|Frost Scythe|: The Frost Scythe spell creates a frozen blade of ice that sweeps toward the target. Effectiveness will depend highly upon your magical abilities and accuracy, but Frost Scythes are known for their capacity at dealing slice and cold damage. [1 post charge, 2 post cool down.]
|Rising Mists|: The Rising Mists spell creates a dense fog that will hinder ranged combat while making it easier to hide. It takes a few seconds to thicken, but when it does it will also snuff out a number of fire-based spells. The water droplets freeze quickly, too, making spells like Frostbite more potent. [2 post charge, 4 post cool down, and lasts six scenes.]
|Frostbite|: The Frostbite spell quickly and drastically lowers the temperature in the area, causing its victims to suffer from severe fatigue and frostbite. Ethereal Shield will protect the caster and helps minimize the effects on anyone else, but only Mantle of Flame will ensure complete safety. You should note that Frostbite is easier to use with extra mana during the winter, though by the same token, it is harder during the summer. [No post charge, 2 post cool down, lasts 2 turns.]
|Rimfang|: Binding the powers of ice and snow tightly about him, the caster cloaks himself with a chilling mist. From this cloud crystallize blades of ice which whirl about, slashing nearby enemies to ribbons. [3 post charge, 1 post cool down.]
|Lightning Bolt|: Not surprisingly, the Lightning Bolt spell fires a bolt of lightning at the target, inflicting great electrical and heat damage. [1 post charge, 2 post cool down.]
|Ball Lightning|: This spell will create a crackling ball of lightning that strikes soon after forming. Though it relies on targeted magic skill, it cannot be targeted nor forced in any way to pick a specific target. All shots it takes tend to be... random. Some mages claim that the ball lightning is semi-sentient, choosing its own targets based on whims that we can never comprehend. It is certainly curious that it will never attempt to strike other adventurers.
In any case, an existing Ball Lightning can be reinforced with additional casts, and, if the caster has enough magic devices skill, it can be pointed towards an adjoining area and then pushed there to do as it will. Alternately, one can command the lightning to a direction. [1 post charge, 3 post cool down.]
|Chain Lightning|: The Chain Lightning spell unleashes blasts of lightning that randomly strike at targets who are currently engaged in combat with the caster. The caster may also intentionally increase the range of his spell to randomly strike at all targets in the area. [3 post charge, 6 post cool down.]
|Fire Shard|: The Fire Shard spell conjures a fist-sized shard of elemental fire and hurls it at its target. The intensity of the damage varies with the amount of power invested in the spell. With enough skill and power, multiple shards will be produced. [1 post charge, 2 post cool down.]
|Fire Ball|: The Fire Ball spell launches a ball of fire at a target which explodes on impact. If fed with great amounts of power it can be devastating, potentially injuring a great number of individuals around the initial target. [1 post charge, 3 post cool down.]
|Fire Rain|: Fire Rain is one of the most impressively powerful spells of destruction in the Warrior Mage's repertoire. It creates a burning cloud of ash which will rain down blazing balls of flame over an entire area. Though the cloud forms above everyone's heads, a very potent Zephyr can rid the area of the stormy conflagration. Additionally, the caster can end it prematurely by gesturing at it and unraveling its magical make-up.
This is an incredibly dangerous spell, and it is very easy to be charged with murder for accidentally killing bystanders. Luckily, with enough magic devices skill, a Warrior Mage can shape the cloud and force the deadly blasts only on creatures and enemies. This is not foolproof -- if you lack the skill, you may still cause unintended casualties. [4 post charge, 6 post cool down.]
|Devitalize|: A dark use of Nature's energies, the Devitalize spell strikes your opponent with a concentrated infusion of Life Mana. This energy is too much for living beings and all corporeal undead to safely handle, causing strange and potentially fatal reactions within them. However, we are still not entirely certain the full effects of this blue-green energy, despite the myriad ways we use it. What we know is that through this application, it will attempt to freeze and twist the target's body from within. Be warned, this spell breaks from the typical ranger tradition of Harmony with Nature to instead bend Nature and its creatures for your own desires, use it at your own peril. However, this magic is in no way Necromancy, nor does it harm Nature in any fashion to use it. [1-5 post charge, 1-5 cool down.]
|Nondetection|: The warded creature or object becomes difficult to detect by divination spells such as clairaudience/clairvoyance, locate object, and detect spells. Nondetection also prevents location by such magic items as crystal balls. [1 post charge, 1 post cool down.]
|Pass without Trace|: The subject or subjects can move through any type of terrain and leave neither footprints nor scent. Tracking the subjects is impossible by nonmagical means. [1 post charge, 1 post cool down.]