TEXT: SPELL GUIDELINES
  for Ars Magica 5
    
  th   edition 
    
  Basic Spells Guidelines 
  Range: Personal 
  Duration: Momentary
  Target: Individual
  Basic Ward Spells Guidelines
  Range: Touch
  Duration: Ring
  Target: Circle
  Ranges 
  Personal
  Eye/Touch
  Voice/Road**
  Sight
  Arcane Connection
  Durations
  Momentary
  Diameter/Concentration
  Sun/Ring
  Moon/Fire**
  Year/Until (condition)**/Year+1**
  Bargain** (+3 Magnituedes to spell)
  Targets
  Individual/Circle/Taste*
  Part/Touch*
  Group/Room/Smell*
  Structure/Hearing*/Bloodline**
  Boundary/Vision*
  *: Magical Sense only for Intellego spells.
  **: special parameters only for Magi with Faerie Magic (Merenita or initiated to the Outer Mystey of the House Merenita). 
  Ranges Description 
  Personal:  the  spell  only  aqffect  the  casting
  magus,  or  the  thing  that  he  is  wearing  or
  carrying. The Target is tus never larger than
  Individual.
  Eye:  the  magus  may  target  any  person  or
  creature that he has estabilished an eye contact
  with. A human being who knows of no reason
  to avoid eye contact makes it automatically if
  dealing withteh magus in a social setting. The
  Gift does not make people avoid eye contact.
  For more information see page 111.
  Touch:  the  magus  or  anything  he  touches,
  wheter a person or thing.
  Voice: anything  to wgich  the  magus's  voice
  carries. Typically, firm voice and gesture carry
  about 15 paces, while a shout carries about 50.
  The range is based  on the  distance  that  the
  caster's  voice can  carry, not  on whether the
  target can  hear it. For more information see
  page 111.
  Road: the maga may target anyone or anything
  on the same road or path as her. The identity of
  roads and paths is not always clear, and the
  troupe may decide if things are difficult. For
  more information see page 92. 
  Sight:  anything  the  magus  can  see.  If  the
  magus  is standing  on the highest  point  for
  miles,  this  range  can  be  immense.  A  blind
  magus  can  only  affect  himself.  For  more
  information see page 111.
  Arcane Connection: anything that the magus
  has  an  Arcane  Connection  to.  Distance  is
  immeterial  unless  the  Storyguide  chosees  to
  impose some limit. For more information see
  page 111.
  Durations Description
  Momentary: the spell last but a moment, and
  then dissipates. In many cases the effects of the
  spell  will  endurelong  after  the  spell  itself
  finishes.  Ritual  Creo spells  with  Momentary
  duration  create  things  that  last as any other
  thing  of  that  type.  The  magic  is gone  in  a
  moment and so cannot be dispelled. 
  Diameter: the spell last for 2 minutes.
  Concentration: the spell lasts until the magus
  concentrate. In absence of distractions assume
  that the magus can concentrte for 15 minutes
  for point in the Concentration ability. If there
  are disctractions, see page 82. 
  Sun: the spell lasts until the sun next rise or
  sets
  Ring: the spell lasts until the target of the spell
  moves  uotside  a  ring  drawn  at  the  time  of
  casting, or until the ring is physically broken.
  For more information see page 112.
  Moon: the spell lasts until the moon next rise or
  sets.
  Fire: spells with this duration can only be cast
  on fires, and  they last until the fire targeted
  goes out. For more information see page 92.
  Year: the spell lasts until sunrise on the fourth
  equinox or solstice after the casting.  A spell
  with this Duration must be a Ritual.
  Until (condition): the spells lasts until  come
  condition is met. Until (condition) requires a
  ritual spell, and cannot normally dispelled by
  magic, unless this is a part of the condition.
  The ending condition must be specified when
  the spell is cast, and expires if the caster passes
  into Twilight, even temporaly, or the caster or
  the target dies.  
  Year+1: this spell last for an year and a day.
  Also  spells with this duration must be ritual,
  but differently form Year spells, the duration of
  these spell is determined by the actual time that
  passes, rather than the turning of season.   
  Bargain:  a  spell  with  Bargain  duration  can
  only  be  cast  on  someone  who  has  just
  concluded  a  bargain  or  agreement  with  the
  maga. The maga Penetration Totalk is doubled,
  and  if  the  spell penetrates  the  target  Magic
  Resistance, nothing happens unless the atrget
  breaks the bargain. If he does the spell takes
  effect  without  the  need  to  bypass  resistance
  again.  Bargain  spells  have  a  second  duation
  which determines how long the spells last after
  it  takes effect. The spell can  only enforce a
  bargain for a maximum of a Year.
  Targets Description
  Individual: the spell affectone  discrete  thing
  such as a person or object.
  Circle: the spell affect everything within a ring
  drawn by the magus at the time of casting, and
  ends  if  the  target is  broken,  even if  that  is
  before thae duration of the spell expires. The
  spell also ends when its duration ends. For more
  information see page 112.
  Taste: the information comes through the sense
  of taste. For more information on the Magical
  Sense see page 114. 
  Part: the spell affect a part of a discrete thing,
  such  as  a  person's  arm  or  a  section  of  the
  ground. This Target refers to spatial parts, that
  you could, at least in theory, cut off and put in a
  bag. For more information see page 112 - 113. 
  Touch:  the  information  comes  through  the
  sense of touch.  For more information on the
  Magical Sense see page 114. 
  Group: the spell can affect a group of people or
  things. The component of the group must be
  close  together  in  space  and  the  group  itself
  must be separated from any other things of the
  same type. For more information see page 113. 
  Room:  the  spell  affects  everything  within  a
  chamber. This room can be very large, but it
  must  be  enclosed  and  have  a  definite
  boundaries. For more information see page 113.
  Smell: the information comes through the sense
  of smell. For more information on the Magical
  Sense see page 114. 
  Structure: the spell affects everything within a
  single structure. The structure itself counts as
  within the structure for this purposes. For more
  information see page 113.   
  Hearing: the information  comes through  the
  sense of hearing. For more information on the
  Magical Sense see page 114. 
  Bloodline:  a  bloodline  and  all  the  people
  descendedby  blood  form a given  person, the
  immediate  target.  Only  the  immediate  target
  must be within the spell's range, but all member
  s  of  the  bloodline  are  affected  immediately.
  Spouses do not count as part of the bloodline.
  For more information see page 92. 
  Boundary: the spell affects everything within a
  well defined natural or man-made boundary. A
  spell with  this  Range must be a Ritual.  For
  more information see page 113.  
  Vision:  the  information  comes  through  the
  sense of sight.  For more information  on the
  Magical Sense see page 114. 
  
  ANIMAL (An)
  To tell if a spell affects the mind of a creature, determine from the
  animal's Characteristics if it has Cunning or Intelligence. If the creature
  ha Intelligence, a Mentem spell must be used; if it has Cunning an
  Animal  spell  must  be  used.  If  a  Creature  with  Intelligence  is
  shapechanged into animal form, a Mentem spell must be used, instead its
  body is affected by Animal spells. If a human body has animal parts (e.g.
  wings), only those parts are affected by Animal spells. A Bjornaer magus
  in animal form is truly an animal, and so is affected in mind and body by
  Animal,  however  spells  with  continuing  effect  casted  on  one  form
  continue to affect the other. A basic Individual for Animal is an animal
  of about the same size as a pony, Size +1, or lower.
   
  Creo Animal (CrAn)
  When creating a magical creature, the Magical Might of the creature
  cannot exceed the level of the spell, and requisites must be included for
  any special powers. A Vim requisite, for the magical nature, is always
  required.To create treated animal products add one magnitude to the
  level necessary to create the equivalent amount  of dead  animal.  To
  create treated and processed animal products, add two magnitude o the
  level  necessary to  create  the  equivalent  amount  of  dead  animal.To
  influence the beauvoir of created animals, a Rego requisite is required
  and as this is an additional effect add at least one magnitude to the spell
  level. Otherwise they just do what comes naturally.
  Level 1:
  Give an animal a +1 bonus to Recovery rolls.
  Level 2:
  Give an animal a +3 bonus to Recovery rolls.
  Level 3: Give an animal a +6 bonus to Recovery rolls.
  Level 4: Give an animal a +9 bonus to Recovery rolls.
  Level 5: Create an animal product.
  Create an insect or similar bug.  
  Give an animal a +12 bonus to Recovery rolls.
  Level 10: Create a corpse of an animal.
  Create a bird, reptile, fish or amphibian.
  Give an animal a +15 bonus to Recovery rolls.
  Level 15: Heal a Light Wound.
  Give an animal a +18 bonus to Recovery rolls.
  Create a mammal.
  Cause an animal to reach full maturity over the course of a 
  single day or night. This accellerated maturation  
  only applies during the spell's duration, and thus 
  full effect requires a Sun spell cast early in the day 
  or the night.  
  Level 20: Heal a Medium Wound.
  Give an animal a +21 bonus to Recovery rolls.
  Cause an animal to reach full maturity over the course of two 
  hours. 
  Level 25: Stop the progress of a disease.
  Heal a Heavy Wound.
  Restore a lost sense.
  Restore a lost limb.
  Cure a disease counteracting the its effect (a Momentary  
  ritual or it only stops the progress of the disease).
  Cause an animal to reach full maturity over the course of a 
  ten Diameters (20 minutes). 
  Level 30: Heal a Incapacitating Wound.
  Increase one of an animal Characteristics by one point, to no 
  more than  the  average score  for  that  kind  of  
  animal. 
  Cause an animal to reach full maturity over the course of a 
  single Diameter. 
     
  Level 35: Heal all wounds.
  Increase one of an animal Characteristics by one point, to no 
  more the higher than the average score for that  
  kind of animal. 
  Level 40: Increase one of an animal Characteristics by one point, to no 
  more than two higher than the average score for 
  that kind of animal.
  Cause an animal to reach full maturity in a moment.  
  Level 45: Increase one of an animal Characteristics by one point, to no 
  more than three higher than the average score for 
  that kind of animal.
  Level 50: Create a magical beast. Such spell always have Vim requisite,
  for the beast's magic, and normally have other  
  requisites for its powers. 
  Increase one of an animal Characteristics by one point, to no 
  more than four higher than the average score for 
  that kind of animal.
  Level 55: Increase one of an animal Characteristics by one point, to no 
  more than five higher than the average score for 
  that  kind  of animal.  A greater increase is not  
  within the natural range for the animal and thus 
  cannot be affected by Creo magic.
  Level 75: Raise an animal from the dead.
   
  Intellego Animal (InAn)
  When you try to get information from an animal, remember that its
  memories are gathered through its particular senses, with their particular
  strenght and  weakness. Animal cannot remember human  words, but
  might remember toneof voice and such. You may not get the exact
  information you are looking for. To communicate with an animal, you
  must bring yourself to the animal's mental state – a process that might
  have strange, through temporary, effects on you. Additional ideas can be
  seen in Intellego Corpus and Intellego Mentem guidelines.
  Level 1:
  Get a mental image of an animal.
  Level 3: Sense the state of consciousness of a beast.
  Get general information about its body.
  Level 4: Sense the dominant drive of a beast.
  Learn a specific fact about its body.
  Level 5: Learn the origin, age, and hystory of something made of  
  animal products.
  Level 10: Speak with an animal.
  Read an animal surface thoughts.
  Level 15: Read the recent memories of a beast.
  Level 20: Throroughly probe the mind of a beast.
       
  Muto Animal (MuAn)
  Animal's granted new abilities, such as wings, need a few minutes to get
  used to them. When transforming things, you can transform things that
  they are carrying with appropriate requisite. Animal are not infinitely
  mutable, and using too many of these spells for too long on an animal
  can warp its natural constitution and even destry it. Additional ideas can
  be seen in Muto Corpus guidelines.    
  Level 1:
  Make a superficial change to something made of animal  
  products (changing the color).
  Level 2:
  Make a major change to something made of animal products 
  that preserve the substance (turn a leather jerkin 
  into saddle).
  Gradually turn meat into vermin.
  Make a superficial change to a beast.
  Level 3: Change an animal's limb.
  Change something made of animal products into a different 
  animal product.
  Level 4: Make a major change in a beast, while leaving it recognizably
  the same sort of animal (make a horse bigger and 
  change its color).
  Change something  made  of animal  products  in  a minor  
  unnatural way.
  Level 5: Change an animal into a different animal.
  Change an animal in a minor way so that it is no longer  
  natural (change the color of an horse's coat to  
  match the covenant's coat of arm). 
  Level 10: Change an animal into human. It retains its animal's 
  mentality  and  does  not  gain  soul.  Require  a  
  Corpus requisite. 
  Change an animal into a plant. (Require a Herbam requisite.) 
  Level 15: Change an animal in a major unnatural way (give an horse 
  claws fangs and scaly armoured skin).
  Change an animal into a non living item. Appropriate 
  requisite required. 
  Level 25: Radically change an animal into an unnatural way (give an 
  horse wings).
  Give an animal a “magical” ability (fire breathing) 
  Appropriate requisite required.
  
  Perdo Animal (PeAn)
  There is normally no Soak against Perdo Animal – the magic does not
  create  something  that  cause  damage,  it  just  cause  damage.  Magic
  Resistance is the only way to withstand it. Additional ideas can be seen
  in Perdo Corpus guidelines.    
  Level 2:
  Damage something made of animal products.
  Level 3: Do superficial damage to a beast (removes its hairs).
  Level 4: Destroy something made of animal products.
  Cause a beast pain, but do not real damage.
  Make a beast lose one Fatigue level.
  Level 5:
  Injure an animal so that is hampered, but not damaged (make 
  a horse lame, a bird lose its voice). This roughly 
  half the effectiveness of the targeted thing. 
  Recovery like a Light Wound.
  Destroy an animal corpse.
  Inflict a Light Wound.
  Level 10: Inflict a Medium Wound.
  Level 15: Destroy one of a beast's minor senses.
  Inflict a Heavy Wound.
  Cripple a beast's limb, so that it is unusable, but could heal.
  Age a beast by one twelfth of its natural lifespan. Only affects
  beasts that have already reached maturity.
  Level 20: Inflict an Incapacitating Wound.
  Destroy or sever a beast's limb, so that it cannot naturally  
  regain it.
  Destroy one beast's major senses.
  Level 30: Kill an animal.
  Level 40: Destroy one property of an animal (its weight or aggression).
  Rego Animal (PeAn)
  Additional  ideas  can  be  seen  in  Rego  Corpus  and  Rego  Mentem
  guidelines.
  General: Create a circle of warding against animals from one Realm 
  (Divine, Magic, Faerie or Infernal) with Might  
  score less than the level of the spell. (Base Ward 
  Spells Guideline applies)
  Level 1: Manipulate items made of animal products.
  Level 2: Plant a single suggestion in an animal mind.
  Protect the target from animal attacks. Only affect animal  
  without mystical abilities.
  Level 4: Calm an animal.
  Level 5: Manipulate animal emotions.
  Paralyze an animal.
  Level 10: Make an animal completely passive.
  Level 15: Completely control an animal.
  AQUAM (Aq)
  Aquam spells affects water and all other liquids. They cannot  affect
  liquids in a body, such as blood, that requies a Corpus spell.
  The application of Target category to Aquam magic is not as obvious as
  it is for some other Forms, so furter guidelines are give here. If the
  standard target do apply, they may also used.
  Individual: a stretch of water with the same composition and curent. A
  small pond, part of a stream, or a spring.
  Part: a part of an Individual. This category applies easily.
  Group: a number of Individuals. Can include a large river, where there
  are several different currents, a number of rivers flowing together, or a
  lake.
  Room, Structure and Boundary: as for the other Form; the sepll affects
  all the liquids within the targeted area.      
  A base Individual for Aquam is a pool of water about 5 paces (15 feet)
  across, and 2 paces deep at the centre. Naturally occurring liquids, such
  as fruit juice or olive oil, have a base Individual 1/10 the size, about 2
  paces across and about 1 pace deep. Processed liquids, such as wine or
  beer, have a base Individual 1/100 the size, a pool 1 pace across and hal
  pace deep. Corrosive and other dangerous liquids have a base Individual
  ten times smaller again, a puddle about 1 feet across and about 6 inches
  deep. Poison have a base Individual of a single dose.
  Creo Aquam (CrAq)
  Water  created  temporarily  quenches  thirst,  but  provides  no  lasting
  benefits to the drinker. It can be used to wash, and the thing washe stay
  clean.Slightly unnatural liquids are one magnitude harder than water,
  very unnatural liquids are two magnitudes harder. Poison created at the
  guideline level have an Ease Factor of 3; each magnitude added to the
  level of the spell adds 3 to the Ease Factor. 
  General: Create a corrosive substance doing +(Level) damage. 
  (Increasing the Range to more than Touch is a  
  really good idea)
  Level 2: Fill a containe with water, or som other natural liquid (with 
  appropriate requisite). 
  Level 3: Create water (or some other natural liquid) that is not 
  contained (spread over a surface).
  Level 4: Create water (or some other natural liquid) in an unnatural s
  hape  (in  a  sphere), but  water so created  will  
  behave naturally.
  Create a spring with a low rate of flow.
  Level 5: Create a poison that cause a Light Wound.
  Create a spring with a highe rate of flow.
  Level 10: Create a geyser with a very high rate of flow.
  Create a poison that cause a Medium Wound.
  Level 15: Create a poison that cause a Heavy Wound.
  Level 20: Create a poison that cause a Incapacitating Wound.
  Level 25: Create a poison that cause a Fatal Wound.
  Intellego Aquam (InAq)
  Note that Intellego Aquam spells do not normally require requisistes
  depending on the type of liquid targeted.
  Level 1:
  Make a sense unaffected by water.
  Level 2: Get an image of water within range. 
  Level 3: Get an image of water  and its sorrounding within range.
  Learn all the natural properties of a liquid.
  Level 4: Learn all the natural properties of a mixture of liquids.
  Level 5: Learn all the magical properties of a liquid.
  Level 10: Learn all the magical properties of a mixture of liquids. 
  Level 15: Speak with a natural body of water.
  Level 20: Speak with an artificial body of water (a fountain)
  Muto Aquam (MuAq)
  You cannot transform liquids within someone's body, unless the spell is
  designed that way and has a Corpus or Animal requisites. Poison created
  at the guideline level have an Ease Factor of 3; each magnitude added to
  the level of the spell adds 3 to the Ease Factor. 
  General: Change a liquid into another liquid that does +(Level) points 
  of damage on contact.
  Level 2: Change a natural liquid into another natural liquid.
  Change a liquid into a poison causing a Light Wound.
  Level 3: Change a natural liquid into a slightly unnatural liquid (make 
  blue water) or vice versa.
  Change a liquid into a poison causing a Medium Wound.
  Level 4: Change a liquid into an unrelated solid, with Terram 
  requisite, or gas with Auram requisite.
  Change a natural liquid into two or more different natural  
  liquids, with the types separate. Althrough they  
  will mix again normally.
  Change a liquid into a poison causing a Heavy Wound.
  Change a liquid into a very unnatural liquid, requisites will 
  often be required. (a shocking pink liquid that  
  cause allucination)
  Level 5: Change a liquid into a mixture of any liquid, solid, with  
  Terram requisite, or gas, with Auram requisite.
  Change a liquid into a slightly unnatural solid, with Terram 
  requisite, or gas, with Auram requisite.
  Change  a  liquid  into  a  poison  causing  a  Incapacitating  
  Wound.
  Level 10: Change a liquid into a very  unnatural solid, with Terram  
  requisite, or gas, with Auram requisite.
  Change a liquid into a poison causing a Fatal Wound.
  
  Perdo Aquam (PeAq)
  As magnitudes in this spells rise, the destruction caused becomes more
  subtle, or more pervasive. Destroying water that is part of something,
  such as the fluid in a human being, requiresa target Part. Destroying
  water that is merely on someone, such as the water making a person wet,
  only needs a target of Individual.
  Level 4: Completely dry something, up to the size of a small house, 
  that is wet.
  Level 5: Greatly rteduce the amount of a liquid without destroying it 
  completely.
  Level 10: Destroy a liquid; requisites may be required. 
  Level 15: Destroy  one  properties  of  a  liquid  (alcohol's  ability  to  
  intoxicate, or sea water's saltiness)
  Level 20: Destroy a small spring, so that it never flows again.
  Rego Aquam (ReAq)
  Rego Aquam can chnge water into ice or steam, because these are both
  states that water can have naturally. Add one magnitude if the controlled
  movement is slightly unnatural, two magnitudes if it is very unnatural.
  General: Ward against creatures of water belonging to one Realm  
  (Divine, Magic, Faerie or Infernal) whose Might is
  less than or equal the level of the spell. (Base  
  Ward Spells Guideline applies)
  Level 1: Control a liquid in an extremely gentle way
  Level 3: Change a liquid into ice or steam. This does not require  
  requisites.
  Level 4: Control a liquid in a forceful but calm way, such as a fast but 
  constant current.
  Level 5: Ward against mundane water.
  Control a liquid in a violent way.
  Level 10: Control a liquid in an extremely violent way.
  AURAM (Au)
  Auram spells usually affects air phenomena, like winds, odors ..., rather
  than gases, which is a modern concept. Some target categoriefor Auram
  requires some clarification; if the normal descriptions apply, they can, of
  course, be used.
  Individual: a single phenomenon, such as one wind, one cloud, one bolt
  of lightning.
  Group: several related phenomenon, such as the clouds, winds, and rain
  in a storm.     
  A base Individual for Auram is a weather phenomenon that affects the
  area within a standard Boundary – an area 100 paces across.
  Creo Auram (CrAu)
  Weather phenomena are normally created at Sight range. This is because
  most weather phenomena naturally begin in the upper air, and so spells
  to create weather must have enough Range to reach this area. It is
  possible to create weather phenomena that start at the ground, but they
  are very unnatural, and the increase in level for that precisely offset the
  decrease  from  reducing  Range  to  Touch.  Aflying  magus  cuold,  of
  course, use Touch range to create natural weather phenomena, but such
  spells are not very populare in the Order. 
  Level 1:
  Create a minor weather phenomenon: a breeze, a mist, a light 
  drizzle. 
  Level 2: Create a normal weather phenomenon: a cloud, wind, fog,  
  rain from a cloud that already exist. 
  Level 3: Create a severe weather phenomenon: deafening thunder,  
  monsoon rain, impenetrable fog, gale force wind. 
  Create a debilitating kind of air: noxious stench, mild poison
  Level 5: Create a very severe weather phenomenon: hurricane force  
  wind, lightning strike, tornado.
  Create  a  phenomenon  in  a  slightly unusual  fashion:  +1  
  magnitude (indoors)
  Create a phenomenon in a very unnatural fashion: +2 
  magnitudes.
  Create  a  phenomenon  wholly  divorced  from  its  normal  
  context (lightning bolt speading from the caster's 
  hands): +4 magnitudes.
  Intellego Auram (InAu)
  Level 1:
  Make a your senses unhindered by the air (you can hear over
  a howling wind).
  Level 2: Sense one property of the air, such as if is is safe to breath.
  Level 4: Learn all the mundane properties of the air.
  Have an intuition about some fact regarding the air.
  Level 15: Speak with air.
  Muto Auram (MuAu)
  Transforming only one property of air generally lowers the level by one
  magnitude.
  General: Transform air into a gas doing + Level damage.
  Level 3: Transform an amount of air into another form of air.
  Level 4: Transform an amount of air into another element  (fire, earth, 
  water), using the appropriate requisite.
  Level 5: Transform an amount of air into a mixture of elements.
  Transform an amount of air into something slightly unnatural
  Level 10: Transform an amount of air into something wholly unnatural
  Perdo Aquam (PeAu)
  Causing the destruction of air with great precision raise the order of
  magnitude by at least one level.
  Level 3:
  Make air stuffy and poor for breathing.
  Level 4: Destroy still air.
  Destroy a minor weather phenomenon: a breeze, a mist, a  
  light drizzle.
  Reduce the intensity of a weather phenomenon by one step. 
  The steps are Very Severe, Severe, Normal, Minor.
  Level 5: Destroy a normal weather phenomenon: a cloud, wind, fog, 
  rain from a cloud that already exist. 
  Level 10: Destroy a severe weather phenomenon: deafening thunder,  
  monsoon rain, impenetrable fog, gale force wind.
  Destroy a debilitating kind of air: noxious stench, mild poison
  Level 15: Destroy a very severe weather phenomenon: hurricane force 
  wind, lightning strike, tornado.
  Rego Auram (ReAu)
  Rego Auram allows the magus to control existing weather phenomena.
  Is is not possible create a breeze with Rego Auram, but it is possible to
  direct the course of a storm. This includes starting and stopping the rain
  at  the  magus'  command.  Controlling  an  amount  of  air  with  great
  strenght or great precision raises the magnitude of the spell by one point.
  General: Ward against creatures of the air from one Realm (Divine,  
  Magic, Faerie or Infernal) whose Might is less than
  or equal the level of the spell. (Base Ward Spells 
  Guideline applies)
  Level 2: Control a minor weather phenomenon.
  Level 3: Control a normal weather phenomenon.
  Ward someone against a type of minor weather phenomenon.
  Level 4: Control a severe weather phenomenon.
  Ward someone against a type of normal weather 
  phenomenon.
  Level 5: Control a very severe weather phenomenon.
  Ward someone against a type of severe weather phenomenon.
  Level 10: Ward someone against a type of very severe weather 
  phenomenon.
  
  CORPUS (Co)
  A base Individual for Corpus is an adult human being up to Size +1. The
  physical Characteristics are Strenght, Stamina, Dexterity and Quickness,
  and they can be affected and improved by Corpus magic.
  Creo Corpus (CrCo)
  Many  Creo  Corpus  spells  are  most  useful  as  ritual  spells.  Unless
  otherwise noted, a healing spell cast other than as a momentary duration
  ritual actually suspends the healing process so that  upon  the spell's
  expiration, wound are as fresh as they were when the spell was cast. No
  Hermetic  spell  can  restore  Fatigue  levels.  A  spell  that  can  heal
  something can also heal less serious versions of the same thing (a spell
  that can heal Medium Wounds can also heal Light Wounds). However, a
  spell to heal wounds cannot cure diseases, no matter how high its level,
  and vice versa. 
  Level 1:
  Give an character a +1 bonus to Recovery rolls.
  Level 2:
  Give an character a +3 bonus to Recovery rolls.
  Preserve a corpse from decay.
  Level 3: Give an character a +6 bonus to Recovery rolls.
  Prevent all of a tartget's wounds from getting any worse.
  Level 4: Give an character a +9 bonus to Recovery rolls.
  Level 5: Give an character a +12 bonus to Recovery rolls.
  Create an entire human corpse.
  Level 10: Give an character a +15 bonus to Recovery rolls.
  Level 15: Heal a Light Wound.
  Give an character a +18 bonus to Recovery rolls.
  Resolve a minor aging crisis.
  Level 20: Heal a Medium Wound.
  Heal the  debilitating  after-effect  of a  disease, poison  or  
  injury.
  Resolve a serious aging crisis.
  Level 25: Heal a Heavy Wound.
  Restore a lost limb.
  Resolve a major aging crisis. 
  Level 30: Heal a Incapacitating Wound.
  Increase one of a person's physical Characteristics by one  
  point, to no more than 0. 
  Cause a person to reach full maturity over the course of a  
  single day or night. This accellerated maturation  
  only applies during the spell's duration, and thus 
  full effect requires a Sun spell cast early in the day 
  or the night. People do not learn under the influnce
  of this spell, and for these purpose full maturity is 
  reached around the age of 20.  
     
  Level 35: Heal all wounds.
  Resolve a terminal aging crisis.
  Increase one of a person's physical Characteristics by one  
  point, to no more than +1.
  Level 40: Increase one of a person's physical Characteristics by one  
  point, to no more than +2.
  Level 45: Increase one of a person's physical Characteristics by one  
  point, to no more than +3.
  Level 50: Increase one of a person's physical Characteristics by one  
  point, to no more than +4.
  Level 55: Increase one of a person's physical Characteristics by one  
  point, to no more than +5. Further increase are not 
  natural  to  human  being  and  thus  cannot  be  
  affected by Creo magic.
  Level 70: Raise the dead, to a point. See The Shadow of Life Renewed
  Intellego Corpus (InCo)
  Level 3: Locate a person to whom you have an Arcane Connection.
  Level 4:
  Sense very general information about a body.
  Level 5:
  Sense a specific piece of information about a body.
   
  Speak with a dead body.
  Level 10: Sense all useful information about a body.
  Muto Corpus (MuCo)
  Transformation do not usually eradicate the original form, something of
  the original must remain (turning a fat lame man in a wolf originate a
  fat lame male wolf). Transformation can have subtle, and sometimes
  dramatic, permanent effect. Someone who spent a month or more as an
  animal begins to act and think like that animal. Eventually weak willed
  individuals  might  lose  their  human  identity  altogether.  When
  transformed back in human, the target might temporarily or permanently
  retain some feature of the other shape. Transformation are tricjy things.
  Muto  Corpus  spells  cannot  alter  person's  mind,  so  they  leave  the
  transformed person's intelligence and knowledge intact. Magi can cast
  spell while in animal form, ut suffer the normal -15 penalty for casting
  without hands and voice. The transformed person gains any abilities the
  animal form has though it may take a day or so of experience to get used
  to using them. To change accoutements along with the body involves
  requisites (Animal for  the leather armor and so on). Accoutements are
  transformed only if they are actually being worn, not if they are just
  carried in the hand, or if the storyguide rules that the equipment is not
  sufficiently part of the target's worn equipment. This untransformend
  equipment falls to the ground. When you are under the influence of one
  your  shapechanging  spells,  you  may  change  yourself  back  by
  concentrating, but doing so ends the spells. While concentrating, you
  symbolically remove some item to break the spell (a wolfskin cloak,
  some water in your hands): this foci are essential if you are able to
  break the spell in this way. If you cast a spell without them, you must
  dispel the magic with Perdo Vim, or wait the duration expire.
  Level 2:
  Change someone to give them a minor ability.
  Level 3: Utterly change the appearence or size of a person (though  
  they must still remain human in form).
  Level 5: Make a body resistant to damage (+1 Soak)
  Level 10: Turn a human into a land animal. Requires Animal requisite. 
  Make a body resistant to damage (+2 Soak).
  Level 15: Make a body resistant to damage (+3 Soak).
  Level 20: Turn a human into a bird or fish. Requires Animal requisite. 
  Make a body resistant to damage (+4 Soak).
  Level 25: Turn a human into a solid inanimate object. Requires Terram 
  requisite. 
  Make a body resistant to damage (+5 Soak).
  Turn a human into a  plant (with Herbam requisite). 
  Level 30: Turn a human into an insubstantial object. Requires Auram 
  requisite. 
  Perdo Corpus (PeCO)
  These spells harm people directly, often permanently, unless outside
  magics are used to repair the damage. Diseases caused by magic have a
  Ease Factor of 6. For every magnitude by which the spell level increases,
  the Ease increase by 1.It is not possible to riduce the level of the spell by
  reducing the Ease Factor. (See page 180 for more on diseases)
  Level 3: Do superficial damage to a body (removes its hairs).
  Level 4: Cause pain, but do not real damage.
  Level 5:
  Hampered a person, without actually injuring them (make  
  them lame, blur their eyesight). Recovery like a 
  Light Wound.
  Destroy a corpse.
  Inflict a Light Wound.
  Level 10: Inflict a Medium Wound.
  Cause the loss of one Fatigue level.
  Level 15: Destroy one of a person's minor senses.
  Inflict a Heavy Wound.
  Cripple a  limb,  making  it  unusable,  but  still capable  of  
  healing. The damage heals as a Medium Wound.
  Age someone five years.
  Level 20: Inflict an Incapacitating Wound.
  Destroy or sever a limb, so that it cannot heal naturally.
  Destroy one person's major senses. The damage heals as a  
  Heavy Wound.
  Inflict a major disease.
  Level 30: Kill a person.
  Level 40: Destroy one property of person (its weight or solidity).
  
  Rego Corpus (ReCo)
  General: Ward  against  creatures  of  the  Corpus  from  one  Realm  
  (Divine, Magic, Faerie or Infernal) whose Might is
  less than the level of the spell. Hermetic Magi  
  have no Might, and so are not affected by this  
  spell. (Base Ward Spells Guideline applies)
  Level 2: Make a target lose control of one body part.
  Level 3: Move a target slowly in one direction, as long as the surface 
  can support its weight.
  Level 4: Control the large-scale pysical movement of the target.
  Move the target slowly in any diection you please.
  Move the target slowly straight up or in one direction over 
  surfaces tha cannot support it.
  Level 5: Hold the target's body motionless.
  Move the target slowly in any direction, even if the target is 
  unsupported.
  Level 10: Control target's motions.
  Eliminate penalties of Fatige and wounds.
  Animate a corpse.
  Transport the target instantly up to 5 paces.
  Level 15: Direct the flow of bodily energy.
  Move a target in a ny direction you please.
  Transport the target instantly up to 50 paces.
  Ward a target against another human being. To ward off an 
  Hermetic  Magus,  the ward must  penetrate  his  
  Magic Resistance. 
  Level 20: Transport the target instantly up to 500 paces .
  Level 25: Transport the target instantly up to one league(5,6km).
  Level 30: Transport the target instantly up to seven league (39,2km).
  Level 35: Transport the target instantly up to a place to which you have 
  an Arcane Connection.
  HERBAM (He)
  A base Individual  for Herbam is  a  plant roughly one pace in  each
  direction.
  Creo Herbam (CrHe)
  Any food create is nutritious only if the creation is ritual. The guideline
  levels given below are generally for conjuring the leafy part of plants.
  Plants may be created living or dead with equal ease. To create treated
  Herbam products (cut timber, a vegetarian meal, linen cloth) add one
  magnitude to the level necessary to create the equivalent amount of
  unworked living or dead plants. To create treated and processed Herbam
  products (clothes or furniture) add two magnitudes.
  Level 1:
  Ensure that a plant grows well for the duration of the spell. 
  The guideline can affect a plant up to 10 paces in 
  any direction, a large tree.That is, this guideline 
  includes a +3 Size enhancement.
  Create a plant product (leaf, fruit...).
  Create a plant.
  Prevent a plant frm becoming sick.
  Level 2:
  Create a processed plant product (finished plank of wood...).
  Level 3: Create wood in an unnatural shape (a living wall of wood).
  Level 15: Bring a plant to maturity over the course of a single day or 
  night. Accellerated maturation only applies during 
  the spell's duration, and thus full effect requires a 
  Sun spell cast early in the day or the night.  
  Level 20: Bring a plant to maturity over the course of two hours. 
  Level 25: Bring a plant to maturity over the course of a ten Diameters 
  (20 minutes). 
  Level 30: Bring a plant to maturity over the course of a single Diameter.
  Level 40: Bring a plant to maturity in a moment.  
  Intellego Herbam (InHe)
  Level 1:
  Gain an intuitive knowledgeof a plant (know whether a given
  action would harm a plant).
  Level 2: Locate a plant.
  Level 3: Learn general information, or a single specific fact about a 
  plant or an item made from plant product.
  Level 4:
  Learn all mundane properties of a plant, or an item made  
  from plant product.
  Level 15: Speak with a plant.
  Muto Herbam (MuHe)
  Changing a plant into something else usually involves a spell of one
  magnitude higher than the guideline most appropriate to the action. To
  change plants into treated or finished material (wooden furniture, a
  vegetarian meal, linen cloth) add one magnitude to the level necessary
  to change plants into natural, unworked plants.
  Level 3: Change a plant or item made from plant product.
  Level 4: Change a plant or item made from plant product into metal or
  stone. Require a Terram requisite.
  Awake the consciousness  of a plant. Require a Mentem  
  requisite. 
  Level 5: Cause a plant to bend and twist rapidly in place.
  Perdo Herbam (PeHe)
  The guidelines given here are for destroying dead wood. Destroying live
  wood usually add one magnitude to the level of the spell. 
  Level 2:
  Cause the leaves to fall off the plant.
  Level 3: Spoil an amount of food.
  Level 4: Destroy an amount of dead wood.
  Level 5:
  Destroy a plant.
  Rego Herbam (ReHe)
  It is equally easy to control living or dead wood.
  General: Ward against creatures associated with wood from one Realm
  (Divine, Magic, Faerie or Infernal) with Might less
  than  the level of the spell. (Base Ward Spells  
  Guideline applies)
  Level 3: Control an amount of wood.
  Level 4: Deflect a  single attack by a wooden weapon.
  Control an entire plant,  moving  it around as you direct,  
  altgough it remain rooted.
  Level 5: Control an entire plant, moving it around as you direct, and it 
  need not to remain rooted.
  Summon a mobile plant.
  Level 10: Make a plant or thing made of plant products move with  
  purpose and intelligence, without requiring your  
  costant control.
  Level 15: Ward someone against mundane plant products.
  Make a tree blossom out of season, in a moment.
  Weave thread into a tunic.
  
  IGNEM (Ig)
  Light and heat also fall within the domain of this Form. It's important to
  remember that heat also includes relative absence of heat, so spells that
  result  in  cold  temperatures  are  possible  though  Ignem.  The  base
  Individual for Ignem is a large campfire or a fire in the hearth of a great
  hall. Fire damage is explained on page 181.
  Creo Ignem (CrIg)
  Level 1:
  Create a light equivalent to moonlight.
  Level 2:
  Create a light equivalent to candlelight.
  Heat an object to be warm to the touch.
  Ignite someting extremely flammable (oil, wick...).
  Level 3:
  Create a light equivalent to torchlight.
  Heat an object to be hot to the touch.
  Ignite someting very flammable (parchment). 
  Level 4: Create a fire doing +5 damage.
  Create light as bright as a cloudy day.
  Heat an object enough to boil water.
  Ignite someting flammable (dry wood, charcoal).
  Level 5:
  Create a fire doing +10 damage.
  Create a fire doing +5 damagein an unnatural shape (ring,  
  sheet)  or  covering  an  object.  Purely cosmetic  
  shapes are free. 
  Create light as bright as a cloudy day.
  Heat an object enough to to make it glow red hot.
  Ignite someting slightly flammable (leather, damp wood).  
  Level 10: Create a fire doing +15 damage.
  Create a fire doing +10 damage in an unnatural shape. 
  Heat an object enough to tmelt down.
  Ignite someting barely flammable (human body).  
  Level 15: Create a fire doing +20 damage.
  Level 20: Create a fire doing +25 damage.
  Create a fire doing +20 damage in an unnatural shape. 
  Level 25: Create a fire doing +30 damage.
  Intellego Ignem (InIg)
  Level 1:
  Sense one property of a fire.
  Locate a fire.
  Level 2: Sense all mundane properties of a fire.
  Become aware of all fires within the target area.
  See a fire which you have an Arcane Connection.
  Level 3: Sense all mundane properies of ash.
  Detect the traces of fires which burned within the last lunar 
  month.
  Level 4:
  See clearly through  raging fire. Auram requisite may be  
  necessary if smoke is present as well.
  Learn the magical properties of a fire. 
  Level 10: See a fire you have an Arcane Connection to and all things it 
  illuminates (a campfire and everything within its 
  circle of light).
  Level 20: Speak with a fire.
  Muto Ignem (MuIg)
  The intensity of a fire also affects the difficulty of changing it. For every
  5 points by which the fire's damage exceeds +5 add one magnitude to
  the spell's level.
  Level 1: Change one characteristic of a fire within the target area  
  (make a fire burnn more lightly).
  Level 2: Totally change a fire into another fire by changing any or all 
  of its characteristics.
  Level 3: Change a fire so that  it is slightly unnatural  (make  the  
  flame colored, make the smoke smell of roses).  
  May require requisites.
  Level 4: Change a fire so that it is completely unnatural (multicolored 
  flames forming images ). May require requisites.
  Level 5:
  Change a fire into a natural example of another element.  
  Requires the appropriate requisite.
  Level 10: Change a fire into an unnatural example of another element. 
  Requires the appropriate requisite.
  Perdo Ignem (PeIg)
  The intensity of a fire also affects the difficulty of destrying it. For every
  5 points by which the fire's damage exceeds +5 add one magnitude to
  the spell's level.
  Level 2:
  Greatly reduce the amount of light in an area.
  Level 3: Completely extinguish all light in an area.
  Reduce the size of a fire without destrying it.
  Level 4: Extinguish a fire, cooling the ashes to merely warm.
  Chill an object.
  Chill a person so that they lose a Fatigue Level.
  Level 5:
  Strongly chill an object (freeze water)
  Chill a person so that they take +5 damage.
  Level 10: Destroy one aspect of a fire (heat or light).
  Chill a person so strongly that they take +10 damage.
  Rego Ignem (ReIg)
  The intensity of a fire also affects the difficulty of controlling it. For
  every  5  points  by  which  the  fire's  damage  exceeds  +5  add  one
  magnitude to the spell's level. Rego Ignem spells can control heat and
  light as well as fire.
  General: Ward  against  creatures  of  fire  belonging  to  one  Realm  
  (Divine, Magic, Faerie or Infernal) whose Might is
  less than or equal the level of the spell. (Base  
  Ward Spells Guideline applies)
  Level 3: Control fire in a natural fashion (control its direction  of  
  spread).
  Move a fire quickly throughspace while leaving it burning  
  naturally.
  Level 4: Control fire in  a slightly unnatural fashion (stop  it from  
  burning a person).
  Level 10: Control fire in a  very unnatural  fashion  (fashion  into  a  
  dancing humanoid shape).
  IMAGINEM (Im)
  Imaginem is the Form of sensation and illusion, thus one can creates,
  percives,  transforms,  destroys,  and  controls  images,  not  necessarily
  illusions. Imaginem canot affect light, as this is part of Ignem, but it can
  affect the things that light allows you to see. Stenches and perfumes, tints
  and stains, color and shadow, melody and cacophony, sweet and sour, all
  these are perceptions, and so can be manipulated by the Art of Imaginem.
  An image works on the senses,  not on the mind, so an unthinking beast
  is as likely to belive an  image as an imaginative human.  Similarly,
  everyone can sense an illusion create by Imaginem magic. Nevertheless,
  Imaginem spells are still most effective at fouling the communication on
  which human society depends. Beasts are likely to be fooled by illusions,
  as are the simpler undead. Demons are very hard to deceive, while faeries
  often see throgh  illusions  and  manipulate  them to fool you in  turn.
  Certain  member  of  the  Church  have  proven  remarkably  adept  at
  discerning truth from illusion though the talent is not dependable.
  Is  more  difficulto  to  mimic  a  specific  object  or  person  using  an
  Imaginem  spell  than  is  to  mimic  a  general  image,  and  requires  a
  Perception + Finesse stress roll: the higher roll, the better you can fool
  people. You get a a bonus to your roll for familiarity with what you are
  mimicking (-3 for an unfamiliar object, +3 for highly familiar object or
  for having the subject avaible for modelling). For mimicking people, a
  roll of 6+ lets you fool acquietances of the person, 9+lets fool your
  friends, and 12+ lets you fool close friends and relatives. Use a similar
  scale for mimicking objects. If you botch the Finesse roll, you may think
  the image is satisfactory, but it's immediately seen through once in use.
  A base Individual fo Imaginem is the equivalent of an adult human
  being; whether a visual image of about that size, an auditory illusion
  making that much noise, or whether. 
  
  Creo Imaginem (CrIm)
  It is importatant to note that Creo Imaginem only create the images of
  things, not the thing themself. This is the first (and most imprtant) clue
  that image is just an illusion. On the other hand, the illusion of a wall
  may feel solid, but will present no resistance if someone pushes an hand
  thrugh it. Increasing the complexity of a sensory perception, such as
  making a moving visual image or making clear words instead of noise,
  adds an additional level of magnitude. Making an image or make noise
  at your direction as you concentrate add two level of magnitude. In
  addition  a very intricate images (an intricately  ornated  bridge) are
  generally one level of magnitude higher as well. 
  Level 1:
  Create an image that affects a single sense.
  Level 2:
  Create an image that affects two senses.
  Level 3:
  Create an image that affects three senses.
  Level 4: Create an image that affects four senses.
  Level 5:
  Create an image that affects five senses.
  Intellego Imaginem (InIm)
  These spells improve upon your senses by bringing in images, usually
  sounds and images, not normally avaible. Note that seeing or hearing
  into another room or a hundred miles away does you no good if there is
  no light or sound there. As in CrIm spells, each aaditional sense you
  wish to percive increases the level of the spell by one magnitude. 
  General: Discern an illusion caused by spells of equal or lower level 
  than the level of this spell (Vision target). 
  Level 1:
  Use one sense at a distance.
  Memorize or perfect your memory about an image you have 
  encountered.
  Be able to discern your own illusions.
  Level 2: Use two senses at a distance.
  Level 3: Use three senses at a distance.
  Enhance one of your senses in one way (to see clearly at  
  distance, to see things at distance, to see in the  
  dark...)
  Level 4:
  Use four senses at a distance.
  Level 5:
  Use five senses at a distance.
  Muto Imaginem (MuIm)
  Muto Imaginem, or indeed other Imaginem magic, cannot overcome the
  effects of The Gift, although it might offset them a little.
  Level 1: Change one sensation of an object (make a leaf look like a 
  coin), but not its type (not from sight to sound).
  Level 2: Change two sensations of an object. 
  Level 3: Change three sensations of an object. 
  Level 4: Change four sensations of an object. 
  Level 5:
  Change five sensations of an object. 
  Perdo Imaginem (PeIm)
  Destrying  changing  images  is  more  difficult  –  add  one  level  of
  magnitude to the spell that do so. Note also that shadow are due to the
  physical body blocking the light, thus destrying something's shadow is
  Creo Ignem, or possibly Rego Ignem, and not Perdo Imaginem. Mirror
  images, however, are cause to the species bounching off the mirror, so a
  spell destroying (or changing) the species also changes mirror images. 
  Level 2:
  Destroy an object ability to affect taste or touch.
  Level 3:
  Destroy an object ability to affect smell or hearing.
  Destroy an object ability to affect taste and touch.
  Level 4:
  Destroy an object ability to affect sight.
  Destroy an object ability to affect any three of taste, touch, 
  smell or hearing.
  Level 5:
  Destroy an object ability to affect any of four senses.
  Level 10: Destroy an object ability to affect all five senses.
  Rego Imaginem (ReIm)
  As with CrIm and PeIm, it si slightly harder to affects changing images.
  Add one level of magnitude to spells that do so. Add a futher level of
  magnitude if the image os to change along with the object. Add one
  level of magnitude to the guidelines for each additional sense to be
  affected.
  Level 2:
  Make an object appear (to one sense) to be up to one pace 
  away from its actual position.
  Level 3: Make an object appear (to one sense) to be up to 5 paces  
  away from its actual position.
  Make objects appear to move rapidly in a disorienting way..
  Level 4: Make an object appear (to one sense) to be up to 15 paces 
  away from its actual position.
  Make an object appear (to one sense) to be contained or be 
  attached to another object defined at the time of 
  casting (someone's voice appear to came from a 
  bag). 
  Level 5: Make an object appear (to one sense) to be up to 100 paces 
  away from its actual position.
  Level 10: Make an object appear (to one sense) to be up to in Sight of 
  its actual position.
  Level 15: Make an object appear (to one sense) to be up to in a location 
  to which the caster as an Arcane Connection.
  MENTEM (Me)
  Intelligent  minds  are affected by Mentem spells while the minds of
  beasts are affected only by Animal spells. The mental Characteristics are
  Intelligence, Perception, Presence, and Communication., and they can be
  affected by Mentem spells. Minds do not have a size, so size modifiers
  do not apply to Mentem effects with individual targets. However, minds
  can be counted, so for Groups you still need to boost the size to affect
  more people. Similarly Mentem spells affecting everyone in a Room,
  Structure, or Boundary have size modifiers in the normal way. 
  Creo Mentem (CrMe)
  In addition  to healing  minds,  these spells can  also  create thoughts
  emotions  and  memories  in  another  person's  mind.  These  creations
  interact normally with the target's other thoughts, and may be changed
  in the process.
  Level 3:
  Form words in another's mind.
  Level 4: Put a thought or emotion into another mind.
  Level 5:
  Create a memort in another's mind.
  Level 30: Increase one of a person's mental  Characteristics by one  
  point, to no more than 0.
  Level 35: Increase one of a person's mental  Characteristics by one  
  point, to no more than +1.
  Level 40: Increase one of a person's mental  Characteristics by one  
  point, to no more than +2.
  Level 45: Increase one of a person's mental  Characteristics by one  
  point, to no more than +3.
  Level 50: Increase one of a person's mental  Characteristics by one  
  point, to no more than +4.
  Level 55: Increase one of a person's mental  Characteristics by one  
  point, to no more than +5.
  
  Intellego Mentem (InMe)
  Additional ideas can be seen in Intellego Animal guidelines, for spell
  that affects the mind. Note that writing does not contain any information
  of itself, and is generally materials Animal, Herbam, or Terram for the
  materials, not Mentem. To translate writings, you need someone who
  can read it, although you could read the translation from their mind. A
  Momentary Mentem spell can answer a single question, although is not
  necessary that the answer be expressable in a brief form. Finding out a
  lot of information takes time  
  Level 4:
  Sense the state of consciousness of one intelligent being  
  (asleep,  awake,  meditating,  dead,  drugged,  
  insane, or comatose).
  Level 5: Sense a single emotion in a being.
  Understand the meaning behind spoken sounds.  
  Level 10: Sense all of the emotions in a being.
  Discover the truth of a statement.
  Level 15: Speak with any one human.
  Read a person's surface thoughts.
  Pick a single answer from the mind of the target. 
  Level 20: Read the last day's memories from one person.
  Level 25: Learn all the information you wish from a person's mind.
  Muto Mentem (MuMe)
  Muto  Mentem  spells  give  a  mind  properties  it  could  naturally
  acquire.These fall into three maincategories. First, changing memories:
  while memories may decay over time, they do not naturally change
  radically,  so  making  them  so  do  is  Muto.  Second,  emotions  and
  thoughts that people cannot normally feel: this incluses the thoughts of
  an animal and similar. Third, non mental properties: this cover making a
  mind physical and is very difficult. Granting a magical sense to other
  people has a base level one magnitude higher than granting it to yourself
  using Intellego. The necessary increase to range, and possibly, target
  increase the level further.     
  Level 1: Make a minor change in person's memory of an event.
  Level 2: Make a major change in person's memory of an event.
  Level 3: Make a major change in person's memory of a series of  
  events.
  Make a major change to  a person's emotion.
  Level 4: Make a major change in person's memory of a period of their 
  life.
  Completely change to  a person's emotion.
  Level 10: Completely rewrite a person's memories
  Level 15: Make a mind or spirit visible (requires Imaginem requisite).
  Utterly change a person' mind.
  Level 25: Make a mind or spirit solid. Requires the appropriate 
  requisite to the Form of the shape.
  Perdo Mentem (PeMe)
  Emotions naturally reappear in a person, so spells that destry them must
  have a contunuing  duration  to  ensure tha  they do not  come back.
  Memories do not naturally return, so Momentary duration spells remove
  them forever, although a person could be told what he had forgtten, or
  reconstruct the memory from things he does remember. A continuing
  spell would prevent a person from relearning that information however.
  Level 3: Remove a minor detail from the person's memory.
  Level 4: Remove an important detail from the person's memory.
  Diminish a single mental capability in a person.
  Reduce the intensity of all of a person's emotions.
  Level 5:
  Quell an emotion in a person.
  Level 10: Remove a minor or short memory from a person's mind.
  Reduce all of a person's mental capabilities.
  Level 15: Remove a major or long memory from a person's mind.
  Remove all emotions from a person.
  Drive a person insane.
  Level 25: Leave a person a mindless husk.
  Rego Mentem (ReMe)
  Additional ideas can be seen in Rego Animal guidelines, for spell that
  affects the mind. Many changes to the mind are Rego effects, because
  the mind could naturally assume that state.
  General: Ward against spirits belonging to one Realm (Divine, Magic, 
  Faerie or Infernal) whose Might is less than the  
  level of the spell. (Base Ward Spells Guideline  
  applies)
  Level 3: Make a subtle difference to the target mental state.
  Level 4: Control a target 's mental state (awake, asleep, confused...)
  Level 5:
  Control a natural emotion (calm, fear...). Tha target must feel 
  the emotion before yuo can control it. 
   
  Control a disembodied spirit.
  Incline a person to a particular sort of response.
  Level 10: Control an unnatural emotion (cultivate a person's feeling of 
  bravery where he is usually cowardly).
  Imbue all of a person's response with a particular emotion.
  Level 15: Control a human being as long as you can see him.
  Summon a ghost.
  Level 20: Give a person one complex command, which he tries to carry 
  out to the best of his ability.
  Level 30: Completely control a person's mind and emotions.
  TERRAM (Te)
  Through Terram spells affect all manner of solid objects, it is harder to
  affect certain materials. Here in increasing order of difficulty are the
  materials: earth (sand, dirt, mud), clay, stone, glass, metal, gemstones.
  Each level of difficulty does not necesarily represent an increase in one
  level of magnitude. The base Individual for Terram depends on the
  material involved. For earth, clay and other similar substances, it is about
  10 cubic paces of stuff; for stone it is a single cubic pace; for base metals
  it is a cubic foot, while for precios metals it is 1/10 of cubic foot; and for
  gemstones the base individual is one cubic inch in size. 
  Creo Terram (CrTe)
  Creating earth in an elaborate shape or with some unnatural properties is
  one level of magnitude higher than the listed guidelines.
  Level 1:
  Create sand, dirt, mud, or clay.
  Level 3:
  Create stone or glass.
  Level 5: Create base metal.
  Level 15: Create precious metal. 
  Level 25: Create gemstone.
  Intellego Terram (InTe)
  Intellego Terram spells level are not affected by the material of the thing
  affected.
  Level 2: Learn one visible property of an object. A property that  
  someone with the appropriate skill could 
  determine just by looking.
  Level 4:
  Learn one mundane properties of an object.
  See an object and its sorroundings.
  Level 5:
  Learn all component of a mixture or alloy.
  Level 10: Learn all the antural properties of an object.
  Level 15: Sense all the mundane properties of a composite object.
  Level 20: Learn all the magical properties of an object.
  Make your sense unhindered by earth.
  Speak with a natural rock (a boulder).
  Level 25: Speak with an artificial rock (a statue).
  
  Muto Terram (MuTe)
  The target below are for changing earth (dirt, sand, mud...). To change
  to or from stone or glass, add one level of magnitude. To change to or
  from metal or gemstone add two level of magnitudes. These adjustment
  only apply only once, so that changing metal to metal is only two
  magnitudes higher. The amount of material you can change is limited by
  the guidelines for eache end. Thus you can turn a cubic pace of stone in
  a cubic inch of gemstone with a base Individual. 
  Level 1: Change one property of earth.
  Level 2: Change earth to another type of natural earth (sand, mud,  
  loam...) .
  Level 3: Change earth so that is slightly unnatural. Requisites may be 
  required.
  Change earth into a liquid or gas. Requisites may be required.
  Change earth to stone, or vice versa.
  Level 4: Change earth so that is highly unnatural. Requisites are often 
  required.
  Change earth  into  a  mixture  of liquid,  solid and  gases.  
  Require the appropriate requisites.
  Change earth into a plant. Require Herbam requisite.
  Make something grow to eight time its previous volume. 
  Level 5: Change earth into slightly unnatural liquid or gas. Require the
  appropriate requisite.
  Change earth into an animal. Require Animal requisite. 
  Level 10: Change earth into highly unnatural liquid or gas. Require  
  appropriate requisite.
  Perdo Terram (PeTe)
  Earth  includes  dirt,  sand,  mud  and  other similar  type of earth.  To
  destroy stone or glass, add one level of magnitude. To destroy metal or
  gemstone add two level of magnitudes.  
  Level 2:
  Weaken earth.
  Level 3: Destroy earth.
  Rego Terram (ReTe)
  Earth includes dirt, sand, mud and other similar type of earth. To control
  stone or glass, add one level of magnitude. To control metal or gemstone
  add two level of magnitudes. Manipulating objects with great precision
  may also be higher, depending on the level of precision.
  General: Ward against stone creatures belonging to one Realm 
  (Divine, Magic, Faerie or Infernal) whose Might is
  less than the level of the spell. (Base Ward Spells 
  Guideline applies)
  Level 1:
  Control or move earth in a natural fashion.
  Level 2:
  Control or move earth in a slightly unnatural fashion.
  Keep earth away from you, under your conscious control (you
  must be aware of its presence).
  Level 3: Control aor move earth in a very unnatural fashion.
  Level 5: Keep all earth away from your body, or ward a target against 
  earth.
  VIM (Vi)
  Vim spells helps your spell to have a better effects. Many Vim spellsare
  meant to be cast along withother spells, and modify or change their
  effects.  Vim  magic  also  encompasses  summoning  and  dealing  with
  Demons, but this pactice is prohibited within the Order, rather fighting
  Demons is allowed. Magi ofte use Vim spells to counteract magical
  phenomena: in these case Storyguide should assign spell level for all
  magical  phenomena that  those using Vim counterspells will have to
  match. Most Vim spell are of General level, and the guidelines provided
  for Vim spell take account of this, and rather than giving an absolute
  level for a corresponding effect, they give the relationship that the level
  of the Vim spell must bear to the level  of the target. When you change
  parameters of a General spell, you should take account of these change in
  level before multiplying or dividing the the spell's level to get the real
  effect. The Individual  target  for  a Vim spell can  refer to  either an
  individual spell, or an individual object or person, and  similarly for
  Group. If a target is a person or an object, the Vim spell will affect any
  suitable magic affecting that person, not just one spell. Most such spells
  can  only  be  cast  on  either  other  spells  or  individuals,  but,  if  the
  description suggests that they could be cast on either, then they can.
  Spells and magical effect do not have sizes, so size modifications do not
  apply to the levels of Individual Target Vim spells. However Vim spells
  affecting areas, or number of spells, must be increased in level for large
  areas or large numbers, as normal. The guidelines below refers mainly to
  spells: this is for the sake of brevity, as Vim spells can affect magical
  effects, proceeding from magical items, magical creatures, or demons.
  However unless specifically stated otherwise, the spells do not affect
  magical items, only the effects that they produce. It should be noted that
  Hermetic magi, and  some non-Hermetic wizards, do not have Might
  score, and thus are not affected by wardings or other spells that act
  against Might score.     
  Creo Vim (CrVi)
  General: Create a magical shell which looks real to Intellego spells  
  with  alevel less  than  twice  its  level plus  one  
  magnitude. This aura is generic “magic” only – no 
  misleading information can be supplied. 
  Create a magical shell which prevents Intellego spells with a 
  level less than its level plus one magnitude from 
  learning any details about the magic on the target.
  Create a magical shell which gives false information about 
  the target to Intellego spells with level less than  
  half its (level plus one magnitude).
  Level 3:
  Taint something with magic.
  Level 5: Create a burst of magic that gives the target 1 Warping point. 
  Spell that grant Warping cannot have a duration of
  greater than Momentary. Note that doing this to a 
  magus is an attack, an clearly against the Code.
  Level 10: Give the target 2 Warping point. 
  Level 15: Give the target 3 Warping point. 
  Level 20: Give the target 4 Warping point. 
  
  Intellego Vim (InVi)
  Demons cannot be detected by Intellego spells unless they wish to do (at
  least to the common knowledge of the Order), because they are the
  essence of deception, thus there are no demons locating spells in the
  Order.  Magic  items  cannot  be  investigated  with  simple  spells,  but
  requires  a  season  spent  in  laboratory  to  discover  what  magic  an
  encheanted item contains and how to use them (see the Laboratory
  chapter).  Further  increase  in  level  will  give  increased  sensivity  to
  residues. The base level of a spell lso gives a fairly good idea of the
  strenght of a spell (within a magnitude). In addition of one magnitude
  will say whether the effect is Hermetic, and a magus familiarwith other
  types of magic will be able to identify them as well. The addition of two
  magnitudes will give information about Tecnique and Form, or nearest
  equivalent for other type of magic. Furthere increases in the level will
  yeld further information, depending on the design of the specific spell.
  Different spells may be invented to detect Faerie, Divine, or Infernal
  effects. Each spells affects only one realm, and Storyguide may disallow
  spells that detect the Divine or Infernal. As general rule, the residues of
  magic decline as follow: as soon as the magic finishes, the magnitude
  halves, it then drops by one for one for every duration of the spell that
  passes.  Storyguide  should  employ  this  as  a  guideline,  not  a  rigid
  formula, and may if they wish, allow high level detection spells to pick
  up residues  with “negative magnitude”. Magical items can  have an
  effective residue magnitude equal to the number of pawn of vis used to
  open the enchantment (or the total pawns used for lesser enchanted
  devices). Magnitudes for non-Hermetic  items must be setted by the
  Storyguide.  A spell that  detect  items will not also detect  effects or
  creatures,  and  vice  versa.  Variants  will  detect  item  enchanted  by
  different Realms, as above. Magical creatures can also be detected: trat
  their Might as the level of the effect; for Hermetic magic use their
  highest Art. Divide Might (or the Art) by five (rounding up) to get the
  effective residue magnitude. Again this requires a different spell and
  variants may detect Faerie and possibly Divine creatures. Storyguide
  may allow spells that detect other Infernal creatures, such as diabolists
  and undead. Raw vis will show up as magical, simply as raw vis, under
  any magical detection. The level of the detecting spell is irrilevant as is
  the the realm of power that is was designed to detect. However, only
  specially designed spells will yeld any information other than that is raw
  vis.    
   
  Level 1:
  Detect magic of 10° magnitude or higher
  Detect the presence of a mystical aura.
  Detect the presence of raw vis. 
  Level 2: Detect magic of 8° magnitude or higher.
  Determine the power of a mystical aura.
  Level 3:
  Detect magic of 6° magnitude or higher.
  Detect regio boundaries. If cast with a Vision target, this  
  provides  enough  information  to  find  a  way  
  between levels, for regiones that allow that sort of 
  entrance. Otherwise, it reveals the presence of a 
  regio, and possibly its rough shape.
  Level 4:
  Detect magic of 3° magnitude or higher.
  Judge the amount of vis present.
  Discern the Art of vis.
  Level 5:
  Detect any active magic. 
  Level 10: Detect the traces of powerful magic.
  Detect the recent presence of weak magic.
  Muto Vim (MuVi)
  Most MuVi spells last as long as the spell that they have altered, with a
  nominal duration of Momentary. It is not normally possible to have a
  MuVi spell that lasts longer than the target spell. These meta-magical
  spells have certain restrictions, which apply to all MuVi spells invented
  according  to  Hermetic  theory.  First  of  all,  they  cannot  be  cast  on
  spontaneous spells: such magic is being manipulated at whim – any
  attempt to alter it further wuold make the caster lose control. Second,
  you must make an Intelligence + Concentration roll of 9+ if you are
  casting both spells: if this fails, the spells do not go off; if it botches,
  they botch. If you wish to cast one of these spells  on a spell being cast
  by another magus you must be either cooperating, or you must fast cast
  the MuVi spell. There is no other way to get the timing right. In addition
  your Penetration total for the MuVi spell must beat the other magus's
  Penetration total for the spell to be changed, unless you are cooperating.
  Touch range is sufficient to affect your own spells, but Voice range at
  least, is needed to affect another magus's casting. You cannot touch the
  spell itself. These spells can only be used on Hermetic magic, as they
  depends on a good understanding of the process involved. You may only
  put a MuVi effect into a magical item if it is to work with another effect
  in that item. All MuVi spells require some tailoring to the specific use,
  and  a  magical  item  effect  cannot  be  so tailored.  Note  that  a  spell
  invented according to one of the guidelines below will change another
  spell in a specific way; it is not possible to invent a single spell which
  changes another spell however the caster wants. See the example spells
  for ideas on how specific this should be. It is not possible to use MuVi
  to affect another spell after it has been cast.
  General: Superficially change a spell of less than twice the (level +1 
  magnitude)  of  the  MuVi  spell.  This  may  not  
  change the primary effect of the spell or its power.
  Significantly change a spell of less than the (level +1 
  magnitude)  of  the  MuVi  spell.  This  may  not  
  change either yhe Tecnique or Form of the target 
  spell. A change in power of plus or minus one  
  magnitude is a significant change, as is change of 
  target, if the target was possible for the original  
  spell. 
  Totally change a spell of less than half the (level +1 
  magnitude) of the MuVi spell.This may change the
  Tecnique, Form, or both of the target spell, and  
  needs no requisites for those Arts. The MuVi spell 
  affect the structure of the spell, not the things that 
  the spell targets. A change in power up to two  
  magnitudes is a total change. Any grater change 
  requires  either  Creo  or  Perdo  to  create  more  
  magical energy or destroy some. 
  
  Perdo Vim (PeVi)
  If  you  want  to  cast  a  PeVi  spell  on  a  character  who  has  Magic
  Resistance, you must overcome the Magic Resistance.  
  General: Make  something,  including  a  magical  item,  seem  non-
  magical to any Intellego spell of less than twice the
  (level –2 magnitudes) of this spell.
  Dispel effects of a specific type with a level less than the  
  (level +4 magnitudes) of the Vim spell + stress die
  (no botch). 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. All Hermetic magi have 
  some knowledge of all Hermetic magic.
  Reduce the target Might by the level of a spell +10, as long as
  the spell penetrates the creature's resistance.
  Dispel any magical effect with a casting total less than half 
  the (level +4 magnitudes) of the Vim spell + a  
  stress die (no botch).
  Reduce the casting total for all magic cast by the target by 
  half the (level +2 magnitudes) of the spell. If 2 or 
  more spells affect one target, only the highest has 
  any effect: the penalties do not add. The spell must
  penetrate the target's Magic Resistance in order to 
  have any effect.
  Level 5:
  Reduce the duration of an Arcane Connection by one step on 
  the table on page 84. If this reduces the duration 
  below Hours, the connection expires immediately. 
  Does not work on connections that naturally have 
  Indefinite  duration,  but  can  make  an  Arcane  
  Connection that was fixed in laboratory expire.  
  Note that the Range is the range to the Arcane  
  Connection, and you must know what you are  
  targeting, just as for any other spell.
  Level 10: Reduce the duration of an Arcane Connection by 2 steps on 
  the table on page 84,  as above.
  Level 15: Reduce the duration of an Arcane Connection by 3 steps on 
  the table on page 84, as above.
  Level 20: Reduce the duration of an Arcane Connection by 4 steps on 
  the table on page 84,  as above.
  Level 25: Reduce the duration of an Arcane Connection by 5 steps on 
  the table on page 84, as above.
  Level 30: Reduce the duration of an Arcane Connection by 6 steps on 
  the table on page 84, as above.
  Rego Vim (ReVi)
  Theoretically is possible to conjure and control demons through ReVi
  spells, but this knowledge and its use are forbidden by the Hermetic
  Code. Any who find and dare to use this knowledge face dangers from
  both the beings they deal with and those in the Order of Hermes who
  strongly object  to such practices. ReVi vuold able be the combination
  of Arts that granted Magic Resistance, but not even Bonisaguswas able
  to turn Parma Magica  into a spell. Aegis of the Hearth is the best that
  has been managed, and that spell is not fully integrated into Hermetic
  theory.
  General: Ward the target against creature with a Might less than the 
  level of the spell. 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 (Divine, Magic,  
  Faerie or Infernal). (Base Ward Spells Guideline 
  applies)
  Sustain or suppress a spell you have cast whose level is less 
  than the (level + 2 magnitudes) of the Vim spell. 
  Create a conduit or container for spells with a level lesser 
  than the (level +5 magnitudes) of the Vim spell. A 
  conduit puts you in mystical contact  with the  
  target (effective Touch range), while a container 
  will hold a spell for a specific lenght of time  
  before releasing it.
  Sustain or suppress a spell cast by another with level less than
  the half the (level +5 magnitudes) of the Vim  
  spell.
  Level 10: Move raw vis from one physical object to another, without 
  needing a laboratory.
  
SOURCE: textdata/thevault/Ars Magica [multi]/To sort/Ars Magica - Spell Guidelines - 5th ed.pdf