Spells

## Arcanic

* Fire (8) 1D3
* Breeze (8) 1D3
* Shock (8) 1D3 + chance to Silence Opponet
* Frost (8) 1D3 + chance to freeze opponet
* Absorb (9) 1D2 Absorb health taken from target

* Rune (14) 1D5 on contact Spell is cast on floor.
* Frost Touch (12) 1D4 + chance to freeze opponet
* Fire Touch (10) 1D4
* Shock Touch (14) 1D4 + chance to silence opponet
* Drain Attribute (10) Roll for how much of an attribute is drained from target

* Absorb Attribute (15) Roll for how much of an attribute is temporarily absorbed from target
* Incinerate (19) 1D6
* Freeze (19) high chance to freeze target
* Wind Blast (17) target or targets are knocked 1D6 spaces back
* Scalding Mist (18) 1D3 for 15 foot wide radius.
* Wall of Fire (18) 1D2 for 15 foot range. Spell persists for several turns
* Magic Missile (0) 1D3 (spell never misses)
* Call Lightning (19) 1D4 for 30 foot radius on target or all targets in radius

* Disintegrate (23) Disintegrate targets armour or weapon,
* Blizzard (22) 1D4 all targets withing a 30 foot radius (allies included)
* Greater Rune (23) 1D6 on contact with spell. 25 range. Spell cast on floor
* Fingers of death (24) Kills anything with 20 HP or less on touch
* Destroy Attribute (24) Completely drain one attribute from target
* Perish Rune (24) one random target is killed once the rune is activated (allies included)

* Statue (30) Target becomes a statue
* Touch of death (33) Target humanoid dies
* Solar Flare (30) 1D10 on targets within 50 range
* Tornado (30) Creates a tornado in a certain area
* Blackhole (30) Creates a swirling vortex on target.

## Healing

* Heal Minor Wounds (8) restore 1D4 health
* Woodflesh (8) absorb 1D2 damage next attack on target
* Resist Poison (8) Resist 75% poison damage for 1 day
* Resist Disease (8) Resist 75% common disease for 1 day
* Resist Magic (8) Resist 75% of magical damage for several hours

* Fortify Attribute (14) fortify an attribute 1D12 for an hour
* Fortify Skill (14) fortify a skill 1D12 for an hour
* Healing Circle (14) all allies within 15 feet are healed +1D3
* Cure Poison (14) Cures poison on target
* Stoneflesh (14) absorb 1D3 damage next attack on target
* Ward (14) Creates a force field in front of user
* Turn Undead (15) Weaker undead flee in terror. range 15
* Create Water (15) Creates 2 gallons of water
* Purify Food/Drink (16) Removes diseases from water or food sources
* Create holy water (17) Turns water into holy water

* Cure Disease (19) cures common disease on target
* Restore Attribute (19) Restores damaged attributes on target
* Restore Skill (19) Restores damaged skills on target
* Ironflesh (19) Absorb 1D4 damage next attack on target
* Turn Greater Undead (20) Greater undead flee in terror. range 15
* Heal Major Wounds (20) Restore +1D8 health on target
* Hallow (20) Designates a location as holy.
* Regenerate (25) Targets limb grows back
* Miracle (25) Request one of the Divines intervention
* Cure Blindness (25) Cures blindness
* Cure Deafness (25) Cures deafness
* Recover (30) Heal target fully
* Bane of the Dead (30) Undead target turns to ash
* Cure uncommon Disease (31) Cures an uncommon disease on target

## Mysticism

* Charm (8) Greatly raise the disposition of the target
* Detect life (8) Detect all life withing 100 feet
* Starlight (8) Add 20 to nightvision for an hour
* Open Novice Lock (8) open any novice lock
* Cause Poison (15) Deliver a poison on touch
* Chameleon (15) chameleon on self for a short time or until detected
* Telekinesis (15) Lift objects or a small creature from range 50
* Detect Lie (15) Detect a lie
* Open Apprentice Lock (16) open any apprentice lock
* Blink Object (16) item in inventory can be telaported to any player
* Detect Undead (16) detect undead
* Calm (16) Calm a weak target
* Burden (20) Half the speed of target
* Silence (20) target cannot cast spells
* Feather (20) Double the speed of target
* Waterbreathing (20) breath underwater for an hour
* Waterwalking (20) Walk on the surface of water for an hour
* Detect Automaton (20) Detect sentient machines
* Open Journeymen Lock (21) open any journeymen lock
* Leap (21) Leap up or across 60 feet
* Slowfall (21) Caster and entire parties falling speed is halved
* Night Eyes (21) Perfect vision in night on target
* Greater Calm (22) Calm greater target
* Paralyze (25) Target cannot move for 1D3 turns
* Levitate (25) Levitate upwards up to 70 feet. Can only move 1 space in a direction while floating
* Invisibility (25) Invisibility on self for a short time or until detected
* Control Weather (25) Manipulate the weather in the area
* Blink (25) Telaport target anywhere withing 30 range
* Fly (30) Fly up to 40 feet above the ground.
* Read Memories (30) Read a memory from one character per turn

## Conjuration

* Bind Mace (8) Bind mace on self for an hour
* Bind Armour (8) Bind armour on self (light, medium or heavy variant) for an hour
* Summon Plague (8) Summons a plague for an hour
* Summon Skeleton (8) Summons a skeleton archer for an hour
* Summon Zombie (8) Summons a zombie for an hour
* Bind Bow (10) Binds a longbow with infinite arrows on self for an hour
* Bind Battleaxe (10) Binds a battleaxe on self for an hour
* Summon Fire Vvarden (15) Summons a fire Vvarden for an hour
* Summon Air Vvarden (15) Summons an Air Vvarden for an hour
* Summon Storm Vvarden (15) Summons an Air Vvarden for an hour
* Summon Frost Vvarden (16) Summons a frost Vvarden for an hour
* Summon Ghost (16) Summons a ghost for an hour
* Summon Bonelord (22) Summons a Bonelord for an hour
* Summon Flesh Vvarden (30) Summons a Flesh Vvarden for an hour

## Necromancy

* Control Undead (8) Target weak undead fights for you
* Revive Creature (9) Target Creature or Animal is brought back to life
* Control Greater Undead (13) Target undead fights for you
* Curse (15) Curse an object
* Contagion (18) Deliver any common disease on target
* Unsummon (20) Banish any Summon
* Revive Fallen (25) Revive any humanoid from the dead
* Hellgate (30) You and up to 8 other targets are transported to a realm of the users choosing