Tells the caster if there is any life in the subject area, and gives a general impression (on a good roll) of what kind. The caster can also specify he is looking for a specific sort of life: Plants, elves, redheaded girls, or a named person the caster knows
Tells the caster if the subject has hostile intent, and what the degree of hostility is. Can be cast on one person or a whole area. If cast over an area, this spell will only detect if someone is hostile without telling who
Know the emotions that the subject is feeling at the moment. It works for any living being, although it tends to be most useful on sapient beings. This will also tell how loyal the subject is to the caster.
Shape and mold plants and plant material with hands. Gives +2 to carpentry and artist (woodworking), or allows the caster to work without tools at -1 to skill. Useful for building houses and furniture, repairing shields and equipment, and removing wooden obstacles. It can be used on a foe's weapon in combat, doing 2d damage to wooden weapons, see striking at weapons (B. 400) for more info
Double cost if material is no longer living
Obtains the direction and approximate distance of the nearest growth of plants, or of one specific plant type. Use the long-distance modifiers. Any known plants may be excluded if the caster mentions them before casting.
A cloud of pollen fills the area, anyone within it begins sneezing, weeping and coughing. All victims suffer a -2 DX penalty for as long as they are in the cloud and for 3d minutes thereafter.
The rate of dissipation depends on the area and presence of wind, indoors, it usually lasts until the spell expires, but outdoors on a windy day, it may only last 10 seconds or so.
Determines the type and species of any one plant. It also gives basic information about it (edible, poisonous, etc). A successful casting of this spell gives +3 to Naturalist or Physician skill for determining medicinal or other special properties of the plant.
Used when a reaction roll is required, this spell makes the subject (one sapient creature - Racial IQ 6 or better) more likely to react favourably.
Cost: Twice the bonus to be added to the roll (Max +5 bonus), same to maintain.
Resisted by subject's Will
Produces a small light like a candle flame. It stays still unless the caster concentrates on moving it, then it can travel at Move 5
Rest and recover Fatigue Points more quickly than normal by drawing energy from the mana around him. A normal person recovers 1 FP every 10 minutes. A mage who knows this spell at skill 15 or higher recovers 1 FP every 5 minutes. A mage who knows this spell at skill 20 or higher recovers 1 FP every 2 minutes. No further improvement is possible. Note that this spell works on the caster themselves, it cannot restore FP to others. The mage must rest quietly, but no ritual or die roll is required. While resting, they can maintain ordinary spells, but not those that require concentration. This spell does not function in low-or no-mana areas.
Temporarily restores the subject's lost HP, at an energy cost to the caster. Cannot increase the subject's HP score above its normal maximum. Since restored HP vanish after one hour and the spell cannot be maintained, this spell is only a stopgap measure
Restores the subject's lost fatigue points, at an energy cost to the caster. Cannot increase the subject's FP score above its normal maximum
Restores up to 3 HP to the subject. Does not eliminate disease or poison, but will cure damage caused by these things. This spell is risky if used more than once per day by the same caster on the same subject. If you try, roll at -3 for the first repetition, -6 for the second, and so on. If you have the Physician skill at level 15 or higher, a critical failure with this spell counts only as an ordinary failure – unless you are trying the spell more than once per day on the same subject.
Restores up to 8 HP to the subject. Does not eliminate disease or poison, but will cure damage caused by these things. Otherwise, this spell functions just like Minor Healing: it is at -3 per casting on the same subject in one day, and a Physician skill of 15 or higher will mitigate the effects of a critical failure. The penalties for repeated casting accrue separately for Minor and Major healing.
HP gained is equal to twice the energy of the spell
Restores all of the subject’s missing HP. Does not eliminate disease or poison, nor does it restore crippled or missing body parts, but it can heal HP lost to any of these things. A given subject can only benefit from this spell once per day, whether cast by the same caster or by a different caster each time. If you have the Physician skill at level 15 or higher, a critical failure with this spell counts only as an ordinary failure.
Increases the subject's Move and Dodge scores by up to 3
Raises the temperature of an object. It does not necessarily produce fire, but most things will burn if heated enough. Heat will be radiated away normally.
1 for an object up to the size of a fist
2 for an object up to one cubic metre
+2 per cubic metre
Temperature change can be doubled or tripled or so on for the same multiple of energy cost. slower heating costs no less.
Maintain: same as cast
Like Flaming Weapon, but cast on a missile weapon. the weapon itself acquires a shimmering, fiery appearance. Any missile it fires bursts into flame, doing +2 damage as per flaming weapon, it burns to ashes after it hits a target or after 10 seconds, whichever comes first.
Causes any weapon to burst into flame, which does not harm the user but lets the weapon do +2 damage to foes or flammable objects (after penetrating armour and figuring other bonuses). Metal weapons are not damaged, wooden ones turn to ashes as soon as the spell ends. The weapon also gives off light as a torch.
Takes one enchantment spell off the subject item. This does not affect other enchantments on that same item. Exception: A failed attempt to remove a limiting enchantment removes all enchantments from the item.
Gives a magical name to an enchanted object. The magic of the subject functions only for someone who knows its name. The user must speak the item's name the first time they try to use it, to show that they know the name.
Cost is 200 if the name of the item is written somewhere on the object. it must be readable (GM's decision). It may be small, hidden or even disguised but a person examining an item must be able to see it. This provision is a major reason for the popularity of dead languages among wizards - writing your item's name in a dead language is almost as safe as not writing it at all and much cheaper
Refer to Magic rulebook. The description is too long for me to fit on a card.
Basically, enchanting requires a ton of energy and time and each enchantment has it's own specifications and cost
Nullify any one ongoing spell. It cannot “counter” spells that make a permanent change in the world (e.g. Extinguish Fire, Flesh to Stone, or Zombie), and it cannot affect permanently enchanted items, but it can counter spells cast using magic items. The “subject” of Counterspell may be either the subject of the spell to be countered or the person who cast that spell. Counterspell is a single spell – but to counter a given spell, you must also know that spell. Roll against the lower of your Counterspell skill or your skill with the spell being countered. You must win a Quick Contest with the target spell to cancel it. You can cast multiple Counterspells to negate an Area spell piece by piece
Gives the subject a sure, strong grip, increasing their climbing skill. The increase in the subject's climbing skill is equal to twice the energy put into the spell
Calls one creature of a named type (anything under IQ 6). Range does not matter for this spell. If the spell is cast successfully, the caster knows the location of the closest creature of the type, and how long it will take for that creature to come to him. It moves toward the caster as fast as it can, until the spell ends or the animal can see the caster. It stays nearby, without attacking, until the spell ends. The summoned animal then has a +1 on its reaction to the caster (only). If the caster or someone near the caster attacks the creature, the spell is broken.
Communicate with any animal in the creature's own language. The amount of information exchanged depends on the animal's intelligence, no creature below the level of a bird is likely to know much of interest. An ant may crawl over gold, but it knows only that the material is hard and inedible. Each minute of the spell allows one question and answer
Calms a single animal. The beast's reaction roll to the caster is improved by twice the energy input into the spell
Establishes a mental link with an animal. The animal will not stray far from the caster after that (generally not more than a half-hour's travel). It will then come, whenever the caster wishes, at a fast but not killing pace. If it is a wild beast, any reactions must be re-determined when the creature arrives, previous good reactions from Beast-Soother, for instance, no longer hold! This spell is similar to Beast-Summoning but is cast in advance and on a specific creature.
Fills the area of effect with fire that requires no fuel (if cast in midair, it produces a sphere of flame, which falls to the ground). This is real fire, and will eventually ignite any flammable objects it touches. Cannot be cast within rocks, foes, etc.
Control the shape of any flame. Each shape change requires a second of concentration. Once shaped, the flame keeps the shape until the spell expires, without concentration. Moving a flame requires constant concentration (the flame moves at Move 5, on the caster's turn). A natural fire cannot move to a place it can't burn, but flame made with the 'Create Fire' spell needs no fuel and can move almost anywhere. Flame shaped with this spell normally retains its volume. If the fire is Spread out across twice its original area, it only does half damage, if spread across three times its area, it does 1/3 damage, and so on.
Produces a single spot of heat and is used to set fire to a readily flammable object. it works best on paper and cloth, and will not affect any item that would not burn in an ordinary fire. In particular, it will not set fire to a living being
Tells the caster the direction and approximate distance to the nearest fire or source of intense heat. Any known fires or sources of heat may be excluded if the caster specifically mentions them before casting the spell. The caster may also specify that they are seeking a specific type of fire based on the fire's fuel.