Magic, Setting

Wizards memorize long formula, intricate equations and extensive symbology, in the form of both magical knowledge and expendable spells. Wizardry is the Magic art of Wizards. Memorizing spells takes but a few moments; recovering from the process, however, takes an hour. Memorized spells can only be cast once per day; casting is done by means of incanting and gesturing, which draws the spell from memory. This process may take anywhere from a second to days.

Spells

All Spells Setting Material 1 Charge, Gestures and/or Incantations
Spell of the Armored Body This legendary spell reportedly defends ones form against most kinds of adverse transformative affects; however, it has been lost to history.
Spell of the Armored Mind Various versions have been found in a number of ruins, libraries and wreckage; this is both an ancient spell and one well-known in various places and times.
Spell of Armour History reports this as a creation of any number of sources, including the ancient wizard-ruled kingdom that created the Ogren, the Dragon Empire (unlikely; dragons have no need of armor) and Valstan the Curious, a Gnomish Wizard of historical repute.
Cloak of Darkness Unknown to wizards in general, but well-known among this of a darker bent, this corrupt spell enfolds the caster in a flowing cloak of utter darkness, through which nothing can be seen or, often, heard. Anecdotal evidence, however, suggests that the caster can easily see and hear inside the spell.
Dispel The earliest known version of this spell comes from the Dragon Empire; however, it references an older, unknown text. Dispel Spells, Variable Effect (Spells), Variable Limitations (requires -1/4 worth of Limitations; Gestures or Incantations)
Illusionary Displacement The caster appears, and perhaps sounds, like they are in a different location than they actually are. Used by the wizards of ancient Rashid and a few subsequent cultures, the spell is currently lost to history.
Firebolt The common Firebolt spell was likely polished to its modern form by Mardaluk, called the Unwary, as most of his spells were stolen soon after they were researched. Blast
Fireball Soon after the development of the Firebolt spell, this spell appeared, with no single certain source point. Blast (Area of Effect 4m, Extra Time: Delayed Phase)
Fog This well-known spell, often used in wars, seems to have been developed within the last few hundred years. It generates a larger or smaller, thinner or denser bank of fog for concealment and surprise.
Gate The Gate spell, lost to antiquity, allowed the ancients to travel instantly from one place to another and to trade goods freely between distant points. Today, most gates are lost in ancient ruins, guarded by fell beats or the secrets of the powerful and secretive.
Hideous Laughter Regarded by some as a horrid spell, it forces the victim to laugh without ceasing, often to the point of unconsciousness from inability to breath.
Lightning Historical evidence suggests this spell has been found and lost a number of times throughout history, as various collapses robbed civilization of the knowledge needed to understand this spell. Killing Attack – Ranged, Penetrating; 1 Charge (-2), Incantations
Mirror Images Images of the caster split off from his position, undertaking actions consistent with the caster and their current actions, even to the point of seeming to cast spells. If hit with an attack, the image hit, disperses.
The Spell of the Long March A subtle, but powerful spell that allows travelers to walk for days without wearying – With repeated castings.
Searing Ray A recent development in the understanding of fire, this spell finds echoes in copied remarks from fragments of books found in antiquity. Killing Attack – Ranged, Armor Piercing; 1 Charge, Extra Time (Extra Segment), Gestures
Seed of Antimagic Seed of Antimagic can, given time, completely suppress the magic in the area. It is also hated by wizards, who generally attempt to Dispel any such fields they find. Ironically enough, Seed of Antimagic can be Dispelled, though not by itself. Drain Magic, Persistent, Area Of Effect (4m Radius), Reduced Endurance (0 END), Expanded Effect (All Spells, simultaneously); Independent (-4), Extra Time (1 Day, Only to Activate), Gestures, Requires Gestures throughout (Requires both hands), Always On, No Range, Incantations (Requires Incantations throughout)
Seed of Arcana Often enchanted into a wizards’ workroom, Seed of Arcana enhances any and all spells cast within its area, providing a not-insignificant benefit to the wizard. Summons, in particular, can gain a large boost in power or numbers when the summon spell is cast in such an area. Care should be taken, however, as any enemy spellcasters in the workroom will also find their spells enhanced. Aid Spells, Area Of Effect (4m Radius), Persistent, Constant, Reduced Endurance (0 END), Expanded Effect (All Spells, simultaneously); Independent (-4), Extra Time (1 Day, Only to Activate), Gestures, Requires Gestures throughout (Requires both hands), Incantations (Requires Incantations throughout), Always On, No Range
Seed of Light Rumors of ancient and mythological civilizations, such as the Dragon Empire or ancient Rashid have their streets illuminated by a continual, welcoming glow. More realistic estimates place such effects as only along the mansions of the wealthy, as the spell, like all seeds, requires a portion of the casters’ essence. Change Environment (+3 to Normal Sight PER Rolls), Area Of Effect (6m Radius Explosion), Persistent, Reduced Endurance (0 END); Independent (-4), Extra Time (1 Hour, Only to Activate), Gestures, Requires Gestures throughout, Incantations (Requires Incantations throughout), No Range
Summon Blade Legend accounts the creation of this spell to the same ancient kingdom that created the Ogren. Killing Attack – Hand-To-Hand, Constant, Uncontrolled; 1 Continuing Charge lasting 1 Minute, Gestures (Requires both hands), STR Minimum 10, Incantations
Telekinesis With concentration, the caster can move objects with their minds. A versatile spell with numerous applications, the modern refined form is considered the best generalist version.
Throw Lightning This spell was developed from one recovered from the ruins of a cabal of wizards bent on world conquest. The version recovered was somewhat weak; more useful as torture than as an actual combat spell. Killing Attack – Ranged, Time Limit (5 Minutes); 1 Continuing Charge lasting 5 Minutes, Costs Endurance, Gestures (Requires both hands), Incantations
Wall of Blades Drawing magic from the ether, this spell forms a wall of whirling, slashing blades, through which it is impossible to move without getting hit.
Wall of Fire A furiously burning wall of flame springs up, blocking access to all but the well-protected.
Wall of Glass Very fragile, but very dangerous – Only a few magics that provide no opening can protect against the rain of fragments, should the character decide to charge through it. Even plate mail provides openings through which tiny slivers can slip and be held against the skin.
Wall of Ice Strong and with a subtle danger: Every stroke of a sword (or other weapon) sends shards flying, capable of impaling the unprotected. If not assailed, however, it, itself, is harmless and will dissipate away after some time – Usually much less than a day.
Wall of Stone/Iron/Steel This spell shapes magic into the form of a wall of stone, iron or steel, depending on the power of the spell. To the sorrow of get-rich-quick schemers everywhere, the material created has no lasting substance and dissipates after a length of time, usually much less than a day.

Magic, Setting

A Few Slight Delays Narf_the_Mouse