Mage Basic Career
Fundamental spellcasting, magical defense (Auras), and elemental disciplines for aspiring mages.
Auras is the magic of Defense. A shield against threats both magical and physical. When cast there is a flash of Green light.
Special Rules for the Auras School:
A character may only have one physical defensive Aura spell – Vigilance or Invulnerability – on them at any one time, not both. Similarly, a character may only have one magical defensive Aura spell – Defense, Negation, Reflection, or Absorption – on them at any one time. If a character has a latent defensive spell and an incompatible spell is cast on them, the spell that uses the most Power Points takes precedence. Aura of Resistance and Purity will not stack with themselves but can be combined with a physical and magical spell defense.
If a character is hit with a Destroy Magic spell then all the spells of the Auras School are lost, excluding the Armor and Stamina spells. Further rules and description of the Destroy Magic spell is listed under the Thaumaturgy School.
The magical spell defenses may or may not work on other forms of magic than just the spells in these rules. For example, they are known to work against spell songs, but they do not work against curses. If you do not know whether some mystical attack on your character can be prevented by a magical defense, you can try invoking it, but even if the defense does not work, it is still used up.
Rank 1:
Spell Verbal: I Weave an Aura of...
- ...Armor. 1 Power Point Until Used Up.
- This spell gives the character an additional 3 Armor Points. These extra 3 Armor Points are the first Armor Points lost when the character is damaged.
- ...Stamina. 2 Power Points Until Used Up.
- This spell gives the character an additional 3 Body Points. These extra 3 Body Points are the first points lost when the character’s Body Points are damaged, but otherwise act as normal Body Points.
- ...Defense. 3 Power Points Latent.
- When invoked, this spell reduces the result of any damaging spell to one half. It has no effect against non-damage effect spells such as Sleep or Drain Magic. A Kill spell is reduced to doing half the target’s full Body Points, rounded up, minimum of two. This spell will halve the effects of a Life spell cast upon a character hurt by the element of Life, if the undead is intelligent enough to invoke it. If the character drops to 0 or -1 Body Points they are Bleeding to Death, not at the Brink of Death.
Rank 2:
Spell Verbal: I Weave a Protective Aura of...
- ...Vigilance. 4 Power Point Latent.
- When invoked, this spell gives protection against certain specific attacks: it prevents a Waylay with 3 or fewer points of damage from rendering the target unconscious and taking damage and it leaves the target of a Slay or an Assassinate skill with half their current Body Points. However, if direct body damage was done by the weapon, then any blade poisons on the weapon take effect.
- Vigilance has no effect against any other form of attack, magical or non-magical, including a Waylay that does 4 or more points of damage.
- ...Negation. 5 Power Points Latent.
- When invoked, this spell completely cancels the effects of one spell cast upon the character. A Negation will stop spell like effects such as those from Nature Magic and Spell Songs normally.
- ...Reflection. 6 Power Points Latent.
- When invoked, Reflection turns a spell back upon its caster. If the caster also has a Reflection spell and chooses to invoke it, then the spell is reflected back upon the target again. If the original target still has some other appropriate form of defense against spells they may then invoke it.
- A Reflection will stop magical spell like effects including those from Nature Magic and Spell Songs, but in these cases, while the spell is stopped, the spell is not redirected back at the caster.
- For purposes of determining who the caster of a reflected spell is, the character that last used the reflection is considered the caster. For example, a character is hit with a Paralysis spell, they invoke a Reflection spell and the original caster is now paralyzed, and the original defending character can remove the Paralysis spell by touch since they are now considered the caster.
Rank 3 Auras
Rank 4 Auras
Rank 5 Auras
Rank 3:
Spell Verbal: I Weave a Protective and Warding Aura of...
- ...Fortitude. 7 Power Point Latent, 5 Minutes
- When invoked, this spell provides the character with a 4 Threshold, which negates all physical attacks on the target character that delivers 4 points of damage or less, for 5 minutes. If a blow does 5 or more points of damage, Fortitude will not block it.
- If a character is under the affects of a Fortitude spell, then it takes a Waylay that does 5 or more points of damage to knock them unconscious. A Fortitude spell does protect a character from a Killing Blow, provided the damage done by the Killing Blow is four points or less and the spell’s duration has not expired.
- The Threshold provided by a Fortitude spell does not protect the character from any spells, only physical attacks are stopped and cannot be stacked with other Thresholds. As a rule, Thresholds do not add, only the most protective Threshold protects the character.
- Once a Fortitude spell is invoked, it is no longer a latent spell and is considered an active spell. A character cannot invoke a Fortitude spell as a defense to an attack, they must already have the spell active to gain the benefits of the spell.
- ...Absorption. 8 Power Points Latent.
- When invoked, an Absorption spell negates the effect of a spell. Also, the actual, modified Power Points used to cast the negated spell are given to the character. This spell will not give a character any Power Points if they do not have the Power Point skill, nor will it give a character more Power Points than their normal Power Point maximum.
- If a character uses an Absorption to stop an area of effect spell that does not strike them directly, the effect is stopped but the character gains no Power Points. For example, a character wishes to safely cross a Wall of Flame spell. They can call their Absorption to protect themselves from the damage, but gain no Power Points.
- An Absorption will stop magical spell like effects including those from Nature Magic and Spell Songs, but in these cases, the effect is stopped but the character gains no Power Points from the spell even if the character is a Druid or Spell Singer.
- ...Invulnerability. 8 Power Points Latent.
- This spell protects against one physical attack. It cancels a Waylay, Slay, Assassinate, Stunning Blow, Critical Attack, or any other nonspell effect that does damage or harmful physical effect.
- An Invulnerability spell can be used to stop a Killing Blow if the target is immobilized and still conscious, but the player must say the word “Invulnerability” audibly to give the attacker the chance to see the characteristic flash of light.
- ...Purity. 8 Power Points Latent.
- When invoked, this spell protects the character from one external alchemical attack. Purity will not stop any alchemy the character consumes.
- Paste of Binding, acids, Fire Breath, Sunwater, Paste of Stickiness, and Alchemical Lubricant have an external effect but will not be stopped by this spell. These items are stopped by an Invulnerability spell.
Rank 2 Auras
Rank 4 Auras
Rank 5 Auras
Rank 4:
Spell Verbal: I Weave a Protective and Warding Aura of...
- ...Resistance to Shield You. 12 Power Point Latent.
- This Spell is considered Lost Magic.
- When invoked, this spell will stop any one physical or magical attack and follows all the standard rules for Invulnerability and Negation spells. A character can still only have one Resistance upon them at a time.
- Resistance takes up its own slot, thus a character could have an Invulnerability, Negation, and Resistance at the same time.
Rank 2 Auras
Rank 3 Auras
Rank 5 Auras
Rank 5:
Spell Verbal: I Weave a Protective and Warding Aura of...
- ...Dragon Skin to Harden Your Hide. 16 Temporary Power Points, 1 Permanant Power Point Latent, 10 minutes.
- This Spell is considered Lost Magic.
- When this latent spell is invoked, the character gains 25 Body Points that can be healed and Damage Resistance: Silver. Spells and other magical attacks still harm the character normally as does “Light” and “Dark” attacks.
- This defense lasts for 10 minutes or until dispelled. The Body Points gained from this spell are the first to go, therefore when the spell ends, the character will not lose any additional Body Points if they are below their normal maximum.
- ...Elder Resistance to Shield You from Harm. 24 Temporary Power Points, 2 Permanant Power Points Latent.
- This Spell is considered Lost Magic.
- This latent spell defense will stop any one attack or effect regardless of the nature of the attack. This includes warlock augmented spells, sorcery, martial skill, alchemy, faith, etc. Unlike some characters that have this affect as an innate ability, the character does not suffer a Torso Stun effect when they invoke this defense.
Rank 2 Auras
Rank 3 Auras
Rank 4 Auras
Bonds is the magic of restraint, holding objects or characters in place. The flash of magic associated with bonds is a deep blue color.
Special Rules for the Bond School:
Any Bond School spell can be removed by its caster. The caster must touch the target player of the spell and say, “I Release You From (name of spell)”. This also applies to the Imprisonment spell, as the act of touching the target player refers to the ability of the caster to make physical contact with the target, not the caster’s character and the target character.
Almost all the Bond spells can be removed by a Dispel Magic; Imprisonment and Impenetrable Portal are the only two listed here that cannot. The Pin, Bind, Paralysis, and Imprisonment spells are not mutually exclusive and therefore, a character can be effected by all four at once.
Characters with an exceptional Strength Bonus are immune to the effects of certain Bonds School spells. Only a Strength Bonus that is combinable counts at all towards determining if a character is immune to a Bonds School spell. Skills, spells and alchemical items that grant a non-combinable Strength Bonus are never considered in the calculations, but skills and spells that grant even a temporary combinable Strength Bonus do count. The table below outlines the required Strength Bonus needed and what spell immunities are gained.
Spell Name
Strength Bonus
Some characters are immune to the effects of Bond School spells. The commonly encountered ones are ethereal or incorporeal undead. Others to be sure exist, but the player must learn of these during game play.
Rank 1:
Spell Verbal: I Create a Magical...
- ...Attachment. 1 Power Point 10 Minutes.
- This spell attaches an object that weighs no more than 10 pounds to another object. The caster must touch both objects during the casting of the spell. If more than 10 pounds of force is applied to the Attachment, it will break. For example, a bottle could have an Attachment to a staff, but an Attachment could not be used to fix a rope to a wall so a character could swing across a chasm.
- You cannot cast multiple Attachment spells on an object.
- This spell is not a combat spell. Attachment can be represented outof-game by duct tape, but the caster is responsible for supplying the duct tape to attach the objects.
- ...Pin. 2 Power Points 30 Seconds.
- The spell attaches the right foot of the target character to the ground. The target can pivot on their right foot, but cannot lift it or move it.
- A character can break a Pin with a +3 or more Strength Bonus and taking 5 seconds to complete.
- There is a visible effect to this spell, and it is obvious to any one looking if the character is free or not
Bonds Rank 3
Bonds Rank 4
Bonds Rank 5
Rank 2:
Spell Verbal: I Create a Magical Seal That Will...
- ...Bind. 5 Power Point 1 Minute.
- This spell attaches both of the target’s feet to the ground and both of the target’s arms to their sides. A Bind spell makes both spell casting and combat impossible. A bound character cannot be moved since their feet are attached to the ground, and if they are holding something in their hands, they cannot release it. Another player can remove an item from the target’s hand(s), but doing so requires a +3 or more Strength Bonus and frees the target’s arms. A bound character cannot be given a Killing Blow, provided that the character can still twist around.
- A Bind spell can be partially broken with a +3 or more Strength Bonus. It takes 5 seconds to free either the character’s arms or legs or 10 seconds to free both. If the character uses a Giant Strength spell to free themselves it would require two spells – the act of breaking either the arms or legs free counts as one action.
- There is a visible effect to this spell, and it is obvious to any one looking if the character is free or not.
- ...Lock. 5 Power Points 1 Hour.
- This spell will seal a door, hold an object in place or attach an object to another object. A Lock spell can be represented out-of-game by duct tape, but the caster is responsible for supplying the duct tape to attach the objects.
- This spell will not work on a character. An object cannot be attached to a character and a character cannot be attached to anything.
- A Lock spell can be broken with +3 or more Strength Bonus such as by invoking a Giant Strength spell. If an object under the effects of a Lock spell is destroyed, then the spells ends.
Bonds Rank 3
Bonds Rank 4
Bonds Rank 5
Rank 3:
Spell Verbal: I Create a Magical Seal That Will Cause...
- ...Paralysis. 7 Power Point 5 Minute.
- This spell completely paralyzes the target character; they cannot move or speak. The only acts a paralyzed character can perform are to move their eyes, blink, or invoke a latent spell. A character may be given a Killing Blow while they are paralyzed.
- Paralyzed characters can be moved as they are not attached to the ground; in addition, their limbs can be moved by some external force such as another character. The target will still be unable to move from their new position. If the paralyzed character is reduced to 0 Body Points or lower, the player should still fall down.
- There is a visible effect to this spell, and it is obvious to any one looking if the character is free or not.
- ...Imprisonment. 9 Power Points 5 Minutes.
- The target character is completely immobilized; they cannot move or speak. They are surrounded by a glowing, skin tight magical prison that protects them from all attacks, spells, or damage until the spell wears off. An Imprisoned character cannot be picked up or moved from the spot where the spell hit them. If the spell affects the character while they are not touching the ground – jumping in mid air, swimming, brachiating, being carried, in a tree, etc. – the character is immediately dropped to the ground under them when the spell hits.
- The Imprisonment spell is not affected by the Dispel Magic or Destroy Magic spells. The effects of alchemical items cannot pass through an Imprisonment. If you cast an Imprisonment on yourself then you cannot remove it; you must wait until the 5 minutes elapse.
- A target is still affected by the Hypnosis skill and other charm like gaze attacks. The Total Power skill will pierce through an Imprisonment, even if the original spell was cast with Total Power.
- There is a visible effect to this spell, and it is obvious to any one looking if the character is free or not.
- ...Free Action. 6 Power Points Latent or Instant
- This spell is considered Lost Magic
- This spell can be used in two different ways. First, it can be used to dispel any spell from the Bonds School when cast on the target character. It will only remove one active spell at a time and the character should call what spell they are dispelling when they cast this spell. If the character does not then the target player can choose what Bonds School spell they want dispelled if they are affected by multiple Bonds School spells.
- The caster can choose to cast this spell as a latent spell defense. When used in this way, this spell defense will stop one spell from the Bonds School. This spell, when used in this manner, cannot be invoked to dispel an already active Bonds School spell.
Bonds Rank 2
Bonds Rank 4
Bonds Rank 5
Rank 4:
Spell Verbal: I Create a Magical Seal That Will Cause...
- ...a Wall of Paralysis. 9 Power Point Within line of sight.
- This spell is considered Lost Magic.
- This spell creates a 10 foot by 10 foot by 1 foot wall of magic; if anyone touches or passes through the Wall of Paralysis they are paralyzed and are affected as per the Paralysis spell.
- This spell follows the normal wall spell rules found at the beginning of this chapter.
Bonds Rank 2
Bonds Rank 3
Bonds Rank 5
Rank 5:
Spell Verbal: I Create a Magical Seal That Will Cause...
- ...this Portal and Dwelling to be Impenetrable. 20 Temporary Power Points, 1 Permanant Power Point 12 Hours.
- This spell is considered Lost Magic
- This spell will magically seal a building or room for 1 hour. No door, window or other exit can be opened and the entire building is indestructible for the duration. Only the caster may pass unhindered through the portals. Anyone else wishing to move through a portal requires a +7 Strength Bonus, non-combinable and the portal will remain open for as long as the character holds it open and can maintain the required Strength Bonus. If a portal is forced in this manner, the spell still stays in effect for the 1 hour duration.
- While this spell is in effect, no attack can pass though any closed portal. If a portal is opened – either by the caster or by force – then any attack can pass through normally. The Dispel Magic and Free Action spells have no effect on this spell, however any sorcerous dispel will end this spell.
- If there is no actual doorway – as with a lean-to, pavilion or archway for example – then the portal requires a +9 Strength Bonus to pass through and the character cannot bring any other character with them, nor can they get assistance from another character to pass through. No attacks can pass through no matter how strong the character is or how much damage attempts to pass the portal; only if the character actually forces their way through, can the spell be breached
Bonds Rank 2
Bonds Rank 3
Bonds Rank 4
Charms is the magic of interfering with your opponents mind. From dazzling them with lights, to convincing them you're a trusted ally. The flash of magic when charms are cast is Yellow.
Special Rules for the Charms School:
Any Charm spell can be removed by its caster. The caster must touch the target of the spell and say, “I Release You From (name of spell).” Charm spells do not cease their effects if the caster falls unconscious or is in any stage of their Death Count.
The Enslave and Dominate spells are incompatible spells. If a character already has one of these spells cast on them and another spell is cast, the spell that uses the greater number of Power Points takes precedence. If a character has one of these spells cast on them and the same spell is cast on them again, the more recently cast spell takes precedence. Also, you cannot command someone to do something they cannot do; for example, you cannot order a character to resist a Speak the Truth spell if they could not normally resist it; you can cast a Resist Suggestion and order the character to use it. Similarly, you cannot order a person to use a Slay skill on someone if they do not have the skill or have already used it during that Tag Cycle.
Remember, a character can never be forced through the use of these spells to lose permanent pool points, Body Points or skills.
Rank 1:
Spell Verbal: I Command You to...
- ...Fumble <right/left hand>. 1 Power Point Instant.
- This spell causes the target character to drop everything in-game they are holding in a specified hand. The target must let go completely, allowing all the items in that hand to fall to the ground. The caster of the Fumble must specify which hand is affected with an out-of-game comment when the spell packet hits the target; e.g., “I Command You to Fumble… Right Hand”.
- If an item is attached to a character by some means other than a physical grip, then that item is not dropped; for example, a sword that is glued to a character’s hand with a Paste of Stickiness would stay in the character’s hand even though the character releases their grip. The Disarm skill cannot be used as a Retain against the Fumble spell.
- If you are the target of a Fumble spell, then after you have let go of everything you are holding in one hand, you may then bend down and pick it up. You may not bend down, let your hand relax, then immediately grab an item and straighten up. You must let everything in your hand drop, and then bend down to pick it up.
- ...Speak the Truth. 2 Power Points One Question or 5 Minutes, Whichever Comes First.
- This spell causes the targeted character’s answer to the next question the caster – and only the caster – asks to be direct and truthful; the target can choose not to speak, but if they do speak it must be the truthful answer to the caster’s question. If the caster does not ask a question before 5 minutes have elapsed, the spell expires. Only the caster of the spell can ask the question; the target can still respond to questions from others but the target does not have to speak the truth.
- Speak the Truth only lasts for the first sentence of an answer to the question. If the question is phrased in such a way that a simple answer can be given, then the target must state the simple, true answer. If the question is phrased such that only a long answer can be given, then the caster should only trust the first sentence. For example, “Did you kill the Duke?” has a simple answer; “What was your plan to kill the Duke?” may take more than a single sentence to answer.
Charms Rank 3
Charms Rank 4
Charms Rank 5
Rank 2:
Spell Verbal: I Command You to Obey and...
- ...Be Dazzled. 4 Power Point 5 Seconds.
- This spell causes the target character to drop everything in-game they are holding in a specified hand. The target must let go completely, allowing all the items in that hand to fall to the ground. The caster of the Fumble must specify which hand is affected with an out-of-game comment when the spell packet hits the target; e.g., “I Command You to Fumble… Right Hand”.
- If an item is attached to a character by some means other than a physical grip, then that item is not dropped; for example, a sword that is glued to a character’s hand with a Paste of Stickiness would stay in the character’s hand even though the character releases their grip. The Disarm skill cannot be used as a Retain against the Fumble spell.
- If you are the target of a Fumble spell, then after you have let go of everything you are holding in one hand, you may then bend down and pick it up. You may not bend down, let your hand relax, then immediately grab an item and straighten up. You must let everything in your hand drop, and then bend down to pick it up.
- ...Resist Suggestion. 5 Power Points Latent
- This spell cancels the effect of one spell from the Charms School. It is ineffective against all other forms of mental control, Hypnosis, Dust of Sleep, Fear Affects, Vampire Charm, etc. for example.
- Unlike most latent spells, Resist Suggestion does not have to be announced when it is invoked; there is no characteristic flash of light when this defense is used. A player with a Resist Suggestion spell knows which Charm spell has been cast on them and can decide whether to invoke it based on that information. You must invoke your Resist Suggestion immediately after being hit with the charm spell. You cannot be affected by a Speak the Truth spell then invoke the Resist Suggestion spell after hearing the question being asked and decide not to answer truthfully.
- If a character invokes Resist Suggestion in a manner that is not immediately obvious, they should consult with a Marshal to confirm that the spell was used. For example, if a character uses Resist Suggestion against an Enslave spell but is still pretending to be affected, or if a character resists a Speak the Truth spell during an interrogation, a Marshal should be informed. It is therefore important that the caster of a Resist Suggestion give the player the Power Point tags used to cast the spell so that the player has proof that they could invoke it.
- ...Be Silent and Mute. 6 Power Points 1 Minute
- The target character of this spell cannot speak. This means the target cannot use any spells, skills or abilities that require an in-game verbal. Remember, the use of latent spells, magic items, and weapon damage does not require the player to speak in-game, and is not affected by this spell. This spell lasts until a Dispel Magic or a Heal Limb spell is cast.
- The target of this spell is still under their own free will and therefore not cut off from their faith based skills.
Charms Rank 3
Charms Rank 4
Charms Rank 5
Rank 3:
Spell Verbal: I Command You to Obey and Charm You to...
- ...Fall Asleep. 6 Power Point 5 Minutes.
- This spell causes the target character to fall asleep. The character will wake up before the 5 minute duration has elapsed if they take a point of damage. The character may be given a Killing Blow while asleep.
- ...Be Enslaved. 8 Power Points 5 Minutes.
- This spell causes the target character to obey all the caster’s commands. A character affected by an Enslaved spell will commit suicide or attack their friends at the caster’s command. However, the enslaved character will act without emotions or self determination; you should roleplay your enslavement so that it is obvious to everyone that the spell has been cast on your character.
- An enslaved character cannot obey commands that require independent thought or initiative, such as “Solve this riddle for me,” or “Figure out a plan to kill the princess.” The character must do exactly as they are instructed; they cannot initiate conversation, take independent action, or act in any way in their best interests. If asked a question they will answer truthfully for they have no desire to protect themselves. If ordered to attack another character they will do so to the best of their abilities. They can be given contingent commands such as “Kill anyone entering the room,” “Go to the inn and kill the Duke if he is there or wait there and kill him when he enters,” or “Go find the Baron of the Dale and give him this missive.”
- The enslaved character will never attack the caster of this spell while they are still under the spell’s effects.
- After the spell wears off, the character will remember everything that occurred while they were enslaved, including the identity of the caster of the spell.
Charms Rank 2
Charms Rank 4
Charms Rank 5
Rank 4:
Spell Verbal: I Command You to Obey and...
- ...Be Dominated and Controlled. 12 Power Point 1 Hour.
- This spell causes the target character to obey all the caster’s commands. A character affected by a Dominate spell will otherwise behave normally, except that a dominated character will not harm the caster or cause the caster to be harmed unless the caster commands them to do so. A dominated character is not aware they are under the affects of this spell; if asked with a Speak the Truth spell they will not realize they have been dominated and would correctly answer “No”.
- A dominated character can be commanded to perform tasks that require some thought – “Solve this puzzle” for example – but they cannot be ordered to do something they cannot normally do. You cannot order someone to use a Slay or Assassinate skill if they do not normally have the ability to do so or they have used that skill for the current Tag Cycle.
- The caster can order a character to do something they would normally not do. The caster could order someone to kill their spouse or best friend for example. “Using all your skills, abilities and items to the best of your ability go and kill the Baron of the Dale when I leave this building,” is an acceptable command. The caster can give any number of commands to the dominated character. The caster can prompt the dominated character with false information or facts. The caster could, for example, tell the character “The undead outside are not dangerous or evil and will help you if you ask them.” The character would not run or start a fight with the undead when they met them, but would defend themselves if attacked. The dominated character can be told that their best friend is their most hated enemy. No amount of convincing on someone else’s part will change the character’s mind. However, the character will not make up reasons why their best friend is their most hated enemy, and would remember being best friends. The caster can prompt the dominated character with complicated memories to make the false facts more believable to others but the dominated character needs no convincing they simply believe what the caster tells them as the absolute fact.
- Similarly the caster can tell the dominated character to forget facts and events – even to forget skills. However, once the spell ends all the lost memories will return normally.
- After the Dominate spell wears off, the target will remember who cast the spell on them and what they did while dominated. All false facts and information will be remembered as false and the character’s own values and beliefs will be intact.
Charms Rank 2
Charms Rank 3
Charms Rank 5
Rank 5:
Spell Verbal: I Command You to Obey and...
- ...Be My Soul Slave to Obey My Every Command as I Enslave your Mind and Body and Dominate your Soul Forever. 30 Power Points, 2 Permanant Power Duration: Event.
- This spell works like a Domination spell with the following differences.
- First, the spell’s duration is until the end of the current Event and will persist even after the character resurrects.
- Second, this spell is not detectable by any low magic spell.
- However the Sever Magic and Dispel Magic spells work normally.
Charms Rank 2
Charms Rank 3
Charms Rank 4
Death magic tampers with the body. Removing senses and injuring it directly. Death magic has a Gray flash of light when cast.
Special Rules for the Death school:
If a Death spell does damage, it does so directly to a character’s Body Points. Death spells do not affect armor. Death spells that cause damage will heal undead; the undead adds to its Body Points the amount of damage that would normally be done by the spell, up to the character’s starting total. The Kill spell has a special effect on undead and is described below, but note that lesser undead dissolve into dust when they are slain and cannot be restored by these spells. The rest of the non-damaging spells will have no effect on undead.
Rank 1:
Spell Verbal: I Call Upon Darkness to...
- ...Feign Death. 1 Power Point 10 Minutes.
- This spell will make the target character look pale; their skin will be cold to the touch and their pulse and breath will be unperceivable and to most observations, they will appear to be dead. A Detect Life spell, Assess Your Ailment spell or First Aid will not reveal that the character is alive. Feign Death will allow a character to impersonate an undead; the illusion of death is destroyed if the target character takes any offensive actions or engages in combat, but not if they are attacked.
- ...Cause Harm. 3 Body per 1 Power Point, Variable Instant.
- This spell does 3 points of magical direct body damage for every Power Point spent by the caster. When the spell is cast, the caster must state the amount of damage being done; for example, “I Call Upon Darkness to Cause Harm... Fifteen Body Points” cause 15 Magic Body Points and means that the caster spent 5 Power Points.
- This spell will heal undead (and some other characters) at the same rate as it damages non-undead.
Death Rank 3
Death Rank 4
Death Rank 5
Rank 2:
Spell Verbal: I Call Upon Darkness and Terror To...
- ...Weaken. 4 Power Points 1 Minutes.
- This spell causes the target character to deal no more than 1 point of damage with all martial attacks regardless of their Damage Bonus or Strength Bonus. This spell does not affect special weapon attacks like the Slay skill, Assassinate skill, Stun skill, etc. For skills that modify damage, the base weapon damage is always 1. For example, if a weakened character uses a Critical Attack skill, they will deal 2 points of damage. Similarly, a weakened character will only Waylay dealing 1 point of damage.
- A character will lose all Strength Bonuses for the duration of this spell.
- ...Maim. 4 Power Points Instant.
- This spell does 12 points of magical direct body damage.
- ...Take Your Sight 6 Power Points 1 Minute
- This spell causes the target character to be unable to see for 1 minute or until they are healed. A Heal Limb spell or effect can be used to restore their sight. While blinded a character cannot make any melee attacks unless they have the Blind Fighting skill. They can close their eyes and throw a spell “blind”. They can use their weapons to attempt to block attacks directed at them, so long as their eyes are closed and do not attempt to swing their weapon around wildly. They are able to use any passive defensive skills they have, such as Martial Parry, Critical Parry, Negation spell, etc. Even if a character has the Blind Fighting skill, they cannot use the True Aim or Perfect Aim skills.
- When you role-play the effects of a Take Your Sight spell, you can close your eyes. However, take care if you are on rough terrain or in a room with sharp furniture. It is better to keep your eyes open and be safe than it is to roleplay your character’s blindness convincingly.
- This spell damages the eyes of the target character so, like other damaging spells, the caster cannot remove their own spell nor can any other character dispel these effects, the target character must be healed.
- ...Cause Agony 5 Power Points 5 Seconds
- This spell is considered Lost Magic.
- This spell causes the target character intense pain for 5 seconds during which time the character must fall to the ground and can take no other actions except to invoke latent spell defenses. This spell can be cured with a Heal Body or Dispel Magic spell.
- This spell causes pain directly to the soul and is never a positive effect.
Death Rank 3
Death Rank 4
Death Rank 5
Rank 3:
Spell Verbal: I Call Upon Darkness and Terror To...
- ...Drain Life. 6 Power Points Instant.
- This spell does 12 points of magical direct body damage and heals the caster for the amount of damage done by the spell. If the target had 12 Body Points or more, then 12 Body Points are transferred to the caster; if the target has less than 12 Body Points, then only the amount the target has are transferred. The caster cannot be healed to more than their normal Body Point limit.
- This spell has no effect when cast on an undead character. If an undead character casts this spell, the target takes 12 Body Points of damage, but the undead is not healed.
- ...Cripple. 6 Power Points Instant.
- This spell does 18 points of magical direct body damage.
- ...Enfeeble Your Mind 7 Power Points 5 Minute
- This spell causes the target character to lose all intelligence; they cannot use any skills, spells, invoke latent spells, invoke magic items or take any defensive actions. An Enfeebled character effectively becomes the village idiot.
- This effect lasts for 5 minutes or until healed with a heal mind effect. The Dispel Magic spell has no effect on this spell.
- ...Incapacitate Your Body 8 Power Points Instant
- This spell is considered Lost Magic.
- This spell does 24 points of magical direct body damage.
Death Rank 2
Death Rank 4
Death Rank 5
Rank 4:
Spell Verbal: I Call Upon Darkness and Terror To...
- ...Kill You and Wreak Havoc Upon Your Soul. 12 Power Points Instant.
- This spell causes the target character to go to -1 Body Points and to the Brink of Death. The character can be restored to life with the appropriate spells or skills.
- This spell is the equivalent of a Heal Life spell for an undead
- ...Cast a Wall of Enfeeblement. 9 Power Points While in Line of Sight.
- This spell is considered Lost Magic.
- This spell creates a 10 foot by 10 foot by 1 foot wall of magic; if anyone touches or passes through the Wall of Enfeeblement they are affected by an Enfeeblement spell.
- This spell follows the normal wall spell rules found at the beginning of chapter 3.
- ...Create a Spectral Weapon 10 Power Points Latent, 5 Minute
- This spell is considered Lost Magic.
- This latent spell is cast upon a weapon, and when invoked, will cause the weapon to swing for direct Body Point damage for 5 minutes. This spell will add no additional damage. The player should call “Body” after the amount of damage they are doing.
Death Rank 2
Death Rank 3
Death Rank 5
Rank 5:
Spell Verbal: I Call Upon Darkness and Terror to...
- ...Kill Any Who Date to Cross this Wall of Ash Before Me. 18 Temporary Power Points, 1 Permanent Power Point While in Line of Sight
- This spell is considered Lost Magic.
- This spell creates a 10 foot by 10 foot by 1 foot wall of magic; if anyone touches or passes through the Wall of Ash they are affected by a Kill spell. T
- his spell follows the normal wall spell rules found at the beginning of chapter 3.
- ...Kill You and Hold Your Soul in Agonizing Torment Until You Die. 20 Temporary Power Points, 1 Permanent Power Point Instant,Special
- This spell is considered Lost Magic.
- This spell affects the target character just like a Kill spell, except their Death Count is reduced by half and the character must roleplay being in agonizing torment for the duration of this spell. During this time, the character can not move themselves from where they fell and can take no other actions. They cannot cast spells, attack, defend, call any latent spell, invoke any magic items, or even speak coherent thoughts.
- A Sever Magic spell cast at the caster or a Dispel Magic spell cast at the target character will not end the torment, however the character can be healed normally.
Death Rank 2
Death Rank 3
Death Rank 4
In order to learn Demonology, the character must be taught by a demon capable of teaching this magic. This demon will extract a price for this knowledge, nothing less than their immortal soul. This demonic pact marks the characters soul forever and when the character dies they are guaranteed to spend the rest of eternity in Hell.
Should this contract with Hell ever be broken, the character is unable to cast Demonology spells until a new pact is made.
Making the initial pact can be a tricky matter. The character must find a teacher in-game. Demons guard their knowledge most jealously and do not normally allow tomes to be made.
At the time the pact is signed, the character must choose which aspect of Hell they will follow: fire, ice, undeath, and shadow. This will directly affect how the character’s spells work. For example, should the character choose fire, then the type of demon they summon is fire and the spells will deal fire damage. Their aspect never changes unless their contract is passed to another and they change the aspect.
The four <Aspect> verbals would be:
• From the Unending and Fiery Pits of Hell I...
• From the Unending and Icy Pits of Hell I...
• From the Unending and Undying Pits of Hell I...
• From the Unending and Shadowy Pits of Hell I...
Rank 1:
Spell Verbal: From the Pits of Hell I...
- ...Detect Demon. 0/1 Power Point Instant.
- This spell can be cast upon a character or item and will reveal if the character is a Demon or possessed by a Demon. If cast upon an item, it will reveal if that item contains a trapped Demon.
- ...Summon an Imp. 3 Power Points 1 Hour, Special.
- This spell will summon an Imp of the appropriate type depending on the Demonologists Aspect. The character must be in their Death Count for the spell to affect them; if cast upon an undead character or a character who is not at least Bleeding to Death, the spell has no effect and the Power Points are wasted. At the end of the character’s Death Count, their soul is sacrificed to Hell and an Imp will emerge from the dead character’s body. The character’s soul spends a short time in Hell where it is tormented by the denizens of Hell. If the character is healed before the end of their Death Count, the spell ends and the summoning fails. Dispel magic will not stop the spell.
- When the demon is destroyed, banished, or 1 hour passes, then the demon returns to Hell, leaving whatever worldly possessions it had behind. The player may now go to the Healer’s Guild and resurrect. There is no special consequence of their time spent in Hell other than not being able to play, while playing the demon.
Demonology Rank 3
Demonology Rank 4
Demonology Rank 5
Rank 2:
Spell Verbal: From the Unending Pits of Hell I...
- ...Scourge Your Hands. 5 Power Points Instant.
- This spell does 8 points of damage to the character with the effect listed below depending on the Demonologists Aspect. Additionally, the character must drop whatever is in their hands. They may pick up the item immediately after they drop the items. This is not a charm effect
- Fire: 10 Magic Fire
- Ice: 10 Magic Ice
- Undeath: 10 Magic Rot*
- Shadow: 10 Magic Ghost
- ...Summon a Demonling. 5 Power Points 1 Hour, Special.
- This spell will summon a Demonling of the appropriate type depending on the Demonologists Aspect. The character must be in their Death Count for the spell to affect them; if cast upon an undead character or a character who is not at least Bleeding to Death, the spell has no effect and the Power Points are wasted. At the end of the character’s Death Count, their soul is sacrificed to Hell and a Demonling will emerge from the dead character’s body. The character’s soul spends a short time in Hell where it is tormented by the denizens of Hell. If the character is healed before the end of their Death Count, the spell ends and the summoning fails. Dispel magic will not stop the spell.
- When the demon is destroyed, banished, or 1 hour passes, then the demon returns to Hell, leaving whatever worldly possessions it had behind. The player may now go to the Healer’s Guild and resurrect. There is no special consequence of their time spent in Hell other than not being able to play, while playing the demon
- ...Command Lesser Demons. 6 Power Points 1 Hour
- This spell will allow the caster to control all Imps, Demonlings, Hellhounds, and Minor Demons in the sound of their voice. This spell will not override a Dominate Demon spell, a Follower of Lights turn ability, or a Servant of Darkness command ability.
- ...Shield my Body from Possession 6 Power Points Latent, Special
- This latent spell will protect the character from being possessed. Once invoked the character cannot be possessed from that character for the remainder of the Tag Cycle.
Demonology Rank 3
Demonology Rank 4
Demonology Rank 5
Rank 3:
Spell Verbal: From the Unending and <Aspect> Pits of Hell I...
- ...Summon a Hell Hound. 7 Power Points 1 Hour, Special.
- This spell will summon a Hell Hound of the appropriate type depending on the Demonologists Aspect. The character must be in their Death Count for the spell to affect them; if cast upon an undead character or a character who is not at least Bleeding to Death, the spell has no effect and the Power Points are wasted. At the end of the character’s Death Count, their soul is sacrificed to Hell and a Hell Hound will emerge from the dead character’s body. The character’s soul spends a short time in Hell where it is tormented by the denizens of Hell. If the character is healed before the end of their Death Count, the spell ends and the summoning fails. Dispel magic will not stop the spell.
- When the demon is destroyed, banished, or 1 hour passes, then the demon returns to Hell, leaving whatever worldly possessions it had behind. The player may now go to the Healer’s Guild and resurrect. There is no special consequence of their time spent in Hell other than not being able to play, while playing the demon. Hell Hounds cannot use the items of the character used to summon it.
- ...Cast a Circle of Binding. 7 Power Points End of Tag Cycle.
- This spell is cast using the same rules as a wall spell, however it must always be a closed 10’ long piece of garland in a roughly circular shape. The caster can make the circle with up to a 20’ piece of garland if they wish.
- Any demon or demon possessed character or item cannot pass out of the circle. They cannot attack, cast spells or use abilities or skills outside the circle. They can affect anything in the circle they wish. Additionally, demons may pass into the circle but not out again. Demons trapped inside the circle cannot affect the circle, but a demon on the outside can.
- The circle will dissipate at the end of the Tag Cycle or if a Dispel Magic is cast upon the circle.
- ...Summon a Minor Demon. 8 Power Points 1 Hour, Special
- This spell will summon a Lesser Demon of the appropriate type depending on the Demonologists Aspect. The character must be in their Death Count for the spell to affect them; if cast upon an undead character or a character who is not at least Bleeding to Death, the spell has no effect and the Power Points are wasted. At the end of the character’s Death Count, their soul is sacrificed to Hell and a Lesser Demon will emerge from the dead character’s body. The character’s soul spends a short time in Hell where it is tormented by the denizens of Hell. If the character is healed before the end of their Death Count, the spell ends and the summoning fails. Dispel magic will not stop the spell.
- When the demon is destroyed, banished, or 1 hour passes, then the demon returns to Hell, leaving whatever worldly possessions it had behind. The player may now go to the Healer’s Guild and resurrect. There is no special consequence of their time spent in Hell other than not being able to play, while playing the demon.
- ...Burn Your Soul 9 Power Points 5 Seconds
- This spell does 30 points of damage to the character with the effect listed below depending on the Demonologists Aspect.. Additionally, the character is affected by a 5 second Torso Stun
- Fire: 30 Magic Fire
- Ice: 30 Magic Ice
- Undeath: 30 Magic Rot*
- Shadow: 30 Magic Ghost
- Shields will stop the Torso Stun effect but not the Damage portion of this spell.
*This does not heal undead.
Demonology Rank 1
Demonology Rank 2
Demonology Rank 4
Demonology Rank 5
Rank 4:
Spell Verbal: From the Unending and <Aspect> Pits of Hell I...
- ...Hasten Your Demise. 10 Power Points Instant, Special.
- This spell, when cast on a character in their Death Count, cuts their Death Count and current count in half. This can only be cast on a character once per Death Count; it does not stack with itself.
- For example, Zagon and his friends are fighting a Demonologist and his minions. Zagon is reduced to -1 Body Points and falls. The player begins his Death Count and hopes his friends come by to save him. The Demonologist casts a Hasten Your Demise on Zagon. His current Death Count is Bleeding to Death at 40 seconds. After the spell is cast, Zagon’ current Death Count is Bleeding to Death at 20 seconds and only has 10 seconds before he goes to the Brink of Death. After that he will only have 2 and a half minutes at the Brink of Death to get a life effect.
- The spell ends when the character dies or receives appropriate healing. Dispel Magic has no effect on this spell.
- ...Dominate this Demon. 12 Power Points 1 Hour.
- When a demon is affected by this spell, it will obey all the commands given by the caster. This spell will affect all demons, including greater demons, but not Hierarchs. However, intelligent demons cannot be ordered to kill themselves; they will also remember who cast the spell on them and may seek vengeance once the spell has worn off. Unlike the Charm School spells, the affected, intelligent demonic character may attack the caster if they wish unless ordered not to.
- This spell allows the caster to control any demon type regardless of their aspect
- ...Summon Dark Energies to Power Me. 15 Power Points Special
- This spell grants the caster a demonic energy pool of the type listed below. The caster can throw the pool at any rate up to the total of their current points or empower their weapons or claws to swing for +1 for each pool point put into the attack. This requires no verbal to use. The pool will fade away after 1 hour if not used
- Fire: 40 Magic Fire
- Ice: 40 Magic Ice
- Undeath: 40 Magic Rot*
- Shadow: 40 Magic Ghost
- This spell is NOT stackable with itself.
- ...Summon a Demon to Obey Me 20 Power Points 1 Hour, Special
- This spell will summon a Superior Demon of the appropriate type depending on the Demonologists Aspect. The character must be in their Death Count for the spell to affect them; if cast upon an undead character or a character who is not at least Bleeding to Death, the spell has no effect and the Power Points are wasted. At the end of the character’s Death Count, their soul is sacrificed to Hell and a Demon will emerge from the dead character’s body. The character’s soul spends a short time in Hell where it is tormented by the denizens of Hell. If the character is healed before the end of their Death Count, the spell ends and the summoning fails. Dispel magic will not stop the spell.
- When the demon is destroyed, banished, or 1 hour passes, then the demon returns to Hell, leaving whatever worldly possessions it had behind. The player may now go to the Healer’s Guild and resurrect. There is no special consequence of their time spent in Hell other than not being able to play, while playing the demon
- ...Summon Total Demonic Power To Infuse me With Magic 20 Power Points End of Tag Cycle
- This spell draws upon Hell’s infernal power to grant the caster extra Power Points which can only be used to cast other Demonology spells. Every time this spell is cast, the caster gains 30 Power Points. The character can only use unadjusted Power Points to cast this spell, they cannot use Demonic Power Points to cast this spell.
- The character should write the spells name on the back of the Power Point Tags used to cast the spell indicting their increased value.
Demonology Rank 2
Demonology Rank 3
Demonology Rank 5
Rank 5:
Spell Verbal: From the Pits of Hell I...
- ...Banish This Demon Back to the Abyss from Whence it Came for a Moon and a Day. 30 Temporary Power Points 1 Event.
- This spell is considered Lost Magic.
- This spell will banish any demon back to Hell including Hierarchs for the rest of the current Event and the next Event.
Demonology Rank 2
Demonology Rank 3
Demonology Rank 4
Enchantments is air magic, and deals lightning damage. The color of its magic is Orange.
There are no special rules for Enchantments.
Rank 1:
Spell Verbal: With Pure Magic I Cast a...
- ...Shock. 1 Power Point Instant.
- This spell does 5 points of magical damage due to lightning.
- ...Giant Strength. 2 Power Points Latent.
- When invoked, this spell grants the character a temporary +3 Strength Bonus, Non-Combinable allowing the character to add +3 to the weapon damage of their next attack, or to perform one act of giant strength for no longer than 15 seconds. If the character normally calls “Two Damage” when they hit, if they invoke a Giant Strength they would call “Five Damage”. If the character fails to hit, they do not use up the Giant Strength spell.
- This spell can never be used to increase the distance a character jumps
Enchantments Rank 2
Enchantments Rank 3
Enchantments Rank 4
Enchantments Rank 5
Rank 2:
Spell Verbal: With Pure Magic I Cast a...
- ...Lightning Shield. 3 Power Point Latent.
- When invoked, this spell will cancel the effects of one Enchantments School spell. The Lightning Shield spell will also negate one blow from a weapon that does normal or magical lighting or electrical damage, but will not stop special damaging martial attacks such as the Slay, Critical Strike, Stun, Assassinate, etc. skills. A Lightning Shield will protect against extreme non-magical lightning or electricity for 5 seconds.
- ...Lightning Bolt. 4 Power Points Instant.
- This spell does 20 points of magical damage due to lightning.
- ...Magic Weapon 4 Power Points Latent
- This spell can only be cast on a weapon. If you hold the weapon, you can invoke this spell, which causes the next weapon attack done by the weapon to be magical. The Magic Weapon spell does not add any damage to the blow. The attacker must add, “Magic”, to the damage done by the weapon when invoking the spell; for example, “Two Magic”. The Magic Weapon spell only lasts for one blow, but if an attacker fails to hit their target the spell is not used up. Magic Weapon can be combined with any other combat skill such as Waylay, Slay, Assassinate, Critical Attack, etc.
- This spell can be invoked and used with the Dissection skill to harvest a component from another character. This spell will last for 1 minute, but should the dissection be interrupted, the spell ends and must be recast.
- This spell can never be invoked as a defense to the Shatter or Blast spells, nor does it give the weapon any properties of a magic weapon except what is listed here
- ...Mighty Shatter <item> 4 Power Points Instant
- This spell will destroy a non-magical object of One-Handed Edge size or smaller. The name of the item that the caster wishes to shatter is an out-of-game comment that the caster says when the spell packet hits a target, for example, “With Pure Magic I Cast a Mighty Shatter… sword.” If the character is carrying more than one weapon in their hands, the caster can specify which weapon or hand is affected; if the caster does not specify then the target can choose which hand is affected.
- The object that is being shattered must be visible to the caster; the caster cannot shatter a spell book completely contained within a pouch even if the caster knows that a spell book is there. This spell will not affect part of an object – a piece of the object that will damage or destroy it by removing the part out-of-game. For example, you could not destroy: the hinge on a box, the branch of a tree, a lock built into a box, the leg of a small stool, the doorknob of a door, etc. You can destroy: a box, a branch on the ground, a Master Lock on a box, a small stool, etc.
- Clothing worn by a player can never be shattered with this spell; this includes: shirts, pants, belts, pouches, hats, shoes, etc. You can destroy jewelry or other things attached to the clothing such as: rings, bangles, necklaces, pins, etc. Armor cannot be shattered by means of this spell. No shield, regardless of size, can be shattered.
- If any weapon or item card was associated with the shattered item, the card should be torn in two. An item that has been shattered is broken into too many pieces to be collected.
Enchantments Rank 1
Enchantments Rank 3
Enchantments Rank 4
Enchantments Rank 5
Rank 3:
Spell Verbal: With Pure Magic I Cast an Unyielding...
- ...Wall of Force. 6 Power Point While in Line of Sight.
- This spell creates a 10 foot by 10 foot impenetrable wall. Nothing can pass through the wall, including spells and alchemical items; only clean non-poisoned air is allowed to pass. The Total Power skill will pierce through a Wall of Force, even if the original spell was cast with Total Power.
- This spell follows the normal wall spell rules found at the beginning of chapter 3.
- ...Powerful Blast. 6 Power Points Instant.
- This spell will destroy a non-magical object of door size or smaller. The name of the item that the caster wishes to blast is an out-of-game comment that the caster says when the spell packet hits a target, for example, “With Pure Magic I Cast a Powerful Blast… door” or “With Pure Magic I Cast a Powerful Blast… Polearm.”
- In all other respects, this spell obeys the same rules as the Shatter <item> spell except any shield can be affected by the Blast spell.
- ...Electrocution 6 Power Points Latent
- This Spell is considered Lost Magic.
- This spell does 30 points of magical damage due to lightning
- ...Magic Sanctuary 9 Power Points While Concentrating
- This spell creates a skin-tight impenetrable barrier around the caster. The Magic Sanctuary spell protects the caster from all attacks, spells, and alchemical items; and provides the caster with clean air. Neither the Dispel Magic nor Destroy Magic spells can negate this spell. A Magic Sanctuary is a complete protection against the outside world; other characters may not pick up or move the caster, nor may they apply weight to the caster’s arm to make the caster lower it before the caster chooses.
- The caster is still affected by certain attacks. Hypnosis is one such attack. The character can be ordered to drop the Magic Sanctuary. The Total Power skill will pierce through a Magic Sanctuary, even if the original spell was cast with Total Power.
- While a caster maintains a Magic Sanctuary, they may not pick up objects, drop objects, strike with a weapon, drink potions, or cast any spells, even on themselves. The caster can pass through anything that is not actively resisting such as light branches. If someone blocks the caster’s path, the caster cannot move them and cannot be moved by them either. This spell will allow the character to walk through water, blizzards, sandstorms, or even lava unharmed. A caster can move through a free swinging door, but cannot turn a knob or open a latch. The caster cannot affect the outside world with any skills, spells, abilities, magic items, etc while they are maintaining this spell. The caster could not, for example, use gaseous alchemical items or invoke area affect magic items while in a Magic Sanctuary spell.
- A Magic Sanctuary only protects the caster; if someone is touching the caster when the spell is cast, they are not protected as well.
- While they are maintaining a Magic Sanctuary, the player must hold an arm out to their side parallel to the ground, elbow bent up at a right angle, and palm forward. Also, the caster must walk slowly, no faster than one step per second. If the caster drops their arm or moves faster than one step per second, the sanctuary dissipates.
- Like all spells, a Magic Sanctuary does not last beyond the end of an Event.
Enchantments Rank 2
Enchantments Rank 4
Enchantments Rank 5
Rank 4:
Spell Verbal: With Pure Magic I Cast an Unyielding...
- ...Powerful and Masterful Strength. 10 Power Points Latent, 5 Minutes.
- This spell is considered Lost Magic.
- This latent spell grants the character a +2 Strength Bonus, Non-Combinable for 5 minutes after the character invokes the spell. This Strength Bonus can be stacked with other Strength Bonuses, even a Giant Strength spell
- ...Circle of Force to Protect Me. 12 Power Points While Concentrating.
- This spell is considered Lost Magic.
- This spell creates a 10 foot high, 10 foot radius impenetrable wall. Nothing harmful can pass through the wall, including spells and alchemical items; only clean non-poisoned air is allowed to pass. The Total Power skill will pierce through a Circle of Force, even if the original spell was cast with Total Power. The Circle of Force is centered on the caster and the caster cannot move while maintaining this spell.
- This spell follows the normal rules for wall spells found at the beginning of chapter 3.
Enchantments Rank 2
Enchantments Rank 3
Enchantments Rank 5
Rank 5:
Spell Verbal: With Pure Magic I Cast an Unyielding...
- ...Haven About Me to Protect Me on My Way. 21 Temporary Power Points, 1 Permanent Power Point While Concentrating.
- This spell is considered Lost Magic.
- This spell creates a 10 foot high, 10 foot radius impenetrable closed cylinder centered on the caster. Nothing harmful can pass through the wall, including spells and alchemical items; this spell will provide clean air enough for everyone inside. The Total Power skill will pierce through a Haven, even if the original spell was cast with Total Power.
- While they are maintaining a Haven, the player must hold both arms out to their sides parallel to the ground, elbows bent up at a right angle, and palms forward. If the caster drops their arm, the spell dissipates. Also, the caster must walk slowly, no faster than one step per second. Unlike Magic Sanctuary, this spell will push characters out of the way and will conform to allow the caster to move through smaller diameter portals. When cast, the caster can specify who is in the initial 10 foot radius; all other characters are pushed out to 10 feet.
- This spell is not affected by Dispel Magic spell
- ...Electrical Storm to Incinerate All Before Me. 20 Temporary Power Points, 1 Permanent Power Point Instant, Special.
- This spell is considered Lost Magic.
- This spell allows the caster to throw ten bolts of lightning doing 20 points of magical lightning damage each. If the caster moves or takes damage then they will loose whatever bolts of lightning they have not yet thrown. The caster may pivot on their right foot while this spell is active without ending the spell. The caster has the option to throw all the bolts of lightning at once or one at a time or any combination they want.
Enchantments Rank 2
Enchantments Rank 3
Enchantments Rank 4
Healing is the magic of life, restoring and rejuvenating the injured and destroying undead. There is a flash of Pink when it is cast.
Special Rules for the Healing School:
If your character knows how to cast any Healing spells, you must be aware of all the logistical responsibilities involved. The necessary tag exchanges are described below, but you should read the Playing the Game Chapter for more details.
Healing magic that harms undead does double the normal damage. For example, a Heal Person spell that would normally heal for 12 Body Points would do 24 points of direct body damage to the undead character. Like with any spell, the caster should not double the damage when calling the effect of their spell, the player of the undead character will do the appropriate modifications themselves. If a spell does not list a special affect for undead characters, then it has no effect
Rank 1:
Spell Verbal: I Draw Upon the Earth to...
- ...Detect Life. 0/1 Power Points Instant.
- This spell informs the caster of the state of a character’s health. Detect Life can be used to determine if a character is truly dead or just faking it, is Unconscious, Bleeding to Death, Mortally Wounded, at the Brink of Death, or Dead and can be used to determine whether a character is undead. This spell can also be used to determine how hurt a character is. The target character of the spell should state how many Body Points they have lost. This spell cannot reveal a Feign Death spell or if the character has any parasitic or symbiotic life forms in them.
- The Detect Life spell costs no Power Points if the caster is touching the character; the spell costs 1 Power Point if the caster tosses a spell packet at the character.
- ...Heal this Person 3 Body Points per 1 Power Point, variable Instant
- This spell will cure 3 Body Points for every Power Point spent by the caster. When the spell is cast, the caster must state the number of Body Points being cured; for example, “I Draw Upon the Earth to Heal This Person… Fifteen Body Points” cures 15 Body Points and means that the caster spent 5 Power Points. Characters may not be healed above their normal Body Point maximum.
- This spell will damage undead. For every point that would normally be cured, an undead will take 2 Body Points of damage.
Healing Rank 3
Healing Rank 4
Rank 2:
Spell Verbal: I Draw Upon the Earth to...
- ...Purify Blood. 2 Power Points Instant.
- This spell will undo the effects of most poisons and alchemical items the character is currently affected by, including intoxication. All applicable poisons or alchemical items are removed with one application of this spell
- ...Assess Your Ailment 4 Power Point Instant
- By means of this spell, the caster can assess a characters condition revealing more than a Detect Life spell. This spell will reveal: if the character is alive, what stage in their Death Count they are at, how many Body Points they are down, if they are poisoned, diseased, and if they are waylaid. It will also reveal how much time has elapsed in the characters Death Count. This spell will also reveal any additional parasitic or symbiotic life forms inhabiting the character. This spell will not reveal more specific information such as what kind of poison or disease is affecting the character.
- For example, Pierre has been paralyzed by some ghouls and is currently Bleeding to Death. Additionally, while he was laying there, a necromancer cast a Cause Disease spell upon him. Nimue casts an Assess Your Ailment spell upon him. Pierre responds by telling Nimue, “I am Bleeding to Death for 30 seconds, poisoned, diseased and down 9 Body Points.” Nimue begins to cast the necessary healing spells to restore Pierre.
- ...Heal This Body. 4 Power Points Instant.
- This spell will cure most diseases, including the one caused by the Cause Disease and Plague spells. It will also undo the effects of a Paralysis or Weaken spell.
- Heal Body has only one effect each time it is cast; you cannot both cure someone of a disease and paralysis with a single use of the spell.
- ...Heal This Mind 4 Power Point Instant
- This spell will undo the effects of an Enfeeble spell. It may also cure insanity, amnesia, and possession; a Plot Marshal will determine whether the Heal Mind is successful.
- This spell will also cure the affects of fear, but the caster must be out of Line of Sight with the source of the fear affect before they can cast it on themselves. This spell has no affect on the Hypnosis skill, any Charm School spell, Rage skill, or charm like effect.
- Heal Mind has only one effect each time it is cast; you cannot both cure someone of amnesia and of an Enfeeble with a single use of the spell.
Healing Rank 3
Healing Rank 4
Rank 3:
Spell Verbal: I Draw Upon the Earth to Aid Me and...
- ...Heal this Limb. 5 Power Points Instant.
- This spell will restore a limb or body part that was severed or incapacitated even the head. A new limb is regenerated; it is not necessary to “re-attach” the severed limb. Heal Limb restores a limb that was damaged with a Stunning Blow. It will also undo the effects of a Take Your Sight spell or a Mute spell. It will not re-grow “dead” body parts like hair.
- Heal Limb has only one effect each time it is cast; you cannot both cure someone of a broken arm and of a Take Your Sight with a single use of the spell.
- ...Heal this Mortal Wound 6 Power Point Instant
- This spell will restore a character who is Mortally Wounded, by the Slay or Assassinate skill for example, to 1 Body Point.
- ...Return Your Spirit. 6 Power Points Permanent.
- This spell will resurrect a character and restore all their Body Points. A substantial portion of the character’s body must be available and the head must be attached; the character’s spirit must be willing to be resurrected. For the Return Spirit spell to work, the caster must be in contact with the body for a full 10 minutes. The Death System must be used to determine whether Return Spirit is successful, and therefore the death must be recorded on the player’s Character Card. Players who cast a Return Spirit spell must use the Power Point tags used in casting the spell to replace any Body Point tags of the target character.
- To cast this spell, you must keep your hand on the target character’s torso for the full 10 minutes. If you are attacked or are forced to run away during the time it takes to cast this spell, then the Power Points are lost and the spell does not work. Out-of-game, you may remove your hand to help the player pick a stone from the resurrection bag, write on Power Point tags, etc.
- Characters restored by Return Spirit suffer the normal consequences of the Death System.
- A character healed by a Return Spirit is restored to the state of health they had when last alive: broken limbs, diseases, amnesia, insanity, intoxication, etc. The Return Spirit spell is not a substitute for any other spell of the Healing school.
- Return Spirit has no effect on an undead. If a character has been turned into a lesser undead and then killed, Return Spirit will not resurrect the character; the player must go to the Healers Guild to be resurrected.
- The difference between this spell and Heal Life is that Return Spirit will work on a body no matter how long the character has been dead, restores the character to full Body Points, and requires use of the death system; Heal Life only works within a limited amount of time, restores the character to 1 Body Point, and does not use the Death System.
- ...Bring this Ghoul to Life 8 Power Point Instant
- This spell will turn a character that has been made into a Ghoul back to life. The character cannot have been a Ghoul longer than 1 hour. The character is at 0 Body Points and will wake up in 5 minutes if left alone.
- Ghouls that were created spontaneously or by means other than casting the Create Ghoul spell on a character are destroyed by this spell. Greater Ghouls and Ghoul Lords are not affected by this spell.
Healing Rank 2
Healing Rank 4
Rank 4:
Spell Verbal: I Draw Upon the Earth to Aid Me and...
- ...Heal This Life and Reclaim This Spirit. 12 Power Points Instant.
- This spell will restore a character back to life from the Brink of Death and leaves them at 1 Body Point; the Death System is not used. Heal Life must be cast on the character’s body within 5 minutes – 10 minutes if the character has the Coma skill – of their character going to the Brink of Death. The character’s body must be relatively intact and the head must be attached.
- Heal Life will only work on a character once per day – a period of time from 7am to 7am the next day. When you cast Heal Life on a character, you should write “Life” on their Character Card along with the date, time and your initials; this allows another player to verify whether the character has already been lifed earlier that day. If the spell is cast on a character twice in the same day, the second use has no effect.
- A character restored by a Heal Life is restored to the state of health they had when last alive: broken limbs, diseases, amnesia, insanity, intoxication, etc. The Heal Life spell is not a substitute for any other spell of the Healing school.
- Heal Life is the equivalent of a Kill spell to an undead. If a character has been turned into an undead and then killed, Heal Life will not restore the character.
- The difference between this spell and Return Spirit is that Return Spirit will work on a body no matter how long the character has been dead, restores the character to full Body Points, and requires use of the death system; Heal Life only works within a limited amount of time, restores the character to 1 Body Point, and does not use the Death System.
- This spell cast upon a living character, a character that is Bleeding to Death, or a character who is Mortally Wounded has no effect and does not use up that character’s ability to receive a Life spell for that day.
- ...Purge This Death Slave of Their Necromantic Taint and Restore Their Will 20 Power Point Instant
- This spell will turn a character that has been made a Death Slave back to life and at the Brink of Death. They begin their Death Count normally and must receive the appropriate healing in the normal time.
- ...Heal This Person and Restore Them to Full Health. 14 Power Points Permanent.
- This spell is considered Lost Magic.
- This spell will totally restore the target character’s Body Points. Additionally, this spell will also act as a Purify Blood, Heal Mind, Heal Body, and Heal Limb spells. Additionally, for the last three effects, all ailments or limbs are restored, not just one as in the spells of the same name.
- This spell will not heal a person’s Body Points if they are past the Bleeding to Death stage, however the rest of the spell will still take affect normally.
- This spell does 50 direct Body Points of damage to a character hurt by the element of Life – such as undead characters. Undead characters still take double damage from this spell, i.e. 100 points of damage.
Healing Rank 2
Healing Rank 3
Ice is the magic of freezing. Whether it's blood or breath it can stop it in its tracks. There is a Light Blue flash of light when Ice spells are cast.
There are no special rules for the Ice School.
Rank 1:
Spell Verbal: By the North Mists I Form a(n)...
- ...Ice Dart 2 Power Points Instant
- This spell does 10 points of magic damage due to ice.
- ...Frost Brand 2 Power Points Latent
- This spell can only be cast on a weapon. If you hold the weapon, you can invoke this spell, which causes the next weapon attack done by the weapon to be ice based. Frost Brand does not make the attack magical and it does not add any damage to the weapon. The attacker declares a blow to be ice based by adding the word “ice” to the damage done by the attack; for example: “Two Ice.” Frost Brand only lasts for one blow, but if an attacker fails to hit their target the spell is not used up. Frost Brand can be combined with any martial skill such as Weapon Proficiencies, Slay, Assassinate, Critical Attack, Waylay, etc.
- ...Ice Cast 2 Power Points 30 Seconds
- This spell can be used to immobilize one arm, leg, wing, tail or tentacle. The limb cannot be used for 30 seconds. The ice cast can be broken with a +3 or greater Strength Bonus, Non-Combinable and takes 5 seconds. If the target character is immune to the Pin spell due to their Strength Bonus, they are immune to this spell as well. The caster should state what limb is affected when they cast the spell, “By the North Mist I Form an Ice Cast… right arm,” but the name of the limb is not part of the spell verbal. If the caster does not specify which limb is being frozen, the target character must choose a limb to be immobilized.
- While the limb is encased in ice, any blow on that limb will affect the character normally, leaving the ice cast unharmed. For example, a Stunning Blow to the limb will not shatter the ice cast, but this will incapacitate the limb as per a normal Stunning Blow. The ice itself is magical and therefore a Dispel Magic will remove the Ice Cast spell.
- The ice from this spell sublimates when removed or the spell ends.
Ice Rank 3
Ice Rank 4
Ice Rank 5
Rank 2:
Spell Verbal: By the North Mists I Form a Freezing...
- ...Ice Shield 3 Power Points Latent
- When invoked, this spell will cancel the effects of one Ice School spell. The Ice Shield spell will also negate one blow from a weapon that does normal or magical ice or water damage but will not stop special damaging martial attacks such as the Slay, Critical Strike, Stun, Assassinate, etc. skills. An Ice Shield will protect against extreme non-magical cold for 5 seconds.
- ...Ice Bolt 4 Power Points Instant
- This spell does 20 points of magic damage due to ice.
- ...Preservation 5 Power Points While caster maintains Contact with target
- This spell is cast on a character that is Bleeding to Death, Mortally Wounded or at the Brink of Death. While a hand of the caster is touching the target, the target’s Death Count pauses. This spell does not require concentration, just contact between caster and target. Should the caster be rendered unconscious or they remove their hand the spell is broken.
- The maximum number of characters the caster can preserve at once is two.
Rank 3:
Spell Verbal: By the North Mists I Form a Freezing Cold...
- ...Spear of Ice 6 Power Points Instant
- This spell does 30 points of magic damage due to ice.
- ...Wall of Frost 6 Power Points While within line of sight
- This spell creates a 10 foot by 10 foot by 1 foot wall of frost; if anyone touches or passes through the Wall of Frost spell they take 48 points of magical damage due to ice. This spell follows the normal rules for walls described earlier in this chapter 3.
Rank 4:
Spell Verbal: By the North Mists I Form a Freezing Cold...
- ...Arctic Wind to Stun You 10 Power Points 10 Seconds
- This spell causes the targeted character to be Torso Stunned for 10 seconds.
- ...Icy Imprisonment 10 Power Points 1 Hour
- This spell will turn a character to ice. This spell can only be cast upon a character that is in their Death Count. This spell only affects the character’s body not their possessions or clothing. While under the effects of this spell, the character is in stasis and their Death Count and all other timed effects – alchemical durations, diseases, Death Slave, etc. – stop. Only normal strength is needed to move the character.
- This spell will end after 1 hour, the caster ends the spell, or a Dispel Magic is cast upon the character.
Rank :
Spell Verbal: By the North Mists I Form a Freezing Cold...
- ...Arctic Maelstrom to Rend my Enemies with the Bone Chilling Power of Ice 20 Temporary Power Points, 1 Permanent Power Point Instant,Special
- This spell is considered Lost Magic.
- This spell allows the caster to throw 10 bolts of ice doing 20 points of magical ice damage each. If the caster moves or takes damage then they will loose whatever bolts of ice they have not yet thrown. The caster may pivot on their right foot while this spell is active without ending the spell. The caster has the option to throw all the bolts of ice at once or one at a time or any combination they want.
Ice Rank 2
Ice Rank 3
Ice Rank 4
Necromancy involves the creation and control of undead. When it is cast there is a sickly black miasma of a flash of color.
Special Rules for the Necromancy School:
There are five types of undead that can be created with magic spells: Zombies, Skeletons, Ghouls, Revenants, and Death Slaves. All other forms of undead are created by ritual magic, which players must learn about in-game or are spontaneously created. When your character learns Necromancy, you must carry any costuming and claws for the undead you wish to create and their approved undead Character Card.
No undead creation spell can be cast on a body in sunlight. The Create Zombie, Create Skeleton, and Create Revenant spells work in two ways. First the character can cast it on an already dead corpse of the appropriate type. The second method allows the character to cast the spell on a character in their Death Count, “infecting” them with the creation spell. When character reaches the end of their Death Count, they will be raised as the appropriate type of undead.
If a caster creates an undead with a necromantic spell, they have control over it. The creatures made by Create Zombie, Create Skeleton, Create Ghoul, and Create Revenant are mindless undead; they can obey simple commands for example: “Guard me,” “Give all your possessions to that soldier,” “Walk around this cemetery and attack all living things but me,” but they cannot do anything that requires creative thought or forces them to make a decision, for example, “Establish a defensive perimeter,” “Guard my friends but attack my enemies,” “If I die, carry my body back to the Necromancer’s Guild.”
All undead are hurt by Heal Person and by Heal Life spells, and can be healed by certain spells of the Death School. Heal Life is never a saving grace for a living character that has been turned into an undead; the only common way an undead character can be brought back to life is through some Healing School spell or to be resurrected at the Healers Guild. There may exist other lost magical spells or sorcery rituals that can bring the character back from being undead.
If Sever Magic is used on the caster to cancel their control over their undead, they will continue to follow and carry out their last commands. If they did not have any specific commands, then the undead revert to their normal behavior: attack and slay all living things including their creator. If another caster uses a Command Undead to issue a command, the original creator may override that command if they are present; the original caster just has to speak for the undead to obey.
If your character is turned into an undead, then a death must be recorded on your character card when you are resurrected, and you will suffer the normal consequences of the Death System. All of the undead created in this school, unless noted in the spell description, will last for 1 hour then turn to dust. However, if the character is un-resurrectable, the effect is permanent until destroyed. As with all spells, the undead creation spells do not last past the end of an Event, so if a character is undead at the end of an Event, they are not undead at the beginning of the following Event. However, the player must still go to the Healer’s Guild and resurrect normally, unless their character is unresurrectable.
Rank 1:
Spell Verbal: I Control Chaos to...
- ...Feign Life 1 Power Point 10 Minutes
- This spell will make an undead character look alive; their skin will be a normal, healthy color and feel warm to the touch; they will appear to have a normal pulse and breath. A Detect Life spell, Assess Your Ailment spell or the First Aid skill will not reveal that the character is dead. Feign Life will only work on undead whose bodies are intact; the skeletal class of undead or non-corporal undead cannot impersonate a living being with this spell.
- ...Cause Disease 2 Power Points 6 Hours
- This spell causes the target to contract a deadly disease and immediately loses 1 Body Point and swings 1 point of damage less, then the character will begin to lose an additional 1 Body Point and swing 1 point of damage less every 10 minutes. The character will stop losing Body Points at 1 Body Point and will always swing a minimum of 1 point of damage. The effects of this spell are not cumulative with other Cause Disease spells and the Body Points lost due to this spell cannot be healed until the disease is cured.
- For example, Orion has 10 Body Points and does 4 points of damage with his sword. He is hit with this spell and is not healed right away. After 30 minutes, he has 6 Body Points and swings 1 point of damage. After 80 minutes, he has 1 Body Point and would still swing for 1 point of damage.
- The target will be at the Brink of Death at the end of 6 hours unless a Heal Body spell or similar effect is cast on them.
- ...Create a Zombie 2 Power Points Special
- When cast on a dead body, this spell will turn the corpse into a Zombie. The body must have been dead for less than five days.
- If this spell is cast upon a character in their Death Count, the character is infected with the creation spell and will be turned into a Zombie when the character reaches the end of their Death Count.
- ...Command Undead 3 Power Points 1 Command
- This spell allows the caster to give a single command that will be obeyed by all lesser undead who hear it. The command must be a single sentence, and it must be simple enough for a mindless undead to obey. The command cannot be “Obey my commands” or some similar command. No wishing for more wishes.
Necromancy Rank 2
Necromancy Rank 3
Necromancy Rank 4
Necromancy Rank 5
Rank 2:
Spell Verbal: I Control Chaos and Evil to...
- ...Create a Skeleton 3 Power Points Special
- When cast on a skeletal dead body, this spell will turn it into a Skeleton. This spell will work on any corpse regardless of how long it has been dead, the bones of a fresh corpse will tear out of the body leaving the flesh behind.
- If this spell is cast upon a character in their Death Count, the character is infected with the creation spell and will be turned into a Skeleton when the character reaches the end of their Death Count.
- ...Rot Flesh 5 Power Points Instant
- This spell does 15 points of magical rot damage. If cast on an undead, Rot Flesh will restore 15 Body Points; however, the spell cannot restore destroyed lesser undead.
- ...Wither Limb 6 Power Point Instant
- This spell will cause an arm or leg to wither and become useless. The caster can specify an arm or leg to affect when the spell is cast, however if the caster fails to specify a limb, the target character must choose one to be affected. The target character does not suffer any Body Point loss from this spell.
- The affects of this spell are permanent until healed by a Heal Limb spell. A Dispel Magic spell has no effect on a withered limb
Necromancy Rank 1
Necromancy Rank 3
Necromancy Rank 4
Necromancy Rank 5
Rank 3:
Spell Verbal: I Control Chaos and Evil From my Heart to...
- ...Create a Ghoul 8 Power Points Special
- When cast on an Unconscious body, this spell will turn them into a Ghoul. The body must be Unconscious at 0 Body Points. A body that is unconscious solely due to a Waylay or a spell will not be affected by Create Ghoul; a character that is Bleeding to Death, Mortally Wounded or at the Brink of Death will also be unaffected.
- ...Dominate Undead 9 Power Points 1 Hour
- When an undead is affected by this spell, it will obey all the commands given by the caster. This spell will affect all undead, including greater undead. However, intelligent undead cannot be ordered to kill themselves; they will also remember who cast the spell on them and may seek vengeance once the spell has worn off. A Dominate Undead spell will work on a Death Slave. Unlike the Charm School spells, the affected, intelligent undead character may attack the caster if they wish.
- ...Shield from Sunlight 9 Power Point Until Sundown
- When this spell is cast on an undead, it is no longer harmed or repelled by sunlight. Shield from Sunlight can be cast from the time light first shows in the sky through sunset; it does not work if cast at night.
- ...Cripple You with the Plague 9 Power Points 5 Minutes
- This spell causes the target character to be instantly infected with a debilitating, non-contagious plague for 5 minutes or until cured with a Heal Body spell or effect. While under the effects of this spell, the character looks pasty, weak and sickly. They have a fever and feel warm to the touch. The character will swing for 1 point of damage, is reduced to 1 Body Point until the spell ends, cannot use any Advanced Career skill except for Faith skills, and can only move at a normal walking pace.
- At the end of the 5 minutes, if the character is not healed of the plague, they will be brought to the Brink of Death and the spell ends. If the character dies from the Plague spell, they will rise up as a Superior Skeleton.
Necromancy Rank 1
Necromancy Rank 2
Necromancy Rank 4
Necromancy Rank 5
Rank 4:
Spell Verbal: I Control Chaos and Evil From my Heart to...
- ...Decay Flesh and Bones 10 Power Points Instant
- This spell does 30 points of magical rot damage. If cast on an undead, Decay Flesh and Bones will restore 30 Body Points; however, the spell cannot restore destroyed lesser undead.
- ...Create a Revenant 12 Power Points Special
- When cast on a large corpse, this spell will turn it into a Revenant. Create Revenant requires a substantial portion of the body of a large creature such as: Ogres, Giants, Adult Trolls, Colossal Trolls, Titans, etc.; it does not work on a human body, no matter how tall it is.
- If this spell is cast upon a character in their Death Count, the character is infected with the creation spell and will be turned into a Revenant when the character reaches the end of their Death Count.
- ...Create a Death Slave Who Will Obey my Each and Every Whim 20 Power Point 1 Hour
- This spell turns a character – with the exception of undead, constructs or other characters as indicated on their Character Card – into a Death Slave, a special form of greater undead. The Death Slave has all the abilities, knowledge, and skills the character had when alive. Death Slaves are completely obedient to their creators, and will obey their creators’ commands with all their intellect and creativity; for example, “Trick your best friend into stealing the Queen’s crown.” Death Slaves know who controls them, but they will not reveal their controller unless the revelation fits in with the controller’s commands.
- The targeted character is brought to full Body Points and all limbs are healed when affected by a Death Slave spell. Even if the character was at the Brink of Death, they will be turned into a Death Slave at full Body Points. Note that this does not use up one of the characters life effects for the day as they are turned into an undead not lifed.
- When the character is brought back to life they recall everything they did during the time they were a Death Slave and they remember who cast the Death Slave spell on them. They retain their memory even if they are killed before their hour of undead existence is over. The character’s death must be recorded on their character card.
- Should the caster die or be affected by a Sever Magic spell, the Death Slave will continue to carry out any orders it was already given; otherwise, it will act according to its own volition. A Dominate Undead will override a creator’s control over their Death Slave.
- Death Slaves have the normal Death Count their character had while alive. A Death Slave will only exist for 1 hour. During that time the character looks obviously undead with pale rotting flesh. After 1 hour, the Death Slave turns to dust, even if they are being persevered by an Icy Preservation spell.
Necromancy Rank 2
Necromancy Rank 3
Necromancy Rank 5
Rank 5:
Spell Verbal: I Control Chaos and Evil From my Heart to...
- ...Raise all the Dead Who Rest in this Graveyard to Serve my Each and Every Whim 30 Temporary Power Points, 2 Permanent Power Points Until Destroyed
- This spell is considered Lost Magic
- This spell can be cast anywhere, not just a graveyard as the name implies, and will raise 100 lesser undead. The specific undead raised is up to the Plot Committee. The undead are under the control of the caster and will remain until destroyed.
- The undead will be some combination of: Zombie, Skeleton, Ghoul, Revenant, Specter, and Wraiths.
Necromancy Rank 1
Necromancy Rank 2
Necromancy Rank 3
Necromancy Rank 4
For each build spent in Power Points, a character will earn 1 Power Point to use to cast spells with. If the character has Mage Basic Career Skill List then they instead earn 1.5 Power Points per build spent. This is retroactive if they later learn the skill list.
For Example, Finn has spent 50 build in Power Points and thus has 50 Power Points. He decides that he wants to learn higher ranks of magic and learns Mage Basic Career Skill List. Next event Finn will have 50*1.5=75 plus 3 from Mage Basic Career for a total of 78 Power Points.Power Points are per-tag and will refresh back up to the character's learned max every 12 hours at 7:00. Because of this each purchase counts as a tag skill for rare rules that interact with a character's tags.
Pyrotechnics is fire magic. From creating a simple flame to the highest damage single spell in the elements, that is pyro. There is a telltale flash of Red light when pyro is cast.
Special rules of Pyrotechnics:
Except for the Match spell, Pyrotechnics spells do not create actual fires. The flames do magical damage and do not actually burn anything; a caster can hurt a character with a Fireball spell, but they cannot use Fireball to set a house on fire.
Despite the word "eldritch" in the pyrotechnics verbal, no spell in this school deals "Eldritch" typed damage. It is only "Magic Fire" damage for purposes of damage resistance and appropriate defenses.
Rank 1:
Spell Verbal: I Summon Forth an Eldritch...
- ...Light 0/1 Power Point Special
- This spell causes an object long sword or smaller to glow. This spell has no effect on most characters. Light costs no Power Points if the caster is touching the object or 1 Power Point if the caster throws the spell. The character holding the light spell may extinguish the light by covering it with their hand, but they cannot restore the light again without another Light spell.
- Out-of-game, a small flashlight that must be supplied by the player represents the Light spell for each Light spell cast. If there is no flashlight then the spell will not work. However, if the player casts this spell during the out-of-game daytime, the caster gets one free Light spell without the need for a flashlight. The Light spell lasts until the flashlight’s batteries run out. Even if you have replacement batteries, the Light spell must be recast after the new batteries are installed.
- ...Match 0/1 Power Points Until Flame Burns Out
- This spell causes the tip of a piece of wood to burst into flame. The piece of wood can be no larger than 2 feet by 2 inches by 2 inches. You may light an actual match or torch if a Marshal permits and if it is permitted by the rules of the campsite. Otherwise, you must use some representation of the torch and, if necessary, a Marshal will note that the wood is on fire.
- ...Flare 2 Power Points Instant
- This spell does 10 points of magical damage due to fire.
- ...Fire Brand 2 Power Points Latent
- This spell can only be cast on a weapon. If you hold the weapon, you can invoke this spell, which causes the next weapon attack done by the weapon to be fire based. Fire Brand does not make the attack magical and it does not add any damage to the weapon. The attacker declares a blow to be fire based by adding the word “Fire” to the damage done by the attack; for example: “Two Fire.” Fire Brand only lasts for one blow, but if an attacker fails to hit their target the spell is not used up. Fire Brand can be combined with any martial skill such as Weapon Proficiencies, Slay, Assassinate, Critical Attack, Waylay, etc
Pyrotechnics Rank 2
Pyrotechnics Rank 3
Pyrotechnics Rank 4
Pyrotechnics Rank 5
Rank 2:
Spell Verbal: I Summon Forth an Eldritch...
- ...Fire Shield 3 Power Point Latent
- When invoked, this spell will cancel the effects of one Pyrotechnics spell. Fire Shield will also negate one blow from a weapon that does normal or magical flame damage but will not stop special damaging martial attacks such as the Slay, Critical Strike, Stun, Assassinate, etc. skills. A Fire Shield will protect against extreme non-magical heat such as molten lava for 5 seconds.
- ...Fireball 4 Power Points Instant
- This spell does 20 points of magical damage due to fire.
- ...Inferno 6 Power Points Instant
- This spell does 30 points of magical damage due to fire.
Pyrotechnics Rank 1
Pyrotechnics Rank 3
Pyrotechnics Rank 4
Pyrotechnics Rank 5
Rank 3:
Spell Verbal: I Summon Forth an Eldritch and Fiery...
- ...Wall of Flame 6 Power Point While in Line of Sight
- This spell creates a 10 foot by 10 foot by 1 foot wall of fire; if anyone touches or passes through the Wall of Flame spell they take 48 points of magical damage due to fire. This spell follows the normal rules for walls described earlier in chapter 3.
- ...Dragon's Breath 8 Power Points Instant
- This spell does 40 points of magical damage due to fire.
Pyrotechnics Rank 1
Pyrotechnics Rank 2
Pyrotechnics Rank 4
Pyrotechnics Rank 5
Rank 4:
Spell Verbal: I Summon Forth an Eldritch and Fiery...
- ...Lava Burst to Burn My Enemies 12 Power Points Instant
- This spell does 60 points of magical damage due to fire.
Pyrotechnics Rank 1
Pyrotechnics Rank 2
Pyrotechnics Rank 3
Pyrotechnics Rank 5
Rank 5:
Spell Verbal: I Summon Forth an Eldritch and Fiery...
- ...Meteor Swarm to Destroy my Enemies with the Power of Fire 20 Temporary Power Points, 1 Permanent Power Point Instant, Special
- This spell is considered Lost Magic.
- This spell allows the caster to throw 10 balls of fire doing 20 points of magical fire damage each. If the caster moves or takes damage then they will loose whatever balls of fire they have not yet thrown. The caster may pivot on their right foot while this spell is active without ending the spell. The caster has the option to throw all the balls of fire at once or one at a time or any combination they want.
- ...Volcano to Smite Down my Foes with the Raging Power of the Deep Fires of the Earth 30 Temporary Power Points, 2 Permanent Power Points Instant, Special
- This spell is considered Lost Magic.
- This spell allows the caster to throw 10 balls of fire doing 30 points of magical fire damage each. If the caster moves or takes damage then they will loose whatever balls of fire they have not yet thrown. The caster may pivot on their right foot while this spell is active without ending the spell. The caster has the option to throw all the balls of fire at once or one at a time or any combination they want.
Pyrotechnics Rank 1
Pyrotechnics Rank 2
Pyrotechnics Rank 3
Pyrotechnics Rank 4
When the character learns this skill they are able to read magical writing. This skill is needed to use scrolls, without it a character cannot even tell what spell is written on the scroll.
This skill is also required to read any tome that teaches you magic, for example the magical tomes in the Guild of Arcane Lore
Shadow Magic is a relatively new school of magic, and not much is known about it. This school deals in shadowy enhancement spells, damaging undead, and causing fear. There is a strange shadow-like emanation of light when its spells are cast or invoked.
Special Rules for the Shadow Magic School:
This school of low magic is only usable from sundown to sunup, 7 pm to 7 am. Additionally, most spells in this school will dissipate with the sun rising instead of the end of the Event.
Damage done in this school is suffixed by the word “…Ghost” and is the same effect as an Oil of Ghost Blade. Ghost damage harms a character’s Body Points directly and bypasses Armor Points. A character with Damage Resistance: Silver or better will not be harmed by the attack (ghost is not better than silver damage). There is one exception to this rule; undead are affected by ghost damage regardless of their Damage Resistance
Rank 1:
Spell Verbal: By the Shadows of Night I...
- ...Grant a Phantom Strike 2 Power Points Latent
- This spell is cast upon a weapon. Once invoked, this spell will cause the weapon’s next strike to swing for ghost damage. This spell does not add any extra damage to the swing and will only work for one swing.
- The player should suffix the damage called with the word “…Ghost”.
- ...Wrack Your Spirit 2 Power Points Instant
- This spell does 8 points of ghost damage.
- ...Form a Black Shield 3 Power Points Until Used Up
- This spell gives a character an additional 6 Armor Points. These extra Armor Points are the first to be lost when a character is damaged, even before an Armor spell. Regardless of when the spell is cast, the affect ends after 7 am.
Rank 2:
Spell Verbal: By the Unending Shadows of Night I...
- ...Rend Your Soul 4 Power Points Instant
- This spell does 16 points of ghost damage.
- ...Summon a Black Mantle 6 Power Points 5 Minutes, Self Only
- This spell is active as soon as it is cast. This spell provides a 2 Soak and can only be cast upon the caster.
- ...Grant a Phantasmal Fury 6 Power Points 1 Minute
- This spell is cast upon a weapon and is active as soon as it is cast. This spell causes the weapon to swing for ghost damage for 1 minute. The player should suffix the damage called by the word “…Ghost”.
Shadow Rank 3
Shadow Rank 4
Shadow Rank 5
Rank 3:
Spell Verbal: By the Unending Shadows of Night I...
- ...Bar This Creature from Shadow 6 Power Points 1 Hour
- When cast upon a target character that possesses the ability to Shadow Walk, Turn to Shadow, or similar ability, that character cannot use those abilities for the next hour. Note that this effect cannot be dispelled by a Low Magic spell. Regardless of when the spell is cast, the effect ends after 7 am.
- ...Cloak This Form in Darkness 6 Power Points 1 Hour
- This spell covers the target character in shadow causing the target to appear as an undead Shadow. The spell takes as long to cast as the character takes to put on the shadow costume. All of the characters items and weaponry are also concealed by this spell and are covered in black. The character detects as normal. This spell can be dispelled and, regardless of when the spell is cast, the effect ends after 7 am
- ...Form a Wall of Terror 7 Power Points While in Line of Sight
- This spell creates a 10 foot by 10 foot by 1 foot wall of shadow; if anyone touches or passes through the Wall of Terror they are affected by a Fear effect. This spell has no effect on characters immune to fear. Characters affected by this spell must run out of line of sight of the wall for 10 minutes or until a Heal Mind effect or Dispel Magic is cast upon them.
- ...Temper This Weapon 8 Power Points 5 Minutes
- This spell is cast upon a weapon and is active as soon as it is cast. This spell causes the weapon to gain a +1 Damage Bonus for 5 minutes.
Rank 4:
Spell Verbal: By the Unending Shadows of Night I...
- ...Cause You to Flee in Terror 10 Power Points 10 Minutes
- This spell causes the targeted character to run away in fear. The affected character is under a Fear effect. This spell has no effect on characters immune to fear. Characters affected by this spell must run out of line of sight of the caster for 10 minutes or until a Heal Mind effect or a Dispel Magic spell is cast upon them.
- ...Enhance this Being with Phantom Grasp 10 Power Points 5 Minutes
- This spell makes the target character immune to the Disarm skill and Fumble spell and effects for 5 minutes. The player should call “No Effect, Phantom Grasp spell,” when hit by a Disarm or Fumble spell.
- ...Silence Your Thoughts and Still Your Mind 12 Power Points Until Sunrise
- This spell causes the target to fall unconscious until sunrises. The affects of this spell can be ended with a Dispel Magic spell. Causing damage to the character or a Heal Mind spell will not awaken target character. This spell only affects living characters.
Rank 5:
Spell Verbal: By the Unending Shadows of Night I...
- ...Make Real Your Fears and Cause all Before Me to Flee in Terror 20 Temporary Power Points, 1 Permanent Power Points 1 Hour
- This spell allows the character to throw 10 bolts of magical energy that each cause a 10 minute fear affect to the targeted character. The caster will lose all bolts not thrown if they take damage or move their right foot.
Thaumaturgy is the magic of magic. It is the main way spellcasters can interact with ongoing spells. There is a flash of Purple light when it's spells are cast or invoked.
Special Rules for the Thaumaturgy School:
The Detect Magic, See Magic, Identify Magic, Detect Curse, and Know Your Curse spells have a logistical limitation. If there is no one present who, out-of-game, can inform the caster of the magical properties of an item, then these spells do not work but do not cost the character any Power Points. Also, the first three spells cannot detect the presence or effects of alchemical items.
Thaumaturgy spells work the same on low magic, Nature Magic and Spell Singing. Many work normally on most sorcery rituals.
The word “thaumaturgy” is pronounced “THAW-ma-tur-jee.”
Rank 1:
Spell Verbal: I Pierce the Veil to ...
- ...Detect Magic 0/1 Power Point Instant
- This spell will identify if an object is magical. The spell costs no Power Points if the caster is touching the object; the spell costs 1 Power Point if the caster tosses a spell packet at the object
- ...See Magic 1 Power Point Instant
- This spell will cause all magic within 5 feet to glow with a cerulean color; the 5 feet is measured from the point of impact of the spell packet. Magic items, scrolls, and characters with latent or active spells will all glow briefly. Only the caster can see this glow and the glow is the same regardless of the power level of the magic. The glow cannot be hidden by an intervening object; a magic ring cannot be protected from a See Magic by hiding it in a pouch.
- A defense against magic will stop the spell if cast directly at a character, but if the spell is targeted at an inanimate object or if a character is in the area of effect, they can only invoke an Obscure spell to stop the effect. If they are not the target of the spell, they will only know that the See Magic was cast in their area if they have an Obscure upon them, and then they will only know that the spell was cast, not who cast it
- ...Know Your Magic 2 Power Points Instant
- This spell will reveal to the caster all the spells that are currently affecting that person. The caster gets to look at the all the latent spells on the target character. If the character has any active spells affecting them – Dominate, Enfeeble, Death Slave, etc. – those are also revealed to the caster. This includes any Warlock augmented spells.
- This spell does not reveal any rituals or curses that currently affect a character. It does not determine any natural racial or natural magical powers that a creature may possess for example, it cannot determine if an elf can resist a Sleep spell. A Know Your Magic spell cannot detect the effects of any alchemical items.
Thaumaturgy Rank 3
Thaumaturgy Rank 4
Thaumaturgy Rank 5
Rank 2:
Spell Verbal: I Pierce the Veil of Force to...
- ...Detect Curse 3 Power Points Instant
- This spell will reveal to the caster whether or not the target character is cursed – as by a werewolf, a vampire, an eforie, etc. It does not reveal the type of curse or the number of curses on the character, only the fact that a character is cursed.
- ...Sever Magic 4 Power Points Instant
- This spell destroys the magical link between a character and one of the active spells they have cast. The spell must be cast on the character that is actively controlling the spell. Sever Magic spell can be used against an Enslave, Dominate, Dominate Undead, Command Undead, Wall of Flame, Wall of Force, the undead creation spells, etc. This spell will not end a spell that does not require concentration, for example, in the case of a Dominate spell the character is still dominated and must follow the commands already given. However, spells that do require concentration such as a wall spell will end if the caster is severed from the spell.
- Normal defenses against magic do not work against a Sever Magic spell, it is the link that is affected, not the caster, but an Obscure spell will stop the spell. If the caster has multiple magical links, the caster of Sever Magic spell must specify which link is being severed; otherwise the target caster chooses a link to drop.
- ...Obscure 5 Power Points Latent
- When invoked, this spell will protect against one Thaumaturgy spell. For example, if someone casts a See Magic spell on a character and they do not want to reveal that they possess any magic items, if the character invokes an Obscure spell then the caster will see no magic when they look at the target character.
- Important: Unlike most latent spells, an Obscure spell does not have to be announced when it is invoked; there is no characteristic flash of light when this defense is used. If a player invokes an Obscure spell in a manner that is not immediately obvious, they should consult with a Marshal to confirm that the spell was used. For example, if a character uses this spell against a Detect Curse spell to avoid suspicion that they are a werewolf, a Marshal should be informed.
- An Obscure spell cannot protect against nor prevent a Destroy Magic or Disrupt your Defenses spell.
- ...Dispel Magic 6 Power Points Instant
- This spell undoes the effect of one currently active spell. For example, this spell can cancel the effects of most Bond spells, Charm spells, wall spells, etc. The Dispel Magic spell can be cast at the effect of the spell as in the case of Wall of Force or Lock spells or at the character affected by the spell. When the spell is used against the target character directly, the character should make an out-of-game comment indicating which spell is being canceled; if the caster does not specify, then the target player must choose one active spell to be removed.
- Dispel Magic does not work against latent spells. It also does not work against Imprisonment or Magic Sanctuary, and it cannot undo the creation of undead by the Necromancy School.
Thaumaturgy Rank 1
Thaumaturgy Rank 3
Thaumaturgy Rank 4
Thaumaturgy Rank 5
Rank 3:
Spell Verbal: I Pierce the Veil of Force and Energy to...
- ...Drain Magic Power 6 Power Points Instant
- This spell will cause the target character to lose up to 10 Power Points and transfer the lost points to the caster of the spell. The target cannot lose more Power Points then they have left, and the caster cannot gain more than their normal Power Point maximum. However, if the caster is at his maximum Power Points and the target has power left, the target character will still loose up to 10 Power Points.
- ...Destroy Magic 9 Power Points Instant
- This spell destroys all spells with a duration of latent, even those augmented by Warlock skills, on a character. No spell from the Aura School can prevent this; neither can an Obscure spell. A Destroy Magic spell does not effect active spells such as Paralysis, Imprisonment, and Magic Sanctuary or an active Fortitude.
- This spell will be stopped by any sorcery ritual that stops spells such as Ritual of Spell Shield. No low magic spell, even one contained in an item, can be used to stop this spell.
- ...Quiet Sorcery 9 Power Points Instant
- This spell will temporarily bring down defensive latent sorcery rituals cast directly upon a target character for 5 minutes. If the target has a magic item that is giving them the benefit of some ritual, such as Ritual of Defense, the ritual will not be affected. No ritual magic, even one contained in an item, can be used to stop this spell.
- This spell will be stopped normally by any low magic defense that stops spells such as the Negation, Absorption, or Obscure spells.
- ...Transfer Magic Power 8 Power Points Instant
- This spell will transfer Power Points from the caster to the target character. Any number of power points up to the casters current number of Power Points can be transferred. The caster needs to spend the 8 Power Points to cast the spell, plus the amount of Power Points being transferred. The caster should suffix the spells verbal with amount of Power Points they are transferring. For example, “I Pierce the Veil of Force and Energy to Transfer Magic Power...20 Power Points.” The caster would lose a total of 28 Power Points and the target would gain 20 Power Points.
- The actual transfer happens after the spell hits, so if a character where to invoke an absorption spell or effect, they will only get the 8 Power Points of the spell and the caster would only lose the power to cast the spell, not the amount they intended to transfer. However, if the caster throws the spell and it hits an unintended target, that character would gain the Power Points stated when cast. If the packet hits an invalid target like a door, floor, rock, etc. (ie not a character), then no power is transferred.
- The caster cannot transfer more power than they have; trying to do so means the spell fails and the Power Points used to cast the spell are expended.
Thaumaturgy Rank 1
Thaumaturgy Rank 2
Thaumaturgy Rank 4
Thaumaturgy Rank 5
Rank 4:
Spell Verbal: I Pierce the Veil of Force and Energy to...
- ...Identify Magic 10 Power Points Instant
- This spell will reveal to the caster all the magical properties of an object. Out-of-game, this requires that either the caster sees the item’s card, or that a Marshal has the information to give to the caster. If you have cast an Identify Magic spell on an item, then you know how to use it and can teach someone else how to use it.
- In addition, if cast on a person, the spell will reveal all the information gained by a Know your Magic spell and what rituals are cast upon a person directly and what they do. If the person has a magic item that is giving them the benefit of some ritual, such as Ritual of Defense, the spell will not reveal such.
- This spell will never tell the word to any kind of ward or any other key word an item may have.
- ...Identify Your Curse 10 Power Points Instant
- This spell will reveal to the caster the type and effect of all curses upon the targeted character. For example, if the character has been cursed by an Eforie to stutter and suffers from werewolf lycanthropy, this spell will reveal that the character is a werewolf and stutters because of an Eforie curse. This spell will not reveal the source of the curse.
Thaumaturgy Rank 1
Thaumaturgy Rank 2
Thaumaturgy Rank 3
Thaumaturgy Rank 5
Rank 5:
Spell Verbal: I Pierce the Veil of Force and Energy to...
- ...Disrupt Your Magical Defenses and Kill You Where You Stand 21 Temporary Power Points, 1 Permanent Power Points Instant
- This spell is considered Lost Magic.
- A character hit with this spell will lose all latent low magic spells – even ones augmented by Warlock skills – and all latent defensive rituals on the character for 5 minutes. The character will be brought to 0 Body Points if they have any latent low magic spells and the character will be brought to the Brink of Death if they have any warlock augmented spell defenses or any defensive latent rituals All these spells must be cast upon the character, ones cast in an item do not count. If a character only suffers damage from other effects that brings them to the Brink of Death – Kill or Life spells for example – they are still brought to the Brink of Death.
- Defensive sorcery rituals that stop spells cast from an item can be used to stop this spell and the character suffers no ill effects. No low magic spell, even one contained in an item, can be used to stop this spell.
Thaumaturgy Rank 2
Thaumaturgy Rank 3
Thaumaturgy Rank 4
This skill gives the character the ability to call damage with Quarterstaff weapons. If a character does not have the appropriate weapon skill, then not only can they not call damage, but if the weapon they are holding is struck, they take that damage anyway.
Weapon skills are NOT hand specific the way proficiencies are. And a character can use the weapon in either hand with no penalty.
A quarterstaff can be used to block with one hand.
The base damage for a Quarterstaff is 2 with both hands.
This skill gives the character the ability to call damage with Small Weapons. If a character does not have the appropriate weapon skill, then not only can they not call damage, but if the weapon they are holding be struck, they take that damage anyway.
Small Weapon costs 0 build and anyone can learn this skill. The character does not need to start with it, but then they cannot use Small Weapons. However, any character that learns any Weapon Skill automatically learns Small Weapon and has it added to their character card.
Weapon skills are NOT hand specific the way proficiencies are. And a character can use the weapon in either hand with no penalty.
The base damage for a Small Weapon is 1 in either hand.