Sol

Sol is usually thought to represent the conscious ego, the self and its expression, personal power, pride and authority, leadership qualities and the principles of creativity, spontaneity, health and vitality, the sum of which is named the "life force".

Sol

Sol: 3 mana, 1d6 hp healing

Lun: 5 mana, Heal fear, sorrow, or confusion

Venu: 5 mana, restoration of magic circuits

Mar: Relief of exhaustion, stun, or rage, 5 mana

Jupit: Temporary 1d6 hp, 4 mana (temp hp lasts til end of combat)

Mer: Gain 1 thought from a mind, 2 mana

Sat: Reduce hp temporarily by 1d6, 3 mana

Salt: Restores wounds up to -15, 3 mana

Quicksilver: Compell a move action, 10 mana

Sulfur: Hp healing up to 1d10, 5 mana

Blood: Heal a bleeder up to 1d6, 3 mana

Amalgama: Heal an object up to 1d6, 3 mana

Cinabar: Heal 6 hp, 5 mana

Vitirol: Heal burn and conditions up to -15, 3 mana

<p class="MsoNormal">Antimony: When cast on a living target, they get +15 to the die, 5 mana

<p class="MsoNormal">Fire: Dry, light, or warm something, 2 mana

<p class="MsoNormal">Water: Cool, moisten, or shield from light something, 2 mana

<p class="MsoNormal">Air: Air cleansing, remove any poison or contaminants, 3 mana

<p class="MsoNormal">Earth: (Matter) Solid or liquid clensing, 3 mana

<p class="MsoNormal">Negredo: 1 temporary Body rank damage, 10 mana

<p class="MsoNormal">Albedo: 1 temporary Body rank increase, 10 mana

<p class="MsoNormal">Citrinitas: Illuminates 10 feet, 1 mana

<p class="MsoNormal">Rubedo: Hp healing 1d100, 50 mana

<p class="MsoNormal">Day: Healing 1d4, 1 mana

<p class="MsoNormal">Night: Fast healing 5 for 1d4 rounds, 10 mana