Common Magicana

Common spells can be learnt by anyone regardless of their class. All require 10 Mana to use.

Acquisition

Range: Line of sight
Duration: Instant
Save: Standard
This spell enables you to take one visible object of your choice from anyone in sight.

Aura of Comfort Range: Self
Duration: 1 hour per
WIS
Save: None
This spell will lessen negative climate effects, keep little pests out of the area of effect and the like, and generally make travelling for those in the area of effect more desirable. Aura of Comfort protects from the heat (with heat levels of 25° to 45° being reduced to 25°, above that, subtract 20°.) and cold ( from +10° to -10°, temperature is set to +10°; if temperature sinks lower, the spell will add 20° to the actual temperature. It will block normal rain and snow completely. Sleet or hail can get through to a certain degree, causing a lot of humidity to collect in the Aura and thus reducing visibility effectively to 5'. This mist forms after D4 hours.
Barrier

Range: Touch
Duration: 4 rounds per 5
WIS
Save: None
Any 1 door can be converted into a magical barrier which can only be broken by casting Counterspell or some other form of dispellment.

Bond Range: Touch
Duration: 4 rounds per 5
WIS
Save: None
Temporarily binds solid objects together. Living substances cannot be bonded. Undead may be affected by Bond. A door or lid temporarily sealed shut with this ritual is as durable as the material surrounding the magical bond. Typical uses for magical glue include emergency repairs, fastening ropes to sheer surfaces, improvising tools, setting time-delayed booby-traps, and so forth. 
Bright Light Range: Touch
Duration: 4 rounds per 5
WIS
Save: None
This spell can be cast onto any object to create a luminous flame, as if cast by a bright torch or lamp. The flame will move with the object. The flame cannot be doused by normal means, and gives off no heat, as it is a purely magical fire. Therefore it will deal no damage.
Camp Fire Range: Touch
Duration: 1 hour per
WIS
Save: None
No matter how hard the rain is pouring down, this spell will work. Logs and pieces of woods from the immediate vicinity will fly towards a spot marked by the caster, position themselves in a perfect pile and ignite. Further this special camp fire cannot be extinguished by neither wind nor water. It will simply burn - radiating heat and light for the duration or until the caster dispels it. When the camp fire's duration time expires, or it is dispelled, it will turn cold immediately, thereby making any tracking from the heat of the camp fire impossible.
Copy Range: Touch
Duration: Instant
Save: None
This spell enables the caster to make a perfect copy of a map, letter, or any other written or drawn document. The caster must have a blank parchment or a book with blank pages of sufficient size to hold the copy. The caster holds the blank object over the object to be copied, then casts the spell; the copy immediately appears on the formerly blank object. The copy is permanent and is a perfect duplicate of the original. It can also be used to copy spells from a new spell book into the caster's spell book, assuming the caster's spell book is of sufficient size to contain the new spells. 
Counterspell

Range: Line of sight
Duration: Instant
Save: None
Instantly dispels any Common spell.

Destroy Magic

Range: 36 metre radius
Duration: 4 rounds per 5
WIS
Save: None
While this is in effect no Common magic will function.

Detect Mana Range: Self
Duration: 4 rounds per 5
WIS
Save: None
Reveals the presence of spells, rituals, and artifact magical effects in the area of effect. Does not indicate sorcerers, priests, or other beings with the ability to do sorcery (except beings of a magical nature, like dragons and demons). Does indicate permanent and temporary holy ground. Does indicate the presence of runes, and therefore reveals a sorcerer’s focus, thaumaturgic forms, and other enchanted artifacts, whether currently active or inactive.  
Detect Poison Range: Self
Duration: Instant
Save: None
This spell allows the caster to test his food or drink for poisons. 
Distract Range: Line of sight
Duration: 4 rounds per 5
WIS
Save: Standard
The caster superimposes a mental block against recall of events that have occurred in the past one minute per WIS. This does not create or alter memories, but interrupts them by triggering in the victim a common memory fault "drawing a blank," as folks say. Animals, monstrous beings, and stupid humanoids may not test to resist. 
Fast Dresser Range: Self
Duration: Instant
Save: None
When cast, all the clothes of the caster will suddenly fly towards him and slide on in the proper order. Any form of clothing will be affected by this spell - robes, dresses and even full suits of armour. The dressing will take less than a round to complete, which is very practical if one has to leave a place in a hurry.
Finger of Death

Range: Touch
Duration: Instant
Save: Standard for half damage
1 victim in sight takes 1 damage per
WIS.

Gust of Wind

Range: Line of sight
Duration: Instant
Save: Standard, roll for each object
Any 1 victim in sight has all their possessions blown off them including their clothes.

Healing

Range: Touch
Duration: Instant
Save: None
Restore 1 point per
WIS.

Hex

Range: Line of sight
Duration: Until used
Save: None
Can be cast onto any 36 metre radius within line of sight. Any that walk through it take 1 damage per
WIS.

Immobility

Range: Touch
Duration: 4 rounds per 5
WIS
Save: Standard
Paralyse 1 victim.

Know Direction Range: Self
Duration: 1 rounds per
WIS
Save: None
Know Direction allows the caster to instantly know the direction of north just like the skill, but with automatic success in any circumstances.
Light Fall Range: Self
Duration: 4 rounds per 5
WIS
Save: None
This spell causes the caster or recipient to fall half the normal speed and thus halve the effective distance fallen. It also gives the falling character time to react, allowing him to turn a fall into an effective jump, thus quartering normal damage.
Light Travel Range: Self
Duration: 1 hour per
WIS
Save: None
Equipment becomes lighter to carry around. Weight of carried equipment is reduced to a tenth of its original weight. Up to 2 pounds per
WIS is affected, +2 per level. Items that are picked up during the duration of the spell are enlightened (up to the maximum allowed affected weight of the spell). Likewise, dropped items regain their original weight.
Magic Marker Range: Touch
Duration: 1 day per
WIS
Save: None
The caster may use this spell to mark an item of his property with an indelible rune identifying it as his own if, for example, it should be stolen. Nothing short of a Dispel Magic can get rid of the Mark, although the caster may remove it at will. Chiseling or scraping it off will only reveal another underneath. 
Mesmerism

Range: Touch
Duration: 4 rounds per 5 WIS
Save: Standard
The victim forgets everything from the last 1 minute per 1
WIS until the spell expires.

Preserve Range: Touch
Duration: 1 day per
WIS
Save: None
Preserve will halt the process of decay on a volume of organic matter approximately equal in size to the caster's closed fists. During this time food or spell ingredients will not suffer from normal aging effects, although they can still be ruined by any other normal means. Upon the expiration of the spell, the substances will be once again subject to decay as they normally would.
Reflection

Range: Self
Duration: Instant
Save: None
Any Common spell cast on the player is reflected back onto the caster.

Signal Range: 1 km radius per 2 WIS
Duration: 4 rounds per 5
WIS
Save: None
Signal is a spell which launches straight up into the sky and explodes into a highly visible flare, depending on weather conditions. 
Slow Motion

Range: Touch
Duration: 4 rounds per 5
WIS
Save: Standard
One victim's MR is halved.

Speed

Range: Touch
Duration: 4 rounds per 5
WIS
Save: None
One victim's MR is doubled.

Spell Steal

Range: Line of sight
Duration: Instant
Save: None
Instantly and permanently learn any 1 Common spell that see being used.

Summon Storm

Range: Line of sight
Duration: 10 rounds per 5
WIS
Save: None
Can summon a rainstorm to cover a 36 metre area within line of sight.

Water Walking

Range: Self
Duration: 4 rounds per 5
WIS
Save: None
Can use this walk on top of any water until the spell expires.

Weather Divination Range: Self
Duration: Instant
Save: None
This spells is used to know the weather for the next hour per WIS.

 

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