Spoiler:
BRING HABOOB (Sandstorm): the caster focuses strong swirling winds. In a desert or among coastal dunes, this produces a sandstorm. The cost of the spell is 20 magic points, it takes an hour to cast, and also requires 1D4 Sanity points. This very cost-effective spell produces a whirling storm roughly 20 miles across with winds averaging 30 mph and gusts roughly twice that.
i.e: No special components but not the right area and a high MP cost making it impossible to cast on just his MP.
CHANT OF THOTH: may increase the caster’s chance to solve a particular intellectual problem. To cast it requires 30 minutes of time and 1D4 Sanity points. For every magic point spent in the chant, the caster adds 2 percentiles to his or her chance to gain knowledge, learn a spell, translate a passage, deduce the meaning of a symbol, etc. If the user’s chance is less than 10%, the Chant of Thoth cannot help: thus for it to aid in translating a passage in Latin, the caster must know at least Latin 10%.
i.e. no special components just takes time and SAN cost.
FIND GATE: makes apparent to the caster any Gate to or from another world or plane, if it is within the caster’s vision. The spell costs 1 magic point and 1D3 Sanity points. This spell locates: it does not empower anyone to open, close, create, or pass through any Gate
i.e. Quick and easy spell, no components. Arguably your most useful but the SAN cost would be prohibitive for casting it regularly
VOICE OF RA: temporarily increases caster APP and certain related skills. The spell requires 5 magic points and 1 Sanity point. The ritual takes two hours to complete, and a variety of herbal components are burned during the casting. For 24 hours, the spell adds 1D10 APP to the caster, and increases by 20 percentiles each the caster’s Bargain, Credit Rating, Fast Talk, Persuade, and Psychology skills
A useful spell but it is one that requires herbs. In the spirit of fun, these do grow in African Jungle, but you will need to go foraging for them. They are rare but not vanishingly so; it will take time and effort (or money and an exotic money) to find them...please make up the names of the two or three herbal stuffs you need if you go down this route!
i.e: No special components but not the right area and a high MP cost making it impossible to cast on just his MP.
CHANT OF THOTH: may increase the caster’s chance to solve a particular intellectual problem. To cast it requires 30 minutes of time and 1D4 Sanity points. For every magic point spent in the chant, the caster adds 2 percentiles to his or her chance to gain knowledge, learn a spell, translate a passage, deduce the meaning of a symbol, etc. If the user’s chance is less than 10%, the Chant of Thoth cannot help: thus for it to aid in translating a passage in Latin, the caster must know at least Latin 10%.
i.e. no special components just takes time and SAN cost.
FIND GATE: makes apparent to the caster any Gate to or from another world or plane, if it is within the caster’s vision. The spell costs 1 magic point and 1D3 Sanity points. This spell locates: it does not empower anyone to open, close, create, or pass through any Gate
i.e. Quick and easy spell, no components. Arguably your most useful but the SAN cost would be prohibitive for casting it regularly
VOICE OF RA: temporarily increases caster APP and certain related skills. The spell requires 5 magic points and 1 Sanity point. The ritual takes two hours to complete, and a variety of herbal components are burned during the casting. For 24 hours, the spell adds 1D10 APP to the caster, and increases by 20 percentiles each the caster’s Bargain, Credit Rating, Fast Talk, Persuade, and Psychology skills
A useful spell but it is one that requires herbs. In the spirit of fun, these do grow in African Jungle, but you will need to go foraging for them. They are rare but not vanishingly so; it will take time and effort (or money and an exotic money) to find them...please make up the names of the two or three herbal stuffs you need if you go down this route!