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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. The caster must touch the two points to which the spell is anchored to when casting this spell.  It cannot be cast upon any creatures unless specified in this spell.

Battle Cry     Calls enemies within hearing distance to the caster.  This not meant to be a useless spell which calls EVERY boggie in range to rush the caster.  It has two uses.
1) Will call something for a bored Fighter to fight.  Players using it should let AM know of their intent and if AM has a monster(s) free they can send them out to go pummel each other.  Monsters can do sort of same.  AMs should give envelope to players heading out into woods to be opened on trail and it will indicate they hear Battle Cry and to go fight.
2) It increases the range to declare combat.  Instead of being just 20 yards away, the Caster can start a combat against anyone he/she sees as long as he/she can shout that far.
If players or monsters hears someone shout "Battle Cry!!!!"  Go and fight.  If it turns out fight is already going because someone got there before you, join in.
Calm spells negate Battle Cries for those around the the person casting Calm.

Damage Barrier 1    causes a barrier of power to spring into being that causes 2 points of damage to the first person physically crosses its threshold. This spell must be cast between existing openings and doorways no wider than 12 feet. The caster must touch the two points to which this spell is anchored to when casting this spell.

Enchant Weapon 1    Enhances a weapon's Weapon Strike damage by 1 points.  Damage delivered this way is considered Enhanced Physical damage.  This spell lasts for a full spell period but counts as one of the two additional effects a player can have besides their spells per combat.

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.

Spell Strike 1     Delivers 3 points of magic damage to a single foe.
Spell Strikes can also be spread to effect up to four targets.  Targets should be reasonably close together.  The formula for Spread Spell Strikes is
½ the single person damage, rounding up, and that
½ damage hits each target.  So in this case that would be 2pt of dmg for each.

Stone Skin 1  Add 1 Hps to target of spell for a full spell period but counts as one of the two additional effects a player can have besides their spells per 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)

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.

Damage Barrier 2    causes a barrier of power to spring into being that causes 3 points of damage to the first person physically crosses its threshold. This spell must be cast between existing openings and doorways no wider than 12 feet.

Enchant Weapon 2    Enhances a weapon's Weapon Strike damage by 2 points. Damage delivered this way is considered Enhanced Physical damage. This spell lasts for a full spell period but counts as one of the two additional effects a player can have besides their spells per combat.

Rage    Causes all creatures in the immediate area to become enraged and commence hostilities. Creatures will remain and fight rather than flee.  This spell will not cause allies to attack one another.  If there is no perceivable enemy the spell has no effect.  Calm spells will neutralize Rage spells but they can only be cast by someone not already effected by the Rage spell.

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.

Spell Strike 2     Delivers 4 points of magic damage to a foe.
Spell Strikes can also be spread to effect up to four targets.  Targets should be reasonably close together.  The formula for Spread Spell Strikes is
½ the single person damage, rounding up, and that ½ damage hits each target.  So in this case that would be 2pts of dmg for each.

Stone Skin 2  Add 2 Hps to target of spell for a full spell period but counts as one of the two additional effects a player can have besides their spells per 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)

Weapon Strike  Allows the caster to make an additional Weapon Strike.

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.

Duel    Allows the caster to engage a foe in a one on one combat without the interference of others. No spells that would interfere with the combat may be cast by onlookers. 
When the duel is over another combat begins with any remaining opponents (this means new Spells, new Weapon Strikes, but Hit points stay as they were at end of prior combat)

Enchant Weapon 3    Enhances a weapon's Weapon Strike damage by 3 points.  Damage delivered this way is considered Enhanced Physical damage. This spell lasts for a full spell period but counts as one of the two additional effects a player can have besides their spells per combat.

Spell Shield 3    Negates the function of the first unwanted 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.

Spell Strike 3     Delivers 5 points of magic damage to a foe.
Spell Strikes can also be spread to effect up to four targets.  Targets should be reasonably close together.  The formula for Spread Spell Strikes is
½ the single person damage, rounding up, and that ½ damage hits each target.  So in this case that would be 3pts of dmg for each.

Stone Skin 3  Add 3 Hps to target of spell for a full spell period but counts as one of the two additional effects a player can have besides their spells per 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)

Level 4:   

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 Barrier 4    causes a barrier of power to spring into being that causes 5 points of damage to the first person physically crosses its threshold. This spell must be cast between existing openings and doorways no wider than 12 feet.

Doppleburn    If this spell is targeted on a doppelganger it destroys the construct and does 9 points of damage to the caster of the doppelganger.  If this spell targets something other than a doppelganger it does 3 points of damage to that target.

Enchant Weapon 4    Enhances a weapon's Weapon Strike damage by 4 points.  Damage delivered this way is considered Enhanced Physical damage. This spell lasts for a full spell period but counts as one of the two additional effects a player can have besides their spells per combat.

Shackle    This spell moors a foe to one place (i.e. no running away) until either the caster or the target is slain, or the caster retreats from the battlefield.

Spell Shield 4    Negates the function of the first unwanted 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.

Spell Strike 4     Delivers 6 points of magic damage to a foe.
Spell Strikes can also be spread to effect up to four targets.  Targets should be reasonably close together.  The formula for Spread Spell Strikes is
½ the single person damage, rounding up, and that ½ damage hits each target.  So in this case that would be 3pts of dmg for each.

Stone Skin 4 Add 4 Hps to target of spell for a full spell period but counts as one of the two additional effects a player can have besides their spells per 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)

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:   

Arena    Allows the caster (and up to 5 declared allies) to engage any number of declared foes in combat without the interference of onlookers. No spells that would interfere with the combat (non-Knowledge spells) may be cast by onlookers.
When the arena combat is ended another combat begins with any remaining opponents (this means new Spells, new Weapon Strikes, but Hit points stay as they were at end of prior combat)

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.

Damage Barrier 5    causes a barrier of power to spring into being that causes 8 points of damage to the first person physically crosses its threshold. This spell must be cast between existing openings and doorways no wider than 12 feet.

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.

Enchant Armor 5    Removes 6 point of damage from each Weapon Strike in a combat.

Enchant Weapon 5    Enhances a weapon's Weapon Strike damage by 6 points.  Damage delivered this way is considered Enhanced Physical damage. This spell lasts for a full spell period but counts as one of the two additional effects a player can have besides their spells per combat.

Enchantment    When used on a weapon or armor, it simply gives +1 to damage or armor value, permanently.

Spell Shield 5    Negates the function of the first unwanted 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.

Spell Strike 5     Delivers 10 points of magic damage to a foe.
Spell Strikes can also be spread to effect up to four targets.  Targets should be reasonably close together.  The formula for Spread Spell Strikes is
½ the single person damage, rounding up, and that ½ damage hits each target.  So in this case that would be 5pts of dmg for each.

Stone Skin 5/Invulnerability    Add 6 Hps to target of spell for a full spell period but counts as one of the two additional effects a player can have besides their spells per combat.

*** NP *** This note indicates combat spells that may not be made permanent on items or people. For example, an Enchant Armor 2 spell, which improves an armor’s damage resistance by 2 points, will function either once per day, or needs to be refilled with charges.

 

Notes:

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