Difficulty: 1
Duration: 1d6 x 10 minutes
An object is covered in extremely sticky slime.
Difficulty: 1
Duration: 1d6 x 10 minutes
A strong metal wire manifests out of thin air, affixing itself to two points within 50’ of you.
Difficulty: 2
Duration: Instantaneous
Deals 1d6 damage to a target and sets them on fire for 1d6 rounds, dealing one damage per round (ignoring armour).
Difficulty: 3
Duration: See Text
You magically convince a person nearby that you are a trustworthy friend. The spell lasts indefinitely, but the target can make a Mind Check, with the difficulty equal to the total result of the check used to cast the spell, to throw off its effects. This check can be repeated once per day. If the target fails this check three times, the effect becomes permanent.
Difficulty: 2
Duration: 10 minutes
The target can climb sheer surfaces like a spider.
Difficulty: 2
Duration: 10 minutes
You summon a floating magical eye. It moves as directed by you, and you can see what it sees when you close your eyes.
Difficulty: 2
Duration: 10 minutes
You levitate up to 30 feet in the air.
Difficulty: 1
Duration: Instantaneous
Shoots a ray of ice from the casters hand. A target hit takes 1d3 damage and must make a Strength Check with the suffered damage as its difficulty. On a failure, their movement is halved for the next turn.
Difficulty: 1
Duration: One hour
A object touched by the mage starts glowing and casts light in a 30’ radius. The effect lasts for one hour.
Difficulty: 2
Duration: See text
The caster creates vivid illusions of anything they envision within 24’. They last as long as they concentrate on the spell, preventing them from doing anything else.
Difficulty: 1
Duration: 10 minutes
Doubles the movement speed of one creature touched by the caster for ten minutes.
Difficulty: 1
Duration: 10 minutes
Halves the movement speed of one creature within 20’ of the caster for ten minutes.
Difficulty: 2
Duration: Immediate
Causes plants in a 30 by 30’ area to grow wildly. Brush or woods get overgrown with vines and weeds and become almost impassable.
Difficulty: 1
Duration: Immediate
Restores 1d6 Health for a creature touched by the caster.
Difficulty: 2
Duration: Immediate
A fiery explosion engulfs a 20’ sphere around a point selected by the caster. That point must be within 60’ of the caster. Every creature within the explosion takes 1d6 damage, or half that amount if they pass an Agility Check with the difficulty equal to the total result of the check used to cast the spell.
Difficulty: 3
Duration: Immediate
Teleports a character touched by the caster to a location they picture. The spellcasting check gets more difficult if they don’t know their chosen target well: +2 to the Difficulty if they have only heard it described, +1 to the Difficulty if they are only vaguely familiar (maybe have seen a painting of the location). A criticial failure causes a catastrophic mishap: There is a 30% chance that the teleported character is lost forever. If they are not lost, they end up in another place 3d6 miles away from the target.
Difficulty: 1
Duration: Immediate
A magical seal that locks a door, gate or any other item that has a lock. The caster can freely bypass the seal, without breaking it. A magic-user may attempt to break the lock using the Open spell. The player should note the result of the spellcasting check used to create the seal.
Difficulty: 1
Duration: See Text
Breaks a seal created with Arcane Lock or similar magic. The lock is disabled for 1d6 x 10 minutes if the result of spellcasting check for this spell is equal or higher than the result of the check used for creating the lock. If the result is double or higher, the lock is broken permanently instead.