Ch 09 Spells
A cloud of “fog” is still a natural phenomenon if it occurs on the ground, so long as it is near a large body of water and occurring at the right ambient temperature. A chilly morning is likely to have fog whereas a sunny afternoon is not.
Visibility through less than ten paces of natural fog (or heavy mist) is slightly restricted. Ranged attacks or sight-based Awareness checks suffer a one-point penalty. The penalty increases to two points between ten and twenty paces, and it is impossible to make out someone’s identity. Vision is completely obscured beyond twenty paces.
Smoke or “impenetrable fog” is more obscuring. It is almost always at least slightly unnatural, even under normal conditions. Ranged attacks or sight-based Awareness checks made through less than ten paces of the stuff suffer a two-point penalty and it is impossible to make out peoples’ identities without being close enough to touch them. Vision is completely obscured beyond ten paces.
Cloak of the Foggy Moors (Creo Auram 20)
R: Touch, D: Conc., T: Ind
Creates an unnaturally thick fog bank that springs up around the magus. The diameter of the cloud is about one hundred paces. Strong winds may reduce the size of the cloud by as much as half, but will not completely dissipate the fog until the spell’s duration expires. (Base 3, +1 Touch, +4 wholly divorced from normal context (appears instantly and does not need appropriate temperatures or nearby bodies of water))
When under the effect of a Creo Corpus spell that provides a bonus to Recovery rolls, divide the number of days needed between Recovery checks by the number of that bonus. The minimum time between rolls is one day. If the spell is recast repeatedly, the Recovery roll bonus must be consistent to avoid degrading the timing benefit.
When using spells that create an “invisibility” effect in combat, refer to the rules for fighting invisibly in Societates p. 32 with the following change:
After the first offensive action by an invisible character, the spell breaks and ends.
Example: Invisible character attacks with a sword, they get the invisibility bonus to attack and then become visible.
Certain Rego Mentem spells that can counter the negative social effects of the Gift have spread outside of House Guernicus and House Jerbiton and found wide acceptance among a more socially-aware Order.
Trust Me (Rego Mentem 15)
R: Eye, D: Conc., T: Ind.
Any person with whom the magus makes eye contact comes under the effect of a counter-balancing force on their mind neutralizing the effect of the magus’ gift upon their interaction.
The Reasoned Debate (Rego Mentem 30)
R: Voice, D: Conc., T: Group
All members of the target group come under the effect of a counter-balancing force on their mind that neutralizes the negative social effects of the magus’ gift.
Muto Vim 2: Make an active magical effect glow visibly. Vis and invested items also glow, even if they have no active magic on them. Subjects with Magic Resistance may resist. This requires an Imaginem requisite.
Reveal the Presence of Magic (Muto Vim 10 or 20)
R: Touch, D: Conc, T: Room, Req: Imaginem
Every magical thing in the area around you glows brightly. This includes vis, invested items, and things with active spells affecting them. Magical residue is not revealed. Magical creatures will not glow because of their nature, but will if currently affected by magic. Subjects with Magic Resistance must be penetrated. A level 20 version of this spell will cause the glow to vary in color and shape according to the guidelines of Sight of the Active Magics on page 159. (Base 2, +1 Touch, +1 Concentration, +2 Room) or (Base 2, +1 Touch, +1 Concentration, +2 Room, +2 Techniques and Forms)