Utility Spells

Detect Life
You are able to sense the presence or absence of life.
(Primary action: Spell (10); Cost: 1 mana/1 hour) You detect the presence of any living creature within a radius of you equal to twice your spellcraft skill in meters.
Mastery I:
Extended Range: Increase the range of this spell to 5x your spellcraft skill in meters.
Mastery II:
Life Vision: (Primary action: Spell (10); Cost: 1 mana/6 hours) In addition to your normal senses, you automatically detect any living thing within your line-of-sight and are treated as seeing it, regardless of its regular visibility or camouflage. If you’ve reached the end of your spell and wish to recast, it is a free action to recast.
Detect Magic:
You are able to sense magical auras, or lack of, in living things or objects.
(Primary action: Spell (12); Mana Cost: 1/minute) You detect any currently active spell, any lifeform who has used spellcraft within 24 hours, or any enchanted item within a radius of you equal to twice your spellcraft skill in meters.
Mastery I:
Improved Detection: Your detection range is doubled. You can identify if a lifeform has used magic within one week.
Mastery II:
Magic Vision: (Primary action: Spell (10); Cost: 1 mana/6 hours) You can detect any magical auras within line-of-sight. If you’ve reached the end of your spell and wish to recast, it is a free action to recast.
Translate Language
(Primary action: Spell (Cantrip); Mana cost: 1)
Choose a spoken phrase or a short piece of writing. When attempting to translate this language, use your spellcraft skill instead of your intuition skill.
Magic Hand
(Secondary action: Spell (Cantrip); Conjuration; Mana cost: 1)
A single invisible hand is projected in front of you. You may use it as your own hand and has strength equal to half your spellcraft skill. It can teleport to anywhere within your line of sight as a free action, and disappears at the end of your turn, unless you choose to maintain the spell and mana cost into your next turn.
Mindlink
(Primary action: Spell (Cantrip) Mind-control) Choose yourself and up to 3 willing targets within 3x your spellcraft skill in meters. You create a mindlink between yourself and these target(s).
Dispel Magic
Magic must defeat Magic!
(Primary action: Spell (Cantrip); Mana cost: 1) Choose an active spell. Roll a spellcraft check equal to the casting difficulty of the targeted spell +1d4. Upon a success, the spell is neutralized.
Mastery I
Improved Dispelling: Remove the 1d4 bonus difficulty.
Mastery II
Manacharged Dispelling: Expend an extra mana and gain advantage to a dispelling attempt.
Counterspell
You attempt to neutralize a spell by countering with one of your own.
(Defensive action: Spell (Cantrip); Mana cost: equal to targeted spells cost.) Force a spellcraft contest between yourself and the caster of the targeted spell. On a tie or victory, their spell is neutralized.
Mastery I
Improved Counterspell
Add a temporary 1d6 to your spellcraft skill when rolling a counterspell contest.
Mastery II
Counterspammer
Nullify any disadvantages you would normally take from casting counterspell multiple times before the beginning of your next turn.

Farsight:
Manacharge:
Detect Poison:
Lend Vitality:
Lend Energy:
Levitate:
Cure Disease:
Cure Sickness:
Stop Bleeding:

Heal
You channel arcane energy into an ally to cure injuries and afflictions.
(Primary action: Spell (10): Heal; Mana cost: 1) Choose one target within line of sight. Restore their HP equal to your spellcraft skill + 2d6.
Mastery I
Improved Heal: Gain advantage to your heal spell roll and cure one of the following status conditions: Nausea, bleedout, silence, rage, dazzle, temporary blindness, insanity, frostbite, burn.
Mastery II
Fast Heal: For an additional two mana, you may peform this spell as a secondary action.
Mastery III
Mass Heal: For an additional mana, you may change your heal spell to an aura burst with radius equal to half your spellcraft skill in meters. All allies within the aura burst are effected by the spell.

Neutralize Poison:
Restore Sense:
Restore:
Cure Radiation:
Cleanse:
Alarm:
Measure:
Find Direction:
Mage Sight:
Magic Mouth:
Magic Eye:
Magic Nose:
Magic Tongue:
Memorize:
Magic Mark:
Spellward:
Reflect Spell:

Spell Barrier
You create a magic one-way sphere that shields all within from harm while not impeding your attacks.
(Primary action: Spell (15): Conjure aura; Mana cost: 2) You create a sphere around you up to or less than half your spellcraft skill in meters. It has DR and durability equal to your spellcraft skill. It stays until for 1d4 hours or until it is dispelled or broken. All within the barrier may interact outside the barrier as normal, but all those outside of the barrier must treat it as an airtight wall.
Mastery I
Improved Durability: Add 1d10 durability to your barrier.
Mastery II
Improved Defense: For an additional mana point, add 2d4 bonus DR to your barrier.

Water Breathing:

Utility Spells

Remnants of a Slain God harbadger