After some time and toil, here is the revised, definitive, standard spell list. I have bolded the additions, like before. Most of them seem to consist of either ripping off Temporal Magic or novel ways of setting things on fire. Still, the thought that people are running around who can just whip some of these out
almost justifies all the hand-wringing and paranoia of the Coalition.
Level I
Death Trance- stasis, like the psychic power
Blinding Flash
Lantern Light
Cloud of Smoke
Globe of Daylight- like lantern light, until you run into vampires.
Sense Evil
Sense Magic
See Invisible
Thunderclap- very loud noise
See Aura
As you can see, most 1st level spells help you perceive the world around you as it is, or prevent your enemy from doing the same. Mostly by acting as a poor man's flash-bang. No real additions at first level.
Level II
Aura of Power-glow and look intimidating
Climb- climb quickly and skillfully
Levitation
Cleanse- removes dirt and lice
Chameleon- blend into surroundings, poor man's invisibility
Cloak of Darkness- shroud 5' area in shadow
Concealment- put TARDIS perception filter on a small inanimate object
Detect Concealment
Extinguish Fire
Befuddle- confuse people
Fear- scare people
Heavy Breathing- illusory sound of, well, heavy breathing
Manipulate Objects
Mystic Alarm- set a magic silent alarm that lasts 1 year/level
Shatter- break clay, china or brittle metal and stone with a glance, 50 kg limit
Throwing Stones- conjure throwing rocks that do considerable damage (as much as a cannonball)
Turn Dead- like DnD Turn Undead
2nd level spells have a touch more oomph and utility. Manipulate objects is a form of TK that can't throw things, but can fetch them from hard-to-reach places. A few spells that increase mobility and a number of stealth-oriented magics.
Level III
Armor of Ithan- magic forcefield, the go-to spell for wizards under attack.
Breath Without Air
Create Wood- conjure wooden logs or planks
Energy Bolt
Finger of Wind- conjures breeze strong enough to shut doors, knock over light objects and mess up papers.
Float in Air- sort of a Feather Fall, also lets you cross water and ground hazards.
Fuel Flame- double fire size
Ignite Fire
Impervious to Fire
Impervious to Poison
Magic Shield- conjure buckler to tower shield of magic energy
Mystic Fulcrum- lift heavier weight than normal
Negate Posion
Life Source- burn life force (hp) to create PPE
Light Healing
Light Target- make designated person glow, so they're easy to track/shoot
Lesser Paralysis- paralyze a limb
Orb of Cold- conjure magic snowball that does considerable cold damage when thrown
Resist Flame
Simple Invisibility
Telekinesis (spell)
Wave of Frost- snap freeze for damaging plants
Now we're talking. A mage should never be without the Armor of Ithan, Energy Bolt finally gives you a magical attack, you can add a bit of healing to your arsenal plus some more general utility spells like Invisibility and TK, or Fulcrum to make life a bit easier.
Level IV
Astral Projection (spell)
Blind
Charismatic Aura
Chromatic Protection- protection spell, attackers are blinded by flash of light tailored to their vision
Cure Minor Disorder
Carpet of Adhesion- an object or 200 sq ft of a surface covered in magic glue
Deflect- caster can maybe deflect projectiles, energy beams and hostile spells
Electric Arc- Force Lightning
Energy Field- small area forcefield
Fireblast- shoot 3' wide and 50' long burst of MD fire from hands
Fire Bolt
Fist of Fury- did you ever read the Iron Fist comic? It's lke that.
Fool's Gold- illusion makes object appear golden
Magic Net- a net. Made of magic. Magic Net.
Ley Line Transmission- send message using Ley Line as phone line
Multiple Image- illusory doubles of caster.
Reflection- make your reflection appear on any reflective surface or freeze it for posterity
Repel Animals
Ricochet Strike- enchant a throwing weapon to bounce and hit three people
Seal- magically seal a door, window, gate or jar. Escape is ineffective, Dispel Barriers will work.
Shadow Meld- become invisible in shadows (circumvents See Invisible and other counters for invisibility)
Swim as Fish- great speed and skill in swimming, 5 min breath holding, dive to 600 ft (180 m)
Trance- magical hypnosis
Watchguard-more sophisticated mystic alarm, only goes off for hostiles, gives their numbers
Weight of Duty- make intelligent honorable beings feel the task before them is hopeless
So very many useful abilities, but mostly the level where you gain a lot of attack spells. Carpet of Adhesion and Magic Net are musts for any caster, letting you immobilize and restrain even powerful enemies with ease. Shadow Meld is great for getting around all the enemies that can see through invisibility, but is easily disrupted by any form of light.
Level V
Armor Bizarre- like Armor of Ithan, bit tougher and made of hideous writhing tentacles.
Aura of Death- appear dead to psychic senses and magic
Calling- the DnD "Sending" spell. Send a one-way audio message anywhere in the world.
Charm- convince a person/animal you are an old and trusted friend.
Circle of Flames
Death Curse- curse the person who killed you with your dying breath
Distant Voice- like Calling, but less PPE and line-of-sight only
Domination
Energy Disruption- also known as 'Cast EMP' Coalition got you down? Fry their equipment!
Escape- open any lock or restraint
Eyes of Thoth- read any language. No help for the spoken form.
Featherlight
Fly- turn object into flying carpet/broomstick equivalent
Heal Wounds
Horrific Illusion
Horror
House of Glass- damage done to caster is also done to whomever hurt him. Caster appears as a man of glass
Implosion Neutralizer- turn half an explosion into an implosion, canceling both forces
Influence the Beast- animals see human as a superior and will obey simple commands as if tamed.
Instill Knowledge- temporarily loan another a skill or detailed knowledge
Mend the Broken- repair inanimate objects
Mental Blast- mental attack bypasses armor, does much damage and can confuse the victim besides.
Lifeblast- bolster the living and burn the undead
Sleep- turns food/drink into magic sleep potion
Superhuman Speed/Strength/Endurace- temporary buffs
Sustain- suspend the need for air/water/food for a few days
Superior Swim as Fish- like swim as fish, but you can't get tired and can dive down to 2 miles
It's so hard to pick just a few. Look at some of these, really look at them. There's Fly, and House of Glass, Escape will certainly be needed at some point, ditto Eyes of Thoth. To say nothing of a spell that can neutralize any sort of explosive. Oh, and magic mind control becomes more powerful and refined too.
Level VI
Apparition- very realistic illusion of a formidable opponent (a mech, a dragon, whatever)
Barrage- machine gun small force bolts
Call Lightning-
Compulsion- sudden inexplicable desire to do what the caster wants
Create Water- condense 2 liters of water per level, half as much in a desert, twice as much in rain forest
Crushing Fist- charge fist for extra damage or to throw a punch from across the room
Cure Illness
Energize Spell- burn an extra 12 PPE to double a spell's duration
Fireball-
Fire Blossom- make a candle flame that won't burn or spread, until it explodes into a fireball on activation
Fortify Against Disease
Frequency Jamming- dick around with radio, radar and other sensors
Frostblade- magic sword made of ice
Ice- create walls of MDC ice, freeze existing water or cover existing surfaces with slippery ice.
Illusion Booster- doubles duration of illusion spells
Illusory Wall-
Impervious to Energy- including heat, electricity, lasers. Not so much arrows, bullets and knives.
Lesser Teleport- self only, 5 mile (8 km) range
Magic Pigeon- conjure a Pigeon that will record a message and find whoever you want to get it.
Mask of Deceit- illusory disguise
Memory Bank- suppresses a memory that can later be retrieved easily
Power Bolt- shoot energy bolt as powerful as a tank weapon
Reduce Self- shrink to 6 inches (15 cm) tall
Sheltering Force- magic forcefield tent
Targeted Deflection- like deflection, but now you can deflect attacks back at your attacker
Lesser Teleport- teleport with 50 lbs of cargo up to 5 miles per level.
Time Slip- freeze time for 7 seconds, can't hurt anyone during this time
Tounges- speak any language, doesn't help with the written form.
Words of Truth- force person to speak the truth, can be resisted.
Lot more spells that play to the adventurer's core competencies, hurting people and breaking things. Even in it's lesser form Teleport is awesome, Mask of Deceit and Tounges are pretty handy to. I'd skip Words of Truth, you'll never know if the guy made his save. Targeted deflection, more even than House of Glass is sweet, sweet karma working for you.
Level VII
Agony
Animate and Control Dead
Ballistic Fire- it's raining, but it ain't raining rain it's raining 7-15 fireballs.
Constrain Being- bind imps, minor demons and elementals to obey simple commands (stop. back away.)
Dispel Magic Barriers
Fire Gout- magic flamethrower, bit tame compared to previous fire spells
Fly as Eagle- fly faster, higher, nimbler than Fly
Globe of Silence- because they'd be sued if it was a Cone
Heal Self
Invulnerability- impervious to cold/fire/energy weapons/disease/poison/drugs and a 50 MDC forcefield
Ley Line Fade- turn completely insibile and phased, but immobile, on a ley line
Life Drain
Lightblade- magic version of the psi-blade
Mental Shock- cause amnesia, or just daze someone who manages to resist
Metamorphosis: Animal- turn self into animal
Negate Mechanics specify one component of a machine, that part is frozen for 15 seconds
Purification- remove dirt, poison, bacteria
Second Sight- see through another man's eyes
See Wards
Sonic Blast- deafen everyone
Spinning Blades- turn a knife or sword into a whirling multi-bladed implement of death
Sub-Particle Acceleration- create tank-scale particle beam to kick ass or recharge E-clips
Superior Invisibility- now proof against IR, thermal, motion detectors, scent and leaving tracks.
Wind Rush- conjure 60 mph (96 kph) winds, single target or wave of your arm.
7th level, halfway there. Constrain can restrain minor supernatural creatures to a point, but they'll still attack if you come within reach, and attacking them ends the effect. Superior Invisibility is a rush, but still vulnerable to See Invisibility, making a ruckus, and closed doors. Agony and Animate/Control Dead will make others look at you askance, but all of these spells are useful in most circumstances.
Level VIII
Commune With Spirits- as psychic power, see and speak to invisible entities and astral travelers
Exorcism- liberate the possessed
Expel Demons- banish minor to mid-level demons from this plane for 1-6 hours
Eyes of the Wolf- nightvision, tracking, identify plants/poisons, see invisible
Forcebonds- magically reinforce ordinary restraints
Fire Globe- fire blossom's bigger, meaner cousin
Hallucination- illusion that's
really hard to shake
Greater Healing
Invincible Armor- Armor of Ithan upgraded, regnerating environmental armor, 25 MDC/level
Ley Line Tendril Bolts- ball of PPE which arcs and strikes up to 4 targets
Ley Line Time Capsule- remove a small box from the normal flow of time for decades or centuries
Lifeward- spell on MDC armor that turns armor breaching attacks into SD
Lightning Arc- Electric Arc's big brother
Locate- sense the location of objects and people
Luck Curse- give bad luck
Magic Adrenal Rush- Not pretty. Gives super strength, boosts speed, immunity to drugs/poison/mind control
Metamorphosis: Human- impersonate any human with a disguise that stands up to detection
Minor Curse- give fever, hiccups, gas, pimples, rashes, nausea, cough or ingrown toenails
Negate Magic- dispel
Oracle- magic version of clairvoyance
Power Weapon- weapon glows and gets a major damage increase
Shockwave- powerful shockwave kicks the crap out of everything within a wide radius
Sickness- inflict disease
Sorcerous Fury- wizard MDC berserker mode with levitation and much spamming of lightning bolts
Spoil- ruin food/water
Stone to Flesh- unpetrify
Wall of Wind- a wave of wind strong enough to send people bowling over 10-60 feet
Winged Flight- grow wings and fly, can be used on power armor/mecha
Wisps of Confusion- confusion inducing mist
World Bizarre- illusion spell turns the entire world into a horror show
Eighth level. Locate is highly useful, as is Meta:H and Negate Magic. Luck Curse can be pretty situational, but nice to have when it's useful. The real exciting part is gaining the means to communicate with and/or kick the crap out of ghosts, poltergeists and minor demons.
Level IX
Aura of Doom- makes one seem impossible to defeat
Beat Insurmountable Odds- probability manipulation, 1000 to 1 odds are now 60%, million to one are 5%
Create Steel- reclaim and repair scrap metal, 100 kg per level
Curse: Phobia- give someone a phobia of your choosing
D-Step- step into another dimension to escape attack or detection
Desiccate Supernatural Creature
Dragon Fire- "Did I ever tell you how I got the nickname 'Dragon of the West?'" Breath fire. Lots and lots of fire.
Familiar Link- bond with a familiar
Illusion Manipulation- effect illusions so they seem to interact with the victims
Ley Line Phantom- turn intangible on a ley line, can cast spells but not outside the line
Ley Line Time Flux- speed or slow time on a ley line
Metamorphosis: Insect- turn into an insect or arachnid
Mute
Phantom Mount- conjure a horse
Purge Self- remove all disease, poison, drugs or artificial elements
Realm of Chaos- send your enemies to the Realm of Chaos to fight their greatest fears and most hated foes.
Simple Protection Circle
Speed of the Snail- drastically slow others
Summon and Control Canines
Swords to Snakes- turn swords into snakes
Tame Beasts- months of training and bonding happen inside an hour
Transferal- store PPE inside someone else, good way to spoof Psi-Stalkers and Dog Boys
Wall of Defense- conjure a magical wall that has mostly the same effects as a stone one.
Water into Wine- good for impersonating Jesus?
Not a ton to say here. Familiar Link is so useful, most classes gain it at 3rd level. Desiccate is a lot less useful than it sounds, there are tons of defenses and counters, and the 'supernatural creatures family is a lot smaller than you probably think it is. Still, if it gets through it's a pretty nasty spell. Mute is a good spell for shutting down most casters, Dragon Fire is lots of fun and Wall has it's uses. After some weeks of thinking about it, I still have no idea what purpose Water into Wine serves.
Level X
Armorbane- weaken armor
Banishment- like Expel, but keeps away for 2 weeks.
Control & Enslave Entity- bind a creature previously summoned
Deathword- Power Word Die in a new wrapper
Enemy Mind- mind control, the victim sees the caster's enemies as his enemies
Havoc- confusion fear, and taking random damage every few seconds
Illusory Forest- half a square mile of fake spooky forest springs from the ground
Ley Line Ghost- when dying, save yourself as a spellcasting ghost bound to a ley line (like LL Phantom)
Giant- gain 10 feet (3 m and change) and great strength, temporarily lose spellcasting (can casto n others)
Magic Warrior- conjure an armored warrior, can't move more than 100 feet away
Meteor- sometimes you just need an army killer spell
Mystic Portal- open a portal to go through a wall, or to any location within 1000-1500 feet (300-460 m) depending on level
Plane Skip- when forced to another plane (banishment, thrown into a Rift) travel to a random plane instead of the one you're sent to
Purge Other- like Purge Self, but you use it on other people
Reality Flux- turn enemy's MD weapon into SD weapon
Restore Limb- in case you know any amputees
Speed Weapon- magic weapon moves really fast, not particularly gracefully
Summon & Control Rodents- ritual lets you summon 300-450 mice and rats who will obey any command.
Summon & Control Greater Familiar- summon a minor demon to be your new familiar, if you can best him first
Summon & Control Shadow Beast
Super Healing
Superior Metamorphosis- turn into any living thing, doesn't copy mystic or psionic powers
Wall of Not- invisible wall made of any material you like
Wards- contingent spells left on an area to trigger on intruders
Warped Space- trap people in a Warp Space where they are mostly helpless, but maybe used against you if time warps or similar effects occur.
Lots of good spells here. Almost all will add significantly to your abilities.
Level XI
Anti-Magic Cloud
Astral Hole- step into the hole for short ranged teleport, or to escape harm
Bottomless Pit- portal sends enemies falling through the abyss until the spell wears off
Create Mummy
Create Scroll- record spell onto a scroll where anyone who can read can use it
Curse of the World Bizarre- like illusion spell, but doesn't wear off. psychosis likely even if eventually saved
Disharmonize- makes members of a group or unit unable to react quickly or coordinate their actions
Energy Sphere- create floating PPE battery
Firequake- an earthquake with sulphur and gouts of fire exploding from the ground
Id Alter Ego- create evil/good opposite of spell's victim
Illusory Terrain- like illusory forest, but can create any environment
Ley Line Storm Defense- protect yourself from LL storms
Mindshatter- reversible magical lobotomy
Remove Curse
Re-Open Gateway- *69 for all Rifts and portals
Rift to Limbo- pocket dimension big enough to hold a platoon. Good for ambushes.
Rift Teleportation- open portal between any 2 nexus points, large and open long enough to move a small army through
See in Magic Darkness
Summon & Control Animals- summon and control any kind of animal in the vicinity
Summon Fog
Not a ton of spells in the highest level brackets, before the add-ons anyway. Firequake is a classic, of course, and Anti-Magic Cloud is invaluable when fighting large numbers of magical beings. Rift Teleportation seems like the obvious winner though, it lets you move armies with ease.
Level XII
Amulet- imbue trinket with: see invisible, detect spirits, turn dead, protection against supernatural/insanity/disease.
Calm Storms- turn a storm to light rain, light rain to drizzle etc.
Create Zombie- all the resilience and regen of a mummy, with a bit of intelligence
Ensorcel- ensorcelled being cannot harm you, gets no save against your spells but awesome saves against all others.
Heavy Air- air seems too hot, humid and heavy to do much of anything
Ironwood- turn ordinary wood (trees, objects) into MDC wood.
Metamorhposis: Mist- to slip through small cracks
Null Sphere- blocks summoning, mind control and magical attack, not so much physical attacks.
Soultwist- does damage that doesn't heal and causes profound doubt in a character
Summon & Control Entity- summon and bind one of a wide variety of beings for a few days
Summon & Control Rain
Summon Ley Line Storm
Swallowing Rift- Rift that sucks things in.
Time Hole- another pocket dimension
Wall of the Weird- magic wall of grasping tentacles
Level 12, Amulet lets you produce mystic protection for your friends or to sell. Ensorcel is an awesome control spell because the victim can't resist your control spells and is protected from magics that would liberate them, even if the only thing it makes someone do is not harm you.
Level XIII
Collapse- destroy all supports for building or bridge
Create Golem
Restore Life
Shadow Wall- blocks all sensors, halves damage, people can pass through but slowly and get energy drained
Superior Protection Circle- no supernatural creature can come within 20 ft of circle's edge, including Demon Lords
Sanctum- protect a room from all scrying and the undead.
Summon Lesser Being- summon demons, dragons and supernatural creatures
Summon & Control Storm
Swap Places- physically swap places with someone you can see
Talisman- turn a tchotchke into a PPE battery or store one spell that can be activated 3 times in it.
Superior Circle provides bonus PPE/ISP, and lesser entities cannot bear the sight of it, while even the most fearsome creatures cannot breach it. Which are the only differences from Simple Circle.
Level XIV
Annihilate- Conjure. Antimatter. 'Nuff said?
Close Rift- seal a Rift, requires permanent PPE sacrifice, cannot close permanent gateway
Id Barrier- wall emanates magical fear, if you pass through it creates an illusion of your greatest fear
Impenetrable Wall of Force- actually indestructible, dispel barriers or negate magic alone can pass
Restoration- completely heal all wounds, regenerate limbs if severed less than 48 hours ago
Resurrection- raise the dead
Rift Triangular Defense System- where 3 ley lines make a triangle an (almost) impenetrable shield can be raised
Summon & Control Sea Serpents- the King of the Seas... is you.
There are a couple classes and races that can use Close Rift without the permanent sacrifice, like the Shifter. You get three shots at Resurrection, then another caster can take three tries, after that, the person isn't coming back. Annhiliate seems like tons of fun, but is sort of short range for what it's supposed to do.
Level XV
Circle of Travel- make two circles and you can open portals from one to the other anytime
Dimensional Portal (Rift)- open a Rift to another dimension.
Dimensional Teleport- like Portal, but you don't have to open a Rift and you can't take anyone else
Enchant Weapon- make standard weapon MD
Ley Line Restoration- like Restoration, but now we get serious about it
Ley Line Shutdown- 'short' a ley line for a few minutes
Summon Ally- summon a friend to help you
Superior Teleport- teleport with 8.5 ton and 4500 mile (7240 km) limits.
Transformation- turn an ordinary person into a powerful, mindless monster-slave
Void- imprison victim in the void between worlds for 5 months
In short, 15th level is officially when no one can stop you from going wherever you want to go, and help is just a ritual away. There's some pretty evil things you can do too, like turning people into monsters or sending them out of the universe.
Spells of Legend
Barrier of Thoth- barrier is 400 MDC/ level, completely impervious to magic and blocks teleport
Blight of Ages- kill all plants in an ever-expanding area
Blood and Thunder- remember Sorcerous Fury? Give every caster in a half-mile radius
that.
Crimson Wall of Lictalon- wall of fire and lost souls does massive damage to anyone trying to pass, and eats souls
Superior Doppleganger- perfect duplicate with half the strength of original, only one at a time
Hivemind- bind everyone in half-mile radius into a hivemind dedicated to one predetermined objective
Ley Line Resurrection- like others, with greater chance of success and no penalty
Metropolis- turns a city's worth of buildings or walls MDC, requires permanent sacrifice
Mystic Quake- shake the earth and air, incapacitating on a massive scale, but not damaging
Sanctuary- prevent any fighting in vast area, those who try to break the peace are quickly paralyzed
The Slowness- freeze time
Steel Rain- rain blades
Vicious Circle- magic trap does damage, incapacitates with pain, prevents magic and psionics
Warrior Horde- Magic Warrior, now in full company strength
Spells of Legend are more-or-less RIFTS version of Epic Magic, being ultrapowerful spells that can only be learned at the highest level. Unlike Epic Magic, you can't make up your own spells and have to learn the above piecemeal. Metropolis in particular was used a ton in the Siege of Tolkeen.