This list includes spells that are in deleted scenes from the story. Hopefully, they can show up again later in the story.
Puts up a shield against magic spells on the behind one or more targets. Can be set for a small area or large. The smaller the area, the more powerful the spell is.
Warding spell. Like putting up a wall around a target. This warding is flexible and will give and take as people encounter it. This flexibility allows many people to not notice the warding.
Causes a six-foot high wall of cats to appear. Can be set at various widths. Especially useful if your target has a fear of felines.
Must have two metal targets. Causes a magical weld between the two pieces, like the two pieces were actually one solid piece.
Causes the target to feel extremely anxious, like he/she has not studied for an important exam. Often results in sweaty hands, increased heart-rate, quickened breathing, and difficulty focusing.
Causes target's feet to lose their dexterity, resulting in falling to the ground.
Causes the target's fingers to lose their dexterity, resulting in a loss of fine-motor movement.
Counter spell for feet-tied. Restores the feet's dexterity.
Causes the target to feel like they are moving through suddenly tall grass. Its maximum grass height is four feet.
Causes target's feet to get "caught" in the grass, often resulting in falling.
Causes target to not be to seen by others.
Locates unusual magic energies, as appose to those naturally occurring in the environment. This is used to locate other wizards or magical artifacts. As the spell's range is increased, its accuracy decreases. It is also known to get less reliable in high humidity. Is programmed to show various magics in certain colors.
Identifies a spell by analyzing its magic markers. This is used to identify the type of spell, not the spell source. To find out if a spell is a Mehaidi or Ziranki spell, magic-find would be used. To determine if a spell is a protective spell, magic-type would be used.
Targets must be metal. Causes a magical weld to bind two pieces of metal together.
Places a "blot" over a specific memory, causing the target to not remember the event. This "blot" can be removed through a counter spell. It will, over time, diminish leaving the memory open to remembrance.
Sends energy into the weak parts of a piece of metal. This energy tends to make the weak parts larger until the metal breaks.
Causes the target's feet to slip, like walking on oil. Most effective on hard surfaces.
Causes the target to feel paralysis. Can be set to target certain parts of the body, but most often the whole body is chosen as the target.
Causes target to loose sight of caster. Can be cast on multiple targets.
Causes target to not be able to move.
Causes target to shiver and shake like the chills or convulsions.
Causes target to feel like he/she has suddenly fallen into a sinkhole. Depth and width are adjustable, up to ten feet deep and ten feet wide.
Causes spells to not stick and not take effect on the target. This spell's effectiveness is related to target's concentration.
The Ziranki version of slide-off.
Warding spell. Causes a space around a target to be more difficult for people to enter. It is flexible, but flexibility decreases closer to the target.
Causes target to feel a sudden cramp in the stomach. Intensity is adjustable.
Warding spell. Causes a boundary to form. This warding is immovable, inflexible.
Causes target's hands and feet to feel they are tied together behind their back.
Like putting three locks on something, increasing the difficulty of getting through.
Magnifies another spell on a target.
Causes target's vision to worsen. Often looks like target is looking through a dirty window.
Causes target to feel so ill he/she tends to vomit, often uncontrollably and repeatedly for the duration of the spell.
"Glues" target to nearest wall.
Feels like someone slapped target in the face with a wet sock.
Cuts through wires up to an inch thick.