PRIME
Arcane Ward: +2 resistance (scale) to all schools for 3 turns (scale).
Expert: (Improved Warding) +2 resistance (locked) to all schools.
Master: Improved Warding increased to +5.
GM: (Arcane Barrier) 3 elemental damage (scale) absorbed from attacks to all party, before applying resistance. (Like Celestial Armor).
Sundering: -5 armor (scale) to all enemies within 3 tiles until combat is over.
Expert: (Shield Sunder) Decreases all targets chance to block by 5% (locked).
Master: Shield Sunder increased to 10% (locked) decreased block chance.
GM: (Shatter Resistances) Also decrease all the resistances of enemies affected by 10 (locked) for 2 turns (locked).
Time Stasis: Enemy can’t act for 1 turn (locked?).
Expert: Mana cost decreased to 20.
Master: Mana cost decreased to 15.
GM: Enemy can’t act for 2 turns (if locked).
Mana Surge: Next spell cast by an enemy will cause 20 prime damage (scale) to the caster.
Expert: (Devour Mana) If mana surge is triggered, refunds half the cost of Mana Surge to the caster.
Master: (Mana Suppression) The spell triggering Mana Surge does 10% less damage.
GM: (Mana Feedback) The spell triggering Mana Surge will cause 10% of it’s damage to its caster.
Dispel Magic: Dispels all effects from party
Master: (Controlled Dispel) Leaves the last beneficial effect on the party, but it’s duration is reduced to 1 turn (locked).
GM: (Lingering Dissipation) Dispels all effects from party and makes the party immune to any special effects for 1 turn (locked).
Heroic Destiny: +7 Destiny (scale) for 3 turns (scale).
Master: (Destined Strike) Increase critical damage by 5% (locked).
GM: Increase Destined Strike to 10% (locked).
Identify: Identifies one item
Master: Identifies all itens on party.
GM: (Hoard) 5% chance (locked) that the item will be of better quality. Doesn’t work on relics or the best quality items.
Implosion: Does 20 prime damage (scale) to target and other enemies are done damage based on target’s remaining health.
GM: (Crushing Will) Target also has all its resistances decreased by 20 (locked) for 1 turn (locked).
Spirit Beacon: Lloyd’s Beacon, can only place one beacon.
GM: Can place two beacons.
Hour of Power: +5 Might, Magic, Perception and Destiny (scale) for one hour (cumulative with other spells?)
FIRE
Fire Ward: +5 fire resistance (scale) for whole party for 3 turns (scale).
Expert: (Improved Warding) +5 fire resistance (locked).
Master: Improved warding increased to +10 (locked).
GM: (Fire Barrier) 5 fire damage (scale) absorbed from attacks to all party, before applying resistance.
Torchlight: Illuminates surroundings for 25 turns (scale).
Expert: Decreases mana cost in half.
Master: (Fueling Flame) Fire spells do 2% (locked) increased damage while the spell lasts.
GM: Increases Fueling Flame to 5% increased damage.
Danger Sense: See enemies on mini-map for 20 turns (scale).
Expert: Decrease mana cost in half.
Master: (Sixth Sense) Traps do 20% less damage (locked) while the spell lasts.
GM: Sixth Sense increased to 50% less damage.
Firebolt: Does 30 fire damage (scale) to target.
Expert: (Melting Flame) Decreases target armor by 5 (locked) for 1 turn (locked).
Master: Increase Melting Flame to decrease 10 armor (locked).
GM: (Blaze) Does 15% of the fire damage again to the target in the next turn.
Burning Determination: Protects party from Paralyze, Sleep and Stun for 1 turn (scale).
Master: (Burning Will) Also protects against Feeblemind.
GM: (Indomitable) If cast within a turn of the protected status effects, they are dispelled.
Inner Fire: +5 Might (scale) for 3 turns (scale).
Master: (Outer Flame) The next attack done by each party member does 5 bonus fire damage (locked). Daggers get half damage.
GM: Outer Flame lasts as long as the spell lasts. Daggers get half damage.
Fireball: Does 35 fire damage (scale) to group of enemies.
Master: (Melting Flame) Decreases the armor of all targets by 5 (locked) for 1 turn (locked).
GM: (Blaze) Does 15% of the fire damage again to all targets in the next turn.
Fire Shield: Does 5 fire damage (scale) to attacking enemies for 1 turn (scale).
GM: (Melting Flame) Attacking enemies also have their armor decreased by 5 (locked) for 1 turn (locked).
Fire Blast: Does 40 fire damage (scale) to all enemies in a line.
GM: (Blaze) Does 15% of the fire damage again to all targets in the next turn.
WATER
Water Ward: +5 water resistance (scale) for 3 turns (scale).
Expert: (Improved Warding) +5 water resistance (locked).
Master: Improved warding increased to +10 (locked).
GM: (Water Barrier) 5 water damage (scale) absorbed from attacks to all party, before applying resistance.
Consciousness: Awakens target.
Expert: (Wide Awake) Target can’t fall asleep for 1 turn (locked).
Master: Wide Awake increases duration to 2 turns.
GM: (Reinvigorate) Target’s next attack can’t miss or be blocked.
Frozen Ground: Group of enemies can’t move for 1 turn (locked?).
Expert: (Freeze) Affected Targets get -10 evade (locked) for the duration.
Master: Freeze evade reduction increased to -20 (locked).
GM: (Shatter) +3% critical chance against targets for the duration. The first critical dissipates Shatter on target.
Ice Bolt: Does 10 water damage (scale) and causes Chill, decreasing its number of attacks by 1 (locked). (Suggestion, increase damage to 15)
Expert: (Numbness) Target’s next attack has a -10 penalty to its attack (locked).
Master: Numbness increases to a -15 penalty (locked).
GM: (Frozen Limbs) Target’s critical chance reduced by 5% (locked, minimum 2%).
Ice Prison: Target can’t attack or move for 1 turn (locked?).
Master: (Shatter) +5% critical chance against target for the duration. The first critical dissipates Shatter.
GM: Duration increased to 2 turns (if locked).
Circle of Winter: Does 10 water damage (scale) to all enemies surrounding party and causes Chill, decreasing their numbers of attacks by 1 (locked). (Suggestion, increase damage to 15).
Master: (Numbness) The next attack of all targets has a -10 penalty to their attack (locked).
GM: (Frozen Limbs) All targets’ critical chance reduced by 5% (locked, minimum 2%).
Water Flows Freely: Cures Paralyze.
Master: (Persistent Flow) Target can’t be paralyzed for 1 turn (locked).
GM: (Return the Flow) Target immediately attacks when cured without losing it’s turn.
Blizzard: Enemies in a line are done 30 water damage (scale) and causes Chill, decreasing the number of attacks from all targets by 1 (locked).
GM: (Numbness) The next attack of each target has a -10 attack penalty.
Liquid Membrane: Reduces Damage by 0.7% (?) (scale) for 1 turn (locked?).
GM: (Soothing Membrane) Heals 5 health per turn while lasts (if scale), or heals 20 health when cast (if locked).
Tsunami: Does 30 water damage (scale) to all targets in a line and pushes them back.
EARTH
Earth Ward: +5 Earth resistance (scale) for 3 turns (scale).
Expert: (Improved Warding) +5 earth resistance (locked).
Master: Improved warding increased to +10 (locked).
GM: (Earth Barrier) 5 earth damage (scale) absorbed from attacks to all party, before applying resistance.
Entangle: Does 20 earth damage (scale) to target and it can’t move for 1 turn (locked).
Expert: (Obstructing Vines) Target has -15 ranged attack (locked) while the spell lasts.
Master: (Constricting Vines) The first time the target attacks it is done 5 earth damage (scale)
GM: The vines last two turns.
Regeneration: Heals 20 health (scale) to all party instantly and for 3 turns (locked).
Expert: (Resiliency) Increases resistances by 5 (locked) while the spell lasts.
Master: Resiliency bonus increases to 10 (locked).
GM: (Regenerative Feedback) Each target heals half the damage inflicted on them on the next source of damage.
Cure Poison: Cures poison from target.
Expert: (Venom Immunity) After being cured target can’t be poisoned for 1 turn (locked).
Master: Venom Immunity increases to 2 turns (locked).
GM: (Anti-Venom) Heals 30% of the poison damage done to target.
Poison Spray: Target is done 10 earth damage (scale) and 2 more earth damage (scale) every turn. Evade is decreased by 5 (scale).
Master: (Debilitating Poison) Target’s attack damage decreased by 5% (locked).
GM: Debilitating Poison increases to 10% (locked).
Stone Skin: All party member get +4 armor (scale).
Master: (Petrified Bones) Critical damage done to party decreased by 10%.
GM: (Hardened Limbs) All party gets 1 extra melee block (locked) while the spell lasts. This block has a 20% block chance (locked) and is rolled when there are no melee blocks left.
Strength of the Earth: Cures weakened.
Master: (Lasting Strength) Target can’t be weakened for 1 turn (locked) after being cured.
GM: (Renewed Strength) The next melee attack done by target after being cured does 3 extra earth damage (scale).
Poison Cloud: Creates a poison a line for 3 turns (locked), doing 4 earth damage (scale) to all inside every turn. (Suggestion, increase damage to 6)
GM: (Debilitating Poison) Each turn targets stay in the cloud they have their attack damage decreased by 10% (locked) for that turn.
Acid Splash: Does 30 earth damage (scale) to target and decreases armor by 50% (locked).
GM: (Corrosive Burn) Does 10 earth damage (scale) to target next turn.
Crushing Weight: Does 20% of target’s current health as damage (locked).
AIR
Air Ward: +5 Air Resist (scale) for 3 turns (scale).
Expert: (Improved Warding) +5 air resistance (locked).
Master: Improved warding increased to +10 (locked).
GM: (Air Barrier) 5 air damage (scale) absorbed from attacks to all party, before applying resistance.
Sparks: Does 10-20 air damage (scale) to all enemies around party.
Expert: (Electrocution) The next time the target is done air damage within 1 turn (locked), it takes 3 extra air damage (scale).
Master: Electrocution increases to 5 extra air damage (scale).
GM: (Paralyzing Shock) Targets can’t block the next attack done to them.
Wind Shield: Increases Evade by 10 (scale) for 1 turn (scale).
Expert: (Wind Barrier) Increases evade against ranged attacks by 10 (locked).
Master: Wind Barrier increased to 15 evade (locked).
GM: (Wind Wall) All party gets 1 communal ranged block (locked). This ranged block has 30% block chance and is rolled when there are no ranged blocks left. Wind Wall dissipates after blocking 1 ranged attack.
Gust of Wind: Does 6 air damage (scale) and 6 physical damage (scale) to target, pushing it back.
Expert: (Forceful Blast) If the target can’t be pushed, it receives double physical damage. It receives 150% air damage otherwise.
Master: (Daze) If the target can’t be pushed, it takes a -10 penalty to attack (locked) for 1 turn (locked).
GM: (Gale) Target is pushed 2 tiles.
Eagle Eye: +5 Perception (scale) to the party for 3 turns (scale).
Master: (Preying Eyes) Ranged attacks get +1 air damage (scale).
GM: (Apex Predator) +3% ranged critical chance (locked) while spell lasts.
Lightning Bolt: Does 17-35 air damage (scale) to target.
Master: (Electrocution) The next time the target is done air damage within 1 turn (locked), it takes 5 extra air damage (scale).
GM: (Paralyzing Shock) Target can’t block the next attack done to it.
Clear Mind: Cures feeblemind.
Master: (Clarity) Target can’t be affected by feeblemind for 1 turn after being cured.
GM: (Inspiration) Target’s next ability or spell used does +10% damage.
Chain Lightning: does 20 air damage (scale) to target, jumping to a new close target until it can’t jump to any targets.
GM: (Electrocution) The next time the target is done air damage within 1 turn (locked), it takes 5 extra air damage (scale).
Cyclone: Does 15 air damage (scale) to targets it reaches for 6 turns (locked).
GM: (Daze) Each time a target is hit, it takes a -15 penalty to attack (locked) for 1 turn (locked).
Thunderstorm: A storm in a line in front of the party does 10 air damage (scale) to all targets for 3 turns (locked).
LIGHT
Light Ward: +5 light resistance (scale) for 3 turns (scale).
Expert: (Improved Warding) +5 light resistance (locked).
Master: Improved warding increased to +10 (locked).
GM: (Light Barrier) 5 light damage (scale) absorbed from attacks to all party, before applying resistance.
Light Orb: Illuminates the surroundings for 25 turns (scale).
Expert: Mana cost reduced by 50%.
Master: (Blinding Light) While spell lasts, enemies have -1 attack (scale).
GM: (Soothing Light) Any time a character is healed, it is healed 3 extra damage (scale) while spell lasts.
Celestial Armor: Protects the next 15 damage done (scale) in the next 1 turn (scale).
Expert: (Warding Light) Party gets +5 armor (locked) for 1 turn (locked) if Celestial Armor is depleted.
Master: (Renewing Armor) Every turn that Celestial Armor isn’t depleted, it restores 3 damage (scale) to the amount it can absorb, up to the initial amount.
GM: (Lasting Light) After Celestial armor is depleted, it is renewed but protecting only the next 5 damage done (scale) for the next 1 turn (locked). Warding Light only triggers after this second armor is depleted.
Clairvoyance: Detects traps for the next 20 turns (scale).
Expert: Costs 50% less mana.
Master: (Uncanny Senses) Traps are shown in the mini-map within 3 tiles (locked) as a gold lit tile.
GM: (Prescience) Traps are automatically disarmed if triggered while spell lasts.
Cleansing Light: Cures curse.
Master: (Blessed Light) Target can’t be cursed for 1 turn (locked), after the curse is lifted.
GM: Depends on how curse works. If it lowers Destiny (like it lowered Luck in MM 1-5), it gives a +27 destiny bonus (locked) for 1 turn (locked) after curing the target. If it prevents the afflicted from acting (like in MM 6-9), it gives the target an action if it already failed to act this turn.
Heal: Instantly heals 80 damage (scale) from target.
Master: (Warding Light) Target gets +10 armor (locked) for 1 turn (locked) after being healed.
GM: (Healing Aura) Party members adjacent to target are healed 15 damage (scale).
Radiant Weapon: Deals 10 Light (scale) and 10 Physical damage (scale) and target can’t block for 1 turn (locked).
Master: (Shred Armor) Target gets -20 armor (locked) against the next attack it is dealt within 1 turn (locked).
GM: Target can’t block for 2 turns.
Resurrection: Target is resurrected.
GM: (Impenetrable Light) Target gets +50 to all resistances (locked) and +50 armor (locked) for 1 turn after being resurrected.
Heal Party: Instantly heals 10 health (scale) from whole party. (Suggestion, increase heal to 40 health)
GM: (Warding Light) All party gets +5 armor (locked) for 1 turn (locked) after being healed.
DARK
Darkness Ward: +5 Dark resistance (scale) for 3 turns (scale).
Expert: (Improved Warding) +5 dark resistance (locked).
Master: Improved warding increased to +10 (locked).
GM: (Dark Barrier) 5 dark damage (scale) absorbed from attacks to all party, before applying resistance.
Dark Vision: Decreases darkness in surrounding area for 25 turns (scale), allowing vision.
Expert: Mana cost reduced by 50%.
Master: (Sharp Vision) Party gets +1 perception (scale) while spell lasts.
GM: (Infravision) Can see enemies behind walls and objects.
Shadow Cloak: The next attack done in the next 1 turn (scale) will miss.
Expert: Mana cost decreased to 10.
Master: (Obscuring Shadows) After Shadow Cloak blocks an attack party gets +20 evade (locked) for 1 turn (locked).
GM: Obscuring Shadows increases to +40 evade (locked).
Whispering Shadows: Sense secrets for 20 turns (scale).
Expert: Mana cost reduced by 50%.
Master: (Calling Shadows) Secrets are shown in the mini-map as a purple area up to two tiles away.
GM: Calling Shadows increases to up to three tiles away.
Purge: Dispels positive effects from target.
Master: (Impregnable Darkness) Target can’t be affected by positive effects for 1 turn (locked), after having an effect dispelled from it.
GM: (Menacing Darkness) Target is also dealt 8 dark damage (scale) for each spell purged.
Drain Life: Does 16 dark damage (scale) to target, healing the party for 10 damage (divided, each?) (scale).
Master: (Drain Vigor) Party is also granted might depending on target’s size. +5 (small), +10 (medium) or +20 (large) might (locked) for 1 turn (locked).
GM: (Drain Powers) Target can’t use abilities for 1 turn (locked). If target could cast spells, next damage spell does 6 extra dark damage (scale).
Sleep: Target falls asleep for 1 turn (locked), but if damaged awakens.
Master: (Deep Slumber) The next attack done to target won’t wake it up, but dissipates Deep Slumber.
GM: Target falls asleep for 2 turns (locked).
Terror: Target runs away for 1 turn (scale).
GM: (Nightmare) Target also can’t block or evade during the spell’s duration. If cast of a target that’s asleep, it also does 16 dark damage (scale).
Agony: Target takes 4 dark damage (scale) whenever it is attacked.
GM: (Crippling Agony) Target also takes the spell damage every time it acts.
Weakness: All enemies around the party are done 2 dark damage (scale) every turn and does 20% less damage. Lasts 1 turn (locked?). (Suggestion, if the duration is truly locked, increase damage to 20, if not, still increase damage to something closer to 8 or 10).