Auster ex Merinita Grimoire

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Auram[edit]

Creo Auram[edit]

Air's Ghostly Form
CrAu 5
R: Touch; D: Diam; T: Ind
A thick fog forms around the magus,extending outwards for several paces. A breeze can push the fog around. The fog dissipates at its natural rate, and may be too thin to restrict sight within a minute.
(Base 2, +1 Touch, +1 Diam, +1 unnatural (the spell can be cast indoors)
[See ArM 125]

Broom of the Winds
CrAu 15
R: Voice, D: Mom, T: Ind
Whips up violent, swirling winds around the target. The target must make a Size stress roll of 9+ to remain standing. If the target is braced or holding onto some support, he may also make a Strength stress roll of 9+. If both rolls fail, the target is knocked in a random direction. The target may be damaged, depending on whether he strikes anything.
(Base 3, +2 Voice, +2 unnatural)
[See ArM 125]

Charge of the Angry Winds
CrAu 15
R: Voice, D: Conc, T: Ind
A wall of wind roars away from you, starting up to 10 paces away and continuing until it dissipates naturally. The wind is confined by any existing barriers, but if unconfined it can be up to a hundred paces wide. All within the area must make a Dexterity + Size stress roll of 9+ or fall down and be blown along by the winds. The rolls must be made at the start of the gale and each subsequent round that the wind is maintained. You must concentrate on the gale. Missile fire into or out of the gale is futile, and marching against the gale requires a Strength + Size stress roll of 15+. Failure in this attempt mandates another Dexterity + Size stress roll of 12+ to keep from falling.
(Base 3, +2 Voice, +1 Conc, +1 unnatural)
[See ArM 125]

Intellego Auram[edit]

Whispering Winds
InAu 15
R: Sight, D: Conc, T: Ind
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. This spell is an adaptation of an effect known to Bjornaer the Founder, and fits poorly into the normal framework of Hermetic magic.
(Unique spell)
[See ArM 127]

Rego Auram[edit]

Ward against Rain
ReAu 10
R: Per, D: Sun, T: Ind
No rain falls on the caster, no matter how bad the weather.
(Base 4, +2 Sun)
[See ArM 128]

Corpus[edit]

Creo Corpus[edit]

Bind Wound
CrCo 10
R: Touch, D: Sun, T: Ind
This spell binds the target’s wounds, so that he can undertake any activity without the risk of worsening the wounds. He still suffers from the wound penalties, however, and cannot heal naturally while under the influence of this spell. Typically, you place your hands on the target and pass them over his wounds, which magically seal themselves and stop bleeding.
(Base 3, +1 Touch, +2 Sun)
[See ArM 129]

The Chirurgeon's Healing Touch
CrCo 20
R: Touch, D: Mom, T: Ind, Ritual
This spell heals a single Light Wound suffered by the person touched. This spell does not heal damage from poison or disease.
(Base 15, +1 Touch)
[See ArM 129]

Intellego Corpus[edit]

Revealed Flaws of Mortal Flesh
InCo 10
R: Touch, D: Mom, T: Ind
You are able to find any medical defects in a person or being that you are touching. This provides more, and more specific, information than Physician’s Eye.
(Base 5, +1 Touch)
[See ArM 130]

Rego Corpus[edit]

Freed of the Earth's Embrace
R: Self; D: Conc; T: Ind
The Magus is able to move slowly through the air, as long as he concentrates.
(Base 5, +1 Conc)

Herbam[edit]

Intellego Herbam[edit]

Intuition of the Forest
InHe 10
R: Touch, D: Sun, T: Group
You engage in a type of communion with the woods that you are in, giving you an intuitive sense of how to get along in the forest, and how to get the most out of the forest without causing it harm. You get a +3 to all nature-oriented rolls (not including spells) when in a forest or similar area. Causing significant harm to the forest cancels this spell.
(Base 1, +1 Touch, +2 Sun, +2 Group)
[See ArM 136]

Mentem[edit]

Creo Mentem[edit]

Panic of the Trembling Heart
CrMe 15
R: Eye; D: Sun; T: Ind
Creates an overpowering fear in one person of a specific object, person, or place.
(Base 4, +1 Eye, +2 Sun)
[See ArM 148]

Rego Mentem[edit]

The Call to Slumber
ReMe 10
R: Voice D: Mom, T: Ind
The target becomes sleepy and falls asleep within a few seconds.
(Base 4, +2 Voice)
[See ArM 151]

Vim[edit]

Intellego Vim[edit]

Sense the Nature of Vis
InVi 5
R: Touch, D: Mom, T: Ind
You can tell what Art a supply of raw vis is connected to. To you, the vis appears to glow with an aura that is appropriate to the Technique or Form that the vis is associated with. Creo is white, Intellego gold, Muto constantly fluctuating, Perdo black, Rego purple, Animal brown, Aquam blue, Auram violet, Corpus dark red, Herbam green, Imaginem pearly blue, Ignem bright red, Mentem orange, Terram dark brown, and Vim silver. Some of the colors are very similar, but are easy to di tinguish if the item is held steadily and studied for a few seconds.
(Base 4, +1 Touch)
[See ArM 158]