Level 1
Compression of the Struggling Vessel
Placing their hands upon a ship, cart, or other manned vehicle the mage shrinks the vessel for just enough time to pass through a space otherwise untraversable due to size. This spell does not work with crew on board or within and only lasts for a scene.
Eschew The Path
Assume a rigid posture and force yourself into a crack between worlds. You and 1 ally per level under your guidance can cease to exist for up to 30 minutes per level. This is an extremely taxing feat and you suffer 1 point of System Strain and an additional 1 per full hour passed. If this would exceed your maximum system strain you do not return from nonexistence. During this time you are nowhere. You have no thoughts, no time feels to have passed, you are undetectable by any conventional means and most magical. Time passes as normal for everyone else.
Exfiltration of Slumber's Eye
Lightly hold the forehead of a sleeping target to invade their mind and scrape their dreams for information. When you do this you learn of one thing they either fear, look forward to, or take pride in. Typically what you learn is the most prominent thing in their mind but you can attempt to root out specifically a fear, pride, or motivation with a Difficulty 8 Magic + WIS check. Failing the check resolves the spell as normal.
Level 2
Baleful Biscuit of the Incomprehensible
The caster summons and propels a magical biscuit directly into someone's mouth. They are silenced, unable to speak, as they chew their way through it, finding it impossible to spit out. They may make a Physical save each round as a Move Action as they attempt to chew and swallow it. A successful save ends the effect and satisfies the targets food requirements for the day.
Daunting Spire of Anmados
Cause a spiral-pathed pillar of white stone to erupt from the ground at a location within 100ft. The caster controls the height of the monument but it can be up to 10ft per level and has a diameter of 30ft. The path that spirals around it is narrow and uneven but easily scaled with some time. Any creature hostile to you is filled with a sense of dread upon seeing the tower rise and must make a morale check.
Dazzling Mirror
Surround yourself or one ally with small floating mirrors for up to a Scene. If that ally is struck in physical melee or ranged combat resolve the attack as normal but the mirrors shatter and the attack must make a Physical save of be blinded for the rest of the Scene. If the spell's subject is targeted by another spell while this one is active it is reflected at the caster before the mirrors disperse and Dazzling Mirror ends.
Retread The Lowland Roads
Channeling thoughts of recursion, the mage targets any creatures they choose within sight, priming them to be affected by the spell. The next time a target moves from where they stand they will be reset back to the spot at the end of their turn. Allies affected are allowed to retake their move from that position, perhaps going somewhere different, before ending their turn.
Level 3
The Casting of a Historic Paradigm
The caster designates any or all of the area within 300 ft of themselves as a landmark that imparts knowledge to those who enter it. Spending a day walking the grounds and repeating the information they wish to bestow upon others, they create a zone in which new arrivals learn roughly a paragraph's worth of lore about the location. The details of the message can only be about things that have happened here or other reasons it might be an important site. There is no chance to resist the message but it is up to the individual to decide if they believe it and how to act on it. The spell lasts for up to a year unless dismissed or dispelled.
Wealth Beyond Imagination
When you target a living humanoid with 1 HD or less with this spell they are slain and become a grotesque minor Exemplar with 1000 silver worth of inspiration. This is a rather heinous act, a direct abuse of life in the pursuit of power, and as such you must make a Mental save each time you cast it. On a failed save you permanently lose 1d4 from your Charisma score as your humanity slips away.
Arts
Drops in the BucketÂ
Elemental Blast now consumes Effort for the Day instead of Scene but deals an additional 1 point of damage. Each time you cast Elemental Blast before refreshing your effort pool this bonus damage doubles from the previous cast. So your first time using Elemental Blast in a day will deal +1 damage, your second +2, your third +4 and so on. This art requires and modifies the Elemental Blast art, so it must be chosen prior to this one.
Level 1
Piton The Fool
Target a creature standing over exposed earth and forcefully drive them into the ground. Half of their body becomes buried until they can dig themselves out by spending a turn and succeeding a Physical Save. If the target has more HD or levels than you they get a Physical Save to resist the initial effect as well. When used over muddy or particularly difficult terrain any saves are made with a -2 penalty.
Snuffing the Restful Flame
The caster wards a campfire and the area within a hundred feet of it. At the time of casting any number of specific people can be designated to not trigger the warding. If anyone not excluded by the caster enters the area the flame will snuff out and the caster will be awoken if they were asleep.
Level 3
Flame Vortex
The caster causes a spiral of flames to erupt within their sight up to 100ft away per level. The fire circles in a 15ft radius, creatures caught within must make an Evasion save or suffer 2d10 damage and be dragged towards the center. This powerful vacuum effect knocks targets prone and piles them together. Burning ground is left behind hurting anyone who starts their turn in the area for 1d6 damage.
Level 1
Death's Cartographer
Taking a blank piece of parchment and marking it with an arrow of blood the caster creates a crude radar that shows the location of nearby lesser undead. The blood will pool to point in the direction of the nearest undead with 3 or less Hit Die. If there are 2 to 5 undead there the arrow will bloat slightly. At 6 or more undead the arrow thickens further but not beyond that.
Saddle of the Pale Horse
You imbue a saddle with necrotic power for a day. When placed upon a dead horse, the saddle returns it to a semblance of life, though it is now undead. By default the spells lasts a day or until the saddle is removed but the necromancer can easily spend a spell slot each day to maintain it. By investing 300 silver into magical oils and dusts the effect can be made permanent, though the necromancer may only control their level number of Pale Horses. They are not combat trained and are mindless to the point they will simply endure attacks unless commanded otherwise.
Level 2
Horror of the Farmer's Land
Target a person with equal or less HD than yourself, they must succeed at a Mental save or be paralyzed into a scarecrow pose - standing straight up with their arms spread horizontally. This paralysis lasts one day per the caster's level, or until dismissed or dispelled. Any creature who gazes upon the paralyzed target must succeed a Mental save or be unable to approach them. Being paralyzed by this spell does not remove the need for food, water, shelter, or other essentials.
Level 5
Rebuke the Shallow Grave
As a Main action the Necromancer breaths unlife into a recently slain mortal, immediately reviving them at 1hp but forever tainting them with the curse of undeath. The spell must be cast within 1 minute per caster's level of the subject dying and does not work on dismembered or otherwise destroyed bodies. Anyone revived in this manner gain Origin Focus: Undead (Core Book pg 321) at level 1.