Grimoires at Elk's Run

Spell Texts

Animal

Arts Name Mechanics Notes
InAn10 Image of the Beast Base 1; R: Arcane Connection (+4), D: Momentary (+0), T: Ind (+0); Get a hzy image of an animal you have an arcane connection to. ArM5 117
InAn25 Opening the Tome of the Animal's Mind Base 15; R: Touch (+1), D: Concentration (+1), T: Ind (+0); If you are trying to get a specific fact, you need a Perception + Finesse stress roll of 6+, or 12+ if the fact is obscure. ArM5 118
MuAn15 Beast of Outlandish Size Base 4; R: Touch (+1), D: Sun (+2), T: Ind (+0); Changes the Size of an animal by +1. This change modifies Strength by +2, the range for each wound level increases by one, and Quickness falls by one. ArM5 118
MuAn15 Doublet of Impenetrable Silk Base 4; R: Touch (+1), D: Sun (+2), T: Ind (+0); Change an item made of animal material silk, wool, or leather — so it cannot be cut or penetrated by weapons. A simple cloth doublet becomes the equivalent of armor with no Load and a +3 Soak bonus. Armor made of quilted material or any kind of leather improves its Protection by an additional +3 ArM5 118
ReAn5 Circle of Beast Warding Base 2; R: Touch (+1), D: Ring (+2), T: Circle (+0); No magical beast whose Magic Might is equal to or less than the level can affect anyone within the Circle or, if it is within the Circle, affect those outside ArM5 120
ReAn5 Panic of the Elephant's Mouse Base 5; R: Eye (+1), D: Conc (+1), T: Ind (+0); Animal makes a size stress roll vs 9+ or flees in fear ArM5 120
ReAn25 Ward Against the Beasts of Legend Base Gen+10; R: Touch (+1), D: Ring (+2), T: Circle (+0); No magical beast whose Magic Might is equal to or less than the level can affect anyone within the Circle or, if it is within the Circle, affect those outside ArM5 120
ReAn30 Commanding the Harnessed Beast Base 4; R: Touch (+1), D: Sun (+2), T: Ind (+0); x ArM5 120

Aquam

Arts Name Mechanics Notes
ReAq15 Push of the Gentle Wave Base 4; R: Voice (+2), D: Concentration (+1), T: Ind (+0); A low wave is produced to propel a boat through the water. ArM5 124
ReAq10 Break the Oncoming Wave Base 5; R: Personal (+0), D: Concentration (+1), T: Ind (+0); Break all waves and torrents of water that come within 10 paces of you. ArM5 124

Aquam

Arts Name Mechanics Notes
CrAu15 Charge of the Angry Winds Base 3; R: Voice (+2), D: Concentration (+1), T: Ind (+0), Unnatural (+1) ; A wind roars away from you, up to 10 paces away. All in the area must make a Dex + Size roll of 9+ or fall over. ArM5 125

Corpus

Arts Name Mechanics Notes
CrCo10 Bind Wounds Base 3; R: Touch (+1), D: Sun (+2), T: Ind (+0); Wounds don't get worse for spell duration but will not heal naturally while spell is active. ArM5 129
CrCo20 Gentle Touch of the purified body Base 15; R: Touch (+1), D: Mom (+0), T: Ind (+0); The target is cured of a light wound caused by poison or disease. ArM5 129
CrCo20 Chirugeon's Healing Touch Base 15; R: Touch (+1), D: Mom (+0), T: Ind (+0); The target is cured of a light wound not caused by poison or disease. ArM5 129
CrCo25 The Severed Limb Made Whole Base 25; R: Touch (+1), D: Mom (+0), T: Ind (+0), Limb must be present (-); A limb that has been severed is reattached. ArM5 129
InCo10 Revealed Flaws of Mortal Flesh Base 5; R: Touch (+1), D: Mom (+0), T: Ind (+0), Reveals any medical defect in the target. ArM5 130
InCo20 Revealed Flaws of Mortal Flesh Base 3; R: Arcane Connection (+4), D: Conc (+1), T: Ind (+0), Reveals the location on a map of anyone you have an arcane connection to. ArM5 131
PeCo15 The Wound that Weeps Base 5; R: Voice (+2), D: Mom (+0), T: Ind (+0); Causes a light wound to the target. ArM5 133
ReCo5 Curse of the Unruly Tongue Base 2; R: Voice (+2), D: Conc (+1), T: Ind (+0); Causes target to stutter and slur. Comms rolls are at -3 and spells at -6 casting total. ArM5 134
ReCo15 Lifting the Dangling Puppet Base 4; R: Voice (+2), D: Conc (+1), T: Ind (+0); Lifts a person of size+1 or less in to the air at the rate of rising smoke. ArM5 134
ReCo15 Wizard's Leap Base 15; R: Per (+0), D: Mom (+0), T: Ind (+0); The caster instantly teleports their self 50 paces in any direction, provided they can see their destination or have an AC to it. HoH:S 36
ReCo35 Leap of Homecoming Base 35; R: Per (+0), D: Mom (+0), T: Ind (+0); The caster instantly teleports to a place they can have an AC. ArM5 135
ReCo15 Gift of the Frog’s Legs Base 10; R: Touch (+1), D: Mom (+0), T: Ind (+0); Allows the target to leap 15 feet vertically or 25 feet horizontally -2 foot per encumberance. ArM5 134
ReCo20 The Gift of Vigor Base 15; R: Touch (+1), D: Mom (+0), T: Ind (+0); Transfers bodily energy from you to any target who is at a lower Fatigue level than you. You are thus at the target’s current Fatigue level, and he or she assumes your previous level ArM5 134

Herbam

Arts Name Mechanics Notes
CrHe15 Trap of Entwining Vines Base 1; R: Voice (+2), D: Sun (+2), T: Group (+2); Avoid the vine on a qik minus Enc roll of 9+The target is cured of a light wound caused by poison or disease. ArM5 135
InHe10 Intuition of the Forest Base 15; R: Touch (+1), D: Mom (+0), T: Ind (+0); The target is cured of a light wound caused by poison or disease. ArM5 136
InHe15 Shriek of the Impending Shaft Base 15; R: Touch (+1), D: Mom (+0), T: Ind (+0); The target is cured of a light wound caused by poison or disease. ArM5 136
MuHe5 Pass the Unyielding Portal Base 3; R: Touch (+1), D: Diam (+1), T: Ind (+0); Makes the wood of a door pliable so the magus can bend it open regardless of lock or bar. ArM5 137

Ignem

Arts Name Mechanics Notes
CrIg20 Pilum of Fire Base 10; R: Voi (+2), D: Mom (+0), T: Ind (+0); +20 Fire Damage. ArM5 140

Imaginem

Mentem

Arts Name Mechanics Notes
CrMe 60 Communication of the Hero Base 55; R: Tch (+1), D: Mom (+0), T: Ind (+0); +1 Communication to a maximum of +5. HoH:TL 103
InMe20 Posing the Silent Question Base 15; R: Eye (+1), D: Mom (+0), T: Ind (+0); Ask the victim one silent mental question, then detect the answer. The victim does not notice the questioning unless the spell is resisted. ArM5 149
InMe30 See the Spirits of the Night Base 5; R: Vision (+4), D: Conc (+1), T: Ind (+0); Able to see Mentem based spirits Available Winter 1220. AnMa 50
PeMe20 Dissolving the Wall of Shields Base 4; R: Voice (+2), D: Mom (+0), T: Group (+2); Destroys the ability of a combat Group to fight as a Trained Group. It would take a season's training to earn that skill again HoH:S 70
ReMe20 Curse of Slumber Base 4; R: Sight (+3), D: Diam (+1), T: Ind (+0); The victim falls into a natural sleep, but cannot be woken for 2 minutes. Past two minutes, the victim can be disturbed as normal. Custom, Kage

Terram

Arts Name Mechanics Notes
PeTe10 Rusted Decay of 10 score years Base 4; R: Voice (+2), D: Mom (+0), T: Ind (+0); After the spell is cast, the metal of the target becomes so thoroughly rusted that it breaks if used in any demanding way (for example, used to strike a blow with in combat or to pry open a door). It also loses any sharpness it might once have had. ArM5 155

Vim

Arts Name Mechanics Notes
InVi5 Sense of the Lingering Magic Base 10; R: Hearing (+3), D: Conc (+1); This spell detects the presence of many magical residues, even weak spells. ArM5 158
InVi20 Piercing the Faerie Veil Base 3; R: Vision (+4), D: Conc (+1), T: Ind (+0); Can see through Faerie Regio boundaries and divine the path between levels. Available Winter 1220 ArM5 158
InVi20 Piercing the Magical Veil Base 3; R: Vision (+4), D: Conc (+1), T: Ind (+0); Can see through Magic Regio boundaries and divine the path between levels. Available Winter 1220 ArM5 158
InVi30 Sense of the Lingering Magic Base 10; R: Hearing (+3), D: Conc (+1); This spell detects the presence of many magical residues, even weak spells. ArM5 158
MuVi10 Wizards Communion Base Gen+20; R: Voice (+2), D: Mom (+0), T: Group (+2); See book. ArM5 160
PeVi5 Fist of Demon’s Oblivion Base Gen; R: Touch (+1), D: Mom (+0), T: Ind (+0); If the spell penetrates the demon’s Magic Resistance, the demon loses 10 from its Might Score. ArM5 160
PeVi15 Fist of Demon’s Oblivion Base Gen; R: Touch (+1), D: Mom (+0), T: Ind (+0); If the spell penetrates the demon’s Magic Resistance, the demon loses 20 from its Might Score. ArM5 160
ReVi20 Circular Ward Against Demons Base Gen+10; R: Touch (+1), D: Ring (+2), T: Circle (+0); All infernal creatures with a might equal to or less than the level can not enter. ArM5 162

Unknown

Arts Name Mechanics Notes
(CrTe no requisites 35)
(InTe no requisites 20)
(InTe no requisites 30)
(MuTe No requisite 35)
(PeTe no requisites 20)
(ReTe no requisites large)
(ReTe no requisites 30)
(ReTe no requisites 35)
(PeVi no requisites 5)
(PeVi no requisites 10)
(PeVi no requisites 15)
(PeVi no requisites 20)

Lesser Enchantment Texts

Corpus

Arts Name Mechanics Notes
PeCo(Aq)20 Hermetic Chamber Pot Base 4, R: Touch (+1), D: Mom (+0), T: Ind (+0), +1 Aquam; +10 Unlimited Uses; This chamber pot destroys any human waste entered into it. Provides a +1 Health bonus to a Sanctum. MoH 76
ReCo 40 The Tireless Servant [Cov:121]

Herbam

Arts Name Mechanics Notes
ReHe 20 The Bookstand of Hespera [Cov:121]
ReHe (An) 15 Abluere Magica [Cov:45]

Terram

Arts Name Mechanics Notes
PeTe29 Weightless Chain Base 5; R: Per (+0), D: Sun (+2), T: Ind (0), +2 affect metal; +1 2/day, +3 Enviro Trigger Sunrise/Sunset ; Renders the suit of metal armour nearly weightless. Load is reduce to 1 for partial or 2 for full suit. HoH:S 38
ReTe15 Stone-Cutting Knife [Cov:52]
ReTe15 The Enchanted Porter [Cov:52]