

Repair
Each point repair 1 AP, except runic and enchanted AP which requires 2pts (except if completely broken, as the enchantment is also broken).
Multimissiles
Big missiles require a minimum of 1 point per enc.
Farsee
Each point add +15% to Scan, and +5% to missile weapons.
Farear
Each point add +15% to Listen.
Second Sight
The result of the spells may be modified by a roll of Spirit Plane Lore skill (+ Fetch POW) : a special gives a better estimate of the spirit POW, while a critical gives the exact POW. A fumble gives a completely erroneous estimate. Other results of the roll have no special effect.
Control (Species)
No need to reduce the MP of the spirit to 0. But can be sent only during Spirit Combat, and after one round. Only one order can be given per casting (if the order is a lasting one, it ceases after 5mns).
Damage Boosting
Gives +1D(Intensity) damages and require a minimum of 1 intensity per enc. (same for Armor Boosting).
Dismiss
This spell allows to dismiss all spells of lower value (1pt dismisses 1pt of Divine Magic or 2pts of Spirit Magic or Sorcery, but one POW vs POW roll must be succeeded against each spell.
Extension
This spell quadruplates the duration of other Divine Magic Spells. This spell and the extended spells cannot be recovered until they expire. This spell may also be used with temporal spirit magic. It increases its duration as follows: 1pt of Extension = 1 hour, 2pts = 1 day, 3pts = 1 week, 4pts = 1 season, 5 pts = 1 year, 6 pts = permanent until dispelled. Spirit Magic spells stacked with Extension cannot be boosted by additional MP.
Call Followers : Reu, Stack, Instant, 1km, 1pt.
This spell send out a signal received only by Initiates of the cult, within range. Cult members will know that one of their member needs their presence and/or their help and will act accordingly. If they wish to join the caster of the signal, they will automatically localize where he was when he sent the signal. Each point stacked double the range of the signal.
Draw Spirit : 2pts, Temporal, Spirit Magic (based on S. Petersen's spell)
If the caster overcomes the MP of the spirit and provided the spirit is able to do spirit combat, the spirit will attak the caster in spirit combat instead of anyone else. This spell does not affect bound spirit or spirit embodied in creatures, and affect spirit under spirit combat only if that spirit has at least 10MP more than its adversary. The affected spirit must continue the spirit combat until the expiry of the spell, even if it has 10MP more than the caster.
Speak with (Animal) : Reu, NStack, ranged, Temporal, 1pt.
This spell allows the caster to communicate with the relevant animal, but not to control it.
Call (Animal) : Reu, Stack, 1km, 1pt.
This spell send out a signal received only by the relevant animals, within range. Each animal missing resistance roll will move toward the caster, at normal speed. This spell does not allow to control the animal, which will not be under the spell anymore when it will enter within 100 meters of the caster. Each point stacked double the range of the signal.
Create Golem : Ritual (Enchant)
This spell allows to create this chaotic creature.
Create Redcap : Ritual (Enchant)
This spell allows to create this chaotic creature.
Call (Elemental) : Reu, Stack, Ranged, Temporal, 1pt.
This spells calls immediately an elemental and allows to give it one unresisted order, provided the relevant element (fire, water, ...) is near the caster. If the HP of the elemental falls to 0, or after the duration of the spell, or if it leaves the range of the spell, the elemental disappears. 1pt of the spell calls a 1m3 elemental, 2pts call a 3m3 elemental, 3pts call a 6m3 elemental, 4pts call a 10m3 elemental, and so on.
Dismiss (Elemental) : Reu, Stack, Ranged, Instant, 1pt.
This spell immediately dismiss an elemental called or summoned on the mundane plane. 1pt of the spell dismisses 1m3 elemental, 2pts dismiss 3m3 elemental, 3pts dismiss 6m3 elemental, 4pts dismiss 10m3 elemental, and so on. An elemental may be dismissed with that spell only in full, not in part. There is no need to overcome the elemental MP.
Return (Thrown Weapon) : Reu, NStack, Touch, Temporal, 2pts.
For the duration of the spell, the affected weapon will automatically come back at thrower's hand at the end of SR10, whether or not it hit or it impaled.
Mask Scent : Reu, NStack, Touch, Temporal, 1pt.
For the duration of the spell, the affected character will not exude any odour. This spell is particularly useful for hunting animal with highly sensitive smelling, and to not worry about wind direction.
Sure Murder : One Use, NStack, Ranged, 1 day, 1pt.
This spell is similar to Annilla's spell (see hereunder).
Holy (Weapon) : Reu, NStack, Ranged, Temporal, 2pts.
The affected weapon will ignore any magical protection, in particular Protection, Shield, Damage Resistance. Armoring Enchantments, natural and artificial armors will not be ignored however. This spell is not stackable with any damage increase spell (True Weapon, Bladesharp, ...)
Forest Walk : 3pts, Temporal, Spirit Magic
For the duration of the spell and as long as the character remains in a forest, he will add +15% to his skills of Sneak, Hide and Conceal.
Barkskin : Reu, Stack, Ranged, Temporal, 1pt (based on J.P. Lhuillier's spell).
This spell transforms the skin into bark. Each point gives +3AP but related rigidity reduces all Manimulation and Agility skills by 10%.
Sure Murder : One Use, NStack, Ranged, 1 day, 1pt.
This spell is cast on a future victim of assassination. If the victim misses his resistance roll, for one day after, the caster will be automatically considered toward the victim as having full surprise and therefore having an additional half attack percentage upon first hit, while all perception rolls of the victim (including non magical abilites such as Sense Assassin) being automatically failures. If the victim is not alone, the other persons will have normal peception rolls. This spell does not prevent protection spells such as Warding.
Sucker Limb : Reu, NStack, Ranged, Temporal, 2pts.
This spell allows to climb walls easily, using hands and feet as suckers. The affected character cannot hold anything in his hands, which shall be naked, together with his feet. He can bring with him equipment up to his STR in encumbrance.
Teleport Treasure : Reu, NStack, Ranged, Instant, 3pts.
This spell teleports to any designated Asrelia Temple or Shrine a treasure worthing up to caster's POW times 100 Lunars, which can be only composed of gems, jewels, money and precious metals. However, this spell will not teleport any magical or enchanted object, or living creatures.
Brace : Reu, NStack, Ranged, Temporal, 1pt.
The affected character have his move rate reduced to 1, but ignore any knockback, including magical one, and is considered as having unlimited strength/size for purpose of being lifted or pushed.
Thirst : Reu, NStack, Ranged, Temporal, 2pts.
The victim whose MP are overcome will be prevented to recover naturally any Fatigue Point for the duration of the spell.
Hunger : Reu, NStack, Ranged, Temporal, 2pts.
The victim whose MP are overcome will become so hungry that he will attack the first living being near of him (except the caster) to eat him (bite attack), each round until he succeeds in rolling INTx1 or the spell ceases. If the affected character is alone, het will bite itself each round until INTx3 is rolled or the spell ceases.
Drought : Reu, Stack, ranged, Temporal, 1pt.
This spell covers an area of 50m radius and each stacked point increase such radius by half. Any plant without POW within such area will dry up and die. However, this spell will not prevent the plants to grow again after the end of the spell.
Dry Wind : Reu, Stack, Temporal, 1pt (based on S. Phipp's spell).
This spell creates a dry wind area of 50 meters radius, causing precipitation to fall by 1D6 mm. Each point increases the radius by half or increase the drying by 1D6. If the precipitation level falls below 0, standing water begins to be sucked into the air, drying puddles and small ponds.
Voria's Gift : One Use, NStack, Ritual (Ceremony), 1 hour, 1pt.
This spell must be cast on an initiate or a priestress of Dendara or associated cult, and who is pregant. The future child will have +1D3 APPARENCE (subject to normal racial maximum).
Command Child : Reu, NStack, Temporal, 1pt (based on S. Maurer's spell)
This spell may only be learnt by a pregnant initiate or priestress. Then this spell may be cast upon the child and allow complete control over his behaviour (but not his thoughts), without any resistance roll. The spell ceases to be usable when the child get married (through Marriage Oath).
Household Harmony : Reu, NStack, Temporal, 1pt (based on S. Maurer's spell).
This spell is similar to City Harmony but the range is limited to a single household.
Marriage Oath : Reu, NStack, Touch, Ritual (Ceremony), 3pts (based on S. Maurer's spell).
The two recipients must sacrify one POW each. This spell allows the priestress to be aware of any violations of the marriage rules by the recipients (such rules being listed during the ceremony). There is no related magic punition, but cultural punitions generally exist.
Earth Grip : Reu, Stack, Temporal, 1pt. As per Ninja Book description, p.37
Boratory : Reu, NStack, Temporal, 2pts
The affected orator will have his words becoming dull and uninteresting. If he succeds in an Oratory skill roll, the audience will still listen but will leave or fall asleep if it fail POW+CON. If the oratory roll is a special success, the roll is (POW+CON)x2. If the roll is a critical, the effects of the spell are defeated. if the roll is failed, all the audience will leave or fall asleep. If the roll is a fumble, the orator himself will fall asleep.
Flamal's Curse : One Use, NStack, Ritual (Ceremony), 3 weeks, 3pts.
This curse is generally use to punish strong violence against elves and plants, such as deforestation. The final goal of this curse is to transform the victim into a tree.
First week: the victim will have all his skin irritated, with same effect as if possessed by a pain spirit of 20POW.
Second week: 2D10 buds will appear on his body. If they are cutt, they will regrow next day but the victim will lose 1HP, such damage healing only naturally (not magically or through first aid).
Third week: The buds will open as small leaves. The victim will lose 1INT each day, no recoverable. When he will reach 1INT, he will have only one goal: to find a good soil where he will sink in up to its ankles, and he will wait for the growing of roots. When he reach 0INT, he becomes a full tree.
This curse can be stopped only through Divine Intervention or by killing the caster before reaching 0INT.
Speak with Plants : Reu, NStack, ranged, Temporal, 1pt.
As per Speak with Animal.
Pollen to Holy Honey : One Use, NStack, Ritual (Ceremony), 1 hour, 2pts.
This spell transforms the pollen obtained on 100m2 of flowers fields or a big flowers tree, and put into a cup, into 1 dose of holy honey. This honey, when eaten, have the same effect as Heal Body.
Kiai : 2pts, Instant, Spirit Magic.
If the MP of the victim are overcome, the victim will be paralysed for the rest of the round and not able to do any action until the next round.
Shield of Humakt : Reu, Touch, Temporal, 1pt.
For the duration of the spell, a translucid similar to Humakt's Shield (Viking Shield) will appear at one caster's arm. This shield will have 1AP per MP casted with the spell. This points may be overcome by blows, but will not decrease, and the absorbed points will not count for knockback purpose. The skill for using this shield is Shield Parry. This shield cannot be used for attacking.
Avalanche : Reu, Stack, Ranged, Instant, 1pt.
This spell creates an avalanche on a snowy slope. The size of the avalanche depends on the points of the spell: 1pt=10m3, 2pts=30m3, 3pts=60m3, 4pts=100m3, and so on. Each avalanche runs for 1 meters per m3 with a move of 1 per 10m3. It does not create direct damage but act as a knockback of 1 STR per m3. If the relevant conditions are met, a real avalanche can finally result from the spell (1% chance per 10m3) with a size equivalent to a spell of 10D10pts.
Fog : Reu, Stack, Ranged, Temporal, 1pt.
This spell creates a fog area of 50 meters radius, reducing visibility by 75%. Each point increases the radius by half. The fog appears in 1D6 rounds and disappear at the same speed at the end of the spell.
Create Trader's Box : Reu, NStack, Ritual (Enchant), Touch, 1pt.
This spell allows the creation of those famous magical items. Each POW sacrifed increases the capacity of the box by 1 enc.
Contract : NReu, Nstack, Ritual (Enchant), Touch, 2pts (based on J.P. Lhuillier's spell).
This spell binds two or more merchants by a contract containing mutual undertakings (being listed during the enchantment). The spell may be cast by a third party. Each merchant must sacrify MP. If one of them does not fulfill its obligations, he will be attacked by a spirit of reprisal whose POW will be equivalent to the total MP sacrified.
False Tongue : One Use, NStack, Ranged, Touch, Permanent, 2 pts.
This spell is cast on a letter. Every person reading it, except the caster and the writter, will read exactly the contrary: a peace treaty will be read as a declaration of war, a letter of thanks will be read as a letter of insult, and so on. The reaction of the reader remains at GameMaster's discretion.
Create Krarshtkid : Ritual (Enchant)
This spell allows to create this chaotic creature.
Fluency : Reu, NStack, Temporal 1pt (based on D. Dunham's spell).
This spell doubles all Speak(Language) skill of the recipient, but which cannot go beyond 100%.
Fireshield : Reu, Stack, Ranged, Temporal, 1 pt.
Each point of this spell gives 5 additional Armor Points for purpose of resisting fire damage only.
Lava Spear : Reu, NStack, Touch, Temporal, 3pts.
This spell can be casted only on a spear. It allows the spear to cast lava up to 100m. This lava will has a 100% chance to hit the target (only 96+ is a failure) and will inflict. Each MP used during the attack does 1D6 fire damage.
Water Wall : Reu, Stack, Ranged, Instant, 1pt.
This spells creates a wall of water 3 meters high closing on the victim like a wave, with a knockback affect of 20STR. The victim need to roll CON as per drowning rules. Each point increases the height of the wave by 3 meters and its knockback STR by 20.
Water Fist : Reu, NStack, Ranged, Temporal, 1pt.
This spells creates a fist of water under control of the caster. This fist attacks and parries with 50%, has 12 HP, and does 2D6 damages.
Waves : Reu, Stack, ranged, Temporal, 1pt.
This spell creates waves within a 50 meters radius of the caster. Those waves reduce swimming roll of all non water creatures by 75%. Each point increases the radius by half.
Create (Dwarf Creatures) : Ritual (Enchant), Sorcery.
This spell allows to create one of these creatures, which are Gobler, Gremlin, Nilmerg and Jolanti.
Luck : One Use, NStack, Self, Temporal, 3pts.
For the duration of the spell, the affected person will have a lot of luck in all its activities. From a game rules point of view, the player will be entitled to reverse the percentage dice: for example, a 20 can be turned into a 02.
Create Ring of Holding : One use, NStack, Ritual (Enchant), 1 day, 3 pts.
This spell allows to create this magical item.
Call (Small Elemental) : Reu, NStack, Ranged, Temporal, 1 pt.
This spell is similar to Call (Elemental) except that only 1m3 undines, salamanders, gnomes and shadows may be called.
Create Headhanger : Ritual (Enchant).
This spell allows to create this chaotic creature.
Enchant Beauty : One-Use, Stack, Self, Ritual (Enchant), 1pt (based on S. Maurer's spell).
Each POW sacrified during the enchantment becomes one additional APP. The racial maximum cannot be overcome. If the recipient betrays the Goddess, the effect is reversed and the recipient loses 2APP per sacrified POW.
Snow Ball : 1pt, Instant, Spirit Magic.
This spell transforms a snowball into a ice ball causing 1D4 damages (skill= Thrown Rock).
Earth Cold : Reu, Stack, Ranged, 12 hours, 1 pt.
This spell decrease temperature upon an area of 50 meters radius by 5° Celsius.. Each additional point increases the radius by half or decrease temperature by 5° additional.
Freeze Water : Reu, Stack, Ranged, Temporal, 1pt.
This spell freezes water on an area of 50 meters radius. This ice will resist the weight of 5 SIZ and has 5 AP. Each additional point increases the radius by half or increases the resistance (SIZ and AP) by 5.
Create Warrior of Snow : Reu, NStack, Ranged, Temporal, 1 pt.
This spell transforms snow into a king of Great Troll (same physical characteristics) who will obey the caster. This warrior attacks with fists (base=DEXx5%). Impaling weapon will only cause him 1 damage, but fire damage will be doubled. The warrior return into raw snow after the duration of the spell or if his HP falls to 0.
Create Spring : Reu, NStack, Ritual (Ceremony), Touch, 1 hour, 2 pts.
This spell create a spring at the touched place. Water will appear by oozing through the soil. If the conditions are not favorable or if the spring is not maintained, it will dry in few hours. This spell does not work on a waterproof soil, and the Ceremony roll is reduced according to the conditions (desert, dry area, ...).
New Birth : One Use, NStack, Ritual (Ceremony), 1 hour, 2 pts.
This spell is cast on a dry or cut wood (stump, furniture,...). If the wood is put in soil and regularly watered, roots and buds will appear next spring and the wood will regrow. This spell may be stacked with Accelerate Growth.
Advice : Reu, NStack, Ritual (Ceremony), 1 night, 1 pt.
This spell must be cast before the night with a question. The next morning, Xentha will have answered the question (if she is able to answer, with the same restrictions as per Divination). There is no need to be in a temple or on a sacred ground.
Grow Limb : Reu, Stack (once), Touch, Temporal, 2pts (based on Jean Durupt's spell).
Each grow limb spell gives 2 extra arms to a willing humanoid being. The extra arms are attached to the torso, are real arms and give him 1 more combat action (either parries or attacks) per arm. For the spell's duration the extra arms give 1 general HP per arm. Since Yara Aranis is the six armed goddess, the spell can be stacked only once (ie at most 4 more arms).
Command Subject : Reu, Stack, Temporal, 1pt (based on S. Maurer's spell).
For the duration of the spell, the affected character will add 10% to his Oratory skill per point of spell. If the character have a military or noble rank, the bonus will be +25% with regard to his servants.
Courage : Reu, NStack, Temporal, 2pts (based on S. Maurer's spell).
For the duration of the spell, the recipient become immuned to any fear, including the spells of Demoralize or Fear, or the fear effect of shades.
Torture : 1 pt, Touch, Instant, Spirit Magic.
This spell creates a violent pain for the victim (without real physical damage) if the victim fails its resistance roll. If the spell works, the victim will try a roll of CON+POW, failing which it will answer the question. If such roll is a critical succes, the victim may consciously lie. If such roll is a fumble, the victim will tell everithing it knows on the matter.
Pain Strike : Reu, NStack, Touch, Temporal, 2 pts.
This spell can only be cast on a mace. If an person is wounded by such mace and fails a roll of POW vs POW, the affected location will be considered to have 0 HP, which will last until that location regains full HP.
Transmute (Substance) into (Substance) : Temporal, Sorcery.
Each intensity will transform 1 enc of one kind of substance to another kind of substance. Once transformed, the substance will stay in this stae for the duration of the spell, except if the conditions prevent same (ice in desert for example). The transformed substance is not considered as magical.
Knockback : Instant, Sorcery.
Each intensity create a blow of 1D6STR, used as per knockback rules. The blow itself will no cause direct damgages, except if the victim hits an obstacle.This spell may also be used for other purposes such as breaking a door, pushing something, ...
Locate Enchantment : Ceremony, Touch, Sorcery.
This spell may be used in two ways: it is casted on an enchanter (generally the caster itself) or on a magical object (or a cursed person). Then the caster must succed a roll of 5% per intensity. If succeeded, he obtains, in the first case, informations on a object enchanted by the affected enchanter or, in the second case, informations on the enchanter of the object. The more succeeded is the roll, the more precise are the information. A failure gives very general information, while a fumbnle gives false informations. Generally, the informations wanted are who is the present owner of the object, the place where it is, who cursed the person, ... and the like.
(Skill/Skill Bonus) Boosting / Dampen (Skill/Skill Bonus) : Temporal, Sorcery (based on S. Petersen's spell).
This spell increases a skill by 5% per intensity or a category bonus by 1% per intensity. Dampen reduces them in the same proportions. The bonus are classified in 9 categories: Agility (except Parry), Manipulation (except Attack), Communication (except Languages), Knowledge (except Languages), Stealth, Perception, Magic, Attack&Parry, Languages.
Harmonisation : Ritual (Ceremony), Sorcery.
This spell must be casted on a magical item. If a roll of intensity versus the enchnated POW contained in the item is successful, the caster obtains the characteristics of the item with its enchantments. A fumble of the roll makes the caster losing 1 POW.
Banish (Spirit Species) : Temporal, Sorcery (based on S.D. Hibbs' spell)
If the intensity overcomes the POW of the spirit, that spirit is banished to the spirit plane, even if it came from an object or a location to which it was bound, and cannot come back (through Visibility, Summon, or otherwise) until the expiry of the spell. If this spell is cast on a discorporated shaman, the recorporation causes the spell to end automatically.