1. Chill (E) - lowers temperature of an object by 40 degrees or a living being by 10 degrees 2. Clean (A)- cleans dirt 3, Colour (E)- Changes colour of object or person for 30 days 4. Dampen (E)- dampens an object 5. Dry (A)- dries an object 6. Dust (A)- removes dust 7. Exterminate (A)- kills very small vermin 8. Flavour (En)- changes the flavour of food or drink 9. Freshen (En)- unspoils an object for about 1 hour 10. Gather (Al)- gathers small objects of one type into a pile 11. Polish (Al)- polishes an object or area 12. Salt (E)- causes some salt to appear and descend onto an object (usually food) 13. Shine (Al)- shines an object 14. Spice (E)- same as salt but the specific spice may be chosen 15. Sprout (Al)- causes a plant to sprout from a seed instantly or a sprouted plant to have a spurt of growth 16. Stitch (Al)- stitches a seam or hem 17. Sweeten (E)- like spice but sweetens 18. Tie (Al)- Causes cord like object (string, rope, cord, vine) to tie itself to its other end or to any object within 1' of the end 19. Warm (E)- reverse of chill 20. Wrap (Al)- wraps a small object in paper and ties a cord around it 21. Curdle (En)- reverse of freshen 22. Dirty (E)- reverse of clean 23. Dusty (E)- reverse of dust 24. Hairy (Al)- grows hair on object 2-12 inches long. Reversible. Reverse shortens hair by same length. Shortening hair under 1 inch causes no hair to grow there for 2-12 days 25. Knot (Al)- causes a cord-like object to knot itself, making it difficult to untie (takes 2-8 rounds minus reaction adjustment) 26. Ravel (Al)- reverse of stitch. Does not work on magical cloth 27. Sour (E)- reverse of sweeten 28. Spill (Al)- reverse of gather 29. Tangle (Al)- causes fine material like hair or grass to twist and tangle. It takes 3-12 rounds to untangle 30. Tarnish (Al)- reverse of shine 31. Untie (Al)- reverse of tie 32. Wilt (En)- reverse of sprout 33. Change (Al)- changes one small object to another. Change must be in same kingdom, and only plant and animal objects are affected. Size and weight cannot change by more than 50%. Change lasts 1 turn if similar, much less if radical. Animals get no save unless magical or intelligent 34. Distract (En)- causes a distraction within 10 feet to right or left of caster. Lasts 1 melee phase. Individuals over 0 level or with 1+1 HD and Intelligence above low gain a save to avoid looking at the distraction 35. Hide (I)- hides a single object of almost any size. Object is invisible to anyone in front of the caster (but not to sides or rear). Sound is not affected. Lasts 10 rounds on a 2 cu yd object, reduced by 1 round per 2 cu yds until it lasts 1 round at 20 cu yds. At greater than 20 cu yds, duration is reduced by 1 phase per 2 additional cu yds. At over 30 cu yds object just flickers out of sight for a fraction of a second 36. Mute (Al)- alters shape of mineral objects of small size. Duration is 1 round 37. Palm (I)- enables a small object to be palmed unseen by those watching the caster. An illusory duplicate of the item being palmed takes its place for a single phase. 38. Present (Al)- brings small object(s) from 2' radius to the caster's hand 39. Belch (E)- causes target to belch. Save determines how loud 40. Blink (E)- causes target to blink. Save means a wink 41. Cough (E)- target coughs for 1-3 seconds (1 phase) not interrupting spells but delaying them. Save means a brief hacking 42. Giggle (C)- target giggles. Save determines how long 43. Nod (E)- causes target to nod his head. Save negates 44. Scratch (E)- causes target to have to scratch a body part for about a second. Save negates 45. Sneeze (E)- target must save or sneeze 46. Twitch (E)- causes a muscle twitch in some part of the target's body. Save negates 47. Wink (En)- causes target to wink with one eye. Save determines how pronounced the wink is 48. Yawn (E)- target must save or yawn deeply. For that round and 1 round after, the target is susceptible to sleep spells. They affect the target 4+4 HD or under automatically without counting against the sleep levels total. Targets up to 5+2 HD will be affected by the sleep spell 50% of the time 49. Bee (CS)- summons a bee up to 10' from caster. Bee will 90% sting anyone it finds itself on 50. Bluelight (CS)- a globe of blue light appears and illuminates a 5' radius. It remains until the caster stops concentrating on it 51. Bug (CS)- like bee, the bug will bite or sting any person it finds itself on 52. Firefinger (Al)- 6" flame shoots from casters finger. Does no damage but can kindle materials. Lasts 1 phase 53. Gnats (CS)- target is swarmed by a cloud of gnats. Save or be distracted slightly for d4 phases 54. Mouse (CS)- like bee, a mouse appears. No one has any magical control over the mouse 55. Smokepuff (E)- puff of smoke appears within 10' of caster. Smoke may be white, grey, black, brown, yellow, or green 56. Spider (CS)- like bee, there is a 5% chance the spider will be very poisonous. Spider will bite anyone it finds itself on. If poisonous, victim must save. Save means 1 pt of damage. Failure means 2 pts of damage and sick for d4 days 57. Tweak (CS)- target within 10' feels a tweak (like flicking with thumb and forefinger) on a body part. Creatures with intelligence under 7 must save. Creatures with intelligence over 6 must roll 3d6 over intelligence. Failure means a 1 phase distraction. This spell will not disrupt spells 58. Unlock (CS)- causes an invisible key like force to appear in caster's hands. This may unlock very simple normal locks. Traps will be set off if appropriate 59. Creak (E)- causes noise of a door opening or someone walking across a wooden floor. Lasts a phase 60. Footfall (I)- causes sound of footsteps, loud or soft. Start 10' from caster and may go as far as 20' away. Lasts 1 round 61. Groan (I)- causes groaning 10' from caster. Those in hearing range must save or hear the groan 62. Moan (I)- same as groan, but more pitiful and less spooky 63. Rattle (I)- sounds like rattling chains. Lasts 2 phases. Save or hear the rattling 64. Tap (E)- Within 10' of caster 1-3 taps will be heard knocking on some object. All within 10' of the object will certainly hear the tapping 65. Thump (I)- all within a 10' radius of the target spot will hear a loud muffled thump. Save negates the sound for that person. The spot chosen must be within 10' of caster 66. Whistle (E)- faint or loud whistling sound heard from within 10' to 20' away 67. Coloured Lights (Al)- one or more globes of pastel light are created. 1 globe 1 foot in diameter, 2 globes 6" in diameter, 3 four inch globes, or 4 three inch globes may be created. Each illuminates a radius equal to 4 diameters. Lasts as long as caster concentrates. The globes will follow the caster at all times within 10' of him. Illumination will not cast reflections beyond 10' of light shed by them cannot be seen beyond 30'. Infravision is not affected by light coloured pale blue or pale pink, but other colours affect it 68. Dim (Al)- any light source within 10' of caster dim to half their brightness for 1 round 69. Haze (Al)- area in a 10' cube becomes hazy. Missiles fired at a target in the haze are -1 to hit and saves are at +1 to ranged spells (if no save, then a 20 saves). Hiding in shadows is +5% Haze lasts 1 round and can be dispersed by rain, wind, etc. 70. Mask (I)- changes caster's face into the visage of another for 3-6 rounds 71. Mirage (I)- causes a relatively flat area to appear as some other type of area. Caster must have seen the new area. If viewer saves, the mirage does not even exist for him. Lasts as long as the caster concentrates, but there is a 5% cumulative chance per round that the scene will begin to waver. Anyone touching the area dispels the mirage 72. Noise (I)- creates an indistinct and confusing noise within 10'. Save negates the noise for the hearer 73. Rainbow (Al)- brings a rainbow from within 10' of caster out 30' in length. The colours glow. If no motion is desired the caster may leave the rainbow. Otherwise, if he remains within 10' and concentrates, the rainbow will move and scintillate. Rainbow lasts 1 round in either case. If scintillating, all those failing a save will gaze at the rainbow for 1-4 phases 74. Two-D'lusion (I)- creates a two dimensional illusion. Anyone viewing it from more than a 45 degree angle will note the nature of the illusion instantly. It is invisible from the side and rear. Lasts as long as caster concentrates