Magicka Level 3

Bam!

Requirements: A quick incantation that takes an action.
Effect: A blinding explosion of light and sound erupts in a five meter radius within the caster's line of sight. It disorients targets within the radius for number of rounds equal to success levels.

Barkskin

Requirements: A miniscule moment of meditation that takes an action.
Effect: Gain +10 Natural Armour for a number of rounds equal to the success levels of your roll.

Bear's Endurance

Requirements: A miniscule moment of meditation that takes an action.
Effect: Bestows +3 to Constitution for a number of rounds equal to success levels and +15 LP.

Bull's Strength

Requirements: A miniscule moment of meditation that takes an action.
Effect: Bestows +3 to Strength for number of rounds equal to success levels and +5 LP.

Entangle

Requirements: A miniscule moment of meditation that takes an action.
Effect: Grows plants that entangle subjects in a 40 yd radius.

Gust of Wind

Requirements: A miniscule moment of meditation that takes an action.
Effect: Blows away or knocks down fairly small (smaller than a halfling) creatures.

Hold Animal

Requirements: A miniscule moment of meditation that takes an action.
Effect: Paralyzes an animal for 2 rounds per success level.

Obscuring Mist

Requirements: A miniscule moment of meditation that takes an action.
Effect: Obscures vision by -2 in a fifty yard radius for a number of rounds equal to success levels.

Salmon's Willpower

Requirements: A miniscule moment of meditation that takes an action.
Effect: Bestows +3 to Willpower for number of rounds equal to success levels.

Soften Earth and Stone

Requirements: A miniscule moment of meditation that takes an action.
Effect: Turns Stone to Clay and Earth to Mud at a size equal to success levels. Specifically, 10 yds./success level.

Tree Shape

Requirements: A miniscule moment of meditation that takes an action.
Effect: You look like a tree for two minutes per success level. Move and the jig is up.

Warp Wood

Requirements: A miniscule moment of meditation that takes an action.
Effect: Makes chairs out of shrubs and such.

Little Teeth

Requirements: A quick incantation that takes an action.
Effect: The caster creates ten vermin-sized critters for every success level of the spell. The critters are completely real and can definitely bite and scratch. They do as much damage as a large rat. The spell itself lasts for a number of minutes equal to the success levels of the spell. These critters can die.

Spooks

Requirements: A quick incantation that takes an action.
Effect: Conjures a platoon of illusory, intimidating soldiers that last for a number of minutes x SL.

Stone Calling

Requirements: A quick incantation and movement that takes an action.
Effect: The ground shakes and spikes of hardened, sharpened Earth shoot forth, impaling anything in their wake to deal WILL/SL slicing damage.

Flaming Circlet

Requirements: A quick incantation and movement that takes an action.
Effect: The caster calls forth a blazing circle of flame as tall in diameter as the caster. It shines and casts light, and can offer limited protection from attacks (The caster gains a temporary +3 to their Armor score). It lasts a number of rounds equal to the Success Levels of the roll. If anyone comes too close, they will suffer base fire damage equal to the casters WILL.

Lesser Ball Lightning

Requirements: A somatic invocation movement that takes an action.
Effect: The caster takes a moment to summon the lightning from within and without, and after a push unleashes a small, rolling ball of electricity. The Lesser Ball Lightning has a limited range (around five meters) and mobility, plus may be dodged easily. The Lesser Ball lightning deals 2xWILL base fire damage. It ignores metal lorica and leather armor damage reduction.

Smoke, Smoke

Requirements: A quick incantation that takes an action.
Effect: Conjures a thick fog in a (SL x 20ft) radius that lasts (5m x SL), limiting sight.

Lighter

Requirements: A quick incantation that takes an action.
Effect: Combusts remote object the size of a leaf. Must be line of sight.

Shiny

Requirements: A quick incantation that takes an action.
Effect: Similiar to Shimmer, except not only does a weapon gain a flickering sheen - it literally grows sharper. Lasts (Minute x SL) and does extra base damage equal to (WILL x 2).

Wear and Tear

Requirements: A quick incantation that takes an action.
Effect: Targetted articles of clothing grow threadbare and fall apart. Targets a number equal to success levels.

Spirit Lance

Requirements: A quick incantation that takes an action and a tune to be held.
Effect: Forming a mystical bound weapon that floats ominously behind a target, this attack deals WIL x 2 slicing damage at the end of every round to a target. It last for as many rounds as the caster's WIL score.

Weathering

Requirements: A one-shot two day ritual.
Effect: Prepares the caster to weather the storms of life. Permanently increases CON by 1.