Rego Auram

Control of the Rabbit Hater.

ReAu Level 3
R: Touch D: Momentary T: Individual

Momentarily changes the direction of a breeze that is blowing upon the caster.

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

A Mother's Respite

ReAu level 5
R: Touch D: Ring T: Circle
Sound will not pass the ring. Sound is not destroyed, so if one snores it will echo. This will prevent Voice range spells from crossing unless the caster of the Voice range spell overcomes this Ward. This includes the caster of this Ward. Touch, Sight etc. are unaffected.
(Base: 3, +1 Touch, +2 Ring, -1 only one quality of air)
Contributer: Aella
PeIm will destroy the species of sound, which requires the PeIm spell to penetrate the Magic Resistance of the caster of a Voice spell. Penetration here is the other way around. That is to say, a caster of a Voice spell needs to overcome the casting of this Ward, because the quality of air that allows the species to travel is warded.
This spell is contested, see the [Spell Discussion] page.

The Message

Re[In]Au 5
R: Touch D: Concentration T: Individual

The caster holds a ribbon with a small message in her outstretched hand. Then looks upon her target. If there is a wind, the caster releases the ribbon and guides the crest of the wind carrying the ribbon to it's destination. The wind must be able to reach the destination naturally.
(base: 2, +1 touch, +1 concentration, +1 precision)
Inspiration from "A Wise Man's Fear" by Patrick Rothfus
This spell is contested, see the [Spell Discussion] page.

Scent of the False Fox

ReAu Level 10
R: Sight D: Momentary T: Individual

Caster's scent is firmly run from where the caster is standing to where he is looking creating a false trail which animals that track by smell will likely follow.
(Base: 3, +3 Sight)

Contributor: Andrew Mitchell
Question: Should this have an Imaginem requisite for the smell, or would that be an entirely different spell? -Maxfield
Answer: I don't think so. When one moves a stone with Rego Terram, one does not need an Imaginem requisite to move its image with it. Similarly one does not need an Imaginem requisite to move the smell generated by a scent or odor. Odors are a targetable aspect of air as noted in the Aurum Spells guidelines on pg 125. -Andrew

Aelea: Actually -1 magnitude for "only one aspect" : odor; +1 for precision. Evens out

Braced for the Kiss of Lightning

ReAu Level 15
R: Personal D: Sun T: Individual

Wards the caster against the damage of a single natural lightning strike.
(Base 5, +2 Sun)

Contributer: angafea
Notes: I set the level at "Severe Weather Phenomenon" instead of "Very ~" with the thought that an entire storm would be "Very". From the message board level 10-15 spells project


ReAu[Aq][Ig][Te] 15 Elementalist
R: Voice D: Momentary T: Individual

Despite its name it doesn't destroy directly. The target is deflected or thrown violently with force, which will break most targets. Finesse roll required to deflect in more than a general direction. Precision would be extremely hard. ReAu does not create a wind. It moves what exists. The spell will deflect a lightning bolt or scatter fog for a brief moment.
Control Up to metal very unnaturally
Control up to +15 damage Fire Quickly through space
Control Water in a Violent way
Control Very Severe Weather Phenomenon
Any element could be primary as they are all lvl 5 base, however Aurum is chosen because it's the medium of the voice that yells "Break!"
(Base: 5, +2 Voice)
non-elementalist version +3 magnitudes

Contributer: Aella

Curse of the Personal Rain Cloud

ReAu Level 15
R: Voice D: Sun T: Individual

So long as it is raining, the recipient of this curse gets wetter than everybody else. To others it may be a light spring shower, but the victim gets drenched (and is likely to complain loudly or become extremely irritable as a result). If it stops raining for a time, then resumes later, the effects of the spell are still felt.
After botching with the spell ‘Ward against Rain’, Omfridus of Tytalus became a victim of this effect and determined to develop this curse as a way of getting his own back on the grogs who had found it amusing.
(Base: 3, +2 Voice, +2 Sun)

Contributer: Badger101, transcribed by Yair

Command the living Air

ReAu Level 20
R: Voice D: Conc. T: Individual

The spell allows the caster to control a air elemental up to size 0 if the penetration exceeds the elementals might.
(ReAq Base 5 + 2 voice + 1 concentration)

Contributer: Mad Max
Notes: Command the Living Air, surely, not water. This is ReAu, not ReAq :)

Pray for the heavenly fire

R: Sight, D: Mom, T: Ind
This spell can only work if there's an active storm, with lightning going on. The magus designate a spot. Any lightning striking down in the next few moments will strike there. Obviously, this spell requires a lot of luck: You cast, and hope there'll be a bolt. A lightning will only strike on a 9+ on a non-stress roll, modified by the storm's intensity and both the magus and the target's luck virtue.
This spell could be enhanced by a Creo requisite (but no magnitude) to ensure that lightning will strike when needed. As this just "push" things up, no further enhancement is needed.
Further enhancements of the Creo requisite:

  • + 1 magnitude to have it strike from dark, but lightning-less clouds (this is the creo casting requisite). Level 25
  • + 2 magnitudes to have it strike from "normal" clouds (level 30)
  • + 3 magnitude to have it strike from a clear sky (level 35).

(Base: 5,+3 Sight)
Contributer: The Fixer
This is not unnatural, since the spell only redirects actual lightning, IF there's one during a momentary duration

Fair Weather Blessing for the Travellers

ReAu 20 Faerie
R: Road D: Sun T: Individual

This faerie blessing ensures that no rain shall fall upon a traveller, so long as they remain upon the road.
“As you travel friend, let me ease the path of your journey.” writes Valonia.
(Base: 4, +2 Road, +2 Sun)

Contributer: Badger101, transcribed by Yair

Call down the Heavenly Fire

R: Sight, D: Conc, T: Ind
As Pray for the heavenly fire (ReAu 20), above, but lasts for concentration duration (roll each round to check for lightning), and the spot may be changed, for example to accomodate a moving target. A variant with diameter duration will target the same, fixed spot.
If enhanced by a Creo requisite but no requisite, this only ensures lightning on the first round: Only casting requisites and magnitudes enhancements are unnatural enough for the spell to create and redirect lightning each round.
(Base: 5,+3 Sight, +1 Conc)
Contributer: The Fixer
This is not unnatural, since the spell only redirects actual lightning, IF there's one during a momentary duration

Ward against Lightning & Thunder

R: Touch D: Sun T: Individual

Similar to the Ward against Heat and Flames, this spell provides a +15 Soak against Lightning and Thunder related Damage.
(Base:4 for a plus five soak, +1 Touch, +2 Sun, +2 Increased Protection)

Contributor: Mark Faulkner
Notes: This is using Xavi’s special Ward Breakthrough

Eye of the Storm

R: Touch D: Ring T: Circle

Blocks weather from entering the circle, extending in a column upward to form an Eye in the storm. Very Severe Weather phenomenon are reduced to mild. This only affects natural weather.
(Base 10, +1 Touch, +2 Ring)

Contributor: Mark Faulkner

Curse of the Lightning Rod

R: Voice D: Diameter T: Individual

This spell only works if cast on a target outside during a thunderstorm. During the course of the spell, lightning from the clouds will repeatedly strike at the target. The number of bolts depends on the severity of the storm. Roll a Simple Die; divide by 3 for a Minor storm, in half for a Sever Storm, and don’t divide for a Very Sever storm. If the target seeks shelter, the lightning will strike the structure again and again. Natural lightning varies in intensity. The average bolt inflicts +30 damage, but small thunderbolts only inflict +15 damage, whereas a massive blast can inflict up to +45 damage.
(Base:5, +2 Voice, +1 Diameter, +3 distance to storm in the sky, +1 Unnatural)

Contributor: Invented by Carmello Hernandez, transcribed by Mark Faulkner

Ward against the Storm’s Fury

ReAu 40
R: Personal D: Sun T: Individual

This spell keeps lightning at bay, unable to approach within 1 pace of the caster. This renders the caster immune to lightning damage up to +30 in intensity; she is also immune to the ‘knock-back’ effect associated with lightning strikes.
Phillida notes that some members of House Flambeau have developed lightning magics which can breach even this exceptional ward, so warns against complacency.
(Base: 10, +2 Sun, +4 for up to +30 damage)

Contributer: Badger101, transcribed by Yair

Antonio’s Dominion over Thunder

R: Sight D: Special T: Group

This spell is cast upon a thunderstorm, granting you command and control over its thunder and lightning for as long as the storm naturally endures. You can prevent it from striking anything you don’t want to strike (up to a number of items equaling your Intelligence + Finesse). You can also willfully call down lightning on a subject with a Targeting roll (with a -1 penalty because lightning is erratic). Keep in mind the variable intensity of natural lightning.
(Base:5, +3 Sight, +2 Sun, +2 Group, +2 Size)

Contributor: Invented by Carmello Hernandez, transcribed by Mark Faulkner

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