Defy Time I
Requirements: A ritual that takes a day.
Effect: Grants effectively eternal youth to the caster. They are far from immortal, however.
Searing Light
Requirements: A quick prayer that takes an action.
Effect: Deals 3xWillpower/Success Levels damage to all, but 7xWillpower/Success Level damage to Undead.
Speak to Dead
Requirements: A quick prayer that takes an action.
Effect: Corpse answers question/success level.
Lightning Bolt
Requirements: A quick motion of the hands.
Effect: A bolt of electricity arcs from the casters hand, hitting a target for 5 x SL x WILL damage.
Vampiric Touch
Requirements: A quick incantation that takes an action, and touching the target.
Effect: The caster takes 3 x Willpower per Success Levels of LP from his target, adding half to his health. It's a bit inefficient.
The Flip
Requirements: A quick incantation and a flipping of a coin.
Effect: This ones a doozy. The caster can choose to, at the beginning of a battle, flip a coin. If it comes up heads, the battle is nullified and cosmic arcane force slaughters all of the caster's enemies. If it backfires, the caster is reduced to 0 LP and the caster's allies lose the initiative. This is quite a gamble.
Hurricane Blast
Requirements: A quick incantation and a push of the palm.
Effect: A searing blast of frozen wind chills the target to the core, and as it is laced with biting arcane power it deals 3xSL damage and has a chance of toppling the target for the round (a CON/STR check must beat the caster roll to stay standing or be prone for the round).
Dream Walking
Requirements: A quick incantation that takes an action.
Effect: You can leave your body to walk the world. This also grants magic sensing.
Lesser Scrying
Requirements: A ritual that takes an hour, a bowl of pure water.
Effect: You can view things from afar. For every successful SL on your scrying roll, you manage to spy on anyone, anywhere (though it can be fooled).
Rusting Grasp
Requirements: A miniscule moment of meditation that takes an action.
Effect: Your touch corrodes 10 yd. radius worth of iron and iron alloys.
Stalacmite Growth
Requirements: A minor, choreographed stomping of the feet that takes an action.
Effect: Grows Stalactites which deal 3xWillpower Bash damage at a thirty yard radius to as many targets as the casters Perception score.
Cone of Cold
Requirements: A quick incantation.
Effect: Biting frost leaps from the casters hand and envelopes all those in a thirty foot cone. It deals WILL/SL damage. It ignores armor.
Helping Hand
Requirements: A full round incantation.
Effect: The caster heals a being for as much LP as his WIL score multiplied by the receiving being's Arcana score (If Gary heals Mitch and Gary has a six WIL and Mitch a four Arcana score, Mitch will gain back 24 LP). When cast in combat this can be the only action of the caster for the whole round. He can heal himself with this spell.