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Magic Descriptions (S through Z)

Magic Descriptions

Sever Spirit (S, Spirit)
C: Healer 4, Wizard 4
M: Already dead victim
I: Repeat x2 'On life thou has no hold, thy corpse is growing cold, discard this empty husk, thy spirit resides at dusk.'
R: Touch
E: Causes corpse to be impossible to Resurrect, Reincarnate, Transform, or raise from the dead in any manner.
L: May only be used on dead bodies (undead creatures must be killed and then Cured before this spell will work on them, though see below).
N: Will permanently kill undead creatures that are on their last life and will kill a Lich outright. May be used on any player that has not yet reached Nirvana, even if they have moved from where they died.

Shove (S, Sorcery)
C: Wizard 1
I: Repeat x5 'I shove thee.'
R: 20 ft.
E: Forces victim to back up 20 feet.
L: Cannot force a person into a mundanely physically dangerous position.
N: Will work against persons under effects of Iceball, Entangle, Petrify, and Sleep magic.

Silence (FE, Sorcery)
C: Druid 4
M: 20 ft. Measure, Green markers for 20' radius
I: Set up markers, stand in middle with both hands above head and repeat x5 'May no form of sound, speech or noise be heard in this place.'
E: No speech (talking), including magic casting, is allowed in the enchantment's radius. Magic may be cast into or through Silence, however.
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.

Sleep (S, Subdual)
C: Bard 3, Healer 2
I: Repeat x2 'Listen and let the fighting cease, close thy eyes and sleep in peace.'
R: 20 ft.
E: Victim must lie down and 'Sleep' for a 100 count.
L: Sleeping people cannot be killed. The target and their possessions may not be harmed. The target may not be moved except via the Shove and Wind spells. The target's possessions may not be removed from his person. This spell may not be Cancelled.

Sphere of Annihilation (B, Sorcery)
C: Wizard 6
M: Black padded 'sphere' ball with streamers.
I: Hold ball in hand and repeat x5 'Sphere of annihilation.'
E: Will destroy anything it touches; even Imbued or Hardened items. Counts as one hit against invulnerability. Is not stopped by any non-invulnerable armor. Weapons and shields are considered separate from the person holding them. Objects destroyed by Sphere may not be Mended. Will stop Fight After Death. Players killed by Sphere may still be Resurrected.
L: Bounces do not count. Invulnerability does work against this magic, and Protection from Magic stops this.
N: A player may only have one magical ball for this magic.

Stack (N, Neutral)
C: Wizard 6
M: Tie ribbon on arm of person receiving extra enchantment.
E: You may place one extra enchantment on a single player or his equipment.
L: May not be used on self, nor may it be Stacked on itself. May not be used with enchantments cast by other players.
Attuned and this magic do not stack.
N: The cost must still be paid for the two enchantments to be used.

Stoneskin (E, Protection)
C: Druid 4
M: Enchantment cloth
I: Touch recipient, repeat x5 'May nature protect thee from all forms of attack,' tie cloth to players arm.
E: Player gains one point of invulnerability armor
L: Cannot be used with any other armor. May not be mended or repaired in any way.
N: This enchantment can be simul-cast up to two times, giving the target two points of invulnerability armor. May be cast on players that cannot normally wear armor.

Stun (S, Sorcery)
C: Healer 3
I: Repeat x 2 'By the radiant power of pure white light I stun thee.'
R: 20 ft.
E: Affected player may not move, speak, cast magic, fight, or use class abilities for a 100 count. They are considered completely senseless to the world around them.

Stun Weapon (E, Subdual)
C: Wizard 1
M: Enchantment cloth
I: State 'May this weapon stun its victim,' tie cloth to weapon.
E: Allows a thrusting weapon such as a spear or arrow to be used to subdue.
L: Does not allow the weapon to affect monsters that are only affected by magic weapons.

Summon Dead (S, Spirit)
C: Healer 5
I: Repeat x5 'I summon thy corpse.'
R: 50 ft.
E: Dead person may return to the healer but is not again alive.
N: May be used on people in nirvana (if in range); this does not interrupt the count on a person's death. The player is not compelled to return to the caster, but only has the option to do so. The spell is expended either way.

Swords to Plowshares (S, Spirit)
C: 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. All effects of this spell must function for ANY part of the spell to function; i.e. If the weapon is not destroyed, the target is not healed and vice-versa.

Talk to Dead (S, Spirit)
C: Bard 2, Healer 1, Wizard 1
M: Dead Person
I: Repeat x10 'Speak to me.'
R: Touch
E: Dead person must answer one 'yes or no' question truthfully with 'yes,' 'no,' or 'I don't know.'

Teleport (S, Sorcery)
C: Druid 5, Healer 6, Wizard 4
I: Repeat loudly x5 'Teleport;' upon arrival loudly x5 'Arriving.'
R: Touch
E: Target goes to any one location of the caster's choice. Cannot harm others nor be harmed during transit. Treat as Out of Game until at location, and may not be affected until the final 'Arriving' has been stated. Example: A player casts Teleport and chooses as his destination the base of his enemy. The enemy cannot notice his transit to the area, but does notice when he starts repeating 'arriving' and may not affect him in any way until he finishes the final 'arriving.'
L: Must go straight to location. Should quietly tell reeve or teammate destination. May not be followed (Exception - Tracking). Location must be a fixed location, cannot be something like 'Where the bandits are hiding the captives' if this location is not known. Cannot be used on unwilling targets and attempting to do so results in the spell being wasted.

Thornwall (FE, Sorcery)
C: Druid 2
M: 10 ft. Brown and green cloth.
I: Lay cloth in straight line, raise hand in air, repeat x10 'Thorns come forth.'
E: Creates a 10 ft long impassable wall of sharp thorns.
L: This wall can be destroyed by 10 hits with a melee weapon, or a hit from a flame effect (Fireball, Flameblade, Flame Arrow, etc). If struck by a flame effect, the wall is treated as a Flamewall for a 100 count before being consumed and disappearing.

Touch of Death (E, Sorcery {Effect is Death})
C: Healer 4, Wizard 3
M: Enchantment cloth
I: Repeat x20 'Touch of death,' tie strip on person.
E: Bearer of enchantment's touch kills (via either hand).
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 Death 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.

Touch of Paralyzation (E, Sorcery {Effect is Subdual})
C: Druid 2
M: Enchantment cloth
I: Repeat x10 'Paralyzation.' Tie cloth on person.
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.

Transform (E, Sorcery)
C: Wizard 6
M: Appropriate monster garb and monster handout
I: As player dresses in monster garb, caster constantly repeats 'I transform thee into a (Monster being transformed into).'
E: Player sacrifices lives as listed in the monster section to play a monster for one life.
L: When a player is playing a summoned monster, their player persona is considered out of the game, and is not used. If the monster has levels, the player may play the monster at his class level or monster level, whichever is lower. For example a player is a second level wizard who is being transformed into a Pegasus. The player playing the wizard is also a fourth level monster. When summoned, he plays his Pegasus as a second level Pegasus. If he were a fourth level or higher wizard, he could have played the Pegasus as at fourth level (his monster level). Restricted to the following monsters: Mummy, Dryad, Unicorn, Siren, Goblin, Pegasus, and Skeleton. 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 by
Dispel Magic, thus killing the monster. Player does not recover the sacrificed lives back if this is done. Transformed players no longer play by their class rules, but by the rules of the monster class they have become.

Truth (S, Control)
C: Bard 2
I: State 'Truth' followed by a single yes or no question.
R: 20 ft
E: The target must answer the question truthfully. If the answer is unknown the target may state so, thus ending the spell.

Visit (N, Neutral)
C: Bard 1
I: State 'Visit' followed by a 150 count, during which the caster may make no hostile actions or the magic must be restarted.
The caster may defend himself if directly threatened, but must disengage as soon as possible. The count is not a casting action, but time required for the Visit to take effect and must be counted so it can be heard 50 ft away. The caster must remain at his base during this count or the magic must be restarted. Is not used up until count is successful.
E: The caster may enter and sit within/at the enemy base and/or position, and perform and talk with them. During this time 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.
L: Monsters may choose to ignore Visit and attack the caster.

Vivify (N, Neutral)
C: Wizard 5
E: Gives the caster one additional life.

Voice (N, Neutral)
C: Bard 6
E: Allows the caster to purchase five magic points worth of druid magic from any level. Magic bought is considered to be druid magic, regardless of the class of the caster.
L: May not be used to purchase neutral magic. Voice does not allow the caster to exceed the maximum number of uses of the magic that may be purchased i.e. You may only purchase up to two Fingers of Deaths. You may not purchase any druid magic that is also on your native spell list.

Warp Wood (S, Sorcery)
C: 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 Imbued Shields.

Warskill (N, Neutral)
C: Bard 4
E: Caster may use a single weapon (not weapon type) at no cost to spell points.

Wind (S, Sorcery)
C: Wizard 3
I: Repeat x2:
'Sleeping force of Wind I hail, send you forth a mighty gale.
Gentle sigh which once beguiled, make your breeze tornado wild
Sirocco into cyclone gain, breeze become a hurricane.
Make my enemy your foe; strike for me a telling blow.
Scream down from the mountains high; sweep those fighters towards the sky.
Coward, hero, fool the same, trapped within this deadly game.
Strike at foes, leave friends behind, bite them with your teeth unkind.
Buffet, whip them to the bone, toss them in a pile at home.
Then whisper a gentle song, and return where you belong
Nestled 'gainst the azure sky, song in forest, willows' sigh.'
R: Line of Sight
E: All enemies in sight are blown back to their base and considered out of game until they arrive.

Wounding (S, Death)
C: Healer 3, Wizard 2
I: Repeat x2 'From my heart I strike off your (right or left/arm or leg).'
R: 20 ft.
E: Victim's limb is wounded.
L: The victim must be unwounded prior to spell casting.
N: May be cast while moving. Wizards do not require a spell book or scroll to cast. Has no effect on an injured player. Will outright kill monsters that die on wounds.

Yield (S, Control)
C: Bard 5, Healer 3, Wizard 3
I: Repeat x3 'Yield thy arms and resist no longer, come unto me and be my captive.'
R: 50 ft.
E: Victim lowers weapons and surrenders to the caster, moving in a straight line at a brisk walk - until at the caster's side - where they then begin a 300 count. During this spell they stay by the caster's side and cannot fight, cast magic, or use abilities. The caster may free the victim at any time for any reason. If they are not killed before the spell ends, they must return to their base, and are then able to act freely. May not be physically restrained to prevent the player from returning to base or going to the caster. If the caster dies the player remains near the body until their count expires.
N: Other magic may still affect the victim during the duration of Yield.

 
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