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Common Spells pdf

COMMON SPELLS.

Common spells are those spells that are so commonly used that they have been adopted for use by a large majority of the population. There are many more spells that are Common that are not listed here. The following are those that have spread to the mass of the population of the world. There are areas where the use of magic is considered evil or illegal and care must be taken here. Common people who use these powers are often persecuted as witches and burnt at the stake. All common spells are level I and have a +1 to their casting chances at all times due to their simplicity.

You gain common spells via your Mage skill, each level of Mage skill giving access to one Common spell. When you first buy Mage you gain 3 or 4 spells immediately (depending when you gain it). Each time you progress your Mage skill you gain a new spell of your selection.


ALARM/WAKE

Cast Active Effective Target Method Nature
Level Event OneUse Other Thrown Low

This spell has two uses. The first is as an alarm to warn of anything passing over or near (1 hex) the place where the alarm is set. The second is to trigger an alarm after a specific period of time has elapsed. In either case only the caster of the spell will hear the alarm. Will last one day or one use. The caster must stay within the same zone as the target.

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CELEBRATIONS

Cast Active Effective Target Method Nature
Level Event OneUse Other Thrown Low

The caster of this spell does so to give his blessing and good will to those present (whomever he touches). The effect of this blessing will last one day and basically bestows good luck to those affected. The more people that do this the greater the luck gained. In general it needs about 10 spells to give a +1 modifier, 100 to give +2, 1000 to give +3 etc.

Only one casting, per caster, is effective per target at any time, so repeat castings on the same target by the same person have no effect.

This spell is most commonly used at annual or special celebrations, such as weddings. Commonly the bride and groom are given the spell so that their wedding night will be memorable.

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CLEAN

Cast Active Effective Target Method Nature
Level Event OneUse Other Thrown Low

This is used to clean dishes, to clean clothes etc. Anything that has common stain can be returned to near normal by the use of this spell. It does not polish or do windows. Limited to an area of 1x1x1 feet. It has a mild antiseptic component, equivalent to soap. Cannot be used to control Comfort Levels.

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DRY

Cast Active Effective Target Method Nature
Level Event OneUse Other Thrown Low

This spell is used to dry things that are damp. If they are damp (1), wet(2), soaked(3) or saturated(4) then multiple castings will be required. Drying area is limited to about 1x1x1 feet per casting. It cannot be used to dehydrate living things.

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ENGRAVE

Cast Active Effective Target Method Nature
Level Event Event Other Thrown Low

This spell allows the casters finger to trace out and engrave lightly, any 30 letter message. This will work just like a modern engraving tool. Engraving must begin immediately and the spell fails the instant it is stopped or 30 letters have been written. If used on a living surface it would tickle lightly only.

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FIRE

Cast Active Effective Target Method Nature
Level Event OneUse Other Thrown Low

This spell will create a small flame on the end of the casters finger, can be used on commonly combustible material, such as wood or paper etc. The spell has the power equivalent to a barbarque match. It will not burn the caster.

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HEAL

Cast Active Effective Target Method Nature
Level Event OneUse Other Thrown Low

This spell will heal 1 point of wounds, and stop all but the most severe bleeding, but can only be used once per Event. IT will also add +1 to any desease or poison roll you make (which will be induced by the spells casting).

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HEAT

Cast Active Effective Target Method Nature
Level Event Event Other Thrown Low

This spell is used to create heat in non-living things. It is commonly used to raise water to boiling point or to cook food. It will effect about 1 gallon of water or equivalent wieght in food. It cannot be used on living things. The caster must be touching the target for the duration, around 1 minute.

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LIGHT

Cast Active Effective Target Method Nature
Level Event Event Other Thrown Low

This spell creates a dull light equivalent to full moonlight for 1 Event. The light will eminate from the point touched, and may be moved with that object. It is directional light source, so may be blocked or covered up.

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LOCATE

Cast Active Effective Target Method Nature
Level Event OneUse Other Thrown Low

This spell will tell you to current direction to the nominated person if they are within 1 mile. The person to be located must be known reasonably well to the caster. Cannot penetrate underground.

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LOCK

Cast Active Effective Target Method Nature
Level Event OneUse Other Thrown Low

This spell will lock any portal, door or opening barrier against anyone but the caster. It can be physically overcome by a severe effort which requires a visible display of strength (the spell would have a STR of 9). This display would be obvious to the casual observer and would raise questions. The spell fails if broken or the caster opens the portal, or after one day.

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MEDITATE

Cast Active Effective Target Method Nature
Level Event Event Other Thrown Low

This allows the caster to rest deeply in any enviroment for 1 hour, allowing them to recover 10% of their normal total Fatigue points. You can only use this spell once per Session and it does not contribute to any other form of fatigue recovery.

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MESSAGE

Cast Active Effective Target Method Nature
Level Event MageUse Other Thrown Low

This spell creates a simple message, 10 words, that can be linked to a point and have a trigger set. It can be set to replay a numbers of times up to your Mage skill level.

You could place the spell on a door handle to say "This is a secure area, do not enter" whenever the handle is touched by anyone except yourself. It would work as many times as your mage level.

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OATH

Cast Active Effective Target Method Nature
Level Event Special Other Thrown Low

An oath is a solemn and binding agreement between two creatures. It may be a one way agreement, such as a oath to serve another, or it can be a mutual agreement. Breaking the oath will result in the breaker suffering a +1 penalty (to the worse) to all base targets until they can atone. Atonement can be gained by the other creature forgiving you (touch required), or by an Atonement spell from a priest.

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PATH

Cast Active Effective Target Method Nature
Level Event Event Other Thrown Low

This spell will mark the starting spot where you cast the spell and then keep an invisible trail from that point onward until the spell runs outs. This trail can be seen by the caster at will, allowing them to backtrack if they wish. Maximum life is about 6 hours.

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PLEDGES

Cast Active Effective Target Method Nature
Level Event Episode Other Thrown Low

Similar to the Oath spell but of limited duration, although breaking the Pledge will have a lasting penalty as per the Oath.

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PRESERVE

Cast Active Effective Target Method Nature
Level Event Episode Other Thrown Low

This spell will preserve upto a 2 gallon bucket of food for three months. It may only be cast once on each piece of food, so you cant keep preserving it over and over. Sort of freeze dries them.

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PROTECTION, LESSER

Cast Active Effective Target Method Nature
Level Event Event Other Thrown Low

This spell aids the caster by modifiying any one die roll in the period of effect by 1 to the better. This cannot be combined with any other magical die roll or target modifier that is considered beneficial by the GM.

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REPAIR

Cast Active Effective Target Method Nature
Level Event OneUse Other Thrown Low

This spell will repair any mundane inanimate object that has broken as long as all parts (99%) are available and present before the caster. The size of the object may be no greater than the caster can lift with one hand.

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SAFE

Cast Active Effective Target Method Nature
Level Event Event Other Thrown Low

This spell is cast over any concealed spot or compartment or hiding spot to improve its effectiveness so that unaided perceptiveness requires a special success to see it. If a spell is used to improve your chances of spotting something then it converts the Safe spells effect to simply +1 harder to spot.

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SEAL

Cast Active Effective Target Method Nature
Level Event OneUse Other Thrown Low

This spell is used to creat a wax blob and imprint a unique personal seal. Everyone has there own seal and it is difficult to duplicate, however the viewer would need to be familiar with it for it to be any good.

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SHARPEN

Cast Active Effective Target Method Nature
Level Event OneUse Other Thrown Low

This spell simply sharpens any non-magical edge to which it is applied.

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SLEEP

Cast Active Effective Target Method Nature
Level Event OneUse Other Thrown Low

This spell can be cast on anyone with a direct blood link to your own (mother, son etc). It will make them drowsy and to fall asleep over the next 5 minutes unless they are strongly willed not to do so, or not in a position where it would be obviously inappropriate.

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MARK

Cast Active Effective Target Method Nature
Level Event Permanent Item Touch Low

This spell allows you to mark an object for ownership purposes, it will carry an invisible sign that is uniquely individual to you. Any existing marks are wiped, so only one mark can exist on an item at the one time. It takes about one hour to mark an item, during which time you must be in constant physical contact with it. Only inanimate objects may be marked.

Marks are used in conjunction with Conjuring magic, both to aid and prevent it. A Marked item cannot be conjured.

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DETECT MAGIC

Cast Active Effective Target Method Nature
Level Event OneUse Item Touch Low

This spell is used to detect if an object has any magical properties, such as powers or if it is conjured. The item will flash various colours to the user indicating the items most basic properties.

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Born on: November 1, 1998