

Wizard Spells
~Master Spell List and XC costs~
( Arc, Bat, Enc, )
The Arcanist, Battle Mage, Enchanter and Overlord may buy off this list at normal listed price.
The Enchanter may buy off of this list with a 25% cost decrease if the Spell is chosen as Enchantable only.
The Relic Hunter, Witch Doctor ( in some cases ) and Gypsy ( in some cases ) may buy off of this list with a 25% cost increase.
Rune Masters and Summoners may buy off of this list with a 50% cost increase.
Any non mana based, non magical Guild may buy off of this list as well, providing they have enough racial and/or purchased mana to actually cast the spell, their cost modifier is a 100% increase.
All modifiers applied to XC costs apply only to Spells purchased with XC, not to those gained by leveling up as they are given to the Character and are not applicable to cost modification.
Click on the bold, underlined letters to jump to that spot.
AAA ~ Animate and Control the Dead 600, Astral Form 800,
BBB ~ Blind 320, Breathe Without Air 150,
CCC ~ Circle of Protection 300, Cloak of Darkness 120, Cloud of Dust 400, Cloud of Slumber 400,
Cloud of Smoke 340, Cloud of Stench 400, Cloud of Toxins 400, Concealment 150, Confusion 320,
Crashing Fists 440, Crush 900,
DDD ~ Deflection 500, Detect Concealment 150, Drain 960, Drop 200, Dispel Magic 560,
EEE ~ Entangle 240, Eyes of the Scholar 320, Eyes of All 820,
FFF ~ Fear 800, Fire Boulder 750, Fire Ball 300, Fists of Rage 820, Fly 640, Force Bonds 320, Forget 780, Frighten 500,
GGG ~ Grieggoire the Gregarious of Gee's, has made all the G's from this list disappear.
HHH ~ Healing Hands 240, Healing Touch 120,
III ~ Ice Ball 300, Ice Boulder 750, Impervious to Poison 160, Instant Knowledge 480, Invisible 710,
JJJ, KKK ~ These letters are only used in the very early years of a Wizards training, and are not on this list.
LLL ~ Levitate 480, Light Target 100,
MMM ~ Magic Net 240, Magic Torch 50, Mend Self 360, Mental Focus 300, Mystic Armour 280, Mystic Might 550,
Mystic Pigeon 160, Mystic Shield 400,
NNN ~ Nightmare 640,
OOO ~ <-- this is the symbol of Blah, the UnAmused, and this three eyed demon will not be conjured on to this list.
PPP ~ Pain 440, Paralyse Limbs 130, Peasants Death March 440, Persuade 660, Petrify 820,
Premonition 240, Push 360,
QQQ ~ Quinn the Quirky Qonjurer is a lousy Wizard ( and horrible speller ) and will not be included here.
RRR ~ Remove Poison 160, Resist Poison 80, Rest In Peace 530, Restore 580, Revive 660, Resurrection 880, Rock Ball 300, Rock Boulder 750,
SSS ~ Sanctuary 710, Scent the Wind 200, Scribe Scroll 500, See the Astral 660, See the Hidden 420,
See the Invisible 530, Sever Stone 1000, Set On Drown 840, Set On Electrify 840, Set On Fire 840,
Set On Life Drain 900, Set On Quicksand 840, Shadow Meld 240, Shock Ball 300, Shock Boulder 750, Shockwave 570, Silence 440, Sleep 200, Sorcerous Berserk 960, Sorrow 640, Spell Stretch 330,
Stench of the Dead 320, Stone To Flesh 650,
TTT ~ Teleport 770, Throwing Stones 50, Trip 200, Tongues 100, Tongues of Truth 240, Turn Dead 420, Transfer Pouch 150,
UUU, VVV ~ The Wizards council decreed that these letters confusingly look far too alike, so they are both off this list.
WWW ~ WatchGuard 75, Weapon of Wizardry 550, Winds of Confusion 420, Wizards Blade 1000,
Words of Truth 380,
XXX, YYY, ZZZ ~ when these three letters are repetitively read aloud, they sound too much like the chant of Sleip, the dreaded Narcolepser, so they have been omitted.
A Definition of Skills and Magic
In The Mixed Medieval Arts we have three main ways of producing certain actions, or Effects, upon the people or situations around us. Those are Skills, Faith based Magic, and Mana based Magic.
Skills are Actions and techniques that the Character has learned, practiced and which produce an in game Effect. Skill uses are typically limited to how many times per day that particular Skill may be used/utilised.
Faith based Magic would be any Effect that originates from a Cleric, Nature or Warlock Prayer. All 3 of these are fueled by Faith, through a Prayer Cycle.
Mana based Magic would be any Effect that originates from any Spell, Psionic, Circle or Rune. All 4 of these are fueled by Mana through a Mana Pool, or through a Spell Cycle or Psionic Cycle.
Instant vs Lingering Skills or Magic
All Skills and Magic, regardless of it's source, are either
Instant
If you are the Casting Character of the Skill or Magic -
Instant Skills or Magic are when the results, or the Effects, of the Skill or Magic happens immediately, and DOES NOT leave any lasting Effects upon the casting Character.
An example of this would be FireBall, where after it is made and thrown, the Casting Character has no further beneficial or negative Effects.
If you are the Target Player of the Skill or Magic -
Instant Skills or Magic cast upon you will leave no lingering Effect, rather only an immediate result.
An example of this would be Healing Magic cast upon you where your Hit Points get a one time 'boost' but no further Effect.
Lingering
If you are the Casting Character of the Skill or Magic -
Lingering Skills or Magic are when the results, or the Effects, of the Skill or Magic happens over a period of time, and DOES leave lasting Effects upon the casting Character.
An example of this would be "Fly", where after it is cast, the Casting Character has a declared length of time to enjoy the Effects.
If you are the Target Player of the Skill or Magic -
Lingering Skills or Magic cast upon you will have a declared Time Call that will leave a lasting Effect.
An example of this would be Invisibility cast upon you, where you disappear from sight for a declared length of time.
At any one time, no Character may be under the BENEFICIAL Lingering Effects of more than ONE Mana based, ONE Prayer based and ONE Skill based source.
Durations
Each Skill will clearly state it's individual duration time. Durations means how long an active Skill may be used for,
if not canceled first.
Example~
A Character wants to use one of their daily uses of Hide in Shadows (this is the 'Cast'). It is a Level 2 Skill, and has a duration of 6 minutes (this is the Duration). They hunker down in a shady spot, with an closed fist held above their head and arm bent at 90 degrees (this is the Game Mechanic). Then, 3 minutes into the duration, they decide that they need to be seen, and so they drop the arm and hand signaling Hidden.
The Skill is now cancelled.
Despite the fact that the Skill could have lasted for 3 more minutes, it's use is now over, it's use is done, and another use of Hide in Shadows must be employed.
In short ~
The Skill determines the Game Mechanic, if that Game Mechanic then lingers, when the Game Mechanic is dropped/lowered, the Skill is instantly cancelled.
~Spell Descriptions~
Animate and Control the Dead
Casting Time- 6S, Spell Slots- 2
Spell Type - Instant
Action
Character must have a dead Target Player to Animate.
Character must have a NPC/Monster information card to give to each of the dead Target Player. These can be printed off from the Monster Manual in this book, or they can be found at GateHouse. The NPC/Monster Info Card must be for a Level 1 UnDead Crawler.
Character must make sure Dead Target Player fully understands their new role.
Character must announce "Rise and Obey your Master! 10M".
Effect
The dead Target Player is now a mindless Zombie under the complete direction of the casting Character and as so may only perform the most simple of tasks for its Master. Example - Go there, Stay, Guard this, Get them, etc.
Zombies may not speak, and remember nothing of their former lives or friendships, and can relate no information about their life (when they were alive of course) in any way. Nor can Zombies use any Skill, Spell, Psionic, Circle, Rune or Prayer that the Target Player knew in life. Zombies have their own abilities, which means they use them naturally and at will anytime they want, and that is all.
Effects last 10 minutes.
Level 2
Character can now raise a Level 2 UnDead Shuffler, should they wish, and NPC/Monster card must be given.
Character must make sure Dead Target Player fully understands their new role.
Character must announce "Rise and Obey your Master! 20M".
Effects last for 20 minutes.
Level 3
Character can now raise a Level 3 UnDead Trotter, should they wish, and NPC/Monster card must be given.
Character must make sure Dead Target Player fully understands their new role.
Character must announce "Rise and Obey your Master! 30M".
Effects last for 30 minutes.
Astral Form
Casting Time- 6S, Spell Slots- 2
Spell Type - Linger
Action
The Astral Character must have their arms above their head in a triangle to signal "Astral", or they may wear a veil which completely covers the entire face and neck
An Astral Character may not physically affect anything in the physical plane nor can anything physical in the physical plane effect an Astral Character. Exceptions to this rule are walls, structures, doors etc. Because the Astral Character is still traversing the physical plane, they must oblige by physical barriers. Example - If a door is shut the Astral Character would not be able to open or pass through it, for it is a Physical and Astral barrier and they are Astral only and can not turn the handle.
Casting Spells, Prayers and Psionics from the Astral plane into the material plane is possible though. A Character in the Astral plane can use any Ability, Skill, Spell, Prayer, Rune, Circle or Psionics that has a thrown component to it, ie. thrown rice for Fear, an Ice Boulder, a Magic Net rope etc., from the Astral Plane and it is created and effects the Material Plane. Of course, thrown component magic also will work against the Astral Character as well.
Character must announce "Astral Form 1M".
Effect
Character can not be seen at all with the exception of Characters that can See the Astral.
Character can only be damaged with enchanted weapons, Psionics, Prayers or Magic.
Effects linger for 1 minute, though Effects may be extended by spending 1 Spell Slot or 15 Mana for each extra minute.
Level 2
Character must announce "Astral Form 2M".
Effects linger for 2 minutes, though Effects may be extended by spending 1 Spell Slot or 15 Mana for each extra minute.
Level 3
Character must announce "Astral Form 3M".
Effects linger for 3 minutes, though Effects may be extended by spending 1 Spell Slot or 15 Mana for each extra minute.
Blind
Casting Time- 3S, Spell Slots- 1
Spell Type - Instant
Action
Character must throw rice at Target Player and they must be hit in the upper Body.
Character must announce "Blind 10S".
Effect
Target Player is blind and must close their eyes.
Effects last 10 seconds.
Level 2
Character may announce "Blind 15S".
Effects last 15 seconds.
Level 3
Character may announce "Blind 20S".
Effects last 20 seconds.
Breathe Without Air
Casting Time- 3S, Spell Slots- 1
Spell Type - Linger
Action
Character must announce "Breathe Without Air 3M".
Effect
Character does not need air to breathe and are therefore immune to any area affect Cloud Magic for 3 minutes.
Level 2
Character must announce "Breathe Without Air 6M".
Effects last for 6 minutes.
Level 3
Character and a Target Player by touch may both enjoy the Effects.
Character must announce "Breathe Without Air 9M".
Effects last for 9 minutes.
Circle of Protection
Casting Time- 12S, Spell Slots- 4
Spell Type - Linger
Action
Character must have a length of rope to lay out in no more than a 5 foot circle.
Character must announce "Circle of Protection 10M".
Effect
Character and anyone standing within the circle is immune from any damage from, or originating from, any magically summoned NPC/Monster from the Summoned NPC/Monsters in the Monster Manifest section.
Effects last for 10 minutes or until the Caster leaves the Circle.
Level 2
Character must announce "Circle of Protection 20M".
Effects last for 20 minutes or until the Caster leaves the Circle.
Level 3
Character must announce "Circle of Protection 30M".
Effects last for 30 minutes or until the Caster leaves the Circle.
Cloak of Darkness
(A common Item Enchantment)
Casting Time- 3S, Spell Slots- 1
Spell Type - Instant
Action
Character must not move while hiding.
Character must be wearing a cloak and hiding in a shadow large enough to cover their entire body.
Character must be motionless and unnoticed for 10 seconds.
Effect
Character becomes Hidden for 3 minutes.
Character must hold left arm out with the forearm bent at 90 degrees bent to point upwards and the hand must be closed into a fist held in the air, signaling Hidden.
All benefits are lost with movement or the loss of the shadow, ie a flashlight beamed on the Character cancels the Skill.
Level 2
Character becomes Hidden for 6 minutes.
Level 3
Character becomes Hidden for 9 minutes.
Cloud of Dust
Casting Time- 6S, Spell Slots- 2
Spell Type - Instant
Action
Character can throw rice 360 degrees overhead for three revolutions of their arm announcing "Cloud of Blind 3S". Any Target Player significantly hit by the rice is affected.
Effect
Target Players hit are now Blind for 3S and must close eyes.
Level 2
Character can throw rice 360 degrees overhead for three revolutions of their arm announcing "Cloud of Blind 6S".
Effects last 6 seconds.
Level 3
Character can throw rice 360 degrees overhead for three revolutions of their arm announcing "Cloud of Blind 9S".
Effects last 9 seconds.
Cloud of Slumber
Casting Time- 6S, Spell Slots- 2
Spell Type - Instant
Action
Character can throw rice 360 degrees overhead for three revolutions of their arm announcing "Sleep 30S". Any Player hit by the rice in a Targetable Area is affected.
Character must announce "Cloud of Sleep 30S".
Effect
Any Target Player hit by the rice in the Body falls instantly to Sleep.
Effects of Sleep can be dispelled through use of magic or some Skills, or the normal ways as well. Shouting the sleeping Characters name at least three times will wake them before the duration ends, as will shaking or bumping the sleeping Player for 3 seconds.
Effects last 30 seconds.
Level 2
Character must announce "Cloud of Slumber 1M".
Effects last 1 minute.
Level 3
Character must announce "Cloud of Slumber 90S".
Effects last 90 seconds.
Cloud of Smoke
Casting Time- 6S, Spell Slots- 2
Spell Type - Linger
Action
Character must throw a handful of baby powder onto the ground in front of them.
Character must announce "Smoke 3S".
Effect
Character must flee the area immediately and is Hidden for 3 seconds to do so.
As the Character runs they must hold an arm out bent 90 degrees at the elbow to point upwards with the lower arm and the hand must be closed into a fist held in the air, signalling Hidden.
Level 2
Character is Hidden for 6 seconds.
Character must announce "Smoke 6S".
Level 3
Character is Hidden for 9 seconds.
Character must announce "Smoke 9S".
Cloud of Stench
Casting Time- 6S, Spell Slots- 2
Spell Type - Instant
Action
Character can throw rice 360 degrees overhead for three revolutions of their arm announcing "Cloud of Stench 10S".
Effect
Any Target Player significantly hit by the rice can perform no other actions for the duration of the effects other than defend themselves as they to fall to their knees and start to suffer violent dry heaves as they gag on the Cloud of Stench.
Effects last 10 seconds.
Level 2
Character must announce "Cloud of Stench 15S".
Effects last 15 seconds.
Level 3
Character must announce "Cloud of Stench 20S".
Effects last 20 seconds.
Cloud of Toxins
Casting Time- 6S, Spell Slots- 2
Spell Type - Instant
Action
Character can throw rice 360 degrees overhead for three revolutions of their arm announcing "Cloud of Confusion 10S". Any Player hit by the rice in a Targetable Area is affected.
Effect
Target Player is now confused and forgets what they are doing and cannot use Spells, Prayers, Psionics, Runes, Skills aqnd may not do anything but defend themselves for 10 seconds.
Level 2
Character must announce "Cloud of Confusion 15S".
Effects will last for 15 seconds.
Level 3
Character must announce "Cloud of Confusion 20S".
Effects will last for 20 seconds.
Concealment
Casting Time- 3S, Spell Slots- 1
Spell Type - Instant
Action
Character must have a Lootable pouch on their Lootable area.
Character must announce "Concealment 10M".
Effect
Character may put the pouch or the contents there of in a Non Lootable area, ie. a pocket or in a sock.
Dead Players must reveal concealed loot if the duration of Concealment ends while they are dead.
Effects last 10 minutes.
Level 2
Character must announce "Concealment 20M".
Effects last 20 minutes.
Level 3
Character must announce "Concealment 30M".
Effects lasts 30 minutes.
Confusion
Casting Time- 3S, Spell Slots- 1
Spell Type - Instant
Action
Must throw rice and hit Target Player in the Chest.
Must announce "Confusion 10S".
Effect
Target Player is now confused and forgets what they are doing and cannot use Spells, Prayers, Psionics, Runes, Circles, Skills, or do anything other than defend themselves, for 10 seconds.
Level 2
Effects will last for 15 seconds Character must announce "Confusion 15S".
Level 3
Effects will last for 20 seconds Character must announce "Confusion 20S".
Crashing Fists
Casting Time- 9S, Spell Slots- 3
Spell Type - Linger
Action
Character must be wearing Gauntlets
Character must not be holding anything in their hands.
Character must announce "Crashing Fists 30S".
Character must clasp/join their hands together and deliver a two handed punch to Target Player.
Character must announce "Haymaker".
Character has 30 seconds, the Spell Retention time, to deliver the punch.
Effect
Target Player receives 3 Hit Point of damage.
If Character does not deliver the two handed punch within the 30 second Spell Retention limit, the effects are lost, the duration is over, and the Prayer Slots are still consumed from your Prayer Cycle.
Level 2
Character can now deliver 2 "Haymakers" within a duration of 30 second Spell Retention limit, with a delay of at least 3 seconds in between the attempts.
Character must announce "Haymaker" with both attempts.
Level 3
Character can deliver 3 "Haymakers" within a duration of 30 second Spell Retention limit, with a delay of at least 3 seconds in between the attempts.
Character must announce "Haymaker" with all attempts.
Crush
Casting Time- 9S, Spell Slots- 3
Spell Type - Instant
Action
Target player must be lying on the grounded (either physically lying on the ground, or pressed up against a wall, tree or other immobile barrior) and must be wearing no Armour on their Body.
Character must hit Target Player in the body with a two handed mass weapon, or if the Character is a Monk they may perform this with a double handed smash to the body of the grounded Target Player.
Character must yell "Crush".
Effect
Target Player receives 6 Hit Points of damage to the Body.
Level 2
Character can now Crush Medium Armour.
Level 3
Character can now Crush Level 1 and 2 Heavy Armour, but not Level 3.
Deflection
Casting Time- 3S, Spell Slots- 1
Spell Type - Linger
Action
Character must announce "Deflection 30S".
Effect
Character is immune to all non enchanted Thrown and Ranged weapons with the exception of Flintlock, Muskets and Siege.
Effects last for 30 seconds.
Character mustannounce "Deflect" with each negated projectile.
Level 2
Character must announce "Deflection 45S".
Effects last for 45 seconds.
Level 3
Character must announce "Deflection 1M".
Effects last for 1 minute.
Detect Concealment
Casting Time- 6S, Spell Slots- 2
Spell Type - Instant
Action
Target Player must have a Lootable item concealed on them.
Character must announce "Detect Concealment 1".
Effect
Target player must announce to the Character where the Lootable item is and it is now lootable to the Character.
Dead Players must reveal concealed Loot.
Character with this knowledge can loot any item on the Lootable area and ask for the hidden item in return. This works the same way for Pick Pocket Skill if the Thief knows of the existence of the Concealed item.
Target player needs only reveal 1 concealed article, not more if applicable.
Level 2
Character must announce "Detect Concealment 2".
Target player needs only reveal 2 concealed article, not more if applicable.
Level 3
Character must announce "Detect Concealment 3".
Target player needs only reveal 3 concealed article, not more if applicable.
Dispel Magic
Casting Time- 9S, Spell Slots- 3
Spell Type - Instant
Action
Character must throw the rice from the vial and must hit the magically affected target.
The effect to be dispelled must be Spell/Mana base in origin ie. Runes, Circles, Spell magic, and not Prayers. Prayers are immune to Dispelling Powder.
Character must announce “Dispel Magic”.
Effect
The lingering Mana based magic is instantly negated and canceled.
Level 2
Casting Time is now reduced to 6 seconds, which also reduces the Spell Slots needed to 2.
Level 3
Casting Time is now reduced to 3 seconds, which also reduces the Spell Slots needed to 1.
~~Special notes on the use of Dispel Magic~~
Dispel Magic can be used to cancel active Mana bsased magic that is currently effecting a Target Player.
In the case of non permanent magical weapons/items made through Spell or Mana based magic, Dispel Magic cancels any lingering effects of the Spell that made it ( Ensorcel Weapon, the Runik Phrase, etc. ) thereby removing the magic and returning the weapon/item back to its previous non-magical weapon/item form.
With permanent magic weapons/items, Dispel Magic cancels one use of that item every time it is hit by Dispel Magic.
Against Spell or Mana based Summoned Creatures or Objects Dispel Magic instantly negates/cancels the magic. This includes Familiars, Demon-Spawn and Devil-Kyn (But not Circle Summoned Monsters/NPCs see below), Mystic Shields, Phylacterys, Voodoo Dolls etc.
If a Monster/NPC is a direct result of a Mana based Spell cast upon them (for example Animate and Control the Dead, Peasants Death March, etc.) then Dispel Magic removes the magic and the Monster/NPC falls back to the way they were before being magically effected.
If a Monster/NPC is a magically Summoned Monster through Circle Magic, the magic that has trapped it to the will of the Summoner is not in the creature itself but rather on the scroll that the Summoning Spell was written on and that is what must be Dispelled. The Summoning Scroll that controls the creature must be Dispelled within 25 feet of the creature it Summoned and the Character doing the Dispelling may wish to point at the creature he is wishing to get rid of.
~~~~~~~~
Drain
Casting Time- 9S, Spell Slots- 3
Spell Type - Instant
Action
Character must drop all weapons held in their hands.
After casting, and within the Spell Retention Time of 30 seconds, Character must wrap both their arms in a 'Bear hug' style around the body of the Target Player and hold Target Player for 9 seconds.
Character must announce "Drain".
Effect
Target Player receives 6 Hit Points of damage to the Body.
Character receives + 1 Hit Point to their Body, Arms and Legs each, with each Drain.
Character can not raise their Hit Points above their normal maximum, any extra Hit Points are lost.
Level 2
Character now only needs to bear hug for 6 seconds.
Level 3
Character now only needs to bear hug for 3 seconds.
Drop
Casting Time- 3S, Spell Slots- 1
Spell Type - Instant
Action
Target Player must have a weapon or shield or item in their hand.
Character must touch a Target Player who is holding a hand held item the Character wishes them to Drop.
Character must announce "Drop _______ ". In the blank space in the announcement the Character must name the type of object to be dropped, ie. - "Drop Sword" if Target Player is holding a sword, or "Drop Shield" etc.
Effect
Target Player must drop that object out of their hands and onto the ground.
Target Player may choose to pick up the dropped item at any time after it stops to rest on the ground.
Level 2
Character can now throw rice to significantly hit the Target Player, instead of having to touch.
Level 3
Character can now throw rice twice per single Casting, both with calls of "Drop _______ ". Both casts must be accomplished within the 30 second Spell retention time limit.
Entangle
Casting Time- 3S, Spell Slots- 1
Spell Type - Instant
Action
Character must have a piece of rope knotted on both ends, of at least 1/2 inch thickness, no more than 2 feet in length.
Character must throw the rope and hit the Legs of a Target Player.
Character must hit and announce "Entangle 30S".
Effect
Target players leg, or legs if the rope struck both are now stuck to the ground as if vines suddenly grew and held on to the ankles. Player may not move that leg, or legs, and if only one leg is Entangled Target Player may do no more on that leg than 'basketball pivot'.
Effects last for 30 seconds.
Level 2
Character must announce "Entangle 45S".
Effects last for 45 seconds.
Level 3
Character must announce "Entangle 1M".
Effects last for 1 minute.
Eyes of All
Casting Time- 6S, Spell Slots- 2
Spell Type - Linger
Action
Character must be within visual range of an Astral, Hidden or Invisible Player(s).
Character must announce "Eyes of All 3M".
Effect
Character can now see the Hidden, Invisible and the Astral.
To signal "See the Hidden"~ Character must raise one fist above their eyes as if to shield them from the sun.
To signal "See the Invisible"~ Character must raise one hand above their eyes as if to shield them from the sun and the hand must be held open and flat on top of the eyes.
To signal "See the Astral"~ Character must raise one hand below their eyes as if to shield them from the sun if it was reflecting off of a mirrored floor, and the hand must be held open and flat.
Effects last 3 minutes.
Level 2
Character must announce "Eyes of All 6M".
Effects last 6 minutes.
Level 3
Character must announce "Eyes of All 9M".
Effects last 9 minutes.
Eyes of the Scholar
Casting Time- 6S, Spell Slots- 2
Spell Type - Linger
Action
Character must be attempting to read a scroll written in any language without possessing the corresponding Read/Write Skill to allow the Character to do so.
Character must announce "Eyes of the Scholar 10M".
Effect
Character understands any written word in any language that is up to 5 letters in length. Words of 6 letters or more can not be understood.
Eyes of the Scholar will identify any Forgery of equal Level or less.
Effects last for 10 minutes.
Level 2
Character understands any written word in any language that is up to 8 letters in length. Words of 9 letters or more can not be understood.
Level 3
Character fully understands and may read any word in any written language.
Fear
Casting Time- 6S, Spell Slots- 2
Spell Type - Instant
Action
Character must touch Target Player and announce "Fear 30S".
Effect
Target Player must flee directly away from the Character for the full length of the duration.
Effects last 30 seconds.
Level 2
Character can now touch two Target Players at once per single Casting.
Character must announce "Fear 45S".
Effects last for 45 seconds.
Level 3
Character can throw rice to hit the body of multiple Target Players at once if possible and announce "Fear 1M".
Any Target Player hit is affected.
Effects last for 1 minute.
Fire Ball
Casting Time- 3S, Spell Slots- 1
Spell Type - Instant
Action
Character must have appropriate number of tennis balls on them completely wrapped in Red tape.
Character must announce "Fire Ball".
Effect
Character may now throw the tennis balls at a Target Player, announcing "Fire Ball" with the throw and regardless if the Character has the Thrown Weapons Skill or not.
Each ball does 3 Points of damage.
Character can create 1 Fire ball per Spell.
Level 2
Character may now hold the Fire ball in their hand to physically contact a Target Player as if their Fist was made of Flame. This allows 1 attempt at physically striking out and hitting a Target Player with the 'Fire Fist' (must announce "Fire Ball"). If a good hit is made, the Target Player receives 3 HP of damage wherever they were struck, and the Fire ball is now no more.
Level 3
Character may now physically contact a Target Player with the 'Flame Fist' (must announce "Fire Ball") and do 3 HP damage wherever they hit, and this will now no longer destroy the Fire ball. The Fire ball can be used a second time for a throw only (must announce "Fire Ball") and still doing 3 HP damage to the Target Area hit.
Fire Boulder
Casting Time- 6S, Spell Slots- 2
Spell Type - Instant
Action
Character must have 5 inch round Dodge ball on them completely wrapped in Red tape.
Character must announce "Fire Boulder".
Effect
Character may now throw the Dodge ball at a Target Player, announcing "Fire Boulder" with the throw and regardless if the Character has the Thrown Weapons Skill or not.
Each ball does 6 Points of damage.
Character can create 1 Fire Boulder per Spell.
Level 2
Character may now hold the Fire ball in their hand to physically contact a Target Player as if their Fist was made of Flame. This allows 1 attempt at physically striking out and hitting a Target Player with the 'Flame Fist' (must announce "Fire Boulder"). If a good hit is made, the Target Player receives 6 HP of damage wherever they were struck, and the Fire Boulder is now no more.
Level 3
Character may now physically contact a Target Player with the 'Flame Fist' (must announce "Fire Boulder") and do 6 HP damage wherever they hit, and this will now no longer destroy the Fire Boulder. The Rock ball can be used a second time for a throw only (must announce "Fire Boulder") and still doing 6 HP damage to the Target Area hit.
Fists of Rage
Casting Time- 6S, Spell Slots- 2
Spell Type - Linger
Action
Character must drop all hand held items including weapons and shields.
Character must yell “Rage” and choose a target player.
Effect
Character receives +2 Body Points, +1 Arms Points and +1 Legs Points.
Characters punches now inflict 1 point of damage each.
Character must immediately attack the Target Player unless before reaching that Target Player, a second Target Player crosses between them. This second player now becomes the new focus of the Rage, the first is forgotten. Character will never target a Player that they share Clan Nature with. They are immune.
After killing 1 Target Player, Rage and its effects are canceled and the Character must spend 30 seconds unable to do nothing more than defend themselves due to exhaustion.
Level 2
Character may select two Target Players before suffering exhaustion.
Level 3
Character may select three Target Players before suffering exhaustion.
Fly
Casting Time- 6S, Spell Slots- 2
Spell Type - Linger
Action
Character must have rope, or something in hand that is no less than 1 foot and no more than 2 feet in length to spin above their head to signal flying..
Character can then announce "Fly 3M".
Effect
As long as the Character keeps spinning the rope, or until the Spell elapses what ever comes first, the Character is considered to be Flying. Flying Characters are immune to all hand held weapons, for they fly too high, and may only be struck through ranged Magic, Thrown Weapons, Ranged Weapons, Flintlocks, Muskets and Siege Weapons.
Any Player with a ranged weapon that wishes to shoot at a flying Character must do so from 25 feet away from the flying Character to represent the height difference. If a Player takes a long range shot at a Flying Character from closer than 25 feet, the damage, if any, is ignored.
Character may move their feet and travel anywhere they choose with this Spell.
Effects last for 3 minutes.
Level 2
Character can then announce "Fly 6M".
Effects last for 6 minutes.
Level 3
Character can then announce "Fly 9M".
Effects last for 9 minutes.
Force Bonds
Casting Time- 6S, Spell Slots- 2
Spell Type - Instant
Action
Character must have a piece of rope no greater than 2 feet.
Character must wrap the wrists of the Target player so that the wrists are fully wrapped as many times as possible with the rope.
Character must announce "Force Bonds 10M".
Effect
Target player is then held by an unbreakable force for 10 minutes and they must hold 1 end of the rope in each hand and may not let go until magic has elapsed or is dispelled.
Effects last for 10 minutes.
Level 2
Character must announce "Force Bonds 15M".
Effects last for 15 minutes.
Level 3
Character must announce "Force Bonds 20M".
Effects last for 20 minutes.
Forget
Casting Time- 9S, Spell Slots- 3
Spell Type - Instant
Action
Character must throw rice and hit a Target Player in the Body.
Character must announce "Forget ____ (name of Skill known by Target) 1M".
Effect
If the Target Player HAS the Skill mentioned then not only do they temporarily forget how to perform the capability, but also they forget they ever had it to begin with.
For Example -
Malik Mindbleeder is confronted with a drunken Pirate with a readied Flintlock. After focusing, he points at the Pirate and Malik announces "Forget Flintlock 1M". The Pirate then looks down to the unrecognizable chunk of wood and metal in her hand and wonders what it is, and what the heck was she doing with it in the first place.
Until the end of the duration this Skill of the Target Player can not be used at all.
Effects last for 1 minute.
Level 2
Character must announce "Forget ________ 2M".
Effects last for 2 minutes.
Level 3
Character must announce "Forget ________ 3M".
Effects last for 3 minutes.
Frighten
Casting Time- 3S, Spell Slots- 1
Spell Type - Instant
Action
Character must touch Target Player and announce "Fear 5S".
Effect
Target Player must flee from Character for the duration of the Spell, afterwards they may move as they wish.
Effects last for 5 seconds.
Level 2
Character must announce "Fear 10S".
Effects last for 10 seconds.
Level 3
Character must announce "Fear 15S".
Effects last for 15 seconds.
Note - This Spell is as a variation of the Fear Spell.
Healing Hands
Casting Time- 6S, Spell Slots- 2
Spell Type - Instant
Action
Character must touch a Target Players injured Body, Character may not use this Spell on themselves.
Character must announce "Heal Body 1".
Effect
Target Players injured Body receives +1 Hit Points.
Level 2
Character may now announce "Heal Body 2".
Target Players injured Body receives +2 Hit Points.
Level 3
Character may now announce "Heal Body 3".
Target Players injured Body receives +3 Hit Points.
Character may now use this Spell on themselves.
Healing Touch
Casting Time- 3S, Spell Slots- 1
Spell Type - Instant
Action
Character must touch a Target Players injured Limb, Character may not use this Spell on themselves.
Character must announce "Heal Limbs 1".
Effect
Target Players injured Limb receives full Hit Points.
Level 2
Character may now announce "Heal Limbs 2".
Both Arms OR both Legs on Target Player receive full healing.
Level 3
Character may now use this Spell on themselves.
Character may now announce "Heal Limbs All".
Both Arms AND both Legs on Target Player receive full healing.
Ice Ball
Casting Time- 3S, Spell Slots- 1
Spell Type - Instant
Action
Character must have appropriate number of tennis balls on them completely wrapped in Blue tape.
Character must announce "Ice Ball".
Effect
Character may now throw the tennis balls at a Target Player, announcing "Ice Ball" with the throw and regardless if the Character has the Thrown Weapons Skill or not.
Each ball does 3 Points of damage.
Character can create 1 Ice ball per Spell.
Level 2
Character may now hold the Ice ball in their hand to physically contact a Target Player as if their Fist was made of Ice. This allows 1 attempt at physically striking out and hitting a Target Player with the 'Ice Fist' (must announce "Ice Ball"). If a good hit is made, the Target Player receives 3 HP of damage wherever they were struck, and the Ice ball is now no more.
Level 3
Character may now physically contact a Target Player with the 'Ice Fist' (must announce "Ice Ball") and do 3 HP damage wherever they hit, and this will now no longer destroy the Ice ball. The Ice ball can be used a second time for a throw only (must announce "Ice Ball") and still doing 3 HP damage to the Target Area hit.
Ice Boulder
Casting Time- 6S, Spell Slots- 2
Spell Type - Instant
Action
Character must have 5 inch round Dodge ball on them completely wrapped in Blue tape.
Character must announce "Ice Boulder".
Effect
Character may now throw the Dodge ball at a Target Player, announcing "Ice Boulder" with the throw and regardless if the Character has the Thrown Weapons Skill or not.
Each ball does 6 Points of damage.
Character can create 1 Ice Boulder per Spell.
Level 2
Character may now hold the Ice ball in their hand to physically contact a Target Player as if their Fist was made of Ice. This allows 1 attempt at physically striking out and hitting a Target Player with the 'Ice Fist' (must announce "Ice Boulder"). If a good hit is made, the Target Player receives 6 HP of damage wherever they were struck, and the Ice Boulder is now no more.
Level 3
Character may now physically contact a Target Player with the 'Ice Fist' (must announce "Ice Boulder") and do 6 HP damage wherever they hit, and this will now no longer destroy the Ice Boulder. The Rock ball can be used a second time for a throw only (must announce "Ice Boulder") and still doing 6 HP damage to the Target Area hit.
Impervious to Poison
Casting Time- 3S, Spell Slots- 1
Spell Type - Linger
Action
Character must announce, or touch a Target Player who wishes the spell placed on them, then announce "Impervious to Poison 3M".
Effect
Character suffers no damage from Poison and Poison based attacks, including Acid.
Effects last for 3 minutes.
Level 2
Character must announce "Impervious to Poison 6M".
Effects last for 6 minutes.
Level 3
Character must announce Impervious to Poison 9M".
Effects last for 9 minutes.
Instant Knowledge
Casting Time- 6S, Spell Slots- 2
Spell Type - Linger
Action
Character must touch the forehead of a willing Target or a Dead Player.
Character must announce "Instant Knowledge 3M".
Effect
Character can transfer or take a Target Players known Skill into themselves.
The Character must cast, announce "Instant Knowledge 3M", and then announce "I give/take your (Insert Skill name here) 3M".
The Skill receiving Character now can perform the other Players Skill at the other Players Skill Level, even though they personally do not possess the Skill themselves.
The giving Player may NOT perform that Skill for the entire duration of the time call.
If Character asks for a Skill the Target Player does not possess, the Spell is miscast, the uses still comes out of their Spell Cycle, and no Skill is acquired.
Instant Knowledge can only steal Skills from a Target Player, and never Magic, Prayers, nor Spell or Prayer Cycles. This is effective only for Skills.
Effects last for 3 minutes.
-OR-
Instant Knowledge can also be used to talk with a Petrified Target Player, but only for 30 seconds.
Character must announce "Instant Knowledge 30S".
Level 2
Character must announce "Instant Knowledge 6M", and the effects last for 6 minutes.
Character must also announce "I give/take your (Insert Skill name here) 6M".
Effects last for 6 minutes.
-OR-
Instant Knowledge can also be used to talk with a Petrified Target Player, but only for 1 minute.
Character must announce "Instant Knowledge 1M".
Level 3
Character can now touch 2 Target Players on the foreheads and Transfer one Skill to the other for the 9 minute duration. When this happens, the Character acting as the conduit of power, also receives the skill in question, but only for 3 minutes.
The Target that was the source of the Skill transferred will retain all knowledge of the Skill, and now all three will be able to use the Skill.
Character must announce "Instant Knowledge 9M".
-OR-
Instant Knowledge can also be used to talk with a Petrified Target Player, but only for 90 seconds.
Character must announce "Instant Knowledge 90S".
Invisibility
Casting Time- 6S, Spell Slots- 2
Spell Type - Linger
Action
Character must announce "Invisible 3M".
Effect
Character is now Invisible.
Character must hold left arm out with the forearm bent at 90 degrees bent to point upwards and the hand must be open in the air.
While Invisible, Character will not see other Invisible Targets or Players, nor will they see those in shadow or in the Astral Plane, only what is normally visible to all, unless one casting of the spell turned two or more Players Invisible, then by the nature of the magic involved, they may see each other, and not anything else Invisible.
Effects last for 3 minutes.
Level 2
Character may now announce "Invisible 6M".
Effects last for 6 minutes.
Level 3
Character may make themselves and 1 other Target Player Invisible and that Player must stay within 5 feet of the Character.
Character may now announce "Invisible 9M".
Effects last for 9 minutes.
Levitate
Casting Time- 3S, Spell Slots- 1
Spell Type - Linger
Action
Character must have rope or something in hand that is no less than 1 foot and no more than 2 feet in length to spin above their head to signal flying..
Character must then announce "Levitate 3M".
Effect
As long as the Character keeps spinning the rope, or until the Rune elapses what ever comes first, the Character is consindered to be Flying. Flying Characters are immune to all hand held weapons, for they fly too high, and may only be struck through Magic, Thrown Weapons, Ranged Weapons, Flintlocks, Muskets and Siege Weapons.
Any Player with a ranged weapon that wishes to shoot at a flying Character must do so from 25 feet away from the flying Character to represent the height difference. If a Player takes a shot at a Flying Character from closer than 25 feet away, the damage, if any, is ignored.
Character may NOT move their feet nor travel with this Spell, but they may travel if there is wind, and then only in the winds direction, and matching winds speed as closely as possible.
Levitate may be cast on a Target Player by touch.
Effects last for 3 minutes.
Level 2
Character may now announce "Levitate 6".
Effects last for 6 minutes.
Level 3
Character may now announce "Levitate 9M".
Effects last for 9 minutes.
Light Target
Casting Time- 3S, Spell Slots- 1
Spell Type - Linger
Action
Character must have eye contact with a Target Player in a poorly lit area.
Character must have a flashlight no more than 6 LED's in strength.
Character must announce "Light Target 30S"
Effect
Character may hold a flashlight to illuminate a Target Player in the dark, and must keep the flashlight beam solely on the Target Player affected, or else Spell is negated.
This Spell allows a Character to see Hidden Target Players.
Effects of this Spell last for 30 seconds.
Level 2
Character may now announce "Light Target 1M".
Effects of this Spell last for 1 minute.
Level 3
This spell is now effective against Invisible Players.
Character may now announce "Light Target 2M".
Effects of this Spell last for 2 minutes.
Magic Net
Casting Time- 3S, Spell Slots- 1
Spell Type - Instant
Action
Character must have a piece of rope knotted on both ends, of at least 1/2 inch thickness, no more than 2 feet in length.
Charcter must throw the rope and it must hit a Target Player in the Body.
Character must announce "Magic Net 10S".
Effect
Target Player now must act is if that rope grew upon impact and wrapped itself around them, trapping thier arms to thier sides, covering from waist to neck. Target Player must keep their arms pressed against them to their sides, hands below the waist, for the duration of the Spell.
Effects last 10 seconds.
Level 2
Character must announce "Magic Net 20S".
Effects last 20 seconds.
Level 3
Character must announce "Magic Net 30S".
Effects last 30 seconds.
Magic Torch
(A common item Enchantment)
Casting Time- 3S, Spell Slots- 1
Spell Type - Instant
Action
Character must have a small flashlight of 6 LEDs or less.
Character must announce "Magic Torch 10M".
Effect
Effects last for 10 minutes.
Level 2
Character must announce "Magic Torch 20M".
Effects last for 20 minutes.
Level 3
Character must announce "Magic Torch 30M".
Effects last for 30 minutes.
~~NOTE~~
Magic Torch DOES NOT cancel any Lingering Magical Effect, nor does it allow the Character any variation of "See the Hidden/Invisible/Astral" with the singular exception of
'Anyone within 5 feet of a Hidden Target Player that holds a Torch may now 'See' the Target Player'.
~~~~~~~~~
Mend Self
Casting Time- 6S, Spell Slots- 2
Spell Type - Instant
Action
Character must Announce "Mend Self 1".
Character may only use this Spell upon themselves.
Effect
Character receives +1 Body OR +1 Arms (both) OR +1 Legs (both).
Level 2
Character receives +2 Body OR +2 Arms (both) OR +2 Legs (both).
Character may now Announce "Mend Self 2".
Level 3
Character receives +3 Body OR +3 Arms (both) OR +3 Legs (both).
Character may now Announce "Mend Self 3".
Mental Focus
Casting Time- 3S, Spell Slots- 1
Spell Type - Linger
Action
Character must announce ''Mental Focus 3M".
Effect
Character is immune to all calls of "Confusion" for 3 minutes.
Level 2
Character may now announce ''Mental Focus 6M".
Character is immune to all calls of "Confusion" for 6 minutes.
Level 3
Character may now announce ''Mental Focus 9M".
Character is immune to all calls of "Confusion" for 9 minutes.
Mystic Armour
Casting Time- 6S, Spell Slots- 2
Spell Type - Linger
Action
Character must Announce "Mystic Armour 3M".
Effect
Character receives +1 Body, +1 Arms and +1 Legs for 3 minutes, or until lost normally.
Character may only use this Spell upon themselves.
Level 2
Character may now Announce "Mystic Armour 6M".
Character receives +2 Body, +2 Arms and +2 Legs for 6 minutes, or until lost normally.
Level 3
Character may now Announce "Mystic Armour 9M".
Character receives +3 Body, +3 Arms and +3 Legs for 9 minutes, or until lost normally.
This Spell can now be placed on another Target Player by touch.
Mystic Might
Casting Time- 6S, Spell Slots- 2
Spell Type - Linger
Action
Character must announce "Mystic Might 3M".
Effect
Character must not be holding anything in the punching hand.
Character must deliver one 'Punch' to a Target Player in the Body, Arms or Legs.
Target Player receives 1 Hit Point of Damage per Punch in targeted area.
Character may attempt one Punch for Damage once every 9 seconds.
Character may wish to announce "Punch for Damage" with each successful strike.
Effects last for 3 minutes.
Level 2
Character may now announce "Mystic Might 6M".
Character may attempt one Punch for Damage once every 6 seconds.
Effects last for 6 minutes.
Level 3
Character may now announce "Mystic Might 9M".
Character may attempt one Punch for Damage once every 3 seconds.
Effects last for 9 minutes.
Mystic Pigeon
Casting Time- 6S, Spell Slots- 2
Spell Type - Instant
Action
Character must locate a Service Worker who is not performing a duty for the Game Master, but more 'Civic' duties instead, and if they should agree, may give the service worker a 10 second verbal message to carry to another Player some where else. Service Workers who are asked to perform in this way are now considered to be performing a duty for the Game Master and may perform no other duty until completion or Spell duration ends.
Character must announce "Mystic Pigeon 10M".
Effect
Service Worker must immediately try to locate the receiver of the Characters message and must verbally deliver the 10 second message as accurately as possible.
Effects lasts 10 minutes, or until the moment the last word of the message is delivered, this Spell does not allow a message back, just one sent. The Service Worker is then released from the Game Master Duties and may continue on with their interrupted Civic Duties.
Level 2
Character may now announce "Mystic Pigeon 15M".
Effects lasts 15 minutes, or until the moment the last word of the now 20 second message is delivered.
Level 3
Character may now announce "Mystic Pigeon 20M".
Effects lasts 20 minutes, and Character may now give the Pigeon a written message to deliver to a Target Player.
Mystic Shield
Casting Time- 3S, Spell Slots- 1
Spell Type - Linger
Action
Character must have two Sched 40 pipes of any thickness, both no longer than 2 feet, and all four ends must have a thrusting tip of no less than 1 inch long. Character may now attach the lengths of the pipes to the opposite ends of a piece of heavy fabric measuring no more than 2 feet by 2 feet. Character may now roll that up like a scroll until use.
Character must unroll the "scroll" and hold it by one hand by the top pipe only, Character may not use two hands to hold the Mystic Shield.
Character must announce "Mystic Shield 1M".
Effect
Character may use the Mystic Shield to block Ranged and Throwing weapons only. Mystic shield does not stop Flintlocks, Muskets or Siege weapons.
Effects of this Spell last 1 minute.
Level 2
Character must announce "Mystic Shield 2M".
Effects of this Spell last 2 minutes.
Level 3
Character must announce "Mystic Shield 3M".
Effects of this Spell last 3 minutes.
Nightmare
(a variation of Fear)
Casting Time- 6S, Spell Slots- 2
Spell Type - Instant
Action
Character must touch Target Player and announce "Fear 10S".
Effect
Target Player must flee from Character for the duration of the Spell, afterwards they may move as they wish.
Effects last for 10 seconds.
Level 2
Character must announce "Fear 20".
Effects last for 20 seconds.
Level 3
Character must announce "Fear 30S".
Effects last for 30 seconds.
Pain
Casting Time- 6S, Spell Slots- 2
Spell Type - Instant
Action
Character must throw rice at a Target Player and it must hit the Target Player in the Body.
Character must announce "Pain 5S".
Effect
Target player must fall to the ground as if their entire body is in great pain.
Target Player receives 1 Hit Point of Damage to the Body and can do nothing but be racked with pain until duration ends.
Effects lasts for 5 seconds.
Level 2
Character must announce "Pain 10S".
Effects lasts for 10 seconds.
Level 3
Character can throw rice to hit the body of multiple Target Players at once if possible and announce "Pain 15S". Any Target Player hit is affected.
Effects last for 15 seconds.
Paralyze Limb
Casting Time- 3S, Spell Slots- 1
Spell Type - Instant
Action
Character must touch one of a Target Players Limbs.
Character must announce "Paralyze Limb 10S".
Effect
Target Players Limb goes limp and cannot be used for 10 seconds.
Level 2
Target Players Limb goes limp and cannot be used for 15 seconds.
Character must announce "Paralyze Limb 15S".
Level 3
Target Players Limb goes limp and cannot be used for 20 seconds.
Character must announce "Paralyze Limb 20S".
Peasants Death March
Casting Time- 6S, Spell Slots- 2
Spell Type - Instant
Action
Character must touch a dead Target Player.
Character must announce "Peasants Death March 3M".
Effect
The Dead Target Player gets up as a mindless, non thinking, animated corpse with 1 Body, 1 Arms and 1 Legs.
Target Player can make no decisions for them selves and must obey only the Character.
Affected Target Player may perform no combat activities at all, for they are mindless.
Affected Target Player also has all Peasant Immunities, for they are dead.
Affected Target Player, if a Player Character and not a NPC/monster, may be told to "Go Home" and in that case the P.C. will walk to the Main Summoning Circle in town.
At the end of the Spell the Target Player will fall down dead.
Effects last for 3 minutes.
Level 2
Character must announce "Peasants Death March 6M".
Effects last for 6 minutes.
Level 3
Character must announce "Peasants Death March 9M".
Effects last for 9 minutes.
Persuade
Casting Time- 3S, Spell Slots- 1
Spell Type - Instant
Action
Character must make eye contact with Target Player.
Character must make a fist with the index and middle finger upright and pass it between the targets victims eyes and their own.
Character must announce " Persuade 5M ".
Effect
Target Player must perform whatever task or action the Character asks, within reason. Persuade has a very robust anti-suicide clause. Persuading Character may not tell Target Player to kill themselves, their family, their clan or their loved ones. Nor can Persuade convince a Target Player to cause direct harm to any of those listed above. Anything else goes. Consider Persuade to be used as a con job, the Character being the Con Artist, the Target Player the victim. There is only so much anyone can talk anybody else into.
Persuade can be used on a NPC/Monster only, not on a Player Character.
Effects last for 5 minutes, if the Persuaded Player can not accomplish their goal in this time the Spell fades and the Player is left dazed and slightly disorientated but with no lingering effects.
Level 2
Persuade can be used against 2 NPC/Monsters at once and Character must use both hands at once for the finger wave, and must break eye contact with both Target Players, "Persuade 5M".
Level 3
Character may now throw rice and hit multiple NPC targets. Every NPC hit is affected, with just one wide finger wave necessary that must break the eye contact between Character and every Target Player hit. "Persuade 5M".
Petrify
Casting Time- 9S, Spell Slots- 3
Spell Type - Instant
Action
Character must have eye contact with Target Player.
Character must throw rice and hit the Target Player in the Body.
Character must announce "Petrify 5M".
Effect
Target Player has now been turned to stone and is thereby rendered immobile and frozen in their last position, unable to move, speak or perform any Skill, Spell, Psionic, Circle, Rune or Prayer, Target player can only now wait for help to come or for the magic to end.
Being turned into living rock fuses the Target Player to the ground and they usually cannot be lifted, carried or transported anywhere. The only exception is if two Giants, or two Trolls, or a Giant and a Troll, work together. They both must lift the Target Player in unison, and then they can feel free to carry the statue anywhere they wish. Only Giants and Trolls are this strong, no other races can. Short of this, the Target Player they must stay where they are, and as living stone they are immune to damage from any source.
Living statues can only communicate through some Magic (Instant knowledge will allow the statue to talk to the mage Telepathically, so that only the mage can hear the words of the Petrified Target Player, Words of Truth will allow the Character to ask yes or no questions also answered in the mind to mind fashion, and certain Psionics are effective as well).
Level 2
Character must announce "Petrify 10M".
Effects last for 10 minutes.
Level 3
Character must announce "Petrify 15M".
Effects last for 15 minutes.
Premonition
Casting Time- 9S, Spell Slots- 3
Spell Type - Linger
Action
Character must approach Game Master and announce they have cast "Premonition 2"
Character must have a fortune telling implement with them (Crystal ball, Tarot cards, Fire, etc)
Effect
Character may now ask two questions of the Game Master on what the future may hold. Some examples are What Foes there may be this day? Where's the Treasure? etc.
Game Master must answer the questions, but Character should ask very specific inquiries and choose their words well.
Effects last for 3 minutes then the GM is compelled to tell no more.
Level 2
Character may now ask three questions.
Character must announce "Premonition 3".
Effects last for 3 minutes.
Level 3
Character may now ask four questions.
Character must announce "Premonition 4".
Effects last for 3 minutes.
Push
Casting Time- 6S, Spell Slots- 2
Spell Type - Instant
Action
Character must make eye contact with Target Player.
Target Player must be within 5 feet.
Character must quickly extend one arm out towards the Target Player in a pushing motion with the hand open and up as if signaling to stop.
Character must yell "Push".
Effect
Target Player has been slammed by a wall of wind and they must be 'blown back' 6 feet and they must fall down.
Level 2
Character can now Push 2 Target Players at once per single Casting.
Character must Push with both hands, one at each intended Target Player.
Level 3
Character can throw rice to hit the body of multiple Target Players at once if possible and announce "Push". Any Target Player hit is affected.
Remove Poison
Casting Time- 3S, Spell Slots- 1
Spell Type - Instant
Action
Target player must have suffered the effects of Level 1 poison (Salt) in the last 10 seconds and this Spell must be administered within that time, before the Poison takes effect.
Character must touch Target Player.
Effect
Target Player suffers no damage from poison.
Level 2
Character can now Remove Level 2 Poisons (Vinegar) as well.
Level 3
Character can now Remove Level 3 Poisons (Hot sauce) as well.
Resist Poison
Casting Time- 3S, Spell Slots- 1
Spell Type - Linger
Action
Character or Target Player must have just drank a Level 1 poisoned beverage within the last 10 seconds.
Character or Target Player must have just failed their Save vs. Level 1 Poison (Salt).
Character must announce "Resist Poison 10S".
Character, or Target Player by touch, has 10 seconds to take another full mouthful of the poisoned beverage.
Effect
Character or Target Player is allowed to attempt a second saving throw and if successful, receives no negative effect from the Level 1 Poison.
Level 2
Character can now Resist Level 2 Poison (Vinegar) as well.
Level 3
Character can now Resist Level 3 Poison (Hot sauce) as well.
Rest In Peace
Casting Time- 6S, Spell Slots- 3
Spell Type - Instant
Action
Undead Target Player(s) must be within 5 feet from casting Character.
Character must have eye contact with Undead Target Player(s).
Character must hold arm straight out and pointing at the Undead Target Player(s) they wish to lay to Rest and hand must be flexed upwards as if in a stopping motion, palm facing towards the Undead Target Player(s).
Character must announce "Rest In Peace".
Effect
The UnDead Target Player now falls to the ground and is 'Dead'.
If the Undead Player had any Resurrection abilities left to them ( for example - 1 or more uses of the Ability Rise ) those uses are STILL available to the UnDead Target Player, Lay to Rest cancels the present 'Life' of the UnDead, but does not negate any lingering Ability, Skill, Magic or Prayer.
If brought back to life the Target Player resumes playing the character they were before being turned into a Zombie.
Character may Rest In Peace up one Undead per single casting.
If a Character belongs to a religious faction, presenting a religious Symbol of their Faith allows them to Rest In Peace an additional UnDead. The religious Symbol must be held in the out stretched hand, have eye contact and can make 1 extra announcement of "Rest In Peace", within the 30 Second Spell Retention Rule. After 30 seconds any unused Rest In Peace leftover dissolve as the magic expires.
Level 2
Character may Rest In Peace up to two UnDead per single casting.
If a Character belongs to a religious faction, and has a symbol of their faith upon them, they may hold the Symbol in the out stretched hand, and add one more use of this Spell per single casting ( totaling 3 uses ), and within the 30 Second Spell Retention Rule.
Level 3
Character may Rest In Peace up to three UnDead per single casting.
If a Character belongs to a religious faction, and has a symbol of their faith upon them, they may hold the symbol in the out stretched hand, and add one more use of this Spell per single casting ( totaling 4 uses ) within the 30 Second Spell Retention Rule.
Restore
Casting Time- 6S, Spell Slots- 2
Spell Type - Instant
Action
Target Players armour must have less then full Armour Points.
Character must have white hockey tape and they must make an X with the tape on the target players damaged armour. They must also draw their Wizards Mark upon the white X. The X may be removed at midnight.
Character must spend at least 30 seconds AFTER the Spell Casting Time "Chanting, weaving and directing the energies to the damaged materials". They may Chant and Weave and Direct while making the X and Wizards Mark.
This Spell can be used by the Character on their own armour but it must be removed first. On other players, the Character can Restore the armour as they wear it.
Effect
Character has Repaired the Armour completely and has restored the armour's Hit Points in full.
Restored objects are NOT considered Blessed or Enchanted in any way, they are simply repaired.
Level 2
This Spell now Restores Shields, just as the Skill Repair Shield does.
The Restored Shield requires the White Hockey Tape X with a Wizards Mark upon it.
Level 3
This Spell now Restores Weapons, just as the Skill Repair Weapon Does.
The Restored Weapon requires the White Hockey Tape X with a Wizards Mark upon it.
Resurrection
Casting Time- 9S, Spell Slots- 3
Spell Type - Instant
Action
Character must touch a Target Player that is dead.
Character must announce "Resurrection 1".
Effect
Target Player is brought back to life and healed with 1 Hit Point on their Body, Arms and Legs.
Resurrection in no way repairs any armour or equipment.
Target Player, even if they died with Mana or Slots left in a Pool or any Cycle, lose all Mana and Slots with death, and are therefore Resurrected with zero Mana and no available Slot for any Cycle. Mana and Slots can be regained through the normal ways.
Level 2
Target Player is brought back to life and healed with up to 2 Hit Points on their Body, Arms and Legs. Hit Points cannot exceed the maximum allowed for that particular Target Player, any extra Hit Points are lost.
Character must announce "Resurrection 2".
Level 3
Target Player is brought back to life and healed with up to 3 Hit Points on their Body, Arms and Legs. Hit Points cannot exceed the maximum allowed for that particular Target Player, any extra Hit Points are lost.
Character must announce "Resurrection 3".
Revive
Casting Time- 6S, Spell Slots- 2
Spell Type - Instant
Action
Character must touch a Target Player that is wounded.
Character must announce "Revive 1"
Effect
Target Player heals +1 Hit Point to any wounded Target area; Body, Arms and/or Legs.
If a Dead Target Player is a victim of the Plague or a Curse, a Revive BEFORE Resurrection will cure them.
If a living Target Player is a victim of the Plague or a Curse, a Revive when Target Player is at FULL HIT POINTS will cure them.
Level 2
Character must announce "Revive 2".
Target Player now heals +2 Hit Points to any wounded Target area; Body, Arms and/or Legs.
Level 3
Character must announce "Revive 3".
Target Player now heals +3 Hit Points to any wounded Target area; Body, Arms and/or Legs.
Rock Ball
Casting Time- 3S, Spell Slots- 1
Spell Type - Instant
Action
Character must have appropriate number of tennis balls on them completely wrapped in Brown tape.
Character must announce "Rock Ball".
Effect
Character may now throw the tennis balls at a Target Player, announcing "Rock Ball" with the throw and regardless if the Character has the Thrown Weapons Skill or not.
Each ball does 3 Points of damage.
Character can create 1 Rock ball per Spell.
Level 2
Character may now hold the Ice ball in their hand to physically contact a Target Player as if their Fist was made of Rock . This allows 1 attempt at physically striking out and hitting a Target Player with the 'Rock Fist' (must announce "Rock Ball"). If a good hit is made, the Target Player receives 3 HP of damage wherever they were struck, and the Rock ball is now no more.
Level 3
Character may now physically contact a Target Player with the 'Rock Fist' (must announce "Rock Ball") and do 3 HP damage wherever they hit, and this will now no longer destroy the Rock ball. The Rock ball can be used a second time for a throw only (must announce "Rock Ball") and still doing 3 HP damage to the Target Area hit.
Rock Boulder
Casting Time- 6S, Spell Slots- 2
Spell Type - Instant
Action
Character must have 5 inch round Dodge ball on them completely wrapped in Brown tape.
Character must announce "Rock Boulder".
Effect
Character may now throw the Dodge ball at a Target Player, announcing "Rock Boulder" with the throw and regardless if the Character has the Thrown Weapons Skill or not.
Each ball does 6 Points of damage.
Character can create 1 Rock Boulder per Spell.
Level 2
Character may now hold the Rock ball in their hand to physically contact a Target Player as if their Fist was made of Stone. This allows 1 attempt at physically striking out and hitting a Target Player with the 'Stone Fist' (must announce "Rock Boulder"). If a good hit is made, the Target Player receives 6 HP of damage wherever they were struck, and the Rock Boulder is now no more.
Level 3
Character may now physically contact a Target Player with the 'Stone Fist' (must announce "Rock Boulder") and do 6 HP damage wherever they hit, and this will now no longer destroy the Rock Boulder. The Rock ball can be used a second time for a throw only (must announce "Rock Boulder") and still doing 6 HP damage to the Target Area hit.
Sanctuary
Casting Time- 6S, Spell Slots- 2
Spell Type - Linger
Action
Character must be stationary and may not move while in Sanctuary.
Character must raise arm straight overhead with a closed fist.
Character must announce "Sanctuary 3M".
Effect
Character is now wrapped in an impenetrable bubble of Faith or Magic. Attacks, no matter what the nature of its origin Magic, Prayer, Skill, Sword etc., can not pass through the bubble, and the Character is immune from Physical harm.
Effects last for 3 minute.
Level 2
Character must announce "Sanctuary 6M".
Effects last for 6 minutes.
Level 3
Character must announce "Sanctuary 9M".
Effects last for 9 minutes.
~~NOTE~~
The Sanctuary bubble may be 'popped'. A 2 handed mass weapon ( Any weapon that is classified as Great. ) that must be an enchanted or blessed weapon, may be used to strike the ground a 3 feet or so away from the Character in Sanctuary, on all four sides of the Character. This shatters and destroys the ground enough that proper contact with it can not be made and the Spell is ruined. Example - Bishop Benny sees Dug the Dwarf, coming his way and looking angry. The Bishop holds up his fist and announces "Sanctuary". Dug continues stalking straight for the Bishop as he readies his Great Flail that he has already Honed (using the Dwarfs natural ability to Hone Weapons so that they act as enchanted) and hits the ground in front of Benny. Dug then hits the ground to the left of the Bishop. The Dwarf pounds the ground behind Benny, and then to Benny's right and Benny, very nervous now, must drop the raised fist and the Spell is cancelled. Good luck Benny.
~~~~~~~~
Scent the Wind
Casting Time- 3S, Spell Slots- 1
Spell Type - Linger
Action
There must be a Hidden Target Player within a 25 foot radius of the Character using Scent.
Character must remain immobile while using Scent.
Effect
Character can now smell the Hidden Target Player.
Character cannot locate where "Hidden" Target Player(s) are, only that they are near.
Effects last 3 minutes.
Level 2
Characters can now also Scent Invisible Characters as well.
Effects now last for 6 minutes.
Level 3
Characters can now also Scent Astral Characters as well.
Character can now Track by Scent. As soon as the Character Scents the Hidden, Invisible or Astral Target Player they may take 2 steps towards the Target Player every 2 seconds, in a "Sniff, sniff, then Step, step" manner. As long as the Hidden or Invisible Target Player stays within range the Character, they can Track them.
Effects now last 9 minutes.
Scribe Scroll
(A common Item Enchantment)
Casting Time- Scroll Creation and 3S, Spell Slots- 1 plus cost of Spell used
Spell Type - Instant
Action
All scrolls must only be written on MMA Scroll Parchment, and on nothing else. If a scroll is prepared on any other paper, fabric, etc. it breaks the rules, is rendered inert, and can not be used. Scrolls must be written in the proper colour for the type of magic (Silver for Wizard Spells) on the inside and outside, but do not require a base colour (as do potions) to write the symbols upon. The magic symbol phrase must be drawn on the face of the unrolled scroll as large as the scroll allows, then the scroll must be rolled up and secured (tied or taped shut) then the magic symbol phrase must be drawn on the outside of the rolled up scroll as well, so that it does not need to be opened to know what it does. All scrolls take effect 3 seconds after opening them (to allow for proper "reading" time) and have a Magic Retention time of 3 minutes per Level of the Scroll. If the magic of the scroll is not used in those 3 minutes/Level, the magic dissipates and fades and may not be called upon, effectively "wasting" the scroll to no effect.
Character must use enough Spells out of their Spell Cycle to cast the Spell they wish to Scribe, plus one Spell more to empower the Scroll,
All writing on the parchment must be done in a language with a Read/Write Skill.
All scrolls expire by midnight.
Effect:
Creates a readable only scroll containing one of the Characters known Prayers or Spells.
A Scroll can be read at any time by anybody and the magic takes its effect with no Spell Cycle cost to the reading Player. The Scrolls magic allows for it to be read by anyone, regardless of Read/Write Skills, and of any Guild, except for Dimwits.
All Scrolls have a 3 minute Magic Retention time per Level after opening/reading to use the effects provided by the Scroll, and then the benefits of the Scroll are lost.
Level 2
Scrolls now have a 6 minute Magic Retention time after opening/reading to use the effects provided
Level 3
Scrolls now have a 9 minute Magic Retention time per Level after opening/reading to use the effects provided.
See the Astral
Casting Time- 3S, Spell Slots- 1
Spell Type - Linger
Action
Character must raise hand below their eyes as if to shield them from the sun if it was reflecting off of a mirrored floor, and the hand must be held open and flat below the level of the eyes.
Character must announce "See the Astral 3M".
Effect
As long as the Hand stays below the eyes the Character may see Astral Target Players.
Effects are lost with the lowering of the hand.
Character may not see those in Shadows, or those that are Invisible.
Effects last 3 minutes.
Level 2
Character must announce "See the Astral 6M".
Effects last 6 minutes.
Level 3
Character must announce "See the Astral 9M".
Effects last 9 minutes.
Character can now transfer this Spell by touch to another Player.
See the Hidden
Casting Time- 3S, Spell Slots- 1
Spell Type - Linger
Action
Character Must raise hand above their eyes as if to shield them from the sun and the hand must be held closed in a fist and flat on top of the eyes..
Character must announce "See the Hidden 3M".
Effect
As long as the Hand stays above the eyes the Character may see Hidden Target Players.
Effects are lost with the lowering of the hand.
Character may not see those that are Invisible, or those in the Astral Plane.
Effects last 3 minutes.
Level 2
Character must announce "See the Hidden 6M".
Effects last 6 minutes.
Level 3
Character must announce "See the Hidden 9M".
Effects last 9 minutes.
Character can now transfer this Spell by touch to another Player.
See the Invisible
Casting Time- 3S, Spell Slots- 1
Spell Type - Linger
Action
Character must raise hand above their eyes as if to shield them from the sun and the hand must be held open and flat on top of the eyes.
Character must announce "See the Invisible 3M".
Effect
As long as the Hand stays above the eyes the Character may see Invisible Players.
Effects are lost with the lowering of the hand.
Character may not see those in Shadows, or those in the Astral Plane.
Effects last 3 minutes.
Level 2
Character must announce "See the Invisible 6M".
Effects last 6 minutes.
Level 3
Character must announce "See the Invisible 9M".
Effects last 9 minutes.
Character can now transfer this Spell by touch to another Player.
Set on Drown
Casting Time- 6S, Spell Slots- 2
Spell Type - Instant
Action
Character must touch a Target Player on the Body.
Character must yell "Set on Drown".
Effect
Target Player is Drowning and receives 1 Hit Point of Damage to the Body per every 3 seconds and must behave accordingly.
Character may wish to announce "Drown!" every 3 seconds to signal the Hit Point loss.
To save a drowning Target Player a second Player must beat out the water with 1 short punch/push on the Target Players stomach every second for 3 seconds. Expelling the water in this manner stops all Hit Point damage right from the moment the Target Player receives the help. If the assisting Player does not attend to the drowning Target Player for the full 3 seconds damage continues as stated above.
Level 2
Character can now touch two Target Players at once per single Casting.
Level 3
Character can now touch two Target Players individual of each other and at different times (within the 30 second Spell Retention Time) per single casting.
Set on Electrify
Casting Time- 6S, Spell Slots- 2
Spell Type - Instant
Action
Character must touch a Target Player on the Body.
Character must yell "Set on Electrif ".
Effect
Target Player is being Electrified and receives 1 Hit Point of Damage to the Body per every 3 seconds and must behave accordingly.
Character may wish to announce "Eletrify!" every 3 seconds to signal the Hit Point loss.
To save a Electrified Target Player a second Player must restart the heart with 1 short punch/push on the Target Players stomach every second for 3 seconds. Restarting the heart in this manner stops all Hit Point damage right from the moment the Target Player receives the help. If the assisting Player does not attend to the Electrified Target Player for the full 3 seconds damage continues as stated above.
Level 2
Character can now touch two Target Players at once per single Casting.
Level 3
Character can now touch two Target Players individual of each other and at different times (within the 30 second Spell Retention Time) per single casting.
Set on Fire
Casting Time- 6S, Spell Slots- 2
Spell Type - Instant
Action
Character must touch a Target Player on the Body.
Character must yell "Set on Fire".
Effect
Target Player is on fire and receives 1 Hit Point of Damage to the Body per every 3 seconds and must behave accordingly.
Character may wish to announce "Burn!" every 3 seconds to signal the Hit Point loss.
To extinguish the flames a second Player must beat out the flames with hands, a cloak, a shield etc. for 3 seconds. Extinguishing the flames in this manner stops all Hit Point damage right from the moment the Target Player receives the help. If the assisting Player does not attend to the burning Target Player for the full 3 seconds damage continues as stated above.
Level 2
Character can now touch two Target Players at once per single Casting.
Level 3
Character can now touch two Target Players individual of each other and at different times (within the 30 second Spell Retention Time) per single casting.
Set on Life Drain
Casting Time- 6S, Spell Slots- 2
Spell Type - Linger
Action
Character must be within 10 feet of a Target Player and Character must be motionless and must not move for the entire duration of the Spell. All effects are lost with movement.
Character must have eye contact and must point at Target Player.
Character must announce "Set on Life Drain".
Effect
Target player must fall to the ground as if their entire body is in great pain. Target Player recieves 1 Hit Point of Damage per 3 seconds to the Body and continues to receive 1 Hit Point every 3 seconds until the Spell is cancelled, the casting Character moves or is moved, or until the Target Player is Dead.
Character may wish to announce "Life Drain!" every 3 seconds to signal the Hit Point loss.
Upon Target Players death, the Character receives +1 Hit Point to their Body.
Level 2
Character can now point at 2 Target Players at once per casting and receive +2 Hit Points to their Body in this way.
Level 3
The Character receives +3 Hit Points to their Body or may 'give' another Player by touch any Body Hit Point gained through this Spell following the 30 second Spell Retention Rule.
Set on Quicksand
Casting Time- 6S, Spell Slots- 2
Spell Type - Instant
Action
Character must touch a Target Player on the Body.
Character must yell "Set on Quicksand".
Effect
Target Player is suddenly standing in quicksand and must behave accordingly. Assuming that the Target Player is starting from a standing position, they must spend 3 seconds lowering themselves to one knee. The next 3 seconds must be spent lowering themselves to both knees. The next 3 seconds must be spent lowering themselves to a sitting position, with their legs outstretched in front of their Body. The next 3 seconds must be spent lying down flat with one arm fully reaching up to the sky. The next 3 seconds must be spent lowering their arm. The Target Player is now dead.
Character may wish to announce "Quicksand!" every 3 seconds to assist the Target Player in the timing the stages of their sinking.
To save a Target Player in Quicksand a second Player must grab onto the Target Player and 'pull' them out for 3 seconds. Helping them in this manner stops all sinking right from the moment the Target Player receives the help. If the assisting Player does not attend to the Target Player in Quicksand for the full 3 seconds effects continues as stated above.
Level 2
Character can now touch two Target Players at once per single Casting.
Level 3
Character can now touch two Target Players individual of each other and at different times (within the 30 second Spell Retention Time) per single casting.
Sever Stone
Casting Time- 9S, Spell Slots- 3
Spell Type - Instant
Action
Character must kill or find a dead Player Character.
Character must spend 30 seconds chanting and weaving over the chest of the Target Dead Player.
Character must "stab" Target Player in the body.
Character must announce "Sever Stone".
Effect
The Character may remove Target Players Life Stone.
Level 2
Character may now chant and weave over the corpse for only 20 Seconds.
Level 3
Character may now chant and weave over the corpse for only 10 Seconds.
Shadow Meld
Casting Time- 3S, Spell Slots- 1
Spell Type - Linger
Action
Character must be hiding in a shadow large enough to cover their entire body.
Character must be motionless and unnoticed for 10 seconds.
Effect
Character becomes un detectable from their surroundings.
Character must hold left arm out with the forearm bent at 90 degrees bent to point upwards and the hand must be closed into a fist held in the air.
All benefits are lost with the loss of the shadow, ie a flashlight beamed on the Character cancels the Skill.
Character can move as long as they are always in a discernable shadow.
Effects last 3 minutes.
Level 2
Effects last 6 minutes.
Level 3
Effects last 9 minutes.
Character may choose to hide another Player in the Shadows with them. In this case they both must have 1 hand in the air signaling that they are Hidden. Target Player must stay in constant contact with the Character. Target Players Effects instantly negated with loss of Contact.
Shock Ball
Casting Time- 3S, Spell Slots- 1
Spell Type - Instant
Action
Character must have appropriate number of tennis balls on them completely wrapped in Silver tape.
Character must announce "Shock Ball".
Effect
Character may now throw the tennis balls at a Target Player, announcing "Shock Ball" with the throw and regardless if the Character has the Thrown Weapons Skill or not.
Each ball does 3 Points of damage.
Character can create 1 Shock ball per Spell.
Level 2
Character may now hold the Shock ball in their hand to physically contact a Target Player as if their Fist was made of Lightning. This allows 1 attempt at physically striking out and hitting a Target Player with the 'Shock Fist' (must announce "Shock Ball"). If a good hit is made, the Target Player receives 3 HP of damage wherever they were struck, and the Shock ball is now no more.
Level 3
Character may now physically contact a Target Player with the 'Shock Fist' (must announce "Shock Ball") and do 3 HP damage wherever they hit, and this will now no longer destroy the Shock ball. The Shock ball can be used a second time for a throw only (must announce "Shock Ball") and still doing 3 HP damage to the Target Area hit.
Shock Boulder
Casting Time- 6S, Spell Slots- 2
Spell Type - Instant
Action
Character must have 5 inch round Dodge ball on them completely wrapped in Silver tape.
Character must announce "Shock Boulder".
Effect
Character may now throw the Dodge ball at a Target Player, announcing "Shock Boulder" with the throw and regardless if the Character has the Thrown Weapons Skill or not.
Each ball does 6 Points of damage.
Character can create 1 Shock Boulder per Spell.
Level 2
Character may now hold the Shock ball in their hand to physically contact a Target Player as if their Fist was made of Lightning. This allows 1 attempt at physically striking out and hitting a Target Player with the 'Shock Fist' (must announce "Shock Boulder"). If a good hit is made, the Target Player receives 6 HP of damage wherever they were struck, and the Shock Boulder is now no more.
Level 3
Character may now physically contact a Target Player with the 'Shock Fist' (must announce "Shock Boulder") and do 6 HP damage wherever they hit, and this will now no longer destroy the Shock Boulder. The Shock ball can be used a second time for a throw only (must announce "Shock Boulder") and still doing 6 HP damage to the Target Area hit.
Shockwave
Casting Time- 12S, Spell Slots- 4
Spell Type - Instant
Action
Character must have a two handed Great weapon.
Character must hit the ground with the weapon and announce "Shockwave".
Effect
All Players within a 10 foot radius of the Character must travel directly away from the Character for 6 feet and fall down to the ground.
Level 2
The Character can now create 2 Shockwaves per casting within the 30 second Spell Retention Time.
Level 3
Character no longer needs a Two handed weapon to work this magic, they merely have to stomp on the ground hard.
**Spell Specialization~ Cursed Quake**
"... and so it was done, with a trembling touch of a Card just one, did a Curse change a Man and new Magic was spun, and so it was done..."
~ the recollections of Game Master
The Casting time is now reduced to 6 seconds.
Silence
Casting Time- 6S, Spell Slots- 2
Spell Type - Instant
Action
Character must touch a Target Player.
Character must announce "Silence 1M".
Effect
Character may not speak for 1 minute, and because of this can perform no Spell or Prayer, as both require a spoken element to work their magic. Psionics still function and should be announced as normal as they are mentally controlled and Skills may still be announced and used but that is all.
Effects last for 1 minute.
Level 2
Character must have eye contact and be no more than 5 feet away from Target Player.
Character must point a Target Player and announce "Silence 1M".
Effects last for 1 minute.
Level 3
Character can throw rice to hit the body of a Target Player and announce "Silence 1M".
Effects last for 1 minute.
Sleep
Casting Time- 3S, Spell Slots- 1
Spell Type - Instant
Action
Character must touch Target Player.
Character must yell "Sleep 1M".
Effect
Target Player falls instantly to Sleep.
Effects of Sleep can be dispelled through use of magic or some Skills, or the normal ways as well. Receiving a Hit Point of damage will wake them before the duration ends, as will shaking or bumping the sleeping Player for at least 3 seconds.
Effects last 1 minute.
Level 2
Character can now touch two Target Players at once per single Casting and announce "Sleep 1M".
Effects last 1 minutes.
Level 3
Character can throw rice to hit the bodys of Target Players and announce "Sleep 1M". Any Target Player hit is affected.
Effects last for 1 minutes.
Sorcerous Berserk
Casting Time- 12S, Spell Slots- 4
Spell Type - Linger
Action
Character must have eye contact with a Targted Player.
Character must drop all hand held weapons and shields.
Character must yell “Berserk”.
Effect
Character receives +3 Body, +2 Arms and +2 Legs. These bonus HP can go above your maximum HP allowed.
Characters punches now inflict 1 point of damage each.
Character must immediately attack the target player unless before reaching target player, a second player crosses between them. This second player now becomes the Target Player, the first forgotten.
Character will never target a Player that he shares Clan Nature with, they are immune.
After killing 1 target player Berserk and its effects are canceled and the Character must spend 30 seconds unable to do nothing more than defend themselves due to exhaustion.
Character can choose to "Swallow their rage.". Instead of spending 30 seconds in an exhausted state after going Berserk, they can now use those 30 seconds to kneel down/hunch over the Target Player they just killed using the Berserk skill, and the Character can keep any of the extra Hit Points that Berserk gave them to heal them selves. Character can no longer exceed their Hit Point Maximum, so any extra HP is lost.
Example : Grog the Barbarian enters combat with Pete the Pontiff. The Pontiff hits the Barbarian in the leg with his staff dealing 1 hit point to the leg. This upsets Grog and he Beserks. Receiving no damage in return, Grog pounds Pontiff Pete into the pavement. Afterwards, Grog crouches over Pete for 30 seconds and he can add 1 Point of the +2 Leg Points that he gained with the skill to his previously injured leg. Grog the Barbarian now stands up fully healed. All the other Armour bonuses are now lost.
Level 2
Character may select two target players before suffering exhaustion
Level 3
Character may select three target players before suffering exhaustion.
Sorrow
Casting Time- 6S, Spell Slots- 2
Spell Type - Instant
Action
Character must throw rice at a Target Player and hit them in the Body.
Character must yell "Sorrow 10S".
Effect
Target Player is instantly overwhelmed with grief and sorrow and can perform no Ability, Skill, Spell, Psionic, Circle or Prayer for the duration of the Spell.
Also, if the Target Player has no Gold Coins in their pouches, their sorrow is so powerful they must run away from the casting Character for the duration of the Spell.
Effects last for 10 Seconds.
Level 2
Character must yell "Sorrow 20S".
Effects last for 20 Seconds.
Level 3
Character must yell "Sorrow 30S".
Effects last for 30 Seconds.
Spell Stretch
Casting Time- 3S, Spell Slots- 1
Spell Type - Linger
Action
Character must already be in the middle of a Spell with a duration about to expire.
Character must spend one more Spell out of their Cycle to extend the duration of the expiring Spell by one more minute.
Character must announce "Spell Stretch- (Insert original Spell name here) 1M".
Spell Stretch may be used while under the influence of any other spell, and may exclude certain rules of Spell casting. Please see the Note below this description.
Effect
The original Spell now has a new duration of 1 more minute.
Example - Flyte, the Flying Mage, has 8 Spells/Spell Cycle. The wizard casts Fly (costs 2 Spells from his Spell Cycle, leaving Flyte with 6 left) and into the air he goes. While he is in the air, a horde of Goblins explode from the bush and cluster under him, waiting for his duration to end and for him to come down. Flyte does not wish to land so he casts Spell Stretch. He chants and weaves in the air (the 3 second mandatory casting time) while still spinning the rope, and he casts "Spell Stretch- Fly 1M" (This costs him another Spell out of his Cycle, leaving him with 5). Flyte is now airbourne for 1 minute longer.
If Spell Stretching a Spell (Spells only! Can not Spell Stretch a Prayer, Rune, Psionic or Circle) on another Player, the Spell Stretching Character must touch the Target Player and announce
"Spell Stretch- (Insert original Spell name here) 1M".
Spell Stretch may never be used more than once on any Spell.
Example - Wilbur the Wizard wants to teach his young apprentice a lesson and casts " Petrify 5M ", the rice hits and the apprentice turns into living rock. 4 minutes into it, Wilbur decides that the apprentice hasn't yet learned the lesson and decides to stretch the spell. After 3 seconds of casting time ( for Spell Stretch, NOT the original spell of Petrify that has a casting time of 9 seconds ) Wilbur must then point at and make eye contact with his unfortunate pupil and announce "Spell Stretch - Petrify 1M", leaving the remorseful pupil there for a total of 6 minutes.
Level 2
Effects of Spell Stretch now last 2 minutes.
Character must announce "Spell Stretch- (Insert original Spell name here) 2M".
Level 3
Effects of Spell Stretch now last 3 minutes.
Character must announce "Spell Stretch- (Insert original Spell name here) 3M"
~~NOTE~~
Under some conditions, Spell Stretch may break the Rules of Spell casting, specifically the "Both feet must be planted and may not move at all during Casting" rule. This would be difficult to do while flying without landing, which is the exact opposite of what you want when extending a Fly spell. Or if a Wizard is just about to run out of the protection of a Resist Pain Spell, and then the Mage gets "Set On Fire". One can not recast a Spell from the beginning properly, whilst running all about on fire. But you can stretch the Spell, under these circumstances. Most times in Game Play, Spell Stretch can and should follow all Rules for Spell Casting, but there are some times where it can not, and on the field amendments are allowed.
~~~~~~~~
Stench of the Dead
Casting Time- 3S, Spell Slots- 1
Spell Type - Instant
Action
Character must throw rice 360 x 1 revolution of arm and hit multiple Target Players in the Body.
Character must yell "Cloud of Stench 10S ".
Effect
Any Target Player hit by the rice in the Body can perform no other actions for the duration of the effects other than to fall to their knees and start to suffer violent dry heaves as they gag on the foul air.
Effects last 10 seconds.
Level 2
Character may throw rice 360 x 2 revolutions of arm
Character must announce "Cloud of Stench 10S".
Effects last 20 seconds.
Level 3
Character may throw rice 360 x 3 revolutions of arm
Character must announce "Cloud of Stench 10S".
Effects last 30 seconds.
Stone To Flesh
Casting Time- 9S, Spell Slots- 3
Spell Type - Instant
Action
Character must touch a Target Player who has been turned to stone.
Character must announce "Stone To Flesh".
Effect
Target Player returns to normal flesh and bone, with Hit Points, Spell/Prayer Cycles and Mana as they were before Petrification.
Level 2
Character can now touch two Target Players at once per single Casting.
Level 3
Any Target Player restored through this magic is returned to Flesh with full Body Hit Points but the Arms and Legs remain as they were before Petrification.
Teleport
Casting Time- 9S, Spell Slots- 3
Spell Type - Linger
Action
The Character must hold both arms straight out to the side so that they resemble a walking letter T for as long as the duration lasts or until Character wishes to end the Spell. Dropping the arms cancels the magic.
Character must announce "Teleport".
Effect
Character is now considered vanished and cannot be detected by any variation of See the Invisible, Hidden or Astral, or Scent.
Character must travel to a different location in a straight line, and the end location must have been in visual sight of the Character as he cast. Upon reaching that location, if the Duration allows, the Spell ends.
Character can hear or see nothing as they are traveling, nor may they interact with any one in any way.
Effects last for 10 seconds.
Level 2
Effects last for 20 seconds.
Level 3
Character may take 1 other Player with them in Teleport (be they willing or not) by touch, and they must stay in touch with Target Player for the length of the Duration.
Effects last for 30 seconds.
Throwing Stones
Casting Time- 3S, Spell Slots- 1
Spell Type - Instant
Action
Character must have appropriate amount of Tennis balls wrapped in Grey Duct Tape.
Character must announce "Throwing Stones".
Effect
Character creates and can throw 1 Stone or a Sling Stone (a tennis ball completely wrapped Duct Tape Grey, and it is allowed to have up to 2 feet of string taped to it as well so that the string can be used to spin the ball into motion like a Sling), regardless of if the Character has Thrown Weapons Skill or not.
Level 2
Character can now create and throw 2 Stones or Sling Stones
Level 3
Character can now create and throw 3 Stones or Sling Stones.
Trip
Casting Time- 3S, Spell Slots- 1
Spell Type - Instant
Action
Character must throw rice and hit one or more Target Players in the Legs, INCLUDING below the Knees.
Character must announce "Trip".
Effect
Any Target Player hit anywhere in the Leg must fall down.
Level 2
Character can throw rice twice per casting, within the 30 second Spell Retention Time.
Level 3
Character can throw rice three times per casting, within the 30 second Spell Retention Time.
Tongues
Casting Time- 3S, Spell Slots- 1
Spell Type - Linger
Action
Character must announce "Tongues 10M".
Effect
Character understands all spoken languages.
Effects last for 10 minutes.
Level 2
Character can now receive the effects and can include 1 willing Target Player by touch, per casting.
Level 3
Character can now receive the effects and can include 2 willing Target Players by touch, per casting.
Tongues of Truth
Casting Time- 6S, Spell Slots- 2
Spell Type - Linger
Action
Character must be holding a Target Player by the wrist and must have eye contact.
Character must stay motionless holding the Targets Players wrist for the Spells entire duration.
Character can then ask questions of the Targeted Player which the Targeted Player must answer.
Character must announce "Tongues of Truth 3".
Effect
Targeted Player must answer as quickly as possible and can answer any way they want, but at the end of their answer they must declare whether the answer was the honest truth as the Targeted Player understands it, or if the Targeted Player has lied. Example - Character asks "Is fire hot?" Target Player answers "Yes ... Truth." Character asks "Is water wet?" Target player answers "No ... Lie".
The effects are lost with releasing the Target Players wrist or after asking 3 questions.
Level 2
Character must announce "Tongues of Truth 6".
The effects are lost with releasing the Target Players wrist or after asking 6 questions.
Level 3
Character must announce "Tongues of Truth 9".
The effects are lost with releasing the Target Players wrist or after asking 9 questions.
~~NOTE~~
Characters with Level 2 Dim Witted may, at any time they wish, add a third response of "I Don't Know.".
~~~~~~~~
Turn Dead
Casting Time- 3S, Spell Slots- 1
Spell Type - Instant
Action
UnDead Target Player(s) must be within 10 feet from casting Character.
Character must have eye contact with UnDead Target Player.
Character must hold arm straight out and pointing at the UnDead Target Player(s) they wish to turn and hand must be flexed upwards as if in a stopping motion, palm facing towards the UnDead Target Player(s).
Character must announce "Turn UnDead 1M".
Effect
The Dead Target Player will avoid the casting Character, will not attack them and will try to find a new Target Player if one is to be found for the duration of the spell.
Character may Turn one UnDead, per single casting.
If a Character belongs to a religious faction, and has a religious Symbol of their Faith upon them, they may hold the Symbol in the out stretched hand, and add one more use of this Spell per single casting (totaling 2 uses), and both uses must be within the 30 Second Spell Retention Rule. After 30 seconds any unused Turn Deads leftover dissolve as the magic expires.
Example - Wee Wallace the Wizard is faced with 4 Level 1 Zombies. After his appropriate casting time is spent he has cast Turn Dead. Wee Wallace holds out his hand in a stopping motion and in that hand is also his Holy Symbol. The Wizard turns to the first Zombie and announces "Turn Dead 30S" and the thing turns and walks away (for 30 seconds at least anyways). He repeats this with a second UnDead, thanks to his ever present Holy Symbol. For the other two UnDead Wee Wallace must either recast the Spell, or find an alternative answer.
Effects last 1 minute.
Level 2
Character may Turn up to two UnDead, per single casting.
If a Character belongs to a religious faction, and has a religious Symbol of their Faith upon them, they may hold the Symbol in the out stretched hand, and add one more use of this Spell per single casting (totaling 3 uses), and all must be within the 30 Second Spell Retention Rule.
Character must announce "Turn Dead 2M".
Effects last 2 minutes.
Level 3
Character may Turn up to three UnDead, per single casting.
If a Character belongs to a religious faction, and has a religious Symbol of their Faith upon them, they may hold the Symbol in the out stretched hand, and add one more use of this Spell per single casting (totaling 4 uses), and all must be within the 30 Second Spell Retention Rule.
Character must announce "Turn Dead 3M".
Effects last 3 minutes.
Transfer Pouch
Casting Time- 3S, Spell Slots- 1
Spell Type - Instant
Action
Character must notice a Target Player attempting to pick their pockets.
Character must announce "Transfer Pouch".
Effect
Target Thief receives the pouch they pick pocketed, but the Character may visually choose one of the Pick Pocketing Players pouches to receive in return. Both Character and Target player exchange pouches then the thief must flee for thier regular time limit before they are allowed to notice the switch.
Level 2
Character can transfer this spell to another Player by touch, if their pockets are being picked.
Level 3
Character may visually choose two of the Pick Pocketing Players pouches to receive in return. Crime doesn't pay.
Watchguard
Casting Time- 3S, Spell Slots- 1
Spell Type - Linger
Action
Character must announce "Watchguard 10M".
Effect
Character may set up a circular protective perimeter with no more than 3 Trip-Alarms.
(Please refer to the Weapons, Armour and Traps section for details on the Basic Trap of Trip-Alarm)
Character may use 3 Trip-Alarms from the Basic Traps Skill as per the rules listed in the Traps section, even though they may not possess the Basic Traps Skill.
Character has 10 minutes to set their Traps, after that, whether the Trap is finished or not, the Spell ends and the knowledge is lost.
All Traps should be removed and are inert at Midnight.
Effects last for 10 minutes, Set Traps last til midnight.
Level 2
Character must announce "Watchguard 15M".
Character may now create up to 6 Trip-Alarms in the now 15 minutes allowed.
Effects last for 15 minutes, Set Traps last til midnight.
Level 3
Character must announce "Watchguard 20M".
Character may now create up to 9 Trip-Alarms in the now 20 minutes allowed.
Effects last for 10 minutes, Set Traps last til midnight.
Weapon of Wizardry
(A common Item Enchantment)
Casting Time- 9S, Spell Slots- 3
Spell Type - Instant
Action
Character must have a weapon in their hands that they wish to enchant.
Character must announce "Weapon of Wizardry 10M".
Effect
The weapon now acts as an enchanted blade and may be used to hit NPC/monsters that may not be hit by normal weapons.
The weapon now acts as Enchanted and as an extension of the Characters touch. For any spell that requires the Character to touch the Target Player the weapon may be used to touch the Target Player instead.
Effects last for 10 minutes.
Level 2
Character must announce "Weapon of Wizardry 20M".
Effects last for 20 minutes.
Level 3
Character must announce "Weapon of Wizardry 30M".
Effects last for 30 minutes.
Winds of Confusion
Casting Time- 3S, Spell Slots- 1
Spell Type - Linger
Action
Character must touch a Target Player on the Body.
Must announce "Confusion 10S".
Effect
Target Player is now confused and forgets what they are doing and cannot use Spells, Prayers, Psionics, Runes, Skills anything for 10 seconds.
Level 2
Character may now throw the rice and hit one Target Player on the Body.
Effects will last for 15 seconds Character must announce "Confusion 10S".
Level 3
Character may now throw the rice and hit multiple Target Players on the Body.
Character must announce "Confusion 10S".
Wizards Blade
(A common Item Enchantment)
Casting Time- 6S, Spell Slots- 2
Spell Type - Instant
Action
Character must be using a two handed weapon with a minimum 6 inch of blade or top thrusting spike.
Character must first spend the proper 6 seconds in casting and weaving over the blade, and must announce "Wizards Blade 1M".
Character then has 1 minute to strike 1 Target Player in the body with a thrust of their weapon and announce "Impale".
Effect
Target Player receives 6 Hit Points of damage to the Body.
Effects last for 1 minute or until the 1 "Impale" announcement is used.
Level 2
Character may now announce "Wizards Blade 2M".
Effects last for 2 minutes or until the 1 "Impale" announcement is used.
Level 3
Character may now announce "Wizards Blade 3M".
Effects last for 3 minutes or until the 1 "Impale" announcement is used.
Words of Truth
Casting Time- 6S, Spell Slots- 2
Spell Type - Linger
Action
Character must have eye contact and touch Target Player.
Character must announce "Words of Truth 3".
Effect
Character can then ask questions of the Targeted Player which they must answer.
Targeted Player must answer as quickly as possible and must answer absolutely truthfully as the Target Player understands it.
The effects are lost with releasing the Target Players wrist or after 3 questions are answered or 3 minutes have elapsed.
Questions asked of the dead must be answered truthfully, as the Target Player understands it, and the dead may only grunt or wheeze a positive response, or a negative one, to all questions asked. They may not speak to the Character in words, but must answer the questions wordlessly, and truthfully.
Effects are instant and there is no duration to this Spell if used this way. The Character casts, the Target Player speaks, and the magic is gone.
Level 2
Character must announce "Words of Truth 6".
The effects are lost after 6 questions are answered or 3 minutes have elapsed.
Level 3
Character must announce "Words of Truth 9".
Character may use this Spell on 2 Target Players by touch and eye contact per single casting.
The effects are lost after 9 questions are answered or 3 minutes have elapsed.