Creo Herbam

Poor Musician’s Wage.

R: Touch, D: Concentration, T: Individual
CrHe 3
You create an apple or rutabaga with average to exceptional aerodynamic characteristics.
Contributor: Tyrrell.
Notes: From Tyrrell’s big list of level three spells

Leaping Lillys.

CrHe 3
R: Voice, D: Momentary, T: Individual
You create a plant or plant product of up to one pace in diameter which lasts but a handful of seconds. A perception + finesse roll is required to place the plant with precision.
Shower a pretty girl with flower petals, drop a tree stump on someone, cause a small already rocking boat to tip because of an unexpected weight, throw a bramble in front of a charging horse.
Contributor: Tyrrell.
Notes: From Tyrrell’s big list of level three spells

The Shield Grog's trusted Friend

CrHe 5 (Req: Te)
R: Touch D: Sun T: Individual
"What is a Shield Grog without a shield? Whatever he is, he is no Shield Grog." quipped Antagonistae of House Tytalus when he finally invented the spell after several botched attempts to perform it Spontaneously. This creates a simple wooden Round Shield, rimmed in metal. It requires an Int+Finesse roll of 9 (difficulty 6 for Easy task for mundane craftsman, +3 for magic).
Base 2 (create a processed plant product) +1 Range, +2 Duration
Another option would be to create it as a Heater Shield. This would change the spell to CrTe with an He requisite, the level would become 20, and the Finesse roll 12 for the greater difficulty.
Contributed by: Qcipher

Conjuration of the obedient vine

Cr(Re)He 10
R: Voice, D: Sun, T: Individual
The spell conjures a 10 pace long vine from fertile soil or living wood that moves at the casters command. The vine is not fast enough to catch anyone who is unwilling to be caught but can be used to tie someone who not moving and who does not resist. Anyone armed with a bladed weapon can cut loose the target of the spell in a single turn.
(Base 1, R: Voice +2, D: Sun +2 +1 requisite)
Contributor: Mad Max

The Final Cup

CrHe 10
R: Touch, D: Moon, T: Ind
Creates a small amount of Hemlock juice, enough to kill a creature up to size +1 (about a quarter pound) if injested. Hemlock poisoning symptoms include nausea, emesis (vomiting) and abdominal pain, typically within 60 minutes of ingestion. If the full dose is injested, it inflicts an Incapacitating Wound within an hour unless a Stamina Roll with an Ease Factor of 9 is passed. A second roll is required within the second hour with the same results, except if a target fails both, they die. A half dose will require only a single Stamina roll, and smaller doses will need to be judged by the Storyguide. The wounds fade at the end of the spell, if the target is alive, however they are likely to be weak and hungry due to the effects of this painful poisoning.
(Base 2, +1 Touch, +3 Sun)
Contributer: angafea.
Notes: From the message board level 10-15 spells project.

Aspis of Living Wood

CrHe 15
R: Touch, D: Diameter, T: Individual
Creates a small amount of Hemlock juice, enough to kill a creature up to size +1 (about a quarter pound) if injested. Hemlock poisoning symptoms include nausea, emesis (vomiting) and abdominal pain, typically within 60 minutes of ingestion. If the full dose is injested, it inflicts an Incapacitating Wound within an hour unless a Stamina Roll with an Ease Factor of 9 is passed. A second roll is required within the second hour with the same results, except if a target fails both, they die. A half dose will require only a single Stamina roll, and smaller doses will need to be judged by the Storyguide. The wounds fade at the end of the spell, if the target is alive, however they are likely to be weak and hungry due to the effects of this painful poisoning.
(Base 2, +1 Touch, +3 Sun)
Contributer: angafea.
Notes: From the message board level 10-15 spells project.

Hail of a Score of Arrows

CrHe 15
R: Voice, D: Momentary, T: Group
This spell conjures and launches a score of arrows at a target area. Individuals (single or clustered in a group) are easily struck by one to three arrows each doing +5 Damage, and there is little need for a Finesse roll.
(B:2, R: Voice +2, D: Momentary, T: Group +2, Rego Requisite +1)
Contributor: Mark Faulkner
Notes: This spell can be vicious if Multi-Cast

Naked Man Weaving

CrHe 15
R: Touch, D: Sun, T: Ind
You create a full set of clothes made mainly of linen. A finesse roll determines how good and well made they look.
This is a common spell for Bjornaer magi travelling in their heartbeast shape. In Piotr ex Bjornaer's version of this spell, the clothes smell slightly of musk.
(Base 2,+1 Touch, +2 Sun, ,+1 size, +1 Treated product)
Contributer: Njordi.
Notes: The base effect is for a processed product, so only one extra magnitude is needed for a treated product. Beware of the Cinderella effect, the clothes only have sun duration. This spell might be known among Bjornaer magi under other names, such as "Clothes for Bjornaer" or "Dressing the Beast".

A Basket of Seductive Apples

CrHe 15 (Mentem)
R: Touch, D: Diameter, T: Ind
This spell fills a basquet or any similar container with 10 perfectly ripe, shiny and most tasteful fruits. Anyone touching these beautiful fruits will be tempted to take a bite if they fail a stress roll of 9+ using an appropriate Personality Trait (like Vigilant, Dutyful, Temperate, etc.), and when doing so, feel the urge to eat it completely. Then another apple, and another again, and just a last one… until all the fruits have been eaten. The urge is not overwhelming but strong enough to distract people from their daily work, like a couple of city guards, or some meddling faerie sprites, for a few minutes.
(Base 1(creates a fruit), +1 Touch, +1 Diam., +1 Mentem +2 indirect effect, +1 size: 10 fruits)
Contributer: Hitsumei

The Sinuous Safeguard

Cr(Re)He 15
R: Touch, D: Diameter, T: Group
You create a animated, interlocked mass of tough vines in the approximate shape of a shield, which appears on whichever forearm you prefer. Exercising control over the shield in combat allows the magus to block attacks and interfere with aggressors, as the vines continue to extend over the duration and will actively grab weapons, arms and legs, and generally make themselves a nuisance.
Aelfric of Merinitas found himself without shield grogs more often than not (and indeed, more often than was wise) so he devised this spell to defend himself in sticky situations.
(Base 1, +1 Touch, +1 Diameter, +2 Group, +1 Rego Requisite, +1 Complex Effect)
Contributor: Arty
Notes: In mechanical terms (after much discussion with the troupe) this spell allows a magus to make a defense roll using 6 + Perception + Finesse. In addition if the casting of the spell has enough penetration, the magus may try to seize an attackers weapons or even entangle an enemy.

The Forest’s Deadly Embrace

CrHe 20
R: Voice, D: Momentary, T: Group
Strong vines with razor sharp, six-inch thorns entangle your target, who sustains +15 damage as his body is pierced in multiple places by the thorns. The vines whither to dust after a few moments, but the bloody wounds left by their lethal thorns remain.
This is the favorite spell of Adair ex Miscellanea, a master of combat in the art of Herbam.
(Base 1, +2 Voice, +2 Group, +3 Unnatural Thorns)
Contributer: Falls
Notes: I used “Wall of Thorns” as a template for the damage, given the similar effect.

The Instant Harvest

CrHe 20 Ritual
R: Touch, D: Momentary, T: Group
You create a pile of wheat grains, which are perfectly nutritious and natural. Although natural, the grains typically show the caster's sigil in some manner.
The spell creates a large mountain of wheat, about 1,000 cubic paces in volume, enough to feed 2000 people for one year (but not luxuriously).
(Base 1, +1 touch, +2 group,+2 size, +1 processed wheat, +1 whole volume of Individual in plant matter)
Contributer: Yair
Notes: While this spell conforms to the guidelines, it may be advisable to raise the effect level ad hoc by +2 or more magnitudes, as at its current level it becomes very unclear why the magi aren't feeding Mythic Europe with higher-level versions of this spell.

Conjure the Wooden Sanctuary

CrHe 25
R: Touch, D: Sun, T: Individual
This spell creates a simple, temporary, wooden hut with plain shutters over windows and a simple wooden door. The hut is large enough to sleep 4 people comfortably, though double that number could cram inside if vital. The hut only lasts until dawn or dusk, so a maga casting this spell would arrange to have everyone up and out of the hut before first light.
Edith of Ex-Miscellanea (a dire critic of the charlatan, Barnabas of Verditus) liked to sleep in comfort when she travelled with companions. Her sigil involves leaf designs which are carved into the shutters and doors.
(B: 3, R: Touch +1, D: Sun +2, T: Individual, Size +2; Complexity +1)
Contributer: Badger101, transcribed by Yair
Notes: I’ve realised that “Conjure the Wooden Sanctuary CrHe 15” ignored the fact that a hut is an ‘unnatural shape’ and should be base 3 – this is a more accurate version intended to replace that spell suggestion. The fact there are simple fittings within the hut warrants +1 magnitude for complexity I feel.

Orchid's Midnight Growth.

CrHe 25
R: Touch, D: Diameter, T: Individual
Touching a tree or other plant causes it to grow by about 1/360th of the difference between full maturity and it's present state. Allows rapid maturity of fruit trees without being completely obvious. Known as "Midnight Growth" because it's inventor, Lupus of Amitara went around late at night boosting local peasants crop production so the covenant had plenty to eat.
Contributor: Michael Price

Red Ribbons of Restriction

CrHe 25
R: Voice, D: Sun, T: Individual
This spell covers and wraps the target in layers and layers of wide strips of heavy red cloth. Breaking free requires a Strength Stress roll of 12+
(B:4, R: Voice +2, D: Sun +2, T: Individual, Size +1)
Contributor: Mark Faulkner
Notes: This spell was designed to emulate one often cast by my favorite comic-book wizard

Field's Midnight Growth.

CrHe 30
R: Touch, D: Diameter, T: Group
Caster walks through the field touching all the plants (a staff talisman is good for this). The plants it to grow by about 1/360th of the difference between full maturity and it's present state. Boosts the local cerial product and allows the crops to mature at slightly different times, making harvest longer but easier.
Contributor: Michael price

Conjure the Bad Apple

CrHe (req: Mu) 30
R: Touch, D: Sun, T: Individual
This spell appears to create a ripe, tasty looking apple. However, a person who bites into this apple will be affected by a strong plant-based poison (Incapacitating; Stm check 6+).
Carissa developed this spell as a subtle way of removing a gluttonous noble whose tax upon the local villagers left them to starve.
(B: 5, R: Touch +1, D: Sun +2, T: Individual; Requisite +1; Stm chk of 6 +1)
Contributer: Badger101, transcribed by Yair
Notes: I’ve used Muto Aquam effects as a base for the poison – as no model for plant based poisons.

Dusk of Autumn’s Bounty

CrHe 30 Ritual
R: Touch, D: Sun, T: Individual
This ritual is cast upon a fruit seed planted at sunrise, by dusk the tree has reached full maturity and born fruit which naturally begin to fall to the ground at the end of the spell’s duration.
It is said that Edith invented this spell to assist with the growing of an orchard in her covenant’s vicinity. Over a number of years her efforts even aided the covenant’s income, as they had such harvest of apples, pears that they were able brew cider and perry to sell in local markets.
(B: 15, R: Touch +1, D: Sun +2, T: Individual; Ritual)
Contributer: Badger101, transcribed by Yair
Notes: I’ve made this a ritual, firstly because I couldn’t decide whether the accelerated growth would be permanent otherwise, and mainly to ensure that the fruit obtained would be nutritious. I’ve assumed the +3 Size freebie of the level 1 effect is also free for this type of spell.

The Oak as a Mayfly.

CrHe 30
R: Touch, D: Sun, T: Individual
Target plant is brought to maturity over the course of a single day. This spell must be cast just after sunrise to bring a plant to the prime of its life with a single casting.
(Base 15, +1 range, +2 sun)
Contributor: Tyrrell.
Notes: I see that Badger's spell directly above mine is based on exactly the same base guideline and parameters but is a ritual. The only difference between the two spells is that his spell produces fruit. I'm not convinced that the ritual is necessary, but I am happy enough to say thatthe spell I provided will not prouce fruit over the course of the duration.

Sanctity of the Sacred Grove

CrHe 30 Ritual
R: Touch, D: Year, T: Boundary
All plants within the boundary of effect grow well. Herbam Vis sites were often the target of such spells.
(B: 1, R: Touch +1, D: Year +4, T: Boundary +4; Ritual)
Contributor: Andrew Mitchell

The Immaculate Fruit Tree

CrHe 35 Ritual
R: Touch, D: Momentary, T: Individual
By virtue of this ritual a sickened or sorry specimen of a tree is improved to the stature of a typical tree of its variety.
Edith noticed that some of the fruit bearing trees in the vicinity of her covenant bore rather bitter or only quite small fruit. She developed this ritual to help the tree reach its true potential and improve the quality of future harvests from it.
(B: 30, R: Touch +1, D: Momentary, T: Individual; Ritual)
Contributer: Badger101, transcribed by Yair
Notes: Modelled on Animal effects, I’ve been slightly generous given the limited applications of this spell.

Walk the Verdant Path

CrHe 35
R: Touch, D: Sun, T: Group
As you walk through any area after casting this spell, primal forest containing thick undergrowth, vines, and tall trees grows rapidly in an area of 15 paces on all sides of you. This growth will sprout from soil even if that soil has been covered by stone, so the trees and vines may grow through and around buildings, covering them completely and likely destroying them or leaving them in extremely poor repair. People caught in the growth will be completely ensnared and immobilized by the undergrowth. The forest is extremely virile and quick to grow, speedily covering even the path that you have walked. You may walk up to one mile before the spell expires.
Adair ex Miscellanea purportedly created a ritual version of the spell affecting an entire boundary for a whole year. He used it against the covenant of his hated rival who had harassed Adair by casting “Tread the Ashen Path” near Adair’s sanctum. Adair was not known for his mental stability.
(Base 1, +1 Touch, +2 Sun, +2 Group, +3 size, +1 unnatural (plants sprout from all soil, even if it is covered or paved over), +1 extra virility and durability, +1 fancy effect as “Tread the Ashen Path”.)
Contributer: Falls

A Bean of Jack

CrHe 60 Faerie (If) Ritual
Uses material from Houses of Hermes: Mystery Cults
R: Touch, D: Sun, T: Ind
Cast over a bean, this spell transforms it into a magical bean. When planted in the earth, the bean will grow over-night (or over a day) into a massive beanstalk reaching up to a mile in height.
(B 15, +2 Sun, +1 Touch, +3 size, +3 If)
Contributer: Yair

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