Shield 6MP Summons up a Shield the floats in front of the Caster Granting them the following for D6 rounds 20% Evade on magic missile spells and a plus 10% to there Soak. the shield floats in fro of the caster and doesn't add it's bonus to sneak attacks or flanking, the shield appears as the mage wishes it, it requires the arcane focus of a miniature shield crafted from wood or metal.
Mount 5MP Summons a Mount for the Caster, which stays for 24 hours unless it suffers a point of damage it then vanishes to where it was summoned from. Mount Requires a small hoop made from horse hair of at least three different horses.
Gripping Vines 4MP An Outdoor Nature spell it causes vines to whip out and bind a person for d4 rounds, it can only be cast in a place with many plants.
Cloak of Deception 5MP A cloak of invisibly covers the caster for d4 rounds and vanishes when they make an attack.
Summon Monster 1 10MP Summons a Monster with 15HP 20/20 Hit/Evade The monster is generally of a small size with no special abilities.
Unseen Servant 6MP Invisible Imps appear and do simple tasks for the Caster for 1 hour per caster level, they will not fight or create items, but house work , such as mopping dusting, and what not are all expectable
Heat Ray 6MP A Ray of Heat Extends from the mages out stretched hand Dealing d8 Plus 2 Damage. Roll the mages Hit % plus 5%
Protection From Law 8MP Gives the Caster or the person the spells been Cast on a plus 10% on Evade against Enemies of a Lawful Ethic
Protection From Chaos 8MP Gives the Caster or the person the spells been Cast on a plus 10% on Evade against Enemies of a Chaotic Ethic
Protection From Good 8MP Gives the Caster or the person the spells been Cast on a plus 10% on Evade against Enemies of a Good Ethic
Protection From Evil 8MP Gives the Caster or the person the spells been Cast on a plus 10% on Evade against Enemies of a Evil Ethic.
Holy Aura 7MP An aura of Celestial Energy Surrounds the Caster Dealing d10 Damage to undead and Causing -5% hit/Evade for d6 rounds. Evadable, mage doesn't need to roll only effects undead within 1 ft when Cast.
Charm Person 10MP Allows you to subtly influence a persons mood and feelings for a short amount of time, making them more likely to do favors give discounts or other things people do for friends though nothing that would cause physical harm, it is 20% with the mages Charisma bonus if any added to the roll.
Violent Shock 8MP d10 plus 2 DMG from a volt of electricity launched from a mage's hands, it deals an additional d3 damage to targets wearing heavy metal Armor. the mage rolls there Hit % plus 5%
Hypnosis 10MP Hypnotizes someone for d6 rounds leaving them in the casters control , though if forced to do a task against there nature the target is allowed to roll there wisdom to break free of the spell. the spell Requires the Arcane focus of a Gem on a Piece of chain worth 250 or more gold.
Sandstorm 10MP Summons up high winds causing a -10% hit/Evade to all within a 100ft Range. this spell must be Cast in an outdoor area and lasts d8 rounds. the mage rolls there Hit % -5% do to the Severity of the spell. and it's lack of controllability.
Frozen Arrow 7MP Creates a Frozen Arrow launched from the mages hand rolling there hit % plus 5% and causes 2d5 points of damage. it is evadable.
Color Spray 9MP A Multi Colored blast is summoned from the Casters hands, they roll a 2#d100 if the first is a hit the target is Blind for d6 Rounds. if The Second hits the Target is Stunned for d2 Rounds. if both miss the spell fails but either is able to hit without the other. it Requires the Arcane Focus of a small pouch with items of 7 different colors.
Ray of Weakness 7MP A pale blue beam emits fro the Casters hand Causing a loss of d6 Points of Strength to be lost for 24 hours. the age rolls there to Hit% when Casting.
Cause Fear 6 MP A Mind Influencing Spell which strikes at the roots of ones inner most fears causing them to flee the caster for d6 rounds. the caster rolls there hit %, the spell can be broken with a successful Wisdom check.
Enlarge 8 MP Cause an Item to Grow Twice it's Size, turning a dagger to a great sword, thought the effect lasts only 2 hours /per level the mage has. he can also cast it on living Creatures,
Jump 7 MP A deep Green light surrounds the feet of the Caster for d4 Rounds giving them a 10% Evade Bonus, and allows them to Jump there body height times there level.
Reduce 8 MP Shrinks a Person or Item to half there Original size for 2 Hours per Level.
Shocking Grasp 6 MP A field of electricity surrounds the casters hand allowing them to Grab an opponent Dealing 3d3 damage.
Spider Climb 6 MP The Caster Climbs like a Spider as if they had the Climb skill at 85% allowing them to climb walls ceilings as long as there not glass, and are solid.