = 50 Notes: casting this on one of the Fallen reduces their torment to 1 unless they have reached Torment 10 (in which case it has become heir true nature). Passing Darkwards Mag 5, Lvl 25, Rego Corpus (Muto and Mentem) Touch, Instantaneous, Individual The caster transports himself or someone he touches across the veil and into the shadowlands of the dark unbra in the place he is standing. The caster must gaze into a reflective surface for the spell to work. This spell is non-hermetic in that it can be used in the Dark Umbra. In Bran Beauvallets version of the spell, the sensation of crossing the gauntle t is like passing through heavy black velvet curtains. (base 10 + 5 touch + 10 requisites + 5 to work in the dark umbra) Shape of the Dreaming Dragon Level 50, Magnitude 10 R: Personal, D: Sun, T: Individual, Req: Creo, Ignem & Animal You place a silver piece under your tongue and transform into a huge and firebre athing western dragon. The dragon form is always the same when used. The dragon has a roughly 11 ft long body, is about 31 ft long from snout to tail and stands 7 ft tall with a maximum spread wingspan of 45 ft. It weighs about 1,100kg.

The transformed wizard gains all the strength and stamina of a dragon (+5 streng th, +5 stamina and +3 bruised health levels) even if this takes him over normal maximums. He can fly about 40 mph and can breathe fire at will as if with the sp ell Arc of Fiery Ribbons. In Bran Beauvallet's version of the spell, the breath weapon of the dragon smells of spices and fine, volatised rum. His dragon form has dark winter green scales with brown patterning and fine silver tracery on each scale. (Base: 20 + 10 Sun + 5 Ignem requsite + 5 Creo requisite + 0 Animal requisite + 5 for additional size + 5 for increased attributes) Stepping Sideways Mag 5, Lvl 25, Rego Corpus (Muto and Vim) Personal, Instantaneous, Individual The caster transports himself across the gauntlet and into the penumbra in the p lace he is standing. The caster must gaze into a reflective surface for the spell to work. This spell is non-hermetic in that it can be used in the Umbra. In Bran Beauvallets version of the spell, the sensation of crossing the gauntle t is like passing through heavy silk curtains with bright sunlight behind them. (base 10 + 10 requisites + 5 to work in the umbra) Summon the Unwilling Rego Corpus Mag 10, Level 50 Target: Arcane Connection, Target: Instantaneous, Duration: Instantaneous This spell summons a single being governed by corpus into a circle drawn by you (this circle can be the target of other spells). The target of this spell is teleported instantly into the circle but the spell o nly works if the spell penetrates their magic resistance (the spell requires and arcane connection and the normal penetration bonuses for having this apply). In Brans version of this spell, the target has physical sensations of pleasure in the moment of teleportation. (Base: 35 + 15 arcane connection = 50) The Craftman's Cunning Restoration Creo Terram (Herbam) 30 Ritual, Range: Touch, Duration: Momentary, Target: Individual This spell takes a single worn or warped item made of natural materials and rest ores it to its original shape as it was when first created. Any single item can be restored no matter how warped or old it is. In Bran's version of the spell, the target item also becomes beautifully polished. Base 15 (precious metal) +5 (herbam requisite) +5 (complexity: knowing what to r estore it to + 5 (touch) = lvl 30 The Transfigured Spell Connection Muto Vim Level: 35, Mag 7 Range: Voice, Target: Part, Duration: Month This spell crystallises a small part of a piece of magic (any vim related magica l aura, ongoing spell or item). This magic is turned into a small physical item (colour and shape depends on type of magic). The gem counts as an arcane connect ion to either the caster or the location of the original magic. It lasts for one month and then dissipates.

For the duration of the spell, the magic is weakened by 1 magnitude. If this low ers the magic below the minimum power to exist then the spell shatters under the stress (if wizardry for example if the casting level is reduced below the spell level). The magic returns at the end of the spell unless the spell has shattere d or somehow been specifically dispelled. If cast on an instantaneous spell, the magic must be fast cast in the round that the spell is cast. In Bran Beauvallets version of the spell, the result of the spell is always a b eautiful gem. (base 5 + 10 voice + 5 part + 15 month = 35) Touch the Spirits Senses Intellego Mentem Requisites: Spiritus Range: Arcane Connection, Duration: Concentration, Target: Individual For as long as the wizard concentrates, he sees through the senses of someone he has an arcane connection to. This can even affect people in the past so long as the arcane connection still exists to them (e.g. A hermetically fixed arcane co nnection will always be in effect and can be used, in addition, the wizards blo od is always a connection to his ancestors). Brans version of this means that the person being scryed upon will find themsel ves more cheerful for the duration of the spell. Base: 15 + 5 requisite + 5 hidden Temporis requisite + 20 arcane connection + 5 concentration = 50 Tracing the Undiscovered Kin Intellego Corpus Target: Bloodline, Duration: Momentary, Range: Arcane Connection This spell grants the caster knowledge of all people directly related by blood ( i.e. affected by a bloodline spell). The spell grants the name, age, location an d extent and type of supernatural power of each member of the bloodline. The knowledge remains remains up to date and within the memory of the caster for as long as they concentrate. Thereafter, they begin to naturally forget it and the caster stops being aware of any change. The spell must penetrate to affect the target. Anyone who resists the spell is n ot revealed by it although the spell will work on the other members of the blood line who do not resist. In Bran Beauvallets version of the spell, at the moment that the spell is cast, each member of the bloodline affected has a flash of memory of their lifes mos t pleasurable experience. (Base 10 (all useful information) + Bloodline 15 + 5 Concentration + 20 Arcane C onnection = 50) Wizards Mark (cre vim 5 + 10 ring + 5 non hermetic = 20 / 4) The wizard inscribes his glyph onto an item. He then has a two-way arcane connec tion to it as if it were a talisman. The Form of Spiritus Hermetic Breakthrough This breakthrough can only be made by a character who has been touched by beings

or magic of pure spirit (of whatever kind). This might be by having a virtue or flaw related to the Umbra (such as Garou Kinfolk), by gaining a warping point f rom spirit magic or by spending long enough in the Umbra or Dark Umbra to gain a warping point. It might also be gained from dealings with Angels or the Fallen, both of whom are beings of pure spirit. The wizard gets access to a new hermetic form called "Spiritus" which affects sp irit based magic as if it were corpus or Vim. Used as a requisite, the form can allow the use of other spells to affect spiritual forms, magic and realms normal ly. Any Wizard that knows Spiritus can add a requisite to any spell that allows them to use wizardry in an umbral realm as if it had a magical aura. Someone who knows spiritus can teach this form to others as normal. A wizard can only learn spiritus based spells or cast spiritus based magic if he has either had his arts opened by someone who already has spiritus or if he has been taught the form by someone who knows it. A wizard being taught this magic starts off with a score of 0 in the form howeve r if he made the breakthrough to create it himself, he gains a number of XP poin ts in it equal to the number of breakthrough points he gathered to make it. The Limit of the Lunar Sphere does not apply to any spell cast using Spiritus or with Spiritus as a requisite. Additional true research on Spiritus might allow certain Hermetic Limits such as the Limit of the Divine and the Limit of Death. Creo Spiritus this allows the creation of spirit magic, the healing of spirits a nd eventually the creation of spirits themselves. At the highest levels and in c onjunction with other forms, it has the potential to create true life and potent ially to bring back the dead. Intellego Spiritus This allows the wizard to speak with spirits, to scry into sp iritual realms, to unravel the intricacies of spirit magic and to understand the true nature of spirits. With a requisite it allows the wizard to see someone's au ra and thus gain insights into their true character. Muto Spiritus This allows someone to transform spiritual auras, to cast metamagi c on spirit magic and eventually to transform a them. With requisites, it can be used to change the wizards own spirit and aura. Rego Spiritus This allows the wizard to conjure, banish, ward against and comman d spiritual entities (including gaian spirits, banes, angels etc...). Summoning - you must penetrate the spirits resistance for it to be summoned or even to hear the call. The base difficulty of the spell depends on the power , type and realm of the spirit summoned. The target spirit must be within range of the spell to be affected (eg voice or arcane connection). Perdo Spiritus This allows the wizard to destroy spirits and spirit magic.

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