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.