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This page has individual spell descriptions only for further information on the magic system or other combat rules return to the Player's Guide.


Spell DescriptionsEdit

Acid BoltEdit

C: Druid 3

M: Green spellball

I: Hold ball and repeat x5 “Acid Bolt”

E: This ball of acid is considered to be a Red throwing weapon. Will wound/kill as normal on limb/torso shots. Deals two points of damage to armor and will destroy a normal shield in three hits, but may be parried by a weapon without penalty.

N: It is not stopped by Protection from Projectiles. Is stopped by Missile Block but not by Greater Missile Block.

AdvancementEdit

C: Bard 5, Druid 5, Wizard 5, Healer 5

E: May purchase up to 3 points of 1st level magic (of the same class).

AmbidexterityEdit

C: Druid 3, Wizard 3

E: User may charge and cast ball spells with either hand (and with the same hand).

Anti-MagicEdit

C: Wizard 3

M: 90 ft. yellow cloth or rope (approximately 30 ft diameter)

I: Lay cloth in a circle, repeat x10 “May all forms of magic forsake this place.”

E: No magic of any kind will work within the circle, though enchantments will reappear when removed

from the affected area. Incanted spellballs must be recast upon leaving the area.

N: Dispel Magic, if cast from outside the sphere of influence, will remove Anti-Magic. Protection from

Magic will not allow magic to be used in the area.

Awe/FearEdit

C: Bard 4, Healer 5

I: For Awe repeat x3 “I make thee in awe” or for Fear repeat x3 “I make thee afraid.”

R: 20 ft.

E: Target may not attack or cast magic at the caster and must remain at least 20 ft away from the caster

at all times for a 300 count.

L: If the caster attacks or casts another magic at the target, this spell’s effect is negated.

N: Victims may still cast area-effect magic (like Doomsday) that would affect the caster but do not specifically target him.

BanishEdit

C: Healer 2

M: Undead or extra-planar creature.

I: Repeat x5 “I banish thee monster.”

R: 20 ft.

E: Monster is removed from play for a 300 count. It will come back at the spot where it was Banished -

does not count as a life lost for the creature. Three successful Banishments on the same life of a

creature will kill the creature.

N: May not be dispelled. Only usable on undead and extra-planar creatures.

BarkskinEdit

C: Druid 2

M: Brown enchantment cloth

I: Touch person and repeat x5 “May nature protect thee,” attach cloth to person.

E: Recipient gains one point of armor to all hit locations.

L: The protection is only from physical attacks, including Magic Bolt and Flame Bolt. Cannot be

used with other armor.

N: May be simul-cast up to four times for a total of four points of armor. Behaves just like normal armor.

May be cast on players that cannot normally wear armor. Is not a form of invulnerability. Cannot be

combined with other armor, magical or non-magical. May not be Mended or repaired.

BladesharpEdit

C: Wizard 1, Druid 1

M: Yellow enchantment strip

I: Hold weapon in free hand and repeat x5 “Enchant this weapon,” tie cloth on weapon.

E: Weapon deals one additional point of damage. May be simulcast up to four times on one weapon

allowing it to deal up to four extra points of damage. This does not make it a red weapon.

L: Only usable on bladed or blunt weapons; cannot be applied to piercing or projectile weapons.

BlessEdit

C: Healer 1

M: Blue enchantment strip, item of garb or armor

I: Touch item and repeat x5 “I bless thee.” tie cloth to item.

E: Person is immune to the first physical hit of any type, excluding spellballs.

L: Immunity only applies to areas covered by the item. May not be simulcast.

N: Is not armor, may not be Mended or Healed. Is considered a form of limited invulnerability. Magic Bolts and Flame Bolts are considered physical blows for this spell’s purposes.

Call LightningEdit

C: Druid 4

I: Raise empty hands above head and repeat x3 “I call lightning to strike thee.”

R: 20 ft.

E: Target is dead.

CancelEdit

C: Bard 1, Druid 1, Healer 1, Wizard 1

I: Repeat x2 “I cancel my magic.”

R: 50 ft.

E: A spell, enchantment, or fixed enchantment you cast is negated and expended.

L: May not be used on a spellball already thrown. Magic that is completed when cast such as Heal and

Resurrect cannot be cancelled. The Permanency spell cannot be canceled.

CharmEdit

C: Bard 1

I: State “Charm” - followed by a 20 syllable or larger poem - followed by “Charmed.”

R: 20 ft

E: Enemy player is given a task by the caster, such as sing or dance about, which he must perform. The caster should describe what he wants the Charmed player to do within a 50 count after casting the spell. The caster may not be attacked by the victim during this time. If the caster dies before the instructions for the Charm are given, the player is freed of the Charm. If the caster has not given his instructions within a 50 count the Charmed player is freed. Spell ends when the task is completed or a 150 count has elapsed, whichever comes first.

L: You may not Charm somebody to affect his own person, equipment, or teammates. The victim may defend himself if attacked, but otherwise may not interact with other players unless it is required to complete the Charm. The victim may move immediately to a safe, out of the way location, if performing the Charm at their current location would place him at a battlefield disadvantage. If moving to a safe location, the count for the Charm begins when the victim arrives at that location. Impossible tasks such as, “Bring me the moon in a teacup” result in the Charm being wasted.

N: The charmed player’s count starts the moment they are Charmed, except as noted above.

Circle of ProtectionEdit

C: Healer 4, Wizard 2

M: 15 ft white cloth or rope (app. 5 ft diameter)

I: Lay cloth in a circle, repeat x5 “Circle of protection,” place person(s) and/or item(s) you wish to protect inside.

E: Person(s)/item(s) inside can’t harm or be harmed by anyone outside the circle, nor can they cast magic that affects anyone or any thing outside the circle. Forces outside the Circle of Protection may not affect them.

L: Can’t block or restrict access to an area. Cannot be used as a cage. No one can enter without recasting the magic. Neither game items, nor persons acting as game items may be put inside. Protection starts when you step inside the cast

circle.

N: Magic in the process of being cast inside the circle is broken when the circle is broken (e.g., no Doomsday circles). Players outside the circle can detect its presence (it is linked to this plane). May be removed by Dispel Magic or having an Anti-Magic fixed enchantment cast with the circle inside its area of effect.

CommuneEdit

C: Druid 4

M: Tree

I: Touch tree, repeat x3 “May Mother Nature hide me.”

R: Self

E: Caster may not harm others. Others within 20 feet may not harm or take hostile actions towards the caster.

L: Must be humming or chanting, and say in physical contact with the tree. Cannot be holding a weapon or game item or the magic is broken. Cannot be closer than 20 feet to a base or flag when Commune is started. May not interact with game items while in Commune and cannot affect the game in any way. Destruction of the tree does not affect the Commune in any way.

Cone of QuietEdit

C: Druid 4

M: 60 ft. maroon cloth or rope (approximately 20’ diameter)

I: Lay cloth in a circle, 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 a Cone, 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.

ConfidenceEdit

C: Bard 3

M: Maroon enchantment strip.

I: Touch player, repeat x5 “You are great and powerful,” tie enchantment cloth on target.

E: While enchanted, player is considered one level higher. If a life was gained from the increase of level

and the player died while enchanted, the “extra” life is lost instead of a normal one. The player gains all

abilities of the higher level.

L: Only works once per game on a player. Cannot be used on spell-casters or monsters.

ConfusionEdit

C: Bard 5, Druid 2

I: Repeat x5 “By the power of (my mind/nature), I you will be confused.”

R: 50 ft.

E: Target must attack the nearest creature(s) by the most lethal means possible for a 100 count (with

magic if the target wishes). The target must look around for the nearest player before attacking, but can then attack that person until it is dead, or choose to change to another target that becomes closer. If the “closest” person is killed, the target must look around for a new target and continue until the 100 count is up.

L: Monsters are immune. Pacify will end this effect.

N: The affected player is encouraged to “role-play” the Confusion. Reeves are encouraged to penalize players who make only half-hearted attempts at this effect and to shorten the next death count of targets that play it well.

Cure DiseaseEdit

C: Druid 2, Healer 2

M: An undead, diseased or like type creature

I: Repeat x5 “I cure thy illness”

R: Touch

E: Converts diseased or undead creature back to human, or removes disease from an object.

N: This is not a Resurrect spell. If dead, the target must still come back to life normally. Does not heal any wounds caused by a diseased weapon. May not be used on a player in Nirvana.

Cure PoisonEdit

C: Druid 1, Healer 1

I: Repeat x10 “Cure Poison.”

E: May be used to cure poison on a person at time of casting. Also, can remove the effects of poison from an object.

N: Is not a Heal spell, wounds will remain. May not be used on a player in Nirvana.

Curse WeaponEdit

C: Healer 2

I: Indicate the target player and repeat x5 “I curse that <weapon>." Be as specific if possible.

R: 20 ft.

E: The targeted weapon must be dropped and is useless for a 300 count.

L: If the target has more than one weapon, the specific weapon must be noted at the start of the

spell.

N: Mend and Repair have no effect on a Cursed Weapon.

DanceEdit

C: Bard 6

I: State “Dance,” followed by the incantation of the spell it is to be used with, and ending with “The

dance is now complete.”

E: You may cast the altered spell while moving, but it must be cast within a 50 count.

L: May only be used with the caster's class spells.

N: May be cast while moving. The spell enhanced by Dance is not cast until the ending phrase is also completed. Dance is cast as soon as “Dance” is said, even if the accompanying magic is not completed

DeathbladeEdit

C: Wizard 4

M: Black enchantment strip

I: Weapon in free hand, repeat x10 “Enchant this weapon,” tie cloth on weapon. Upon a successful attack, state “Deathblade.”

E: Wounds inflicted by the weapon kill. This will not affect a player through armor, even if the strike successfully penetrated the armor.

L: Protection from Death or Protection from Magic will negate this effect, though the weapon will still cause damage normally.

N: The enchantment itself is a sorcery, while the effect when used is a Death effect.

Death StrikeEdit

C: Wizard 2

M: Black enchantment strip, melee weapon

I: "May this weapon slay its victim." x5. Upon a successful attack, state “Death Strike.”

E: Wounds inflicted by the weapon kill. This will not affect a player through armor, even if the strike successfully penetrated the armor.

L: Enchantment is lost after killing one person or strikes physical invulnerability (Bless, Protect,

Enchant Armor, Natural Invulnerable Armor, and Stoneskin).

N: Death Strike does only normal damage against Protection from Magic and Protection from Death.

DefendEdit

C: Wizard 6

M: White enchantment strip.

I: Repeat x5 “Power defend me.” Tie cloth on self.

E: Caster is granted Protect and one of the following: Protection from Magic, Protection from Flame, or Protection from Projectiles. Casting magic does not cause this enchantment to dissipate.

N: This enchantment may only be cast on self.

DesiccateEdit

C: Healer 6

M: Already dead victim

I: State once; “On life thou has no hold, thy corpse is growing cold, discard this empty husk, thy spirit resides at dusk.”

R: Touch

E: Target is instantly shattered.

L: May only be used on dead bodies (undead must be killed before this spell will work on them).

N: Will permanently kill undead creatures, including a Lich. May be used on any player that has not yet reached Nirvana, even if they have moved from where they died, but not if he has reached Nirvana.

DispelEdit

C: Druid 5, Healer 6, Wizard 3

I: Repeat x5 “I dispel that magic.”

R: 20 ft.

E: If cast on a player, all spells and enchantments on a player are dispelled, including any on their equipment. Reanimated players die. If cast on an object, all enchantments on it are dispelled. May target a fixed enchantment to remove it.

L: Does not affect class abilities or skills, static magic of any type, any spell or enchantment already discharged (such as Heal), Commune, Messenger, Teleport in the act of being completed, Lost, or Banish. Must be outside Anti-Magic to Dispel it.

N: Will cancel Protection from Magic. Will remove all enchantments from the target’s equipment even if not currently in the target's possession. Example: Throwing down an Enchanted Weapon will not prevent Dispel from removing the enchantment.

DoomEdit

C: Wizard 4

I: Point at victim, repeat x10 “I doom thee.”

R: 50 ft

E: Person dies.

DoomsdayEdit

C: Wizard 4

I: Count “Doomsday 1, Doomsday 2…” through

“Doomsday 300.”

R: Line of Sight

E: All enemies in line of sight will die.

Enchant ArmorEdit

C: Wizard 4

M: Blue enchantment strip, armor

I: "Enchant this armor" x10

R: Touch

E: Weapons, regardless of weapon damaging capacity, do one point of damage to Enchanted Armor.

L: Enchanted armor may not be mended or repaired in any way, and provides no protection from verbal or ball spells.

N: This is proof against Backstab, Armor Piercing arrow, and Penetrating arrow. This covers all armor worn by the player, but does not grant the ability to wear armor.

Enchant ShieldEdit

C: Wizard 1

M: Blue enchantment strip, Shield

I: Shield in hand, repeat x5 “Enchant 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 still affect the holder of the shield.

L: A hit from a white weapon will affect the bearer of the shield as per normal, though the shield itself is undamaged.

EnrageEdit

C: Bard 4

M: Red enchantment strip, Red headband.

I: Touch target, repeat x1 “The anger builds within thy veins. No longer shall thou keep it caged. Thine enemies shall feel the pain. Thy crimson visaged berserk rage!” Place cloth and red headband clearly visible on target.

E: Player gains all the abilities and restrictions listed for the Enraged ability for the duration of the life enchanted. May not return to “normal” until the enchantment is removed by magic or death.

L: Player does not gain Berserk unless they may normally do so while Enraged. May not be used on players who are already Enraged.

N: This enchantment can be cast on Barbarians. Each player can have this cast on them only once each game.

EntangleEdit

C: Druid 1, Healer 2

M: Brown spellball.

I: Hold ball and repeat x5 “Entangle.”

E: Victim is stuck in place for 300 count or until each leg is struck ten times by a slashing weapon. The victim may not move or communicate in any fashion, and neither the victim nor his equipment can be affected in any way - except where noted below. It is considered Engulfing.

L: Beings immune to Flame may not be freed by a Fireball or Flameblade. 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: Dispel Magic, Rot, Freedom, or a touch from a Flameblade will instantly negate the effect. One Fireball striking the victim will instantly negate the effect. Shove, Teleport, and Wind may be used normally on an affected victim. A shield struck by Entangle is considered useless for a 300 count and must be dropped.

ExpertiseEdit

C: Bard 6, Druid 6, Healer 6, Wizard 6

E: May purchase four points of up to second level magic (in user's class).

ExtensionEdit

C: Bard 3, Druid 3, Healer 5, Wizard 3

I: State “Extension” loudly before a spell.

E: Doubles range of the spell for one use. If the spell has a range of ‘Touch’, grants range of 20 ft and the caster must point at the target in lieu of touching.

L: May not be used more than once on the same casting (e.g., no doubling range twice).

N: The Extension is expended when “Extension” is stated, even if the accompanying spell is not completed.

Extension Fast HealEdit

C: Healer 3

I: "Extension" + Fast Heal incantation

R: 20'

E: Same as Heal spell, except range and incantation.

N: Can not be dispelled or canceled. May not be used on a player in Nirvana.

Fast HealEdit

C: Healer 2

I: "The gentle power of healing heals thy wounds" x2

R: Touch

E: Same as Heal spell, except for incantation.

N: Can not be canceled or dispelled. May not be used on a player in Nirvana.

FearEdit

See Awe/Fear.

FeeblemindEdit

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. Resurrected victims will still be under the effect of Feeblemind until cured. Pacify will end this effect.

Finger of DeathEdit

C: Druid 6

I: Point at victim, repeat x5 “I call for your death.”

R: 50 ft

E: Person dies.

FireballEdit

C: Wizard 3

M: Red spellball.

I: Hold ball in free hand and repeat x5 “Fireball.”

E: Will destroy or kill anything it touches while moving, even on a roll, foot shot, or bounce (it affects all targets it touches, not just the first thing struck). It is considered Engulfing.

N: A shield struck by Fireball is considered destroyed.

FirebowEdit

C: Druid 4

M: Orange enchantment strip for bow, arrows as Flame Arrows.

I: "I empower this bow with the element of fire" x10

R: Touch

E: Arrows shot from Firebows are considered Flame Arrows. This is in addition to any other arrow properties, such as penetration or armor-piercing that the arrows have.

L: This does not give the user ability to use a bow.

N: All arrows must be marked as Flame Arrows.

Fire TrapEdit

C: Druid 6

M: 60’ orange cloth or rope (approximately 20 ft diameter)

I: Lay cloth in a circle, repeat x5 “I call upon the element of fire to consume all that violate these boundaries.”

E: Anyone not protected who enters the area (and all their belongings) will be completely destroyed. Melee and ranged combat cannot take place across wall. It will not stop spells or spellballs. N: Protection from Flame will protect the player and his belongings. Protection from Magic will only protect the person or object bearing the enchantment, thus a shield carrying Pro/Magic would survive while the player carrying it would not. 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.

FlamebladeEdit

C: Druid 5

M: Orange 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. Any blow that would wound the target causes death, unless the target is immune to magic or flame.

N: The weapon itself is immune to further Flame magic. A Flameblade may be used to block Entangle, Iceball, and all Flame-effect spellballs with no harm/effect to the wielder or the weapon.

Flame BoltEdit

C: Druid 3

M: Orange spellball.

I: "Flame Bolt" x5

R: Thrown

E: Flame Bolt inflicts damage and/or wounds as a Flame Arrow shot from a normal bow.

L: Protection from Missiles does not block a Flame Bolt. Garb shots are ignored. Protection from Magic and Pro/Flame confer immunity to Flame Bolt.

N: Cannot be dispelled or canceled. Flame Bolt does 2 points of damage to any armor that it strikes, Flame Bolt will also destroy any weapon that it strikes, unless that weapon is Hardened or wielded by a Monk (as per Missile Block). It will also destroy an unprotected shield that it strikes unless the face of the shield is tapped on the ground 3 times within 5 seconds. This spell will not harm an Improved or Enchanted shield.

Flames of FreedomEdit

C: Druid 3

M: Orange enchantment strip

I: "Flames of Freedom" x10

R: Touch

E: This spell confers immunity to Entangle and Iceball spells and similar effects.

N: Immunity extends to equipment, weapons, etc.

FlamewallEdit

C: Druid 4

M: 15 ft. orange cloth or rope.

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 (and all their belongings) will be completely destroyed. Melee and ranged combat cannot take place across wall. It will not stop spells or spellballs.

N: Protection from Flame will protect the player and his belongings. Protection from Magic will only

protect the person or object bearing the enchantment, thus a shield carrying Pro/Magic would survive while the player carrying it would not.

FlightEdit

C: Wizard 5

M: Yellow enchantment strip

I: Tie cloth on self and state “Take to the air and fly away” x5 and “Arriving” x5 to land.

E: The bearer is considered to be flying. A flying player may engage in melee combat only with another flying player. Missile combat, including spell balls, is not allowed while in flight. The bearer may take flight and land multiple times. Flight should be physically indicated by distinctive posturing.

L: May only be cast on self. May not engage in melee combat with non-flyers. A flying player may not attack "grounded" players by any means except verbal magic.

N: 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. Range for all game effects is considered to be the same as actual distance.

ForcewallEdit

C: Healer 3, Wizard 2

M: 15 ft. blue cloth or rope.

I: Lay cloth out in straight line, repeat x10 “Forcewall.”

E: Creates an impenetrable 10-foot wall

N: Nothing may cross this wall. It will stop all verbal spells, melee and missile combat, spell balls, and all magical effects. Some in game effects (like a river of lava), may be able to simply move around the wall, but cannot destroy or overcome it.

FreedomEdit

C: Healer 4, Bard 6

I: Repeat x3, “(Identify target), I free thee from the shackles that bind thee"

R: 20'

E: The target is instantly freed from any magic or ability that physically restricts movement in any way.

N: Physically restrictive magics and abilities include: Entangle, Iceball, Petrify, Ensnare, Hold Person, Paralyze, and Paralyzing Pit. Can not be dispelled or canceled.

HardenEdit

C: Healer 4, Wizard 2

M: Maroon enchantment strip

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.

HealEdit

C: Druid 1, Healer 1

M: Person

I: Touch person and state: “Healing 1, Healing 2...” through “Healing 30.”

R: Touch

E: Person’s wound is healed. It will also remove the effects of Subdual, and will free a victim from Petrify in a 30 count after the spell is completed.

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. May not be used on a player in Nirvana.

HealbladeEdit

C: Healer 5

M: White enchantment strip, melee weapon

I: "Healblade" x10

R: Touch

E: The weapon heals wounds on a hit to the wounded limb. It may also be used to cure Stun and end the effects of subdual.

L: The weapon will not cause wounds to anyone except undead (acts as a Deathblade on undead monsters). A Healblade will not repair natural armor. May not be used on self.

N: The Healblade affects Petrified players as a Heal spell.

Heal ExtendEdit

C: Healer 2

I: State “Heal Extend,” identify target, then recite the

Heal spell.

R: 20 ft.

E: Except for range, identical to the Heal spell. May not be used on a player in Nirvana.

Heat WeaponEdit

C: Druid 1, Wizard 1

I: Repeat x2 “By the 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 and must be dropped.

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. Heat Weapon does affect Hardened weapons.

Hold PersonEdit

C: Bard 1, Wizard 2

I: Repeat x3 “I command you 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 DuelEdit

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 with out 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.

IceballEdit

C: Wizard 1

M: White spellball.

I: Hold ball in free hand and repeat x5 “Iceball.”

E: Victim is stuck in place for 300 count. The victim may not move or communicate in any fashion, and neither the victim nor his equipment can be affected in any way - except where noted below. It is considered Engulfing.

L: Beings immune to Flame may not be freed by a Fireball or Flameblade. 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: Dispel Magic, Melt, and Freedom or a touch from a Flameblade will instantly negate the effect. One Fireball striking the victim will instantly negate the effect. Shove, Teleport, and Wind may be used normally on an affected victim. A shield struck by an Iceball is considered useless for a 300 count and must be dropped.

Killing GroundsEdit

C: Wizard 6

M: 90’ black cloth or rope (approximately 30 ft diameter)

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.

LegendEdit

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 ensnare a maximum number of people equal to his level.

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.

LendEdit

C: Wizard 5

E: May Lend magic to another Wizard (of any level). 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 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. Spell maximums must still be observed. May be cast on self only. This spell does not expire when the caster dies.

LichEdit

C: Wizard 6

M: Monster handout (Lich)

E: After having died his last natural death, the caster returns to the place he died as a Lich.

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 Lich is considered to be a caster and undead and may still die from normal means. A Lich (as an undead) has the following powers and restrictions;

  • Immunities: Death, Charm, Poison, Disease,
  • Regenerates wounds in a 60 count, but will not regenerate from death. The Lich may still be killed by normal means.
  • The lich may not be Healed or Resurrected. The lich may be affected by Banish and Perdition. A Healblade acts as a Deathblade.
  • The lich may not carry any game items or enchantments. The lich may not be brought back to life in any manner.

Lightning BoltEdit

C: Wizard 2

M: Yellow spellball.

I: Hold bolt and repeat x5 “Lightning Bolt.”

E: Players struck die; Items struck are destroyed.

LiplockEdit

C: Bard 2, Wizard 2

M: Maroon enchantment strip.

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

LoreEdit

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 defines the Lore spell.

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.

LostEdit

C: Healer 1

I: Repeat x5 “I make thee lost.”

R: 20 ft.

E: Person must go back to his base before he can do anything else. The person is out of game until he reaches his based and cannot affect or be affected by the game.

L: May not be used on Teammates.

N: May not be dispelled.

Magical ProjectileEdit

C: Druid 2

M: Projectile (arrow, javelin, throwing knife, etc), yellow enchantment strip.

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 can act as a shield breaking weapon.

L: Monks may block these without penalty.

N: This enchantment may be simulcast up to four times, providing four additional points of damage to

the projectile damage dealing capacity.

Magic BoltEdit

C: Wizard 1

M: Blue spellball

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. Will destroy a shield or weapon on a hit. Destroys one point of armor.

N: It is not stopped by Pro/Projectiles. Missile Block is effective against this but Greater Missile Block is not.

Mass SleepEdit

C: Healer 5

I: Repeat x250 “Mass Sleep (present count).”

R: Line of sight.

E: As per Sleep for a 60 count, except effects everybody (both teams) in line of sight

MeltEdit

C: Healer 1

I: "I call upon the warmth of the earth to release you." x3

R: Touch

E: The target is freed of the effects of an Iceball upon completion of this spell.

N: Can not be dispelled or canceled.

MendEdit

C: Druid 2, Healer 1, Wizard 2

I: Repeat x10 “Make this item whole again.”

R: Touch

E: Will repair a damaged or destroyed item or restore all armor damage.

L: Cannot be used to negate the affects of Heat Weapon., Shatter, or Cursed Weapon., or those destroyed by Sphere of Annihilation.

N: If an enchanted item is Mended, its enchantment stays intact.

MessengerEdit

C: Wizard 2

M: Maroon enchantment strip

I: Cloth in free hand, repeat x10 “Safe passage unto thee,” tie cloth on player.

E: Recipient must go straight to destination, deliver message, and then return where spell was cast. Cannot harm others nor be harmed, and may not be followed.

MimicEdit

C: Bard 4

M: If the mimicked class has any garb or material components, the Bard must have these.

E: During that life, caster gains all the non-magical 1st level abilities and restrictions of a single standard fighting 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. If the Bard is Level-5, he may Mimic a 2nd level class under the same conditions. If the Bard is Level-6, he may Mimic a 3rd level class under the same conditions.

L: May not be used to Mimic the Anti-paladin or Paladin classes unless caster is a knight.

N: If Enraged, caster may not cast magic. Monsters may never be mimicked.

MuteEdit

C: Healer 1, Bard 5

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 DestructionEdit

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.

PacifyEdit

C: Healer 4

M: Focus

I: Repeat x5 “(Name target), with the power of healing, I pacify thy rage."

R: 50'

E: This spell instantly ends effects of Confusion, Feeblemind, Chant of Rage, Enrage, and Berserk.

N: May not be canceled or Dispelled.

ParalyzeEdit

C: Healer 6

M: Focus

I: Repeat x5, “(Identify target), I call upon the power of healing to paralyze thy body."

R: 50'

E: The target is paralyzed for a 100 count. The target is unable to speak, defend self, move, etc.

L: Pro/Magic confers immunity to this spell.

N: Cannot be dispelled or canceled.

Paralyzing PitEdit

C: Druid 6, Wizard 5

M: 30 ft grey cloth or rope (approximately 10 ft diameter)

I: Repeat x10 "Paralyze all who violate this area."

R: Touch

E: Any players inside the zone are completely immobilized and may not move, cast spells, or use active class abilities.

L: Bearers of Protection from Magic are immune. May not be placed within 20' of base. May not bring game items into a Paralyzing Pit (item is removed from the Pit and victim is still paralyzed).

N: This spell does not confer any protection on victims. Victims may be freed by a magical Heal, Freedom, Shoving them out of the area of effect, or by being carried out by two players who are immune to the effects.

Pass PlantEdit

C: Druid 5

I: Touch tree and repeat x5 “Pass plant”, and repeat upon arrival x5 “Arriving.”

R: Touch

E: Caster is transported from the current tree to any tree in the game boundaries. 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.

N: Must go straight to location unless tracked (may then take indirect route). Should quietly tell reeve or teammate destination. Cannot be followed except through 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.

Pass Without TraceEdit

C: Druid 3

I: Repeat x3 "Pass Without Trace”

R: Self

E: The caster vanishes and must proceed directly to his or her base. The Druid cannot be attacked or affected in any way, including battlefield effects, until base is touched. Cannot be Tracked.

N: This spell may be cast while moving. The Caster may not take Game items while under the effects of this spell. In games without definable bases, follow all rules of the Teleport spell, though you may still cast while moving. Many not be dispelled or canceled.

PerditionEdit

C: Healer 6

M: Focus

I: Repeat x3 “(Identify target), I call upon the force of healing to destroy this abomination of life."

R: 50'

E: Targeted undead monster is destroyed, and cannot be returned to life in any manner, including

Regeneration.

N: Targeted undead monster loses one life, and may play additional lives normally. May not be canceled or dispelled.

PermanencyEdit

C: Wizard 6

R: Touch

E: The targeted enchantment or fixed enchantment may not be Dispelled or Cancelled, and has no fixed duration.

L: The Wizard may not cast Permanency on enchantments placed on himself or his equipment.

N: Permanency is placed on a specific enchantment already in effect. Fixed enchantments remain in effect even if the caster moves more than 100 feet away. Permanent fixed enchantments are still negated by the caster's death.

PetrifyEdit

C: Druid 5, Wizard 4

M: Padded gray “petrify ball” with streamers

I: Hold ball in free hand, repeat x5 “Petrify.”

E: Victim is turned into 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, but may be reused once the victim is free.

N: Release, Dispel Magic, and Freedom will instantly free the victim, while Heal will free the player in a 300 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 DoorEdit

C: Druid 3

M: A tree taller than the caster.

I: Touch tree, 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.

PresenceEdit

C: Bard 1

M: When used, must tie a maroon ribbon on 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.

L: If the caster attacks or casts magic at a Barbarian, that person may ignore the affects of the caster’s Presence for the rest of the game.

N: Players that are Enraged ignore Presence

ProtectEdit

C: Healer 3, Wizard 3

M: White enchantment cloth

I: Repeat x5 “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 simulcast up to four times on the same person. May not be Mended. Offers no protection from attacks that cause no damage.

Protection from ControlEdit

C: Bard 1, Healer 4

M: White 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 DeathEdit

C: Healer 5

M: White enchantment cloth

I: Repeat x5 “I protect thee from death,” tie on cloth.

E: Target is immune to Death magic and abilities.

Protection from DiseaseEdit

C: Druid 3, Healer 3

M: White enchantment cloth

I: Repeat x5 “I protect thee from disease,” tie cloth on person.

E: Person is immune to all forms of disease.

L: A weapon hit will still cause normal damage.

N: This will protect a person from being converted to an undead or lycanthrope.

Protection from FlameEdit

C: Druid 2, Wizard 2

M: White enchantment cloth

I: Repeat x5 “I protect thee from the element of flame,” tie cloth on person or object.

E: Protects against all forms of flame, including all magic of the Flame School.

N: Stops Fireball’s negation of Iceball and Entangle.

Protection from MagicEdit

C: Wizard 4, Healer 6

M: White enchantment cloth

I: Repeat x5 “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 enchantments cast on them as normal weapons. Protection from Magic will prevent other enchantments from being cast on a target.

Protection from PetrificationEdit

C: Healer 4

M: White enchantment cloth

I: Repeat x5; "I protect thee from the calcification of thy tissues."

R: Touch

E: The bearer is immune to Petrify.

Protection from PoisonEdit

C: Healer 2

M: White enchantment cloth

I: Repeat x5 “I protect thee from all deadly venoms,” tie cloth to person or object.

E: Grants a one-time immunity to poison effects (but not the wound itself if delivered by a weapon) on a person or object

N: Does not protect from damage from a poisoned weapon, but only negates the poison.

Protection from ProjectilesEdit

C: Wizard 3

M: White enchantment cloth

I: Repeat x5 “I protect three from the weapons of flight,” tie cloth on person or object.

E: Protects from all non-magic projectiles.

L: Ineffective against magical or enchanted projectiles, including magic balls, relic projectiles, and weapons bearing Magical Projectile.

N: Will stop projectile Siege Weapons (both red and white).

Protection from SubdualEdit

C: Bard 2

M: White enchantment cloth

I: Repeat x5 “Be stout of heart and strong of will,” 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, excluding the Stun spell

PyrotechnicsEdit

C: Druid 4, Wizard 3

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, Enchanted Shield or any enchantment. Is stopped by Protection from Magic and Protection from Flame.

ReanimateEdit

C: Wizard 5

M: Grey enchantment strip, dead player

I: Repeat x10 “Rise and fight again,” tie on strip

E: Player is returned from the dead to loyally serve the caster.

L: Dispel will kill. Wounds 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 still remain. Barbarians may not be

Reanimated.

N: As Reanimate is an enchantment, person does not retain enchantments carried before death unless they are able to bear two enchantments.

RegenerationEdit

C: Healer 6

M: Green enchantment cloth

I: Repeat x5, “Endless health unto thee,” tie cloth on target player.

E: Players bearing this enchantment will recover from all wounds and/or death in a 60 count and are immune to poison. The player may not be fighting to gain this benefit. Fighting will interrupt the count and cause the player to start over when they stop fighting. The last five seconds of the count must be said aloud and audible to fifty feet.

L: Will not work on armor of any sort. It will not work on those killed by poison or disease, those killed by fire (excluding Call Lightning and Lightning Bolt), Sphere of Annihilation, or those subjected to Sever Spirit, Desiccate, or Seppuku under any circumstances.

ReincarnateEdit

C: Druid 6

M: Dead person, appropriate garb, monster handout

I: Repeat x5 “I call upon the forces of nature to grant you life in a new form."

E: Player sacrifices lives (listed in the monster description) to play as a monster with one life L: Restricted to the following monsters: Lizard man, Dryad, Unicorn, Hill Giant, Regenerating Troll, Centaur, Brownie, Minotaur 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. 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.

ReleaseEdit

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.

ResurrectEdit

C: Healer 3

M: Dead Person

I: State once: “Resurrect” followed by a 30 second count followed by “The gentle power of healing hath

resurrected thee.”

R: Touch

E: The dead person is alive, negating the last death and removing all negative effects such as Yield or poison (as if he never died). Enchantments remain intact. Expended spells or abilities are not regained. L: A dead person cannot move on his own nor speak in order to encourage a caster to Resurrect him. A person that was killed by a Sphere of Annihilation

cannot be Resurrected except by means of the Summon Dead spell. 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. Protection from Magic,

Sever Spirit, Desiccate, and Seppuku will prevent Resurrect.

RotEdit

C: Druid 1

M: Victim in Ensnare or Entangle

I: Repeat x3 “I call upon the powers of entropy to release you.”

E: The target is freed of the effects of an Entangle upon completion of this spell.

Safe PassageEdit

C: Bard 3

I: Repeat x5, “Song of Safe Passage” and then begin performing in some manner.

E: The Bard may wander freely as long as the Bard continues to perform. The Bard may not be directly attacked, but is still affected by battlefield effects.

L: The Bard may make no hostile moves toward the enemy during this time, nor may the Bard approach within 20' of a base.

N: If the Bard wanders into or is caught in the area of effect of an Anti-Magic Zone the spell ends immediately. If the Bard stops performing, makes any hostile moves toward the enemy, or tries to influence combat in any way then the spell ends immediately.

Safe ZoneEdit

C: Healer 6

M: 30 ft. silver cloth or rope (app. 10 ft diameter)

I: Repeat x5 “Let the gentle power of healing make a place of sanctuary for those in need of it.”

E: Anyone within the circle is immune to all battle game effects, except any healing magics preformed inside the circle.

L: A Safe Zone may not be placed within 50' of a base. Game Items may not enter a Safe Zone.

N: Anyone, including the caster, is free to enter or exit the Safe Zone without dispelling it. The death of the Healer will end the effects of a Safe Zone.

Sever SpiritEdit

C: Healer 4, Wizard 4

M: Already dead victim

I: Repeat x2 “I sever thy spirit.”

R: Touch

E: Targeted corpse is impossible to Resurrect, Re-animate, Reincarnate, Regenerate or bring back to life in any manner.

L: May only be used on corpses (undead creatures must be killed before this spell will affect them).

N: Will permanently kill undead creatures, including Lich.

ShoveEdit

C: Wizard 1

I: Repeat x3 “I shove thee.”

R: 20 ft.

E: Forces victim to back up 20 feet directly away from the caster.

L: Cannot force a person into a mundanely physically dangerous position.

N: Will work against persons under effects of Iceball, Entangle, Petrify, Stun, Paralyzing Pit, and Sleep magic, as well as those who are wounded.

SilenceEdit

C: Healer 5

R: 50 ft

I: Repeat x5 “Let all sounds forsake thee.”

E: The victim cannot speak or cast magic for a 300 count

N: Speaking requirements used in normal class abilities are not affected and may still be used.

L: 2nd level Monks are immune to this spell.

SleepEdit

C: Bard 3, Healer 2

I: Repeat x5 “Close your eyes and sleep in peace.”

R: 20 ft.

E: Victim must “Sleep” for a 60 count. The target is awakened when struck, even if blow is ineffective.

N: Offers no special protection to its target.

Sphere of AnnihilationEdit

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 that is not Invulnerable; even Enchanted or Hardened items. Counts as one hit against Invulnerability. Is not stopped by non-invulnerable armor. Objects destroyed by Sphere may not be Repaired or

Mended. Will stop Berserk. Players killed by Sphere may still be Resurrected. It is Engulfing. L: Bounces do not count. Invulnerability does work against this magic. Protection from Magic will not stop a Sphere. Only one bolt may be carried.

N: A shield struck by a Sphere of Annihilation is destroyed, and the player is also affected as if he were struck directly.

SplinterEdit

C: Druid 3

I: Repeat x3 "By the power of nature, I destroy that (object)."

R: 20 ft.

E: The target object is completely destroyed.

L: This spell cannot affect bases or game items. Hardened objects may not be Splintered.

N: Splintered objects cannot be Mended or Repaired. Any enchantment on the item is lost.

StackEdit

C: Wizard 6

E: You may place one extra enchantment on a single player or his equipment. May be used on self.

L: May not be Stacked on itself. May not be used with enchantments cast by other players. Stack cannot be used with Attuned or Item Enchantment. If both enchantments are used on the player’s body, they should be tied in different places.

N: The cost must still be paid for the two enchantments to be used. Does not expire with the caster's death if cast on another player.

StoneskinEdit

C: Druid 4

M: Blue enchantment cloth

I: Touch target, repeat x5 “May nature protect thee from all forms of attack,” tie cloth to players arm.

E: Player gains one point of invulnerability and one point of armor.

L: Cannot be used with any other armor.

N: This enchantment can be simulcast up to four times, giving the target four points of invulnerability and four points of armor. May be cast on players that cannot normally wear armor.

Stone to FleshEdit

C: Druid 4

M: Petrified victim

I: Repeat x5 "I call upon the element of earth to free thee from its stony fist."

R: 20 ft.

E: The target is freed from Petrify instantly, upon completion of this spell.

StunEdit

C: Healer 3

I: State the target and repeat x 5 “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. Will affect Barbarians.

Stun WeaponEdit

C: Wizard 1, Healer 1

M: Grey enchantment cloth

I: Repeat x5 “May this weapon stun its victim,” tie cloth to weapon.

E: Allows any weapon to be used to subdue.

L: Does not allow the weapon to affect monsters that are only affected by magic weapons. May only be used by members of the caster’s team.

Summon DeadEdit

C: Healer 5

I: Repeat x5 “I summon thy corpse.”

R: 50 ft.

E: Dead person must go to the healer but is not again alive. Remains with the Healer until dismissed

or a subsequent spell on the dead body is completed.

N: May be used on people in Nirvana (if in range); death count is suspended until the body returns to

Nirvana.

Swords to PlowsharesEdit

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.

Talk to DeadEdit

C: Healer 1, Wizard 1, Bard 2

M: Dead Person

I: Repeat x3 “Reveal your secrets from beyond the grave.”

R: Touch

E: Dead person must answer one “yes or no” question truthfully with “yes,” “no,” or “I don’t know.” L: The spell fails if the dead player wore an un- dispelled Protection from Magic or was subjected to Sever Spirit, Desiccate, or Seppuku.

TeleportEdit

C: 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 unless tracked (may then take indirect route). 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.

TheaterEdit

C: Bard 5

M: 45 ft. blue marker cloth or rope (approximately 15

ft diameter)

I: Repeat x5 “All ye gentle souls, gather close and listen well, for the show is about to begin!”

E: Anyone within the circle is immune to game effects so long as the Bard is performing. No combat, spell casting, or ability use may be made inside the circle (even other Bard magics).

L: Theater may not be placed within 50' of a base. Game Items may not enter Theater. Large-area effects from outside Theater (Doomsday, Mass Sleep, etc.) will affect those inside Theater, as will some battlefield effects (floods, volcanoes, etc). Projectile siege weapons may be fired into Theater.

N: Anyone, including the caster, is free to enter or exit the Theater without dispelling it. The death of the caster will end the effects of a Theater.

ThornwallEdit

C: Druid 2

M: 15 ft. brown cloth.

I: Lay cloth in straight line, raise hand in air, repeat x5 “Thorns come forth.”

E: Creates a 15 ft long impassable wall of sharp thorns.

L: This wall can be destroyed by 10 hits with a melee weapon, a hit from a flame effect (Fireball, Flameblade, Flame Arrow, etc) or Sphere of Annihilation. If struck by a flame effect, the wall is treated as a Flamewall for a 100 count before being consumed and disappearing. The barrier will stop all verbal spells, melee and missile combat, and spell balls.

Touch of DeathEdit

C: Healer 4, Wizard 3

M: Black enchantment cloth

I: Repeat x20 “Touch of death,” tie strip on person.

E: Bearer's touch kills (via either hand).

L: Works through clothes, 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 ParalyzationEdit

C: Druid 2

M: Grey enchantment cloth

I: Repeat x10 “Paralyzation.” Tie cloth on person. E: If bearer touches a player, that player is

paralyzed and may not move for a 100 count. Bearer must state “Paralyzation” as he touches the victim.

The effect is similar to a subdual blow.

L: Works through clothes, 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.

TransformEdit

C: Wizard 6

M: Appropriate monster garb and monster handout.

I: As player dresses in monster garb, caster repeats x5 “I transform thee into a (Monster's name).”

E: Player sacrifices lives as listed in the monster description to play a monster for one life.

L: Target must be willing. When 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. Restricted to the following monsters: Mummy, Giant, Dryad, Unicorn, Gorgon, Gargoyle, Siren, Goblin, Troll, Pegasus, and Skeleton. Must be approved by the appropriate 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.

TruthEdit

C: Bard 2

I: State “Truth” followed by a single yes or no question. The Bard may ask one question per the Bard’s level.

R: 20 ft

E: The target must answer the question truthfully, either ‘yes,’ ‘no,’ or ‘I don’t know.’

VigorEdit

C: Druid 5, Healer 6

M: Green enchantment cloth

E: The caster is immune to Poison and Disease.

N: Lasts for the entire game

VisitEdit

C: Bard 1

I: While standing at a base, very loudly state; “What a wonderful day! I think I will go and pay a completely harmless visit to those nice friendly people on the other side of the field!” The caster may take no hostile actions or Visit is cancelled.

E: The caster may enter and sit within/at the enemy base and/or position, and perform and talk with them. 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. The caster is immune to attack, but is notimmune to game effects or mass spells.

L: Monsters may ignore Visit.

VivifyEdit

C: Wizard 5

E: Gives the caster one additional life.

VoiceEdit

C: Bard 6

E: Allows the caster to purchase five points of druid magic from any level. They are considered to be

druid magic, regardless of the caster’s class.

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 WoodEdit

C: Druid 1

I: Repeat x2 “By the power of nature I warp that

(object).”

R: 20 ft.

E: Item is 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 Enchanted Shields.

WarskillEdit

C: Wizard 5, Healer 5, Druid 5, Bard 4

E: Caster may use a single weapon or a shield (not weapon type) at no cost to spell points.

WindEdit

C: Wizard 5, Druid 6

I: Repeat x5: “Sleeping force of Wind I hail, send you forth a mighty gale. Buffet, whip them to the bone, toss them in a pile at home.”

R: Line of Sight

E: All enemies in sight are blown back to their base and considered out of game until they arrive.

WoundingEdit

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 designated limb is wounded.

L: The victim must be unwounded prior to spell casting. Has no effect on an injured player.

N: May be cast while moving. Spell books or scrolls are not required to cast. Will outright kill monsters

that die on wounds. May only be cast on non-wounded players.

YieldEdit

C: Bard 3, 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, 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 count immediately expires.

N: Other magic may still affect the victim during the duration of Yield.