Creo Terram

Convenient Placement of Soil.

CrTe 3
R: Touch D: Diameter T: Individual

A pile of dirt sand, mud, or clay up to ten cubic paces in size is created by the caster. This could be used to hold a door shut, to break a floor by overloading it, to sink a boat in which the caster is standing or to create an earthen ramp.

Contributor: Tyrrell.
Notes: From Tyrrell’s big list of level three spells.

Load of a Thousand Wheelbarrows.

CrTe 3
R: Touch D: Momentary T: Individual (+1 size)

A pile of dirt and soil up to one-hundered cubic paces in size is created by the caster. This is a whole lot of dirt even if it only exists for a moment.

Contributor: Tyrrell.
Notes: From Tyrrell’s big list of level three spells.

Gift of the Roc.

Cr(Re)Te 3
R: voice D: Momentary T: Individual

Ten cubic paces of mud are created at sight within the range of the spell. This could be used to dump a good deal of mud on a target with a successful perception + finesse roll.

Contributor: Tyrrell.
Notes: From Tyrrell’s big list of level three spells.

Ballista of the Magus

CrTe 10
R: voice D: Momentary T: Individual

This spell creates a sliver (a "spear") of stone and propels it towards a target, doing +10 damage. On Timofey Ex Miscellaneas version of the spell the "spear" vibrates in flight, but does no extra damage.
(Base: 3, +2 voice, +1 rego requisite)

Contributor: Tyrrell.
Notes: From From the message board level 10-15 spells project.

The Egyptian gift

CrTe 10
R: Voice D: Sun T: Individual

Creates a huge pile of sand (a 100 cubic paces) in a location that the caster designates.

CrTe Base 1 +2 Voice + 2 Sun + 1 size
Contributor: Mad Max

The Wizards circle

CrTe 10
R: Touch D: Sun T: Part

Creates a clay circle around the magus, the circle is about a few inches high and about four inches vide with a diameter of three paces. The circle adapt to the ground so that it becomes an even surface. A finesse roll determines the quality of the circle. The circle can the be used to scribe further circle on without the magus having to worry about if the ground is suitable for scribing upon.

(CrTe 1 +1 Touch + 2 Sun + 1 Part + 1 Elaborate design and adaptation to the ground.)
Contributor: Mad Max

Summon the Iron Shackles

CrTe 15
R: Touch D: Sun T: Individual

Summons to the caster’s hands a pair of shackles which can be fitted (manually) to either wrists or ankles (the size the shackles can vary to fit individuals up to size +1). The shackles lock when snapped around the individuals limbs, and cannot be ‘unlocked’ until the end of the spell releases them.
Ricardus of Flambeau developed this spell to incarcerate prisoners so they could be taken back to the covenant. However, when he later discovered another use for this spell he was eventually charged under the Primary Code for molesting the fae.
(Base: 5, +1 Touch, +1 Sun)

Contributor: Badger101 - transcribed by Yair

Wizard’s Silver

CrTe 15
R: Touch D: Sun T: Individual

The caster creates a handful of silver coins, weighing up to an ounce all together. The image and style of the coin may be any that you have ever seen, or a design of your own choosing. Yrwynn of Merinita’s version always imprints his own goofy face on any created coins. This creates only a small number of coins, and it is wises not to distribute them widely or too close to home, ecause they disappear when the spell expires.
(Base:15, +1 Touch, +2 Sun, Reduced quantity -3)

Contributor: Mark Faulkner
Notes: In 5th edition, you cannot reduce the level of a spell by reducing the size of the target. (See pg 113)

Magical Fangs

CrTe 20 (Req: An)
R: Touch D: Sun T: Individual

This spell creates a long sword out of the air, its handle wrapped in fine leather cord, the caster's Sigil typically appearing in the pommel or along the blade in some fashion. An Int+Finesse roll of 12+ must be made (9 difficulty for an Average task for a Mundane craftsman, +3 for magic). If the Finesse roll is lower than 12 the sword performs poorly, reducing its damage by 2. A botch on the roll would produce an inferior blade that will shatter on either the first strike it makes or blow it defends against.
(Base: 5, +1 Touch, +2 Sun)

Contributor: Qcipher
Notes: unless the spell is made into a Ritual or otherwise given a Momentary Duration (like with Rego) means that the weapon would be affected by Magic Resistance, as it is a magical creation (and thus need to use the Penetration score and its derivatives). Many magi have no problem with this as they will be safe(r) if their Grogs should turn on him with these wepaons (many will take the further step of casting the spell without Penetration just in case).

Based on a similar Spell from Societates, the Finesse rolls is not nearly as high. RAW is 6 for a mediocre but serviceable sword. -Qcipher

The Iron Skewer

R: Voice D: Momentary T: Individual

This spell creates a foot long dart of iron with a sharp point, and streaks off towards the target. It always hits (though must penetrate Magic Resistance), and inflicts +10 Damage.
(Base: 10, +2 Voice)

Contributor: Mark Faulkner
Notes: This needs a Rego requisite to make it "streak" in the direction you want it to.
Creating a metal object is only CrTe 5 base.

Mail of the Master Smith

CrTe 20 Ritual (Req: An)
R: Touch D: Momentary T: Individual

This ritual repairs and improves a suit of metal armour, making it a better quality example of its kind. It is mended & oiled, cleaned of any dirt, rust or tarnish, and has any imperfections or impurities removed. The armour received an improved Protection bonus of +1 for a Partial suit and +2 for a Full suit. The improvement is natural and will fade over time if not maintained. A Variant spell used on a metal shield would grant a +1 Defense bonus.
(Base:5, +1 Touch, +2 Metal)

Contributor: Mark Faulkner
Notes: I (Erik T) have some problem seeing how a stronger shield gives a better defense bonus. It seems to me that any shield will function as well as another if you can only interpose it between the incoming weapon and yourself.
(Mark F) I see your point, but I figure a stronger shield has got to offer more protection than a flimsier one. It's more difficult to split or penetrate (conditions not taken into account for in the standard combat rules). Maybe +1 is more appropriate. (Mark added later) I just reread it, the variant wouldn't make the shield just stronger, it makes it a "better example of it's kind", which can mean many things.

Sword of Damascene Steel

CrTe 20 Ritual
R: Touch D: Momentary T: Individual

This spell increases the quality of a sword, removing impurities and bringing it closer to it’s ideal true form. It is better balanced and will hold a keener edge, granting a +1 bonus to it’s Attack and Damage scores. As any item the sword needs normal care and maintenance, but the improvement is natural and permanent.
Blacksmith’s well versed in their craft can forge such a weapon, but only if they have been taught the proper technique of Damascus steel forging. In Iberia this is known as Toledo steel. Such quality weapons cannot be improved again by this spell.
(Base:5, +1 Touch, +2 Metal)

Contributor: Mark Faulkner
Notes: (From Erik T) The notes regarding making exceptional weapons without the aid of magic are not compatible with the (more detailed and intricate, less simple and easy to use)system for exceptional gear in city and guild.
(Mark F) I don't have that book, and this spell was invented many years ago. Is my assesment of a Quality weapon in ArM5 accurate? Feel free to revise this spell so that it is compatible with current rules.

Kit for the Grumbling Grog

CrTe 25 (req: He, An)
R: Touch D: Sun T: Individual

This spell creates a Chainmail Cuirass, complete with cloth padding and leather staps. It requires an Int + Finesse roll of 15 to create the suit from nothing (12 for Hard task for a Mundane craftsman +3 for magic) and the suit defaults to a Size 0 man, add 1 to the difficulty of the Finesse roll if the size must be changed to either +1 or -1. A Finesse roll of 15+ indicates a fine Full suit of Chain, using the normal stats found on page 176. A roll of 10-14 indicates it either fits poorly or has gaps in its protection causing either a -1 Soak or a +1 Load. A roll of 5-10 indicates a poor suit having -1 Soak and +1 Load. 0-5 has both penalties also, and every hit the wearer takes reduces the Soak by one as it literally starts to fall apart. A botch should make a suit that seems fine, but begins to affect the wearer's combat stats as soon as a fight begins, a cumulative -1 to attack and defense each round.
(Base: 5, +1 Touch, +2 Sun, + 1 Requisite)

Contributor: Qcipher

Options: The Duration can be increased to Moon for only 1 extra Magnitude. Or it can be changed to Momentary, for a Ritual spell, and the level would stay at 20. Several suits could be made by changing the Target to Group; up to 10 suits of Chain could be made. The Finesse roll could be simpler by changing the Armor to a less complicated suit, such as Metal Scale, which would reduce the Finesse roll to 12. If the wizard has the materials at hand Rego could be used instead and reduce the Duration to Momentary without making it a Ritual, the level would become 10 but the Finesse roll would stay the same

From Societates RAW, there would be some changes based on a similar spell. Level would be 30 (+1 for elaborate design), the Finnesse roll target would be only 9.

Armaments of the Valliant Warrior

CrTe 25 Ritual (Req: An, He)
R: Touch D: Sun T: Individual

This ritual conjuration culminates with the caster touching the subject, who is then dressed in full suit of mail and equipped with a sword and shield. The requisites pertain to the accoutrements; straps, buckles, belts, scabbard, boots, tunic, gauntlets, and etceteras. The caster’s sigil is usually made manifest in the coat of arms upon the tunic and shield. The design and weapon may be altered somewhat, such as a mace instead of a sword or a variation on the type of shield. A Variant Ritual, Barding of the Valliant Steed, conjures similar protection for a war-horse. It is one magnitude higher because of size, and conjures a lance alongside the barded steed.
(Base:5, +1 Touch, +1 Requisites, +1 Crafted product, +1 added equipment)

Contributor: Mark Faulkner
Notes: Invented by Antonio of Flambeau, who has used it on occasion to outfit himself and others. When Arturis of Bonisagus mocked him because of the vis expense, Antonio mentioned that just the day previous he had thrown ten pawns of Creo into a spell just to insure Penetration. Spending a small amount of vis just once for a spell that never needs worry about penetration seemed like a bargain he said.

Levitation of the Stepping Stones

CrTe (req: Re) 25
R: Voice D: Diameter T: Group

Creates a series of a dozen flat stepping stones, each the size of a serving platter, that magically float in mid-air. The first stone appears up to one foot above ground level one pace from your feet, and the rest are placed in a straight line away from you up to one pace apart. The stones therefore extend about twelve paces (or as far as your voice carries, whichever is less). You can walk across these stones to cross narrow streams, chasms, and the like. You can place the stones so they ascend like steps, in which case they need to be closer together and can reach about six paces high. Each stone can support the weight of two normal people. The spell is designed with a Duration of Diameter rather than Concentration so the caster can traverse the stones without the risk of losing concentration and falling.
(Base: 3, +2 Voice, +1 Diameter, +2 Group, +1 Requisite)

Contributor: Andrew Gronosky. Originially published in Hermes' Portal #14.

Likeness in Sculpted Stone

CrTe 25
R: Voice D: Sun T: Ind

Creates a stone statue of a person or animal you designate, who must be within range when you cast the spell. The statue is a more or less accurate representation of the subject's equipment, posture, and facial expression at the time of the casting. A Per + Finesse roll indicates how crudely or finely the statue represents the target, with a 9+ representing a statue similar to that of an average human sculptor. Your Wizard's Sigil may manifest in the color and texture of the stone, or in the details of the statue.
(Base: 3, +2 Voice, +2 Sun, +2 very elaborate shape)

Contributor: Andrew Gronosky. Originally published in Hermes' Portal #14.

Piercing Shaft of the Javelin

CrTe (req: Re) 25
R: Voice D: Momentary T: Individual

Creates a 3 foot long javelin of solid iron, which is propelled at high speed (by the Rego effect) to automatically strike the target of the spell. Upon striking, assuming it penetrates any magical resistance, the victim receives +15 damage.
Carissa developed this spell, as an alternative to the more ‘showy’ Ignem spells, to defend herself from mundane attackers.
(Base: 5, +2 Voice, +1 Shape, +1 Requisite)

Contributer: Badger101, transcribed by Yair
Notes: Pilum of fire is the same damage for a magnitude less – but then I like Ignem to be the principle ‘damage dealing’ form compared to others.

A Key to any Lock

CrTe (req: In) 25
R: Touch D: Diameter T: Individual

By touching a lock, the magus can conjure a key in his hand which fits and turns it. A Perception + Finesse roll of 9+ will allow the key to work most locks. The difficulty may be higher, at the storyguide’s discretion, if the lock is of very high quality or elaborate design.
Terrene of Guernicus describes this spell as most helpful when undertaking investigations, whether in the mundane or Hermetic worlds. Her spell sigil makes her spell effects smooth or graceful, and in this spell the key turns as if well oiled (so long as the finesse roll is successful).
(Base: 5, +1 Touch, +1 Diameter, +1 Requisite, +1 Elaborate shape)

Contributor: Badger101, transcribed by Yair

Creation of the Stony Defense

CrTe 30 Ritual
R: Touch D: Momentary T: Individual

The ritual creates a wall of solid white marble surrounding an area you designated walking around the perimeter of that area. The wall grows up from the ground behind him as he walks, up to a height of twenty feet and rooted ten feet into the ground, and long enough to surround a small village. Though of simple design, you may designate Portals and holes as desired. This basic fortification then can be further refined by craftsmen or more magic. Cornelius of Bonisagus, who invented this spell when he was young and inexperienced and only used it once; says he would not use such a crude conspicuous defense now that he has grown wiser.
(Base: 3, +1 Touch, +5 Size, +1 Complexity)

Contributor: Mark Faulkner, created by Cliff Allcorn

The Invisible Journeyman

CrTe 35 (Req: Pe, An, He, Aq, Co)
R: Touch D: Ring T: Circle

This spell can save a Covenant on the salary of blacksmiths and the maintenance of equipment. The caster will typically choose the storage chamber for the equipment and draws a circle almost flush to the walls (a round room is preferred). The spell will then maintain armor and weapons placed within the circle, keeping them polished, gleaming and oiled. The CrTe keeps the materials from rusting and decaying. The requisites for An and He are to maintain those materials, while the Pe destroys dirt and debris (Te) and even blood and viscera (An and Co). Finally the Aquam makes a thin layer of protective oil on weapons and armor, much as a journeyman smith would do to maintain his lord's kit. With this enchantment cost savings can be applied as per the rules in the Covenants book.
(Base: 5, +1 Touch, +2 Ring, +2 Requisites (creating oil, destroying dirt), +1 for special effect on multiple items)

Contributor: Qcipher

The Summoning Stone

CrTe 30 Ritual
R: Touch D: Momentary T: Individual

This modestly named spell creates a perfect Star Ruby which is useful for conjuring and controlling supernatural beings. Further more the caster can perfectly attune the stone to a specific supernatural being by speaking its true name during the Ritual. This attunement increases the Material bonus for effects that target the being to +10. This spell comes down from the line of Solomon.
(Base 25, +1 Touch)

Contributor: Andrew Mitchell
Note: The increase to the Material bonus is something I made up.

The Sword that Knows its Master

CrTe (req: Mu) 35 Faerie Ritual
R: touch D: until T: individual

A sword of supernatural sharpness is created (as edge of the razor) that will endure until it is swung against its creator.
(Base 5, +1 Touch, +4 Until, +1 Muto requisite)

Contributer: Tyrrell
Notes: the created sword will have a penetration and can be resisted by magic resistance

Conjuring the Mystic Structure

CrTe 40 Ritual
R: Touch D: Momentary T: Group

An elaborate stone structure, formed in accordance with mundane building techniques, rises out of the ground. The structure is up to 10,000 cubic paces in size, and up to 80 feet tall at its highest point. You determine the design of the chambers within.
(Base 3, +1 Touch, +2 Group, +3 Size, +3 elaborate design)

Contributor: Yair.
Notes: Unlike Conjuring the Mystic Tower, this spell creates parts (tiles, stones, and so on) and magically puts them together. The result is a place with a more mundane feel to it, a structure that could have been formed by human artisans.

The Fondest Wish of the Whining Turb

CrTe 45 (Req: An, He) Ritual
R: Touch D: Momentary T: Group

This spell was created by the renowned Verditian and smith, Vulcantus, in his bid to become an Archwizard. While the spell is impressive, it was only cast once and retired to the libraries of Verdi and Durenmar due to its high expense, it would certainly cost less Vis and effort to merely summon the gold and silver necessary to buy the equipment.
This spell creates a full kit of armor (full chain), sword (long) and shield (heater) for a turb of up to 10 men. When Vulcantus cast it, his Sigil of gleaming perfection was apparent on them all making them highly coveted. A very high Int+Finesse roll of 21+ is required for

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