The Frost Lands
Proud Barony under the Kingdom of
The Rising Winds


Where the wind blows cold, the fire in the heart burns hottest.


Magic Descriptions

Magic Listing Key

Type - enchantment (E), fixed enchantment (FE), spell (S), magical ball (B), Neutral (N)

Uses - number of times you may cast that magic when you pay for one use. ("u" means unlimited)

Cost - the number of magic points it costs to buy one use of that magic.

Max - the maximum number of uses of that magicyou may purchase.

School - The School of magic the magic belongs to.

 

Magic Format Key

Magic Name (Abbr. for Type, School)

C: Classes who can use the magic, and the level needed to cast them.

I: Incantation and gestures

R: Range (if any)

E: Effect

L: Limitations or Restrictions

N: Notes

 

 

A B C D E F H I K L M P R S T V W Y

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 (3 rd 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 ProtectionProtection"> (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 any thing 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. A ball may not be reused if the spell is in effect (on a victim), but may be reused once the victim is free.

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.

 

Fear (S, Control)

See Awe/Fear.

 

Feeblemind (S, Control)

C: Druid 6

I: Point at victim, repeat x3 "By the power of my mind, I confuse and erase yours."

R: 50 ft

E: Victim may not cast magic or use any abilities of their class. Victims may still fight with melee weapons.

L: Death or Dispel Magic will remove this effect.

N: Class abilities already in use when Feeblemind is cast continue to function. Example: A warrior may continue to use his Improved Weapon if already on a weapon, but would be unable to use his Repair Item ability.

Finger of Death (S, Death)

C: Druid 6, Wizard 4

I: Point at victim, repeat x5 "I call for your Death."

R: 50 ft

E: Person dies.

 

Fireball (B, Flame)

C: Wizard 4

M: Padded red "Fireball" with streamers

I: Hold ball in free hand and repeat x5 "Fireball."

E: Destroys (or kills) anything it touches while moving, even on a roll or foot shot (it affects all targets it touches not just the first thing struck). When throwing the caster may declare that the Fireball is "remain active." If this is done, the Fireball will continue to burn for up to two minutes after it comes to a stop, destroying the very next thing it touches and ending the effect. Bounces count.

 

Flameblade (E, Flame)

C: Druid 5

M: Enchantment strip, edged weapon

I: Tie cloth to weapon, repeat x10 "Flameblade."

E: Weapon becomes Red. This weapon now negates Iceball and Entangle hits to the wielder and frees other players from an Iceball or Entangle with a touch. The weapon itself is immune to further Flame magic.

L: This is not equal to, and should not be confused with, the relic Sword of Flame.

 

Flamewall (FE, Flame)

C: Druid 4

M: Green 10 ft. long cloth.

I: Lay cloth in straight line, raise hands, repeat x5 "By the might of nature, I call forth a flaming wall."

E: Creates a wall of flame. Anyone not protected who touches or crosses it will be killed. Melee cannot take place across wall.

N: Protection from Magic will not protect a player from this - though Protection from Flame will.

 

Flight (E, Sorcery)

C: Wizard 5

M: Yellow enchantment cloth

I: Tie cloth on self and state "Wouldn't it be nice to fly way up in the cloudy sky, looking through the falcon's eye, at the world that's drifting by?"

E: Caster is able to fly as long as they flap their arms and emit occasional piercing screeches. Immune to melee attacks by non-flyers. Immune to projectile and magic ball attacks from within twenty feet. Caster may use verbal spells without losing the enchantment.

L: May only be cast on self. May not engage in melee combat with non-flyers.

N: Range for all game effects is considered to be the same as actual physical range. Loss of an arm will dissipate this magic.

 

Forcewall (FE, Sorcery)

C: Wizard 2

M: 10 ft. cloth

I: Lay cloth out in straight line, repeat x10 "Forcewall."

E: Creates an impenetrable 10-foot wall

N: Nothing may cross this wall. Nothing. Seriously. Not magic, not projectiles, not anything. Zero, zip, zilch, nada.

 

Harden (E, Protection)

C: Healer 4, Wizard 2

M: Enchantment cloth

I: Tie cloth on object, repeat x5 "Harden this (name of item)."

E: Makes object indestructible, except versus Sphere of Annihilation.

L: Cannot be placed on players, garb, armor or anything else that covers a player directly. May be cast on shields.

 

Heal (S, Spirit)

C: Druid 1, Healer 1

M: Person

I: Touch person and state:

"Sword Cut, spear stab, mace smash, arrow jab,

Let the white light of healing descend on thee.

Sword Cut, spear stab, mace smash, arrow jab,

Let the white light of healing stop thy spilling blood.

Sword Cut, spear stab, mace smash, arrow jab,

Let the white light of healing mend thy bones.

Sword Cut, spear stab, mace smash, arrow jab,

Let the white light of healing close thy wounds.

Sword Cut, spear stab, mace smash, arrow jab,

Let the white light of healing restore thy vigor.

Sword Cut, spear stab, mace smash, arrow jab,

The white light of healing hath healed thee."

R: Touch

E: Person's wound is healed.

N: May be used on self. Will repair one point of natural armor on any one hit location. Healers do not require a spell book or scroll to cast Heal .

 

Heal Extend (S, Spirit)

C: Healer 2

I: State "Heal Extend" then recite the Heal spell.

R: 20 ft.

E: Except for range, identical to the Heal spell.

 

Heat Weapon (S, Flame)

C: Druid 1, Wizard 1

I: Repeat x2 "By the power and might of the sun, I heat that (weapon)."

Be specific, if possible.

R: 20 ft

E: The weapon is considered useless for a 300 count.

L: Works against any weapon, but not armor or shields. Someone protected against Flame effects may continue to wield the weapon (but it does no additional damage and does not become a flame weapon).

N: Mend will not restore the weapon; however, a "new" one may be obtained as per destroyed items. Heat Weapon does affect Hardened weapons.

Hold Person (S, Subdual)

C: Bard 1, Wizard 2

I: Repeat x3 "I command thee to stop."

R: 20 ft

E: Victim may not move feet for 100 count. May yell, fight or cast any magic that does not involve moving feet.

N: May be cast while moving. Wizards do not require a spell book or scroll to cast Hold Person .

 

Honor Duel (S, Sorcery)

C: Bard 4, Wizard 1

I: State "(the names of both contestants)" loudly and repeat x5 "Remain this duel pure."

R: 20ft (Both contestants must be within 20 ft of the caster when the incantation is finished for the spell to work.)

E: Each contestant becomes completely immune to outside effects. They must duel each other until one is dead or a mutually agreed term of winning is accomplished. Participants in an Honor Duel may only affect one another and are considered to be out of play until the spell is finished. The victor may choose safe passage to their home base, ignoring all wounds until arrival. If alive, the loser must return to his base and call 'Alive' to re-enter the game.

L: May not be members of the same team with out the Reeve's permission. Barbarians can not be involved in this spell. Spell is negated if no side achieves victory in a 300 count.

N: Combat is limited to a reasonable area. Should the duel become a stalemate (e.g., a participant is Petrified or otherwise incapacitated) the spell will be considered a draw if no combat takes place within a 30 count and both players must then return to base. Honor Duel may not be dispelled or cancelled. May not be cast on people acting as game items.

 

Iceball (B, Subdual)

C: Wizard 1

M: Padded white " Iceball " with streamers.

I: Hold ball in free hand and repeat x5 "Iceball."

E: Effects, Limitations, and Notes as per Entangle.

 

Imbue (N, Neutral)

C: Bard 3

E: Allows the caster to purchase two magic points of up to second level Bard magic.

 

Imbue Shield (E, Protection)

C: Wizard 1

M: Enchantment cloth, Shield

I: Shield in hand, repeat x10 "Imbue this shield," tie cloth to shield so it is visible.

E: Shield may not be destroyed by any means except Sphere of Annihilation . The shield is not affected by other magic. Engulfing magic balls that strike the shield do not affect the holder of the shield. A Fireball that bounces off the shield will still affect legal targets that it strikes.

L: A hit from an Instant-Kill siege weapon will affect the bearer of the shield as per normal, though the shield itself is undamaged.

 

Imbue Weapon (E, Sorcery)

C: Wizard 4

M: Enchantment strip

I: Weapon in free hand, repeat x10 "Imbue this weapon," tie cloth on weapon.

E: Wounds inflicted by the weapon kill.

N: Imbue Weapon is often referred to as " wounds kill" by players carrying the enchantment.

 

Immolation (FE, Flame)

C: Druid 6

M: Cloth used to denote a 10ft radius area.

I: Lay cloth, touch cloth, repeat x5 "May the power of nature and the fire of the earth protect this area from intrusion."

E: Everyone within the area who is not immune to Flame is killed.

N: Protection from Magic will not save you from this enchantment. Any person entering this area with invulnerability loses one point and is ejected from the point at which he entered. Against invulnerable armor this counts as one hit on every location and has a full effect on the target if any areas have no points of invulnerable armor.

 

Killing Grounds (FE, Death)

C: Wizard 6

M: Up to a 20 ft radius circle surrounded by a strip of cloth, tape, or rope

I: To set trap, lay out cloth in a circle, repeat x3

"Poison seep, venom creep, flesh in mossy graves yet deep

Rise from thy undreaming sleep, bide and soon make mortals weep"

To trigger, enter the circle and repeat:

"Rise up now, receive thy pay, the promised time has come, now slay."

E: All within circle die.

L: May not be used within 50' of a base. No other fixed enchantment may exist within its radius, regardless of who cast it, and it cannot be cast if one is already in place, again regardless of who cast it.

N: Caster dies when magic is triggered. If caster is killed before triggering the trap, the magic is not expended. Nothing will save the caster from his own Killing Grounds . This is the only fixed enchantment that may be pre-placed.

 

Legend (S, Control)

C: Bard 2

I: State "Legend," followed by a short poem of

20+ words, and end with "Legended"

R: 20 ft.

E: The caster and victim move to an out of the way place within 50 ft of the casting of the spell, where the caster will perform for him. Neither the caster nor target can be attacked by anyone within a 20 ft radius. The caster may defend himself, but at the cost of canceling the spell. The victim may not do anything. Once the performance has begun, anyone susceptible to Control magic may be ensnared, at the caster's option, if they come within 20 ft of the Bard while he is performing. He may attempt to ensnare a maximum number of people equal to his level. Unsuccessful attempts to ensnare a victim still count towards this limit. To start his performance he states "I will now give a performance" x5 so that it can be heard at least 50ft away.

L: The "out of the way place" cannot be within 50 ft of a base. Performance has a maximum length of a 300 count (started the moment the spell is finished being cast). If ended without the death of the target(s), the targets must tag their base before returning to the game. Players not affected by Legend may not attack, cast magic, or use class abilities on the Bard or his victims if within 20 ft of the caster's performance but may enter and leave the area at will.

N: The caster may attack victims of this spell, though the caster attacking anyone in a Legend frees all other victims and the Legend spell is broken. The caster and victim are considered removed from the game during their transit to the performance location. This is considered an ongoing spell effect and as such may be removed via Dispel Magic targeted on the caster.

 

Lend (N, Neutral)

C: Wizard 5

E: May Lend magic to another magic-user of the same class. That person may then use the magic as if he had purchased it with his own points. The caster lending the magic may no longer use it.

N: To Lend a magic, the caster must pay for both the Lend and the magic he is Lending . Lend must be decided, bought and paid for before the game begins.

 

Lich (E, Spirit)

C: Wizard 5

M: 10 ft. strip of yellow cloth. Monster handout (Lich)

E: After having died his last natural death, the caster returns as a Lich . A Lich is bound to the place where he died, trapped within the small circle of earth indicated by the 10 ft. cloth. They are neutral (not on any team), but like any monster can be bribed or convinced for help or enchantments.

L: May not be within 100 feet of a base. May never move nor be moved except when dead. While the caster is dead, he may be moved but not more than 100 feet from his original location, and still not within 100 feet of a base.

N: A Lich has all the casters per life spells as though it is an additional life plus all other magic the caster had not yet expended before becoming a Lich . A Sever Spirit or Dispel will kill a Lich . A Lich is considered to be a caster and undead and may still die from normal means.

 

Lightning Bolt (B, Flame)

C: Wizard 2

M: Padded yellow "Lightning Bolt" with streamers

I: Hold bolt in free hand and repeat x5 "Lightning Bolt."

E: Players struck die; Items struck are destroyed.

 

Liplock (E, Sorcery)

C: Bard 2, Wizard 2

M: Enchantment cloth

I: Repeat x5 "Remain the truth still," tie on cloth.

E: Bearer cannot speak or otherwise respond to questions asked under Talk to Dead or similar magic. Does not affect the Tracking ability.

L: May only be cast on each player once per battlegame.

N: Disappears when the person comes back to life. May be cast on an unwilling target.

 

Lore (S, Control)

C: Bard 4

I: State "Lore," followed by a short poem

(20 words or more), and ending with "Lore."

R: 20ft

E: The caster and target are removed from the game. The caster then may ask the victim a 'yes' or 'no' question, which must be answered truthfully. The caster may continue asking questions until he receives a 'no' answer - in which case, the spell ends. If the target does not know the answer of the question, he may state so, but it does not end the spell. The reeves might give the Bard additional information to further define the Lore spell. (Very useful in Quests and special scenarios).

L: The questioning has a maximum time count of 100. The caster and target may not attack each other during the duration of the spell and for a 100 count after its completion.

N: Neither the caster nor the victim may move about while the questions are being asked.

 

Lost (S, Subdual)

C: Healer 1

I: Repeat x5 "I make thee lost."

R: 20 ft.

E: Person must go back to their base or Nirvana (whichever is farthest away) before they can do anything else. The person is out of game until he reaches his destination.

L: May not be used on Teammates.

N: May not be dispelled.

 

Magic Bolt (B, Sorcery)

C: Wizard 1

M: Padded blue "Magic Bolt" with streamers

I: Hold ball in free hand and repeat x5

"Magic Bolt."

E: A direct hit on a person will kill or wound them just as if it were a throwing weapon. May be blocked by shields and weapons. Destroys one point of armor.

N: It is not stopped by Protection from Projectiles .

( Greater) Missile Block is ineffective against this.

 

Magical Projectile (E, Sorcery)

C: Druid 2

M: Projectile (arrow, javelin, throwing knife, etc), enchantment cloth.

I: Hold projectile in free hand, repeat x5 "May this projectile strike true," tie cloth to projectile weapon.

E: Projectile will do one more point of damage than normally done by the projectile type. If this increases the damage to five points or more, the projectile damages shields as a red weapon that can be counted as strikes on shields even when used as piercing weapons.

L: Monks may still block these projectiles without penalty.

N: This enchantment may be simul-cast up to four times, providing four additional points of damage to the projectile.

 

Mass Sleep (S, Subdual)

C: Healer 3

I: Repeat x300 "Mass Sleep (present count)."

R: Line of sight.

E: As per Sleep, except effects everybody (both teams) in line of sight.

 

Mend (S, Sorcery)

C: Druid 2, Healer 1, Wizard 2

I: Repeat x10 "Make this item whole again."

R: Touch

E: Will repair a destroyed item or restore one point of armor in one location.

L: Cannot be used to negate the affects of Heat Weapon .

N: If an enchanted item is Mended , its enchantment stays intact.

 

Messenger (E, Sorcery)

C: Wizard 2

M: Enchantment cloth

I: Cloth in free hand, repeat x10 "Safe passage unto thee," tie cloth on player.

E: Recipient must go straight to destination, deliver message, then return where spell was cast. Cannot harm others nor be harmed, and may not be followed.

 

Mimic (N, Neutral)

C: Bard 5

M: Wear a sash of the class you are mimicking in addition to your Bard sash. The new sash must be worn on the opposite hip and shoulder from the caster sash.

E: During life used caster gains all the non-magical 1st level abilities and restrictions of a single standard class that is mimicked, including all weapons, armor and shields permitted that class at 1st level. The caster may also still use his normal class abilities.

L: May not be used to Mimic the Anti-paladin or Paladin classes unless caster is a knight.

N: If Berserk, caster may not cast magic. Monsters may never be mimicked.

 

Mute (S, Control)

C: Bard 5, Healer 1

I: Repeat x5 "I silence thee."

R: 20 ft.

E: Victim cannot speak or cast magic for a 100 count.

N: Speaking requirements used in class abilities to allow others to know what the player is doing (sanctuary chant, etc) are not affected and may still be used.

 

Mutual Destruction (S, Death)

C: Wizard 3

I: Repeat x5 "I call for our Deaths."

R: 50 ft.

E: Both the caster and the victim die.

N: Nothing will protect the caster from his own Mutual Destruction.

 

Petrify (B, Subdual)

C: Druid 5

M: Padded gray "petrify ball" with streamers

I: Hold ball in free hand, repeat x5 "Petrify."

E: Victim is stuck in place, a stone statue. The victim may not move or communicate in any fashion until the game is finished. He and his equipment cannot be harmed. Engulfing.

L: A ball may not be reused if the spell is in effect (on a victim), but may be reused once the victim is free.

N: Release or Dispel Magic will instantly free the victim, while Heal will free the player in a 150 count starting from when the Heal is completed. Shove, Teleport, and Wind may be used normally on an affected victim, but he may not otherwise be moved. No other magic will affect them. A player who takes a death while under the effect of Petrify may not in any way return from the dead, with the obvious exception of his normal death count, until a Summon Dead has been cast on the corpse.

 

Plant Door (S, Sorcery)

C: Druid 3

M: A tree taller than the caster.

I: Touch tree with both hands, repeat x5 "Open up and receive a loyal protector of the forest."

R: Self

E: Caster is assumed to be inside the tree, and may not be attacked. May cast Verbal magic, but must touch the tree or spell ends.

L: If the tree is hit 10 times by a slashing weapon, or if a Flame effect strikes it, it is destroyed and the caster is no longer protected. The caster may not fight with weapons while the spell is in effect. The caster may be affected by Verbal magic while he is casting magic.

 

Presence (N, Neutral)

C: Bard 1

M: When used, must tie a blue ribbon upon an arm.

E: Due to respect and awe for the position, all barbarians will not attack the caster during a life in which Presence is used. Also, due to professional respect, druids and monks of lower level than the caster will not attack the caster.

L: If the caster attacks or casts magic at a Barbarian, Monk, or Druid who is affected by Presence , that person may ignore the affects of the caster's Presence for the rest of the game.

N: Players that are Berserk ignore Presence.

 

Protect (E, Protection)

C: Healer 3, Wizard 3

M: Enchantment cloth

I: Repeat x10 "May this magic Protect thee," tie cloth on person.

E: Person enchanted is immune to the first hit of any kind or the first magic cast against him. This is one level of invulnerability.

N: May be simul-cast up to two times on the same person, protecting against the next two hits. May not be Mended .

 

Protection from Control (E, Protection)

C: Bard 1

M: Enchantment cloth

I: Repeat x5 "Thou art Fearless and Brave," tie cloth on target.

E: Target is immune to Control magic and abilities.

 

Protection from Death (E, Protection)

C: Healer 5

M: Enchantment cloth

I: Repeat x5 "I protect thee from Death," tie cloth on person

E: Target is immune to Death magic and abilities.

 

Protection from Disease (E, Protection)

C: Druid 3, Healer 3

M: Enchantment cloth

I: Repeat x5 "I protect thee from disease," tie cloth on person.

E: Person is immune to all forms of disease.

N: This will protect a person from being converted to an undead or lycanthrope.

 

Protection from Flame (E, Protection)

C: Druid 3, Wizard 2

M: Enchantment cloth

I: Repeat x10 "Protection from the element of fire," tie cloth on person or object.

E: Protects against all forms of flame, including all magic of the Flame School . Treat the relic Sword of Flame and a sword enchanted with Flameblade as dealing ordinary hits.

N: Negates a Fireball 's negation of Iceball and Entangle.

 

Protection from Magic (E, Protection)

C: Wizard 4, Healer 6

M: Enchantment cloth

I: Repeat x10 "Protection from all forms of magic," tie cloth on person or object.

E: Blocks all forms of magic, even beneficial magic such as Heal and Resurrect .

N: Treat weapons with Imbue Weapon cast on them as normal weapons. Protection from Magic will prevent other enchantments from being cast on a target.

 

Protection from Projectiles (E, Protection)

C: Wizard 3

M: Enchantment cloth

I: Repeat x10 "Protection from projectiles," tie cloth on person or object.

E: Protects from all non-magic projectiles.

L: Ineffective against magic balls, the Dagger of Infinite Penetration, and weapons bearing Magical Projectile .

N: Will stop Siege Weapons that are projectiles.

 

Protection from Subdual (E, Protection)

C: Bard 2

M: Enchantment cloth

I: Repeat x5 "Thou shall have freedom of movement," tie cloth on target.

R: Touch

E: Target is immune to Subdual magic and abilities. Target also gains immunity to being subdued or held in place by any means except for the Stun spell.

 

Pyrotechnics (S, Flame)

C: Druid 4, Wizard 4

I: Repeat x5 "I call upon the element of fire to destroy that (object)."

R: 50 ft.

E: Object is destroyed.

L: May be repaired by a Mend. Does not affect bases, relics, game items, items bearing the Harden enchantment, Imbued Shields or any enchantment. Is stopped by Protection from Magic and Protection from Flame.

 

Reanimate (E, Spirit)

C: Wizard 5

M: Yellow enchantment cloth

I: Repeat x10 "Rise and fight again," tie cloth on player

E: Player temporarily comes back from the dead to loyally serve the caster. This enchantment lasts for a 200 count or until the player's death count is finished. When the time has elapsed the player is once again dead and may return to life when his normal death count has expired, or immediately at his base if his death count expiring ended the Reanimate. Any player having Reanimate cast on them is affected as per Sever Spirit .

L: Dispel will kill. Wounds (other than the one which killed) and damage to armor remain, but may be Healed or Mended as normal. Reanimated players may not use magic or per life/game abilities though any that were already in effect already (i.e. a warrior who had already Improved their shield would retain his Improved Shield ).

N: As Reanimate is an enchantment, person does not retain enchantments carried before death unless they are able to bear two enchantments (e.g., 6th level Scouts and Wizard Stack ). Even if this is the case, if they were bearing two enchantments only one may be retained.

 

Regeneration (E, Spirit)

C: Druid 5

M: Enchantment cloth, player

I: Repeat x5, "Endless health unto thee," tie cloth to person.

E: Players bearing this enchantment will Heal any wound, one at a time, in a 50 count and are immune to poison. The player must chant this duration out loud in order to heal a wound. You may not chant to heal a wound unless you are already wounded. Ceasing the chant will cause the chant count to restart at zero.

L: You must be alive to gain the benefits of this enchantment. Will not work on armor of any sort.

 

Reincarnate (E, Spirit)

C: Druid 6

M: Dead person, appropriate garb, monster handout

I: Repeat x3 "I call thy spirit back from the realm of death, inherit this new form and serve me until thy destruction."

E: Player sacrifices lives (listed in the monster section) to play as a monster with one life.

L: Restricted to the following monsters: Lizard man, Dryad, Unicorn, Hill Giant, Regenerating Troll, Centaur, Brownie and Siren. Must be approved by the appropriate group officers.

N: The garb for the monster must meet required standards. Once the monster dies, it is out of the game. May be removed via Dispel Magic .

Player does not get the sacrificed lives back if this is done. Reincarnated players no longer play by their class rules, but by the rules of the class they have become.

 

Release ( S , Sorcery)

C: Healer 4, Bard 6, Druid 5

I: Repeat x3 "From thy bindings thou art released."

R: 20 ft

E: Dispels the effects of one Subdual or Control magic such as Yield , Entangle , or Petrify , upon the target. Target is immediately freed.

N: If cast on someone in a Legend , they may not be retargeted by that Legend spell for its duration.

 

Resurrect (S, Spirit)

C: Healer 3

M: Dead Person

I: State once:

"Sword Cut, spear stab, mace smash, arrow jab,

Let the white light of healing descend on thee.

Sword Cut, spear stab, mace smash, arrow jab,

Let the white light of healing stop thy spilling blood

Sword Cut, spear stab, mace smash, arrow jab,

Let the white light of healing mend thy bones.

Sword Cut, spear stab, mace smash, arrow jab,

Let the white light of healing close thy wounds.

Sword Cut, spear stab, mace smash, arrow jab,

Let the white light of healing restore thy vigor.

Sword Cut, spear stab, mace smash, arrow jab,

The white light of healing hath resurrected thee."

R: Touch

E: The dead person is alive again, negating the last death and removing all negative effects on the player such as Yield or Poison .

L: A dead person cannot move on his own nor speak in order to encourage a caster to Resurrect him. A person that reaches nirvana cannot be Resurrected except by means of the Summon Dead spell. Will not turn monsters back to human. Monsters created by magic may not be Resurrected . All wounds and damage to natural armor the dead person had prior to dying are repaired.

N: A dead person may remain on the field as long as he wishes, but may not affect the battle or impede play. Enchantments not eliminated by combat effects or not specifically prohibited may be retained by a Resurrected person.

 

Sever Spirit (S, Spirit)

C: Healer 4, Wizard 4

M: Already dead victim

I: Repeat x2 "On life thou has no hold, thy corpse is growing cold, discard this empty husk, thy spirit resides at dusk."

R: Touch

E: Causes corpse to be impossible to Resurrect, Reincarnate, Transform, or raise from the dead in any manner.

L: May only be used on dead bodies (undead creatures must be killed and then Cured before this spell will work on them, though see below).

N: Will permanently kill undead creatures that are on their last life and will kill a Lich outright. May be used on any player that has not yet reached Nirvana, even if they have moved from where they died.

 

Shove (S, Sorcery)

C: Wizard 1

I: Repeat x5 "I shove thee."

R: 20 ft.

E: Forces victim to back up 20 feet.

L: Cannot force a person into a mundanely physically dangerous position.

N: Will work against persons under effects of Iceball , Entangle, Petrify , and Sleep magic.

 

Silence (FE, Sorcery)

C: Druid 4

M: 20 ft. measure, Green markers for 20' radius

I: Set up markers, stand in middle with both hands above head and repeat x5 "May no form of sound, speech or noise be heard in this place."

E: No speech (talking), including magic casting, is allowed in the enchantment's radius. Magic may be cast into or through Silence , however.

N: Speaking requirements used in class abilities to allow others to know what the player is doing (Sanctuary chant, etc.) are not affected and may still be used.

 

Sleep (S, Subdual)

C: Bard 3, Healer 2

I: Repeat x2 "Listen and let the fighting cease, close thy eyes and sleep in peace."

R: 20 ft.

E: Victim must lie down and " Sleep " for a 100 count.

L: Sleeping people cannot be killed. The target and their possessions may not be harmed. The target may not be moved except via the

Shove and Wind spells. The target's possessions may not be removed from his person. This spell may not be Cancelled.

 

Sphere of Annihilation (B, Sorcery)

C: Wizard 6

M: Black padded "sphere" ball with streamers.

I: Hold ball in hand and repeat x5 "Sphere of annihilation."

E: Will destroy anything it touches; even Imbued or Hardened items. Counts as one hit against invulnerability. Is not stopped by any non-invulnerable armor. Weapons and shields are considered separate from the person holding them. Objects destroyed by Sphere may not be Mended. Will stop Death">Fight After Death . Players killed by Sphere may still be Resurrected .

L: Bounces do not count. Invulnerability does work against this magic, and Protection from Magic stops this.

N: A player may only have one magical ball for this magic.


Stack (N, Neutral)

C: Wizard 6

M: Tie yellow ribbon on arm of person receiving extra enchantment.

E: You may place one extra enchantment on a single player or his equipment.

L: May not be used on self, nor may it be Stacked on itself. May not be used with enchantments cast by other players.

Attuned and this magic do not stack.

N: The cost must still be paid for the two enchantments to be used.

 

Stoneskin (E, Protection)

C: Druid 4

M: Enchantment cloth

I: Touch recipient, repeat x5 "May nature protect thee from all forms of attack," tie cloth to players arm.

E: Player gains one point of invulnerability armor.

L: Cannot be used with any other armor. May not be mended or repaired in any way.

N: This enchantment can be simul-cast up to two times, giving the target two points of invulnerability armor.

May be cast on players that cannot normally wear armor.

 

Stun (S, Sorcery)

C: Healer 3

I: Repeat x 2 "By the radiant power of pure white light I stun thee."

R: 20 ft.

E: Affected player may not move, speak, cast magic, fight, or use class abilities for a 100 count. They are considered completely senseless to the world around them.

 

Stun Weapon (E, Subdual)

C: Wizard 1

M: Yellow enchantment cloth

I: Repeat "May this weapon stun its victim," tie cloth to weapon.

E: Allows a thrusting weapon such as a spear or arrow to be used to subdue.

L: Does not allow the weapon to affect monsters that are only affected by magic weapons.

 

Summon Dead (S, Spirit)

C: Healer 5

I: Repeat x5 "I summon thy corpse."

R: 50 ft.

E: Dead person may return to the Healer but is not again alive.

N: May be used on people in Nirvana (if in range); this does not interrupt the count on a person's death. The player is not compelled to return to the caster, but only has the option to do so. The spell is expended either way.

 

Swords to Plowshares (S, Spirit)

C: Healer 2

I: Repeat x2 "Cast down your weapons and return to the earth"

R: 20 ft.

E: Target wounded person is healed of all wounds. One weapon carried or wielded by target is destroyed (casters choice).

N: May only be used on a wounded person carrying or wielding weapons. All effects of this spell must function for ANY part of the spell to function; i.e. If the weapon is not destroyed, the target is not healed and vice-versa.

 

Talk to Dead (S, Spirit)

C: Bard 2, Healer 1, Wizard 1

M: Dead Person

I: Repeat x10 "Speak to me."

R: Touch

E: Dead person must answer one "yes or no" question truthfully with "yes," "no," or "I don't know."

 

Teleport (S, Sorcery)

C: Druid 5, Healer 6, Wizard 4

I: Repeat loudly x5 "Teleport;" upon arrival loudly x5 "Arriving."

R: Touch

E: Target goes to any one location of the caster's choice. Cannot harm others nor be harmed during transit. Treat as Out of Game until at location, and may not be affected until the final "Arriving" has been stated. Example: A player casts Teleport and chooses as his destination the base of his enemy. The enemy cannot notice his transit to the area, but does notice when he starts repeating "arriving" and may not affect him in any way until he finishes the final "arriving."

L: Must go straight to location. Should quietly tell reeve or teammate destination. May not be followed (Exception - Tracking ). Location must be a fixed location, cannot be something like "Where the bandits are hiding the captives" if this location is not known. Cannot be used on unwilling targets and attempting to do so results in the spell being wasted.


Thornwall (FE, Sorcery)

C: Druid 2

M: 10 ft. brown and green cloth.

I: Lay cloth in straight line, raise hand in air, repeat x10 "Thorns come forth."

E: Creates a 10 ft long impassable wall of sharp thorns.

L: This wall can be destroyed by 10 hits with a melee weapon, or a hit from a Flame effect ( Fireball , Flameblade , Flame Arrow , etc).

If struck by a Flame effect, the wall is treated as a Flamewall for a 100 count before being consumed and disappearing.

 

Touch of Death (E, Sorcery {Effect is Death})

C: Healer 4, Wizard 3

M: Enchantment cloth

I: Repeat x20 "Touch of Death," tie strip on person.

E: Bearer of enchantment's touch kills (via either hand).

L: Will work through clothing, but not armor of any sort.

N: Does not have to be discharged on the next person touched after the enchantment is cast, but can be saved until it is needed; must be announced when discharged. The magic itself is Sorcery, but its effect when released is Death magic. Targets may not be touched in an illegal, dangerous, or offensive manner. Counts as one hit against invulnerability and invulnerable armor . One use only.

 

Touch of Paralyzation (E, Sorcery {Effect is Subdual})

C: Druid 2

M: Enchantment cloth

I: Repeat x10 "Paralyzation." Tie cloth on person.

E: If bearer of this enchantment touches a player, that player is paralyzed and may not move for a 100 count. Bearer must state "Paralyzation" to the victim as he delivers the touch. The effects are similar to a Subdual blow.

L: Will work through clothing, but not armor of any sort.

N: Does not have to be discharged on the next person touched after the enchantment is cast, but can be saved until it is needed; must be announced when discharged. The magic itself is Sorcery, but its effect when released is Subdual magic. Targets may not be touched in an illegal, dangerous, or offensive manner. Counts as one hit against invulnerability and invulnerable armor. One use only.

 

Transform (E, Sorcery)

C: Wizard 6

M: Appropriate monster garb and monster handout.

I: As player dresses in monster garb, caster constantly repeats "I transform thee into a (Monster being transformed into)."

E: Player sacrifices lives as listed in the monster section to play a monster for one life.

L: May only be cast on a willing recipient. When a player is playing a summoned monster, their player persona is considered out of the game, and is not used. If the monster has levels, the player may play the monster at his class level or monster level, whichever is lower. For example a player is a second level Wizard who is being transformed into a Pegasus. The player playing the Wizard is also a fourth level monster. When summoned, he plays his Pegasus as a second level Pegasus. If he were a fourth level or higher wizard, he could have played the Pegasus as at fourth level (his monster level).

Restricted to the following monsters:

Mummy, Dryad, Unicorn, Siren, Goblin, Pegasus, and Skeleton. Must be approved by the appropriate group officers.

N: The garb for the monster must meet required standards. Once the monster dies, it is out of the game. May be removed by Dispel Magic , thus killing the monster. Player does not recover the sacrificed lives back if this is done. Transformed players no longer play by their class rules, but by the rules of the monster class they have become.

 

Truth (S, Control)

C: Bard 2

I: State "Truth" followed by a single yes or no question.

R: 20 ft

E: The target must answer the question truthfully. If the answer is unknown the target may state so, thus ending the spell.

 

Visit (N, Neutral)

C: Bard 1

I: State "Visit" followed by a 150 count, during which the caster may make no hostile actions or the magic must be restarted. The caster may defend himself if directly threatened, but must disengage as soon as possible. The count is not a casting action, but time required for the Visit to take effect and must be counted so it can be heard 50 ft away. The caster must remain at his base during this count or the magic must be restarted. Is not used up until count is successful.

E: The caster may enter and sit within/at the enemy base and/or position, and perform and talk with them. During this time neither the caster nor the enemy may attack one another or cast hostile magic at each other. To end the " Visit " the caster must declare that he is leaving and tag his base before returning to the game.

L: Monsters may choose to ignore Visit and attack the caster.

 

Vivify (N, Neutral)

C: Wizard 5

E: Gives the caster one additional life.

 

Voice (N, Neutral)

C: Bard 6

E: Allows the caster to purchase five magic points worth of Druid magic from any level. Magic bought is considered to be Druid magic, regardless of the class of the caster.

L: May not be used to purchase Neutral magic. Voice does not allow the caster to exceed the maximum number of uses of the magic that may be purchased, i.e. you may only purchase up to two Fingers of Deaths. You may not purchase any Druid magic that is also on your native spell list.

 

Warp Wood (S, Sorcery)

C: Druid 1

I: Repeat x2 "By the power of nature I warp that (object)."

R: 20 ft.

E: Item is considered useless until Mended or Dispelled .

L: Only works on objects made of wood such as:
Arrows, bows, shields, spears, pole arms, madus, staves, and any other game item declared to be wooden. Does not work on armor, unless it is wooden armor.

N: Warp Wood will not affect Hardened items or Imbued Shields .

 

Warskill (N, Neutral)

C: Bard 4

E: Caster may use a single weapon (not weapon type) at no cost to spell points.

 

Wind (S, Sorcery)

C: Wizard 3

I: Repeat x2:

"Sleeping force of Wind I hail, send you forth a mighty gale.

Gentle sigh which once beguiled, make your breeze tornado wild. Sirocco into cyclone gain, breeze become a hurricane.

Make my enemy your foe; strike for me a telling blow.

Scream down from the mountains high; sweep those fighters towards the sky. Coward, hero, fool the same, trapped within this deadly game. Strike at foes, leave friends behind, bite them with your teeth unkind. Buffet, whip them to the bone, toss them in a pile at home. Then whisper a gentle song, and return where you belong- Nestled 'gainst the azure sky, song in forest, willows' sigh."

R: Line of Sight

E: All enemies in sight are blown back to their base and considered out of game until they arrive.

 

Wounding (S, Death)

C: Healer 3, Wizard 2

I: Repeat x2 "From my heart I strike off your (right or left/arm or leg)."

R: 20 ft.

E: Victim's limb is wounded.

L: The victim must be unwounded prior to spell casting.

N: May be cast while moving. Wizards do not require a spell book or scroll to cast. Has no effect on an injured player. Will outright kill monsters that die on wounds.

 

Yield (S, Control)

C: Bard 5, Healer 3, Wizard 3

I: Repeat x3 "Yield thy arms and resist no longer, come unto me and be my captive."

R: 50 ft.

E: Victim lowers weapons and surrenders to the caster, moving in a straight line at a brisk walk - until at the caster's side - where they then begin a 300 count. During this spell they stay by the caster's side and cannot fight, cast magic, or use abilities. The caster may free the victim at any time for any reason. If they are not killed before the spell ends, they must return to their base, and are then able to act freely. May not be physically restrained to prevent the player from returning to base or going to the caster. If the caster dies the player remains near the body until their count expires.

N: Other magic may still affect the victim during the duration of Yield.

 

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