----
Source
Source: Ironbound Tome Spells
----
Tongue of the Beasts
This effect allows caster to understand and communicate with a particular animal. The caster perceives the basic surface thoughts of the creature, and also speaks directly into the creatures mind. No words need to be actually spoken while the spell functions.
The Magus must still interpret the perspective of the animal properly to understand its motivations, and must also communicate to the animal in terms akin to its own perspective to be properly understood.
----
Disguise of the Chameleon
Allows the caster to change the cosmetic appearance of their current animal form for a short period (approx 2 minutes). Size is limited to affect up to size +1 creatures.
----
Disguise of the Gargantuan Chameleon
Allows the casters to changed animal based form to shift to match its background. Size is limited to affect up to size +7 creatures.
----
Attired as Desired
Changes all the clothing of the target touched to the desires of the caster. Purpose of the spell is to allow a quick outfit change should circumstances demand, and also so that the clothing of the target to become appropriate foci for the Muto Corpus spells. It saves carrying around five different cloaks.
----
Gift of the Masters Voice
The targets animal form gains the facility of human speech, although still heavily tainted by aspects of the creatures shape. This spell does not impart the knowledge of how to speak, so has little effect on non-shape-changed creatures.
----
Blessing of the Kittens Eyes
Use Muto magic to seal over the targets eyes, effectively blinding them. The targets eyes are still present, but cannot be opened as their eyelids are sealed over.
The spell name is a reference to a baby rabbit, a kitten which are born with their eyes fused closed. The physical change in the target is no more complex than a minor ability (like Eyes of the Cat).
----
Gift of the Bears Fortitude to Beasts
This effect grants the target animal a +3 bonus to Soak.
----
The Vicious Transformation of Fenrir
The animal touched becomes a more vicious and combative version of itself. Claws, teeth, beaks (etc) all become sharper and stronger, the animal gains +3 to attack and damage scores (due to an increase in muscle mass and speed), and any aggressive personality traits involving combat are raised by +2 as the creatures temperament is altered.
The spell will affect any creature of size 0 or smaller. The spells name references the wolf Fenrir who will consume Odin during the battle of Ragnarok.
----
Transforming the Tome
This spell temporarily transforms a book into a small very hard object, such as a gem or piece of metal. The form of the object is chosen by the caster. This facilitates concealing and carrying the text in a more convenient manner.
----
Unearthly Magnification of the Beasts
This spell allows for temporary growth or shrinking of the Magus animal form up to Size 11 or down to size -12. The spell may target any creature of up to size +4, but may only change the creatures size by up to 10 size ranks in either direction.
i.e. A size a +4, may become up to size +11 or down to -6. A size -3 creature may become size -12 or up to size +7.
----
Blind the Speeding Destrier
Causes the targets eyes to close for the duration of the spell.
----
The Assassins Churning Draft
This spell creates a single draft of poison that inflicts a Medium wound on the person who drinks it, unless they succeed a Stamina check of 6+.
The poison created is a dram (or teaspoon) of colorless odorless liquid, which may be added to drinks or conjured within a cup the caster is touches. The poison is harmless if it is not ingested.
----
Sheath of the Serpents Venom
This spell coats the blade of a weapon in a constantly refreshing poison. When the weapon successfully inflicts damage to an opponent the victim must succeed a Stamina check vs 6+ or also receive an additional Light wound.
Weapons enhanced by this spell will noticeably drip the venom if inspected, and the poison can be carefully taken from the weapon and used in other ways. Use of poisons is highly disregarded in most regions.
----
Withhold the Drunkards Muse
This spell changes the contents of a container so it is no longer alcoholic, but otherwise is the same. This means especially excellent wine will will taste excellent, and poor ale will still be undesirable.
At the expiry the contents return to normal, restoring the intoxicating effect. This may cause interesting mishaps and unexpected circumstances if the liquid was recently drunk.
----
Taint the Drunkards Desire
The target liquid of this spell is altered to become a medium strength poison. An hour after it is ingested the poison inflicts a Medium wound on any drinker for each dose consumed.
The poison may be resisted by succeeding a Stamina check vs 6+. The spell may transform any single portion of of a beverage including water, wine, beer, or spirits up to one gallon.
----
Call for the Drunkards Demise
The target liquid of this spell is altered to become a powerful poison. An hour after it is ingested the poison inflicts a Incapacitating wound on any drinker for each dose consumed.
The poison may be resisted by succeeding a Stamina check vs 6+. The spell may transform any single portion of  a beverage including water, wine, beer, or spirits up to one gallon.
----
Shape the Boatmans Skiff from Water
This spell transforms an area of water into a moderate sized wooden boat, with single sail, and running gear suitable for six travelers and their gear. The spell requires a finesse check to determine the quality of the boat.
----
Summon the Fishermans Bounty
The Magus touches a section of river or stream, a small pond, or spring and enhances the power and flow of the river to cast fish and other material from the river onto the bank.
----
Perceive the Breath of Jupiter
Allows the target to see air patterns and movements around them. This alternative type of vision allows the target to see in environments where normal senses might be greatly hindered.
----
Shape the Leafy Tent
This spell transforms the surrounding air into a simple tent made from natural plants. The space is well protected from wind and rain, and features a raised floor to keep equipment dry. The tent is large enough to sleep four travellers and gear. From casual inspection the outside of the tent appears much like a large bush.
----
The Toxic Solar
This spell changes the air within a room touched to a highly corrosive gas which inflicts +10 damage per round to everything within. This gas will also damage delicate items within the room, such as paper, food, fur and cloth.
----
The Toxic Ziggurat
This spell changes the air within a single structure touched to a highly corrosive gas which inflicts +10 damage per round to everything within. This gas will also damage delicate items within the room, such as paper, food, fur and cloth.
----
Shape the Watchmans Tower from Air
This spell transforms the surrounding air into a sturdy two room tower formed from a single piece of stone.
The complexity in the spell allows for solid study construction, a heavily weighted base, doors and doorways, internal stairs, a battlement on top, a hearth and chimney, arrow slits in the walls, and benches and blocks to act as furniture throughout.
While it is not luxurious, the dwelling is far superior to sleeping in the elements. In the original design the towers lower room was larger than the upper, as the tower smoothly plinthed upward. A Finesse check is required when the spell is cast to determine the degree of success in the transformation.
----
Circle Against Purification
Prevents the decay of a human corpse, or a severed body part, while the Ring is maintained and the target remains within it.
This spell is a simple re-working of Charm Against Purification (ArM p129) with the duration altered to Ring.
----
Selfish Rest of the Injured Magus
This spell grants the Magus a +9 bonus to all wound recovery rolls made while the spell is in effect, as long as the spell is maintained during the recovery time.
----
The Chirurgeons Healing Circle
As per The Chirurgeons Healing Touch, modified to Target all creatures within a drawn circle. Spell will restore one Light Body Level of damage permanently.
----
True Rest of the Injured Custos
This spell grants the target touched a +9 bonus to all wound recovery rolls made while the spell is in effect, as long as the spell is maintained during the recovery time.
----
Serious Rest for the Injured Custos
This spell grants the target touched a +15 bonus to all wound recovery rolls made while the spell is in effect. Note that the spell will cause warping.
----
Vital Rest for the Incapacitated Custos
This spell grants the target touched a +18 bonus to all wound recovery rolls made while the spell is in effect, and the target must stay within the circle/ring for the duration. Note that the spell will cause warping.
This variant is intended for custos who require critical intervention and will not be moved.
----
Slip From the Reapers Grasp
Resolves a terminal (or less) crisis caused by Aging (see Ars p.170). This effect causes Warping.
----
Eyes of the Bat
Grants the target the sense vision akin to a bat, allowing vision in total darkness.
----
Poise of the Cat
Grants the Magus the sense of balance and poise akin to a cat, apply a +3 bonus on rolls for appropriate Athletics checks.
----
Senses of the Bloodhound
Grants the Magus enhanced sense of hearing and smell akin to bloodhounds, adding +3 to all appropriate perception based tests.
----
Blessing of the Haunting Pond
Makes the targets hands glow powerfully by changing them to have the glowing effects of a firefly, which provides equivalent light to that of a small lantern.
----
Eyes from the Flame
Alters the targets vision so that they can see heat patterns in detail, akin to the senses of some exotic snakes and beetles. This alternative type of vision allows the heat patterns to be viewed in many circumstances including total darkness.
If this is the targets only form of vision, then the target cannot discern any significant differences between two potential combatants. e.g. A friend and foe of roughly equal size are very difficult to tell apart based only on their heat appearance. The spell is very effective in identifying most invisible creatures who still emit or affect heat.
----
The Diminution of Man
Reduces the targets size to -3, that of a baby.
----
Form of the Lumbering Jotunn
This effect enlarges the Magus up to a very large (size rank 10) version of themselves. At this size the Magus is around 60 feet tall, and weighs over 100 tons.
The characters combat mechanics are greatly enhanced, adding +20 Strength, +10 to Soak, -10 to Quickness. The character also gains the reach and leverage associated with the truly massive stance.
Requisites are required when cast to transform clothes and equipment, and not all equipment will be included in the transformation. The effect is designed with a girdle as the focus, which is removed to end the effect prematurely.
----
The Resistant Skin
The casters body is enhanced and toughened, gaining a +2 bonus to Soak for the duration.
----
Silence the Babbling Fool
The target of this spell has their eyes and mouth close over, as if they were born that way.
----
Heras Indignant Blessing
Use Muto magic to seal over the targets eyes, effectively blinding them. The targets eyes are still present, but cannot be opened as their eyelids are sealed over.
The spell name is a reference to Teiresias, who in one story was blinded by Hera for answering a question which favored Zeus over Hera. The physical change in the target is no more complex than a minor ability (akin to Eyes of the Cat).
----
Shape of Fearsome King
Changes the Magus into a Lion.
----
The Cursed Gift of Daedalus
Grants the target a pair of wings and the ability to fly.
----
Polymorph the Belligerent Rabble
This spell changes the targets within the group into sheep for up to two minutes.
----
Blessing of Oreuss Fortitude
This effect enhances a group of up to 10 soldiers soak scores for two minutes, with a +3 bonus.
----
Form of the Charging Behemoth
The caster is transformed into a enormously large and imposing monster, up to a size +7. The form stands upright and hunched, well over 20 feet tall, with two main fore-limbs formed into crushing weapons, and a long tail capable of crushing and sweeping opponents aside. Two smaller additional limbs are below the main set, which can grasp and use implements.
Its hide is almost impregnable due to the overlapping carapace of scales and spikes which cover its body, the spines and spikes being especially long and sharp along the creatures upper body and tail. Two massive horns adorn its head, forming the basis of the creatures ramming charge. When charging it will sprint using the large forelimbs and hind legs to build momentum.
The  physical form as the following aspects: a battering ram skull which can be used to charge, crushing fore limbs, sweeping tail, an impregnable hide of intersecting armor plates, quick bursts of speed, massive bellow, and human speech.
----
Form of the Agile Leviathan
The caster is transformed into a large (up to size 4) sea monster. A green and blue scaled serpentine body, sleekly shaped for efficient underwater movement. Two stout forelimbs with grasping hands, and finned rear limbs used to add maneuverability in water. It also has a long neck and tail.
The  physical form as the following aspects: breathing underwater through axillary gills, enhanced underwater olfactory and visual perception, a set of six smooth long tentacles which can be used to grip and entwine, and long powerful tail to allow swimming at great speeds, a toughened skin which resists cold, and human-like speech.
----
Form of the Barbed Dragon
The caster is transformed into a large (up to size 7) dragon. A crimson and gold thickly scaled serpentine body, covered in razor sharp barbs and tines. The barbs are much larger and thicker along its back and spine, but small barbs cover the entire body except where joints fold. The form has two arms, a long neck, two legs, a set of broad wings, and a long spiked tail.
The  physical form as the following aspects: Flying and tolerance for flying conditions, a spiked hide, corrosive blood, a venomous tail spike, and human-like speech.
----
Form of the Iron Juggernaut
The casters body is transformed into solid metal, which can move as normal. A metal pin is applied during casting, and removed by the caster to end the effect prematurely if they wish.
Casting requisites are required for carried equipment, although clothing and personal effects are also transformed.
----
Gift of the Herculean Fortitude
The caster gains a bonus of +8 to Soak.
----
Invoke the Agony of Man
Inflicts the target of the spell with wracking pain, almost completely disabling them. To make an action the target must succeed a Stamina + Size stress of 9+.
----
Invoke the Horrific Cacophony
This spell inflicts the targeted group of up to 100 standard sized people with physical pain so severe that they can do nothing else except writhe in agony, and perhaps very slowly crawl away.
----
Blind the Ogling Fool
Causes the targets eyes to close for the duration of the spell.
----
The Buoyant Magus
The caster is moved slowly in any direction they desire, horizontally or vertically as fast as smoke rises. The spell affects targets up to size +1 and the caster must concentrate to alter the movement. Heavier targets move more slowly.
----
Curse of the Bloated Tongues
As per Curse of the Unruly Tongue (Rego Corpus 5), modified to target a group, and last diameter. Invented specifically at this level to defend against multiple Magi, but requires one of the targets be touched during casting.
----
The Clumsy Mannequin
The spell facilitates the control of the targets large scale motions (arms, legs, and head movement), which must follow any simplistic instructions. The target can only control their own small scale motions (finger gestures, talking), and suffers a -3 modifier to any of these actions, including spell casting. Eye contact is needed only for the initial application of the spell.
Valid commands might be walk in a circle, sit down, walk of that edge, and if the command is completed but the spell still has duration the target gains control again until the caster issues another command.
As the duration is Diameter the caster must concentrate to the control over the targets body. While the spell is in effect the target cannot be made to make any complex or agile movement such as fighting, dancing, juggling, etc.
----
The Fastidious Wizards Repose
This spell performs all of the casters standard grooming and laundry needs in a matter of seconds. The casters body, clothes, and equipment worn are cleaned, clothes pressed, body manicured, etc.
The quality of the effect is determined by a Finesse check, difficulty 3+ to obtain complete coverage and effect. The spells inventor traveled extensively without servants in difficult and remote areas, and this spell maintained a suitably dignified and hygienic appearance. The additional magnitudes for requisite arts empowers the spell to use affect a wide range materials, and also temporarily create materials needed for cleaning.
----
Blind the Watchful Scout
Causes the targets eyes to close for the duration of the spell.
----
Blind the Ogling Horde
Causes the group's eyes to close for the duration of the spell.
----
The Buoyant Grog
The target is moved slowly in any direction the caster desires horizontally or vertically, as fast as smoke rises. The spell affects targets up to size +1 and the caster must concentrate to alter the movement. Heavier targets move more slowly.
----
Forcing the Statue of Man
The spell holds the target motionless for two minutes, during which time they cannot move at all. This prohibits all physical movement such as talking, spell casting, and even changing the direction they are looking.
----
Rampart Against the Common Man 
Creates a circle through which no ordinary (say protected by Parma Magica or otherwise resist the spell) person can cross or affect those within the circle.
Aside: Ward Against the Curious Scullion was errata-ed to use a base effect of 15, which is incredibly out of alignment with the other baseline effects in Rego Corpus and the other wards. In hindsight Id call this a barrier or rampart instead of a ward and say it stops direct physical manipulation instead of using the phrase Ward and inheriting all the angst and confusion that comes with how wards may be implemented within a story. My intent was a barrier, and not at all to stop actions of humans working in an intelligent manner.
----
The Buoyant Squad
The target is moved slowly in any direction the caster desires horizontally or vertically, as fast as smoke rises. The spell affects targets up to size +1 and the caster must concentrate to alter the movement. Heavier targets move more slowly.
----
By Will Alone
This spell grants the Magus the power to move their body through the air, controlled by thought at up to speeds of 40 miles per hour. Unlike the Creo Auram spells hovering in place with this spell is as simple as any other flight.
The Magus must concentrate to control when and how fast they fly, and may elect to halt their thought movement, even while the spell remain active (effectively the Magus elects to not move using the spell). Finesse rolls are required for complex maneuvers. Note that the spell will continue in a manner last instructed, so the caster best be wary of distractions and mishap.
----
Blind the Ogling Legion
Causes a large group's eyes to close for the duration of the spell.
----
The Unwilling Army
The spell allows the caster to control the large scale motions (arms, legs, and head movement) of a very large group of people (up to 100 standard individuals). The targets are controlled by the caster, following simplistic instructions.
The targets can only make small scale motions (finger gestures, talking), and suffers a -3 modifier to any of these actions, including spell casting.
Valid commands might be walk in a circle, sit down, walk of that edge, and if the command is completed but the spell still has duration the target gains control again until the caster issues another command.
As the duration is Diameter the caster must concentrate to the control over the targets bodies. While the spell is in effect the target cannot be made to make any complex or agile movement such as fighting, dancing, juggling, etc.
----
Direct the Flight of Your Flock
The target and his group of traveling companions are raised into the air and fly as one under the control of the caster up to speeds of 40 miles per hour (see By Will Alone above).
The members of the group must remain together, otherwise the member is removed from the spells effects; and pray that the Magis concentration is not disturbed.
----
Conjure the Humble Skiff
This spell conjures a moderate sized wooden boat, single sail, and running gear suitable for six travelers and their gear. The spell requires a finesse check to determine the quality of the boat.
----
Draw the Magic Circle
The caster quickly draws a circle onto the surface touched, far faster than the typical inscription time. The circle may be as large or small as the caster desires, up to around 100 paces in diameter. The caster must make a Finesse check of 3+ or else the circle is unusable.
----
The Unwanted Mask
The target clothing moves to blind the wearer, shifting in place for the duration to cover the eyes. This effect will have varying results dependent of the clothing of the creature to be affected.
----
Extract the Essence of Serqet
This spell processes a poisoners raw ingredients into a near perfect extract. The quality of the final result is determined by a Finesse roll vs 6, where results lower than this amount do not produce an effective poison, and rolls that far exceed it will increase potency.
All of the materials for normal processing and steps must be provided for the spell to produce an effective product.
----
Allay the Buoyant Load
The bags, containers, sacks or other carrying vessels carried by the target touched are made buoyant, which reduces their burden to the wearer to almost nothing.
The spell affects any items crafted from materials, and affects the equipment carried, not the target themselves so no warping will occur.
----
Ignite the Incriminating Writ
This effect ignites a targeted item quickly providing a fire which will likely destroying it and leaving only ash. The spell was invented for use on writs and other paper documents which could be either incriminating or hold Magi to agreements which they would prefer to avoid.
----
Ignite the Promiscuous Memoir
This effect ignites an item connected via an arcane connection, thereby providing a fire which will likely destroying it. The item may be in almost any anything slightly flammable such leather, damp wool.
The spell was invented for use on writs and books, but can also be used to ignite almost any material.
----
Melt the Vanguards Arms
Up to ten metal items carried by or on the target are heated to melting point. Thus a soldiers sword, helm, and segments of armor will all instantly be burning hot, and melt. This has a side effect of inflicting +5 damage per round while metal items targeted are carried or worn.
----
Melt the Companys Arms
Up to ten metal items carried by or on the target are heated to melting point. Thus a soldiers sword, helm, and segments of armor will all instantly be burning hot, and melt. This has a side effect of inflicting +5 damage per round while metal items targeted are carried or worn.
----
Perceive the Footprints of Vulcan
Allows the target to see heat patterns and heat emissions around them. This alternative type of vision allows the heat patterns to be viewed in many circumstances including total darkness.
----
Conceal the Fire within the Arrow
This spell changes a fire up to the size of a small campfire (+5 damage) into an arrow or bolt suitable for use by an archer. The size and form of the projectile is chosen by the caster. The arrow can be used and fired normally until the duration of the spell expires, when it will revert back into a fire.
----
Extinguish All Light
Light is removed from an area 3-5 paces across for the duration of the spell.
----
Wizards Icy Shroud
As per Wizards Icy Grip  Chills a single target so that it takes +15 damage each combat round the spell is in effect. If this is enough to kill, the target is frozen solid. Armor does not add to Soak against this spell.
----
Discover the Disquiet of the Obtrusive Tone
This spell creates a simple sound infrequently over the spells duration. The caster determines the sound to be created (dripping water, chirp of a bird, a cats meow, a cough) and the interval between the occurrences when the spell is cast. In typical use a drip of water sounds every diameter for the spells duration.
----
Discover the Peace of Thunder, Wind, and Rain
This spell creates the sound of thunder, wind, and rain at the location touched, equivalent volume to a speaking person.
----
Speak Through the Intangible Tunnel
The caster can speak through an Intangible Tunnel (which requires range touch).
----
Conjuration of the Insubstantial Fleeting Blindfold
The image of a blindfold is crated around the head of the creature, and will move with the creature.
----
Discover the Melody of the Absent Minstrel
This spell creates the sound of music, equivalent volume to a speaking person. The style and instruments are chosen when cast, and quality is dependent on a finesse check.
----
Render the Magic Circle
The caster draws a circle onto the surface touched. The circle may be as large or small as the caster desires, up to around 4 feet diameter.
----
Deafen the Surly Turncoat
This effect creates a momentary explosion of sound which is powerful enough to potentially deafen those close to it. Creature successfully targeted by the casters Finesse check of 6+ must then pass a Stamina check vs 9+, or they are deafened for approximately two minutes.
The effect is perfect for ending conversations with belligerent subordinates.
----
Shatter the Bon Vivants Glass
The caster creates a short high pitched burst of sound next to a glass item, which is shattered by the sound. The caster must succeed a Finesse check vs base 6 to correctly target the sound. The sound created is very loud.
----
Mastery of Thought and Purpose
When the spell is cast an abstract image forms in front of the caster which they may manipulate using Finesse rolls, while making Concentration rolls. The spell presents a detailed changing image, which tries to resist and contradict the alterations of the caster. Slowly as time progresses the image changes more quickly, and the caster is challenged with controlling the spell for as long as possible.
Unlike practice using normal spells requiring concentration and finesse, this spell is designed to frustrate and challenge the caster. This grants a source quality of 5 for practicing the Finesse and Concentration abilities.
----
The Harpies Screech
This effect creates a sound so loud and piercing that it causes disorientation and possibly panic to those who hear it. The caster is protected from the effect by the Rego requisite which protects them from the worst of the effect. Creatures must succeed a Stamina 12+ check are dazed and disorientated. Animals may also be panicked by the effect.
The effect can be heard by anyone who is within range, although a creatures magic resistance must be overcome for the worst of the effects to apply. This is a debatable aspect of Imagonem magic, which should be discussed before the spell is taken.
----
Spy Through the Intangible Tunnel
The caster can see and hear what is occurring through an Intangible Tunnel (which requires range touch).
----
Disguise the Words as Written
Allows the caster to change the contents of a letter or document, re-writing the message, changing seals, and altering signatures to create another message. The letter may also be rendered into jibberish. Useful for sending secret messages by mundane means, and also for altering official documentation
----
Mask the Passage of the Beast
The appearance, smell, and sound of the target animal is altered to be akin to other natural elements in the background, appropriate to where the target is traveling. The targets smell changes to match the ground near them, and their sounds become akin to normal natural parts of the environment. The appearance of the creature is not made invisible; rather it takes on a natural camouflage, using same hues and colors of the environment.
The effect will seem odd if it is used to mask blatant dramatic sounds or smells, or if the target moves quickly as these effects are very unlikely to occur naturally and this will make the target far easier to discern.
----
Disguise of the Mischievous Doppelganger
This effect alters the target to an exacting copy of another person. The targets look, sound, and smell are altered to match; including the targets clothing and equipment. Ideally the person to be copied should be present at the time the spell is cast, or a highly detailed likeness be present.
Like many similar effects the quality of the copy is subject to a Finesse check, with a general target number of 6+ for cursory inspection, 9+ for a fair copy that will pass almost any inspection, through to 12+ for a perfect reproduction. The Finesse check should be modified by the familiarity and knowledge the caster has for the target to be copied, and as this effect is designed to copy a specific target  the caster gains a +3 to the Finesse check if the source for the duplication is present during the casting.
----
Gift of the Echoing Voice
The targets natural speaking voice echos through the target area, sounding as if it is naturally occurring. The sound grows outward from the target, becoming slightly louder, but echoing from all surfaces through the structure.
----
Ring of Impermanently Clear Vision
This effect removes the image from the area within the target circle, so that it is rendered invisible.
----
Ring of Transiently Clear Vision
This effect removes the image from the area within the target circle, so that it is rendered invisible.
----
Drawing the Truth from the Dead
By means of this spell the caster contacts a ghost which has not yet passed to final judgement, and learns a single sentence answer to a very specific question.
The caster must have an arcane connection to the ghost he wishes to question, and typically the unhallowed corpse of the target is used.
----
Peering into the Unresting Mind
By means of this spell the caster contacts a ghost which has not yet passed to final judgement, and draws a set of knowledge from the remains of its mind about a specific topic or question.
The caster must have an arcane connection to the ghost he wishes to question, and typically the unhallowed corpse of the target is used.
----
Calm the Motion of My Heart
Removes one emotion from the caster until it reoccurs again naturally.
----
Perpetual Torture of the Dead
This spell connects the caster to ghost of a dead person for whom they possess the arcane connection (or body), and inflicts pain upon the ghost until the ring is broken.
----
Torture the Restless Dead
This spell connects the caster to ghost of a dead person for whom they possess the arcane connection (or body), and inflicts pain upon the ghost.
The Creo Imagonem component of the spell make the auditory screams and pleas of the ghost audible to those around the caster.
----
Aura of Unstoppable Malevolence
Targets of this spell are strongly inclined to obey you, as their sense of fear is heightened for the duration of the spell.
----
Blessing of Eternal Joy
This spell connects the caster to ghost of a dead person for whom they possess the arcane connection (or body), and changes the ghosts mental state to one of happiness and joy.
----
Conjuring the Mystic Citadel
An expansion of the Conjuring the Mystic Tower to create an entire citadel. A central tower three times the volume of the normal tower, connected to six surrounding towers via walls and walkways. The effect forms the citadel according to the casters designs from a single stone, with a floor plan approximately ten times larger than the standard Tower.
----
Subsume the Irritating Knave
This spell alters the ground within the target area so that it is briefly transformed into air, and then quickly back  again. Anything within the target area will fall as they lack the foundation of the earth.
The spell will affect mud, sand, and dirt, and anything upon these surfaces will be quickly buried and also potentially wreck a buildings stability.
If the spell is targeted beneath a specific spot, such as beneath a particular person a targeting roll is required. The effect is designed to create a cubic area, with a volume of 10 cubic paces of earth (roughly 2.2 paces per side).
----
Strength of Titan Steel
The metal weapons and armor carried by the target are made far stronger and more resilient. Reduce the number of botch dice rolled when checking for a breakage by one, even if this means no botch dice are rolled.
Optional rule: If Lords of Men breakage check is used modify the enhanced weapons Weapon Breakage roll by +5, and increase the Damage Levels the weapon has by +1. This is greatly decrease the change that the weapon will be damaged as a result of combat stress, but retains the initial check to see which combatants weapon is affected by a breakage check.
----
Conjure the Orb of Sunshine
The material touched glows brightly, and may be used like a torch. The creator Magus designed the spell so that a large volume of the enchanted material could be shared amongst many people, or used to light a large area.
----
Flatten Miscellanea to Art
Muto Terram 20, R: Touch, D: Sun, T: Ind
The object touched is converted into a small two dimensional image of itself for the duration of the spell. Casting requisites are required for the object when cast, and the effect can only affect non-living objects of standard size.
----
Object of Increased Size, Enlarged
This spell increases the size of the object touched by up to four times its normal dimensions, and up to sixty four times its mass. The spell can affect an object up to the size of a large chest. When cast requisites are required for the form of the affected object.
----
Subsume the Irritating Hovel
This spell alters the ground within the target area so that it is briefly transformed into air, and then quickly back  again. Anything within the target area will fall as they lack the foundation of the earth.
The spell will affect mud, sand, dirt and stone, and anything upon these surfaces will be quickly buried and also potentially wreck a buildings stability.
If the spell is targeted beneath a specific spot, such as beneath a particular person a targeting roll is required. The effect is designed to create a cubic area, with a volume of 100 cubic paces of earth (5x5x4 paces), or 10 cubic paces of stone (roughly 2.2 paces per side). The difficulty of the targeting roll should be adjusted accordingly.
----
Trap of Unearthly Stickiness
This spell enchants an area of ground or earth (equivalent to 10 cubic paces) to be ultra-sticky, so that anything which touches the area is stuck to the earth. Stuck creatures can attempt a Strength + Size roll of 9+ to break free of the effect. The spell will effect creatures of size +1 or smaller.
----
Object of Decreased Size, Diminutive
This spell decreases the size of the object touched by up to 64 times less its normal dimensions, and 262,000 times less mass. The spell can affect an object up to the size of a large chest. When cast requisites are required for the form of the affected object.
----
Ten Thousand Graceful Steps
The earth beneath the targets feet is changed so that they are always moving upon a stable and solid surface made of stone. The modified surface moves with the target for the duration of the spell. This facilitates excellent traveling conditions, akin to always traveling on well-maintained paved roads.
This spell will affect most paths and road surfaces including any rocks or other Terram based materials. It will use the cubic pace allowed in the spell effect to smooth inclines, and improve broken pathways. The effect will not alter any wooden or metal components in the road surfaces, but may allow items to be covered completely by the artificial roadway. The spell does not remove the need for the traveller to pay attention to their footing.
----
The Unobtrusive Observers Voice in Stone
The surface touched gains the power of human speech as long as the earth is already awakened.
----
Trap of the Lazy Huntsman
This spell enchants an area of ground or earth (equivalent to 10 cubic paces) to be ultra-sticky, so that animals who walks across the area are stuck to the earth. The animals specified may be as wide as any moderate sized creatures, or only boars and pigs; but is limited to animals of size +1 or smaller.
Creatures that are not specified in the spell might notice the ground to be slightly tacky but are not impacted by the effect. Stuck creatures can attempt a Strength + Size roll of 9+ to break free of the effect.
----
Buoyant Arms and Armor
The metal weapons and armor of all members in a group are have their effective weight reduced to zero for combat purposes. The weapons and armor effected are rendered almost weightless.
Optional rule: The weight is reduced by two thirds round down, to reflect movement encumbrance.
----
Draymans Gentle Journey
As per Ten Thousand Graceful Steps (above), with an added magnitude for the increased amount of material needed to fit beneath a horse or beast of burdens body, and include the cart of buggy it is pulling. This increase in spell affects changes the material affected up to 10 cubic paces of material; more than enough to provide a stable roadway beneath a cart and horse, a rider, or a sole traveller.
----
Exhume the Bounty of the Earth
This spell alters the ground within the target area so that it forces all materials it contains to its surface and ejects them. Everything unlike the surrounding earth is slowly pushed to the surface touched by the caster. While this spell does not directly affect any other non-terram materials, the unnatural quality of the enchanted surrounding material can still move other items. Heavier items may move more slowly, requiring the caster to concentrate for many rounds.
The spell effects stone and glass surfaces, as well as dirt, sand, and mud. This spell is excellent for exhuming lost items, coffins, and the like; although the gracefulness of the approach is questionable.
The spell affects up to 100 cubic paces of earth, or up to 10 single cubic paces of stone or glass; with a final shape and size determined by the caster.
----
The Unobtrusive Observers Sight in Stone
The surface touched is awakened to consciousness. The surface is able to see and hear its surroundings, will remember details of events for the duration of the spell. When cast a small human face is added to the surface touched, and effects perception is based upon the position of that face. The position and size of the face is decided when the spell is cast.
----
Trap the Curious Interloper
This spell enchants an area of earth or stone (equivalent to 1 cubic pace) to be ultra-sticky, so that humans who walks across the area are stuck to it. The type of human may be specified but must be a broad category such as any adults, or only men; and is limited to humans of size +1 or smaller.
Creatures that are not specified in the spell might notice the ground to be slightly tacky but are not impacted by the effect. Stuck creatures can attempt a Strength + Size roll of 9+ to break free of the effect.
----
Object of Increased Size, Gargantuan
This spell increases the size of the object touched by up to 100 times its normal dimensions, and one million times its mass. The spell can affect an object up to the size of a large chest. When cast requisites are required for the form of the affected object.
----
Humility and Versatility for Cormoran and Jack Alike
This effect allows the item touched be resized up to the desires of the caster, up to eight times each dimension, and thirty-two times the mass. Requisites are required for the Form of the target. The original item may be no larger than a small hut.
Note that a weapon affected by this spell will be resisted by the MR or Parma Magica of the opponent. The spell is named after the desire to use the same equipment for Jack the Giant Killer and a foe Cormoran.
----
Conjuring the Mystic Mausoleum
This effect constructs an underground dwelling, with an internal size equal to ten times the size of Conjuring the Mystic Tower.
This effect could target the basement in an existing tower to add further basements, or construct a standalone underground mausoleum.
----
Inscribe the Magic Circle
This spell inscribes a magic circle into the surface of the object touched. The circle may be as large or small as the caster desires, up to around 5 feet diameter. The spell affects simple materials such as dirt, clay, or sand; and harder substances such as stone or glass. It may also affect other materials subject to requisites at time of casting.
----
Inhibit the Egregious Deviations of the Warp
This spell alters the target spell so that it is considered tailored for its target for the purposes of any warping it may cause. This spell may alter any effect which is equal to the Muto Vim spells level.
----
Inhibit the Prolonged Deviations of the Warp
The spells altered by this effect will decrease their effective level of power with regard to the calculations for warping over time. This spell may alter any effect which is equal to the Muto Vim spell level less three magnitudes (spell level -15). The effective power level of any affected spell is halves for the purposes of calculating Warping. For the Warping mitigation to be effective the target spell must be altered successfully each time it is recast over the duration.
This may alter the effective warping applied over time from High Power to Low Power (from 1, +1 warp/year +1/season, down to just 1/year) if it reduces the target effect below level 30, see Warping in ArM p168.
----
Inhibit the Selfish Deviations of the Warp
This spell alters the target spell so that it is considered tailored for the caster, as if the target spell was designed for the caster to not cause warping. This spell may alter any effect which is equal to the Muto Vim spell level less one magnitude (spell level -5). It is designed with Range Voice because it must be cast cooperatively with another wizard to limit the warping effects of their spells.
----
Return to the True Form of Man
This effect to returns the target to their humanoid natural form, ending any magical or supernatural transformation effects including Hermetic Muto Corpus related spells. The target effect is cancelled if it is equal to or less than the (level of this Perdo Vim spell + 20 + stress die (no botch)).
This spell will also end a shape-shifters transformation or non-hermetic effects, but cannot affect Heart Beast transformation effects of a Bjornaer Magus.
----