Healing:
A healing spell can only be an instant spell. A single creature can only be affected by magic or alchemical healing with a healing effect once in a 24 hour period. Thus you cannot invigorate, then heal toxicity or wounds (Or vice versa) within the same day.
Invigorate – Removes one point of fatigue per spell point.
Refresh – Removes one round of stun per two spell points.
Toxicity - Heals one toxicity per three spell points.
Wounds – Heals one wound per seven spell points.
Perception:
Detection – Used to detect or know things normal senses cannot see.
Illusion – Used to create false images, sounds, or other such senses. On a successful spell using illusion, the target gets to roll their Mental Defense to resist as well as any normal physical defense to avoid the spell.
Physical – This can be used to detect physical things (Certain metals, life, etc), or to create illusions that all can interact with. For an illusion, this is per sense (Sight, sound, etc). This affects how others experience the target of the spell.
Magic – For the detection of or identification of magic or for creating illusory magical effects.
Mental – This can be used to detect intelligence, or to create an illusion that only exists in the minds of the targets. This affects how the target of the spell experiences things with his own senses.
Example Spells:
Awaken - To help bring a person out of being stunned. The area can be anything, but we will use touch (1 Spell Point). As a healing ability, it must be instant (1 Spell Point). Let us use the minimum of only one round removed (2 Spell Points). Those spell points add up to make this a 4 point spell (TN 14 to cast/weave).
Barrier of Blades - A wall of scything blades. It would be an area effect of at least a 4 square wall. We will assume the minimum (4 Spell Points). To make it last, duration would be for at least rounds (3 Spell Points). It does physical damage (Minimum 1 Spell Point). Those spell points add up to make this an 8 point spell (TN 6 to cast/weave).
Boost Defense – Adding a bonus to one of your own defense rolls. It would have an area of Touch (1 Spell Point). Duration can be anything except instant, but for this example let us use rounds (3 Spell Points). It is for a single d20 roll (One defense in this case – We will say Dodge Defense for this example). Each bonus you add to the roll is 2 spell points, we will say the minimum of 1 to make this spell effective (2 Spell Points). That makes a spell that grants you a +1 to Dodge defense for rounds as a mere 6 point spell (TN 16 to cast/weave). You could instead give yourself a +2 to the roll as an 8 point spell.
Confusion – Make target believe all around him are enemies. The area is magical ray (2 Spell Point). Duration can be anything except instant, but for this example let us use rounds (3 Spell Point). It is an illusion effect from Perception (3 Spell Points), and it is a mental illusion (2 Spell Points). Those spell points add up to make this an 7 point spell (TN 17 to cast/weave).
Fireball – A damaging spell over an area of effect. We will assume the minimum area effect (4 Spell Points). Duration can be anything, but for this example let us use instant (1 Spell Points). It does a type of energy damage (Minimum 2 Spell Points). Those spell points add up to make this a 7 point spell (TN 5 to cast/weave). Increasing the energy damage by one die would add two spell points and 1 to the TN. Increasing the area to a 3 square burst radius would add two spell points and 1 to the TN.
Flaming Sword - To enchant a blade to be wreathed in flames and harm your enemies. It would be an area effect of touch (1 Spell Points), a duration of at least rounds (3 Spell Point), with the Enchant metamagic (5 Spell Points). It would do fire as a type of energy damage (Minimum 2 Spell Points). It would also have to be shaped against foes only, as otherwise the enchanted blade would burn its user (2 Spell Points). Those spell points add up to make this a 13 point spell (TN 8 to cast/weave).
Invisibility – An illusion to make everyone think you are not there, granting total concealment. Area would be Touch (1 Spell Points). Duration can be anything except instant, but for this example let us use rounds (3 Spell Point). It is an illusion effect from Perception (3 Spell Points), and it is a physical illusion versus sight only (1 Spell Point). Those spell points add up to make this an 8 point spell (TN 18 to cast/weave).
Light – This creates a light to illuminate an area. The area is Touch (1 Spell Points). Duration can be anything except instant, but for this example let us use rounds (3 Spell Points). It is a a form of fire energy (Minimum 4 Points). This is not a mobile light. You would need to set fire to something portable for that. Those spell points add up to make this an 8 point spell (TN 18 to cast/weave).
Magical Hand – To lift a small item like a key and move it around. The area is a magical ray (2 Spell Points). Duration can be anything except instant, but for this example let us use rounds (3 Spell Points). This would be a Telekinesis effect from Creation lifting something of 5 pounds or less (1 Spell Point). Those spell points add up to make this a 6 point spell (TN 16 to cast/weave).
Paralyzing Ray – To turn a foe helpless by pointing at them. The area is a magical ray (2 Spell Points). Duration can be anything except instant, but for this example let us use rounds (3 Spell Points). This would be a Command effect from Mind (6 Spell Points). Those spell points add up to make this an 11 point spell (TN 21 to cast/weave).
Poison Touch – To poison a foe on touch. The area is touch (1 Spell Point). Duration can be anything, but for this example let us use instant (1 Spell Point). Using a 4 point poison (Toxicity 2/1, TN 10, Instant Onset, No Recurrence, Instant Duration) as per toxins on page 56 (4 Spell Points). Those spell points add up to make this a 6 point spell (TN 16 to cast/weave).
Stone Shape – To create a hole in a wall or door to pass though. You must choose an area effect if you wish to fit, so we will look at the minimum area cost (4 Spell Points). Duration can be anything except instant, but for this example let us use rounds (3 Spell Points). This is a form of Change (3 Spell Points). Those spell points add up to make this a 10 point spell (TN 20 to cast/weave).
Unerring Essence Bolt – To automatically hit one foe with essence damage. The area is unerring (5 Spell Points). Duration can be anything, but for this example let us use instant (1 Spell Point). It does force damage (Minimum 3 Spell Points). Those spell points add up to make this a 8 point spell (TN 6 to cast/weave).