TEXT:  
   
  Ball Lightning 
  Level: 8 Weather (Lightning) 
  Casting Time: 1 half action 
  Distance: Medium range attack 
  Duration: 1 round per 2 Casting Levels (dismissable) 
  Saving Throw: Reflex negates 
  Effect: A crackling sphere of electrical energy appears between your hands and may be directed through 
  any opening of at least Small Size. The spell’s target suffers 1d6 electrical damage per 2 Casting Levels 
  (maximum 10d6). At the start of your Initiative Count during each round that the spell effect persists, 
  you may spend 1 free action to direct the ball to a new target or have it attack the current target again. 
   
   
  Benevolent Illumination 
  Level: 5 Energy (Light) 
  Casting Time: 1 round 
  Range: Personal 
  Area: 20 ft sphere (bright light) and additional 20 ft sphere (dim light) 
  Duration: 1 minute per Casting Level (dismissible) 
  Effect: You emit a comforting glow that energizes and restores your allies. In addition to illuminating 
  your surroundings, each player and special character ally within 20 ft. — except for you — heals 1 
  vitality point at the end of each round during the spell’s duration (to a maximum of 1/2 their normal 
  maximum vitality, rounded up). Each standard NPC ally within this radius recovers accumulated damage 
  at the rate of 1 point per round. 
   
   
  Blade Barrier 
  Level: 6 Force 
  Casting Time: 1 full action 
  Range: Local 
  Area: 20 ft long per Casting Level wall, 20 ft tall, 1 ft thick 
  Duration: 1 round per Casting Level (dismissible) 
  Saving Throw: Reflex half 
  Effect: An immobile curtain of whirling blades springs into existence across the area. At the end of each 
  round, each character or object located within a Blade Barrier suffers 1d6 force damage per Casting 
  Level (maximum 14d6). Any character or object passing through the barrier suffers 1d6 force damage 
  per Casting Level (maximum 14d6). With a successful Reflex save, this damage decreases to 1/2 
  standard (rounded down). 
   
   
  Breeze Strike 
  Level: 0 Weather (Air) 
  Casting Time: 1 half action 
  Range: Personal 
  Duration: 1 hour 
  Effect: A helpful breeze assists you with your attack, allowing you to ignore up to –4 in range penalties 
  with hurled attacks. Further, the maximum number of range increments across which you may attack 
  with a hurled weapon increases by 3. 
   
  
   
   
   
  Burning Hands 
  Level: 1 Energy (Fire) 
  Casting Time: 1 half action 
  Range: Personal 
  Area: 15 ft. cone 
  Duration: Instantaneous 
  Saving Throw: Reflex half 
  Effect: Searing flame shoots from your fingertips. Each target within the spell’s area of effect suffers 1d4 
  fire damage (AP 5) per 2 Casting Levels (maximum 4d4). 
   
   
  Continual Flame 
  Level: 2 Energy (Light) 
  Casting Time: 1 half action 
  Range: Touch 
  Duration: Permanent 
  Preparation Cost: 1 
  Effect: A flame springs forth from one object that you touch. It provides bright light out to a 10 ft. radius 
  but gives off no heat and consumes no oxygen. It can be covered and hidden but not smothered or 
  quenched. 
   
   
  Crackling Tempest 
  Level: 9 Weather (Lightning) 
  Casting Time: 1 hour 
  Range: Personal 
  Area: 1-mile sphere 
  Duration: Instantaneous 
  Preparation Cost: 25 
  Effect: The sky turns black and explodes in a cataclysm of primal electrical power. Lightning fills the 
  space between sky and ground, arcing madly from object to object. Stone walls shatter, metal melts, 
  and trees sunder. Each object of Medium or bigger Size and each character of Small or bigger Size 
  suffers a direct lightning strike (see the Fantasy Craft Rulebook, page 369). You are immune to this 
  spell’s effects at all times. 
   
   
  Dragon’s Breath 
  Level: 5 Energy (Fire) 
  Casting Time: 1 free action 
  Range: Personal 
  Area: 25 ft. + 5 ft. per 2 Casting Levels cone 
  Duration: Instantaneous 
  Saving Throw: Reflex half 
  Effect: You breathe fire outward in a cone. Each character and object within this area suffers 1d6 fire 
  damage (AP 5) per Casting Level (maximum 12d6). 
   
   
  
   
   
  Eye of the Storm 
  Level: 7 Weather (Air, Lightning) 
  Casting Time: 1 minute 
  Range: Personal (see Effect) 
  Area: 20 ft. radius, 40 ft. high per Casting Level pillar 
  Duration: 1 minute per Casting Level (dismissible, enduring) 
  Effect: A thunderstorm with severe winds whirls up around you, remaining in place even if you move 
  away (see the Fantasy Craft Rulebook, page 369). A 20-ft. radius eye of calm persists at the spell’s point 
  of origin at all times. The storm appears over 1d6+4 rounds after the casting; until that time, the storm is 
  gathering but has no mechanical effect. 
   
   
  Flame Blade 
  Level: 1 Energy (Fire) 
  Casting Time: 1 half action 
  Range: Personal 
  Duration: 1 minute per Casting Level (dismissible) 
  Effect: A 3 ft.-long, blazing beam of red-hot fire springs forth from your hand. You may use this Flame 
  Blade to make 1-handed melee attacks that inflict 1d8 fire damage + 1 additional fire damage (AP 5) per 
  2 Casting Levels (maximum +4). Finally, since the blade is immaterial, your Strength modifier does not 
  apply to the damage. 
   
   
  Flame Prison 
  Level: 8 Energy (Fire) 
  Casting Time: 1 half action 
  Range: Close 
  Area: 20 ft. cube 
  Duration: 1 minute per Casting Level (dismissible, enduring) 
  Preparation Cost: 15 
  Effect: An immobile prison composed of flame springs into existence, centered on the point of origin. 
  This prison may take one of two forms. 
  • Barred Cage: The prison is a cage whose flaming bars are 1/2 in. wide with 1-in. gaps in-between. 
  • Windowless Cell: The prison is a windowless cell with solid flaming walls on all sides except the bottom. 
  Each character and object within the prison’s area of effect is trapped when the spell’s effect is triggered. 
  If any character or object is too large to fit within the prison’s area of effect, the prison fails to form and 
  the blocking character or object suffers 1d6 fire damage per Casting Level. 
  A character who touches the prison’s walls or bars suffers 1d6 fire damage. A character may attempt to 
  pass through the bars by making a Will save. With success, he passes through and suffers 1d10 fire 
  damage per Casting Level (maximum 18d10). With failure, he recoils from the bars, is sent reeling, and 
  suffers 1d6 fire damage. Further, a character who remains inside or within 5 ft. of the cage suffers 1d4 
  heat damage per minute. 
  The Flame Prison cannot be dispelled but disappears if it suffers more than 150 points of cold damage or 
  is annihilated. 
   
   
  Flame Strike 
  Level: 5 Energy (Fire) 
  
   
   
  Casting Time: 1 half action 
  Range: Local 
  Area: 20 ft. radius, 40 ft. high pillar 
  Duration: Instantaneous 
  Saving Throw: Reflex half 
  Effect: A cone of divine wrath erupts from the ground within the target area, inflicting 1d6 damage per 
  Casting Level (maximum 12d6). Half of this damage is fire damage (rounded down), and one half is 
  divine damage (rounded up). 
   
   
  Flaming Sphere 
  Level: 2 Energy (Fire) 
  Casting Time: 1 half action 
  Range: Medium range attack 
  Area: 5 ft. sphere 
  Duration: 1 round per Casting Level 
  Saving Throw: Reflex negates 
  Effect: A smoldering globe of fire rolls away from you in the direction you point. The globe moves at up 
  to 30 ft. during each round in which you spend 1 half action concentrating to mentally direct it; 
  otherwise, it comes to a stop but continues to burn in place. The globe may roll over barriers less than 4 
  ft. tall, ascend inclined surfaces up 
  to 45 degrees, and jump up to 30 ft. horizontally to strike a target. Each time it enters a square 
  containing a character or a 3 ft. × 3 ft. or larger object, however, it stops moving for the round and 
  inflicts 2d6 fire damage (AP 5) to each character or object located within the square. The globe cannot 
  push aside unwilling characters or batter down large obstacles; its surface is spongy and yielding, 
  inflicting no damage other than that caused by its flames. 
   
   
  Floating Disk 
  Level: 0 Force 
  Casting Time: 1 half action 
  Range: Close 
  Duration: 1 hour 
  Effect: A slightly concave, circular disc of force appears in a square adjacent to you. It is 3 ft. in diameter 
  and 1 in. deep at its center. It follows you for the spell’s duration and may carry loads of up to 100 lbs. 
  per Casting Level (alternately, it may carry up to 2 gallons of liquid). The disc floats 3 ft. above the 
  ground at all times, always remains level, and moves no faster than your standard Speed during each 
  round (meaning that it falls behind if you take 2 Standard Move Actions, run, or otherwise pick up your 
  pace). It winks out of existence when the spell’s duration ends or if the distance between you and the 
  disc exceeds the spell’s range, at which point anything resting on it falls to the surface below. 
   
   
  Fly I, Snap 
  Casting Time: 1 free action 
  Duration: 1 round 
  As Fly I (see Fantasy Craft p. 131), except as noted above. 
   
   
  
   
   
  Fog Cloud I 
  Level: 1 Weather (Air) 
  Casting Time: 1 full action 
  Range: Personal 
  Area: 400 ft. per 3 Casting Levels sphere 
  Duration: 1 minute per Casting Level 
  Effect: A misty vapor arises around you. When this spell effect is triggered, you may choose any 1 fog 
  effect with an action die cost equal to or lower than 1/2 your Casting Level (see the Fantasy Craft 
  Rulebook, page 369). If you desire, you may create an “eye” of clear air up to 80 ft. in diameter centered 
  on you. The chosen fog effect appears over 1d6+4 rounds after the casting; until that time, the fog cloud 
  is gathering but has no mechanical effect. 
  Once the fog effect is chosen, it persists until the spell’s duration ends or you spend 1 full action 
  concentrating, at which point you may reset it for the spell’s remaining duration (or until you repeat this 
  action to modify it again). As when the fog cloud first appears, it shifts over 1d6+4 rounds and until then 
  its current modifiers apply. 
  The fog cloud is stationary once created, even if you move out of the spell’s range. A moderate wind 
  disperses the cloud in 4 rounds, while a strong wind disperses the cloud in 1 round. A severe wind, such 
  as from a Gust of Wind spell, instantly disperses the cloud. Finally, any effect that inflicts 20 or more 
  points of fire damage burns the cloud away in 2 rounds. 
   
   
  Fog Cloud II 
  Level: 2 Weather (Air) 
  Range: Local 
  Area: 400 ft. per 2 Casting Levels sphere 
  Duration: 10 minutes per Casting Level 
  Effect: This spell operates like Fog Cloud I, except as noted above. 
   
   
  Fog Cloud III 
  Level: 4 Weather (Air) 
  Casting Time: 1 minute 
  Area: 400 ft. per Casting Level sphere 
  Duration: 1 minute per Casting Level (enduring) 
  Effect: This spell operates like Fog Cloud II, except that in addition to obscuring sight, the fog is so thick 
  that a character’s Speed decreases to 5 ft. when inside the cloud. Bonus 5-ft. steps and hurled attacks 
  are impossible within the cloud and each character therein suffers a –2 penalty with all melee attack and 
  melee damage rolls. Further, a character or object that falls into or through the fog travels at 1/2 its 
  standard Speed (rounded down) and any collision damage it inflicts when falling decreases by 1d6. 
  Finally, only a severe wind disperses the cloud (and does so in 1 round), though the cloud reforms in 10 
  minutes. 
   
   
  Force Anchor 
  Level: 3 Force 
  Casting Time: 1 round 
  Range: Local 
  Duration: 1 minute per Casting Level (dismissible) 
  
   
   
  Saving Throw: Fortitude negates (repeatable, terminal) 
  Effect: One stationary character or object of your choice becomes anchored its current position. The 
  target may not move out of its current square by any means short of removing the surface upon which it 
  rests, in which case it settles gently to the new surface beneath it. 
   
   
  Force Prison 
  Level: 7 Force 
  Casting Time: 1 half action 
  Range: Close 
  Area: 20 ft. cube 
  Duration: 2 hours per Casting Level (dismissible) 
  Preparation Cost: 15 
  Effect: An immobile prison composed of invisible force springs into existence, centered on the point of 
  origin. This prison may take one of two forms. 
  • Barred Cage: The prison is a cage whose invisible bars are 1/2 in. wide with 1-in. gaps in-between. 
  • Windowless Cell: The prison is a windowless cell with solid invisible walls on all sides except the 
  bottom. 
  Each character and object within the prison’s area of effect is trapped when the spell’s effect is triggered. 
  If any character or object is too large to fit within the prison’s area of effect, the prison fails to form. 
  Once formed, the prison cannot be penetrated or dispelled and is immune to damage of all kinds, 
  though it may be annihilated. Except when small enough to fit between a force cage’s bars, characters, 
  attacks, and spell effects may not pass into or out of the prison, with a few exceptions, notably flash 
  damage, light effects, and gaze attacks. 
   
   
  Freezing Sphere 
  Level: 6 Weather (Ice) 
  Casting Time: 1 half action 
  Range: Long range attack 
  Area: 10 ft. sphere 
  Duration: Instantaneous 
  Saving Throw: Reflex half 
  Effect: A frigid globe of cold energy streaks from your fingertips and may be directed through any 
  opening of at least Small Size. Within the spell’s area of effect, the globe’s detonation inflicts 1d6 cold 
  damage per Casting Level (maximum 14d6). 
   
   
  Ice Slick 
  Level: 1 Weather (Ice) 
  Casting Time: 1 half action 
  Range: Close 
  Area: 15 ft. sphere 
  Duration: 1 round per Casting Level 
  Effect: A swirling gust of damp cold coats the surface of the target area in a layer of slick ice. All affected 
  squares are treated as ice for purpose of determining movement. 
   
   
  
   
   
  Line of Fire 
  Level: 6 Energy (Fire) 
  Casting Time: 1 half action 
  Range: Personal 
  Area: 10 ft. per Casting Level line, caster-defined 
  Duration: Instantaneous 
  Saving Throw: Reflex negates 
  Effect: A line of flame erupts from you and travels in a path of your choosing. This path may be straight 
  or involve any number of turns, but the total distance traveled may not exceed the spell’s area of effect. 
  Each character and object in the effect’s path suffers 1d6 fire damage (AP 5) per Casting Level 
  (maximum 14d6). With a successful Reflex save, a character within this spell’s area of effect may choose 
  to leap out of the way, into the next square in either direction. 
   
   
  Mage Dawn 
  Level: 9 Energy (Aligned, Light) 
  Casting Time: 1 half action 
  Range: Remote 
  Area: Special (see Effect) 
  Duration: 10 minutes per Casting Level (dismissible) 
  Saving Throw: Reflex partial or Will partial (terminal) (see Effect) 
  Preparation Cost: 10 
  Effect: A brilliant 10-ft. diameter sphere of pure daylight appears and hovers in a fixed location up to 2 
  miles above any horizontal surface within the spell’s range. This sphere emits actual daylight across the 
  surrounding area out to a radius of 20 miles. Further, during the round when the sphere appears, each 
  character within 100 ft. must make a successful Reflex save or become blinded for 3d6 rounds. Within 
  50 ft. of the sphere, each ooze and undead suffers 20d6 
  lethal damage. Outsiders of opposing Alignment caught within 50 ft. of the sphere are not injured, but 
  must make a successful Will save or be banished. Spell Defense can negate this spell’s damage and 
  blinding effects but does not protect characters specifically vulnerable to sunlight (such as vampires). 
   
   
  Mage Hand I 
  Level: 5 Force 
  Casting Time: 1 half action 
  Range: Medium (100 ft. + 10 ft. per Casting Level) 
  Duration: 1 round per Casting Level (dismissible) 
  Effect: A Large (2x1) magic hand appears adjacent to any 1 opponent on the side facing you. This floating, 
  disembodied hand always remains between the two of you, regardless of where you move or how the 
  opponent tries to get around it. Nothing can fool the hand — it remains adjacent to the opponent and 
  between you despite darkness, invisibility, and all other effects, and even recognizes the target if his 
  appearance changes, magically or otherwise. Should the opponent move beyond the spell’s range, the 
  Mage Hand hovers between you at the spell’s range. If the target attempts to push against the hand 
  toward you, he moves at 1/2 his Speed. In either case, the hand grants you 1/2 scenery cover against 
  the chosen opponent, even when he’s adjacent to you. The Mage Hand’s Defense is 20, it suffers 
  damage like a special character, and its vitality points and wound points are equal to your standard 
  maximums. It also makes saving throws with bonuses equal to yours. As a half action, you may redirect 
  the Mage Hand to any new target within the spell’s range. 
  
   
   
   
   
  Mage Hand II 
  Level: 6 Force 
  Effect: This spell operates like Mage Hand I, except that you may spend 1 free action to direct the hand 
  to pursue and push away the target. This is considered a Bull Rush action with an Athletics (Str) bonus 
  equal to your Casting Level + 10. 
   
   
  Mage Hand III 
  Level: 7 Force 
  Effect: This spell operates like Mage Hand II, except that additionally, as a free action, you may also 
  direct the hand to grapple the target with an Athletics (Str) bonus equal to your Casting Level + 10. The 
  hand may not be grappled in return and may only perform the disarm, move, pin, and sprawl grapple 
  benefits. 
   
   
  Mage Hand IV 
  Level: 8 Force 
  Saving Throw: Fortitude partial 
  Effect: This spell operates like Mage Hand III, except that additionally, as a free action, you may also 
  direct the hand to attack the target with an attack bonus equal to your Casting Level. With a hit, the 
  hand inflicts 1d8+10 lethal damage and the target must make a successful Fortitude save or become 
  stunned for 1 full round. 
   
   
  Mage Hand V 
  Level: 9 Force 
  Effect: This spell operates like Mage Hand IV, except that it inflicts 2d6+12 lethal damage each time it 
  hits the target. 
   
   
  Mage Sword 
  Level: 7 Force 
  Casting Time: 1 half action 
  Range: Close 
  Duration: 1 round per Casting Level (dismissible) 
  Effect: A shimmering sword of force appears in the air beside you. Once per round during your Initiative 
  Count, including the round during which the spell effect is triggered, the sword attacks any 1 target of 
  your choice within the spell’s range. During the round in which the sword appears, you may direct it to 
  attack a target as a free action; thereafter, you may re-direct it to attack a new target by concentrating 
  for 1 half action. The sword’s attack bonus is equal to your Casting Level + your Intelligence bonus +3, 
  and its threat range is 19–20. Against attacks made by this sword, a target gains +1 Defense per 5 points 
  of Spell Defense he possesses. With each hit, the sword inflicts 4d6+3 
  force damage. The sword always strikes from your direction. It does not gain a bonus for flanking and 
  does not support flanking bonuses for others. Finally, the sword has a Defense of 13. It cannot be 
  harmed by physical attacks, nor can it be dispelled, but it disappears when annihilated. 
   
  
   
   
   
  Missile Storm 
  Level: 9 Force 
  Casting Time: 1 round 
  Range: Personal 
  Area: 400 ft. + 40 ft. per Casting Level cone 
  Duration: Instantaneous 
  Effect: A massive salvo of Magic Missiles bursts from your hands to strike every character of your 
  choosing in the area of effect. Each target is automatically hit by 3d6 missiles + 1d6 additional missiles 
  for each Size category he is above Medium. Each of these missiles deals 1d6 force damage. 
   
   
  Produce Flame 
  Level: 1 Energy (Fire) 
  Casting Time: 1 half action 
  Range: Personal 
  Area: 10 ft. sphere (see Effect) 
  Duration: 1 minute per Casting Level (dismissible) 
  Effect: Flames appear in your open hand that provide bright light out to a 10 ft. radius. The flames harm 
  neither you nor your gear. In addition to providing illumination, the flames may be used to attack 
  enemies. One per round for the spell’s duration, you may make either a standard melee attack or 
  standard ranged attack using this magical flame. With a hit, the target suffers 1d6 fire damage + 1 
  additional point of fire damage per 2 Casting Levels (maximum +4). Each attack made decreases the 
  spell’s duration by 1 minute. If an attack decreases the remaining duration to 0 minutes or less, the spell 
  ends after the attack resolves. 
   
   
  Purify Air 
  Level: 5 Weather (Air) 
  Casting Time: 1 half action 
  Range: Personal 
  Area: 5 ft. per Casting Level sphere 
  Duration: 1 minute per Casting Level (dismissible) 
   
  Effect: You’re enveloped in thin mist that cleanses the surrounding air of visual impairment and airborne 
  toxins. All weather-generated visual range penalties up to –60 ft. are negated within the area of effect, 
  as are all inhaled contagions. 
   
   
  Rampaging Glacier 
  Level: 9 Weather (Ice) 
  Casting Time: 1 round 
  Range: Local 
  Area: 25 ft. cube (see Effect) 
  Duration: 1 round per Casting Level (dismissible) 
  Saving Throw: Reflex negates (terminal) 
  Preparation Cost: 25 
  
   
   
  Effect: Icy blocks appear within the area of effect, grinding and crushing against each other. Once per 
  round as a half action, you may move the Rampaging Glacier up to 60 ft., overrunning smaller barriers, 
  obstacles, objects, and characters. Each mobile character on foot and driver of a moving vehicle may 
  make a Reflex save to evade the glacier; with success, they move to the nearest unoccupied location out 
  of the glacier’s path. With failure, a character is buried with no air pockets and suffers 1d8 lethal 
  damage per round until he escapes. This damage ignores DR. A vehicle whose driver fails this save 
  suffers the same fate, except that the vehicle’s interior contains an air pocket that allows each occupant 
  to breathe until the vehicle is destroyed. Each non-mobile character and object automatically suffers 
  these effects. 
   
   
  Repulsion I 
  Level: 4 Force 
  Casting Time: 1 half action 
  Range: Personal 
  Area: 10 ft. sphere 
  Duration: 10 minutes per Casting Level (dismissible) 
   or Will negates (see Effect) 
  Effect: An invisible barrier rises up around you, preventing characters with a Career Level or Threat Level 
  of up to 1/3 your Career Level (rounded down) from entering the area of effect. A character with a 
  higher Career Level or Threat Level may enter the area of effect with a successful Will save, though he 
  suffers 2d6 lethal damage + 1 additional 
  lethal damage per 2 Casting Levels (maximum +10) when he does. A character prevented from entering 
  the spell’s area of effect is not pushed back if you move closer to him, and if you approach within the 
  character’s Reach he may make melee attacks as normal. The character is still prevented from 
  approaching you, however, and if he later moves outside the spell’s area of effect, he may not re-enter. 
   
   
  Repulsion II 
  Level: 6 Force 
  Area: 20 ft. sphere 
  Duration: 1 minute per Casting Level (dismissible) 
  Effect: This spell operates like Repulsion I, except that it prevents any character with a Career Level or 
  Threat Level of up to your Career Level from entering the area of effect until he makes a successful Will 
  save. 
   
   
  Reverse Gravity 
  Level: 7 Force 
  Casting Time: 1 half action 
  Range: Local 
  Area: 10 ft. per 2 Casting Levels cube 
  Duration: 1 round per Casting Level (dismissible) 
  Saving Throw: Reflex negates (see Effect) 
  Effect: Gravity reverses in the target area, causing all unanchored characters and objects therein to fall 
  upward per the standard falling rules (see the Fantasy Craft Rulebook, page 215). At the end of the 
  spell’s duration, or if any character or object leaves the area of effect, standard gravity and falling rules 
  
   
   
  apply. In both cases, a character who makes a successful Reflex save grabs hold of something and avoids 
  falling. Characters who can fly or levitate may ignore this effect. 
   
   
  Ride the Lightning 
  Level: 3 Weather (Lightning) 
  Casting Time: 1 half action 
  Range: Personal 
  Area: 100 ft. + 10 ft. per Casting Level line 
  Duration: Instantaneous 
  Effect: A bolt of lightning appears beneath your feet, carrying you to any location within your line of 
  sight and within the spell’s area of effect. Neither your line of sight nor this spell’s area of effect may be 
  increased using scrying, gear, or other means. Also, you must be able to stand at the chosen destination 
  for the spell to function. The lightning cannot cause damage, nor may it penetrate objects or barriers, 
  though it may thread between objects and through openings 
  if you can fit through. Thus, you could use this spell to pass across a chasm but not to escape a locked 
  jail cell. 
   
   
  Sculpt Sound 
  Level: 3 Energy (Silence, Sonic) 
  Casting Time: 1 half action 
  Range: Close 
  Duration: 1 hour per Casting Level (dismissible) 
  Saving Throw: Will negates 
  Effect: You may change the sounds produced by 1 character or object per Casting Level, though each of 
  these targets must be located within 30 ft. of each other target. You may create sounds where none 
  exist, deaden sounds, or transform sounds into different noises, though all the sounds made by all 
  targets must be modified in the same way (e.g. you could deaden all noise coming from two people and 
  an animal or make them all sound like rushing wind, but you couldn’t make one sound like wind and the 
  other two sound like voices). You may only create and change sounds in ways that are familiar to you 
  (per the GM’s discretion). Once modified, sounds may not be adjusted again with the same casting. 
   
   
  Shocking Grasp 
  Level: 1 Weather (Lightning) 
  Casting Time: 1 half action 
  Range: Touch 
  Duration: Instantaneous 
  Effect: Your hands crackle with live electricity, allowing you to shock people with your grip. If your target 
  is wearing metal armor or carrying more than 10 lbs. of metal objects, his Defense decreases by 3 for 
  this attack. With a hit, the target suffers 1d6 electrical damage per 2 Casting Levels (maximum 4d6). 
   
   
  Shooting Stars 
  Level: 6 Energy (Light) 
  Casting Time: 1 half action 
  Range: Close range attack 
  
   
   
  Area: Special (see Effect) 
  Duration: Instantaneous 
  Saving Throw: None or Reflex half (see Effect) 
  Effect: If you have an Alignment, this spell gains the aligned descriptor. Three luminous projectiles rush 
  away from you toward up to 3 target characters, each of must be located within 30 ft. of each of the 
  others. Each projectile inflicts 2d6 fire damage (AP 5) and then detonates, inflicting an additional 3d6 
  explosive damage (AP 10) in a blast (increment 1). Undead and oozes suffer double damage from this 
  detonation, as do outsiders of opposing alignment if this spell is aligned. Also, a target hit by one or 
  more projectiles may not make a save to decrease this explosive damage, while all others within the 
  blast area are permitted a Reflex save to decrease the damage to 1/2 standard (rounded down). Any 
  projectile that misses its target deviates as standard. 
   
   
  Shout I 
  Level: 4 Energy (Sonic) 
  Casting Time: 1 half action 
  Range: Personal 
  Area: 25 ft. cone 
  Duration: Instantaneous 
  Saving Throw: Fortitude partial or Reflex negates; see Effect 
  Effect: You emit an ear-splitting yell that deafens and damages creatures in your path. Each character 
  within the area of effect is deafened for 2d6 rounds and suffers 1d6 sonic damage per 2 Casting Levels 
  (maximum 10d6). With a successful Fortitude save, a character ignores this condition and the damage 
  decreases to 1/2 standard (rounded down). 
  Further, each non-magical object within the area of effect that’s made of crystal, glass, ceramic, 
  porcelain, or a similar substance suffers 1d6 sonic damage per Casting Level (maximum 10d6). When 
  such an item is carried, the character holding it may make a Reflex save and with success, he shields it 
  from the spell’s effect. 
   
   
  Shout II 
  Level: 7 Energy (Sonic) 
  Area: 60 ft. cone-shaped burst 
  Effect: This spell operates like Shout I, except that the cone inflicts 1d6 sonic damage per Casting Level 
  (maximum 16d6) and causes a character to become stunned for 1 round and deafened for 4d6 rounds. 
  As with Shout I, a successful Fortitude save allows the character to ignore these conditions and 
  decreases this damage to 1/2 standard (rounded down). 
   
   
  Sonic Rupture 
  Level: 9 Energy (Sonic) 
  Casting Time: 1 half action 
  Range: Personal 
  Area: 30 ft. cone 
  Duration: Instantaneous 
  Saving Throw: Fortitude half 
  Effect: You emit an ultrasonic sound that causes living beings’ blood vessels to rupture and burst. Each 
  character within the area of effect suffers 2d4 Constitution damage as an internal rupture critical injury 
  
   
   
  (see the Fantasy Craft Rulebook, page 208). With a successful Fortitude save, this damage decreases to 
  1/2 standard (rounded down) and the Constitution damage is treated as normal temporary impairment 
  rather than a critical injury, with the character recovering at the rate of 1 point per day. 
   
   
  Sound Burst 
  Level: 2 Energy (Sonic) 
  Casting Time: 1 half action 
  Range: Close 
  Area: 10 ft. cone 
  Duration: Instantaneous 
  Saving Throw: Fortitude partial 
  Effect: You blast an area with a shattering sonic boom. Each character in the area of effect suffers 1d8 
  sonic damage + 1 additional sonic damage per 2 Casting Levels (maximum +6). Further, each of these 
  targets must make a successful Fortitude save or become stunned for 1 round. 
   
   
  Spiritual Weapon 
  Level: 2 Force 
  Casting Time: 1 half action 
  Range: Local 
  Duration: 1 round per Casting Level (dismissible) 
  Effect: A melee weapon composed of pure force springs into existence and attacks opponents at a 
  distance. The weapon may take the shape of any one weapon with which you’re proficient and 
  possesses the same error range, threat range, and qualities as a real version of the weapon with no 
  upgrades. With each hit, the weapon inflicts 1d8 divine damage + 1 additional divine damage per 3 
  Casting Levels (maximum +6). The weapon always attacks during your Initiative Count and never uses 
  tricks, nor does it benefit from class and feat abilities you possess. Each of its attacks approach the 
  target from your direction and the weapon may gain and qualify for flanking benefits as standard. 
  When the weapon first appears, you may spend 1 free action to direct it to attack any 1 target within 
  the spell’s range to which you have line of sight. The weapon continues to attack that target once per 
  round during your Initiative Count, until and unless you concentrate for 1 half action to redirect it to a 
  new target. Also, when one of the weapon’s targets possesses Spell Defense, it applies only for the 
  weapon’s first attack, but if the spell is resisted, the weapon vanishes. 
  A Spiritual Weapon cannot be attacked or harmed by physical attacks, but it disappears when dispelled 
  or annihilated. When a spell targets the weapon, its Defense is 12 (+2 Size). Finally, if the weapon travels 
  beyond the spell range or passes out of your sight, it immediately teleports to your side. 
   
   
  Storm of Vengeance 
  Level: 9 Weather (Air) 
  Casting Time: 1 round 
  Range: Personal 
  Area: 1,000 ft. sphere 
  Duration: Special (see Effect) 
  Saving Throw: Reflex half (repeatable, terminal) 
  Preparation Cost: 25 
  
   
   
  Effect: An apocalyptic torrent of devastation wracks the landscape around you. For 2d6+8 rounds 
  following the triggering of this spell’s effect, the local wind builds. For the first 2 rounds of this time, this 
  spell has no mechanical effect. Thereafter, and following each 2 additional rounds, the wind in the area 
  increases by 1 grade, to a maximum of the effects of a 3 action die wind (see Fantasy Craft p. 369). 
  For 1 minute after the wind builds to its crescendo, each unanchored character and object in the area of 
  effect is blinded, deafened, and lifted into the air and battered by flying debris, suffering 2d6 subdual 
  damage per round. Each character trapped in the storm may take no actions of any kind other than to 
  make a Reflex save once per round. With success, the character is thrown 1d20 + 20 squares outside the 
  area of effect at a height of 2d20 + 20 ft. After the spell’s effect ends, scenery, objects, characters, and 
  the top 4 ft. of exposed ground within the area of effect are rearranged per the GM’s discretion. Each 
  piece of scenery and object of up to Colossal Size is destroyed. Further, the GM may spend 2 action dice 
  to cause any character remaining in the area of effect to be buried within the resulting debris. 
  You are immune to this spell’s effects at all times. 
   
   
  Telekinesis I 
  Level: 0 Force 
  Casting Time: 1 half action 
  Range: Close 
  Area: 1 object 
  Duration: Concentration 
  Saving Throw: Will negates (see Effect) 
  Effect: As a half action, you can lift and move 1 object weighing up to 5 lbs. and located within the spell’s 
  range up to 15 ft. in any direction. If the object is carried, the character holding it may make a Will save 
  to cancel the effect. You may not manipulate objects in complex ways using this spell; for instance, you 
  may not pull on a rope, turn a key, or rotate an object. Finally, if the object moves out of the spell’s 
  range at any time, the spell effect immediately ends and the object falls to the nearest surface below. 
   
   
  Telekinesis II 
  Level: 5 Force 
  Casting Time: 1 half action 
  Range: Remote 
  Area: 1 object 
  Duration: 1 round per Casting Level (dismissible) 
  Saving Throw: Fortitude negates or None (see Effect) 
  Effect: As a half action, you can perform any one of the following actions. When the spell effect ends, 
  the object falls to the nearest surface below. 
  • Combat Maneuver: You may lift and move 1 object weighing up to 25 lbs. and use it to make a Bull 
  Rush, Disarm, Grapple, or Trip action against any character within 15 ft. of the item’s current position. 
  Use a Spellcasting check in place of any attack or skill check required for the action. The target may not 
  save against this spell effect and even if the action fails, you do not suffer the normal consequences of 
  failure with that action (eg, in the case of a failed Trip action, you are not flat-footed). 
  • Sustained Force: You may lift and move 1 character or object weighing up to 25 lbs. per Casting Level 
  (maximum 300 lbs.) and move it up to 10 ft. If the character or object is carried, the character holding it 
  may make a Fortitude save to cancel the effect. You may manipulate objects in complex ways using this 
  spell; for instance, you may pull on a rope, turn a key, or rotate an object. The GC may require one or 
  
   
   
  more skill checks using Intelligence as the key attribute, however, if you attempt delicate procedures 
  with this effect, such as untying knots. 
  • Violent Thrust: You may lift and hurl a number of characters or objects up to your Casting Level 
  (maximum 12). Each must be located within 10 ft. of each of the others and their total weight may not 
  exceed 25 lbs. per Casting Level (maximum 300 lbs.). When you choose to hurl a character, he may make 
  a Fortitude save to cancel the effect. You may hurl each chosen character or object as a Standard 
  Ranged Attack at a specific target. With each hit, the target and each hurled character or object suffers 
  an amount of collision damage based on the size of the hurled character or object, 
  as outlined below. Each violent thrust decreases the spell’s duration by 1 round, and if this decreases 
  the remaining duration to 0 rounds or less, the spell ends after the attacks resolve. 
   
  Fine and smaller 
  No damage 
   
  Diminuitive 
   
  2 subdual 
   
  Tiny 
   
   
  2d2 subdual 
   
  Small 
   
   
  2d4 subdual (AP 1) 
   
  Medium 
   
   
  2d4 lethal (AP 2) 
   
  Large 
   
   
  2d6 lethal (AP 3; massive) 
   
  Huge 
   
   
  2d8 lethal (AP 4; massive) 
   
  Gargantuan 
   
  2d12 lethal (AP 6; massive) 
   
  Colossal 
   
  4d10 lethal (AP 8; massive) 
   
  Enormous 
   
  4d12 lethal (AP 10; massive) 
   
   
  Wall of Force 
  Level: 5 Force 
  Casting Time: 1 full action 
  Range: Close 
  Area: 10 ft long per Casting Level wall, 20 ft tall, 1 ft thick 
  Duration: Concentration + 1 round per Casting Level (dismissible, enduring) 
  Saving Throw: Reflex negates (see Effect) 
  Effect: An immobile, invisible wall of force springs into existence. If the wall appears covering one or 
  more characters’ current locations, each affected character may make a Reflex save, ending up on the 
  side of his choice with success or the side of your choice with failure. The wall cannot be penetrated or 
  dispelled and is immune to damage 
  of all kinds, though it may be annihilated. Characters, attacks, and spell effects may not pass through the 
  wall, with a few exceptions, notably flash damage, light effects, and gaze attacks. 
   
   
  Wall of Light 
  Level: 4 Energy (Aligned, Light) 
  Casting Time: 1 full action 
  Range: Local 
  Area: 20 ft long per Casting Level wall, 20 ft tall, 1 ft thick 
  Duration: Concentration + 1 round per Casting Level (dismissible) 
  Saving Throw: Reflex half or Reflex negates (see Effect) 
  Effect: An immobile, brilliant sheet of white light springs into existence. At the end of each round, each 
  undead, ooze, and opposite-aligned outsider located within a Wall of Light suffers 2d6 divine damage + 
  1 additional divine damage per 2 Casting Levels (maximum +10). 
  
   
   
  Any undead, ooze, or opposite-aligned outsider passing through the wall suffers 2d6 lethal damage + 1 
  additional lethal damage per 2 Casting Levels (maximum +10); this damage has AP 10. No save may be 
  made to decrease this damage. If the wall appears covering the current locations of one or more undead, 
  oozes, or opposite-aligned outsiders, each affected character may make a Reflex save, avoiding the 
  damage entirely with success (and ending up on either side of the wall, as he chooses). When this spell’s 
  effect is triggered, you must choose one side to become opaque, making characters on the opposite side 
  of the wall hidden from those on the opaque side. The other side becomes transparent, allowing all on 
  that side to see and attack through the wall without penalty. 
   
   
  Wall of Sound 
  Level: 6 Energy (Sonic) 
  Casting Time: 1 full action 
  Range: Close 
  Area: 20 ft long per Casting Level wall, 20 ft tall, 1 ft thick 
  Duration: Concentration + 1 round per Casting Level (dismissible) 
  Saving Throw: Fortitude partial or Reflex negates (see Effect) 
  Effect: An immobile, invisible wall of sound springs into existence. The only indication of the wall’s 
  existence is a slight distortion of the light passing through the wall and a constant buzzing sound, similar 
  to that produced by a small insect. At the end of each round, each character located within a Wall of 
  Sound suffers 3d6 sonic damage + 1 additional sonic damage per Casting Level (maximum +14). No save 
  may be made to decrease this damage. Additionally, the character must make a Fortitude save or 
  become deafened for 1d6 rounds per 2 Casting Levels. Any character passing through the wall suffers 
  3d6 sonic damage +1 additional sonic damage per Casting Level (maximum +14). No save may be made 
  to decrease this damage. Additionally, the character must make a Fortitude save or become deafened 
  for 1d6 rounds per 2 Casting Levels. Any non-magical object passing through the wall that’s made of 
  crystal, glass, ceramic, porcelain, or a similar substance suffers 1d6 sonic damage per Casting Level 
  (maximum 14d6). When such an item is carried, the character holding it may make a Reflex save and 
  with success, he shields it from this effect. If the wall appears covering one or more characters’ current 
  locations, each affected character may make a Reflex save, avoiding the damage entirely with success 
  (and ending up on either side of the wall, as he chooses). 
   
   
  Whirlwind 
  Level: 8 Weather (Air) 
  Casting Time: 1 half action 
  Range: Remote 
  Area: Special (see Effect) 
  Duration: 1 round per Casting Level 
  Saving Throw: Reflex negates (see Effect) 
  Effect: A powerful cyclone of raging wind appears at the spell’s point of origin. The cyclone is 50 ft. 
  diameter at its base and up to 1,000 ft. tall. It operates like a tornado (see Fantasy Craft, page 369), 
  except that expelled characters and objects are thrown 1d20 + 20 squares rather than being carried 1d6 
  miles. When this spell effect is triggered, you determine its movement for the spell’s entire duration, 
  though you may concentrate for 1 full action at any time to reprogram its movements. The cyclone 
  moves up to 60 ft. each round and always moves at the end of your Initiative Count. 
   
   
  
   
   
  Zot! 
  Level: 0 Weather (Lightning) 
  Casting Time: 1 half action 
  Range: Touch 
  Duration: Instantaneous 
  Saving Throw: Fortitude negates 
  Effect: The target feels a brief, sharp jolt and must make a successful Fortitude save or drop all held 
  items. A target possessing 5 or more points of electrical resistance is immune to this spell effect. 
   
   
  Arcane Sight I 
  Level: 3 Divination 
  Casting Time: 1 half action 
  Distance: Personal 
  Duration: Instant 
  Saving Throw: Will negates 
  Effect: You determine the spells affecting a target character or object, as well as the Casting Levels at 
  which they were produced. A target who makes his save is immune to this spell for the rest of the scene. 
   
   
  Arcane Sight II 
  Level: 7 Divination 
  Area: 60 ft. penetrating cone 
  Effect: As Arcane Sight I, except for Area. 
   
   
  Awaken Construct 
  Level: 9 Artifice 
  Casting Time: 1 hour 
  Distance: Touch 
  Duration: Permanent 
  Preparation Cost: 20 
  Effect: One target construct becomes self-aware, gaining the spark of independent thought. It becomes 
  a special character with minimum Intelligence, Wisdom and Charisma scores of 10. The GM remains in 
  control of the construct, which is Supportive of you and its creator but may now ignore commands. This 
  spell may not be countered. 
   
   
  Bless Water 
  Level: 1 Word (Aligned) 
  Casting Time: 1 full action 
  Distance: Touch 
  Duration: 1 minute per Casting Level 
  Effect: One pint of water functions as an anointed vial (see Fantasy Craft p. 164) of your Alignment. 
   
   
  Click! 
  Level: 0 Artifice 
  
   
   
  Casting Time: 1 full action 
  Distance: Close 
  Duration: Instant 
  Saving Throw: Reflex negates (held object) 
  Effect: You may toggle a single button, key, or switch that could typically be operated with a single finger. 
  This spell cannot disable locks, sensors, or traps. 
   
   
  Construct Assembly I 
  Level: 1 Artifice 
  Casting Time: 1 round 
  Distance: Close 
  Duration: 1 minute per Casting Level (dismissible, enduring) 
  Effect: You summon 1 of the following constructs. With GM approval, you may modify your choice or 
  build a new construct, so long as it has the construct quality and has a maximum XP value of 40. The 
  precise nature of this servant should match your style of magic. At the GM’s discretion, it could be an 
  animated object, a complex android, a golem crafted of flesh from many creatures, a clockwork creation, 
  or something else entirely. The construct may not act during the round it appears. Thereafter it follows 
  your commands to the best of its ability. In the absence of instructions the construct falls under the 
  GM’s control, though it continues to serve you as best it perceives it can (e.g. combat constructs 
  attack whatever seems to be your enemy, intel constructs bring you things they think will help you, etc.). 
   
  ((Need to convert construct statblocks)) 
   
   
  Construct Assembly II 
  Level: 3 Artifice 
  Effect: As Construct Assembly I, except that you gain 1 construct (max 60 XP) or 2 constructs (max 4 XP). 
   
   
  Construct Assembly III 
  Level: 5 Artifice 
  Effect: As Construct Assembly I, except that you gain 1 construct (max 90 XP), 2 constructs (max 60 XP), 
  or 4 constructs (max 40 XP). 
   
   
  Construct Assembly IV 
  Level: 7 Artifice 
  Effect: As Construct Assembly I, except that you gain 1 construct (max 120 XP), 2 constructs (max 90 XP), 
  4 constructs (max 60 XP), or 8 constructs (max 40 XP). 
   
   
  Construct Assembly V 
  Level: 9 Artifice 
  Effect: As Construct Assembly I, except that you gain 1 construct (max 160 XP), 2 constructs (max 120 
  XP), 4 constructs (max 90 XP), 8 constructs (max 60 XP), or 16 constructs (max 40 XP). 
   
   
  
   
   
  Construct Mimicry 
  Level: 8 Artifice 
  Casting Time: 1 hour 
  Distance: Touch 
  Duration: 1 day per Casting Level (dismissible) 
  Effect: One target construct gains the appearance of one familiar character. Unless the construct’s 
  Disguise/Mask bonus is already higher, it rises to double your Casting Level when impersonating the 
  character. The construct’s other statistics become equal to those of the target character but the 
  construct does not gain any of the character’s memories or mannerisms. 
   
   
  Contingency 
  Level: 7 Artifice 
  Casting Time: As target spell or 10 minutes, whichever is longer 
  Distance: Personal 
  Duration: 1 day per Casting Level (dismissible) 
  Preparation Cost: 2 × target spell’s Level (minimum 2) 
  Effect: You hold in reserve a Personal spell with a Level no higher than 1/3 your Casting Level (rounded 
  down), spending the spell points and Preparation Costs of both Contingency and the target spell when 
  Contingency is cast. You must also name a trigger that prompts the spell’s release (e.g. you’re attacked). 
  If the trigger is another character’s action, your reserved spell is cast immediately before (e.g. your spell 
  goes off before the attack). If the trigger doesn’t occur before the Contingency spell ends, you lose the 
  reserved spell. If a Spellcasting result is required to determine the reserved spell’s effect, generate a 
  new one when the spell is cast. Tricks may not be applied to reserved spells at any time. You may only 
  hold only one spell in reserve at a time. 
   
   
  Detect Poison 
  Level: 0 Divination 
  Casting Time: 1 half action 
  Distance: Personal 
  Area: 60 ft. penetrating cone 
  Duration: Concentration + 1 minute per Casting Level (dismissible) 
  Effect: You sense poison and poisoned characters. You may identify a poison you sense with a successful 
  Knowledge check (DC 15). 
   
   
  Detect Snares and Pits 
  Level: 0 Artifice 
  Casting Time: 1 half action 
  Distance: Personal 
  Area: 60 ft. penetrating cone 
  Duration: Concentration + 1 minute per Casting Level (dismissible) 
  Effect: You sense natural traps with a Stash result up to 20, as well as natural hazards like quicksand, 
  sinkholes, and unstable surfaces. You may identify the method of disabling a trap you sense with a 
  successful Knowledge check (DC 15). 
   
   
  
   
   
  Energy Sink 
  Level: 3 Artifice 
  Casting Time: 1 full action 
  Distance: Touch 
  Duration: 10 minutes per Casting Level 
  Saving Throw: Fortitude negates (harmless) 
  Effect: One target construct gains resistance equal to your Casting Level + 5 against one of these damage 
  types: acid, cold, electrical, fire, or sonic. 
   
   
  Forced Conversion 
  Level: 9 Word (Aligned) 
  Casting Time: 1 minute 
  Distance: Close 
  Duration: Permanent 
  Saving Throw: Will negates (terminal) 
  Preparation Cost: 20 
  Effect: The target character gains your Alignment, losing its own. This new Interest may not be 
  abandoned, though this spell may be countered, reversing the effect. 
   
   
  Gremlin Wisdom 
  Level: 4 Artifice 
  Casting Time: 1 half action 
  Distance: Personal 
  Duration: 1 hour per Casting Level 
  Effect: You gain a +4 magic bonus with damage rolls against objects. As a half action, you may end this 
  spell early to gain a +10 magic bonus with a single Disable or Sabotage check. 
   
   
  Hypercognition 
  Level: 6 Divination 
  Casting Time: 1 half action 
  Distance: Personal 
  Duration: 1 hour per Casting Level 
  Effect: You gain a +6 magic bonus with Search/Perception and Sense Motive/Detect Lie checks. As a half 
  action, you may end this spell early to gain a +14 magic bonus with a single Investigate/Canvass check. 
   
   
  Jam Construct 
  Level: 1 Artifice 
  Casting Time: 1 half action 
  Distance: Touch 
  Duration: Instant 
  Saving Throw: Fort negates (terminal) 
  Effect: One target construct is stunned for 1d4 rounds. 
   
   
  
   
   
  Library of Souls 
  Level: 8 Word 
  Casting Time: 10 minutes 
  Distance: Personal 
  Duration: 1 hour 
  Preparation Cost: 1 
  Effect: You call upon those who have gone before to bestow temporary arcane knowledge. Choose a 
  combination of spells with a total combined Spell Level of 8 or less. The Spell Levels of non-Seer spells 
  are doubled for this purpose (e.g. a Level 3 Channeler spell counts as Spell Level 6). You know and may 
  cast these spells normally for the Duration of Library of Souls. 
   
   
  Locate Person 
  Level: 4 Divination 
  Casting Time: 1 minute 
  Distance: Unlimited 
  Duration: 1 hour per Casting Level 
  Saving Throw: Will negates scene 
  Effect: You sense the direction of a familiar person, or the nearest person of a particular species. 
   
   
  Machine Wisdom 
  Level: 3 Artifice 
  Casting Time: 1 half action 
  Distance: Personal 
  Duration: 1 hour per Casting Level 
  Effect: You gain a +3 magic bonus with Crafting checks other than Disable or Sabotage. As a half action, 
  you may end this spell early to gain a +8 magic bonus with a single Crafting check other than Disable or 
  Sabotage. 
   
   
  Mage Scribe III 
  Level: 7 Word 
  Effect: As Mage Scribe I, except that you may embed your bonus with 1 skill into the script. The next 
  character with a lower bonus in the skill who reads the text in full gains the skill bonus until the end of 
  the current adventure. The script may only transfer the skill bonus once; thereafter, it acts as described 
  in Mage Scribe I. 
   
   
  Mind Probe 
  Level: 9 Divination 
  Casting Time: 1 full action 
  Distance: Touch 
  Duration: 1 minute 
  Saving Throw: Will negates (repeatable, terminal) 
  Preparation Cost: 20 
  Effect: You telepathically bond with the target character and mentally probe their mind, forcing them to 
  truthfully answer 1 question per round. 
  
   
   
   
   
  Power Word: Anguish 
  Level: 7 Word 
  Casting Time: 1 free action 
  Distance: Close 
  Duration: Instant 
  Effect: You and a character of your choice suffer 1d10 stress damage + 1 per Casting Level (maximum 
  +16), even if they can’t hear you. 
   
   
  Power Word: Blind 
  Level: 7 Word 
  Casting Time: 1 free action 
  Distance: Close 
  Duration: Instant 
  Effect: You and a character of your choice become blinded for 2d4 rounds, even if they can’t hear you. 
   
   
  Power Word: Deafen 
  Level: 3 Word 
  Casting Time: 1 free action 
  Distance: Close 
  Duration: Instant 
  Effect: You and a character of your choice become deafened for 2d4 rounds, even if they can’t hear you. 
   
   
  Power Word: Distract 
  Level: 3 Word 
  Casting Time: 1 free action 
  Distance: Close 
  Duration: Instant 
  Effect: You and a character of your choice become flat-footed and cannot recover for 2d4 rounds, even 
  if they can’t hear you. 
   
   
  Power Word: Tire 
  Level: 1 Word 
  Casting Time: 1 free action 
  Distance: Close 
  Duration: Instant 
  Effect: You and a character of your choice become fatigued for 2d4 rounds, even if they can’t hear you. 
   
   
  Power Word: Wither 
  Level: 4 Word 
  Casting Time: 1 free action 
  Distance: Close 
  
   
   
  Duration: Instant 
  Effect: You and a character of your choice suffer 2 points of Strength and Dexterity damage for 2d4 
  rounds, even if they can’t hear you. 
   
   
  Prying Eyes I 
  Level: 4 Divination 
  Casting Time: 10 minutes 
  Distance: Personal 
  Duration: 1 minute per Casting Level (dismissible) 
  Effect: You summon 2 Prying Eyes, each of which looks like a floating eyeball roughly the size of an apple. 
  Each eye scouts an area or direction of your choice. You may only communicate with the Eyes when 
  they’re located in your square, so they must return to you to report their findings (a process that takes 1 
  full round). 
   
  ((Need to convert eye statblock)) 
   
  Prying Eyes II 
  Level: 8 Divination 
  Effect: As Prying Eyes I, except that each eye benefits from True Seeing at all times. 
   
   
  Sense Weakness 
  Level: 5 Divination 
  Casting Time: 1 half action 
  Distance: Close 
  Duration: 1 minute per Casting Level 
  Saving Throw: Will negates 
  Effect: One target character’s Spell Defense decreases by 10. 
   
   
  Spell Bind I 
  Level: 5 Artifice 
  Casting Time: As target spell or 10 minutes, whichever is longer 
  Distance: Touch 
  Duration: Permanent (dismissible) 
  Preparation Cost: 1 × target spell’s Level (minimum 1) 
  Effect: You record a Level 1–4 spell you know into an object you can carry in one hand (spending the 
  spell points and Preparation Costs of both Spell Bind and the target spell when Spell Bind is cast). Tricks 
  may not be applied to bound spells at any time. You may cast a bound spell as a full action, generating a 
  new Spellcasting result if one is required to determine the bound spell’s effect. You may only Spell Bind 
  one item at a time. 
   
   
  Spell Bind II 
  Level: 8 Artifice 
  Casting Time: 1 hour 
  Effect: As Spell Bind I, except that you may bind a Level 1–7 spell. 
  
   
   
   
   
  Telepathic Bond 
  Level: 5 Word 
  Casting Time: 1 full action 
  Distance: Close 
  Duration: 10 minutes per Casting Level (dismissible) 
  Preparation Cost: 5 
  Effect: You forge a telepathic bond between willing characters (up to 1 per 3 Casting Levels). You need 
  not be part of this bond. Bonded characters may communicate at a range of up to 5 miles at all times, 
  even if they don’t possess a common tongue. 
   
   
  Tinker III 
  Level: 3 Artifice 
  Effect: As Tinker I, except you repair or inflict 3d8 damage + 1 per Casting Level (maximum +15). 
   
   
  Tinker IV 
  Level: 4 Artifice 
  Effect: As Tinker I, except you repair or inflict 4d8 damage + 1 per Casting Level (maximum +20). 
   
   
  Tinker I, Mass 
  Level: 5 Artifice 
  Casting Time: 1 full action 
  Distance: Close 
  Duration: Instant 
  Saving Throw: Will half 
  Effect: You manipulate the inner workings of a number of constructs up to your Casting Level, repairing 
  or inflicting 1d8 damage + 1 per Casting Level (maximum +5) to each. 
   
   
  Tinker II , Mass 
  Level: 6 Artifice 
  Effect: As Mass Tinker I, except that you repair or inflict 2d8 damage + 1 per Casting Level (maximum 
  +10). 
   
   
  Tinker III , Mass 
  Level: 7 Artifice 
  Effect: As Mass Tinker I, except that you repair or inflict 3d8 damage + 1 per Casting Level (maximum 
  +15). 
   
   
  Tinker IV , Mass 
  Level: 8 Artifice 
  
   
   
  Effect: As Mass Tinker I, except that you repair or inflict 4d8 damage + 1 per Casting Level (maximum 
  +20). 
   
   
  Toughen Construct 
  Level: 2 Artifice 
  Casting Time: 1 half action 
  Distance: Touch 
  Duration: 10 minutes per Casting Level 
  Saving Throw: Will negates (harmless) 
  Effect: One target construct gains DR equal to 1/3 your Casting Level (rounded down). 
   
   
  Trap Wisdom 
  Level: 2 Artifice 
  Casting Time: 1 half action 
  Distance: Personal 
  Duration: 1 hour per Casting Level 
  Effect: You gain a +2 magic bonus with Notice/Awareness and Search/Perception checks made to find 
  sensors and traps. As a half action, you may end this spell early to gain a +6 magic bonus with a single 
  Prestidigitation/Stash check made to conceal a sensor or trap. 
   
   
  True Strike I, Mass 
  Level: 6 Divination 
  Casting Time: 1 half action 
  Distance: Close 
  Duration: Special (see Effect) 
  Effect: The defenses of those around you are laid bare. If your next attack check is made before the end 
  of the next round, you gain a +6 bonus and your error range decreases by 2 (minimum 0). This same 
  effect applies to a number of your teammates and allies up to your Casting Level. 
   
   
  True Strike II , Mass 
  Level: 9 Divination 
  Casting Time: 1 half action 
  Distance: Close 
  Duration: Special (see Effect) 
  Effect: As Mass True Strike I, except that you and each teammate and ally gain a +10 bonus and cannot 
  suffer an error. 
   
   
  True Strike I, Snap 
  Level: 2 Divination 
  Casting Time: 1 free action 
  Distance: Personal 
  Duration: Special (see Effect) 
  
   
   
  Effect: The defenses of those around you are laid bare. If your next attack check is made before the end 
  of the current round, you gain a +6 bonus and your error range decreases by 2 (minimum 0). 
   
   
  Whispering Wind I 
  Level: 2 Word (Air, Sonic) 
  Casting Time: 1 half action 
  Distance: Special (see Effect) 
  Duration: Special (see Effect) 
  Effect: You send a verbal message up to 25 words or sound up to 1 round in length to a familiar location 
  within 1 mile per Casting Level. The wind carries the communication at any Speed up to 1 mile per 10 
  minutes. While en route it feels and sounds like a gentle breeze. 
   
   
  Whispering Wind II 
  Level: 4 Word (Air, Sonic) 
  Casting Time: 1 minute 
  Distance: Unlimited 
  Duration: Instant 
  Effect: As Whispering Wind I, except targeting a familiar character instead of a location and delivering 
  the message without travel time (it arrives instantly). 
   
   
  Write Magic 
  Level: 0 Word 
  Casting Time: Varies (see Effect) 
  Distance: Touch 
  Duration: Permanent 
  Effect: You write arcane script at the rate of 100 words an hour 
  
SOURCE: textdata/thevault/FantasyCraft/Spycraft stuff for FC/spell conversions from spycraft Spellbound.pdf