Know Weather:
Invocation: 20 minutes (2)
Range: Artillery (5)
Duration: 1 minute (2)
Area: Week (4)
Spell effect: Hindering (3)
Total: 16 spell points
Sailors and farmers all across Ansalon rely on Sorcery when they need to know how the weather will be like in a given period of time. Using this spell a sorcerer can foresee the weather for the duration of a week with incredible precision. The caster should choose how many days he/she wants to forecast, to a maximum of 7 days. The Narrator should reveal to the player the right information, according to the top card of the Fate Deck: if the card is White, the forecast is right for 7 days; if the card is Red, the forecast is right for the first 5 days; if the card is Black, the forecast is right for the first 3 days. If the card is from the Suit of Dragons, one forecast is right, but all others are dramatically wrong (a storm instead of a sunny day).
Harolkk's Perfect Passage:
Invocation: 10 minutes (3)
Range: Melee (2)
Duration: 15 minutes (3)
Area: Large group (4)
Spell effect: Troublesome (2)
Total: 14 spell points
Harolkk Haakun, a priest of the Ice Barbarians, created this spell to help warriors in his tribe to cross the vast plains of ice and snow without hindrance. Under the effect of this spell, a target can move freely in snow or ice, using the same movement ratios as the one in grass plains. The opposite spell can also be cast, creating an icy surface that reduces the target's movement rate.
Restoration:
Invocation: 20 minutes (2)
Range: Personal (1)
Duration: Instant (1)
Area: Individual (1)
Spell effect: Painful (5)
Total: 10 spell points
This is one of the most basic spells for war wizards in the Fifth Age. It allows a mage to fix weapons and other items that were broken or rusty without the use of a forge. Magical weapons cannot be fixed with this spell. A mage must have 50% or more of the desired weapons to fix it, otherwise the spell will not work.