Magic Descriptions
Fear (S, Control)
See Awe/Fear.
Feeblemind (S, Control)
C: Druid 6
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 cloth 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 cloth
I: Tie cloth 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 is able to fly as long as they flap their arms and emit occasional piercing screeches. Immune to melee attacks by non-flyers.
Immune to projectile and magic ball attacks from within twenty feet. Caster may use verbal spells 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.
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.
Harden (E, Protection)
C: Healer 4, Wizard 2
M: Enchantment cloth
I: Tie cloth 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. 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 (S, Spirit)
C: Healer 2
I: State 'Heal Extend' then recite the Heal spell.
R: 20 ft.
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 does 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. Wizards do not require a spell book or scroll to cast Hold Person.
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: Allows the caster to purchase two magic points of up to second level bard magic.
Imbue Shield (E, Protection)
C: Wizard 1
M: Enchantment cloth, Shield
I: Shield in hand, repeat x10 'Imbue this shield,' tie cloth 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 cloth 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 x3
'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. 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 attempt to ensnare a maximum
number of people equal to his level. Unsuccessful attempts to ensnare a
victim still count towards this limit. To start his performance he states 'I will
now give a performance' x5 so that it can be heard at least 50ft away.
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.
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.
Lich (E, Spirit)
C: Wizard 5
M: 10 ft. Strip of yellow cloth. Monster handout (Lich)
E: After having died his last natural death, the caster returns as a Lich. A Lich is bound to the place where he died, trapped
within the small circle of earth indicated by the 10 ft. Cloth. They are neutral (not on any team), but like any monster can be
bribed or convinced for help or enchantments.
L: May not be within 100 feet of a base. May never move nor be moved except when dead. While the caster is dead, he may
be moved but not more than 100 feet from his original location, and still not within 100 feet of a base.
N: A Lich has all the casters per life spells as though it is an additional life plus all other magic the caster had not yet expended
before becoming a Lich. A Sever Spirit or Dispel will kill a Lich. A Lich is considered to be a caster and undead and may still
die from normal means.
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 cloth
I: Repeat x5 'Remain the truth still,' tie on cloth.
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 bard 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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