Spells

NOTE ALL DCs are LOW by 25%

Name DC Range Area Duration Save Cost Effect
Magic Missle 16 Medium Target Instant None +0 Target takes 1d6ED
Fireball 25 Long 8 Burst Instant R +0 Target tagets 10d6ED (Fire)
Energy Blast 18 Medium 1 Burst Instant Att +0 Target takes 4d6ED
EMP Blast 19 Medium 1 Burst Instant Att +0 Target takes 1d6ED plus EMP damage
Escape 18 Touch Target Instant None +0 Target restraint becomes undone.
Smoke Flash 16 Medium 4 Burst Temporary None +0 Creates a cloud of smoke granting Full Concealment to all within
Lightning Bolt 22 Touch 40 Line Instant R +0 Target takes 6d6ED
Flame Breath 20 Touch 6 Cone Instant R +0 Target takes 4d6ED
Icy Wind 30 Touch 24 Cone Instant R +0 Target takes 15d6ED (Cold)
Hypnotize 16 Close 5 Burst Fleeting MC +0 Target becomes fascinated. and treats requests from the caster as friendly even after effect ends.
Entrance 18 Close Target Lengthy MC-2 +0 Target becomes fascinated even if attacked by someone other than the caster and treats requests from the caster as friendly.
Suggestion 19 Close Target Lengthy MC +0 Target will take one suggestion as if made by a close friend or ally
Mind Control 24 Close Target Enduring MC +0 Target must obey "exactly" what he is ordered.
Possession 21 Close Target Concent F or BB +0 Target is telekinetically controlled by the caster
CW: Approach 16 Close Target Fleeting MC +0 Target moves toward the caster as quickly and directly as possible.
CW: Drop 16 Close Target Instant MC +0 Target drops anything it is holding and cannot pick them up on it's next turn.
CW: Fall 16 Close Target Fleeting MC +0 Target falls to the ground remaining prone for the duration.
CW: Flee 16 Close Target Fleeting MC +0 Target moves away from the caster as quickly and directly as possible.
CW: Halt 16 Close Target Fleeting MC +0 Target becomes immobilized, must remain in its space and cannot attack the caster
CW: Sleep 12 Close Target Temporary F or MC +0 Target falls unconscious until roused (ie nundged awake, damaged) or the duration elapses
CW: Blind 18 Medium Target Permanent P +0 Target becomes blinded
CW: Deaf 18 Medium Target Permanent P? +0 Target becomes deafened
CW: Die 28 Close Target Instant P +0 Target 13d6 ignoring DR. Even if the save is successful, the target takes 1/4 damage.
CW: Hold 18 Close Target Fleeting P or MC +0 Target becomes paralyzed
CW: Laugh 16 Close Target Fleeting MC +0 Target, that shares a language with the caster, makes no actions except laughing
CW: Dance 18 Close Target Fleeting MC/Dance +0 Target is compelled to dance. -8 AGI, DEX and can take no other actions. A character who saves with Dance is mearly able to focus their dancing into useful actions.
CW: Sleep, Mass 20 Close 5 Burst Temporary F or MC +0 Target falls unconsious until roused (ie nundged awake, damaged) or the sleep elapses.
CW: Fear 16 Close Target Fleeting H? +0 Target is frightened. Even if the save is successful the character is shaken.
CW: Phobia 18 Close Target Enduring H +0 Target aquires an irrational fear of something of the casters choice (spiders, snakes, the color blue, etc). Being arround the source of fear will cause the target to become shaken. If the source of fear is advanced on the target the will become frightned.
CW: Paranoia 20 Close Target Enduring H +0 Target becomes paranoid. His attitude cannot be adjusted above unfriendly, thru no magical means, toward any specific group or individual though he may harbor warm feelings for theoritical groups like all good humans. It's just a shame their aren't any.
CW: Bad Luck 18 Close Target Enduring P +0 Target gets -8 to all skills cannot critically succeed.
CW: Good Luck 16 Close Target Temporary None +0 Target counts all checks as if they rolled one higher. This affects critical success and failure rolls.
CW: Slow 16 Close Target Fleeting MC +0 Target can only make a move or standard action each round. and is limited to 1 free or swift action.
CW: Decay 18 Touch Target Fleeting P +0 Target takes 1d6ED damage ignoring DR each round.
CW: Neurosis? 22 Touch Target Instant H See Neurosis List. also causes karma loss.
CW: Contagion? 22 Touch Target Instant P See Disease List. Target is infected with a contagious disease
CW: Poison? 22 Touch Target Instant P See Poison List. Target is infected with a poison
CW: Truth 15 Touch Target Temporary MAD +0 Target cannot say something they know or largely suspect to be false.
CW: Fever 18 Touch Target Enduring P +0 Target -4 Str
CW: Gas 18 Touch Target Enduring P +0 Target -4 Dex
CW: Headaches 18 Touch Target Enduring P +0 Target -4 Cun
CW: Hiccups 18 Touch Target Enduring P +0 Target -4 Kno
CW: Ingrown nail 18 Touch Target Enduring P +0 Target -4 Agi
CW: Itching Rash 18 Touch Target Enduring P +0 Target -4 Wil
CW: Pimples 18 Touch Target Enduring P +0 Target -4 Pre
CW: Runny Nose 18 Touch Target Enduring P +0 Target -4 End
CW: Vertigo 18 Touch Target Enduring MAD +0 Target is sickened. Must resist disease DC 20 each round of activity or become nauseated.
CW: Despair 16 Close Target Fleeting MC +0 Target is filled with a sense of sadness and loss. -2 morale penalty to all actions and mental saves.
CW: Confusion 16 Close Target Fleeting MC +0 Target becomes confused, acting randomly each round 01-10: attack Caster, 11-20: act normally, 21-50 do nothing, 51-70 flee from caster, 71-100 attack nearest
CW: Anger 18 Close Target Fleeting MC +0 Target is enraged, +2 attack -2 to all defensive actions and saves.
CW: Peace 20 Close Target Fleeting MC +0 Target will stop attacking and treat everyone as friendly, unless further provoked.
CW: Agony 18 Close Target Fleeting MAD or F +0 Target is gripped with agonizing pain and becomes nauseated.
CW: Kneel 18 Close Target Fleeting H +0 Target begins cowering in fear/awe of the Caster.
CW: Sap 16 Close Target Fleeting F +0 Target becomes fatigued.
CW: Distract 16 Close Target Fleeting MC +0 Target is distracted and becomes flat-footed.
CW: Love 24 Touch Target Fleeting MC +0 Target, indifferent or friendlier creater, falls in "love" with the caster. The target will follow the caster around and vie for attention. Target get a -4 penalty to MC/Persuasion checks against the caster. Unstable targets may become crazed if the caster shows affecection to someone else.
Blessing: Str 17 Touch Target Temporary None +0 Target gets +2 Str
Blessing: End 17 Touch Target Temporary None +0 Target gets +2 End
Blessing: Dex 17 Touch Target Temporary None +0 Target gets +2 Dex
Blessing: Agi 17 Touch Target Temporary None +0 Target gets +2 Agi
Blessing: Pre 17 Touch Target Temporary None +0 Target gets +2 Pre
Blessing: Wil 17 Touch Target Temporary None +0 Target gets +2 Wil
Blessing: Cun 17 Touch Target Temporary None +0 Target gets +2 Cun
Blessing: Kno 17 Touch Target Temporary None +0 Target gets +2 Kno
Blessing: Tool 23 Touch Target Lengthy None +0 Target Tools/Weapon/Etc gets +2 enhancement bonus
Blessing Grtr 21 Touch Target Temporary None +0 Target gets +6 ??
Blessing Mass 26 Close 5 Burst Temporary None +0 Target gets +4 ??
Prestidigitation 16 Self Target Fleeting None +0 Target gets +10 Palming/Sleight of Hand
Levitation 18 Close Target Temporary MC +0 Caster moves target up and down at a controlled rate of 8 per move action. Caster may drop target at any time or slow a falling target.
Flight 24 Self Target Lengthy None +0 Fly at x1.5 base speed.
Magic Null 25 Close 20 B Temporary None +0 Every on going spell in the area including casters have no effect. All new spells cast in or whose area overlaps are countered.
Atmosphere 20 Touch Target Lengthy None +0 Target gets all the bonuses of being in their standard atmosphere/environment, including breathable air, pressurization and temperature stabilization.
Quench Fire 20 Long 40 B Fleeting P +0 Target fire loses one level of intesity(forest fire->towering inferno->house fire->camp fire->candle->out) each round, fire based creatures lose half their current HP each round, fires based attacks cannot be used.
Feed Flame 20 Long 40 B Fleeting None +0 Target fire gains one level of intesity(out->candle->camp fire->house fire->towering inferno->forest fire) each round, fire based creatures gain 2d6 HP each round, fires based attacks do double damage.
Silence 18 Long Target Temporary P +0 Target cannot make any noise including cast spells. Target also get +5 to stealth.
Invisibility 22 Touch Target Fleeting None +0 Target gains full concealment for duration of spell. Ranged or successful melee attacks will reveal general location.
Undetectable 26 Touch Target Lengthy P +0 Target and anything he carries becomes completely undetectable. Any aggressive action terminates the spell immediately.
Heal Wounds 20 Touch Target Instant P +0 Target heals 3d6 HP. Undead, Negative PSI and Dark creature take this as damage ignoring Damage reduction, but can save for half damage.
Cure Toxins 22 Touch Target Instant P +0 Target is cleansed of all chemical impurities in the blood.
Restore Status X 20 Touch Target Instant P +0 Target loses X status ailment
Preserve 18 Touch Target Enduring P +0 Target nonliving perishable is preserved from further decomposition for the duration.
Revive 24 Touch Target Instant P +5000 Target which has died within 1 round is restored to 2d6 HP.
Spirit Transfer 22 Touch 2Target Instant P or MC +0 Target swaps spirit with other target. Target need not be alive. Kno, Wil, Skills, Karma are transfered.
Reincarnate 22 Touch Target Instant P +1000 Target deceased is summoned to the caster in a new form based on Karma score.
Resurrect 35 Touch Target Instant P +25000 Target, of which at least 1% is available, is raised from the dead, and fully regenerated.
Vampiric Drain 20 Touch Target Instant Att +0 Target loses 5d6 health ignoring DR the caster gains the same amount of life
Teleport Item 24 Touch 1000 km Instant MAD +0 Target inanimate object is teleported to a place of the caster's choice inside the area of effect.
Teleport Self 28 Self 1500 km Instant None +0 Target and any inanimate items he is carrying or wearing are teleported to a place of the caster's choice inside the area of effect.
Teleport 32 Self Infinite Instant MAD +0 Target group in physical contact are teleported to a place of the caster's choice inside the area of effect.
Polyglot 16 Self Target Temporary None +0 Target gains the ability to understand and speak any language he comes in contact with.
Time Jump 25 Self Target Fleeting None +0 Target disappears for duration of spell. When the spell elapses, the target returns with time remaining frozen for an equivalent duration, allowing the target to move and cast spells. Note: when time is frozen all liquids and solids are totally invulnerable. The caster can ready an action for asoon as time restarts.
Weather Fog X Long Target Temporary None +0 Target weather pattern(~2-3 miles) changes to Dense Fog
Weather Clouds X Long Target Lengthy None +0 Target weather pattern(~2-3 miles) changes to Cloudy
Weather Rain X Long Target Temporary None +0 Target Foggy/Cloudy weather pattern(~2-3 miles) changes to Rain/Snow
Weather Hail X Long Target Fleeting None +0 Target Rain/Snow weather pattern(~2-3 miles) changes to Hail
Weather Hot X Long Target Temporary None +0 Target weather pattern(~2-3 miles) shifts one level hotter
Weather Cold X Long Target Temporary None +0 Target weather pattern(~2-3 miles) shifts one level colder
Weather Calm X Long Target Lengthy None +0 Target weather pattern(~2-3 miles) changes to wind speed is reduced by upto two levels (minimum Still)
Weather Wind X Long Target Lengthy None +0 Target weather pattern(~2-3 miles) changes to wind direction is changed by upto 60 degrees and speed increases by upto one level (maximum Hurricane)
Weather Clear X Long Target Instant None +0 Target weather pattern(~2-3 miles) is cleared of any Clouds or precipitation. Wind may be reduced 1 level.
Call Lightning X Long 2 Burst Fleeting R +0 Target Rain/Snow weather pattern(~2-3 miles) each round as a standard action the caster can call down a lightning strike 8d6ED
Call Hurricane 4xWind+Clouds+Rain
Call Blizzard 2xWind+Clouds+Rain+Cold
Call Flood x Long 8 Burst Temporary None +0 Water level raises at a rate of 1/10th a yard per round
Call Tornado x Long 8 Burst Fleeting R +0 Target takes 5d6 CD. The caster can move the tornado each round to a new center in the range.
Call Tsunami x Long Target Instant None +0 Target body of water errupts in a wave half as high as it is deep.
Weather Drought x Long Target Enduring None +0 Target weather pattern(~2-3 miles) is cleared of any Clouds or precipitation. Wind may be reduced 1 level.
Earthquake x Medium 27 B Instant MB? +0 Target 8d6 CD and falls prone. Save for half damage.
Darkness 18 Touch 10 B Lengthy None +0 Target area is treated a one light level darker
Light 18 Close 10 B Lengthy None +0 Target area is treated a one light level brighter. Center may instead be locked on touched object.
Thermovision 18 Touch Target Lengthy None +0 Target can see the thermal radiance of objects
Low light vision 16 Touch Target Lengthy None +0 Target can see twice as far in low light conditions
Darkness vision 18 Touch Target Lengthy None +0 Target can see 20 yards in total darkness
Blindsight 25 Touch Target Lengthy None +0 Target can see without sight only Line of effect is needed 4 yards.
Shrink 16 Close Target Temporary P +0 Target is reduced one size category.
Growth 16 Close Target Temporary P +0 Target is increased one size category.
Disguise 18 Self Self Temporary None +0 Target subtly changes their shape to look like a creature of a similar type of the same size.
Shapeshift 32 Self Self Fleeting None +0 Target gains the ability to change the shape at will increase or decreasing 2 size categories. When the duration expires the target may resume normal form or maintain current form.
Metamorphosis X 25 Close Target Enduring P +0 Target becomes a X, only Kno, Wil, Skills, Karma are retained. The target gains any natural physical abilities, senses and means of locomotion of the new form.
Revert Form 22 Close Target Instant P or MC +0 Target is force to return to its original natural form.
Familiar Link 18 Touch Target Instant None +100 Target small or domesticated animal is linked with the caster. The Link strength is based on the metaphysics skill, each point of which can be spent as IP on the Familar. The two share senses, can share spell effects and can transfer damage between them as it is taken.
Ghost Form 20 Touch Target Temporary P or MAD +0 Target become incorporeal.
Feign Death 16 Touch Target Enduring? F +0 Target enters a trancelike state indistiguishable from death. Though the body doesn't rot. Target may retry the save every round to end effect.
Magic Lock 18 Touch Target Instant None +0 Target lock, door, cover becomes unopenable as if strongly locked or wedged. a BB save vs the original spell will get past the lock.
X of Flame
Shield of Flame 18 Touch Target Fleeting None +0 Target is guarded be a floating lick of 5d6ED fire damage granting Standard Cover. Any attack attempting to ignore this cover must take the full damage.
Wall of Flame 24 Medium 72 Line Fleeting R +0 Target takes 5d6ED fire damage each round, on the casters turn, in the area of effect. Entering the area of effect incurs damage as well. The flames extend 6 yards high
Ring of Flame 24 Medium 11 Ring Fleeting R +0 Target takes 5d6ED fire damage each round, on the casters turn, in the area of effect. Entering the area of effect incurs damage as well. The flames extend 6 yards high.
Dome of Flame 24 Medium 8 Dome Fleeting R +0 Target takes 5d6ED fire damage each round, on the casters turn, in the area of effect. Entering the area of effect incurs damage as well.
Shroud of Flame 20 Touch Target Fleeting None +0 Target radiates 2d6ED fire damage. This can be used offensively as a touch attack. Defensively any successful melee attacks against or attempts to touch the target will incur damage.
X of Force
Shield of Force 16 Self Self Temporary None +0 Target is guarded be a floating invisible sheild of force granting Standard Cover. The sheild cannot be penetrated.
Wall of Force 24 Close 36 Line Fleeting None +0 Creates indestructable 4 yard high invisible wall.
Ring of Force 24 Close 6 Ring Fleeting None +0 Creates indestructable 4 yard high invisible wall.
Dome of Force 22 Close 3 Dome Temporary None +0 Creates indestructable invisible wall granting full cover between those inside and outside.
Shroud of Force 16 Touch Target Lengthy None +0 Unarmored target gets armor make of force DR 6(1/2/1/1) provides no protection against BD during Sneak attacks or when caught flat footed.
X of Ice
Shield of Ice 16 Touch 3 Line Lengthy None +0 Creates a Wall of ice as tall as the caster granting Good Cover, but no concealablity to any attack having to pass thru it. The wall provides armor at 40 (1/2/2/1).
Wall of Ice 22 Medium 28 Line Lengthy None +0 Creates a 4 yard high wall of ice clear or opaque. The wall provides armor at 40 (1/2/2/1).
Ring of Ice 22 Medium 5 Ring Lengthy None +0 Creates a 4 yard high wall of ice clear or opaque. The wall provides armor at 40 (1/2/2/1).
Dome of Ice 22 Medium 4 Dome Lengthy None +0 Creates a wall of ice granting full cover between those inside and outside. The wall provides armor at 40 (1/2/2/1).
Shroud of Ice 20 Touch Target Fleeting None +0 Target radiates 2d6ED Cold damage. This can be used offensively as a touch attack. Defensively any successful melee attacks against or attempts to touch the target will incur damage.
X of Stone
Shield of Stone 16 Touch 3 Line Instant None +0 Creates a Wall of Stone 1/2 as tall as the caster granting Standard Cover. The wall provides armor at 40 (1/1/1/1).
Wall of Stone 28 Medium 24 Line Instant None +0 Creates a 2 yard high wall of Stone. The wall provides armor at 40 (1/1/1/1).
Ring of Stone 28 Medium 4 Ring Instant None +0 Creates a 2 yard high wall of Stone. The wall provides armor at 40 (1/1/1/1).
Dome of Stone 28 Medium 2 Dome Instant None +0 Creates a wall of Stone granting full cover between those inside and outside. The wall provides armor at 40 (1/1/1/1).
Shroud of Stone 26 Touch Target Temporary None +0 Target's skin becomes tough, treat as layer of armor that absorbs damage after worn armor DR 10(1/1/1/1)
Mask Aura 22 Self Self Lengthy None +0 Target's aura loses intensity and becomes nuetral in color.
See Aura 20 Self Self Temporary None +0 Target can see aura's of item and creatures, even invisbile ones.
Seance 20 Self Self Fleeting None +0 Target group joined in a circle of physical contact become open to temporary possession by one entity. While one member is possessed others may try to communicate. As soon as the chain is broken the possession comes to an end.
Guidance 24 Self Self Fleeting None +0 Caster may ask one yes or no question per round. The answer, which may come in the form of a feeling more than words, will be truthful however it may be vague particularly when asking about the future.
Divination 22 Touch Target Instant None +25 Caster asks a question. They generates target random event image (i.e. random crystal selection, dead animal selection, turn over a cup of tea leaves, random selection from the bible) keeping the outcome hidden. The spell is then cast revealing the target that now contains an encoded usefully piece of information. A Divination check(DC 30) is needed to interpret the results.
See Fate 35 Touch? Target Instant None +0 Caster learns the fate, including life/death, love/enemy, fortune/misfortune, of target. Instead of touching target the caster can make due with full name, birth date and a DC 30 (40 if only one is available) Divination check.
See History 35 Touch? Target Instant None +0 Caster learns the history, rough outline, of target. Instead of touching target the caster can make due with full name, birth date and a DC 20 (30 if only one is available) Divination check.
Block Divination 22 Close Target Enduring MAD +0 Target cannot be the subject of divination. Any divination directly or indirectly relating to the target fails.
False Divination 30 Close Target Enduring None +0 Target is immediately aware when the target is the subject of divination. The target can then imagine a false response. Make an illusion check vs the diviner's divination check to conceal the deception.
Scry 24 Unlim Target Temporary MC +0 Caster can use a reflective surface to see, but not hear, the target getting an idea of where the target is and what the target is doing, but not who he is with.
Clairvoyance 25 Touch Target Temporary None +0 Target is always aware of the near future. Target cannot be surprised, sneak attacked or caught flat-footed and gets a +2 to all defensive actions.
Mind Block 30 Close Target Enduring MAD +0 Target is complete closed to mental powers, spells and effects. This includes any spell with a Wil based save. The target cannot use these abilities either.
Message 15 Long Target Instant MC +0 Target recieves a telepathic message from the caster.
Mental Comms 18 Close 5 Burst Enduring MC +0 Target is telepathically linked to the other targets able to send and recieve telepathic messages
Entangle 16 Close 1 Burst Fleeting EA or BB +0 Target plants grow into think tangled vines causing targets to become entangled.
Mage Tendrils 18 Close Target Temporary None +0 Caster creates ectoplasmic tendrils that extends from his hand. It is able to lift loads less than 3 kilos and deliver touch spells. The tendril is invisible but can be cut by taking 10 points of Blade damage.
Magic Tentacles 22 Medium 8 Burst Fleeting None +0 Target takes grapple attack (4 yard tenatacles, Weapon Use: Grapple +20, Damage 1d6) each round, on the casters turn, in the area of effect. Entering the area of effect provokes an attack as well.
Petrify 26 Medium Target Instant P +0 Target takes 11d6SED ignoring DR, if this bring the target to 0 HP or lower the target is petrified becoming a statue along with any gear.
Turn Dead 18 Self 5 Burst Temporary MC +0 Target undead begins cowering in fear/awe of the Caster.
Resist Fire 18 Touch Target Temporary P +0 Target gets 10 DR against Fire
Resist Poison 18 Touch Target Temporary P +0 Target gets 10 DR against Poison
Resist Cold 18 Touch Target Temporary P +0 Target gets 10 DR against Cold
Resist Electric 18 Touch Target Temporary P +0 Target gets 10 DR against Electricity
Resist Acid 18 Touch Target Temporary P +0 Target gets 10 DR against Acid
Resist Sonic 18 Touch Target Temporary P +0 Target gets 10 DR against Sonic
Immune Fire 26 Touch Target Temporary P +0 Target gets 30 DR against Fire
Immune Poison 26 Touch Target Temporary P +0 Target gets 30 DR against Poison
Immune Cold 26 Touch Target Temporary P +0 Target gets 30 DR against Cold
Immune Electric 26 Touch Target Temporary P +0 Target gets 30 DR against Electricity
Immune Acid 26 Touch Target Temporary P +0 Target gets 30 DR against Acid
Immune Sonic 26 Touch Target Temporary P +0 Target gets 30 DR against Sonic
Object Read 24 Touch Target Fleeting None +0 Caster knows history of target inanimate object. The echo of the aura of the previous owner is also revealed.
Energy Drain 22 Close Target Instant Att +0 Target takes 1d4 negative levels. Each negative level is -1 to all skills, temporary loss of 1 feat, and loss of 1 HP.
Hidden Memory 22 Touch Target Permanent MC +0 Target intelligent creature has a hidden memory containing information of the casters choosing inserted into there mind. To retrieve the information the caster need only touch the target.
Invulnerability 30 Touch Target Fleeting None +0 Target gets natural armor of DR 30 (1/1/1/1)
Locate 20 Unlimit Target Temporary None +0 Caster knows approx distance and direction of target.
Dream Control 20 Long Target Lengthy MAD +0 Target sleeping creature's dream is shaped by the caster.
Nightmares 18 Long Target Lengthy H +0 Target sleeping creature has horrible nightmares all night. The target will be shaken for duration, even if woken up. The target will be fatigued until they can get a restful nights sleep.
Oracle's Dream 20 Self Self Lenghty None +0 The caster's dreams are filled with glimpses of the future. A Divination check(DC 25) is needed to interpret the results.
Spoil 18 Close 2 Burst Instant None +0 Target nonliving perishable or liquid is spoiled and inedible. Any creature attempting to eat it will become sickened for 48 hours.
Transfer Aura 18 Touch Target Lengthy MAD +0 Target creature absorbs all of the caster's powers, PSI, Magic Traing, etc leaving the casters aura free of suspisios signatures. The target cannot use these abilties.
Effigy 30 Unlim Target Enduring MAD +x Target is bound to a personalised piece of artisty that contains a personnal item or piece of the target, usually a doll that contains hair from the target. Anyone holding the effigy can attempt mind to mind contact with the target with a -4 to the save verse the effect. Any damage done to the effigy will taranfer to the target unless the target make an additional save. dousing the effigy in holy water ends the effect.
Imprison 24 Close Target Permanent H? +0 Target extraplanar entity must abandon its current form and is bound into a physical object, until that object is broken.
Sanctum 30 Touch 10 Burst Permanent None +0 Target room becomes protects the caster. While the caster is inside, the caster cannot be the target of scrying or mind contact, undead, spirits and constructs cannot enter the room. Monsters must make a Resist MAD roll. natural creatures are unaffected.
Wall of Fear 20 Medium 30 Line Temporary H +0 Creates misty field of ghostly horrors upto 6 yards high. To try to pass thru the wall requires a save. On entering the wall, or on the casters turn any target in the wall must save. failure means the target enters an illusionary battle with their worst fear. The target starts cowering for the remainer.
Dome of Fear 22 Medium 5 Dome Temporary H +0 Creates misty field of ghostly horrors. To try to pass thru the wall requires a save. On entering the wall, or on the casters turn any target in the wall must save. failure means the target enters an illusionary battle with their worst fear. The target starts cowering for the remainer.
Renewal 31 Touch Target Instant P +x Target is fully restored, the target loses any status conditions, is fully healed even recently, within 1 day, severed limbs can be reattached.
Dimension Gate 40 Medium 4 Line Concentrate None +x A door to another dimension is open. The caster may pick an exact location or object in that dimension to open near. Any thing may pass freely either way thru the portal.
Bless Water 16 Touch Target Instant None +0 Target vial of water is converted to holy water
Hear Thoughts 22 Self 10 B Temporary MAD +0 The caster can hear all thoughts of the target as if the were spoken aloud. This provides an obvious benefit in iformation gathering, but also targets cannot decieve/sneak attack the caster and the caster gets +2 to defensive actions against them.
Copy Item 26 Touch Target Temporary None +0 The spell reaches out across the infinite dimensions to summon an item identical to target non-unique,inanimate object. The copy will be identical in everyway.
??Exorcism 24 Close Target Permanent H? +0 Target extraplanar entity must abandon its current form, return to its own plane and cannot return to the caster's current plane for the duration. even if the save is successful the entity must abandon its current form.
Banishment ?? Close Target Permanent ?? +0
Control/Enslave ?? Close Target Permanent ?? +0
Summon BBG ?? Close Target Permanent ?? +0 Summon entity, lesser being, greater being
Summon Monster X x Close Target?? Temporary None +x See Creature Descriptions
??Blessing: Skll 16 Touch Target Temporary None +0 Target gets +5 SKi
Climb Blessing: Climbing
Resist Disease Blessing: Resist Posion/Disease
Swim Blessing: Swimming
Shadow Meld Blessing: Stealth
Resist Insanity Blessing: Resist Horror/Insanity
Wards
Wizard Mark
Mental Alarm 16 Touch 2000 B Enduring Trap +0 If touched item is every disturbed while the caster is within the area of effect the caster immediately knows.
Ward 16 Touch Target Permananet Trap +xxx Target item is imbued with a spell, cast by the caster at time of warding, that goes off when the item is disturbed. The target is whoever disturbs the item.
Contigency
Summon Circle Angel, Demon, etc
Prot Circle
Power Circle
Advnced Circles
Amulet Craft??
Talisman Craft??
Unlife 30 Touch Target Permanent P +XXX Target corpse is animated w/ stats, skills, memories it had in life. Decay may result in some tissue damage and thus some loss. Target is considered undead, no longer heals normally, but has a vampiric touch attack at will.
Animate Dead
Clone 30 Touch Target Instant None +0 couple month raise dead?
Planar Travel
Astral Project The caster enters the astral plane a mirror of our reality. where everything is represented by symbols and surrealism. many creature are trapped here. reality can be spied on but the symbols must be interpreted.
Disintegrate

Back-up

Micro Spells: Gate Mind touch Magical Energy Alter Create Channel

Modifier: CW: Mass 24 5 Burst CW to PW +x None Wards
Rituals -4

Illusion: Thunder Clap Heavy breathing multiple image Horrific Illusion Apparition Mask Hallucination

Enter Astral Plane Range: 0 Casting Time: 20 Duration: until dispelled Roll vs: 10 Effect: Summon Item

Summon Demon Range: 1 Casting Time: 10 Duration: 1 task Roll vs: 15 for anything, resist torture/drugs for specific Effect: 1 lesser demon comes per 2 points of success or 1 greater demons show up to serve caster

Summon Animal Range: 1 Casting Time: 5 Duration: 1 task Roll vs: 10 Effect: 1 animal of desired type is summoned per point of success