## Fantasy Spells
This page includes additional magic types and associated spells not included in the ***Fantasy Core Rules***. These are generally homebrewed, retired, or otherwise supplemental magic types and spells. Contributions or suggestions are, of course, welcomed.
### Natural Spells
Natural spells are best cast by [[Classes|druids]], use the Aspect attribute, and are gained through a life of hermitage and harmony with nature.
#### Basic Natural Spells
*Animate plant* – one small-to-medium plant (T4; 5 HP) comes alive and follows basic commands. Cost: 2 magic points.
*Charm animal* – one non-hostile animal regards you with trust; aspect challenge to command it. Cost: 1 magic point.
*Cure wounds* – restores 1d5 hit points. Cost: 1 magic point (0 if the caster possesses the *heal* skill).
*Detect traps* – radius of 100 feet. Cost: 1 magic point.
*Green-speak* – plants within one mile become your eyes and ears; the spell-caster must enter a trance in order to perform this spell. Cost: 2 magic points.
*Lightning bolt* – inflicts 1 damage; attack roll versus toughness. Cost: 0 magic points (2 to inflict 1d5 damage).
*Oakenhide* – target gains 1d5 temporary hit points. Cost: 2 magic points.
*Poison touch* – inflicts 1d5 damage. Cost: 2 magic points.
*Spider’s silk* – climb any surface for 1d10 x your level minutes. Cost: 2 magic points.
*Thorn-lance* – large spikes erupt from the earth, inflicting 1d10 damage, the results of which may be freely divided between all creatures in the spell’s attack radius (10 feet); attack roll versus toughness for each target. Cost: 2 magic points.
#### Advanced Natural Spells
*Biting wind* – inflicts 1d5 damage on up to 10 creatures within a 50 foot radius; aspect save to reduce damage by half. Cost: 4 magic points.
*Lightning bolt II* – inflicts 2 damage; attack roll versus toughness. On a roll of 10, the attack may inflict 2 damage on up to five creatures within 10 feet of the target. Cost: 1 magic point (2 to inflict 1d5 damage).
*Mending touch* - magically repairs damage to small items like torn cloaks, broken blades, or cleaved chain links. Cost: 2 magic points (1 if the caster possesses the *heal* skill).
*Shape elements* - control water, fire, or earth within your line of sight, changing its shape, color, or direction; any effects may last up to your level amount of hours. Cost: 3 magic points.
*Shield of thorns* – raises a protective dome of thick, thorn-studded vines (T3; 10 HP) that surrounds you and your allies. Cost: 2 magic points.
*Speak with animals* – speak with one non-hostile animal; lasts your level amount of minutes. Cost: 1 magic point.
*Summon guardian* – raises a giant of earth and stone (T6; 10 HP; +2 power) to your aid. Cost: 4 magic points.
*Ward (natural)* – target becomes immune to the effects of natural spells for the duration of combat. Cost: 2 magic points.
*Wild grace* – target gains +2 to reflex for 1d5 + your level amount of rounds. Cost: 1 magic point.
*Windwalk* – you and up to five allies walk with the wind and are able to fly in any direction at a rate of up to 300 feet per turn; lasts for your level amount of minutes. Cost: 3 magic points.
## The Magic System
The Tiny d10 magic system is defined primarily by the following qualities:
- Distinct magic types (e.g. **divine**, **magical**, **natural**) with limited "cross-discipline" casting;
- Magic use is generally restricted to magic-users, with some exceptions (e.g., races with naturally magical attributes);
- Spell-casting is point-based;
- Spells typically automatically succeed, but in some instances may require a roll;
- Spells are divided into **basic** (character levels 1-2) & **advanced** spell levels (character levels 3 and above).
### Theory & Philosophy of Magic
Magic is a force of nature, left over from the creation of the world. It exists alongside other laws, known and unknown, and like many laws before it—and some still to come—*magic* was eventually discovered and exploited by man.
Magic-users act as conduits for and amplifiers of magical energy, manipulating and wielding a small yet awesome fraction of its power. This is accomplished through a life of intellectual or spiritual dedication, over which the caster's mind and body is "tuned" in subtle ways, enabling it to propagate various frequencies of the magical spectrum.
It is important to note that in the world of Tiny d10, magic use is neither inherently good nor evil—magic is simply a fundamental force of nature, like electricity. Traditional magic—and especially divine magic—is not in any way associated with the occult: its use is more a competency or a discipline than witchcraft. Black or dark magic, on the other hand, *is* inherently evil, and use of it generally imposes a permanent -2 Aspect penalty.
### Extending the System
Tiny d10's magic system was designed with extensibility in mind, and some ideas for extending it include:
- Introducing casting components, which can be used to simultaneously increase the challenge of playing a magic-user and, under the right circumstances, make them even more powerful;
- Defining additional requirements to learn new spells (e.g. time spent studying, praying, practicing, etc.);
- Adding a spell building mechanic (e.g. combining known spells for on-the-fly spell creation) or introducing the *spell builder* ability, which enables wizards create their own spells whole cloth.
- Creating magical items that provide temporary Magic Points, focus or enhance magical power, enable the use of other resources for casting (e.g. Hit Points), and more.