Magic Descriptions
Magic Bolt (B, Sorcery)
C: Wizard 1
M: Padded blue 'Magic Bolt' with streamers
I: Hold ball in free hand and repeat x5 'Magic Bolt.'
E: A direct hit on a person will kill or wound them just as if it were a throwing weapon. May be blocked by shields and
weapons. Destroys one point of armor.
N: It is not stopped by Protection from Projectiles. (Greater) Missile Block is ineffective against this.
Magical Projectile (E, Sorcery)
C: Druid 2
M: Projectile (arrow, javelin, throwing knife, etc), enchantment cloth.
I: Hold projectile in free hand, repeat x5 'May this projectile strike true,' tie cloth to projectile weapon.
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 damages shields as a red weapon that can be counted as strikes on shields even when used as
piercing weapons.
L: Monks may still block these projectiles without penalty.
N: This enchantment may be simul-cast up to four times, providing four additional points of damage to the projectile.
Mass Sleep (S, Subdual)
C: Healer 3
I: Repeat x300 'Mass Sleep (present count).'
R: Line of sight.
E: As per Sleep, except effects everybody (both teams) in line of sight.
Mend (S, Sorcery)
C: Druid 2, Healer 1, Wizard 2
I: Repeat x10 'Make this item whole again.'
R: Touch
E: Will repair a destroyed item or restore one point of armor in one location.
L: Cannot be used to negate the affects of Heat Weapon.
N: If an enchanted item is Mended, its enchantment stays intact.
Messenger (E, Sorcery)
C: Wizard 2
M: Enchantment cloth
I: Cloth in free hand, repeat x10 'Safe passage unto thee,' tie cloth on player.
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.
Mimic (N, Neutral)
C: Bard 5
M: Wear a sash of the class you are mimicking in addition to your bard sash. The new sash must be worn on the opposite hip
and shoulder from the caster sash.
E: During life used caster gains all the non-magical 1st level abilities and restrictions of a single standard class that is mimicked,
including all weapons, armor and shields permitted that class at 1st level. The caster may also still use his normal class
abilities.
L: May not be used to Mimic the Anti-paladin or Paladin classes unless caster is a knight.
N: If Berserk, caster may not cast magic. Monsters may never be mimicked.
Mute (S, Control)
C: Bard 5, 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.
Mutual Destruction (S, Death)
C: Wizard 3
I: Repeat x5 'I call for our deaths.'
R: 50 ft.
E: Both the caster and the victim die.
N: Nothing will protect the caster from his own Mutual Destruction.
Petrify (B, Subdual)
C: Druid 5
M: Padded gray 'petrify ball' with streamers
I: Hold ball in free hand, repeat x5 'Petrify.'
E: Victim is stuck in place, a stone statue. The victim may not move or communicate in any fashion until the game is finished.
He and his equipment cannot be harmed. Engulfing.
L: 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: Release or Dispel Magic will instantly free the victim, while Heal will free the player in a 150 count starting from when the Heal
is completed. Shove, Teleport, and Wind may be used normally on an affected victim, but he may not otherwise be moved.
No other magic will affect them. A player who takes a death while under the effect of Petrify may not in any way return
from the dead, with the obvious exception of his normal death count, until a Summon Dead has been cast on the corpse.
Plant Door (S, Sorcery)
C: Druid 3
M: A tree taller than the caster.
I: Touch tree with both hands, repeat x5 'Open up and receive a loyal protector of the forest.'
R: Self
E: Caster is assumed to be inside the tree, and may not be attacked. May cast Verbal magic, but must touch the tree or spell ends.
L: If the tree is hit 10 times by a slashing weapon, or if a flame effect strikes it, it is destroyed and the caster is no longer
protected. The caster may not fight with weapons while the spell is in effect. The caster may be affected by Verbal magic
while he is casting magic.
Presence (N, Neutral)
C: Bard 1
M: When used, must tie a blue ribbon upon an arm
E: Due to respect and awe for the position, all barbarians will not attack the caster during a life in which Presence is used. Also,
due to professional respect, druids and monks of lower level than the caster will not attack the caster.
L: If the caster attacks or casts magic at a barbarian, monk, or druid who is affected by Presence, that person may ignore the
affects of the caster's Presence for the rest of the game.
N: Players that are Berserk ignore Presence.
Protect (E, Protection)
C: Healer 3, Wizard 3
M: Enchantment cloth
I: Repeat x10 'May this magic Protect thee,' tie cloth on person
E: Person enchanted is immune to the first hit of any kind or the first magic cast against him. This is one level of invulnerability.
N: May be simul-cast up to two times on the same person, protecting against the next two hits. May not be Mended.
Protection from Control (E, Protection)
C: Bard 1
M: Enchantment cloth
I: Repeat x5 'Thou art Fearless and Brave,' tie cloth on target.
E: Target is immune to Control magic and abilities.
Protection from Death (E, Protection)
C: Healer 5
M: Enchantment cloth
I: Repeat x5 'I protect thee from death,' tie cloth on person
E: Target is immune to Death magic and abilities.
Protection from Disease (E, Protection)
C: Druid 3, Healer 3
M: Enchantment cloth
I: Repeat x5 'I protect thee from disease,' tie cloth on person.
E: Person is immune to all forms of disease.
N: This will protect a person from being converted to an undead or lycanthrope.
Protection from Flame (E, Protection)
C: Druid 3, Wizard 2
M: Enchantment cloth
I: Repeat x10 'Protection from the element of fire,' tie cloth on person or object.
E: Protects against all forms of flame, including all magic of the Flame School. Treat the relic Sword of Flame and a sword
enchanted with Flameblade as dealing ordinary hits.
N: Negates a Fireball's negation of Iceball and Entangle.
Protection from Magic (E, Protection)
C: Wizard 4, Healer 6
M: Enchantment cloth
I: Repeat x10 'Protection from all forms of magic,' tie cloth on person or object.
E: Blocks all forms of magic, even beneficial magic such as Heal and Resurrect.
N: Treat weapons with Imbue Weapon cast on them as normal weapons.
Protection from Projectiles (E, Protection)
C: Wizard 3
M: Enchantment cloth
I: Repeat x10 'Protection from projectiles,' tie cloth on person or object.
E: Protects from all non-magic projectiles.
L: Ineffective against magic balls, the Dagger of Infinite Penetration, and weapons bearing Magical Projectile.
N: Will stop Siege Weapons that are projectiles.
Protection from Subdual (E, Protection)
C: Bard 2
M: Enchantment cloth
I: Repeat x5 'Thou shall have freedom of movement,' 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 except for the Stun spell.
Pyrotechnics (S, Flame)
C: Druid 4, Wizard 4
I: Repeat x5 'I call upon the element of fire to destroy that (object).'
R: 50 ft.
E: Object is destroyed.
L: May be repaired by a Mend. Does not affect bases, relics, game items, items bearing the Harden enchantment, Imbued Shields
or any enchantment. Is stopped by Protection from Magic and Protection from Flame.
Reanimate (E, Spirit)
C: Wizard 5
M: Enchantment cloth
I: Repeat x10 'Rise and fight again,' tie cloth on player
E: Player temporarily comes back from the dead to loyally serve the caster. This enchantment lasts for a 200 count or until the
player's death count is finished. When the time has elapsed the player is once again dead and may return to life when his
normal death count has expired, or immediately at his base if his death count expiring ended the Reanimate. Any player
having Reanimate cast on them is affected as per Sever Spirit.
L: Dispel will kill. Wounds (other than the one which killed) and damage to armor remain, but may be Healed or Mended as
normal. Reanimated players may not use magic or per life/game abilities though any that were already in effect already
(i.e. A warrior who had already Improved their shield would retain his Improved Shield).
N: As Reanimate is an enchantment, person does not retain enchantments carried before death unless they are able to bear two
enchantments (e.g., 6th level scouts and wizard Stack). Even if this is the case, if they were bearing two enchantments only
one may be retained.
Regeneration (E, Spirit)
C: Druid 5
M: Enchantment cloth, player
I: Repeat x5, 'Endless health unto thee,' tie cloth to person.
E: Players bearing this enchantment will Heal any wound, one at a time, in a 50 count and are immune to poison. The player must chant this duration out loud in order to heal a wound. You may not chant to heal a wound unless you are already wounded. Ceasing the chant will cause the chant count to restart at zero.
L: You must be alive to gain the benefits of this enchantment. Will not work on armor of any sort.
Reincarnate (E, Spirit)
C: Druid 6
M: Dead person, appropriate garb, monster handout
I: Repeat x3 'I call thy spirit back from the realm of death, inherit this new form and serve me until thy destruction.'
E: Player sacrifices lives (listed in the monster section) to play as a monster with one life.
L: Restricted to the following monsters: Lizard man, Dryad, Unicorn, Hill Giant, Regenerating Troll, Centaur, Brownie and
Siren. Must be approved by the appropriate group officers.
N: The garb for the monster must meet required standards. Once the monster dies, it is out of the game. May be removed via
Dispel Magic. Player does not get the sacrificed lives back if this is done. Reincarnated players no longer play by their class
rules, but by the rules of the class they have become.
Release (S, Sorcery)
C: Healer 4, Bard 6, Druid 5
I: Repeat x3 'From thy bindings thou art released.'
R: 20 ft
E: Dispels the effects of one subdual or control magic such as Yield, Entangle, or Petrify, upon the target. Target is immediately freed.
N: If cast on someone in a Legend, they may not be retargeted by that Legend spell for its duration.
Resurrect (S, Spirit)
C: Healer 3
M: Dead Person
I: State once:
'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 resurrected thee.'
R: Touch
E: The dead person is alive again, negating the last death and removing all negative effects on the player such as Yield or Poison.
L: A dead person cannot move on his own nor speak in order to encourage a caster to Resurrect him. A person that moves
from where they died (barring removing oneself from impeding play) cannot be Resurrected unless a Summon Dead spell is
used first. Will not turn monsters back to human. Monsters created by magic may not be Resurrected. All wounds and
damage to natural armor the dead person had prior to dying are repaired.
N: A dead person may remain on the field as long as he wishes, but may not affect the battle or impede play. Enchantments
not eliminated by combat effects or not specifically prohibited may be retained by a Resurrected person.
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