Spells: Difference between revisions

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''Prison'':  This spell immobilizes the target by containing their entire body in a magical field, though the Prison can be moved with no special strength necessary. Prison cannot normally be broken free from, though creatures with +10 Base Strength or higher can break free with a 3 counted action, at the end of which they will suffer 50 points Body damage. The caster can search the target, and can issue a Killing Blow, though doing so ends the prison effect, even if it had no effect. The caster can end a Prison effect they created by touching it and calling “Prison Down”. This spell may be used to restrain most targets that are not of massive size.</blockquote>
''Prison'':  This spell immobilizes the target by containing their entire body in a magical field, though the Prison can be moved with no special strength necessary. Prison cannot normally be broken free from, though creatures with +10 Base Strength or higher can break free with a 3 counted action, at the end of which they will suffer 50 points Body damage. The caster can search the target, and can issue a Killing Blow, though doing so ends the prison effect, even if it had no effect. The caster can end a Prison effect they created by touching it and calling “Prison Down”. This spell may be used to restrain most targets that are not of massive size.</blockquote>
== Nature ==
=== Level 1: ===
<blockquote>''Boar:''  This spell grants the target 10 points of Natural Armor. These points stack with all other forms of armor up to the character’s maximum armor value. Natural Armor can be readjusted in addition to being healed.</blockquote><blockquote>''Brook:''  This spell enchants the caster with the healing power of nature, granting them the ability to unleash 3 packet attacks. Each packet is thrown individually with a call of “Natural 2 Healing”.</blockquote><blockquote>''Exhaustion:''  This spell overwhelms the target with the extremes of the natural environment causing their bodies to become exhausted. Targets affected by this can only walk and cannot Flee combat.</blockquote><blockquote>''Fish'':  This spell summons the power of the fish to grant the target the ability to breathe liquid.</blockquote><blockquote>''Owl'':  This spell grants the target the ability Glide. This effect functions like Featherfall with the difference that instead of landing on the ground directly below they can choose to land up to 100 feet from where the effect is triggered.</blockquote>
=== Level 2: ===
<blockquote>''Deer:''  This spell grants the target with a once ever Flee that lasts until the player resets or it is used.</blockquote><blockquote>''Endure'':  This spell summons up the energy of the Prime and wraps the target with an invisible field that protects them from the natural elements. This will protect them from extreme heat/cold, as well as effects like a sandstorm or infection from being exposed to bogs and such. This will also increase the amount of time it takes for Fatigue to set in.</blockquote><blockquote>''Fumble'': This spell causes the target’s hands to become overcome by spasms, making it impossible for them to hold anything; this includes weapons, potions, vials, etc., which must be dropped. In the case of a shield, the target can choose to not drop it but will take all attacks that strike it.</blockquote><blockquote>''Hawk'':  This spell grants the target exceptional vision, allowing them to see even the most remote movements. This grants them 3 levels of Tracking for the duration, and allows them to Track, even if they have not purchased the skill.</blockquote><blockquote>''Sapling'':  This spell grants the target a Shield effect that will passively negate the next legal weapon or natural attack that strikes them. They must call ‘Physical Shield’.</blockquote>
=== Level 3: ===
<blockquote>''Ash'':  This spell hardens the targets skin warding off certain carrier attacks. For the duration, the target will not take the effect of the following Carrier Attacks: Rot and Venom; this only stops the effect not the damage from the attack.</blockquote><blockquote>''Fog'': This spell causes the target’s vision to become cloudy and blurred making vision past their fingertips difficult. During the duration the target cannot make any ranged attacks.</blockquote><blockquote>''Mole'':  This spell grants the target the ability to Burrow for a short time. This will function as the Burrow effect in all ways, save for once the target surfaces, the effect ends.</blockquote><blockquote>''Ram'':  This spell grants the target the Massive Modifier, useable twice ever.</blockquote><blockquote>''Tsunami'':  This spell enchants the caster with the power of the ocean waves granting them the ability to unleash 3 packet attacks. Each packet is thrown individually with a call of “Natural Repel Massive”. This aspect is suppressed while the target is shape changed, this does not pause the duration.</blockquote>
=== Level 4: ===
<blockquote>''Day'':  This spell causes the target to glow per the Light effect which has several benefits; first it allows the player to use an approved light source and second the target cannot be affected by melee attacks from  creatures with the Shadow subtype. Must announce “Empowered by Day” often during combat so others are aware, this is a visible effect. Taking offensive actions will end this effect.</blockquote><blockquote>''Roc'': This spell grants the target the ability to fly for a short time. This will function as the Fly effect in all ways, save for once the target lands, the effect ends.</blockquote><blockquote>''Spider'':  This spell allows the character to climb surfaces on a counted action, typically a 3 count for each 10 feet. While climbing the target can take no other actions or use other skills. Additionally, the character gains the ability “Natural Web”, which can be used 2 times ever.</blockquote><blockquote>''Stream'':  This spell, when cast, will cause the target to rapidly regenerate Body Points. This effect takes 1 minute to take affect once cast, during which time the target must not sustain any damage, much like readjusting armor. Unlike readjusting, however, the character can still perform non-strenuous actions. At the end of the minute the character will heal for half of their max Body Points, with a minimum of 10.</blockquote><blockquote>''Venom'':  This spell summons the power of a mighty viper; the target of this effect loses the ability to use Skills/Abilities for 1 hour. If this effect is not cured before the end of the hour, the targets status changes to  dead. This is a Metabolic effect.</blockquote>
=== Level 5: ===
<blockquote>''Bear'': This spell grants the target some of the might of a wild bear. This grants the target +2 Permanent Strength. </blockquote><blockquote>''Command Animal'':  This spell will cause the target to become bent to the casters will. The target will follow the next command of the caster, a 4-9-word phrase, to the best intent; however, the target will not
cause direct harm to themselves.</blockquote><blockquote>''Oak'':  This spell hardens the target’s skin, warding off certain carrier attacks, for the duration the target will not take the effect of the following Carrier Attacks: Wither and Plague; this only stops the effect not the damage from the attack.</blockquote><blockquote>''Polymorph'':  This spell forcibly changes the target into a harmless critter that is unable to use any skills or take any actions, other than walking. While under the effects of this spell the target must raise both hands above their head and wave them slightly, so others are aware they are under this effect. This effect will end early if the target takes more than 10 points of damage. Additionally, upon breaking, the target will suffer 15 points of Body damage.</blockquote><blockquote>''Wolf Pack'':  This spell allows the target to call a group Flee. When used the target must howl and announce, “Wolf Pack Flee”. At that time, the caster and all allies of the caster (up to 10) can Flee; however, they can only do so if they are conscious or being carried by an ally and are not being physically prevented from fleeing such as being bound.</blockquote>
=== Level 6: ===
<blockquote>''Ancient Aspect'': The recipient of this spell becomes wrapped in a chosen element, gaining several advantages. Choose a Flavor (Fire/Wind/Water/Stone) at the time of casting. The target gains Carrier Attack: <Flavor>, Immune to Pin and Bind, <Flavor> Affinity, Reduced ½ Damage from <Flavor>, and Terrain Adaptation: <Flavor>. In addition, the target gains Vulnerable <Flavor>, where the vulnerability is to the opposing element of the one chosen at the time of casting.</blockquote><blockquote>''Entangle'':  This spell causes the target to become bound by vines, rendering them Helpless and unable to move as the vines slowly crush them. After 30 seconds, the target will be reduced to 0 Body Points. The target can be cut free on a 10 count or break free with +6 Strength. This is a binding effect.</blockquote><blockquote>''Fox:''  This spell gives the target a once ever “Resist Mind”. This effect lasts until used.</blockquote><blockquote>''Night'':  This spell wraps the target in shadows, causing them to become hidden. This effect is the same as the Hide skill, and players must follow all of the same rules to use it; additionally, the target gains a once ever Surprise Modifier, which they can use to end this effect.</blockquote><blockquote>''Snake'': This spell allows the character to escape from a single binding effect once ever. When used, they must announce “I escape”.</blockquote>
=== Level 7: ===
<blockquote>''Circle'':  This spell creates a dome of magical energy that cannot be crossed by anything but the caster, however doing so ends the spells duration at that time; additionally, the duration will also end if the caster is reduced to Dead. Before this spell can be cast, there must be a rep for the circle on the ground around the caster. This can be done with a line in the dirt, flagging tape or even a hula hoop. The rep for the circle is
the circle's size and can be no larger than 10’ in diameter. This spell is not subject to Dispel.</blockquote><blockquote>''Glitterdust'':  This spell fills the area with glowing pollen that makes the use of skills and abilities that cause a target to be Hidden to not have an effect. This will even cause Invisible targets to be seen. This effects the area for the encounter</blockquote><blockquote>''Rive''r:  This spell, when cast, will cause the target to be rapidly cleansed of aliments. This effect takes 1 minute to take effect once cast, during which time the target must not sustain any damage, much like readjusting armor. Unlike readjusting; however, the character can still perform non-strenuous actions. After 1 minute the target will be cured of all Metabolic, Disease, and Curse effects. In addition, all Maimed/Withered limbs are regenerated. This effect can only be touch cast.</blockquote><blockquote>''Ruin'':  This spell deals a fatal blow to unnatural creatures. This spell deals 100 points that only affects creatures of the Abomination or Undead type.</blockquote><blockquote>''Storm'':  This spell enchants the caster with the power of the storm. Their current Spell Pool has their Delivery Type changed from Natural to Elemental.</blockquote>
=== Level 8: ===
<blockquote>Beast:  This spell summons a natural beast upon the target, overtaking them. While active, the target cannot use any of their normal skills or abilities and can only use the stats gained from this spell. Any effect that would render the target down or incapacitated will end this effect, at which time the target becomes free to act normally. The stats for the Beast are as follows: <blockquote>25 Body Points
40 Natural Armor
Short Claws ( If the caster already has claws, then they become Medium. The benefits of this spell do not stack with Shapechange.)
+4 Base Strength,
Resist Toxin x 1
Resist Physical x 1''Spinneret'':  This spell traps a helpless target in a heavy chrysalis; this will pause all durations and counts on the target and can even be used on a target that is dead and in need of a Life spell. This effect will last for up to 1 month, or until is it removed with a Freedom, or is cut open on a 10 counted action, at which time all counts, and Page 118 durations will resume where they were frozen.</blockquote></blockquote><blockquote>''Faultline'':  This spell enchants the caster with the power of the quaking earth granting them the ability to unleash 3 packets attacks. Each packet is thrown individually with a call of “Natural Knockdown Massive”. This aspect is suppressed while the target is shape changed, this does not pause the duration.</blockquote><blockquote>''Spinneret'':  This spell traps a helpless target in a heavy chrysalis; this will pause all durations and counts on the target and can even be used on a target that is dead and in need of a Life spell. This effect will last for up to 1 month, or until is it removed with a Freedom, or is cut open on a 10 counted action, at which time all counts, and Page 118 durations will resume where they were frozen.</blockquote><blockquote>''Whirlwind:''  This spell summons a powerful gust that will launch the target through the air, away from the caster. If used outdoors the target will be removed from the combat and suffer 50 points of physical damage. Finding where they went is not impossible but can be difficult. If used inside of a natural enclosure the target is thrown up to 100 feet away and suffer 25 points of damage and Daze them. This will not move creatures of larger than Great Size but will still deal damage.</blockquote>

Revision as of 20:04, 14 February 2024

General Spell Rules

Spells are delivered with spell packets. Full construction rules are available under Combat but they're small pieces of cloth wrapped around bird seed. Spells typically have incants, which are short phrases used to indicate which spell is being cast. Incants must be completed before the packet is thrown. Before. Before. Start your incant, finish your incant, and then throw your packet. Incants don't have to be heard - battles can get very loud - but they should be spoken loud enough that your target could have heard it, absent a bunch of out of game noise.


Spellcasting classes can learn spells in one of two ways:

  1. Find a scroll of the spell you'd like to learn, read it into memory, and have a marshal sign off on it. It should be updated on your character sheet the next event.
  2. If that scroll is troublesome to locate, you can opt to spend one skill point to teach it to yourself.

Scrolls are not distinguished by class. Your Paladin can learn Life from any Life scroll despite casting it somewhat differently than a Mage.

Evocation

Level 1:

Detect Magic: This spell will reveal to the caster the presence of magic on a given item or area. If used for an area, should magic of some kind other than the caster be present within 10’ at the time of casting, they will be aware there is a magical force close by, but not its strength or location.

Disarm: This spell causes the targets hand held object, most commonly a weapon, to become unwieldable for 5 seconds. While the target does not need to drop the weapon, they cannot use it offensively nor defensively. This means any attacks that hit the weapon they will take, as though they were unskilled in the weapon.

Featherfall: Featherfall counters all damage taken from the next fall the recipient suffers. It does nothing help with hazards at the landing point. Featherfall can be cast on others and Chain Spelled.

Light: This spell creates a source of In Game light, which may be Phys-Repped by a glow stick, or muted flashlight. This effect will last until the next sunrise, OR 24 hours whichever occurs first.

Shielding: This spell effect will add 10 Temporary Armor Points to the target. These points will be lost after Physical Armor when taking damage. This spell cannot be stacked with itself.

Level 2:

Might: This spell gives the recipient super human strength that they can call on at need. Once activated by the target, this spell lasts for 10 seconds, granting them +4 Temporary Strength. This spell counts as a Blade Spell and is limited to a maximum of 3 total.

Pin: This spell will hold the target’s right foot in place. The target may not move their right foot from that spot unless Line of Sight with the caster is broken for 10 seconds, the effect is dispelled/removed, or they rip free. It requires +2 Base Strength or greater to rip free from this effect and will require a 3 counted action to do so. At the end of the count they will suffer 4 points of Body damage.

Shatter: This spell renders useless one weapon, small-sized shield, or other object which is no larger than a Small Shield, giving it the Broken status. If used against a suit of armor, it will breach the armor, reducing it to 0. This may NOT target a portion of an otherwise whole object, or ANY natural weaponry (i.e. claws, tails, etc).

<<placeholder because I've never seen Shackle used>>

Level 3:

:<<Placeholder for Detonate, also never seen used>>

Blade: This grants the character a Blade effect that when used grants, +5 Temporary Weapon Damage and Carrier: Magic to a single weapon strike. It may be used on any weapon strike of the recipient’s choice and causes the next successful swing by the weapon (a swing which lands or causes a defense to be called), and all unsuccessful swings leading up to it to gain the bonus. A character can only have 3 blade spells at any given time. However, they do not have to be the same type. Also, only one blade spell can be used at a time.

Breathe Liquid: This spell allows the recipient to Breathe water <or other appropriate Liquid, if any> for the next hour, OR until they leave the water entirely, whichever is longer. Nevertheless, it in no way may last for more than 24 hours.

Elemental Shield: This spell negates the next attack, spell, of effect with the Elemental Delivery Type. It is used by announcing “Elemental Shield!” In the case of touch cast spells or effects, the recipient may allow it to bypass their shield by announcing, “Accepted”.

Repel: This spell will prevent the target from approaching within 10’ of the originator of the effect. If the originator of the effect approaches within 10’ of the target, the target does not have to move away. If the effect begins with the target closer than 10’ to the originator of the effect, they must back off to a distance of 10’ if there is such room. If the target can physically attack the originator of the effect from their current distance, then they may do so.

Level 4:

Awaken: This spell will end the duration of Silence and all Mental effects on the target save for: Enslavement, Feeblemind, Horrify, Nightmare, Thrall and Slumber.

Bind: This spell binds the targets arms to their side. Their arms cannot be used for locomotion, preventing melee or ranged combat, in addition to making them unable to cast spells normally. With +4 Base Strength this effect can be broken free from on a 3 counted action, at the end of the count they will suffer 8 points of Body damage. While bound, the target can still run and walk freely, but any weapon strikes that hit the targets weapons/shield will deal full damage to them.

Define Magic: This spell, if used upon an item that has magical properties, will reveal to the caster all such properties in addition to how to use them and the item. This spell will not reveal if an item is cursed.

Knock: This spell will instantly open a sealed object; in the case of a door it will open it with the force of +4 Strength, in the case of a lock it will open any lock lower than a level 10 Basic Lock. This does not break or damage the door or lock it simply cause them to open.

Shun: This spell causes a target not be able to approach within 10’ of the caster, nor may they attack the caster in any way. This effect will cause the target to avoid the caster for the duration, meaning if the caster moves toward them they must move away. This however does not force them into a corner, in such a case if the only way to move away from the caster is to walk past them to get out into the open they can. The creature may still attack people other than the caster. This is a Mental effect.

Level 5:

Erupt: This spell causes the targeted weapon to become sheathed in Elemental energy, granting it the Flavor Carrier Fire/Water/Stone/Wind, to be chosen by the caster.

Magic Shield: This spell will negate the next spell oreffect with the Magic Delivery Type. It will be used by announcing, “Magic Shield”.

Refit: This spell will instantly restore a suit of physical armor to its maximum value, even if it was breached at the time the spell was cast.

Secure Door: This spell will strengthen one door to near physical invulnerability. It will further bar the door from being opened from one side; marked by a red “S” on the side that may not be opened. The target door must have the ability to open and close, or this spell will not work. It will otherwise last 24 hours or until it is opened. Additionally, a creature with +10 Base Strength can open a door that is being held, and this ends the spell's duration.

Silence: This spell will prevent the target from speaking, or in any way vocalizing for the Duration. This will prevent Spell Casting, the use of Songs/Dirges, as well as other skills. This does NOT affect OOG speech and will not prevent weapon calls. This is not a Mental effect

Level 6:

Destroy: This spell destroys one weapon, up to a large-sized shield, suit of armor, of other object which is no larger than a Large Shield; making the item unusable and giving it the Broken status. This may NOT target a portion of an otherwise whole object, or ANY natural weaponry (i.e. Claws, tails, etc).

Sleep: This spell will cause the affected character to fall unconscious, slipping into a deep sleep. This is a Mental effect.

Stoneskin: This spell will Negate the first Strike, or non-damage dealing physical, melee or ranged, Technique that strikes the character. You must announce, “Stoneskin” when the protective is used.

Wall of Force: This spell creates a transparent wall that cannot be passed through, even by non-corporeal creatures, and will stop most effects; however, Delivery Types like Voice will often bypass the wall. The wall will have a maximum length of 10’ but may be shorter and will extend vertically up to 10’ in height. The wall must be Phys-Repped in some fashion, by yellow rope/tape/other means. Walls cannot be curved to the extent that they form a circle or cast such that 2 walls can completely surround a person.

Web: This immobilizes the target from the neck down, and they can no longer move from that spot nor use their arms or legs for locomotion. This will require +6 Base Strength or greater to break free from, at the end of the count they will suffer 12 points of Body damage. The target is considered helpless and is searchable by anyone while under this effect.

Level 7:

Circle: This spell creates a dome of translucent magical energy that cannot be crossed by anything but the caster, however doing so ends the spells duration at that time; additionally, the duration will also end if the caster is reduced to Dead. Before this spell can be cast, there must be a rep for the circle on the ground around the caster. This can be done with a line in the dirt, flagging tape or even a hula hoop. The rep for the circle is the circle's size and can be no larger than 10’ in diameter. This spell is not subject to Dispel.

Gaseous Form: This spell turns the recipient into a cloud of gas, much like a Wind Elemental, granting them several advantages. While in this form, the character can move and run as normal, and can even pass through cracks in walls and floors. Weapons and spells do not affect them, except for Circle, Dispel, Implosion, Wall of Force, and Wizard Lock, as well Voice and Arcane Delivery Types. While they can speak they cannot yell, they also cannot use any skills, abilities, or items. Additionally, to maintain this spell, the character must maintain concentration. This is done in the form of a hand gesture. While under the effects of Gaseous Form, the character must keep both their arms crossed on their chest.

Push: This spell throws the target away from the caster with massive force. The target must take 30 steps away from the caster and then must remain there for a 15 count, unable to advance. If the target cannot move the 30 steps due to a solid and permanent obstacle they must move to that point and are held there for a 30 count. While held they are not helpless though they cannot take any actions that require the use of their arms. Creatures with +8 Strength are still moved but are not held.

Secret Box: This spell creates a mystical box that, when closed, becomes invisible as it slips into the Abyss. The phys-rep for the box can be no larger than 1 cubic foot and must be clearly marked as a secret box; this is done by placing a red “S” on the top. Once cast the box cannot be moved and can only be accessed by the caster, or someone who is also invested in the spell; however, doing so takes some time, 5 minutes of concentration. While the box is open, it is visible to everyone, but once closed it vanishes until the caster retrieves it. Living creatures cannot be placed inside the box. While the box is not detectable by most means, Detect Magic cast while near the box will feel the presence of the magic but it will not give any insight that the box is there. However, there are some powers that could allow the box to be found and opened by someone other than the caster. At the end of the duration the box will remain where it is, meaning if the box is left ‘hidden’ at the end of the 5 days the box slips away and is lost. This spell may be used in conjunction with the Chain Spell skill, allowing one additional target that can be invested per level of the skill. It must be noted on the character sheet as well as the Marshal Notes who is invested in the Secret Box.

Wizard Lock: This spell will seal a building, stopping the passage of all creatures of any type. In addition to all spells and weapon Strikes or weapon delivered attacks. Only one doorway may still be used to enter or exit and that must be clearly marked with a “W” on both sides; and a phys-rep, of a string of Red lights must surround the functioning doorway to the building. If the applicable doorway has been opened, then passage through it is possible until it has been fully closed. When this spell is cast the originator and one other character, chosen by the caster, that is present are considered invested in the lock and can open the door on a 3 counted action, lowering the effect until the door is shut again. If used in conjunction with the Chain Spell, one additional target can be invested per level of the skill. It must be noted on the character sheet as well as the Marshal Notes who is invested in the lock. This spell cannot be placed on a building that has the Grove effect on it.

Level 8:

Dispel Magic: This spell will end the duration of all magical effects, both beneficial and negative, on a target. It will also end the duration of all non-permanent ritual effects on a target and may even suppress magic that is more powerful for a short duration.

Drain: This spell saps the targets power and leaves them weakened. The target will lose a type of resource based on their power set. If they have Combat Slots then they will lose 4 levels of Combat Slots, if they have Spell Slots they will lose unused slots equaling 10 total spell levels, if they have neither they will lose 5 unused times per reset skills. If the target lacks any of these, they will instead suffer 20 points of Body Damage.

Mind Guard: This spell wraps the recipients mind in a protective field. During the duration the target is immune to the following effects: Charm, Fear, Shun, Sleep, and Terror.

Rebuild: This spell will restore an Item that has been breached, Broken, or in any other way rendered unusable, Repairing the item. If this spell is cast within 5 minutes of the item’s destruction, it will retain any special properties it may have had.

Summon Weapon: This spell summons a +0 Magic weapon. This weapon may be any weapon the caster has a phys-rep for, and is craft-able. This weapon is not Shatterable. Additionally, if the weapon leaves the targets hand, or the character dies the spell ends.

Level 9:

Evocation: This spell wraps the caster in violent energy that instantly refreshes their Spell Pool as though they had spent the time to do so.

Implosion: This spell floods the target with elemental energy; first the spell will instantly Breech physical armor and then will deal 100 points of damage to the target; if the target is a Construct or Elemental the spell will reduce it to 0 HP. This is a Slay effect. Implosion removes the cap on Spell Pool and adds the 'critical' tag to the attack for one use. This allows a Mage to dump his/her entire spool as one devastating burst. To answer the inevitable question, yes, you can use Implosion to launch your Spell Pool as healing, too, if you have friends with way too much Body or offensive undead in front of you.

Inspiration: This spell gives the target a burst of insight and focus, refreshing their expended potential. When cast the target will regain a single expended times per reset Skill, single expended Spell Slot or Combat Slot. The target has until the end of the encounter to use skill that was restored, after which it will fade if not used. This spell cannot be cast upon oneself.

Prison: This spell immobilizes the target by containing their entire body in a magical field, though the Prison can be moved with no special strength necessary. Prison cannot normally be broken free from, though creatures with +10 Base Strength or higher can break free with a 3 counted action, at the end of which they will suffer 50 points Body damage. The caster can search the target, and can issue a Killing Blow, though doing so ends the prison effect, even if it had no effect. The caster can end a Prison effect they created by touching it and calling “Prison Down”. This spell may be used to restrain most targets that are not of massive size.

Nature

Level 1:

Boar: This spell grants the target 10 points of Natural Armor. These points stack with all other forms of armor up to the character’s maximum armor value. Natural Armor can be readjusted in addition to being healed.

Brook: This spell enchants the caster with the healing power of nature, granting them the ability to unleash 3 packet attacks. Each packet is thrown individually with a call of “Natural 2 Healing”.

Exhaustion: This spell overwhelms the target with the extremes of the natural environment causing their bodies to become exhausted. Targets affected by this can only walk and cannot Flee combat.

Fish: This spell summons the power of the fish to grant the target the ability to breathe liquid.

Owl: This spell grants the target the ability Glide. This effect functions like Featherfall with the difference that instead of landing on the ground directly below they can choose to land up to 100 feet from where the effect is triggered.

Level 2:

Deer: This spell grants the target with a once ever Flee that lasts until the player resets or it is used.

Endure: This spell summons up the energy of the Prime and wraps the target with an invisible field that protects them from the natural elements. This will protect them from extreme heat/cold, as well as effects like a sandstorm or infection from being exposed to bogs and such. This will also increase the amount of time it takes for Fatigue to set in.

Fumble: This spell causes the target’s hands to become overcome by spasms, making it impossible for them to hold anything; this includes weapons, potions, vials, etc., which must be dropped. In the case of a shield, the target can choose to not drop it but will take all attacks that strike it.

Hawk: This spell grants the target exceptional vision, allowing them to see even the most remote movements. This grants them 3 levels of Tracking for the duration, and allows them to Track, even if they have not purchased the skill.

Sapling: This spell grants the target a Shield effect that will passively negate the next legal weapon or natural attack that strikes them. They must call ‘Physical Shield’.

Level 3:

Ash: This spell hardens the targets skin warding off certain carrier attacks. For the duration, the target will not take the effect of the following Carrier Attacks: Rot and Venom; this only stops the effect not the damage from the attack.

Fog: This spell causes the target’s vision to become cloudy and blurred making vision past their fingertips difficult. During the duration the target cannot make any ranged attacks.

Mole: This spell grants the target the ability to Burrow for a short time. This will function as the Burrow effect in all ways, save for once the target surfaces, the effect ends.

Ram: This spell grants the target the Massive Modifier, useable twice ever.

Tsunami: This spell enchants the caster with the power of the ocean waves granting them the ability to unleash 3 packet attacks. Each packet is thrown individually with a call of “Natural Repel Massive”. This aspect is suppressed while the target is shape changed, this does not pause the duration.

Level 4:

Day: This spell causes the target to glow per the Light effect which has several benefits; first it allows the player to use an approved light source and second the target cannot be affected by melee attacks from creatures with the Shadow subtype. Must announce “Empowered by Day” often during combat so others are aware, this is a visible effect. Taking offensive actions will end this effect.

Roc: This spell grants the target the ability to fly for a short time. This will function as the Fly effect in all ways, save for once the target lands, the effect ends.

Spider: This spell allows the character to climb surfaces on a counted action, typically a 3 count for each 10 feet. While climbing the target can take no other actions or use other skills. Additionally, the character gains the ability “Natural Web”, which can be used 2 times ever.

Stream: This spell, when cast, will cause the target to rapidly regenerate Body Points. This effect takes 1 minute to take affect once cast, during which time the target must not sustain any damage, much like readjusting armor. Unlike readjusting, however, the character can still perform non-strenuous actions. At the end of the minute the character will heal for half of their max Body Points, with a minimum of 10.

Venom: This spell summons the power of a mighty viper; the target of this effect loses the ability to use Skills/Abilities for 1 hour. If this effect is not cured before the end of the hour, the targets status changes to dead. This is a Metabolic effect.

Level 5:

Bear: This spell grants the target some of the might of a wild bear. This grants the target +2 Permanent Strength.

Command Animal: This spell will cause the target to become bent to the casters will. The target will follow the next command of the caster, a 4-9-word phrase, to the best intent; however, the target will not cause direct harm to themselves.

Oak: This spell hardens the target’s skin, warding off certain carrier attacks, for the duration the target will not take the effect of the following Carrier Attacks: Wither and Plague; this only stops the effect not the damage from the attack.

Polymorph: This spell forcibly changes the target into a harmless critter that is unable to use any skills or take any actions, other than walking. While under the effects of this spell the target must raise both hands above their head and wave them slightly, so others are aware they are under this effect. This effect will end early if the target takes more than 10 points of damage. Additionally, upon breaking, the target will suffer 15 points of Body damage.

Wolf Pack: This spell allows the target to call a group Flee. When used the target must howl and announce, “Wolf Pack Flee”. At that time, the caster and all allies of the caster (up to 10) can Flee; however, they can only do so if they are conscious or being carried by an ally and are not being physically prevented from fleeing such as being bound.

Level 6:

Ancient Aspect: The recipient of this spell becomes wrapped in a chosen element, gaining several advantages. Choose a Flavor (Fire/Wind/Water/Stone) at the time of casting. The target gains Carrier Attack: <Flavor>, Immune to Pin and Bind, <Flavor> Affinity, Reduced ½ Damage from <Flavor>, and Terrain Adaptation: <Flavor>. In addition, the target gains Vulnerable <Flavor>, where the vulnerability is to the opposing element of the one chosen at the time of casting.

Entangle: This spell causes the target to become bound by vines, rendering them Helpless and unable to move as the vines slowly crush them. After 30 seconds, the target will be reduced to 0 Body Points. The target can be cut free on a 10 count or break free with +6 Strength. This is a binding effect.

Fox: This spell gives the target a once ever “Resist Mind”. This effect lasts until used.

Night: This spell wraps the target in shadows, causing them to become hidden. This effect is the same as the Hide skill, and players must follow all of the same rules to use it; additionally, the target gains a once ever Surprise Modifier, which they can use to end this effect.

Snake: This spell allows the character to escape from a single binding effect once ever. When used, they must announce “I escape”.

Level 7:

Circle: This spell creates a dome of magical energy that cannot be crossed by anything but the caster, however doing so ends the spells duration at that time; additionally, the duration will also end if the caster is reduced to Dead. Before this spell can be cast, there must be a rep for the circle on the ground around the caster. This can be done with a line in the dirt, flagging tape or even a hula hoop. The rep for the circle is the circle's size and can be no larger than 10’ in diameter. This spell is not subject to Dispel.

Glitterdust: This spell fills the area with glowing pollen that makes the use of skills and abilities that cause a target to be Hidden to not have an effect. This will even cause Invisible targets to be seen. This effects the area for the encounter

River: This spell, when cast, will cause the target to be rapidly cleansed of aliments. This effect takes 1 minute to take effect once cast, during which time the target must not sustain any damage, much like readjusting armor. Unlike readjusting; however, the character can still perform non-strenuous actions. After 1 minute the target will be cured of all Metabolic, Disease, and Curse effects. In addition, all Maimed/Withered limbs are regenerated. This effect can only be touch cast.

Ruin: This spell deals a fatal blow to unnatural creatures. This spell deals 100 points that only affects creatures of the Abomination or Undead type.

Storm: This spell enchants the caster with the power of the storm. Their current Spell Pool has their Delivery Type changed from Natural to Elemental.

Level 8:

Beast: This spell summons a natural beast upon the target, overtaking them. While active, the target cannot use any of their normal skills or abilities and can only use the stats gained from this spell. Any effect that would render the target down or incapacitated will end this effect, at which time the target becomes free to act normally. The stats for the Beast are as follows:

25 Body Points

40 Natural Armor

Short Claws ( If the caster already has claws, then they become Medium. The benefits of this spell do not stack with Shapechange.)

+4 Base Strength,

Resist Toxin x 1

Resist Physical x 1Spinneret: This spell traps a helpless target in a heavy chrysalis; this will pause all durations and counts on the target and can even be used on a target that is dead and in need of a Life spell. This effect will last for up to 1 month, or until is it removed with a Freedom, or is cut open on a 10 counted action, at which time all counts, and Page 118 durations will resume where they were frozen.

Faultline: This spell enchants the caster with the power of the quaking earth granting them the ability to unleash 3 packets attacks. Each packet is thrown individually with a call of “Natural Knockdown Massive”. This aspect is suppressed while the target is shape changed, this does not pause the duration.

Spinneret: This spell traps a helpless target in a heavy chrysalis; this will pause all durations and counts on the target and can even be used on a target that is dead and in need of a Life spell. This effect will last for up to 1 month, or until is it removed with a Freedom, or is cut open on a 10 counted action, at which time all counts, and Page 118 durations will resume where they were frozen.

Whirlwind: This spell summons a powerful gust that will launch the target through the air, away from the caster. If used outdoors the target will be removed from the combat and suffer 50 points of physical damage. Finding where they went is not impossible but can be difficult. If used inside of a natural enclosure the target is thrown up to 100 feet away and suffer 25 points of damage and Daze them. This will not move creatures of larger than Great Size but will still deal damage.