One of the keystone aspects of Mind Weave is its unique magic system. The magic system is designed to allow players to be more heavily involved in casting. It also gives magic wielding characters various and reasonable paths of growth as they master specific aspects of magic, rather than simply growing by power levels. The philosophy is to have a relatively simple system in which players can make meaningful choices and learn problem solving:

To achieve this, Mind Weave magic uses a “component-based” system. As a character levels and gains abilities for spell casting(Spell Casting, Arcane Magic, Elemental Magic, Manipulation Magic, Swift Magic, Stealth Magic, Battle Magic), he learns components that can be used to construct spells. The player uses the components known by his character to construct spells to meet his in-game needs. Once a spell is constructed, the Master Weaver interprets the spell so it’s effects can be executed in the game. I do not recommend trying to understand magic by reading these rules right away. They are a resource. Instead, check out some of the examples linked at the bottom of the page.

Component Effects

Spells are built using the components, they’re kind of like the toolbox for spell making.

Spell components come in three major categories: fingers, arms, and words. Seven schools of magic exist, divided based on the category or combination of categories used by each school. These schools will be discussed in the section “Learning Components.” Here we will focus on what the categories themselves are good for and how they are used, as well as the effects available from the individual components within the categories.

Fingers

Fingers are the most direct source of power in spell casting. Each of the ten fingers on a humanoid’s hands represents an element, from left pinky to right pinky: chaos, death, wind, fire, dark, light, water, earth, life, and order. By very deliberate positioning of a finger coupled with concentration and understanding of that finger and position, a caster can use the fingers to tap into ethereal sources associated with that finger’s element. Each finger has three positions that can be used, called “full”, “half”, and “indirect.”

Fully extended fingers call upon 2 DoP of raw elemental power in the extended finger’s element specifically as follows:

Chaos-2d6 rounds of chaos or encharge preservation(see Tome of Order and Chaos

Death-2d6 death damage

Wind-(2d6)*10 mph wind

Fire-2d6 fire damage

Dark-2d6*200 anti-lumens

Light-2d6*200 lumens

Water-2d6 cubic feet of water

Earth-2d6 cubic feet of earth or equivalent volume*hardness earthy material(with Ya arc, see below) or armor points(with Ku radius) etc.

Life-2d6 hit points or other life force

Order-2d6 rounds of order or encharge preservation(see Tome of Order and Chaos)

Half extended fingers have effects like those of fully extended fingers but rather than 2 DoP and 2d6, call upon 1 DoP and 2d3+1. These fingers have half the cost of a fully extended finger but on average 5/7 the power. They are also more reliable, having a higher minimum(3 vs 2) and lower maximum(7 vs 12) power than fully extended fingers. So, why, if half fingers are more cost efficient and reliable, would a caster not use only half fingers? Half fingers take the same amount of time as a full finger for less power, so while more cost efficient, they are less time efficient.

Indirectly extended fingers are quite different than the other positions. They call upon 2 DoP of elemental power but apply it in a supporting role to the spell:

Chaos-Area of Effect(AoE) for spell where the spell effect has multiplier (1/1.1^-F)^(D/10) where “F” is the number of fingers and “D” is the distance from the center of the spell’s effect.

Death-1d4 poison damage per turn for 3 turns per finger.

Wind-8 feet of range for the spell per finger.

Fire-1d6 cubic feet hot, gaseous, or ethereal medium.

Dark-Area of Effect(AoE) for spell where the spell effect has multiplier (1/2)*(1/1.1^-F)^(D/20) where “F” is the number of fingers and “D” is the distance from the center of the spell’s effect in the dark only.

Light-Area of Effect(AoE) for spell where the spell effect has multiplier (1/2)*(1/1.1^-F)^(D/20) where “F” is the number of fingers and “D” is the distance from the center of the spell’s effect in the light only.

Water-1d6 cubic feet liquid medium.

Earth-1d6 cubic feet solid medium(i.e. physical form).

Life-Bind to life force for 4 turns per finger.

Order-Spell +6 To Hit or +6 dodge required or chain damage effect when coupled with AoE for 1+2*fingers targets where D is target number.

Arms

Arms provide spells with stability, or the lack thereof. Arm components consist of moving the hand or weapon through the radii and arcs of the arcane circle. The six radii of the arcane circle each represent a Temperament. They are, clockwise from vertical, Dain (Occult), Ros (Stealth/Travel), Sar (Evil/Darkness), Neta (Nature), Ku (Physical), Ra (Good/Light). Spells using arms will always pass twice through the Temperament radii. The six arcs of the arcane circle each represent an Elemental Spirit. They are, clockwise from vertical, Oh (Wind), Zo (Negative Energy), Vi (Water), Ya (Earth), Des (Positive Energy), Ful (Fire).

A caster masters arcs and radii first at a basic level. With additional study the caster can gain more advanced mastery of the components of the circle. Circle components are the only ones that can be used without mastery, but often with disastrous results.

Dain, the Occult Radius No Mastery: Spell Components*10% chance of the spell’s energy instead rejecting casting of spell elements for turns equal to power. Basic Mastery: Grants symmetric, regular, geometric forms and unnatural elemental behavior. Advanced Mastery: Can grant permanence to elemental forms and make unnatural changed to existing elements.

Ros, the Radius of Travel and Stealth No Mastery: Spell Components*10% chance the spell’s energy vanishes and appears elsewhere nearby randomly. Basic Mastery: Allows the spell to enhance travel or hide objects. Advanced Mastery: Allows the spell to grant new forms of travel or hide ideas and energies.

Sar, the Radius of Evil and Darkness No Mastery: Spell Components*10% chance the spell’s energy encharges the caster, marking him as a target of all nearby evil beings. Basic Mastery: Grants sinister darkening, concealing, and weakening. Advanced Mastery: Allows spells to affect only evil beings or to inspire negative traits, such as fear, hate, anger, greed, and pride.

Neta, the Nature Radius No Mastery: Spell Components*10% chance the spell’s elements will take on natural forms and oppose the caster. Basic Mastery: The spell can imitate natural forms and bodies including wind, storms, bodies and formations. Advanced Mastery: The spell can manipulate existing natural conditions in the weather, beings, and formations.

Ku, the Physcial Radius No Mastery: Spell Components*10% chance the elements physically hamper the caster through pain, distraction, blindness, numbness etc. Basic Mastery: Magic can be bound to a weapon or person or used offensively, shaped for battle. Advanced Mastery: Grants the spell physical form. The magics can imitate familiar weapons and beasts.

Ra, the Radius of Good and Light No Mastery: Spell Components*10% chance the spell’s power marks the caster as an enemy to nearby good creatures. Basic Mastery: Allows the spell to heal, light, and provide knowledge. Advanced Mastery: Allows the spell to only effect good beings or to inspire goodly traits, such as courage, loyalty, generosity, etc.

Ful, the Arc of Fire 1 DoP fire for 1d6 fire damage or 1d6/2 cu. ft. hot, gaseous or ethereal medium. No Mastery: Spell Components*5% chance the spell chooses a random target. Basic Mastery: Allows spell to be bent to gaseous forms like balls, flames, etc. Advanced Mastery: Complex gaseous forms like walls, elementals, tentacles, etc. and control of mundane fire and gases.

Oh, the Wind Arc 1 DoP wind for 1d6*10mph of wind or 4 feet of range. No Mastery: Spell loses Spell Components*5% power per foot or second. Basic Mastery: Spell can be given direction and emotive shape. Advanced Mastery: Spell can have multiple directions and sustained shapes, such as tornadoes, wind jars, etc.

Zo, the Arc of Negativity 1 Dop negativity for 1d6*200 anti-lumens of dark, 1d6*5 anti-decibels of silence, 1d6 cold damage, 1d6 stat damage, 1d6 SP damage, etc. No Mastery: Spell is Spell Components*5% easier to dodge or slows a willing target by Spell Components*5%. Basic Mastery: Can cool objects, negate magical effects, weaken, or slow. Advanced Mastery: Grants freezing, large scale cooling, fatiguing, life and stat draining, etc.

Vi, the Water Arc 1 DoP water for 1d6 cu. ft. of water or 1d6/2 cu. ft. liquid medium. No Mastery: Spell Components*5% less power in the spell. Basic Mastery: Allows forms common to water including rain, fog, etc. Advanced Mastery: Grants watery forms of higher order like walls, elementals, tentacles, etc. Existing liquids can also be altered.

Ya, the Earth Arc 1 DoP water for 1d6 cu. ft. of earth or 1d6/2 cu. ft. solid medium. No Mastery: Spell Components*5% less range or Spell Components*5% weight increase to beneficiaries. Basic Mastery: Spell can have basic earthy forms, such as trees, rocks, etc. Advanced Mastery: Grants solid forms of higher order like walls, elementals, etc. Natural earth and rock can also be altered.

Des, the Arc of Positivity 1 DoP energy for 1d6*200 lumens of light, 1d6*5 decibels of sound, 1d6 heat or lightning damage, 1d6 stat increase, 1d6 SP recovery, etc. No Mastery: Spell Components*5% less duration or Spell Components*5% dispersion into adjacent areas. Basic Mastery: Spells can heat, burn, create light, or energize. Advanced Mastery: Energy is more complex, usable for lightning, healing, sound, fatigue reduction, and stat enhancing.



Words

Words give the spell precision. At very low cost and negligible time, words have great capacity to enhance the effectiveness of spells cheaply. They do this by giving spells purpose and form and also by multiplying their power. Words come in syllables of 3 kinds: Purpose, Form, and Power. Any number can be used in a spell.

Purpose:

Do-Weakens, the power of the spell is directed at hampering the target, whether by sapping energy, reducing strength, or distracting. When a spell using this syllable deals damage, the damage can be to stats or cause effects such as fear or rage when used with “siu”.

Ko-Wounds, the spell’s effect is such that the damage is non-lethal but hinders the target or causes damage that can lead to subduing, as in grapples. Will not generally kill the target, not dealing damage when under 0 hp.

Ki-Destroys, the spell’s effect is entirely directed toward destruction, whether of persons or objects. All power in the spell is dedicated to damage if possible.

Bi-Change(-), degenerate, the spell is intended to lessen something, whether decreasing hardness, making a person smaller, or any other reduction in complexity or size. Can also be applied to already cast spells with duration. Power is used in a degenerative manner.

Ba-Empowers other, the spell is applied to enhancing another person or creature, whether with haste, strength, flight, or stone skin. An additional 3 hours of empowerment is given by this syllable. See Tome of Order and Chaos for details on spells using this syllable.

Wa-Empower object, the spell enhances the object as a temporary enchantment, whether lending fire to a blade or charging a stone to explode. An additional 3 hours of empowerment is given by this syllable. See Tome of Order and Chaos for details on spells using this syllable.

Wu-Empowers self, the spell is applied to enhancing oneself, whether with haste, strength, flight, or stone skin. An additional 3 hours of empowerment is given by this syllable. See Tome of Order and Chaos for details on spells using this syllable.

Ru-Change(+), augment, the spell is intended to make something greater, whether increasing hardness, making a companion larger, or adding fury to a storm. Can also be applied to already cast spells with duration. Similar to the Bi syllable, it uses power to indicate the magnitude of change.

Re-Creates, bringing into being the entity cast. The entity can be an entirely mental one, created in the mind, as an illusion, or a physical one, such as creating water or a wall of stone. The size and duration are determined by power.

De-Heals, the spell’s power is applied to healing flesh or repairing an object. Healing magic is not nearly as effective without this syllable. It can also be used to remove adverse effects such as fatigue, sleepiness, panic, or poison, in a more broad kind of healing.

Form:

Jai-Discharges, the power of the spell is instantaneously discharged in a moment of execution. Increases the necessary dodge roll to dodge the spell by 5 from a base of 20.

Juo-Encharges, the power is contained and encharged. If a duration element is present, the number of uses can be chosen by the caster, otherwise the encharged power is released all at once when triggered(see the Tome of Order and Chaos for details). The maximum power that can be deposited in an object in this way is 16 DoP(a full finger is 2 DoP, a half finger is 1 DoP, an indirect finger is 2 DoP, and an arc is 1 DoP) using a maximum syllable dependent on the size. These maximum syllables are the same as the power levels associated with enchanted objects of the given size, for example, “in” for most weapons, “on” for armor or people, etc. See the enchant section for more details. This syllable allows the power to be bound for an additional 3 hours.

Grai-Animal, the power takes an animal form, whether conforming itself to an already living thing or becoming an animal of its own. Enhances the efficiency of transfer of energy to living things. This is also necessary to repair organic systems, such as healing broken limbs.

Gruo-Material, the power takes material form, whether in the form of a stone wall or a repaired mechanical device.

Loa-Storm, the power is cast in a form resembling natural phenomenon, whether a gust, a storm, a hurricane, or an earthquake.

Soa-Gate, the power is used to open a gate, perhaps a dark gate to the demon realm, or a temporary gate teleporting to a distant place. It is often used with the Ros radius, but not always.

Siu-Mind, the power of the spell is used to affect the mind of the target, whether to cause fear or to create there an illusion. The elements when cast within the mind can take on symbolic meaning, fire for rage, water for calm, etc. Mental spells use power rolled as an opposed will save against (will+1)/2*3d6.

Liu-Detect, the power is used to detect, often associated with Ra, though at times it can be used with Ros or Sar to protect against detection. It can also be employed to guide spells against specific targets. Generally results in greater accuracy when casting a spell with an unseen target.

Power:

Lin-The weakest power syllable, lin reduces the power to 1/4 of the original power, it also reduces the cost to roughly 1/3 of the original cost.

Lon-A cost equivalent weakening syllable, lon reduces the power to 1/2 of the original power and cost to 1/2 of the original cost.

In-The nuetral syllable, in is unnecessary except to define a spell to be of normal power before boosting it with Greater Casting.

On-A cost equivalent strengthening syllable, on increases power to 2 times the original power but also doubles the cost of the spell.

Min-A expensive way to put massive amounts of power in spells, min triples the spell power while quadrupling the cost.

Mon-To quickly obtain large amounts of power, mon quadruples the spell power, but at 8 times the original spell cost.

Intent

The fourth factor of spell casting is the most all encompassing and hard to deal with: the caster’s intent. While spells are generally limited by the component definitions above, those definitions leave a lot of lee way for interpretation. Spell casting is an art at its core. To that end, some of the caster’s mind and soul goes into the spell, allowing him to express his intent to the degree the medium allows.

It is left up to the Master Weaver to determine if the spell components used allow the spell to live up to the caster’s intent or if the spell will have some other effect. When a spell is submitted by a player, the Master Weaver determines the probability that the spell behave as intended and the probability that it act in each of any number of other ways. Magical Intuition represents the character’s ability above the norm to express his intent through the medium of magic. Depending on level it effects the chance of success to different degrees.

Learning Components

Spell casters learn magic on a component by component basis, not by learning spells. Each time a spell caster gains a level in one of the seven (7) schools of magic: Spell Casting(Pure Magic), Battle Magic, Stealth Magic, Swift Magic, Arcane Magic, Elemental Magic, and Manipulation Magic, he will learn more components for spell casting. As a character reaches higher levels in a given school, he will see diminishing returns on additional levels by learning fewer components. The components per level by school is

Spell Casting (Pure Magic) Level 1: 4 words, 4 arms, 4 fingers Level 2: 2 words, 2 arms, 2 fingers Subsequent Levels: 1 word, 1 arm, 1 finger

Battle Magic Level 1: 6 words, 6 arms Level 2: 4 words, 4 arms Level 3: 2 words, 2 arms Subsequent Levels: 1 word, 1 arm

Stealth Magic Level 1: 6 fingers, 6 arms Level 2: 4 fingers, 4 arms Level 3: 2 fingers, 2 arms Subsequent Levels: 1 finger, 1 arm

Swift Magic Level 1: 6 fingers, 6 words Level 2: 4 fingers, 4 words Level 3: 2 fingers, 2 words Subsequent Levels: 1 finger, 1 word

Arcane Magic

Level 1: 8 arms Level 2: 6 arms, 1 Free Level 3: 4 arms, 1 Free Level 4: 2 arms, 1 Free Subsequent Levels: 1 arm, 1 Free

Elemental Magic Level 1: 8 fingers Level 2: 6 fingers, 1 Free Level 3: 4 fingers, 1 Free Level 4: 2 fingers, 1 Free Subsequent Levels: 1 finger, 1 Free

Manipulation Magic Level 1: 8 words Level 2: 6 words, 1 Free Level 3: 4 words, 1 Free Level 4: 2 words, 1 Free Subsequent Levels: 1 word, 1 Free



While schools of magic focused on a single component (Arcane, Elemental, Manipulation) can master components so completely they can be used without SP cost, the other schools provide a knowledge of weaving spells from their components. Each level after first in these schools allows the addition of 2 “bonus” DoP to spells in that school, replicating elements already present up to double the spell’s native power. These DoP are half as effective when applied to any other school and cannot be applied to the single component schools of casting.

Casting Cost

Spell casting has a spell point (SP) cost calculated based on the power syllable used and the number of components in the spell. With the exception of free components from Arcane, Elemental, and Manipulation Magic, spell components have an SP cost associated with their power level as seen in the table below:

Component/Power Lin Lon In On Min Mon Flat Cost 4 4 8 16 32 64 Each Arc or Radii 1 2 4 8 16 32 Full Finger 2 4 8 16 32 64 Indirect Finger 2 3 6 12 24 48 Half Finger 1 2 4 8 16 32 Syllable 2 2 4 8 16 32 When a spell being cast has a cost greater than the caster’s current SP, it has four (4) times the lacking SP percent chance of failure (in addition to any other failure factors, see below) and the caster is reduced to negative SP all the same.

Casting Time

How long it takes to cast a spell in Mind Weave depends upon the number of components in the spell, as well as the caster’s Dexterity, Agility, Second Hand, and level in Fast Hands.

The time (in seconds) required for each finger change (raising a finger, lowering a finger, changing a finger from full to indirect, etc.) is 5/Dex for the caster’s dominant hand and 5/(Dex-10) for the caster’s off hand. Each level in Second Hand up to 5th increases off hand Dexterity by 2, with levels 6 and on increasing both dominant and off hand dexterity by 1. Each level in Fast Hands increases Dexterity by 2 for casting, regardless of hand.

Wearing hand armor increases the time (in seconds) finger changes take, for example, wool and cotton gloves have a change time of 6/Dex, leather and padded gloves have a change time of 7/Dex, chain mail and splint gauntlets have a change time of 8/Dex, and plate mail and scale mail guantlets have a change time of 10/Dex.

The time (in seconds) required for each arc and radius is 2/(Agility+2). This means that for most mages, an arc takes a full second, but casters with agility will be able to cast spells much more quickly.

Syllables take 1/2 a second each, but are concurrent with other components and so are not often the primary factor is casting time.

Because of this time required to cast spells, many spells will last longer than a 2 second turn, requiring casters to remain still and helpless during enemy turns. This creates a situation where an astute enemy can interrupt spells before they are cast.

Spell Interruption

A spell caster can be a dangerous element in the battle field and once an enemy becomes aware of the kind of damage a caster can inflict, they will often focus their effort on interrupting future spells, particularly powerful spells that take more than a round or two to cast. There are several ways in which a spell can be interrupted.

Grappling

Being successfully engaged by a strength grapple automatically interrupts a spell, as does responding to a grapple attempt. Because this is so easy to do, it is a very common way to interrupt spells.

Defensive Action

Whenever a caster dodges or parries (with the exception of with Armed Casting) it interrupts the spell. This means that levying powerful attacks against casters during a spell either promises an effective blow or interrupts the spell.

Fatigue

Fatigued casters or casters engaged in long spells (which can fatigue in and of themselves) have a high likelihood of having their spell interrupted due to failing a resignation check.

Taking Damage

For each time damage is taken between turns there is a cumulative 10% chance of the spell being interrupted for each point of damage. Each turn the caster regains composure and the chance of interruption due to damage is returned to 0%.

For example, Hilda has cast a successful lightning bolt early in the battle. It took her nine seconds to cast, but none of the enemies worried about it. The spell was devastating. Now Hilda has drawn the enemy’s attention, when she begins to cast her second lightning bolt a number of enemies take their focus off the fighter and cleric to go after her. She begins casting on her turn and in their subsequent turns, two of the kobolds strike her with arrows, as she cannot dodge. The first deals 2 damage and has a 20% chance of interrupting her, it does not. The second deals 3 damage, and so has a 50%(20%+3*10%) chance of interrupting her. It also fails to end her spell and on her next turn she regains focus. During the subsequent round, two kobolds break past her defenders and in addition to two more arrows she is struck with a club and two claws. The first arrow does 2 damage (20%), the second arrow does 1 damage (30%), the club does 3 damage (60%) and the claws do 1 (70%) and 2 damage (90%). Percentages are rolled for each of these attacks and so the total probability that Hilda’s spell not be interrupted long enough for her to regain focus on her turn is 00.672%.

This is the primary form of spell interruption, a single attack has some chance of breaking the mage’s concentration, but hordes of attackers have a very high chance of interrupting the spell.

Spells cast near melee combatants allow adjacent combatants to make reflexive attacks each round on the caster’s turn.

Wearing Armor

Different kinds of armor effect casting differently. Some slow casting, others hinder it, and still others can distort the effect of the spell.

Gauntlets

As discussed in the section on casting time, gauntlets slow casting based on how much they hinder finger movement.

Torso

Armor worn on the torso not only increases fatigue due to its weight, but restricts arm movement, increasing the probability of having spells using arms be interrupted. For mere tunic and robes, this effect is negligible, but for heavier armor it comes into effect. Leather and padded armor each add a 1% chance per arc or radius used to interrupt the spell. Splint mail adds 5% per arc or radius. Chain mail adds 8% per arc or radius. Scale mail adds 10% per arc or radius. Plate mail adds 15% per arc or radius. This probability of spell failure is separate from failure due to interruption.

This penalty for a given arc can be reduced by half by doubling the time to pass through that arc. This is a useful tool for armored casters, though in combat it increases the time of casting, and additional damage may make up for the reduction of chance of failure.

Shields

When a caster has a shield on, arcs and radii used with that arm cause fatigue as wielding a weapon with the shield’s weight, rather than with an empty hand. Furthermore, the shield adds 10% chance of failure for each arc or radius used on that arm.

Helmets

Wearing a helmet that partially or fully covers the face makes vocal components of spells more likely to be misheard. Because all of the syllables of magic use similar sounds, this can cause major changes in a spell. While caps and hats have no effect on speaking, helmets that partially cover the face cause a 10% chance of mispronunciation, helmets that fully cover the face cause a 50% chance of mispronunciation. When a word is mispronounced, it is heard as being one of its adjacent words (loa->liu, liu->siu, gruo->juo, loa->soa, de->re, ki->bi, wu->ru, ko->ki, bi->ba, in->lin, in->on, mon->lon, and so on). Each syllable has two syllables it can be confused as being, one of these is randomly chosen and if the caster knows the syllable, then the spell is cast as if that syllable had been said instead, if the caster does not know the syllable the spell has a 50% chance of fizzling and a 50% chance of being cast without any syllable in the place of the one mispronounced. The spell points for the syllable are still used.

Fire Gout-A quick spell for dealing significant damage to a single target.

Fireball-Powerful combat spell good for effecting a large area quickly.

Bolster Undead-A spell that heals undead in a wide area, allowing them to fight longer.

Heal-A simple healing spell good for repairing battle damage.

Chain Lightning-Combat spell able to hit a number of targets.

Fire Bird-A minion style spell which creates a powerful bird of fire for a short time.

Deadly Arrow-Empowers an arrow with deadly power to be released when striking a target.

Armed Gust of Wind-A gust of wind that can be cast with a sword in hand.

Fleeting Light-An illumination spell good for lighting an area for a short time.

Stone Skin-A buffing spell good for protecting oneself or an ally from physical damage.

Magic Armor-A spell for defending against damage from other casters.

Burst of Strength-Increases the caster’s strength very temporarily.

Invisibility-A spell for complete invisibility.

Blindness-Blinds a single enemy for a short time.

Teleport-A couple of builds for teleporting spells: quick, convenient travel.

Flight-A spell for brief flight. Capable of considerable acceleration.

Noxious Fog-A good spell for neutralizing a large area, best used by surprise.

Fire Trap-A trapping spell good for high damage at close range by surprising the enemy.

Exhaustion-A spell for fatiguing a target to incapacitate them in battle.

Clumsiness-A spell for making a group clumsy and easy to outfight.

Fear-A spell for inspiring terror in the mind of the target.

Enhance Bow-A spell for making bows longer ranged and more accurate.

Alarm-A deafeningly loud alarm that is triggered by passage.

Triggered Muffle-When a loud noise is detected, this spell muffles the sound.

Stone Wall-A spell for creating a wall or other object of stone.

Repair Wood-A spell good for fixing ships and other wooden objects.

Anti-Magic Aura-A spell for neutralizing magical effects in an area.

Enhance Volition/Exorcise-Gives a bonus to will checks for the target, helping to resist resignation and cast off possessions.

Charm-A spell that makes people more prone to cooperate.

Amplify Voice-A spell for making a voice carry further, good for war crys and battle songs.

Ice Squall-An area of effect spell that damages and impedes enemies with a cold fury and a layer of ice.

Water Walking-A spell for walking on water, which is faster than most ships and swimming.

Coax Lightning-A spell that makes lightning more likely, coaxing it to the ground.

Haste-A spell for increasing foot speed of a single target.

Flare-A spell for lighting up areas far away without lighting yourself.

Detect Life-A spell for knowing what living things are nearby.

Hail of Stones-A spell that rains stones down on the target.

Resurrect-A spell for resurrecting fallen warriors.

Know Locale-A spell for getting the fell for an area.

Know Alignment-A spell for knowing a target’s alignment.

Mud Pit-A spell for creating a pit of mud and slowing attackers.

Smite Evil-A spell that calls fire down, but only on evil.

Detect Phylactery-A spell for finding a lich’s soul and destroying it.

Encourage Rain-A spell that makes rain more likely.

Disintegrating Weapon-An empowering spell for making a weapon capable of cutting through material.