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Magic - Descriptions (F through L)

Feeblemind (S, Control)
C: Druid 5
I: Point at victim, repeat x3 "By the power of my mind, I confuse and erase yours."
R: 50 ft
E: Victim may not cast magic or use any abilities of their class. Victims may still fight with melee weapons.
L: Death or Dispel Magic will remove this effect.
N: Class abilities already in use when Feeblemind is cast continue to function. Example: A Warrior may continue to use his Improved Weapon if already on a weapon, but would be unable to use his Repair Item ability.

Finger of Death (S, Death)
C: Druid 6, Wizard 4
I: Point at victim, repeat x5 "I call for your death."
R: 50 ft
E: Person dies.

Fireball (B, Flame)
C: Wizard 4
M: Padded red "Fireball" with streamers
I: Hold ball in free hand and repeat x5 "Fireball."
E: Destroys (or kills) anything it touches while moving, even on a roll or foot shot (it affects all targets it touches not just the first thing struck). When throwing the caster may declare that the Fireball is "remain active." If this is done, the Fireball will continue to burn for up to two minutes after it comes to a stop, destroying the very next thing it touches and ending the effect. Bounces count.

Flameblade (E, Flame)
C: Druid 5
M: Enchantment strip, edged weapon
I: Tie strip to weapon, repeat x10 "Flameblade."
E: Weapon becomes Red. This weapon now negates Iceball and Entangle hits to the wielder and frees other players from an Iceball or Entangle with a touch. The weapon itself is immune to further Flame magic.
L: This is not equal to, and should not be confused with, the relic Sword of Flame.

Flamewall (FE, Flame)
C: Druid 4
M: 10 ft. long cloth.
I: Lay cloth in straight line, raise hands, repeat x5 "By the might of nature, I call forth a flaming wall."
E: Creates a wall of flame. Anyone not protected who touches or crosses it will be killed. Melee cannot take place across wall.
N: Protection from Magic will not protect a player from this - though Protection from Flame will.

Flight (E, Sorcery)
C: Wizard 5
M: Yellow enchantment strip
I: Tie strip on self and state "Wouldn't it be nice to fly way up in the cloudy sky, looking through the falcon's eye, at the world that's drifting by?"
E: Caster must occasionally flap their arms and emit piercing screeches for the duration of the spell (this requirement does not interfere with the casting of magic). Immune to melee attacks by non-flyers. Immune to projectile and magic ball attacks from within twenty feet. Caster may use verbal magics without losing the enchantment.
L: May only be cast on self. May not engage in melee combat with non-flyers.
N: Range for all game effects is considered to be the same as actual physical range. Loss of an arm will dissipate this magic. Caster cannot voluntarily end this spell, but may remove it with Cancel or Dispel Magic.

Forcewall (FE, Sorcery)
C: Wizard 2
M: 10 ft. cloth
I: Lay cloth out in straight line, repeat x10 "Forcewall."
E: Creates an impenetrable 10-foot wall
N: Nothing may cross this wall. Nothing. Seriously. Not magic, not projectiles, not anything. Zero, zip, zilch, nada.

Hallowed Ground (FE, Spirit)
C: Healer 6
M: 10 ft. cloth
I: Lay cloth out in circle, repeat x2 "No weapons can be raised herein, soothe your injuries, allay your fears. For all who enter, peace is had, none may fight on Hallowed Ground."
E: Persons within the circle may take no hostile action towards anyone else, and may not take any action at all towards members of other teams. Persons within the circle are immune to attacks by anybody within 20ft of the circle. While in the circle each player must count "Heal 1, Heal 2..." through "Heal 20" out loud cyclically. Each time "Heal 20" has been counted, the player heals a single wound. Any player from any team may enter a Hallowed Ground.
N: Has no effect on items or natural armor. Will only heal a wound on a player; has no effect on monsters.

Harden (E, Protection)
C: Healer 4, Wizard 2
M: Enchantment strip
I: Tie strip on object, repeat x5 "Harden this (name of item)."
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 (S, Spirit)
C: Druid 1, Healer 1
M: Person
I: Touch person and state:
"Sword Cut, spear stab, mace smash, arrow jab, Let the white light of healing descend on thee.
Sword Cut, spear stab, mace smash, arrow jab, Let the white light of healing stop thy spilling blood
Sword Cut, spear stab, mace smash, arrow jab, Let the white light of healing mend thy bones.
Sword Cut, spear stab, mace smash, arrow jab, Let the white light of healing close thy wounds.
Sword Cut, spear stab, mace smash, arrow jab, Let the white light of healing restore thy vigor.
Sword Cut, spear stab, mace smash, arrow jab, The white light of healing hath healed thee."
R: Touch
E: Person's wound is healed.
N: May be used on self. May repair one point of natural armor on any one hit location instead of healing a wound.

Heal Extend (S, Spirit)
C: Healer 2
I: State "Heal Extend" then recite the Heal spell.
R: 20 ft.
E: Except for range, identical to the Heal spell.

Heat Weapon (S, Flame)
C: Druid 1, Wizard 1
I: Repeat x2 "By the power and 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.
L: Works against any weapon, but not armor or shields. Someone protected against flame effects may continue to wield the weapon (but it deals no additional damage and does not become a flame weapon).
N: Mend will not restore the weapon; however, a "new" one may be obtained as per destroyed items. Heat Weapon does affect Hardened weapons.

Hold Person (S, Subdual)
C: Bard 1, Wizard 2
I: Repeat x3 "I command thee 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.

Honor Duel (S, Sorcery)
C: Bard 4, 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 without the Reeve's permission. Barbarians cannot 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 (B, Subdual)
C: Wizard 1
M: Padded white "Iceball" with streamers.
I: Hold ball in free hand and repeat x5 "Iceball."
E: Effects, Limitations, and Notes as per Entangle.

Imbue (N, Neutral)
C: Bard 3
E: May purchase up to two points worth of up to second level magic from their own class' spell list

Imbue Shield (E, Protection)
C: Wizard 1
M: Enchantment strip, Shield
I: Shield in hand, repeat x10 "Imbue this shield," tie strip to shield so it is visible.
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 do not affect the holder of the shield. A Fireball that bounces off the shield will still affect legal targets that it strikes.
L: A hit from an Instant-Kill siege weapon will affect the bearer of the shield as per normal, though the shield
itself is undamaged.

Imbue Weapon (E, Sorcery)
C: Wizard 4
M: Enchantment strip
I: Weapon in free hand, repeat x10 "Imbue this weapon," tie strip on weapon.
E: Wounds inflicted by the weapon kill.
N: Imbue Weapon is often referred to as "wounds kill" by players carrying the enchantment.

Immolation (FE, Flame)
C: Druid 6
M: Cloth used to denote a 10ft radius area.
I: Lay cloth, touch cloth, repeat x5 "May the power of nature and the fire of the earth protect this area from intrusion."
E: Everyone within the area who is not immune to Flame is killed.
N: Protection from Magic will not save you from this enchantment. Any person entering this area with invulnerability loses one point and is ejected from the point at which he entered. Against invulnerable armor this counts as one hit on every location and has a full effect on the target if any areas have no points of invulnerable armor.

Killing Grounds (FE, Death)
C: Wizard 6
M: Up to a 20 ft radius circle surrounded by a strip of cloth, tape, or rope
I: To set trap, lay out cloth in a circle, repeat x
"Poison seep, venom creep, flesh in mossy graves yet deep
Rise from thy undreaming sleep, bide and soon make mortals weep"
To trigger, enter the circle and repeat:
"Rise up now, receive thy pay, the promised time has come, now slay."
E: All within circle die.
L: May not be used within 50' of a base. No other fixed enchantment may exist within its radius, regardless of who cast it, and it cannot be cast if one is already in place, again regardless of who cast it.
N: Caster dies when magic is triggered. If caster is killed before triggering the trap, the magic is not expended. Nothing will save the caster from his own Killing Grounds. This is the only fixed enchantment that may be pre- placed.

Legend (S, Control)
C: 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. To start his performance he states "I will now give a performance" x5 so that it can be heard at least 50ft away. During the performance, 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. Once the performance has begun, the caster may attempt to ensnare people by targeting the player and stating, "Legended!" Anyone susceptible to control magic, within 20 feet of the caster may be ensnared. The caster may attempt to ensnare a maximum number of people equal to his level. Unsuccessful attempts to ensnare a victim still count towards this limit. Ensnared players must immediately go to the caster's side, after which they can do nothing.
L: The out of the way place cannot be within 50 ft of a base, within 20 feet of where direct combat is happening, or within 20ft of another Legend. The caster must remain within a 5 foot radius of where the performance began for the duration of the Legend. If the caster moves outside the 5 foot radius, it ends the Legend effect. 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 victim(s), the victims must tag their base before returning to the game. Players not ensnared by Legend may not attack, cast magic, or use class abilities on the caster or his victims if within 20 ft of the caster 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 attacking anyone not affected by the Legend or casting any other magic, ends the Legend and frees all victims (who must still tag base before returning to the game). 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 (but not Release) targeted on the caster.

Lend (N, Neutral)
C: Wizard 5
E: May lend magic to another magic-user of the same class. That person may then use the magic as if he had purchased it with his own points. The caster Lending the magic may no longer use it.
N: To Lend a magic, the caster must pay for both the Lend and the magic he is lending. Lend must be decided, bought and paid for before the game begins.

Lightning Bolt (B, Flame)
C: Wizard 2
M: Padded yellow "Lightning Bolt" with streamers
I: Hold bolt in free hand and repeat x5 "Lightning Bolt."
E: Players struck die; Items struck are destroyed.

Liplock (E, Sorcery)
C: Bard 2, Wizard 2
M: Enchantment strip
I: Repeat x5 "Remain the truth still," tie on strip.
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.

Lore (S, Control)
C: Bard 4
I: State "Lore," followed by a short poem (20 words or more), and ending with "Lore."
R: 20ft
E: The caster and target are removed from the game. The caster then may ask the victim a 'yes' or 'no' question, which must be answered truthfully. The caster may continue asking questions until he receives a 'no' answer - in which case, the spell ends. If the target does not know the answer of the question, he may state so, but it does not end the spell. The reeves might give the caster additional information to further define the Lore spell. (Very useful in Quests and special scenarios).
L: The questioning has a maximum time count of 100. The caster and target may not attack each other during the duration of the spell and for a 100 count after its completion.
N: Neither the caster nor the victim may move about while the questions are being asked.

Lost (S, Subdual)
C: Healer 1
I: Repeat x5 "I make thee lost."
R: 20 ft.
E: Person must go back to their base or nirvana (whichever is farthest away) before they can do anything else. The person is out of game until he reaches his destination.
L: May not be used on Teammates.
N: May not be dispelled.

 
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