| Chapter 8 : Magic Systems
Playing a magic user requires the participant to think and is a constant challenge. It is not enough to simply say the spell�s incantation and watch the targets react. You must be able to think quickly, speak clearly, and react with lighting-fast reflexes. The magic-based classes are among the most challenging and rewarding to play. Each class, especially those with magic, must be played within the spirit of the rules defining it. There is a great deal of trust and honor involved, and someone abusing the rules of any class can easily disturb game balance. Wizards, healers, druids and bards (collectively referred to as magic-users) are urged to dress and act as recognizable members of their classes, which are not only powerful, but also spectacular. If you have difficulty understanding the magic system, don�t hesitate to ask your Guildmaster or a Reeve. The Rules of Magic: Magic must be said loudly and clearly enough to be heard within 50 feet or by the target, whichever is closer. When casting verbal magic with a single target, the caster must announce the targets name immediately before the incantation (class and a unique descriptor will suffice if name is unknown). A player must stand still when casting magic, unless otherwise stated or specified in the magic�s description. The same applies to all class abilities and skills that require activation. If a player moves his feet while casting magic it is interrupted and not cast. The caster must reset and begin casting again. The target of magic must be in range when the spell is completed for it to count. Dead players are always considered willing for the purposes of magic. Incomplete or interrupted magic has no effect, and does not count as if it were used. Any hand being used to cast magic must be empty with the exception of magical components or the target of a touch spell such as Heal. Magical balls charged in the left hand may be transferred to the right hand before throwing. Unless they buy Ambidexterity, Wizards and Druids must cast spellball magic with their left hand and may not cast if their left arm is wounded. Healers and Bards may cast with either hand. All magic is listed as a spell, enchantment, fixed enchantment, magical ball or neutral. This distinction can have a great impact on play so note it carefully. Unless noted otherwise, fixed enchantments follow all general rules for enchantments. Unless noted otherwise, magical balls follow all general rules for spells. Enchantments (E) a) A person may carry only one at a time unless explicitly noted otherwise in a spell or class, such as the Stack magic or the Attuned ability. Note: Reanimate and Lich are enchantments. b) When a person moves from where they died, any enchantments they carry are lost. Unless they have moved, Resurrected players retain enchantments unless specifically prohibited. Summon Dead does not return missing enchantments to players. c) Will only cover one object (for example a person, a weapon, armor, etc). Thus while you may be protected from flame, your armor and equipment is not. The same applies to class abilities. d) Enchantments cast on equipment count against the number of enchantments that may be carried. e) Enchantments cast on equipment only function when used by the player who was in possession of the item when it was enchanted. Example: If you give a Bladesharped sword to another player, the enchantment does not function. f) If you are carrying an enchantment you cast on yourself, it is removed when you begin casting other magic unless otherwise noted. g) May not be cast on unwilling participants or their equipment; though this does not prevent them from being the target of enchantment effects such as Touch of Death. h) Must be denoted by a visible enchantment strip and announced if asked. i) Enchantments nullified must be removed. j) Enchantments on a dead player should remain while on the battlefield as they may affect attempts to Resurrect, Talk to Dead, etc. k) If already wearing your maximum number of enchantments, you must have an enchantment removed by the appropriate means (Cancel from the caster, Dispel Magic, etc) before receiving another. l) When cast upon objects, they cover the entire object; i.e. a robe with Protection from Flame on it would prevent Fireballs from affecting the wearer if they struck the robe. If they struck a part of the player not covered by the robe then the player would be affected as normal. m) May be dispelled. Fixed Enchantments (FE) a) Disappear (never to return) when their caster dies or travels farther than 100 feet from them. b) Are considered to be on the area of ground and do not dissipate when other magic is cast. c) A player may only have a single fixed enchantment active at a time. Casting a fixed enchantment while another fixed enchantment from the same player is already active causes both enchantments to be negated. d) May be dispelled. Magical Balls (B) a) A magic-user may physically carry no more than 7 magical balls of each type. Pages and other players may not carry extra magical balls. b) A magic-user may have only one type of magical ball charged at a time. c) When an item is struck by multiple simulcast magical balls, only the first magical ball from that group affects that item; i.e. a shield hit by two simulcast Lightning Bolts is simply destroyed, but the wielder is unharmed. This rule does not apply to armor; i.e. if a player wearing torso armor and two Protects is struck in the torso armor by two simulcast Ice Balls, he loses both of his protects. d) When a Lightning Bolt, Fireball, or similar destructive magical ball strikes a player in a location covered by armor, the armor is destroyed in that hit location and the magic affects the player as normal unless otherwise noted. Magical balls that deal damage (such as Magic Bolt) affect armor as normal per projectiles unless otherwise noted. e) Magical balls of the Subdual School have no effect on equipment that is not being carried. Example: You may not Iceball a players shield if it is not being wielded or carried by them. f) Magic balls, except where explicitly noted, only affect the first thing they hit. g) Unless otherwise noted, magical balls are not engulfing. h) Barring any enchantments or magical effects, garb strikes count as hitting the player if the magic ball would have continued on to hit the player. i.e. You may not block Lightning Bolts with your cloak. i) All magic classes must have a list of which magic they have bought for that game on them at all times. Failure to have this list renders a player incapable of casting magic. Failure to wear appropriate class garb also negates magic abilities. j) Beginning an incantation discharges all of your unused magical balls and interrupts the incantation of any other magic you were casting. k) Spellcasters may never be affected by their own spellballs. Magic points must be evenly distributed between levels; however, any number of higher-level magic points may be spent on a lower level once the initial distribution is done. Relics such as the Sword of Flame are objects of great power. A relic will generally win any question of magical superiority unless the magic specifically states otherwise. Spells completely cast and enchantments discharged are considered used, even if they were ineffective against their targets. The same is true of all class abilities. Example, Touch of Death is used on a 6th level monk. The Monk is immune to the effect and the enchantment is discharged harmlessly. In the event of a conflict between magic that is not directly covered by the rules, the higher-level magic is considered more powerful. If the magic is of the same level, the defensive magic is more powerful. In the case of confusion or contradictions, then the specific magic description should be the final source. Use your common sense when ironing out problems. The Reeve�s word is final. If what looks like 30 feet to you is determined to be 60 feet by a reeve, then it is 60 feet. Protections cast on a target have no effect on effects already active; i.e. casting Protection from Magic on a person who is Yielded does not free them from the Yield, though it would prevent them from being killed by a Fireball. Magic Clarifications Immunities to magic are based on the School of magic they belong to. Exceptions to this are noted under the limitations of the spell. Note that immunities do not extend to equipment. Additional immunities, unless specified, do not exist. Reeves may assist in placing a mage�s components, such as markers for a fixed enchantment. A break in the casting of magic is defined as either improper or non-magical wording and/or a gap of two or more seconds between words. This prevents, for example long spells from being cast while under the influence of a magic that requires an ongoing verbal component such as the chanting of �Commune� for the Commune spell. Effects and magic with ongoing chants require the chant to be repeated with no more than a 5 second pause. Chants must be audible to 50 feet. The Schools of Magic: There are eight schools of magic. Each represents a different type of effect. Note that immunities are based on the school. Therefore, as Hold Person is a magic of the Subdual school, a barbarian, immune to subdual effects, is not affected. Stun, on the other hand, is of the Sorcery school, and barbarians would be affected by it. Control: Controls the mind, will, or senses. Death: An effect whose consequence is death or the withering of a body part. Flame: Produces heat, fire, or lightning Neutral: Magic that is neutral in terms of its School. They cannot be dispelled. Protection: Causes the target to be protected in some way. Sorcery: Effects that are purely magical in nature or somehow affect magic itself. Spirit: An effect that has to do with the forces of life. Includes healing. Subdual: Causes the target to be subdued in some manner. Magic Format Key: C: Classes and levels who can use the magic. I: Incantation and gestures R: Range (if any) L: Limitations or Restrictions E: Effect N: Notes Magic Listing Key: Type � Enchantment (E), Fixed enchantment (FE), Spell (S), Magical ball (B), Neutral (N) Uses � Number of times you may cast that magic when you pay for one use. (�u� means unlimited) Cost � The cost in magic points for one use. Max � The maximum uses that you may purchase. School � The School of magic the magic belongs to. ================================================================================= Magic per Class and Level: The tables on the following pages list the magic available to mages at their respective levels. The table lists the magic�s name, type, school, number of uses, cost and max number that may be purchased. Bard Magic First Level Type School Uses Cost Max Range Cancel S Sorcery unlimited 0 --- 50� Charm S Control 1/life 2 2 20� Hold Person S Subdual 1/life 1 4 20� Presence N Neutral 1/game 1 4 --- Protection/Control E Protection 1/game 1 4 --- Visit N Neutral 1/game 1 4 --- Second Level Legend S Control 1/game 1 4 20� Liplock E Sorcery unlimited 2 --- --- Protection/Subdual E Protection 1/game 1 4 --- Talk to Dead S Spirit 1/life 1 4 --- Truth S Control 1/life 1 2 20� Druid Magic First Level Type School Uses Cost Max Range Bladesharp E Sorcery 1/game 1 4 --- Cancel S Sorcery unlimited 0 --- 50� Cure Poison S Spirit 1/life 1 4 --- Entangle B Subdual 1/bolt(U) 1 4 thrown Heal S Spirit 1/life 1 4 --- Heat Weapon S Flame 1/life 1 4 20� Rot S Sorcery 1/life 1 4 --- Warp Wood S Sorcery 1/life 1 4 20� Second Level Barkskin E Protection 1/game 1 4 --- Confusion S Control 1/game 1 4 50� Cure Disease S Spirit 1/life 1 4 --- Magical Projectile E Sorcery 1/game 1 4 --- Mend S Sorcery 1/life 1 8 --- Protection/Flame E Protection 1/game 1 4 --- Thornwall FE Sorcery 1/game 1 4 15� line Touch/Paralyzation E Sorc/Subd 1/game 1 4 --- Healer Magic First Level Type School Uses Cost Max Range Bless E Protection 1/life 2 4 --- Cancel S Sorcery unlimited 0 --- 50� Cure Poison S Spirit 1/life 1 4 --- Heal S Spirit unlimited 0 --- --- Lost S Subdual 1/game 1 4 20� Melt S Sorcery 1/life 1 4 --- Mend S Sorcery 1/life 1 8 --- Mute S Control 1/life 1 4 20� Stun Weapon E Subdual unlimited 0 --- --- Talk to Dead S Spirit 1/life 1 4 --- Second Level Banish S Sorcery 1/life 1 4 20� Cure Disease S Spirit 1/life 1 8 --- Curse Weapon S Neutral 1/life 1 4 20� Entangle B Subdual 1/bolt(U) 1 4 thrown Fast Heal S Spirit 1/life 1 4 --- Heal Extend S Spirit 1/life 1 8 20� Protection/Poison E Protection 1/life 1 4 --- Sleep S Subdual 1/life 1 2 20� Swords to Plowshares S Spirit 1/life 1 2 20� Wizard First Level Type School Uses Cost Max Range Bladesharp E Sorcery 1/game 1 8 --- Cancel S Sorcery unlimited 0 --- 50� Enchant Shield E Protection 1/game 1 4 --- Heat Weapon S Flame 1/life 1 4 20� Honor Duel S Sorcery unlimited 1 --- 20� Iceball B Subdual 1/bolt(U) 1 4 thrown Magic Bolt B Sorcery 1/bolt(U) 1 4 --- Shove S Sorcery 1/life 1 4 20� Stun Weapon E Subdual unlimited 0 --- --- Talk to Dead S Spirit 1/life 1 4 --- Second Level Circle of Protection FE Sorcery unlimited 2 --- 5� dia Death Strike E Death 1/game 1 4 --- Forcewall FE Sorcery 1/game 1 4 15� line Harden E Protection 1/game 1 4 --- Hold Person S Subdual 1/life 1 4 20� Lightning Bolt B Flame 1/bolt(U) 1 4 thrown Liplock E Sorcery unlimited 2 --- --- Mend S Sorcery 1/life 1 4 --- Messenger E Sorcery 1/game 1 --- --- Protection/Flame E Protection 1/game 1 4 --- Wounding S Death 1/life 2 2 20� ================================================================================= Spell Descriptions Banish (Healer 2) M: Undead or extra-planar creature. I: Repeat x5 �I banish thee monster.� R: 20 ft. E: Monster is removed from play for a 300 count. It will come back at the spot where it was Banished -does not count as a life lost for the creature. Three successful Banishments on the same life of a creature will kill the creature. N: May not be dispelled. Only usable on undead and extra-planar creatures. Barkskin (Druid 2) M: Person, brown enchantment strip I: Touch person and repeat x5 �May nature protect thee,� attach cloth to person. R: Touch E: Recipient gains one point of armor to all hit locations. L: The protection is only from physical attacks, including Magic Bolt and Flame Bolt. Cannot be used with other armor. N: May be simul-cast up to four times for a total of four points of armor. Behaves just like normal armor. May be cast on players that cannot normally wear armor. Is not a form of invulnerability. Cannot be combined with other armor, magical or non-magical. May not be mended or repaired. Bladesharp (Wizard 1, Druid 1) M: Yellow enchantment strip I: Hold weapon in free hand and repeat x5 �Enchant this weapon,� tie cloth on weapon. R: Touch E: Weapon deals one additional point of damage. May be simulcast up to four times on one weapon allowing it to deal up to four extra points of damage. This does not make it a red weapon. L: Only usable on bladed or blunt weapons; cannot be applied to piercing or projectile weapons. Bless (Healer 1) M: Blue enchantment strip, item of garb or armor I: Touch item and repeat x5 �I bless thee.� tie blue strip to item. R: Touch E: Person is immune to the first physical hit of any type, excluding magical balls. L: Immunity only applies to areas covered by the item. May not be simulcast. N: Is not armor, may not be Mended or Healed. Is considered a form of limited invulnerability. Magic Bolts and Flame Bolts are considered physical blows for this spell�s purposes. Cancel (Bard 1, Druid 1, Healer 1, Wizard 1) I: Repeat x2 �I cancel my magic.� R: 50 ft. E: A spell, enchantment, or fixed enchantment you cast is negated and expended. L: May not be used on a magical ball already thrown. Magic that is completed when cast such as Heal and Resurrect cannot be cancelled. The Permanency spell cannot be canceled. Charm (Bard 1) I: State �Charm� - followed by a 20 syllable or more poem - followed by �Charmed.� R: 20 ft E: Enemy player is given a task by the caster, such as sing or dance about, which he must perform. The caster should describe what he wants the Charmed player to do within a 50 count after casting the spell. The caster may not be attacked by the victim during this time. If the caster dies before the instructions for the Charm are given, the player is freed of the Charm. If the caster has not given his instructions within a 50 count the Charmed player is freed. Spell ends when the task is completed or a 150 count has elapsed, whichever comes first. L: You may not Charm somebody to affect his own person, equipment, or teammates. The victim may defend himself if attacked, but otherwise may not interact with other players unless it is required to complete the Charm. The victim may move immediately to a safe, out of the way location, if performing the Charm at their current location would place him at a battlefield disadvantage. If moving to a safe location, the count for the Charm begins when the victim arrives at that location. Impossible tasks such as, �Bring me the moon in a teacup� result in the Charm being wasted. N: The charmed player�s count starts the moment they are Charmed, except as noted above. Circle of Protection (Wizard 2) M: 15 ft white cloth or rope (approximately 5 ft diameter) I: Lay cloth in a circle, repeat x5 �Circle of protection,� place person(s) and/or item(s) you wish to protect inside. E: Person(s)/item(s) inside can�t harm or be harmed by anyone outside the circle, nor can they cast magic that affects anyone or any thing outside the circle. Forces outside the Circle of Protection may not affect them. L: Can�t block or restrict access to an area. Cannot be used as a cage. No one can enter without recasting the magic. Neither game items, nor persons acting as game items may be put inside. Protection starts when you step inside the cast circle. N: Magic in the process of being cast inside the circle is broken when the circle is broken (e.g., no Doomsday circles). Players outside the circle can detect its presence (it is linked to this plane). May be removed by Dispel Magic or having an Anti-Magic fixed enchantment cast with the circle inside its area of effect. Confusion (Bard 5, Druid 2) I: Repeat x5 �By the power of (my mind/nature), I you will be confused.� R: 50 ft. E: Target must attack the nearest creature(s) by the most lethal means possible for a 100 count (with magic if the target wishes). The target must look around for the nearest player before attacking, but can then attack that person until it is dead, or choose to change to another target that becomes closer. If the �closest� person is killed, the target must look around for a new target and continue until the 100 count is up. L: Monsters are immune. Pacify ends this effect. N: The affected player is encouraged to �role-play� the Confusion. Reeves are encouraged to penalize players who make only half-hearted attempts at this effect and to shorten the next death count of targets that play it well. Cure Disease (Druid 2, Healer 2) M: An undead, diseased or like type creature I: Repeat x5 �I cure thy illness� R: Touch E: Converts diseased or undead creature back to human, or removes disease from an object. N: This is not a Resurrect spell. If dead, the target must still come back to life normally. Does not heal any wounds caused by a diseased weapon. Cure Poison (Druid 1, Healer 1) M: Poisoned player I: Repeat x10 �Cure Poison.� R: Touch E: May be used to cure poison on a person at time of casting. Also, can remove the effects of poison from an object. N: Is not a Heal spell, wounds remain after Cure Poison is cast. Curse Weapon (Healer 2) I: Indicate the target player and repeat x5 �I curse that <weapon>." Be specific if possible. R: 20 ft. E: The targeted weapon must be dropped and is useless for a 300 count. L: If the target has more than one weapon, the specific weapon must be noted at the beginning of the spell. N: Mend and Repair have no effect on a Cursed Weapon. Death Strike (Wizard 2) M: Black enchantment strip, melee weapon I: "May this weapon slay its victim." x5. Upon a successful attack, state �Death Strike.� R: Touch E: Wounds inflicted by the weapon kill. This will not affect a player through armor, even if the strike successfully penetrated the armor. L: Enchantment is lost after killing one person or strikes physical invulnerability (Bless, Protect, Enchant Armor, Natural Invulnerable Armor, and Stoneskin). N: Monks (5th level), Berserk Barbarians (4th level), and Paladins are immune. Death Strike does only normal weapon damage against Protection from Magic and Protection from Death. Enchant Shield (Wizard 1) M: Blue enchantment cloth, Shield I: Shield in hand, repeat x5 �Enchant this shield,� tie cloth to shield so it is visible. R: Touch E: Shield may not be destroyed by any means except Sphere of Annihilation. The shield is not affected by other magic. Engulfing magic balls that strike the shield still affect the holder of the shield. L: A hit from a white weapon will affect the bearer of the shield as per normal, though the shield itself is undamaged. Entangle (Druid 1, Healer 2) M: Brown spellball I: Hold ball and repeat x5 �Entangle.� R: Thrown E: Victim is stuck in place for 300 count or until each leg is struck ten times by a slashing weapon. The victim may not move or communicate in any fashion, and neither the victim nor his equipment can be effected in any way - except where noted below. It is considered Engulfing. L: Beings immune to Flame may not be freed by a Fireball or Flameblade. A ball may not be reused if the spell is in effect (on a victim), but may be reused once the victim is free. N: Dispel Magic, Rot, Freedom, or a touch from a Flameblade will instantly negate the effect. One Fireball striking the victim will instantly negate the effect. Shove, Teleport, and Wind may be used normally on an affected victim. Fast Heal (Healer 2) I: "The gentle power of healing heals thy wounds" x2 R: Touch E: Same as Heal spell, except for incantation. N: Can not be canceled or dispelled. Forcewall (Wizard 2) M: 15 ft. blue cloth or rope I: Lay cloth out in straight line, repeat x10 �Forcewall.� R: Touch E: Creates an impenetrable 10-foot wall N: Nothing may cross this wall. It will stop all verbal spells, melee and missile combat, spell balls, and all magical effects. Some in game effects (like a river of lava), may be able to simply move around the wall, but cannot destroy or overcome it. Harden (Wizard 2) M: Maroon enchantment strip I: Tie cloth on object, repeat x5 �Harden this (name of item).� R: Touch E: Makes object indestructible, except versus Sphere of Annihilation. L: Cannot be placed on players, garb, armor or anything else that covers a player directly. May be cast on shields. Heal (Druid 1, Healer 1) M: Person I: Touch person and state: �Healing 1, Healing 2...� through �Healing 30.� R: Touch E: Person�s wound is healed. It will also remove the effects of Subdual, and will free a victim from Petrify in a 30 count after the spell is completed. N: May be used on self. Will repair one point of natural armor on any one hit location. Healers do not require a spell book or scroll to cast Heal. Heal Extend (Healer 2) I: State �Heal Extend,� identify target, then recite the Heal spell. R: 20 ft. E: Except for range, identical to the Heal spell. Heat Weapon (Druid 1, Wizard 1) I: Repeat x2 �By the might of the sun, I heat that (weapon).� Be specific, if possible. R: 20 ft E: The weapon is considered useless for a 300 count and must be dropped. L: Works against any weapon, but not armor or shields. Someone protected against flame effects may continue to wield the weapon (but it does no additional damage and does not become a flame weapon). N: Mend will not restore the weapon. Heat Weapon does affect Hardened weapons. Hold Person (Bard 1, Wizard 2) I: Repeat x3 �I command you to stop.� R: 20 ft E: Victim may not move feet for 100 count. May yell, fight or cast any magic that does not involve moving feet. N: May be cast while moving. Wizards do not require a spell book or scroll to cast Hold Person. Honor Duel (Wizard 1) I: State �(the names of both contestants)� loudly and repeat x5 �Remain this duel pure.� R: 20ft (Both contestants must be within 20 ft of the caster when the incantation is finished for the spell to work.) E: Each contestant becomes completely immune to outside effects. They must duel each other until one is dead or a mutually agreed term of winning is accomplished. Participants in an Honor Duel may only affect one another and are considered to be out of play until the spell is finished. The victor may choose safe passage to their home base, ignoring all wounds until arrival. If alive, the loser must return to his base and call �Alive� to re-enter the game. L: May not be members of the same team with out the Reeve�s permission. Barbarians can not be involved in this spell. Spell is negated if no side achieves victory in a 300 count. N: Combat is limited to a reasonable area. Should the duel become a stalemate (e.g., a participant is Petrified or otherwise incapacitated) the spell will be considered a draw if no combat takes place within a 30 count and both players must then return to base. Honor Duel may not be dispelled or cancelled. May not be cast on people acting as game items. Iceball (Wizard 1) M: White spellball I: Hold ball in free hand and repeat x5 �Iceball.� R: Thrown E: Victim is stuck in place for 300 count. The victim may not move or communicate in any fashion, and neither the victim nor his equipment can be effected in any way - except where noted below. It is considered Engulfing. L: Beings immune to Flame may not be freed by a Fireball or Flameblade. A ball may not be reused if the spell is in effect (on a victim), but may be reused once the victim is free. N: Dispel Magic , Melt, and Freedom or a touch from a Flameblade will instantly negate the effect. One Fireball striking the victim will instantly negate the effect. Shove, Teleport, and Wind may be used normally on an affected victim. Legend (Bard 2) I: State �Legend,� followed by a short poem of 20+ words, and end with �Legended� R: 20 ft. E: The caster and victim move to an out of the way place within 50 ft of the casting of the spell, where the caster will perform for him. Neither the caster nor target can be attacked by anyone within a 20 ft radius. The caster may defend himself, but at the cost of canceling the spell. The victim may not do anything. Once the performance has begun, anyone susceptible to control magic may be ensnared, at the caster�s option, if they come within 20 ft of the bard while he is performing. He may ensnare a maximum number of people equal to his level. L: The �out of the way place� cannot be within 50 ft of a base. Performance has a maximum length of a 300 count (started the moment the spell is finished being cast). If ended without the death of the target(s), the targets must tag their base before returning to the game. Players not affected by Legend may not attack, cast magic, or use class abilities on the bard or his victims if within 20 ft of the caster�s performance but may enter and leave the area at will. N: The caster may attack victims of this spell, though the caster attacking anyone in a Legend frees all other victims and the Legend spell is broken. The caster and victim are considered removed from the game during their transit to the performance location. This is considered an ongoing spell effect and as such may be removed via Dispel Magic targeted on the caster. Lightning Bolt (Wizard 2) M: Yellow spellball I: Hold bolt in free hand and repeat x5 �Lightning Bolt.� R: Thrown E: Players struck die; Items struck are destroyed. Liplock (Bard 2, Wizard 2) M: Maroon enchantment strip I: Repeat x5 �Remain the truth still,� tie on cloth. R: Touch E: Bearer cannot speak or otherwise respond to questions asked under Talk to Dead or similar magic. Does not affect the Tracking ability. L: May only be cast on each player once per battlegame. N: Disappears when the person comes back to life. May be cast on an unwilling target Lost (Healer 1) I: Repeat x5 �I make thee lost.� R: 20 ft. E: Person must go back to his base before he can do anything else. The person is out of game until he reaches his destination and cannot affect or be affected by the game. L: May not be used on Teammates. N: May not be dispelled. Magical Projectile (Druid 2) M: Projectile (arrow, javelin, throwing knife, etc), yellow enchantment strip. I: Hold projectile in free hand, repeat x5 �May this projectile strike true,� tie cloth to projectile weapon. R: Touch E: Projectile will do one more point of damage than normally done by the projectile type. If this increases the damage to five points or more, the projectile can act as a shield breaking weapon. L: Monks may block these projectiles without penalty. N: This enchantment may be simulcast up to four times, providing four additional points of damage to the projectile. Magic Bolt (Wizard 1) M: Blue spellball I: Hold ball in free hand and repeat x5 �Magic Bolt.� R: Thrown E: A direct hit on a person will kill or wound them just as if it were a throwing weapon. Will destroy a shield or weapon on a hit. Destroys one point of armor. N: It is not stopped by Protection from Projectiles. Missile Block is effective against this but (Greater) Missile Block is not. Melt (Healer 1) I: "I call upon the warmth of the earth to release you." x3 R: Touch E: The target is freed of the effects of an Iceball upon completion of this spell. N: Can not be dispelled or canceled. Mend (Druid 2, Healer 1, Wizard 2) I: Repeat x10 �Make this item whole again.� R: Touch E: Will repair a damaged or destroyed item or restore all armor damage. L: Cannot be used to negate the affects of Heat Weapon., Shatter, or Cursed Weapon., or those destroyed by Sphere of Annihilation. N: If an enchanted item is Mended, its enchantment stays intact. Messenger (Wizard 2) M: Maroon enchantment strip I: Strip in free hand, repeat x10 �Safe passage unto thee,� tie cloth on player. R: Touch E: Recipient must go straight to destination, deliver message, then return where spell was cast. Cannot harm others nor be harmed, and may not be followed. Mute (Healer 1) I: Repeat x5 �I silence thee.� R: 20 ft. E: Victim cannot speak or cast magic for a 100 count. N: Speaking requirements used in class abilities to allow others to know what the player is doing (sanctuary chant, etc) are not affected and may still be used. Presence (Bard 1) I: Loudly state, �Presence� M: Maroon enchantment strip R: Touch E: Due to respect and awe for the position, all barbarians will not attack the caster during a life in which Presence is used. L: If the caster attacks or casts magic at a Barbarian, that person may ignore the affects of the caster�s Presence for the rest of the game. N: Players that are Enraged ignore Presence . Protection from Control (Bard 1) M: White enchantment cloth I: Repeat x5 �Thou art Fearless and Brave,� tie cloth on target. R: Touch E: Target is immune to Control magic and abilities. Protection from Flame (Druid 2, Wizard 2) M: White enchantment cloth I: Repeat x5 �I protect thee from the element of flame,� tie cloth on person or object. R: Touch E: Protects against all forms of flame, including all magic of the Flame School. N: Negates a Fireball�s negation of Iceball and Entangle. Protection from Poison (Healer 2) M: White enchantment cloth I: Repeat x5 �I protect thee from all deadly venoms,� tie cloth to person or object. R: Touch E: Grants a one-time immunity to poison effects (but not the wound itself if delivered by a weapon) on a person or object N: Does not protect from damage from a poisoned weapon, but only negates the poison. Protection from Subdual (Bard 2) M: White enchantment cloth I: Repeat x5 �Be stout of heart and strong of will,� tie cloth on target. R: Touch E: Target is immune to subdual magic and abilities. Target also gains immunity to being subdued or held in place by any means, excluding the Stun spell. Rot (Druid 1) M: Victim in Ensnare or Entangle I: Repeat x3 �I call upon the powers of entropy to release you.� R: Touch E: The target is freed of the effects of an Entangle upon completion of this spell. Shove (Wizard 1) I: Repeat x3 �I shove thee.� R: 20 ft. E: Forces victim to back up 20 feet directly away from the caster. L: Cannot force a person into a mundanely physically dangerous position. N: Will work against persons under effects of Iceball, Entangle, Petrify, Stun, Paralyzing Pit, and Sleep magic, as well as those who are wounded. Sleep (Healer 2) I: Repeat x5 �Close your eyes and sleep in peace.� R: 20 ft. E: Victim must lie down and �Sleep� for a 60 count. The target is awakened when struck, even if blow is ineffective. N : This offers no special protection to its target. Stun Weapon (Wizard 1, Healer 1) M: Grey enchantment strip I: Repeat x5 �May this weapon stun its victim,� tie cloth to weapon. R: Touch E: Allows any weapon to be used to subdue. L: Does not allow the weapon to affect monsters that are only affected by magic weapons. May only be used by members of the caster�s team. Swords to Plowshares (Healer 2) I: Repeat x2 �Cast down your weapons and return to the earth� R: 20 ft. E: Target wounded person is healed of all wounds. One weapon carried or wielded by target is destroyed (casters choice). N: May only be used on a wounded person carrying or wielding weapons. Talk to Dead (Healer 1, Wizard 1, Bard 2) M: Dead Person I: Repeat x3 �Reveal your secrets from beyond the grave.� R: Touch E: Dead person must answer one �yes or no� question truthfully with �yes,� �no,� or �I don�t know.� L: The spell fails if the dead player wore an un-dispelled Protection from Magic or was subjected to Sever Spirit or Desiccate. Thornwall (Druid 2) M: 15 ft. brown cloth or rope. I: Lay cloth in straight line, raise hand in air, repeat x5 �Thorns come forth.� R: Touch E: Creates a 15 ft long impassable wall of sharp thorns. L: This wall can be destroyed by 10 hits with a melee weapon, a hit from a flame effect (Fireball, Flameblade, Flame Arrow, etc) or Sphere of Annihilation. If struck by a flame effect, the wall is treated as a Flamewall for a 100 count before being consumed and disappearing. The barrier will stop all verbal and ball spells, melee and missile combat. Touch of Paralyzation (Druid 2) M: Grey enchantment strip I: Repeat x10 �Paralyzation.� Tie cloth on person�s hand. R: Touch E: If bearer of this enchantment touches a player, that player is paralyzed and may not move for a 100 count. Bearer must state �Paralyzation� to the victim as he delivers the touch. The effects are similar to a subdual blow. L: Will work through clothing, but not armor of any sort. N: Does not have to be discharged on the next person touched after the enchantment is cast, but can be saved until it is needed; must be announced when discharged. The magic itself is Sorcery, but its effect when released is Subdual magic. Targets may not be touched in an illegal, dangerous, or offensive manner. Counts as one hit against invulnerability and invulnerable armor. One use only. Truth (Bard 2) I: State �Truth� followed by a single yes or no question. The Bard may ask one question per Bard�s level. R: 20 ft E: The target must answer the question truthfully, either �yes,� �no,� or �I don�t know.� Visit (Bard 1) I: While standing at a base, very loudly state �What a wonderful day. I think I will go and pay a completely harmless visit to those nice friendly people on the other side of the field.� The caster may take no hostile actions or the magic is cancelled. The caster may defend himself if directly threatened, but must disengage as soon as possible. R: Touch E: The caster may enter and sit within/at the enemy base and/or position, and perform and talk with them. Neither the caster nor the enemy may attack one another or cast hostile magic at each other. To end the �Visit� the caster must declare that he is leaving and tag his base before returning to the game. The caster is immune to attack while coming and going (not while at the enemy camp), but is not immune to game effects or mass spells. L: Monsters may ignore Visit. Warp Wood (Druid 1) I: Repeat x2 �By the power of nature I warp that (object).� R: 20 ft. E: Item is considered useless until Mended or dispelled. L: Only works on objects made of wood such as: arrows, bows, shields, spears, pole arms, madus, staves, and any other game item declared to be wooden. Does not work on armor, unless it is wooden armor. N: Warp Wood will not affect Hardened items or Enchanted Shields. Wounding (Wizard 2) I: Repeat x2 �From my heart I strike off your (right or left/arm or leg).� R: 20 ft. E: Victim�s designated limb is wounded. L: The victim must be unwounded prior to spell casting. Has no effect on an injured player. N: May be cast while moving. Spell books or scrolls are not required to cast. Will outright kill monsters that die on wounds. May only be cast on non-wounded players. Color Code Reference Chart Table of Contents Documents Page |