Spell System & Sample of Spells in the BWC

Spells

All members must read the following spell section.


Magic is what gives this club fantasy. In creating a fantasy world a spell system had to be devised for the overall smoothness of game play. Spells consists of energy, therefore; Spellcasters possess energy levels. As members advance in rank, Spellcasters also progress in energy level. For example, a 1st rank mage has 2 energy levels, a 2nd rank mage has 4 energy levels, etc. Each spell, regardless of rank, is equal to 1 energy level. (unless stated otherwise) Therefore, a 1st rank Spellcaster can cast any combination of (2) two 1st rank spells while a 2nd rank Spellcaster may use any combination of (4) four 1st and/or 2nd rank spells. As time goes on all Spellcasters have the privilege of reducing spell lengths. Reductions begin with 1st rank spells with the exception of some higher spells that do not get reduced. Certain spells are for adventures only & are listed in the Advanced Abilities & Spells section.
Casters are required to maintain their spells in a neat & orderly fashion, such as in a book or on scrolls. The paper for these books & scrolls should be similar to parchment paper & should look medieval. Spells must be written in black, red or gold ink. When casting, the Caster should be in deep concentration. Talking, excessive moving, & fighting are not allowed. The spell must be read loudly so members nearby can hear it. If the Caster is reading a spell & is hit by a weapon or spell, speaks to another member or moves excessively, then the spell is negated. To cast the Caster cannot have a mortal wound, nor a light wounds on both arms, but can have a light wound on 1 arm. After casting, the Caster can hold the spell until ready for use & can take a max of 10 steps before evoking it. If the Caster speaks to another member, moves more then 10 steps, or is hit by a weapon or spell & takes damage, then the spell is released upon the Caster (affects determined by spell). Spellbooks & scrolls may not be loaned nor taken by another member. After choosing your spells, read the explanations in the spell section so that you have a clear understanding of the spell. The spells that may be pre-cast before a battle by any Spellcaster are the spells that they can walk onto the field of battle with, but still must be read beforehand. Pre-casting is not to be confused with "instacast" during land wars.
In addition, if you cast or have a Spell of Protection of any kind placed upon you & the material component is a cape, you must wear it as a cape, not around your waist as a sash, nor around your wrist. A cape is a cape, if you do not wear it as such the spell is considered as not in effect. Additionally, you can have only 1 Protection Spell at a time. Spellcasters must inform others of such.

Basic Battle Spells

Ranger

RANK 2 FEIGN DEATH Length: 30 words Energy Cost: 1 Range: Caster Duration: Special Material: None Area: None The Ranger draws on the power of nature to slow his heart beat & breathing. This Spell is memorized & can be cast without reading from a Spell Book. The Ranger cannot move or speak or the Spell is broken.
RANK 5 CURE LIGHT WOUNDS (SELF) Length: 100 words Energy Cost: 1 Range: Self Duration: Permanent Material: Herbs Area: None This Spell allows the Ranger to cure 1 light wound on himself only.

Cavalier

RANK 1 CURE LIGHT WOUNDS Length: 1 minute meditation Energy Cost: 1 Range: Touch Duration: Permanent Material: Holy Symbol Area: 1 creature The Cavalier must chant for 1 minute to heal a light wound for anyone. They must pray to their god & cannot move while invoking the Spell.
RANK 2 SPEAK WITH DEAD Length: 250 words Energy Cost: 1 Range: Touch Duration: 3 questions Material: Holy Symbol Area: 1 creature With Holy Symbol in hand, the Cavalier stands or kneels beside the body of a dead creature & chants to allow contact & communication with the soul of the dead. The deceased soul is then bound to answer 3 questions, after which the connection is broken. The soul must truthfully & to the best of its understanding, answer the questions "Yes" or "No". The Cavalier may not speak to another creature nor move or the Spell is broken. The Spell does not work on the undead or creatures without souls or spirits.
RANK 3 TRUTHSPEAK Length: 75 words Energy Cost: 1 Range: Touch Duration: 1 question Material: None Area: 1 creature This Spell allows the caster to ask 1 creature any question. The creature is bound to answer the question completely & truthfully.
RANK 4 KNOW ALIGNMENT Length: 50 words Energy Cost: 1 Range: Special Duration: 1 question Material: Holy Symbol Area: 1 creature This Spell allows the Cavalier to know the alignment of any 1 creature. As the Cavalier finishes casting the spell, they look upon the creature that they wish to know the alignment of; if the creature is within arms length they are bound to answer the question truthfully. If they are not, then you must have an Elder present to watch the spell being cast & then to go find out the information to be gained.
RANK 5 CURE SERIOUS WOUNDS (SELF) Length: 150 words Energy Cost: 1 Range: Touch Duration: Permanent Material: Holy Symbol Area: caster This Spell cures all light wounds on the Cavalier only.

Cleric

RANK 1 CURE LIGHT WOUNDS Length: 200 words Energy Cost: 1 Range: Touch Duration: Permanent Material: Holy Symbol Area: 1 creature With this Spell the Cleric is able to cure 1 light wound for anyone.
RANK 2 SPEAK WITH DEAD Length: 200 words Energy Cost: 1 Range: Touch Duration: 3 questions Material: Holy Symbol Area: 1 creature With Holy Symbol in hand, the Cleric chants to allow communication with the soul of the dead. The deceased soul is then bound to answer three questions truthfully "Yes or No', after which the connection is broken. The Cleric may not speak to another creature nor move or the Spell is broken. The Spell does not work on the undead or creatures without souls or spirits.
RANK 2 SANCTUARY Length: 350 words Energy Cost: 1 Range: Caster Duration: Special Material: Prism/Crystal Area: None By chanting, the Cleric summons their deity's power to create an invulnerable field around them. After casting, they must hold a crystal above their head to maintain the Spell's effect. If the crystal falls onto or below their head the spell is broken. The crystal must be held by both hands, & the arms/hands cannot rest upon the head. The Cleric is impervious to all attacks, including magic (dispel magic will cancel the spell). The Cleric is still a physical entity & may speak, block, & move. No one come closer than 3' nor grab the Cleric & vise-versa.
RANK 2 TRUTH SPEAK Length: 75 words Energy Cost: 1 Range: Touch Duration: 1 question Material: None Area: 1 creature This Spell allows the caster to ask 1 creature any question. The creature is bound to answer the question completely & truthfully.
RANK 3 WORD OF HOLDING Length: 150 words Energy Cost: 1 Range: Throwing distance Duration: a count of 100 Material: Bright orange spellball Area: 1 creature If struck by the spell ball you are held by the power of the Cleric's deity, the victim must remain motionless, count clearly & loudly to 100 (by ones). This spell penetrates all armor but does not go through shields. This is not a "SPECIAL WEAPON" & cannot be thrown into a fortification. Invocation is: "I [Name] invoke Word Of Holding!"
RANK 5 CURE SERIOUS WOUNDS Length: 300 words Energy Cost: 1 Range: Touch Duration: Permanent Material: Holy Symbol Area: 1 creature This Spell cures all light wounds on anyone.
RANK 6 DISPEL MAGIC Length: 175 words Energy Cost: 1 Range: Caster Duration: Instant Material: Holy Symbol Area: 10 ft. radius The Caster can negate most magic which is not permanent in nature, in a 10' radius around them, but does not affect any magic on the caster. If invoked at the same time as another Spell (within the radius) it will negate the entering Spell's effect. (Example: A Necromancer invokes a Stinking Cloud. The spell is negated by the Dispel Magic before it can take effect.) A Caster can only dispel spells of equal or lower of their Rank. This does NOT effect the ability to dispel magic as it is being invoked. Invocation: "I, [Name] Dispel Magic at {Your Rank}!"
RANK 7 CURE MORTAL WOUNDS Length: 400 words Energy Cost: 1 Range: Touch Duration: Permanent Material: Holy Symbol Area: 1 creature This Spell allows the Cleric to cure anyone who is mortally wounded.
RANK 8 DIVINE POWER Length: 150 words Energy Cost: 1 Range: Touch Duration: Permanent Material: None Area: 1 artifact Allows divine energy to be channel into an artifact. This affects only artifacts made by a Cleric or Templar which use charges. Artifact is recharged per charge, unless the optional Power & Skill is possessed.
RANK 10 RESURRECTION Length: 500 words Energy Cost: 1 Range: Touch Duration: Permanent Material: Holy Symbol Area: 1 creature Allows the Cleric to Resurrect 1 person. The person Resurrected is completely healed, but armor is not mended.

Templar

RANK 1 TRUTHSPEAK/See Cleric Length: 75 words Energy Cost: 1 Range: Touch Duration: 1 question Material: None Area: 1 creature
RANK 2 CURE LIGHT WOUNDS (SELF) Length: 100 words Energy Cost: 1 Range: Touch Duration: Permanent Material: Holy Symbol Area: caster With this Spell the Templar can cure 1 light wound on themselves only.
RANK 3 SPEAK WITH DEAD/See Cleric Length: 200 words Energy Cost: 1 Range: Touch Duration: 3 questions Material: Holy Symbol Area: 1 creature
RANK 4 CURE LIGHT WOUNDS (OTHERS) Length: 200 words Energy Cost: 1 Range: Touch Duration: Permanent Material: Holy Symbol Area: 1 creature With this Spell the Templar is able to cure 1 light wound for others.
RANK 5 WORD OF HOLDING/See Cleric Length: 150 words Energy Cost: 1 Range: Throwing distance Duration: a count of 100 Material: Bright Orange Spellball Area: 1 creature
RANK 7 CURE SERIOUS WOUNDS (SELF) Length: 150 words Energy Cost: 1 Range: Touch Duration: Permanent Material: Holy Symbol Area: caster This Spell cures all light wounds on the Templar only.
RANK 8 DIVINE POWER Length: 150 words Energy Cost: 1 Range: Touch Duration: Permanent Material: None Area: 1 artifact Allows divine energy to be channel into a artifact. This affects only artifacts made by a Cleric or Templar which use charges. Artifact is recharged per charge, unless the optional Power & Skill is possessed.
RANK 9 WRATH OF GOD Length: 200 words Energy Cost: 1 Range: Throwing distance Duration: Instant Material: Silver Spellball Area: 1 creature The Templar calls forth the Wrath of their Deity, which instead of divine healing, is divine pain. The spell inflicts a mortal wound to the torso of the person hit directly. The direct hit penetrates all armor, but can be blocked by a shield. This is not a "SPECIAL WEAPON" & cannot be thrown into a fortification. Invocation is "I [Name] invoke [Deities Name] Wrath."
RANK 10 CURE SERIOUS WOUNDS (OTHERS) Length: 300 words Energy Cost: 1 Range: Touch Duration: Permanent Material: Holy Symbol Area: 1 creature This Spell cures all light wounds on anyone.

Druid

RANK 1 FEIGN DEATH/See Ranger Length: 30 words Energy Cost: 1 Range: Caster Duration: Special Material: Magic Symbol Area: None
RANK 3 CURE LIGHT WOUNDS/See Cleric Length: 250 words Energy Cost: 1 Range: Touch Duration: Permanent Material: Magic Symbol Area: 1 creature
RANK 4 WARP WOOD Length: 300 words Energy Cost: 1 Range: Throwing distance Duration: Permanent Material: Gray Spellball Area: 1 item The Spell warps 1 man-sized wooden object making it unusable. (i.e. shields, bows, & non-magical chests) If larger then man-sized, such as a castle door, there is no effect. A "Mending Spell' can repair the warping. Invocation is: "I, [Name] call Nature's Warp!"
RANK 5 DISPEL MAGIC/See Cleric Length: 175 words Energy Cost: 1 Range: Caster Duration: Instant Material: Magic Symbol Area: 10 ft. radius
RANK 6 CALL LIGHTNING Length: 175 words Energy Cost: 1 Range: Throwing distance Duration: Instant Material: Blue Spellball Area: 1 creature This Spell calls forth a Bolt of Lightning which causes 4 points of damage & automatically destroys shields. A Lightning Bolt that lands in water, without hitting anything else, affects everything in the water up to a 3' radius. This is not a "SPECIAL WEAPON" & cannot be thrown into a fortification. Invocation is: "I, [Name] call Nature's Lightning!"
RANK 7 PROTECTION FROM POISON Length: 250 words Energy Cost: 1 Range: Special Duration: Special Material: Purple Cape Area: Special This spell allows the Druid to protect themselves, & then others at 8th Rank from 1 poison based attack. This includes poisoning with food or drink, as well as poison weapons, & spells. This Spell does not hinder any of the Druid's other magic. Only 1 Protection Spell can be in effect at any one time. This Spell does not negate the area affect of a Stinking Cloud. In other words, only the person with the Purple Cape is protected.
RANK 8 ENTANGLE Length: 350 words Energy Cost: 1 Range: Throwing distance Duration: Permanent Material: Brown Spellball Area: 3 ft. radius The spell causes thick vines to grow holding firm anyone in the area. Creatures can be freed by any cutting weapon by touching each limb & saying "I am freeing you!" Entangled creatures can be attacked. Burning Hands & Dispel Magic will free an entangled creature. If used in an area with no vegetation (i.e. Inside a Fortification, gravel covered area, concrete/stone area) then there is *NO* radius of effect. This Spell can't be blocked by a shield, & is not a "SPECIAL WEAPON", & can't be thrown into a fortification. Invocation is: "I [Name] invoke Natures Entangle!"
RANK 9 CURE SERIOUS WOUNDS/See Cleric Length: 350 words Energy Cost: 1 Range: Touch Duration: Permanent Material: Magic Symbol Area: 1 creature
RANK 10 BARKSKIN Length: 200 words Energy Cost: 1 Range: Caster Duration: Special Material: Brown Headband w/solid white circle at center Area: None Allows the Druid to take 1 hit from any melee weapon including blue & orange weapons, but not Magical/Special/Green Weapons. Only 1 BarkSkin can be in effect at a time. When expended, the Headband must be removed. BarkSkin does work in conjunction with the "Belt of Armor".
RANK 12 CHANNEL NATURE Length: 150 words Energy Cost: 1/0 w/nature channel Range: Touch Duration: Permanent Material: None Area: 1 item/artifact/caster Channels magical energy into a magic item, artifact, or Caster. This affects only items or artifacts made by a Mage, Necromancer, or Druid which use charges. Artifacts are recharged per charge, unless possessing the optional Power & Skill. It is also used inconjunction with the optional Power & Skill "Nature Channel", to transfer energy points back to the caster.

Mage

RANK 1 FEIGN DEATH/See Ranger Length: 30 words Energy Cost: 1 Range: Caster Duration: Special Material: None Area: None
RANK 1 MENDING Length: 125 words Energy Cost: 1 Range: Touch Duration: Permanent Material: Mending Dust Area: 1 item The Mage can bind, restore, & repair any physical material (i.e., weapons, armor, gates, etc.). A suit of armor or 20 arrows is considered 1 item. Dispel Magic does not negate the effect of a Mending Spell.
RANK 2 MAGIC SHIELD Length: 250 words Energy Cost: 2 Range: Caster Duration: Permanent Material: Bright-Green buckler shield Area: 1 creature The Mage creates a round force 12" min. to 18" max. which acts as a normal shield. It can be activated & deactivated at will. A Dispel Magic will negate it causing the Mage to recast the spell & a Mending Spell cannot repair it.
RANK 2 TRUTH SPEAK Length: 75 words Energy Cost: 1 Range: Touch Duration: 1 question Material: None Area: 1 creature This Spell allows the Mage to ask 1 creature any question. The creature must answer the question completely & truthfully.
RANK 3 BURNING HANDS Length: 100 words Energy Cost: 1 Range: Touch Duration: Special Material: Red Gloves Area: None The Spell generates a field of fiery energy about the hands inflicting 2 points of damage per hit per hand. The Mage can move normally after casting this Spell. When in effect, no weapons may be held. If the Mage takes a light wound to an arm, the Spell is canceled for that arm. Burning Hands has no effect on the Mage. If anything man-size made of wood is touched with both hands, it is considered to be destroyed. Also using both hands will free a person frozen by "Icestorm". A red & green ribbon with a tag attached with the word "Destroyed" tied to it, will signify the item is unusable. Burning Hands does not give the Mage extra protection of the hands. The Mage may not block, catch, or knock away a weapon, or Spellball without consequence. Burning Hands can be canceled at will by the Mage. Dispel Magic cast by another will dispel it.
RANK 3 PROTECTION FROM LIGHTNING Length: 150 words Energy Cost: 1 Range: Special Duration: Special Material: Blue Cape Area: Special The Mage can protect themselves, others at 5th rank, & objects at 7th, from 1 lightning or electrical based attack. This spell does not hinder any of the Mage's other magic while in effect. Only 1 protection Spell can be in effect at one time.
RANK 4 LIGHTNING BOLT/See Druid Length: 150 words Energy Cost: 1 Range: Throwing distance Duration: Special Material: Blue Spellball Area: 1 creature Except the invocation is "I [Name] Summon Lightning from the Elements!"
RANK 4 PROTECTION FROM ICE Length: 150 words Energy Cost: 1 Range: Special Duration: Special Material: White Cape Area: Special This Spell protects the Mage, others at 6th & objects at 8th, from 1 ice based or frost attack. It does not hinder any of Mage's other magic. Only 1 Protection Spell may be in effect on any 1 creature or object at a time.
RANK 5 DISPEL MAGIC Length: 175 words Energy Cost: 1 Range: Caster Duration: Instant Material: Small Jar/Bottle Area: 10 ft. radius The Caster can negate most magic which is not permanent in nature, in a 10' radius around them, but does not affect any magic on the caster. If invoked at the same time as another Spell (within the radius) it will negate the entering Spell's effect. (Example: A Druid invokes Nature Love. The spell is negated by the Dispel Magic before it can take effect.) A Caster can only dispel spells of equal or lower of their Rank. This does NOT effect the ability to dispel magic as it is being invoked. Invocation: "I, [Name] Dispel Magic at {Your Rank}!"
RANK 5 ICE STORM Length: 200 words Energy Cost: 1 Range: Throwing distance Duration: 5 minutes Material: White Spellball Area: 1 creature This Spell summons a sphere of ice in the Mage's hand. When a creature is hit by an Ice Storm it is frozen solid for five minutes. Creatures affected by Ice Storm cannot be harmed by any weapon & most Spells. Creatures can be freed by using Dispel Magic, Burning Hands or Fire Ball. Dispel Magic or Burning Hands will safely free an iced creature, but a Fire Ball will cause a mortal wound to the creature. Creatures iced can be physically moved. This is not a "SPECIAL WEAPON" & cannot be thrown into a fortification. Invocation is: "I [Name] Summon Ice from the Elements!"
RANK 6 STONE SKIN Length: 200 words Energy Cost: 1 Range: Caster Duration: Special Material:Gray Headband w/solid black circle at center Area:None Allows the Mage to take 1 hit from any melee weapon including blue & orange weapons, but not Magical/Special/Green Weapons. Only 1 Stone Skin can be in effect at a time, unless using optional Powers & Skills. When expended, the Headband must be removed. Stone Skin does work in conjunction with the "Belt of Armor".
RANK 6 HOLD PORTAL Length: 100 words Energy Cost: 1 Range: Touch Duration: Permanent Material:Bright Green String Area:Portal, Chest, or closable item This Spell allows a door, chest, or any other closable item to be sealed magically. Nothing can open the item except the Mage or someone casting a Release Portal Spell. Dispel Magic does not effect it. Only 1 Hold Portal can be in effect on any 1 item at a time. The item can be physically destroyed. (i.e. battering ram, ballista, FireBall, etc.)
RANK 7 RELEASE PORTAL Length: 100 words Energy Cost: 1 Range: Touch Duration: Permanent Material: Key Area: Portal, Chest, or closable item This Spell allows the Mage to open a sealed door and/or any closable item. It will destroy normal locks & latches in the process of opening.
RANK 7 PROTECTION FROM FIRE Length: 300 words Energy Cost: 1 Range: Special Duration: Special Material: Red Cape Area: Special This Spell allows the Mage to protect himself, others at 9th Rank, & objects at 11th Rank from 1 heat or fire based attack. This Spell does not hinder any of the Mage's other magic. Only 1 Protection Spell can be in effect at any one time. This Spell does not negate the area affect of a FireBall. In other words, only the person with the Red Cape is protected.
RANK 8 FIREBALL Length: 300 words Energy Cost: 1 Range: Throwing distance Duration: Instant Material: Red Spellball Area: 3 ft. radius This Spell summons a sphere of flame. When an object, or creature is hit, the sphere explodes in a 3' radius. It will destroy the person or object hit, & mortally wound everyone within the radius. A FireBall is a "SPECIAL WEAPON" that has a 3' radius of damage and penetrates all armor & shields. If a FireBall fully contacts a body of water it will be reduced in effectiveness, but due to its magical nature, it will explode as normal & anyone caught in its radius will take a light wound to each limb. A FireBall thrown into a fortification loses its radial effect. Invocation is: "I [Name] Summon Fire from the Elements!"
RANK 8 ENERGY TRANSFER Length: 150 words Energy Cost: 1/0 w/mana tap Range: Touch Duration: Permanent Material: None Area: 1 item/artifact/caster Channels magical energy into a magic item, artifact, or Caster. This affects only items or artifacts made by a Mage, Necromancer, or Druid which use charges. Artifacts are recharged per charge, unless possessing the optional Power & Skill. It is also used inconjunction with the optional Power & Skill "Mana Tap", to transfer energy points back to the caster.
RANK 9 IDENTIFY Length: 250 words Energy Cost: 1 Range: Touch Duration: Permanent Material: None Area: 1 item This Spell allows the Mage to use their magical energy to identify a magic item or a type of magic. This Spell is good for identifying all magic & magical items. An Elder must be present when casting this spell.
RANK 11 WALL OF FORCE Length: 250 words Energy Cost: 1 Range: 10 foot Duration: 15 minutes Material: Yellow Rope & Gem Area: 10 ft. W X 20 ft H wall This Spell allows the Mage to channel energy thru a small gem creating an invulnerable Wall of Force. The Wall of Force can be used in one way only, as a wall. It can be dispelled at will by the caster, or dispelled by another magic-user of the same rank or higher by casting Dispel Magic, or by two lower rank magic-users casting Dispel Magic at the same time. The caster cannot travel though the wall. "Climb Wall" ability does not work on a Wall of Force. For all general purposes the same rules that apply to fortification, apply to Wall of Force. The gem used to cast the spell is destroyed in the process of casting & cannot be reused again, it must be given to an Elder.

Necromancer

RANK 1 FEIGN DEATH/See Ranger Length: 30 words Energy Cost: 1 Range: Caster Duration: Special Material: None Area: None
RANK 2 MAGIC SHIELD Length: 250 words Energy Cost: 2 Range: Caster Duration: Permanent Material: Bright-Green buckler shield Area: 1 creature The Necromancer creates a force 12" min. to 18" max. round which acts as a normal shield. It can be activated & deactivated at will. Dispel Magic will negate it causing the Caster to recast it & a Mending Spell cannot repair it.
RANK 2 SPECTRAL HANDS Length: 100 words Energy Cost: 1 Range: Touch Duration: Special Material: Black Gloves Area: None This Spell generates a field of energy about the hands which inflicts 2 points of damage each hit per hand. The Necromancer may move normally after casting this Spell. When in effect, no weapons may be held. If the Necromancer takes a light wound to an arm, the Spell is canceled for that arm. The Spell has no effect on the Necromancer. Spectral Hands does not give the Necromancer any extra protection of the hands. The Necromancer may not block, catch, or knock away any weapon, or Spellball without consequence. Can be canceled at will by the Necromancer. Dispel Magic cast by another Spellcaster will dispel it.
RANK 3 COMMUNE WITH DEAD Length: 75 words Energy Cost: 1 Range: Touch Duration: 1 question Material: None Area: 1 creature This Spell allows the Necromancer to ask 1 dead creature any question. The creature must answer the question completely & truthfully.
RANK 3 PROTECTION FROM LIGHTNING Length: 150 words Energy Cost: 1 Range: Special Duration: Special Material: Blue Cape Area: Special This spell allows the Necromancer to protect himself, others at 5th rank, & objects at 7th, from 1 lightning or electrical based attack. This spell does not hinder any of the Necromancer's other magic while in effect. Only 1 protection Spell can be in effect at one time.
RANK 4 MAGIC MISSILE Length: 150 words Energy Cost: 1 Range: Throwing distance Duration: Special Material: Black Spellball Area: 1 creature This spell allows the Necromancer to throw an energy bolt that does 4 points of damage. It can be blocked by a shield. This is not a "SPECIAL WEAPON" & cannot be thrown into a fortification. Invocation is "I [Name] Summon Energy from the DEAD!"
RANK 4 PROTECTION FROM ICE Length: 150 words Energy Cost: 1 Range: Special Duration: Special Material: White Cape Area: Special This protects the Necromancer, others at 6th & objects at 8th Rank, from 1 ice/frost based attack. The Spell does not hinder the Caster's other magic. Only 1 Protection Spell may be in effect on any 1 creature or object at a time.
RANK 5 TRUTH SPEAK Length: 75 words Energy Cost: 1 Range: Touch Duration: 1 question Material: None Area: 1 creature This Spell allows the Necromancer to ask 1 creature any question. The creature must answer the question completely & truthfully.
RANK 5 DISPEL MAGIC Length: 175 words Energy Cost: 1 Range: Caster Duration: Instant Material: Small Jar/Bottle Area: 10 ft. radius The Caster can negate most magic which is not permanent in nature, in a 10' radius around them, but does not affect any magic on the caster. If invoked at the same time as another Spell (within the radius) it will negate the entering Spell's effect. (Example: A Cleric invokes a Word Of Holding. The spell is negated by the Dispel Magic before it can take effect.) A Caster can only dispel spells of equal or lower of their Rank. This does NOT effect the ability to dispel magic as it is being invoked. Invocation: "I, [Name] Dispel Magic at {Your Rank}!"

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