Back to Magic

Sample Grimoire

The following spells are included as examples to get you started.

Acid Arrow
Conuration (Wizard Only)
A gob of nasty, stinking acid appears and shoots at the target, dissolving flesh and corroding anything organic it touches. The most popular form of this spell, written by the infamous archmage Dhahyu, is Acidic Attack.
System: Missile deals 1 Wound to target organic creature.
Resistance: PCs resist this spell by dodging or blocking with a shield. If the shield is wooden, blocking with a shield may damage it.
Forms: Power increases the damage. Targets affects more than one enemy. Area can create a blast that affects a region in space.

Avoid Notice
Bewitching
People around the target tend to overlook hir.
System: Although people can see the target and will walk or shoot around hir automatically, they overlook hir presence and don’t remember seeing hir.
Required Forms: Area is required to expand the enchantment to include the people around the target instead of the target hirself. Since it’s fundamental to the spell, no special ability is necessary to exclude the target from the effect targeting hir.
Forms: Power expands the effect to include sound, smell, touch, and other senses, as well as sight. Target increases the number of targets affected. Size is required to target something larger than the caster.

Basic Scrying
Scrying
Caster sends hir perceptions to a distant place through a reflective surface. If ze wishes, ze can also send perceptions from the same surface to a reflective surface in the remote location.
System: Caster experiences one sense from a distant location to which the caster has been or seen and sends the same sense to a reflective surface in that location.
Forms: Area expands the senses over an area instead of a fixed vantage point.

Basic Seeing
Scrying
Caster sends hir perceptions to a distant place through a reflective surface.
System: Caster experiences one sense from a distant location to which the caster has been or seen.
Forms: Area expands the senses over an area instead of a fixed vantage point.

Basic Sending
Scrying
Caster sends local perceptions from a reflective surface to manifest on a distant surface.
System: Caster sends one sense from the vantage point of a local reflective surface to a distant reflective surface in a place to which the caster has been or seen.
Forms: Area expands the senses over an area instead of a fixed vantage point.

Basic Teleport
Teleportation
Target shifts instantly from one place to another.
System: The target is relocated to a desired location to which the caster has been or seen before.
Resistance: PCs resist this spell with force of will or fortitude.
Forms: Area affects multiple targets. Size is required to affect a target larger than the caster.

Bound Dagger
Conjuration
The caster forms a generic weapon with which ze can fight. Although the common name of the spell is ‘Bound Dagger’, it can summon any type of common weapon the caster pictures in hir mind. A wizard’s version exists, ‘Wizard’s Bound Dagger’ that can conjure weapons for other people, too.
System: The construct lasts as long as the caster has it in hir possession or for about an hour. Note that it can be dispelled.
Forms: Targets increases the number of weapons conjured, but the caster must be touching each one for it to persist. Reinforcement makes the construct harder to dispel. For the wizard’s version, Combination can bind extra magical damage to the weapon’s attacks.

Bound Dart
Conjuration (Wizard only)
The caster forms a generic ranged weapon which ze shoots at the enemy. Although the common name of the spell is ‘Bound Dart’, it can summon any type of common ranged weapon the caster pictures in hir mind.
Some schools of thought exist that argue that this spell is actually a Conjuration grafted with an Apportation, but the subject is debated fiercely. It’s commonly categorized squarely under the former category.
System: The weapon appears in the air or in the caster’s hand, flies at the target and deals damage as a typical specimen of the type, and disappears unless the caster chooses to have it persist or after an hour.
Forms: Targets increases the number of missiles conjured. Reinforcement makes the construct harder to dispel. Combination binds extra magical damage to the weapon’s attacks.

Bound Leather
Conjuration
The caster forms a generic suit of armor to protect hirself from harm. Although the common name of the spell is ‘Bound Leather’, it can summon any type of common armor the caster pictures in hir mind. A wizards’ version exists, ‘Wizard’s Bound Leather’, that can conjure armor for other people, too.
System: The construct lasts as long as the caster has it in hir possession or for about an hour. Note that it can be dispelled.
Forms: Targets increases the number of weapons conjured, but the caster must be touching each one for it to persist. Reinforcement makes the construct harder to dispel. For the wizard’s version, Combination can bind extra protection to the armor.

Burn
Dynamism
Target catches flame.
System: One target bursts into flame. If used to deal damage to living creatures, this causes 1 Wound from fire damage.
Resistance: PCs resist this spell by dodging, blocking with a shield, or with fortitude.
Forms: Power increases the intensity of the flame or the amount of damage. Targets affects multiple objects or creatures. Size is required for targets larger than the caster. Recurring is used to inflict ongoing fire damage to living creatures; the GM may also require it for objects like water that don’t normally burn.

Charm Person
Bewitching
Target considers the caster and hir allies to be friends and is inclined to trust and obey the caster. One popular form of this spell, credited to the archmage Eti Gulimay, is known as ‘Little Sister’ and makes the target think of the caster as a younger sibling that ze needs to protect.
System: Outside of combat, the target is willing to do pretty much anything that isn’t harmful, amoral, or embarrassing to hirself. In combat, this spell makes the target hesitate to initiate an attack on the caster or hir allies, although the target will defend against attacks.
Resistance: PCs resist this spell by force of will.
Forms: Power gives the target Disadvantage on checks to resist this spell. Targets affects multiple individuals. Size is required against targets larger than the caster.

Cure Disease
Necromancy
Subject’s body is bolstered to eliminate the target disease within a few seconds.
System: One disease is cured from the subject.
Resistance: PCs can resist this spell by force of will or fortitude, if desired.
Forms: Power can make a spell target more than one disease. Otherwise, it should only apply if the GM and players decide a disease is particularly virulent or resistant to magic. Targets affects more than one subject. Size applies if the subject is larger than the caster.

Darkness
Dynamism
The caster banishes light from the target area, rendering it pitch black.
System: Light is removed from target area, roughly the same size as the caster, making it impervious to normal sight. From the outside, the area looks like a cloud of darkness.
Forms: Power can expand the scope of the darkness to include sound, thermal sense, echosense, and other forms of energy-based perception. Area increases the size of the target region.

Dart of Cold
Dynamism
A blast of frost appears and shoots at the target, inflicting cold damage.
System: Missile deals 1 Wound of cold damage.
Resistance: PCs resist this spell by dodging or blocking with a shield.
Forms: Power increases the damage. Targets can affect multiple targets. Area can create a blast that affects a region in space.

Daylight
Dynamism
Target is bathed in a wide ray of warm light as bright as the sun that comes from the sky or through the ceiling.
System: Target receives full illumination, as from the noonday sun.
Forms: Power adds intensity to the spell, enough to sunburn the target. Area increases the size of the ray. Combination can add damage to the effect.

Detect Evil Intent
Discernment
This spell warns you if the target intends to commit an evil action within the next hour or so.
System: The spell provides a simple yes or no answer.
Resistance: PCs resist this spell by force of will.
Forms: Power increases the amount of information the spell provides about the intended action. Targets searches multiple minds.

Dimension Door
Teleportation
A portal appears connecting two places.
System: Portal lets people and objects pass from the caster’s location to a distant location the caster has been or seen.
Forms: Area increases the size of the portal.

Draining Touch
Necromancy
The caster’s touch chills the target to the bone as it attacks hir life force directly. The ranged version of this spell is called Draining Ray.
System: Touch attack deals 1 Wound necrotic damage.
Resistance: PCs resist this spell with force of will, by dodging, or by parrying or blocking the touch.
Forms: Power increases the damage. Targets affects multiple targets. Size is required to target a creature larger than the caster.

Enhance Healing
Necromancy
Target wound knits together and begins to heal naturally over the space of a minute. Subject feels nervous and energetic.
System: A single wound is reduced by 1 level. This spell doesn’t work on mental Trauma.
Forms: Increasing Power enhances the level of healing, but it cannot make the spell bring dead people back to life. You can split the levels across multiple wounds. Increasing Targets can heal multiple creatures at the same time. Healing a creature larger than yourself requires the Size form.

Eyes of Fire
Scrying
Attributed to the notorious pyromancer Ganuk Flamebeard, this spell allows the caster to scry into or out of an open flame instead of a reflective surface.
System: As standard scrying, but instead of using a smooth surface to focus the spell, the caster uses an open flame.
Forms: Power allows the caster to use additional senses in the spell. Area expands the scope of the perception. For wizards, Combination can target another spell through scrying.

Flame Arrow
Dynamism
A missile of fiery magic appears and shoots at the target, inflicting burns. There’s a ritual of this spell written by the pyromancer Ganuk Flamebeard called ‘Fiery Doom’ that shoots three streamers of flame at a target simultaneously. People say it’s almost impossible to dodge. Another spell of his, called ‘Flamestrike’, calls down a ball of fire from the heavens to fall on its victim. Finally, he has a notorious spell called ‘Conflagration’ that immolates its target inside a blazing pillar of fire.
System: Missile deals 1 Wound of fire damage.
Resistance: PCs resist this spell by dodging or blocking with a shield.
Forms: Power increases the damage. Targets can affect multiple targets. Area can create a blast that affects a region in space.

Glue
Conjuration (Wizard Only)
A mass of gluey goo coats the target, making it difficult for hir to move and spreading to anyone that touches hir. A popular form of this spell credited to the archmage Dhahyu is commonly known as Constraining Construct.
System: Target becomes stuck in a coating of semisolid glue. Struggling makes it worse. Anyone that touches the stuff is in danger of getting pulled inside and stuck themselves. Since it’s a construct, though, the caster can simply unmake any that gets on hir or hir allies.
Resistance: PCs resist this spell by dodging or blocking with a shield. Getting out involves brute strength.
Forms: Power makes the glue stronger, giving the target Disadvantage on escaping. Area increases the region affected. Size is required for targets larger than the caster.

Grab Person
Apportation
Target is seized forcibly and lifted into the air.
System: Caster constrains and moves the target at will, but only about as far as ze can walk.
Resistance: PCs resist this spell by dodging, escape artistry, or brute strength.
Forms: Power can either increase the distance the caster can move the target or increase the strength of the hold, making the victim resist at Disadvantage. Targets affects multiple individuals. Size is required for targets larger than the caster.

Hex
Bewitching
The target suffers from diminished focus, muddied thoughts,and general malaise.
System: Target suffers -1 to one stat.
Resistance: PCs resist this spell by force of will.
Forms: Power increases the modifier. Targets increases the number of targets.

Hold Person
Bewitching
Target is paralyzed and cannot move, take action, or defend hirself in any way. City guards are often trained to use this spell to capture criminals.
System: Target living creature, summon, or necromantic construct is paralyzed and helpless.
Resistance: PCs resist this spell by force of will.
Forms: Power gives the target Disadvantage on checks to resist. Targets affects more than one person.

Hold Portal
Apportation
A magical force holds the target door in place.
System: Target door cannot be opened normally; it must be bashed or chopped through.
Forms: Power increases the strength of the effect, making anyone trying to get through the door suffer Disadvantage. Targets affects multiple doors. Size is required if the door is much larger than normal (standard humanoid doors don’t require Size).

Hush
Bewitching
Target cannot speak or make any sound. 4 out of 5 wizards agree that using this spell on your significant other is a remarkably bad idea.
System: Target living creature cannot make a sound with hir voice or intentionally make noise in any other way, as by hitting, knocking down, or throwing things. If the target is knocked down, ze still makes accidental noise normally.
Resistance: PCs resist this spell by force of will.
Forms: Power gives the target Disadvantage on any resistance check. Targets targets multiple people.

Invisibility
Illusion
The target is erased from normal sight.
System: People cannot see the target for the duration of the effect, although they may be able to detect hir location by hir effect on the environment like footsteps, moving branches, and such like.
Forms: Power expands the effect to include sound, smell, touch, and other senses. Target increases the number of targets affected. Size is required to target something larger than the caster.

Keenblade
Transformation
Target blade strikes harder and cuts deeper with a keen magical edge.
System: Target bladed weapon gains +1 Wound to its cutting or stabbing damage. This spell doesn’t work on bludgeoning weapons.
Forms: Power increases the amount of damage. Targets affects multiple blades.

Keenbolt
Transformation
An entire quiver’s worth of ammunition strikes harder and cuts deeper with a keen magical edge.
System: Target bladed ammunition or thrown weapons gain +1 Wound to its cutting or stabbing damage. This spell doesn’t work on melee or bludgeoning weapons. It affects an entire group of ammo, like a quarrel of bolts, a quiver of arrows, or a brace of throwing knives.
Forms: Power increases the amount of damage. Targets affects multiple quivers or groups of ammunition.

Knit Wounds
Transformation
Target wound knits together and begins to heal naturally over the space of a minute. Subject becomes very tired.
System: A single wound is reduced by 1 level. This spell doesn’t work on mental Trauma.
Forms: Increasing Power enhances the level of healing, but it cannot make the spell bring dead people back to life. You can split the levels across multiple wounds. Increasing Targets can heal multiple targets at the same time. Healing a creature larger than yourself requires the Size form.
Note: In setting, rituals for this spell would probably be broken up into various versions like Knit Flesh, Heal Bruise, Join Bone, Soothe Burn, Neutralize Poison, and such like.

Knock
Apportation
Target door or fastener opens by itself.
System: Target door opens, if unlocked.
Forms: Targets can open multiple doors or fasteners at the same time. Size is required if the door is much larger than normal (standard humanoid doors don’t require Size).

Levitate
Apportation
Target floats above the ground and can move at its normal walking speed, if applicable.
System: The target can float through the air up to 10 feet above the ground. If the ground drops sharply, the target drifts downward at a gentle speed and comes to a rest 10 feet above the lower ground without falling or taking any damage. While floating, the target does not exert any pressure on the ground.
Forms: Power lets the target move faster while floating. Targets affects multiple creatures or objects. Size is required if the target is much larger than the caster.

Light
Dynamism
This spell creates a point of light that floats in the air around the caster and illuminates the area around it. It can also project a ray or cone of light, as desired.
System: The spell creates light, which can blind or even burn someone.
Forms: Power increases the intensity of the light. Area enhances its scope. Combination can add a damage effect.

Lightning Bolt
Dynamism
A bolt of lighting shoots from the caster’s hand to strike the target, inflicting shock damage.
System: Missile deals 1 Wound of electrical damage.
Resistance: PCs resist this spell by dodging or blocking with a shield.
Forms: Power increases the damage. Targets can affect multiple targets. Area can create a blast that affects a region in space.

Locate Object
Divining
The spell leads the caster straight to the nearest specific object the caster pictures in hir mind.
System: For the base version of this spell, the caster has to specify either the general type of object or the specific object.
Forms: Power can increase the spell to include any type of object. Targets reveals multiple objects.

Locate Traps
Divining
The spell leads the caster straight to the nearest trap or manufactured hazard the caster pictures in hir mind.
System: For the base version of this spell, the caster has to specify the general type of trap or hazard.
Forms: Power can increase the spell to include any type of trap. Targets reveals multiple traps.

Magic Key
Apportation
While holding the key to a lock, the caster can set or release a lock from a distance.
System: The caster must be holding the key to a lock in order to target the lock. Target is either locked or unlocked, at the caster’s discretion.
Forms: Power can force a lock, even if the caster doesn’t have the key; however, it may damage the lock. Targets can engage multiple locks at the same time. The caster must be holding the key to each. Size is only required for truly massive locks. The size of the attached door isn’t an issue.

Magical Assistance
Bewitching
The target benefits from clearer focus, improved precision, and quicker reactions.
System: Target gains +1 to one stat.
Forms: Power increases the modifier. Targets increases the number of targets.

Memories of the Dead
Necromancy
Caster recovers memories from a corpse, answering any one question the character chooses to seek.
System: Target corpse with its brain intact reveals the answer to one question as the target knew it in life.
Forms: Power increases the number of questions the caster can seek out. Targets can search more than one corpse for the answer. Size is required for corpses larger than the caster.

Mirror Image
Illusion
A body double of the caster appears to confuse or mislead enemies. Also useful for fooling your boss when you’re slacking.
System: A mirror image of the caster appears and either performs simple actions like running or walking, or duplicates the actions of the caster. Since the pattern for the spell is the caster hirself, adding details to create a copy is not considered difficult. If ze wishes to use a different target, however, the illusion is considered detailed and is therefore difficult to cast.
Forms: Power is necessary if the caster wants the images to speak or have substance. Targets increases the number of copies.

Phantom Sunlight
Illusion
Target is bathed in a wide ray of light as bright as the sun that comes from the sky or through the ceiling.
System: Target is illuminated, but without any heat or other effect.
Resistance: PCs resist this spell by force of will.
Forms: Power can add warmth to the effect and/or increase its intensity. Area increases the size of the ray. Combination can add a damage effect, but only mental damage.

Physical Shield
Apportation
Target is protected from attack by a floating shield that moves to protect hir.
System: Choose a sturdy object to use as the shield. Target gains the benefits of a shield. If ze chooses the Trade Shield for Damage option, the spell ends.
Forms: Targets affects multiple targets. Combination can conjure a shield instead of using an existing object.

Protection
Abjuration
The target is protected from all harm by a shell of magical force.
System: Target gains 1 Armor.
Forms: Power improves the protection. Targets increases the number of targets. Size protects a target larger than the caster.

Psychic Shield
Abjuration
Target is shielded from mental shock or trauma.
System: Against any attack that deals Trauma instead of Wounds, the target can block damage and trade the shield for damage as if ze were using a shield in physical combat. If ze chooses the Trade Shield for Damage option, the spell ends.
Forms: Power allows the target to trade the shield for damage an additional time. Targets affects multiple targets.

Purify Food and Drink
Transmutation
Target food is purged of any toxins or impurities.
System: The spell purifies up to the caster’s own mass in volume.
Forms: Area increases the amount of food and drink affected.

Raise Skeleton
Necromancy
Target skeleton animates to obey the caster’s bidding.
System: Target skeleton is a generic specimen of hir kin, takes orders from the caster, and obeys to the best of hir ability--if a bit stupidly. Ze comes with all the instincts typical to its species as well as the physical skills it knew in life, so some skeletons will be better fit for some tasks than others.
The caster has to have a skeleton in order to raise it.
Forms: Power creates an unusually capable or strong subject. Targets raises multiple subjects. Size raises subjects larger than the caster. Combination can give the subject magical powers or abilities.

Raise Wight
Necromancy
Target corpse animates to obey the caster’s bidding.
System: Target corpse retains the basic physical and mental attributes it had in life, takes orders from the caster, and obeys to the best of hir ability. Wights are noticeably slower to react than living creatures, but they do react. Ze comes with all the instincts typical to its species as well as the physical and mental skills it knew in life, so some corpses will be better fit for some tasks than others.
The caster has to have a corpse in order to raise it.
Forms: Power creates an unusually capable or strong subject. Targets raises multiple subjects. Size raises subjects larger than the caster. Combination can give the subject magical powers or abilities.

Raise Zombie
Necromancy
Target corpse animates to obey the caster’s bidding.
System: Target corpse retains the basic physical attributes it had in life, takes orders from the caster, and obeys to the best of hir ability--if a bit stupidly. Ze comes with all the instincts typical to its species as well as the physical skills it knew in life, so some zombies will be better fit for some tasks than others.
The caster has to have a corpse in order to raise it.
Forms: Power creates an unusually capable or strong subject. Targets raises multiple subjects. Size raises subjects larger than the caster. Combination can give the subject magical powers or abilities.

Remove Disease
Transformation
Target disease is eliminated from the subject’s body.
System: One disease is cured from the subject.
Resistance: PCs resist this spell by force of will or fortitude, if desired.
Forms: Power can make a spell target more than one disease. Otherwise, it should only apply if the GM and players decide a disease is particularly virulent or resistant to magic. Targets affects more than one subject. Size applies if the subject is larger than the caster.

Shatterscream
Dynamism
A bone-shaking blast of sound emanates from the caster, inflicting sonic damage.
System: Blast deals 1 Wound of sonic damage.
Resistance: PCs resist this spell by dodging or blocking with a shield.
Forms: Power increases the damage. Area can affect multiple targets. Area can create a blast that affects a region in space.

Shield
Abjuration
Target is shielded from attack by magical force.
System: Target gains the benefits of a shield, even if ze isn’t wielding one. If ze chooses the Trade Shield for Damage option, the spell ends.
Forms: Targets affects multiple targets.

Shield of Flame
Dynamism
A shield of fiery energy appears to discourage melee attackers. One version of this spell, ‘Fiery Rebuke’, written by the pyromancer Ganuk Flamebeard, also shoots out flares to punish ranged attackers for their aggression.
System: Any time a combatant makes a melee attack against the target, ze suffers 1 Wound from fire damage. The victim takes damage whether hir attack was successful or not. For Fiery Rebuke, the damage applies to ranged attackers, as well.
Forms: Power increases the damage. Targets affects multiple targets.

Shield of Force
Dynamism
Target is shielded from attack by a barrier of magical energy.
System: Target gains the benefits of a shield, even if ze isn’t wielding one. If ze chooses the Trade Shield for Damage option, the spell ends.
Forms: Targets affects multiple targets.

Silence
Dynamism
All noises coming from the target are erased.
System: The target creature or object cannot make noise of any kind, even thrown through a glass window.
Resistance: PCs resist this spell by force of will or fortitude.
Forms: Power gives the target Disadvantage to resist the spell. Area affects more than one target.

Sleep
Bewitching
The target falls into a deep magical slumber. Archmage Eti Gulimay’s take on this spell, ‘Enchanted Dreams’, is designed to give its victims pleasant visions of dancing wooly creatures.
System: For the duration of the spell, target living creature falls into a deep sleep. Although ze can be awakened with sufficient effort, ze will not awaken otherwise unless ze takes damage. After the spell is finished, the target will awaken normally.
Resistance: PCs resist this spell by force of will or fortitude.
Forms: Power makes the target resist at Disadvantage. Targets apply the effect to multiple creatures. Size is necessary for creatures larger than the caster.

Slick
Conjuration (Wizard only)
An oily slime coats the target surface, making things and people slip off or slide across it. The most common ritual for this spell, written by archmage Dhahyu, is known as Coat of Confounding.
System: The base form of this spell, when cast by a typical humanoid, generates 15 gallons, enough goo to coat the floors and walls of perhaps three large rooms.
Resistance: PCs resist this spell with grace and reflexes.
Forms: Power increases the slickness of the oil, making the target resist at Disadvantage. Area increases the size of the region affected.

Soulblade
Discernment
A shining weapon made of pure light appears in the caster’s hand.
System: Choose a melee weapon. The soulblade takes the form of the desired weapon, and the caster uses it as ze would an ordinary weapon of the type. It inflicts 1 Trauma (Armor-Piercing) psychic damage. Since it does not have a physical presence, though, the soulblade cannot be used to parry attacks. If the weapon inflicts injury, the wielder gets to determine what form the trauma takes. (Use 'Frightened’ by default.)
A soulblade works on living creatures that either do not have a physical body or are immune to physical damage.
Forms: Power increases the damage. Targets produces multiple weapons. Combination can be used with a Dynamism spell to grant the weapon physical force to parry attacks.

Soulbow
Discernment
A shining weapon made of pure light appears in the caster’s hand.
System: Choose a ranged weapon. The soulbow takes the form of the desired weapon, and the caster uses it as ze would an ordinary weapon of the type. It inflicts 1 Trauma (Armor-Piercing) psychic damage. If the weapon inflicts injury, the wielder gets to determine what form the trauma takes. (Use 'Frightened’ by default.)
A soulbow works on living creatures that either do not have a physical body or are immune to physical damage.
Forms: Power increases the damage. Targets produces multiple weapons.

Speak with Animals
Bewitching
The target can speak with and understand one type of animal. This doesn’t automatically make a housefly a scintillating conversationalist, however.
System: For the duration of the spell, target living creature can understand and be understood by the chosen type of animal.
Resistance: PCs resist this spell by force of will.
Forms: Power increases the scope of the spell to include more than one animal type. Targets affects multiple targets.

Speak with the Dead
Necromancy
Target corpse answers one question as it would in life.
System: This spell gives a corpse with its heart still intact the ability to answer questions, even without lungs or a mouth. If the heart is not intact, the spell fails.
Forms: Power increases the number of questions the corpse will answer. Targets can affect more than one corpse. Size is required for corpses larger than the caster.

Summon Servant
Summoning
The desired generic creature appears beside the caster, fully clothed and kitted, ready to serve.
System: Target creature is a generic specimen of hir kin, takes orders from the caster, and obeys to the best of hir ability--if a bit stupidly. Ze comes with all the instincts typical to its species as well as the caster’s own skills, so the caster never has to show a summons how to do something.
Forms: Power creates an unusually capable or strong summons. Targets creates multiple summons. Size creates summons larger than the caster. Combination can give the summons magical powers or abilities.

Summon Warrior
Summoning
The desired generic creature appears beside the caster, fully clothed and kitted, ready to fight.
System: Target creature is a generic minor NPC of hir kin, takes orders from the caster, and obeys to the best of hir ability--if a bit stupidly. Ze comes with all the instincts typical to its species as well as the caster’s own skills.
Forms: Power creates an unusually capable or strong summons. Targets creates multiple summons. Size creates summons larger than the caster. Combination can give the summons magical powers or abilities.

True Invisibility
Dynamism
The target is rendered completely invisible to normal sight.
System: Light doesn’t interact with the target, making hir effectively invisible to all forms of normal vision for the duration of the effect.
Forms: Power expands the effect to include sound, heat, vibrations, and other forms of energy. Target increases the number of targets affected. Size is required to target something larger than the caster.

Web
Conjuration (Wizards only)
The target region is filled with sticky, gossamer webs that trap anyone foolish enough to pass through them.
System: Anyone that enters or moves inside the target area becomes immobilized and cannot take actions other than trying to free hirself. Archmage Vangwani Inslondang wrote a ritual for this spell, ‘Strands of Shocking Force’, that combines a Dynamism spell to shock anyone that gets tangled in the web each turn.
Resistance: PCs can’t resist this spell directly, but they break out of it using might or brute strength.
Forms: Power increases the strength of the webbing, giving anyone trying to break out Disadvantage on hir check. Area increases the size of the target region.

Witchlight
Illusion
This spell creates a sensory effect that floats in the air around the caster and illuminates the area around it.
System: The spell sheds light about the size of a torch at the level of intensity desired, but not strong enough to hurt or blind anyone.
Forms: Power can increase the intensity of the effect enough to blind someone. Area increases the size of the light source to cover a larger area.