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Avoidance

Metaphysical

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Divination

LEVEL 1:  

Barricade 1     Creates a defensive wall that keeps foes out. This barrier will take 3 points of damage before dissipating. This field has 1 points of magical and physical defense. This means that it would take a orange or better weapon to damage the barricade and 1 points would be subtracted from any Spell Strikes. This spell must be cast upon openings, doorways, or two trees, located no farther than 12 feet from each other. It cannot be cast upon any creatures unless specified in this spell.

Destroy Magic 1    Destroys one previously cast 1st level magic spell.

Detect Trap and Lock   If present, detects the residence and level of a trap and lock when cast on a single item.

Dispel Magic 1    Dissipates any 1st level spell effect as long as the Dispel is evoked immediately after the target spell has functioned.

Mask Aura 1     Hides a person’s true aura from sight, causing a weak white or gray aura to appear.

Metamorph 1    Creates the illusion that the spell's target is a akin to nearby enemies for 30 seconds.  Cannot be used once combat is declared. The caster is allowed to avoid combat ONLY with this spell.

Remove Trap 1    Removes a previously discovered level 1 trap.

Run    Allows the character on which it is cast to increase their running speed to twice normal for 10 seconds.

Spell Shield 1    Negates the function of the first unwanted 1st level unwanted spell that is directed at the caster. Lasts until destroyed or used.  No more that one Spell Shield of any level can be cast on a person at a time.  

Stone Skin 1  Add 2 Hps to target of spell for the duration of a combat. (This is the old Armor spell but since there was some confusion about Armor, the stuff worn,  and Armor, the spell, gave it a new name)

Trance    Puts a person or a creature in a trance for the first minute, but the creature cannot be harmed, touched, or searched in any way.  Unless the caster declares he or she wishes the spell to take effect at that moment, the 1 minute begins at the end of Casting Phase.  Time spent not actually fighting does not count against the spell's duration.

Unlock 1    Unlocks a 1st level lock.

LEVEL 2:   

Barricade 2     Creates a defensive wall that keeps foes out. This barrier will take 4 points of damage before dissipating. This field has 2 points of magical and physical defense. This means that it would take a yellow or better weapon to damage the barricade and 2 points would be subtracted from any Spell Strikes. This spell must be cast upon openings, doorways, or two trees, located no farther than 12 feet from each other. It cannot be cast upon any creatures unless specified in this spell.

Destroy Magic 2    Destroys one previously cast 2nd level or lower magic spell.

Disenchant 1    Drains a first level magic vessel of its powers / charges. Disenchant always destroys a channeled item initially, if no first level channeled item is present it will then destroy a first level tattoo, if neither are present it will disenchant a first level scroll, if none of the above are present a first level alchemical item is drained. If no appropriate vessels are present when the spell has no effect.

Dispel Magic 2    Dissipates any 1st-2nd level spell effect as long as the Dispel is evoked immediately after the target spell has functioned.

Fear 1    Causes 1 hostile creature to flee from a combat. They may not be pursued and attacked.

Metamorph 2    Allows the target to avoid attacks and/or carry a conversation with enemies for 1-2 minutes by fooling them into thinking you are one of them. If the creature’s native language is not known, then a Tongues spell must be used to carry the conversation. This spell can be used as combat is declared but not once target is engaged.  It can also be used if target of spell has no immediate opponent.

Negate Attack 1    Prevent the damage from the last attack against you.  If two blows hit your roughly simultaneously then you may chose which one to negate.

Remove Trap 2    Removes a previously detected level 2 or lower trap.

Sleep 1    Causes 1 living enemy to fall into a slumber. He cannot be harmed, touched or searched in any way.

Spell Shield 2    Negates the function of the first unwanted 2nd or lower level unwanted spell that is directed at the caster. Lasts until destroyed or used.  No more that one Spell Shield of any level can be cast on a person at a time.

Stone Skin 2  Add 3 Hps to target of spell for the duration of a combat. (This is the old Armor spell but since there was some confusion about Armor, the stuff worn,  and Armor, the spell, gave it a new name)

Teleport    Teleports caster to a random place out of combat in the nearby vicinity (30 seconds away). Cannot be used offensively, but can be used on a willing companion.

Unlock 2    Unlocks a level 2 or lower lock.

LEVEL 3:   

Barricade 3     Creates a defensive wall that keeps foes out. This barrier will take 5 points of damage before dissipating. This field has 3 points of magical and physical defense. This means that it would take a blue or better weapon to damage the barricade and 3 points would be subtracted from any Spell Strikes. This spell must be cast upon openings, doorways, or two trees, located no farther than 12 feet from each other. It cannot be cast upon any creatures unless specified in this spell.

Destroy Magic 3    Destroys one previously cast 3rd level or lower magic spell.

Disenchant 2    Drains a second level magic vessel of its powers / charges. Disenchant always destroys a channeled item initially, if no second level channeled item is present it will then destroy a second level tattoo, if neither are present it will disenchant a second level scroll, if none of the above are present a second level alchemical item is drained. If no appropriate vessels are present when the spell is cast then the spell becomes a Disenchant 1 spell and seeks out first level items.

Dispel Magic 3    Dissipates any 1st-3rd level spell effect as long as the Dispel is evoked immediately after the target spell has functioned.

Fear 2    Causes 2 hostile creatures to flee a combat. They cannot be pursued and attacked.

Negate Attack 2    Prevent the damage from the last attack against anyone in your line of sight.  If you were not part of the combat prior to casting you are afterwards.  If two blows hit the target at roughly the same time then you may chose which one to negate.

Neutralize Weapon    Effects a single weapon for the duration of one combat.  Weapon will only be able to use its weapon strike(s).  All other damage is neutralized.

Pass Without Trace   Allows the caster to live, hunt, and walk in an area without leaving any discernible tracks or detectable traces. This spell lasts for 1 week (adventure).

Remove Trap 3    Removes a previously detected level 4 or lower trap.

Sleep 2     Causes up to 2 living creatures to fall into a slumber in which they cannot be harmed, touched, or searched or in any way.

Spell Shield 3    Negates the function of the first 3rd or lower level unwanted spell that is directed at the caster. Lasts until destroyed or used.   No more that one Spell Shield of any level can be cast on a person at a time.

Stone Skin 3  Add 4 Hps to target of spell for the duration of a combat. (This is the old Armor spell but since there was some confusion about Armor, the stuff worn,  and Armor, the spell, gave it a new name)

Unlock 3    Unlocks a level 4 or lower lock.

LEVEL 4:   

Alchemical Shield   Destroys any one unwanted alchemical item used upon a being or object protected by this spell. Lasts until destroyed or used.

Barricade 4     Creates a defensive wall that keeps foes out. This barrier will take 6 points of damage before dissipating. This field has 4 points of magical and physical defense. This means that it would take a blue or better weapon to damage the barricade and 4 points would be subtracted from any Spell Strikes. This spell must be cast upon openings, doorways, or two trees, located no farther than 12 feet from each other. It cannot be cast upon any creatures unless specified in this spell.

Damage Shield 4    Creates a barrier of force that causes 5 points of damage to the first person physically attacking the wearer. (X)

Destroy Magic 4    Destroys one previously cast 4th level or lower magic spell.

Disenchant 3    Drains a third level magic vessel of its powers / charges. Disenchant always destroys a channeled item initially, if no third level channeled item is present it will then destroy a third level tattoo, if neither are present it will disenchant a third level scroll, if none of the above are present a third level alchemical item is drained. If no appropriate vessels are present when the spell is cast then the spell becomes a Disenchant 2 spell and seeks out second level items.

Dispel Magic 4    Dissipates any 1st-4th level spell effect as long as the Dispel is evoked immediately after the target spell has functioned.

Doppelganger    Creates a duplicate that stands in for the caster for a combat.  The doppelganger has the same Hps (including buffs and armor) as the caster.  It cannot use the caster's personal spells or any of his or her other items  It can use the casters weapon strike.  If the doppelganger is destroyed before the end of the combat, all remaining damage is applied to the caster. 
The caster is placed out of phase with the world until the
doppelganger is destroyed. He or she cannot not act or be effected during that time. 
When cast, Doppelganger should be secretly announced to an AM or to someone on the caster's team if possible.

Hidden Pathway    Allows the caster to continuously enchant a pathway that they can travel at their leisure without leaving any discernible tracks or detectable traces. This spell blocks the Tracking, Find the Path or Locate Object spell and remains until Destroy Magic 4 is cast upon it. It will radiate magic if detected.

Jumping Grave    Causes the grave site of a person, along with all earthly remains, to teleport randomly around the Shadowlands.

Metamorph 3    Allows the target to freely move within the ranks of the enemy for 10 minutes without being detected as anything other than common member of that enemy . This spell also can compensate for language barriers.

Obscure Object    Partially conceals an object from spells such as Tracking, Find the Path and Locate Object. The spell does not completely obliterate the path to the object but instead makes it harder to find. A Locate Object spell not will reveal the exact location of the item that has Obscure Object cast upon it but instead will reveal the first of 2-5 clues that will lead to where the item resides. This spell lasts for 1 week (adventure).

Remove Trap 4    Removes one previously detected 6th level or lower trap.

Spell Shield 4    Stops the first 4th or lower level unwanted spell that is directed at the caster. Lasts until destroyed or used.  No more that one Spell Shield of any level can be cast on a person at a time.

Stone Skin 4  Add 5 Hps to target of spell for the duration of a combat. (This is the old Armor spell but since there was some confusion about Armor, the stuff worn,  and Armor, the spell, gave it a new name)

Teleport to Safety   Teleports the target creature to safety in a pre-arranged spot. This spell may not be used offensively, but can be used on a willing companion.

Unlock 4    Unlocks a 6th level or lower lock.

Wraithform    The caster of this spell becomes immune to all Physical attacks for one spell period, but takes Magical damage normally. Cannot use physical attributes or weapons in combat.

LEVEL 5:   

Barricade 5     Creates a defensive wall that keeps foes out. This barrier will take 9 points of damage before dissipating. This field has 7 points of magical and physical defense. This means that it would take a better than white weapon to damage the barricade and 7 points would be subtracted from any Spell Strikes. This spell must be cast upon openings, doorways, or two trees, located no farther than 12 feet from each other. It cannot be cast upon any creatures unless specified in this spell.

Conceal Object    Completely conceals an object from spells such as Find the Path and Locate Object. The spell completely obliterates the path to the object, so that even a Locate Object spell not will reveal the any clue as to the location of the item. This spell lasts for 1 week (adventure).

Destroy Magic 5    Destroys one previously cast 5th level or lower magic spell.

Disenchant 4     Drains a fourth level magic vessel of its powers / charges. Disenchant always destroys a channeled item initially, if no fourth level channeled item is present it will then destroy a fourth level tattoo, if neither are present it will disenchant a fourth level scroll, if none of the above are present a fourth level alchemical item is drained. If no appropriate vessels are present when the spell is cast then the spell becomes a Disenchant 3 spell and seeks out third level items.

Dispel Magic 5    Dissipates any 1st-5th level spell effect as long as the Dispel is evoked immediately after the target spell has functioned.

Eldritch Form    Caster becomes immune to all magical attacks for one spell period, but takes physical damage normally. Evoker can use both physical and magical attacks.

Metamorph 4    The target of the spell can take on the appearance of a specific individual.  The illusion is only as good as the caster's knowledge of that individual.  The spell lasts for 30 minutes and can compensate for language barriers.

Remove Trap 5    Removes a previously detected 7th level or lower trap.

Spell Shield 5    Negates the first 5th or lower level unwanted spell that is directed at the caster. Lasts until destroyed or used.  No more that one Spell Shield of any level can be cast on a person at a time.

Stone Skin 5/Invulnerability    Add 8 Hps to target of spell for the duration of a combat.

Unlock 5    Unlocks one 7th level or lower lock.

 

Notes:

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