List of Spells

Spells sorted by category, element, and listed alphabetically.
==Category==
===Bending===
*(Control Fire, Bend Fire)
**incl. snuffing out flame
**Spark, Flare Up
**controlling smoke is Wind
*Shape Water, Bend Water
**Whirlpool
**Douse, Soak, Dry, Desiccate: rapidly put in or remove water
**Part Waters (rivers, lakes, etc.)
**Air Bubble: leave bubble around caster to take an air supply underwater
**Lifting Wave
*Control Fog, Bend Fog
*Control Steam, Bend Steam
*Control Cloud, Bend Cloud
*Control Rain, Bend Rain
*Shape Earth
**Shape Rock
***Stone Throw
***Boulder
***Spikes
***Platform
***Shake Ground, Tremor, Earthquake
**Shape Dirt
***Compact Dirt, Pack Dirt
***Open Ground, Fissure
***Remove Dirt / Soiling
**Shape Sand
***Quicksand
**Control Dust
*Control Gravity, Shift Gravity
*Redirect Wind
**Gust
**Whirlwind
**Lifting Wind
**Carrying Wind
**Hastening Wind, Pushing Wind
**Air Cushion, Feather Fall
**Wall of Wind
**Suction: pull air out of an area or suck wind to a location
**Drying Wind
*Control Vines, Bend Vines
*Control Plants, Bend Stems
*Control Trees, Bend Wood
*Control Leaves
*Control Pollen, Control Spores
*Draw Storm
*Lightning Rod, Lightning Redirect
*Shape Ice
*Control Snow
===Multiplying===
*Control Fire, Bend Fire
*(Warm, Heat > Burn, Melt)
*Shape Water, Bend Water
*Control Fog, Bend Fog
*Control Steam, Bend Steam
*Control Cloud, Bend Cloud
*Control Rain, Bend Rain
*Shape Earth
**Shape Rock
**Shape Dirt
**Shape Sand
*Control Wind
*Inspire Life, Impart Growth: give your energy to make plants bloom or grow a little for real
*Control Vines, Bend Vines
*Control Plants, Bend Stems
*Control Trees, Bend Wood
*Control Leaves
*Control Pollen, Control Spores
*Intensify Storm
*(Cool > Chill, Freeze)
*Shape Ice
*Shape Snow
*Moonbeam: bend, reflect, refocus moonlight to reveal anything under an invisibility spell and to return shapeshifters to their original form
===Creating===
Conjuring
*Conjure Flame
*Light Fire, Flame
**Snuffing out flame
**Spark, Ember: popping, stinging sparks
*Combust: material itself ignites
*Warm, Heat > Burn, Melt
**Radiate Heat (ex: Melt Frost, Diffuse Fog, Dispel Magical Fog)
**Hot Air, Storm of Heat
*Fire Ball
*Fire Blast
*Fire Burst, Flare Up: focus on point and ball of fire bursts from it
*Smoke (just billowing, churning out smoke, not controlling, per se)
*Firestorm, Swirling Fire, Fire Sphere
*Explosion
*Volcanic Cloud
*Lava
*Conjure Water
*Fog, Mist
*Steam
*Rain, Rainburst
*Wave
*Geyser
*Conjure Rock
*Wind
**Gust
**Whirlwind
**Wall of Wind
*Conjure Vine
**Conjure Thorns
*Conjure Trunk, Tree
**Conjure Thorns
*Conjure Sap (Resin)
*Spray Poison: poisonous plant milk
*Lightning
**Shock
**Bolt
**Chain Lightning
**Seeking Bolt: focus on a target and a discharge of lightning finds them
*Sheer Noise, Deafening Whine, Shattering Note
**Deafening Thunder
*Storm Cloud (easier for water mages to start)
*Cool > Chill, Freeze
*Form Ice
**Ice Spike
**Ice Sheet (floor)
**Encasing Ice
*Conjure Snow > Blizzard
*Sleet > Hail
*Control Weather (Wind, Water, Fire, Ice, Lightning): avg. 3 mi radius
*Burning Light
*Swirling Darkness, Spreading Darkness, "Living" Shadow
*Radiate, Burst of Light
*Darkness, Solid Darkness, Magical Shadow: a shadow of desired darkness that can be grown and cannot be overcome by regular light
===Energy===
*Fire Beam
*Water Beam
*Earth Beam
*Wind Beam
*Nature Beam
*Lightning Beam
*Ice Beam, Freeze Ray
*Holy Rays
*Dark Beam
*Elemental Beamish Weapon
*Blast, Magic Blast
**Magic Arrow, Elf Shot: mimics the essence of an arrow and sails through the spirit realm to strike targets with magic energy
**Magic Weapon: any vaguely weapon-like shape that strikes with more concentrated for than a flame but less than a beam
*Aura Blast, Explosive Wave, Shockwave, Corporeal Flash, Corporeal Blast, Discharge, Bang, Burst, Buster: a wave, blast, and/or sphere of energy bursts form the caster's body
*Ethereal Light, Spirit Flame, Foxfire, Fairy Fire, Astral Flame: can be flame, beam or shape of light, spirit form, or coating of glow or thin flames; doesn't create heat and doesn't need air; cannot be extinguished with water like normal fire
**Spirit Rune, Fox Rune: writing in magic light
**Lingering Glow: hex a creature or object with persistent light; add on to fire, lightning, and holy spells
**Can be used as a beacon
*Astral Projection
*Stretch Soul > Snip Soul
*Nomenclature
**Energy/Light/Force/Spirit/Flux/Vital/Astral/Ergon/Elan/Cuil/Equi/Thulë/Mægen/Weald/Eldridgery
**Ergon, Spirit, Light, Force, Energy
**Embodies essence of element, concentrated light, carries feeling of element with it, causes target struck with it to experience all sensations of the things containing or represented by that element
===Counter===
*Material Barrier
*Magical Barrier
**Elemental Shield, Resistance, Ward: quick, weak barrier for one particular element or kind of spell; can be sympathic, allopathic, absorbent, reflective, etc.
*Light Barrier
**Mirror: reflects light back
**Cloak, Invisibility Barrier: reflects image of what's behind it
**Blackout
**Heat Barrier also (~Energy Barrier)
*Dispel, Interrupt, Cancel, Break, Nullify
**Disenchant
**Break Curse
**Apparition Interference, Forbidding
**Halt Soul Passage (both dying and undead)
**Deflect Sensing
**Capture Spell, Snatch Element
**Backfire, Backdraft
*Mind Trap, Empty Stream, Ward Mind: empty mind to the point that its emptiness can be magnified and mind alteration or intrusion resisted
*Ward Spirits: drive spirits away and prevent their touch
*Banish: force spirit to demanifest, usually accompanied by hex preventing remanifesting for a time
*Resist Element: Focus on element to keep it out
*Absorb Element: Align mind with element and gain power from it
===Healing===
*Heal Wound(s)
**Stabilize Condition
**Revive, Reanimate, Indwell, Resurrect
*Hold Soul, Bind Spirit
*Preservation
**Vigor, Toughen Skin, Vitality (preventative healing)
**Body Preservation, Incorruptibility (temporary): halt decomposition for a time, resist decay and disease, cf. Hold Soul
**Ward Death [?]
===Force===
*Telekinesis, Levitation, Kinesis: grabbing things with the mind
**Push, Hold, Lift, Move, Grip
**Fine Kinesis: for delicate manipulation, complex parts
**Animation: enchanting an object to move and be manipulated as if animate
**Weight Assist: make a weapon or object lighter
**Counter Lift: stop a falling object
*Speed Strike, Accelerate Hand: make hand and/or weapon move faster, strike with more force
===Mind===
*Assisting the Mind
**Focus, Arcane Focus, True Strike
**Support, Invigorate, Hearten, Inspire, Enthuse, Enliven, Rouse
**Crumple, Distract, Despair, Dishearten, Gloom
*Turning the Mind
**Longing
**Aversion
**Affirmation
**Denial
**Undaunting, Banish Fear, Bravado
**Truth
**Draw Beast(s), Repel Beast(s)
**Animal/Beast Whisper: attempt to pacify or relate to an animal (anything non-sapient)
*Mind Control
**Shape Thoughts, Plant Thought
**Pacify
**Charm
**Calm
**Command
**Confusion
**Unsettle
**Vex
**Skinchanging, Direct Beasts
*Telepathy
**Mind Reading
**Mental Conversation (more than 2 possible)
**Seeing through Another's Senses (incl. animals)
*Empathy
**Emotions
**Sense Weakness
**Beast Telepathy, Animal Parlance, Non-Linguistic Beast Communication
*Sense
**Sense Magic/Enchantment, Identify Spell
**Detect Substance: know magically if a known substance is present without otherwise perceiving it with the bodily senses
**Commune, Plant Knowledge, Plant Senses
**Sense Presence
**Sense Aura, Probe Soul
**Astral Sight, True Sight, Second Sight
**Presage, Foresight, Premonition, Portent: passively sense all intentions around you and reflexively anticipate actions
**Sense Dark Presence
**Loath Good Presence, Revulsion to Holy: extends range of perception, borne out of malice, oppression of good to affect caster in time for detection
*Meld
**Mind Meld, Synergy: temporary, with person
**Impart Focus: focus entirely on giving your mental energy to another being
**Meld with Spirit, Bind Spirit (familiar)
**Meld with Beast, Bind Beast, Bonded Mount (familiar)
**Martial Bond, Conflict Bond: a creature that attacks or otherwise touches the caster with aggression or violent intent makes themselves the target of an intuitive or reactive spell
*Sight
**Scrying, Doodlebugging, Clairvoyance
***Sympathetic connections to target aid in viewing them
***Sensing the path
**Darkvision: see in complete darkness by magic [not a natural trait]
===Body===
*Physical Ability
*:Resultant exhaustion/fallout with many basic ability accelerating spells
*:
*:Speed, Dash, Swiftness, Accelerate Legs
*:*Slow, Sloth, Hinder, Impede (esp. mind)
*:*Keen Senses, Swift Reflexes, Agility
*:*Deaden Senses
*:*Numb Wounds
*:*Berserk
*:*Jump, Push, Multiply Impulse
*:*Flaming Leap
*:*Water Walking: surround feet with magic that prevents sinking in water
*:*Water Breathing, Fish Lungs
*:*Icewalking
*:*Snow Walking, Snow Shoe
*Throw Voice: voice audibly heard in another location
*Feign Death
*Searing Pain
*Stun, Stasis
**Creatures, people, objects; big or small
**Akin to freezing, paralyzing, holding, locking, etc.
*Sickness
**Headache
**Bloating
**Vomiting
**Fever, Heat, Ache
**Enfeeble, Inflame, Ricketing
**Dizziness, Vertigo
**Blurry Vision
**Ear Ringing
**Release Bowels
**Incontinence
**Itchiness
**Rot, Gangrene
*Impairment
**Sleepiness, Slumber
**Paralysis
**Blindness
**Deafness
**Anosmia (Unsmelling)
**Ageusia (Tastelessness)
**Zero Touch, Anaphia: touch undetectable, good for being invisible in crowds
**Dysesthesia, Paresthesia
**Garrulity, Jabbering, Verbosity, Logorrhea (compulsive)
**Babbling, Dysarthria, Schizophasia, Word Salad
**Mania
**Fainting
**Hobble, Stumble
**Tremors, Shakes, Twitching
**Chorea, Dancing Mania
**Jesting Fits, Uncontrollable Laughter
**Hiccup Fit
**Sneezing Fit, Sneezles
**Amnesia (forward or backward), Memory Block (feels like spell)
**Addle, Shatter Mind, Stupor, Apraxia
*Encasing Magic, Unsensing Suit: all senses unable to reach past skin-level barrier, material still passes through
*Bloodlust, Blood Craving
===Transformation===
*Shapeshifting
**Alter Face
**Alter Body
**Alter Voice
*Transfiguration
*Transmutation
**Water Form
**Mist Form
**Petrify, Turn to Stone
**Lightning Form: travel as bolt(s) of lightning for a short time
**Enter Element: merge your body and spirit into any substance or instance of an element
**Mend, Heal Material: if all the pieces are there is bending, if most of the pieces are there then multiplication
**Magic Edge: make weapon or object sharper
*Corruption
===Transportation===
*Apparate
**Flash Step, Blink, Blur
**Teleport, Port, Scende(n) (farther Apparate)
**Group Apparition
**Recall
*Flight: thrust
*Levitation: lift
*Wallrunning, Spiderwalking: bind feet with magic that clings to walls or ceiling
===Illusion===
*Somatic Illusion: form of light that appears to be a normal solid object or person
**Copying Self, Mirror Image, Doppelgänger, Shadow Self
*Spirit Form, False Familiar
*Mind Illusion, Vision
*Glamour
*Illusory Script, Enchanted Script
*Blurred Spot, Distortion
*False Aura
*False Fate, Miswyrding, Tangle Wyrd: create an illusion tangling the threads of fate, using added threads or by illusorily bending the real ones
*Hypnotic Patterns
*Shape Dreams (see also Astral Projection)
*Phantom Sensation: create the perception that the target heard, felt, tasted, or smelled something
**Hearing: natural sound, animal sound, voice, a few notes of music
**Touch: tingling, caress, tickle, bug movement, perception of pressure, perception of momentum in a direction
**Taste: flavor in mouth, flavor enchanted on object
**Smell: "
===Protection===
Defensive
*Vestment, Body Wrapping, Habiliment
**Material Barrier
**Magical Barrier
**Light Barrier
**Flame Covering
**Water Shroud
**Rock Armor
**Bark Armor: vines and thorns (incl. poisonous can be added)
*Concealment
**Silence, Bubble of Silence, Muffle
**Mask Scent
**Invisibility: warping visible until perfected (possible mechanism)
**Camouflage
===Enchantment===
*Weapon
**Flaming
**Splashing, Dripping
**Rock
**Whirling, Swirling
**Thorn, Vine
**Sparking, Shocking
**Freezing
**Holy, Glorious
**Cursed, Damning
**Shining, Radiant
**Umbral, Mawing
**Magic, Mægen
*Winds
**Invigorating Wind, Rousing Wind
**Refreshing Wind
**Healing Wind
*Bless
*Curse
*Mark, Imprint, Brand: mark a creature with an invisible spiritual mark
**Emblazon: mark a creature with foxfire
**Manifest: force a spirit to remain visible for a time
*Living Ink, Active Ink: magically dynamic writing
*Talking Object: imbue your voice into an acceptable object
*Delay Spell, Send out in twinkle
===Connection===
*Hex, Jinx
*Sympathy, Contagion
*Suck Life, Drain Life
*Bearer's Bond, Astral Defender, Scapegoat, Guardian in Spirit: all assailments or force acted on a person are split between them and the caster
*Clairsentience, Psychometry: seeing connections to an object or creature by touching, usually involves history of the object
===Tink/Twinkling===
Thaumaturgy, Prestidigitation, Prestige, Trick
*False Sparks
*Colored Lights
*Magical Mark: shape, symbol, letter, cast of color
*Glow
*Aid Sleight of Hand, Momentary Illusion (Stage Magic)
*Booming Voice
*Illusory Eyes
===Thaumaturgy===
Thaumaturgy meaning 'miracle' (Holy)
*Comprehend Foreign Language(s): target is imparted with a passive tacit ability to understand pragmatically a language they don't know (tacit meaning there is no analytical understanding or functional knowledge once the miracle has ended)
*Back from the Dead, Resurrection: revive regardless of circumstances, may involve recreation of body and the return of the soul
*Brimstone
*Natural-Scale Weather Events
*Apocalyptic/Catastrophic Judgment
*True Prophecy, Foreknowledge
*Voice from Heaven
*Conjured Creature, Conjured Complexity (beyond wizard's capability)
===Dweomer===
Slows spells that must be cast through preparation, a dweomer, ritual, long-term focus
*Awakening Ward: alerts the caster mentally, even waking them from sleep, when anything intended enters the warded area
*Necromancy...
**Control Corpse, Indwell Corpse, Animate Dead
**Possession
**Wake Spirit, Speak with Dead
*Animate: use a soul of any kind (cecient, tacient, sentient, sapient) to inanimate object temporarily, it cannot be sustain as there is no seat of the soul
*Antimagic: flow of magic suspended, dried up in area
*Portal
*Divination: picking up on threads of causation (fate) through ritual action and enchanted objects
*Steed Bond, Bonded Mount
*Summon: when a link/mark is prepared beforehand, call the object, creature, or spirit to your location
*Beckon, Invoke: request that a spirit manifest at your location
*Contingency Enchantment
*Magical Imprisonment: physical & magical barrier, other effects such as sleep and nullifying can be added
*Constructs...
*Needfire ritual
*Vow, Oath, Swearing
*Blood magic, Sacrifice
*Ethereal Form: manifest and undying spirit as a lesser spirit w/o a body would
==By Element==
===Simple===
*Material Barrier
**Bubble, Sphere
**Shield, Wall
**Form, Skin, Ward
**Leave a gap at the bottom, or if sealed, will be Impermeable unless cast (more advanced) as Permeable as well
**A Permeable Barrier can be used to repel substances
**A Material Barrier can be used as a platform or to push shield-wall-style
*Magical Barrier
**Bubble, Sphere
**Shield, Wall
**Form, Skin, Ward
**Elemental Shield, Resistance, Ward: quick, weak barrier for one particular element or kind of spell; can be sympathic, allopathic, absorbant, reflective, etc.
*Light Barrier
**Bubble, Sphere
**Shield, Wall
**Form, Skin, Ward
**Mirror: reflects light back
**Blackout
**Heat Barrier also (~Energy Barrier)
*Dispel, Interrupt, Cancel, Break, Nullify
**Disenchant
**Break Curse
**Apparition Interference, Forbidding
**Halt Soul Passage (both dying and undead)
**Deflect Sensing
**Capture Spell, Snatch Element
**Backfire, Backdraft
*Mind Trap, Empty Stream
*Ward Spirits: drive spirits away and prevent their touch
*Heal
**Wound(s)
**Stabilize Condition
**Hold Soul, Bind Spirit
**Revive, Reanimate, Indwell, Resurrect
*Preservation
**Vigor, Toughen Skin, Vitality (preventative healing)
**Body Preservation, Incorruptibility (temporary): halt decomposition for a time, cf. Hold Soul
**Ward Death
**Regeneration
*Telekinesis
**Fine Kinesis: for delicate manipulation, complex parts
**Animation: enchanting an object to move and be manipulated as if animate
*Weight Assist, Lift, Strength: make a weapon or object lighter
*Counter Lift: stop a falling object
*Speed Strike, Accelerate Hand: make hand and/or weapon move faster, strike with more force
*Scrying, Doodlebugging, Clairvoyance
**Sympathetic connections to target aid in viewing them
**Sensing the path
*Darkvision: see in complete darkness by magic [not a natural trait]
*Assisting the Mind
**Focus, Arcane Focus, True Strike
**Support, Invigorate, Hearten, Inspire, Enthuse, Enliven, Rouse
**Crumple, Distract, Despair, Dishearten, Gloom
*Turning the Mind
**Longing
**Aversion
**Affirmation
**Denial
**Undaunting, Banish Fear, Bravado
**Truth
**Draw Beast(s), Repel Beast(s)
**Animal/Beast Whisper: attempt to pacify or relate to an animal (anything non-sapient)
*Mind Control
**Shape Thoughts, Plant Thought
**Pacify
**Charm
**Calm
**Command
**Confusion
**Unsettle
**Vex
**Direct Beasts
*Telepathy
**Mind Reading
**Mental Conversation (more than 2 possible)
**Seeing through Another's Senses (incl. animals)
*Empathy
**Emotions
**Sense Weakness
**Beast Telepathy, Animal Parlance, Non-Linguistic Beast Communication
*Sense
**Sense Magic/Enchantment, Identify Spell
**Detect Substance: know magically if a known substance is present without otherwise perceiving it with the bodily senses
**Commune, Plant Knowledge, Plant Senses
**Sense Presence
**Sense Aura, Probe Soul
**Astral Sight, True Sight, Second Sight
**Presage, Foresight, Premonition, Portent: passively sense all intentions around you and reflexively anticipate actions
**Sense Dark Presence
**Loath Good Presence, Revulsion to Holy: extends range of perception, borne out of malice, oppression of good to affect caster in time for detection
*Meld
**Mind Meld, Synergy: temporary, with person
**Impart Focus: focus entirely on giving your mental energy to another being
**Meld with Spirit, Bind Spirit (familiar)
**Meld with Beast, Bind Beast, Bonded Mount (familiar)
**Martial Bond, Conflict Bond: a creature that attacks or otherwise touches the caster with aggression or violent intent makes themselves the target of an intuitive or reactive spell
*Telepathy
**Mind Reading
**Mental Conversation (more than 2 possible)
**Seeing through Another's Senses (incl. animals)
*Empathy
**Emotions
**Sense Weakness
**Beast Telepathy, Animal Parlance, Non-Linguistic Beast Communication
*Sense
**Sense Magic/Enchantment, Identify Spell
*Detect Substance: know magically if a known substance is present without otherwise perceiving it with the bodily senses
**Sense Presence
**Sense Aura, Probe Soul
**Astral Sight, True Sight, Second Sight
**Presage, Foresight, Premonition, Portent: passively sense all intentions around you and reflexively anticipate actions
*Meld
**Mind Meld, Synergy: temporary, with person
**Meld with Spirit, Bind Spirit (familiar)
**Meld with Beast, Bind Beast (familiar)
*Physical Ability
::Resultant exhaustion/fallout with many basic ability accelerating spells
**Speed, Dash, Swiftness, Accelerate Legs
**Slow, Sloth, Hinder, Impede (esp. mind)
**Keen Senses, Swift Reflexes, Agility
**Deaden Senses
**Numb Wounds
**Berserk
*Jump, Push, Multiply Impulse
*Throw Voice: voice audibly heard in another location
*Feign Death
*Searing Pain
*Stun, Stasis
**Creatures, people, objects; big or small
**Akin to freezing, paralyzing, holding, locking, etc.
*Sickness
**Headache
**Vomitting
**Fever, Heat, Ache
**Enfeeble, Inflame, Ricketing
**Dizziness, Vertigo
**Blurry Vision
**Ear Ringing
**Release Bowels
**Incontinence
**Itchiness
**Rot, Gangrene
*Impairment
**Sleepiness, Slumber
**Paralysis
**Blindness
**Deafness
**Anosmia (Unsmelling)
**Ageusia (Tastelessness)
**Garrulity, Jabbering, Verbosity (compulsive)
**Stupor
**Mania
**Fainting
**Hobble, Stumble
**Tremors, Shakes
**Jesting Fits, Uncontrolable Laughter
**Chorea, Dancing Mania
**Amnesia (forward or backward), Memory Block (feels like spell)
**Addle, Shatter Mind, Stupor
**Encasing Magic, Unsensing Suit: all senses unable to reach past skin-level barrier, material still passes through
*Transformation
**Shapeshifting
**Transfiguration
***Appearance
***Creature
***Adaptation, Extra Members
***Natural Weapons
***Transmutation or melding into non-living substances
***Transmutation
***Mend, Heal Material: if all the pieces are there is bending, if most of the pieces are there then multiplication
***Magic Edge: make weapon or object sharper
**Polymorph 'transfiguration of others'
*Apparate
**Flash Step, Blink, Blur
**Teleport, Port, Scende(n) (farther Apparate)
**Group Apparition
**Recall
*Flight: thrust
*Levitation: lift
*Wallrunning, Spiderwalking: bind feet with magic that clings to walls or ceiling
*Illusion
**Somatic Illusion: form of light that appears to be a normal solid object or person
***Copying Self, Mirror Image, Doppelgänger, Shadow Self
**Spirit Form, False Familiar
**Mind Illusion, Vision
**Glamour
**Illusory Script, Enchanted Script
**Blurred Spot, Distortion
**False Aura
**False Fate, Miswyrding, Tangle Wyrd: create an illusion tangling the threads of fate, using added threads or by illusorily bending the real ones
**Hypnotic Patterns
**Shape Dreams (see also Astral Projection)
*Phantom Sensation: create the perception that the target heard, felt, tasted, or smelled something
**Hearing: natural sound, animal sound, voice, a few notes of music
**Touch: tingling, caress, tickle, bug movement, perception of pressure, perception of momentum in a direction
**Taste: flavor in mouth, flavor enchanted on object
**Smell: "
*Concealment
**Muffle
**Mask Scent
**Invisibility: warping visible until perfected
**Zero Touch: touch indectible, good for being invisible in crowds
**Deflect Sensing
*Mark, Imprint, Brand: mark a creature with an invisible spiritual mark
**Emblazon: mark a creature with foxfire
**Manifest: force a spirit to remain visible for a time
*Living Ink, Active Ink: magically dynamic writing
*Talking Object: imbue your voice into an acceptable object
*Delay Spell, Send out in twinkle
*Hex, Jinx
*Bearer's Bond, Astral Defender, Scapegoat, Guardian in Spirit: all assailments or force acted on a person are split between them and the caster
*Clairsentience, Psychometry: seeing connections to an object or creature by touching, usually involves history of the object, in which case it's called Historiation.
*Twink, Thaumaturgy, Prestidigitation, Prestige, Trick
**False Sparks
**Colored Lights
**Magical Mark: shape, symbol, letter, cast of color
**Glow
**Aid Sleight of Hand, Momentary Illusion (Stage Magic)
**Booming Voice
**Illusory Eyes
*Awakening Ward: alerts the caster mentally, even waking them from sleep, when anything intended enters the warded area
*Animate: use a soul of any kind (cecient, tacient, sentient, sapient) to inanimate object temporarily, it cannot be sustain as there is no seat of the soul
*Antimagic: flow of magic suspended, dried up in area
*Portal
*Divination: picking up on threads of causation (fate) through ritual action and enchanted objects
*Steed Bond, Bonded Mount
*Summon: when a link/mark is prepared beforehand, call the object, creature, or spirit to your location
*Contingency Enchantment
*Magical Imprisonment: physical & magical barrier, other effects such as sleep and nullifying can be added
*Martial Bond, Conflict Bond: a creature that attacks or otherwise touches the caster with aggression or violent intent makes themselves the target of an intuitive or reactive spell
===Fire===
*Control Fire, Bend Fire
*Conjure Flame
*Light Fire, Flame
**Snuffing out flame
**Spark, Ember: popping, stinging sparks
*Warm, Heat > Burn, Melt
**Radiate Heat (ex: Melt Frost, Diffuse Fog, Dispel Magical Fog)
**Hot Air, Storm of Heat
*Combust: material itself ignites
*Smoke
*Fire Ball
*Fire Blast
*Fire Burst, Flare Up: focus on point and ball of fire bursts from it
*Flame Covering
*Flaming Leap
*Firestorm, Swirling Fire, Fire Sphere
*Explosion
*Volcanic Cloud
*Lava
*Lingering Glow: hex a creature or object with persistant light; add on to fire, lightning, and holy spells
*Flaming Weapon
*Fire Beam
===Water===
*Shape Water, Bend Water
**Douse, Soak, Dry, Dessicate
**Part Waters
**Whirlpool
**Air Bubble: leave bubble around caster's mouth or whole body to take an air supply underwater
*Control Fog, Bend Fog
*Control Steam, Bend Steam
*Control Cloud, Bend Cloud
*Control Rain, Bend Rain
*Conjure Water
*Fog, Mist
*Steam
*Rain, Rainburst
*Wave
*Geyser
*Water Shroud
*Water Form
*Mist Form
*Water Breathing, Fish Lungs
*Water Walking: surround feet with magic that prevents sinking in water
*Splashing Weapon, Dripping Weapon
*Water Beam
===Earth===
*Shape Earth
**Shape Rock
***Stone Throw
***Boulder
***Spikes
***Platform
**Shape Dirt
***Compact Dirt, Pack Dirt
***Open Ground, Fissure
***Remove Dirt / Soiling
**Shape Sand
***Quicksand
**Control Dust
*Conjure Rock
*Add Weight, Heavy, Densify
*Shake Ground, Tremor, Earthquake
*Control Gravity, Shift Gravity
*Rock Armor
*Petrify, Turn to Stone
*Rock Weapon
*Earth Beam
===Wind===
*Redirect Wind, Control Wind
**Wall of Wind
*Gust
*Whirlwind
*Suction: pull air out of an area or suck wind to a location
*Lifting Wind
*Air Cushion, Feather Fall
*Carrying Wind
*Hastening Wind
*Drying Wind
*Invigorating Wind, Rousing Wind
*Refreshing Wind
*Healing Wind
*Surrounding Wind
*Whirling Weapon, Swirling Weapon
*Wind Beam
===Plant===
Nature
*Inspire Life, Impart Growth: give your energy to make plants bloom or grow a little for real
*Spray Poison: poisonous liquid, cf. spitting cobra
*Bend Wood, Control Trees
*Bend Stems, Control Plants
*Control Leaves
*Control Spores, Control Pollen
*Bend Vines, Control Vines
*Conjure Vine
**Conjure Thorny Vine
**Conjure Welting Vine (Nysa)
*Conjure Thorns
*Conjure Stinging Plant (Nettle)
*Conjure Blistering Plant (Giant Hogweed): sap yields sensitivity to sunlight, blindness if put in eyes
*Conjure Sap (Resin)
**Conjure Death Sap (WaterHemlock)
*Conjure Death Berries (red)
*Bark Armor: vines and thorns (incl. poisonous can be added)
*Commune, Plant Knowledge, Plant Senses
*Nature
**Animal/Beast Whisper: attempt to pacify or relate to an animal (anything non-sapient)
**Direct Beasts
**Steed Bond, Bonded Mount
**Camouflage
**Meld with Beast, Bind Beast (familiar)
**Draw Beast(s), Repel Beast(s)
*Thorny Weapon, Vine Weapon
*Nature Beam
===Lightning===
*Shock / Buzz
*Snap (also called "bolt")
*Arc / Bolt
*Draw Storm
*Chain Lightning
*Deafening Thunder
*Sheer Noise, Deafening Whine, Shattering Note
*Storm Cloud (easier for water mages to start)
*Seeking Bolt: focus on a target and a discharge of lightning finds them
*Lightning Rod, Lightning Redirect
*Lightning Form: travel as bolt(s) of lightning for a short time
*Lingering Glow: hex a creature or object with persistant light; add on to fire, lightning, and holy spells
*Sparking Weapon, Shocking Weapon
*Lightning Beam
===Ice===
*Cool > Chill, Freeze
*Form Ice, Shape Ice
**Ice Spike
**Ice Sheet (floor)
**Encasing Ice
*Conjure Snow > Blizzard
*Sleet > Hail
*Icewalking
*Snow Walking, Snow Shoe
*Freezing Weapon
*Ice Beam, Freeze Ray
===Holy===
*Burning Light
*Holy Element: holy version of the elements
*Bless
*Sense Dark Presence
*Holy Ray(s)
*Greater Healing
*Lingering Glow: hex a creature or object with persistant light; add on to fire, lightning, and holy spells
*Holy Weapon, Glorious Weapon
*Thaumaturgy 'miracle' (Holy)
**Comprehend Foreign Language(s): target is imparted with a passive tacit ability to understand pragmatically a language they don't know (tacit meaning there is no analytical understanding or functional knowledge once the miracle has ended)
**Back from the Dead, Resurrection: revive regardless of circumstances, may involve recreation of body and the return of the soul
**Natural-Scale Weather Events
**Apocalyptic/Catastrophic Judgment
**True Prophecy, Foreknowledge
**Voice from Heaven
**Conjured Creature, Conjured Complexity (beyond wizard's capability)
===Dark===
*Swirling Darkness, Spreading Darkness, "Living" Shadow
*Curse
*Suck Life, Drain Life
*Loath Good Presence, Revulsion to Holy: extends range of perception, borne out of malice, oppression of good to affect caster in time for detection
*Corrupt
*Stretch Soul > Snip Soul
*Decay Flesh, Necrosis: works as multiplying or bending on a wound
*Cursed Weapon, Damning Weapon
*Bloodlust, Blood Craving
*Necromancy
**Control Corpse, Indwell Corpse, Animate Dead
**Possession
**Wake Spirit, Speak with Dead
*Dark Beam
===Light===
*Radiate, Burst of Light
*Moonbeam: bend, reflect, refocus moonlight to reveal anything under an invisibility spell and to return shapeshifters to their original form
*Light Barrier
*Shining Weapon, Radiant Weapon
===Shadow===
*Darkness, Solid Darkness, Magical Shadow: a shadow of desired darkness that can be grown and cannot be overcome by regular light
*Light Barrier
*Umbral Weapon, Mawing Weapon
===Aether===
Astral, Spirit, Magic Itself
*Energy/Light/Force/Spirit/Flux/Vital/Astral/Ergon/Elan/Cuil/Equi/Thulë/Mægen/Weald/Eldridgery
*Ergon, Spirit, Light, Force, Energy
*Blast, Magic Blast
*Embodies essence of element, concentrated light, carries feeling of element with it, causes target struck with it to experience all sensations of the things containing or represented by that element
*Magic Arrow, Elf Shot: mimics the essence of an arrow and sails through the spirit realm to strike targets with magic energy
*Magic Weapon, Mægen Weapon: any vaguely weapon-like shape that strikes with more concentrated for than a flame but less than a beam
*Ethereal Light, Spirit Flame, Foxfire, Fairy Fire, Astral Flame: can be flame, beam or shape of light, spirit form, or coating of glow or thin flames; doesn't create heat and doesn't need air
*Lingering Glow: hex a creature or object with persistant light; add on to fire, lightning, and holy spells
*Spirit Rune, Fox Rune: writing in magic light
*Can be used as a beacon
*Astral Projection
===Combined===
*Control Weather (Wind, Water, Fire, Ice, Lightning): avg. 3 mi radius
===All===
*See Weapon Enchantment
*Beamish Weapon
*Absorb
*Resist
*Enter Element: merge your body and spirit into any substance or instance of an element
*Delay Spell, Send out in twinkle
==Alphabetical==
==Count==
==Empirical==
Future
*Acid (HCl (clear), H2SO4 (yellowish), HF (clear), HNO3 (oxidizes yellow))
**Hydrochloric [3, unstable when heated]
**Nitric [3, suffocating odor, strong oxidizer that can ignite combustibles]
**Sulfuric (Vitriol) [3, creates lots of heat with water, violent chemical change, blindness]
**Hydroflouric [4, gets down to bone]
**Flouroantimonic [4, shock and heat may detonate, reacts violently with water]
*Gas
**Biogas
**Noxious, Poisonous
**Mustard (corrositve, necrifying, reactant) [4]
*Water Blade
*Air Blade
*Shape Metal, Bend Metal
*Radiation
**Alpha (+ Light)
**Beta (+ Light)
**Neutron (+ Light)
**Gamma (+ Light)
**Radio Waves
**Microwaves
**X-rays
**Small, controlled lasers (as opposed to energy beams and rays of light)
*Grease, Oil, Fat [may have to be power]
*Listening to Radio Waves, Antennae Sense, Antennae Meditation
*Speaking to Computers
*Mental Wifi Travel, Wifi Doodlebugging
==Notes==
Enchanting an arrow to cast or burst into spell on arrival
Magical Stasis that keeps body in same state while spirit is elsewhere
Teleportation mishaps
Force vs. Wind: a gas moves a gas more efficiently than solid, and a solid moves a solid more efficiently than a gas
Destruction in a smaller transfigured state triggers the caster to come back into their original body, minus the amount of material of the small form. Important to attach soul to astrally stored material rather than the transfigured body. Destruction in a larger form will cause a burst of magic, from the amount greater than the material of the original body.
Lay (untrained) casting out of Desperation and Confidence
At court, everyone is always pushing on each others minds
Difference btw aura and the mind
The common man breaking down after too much bending of the mind back and forth on the battlefield (between ally and enemy wizards)
Build Power—any spell can be powered up
Advantage of projecting spell from mouth: leaving hands free, less expected
Muscle tension, just a normal amount, is part of what focuses where the will will create a spell
Difficulties:
* Direct body manipulation (pain, organ grabbing, sickness and impairments) relatively easy to repel with practice, much like resisting mind control
* Metal and magnetism
* Liquid Bending (no multiplication or creation)
Magic as an extension or action of the spirit
Compass spell?
Taboo?
Aether as an independent occuring substance—visible concentrations of magical energy in the clouds? (aerial counterpart to gems in the ground)
==See Also==
For power variants of spells see List of Powers
==Sources==
https://donjon.bin.sh/5e/spells/
https://www.dnd-spells.com/spells
The (Not Really) Complete Tome of Spells
http://www.5esrd.com/spellcasting/spell-lists/
Category: Spell on D&D Wiki
http://avatar.wikia.com/wiki/Airbending, http://avatar.wikia.com/wiki/Firebending, http://avatar.wikia.com/wiki/Earthbending, http://avatar.wikia.com/wiki/Waterbending
http://dragonball.wikia.com/wiki/Explosive_Wave
http://harrypotter.wikia.com/wiki/List_of_spells
http://tolkiengateway.net/wiki/Magic
http://awoiaf.westeros.org/index.php/Magic
here: http://gatherer.wizards.com/Pages/Search/Default.aspx?page=17&output=spoiler&method=visual&action=advanced&type=+%5B%22Instant%22%5D
http://gatherer.wizards.com/Pages/Search/Default.aspx?action=advanced&type=+["Instant"]
http://gatherer.wizards.com/Pages/Search/Default.aspx?action=advanced&type=+["Sorcery"]
http://gatherer.wizards.com/Pages/Search/Default.aspx?action=advanced&type=+["Enchantment"]
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Category:Magic
Category:Spells
Category:Lists