Minor spells can be activated as part of the Magery skill with only a DC 10 check, provided the character has access to them – either by virtue of having innate ability, status as a contractor, or via the Practiced Operator talent.
Blossom: This spell causes up to one flower per character level to sprout and bloom on a flowering plant.
Clean: You wave your hands in a circular motion over an object (or in the air to clean a room) and all dirt on the target immediately vanishes as though the object or room was just scrubbed thoroughly clean.
Cleanse of Alcohol: The target of a cleanse of alcohol spell finds himself completely cured of any effect caused by indulging in alcohol.
Cloth Armor: With a word, you cause bedding, draperies, unworn loose clothing, or tapestries to gird you, forming an improvised suit of armor that provides a +1 bonus to Reflex Defense – at the cost of looking horrendous. When you remove the armor, it collapses back into its constituent parts.
Dancing Lights: Depending on the version selected, you create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o’-wisps), or one faintly glowing, vaguely humanoid shape. The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell’s range.
You can only have one dancing lights spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent, it does not count against this limit.
Divining Rod (Shamans and Theurgists Only): You call upon the spirits of the woodland to guide you to water, natural shelter, or food. By casting divining rod upon a forked stick, you request simple knowledge from the nature spirits to lead you to water, natural shelter or grown food. The rod points in the direction of the objective of the spell. The rod does not necessarily lead you past dangers or obstacles, just in a direct path to the requested necessity. The rod may sense the location only if the objective is within the radius of the spell. The rod reveals nothing else. Divining rod may only direct to uncultivated palatable vegetation if provisions are requested. The rod detects water underground only if the source is within 10 ft. of the surface.
Flare: This minor spell creates a burst of light. If you cause the light to burst in front of a single creature, that creature is dazzled for 1 minute if your Magery check beats their Fortitude defense. Sightless creatures, as well as creatures already dazzled, are not affected by flare.
Grappling Line: You create a single ropelike strand of line that possesses the strength of an above-average person, up to 4 squares long, plus one additional square per 2 heroic character levels you possess. One end of the strand is adhesive, the rest is not. You can use the sticky end to shoot the strand to the ceiling of a cave and swing across a chasm on it. You could even attempt to stick one end to a creature so it could not get away. In this case, the creature gets a saving throw, and those who fail must take a standard action to attempt a Strength check (DC 15) to tear the strand away. The strand can support the weight of about 100 kg. If you use it as rope (tying it to something rather than relying on the adhesive) it proves about twice as strong as a normal rope. The strand can be destroyed in 1 round by fire. The strand has a hardness of 2 and 5 hit points. The strand dissipates in 1 round after you release it.
Know Direction: When you cast this spell, you instantly know the direction of north from your current position. The spell is effective in any environment in which “north” exists. Your knowledge of north is correct at the moment of casting, but you can get lost again within moments if you don’t find some external reference point to help you keep track of direction. This doesn’t really do you any good in space.
Light: This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius, and increasing the light level for an additional 20 feet by one step, up to normal light (darkness becomes dim light, and dim light becomes normal light). In an area of normal or bright light, this spell has no effect. The effect is immobile, but it can be cast on a movable object.
You can only have one light spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. Light can be used to counter or dispel any darkness spell of equal or lower spell level.
Lightsight: As a Reaction in response to sudden bright light, you intone a single word and discs of shadow appear over your eyes. You negate any penalties incurred by a weakness or vulnerability to light including light blindness or light sensitivity.
Mending: This spell repairs damaged objects, restoring 1d4 hit points to the object. If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points. All of the pieces of an object must be present for this spell to function. This spell does not affect creatures, but it can affect drones. This spell has no effect on objects that have been warped or otherwise transmuted, but it can still repair damage done to such items.
Open/Close: You can open or close (your choice) a door, chest, box, window, bag, pouch, bottle, barrel, or other container. If anything resists this activity (such as a bar on a door or a lock on a chest), the spell fails. In addition, the spell can only open and close things weighing 30 pounds or less. Thus, doors, chests, and similar objects sized for enormous creatures may be beyond this spell’s ability to affect.
Prestidigitation: Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.
Purify Food and Drink: This spell makes spoiled, rotten, diseased, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking. This spell does not prevent subsequent natural decay or spoilage. Unholy water and similar food and drink of significance is spoiled by purify food and drink, but the spell has no effect on creatures of any type nor upon magic potions. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.
Rigged Coin: Rigged coin causes a coin you touch to always land with the same face up when flipped. You decide which face will land up at time of casting. This can also be used with dice. This Minor Spell is why SDA members are obviously banned from dice games.
Spark: You can make an unattended Fine flammable object catch on fire. This works as if you were using a lighter except that you can use spark in any sort of weather and it takes much less time to actually ignite an object.
Stabilize: Upon casting this spell, you target a living creature that has –1 or fewer hit points. That creature is automatically stabilized and does not lose any further hit points. If the creature later takes damage, it continues dying normally.
Summon Nature’s Minor Ally (Shamans Only): This spell summons a Tiny or Diminutive animal of no more than 1/2 Hit Dice, such as a bat, cat, lizard, rat, raven, Tiny viper, toad or weasel. The animal must be appropriate for the region the spell is cast in, arrives in 1d4 rounds, and the animal will obey for one hour.