Acid Bolt (B, Sorcery)
C: Druid 3
M: Padded green 'acid' ball with streamers
I: Hold ball and repeat x5 'Acid Bolt'
E: This ball of acid is considered to be a Red throwing weapon. Will wound/
kill as normal on limb/torso shots. Deals two points of damage to armor and
will destroy a normal shield in three blows, but may be parried by a weapon
without penalty.
N: It is not stopped by Protection from Projectiles. (Greater) Missile Block
is
ineffective against this.
Advancement (N, Neutral)
C: Wizard 5
E: May purchase up to three points worth of first level magic.
Ambidexterity (N, Neutral)
C: Druid 3, Wizard 3
E: User may cast magic with either hand.
Anti-Magic (FE, Sorcery)
C: Wizard 3
M: 50 ft. Measure, yellow markers
I: Mark an area with a 50 ft. Radius, repeat x20 'May all forms of magic forsake
this place.'
E: No magic of any kind will work within the circle, though enchantments will
reappear when removed from the affected area.
N: Dispel Magic, if cast from outside the sphere of influence, will remove Anti-Magic.
Awe/Fear (S, Control)
C: Bard 4, Healer 5
I: For Awe repeat x3 'I make thee in awe' or
for Fear repeat x3 'I make thee afraid.'
R: 20 ft.
E: Target may not attack or cast magic at the caster and must remain at least
20 ft away from the caster at all times for a 300 count.
L: If the caster attacks or casts another magic at the target, this spell's
effect is negated.
N: Victims may still cast area-effect magic (like Doomsday) that would affect
the caster but do not specifically target him.
Banish (S, Spirit)
C: Healer 2
M: Undead or extra-planar creature.
I: Repeat x5 'I banish thee monster.'
R: 20 ft.
E: Monster is removed from play for a 300 count. It will come back at the spot
where it was Banished -does not count as a life lost for the creature. Three
successful Banishments on the same life of a creature will kill the creature.
N: May not be dispelled. Only usable on undead and extra-planar creatures.
Barkskin (E, Protection)
C: Druid 2
M: Person, enchantment cloth
I: Touch person and repeat x5 'May nature protect thee,' attach cloth to person.
E: Recipient gains one point of armor to all hit locations.
L: The protection is only from physical attacks. Cannot be used with other armor.
N: May be simul-cast up to two times for a total of two points of armor. Behaves
just like normal armor. May be cast on players that cannot normally wear armor.
Is not a form of invulnerability.
Berserk (E, Sorcery)
C: Bard 4
M: Enchantment cloth, Red Head Band.
I: Touch target, repeat x2
'The anger builds within thy veins
No longer shall thou keep it caged
Thine enemies shall feel the pain
Thy Crimson visaged berserk rage!'
Place cloth and red headband clearly visible on target.
E: Player gains all the abilities and restrictions listed for the Berserk ability
for the duration of the life enchanted. May not return to 'normal' until the
enchantment is removed by magic or death.
L: Player does not gain Fight After Death unless they may normally do so while
berserk (3rd level or higher barbarians). May not be used on players who are
already berserk.
N: This is the only enchantment that can be cast on barbarians. Each player
can have this cast on them only once each game.
Bladesharp/Bludgeon (E, Sorcery)
C: Wizard 1, Druid 1
M: Enchantment cloth
I: Hold weapon in free hand and repeat x10 'Improve this weapon,' tie cloth
on weapon.
E: Weapon deals one additional point of damage when slashing. May be simul-cast
up to four time on one weapon allowing it to deal up to four extra points of
damage. This does not make it a red weapon.
L: Only usable on bladed or blunt weapons; cannot be applied to piercing or
projectile weapons.
Bless (E, Protection)
C: Healer 2
M: Enchantment cloth, item of garb or armor
I: Touch item and repeat x5 'I bless thee,' tie cloth to item.
E: Person is immune to the first physical hit of any type, excluding magical
balls.
L: Immunity only applies to areas covered by the item. May not be simul-cast.
N: Is not armor, may not be Mended or Healed. Is considered a form of limited
invulnerability.
Call Lightning (S, Flame)
C: Druid 4
I: Raise empty hands above head and repeat x3 'I call lightning to strike thee.'
R: 20 ft.
E: Target is dead.
Cancel (S, Sorcery)
C: Bard 1, Druid 1, Healer 1, Wizard 1
I: Repeat x2 'I cancel my magic.'
R: 50 ft
E: A spell, enchantment, or fixed enchantment you cast is negated and expended
L: May not be used on a magical ball already thrown. Magic that is completed
when cast such as Heal and Resurrect cannot be cancelled.
Charm (S, Control)
C: Bard 1
I: State 'Charm' - followed by a 20 syllable or more poem - followed by 'Charmed.'
R: 20 ft
E: Enemy player is given a task by the caster, such as sing or dance about,
which he must perform. The caster should describe what he wants the Charmed
player to do within a 50 count after casting the spell. The caster may not be
attacked by the victim during this time. If the caster dies before the instructions
for the Charm are given, the player is freed of the Charm. If the caster has
not given his instructions within a 50 count the Charmed player is freed. Spell
ends when the task is completed or a 150 count has elapsed, whichever comes
first.
L: You may not Charm somebody to affect his own person, equipment, or teammates.
The victim may defend himself if attacked, but otherwise may not interact with
other players unless it is required to complete the Charm. The victim may move
immediately to a safe, out of the way location, if performing the Charm at their
current location would place him at a battlefield disadvantage. If moving to
a safe location, the count for the Charm begins when the victim arrives at that
location. Impossible tasks such as, 'Bring me the moon in a teacup' result in
the Charm being wasted.
N: The charmed player's count starts the moment they are Charmed, except as
noted above.
Circle of Protection (FE, Sorcery)
C: Healer 6, Wizard 2
M: 10 ft cloth
I: Lay cloth in circle, repeat x5 'Circle of protection,' place person(s) and/or
item(s) you wish to protect inside.
E: Person(s)/item(s) inside can't harm or be harmed by anyone outside the circle,
nor can they cast magic that affects anyone or anything outside the circle.
Forces outside the Circle of Protection may not affect them.
L: Can't block or restrict access to an area. Cannot be used as a cage. No one
can enter without recasting the magic. Neither game items, nor persons acting
as game items may be put inside. Protection starts when you step inside the
cast circle. The enchantment is ended when anybody exits the circle.
N: Magic in the process of being cast inside the circle is broken when the circle
is broken (e.g., No Doomsday circles). Players outside the circle can detect
its presence (it is linked to this plane). May be removed by Dispel Magic or
having an Anti-Magic fixed enchantment cast with the circle inside its area
of effect.
Commune (S, Sorcery)
C: Druid 4
M: Tree
I: Touch tree with free hand, repeat x5 'Commune,' sit down with back touching
tree.
R: Self
E: Caster may not harm others. Others within 20 feet may not harm or take hostile
actions towards the caster.
L: Must be chanting 'Commune,' keep back touching tree, and cannot be holding
a weapon or game item or the magic is broken. Cannot be closer than 20 feet
to a base or flag when Commune is started. May not interact with game items
while in Commune.
Confidence (E, Sorcery)
C: Bard 3
M: Player
I: Touch player, repeat x5 'You are great and powerful,' tie enchantment cloth
on target
E: While enchanted, player is considered one level higher. If a life was gained
from the increase of level and the player died while enchanted, the loss is
removed from the 'extra' life and is otherwise not subtracted from his total.
The player gains all abilities of the higher level.
L: Each player can have this cast on them only once each game. May not be cast
on magic-users or monsters.
Confusion (S, Control)
C: Bard 5, Druid 3
I: Repeat x5 'By the power of my mind, I will thee to be confused.'
R: 50 ft.
E: Target must attack the nearest creature(s) for a 100 count (with magic if
the target wishes). The target must look around for the nearest player before
attacking, but can then attack that person until it is dead, or choose to change
to another target that becomes closer. If the 'closest' person is killed, the
target must look around for a new target and continue until the 100 count is
up.
L: Monsters are immune.
N: The affected player is encouraged to 'role-play' the Confusion. Reeves are
encouraged to penalize players who make only half-hearted attempts at this effect
and to shorten the next death count of targets that play it well.
Cure Disease (S, Spirit)
C: Druid 2, Healer 2
M: An undead, diseased or like type creature
I: Repeat x5 'I cure thy illness'
R: Touch
E: Converts diseased or undead creature back to human.
N: This is not a Resurrect spell. If dead, the target must still come back to
life normally.
Cure Poison (E/S, Spirit)
C: Druid 1, Healer 1
S: Spirit
M: Enchantment cloth (if used as enchantment)
I: Repeat x10 'Cure Poison,' tie cloth to person.
E: Makes person immune to the next poison effect (but not the wound itself)
against him, or may be used to cure poison on a person at time of casting.
N: Is not a Heal spell, wounds remain after Cure Poison is cast.
Dance (N, Neutral)
C: Bard 6
I: State 'Dance,' followed by the incantation of the spell it is to be used
with, and ending with 'The dance is now complete.'
E: You may cast the altered spell while moving, but it must be cast within a
50 count.
L: May only be used with spells from the caster's class's spell list.
N: May be cast while moving. The spell enhanced by Dance is not cast until the
ending phrase is also completed. Dance is cast as soon as 'Dance' is said, even
if the accompanying magic is not completed.
Defend (E, Protection)
C: Wizard 6
M: Enchantment cloth
I: Repeat x5 'Power defend me.' Tie cloth on self.
E: Caster is granted one Protect and one of the following: Protection from Magic,
Protection from Flame, or Protection from Projectiles. Casting magic does not
cause this enchantment to dissipate.
Dispel Magic (S, Sorcery)
C: Healer 6, Wizard 3
I: Repeat x5 'I dispel that magic.'
R: 20 ft.
E: If cast on a player, all spells and enchantments on a player are dispelled,
including any enchantments on their equipment; Reanimated players die. If cast
on an object, all enchantments on it are dispelled. May target a fixed enchantment
to remove it.
L: Not usable against relics. It does not affect Extraordinary class abilities
or skills, nor does it affect the following: neutral magic of any type, any
spell or enchantment already discharged (such as Heal), Commune, Messenger,
Teleport in the act of being completed, Lost, or Banish. Dispel Magic can cancel
Anti-Magic only if cast from the outside.
N: Will cancel Protection from Magic. Will remove all enchantments from the
target's equipment even if not currently in the possession of the target. Example:
Throwing down an Imbued Weapon sword will not prevent Dispel Magic from removing
the enchantment.
Doomsday (S, Death)
C: Wizard 4
I: Count 'Doomsday 1, Doomsday 2...' through 'Doomsday 350.'
R: Line of Sight
E: All enemies in line of sight at the end of the spell die.
N: Many large battlegame scenarios will prohibit the use of mass-effect spells
like Doomsday.
Enhancement (N, Neutral)
C: Healer 4
E: May purchase three points worth of first, second or third level healer magic.
Entangle (B, Subdual)
C: Druid 1, Healer 2
M: Padded brown 'Entangle' ball with streamers
I: Hold ball and repeat x5 'Entangle.'
E: Victim is stuck in place for 150 count. The victim may not move or communicate
in any fashion, and neither the victim nor his equipment can be effected in
any way - except where noted below. Engulfing.
L: Beings immune to Flame may not be freed by a Fireball or Flameblade. You
may only have as many victims affected as you bought spell balls.
N: Dispel Magic or a touch from a weapon enchanted with Flameblade will instantly
negate the effect. One Fireball striking the victim will instantly negate the
effect. Multiple Fireballs striking the victim will cause the victim to be freed
by the initial Fireball, and affected normally by any others. Shove, Teleport,
and Wind may be used normally on an affected victim.
Expertise (N, Neutral)
C: Wizard 6
E: May purchase four points worth of up to second level magic.
Extension (N, Neutral)
C: Bard 3, Druid 3, Healer 5, Wizard 3
I: State 'Extension' loudly before a spell.
E: Doubles range of the spell for one use. If the spell has a range of 'Touch',
grants range of 20 ft and the caster must point at the target in lieu of touching.
L: May not be used more than once on the same casting (e.g., No doubling range
twice).
N: The Extension is expended when 'Extension' is stated, even if the accompanying
spell is not completed.