Low Magic Spells

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Table of Contents | Appendix | Spells

Name Description Parameters
Acquire Caster visualizes a small object (5lbs or less) that she is familiar with or has had described to her, that is within range and attempts to call it to her hand. If successful, the object will fly to the caster's hand avoiding any obstructions. If there is not a clear path to the caster, it will harmlessly bump up against the obstruction for the round. If the object is being held, the spell fails. The DLs are: DL5 - The item belongs to the caster, or she is very familiar with it. DL10 - The caster has seen the item or a very similar item. DL15 - The caster has a good description of the item. DL20 - The caster has a vague description of the item. DL25 - The caster only knows what the item is called. Indirect, 5'/R, 1lb/R
Alarm Ward Caster traces a complete circle around the area to set the alarm. As he is tracing (using his hand or spell focus), the line will sparkle and glow. Once the circle is complete he mentally sets the parameters of the alarm, after which the circle fades completely away unless he left a physical mark, such as a line in the dirt. The alarm must be a circle.The caster must set the trigger parameter, such as "any Creature", "any animal", "any monster", "wolves", "demons", etc. The trigger parameter cannot be deduction-based or based on physical descriptors (a Creature with red hair, for example; or someone named "Bob", or guards wearing a specific uniform). The properties must be based on the a type of person, animal or creature or a combination. The only exception to this is the caster can specify his sigil as a bypass; anyone with his sigil currently placed on them could avoid the trigger.The second parameter is the alarm itself. The alarm must be audible, and must be a sound that the caster has heard, but it cannot be a complex series of sounds, nor can it be a song. It could be the sounds of chimes, or bells, a donkey braying or a sheep bleating. It cannot be a persons voice. Anyone passing through the radius of the alarm that meets the trigger criteria will cause the alarm to sound. The alarm sounds from the point of the trigger, and continues until the triggering creature is no longer in the circle. Touch, 5' R/R, 10 M/R
Animal Affinity Caster performs an hour-long ritual, seven days in a row, in close contact with the same animal. Each day the caster harmlessly absorbs a small portion of the animal's essence. After seven days the ritual is complete, and the caster's aura is permanently imbued with an aspect of the animal. Animals of the same type will always start off as friendly towards the caster unless they are feral or trained otherwise, and in these cases their attitudes will be improved by one step. If the ritual is not completed, it must be restarted. The ritual can only ever be completed once, after which any attempt to cast it automatically fails. Self, Permanent, Ritual
Animal Friend 1. Animal Friend - An animal no more than one size category larger than the caster, not currently hostile, will become friendly. It will allow the caster to approach it and touch it. Caster can have one animal friend at a time. A befriended animal will follow the caster if he stays near the animal's home territory, leaving only to find food or shelter for itself or to care for its young. If the animal is attacked, it will defend itself, or flee depending on its normal nature. It will not specifically defend the caster, acting only in self-preservation. The animal will act with indifference towards obvious allies of the caster, but may react to other animals with growls, snarls, or hisses initially.After seven days of friendship, and with the caster casting this spell each day on the animal, if the animal doesn't have a mate, or young, and has been well treated by the caster, the animal will follow the caster out of its home territory, going where the caster goes for as long as the caster cares for it. It will become more protective of the caster, and if able, will attack natural enemies, but will always flee from monsters without training. The animal can be considered "tame" for as much as any wild animal can be tamed. It will never intentionally harm the caster, but might lash out if provoked or harassed by strangers. It will certainly be uncomfortable in urban environments, and most people will be wary of wild animals walking the streets. If the animal friend is slain, the caster is grief-stricken and mourns the loss of their friend; A new animal friend cannot be called for at least 7 days, after which the process can begin anew. Target: Indirect, 1 Animal, Range: Close, Duration: 1 Day or Permanent after 7 castings.
Animal Friend Speech Caster is able to speak with one of his animal friends or an animal she has Affinity with. This does not grant the animal any special intelligence, and it will only know information relevent to it. Self , 1 M/R
Antlers Caster points at a target and casts this spell. If successful, large deer antlers immediately sprout from the target's head. The process is not painful, but causes brief discomfort. If they are wearing a secured helmet this spell fails. Any other headware is flung free. Antlers can be used to make natural attacks, as per a deer. When this spell expires, the antlers fall of and quickly turn to dust and blow away, leaving two small bald patches on the targets head. Their hair will regrow naturally. This spell will only work once per person per per day. Close, Indirect, 1 M / R
Awaken Target immediately awakens from natural sleep and is fully alert. Indirect, 5'/R
Blessing Caster invokes a blessing upon the target. At any point within the duration if they make a skill check, they gain +1 to the roll. The spell only works once per person, per day, and expires once used or the duratation runs out. Touch, 1H/R
Bluelight Caster conjures a small, eerie blue light that illuminates a small area. It must be held or placed. Self or Touch, 5’ radius, Concentration
Body Shaping An illusion subtly reshapes the caster’s form under their clothes to present as a different gender. Grants +1 Edge on disguise checks related to gender presentation. First developed in theatrical traditions, it is commonly used for performance or personal affirmation. Touching or removing clothing reveals the disguise. Self
Bounding Stride Target is filled with the spirit of a gazelle and can move with bounding speed. +50% base movement speed, rounded down. Short, Indirect, one creature, 1 Round / Rank
Brace Object Temporarily stabilizes a door, ladder, or structure against sudden force. Range: Touch, Duration: 1 Minute / Rank
Brood Cast while scattering feed, this spell affects up to ten domesticated female birds. Each affected bird lays a fertilized egg the following night. Touch
Call Familiar Animal Caster emits a subtle magical call audible only to a specific kind of animal (dogs, horses, cattle). Range: 300’, Duration: Instant
Calm Animal You speak quietly and cause an animal not actively attacking someone to calm down. It changes its demeanor to indifferent. Unless the creature is guarding something, such as its nest, cave or young, it will wander off. If the creature is domesticated, it is then possible to attempt to influence the creature. If the creature is a trained guard animal, the animal has +5 to its Intelligence. If the caster is offering something enticing as part of the spell, he gains advantage on his roll. Indirect, 5'/R, 1M/R
Chill Caster gently cools a non-living object or liquid by up to 40°F, not below freezing. Touch, 1 lb or 2 cups / Rank, Instant
Clarify Water Removes sediment and cloudiness from non-magical water but does not remove poisons or disease. Range: Touch, Volume: 1 gallon / Rank
Clean Caster can hold one medium-sized or smaller garment, and upon casting this spell, all dirt, debris, grime and stains immediately fly from the garment into a small pile next to the caster. This will affect typical clothing items, such as one shirt, a pair of pants, undergarments held in one hand, a gambeson, a small blanket, etc. Larger items can be cleaned using multiple castings of this spell. Touch, 1 medium-sized or smaller cloth item.
Clean Hands Instantly cleans and sterylizes the caster’s hands and forearms. Range: Self
Clear Eyes The caster brushes the air in front of the target’s face. Smoke sting, dust grit, and watering eyes clear immediately. The target negates penalties from tearful eyes or irritation for the next 10 minutes. Touch, 10 Minutes
Clotting Clotting will stop a wound from bleeding without actually healing the wound. Treat this as successfully clotting the wound (per the Medicine skill), and as per the medicine rules, the wound is subject to reopening if any strenuous action is taken. This spell will clot 3 bleeding, and can be cast again on the same wound. Touch , One creature
Conceal object One object the caster touches becomes invisible. As per the invisibility spell, if the object is stationary, it is visibly undetectable. If it is thrown or otherwise moved it is DL25 to see the object, unless the object is greater than 50lbs, then it is DL20. Touch, 1 object weighing 25lbs or less, 10 Minutes / Rank
Condensation Caster touches a container while holding their other hand in the air. Over the next minute, water will condense into the container in a volume equivalent to the relative humidity, up to one gallon. Typical days this spell will produce a half-gallon of water. Arid environments with nearly zero humidity will produce only a cup of water. Touch, 20R, Concentration
Conjure Acid Conjure a small glob of sizzling acid into the palm of your hand. The acid does not harm you and remains for the duration as long as you concentrate and continue to hold it. You can use the acid to damage objects you touch, doing 3 acid per turn. Alternatively, you can throw the acid at an opponent as an action (Dexterity attack, Range 2) doing 1-3 damage. Once thrown, the spell ends and the acid dissipates. Self, 1R/R, Concentration
Continuance* Caster performs a simple action by phsically moving an object weighing less than 5lbs. As part of the motion he can cast this spell and release the object. The object will repeat the motion in a loop. If the motion of the object is obstructed by more than 5lbs of force, the spell ends.An example of use would be to stir a pot, and then have the spoon continue to stir the pot on a loop. Touch, 1 object weighing 5lbs or less, 1 Min / Rank
Copy Text Using this spell, the caster can copy a single scroll or page of text onto a blank scroll or blank page. He must have the source text (he doesn't need to be able to read the text). Caster touches the source page and blank page to cast the spell. There must also be an open bottle of ink with enough ink to complete the copy. This method of copying is not automatically perfect. If the caster is attempting to create a forgery, an additional forgery check is required. Even if this check is failed, the page is copied, but a discerning eye will be able to see it is not the original. This spell will not copy magical text or spells from spellbooks. Touch
Courier Cast on a domesticated animal. The caster gives the animal a message or small package and names a recipient. The animal will attempt delivery as long as the journey does not place it in obvious danger and the recipient is within one mile. Touch
Cramp Target immediately gets a severe leg cramp and loses 1 Edge on all actions and their walking speed is reduced by 50%. This effect will only work once per hour on a specific person. Indirect, 10'/R, Duration 1 R +1 per 5 over Magic Defense.
Creak Caster produces the sound of creaking wood, hinges, or floorboards. Close, 10’ path, Instant
Creeping Critter Caster creates an illusory insect or spider that crawls briefly on a creature or surface. The illusion vanishes if touched or struck. Close, 1 target, Instant
Curdle Caster hastens spoilage in food or drink. Milk curdles, produce wilts, liquids sour. This does not create poison. Touch, up to 5 lbs or 1 gallon, Permanent
Dampen Caster causes a light, fog-like moisture to settle over materials. Objects become damp but not soaked. Fire is harder to start in the area, and fine detail becomes slightly obscured. Close, 5’ cube, 1 Minute / Rank
Daze Person You briefly cloud a person's mind, preventing them from taking any action. This effect will only work once per hour on a specific person. Indirect, 10'/R
Debris Conjure a small amount of elemental earth and scatter it into your opponent's face. On a hit they are blinded for one turn. This effect will only work once per hour on a specific person. Directed, Close Range
Dehydrate Removes all the water from any non-living material within the area of effect. This can be used to dry out objects or to prepare dried food. Close, 1 lb / Rank , Permanent
Deodorize Item The caster removes mundane odor from a single item (boots, cloak, blanket, bedroll). The item smells neutral or faintly clean. This does not remove toxic fumes, perfume, or magical scents unless the GM deems them mundane. Touch, 1 item, Instant
Designate Pair Holding one object allows the caster to know the direction and approximate distance to its paired counterpart of a similar or shared purpose (such as a pair of shoes, a key and its lock, twin blades, or a sword and shield). If no such paired object exists, or it is on another plane, the spell has no effect. Touch
Detect Counterfeit Determines whether currency is genuine. Counterfeit coins or notes glow scarlet for one minute. The caster must possess legitimate examples of the currency when casting. Touch
Detect Freshness The caster can instantly judge how fresh or ripe ingredients within 30 feet are by sight alone. Self
Detect Hollow Caster can tell if a surface conceals a hollow space within 1 foot of depth. Range: Touch
Dig Caster loosens earth in a small area, allowing it to be scooped out easily by hand or tool. This does not cut roots, break stone, or excavate compacted ground. Touch, 1 cubic foot / Rank, Instant
Disguise Caster can make one person look like a non-specific member of any race of the same shape/size, and alter the appearance of everything they are wearing or holding. The illusion is purely visible. The illusion may not hold up to close scrutiny, and anyone suspicious of the target can make a perception roll against the spellcraft of the spell to spot the illusion. This doesn't cause the illusion to vanish, they are simply aware the target isn't what they appear to be. Touch, 1 Minute / Rank
Distract Caster briefly draws attention to a nearby point, allowing a small unnoticed action. Self, Instant
Douse Ember The caster gestures at a smoldering ember, wick, or small patch of glowing tinder. It goes dead-cold instantly, producing a thin wisp of smoke. This does not extinguish a full fire. Close, 1 ember/tinder patch, Instant
Dry Caster removes dampness from non-living materials. Cloth, herbs, wood, paper, or tools become dry to the touch. This does not affect magical moisture or draw water from living things. Touch, 5 lbs / Rank, Instant
Dull Pain Reduces penalties from pain or injury (does not heal damage). Target ignores a single -1 penalty from wounds; does not stack. Range: Touch, Duration: 10 Minutes
Dust Caster removes fine dust and grit from exposed surfaces, gathering it into a small pile nearby. New dust may accumulate normally afterward. Close, 10’ radius, Instant
Dye fabric Caster can hold any medium-sized item (or smaller) made of cloth, and upon casting this spell she can use material components on hand and dye it. This will affect typical clothing items, such as shirts, curtains, blankets and the like. The material components do not have to be a prepared dye, but they must have a distinct color, and that color is "consumed" by the spell. For example, if the caster had a handful of red berries, this spell could drain the berries of their color in the process. It could pull the color from another piece of fabric (leaving it white). It would not be able to extract color from an enchanted item. Larger items can be dyed as long as there are enough components and the caster continues to concentrate. For example, a large-sized shirt would take 8 rounds, being 8x the size as a medium shirt. Touch, 1 held cloth item, 1R/R, Concentration.
Ease Birth Reduces complications during animal childbirth, granting +1 Edge to related checks. Range: Touch, 1 Minute / Rank.
Ease Fever The caster cools the target’s brow and steadies their breathing. Fever discomfort lessens for the duration; the target gains +1 Edge on checks to rest or sleep despite fever. This does not cure the illness. Touch, 4 Hours
Ease Mind Target feels calm and emotionally steady, gaining +1 to resist fear or panic. Range: Touch, Duration: 10 Minutes
Endure Cold Target is protected from natural cold by a thin layer of warmth that also protects his clothing and small items or tiny creatures on his body. Add +50 degrees to the outside temperature, not increasing above 75 degrees. E.G. If the air temperature is 15 degrees, it would feel like 65. Touch , 1 creature , 1 Hour / Rank, 1 Fire material component
Endure Heat Target is protected from natural heat by a thin layer of cool air that also protects his clothing and small items or tiny creatures on his body. Subtract 50 degrees from the outside temperature, not decreasing below 75 degrees. E.G. If the air temperature is 110 degrees, it would feel like 75. Touch , 1 creature , 1 Hour / Rank, 1 cold material component
Endure March Target ignores the next point of Fatigue gained from travel or labor. Only one per creature per day. Range: Touch, Duration: 1 Hour / Rank.
Enrichment Caster infuses a small plot of earth with enriching Magic. All plants will grow at twice their speed for the duration. Close, 10' diameter plot of land, 1 Day / Rank
Even Heat Caster equalizes heat across a pan, pot, or cooking surface. This does not increase temperature, only consistency. Touch, 1 vessel, Concentration
Extend Finger One of the caster’s fingers lengthens by 1 foot while remaining fully functional. The effect lasts for 1 minute. Self
Fatigue Caster touches a creature and causes it to grow tired. Dexterity attack to touch opponents. They immediately gain 1 point of Fatigue. This effect will only work once per hour on a specific creature. Touch
Find Path Caster gains an intuitive sense of the easiest physical route through natural terrain. Range: Self, Duration: 1 Hour
Find Shelter Caster instinctively knows the nearest place offering natural shelter from weather. Range: Self
Find Support The caster places a palm to a wall, beam, or stonework and senses the strongest nearby anchor point (stud, joist, sound stone, firm knot in wood). The spell indicates direction and distance within 5 feet. It does not reveal hidden chambers—only the best support. Touch, 5’ radius, Instant
Find Water Caster senses the nearest natural source of drinkable water within range. Range: Self, Radius: 100’ / Rank
Flavor Caster alters the perceived flavor of food or drink. Nutrition, toxicity, and spoilage are unchanged. Touch, contents for up to 6 people, 10 Minutes / Rank
Flicker Briefly dims or brightens an existing light source. Range: Close, Duration: 1 Round
Float Causes an object weighing no more than 50 pounds to become buoyant and float on the surface of water or similar liquid. Touch
Fold The caster touches a piece of fabric, paper, rope, or similar flexible material and it neatly folds into a desired tidy arrangement (stacked, rolled, creased). The item must be unattended and no larger than a blanket or cloak. Touch, 1 item, Instant
Food Preservation Caster touches a container/bundler/pile of food that weighs 2 lbs or less and preserves it for 1 week. It will not spoil naturally for the duration, and retains all of its freshness. Fruits won't brown, bread remains fresh, etc. It can still be intentionally ruined or poisoned. Once consumed the effect wears off what was eaten. After 1 week spoilage resumes at the normal rate. The same food cannot be further preserved with this spell. Touch, 2 lbs, Duration: 1 Week
Footfall Caster creates the sound of footsteps that move slowly in a chosen direction. Close, 20’ path, 1 Round
Freshen Air Removes unpleasant odors from a small enclosed space (room, wagon, stall). Does not remove toxic gases. Range: Close, Area: 10’ radius, Duration: Instant
Fresh Food Caster restores slight freshness to food, drink, cut flowers, or herbs. This removes early spoilage but does not preserve the item long-term. Touch, up to 10 lbs, 1 Hour
Gather Caster causes many small loose objects of the same type (coins, nails, seeds, papers) to slide together into a neat pile. Objects must be unattended. Close, 5’ area, Instant
Gentle Sleep Target falls into natural, restful sleep if already tired. Range: Touch
Ghostly Touch Caster can extend his arm and "touch" a person or object within range. It can be a simple tap, several small touches, or one round of applied pressure. The force is the equivalent of a light tap from a medium-sized creature, and can only push or nudge small objects, tip over a poorly balanced bottle, roll a pencil or depress a small button. It will not cause harm; even poking someone in the eye would only cause mild discomfort. It cannot pull or grasp. Indirect, 10'/R
Glue The caster causes a nonliving object or material to become adhesive. If it contacts another surface, it sticks firmly. The effect can be undone with a suitable solvent, Remove Curse, or similar means. A creature stuck to an object may break free with a successful Strength check (DL 10). Touch
Groan Caster produces the illusion of a groan or cry from a chosen point. Close, 1 point, Instant
Guess When given two choices where one is more favorable in a meaningful way than the other, the caster can guess which one has a better outcome. Instead of a 50/50, the GM secretly rolls a D20; On a 6-20 the GM tells the player the correct favorable choice, but on a 1-5 they tell them the incorrect choice, either way without revealing the roll. This spell can only be cast once per hour, and not on the same topic on the same day.
Hallucination Caster creates a mental illusion in their mind and projects it into the target's mind. Only the target of the spell will see the illusion. The illusion can be a static object, small scene no more than 10' in diameter, a creature, a person , etc. The hallucination can "move" in relation to the target; it can have any sounds the caster can imagine. The hallucination can have voices, but this requires the caster to whisper any dialogue while he concentrates. The hallucination could potentially frighten the target, but cannot physically harm them. IF the target closes their eyes, they would no longer "see" the illusion, the same goes for covering their ears. Each round the target gets a perception check to realize the illusion isn't real; if someone aids them they gain an edge on the roll. Once they realize it isn't real the spell fails. Close, 1 Round / Rank, Concentration
Heal Minor Injuries This spell heals minor injuries and restores 3 hit points of damage. It will not stop bleeding. Touch
Heat Concentrate and touch a solid object, container of liquid, or liquid itself. Each round you can increase the temperature of the item or liquid by 32 degrees, but no higher than 5 increments of 32 degrees. The spell will affect about 2 cups of liquid or an object weighing 1 pound. If the object is similarly being cooled, this spell will counteract any applied cold within its limits. The intent of the spell is to rapidly heat drinks or boil water. The spell does not keep any objects or liquid at the temperature, and they will begin cooling based upon environmental factors. The boiling point of water is 212 degrees F. Touch, 1 R/R, ~2 cups or 1lb/Rank, Concentration
Hidden Seal When sealing an envelope or small package, this spell marks it as magically sealed. The mark is invisible and ends immediately if the package is opened or tampered with. Touch
Hide Caster renders an unattended object difficult to notice when viewed from the front. Sound and touch reveal it normally. Close, 1 object, 1 Minute / Rank
Hone The caster runs a thumb along the edge (or along the length of a point) and murmurs a steadying phrase. Minor chips, burrs, and warping ease back into true alignment, restoring 1 point of weapon damage to a single nonmagical weapon. A given weapon can only benefit from Hone once per day. Touch, 1 weapon, Instant (1/day per weapon)
Honest Tone Caster can tell whether a speaker believes what they are saying (not whether it is true). Range: Close, Duration: Concentration
Ignite Caster focuses on a single point of combustible material and a small burst of flame appears and ignites it. This is the equivalent of holding a candle to an object for a round. The point of focus must be stationary. This is not meant to be an offensive spell, but situationally it could be used to burn a target that is unable to move. In this case, the spell will do 1 fire damage. Any target that is able to move would easily be able to pull away from the point of flame before taking damage. Indirect, 5'/R
Imbue The caster briefly lays a palm on a weapon and threads a faint spark of folk-magic into it. The weapon deals +1 damage on the first successful hit made within the next hour. The effect ends once it triggers or when the hour expires. This does not make the weapon count as magical for bypassing resistances. Touch, 1 weapon, 1 Hour or until used
Jolt Caster can point at a target and emit a jolt of electricity that does 1-3 damage. The target does not have to be alive, and this spell may have utility purposes. Directed, Range: Close
Knot Caster causes rope, cord, or string to form an especially stubborn knot that takes time to undo. Touch, 1 rope or cord, Special
Last Spark Produces a single, harmless spark sufficient to ignite tinder or signal in darkness. Range: Close
Life Sense Caster can touch a creature and immediately know if it is alive. Touch, One creature
Light Burden Reduces the felt weight of carried gear by 10 lbs / Rank (does not affect actual mass). Range: Touch, Duration: 1 Hour / Rank
Line True Caster causes a rope, cable, or line to naturally align under tension, preventing twists, snarls, or dangerous slack. Touch, 1 rope, 1 Minute / Rank
Lullaby Caster quietly sings a lullaby to the target, who will then become drowsy and less aware. They are at minus one edge on Perception checks and on checks to stay awake for the duration. Indirect, 1 M/R, 10'/R
Magic Rope Caster causes a rope that he is holding to move as he desires, up to extending out to its length. The rope moves slowly (20' round if extending), cannot be used to attack, but can tie itself into a knot as an action. It cannot lift anything besides its own weight, and if it is cut the spell immediately ends. Touch, x1 50' rope, 1 R/R, Concentration.
Magnify Writing on a surface rises slightly into the air and enlarges. The caster may magnify a single word, line, or entire passage. Requires concentration for up to 10 minutes. Touch
Mark Object Caster marks an object with a faint magical signature recognizable only to them. Range: Touch, Duration: 1 Week / Rank
Measure Caster instantly knows the precise length, width, or depth of a non-magical object or surface. Touch or Close, Instant
Memorize Form Caster focuses on a small animal within view and perfectly memorizes its form. He can clearly recall how the animals looks, and could render it artistically with a bonus edge. The animal must be a small or tiny animal, bird or fish. A caster can memorize a number of creatures equal to his Intelligence score. A creature can be "forgotten" and a new one memorized at the time of casting. Close
Mend Armor The caster presses both hands to a dent, split ring, torn strap, or popped rivet. The material draws back into place with a soft creak, restoring 1 point of armor damage to a single suit of armor (or shield). A given suit can only benefit from Mend Armor once per day. Touch, 1 suit of armor, Instant (1/day per suit)
Mend Cloth Caster can hold any item made of cloth, and upon casting this spell she can mend a 1" tear per turn. This will affect typical clothing items, such as shirts, curtains, blankets and the like; it will not repair leather, nor will it replace missing fabric. The repaired areas on simple colored items will be seamless, but complex colored items will have a small blended line where the repair was made. This spell does not create fabric; it can however apply patches if fabric is provided. Touch, 1 held cloth item, 1R/R, Concentration.
Mend net, rope or string Caster can hold a damage piece of twine, netting, rope, or two pieces of a snapped rope and slowly repair them. This can repair a 1/2" piece of rope per turn, or a 1" piece of rope in four turns, our a four inch square section of netting in a turn. This spell doesn't replace missing material. Touch, 1 held cloth item, 1 R/R, Concentration.
Mince Divides nonliving organic material into evenly sized pieces of the caster’s choosing. The material must weigh less than 5 pounds and fit within a 1-foot cube. Touch
Minor Remedy Provides temporary relief from minor gastrointestinal, nasal, or respiratory discomfort. Symptoms are eased for one hour but not cured. Touch
Moan As Groan, but softer or more eerie in tone. Close, 1 point, Instant
Moth Ward The caster touches a chest, wardrobe, bundled blankets, or folded clothing. For the duration, mundane moths, carpet beetles, and mildew refuse to settle in or feed on the protected textiles. This does not prevent deliberate sabotage. Touch, 1 container/bundle up to 5’ cube, 1 Month
Muffle Sound Reduces noise in a small area, making conversation and movement quieter. Range: Close, Area: 10’, Duration: 1 Minute / Rank
Open / Close* Caster can swing open or slam shut a door, window, container or other portal that requires less than 25 lbs of force. [A typical human-sized door will close with 10lbs of force]. This spell does not work on locked or otherwise sealed portals. Indirect, 5lbs/R, 10'/R
Pack Balance Caster subtly redistributes the weight of a carried load, reducing strain and shifting pressure points. Self, 1 pack, 1 Hour / Rank
Page Turner Targets a book. Each time a command word is spoken, the book turns to the next page. Useful when pages are fragile or hands are occupied. Range: Touch or CloseTarget: 1 book

Duration: 10 Minutes / Rank

Palm Caster briefly conceals a small object in hand through illusion, making the motion appear natural. Self, 1 small item, Instant
Patch Creates a flexible, cloth-like waterproof patch over a hole up to 1 foot square. Commonly used to seal roofs, sails, or boats. The patch has AC 11 and 5 hit points and can be destroyed normally. 20 feet
Persistent Fishhook A fishhook enchanted by this spell will not release anything caught on it until the spell ends or the caster dismisses it. The effect lasts 10 minute per Rank. Touch, 10 M / R
Person Store Caster creates a perfect mental image of a person within range. He can store a number of people equal to his Intelligence score. He can choose to "forget" a person at the time of casting this spell. He can accurately describe the person as he last saw them, or render them artistically if he has appropriate skill. Self, 10'/R
Plant Growth Caster causes a plant to grow one week's worth of growth in one minute. This spell can be cast 1x a day per plant. This will work on a germinated seed if planted in damp soil. Touch, 1 Plant
Pluck Instantly strips all feathers from the carcass of a dead bird weighing no more than 20 pounds. Touch
Plumb Line The caster touches a hanging string, cord, or weight. For the duration it hangs perfectly plumb, ignoring minor drafts and hand tremors. Grants +1 Edge on checks involving vertical alignment (setting posts, hanging doors, masonry lines). Touch, 1 line, 10 Minutes
Polish Caster smooths and buffs a clean surface, bringing out its natural luster. Removes scuffs, dullness, and minor wear. Touch, 1 object or up to 50 sq ft, Instant
Pratfall The caster deliberately takes 1 HP of damage and performs an exaggerated stumble, trip, or fall, drawing attention and often laughter from onlookers. Self
Prayer of Protection Caster recites a prayer of protection. This grants the target a +1 to DB and all Resistances. The spell only works once per person, per day, and expires once they are attacked. Touch, 1 Hour
Press Fabric The caster emits a warm mist that smooths wrinkles from fabric and makes it briefly resistant to stains and static. This spell has no effect on armor or rigid materials. Touch
Query The caster states a specific piece of information. If it exists in any written material within 5 feet, the caster knows exactly which item and page contains it. Self
Ranging Caster can focus on a distant point that he can see with his unaided eye and immediately knows how far away it is. Self
Rattle Caster produces the sound of rattling chains or metal. Close, 1 point, Instant
Ravel Caster causes a poorly maintained seam or loose stitching to unravel. This does not affect reinforced or magical items. Touch, 1 seam, Instant
Reach A minor telekinetic effect allows the caster to draw one unsecured object weighing less than 10 pounds into their open hand. The object must have a clear path and cannot be more than 10 feet away. 10 feet
Read Animal Mood Caster can immediately tell an animal’s emotional state and intent. Range: Close, Duration: Instant
Recall Name When encountering someone the caster has met before, they perfectly recall that person’s name and the circumstances of their prior meeting. Self
Recall Path Caster can perfectly retrace a route they traveled within the last day. Range: Self
Reduce Swelling The caster lightly presses a bruise, sprain, or swollen joint. The swelling visibly eases. For the duration, the target ignores the next -1 Edge penalty caused by swelling, bruising, or minor inflammation (GM adjudication). This does not heal HP or mend serious damage. Touch, 1 Hour
Repel Dirt Cast on a set of clothing. For the next 24 hours, mundane dirt and dust refuse to cling to the fabric and fall away on contact. Touch
Resist Injury Caster recites a prayer of protection. At any point during the day if the target is injured, the damage is reduced by 1 HP. The spell only works once per Creature, per day, and expires once triggered. Touch, Duration: 8 hours
Ringing Note Creates a clear, bell-like tone audible up to 300 feet. Range: Close
Scribe Arc The caster touches a surface and names a radius up to 5 feet. A faint chalk-like arc or circle appears, useful for layout (wheelwrights, masons, carpenters). The mark is nonmagical once formed and can be wiped away. Touch, radius up to 5’, Instant
Scribe Line The caster draws a finger along a surface, leaving behind a faint chalk-like line that marks a perfectly straight path up to 10 feet. The mark is nonmagical once formed and can be wiped away. Touch, up to 10’, Instant
Seal Container Seals a container against air and moisture without locking it. Breaks when opened. Range: Touch, Target: 1 container, Duration: 1 Week
Seal Crack The caster presses a fingertip to a hairline crack or leak in a mundane container (cask seam, clay jug, kettle pinhole). A temporary pitch-like seal forms. The seal is not structural; it fails if the container is dropped, heated strongly, or put under heavy pressure. Touch, 1 small leak, 1 Day
Set Join Caster briefly stabilizes two fitted surfaces, allowing glue, pegs, or nails to set without shifting. Touch, 1 joint, 1 Minute
Set Splint The caster touches an applied splint, wrap, or bandage and “sets” it in place. It will not slip, loosen, or bind incorrectly from normal movement. The splint remains mundane and can be removed normally. Touch, 1 splint/bandage, 1 Day
Set Stitch Sets recent stitching or repairs so they resist fraying or tearing for the next week. Range: Touch, Target: Repaired cloth item
Shadow Caster cloaks himself in darkness. When in dim light, gain plus one Edge to Stealth. Self, Duration: 10 Minutes
Sharpen Edge Temporarily sharpens a mundane blade or tool, granting +1 Edge to the next relevant use. Range: Touch, Duration: Until used (1/day per item)
Sharpen Quill The caster touches a quill, reed pen, charcoal stick, or similar writing implement and refines its tip to a perfect edge and angle. For the next hour, writing is cleaner and more controlled, granting +1 Edge on checks where neatness and penmanship matter (copying, calligraphy, forgery presentation), though it does not provide knowledge or change the meaning of what’s written. Touch, 1 writing tool, 1 Hour
Shine Caster removes tarnish, rust, or corrosion from a non-magical object. This does not repair structural damage. Touch, 1 object, Instant
Sift Separates fine material such as flour, sand, or grain from foreign objects and loosens clumps. Commonly used by bakers and millers. Touch
Silent Signal The caster enchants a whistle for a single use. When blown, it creates a subtle magical alert perceived only by up to two willing creatures chosen at casting, provided they are within range. 2 miles
Sketch The caster produces an accurate sketch of anything they can see onto a page they are holding. The sketch cannot capture dangerous visual effects such as petrifying gazes or hypnotic patterns. Self
Smokepuff Caster creates a brief puff of real smoke from a pipe or their mouth, forming a desired small shape that will drift away and disperse naturally. Close, 5’ cloud, 1 Round
Snuff Caster exhales in the direction of a candle within range (or candles all within three feet of each other). Non-magic candles are blown out. Close, up to 3 candles within 5'
Soil Settle Caster causes freshly disturbed earth to compact and settle naturally, as if several days of weather had passed. Useful for filling holes or setting posts. Close, 5’ area, Instant
Soothe Herd Calms a group of domesticated animals, preventing panic or stampede. Range: Close, Area: 30’, Duration: 10 Minutes
Soothe Nausea The target’s stomach settles and their urge to retch eases. For the duration, the target gains +1 Edge on checks to resist vomiting or nausea from mundane causes (motion sickness, bad smells, anxiety). This does not cure poison or disease, but may reduce symptoms. Touch, 10 Minutes
Sort Documents Neatly stacks papers of similar size into a specific arrangement (alphabetical, numerical, chronological, or another simple ordering described by the caster). Documents lacking the required information are excluded. Touch
Sounding Caster can look at the surface of a body of water and immediately know how deep it is, unless the depth is greater than 50' / Ranks, in which case he knows it is deeper than he can measure. Self, 50'/R
Sparkles Caster points at a target that he can see and causes it to radiate sparkles of light in a color of his choosing. The sparkles illuminate the space the target is in and create dim light five feet around them. The target will continue to be visible in darkness, and if they turn invisible the sparkles continue to outline them. In this case, treat the target as if they had Blur, giving them minus one Edge to hit with Direct attacks. Target: 1 Creature, Indirect, Range: Close, Duration: 1 Minute / Rank. Medium, Indirect, 1 Minute / Rank
Spice Caster adds a small amount of mundane spice or herb to food or drink. Quantity is sufficient to season a meal, not to store or sell. Touch, contents for up to 12 people, Instant
Spill Caster tips a small, unattended container, causing its contents to spill out. The container must not be sealed or locked. Close, 1 container (up to 1 gallon), Instant
Square Corner The caster touches two meeting edges (wood, stone, metal). A faint shimmer outlines the true right angle between them, guiding adjustment. Grants +1 Edge on checks to set or verify a right angle. Touch, 1 joint/corner, Instant
Steady Aim Negates penalties from shaking hands or poor footing on the next ranged attack. Range: Self, Duration: 1 Round
Steady Flame A fire within range burns evenly without smoke or flicker despite wind or dampness. Range: Close, Duration: 1 Hour
Sterilize Tools The caster touches a mundane tool (needle, scalpel, tweezers, cup, bandage shears, etc.). The tool is instantly cleaned and sterilized as if boiled and scrubbed, removing mundane grime and disease-causing filth. This does not remove magical contamination, curses, or poison coatings intentionally applied. Touch, 1 small tool, Instant
Still Water (Minor) Caster calms surface ripples in a small area of water. This does not stop currents, tides, or waves. Close, 5’ radius, 1 Minute
Stitch Caster magically sews seams in cloth or light leather. The seam is mundane in strength and quality. Missing material cannot be replaced. Touch, up to 10 yards cloth or 2 yards leather, Instant
Stop Itch The caster ends itching from mundane irritants (bites, nettles, rash, wool chafe). The target no longer suffers distraction or discomfort from the itch for the duration. This does not remove poison or parasites; it simply quiets the sensation. Touch, 1 Hour
Study Gas Caster can analyze a cloud of gas, contained or not, and knows what type it is, if it is natural, and any special properties it has. Close, 1 object, or 5' area
Study Liquid Caster can analyze a volume of liquid, contained or not, and knows what type it is, if it is natural, and any special properties it has. Close, 1 object, or 5' area
Study Metal Caster can analyze a piece of metal, worked or not, and knows what type it is, any special properties and when it was worked from the earliest time to the latest time. Close, 1 object, or 5' area
Study Stone Caster can analyze an area of stone, worked or not, and knows what type it is, any special properties and when it was worked from the earliest time to the latest time. Close, 1 object, or 5' area
Style Hair The caster’s hair arranges itself exactly as imagined. Loose hairs are harmlessly removed, and the hair appears slightly healthier and brighter. Self
Sure Footing Target gains +1 Edge on checks to avoid slipping, stumbling, or falling. Range: Touch, Duration: 10 Minutes
Sweeten As Spice, but adds a mild sweetener such as honey or sugar. Touch, contents for up to 12 people, Instant
Tangle Caster causes fine materials (thread, hair, grass, twine) to become tangled and snarled together. Close, 1’ area, Instant
Tap Caster creates a real tapping or knocking sound on a solid surface. The sound occurs once, twice, or three times. Close, 1 surface, Instant
Tarnish Caster causes light rust, verdigris, or dull corrosion to appear on a suitable surface. This effect is cosmetic and superficial. Touch, 1 object, Permanent
Taste Test Caster touches a small amount of food or drink and knows if it is spoiled, poisoned, diluted, or unsafe. Range: Self, Duration: Instant
Telekinesis Caster can pull, push or levitate small, unattended objects. Unattended means the object is not being held. Objects can be moved at 20 ft/round. Range: Close, Target: inanimate object 1lb/R, Duration 1 R / R, Concentration
Telling Whistle A focused whistle carries a simple message of up to two words to a single friendly creature known to the caster. The sound may be quiet over long distances or audible nearby. Up to 2 miles
Thought Share The caster projects a single image or thought into the mind of a non-hostile creature within range. The thought persists for one round, and the recipient knows the source. Line of Sight
Tie Caster causes rope, cord, or string to tie itself into a specified mundane knot that the caster knows. Touch, 1 rope or cord, Instant
Tighten Fastening The caster touches a mundane fastening (knot, peg, nail, screw, buckle). It snugly seats itself as if tightened by a careful hand. This does not strengthen materials beyond their normal limits; it simply prevents “loose work.” Touch, 1 fastening, Instant
Torchlight Caster touches an object and causes it to glow softly in white or yellow light. The light will be uniform and unflickering, and radiates from the point touched in a fifteen foot diameter, creating an additional ten feet of dim light. Range: Touch, Target: 1 Inanimate Object <25 lbls, Duration: 1 Hour
Touch of Pain Caster touches a creature and causes it pain. This is a Dexterity attack to touch an opponent. 1-3 damage and does not combine with physical attack damage. Touch, 1 creature, Instant.
Transform Object Caster transforms one object into another object of the same weight. Transformed obects must be simple objects (tools, utensils) and cannot have moving parts. Transformed objects do not 'forget' their true form, and will always turn back into it when the spell expires or if affected by a Dispel Magic spell. Touch, object ≤ 5 lbs., Duration: 10 Minutes
Triage* Caster gains full understanding about a targets wounds and how they should be treated. This grants plus one Edge on the next Medicine check on that target. Touch , One creature , Instant
True Count Caster knows how many individual items are in a container they can see, up to 1,000 items. Range: Close
True Cut Caster guides their hand to make a straight, clean cut with a mundane tool. This does not increase speed or force, only precision. Self, 1 cut, Instant
True Level The caster touches a surface and senses its tilt with uncanny certainty. For the duration the caster gains +1 Edge on checks involving leveling work (tables, beams, shelves, stone blocks). Touch, Self, 10 Minutes
True North Upon casting this spell, the caster can immediately orient herself and know the direction of true north (if such a thing exists). If the caster is in a location without a true north, or a magnetic pole, the spell fails. The orientation lasts for 10 minutes; it is up to the caster to retain their bearing afterwards. Self, Duration: 10 Minutes
Unsnag The caster touches snagged cloth, hair, netting, or thread caught on thorns, hooks, or rough wood. The fibers slip free without tearing, provided the snag is mundane and the material could plausibly be freed by careful hands. Touch, 1 snag point, Instant
Unstick The caster touches two nonmagical objects stuck together (nested buckets, a jammed lid, resin-stuck tools, a swollen drawer). The adhesion eases and they separate cleanly with gentle effort. This does not open locked mechanisms, break pitch seals, or undo Glue. Touch, up to 25 lbs of stuck force, Instant
Untie Caster causes a knot or simple tying to loosen and fall apart. Touch, 1 knot, Instant
Ventriloquism Caster can mimic any natural sound or voice he is familiar with and cause it to emit from a single point within range. He has to see the target area, and quietly mouth the sounds/words that he wants (even if he cannot normally make them himself). They can be as quiet as a whisper or as lound as a shout. Anyone hearing the noise can make a sense motive check to deduce that the sounds are not natural if it is not immediately obvious. Caster can conceal his mouth movements by making a ventriloquism check. Range: Medium, Target: point in 5' area, Duration: 1 R / Rank, Concentration.
Verify Seal The caster can tell whether a sealed envelope or package bears a Hidden Seal and whether that seal remains intact. Touch
Wakeful Sense Target gains +1 Edge to Perception checks to detect other creatures for the next 10 minutes. Range: Touch
Warm Caster gently warms a non-living object or liquid by up to 40°F. Does not harm living creatures. Touch, 1 lb or 2 cups / Rank, Instant
Warm Meal Raises cooked food to a pleasant serving temperature without further cooking it. Range: Touch, Target: 1 meal
Weather Guage Caster concentrates and accurately learns either: the current temperature & humidity, the current wind speed and direction, or the current atmospheric pressure. Each of these elements grant plus one Edge to a weather watch checkf to determine the weather for the next eight hours. This spell can be cast up to three times in sequence to gain plus three Edge on their check. Self, Instant
Weigh Object Caster knows the exact weight of a touched object up to 1,000 lbs, within 5%. Range: Touch
Whisper Caster focuses on a specific Creature that he can see, and then whispers a message to them; the message must be 25 words or less. They will immediately hear the message in the caster's voice. The message must have a clear path, and will not go around obstacles or through glass. The target must also be stationary, or they will not hear the whole message. Self, Range: Long, Duration: 1 Round
Whistle Caster produces a faint or loud whistling sound from a chosen point. Close, 1 point, Instant
Wilt Caster causes a plant or cut vegetation to droop and lose vitality. Healthy plants recover naturally over time. Touch, 1 plant or bouquet, 1 Day
Wrap This spell uses provided wrapping materials and neatly wraps up a small package, tieing string if provided. The wrapping is sturdy but ordinary and can be opened normally. Touch, contents up to 10 lbs, Permanent (until opened)