The information after the
spell’s in-game name includes the spell’s level, whether it is Celestial
or Earth, whether it can be made into a Potion or Scroll, and its
duration.
Awaken
Althena’s Mental Clarifier
4 CE
PS Instant
This spell
awakens the recipient from a Waylay, any sleep effect, and the charm
effects Charm, Shun, Silence, Dominate, Fear,
and Vampire Charm. It does not include Love, Love Potion #9,
or Enslavement.
“I command you to Awaken.”
Banish
Lititia’s Elemental Banishment
9
E Instant
This spell
sends any extraplanar creature from Tyrra to its plane of origin and will
keep the creature on its own home plane for 24 Tyrran hours. All items
carried by the creature will be left behind unless spirit linked. This spell
cannot be used to return to Tyrra from another plane.
“With mystic force I Banish you.”
Bind
Lasset’s Mystic Binding
4 CE Line
of Sight
This spell
snares the arms of its victim, binding them straight to its sides. The
victim may talk freely, but may not use any game skills requiring use of the
arms, including using a weapon or shield, casting a spell, or activating a
gas globe. The victim may walk, run, or leave the combat area as desired.
This spell does not prevent the victim from being searched or being given a
Killing Blow, although a moving victim is unlikely to allow either action.
“With mystic force, I Bind you.”
Bless
Bearkiller’s Protection
1 E P
Indefinite
This spell
gives the recipient two extra Body Points. These points are the first Body
Points lost to damage. As long as these points last, they will protect a
spellcaster so spells may be cast while taking damage.
This spell
cannot be used to revive an unconscious person or harm an undead.
As long as
these points last, they will protect the spellcaster so that spells may be
cast while in battle. If a Bless and a Greater Bless are both
present, then it is the player’s choice as to which is lost first.
“I grant you the power of a Bless.”
Cause Critical Wounds
Morgin’s Enhanced Aberration
6 E
P Instant
This spell
will do 16 hit points of body damage to the target. It does not affect
armor. Against undead, this spell will cure the creature of 32 points of
body damage.
“I call upon chaos to Cause Critical
Wounds.”
Cause Disease
Korac’s Demise
3 E P
Indefinite
This spell
will infect the recipient with a debilitating disease. The infection is not
contagious, but makes the victim unable to run.
The victim
will appear increasingly listless and ill as the disease progresses and will
lose a Body Point every half an hour. These Body Points can be regained
through healing spells.
The loss of
a Body Point every half an hour will continue until the disease is cured by
a Cure Disease or a Dispel Magic.
The spell
Purify Blood will not cure someone under the effects of this spell.
This spell
might not be effective against creatures with no metabolism.
“I call upon chaos to Cause Disease.”
Cause Light Wounds
Suvina’s Minor Aberration
1 E
P Instant
This spell
will do 2 points of body damage to the target. It does not affect armor. It
will heal 4 Body Points of damage on an undead creature.
“I call upon chaos to Cause Light
Wounds.”
Cause Mortal Wounds
Tali’s Greater Aberration
8 E
P Instant
This spell
will do 24 points of body damage to the target. It does not affect armor. It
will cure 48 Body Points to an undead creature.
“I call upon chaos to Cause Mortal
Wounds.”
Cause Serious Wounds
Accolon’s Corrupter
4 E
P Instant
This spell
will do 8 points of body damage to the target. It does not affect armor. It
will cure 16 Body Points to an undead creature.
“I call upon chaos to Cause Serious
Wounds.”
Cause Wounds
Suvina’s Lesser Aberration
2 E
P Instant
This spell
will do 4 hit points of body damage to the target. It does not affect armor.
It will cure 8 Body Points to an undead creature.
“I call upon chaos to Cause Wounds.”
Charm
Dalton’s Mystic Befriending
7
CE One Hour
This spell
makes the victim view the caster as his or her best friend in the whole
world. While this spell is in effect, no amount of logic or roleplaying will
convince the victim that he or she has been Charmed, and the victim
will not remember the casting of the spell.
An attack
on the victim by the caster’s party will not immediately break the spell,
but if the caster cannot come up with a good reason why he or she is not
helping to defend the victim, then that will. If the caster attacks the
victim, then the spell is broken immediately.
A victim of
this spell will not do anything completely against his or her own nature
(such as attack his or her own party) unless a very good reason can be given
by the caster. The spell does not turn the victim into a mindless robot
blindly following orders, but it does require the victim to stay by the side
of the new “friend” and listen to his or her “suggestions.” (Note that this
assumes that they both speak the same language. You cannot obey a
“suggestion” that you don’t understand.)
This spell
only works on creatures that have a mind as defined by the game. Several
creatures (such as lesser undead, golems, or some giant insects) do not have
a mind that can be affected by this spell.
After the
spell’s duration expires, the victim remembers everything that happened
except the actual casting of the Charm spell. Depending upon the
circumstances, the victim might sometimes realize that he or she had been
charmed.
If hit with
another Charm spell or Charm effect, the most recent one will
take precedence if there is a conflict. This does not necessarily negate the
first Charm effect.
Note that
this spell is not strong enough to override Control Undead,
Enslavement or Vampire Charm.
“I command you to be Charmed.”
Circle of Power
Lania’s Power Circle
9
CE 1 Hour
This spell
allows the caster to inscribe a circle of protection against harm. Before
casting the spell, a visible, physical representation of the Circle must be
drawn in the dirt or represented by something physical like chalk, a ribbon
or some string. This physical representation is in-game and can be erased,
moved or stolen at any time before the spell is cast.
The caster
must be fully within the completed circle. This spell cannot be cast until
the phys rep is complete. Anyone who steps on the phys rep while it is being
raised will be pushed inside or outside of the Circle (player’s choice). The
phys rep does not have to be a perfect circle, but if the phys rep is too
big, or both of the ends are not almost touching, then the spell is blown.
It is up to
6 feet in radius by 10' tall and is a cylindrical dome in shape with a
bottom. The circle has about the same amount of friction as a normal wall or
floor, although objects and creatures cannot lean against, rest against, or
be placed on top of the circle.
If any
large, immovable object, such as a tree or building, is in the way of a
rising circle such that it would be both on the inside and outside of the
circle, the circle fails. This includes the height restriction. In the case
of a tree that is taller than 10 feet, a circle cannot be successfully
placed around it. For ease of play, a single circle or multiple circles can
never be used to encircle a tree (or any other large object), unless the
tree’s height can easily be measured. In the case of a ceiling less than 10
feet tall, the circle will be of reduced height, so that the entire ceiling
will be on the outside of the circle.
Larger
Circles can be made by having multiple spellcasters casting the spell
simultaneously. Both the radius and the height of the circle are increased.
For example, a 12 foot radius Circle may be made by two casters. The casters
do not have to be from the same school.
Circle
of Power, Ward, Wizard Lock and
Wall of Force effects may not overlap in any way. These barriers may be
within one another, but must always be fully within, or fully external to,
each other. For example, you may surround a circle with another circle, you
may put a Ward on a building that is fully within a Circle, etc. Celestial
and Earth spells may combine freely for these effects.
Nothing may
enter or leave the circle once the circle is cast, including spells, thrown
gasses, weapons and creatures. Traps placed near the Circle will not affect
anyone or anything inside. Spells may be cast within the circle, but they
cannot be effective outside of the circle. Air may pass through, but other
gases may not. A gaze attack such as a Vampire Charm can be effective
through a Circle of Power. A Gypsy Curse can also be used through the
Circle. Creatures inside a circle are still considered inside Line of Sight.
The spell
lasts for one hour, but may be dropped by the caster at any time if he or
she touches the circle and states “Circle down.” If there is more than one
caster in a larger circle, any one of the casters may drop the Circle. The
statement “Circle Down” is out-of-game, although any observers who hear the
statement are aware that the Circle was dropped, and they might know who
dropped it.
The circle
will also go down if the caster leaves the circle magically or dies (needing
a Life spell). If there is more than one caster, the Circle will
remain up until all of the casters leave or die.
The circle
is not affected by Dispel Magic.
This spell
can also be used to create a Circle that can be used for the casting of a
Formal Magic Spell. Details on casting a circle usable for these rituals is
available through your local chapter.
For
information on Permanent Circles, see the chapter on Magic.
“With eldritch force, I build a
Circle of Power.”
Confine
Mannaria’s Advanced Eldritch Binder
8 CE Line
of Sight
This spell
snares the arms of its victim, binding them straight to its sides, and
immobilizes the victim completely. The victim may talk freely, but may not
use any game skills requiring use of the arms, including using a weapon or
shield, casting a spell, or activating a gas globe. The victim may not walk,
run, or be moved in any way. Any item the victim is holding cannot be
dropped, even if hit with a Disarm effect. However, since the effect
allows the victim to be searched, anyone else can choose to physically
remove a hand-held item from the victim by simply “searching” them. Even a
victim with Superhuman Strength cannot prevent himself from being
“searched” in this manner.
This spell
does not prevent the victim from being given a Killing Blow.
“With mystic force, I Confine you.”
Control Undead
Ylivik’s Sphere of Coercion
2
E 1 Hour
This spell
allows the caster to control one lesser undead for one hour. Tasks may not
involve any sentient thought higher than an animal: “Guard this” is fine,
but “Count all the leaves on that tree” requires sentience and will not
work. The most recent Control Undead effect takes precedent, if there
is a conflict. This spell will not affect a living target, although it will
remove a living person’s Shield Magic or Reflect Magic.
This effect
is stronger than Charm, Shun, Dominate or Fear.
The most recent Control Undead, Vampire Charm or
Enslavement effect will take precedent if there is a conflict.
“I call upon chaos to Control
Undead.”
Create Undead
Necro’s Re-animator
7
E 1 Hour
This spell
only works on a corpse that has not previously been animated, and will pull
the character’s spirit back to reanimate its former body. The resulting
zombie will then follow the caster’s commands as if a Control Undead
spell had been cast upon it. Note that this spell must be cast within the
five minute period between a character’s death and the point where the
spirit heads to the Earth Circle for resurrection. This spell will not
affect a living target, although it will remove a living person’s Shield
Magic or Reflect Magic.
This spell
transforms the individual into a mindless berserker who will fight until
reduced to no hit points or until ordered to stop by the caster.
The zombie
can use no skills: no critical attacks, no spells, no waylays. It will do
damage based on its weapons only. It cannot cast spells nor converse
(although it may be commanded to parrot a particular phrase given it by the
caster). If the newly created zombie has no weapon, then it will be able to
attack with “claws” (up to short sword sized weapons) doing one point of
damage each. The caster must provide the physical representations for the
claws.
The
creature’s visual appearance does not change immediately. Makeup is not
immediately required for this spell, but should be donned at earliest
possible convenience. A Hold may never be called in order to acquire proper
phys-reps or makeup.
If the
zombie is reduced to zero Body Points or the one hour time limit runs out,
then the spirit is once again free and cannot be trapped again. Once freed,
the spirit will attempt to resurrect only if the five minute count for a
Life spell has been complete. If the zombie is reduced to zero body points
within the five minute count, the body does not dissipate immediately. The
spirit will remember nothing of the time spent as a zombie. The one hour
time period cannot be extended by any means, even by Formal Magic.
The zombie
created will have half the body points the victim had in life, as well as
any armor that is left on the corpse. The new zombie is immune to all
alchemical substances and the spells Charm, Death, Life, Paralysis, Sleep
and Taint Blood. In addition, the zombie will take double damage
from all healing spells and will be doubly cured to its maximum from all
necromantic spells. It will be affected by all undead affecting spells such
as Trap Undead and Sanctuary.
“I call upon chaos to Create Undead.”
Cure Critical Wounds
Morgin’s Enhanced Restorative
6 E
P Instant
This spell
will restore up to 16 Body Points of damage but never more than a
character’s maximum. It will restore an unconscious character but will not
resurrect a dead one. It will do 32 Body Points of damage against undead
creatures.
“I call upon the earth to Cure
Critical Wounds.”
Cure Disease
Korac’s Eldritch Infusion
3 E
P Instant
This spell
will cure a character infected with a disease. This spell will not cure any
Body Points lost because of the infection.
“I call upon the earth to Cure
Disease.”
Cure Light Wounds
Suvina’s Minor Restorative
1 E
P Instant
This spell
will restore up to 2 Body Points of damage but never more than a character’s
maximum. It will restore an unconscious character but will not resurrect a
dead one. It will do 4 Body Points of damage against undead creatures.
“I call upon the earth to Cure Light
Wounds.”
Cure Mortal Wounds
Tali’s Greater Restorative
8 E
P Instant
This spell
will restore up to 24 Body Points of damage but never more than a
character’s maximum. It will restore an unconscious character but will not
resurrect a dead one. It will do 48 Body Points of damage against undead
creatures.
“I call upon the earth to Cure Mortal
Wounds.”
Cure Serious Wounds
Accolon’s Aberration
4 E
P Instant
This spell
will restore up to 8 Body Points of damage but never more than a character’s
maximum. It will restore an unconscious character but will not resurrect a
dead one. It will do 16 Body Points of damage against undead creatures.
“I call upon the earth to Cure
Serious Wounds.”
Cure Wounds
Suvina’s Lesser Restorative
2
E P Instant
This spell
will restore up to 4 Body Points of damage but never more than a character’s
maximum. It will restore an unconscious character but will not resurrect a
dead one. It will do 8 Body Points of damage against undead creatures.
“I call upon the earth to Cure
Wounds.”
Curse
Trisilia’s Curse
7 E P
Indefinite
This spell
will cause the victim to take double damage from all attacks that would
affect them, either physical or magical. It can be removed by a Remove
Curse or a Dispel Magic. The damage taken is doubled before any
Spell Defenses are applied. The Curse effect does not lower a creature’s
Threshold, nor does it make the creature affected by additional attacks that
would not normally affect it.
“I Curse you with destruction.”
Death
Angelica’s Spirit Evictor
9
E Instant
This spell
causes the victim’s spirit to flee its body, if it has a metabolism. Any
armor the character was wearing is still intact, but any spells active on
the victim will disappear. This spell acts as a Killing Blow, and the
only thing that will save the victim is a Life spell.
“I grant you the gift of Death.”
Delayed Endow
Midtguard’s Delayed Ogrestrength
2 C S
Indefinite
This spell
endows the recipient with the ability to do two extra points of damage for
one swing, if it hits the target. The total damage must be announced while
swinging. Once called, the spell is used up whether the blow was successful
or not. Unlike a normal Endow, the recipient may choose when to use a
Delayed Endow.
Delayed
Endow will not benefit creatures
that have Superhuman Strength greater than +1, and will only add + 1
to a creature with +1 strength.
The spell
may be stacked with other Endow/Blade spells (maximum three spells total),
but the spells will only work one at a time. It does not allow you to hurt a
monster that can only be damaged by magical weapons.
This spell
can also be used to perform certain limited roleplaying tasks such as
dragging an unconscious or debilitated creature for ten seconds. It cannot
be used to throw other creatures, break down doors, or jump long distances.
“I grant you the power of a Delayed
Endow.”
Desecrate
Hector’s Vilification
4
E Indefinite
This spell
will remain in effect as long as the subject’s hands are crossed on their
chest and they do not receive any body damage. The recipient is protected
against all non-ranged attacks from living creatures. Ranged attacks (such
as spells, missile weapons, and gas globes) can affect the recipient.
The
character with a Desecrate active may use no game abilities except
touch-casting on themselves.
“I call upon chaos to Desecrate you.”
Destroy
Zalinarik’s Improved Shattering Force
6 CE
S Instant
This spell
will utterly destroy any door, or any object up to the size of a normal
door, rendering it useless. It cannot be used to create a door-sized hole in
an object larger than a door.
It can
target a suit of armor, reducing Armor Points to zero, although the spells
Shield and Greater Shield will be unaffected. This spell will
not work on a permanent magic item or a magically protected item such as a
Wizard Locked door, even if the Wizard’s Lock is down.
Destroying
an item that has other items within, hanging from, or fastened to it will
destroy all of the items. This spell will destroy not only a shield but also
any scrolls attached to the back. Destroying a trapped door or item will set
off and destroy the trap as well.
After the
item is destroyed, the debris must be cleared in-game. The in-game noise
made is equivalent to the noise generated out-of-game by moving the
destroyed item. For example, when a door is destroyed, the act of opening
the door (out-of-game) is the amount of noise generated in-game.
“I summon a force to Destroy <item>.”
Destroy Undead
Necro’s Abomination
7
E Instant
This spell
will destroy any one lesser undead creature. Greater undead will take 42
Body Points of damage. This spell will not affect a living target, although
like all spells it will remove a living person’s Shield Magic or
Reflect Magic.
“I call upon the earth to Destroy
Undead.”
Detect Magic
Shalizar’s Enchanted Magesight
2 CE
S Instant
Casting
this spell on an object or person will reveal to the caster and only the
caster if any magic is present (but not what kind). Any visible items worn
or carried by the target will be revealed, but items hidden under clothing
or in bags or boxes will not be. This spell will cover up to a door sized
area.
The subject
must tell the caster which (if any) magic items are visible. If the subject
has any spell defenses currently active (such as Endow or Magic
Armor), then the subject will detect as magical to the caster. This does
not overshadow any items on the person. In other words, the fact that a
subject has a Greater Shield spell upon him or her does not cover the
fact that a magic item is worn.
“I call forth mystic power to Detect
Magic.”
Disarm
Ganmarek’s Limited Curse of Clumsiness
1 CE S 5 Seconds
This spell
causes the target to drop a specific hand-held item. The item must be
dropped as soon as possible. The dropped item may not be picked up by the
victim for five seconds. The five seconds begins after the item is dropped.
Only the item named may be fumbled in this manner. A hold can never be
called to drop the named item.
Saying a
general description like “weapon” is fine, although if the target is holding
two items which match the description, then it is the target’s choice as to
which to drop. A shield is not considered a “weapon” for purposes of this
spell.
The
disarming magics are strong enough to overcome any rope or chain that you
may have attached to your hand. If the chain is unshatterable then it will
become “unrung.”
If a
Paste of Stickiness was applied to the item in the last hour, the item
will remain in your hand, but the Paste of Stickiness will be used up
in the process. Spirit Link also protects against Disarm
effects, but the wieldier must not use the item for 5 seconds.
Spell
packets cannot be affected, while orange gas globes can be affected.
“I summon a force to Disarm your
<item>.”
Dispel Magic
Killraven’s Diabolical Disrupter
8 CE
PS Instant
This spell
will dispel all active spells on a given creature or object unless
specifically noted by the spell description. A Shield Magic or
Reflect Magic will protect all other spells on a person from a Dispel
Magic, but will be used up in the process. A Dispel Magic potion
isn’t stopped by a Shield Magic or a Reflect Magic, and will
dispel those spells and all others spells active upon the drinker.
“I call forth mystic power to Dispel
Magic.”
Dragon’s Breath
Arcevol’s Draconian Enchantment
8 C
S Instant
This spell
allows the caster to fire a bolt of magical flame, doing 32 hit points of
eldritch fire damage to the target. The fire is eldritch in origin and will
not otherwise set anything alight.
“I call forth a Dragon’s Breath.”
Duplicate Ward Key
Elenaro’s Duplicate Astral Displacement
9
C 5 Days
This spell
is cast upon an identical key to a Ward or a Wizard’s Lock
while a working key is in the lock. When this spell is cast, the caster must
be touching both keys. The second key becomes just as effective as the
first; either key can be used to open the Ward or Wizard’s Lock.
A Duplicate key has all of the same properties as the original key.
See the Ward spell for more details.
“With eldritch force I build a
Duplicate Ward Key.”
Eldritch Blast
Diranda’s Energy Expeller
9
C Instant
This spell
allows the caster to affect a target with a bolt of magical flame, ice, or
lightning, doing 36 hit points of eldritch damage. The caster may choose
which type of damage to throw at the time of the casting, signifying such
through the verbal. The damage will not otherwise set anything alight or
freeze anything.
“I call forth a(n) <flame, ice or
lightning> Blast.”
Elemental Shield
Peldin’s Elemental Barrier
6 E P
Indefinite
This spell
protects the recipient from the next effect with the word “elemental” in the
verbal. It is then immediately used up.
“I grant you the power of an
Elemental Shield.”
Enchanted Blade
Turing’s Aura of Enchantment
6 C S
Indefinite
This spell
allows the recipient to do up to two extra points of damage for one swing if
it hits the target. The spell is used up whether successful or not. The
weapon is considered to be magic for the one strike attempt. The recipient
may choose when to use the Enchanted Blade, and must announce the
total damage of the swing while saying “Magic” instead of “Normal” or
“Silver.” The spell lasts until dispelled or used up.
The spell
may be stacked with other Endow/Blade spells (maximum three spells total),
but the spells will only work one at a time. Enchanted Blade will
have no effect with a Damage Aura effect greater than +1. It will
only add one to a Damage Aura effect of +1.
The extra
damage comes from the spell’s eldritch effect, and its bonus can added fully
to damage done by creatures with Superhuman Strength.
“I grant you the power of an
Enchanted Blade.”
Endow
Barantur’s Charm of Ogre Strength
1 C S
Indefinite
This spell
endows the recipient with the ability to do two extra points of damage on
the next swing, if it hits the target. The total damage must be announced
while swinging. Once called, the spell is used up whether the blow was
successful or not.
Endow
will not benefit creatures that have Superhuman Strength greater than
+1, and will only add one to a creature with +1 strength.
The spell
may be stacked with other Endow/Blade spells (maximum three spells total),
but the spells will only work one at a time. It does not allow you to hurt a
monster that can only be damaged by magical weapons.
This spell
can also be used to perform certain limited roleplaying tasks such as
dragging an unconscious or debilitated creature for ten seconds. It cannot
be used to throw other creatures, break down doors, or jump long distances.
“I grant you the power of an Endow.”
Enflame
Bester’s Stumbling Flame
6 C
Indefinite
This spell
causes any hand-held item to burst into flame, causing 16 points of flame
damage to the person or creature carrying the item. It will also act as a
Disarm spell towards that item if the creature was affected by the
flame.
“I summon a force to Enflame <item>.”
Flame Blade
Arcevol’s Elemental Conjuration
4
C S Indefinite
This spell
allows the recipient to do four extra points of damage for one swing if the
blow is successful. The spell is used up whether the blow is successful or
not. Unlike an Endow, the recipient may choose when to use a Flame
Blade. The recipient must announce the total damage while swinging.
This damage
will not set anything alight. The extra damage comes from the spell’s
eldritch effect, and its bonus can added fully to damage done by creatures
with Superhuman Strength.
The spell
may be stacked with other Endow/Blade spells (maximum three spells total),
but the spells will only work one at a time. It does not allow you to hurt a
monster that can only be damaged by magical weapons.
When using
this spell, you may call out “Flame” instead of “Normal,” “Magic” or
“Silver.”
“I grant you the power of a Flame
Blade.”
Flame Bolt
Folson’s Elemental Flamestrike
4 C
S Instant
This spell
does 16 points of eldritch fire damage to the victim.
“I call forth a Flame Bolt.”
Free Undead
Morien’s Malignant Mistake
1
E Instant
This spell
will cause an undead creature to be freed from the effects of a Trap
Undead spell. This spell will not affect a living target, although it
will remove a living person’s Shield Magic or Reflect Magic.
“I call upon chaos to Free Undead.”
Greater Bless
Bearkiller’s Enhanced Protection
3 E P
Indefinite
This spell
gives the recipient 4 extra Body Points. These points are the first Body
Points lost to damage. As long as these points last, they will protect a
spellcaster so spells may be cast while taking damage.
This spell
cannot be used to revive an unconscious person or harm an undead.
If a
Bless and a Greater Bless are both present, then it is the
player’s choice as to which is lost first.
“I grant you the power of a Greater
Bless.”
Greater Shield
Barantur’s Improved Protective Field
3
C S Indefinite
This spell gives the recipient 4 additional
Armor Points. The extra points are the first Armor Points lost due to
damage.
As long as these points last, they will
protect a spellcaster so spells may be cast while taking damage.
If a Shield and a Greater Shield
are both present, then it is the player’s choice as to which is lost first.
“With eldritch force I grant you a
Greater Shield.”
Harm Undead
Doria’s Bane of the Doomed
3 E
Instant
This spell will do 18 Body Points of damage
to an undead creature. This spell will not affect a living target, although
it will remove a living person’s Shield Magic or Reflect Magic.
“I call upon the earth to Harm
Undead.”
Help Undead
Doria’s Boon of the Doomed
3 E
Instant
This spell will heal an undead creature for
18 Body Points of damage. This spell will not affect a living target,
although it will remove a living person’s Shield Magic or Reflect
Magic.
“I call upon chaos to Help Undead.”
Ice Bolt
Swansona’s Cold Strike
3 C S
Instant
This spell does 12 points of eldritch cold
damage to the victim.
“I call forth an Ice Bolt.”
Ice
Storm
Kalliestro’s Elemental Maelstrom
7 C S
Instant
This spell does 28 points of eldritch cold
damage to the victim.
“I call forth an Ice Storm.”
Imprison
Midtguard’s Forceful Imprisonment
9 C
1 Hour
This spell seals the victim into a rigid,
form-fitting and unbreakable barrier, trapping them within. The victim
cannot move, speak, touch-cast, Gypsy Curse, or perform any game
skills requiring movement.
The spell lasts for one hour, but may be
dropped by the caster at any time if he or she touches the victim and states
“Imprison down.” This statement is out-of-game, and can be used even if the
caster is Silenced or inside the Imprison. Any observers who
hear the statement are aware that the Imprison was dropped, and they
might know who dropped it. A Dispel Magic will bring down the
Imprison, but will not dispel any other spell effects on the creature
inside.
Any creature sealed within an Imprison
spell cannot be affected by any spell, nor will they take any damage from
physical attacks or traps. However, it does not provide complete and
absolute protection against harm. The victim will suffocate if placed
underwater (assuming the victim needs to breathe to survive). The
Imprisoned creature will also die from massive damage from falling from
a great height. The Imprison spell does not stop any falling damage
that is caused to a character. That encounter’s marshal will decide all
falling damage. The largest and most powerful mass mechanical traps are also
sometimes capable of overcoming magical effects such as Imprison. For
instance, while an Imprisoned creature wouldn’t immediately perish
from a deadly ceiling trap, the ceiling would probably give way, crashing
around the creature. While others in the room would die immediately, the
Imprisoned creature would not die until after the spell expired.
A Vampire Charm or other gaze attack
will still work provided the Imprisoned creature’s eyes were open at the
time the Imprison was cast.
As with a Ward, no gasses other than
air can get inside. The barrier is not a frictionless surface, and has as
much friction as a normal creature.
A victim of the Imprison is completely
aware of his or her surroundings and unless unconscious or otherwise
impaired will remember all that occurred while Imprisoned.
This spell will prevent the victim from being
searched and only the caster may deliver a Killing Blow to the
recipient. If the Killing Blow fails (for example, if the creature
inside is immune to the caster’s attack), then the Imprison will drop as
soon as the Killing Blow is completed and the creature may then defend
itself.
“With eldritch force I build a
prison.”
Life
Angelica’s Death Bane
9
E Instant
This spell
must be cast within five minutes of a creature’s death. It restores the
creature to one Body Point but the creature is not forced to resurrect. This
spell is the only thing that can save someone who has been given a
Killing Blow or hit by a Death spell.
This spell
will not normally affect a living target or an undead creature, although it
will remove a living person or undead creature’s Shield Magic or
Reflect Magic.
If the body
needing a Life spell has been dismembered, the caster must have the
portion of the body containing the spirit. Once the spell is cast, the
entire body reforms and any parts elsewhere will dissipate.
“I grant you the gift of Life.”
Light
Alva’s Illuminator
1 E Next
Daybreak
This spell
produces a glowing light and allows the caster to kindle a light wand. The
light can then be used by anyone. It will not work without a phys rep. You
cannot cast a Light spell at a person or tree and have the person or
tree glow. There must be a flashlight or other out-of-game light source
provided.
The spell
lasts until daybreak or until it is dispelled. If using a flashlight for
this spell, the lens of the flashlight must be covered by a cloth, tissue
paper or a gel to diffuse the light. Do not shine the light in anyone’s
face. This spell (like all spells) will remove a Shield Magic or
Reflect Magic.
“I grant you the power of a Light.”
Lightning Bolt
Hanson’s Thunderbolt Generator
2 C
S Instant
This spell
does 8 points of eldritch lightning damage to the victim.
“I call forth a Lightning Bolt.”
Lightning Storm
Hanson’s Maelstrom Effect
6 C
S Instant
This spell
does 24 points of eldritch lightning damage to the victim.
“I call forth a Lightning Storm.”
Magic Armor
Robalyn’s Mystic Protection Field
2 CE PS
Indefinite
A Magic
Armor spell will protect the wearer from the next single strike by a
NERO-safe weapon. The recipient must state “Magic Armor.” The attack and the
Magic Armor will then be expended. This does not protect against a
Killing Blow or a fall, nor does it work against any traps other than
weapon traps. A Magic Armor will be blown even if the amount of
damage called is “zero.”
“I grant you the power of a Magic
Armor.”
Magic Missile
Cornelius’ Mystic Projectile
1 C
S Instant
This spell
does 4 points of eldritch damage to the victim.
“I call forth a Magic Missile.”
Magic Storm
Amalyzix’s Mystic Bombardment
9 C
Concentration
At the time
of casting, the caster must plant both feet. As long as both feet remain
planted and the spell is not disrupted as per normal spell rules, the caster
may throw a packet after completing the incant “Magic Storm.” While the
spell is in effect, the caster can perform no other skill nor cast any other
spell. Each packet thrown acts as a separate spell which causes 5 points of
eldritch damage to the target.
“I call forth a Magic Storm, Magic
Storm, Magic Storm. . .”
Paralyze
Nyrina’s Nerve Blocker
8 E Line
of Sight
This spell
completely immobilizes the victim. The target may not move any part of their
body and may be given a Killing Blow while thus trapped. An
Unparalyze spell or a Dispel Magic will release a victim from the
paralysis. A Release spell will not work.
This spell
only works on creatures that have a metabolism. Some creatures such as
undead, golems or some elementals are not affected by this spell.
“I curse you with Paralysis.”
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