Prime_Evil
Emperor Mongoose
msprange said:Hey guys,
Was going to say...
If you can double the number of spells that are currently in the document we would, if you liked, reformat it and then released as a free PDF - as part of the official Legend core range.
If you liked...
Funny you should suggest that...I've been quietly working away on a number of additional spells for the next version

So to get the ball rolling, here are a few proposals for additional Common Magic spells:
Awaken
Ranged, Instant, Magnitude 2
With a snap of the fingers, the caster instantly awakens all sleeping creatures within a radius equal to his or her POW x 2 in meters. The creatures are fully awake and alert, with none of the sluggishness normally associated with being roused from sleep (e.g. no penalties to Perception or Strike Rank). This spell only affects creatures who are in natural state of slumber - if any creatures within the area of effect are under the effects of magical sleep, the caster of this spell must win an Opposed Roll against the effective skill of the caster who placed them in an enchanted slumber.
Farshot
Instant, Touch, Magnitude 1, Progressive, Trigger
This spell increases the effective range of a single missile weapons by 10% per point of Magnitude invested in the spell. Thus, a caster who uses this spell on a bow with an effective range of 100m at Magnitude 2 would temporarily increase the weapon's range to 120m. This spell affects any missile weapon - including bows, crossbows, slings, and thrown weapons. However, it does not affect seige weapons crewed by multiple people. This spell does not impart any other benefits, but may be used in conjunction with another spell that increases the effectiveness of the missile weapon. The spell is automatically triggered when the weapon is next fired or thrown - the caster cannot choose to delay the effect.
Fireproof
Touch, Duration 10, Magnitude 1, Progressive
This spell temporarily renders a single contiguous inanimate object resistant to fire and heat. The SIZ or ENC of the target object can be no greater than 2 x the Magnitude invested in the spell. While under the effects of the spell, the target object's AP is doubled, but only against against damage caused by fire or heat. This spell cannot be cast upon living creatures. Nor does it have any effect if cast upon magical constructs such as golems and the like.
Hesitate
Ranged, Magnitude 1, Progressive, Resist (Persistence)
This spell causes the target to momentarily hesitate, reducing their Strike Rank on the following round by a number of points equal to the Magnitude of the spell (up to a maximum Magnitude equal to the caster's POW / 3, rounded down). The target may use Persistence to resist this effect. Multiple castings of this spell on the same target do not stack - only the most powerful casting takes effect.
Spook
Ranged, Instant, Magnitude 1, Resist (Persistence)
This spell frightens a single normal animal, causing it to flee away from the caster's location at the maximum Move for a number of rounds equal to the caster's POW / 3 (rounded down). This spell only affects animals with a fixed INT lower 8. If this spell is cast upon an animal ridden as a mount, a Ride skill is required to prevent the animal from bolting. If the target creature is a domesticated animal, its owner can attempt an Animal Handling to maintain control. If this spell iscast on a herd animal, it may set off a stampede.
Vertigo
Ranged, Magnitude 2, Duration 5, Resist (Persistence)
This spell upsets the target's sense of balance, causing them to feel a sudden rush of giddiness. The target must resist the spell or suffer a -20% penalty to skill rolls involving balance - including Acrobatics, Climb, and Ride.