$142K Stretch Goal - Five Practical Spells
These are spells that a village magic-user might have; useless in combat, but great for making everyday life easier. (But some, such as Meal and Stalwart, are useful to adventurers or soldiers!)
Cleanse Poison (IQ 12) (T): Removes all poisons and unhealthful material (e.g., broken glass, bugs, mold) from food and water within a hex. Does not make its subjects nutritious or even tasty . . . simply safe to eat/drink. This spell is related to Cleansing, but different; it is cheaper to cast, but limited to food and water. ST cost 4 to affect a 1-hex area.
Meal (IQ 10) (T): Creates a modest meal for one, perfectly nourishing. It will be palatable to the person for whom it is intended, and appropriate to the time and place. Travelers will get rations and water, farmers will get what they could have bought at the market, princes in their palaces might get roast quail with almonds and a selection of fruits and cheeses plus fresh juice of the pomegranate – but there will be no leftovers, nor can the meal be saved. ST cost: 2 per person fed.
Stalwart (IQ 10) (T): Lets target ignore all minor inconveniences of the environment: glaring sun, freezing wind, soaking rain. Subtracts one die from saving rolls (e.g., a rubbled surface that normally requires 3/DX to cross safely would become a 2/DX roll). Negates penalties up to -3 for environmental issues like bitter cold, subtracts 3 from larger penalties. Does not affect hits taken by the target for any reason, nor does it affect penalties caused by attacks – only the environment.
Costs 3 ST; lasts a day.
Clearheadedness (IQ 10) (T): Removes all IQ and DX penalties due to fatigue, drunkenness, and so on. Leaves subject sober and alert. Cost: 2 ST.
Cleaning (IQ 11) (T): Cleans one item, of a size that can be held in the hand, to better-than-new state, or applies a general cleanup to a person or a megahex area. Cost: 2 ST.