| Advancement (Druid) | Type: Neutral | Range: Self |
| Effect: May purchase 3 points of 1st level Druid magic. | ||
|
Note: Advancement may be purchased
only once.
|
||
| Advancement (Healer) | Type: Neutral | Range: Self |
| Effect: May purchase 3 points of 1st level Healer magic. | ||
|
Note: Advancement may be purchased
only once.
|
||
| Advancement (Wizard) | Type: Neutral | Range: Self |
| Effect: May purchase 3 points of 1st level Wizard magic | ||
|
Note: Advancement may be purchased
only once.
|
||
| Ambidexterity | Type: Neutral | Range: Self |
| Effect: Magic may be cast with either hand. | ||
|
Note: This lasts entire game.
|
||
| Anti-Magic Zone | Type: Fixed Enchantment | Range: Touch |
| Materials: Focus, Yellow markers (for 50' diameter area) | ||
| Incantation: "May all forms of magic forsake this place." x10 | ||
| Effects: No magic of any sort will work within the marked 50' diameter circle. | ||
| Notes: Enchantments are not dispelled, they will return after the area is left. Incanted spell balls must be recast upon leaving the zone. Protection from Magic will not allow bearer to use magic in the zone. | ||
|
Limitation: Non-Magical abilities
may be used normally. May be
dispelled from outside the circle.
|
||
| Barkskin | Type: Enchantment | Range: Touch |
| Materials: Orange Cloth | ||
| Incantation: "May nature keep you safe from harm." x5 | ||
| Effect: Confers one (1) point of armor to all legal target areas of the body. Up to four (4) Barkskins may be simulcast on a single person. | ||
| Note: Barkskin is only effective against physical attacks (swords, arrows, etc.), including Magic Bolt and Flame Bolt. | ||
|
Limitations: Cannot be used in
conjunction with other armor,
including other magical armor.
May not be Mended or Repaired in any
manner.
|
||
| Banish | Type: Spell | Range: 20' |
| Incantation: "I banish thee (monster)" x5 | ||
| Effect: Undead monster is banished for a 300 count. It will return to play at the spot that it was Banished after the count. | ||
| Dispel: Yes | Cancel: Yes | |
|
Limitation: Only works on undead
creatures.
|
||
| Bless | Type: Enchantment | Range: Touch |
| Materials: White cloth | ||
| Incantation: "I bless this (piece of garb)." x5 | ||
| Effects: Player is immune to the first physical hit (excluding magic). | ||
|
Limitation: Bless only applies to
areas covered by the item of garb
Blessed. Magic Bolts and Flame Bolts
are considered physical blows for the
purposes of this spell.
|
||
| Call Lightning | Type: Spell | Range: 20' |
| Incantation: Identification (name or description), "I call lightning to strike thee." x4 | ||
| Effect: Target is slain by lightning. | ||
| Dispel: No | Cancel: No | |
|
Limitations: Protection from Flame
and Protection from Magic confer
immunity to Call Lightning.
|
||
| Cancel | Type: Spell | Range: 50' |
| Incantation: "I cancel my spell." x2 | ||
| Effects: Negates enchantment or fixed enchantment on which it was cast. | ||
| Limitation: May only be used on own magic, and only on spells that state say that they may be Canceled. | ||
| Dispel: No | Cancel: No | |
|
Note: Permanent enchantments and
Permanent fixed enchantments may not
be canceled.
|
||
| Circle of Protection | Type: Fixed Enchantment | Range: Touch |
| Materials: Focus, 10' white (healer) or yellow (wizard) cloth. | ||
| Incantation: "Circle of protection" x5 | ||
| Effect: Players inside the Circle of Protection are immune to all battle game effects and may not affect those outside of the circle. Players inside a Circle of Protection may use magic and abilities that affect themselves and/or others inside the same Circle of Protection, but they cannot affect anything outside the Circle of Protection. | ||
| Notes: The caster and all additional players must be inside the Circle of Protection when it is cast. Enchantment is broken by anyone exiting the circle. Must be broken and recast to allow new players inside. | ||
|
Limitations: Cannot block access to
an area. May not contain game items.
Any spells being cast when the Circle
of Protection is broken are spoiled
and must be restarted. Spell casters
may only have one (1) fixed enchantment
active at a time.
|
||
| Commune | Type: Spell | Range: Self |
| Incantation: Touch tree with both hands, "Mother nature hide me." x3 | ||
| Effect: Druid enters Communion may neither affect the game nor be affected by the game in any manner. | ||
| Dispel: No | Cancel: No | |
| Note: Game items cannot be taken into a Commune. | ||
|
Limitations: May not cast Commune
within 20' of a base or flag. Must
hum or chant continually. May not
hold any weapon while Communing.
Spell ends instantly if chanting is
stopped or contact is broken with
tree. Destruction of the tree does
not effect the Druid or the Commune in
any way.
|
||
| Confusion | Type: Spell | Range: 50' |
| Materials: Focus | ||
| Incantation: Identification (name or description) "By the power of nature, I will you to be confused." x5 | ||
| Effect: The victim of this spell must attack nearest creature (friend or foe) with most lethal means for a 100 count. | ||
| Dispel: Yes | Cancel: Yes | |
| Note: A Pacify spell will end the effects of this spell. | ||
|
Limitations: Paladins and Monks
(3rd level) are immune. Protection
from Charm, Chant of Clear Thought,
and Protection from Magic confer
immunity to Confusion.
|
||
| Cure Disease (Druid) | Type: Spell | Range: Touch |
| Incantation: "I purge all sickness from thy body/that object." x3 | ||
| Effect: Person or object is no longer diseased. | ||
| Dispel: No | Cancel: No | |
|
Note: The limb struck by a diseased
weapon is still damaged, but the wound
is no longer diseased.
|
||
| Cure Disease (healer) | Type: Spell | Range: Touch |
| Incantation: "I purge all sickness from thy body/this (object)." x5 | ||
| Effect: Person or object is no longer diseased. | ||
| Dispel: No | Cancel: No | |
|
Note: The limb struck by a diseased
weapon is still damaged, but the wound
is no longer diseased.
|
||
| Cure Poison | Type: Spell | Range: Touch |
| Incantation: "I expel the venom from thy body/this (object)." x3. | ||
| Effect: Person or object touch is no longer poisoned. | ||
| Dispel: No | Cancel: No | |
|
Note: The limb struck by a poisoned
weapon is still damaged, but the wound
is no longer poisoned.
|
||
| Curse Weapon | Type: Spell | Range: 20' |
| Incantation: "I curse that (weapon)." x5 | ||
| Effect: Weapon must be dropped and is useless for a 300 count. | ||
| Dispel: No | Cancel: No | |
| Limitation: If target has more than one weapon then the weapon must be noted at beginning of spell. | ||
|
Note: Mend and Repair have no effect
on a Cursed Weapon.
|
||
| Death Strike | Type: Enchantment | Range: Touch |
| Materials: Yellow and Black cloth, melee weapon | ||
| Incantation: "May this weapon slay its victim." x5 | ||
| Effect: Weapon will kill victim on a wound. | ||
| Limitation Enchantment is lost after killing one person or upon removing a point of invulnerability. | ||
|
Note: Monks (5th level), Berserk
Barbarians (4th level), and Paladins
are immune. Death Strike does only
normal weapon damage against
Protection from Magic and
Protection from Death.
|
||
| Death Blade | Type: Enchantment | Range: Touch |
| Materials: Yellow and Black cloth, weapon | ||
| Incantation: "May this weapon slay its victims." x5 | ||
| Effect: Any hit that would cause a wound, instead kills the target. | ||
|
Limitation: Monks (5th level),
Berserk Barbarians, Paladins, and
any one bearing Protection from
Death or Protection from Magic take
only normal damage from a weapon
bearing this enchantment.
|
||
| Defend | Type: Enchantment | Range: Self |
| Materials: Yellow cloth | ||
| Incantation: "I call upon the forces of magic to defend me" x5 | ||
| Effect: Confers Protection from Magic, Protection from Missiles, or Protection from Flame, choice of one. | ||
| Notes: Wizard may cast magic without losing this enchantment. | ||
|
Limitation: May only be cast on self.
|
||
| Dispel Magic | Type: Spell | Range: 20' |
| Incantation: "I dispel that magic." x5 | ||
| Effect: Dispels any enchantment or fixed enchantment. | ||
| Dispel: No | Cancel: No | |
| Limitations: Will only dispel spells that expressly say that they can be Dispelled in the individual spell descriptions. Permanent enchantments and Permanent fixed enchantments cannot be Dispelled. | ||
|
Note: If targets bears more than one
enchantment, then the individual
enchantment targeted must be announce
at beginning of spell.
|
||
| Doom | Type: Spell | Range: 50' |
| Materials: Focus | ||
| Incantation: Identification (name or description) "I doom thee." x10 | ||
| Effect: Victim is slain by Death Magic. | ||
| Dispel: No | Cancel: No | |
|
Limitation: Monks (5th level),
Berserk Barbarians (4th level), and
Paladins are immune. Protection from
Death and Protection from Magic
protect against Doom.
|
||
| Doomsday | Type: Spell | Range: Touch |
| Materials: Focus | ||
| Incantation: "Doomsday (count)" x300 | ||
| Effect: All members of the enemy team in sight at the end of the spell die. | ||
| Dispel: No | Cancel: No | |
|
Limitation: Monks (5th level), Berserk
Barbarians (4th level), and Paladins
are immune. Protection from Death and
Protection from Magic confer immunity
to Doomsday.
|
||
| Enchant Armor | Type: Enchantment | Range: Touch |
| Materials: Yellow cloth, armor | ||
| Incantation: "Enchant this armor" x10 | ||
| Effect: Weapons (regardless of weapon damaging capacity) do one point of damage to Enchanted Armor. | ||
| Notes: This is proof against Backstab, Armor Piercing arrow, and Penetrating arrow. This covers all armor worn by the player. Does not grant the ability to wear armor. | ||
|
Limitations: Enchanted armor may not
be mended or repaired in any way.
Provides no protection from verbal or
ball spells.
|
||
| Enchant Missile | Type: Enchantment | Range: Touch |
| Materials: Orange cloth, missile weapon | ||
| Incantation: "May this missile strike true." x5 | ||
| Effect: Confers one additional point to armor damaging capability and allows missile to break shields with three hits (as Enchant Weapon). | ||
|
Note: May only be cast on thrown or
projected missiles.
|
||
| Enchant Shield | Type: Enchantment | Range: Touch |
| Materials: Yellow cloth, shield | ||
| Incantation: "Enchant this shield" x10 | ||
|
Effect: Shield may not be destroyed
by anything except Sphere of
Annihilation.
|
||
| Enchant Weapon | Type: Enchantment | Range: Touch |
| Materials: Yellow cloth, melee weapon | ||
| Incantation: "Enchant this weapon" x10 | ||
| Effect: Weapon does an additional point of damage. At two points of damage a weapon will destroy an unprotected shield in three solid blows. | ||
|
Note: The thrusting portion of any
weapon may not be used to break
shields.
|
||
| Ensnare | Type: Spell | Range: 20' |
| Incantation: Identification (name or description) "May the earth at thy feet ensnare thee." x2 | ||
| Effect: Victim is rendered immobile and unable to move feet until each leg is struck ten (10) times each by a slashing weapon. Victim may fight or cast magic, but must do so without moving feet from ensnared position. | ||
| Dispel: Yes | Cancel: Yes | |
| Note: Ensnare may be cast while moving. | ||
|
Limitation: Barbarians and Monks
(2nd level) are immune. Protection
from Magic and Flames of Freedom grant
immunity.
|
||
| Entangle | Type: Ball Spell | Range: Thrown |
| Materials: padded brown spell ball | ||
| Incantation: "Entangle" x5 | ||
| Effect: A hit or graze to a person or their equipment renders them immobile (and unable to cast magic, use abilities, etc.) for a 300 count. Person may only be affected by Fireball, Rot, Freedom, Shove, and Sphere of Annihilation. One Fireball will free person without harm, a second Fireball has normal effect. Sphere of Annihilation destroys both Entangle and the person. | ||
| Dispel: Yes | Cancel: No | |
| Notes: Lightning Bolt and Flame Bolt have no effect. | ||
| Limitations: Barbarians are
immune. Flames of Freedom and
Protection from Magic protects against
effects of Entangle.
|
||
| Expertise (Druid) | Type: Neutral | Range: Self |
| Effect: May purchase 4 points of 2nd level Druid magic. | ||
| Limitation: This may only be
purchased once.
|
||
| Expertise (Healer) | Type: Neutral | Range: Self |
| Effect: May purchase 4 points of 2nd level Healer magic. | ||
|
Limitation: This may only be purchased
once.
|
||
| Expertise (Wizard) | Type: Neutral | Range: Self |
| Effect: May purchase 4 points of 2nd level Wizard magic. | ||
|
Limitation: This may only be purchased
once.
|
||
| Extension | Type: Neutral | Range: Special |
| Incantation: "Extension" + spell to be cast | ||
| Effect: Doubles the range of a spell for one (1) use only. Gives touch spells a 20' range. | ||
| Dispel: No | Cancel: No | |
|
Limitations: Extension is considered
used as soon as the incantation
("Extension") is spoken, whether or
not the spell to be extended is
completed or not.
|
||
| Extension Fast Heal | Type: Spell | Range: 20' |
| Incantation: "Extension" + Fast Heal incantation | ||
| Effects: Same as Heal spell, except for range and incantation. | ||
| Dispel: No | Cancel: No | |
| Feeblemind | Type: Spell | Range: 50' |
| Materials: Focus | ||
| Incantation: Identification (name or description) "I call upon the power of entropy to erase your mind." x5 | ||
| Effect: Victim of Feeblemind may not use any class abilities, including spell casting, until killed. A victim of Feeblemind may use only the melee weapons that they were carrying when affected by the Feeblemind. | ||
| Dispel: Yes | Cancel: Yes | |
| Note: A Resurrected victim will still be under the effects of Feeblemind until it is cured. The victim of a Feeblemind must still follow the restrictions of class. | ||
| Limitation: Paladins and Monks
(3rd level) are immune. Protection
from Charm, Chant of Clear Thought,
and Protection from Magic confer
immunity to this spell. Pacify will
end the effects of this spell.
|
||
| Fireball | Type: Ball Spell | Range: Thrown |
| Materials: Padded red spell ball | ||
| Incantation: "Fireball" x5 | ||
| Effect: Anything hit by a Fireball is destroyed, even on a bounce. | ||
| Dispel: No | Cancel: No | |
| Notes: A Fireball retains its ability to destroy until it loses its original momentum, at which time it is extinguished. | ||
|
Limitation: Protection from Flame and
Protection from Magic confer immunity.
|
||
| Firebow | Type: Enchantment | Range: Touch |
| Materials: Orange and Red cloth for bow, red cloth for arrows | ||
| Incantation: "I empower this bow with the element of fire" x10 | ||
| Effect: Arrows shot from Firebow are considered Flame Arrows. This is in addition to any other arrow properties, such as penetration or armor-piercing. | ||
| Note: All arrows must be marked as per Flame Arrow. | ||
|
Limitation: This does not give the
user ability to use a bow.
|
||
| Finger of Death | Type: Spell | Range: 50' |
| Materials: Focus | ||
| Incantation: Identification (name or description) "I call for your death." x5 | ||
| Effect: Target is slain by Death Magic. | ||
| Dispel: No | Cancel: No | |
|
Limitations: Monks (5th level),
Berserk Barbarians (4th level) and
Paladins are immune. Protection from
Magic and Protection from Death grant
immunity.
|
||
| Fire Trap | Type: Fixed Enchantment | Range: Touch |
| Materials: Focus, Orange markers for 20' diameter circle | ||
| Incantation: "I call upon the element of fire to consume all that violate these boundaries." x5 | ||
| Effect: Fire Trap will completely destroy any person and all of their equipment, including thrown and projected weapons upon entry into the protected area. Spells (and Spell Balls) can be cast into or through a Fire Trap. | ||
| Note: Spell casters may have only one fixed enchantment active at a time. May not be cast with in 20' of a base. Game items may not be taken into a Fire Trap. | ||
|
Limitations: Protection from Flame
and Protection from Magic are proof
versus Fire Trap, but only the
item/person that is enchanted. (So a
player might enter a Fire Trap to find
that all of his/her equipment has been
destroyed.)
|
||
| Flameblade | Type: Enchantment | Range: Touch |
| Materials: Orange and Red cloth or tape, melee weapon | ||
| Incantation: "Flameblade" x10 | ||
| Effect: Weapon does an additional point of damage. At two points of damage a weapon will destroy an unprotected shield in three solid blows (as per Enchant Weapon). Any blow that would wound the target causes death unless the target is immune to magic or flame. A Flameblade instantly frees the victims of an Entangle or Iceball on contact. | ||
| Note: Flameblade is immune to Pyrotechnics, Heat Weapon, Flamewall, and Fire Trap. May be used to block Entangle, Iceball, Lightning Bolts, Flame Bolts, and Fireballs, with no harm/effect to the wielder nor to the Flameblade. | ||
|
Limitation: The thrusting portion of
any weapon may not be used to break
shields.
|
||
| Flame Bolt | Type: Ball Spell | Range: Thrown |
| Materials: Padded orange spell ball | ||
| Incantation: "Flame Bolt" x5 | ||
| Effect: Inflicts damage and/or wounds as a Flame Arrow shot from a normal bow. | ||
| Dispel: No | Cancel: No | |
| Notes: Flame Bolt does 2 points of damage to any armor that it strikes, it will destroy any weapon that it strikes (unless that weapon is Hardened or wielded by a Monk, and it will destroy an unprotected shield that it strikes unless the face of the shield is tapped on the ground 3 times within 5 seconds. Will not harm a Strengthened or Enchanted shield. | ||
|
Limitations: Protection from Missiles
does not block a Flame Bolt. Garb
shots are ignored. Protection from
Magic and Protection from Flame confer
immunity to Flame Bolt.
|
||
| Flamewall | Type: Fixed Enchantment | Range: Touch |
| Materials: Focus, 10' orange cloth or rope | ||
| Incantation: "I command fire to come forth." x10 | ||
| Effect: Creates a 10' wide x 10' high wall of flame. A Flamewall will completely destroy any person and all of their equipment (including thrown and projected weapons) upon contact. Spells (including Spell Balls) can be cast through a Flamewall. | ||
| Note: Spell casters may have only one fixed enchantment active at a time. | ||
|
Limitations: Protection from Flame
and Protection from Magic are proof
versus Flamewall, but only the
item/person that is protected.
(So a player might pass through a
Flamewall to find that all of his/her
equipment has been destroyed.)
|
||
| Flames of Freedom | Type: Enchantment | Range: Touch |
| Materials: Orange cloth | ||
| Incantation: "Flames of Freedom" x10 | ||
| Effect: Confers immunity to Entangle, Ensnare, and Iceball. | ||
|
Notes: Immunity extends to person's
equipment, weapons, etc.
|
||
| Flight | Type: Enchantment | Range: Touch |
| Materials: Yellow cloth | ||
| Incantation: "Take to the air and fly away" x5 and "Arriving" x5 to land | ||
| Effect: Bearer is considered to be flying. A flying player may engage in melee combat only with another flying player. Missile combat (including spell balls) is not allowed. May take flight and land multiple times. | ||
| Notes: May only be attacked by ranged spells and missiles (including Ball Spells). Ranges for verbal spells are considered to the actual distance between players. | ||
|
Limitation: May not attack "grounded"
players by any means except verbal
magic, and caster must follow all
Rules of Magic. Player must say
"Arriving" x5 while vulnerable to
attack before able to move or defend
himself.
|
||
| Forcewall | Type: Fixed Enchantment | Range: Touch |
| Materials: 10' white (healer) or yellow (wizard)rope or cloth | ||
| Incantation: "I create an impassable barrier of force." x5 | ||
| Effect: Creates a 10' wide x 10' high impassable barrier. | ||
|
Notes: Barrier will stop verbal
spells, melee and missile combat, and
spell balls. Spell casters may only
have one (1) fixed enchantment active
at a time.
|
||
| Freedom | Type: Spell | Range: 20' |
| Incantation: Identification (name or description) "I free thee from the shackles that bind thee" x3 | ||
| Effect: Target is instantly freed from any magic or ability that physically restricts movement in any way. | ||
| Dispel: No | Cancel: No | |
|
Notes: Physically restrictive magics
and abilities include: Entangle,
Iceball, Petrify, Ensnare, Hold
Person, Paralyze, and Paralyzing
Pit.
|
||
| Lend | Type: Neutral | Range: Touch |
| Effect: Allows wizard to lend any magic (that the wizard can use) to another wizard (of any level) who then may cast the spell normally. | ||
| Notes: Casting wizard must pay spell points for both the lend and the magic being lent. | ||
|
Limitation: Caster must still
abide by the spell maximums.
|
||
| Harden | Type: Enchantment | Range: Touch |
| Materials: Yellow cloth, object | ||
| Incantation: "Harden this (object)" x10 | ||
| Effect Object may not be destroyed by anything except Sphere of Annihilation. | ||
|
Limitation: May not be placed on
players, garb, armor etc.
|
||
| Heal (Druid) | Type: Spell | Range: Touch |
|
Incantation: "I call upon the healing
power of nature to heal thee, I call upon the healing power of nature to lessen thy pain, I call upon the healing power of nature to mend thy bones, I call upon the healing power of nature to restore thy vigor, I call upon the healing power of nature to close thy wound, By the healing power of nature thou art healed." |
||
| Effect: The wounded limb is healed. Heal will end the effects of subdual, and free the victim of Petrify in a 300 count after the completion of the Heal spell. Heal will free victims of a Paralyzing Pit. | ||
| Dispel: No | Cancel: No |
|
| Heal (Healer) | Type: Spell | Range: Touch |
|
Incantation: "I call upon the gentle power of healing to heal thee, I call upon the gentle power of healing to lessen thy pain, I call upon the gentle power of healing to mend thy bones, I call upon the gentle power of healing to restore thy vigor, I call upon the gentle power of healing to close thy wound, I call upon the gentle power of healing to grant thee life, By the gentle power of healing thou art healed." |
||
| Effect: The wounded limb is healed. Heal will end the effects of subdual, and free the victim of Petrify in a 300 count after the completion of the Heal spell. Heal will free victims of a Paralyzing Pit. | ||
| Dispel: No | Cancel: No | |
| Healblade | Type: Enchantment | Range: Touch |
| Materials: White and Yellow cloth, melee weapon | ||
| Incantation: "Healblade" x10 | ||
| Effect: The weapon heals wounds on a hit to the wounded limb. It may also be used to cure Stun Person and end the effects of subdual. | ||
| Limitations: The weapon will not cause wounds to anyone except undead (acts as a Death Blade on undead monsters). Will not repair natural armor. Healblade cannot be used to heal the wounds of the bearer of this enchantment. | ||
|
Note: Affects Petrified players as a
Heal spell. Healblade will free
victims of a Paralyzing Pit.
|
||
| Heal Extend | Type: Spell | Range: 20' |
| Incantation: "Extension" + Heal spell incantation | ||
| Effect: Same as Heal spell except for range and incantation. | ||
| Dispel: No | Cancel: No | |
| Heat Weapon | Type: Spell | Range: 20' |
| Incantation: "By the power of elemental fire I heat that (weapon)." x2 | ||
| Effect: Weapon must be dropped and is useless for a 300 count. | ||
| Dispel: No | Cancel: No | |
| Note: Mend and Repair Weapon have no effect on a Heated Weapon. | ||
|
Limitation: If target has more than
one weapon, the specific weapon must
be noted at beginning of spell.
|
||
| Hold Person | Type: Spell | Range: 20' |
| Incantation: Identification (name or description) "I command you to stop." x3 | ||
| Dispel: Yes | Cancel: Yes | |
| Effect: Victim is rendered immobile and unable to move his feet for a 100 count. Victim may still attack or cast magic, but must do so without moving feet from that position. | ||
| Note: Hold Person may be cast while moving. | ||
|
Limitation: Barbarians and Monks (2nd
level) are immune. Protection from
Magic confers immunity to Hold Person.
|
||
| Iceball | Type: Ball Spell | Range: Thrown |
| Materials: padded white spell ball | ||
| Incantation: "Iceball" x5 | ||
| Effect: A hit or graze to a person or their equipment renders them immobile (and unable to cast magic, use abilities, etc.) for a 300 count. Person may only be affected by Fireball, Melt, Freedom, Shove, and Sphere of Annihilation. One Fireball will free person without harm, a second Fireball has normal effect. Sphere of Annihilation destroys both Iceball and the person. | ||
| Dispel: Yes | Cancel: No | |
| Note: Lightning Bolt and Flame Bolt have no effect. | ||
| Limitation: Barbarians and bearers of Flames of Freedom and Protection from Magic are immune. | ||