I’ve been working on the spells and psionic powers for ACTION X, and wanted to not only go a bit “lower magic” for the game, but also make it as realistic as one can make the supernatural. To that end, I decided to only use psionic powers that reputedly exist in the real world (fair warning – I don’t believe in psychic abilities). For magic spells, I decided to use two main sources, since the magician class has two lists of spells – black magic and white magic. The source for the black magic spells is de Plancy’s Dictionnaire Infernal and the powers the various demons were capable of granting to conjurers. For the white magicians, I looked at the miracles of the Bible and of the saints as well as the reputed powers of the druids.
Since lots of gamers are acquainted with de Plancy’s work, I thought the spell list I extracted from it would be of interest …
Cure Light Wounds
Protection from Evil
Detect Thoughts (ESP)
Improved Phantasmal Force
Speak with Animals
Cure Serious Wounds
Speak with Dead
Contact Other Plane
Song of Discord
Find the Path
* New Spell
While most of the supernatural ability granted by these demons were easily converted into an existing spell, a few were not. I haven’t written these spells up officially yet, but the following will give you a brief idea:
Knowledge: Gives the conjurer expert knowledge in one particular skill.
Numismatize: Turns raw metal directly into coins.
Putrefy: Causes a wound to become ridden with worms and rot.
Raise Tower: Sort of a variation on the magnificent mansion spell; this one raises a stone tower with an armory full of weapons.
Reveal Secrets: Like ESP, only it plucks the secrets from one person’s mind and shares them with all people nearby.
Transmute Liquid: Transmutes one liquid into another, i.e. water into wine, wine into blood, etc.
Transmute Metal: Transmutes one metal into another, i.e. lead into gold.
Water Tell: Variation on stone tell; in de Plancy, one couldn’t talk to rocks, but they could talk to rivers.