Expeditious Retreat This spell allows you to move at an incredible pace for ten minutes. While under the effect of this spell, the affected creature is able to run as fast as an Olympic-level sprinter for the full ten minutes without tiring.
Illusory Script You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for ten days. To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible.
Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know. Should the spell be dispelled, the original script and the illusion both disappear.
A creature with True Sight can read the hidden message.
Protective Penumbra This spell keeps the target slightly in shadow. A target with light blindness, light sensitivity, or vulnerability to sunlight (such as vampires and wraiths) may ignore penalties from those qualities.
Tier 2:
Animal Messenger By means of this spell, you use an animal to deliver a message. Choose a small beast you can see within range, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description, such as "a man or woman dressed in the uniform of the town guard" or "a red-haired dwarf wearing a pointed hat." You also speak a short message. The target beast can travel anywhere on their current island.
When the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave.
Water Walk This spell grants the ability to move across any liquid surface--such as water, acid, mud, snow, quicksand, or lava--as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for 1 hour.
Nondetection For 8 hours, you hide a target that you touch from divination magic. The target can be a willing creature or a place or an object no larger than a few feet in any dimension. The target can't be targeted by any divination magic or perceived through magical scrying sensors.
Tier 3:
Restoration A creature you can see within 60 feet/18 meters instantly heals mortal wounds, including reattaching (but not regrowing) limbs. This spell has no effect on undead or constructs. This spell is also able to remove curses of the opposite faction.
Reincarnate This spell can only be learned by those harmonized to Meridian.
You touch a dead humanoid or a piece of a dead humanoid. Provided that the creature has been dead no longer than 10 days, the spell forms a new adult body for it and then calls the soul to enter that body. If the target's soul isn't free or willing to do so, the spell fails.
The magic fashions a new body for the creature to inhabit, which you will decide using a d100 roll for the table below. If the target is a Shard-Bearer, their new body will eventually refashion itself to its original form (how long this takes is up to the target). If not, they will permanently stay in this new form. The target retains all of their abilities, save for any that were based on physical properties of their old body.
HARMONIZATION SPELLS
Tier 2:
Tier 3: