Example Spells

Here follows a list with some spells people might want to use. The spells are sorted by total modifier, but within a certain strength in no particular order.

Miracle

Spellseed: Calling (11)
Duration:seconds (-1)
Area: 1 target (+0)

Target Roll: 10

You send your request to a deity of your choice and hope you get a favorable result.
The chance that a particular deity answers the call starts with a basic chance of 0%. Modified by following:

You are a follower of the deity in question +50%
You are a cleric/holy warrior of the deity +50%
You ask a being that pretends to be a god +100%
You ask a lesser god -25%
you ask an intermediate god -50%
You ask a greater god -75%
You ask a creator god -100%
For each previous calling -10%
For each worshiper you converted to the religion +1%
For each 100 gold you donated in goods or services to the church or the gods cause +1%

Illusion disguise

Spellseed: Illusion (10)
Quality: average (+0)
Range: Touch (-1)
Duration:10 minutes (+1)
Area: 1 target (0)
Target Roll: 10

The target looks different for 10 minutes. The spell can be used to impersonate other persons.
The illusion fools sight and touch, but not other senses like smelling or hearing. (You still use your own voice and smell like yourself)
Once someone is suspicios about the illusion he can make a will roll, if the roll succeeds he can see through the illusion

Detect lies

Spellseed: Memory (12)
Quality:Bad (-1)
Duration:seconds (-1)
Range:15 feet (+0)
Target Roll:10

Can be used to determine if the target has told any lies within the last 5 minutes. (the time can be chosen shorter, but if longer times are desired the quality is average instead of bad)

Calm Beast

Spellseed: Mind (12)
Range: 15' (0)
Duration:seconds (-1)
Area: 1 target (0)
Target Roll: 11

The spell gets used to calm an animal. (but would work on an angry human as well) The target can resist with a willpower roll, and if it fails that, will calm down until disturbed by something again.

Animal control

Spellseed: Mind (12)
Range: 15' (0)
Duration:1 minute (0)
Area: 1 target (0)
Target Roll: 12

The caster can control the actions of one animal for one minute. (Of course, humanoids are animals as well).
The spell can be resisted with a willpower roll, or twice willpower if completely against the targets nature.

Mind reading

Spellseed: Mind (12)
Duration:1 minute (+0)
Range:15 feet (+0)
Target Roll:12

The target gets a Willpower roll to resist the attempt. If the roll fails the caster can read the surface thoughts of the target.

Detect Magic

Spellseed: Search (11)
Duration:seconds (-1)
Area:15 feet radius (+2)
Target Roll: 12

The caster feels the existence of all magic items and spells in 15' radius.

Sense Foes

Spellseed: Mind (12)
Quality:Bad (-1)
Duration:seconds (-1)
Area:30 feet radius (+3)
Target Roll:13

Can determine if there are hostile beings in the area.
(With the same difficulty a single target up to 300 feet away could be targeted, to determine if that particular being is hostile)

Summon Animal

Spellseed: Summoning (13)
Duration:10 minutes (+1)
Target Roll: 14

The caster compels the nearest creature of a particular type to come to him. (As fast as the animal can).
A sentient being can resist the compulsion with a willpower roll.

Sense Life

Spellseed: Search (11)
Duration:seconds (-1)
Area:100 feet radius (+4)
Target Roll: 14

The caster gets an impression of all thing alive in the area. It is possible to specify a specific kind to be looked for (elves, plants....)

Pain

Spellseed: Senses (12)
Range: 60' (+1)
Duration: 1 minute (+0)
Area: 1 target (+0)

Target Roll: 15

if you make a succesfull attack the target gets a Willpower roll. if it fails it gets incapacitated with incredible agony for a minute. (If it succeds it will still be in enormous pain but manage to act nevertheless)

Small firejet

Spellseed: Fire (12)
Range:150' (+2)
Duration:seconds (-1)
Area: 1 target (+0)
Damage:1*Willpower (+2)

Target Roll: 15

A jet of flames hits the chosen target (if you make a succesfull attack that is) and deals Willpower points of damage

Attribute boost

Spellseed: Body (12)
Range: touch (-1)
Duration: 1 day (+3)
Area: 1 target (+0)
Special Quality: 10 (increased attribute) (+2)

Target Roll: 16

Increases one attribute (i.e. strength) by 1. (Note, that a spell using abilityscore as a modifier would replace the atribute, and so is less effective for low increases.)

Blindness

Spellseed: Senses (12)
Range: 60' (+1)
Duration: 1 hour (+2)
Area: 1 target (+0)
Special Quality: 10 (+2)

Target Roll: 17

With a succesful attack roll the hit victim becomes blind for a full hour.

Analyze Magic

Spellseed: Analyze Magic (11)
Quality:Perfect+6 (+9)
Range:15 feet (+0)
Duration:seconds (-1)
Area:1 target (+0)
Target Roll: 19

Determines the spellseeds and modifiers of spells up to a Target Roll of 20. And gives indication of strength for more powerfull spells

Flying

Spellseed:Levitation (10)
Range: touch (-1)
Duration: 1 hour (+2)
Area: 1 target (+0)
Abilityscores: Strength 8 (+8)

Special Quality: 10(enhanced movement) (+2)

Target Roll: 19

This spell allows to fly at a speed of 24 mph. The character and all equipment carried can have a weight of no more than 165 pounds to keep full speed.
up to 330 pound can be moved at 12 mph everything over that slows down to 6mph and if the weight get over 660 pounds can't be lifted of the ground at all.

Standard healing

Spellseed: Body (12)
Range: touch (-1)
Duration: 1 minute (+0)
Area: 1 target (+0)
Special Quality: 40 (+8)

Target Roll: 19

One touched person, heals 2 times constitution Hitpoints (and stun points)per round for one minute.

Sleep

Spellseed: Mind (12)
Range: 60' (+1)
Duration: 1 hour (+2)
Area: 15' (+2)
Abilityscores: Willpower +2 (+2)

Target Roll:: 19

Everyone in the targeted 15' area who fails the resistance roll(Target Roll 12) falls asleep for one hour.

Summon Succubus

Spellseed: Summoning (13), Mind (12)
Duration:1 hour (+2)
Abilityscores: +2 Willpower (+2)

Target Roll: 19

One Succubus appears and if it fails a Willpower check with a Target Roll of 12 serves for one hour. (Note that Succubi can planeshift, so it arrives on it's own and has no compulsion to leave when the spell ends)

Armor

Spellseed: Aura (11)
Range:Touch (-1)
Duration:1 hour (+2)
Area: 1 target (+0)
Damage:4*Willpower (+8)

Target Roll: 20

the subject has a additional armor of 4*Willpower points for one hour.

Regeneration

Spellseed: Body (12)
Range: touch (-1)
Duration: 1 day (+3)
Area: 1 target (+0)
Special Quality: 40 (+8)

Target Roll: 22

One touched person, heals 2 times constitution Hitpoints (and stun points)per round for one minute.

Forcefield

Spellseed: Force Field (11)
Range:Touch (-1)
Duration:1 hour (+2)
Area: 30' (+3)
Damage:3*Willpower (+6)

Target Roll: 22

For one hour a house (or other area with a diameter of 60' or less) is protected by a barrier that absorbs 3*Willpower points of any attack that is tried against it.

Area heal

Spellseed: Body (12)
Range: touch (-1)
Duration: 1 minute (+0)
Area: 100' radius(+4)
Special Quality: 40 (+8)

Target Roll: 23

Heals everyone in 60' radius by 2 times constitution Hitpoints (and stun points)per round for one minute.

Death ray

Spellseed: Body (12)
Range: 60' (+1)
Duration: 1 minute (+0)
Area: 1 target (+0)
Damage:5*Willpower (+10)

Target Roll: 23

A hit subject suffers 5*Willpower hitpoints every round for a full minute(10 rounds)

Icespear

Spellseed: Create Matter (14)
Range:150' (+2)
Duration:seconds (-1)
Area: 1 target (+0)
Damage:5*Willpower (+10)

Target Roll: 25

A spear made out of ice hits the target and deals 5*Willpower points of damage

Fireball

Spellseed: Fire (12)
Range:150' (+2)
Duration:seconds (-1)
Area: 15' (+2)
Damage:5*Willpower (+10)

Target Roll: 25

A ball of fire shoots at the target and explodes on impact, dealing 5*Willpower points of damage to everyone in 15' radius

Instant health

Spellseed: Body (12)
Range: touch (-1)
Duration: 1 minute (+0)
Area: 1 target (+0)
Special Quality: 80 (+16)

Target Roll: 27

One touched person heals 6 times constitution Hitpoints (and stun points)per round for one minute.

Short term summoning

Spellseed: Summoning (13), Planeshift (13), Mind (12)
Duration:1 minute (+0)
Precision of planeshifting: within 10' (+13)

Target Roll:: 31

One being appears and if it fails a Willpower check (Target Roll 10)serves for one minute. At the end of the duration it gets send back to where it came from.

Sleeping castle

Spellseed: Curses/Blessings (12)
Quality of magic: perfect (+3)
Range:600' (+4)
Area:400' (+6)
Duration:161.78 years (+13)
Target Roll: 38

You can cast a sleep curse on a nearby castle (or other structure of a diameter of 800' or less). The curse can have a magic skill of up to 18 (magic and Mind specialisation that result together in 18 or less).
It uses that magic to cast short term sleep spells on everyone within the area. The curse gets broken if someone resists the spell effect and kisses a certain person within that area. (Nobody said it has to be easy to break the curse, just possible)