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Spells |
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- Novice Spells:
- Novice (Tier 1)
- Create Focus
Type: Ritual
Duration: Permanent
Mana: 1
Range: Item
Casting Time: 5 minutes
Area of Effect: Target
This is the first spell that a mage must learn before they can advance onto a more specialized path of magic. The focus she creates depends on the type of magic she wishes to learn. After creating the focus, the mage must find a teacher to instruct her on how to use the second tier.
- Detect Magic
Type: Battle
Duration: Instant
Mana: 1
Range: 5 Feet
Casting Time: Instant
Area of Effect: Target
When cast, this spell allows the mage to determine if an object is magical or not. The item must not be obstructed or concealed. This skill will not work on a person, but will work on a place or object, such as a room or door. The character can ask what school of magic the item is imbued with and what type of spell it is: battle, enchantment, ritual, or rune.
- Drop
Type: Battle
Duration: Instant
Mana: 1
Range: Packet
Casting Time: Instant
Area of Effect: Target
When cast, this spell will cause the target to drop the item specified by the mage. For example, a mage could call out "drop sword," but they must call out the item to be dropped.
- Life Sense
Type: Battle
Duration: Instant
Mana: 1
Range: 5 feet
Casting Time: Instant
Area of Effect: Target
This spell allows the mage to immediately determine the vitality of the subject. A character casting Life Sense can determine if another character is dead, bleeding, departed, or unconscious. Additionally, a character casting Life Sense can tell if the character is poisoned or under the effects of a poison or elixir. The general nature of the elixir can be determined as well; such as whether it is a poison, protective, paralysis, etc.
A character being examined by Life Sense need only answer those questions that are directly asked. Upon using this spell the mage can ask any of the following questions (all of which must be answered immediately and honestly):
· Are you dead?
· Are you departed?
· Are you injured?
· What are your injuries?
· Are you poisoned?
· Are you under the effects of an elixir?
· If so, what is the effect (poison, protective, paralysis, etc.)?
· Are you diseased?
· Are you paralyzed?
· Are you asleep?
A Feign Death effect fools this spell.
- Mage Aura
Type: Enchantment
Duration: SR/SS (D)
Mana: 1
Range: Touch
Casting Time: 1 Minute
Area of Effect: Individual
When cast, this spell will grant a 1 point aura to the target. This point of protection will last until SR/SS or until used. It cannot be healed or stacked as per the aura rules.
- Mage Light
Type: Battle
Duration: 1 hour (D)
Mana: 1
Range: Special
Casting Time: Instant
Area of Effect: Caster
This spell will allow the caster to bring into being a faintly glowing light. The caster can transfer this light from one person to another at will, as well as extinguish the light. The light will last until extinguished or for 1 hour. This light must be physrep'd by the player with a chemical glow stick.
- Mage Mark
Type: Enchantment
Duration: Permanent
Mana: 1
Range: Touch
Casting Time: 1 minute
Area of Effect: Target
When cast, this spell will leave a magical mark upon an item or person. This mark can only be detected by the caster, the magic sense trait, or the detect magic spell. The mark must be some sort of symbol (which may not be a rune, see chapter 5) and if used on a person, that person must be informed that it is on them. However, they may or may not know in-play that it exists. If it is on an item, a blue dot must be placed on the object. The mage mark must also be noted on the item's tag. The mark can only be removed by the caster or by casting another mage mark on the item or person. Mage mark is permanent and will last until removed or changed.
- Mage Sense
Type: Battle
Duration: Instant
Mana: 1
Range: 5 feet
Casting Time: Instant
Area of Effect: Target
When cast, this spell will allow the mage to determine if someone else is a mage. This spell does not tell what type of magic they can cast, only that they can cast magic.
- Magic Dart
Type: Battle
Duration: Instant
Mana: 1
Range: Packet
Casting Time: Instant
Area of Effect: Target
This spell causes a magical dart to come into being and speed toward its target. This magic dart will do 1 point of damage to the target. This cannot be blocked by a shield. The damage can be taken on armor, endurance, or auras. Darts will damage threshold armor.
- Magic Message
Type: Enchantment
Duration: Special
Mana: 1
Range: Special
Casting Time: Instant
Area of Effect: Special
When cast, this spell will generate and send a magical message to one recipient. Magic message cannot be longer than 10 words and must be in writing (this act is done out of game). This spell cannot be used to contact someone in the immediate vicinity and is always executed at plot's convenience. Typically, this spell is used to contact a person who is on a module, off on a private sidebar, etc. Upon casting this spell, the caster must carry the written message to Monster Town and submit it to plot, who will deliver the missive. Abuse of this spell may lead to non-delivery.
- Minor Magical Ward
Type: Enchantment
Duration: SR/SS (D)
Mana: 1
Range: Touch
Casting Time: 1 minute
Area of Effect: Individual
When cast, this spell will grant a magical ward that will protect the individual from any one magical effect directed at them, provided that the effect is of the 1st Tier. When hit with a 1st Tier spell, the individual must simply call "ward" and the 1st Tier spell is stopped and the ward is consumed. Touch cast spells bypass a magical ward, provided the target of the spell is conscious and wishes for the spell to affect them. Bear in mind that wards block beneficial spells as readily as malefic ones. This spell lasts till used or SR/SS. Magical Ward overwrites Minor Magical Ward, leaving the subject affected only by the higher level spell.
- Stabilize
Type: Battle
Duration: Instant
Mana: 1
Range: Packet
Casting Time: Instant
Area of Effect: Target
When cast, the mage can stabilize someone that is bleeding out. This spell does not heal any wounds. If the target is moved, their wounds will reopen. All wounds must be treated normally for healing purposes. This spell merely stops the bleeding count of the target.
- Battle Magic Spells:
- Initiate (Tier 2)
- Mend Armor
Type: Battle
Duration: Instant
Mana: 2
Range: Touch
Casting Time: Instant
Area of Effect: Item
When cast, this spell will repair cloth, leather, hide, or any other armor made of fiber and weave. The armor is permanently repaired.
- Sense Magical Nature
Type: Battle
Duration: 1 minute
Mana: 2
Range: 5 feet
Casting Time: Instant
Area of Effect: Target
Upon casting this spell, the mage can tell whether someone has the ability to use magic in any form. They can tell if a person is a novice, initiate (persons with 3rd or higher tier read as initiates to this spell), or wild mage. They can also detect if someone is an adept as well. This spell does not allow someone to detect if a person can use empathy or not. They cannot tell what kinds of magical abilities or spells a person has. The caster has 1 minute to ask any question regarding the information above.
- Sharpness 1*
Type: Enchantment
Duration: SR/SS (D)
Mana: 2
Range: Touch
Casting Time: 1 minute
Area of Effect: Item
This spell will give a weapon an additional +1 to damage and stacks with strength effects and strikes. This lasts until SR/SS or until the weapon successfully strikes an object capable of taking damage from a weapon hit (i.e. a person, armor, etc.)
- Shield Guard
Type: Enchantment
Duration: SR/SS (D)
Mana: 2
Range: Touch
Casting Time: 1 minute
Area of Effect: Individual
When cast, this spell will prevent the target from dropping her shield. If the person is hit with a spell or effect that makes them drop their shield, they call, "resist." This spell counts as a resist effect. This effect lasts until used or SR/SS.
- Weapon Guard
Type: Enchantment
Duration: SR/SS (D)
Mana: 2
Range: Touch
Casting Time: 1 minute
Area of Effect: Individual
When cast, this spell will prevent the target from dropping their weapon. If the person is hit with a spell or effect that makes them drop their weapon, they call "resist." This spell counts as a resist effect. This effect lasts until used or SR/SS.
- Weapon Meld
Type: Ritual
Duration: Permanent
Mana: 2
Range: Touch
Casting Time: 5 minutes
Area of Effect: Superior Quality Weapon
Unlike other mages, a battle mage must perform two rituals to create a focus. After casting the create focus spell from 1st tier, a battle mage must cast this ritual. The battle mage must defeat an opponent with the weapon after completing the ritual to finalize it. Thereafter, the weapon is attuned to the Battle Mage and gains several abilities. First, a melded weapon may resist destruction once per day. Second, the melded weapon may serve as the storage medium for any battle magic spell with an asterisk after its name. The battle mage casts these enchantments on the blade, allowing the battle mage to use them as spell strikes at a later time (sharpness spells are not delivered as spell strikes, as the battle mage simply calls the extra damage on that swing). A battle mage can store a number of these spells in the weapon equal to his or her tier in battle magic and multiples of the same spell may be stored. They are not discharged until the battle mage chooses to use them, but they fade away at SR/SS. Henceforth, the battle mage must be in contact with the weapon to cast a spell and cannot meld with another weapon until the one they were melded with is destroyed or disenchanted. Out of necessity, this is typically the first spell battle mages learn upon reaching 2nd tier.
- Tier 3
- Destroy Shield *
Type: Enchantment
Duration: SR/SS (D)
Mana: 3
Range: Touch
Casting Time: 1 minute
Area of Effect: Item
This spell will give the weapon a shield destruction effect. The battle mage must hit the shield in order to destroy it. The shield will be completely destroyed. This spell will last until used or SR/SS.
- Double Weapon Meld
Type: Ritual
Duration: Permanent
Mana: 3
Range: Touch
Casting Time: 5 minutes
Area of Effect: Superior Quality Weapon
This ritual allows the battle mage to bond with a second superior quality weapon. This second weapon functions in a similar fashion to the first melded weapon, but it can only hold ½ (round down) of the Battle Mage's tier in enchantments. This secondary weapon will not serve as a focus.
- Harden Armor 1
Type: Enchantment
Duration: SR/SS (D)
Mana: 3
Range: Touch
Casting Time: 1 minute
Area of Effect: Item
This spell will increase the AV of any metal armor by 1. This will not work for leather, cloth, or padded armor. This extra armor point is the first armor lost and the armor cannot be refitted to the modified value. This lasts until SR/SS or until used.
- Reforge
Type: Battle
Duration: Instant
Mana: 3
Range: Touch
Casting Time: Instant
Area of Effect: Armor
This spell will instantly repair any metal armor to its original strength. This spell cannot repair destroyed armor. For instance, if a 5 AV suit of armor was breached and refitted twice (leaving it at 3 AV) and had this spell cast on it, the armor would return to 5 AV. This spell also restores a lost threshold.
- Sharpness 2 *
Type: Enchantment
Duration: SR/SS (D)
Mana: 3
Range: Touch
Casting Time: 1 minute
Area of Effect: Item
As sharpness 1, but this spell adds 2 points of damage. Sharpness spells do not stack.
- Weapon Resist
Type: Enchantment
Duration: SR/SS (D)
Mana: 3
Range: Touch
Casting Time: 1 minute
Area of Effect: Item
This spell will protect a weapon from an attack that would destroy it. The person must call "resist" when the weapon is hit with a destruction effect. This will stack with the granted resistance a melded weapon has. This effect lasts until used or SR/SS.
- Geomancy Magic Spells:
- Initiate (Tier 2)
- Accelerate Healing
Type: Battle
Duration: Instant
Mana: 2
Range: Touch
Casting Time: Instant
Area of Effect: Target
When cast, this will stabilize a wounded person. They will no longer bleed out and can be safely moved. It takes one hour for a person that has be accelerated to completely heal. If the person has rapid healing, they instantly become conscious upon receiving accelerate healing. A person with rapid healing will completely heal in half an hour.
- Breathe Water
Type: Battle
Duration: 10 minutes
Mana: 2
Range: Touch
Casting Time: Instant
Area of Effect: Target
When cast, this spell allows a person to breathe water for ten minutes. A submerged individual may not run. A person under the effects of this spell and underwater can fight or activate abilities, but may not cast spells. Missile weapons do not work underwater.
- Enchant Staff
Type: Ritual
Duration: SR/SS (D)
Mana: 2
Range: Touch
Casting Time: 5 minutes
Area of Effect: Staff
With this spell, a geomancer may form a symbiotic link with a staff. Once per day, the geomancer may divert into the staff a poison or disease that would affect her, so long as she is grasping the staff when the attack strikes her. Alternatively, she may choose to divert into herself a destruction effect targeting the staff, provided she is holding the staff when it is targeted by the effect. As the mage may not be destroyed and the staff has no immune system to compromise, these effects are resisted. To resist either type of effect, the player must deliver the call "resist." This spell lasts until SR/SS or until either type of effect is resisted. This spell only functions on a staff wielded by the caster and confers no proficiency with the use of the staff in combat.
- Plant Aura
Type: Enchantment
Duration: SR/SS (D)
Mana: 2
Range: Touch
Casting Time: 1 minute
Area of Effect: Target
When cast, this spell will protect the recipient for up to 2 points of damage. The spell dissipates after two points of damage or at SR/SS. This spell cannot be stacked with another aura.
- Sense Magical Nature
Type: Battle
Duration: 1 minute
Mana: 2
Range: 5 feet
Casting Time: Instant
Area of Effect: Target
Upon casting this spell, the mage can tell whether someone has the ability to use magic in any form. They can tell if a person is a novice, initiate (persons with 3rd or higher tier read as initiates to this spell), or wild mage. They can also detect if someone is an adept as well. This spell does not allow someone to detect if a person can use empathy or not. They cannot tell what kinds of magical abilities or spells a person has. The caster has 1 minute to ask any question regarding the information above.
- Stone Foot
Type: Battle
Duration: LOS
Mana: 2
Range: Packet
Casting Time: Instant
Area of Effect: Target
When cast, this spell will engulf the right foot of the target in stone. The target can not move that foot until the caster releases them, leaves their line of sight, or they break out of the stone foot. A person may break out of the stone foot if they have enhanced strength, but this deals one wound to the right leg. This damage may be taken on an aura or endurance. In order to do this they must announce loudly and slowly "breaking free," taking at least three seconds to complete. The target may defend herself, cast spells, and activate abilities while the foot is encased. She may pivot around on the right foot but may not run or move from that spot.
- Swamp Light
Type: Enchantment
Duration: SR/SS (D)
Mana: 2
Range: Touch
Casting Time: 1 minute
Area of Effect: Special
When cast, this will generate a softly glowing light. This light must be represented by a green glowstick and will last till SR/SS. The caster can turn the light on and off at will and can pass the light to another individual if they want.
- Tier 3
- Calm Plant
Type: Battle
Duration: LOS
Mana: 3
Range: Packet
Casting Time: Instant
Area of Effect: Target
When cast, this spell will calm a hostile plant. The plant will not attack and will view the caster as a friend. The spell will break if the plant is attacked in anyway, threatened, cornered, or the plant's nest, home, etc. is threatened. The caster must maintain visual contact with the plant to maintain the spell's effects.
- Cure Minor Wounds
Type: Battle
Duration: Instant
Mana: 3
Range: Packet
Casting Time: Instant
Area of Effect: Target
When cast, this spell will heal one limb wound and/or stabilize a person. The wound in question does not actually have to be touched. This spell will not heal a torso wound. Therefore a person with a torso wound could only be stabilized. But, a person with one arm wound could have that arm returned to normal use instantly.
- Detect Corruption
Type: Battle
Duration: 1 minute
Mana: 3
Range: 5 feet
Casting Time: Instant
Area of Effect: Caster
When cast, this spell grants the mage the ability to determine if poison or disease is present in a person, object, or place. This spell will not identify the specific poison or disease, nor does it provide any protection against corruption it detects. The mage may examine multiple targets during the duration.
- Entangle
Type: Battle
Duration: LOS
Mana: 3
Range: Packet
Casting Time: Instant
Area of Effect: Target
When cast on a target, vines and roots completely immobilize the target. The target cannot cast spells, run, walk, attack, defend themselves, or talk, but they may activate any abilities they have. This spell ends if the caster releases the target or breaks LOS. Also, the target may be cut out of the roots and vines. This must be done by saying loudly and slowly, "cutting person free," taking at least three seconds to complete. A person may also break out of the Entangle if they have enhanced strength, but this deals one wound to the torso. The damage can be taken on an aura or endurance.
- Green Wood
Type: Enchantment
Duration: SR/SS (D)
Mana: 3
Range: Touch
Casting Time: 1 minute
Area of Effect: Wood Weapon
When cast, this spell grows thorns on the end of a wooden weapon. These thorns will deal up to two extra points of damage from that weapon. The wielder can choose to use both points at once or one at a time. This spell cannot be stacked on a single weapon, but a caster could place it on two different, wooden weapons a person wields simultaneously. This spell will last until SR/SS or until both points are used.
- Pass Without Trace
Type: Battle
Duration: 5 minutes
Mana: 3
Range: Caster
Casting Time: Instant
Area of Effect: Special
For the duration of this spell, the caster leaves no tracks. This spell does not protect the caster from magical tracking. The caster should inform a guide that they used this spell at the earliest possible time. Otherwise, they must call out, "pass without trace," if questioned about their tracks.
- Physical Shield
Type: Enchantment
Duration: SR/SS (D)
Mana: 3
Range: Touch
Casting Time: 1 minute
Area of Effect: Individual
This spell will prevent the first weapon attack or effect with a physical tagline to strike the recipient. Upon being struck by such an effect, the individual must simply call "shield" and the effect is stopped and the shield is consumed. Touch cast spells bypass this shield, provided the target of the spell is conscious and wishes for the spell to affect them. Bear in mind that shields block beneficial effects as readily as malefic ones. This spell lasts until used or SR/SS.
- Mind Shield
Type: Enchantment
Duration: SR/SS (D)
Mana: 3
Range: Touch
Casting Time: 1 minute
Area of Effect: Target
This skill protects the character from any mind effect. Upon being struck by a such an effect, the player must call out "Shield" to indicate that she is immune to the mind effect.
- Tree Aura
Type: Enchantment
Duration: SR/SS (D)
Mana: 3
Range: Touch
Casting Time: 1 minute
Area of Effect: Target
When cast, this spell creates a protective aura around the target that will absorb 3 points of damage. This spell dissipates at SR/SS or when all three points are used up. This spell may never be stacked with another aura. The affected person must call out "aura" when hit with a damaging attack to indicate that the aura blocked the damage.
- Storm Magic Spells:
- Initiate (Tier 2)
- Light As Air
Type: Enchantment
Duration: 1 minute
Mana: 2
Range: Touch
Casting Time: 1 minute
Area of Effect: Individual
This spell causes the caster to seem to have very little actual bodyweight. She may walk across quicksand or even water without sinking. No matter how light the target is, she must still walk and therefore does leave tracks.
- Lightning Bolt
Type: Battle
Duration: Instant
Mana: 2
Range: Packet
Casting Time: Instant
Area of Effect: Individual
Lightning bolt does 2 points of damage. This cannot be blocked by a shield. The damage can be taken on armor, endurance, or auras.
- Missile Shield
Type: Enchantment
Duration: SR/SS (D)
Mana: 2
Range: Touch
Casting Time: Instant
Area of Effect: Individual
The caster creates a strong swirl of winds around the target. These winds protect the target from the first physical ranged attack (thrown weapons, arrows, bullets, etc.) that hits her. The target must call "shield" within 3 seconds of being hit. This shield does not protect against spells.
- Sense Magical Nature
Type: Battle
Duration: 1 minute
Mana: 2
Range: 5 feet
Casting Time: Instant
Area of Effect: Target
Upon casting this spell, the mage can tell whether someone has the ability to use magic in any form. They can tell if a person is a novice, initiate (persons with 3rd or higher tier read as initiates to this spell), or wild mage. They can also detect if someone is an adept as well. This spell does not allow someone to detect if a person can use empathy or not. They cannot tell what kinds of magical abilities or spells a person has. The caster has 1 minute to ask any question regarding the information above.
- Spasm
Type: Battle
Duration: Instant
Mana: 2
Range: Packet
Casting Time: Instant
Area of Effect: Individual
The storm mage directs a small charge of lightning at the target to briefly incapacitate him or her. This spell causes the target to shake violently for five seconds. The target may take no action for those five seconds.
- Tier 3
- Jump
Type: Battle
Duration: Instant
Mana: 3
Range: Personal
Casting Time: Instant
Area of Effect: Individual
This allows the storm mage to channel the winds to allow her to jump incredible distances. The caster may leap up to 20 paces through the use of this spell. When employed, the caster moves at a fast walk to a point up to 20 paces away, saying "jump" once every second while in transit. While jumping, the caster may not be struck by any melee or ranged attack.
- Lightning Spear
Type: Battle
Duration: Instant
Mana: 3
Range: Packet
Casting Time: Instant
Area of Effect: Individual
Lightning Spear does 3 points of damage. This cannot be blocked by a shield. The damage can be taken on armor, endurance, or auras.
- Physical Shield
Type: Enchantment
Duration: SR/SS (D)
Mana: 3
Range: Touch
Casting Time: 1 minute
Area of Effect: Individual
This spell will prevent the first weapon attack or effect with a physical tagline to strike the recipient. Upon being struck by such an effect, the individual must simply call "shield" and the effect is stopped and the shield is consumed. Touch cast spells bypass this shield, provided the target of the spell is conscious and wishes for the spell to affect them. Bear in mind that shields block beneficial effects as readily as malefic ones. This spell lasts until used or SR/SS.
- Silence
Type: Battle
Duration: LOS
Mana: 3
Range: Packet
Casting Time: Instant
Area of Effect: Individual
When cast, this spell will completely silence a person. The person can't talk or use any spells that require a verbal component.
- Slow
Type: Battle
Duration: LOS
Mana: 3
Range: Packet
Casting Time: Instant
Area of Effect: Individual
The victim of this spell may not run and can only move at a slow walk. This spell does not affect the target's ability to cast spells or to fight, other than the loss of mobility.
- Wind Repel
Type: Battle
Duration: Special
Mana: 3
Range: Special
Casting Time: Instant
Area of Effect: Individual
The caster points her fist at the target, opening her hand when she completes the verbal. For as long as she holds her palm out towards the target, that person may not come within 6 steps of the caster. The caster may maintain this spell indefinitely, but the effect ends if she takes damage or breaks LOS with the target. The caster may cast spells or fight with her other hand, provided she is careful to keep the casting hand of this spell facing towards the target. If used to push a target into an obstruction of any kind, the spell immediately ends.
- Sun Magic Spells:
- Initiate (Tier 2)
- Cauterize
Type: Battle
Duration: Instant
Mana: 2
Range: 5 feet
Casting Time: Instant
Area of Effect: Target
Although a rather painful process, this spell functions as Accelerate Healing.
- Palm of Light
Type: Enchantment
Duration: SR/SS
Mana: 2
Range: Touch
Casting Time: 1 minute
Area of Effect: Caster
When cast, this spell will make the casters hand glow and produce light. This spell lasts until sunset. The caster must have a red glow stick in their hand when this spell is cast. The caster can extinguish the light at any time, (By putting the glow stick in a pocket, etc) and re-ignite it at command, until the duration of the spell is met. This spell can never be cast on another person as the light comes from the sun mage's connection with the sun. While the spell is in effect, the caster gains the benefit of the enhanced sense (sight) trait.
- Resist Cold
Type: Enchantment
Duration: SR/SS (D)
Mana: 2
Range: Touch
Casting Time: 1 minute
Area of Effect: Target
Warming the target with the heat of the midday sun, resist cold grants the target immunity to most atmospheric cold. Additionally, it grants one resist against an attack with the ice/cold tagline. The recipient must deliver the call "resist" when struck by such an effect to make use of the protection. A person may not be affected by both resist cold and resist heat simultaneously. The most recently cast spell overwrites the older one. This spell lasts until SR/SS or until the resist is used.
- Resist Heat
Type: Enchantment
Duration: SR/SS (D)
Mana: 2
Range: Touch
Casting Time: 1 minute
Area of Effect: Target
Shielding the target from the warmth the sun provides, resist heat grants the target immunity to most atmospheric heat. Additionally, it grants one resist against an attack with the fire/heat tagline. The recipient must deliver the call "resist" when struck by such an effect to make use of the protection. A person may not be affected by both resist cold and resist heat simultaneously. The most recently cast spell overwrites the older one. This spell lasts until SR/SS or until the resist is used.
- Sense Magical Nature
Type: Battle
Duration: 1 minute
Mana: 2
Range: 5 feet
Casting Time: Instant
Area of Effect: Target
Upon casting this spell, the mage can tell whether someone has the ability to use magic in any form. They can tell if a person is a novice, initiate (persons with 3rd or higher tier read as initiates to this spell), or wild mage. They can also detect if someone is an adept as well. This spell does not allow someone to detect if a person can use empathy or not. They cannot tell what kinds of magical abilities or spells a person has. The caster has 1 minute to ask any question regarding the information above.
- Sun Bolt
Type: Battle
Duration: Instant
Mana: 2
Range: Packet
Casting Time: Instant
Area of Effect: Target
This spell will create a bolt of light that will inflict 2 points of damage upon the target. This cannot be blocked by a shield. The damage can be taken on armor, endurance, or auras.
- Sun Mark
Type: Enchantment
Duration: Special
Mana: 2
Range: Touch
Casting Time: 1 minute
Area of Effect: Target
When cast, this spell will leave an invisible mark upon an object or person. This mark can be seen by any sun mage. This spell allows the caster to know the general location of the target of the spell. This spell lasts for 1 month. The caster will know instantly if the spell has been removed.
- Tier 3
- Faerie Sun
Type: Battle
Duration: Special
Mana: 3
Range: Packet
Casting Time: Instant
Area of Effect: Target
This spell causes the target to glow brightly, though this light does not provide illumination to the surrounding area. Instead, the target of this spell may not benefit from any spell or ability that conceals or alters the target's appearance. Affected spells include tree blend, forest blend, racial disguise, shadow blend, shadow form, pass without trace, hide tracks, invisibility elixirs, and other similar effects. Additionally, this spell grants the caster the use of the track skill, but only in reference to the target. The caster may maintain this spell indefinitely, but doing so prevents the caster from casting any further spells. If the caster loses consciousness, the spell ends. This spell only prevents the listed effects from functioning on the target if they are used after faerie sun. This spell does nothing to pre-existing effects.
- Healing Rays
Type: Battle
Duration: Instant
Mana: 3
Range: Touch
Casting Time: Instant
Area of Effect: Target
This spell functions as the spell heal minor wounds.
- Heat Metal
Type: Battle
Duration: Instant
Mana: 3
Range: Packet
Casting Time: Instant
Area of Effect: Target
When cast, this spell will instantly heat up any one metal object ( causing 1 point of heat damage to all locations that are in contact with the metal. The target of the spell must be named when casting the spell(i.e.: heat metal sword solarus). If used on an item that would cause a torso wound and a wound to another area, this spell deals damage only to the torso. The damage may be taken on auras or by endurance. The spell does no damage to the item heated, which returns to its original temperature immediately. If the heated item is being held, the target drops it when it takes the damage.
- Searing Light
Type: Battle
Duration: 10 seconds
Mana: 3
Range: packet
Casting Time: Instant
Area of Effect: Target
This spell produces a nimbus of intense light around the target, causing minor discomfort. Against those vulnerable or allergic to sunlight (such as those with the tainted blood trait), it is treated as direct contact with it. Against the undead, the spell causes 2 damage to the torso and unbearable agony, forcing them to take no action other than warding off a killing blow. Against other targets, the spell causes only a minor sunburn.
- Spirit Light
Type: Battle
Duration: Special
Mana: 3
Range: Touch
Casting Time: Instant
Area of Effect: Dead person
When cast, this spell will prevent a person's spirit from leaving their body. While under the effects of this spell, the dead person continues their death count until the last second, but goes no further (thus remaining at 59 seconds). The caster must concentrate to maintain this spell, preventing her from casting any further spells. For every hour past SR/SS that the caster tries to keep the spirit in place, she must expend 3 mana. If the caster becomes unconscious, casts magic or removes her hand from the target, the spell ends and the dead person's spirit departs.
- Sun Spear
Type: Battle
Duration: Instant
Mana: 3
Range: Packet
Casting Time: Instant
Area of Effect: Target
When cast, this spell will deal 3 points of damage to the target. This cannot be blocked by a shield. The damage can be taken on armor, endurance, or auras.
- Shadow Magic Spells:
- Initiate (Tier 2)
- Extinguish Light
Type: Battle
Duration: Instant
Mana: 2
Range: LOS
Casting Time: Instant
Area of Affect: Light source
After delivering the verbal of this spell, the caster points at a light source that he can clearly see. It is immediately extinguished, whether magical or mundane. This spell will purge the ritual false sun from a sun mage's focus, as well.
- Sense Magical Nature
Type: Battle
Duration: 1 minute
Mana: 2
Range: 5 feet
Casting Time: Instant
Area of Effect: Target
Upon casting this spell, the mage can tell whether someone has the ability to use magic in any form. They can tell if a person is a novice, initiate (persons with 3rd or higher tier read as initiates to this spell), or wild mage. They can also detect if someone is an adept as well. This spell does not allow someone to detect if a person can use empathy or not. They cannot tell what kinds of magical abilities or spells a person has. The caster has 1 minute to ask any question regarding the information above.
- Sense Secret Door
Type: Enchantment
Duration: Instant
Mana: 2
Range: Personal
Casting Time: 1 minute
Area of Effect: 20' burst
Upon casting this spell, the caster is made aware of every secret door in a 20' radius. Obviously, this spell must be cast with a marshal present.
- Shadow Bolt
Type: Battle
Duration: Instant
Mana: 2
Range: Packet
Casting Time: Instant
Area of Effect: Target
This spell does 2 points of cold damage. This cannot be blocked by a shield. The damage can be taken on armor, endurance, or auras.
- Shadow Weapon
Type: Battle
Duration: SR/SS (D)
Mana: 2
Range: Special
Casting Time: Instant
Area of Effect: Weapon
When cast, this spell creates a weapon from the surrounding shadows. The shadow mage may create either a dagger or a shortsword. This weapon functions as a regular weapon of its type, but only the caster may wield it. If another person attempts to use the blade, the spell immediately ends. If this weapon is used to perform a killing blow, the weapon dissolves into the target's body (ending the spell). The slain person bypasses the dead stage and moves immediately to departed. The player must provide the physrep for this weapon, which must be entirely black in color. This spell provides no proficiency with the weapon's use. The black physrep is out of game until the spell is used.
- Tier 3
- Bind With Shadow
Type: Battle
Duration: LOS
Mana: 3
Range: Packet
Casting Time: Instant
Area of Effect: Individual
This spell lashes the target's arms to her sides, using her own shadow as the bonds. The target may rip out using exceptional strength, but this deals a wound to each arm, which may only be taken on endurance.
- Darkness
Type: Battle
Duration: LOS
Mana: 3
Range: Packet
Casting Time: Instant
Area of Effect: Individual
By manipulating the shadows around the target, the caster denies a sun or shadow mage the ability to cast spells for the duration.
- Racial Disguise
Type: Enchantment
Duration: SR/SS (D)
Mana: 3
Range: Personal
Casting Time: 1 minute
Area of Effect: Individual
With this spell, the shadow mage may use this spell to change his appearance in one of the following ways: human to faykin, faykin to human, or faykin to faykin. This illusion will stand up to visual scrutiny, but the shadow mage may be discovered if he does not play the role well. The caster is required to provide all necessary costuming and make-up.
- Shadow Aura
Type: Enchantment
Duration: SR/SS
Mana: 3
Range: Personal
Casting Time: 1 minute
Area of Effect: Individual
This creates a layer of hard shadows to protect the mage. The mage must be in contact with a shadow while casting. This spell will create a 3 point aura on the mage.
- Shadow Shield
Type: Enchantment
Duration: SR/SS (D)
Mana: 3
Range: Personal
Casting Time: 1 minute
Area of Effect: Individual
Turning himself partly into shadow, this spell will negate the first weapon attack or effect with the physical tagline that strikes the shadow mage. He must deliver the call "shield" to make use of this spell's protection.
- Shadow Spear
Type: Battle
Duration: Instant
Mana: 3
Range: Packet
Casting Time: Instant
Area of Effect: Individual
This spell does 3 points of cold damage. This cannot be blocked by a shield. The damage can be taken on armor, endurance, or auras.
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