Magicka Level 4

Hypnosis

Requirements: A quick incantation that takes an action and a tune to be held.
Effect: Holding a target under their control for as many rounds as their WIL score, the caster rolls a WIL/Arcana versus the targets doubled WIL score or mental check. If they win, the target is under sufficient control to be stopped from attacking, though it will always win out if the caster attempts to have the target commit an atrocity or suicide.

Daylight

Requirements: A miniscule moment of meditation that takes an action.
Effect: Conjures 60 yd. radius of bright light.

Dominate Animal

Requirements: A miniscule moment of meditation that takes an action.
Effect: Animal follows your mental commands for minute/success level.

Fog Cloud

Requirements: A miniscule moment of meditation that takes an action.
Effect: Obscures vision by -5 in a 45 yard radius.

Invisibility

Requirements: A quick incantation that takes an action.
Effect: Makes one creature invisible for a number of rounds equal to the success levels of the spell. The invisibility turns off once the invisible creature makes an offensive action.

Minor Globe of Invulnerability

Requirements: A quick motion of the hands that takes an action.
Effect: Makes the caster invulnerable to PL 3 spells and below for a number of rounds equal to the success levels of the spell.

Call Forth Animalia

Requirements: A quick incantation and a drawing of blood that takes an action.
Effect: Calls two capable large animals in the area for a number of rounds equal to success levels. They will aid the caster and follow basic commands.

Lucky Aid

Requirements: A quick prayer that takes an action.
Effect: Adds +2 to All Rolls for one minute.

Augury

Requirements: A quick prayer that takes an action.
Effect: Learn if an action will be positive or negative.

Calm Emotions

Requirements: A quick prayer that takes an action.
Effect: Calms emotions.

Consecrate

Requirements: A quick prayer that takes an action.
Effect: Fills (30 yd. radius) area with holy energy, inciting a -5 penalty to all undead in the area.

Cure Light Wounds

Requirements: A quick prayer that takes an action.
Effect: Cures wounds at Willpower/Success Levels. Failure to reach the caster level/pass the roll harms the recipient lightly instead.

Eldritch Chain

Requirements: A quick flick of the hands that takes an action.
Effect: The sorcerer unleashes pent up mystical power and deals WILL/SL to as many targets as his or her Perception score. If they are directly touching an opponent it will harm them, too.

Flame On

Requirements: A daylong ritual involving the sacrifice of a hummingbird and a bovine's heart.
Effect: Sheathes a weapon or missiles fired from it in arcane fire on command, dealing one and one half times the damage the weapon normally would. This is a permanent spell.

Find Traps

Requirements: A quick prayer that takes an action.
Effect: Finds traps as Rogue does. Use the spell roll.

Remove Paralysis

Requirements: A quick prayer that takes an action.
Effect: Removes Paralysis.

Restoration, Lesser

Requirements: A quick prayer that takes an action.
Effect: Removes Willpower/Success Levels of Attribute penalties gained from magical or creature ability means as well as most poisons and toxins.

Zone of Truth

Requirements: A quick prayer that takes an action.
Effect: Subjects within 20 yard range cannot lie for minute/success levels.

Meld Into Stone

Requirements: A miniscule moment of meditation that takes an action.
Effect: You and your gear meld into stone.

Natural Weapon

Requirements: A miniscule moment of meditation that takes an action.
Effect: Gain Natural Weapon x 5 (Slash/Stab) for a number of rounds equal to success levels.

Battering Blast

Requirements: A flourishing movement that takes an action.
Effect: The mage unleashes a bit of pent up kinetic force that knocks a target or object back some distance. This is determined by Success Levels - 5 feet/SL. It can topple an opponent if they fail a STR/CON score meant to keep them upright against the caster's spell roll. It also deals WILL+SL damage if the caster knocks them over or they impact something because of the force.

Fireball

Requirements: A Latin incantation and a gesture toward the target.
Effect: Magical fire leaps forth from the caster and impacts the target in a sphere of doom. This attack deals 2xWILL base Fire damage. Armor protects from it.

Quench

Requirements: A miniscule moment of meditation that takes an action.
Effect: Quench forty yard radius worth of non-magical fire.

Hold Person

Requirements: A quick gesture toward the opponent or target.
Effect: Using the WILL/Arcana roll versus the opponents CON/WILL roll, the caster, if victorious, paralyzes the target in place for a number of rounds equal to the SL of the spell.

Dispel Magic

Requirements: An incantation that takes a full round.
Effect: Rolling opposed WILL/Arcana, the two spellcasters battle their wits and attempt to overpower the other. If the spellcaster who is trying to dispel wins, all effects of the spell stop and the sorcerer cannot use them for a number of rounds equal to the SL of the spell. If the original caster beats the Dispell roll, the sorcerer may not try to dispel the magic again for a few rounds either.

Wind Wall

Requirements: A miniscule moment of meditation that takes an action.
Effect: Deflects normal arrows, smaller creatures, and gasses for one round/Success Level.

Leash

Requirements: An incantation that takes a round or a ritual involving two casters that takes two weeks.
Effect: Binds the target to a solid object. The further the target moves from the object, the greater the damage dealt. It starts out doing (WILL) damage, and ends with (3xWILLxSL) damage. It takes a caster of equal or greater power to remove the first flavour, while the ritual version is virtually unstoppable except by the casters themselves.

Spook

Requirements: A quick incantation that takes an action
Effect: Conjures a single solid doppelganger of someone from the caster's memory. Lasts (Rounds/SL). It attacks as the target remembers the subject would.

Fireworks

Requirements: A quick incantation that takes an action
Effect: Conjures large scale illusions of colourful light. Whether these are fireworks, flames, or something akin to the northern lights is up to the caster. Lasts (Minute x SL).

Imbued Weapon

Requirements: A one-shot three day ritual.
Effect: Creates a masterwork weapon that partially disregards the natural defenses that all powerful mages setup around themselves. In addition, this new weapon adds (WILxSL) to the base damage of the weapon. If it is an arrow or other projectile, its range is increased by 100 yards.

Hedge's Secret

Requirements: A one-shot three day ritual.
Effect: Adds (2xWILxSL) LP and increases the caster's lifespan by that many years.

Give You Wings

Requirements: A three day ritual.
Effect: Imbues an inanimate object (up to the size of a mule) with the power of flight. Controlled by the caster with a Willpower/WC: Flight roll.

Quicken

Requirements: A quick incantation that takes a round. Each additional attempt in a single day incurs a -2 penalty.
Effect: The caster gains +1 to DEX and PER and Improved Initiative. It lasts for (2 x Rounds x SL).

Bolster

Requirements: A quick incantation that takes an action and a tune to be held.
Effect: The target of this spell gains a temporary +1 to CON and STR and gains 30 temporary Life Points. It lasts as many rounds as the caster's WIL score.