| Spell Descriptions | ||||||
![]() |
||||||
| *= infinite casting but only one at a time A Acid: VC: 10 MC: Liquid Uses: 1 Delivers 200 points of damage to a dead character Adaptation: VC: 10 MC: Air Uses: 3 Allows person to breath under all conditions for ten minutes Addition: VC: 10 MC: Prop Uses: 1 Adds an Item into a scenario Adrenalin Control: VC: None MC: None Uses: 1 Allows person to control their adrenalin so that wounds afflicted on them will not take effect for 60 seconds, then the damage in full takes place Air Bolt: VC: Air Bolt MC: Prop Uses: 5 Deals 1pt of damage to person hit with prop Alchemist's Knowledge: VC: None MC: None Uses: * Allows person to identify alchemy components and gives them knowledge of how to construct many different types of potions and poisons. Contact the GM at the time of learning. Alter Item: VC: 20 MC: Item Uses: 1 Will alter one item into some other form of item Alter Reality: VC: 50 MC: Ritual Uses: 1 Will twist the fabrics of reality so that certain circumstances occur Alter Self: VC: 10 MC: None Uses: 1 Will change person slightly to give different stats to person, use the following chart: You will have 5pts to distribute. These effects last until death. Claw Hands +1 (2)(18" daggers) 3pts Hardened Skin +2 to armor 3pts Super Strength (lift heavy "stuff") 3pts Wings (able to fly) 2pts Tail +1(4'6" weapon) 2pts Animate object: VC: 20 MC: Item Uses: 2 Gives an item locomotion though it does not grant any other special abilities Armored Cloak: VC: 30 MC: Clothes Uses: * Grants person one point of armor on one piece of clothing, it may be recharged by resting on their back and reciting the VC. This spell cannot be cast on anyone but the caster and only one can be in effect at a time Assassinate: VC:20 MC: Dagger Uses:1 This spell delivers a blow that will pierce armor and kill the victim instantly regardless of their current hit points. This blow must be landed while the victim is not expecting it. Once the blow is landed it is unavoidable. Aura of Destruction: VC: 30 MC: Magic Item Uses: 1 When cast, this spell begins draining the magic item that is being used in the casting. While this spell is being cast everyone within 10' of the caster takes 5pts of damage for every second within the radius. The caster must continually announce the damage being dealt to inform the rest of the players of the effect. This spell lasts for 10seconds. Upon completion of this spell the item is disenchanted B Banishment: VC: 30 MC: None Uses: 1 This spell banishes one being to the realm of their origin for 24hrs Backstab: VC:10 MC: Dagger Uses:2 When this spell is cast the person can strike with a +5 to attack from behind. The shot must be landed in the back from the back. Blade Bless: VC: 10 MC: Weapon Uses: 5 This enchants your weapon to be magic on the next attack that you swing, hit or miss Blindness: VC: I strike you blind. MC: None Uses: 3 This spell strikes a person blind for 60 seconds Brain Storm: VC: None MC: Sit and think for 10 min Uses: 3 This spell allows the caster to think about a situation so intently that ideas begin popping into his head. These thoughts will relate to the topic that the caster is thinking about. Burning Rage: VC: Rage MC: None Uses: 1 This spell places the person in a rage like state that lasts 10 seconds. Upon completion of the spell of this you do not sustain any of the damage you took while in the rage Burning Hands: VC: Burning Hands MC: Hand Uses: 3 When you touch the target of this spell it deals 2 points of flaming damage to that location you can not target the head with this spell C Call Upon Faith: VC: 20 MC: Ritual Uses: 2 This spell boosts your next ritual spell that you do Call the Magic: VC: 30 MC: Spell Focus Uses: 1 When you cast this spell you must hold your arms straight out at a 90 degree angle and call out the damage that is done by this spell, all within the line of sight between your arms are hit for that damage. This spell deals 50pts of damage Call the Soul: VC: 30 MC: Body Uses: 1 This spell calls the soul of one person who you have the body of. It places the soul in the body of the person who the spell is being cast on Cantrip: VC: Varies MC: Varies Uses: 5 This spell can be of many things such as pinching some ones butt from a distance to making someone sneeze or tipping over a drink. This spell can only be used for little things and can not cause damage Cause Light wounds: VC: 10 MC: Touch Uses: 5 Deals 5pts of damage to the victim. Create Undead: VC: 20 MC: Bone/Sash Uses: 2 This spell turns one dead creature into a skeleton minion that has 10hp and 1pt of sectional armor, in addition it moves at full speed. Damage as per weapon. Charm Person: VC: 10 MC: None Uses: 3 This spell places one person under your control for 10min. Upon completion of this spell the person who was charmed will not remember anything that happened Circle of Healing: VC: 30 MC: 10' Rope Uses: 1 When this spell is cast the person can place one healing spell into the circle and then cast it unlimitedly until the spell is dispelled by the caster or broken in some other means Circle of Protection: VC: 10 MC: 10' Circle Uses:* This spell allows the caster to place himself or another being in a magical circle that doesn't allow any magic or magical being to pass threw. It can only be removed my the disrupt circle spell or the caster dispelling it Clone: VC: 10 MC: Touch Uses: 1 This spell creates a clone of yourself so that you can control it from a remote location. It has the same spells as you, the same magic items as you and the same hit points and armor as you. You play this character. All spells cast by your clone will spend your castings and all magic items used will be used as if you had been using them. Hit points and armor that the clone looses you will not loose. Upon the death of the clone you will appear in the exact location that the clone was in Commune with Nature: VC: Ritual MC: Ritual Uses: 1 The ability to ask your surroundings a question about if they have seen, heard, felt anything Commune: VC: 10 MC: Sash Uses: 3 The ability to communicate with any creature regardless of the language Communicate w/Planes: VC: 10 MC: None Uses: 5 The ability to communicate with beings on other planes Conjure Weapon: VC: Conjure "weapon type" MC: Weapon Uses: 3 The ability to summon a weapon Conjure Simple Item: VC: 20 MC: Prop Uses: 2 The ability to summon a simple item, such as: a cup, spoon, rock, etc. Conjure Being: VC: 50 MC: Garb Uses: 1 The ability to summon a being from another plane. This being must be passed by the game master. Conjure Gold: VC 3 MC: Pouch Uses:1 This spell allows the caster to reach into their pouch and summon 10 gold to their hand. Gold will be provided by the Game Master. Consequence: VC: 30 MC: Note Card Uses: 1 Upon casting this spell on an item, be it a door, box, or weapon, it will trigger a certain effect. The effect of the spell must be passed by the game aster. Create Artifact: VC: Ritual MC: Item Uses: 1 ever This ability allows the caster to create one artifact EVER! If this artifact is destroyed and only if it is destroyed, the caster must take the time to unlearn and relearn the spell before another artifact can be created. Before creating the artifact you must contact the game master as to what the artifact can do and if it is destroyed. Create Death Knight: VC: 50 MC: A knightly belt Uses: 1This spell turns one dead creature into a Death Knight that has 30hp and 2pts of sectional armor, in addition it moves at full speed and is not effected by normal weapons. Damage as per weapon, +1. Create Magic Gem: VC: 100 MC: Gem Uses: Once every six months This spell creates a gem of pure magic, it can hold the first spell that is cast into it. It may then cast that spell once per day. Only spells on equal or less level may be cast into the gem, if a spell higher than the level of the gem is cast into the gem, it will explode, damaging the caster for 100pts of damage Create Poison: VC: None MC: Liquid Uses: 3 This spell creates one of four poisons, 10min. Love, Death, 60sec. Sleep and 10min. Truth Create Magic Item: VC: 50 MC: Item Uses: 1 ever This ability allows the caster to create one Magic Item EVER! If this item is destroyed and only if it is destroyed, the caster must take the time to unlearn and relearn the spell before another item can be created. Before creating the item you must contact the game master as to what the item can do and if it is destroyed. Create Potion: VC: None MC: Liquid Uses: 3 This spell creates a potion that allows you to place any one spell into potion form, only one casting of the spell can be put into that potion Cure Light Wounds: VC: 10 MC: Touch Uses: 5 This spell restores 5 hit points Cure Critical: VC: 20 MC: Touch Uses : 5 This spell restores 10 hit points Cure Serious: VC: 30 MC: Touch Uses: 5 This spell restores 20 hit points Cure Disease: VC: 20 MC: Touch Uses: 3 This spell cures one disease at a time D Death Bolt: VC: Death Bolt MC: Missile Prop Uses: 2 When this projectile strikes an opponent it slays them instantly. This effect is not armor piercing. Death Strike: VC: Death Strike MC: Personal sacrifice Uses: 1 This spell is a 5ft radial blast that kills all within its range. The effect is armor piercing though it does not damage the armor it self. To cast the spell the caster must deliver a killing blow to there own chest while calling out the VC. Death Wish: VC: 30 MC: Note Card Uses: 2 This spell places a suggestion on a dead body with a command phrase, when the command phrase is spoken after the being is raised, the being must fulfill the suggestion until death or the suggestion is complete Deep Pockets: VC: None MC: Pouch Uses: 1 Items stored within a pocket or pouch with deep pockets cast on it can not be removed except by the caster, or if three separate people search the same pocket or pouch Detect Magic: VC: Detect Magic MC: None Uses: 5 This spell allows the caster to detect any magic within a 10' radius Dimensional Bolt: VC: Dimensional Bolt MC: Prop Uses: 5 Deals 1pt of damage to person hit with prop Destroy Undead: VC: 30 MC: Spell Focus Uses: 2This spell destroys an undead simply by pointing their spell focus as the designated target and speaking the VC. Disarm: VC: Disarm MC: Weapon Uses: 3 When a weapon is struck with the disarm spell the recipient of the spell must throw their weapon 10' from them, before they can go and pick it up Disenchant VC: 30 MC: Touch Uses: 2 This spell allows the caster to remove the magic from one thing Disguise: VC: None MC: Cloth Uses: 3 When a cloth is wiped over the casters face five times it changes their appearance to that of another person they have seen or a generic version of their own sex Disintegrate: VC: Disintegrate MC: Prop Uses: 1 This spell instantly slays the person hit with the prop with fire damage, in addition to this effect all items that the character has on their person when hit with the prop are destroyed. Displacement: VC: 10 MC: None Uses: 1 This spell moves the caster to the opposite side of where the attack is coming from making it nearly impossible to hit them with a normal weapon. Projectile spells and weapons will hurt them normally but melee weapons will have no effect. This spell will last for 60 seconds. Disrupt Protection VC: 20 MC: None Uses: 1 This spell will disrupt any one protection spell until the next spell reset Disrupt Circle VC: 20 MC: Touch Uses: 1 This spell will disrupt any one circle spell until the next spell reset Divine Quest: VC: Ritual MC: Ritual Uses: 1 This is a quest given to you by your deity for a reward. All quests will be assigned by the game master Divine Inspiration: VC: 50 MC: None Uses: 1 This spell will give you an inspiration as to what direction you should be heading in, this does not necessarily mean just a compass direction but possibly a direction in life in general Divine Intervention: VC: Ritual MC: Ritual Uses: 1 This spell allows you to speak with your deity and ask for a boon or gift E Earth Bolt: VC: Earth Bolt MC: Prop Uses: 5 Deals 1pt of damage to person hit with prop Elemental Aura (Air): VC: 50 MC: White Sash Uses: 1 This spell gives you the following: Immunity to gas and air based attacks Total protection from Air elementals Ability to cast fly once per day Ability to cast protection from normal missiles once per day Gives you 2pts of armor Elemental Aura (Fire): VC: 50 MC: Red Sash Uses: 1 Immunity to normal and magical fire Total protection from Fire elementals Ability to move and breath in fire Total protection from the Elemental plane of Fire (environment) Gives you 2pts of armor Elemental Aura (Water): VC: 50 MC: Blue Sash Uses: 1 Immunity to water and cold based attacks Total protection from Water elementals Ability to move and breath in water Gives you 2pts of armor Elemental Aura (Earth): VC:50 MC: Brown Sash Uses: 1 Immunity to non-magical weapons made of stone or metal Total protection from Earth elementals Ability to move and breath in earth Gives you 2pts of armor Ever Closed Eye: VC:30 MC: A Patch Uses:1 This spell allows the caster to be undetectable by magic for one hour. The caster in that hour is safe from all prying spells such as vision and fortune tell. Further more the actions that the caster preformed in that hour can not be detected by magic even after the hour is up. Escape Magical Bonds: VC: 20 MC: A knotted rope Uses:3 This spell allows the person to escape from being bound by any magical means. (IE the web spell or pin.) Enchanted Runes: VC: 10 MC: Rune Uses: 3 Enchants a rune to have a special effect, these effects will be determined by the game master upon learning this spell Energy Dart: VC: Energy Dart MC: Prop Uses: 5 Deals 1pt of damage to person hit with prop Ensnarement: VC: 10 MC: Prop Uses: 3 This spell binds a person wrists to their side and both ankles together for 60 seconds Essence Wrack: VC: 30 MC: Prop Uses: 1 This spell inflicts the ultimate suffering upon a person. It will infect all limbs and torso with a disease, separate disease per limb i.e. five cure diseases, places a curse on them and also poisons them to death. To find out what the curse is contact the game master Explosive Compound: VC: 20 MC: Prop Uses: 3 Deals 10pt of damage to person hit with prop F Fear: VC:10 MC: None Uses: 2 This spell instills fear into the recipient of the spell for 60 seconds in this time the recipient must run in fear and cower in terror Feeble Mind: VC: 20 MC: None Uses: 1 This spell removes all intelligence from the target's mind for 10 min. Final Strike: VC: Final Strike MC: None Uses: 1 This spell has a 10' explosion radius that is centered around the caster, it deals 5pts of damage Fire Bolt: VC Fire Bolt MC: Prop Uses: 5 Deals 1pt of damage to person hit with prop Fire Ball: VC: Fire Ball MC: Prop Uses: 2 Deals 10pts of fire damage to person hit with prop, no matter where you are hit it deals the damage to a kill location. This spell is armor piercing Fist of Stone: VC: 10 MC: Fist Uses: 3 This spell makes one hand from the wrist down immune to all melee and normal missile attacks Flame Spear: VC: Flame Spear MC: Prop Uses: 3 Deals 3pt of damage to person hit with prop Flame Blade: VC: 10 MC: Weapon Uses: 3 Engulfs weapon in flame for ten minutes Flaming Circle: VC: 20 MC: 10' circle Uses: * This spell allows the caster to place himself or another being in a flaming circle that doesn't allow any magic or magical being to pass threw. Anything trying to pass the circle wall will be dealt one point of damage per second in the flame. It can only be removed my the disrupt circle spell or the caster dispelling it Flaming Aura: VC: 10 MC: None Uses: 3 Engulfs the caster in flame, providing 1pt of armor Fly: VC: Fly MC: None Uses: 3 This spell allows the caster to fly. The spell ends when the caster lands Force Bolt: VC: Force Bolt MC: Prop Uses: 5 Deals 1pt of damage to person hit with prop Forget: VC: 10 MC: None Uses: 2 This spell allows the caster to make a being forget the past 10 minutes from the time of the casting of the spell Fortune Tell: VC: Question MC: None Uses: 3 Allows the caster to ask one question, they are not allowed to use proper names and will only get a vague answer G G. Circle of Protection: VC: 20 MC: 10' circle Uses: * This spell allows the caster to place himself or another being in a magical circle that doesn't allow any magic or magical being to pass threw. The caster my pass through this circle and also have his magic pass though the circle. It can only be removed my the disrupt circle spell or the caster dispelling it Gaseous Form: VC: 10 MC: Sash w/ Spell Name Uses: 3 This turns the caster into a mist like form where as no normal weapons can hurt them nor can the caster hurt anyone while in this form. Magic weapons and spells can affect the caster while in this form Globe of Invulnerability: VC: 30 MC: None Uses: 1 While this spell is cast the caster is immune to all forms of attack including magical attacks rendering him completely immune Grease: VC: 10 MC: None Uses: 3 This spell covers a small portion of the ground in a slick grease. Anyone in the radius of the spell begins to slip and fall this is represented by dropping to one knee. H Heal All Limbs: VC: Heal all Limbs MC: Touch Uses: 5 This spell heals all limbs that are wounded on a single person. The person must not be moving for this spell to work Heal Limb: VC: 20 MC: Touch Uses:* This spell heals a single limb on a person The person must not be moving for this spell to work Hide in Shadows: VC: 10 MC: Shadow Uses: 3 This spell allows the caster to hide in the shadows so well that he is invisible to the normal eye. The caster must cross his arms to signify that he is invisible. The spell ends when the caster attacks or moves out of the shadows Hide Item: VC: 30 MC: See Description Uses:3 This spell allows a person to hide an item on their body so that it can not be found by normal means. This item must be able to be concealed in a pouch or in a out of site place. Hide the Soul: VC: 30 MC: Container Uses: 1 This spell allows the caster to place his soul into a container and hide it some where. Once the spell is cast the caster cannot move the container more than ten feet from where he first places it. If another being finds the container he is allowed to give the caster three commands that the caster has to do to the best of his ability. Once all three commands are given the spell ends and the soul is returned to the caster. This spell allows the caster to regenerate from all attacks except for magic. If the caster is hit with magic they are scalped and the soul must be found in order to cast the raise dead spell on them Hold Person: VC: 10 MC: None Uses: 3 This spell freezes one person in place for 30 seconds Hypnotic Pattern: VC: None MC: Drawn Pattern Uses: 2 When a pattern is drawn and someone follows the pattern with their eyes or follows it in some manner then the spell takes effect. The effect of this spell is that you can place a command into their mind where a key word, phrase or action will trigger the command. Once the word, phrase, action is done the person must try to fulfill the command until it is complete or until they die I Ice Blade: VC: 10 MC: Weapon Uses: 3 This spell engulfs your weapon in ice for ten minutes Ice Armor: VC: 10 MC: None Uses: 3 This spell provides 1pt of aura armor Ice Spear: VC: Ice Spear MC: Prop Uses: 3 Deals 3pt of damage to person hit with prop Ice Storm: VC: Ice Storm MC: Prop Uses: 3This spell deals 1pt of damage per prop thrown. The caster can have as many props as he can fit in his hand at one time Identify: VC: 20 MC: Touch Uses: 2 This will identify one magic item. It will give the name of the item, the abilities of the item and possibly a little background of the item Image of the Beast: VC: 50 MC: Mask or Face Paint Uses: 2 At the completion of the VC the caster must put on their mask or face paint to show that they are a monster. When this spell is learned the caster must consult with the Game Master to pick what creature they are mimicking and what power they are granted. This illusion lasts until the caster dispels it or until they die Immunity to Poison: VC: None MC: Liquid Uses: 5 This makes a person immune to one poison dose. If the poison is on a weapon then the poison doesn't take effect but the damage from the blade still hurts you Invisibility: VC: Invisibility MC: Cross Arms Uses: 2 This spell makes you completely invisible to all on lookers. You must place your arms across your chest to signify that you are invisible. This spell is broken if you attack. All sounds that you make can be heard and all foot steps that can be seen i.e. in snow can be seen K Know History: VC: 20 MC: Touch Uses: 2 This spell allows the caster to know the history of one item Know Location: VC: 10 MC: None Uses: 3 This spell will tell the caster the general surroundings of one location that they know the name of or will show them the location of a place that they have been L Lich Transformation: VC: Ritual MC: Ritual/Phylactery Uses: 1This spell permanently transforms the caster into a Lich. After the spell is cast contact the Game Master for current stats. Light: VC: 3sylibles MC: Flashlight Uses: * This spell allows the caster to use a flashlight Lightning Bolt: VC: Lightning Bolt MC: Prop Uses: 3 This spell is armor piercing and deals 10pts of damage to a kill location no matter where it hits Liquid Form VC: 10 MC Sash w/ Spell Name Uses: 3 This spell turns the caster into liquid. All normal weapons have no effect on the caster. All cold based attacks do half damage but the caster must move at half speed. All fire based attacks do double damage Locate Object: VC: Question MC: None Uses: 3 This spell will show the caster the location of any one well known item. The responses may be very clear or vague Lower Resistance: VC: 20 MC: None Uses: 2 This spell will lower the immunities and defense of one being. It will be measured case by case M Magic Mold: VC: Ritual MC: Ritual Uses: 1 Can make a 18" magic weapon or any item up to 18". Magic Sheen: VC: 30 MC: Weapon Uses: 1 This spell enchants a weapon to be magic for the duration of one hour Magic Jar: VC: 20 MC: Container Uses: 1 This spell creates a jar that can hold just about anything. It can hold magic especially well Magic Missile: VC: Magic Missile MC: Missile Prop Uses:5 Deals 3pt of damage to person hit with prop Magical Fade: VC: 20 MC: None Uses: 1 This spell removes lasting magical spell effects Mass Charm: VC: 30 MC: None Uses: 1 This spell will effect all within voice range. When the caster casts this spell it places all who hear him under the charm spell for 10 min. The rest of the spell is identical to the charm person spell Meditate: VC: None MC: Sitting Uses: 1 The caster of this spell can regain one spell casting of any one spell that they posses. This spell takes 5min to cast and the caster must be completely concentrating on this spell Mimic Spell: VC: Mimic MC: Sash Uses: 1 This spell will copy any one spell cast at the user of this spell. In turn the user of the Mimic Spell will be able to cast said spell once. Mind Over Body: VC: None MC: None Uses: 1 This spell allows the person to bring their tolerance for pain far past the threshold of normal men. This spell allows the person to absorb all hits received in the casting time to be ignored until the spell ends. Once the spell ends all damage will take full effect on the caster. The spell lasts for 5 min Mirror: VC: 10 MC: None Uses: 2 This spell bounces a spell cast at the caster directly back at the person who cast the spell on the caster Misdirection: VC: 10 MC: None Uses: 2 This spell will produce a false image to all who use divinatory magic to find out about something that you cast the spell on. You may program the results of the spell as you see fit Moment VC: Moment MC: None Uses: 3 This spell will tell the caster the exact moment to strike an opponent. This spell will give the caster a +4 to damage and armor pricing. If the shot misses the casting is not used and you can swing again until a successful hit is landed Mystic Shield: VC: 10 MC: None Uses: 3 This spell will nullify the effects of one offensive spell Mystic Aura VC: 20 MC: None Uses: 3 This spell gives the caster 1pt of armor N Nerve Strike: VC:10 MC: A chart of the locations of nerves Uses:2 When this spell is cast the person strikes out to hit a vital nerve. When the weapon is swung hit or miss the casting is blown. If the strike hits it paralysis the location for 60 seconds rendering it useless. If it hits an arm or leg it is effectively taken and can not be healed, after 60 seconds the victim regains use of that limb. If a kill location is struck it paralysis the whole body and the victim will regain motion after 60 seconds. No/Yes: VC: No/Yes MC: None Uses: 1 The No half of this spell will nullify any one action/spell. The Yes half will block a No spell Non-Detection: VC: 10 MC: None Uses: 2 This spell will make the caster undetectable for 10min. This is only for magic detection O Obsquring Mist: VC 20 MC: Smoke Uses: 1 This spell allows the caster to act as if they were not an enchanted being for 1 hour Open Gate: VC: 30 MC: None Uses: 1 This spell can open a gate to any other plane or realm that the caster knows of. The gate will stay open until the caster decides to close it. As long as it is open anyone can pass though it Open Portal: VC: 20 MC: None Uses: 1 This spell opens a portal to any place the person knows of but it only works for the caster and closes after the caster passes though it P Pacifism: VC: 20 MC: Prop Uses: 2 This spell will pacify the target if they are hit with a prop. While the target is under this spell he may not attack or defend but just try to avoid all fights and combat in general Pass though Walls: VC: 20 MC: None Uses: 3 This allows the caster to pass safely through walls Pebble to Boulder: VC: Pebble to Boulder MC: Prop Uses: 2 This spell will turn a pebble into a boulder. If a person is struck with a boulder they are dead Permanency: VC: Ritual MC: Ritual Uses: 1 This will make a temporary magical effect permanent Phantasmal Force: VC: Varies MC: Varies Uses: 3 This spell will cast an illusion that is so real that it can cause temporary damage. Any person hit by a damaging spell will take the damage but after 5min it will heal. Any person killed by phantasmal force will wake up in 5min. This spell is not only used for damaging spells Phase Door: VC: Phase Door MC: None Uses: 2 This spell will open a door in space for the caster to step through and they will appear 10' from where they started. The 10' is in a straight line Pin: VC: Pin MC: Prop Uses: 3 This spell pins the targets right foot to the ground for 60 seconds Plane Shift: VC: 30 MC: Sash w/Spell Name Uses: 1 This spell allows the caster to move from one plane of existence to another instantly Planer Resistance: VC: 10 MC: Sash w/ Spell Name Uses: * This spell will allow the caster to survive in alternate planes Planer Window: VC: 20 MC: None Uses: 3 This will allow the caster to see into another plane for 10min Poison Weapon: VC: None MC: Cloth Uses: 5 This spell will make the caster able to wipe the blade of his weapon five times and then swing poison. Hit or miss the casting is still used and must be recast Potion of Heal All Limbs: VC: None MC: Liquid Uses: 3 This potion will heal all limbs when consumed Potion of Raise Dead: VC: None MC: Liquid Uses: 2 This potion will raise the dead, it can only be administered by a living person Power Word Stun: VC: Power Word Stun MC: None Uses: 2 This spell will stun a person for 60 second. The target cannot move or talk while under this spell Power Up/Down: VC: 30 MC: None Uses: 1 This will raise the damage of a spell cast by 5 or reduce the damage of a spell cast on the caster by 5 Prot. from Undead: VC: 10 MC: Spell Focus Uses: * While this spell is being chanted no undead my approach from the front of the caster Prot. Enchanted Beings VC: 20 MC: Spell Focus Uses: * While this spell is being chanted no enchanted my approach from the front of the caster Protection from Missiles: VC: 20 MC: Sash w/Spell Name: Uses: 1 This spell will make the caster immune to all normal missile attacks Pick Pocket: VC: 30 MC: None Uses:2 This spell allows a person to walk up to someone or something and declare a pick pocket. The person must be within arms reach of the target. After the spell takes effect the caster must see the game master and declare where and what they picked off from the person. The game master will take the item from the person and discreetly give it to the caster. Q Quick Dodge: VC: Quick Dodge MC: None Uses: 1 This spell will make the caster move extremely fast enabling him to dodge out of the way of attacks and other effects up to a range of five feet. R Raise Dead: VC: 30 MC: Touch Uses: 5 This spell will raise a dead character from the dead and restore them to full hit points. It will not repair armor Recall: VC: 30 MC: None Uses: 1 This spell will allow the caster to call back one item that they have bound to them. A ritual must be performed to bind an item to the character. Regeneration: VC: None MC: Note Card Uses: 2 This spell will cause the person to regenerate in sixty seconds from all attacks. A person cannot regenerate if they are impaled, diseased in a kill location or do not have a soul Rem/Bestow Intelligence: VC: 100 MC: Item Uses: 1ever This spell will remove or bestow intelligence into one item. It can only bestow intelligence once ever. Remove Curse: VC: 30 MC: Touch Uses: 1 This spell can remove a curse that is currently in existence. This will not protect you from being cursed if you are not already under the effects of a curse. Repair Armor: VC: None MC: Touch 15sec. Uses: 5 This repairs all armor that has sustained damaged on one piece of physical armor. The caster must touch the armor for 15 sec. Repair Item: VC: 20 MC: Touch Uses: 5 This will repair one normal item to its original status. This also included armor. Repair Magic Item: VC: 30 MC: Touch Uses: 2 This will repair one broken magical item back to its magical state Repel: VC: 10 MC: Spell Focus Uses: 1 This will force one being 10' away Repulsion: VC: 10 MC: Spell Focus Uses: 1 This will force all beings 25' away Resist Cold: VC: 10 MC: Sash Uses: 5 This spell allows the caster to ignore the effect of one cold based attack. Resist Magic: VC: 30 MC: None Uses: 3 This will resist one magical effect directed towards the caster Reverse Damage: VC: 30 MC: None Uses: 1 This will reverse the full amount of one source of damage to the being delivering the damage Rising Fire: VC: 20 MC: Weapon Uses: 1 This spell engulfs the caster's weapon in fire adding 6" onto the casters weapon length and gives them the ability to swing flaming Rock to Mud: VC: 10 MC: Prop Uses:3 This will turn up to a 10' area of rock into mud. All beings passing through mud must walk on their knees. S Seclusion: VC: 50 MC: None Uses: 1 This spell will place the caster into an extra dimensional plane all by them selves. While in this place divinatory magic will fail to find the caster and this place will provide complete seclusion See Outer Planes: VC: 10 MC: None Uses: * This will allow the caster to constantly see into outer planes Sever the Web: VC: 50 MC: Touch Uses: 1 This spell will sever a person from the web of magic. While under the effect of sever the web the person will not be able to cast magic or use magic in any way for 24hrs. This includes magic items and spells Shadow Bolt: VC: Shadow Bolt MC: Prop Uses: 5 Deals 1pt of damage to person hit with prop Shadowy Touch: VC: Shadowy Touch MC: Touch Uses: 3 This will transfer 10 hit points from the target to the caster Shadowy Displacement: VC: 20 MC: Shadow Uses 2 This spell will teleport the caster from one shadow to another Sharpen: VC: 30 MC: weapon Uses: 1 This spell sharpens a weapon to deal a +1 to damage until spell reset Shatter: VC: Shatter MC: Weapon Uses: 2 This will break a single item struck by this spell Shocking Grasp: VC: Shocking Grasp MC: Touch Uses: 3 When you touch the target of this spell it deals 5 points of electric damage to that location. This spell cannot target the head. Sleep: VC: 10 MC: Prop Uses: 3 This will place the recipient of the spell will fall asleep for 60 seconds and cannot be woken for this time Soul Breaker: VC: 30 MC: Prop Uses: 1 This spell will break the spirit of a being and kill them instantly Spirit of the Earth: VC: 30 MC: Sash Uses: 1 This spell turns the caster into a hulking form that is only effected by magic. When this spell takes place the caster must have a firm reason for invoking the spirit. Once the spell is cast the caster can only move forward in the persuit of the goal. This spell lasts for 300 seconds. Stasis: VC: 30 MC: Sash Uses: 2 This spell will hold a person or item in time so that they will not be affected by time Statue: VC: Statue MC: None Uses: 2 This spell will turn the caster into a statue and will be unaffected by any weapons or spells until the spell ends when the caster moves. Steal Enchantment: VC: 30 MC: None Uses: 1 This will steal the enchantment from one item and contain the magic in the caster Steal the Soul: VC: 30 MC: Container Uses: 1 The caster can instantly remove the soul of a dead body and contain his soul in a container. This spell will raise the recipient of the spell as an undead and they must follow the casters commands until the spell ends. The recipient of the spell will regenerate in sixty seconds from normal weapons and becomes very dead if hit by magic. Stone Reading: VC: Question MC: Stones Uses: 3 This will allows the caster to read the future in the stones that he throws in front of him. Stone Skin: VC: 20 MC: None Uses: 3 This gives the caster 2pts of sectional armor Stone to Flesh: VC: 20 MC: None Uses: 2 This will turn up to 10'cubic feet of stone into flesh Suffocate: VC: 10 MC: Prop Uses: 3 This will suffocate a being for 10second dealing 1pt of damage per second Speak With Dead VC: 20 MC: Dead Person Uses: 3 This spell allows the caster to ask a dead person three yes/no questions that must be answered truthfully. Summon Zombie: VC: 10 MC: Piece of Flesh/Sash Uses: 3 This spell turns one dead creature into a zombie minion that has 5hp and moves at half speed. Damage as per weapon. Sweep: VC: Sweep MC: Prop Uses: 3 This will trip a being so they have to drop to one knee before they can return to their feet Sword of Force: VC: 20 MC: 3' Sword Uses: 1 When this spell is cast it creates a 3' sword of force that last until the caster dies. This sword does not count against the casters weapon restriction. T Teleport Others: VC: Teleport MC: None Uses: 1 This allows the caster to teleport themselves and up to 3 other people to a well known location Teleport Self: VC: Teleport MC: None Uses: 3 This allows the caster to teleport to a well known location while out of combat and while in combat it will teleport the caster 20' from the starting point of the teleport. This 20' is in a straight line Temper Weapon: VC: 20 MC: Item Uses: 2 This will strengthen a weapon so that it is unbreakable, it also increases the damage by +1. Time Stop: VC: 30 MC: None Uses: 1 This will stop time for 30 seconds Trap the Soul: VC: 50 MC: Container Uses: 1 This spell will trap a soul in a container so that it cannot be retrieved though normal magical means. Trip: VC: Trip MC: None Uses: 5 This will trip a being so that they will drop to one knee before they can return to their feet True Seeing: VC: 10 MC: None Uses: * This will allow the caster to see invisible or things that are covered by an illusion True Name: VC: True Name MC: None Uses: 1 This spell will give the caster total control over anyone who they have a true name for. This will last until the spell is disrupted or the spell runs out. This spell will last until the creature dies. Anyone who this spell is cast on will tamper with their mind. Tsunami: VC: Tsunami MC: None Uses: 1 When you cast this spell you must hold your arms straight out at a 90 degree angle and call out the damage that is done by this spell, all within the line of sight between your arms are hit for that damage. This spell deals 25pts of damage Twisting Energies: VC: 20 MC: None Uses: 1 This spell can twist any other spell into something equally or less powerful than the spell being twisted U Unholy Armor: VC: 20 MC: None Uses: 3 This gives you 2pts of sectional armor V Vision: VC: Varies MC: None Uses: 1 This spell will give a full answer of any one question asked W Ward: VC: 10 MC: Note Card Uses: 3 This spell creates a ward on an item or location where no other creature my enter. The wards effect is only for a 10' cubic area Warp Weapon: VC: 20 MC: Weapon Uses: 1 This will add 6" to your weapons total length Water Bolt: VC: Water Bolt MC: Prop Uses: 5 Deals 1pt of damage to person hit with prop Water Sphere: VC: 20 MC: Sash w/ Spell Name Uses: 1 This will place the caster in a sphere of water and provide 2pts of aura armor Weakness: VC: 20 MC: None Uses: 2 This will cause the target to move at � speed and only be able to use an 18" dagger Web: VC: Web MC: Prop Uses: 3 This spell will engulf the target in a web and will hold them there for 60 seconds; any trying to free the target will be trapped with the target for the remainder of the spell Wild Magic 1: VC: Varies MC: Varies Uses: Varies This spell will have various effects from day to day Wild Magic 2: VC: Varies MC: Varies Uses: Varies This spell will have various effects from day to day Wild Magic 3: VC: Varies MC: Varies Uses: Varies This spell will have various effects from day to day Wild Magic 4: VC: Varies MC: Varies Uses: Varies This spell will have various effects from day to day Wild Magic 5: VC: Varies MC: Varies Uses: Varies This spell will have various effects from day to day Wild Magic 6: VC: Varies MC: Varies Uses: Varies This spell will have various effects from day to day Wild Magic 7: VC: Varies MC: Varies Uses: Varies This spell will have various effects from day to day Wild Magic 8: VC: Varies MC: Varies Uses: Varies This spell will have various effects from day to day Wild Magic 9: VC: Varies MC: Varies Uses: Varies This spell will have various effects from day to day Wild Magic 10: VC: Varies MC: Varies Uses: Varies This spell will have various effects from day to day Wind Shield: VC: 10 MC: Disposable Uses: 3 This spell will allow the caster to deflect one normal projectile. Wizards Mark: VC: 10 MC: Symbol Uses: 3 This spell magically marks an item so that it is distinct to that caster Wizards Lock: VC: 10 MC: Item Uses: 2 This will enchant an item so that it can only be opened by the caster |
||||||