TEXT: 1
  Ranges
  Mythallar: Spells of this range can effect any target the
  caster can both see and are within the area of effect of the same
  Mythallar he is in. If the caster of a spell with this range is also the
  creator of, or is the bonded agent of the creator of the Mythallar he
  is in, he is considered to have an Arcane Connection to every
  person, place or thing within the area of effect of the Mythallar. This
  effect does not apply to bonded agents if they are attempting to
  target the creator of the Mythallar. Note that is Range is only known
  to wizards properly trained in Netherese Magic Theory.
  Personal: The effect of the spell is centered on the caster.
  The amount affected depends on the effect of the spell.
  Touch: The caster or anything he touches, whether a
  person or thing.
  Eye: The caster may target any person or creature that he
  has established eye contact with.
  Reach: Anything the caster could touch (but is not
  necessarily touching) without moving substantially. Anything within
  roughly two paces.
  Near: Anything within fifteen paces of the caster.
  Far: Anything within a hundred paces of the caster.
  Sight: Any thing that the caster can see. If the caster is
  standing on the highest point for miles, the range can be immense.
  Arcane Connection: Anything the caster has an arcane
  connection to. Distance is immaterial unless the Storyguide chooses
  to impose some limit.
  Symbol: This range allows the magus to cast a spell on any
  target for which he has a reasonable symbol. This symbol need not
  be an arcane connection to the target – the casters could draw a
  picture of the target, for example. The Storyguide must approve the
  choice of symbol.
  A useful symbol must have a clear and unambiguous
  symbolic link to the target. A symbol being used in a spell forms a
  temporary arcane connection for the duration of the spell (or casting
  process). You can only make a symbol for a target you can identify in
  at least two independent ways. For example, “The King of England”
  and “Henry son of John”, or “The Mongol leader” and “The fat
  Mongol with bad breath and a gold ring”.
  Durations
  Mythallar: Spells of this duration last as long as it's effect,
  or the target of it's effect remain within the boundary of the
  Mythallar it was cast within. If the effect or target of the effect leaves
  the Mythallar, the spell ends immediately. The spell will also end if
  the caster, or creator of the Mythallar simply wishes it to. Note that
  is Duration is only known to wizards properly trained in Netherese
  Magic Theory.
  Momentary: The spell lasts but a moment, and then
  dissipates. Any effect that it has remains, however. This is the
  normal duration for combat spells.
  Concentration: The spell lasts as long as the caster
  concentrates.
  Diameter: The spell lasts until the sun moves its diameter
  in the sky – almost exactly two minutes.
  Sun: The spell lasts until the sun next rises or sets.
  Ring: The spell lasts until the target of the spell moves
  outside the ring drawn at the time of casting, or until the ring is
  physically broken.
  Moon: this spell lasts until both the full and new moon
  have been in the sky.
  Fire: A spell of fire duration lasts until the original fire
  targeted is extinguished. While the duration probably will not last
  no longer than to the next sunrise or sunset, it is possible that the
  spell effect could persist indefinitely if the fire keeps going. It is thus
  rated as equivalent to Ring duration for the purposes of spell design.
  Season: The spell lasts until the next solstice or equinox
  after its casting.
  Year: The spell lasts until the fourth equinox or solstice
  after its casting.
  "Year" +1: Includes "a year and a day", but others (such as
  1001 days or 100 years and a day) also fall into this category. Note
  that is slightly longer than Year duration, and is measured from
  when the spell is cast, not by the turning of the seasons.
  Permanent: The spell lasts forever, but remains forever
  magical. Thus it could be dispelled at some point in the future. This
  duration is only available for spells that have magical effects: natural
  effects are instant duration instead.
  Instant: The spell effect persists forever as a mundane
  thing. It cannot be magically dispelled, although it can be destroyed
  by any method which would destroy the mundane thing it is. This
  duration is only available for spells with natural effects. Note also
  that this duration cannot be attained for magical creation or healing
  without the use of raw vis.
  Until (Condition): The spell last until some condition is
  met. For example, such a spell might last until the name of God is
  invoked, until some item is touched with iron, or until a word in a
  list is said out of place (days of the week are spoken out of order, for
  example). Colors, words, or actions can also trigger the termination
  of the spell. Until (Condition) spells cannot usually be dispelled by
  formulaic magic if that is not part of the condition. Conditions
  must be specified when the spells that employ them are created.
  Alternately, they may be determined by the caster's sigil.
  Bargain: A spell of Bargain duration can only be cast on
  someone who has just concluded a bargain or agreement with the
  magus. The magus’ penetration total is doubled when checking
  whether the spell takes effect. If it does, nothing happens unless the
  target brakes the bargain. If he does, the spell takes effect without
  further resistance rolls. Bargain spells have a second duration which
  determines how long the spell lasts after it takes effect. To calculate
  the level of a Bargain spell, calculate the level of the spell that take
  effect when the bargain is broken and add three magnitudes.
  Variable: A spell with a Variable duration lasts as long as
  the caster desires, up to its normal maximum duration. To calculate
  the level of a Variable spell, calculate the level of the spell using its
  maximum duration and add one magnitude.
  Targets
  Mythallar: Spells with this Target affect anything and
  everything, regardless of whether or not the caster can see or is aware
  of the targets, within the area of effect of a Mythallar, so long as they
  are cast within that same Mythallar. Note that is Target is only
  known to wizards properly trained in Netherese Magic Theory.
  
  2
  Small: Affects a small item, something that a person of
  average strength could comfortably hold in both hands.
  Individual: The spell can affect a single discreet thing,
  such as one person or one object. A huge boulder is a discreet
  object, a mountain is not (because it is joined to the ground).
  Group: The spell can affect a small group of people or
  things. There should be no more than about a dozen things, and
  they must be an obvious group. Three grogs huddled together or a
  ring of standing stones are a group: six people out of a crowd are
  usually not.
  Room: The spell affects a chamber and every one or thing
  in it. this room can be very large (the nave of a cathedral for
  instance, or a natural cave), but must be enclosed, and have definite
  boundaries. A courtyard would often count, a valley would not.
  Circle: The spell affects everything within a ring drawn by
  the caster at the time of casting, and ends if the circle is broken,
  irrespective of the of the normal duration of the spell.
  Structure: The spell affects a single structure and
  everything within it. The structure can range in size from a hut to a
  castle, but must be a single, linked edifice. As a rule of thumb, if it is
  all covered by one roof, it is one structure, but Storyguide discretion
  applies.
  Boundary: The spell affects a well defined natural or man-
  made boundary. This could be the wall of a city, the edge of a
  village, the shores of a lake, the edge of a forest, or the base of a
  mountain. Since the ocean is not obviously bounded, it cannot be
  affected in this way. The caster must be able to see most of the
  bounded area unless the spell is being cast at Arcane Connection
  range.
  Bloodline: A bloodline is all the people descended by
  blood from a given person (the immediate target). Only the
  immediate target need be within the spell's range, but all members
  of the bloodline are affected immediately. The spell applies to all
  members of the bloodline born during its duration, as well as those
  already living when it is cast.
  Sight: The spell affects everything within the sight of the
  caster.
  Variable: A spell with a Variable target allows the caster to
  affect as much of an area or as many targets as desired, up to the
  maximum allowed by it’s normal target. To calculate the level of a
  Variable spell, calculate the level of the spell using its maximum
  target area and add one magnitude.
  General Modifiers
  No Gestures: By adding this modifier to a spell during its
  creation, the caster does not need to use any gestures during casting,
  nor does he acquire the penalties for not doing so. However, if the
  caster desires for what ever reason, he may use gestures, though
  Vigorous Gestures does not give the usual bonus to the casting total.
  This modifier may not be added to Ritual spells.
  No Voice: Similar to No Gestures above, when this
  modifier is added to a spell's formula during creation, the caster
  does not need to use any level of Voice, nor does he receive the
  usual penalties for not doing so. He may use any level of Voice, if he
  desires, but Booming Voice does not add any bonus. This modifier
  may be combined with No Gestures, to create a subtle and silent
  spell, but bear in mind, doing so increases a spells level by 15. This
  modifier may not be added to ritual spells.
  Auto Targeting: Adding this modifier to spells that would
  normally be Aimed, such as Incantation of Lightning, or Pillum of
  Fire, causes the spell to unerringly strike it's intended target, as long
  as the target is both within range of the spell and the caster can draw
  a direct line of sight to it. The down side to this modifier is that
  there is no chance of increased damage due to high targeting rolls.
  Mythallar Bonded: Spells created with this modifier have
  their levels reduced by 1 magnitude for purposes of creation,
  learning and Vis cost, but such spells can only be cast within a
  Mythallar.
  Fast Casting: This modifier allows spells to be cast in
  combat phases earlier than the standard Magic phase. Adding one
  magnitude allows the spell to be cast in the Second Missile phase,
  adding two magnitudes allows the spell to be cast in the Melee
  phase, adding three magnitudes allows the spell to be cast in the
  First Missile phase. The spells First Strike total is equal to the
  caster’s  Quickness + Finesse + a Stress Die, the virtue Fast Caster
  adds 3 to this total.
  Ranges (from low to high)
  Durations (from low to high)
  Targets (from low to high)
  •     Mythallar
  •     Mythallar
  •     Mythallar
  •     Personal
  •     Momentary
  •     Small
  •     Touch/Eye
  •     Concentration/Diameter
  •     Individual
  •     Reach
  •     Sun
  •     Group/Room
  •     Near
  •     Moon/Ring/Fire
  •     Circle/Structure
  •     Far
  •     Season
  •     Boundary/Bloodline
  •     Sight
  •     Year
  •     Sight
  •     Arcane Connection
  •     Permanent/Instant/Until
  •     –
  Variable +1
  •     Symbol
  Bargain +3
  Variable +1
  General Modifiers
  •     Fast Casting: 2nd Missile +1
  •     Fast Casting: Melee +2
  •     Fast Casting: 1st Missile +3
  •     Auto Targeting +1
  •     No Gestures +1
  •     No Voice +2
  •     Mythallar Bonded -1
  
  3
  Creo Animal Guidelines
  Basic Range: Touch
  Basic Duration: Sun
  Basic Target: Individual
  Notes: When creating a magical creature, its magic
  might cannot exceed the level of the spell, and requisites must be
  included for any special powers it has.
  To create treated animal products (leather, jointed meat,
  parchment) add one magnitude to the level necessary to create
  the equivalent amount of dead animal. To create only part of an
  animal corpse (like hide or horns), subtract one magnitude.
  Level 3:
  Create the corpse of a tiny animal (Size –5/-4).
  Level 4:
  Create the corpse of a small animal (Size –3/-2).
  Level 5:
  Create the corpse of a medium animal (Size -1/0/+1).
  Create an insect.
  Level 10: Create the corpse of a large animal (Size +2/+3).
  Create a tiny living animal.
  Level 15: Create the corpse of a very large animal (Size +4/-+5).
  Stop the progress of a disease.
  Level 20: Heal one body level of damage.
  Level 25: Create a small living animal.
  Level 30: Create a medium living animal. Create a tiny magical
  beast. Create a swarm of insects. Heal two body levels
  of damage. Restore a lost sense. Restore a lost limb.
  Cure a disease, counteracting its effects.
  Level 35: Create a large living animal. Create a small magical
  beast. Heal four body levels of damage.
  Level 40: Create a very large living animal. Create a medium
  magical beast. Heal six body levels of damage.
  Level 45: Create a large magical beast. Heal eight body levels of
  damage.
  Level 50: Create a very large magical beast. Heal ten body levels
  of damage.
  Level 55: Create a dragon. Heal twelve body levels of damage.
  Level 60: Raise an animal from the dead.
  Intellego Animal Guidelines
  Basic Range: Touch
  Basic Duration: Concentration
  Basic Target: Individual
  Notes: Bear in mind that an animals memories are
  gathered through its particular senses, with their particular
  strengths and weaknesses. For example, dogs remember much
  about odors of various things, but often forget what the details of
  how they looked. Animals do not remember human words, but
  might remember tone of voice and such.
  Level 1:
  Get a mental image of an animal.
  Level 5:
  Sense the state of consciousness of a beast. Get general
  information about its body.
  Level 10: Sense the dominant drive of a beast. Learn a specific
  fact about its body.
  Level 15: Learn the origin, age and history of something made of
  animal products.
  Level 20: Speak with an animal (Auram requisite for birds,
  Aquam requisite for fish). Read an animals surface
  thoughts.
  Level 25: Read the recent memories of a beast.
  Level 30: Thoroughly probe the mind of an animal.
  Muto Animal Guidelines
  Basic Range: Touch
  Basic Duration: Sun
  Basic Target: Individual
  Notes: Animals granted new abilities, such as wings, will
  need a few minutes to get used to them.
  Level 3:
  Make a superficial change to something made of
  animal products (like changing its color).
  Level 5:
  Make a major change to something made of animal
  products that preserves the substance (i.e. turn a
  leather jerkin into a saddle). Gradually turn meat into
  vermin. Make a superficial change to a beast.
  Level 10: Change an animals limb.
  Level 15: Make a major change in a beast, while leaving it
  recognizably the same sort of animal (i.e. make a horse
  bigger and change its color).
  Level 20: Change an animal to another animal. Change an
  animal in a minor way so that it is no longer natural
  (i.e. change a horses color to match a knights coat of
  arms).
  Level 25: Change an animal into a human (though it retains its
  animal mentality). Change an animal into a plant
  (requires an Herbam requisite).
  Level 30: Change an animal in major unnatural way (i.e. give a
  horse claws, fangs and scaly armored hide). Change an
  animal into a non-living item (appropriate requisite
  required).
  Level 40: Radically change an animal in an unnatural way (i.e.
  give a horse wings). Give an animal a ‘magical’ ability,
  such as the ability to breath fire (requires the a
  requisite appropriate to the ability).
  
  4
  Perdo Animal Guidelines
  Basic Range: Touch
  Basic Duration: Momentary
  Basic Target: Individual
  Notes: There is normally no soak against Perdo Animal
  – the magic does not create something that causes damage, it just
  causes damage.
  Level 3:
  Damage something made of animal products.
  Level 5:
  Do superficial damage to a beast (i.e. remove its hair).
  Destroy something made of animal products.
  Level 10: Cause a beast pain, but do no real damage.
  Level 15: Do one body level of damage. Destroy a beasts limb.
  Level 20: Destroy one of a beasts senses. Do two body levels of
  damage.
  Level 25: Do four body levels of damage.
  Level 35: Kill an animal.
  Rego Animal Guidelines
  Basic Range: Eye
  Basic Duration: Concentration
  Basic Target: Individual
  Notes: Refer to Rego Corpus for additional guidelines
  for controlling an animals body and Rego Mentem for
  controlling its mind.
  General: Protect a group from attacks by magical creatures of
  Might less than the level of the spell (duration Ring,
  target Group).
  Level 4:
  Manipulate items made of animal products.
  Level 5:
  Plant a single suggestion in the mind of an animal.
  Protect the target from attacks by normal animals.
  Level 10: Calm an animal.
  Level 15: Manipulate an animal’s emotions. Paralyze an animal.
  Level 20: Make an animal completely passive.
  Level 25: Completely control an animal.
  Creo Aquam Guidelines
  Basic Range: Near
  Basic Duration: Sun
  Basic Target: Small
  Notes: Water created without Vis quenches the thirst,
  but provides no lasting benefit to the drinker.
  General: Create poison that causes +(Level) damage (Corpus or
  Animal requisites apply). Create liquid that causes
  +(level) damage on contact (Corpus or Animal
  requisites apply).
  Level 5:
  Fill a man made container with water (or some other
  natural liquid, with appropriate requisites).
  Level 10: Create water (or some other natural liquid) that is not
  contained (i.e. spread over a surface). Create a slightly
  unnatural liquid (i.e. beer or wine).
  Level 15: Create water (or some other natural liquid) in an
  unnatural shape (such as a sphere over someone’s
  head), or in an unnatural location (i.e. in someone’s
  lungs) – but water so created will behave normally.
  Create an extremely unnatural liquid.
  Level 20: Create poison that causes a minor illness.
  Level 25: Create a small spring. Crate poison that causes a
  major illness.
  Level 30: Create poison that is fatal.
  Intellego Aquam Guidelines
  Basic Range: Touch
  Basic Duration: Concentration
  Basic Target: Small
  Notes: Intellego Aquam Spells do not normally require
  requisites for other liquids.
  Level 1:
  Get an image of water within range.
  Level 3:
  Get an image of water and it’s immediate surroundings
  within range.
  Level 5:
  Learn the natural properties of a liquid.
  Level 10: Learn the natural properties of a mixture of liquids.
  Level 15: Learn the magical properties of a liquid. Make your
  senses unaffected by water.
  Level 20: Learn the magical properties of a mixture of liquids.
  Level 25: Speak with a natural body of water.
  Level 30: Speak with an artificial body of water (like a fountain).
  
  5
  Muto Aquam Guidelines
  Basic Range: Touch
  Basic Duration: Sun
  Basic Target: Small
  Notes: To cause a liquid to change into something that
  is not governed by Aquam takes one more level of magnitude, in
  general.
  General: Change a liquid into a poison that does +(Level +5)
  points of damage (Corpus or Animal requisite).
  Change a liquid into a liquid that causes +(Level)
  points of damage on contact.
  Level 3:
  Change a characteristic of liquid within that liquid’s
  normal range (i.e. make water pure or stagnant).
  Level 4:
  Change a natural liquid into another natural liquid.
  Level 5:
  Change a liquid into a corresponding solid (Terram
  requisite) or gas (Auram requisite) (i.e. water to ice or
  steam). Change a natural liquid into a slightly
  unnatural liquid (i.e. make blue water or strawberry
  flavored castor oil), or vice versa.
  Level 10: Change a liquid into an unrelated solid or gas (with
  requisites). Change a natural liquid into two or more
  natural liquids, with the two types separate (though
  they will mix normally). Change a liquid into a very
  unnatural liquid (i.e. a shocking pink liquid that causes
  bizarre hallucinations) – requisites will often apply.
  Level 15: Change a liquid into a mixture of any liquid, solid
  (Terram requisite), or gas (with Auram requisite).
  Change a liquid into a slightly unnatural solid or gas.
  Level 20: Change a liquid into a very unnatural solid or gas.
  Perdo Aquam Guidelines
  Basic Range: Touch
  Basic Duration: Momentary
  Basic Target: Small
  Notes: As magnitudes in these spells rise, the
  destruction caused becomes more subtle, or more pervasive.
  Level 5:
  Destroy a liquid (requisites may apply).
  Level 15: Destroy one property of a liquid (like alcohol’s ability
  to intoxicate, or seawater’s saltiness).
  Level 20: Destroy a small spring, so that it never flows again.
  Rego Aquam Guidelines
  Basic Range: Near
  Basic Duration: Concentration
  Basic Target: Small
  General:
  Ward against Faerie creatures of water whose Might is
  equal to or less than the level of the spell (duration
  Ring, target Group).
  Level 5:
  Control a liquid in a natural fashion (i.e. control
  direction or speed of flow).
  Level 10:
  Control a liquid in a slightly unnatural fashion (i.e.
  make it flow uphill or stop it from wetting
  something). Control  an amount of liquid which is
  part of a larger body in a natural fashion.
  Level 15:
  Control a liquid in a highly unnatural fashion (i.e.
  make it flow straight up or take on a humanoid form).
  Control an amount of liquid which is part of a larger
  body in a slightly unnatural fashion.
  Level 20:
  Control an amount of liquid which is part of a larger
  body in a highly unnatural fashion.
  Creo Auram Guidelines
  Basic Range: Sight
  Basic Duration: Momentary
  Basic Target: Boundary
  Notes: Created air disperses at a natural rate due to
  momentary duration. Non-weather effects should be gauged by
  their effects relative to the guidelines. For example, poison gas
  doing +5 damage might be equivalent to the amount of damage
  caused by a tempest.
  Level 5:
  Create a draft.
  Level 10: Create a breeze.
  Level 15: Create a wind. Create fog.
  Level 20: Create a squall.
  Level 25: Create a thunderstorm.
  Level 30: Create a tempest.
  Level 35: Create a tornado.
  Level 45: Create a hurricane.
  Level 60: Create lightning.
  Intellego Auram Guidelines
  Basic Range: Personal
  Basic Duration: Concentration
  Basic Target: Room
  Level 5:
  Sense one property of air (i.e. determine if it is safe to
  breathe.
  Level 10: Learn all mundane properties of the air. Have an
  intuition about some fact regarding the air.
  Level 15: Make your senses unhindered by the air (i.e. be able to
  hear over a howling wind).
  Level 20: Predict the weather.
  Level 25: Speak with air.
  
  6
  Muto Auram Guidelines
  Basic Range: Near
  Basic Duration: Momentary
  Basic Target: Small
  Notes: Transforming only one property of air generally
  lowers the level by one order of magnitude.
  Level 4:
  Double or halve the intensity of a manifestation of air.
  Level 5:
  Transform an amount of air into another form of air.
  Level 10: Transform an amount of air into another element
  (requisites apply). Transform an amount of air into a
  gas that does +5 damage.
  Level 15: Transform an amount of air into a mixture of
  elements. Transform an amount of air into something
  slightly unnatural (i.e. into a silvery fog or a specific
  shape).
  Level 20: Transform an amount of air into something wholly
  unnatural (i.e. transform a cloud into a horse shape
  that gallops across the sky).
  Perdo Auram Guidelines
  Basic Range: Touch
  Basic Duration: Momentary
  Basic Target: Individual
  Notes: Destroying just one property of air is one
  magnitude lower than destroying air outright. Destroying air with
  great precision raises the order of magnitude by at least one level.
  Level 5:
  Destroy an amount of air. Stop very minor weather
  phenomena, like breezes.
  Level 20: Stop any one part of a weather phenomenon (i.e. stop
  lightning from striking during a thunderstorm).
  Level 30: Stop any weather phenomenon, excluding those
  caused by Ritual magic.
  Rego Auram Guidelines
  Basic Range: Near
  Basic Duration: Concentration
  Basic Target: Individual
  Notes: A small effect in the absence of a container is
  about one half pace across. An individual effect is about one pace
  across. A Room effect is about five paces across. A structure effect
  is about twenty paces across.
  Controlling an amount of air with great strength or
  precision raises the magnitude of the spell by one.
  General: Ward against Faerie creatures of the air whose Might is
  equal or less than the level of the spell (duration Ring,
  target Group).
  Level 5:
  Control an amount of air.
  Level 10: Control an amount of air with great force or precision.
  Level 20: Direct weather in progress. Control an amount of air
  with enough force to uproot small trees.
  Level 30: Cause clouds to produce rain. Control an amount of
  air with enough force to uproot large trees.
  Creo Corpus Guidelines
  Basic Range: Touch
  Basic Duration: Sun
  Basic Target: Individual
  Level 5:
  Prevent decay of a body.
  Level 10:
  Create an entire human corpse. Stabilize one wound.
  Level 15:
  Stop the progress of a disease.
  Level 20:
  Heal one body level of damage.
  Level 25:
  Heal the damage caused by a poison or disease.
  Level 30:
  Restore a lost limb. Heal two body levels of damage.
  Level 35:
  Heal four body levels of damage.
  Level 40:
  Heal all harm done to a body.
  Level 50:
  Return “false” life to a corpse.
  Level 100: Return true life to a corpse.
  Intellego Corpus Guidelines
  Basic Range: Sight
  Basic Duration: Momentary
  Basic Target: Individual
  Level 5:
  Sense very general information about a body.
  Level 10: Sense a specific piece of information about a body.
  Level 15: Locate a person you have an Arcane Connection to.
  Level 20: Sense all useful information about a body.
  Level 25: Speak with the dead.
  Muto Corpus Guidelines
  Basic Range: Touch
  Basic Duration: Sun
  Basic Target: Individual
  Level 5:
  Change a part of a person (i.e. an eye or the nose).
  Level 10: Change a limb of a person.
  Level 15: Change the face of a person.
  Level 20: Utterly change the appearance or size of a person
  (though they must remain human in form). Make a
  body resistant to damage (+5 Soak).
  Level 25: Turn a human into a land animal (Animal requisite).
  Level 30: Make a body resistant to damage (+10 Soak).
  Level 35: Turn a human into a bird or fish (Animal or Aquam
  requisite).
  Level 40: Turn a human into a solid inanimate object (Terram
  requisite). Turn a human into a plant (Herbam
  requisite).
  Level 45: Turn a human into an insubstantial object.
  
  7
  Perdo Corpus Guidelines
  Basic Range: Near
  Basic Duration: Momentary
  Basic Target: Individual
  Notes: These spells harm people directly, often
  permanently, unless outside magics are used to repair the
  damage.
  Level 5:
  Do superficial damage to a body (i.e. remove it’s hair).
  Level 10: Cause a person pain, but do no real damage. Cause the
  loss of one Fatigue level.
  Level 15: Do one body level of damage. Destroy a person’s limb.
  Destroy a corpse.
  Level 20: Destroy one of a person’s senses. Do two body levels of
  damage.
  Level 25: Age someone five years. Do three body levels of
  damage.
  Level 30: Inflict a major disease. Do four body levels of damage.
  Level 40: Kill a person.
  Rego Corpus Guidelines
  Basic Range: Near
  Basic Duration: Concentration
  Basic Target: Individual
  Level 5:
  Make someone lose control of a body part.
  Level 15: Control the gross physical movements of a target.
  Level 20: Hold a target’s body motionless.
  Level 25: Control a target’s motions. Eliminate the penalties of
  fatigue and wounds.
  Level 30: Direct the flow of bodily energy.
  Level 50: Teleport a target’s body to a place you have an arcane
  connection to. Teleport a target’s body seven leagues.
  Creo Herbam Guidelines
  Basic Range: Near
  Basic Duration: Sun
  Basic Target: Individual
  Notes: Any food created is nutritious only if raw vis is
  used in its creation. Plants may be created living or dead with
  equal ease. To create treated plant products, such as furniture, a
  meal, linen or cotton cloth, add one magnitude to the level
  necessary to create the equivalent amount of unworked living or
  dead plants.
  Level 5:
  Create a plant product (like a leaf or fruit). Create a
  plant. Prevent a plant from becoming sick.
  Level 10: Create a bush or a pile of sticks or brambles. Prevent a
  bush from becoming sick.
  Level 15: Create a tree. Create wood. Prevent a tree from
  becoming sick. Prevent wood from rotting.
  Intellego Herbam Guidelines
  Basic Range: Touch
  Basic Duration: Concentration
  Basic Target: Individual
  Level 3:
  Gain an intuitive knowledge of a plant (i.e. know
  whether a given action would harm a plant).
  Level 5:
  Learn general information, or a single specific fact
  about a plant or an item made from plant products.
  Level 10: Learn all mundane properties of a plant or an item
  made from plant products.
  Level 15: Sense or locate plants you cannot otherwise perceive.
  Level 25: Speak with a plant.
  Muto Herbam Guidelines
  Basic Range: Touch
  Basic Duration: Sun
  Basic Target: Small
  Notes: Changing a plant into something other than
  another plant raises the level of magnitude by one. To change
  plants into treated or finished material, such as furniture, a
  vegetarian meal, linen or cotton cloth, add one level of
  magnitude to the level necessary to change plants into natural,
  unworked plants.
  Level 5:
  Change a plant or item made from plant products.
  Level 10: Change a plant or item made from plant products into
  metal or stone (Terram requisite).
  Level 15: Cause a plant to bend or twist rapidly in place.
  Level 20: Affect the consciousness and spirit of a plant.
  Perdo Herbam Guidelines
  Basic Range: Reach
  Basic Duration: Momentary
  Basic Target: Small
  Notes: These guidelines are for destroying dead plants,
  to destroy living plants, add one level of magnitude.
  Level 4:
  Spoil an amount of food.
  Level 5:
  Destroy an amount of dead wood. Cause the leaves to
  fall off of a plant.
  Level 10: Destroy a living plant.
  
  8
  Rego Herbam Guidelines
  Basic Range: Reach
  Basic Duration: Concentration
  Basic Target: Small
  Notes: It is equally easy to control living and dead
  plants.
  Level 5:
  Control an amount of wood, such as a branch or
  wooden weapon.
  Level 10: Deflect a single attack from a wooden weapon.
  Level 15: Deflect several attacks from wooden weapons.
  Level 20: Deflect all known attacks by wooden weapons. Cause a
  Small amount (i.e. wooden weapon, small plant, or
  branch) to move around as you direct it, though if it is
  a rooted plant, it remains rooted.
  Level 25: Deflect all attacks by wooden weapons, both seen and
  unseen. Cause a Small amount of wood to move
  around as you direct it (it need not remain rooted).
  Creo Ignem Guidelines
  Basic Range: Near
  Basic Duration: Momentary
  Basic Target: Small
  Level 1:
  Ignite something extremely flammable (like oil, or a
  wick). Illuminate an area as if by moonlight. Heat an
  object so that it is warm to the touch.
  Level 3:
  Ignite something very flammable (like parchment, or
  dry grass). Illuminate an area as if by candle light. Heat
  an object to be hot to the touch.
  Level 5:
  Create a fire intense enough to do +5 damage (a Small
  flame can only affect a small target). Ignite something
  flammable (like dry wood or charcoal). Illuminate an
  area as if by torch light. Heat an object enough to boil
  water.
  Level 10: Create a fire doing +5 damage in an unnatural shape
  (like a ring or sheet). Create a fire doing +10 damage.
  Ignite something slightly flammable (like damp wood
  or leather). Illuminate and area as if by day light on an
  overcast day. Heat an object enough to melt lead.
  Level 15: Create a fire doing +10 damage in an unnatural shape.
  Create a fire doing +15 damage. Ignite something
  barely flammable (like a body). Illuminate an area as if
  by full day light. Heat an object enough to make steel
  glow red hot.
  Level 20: Create a fire doing +20 damage. Heat an object enough
  to melt steel.
  Level 25: Create a fire doing +25 Damage.
  Level 30: Create a fire doing +30 damage.
  Intellego Ignem Guidelines
  Basic Range: Reach
  Basic Duration: Concentration
  Basic Target: Small
  Level 4:
  Sense one property of fire. Locate a fire.
  Level 5:
  Sense all mundane properties of fire. Become aware of
  all fires within the target area. See a fire with which
  you have an arcane connection.
  Level 10: Sense all mundane property of ash. See a fire you have
  an arcane connection to and all things it illuminates.
  Level 15: See clearly through raging fire (an Auram requisite may
  be necessary if smoke is present as well). Learn the
  magical properties of a fire.
  Level 25: Speak with a fire.
  Muto Ignem Guidelines
  Basic Range: Reach
  Basic Duration: Concentration
  Basic Target: Individual
  Level 3:
  Change one characteristic of a fire within the target
  area (i.e. make a fire burn more brightly, or produce
  more smoke).
  Level 4:
  Totally change a fire into another natural fire
  (changing any or all of it’s characteristics).
  Level 5:
  Change a fire so that it is slightly unnatural (i.e. make
  the flames a different color, or make the smoke smell
  like roses). May require requisites.
  Level 10: Change a fire so that it is completely unnatural (i.e.
  multicolored flames that form images while the
  popping of the fire plays music). Often requires
  requisites.
  Level 15: Change a fire into natural air (Auram requisite).
  Level 20: Change a fire into a natural solid (Terram requisite).
  Change a fire into slightly unnatural gas.
  Level 30: Change a fire into a natural liquid (Aquam requisite).
  Change a fire into very unnatural gas.
  Perdo Ignem Guidelines
  Basic Range: Reach
  Basic Duration: Momentary
  Basic Target: Small
  Level 3:
  Greatly reduce the amount of light in the area.
  Level 4:
  Completely extinguish all light in an area.
  Level 5:
  Extinguish a fire, cooling the ashes to merely warm.
  Chill an object.
  Level 10: Strongly chill and object. Destroy one aspect of a fire
  (i.e. heat, or light).
  
  9
  Rego Ignem Guidelines
  Basic Range: Reach
  Basic Duration: Concentration
  Basic Target: Small
  Notes: The intensity of a fire also effects the difficulty of
  controlling it. Add a fire’s (damage bonus –5) to the level of the
  spell.
  Level 5:
  Control a fire in a natural fashion (i.e. control its
  direction of spread).
  Level 10: Control a fire in a slightly unnatural fashion (i.e. stop
  it from burning a person).
  Level 20: Control a fire in a very unnatural fashion (i.e. fashion
  it into a dancing humanoid shape).
  Creo Imaginem Guidelines
  Basic Range: Reach
  Basic Duration: Sun
  Basic Target: Individual
  Notes: Increasing the complexity of sensory perception,
  such as making moving visual images or making clear words
  instead of noise, adds one additional level of magnitude. Making
  an image move or make noise at your direction as you
  concentrate adds two levels of magnitude. In addition, very
  intricate images (i.e. an intricately ornamented bridge) are
  generally one level of magnitude higher as well.
  Level 5:
  Create an illusion that affects a single sense.
  Level 10: Create an illusion that affects two senses.
  Level 15: Create an illusion that affects three senses.
  Level 20: Create an illusion that affects four senses.
  Level 25: Create an illusion that affects five senses.
  Intellego Imaginem Guidelines
  Basic Range: Near
  Basic Duration: Concentration
  Basic Target: Room
  Notes: Each additional sense you wish to perceive
  increases the magnitude by one.
  Level 5:
  Use one sense at a distance. Memorize or perfect your
  memory about an image you have encountered. Be able
  to discern your own false images.
  Level 10: Use two senses at a distance.
  Level 15: Use three senses at a distance.
  Level 20: Use four senses at a distance. See up to five years into
  the past.
  Level 25: Use all senses at a distance.
  Muto Imaginem Guidelines
  Basic Range: Near
  Basic Duration: Sun
  Basic Target: Individual
  Level 4:
  Heighten or lessen one sensation of an object (i.e.
  make candy more, or less sweet).
  Level 5:
  Change one sensation of an object (i.e. make a leaf
  look like a coin).
  Level 10: Change two sensations of an object.
  Level 15: Change three sensations of an object.
  Level 20: Change four sensations of an object.
  Level 25: Change an object completely, in all things except
  touch.
  Level 30: Completely distort the sensory perceptions of a target.
  Perdo Imaginem Guidelines
  Basic Range: Reach
  Basic Duration: Momentary
  Basic Target: Individual
  Notes: Destroying the images of a moving target is more
  difficult – add one level of magnitude to spells that do so.
  Level 5:
  Destroy an objects ability to affect one sense.
  Level 10: Destroy an objects ability to affect two senses.
  Level 15: Destroy an objects ability to affect three senses.
  Level 20: Destroy an objects ability to affect four senses.
  Level 25: Destroy an objects ability to affect five senses.
  Rego Imaginem Guidelines
  Basic Range: Reach
  Basic Duration: Sun
  Basic Target: Individual
  Notes: Add one level of magnitude if the image to be
  controlled is moving. Add a further level of magnitude if the
  image is to move along with the object. Add one level of
  magnitude for each sense to be affected.
  Level 5:
  Make an object appear (to one sense) to be up to one
  pace away from it’s actual position.
  Level 10: Make an object appear (to two senses) to be up to five
  paces away from it’s actual position.
  Level 15: Make an object appear (to one sense) to be up to
  within Near range of its actual position. Make an
  image appear (to one sense) to be contained in or
  attached to another object defined at the time of
  casting (i.e. make someone’s voice appear to come
  from within a bag).
  Level 20: Make an image appear (to one sense) to be within Far
  range of it’s actual position.
  Level 25: Make an image appear (to one sense) to be within Sight
  of its actual position.
  Level 30: Make an image appear (to one sense) to be in a
  location that the caster has an Arcane Connection to.
  
  10
  Creo Mentem Guidelines
  Basic Range: Eye
  Basic Duration: Sun
  Basic Target: Individual
  Level 5:
  Form words in another’s mind.
  Level
  10:
  Put a thought in another’s mind.
  Level
  15:
  Create an emotion in another’s mind.
  Level
  20:
  Create a memory in another’s mind.
  Level
  25:
  Effectively increase another person’s ability to think.
  Intellego Mentem Guidelines
  Basic Range: Eye
  Basic Duration: Momentary
  Basic Target: Individual
  Level 5:
  Sense the state of consciousness of one intelligent
  being (i.e. asleep, awake, meditating, dead, drugged,
  insane, or comatose).
  Level 10: Sense a single emotion in a being.
  Level 15: Sense all of the emotions in a being. Discover the truth
  of a statement.
  Level 20: Speak with any one human. Read a person’s surface
  thoughts. Pick an answer from the mind of the target.
  Level 25: Read the last day’s memories from one person.
  Level 30: Learn all the information you wish from a person’s
  mind.
  Muto Mentem Guidelines
  Basic Range: Eye
  Basic Duration: Sun
  Basic Target: Individual
  Level 4:
  Force a ghost to become visible (provided it can do so
  normally).
  Level 5:
  Make a minor change in a person’s memory of an
  event.
  Level 10: Make a major change in a person’s memory of an
  event. Make a minor change in a person’s emotion.
  Level 15: Make a major change to a person’s memory of a series
  of events. Make a major change in a person’s emotion.
  Level 20: Make major changes to a person’s memories of a
  period of their life. Completely change a person’s
  emotions.
  Level 30: Completely rewrite a person’s memories. Utterly
  change a person’s mind.
  Perdo Mentem Guidelines
  Basic Range: Eye
  Basic Duration: Momentary
  Basic Target: Individual
  Level 5:
  Remove a minor detail from a person’s memory.
  Level 10: Remove an important detail from a person’s memory.
  Level 15: Quell an emotion in a person. Diminish a single
  mental capability in a person.
  Level 20: Remove a minor or short term memory from a
  person’s mind.
  Level 25: Remove a major or long term memory from a person’s
  mind. Reduce all of a person’s mental capabilities.
  Level 30: Remove all emotions from a person. Drive a person
  insane.
  Level 40: Leave a person a mindless husk.
  Rego Mentem Guidelines
  Basic Range: Eye
  Basic Duration: Sun
  Basic Target: Individual
  Level
  10:
  Control a target’s mental state (i.e. awake, asleep,
  confused).
  Level
  15:
  Control a natural emotion (i.e. calm, fear). The target
  must feel the emotion before you can control it.
  Level
  20:
  Control an unnatural emotion (i.e. cultivate a
  person’s feelings of bravery where he is usually
  cowardly).
  Level
  25:
  Control a human being as long as you can see him.
  Level
  30:
  Give a person one complex command, which he tires
  to carry out to the best of his ability.
  Level
  40:
  Completely control a person’s mind and emotions.
  Creo Terram Guidelines
  Basic Range: Near
  Basic Duration: Sun
  Basic Target: Small
  Notes: Creating earth in an elaborate shape or with
  some unnatural property is one level of magnitude higher than
  the listed guidelines.
  Level 5:
  Create an amount of sand, dirt, mud, or clay.
  Level 10: Create an amount of stone or glass.
  Level 15: Create an amount of metal or a rough gemstone.
  Level 20: Create an amount of polished gemstone.
  
  11
  Intellego Terram Guidelines
  Basic Range: Reach
  Basic Duration: Concentration
  Basic Target: Small
  Level 2:
  Learn one visible property of an object (a property that
  someone with the appropriate skills could determine
  just by looking).
  Level 4:
  Learn one mundane property of an object. See an
  object and its surroundings.
  Level 5:
  Learn all components of a mixture or an alloy (you
  must know the components before divining the
  properties).
  Level 10: Learn all the natural properties of an object.
  Level 15: Sense all the mundane properties of a composite
  object.
  Level 20: Learn the magical properties of an object. Make your
  senses unhindered by earth (i.e. see right through a
  rock).
  Level 30: Speak with a natural rock (i.e. a boulder).
  Level 35: Speak with an artificial rock (i.e. a statue).
  Level 45: See an object and it’s surroundings in the past.
  Muto Terram Guidelines
  Basic Range: Reach
  Basic Duration: Sun
  Basic Target: Small
  Notes: The guidelines below are for dirt, sand, mud and
  clay. To change stone or glass, add one level of magnitude. To
  change metal or gemstone, add two levels of magnitude.
  Level 3:
  Change the shape of dirt.
  Level 4:
  Change one property of dirt.
  Level 5:
  Change dirt to another type of natural earth (i.e. sand
  to clay).
  Level 10: Change dirt so that it is slightly unnatural (requisites
  may be required). Change dirt into liquid or gas (with
  appropriate requisites). Change dirt to stone, or vice
  versa.
  Level 15: Change dirt so that it highly unnatural (requisites will
  often be required). Change dirt into a mixture of
  liquids, solids and gases (with requisites).
  Level 20: Change dirt into a slightly unnatural liquid or gas
  (with requisites).
  Level 25: Change dirt into a highly unnatural liquid or gas (with
  requisites).
  Perdo Terram Guidelines
  Basic Range: Reach
  Basic Duration: Momentary
  Basic Target: Small
  Notes: The guidelines below are for dirt, sand, mud and
  clay. To destroy stone or glass, add one level of magnitude. To
  destroy metal or gemstone, add two levels of magnitude.
  Level 3: Destroy one property of dirt.
  Level 4: Destroy dirt.
  Rego Terram Guidelines
  Basic Range: Near
  Basic Duration: Concentration
  Basic Target: Small
  Notes: The guidelines below are for dirt, sand, mud and
  clay. To control stone or glass, add one level of magnitude. To
  control metal or gemstone, add two levels of magnitude.
  Controlling Terram with great force or precision adds one or
  more levels of magnitude, depending on the level of control
  needed.
  Level 5:
  Control or move dirt.
  Level 10: Deflect a single attack by a metal weapon.
  Level 15: Teleport dirt to within Near range. Deflect several
  attacks from metal weapons.
  Level 20: Deflect all attacks by metal weapons that you are aware
  of.
  Level 25: Deflect all attacks by metal weapons, whether you are
  aware of them or not.
  Creo Vim Guidelines
  Basic Range: Touch
  Basic Duration: Sun
  Basic Target: Individual
  General:Create a magical shell which looks real to Intellego
  spells with penetration of less than twice its level (this
  aura is generic ‘magic’ only – no misleading information
  can be supplied).
  General:Create a magical shell which prevents Intellego spells
  with penetration less than its level from learning any
  details about the magic on the target.
  General:Create a magical shell which provides false information
  about the target to Intellego spells with penetration less
  than half its  level.
  
  12
  Intellego Vim Guidelines
  Basic Range: Near
  Basic Duration: Concentration
  Basic Target: Individual
  Notes: The addition of one magnitude will determine
  whether the effect detected is Hermetic, or another tradition, if
  the caster is familiar with it. The addition of two magnitudes will
  reveal information about the Technique and Form of an effect.
  See page 155 Ars Magica 4th edition for additional details.
  Level 5:
  Detect magical effects of Level 50 or higher.
  Level 10: Detect magical effects of Level 40 or higher.
  Level 15: Detect magical effects of Level 30 or higher.
  Level 20: Detect magical effects of Level 20 or higher.
  Level 25: Detect magical effects of Level 10 or higher.
  Level 30: Detect magical effects of Level 0 or higher. Detect
  traces of powerful magic (Level 30+), or the recent
  presence of weak magic (Level 15 or less).
  Muto Vim Guidelines
  Basic Range: Reach
  Basic Duration: Special
  Basic Target: Individual
  Notes: See page 157 Ars Magica 4th edition for
  additional details.
  General:Superficially change a spell of less than the level of the
  Vim spell. This may not change the primary effect of the
  spell, or its power.
  General:Significantly change a spell of less then the level of the
  Vim spell. This may not change the Arts of the target
  spell. A change in power of plus or minus one
  magnitude is a significant change, as is a change of
  target, if the target was possible for the original spell.
  General:Totally change a spell of less than half the level of the
  Vim spell. This may change the Arts of the target spell,
  and needs no requisites for those Arts. The Vim spell
  affects the structure of the spell, not the things the spell
  targets. A change in power of up to two magnitudes is a
  total change. Any greater change requires either Creo or
  Perdo to create more magical power or destroy some.
  Perdo Vim Guidelines
  Basic Range: Reach
  Basic Duration: Momentary
  Basic Target: Individual
  General:Dispel effects of a specific type with a casting total less
  than the level of the Vim spell plus a quality die. A
  specific type could be Hermetic Terram magic, or
  Shamanic spirit control magic. A magus must have some
  knowledge of a type of magic (although not necessarily
  ability to use it) to invent a spell to affect it.
  General:Make something (including a magic item) seem non-
  magical to any Intellego spells of less than twice the level
  of the spell. The basic duration for this is sun.
  General:Reduce a target’s Might by one point for every point of
  the Vim spell plus a quality die that exceeds its might.
  Different spells are required for creatures tied to
  different Realms.
  General:Dispel any magical effect with a casting total less than
  half the level of the vim spell plus a quality die.
  General:Reduce the casting total for all magic cast by, in or on
  the target by half the level of the spell. Note that one
  spell will either reduce totals for magic cast by the target,
  in the target, or on the target, but not two or three of
  them. Which one is to be affected must be determined
  at the time the spell is invented. Basic duration for this
  is Sun. If two or more such spells affect one target, only
  the higher has any effect, they do not add.
  Rego Vim Guidelines
  Basic Range: Near
  Basic Duration: Concentration
  Basic Target: Individual
  General:Ward the target against creatures with Might less than
  the level of the spell plus a quality die. A creature
  warded against cannot directly affect the target
  physically or by magical means. A spell of this nature
  will only ward against creatures of one Realm. Note that
  wards against magical and faerie creatures can also be
  constructed using other forms, but those wards are more
  limited in effect.
  General:Give the target magic resistance equal to the level of the
  spell. Two versions of this spell, or a version of this spell
  and Parma Magica, do not add their resistances. Only
  the higher resistance counts.
  General:Sustain or suppress  a spell you have cast whose level is
  less than the level of the Vim spell.
  General:Create a conduit or container for spells with level less
  than the level of the Vim spell. A conduit puts you in
  mystic contact with the target (effective Touch range),
  while a container will hold a spell for a specific length of
  time before releasing it.
  General:Sustain or suppress a spell cast by another with level less
  than half the level of the Vim spell.
  
SOURCE: textdata/thevault/Ars Magica [multi]/5th edition/Ars Magica 5e - Spell Guidelines.pdf