Ch 09 Spells


A cloud of “fog” is still a natural phenomenon if it occurs on the ground, so long as it is near a large body of water and occurring at the right ambient temperature. A chilly morning is likely to have fog whereas a sunny afternoon is not.

Visibility through less than ten paces of natural fog (or heavy mist) is slightly restricted. Ranged attacks or sight-based Awareness checks suffer a one-point penalty. The penalty increases to two points between ten and twenty paces, and it is impossible to make out someone’s identity. Vision is completely obscured beyond twenty paces.

Smoke or “impenetrable fog” is more obscuring. It is almost always at least slightly unnatural, even under normal conditions. Ranged attacks or sight-based Awareness checks made through less than ten paces of the stuff suffer a two-point penalty and it is impossible to make out peoples’ identities without being close enough to touch them. Vision is completely obscured beyond ten paces.

Cloak of the Foggy Moors (Creo Auram 20)
R: Touch, D: Conc., T: Ind

Creates an unnaturally thick fog bank that springs up around the magus. The diameter of the cloud is about one hundred paces. Strong winds may reduce the size of the cloud by as much as half, but will not completely dissipate the fog until the spell’s duration expires. (Base 3, +1 Touch, +4 wholly divorced from normal context (appears instantly and does not need appropriate temperatures or nearby bodies of water))


When under the effect of a Creo Corpus spell that provides a bonus to Recovery rolls, divide the number of days needed between Recovery checks by the number of that bonus. The minimum time between rolls is one day. If the spell is recast repeatedly, the Recovery roll bonus must be consistent to avoid degrading the timing benefit.


When using spells that create an “invisibility” effect in combat, refer to the rules for fighting invisibly in Societates p. 32


Certain Rego Mentem spells that can counter the negative social effects of the Gift have spread outside of House Guernicus and House Jerbiton and found wide acceptance among a more socially-aware Order.

Trust Me (Rego Mentem 15)
R: Eye, D: Conc., T: Ind.
Any person with whom the magus makes eye contact comes under the effect of a counter-balancing force on their mind neutralizing the effect of the magus’ gift upon their interaction.

The Reasoned Debate (Rego Mentem 30)
R: Voice, D: Conc., T: Group
All members of the target group come under the effect of a counter-balancing force on their mind that neutralizes the negative social effects of the magus’ gift.

The famous Flambeau magus Bergius’ contributions to Hermetic magic theory include this significant effect upon Terram magic. Terram spells can affect a handful of bullets as an Individual target if held together in a hand, or if carried together in a bullet pouch or bandoleer, or if contained in a single firearm. No more than 12 bullets can be affected like this as a single Individual target.

Creo Terram 3: Create gunpowder sufficient to fire a dozen bullets. This requires an Ignem requisite.

Rego Terram 3: Control or move dirt in a very unnatural fashion: Ward a target against a tiny amount of dirt, though you are not aware of its presence. When upgraded two magnitudes to affect metal, this blocks bullets, metal arrowheads, thrown coins, and anything of similar size. It does not repel minerals carried by the target, just small, rapidly approaching pieces. At this level, additional hits in the same round overwhelm the spell and are not affected.

Rego Terram 5: Control or move dirt in a very unnatural fashion: As above, but with no restriction on uses per round.

Block the Bullet’s Stride (Rego Terram 10 or 20)
R: Personal, D: Diam, T: Ind
Once per round, this spell deflects an attack against you from a projectile composed of a small amount of metal. This includes firearm and sling bullets, metal-tipped arrows, and metal-tipped crossbow bolts. These weapons will not penetrate the target’s body or the things she is wearing or carrying (according to the Personal target parameters). A level 20 version of this spell blocks unlimited attacks each round. (Base 3, +1 Diam, +2 metal) or (Base 5, +1 Diam, +2 metal)

Bergius’ Bandoleer (Creo Terram 20)
R: Touch, D: Sun, T: Ind, Req: Ignem
This spell creates a dozen cartridge bullets in the wizard’s desired caliber, complete with gunpowder and all other internal components. (Base 3, +1 Touch, +2 Diam, +2 Precise size and shape)

Omnibus Load (Muto Terram 10)
R: Touch, D: Sun, T: Ind.
This spell converts the targeted firearm cartridges to match the magus’ desired caliber and length. The cartridges can be of any sort, even of a mixed type, but the new caliber and length must all be consistent. This spell saw great use during the war, particularly among Confederate forces who were forced to deal with a wider variety of firearms with incompatible ammunition. (Base 1, +1 Touch, +2 Sun,+2 metal)


Muto Vim 2: Make an active magical effect glow visibly. Vis and invested items also glow, even if they have no active magic on them. Subjects with Magic Resistance may resist. This requires an Imaginem requisite.

Reveal the Presence of Magic (Muto Vim 10 or 20)
R: Touch, D: Conc, T: Room, Req: Imaginem

Every magical thing in the area around you glows brightly. This includes vis, invested items, and things with active spells affecting them. Magical residue is not revealed. Magical creatures will not glow because of their nature, but will if currently affected by magic. Subjects with Magic Resistance must be penetrated. A level 20 version of this spell will cause the glow to vary in color and shape according to the guidelines of Sight of the Active Magics on page 159. (Base 2, +1 Touch, +1 Concentration, +2 Room) or (Base 2, +1 Touch, +1 Concentration, +2 Room, +2 Techniques and Forms)

Ch 09 Spells

The Hermetic Wild West ardhanari