| Comprehend:
understand a foreign language
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| Confess:
cause to tell the truth
|
| Confuse:
cause a creature to be puzzled over something it normally understands,
and be unable to decide what action to take next
|
| Converse:
speak a foreign language
|
| Crystallize:
form a thin crystal coating over the skin of the caster that provides
2 points of damage reduction
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| Cure:
remove a disease
|
| Detonate:
cause an existing flame to explode
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| Darkness:
make an area dark
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| Darkness
Vision: permits night vision to 100’
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| Deflect:
cause a projectile to bounce away harmlessly
|
| Detect
Magic: cause imbued items or areas to faintly glow
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| Downpour:
create a drenching rainfall
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| Disarm:
cause an armed combatant to drop his weapon
|
| Electrify:
add an electric effect to an item or area
|
| Electrocute:
harm a creature with a strong electric current
|
| Encumber:
cause a creature slow its movement
|
| Enervate:
cause a creature to become immobile and paralyzed
|
| Espy:
magically enhance eye acuity, see invisible items or creatures,
identify illusions
|
| Evaporate:
cause liquid to vaporize
|
| Extinguish:
put a fire out
|
| Exterminate:
kill a swarm
|
| Fatigue:
add a penalty to attack and defense
|
| Fetch:
bring an item within line of sight through the air
|
| Find:
locate a creature or item
|
| Fiery
Weapon: creates a magical weapon of casters choice that acts like a
ranged weapon with fire energy. Arrow, Axe, Dagger, Spear.
|
| Fireproof:
make a creature or item resistant to fire
|
| Fizzle:
cause a spell to fail or end a spell that is already in effect
|
| Flame:
add a fire effect to an item or area
|
| Float:
cause a creature or item to float on liquid
|
| Fog:
create a cloud of mist
|
| Flog:
cause laceration damage to a creature
|
| Flood:
flood an area with water
|
| Fortify
Health: the target creature gains 1d6 points of temporary health
|
| Freeze:
add an ice effect to an item or area
|
| Gag:
cause a creature to be unable to speak or make sound
|
| Glide:
fly 100’ in one direction
|
| Glow:
cause an item or creature to glow
|
| Grow:
cause a creature or item to increase size
|
| Guard:
command a creature to protect a creature or object
|
| Hallow:
make a place holy; make a place harmful to demons and evil spirits
|
| Harm
Undead: +1 to attacks versus undead monsters
|
| Hasten:
increase speed
|
| Heal:
restore health points, repair damaged tissue
|
| Hover:
cause a creature or item to float in the air
|
| Identify
Magic: determine one magic power an item has each casting
|
| Illuminate:
add light to an area
|
| Immunize:
make a creature immune to a poison or disease
|
| Imbue:
add a physical or magic attribute to an item or creature
|
| Influence:
impel a creature to an action
|
| Invigorate:
remove encumber and fatigue effects
|
| Insulate:
protection from electric, fire or ice damage
|
| Jump:
jump in any direction 30’
|
| Liberate:
undo restraints, loosen bonds, and escape entanglements
|
| Misty
Aura: target receives a +1 bonus to magic resistance
|
| Nourish:
sustain a creature without food or water
|
| Fortify
Health: the target creature gains 1d6 points of temporary health
|
| Purify:
neutralize poison
|
| Pounce:
gain a bonus to initiative and +1 in Hand-to-Hand Attacks
|
| Protect:
raise the armors and shield bonus to a maximum of +5
|
| Pummel:
magic ranged bludgeon attack that does non-lethal damage
|
| Quickfreeze:
cause an item or creature to become encased in ice
|
| Repel
Ghost: ghosts will flee from the priest
|
| Repel
Ghoul: ghouls will flee from the priest
|
| Repel
Skeleton: skeletons will flee from the priest
|
| Repel
Wraith: wraiths will flee from the priest
|
| Repel
Zombie: zombies will flee from the priest
|
| Regenerate:
restore lost limbs and appendages
|
| Return
to Life: raise a creature from the dead; 1-3 on 1d6; 1 attempt only
|
| Scribe
Scroll: the caster can create magic scrolls that contain spells he
already knows
|
| Shapechange:
a creature can change into the form of an animal of medium size or
smaller
|
| Shelter:
creates a magic tent that protects from the elements
|
| Shield:
create a transparent wall of magical force that acts as a barrier
preventing physical objects, magical and non-magical attacks from
passing through
|
| Shrink:
cause a creature or item to reduce its size
|
| Sicken:
cause a creature to become sick
|
| Silence:
create a silence effect in an area
|
| Slash:
cause magic slashing harm to a creature or cut material
|
| Sleep:
cause a creature to fall asleep
|
| Snare:
lay a magical trap that restrains a creature
|
| Spook:
cause a creature to run in fear
|
| Stalk:
cause a creature to move impossibly silent
|
| Thaw:
unfreeze an area
|
| Wave:
cause water to swell and rise in a wave
|
| Whirlwind:
create a powerful wind effect
|
| Whisper:
communicate with target across any distance
|