Official Spell Book Version
Programme 1 Spells (The All-Seeing Eye)
The Spell to Summon the All-Seeing Eye and Place it in the Gauge of Humility: Omness,
Claritas, Omness, Veedae, Oculess, Varitas, Inclaritatae.
Programme 2 Spells (Never on Friday)
The Bus Spell: A building or establishment which has had the Bus Spell performed
upon it is free of the Foster's Effect for a certain amount of time. However, the magical backwash is not entirely disposed
of. It has to be released every so often, usually once a week, though.
A Spell to Walk through Walls: Portalis Appatus Transportus Transformus.
A Spell to Clean up a Room: Rezarus Extractus Liquidaeta Contractus, Hoomverix Conviculum,
Concatanartum.
Programme 3 Spells (The Gargoyle)
The Scrolls of Cantrip (Bringing Statuary and Stone to Life): Mortilus, Statuetous,
Exhumous, Animatus.
A Spell to Return People from a Stone State: Martarlus, Statuartus, Renasance, Revilatess.
A Spell to Bring Clothes to Life: Vestis Vestimentis Inveeti Nementis.
Gargoyles: A gargoyle is a stone carving of a gremlin-type monster that is placed
high up on the inside or outside of building's walls. If it is brought to life by use of The Scrolls of Cantrip, it
does the complete opposite of whatever you say. It also has the ability to turn people into stone.
Programme 4 Spells (The End of Miserys)
The Court of Impedimenta: A group of college officials who set the rent for college-owned
properties.
A Peppercorn Rent: 16 Groats (£1) to be paid to The Court of Impedimenta per year
providing that annual repairs are carried out on the property in question before the Summer Solstice.
Programme 5 Spells (All That Jazz)
Abstract Spellcasting: A relatively new form of magic involving the production of
an object out of thin air, and using no incantations or chanting.
Top-Up Spell: A spell to enhance and boost your magical reserves. But when
you cast it, make sure that the person or persons are connected in some way to a conductor that allows excess magic to flow
away.
Programme 6 Spells (Dreamcatcher)
Witch Practice: A way of serving the community through magic. You have to
give up a certain amount of your time each month to go to Cosmic Circle Consultations with Doctor Jenny Wendle where you do
spells for clients who need help.
Beginning of a Burglary Protection Spell: Incalcatus, Ruminatus, Instantatus,
Calcum. Immunati...
Locator Spell: You stand in front of a mirror with a specially prepared potion.
You make a little steam from the potion rise before the mirror. In the mirror will appear a number of possible places
that your subject may be. To change the view, point your finger or do your special magic hand movement at the mirror.
A Spell to Give a Waking Dream, Sleeping Dream or a Vision of your Choice to Anyone
you wish: The preparation involves suspending a Dreamcatcher over a cauldron. To give someone a vision of yourself everywhere
they go say this spell with your name in the gap. If they are asleep they will dream of you, if they are awake they
will see you everywhere: Incantarus, Spiritus Veetae Mors Morteesia, ......... Visarae.
Programme 7 Spells (Dr. Foster, I Presume!)
A World-Wide Locator Spell: Put a clear quartz crystal on something belonging
to the person whom you wish to find. Lift it off the object and say this spell: Quey quam quo quam res irat, quee cum
quey, illuminat! Hold the crystal over a map of the world and move it slowly over all the countries. The country
which your person is in will glow red and so will the crystal.
Dr Starfinder's Summoning Spell: Arrange some cauldrons in a circle on little tables.
Stand in the centre of the circle and say a spell. Everybody who is standing by a cauldron throws in some Antimony at
the same time, and a magical energy line comes out of each cauldron and focuses on the spot in the middle of the circle.
Your person appears.
Forget-me-Not potion: A person who drinks this potion cannot stop thinking about
the person who made it. If you have been given this potion you have dilated eye pupils and when you open your mouth
a purple heart comes floating out.
Magic-Hypno Potion: A potion to put somebody into a hypnotic trance. You can
then probe their mind and find out anything you wish.
Programme 8 Spells (The Seventh Sense)
The Spell to Activate Starfinders Mind Machine: Alverix Aucus,
Mentap-transportus, Mentabitatus, Inalticorpus.
Holding Spell: The person or animal who is under this spell can move the upper part
of his/her body but the animal or person's feet are stuck to a surface and cannot move.
Cas's Healing Chant: Spirit of Wind, Spirit of water. Spirits of fire and
stone.
Shrinking Spell: Ic corpus reductatus instantatus.
A Spell to Open a Magically Sealed Gate: Salas portus imperato, eximpedimus, day
obstructo.
Programme 9 Spells (The Golden Cauldron)
The Golden Cauldron: The Golden Cauldron is the supreme
cauldron of the magical world. It is awarded as trophy to the winner of the yearly event "The Agonies," but the team
only get to keep the cauldron for a certain amount of time. Witches have to summon it in a ceremony exclusively for
female magic practicioners and it's magic dissapates if anyone other than the outright winner touches it. No spells
affect it, and it is the one cauldron that can brew the most powerful of potions. The inscription on the side reads:
"From conquest only shall ye gain power."
A Spell to Contain an Object's Magic: Ex fostis obscurus
fistis obscurum.
A Spell to Detect If Another Spell has Been Cast: Join
hands in a circle around the afflicted person. Chant: 'insalibus presdidigirum revas,' a number of times, and everybody
puts their hands on the afflicted person. A trained witch can then work out what spell has been cast.
Double Doubting Spell (Divitum Debitorum): A spell that
makes the afflicted person doubt themself. It can only be removed by the will of the afflicted.
A Spell to Clean Up a Room:Magnolia, Infucatus, Emulsio,
Reditatus.
Programme 10 Spells (Good Friends)
The Magic Wheel: Symbol of our journey through life, emblem of the ancients,
and benevolent circle of witches, wise women and crones. At the end of your Foundation Year at Weirdsister, a witch,
like all other witches in colleges everywhere, must join the Circle. It is a very solemn moment, as you begin to leave
childhood behind, and face the future. You will be offering to the wheel something very close to your heart - you must
qualify for Circle Membership before the Summer Solstice or you will have to do your Foundation Course all over again.
You place your gift on the wheel - if it accepted, it will vanish and you can claim Circle Membership.
General Magical Chants and Invocations: Hocus Pocus Jiggery Bogus; Alakazam, Alakazoo.
(Although the former is not actually a chant, it is just used to impress non-magical people. The magic is actually worked
by the magical energy in your fingers. The latter is just a general spell, made different every time by the use of hand
actions).
Programme 11 - Shaky Foundations
Alchemy: The process of turning ordinary chemicals into gold. Ordinary people
who lived during the Middle Ages and did not know about witchcraft tried to accomplish this, but failed due to the lack of
an object only known to magic-workers. The wizards, however, did manage to find the formula, because they had access
to this one magical object.
Base metal + zinc + copper + lead. Heat them until they are molten, then add the
Magician's Stone. Liquid Gold should appear.
The Capernicus Prize: awarded once a year to the student who produces the most original
piece of research.
Windows of Time: a certain point in time where it is possible to travel backwards
and forwards through the ages. These rarely occur.
The Enigma of the 4th Dimension: a formula needed to be able to travel back in time.
A Spell to Go Back in Time: Tempus, Reversus, Historica, Excursus, In Uno Loco,
Transformus, Universus.
A Spell to Return to Your Own Time: Nobus, Turnus, Futurus, Eternus, In Uno Loco,
Presentus, Returnus.
The Elixir of Life: a potion made from extracts of Sorcerer's Eggs which can prolong
life (or even give immortality).
A Tinkture Potion: a potion which restores natural objects from sickness to health.
It was discovered during the Middle Ages.
Programme 12 - The Whisperer
Sorcerer's Eggs: Pure negative magical energy contained within an egg-shaped object.
An "accumulator" collects the energy and makes it into eggs.
Magic Time-Loop Lock: a magical lock for safes.
Mis-Gone Magic: the Medieval term for The Foster's Effect.
Programme 13 - The Gates of Power
The Seared Whisper: a world within the walls of Weirdsister created out of negative
magic.
The Gate of Power: the doorway between The Seared Whisper and our world. A
scroll kept in The Beetle's office contains the spell to open it - her post was created for the purpose of protecting it and
preventing the gate being opened.
The Emergency Exit: Stand in a circle and all chant - Mos, Transportus, Epugarnus,
Atapax. It leads to Misery's Cafe.
Spell to Turn Somebody Into A Pig: Alverix, Aucus, Transfrogamorphus, Spotticus,
Trotticus, Transferus, Corpus.
Emergency Call Button: Used to summon the Beetle from outside the walls of Weirdsister.
Press the red button under a desk to sweep her into a travelling magical wormhole, and press the green button to let her out
again.
The Spell to Open The Gates of Power: This is considered to dangerous to be reprinted
here. (And the Beetle wouldn't lend us the scroll).
A Spell to Turn the All-Seeing Eye Red: Vaday Gate, Vaday Retroburus, Vaday Instantatus.