1. Name (COST): Description.
  2. Arcane Lock (3 pts): A glyph used to permanently seal a door.
  3. Armor (3 pts): Add +3 Defense.
  4. Courage (3 pts): Ignore fear or intimidation.
  5. Dream Spike (3 pts): Stun an intelligent foe.
  6. Far-Seer (3 pts): See your position from high above.
  7. Fireblast (3 pts): Explosive fire from the caster’s hands.
  8. Ghost Blade (3 pts): Hit 1d2 targets with arcane knives.
  9. Healing Light (3 pts): Heal a skill attrition with a touch.
  10. Invisible Wall (3 pts): A 50cm wide force field, 4 attrition/10 Def.
  11. Levitation (3 pts): Hover up to 180cm above ground.
  12. Mage’s Cloak (3 pts): Enchant a cape. Its wearer is targeted last.
  13. Piercing Blade (3 pts): Enchant a weapon. It is deadly.
  14. Purify (3 pts): Free a target of all afflictions.
  15. Sprint (3 pts): Grant double move speed.
  16. Stormcaller (3 pts): Conjure a type of weather when outdoors.
  17. Summon Vermin (3 pts): Attract a swarm of local pests.
  18. Telekineticus (3 pts): Move small objects in your immediate area.
  19. Vanish (5 pts): Become invisible.
  20. Vines (3 pts): Call up vines that grab passers-through.
  21. Waterbreath (3 pts): Breathe underwater with ease.

When using basic spells in play, answer almost every question with the defaults. Casting Healing Light? Heal 1 skill attrition from a target you touch. Casting Mage’s Cloak? Touch the target cloak, and its wearer will be targeted last for 1d6 phases. These default values should feel limiting quickly to the magic-user. That is when useful upgrades like Powerful, Lasting, or Dice Upgrade can be bought with hero points.


Considering the defaults, you’ll be feeling flimsy with touch-only spells at your most basic level. Always consider throwing the ‘ranged’ upgrade on basic spells right from the get-go for 3 points. Trust me on this one.