Spells

across the isles many grimiores, or spellbooks to use the layman's term have been written, chroncically a wide variety of spells discovered and rediscovered by millenium of magic users, this is just a small sampling of the wide variety known to exist, using the levels created by the Great Library on Ilumev-ov.

Cantrips

 * Acid Splash: long practice enables you to send a small bubble of some sort of acid at one or two oponents nearby dealing a small bit of damage.
 * Mage Hand: you may summon a ghostly hand anywhere you can see within a thirty foot diamter bubble of yourself, with that hand you can lift and transport small objects or if necessary manipulate larger ones such as pull a door knob.
 * Dancing Lights: in your travels you have learned from wandering bards how to summon four spectral lights, or combine them into a vaguely glowing humanoid silhoutee, which you can manipulate as you see fit at the cost of a glowworm or maybe a bit of phosphorous or wychwood.

Level 1

 * Detect magic: practice with magic has given you the ability to do what many would otherwise conside impossible, which is to say that at times and for brief glimpses you can see the faint aura that magic gives off when in use, and perhaps more importantly in many cases, the ability to learn what spell is responsible for the effect, however this gift is only possible within a twenty foot diameter circle of yourself and is easily blocked by many materials of various thickness
 * Ice Knife: over time you have learned how to convert a small amount of water, or using ice already nearby into a sort of stilleto that you can use telekenesis on in order to send it up to fourty feet away into a target of your choosing, giving them a stab wound, or potentially even killing them.
 * Charm person: long time spent in taverns instead of studying dusty old grimiores has given you the knowledge on how to make even a complete stranger view you as a friendly acquaintance, however be warned, minds are fickle things so not only is there a chance the spell won't take hold on the victim, it only lasts an hour and is imediately broken as soon as you or a companion does something harmful to it, and they have the full knowledge of what you did when the spell wears off.

Level 2

 * Magic Weapon: time spent around weapons has taught you how to, for a brief time enchant a weapon in such a way that it becomes unnaturally sharp and hefty, enabling it to do more damage than it normally would whenever used however the spell only lasts for an hour or so, and as such its best to only use it when you are certain a fight is coming.
 * Detect thoughts: at some point, you aren't quite sure when, you picked up the ability to read another being, within thirty feet of you, thoughts, however only for brief amounts of time,usually about a minute tops, and usually only surface level thoughts, however if you concentrate you have a chance to be able to probe deeper into the target's mind, although there is also a chance of the target being able to break free of the spell.
 * Shadow Blade: using an illusion so realistic the simpler part of your target's brain harms itself with psychic damage, you are able to weave together nearby shadows into a simple blade in one hand, when you stab someone with it they will take a decent amount of pure psychic damage, interestingly leaving no mark behind where hit however the target will feel all the pain as if it were real, up to and including the point of them giving themselves a heart attack and dying.

Level 3

 * Fireball: using a small ball of rolled together bat guano and sulfer you have learned how to summon a fifteen foot radius fireball centered around a target of your choosing that happens to be up to sixty feet away from you, when the fireball erupts those within its radius take large amounts of fire damage so be sure no innocents could be caught up in it.
 * Dispel Magic: Practice has given you the ability to brute force through the spells of other peoples causing spells weaker than you to be dispelled, however only spells within sixty feet of you can be dispelled, and even within that range there is a chance of the spell not be broken, however that depends on the original caster's strength and how much energy they dedicated to making the spell to begin with.
 * Leomund's tiny hut: for eight hours, or until you leave its confines, you may summon a small hemisphere of pure energy basically, that is five feet in radius, meaning the dome allows you and a few companions to hunker down and wait out nearby threats however be warned although magic or enemies can not pass it, only people who were already inside it when the dome was formed can leave it but are not able to return so make sure you have adquete food stores before summoning the spell.

Level 4

 * Divination: you aren't sure how but you are able to see glimpses of the strands of time as they twist and turn as time pasts by, however you are only able to get an accurate glimpse of events that happen in the next week or so and even than the response could be anything, but namely, an image, a short phrase, a riddle or even just some omen,all of which you are free to interept as you see fit.
 * Polymorph: having taken some time as the local's healer's apprentice, coupled with your experience as a spellcaster has given you the know-how to turn a target within fifteen feet or so of you into some other animal, usually something you are familar with such as some sort of small game that many families hunt, however the spell only lasts for an hour and more powerful targets have a harder time having the spell take hold.
 * Elemental Shield: a small circle of one of the four elements surronds you when this spell is cast, whispers of flame, icy mist, gusts of wind, or motes of earth float around you, darting out to strike down attacks when neccessary

Level 1

 * Detect magic: practice with magic has given you the ability to do what many would otherwise conside impossible, which is to say that at times and for brief glimpses you can see the faint aura that magic gives off when in use, and perhaps more importantly in many cases, the ability to learn what spell is responsible for the effect, however this gift is only possible within a twenty foot diameter circle of yourself and is easily blocked by many materials of various thickness
 * Ice Knife: over time you have learned how to convert a small amount of water, or using ice already nearby into a sort of stilleto that you can use telekenesis on in order to send it up to fourty feet away into a target of your choosing, giving them a stab wound, or potentially even killing them.
 * Charm person: long time spent in taverns instead of studying dusty old grimiores has given you the knowledge on how to make even a complete stranger view you as a friendly acquaintance, however be warned, minds are fickle things so not only is there a chance the spell won't take hold on the victim, it only lasts an hour and is imediately broken as soon as you or a companion does something harmful to it, and they have the full knowledge of what you did when the spell wears off.

Level 3

 * Dispel Magic: Practice has given you the ability to brute force through the spells of other peoples causing spells weaker than you to be dispelled, however only spells within sixty feet of you can be dispelled, and even within that range there is a chance of the spell not be broken, however that depends on the original caster's strength and how much energy they dedicated to making the spell to begin with.

Level 4

 * Divination: you aren't sure how but you are able to see glimpses of the strands of time as they twist and turn as time pasts by, however you are only able to get an accurate glimpse of events that happen in the next week or so and even than the response could be anything, but namely, an image, a short phrase, a riddle or even just some omen,all of which you are free to interept as you see fit.
 * Polymorph: having taken some time as the local's healer's apprentice, coupled with your experience as a spellcaster has given you the know-how to turn a target within fifteen feet or so of you into some other animal, usually something you are familar with such as some sort of small game that many families hunt, however the spell only lasts for an hour and more powerful targets have a harder time having the spell take hold.

Cantrips

 * Acid Splash: long practice enables you to send a small bubble of some sort of acid at one or two oponents nearby dealing a small bit of damage.
 * Mage Hand: you may summon a ghostly hand anywhere you can see within a thirty foot diamter bubble of yourself, with that hand you can lift and transport small objects or if necessary manipulate larger ones such as pull a door knob.
 * Dancing Lights: in your travels you have learned from wandering bards how to summon four spectral lights, or combine them into a vaguely glowing humanoid silhoutee, which you can manipulate as you see fit at the cost of a glowworm or maybe a bit of phosphorous or wychwood.

Level 1

 * Detect magic: practice with magic has given you the ability to do what many would otherwise conside impossible, which is to say that at times and for brief glimpses you can see the faint aura that magic gives off when in use, and perhaps more importantly in many cases, the ability to learn what spell is responsible for the effect, however this gift is only possible within a twenty foot diameter circle of yourself and is easily blocked by many materials of various thickness
 * Ice Knife: over time you have learned how to convert a small amount of water, or using ice already nearby into a sort of stilleto that you can use telekenesis on in order to send it up to fourty feet away into a target of your choosing, giving them a stab wound, or potentially even killing them.
 * Charm person: long time spent in taverns instead of studying dusty old grimiores has given you the knowledge on how to make even a complete stranger view you as a friendly acquaintance, however be warned, minds are fickle things so not only is there a chance the spell won't take hold on the victim, it only lasts an hour and is imediately broken as soon as you or a companion does something harmful to it, and they have the full knowledge of what you did when the spell wears off.

Level 2

 * Magic Weapon: time spent around weapons has taught you how to, for a brief time enchant a weapon in such a way that it becomes unnaturally sharp and hefty, enabling it to do more damage than it normally would whenever used however the spell only lasts for an hour or so, and as such its best to only use it when you are certain a fight is coming.
 * Detect thoughts: at some point, you aren't quite sure when, you picked up the ability to read another being, within thirty feet of you, thoughts, however only for brief amounts of time,usually about a minute tops, and usually only surface level thoughts, however if you concentrate you have a chance to be able to probe deeper into the target's mind, although there is also a chance of the target being able to break free of the spell.
 * Shadow Blade: using an illusion so realistic the simpler part of your target's brain harms itself with psychic damage, you are able to weave together nearby shadows into a simple blade in one hand, when you stab someone with it they will take a decent amount of pure psychic damage, interestingly leaving no mark behind where hit however the target will feel all the pain as if it were real, up to and including the point of them giving themselves a heart attack and dying.

Level 3

 * Fireball: using a small ball of rolled together bat guano and sulfer you have learned how to summon a fifteen foot radius fireball centered around a target of your choosing that happens to be up to sixty feet away from you, when the fireball erupts those within its radius take large amounts of fire damage so be sure no innocents could be caught up in it
 * Dispel Magic: Practice has given you the ability to brute force through the spells of other peoples causing spells weaker than you to be dispelled, however only spells within sixty feet of you can be dispelled, and even within that range there is a chance of the spell not be broken, however that depends on the original caster's strength and how much energy they dedicated to making the spell to begin with..

Level 4

 * Polymorph: having taken some time as the local's healer's apprentice, coupled with your experience as a spellcaster has given you the know-how to turn a target within fifteen feet or so of you into some other animal, usually something you are familar with such as some sort of small game that many families hunt, however the spell only lasts for an hour and more powerful targets have a harder time having the spell take hold.

Level 1

 * Detect magic: practice with magic has given you the ability to do what many would otherwise conside impossible, which is to say that at times and for brief glimpses you can see the faint aura that magic gives off when in use, and perhaps more importantly in many cases, the ability to learn what spell is responsible for the effect, however this gift is only possible within a twenty foot diameter circle of yourself and is easily blocked by many materials of various thickness

Level 3

 * Dispel Magic: Practice has given you the ability to brute force through the spells of other peoples causing spells weaker than you to be dispelled, however only spells within sixty feet of you can be dispelled, and even within that range there is a chance of the spell not be broken, however that depends on the original caster's strength and how much energy they dedicated to making the spell to begin with.

Level 4

 * Divination: you aren't sure how but you are able to see glimpses of the strands of time as they twist and turn as time pasts by, however you are only able to get an accurate glimpse of events that happen in the next week or so and even than the response could be anything, but namely, an image, a short phrase, a riddle or even just some omen,all of which you are free to interept as you see fit.

Level 1

 * Detect magic: practice with magic has given you the ability to do what many would otherwise conside impossible, which is to say that at times and for brief glimpses you can see the faint aura that magic gives off when in use, and perhaps more importantly in many cases, the ability to learn what spell is responsible for the effect, however this gift is only possible within a twenty foot diameter circle of yourself and is easily blocked by many materials of various thickness

Level 2

 * Magic Weapon: time spent around weapons has taught you how to, for a brief time enchant a weapon in such a way that it becomes unnaturally sharp and hefty, enabling it to do more damage than it normally would whenever used however the spell only lasts for an hour or so, and as such its best to only use it when you are certain a fight is coming.

Level 3

 * 1) Dispel Magic: Practice has given you the ability to brute force through the spells of other peoples causing spells weaker than you to be dispelled, however only spells within sixty feet of you can be dispelled, and even within that range there is a chance of the spell not be broken, however that depends on the original caster's strength and how much energy they dedicated to making the spell to begin with.

Cantrips

 * Mage Hand: you may summon a ghostly hand anywhere you can see within a thirty foot diamter bubble of yourself, with that hand you can lift and transport small objects or if necessary manipulate larger ones such as pull a door knob.
 * Dancing Lights: in your travels you have learned from wandering bards how to summon four spectral lights, or combine them into a vaguely glowing humanoid silhoutee, which you can manipulate as you see fit at the cost of a glowworm or maybe a bit of phosphorous or wychwood.

Level 1

 * Detect magic: practice with magic has given you the ability to do what many would otherwise conside impossible, which is to say that at times and for brief glimpses you can see the faint aura that magic gives off when in use, and perhaps more importantly in many cases, the ability to learn what spell is responsible for the effect, however this gift is only possible within a twenty foot diameter circle of yourself and is easily blocked by many materials of various thickness
 * Charm person: long time spent in taverns instead of studying dusty old grimiores has given you the knowledge on how to make even a complete stranger view you as a friendly acquaintance, however be warned, minds are fickle things so not only is there a chance the spell won't take hold on the victim, it only lasts an hour and is imediately broken as soon as you or a companion does something harmful to it, and they have the full knowledge of what you did when the spell wears off.

Level 2

 * Detect thoughts: at some point, you aren't quite sure when, you picked up the ability to read another being, within thirty feet of you, thoughts, however only for brief amounts of time,usually about a minute tops, and usually only surface level thoughts, however if you concentrate you have a chance to be able to probe deeper into the target's mind, although there is also a chance of the target being able to break free of the spell.

Level 3

 * Dispel Magic: Practice has given you the ability to brute force through the spells of other peoples causing spells weaker than you to be dispelled, however only spells within sixty feet of you can be dispelled, and even within that range there is a chance of the spell not be broken, however that depends on the original caster's strength and how much energy they dedicated to making the spell to begin with.
 * Leomund's tiny hut: for eight hours, or until you leave its confines, you may summon a small hemisphere of pure energy basically, that is five feet in radius, meaning the dome allows you and a few companions to hunker down and wait out nearby threats however be warned although magic or enemies can not pass it, only people who were already inside it when the dome was formed can leave it but are not able to return so make sure you have adquete food stores before summoning the spell.

Level 4

 * Polymorph: having taken some time as the local's healer's apprentice, coupled with your experience as a spellcaster has given you the know-how to turn a target within fifteen feet or so of you into some other animal, usually something you are familar with such as some sort of small game that many families hunt, however the spell only lasts for an hour and more powerful targets have a harder time having the spell take hold.

Cantrips

 * Mage Hand: you may summon a ghostly hand anywhere you can see within a thirty foot diamter bubble of yourself, with that hand you can lift and transport small objects or if necessary manipulate larger ones such as pull a door knob.

Level 1

 * Charm person: long time spent in taverns instead of studying dusty old grimiores has given you the knowledge on how to make even a complete stranger view you as a friendly acquaintance, however be warned, minds are fickle things so not only is there a chance the spell won't take hold on the victim, it only lasts an hour and is imediately broken as soon as you or a companion does something harmful to it, and they have the full knowledge of what you did when the spell wears off.

Level 2

 * Shadow Blade: using an illusion so realistic the simpler part of your target's brain harms itself with psychic damage, you are able to weave together nearby shadows into a simple blade in one hand, when you stab someone with it they will take a decent amount of pure psychic damage, interestingly leaving no mark behind where hit however the target will feel all the pain as if it were real, up to and including the point of them giving themselves a heart attack and dying.

Level 3

 * Dispel Magic: Practice has given you the ability to brute force through the spells of other peoples causing spells weaker than you to be dispelled, however only spells within sixty feet of you can be dispelled, and even within that range there is a chance of the spell not be broken, however that depends on the original caster's strength and how much energy they dedicated to making the spell to begin with.