New Spells of the Rabenstein Saga

Animál Spells

Determent of the Dog's Bark (ReAn 10)
Ill Temper of the Wild Mare (ReAn 15)

Aquam Spells

Deluge of Cocytus (CrAq 20)
Evoke Charybdis (ReAq 20)

Auram Spells

Ensorcellment of the Alpine Slopes (CrAu 15)
Treading the Path Among the Clouds (ReAu 20)
Summoning the Raven's Wind (ReAu 25)

Corpus Spells

Rejuvenation of the Shattered Bone (CrCo 25)
Vision of the Yeoman's Last Breath (InCo 20)
Gift of the Buoyant Gosling (MuCo 15)
Twist and Pull of the Wench's Hair (PeCo 5)
Ascending the Steps of Isis (ReCo 15)
Curse of St. Vitus (ReCo 15)
Mighty Fling of the Menacing Knight (ReCo 20)

Ignem Spells

Candle of the Palm (CrIg 5)
Blinding Cloud of Soot and Smoke (CrIg 10)
Wrathful Torment of the Searing Forge (CrIg 20)

Mentem Spells

Tongue of the Folk (InMe 20)

Terram Spells

Legionnaire's Bulwark of Protection (CrTe 20)
Easing the Burden of Sissiphus (MuTe 15)
The Miner's Touch (MuTe 19)
Gentle Gift of the Mason's Hand (MuTe 20)
Levity of the Burdening Stones (ReTe 25)

Vim Spells

Orphean Chime of the Mystics (InVi 20)
Fashioning the Pentagram (ReVi Gen)
Lustration of the Necromantic Sinews (ReVi Gen)


Animál Spells

Determent of the Dog's Bark (ReAn 10)

R: Self/Touch, D: Spec, T: Ind

Spell Focus: Tail of a Weasel that has Escaped (+4)

Dogs will not bark at you when you pass by or approach, but they may still take notice of you normally (or bark at any other thing which attracts their attention). Particularly ferocious or dutiful dogs may still attack you, though they will not bark. If the focus is employed, the weasel must be released into the wild without its tail, and the focus only remains useful as long as the weasel lives free. Invented by Merento filius Rahewin of House Bonisagus to help circumvent troublesome aspects of his bewitched demeanor during his travels (he suffers from the -1 Flaw 'The Blatant Gift').

Ill Temper of the Wild Mare (ReAn 15)

R: Near/Far, D: Mom, T: Ind

Spell Focus: Hair from the Mane of an Untamed Horse (+3)

Causes a horse to suddenly rear up, often throwing its rider (if it is able to do so normally). Riders require a skill roll to stay on a beast affected by this spell, with an Ease Factor dictated by the type and vigor of the horse. If properly agitated, the animal may continue to behave in a wild manner, but only if it is in its nature to do so normally. Invented by Merento filius Rahewin of House Bonisagus after numerous dealings with dangerous and often hostile knights.

Aquam Spells

Deluge of Cocytus (CrAq 20)

R: Near, D: Conc, T: Ind

Aimed (-3 to +1)

Spell Focus: An Aquamarine Stone (+3)

Another version of Mighty Torrent of Water (CrAq 15) in which the might jet of water is replaced with a cone of ice.

Evoke Charybdis (ReAq 20)

R: Near/Sight, D: Conc, T: Spec

Spell Focus: Beryl (+1)

A spell inspired by Tower of Whirling Water (ReAq 30), this spell creates a spinning water funnel, but this funnel cannot travel over land. Also, victims trapped in the funnel are forced down into the funnel and dragged underwater rather than being drawn up into the air as the Tower does.

Auram Spells

Ensorcellment of the Alpine Slopes (CrAu 15)

R: Sight, D: Mom, T: Bound

Spell Focus: Snow from an Avalanche (+4)

A fierce, spiraling wind begins to churn at the point designated by the caster, possibly instigating an avalanche if this could occur normally. Even if insufficient snow exists, the spell will cause snow, ice, and other debris to swirl about (possibly inflicting damage to anyone caught within the wind at the discretion of the Storyguide). This was the first spell devised by the Italian Magus Merento of Bonisagus after his arrival at the Austrian Covenant of Rabenstein. Its effectiveness remains in debate, but Merento has confidence the spell will prove useful in the future.

Treading the Path Among the Clouds (ReAu 20)

R: Self/Touch, D: Conc/Sun, T: Ind

Spell Focus: Alder (+3)

Requisite: Corpus

You may walk upon clouds as if they were solid, albeit slightly soft ground. The cloud upon which you stand will continue wherever the prevailing winds carry it, though if another one passes near enough by, you may jump to it and ride along with this new cloud. The difficulty is reaching the cloud in the first place. This spell was invented by Uberto Amoens of Nubes Fenestre Covenant, who found this spell invaluable, as his Covenant in the peaks of the Tirol Alps is often enshrouded by passing clouds. Estelle of Tremere has reported that standing upon a raincloud seems as if her feet are immersed in a swamp, and that spirits of the wind are often encountered, perhaps drawn to their strange new companion. She warns further that wind spirits near storm clouds seem to delight in trying to push the Magus off of the cloud.

Rabenstein learned of this spell and its presence in the library of Nubes Fenestre in 1207, and hopes to acquire a copy by negotiating with the elder Alpine Covenant.

Summoning the Raven's Wind (ReAu 25)

R: Reach, D: Spec, T: Ind

Spell Focus: A Raven's Feather (+3)

The caster summons a wind to lift themself into the air, and can be propelled in any direction by the wind at up to [25 + (2 x Finesse score) - Load] miles per hour by concentrating. If concentration is lost the Magus will steadily descend towards the earth, buffeted by the wind. A Dexterity roll might be required to ensure proper landing if concentration is so lost. It is not normally possible to cast additional spells while a Magus flies unless this spell is mastered.

Note that a sufficient region of air and natural wind must be present to facilitate the casting of this spell, therefore use of the Raven's Wind may be hindered or rendered impossible in a confined space (e.g., inside a closed room or deep within a cavern). Further, since the Magus directs available winds to lift himself, prevailing weather conditions may affect the spell's usefulness (e.g., rain or snow might pelt the caster as he attempts to fly in a storm, perhaps disrupting concentration).

This spell was invented by Merento of Bonisagus, whose affinity with Auram led him to experiment with winds to facilitate flight. The spell was named in honor of the ravens and crows which haunt their namesake and Covenant.

Corpus Spells

Rejuvenation of the Shattered Bone (CrCo 25)

R: Touch/Near, D: Sun/Inst, T: Ind

Spell Focus: Milk (+2)

A broken bone is completely healed (although without the use of vis it will re-break with the passing sun). This spell descends from the legendary lineage of physicians, House Menecrates, and a copy of the spell was obtained for Rabenstein's library from its outcast member Hecunáh (known as King Samo of Moravia). Designed for long bones of the arm or leg, the spell will not affect a limb afflicted with a natural deformity. If the focus is employed it must be consumed by the target with the casting of the spell.

Vision of the Yeoman's Last Breath (InCo 20)

R: Touch/Near, D: Inst, T: Ind

Spell Focus: Green Turquoise (+3)

Requisite: Imáginem

The Magus, upon touching the body of a person, will see the last things the deceased saw upon their death. The body must not have completely decayed into a skeleton. The vision is usually just a few moments long, but varies depending on the means of death. This spell was invented by the powerful Mentem specialist Jakob of Jerbiton, who taught it to his pupil Julian and brought it to Rabenstein.

Gift of the Buoyant Gosling (MuCo 15)

R: Touch/Near, D: Sun/Moon, T: Ind

Spell Focus: A Duck's Feather (+1)

The target of this spell becomes naturally buoyant and will not typically sink if they are immersed in a body of water (though they still suffer the normal effects of the water, becoming wet and possibly cold). If the target of this spell is wearing metal armor or is heavily encumbered they will still sink, though this spell might reduce the rate at which they sink. Although this spell will probably prevent a lightly-encumbered person from drowning, it does confine them to the surface region of the water and therefore reduces swimming rolls by 1 (or by 3 for any attempts to swim underwater).

This spell was invented by Merento of Bonisagus in anticipation of an expedition to the Greek islands. Several of Rabenstein's mountain-faring folk were saved by this spell when their boat capsized in the Aegean.

Twist and Pull of the Wench's Hair (PeCo 5)

R: Eye/Near, D: Inst, T: Ind

Spell Focus: Wink at the Target (+1)

This causes a painfully sharp tug on the target's hair, though no permanent damage is caused. This is similar to a traditionally non-Hermetic hex, common to witches throughout Germany and Burgundy, and has been imitated by some in the Order. Used to intimidate, the caster normally winks at the victim. Due to its relatively low level, use of voice or gestures is rare, and regarded as bad form (or even a sign of incompetence). Some Hermetic versions of this spell result in pinching rather than hair-pulling. Although there is no reason this spell could not be invented with a range of Near/Far at the same level, the eye range is traditional, and no known texts of such expanded ranges are known. If you have some of the target's hair, it may serve as a +5 Focus for the spell, as you tug upon it.

Ascending the Steps of Isis (ReCo 15)

R: Near/Far, D: Conc, T: Ind

Spell Focus: Smoke (+1)

The target begins to rise vertically at about the speed of smoke to any height (as long as the target remains within view of the caster). This expanded version of Rise of the Feathery Body (ReCo 5) was scribed into Rabenstein's library by Melnik of House Epebolus, known for his interest in Egyptian milieu.

Curse of St. Vitus (ReCo 15)

R: Near/Sight, D: Conc/Sun, T: Ind

Spell Focus: A Mannequin of the Target (+5)

Another version of Despair of the Quivering Manacles (ReCo 15), this spell causes the target to shake violently, causing a -3 penalty to all physical movement rolls and -1 to most other rolls.

Mighty Fling of the Menacing Knight (ReCo 20)

R: Near/Far, D: Inst, T: Ind

Spell Focus: Piece of Clothing from Someone who has Fallen from a Great Height (+4)

The target is suddenly lifted up by a great force and hurled away from you in a fluid motion in the direction you designate, landing up to 10 paces away. Depending upon the situation, the target may or may not suffer damage from the impact (being thrown off of a cliff, or into a bonfire for example, will result in additional damage independent of this spell's effect). While it is possible for this spell to lift someone straight up into the air, the spell was not designed for this effect and would likely only lift the person a few paces upward. A Finesse roll might be required to determine the exact path of the victim (straight back, upwards at an angle, etc). Merento of Bonisagus devised this spell in the event someone might attempt to engage him in physical confrontation (he thought it might prove particularly useful upon the walls of his own Covenant).

Ignem Spells

Candle of the Palm (CrIg 5)

R: Touch, D: Conc, T: Small

Spell Focus: Branch of an Alder (+3)

A flame leaps up in your palm, and lasts as long as your hand remains upturned to cradle the flickering light. Normal wind or breezes can extinguish the candle. If you use the Alder, the flame will begin to consume the wood and will continue to burn normally.

Blinding Cloud of Soot and Smoke (CrIg 10)

R: Near/Far, D: Inst, T: Group

Aimed +3

Spell Focus: Ashes (+3)

A thick cloud of smoke and soot forms in the air where you designate, beginning nearest to you and spreading rapidly outward to encompass a 10-pace radius. Anyone caught within the soot must make a Stamina stress roll of 10+ or lose a Short Term Fatigue level as they inhale the ashes and begin coughing. If the focus is employed, the ashes are tossed into the air and the cloud expands from this point. Invented by Merento of Bonisagus to facilitate hasty retreats.

Wrathful Torment of the Searing Forge (CrIg 20)

R: Near/Sight, D: Mom, T: Ind

Spell Focus: Chrysolite (+3)

Requisite: Terram

As Heat of the Searing Forge (CrIg 10), save the damage inflicted starts at +10. Invented by Melnik of Epebolus, Covenant Rabenstein.

Mentem Spells

Tongue of the Folk (InMe 20)

R: Self/Touch, D: Conc/Moon, T: Ind

Spell Focus: Human Tongue from a Person who Speaks the Language (+5)

You can speak with any person in their native tongue and understand what they are saying. Ivy may serve as a +3 Focus if a Tonuge is not available, though it must be eaten.

Terram Spells

Legionnaire's Bulwark of Protection (CrTe 20)

R: Self/Touch, D: Sun/Perm, T: Ind

Spell Focus: Piece of Roman Armor (+5)

Requisite: Corpus

The target is clad in a knee-length skirt of Roman mail (lorica segmenta) with greaved joints and a neck-brace fitting to the contours of their body (a Corpus casting requisite is required). The target must only be wearing light clothes at the time of casting to facilitate proper conjuration of the mail, and the gleaming armor will bear the markings of a Legion of the Province of Noricum. The armor affords a protection of 7, and has a load of -3.5 (which acts as a penalty to any spell casting rolls attempted while wearing the armor). Merento of Bonisagus invented this spell to illicit a commanding veneer while affording him protection from physical harm in the wilds of Austria. Merento designed the armor to appear in the fashion of the ancient Roman soldiers of Grazerkogel, the old military fortress upon which Rabenstein is founded.

Easing the Burden of Sissiphus (MuTe 15)

R: Reach/Near, D: Sun/Moon, T: Group

Spell Focus: Straw (+2)

All stone within range is reduced to approximately half its normal weight. Although several Magi have boasted similar spells, Lassitor of Criamon invented this spell to ease the quarrying of rock for construction of Rabenstein's garrison and Principia.

The Miner's Touch (MuTe 19)

R: Reach, D: Sun, T: Small

Spell Focus: A Handful of Fresh Dirt

This spell seperates a bucket size amount of dirt into its base elements (dirt, iron, gold, etc.). It was invented by Lassitor of Criamon by mistake while trying to push to invent The Crystal Dart (MuTe 15).

Gentle Gift of the Mason's Hand (MuTe 20)

R: Near/Far, D: Sun/Moon, T: Group

Spell Focus: Soft Clay (+2)

All stone within range becomes as soft and malleable as a thick clay. Intended to expediate construction of smooth castle walls.

Levity of the Burdening Stones (ReTe 25)

R: Reach/Near, D: Sun/Moon, T: Group

Spell Focus: Stone from a Mountain Peak (+3)

All designated stone within range rises into the air and remains hovering until the sun passes (a Finesse roll is required to determine the orientation of the stones). Invented by Merento of Bonisagus with the assistance of Cynric of Ex Miscellanea to raise castle walls quickly, this spell allows masons to mold stones together in the proper position with the assistsance of the companion spell, Gentle Gift of the Mason's Hand (MuTe 20).

Vim Spells

Orphean Chime of the Mystics (InVi 20)

R: Far/Sight, D: Conc, T: Ind

Spell Focus: Lyre (+5)

Named for the legendary Greek poet and lyre player, this spell causes magical objects within range designated by the caster to emit musical chimes (the music is often appropriate to the nature of the magical item). The music is only audible to the caster, and is often so faint that loud noises in the vicinity of the caster may prove to be obtrusive (Concentration rolls may be required). This spell was scribed into Rabenstein's library by Melnik of House Epebolus, a talented musician in his own right whose magics often incorporated sounds. If the focus is used, the lyre actually reverberates with music, for everyone present to hear.

Fashioning the Pentagram (ReVi Gen)

R: Per, D: Ring/Perm, T: Circle

The Magus inscribes a magical circle in the ground over the course of several rounds. As long as the integrity of the circle is maintained (or until the sun passes), no magical creatures of with a Might Score of less than the level of this spell (Rabenstein's library possesses a level 20 version of this spell) can enter the ring (including spirits, beasts, faeries, etc). It was cautioned to Melnik of Epebolus when he transcribed this spell from the library of Transmarisca Covenant that demons seem to have an easier time circumventing the spell. It is a simple task to draw the Pentagram with the Magus inside the ring, but it is also possible to do so with the Magus outside the ring to protect someone else that remains within (with a successful Fin + Dex roll of 9+). If vis is employed, the pentagram will become permanently etched in the ground (though depending on the terrain it may be possible to break the spell by disrupting the circle). Such permantently etched circles retain their beneficial ward with each passing sun (until someone crosses the boundary).

Lustration of the Necromantic Sinews (ReVi Gen)

R: Touch, D: Inst, T: Ind, Ritual

Spell Focus: A Lodestone (+3)

Requisite: Form of the vis source

The caster distills the magical essence of a single object containing vis, extracting one pawn of pure Vim vis for every two pawns of art-specific vis that initially exist in the object (4 pawns of Herbam for example, may be reduced to 2 pawns of raw Vim. This example would be a 2nd magnitude/10th level spell). Unlike other Ritual spells, the vis used to power the spell derives from the object you are purifying. (In the previous example, the 4 pawns of Herbam are used thusly: 2 pawns expent to power the spell, 2 pawns of purified Vim vis recovered, and a mundane husk, in this case probably a plant of some kind, remains behind).

Casting requisite of the form of the object being purified is necessary. The level at which you know this Ritual limits the maximum amount of vis you can possibly recover. Note that an object containing only 1 pawn of vis may not be purified with the use of this Ritual.

(*see House Rules on vis purification for a more detailed explanation)


This page last modified on 2/24/98.

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