Spell Guidelines
List of spell guidelines collected by Chistopher Allen through all books of 5th edition of Ars Magica published before August 24, 2012.
ANIMAL Guidelines
Creo
Intellego
Level 1:
Level 2:
Level 3:
Sense a supernatural creature of Might 30 or above with a Might associated with Animal. [RoP:M p.111]
Count the number of individuals in the spell Target, divided into apparent categories. [TMRE p.93]
Level 4:
Level 5:
Muto
Perdo
Rego
General:
Level 1:
Manipulate items made of animal products. [Covenants p.50]
Craft an item from tanned leather. [HoH:S p.61]
Craft an item from prepared wool. [HoH:S p.61]
Level 2:
Level 3:
Treat and process items made of animal products. (For greater complexity add one or two magnitudes. Increased complexity usually also increases the Ease Factor of the mundane craft, and so increases the Finesse roll Ease Factor.) [Covenants p.50]
Craft an item from animal bone. [HoH:S p.61]
Craft an item from raw wool. [HoH:S p.61]
Level 5:
Cause vermin to spontaneously generate in appropriate matter, such as flesh, plants, soil, or water. [Art & Academe p.30]
Treat and process items made of animal products. (For greater complexity add one or two magnitudes. E.g. Base 15 might be used to weave thread into a tunic.) [Covenants p.51]
Ward against animals or objects made from animal products. (Touch, Ring, Circle) [HoH:S p.114]
Control a disembodied spirit of Animal. [TMRE p.28 and LoH p.65]
Control an Airy Spirit of Animal. [RoP:M p.111]
Level 15:
AQUAM Guidelines
Note : Liquid lava counts as a corrosive liquid and the base Individual is a puddle with a volume of about 0.2 cubic feet. [HP p.12]
Creo
Intellego
Level 1:
Level 2:
Level 3:
Sense a supernatural creature of Might 30 or above with a Might associated with Aquam. [RoP:M p.111]
Count the number of individuals in the spell Target, divided into apparent categories. [TMRE p.93]
Level 4:
Level 5:
Muto
General:
Convert part of an Aquam elemental’s body into another type of Aquam matter, reducing the elementals Might Pool by the Level of the spell +10. If the elemental is not destroyed by this effect, when the duration ends it can restore this Might by re-absorbing the matter. [RoP:M p.133]
Perdo
Rego
General:
Level 5:
Control a disembodied spirit of Aquam. [TMRE p.28 and LoH p.65]
Control an Airy Spirit of Aquam. [RoP:M p.111]
Completely control an Aquam elemental. [RoP:M p.133]
Level 15:
Level 20:
AURAM Guidelines
Note : Volcanic fumes and ash both have a base Individual that covers an area with a diameter of about 100 paces. [HP p.12]
Creo
Intellego
Level 1:
Level 2:
Level 3:
Sense a supernatural creature of Might 30 or above with a Might associated with Auram. [RoP:M p.111]
Count the number of individuals in the spell Target, divided into apparent categories. [TMRE p.93]
Level 4:
Level 5:
Muto
General:
Convert part of an Auram elemental’s body into another type of Auram matter, reducing the elementals Might Pool by the Level of the spell +10. If the elemental is not destroyed by this effect, when the duration ends it can restore this Might by re-absorbing the matter. [RoP:M p.133]
Level 4:
Level 5:
Perdo
Rego
General:
Level 5:
Control a disembodied spirit of Auram. [TMRE p.28 and LoH p.65]
Control an Airy Spirit of Auram. [RoP:M p.111]
Completely control an Auram elemental. [RoP:M p.133]
Level 10:
Level 15:
Ward against a type of normal weather phenomenon, such as rain. (Touch, Ring, Circle) [HoH:S p.114]
Summon a disembodied spirit of Auram. [TMRE p.28 and LoH p.65]
Summon an Airy Spirit of Auram. [RoP:M p.111]
Level 20:
Ward against a type of severe weather phenomenon, such as gale force winds. (Touch, Ring, Circle) [HoH:S p.114]
Level 25:
Ward against a type of very severe weather phenomenon, such as a bolt of lightning. (Touch, Ring, Circle) [HoH:S p.114]
CORPUS Guidelines
Note : There are clarifications and revisions of the core Corpus guidelines and spells on page 57 of Art & Academe.
Creo
Level 1:
Give a character a +1 bonus to disease Recovery rolls. [Art & Academe p.56]
The targets wounds are treated as one category less serious for the purposes of activities while injured. [Art & Academe p.60]
Level 2:
Level 3:
Level 4:
Level 5:
Level 10:
Level 15:
Level 20:
Level 25:
Improve all wounds by one Level of severity [HoH:S p.100]
Heal the debilitating after-effects of a disease, poison, or injury, including those caused by surgery to save a Heavy or Incapacitating wound. [Art & Academe p.57]
Cure a Major disease. [Art & Academe p.57]
Level 30:
Level 35:
Intellego
Level 1:
Level 2:
Level 3:
Sense a supernatural creature of Might 30 or above with a Might associated with Corpus. [RoP:M p.111]
Count the number of individuals in the spell Target, divided into apparent categories. [TMRE p.93]
Level 4:
Level 5:
Muto
Level 5:
Add or remove human body parts from the target in such a way that he no longer looks human. These parts are normally functional, although a spell may be deliberately designed so that they are not. The Target is Part, not Individual (although Groups and higher Targets work as normal). [MoH p.49]
Perdo
Level 5:
Level 10:
Level 20:
Rego
General:
Level 3:
Level 5:
Invoke a major symptom of a disease without creating any underlying malaise (e.g. vomiting, boils, paralysis). [Art & Academe p.57]
Perform a trivial surgical procedure, inflicting a fatigue Level. [Art & Academe p.60]
Control a disembodied spirit of Corpus. [TMRE p.28 and LoH p.65]
Control an Airy Spirit of Corpus. [RoP:M p.111]
Level 10:
Level 15:
Perform a major surgical procedure, inflicting a Medium Wound or preventing a Medium Wound from worsening. [Art & Academe p.60]
Summon a disembodied spirit of Corpus. [TMRE p.28 and LoH p.65]
Summon an Airy Spirit of Corpus. [RoP:M p.111]
Level 20:
Level 25:
Level 30:
HERBAM Guidelines
Creo
Level 2:
Level 3:
Level 15:
Intellego
Level 1:
Level 2:
Level 3:
Sense a supernatural creature of Might 30 or above with a Might associated with Herbam. [RoP:M p.111]
Count the number of individuals in the spell Target, divided into apparent categories. [TMRE p.93]
Level 4:
Level 5:
Muto
Perdo
Rego
General:
Level 1:
Level 3:
Level 4:
Level 5:
Treat and process items made of plant products. [Covenants p.51]
Craft an item from unprepared timber. [HoH:S p.61]
Control a disembodied spirit of Herbam. [TMRE p.28 and LoH p.65]
Control an Airy Spirit of Herbam. [RoP:M p.111]
Level 15:
Level 30:
IGNEM Guidelines
Creo
Intellego
Level 1:
Level 2:
Level 3:
Sense a supernatural creature of Might 30 or above with a Might associated with Ignem. [RoP:M p.111]
Count the number of individuals in the spell Target, divided into apparent categories. [TMRE p.93]
Level 4:
Level 5:
Muto
General:
Convert part of an Ignem elemental’s body into another type of Ignem matter, reducing the elementals Might Pool by the * Level of the spell +10. If the elemental is not destroyed by this effect, when the duration ends it can restore this Might by re-absorbing the matter. [RoP:M p.133]
Perdo
Rego
General:
Level 5:
Control a disembodied spirit of Ignem. [TMRE p.28 and LoH p.65]
Control an Airy Spirit of Ignem. [RoP:M p.111]
Completely control an Ignem elemental. [RoP:M p.133]
Level 15:
Level 20:
Level 25:
Level 30:
Level 35:
Level 40:
IMAGINEM Guidelines
Note : There are clarifications of the core Imaginem guidelines on pages 61-66 of Houses of Hermes: Societates.
Creo
Intellego
Level 1:
Level 2:
Level 3:
Sense a supernatural creature of Might 30 or above with a Might associated with Imaginem. [RoP:M p.111]
Count the number of individuals in the spell Target, divided into apparent categories. [TMRE p.93]
Level 4:
Level 5:
Muto
Perdo
Rego
than or equal to the * Level of the spell. (Touch, Ring, Circle) [HoH:S p.114]
MENTEM Guidelines
Creo
Level 4:
Level 5:
Restore a memory of an event to a fresh state, as long as a fragment of it remains. The affected memory can be no more extensive than about two minutes. [HoH:TL p.73]
Construct an extremely detailed locus in the target’s memory palace. [TMRE p.26]
Level 10:
Restore a memory of a days events to a fresh state, as long as a fragment of it remains. Events are remembered as if they had occurred only an hour before. [HoH:TL p.73]
Spark a twinge of conscience in an intelligent beings mind, overriding the temporary obsession of a demon. [Art & Academe p.35]
Intellego
Level 1:
Level 2:
Level 3:
Sense a supernatural creature of Might 30 or above with a Might associated with Mentem. [RoP:M p.111]
Count the number of individuals in the spell Target, divided into apparent categories. [TMRE p.93]
Level 4:
Level 5:
Muto
Perdo
Rego
General:
Ward against beings associated with Mentem from one supernatural realm with Might less than or equal to the * Level of the spell. (Touch, Ring, Circle) [HoH:S p.114]
Reinforce the target’s memory palace against magical attacks or attempts to modify his memories. [TMRE p.27]
Level 5:
Level 15:
TERRAM Guidelines
Note : Volcanic ash is the same magnitude of effect as sand, and the base Individual is 10 cubic paces of ash. Volcanic rock, and an entire volcano, counts as the same magnitude of effects as stone, and the base Individual is a cubic pace. Lava counts as the same magnitude of effect as a metal, and the base Individual size is a cubic foot. [HP p.12]
Creo
Level 3:
Level 15:
Level 25:
Intellego
Level 1:
Level 2:
Level 3:
Sense a supernatural creature of Might 30 or above with a Might associated with Terram. [RoP:M p.111]
Count the number of individuals in the spell Target, divided into apparent categories. [TMRE p.93]
Level 4:
Level 5:
Level 30:
Level 35:
Level 40:
Muto
General:
Convert part of a Terram elemental’s body into another type of Terram matter, reducing the elementals Might Pool by the * Level of the spell +10. If the elemental is not destroyed by this effect, when the duration ends it can restore this Might by re-absorbing the matter. [RoP:M p.133]
Perdo
Rego
General:
Level 2:
Level 3:
Level 4:
Craft an item from gemstone, metal, or gemstone. [HoH:S p.61]
Transport a target instantly up to five paces. [MoH p.92]
Level 5:
Hurl a stone projectile with enough force to do +5 damage (range increment of 20 paces) [HoH:S p.38]
Control a disembodied spirit of Terram. [TMRE p.28 and LoH p.65]
Control an Airy Spirit of Terram. [RoP:M p.111]
Completely control a Terram elemental. [RoP:M p.133]
Transport a target instantly up to 50 paces. [MoH p.92]
Level 10:
Level 15:
Hurl a stone projectile with enough force to do +15 damage (range increment of 20 paces) [HoH:S p.38]
Summon a disembodied spirit of Terram. [TMRE p.28 and LoH p.65]
Summon an Airy Spirit of Terram. [RoP:M p.111]
Transport a target instantly up to one league. [MoH p.92]
Level 20:
Ward against dirt, sand, mud, or clay. (Touch, Ring, Circle) [HoH:S p.114]
Transport a target instantly up to seven leagues. [MoH p.92]
Level 25:
Ward against stone or glass. (Touch, Ring, Circle) [HoH:S p.114]
Transport a target instantly to a place to which you have an Arcane Connection. [MoH p.92]
Level 30:
VIM Guidelines
Creo
General:
Refreshes all spell traces within the target that are less than the magnitude of the guideline -1, in negative magnitude. [HoH:TL p.74]
Restore a demons Might Pool by (the * Level of the spell + 10), as long as the spell penetrates its Magic Resistance. [RoP:TI p.121]
Potentially strengthen a Magic aura; roll on the Aura Strengthening Table with a modifier equal to magnitude; the modifier must be 0 or greater, thus the minimum possible base * Level is 4. (Ritual) [RoP:M p.14]
Level 4:
Level 5:
Decrease the rate of decay of an Arcane Connection as if the connection were one step higher on the table in ArM5, page 84. If this increases the Duration to Years or greater, the duration of the connection continues to be measured in a period of years. Hermetic magic can not make an Arcane Connection last indefinitely without fixing the connection as described in ArM5, page 94. Note that the range is the range to the Arcane Connection, and you must know what you are targeting just like any other spell. [MoH p.113]
Level 10:
Level 15:
Intellego
also enables the Quaesitor to tell if a Hermetic effect was created by a spell or invested device. Quaesitors with extensive experience of a particular sort of non-Hermetic power can also identify
that; the limit is the Quaesitors ability to interpret the information provided by the spell.) [HoH:TL p.74]
Level 1:
Sense a supernatural creature of Might 50 or above with a Might associated with Vim. [RoP:M p.111]
Sense a supernatural creature of Might 50 or above of a specific type or with a Might associated with a specific Realm. [Implied in HP p.101, matched to similar guidelines, and confirmed]
Level 2:
Sense a supernatural creature of Might 40 or above with a Might associated with Vim. [RoP:M p.111]
Sense a supernatural creature of Might 40 or above of a specific type or with a Might associated with a specific Realm. [Implied in HP p.101, matched to similar guidelines, and confirmed]
Count the number of individuals in the spell Target. [TMRE p.93]
Level 3:
[RoP:M p.111]
Sense a supernatural creature of Might 30 or above of a specific type or with a Might associated with a specific Realm. [Implied in HP p.101, matched to similar guidelines, and confirmed]
Count the number of individuals in the spell Target, divided into apparent categories. [TMRE p.93]
Level 4:
Discern the alignment of an aura. [RoP:M p.14]
Sense a supernatural creature of Might 15 or above with a Might associated with Vim. [RoP:M p.111]
Sense a supernatural creature of Might 15 or above of a specific type or with a Might associated with a specific Realm. [Implied in HP p.101, matched to similar guidelines, and confirmed]
Sort the individuals in the spell Target into categories and count them. [TMRE p.93]
Level 5:
Speak with a demon. [RoP:TI p.121]
Sense any supernatural creature with a Might associated with Vim. [RoP:M p.111]
Sense any supernatural creature of a specific type or with a Might associated with a specific Realm. [Implied in HP p.101, matched to similar guidelines, and confirmed]
Level 10:
Detect an active magic and any trace of positive magnitude. [HoH:TL p.74]
Detect the Gift. [HMRE p.6 and App p.33]
Muto
General:
Bind a demon with Might equal to (the * Level of the spell + 10) to a person or object. [RoP:TI p.121]
Pass control of a spell of a specific Form to another person. The * Level of the affected spell must be less than or equal to the * Level of this spell + 2 magnitudes. [HP p.97-98]
Perdo
General:
Ages a spell trace to a negative magnitude equal to the guideline used. [HoH:TL p.75]
Dispel a Hermetic enchantment with a * Level less than the guideline used + a stress die (no botch). (Ritual) [HoH:TL p.75]
Dispel a specific type of enchantment with a * Level less than twice the guideline * Level used + a stress die (no botch). To qualify the spell needs to specify a particular Hermetic Form or a specific type of enchantment, such as Talismans, Familiars, or Longevity Rituals. More general enchantments do not qualify. (Ritual) [HoH:TL p.75]
Reduce the Casting Total for a specific type of magic (such as Infernal Powers) cast by the target by the ( * Level + 2 magnitudes) of the spell. If two or more such spells affect one target, ony the highest has any effect; the penalties do not add. The spell must penetrate the target’s Magic Resistance in order to have any effect. [RoP:TI p.121]
Reduce a target’s Might Pool by (the * Level of the spell + 10), as long as the spell penetrates the creature’s Magic Resistance. [RoP:TI p.121]
Potentially weaken a Magic aura; roll on the Aura Weakening Table with a modifier equal to magnitude; the modifier must be 0 or greater, thus the minimum possible base * Level is 4. (Ritual) [RoP:M p.14]
Rego
General:
Ward against beings associated with Vim from one supernatural realm with Might less than or equal to the * Level of the spell. (Touch, Ring, Circle) [HoH:S p.114]
Sustain or suppress a spell of a specific type cast by another with * Level less than the * Level +2 magnitudes of the Vim spell. Examples of specific types include Hermetic Terram magic and Shamanic spirit control magic [and curse magic]. [HoH:S p.129]
Summon a demon with Infernal Might less than (the * Level of the spell + 20). (Ritual) [RoP:TI p.121]
Summon an Aspect of a Daimon if ( * Level + 4 magnitudes) equals or exceeds twice its Might. (Ritual) [RoP:M p.111]
Level 5:
Control a disembodied spirit of Vim. [TMRE p.28 and LoH p.65]
Control an Airy Spirit of Vim. [RoP:M p.111]
Control an Airy Spirit of a specific Realm. [RoP:M p.111]
Activate an enchanted device with a simple trigger (i.e., not a linked trigger or an environmental trigger, see ArM5 page 99). The caster must know the triggering action for the target device
either because he invested the enchantment himself, because he investigated the enchantment in the laboratory or because he has learned it in some other manner such as being shown the action by someone else who already knows it. The target item is activated directly by the Rego Vim spell; the normal trigger is not reproduced. [LoH p.107]
Level 15:
Summon a disembodied spirit of Vim. [TMRE p.28 and LoH p.65]
Summon an Airy Spirit of Vim. [RoP:M p.111]
Summon an Airy Spirit of a specific Realm. [RoP:M p.111]