0 - Mend Tome
Restore lightly damaged parchment, scrolls, books, or tomes with a touch. Mends 1D of damage.
1 - Mark of the Warrior
Dab war-paint onto the face to grant +1 die to attack rolls for the next hour.
2 - Script Armor
Scribe symbols on your armor to gain +2 Defense for the day
3 - Magic Circle against Evil
Draw a two dimensional bounded figure on the object or creature to be warded. For 10 minutes Evil creatures attempting to move within 10' of the circle must pass a Will check vs your Magic or be stopped in its tracks. The creature that fails this attempt cannot try again for 1 minute, but can attack with ranged weapons or spells. If the warded creature approaches an Evil Creature, that creature must move away.
4 - Alarm
Trace a Symbol on an entryway, the next Person who passes through in the next 24 hours triggers a loud voice stating "Intruder Alert". The Voice repeats itself every couple of rounds until silenced by the caster or 1 minute passes.
5 - Magic Circle against creatures
Draw a two dimensional figure of a beast on an object or creature to be warded. For 1 hour, natural creatures attempting to move within 10' of the circle must pass a Will check vs your Magic or be stopped in its tracks. The creature that fails this attempt cannot try again for 1 minute, but can attack with ranged weapons or spells. If the warded creature approaches a natural creature, that creature must move away.
6 - Sickening Sigil
Draw a Sigil that lies in wait for someone to touch it in the next 24 hours. When touched, the creature must pass an END check vs your Magic or become Nauseated {-3 die penalty to STR and END checks, -2 speed penalty}. Failure results in being Sickened {-1 die penalty to STR and END checks, -1 speed penalty}. This effect lasts for 1 minute
7 - Symbol of Imprisonment
Scribe a Symbol that lasts for 1 hour. The next Person to pass by the Symbol must pass a Will check vs your Magic or become bound in place for 1 hour. Each minute the Person may re-attempt the Will check to become free of the Symbol.
8 - Symbol of Sleep
Scribe a Symbol and define a triggering action to occur within the next 7 days. When that action occurs within 10' of the Symbol all creatures within 10' must pass a Will check vs your Magic or fall to sleep. Sleeping creatures may attempt another Will check at the end of each turn to wake, or may be woken by firm shaking or injury. The sleep lasts 1 minute if not woken earlier.
9 - Symbol of Fear
Scribe a Symbol and define a triggering action to occur within the next 7 days. When that action occurs within 10' of the Symbol all creatures within 10' must pass a Will check vs your Magic or become Frightened {Flees from perceived danger and suffers a -1 penalty on attack rolls, damage rolls, and attribute checks}. If they pass the check by more then 5 points they are unaffected, otherwize they become Shaken {suffers a -1 penalty on attack rolls, damage rolls, and attribute checks}. At the end of each turn the creature may make another Will Check to negate the effects of the Symbol.
10 - Symbol of Insanity
Scribe a Symbol and define a triggering action to occur within the next 7 days. When that action occurs within 10' of the Symbol all creatures within 10' must pass a Will check vs your Magic or become Confused {At the start of each turn roll 1D6 to determine actions taken: 1 - wander aimlesslessly, 2 or 3 - do nothing, 4 or 5 - attack the nearest creature in a fit of rage, 6 - act normally}. This confusion lasts for 1 minute and the targets do not get additional saves, nor do they realize that their behaviour was unusual.
15 - Symbol of Death
Scribe a Symbol and define a triggering action to occur within the next 7 days. When that action occurs within 10' of the Symbol all creatures within 10' must pass an Will check vs your Magic or take 6D6 Death damage. This damage attacks the soul and is not affected by any SOAK except 'Soak Death'