Mystic Forge
Uses: 1 Verbal: 25 words Material: 10-foot rope Active: Place the rope in a circle and incant the verbal.
This spell allows the spellcaster to create a circle, which he may then charge with Repair Armor or Repair Item. The spellcaster must actually cast either Repair Armor or Repair Item into the Mystic Forge, using up one use of that spell. Only the caster of the Mystic Forge may charge or use the circle. Until the circle is broken, the spellcaster need only stand in the circle, touch the target item to be repaired, and the spellcaster may cast the embedded spell as many times as desired without using up any further castings of the Repair spell. The benefit to charging a Mystic Forge with Repair Item is that the forge may then be used to fix things other than just armor. This circle follows the rules under the Circle Caveat.
Mystic Shield
Uses: 1 Material: A shield up to 18" in diameter, clearly labeled with "Mystic Shield" and the spellcaster's name.
The spellcaster creates a small shield, which can be used in conjunction with their normal weapon proficiency (ie: along with any single weapon they are capable of wielding). This shield is unbreakable and immune to the effect of a boulder (but the spellcaster still suffers any normal effect). The shield is not stealable, and may only be used by the caster.
Panacea
Uses: 5 Verbal: 20 words Material: Disposable
This spell will cure the recipient of all diseases and poisons that are currently affecting them. It will not provide protection from being diseased or poisoned after the spell is cast.
Pas
Uses: 3 Material: Food, coin, or some offering Verbal: "Pas, friend ..." Active: Offer the MC to the creature
This spell creates an uneasy, temporary truce between a monster and a character. To cast this spell, the spellcaster offers something of value to the monster, and says something along the lines of, "Pas, friend orc, and accept these shiny bits to let me pass unharmed." If the monster accepts the offering, he is enchanted to keep his side of the bargain, provided the spellcaster doesn't try anything fishy. The spellcaster may sneak by, for example, but if he pauses to look at the orc's treasure, or menaces the orc in any way, the spell may be broken.
Poison Weapon
Uses: 3 Active: Attack with a wielded weapon.
Allows the spellcaster to call Poison with a weapon he/she is wielding. See the Weapon Enchantments Caveat and the Combat Calls Caveat.
Potion of Armor Repair
Uses: 10 Material: Disposable
This spell creates a potion which repairs one location of armor. The potion is poured or applied to the damaged armor and held there for a 10 second count. The armor does not need to be removed for the potion to be applied to it. Also refer to the Potions Caveat.
Potion of Heal Limb
Uses: 6 Material: Disposable
This spell allows the spellcaster to create a potion which can be used to heal all of one person's limbs. Also refer to the Potions Caveat.
Potion of Raise Dead / Potion of Create Zombie
Uses: 2 Material: Disposable
This spell allows the spellcaster to create a potion which can be used to either raise a dead character, healing all of his injured limbs, or can be used to create a potion that acts like the Create Zombie spell. It must be determined which effect is created when the spellcaster learns the spell. If the spellcaster chooses the Create Zombie option, they must also provide the necessary material requirements of that spell for when the potion is administered. Treat the person who applies this potion as the controller of the undead. Also refer to the Potions Caveat.
Power Infusion
Uses: 1 Verbal: 20 words
A Power Infusion allows the spellcaster to reset any one Spellcraft Aspects of a spellcaster. It will never reset a Tier IV spell. If the character is not a spellcaster, it doesn't do anything. Power Infusion will not reset items. Resetting spells doesn't allow a character to retain unspent spells, just replenishes those that have already been used.
Prestidigitation
Uses: 3
Allows to caster to gain one casting of any spell from the Cantrip Spellcraft Aspect. The spell gained must be cast following the rules for that spell, including verbal, material, and active components.
Protect Item
Uses: 3 Verbal: 20 words Material: Ribbon tied onto item protected. Remove the ribbon soon after the spell is expended/used to protect the item.
This spell allows a single item, which must be non-magic, non-enchanted, non-armor, to be protected from an attack that would normally damage it. As an example a call of "boulder" that strikes a sword thus protected would not be destroyed, but the wielder would still suffer normal damage (i.e. dead usually). Also see the Protection Path Caveat.
Protect the Soul
Uses: 1 Verbal: 30 words and an explanation Material: sash with VC written on it
This spell will protect the recipient from possession, Create Undead and the like. When targeted by any spell or effect against which Protect the Soul immunizes your character, call, "Protect the Soul!" The spell will last until the sash is disenchanted or removed by the spellcaster. The sash is not stealable treasure. The spell will not function if the recipient is not in possession of his scalp/soul.
Protection from Boulder
Uses: 2 Verbal: 20 words Material: Sash with some sort of indication that this is a Protection from Boulder spell. Remove the sash soon after the protection is expended/used.
The spellcaster is protected from the next "boulder" call that strikes him. Also see the Protection Path Caveat.