<Bless>
This incantation bestows upon the caster a divine blessing, increasing the caster's ToHit and Maximum Damage. The effect of blessing is +1 ToHit probability and +1 Damage per casting level, lasting <dur> rounds.
<Cat's Eyes>
Gives the caster cat-like vision in low light. While it can be used as the sole method of visual aid, its real power comes from how it enhances other light sources. Under the effects of Cat's Eyes, a common torch seems to produce almost as much light as daylight. Duration of spell is <dur> rounds per Casting Level.
<Malachi's Gruel>
Malachi was a cleric who wandered the lands of Eschalon during the First Age. He carried no supplies on his travels, and devoted himself to mastering this spell which bears his name. It draws on the organic elements around the caster - the tiny insects, moss, fungi, seeds and spores - which combine together into a sticky, lumpy paste. This gruel can be eaten to keep the caster alive when no other food is available. The casting level determines the amount of gruel created.
<Detox>
Draws poisons and toxins from the bloodstream of the caster. The higher the casting level, the more powerful the detoxification effect is.
<Divine Heal>
Upon casting, you are bathed in divine light which binds your external physical wounds. Heals <min>-<max> Hit Points for every casting level. This spell does not heal the fiber of the body which may be infected with disease, or remove poisons which may coarse through the blood. 
<Entangle>
Causes vines and tangle brush to rise from the ground, ensnaring a target. Spell duration is <dur> rounds per Casting Level. Large or very strong creatures may cut the spells duration in half or resist its effects entirely.
<Fleshboil>
A ranged spell which bathes a single target with divine energy, causing blisters and lesions upon exposed flesh. Effect is <min>-<max> hit points of Magick damage per casting level.
<Leatherskin>
Causes the skin of the caster to become thick and leathery, increasing the caster's Armor Rating by +5 points. The spell's duration is <dur> rounds per casting level. 
<Lore>
Used to identify unknown items. Effectiveness of the spell is determined by the casting level.
<Toxic Element>
Sprays the target creature with a vaporous mist of toxic Polonium, drawn from the soil and stone around the caster. The target must save versus Toxins or become horribly sickened. Casting level determines the potency of the toxic effect.
<Charm>
Charms a single creature, causing it to turn and fight any other creature attacking the caster. The duration of the charm is <dur> rounds. The charmed creature will not follow the caster around, but as long as the charm is active it will attack any other creature nearby that is aggressive towards the caster. The casting level determines the level of creature that can be charmed. However, the most powerful creatures may completely resist the Charm spell.
<Cure Ailments>
Ailments are afflictions such as diseases, broken bones or insanity- essentially any injury or condition that cannot be corrected by restoring Hit Points. This spell does not return lost Hit Points, remove poisons from the bloodstream, or address hunger or thirst. The severity and number of ailments determines the casting level that the spell must be cast at in order to have a curing effect. 
<Enchanted Weapon>
This spell temporarily enchants any weapon placed in the caster's hand, or the caster's hands themselves if no weapon is equipped. Enchanted weapons deliver a guaranteed additional <max> points of physical damage upon striking a target. As well, this enchantment makes common weapons effective against ethereal or supernatural creatures. The spell's duration is <dur> rounds per casting level.
<Guiding Light>
This spell creates a magickal blue orb that floats above the caster's head, illuminating the darkness around him or her. The duration of the spell is <dur> rounds per casting level.
<Haste>
Causes the caster to move at increased speed, allowing him or her to perform an extra action per round. The duration is <dur> rounds per casting level.
<Nimbleness>
Temporarily increases the Dexterity of the caster, improving any stat affected by Dexterity such as combat accuracy or base Armor Rating. The effect is +<max> Dexterity points per casting level, the duration is <dur> rounds.
<Ogre Strength>
Temporarily increases the Strength of the caster, improving any stat affected by Strength such as combat damage or encumbrance limit. The effect is +<max> Strength points per casting level, the duration is <dur> rounds.
<Protection From Curses
This spell, while active, protects the caster from the effects of cursing. The duration of the spell is <dur> rounds per casting level.
<Stoneskin>
Causes the skin of the caster to become hard like stone, increasing the caster's Armor Rating by +10 points and reducing the effects of physical damage. The duration of the effect is <dur> rounds per casting level.
<Sunder Flesh>
Casting upon an enemy causes its flesh to rip apart, inflicting <min>-<max> points of physical damage per casting level.
<Turn Undead>
Turn Undead causes an undead creature such as a zombie, or an ethereal being such as a wraith, to be repulsed by the caster. The undead creature can Save vs. Magick to avoid being turned, though casting this spell at higher levels reduces their chances of rejecting the effects. At higher casting levels, the spell can distress the target creature to the point of causing physical damage as well. If turned, the undead will remain repulsed for <dur> rounds per Casting Level.
<Dehex>
Removes any curses or hexes that may be plaguing the caster.
<Protection From Curses>
This spell shields the caster from the effects of cursing by surrounding him or her with a divine aura. The duration of the spell is <dur> rounds per casting level.
<Mystic Hammer>
The caster summons a crushing hammer of divine energy to crush one opponent with terrible fury. Damage is <min>-<max> Hit Points per casting level.
<Mass Boil>
Much like the spell Fleshboil, Massboil causes all living creatures in view (except the caster himself) to be bathed in searing divine light, causing blisters and lesions. The damage inflicted is <min>-<max> Hit Points of magick damage per casting level.
<Graven Idol>
This spell will summon a large graven idol to appear near the caster. The graven idol emits a powerful, negative aura that causes all nearby friends and foes to become enraged. Enemies will temporarily ignore you to attack the idol, which allows you to escape combat or perhaps lead them into a trap. The casting level of the spell determines the amount of Hit Points that your idol has.
<Dense Nimbus>
Creates a bubble of dense, high-pressure air around the caster which prevents most projectiles from striking the caster. The effectiveness of the spell is 40% projectile deflection at casting level 1, with 10% more protection for each additional casting level. The duration of the spell is <dur> rounds per casting level. Note: Dense Nimbus works only when the source of the projectile is greater than one space away. It does not prevent damage from melee weapons,  point-blank shots, or magickal projectiles.
<Draw Water>
This spell draws water from humidity in the air. The water automatically fills any water skins present in your inventory. The spell's effect draws <max> ounces (0.5 pound) of water per casting level.
<Element Armor>
Gives the caster an increased level of protection from elements (fire, cold, electricity). Duration of the spell is <dur> rounds and the effect is +<max>% Resistance to Elements per casting level.
<Spark>
Causes an ionic charge of electricity to arc from the caster's hands towards the target. Effect is <min>-<max> hit points of electric damage per casting level.
<Firetouch>
Allows the caster to lay hands upon his target and inflict <min>-<max> points of fire damage per casting level to all living and inanimate objects.
<Polarclaw>
Turns the caster's hands into jagged claws made of subfreezing ice, inflicting <min>-<max> cold damage, per casting level, on his enemy. The caster must be close enough to touch his target, and the damage only affects living flesh, not inanimate objects.
<Gravedigger's Flame>
This spell creates a magickal torch that floats above the caster's head, illuminating the darkness around him or her. The duration of the spell is <dur> rounds per casting level.
<Predator Sight>
This spell allows the caster to see the faint electromagnetic aura that all creatures emit, whether they are living, animated or extra dimensional. In daylight this has practically no effect, but in darkness the caster is able to see all creatures glowing green which clearly reveals their location. Using Predator Sight, a caster does not receive any penalty for attacking in low light conditions. Spell duration is <dur> rounds per casting level.
<Reveal Map>
Upon casting Reveal Map, a subsonic 'ping' radiates from the caster which maps the surrounding area. The higher the casting level, the greater the size of the mapped area and the more detail that will be included.
<Sonic Blast>
This spell creates an intense subsonic wave which temporarily stuns all nearby targets, lowering their combative and defensive abilities. The casting level determines the overall power and range of the blast.
<Dazzling Flare>
Causes some enemies to flee in fright of the dazzling display of sparkling lights. While it causes no physical harm to the target creature, it does give the illusion that you are a powerful mage casting a deadly spell, which fools many creatures and NPCs into fleeing from you. Larger or more intelligent creatures require a higher casting level for the spell to be effective. The fear induced by this magickal display generally lasts <dur> rounds, but larger creatures are less affected by the spell.
<Chameleon>
Causes the caster to blend with the environment, making him harder to hit. Duration is <dur> rounds per casting level.
<Compress Atmosphere>
This spell creates a bubble of crushing air around several targets, inflicting <min>-<max> points of damage per casting level.
<Enkindled Weapon>
This spell, while active, temporarily imbues any weapon held in the caster's hand, or the caster's hands themselves if no weapon is equipped, with bonus fire damage. The effect of the spell is <max> points of fire damage per casting level. The spell duration is <dur> rounds.
<Fireball>
Caster projects a fireball towards his target. Effect is <min>-<max> points of fire damage per casting level, affecting both living and non-living targets. The concussion of the fireball's blast also produces collateral damage to surrounding creatures and objects.
<Lock Melt>
This spell concentrates heat onto the lock mechanism of a door or chest, softening the metal components of the lock and causing them to fail. Higher quality locks require a more powerful casting level as the quality of the metal and craftsmanship of the lock are less susceptible to heat damage.
<Trapkill>
When cast, waves of atmospheric pressure emanate from the caster affecting nearby traps, forcing them into mechanical failure. Most traps, especially those of simpler design, are susceptible to these rapid fluctuations of pressure and can fail through the casting of this spell. More advanced trap designs will require a higher casting level to disarm. This is a touch-range spell: only the traps immediately adjacent to the caster will be affected. 
<Abyssal Freeze>
This spell blasts a single living target with a sub-freezing sphere of cold, inflicting a massive <min>-<max> hit points of freeze damage per casting level. However, the extremely cold temperature generated by this spell has no effect on inanimate objects.
<Milo's Cell of Holding>
This spell was originally designed to entrap an infamous murderer named Milo Kildore, but since it has become a common spell in the repertoire of the Elemental caster. It creates a 3x3 energy field cell which prevents any creature or person trapped within from escaping. Since the cell is actually 9 units large, up to 9 individual creatures can be entrapped at once. Although the energy field blocks movement, projectile weapons can still pass into, or out of, this holding cell. Duration is <dur> rounds per casting level. 
<Ice Lance>
Draws upon humidity in the air to form a massive, pointed shaft of ice that is hurled from the caster, inflicting <min>-<max> points of damage, per casting level, on whatever it strikes.
<Invisibility>
Renders the caster invisible by physically warping light around him, making him completely invisible and impossible to visually track by enemies. The duration of the spell is <dur> rounds per casting level.
<Portal>
This spell allows the caster to set an anchor point anywhere in the world, and then later recast the spell to open a portal back to that anchor point. Each casting level represents a different portal anchor point, so the more locations you wish to anchor, the more Mana Points it costs to teleport back to that location.
<Supernova>
Supernova sends a fiery blast that emanates from the caster causing <min>-<max> points of fire damage per casting level on every object and creature in the area.
<Cat's Eyes Brew>
Grants the drinker cat-like eyesight to see in the darkest of conditions. Effect lasts 200 rounds.
<Potion of Leatherskin>
Causes the skin of the drinker to become thick and leathery, increasing Armor Rating +5 and reducing the effects of physical damage. Effect lasts 60 rounds.
<Elixir of Cure Ailment>
This elixir can cure an ailment such as a disease, a broken bone or insanity- essentially any injury or condition that cannot be corrected by restoring Hit Points. This elixir does not return lost Hit Points, remove poisons from the bloodstream, or address hunger or thirst. Drinking one elixir will cure one ailment; additional ailments will require drinking additional elixirs.
<Potion of Haste I>
Causes the drinker to move at increased speed, allowing an extra action per round. The duration is 10 rounds.
<Potion of Haste II>
Causes the drinker to move at increased speed, allowing an extra action per round. The duration is 20 rounds.
<Potion of Haste III>
Causes the drinker to move at increased speed, allowing an extra action per round. The duration is 30 rounds.
<Healing Elixir I>
This elixir restores +15 Hit Points to the drinker. Does not cure poisoning, disease or major ailments.
<Healing Elixir II>
This elixir restores +40 Hit Points to the drinker. Does not cure poisoning, disease or major ailments.
<Healing Elixir III>
This elixir restores +100 Hit Points to the drinker. Does not cure poisoning, disease or major ailments.
<Mana Potion I>
This potion restores +15 Mana points when drunk.
<Mana Potion II>
This potion restores +40 Mana points when drunk.
<Mana Potion III>
This potion restores +100 Mana points when drunk.
<Potion of Greater Protection>
Grants the drinker increased protection from elements, magick, disease and toxins. This protection lasts 120 rounds.
<Detox Serum>
This serum removes poison and toxins from the drinker's bloodstream. When mortally poisoned, the drinker may have to consume several flasks to completely remove all traces of the poison from his body.
<Potion of Ogre Strength>
This potion grants the drinker +15 points of Strength for 120 rounds.
<Potion of Predator Sight>
This potion allows the caster to see the faint electromagnetic aura that all creatures emit, whether they are living, animated or extra dimensional. In daylight this has practically no effect, but in darkness the caster is able to see all creatures glowing green which clearly reveals their location. Using Predator Sight, a caster does not receive any penalty for attacking in low light conditions. Duration is 40 rounds.
<Potion of Keensight>
This potion grants the drinker steadfast eyesight and concentration, which gives him +8 ToHit ability lasting for 100 rounds.
<Potion of Fortify Mana>
When drank, this potion allows a caster to use only half the amount of Mana normally spent when casting a spell. The effect lasts only 10 rounds.
<Potion of Nimbleness>
This potion grants the drinker +15 points of Dexterity, boosting all skills and abilities associated with Dexterity. The effect lasts 120 rounds.
<Potion of Invisibility I>
Causes the drinker to become completely invisible, lasting 10 rounds.
<Potion of Invisibility II>
Causes the drinker to become completely invisible, lasting 20 rounds.
<Potion of Invisibility III>
Causes the drinker to become completely invisible, lasting 30 rounds.
<Potion of Stoneskin>
This potion causes the skin of the drinker to become hard like stone, increasing his Armor Rating +10 and reducing the effects of physical damage. The duration is 60 rounds.
<Potion of Restoration>
This powerful potion restores +70 Hit Points and Mana Points per flask.
<Sparkling Divinity>
An extremely rare potion, this will restore all Hit Points, Mana Points, Ailments, Poison and Cursings afflicting the drinker.
<Potion of Purity>
An extremely rare potion, this will restore all Hit Points, Mana Points, ailment or poison afflicting the drinker. It will not address Hunger, Thirst or Curses.
<Empty Flask>
This flask is a vessel for mixing potions within.
