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