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Magic - Schools, Magic Points, Weapon Costs

Schools of Magic

There are eight schools of magic. Each represents a different type of effect. Please note that immunities are based on what school a magic is in. 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 of the target.
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.
Subdual: causes the target to be subdued in some manner.

Control
Awe/Fear
Charm
Confusion
Feeblemind
Legend
Lore
Mute
Truth
Yield

Death
Doomsday
Finger of Death
Killing Grounds
Mutual Destruction
Touch of Death
Wounding

Flame
Call Lightning
Fireball
Flameblade
Flamewall
Immolation
Heat Weapon
Lightning Bolt
Pyrotechnics
Neutral
Advancement
Ambidexterity
Dance
Enhancement
Expertise
Extension
Imbue
Lend
Mimic
Presence
Stack
Visit
Vivify
Voice
Warskill

Protection
Barkskin
Bless
Defend
Imbue Shield
Harden
Protect
Protection from Ailments
Protection from Control
Protection from Death
Protection from Flame
Protection from Magic
Protection from Projectiles
Protection from Subdual
Stoneskin
Sorcery
Acid Bolt
Anti-Magic
Berserk
Bladesharp/Bludgeon
Cancel
Circle of Protection
Commune
Confidence
Dispel Magic
Flight
Forcewall
Honor Duel
Imbue Weapon
Liplock
Magic Bolt
Magical Projectile
Mend
Messenger
Plant Door
Release
Shove
Silence
Sphere of Annihilation
Stun
Teleport
Thornwall
Touch of Death
Touch of Paralyzation
Warp Wood
Wind
Spirit
Banish
Cure Ailments
Hallowed Ground
Heal
Heal Extend
Reanimate
Regeneration
Resurrect
Sever Spirit
Summon Dead
Swords to Plowshares
Talk to Dead

Subdual
Entangle
Hold Person
Iceball
Lost
Mass Sleep
Petrify
Sleep
Stun Weapon
Touch of Paralyzation

Magic Listing Key

Type enchantment (E), fixed enchantment (FE), spell (S), magic ball (B), neutral (N)
Uses number of times you may cast that magic when you pay for one use. ("u" means unlimited)
Cost the number of magic points it costs to buy one use of that magic.
Max the maximum number of uses of that magic that you may purchase.
School The School of magic the magic belongs to.

Magic Format Key

Magic Name (Abbr. for Type, School)
C: Classes who can use the magic, and the level needed to cast them.
I: Incantation and gestures
R: Range (if any)
E: Effect
L: Limitations or Restrictions
N: Notes

Magic Points

Magic points usable to buy magic at that level
Level1st2nd3rd4th5th6th
110     
21010    
3101010   
47878  
566666 
6555555

Weapon Costs For Magic-users
(from available magic points):
Cost per 10 points of magic. (Multiple weapons must be paid for, even if of the same type.)

WeaponBardDruidHealerWizard
Dagger0000
Short3232
Long4454
Spear-4-3
Staff2232
Hinged--3-
Shield343-
Bow-5--

Weapon To Magic Point Cost Per Level
(from available magic points)
This table lists how many points you have left after deducting a weapon's cost from your magic points. In the case of multiple weapons, add their costs together and use the chart for their combined cost. For magic-user's level's 1-3, simply deduct the total weapon cost from each level of magic. For example a two point weapon would allow a player eight points of first, eight points of second, and eight points of third level magic. Note: You may carry any number of 'backup' weapons, but may only use the number you have paid for. Example: A player who bought a short sword may carry more than a single short sword, but he may not fight Florentine unless he paid the points for another short sword. Quick Reference of Deductions for Weapons Based on Cost

Weapon
Cost
Magic
User's
Level
1st2nd3rd4th5th6th
146777
555656
6454545
246666
545555
6444444
345556
544445
6343434
444545
543434
6333333
543444
533333
6232323
643333
522323
6222222
742223
512222
6121212
841212
511112
6111111
940111
510101
6010101
 
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