Spells & Incantations
Searchable canonical database of all 185 spells across Pyrotechnics, Healing, Necromancy, Thaumaturgy, Auras, Nature Magic, and more.
a Wall of Paralysis
9 Power"italic text-fantasy-text"
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.
Absorption
8 Power"I Weave a Protective and Warding Aura of ...Absorption"
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 .
Agonizing Torment
20 Power, 1 Perm PP"I Call Upon Darkness and Terror to ...Kill You and Hold Your Soul in Agonizing Torment Until You Die"
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.
Arctic Maelstrom
20 Power, 1 Perm PP"By the North Mists I Form a Freezing Cold ...Arctic Maelstrom to Rend my Enemies with the Bone Chilling Power of Ice"
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.
Arctic Wind
10 Power"By the North Mists I Form a Freezing Cold ...Arctic Wind to Stun You"
This spell causes the targeted character to be Torso Stunned for 10 seconds.
Armor
1 PowerNormally, after every battle, a character wearing armor will lose Armor Points after spending 5 minutes resetting their armor. With the purchase of this skill, the character gains three advantages. The first grants the character 25% bonus to their Base Armor Points or Special Armor Points – whichever is appropriate for any armor that they wear. The character should total all of their separate armor pieces then multiply the total by 1.5 (this includes the 25% bonus for the Armor Proficiency skill, if the character only has the Armor Efficiency skill, then multiply by 1.25) and round the number normally to nearest whole number. The second ensures that the character will always have 25% their starting Base Armor Points or Special Armor Points – whichever is appropriate – after resetting their armor. The character must still spend the 5 minutes in-game resetting their armor after a battle to gain this benefit. Third, the amount the armor degrades decreases by 1 point. After all skills, crafting and enchanting bonuses, the minimum Degradation number is 1 point. Torso armor must be worn to use this skill. The character may remove the other parts of their armor: their helmet, greaves, gauntlets, etc. but still has to wear their torso armor. For example, Sir Derrick has a chain mail shirt, studded leather vambraces, and light plate greaves totaling 20 Armor Points. With this skill he gains a bonus of +10 Armor Points totaling 30 Armor Points. After a battle he adjusts his armor and is now at 27 Armor Points. Over the course of the Event his armor is lowered to 6 Armor Points. Once more Sir Derrick gets into a battle, but at the end of this battle when he resets his armor he will have 5 Armor Points, the minimum he can have with this skill. This skill does not augment magical Armor Points from an Armor spell, an alchemical item, magic items, rituals, or similar magical effects. It will increase the Armor Points from a Ritual of Armor Enchantment.
Assess Your Ailment
4 Power"I Draw Upon the Earth to ...Assess Your Ailment"
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.
Attachment
1 Power"I Create a Magical ...Attachment"
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.
Banish This Demon
30 Power, 2 Perm PP"From the Pits of Hell I ...Back to the Abyss from Whence it Came for a Moon and a Day"
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.
Bar This Creature from Shadow
6 Power"By the Unending Shadows of Night I ...Bar This Creature from Shadow"
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.
Be Dazzled
4 Power"I Command You to Obey and ...Be Dazzled"
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.
Be Dominated and Controlled
12 Power"I Command You to Obey and ...Be Dominated and Controlled"
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.
Be Enslaved
8 Power"I Command You to Obey and Charm You to ...Be Enslaved"
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.
Be My Soul Slave
30 Power"I Command You to Obey and ...to Obey My Every Command as I Enslave your Mind and Body and Dominate your Soul Forever"
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.
Be Silent and Mute
6 Power"I Command You to Obey and ...Be Silent and Mute"
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.
Bind
5 Power"I Create a Magical Seal That Will ...Bind"
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.
Bring Ghoul to Life
8 Power"I Draw Upon the Earth to Aid Me and ...Bring this Ghoul to Life"
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.
Burn Your Soul 9
9 Power"From the Unending and <Aspect> Pits of Hell I ...Burn Your Soul 9"
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.
Cast a Circle of Binding
7 Power"italic text-fantasy-text"
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.
Cast a Wall of Enfeeblement
9 Power"I Call Upon Darkness and Terror To ...Cast a Wall of Enfeeblement"
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.
Cause Agony
5 Power"I Call Upon Darkness and Terror To ...Cause Agony"
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.
Cause Disease
2 Power"I Control Chaos to ...Cause Disease"
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.
Cause Harm
2 Power"I Call Upon Darkness to ...Cause Harm"
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.
Cause You to Flee in Terror
10 Power"By the Unending Shadows of Night I ...Cause You to Flee in Terror"
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.
Circle of Force
12 Power"With Pure Magic I Cast an Unyielding ...Circle of Force to Protect Me"
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.
Cloak This Form in Darkness
6 Power"By the Unending Shadows of Night I ...Cloak This Form in Darkness"
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
Command Lesser Demons
6 Power"From the Unending Pits of Hell I ...Command Lesser Demons"
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.
Command Undead
3 Power"I Control Chaos to ...Command Undead"
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.
Confusion
3 Spell Singing Pts"italic text-fantasy-text"
One character targeted by this charm song will become confused and disoriented while the Spell Singer continues to sing their song. The target may not do anything except stagger around for the duration of this song. They may not fight, flee, cast spells, call latent spell defenses or invoke magic items. This effect ends if the target character takes any damage or if the caster stops singing or is interrupted.
Create a Death Slave
20 Power"I Control Chaos and Evil From my Heart to ...Create a Death Slave Who Will Obey my Each and Every Whim"
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.
Create a Ghoul
8 Power"I Control Chaos and Evil From my Heart to ...Create a Ghoul"
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.
Create a Revenant
12 Power"I Control Chaos and Evil From my Heart to ...Create a Revenant"
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 Skeleton
3 Power"I Control Chaos and Evil to ...Create a Skeleton"
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.
Create a Spectral Weapon
10 Power"I Call Upon Darkness and Terror To ...Create a Spectral Weapon"
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.
Create a Zombie
2 Power"I Control Chaos to ...Create a Zombie"
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.
Create Food and Water
2 Power"By Nature's Will, I ...Create Food and Water"
With this spell, the Druid may produce an edible meal out of the earth. The meal created is the minimum requirement for healthy survival for one person for a day. The food is neither very filling nor great in quality. The Druid also causes a small jet of water to spring from the ground for one minute producing 4 liters of pure drinking water. The Druid may produce food for themselves for the month instead of paying the monthly maintenance to Logistics.
Cripple
6 Power"I Call Upon Darkness and Terror To ...Cripple"
This spell does 18 points of magical direct body damage.
Cripple You with the Plague
9 Power"italic text-fantasy-text"
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.
Decay Flesh and Bones
10 Power"I Control Chaos and Evil From my Heart to ...Decay Flesh and Bones"
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.
Defense
3 Power"I Weave an Aura of ...Defense"
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.
Destroy Being
20 Spell Singing Pts"italic text-fantasy-text"
Any character this song is sung to will be forced to the Brink of Death by the power of this melody. All characters are affected by this spell whether they take damage from Death magic or Healing magic. Characters that would normally take damage from a Life or Kill spell will take that damage instead. Inanimate objects or constructs, such as golems but not undead, are not affected by this spell. The target character can be healed as per the normal healing rules.
Destroy Magic
9 Power"I Pierce the Veil of Force and Energy to ...Destroy Magic"
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.
Detect Curse
3 Power"I Pierce the Veil of Force to ...Detect Curse"
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.
Detect Demon
0/1 Power"From the Pits of Hell I ...Detect Demon"
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.
Detect Life
0/1 Power"I Draw Upon the Earth to ...Detect Life"
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.
Detect Magic
0/1 Power"I Pierce the Veil to ...Detect Magic"
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
Dispel Magic
6 Power"I Pierce the Veil of Force to ...Dispel Magic"
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.
Disrupt Your Magical Defenses
21 Power, 1 Perm PP"I Pierce the Veil of Force and Energy to ...Disrupt Your Magical Defenses and Kill You Where You Stand"
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.
Dominate this Demon
12 Power"From the Unending and <Aspect> Pits of Hell I ...Dominate this Demon"
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
Dominate Undead
9 Power"I Control Chaos and Evil From my Heart to ...Dominate Undead"
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.
Dragon Skin
20 Power, 1 Perm PP"I Weave a Protective and Warding Aura of ...Dragon Skin to Harden Your Hide"
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.
Dragon's Breath
8 Power"I Summon Forth an Eldritch and Fiery ...Dragon's Breath"
This spell does 40 points of magical damage due to fire.
Drain Life
6 Power"I Call Upon Darkness and Terror To ...Drain Life"
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.
Drain Magic Power
6 Power"I Pierce the Veil of Force and Energy to ...Drain Magic Power"
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.
Elder Resistance
30 Power, 2 Perm PP"I Weave a Protective and Warding Aura of ...Elder Resistance to Shield You from Harm"
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.
Electrical Storm
20 Power, 1 Perm PP"With Pure Magic I Cast an Unyielding ...Electrical Storm to Incinerate All Before Me"
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.
Electrocution 6
6 Power"With Pure Magic I Cast an Unyielding ...Electrocution 6"
This Spell is considered Lost Magic . This spell does 30 points of magical damage due to lightning
Enfeeble Your Mind
7 Power"I Call Upon Darkness and Terror To ...Enfeeble Your Mind"
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.
Enhance this Being with Phantom Grasp
10 Power"By the Unending Shadows of Night I ...Enhance this Being with Phantom Grasp"
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.
Entangle Your Limbs
4 Power"By Nature's Will, I ...Entangle Your Limbs"
This spell causes vines to rise up and entangle the targeted character’s arms and legs together and pinning them to the ground for 3 seconds. While under the effects of this spell, the character is unable to move and must place their arms at their sides and legs together. If the target has a +10 or greater Strength Bonus, Non-Combinable they are unaffected at all by this spell. The character must have this before they are affected by the spell, they cannot invoke latent spells or skills or invoke items to gain the +10 Strength Bonus, NonCombinable after they are affected by this spell to free themselves.
Fall Asleep
6 Power"I Command You to Obey and Charm You to ...Fall Asleep"
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.
Fear
10 Spell Singing Pts"italic text-fantasy-text"
This charm song causes all living characters that can hear and are in Line of Sight of the Spell Singer to run away in fear. This effect lasts as long as the singer continues to sing. If the affected characters run away and can no longer hear or no longer have Line of Sight with the Spell Singer they no longer have to run. If the character returns to the area of affect they must once again flee until they cannot see or hear the singer or the singer stops. While feared, the character cannot take any offensive actions and can only use defensive martial skills, invoke latent defensive spells or invoke defensive magic items. While a Heal Mind spell or similar effect will cure the character, they may not cast the spell upon themselves until they are out of Line of Sight from the Spell Singer . If the Echo skill is used with this song, only those originally affected are feared for 10 minutes.
Feat of Heroes
2 Spell Singing Pts"italic text-fantasy-text"
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 Feat of Heroes they would call “Five Damage”. If the character fails to hit, they do not use up the Feat of Heroes spell. This song can be combined with a normal Giant Strength spell and other Strength Bonuses. The player must call “ Feat of Heroes ” when invoking this spell
Feign Death
1 Power"I Call Upon Darkness to ...Feign Death"
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.
Feign Life
1 Power"I Control Chaos to ...Feign Life"
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.
Fire Brand
2 Power"I Summon Forth an Eldritch ...Fire Brand"
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
Fire Shield
3 Power"I Summon Forth an Eldritch ...Fire Shield"
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"I Summon Forth an Eldritch ...Fireball"
This spell does 20 points of magical damage due to fire.
Flare
2 Power"I Summon Forth an Eldritch ...Flare"
This spell does 10 points of magical damage due to fire.
Form a Black Shield
3 Power"By the Shadows of Night I ...Form a Black Shield"
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.
Form a Wall of Terror
7 Power"By the Unending Shadows of Night I ...Form a Wall of Terror"
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.
Fortitude
7 Power"I Weave a Protective and Warding Aura of ...Fortitude"
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.
Free Action
6 Power"I Create a Magical Seal That Will Cause ...Free Action"
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.
Free Your Mind
15 Spell Singing Pts"italic text-fantasy-text"
This song will remove all charm and charm like affects from the target character. This includes: Charm School spells, Vampiric Domination, Hierarch and Draconic Charms, Forget and Remember poison, Amnesia poison, Hypnosis , Satyr and Faun Charms, etc.
Freedom
7 Spell Singing Pts"italic text-fantasy-text"
This song will free a character from the affects of any Bond School spell, Paralysis Touch, or Paste of Binding. This spell song will not work on mundane restraints.
Frost Brand
2 Power"By the North Mists I Form a(n) ...Frost Brand"
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.
Fumble <right/left hand>
1 Power"italic text-fantasy-text"
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.
Giant Strength
2 Power"With Pure Magic I Cast a ...Giant Strength"
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
Grant a Phantasmal Fury
6 Power"By the Unending Shadows of Night I ...Grant a Phantasmal Fury"
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”.
Grant a Phantom Strike
2 Power"By the Shadows of Night I ...Grant a Phantom Strike"
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”.
Grow a Wall of Brambles
9 Power"By Nature's Will, I ...Grow a Wall of Brambles"
This spell creates a 10 foot by 10 foot by 1 foot nearly impassable wall of thorny vines and brambles. The wall is non-magical and can be destroyed by receiving 100 Body Points of damage or a Kill Spell. The wall suffers double damage from fire attacks. Any creature attempting to pass through the wall suffers 14 points of normal damage and becomes stuck in the wall. Any creature stuck in the wall may push their way through in 5 seconds with a +3 or greater Strength Bonus. Characters with a +6 or greater Strength Bonus may pass unhindered but not undamaged. The Wall of Brambles follows the normal wall spell rules except that the Druid need not concentrate to maintain the wall. The Druid must have a 10 foot long piece of green garland to represent the wall. When the wall is first cast, anyone in the area of effect must choose which side of the wall they wish to wind up on. The wall remains until the end of the current Tag Cycle or the wall has taken enough damage to destroy it. The wall may not be removed by a Dispel Magic or Sever Magic spell and the wall cannot be healed, but the caster can freely pass through the wall at will. If the player who cast the wall leaves Line of Sight, they should sign and leave the Elemental Pool Points with the garland. Any damage done to the wall that does not destroy it should be recorded on the tag. Other than what was stated above, this follows the normal wall spell rules.
Harmonize
5 Spell Singing Pts"italic text-fantasy-text"
This latent song will negate any sonic attack directed at the character. Additionally, the character adds the Spell Singing Points used to cast the song to their own. If this song is cast upon a character that does not have the Spell Singing Points skill, the sonic attack is stopped but no Spell Singing Points are gained. Should Harmonize be used to stop an area effect spell song, or a sonic attack from a creature, the character does not gain any Spell Singing Points but the song effect is still negated. A character may have only either a Resist Spell Song or a Harmonize upon them at one time, they do not stack.
Hasten Your Demise
10 Power"From the Unending and <Aspect> Pits of Hell I ...Hasten Your Demise"
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.
Haven
20 Spell Singing Pts"italic text-fantasy-text"
This song causes all hostile actions in the sound of the singer’s voice to cease. While this song is in affect, anyone entering the area is similarly affected. This area is static and does not move. This song does not compel the affected characters to remain in the area and they are able to leave when they wish. No violent actions can enter the havened area, so even if a character leaves the area, they still cannot attack anyone within the Haven . Theft of any kind is considered a violent action so pick pocketing, looting a body or even picking up an item off the ground that does not belong to you is not allowed. There is no defense to this song – even the Resist Ability, once sung the affect will remain until the duration has expired and cannot be dispelled. Even the singer is affected by this spell.
Haven About Me
21 Power, 1 Perm PP"With Pure Magic I Cast an Unyielding ...to Protect Me on My Way"
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
Heal
1 Spell Singing Pts"italic text-fantasy-text"
By means of this song the Spell Singer is able to heal a character that has lost Body Points, is Bleeding to Death, or Unconscious. It has no effect on a character that is Mortally Wounded or on the Brink of Death. The Spell Singer spends 1 Spell Singing Point per 2 Body Points of healing and can spend as many Spell Singing Points as they wish up to the current number they have. Note, this spell is not from the element of life and will heal undead, demons, elementals, and even Golems.
Heal This Body
4 Power"I Draw Upon the Earth to ...Heal This Body"
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 Life and Reclaim This Spirit
12 Power"I Draw Upon the Earth to Aid Me and ...Heal This Life and Reclaim This Spirit"
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.
Heal this Limb
5 Power"I Draw Upon the Earth to Aid Me and ...Heal this Limb"
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 Mind
4 Power"I Draw Upon the Earth to ...Heal This Mind"
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.
Heal this Mortal Wound
6 Power"I Draw Upon the Earth to Aid Me and ...Heal this Mortal Wound"
This spell will restore a character who is Mortally Wounded, by the Slay or Assassinate skill for example, to 1 Body Point.
Heal This Person
1 Power per 3 Body Pts"I Draw Upon the Earth to Aid Me and ...Heal this Person and Restore them to Full Health"
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.
Heal Your Disease
4 Power"By Nature's Will, I ...Heal Your Disease"
This spell will cure most diseases, including the one caused by the Cause Disease and Plague spells.
Heroism
14 Spell Singing Pts"italic text-fantasy-text"
With this song, the Spell Singer can lift the morale of those who fight on their side. Everyone within the sound of the singer’s voice and sight of the Spell Singer gains a +2 Damage Bonus and +9 Body Points that are healable. If a character moves away from the singer but later returns they once again receive the benefit of this song, however they only gain the Body Point modifier once, if they move back into the area, they must be healed back the Body Point bonus. This song is combinable with the affects of an Inspire song
Ice Bolt 4
4 Power"By the North Mists I Form a Freezing ...Ice Bolt 4"
This spell does 20 points of magic damage due to ice.
Ice Cast
3 Power"By the North Mists I Form a(n) ...Ice Cast"
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 Dart
2 Power"By the North Mists I Form a(n) ...Ice Dart"
This spell does 10 points of magic damage due to ice.
Ice Shield
3 Power"By the North Mists I Form a Freezing ...Ice Shield"
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.
Icy Imprisonment
10 Power"By the North Mists I Form a Freezing Cold ...Icy Imprisonment"
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.
Identify Magic
10 Power"I Pierce the Veil of Force and Energy to ...Identify Magic"
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"I Pierce the Veil of Force and Energy to ...Identify Your Curse"
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.
Impenetrable Dwelling
20 Power, 1 Perm PP"I Create a Magical Seal That Will Cause ...this Portal and Dwelling to be Impenetrable"
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
Imprisonment
9 Power"I Create a Magical Seal That Will Cause ...Imprisonment"
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.
Incapacitate Your Body
8 Power"I Call Upon Darkness and Terror To ...Incapacitate Your Body"
This spell is considered Lost Magic . This spell does 24 points of magical direct body damage.
Inferno
6 Power"I Summon Forth an Eldritch ...Inferno"
This spell does 30 points of magical damage due to fire.
Injure
1 Spell singing Pts"italic text-fantasy-text"
This song causes 2 points of direct, magical body damage for every 1 Spell Singing Point expended. This damage affects all characters, even undead. The singer can spend as many Spell Singing Points they wish up to their current number. This song cannot be used to deliver a Killing Blow.
Inspire
3 Spell Singing Pts"italic text-fantasy-text"
This song will give the recipient a +1 Damage Bonus for 10 minutes. This song is latent and can be invoked any time until the end of the current Event.
Invulnerability
8 Power"I Weave a Protective and Warding Aura of ...Invulnerability"
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 .
Kill Any Who Dare to Cross Wall of Ash
18 Power, 1 Perm PP"I Call Upon Darkness and Terror to ...Kill Any Who Dare to Cross this Wall of Ash Before Me"
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.
Know Your Magic
2 Power"I Pierce the Veil to ...Know Your Magic"
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.
Lava Burst
12 Power"I Summon Forth an Eldritch and Fiery ...Lava Burst to Burn My Enemies"
This spell does 60 points of magical damage due to fire.
Legend Life
24 Spell Singing Pts"italic text-fantasy-text"
This song will heal a character that is at the Brink of Death and bring them to 1 Body Point. The Death System is not used when this spell is sung. This song works regardless of any other types of life affects the character has received that day with the exception of a Legend Life. This song has the power to bring a person back from un-death, but it can only reverse the effects of the Necromancy school and only on undead created less than 1 hour. Sorcerously created undead are not affected at all by this spell. This song cannot be cast on a person unless they are at the Brink of Death. Unlike other types of life effects, the target player can refuse the life. The Spell Singing Points are used and the character’s Death Count continues. Once a character has received a Legend Life, they cannot receive any other types of life until 7:00am.
Light
0/1 Power"I Summon Forth an Eldritch ...Light"
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.
Lightning Bolt
4 Power"With Pure Magic I Cast a ...Lightning Bolt"
This spell does 20 points of magical damage due to lightning.
Lightning Shield
3 Power"With Pure Magic I Cast a ...Lightning Shield"
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.
Lock
5 Power"I Create a Magical Seal That Will ...Lock"
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.
Magic Sanctuary
9 Power"With Pure Magic I Cast an Unyielding ...Magic Sanctuary"
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.
Magic Weapon
4 Power"With Pure Magic I Cast a ...Magic Weapon"
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
Maim
4 Power"I Call Upon Darkness and Terror To ...Maim"
This spell does 12 points of magical direct body damage.
Make Real Your Fears
20 Power, 1 Perm PP"By the Unending Shadows of Night I ...Make Real Your Fears and Cause all Before Me to Flee in Terror"
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.
Match
0 Power"I Summon Forth an Eldritch ...Match"
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.
Meteor Swarm
20 Power, 1 Perm PP"I Summon Forth an Eldritch and Fiery ...Meteor Swarm to Destroy my Enemies with the Power of Fire"
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.
Mighty Shatter <item>
4 Power"italic text-fantasy-text"
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.
Negation
5 Power"I Weave a Protective Aura of ...Negation"
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.
Obscure
5 Power"I Pierce the Veil of Force to ...Obscure"
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.
Paralysis
7 Power"I Create a Magical Seal That Will Cause ...Paralysis"
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.
Pin
2 Power"I Create a Magical ...Pin"
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
Powerful and Masterful Strength
10 Power"With Pure Magic I Cast an Unyielding ...Powerful and Masterful Strength"
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
Powerful Blast
6 Power"With Pure Magic I Cast an Unyielding ...Powerful Blast"
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.
Preservation
5 Power"By the North Mists I Form a Freezing ...Preservation"
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.
Purge Death Slave
20 Power"I Draw Upon the Earth to Aid Me and ...of Their Necromantic Taint and Restore Their Will"
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.
Purify Blood
2 Power"I Draw Upon the Earth to ...Purify Blood"
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
Purity
8 Power"I Weave a Protective and Warding Aura of ...Purity"
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.
Quiet Sorcery
9 Power"I Pierce the Veil of Force and Energy to ...Quiet Sorcery"
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.
Raise all the Dead
30 Power, 2 Perm PP"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"
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.
Reflection
6 Power"I Weave a Protective Aura of ...Reflection"
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.
Remove Curse
14 Spell Singing Pts"italic text-fantasy-text"
By means of this song the Spell Singer is able to remove all curses upon the target character
Rend Your Soul
4 Power"By the Unending Shadows of Night I ...Rend Your Soul"
This spell does 16 points of ghost damage.
Repel This Being
3 Power"By Nature's Will, I ...Repel This Being"
This spell compels the target character to be unable to attack the Druid with attacks or spells. If the Druid attacks the target, the spell will end. The spell lasts as long as the Druid concentrates. Out-of-game, in order to represent this, the player must hold their arm outstretched parallel to the ground with their palm facing towards the target. This spell is a charm like effect and therefore can be stopped by Resist Suggestion spell, the Iron Will skill, Elven Resist skill, and other defenses that stop charms in addition to other defenses that stop spells.
Repel True
15 Spell Singing Pts"italic text-fantasy-text"
This song forces all characters 10 feet away from the singer. This is a magical force and cannot be over come with strength. Once the singer completes the song, they may designate those that the song will not affect but only once at the time of completion and only for those present. Any character affected by this song cannot attack the singer so long as they maintain this spell. Additionally, the Spell Singer cannot take any violent actions while maintaining this spell. A defense that stops spells will negate this song if the target character invokes their defense when they are in the original area. They can move freely from that point on, entering and leaving the area of affect. However, characters that are not in the original area of affect cannot use a defense that stops spells to later enter the area. This Spell Song cannot be combined with the Echo skill and this song cannot be dispelled.
Repulse
4 Spell Singing Pts"italic text-fantasy-text"
This song will repel one character back 10 feet away from the Spell Singer . As long as the Spell Singer continues to sing, the target cannot approach within 10 feet of the singer. The target cannot push the caster away from them. The target can still attack the singer with ranged attacks and spells. To represent the singer’s concentration , the player must hold their arm parallel to the ground with palm facing the target. This is a magical force and cannot be over come with strength. This song can be echoed with the Echo skill, but the character must still maintain concentration
Resist Spell Song
4 Spell Singing Pts"italic text-fantasy-text"
This song protects the character from one spell song. It will also protect the character from the sonic attacks of screecher moss, sirens, banshees, gargoyles, and other characters that have a sonic attack. This song will last until invoked or until the end of the current Event. A character may have only either a Resist Spell Song or a Harmonize upon them at one time, they do not stack
Resist Suggestion
5 Power"I Command You to Obey and ...Resist Suggestion"
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.
Resistance
12 Power"I Weave a Protective and Warding Aura of ...Resistance to Shield You"
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.
Restore Back to Flesh
14 Power"By Nature's Will, I ...Transmute You Back to Flesh Again"
This spell turns a character that is currently turned to stone back to being flesh again in the same state they were when turned to stone. Therefore, if a character was Mortally Wounded and then turned to stone, they are still Mortally Wounded and their Death Count continues. This will undo most turn to stone effects such as a Basilisk’s gaze, a Gorgon’s Gaze, the Flesh to Stone spell or similar spells or effects.
Return Your Spirit
6 Power"I Draw Upon the Earth to Aid Me and ...Return Your Spirit"
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.
Rot Flesh
5 Power"I Control Chaos and Evil to ...Rot Flesh"
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.
Scourge Your Hands
5 Power"From the Unending Pits of Hell I ...Scourge Your Hands"
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
See Magic
1 Power"I Pierce the Veil to ...See Magic"
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
Sever Magic
4 Power"I Pierce the Veil of Force to ...Sever Magic"
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.
Shield from Sunlight
9 Power"I Control Chaos and Evil From my Heart to ...Shield from Sunlight"
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.
Shield my Body from Possession
6 Power"From the Unending Pits of Hell I ...Shield my Body from Possession"
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.
Shock
1 Power"With Pure Magic I Cast a ...Shock"
This spell does 5 points of magical damage due to lightning.
Silence
6 Spell Singing Pts"italic text-fantasy-text"
The target character of this charm song cannot speak. This means the target cannot cast any spells, use any scrolls or use any skill that requires an in-game verbal. Any defense that would stop Charm School spells will also stop this affect. 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 can end early when a Vocalize , Dispel Magic or Heal Limb spell or similar effect is cast upon the target.
Silence Your Thoughts
12 Power"By the Unending Shadows of Night I ...Silence Your Thoughts and Still Your Mind"
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.
Sleep
6 Spell Singing Pts"italic text-fantasy-text"
This song is a charm affect that causes the target to fall asleep and will remain asleep for as long as the singer continues to sing. Any defense that would stop the Charm School Sleep spell will also stop this affect. The target can be woken up if they receive one or more points of damage.
Speak the Truth
2 Power"I Command You to ...Speak the Truth"
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.
Spear of Ice
6 Power"By the North Mists I Form a Freezing Cold ...Spear of Ice"
This spell does 30 points of magic damage due to ice.
Stamina
2 Power"I Weave an Aura of ...Stamina"
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.
Strike Your Down with Thunder and Lightning
9 Power"By Nature's Will, I ...Strike Your Down with Thunder and Lightning"
Target character suffers 30 points of damage from magical lightning and effected by a 5 second Torso Stun. Shield will block the torso stun portion of this spell, but the damage will go through.
Summon a Black Mantle
6 Power"By the Unending Shadows of Night I ...Summon a Black Mantle"
This spell is active as soon as it is cast. This spell provides a 2 Soak and can only be cast upon the caster.
Summon a Demon
20 Power"italic text-fantasy-text"
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 a Demonling
5 Power"From the Unending Pits of Hell I ...Summon a Demonling"
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
Summon a Hell Hound
7 Power"italic text-fantasy-text"
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.
Summon a Minor Demon
8 Power"From the Unending and <Aspect> Pits of Hell I ...Summon a Minor Demon"
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.
Summon an Imp
3 Power"From the Pits of Hell I ...Summon an Imp"
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.
Summon Dark Energies
15 Power"italic text-fantasy-text"
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 Total Demonic Power
20 Power"From the Unending and <Aspect> Pits of Hell I ...Summon Total Demonic Power To Infuse me With Magic 20"
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.
Take Your Sight
6 Power"I Call Upon Darkness and Terror To ...Take Your Sight"
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.
Temper This Weapon
8 Power"By the Unending Shadows of Night I ...Temper This Weapon"
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.
Transfer Magic Power
8 Power"I Pierce the Veil of Force and Energy to ...Transfer Magic Power"
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.
Transmute Flesh to Stone
14 Power"By Nature's Will, I ...Transmute Your Flesh to Stone Forever"
The targeted character and all items carried or in hand including Mithril and magical items are turned to magical stone until the end of the current Event. The target is not dead but in stasis, their Death Count and all other timed effects – alchemical durations, diseases, Death Slave, etc. – stop. They cannot be affected by physical attacks or spells including those augmented by Warlockery. The affected character may be moved with a +6 Strength Bonus, Non-Combinable or better. This spell may be undone with Oil of Stone to Flesh or Restore Flesh spell or certain sorcery rituals. Dispel Magic and Sever Magic spells have no effect on the stoned character. The Druid who cast the spell can remove it by touching the player.
Travel Through Tree
12 Power"By Nature's Will, I ...Travel Through this Tree to Another Place"
By use of this spell, the Druid may transport themselves and all items carried and worn through one tree to another. The tree must be touched and be at least one foot in diameter. The Druid may take one other willing, living character with them. After completion of the verbal, the character must put on a white headband. From the time the Druid puts on a white headband, they have 20 seconds to reach the other tree and the Druid cannot be blocked by other characters while moving. If the Druid does not reach another tree by that time, they are brought to the Brink of Death and rise up through the earth where the time ran out with everything they are carrying including another character. This additional character is not harmed. The Druid cannot drop or pick up any items while they are tree walking. Note that the player does not call a Hold to use this spell.
Vigilance
4 Power"I Weave a Protective Aura of ...Vigilance"
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.
Vocalize
3 Spell Singing Pts"italic text-fantasy-text"
This song can be cast upon a person to protect them from any attack that would affect their ability to speak, for example a Silent and Mute spell or a Silence Poison. This song will last until invoked or until the end of the current Event. This song can also be used to cure a person who is unable to speak whether they are under the affects of some magical spell or alchemy or are naturally mute. In the latter case, a Plot Marshal will determine if the song works
Volcano
30 Power, 2 Perm PP"I Summon Forth an Eldritch and Fiery ...Volcano to Smite Down my Foes with the Raging Power of the Deep Fires of the Earth"
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.
Wake
3 Spell Singing Pts"italic text-fantasy-text"
By means of this song, the Spell Singer can awaken a character that is asleep or Unconscious. This song will work on a character who is sleeping due to a spell, Sleep Poison or Dust of Sleep or who has been rendered Unconscious by a Waylay. In the later case, the character must have at least 1 Body Point to wake up. If the character is at zero or negative Body Points, this spell will have no affect.
Wall of Flame
6 Power"I Summon Forth an Eldritch and Fiery ...Wall of Flame"
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.
Wall of Force
6 Power"With Pure Magic I Cast an Unyielding ...Wall of Force"
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.
Wall of Frost
6 Power"By the North Mists I Form a Freezing Cold ...Wall of Frost"
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.
Weaken
4 Power"I Call Upon Darkness and Terror To ...Weaken"
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.
Will'o'Wisp
0 Spell Singing Pts"italic text-fantasy-text"
This song summons a small, non-combative lesser Will’o’Wisp that will help to light the way for the singer. Combat of any kind near the Will’o’Wisp will frighten it away. Similarly, the Will’o’Wisp will not fly away from the singer to investigate anything. The Will’o’Wisp cannot speak or communicate with anyone in any way and will not go with anyone else. To represent the light shed by the Will’o’Wisp , the singer should use a small flash light .
Wither Limb
6 Power"I Control Chaos and Evil to ...Wither Limb"
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
Wrack Your Spirit
2 Power"By the Shadows of Night I ...Wrack Your Spirit"
This spell does 8 points of ghost damage.
Wreak Havoc Upon Your Soul
12 Power"I Call Upon Darkness and Terror To ...Kill You and Wreak Havoc Upon Your Soul"
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
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