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Magic Listings
 

Casting of Spells ::
The Mage must utter the words of the Spell, and typically perform hand motions in order to invoke a spell

Item Enchantment ::
An object can only have a single enchantment (some rare rune weapons have more)

Activation of Enchanted Items:
Activation Word: can be spoken by anybody knowing it to activate it.
Astological Time Reference: set to activate based on solar events.
Trigger: set to activate in response to stimulus (ie. a trap)

The Ten Disciplines::

Earth
Wind
Fire
Water
Light
Plant
Animal
Mind
Body
Soul

Spells indicated by an asterix * can be chosen as initial spells.  (10 out of 30 the available)
Other spells require much study, and instruction from a master and cannot be chosen as beginning spells.
Spell learning should be carried out in-game, and at the discretion of the gOD.
 

Learning new spells::
In order to learn a new spell, the mage must find a greater mage whom is willing to instruct to take them under their tutelage.  Frequently, Mage's are found in pairs, one the student, and one the master.  Magic is a difficult vocation, and is a lifelong pursuit


Learning New Spells::
To learn a new spell in-game, The mage must find another mage willing to teach them what they know.
Knowledge of simpler spells makes learning the more complex spells easier. 
25% +10%
50% +15%
75% +20%
Knowing 25% of the lesser spells of a discipline grants a +10% for learning higher spells in that discipline.
ie.  Knowing 1 Earth spell grants a +10% bonus to learn a higher EARTH spell. (1 of 4, 25%)
knowing 4 Wind spells grants a +10% bonus to learn a higher WIND spell. (4 of 11, 25%)
 
 
 
 
 
 
 

Earth

Duration pts
*One with the Earth While
not
moving
  Mage can blend in with surrounding rocks and earth if standing completely still.  (80% Concealment)  If mage moves, they break the spell. 
(sufficient backdrop must be available)
*Mold Stone 2 Actions   Stone, Ore, Crystal, etc... becomes like putty in mages hands
Hard as Stone 2 Actions   Makes Inanimate Objects hard (Special).  Typically doubling Points.
Mend the Broken Special   Repairs Broken pieces of Wood, Earth, Ore, etc... Crystal

Wind

Duration pts
*Shift Air Currents 2 Actions   Causes changes in the speed and direction of air flow. 
Can be used to blow mages in Air form
Gust of Wind  Instant   Creates directed gust of wind that can knock over targets.
Odds of knocking over :: Human sized :: 70% // Giant Sized :: 50%
Fingers of Wind 2 Actions   Manipulates air enabling mage to lift or move objects (no size limit)
*Whispers on the Wind     A message can be sent great distances through the air.  While travelling, the words sound like wind through branches. Messages can be sent 100 miles/lvl
*Thunder Instant   Causes from a Rolling Thunder to a deafening Crash
Thunder Crash causes disorientation for 2 Actions (no bonuses)
*Shock 4 Actions   Runs a jolt of Electricity through target by skin contact (stun gun style)
Odds of Paralysis :: Human Sized :: 50% // Giant Sized, 30%
*Lightning Bolt Instant 1D6 Fires Bolts of Lightning from hands
Call Lightning Instant 1D8 Draws Lightning form the sky to strike target
Call Rain 2 Actions   Raises Barometric Pressure to create rain clouds and pleasant light rain 
(If moisture is present -not valid for desert climates)
Call Tornado 3 Actions 2D8 Manipulates Air Pressure to create a Tornado the mage can direct.
Odds of knocking over :: Human sized :: 90% // Giant Sized :: 70%
Winged Flight 2 Actions   Creates whipsy wings on the target's back that enable flight as a bird

Fire

Duration pts
*Warm 2 Actions   Warms Inanimate Object to temperature still Comfortable to Hold
*Heat 2 Actions   Heats Inanimate Object instantly to Red Hot
*Ignite Flame Instant   Instantly ignites flame on a combustible material
*Extinguish Flame Instant   Instantly extinguishes flames (up to10sq' / lvl)
Manipulate Flame 2 Actions   Mage can control path and shape of normal flame (fire must be present)
Resist Fire 2 Actions   Half damage from fire (round down)
Not affected by extremely hot temperatures
Fire Ball Instant 1D6 Mage expels balls of fire from hands
Instant damage, does not linger long enough to ignite combustabels
Breathe Fire Instant 1D8 Mage can Breath fire from mouth

Water

Duration pts
*Cool 2 Actions   Cools Inanimate Object to temperature still Comfortable to Hold
*Chill 2 Actions   Chills Inanimate Object instantly to Freezing Cold
Create Fog/Mist 10 actions   Mage can cause a near-ground drop intemperature resulting in the formation of anything from a mist to a dense fog (depending on presence and amount of water vapor present)
*Melt Ice Special   Melts Ice on Contact (up to 5cu' / lvl)
*Create Ice Special   Creates Ice from source of Water (up to 5cu' / lvl)
*Purify Water Special   Eliminates poisons, toxins and impurities from Water (up to 5 gallons / lvl)
Resist Cold 2 Actions   Half damage from Cold Attacks
Not affected by cold temperatures
Water Blast Instant ... Mage expels a fountain of fresh water from hands.  Able to extinguish fires, and does 2D4 to fire beings
Ice Blast Instant 1D6 Mage expels ice crystals from hands
Instant damage, does not linger long enough to have any other effects
Encase in Ice 2 Actions 1D6 Entombs target in ice sheath.  Takes 2 Actions for target to free itself
*Snowball Instant   Mage creates softball sized snowball in hand.          No damage, just fun.

Light

Duration pts
*Globe of Daylight 3 Actions   Creates a globe of natural Daylight that floats and can be maneuvered.
Lights 30' area.  Keeps orcs at bay -approx 10' away from globe
*Haze of Night 3 Actions The Antithesis of Globe of daylight, this globe of darkness neutralizes light in an area of 30'
Blinding Flash 3 Actions   Creates a instantaneous flash of light that blinds like a flashbulb
Victims are blinded completely for 2 Actions (-10 to hit)
3rd Action of Duration, Victims see spots (no bonuses to hit)
Closing eyes is an effective block against this spell -but they gotta know it's coming... 
Mage yells "Close your eyes!" allies will know what's coming, enemies won't.
Radiant Presence 5 Actions   Mage's body becomes illuminated to the point where onlookers 5' away must avert their eyes, and those beyond cannot discern any details of the mage's form.

Plant

Duration pts
*One with the Woods While
not
moving
Mage can blend in with surrounding trees and foliage if standing completely still.  (80% Concealment)  If mage moves, they break the spell.
(sufficient backdrop must be available)
Mold Plants Special   Mage can cause plants (living) to take on any desired shape, to achieve living space, stairs, walls, etc...
*Heal Plants Pts / Actn
(contact)
+5 Mage can heal plants, returning them to their recent past forms by touch, repairing damage by accelerated growth in specific locations (not overall)
*Accelerate Growth Pts / Actn
(contact)
5 yrs Mage can cause a living plant to instantaneously grow.
Reverse Growth Pts / Actn
(contact)
5 yrs Mage can cause a living plant to reverse it's growth, in essence, turning back time for that plant
Disentangle Special   Fiberous materials (plants, ropes) seem to come alive and straighten themselves out... untie knots, untangle...
Entangle Special   Fiberous materials (plants, ropes) seem to come alive and ensnare target designated by Mage
*Commune With Plants 2 Actions   On contact, Mage can get a 360° mental impressions of recent occurrances around a plant. 
ie. "I see an image of a wagon passing on this road by this tree..."
*Whispering pines. Special   A message can be delivered via trees across great distances -As far as there are trees to carry it.  The sound of the message to those not intended to receive it is like wind through the branches.

Animal

Duration pts
*Summon & Command 
Simple Animals
3 Actions   Mage can summon up to 5 specific Simple Creatures/lvl (assuming creatures are present) (same kind of creature, not a mix)
Simple Commands can then be spoken, and creatures will obey to their best ability.  (Complex commands are beyond simple creatures.)
Command Intelligent Animals 2 Actions   Mage can summon 1 specific Non-Sentient, Intelligent Creature/lvl (assuming creatures are present)  (same kind of creature, not a mix)
More Complex commands can be given, and creature(s) will obey to the best of their ability. 
Intelligent Creatures get to roll to save vs Mental Magic
Warding Special Mage generates an aura that repels animals from approaching a 50' radius
Communion 1 Action   Mage can ask an animal 1 question/lvl and recieve a mental image of the response to the question.  Similar to a Familiar Link, but less potent and strictly visiual, no senses are shared.

Mind

Duration pts
Presence 1 Action   Makes mage/target seem more powerful, and imposing than they really are, commands attention, and induces temporary fear/respect in those within 20'
*Make Sleepy Special   Makes target Sleepy -Sedative for sleep, Tire out an opponent (no bonuses)
*Make Alert Special   Wakes target up -Instantly readies for battle, doubles endurance (double bonuses)  Makes target jittery, jumpy.
*Speak/Read  Lang. 2 Actions   Magically and Temporarily instills the ability to Speak and Read all languages
*Trance 2 Actions   Basically, Hypnotize.  Victim stops dead in his tracks 
(+10 Magic Attack for Hypnotic Suggestion if used together)
Hypnotic Sugg. Special   Hypnotizes Target and allows Mage to Instill a Post-Hypnotic Suggestion
Nothing that goes against the characters morals or abilities
Agony 1 Action 0 Causes temporary mental Agony in target (no action can be made)
*Familiar Link Special   Creates a Permanent attachment between Mage and One Animal.
Mage can command animal, and share its Thoughts, Vision, Hearing and Smelling abilities
If familiar Dies, Mage suffers from temporary mental Agony, and Confusion for 1D10 days, and ALL Mental Magic Block Bonuses Are reduced to zero and can only be rebuilt through the usual means

Body

Duration pts
*Throw Voice Special   Mage can make his voice issue from any object within his sight.
*Reduce Pain Special   Mage can reduce pain, returning bonuses in combat, or blocking pain during a surgery.
*Induce Pain Special   Mage can induce pain, causing target to lose combat bonuses
*Heal Wounds Special   Mage can heal minor wounds (1D10) 4 times within a 24 hour period for same person. Scar removal is considered a separate incantation.
Mute 2 Actions   Mage can mute a target, temporarily stealing their ability to verbalize any noises.
Deafen 2 Actions   Mage can deafen a target, temporarily preventing their ability to hear any noises.
Blind 2 Actions   Mage can blind a target, temporarily preventing their ability to see.  (-20 Attack)
*Numb Body Part 3 Actions   Like when a limb "falls asleep", the victim's target limb will lose all feeling for 2 Actions (Still usable, but -5 to Attack) and for the 3rd Action, it begins to "wake up" -The almost painful Tingling sensation.
Paralyze 2 Actions   Victim's target limb will instantly lose all feeling and control, and will hang limply and useless from the body.
A note on Animal Transformations:: Contrary to all the Disney cartoons... Animals Do Not Speak. Yes, they communicate. Wether it be through body language or pheremones or whatever... science don't know for sure.
SO, being the human(like) creatures that we are, even when in the form of the animal, we did not inherit the instincts of the creature, so we don't know how to communicate in the natural ways.
Therefore, becoming a rat won't automatically allow you to "communicate" with other rats. Dragons are the only animal creatures considered to be sentient and who have a language of their own, so they verbally communicate in a way that human(like) creatures can comprehend.
Likewise, changing into a human(like) form does not grant knowledge of that races language or culture. If you don't speak Dwarf, but you can become a Dwarf, you will be a Dwarf who can't speak it's own language... alittle suspicious... ;)
Form of Earth Special   Mage becomes an animated Stone Statue of himself. 
Temporarily adds 4D6 Health points, 2D6 to strength
Form of Air Special   Mage becomes an invisible whisp of air.  Mage is subject to wind, and movement is very slow without assistance from air currents.
Form of Fire Special   Mage becomes an animated Flame with a roughly human shape.  Combustables coming into contact with the Mage will ignite. 
Touch does 1D4 damage. 
Ice/cold attacks to double damage (water does 2D4) to the Mage in this form.
Form of Water Special   Mage becomes an animated Fountain of Water with a roughly human shape.
Touched items will get wet, and hiding in a lake is perfect camouflage. 
Fire attacks do Double Damage to the Mage in this form.
Form of Mist Special   Mage becomes a visible mist that floats along the ground (mage is at the mercy of air currents)
Form of Insect Special   Mage becomes any Insect with all attributes of that creature becoming his own.
Form of Rodent Special   Mage becomes any Rodent with all attributes of that creature becoming his own.
Form of Feline Special   Mage becomes any Feline with all attributes of that creature becoming his own.
Form of Canine Special   Mage becomes any Canine with all attributes of that creature becoming his own.
Form of Raptor Special   Mage becomes any Bird with all attributes of that creature becoming his own.
Form of Elf 
(Lt/Dk)
Special   Mage's appearance changes to look like an Elf (if not normally Elf)
-no Bonuses, merely appearance. 
(cannot control final appearance-no magical impersonations)
Form of Human Special   Mage's appearance changes to look like a Human (if not normally human)
-no Bonuses, merely appearance.
(cannot control final appearance-no magical impersonations)
Form of Dwarf Special   Mage's appearance changes to look like a Dwarf(if not normally Dwarf)
-no Bonuses, merely appearance. 
(cannot control final appearance-no magical impersonations)
Form of Dragon Special   Mage becomes a Dragon in appearance.
Temporarily adds 5D6 Health points, 3D6 Strength
No magical properties of Dragons are gained, only appearance, health, Strength, and the ability to fly by flapping wings.
Transformation Spells do not modify the Mage's Base Health Points, merely adjusts Temporary points.
Losing added Temporary Health Points due to combat will break the Mage's spell, returning him to normal.
The Mage can also Cancel the spell at any time they wish to return to normal.  (all Temporary bonuses lost)

Soul

Duration pts
Commune W Spirits 2 Actions   Mage can speak with the souls of the recently dead (24 hours -after death, Souls will pass on after 24 hours). 
Souls tend to hang out around their bodies until passing on, otherwise they may get lost and not pass on, then are stuck between realms
Resurrect within 24 hours   Recently deceased beings (24 hours -after death, Souls will pass on after 24 hours) can be brought back to life, their souls returned to their bodies, and any Lethal wounds healed instantly.
Animate Dead 5 Actions   Long dead corpses (more than 24 hours dead) can be raised to walk again, and perform simple tasks (like; combat, serve tea, etc...)