Elemental

Focus: A smooth river stone

Spells

Elemental Missile [[type]] 

Incant: “I invoke [[type]] to inflict Missile. 10 Magic [[type]]!”

Duration: Instant


This spell will create a small Elemental Missile that will do 10 Magic upon a successful hit.

Swampwalk 

Incant: "I invoke <[type]> to inflict Swampwalk.”

Duration: Line of Sight


This spell causes the earth beneath the target’s feet to become viscous and muddy. For the duration of the spell, the target’s movement is slowed to one step every three seconds. The effect follows the target until the spell ends. This spell in no way affects anyone other than the target.

Elemental Affinity [[type]] 

Incant: “I invoke [[type]] to grant Affinity <[type](s)>."

Duration: 1 hour


When this spell is cast, the caster gains affinity with Elemental. The Elemental will treat the caster as a friend so long as the caster does not engage in any activity that the Elemental would deem hostile. This affinity will only work against your attuned Element. However, should you have purchased additional Elemental attunements; this spell will become effective against those [type]s of Elementals as well.

Elemental Rebuke 

Incant: I invoke <[type]> to inflict Elemental Rebuke. 1 Magic <[type]>!

Duration: Instant


This spell will push a single target with the strength of +5 total (10 feet) and do 1 Magic damage. The target will be pushed away in the opposite direction of the caster. It may be stopped with equal or greater strength. Although the push has a physical effect, it is considered magical in nature, in regards to defenses. It may be either packet delivered or touch cast. Any strength bonus the caster has is not added to the total strength 111 of the spell. This spell cannot be used to rip the target from any bindings; it is a pushing effect, not a ripping effect.

Elemental Blade 

Incant: I invoke <[type]> to grant Blade.

Duration: 10 mins or the next 3 swings


This spell sits on the target’s Spirit and will cause the target’s next three weapon strikes to become imbued with the caster’s Element. It will add +5 damage in additional to the weapon’s normal damage and will change the damage [type] to “Magic for the next three strikes. The target must call the altered damage when they strike. Example: “7 Magic Stone”. This effect will remain on the target’s Spirit for the duration of the spell and must be used on the next three physical strikes that they make.

Elemental Vulnerability 

Incant: I invoke <[type]> to inflict Elemental Vulnerability.

Duration: 10 minutes


This spell will cause the next spell from the Elemental Battle Magic sphere with a numeric damage amount to do x2 (double) its normal damage if it successfully strikes the target. The Elemental damage spell does not need to match the Elemental [type] of the caster to be doubled. Spells that strike the target while the vulnerability is active may be defended against like normal. The vulnerability will remain for either 10 minutes or until the x2 damage is applied once, after which it will end.

Control Lesser Elemental 

Incant: I invoke <[type]> to inflict Control Lesser Elemental

Duration: 10 minutes


This spell will grant control over any Lesser Elemental of the [type]s the caster is attuned to. The Elemental will do anything the caster desires, including suicidal actions. Only one command may be followed at a time. This spell will function as an Elemental Affinity against Greater Elementals

Elemental Shield* 

Incant: I invoke <[type]> to grant Elemental Shield

Duration: 5 days or until used


This spell will protect the recipient from the next Elemental-based attack which hits them, so long as it employs the word “Elemental” in its damage suffix.

Elemental Strike [[type]] 

Incant: I invoke <[type]> to inflict Strike. 25 Elemental <[type]>!

Duration: Instant


This spell causes an Elemental Strike of to leap from the caster’s fingertips, inflicting 25 Elemental damage to any target it hits.

Elemental Conduit 

Incant: I invoke <[type]> to grant Elemental Conduit!

Duration: 10 minutes


This spell allows one memorized spell from the Elemental Battle Magic sphere to be cast as a Spell Strike. Once Elemental Conduit is cast, the caster has 10 minutes to use one of their memorized Elemental spells 112 in Spell Strike form. To use a Spell Strike, the caster must strike with a melee weapon and call “Spell Strike ”. If the weapon hits, the spell has struck the target as it if was touch cast or hit the target with a packet. A memorized spell used in this way is lost from memory as if it had been cast normally.

Elemental Sunder 

Incant: I invoke <[type]> to inflict Sunder!

Duration: Instant


This spell will inflict 50 Magic damage on a target but will only damage the target’s armour. Body points will remain unharmed. Any [type] of armour will be affected. If the target has less than 50 armour, the extra damage will be lost.

Greater Elemental Blade [[type]] 

Incant: I invoke [[type]] to grant greater blade!

Duration: 1 hour


This spell will act as an Elemental Blade but the duration is extended to all the attacks on one specific opponent. There is no limit to the number of physical attacks that the Greater Elemental Blade will alter, so long as the spell’s target does not change opponents. If the spell’s target, at any time, switches opponents, the spell will terminate. If the user leaves the battle for more than one minute, the spell will terminate. The battle is considered over when one of the two people fighting becomes unconscious, dead or they spend more than one minute without attacking.

Advanced Elemental Shield 

Incant: I invoke <[type]> to grant advanced elemental shield.

Duration: 5 days or until used


This spell acts like Elemental Shield, except that the wearer of this spell may choose what attack to defend against. When this spell defense is used the target must call out “Advanced Elemental Shield”, and a visible flash of white energy can be seen as the spell protection dissipates. Only one Elemental Shield or Advanced Elemental Shield may be worn at any given time. It will not protect the wearer from any damage that contains the suffix “Magic” in its damage call. Since the choice to activate this defense is a conscious one, it will not function against surprise attacks.

Elemental Chain  

Incant: I invoke <[type]> to inflict Elemental Chain. 30 Magic <[type]>, 20 Magic <[type]> 10 Magic <[type]>!”

Duration: Instant


This spell will allow the caster to throw three spell packets total (or touch cast three times), the first of which does 30 Magic damage, then 20 Magic damage and finally 10 Magic damage. No target may be hit with 113 more than one of the three packets. If there are fewer than three targets available, the remaining parts of the chain are lost. No more than three seconds may pass between each chain.

Elemental Storm [[type]] 

Incant: I invoke [[type]] to inflict Storm. 5 Magic [[type]], 5 Magic [[type]], 5 Magic [[type]] … (Repeat)

Duration: Concentration


The caster must plant their feet when this spell is cast. As long as neither foot is moved, the caster may throw packets doing 5 Magic each. The spell will end if the caster moves their feet, is hit with a Dispel Magic or takes damage to Body.

Greater Elemental Vulnerability 

Incant: I invoke <[type]> to inflict Greater Elemental Vulnerability.

Duration: 10 minutes


This spell will cause the next spell from the Elemental Battle Magic sphere with a numeric damage amount to do x4 times its normal damage if it successfully strikes the target, and will also change the damage [type] from magic to Elemental. The Elemental damage spell does not need to match the Elemental [type] of the caster to be multiplied. Spells that strike the target while the vulnerability is active may be defended against like normal. The vulnerability will remain for either 10 minutes or until the x4 damage is applied once, after which it will end.

Elemental Annihilation 

Incant: “I invoke <[type]> to inflict Elemental Annihilation!

Duration: Instant


This spell will cause a target that has been successfully struck to enter their Bleed Count. It does not damage armour and is considered a death effect. If the spell is successfully defended against with magical defenses, it will cause a physical silence effect to strike the defender after the original defense had been activated. Non-magical defenses that are successfully used against Elemental Annihilation will not trigger the silence attack, nor will the physical silence occur if the target entered their Bleed Count. The silence is considered a physical carrier attack and may be defended against by using any defense against physical attacks such as Dodge, Magic Armour, etc. For the purposes of thresholds, the silence is considered to be a magic physical attack.

Elemental Tempest [[type]] 

Incant: I invoke [[type]] to inflict Tempest. 50 Magic [[type]]!

Duration: Instant


This spell causes a bolt of magical energy to rush from the caster’s hands, inflicting 50 Magic damage on any target it strikes.

Description

By tapping the thin veil between our world and the Elemental planes, the Elementalist can manipulate the raw power of the Elements into formidable Magic power. Though rarely handling true Elemental power, the scholar can harness just enough to force the Magic to freeze, burn, smash and fry their target. Upon purchasing this spell list, the player MUST choose one of the four Elements which will become their [type] attunement (fire, stone, ice, or lightning). The player will use their Elemental attunement in those [type] specific spells.

Example: If a player chooses the fire attunement, s/he would call Fire Missile and their damage call would be “10 Magic Fire”. Once the Elementalist picks their attunement it cannot be changed, although additional attunements may be purchased later.

Healing

Focus: Seeds in water

Spells

Recover 

Incant: I invoke healing to grant Recover

Duration: Instant


This spell can only be cast on a wounded target that is at less than 2 Body. Doing so will raise their Body points to 2. This does not function on those in their Death Counts or on Undead.

Repel Undead 

Incant: I invoke healing to repel undead

Duration: 10 minutes


This spell applies a repel effect to a target Lesser Undead for 10 minutes. During this time the targeted Undead is physically pushed away from the caster if it attempts to get closer than 10 feet. The Undead may cast spells and throw weapons or other objects at the caster. If the repelled Undead cannot retreat any further and the caster approaches the Undead within 10 feet, the spell will end. Unlike the Nature spell “Repel”, the caster does not need to raise their hand for the effect to continue. This spell has no effect against the living.

Cleanse 

Incant: I invoke healing to grant cleanse

Duration: Instant


This spell will cure any disease except those that have specific cures. It will also cure nausea and plague. Diseases cured can be mundane and magical but the spell will not affect powerful diseases such as lycanthropy, vampirism, etc.

Cure Wounds 

Incant: I invoke healing to grant cure wouds

Duration: 5 days


This spell will heal the recipient by 5 Body points. It will not add Body points beyond the target’s maximum Body. It will heal a target out of its Bleed Count, but will have no effect on someone in their Death Count. Cure Wounds will cause 20 points of Body damage to any Undead creature.

Potion of Sweetwater 

Incant: I invoke healing to create potion of sweetwater

Duration: 1 year or until used


This spell creates a Potion of Sweetwater, which has two possible uses. First, it will turn any liquid (including alchemy and other potions) into pure, clean drinking water. One potion of Sweetwater will convert one pint-sized container into water. Additional Potions of Sweetwater may be combined to change larger volumes of liquid.

The second use of Potions of Sweetwater is to store Healing spells by creating healing potions. Once a Potion of Sweetwater has been created, any other curative spell within the Battle Magic Healing sphere of 8th level or lower may be cast on it. Doing so will convert the Sweetwater potion into a potion with the same effect of the spell that was cast on it. This new potion will last a year. Both the Potion of Sweetwater tag and the healing spell tag should be affixed to the potion together. The following spells may be turned into potions this way: Recover, Cleanse, Cure Wounds, Recuperate, Cure Serious Wounds, Bolster, Restore Limb, Cure Mortal Wounds, Heal and Purify.

Recuperate 

Incant: I invoke healing to grant recuperate

Duration: Special or 5 days


This spell will heal 5 Body points every 5 minutes until the target reaches full health, or takes damage to Body. The first 5 points of healing will occur after the first 5 minutes’ pass. Then every 5 minutes after that another 5 Body will be healed. This spell has no effect on Undead. The maximum duration of Recuperation is 5 days.

Cure Serious Wounds 

Incant: I invoke healing to grant cure serious wounds.

Duration: Instant


This spell will heal the recipient by 10 Body points. It will not add Body points beyond the target’s maximum Body. It will heal a target out of its Bleed Count, but will have no effect on someone in their Death Count. Cure Serious Wounds will cause 40 points of Body damage to any Undead creature.

Dawnbade 

Incant: I invoke healing to grant a dawnblade

Duration: 10 mins


This spell will allow the caster’s weapons to “Spell Strike Dawnblade. 20 Magic Body!” damage three times within 10 minutes. These strikes will only harm Undead and have no effect against the living. This spell is caster only.

Bolster 

Incant: I invoke healing to grant Bolster

Duration: 5 days


This spell will heal the target 15 Body points. Additionally, any healing that exceeds the target’s maximum Body points will grant them temporary Body points equal to the excess. These additional Body points can be dispelled and, if damaged, the temporary Body is removed before any other Body points. Once depleted, or after 5 days, the effect ends. These Body points cannot be healed by any means. Temporary Body point effects from any source cannot stack. Bolster is considered a spell protection and healers may select it as pre-cast during logistics, allowing them to enter game with 15 additional temporary Body. This spell has no effect on Undead, Gargylen, or Fauns.

Restore Limb 

Incant: I invoke healing to grant restore limb

Duration: 1 hour


This spell will restore one severed or missing limb from the target immediately. Thereafter it will restore another missing limb (if any) every 20 minutes until either all limbs are restored or until the duration expires. Only limbs which were missing at the time of casting will be restored.

Cure Mortal Wounds 

Incant: I invoke healing to grant Cure Mortal Wounds

Duration: Instant


This spell will heal the recipient by 20 Body points. It will not add Body points beyond the target’s maximum Body. It will heal a target out of its Bleed Count, but will have no effect on someone in their Death Count. Cure Mortal Wounds will cause 80 points of Body damage to any Undead creature.

Peaceful Repose 

Incant: I invoke healing to grant peaceful repose

Duration: 5 days


Once cast, Peaceful Repose will remain on the target’s spirit for 5 days. If, during that time, the target enters their Death Count, Peaceful Repose will activate at the final second of that count and will extend the count by one additional minute. A secondary effect of Peaceful Repose is that will grant protection against any Necromantic “Raise Undead” spells and effects once during the initial 5-minute Death Count, but will not provide that protection in the final “additional” minute of Death Count granted by the spell. If Peaceful Repose protects against a Raise Undead spell during the first 5 minutes, it will not grant an additional minute to the Death Count. It will only protect against “Raise Undead” effects once. When either effect is triggered, the spell will end.

Death Ward 

Incant: I invoke healing to grant a death ward

Duration: 5 days


This spell will act as a defense against the next effect with a “Death” suffix that strikes the wearer. These are effects that immediately drop the target into their Death Count and that have the word “Death” in the prefix. Examples of death affects are Death spells, Death alchemy, Banshee Wails, etc. The spell will function against any [type] of attack – magic, physical, alchemical, etc. – so long as those conditions are met. Death Ward will not defend against attacks which do large amounts of damage or that cause the target to enter their Death Count without the word Death in the prefix, such as Decapitation. Death Ward may be stacked with other [type]s of spell defenses and will activate automatically when the next Death effect strikes the wearer.

Healing Hands 

Incant: I invoke healing to grant healing hands

Duration: 5 days


This spell is cast on a target. The next appropriate spell that is used on that target will be spread to anyone else holding that target’s hands. This may continue to chain to an unlimited amount of targets, as long as they are all holding hands. Once this occurs, the spell will end. This spell may not be cast on Undead targets. Healing transferred in this manner does not multiply if more than one person in the chain touches a single person – the healing done will always mirror the amount provided by the original spell. Spells which may be used with Healing Hands are: Recover, Cleanse, Cure Wounds, Recuperate, Cure Serious Wounds, Restore Limb, Cure Mortal Wounds, Heal, Purify, and Life.

Heal 

Incant: I invoke healing to grant heal

Duration: Instant


This spell will restore the target to their full Body points. It will destroy any Lesser Undead and inflict 25 Healing/100 Magic Body damage on Greater Undead.

Purify 

Incant: I invoke healing to grant purify

Duration: Instant


This spell will cure the target of all present ailments, be they magical, alchemical or mundane. Afflictions cured include but are not limited to silence, blindness, disease, poison or any other physical ailment. Purify will not restore Body points, missing limbs, and will not remove curses or Ritual-level afflictions. The target must be willing for this spell to work.

Life 

Incant: I invoke healing to grant life

Duration: Instant


This spell will bring one creature back from the dead so long as it has not passed its Death Count. It will bring the creature back to consciousness and full Body points. Should the body be in more than one piece, the Spirit may choose which piece to reform from. When Life is cast, the body reforms with the Spirit and all other pieces of the body elsewhere crumble to dust. The Spirit must be present with the body or body part when Life is cast for it to take effect. Life will have no effect on Undead, only on creatures which are living.

Safeguard 

Incant: I invoke healing to grant a safeguard

Duration: 5 minutes


This spell requires a 10-ft diameter circle to be drawn on the ground prior to use. A rope may be used. The caster must then stand in the middle, holding their arms out from their sides and incant the spell. So long as the caster remains in that position, Safeguard will pulse 1 Magic Healing to everyone in the circle every second that passes. The circle is not a barrier and anyone is free to enter and exit. This healing will inflict 4 Magic Body points of damage against Undead within the circle every second. If the caster drops their arms or moves from the center of the circle, the spell will end. Otherwise, the spell’s duration will end naturally after 5 minutes.

Description

By achieving great understanding of the workings of the physical body, the Healer is able to mend wounds that would have otherwise proven to be fatal, and in the most accomplished cases can even restore life to the dead.
Potions are considered to be touch-cast spells with regards to spell defenses.

Nature

Focus: Tree barked wrapped around a root

Spells

Goodberry 

Incant: I invoke nature to grant goodberry

Duration: 1 hour


This spell will transform up to three pieces of non-Magical fruit into health-giving Goodberries. The caster must have at least one to three pieces of edible fruit, no bigger than a grape, at the time of casting. These Goodberries will last 1 hour, or until eaten. Each Goodberry will bring an unconscious person currently in their Bleed Count to 1 Body point immediately if ingested. Be mindful if the target has food allergies and never feed anybody anything if they are not aware of what it is, nor should you place items in people’s mouths OOG.

Hunter's Snare 

Incant: I invoke nature to inflict hunters snare

Duration: Line of sight


This spell causes a magical vine to emerge from the ground and wrap itself tightly around the target’s right foot, forcing the target to keep that foot upon the ground, unable to move. The vines may be cut through with a two minute count. The Snare may be ripped free from by the victim if a +2 or greater strength is used. This however, will cause them to take 2 points of damage straight to Body regardless of threshold. It takes three seconds to rip free from the snare.

Charm Animal 

Incant: I invoke nature to charm animal

Duration: 1 hour


This spell will act as a Charm spell against any natural animal. During the spell’s duration, the Charmed animal will respond to the caster as if it was a “friend”, pack member or master. The exact relationship will depend on the animal in question, for example a wolf would consider the caster a member of its pack, a soldier ant will see the caster as worker ant, and other animals may see the caster as a parent or cub. The [type] of relationship that appears upon casting is random.

Repel 

Incant: I invoke nature to inflict repel

Duration: Concentration


This spell causes the target to be pushed away from the caster to a distance of 10 feet. The target may throw spells, weapons, or other objects at the caster, but may not cross the 10 foot boundary by any means (phasing, teleporting, etc.) so long as the caster maintains concentration. The caster must hold out one of their hands with the palm out (as a policeman’s “stop” signal) and must maintain this gesture if the spell is to remain in 120 effect. While doing this, the caster may move freely but may not engage in combat or use any skill, ability, or spell. If a repelled creature cannot retreat any further and the caster approaches the creature within the ten feet, the spell will fail and is lost. Note that some creatures that possess the ability “Innate Repel” may use both hands on two separate targets.

Claws 

Incant: I invoke nature to grant claws

Duration: 1 hour


This spell causes the target to grow a vicious set of claws. These claws act as natural weapons, cannot be disarmed or shattered and grant the natural ability to use them. They swing for 2 Normal and may be used to block, as well as attack. Strength bonuses, either natural or spell-granted, will add to the damage as well, but other enhancers do not affect the damage of the Claws. If this spell is cast on another the caster is responsible for providing the weapon reps or the spell fails, likewise if the claw reps are dropped the spell will end. Magic may be cast while claws are active, however spells cannot be touch-cast through the claws. You may temporarily release a claw rep in order to cast spells via packets. The Claws spell is stackable. If a second set is cast while the first is still active, the duration will not reset but the claws will gain +1 damage and become silver. If a third set is cast while the second is still active, they again another +1 damage and become magical. Additional castings will each add another +1, but the duration will always be equal to the original casting.

Moonlight Mantle 

Incant: I invoke nature to grant moonlight mantle

Duration: 5 days or until used


This spell envelops the target in an invisible cloak of Magical Body points, providing an additional 6 Body points. For all intents and purposes, these Body points behave entirely like real Body points except for the fact that they can be dispelled. Once they are gone, they cannot be healed and the spell ends. There are no flashes or any other perceptual indications that a Moonlight Mantle is present in combat. Such mantles count as Body when the recipient is struck by effects that bypass armour. Additionally, a Moonlight Mantle may be intentionally used-up in order to heal a target victim (as per Healing Magic). The Mantle will heal an amount in Body points equal to how many points remain within the Mantle. The Mantle may not be partially used in this manner; it is all or nothing. Once the Mantle has been used to heal someone the spell is terminated and the Mantle is gone. The incant to transfer a Moonlight Mantle is “Transfer Moonlight Mantle” and may only be touch-cast. Only one Moonlight Mantle may be worn at any given time. Furthermore, only someone who has the Nature Sphere may actually wear a Moonlight Mantle, though any creature may be the recipient of its healing power.

Blind 

Incant: I invoke nature to inflict blind

Duration: Line of sight


This spell causes the target to have their hands pulled to their side and be bound there by a glowing white band of Druidic energy one inch in thickness. The band is impervious to damage from weapons or spells, but it may be negated with a Dispel Magic (which will also affect the person who is bound). The Bind may be cut through with a 4 minute count. The bound target may rip free from the Bind with +4 Strength or greater. Doing so 121 will cause the target to take 4 points of damage straight to Body regardless of threshold. It takes three seconds to rip free. While bound, a person may walk, run, and otherwise move freely. They cannot however, use their hands in any means and therefore cannot cast, fight, or use the vast majority of their skills. The Magic of the Bind also shorts out any attempts by the target to touch cast on themselves, but Magic items may be used.

Root Lance 

Incant: I invoke nature to inflict root lance

Duration: Instant


This spell will cause a sharp, barbed root to tear from the ground and up into the target’s body. This packet-delivered attack will cause 15 points of Normal damage upon a successful strike and if damages the target into Body it will also affect them with a Magic Hunter’s Snare. Root Lance cannot be cast upon stone floors, inside man-made buildings or wherever there is no dirt, earth or soil, nor on targets without spirits. This is considered a physical attack and is defended against with protections such as Magic Armour. If the spell strikes a shield, it is negated as per other physical attacks and may even be parried.

Regeneration 

Incant: I invoke nature to grant regeneration

Duration: 10 minutes


This healing spell will restore 1 Body point per minute for a period of 10 minutes. The first Body point is healed 60 seconds after the spell is cast, the next 60 after that, etc. Although this spell will not give the target more Body points than their maximum, if during the 10 minutes the target reaches full Body and is wounded again, the regeneration will continue for the remaining duration. Regeneration will still continue to work if the target drops into their Bleed Count but not the target’s Death Count. While under its effects the target must state “Visibly Regenerating” every minute that they heal a Body point from the spell.

Swarm 

Incant: I invoke nature to inflict swarm

Duration: Indefinite


This spell surrounds the target with a swarm of biting insects. These insects will cause the target to be unable to cast spells. Any damage calls from the target will be at -1 the normal damage, and every 10 seconds the target will take 1 Body damage. These effects will continue until the target (or an ally) spends ten seconds batting away the insects. Multiple targets swatting will not lower this count. This spell has no effect against nonliving targets, such as Undead, golems and incorporeal Spirits.

Release 

Incant: I invoke nature to grant release

Duration: Instant


This spell will immediately release the target from any magical or natural bindings that are physically constricting the target in any manner. All bindings will be removed, even if more than one has been applied. It does not function against “man-made” bindings such as manacles, nooses or chains and will not open doors.

Strength of the Bear 

Incant: I invoke nature to grant strength of the bear

Duration: 1 hour


This spell will grant its target +2 Strength for an hour. This strength bonus will stack with any other strength bonus the target may have, and can be stacked. Subsequent stacks of Strength of the Bear do not increase its duration; the spell, and all its stacks, end when the first spell’s duration ends.

Barkskin 

Incant: I invoke nature to grant barkskin

Duration: 5 days or until used


This spell gives the target 40 points of Magical amour. This armour is Magical in nature, always comes off the target first, and may not be Refit. All fire based attacks that strike the Barkskin do double damage. If the armour is Breached the remaining fire damage will carry over to the target.

Web 

Incant: I invoke nature to inflict web

Duration: Line of Sight


This spell creates a Magical Web that immobilizes the target from the neck down. Creatures so trapped are unable to do anything with the exception of talking, reading, and skills that require no movement. Trapped creatures may also activate Magical items if the items are touching them, though few items would be beneficial, for the victim cannot use their hands to direct the activated item by throwing packets. Creatures with a Strength bonus of +6 may rip free from the web, taking three seconds and doing 6 Body in the process regardless of threshold; otherwise they may be cut out which takes 6 minutes of time to completely remove the sticky strands. Webbed creatures cannot be moved.

Nature's Restauration 

Incant: I invoke nature to grant Nature's Restauration

Duration: 10 minutes


This spell affects any living creature which can be put to sleep. The creature must be willing unless they are a normal animal, in which case the spell works regardless. If successful, the spell puts the target into a restorative sleep for 10 minutes. If the target sleeps for the full 10 minutes, they are completely healed, cured of any diseases and may re-grow one lost limb. While asleep, any diseases or poisons in their system will be paused and will resume as normal after the target wakes up. Physicians may operate on the target without waking them. This spell does not halt a Bleed Count or a Death Count. The target may be awoken by any means that will wake someone from a magical sleep.

Polymorph Other 

Incant: I invoke nature to inflict polymorph other <[type]>

Duration: 10 minutes


This spell will briefly turn its target (and all their possessions) into a small animal in size and appearance. The caster may choose what kind of animal in , but it should be roughly the size of a chicken or a small dog. This, understandably, causes the mind of the target to become muddled. The target must sit down for the duration of the spell and can use no skills. The target may interrupt killing blows, and other forcible gestures that require a count, but cannot otherwise move or defend themselves. This spell only works on living creatures.

Faerie Fire 

Incant: I invoke nature to inflict Faerie Fire

Duration: 10 minutes


This spell causes an aura of light to instantly be created around the struck target. The light emanates from the victim, thereby following them wherever they go, lasting 10 minutes in duration. The light inflicts the cumulative effects of x2 damage from all attacks, the inability to be healed in any form, and also causes blindness.

Suspension 

Incant: I invoke nature to grant suspension

Duration: 5 days


Suspension places a target that is in their 5-minute count in a state of suspended animation until the spell has ended or until the caster wishes to terminate the spell. Dispel Magic will continue the Death Count where it left off. This spell does not make the target immune to magic, so a Life spell will work on it.

Description

Drawing from the very essence of the land itself, Nature casters focus the energies of the land into formidable Magic. This Sphere is the meat of a Druid's diet, although it is not unheard of to see it in the hands of other scholars.

Protections

Focus: A piece of steel or iron

Spells

Mage Robes 

Incant: I invoke protection to grant Mage Robes

Duration: 5 days or until destroyed


This spell will surround the caster in a semi-transparent robe of armour. This robe is Magical in nature and may be Dispelled as normal. Mage Robes grants the caster +10 Magical Armour Points. This bonus armour will not stack with the Mage Leathers or Mage Plate spells but may stack with any other armour the caster is wearing. All lightning based attacks that strike the Mage Robes do double damage. This spell is caster only.

Magic Shield 

Incant: I invoke protection to grant magic shield

Duration: 1 hour


This spell calls into existence a Magical Shield, usable only by the caster. It also gives the caster the Shield skill-proficiency for the duration of the spell. The size of the shield must be chosen upon casting and can be no larger than a “Large Shield”. The shield is spirit linked to the caster and will remain with the caster until the duration expires or the caster wills the spell to end. This Magic Shield will have every benefit and detriment of a real shield, with the exception that it cannot be shattered (destroyed), disarmed by any skill, and any Slay that strikes it will remain active. It can, however, be Dispelled. If possible, the shield should have white tape visible on its surface to represent that it is Magical. The shield must be larger than a buckler.

Magic Armour 

Incant: I invoke protection to grant magic armour

Duration: 5 days or until used


This spell protects the target from the next single strike from an Underworld safe weapon or from a spell packet attack with the prefix “physical” in its damage call. It cannot be saved and will go off on the first successful hit, even if the recipient does not wish it to. When this spell defense is used, the target must call out “Magic Armour,” and a visible flash of white energy can be seen as the spell-protection dissipates. A Magic Armour will not protect against the physical touch of a touch cast spell or a Spell Strike. Only onw Magic Amour or Advanced Magic Amour may be worn at any given time

Ward Stone 

Incant: I invoke protection to create a ward stone.

Duration: 1 hour


This spell will turn normal stone into a Ward Stone, granting the bearer a +1 Threshold. Once cast, the Ward Stone will become spirit linked to the first creature that touches it. That spirit link and the Ward Stone itself will become dispelled after the spells duration expires or the creature dies. Ward Stones may be stacked with other Ward Stones and other Threshold giving items/spells. Ward Stones must have the spell tag affixed to them, and therefore must be large enough for this to be done.

Render Weapon 

Incant: I invoke protection to create render weapon

Duration: 5 days or until used


The Render Weapon spell will allow a targeted weapon to resist the next attempt to shatter or destroy it. Once an effect has been resisted, the spell ends. A weapon may only have one Render Weapon spell cast on it at any given time.

Stone Form 

Incant: I invoke protection to grant stone form

Duration: 1 hour


This spell turns the target into a statue for as long as the target remains motionless. As soon as the target chooses to move, the spell is broken. For the duration of the spell, the target is immune to all non-Magical physical attacks, or spell packets with the prefix “physical”. They are also immune to all non ritual-magic sources of forced movement. While the spell is in effect, the target may not speak or use any skills. All other attacks, such as spells or Magic, affect the target normally. Due to safety concerns, you cannot use this spell in a manner which would trap someone else’s limbs.

Mage Leathers 

Incant: I invoke protection to grant mage leathers

Duration: 5 days or until used / destroyed


This spell will surround the caster in semi-transparent leather armour. These leathers are Magical in nature and may be Dispelled as normal. Mage Leathers grants the caster +20 Magical Armour Points. This bonus armour will not stack with the Mage Robe or Mage Plate spells but may stack with any other armour that the caster is wearing. All lightning based attacks that strike the Mage Leathers do double damage. This spell is caster only.

Resist Toxin 

Incant: I invoke protection to grant resist toxin

Duration: 5 days or until used


This spell will protect the recipient from a single toxin, poison, or disease which strikes them externally, be it Magical or non-Magical in nature. The recipient of this spell may choose which toxin to resist. Once it has served its function, the spell terminates. When a Resist Toxin goes off it gives off a white flash of light. Resist Toxin will not protect the recipient from ingested toxins. Only one Resist Toxin may be worn at any given time.

Hold Portal 

Incant: I invoke protection to create hold portal

Duration: 5 days


A Hold Portal spell creates a Magical barrier surrounding any target window or doorway. The entire portal is covered by an impermeable field that is visible to all. Nothing besides normal air may pass through the barrier, although astral beings may do so. Once cast, the portal will be held until it is dispelled (via Dispel Magic), the duration expires, or the caster chooses to end it. This barrier will not block gaze-attacks. The target window or doorway does not need to have a windowpane or door present for this to function; an archway or window hole will suffice.

Shield Magic 

Incant: I invoke protection to grant shield magic

Duration: 5 days or until used


The spell Shield Magic will protect the target once, from the next spell, or spell-like attack, which hits them. It cannot be saved and will activate even if the target wishes to accept the spell. The only exception to this is if the spell is touch cast onto the target and the target chooses to accept it, such as in the case of most healing spells. Unconscious or incapacitated targets cannot choose to accept a touch cast spell. When this spell defense is used the target must call out “Shield Magic”, and a visible flash of white energy can be seen as the spell-protection dissipates. Only one Shield Magic, Advanced Shield Magic, or Reflect Magic may be worn at any given time. It will not protect the wearer from any damage that contains the suffix “Elemental” in its damage call.

Advanced Magic Armour 

Incant: I invoke protection to grant advanced magic armour

Duration: 5 days or until used


This spell acts like a Magic Armour, except that the wearer of this spell may choose what attack to defend against. When this spell defense is used the target must call out “Advanced Magic Armour”, and a visible flash of white energy can be seen as the spell-protection dissipates. Only one Magic Armour or Advanced Magic Armour a may be worn at a time.

Dispel Magic 

Incant: I invoke protection to inflict dispel magic

Duration: Instant


This spell will terminate any spell of ninth level or lower, unless specifically stated otherwise in the description. A Shield Magic or Reflect Magic will protect a living target from a Dispel Magic. If the spell is cast on a creature, all active spells are lost and any non extended potions carried by the creature are destroyed. Magic items that contain Battle Magic spells, Extended potions and Battle Magic scrolls are inoperative for 10 minutes. Dispel Magic has no effect on ritual magic.

Mage Plate 

Incant: I invoke protection to grant mage plate

Duration: 5 days or until used / destroyed


This spell will surround the caster in semi-transparent plate armour. This plate is Magical in nature and may be Dispelled as normal. Mage Plate grants the caster +30 Magical Armour Points. This bonus armour will not stack with the Mage Robe or Mage Leathers spells but may stack with any other armour the caster is wearing. All lightning based attacks that strike the Mage Plate do double damage. This spell is caster only.

Reflect Magic 

Incant: I invoke protection to grant reflect magic

Duration: 5 days or until used


This spell will protect the caster once from the next spell that hits them by reflecting it back at the attacker. It cannot be saved, and will go off even if the recipient does not wish it to. When this spell defense is used the target must call out “Reflect”, and a visible flash of white energy can be seen as the spell-protection dissipates. When a spell is successfully reflected, the caster of Reflect Magic becomes the caster of the reflected spell as if they had cast it themselves. The spell and its target (the original caster) cannot be changed, but things like its duration become under the control of the new caster. Only one Reflect Magic, Shield Magic, or Advanced Shield Magic may be worn at any given time. It will not reflect any damage that contains the suffix “Elemental” in its damage call.

Advanced Shield Magic 

Incant: I invoke protection to grant advanced shield magic

Duration: 5 days or until used


This spell acts like a Shield Magic, except that the wearer of this spell may choose what attack to defend against. When this spell defense is used the target must call out “Advanced Shield Magic”, and a visible flash of white energy can be seen as the spell-protection dissipates. Only one Reflect Magic, Shield Magic, or Advanced Shield Magic may be worn at any given time. It will not protect the wearer from any damage that contains the suffix “Elemental” in its damage call.

Iron Skin 

Incant: I invoke protection to grant iron skin

Duration: 10 minutes


This spell grants the target a 5 Normal threshold for ten minutes. Any attack that does 5 or fewer points of Normal damage is replied to with “No Effect”. The target takes no damage from these attacks. This spell also makes the target immune to Saps for the duration of the spell. All attacks that are not normally damaging in nature (e.g. sleep) affect the target normally.

Anti-Magic field 

Incant: I invoke protection to grant anti-magic field

Duration: Concentration


This spell will make the caster immune to all Battle Magic spells, so long as the caster holds both arms out to their sides, palms facing outwards, and remains immobile. During this time, the caster can speak, but cannot use any skills that require movement or them breaking their stance. While in this position, the caster calls “No Effect” to all Magic that targets them, both positive and negative. This Anti-Magic Field will not protect against any Magic spell with the suffix “Elemental” in its damage call.

Circle of Protection 

Incant: I invoke protection to create circle of protection

Duration: 5 days or special


This spell creates a 10-foot diameter spherical barrier, centered on the caster. This barrier will continue into the ground to complete a magical sphere around the caster, with the caster in the exact center. This barrier is frictionless and cannot be dispelled by Battle Magic spells. The Circle of Protection must be visually represented by a rope, a heavily drawn circle in the dirt, or any other method which distinctly creates a visible circle. This physical representation must be placed before the spell is cast or the spell will fail. If, during the casting, a creature or object is on the barrier wall, the caster will decide if they are pushed out or pulled in as the Circle wall raises. After the Circle is successfully cast, no physical object may pass through the barrier, including the caster. The caster may choose to end the spell at any time. If the caster’s spirit leaves the circle for any reason, the spell will end. Once active, the Circle of Protection will act as a physical barrier preventing the passage of all physical objects (including gas, liquid, etc.) and Battle Magic spells. This barrier functions in both directions. Gaze attacks and ritual magic will pierce through the circle as well as other powerful ritual-level effects. Multiple castings by the same caster can be used to increase the size of the Circle by an additional 10 feet at any time after the initial Circle is cast. A Circle of Protection will not function as a ritual circle.

Description

Almost as popular as the Sphere of Healing, the Protections caster is dedicated to keeping themselves alive. Using powerful Charms, Wards and other Magics, the Protections caster can block and reflect the most powerful of Magics.

Psionics

Focus: A silver coin with an eye carved on one side.

Spells

Ego Whip 

Incant: By force of will I inflict ego whip. 2 magic!

Duration: Instant


This spell will do 2 points of Magic Body damage. This spell deals x4 damage to Angelic / Demonic creatures, but will not affect Undead, or other non-living creatures.

Sense Angelic / Demonic 

Incant: By force of will I grant sense angelic /demonic

Duration: 1 minute or until used


This spell will allow the caster the ability to sense whether any Angelic or Demonic creatures are in the area. Once the spell has been cast, the caster has the duration of the spell to “Sense Angelic / Demonic” once before the spell ends. The caster must choose either Angelic or Demonic at the time of the spell-casting. The “Sense” must be said in a normal speaking voice. Any Angelic or Demonic creatures in the area will respond with “here” if they are within hearing range.

Ethereal Walk 

Incant: By force of will I grant ethereal walk

Duration: Instant


This spell will allow the caster to disappear from their current location and reappear 10 feet away. At the time of casting, the caster must put their weapon or hand on their head (to show s/he is out-of-game), then walk 10 feet in a straight line and immediately go back in-game. There is no hold called for this spell. The time it takes for the caster to walk 10 feet is the time it takes to Ethereally Walk. The caster must immediately pick a direction and begin walking a straight line as soon as the spell is cast. This spell does not allow the caster to pass through objects. If the caster cannot normally pass through an object (wall, tree, fence, etc.) then s/he cannot pass through it while Ethereally Walking. If this happens, the spell ends and the caster will immediately reappear. While in this brief ethereal state, the player cannot speak, cast, use abilities or do anything else other than walk.

Mind Meld 

Incant: By force of will I grant mind meld

Duration: Concentration


Mind Meld may be used to communicate telepathically as long as the caster is touching the temples or forehead of the target and concentrates on the task. The Meld takes 10 seconds to initiate. Once established, either participant may choose to convey speech in the form of words, emotions or pictures. Both participants may choose to fabricate any thought, emotion or picture. There is no way to confirm the validity of either participant’s 130 actions, through the use of Mind Meld. No other actions by either party may be taken while a Mind Meld is in effect. Mind Meld is not able to cause erasure or editing of memory. During a Mind Meld, the caster may choose to heal the target’s Body points by casting Psionic “Ego” spells through the meld. These spells must be touch cast properly, including the incant, but the damage is converted to healing instead. The caster cannot break free of the Mind Meld during the initiation period, although if the target breaks the link, the Meld is terminated. If, during the Meld, the target or caster is rendered unconscious or dead, the link is considered to have been terminated by the target. Mind Meld cannot be forced upon a target. If the target is not willing, the spell simply fails. The target may terminate the Mind Meld at any time, without penalty, and the caster may terminate it likewise, at any time after the 10 seconds has elapsed.

Hallucinate 

Incant: By force of will I inflict hallucinate

Duration: 10 minutes


This spell causes wild and totally unrealistic hallucinations to flood the mind of its victim. Their world will not be the same world which everyone around them is experiencing, even though the victim will realize that s/he is hallucinating. Unfortunately, there is nothing that can be done about it until the effect wears off in 10 minutes except being dispelled with a Dispel Magic.

Psionic Knife 

Incant: By force of will I create psionic knife

Duration: 1 hour


This spell focuses the caster’s mental energy into one small, blade-shaped force, which can be used in combat. Once the spell is cast, the caster may wield a dagger-sized phys-rep (blue) swinging for 2 Magic. This does no extra damage to demons, but does affect Undead. While this spell is in effect, the caster may not cast any spells. At any time during the duration of this spell, the caster may channel any Psionic spell currently in memory through the weapon by calling “Spellstrike ”. This reduces the damage that the knife can swing for by 1. If the damage of the knife is reduced to zero, the hour runs out, or the caster wishes, the spell ends. Should the caster drop the weapon or become disarmed, the weapon will dissipate and the spell will end. The caster is responsible for bringing their own blue boffer phys-rep, the spell will fail without the proper rep. Summoned weapons may be used with natural weaponry like Savar’Aving Claws, but will not grant the user the Florentine skill needed to fight with both. Purchasing an Exotic Weapon Proficiency: Summoned Weapons, will increase the damage of any weapon conjured by this spell by 1 per purchase, but the summoned weapon will still dissipate when a number of spell-strikes equal to its base damage are used.

Ego Flay 

Incant: By force of will I inflict ego flay. 5 magic

Duration: Instant


This spell will do 5 points of Magic Body damage. This spell deals x4 damage to Angelic / Demonic beings but will not affect Undead, or other non-living creatures.

Sleep 

Incant: By force of will I inflict sleep

Duration: 5 minutes


This spell causes the target to fall instantly into a deep sleep. The person will sleep for the duration of the spell, unless someone shakes them continuously for one minute, or if they take damage into Body. The target will awaken enough only to interrupt Killing Blows then fall back into deep sleep. This spell has no effect on Undead or non-living creatures.

Ego Rend 

Incant: By force of will I inflict ego rend. 10 magic body.

Duration: Instant


This spell will do 10 points of Magic Body damage. This spell deals x4 damage to Angelic / Demonic beings but will not affect Undead, or other non-living creatures.

Silence 

Incant: By force of will I inflict silence

Duration: 1 hour


The target of this spell is rendered speechless and cannot make any sound, including grunting or coughing. Casting spells becomes impossible; although the player must still call out any damage they may do using weapons. This spell may be countered with Dispel Magic.

Charm 

Incant: By force of will I inflict charm

Duration: 1 hour


This spell causes the target to treat the caster as their best friend. Although it does not turn the target into a mindless automaton that follows every order the caster gives, the target will be required to stay with their “friend” and listen to any “suggestions” the caster may give. If the caster attacks the Charmed individual, the spell will be broken. However, friends of the caster may attack the victim and the spell may remain intact if the caster can give adequate reason as to why s/he is not defending the target. A Charmed creature will not attack their old friends unless given enough reason. However, if the target is told to “defend me” and their old friends attack the caster; this would be considered adequate reason. This spell will not force the target to act in a way that is contrary to their nature (a pacifist killing someone, etc.). The spell will not force the target to tell the truth or reveal secrets, unless it is already in their nature to do so to their best friend. This spell will not force the target to do anything obviously suicidal unless it would be in the target’s nature to do so. This spell will not work on Undead or other mindless creatures.

Ego Burn 

Incant: By force of will I inflict ego burn. 15 magic!

Duration: Instant


This spell will do 15 points of Magic Body damage. It will do x4 damage if the target is Angelic / Demonic. This spell will not harm Undead.

Circle of Protection 

Incant: By force of will I create Circle of Protection: Demonic (or) Angelic.

Duration: 5 days


This spell will summon into existence a Circle of Protection. This is protection against either the Demonic or the Angelic (chosen at the time of casting). This Circle must be physically represented by the caster, and cannot be larger than 10 feet in diameter. While this Circle is up, no creature of the chosen [type] can enter or leave. This Circle can be used to trap as well as repel. The Circle is immune to all physical and Magical damage, and from all spells originating from the chosen creature [type] including Dispel Magic. This does not apply to any other creatures that can dispel the circle normally.

Psionic Blade 

Incant: By force of will I create psionic blade.

Duration: 1 hour


This spell acts exactly as the Psionic Knife spell, except as follows: the caster may use a phys-rep up to Sword size, the Psionic Blade’s starting damage is 4 Magic and the caster may spell strike any spell memorized regardless of Sphere. Should the caster drop the weapon, or become disarmed, the weapon will dissipate and the spell will end.

Forget 

Incant: By force of will I inflict forget

Duration: 10 minutes


Forget causes the target’s memory to be erased of all that occurred within the last 10 minutes. If a Dispel Magic is cast on the target or the target receives a Charm Break within one hour, the memories will be restored. One hour after the casting, the effects are permanent and cannot be restored save via Ritual Magic. This spell can be freely resisted by any conscious target. The target will be fully aware their memories have been removed but will have no idea how, why or by whom.

Paralysis 

Incant: By force of will I inflict paralysis

Duration: 10 minutes


The spell Paralysis will immobilize the target, rendering them unable to move at all. This spell will not work on creatures which have no nervous system such as Undead, Golems, Elementals, etc.

Exorcism 

Incant: By force of will I inflict exorcism

Duration: Instant


This spell will destroy any lesser Demon or Angel, sending it back to the plane from whence it came, trapping it there for a year and a day. Against greater Demons and Angels, this spell will do 216 points of Magic Body damage. This spell, if cast at a target who is possessed by the Angelic or Demonic, will only affect the Demon/Angel, and not the target.

Phase 

Incant: By force of will I grant phase

Duration: 5 days or until used


This spell allows the mage to cause an attack to pass through them, having no effect on them, once ever. This occurs by briefly removing the caster from existence and then popping them back in the same location. This is unlike a dodge, which moves the user from point A to point B. Because of this fact, Phase will function against traps and area effects because the caster is simply not there to be hit by them. Phase can be stacked with any other spell defenses, such as Shield Magic. Phase is considered an Advanced defense, meaning that it can be saved and used when desired. This means that Phase will not function when the caster is surprised or unconscious. This spell is caster only

Description

Unlike conventional Magic, Psionicists harness powerful abilities from the depths of their mind. This energy is a devastating weapon against both the Angelic and the Demonic.

Dark

Focus: Holy Symbol

Spells

Bless* 

Incant: I channel to grant Blessing

Duration: 5 days


This spell calls down upon the target the blessing of whichever God the caster worships. If the caster casts Bless on themselves, it will function as a Shield Magic versus the next divine spell to strike the caster. From time to time a character with a Bless on their spirit may find favour with the God(dess) that the caster serves. This can sometimes, decided by a Shaper, have a small positive effect happen to or around them. This could be anything from a small warning of danger to minor healing or even minor miracles. The caster may not force a Bless upon a person and it may be resisted without using up a spell-protection, such as Shield Magic. One can only be Blessed if one chooses to be and only one Bless can be active at a time. A person can choose to allow a new Bless spell to replace an old one if they wish. They may also end a Bless on themselves any time they choose, but this may offend the god.

Siphon 

Incant: I channel to Inflict Siphon

Duration: Instant


This spell can only be targeted at someone who is currently in their Bleed Count. If successfully cast, the spell will act as a killing blow and grant the caster 5 Body points in healing or infliction, by caster’s choice. This cannot exceed the caster’s maximum Body point total nor can it be thrown or transferred to another.

Divine Ward 

Incant: I channel create Divine Ward

Duration: 1 hour


Divine Ward requires the caster to plant or otherwise display their holy symbol foci for the duration of the spell. During this time, the symbol may not be used to cast other Dark spells. The symbol does not have to remain on the person of the caster and, in fact, may be hung upon a door, placed upon a tree or otherwise, so long as it remains stationary. Placing the spell tag next to the symbol is encouraged. While the symbol is being used in this way, creatures possessing a spirit may not approach within 10 feet of the symbol unless they are wearing a Bless spell of the deity represented by the Divine Ward. When the spell is cast, anyone not wearing a Bless spell of the appropriate deity will be pushed out of the Ward.
If a creature already in the Ward cannot retreat any further, the spell will fail and is lost. This barrier may be resisted with Shield Magic, Resist Magic or similar anti-magic defenses spell, and it may also be resisted by expending an active Bless spell from any God or Goddess. Doing so makes the user immune to the effects of this Divine Ward for 10 minutes. If the symbol is physically moved the spell ends. The caster of Divine Ward is immune to the effects of the spell.

Soul Whip 

Incant: I channel to inflict Soul Whip

Duration: Instant


This spell will summon a black, wispy tendril to strike out at the target, causing 3 Dark points of damage and transferring that damage to the caster in the form of healing or infliction (caster’s choice). If the target resists the spell or is otherwise unaffected by the damage, the spell fails.

Death Aura 

Incant: I channel to grant Death Aura

Duration: 1 hour


This spell will hide the target’s spirit in an aura of Undeath. While Death Aura is active the target will not be detectable via Sense Life. Because of the Necromantic nature of this spell, the caster will detect as Undead via Sense Undead or similar effects.

Mass: Blessings 

Incant: I channel to grant Blessing

Duration: Up to 10 minutes


This area-of-effect spell requires the caster to give a powerful Mass to their flock, calling on their God to Bless those the caster touches. To initiate Mass: Blessings the caster must roleplay a sermon to their God, speaking to those present about their deity’s tenets, beliefs and how they relate to the situation at hand for at least one minute. After that minute has passed they may then, while continuing their sermon, touch the foreheads of any who have heard it. One person may be touched in this manner every 10 seconds so long as the sermon continues or the maximum duration of 10 minutes is reached. Each person who is touched by the caster in this manner will take the effect of a Bless spell. The caster may not “force” the effects of this mass to take place upon anyone, including the unconscious, dying, or otherwise incapacitated.

Banner of the Faithful 

Incant: I channel to create Banner of the Faithful

Duration: 1 hour


This spell creates a magic “flag” or banner which lasts one hour’s time. During that time, any character that has a Bless spell of the same God on their spirit may gain access to the Banner’s full abilities. The Blessed character must touch the Banner and speak the God’s name. Once done, they may attack for +1 Magic damage so long as the Banner stays within their line of sight. This bonus includes ranged weapons. The flag is considered a spirited item with 1 Body and may be destroyed by any weapon swing or other source of damage. If the banner leaves the target’s line of sight for more than 10 seconds, the effect is lost until the Banner is back in their line of sight. The banner must be visible as well, which means that it may be necessary to illuminate a banner used in the dark. A Banner may be any shape so long as it is a minimum 2.5’ x 1’ and no greater than 4’x 6’ and must be mounted on a pole with a minimum length of 4’ and a maximum of 6’. The holy symbol of the God worshiped must be represented on the Banner. When the banner is first created, the caster must state “Banner up – <god’s name>!”. When the banner ends for any reason, the caster must then state “Banner down – <god’s name>!”. The caster of Banner of the Faithful is always under the Banner’s effect while it exists.

Control Lesser Undead 

Incant: I channel to inflict Control Lesser Undead

Duration: 1 hour


This spell grants the caster control over one lesser Undead, whether it is currently being controlled by another or uncontrolled. For one hour, the Undead will do anything asked of it, including sacrifice itself. The specific abilities and limitations of the commands depend upon the [type] of Undead that is being controlled. This spell has no effect against greater Undead.

Mass: Relic 

Incant: I channel to grant Relic

Duration: Until mass ends/item 24 hours


This 10 minute mass “blesses” an item, typically a weapon, in the name of the God of the caster. Once the mass is complete, the object or weapon is made rendered as per the spell and is given a Magic aura. The weapon or object will become attuned to the first creature bearing the Bless of the caster’s God that touches it after the mass is completed. If the item is dropped by the caster or passed off to another creature, the spell ends and the item will revert back to its normal form. The effects on the object last for 24 hour, starting at the completion of the mass.

Wave of Pain 

Incant: I channel to inflict Wave of Pain, Wave of Pain, Wave of Pain...

Duration: Instant


Before this spell is cast, the caster must plant both feet and then incant. They then have the ability to throw up to 5 packets, each one doing 10 Dark. Each packet thrown must be preceded by the phrase “Wave of Pain”. If the caster moves either foot or is struck for damage to Body, any remaining packets are lost and the spell ends

Curse 

Incant: I channel to inflict Curse

Duration: 1 hour


This spell will cause the target to take double numeric damage from all sources for one hour. The damage from the attack must be doubled before considering any defenses that might apply. This applies to all damage [type]s be they physical, magical, alchemical, etc.

Dark Lore 

Incant: I channel to grant Dark Lore

Duration: Varies


This spell allows the caster to summon a Ghost or lost spirit and ask a series of questions in which it is bound to answer truthfully. The caster should have a topic of questioning in mind before casting the spell. Spirits summoned in this manner will arrive as soon as they possibly can but no later than 12 hours after casting. During this wait the caster should attempt to find a Shaper at their earlier convenience.

The first few questions are set and must be spoken verbatim after the spirit arrives. These questions are:

“Spirit before me I bind you and command you to identify yourself.”

“I bring you no ill will; do you wish my spirit harm?”

“I seek the knowledge in death regarding .”

“I release you of your binding, you are free to go. Will you leave peacefully?” OR “I release you of your binding but request additional information if it pleases you. Will you stay?”

If the Cleric fails or incorrectly speaks these questions the spirit may not arrive or may arrive hostile. If the Cleric succeeds, the spirit is bound to answer truthfully, to the best of its knowledge, the four questions asked. After this point the caster may continue asking questions of the spirit if the spirit is willing. The limit of questions is random, generally depending on the demeanor and sensitivity of the caster toward the spirit. Some spirits are simply uninterested in speaking to the living and will leave after the required questions are answered. The quality of answers will greatly depend upon the spirit called, which in general terms is beyond the ability of the caster’s control. The use of Dark Lore is not considered Necromantic in nature although it may be mistaken as such to the uneducated.

Dark Bolt 

Incant: I channel to inflict Dark Bolt. 20 Dark

Duration: Instant


This spell causes a bolt of darkness to spring from the caster’s fingers towards the target. The spell will take full effect on Undead creatures and living creatures alike. The bolt does 20 points of Dark damage straight to Body. This damage will be halved if the target has any active Bless spell on their person.

Mass: Corruption 

Incant: I channel to inflict Corruption

Duration: Until mass ends


This area-of-effect spell requires that the caster give a Mass, generally lasting from 10 to 30 minutes. During that time, the Cleric must role-play the Mass, talking about their deity’s tenets, beliefs and how they relate to the situation at hand and those present. The Mass begins immediately after the incant is said.

All those who do NOT wear a Bless spell of a Dark God will take 1 Dark damage point per minute while within hearing distance. Plugging one’s ears, attempting to deafen oneself or drowning out the Cleric’s Mass by shouting, will not stop this spell from taking effect. Those who die while within this zone will be raised as lesser Undead: Zombie(s) under the control of the caster. The Undead will last one hour before  being cursed to destruction. This damage is Magical in nature, and occurs at the end of every 60 seconds. Undead within the zone will be healed 1 Body point per minute.

Shroud of Darkness 

Incant: I channel

Duration: 1 hour, until ended or 6AM


This spell will shroud the caster in darkness and may only be cast between 6 PM and 6 AM. While this is active, the caster must state “Active Shroud of Darkness” to any that see them. They appear to others as if wrapped in a swirling misty black shroud, though they are still identifiable. While in this form, the caster is unable to use any skills, may only speak and cannot interact with their environment (picking up or moving items, etc.) The caster becomes completely immune to all physical and spell attacks, with the exception to Healing damage. All Healing spells affect the caster as if they were Undead. Any threshold, protections or other defences which existed before the casting of the Shroud are carried over and still applicable after the spell has been cast.

Unholy Warrior 

Incant: I channel to summon an Unholy Warrior

Duration: Up to 12 hours


This powerful spell will allow the Cleric to call upon their God to send forth an Unholy Warrior to strike down one who has wronged them. Once cast, a being of pure shadow and darkness will manifest before the Cleric within the next 12 hours. When the Unholy Warrior has arrived the Cleric then needs to speak the name of the target as they know it, visualize the target’s identity for one minute and finally state how the target has wronged the Cleric or their God. During this count, the Unholy Warrior cannot be the target of spells or effects, nor will they defend the Cleric or themselves until the spell prerequisites are completed. If the Cleric does not complete these requirements within two minutes of their arrival, the Unholy Warrior will leave. If the requirements are met, the Unholy Warrior will then dissipate, becoming undetectable to even the most powerful of magic. For the next hour the Unholy Warrior will hunt the target, searching tirelessly and with the innate ability to sense that target’s spirit at will. When the target is found, the Unholy Warrior will phase in nearby with a 3-count. It will state to the target that they have wronged a Cleric of and that their life is forfeit. The Unholy Warrior will attack that target to the best of its ability and will not cease until it is destroyed or the target has ended its Death Count.

An Unholy Warrior will be equal to the level and power of the Cleric who is summoning it. Should the Cleric speak the True Name of the target to the Unholy Warrior, that level will increase to the Cleric’s level +5. The Unholy Warrior’s Occupation is determined randomly by the God of the Cleric. Once the target has been destroyed the Unholy Warrior will return to the Cleric and announce its success. Should the Cleric decide after successfully casting the spell that they made a mistake and wish to cancel the Unholy Warrior’s summoned duty, they may do so by expending their own bless spell. Ending the spell in this manner will incur a very harsh repercussion. As punishment for wasting the Dark God’s power, the Cleric will find themselves the target of their own Unholy Warrior. No creature may be the target of this spell by the Cleric more than once per month, nor will the Unholy Warrior attack any creature that carries a Bless of the Clerics God. The Unholy Warrior is Celestial in Nature.

Avatar 

Incant: I channel to grant Avatar

Duration: 10 minutes


This spell turns the Cleric into an “Avatar” of their deity, morphing their body into a shadowy dark form. After the spell is cast, the Cleric’s shape will change as they grow two feet in height; their physical features become shadowy black and their eyes glow blood red. This spell will also summon into existence either a two-handed Dark sword or a one-handed Dark sword and Dark onyx shield. The two-handed Dark sword has a base damage of 10 Magic, while the one-handed sword’s base damage is 5 Magic. The shield has a 60 Magic threshold and it plus the weapons are considered indestructible. The spell also grants the proficiency in Exotic Weapon: Dark Sword and the Shield skill, as long as they are holding the summoned weapons. The Cleric can choose which weapon combination they would like at the time of casting. In Avatar form, the Cleric also has the ability to Spell Strike 10 Dark through their summoned weapon of choice a total of three times. They also gain a temporary health boost of 50 Body. Any Body Damage the Cleric receives is removed from the bonus 50 Body points first and this Body cannot be healed. The swords and/or shield will instantly dissipate if the Cleric drops them, is rendered unconscious, or incapacitated. These items may be used with natural weaponry, like a Savar’s Claws.

Death 

Incant: I channel to inflict Death

Duration: Instant


Death causes the spirit of the target to be ripped forcibly from the Body, effectively delivering a killing blow and putting the target into their Death Count, dropping their Body points to -1 and bypassing their Bleed Count completely.

Description

FAVOURED ONLY

Containing only the most horrific and vile of Battle-Magic spells, the Sphere of Dark harnesses the power of the Dark Gods to cause infliction and chaos throughout the land. The Sphere of Dark is a Renowned only Sphere of Magic and cannot be purchased without first purchasing the skill Favoured.

Draconic

Focus: Gem or rock the same colour as the firstborn served

Spells

Divine Shield* 

Incant: I call upon to grant Divine Shield

Duration: 5 days or until used


Divine Shield functions like a “Shield Magic” spell against any spell from the Dark or Light Spheres of Magic. It can be stacked with Shield Magic or Advanced Shield Magic but will have no affect against Divine Ritual Magic. If wearing both Shield Magic and Divine Shield simultaneously and struck with a Divine spell, the Divine Shield will always active first.

Mark of the Firstborn* 

Incant: I call upon to grant Mark of the Firstborn

Duration: 5 days


This spell causes the symbol of the Firstborn (served by the Dragon Knight who cast it) to appear upon the target. The target must be willing or the spell fails without affect. The mark will appear on the cheek of the target and may be drawn to represent this. The symbol must be clearly visible and cannot be hidden. If the Dragon Knight casts Mark of the Firstborn on themselves, it will function as a Shield Magic versus the next divine spell to strike the Dragon Knight. The target may end this mark any time they choose, but this may offend the Firstborn.

Dragon Hide 

Incant: I call upon to grant Dragon Hide

Duration: Instant


This spell will grant the target an immediate repair of damaged 10 armour points as if they had been repaired by a Blacksmith. This spell will not repair Armour Points that could not normally be repaired by a Blacksmith.

Sign of the Firstborn 

Incant: I call upon to create Sign of the Firstborn

Duration: 5 days


Sign of the Firstborn requires the caster to place a symbol of the Dragon they serve at a location of their choice. This symbol can be a banner, flag or simple drawing. Once cast, this symbol cannot be moved. While active, no creature with a spirit may approach within 10 feet of the symbol unless wearing a Mark of the Firstborn. This barrier may be resisted with a Shield Magic or similar spell and if resisted the target becomes immune to the effects of Sign of the Firstborn for 10 minutes. If the symbol is physically moved the spell ends. The caster is not immune to the effects of the spell and must be wearing a Mark of the Firstborn to pass.

Scales* 

Incant: I call upon to grant Scales

Duration: 5 days or until used


This spell will protect the caster from the next Body Damage attack that strikes them. If stacked with a Magic Armour, Scales will always activate first. It will only protect against physical Body attacks delivered via a boffer strike. When this defense is triggered, the caster must call “Scales!”

Strength of the Firstborn 

Incant: I call upon to grant Strength of the Firstborn

Duration: 10 minutes


This spell will grant the target a +2 Strength bonus for 10 minutes. This spell will stack with other strength bonuses and may stack with itself.

Enlightenment of the Firstborn 

Incant: I call upon to grant Enlightenment of the Firstborn

Duration: 1 hour


This spell works like a Mark of the Firstborn but over a much greater ranger of targets. Immediately after casting this spell must be followed by a 10 minute discussion or debate on any topic relating to the Firstborn, their followers or the fight against Gods. After the first minute has passed the Dragon Knight may anoint those present with their symbolic weapon of choice, bestowing onto them the Mark of the Firstborn served. The Dragon Knight must continue the debate while this bestowing the Mark and if they stop the spell will fail and all marks granted will become dispelled. A Dragon Knight may grant the Mark to one target every 10 seconds or until the 10 minute duration has been reached. Dragon Knights may not force the Mark an unwilling subject or those who are unconscious, dying or otherwise incapacitated.

Shadow of the Firstborn 

Incant: I call upon to grant Shadow of the Firstborn

Duration: 1 hour


For the next hour after casting, the caster will become immune to all “Sense” [type] effects such as “Sense Life” from Undead creatures.

Dragon Fear 

Incant: I call upon to inflict Dragon Fear

Duration: Line of sight/ 1 minute/ 10 minutes


This charm-based packet-delivered spell will cause the effected target to flee in fear. If line of sight between the target and caster remains broken for one minute, the fear effect will end. While under the effects of fear, a victim will do everything in their power to escape the line of sight with the caster. At first they may simply attempt to flee, but if physically held within the fear range or are otherwise forced to confront the caster, their reaction will escalate to violence. After the one minute duration has expired, the target will still be unable approach or interact with the caster or come within 100 feet of them, for the next 10 minutes. Removing or dispelling the effect of Dragon Fear will negate both the fear and the aversion that follows.

Dragon’s Regeneration 

Incant: I call upon to bestow Dragon's Regeneration

Duration: Concentration


While uninterrupted concentration is continued by the caster, they will gain 1 Body point of healing every 60 seconds. The 1 Body of healing will take effect at the end of each 60 second count, not the beginning. If the caster uses any other skill or takes damage to Body during the concentration, the spell will end. Any person with a Mark of the Firstborn may concentrate along with the caster to gain the benefits of this healing as well. The caster must keep concentrating in order for others to do this, even if they are at full Body.

Breath of the Firstborn 

Incant: I call upon to inflict Breath of the Firstborn. 25 Elemental <[type]>

Duration: instant


This spell will do 25 points of Elemental damage. The elemental [type] is determined by the caster but there is otherwise no difference in the effects. Should this spell drop the target to negative Body points, the target will forgo their Bleed Count and directly enter their Death Count as per typical elemental damage calls.

Dragon's Intuition 

Incant: I call upon to bestow Dragon's Intuition

Duration: Special


This spell requires 10 minutes of concentration by the caster. At the end of those 10 minutes, the caster will gain insight into the levels of Divine energy in the surrounding lands, typically defined as a  five mile radius. It will grant a general impression of powerful Divine beings, sources of Divine energy and concentrations of followers but will not give details. For example, it may indicate a powerful Divine creature moving through the area but will not give a description of that creature, or it may state that a concentration of followers of a Dark God are nearby but not where or who they serve.

Dragon's Blood 

Incant: I call upon to grant Dragon's Blood

Duration: 1 hour


When this spell as cast, anyone within earshot of the caster who wears a Mark of the Firstborn immediately gains a +2 Magic Damage Aura. This effect will last one hour. The caster must be wearing a Mark of the Firstborn when this spell is cast, or it will fail.

Dragon's Toughness* 

Incant: I call upon to bestow Dragon's Toughness

Duration: Until Used


This spell will grant 30 of temporary Body points to the caster. These extra Body points will be counted down first when damage is taken, before the caster’s natural Body points. This spell cannot be stacked.

Dragon's Horde 

Incant: I call upon to bestow Dragon's Horde

Duration: Instant


In order for this spell to be cast successfully, a gold piece coin must be sacrificed in game. Items worth 1 gold are not acceptable substitutes. The coin will vanish when the spell is successfully cast and in exchange the caster may identify any one magic item in their possession. This identification functions exactly the same as a Ritual Identification. If the item being identified is not magical the spell will still be used up.

Sanctum 

Incant: I call upon to create Sanctum

Duration: The sunrise, 6PM


This spell sanctifies an area with the shadow of the Firstborn. Before this spell can be cast the Dragon Knight must first construct a shrine which pays proper respect to their Dragon. Creation of this shine must fill at least a 3’x3’ area and it must, in some form, be apparent that this is a scared place to the Firstborn. Once created the Dragon Knight must then bestow onto the Shrine a Mark or Sign of the Firstborn. After all this is completed they may then begin their casting of “Sanctum.” The spell itself requires 10 minutes of discussion and debate on any topic relevant to either the Firstborn, their followers or regarding combating the Gods. After 10 minutes has passed the shine and the surrounding area will become a Sanctum to that Firstborn. If the area is properly walled enough to hinder direct passage into camp, then the range of this Sanctum will extend to the size of those walls or 100’x100’, whichever is smaller. A 10’x10’ area immediately around the Shrine is always considered active.

All those inside the Sanctum that bear the Mark of any Firstborn, even if the Dragon Knight is not present, are gifted with the following effects:

  • Half damage from all Light or Dark spells or effects
  • 1/Ever Power word Magic Swampwalk.

This duration ends at line of site or once they have left the Temple walls. Those inside the temple walls are shadowed by the Dragons’ great wings. This protects all those inside from any extreme natural environmental factor. Cold, heat, wind and even sunlight are treated as if they were not present. This has no effect on spells, abilities or unnatural environmental factors such as Summoned elementals, ritual influenced weather or the like.

These effects fade immediately when the Marked target leaves the range of the Sanctum, but will return if they, or any new targets bearing a Mark of any Firstborn, pass through the walls. Sanctum will last until the next Sunrise or until the Shrine suffers from 1 Body point worth of damage. Only one Sanctum may exist in an area at a time.

Life of the Firstborn* 

Incant: I call upon to bestow Life of the Firstborn

Duration: 5 days


This spell functions as a Contingency Life spell. Contingency spells remain on the spirit and
automatically activate when certain conditions are met. Life of the Firstborn will activate when the caster
has one second left in their Death Count, at 4:59 minutes of their 5-minute countdown. At this time, the
spell will cast Life on the caster, bringing the caster back to full Body points instantly. This spell is casteronly
and cannot be stacked with itself or any other Contingency Life spell.

Spirit of the Firstborn 

Incant: I call upon to bestow Spirit of the Firstborn

Duration: 10 minutes


This spell infuses the caster with small piece of the spirit of the dragon they serve. Ethereal draconic wings will erupt from the casters back for a brief second before vanishing, as the caster is empowered with the might of the Firstborn. This spell will grant the caster +50 temporary Body, two claws which swing for “5 Magic”, a +6 Strength bonus and the ability to throw one packet of “50 Elemental ”, with the [type] being the caster’s choice. Any Body Damage the Dragon Knight receives is removed from the bonus 50 Body points first and this Body cannot be healed. If the caster is dropped to -1 Body while the spell is active, it will end.

Description

FAVOURED ONLY

The Sphere of Draconic is granted only to the most loyal and dedicated forces in any Dragon’s Army: The Dragon Knight. Charged by his Firstborn, the proper name for Dragons, this Dragon Knight sets forth into the world to both end the oppressive tyranny of organized religion and to further the will of the Draconic liege.

Light

Focus: Holy Symbol

Spells

Bless* 

Incant: I channel to grant Blessing

Duration: 5 days


This spell calls down upon the target the blessing of whichever God the caster worships. If
the caster casts Bless on themselves, it will function as a Shield Magic versus the next divine spell to
strike the caster. From time to time a character with a Bless on their spirit may find favour with the
God(dess) that the caster serves. This can sometimes, decided by a Shaper, have a small positive effect
happen to or around them. This could be anything from a small warning of danger to minor healing or
even minor miracles. The caster may not force a Bless upon a person and it may be resisted without using
up a spell-protection, such as Shield Magic. One can only be Blessed if one chooses to be and only one
Bless can be active at a time. A person can choose to allow a new Bless spell to replace an old one if they
wish. They may also end a Bless on themselves any time they choose, but this may offend the god.

Illumination 

Incant: I channel to create Illumination

Duration: 12 hours or special


This spell will create a light source, so long as it is cast on any small object of no larger than
6x6x6 cubic inches in area. The spell will last for 12 hours, until it is dispelled, or until the caster wishes
to terminate the light. A flashlight may be used, but the light produced must be diffused significantly
using a gel or cloth so that there is no directional beam. An out-of-game, luminescent, physical
representation is required for this spell to be used as a light source. If desired, this spell may be used
offensively. If cast via spell packet or touch cast on a target, it will blind the target for 10 seconds, so long
as it is a creature that relies on sight. It will have no effect on creatures that do not, such as golems,
Undead and slimes.

Divine Ward 

Incant: I channel to create Divine Ward

Duration: 1 Hour


Divine Ward requires the caster to plant or otherwise display their holy symbol foci for the
duration of the spell. During this time, the symbol may not be used to cast other Light spells. The symbol
does not have to remain on the person of the caster, and in fact may be hung upon a door, placed upon a
65
tree or otherwise, so long as it remains stationary. Placing the spell tag next to the symbol is encouraged.
While the symbol is being used in this way, creatures possessing a spirit may not approach within 10 feet
of the symbol unless they are wearing a Bless spell of the deity represented by the Divine Ward. When
the spell is cast, anyone not wearing a Bless spell of the appropriate deity will be pushed out of the Ward.
If a creature already in the Ward cannot retreat any further, the spell will fail and is lost. This barrier may
be resisted with Shield Magic, Resist Magic or similar anti-magic defenses spell, and it may also be
resisted by expending an active Bless spell from any God or Goddess. Doing so makes the user immune
to the effects of this Divine Ward for 10 minutes. If the symbol is physically moved the spell ends. The
caster of Divine Ward is immune to the effects of the spell.

Pin Evil 

Incant: I channel to inflict Pin Evil

Duration: Line of sight


This spell functions only against Lesser Undead and Lesser Demons. When cast, it will
cause the target to keep one foot on the ground, unable to move. The magical bindings that pin the foot to
the ground may be cut through with a two minute count. The creature may also rip free if they possess a
+2 or greater Strength. Ripping free will cause them to take 2 Magic Body damage. It takes two seconds
to rip free

Mass: Blessings 

Incant: I channel to grant Blessing

Duration: 10 minutes


This area-of-effect spell requires the caster to give a powerful Mass to their flock, calling on their God to bless those that the caster touches. To start Mass: Blessings the caster must actively roleplay a sermon to their God speaking to those present about their deity’s tenets, beliefs and how they relate to the situation at hand, for one minute. After that minute has passed they may then, while continuing their sermon, touch the foreheads of any who have heard it. One person may be touched in this manner every 10 seconds so long as the sermon continues or the maximum duration of 10 minutes is reached. Each person who is touched by the caster in this manner will take the effect of a Bless spell. The caster may not “force” the effects of this mass to take place upon anyone, including the unconscious, dying, or otherwise incapacitated.

Wave of Healing 

Incant: I channel to grant Wave of Healing, Wave of Healing, Wave of Healing...

Duration: Instant


The caster must plant both feet and then cast this spell. They then have the ability to throw up to five packets, each one doing 5 Magic Healing. If the target has a Bless from the same God as the caster, the healing is raised to 10 Magic Healing. Each packet thrown must be preceded by the phrase “Wave of Healing”. If the caster moves either foot or is struck for damage to Body, any remaining packets are lost.

Banner of the Faithful 

Incant: I channel to create Banner of the Faithful

Duration: 1 Hour


This spell creates a magic “flag” or banner which lasts one hour’s time. During that time, any character that has a Bless spell of the same God on their spirit may gain access to the Banner’s full abilities. The Blessed character must touch the Banner and speak the God’s name. Once done, they may attack for +1 Magic damage so long as the Banner stays within their line of sight. This bonus includes ranged weapons. The flag is considered a spirited item with 1 Body and may be destroyed by any weapon swing or other source of damage. If the banner leaves the target’s line of sight for more than 10 seconds, the effect is lost until the Banner is back in their line of sight. The banner must be visible as well, which means that it may be necessary to illuminate a banner used in the dark. A Banner may be any shape so long as it is a minimum 2.5’ x 1’ and no greater than 4’x 6’ and must be mounted on a pole with a minimum length of 4’ and a maximum of 6’. The holy symbol of the God worshipped must be represented on the Banner. When the banner is first created, the caster must state “Banner up – <god’s name>!”. When the banner ends for any reason, the caster must then state, “Banner down – <god’s name>!”. The caster of Banner of the Faithful is always under the Banner’s effect while it exists.

Freedom 

Incant: I channel to grant Freedom

Duration: Instant


This spell is an area effect spell that will function on all targets within hearing range who wear a Bless of the same God as the caster. It grants three benefits: 1) it will release the targets from any magical or alchemical (but not physical) bindings instantly, 2) it will awaken sleeping targets and 3) it will remove any active stun effects. If a target chooses to be affected by Freedom, it will end their active Bless spell.

Destroy Lesser Undead 

Incant: I channel to inflict Destroy Lesser Undead

Duration: Instant


This packet delivered attack spell will cause 50 points of Magic damage to Greater Undead and will destroy lesser Undead outright.

Mass: Relic 

Incant: I channel to grant Relic

Duration: Until mass ends / item 24 hours


This 10 minute mass “blesses” an item, typically a weapon, in the name of the God of the caster. Once the mass is complete, the object or weapon is made rendered as per the spell and is given a Magic aura. The weapon or object will become attuned to the first creature bearing the Bless of the caster’s God that touches it after the mass is completed. If the item is dropped by the caster or passed off to another creature, the spell ends and the item will revert back to its normal form. The effects on the object last for 24 hours, starting at the completion of the mass.

Dark Lore 

Incant: I channel to grant Dark Lore

Duration: Varies


This spell allows the caster to beseech a lost spirit who served their God in life and ask a series of questions. Sprits summoned in this manner will arrive as soon as they possibly can but no later than 12 hours after casting. During this waiting time, the caster should attempt to find a Shaper at their earliest convenience.

The first few questions are set and must be spoken verbatim after the spirit arrives. These questions are:

“Spirit before me, I ask that you identify yourself.”

“I bring you no ill will; do you wish my spirit harm?”

“I seek the knowledge in death regarding .”

“I release you of your binding, you are free to go. Will you leave peacefully?” OR “I release you of your binding but request additional information if it pleases you. Will you stay?”

If the caster fails or incorrectly speaks these questions, the spirit may not arrive or may arrive hostile. If they succeed, the spirit is bound to answer truthfully, to the best of its knowledge, those four questions. After this point the caster may continue asking questions of the spirit if the spirit is willing. The limit of questions is random, generally depending on the demeanor and sensitivity of the caster toward the spirit. Some spirits are simply uninterested in speaking to the living and will leave after the required questions are answered. The quality of answers will greatly depend upon the spirit called which, in general terms, is beyond the ability of the caster’s control. The use of Dark Lore is not considered Necromantic in nature.

Shield of Light 

Incant: I channel to create Shield of Light

Duration: 1 Hour


This spell will summon into being a shield. While in existence, this shield will act as a normal metal shield, granting the caster the ability to use it. If the shield is hit by a packet delivered spell, it will act like a Shield Magic for a total of three times. Upon the third time the shield will vanish, no matter the time limit remaining. The caster may not determine when to use the Shield Magic capabilities; it will simply react to the next three spell hits that strike it directly. The shield will NOT act as a Shield Magic if it is not directly hit by the spell. If the shield is dropped by the caster or they are rendered unconscious or incapacitated, the shield will dissipate and the spell will end. The shield may be used with natural weaponry like Savar Claws.

Light Bolt 

Incant: I channel to Inflict Light Bolt. 20 Light

Duration: Instant


This spell causes a bolt of light to spring from the caster’s fingers toward the target. The spell will take full effect on Undead creatures and living creatures alike. The bolt does 20 points of Light damage straight to Body. This damage will be halved if the target has any active Bless on their person.

Mass: Vitality 

Incant: I channel to grant Vitality

Duration: Until mass ends


This area-of-effect spell requires the caster to give a Mass, generally lasting from 10 to 30 minutes. During that time, the Cleric must actually role-play the Mass, talking about their deity’s tenets, beliefs and how they relate to the situation at hand and those present. The Mass begins immediately after the incant is said.

All those who wear a Bless spell of any Light God will regenerate 1 Body point of damage per minute, so long as they can hear the Mass being given. When the mass starts, any active poison or disease counts are paused until line of sight is broken or the spell ends. From that point on, every 10 minutes of Mass will cure any poison or disease and will return sight to the blind. One does not have to listen to the Mass from start to finish to be healed. Listeners may come and go and still gain benefit.

Holy Warrior 

Incant: I channel to summon a Holy Warrior

Duration: Up to 12 hours


This powerful spell will allow the Cleric to call upon their God to send forth a Holy Warrior to strike down one who has wronged the Cleric in some manner. Once cast, a being of pure light and energy will manifest before the Cleric within the next 12 hours. Once the Holy Warrior has arrived, the Cleric then needs to speak the name of the target as they know it, visualize the targets identity for one minute, and finally state how the target has wronged the Cleric or their God. During this count, the Holy Warrior cannot be the target of spells or effects, nor will they defend the Cleric or themselves until the spell prerequisites are completed. If the Cleric does not complete these requirements within two minutes of their arrival, the Holy Warrior will leave. If the requirements are met, this Holy Warrior will then dissipate, becoming undetectable to even the most powerful of magic. For the next hour the Holy Warrior will hunt the target, searching tirelessly and with the innate ability to sense that targets spirit at will. When the target is found, the Holy Warrior will phase in with a 3-count. It will state to the target that they have wronged a Cleric of and that their life is forfeit. The Holy Warrior will attack that target to the best of its ability and will not cease until it is destroyed or that target has ended its Death Count.

A Holy Warrior will be equal in level and power to the Cleric who is summoning it. Should the Cleric speak the True Name of the target to the Holy Warrior, that level increases to the Clerics level +5. The Holy Warrior’s Occupation is determined randomly by the God of the Cleric. Once the target has been destroyed the Holy Warrior will return to the Cleric and announce its success. Should the Cleric decide, after successfully casting the spell, that they made a mistake and wish to cancel the Holy Warrior’s summoned duty, they may do so by expending their own bless spell. Ending the spell in this manner will incur a very harsh repercussion. As punishment for risking the life of an innocent the Cleric will find themselves the target of their own Holy Warrior. No creature may be the target of this spell by the same Cleric, more than once per month nor will the Holy Warrior attack any creature that carries a Bless of the Clerics God. The Holy Warrior is a Celestial creature

Zone of Prayer 

Incant: I channel to grant Zone of Prayer

Duration: Until cancelled


As long as the caster remains in a kneeling position, praying at an audible level to their God,  no combat (either by spell, weapon, Alchemy, traps or other source) may occur within 10 feet of the caster, or be targeted at anyone within the 10 feet of the caster. The spell lasts until the caster stops praying or gets up from their knees. An inventive opponent may find ways around the restrictions of this spell. This spell may be ended by the Cleric’s God at any time, if the God feels the prayer is unworthy.

Avatar 

Incant: I channel to Grant Avatar

Duration: 10 minutes


This spell turns the Cleric into an “Avatar” of their deity, morphing their Body into a glowing light form. After the spell is cast, the caster’s body will pulse energy and they must state “Active Avatar” out-of-game to anyone who sees them. This spell will also summon into existence either a twohanded Light sword or a one-handed Light sword and Light ivory shield. The two-handed Light sword has a base damage of 10 Magic, while the one-handed sword’s base damage is 5 Magic. The shield has a 60 Magic threshold and both weapons are considered indestructible. The spell also grants the proficiency in Exotic Weapon: Light Sword and the Shield skill, as long as they are holding the summoned weapons. The Cleric can choose which weapon combination they would like at the time of casting. In Avatar form, the Cleric also has the ability to Spellstrike 10 Light through their summoned weapon of choice a total of three times. They also gain a temporary health boost of 50 Body. Any Body Damage the Cleric receives is removed from the bonus 50 Body points first and this Body cannot be healed. The swords and/or shield will instantly dissipate if the Cleric drops it, is rendered unconscious, or incapacitated. Summoned weapons may be used with natural weaponry like Savar Claws.

Cleansing Light 

Incant: I channel to grant Cleansing Light

Duration: Instant


This spell will act as a Life Spell; restoring a target’s full Body points, and cleansing all toxins and poisons from the Body at the same time. It will restore lost limbs, cure blindness and restore the target to perfect, full health in all manners. It can be cast on a person with just a single point of Body Damage or one in their Death Count and both would receive full benefit. This spell also places a Bless of the Cleric’s deity upon the recipient, if they desire it.

Description

FAVOURED ONLY

By harnessing the positive magic of light a Cleric or Paladin becomes a beacon of hope to all those in need. Renowned with this Sphere are able to unleash destructive magic onto Undead as well as heal injured or dying comrades. The Sphere of Light is a Renowned -only spell list and cannot be purchased without first purchases the skill Favoured.

Necromancy

Focus: A bone wrapped in hair

Frag Cost: 100

Spells

Feign Death 

Incant: I invoke Necromancy to grant Feign Death

Duration: Up to 1 hour


This spell makes the caster appear to be dead (final death). The spell will fool all skills, abilities and spells that relate to determining the health status of the target or detecting the living. The caster may choose to end the spell at any time during the duration. The effect will also end if the caster moves. This spell is caster only.

Infestation 

Incant: I invoke Necromancy to inflict Infestation

Duration: 5 days or until cured


This spell inflicts a debilitating disease upon its victim. The target of this spell will be unable to run until cured, although they may still attempt to fight. The victim will also take 1 point of magic Body damage every hour (starting after the first hour has passed) until the disease has been removed by means of curing the disease or a Dispel Magic effect, or if the creature dies and is then resurrected. The damage done by the Infestation cannot be healed until the disease is cured or removed. While active, the victim will slowly bleed from the eyes, nose, ears and mouth.

Control Lesser Undead 

Incant: I invoke Necromancy to inflict Control Lesser Undead

Duration: 1 hour


This spell will temporarily over-ride any existing control over a lesser Undead. For one hour, that Undead will obey all commands of the necromancer, including suicide. Commands must be simply, such as “Defend me!”, “Kill them!” or “Don’t allow anyone to pass”. At the end of the hour the control fades.

Leech 

Incant: I invoke Necromancy to inflict Leech

Duration: Instant


This packet delivered or touch-cast spell will transfer 10 Body from any lesser Undead to the caster. The caster does not need to be in control of the Undead for it to function. Lesser Undead will not notice its casting and will not respond as if it had been the target of a hostile spell, however Leech will still activate defenses on the target such as Resist Magic and Shield Magic.

Necrotic Bolt 

Incant: I invoke Necromancy to inflict Necrotic Bolt

Duration: Instant


This purple and black bolt of raw infliction energy does 5 points of Infliction damage to the target. This bolt will heal Undead by 5 points, but not past their current maximum Body point total. The Bolt will deal double damage (10) directly to the Body of any living target it strikes.

Raise Zombie 

Incant: I invoke Necromancy to Raise a Zombie

Duration: 1 hour


This spell must be cast on a target still within its 5-minute Death Count. If successful, it will raise a lesser rotten zombie under the control of the caster. The corpse’s spirit will not resurrect until the Undead is destroyed or the duration expires. The control over the Undead is absolute, including suicidal orders, and must be simple one sentence commands given by the necromancer. Any new commands will over-ride the last. A rotten zombie is little more than an animated body, moving slowly and fighting poorly. Unable to move at more than a walking pace, a rotten zombie has the following stats: 20 Body, claws (or weapons given to it) that swing for 2 Magic damage, +1 Strength, Undead state and a Magic threshold. After one hour the rotten zombie will turn to dust and the spirit will depart to resurrect. While someone is raised as a zombie, their Death Count will continue. If their Body is reduced to 0 while in their Death Count, they may be Lifed and will return to normal. Otherwise, they must resurrect as normal.

Carnivorous Worms 

Incant: I invoke Necromancy to inflict Carnivorous Worms

Duration: Until Cured/Special


This spell shoots forth a wriggling mass of necrotic worms at the target. The magic worms immediately dig themselves into the skin of the target, chewing and eating as they go. The worms eat the target from the outside, dealing 1 Magic Body damage per minute. Damage begins 1 minute after the target is struck by the spell. The only way to remove the worms is through a Nature’s Restoration, Dispel Magic, a 5th level surgeon, drinking a potion of Dispel Magic or entering one’s Death Count.

Vampiric Blade 

Incant: I invoke Necromancy to create a Vampiric Blade

Duration: 1 hour


This spell summons a magic dagger that gleams with Necrotic energy. The weapon deals “1 Magic Body Drain” and heals the caster for the equivalent amount of damage dealt. In order to heal the wielder, Body damage must be done with the strike. This damage cannot be increased or augmented by any means and no skills may be used with the blade. The dagger, if wielded by someone other than the caster, or if it’s dropped, disarmed, destroyed or dispelled will dissipate.

Fracture 

Incant: I invoke Necromancy to Fracture your

Duration: Instant


Fracture will cause a limb of the caster’s choice (arm or leg) to break and become useless. If the caster does not specify which limb is to be broken, then the victim is free to choose. The broken limb may be used for nothing, not even locomotion. On humanoids, arms or legs count as limbs although pincers, tentacles etc. qualify as limbs on many other creatures. This spell can be countered by Restore Limb, but not Dispel Magic, or may be treated with non-magical means such as medical skills.

Raise Skeleton 

Incant: I invoke Necromancy to Raise a Skeleton

Duration: 1 hour


This spell must be cast on a target still within its Death Count. If successful, it will raise a lesser skeleton under the control of the caster. The corpse’s spirit will not resurrect until the Undead is destroyed or the duration expires. The control over the Undead is absolute, including suicidal orders, and must be simple one sentence commands given by the necromancer. Any new commands will over-ride the last. Lesser Skeletons are more effective than zombies, moving at normal speed and fighting effectively. They can be given weapons or armour to augment their fighting abilities but their damage will remain “2 magic”. A Lesser Skeleton has 30 Body, swings with claws or a weapon for 2 Magic damage, has +1 Strength, an Undead state, a magic threshold and takes half damage from piercing weapons. After one hour the Lesser Skeleton will turn to dust and the spirit will depart to resurrect. While someone is raised as a skeleton, their Death Count will continue. If their Body is reduced to 0 while in their Death Count, they may be Lifed and will return to normal. Otherwise, they must resurrect as normal.

Enhance Undead 

Incant: I invoke Necromancy to grant Enhance Undead

Duration: Special


This spell, when cast on a lesser Undead, will extend its duration to 5 days, will double all numeric stats (damage, Body, strength, etc.) and will grant the Undead one Resist Magic a day. It will have no effect on targets that are not lesser Undead.

Necrotic Blast 

Incant: I invoke Necromancy to inflict Necrotic Blast

Duration: Instant


This purple and black bolt of raw infliction magic does 15 points of Infliction damage to the target. This
bolt will heal Undead by 15 points, but not past their current maximum Body point total. The Bolt will
also deal double damage (30) directly to the Body of any living target it strikes.

Death's Grasp 

Incant: I invoke Necromancy to inflict Death's Grasp

Duration: 20 seconds of concentration


After casting this spell and successfully striking, the Necromancer must hold his arm toward the target, make a fist and concentrate on maintaining the spell. The target struck is immediately affected by a Garrote attack that can only be countered by interrupting the caster by dealing Body damage, casting a Dispel Magic on the necromancer or target, or the target breaking out of the spell with +2 or greater Strength. The caster must keep his arm forward for the entire duration (20 seconds) and count the Garrote attack as if they were using the skill (Garrote 1, Garrote 2 …). If 20 seconds pass, the target has been killing-blowed and enters their Death Count. If the target is wearing a gorgette, the spell will fail.

Raise Lesser Ghoul 

Incant: I invoke Necromancy to Raise a Lesser Ghoul

Duration: 1 hour


This spell must be cast on a target still within its Death Count. If successful, it will raise a Lesser Ghoul under the control of the caster. The corpse’s spirit will not resurrect until the Undead is destroyed or the duration expires. The control over the Undead is absolute, including suicidal orders, and must be simple one sentence commands given by the necromancer. Any new commands will over-ride the last. Lesser Ghouls are dangerous and chaotic opponents, constantly hungering for living flesh. A Lesser Ghoul has 50 Body, swings with claws for “4 Magic Paralyse” and has a bite that does “3 Magic Body Nausea”, can consume a corpse (10 second count on a dying body or corpse, heals 25 Body), an Undead state and a magic threshold. After one hour the Lesser Ghoul will turn to dust and the spirit will depart to resurrect. While someone is raised as a ghoul, their Death Count will continue. If their Body is reduced to 0 while in their Death Count, they may be Lifed and will return to normal. Otherwise, they must resurrect as normal.

Unlife 

Incant: I invoke Necromancy to grant Unlife

Duration: 1 hour


This spell will temporarily grant Undead abilities to the caster. The caster does not become genuinely Undead. The caster becomes damaged by healing spells and healed by infliction. They will detect as Undead, but will not detect for detect life. They can perform all skills and actions as they could before the spell was cast, and gain the effects of Undead State and a magic threshold. Control Lesser Undead will have no effect upon them but Control Greater Undead will act like a Charm spell. The caster will be recognizable as an Undead version of themselves and can end the spell at any time. For all purposes they are considered Greater Undead.

Walk the Deadlands 

Incant: I invoke Necromancy to grant Walk the Deadlands

Duration: 5 minutes


In order for this spell to function the necromancer must killing blow themselves and enter their Death Count. During those five minutes, the Necromancer gains the Mysticism skill “Manifest” with one single exception – they are not anchored to their corpse. Able to walk freely in the Deadlands, the player must use an orange glowstick to represent their altered status. They are invisible to mortal eyes while in this state unless seen by a Mystic with the Dead Sight ability. While in the Deadlands the necromancer’scorpse remains in the mortal plane, slowly dying. Everything in the mortal plane will be visible to them and they can hear sounds as well. No physical or magical barriers may stop them unless that barrier is specifically designed to stop ghosts or Undead. However, while in the Deadlands, nothing on the mortal plane can be manipulated and all sounds the Necromancer makes will not be heard by the living. If the necromancer returns to their corpse’s location and ends the spell before the five minutes expire, the body will gasp and shudder, returning to life with 2 Body points but suffering no other ill effect. If for whatever reason the necromancer does not or cannot return to their corpse before the spell ends their spirit becomes lost in the Deadlands and they must resurrect. Suspension will not work on the necromancer during these five minutes. Intensive Care will work, but the spirit’s connection to the body will still sever after the initial five minutes, causing the Necromancer to resurrect.

Requiem 

Incant: I invoke Necromancy to grant Requiem

Duration: 1 hour


In order to prepare this spell, the Necromancer must do 1 Body point of damage to themselves and spill their blood on the ground in a small circle. The spell is then cast with one foot inside that circle and remains on the necromancer for one hour. During that hour, if the Necromancer’s spirit leaves their body through death via any means, instead of resurrecting they will appear at the circle of blood without having taken a death. For 10 minutes the Necromancer will remain unconscious and vulnerable with 1 Body point. If the Necromancer is moved away from the circle of blood, they will enter their Death Count and only a Life effect will revive them. At the end of the 10 minutes they will awaken with 2 Body. Items will not travel with the necromancer; they remain behind as if they had been slain. The player must write the time that the Requiem was cast on its spell tag.

Wasting Death 

Incant: I invoke Necromancy to inflict Wasting Death

Duration: 60 seconds


This powerful necromantic spell causes the spirit of the target to be slowly flayed from the body, causing it to enter its Death Count after a period of 60 seconds. During those 60 seconds it is obvious to both the target and observers that the body is being quickly consumed by necromantic energy. A Dispel Magic cast (or drunk via potion) or a Life spell (or effect) cast on the target during the 60 seconds will end the spell. If not, the target will die and immediately enter their Death Count, bypassing their Bleed Count. The target may receive a Life spell during those five minutes like normal, however if the Death Count expires (or if the target chooses to end their Death Count at any time) the body will raise as a Lesser Skeleton, under the control of the caster of Wasting Death, copying the stats and effects of the Raise Skeleton spell.

Description

A note about raising Undead:

Battle Magic is weaker than ritual magic and this factors into Necromancy in two ways. First, Undead must be raised from fresh corpses in their 5 minute death counts who’s spirits are still present. (This also ensures that a player has a person capable of NPCing the Undead they have raised). Secondly, the duration of raised Undead through Battle Magic is 1 hour. Undead created via Necromancy rituals have neither of these restrictions.

Numbers spells in this sphere refer to “Undead state”. These are powers that all Undead share and include the following:

Undead State:
• Immune to all mind affecting magic (charms, feebleminds, confusion, etc.)
• Immune to Ice damage and effects.
• Immune to all poisons, diseases, and equivalent attacks that attack a living, physical Body.
• Quadruple damage from Healing magic, Healed by Infliction magic.
• All Undead can "Sense Life" at will.
• All Undead take 1 Body point of damage per 10 seconds in daylight, and 1 Body point of damage per second in direct sunlight.
• Undead are affected by Death spells and other Death effects.

Sigil

Focus: A writing, drawing or painting tool

Frag Cost: 100

Spells

Sigil of Rest 

Incant: I craft a Sigil of Rest

Duration: Instant after 1 minute of rest


Symbol: A bed or medical cross

Once this Sigil is cast, the target must rest unmoving for one minute. After that time they are affected by “2 Magic Healing” and a full restore of all lost Stamina points. If the target moves, is moved or takes additional Body damage, the spell will end.

Sigil of Shock 

Incant: I craft a Sigil of Shock

Duration: 10 minutes


Symbol: A lightning bolt or sparks

Once activated this Sigil will allow its wearer to touch cast “1 Magic!” damage once every 10 seconds, for a period of 10 minutes. This magic slowly builds up a charge its wearer’s hands and cannot be used more than once every 10 seconds, nor can it be packet-delivered. It cannot be combined with other skills or spells, including hand to hand damage.

Sigil of Armour 

Incant: I craft a Sigil of Armour

Duration: 1 hour


Symbol: A shield or helm

This Sigil will reduce all incoming damage by 1 from all sources, to a minimum of 1. This damage reduction will only apply to damage done to armour points, it does not reduce incoming body damage. This Sigil can be drawn multiple times to reduce the damage further but requires a separate casting for each reduction of 1. There can be no more than five active Sigils of Armour on any one person. This reduction applies before any thresholds.

Sigil of Bravery* 

Incant: I craft a Sigil of Bravery

Duration: 5 Days


Symbol: A heart or dragon

This Sigil will protect its wearer from Cower and Fear attacks. If struck with such an attack, the Sigil wearer may declare “Sigil: Bravery!” and take no effect. The Sigil will vanish when used.

Sigil of the Forge 

Incant: I craft a Sigil of

Duration: 10 minutes


Symbol: An anvil or hammer

This Sigil will instantly repair 10 armour points worn by the target at the time of casting. It will also heal Gargylen and constructs.

Sigil of the Pocket 

Incant: I craft a Sigil of the Pocket

Duration: 5 days


Symbol: A pouch or pocket

This Sigil acts like a magic pocket with a size of at most 6×6 inches. Items touching this Sigil will vanish into it. It can hold no more than a normal sized pouch and if the Sigil is dispelled or the duration expires, the items will appear at the feet of the caster. If an item does not fit into the pouch, nothing will happen. The caster must possess an OOG pouch and write “SIGIL POCKET” on the outside. All items placed into the Sigil Pocket must be placed into the OOG pouch. Only one pouch can be active at a time.

Sigil of the Barrier 

Incant: I craft a Sigil of the Barrier

Duration: 10 minutes


Symbol: A wall or broken arrow

For 10 minutes after this Sigil is activated, it will reduce all incoming damage done by arrows, crossbow bolts or any thrown weapons to 1. When they are struck with these weapons, the Sigil wearer states “Minimize!”

Sigil of the Bound Man 

Incant: I craft a Sigil of the Bound Man

Duration: Line of Sight, Maximum 1 hour


Symbol: A chain or manacles

This Sigil can only be drawn and cast on a helpless or willing target. Once the Sigil is drawn and the spell is cast, the target’s arms are held stiffly behind their backs as if tied. The caster may command them to sit, stand, and walk as directed. They may not make the target run and cannot make them walk over a cliff or into an environmental condition that will damage them/kill them. They could, however, make them walk up to a gallows, or in front of an executioner’s block. This is a mind affecting charm effect and can be resisted as such. When the caster casts the spell, the target may choose to use any spell defenses or resistances they may have. If attacked or damaged in any way, the spell will end.

Sigil of the Lizard 

Incant: I craft a Sigil of the Lizard

Duration: Instant after 5 minutes of rest


Symbol: A lizard or arm/leg

This Sigil will restore all severed limbs after the target rests quietly for five minutes. Once the Sigil is drawn and the spell is cast, the target must rest for five minutes. During that time, they cannot use any skills, cannot defend themselves, or move farther than 10 feet from the spot it was activated. After that time, they will heal 5 Body and all lost limbs will be restored. This spell works as a restore limb spell for the purposes of what it will restore/fix. If the target is not affected by healing magic (like a Gargylen) but still affected by restore limb, then the restore limb effect will still take place.

Sigil of the Weapon Master 

Incant: I craft a Sigil of the Weapon Master

Duration: 1 hour


Symbol: The weapon desired

This Sigil will grant its wearer the weapon proficiency skill of the weapon that is drawn as the Sigil, with the exception of Exotic weapons. If its wearer already possesses the weapon skill the Sigil will grant +1 damage instead. A second stack will allow the wearer to pick either an extra +1 damage, or cause the weapon to swing for Silver damage for the duration. A third stack will allow the wearer to pick either an extra +1 damage, or cause the weapon to swing for Magic damage for the duration. Even if the weapon is already silver or the wearer already has the weapon proficiency, no stack step may be skipped. This spell may be stacked a maximum of three times. This spell will not create a weapon, merely grant proficiency.

Sigil of the Flechette 

Incant: I craft a Sigil of Flechette

Duration: 5 days


Symbol: Darts or throwing knives

Once active, this Sigil allows its wearer to touch the Sigil and draw forth three magical throwing weapons. These summoned weapons do 5 Magic Body each and dissipate upon impact. The weapons are considered summoned weapons and the damage cannot be augmented as if they were regular thrown weapons. Weapon reps for Sigil of Fletchette can be any thrown [type] and should be blue in colour to indicate they cannot be picked up once thrown.

Sigil of Inversion* 

Incant: I craft a Sigil of Inversion

Duration: 5 days or until used


Symbol: Any two symbols that oppose each other in any way

This Sigil will reverse the next non-divine or non-Draconic damaging spell or magical effect to hit the target’s Body and turn it into healing. If the target with this Sigil is hit by an Elemental Strike spell, instead of taking 25 points of Magic damage, they will receive 25 points of magic healing. This effect triggers whenever the effect would hit Body (even partially) on the Sigil bearer but will not if it only damages armour. Eg: if the Sigil wearer wore 15 points of armour in the above example, the full 25 points of damage would be converted to healing because at least some of the damage hit to Body points. This spell can be stacked with other magical protections such as Shield Magic and, if it is, the wearer may decide which activates first. The healing granted by this Sigil will be appropriate for its wearer – it will convert to infliction for Undead, fire for a fire elemental and will heal constructs and Gargylen. When this Sigil is used its wearer must state “Sigil Inversion!”

Sigil of Dispel 

Incant: I craft a Sigil of Dispel

Duration: Instant


Symbol: A circle with an X in it

This Sigil will function as a Dispel Magic spell and will terminate any and all active Battle Magic spells of ninth level or lower, unless specifically stated otherwise in the description, on the target. Spells removed will be both positive and negative, including all protective spells. It has no effect on ritual magic. Any magical items, including Battle Magic scrolls, on the target will become inoperative for 10 minutes.

Sigil of Seal Armour 

Incant: I craft a Sigil of Seal Armour

Duration: 1 hour


Symbol: A breastplate or broken spear

This Sigil will convert any Body damage received from physical weapons into normal damage. Body damage will not be negated, but instead converted into non-Body damage of the same damage [type]. Once the wearer’s armour has breached, any further Body damage will occur like normal. This benefit comes at a price – while the Sigil of Seal Armour is active, any numeric damage spells that successfully strike the wearer will have their damage converted into Body damage automatically.

Sigil of Delay* 

Incant: I craft a Sigil of Delay

Duration: 5 days/ 1 minute


Symbol: An hourglass

Upon being hit by an instantaneous spell effect, the wearer may declare “Sigil of Delay!” and postpone the spell’s effect for 1 minute. Once the full minute has passed, the effect carries on as normal. Any new protective spells gained in this minute will resolve before the delayed effect if applicable. While a spell is stored, a Dispel Magic may be cast on the Sigil to dispel both the Sigil as well as the captured spell.

Sigil of Warding 

Incant: I craft a Sigil of Warding

Duration: 1 hour


Symbol: A tower shield placed on the forearm of choice

This Sigil must be drawn on the arm where it is intended to be used. If that arm becomes dismembered, the Sigil will end. This spell allows the wearer of the Sigil to use the selected arm from the elbow down as a shield, negating all physical damage from melee boffer weapon strikes that strike the arm between the wrist and elbow. Grabbing weapons will still inflict Body damage. Damage greater than 30 will break through the Sigil, causing the Sigil to end and the wearer to take the full damage of that strike. While active, the wearer’s forearm will glow blue and the wearer must state “Active Warding” to those that see them. The wearer may wear a bracer on the selected arm, as long as the Sigil is visible as well. The selected arm’s hand may still be used for other activities, like wielding a weapon or spellcasting, while this Sigil is active.

Sigil of Magical Storage 

Incant: I craft a Sigil of Magical Storage

Duration: 24 hours


Symbol: A spellbook or scroll

When this Sigil is activated, for the next 10 minutes it will absorb the first spell that is touch-cast on the Sigil itself. This spell will then be available for the Sigil wearer to use for 24 hours. Any spell levels 1 to 9 can be absorbed in this fashion and the wearer simply needs to state “Activate Sigil: ”. The spell operates like normal and the Sigil wearer is considered to be the caster. When this Sigil absorbs a spell that spell is considered to have been cast and is lost from the caster’s memory. Only one spell can be absorbed per Sigil of Magical Storage and only one of these Sigils can be active on any one person at a time. Spells absorbed with this sigil will fail if the target already possesses an active version on their spirit. Eg: You cannot store a Magic Armour spell if you are wearing an active Magic Armour.

Sigil of the Phoenix* 

Incant: I craft a Sigil of the Phoenix

Duration: 5 days or until activated


Symbol: A phoenix or flame(s)

While active, this Sigil will have one of two possible effects:

1) This Sigil can be activated to allow its wearer to swing for 5 Magic Fire with any weapon they are
holding for 60 seconds. Activating the Sigil in this manner will also heal its wearer of all lost Body
points, remove all toxins, restore all limbs, remove any charms and dispel any negative magical effects on
their spirit. It will not cleanse ritual magic or toxins with specific antidotes.

2) If the wearer of this Sigil falls into their Bleed Count, the Sigil will automatically activate granting the
same bonus as #1 including the full healing. This effect will also activate automatically during the final
“count” of a killing blow. Eg: If the killing blow is a 10 second version, it will activate at the 10th second.

When either of these uses are activated the wearer must state “Sigil: Phoenix!”.

Description

Note: When a symbol is drawn, it is done so using the spell focus on an IG level. OOG however, other tools may be used to draw the symbol.

Sigil is a spell sphere that requires the user to cast spells on pre-existing symbols drawn upon the skin of targets that have spirits. These symbols can be temporary – quick dashes of paint before a battle – or permanent tattoos. The symbols must be created in game; a player cannot simply say the symbol exists in it. It needs to be represented. Symbols must be re-drawn for each casting, even if cloth is used. Tattoos that exist out of game on a player are acceptable as Sigil symbols so long as they fit the requirements. Sigils can be placed on skin (unless the sigil states otherwise) or on cloth attached to the body, such as an armband. You must have the target’s OOG permission for both the location and painting material that’s used on them.

Sigil symbols must remain visible at all times, both prior to the sigil being cast and after it has been cast. If a symbol is wiped off or covered for more than 1 minute, the spell effect will end. Sigils must always be drawn in blue. If a sigil is drawn on a limb which becomes severed, the sigil effect will end.

Lastly, unless the spell description allows it, a target may only have 1 of the same Sigil active on his or her person at a time.