Simple healing
The caster heals a person or animal for power+magic level wounds.
The origins of shamanism are as old as Tirakan itself. Ever since there have been living beings on Tirakan, there have also been people spiritually connected to them. The shaman and his totem (also called a spirit animal by academic magicians) are united by a special bond that can hardly be grasped or even understood by outsiders. The totem, which chooses the shaman, determines the shaman's ideals and behavior.
The caster heals a person or animal for power+magic level wounds.
The caster is able to predict the weather for the next magic level days. If the Power of the spell is above 3, he can always predict the weather changes with exact time, otherwise he only knows how the weather will develop.
The caster summons all birds within a radius of Power*100 meters, who believe that there is a large amount of their favorite food at the desired location. The caster cannot control the birds, but a trained observer is able to recognize the individual bird species.
Magic level 4+: The caster can suggest that the birds do a task for him. If the caster rolls charm roll with magic level successes, the birds may heed their call.
The animal fully trusts the caster. For Power*5 minutes, the animal is considered a familiar. The animal may be a natural creature the size of a wolf. The animal must not be hostile to the caster for this spell.
Magic level 4+: The animal may be the size of an elephant.
The caster goes to the natural habitat of an animal (e.g. a stream or a tree) and stays there for 5 minutes. During this time he directs his thoughts to the animal he is looking for.
The caster tracks down the exact location of the animal. He knows at that moment where the animal is.
The caster is able to walk on hands and feet on smooth walls and even ceilings or overhangs.
In addition, he can safely jump down from heights up to Power*3 meters and land on his feet unharmed. However, he needs free hands to catch himself with. He can keep his shoes and gloves on for this.
The effect lasts for magic level minutes.
The caster summons a group of a desired animal species from up to Power kilometers around. The animals behave like the caster's familiars for the duration of the spell.
When the spell expires, the caster casts on Charm. If the roll fails, the animals turn on the caster or his companions.
The caster can call up to Power animals the size of a wolf.
The water that the caster touches, starting from the caster's hand, becomes so pure that it can be drunk. The final cost depends on the purity of the water before the spell is cast. The game master decides on this. The caster can purify up to Power buckets of water.
Magic level 4+: The water has a healing power. Drinking it heals magic level wounds.
The caster throws a burning piece of cloth on the ground.
A dense smoke emanates from the burning piece of cloth as soon as it hits the ground. The smoke is driven by the wind and cannot be controlled. Enough eye-burning smoke is created to form a cloud of Power*10 meters around the caster.
The caster marks the animal so that he knows the direction in which the animal is for the entire period of the spell. The spell lasts Power days. The caster is able to determine the distance of the animal.
The caster slides an object he wants to hide into a plant.
The object enters the plant without damaging it. To release the item from the plant, the caster must cast the spell again. The item can remain in the plant for Power moons, after which it will be ejected from it.
The caster heals power+magic level wounds on the wounded. It also heals broken bones and closes wounds.
The caster can clearly and accurately see everything up to a distance of Power kilometers for one hour, unless fog or smoke obstruct his vision. Attacks with ranged weapons gain magic level additional hit dice.
To the enchanter and the other spectators, nature shows itself in all its grace, beauty and perfection. A perfect landscape reveals itself to them: The trees shine in their most beautiful colors and sway rhythmically to the pleasant whisper of the wind. Water casts magnificent plays of waves, over which fish leap symmetrically. The nature play is different in its expression every time and of course also dependent on the attitude of the spellcaster.
The spell lasts power+magic level minutes.
The caster connects his mind to an animials mind in range to compell it to be his ally. The animal needs successes on its willpower equal to the Power of the spell or be his companion for the next magic level hours.
If the animal is hostile to the caster the spell casting roll is a difficult roll (+1).
The caster creates power living bioluminescent beings within 10 paces. These beings are made of living plant matter. They magically illuminate their surroundings and can move very slowly (speed 1).
The creatures follow the caster and provide a pleasant light around the caster for the duration of their existence. They have no combat abilities, they are plants that crawl on the ground.
They last for magic level D6 hours and then disintegrate.