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Project: Redcap; the crossroads of the Order

Fan Created Spells

From Project: Redcap

This page collects fan-created spells. The spells should conform to the official Fifth Edition spell guidelines.

Note that there are other repositories of fan-created spells.

As the spells in these repositories are not released to the public domain or through a free license, it is not possible to copy their content into the list in this wiki.

For official spells, please refer to The Grand Grimoire of Hermetic Spells.

Animal

Creo Animal

Arise, My Hounds

CrAn 100 Ritual

R: Voice, D: Momentary, T: Group

When this spell is cast, the caster must name up to 10 animals he wishes to resurrect, calling upon them to return to him. If within Voice range, they will be resurrected, fully restored to life and health. It is not known whether this spell can resurrect magical animals, and if so to what Might.

This spell was supposedly transcribed from the lips a Faerie Lord of Summer Dark. His “hounds” were as big as a small house. He used his powers to constantly resurrect them in a Great Hunt, but the allusion that his powers are Hermetic in nature is dubious at best.

(Base 75, +2 Voice, +2 Group, +1 size for the size of an elephant (size +4 = +1 from base Individual, +3 from magnitude))

Intellego Animal

Ear of the Beasts

InAn 30

R: Personal, D: Concentration, T: Hearing

You understand the speech of animals. Most animals have very crude thoughts and, hence, speech - but some can be very intelligent.

This spell allows you to speak back to an animal in its own language. Each animal kind has a different language, and while you can speak back to any animal you can hear animals of a different kind may not understand you.

(Base 10, +1 Concentration, +3 Hearing)

It is assumed that each animal type has a different langauge, so it wouldn't make sense for the spell to allow you to speak at a universal animal tongue.

Guardian of the Forest

InAn 100 Ritual

R: Arcane Connection, D: Year, T: Boundary

The caster gains complete insight into the mind of every animal within the boundary (up to about 3 miles in diameter), no matter where he is at the moment. He can read all their thoughts, emotions, and memories, and is privy to all their sensations. The caster is constantly aware of any animal within the boundary, and of what each is feeling and sensing. This is focused on the boundary, and not on specific animals (the boundary is treated as a dynamic container). This awareness even extends to his dreams, which are filled with fragments of their sensations.

The sheer strangeness of the experience leaves the caster harrowed. The spell is always considered to be a constant, high power, effect not designed for him (even if he invented and casts it). The spell thus grants six warping points: 1 when it is cast, +1 per season, +1 at the end of the year.

This dubious spell was supposedly developed by the renowned Derrezan filius Bjornaer. It is said it was this spell that drove him to his insanity, as even he was unable to endure the multitudes of perceptions flowing through his mind. This spell is rumored to exist in the library of Crintera, but none has used it in living memory.

(Base 20, +4 Arcane Connection, +4 Year, +4 Boundary, +4 size)

Muto Animal

A Wing of Pegasi

MuAn 70 Ritual

R: Voice, D: Moon, T: Group

The spell transforms up 10 horses to Pegasi, making them sprout wings. It may take a while for the beast to learn how to use them properly. The animal does not gain a Magic Might score, but is somewhat magical in nature and will not be daunted by the Gift.

This spell was discovered as cave carvings in a cave on a lonely Greek isle, and successfully translated into an Hermetic Ritual by the great genius Jerome of Bonisagus. It is believed that the original was penned by a giant, who used the spell to create flying cavalry.

(Base 25, +2 Voice, +3 Moon, +2 Group, +1 size for horse, +1 to accomodate Gift)

Perdo Animal

The Silent Forest

PeAn 85 Ritual

R: Sight, D: Momentary, T: Boundary

This spell kills every animal within the targeted boundary, which can be up to 3 miles in diameter.

This spell was invented by Apromor filius Flambeau as part of a wizard’s war with a Bjornaer wizard. He cast it while flying above the forests of Russia. Several forests in Russia’s northern reaches were decimated in this war. Ironically, his opponent survived.

(Base 30, +3 Sight, +4 Boundary, +4 size)

Rego Animal

Free the Army of Beasts

ReAn 70 Ritual

R: Sight, D: Moon, T: Group

The caster gains complete control over a group of horses within his sight. The group can be huge, up to a 1000 horses, such as "all the horses in the army". By making a Concentration check of 9+ he can mentally command them to do any action (the storyguide should determine what commands they can understand, and what requires constant supervision). Even after the spell is cast, for a duration of one moon, the caster can regain control with a successful Concentration check, giving the beasts new commands.

The horses will obey the caster’s command without hesitation. If the command may result in bringing them harm (such as ordering them to jump off a cliff), they may resist with a Stamina roll of 15+. A success breaks the spell.

This spell was invented by Denera of Bjornaer as part of her now-infamous defense of the Albigensians. She used it to control the horses of the crusader armies, dispersing their army and greatly assisting the heretics.

(Base 15, +3 Sight, +3 Moon, +2 Group, +1 size for horse, +2 size for more horses)

Aquam

Intellego Aquam

Scrying Well

InAq 60 Faerie, Ritual

R: Arc, D: Until, T: Ind

The caster gains the ability to speak to the water within a fountain, well, or so on to which he has an arcane connection. The spell lasts until a condition is met, which must be stated on casting.

This spell was developed by Janus of Merinitia, who used it to scry on a small fountain his enemy, Haitha of Merinitia, installed in her lab. It was determined that he was scrying as the spell formed an arcane connection back to him, and it was revealed that the spell would be broken if a cross was placed in the water. Although charged with a High Crime, Janus argued that the spell was cast during a Wizard's War and that he could not uncast it. The tribunal found him guilty of a Low Crime, ordering him to provide Haitha with a large gold cross opened for enchantment. After it was revealed that the cross he provided was a relic and that he caused the Church to search for it, however, he was found guilty of endangering his sodales and was Marched.

(Base 20, +4 range, +4 duration)

Perdo Aquam

Curse of the Desert Lands

PeAq(Au) 95 Faerie Ritual

R: Touch, D: Until, T: Boundary

This spell curses a land (up to 260 miles in diameter), making it as dry as a desert. Rivers will dry up, lakes will dwindle and disappear, and rainfall will drop to null.

This spell was cast by Lancer of Merinitia, who was not satisfied by the limited area and duration of the more traditional Calling the Odious Drought, with the aid of two inferior magi. He cursed the land to wither and die until a “king that has never sinned” sits at its throne. He was very pleased with the results, even if his tribunal wasn’t, and the curse was broken by his death. Although the spell was discovered in his laboratory’s charred remains, he is not generally believed to have been able to develop it. Some suspected infernal intrigue, but no evidence for such was ever found. Although the curse was broken, some rivers and numerous springs failed to revive and the land is still lacking for water.

(Base 20, +1 Touch, +4 Until, +4 Boundary, +6 size)

Auram

Muto Auram

The Stench of Death

MuAu 50 Ritual

R: Touch D: Diameter T: Individual

The air around the caster is turned into a poisonous vapour, doing +25 damage each round to anyone in it (magic resistance applies). This extends to a diameter of 1 mile, but dissipates in a minute.

(Base 25, +1 Touch, +1 Diameter, +3 Size)

Perdo Auram

Valley of Still Air

PeAu 85 Ritual

R: Sight D: Year T: Group

This spell renders the air for miles around the caster still (24300 paces in diameter). No wind, rainfall, or any other weather phenomenon will occur within the designated area.

The spell can be broken by any Auram or Perdo Vim ritual of higher level. Weaker or non-Ritual spells cannot overcome it.

(Base 15, +3 Sight, +4 Year, +2 Group, +5 Size)

The last sentence may not be by the rules.

Corpus

Creo Corpus

The Vanquished Army Returns

CrCo(Me) 125 Ritual

R: Touch D: Year T: Boundary

This dreadful spell “resurrects” a fallen army. All the dead within 600 yards belonging to one army are brought back to a false mockery of life. These walking dead are filled with a passion to kill their own killers - the opposing army, and the parties whom the army worked for (the army’s country, leading royalty, and so on). They will tend to listen to their creator, at least initially, if he will offer to furnish these desires, but he ultimately has no control over them. The resurrected army will pursue its goals for a Year, and then crumble as the magic fades.

Each soldier initially appears as a mortal man, but with his wounds still apparent. Treat them as having no Light wounds (beginning wounds at Medium), and their wounds do not heal. They do not tire (no Fatigue levels at all). Their combat skills are as they were when they died, typically 3 to 5 (they can not gain any experience points).

The spell will only work on bodies not buried by the church. As such, it is of limited utility. It bears no limitation in relation to time, however; you can resurrect an army thousands of years old.

This spell was brought to the Order by a wizard from Cathay, and translated by Jerome of Bonisagus. That foreign wizards wield such terrible power filled the heart of Jerome with dread, and he has determined not to share this discovery with the Order, in defiance of his Oath.

(Base 70, +1 Touch, +4 Year, +4 Boundary, +2 Size)

Muto Corpus

Cloak of the Misty Spirit

MuCo 40; Requisite: Au

R: Personal, D: Sun, T: Individual

You place a funeral shroud over yourself, and change into a thin ghostly form. The form is still visibly you, but nearly translucent and appears ghostly. In this form you can fly at walking speed without incurring any Fatigue, and can slip through cracks much like air. You are nearly immune to physical sources of damage, that pass through your airy body harmlessly, but are vulnerable to high-winds, that may tear your body. You suffer the effects of deprivation normally, and the effects of heat and fire too, though you are immune to cold. You can change back at will, ending the spell, by removing the shroud.

(B 30, +2 Sun)

This spell is somewhat similar to the Form of the Zephyr from Transforming Mythic Europe.

Rego Corpus

Hermes Circle

ReCo 60 Ritual

R: Touch, D: Ring, T: Room

The caster must inscribe a complex set of runes, circles, squares, and mystic symbols on the floor, creating a room-sized Ring. This inscription must incorporate some arcane connection to the destination. The Ring is typically engraved into a stone floor, with molten stone from the destination site used to partially fill the engravings.

As long as the pattern is not physically destroyed, anyone that steps into its center is instantly teleported to the destination (along with his attire and equipment). The spell must penetrate to affect the person, but a magus may choose to lower his Parma.

This alternative to Hermes Portal was developed by Tellour of Bonisagus, a Corpus specialist. Despite his enormous achievement, it was not accepted by the Order.

(Base 35, +1 Touch, +2 Ring, +2 Room)

As a powerful mystical effect, this spell causes warping. Also note it takes considerable Concentraytion to cast it. It is unclear whether requisites are required to transport equipment.

Herbam

Creo Herbam

Trap of the Entwining Growth

CrHe 15

As Trap of the Entwining Vines, but it induces growth of branches and vines from existing wood (living or dead). If grown from a wooden floor, the effect is the same as Trap of the Entwining Vines (a circle 2 paces across, and up 6 feet high). If grown from trees, a fence, or so on, the effect may be more limited in extent.

(Base 1, +2 Voice, +2 Sun, +2 Group)

The Instant Harvest

CrHe 20 Ritual

R: Touch, D: Momentary, T: Group

You create a pile of wheat grains, which are perfectly nutritious and natural. Although natural, the grains typically show the caster's sigil in some manner.

The spell creates a large mountain of wheat, about 1,000 cubic paces in volume, enough to feed 2000 people for one year (but not luxuriously).

(Base 1, +1 touch, +2 group,+2 size, +1 processed wheat, +1 whole volume of Individual in plant matter)

While this spell conforms to the guidelines, it may be advisable to raise the effect level ad hoc by +2 or more magnitudes, as at its current level it becomes very unclear why magi aren't feeding Mythic Europe with higher-level versions of this spell.

Jack's Bean

CrHe 60 Faerie (If) Ritual

R: Touch, D: Sun, T: Ind

Cast over a bean, this spell transforms it into a magical bean. When planted in the earth, the bean will grow over-night (or over a day) into a massive beanstalk reaching up to a mile in height.

(B 15, +2 Sun, +1 Touch, +3 size, +3 If)

Uses the If duration from Houses of Hermes: Mystery Cults

Intellego Herbam

Talk to Treebeard

InHe 55 Ritual

R: Arcane Connection, D: Year, T: Individual

The spell allows the caster to talk to the target, which may be any plant or plant-creature, even if the two are separated by any amount of distance, although it requires an arcane connection at casting.

This spell was designed by Religia of Merinitia, as a last recourse in trying to converse with a powerful gigantic faerie lord known as Treebeard. Ridiculously slow in conversation, it was simply impossible for Religia to talk to him in one sitting. Accordingly, she created this spell to allow her to talk to him from anywhere. Their discourse lasted 5 years, during which time Religia only spoke 6 times, and Treebeard only spoke 5 pages’ worth. It seems that her agenda (allowing her access to a certain regio) would have been accepted, but unfortunately she passed to Final Twilight before she could finish the conversation.

(Base 15, +4 Arcane Connection, +4 Year)

Rego Herbam

Petrification of the Animated Tree

ReHe 30

R: Voice, D: Diameter, T: Ind

This spell holds an animated tree or wooden object in place, freezing it in its current position and posture – even in midair. The spell was invented to freeze animated trees, but can work on a wooden or mostly-wooden projectile as a fast-cast spell. It can freeze a large tree (up to Size +6), or a wooden object such as a large boat or a small ship.

(Base 5, +2 Voice, +1 Diameter, +2 size)

Base 5 "Move a plant or plant product slowly in any direction you please, even if the target is unsupported" used.

Ignem

Creo Ignem

A Reckless Display of Power

CrIg 50 Ritual

R: Touch, D: Ring, T: Individual

The spell creates unnatural walls of fire that sprout from the perimeter of the Ring to a height of 10’. Anyone attempting to pass through the flames suffers +20 damage. Anyone with an Ignem score of 30 or more is immune to their effect. The fire needs no nourishment, it lasts eternally until the Ring is broken.

Heliofilus of Flambeau created this spell to ward off his covenant’s perimeter. It still burns, although the covenant is now deserted.

(Base 20, +1 Touch, +2 Ring, +3 Size)

Notes: Technically, a stress botch or an extraordinary high damage roll should overcome an Igenm score of 30. I decided to wave this effect for free, although strictly this would have required a Rego requisite. Also, this is a reckless display of Concentration ability :)


Imaginem

Perdo Imaginem

Veil of Darkness

PeIm 20

R: Touch, D: Sun, T: Ind

The target ceases to shed visual species, becoming entirely a dark sillohoute. It still blocks light and casts a shadow as usual.

(Base 4, +1 Touch, +2 Sun, + 1 changing image)

This is a variant of Veil of Invisibility, arguably closer to what a plain reading of the guidelines would imply. See Hade's Gift of Invisibility, below, for a full invisibility spell.

Hade's Gift of Invisibility

Pe(Cr,Re)Im(Ig) 35

R: Personal, D: Sun, T: Ind

This spell destroys the caster's ability to affect sight. In addition, it distorts the images around him so that he appears to not be there, making him invisibile. The spell even creates light to perfectly compensate for any shadows the caster would otherwise have made.

In Greek mythos, the Cyclops gifted Hades with the Helm of Invisibility, which he used to defeat the titans. This spell was created to see how difficult making something invisible could plausibly be under Hermetic spell guidelines, ignoring the Veil of Invisibility spell itself. While not very high level, the many requisites do make it somewhat more difficult to cast.

(Base 4, +2 sun, +1 changing images, +1 Re requisite, +1 Cr, +1 Ig, +1 intricate effect)

Mentem

Muto Mentem

Vision of the Haunting Spirit

MuMe(Im) 25

R: Touch, D: Concentration, T: Ind; Requisites: Imaginem

A touched spirit becomes visible, although it might remain unseen if hiding behind something. This includes the spirits of living people, which appear as the person normally does. If the person is invisible or otherwise changed from his normal shape, his normal appearance is superimposed on his current appearance.

(Base 15, +1 Touch, +1 Concentration)

This is a variant of Vision of the Hauntins Spirits core rulebook spell, just with lower spell parameters.

Rego Mentem

Trap of the Enigmatic Labyrinth

ReMe 45

R: Voice, D: Special, T: Ind

Traps the target within a Criamon labyrinth in his own mind. The person sees himself standing at the center of a circular mandala-like maze, and is consumed with the need to get out following its lines. If the character doesn't have Enigmatic Wisdom, exiting the Labyrinth requires 8 hours; half the time per Enigmatic Wisdom level.

While engaged in the labyrinth, the character is unable to take any action except to seek a path out of it.

(B 20 as 'give a person a complex command', +2 voice, +3 Special duration similar to Sun. Duration halved from the 16 hours of the Criamon labyrinth meditations in Houses of Hermes: Mystery Cults as that's too long for "Sun". The "mandala" is a cosmetic effect only, requiring no requisite or added magnitudes.)

Summon the Fallen Company

ReMe 50

R: Arcane Connection, D: Concentration, T: Group

The spell summons a company of ghosts to which the caster has an arcane connection. This spell can only summon ghosts from Mythic Europe (including regios), it cannot reach into the Realms of Power.

(Base 15, +4 Arc, +1 Conc, +2 Group)

This is somewhat similar to the Call the Fallen Eagles from the Mist spell from Houses of Hermes: True Lineages. As it isn't a Ritual, it cannot summon spirits from the Realms, including the spirits of the dead if they've passed on to their afterlife.

Terram

Muto Terram

Thaumaturgical Transformation of Stone to Sand

MuTe 10

R: Voice, D: Momentary, T: Individual (+3 size)

This spell transforms a stone Individual into loose, dry sand. It was designed to transform stone golems into sand, causing them to disintegrate and fall apart. It can affect a stone golem of of up to Size +3 (10 cubic paces in volume).

(Base 2, +1 stone, +2 voice, +1 size)

The Spectral Transmutation of the Shield Grog's Sword

MuTe(Me) 35

R: Touch, D: Sun, T: Ind

This spell makes a metal sword or other weapon spectral, like the accoutrements of a ghost. It can affect only the metal parts of weapons, such as a spear's tip. The spectral weapon is useless against material enemies, passing through them without harming them, but functions as a normal weapon against ghosts and other incorporeal spirits.

Note that spirits killed in this manner typically leave their raw vis, unlike spirits that have been killed by Might draining. A "killed" spirit may return later, or move on to a Realm of Power, or so on – as determined by the SG.

(B10+2 metal+1 touch+2 sun)

Uses Base 10 "Change dirt into a highly unnatural liquid or gas (with requisites)"

Rego Terram

Petrification of the Moving Stone

ReTe 20

R: Voice, D: Diameter, T: Ind

This spell holds an earth or stone target in place, freezing it in its current position and posture – even in midair. The spell was invented to freeze stone-golems in their place, but can work on a stone projectile as a fast-cast spell. It can freeze a stone creature of up to Size +3 (10 cubic paces), assuming it penetrates any magic resistance.

(Base 3, +1 unsupported, +2 Voice, +1 Diameter, +1 size)

Base 3 "control or move dirt in a very unnatural fashion" used. A +1 magnitude for stone is presumably not needed, as keeping it in place should be just as easy as "simply being moved from one place to another".

Vim

Perdo Vim

Crushing Hammer of the Hearth

Pe(Re)Vi Gen

R: Touch, D: Year, T: Boundary; Ritual

Reduce the casting total of all supernatural powers, from any Realm, by half the (spell level -9 magnitudes) of the spell. This includes Hermetic spellcasting, as well as the use of Methods and Powers and similar casting totals. The penetration of any Power is also lowered by this amount. The use of any supernatural Ability is penalized by one third of this amount.

Magic items are also affected. Reduce their penetration.

Excluded from this effect is any magic created by magi who participated in the casting of the spell, or that received a token (as per Aegis of the Hearth), as well as the magic of any magic item present within the boundary at the time of casting.

This spell was created by Trisagus of Bonisagus, in a poor attempt of recreating Notatus' great achievement by more Hermetic means. The great difficulty of casting this spell (requiring two Techniques), and its weak effects, are a testament to Notatus' brilliance.

(Base Gen, +1 Touch, +4 Year, +4 Boundary, +3 extra Realms, +1 Re)

Rego vim

Hermetic Aegis of the Hearth

ReVi Gen

R: Touch, D: Year, T: Boundary; Ritual

This ritual protects a covenant much like a Parma Magica protects a magus.

If any spell is cast toward the Aegis (originating from outside it) by any magus who was not involved in casting the Aegis ritual, the Aegis resists the spell. The spell must penetrate a Magic Resistance equal to the level of the aegis, or it is blocked and prevented from entering or affecting the protected Boundary. The aegis is able to block foreign Intellego spells in this manner, even if they cannot normally be blocked by a Parma Magica.

Furthermore, spells that bring objects into the Aegis, including teleportation spells such as The Seven-League Stride, are also blocked unless the caster was involved in the ritual. If the foreign spell cannot penetrate a magic resistance equal to the level of the Aegis, a teleportation spell simply fails, and a spell that moves its target fails to move it past the boundary's border.

Effects from enchanted devices are resisted by the Aegis unless the item was within the Aegis at the time of casting, or was created within the Aegis by someone who was part of the ritual or has a token (see below). Powers from supernatural creatures are resisted. Creatures with a Might score cannot enter the area protected by the Aegis unless they have a higher Might than the Aegis’s level. Note that the aegis need not penetrate to have this effect, as penetration is already included in this effect's calculation.

Creatures without a Might score can enter the protected area freely. However, the aegis will block the entrance of any magical effect that fails to penetrate it. For example, a person under a veil of invisibility may find it impossible to enter the aegis, unless the spell's penetration surpasses the Aegis level. There is, however, a major exception to this rule – if the creature has Magic Resistance that exceeds the aegis level, the aegis cannot prevent him from entering, regardless of what spells or effects are active upon him. The aegis will also similarly never block the entrance of a magus that participated in its casting, and will thus ignore any active effects on him.

Note that for this purpose, a longevity ritual, familiar bond, or talisman bond do not count as active effects, and so the aegis will not block their entrance.

Creatures and persons may be brought within the Aegis, if they are formally invited by a magus who participated in its casting and given a token to represent the invitation. These tokens are used during the casting of the ritual, and are an integral part of it. An invited person is never blocked or affected by the aegis, just as if he was a magus who participated in its casting. The invitation may be withdrawn at any time. A magus may only expel specific, known, individuals, and in their presence. This does not require retrieving the token. The invitation and expulsion must both be issued by magi who participated in the ritual, but not necessarily by the same magus. Withdrawing an invitation will not expel the person beyond the Aegis, but will prevent them from re-entering after they leave (unless their Might or Magic Resistance is high enough).

When approaching the border of an Aegis, a magical person (including a Hermetic magus) feels a slight tingle in the extremities. For those of Second Sight or Magic Sensitivity, the Aegis sometimes appears as a glistening dome.

This variant of the Order's Aegis of the Hearth was created as a Minor Breakthrough by Trisagus, a Bonisagus magus, in a poor attempt to recreate Notatus' breakthrough. It is supposedly more "Hermetic" - but critically lacks the Perdo effects the standard Aegis provides.

(Breakthrough effect; should be Base Gen, +1 Touch, +4 Year, +4 Boundary. This is an attempt to make the Aegis spell conform more to standard magic theory and magic resistance rules.)

Hammer of the Hearth

ReVi Gen

R: Touch, D: Year, T: Boundary; Ritual

This spell suppresses all spells or effects cast by foreign magi whose level is less than or equal to (level – 5 magnitudes) of the Hammer. This includes ongoing effects, as well as new spells cast while the Hammer is active. Excluded are the spells cast by all magi that participated in the casting of the Hammer ritual.

Magic items are similarly affected. Effects of (level -5 magnitudes) are suppressed. Excluded from this are any effects created by the magi participating in casting the ritual, or by items present in the boundary at the time of casting.

Powers are similarly affected. The level of the power is at most the creature's Might, and usually equal to the (Might Point cost) x 5.

The Hammer cannot affect Personal powers or spells, or spells already active on a person or creature, unless it penetrates the creature or caster's Magic Resistance. This includes effects affecting familiars or talismans. The Hammer does not affect the Parma Magica, longevity rituals, or familiar bonds (but bond enchantments may be affected, if the Hammer penetrates), and does not sever arcane connections.

Creatures or persons can be invited into the boundary using tokens, much like in the Aegis of the Hearth spell. They will find their spells, powers, and enchantments are not affected by the Hammer. The invitation can be rescidned, again just like the Aegis of the Hearth.

This spell was creates by Trisagus of Bonisagus. It is meant to be cast immediately after the Hermetic Aegis of the Hearth, so that together the two would provide protection similar to that of the standard Aegis of the Hearth.

(Base Gen, +1 Touch, +4 Year, +4 Boundary, +1 specificity)