Probably not actually written by the titular archbishop, who was mostly known for a poorly recieved tractate on the sacramental role of poultry, and certainly not secret given its wide distribution. Its spells are no less efficacious for their dubious origins.
The Expedient Banishment
The caster forcefully presents their hand with fingers splayed in the sign of the horns and imperiously declares "Apo Pantos Kakodaimonos!", which causes all beings of lower spiritual vibration - typically Chaotic spirits and disembodied undead - in a 12" cone to flee his presence unless they pass a Save with a -[best] penalty, returning to their own home plane if possible. Cacodemons specifically Save against this spell with Disadvantage.
Talisman of the Dorian Mysteries
By means of this spell, two ounces of bronze, a pinch of frankincense, a dram of olive oil and a piece of clay from a holy river the caster is able to craft and sanctify a protective talisman. The whole mess of ingredients costs about 50gp in any reasonably cosmopolitan town. The spell takes an hour to cast, including the time spent forming the clay into a mould, melting the bronze and anointing the talisman. Once created it will grant the wearer one of the following protections;
- [best]+[dice] bonus HP, restoring at dawn each day.
- Immunity to possession or mind-controlling spells cast with fewer [dice].
- The first [dice] levels of energy drain are ignored, the talisman being destroyed when this reaches 0.
- Seeing in darkness out to a distance of [dice]*20' (the dark also being a manifestation of primal evil).
No more than one talisman can be worn at once. The caster can have up to their max MD talismans in existance at any one time, and must destroy one before they can create another once they reach their maximum. The caster has a general sense of where all their created talismans are, but cannot destroy or depower them remotely without some other magic.
The Pyramid of Power
The caster must acquire a piece of stone from the wall of a temple more than a century old and carve it into a tetrahedron mathematically equilateral to within an accuracy of one fifth of a milimeter that is large enough to take up 2 equipment slots. This spell may be intoned over the resultant pyramid to perform one of several feats; if a blade is placed beneath it it acquires a [dice] magical plus until the next dawn and will not grow dull or break by any natural force during this time, if a person rests while the pyramid is placed above them (usually by means of a tripod stand) they will heal at x [dice] speed with a [best] bonus to Saves vs disease, and up to [best]+[dice] phials of water poured over it are transformed into magic water which is as efficacious as holy water for all purposes besides performing sacraments.
Bane Against A Basilisk
The magus must first acquire a weasel, either wild or domesticated matters not, and feed it the meat of a chicken or snake that has been soused in vinegar while casting this spell. Between the time of casting and the next dawn the weasel acquires a compulsion to attack any basilisk it sees or smells. A basilisk bitten by the enchanted weasel must Save vs Death with a [dice] penalty or be instantly slain.
The Rakshasa Yoga
Bound in pale blue silk and smelling of spice and exotic flowers, this slim manual describes the discoveries of the limitations and potential of the mortal body and mind by generations of bodyworkers and hypnotists. Studying its spells requires a regimen of calisthenics and a strict diet of pickled vegetables and fish which brings on strange dreams where beast-headed tutelary spirits initiate the magus.
Asura's Grasp
As much an esoteric martial arts maneuver as it is a spell, the caster is able to increase their grip strength and the torque generated by their wrists and shoulders to extraordinary levels. This requires a whole Turn spent flexing, stretching and swinging your arms around. Until the next dawn, the caster makes all brawl/grapple attack with a [dice] bonus, on a success they dislocate one of the subject's limbs of their choice - on a critical success they can snap the subject's neck, requiring a Save vs Death unless the subject is blessed with multiple heads or doesn't have a neck to snap.
Light As A Feather, Stiff As A Board
The target of this spell must Save or immediately stretch their body to its full extension - arms above their head, standing on tip toes for humanoids, other body plans are affected as one would imagine, it's especially funny on serpents. The target becomes as rigid as a solid oak plank for [sum] minutes, while simultaneously weighing so little that they can be lifted easily with one hand. Subjects of this spell can be used as sturdy bridges across pit traps, 10' poles, short ladders or similar such handling without snapping them out of the effect, but directly causing them harm will permit another Save with a bonus equal to the previous number of Saves.
Brew Shakti Oil
This spell requires an hour, a flask of mustard oil and a measure each of dried jasmine, oleander, cinnamon and hibiscus, all costing about 10gp x MD together. This produces a fragrant oil which when rubbed onto the body increases the muscles explosive strength and toughens skin to extraordinary levels. A dose of Shakti Oil grants a [dice] bonus to damage and grants an unarmoured AC of 10+2 x [dice]. A man using Shakti Oil of 2MD or more can kick down an ordinary wooden door without slowing down. A magus can keep no more than phials of Shakti Oil fresh than they have max MD.
Roar, Lightning Mind
The yogin closes their eyes and takes a deep breath then releases a silent roar of pure Self that blasts outwards in a 10' x [dice] radius in an electric crackle that is felt rather than heard. This restores anything that has been magically transformed back to its original form for [sum] rounds, or permanently if the spell's [dice] exceed that of the magic that caused the inital transformation (in the case of monster abilities that cause transformations, such as a basilisk's gaze, use the monster's HD).
Distant Aethyrs
Transcribed from the inner surface of a large oblong meteorite that fell to earth. It describes a number of phenomena and physical laws that are outside of the known paradigm of physics. Included are a number of beautiful hand-etched astronomical plates detailing the author's attempts to determine the meteor's star of origin.
Zeta Ray
The caster projects beams of searing yellow-green-purple weirdlight from their eyes that zip through the air at right angles around obstacles to strike any target within 60' unfailingly. A target of the Zeta Ray with HD lower than [best]+[dice] is instantly teleported to another place the caster can see within 60'.
Adamantize
The caster touches a single contiguous piece of metal and hums a low tune that rapidly descends into the deep dark reaches of the ULF range. This induces a phase-shift rendering it as indestructible as adamant for [sum] rounds.
Nexus Tuning
This spell targets borders planes and alternate universes. The caster strikes a strange posture, waving their arms and standing on one leg as they form their body into a multiversal "antenna" and adjust the information flow through the targeted dimensional valence. Pull up whatever version of the Great Wheel of Planes you use, the caster can rotate the plane the target links to up to [best] steps, at a cost of 2 steps they can shift one step toward or away from the centre. This one works fine, if you find others then you can use those too;
For every step that the nexus is retuned, a whole day must pass before it can be subject to any further retuning.
Time Crystal
The right kind of math can do more than analyze, but enact change through the plane of platonic numbers. Perform this alogrithm to collapse your local light cone into a crystaline structure that you can percieve all at once. Gain a number of Portents (d20's that are immediately rolled and kept) equal to the [dice] of the spell, swap out the result of these Portents with any rolls made by you or anyone who interacts with you (such as an enemy swinging a sword at your neck) before the end of your next round. Any unused Portents become extra attacks you must make immediately. When you use a Portent to interfere with the course of causality everyone present remembers both the original event and the new one simultaneously (i.e. the aformentioned foe remembers hacking his sword into your neck and you deftly parrying it at the same time), in a kind of weird déjà vu like feeling.
The Copper Crowne
This book contains the written rites of the ancient Draoidhe priest-kings that ruled in the era between the end of the Elven Imperium and the rise of the One Church, and consists mostly of fragmented but still invaluable parts of the elves' occult science which was inherited by the very former human servants who deposed them.
Glamour-Awe
The caster must either wear a circlet of three twisted copper wires or else bathe in rain or river water and draw a star upon their brow with oil of mint or lavender - this satisfies the conditions of the spell until they become dirtied or the next dawn, whichever comes first. Upon casting this spell the caster radiates an aura of supernal awe that overwhelms the senses of all who behold them. Everyone with fewer than [dice] HD who lays eyes upon the caster must Save or be unable to do the caster harm or otherwise act against them, even their speech must be respectful and reverant. Anyone who fails by more than 5 points becomes Charmed, obeying any non-suicidal or abhorrent command given by the caster. Both effects of the spell lasts [sum] rounds.
Craft Blasting Rod
The caster must take a stanged (forked) branch of lightning oak and bind a piece of rock crystal between its forks with copper wire which is wrapped around the rod in a specific knotwork pattern. The result is a magical weapon that deals d10 nonlethal damage to anyone touched by it, adding the caster's Intelligence bonus to attack rolls. Only magic provides protection from the blasting rod (treat nonmagical armour as having AC 10). The 1MD version does only that, more advanced versions of the blasting rod have greater powers;
- A 2MD blasting rod gains a range of 30'.
- A 3MD blasting rod can blast away clouds, clearing precipitous and overcast weather, or alternatively cause a cloud to rain - it's all in the wrist.
- A 4MD blasting rod deals d12 damage and increases its range to 60'.
A caster can only have one blasting rod in existence at any one time as it draws upon his personal thaumaturgic field for power. Elfin battlemages and draoidhe alike wielded them as their badge of office.
Barrowhide
The ancient elves used this spell to ward the entrances to their keeps benath the mounds from their human slaves, such that even if they meant to storm their masters' homes they could not even find them to begin with. The caster crafts a wreath of local plant life and hangs it above a door. The door will thereafter be impercievable to anyone other than the caster and those carrying their personal rune (which every magus has). Attempts to find it without magic suffer a -[dice] penalty and may not be retried by the same person twice. The spell lasts until the next solstice but can be refreshed at any time during the day.
Bake Starbread
The caster must bake farls from wild grains, herbs and berries gathered under starlight while chanting this spell, a process that takes about an hour assuming the materials are already gathered. A campfire will not suffice, a true oven is needed. The result are [sum] farls of enchanted starbread - a thin crisp crust hiding down-soft and fragrant butter-yellow crumb. Starbread never rots and repels vermin as long as the crust is unbroken, and banishes a single unit of Fatigue when eaten in addition to its nutritional effect. Abandoned elfin barrow-keeps are still sometimes found with stores of uneaten starbread, as fresh as the day they were baked. Legends say that a man who eats naught but starbread for a year and a day will become an elf, for this reason the draoidhe rationed it out in small quantities to travelling warriors.
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