OTHER WORLDLY WARLOCKS
MASTER SPELL LIST
LIST OF SPELLS
Abra Cadabra - Turn a small Object into a different Object. A rock into a Dagger.
Absorption - 60% Negate Spell Targeting you, if so gain 1 Power Point.
Acid Spray - Conjure. Close Range. +0 Damage +1 per Level to 1D3 Targets.
Age - Curse. Target becomes Young or Old or Anything in-between. Permanent.
Alarm - Enchantment. Proximity Alarm. Lasts 1 Day.
Alchemy - Transform. Create Potions. Consumables: Magic Food, Cakes, Fruit, etc.
Ancestral Aid - Targets Ancestors will aid them in some way if possible.
Animate Object - Enchantment. For 1 Combat. Sword, Armor, Broom, Statue, Scarecrow, etc.
Animal Form - Limited Shapechange. Extra Stat Bonuses.
Antimagic Field - Cone or Medium Range Area or 1 Room. Lasts 5 turns per Level.
Armor - Energy. Target Has +3 Armor for 1 Combat
Arrow Magic - Lasts 1 Day 1 Arrow gets Slay or Poison or Frost or Flame, etc.
Artifice - Enchantment. Create Artifacts, Relics.
Astral Projection - Soul Travels to other Locations. Connected by Silver Cord.
Awe - Holy. All Foes within Medium Range get 1D2 Hinderances. Allies get 1D2 Boons
Banish - Target must go and stay away. 10 Miles per Level.
Beast Bond - Friendly Animal will become a life Long Companion.
Beast Form - Limited Shapechange. Extra Stat Bonuses.
Blade Magic - For 1 Combat Weapon gains Frost or Fire or Bonus Attack or Damage, etc.
Bless - 1 Target per Level. Gain 1D3 Boons.
Blind - Medium Range. Curse. Permanent.
Blink - Teleport. Evade Target Attack with Short Teleport.
Blizzard - Large Area. Half Movement. 1D4 Hinderances. Take Damage-2 every Hour Exposed.
Blur - Illusion. Target is harder to Hit for 1 Combat.
Boil Blood - Medium Range. Damage+4.
Bound - Target must stay at a specific Location, House, Room, Place.
Break - This can be a Curse. 75% Chance to break Chains, Arms, Locks, Skulls, etc.
Brilliance - Light. Defense+4 for 2 Turns per Level.
Bury - Medium Range. Teleport Target into the Earth. Solid Earth or a Geode Prison.
Candle Magic - Timed Spells, Imbue candles with Spells. Increase Spell Durations.
Catch Spell - 70% Catch Spell cast within Medium Range. You may recast it later that day.
Charm Person - Short Range. Becomes Friendly. Target lower level than Caster.
Charm Monster - Short Range. Becomes Friendly. Target lower level than Caster.
Call - Nearby Animals or Allies will be alerted and may come to your Aid.
Calm - Medium Range. 1 Lower Level target per Level. Reduce Anger, Madness, Fear.
Chains - Conjure. Short Range. Target Immobilized. Very Hard to break free.
Chaos Storm - Acid Rain, Vortex, Maelstrom, Firestorm, Stone Rain, Rain of Frogs.
Chill - Cold. Touch. Damage+1. 1D3 Hinderances.
Circle of Protection - 5 Turns per Level. Protects 6 People. Lower Level Foes cannot Enter.
Clairvoyance - See out of Friendly Targets Eyes.
Cleanse - Area Affect. Short Range 50% Remove Evil Magic. Roll for each.
Clone - Conjure. Make a Copy of Individual. Lasts 1 Combat. Clones cannot make Clones.
Cloud of Dust - Short Range. All get 1D4 Hinderances for 1 Combat.
Command - Will follow Orders for number of turns equal to level of Caster.
Comprehension - Knowledge. Understand any Written Language.
Commune - Speak to Supernatural Entity. Ask 1D2 Questions. Max once per day.
Complex Curse - Long Term. Lots of Rules. Like in the Fairy Tales: Snow White, Sleeping Beauty.
Cone of Cold - Cold. Medium Range. Area Effect. -1 Damage and 1D2 Conditions.
Confusion - Curse. Medium Range. Area Effect. Do nothing 50% or attack Randomly for 1D6 Turns.
Control Undead - Short Range. Of Total Levels equal to Caster. Lasts 1 Day.
Counter-Spell - Protects 1 Target per Level from Target Spell just Cast.
Corruption - Curse. Target will become Evil in 20 Days minus Level of Caster. Permanent.
Create Clothing - Conjure. Vestments, Shoes, Common or Fine. Disguise Potential.
Create Food - Conjure. 1st Level: One Ration. 20th Level: King's Feast. Drinks Included.
Create Shelter - Conjure. Last 1 Day. 1st Level: Tent. 20th Level: Castle
Create Transport - Conjure. Last 1 Day. 1st Level: Unicycle. 20th Level: Ship
Create Weapon - Conjure. Last 1 Day. 1st Level: Sword. 20th Level: Armory. Ammo Included.
Cure - Life. Close Target. Cure or mitigate a Disease
Curse Breaker - Negate or mitigate Target Curse cast by Mage of Lower Level.
Dance - Curse. 1-2 Targets. Lasts for 1 Minute per Level.
Dark Tidings - Evil Wind, Bad Moon, Gloom. Large Area. Good beings get 1D3 Hinderances.
Darkness - Enchantment. Fills Medium Room. Good for escapes.
Death Ray - Short Range. Death. Target lower level than Caster. Save for +3 Damage.
Death Aura - Close Range. All must save vs Death at +1. Lasts 1 turn per 2 Levels.
Decay - Rot, Spoil, Sour. Target or Area Affect.
Deflection - 80% Cause Spell or Ranged Attack to change Target.
Desiccate - Air. Drying Attack. Remove Water, Flesh. Cone. Damage+1.
Detect - Knowledge. One Specific type of Thing: Magic, Invisible, Traps, Thoughts,
Good, Evil, Gold, etc. Chose when spell is Learned. Lasts 10 Minutes per Level.
Devils Sight - See through Magical Darkness, Blinding Effects. Lasts 1 Hour.
Dig - Earth. 10 Foot Passageway per level. +5 Damage vs Earth based Foes.
Disarm - Medium Range. Target equal to Casters Level Drop their Weapons.
Discord - Area of Affect. Targets will start fighting for 1D3 Minutes.
Disenchant - Negate Target Enchantment cast by Mage of Lower Level.
Disguise - Illusion. 1 Person per Level for 5 Minutes per Level. Glamour.
Disintegrate - Energy. Destroyed or Save to take +1 Damage. Medium Range.
Dispel Magic- Remove Magical Effect of Lower Level Caster.
Displacement - Illusion. Appear 5 feet from Actual Position. Attack and Defense+3
Drain - Energy. Target gains 1 Hinderance and you gain 1 Boon. Close Range.
Dream Magic - Enter Targets Dream. Drain Dreamer or fight Nightmares and Intruders.
Earthquake - Earth. Tremors to Crevasses. Knock down Walls. Swallow up Foes.
Elemental Aura - Close Range Damage+1. Lasts for 1 Battle.
Elemental Blast - Negate Elemental Spell. +4 Damage to Elemental Foe. Medium Range.
Elemental Breath - Close Range. Get +1 Damage. 3 uses in one Combat.
Elemental Burst - All within Short Range Take Damage. Get +1 Damage per 2 Levels.
Elemental Form - Pick an Element. Target Immune to Normal Weapons. Attack for +2 Damage.
Elemental Wall - Length 10 Feet per Level. Attacks if Touched. Lasts up to 1D3 Hours.
Elemental Weapon - Does +3 Damage of the Elemental Type. Lasts 1 Battle. Type can vary.
Enchant Place - Create a real-life Escher Maze, Bog of Stench, Endless Hallway, etc.
Energy Blast - Medium Range. +1 Damage per Level.
Enslave - Close Range. Permanent Psychic Control. Lost if range exceeds 1 Mile.
Entangle - Immobilize. Vines or Branches. 1 Target per Level. Strength Test to Escape.
Eruption - Earth. Volcanic, Magma, Lava Attacks. Area Effects. +3 Damage.
Ethereal - 1 Turn per Level. Invisible and insubstantial. Close Target.
Evil Eye - Curse. Target gets 1D4 Hinderances for 1D4 Days.
Exorcism - Banish Target Spirit. Short Range. Lower level than Caster.
Familiar - Summon. Owl, Crow, Snake, Cat, Imp, etc. Only 1 Familiar at a Time.
Fear - Illusion. Medium Range. All Foes for 1D3 Turns must Flee or 1D4 Conditions.
Fear Aura - All within Short Range Save or Flee for 1D3 Turns. Lasts 1 turn per Level.
Feeblemind - Target gets Wits-4. Cannot cast Spells. Lasts 1D4 Hours.
Fetishes - Spirit. Primitive Relics.
Find Safe Haven - Nearest Oasis, Friendly Village, Shang Ri La.
Fireball - Fire. Medium Range. Area Affect. +2 Damage +1 per Level
Fire Ray - Fire. One Target. 10 Feet per Level. +1 Damage.
Fist of Force - Throw Foe against Ceiling, Walls, over Cliffs. Damage +1. Stun 1D2 Turns.
Flay - Medium Range. Inflict 1D3 Wounds and Bleed.
Flood - Water. Fill a Room or a City. Wash away Foes.
Fly - Telekinesis. Medium Speed. Target Creature for Turns equal to Level.
Fortune Telling - Knowledge. Very Variable Results. Prophecy. Divination. Visions
Force Field - Energy. Lasts 2D6 Turns. Impenetrable. Cover for 6.
Forest Walk - Walk into and out of Trees. Shortcut through Woods.
Forget - Medium Range. Target forgets past 1D4 Hours.
Freeze - Cold. Medium Range. Area Effect. Target Encased in Ice. Can be Thawed out.
Frost Ray - Cold. Long Range. +1 Damage and 1D2 Conditions.
Gate - Portal to location Caster has visited. Lasts 4 + 1D6 Turns.
Glyph - Animated Image on a surface (Wall, Page, Tapestry) tells a story. Permanent.
Gravity - Target Floats away or is pinned to Ground.
Great Strength - Target gains +1 Strength per 2 Levels. Lasts 15 Minutes.
Grow - Transform. Size Level + 1D4. For up to 10 Minutes per Level.
Hair Magic - Hair Grows and Manipulates or Attacks. Grapple+3
Hallucinate - Illusion. Medium Range. 1D4 Hinderances for 2+1D4 Hours.
Hand of Force - Invisible. Large or Small. Can Manipulate Things. Attack for Damage+2
Harmony - Area of Effect. Enchantment. Everybody gets Along.
Haste - Enchantment. Target Double Speed and Attacks for 1 Combat.
Heal - Life. Heal 1 Wound per 3 Levels. Close Target. Stops Bleeding.
Heat - Start Fires, Heat Metal, Boil Water. Short Range.
Hellfire - Short Range. Damage+1 per Level.
Hex - Blight, Pestilence, Plague, Famine, Spreading Evil, Endless Winter, etc.
Hocus Pocus - Teleport Small Object (you have touched) to your or Away from you.
Hold - Short Range. Target cannot Walk or Run. 1 Turn per Level.
Hopelessness - Target gets 1D6 Hinderances for 10 Minutes per Level.
Horror - Target Freezes or Flees for 1D6 turns then is Confused/Mad for 1D20 Turns.
Howl - Long Range. Foes Freeze or Run away in Fear.
Human Form - Known to Gods and Dragons.
Hurl Flame - Medium Range. Damage+1. Start Fires. Up to 1 Round per Level.
Hydro Blast - Knockback Target. Damage-1. Medium Range
Hypnosis - Plant an Idea or behavior in unconscious of Lower Level Target.
Ice Shards - Cold. Medium Range. Damage+1. One Target per Level.
Immortality - Curse. Target will arise from Dead unless certain Condition met.
Immunity to Missiles - Close Target immune for 2D6 Turns.
Incinerate - Short Range. Damage+3 for 3 Turns.
Incorporeal - Targets Body insubstantial for 2 turns per Level.
Insect Swarm - Very Long Range. Area Effect for -2 Damage. Spiders too.
Inspire - Increase Morale. Area Affect. Gain 1D3 Boons for 1 Task.
Invisibility - One Close Target for 1 Minute per Level.
Invulnerability - Cannot be Wounded. Lasts 1 Minute per Level.
Jealously - And Envy. Of one Target for Another. Medium Range.
Jinx - Curse. Long Range. 1D3 Hinderances. Permanent.
Jolt - Close Range Electrical attack. Damage -1. 25% lose Consciousness.
Jump - Enchantment. 10 Feet up or over per Level. One Close Target.
Juxtapose - Merge 2 things into one. Has features of Both.
Knock - Transform. Open Door, Chest, Container. Close Range. It gets a Save.
Laughter - Area Effect. Curse. Targets Laugh. 2D2 Hinderances. 3 Turns per Level.
Lay on Hands - Holy. Heal 1 Wound or 1 Condition. One extra per 3 levels.
Levitate - Telekinesis. Slow Speed. Objects and Creatures.
Light - Enchantment. Like a Torch or Flash to Blind Close Foe.
Lightning Bolt - Air. Long Range. +4 Damage.
Locate - Know Direction and Distance to Someone or Something. May be vague.
Lock - Enchantment. Magically Seal Door, Container. Permanent.
Lore - Learn Something about Target Object.
Love - Make target fall in Love with nearby target of same race and opposite sex.
Luck - Enchantment. Target gets +1 Fate.
Luck in Battle - Target gets +2 Fate for 1 Battle.
Lure - Long Range. All in range must Approach Target at normal Speed.
Madness - Curse. Medium Range. 1D4 Conditions. Permanent. Psychosis.
Magic Missiles - Energy. Short Range, +0 Damage, 1 Missile +1 per 2 levels
Magic Shield - Target gets +4 Magic Resistance for 1 Combat.
Magical Contract - Enchantment. Contracted individuals must abide or face Consequences.
Magical Limb - Iron, Silver, Fiery, Glowing. Replace lost One. Permanent.
Magical Potency - Enchantment. 1 Target per level can attack Foes immune to Normal Weapons.
Magical Seal - Trap Monsters Inside. Various other Effects.
Magical Steed - Summon. Horse, Unicorn, Pegasus, Nightmare, etc. Like Familiar.
Magical Trap - Usually Elemental Damage with Proximity Trigger.
Maze - Area of Effect. Illusion. Trapped in a Maze. Lasts 5 Minutes per Level.
Melt - Short Range. Damage +1D6. Target gets 1D3 Hinderances. Permanent
Memory - Change 1 Memory of Target. Permanent.
Mend - Transform. Fix, Repair Objects, Relics, Items.
Mesmerize - All Targets in Short Range Immobilized for 2D4 Turns or until Attacked.
Mind Shield - Target Save+5 vs Mental Attacks of all types.
Miracle - Divine Intervention. The Deity may ignore or subvert request. Max 1 per Week.
Mirage - All can see something in the Distance. Mislead.
Mirror Magic - Scry, Speak, Move through this and target mirror.
Mist Magic - Create Mist or Become Mist. Up to 10 Minutes per Level.
Moan - Long Range. Cause Fear to all in Range.
Multiple Images - Illusion. 1 Image per Level. Disappear if Hit.
Mutate - Chaos. Transform. Curse. Roll on Chaos Mutation Table once +1 per 5 Levels.
Neutralize Poison - Mitigate or Complete Negation.
Oath - Vow. Geas. Targets Magically compelled to abide by promise.
Obscure - Target resistant to Scry and Locate type Spells and effects for 1 Hour per Level.
Pain - Medium range. Target gets 1D6 Hinderances for 1 Turn per Level.
Paralysis - Curse. Short Range Target Immobilized 1D4 Turns.
Permanence - Make a Magical Effect Permanent. Object or Being can have only 1 permanent.
Petrify - Earth. Curse. Medium Range. Turn to Stone. Permanent.
Phantasmal Foe - Illusion. Distract and Delay.
Phantasmal Terrain - Illusion. Mislead and Delay.
Phobia - Curse. Close Target gains a Phobia. Permanent.
Pleasure - Illusion. Major Distraction. 1 Target per Level. Lasts 1D4 Hours.
Pocket Dimension - Conjure. From size of a Bag to that of a Kingdom.
Poison Cloud - Conjure. Medium Range. Weak Poison. Choking. Area of Effect.
Polymorph - Transform. Non-Self Target of Lower Level Change into Toad, Sheep, etc.
Possession - Control Target by entering their Body. If body killed Possessor killed.
Precognition - Get Defense +4 and Saves +4 for 1 Minute per Level.
Protection From - Pick one: Good, Evil, Magic, etc. Area or Target gets Defense and Armor+4
Psionic Blast - Mind. Medium Range. Does +5 Damage. Sometimes Heads explode.
Puppet Master - Medium Range. Control Target Like a Puppet for 1 turn per Level.
Purify - Food and Water. Can be used to make Holy Water.
Pyrotechnics - Fire. Fireworks, Flares. Can start Fires or use for -2 Damage. Long Range.
Quicksand - 5 Square feet per level. Sink in 1D3 Minutes.
Raise Dead - Make Undead. Must have Corpses on Hand. Permanent. Skeletons and Zombies.
Read Mind - Mind. Medium Range. Target of Lower Level. Learn 1D3 Secrets.
Regenerate - Target heals 1 Wound per Minute. 1 Minute per level. Regrow/Reattach Limbs.
Resistance to Cold - One Hour. Targets equal to Level. Save +4
Resistance to Fire - One Hour. Targets equal to Level. Save +4
Restore - Removes Injury on Close Target.
Resurrect - 50% of the time target is claimed by a God and cannot be resurrected.
Rewind - Time. Redo last X turns. X = Caster Level.
Ritual - Very Specific. Summon a God, a Demon Prince, etc.
Rock Bolt - Medium Range. +2 Damage plus 1D2 Conditions for 1D3 Turns.
Rope Magic - Create and Animate it. 1 Hour and 10 Feet per Level. Climb or Bind.
Rust - Water. Destroy Metal Object or Structure. Damage+5 to Metal Foe.
Sanctuary - Consecrate. Area Affect. Only Creatures of a certain Alignment may enter.
Sandstorm - Area Affect. All get 1D3 Hinderances for 2D6 Turns.
Sap - Destroy a Summoned Target Creature. Medium Range.
Screech - Area Affect. Medium Range. All Stunned for 1D6 Hinderances for 1D4 Turns.
Scry - Observe Distant Target. Uses Orb, Water, Mirror. 1 Minute per Level.
See the Past - Of the Area you Occupy. May go back hundreds of years.
Send - Send Message or Small Object to Faraway Target.
Shadow Magic - Disappear, Reappear, Move through Shadows. 1 Minute per Level.
Shapechange - Transform. Self into Animal or Monster.
Shatter - Energy. Destroy Glass, Mirrors, Relics.
Shield - Energy. Target gets Defense +3 for 1 Combat.
Shrink - Transform. Size Level becomes - 1D4.
Sicken - Curse. Medium Range. Target or Area Effect. 1D2 Hinderances for 1D2 Days.
Silence - Curse. Short Range. Cast on Area (1 Hour) or Creature (Permanent)
Simulacrum - Permanent Clone. Artificial Life Form. Cannot Cast Spells.
Sleep - Enchantment. Medium Range. 1 Target per Level.
Slice - Save vs Death or Amputation. Short Range.
Slow - Enchantment. Medium Range Target 1D4 Conditions and Half Move for 1D6 Turns.
Smite - Target gets +5 Damage in HTH. Lasts 1 Combat.
Smoke - Obscure a large Area. Can make it different Colors.
Sonic Scream - Cone or Area Affect. Damage+2. One turn per Level.
Soul Burn - Save or 1D2 Wounds and 1D2 Hinderances. Medium Range.
Speak to Animals - Life. Lasts 1 Hour per Level.
Speak to Plants - Life. They know Stuff. Lasts 1 Hour per Level.
Speed - Medium Target Swiftness+1 per Level. Lasts 5 Minutes per Level.
Spider Climb - Enchantment. Wall Walker. Target for 2 Turns per Level. Web Walking.
Spines - Grow 2 Spines per Level. HTH Damage+1. Can be slung Short Range. Poisonous.
Spores - Area Effect. Short Range. Fungal Infection. 1D6 Hinderances for 2 Weeks.
Staff - Enchantment. Also Wands. Spells cast with this work as 1 Level higher.
Staff to Snake - For 1 Combat. Poisonous. Wound Limit = 1.
Stasis - Suspended Animation. Target or Area Affect.
Stench - Area or Foe. Those effected get 1D3 Hinderances for 1D2 Days.
Stun - Energy. Medium Range. 1D4 Conditions for 1D3 Turns.
Substitution - Switch location of two Objects. They appear as the other Object.
Suggestion - Area of Affect. Persuade+5 for one Argument.
Summon Animal - For 1 Day. Will serve as mount, spy, guard, combatant.
Summon Demon - And Bind it. Must bargain with it for services.
Summon Elemental - Of Level equal to Caster for 1 Task.
Summon Monster - Of Level equal to Caster for 1 Task.
Summon Sea Creature - Animals or Monsters for 1 Task.
Summon Spirit - Of Level equal to Caster for 1 Task.
Symbol - Combined with another Spell. Effects all who can see Symbol.
Talk to Dead - Corpses or Nearby Spirits. Ask 1D6 Questions.
Tattoo Magic - Create 1 Weapon, 1 Ration, 1D4 Gold. Inscribe other Spells on Self.
Technomancy - Energy. Powered Devices.
Telekinetic Attack - Medium Range. Multiple Objects. 1D10 Damage +1 per Level.
Thunder - Area Effect. Can stun, deafen, cause fear.
Telepathic Projection - Send Image of Self to Distant Locale. Can See and Talk.
Telepathy - Mind. Long Range. One Target or Broadcast.
Teleportation - Teleport. Single Willing Target. Range increases with Caster Level.
Tentacles - They have Grapple+4. Damage+1. 1 Target per 2 Levels.
Time Stop - Caster gets 1D3 extra turns. Max once per Day.
Time Travel - Far Future or Distant Past. Creates new Timelines.
Timer - Combo Spell. Activates another Spell when time is up.
Tongues - Understand and speak language of Target Character. Lasts 1 Day.
Transfer Soul - Spirit. Put it in a Jar, another Body, a Gem, a Suit or Armor, etc.
Transformation - Turn a Man into an Anvil or a Cup into a Cat. Close Range.
Transmutation - Transform. Physical Objects. Lead into Gold. Stone to Mud.
Trap Soul - Into Gem or Jar. Body also. Permanent. Can be Released.
True Aim - Target gets Ranged Attack+5 for 1D6 Turns.
True Sight - Detect Illusions, Invisible, Spirits. Lasts 1 Turn per Level
Truth - Target or Area Affect. Cannot Lie or Cheat. Lasts 2 Minutes per Level.
Turn Undead - Holy. Undead Flee plus +1 Damage per 2 Levels.
Twister - Dust Devil, Tornado, Desert Twister, Cyclone, Hurricane, etc.
Unbind - Negate Immobilization effect. 1 Target per Level.
Unseen Servant - Spirit. Light Housework. Lasts 1 Hour per Level.
Ventriloquism - Air. Illusion. 1 minute per Level. Distract and Mislead.
Walk on Water - Lasts 1 Minute per Level.
Wall of Swords - To cross suffer 2D4 Attacks. Lasts 1 Hour per Level.
Ward - Prevents Magical Travel into/out of a Room/Area. Permanent.
Water Breathing - Water. Air. Lasts 1 Day. Number of People per Level.
Waves - Water. Create Splashes, Currents, Undertows, Whirlpools, Tsunamis
Weakness - Curse. Medium Range. 1 Target per Level. 1D3 Conditions for 1 Combat.
Weather Control - Air. Start Stop Storms.
Weight Control - Target becomes very Heavy or very Light. 1 Turn per Level.
Webs - Immobilize. Area Effect. Strength Test to Escape.
Whimsy - Cause Something Whimsical to Happen. Real or Illusion.
Wind Gust - Air. Knockback. Knockdown. Damage-2. Area Effects.
Wish - Max one per Week. Wishes always have unexpected consequences.
Wither - Kill Target Plant. Short Range.
Word of Power - Combined with another Spell. Effects all who can hear Word.
Wrath - Of God, Nature, etc. Large Area. Death. Save at -2.
Write Magic - Create Scrolls, Magic Books
X-Ray Vision - See through 10 Feet of Walls. 1 Minute per Level.
STARTING MAKERS
A Character with Artifice, Technomancy, or Fetishes will, as a starting
character, begin play with 1 appropriate Minor Relic.
A Character with Alchemy will start with 4 Minor Potions.
GAME MASTER RULES
This list is for the GM only not the players.
You control if a NPC has a Spell and if and when and how they use it.
You may not want the PC's to have certain Spells. They may unbalance your
campaign. A PC can only gain access to a Spell if you allow it. At level
increases you tell them which Spells are available to be learned.
Just because a Player wants a Spell doesn't mean they get it.
COMBO SPELLS
Advanced casters can combine two or more Spells into one producing a novel effect.
This would be simultaneous casting. For example:
A wizard might cast Fireball and Invisibility to create an invisible Fireball.
The Word and Symbol Spells are designed to be used in Spell Combos.
THE TERM ELEMENTAL
A spell can have many variations depending on the manifestation of its power.
The Typical Elements are Fire, Water, Air, and Earth. However many others are
available: Steam, Lava, Stone, Iron, Crystal, Wind, Ice, Plants, Shadow, Void, Holy,
Unholy, Chaos, Law, Magnetic, Diamond, Metal, Sun, Light, Darkness, Tar, Lightning,
Energy, Force, Plasma, Flesh, Bone, Poison, Slime, Acid, Sand, Mud, Clay, etc.
Practically any Substance can be substituted.
The GM will have to develop rules for any he wants to include. For example:
What would the properties of a Wall of Flesh have (Regeneration) compared to a
Wall of Iron (Armor+5)?