Spells

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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. Throwing too early, or flubbing the incant, results in a miscast - the mana is spent and the packet has no effect. The incants below are common but not absolute. "I call upon the homeland" is predominant for Biomancer Mages, bug mages are frequently bred with "We invoke the Queen and Hive" for Evocation, and so on. We don't expect everyone to memorize every possible incant for every path; we're counting on players to police their own incant failures. That said, a couple of us do know the ones that have been released and if this gets abused we'll react accordingly.


Spells, generally, require that your packet connect with your target's body. Spells that clip cloaks, or wings, or other decorative outcroppings do not generally deliver their effects and are treated as having missed entirely. This is a small deviation from other larps and we're including it here to encourage more cinematic costuming; a number of veteran players absolutely refuse to consider a cloak, a robe, loose flowy pants, or anything else that increases our attack surface and we refuse for exactly this reason. We're reducing attack to surface to "person" in the hopes of relaxing that constraint and encouraging better costuming. That said: we are also keenly aware of how easy it is to abuse this. It's not all that tough to put small motors, rods, and curtains on your shoulders and wall off ten feet to either side of you. It's easier than that to devise a Cousin Itt-style 'cloak' out of sheer material that covers your torso but doesn't seriously impair your vision, and now you're immune to packets. If you can come up with wings, you can make them enormous if you can solve the practicality problems out of combat. There are a hundred ways to abuse this; please don't. We'll certainly make allowances for excellent costuming; if your dragonfly just doesn't feel right without a wingspan and also looks like you're just larping in between takes of your stage play or feature film, we'll work something out.


Upon entering the game, your character may select a number of spells form their main school (first purchased for Mages, all other classes only have one school) equal to their level +1. For new Mages that purchase both schools, they will also select a number of spells equal to their level for their secondary school to have memorized for free. So a brand new Mage character at first level would have a maximum of 3 spells for free. Two from their 1st school and 1 form their second. Further, if a character were to come in at 5th level they would have 6 free spells from their primary school and in the case of mages 5 from their secondary school if they purchased that secondary school at character creation.

Mana

Mana is the fuel by which spells are generated. Spells are leveled 1-9 and every spell costs an amount of mana equal to its level to cast. Mages pay 1 SP to get 2 mana until they reach 100; after that, additional mana is available at 1 SP per mana point unto infinity. Collectively, a Mage's available mana is referred to as a pool, despite the confusing overlap with the unrelated "spell pool" used for linear magic delivery. Mages on every world refer to things like the "depth" of their mana pools. It's an odd idiosyncrasy of the cosmos.

Mana is the most common source of magical energy. It is not the only source. Various cultures in various places have found other power supplies, in varying degrees of effectiveness and efficiency. The people using those alternate sources know what they are and how to replenish them; it's raised here to explain why some casters can continue operating in mana voids or similar mana-less conditions and why some can't cast a single thing despite drowning in mana. For mechanical purposes, if your skill is listed as "Mana", it's affected by and affects like all other Mana sources.

Incants

A spell incant, as noted above, is a short phrase that casts your spell. We've provided some examples below but you're free to design your own within some boundaries:

  1. Your incant requires a certain number of syllables, depending on the spell level:
    1. 1st-3rd level spells require at least six syllables
    2. 4-6th level spells require at least seven syllables.
    3. 7-9th level spells require at least eight syllables.
  2. Your incant must be grammatically coherent, if not necessarily correct. (There are a lot of reasons for this. The official reason is immersion. The unofficial reason is preventing me from writing an incant that's 6/7/8 repetitions of the letter "r", pronounced more or less like this.
  3. Your incant must end with the effect name you intend to deliver, plus or minus a "you" if it helps with grammatical coherence.
  4. Your incant can't contain game tags - as hilarious as it is, you can't use "Arcane chemical magic <effect>" - as a playability concern. This is raised here not because I worry that people will deliberately write confusing incants but because things like "I invoke arcane wrath to <whatever>" seem perfectly reasonable until holds get called to sort out what you just did. While we're at it, avoid words like "Irresistible" or "Unshieldable" - also hilarious, also troublesome.
  5. And finally - I shouldn't have to say it but here it is anyway - it must be reasonably clean. I am not putting up with calls from angry parents because you can say a given swear at warp 5.

Within those bounds, you can decide your incant for any spell you've learned from a scroll or skill points. If you opt instead to learn your spell from a teacher, you learn it with your instructor's incant. In each case, incants are fixed before use; you're free to write your own incant but once it is written, it cannot later be altered.

Starting Spells

Your caster enters play with their character level + 1 in spells from the first school, and character level exactly in spells from their second school. Further schools down the road may or may not come with a starting set of spells.

Learning Spells

Your spellcaster can learn spells in three basic 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. (What if this was on SP per lvl? in the end it makes a difference but I feel like itll only add to the want of interaction for learning the spells? Just a thought. (That means paying nine build for a Life spell and I'm not thrilled with that. This was never here for us, we were always going to conserve build wherever possible and one per really does add up - it's here for people that for whatever reason struggle with those interactions, get shafted on treasure drops and still want to play casters. I like encouraging interaction. I don't like forcing it and 45 build to fill out your 9's is real close to that second thing.))
  3. If the scroll is troublesome, and you simply cannot stomach the skill point cost (believe me, I sympathize), you can learn the spell from someone who already knows it. This can be done at any time during an event, and takes your instructor five minutes per spell level to pass it on to you. Similarly, you may teach any spell you know.

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

Potion-ability

Spells marked with # are able to be made into Potions

Chain Spell

Spells marked with * are able to be chain spelled

Evocation

Standard Incantation: "With eldritch might I..."<grammatically correct effect phrase using grant for protectives like 'Featherfall' or 'an elemental shield'>

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*#: This spell counters all damage taken from the next fall the recipient suffers. It does nothing help with hazards at the landing point.

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. Standard Incant: "With Eldritch Force I Create Light”

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).

Level 3:

Detonate: This spell causes the target weapon to explode, similar to the shatter effect but will include up to Medium shields, and causing 25 points of force damage. Standard Incant: "With eldritch force I detonate your <Item>"

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. Standard Incant: "With Ethereal Might, I grant you a blade"

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, vectors 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 vectors. 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. Used defensively on a cabin, Wizard Lock accounts for the residents of the cabin and any of those individuals can pass freely therein. 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.

Innervate#: 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, 4 Energy or 8 mana. 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.

Summon Minion: Summon Minion reinforces you before a battle; it conjures one of the following:

  • Water Elemental
  • Stone Elemental
  • Fire Elemental
  • Air Elemental
  • Iron Golem
  • Bone Golem

General stats will be provided for summoned minions, but be aware that the vagaries of magic mean that any given summon may be weaker or stronger than the card indicates. Also - and this is important - Plot will never, ever, ever provide a rep for your Summon. You can ask other players, or bring your own NPC, whatever works for you, but there is no case under which Plot will dedicate event resources to your butler. Ever.

Spirit

Standard Incantation: "With occult power I..."<grammatically correct effect phrase using grant for protectives like 'Featherfall' or 'an elemental shield'>

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. If used on an item, the caster will be aware of how strong the magic is: Common-a spell caster with unused slots, Uncommon-a item crafted with a magical effect that can be used once and will fade, Strong-an item crafted with Standard Forge Item, Rare- an item crafted with Major Forge Item, Artifact-an item with powers beyond normal measure.

Endurance*#: This spell grants the recipient 10 Temporary Body Points. These Body Points are the first Body Points lost and are not healable. This spell will not stack with itself.

Featherfall*#: This spell will allow the character to call, “Slow Fall!” as a defense on the next occasion they fall. They cannot choose when to call it. The spell will go off at the first opportunity, or not at all. This will not prevent the recipient from ending up wherever the fall would have dropped them. The spell will not slow their descent but will negate any ill effects they would have received from the fall.

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.


Weakness: This spell will reduce the target’s weapon damage by 3, to a minimum of 1. This is a Curse effect.

Level 2

Cure Disease*#: This spell will end the duration of all normal diseases on a living target. Some rare diseases will require a specific level caster to remove.

Displacement*#: This spell causes the targets image to become slightly off center, making it hard to attack them from ranged. The character takes Reduced: Half from ranged effects that have a number in the call, for the first 3 effects that strike them. Page 120


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. Multiple spells cannot be active at the same time to gain more than a +4 bonus to strength.

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.


Shackle: This spell binds a Helpless target’s hands and feet, which requires +6 Strength to break free from. In addition to being bound the spell also neutralizes Magic, Elemental, Poison, and Natural abilities.



Level 3

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 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.


Poison Shield*#: This spell protects the target from the next attack with the Poison Delivery Type that strikes them. When this effect is used, the character must announce. “Poison Shield”

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.

Terror: This spell will cause the target to be unable to move from their current location and only able to defend themselves for ten seconds. This is a Fear effect.

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.


Bind Form#: This spell allows a character that has died to be resurrected without the use of a Life Well. A character still needs to have the Resurrection skill to do so, without the normal penalties of resurrecting without using a Life Well. The resurrection will still take 15 minutes, and the target must still make a Contested Roll to resurrect. When this spell is cast, the caster must declare his target. The target can choose to refuse the spell and seek a Life Well to resurrect if they wish. Additionally, this spell will have an adverse effect on non-corporeal creatures. It forces them into the material world a little more. If they were “Magic” to hit, they become “Silver” to hit. If they were “Silver” to hit, they can be hit with a normal weapon.

Cure Metabolic*#: This spell will end the duration of any normal Metabolic effect upon a single target. Some strong effects will require a specific level caster to remove.

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

Freedom*#: This spell will instantly release a target from all things magically or physically binding, holding, or restraining the target. Physical Bindings will fall open to the ground, and Magical Bindings will be considered Dispelled. This spell will have no effect against creatures or items that are under a Prison effect. Any persons or creatures holding them will be affected as though disarmed.


Magic Shield*#: This spell will negate the next spell or effect 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, Repairing the armor.

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 spells 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

Sleep: This spell will cause the affected character to fall unconscious, slipping into a coma like 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.

Regenerate*#: This spell will cause the target to regrow all missing or damaged limbs; this includes limbs lost to maim and sever effects.


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

Charm: This spell will cause the target to become fixated on the caster. They will be unable to use skills and will take no actions other than to follow the caster for the duration. This does not give grounds for crowding. However, the affected character must stop all actions, move close to the caster, and follow them. This is a Mental effect.

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.

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.

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

Command: This spell will cause the target to become bent to the caster 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; for example, you could command a bandit to “go to the town guard and turn yourself in”, but you could not tell him to “jump from a very high bridge”.


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 nonpermanent ritual effects on a target and may even suppress magic that is more powerful for a short duration.


Foresight*#: This spell gives the target a small glimpse into their future allowing them heightened protection. “Foresight” can be called as a defense against any single attack, that would cause you to become Helpless, this includes an attack that reduces you to -1.

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. 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.

Heroism#: This spell fills the target with great prowess and valor. For an encounter or up to 5 minutes, the target gains the following effects: +2 Permanent Weapon Damage or +50 Spell Pool, a single use Magic Freedom (that can only be self targeted), and Immunity to Fear, Horrify, Shun, Terror.


Life#: This spell will return a creature to life at 1 Body Point. It will also remove any negative physical effects that were on the body at the time of death such as missing limbs. This spell will only work on a target that is in their 4-minute dissipation count.


Petrify: This spell turns the target to stone, though Huge or Massive creatures may reduce this effect. Once turned to stone, the target’s status is paused, meaning if they were under an effect with duration, then it is paused, and the remaining duration will resume when the petrified state is removed. Bleed out and dissipation counts will be paused. The stone form can be moved but requires +6 Strength to do so. A petrified person is a viable target for a Destroy effect, which will end the Petrify effect and the target would then be considered Dead. If this spell is cast upon a target that is already Petrified, it will end the effect.


Nature

Nature primarily uses one of two base incants. Either "I summon the Wilds to grant you aspect of the (spell name)" or "I curse you with "spell name". As such each spell is denoted with Aspect or Curse tags for easy incant placement. If anything deviates from this taxonomy, it will be noted with it's own incant text.

Level 1:

Boar (Aspect)*#: 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 (Aspect)*#: 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 (Curse): 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 (Aspect)*#: This spell summons the power of the fish to grant the target the ability to breathe liquid.

Owl (Aspect)*#: 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 (Aspect)*#: This spell grants the target with a once ever Flee that lasts until the player resets or it is used.

Endure (I call upon Nature to grant you the power to 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 (Curse): 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 (Aspect)*#: 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 (Aspect)*#: 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 (Aspect)*#: 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 (Curse): 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 (Aspect)*#: 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 (Aspect)*#: This spell grants the target the Massive Modifier, useable twice ever.

Tsunami*# (I call upon Nature to grant you the power of a 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 (Aspect)*#: 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 (Aspect)*#: 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 (Aspect)*#: 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 (Aspect)*#: This spell, when cast, will cause the target to heal themselves in various ways. 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 and be cured of 1 metabolic effect, have one maimed limb restored and have 1 curse removed.

Venom (Curse): 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 (Curse): 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 (Aspect)*#: 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 (Curse): 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 ( call upon Nature to grant you the power of Ancient <flavor>): 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 (Curse): 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 (Aspect)*#: This spell gives the target a once ever “Resist Mind”. This effect lasts until used.

Night*# (I call upon nature to grant you the power of 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*# (Aspect): 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 (I call upon Nature to grant the power of 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*# (Aspect): 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 (Curse): 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 (I call upon Nature to grant the power of the Storm): This spell enchants the caster with the power of the storm. This spell grounds all Flying creatures in the area for an encounter.

Level 8:

Beast* (Aspect): 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 1

Faultline (I call upon Nature to create a 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 (Curse): 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 (Curse): 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.

Paladin Spells:

Paladin spells do not generally require incants. Many are melee modifications and simply modify a weapon call. Any spell that's not is delivered as Magic <Effect>, usually by weapon (packet delivered spells will be noted in their descriptions). Paladins follow the usual rules (above) for learning spells.

1st Level

Light - Allows for the use of a muted flashlight or glowstick for up to 12 hours.

Stalwart - immediately repairs 5 points of armor, fixing a breach if this takes the armor to (or over) its maximum rating. This is called simply as "Stalwart", so your opponent understands why you just refuse to fall down.

Shining Blade - swings silver or magic for one strike

Cure Weakness - ends the duration of all Weakness effects currently active on the target.

Smite:  Smite boosts one weapon swing by 5 points of damage.  Smite is added on to Bane damage (see below) but explicitly stacks with other Paladin melee attack modifying spells. Smite is not called; the damage is simply added to the weapon damage call.

Rest In Peace - immediately destroys one willing target.  We realize how dumb this sounds, but keep in mind that very few minor-moderate undead are undead by choice.  Rest In Peace further prevents future attempts to raise the target as any sort of undead. Rest in Peace is weapon delivered.

2nd Level:

Impenetrable - prevents one attack from going to body, damage is applied normally to armor, instead.

Bodyguard- diverts all damage (but not effects) from a friendly target in melee range to the Paladin casting this spell.  Once cast, that damage is not optional - whatever hits your ward hits you instead, not matter how much you would rather it didn’t.  Bodyguard continues transferring damage into bleed-out and like most effects, ceases when the death count begins. Bodyguard is cast by weapon strike and called simply as "Bodyguard" - the weapon strike is required both to limit range and notify your protected that you're taking the damage and he/she is not.

Resolve - adds +2 strength for one encounter or five minutes, self-only

Cure Disease - Ends the duration of all Disease effects on the target.  This can be weapon or packet delivered, determined by the Paladin at the time of casting.

3rd Level:

Divine Fear- this acts as a Fear against the unholy, as considered by a given Paladin’s creed.  It’s delivered via weapon or packet, and called as "Divine Fear" and I will slap the shit out of the first plot guy that puts Resist Divine on anything shadow-based.

Strength of Will - renders the Paladin immune to Fear effects for one encounter or five minutes.  If it tries to scare you, by any mechanic, Strength of Will prevents it.

Immovable - an Immovable Paladin is immune to any effect other than his own free will that would cause to move away from his current position.  Immovable Paladins may move at a slow walk while this effect is active.  Knockback, Whirlwind, Push, and similar effects are ignored, with “No Effect”.   As an exception to the normal rules regarding expiration of effects, Immovable may at the player’s option sustain all the way until resurrection.  Immovable Paladins are not commonly dragged off for ransom or bait.

Block - Block is called as a "Divine Block" - it's defense to a melee attack and treats that attack as though the Paladin had successfully interposed his shield in between the weapon and the attack.  

4th Level

Cure Metabolic - Cure Metabolic immediately ends the duration of all Metabolic effects on the target.

Sacrifice - Sacrifice immediately puts a Paladin in her death count and immediately casts Life, heals the target back to full, and removes all negative effects and body/armor damage from the target.  The effects are simultaneous, and any measures taken to prevent the killing blow also prevent the curative effect.  Sacrifice bypasses whatever other protective measures a Paladin may have up when she makes the choice.  This spell has an obivous visual effect when it completes, something in line with their Code - pillar of golden light, dark maw opening in the earth, Valkyries riding in, things along those lines. Whatever the flavor, the Sacrifice guards against a Paladin's gear being looted by heathens; if such gear is destroyed, it's returned with the same application of Life that saves the Paladin or else resurrects with her. Sacrifice is voice delivered as “Voice <Target> Sacrifice”.  (As an out-of-game note: Plot will never reduce your Conviction for refusing to cast this spell. It's very vulnerable to a specific flavor of cultural abuse, the same kind that ultimately leads to prosecutions of Paladins for 'not doing everything they could' and that's an undesired consequence. Sacrifice is here for your Paladin as a last-ditch to save lives, not here for your fellow adventurers to demand of you.)

Bane - doubles a Paladin’s weapon damage against a specific type of enemy.  This can be chosen at casting time but only from a pre-agreed list of types acceptable to that Paladin’s code.  Bane lasts for one encounter or until there are no visible targets of the appropriate type remaining.

5th Level:

Miracle - Miracle causes a beneficial effect, sometimes very strong, in accordance with a Paladin’s will.  The higher the Paladin’s Conviction, the more obvious and sweeping the miracle, but it is otherwise deliberately left undefined.  Miracle is only available to Paladins at peace; if your Paladin is suffering possible Conviction loss and has yet to make Amends, Miracle is unavailable. There is no mechanics-enforced prohibition against multiple castings of this spell. Some caution is still advisable.

Cleanse - immediately ends the duration of all negative effects on a friendly target.

Life - Life interrupts a death count and restores the target to 1hp.  Casting Life in this way takes a Paladin one uninterrupted minute, during which time the target’s death count is suspended.  Life can also be used as an offensive weapon against certain creatures; this is weapon-delivered as “Magic Life” and can be done immediately to the limits of a Paladin’s mana.  

Spellblade Spells:

Standard incantation for offensive spells or buffs: "By the elements I (grant) (spell name)" Spells marked with a ^ sign are cast on the Spellblade by invoking just the spell name

1st Level:

Light - Allows for the use of a muted flashlight or glowstick for up to 12 hours.

Mending^ - immediately repairs 5 points of armor, fixing a breach if this takes the armor to (or over) its maximum rating

Elemental Blade - swings +5 [Elemental Carrier] for one swing hit or miss. The currently available elements are Water, Wind, Stone, and Fire.

Weaken - Weakens the target for 5 minutes or until the end of the encounter

Surf the Wind^:  This will allow a Spellblade to "surf" the wind and bypass any physical challenge obstacle where the marshal rules it is reasonable to do so, i.e. jumping stones or a large crevasse but will not work on challenges that happen to by physical like puzzles.

Pin - Generates the Pin effect as defined in the effects section.

2nd Level:

Impenetrable^ - prevents one attack from going to body, damage is applied normally to armor, instead. This is called as a response and cannot be cast in advance.

Burning Rage - Adds 10 to base damage and alters carrier to Fire for 1 swing. This can stack with Elemental Blade

Strength of Earth^ - adds +2 strength for one encounter or five minutes, self-only

Detonate - per the standard Detonate effect.

3rd Level:

Purity of Cleansing Water^*- this will dispel any non instant effect that the character is aware of. This will not work on things like Sleep, Petrify, Prison or Cocoon but will work on any other contain effect, metabolic effect that the character is in game aware of. This is self only.

Breathe Liquid* - per the standard Breathe Liquid effect

Refit* - as per the standard refit spell

Elemental Shield* - per the standard elemental shield effect  

4th Level

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).

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. 

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 vectors. 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.

5th Level:

Summon Weapon* - This spell summons a +0 Magic (but must include an element as well so your call will be "# Magic [element]") 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.

Heroism^ - This spell fills the target with great prowess and valor. For an encounter or up to 5 minutes, the target gains the following effects: +2 Permanent Weapon Damage or +50 Spell Pool, a single use Magic Freedom (that can only be self targeted), and Immunity to Fear, Horrify, Shun, Terror.

Nova^ - Harnesses the true power of the elements to deliver a powerful blast at the caster's command. When used the caster declares 'Elemental 40 [Element] Burst' dealing 40 points of damage to all within weapon range. Note: this specifically hits allies if they are close enough.

Warlock Spells (Shadow)

1 Detect Magic

Exhaustion

Weakness

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. If used on an item, the caster will be aware of how strong the magic is: Common-a spell caster with unused slots, Uncommon-an item crafted with a magical effect that can be used once and will fade, Strong-an item crafted with Standard Forge Item, Rare- an item crafted with Major Forge Item, Artifact-an item with powers beyond normal measure.

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.

Weakness-This spell will reduce the target’s weapon damage by 3, to a minimum of 1. This is a Curse effect.

2 Pin

Fumble

Terror

Blade

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.

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.

Terror- This spell will cause the target to be unable to move from their current location and only able to defend themselves for ten seconds. This is a Fear effect.

Blade#*- This spell 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.

3 Repel

Blind

Fog

Maim Limb

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.

Blind- This spell causes the affected target to be unable to use any skills, fight, or use Active Abilities for 60 seconds; additionally, they can only walk. This skill works only on targets that need eyes to see and function, so creatures like Oozes, which lack eyes, would be Immune to this effect.

Fog- This spell causes the target’s vision to become cloudy and blurred making vision past their fingertips difficult. During the duration of 10 minutes the target cannot make any ranged attacks.

Maim Limb- This spell will damage the target’s limb making it useless for combat and locomotion until cured. If the target is an arm, that arm cannot be used for anything; in the case of a leg the player can only walk (if both legs are maimed the player cannot move from their current spot). To use this skill, the character must announce “Maim ”, which the attacker chooses which limb is affected, and land a legal weapon blow. This attack is a single swing hit or miss and can only be performed with a melee weapon.  

4 Awaken

Shun

Venom

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.

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.

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.

5 Silence

Terror Mask

Night

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 a Mental effect.

Terror Mask^- This spell allows the caster to protect themselves from attack by granting them three uses of "Magic Terror Aura"

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.

6 Charm

Fear

Remove Curse

Charm- This spell will cause the target to become fixated on the caster. They will be unable to use skills and will take no actions other than to follow the caster for the duration. This does not give grounds for crowding. However, the affected character must stop all actions, move close to the caster, and follow them. This is a Mental effect.

Fear- This spell has a duration of five minutes and causes the target to flee from the character who originated the effect. Once they have broken Line of Sight they may stop fleeing and act normally, but if they see the character who originated the effect before the duration expires they must flee again. This is a Mental Effect.

Remove Curse*#- This spell removes all metabolic and mental effects from the recipient.

7 Circle

Summon Weapon

Stun

Watchful Eye

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.

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.

Stun- This spell renders the target helpless and unable to use Skills/Abilities for 10 minutes, though they can still hear what is going on around them. This effect may be removed by Smelling Salts, Psionic Clear, or shaking the target vigorously for one minute. This effect is Metabolic.

Watchful Eye- This spell allows you to scribe a shadow rune on any surface not in full light that will last for eight hours. You will know if any in game creature approaches with in five feet. If cast in a cabin must be cast inside and must be included on the Marshal Notes.

8 Dispel

Devastate

Command

Mind Guard

Dispel- 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 nonpermanent ritual effects on a target and may even suppress magic that is more powerful for a short duration.

Devastate- This spell causes the target to take double damage from all attacks that have a numerical value in their call. This effect lasts for one hour. This is considered a Curse, and may only be removed by Practitioner, Priest Rank 2, Resurrection, Remove Curse or the Brook and River spells.

Command- This spell will cause the target to become bent to the caster 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; for example, you could command a bandit to “go to the town guard and turn yourself in”, but you could not tell him to “jump from a very high bridge”. This is a mental effect.

Mind Guard*#- This spell wraps the recipients mind in a protective field. During the duration the target is immune to Mental effects.

9 Death Wail

Shadow Step

Death Wail- This spell draws upon the terrors that lie within the hearts of all who live, manifesting in visions perceivable only by the recipient. The Spell is called as "all enemies in the sound of my voice magic Fear" and imparts a magical Fear effect to each affected creature.

Shadow Step^- This spell draws upon the casters strong ties to shadows to transport themselves from one shadow to another. This effect may only target the caster and allows the caster to enter a shadow and emerge from another one within range. Upon successfully completing the incant while within a shadow the caster will place their hand or weapon on top of their head and may walk up to twenty steps to any other shadow and immediately re enter the game.