Tier One Spells

Dark Magic

  • Concentration
    Physical and Audio: 16sp
    Enhancement | Range = Self
    Resistance Check = N/A
    Duration: 10 Minutes
    Casting Time = 1 Phase
    Increased Tier = No
    —————————————————
    Adjust the damage you deal to match the situation. Any time you deal damage to a target, you may choose what type of damage that target is dealt, after all applicable Defense has been rolled.

  • Physical and Audio: 15sp
    Summon | Range = 24 meters (A8)
    Resistance Check = N/A
    Duration: 1 Minute
    Casting Time = 3 Phases
    Increase Tier = Yes / 10sp / per 90
    —————————————————
    Dark magic covers the AoE, reanimating all dead things within. All dead humanoids of large size and smaller, within the AoE, will become Zombies. They will rise up and attack any living thing that they see. All Zombies created from this spell will be angry, gaining all of the effects from the “Enrage” spell. These Undead will not obey you, attack you, or attack your allies. They will exist for 1 minute per Tier this spell is cast. Afterwards, all Undead created by this spell will turn to ash.

  • Concentration
    Physical and Audio: 10sp
    Material = Necrogem (F)
    Curse | AoE = 10 meters
    Resistance Check = N/A
    Duration: - -
    Casting Time = 2 Phase
    Increase Tier = Yes / 4sp / per 90
    —————————————————
    Emit an aura of Dark magic, favoring the dead and condemning the living. The ground within the AoE is shrouded by an ominous mist. Anytime a living humanoid dies within the AoE, that entity will be re-animated as a Zombie, under your control. Living entities who begin their turn within the AoE, or enter the AoE for the first time each round, will suffer 1d4 points of critical dark magic damage per Tier this spell was cast. This AoE will move with you, and will not affect you. You may choose 1 additional entity, per Tier this spell is cast, to be immune to this spell’s effects. At the start of each of your turns, you must expend an additional 2sp to maintain this spell, otherwise this spell ends.

  • Physical: 16sp
    Curse | Range = 10 meters
    Resistance Check = Curse
    Duration: 20 Seconds
    Casting Time = 1 Phase
    Increase Tier = Yes / 10sp / per 90
    —————————————————
    Curse a target you can see with a severe and unrelenting headache. An entity who fails their resistance check will suffer a severe pounding headache, for the next 20 seconds per Tier this spell was cast, suffering 1d10 points of critical dark magic damage at the start of each of their turns. If a “10” is rolled for damage, and the target was concentrating on something, they will automatically lose concentration.

  • Physical and Audio: 20sp
    Basic | Range = 8 meters
    Duration: 1 Hour
    Casting Time = 1 Minute
    Increase Tier = Yes / 10sp / per 90
    —————————————————
    Plant darkness within yourself and those around you, allowing you to communicate with each other telepathically. Yourself and one other entity you can see within range will be planted with a small amount of darkness that will rest in the back of your minds, making itself known as a mild persistent tingle. You may add 1 additional target per Tier this spell is cast above Tier 1. For the duration, you and all affected targets will be able to talk to each other telepathically, across any distance, while on the same plane of the existence.

  • Audio: 3p
    Basic | AoE = 40 meters
    Resistance Check = N/A
    Duration: Instant
    Casting Time = 1 Phase
    Increased Tier = No
    —————————————————
    Disperse a wave of magic to search for the Undead. When you cast this spell, if there are any entities that fall under the category of "Undead", within range, you will be made aware of how far away they are from you, and in what direction.

  • Physical: 16sp
    Curse | Range = Touch
    Resistance Check = Curse
    Duration: 10 Hours
    Casting Time = 1 Phase
    Increased Tier = No
    —————————————————
    Invigorate an entity, putting them in an enraged state of mind. The target of this spell may choose to fail their resistance check. An entity who fails their resistance check will have the following effects for the duration. This spell will end early if the target becomes unconscious;
    *Unable to use the Stealth skill
    *Whenever you miss an attack, the next attack that hits you before your next turn will deal 2x dmg.
    *Whenever you hit with a melee attack, deal an additional amount of impact damage equal to ½ your Athleticism Feature.
    *+5 temporary modifier to your Athleticism Feature.
    *Incapable of resting or standing still.
    *All speech will be angry shouts.

  • Physical and Audio: 30sp
    Material = Dark Stone (C)
    Basic | Range = 20 meters
    Resistance Check = Luck
    Duration: Instant
    Casting Time = 2 Phases
    Increased Tier = No
    —————————————————
    Tinker with the fabric of time to reverse something that has already happened. Choose any single Phase that happened during the last round and undo it, as if it had never happened. The entity who's phase you are reversing may attempt a resistance check against the effects of this spell to resist the changing of fate. If their resistance check is unsuccessful, then anything that happened during a single Phase of their turn of your choosing will be undone. An entity who succeeds their resistance check against this spell will become immune to its effects until it completes a full rest. ¤

  • Physical and Audio: 10sp
    Curse | Range = Touch
    Resistance Check = Hinder
    Duration: 1 hour
    Casting Time = 1 Phase
    Increased Tier = Yes / 10sp / per 90
    —————————————————
    Force a pulse of sinister energy into an entity, weakening their life force. A target hit by this spell will suffer 3d8 points of dark magic damage per Tier this spell is cast and must make a successful resistance check or gain a -2 modifier to their Constitution Feature for the spell’s duration. If an entity fails their resistance check against this spell, the duration for all hindrances, from this spell is reset. ¤

  • Physical and Audio: 12sp
    Enhancement | AoE 4 meters
    Resistance Check = N/A
    Duration: 10 seconds
    Casting Time = 2 Phases
    Increased Tier = No
    —————————————————
    A puff of dark magic bursts outwards from you, clinging to everything it touches, giving entities a short surge of increased ability. Until the start of your next turn, whenever an entity who was within the AoE when this spell was cast is prompted to make a d20 roll, they may instead roll 2d20 and take the higher result. Whenever they make a Damage roll or a Defense Roll, they may re-roll any number of die, once.

  • Concentration
    Physical and Audio: 20sp
    Curse | Range = Touch
    Resistance Check = Curse
    Duration: 1 Minute
    Casting Time = 1 Phase
    Increase Tier = Yes / 110sp / 700
    —————————————————
    Cripple an entity from the inside. If the target fails their resistance check, anytime they make a d20 roll, they will roll 2 dice, and must take the lesser result.
    If this spell is cast at an increased Tier, it is considered as Tier 4; if the target fails their resistance check, whenever they make a d20 roll, they will roll 3 dice instead of 1, and must take the lowest result.

  • Physical and Audio: 25sp
    Curse | Range = Touch
    Resistance Check = Scared
    Duration: - -
    Casting Time = 1 Phase
    Increase Tier = No
    —————————————————
    Strike a target with the mark of a curse that will frighten them forever. If the target of this spell fails their resistance check, then they will be inflicted with the "Frightened" status effect as an ominous glowing symbol appears on their body, where you touched them. From this point forward, whenever they are met with a new entity, they will see that entity as a terrifying creature that wants to harm them, making them "Frightened" of that entity until conditions with that entity prove to the victim that they are safe around them. This spell will have no effect on an entity who has succeeded a resistance check, against this spell, within the past day. The effects of this spell will remain until 1 of 3 circumstances happen;
    1. The victim dies.
    2. The curse is ritualistically removed.
    3. the symbol is physically removed from the targets body.
    Nothing but the above listed circumstances can remove the effects of this spell.

  • Physical and Audio: 25sp
    Curse | Range = Touch
    Resistance Check = Hinder
    Duration: - -
    Casting Time = 1 Phase
    Increase Tier = No
    ————————————————
    Strike a target with the mark of a curse that will hinder their vitality forever. If the target of this spell fails their resistance check, then they will suffer a hindrance to their Life stat equal to their Race level, as an ominous glowing symbol appears on their body where you touched them. The effects of this spell will remain until 1 of 3 circumstances happen;
    1. The victim dies.
    2. The curse is ritualistically removed.
    3. the symbol is physically removed from the targets body.
    Nothing by the above listed circumstances can remove the effects of this spell.

  • Physical: 25sp
    Curse | Range = Touch
    Resistance Check = Infection
    Duration: - -
    Casting Time = 1 Phase
    Increase Tier = No
    ————————————————
    Strike a target with the mark of a curse that will cause them to turn into an Undead. An entity who fails their resistance check will be inflicted with Galya la Virum, as an ominous glowing symbol appears on their body where you touched them. The effects of this spell will remain until 1 of 3 circumstances happen;
    1. The victim dies.
    2. The curse is removed through ritualistic means.
    3. The symbol is physically removed from the victim’s body.
    Nothing by the above listed circumstances can remove the effects of this spell.

  • Physical and Audio: 6sp
    Attack | Range = 20 meters
    Resistance Check = N/A
    Duration: Instant
    Casting Time = 1 Phase
    Increase Tier = Yes / 6sp / per 90
    —————————————————
    Shoot an orb of condensed dark magic at a single target you can see to deal damage. If this spell hits, then the target will suffer 2d6 points of dark magic damage per Tier this spell was cast.

  • Concentration
    Audio: 4sp
    Enhancement | Range 4 meters
    Resistance Check = N/A
    Duration: 1 Hour
    Casting Time = 1 Phase
    Increase Tier = Yes / 4sp / per 90
    —————————————————
    Shroud a target you can see with dark energy, making them more resistance to being cursed. The target of this spell will have a +3 modifier to their Curse Natural Resistance, per Tier this spell is cast.

  • Physical and Audio: 10sp
    Curse | Range = 10 meters
    Resistance Check = Scared
    Duration: 1 Minute
    Casting Time = 1 Phase
    Increase Tier = No
    —————————————————
    Warp the mind of a single target, making you appear much more terrifying to them than you actually are. A target who fails their resistance check will view you as a monster from their nightmares and become “frightened” of you.

  • Concentration
    Physical and Audio: 14sp
    Material = Mage’s Sphere (F)
    Enhancement | Range = - -
    Resistance Check = N/A
    Duration: 10 Minutes
    Casting Time = 1 Minute
    Increased Tier = No
    —————————————————
    Use the limitless reach of darkness to peer into the location of an item you are familiar with, allowing you to see it, and its surroundings. As long as the target of this spell is on the same plane of existence, you will be able to see it, and everything within 10 meters of it, as if you were looking around through the item, through your mage’s sphere. The point of which you are scrying from will be a small invisible orb of darkness.

  • Physical and Audio: 25sp
    Material = Snake Stone (C)
    Summon | Range = 2 meters
    Resistance Check = N/A
    Duration: - -
    Casting Time = 1 Minute
    Increased Tier = No
    —————————————————
    Bring forth a hyper intelligent snake familiar. Your snake stone shatters to pieces, leaving a venomous snake in its place. This snake will be friendly and obedient to you. It will speak and understand any single language of your choosing. Aside from the normal stats of a “Snake”, this familiar will have an Intellect Feature of 22, and 8 skill points in all knowledge skills. This snake will remain your familiar until it dies or until you wish for it to leave. At which point, the snake will instantly burn into ashes.

  • Physical: 6sp
    Attack | Range = 24 meters (A4)
    Resistance Check = N/A
    Duration: 10 seconds
    Casting Time = 1 Phase
    Increase Tier = Yes / 6sp / per 90
    —————————————————
    Shoot an orb of dark magic at a single target you can see, to injure them and envelop them in darkness. A target hit by this spell will suffer 2d6 dark magic damage per Tier this spell was cast. Whether or not this attack hits the target, a sphere of magical darkness will appear around them, covering the AoE for the duration. Entities within the AoE cannot be seen, and are considered as blind.

  • Concentration
    Physical: 5sp
    Enhancement | Range = Self
    Resistance Check = N/A
    Duration: 1 Hour
    Casting Time = 1 Phase
    Increase Tier = Yes / 2sp / per 90
    —————————————————
    Shadows converge around you, helping you to be stealthy. For the duration, you will have a +3 modifier to your Stealth skill, per Tier this spell was cast.

  • Audio: 10sp
    Attack | AoE = 12 meters
    Resistance Check = Bleed
    Duration: Instant
    Casting Time = 1 Phase
    Increased Tier = Yes / 8sp / per 90
    —————————————————
    Create an ear shattering screech that will damage everything around you. All entities within the AoE, who can hear you, will suffer 1d8 psychic damage per Tier this spell was cast, and must make a successful resistance check or suffer 1 instance of mild bleeding, as their ears begin to bleed. Any exposed items and structures within the AoE will lose 1d4 durability per Tier this spell was cast. You can choose for this spell to not affect up to 1 target per Tier this spell was cast.

  • Physical and Audio: 25sp
    Material = Bottle of Blood (C)
    Summon | Range = 2 meters
    Resistance Check = N/A
    Duration: 10 Hours
    Casting Time = 2 Phases
    Increased Tier = No
    —————————————————
    You must be at least level 14 in order to cast this spell. Summon forth your choice of a Melampra or a Blood Raver into a space next to you. This anathema will follow any command you give it to the best of its abilities. If you are currently in initiative, then this anathema will take its turn immediately after yours. When this spell ends, or when you cast a different summoning spell, the anathema will vanish out of existence.

  • Concentration
    Physical: 18sp
    Curse | Range = Touch
    Resistance Check = Curse
    Duration: 30 Seconds
    Casting Time = 1 Phase
    Increased Tier = No
    —————————————————
    Thrust a target into the realm of the dead. A target who fails their resistance check will be teleported into the Paranormal Plane. When this spell ends, the target will re-appear in the closest unoccupied space from where they were before this spell was cast. ¤

  • Physical and Audio: 10sp
    Attack | Range = 16 meters
    Resistance Check = Poison
    Duration: Instant
    Casting Time = 1 Phase
    Increased Tier = Yes / 10sp / per 90
    —————————————————
    Conjure dark magic around your hand and shoot several small orbs at a single target to inflict damage and poison them. Roll 1d4 per Tier this spell is cast. The result is how many orbs of magic will be shot. A single RTH will be rolled. If one hits, they all hit. A target hit by this spell will suffer 1d6 points of dark magic damage per orb that was shot at them. The target must then make a Poison resistance check with a penalty to their roll equal to the number of orbs they were hit with. If the target fails this resistance check, then they will be inflicted with Stage 1 poison.

  • Physical and Audio: 18sp
    Range = 2 meters | Summon
    Resistance Check = N/A
    Duration: - -
    Casting Time = 4 Phases
    Increase Tier = Yes / 8sp / per 90
    —————————————————
    Bring your shadow to life as an entity separate of yourself. This spell can only be cast if you have a shadow. When this spell is cast, your shadow will disconnect from you and materialize itself as a solid, tangible entity standing next to you. This new entity will have only the following;
    *Its Stats will be the same as your base Stats, with the exception of Life, which will be 10 per Tier this spell is cast.
    *Its Features will be the same as your base Features.
    *Its skill points will be the same as yours, without modifiers.
    *No inventory spaces.
    *All equipment will be only aesthetic.
    *Any weapons you were wielding when you cast the spell, not including enchantments.
    So long as this new entity is in existence, you will not have a shadow. This shadow will exist until you use an Action Phase to end the spell, you cast a different summoning spell, or its Life is reduced to 0. After this spell ends, you will be unable to cast it again until you have completed a full rest.

  • Concentration
    Physical and Audio: 22sp
    Material = Dusk Stone (C)
    Summon | AoE = 10 meters
    Resistance Check = N/A
    Duration: 1 Minute
    Casting Time = 2 Phases
    Increase Tier = Yes / 68sp / per 300
    —————————————————
    A series of runic symbols appear on the ground around you in a circle, seeping dark magic all around. This AoE will move with you. At the start of each of your turns, if you control no Zombies summoned from this spell, 1d4 zombies will be summoned into a space of your choosing within the AoE. Undead within the AoE will heal 1d10 Life at the start of their turn, and all Undead within the AoE deal an additional 1d4 critical dark magic damage each time they deal any amount of any other kind of damage. You will have a modifier to your RTH equal to 1 per Zombie currently in existence from this spell. When cast at an increased Tier, this is spell is considered as Tier 3, and Undead Thralls are summoned instead of Zombies. When this spell ends, all entities summoned this way will vanish out of existence.

Nature Magic

  • Concentration
    Physical: 20sp
    Enhancement | Range = Touch
    Resistance Check = N/A
    Duration: 1 Hour
    Casting Time = 2 Phases
    Increased Tier = No
    ------------------------------------------
    Provide an entity with enhanced senses. The target will become much more perceptive gaining a +4 modifier to their Notice Feature for the duration.

  • Physical: 20sp
    Enhancement | Range = Touch
    Resistance Check = N/A
    Duration: 1 Hour
    Casting Time = 2 Phases
    Increased Tier = No
    —————————————————
    Bestow feline agility unto an entity you can touch, giving them a +2 modifier to their Evasion Feature for the duration.

  • Physical: 2sp
    Basic | AoE = 100 meters
    Resisance Check = N/A
    Duration: Instant
    Casting Time = 1 Phase
    Increased Tier = No
    —————————————————
    Send out a tingle of Nature magic to alert your allies that you are in need of assistance. Any entities within the AoE that you have a friendly disposition towards will immediately be made aware of your location, and that you want them to come to you.

  • Physical: 4sp
    Attack | Blast (0) = 16 meters
    Resistance Check = N/A
    Duration: Instant
    Casting Time = 1 Phase
    Increased Tier = Yes / 4sp / per 80
    —————————————————
    Shoot a line of fire to burn your foes. When you cast this spell, you must choose a direction from your character for the flames to go. All potential targets within range will suffer 2d6+4 fire damage per Tier this spell is cast. Entities who make a successful Evasion Feature check against this spell will take ½ damage.

  • Concentration
    Physical and Audio: 7sp
    Attack | Range = 20 meters
    Resistance Check = N/A
    Duration: 5 Minutes
    Casting Time = 1 Phase
    Increased Tier = Yes / 5sp / per 80
    —————————————————
    Command flames to erupt from the ground to burn foes and block paths. Choose up to 4 different spaces you can see within range. The spaces you choose must be on the ground and adjacent to at least 1 other chosen space. Pillars of fire will erupt from the ground on the chosen spaces, stretching 4 meters high. For the next 5 minutes, any time an entity begins their turn in one of these spaces, or enters one or more of these spaces for the first time each round, they will suffer 2d6 fire damage per Tier this spell was cast.

  • Material = Soft Sand (C)
    Physical and Audio: 6sp
    Basic | Range = 6 meters (A2)
    Resistance Check = N/A
    Duration: - -
    Casting Time = 1 Minute
    Inreased Tier = No
    —————————————————
    Convert the ground in an area. When you cast this spell, you may choose for all sand, dirt, mud, or stone within the AoE to become mud, dirt, sand, or stone. You decide what is converted into what. The effects of this spell are permanent until Nature or magic changes it. This spell will have no effect on magically protected structures.

  • Material = Turtle Shell (C)
    Physical: 15sp
    Summon | Range = Self
    Resistance Check = N/A
    Duration: - -
    Casting Time = 2 Phases
    Increased Tier = No
    —————————————————
    Create a shield of energy to be wielded just like a normal shield. When you cast this spell, a shield will materialize in your unoccupied off-hand that will be treated as an unrepairable basic buckler that will exist until its durability is reduced to 0, or it leaves your possession.

  • Material = Fish Scale (C)
    Physical and Audio: 4sp
    Enhancement | Range = Touch
    Resistance Check =N/A
    Duration: 1 Hour
    Casting Time = 2 Phases
    Increased Tier = No
    —————————————————
    Transform a willing entity into a small fish, allowing them to effortlessly traverse through and breath while in both salt water and fresh water. They will have a swim speed of 16 meters, and 1 Life. All other Stats are 0. The target will retain all of their mental Features, and Natural Resistance. This form will begin to suffocate while not in water. If the target would die while in this form, they will instead revert to their base form. If the target would take damage equal to 2x the max Life of their base form, they will die instantly.

  • Concentration
    Physical and Audio: 8sp
    Attack | AoE = 4 meters
    Resistance Check = Freeze
    Duration: 1 Minute
    Casting Time = 2 Phases
    Increased Tier = Yes / 4sp / per 80
    —————————————————
    Create an aura of freezing cold mist around you. For the next minute, any time an entity begins their turn in the mist or enters the mist for the first time each round, they must make a resistance check against this spell. If their resistance check fails, then they will suffer 1d10 ice damage per Tier this spell was cast. They will take no damage on a success. This AoE will follow you, keeping you at its center. You and up to one other entity, per Tier this spell is cast, may be immune to this spell’s effects. These targets must be chosen upon casting this spell.

  • Physical and Audio: 4sp
    Attack | Range = 20 meters
    Resistance Check = N/A
    Duration: Instant
    Casting Time = 1 Phase
    Increased Tier = Yes / 8sp / per 80
    —————————————————
    Shoot a ray of chilling cold magic at a target you can see to deal damage. A target hit by this spell will suffer 1d10+5 points of ice magic damage per Tier this spell was cast.

  • Physical and Audio: 10sp
    Healing | Range = 20 meters
    Resistance Check = N/A
    Duration: Instant
    Casting Time = 2 Phases
    Increased Tier = No
    —————————————————
    Concentrate your nature magic into healing the wounds of a fallen ally. The targets current Life becomes 1. This spell will have no effect on an entity that is conscious or dead.

  • Physical and Audio: 3sp
    Healing | Range = Touch
    Resistance Check = N/A
    Duration: Instant
    Casting Time = 1 Phase
    Increase Tier = Yes / 3sp / per 80
    —————————————————
    Touch an entity and heal their wounds. The target will recover 1d8+2 life per Tier this spell was cast. If this spell is cast on an Undead Entity, they will suffer aura damage equal to the amount they would have healed.

  • Concentration
    Pysical and Audio: 14sp
    Enhancement | Range = Self
    Resistance Check = N/A
    Duration: 1 Hour
    Casting Time = 2 Phases
    Increase Tier = No
    —————————————————
    Take on the sense of the wild, allowing you to pick up on things normal people have no hope of finding. You have a +10 modifier to your Notice Feature and a +2 modifier to your Evasion Feature for 1 hour.

  • Physical and Audio: 3sp
    Attack | Range = 14 meters (A2)
    Resistance Check = Freeze
    Duration: Instant
    Casting Time = 1 Phase
    Increased Tier = Yes / 3sp / per 80
    —————————————————
    Create a sphere made out of swirling ice and snow, and throw it at a target. This sphere burst into an eruption of cold, covering the AoE. All potential targets within the AoE who fail their Resistance Check will suffer 1d6+4 ice damage per Tier this spell was cast.

  • Concentration
    Physical: 20sp
    Enhancement | Range = Touch
    Resistance Check = N/A
    Duration: 1 Hour
    Casting Time = 2 Phases
    Increase Tier = No
    —————————————————
    Bestow great Intelligence onto an entity you can touch. The target will have a +4 modifier to their Intellect Feature for the duration.

  • Physical: 8sp
    Healing | Range = Touch
    Resistance Check = N/A
    Duration: Instant
    Casting Time = 1 Phase
    Increased Tier = No
    —————————————————
    Use your magic to mend the wounds of an entity, stopping them from bleeding. When this spell is cast, the target will remove either 1 instance of moderate bleeding or up to 2 instances of mild bleeding. This spell can also be used to close small cuts, gaps, and holes in wood.

  • Concentration
    Material = Aura Bead (C)
    Physical and Audio: 15sp
    Basic | Range: - -
    Resistance Check = N/A
    Duration: 1 Hour
    Casting Time = 1 Minute
    Increased Tier = No
    —————————————————
    Tap into the flows of nature to communicate with another entity over a great distance. You can choose any single entity you can touch as the target of this spell. When this spell is cast, as long as the target is on the same plane of existence as you, you are able to communicate with them telepathically for 1 hour.

  • Physical and Audio: 12sp
    Summon | Range = 2 meters
    Resistance Check = N/A
    Duration: 8 Hours
    Casting Time = 10 Seconds
    Increased Tier = No
    —————————————————
    Create a magical steed to act as your mount for a day. When you cast this spell, a horse made of pure energy will appear before you. This entity will act as your indestructible steed for the next 24 hours. This entity will take no offensive actions, and will not take any damage of any kind. This entity will have a Movement stat of 50, and can pull a wheeled object (such as a wagon) weighing up to 1,000kg with ease, or a non-wheeled object weighing up to 500kg.

  • Concentration
    Material = Broken Vine (C)
    Physical and Audio: 10sp
    Enhancement | AoE = 10 meters
    Resistance Check = N/A
    Duration: 30 Seconds
    Casting Time = 2 Phases
    Increased Tier = Yes / 5sp / per 80
    —————————————————
    Emit a rejuvenating aura of nature magic into the area around you. Any time an ally restores Life while within the AoE, they will restore an additional 1d6 Life per Tier this spell was cast, and may add 1d4 to their next d20 roll made before this spell ends.

  • Material = Tuft of Animal Fur (C)
    Physical and Audio: 15sp
    Enancement | Range = Touch
    Resistance Check = N/A
    Duration: 10 Minutes
    Casting Time = 2 Phases
    Increased Tier = No
    —————————————————
    Release the primal nature of a living humanoid entity. When this spell is cast, the target will grow 1 size category larger, and take on animalistic changes. The target will gain the following for 10 minutes;
    *1 temporary Life per race level of the caster
    *+5 modifier to Athleticism Feature
    *+5 modifier to Notice Feature
    *Intellect Feature becomes 2
    *Lose their ability to wield weapons
    *+10 modifier to Unarmed Fighting skill
    *Can attack twice each turn with Unarmed Fighting
    *+10 modifier to Wilderness skill
    *Cannot speak or intelligibly or understand any spoken language.
    When this spell ends, the entity will remember nothing that happened while in that form. Any equipment the target is wearing will be absorbed into the target for the duration.

  • Physical: 3sp
    Basic | Range = Self
    Resistance Check = N/A
    Duration: 10 Minutes
    Casting Time = 10 Seconds
    Increased Tier = No
    —————————————————
    Manipulate nature to your liking to create something inanimate of your choosing weighing no more than 1kg. The chosen item will manifest into your hand, sculpting itself from pure nature magic and solidifying to satisfy the shape you desire. The thing you create can be anything that you can think of, so long as it weighs no more than 1kg, has no magical properties, and is no larger than small. The item will be created in the palm of your hand, and will have a durability of 5. Once it has been created, it will exist for 10 minutes, until it is destroyed, or until it is dispelled.

  • Concentration
    Audio: 2sp
    Enhancement | Range = Self
    Duration: 1 Hour
    Casing Time = 1 Phase
    Increased Tier = Yes /2sp / per 80
    —————————————————
    The energies of nature hold a vast amount of knowledge that you can tap into. You gain a +2 bonus to your Wilderness, Geography and History skills per Tier this spell was cast for 1 hour.

  • Audio: 8sp
    Enhancement | Range = Touch
    Resistance Check = N/A
    Duration: 1 Hour
    Casting Time = 10 Seconds
    Increased Tier = No
    —————————————————
    Give someone the tenacity to push through a difficult situation. An entity under the effects of this spell will be able to repeat 1 d20 roll made within the next hour. The effects of this spell can be used after seeing the result of the roll, but before knowing the outcome. This spell cannot be cast on an entity who is currently under the effects of this spell, or who has used the effects of this spell within the past 1 hour.

  • Physical and Audio: 5sp
    Basic | Range = 16 meters
    Resistance Check = N/A
    Duration: - -
    Cating Time = 2 Phases
    Increased Tier = Yes / 5sp / per 80
    —————————————————
    Erect pillars of solid rock to raise allies or block off foes. Select up to 1 space per Tier this spell is cast that you can see. These spaces must be on the ground. Pillars of stone will rise on the chosen spaces, stretching 6 meters high, or until they hit a surface harder than rock. Items that are in the way of these pillars rising will lose 3d10 durability. If a pillar rising would crush an entity, they may attempt an Evasion Feature check against this spell. If this Evasion Feature check fails, the entity will suffer 3d10 crush damage. These pillars will have a durability of 200. Once these pillars have been created, they will remain until destroyed.

  • Physical: 20sp
    Enhancement | Range = Touch
    Resistance Check = N/A
    Duration: 1 Hour
    Casting Time = 2 Phases
    Increased Tier = No
    —————————————————
    Bestow great might unto an entity you can touch. The target of this spell will be filled with an abundance of strength giving them a passive +4 modifier to their Athleticism Feature. This spell cannot be cast on an entity currently under the effects of this spell.

  • Audio: 10sp
    Enhancement | AoE = 8 meters
    Resistance Check = N/A
    Duration: 1 Hour
    Casting Time = 2 Phases
    Increased Tier = No
    —————————————————
    Bestow a natural resilience unto you and your allies. When this spell is cast, yourself and all chosen targets within range will have a passive +2 modifier to their Infection Natural Resistance, be able to travel rough terrain at normal speed, be able to travel harsh terrain at half speed, will not be exhausted from travelling through harsh terrain, and will feel as if in their ideal temperature for 1 hour.

  • Concentration
    Physical: 7sp
    Charm | Range = 16 meters
    Resistance Check = Charm
    Duration: 1 Minute
    Casting Time = 1 Phase
    Increased Tier = Yes / 3sp / per 80
    —————————————————
    Use the weaves of Nature Magic to restrain an animal from moving. When this spell is cast, vines of energy will spring forth from the ground to grab the target and stop it from moving. If the animal fails their resistance check, they will be considered as “prone” for a minute per Tier this spell is cast. Any time the animal takes damage, it may attempt another resistance check against this spell, breaking free from this spell’s effects on a success. The target may attempt another resistance check every minute.

  • Material = Stone Scale (C)
    Physical: 3sp
    Enhancement | Range = Touch
    Resistance Check = N/A
    Duration: 1 Hour
    Casting Time = 1 Phase
    Increased Tier = Yes / 3sp / per 80
    —————————————————
    Compound additional toughness onto an entity, increasing their vitality. The target will be granted temporary Life equal to 10 per Tier this spell was cast, for the next 10 minutes. When the spell ends, any remaining temporary Life will remove itself. This spell cannot be cast on a target already under this spell’s effects.

  • Physical and Audio: 20sp
    Basic | AoE = 6 meters
    Resistance Check = N/A
    Duration: 10 Hour
    Casting Time = 10 Seconds
    Increased Tier = No
    —————————————————
    Create a small hut that will provide you with shelter where previously there was none. This spell can only be cast if there is nothing obstructing the AoE. Nature molds and weaves together to create a small house. This house will look like whatever you want it to look like, as long as it will fit within the AoE. When the spell ends, the structure will vanish into a puff of green mist.

  • Material = Bottle of Animal Blood (C)
    Physical and Audio: 20sp
    Summon | Range = 2 meters
    Resistance Check = N/A
    Duration: 10 Hour
    Casting Time = 2 Phases
    Increased Tier = No
    —————————————————
    You must be at least level 6 in order to cast this spell. Summon forth your choice of a Bear, a Bird, or a Snake, into a space next to you. This animal will follow any command you give it to the best of its abilities. If you are currently in initiative, then this animal will take its turn immediately after yours. When this spell ends, or when you cast a different summoning spell, the animal will vanish out of existence.

  • Audio: 5sp
    Enhancement | Range = Self
    Resistance Check = N/A
    Duration: 3 Hours
    Casting Time = 1 Phases
    Inreased Tier = No
    —————————————————
    For the duration, you know all spoken languages. Any time an entity speaks, if you can hear them, you can understand them. Any time you talk, any entity that can hear you will understand exactly what you are saying.

  • Material = Green Moss (C)
    Physical and Audio: 4sp
    Healing | Rage = Touch
    Resistance Check = N/A
    Duration: 1 Hour
    Casting Time = 1 Phase
    Inreased Tier = No
    —————————————————
    Manipulate an entities nervous system, making them feel no pain. Anything that is causing the target pain will stop hurting or be heavily dulled, as if they have been administered a powerful pain killer. For the duration, the target is unaffected by hindrances, and they cannot become stunned or paralyzed. Any time the target would become stunned or paralyzed; they will instead suffer 1d10 critical untyped damage at the start of each turn they would otherwise be affected.

  • Material = Cobweb (C)
    Physical and Audio: 4sp
    Attack | Range = 14 meters
    Resistance Check = N/A
    Duratin: - -
    Casting Time = 1 Phase
    Increased Tier = Yes / 3sp / per 80
    —————————————————
    Trap a victim in a sticky mess of webs. A target hit by this spell will become trapped in a large, tangled spider web, and Restrained. An entity may use their Perform Phase to attempt an Athleticism Feature check to pull and tear the web off of the target. The RR for this Feature check will be equal to 20 (+2 per Tier the spell was cast). If this web takes any fire, explosion or toxic damage, the RR will be reduced by the amount of damage it took.

  • Physical and Audio: 3sp
    Attack | Range = 14 meters (A2)
    Resistance Check = Bleed
    Duration: Instant
    Casting Time = 1 Phase
    Increased Tier = Yes / 3sp / per 80
    —————————————————
    Send a dangerous orb of condensed wind to burst in a location of your choosing. All potential targets within the AoE must make a successful Evasion Feature check or suffer 1d6+4 points of wind damage per Tier this spell was cast. Any entity that takes damage from this spell must make a successful resistance check or be inflicted with one instance of Mild bleeding. Target who succeed their Evasion Feature check avoid this spell completely.

Radiant Magic

  • Material = 500ml of Liquid Water (C)
    Physical and Audio: 6sp
    Enhancement | Range = 2 meters
    Resistance Check = N/A
    Duration: Instant
    Casting Time = 2 Phases
    Increased Tier = Yes / 54sp / 330
    ------------------------------------------
    Bestow a blessing unto water, in the name of your deity, making it as pure as water can be. You can only cast this spell on a container that is holding approximately 500ml of purified water. When this spell is cast, the water within the container will be converted into 200ml of "blessed water". If this spell is cast at an increased Tier, it is considered as Tier 3, and the water will instead be converted into 200ml of "divine water" which can be treated as a potion. When drank, this "potion" will provide its consumer with an effect from the "Bless" gift. The effect will be determined by what deity was called upon to provide the blessing.

  • Physical: 15
    Charm | Range = 14 meters
    Resistance Check = Charm
    Duration: 1 Minute
    Casting Time = 2 Phases
    Increased Tier = No
    ------------------------------------------
    Blind an entity with bright radiant light. A target who fails their resistance check will have their vision obscured by a blanket of white light, blinding them for 1 minute. Anything this entity attacks will be considered obscured. Any skills or Feature checks related to vision will have a -10. ¤

  • Physical: 20sp
    Curse | Range = 12 meters
    Rasistance Check = Curse
    Duration: 1 Minute
    Casting Time = 1 Phase
    Increased Tier = Yes / 10sp / per 50
    ------------------------------------------
    Surround an entity with invasive energy, making them more vulnerable to being charmed. A target who fails their resistance check will suffer a -2 penalty to any resistance checks they make against the effects of the next "Charm" type spell cast on them within the next 1 minute, per Tier this spell is cast. An entity will automatically succeed their resistance check against this spell if they are currently under the effects of this spell. ¤

  • Audio: 10sp
    Basic | Range = Touch
    Resistance Check = N/A
    Duration: Instant
    Casting Time = 2 Phases
    Increased Tier = No
    -----------------------------------------
    Feel the magical energies on an item to discover its properties. When this spell is cast, you will instantly know any and all magical properties that are on the item, as if you had just attuned to it. This will not reveal hidden properties.

  • Physical and Audio: 18sp
    Healing | Range = Touch
    Resistance Check = N/A
    Duration: Instant
    Casting Time = 2 Phases
    Increased Tier = No
    -----------------------------------------
    Remove any single infection or disease from an entity you can touch. This can be anything that the target had acquired from failing an Infection resistance check. This will not remove a Secondary Class.

  • Material = Cobwebs (C)
    Physical: 5sp
    Enhancement | Range = Touch
    Resistance Check = N/A
    Duration: 10 Minutes
    Casting Time = 1 Phase
    Increased Tier = No
    --------------------------------------
    Imbue an entity you can touch with the ability to climb things with ease. For the next 10 minutes, the target cannot fail any Feature checks related to climbing a surface. The target may also climb smooth vertical surfaces.

  • Physical and Audio: 12sp
    Charm | Range = 8 meters
    Resistance Check = Charm
    Duration: 10 seconds
    Casting Time = 1 Phase
    Increased Tier = No
    -----------------------------------------
    Confuse an entity, making them panic, putting them in a state of fight or flight. An entity who fails their resistance check must roll 1d20 at the start of their next turn. If the result is 1-10, the target will spend their entire turn getting as far away from danger as they possible can. If the result is 11-20, then they must attack the hostile enemy with as much force as possible, burning as many resources as is required to deal as much damage as possible. ¤

  • Physical and Audio: 10sp
    Healing | Range = 12 meters
    Resistance Check = N/A
    Duration: Instant
    Casting Time = 1 Phase
    Increased Tier = Yes / 0sp /per 50
    ------------------------------------------
    Call upon the power of your deity to restore vitality unto a target you can see within range. The target restores 1d6+4 Life per Tier this spell was cast. If this spell is cast on an Undead entity, that entity will suffer untyped damage equal to the amount it would have healed. If this reduces an Undead entities life to 0, then it will immediately turn into dust.

  • Physical and Audio: 20sp
    Enhancement | Range = 4 meters
    Resistance Check = N/A
    Duration: 1 Hour
    Casting Time = 1 Phase
    Increased Tier = Yes / 10sp / per 50
    ------------------------------------------
    Grant someone resistance against the effects of Curses. The target will gain a modifier to their Curse Natural Resistance equal to +2 per Tier this spell is cast.

  • Physical: 14sp
    Charm | Range = 16 meters
    Resistance Check = Stun
    Duration: Instant
    Casting Time = 1 Phase
    Increased Tier = No
    ----------------------------------------
    Cause a flurry of flashes to appear before the eyes of an entity to distract them. A target that fails their resistance check against this spell will become stunned. ¤

  • Physical and Audio: 15sp
    Attack | Range = 12 meters (A2)
    Resistance Check = Scared
    Duration: Instant
    Casting Time = 2 Phases
    Increased Tier = Yes / 15sp / per 50
    ------------------------------------------
    Create a burst of energy that will disrupt the magic that makes the Undead walk and destroy them instantly. All Undead entities that are of a level less than or equal to your Race level, who fail their resistance check, will turn to ash, and be destroyed. Undead within the AoE that are above your Race level, and fail their resistance check, will instead suffer 1d10 Radiant damage per Tier this spell was cast. The AoE of this spell will be 2 meters per Tier this spell is cast.

  • Concentration
    Physical: 8sp
    Enhancement | AoE = 20 meters
    Resistance Check = N/A
    Duration: 10 Minutes
    Casting Time = 1 Phase
    Increased Tier = No
    ---------------------------------------
    Your vision transcends normality, allowing you to see the existence of magic, instantly. For the next 10 minutes, anything you see within the AoE, that has any kind of magical essence, will emit a white glow. The stronger the glow, the stronger the magic. You are the only one that can see this glow.

  • Concentration
    Physical: 5sp
    Enhancement | AoE = 20 meters
    Resistance Check = N/A
    Duration: 1 Hour
    Casting Time = 1 Phase
    Increased Tier = No
    -----------------------------------------
    Send an ever-flowing invisible cascade of magic from your body that will extend out and find anything that is toxic, venomous, or poisonous to you. For the next 1 hour, if your vision comes across anything that has the potential of poisoning you or infecting you with something, and is within range of this spell, it will begin glowing a bright green color to warn you of the threat. This magical energy will transcend small barriers, such as fabric, leather, and glass. You are the only one that can see this glow.

  • Concenatration
    Physical and Audio: 25sp
    Charm | Range = Touch
    Resistance Check = Charm
    Duration: 1 Hour
    Casting Time = 10 Seconds
    Increased Tier = No
    --------------------------------------
    Switch the physical form of two different entities. When casting this spell, you must touch two different living entities. Yourself may be included as a target. The targets can either choose to fail the resistance check or attempt to succeed. If both targets fail the resistance check, then the physical forms of both targets will be switched, not unlike a body swap, for the next 1 hour. This will also switch the targets Athleticism, Constitution, and Dexterity Features. Everything else will remain the same. Both targets must be humanoid and of "Large" size or smaller. ¤

  • Physical and Audio: 15sp
    Charm | Range = Touch
    Resistance Check = Hinder
    Duration: 1 Minute
    Casting Time = 1 Phase
    Increased Tier = Yes / 15sp / per 50
    ------------------------------------------
    Weigh down a single entity, making them feel weaker and fatigued. A target who fails their resistance check against this spell will have a -2 modifier to their Athleticism Feature per Tier this spell is cast for 1 minute. An entity currently under the effects of this spell will automatically succeed their resistance check.

  • Physical and Audio: CA 14sp
    Enhancement | Range = 12 meters
    Resistance Check = N/A
    Duration: Instant
    Casting Time = Reaction
    Increased Tier = Yes / 0sp / per 50
    -----------------------------------------
    Ensure that an entities defenses hold up. When an entity within range is about to make a Defense roll, you can use this spell, before they roll, to allow them to add 1 additional Defense die per Tier this spell is cast.

  • Audio: 8sp
    Charm | Range = 4 meters
    Resistance Check = Charm
    Duration: 10 Minutes
    Casting Time = 2 Phases
    Increased Tier = No
    ------------------------------------------
    Charm a single person you can see you into viewing you as an ally. For the duration, and entity who fails their resistance check against this spell will have a friendly disposition towards you. This spell will not directly affect the targets impression of your allies. This spell will end if any hostile action is taken against the target. When this spell ends, the target will feel like they have been tricked by you. Any entity that is currently hostile against you will have a +2 modifier to their Resistance Check against this spell. ¤

  • Audio: 15sp
    Healing | AoE = 6 meters
    Resistance Check = N/A
    Duration: 1 Hour
    Casting Time = 1 Phase
    Increased Tier = Yes / 0sp / per 50
    -----------------------------------------
    Shield yourself and your allies with profound bravery. Yourself and up to 1 additional entity of your choosing, per Tier this spell is cast will become immune to the "Frightened" status effect for 1 hour. This will also remove the "frightened" status affect from any target currently suffering from that status effect.

  • Physical and Audio: 20sp
    Curse | Range = 6 meters
    Resistance Check = Hinder
    Duration: 1 Hour
    Casting Time = 2 Phases
    Increased Tier = Yes / 15sp / per 50
    -----------------------------------------
    Invade the mind of an entity, blocking out thoughts and memories. An entity who fails their resistance check will suffer a -1 hindrance to their Intellect Feature per Tier this spell was cast for 1 hour. This spell will have no effect on an entity currently suffering from the effects of this spell.

  • Physical and Audio: 6sp
    Enhancement | AoE = 50 meters
    Resistance Check = N/A
    Duration: Instant
    Casting Time = 2 Phases
    Increased Tier = No
    ---------------------------------------
    Use your connection to the divine to locate the Undead. When you cast this spell, a pulse of magic will erupt from you, permeating the area, and penetrating all non-magical barriers. If there are any Undead within the AoE, then you will be immediately made aware of how far away they are and in what direction.

  • Concenatration
    Audio: 14sp
    Enhancement | AoE = 6 meters
    Resistance Check = N/A
    Duration: 10 Minutes
    Casting Time = 1 Phase
    Increased Tier = No
    ----------------------------------------
    You and your allies are granted additional speed, allowing you to run for longer periods of time without growing tired. Those who are affected by this spell will have their Movement stat doubled for 10 minutes.

  • Concentration
    Audio: 10sp
    Enhancement | Range = 30 meters
    Resistance Check = N/A
    Duration: 5 Minutes
    Casting Time = 1 Phase
    Increased Tier = No
    ----------------------------------------
    Gift a target will astonishing mobility. The target of this spell will have a bonus to their movement stat equal to 1d10x2, will be immune to any hindrance to their Movement stat, and cannot be grappled.

  • Material = Sherter Fish (C)
    Physical: 8sp
    Enhancement | AoE = 4 meters
    Resistance Check = N/A
    Duration: 1 Hour
    Casting Time = 2 Phases
    Increased Tier = Yes / 8sp / per 50
    -----------------------------------------
    Allow an entity to breath underwater as if on land. This does not disable the targets’ ability to breath oxygen. This spell can be cast on up to 1 target per Tier it is cast.

  • Material = Pearl (C)
    Physical and Audio: 18sp
    Enhancement | Range = Touch
    Resistance Check = N/A
    Duration: 1 Minute
    Casting Time = 1 Phase
    Increased Tier = Yes / 18sp / per 50
    ------------------------------------------
    Create a veil of energy around a single entity you can see, protecting them from harm for a short period of time. The target of this spell is granted 20 temporary Life per Tier this spell is cast. The effects of this spell will last for up to 10 minutes, or until this temporary Life is depleted; whichever happens first. This spell will have no effect on an entity that currently has temporary Life.

  • Concentration
    Physical and Audio: 8sp
    Basic | Range = 50 meters
    Resistance Check = N/A
    Duration: - -
    Casting Time = 1 Phase
    Increased Tier = No
    ---------------------------------------
    Create a small orb of light that will allow you to see things beyond your field of vision. This orb will appear next to you, floating and illuminate the area around it like a torch. You can use your Perform Phase to project your vision into the orb, seeing through it as if you and the orb were one being. You can use an Action Phase to either move the orb a distance of up to 10 meters, or make the orb teleport to a location within 2 meters of you. This orb will float next to you at all times, unless manually moved. If the distance between you and the orb becomes greater than 50 meters, the spell will end. This orb is pure magic and cannot be damaged.

  • Concentration
    Physical and Audio: 25sp
    Enhancement | Range = Touch
    Resistance Check = N/A
    Duration: 30 Seconds
    Casting Time = 2 Phases
    Increased Tier = No
    ---------------------------------------
    Shroud any entity with a powerful coat of magic that will protect them from critical wounds. The target of this spell is protected from critical hits. The next time the target is struck with a critical hit, it will instead be considered as a normal hit, where damage and defense are rolled. Once this has happened, the spell end.

  • Concentration
    Physical: 20sp
    Enhancement | Range = Touch
    Resistance Check = N/A
    Duration: 30 Seconds
    Casting Time = 1 Phase
    Increased Tier = No
    ---------------------------------------
    Grant more speed unto yourself or someone you can touch for a short period of time. For the duration, the targets Movement stat will be doubled, and they will have 1 additional Action Phase during each of their turns. When this spell ends, the target will become exhausted until the end of their next turn.

  • Audio: CA 7sp
    Enhancement | Range = 20 meters
    Resistance Check = N/A
    Duration: Instant
    Casting Time = Reaction
    Increased Tier = No
    ------------------------------------------
    Change the fate of a single entity, giving them a chance to make things better. Use this spell in response to an entity within range making a d20 roll, after seeing the result but before knowing the outcome of the roll. Allow that entity to re-roll that d20, once. If they re-roll their d20, they must keep the new result.

  • Concentration
    Material = Deity Symbol (F)
    Phsyical and Audio: 15sp
    Enhancement | Range = Self
    Resistance Check = N/A
    Duration: 1 Hour
    Casting Time = 1 Minute
    Increased Tier = No
    ---------------------------------------
    Shroud yourself in a coat of radiant energy, making you invisible to Undead. A layer of radiant magic surrounds your body, making you invisible and undetectable by any Undead entity that is of a level less than or equal to your current Priest level. Attacking or coming into physical contact with an Undead entity will end this spell.

  • Concenatration
    Physical: 12sp
    Enhancement | Range = Self
    Resistance Check = N/A
    Duration: 1 Hour
    Casting Time = 1 Phase
    Increased Tier = No
    ---------------------------------------
    See the unseen. You are able to see anything that is invisible, as long as the effect making them invisible is one or more of the following; a Tier 3 or lower spell/effect, a gift, or a talent. You will see them as if they were not invisible.

  • Physical: 4sp
    Enhancement | Range = Touch
    Resistance Check = N/A
    Duration: 10 Minutes
    Casting Time = 1 Phase
    Increased Tier = No
    ----------------------------------------
    Enhance an entities ability to jump, allowing them to leap higher and farther. For this spell’s duration, the target of this spell will have their jumping distance doubled. This spell cannot be cast on an entity currently under its effects.

  • Audio: 2sp
    Basic | AoE = 20 meters
    Resistance Check = N/A
    Duration: 1 Hour
    Casting Time = 1 Phase
    Increased Tier = Yes / 0sp / per 50
    -----------------------------------------
    Create a small yet potent bead of light that will illuminate the area around you, and illuminate everything within the AoE in bright light. This will provide dim light for an additional 20 meters. This bead of light will exist for up to 1 hour per Tier this spell is cast. You may use an Action Phase to dismiss this spell early.

  • Material = Bird Feather (C)
    Physical and Audio: 10sp
    Enhancement | Range = 50 meters
    Resistance Check = N/A
    Duration: 10 Minutes
    Casting Time = 1 Phase
    Increased Tier = Yes / 10sp / per 50
    ------------------------------------------
    Wrap something with a magical essence, making them weigh less and fall slower. Each target under the effects of this spell will weigh half as much as it normally would and will ignore the first 50 points of fall damage each time it falls. This spell will have no effect if cast on a target currently under the effects of this spell. This spell can affect up to 1 entity per Tier it is cast. This spell can be used as your Reaction for the round.

  • Concentration
    Material = Shimmer Stone (F) (C)
    Physical and Audio: 16sp
    Basic | Range = 100 meters
    Resistance Check = N/A
    Duration: - -
    Casting Time = 1 Minute
    Increased Tier = No
    ----------------------------------------
    Listen to sounds that are too far away for you to hear. Cast forth a very small and barely noticeable glimmer of light from your shimmer stone to any single location you can see within range. The glimmer of light has a movement stat of 20 meters. Once it has arrived at your desired location, it will linger there. You will then be able to focus on your shimmer stone and hear all sounds from the location of the glimmer of light as if you were in its place, through the shimmer stone. When your concentration ends, the shimmer stone will turn to dust. You are able to use an Action Phase to move the glimmer of light an additional 20 meters. If your line of sight on the glimmer of light is broken for more than 1 minute, the spell will end.

  • Audio: 10sp
    Enhancement | Range = Touch
    Resistance Check = N/A
    Duration: 1 Hour
    Casting Time = 1 Phase
    Increased Tier = Yes / 0sp / per 50
    ------------------------------------------
    Create a barrier of energy surrounding the mind of an entity, protecting it from invasion. The target cannot suffer any hindrances to their Intellect Feature. They will also be immune to a total of up to 20 points of psychic damage. For each Tier this spell is cast above Tier 1, you may either choose to include 1 additional target, or increases the psychic damage reduction by 20 points.

  • Material = Magic Powder (C)
    Physical: 7sp
    Basic | AoE = 20 meters (A8)
    Resistance Check = N/A
    Duration: 2 Minutes
    Casting Time = 2 Phases
    Increased Tier = No
    --------------------------------------
    The area around you becomes shrouded in a thick mist, making it very difficult to see for 2 minutes. Everything within the AoE is considered as obscured.

  • Physical and Audio: 6sp
    Basic | Range = 4 meters
    Resistance Check = N/A
    Duration: 30 Seconds
    Casting Time = 1 Phase
    Increased Tier = No
    ----------------------------------------
    Reduce the permanency of a non-magical door you can see. The target must be a door, by all definitions. The target is traversable for 10 seconds, but will appear no different. Everything may pass through the door as if it were not even there. When this spell ends, anything that is occupying the same space as the door will be forced to the next closest location.

  • Concentration
    Material = Deity Symbol (F)
    Physical and Audio: 5sp
    Enhancement | AoE = 10 meters
    Resistance Check = No
    Duration: - -
    Casting Time = 2 Phases
    Increased Tier = Yes / 3sp / per 50
    ------------------------------------------
    Emit an aura of Radiant energy that will aid you and your allies. This AoE will move with you, keeping you at its center. At the start of each of your turns, all entities you have declared as allies who are within the Aura will restore an amount of life equal to 3x the Tier this spell is cast. They also gain the following bonuses:
    *1d6 magic defense per Tier this spell is cast
    *+1 modifier to all Natural resistances
    *+1 Battle Caliber per Tier this spell is cast above Tier 2.
    At the start of each of your turns, you must expend an additional 3sp to maintain this spell, otherwise the spell ends.

  • Physical: 8sp
    Healing | Range = Touch
    Resistance Check = N/A
    Duration: Instant
    Casting Time = 1 Phase
    Increased Tier = No
    ----------------------------------------
    Lay a healing hand on an entity to relieve them of poison. If the target of this spell is currently suffering from the effects of being “poisoned”, then that poison is removed completely.

  • Physical and Audio: 10sp
    Healing | AoE = 10 meters
    Resistance Check = N/A
    Duration: Instant
    Casting Time = 1 Phase
    Increased Tier = Yes / 5sp / per 50
    ------------------------------------------
    Use your radiant energy to heal a group of allies. When you cast this spell, all chosen living targets within the AoE will instantly heal 1d12 Life per Tier this spell is cast. Any chosen Undead entities within the AoE will instead suffer radiant damage equal to ½ the amount they would have otherwise healed. If this reduces an Undead entities Life to 1 or less, then that entity will turn into dust.

  • Physical and Audio: 15sp
    Healing | Range = Touch
    Resistance Check = N/A
    Duration: 1 Hour
    Casting Time = 1 Phase
    Increased Tier = Yes / 85sp / 330
    ----------------------------------------
    Protect an entity with Radiant energy, making them more resistant to being cursed. The target of this spell will have any single effect of a Curse type spell or effect, still active on them, removed. This spell will only eliminate a curse effect of Tier 2 or less. If this spell is cast at an increase Tier, it is considered as Tier 4 and remove an effect of Tier 4 or less. If the target is not currently suffering from the effects of a Curse type spell or effect, then they will instead be given a modifier to their curse Natural Resistance equal to the Tier this spell was cast, for the spell’s duration.

  • Physical and Audio: 8sp
    Healing | AoE = 8 meters
    Resistance Check = N/A
    Duration: 1 Hour
    Casting Time = 1 Phase
    Increased Tier = No
    ----------------------------------------
    Heal you and your allies from being paralyzed. When you cast this spell, yourself and all chosen targets within range who are currently paralyzed will be healed of that status effect. Any chosen targets within the AoE that are not currently paralyzed will gain a +2 modifier to their “Stun” natural resistance for 1 hour. This spell cannot be cast on an entity currently under its effects.

  • Concentration
    Material = Flamicore Skin (C)
    Physical and Audio: 10sp
    Enhancement | Range = 8 meters
    Resistance Check = N/A
    Duration: 1 Hour
    Casting Time = 2 Phases
    Increased Tier = Yes / 10sp / per 50
    ------------------------------------------
    Shroud an entity you can see with protection against magical and elemental damage. The target will have an additional 1d10 magic defense, per Tier this spell is cast, for the duration.

  • Physical and Audio: 7sp
    Healing | Range = Touch
    Resistance Check = N/A
    Duration: Instant
    Casting Time = 1 Phase
    Increased Tier = No
    ----------------------------------------
    Remove any status effect currently active on a living target. Choose any single status effect currently affecting the target, and heal them of that status effect. If the chosen status effect has stages, then instead reduce the stage of that effect by one stage.

  • Concentration
    Physical and Audio: 10sp
    Charm | Range = 12 meters
    Resistance Check = Stun
    Duration: 10 Seconds
    Casting Time = 1 Phase
    Increased Tier = Yes / 10sp / per 50
    ------------------------------------------
    Project your magic onto a single target you can see within range, stopping it from moving. A target who fails their resistance check will have a much more difficult time moving. The target will be considered as “Restrained” by your spell. The effects of this spell will last for 10 seconds per Tier it is cast. The target can break free of this spell by making a successful resistance check during their Perform Phase. ¤

  • Material = Magic Powder (C)
    Physical and Audio: 25sp
    Basic | AoE = 2 meters
    Resistance Check = N/A
    Duration: - -
    Casting Time = 2 Phases
    Increased Tier = Yes / 25sp / per 50
    ------------------------------------------
    Carry you and your allies away to a location you call safety. Up to one entity per Tier this spell is cast will be transformed into purple sparkling energy and shot into the sky, where they will then be thrust across the planet at extreme speeds, to the most recent location you had “marked”. Once all targets have landed, they will revert back into their normal forms.
    Everything on the targets person will be transported the same. This spell will have no effect if the sky is not visible and unobstructed from your current location. This spell will have no effect on a non-willingly target. Unconscious entities will be considered as “willing”.
    *To “Mark” a location for this spell, you must draw the symbol of your deity on something, using your blood. As long as this symbol remains intact, and has a clear view of the sky, you will be able to use this spell to teleport there from anywhere on the same plane of existence.

  • Physical: 12sp
    Enhancement | Range = Touch
    Resistance Check = N/A
    Duration: 30 Seconds
    Casting Time = 2 Phases
    Increased Tier = No
    ---------------------------------------
    Transform the skin of a nearby target into a very hard substance, similar to stone. For the next 30 seconds, the target will be resistant to bludgeoning, slashing, and piecing damage.

  • Physical: 10sp
    Charm | Range = 10 meters
    Resistance Check = Stun
    Duration: Instant
    Casting Time = 1 Phase
    Increased Tier = No
    ---------------------------------------
    Inflict vertigo onto a target, causing them to fall to the ground. A target who fails their resistance check will immediately fall to the ground, and become prone. If a target fails their resistance check while flying, then they will plummet 20 meters towards the ground at the start of their next turn, taking ½ fall damage and becoming prone if they hit the ground. ¤

  • Audio: CA 14sp
    Basic | Range = 10 meters
    Resistance Check = N/A
    Duration: Instant
    Casting Time = Reaction
    Increased Tier = No
    ----------------------------------------
    This spell can only be cast as a Counter Action in response to an entity within range being hit by a targeted attack. A tendril of magic will lash out at the attacker in an attempt to stop the attack. The attacker must re-roll their RTH with a -2 modifier. If this re-rolled attack would result as a critical hit, it is instead considered as a normal hit.

  • Physical and Audio: 25sp
    Summon | Range = 2 meters
    Resistance Check = N/A
    Duration: 10 Hours
    Casting Time = 2 Phases
    Increased Tier = No
    -----------------------------------------
    You must be at least level 12 to cast this spell. Summon forth a “Sprite” of an element of your choosing, into a space next to you. This elemental will follow any command you give it to the best of its abilities. If you are currently in initiative, then this elemental will take its turn immediately after yours. When this spell ends, or when you cast a different summoning spell, the elemental will vanish out of existence.

  • Physical and Audio: 15sp
    Enhancement | Range = Touch
    Duration: - -
    Casting Time = 2 Phases
    Increased Tier = No
    ------------------------------------------
    Ask your deity to aid yourself or an ally. Roll 1d6. The target will be given a benefit according the result:
    1 = The next skill check you make will be a success.
    2 = The next attack roll you make will be a critical hit.
    3 = The next Feature check you make will be a success.
    4 = The next Resistance check you make will be a success.
    5 = Re-roll.
    6 = Your deity is not listening.
    The effects of this spell will last until they are used. If you cast this spell on a target who is currently benefitting from the effects of this spell, and the d6 result would give them an effect they already have active on them, re-roll the dice until you get something different.

  • Material = Stone Scale (C)
    Physical: 15sp
    Enhancement | Range = Touch
    Resistance Check = N/A
    Duration: 10 Minutes
    Casting Time = 1 Phase
    Increased Tier = Yes / 10sp / per 50
    ------------------------------------------
    Strengthen the natural toughness of an entity, helping to protect them against attacks. The target of this spell will be surrounded by a faint outline of radiant magic that will give them additional defense. For the next 10 minutes, increase all of the targets Defense rolls by 2 per die that they roll, per Tier this spell is cast. This spell cannot be cast on an entity currently under its effects. Casting this spell while it is currently in effect on a target will end its effects on that target to be replaced with the new casting.

  • Physical: 3sp
    Enhancement | Range = Touch
    Resistance Check = N/A
    Duration: 1 Hour
    Casting Time = 1 Phase
    Increased Tier = Yes / 3sp / per 50
    -----------------------------------------
    Allow an entity, you can touch, the ability to walk on water. Any time the target would take a step on an amount of water, the water directly beneath their foot will immediately become solid, strong enough to support the targets weight. This solid will turn back into water as soon as the target is no longer stepping on that area. This spell can affect up to 1 target per Tier it is cast.

  • Physical and Audio: 4sp
    Attack | Range = 20 meters
    Resistance Check = N/A
    Duration: Instant
    Casting Time = 1 Phase
    Increased Tier = Yes / 4sp / per 50
    ------------------------------------------
    Bring forth concentrated Radiant energy into your hand and shoot it at an entity you can see, to harm them. An entity hit with this spell will suffer 2d6 points of Radiant magic damage per Tier this spell was cast.

Spatial Magic

  • Concentration
    Physical: 12sp
    Enhancement | Range = Self
    Resistance Check = N/A
    Duration: 1 Hour
    Casting Time = 1 Phase
    Increased Tier = No
    ---------------------------------------
    Your vision is greatly enhanced, allowing you to see further and more vividly. For one hour, anytime you make a Notice Feature check to determine if your character sees something, you will have a +10 bonus to that Feature check.

  • Physical and Audio: 9sp
    Basic | AoE = 20 meters
    Resistance Check = N/A
    Duration: Instant
    Casting Time = 1 Phase
    Increased Tier = No
    -----------------------------------------
    Eliminate all effects causing things to be invisible. When you cast this spell, anything within the AoE that is invisible through the effects of a Tier 2 or lower spell, from a gift, or from a talent are immediately dispelled.

  • Concentration
    Audio: 10sp
    Charm | AoE = 14 meters
    Resistance Check = Charm
    Duration: 1 Minute
    Casting Time = 2 Phases
    Increased Tier = Yes / 10sp / per 120
    ------------------------------------------
    Cover the area in harmless dancing lights that will confuse and disorient entities. For the next 1 minute per Tier this spell is cast, any entity that begins their turn within the AoE or enters the AoE for the first time each round must make a resistance check. Entities that fail their resistance check will be entranced by the lights and considered as stunned for the remainder of the duration. Taking any kind of damage while under the effects of this spell will end this spells effect on that entity, and that entity will be immune to the effects of this casting of this spell. An entity who succeeds their resistance check will be unaffected for the remaining duration.

  • Physical and Audio: 6sp
    Basic | AoE = 14 meters
    Resistance Check = N/A
    Duration: Instant
    Casting Time = 1 Phase
    Increased Tier = No
    ------------------------------------------
    Emit a magical pulse throughout the area to look for specific things. Choose up to 3 things to look for. For example, you could say, "I am searching for severed body parts, door knobs, and levers". If any of the declared things are within the AoE of this spell at the time it is cast, you will be alerted to how far and in what direction each one is.

  • Physical: 8sp
    Enhancement | Range = Self
    Resistance Check = N/A
    Duration: 10 Minutes
    Casting Time = 1 Phase
    Increased Tier = No
    -----------------------------------------
    Manipulate your words and appearance to make yourself much more appealing to those around you. For the next 10 minutes, you will have +5 modifier to your Persuasion, Performance, and Deception skills.

  • Material = Shimmer Stone (C)
    Physical and Audio: 16sp
    Basic | Range = Touch
    Resistance Check = N/A
    Duration: Instant
    Casting Time = 1 Minute
    Increased Tier = No
    ----------------------------------------
    Create a duplicate of a single item you are currently touching. When you cast this spell, you must be touching the item you wish to copy with one hand while holding the shimmer stone in the other hand. The shimmer stone will then begin transforming itself into a perfectly identical physical copy of the item you are holding. The item you are creating cannot be larger than a small entity. Magical properties will not be copied onto the duplicate item. The new item will be physically indistinguishable from the original in every other way. The effects of this spell are permanent unless dispelled.

  • Physical and Audio: 10sp
    Healing | Range = Touch
    Resistance Check = N/A
    Duration: Instant
    Casting Time = 10 Seconds
    Increased Tier = No
    -----------------------------------------
    Use your magic to relieve an entity of a hindrance. When this spell is cast, you can remove any single temporary negative modifier affecting the target.

  • Physical and Audio: 10sp
    Healing | Range = Touch
    Resistance Check = N/A
    Duration: Instant
    Casting Time = 1 Phase
    Increased Tier = No
    ------------------------------------------
    Relieve an entity of a status effect. When this spell is cast, you can choose any one of the following effects to be applied to the target;
    *Reduce a stage of Poison by 1
    *Reduce a stage of bleeding by 1
    *Eliminate Paralysis
    *Eliminate Frightened

  • Physical and Audio: 25sp
    Charm | Range = Touch
    Resistance Check = Charm
    Duration: Instant
    Casting Time = 1 Phase
    Increased Tier = / 15sp / per 120
    -----------------------------------------
    Invade the memories of an entity and remove recent events. An entity who fails their resistance check will forget everything that happened within the past 10 seconds per Tier this spell is cast. An entity affected by this spell will become immune to its effects for 24 hours.

  • Physical and Audio: CA 15sp
    Healing | Range = Self
    Resistance Check = N/A
    Duration: Instant
    Casting Time = Reaction
    Increased Tier = Yes / 15sp / per 120
    ------------------------------------------
    This spell can only be used as a Counter Action in response to your character being dealt fire, ice, lightning, water, or wind damage. A bubble of magic will appear around you and absorb up to 10 points of the above listed damage, per Tier this spell was cast. If you take no fire, ice, lightning, water, or wind damage because of this spell’s effects, then you will recover 1 focus point.

  • Material = Planar Sheet (C)
    Physical and Audio: 30sp
    Basic | Range = 500km
    Resistance Check = Charm
    Duration: Instant
    Casting Time = 2 Phases
    Increased Tier = Yes / 10sp / per 120
    ------------------------------------------
    Use your magic to teleport from your current location to a different location. Choose a single location that you can picture vividly, and instantly transport up to 1 entity of large size or smaller, per Tier this spell is cast, to the destination. All chosen targets must be within 2 meters of you. Whenever you use this spell, you must succeed an RR 20 Luck check or appear in a random location within 1 kilometer of your intended destination. If a target does not want to be transported, they may attempt a resistance check to avoid this spells effects.

  • Physical: 3sp
    Basic | Range = 4 meters
    Resistance Check = N/A
    Duration: 1 Hour
    Casting Time = 1 Phase
    Increased Tier = No
    ------------------------------------------
    Create the illusion of a wall to confuse others. The wall that you create will manifest in any location you desire within range and will look like whatever you want it to look like for 1 hour, except that it can be no bigger than 4 meters wide and 4 meters tall. This wall is an illusion, meaning that it is not physically there. Anything is able to pass through it effortlessly.

  • Concentration
    Physical and Audio: 25sp
    Enhancement | Range: - -
    Resistance Check = N/A
    Duration: - -
    Casting Time = 5 Minutes
    Increased Tier = No
    -------------------------------------
    Use your magic to locate an item of your choosing that you have seen before. As long as the target of this spell is on the same plane of existence as yourself, you will know how far away, and in what direction the target is. As long as you maintain concentration, this information update constantly, allowing you to track the targets’ location.

  • Concentration
    Physical and Audio: 35sp
    Enhancement | Range = - -
    Resistance Check = Charm
    Duration: - -
    Casting Time = 5 Minutes
    Increased Tier = No
    ---------------------------------------
    Picture a single entity you have seen before, and are familiar with, and know exactly where they are. You will know exactly which direction and how far away the target of this spell is, as long as they are on the same Plane of existence. As long as you maintain concentration, this information will update constantly, allowing you to track their location. If the target has an Intellect Feature of 12 or greater, then they may attempt a resistance check to trace this spell back to you, learning how far away and in what direction YOU are from them, as long as you maintain the spell.

  • Concentration
    Physical and Audio: 26sp
    Enhancement | Range = Self
    Resistance Check = N/A
    Duration: 5 Minutes
    Casting Time = 1 Phase
    Increased Tier = No
    ---------------------------------------
    Allow yourself to walk across a surface that does not exist. For the duration, any time you would step on a space that is of an elevation that is equal to where you currently are, a magical platform slightly larger than your foot will appear beneath it to stop your elevation from dropping. This will allow you to walk across chasms, holes in the ground and even canyons. As soon as your foot leaves a platform, that platform will vanish. Platforms will only appear when you want them to appear.

  • Material = Bottle of your Blood (C)
    Physical and Audio: 16sp
    Summon | Range = 2 meters
    Resistance Check = N/A
    Duration: 10 Minutes
    Casting Time = 1 Minute
    Increased Tier = No
    ----------------------------------------
    Summon a small size trans-dimensional entity to assist you. A small humanoid type entity will appear in a space next to you. This entity will be capable of moving into and out of any and all planes of existence at will, through portals it can open up anywhere. It will not take any harmful actions, but will otherwise do whatever you request of it, to the best of its abilities. It speaks no languages, but will understand all languages spoken by you. It has 1 life, and all of its Features are 10. All of its other stats are 10, except for movement which is 200, as it moves around by opening portals in different locations. Its Natural Resistances are each 6, and it can levitate.

  • Audio: 3sp
    Basic | Range = 10 meters
    Resistance Check = N/A
    Duration: 1 Minute
    Casting Time = 1 Phase
    Increased Tier = Yes / 3sp / per 120
    -----------------------------------------
    Project your voice from a location other than yourself. You can choose any item you can see as the target of this spell. For the next minute, any sounds that leave your lips will emanate from the target. The range of this spell will be 10 meters per Tier it is cast.

  • Concentration
    Physical and Audio: 15sp
    Enhancement | Range: - -
    Resistance Check = N/A
    Duration: - -
    Casting Time = 2 Phases
    Increased Tier = Yes / 20sp / 170
    ----------------------------------------
    Speak a short phrase to be delivered to a target you are familiar with in the form of a creepy whisper. Speak a single sentence containing no more than 15 words. As you are speaking this sentence, it will be whispered directly into the targets ear, as if a ghost is stalking them, as long as the target is on the same Plane of existence. The whisper will be in your normal voice. If you cast this spell at an increased Tier, it is considered as Tier 3, and the target may respond, using this spell, with a single sentence containing no more than 15 words.

  • Physical: 10sp
    Enhancement | Range = Self
    Resistance Check = N/A
    Duration: 1 Hour
    Casting Time = 1 Phase
    Increased Tier = No
    ----------------------------------------
    Grant yourself the ability to comprehend all languages for 1 hour. During this time, you are able to understand and read all languages you hear and see, though you will not know what languages you are hearing, speaking, or reading. Any time you speak, all entities who can hear you will understand what you are saying.

  • Concenatration
    Material = 10mg of diamond dust (C)
    Physical and Audio: 16sp
    Attack | AoE = 20 meters
    Resistance Check = Freeze
    Duration: 1 Minute
    Casting Time = 2 Phases
    Increased Tier = Yes / 0sp / per 120
    -----------------------------------------
    Create a shivering cold sleet storm to fall upon an area, making existence within this area difficult and dangerous. This spell will move, keeping you at its center. Everything within the AoE will be considered as in partial cover. Up to one target of your choosing, per Tier this spell is cast will be immune to this spell’s effects. Any potential target who begins their turn within the AoE or enters the AoE for the first time each round, must make a successful resistance check or suffer the following effects until the start of their next turn:
    *-2 Battle Caliber
    *½ Movement
    *1d6 points of impact damage per Tier.

  • Concentration
    Audio: 14sp
    Enhancement | Range = Self
    Resistance Check = N/A
    Duration: 10 Minutes
    Casting Time = 1 Phase
    Increased Tier = No
    --------------------------------------
    Your hearing is significantly enhanced, allowing you to hear things that normal people have no chance of hearing. For 1 hour, you will automatically succeed all Notice Feature checks that involve hearing.

  • Audio: 2sp
    Basic | Range = 2 meters
    Resistance Check = N/A
    Duration: Instant
    Casting Time = 1 Phase
    Increased Tier = No
    -----------------------------------------
    Hide things that have been written. You can cast this spell on any number of words or symbols that you can see within range. All of the chosen words will vanish from view, making their canvas appear blank. You can also use this spell to undo its effects, either cast by you or by someone else.

  • Physical: 15sp
    Basic | Range = Touch
    Resistance Check = N/A
    Duration: Instant
    Casting Time = 10 Seconds
    Increased Tier = No
    ---------------------------------------
    Learn the details of a single item you are touching. When you cast this spell, you will learn the following about the item;
    Details of magical properties, including unique properties. If the target is cursed. If the target is intelligent. If the target has a special name.

  • Concentration
    Physical: 3sp
    Basic | Range = Touch
    Resistance Check = N/A
    Duration: - -
    Casting Time = 1 Phase
    Increased Tier = No
    ---------------------------------------
    Touch a small item and make it shine like a bright light. The target will shine brightly, providing 14 meters of bright light and an additional 14 meters of dim light.

  • Concentration
    Physical and Audio: 10sp+
    Curse | Range = Touch
    Resistance Check = N/A
    Duration: 10 Minutes
    Casting Time = 2 Phases
    Increased Tier = No
    ---------------------------------------
    Give what could be called life unto an inanimate object. You can choose any single item, no larger than "huge", that is not currently equipped to someone or something, as the target of this spell. The target will be given a sort of sentience, a levitation speed of 6 meters, and a Life stat for 10 minutes. It will be considered as a non-entity construct. The effects will last until your concentration ends, its Life is reduced to 0, its durability is reduced to 0, or the duration expires. The targets Life stat will be equal to the amount of spell power that was used to cast this spell. You can use an Action Phase to command the target to do something. Once it has been given a command, it will do its best to perform that command, with no regard for its own well-being.
    If this spell is cast on an intelligent item, then that item will instead do whatever it wants to do for the duration.

  • Concenatration
    Material = Magic Powder (C)
    Physical: 14sp
    Charm | Range = Touch
    Resistance Check = Charm
    Duration: 1 Minute
    Casting Time = 2 Phases
    Increased Tier = No
    ----------------------------------------
    Influence the mind of a living being, incepting a powerful desire to please you. An entity that fails their resistance check will be overcome with a powerful desire to make you happy for the next minute. The target will consider you as a close friend they have known for a very long time. To the target, you will be considered as someone trustworthy, and someone they should care for. If the target takes any kind of damage, then this spell will end. An entity who succeeds their resistance check against this spell will be immune to its effects for the next 10 hours. This spell will have no effect on an entity that is currently hostile towards you.

  • Physical and Audio: 14sp
    Attack | Range = 12 meters (A2)
    Resistance Check = N/A
    Duration: Instant
    Casting Time = 1 Phase
    Increased Tier = Yes / 14sp / per 120
    ------------------------------------------
    Call forth powerful beams of light to strike down onto an area to burn and damage your foes. When you cast this spell, all potential targets within to AoE will suffer 2d6 points of Spatial magic damage per Tier this spell is cast. Entities who make a successful Evasion Feature check will take ½ damage. This spell strikes from above, ignoring some cover and obstacles.

  • Concenatratio
    Physical and Audio: 8sp CA 24sp
    Enhancement | Range = 6 meters
    Resistance Check = N/A
    Duration: 1 Hour
    Casting Time = 1 Phase
    Increased Tier = No
    -----------------------------------------
    1. Surround an entity you can see with a veil of protective energy, that will guard them from specific types of damage for a short period of time. Choose any 3 damage types from the list below. The target will be resistant to the chosen damage types: Fire, Water, Wind, Lightning, Ice, Spatial, Dark, Radiant, Impact, Crush, Psychic, Divine, Aura, and Toxic. 

    CA = Use this spell as a Counter Action in response to an entity within range taking damage. That entity will instead take ½ the damage they would have taken. After this happens, the target will become resistant to all of the above listed damage types for 30 seconds.

  • Audio: 6sp
    Basic | AoE = 30 meters
    Resistance Check = N/A
    Duration: 10 Minutes
    Casting Time = 2 Phases
    Increased Tier = No
    ------------------------------------------
    A pulse of magic burst from you, covering the area. Anything within the AoE, at the time this spell is cast, that has any magical properties will give off a faint purple glow that only you can see for the next 10 minutes. Up to 3 times, during this duration, you may focus in on a single magical source and determine what type of magic it is amongst the following categories; Basic, Charm, Curse, Elemental, Enhancement, Healing, Summon, or Unique.

  • Physical and Audio: 10sp
    Summon | Range: - -
    Resistance Check = N/A
    Duration: - -
    Casting Time = 10 seconds
    Increased Tier = No
    ----------------------------------------
    Create a tiny entity made out of pure magic and bestow it with a message to send to another entity who you are familiar with. Speak your message into the tiny entity. This message can contain any number of words you desire. Any number of words greater than 10 will consume an additional 1sp per word. Once you have finished speaking your message, the entity will travel at a speed of 5 kilometer per minute to its target, flying through the air, squeezing through holes as small as a keyhole; taking the quickest route possible. So long as the target is on the same plane of existence, the entity will eventually arrive at its target. Once the entity arrives, it will deliver your message to the target exactly as it was originally spoken.

  • Concentration
    Physical: 8sp CA 24sp
    Basic | Range = 2 meters
    Resistance Check = N/A
    Duration: - -
    Casting Time = 1 Phase
    Increased Tier = Yes / 8sp CA 24sp / per 120
    ------------------------------------------
    Create a powerful magical barrier to protect you from attacks. A wall of magic appears in front of you that will block up to 30 points of damage per Tier this spell is cast. Until such time as it has blocked that much damage, it will remain where you cast it, unmoving. If this wall takes damage greater than or equal to the remaining amount of damage it can take, then it will shatter into pieces. The wall has no defense stat.
    CA = Use this as a Counter Action in response to your character taking any type of damage from a targeted attack. The wall will appear immediately, blocking the attack. Its continued effects, when used as a Counter Action, will be as its normal effects. If the incoming damage is greater than 30 per Tier this spell is cast, then the wall will immediately shatter, and you will take the difference. Applicable defense may be rolled against this incoming damage.

  • Physical: 24sp
    Enhancement | Range = 14 meters
    Resistance Check = N/A
    Duration: 1 Minute
    Casting Time = 1 Phase
    Increased Tier = No
    -----------------------------------------
    Use your magic to kill the nerves in a single entity, making them incapable of feeling pain, and immune to being stunned, or paralyzed. Anything that would normally cause them pain, does not; such as getting burn, stabbed, cut, or breaking a bone. Not being able to feel pain does not; however, mean that harm isn’t still being done.

  • Physical and Audio: 1sp+
    Curse | Range = Touch
    Resistance Check = N/A
    Duration: 10+ Seconds
    Casting Time = 1 Minute
    Increased Tier = No
    -----------------------------------------
    Change your physical form into an identical copy of something you are touching. You can choose any single item, no larger than "huge" as the target of this spell. Declare an amount of time you wish to remain transformed. This spell will consume 1sp per 10 seconds. Your physical form will then be changed into a perfectly physically identical copy of the target for the duration. This will not copy any magical properties. The effects of this spell cannot be ended early by the caster. The effects of this spell will end if the durability of your new form reaches 0, the duration of the spell expires, or this spell’s effects are dispelled by an outside source. While in this form, all of your sense will be mute, and you will be considered as unconscious. You will feel pain appropriately whenever your durability is reduced. You cannot move. You cannot speak, you cannot hear or taste anything. You will feel when you are being touched, but not know who, or what, is touching you. You are the item until the spell ends.

  • Concentration
    Material = Mage's Sphere (F)
    Physical and Audio: 14sp
    Attack | Range = 2x Athleticism
    Resistance Check = N/A
    Duration: 1 Minute
    Casting Time = 2 Phases
    Increased Tier = Yes / 14sp / per 120
    ------------------------------------------
    Command your mages sphere to attack someone you can see, and it will do so on its own. To initiate this spell, you must hit the target using your mages sphere as a thrown weapon that will deal no damage. You will treat this thrown weapon attack as an attack spell. If this initial attack misses, then the spell misses. If this initial attack hits, then the mages sphere will have found its target, and will begin hovering nearby that target. For the duration, at the start of each of the targets turns, the mages sphere will hurl itself at the target; who must then make a successful Evasion Feature check or suffer 2d8 impact damage per Tier this spell was cast. When this spell ends, the mages sphere will return to you at the start of your turn, so long as you are within 60 meters of it. You must use an Action Phase to grab it. If you are not within 60 meters, or do not use an Action Phase to pick it up, then the mages sphere will plumet to the ground losing 1 durability per 4 meters that it fell. If your initial attack misses, the orb will return to you, and the effects of the spell will end.

  • Material = Pixie Wing (C)
    Phsyical and Audio: 40sp
    Summon | Range = 2 meters
    Resistance Check = N/A
    Duration: - -
    Casting Time = 1 Minute
    Increased Tier = No
    -------------------------------------
    Summon a tiny, winged, humanoid entity from Shimmerveil to aid you in your travels. When this spell is cast, a pixie will spring into existence next to you, and introduce themselves to you as your personal source of information. This Pixie will remain at your side, until you dismiss them back to Shimmerveil. Pixies spend their entire life studying and learning, making them a fountain of information. They will be able to answer nearly any question you ask them, often in excruciating detail. Similar to other summonsed entities, this pixie is able to perform simple task. Unlike other summons created through the magic of a spell, a Pixie is instead pulled out of Shimmerveil to assist you, giving them full autonomy. If they do not want to do something, then they won’t do it. The Pixie that is summoned to you from this spell will be the same Pixie that will appear to you, each time you cast this spell, so long as that Pixie is alive. The ”Pixie” information page should be readily available while a Pixie is summoned. You can have no more than 1 Pixie at your service at any given time. This Pixie does not apply to the rule of only having 1 summoned entity under your control.

  • Physical: 3sp
    Basic | Range = 20 meters
    Resistance Check = N/A
    Duration: 10 Minutes
    Casting Time = 1 Phase
    Increased Tier = No
    -----------------------------------------
    Create an illusory entity to divert attention. Choose what entity you would like to make an illusion of. When this spell is cast, an illusion of that entity will appear in a space of your choosing for 10 minutes. The illusion will look and behave physically real, but will make no sounds of any kind. A successful active investigation skill check will allow an entity to distinguish whether or not the entity is an illusion. An entity may also attempt to interact with the entity to determine whether or not it is an illusion. The RR for this investigation skill check will be equal to your spell casting RR.

  • Audio: 1sp+
    Healing | Range = Touch
    Resistance Check = N/A
    Duration: Instant
    Casting Time = 1 Phase
    Increased Tier = No
    -----------------------------------------
    Restore full vitality unto yourself or a living ally. When you cast this spell, the targets Life will be restored to full. This spell will consume 1sp per 1 Life that was restored. If you do not have enough remaining spell power to fully restore the targets Life, then this spell will deplete your spell power to heal the target for as much as possible. You have no control over how much spell power this spell will consume. It will full heal the target or drain your Spell Power trying.

  • Concentration
    Physical: 6sp
    Curse | Range = 12 meters
    Resistance Check = Hinder
    Duration: 1 Minute
    Casting Time = 1 Phase
    Increased Tier = Yes / 6sp / per 120
    -----------------------------------------
    Use your magic to constrict a targets leg, making it more difficult for them to move. If the target fails their resistance check, they will suffer a -2 hindrance to their Movement stat, per Tier this spell is cast, for the next minute. An entity currently suffering from the effects of this spell will be immune to an addition casting of this spell. This cannot reduce a targets movement stat to 0.

  • Audio: 13sp
    Attack | AoE = 20 meters
    Resistance Check = Stun
    Duration: Instant
    Casting Time = 1 Phase
    Increased Tier = Yes / 13sp / per 120
    -----------------------------------------
    Release a terrifying scream fueled by the cries of the dead. All potential targets within the AoE, excluding up to 1 chosen target per Tier this spell is cast, must make a successful resistance check, or become stunned. ¤

  • Concentration
    Physical and Audio: 5sp/10sp
    Basic | AoE = 16 meters
    Resistance Check = N/A
    Duration: 10 Minutes
    Casting Time = 2 Phases
    Increased Tier = Yes / 10sp / per 120
    ------------------------------------------
    This spell has 2 different effects:
    1. (5sp): All of the darkness within the AoE, including non-living shadows, shaded areas, magical darkness, everything the light does not touch will be absorbed into your hand. This area will then be illuminated with dim source less light. You will be able to hold this darkness within your hand as long as you maintain concentration. As long as you are holding this darkness, you are able to use the second part of this spell as a separate casting of this spell.
    2. (10sp+): Throw pure darkness at a single entity you can see. If hit, the target will suffer 3d10 points of spatial magic damage per Tier this spell was cast. The shade will then shoot itself at a different target within 8 meters of the original target. This new target must make a successful Evasion Feature check or also suffer damage as if it were the original target.
    When the effects of this spell end, all darkness will return to where it came from.

  • Concentration
    Physical: 16sp
    Attack | Range = 16 meters (A2)
    Resistance Check = Infection
    Duration: 1 Minute
    Casting Time = 2 Phases
    Increased Tier = No
    --------------------------------------
    Create a cloud of intoxicating fumes to bestow illness onto your enemies. A toxic cloud will appear in the AoE. For the next minute, any living entity that begins their turn within the AoE or enters the AoE for the first time each round must make a successful resistance check or spend the remainder of their turn coughing and vomiting. Once an entity has succeeded at a resistance check against this spell, they will be immune to its effects for the remaining duration. ¤

  • Physical: 8sp
    Charm | Range = 12 meters
    Resistance Check = Charm
    Duration: 30 Seconds
    Casting Time = 1 Phase
    Increased Tier = Yes / 8sp / per 120
    -----------------------------------------
    Forbid an entity from making any kind of noise. An entity who fails their resistance check will be surrounded by an invisible veil of energy that rejects sound waves. Sound cannot pass through or occur within this veil. This barrier does not disable telepathic communication. This spell can affect up to 1 entity per Tier it is cast. Spells with an Audio component cannot be cast, the target cannot verbally communicate, no entity can hear any sound the target tries to make. ¤

  • Physical and Audio: 20sp CA 55sp
    Basic | Range = Self
    Resistance Check = N/A
    Duration: 1 Minute
    Casting Time = 2 Phases
    Increased Tier = No
    ------------------------------------------
    Surround yourself with a barrier of magic that will attempt to repel all incoming magic. All targeted spells and elemental magic that designate you as the target will have a -5 RTH. You will have a +2 modifier to all Resistance Check against targeted spells, ignoring all effects on a success.
    CA = Use as a Counter Action in response to receiving a critical hit from a spell or elemental magic attack. The attack is instead considered as a normal hit.

  • Material = Ceramic pot (C)
    Physical and Audio: 25sp
    Summon | Range = 2 meters
    Resistance Check = N/A
    Duration: 10 Hours
    Casting Time = 2 Phases
    Increased Tier = No
    ---------------------------------------
    You must be at least level 14 in order to cast this spell. Summon forth your choice of a lesser Stone Golem or a lesser Clay Golem into a space next to you. This animate construct will follow any command you give it to the best of its abilities. If you are currently in initiative, then this creature will take its turn immediately after yours. When this spell ends, or when you cast a different summoning spell, the creature will vanish out of existence.

  • Material = Humanoid Skull (C)
    Physical and Audio: 25sp
    Summon | Range = 2 meters
    Resistance Check = N/A
    Duration: 10 Hours
    Casting Time = 2 Phases
    Increased Tier = No
    ---------------------------------------
    You must be at least lvl 13 in order to cast this spell. Summon forth your choice of either a Wraith, or 5 Zombies next to you. The Undead you summoned will follow any command you give them to the best of their abilities. If you are currently in initiative, then the Undead will take its turn immediately after yours. When this spell ends, or when you cast a different summoning spell, the Undead summoned this way will vanish out of existence.

  • Concentration
    Audio: 10sp
    Enhancement | Range = Touch
    Resistance Check = N/A
    Duration: - -
    Casting Time = 1 Minute
    Increased Tier = Yes / 2sp / per 120
    ----------------------------------------
    Connect to the void to speak to the spirit of a dead body you are touching, allowing you to temporarily speak with them. You may ask the spirit up to 2 questions + 1 additional question per tier this spell is cast. The spirit must answer all of your questions, but has no obligation to answer truthfully. Once all questions have been answered, your connection to the spirit will fade. This spell will fail if the bodies spirit is not within the void. This spell will only affect the same target once every 3 days.

  • Physical and Audio: 10sp
    Basic | Range = 2 meters
    Resistance Check = N/A
    Duration: Instant
    Casting Time = 2 Phases
    Increased Tier = No
    ----------------------------------------
    Command a lock to open, and it will obey. When this spell is cast on a non-magical locking mechanism of any kind, the lock will be undone; so long as the lock was level 3 or less.

  • Concentration
    Material = Mage's Sphere (F)
    Physical and Audio: 40sp
    Basic | Range = - -
    Resistance Check = Charm
    Duration: 1 Minute
    Casting Time = 5 Minutes
    Increased Tier = Yes / 10sp / per 120
    -----------------------------------------
    Use your magic to look through your mages sphere and see the area around an item or entity you are familiar with. Once you have cast this spell, you will be able to see the target within your mages sphere, as well as everything within 10 meters of it, for 1 minute per Tier this spell is cast. If the target is an entity, then they may attempt a resistance check; the spell failing on a success. The location your vision is being pulled from is a marble sized invisible ball that hovers around the target. This ball has a durability of 1. There is no limit to the range of this spell as long as the target is in the same plane of existence as you.