The Encyclopaedia Arcana Appendix 2
Mythic Signs (minimum skill 1)
- Arcane Sign is a malignant mark, drawn in the air, or onto floor, wall or paper. It weakens reality around it, allowing it to be more easily perverted.
- Azmyl Sign also weakens the fabric of the world around it, drawing the shadow world closer to the waking world, and incites dreams and nightmares.
- Chant of Azranhep is an ululating vocalization that invokes the power of the True Divh, and the primal energies of creation and entropy.
- Chant of Warding is a low, thrumming dirge used to protect against dreamspawn, elementals and spirits. It is said it causes them unbearable pain.
- Shemyan Sign is a sigil used to excite and enervate the elementals.
- Sign of Izefiah is a symbol used to protect against the divination of fate. It is said that the symbol is a secret sign that begins the unravelling of destiny's threads.
Minor Magical Spells (minimum skill 2)
- Attraction causes mortal beings to be inexplicably drawn to the target of the spell. Inclined to be well disposed and amenable.
- Consecration divorces a small space from the shadow world, making it difficult for spirits or the dead to reach out to that place.
- Cool or Warm perceptibly alters the temperature around an individual or space for a time.
- Extinguish or Ignite either lights or puts out a small flame. Some casters can make it burn for a short while without fuel.
- Glamour subtly changes the appearance of the target of the spell.
- Hear allows the recipient of the spell to listen to an area far distant from him, as if he were there.
- Hold prevents an object, or even a person, from being moved with a modest force.
- Honesty or Deception compels, but does not force, its target to speak what he believes to be the truth, or to lie.
- Hunter's Call has a great many variations, but universally attracts animals of some kind to the caster.
- Inebriate or Sober can be used to cloud or befuddle the mind of its target in the same way that heavy drink might, or to alleviate such effects.
- Mend can be used to restore a torn or cracked object, to close an open wound, or to otherwise repair some minor damage.
- Mesmerise puts its target into a hypnotic state of relaxation wherein they are susceptible to suggestion.
- Pucker causes its target's mouth to tighten, rendering him unable to speak clearly for a time.
- Push or Pull allows the caster to move an object as if he were pushing or dragging it at a distance.
- Sending implants a short message directly into the mind of a target without the caster ever having to speak the words.
- Silence creates an area where no sound at all can penetrate.
- Smudge ruins some intelligible communication committed to physical form.
- Sour or Sweeten will either ruin or restore food or drink.
- Stumble causes its target to trip, stumble, stutter, or falter.
- Ward weakens and abjures back a being not native to the mortal world.
Greater Magical Spells (minimum skill 3-6)
- Alter Weather
- Appoint Spirit
- Augur
- Become Spectral
- Bind Foe
- Bind Soul
- Blight / Bless
- Blind
- Body Warping
- Call / Bind / Dismiss Dead
- Call / Bind / Dismiss Dreamspawn
- Call / Bind / Dismiss Elemental
- Call Beasts
- Cataclysm
- Contact Divhi
- Death Spell
- Disembody
- Elemental Creation
- Elemental Shaping
- Enervation
- Enthral
- Exalt
- Fear
- Finding
- Flight
- Forget
- Healing
- Power Drain
- Power Well
- Scry
- Seal
- Shape Changing
- Shield
- Travelling
- Ward Flesh