Metaphysical | ||
LEVEL 1: Create Magic Trap 1 Creates a 1st level trap. Detect Aura Reveals the aura and level of any creature or person who is unprotected from this spell. Detect Spirit 1 Detects the presence and primary color of a spirit. Dispel Magic 1 Dissipates any 1st level spell effect as long as the Dispel is evoked immediately after the target spell has functioned. Feign Death Causes the target of the spell to appear dead and repugnant. This will not stop the player from being looted but it will cause undead, trolls or any other carnivores to leave the body unmolested. Mask Aura 1 Fools a Detect Aura spell into revealing a weak, normal person. Lasts one week. Philter 1 Allows a character to create one 1st level potion/dust with the correct components. Seance Allows communication with white, gray or brown spirits only. This spell does leave the character open to attacks or possessions by the spirit. Spirit Shield 1 Allows caster to disengage from a spirit contact at will, and will absorb up to 4 points of damage for the duration of one encounter. Each spell will allow you protection from one attempted corruption by a yellow spirit. Maintaining contact with that spirit will allow it to reach beyond this spell. Summon Item 1 Summons a non-valuable, non-magical item. Thought Transfer Allows caster to send a thought or a message to any willing\unwarded character. Calm Causes ALL creatures within a small area to become calm and cease hostilities. All creatures (including adventurers) in the area of effect will pick up their belongings and leave the area peacefully. This spell has no effect in the presence of undead or demons. Area remains affected for 15 minutes. Create Magic Trap 2 Creates a level 1 trap with one additional contingent spell effect, or a level 2 trap. Create Rune Allows a caster to create and empower a single rune. Detect Spirit 2 Detects the presence and colors of a spirit. Besides the primary aura color, this spell reveals shades, bands and flecks. 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 then the spell has no effect. Dispel Magic 2 Dissipates any 2nd level or lower spell effect as long as the Dispel is evoked immediately after the target spell has functioned. Erase Rune Destroys a single rune when cast directly onto it. Exorcism 1 Expels a minor spirit {G,W} from an unwilling host, or causes 6 pts of damage directly to a spirit not within a living host. Hypnotism
Puts a creature into a trance for
1 minute, during which time he may be asked up to 3 questions, but cannot be harmed. In
order to ask\understand the questions or answers, the caster must speak or understand
somehow the native language of the creature. The creature will answer simply, but
truthfully. After the third question the spell elapses even if the minute has not yet
expired. Knock Allows caster to find a secret entrance or exit. Can also be used to open locks of up to 2nd level. Mask Spirit Aura Fools Detect Spirit spells into revealing a grey spirit aura. Lasts for one week. Philter 2 Allows a character to create a 2nd level potion\dust with the correct components. Speak with Spirit Opens a line of psychic communication to a spirit, whose name or recognized title must be known. This spell does leave the caster vulnerable to attacks or possessions by the affected spirit. Spirit Shield 2 Allows caster to disengage from a spirit contact at will, and will absorb up to 8 points of damage for the duration of one encounter. Each spell will allow you protection from one attempted corruption by a yellow spirit. Maintaining contact with that spirit will allow it to reach beyond this spell Time Doppler Creates a weak temporary doppleganger which can attempt any one action. The caster is, however, safe from the consequences of the doppleganger's action. LEVEL 3: Create Glyph Allows the creation of a magical glyph that can hold up to 10 levels of spells, none of which can be higher than third level. Glyphs are permanent until destroyed, although they can be deactivated for 1 day by the casting of a Destroy Magic 3 or higher. It can follow simple causal instructions. Must be anchored to a fixed object or location. Create Magic Trap 3 Creates a 1st level trap with 2 contingent spells, a 2nd level trap with 1 contingent spell, or a 3rd level trap. Death Lights Causes illusionary lights to replay a death scene, but only if the corpse or item causing death is present. Detect Spirit 3 Detects the presence and colors of up to 3 spirits in close proximity to each other. Besides the primary aura color, this spell reveals shades, bands and flecks. 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 3rd level or lower spell effect as long as the Dispel is evoked immediately after the target spell has functioned. Erase Glyph Erases any one glyph when cast directly onto it. Exorcism 2 Expels weak spirits {G,W} from an area, or a more powerful spirit from an unwilling host {Br, G},or causes 8 pts. of damage directly to a spirit not within a living host. Hypnotic Pattern Causes 1-3 targets to become confused and take no offensive action for 1 minute. 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. Mask Aura 2 Fools a Detect Aura spell into revealing the Aura and Level of the casters choice. Lasts for one week. Penetrate Aura Reveals the aura and level of any creature or person even if they are protected from this spell by a Mask Aura 1 or Mask Aura 2. Philter 3 Allows a character to create one 3rd level potion\dust with the correct components. Poltergeist Summons a weak spirit {G,W} to do some small deed. Possession Allows a known spirit of any power to communicate through your body. This spirit may have to be forced from the body afterwards, if it does not wish to leave, but the level of communication and understanding will be much greater if this spell is used, and the possessed gains some of the abilities of the spirit housed within them.. Sanctuary The target of the spell is wrapped in a holy shield. He or she cannot be attacked but can make no hostile actions either. The effect being may cast beneficial spells on allies and they may move. This spell affects normal creatures, undead and demons of lesser level than the caster. This spell lasts for 2 minutes. Speak with Dead Allows the caster to speak with a person \ creature that has been dead for up to 100 years per level of the invoker even if the creatures \ persons name. The dead will be disturbed and prone to hostility by this spell, as it will bring them back from the Beyond, and return their consciousness to their bones. Spirit Shield 3 Allows caster to disengage from a spirit contact at will, and will absorb up to 12 points of damage for the duration of one encounter. Each spell will allow you protection from one attempted corruption by a yellow spirit. Maintaining contact with that spirit will allow it to reach beyond this spell. Spirit Writer Invokes a benign ghost\spirit to communicate through your unconsciousness. Summon Item 2 Allows you to summon from any distance one item that you have had in your possession recently, provided that it is not warded against such a spell. LEVEL 4: Create Magic Trap 4 Creates a 2nd level trap with 2 contingent spells, or a 3rd level trap with 1 contingent spell, or a 4th level trap. 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. Detect Spirit 4 Detects the presence and colors of up to 5 spirits in close proximity to each other. Besides the primary aura color, this spell reveals shades, bands and flecks. Dispel Magic 4 Dissipates any 4th level or lower spell effect as long as the Dispel is evoked immediately after the target spell has functioned. Doppleshunt The caster of this spell for one combat can detect the use of doppelgangers. They can dispel one of those uses per casting of Doppleshunt. The dispelling of a doppelganger does not stop the ability to detect other uses of that spell. Exorcism 3 expels more powerful spirits {Y,R} from any host body or object, or does 10 pts. of damage directly to a spirit not within a living host. False Divine Message Sends an untrue, but completely believable message to a follower of a spirit god. Mask Spirit Aura 2 Fools Detect Spirit spells into revealing the Aura and Level of the casters choice. Lasts for one week. Peace Causes ALL creatures within a small area to become peaceful and cease hostilities. All creatures (including adventurers) in the area of effect will pick up their belongings and leave the area calmly. This includes undead and demons. Area remains affected for 30 minutes. Philter 4 Allows a character to create one 4th level potion/dust with the proper components. Protected Speak with Spirits Allows a character to speak with a Black spirit (as per Speak with Spirit spell) with protection against being ensnared by the punishment of the spirit. Spectral Blade Converts all physical damage of a weapon to magical damage. Spirit Binding Provides the raw magic necessary to bind a willing spirit to an object, forcing it to serve the possessor of the object for a set, limited number of services. Unwilling spirits must be forced into the object. Spirit Quest Allows the character to utilize energies from the Spirit Realm or enter that realm to have a greater chance of completing a quest for a spirit. Spirit Shield 4 Allows caster to disengage from a spirit contact at will, and will absorb up to 16 points of damage for the duration of one encounter. Each spell will allow you protection from one attempted corruption by a yellow spirit. Maintaining contact with that spirit will allow it to reach beyond this spell. Summon Item 3 Allows you to summon from any distance all personal items recently owned that are not warded against such a spell. Note: It is possible that some of the items may have been used up between the time they were taken/lost and the casting of this spell. Treasured Possession Extends the time that a item can be summoned. This spell must be cast on the item while it is in your possession. The spell is perminant. As long as the caster of this spells has had possession of the item for longer than the current owner it can be summoned from the current owner. LEVEL 5: Create Magic Trap 5 Creates a 3rd level trap with 2 contingent spells, a 4th level trap with 1 contingent spell, or a 5th level trap. Create Sigil Allows the creation of a magical sigil that can hold up to 10 levels of spells, none of which can be higher than fifth level. Sigils are permanent until destroyed, although they can be deactivated for 1 day by the casting of a Destroy Magic 5 or higher. It can follow complex causal instructions. Must be anchored to a fixed object or location. 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 a random magical effect will occur. then the spell becomes a Disenchant 3 spell and seeks out third level items. Dispel Magic 5 Dissipates any 5th level or lower spell effect as long as the Dispel is evoked immediately after the target spell has functioned. Erase Sigil Erases any one Sigil when cast directly onto it. Exorcism 4 Expels all spirits except black ones from a host body, place, or object, or does 20 points of damage to a specific spirit not within a living host. Fashion Aura Can be applied to a living being or spirit. Fools Detect Aura or Detect Spirit spells into revealing the specific aura of a unique being. The Caster must have be familiar with the aura to create counterfeit of it. Lasts for one week. Graveyard Knock Detects the presence and colors of all spirits in a graveyard, room or 20' radius area. Besides the primary aura color, this spell reveals shades, bands and flecks. Holy Ground Creates a 20’x20’ area in which ALL creatures (including adventurers) cannot engage in hostilities. Any creature may remain in this zone that normally would not wish the caster ill. This spell lasts until sunrise the follow day. Permanence Creates one permanent magic item of the Metaphysical sphere when cast in conjunction with the desired spell. Philter 5 Allows a character to create one 5th level dust/potion with the proper components. Protected Summon Spirit Allows a character call into the spirit realm and guide a willing spirit to the caster's location. The spell provides the caster with the with protection against being ensnared by the punishment of a black spirit as well as one attempted corruption by a yellow spirit. Spirit Shield 5 Allows caster to disengage from a spirit contact at will, and will absorb up to 40 points of damage for the duration of one encounter. Each spell will allow you protection from one attempted corruption by a yellow spirit. Maintaining contact with that spirit will allow it to reach beyond this spell. Summon Ward This spell may be cast on any container less than 10 square feet in size. It prevents any items inside the container from being able to be effected by Summoning spells. This effect is permanent. The spells can cast on walls and joined together to create summon-proof vaults and warehouses. Each casting covers a 10'x10' section of wall. LEVEL 6: Punish Spirit LEVEL 7 Enslave Spirit LEVEL 8: Free Spirit
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