Search for Spells

Animals

Call Animal (4)
#CAT-Animals
Action, 1 Mana
The caster can designate a type of non-magical animal to come to her. One must be within 25 kilometers, and it cannot belong to an owner. This also works on pets and animals the caster is familiar with. The animal comes even if it is unfriendly and will arrive as soon as it can without overexerting itself in the process.
+ Call Group (3): Can call a group of animals by spending +1 mana (GM's discretion of how many).
Tame Animal (4)
#CAT-Animals
Action, 1 Mana
The caster can befriend and tame a wild or undomesticated non-magical minor animal: deer, rabbits, racoons, etc. The animal can be treated as a domesticated pet (with basic training) for a long scene.
+ Tame Major Animals (3): Can tame major animals (tigers, horses, bears, etc) with +1 mana. Epic and magical creatures cannot be tamed.
+ Permanently Tame (3): If activated on a minor animal on three seperate days within a week, that animal is domesticated permanently.
Train Animal Rapidly (3)
#CAT-Animals
Action, 2 Mana
The designated animal acquires a month's worth of training in a designated skillset.

Communication

Communicate Secretly (5)
#CAT-Communication
Enchantment
The enchanter can communicate in a way that only the chosen target (or group of targets) will understand. This spell works through any valid medium: voice, gestures, telepathy, etc. The enchanter can also tailor what onlookers or eavesdroppers would observe.
Communicate With Animals (6)
#CAT-Communication
Enchantment
The enchanter can communicate with animals as easily as speaking to their own kind.
Send Telepathic Message (3/6)
#CAT-Communication
Action, 2 Mana
The caster can send telepathic messages to any desired target within ten kilometers. The recipients must be visible or their position must be approximately known (within a few hundred meters). Multiple recipients must be within a short proximity to one another. The caster can reveal her identity intuitively or speak as an unknown, disembodied voice.
Share Senses (5/6)
#CAT-Communication
Concentrate, 2 Mana
The caster receives the senses of a willing target at the target's discretion: thoughts, emotions, vision, smell, physical sensations, etc. The target must be within ten kilometers and their location must be roughly known (within a half kilometer or so). The target will intuitively sense the spell and be able to instinctively decide what senses to share, if any.
+ Exchange (6): The target can now also receive the caster's senses (at caster's discretion).
Understand Any Language (5)
#CAT-Communication
Enchantment
The enchanter understands any natural language spoken or gestured; she will hear it in her own native tongue, but will know which language is being spoken.
Decipher Messages Instantly (4)
#CAT-Communication
Action, 1 Mana
The caster gains the equivalent of one month's worth of effort toward deciphering a coded message, cipher, or secretive communication (including speech). The caster must utilize his own skills to decipher the message, but can treat the skill test as though he has access to a research laboratory stocked with deciphering equipment.

Combat, Defensive

Bind Armor (8)
#CAT-Combat, Defensive
Enchantment
A set of non-magical armor is designated. The armor can be immediately summoned, including being donned. It can also be removed instantly. This enchantment slowly repairs the armor over time, and can be moved to new armor after a long scene of effort.
Grab Projectile (5)
#CAT-Combat, Defensive
Action, 1 Mana
After dodging a projectile, the caster can grab the projectile from the air. This effect may appear supernatural, such as the object flying into the caster's hands. No damage is taken, regardless of the projectile's behavior (explode on impact, etc). The caster may also "intercept" projectiles meant for others.
+ Return Projectile (7): The projectile can be reflected back, forcing the source to defend against their own attack.
Increased Threat Level (4)
#CAT-Combat, Defensive
Enchantment
The threat level of the enchanter appears 50% higher. Opponents will consider this when choosing who to attack, though proximity is still an important factor.
Magic Armor (16)
#CAT-Combat, Defensive
Enchantment
A set of non-magical armor is designated. The armor is now lighter, more flexible, and stronger. It no longer has any mobility, movement, or fatigue penalties and gains +1 soak. The armor will possess glowing symbols; clearly magical in nature. The enchantment can be moved to new armor after a long scene of effort.
Magical Soak (16)
#CAT-Combat, Defensive
Enchantment
The enchanter gains +1 soak against all sources of damage while this spell is active, including magical attacks.
Perfect Dodge (7)
#CAT-Combat, Defensive
Action, 2 Mana
This spell guarantees that a dodge is successful. Can be activated after failing a dodge attempt.
Reduce Damage (3/7)
#CAT-Combat, Defensive
Action, 2 Mana
The caster instantly soaks up to 3 damage from a single damage source. This can only be activated once per attack (or other source of damage, such as falling).
Reduced Threat Level (8)
#CAT-Combat, Defensive
Enchantment
The threat level of the enchanter appears 50% lower, as long as she is only defending. Opponents will consider this when choosing who to attack, though proximity is still an important factor. The enchanter gains an automatic +1 to defensive actions when they are strictly defending.

Combat, Offensive

Attack Additional Targets (5/12)
#CAT-Combat, Offensive
Action, 2 Mana
The caster's attack adds an additional target. Ranged attacks create phantom projectiles, but magical projectiles can't be duplicated.
+ Extra Target (8): Add a second additional target to the attack.
Attack From Long Distance (4/6)
#CAT-Combat, Offensive
Action, 2 Mana
The effective range of attack is tripled. This may reduce difficulty due to targets being at shorter range intervals.
Bind Weapon (8)
#CAT-Combat, Offensive
Enchantment
A non-magical weapon is designated. The weapon can be immediately summoned to the enchanter's hand at will and cannot be fumbled. This enchantment can be moved to a new weapon after a long scene of effort.
Enhanced Martial Arts (7)
#CAT-Combat, Offensive
Enchantment
The enchanter can use her body as a mystical weapon, dealing an additional +1 damage with unarmed attacks.
First Strike (6)
#CAT-Combat, Offensive
Action, 1 Mana
The caster changes his initiative to the highest in the round and acts immediately. This cannot be used to interrupt an action that has already been declared.
+ Interrupt (2): Actions can now be interrupted by activating the spell with +1 mana.
Guaranteed Hit (7)
#CAT-Combat, Offensive
Action, 1 Mana
The caster makes a called shot. If the called shot fails, it will instead hit a simple location on the target (such as the chest). Projectiles will auto-target themselves to hit, within range. The target does not have to be visible, but there must be an open path to them.
Portal Shot (6/6)
#CAT-Combat, Offensive
Action, 2 Mana
The caster fires a projectile at a nearby surface. The projectile emerges from a different surface near the target at an angle the caster desires. This can phase projectiles through walls, redirect around corners, shoot someone in the back, etc. This does not decrease the difficulty of a ranged attack, even if it reduces the projectile's travel distance.
Ranged Mastery (7)
#CAT-Combat, Offensive
Enchantment
The enchanter can now ignore all environment penalties to a ranged attack: wind, fog, vegetation, low ground, etc. She can also make ranged attacks while engaged in melee without suffering any penalties.
+ Ranged Stunts (3): Can "curve" ranged attacks around obstacles, or bank them off of surfaces to hit an opponent. This effectively reduces their level of cover, or helps with stunts (at the discretion of GM).
Unlimited Ammunition (3)
#CAT-Combat, Offensive
Enchantment
The enchanter can fire phantom replicas of non-magical projectiles they possess. Phantom projectiles disperse into energy fragments and disappear within a round after serving their purpose. If the enchanter has no projectiles, she can conjure phantom projectiles of any type for a full scene by spending 1 mana. This includes arrows, bolts, rocks, etc.

Combat, Magical

Fire Strike (6/8)
#CAT-Combat, Magical
Action, 2 Mana
A magical fire attack is cast; such as a fireball, flame hands, wave of flames, flame walls, cones of fire, flame storm, etc. The attack does 2d4 fire damage (magical) to up to two targets within a close proximity. Natural fires (1d2 damage) may start or spread from the attack.
+ Extreme Heat (5): +1 base damage. This upgrade can be purchased twice.
+ Additional Target (12): Can attack +1 target. This upgrade can be purchased three times.
Enchanted Strike (3/8)
#CAT-Combat, Magical
Action, 2 Mana
Add +1 magical damage to any successful attack; either at close combat or ranged. This can be used to damage magical creatures that are immune to non-magical attacks.
Ice Strike (6/8)
#CAT-Combat, Magical
Action, 2 Mana
A magical ice or frost attack is cast; such as an ice ball, wave of sharpened hail and ice shards, erupting spikes of ice, frost blizzards, cones of fire, frost wind-tunnel, etc. The attack does no damage, but affects up to three targets within a moderate proximity. Targets take a -2 penalty on their next round if hit, and a -1 penalty on the following round. Affected targets also move at half speed.
+ Extreme Frost (6): Duration of the penalties are doubled. This upgrade can be purchased twice.
+ Additional Target (6): Can affect +1 target. This upgrade can be purchased five times.
Kaido (15)
#CAT-Combat, Magical
Enchantment
This magical martial arts form is considered an unarmed fighting style (stacks with relevant bonuses and magic) using a fluid form of signus (magical movement). The user can make psychokinetic attacks up to medium range, performed as a melee attack at -2 damage. Defense is rolled normally, but against the defender's aura (which is equal to their Combat skill).
+ Heightened Control (5): Can now exert a sudden force on physical items as though standing there, such as to kick a door open or throw an item (a single, swift action).
+ Long Range (3): Kaido attacks can now extend up to long range.
+ Extreme Force (10): +1 base damage. This upgrade can be purchased twice.
+ Kaido Mastery (6): Terrestrial's auras can no longer defend effectively against Kaido. Gain an automatic +1 to attacks vs. terrestrials. Can purchase this upgrade twice.
Lightning Strike (6/8)
#CAT-Combat, Magical
Action, 2 Mana
A lightning attack is cast; such as a bolt of lightning, a shock wave, an electric field, chain lightning, electric chamber, etc. The attack deals 1d4+1 damage, ignores non-magical armor, and cannot be dodged without magical insight or defenses. For +1 mana, the spell can affect multiple targets (two by default) in moderate proximity to each other.
+ Extreme Shock (10): +1 base damage. This upgrade can be purchased twice.
+ Additional Target (12): +1 target when affecting multiple targets. This upgrade can be purchased twice.

Craft

Conjure Light (5)
#CAT-Craft
Enchantment
The enchanter can conjure a mobile light. She can specify the color, range, intensity (as dim as a candle or bright enough to light a large room), direction (if applicable), etc. The light can follow advanced instructions, such as to light the enchanter's way or shine like a spotlight on anyone that steps into the room.
Conjure Phantom Item (5/4)
#CAT-Craft
Action, 2 Mana
The caster conjures a non-magical minor item that she could create in a week's time without magic. After a long scene has passed, the item decays into ash.
Craft Without Tools (10)
#CAT-Craft
Enchantment
The enchanter no longer needs tools to craft. All crafting project are treated as though she is using an advanced workshop. This effect also grants the enchanter rapid crafting speed, five times faster than usual.
Shape Material (8)
#CAT-Craft
Action, 1 Mana
The caster instantly shapes a non-magical item or material as though it were soft clay that she had molded for ten minutes.
Recreate Item Instantly (3/4)
#CAT-Craft
Action, 2 Mana
The caster instantly crafts a non-magical item (or an item bundle, such as a pack of arrows). The necessary supplies must be available and she must have created the item before (through natural means) within a week's time. The item cannot exceed exceptional quality, but is otherwise identical to a previous item she created.

Diplomacy

Delegate Tasks To Others (10)
#CAT-Diplomacy
Action, 2 Mana
The caster delegates a moderate task (up to a day to complete) to a chosen terrestrial target. The target will obey tasks that they would do for a good friend, unless it interferes with their work duties or nature (i.e. it can't go against their moral code). If the target is busy (such as at work or engaged in a fight), they will perform the task once they're available.
+ Multiple Delegation (7): This now works on up to three targets simultaneously (for coordinated tasks).
Diplomacy From A Distance (9)
#CAT-Diplomacy
Enchantment
The enchanter can run her projects and operations without being present, with the additional benefit of being twice as productive (due to telepathic oversight). Subordinates will not sense the change; they will just think their changes were the right thing to do. For extreme changes, workers may get intuitive insights.
Give Orders Like A Boss (8/4)
#CAT-Diplomacy
Concentrate, 2 Mana
For any job position that the caster is in (or has convinced others she's in), she can give orders on behalf of her boss as though she had the same authority. Any terrestrial workers (subordinates) will not find this unusual and simply go along with it, assuming the caster's authority is valid.
Sense Loyalties (7/5)
#CAT-Diplomacy
Action, 2 Mana
The caster instantly identifies the people or organizations that the chosen terrestrial target is loyal to, the strength of those loyalties, what might shake those loyalties, and what exchanges may cause them to betray those organizations. "Legitimate fear of death" is a common loyalty shaker, but this spell usually identifies easier methods (sufficient bribes, a specific favor, etc).
+ Understanding Loyalties (4): Caster can now identify why each loyalty exists.

Energy

Combine Two Spells (3)
#CAT-Energy
Enchantment
The enchanter chooses two of their spells that they would like to simulataneously cast as a single spell. The mana cost of the new, combined spell is the combined mana cost of both spells. Spells with the "Action" keyword can only be combined with their own kind; the same applies to the "Concentrate" keyword.
Counter Magic (3/6)
#CAT-Energy
Action, 2 Mana
The caster dispels a spell that she is aware is being cast. The caster must pay a mana cost to the spell that was cast, plus the cost of the Counter Magic spell.
+ Redirection (6): The countered spell can be redirected to a new target of the caster's choosing.
Energy Transfer (4)
#CAT-Energy
Enchantment
The enchanter can transfer mana to or from a willing target within one hundred meters. The target's location must be approximately known (within a few meters).

Fire

Alter Fire (4/6)
#CAT-Fire
Action, 2 Mana
The caster can manipulate and sustain non-magical fire, heat, and smoke effects; as well as choose the color, sound, shape, smoke output, etc. This can also enhance illusions or cause cosmetic fire (or smoke) to appear on her weapons, armor, body, equipment, etc. Fires can be doused or multiplied by five times its current diameter to a maximum of ten meters in diameter, or smoke up to fifty meters in diameter.
Control Fire With Psychokinesis (8/6)
#CAT-Fire
Concentrate, 2 Mana
The caster can use telekinesis to move fire (at a jogging pace) as though it was a living creature obedient to her will. The fire is considered magical while this spell is affecting it and can take physical forms that allow it to pass through air as a singular entity, move across non-flamable surfaces, leap to other spots, etc. The caster can optionally designate this fire as safe for certain targets. An area of up to five meters in diameter can be affected.
Conjure Fire (9/7)
#CAT-Fire
Action, 2 Mana
The caster can conjure fire. The fire is only considered magical on the first round, and does 1d4+1 damage to any targets affected. This spell can conjure fires up to five meters in diameter.
Handle Fire (14)
#CAT-Fire
Enchantment
The enchanter is now immune to non-magical fire, smoke, heat, or other fire-related penalties. She can interact with fire as though it were a material of her choosing (cloth, wood, steel, etc). This allows her to pick it up, throw it, play with it, weave it, shape it, etc.

Healing

Cure Ailment (4)
#CAT-Healing
Action, 1 Mana
The caster can touch a target to cure them of a single non-magical sickness, illness, disease, poison, or other such biological ailment.
Heal Instantly (10/15)
#CAT-Healing
Action, 2 Mana
The caster instantly heals 1d3+1 health of a chosen target within arm's length.
+ Ranged Healing (5): The spell works up to 100 meters from the target.
+ Improved Healing (5): The spell now heals 1d4+2 health.

Illusions

Illusion (5/7)
#CAT-Illusions
Concentrate, 2 Mana
The caster can conjure a static, holographic illusion up to two meters in diameter. The illusion can look like anything, but cannot move and will gently warp like an illusion when touched.
+ Increased Size (3): The maximum size is increased by +1 meter. This upgrade can be purchased three times.
+ Mobile Illusion (5): The illusion can now move, which appears fluid and natural.
Sound Illusion (4/5)
#CAT-Illusions
Concentrate, 2 Mana
The caster can conjure sounds that can range from simple to complex. This can include voices (including mimicking known voices), audience applause and cheering, natural sounds (running water, cricket chirps, etc), symphony music, yelling and combat noises, and more. The caster can now also enhance any visual illusions with sounds.
Surface Illusion (4)
#CAT-Illusions
Concentrate, 1 Mana
This illusion affects a designated surface (or set of similar surfaces), such as every book in an office or the exterior of a palace. It affects the color and texture of the surface, imagery, text, the perceived reflection, smoothness, friction, softness, etc. The greater the discontinuity between the illusion and the true texture, the greater the chance of someone noticing that it's an illusion if physically touching it.

Intelligence

Instant Mental Processing (4)
#CAT-Intelligence
Action, 1 Mana
The caster instantly processes a mental problem as though having spent a long scene studying it. This could include counting the number of items that fell on a floor instantly, resolving a complicated math algorithm, scanning the room for a specific person or item, spotting key evidence or secret doors when time is critical, etc. This spell does not improve any skill tests that are required; it only allows the test to be processed instantly.
Process Multiple Tasks (6)
#CAT-Intelligence
Enchantment
The enchanter can multitask with such affinity that she can perform three completely independent tasks at once, such as reading someone's lips and contemplating a complex mathematical algorithm while engaged in melee combat with a deadly opponent. This ability does not allow the enchanter to perform multiple physical actions simultaneously, and it does not allow multiple spells to be cast in the same action.

Knowledge

Eidetic Recall (6)
#CAT-Knowledge
Enchantment
The enchanter can remember details of any memory with perfect clarity; an event from their past, a particular chapter in a book they read, what someone looked like, the exact sequence of steps to take to traverse a dungeon, etc.
Internal Library (8)
#CAT-Knowledge
Enchantment
The enchanter has access to a fully stocked library in her mind, equivalent to any mainstream knowledge accessible to the collective global consciousness. The library contains "books" on every major subject and category: history, mythologies, sciences, the occult, medicine, law, literature, etc. The enchanter must spend time to review the content, but can do this research anywhere.
Mental Map Of The World (6)
#CAT-Knowledge
Concentrate, 1 Mana
The caster can intuitively sense a mental map of the current city, region, and nation that they are in; including major points of interest. The map is magically reflects the average of public maps; changes aren't instant, but they are typically quite precise. The map won't reveal secrets or areas that public doesn't include, such as beast lairs or cave systems.
Osmosis (4)
#CAT-Knowledge
Action, 1 Mana
The caster absorbs the knowledge of a target text (book, journal, document, scroll, scripture, etc) from up to 10 meters away. The knowledge will be remembered and processed as though she had read through the text normally. This ability can also be used to speed up research with "Internal Library" by immediately processing a book's worth of information.

Larceny

Appear Innocent (4)
#CAT-Larceny
Action, 1 Mana
If a caster is caught with illegal goods, forged documents, or recently stolen property, she can activate this spell to appear innocent. Only terrestrials are affected by this spell, and it does not work on witnesses to the crime. Even an implausible excuse will feel like undeniable proof of innocence to any affected observer, as long as the caster is helpful in returning the stolen property.
Conjure Forgery (5/3)
#CAT-Larceny
Action, 2 Mana
The caster instantly conjures a forgery that perfectly matches their needs; identification, clearances, important documents, etc. The forgery is created as though the caster himself crafted it (including applicable skill tests). This spell also work for magical forgeries, but only if the caster has the necessary skills to create a forgery of the given type.
Infiltrate Quickly (4)
#CAT-Larceny
Enchantment
The enchanter can now pick locks, crack safes, unbar doors, and otherwise make infiltration attempts ten times faster than usual. The caster must still make the applicable infiltration attempt.
+ Instant Infiltration (6): The effect is now instant.
+ Obedient Barrier (6): The effect is now perfectly silent, and it will open by itself.
Jam Entryway (5)
#CAT-Larceny
Action, 1 Mana
The targeted door, window, or other entryway that can be locked, barred, or otherwise obstructed will immediately close itself and lock into place. It will be impossible to open on the round the spell was activated, and afterward must be unjammed by normal means.
Mimic Disguise (9)
#CAT-Larceny
Enchantment
This enchantment requires blood or hair of the target to mimic. The enchanter can now disguise herself as the mimicked target, including an exact replica of their physical features, their voice, etc. The enchanter will subconsciously recreate the nuanced mannerisms, expressions, gestures, and physical habits of the target. After one "Mimic Disguise" has been purchased, further purchases only cost 5 experience.
Physical Disguise (7)
#CAT-Larceny
Enchantment
A specific physical appearance is chosen, including: gender, height, weight, build, race, skin tone, facial features, hair, and voice. The enchanter can switch to that appearance at will, taking only a round of concentration. This effect is clearly magical; the face and body rapidly distort. This can be used to mimic a desired target, but it will not provide intuitive insight into their etiquette or nuances that associates might easily distinguish as wrong. After one "Physical Disguise" is purchased, further purchases only cost 3 experience.
Sense Clearance Requirements (5)
#CAT-Larceny
Action, 1 Mana
The caster intuitively learns the required clearance to something: codewords, call signs, secret knocks, special handshakes, phrases, passwords, etc. The knowledge indicates who to speak to, as well as what they would recognize as proper forms of identification: specific items (e.g. wearing an emerald pendant), special restrictions (e.g. only certain races are granted access), etc.
Steal Blatantly (6/3)
#CAT-Larceny
Action, 2 Mana
The caster makes a pickpocket or filching attempt. No terrestrial can notice the attempt, even if it was blatantly obvious.

Mobility

Faster Movement (3/5)
#CAT-Mobility
Concentrate, 2 Mana
The caster can walk, jog, run, sprint, and move 50% faster. This magical multiplication of speed does not add extra fatigue. This spell does not grant multiple actions in combat, but increases movement range and allow simple tasks (such as digging or moving boxes) to go 50% faster.
+ Double Speed (4): Speed is now doubled to 100%.
Float (5)
#CAT-Mobility
Enchantment
The enchanter can stand, balance, walk, and run on any platform that could support the weight of a mouse (e.g. branches), or can hover inches above it. The touch is so gentle that stepping on someone's head would feel like a light pat. All possible platforms are treated as sturdy and firm.
+ Natural Leap (4): Natural jumping distance is tripled, both vertically and horizontally.
Ignore Fall Damage (4)
#CAT-Mobility
Enchantment
The enchanter can ignore all damage from a fall.
Leap (5/3)
#CAT-Mobility
Action, 2 Mana
The caster leaps up to 50 meters vertically and 100 meters horizontally with supernatural precision, though a leap of that distance would take a full round to complete. This spell can be activated while in mid air and performed repeatedly, such as to jump multiple times in the air.
+ Power Burst (3): This power can be controlled on land, bursting forward or sprinting, adding up to 100 meters to a standard move action.
Levitate (7/6)
#CAT-Mobility
Concentrate, 2 Mana
The caster levitates, allowing her to move in any direction at a jogging pace. Alternatively, the caster can glide (at a sprinting pace) while descending slowly (at a walking pace).
Move Through Solid Earth (7/7)
#CAT-Mobility
Concentrate, 2 Mana
The caster can move through soil, rock, clay, sand, or other natural earth as though it had a consistency no thicker than the viscosity of water. The caster can breathe while submerged. The caster cannot pass through man-made constructions such as stone walls, bricks, concrete, etc.
Phase (7/6)
#CAT-Mobility
Action, 2 Mana
The caster can "drop" to the lower floor beneath herself, "rise up" to the floor above, or "phase through" a wall next to her. The surface must not be more than one meter thick. The spell will fail if the end location cannot safely contain the caster.
Supernatural Acrobatics (5)
#CAT-Mobility
Action, 1 Mana
The caster can flawlessly perform any acrobatic stunt as a critical success, as long as it is theoretically possible for them to achieve it; no matter how improbable it would normally be.
Supernatural Contortion (8)
#CAT-Mobility
Enchantment
The enchanter's body will contort and stretch to 20% her normal height and size to move through or into extremely tight spaces.
Teleport (6/8)
#CAT-Mobility
Action, 2 Mana
The caster instantly traverses up to 250 meters of unobstructed space. The location must have an open path available, but doesn't have to be visible if it is known to the caster.
Walk On Walls (11)
#CAT-Mobility
Enchantment
The enchanter is able to treat walls and ceilings the same as floors; she can move across them with the same athletic proficiency. The enchanter must always have one direction or surface that is considered the "ground".
Water Mobility (5)
#CAT-Mobility
Concentrate, 1 Mana
The caster can move through water with exceptional grace and speed, as fast as she sprints. She can utilize any athletic ability underwater with the same finesse expected on land, and has no travel penalties in snowy or icy terrains. This also allows the caster to walk, run, or otherwise move across the top of water (or other bodies of liquid) without falling in or having other complications. Additionally, she can pass through ice at a walking speed, but can treat any part of the ice as solid for the purposes of movement.

Perception

Always Aware Of Surroundings (4)
#CAT-Perception
Enchantment
The enchanter is always aware of her surroundings; even while sleeping. The enchanter cannot be ambushed; they have the opportunity to act on any surprise round with all implied bonuses.
Enhanced Olfactory Sense (3)
#CAT-Perception
Enchantment
The enchanter can taste every component in a drink or food; including the quantity of any poisons, toxins, rotting ingredients, rare ingredients, spices used, etc. Most foods taste much better. With concentration she can precisely identify smells, such as to identify an exact flower, body scent, animal scent, etc.
Enhanced Vision (8)
#CAT-Perception
Enchantment
The enchanter gains supernatural and intuitive vision. She can see without light, in low visibility (e.g. rain, fog, underwater, etc), after over-stimulation (e.g. blinding light), and even after loss of eyes.
+ 360 Vision (6): Can see in all directions while concentrating.
Extended Hearing (4/4)
#CAT-Perception
Concentrate, 2 Mana
The caster can filter out sounds and move his source of hearing to a visible location within 100 meters.
+ Increased Range (4): The range of this effect is increased to 1 kilometer.
Identify Sounds (4)
#CAT-Perception
Action, 1 Mana
The caster activates this spell to identify a sound, receiving a vague mental "flash" about the scene; such as a cloaked man stepping on a floorboard.
Magnified Vision (8)
#CAT-Perception
Enchantment
The enchanter can see up to ten times further.
Piercing Vision (4/5)
#CAT-Perception
Concentrate, 2 Mana
The caster can now see through physical obstructions by "skipping" up to one meter of visual space (such as a wall that is no thicker than a meter).
Redirected Vision (3/4)
#CAT-Perception
Concentrate, 2 Mana
The caster can move their source of vision up to 100 meters away (as though standing there).
+ Second Redirection (3): For +1 mana the caster can make a second redirection, up to 100 meters from the first.

Physical Enhancements

Adapt To Any Environment (5)
#CAT-Physical Enhancements
Enchantment
The enchanter can ignore any climate, weather, or other environment penalties that cause fatigue penalties, sickness, physical ailments (sunburn, frostbite, etc), etc. This allows survival in inhospitable environments: radioactive, no oxygen, underwater, space, and other dimensions.
Enhance Strength (5)
#CAT-Physical Enhancements
Concentrate, 1 Mana
While concentrating on an inanimate object, the caster's strength increases by a factor of five with that object. This allows incredible feats of strength (lifting, breaking, etc), but does not directly increase the caster's damage output.
Go Without Sleep (5)
#CAT-Physical Enhancements
Enchantment
The enchanter doesn't need to sleep. All benefits from sleep are instead acquired during the enchanter's daily meditation (a short scene).
Go Without Sustenance (5)
#CAT-Physical Enhancements
Enchantment
The enchanter doesn't need to eat or drink.
Immunity To Everything (4)
#CAT-Physical Enhancements
Enchantment
The enchanter is immune to all non-magical poisons, toxins, sicknesses, and diseases.
Natural Stamina (3)
#CAT-Physical Enhancements
Enchantment
The caster is no longer fatigued from long or heavy exertions. Breath duration is tripled.
+ Vitality (12): Gain three points of vitality. Vitality acts exactly like health, except that it regenerates every scene. This upgrade can be purchased a second time for an additional +2 vitality.
+ Extra Health (6): Gain +2 health.
Regenerate (12)
#CAT-Physical Enhancements
Enchantment
The enchanter regains one health point every hour.

Psychic Combat

Alter Thoughts of Target (14)
#CAT-Psychic Combat
Action, 2 Mana
The caster alters a target terrestrial's thoughts, beliefs, or memories in incremental steps. A full reversal of a belief or memory may require multiple casts if the new thoughts are radically different from the original. At GM's discretion, some thoughts or beliefs may be too deeply imbedded to modify.
Command Location (6/9)
#CAT-Psychic Combat
Action, 2 Mana
The target terrestrial follows an instruction to go to a designated location, such as "to the nearest general store" or "into the next room."
Command Action (8/12)
#CAT-Psychic Combat
Action, 2 Mana
The target terrestrial performs a complex action that contains a single verb and a single noun, such as "Punch Cody" or "Duck behind the counter."
+ Psychic Reversal (4): For +1 mana, non-terrestrials will reverse an action they just performed; e.g. "Sheath your sword" to sheath a sword they just pulled out, "Return outside" to walk back out the door they entered, etc.
Command Speech (7/10)
#CAT-Psychic Combat
Action, 2 Mana
The caster influences what a terrestrial target says, up to three sentences. The caster can choose what the target hears themselves say.
Make Target Forget Thoughts (9)
#CAT-Psychic Combat
Action, 2 Mana
The caster causes a terrestrial target to forget a desired subset of memories, concepts, ideas, etc. At the GM's discretion, some memories or thoughts may be too strongly imprinted to forget.
Puppet (5)
#CAT-Psychic Combat
Enchantment
This enchantment is created for a single terrestrial target and requires the blood or hair of that victim. Psychic attacks against the victim cost 1 less mana, to a minimum of once per long scene if the cost is free, and can be performed from any distance.

Psychokinesis

Cantrip (3)
#CAT-Psychokinesis
Enchantment
The enchanter can perform very limited forms of magic: changing ones eye colors, stirring water, shaking objects, moving a quill, modifying the taste of spices in a dish, creating a simple sound or fake smell, etc.
Earth Psychokinesis (5/5)
#CAT-Psychokinesis
Concentrate, 2 Mana
The caster can telekinetically move soft and loose earth (sand, dirt, gravel, loose rocks, etc) with the efficiency of twenty skilled laborers with proper tools. The soil flows across the ground at a jogging pace, or can be levitated at half speed.
+ Improved Efficiency (4): For +1 mana, efficiency raises to 100 skilled laborers.
Telekinesis (7)
#CAT-Psychokinesis
Concentrate, 1 Mana
The caster can push, pull, lift, and otherwise move a freestanding object with a gravity-like force. The item can be moved at a jogging speed, but cannot exceed 20 kilograms (45 pounds) and cannot be in active use (worn or wielded). When the caster stops telekinetically controlling the chosen object, the spell will end.
+ Manipulate Objects (4): The effect can be manipulated as though an invisible hand is interacting with the object. It can be used to press buttons, pull levers, flip switches, turn doorknobs, open jars and drawers, rotate items, etc.
+ Increased Strength (2): For +1 mana, the targeted object can weigh up to 100 kilograms (220 pounds).
Teleport Object (9)
#CAT-Psychokinesis
Action, 2 Mana
The caster teleports an inanimate object to herself, as long as the item is not worn or wielded by a non-terrestrial. The object must be freestanding, detachable with moderate force (e.g. a sword stuck in a stone could not be targeted), and possible to hold or lift with one arm.
+ Relocate (7): Objects can be teleported to any point within the caster's view, rather than just to herself.
Water Psychokinesis (6)
#CAT-Psychokinesis
Concentrate, 1 Mana
The caster can telekinetically move water or other liquids with the efficiency of twenty skilled laborers using proper tools. The liquid flows across the ground at a jogging pace, or can be levitated at half speed.
+ Improved Efficiency (4): For +1 mana, efficiency raises to 100 skilled laborers.

Social

Alter Clothing (5)
#CAT-Social
Enchantment
When this enchantment is imbued, a specific design is required. The caster can now alter his current outfit to the new design. The effect takes one round to transform and is very flashy and magical when it happens. After purchasing "Alter Clothing" once, additional purchases can be made for 2 experience.
Cause Social Lapse (8)
#CAT-Social
Concentrate, 2 Mana
The caster targets a terrestrial that she hasn't targeted with this spell before. The target forgets the interaction after the scene has passed (or earlier if the caster ends the spell). The target may remember there was an interaction but will not be able to recall the conversation, any questions asked of them, any threats made, any information exchanged, etc. This spell does not affect the target's behavior during the scene, and they won't find their lack of memory strange.
+ Reactivation (4): Individuals can be targeted again after a long scene.
Detect Target's Social Status (5)
#CAT-Social
Action, 1 Mana
The caster can identify a target's social status: their reputation in society, how respected they are (or how little they are respected), their level of influence, etc. The caster can also identify social relationships between the target and any other visible targets: what they feel toward each other, what their relationship is (friends, co-workers, boss, etc), and other social details.
Imagined Acquaintance (3/3)
#CAT-Social
Action, 2 Mana
The target terrestrial (or small group) is convinced that the caster has met them previously in favorable circumstances. Both the caster and the target will "remember" their original encounter, which the caster may have minimal influence in deciding (GM's discretion).
Influence Emotion (7/5)
#CAT-Social
Concentrate, 2 Mana
The caster designates an emotion or mood (joy, sadness, excitement, desire to eat, desire to leave, etc) and targets a terrestrial, a group of gathered terrestrials, or a simple area. The designated emotion will influence roughly half of the emotion experienced by those affected. Only terrestrial or willing magical creatures will be affected. Conflicting emotions will cancel each other (such as happiness vs. sadness).
Master Of Performance (3)
#CAT-Social
Action, 1 Mana
The caster acquires a full working knowledge of a desired dance, song, poem, story, play, joke, or other performing art; as long as it received at least a minimal amount of mainstream recognition. The work is memorized in its entirety, including recognizing any cultural nuances. This also grants supplementary knowledge of the pieces, such as how to use a relevant instrument. For +1 mana, up to ten other individuals can receive the spell's benefits and may participate in the same song, play, performance, etc.
Safe Bluff (6/5)
#CAT-Social
Action, 2 Mana
The caster can bluff without fear of being caught. If an observer discovers the bluff to be false, knowledge of the bluff will be lost as though it had never occurred.
Summon Crowd (4/4)
#CAT-Social
Action, 2 Mana
The caster summons a crowd as though she had spent a long scene advertising the speech or performance that she was about to give. This spell only works on terrestrials, and only where it is feasible to gather a crowd. The crowd slowly gathers over the course of a short scene to a scene.
+ Expedite (4): The spell functions as though days of advertising were spent instead of hours. This may not have a large impact in some areas.

Stealth

Camouflage Self (6)
#CAT-Stealth
Concentrate, 1 Mana
The caster's clothes, skin color, and equipment will transform to the most suitable camouflage available. This effect automatically changes as new terrain is encountered. This affects many stealth tests at the GM's discretion.
Cause Mental Lapse (12)
#CAT-Stealth
Concentrate, 2 Mana
The caster chooses a terrestrial target and denotes the "start point" of the mental lapse. After a scene has passed (or earlier at caster's discretion), the target mentally "lapses" and forgets the scene happened. This effect does not alter the behavior of the target during the scene.
+ Multiple Targets (6): Can now affect up to five targets.
Conceal Item (8)
#CAT-Stealth
Enchantment
A chosen item can be perfectly concealed on the enchanter, as long as it's not in active use. Onlookers cannot locate the item, even if it should be obvious (such as a backpack being worn normally). If used on a container larger than a moneybag (e.g. backpack, pouch, sack, etc.) the contents do not benefit from concealment. Onlookers could locate items in the container while unaware of the container itself. This enchantment can be used on up to three items simultaneously.
Fade From Target's Mind (3)
#CAT-Stealth
Enchantment
This enchantment is created for a single terrestrial target and requires the blood or hair of that victim. The target forgets about the existence of the enchanter and anything they did previously, unless the enchantment is released.
Group Stealth (6/2)
#CAT-Stealth
Concentrate, 2 Mana
The caster can make all stealth tests for a group of companions that is following her lead. This spell affects up to [Stealth Rank] companions, and can be activated multiple times to increase the group size.
+ Additional Companions (4): The spell works for up to [Stealth Rank x 2] companions.
Invisibility (14)
#CAT-Stealth
Concentrate, 2 Mana
The caster is invisible while motionless, and highly transparent when moving slowly (+2 die bonus to stealth). The spell ends if the caster starts moving at a normal speed or faster.
Leave No Trace (2)
#CAT-Stealth
Enchantment
The enchanter leaves no traces of her presence: footprints, hair, fingerprints, etc.
Mental Invisibility (7/5)
#CAT-Stealth
Concentrate, 2 Mana
The caster chooses a single terrestrial target that she is now mentally invisible to. The target's mind resists the caster's presence to a degree that makes her effectively invisible. This spell ends if the caster makes any alarming, threatening, or aggressive actions; or actions that clearly violate the target's primary objectives (such as to guard a door from entry). This cannot be activated on targets already aware of the caster's presence.
+ Multiple Targets (5): Can now affect up to three targets simultaneously.
Silence (7/5)
#CAT-Stealth
Concentrate, 2 Mana
The caster makes no sound, except when desired. This effect extends to wielded items as long as they remain in contact.
Silence Area (7/5)
#CAT-Stealth
Concentrate, 2 Mana
The caster designates an area to silence, defined as a polyhedron (such as the outline of a room) no larger than 10 meters in diameter. Any sounds in the area are kept contained inside it. The caster can choose whether external sounds affect the area or not.
Silence Target (7/5)
#CAT-Stealth
Concentrate, 2 Mana
The caster chooses a single target to silence. All sounds that target makes are now silent, except to the caster.

Telepathy

Detect Lie (6/5)
#CAT-Telepathy
Action, 2 Mana
This spell identifies if something spoken by a terrestrial was a lie, a half-truth, or intentional misinformation. The spell will not detect lies that the target genuinely believes are true.
Read Intention (6)
#CAT-Telepathy
Action, 1 Mana
The caster learns what a target terrestrial's current intention is, summarized into a short phrase; e.g. "find an excuse to leave", "scam the guy I'm talking to," "find my keys", etc. The revealed intention tends to be the most pressing objective on their mind.
Read Convictions (6)
#CAT-Telepathy
Action, 1 Mana
This spell reveals a target terrestrial's most moral and religious convictions, ideologies, scientific beliefs, and fears; e.g. religious figures the target worships, or political stances on taxation.
Read Motives (6)
#CAT-Telepathy
Action, 1 Mana
This spell reveals a target terrestrial's most notable aspirations, long-term and mid-term agendas in life, and the motives behind them; e.g. a major life ambition to become a renown chef, with a short term goal to siphon money from their place of work out of desperation for gambling debts.
Read Personality (6)
#CAT-Telepathy
Action, 1 Mana
This spell reveals a target terrestrial's passions, interests, disinterests, hobbies, common behaviors, and other personality traits; e.g. how much they enjoy fishing, how optimistic their view of the economy is, etc.
Scan Mind For Answer (14)
#CAT-Telepathy
Action, 2 Mana
The caster telepathically probes a target terrestrial's mind for any answer (including secrets). The caster receives a five-word answer (or less), if one is available. This spell cannot be reused on the same target.
+ Reactivation (5): Spell can be reused on a target after a long scene.
Telepathy (5/8)
#CAT-Telepathy
Action, 2 Mana
The caster asks a question about a target terrestrial, and receives an answer as though spoken to a trusted friend. The response only provides one sentence worth of information (or about ten words). However, even trusted friends are not entrusted with certain secrets; e.g. the target probably wouldn't reveal classified information to their friends.
+ Clarity (4): Receive up to three sentences of information, rather than one.