
School of magic · 10 spells
General Magic
Practical everyday spells for light, small manipulations, finding things, repairs, and basic protection. This is not an elemental school.
UtilityWisp
Creates harmless light that reaches about 5 m. The caster can extinguish it at any time.
UtilityIgnite
Lights a small, prepared source of fire. It deals no damage and cannot ignite wet material.
UtilityMagic Sound
Creates a simple sound lasting up to 6 seconds. It cannot imitate a specific person's intelligible speech.
UtilityMagical Cleaning
Removes ordinary dirt, mud, dust, or odor without damaging the object.
UtilityFind Water
Points toward the nearest reachable water source within 1 km. It does not tell you whether the water is safe to drink.
UtilityMagic Hand
Creates a visible magical hand that can lift, carry, set down, or press a simple mechanism. It is not Telekinesis and cannot affect a creature.
UtilityMinor Repair
Mends a crack, torn strap, or broken small part. It does not restore consumed contents or magic.
UtilityDetect Magic
Reveals that magic is present and identifies its nearest school. It does not reveal the exact effect, trigger, or way to end it.
UtilityMagic Key
Makes an INT check against 7/9/11, depending on the lock's quality. Success opens the lock; it cannot open a magical lock or disarm a trap.
DefensiveMinor Magic Shield
The target gains +1 Physical Defense (PD) and +1 Magic Defense (MD) against the next attack.