Name: Cone of Silence
Description: Create an area where sound can't escape
Cost: 5
Action: minor
Effect: Designate a 2x2 tile within 6 tiles of you. No sound generated inside can escape, but other sounds are allowed in.
Requirements: Apprentice
Name: Instant Arrows
Description: Arrows instantly notch themselves from your quiver.
Cost: 5
Action: major
Effect: Take a normal attack action to use a ranged weapon. Ammunition is instantly reloaded.
Requirements: Apprentice
Name: Levitate
Description: A character raises upward slightly and feels a floor made of nothing.
Cost: 5
Action: major
Effect: A character of your choice within 6 tiles is lifted one tile vertically. They maintain this hight until the end of your next turn. They are able to use their movement while in the air. The spell can be recast as a minor action.
Requirements: Apprentice
Name: Orb of Light
Description: Bright light emits from a point in all directions
Cost: 5
Action: major
Effect: Bright light is emitted from the tile you are standing on 8 tiles in all directions. When you cast the spell, choose whether the light follows you, or remains in the tile. The light remains until the end of your next turn. The spell can be recast as a minor action for no cost.
Requirements: Apprentice
Name: Speed Read
Description: Your english teacher would be proud.
Cost: 5
Action: major
Effect: For thirty minutes, you are able to read text that you already understand as fast as the eyes can move across the page.
Requirements: Apprentice
Name: Light Spears
Description: Form slivers of light that fly out attacking multiple enemies.
Cost: 8
Action: major
Effect: Makes two against any enemy within 6 tiles. Each attack does d8 magic damage
Requirements: Apprentice
Name: Tongues
Description: Understand any language.
Cost: 10
Action: major
Effect: Choose a character within 6 tiles of you who is speaking a language that you do not understand. Until they and you become more than six tiles apart, you can understand the language that they speak.
Requirements: Apprentice
Name: Crystal Weapon
Description: Crystals creep along the edge of a weapon.
Cost: 10
Action: major
Effect: Choose a weapon that you are touching. Until you cast another spell as a major action, attacks with the weapon deal presence/4 additional damage. Every attack costs you presence/4 MP.
Requirements: Journeyman
Name: Spirit Weapon
Description: Summon a blade out of thin air.
Cost: 10
Action: major
Effect: Equip a one handed spirit blade into a free hand of yours. The blade can be used to make a ~2d4 + presence/2 physical damage attack using the attack action.
Requirements: Journeyman
Name: Pocket
Description: Hold items in an impossibly large pocket.
Cost: 10
Action: major
Effect: Choose a pocket on your person. The contents of the pocket are replaced with a void that can store up to one ton of material. Items placed inside the pocket do not weigh down the clothing. The opening to the pocket does not stretch, so anything you put inside must fit. The spell ends at will returning the pocket to its original state. To retrieve items from the pocket, the same physical pocket needs to be opened with the pocket spell.
Requirements: Journeyman
Name: Invisible
Description: A character vanishes from sight.
Cost: 20
Action: major
Effect: A character of your choice within 6 tiles becomes invisible to the eye untl the end of your next turn. The spell can be recast as a minor action for half the cost. Enemies will not be able to attack unless your position is known or you reveal yourself through other actions.
Requirements: Magi
Name: Half Magic
Description: It works 50% of the time every time.
Cost: 80
Action: minor
Effect: Choose a character within 6 tiles. Roll a d4. On an even roll, set that character's health points to half of their maximum value.
Requirements: Grandmagi