Craftsman’s Eye.
InTe 3
R: Personal D: Momentary T: Touch
The caster learns some fact about a manufactured solid object constructed of earth, stone, or metal. This fact must be a fact that a skilled artisan could determine by merely looking at the artifact.
Contributor: Tyrrell.
Notes: From Tyrrell’s big list of level three spells.
Modified to use the magical senses rules, ArM5, p. 113-114.
Counting the Miser's Hoard
InTe 3
R: Personal D: Momentary T: Touch
Instantly tallies all the coins in a single container, stack, or pile.
(Base 2, +1 Touch)
Contributer: Hargifex
Modified to use the magical senses rules, ArM5, p. 113-114.
Smell of the Treacherous Bog
InTe 10
R: Personal D: Sun T: Smell
Whilst under the influence of this spell the caster can smell if the terrain of fenland or marshland is becoming dangerous to travel across. Extreme hazards, like quicksand, give off quite powerful smells that are relatively easy to detect, but the storyguide may call for Perception + Awareness rolls for more subtle threats.
While tracking an enemy of the covenant, Griselda of Bjornear realised she was being led into treacherous marshland where bogs and quicksand might easily ensnare her. Using this spell spontaneously at the time, she later developed it formulaically so she could reliably track foes through that area in future.
(Base: 2, +2 Sun, +2 Smell)
Contributer: Badger101, transcribed by Yair
Scales of Archimedes
InTe 10
R: Personal D: Concentration T: Touch
By weighing a metal object in his hand, the caster can determine the metals that compose it, and their approximate purity.
(Base 4, +1 Concentration, +1 Touch)
Contributor: Andrew Gronosky. Originally published in Hermes' Portal #14; this is a corrected version.
Modified by Manamar to give correct range and target categories - the level calculation is correct
- except that it is a magical sense spell, thus R is the range to the individual learning the information, while Target indicates the sense being used. ArM5, p. 113-114.
Howl of the Steel Weapons
InTe 15
R: Personal D: Sun T: Hearing
Alerts you as to where anything metal will be in the immediate future by a howling that sounds in advance of it’s approach. As an items course may change, so your sense is not perfect. You gain a +9 bonus on Defense scores against metal weapons (provided you are able to parry or evade), and can automatically dodge any metallic or metal tipped projectile originating from more than ten paces distance. The howl is only audible to you and cannot be mimicked by voices. It is also subtle and undistraction, only howling with loud volume when the metal is in motion with inertia.
(Base: 2, +2 Sun, +3 Hearing)
Contributor: Mark Faulkner
Locate the missing artefact
InTe 20
R: Arcane Connection D: Concentration T: Individual
Determines the location of a specific object. To cast the spell you need a map and an arcane connection to the object. By tracing your finger along the map you can sense if the object is in the area that the map depicts by a slight tingle in the finger as you trace it over the location. If the object is not in the area depicted on the map then you get no clue on where it is. One square foot of map takes about an hour to search.
(Base 3 (see InCo for the inspiration), +4 Arc, +1 Conc)
Contributor: Mad Max.
Hidden Pillars.
InTe 20
R: Touch D: Conc T: Part
The caster senses how a particular section of earth and stone (up to 1000 cubic paces of earth or 100 cubic paces of stone) could be quarried or excavated in manners which would produce stable spaces or unstable spaces.
(Base 4, +1 Touch, +1 Concentration, +2 Size)
Contributor: Tyrrell.
Return from the Bowels of the Earth
InTe 20
R: Arcane Connection D: Concentration T: Part
This spell only works underground. If the caster has an Arcane Connection to a point on the surface of the earth, she determines the direction that leads along the shortest route to the surface. Sometimes, the shortest route is impassible - it may be too narrow, or it may be totally underwater.
(Base 2, +4 Arc, +1 Conc, +1 Part)
Contributor: Andrew Gronosky. Originally published in Hermes' Portal #14.
Know the Earth at Birth
InTe 25
R: Arcane D: Concentration T: Individual
This spell is cast upon a person who is used as an arcane connection to his place of birth. The caster can locate the person's birthplace on a map. If one knows ones exact date and location of birth one can draw a very accurate star chart for the person which is useful for spell casting.
(Base: 4, +4 Arcane Connection, +1 Concentration)
Contributor: Andrew Mitchell
Revelation of the Buried Treasure
InTe 25
R: Personal D: Momentary T: Part
Glimpse the presence of buried objects through up to 5 paces of earth or rubble. You learn the location of the objects and an approximate idea of their size. This spell was invented by a forgotten necromancer and was first known by another name: Seeking the Unmarked Grave.
(Base: 20, +1 Part)
Contributor: Andrew Gronosky. Originally published in Hermes' Portal #14.
Possibly should be modified to use Target: Vision?
Silent Witness of the Statue
InTe (req: Im) 35
R: Arcane Connection D: Concentration T: Room
This spell allows you to see a statue, and the surrounding room, for which you possess an arcane connection. If the statue is outside, the caster can see the area of a small market square or courtyard.
Terrene used this spell to watch the courtyard entrance of a house that belonged to a merchant her covenant suspected of having dealings with diabolists. She was able to watch from a safe distance away, and inform her sodales when suspicious characters were seen arriving at the house.
(Base: 4, +4 Arcane Connection, +1 Concentration +1, +2 Room)
Contributer: Badger101
Notes: As a storyguide I might be tempted to drop the Imaginem requisites for these spells - given you need to be as good at Imaginem and they are simpler spells using Imaginem alone.
Yair: This is also in accordance with the level 4 guideline, the Im requisite should b dropped.