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Effects

This chapter goes over the Effects that you may hear in combat at a game so you know how to respond to each of them. Below the name of each effect lists whether an effect can be cast by a Player Character as a spell (along with which school and spell level), or created through production as a trap globe, elixir, gas, scroll, or potion. Remember that just about any effect can be a monster ability, and some of these can only be Cast abilities (such as Enslavement).

Next listed is the Effect Group followed by the effect’s duration (Instant, Concentration, Line of Sight [LoS], 5-minutes or 10-minutes, 5 days).

Some descriptions here use the word “spell” when the effect is primarily used as a spell; however, this should not be interpreted to mean that the effect can only be produced via a spell. There will be the proper incant for the spell at the end of the description.

Alchemical Solvent

  • Spell: None
  • Effect Group: Coating
  • Duration: Instant
  • Production Type: Coating
  • Incantation: None

This solvent, covering one square foot per dose, will remove any Alchemical coating when carefully applied. While applying Alchemical Solvent, the character will be unaffected by the coating they are trying to remove.

Amnesia

  • Spell: None
  • Effect Group: Greater Command
  • Duration: Instant
  • Production Type: Elixir
  • Incantation: None

Anyone who consumes this elixir cannot remember anything that occurred within the 60 minutes prior to its administration.

In the place of the now inaccessible memories is a blank spot within the memory. The player is aware that they cannot remember anything for that period and may reasonably assume that they have been given an Amnesia elixir.

In the ten-minutes directly after an Amnesia has taken effect, the Amnesia may be countered, and memories of the period returned by either a Dispel or a Purify. After that ten-minute period, Amnesia becomes incurable and the recipient permanently loses their memory of the 60-minute period.

There is no IG way to retrieve these memories. Mental abilities from Avani and Stone Elves may not restore these memories, and a Life Spell or even Resurrection cannot remove them even if they occur within the ten-minute window.

Antidote

  • Spell: None
  • Effect Group: Alteration
  • Duration: Instant
  • Production Type: Elixir
  • Incantation: None

One dose of an Antidote will remove all lasting effects in the Alteration effects group (Enfeeble, Hallucinate, Intoxicate, Paranoia). It does not matter how those effects were caused.

Awaken

  • Spell: Celestial and Earth 4
  • Effect Group: Command
  • Duration: Instant
  • Production Type: Potion, Scroll
  • Incantation: “I Awaken you from Commands.”

This effect removes all Command effects currently afflicting the target (Berserk, Charm, Fear, Shun, Sleep). Note that it does not remove Greater Command effects.

Banish

  • Spell: Celestial 4
  • Effect Group: Eldritch Force
  • Duration: Instant
  • Production Type: None
  • Incantation: “With Eldritch Force I Banish you.”

This spell attempts to Force a creature not native to the current plane that it is on to return to its home plane or expend a significant amount of energy remaining where it is (usually in the form of Body damage). Creatures already on their home plane are Immune to the Banish effect.

This spell usually only affects elementals, fey, and extraplanar creatures (Cast should check the creature type on the monster card) but may affect other types at the discretion of the Plot Committee. PCs may be affected by this spell in certain circumstances to be announced beforehand by the Plot Committee.

Lesser elementals, lesser fey, and lesser extraplanar creatures affected by this spell instantly dissipate as if slain, leaving behind anything carried. An affected creature with the ability to Rift In or Rift Out may not use that ability until the next LP.

Greater elementals, greater fey, and greater extraplanar creatures affected by this spell take 50 points of damage. If slain by this damage, the affected creature cannot Rift In or Rift Out until the next LP.

This spell usually has no effect on normal living or Undead creatures, but, like all spells, will still remove a Spell Shield or Reflect Spell.

Berserk

  • Spell: none
  • Effect Group: Command
  • Duration: 5 Minutes
  • Production Type: Elixir, Gas
  • Incantation: None

This effect commands the target into an insane killing fury, causing them to attack all creatures in the vicinity—starting with the closest, whether friend or foe.

The affected target must use basic Weapon Skills if they have them available (including Shields, Claws, and constant abilities such as Weapon Proficiency and Backstab). The player of a Berserked character may make an OOG choice whether they want their character to utilize and expend per-day abilities and equipment such as spells, Resists, Banes, Alchemy globes, etc. Please note that this is an OOG choice for the player based on how they wish to utilize their character’s abilities and equipment; the character has no IG options as to what they utilize. Characters are never forced to utilize Necromancy spells or items unless the player chooses to have them to do, with full understanding that this may impact their character IG.

A character must make a legitimate effort to attack the nearest target in some manner if they have any means to do so at their disposal (with the caveats above).

A person under the effects of a Berserk will not stop to give a Killing Blow or search a target, but will immediately turn to find something else to attack once their current target falls or is no longer the closest target.

Blast Globe

  • Spell: none
  • Effect Group: Evocation
  • Duration: Instant
  • Production Type: Gas
  • Incantation: None

Alchemists may produce small globes designed to explode on impact called Blast Globes. These are thrown with the call “10 Elemental <Element>”, where the Element is chosen from Flame, Ice, Lightning, or Stone at the time of the Blast Globe’s creation. You must have three ranks of Alchemy to throw Blast Globes.

Cause Wounds

  • Spell: Earth, all levels
  • Effect Group: Necromancy
  • Duration: Instant
  • Production Type: Potion
  • Incantation: “With Necromancy I create <Number> Chaos”

This spell inflicts five points of Chaos damage per spell level it is manifested from. This bypasses armor. When used on Undead, it will instead heal the stated amount. This spell, which is the Signature Spell of Necromancers, will tear apart the flesh of the living or renew the bodies of the Undead.

When created as a potion, the Chaos value will be set based on how many Production Points are used as if a spell of appropriate level were being cast. For example, a Cause Wounds potion created using 20 Production Points would cause the target to take “20 Spell Chaos” when the potion is quaffed. The value should be written on the tag when it is created.

Note that this effect always manifests as Chaos damage. A monster using an innate ability would never attack for “Cause Wounds” — instead, it would attack for “Chaos.”

Chaos Blade

  • Spell: Earth 6
  • Effect Group: Necromancy
  • Duration: 10 Minutes
  • Production Type: None
  • Incantation: “With Necromancy I create a Chaos Blade.”

This spell allows the recipient to temporarily enchant all wielded Weapons with the powers of Chaos. The recipient chooses which Weapons(s) and attack(s) to utilize their Chaos Blade with and announces the total damage of the attack while saying “Chaos” instead of their normal carrier such as “Normal” or “Silver”. It may be used on any Weapon, even Bows and Crossbows.

The Chaos Blade lasts for ten minutes or until affected by Dispel.

Note that as with any Carrier attack which might otherwise have a beneficial effect upon the target, these attacks will not actually heal an Undead target (or any other creature which might be normally healed by Chaos damage).

Since this spell affects the target character, not a specific Weapon, it will affect all Weapons the character uses during the spell’s duration. However, as soon as they hand a Weapon to another character, it will revert to its normal damage type.

Chaos Storm

  • Spell: Earth 9
  • Effect Group: Necromancy
  • Duration: Storm
  • Production Type: None
  • Incantation: “With Necromancy I create a Chaos Storm.”

When this spell is cast, the caster is granted the ability to throw 15 Packets at 10 damage each as “10 Spell Chaos!” The Packets are thrown one at a time and no other spell or Skill can be used between the throws. These Packets may also be touch-cast onto a target.

Charm

  • Spell: Celestial and Earth 7
  • Effect Group: Command
  • Duration: 10 Minutes
  • Production Type: Gas, Scroll
  • Incantation: “I Command you to be Charmed.”

This spell makes the target view the caster as their best friend in the world. No amount of logic or role-playing will convince the target that they have indeed been affected by Charm, and any order given will be justified and make perfect sense in the mind of the target. The target will not remember the casting of the spell.

An attack on the target by the caster’s companions will not immediately break Charm, but if the caster does not attempt to stop it and if no justification is provided for the attack Charm is broken. A direct attack by the caster will always break Charm, as will attempting a Killing Blow. An order to kill yourself would also break the spell.

This spell only works on creatures that have a mind as defined by the game. Many creatures (such as Undead, constructs or insects) do not have a mind that can be affected by this effect. Further, the target must understand the language of the caster to be able follow their orders.

While Charmed, the target must perform actions to the best of their ability and knowledge, including the use of spells and Skills. The target does not have the ability to pick and choose less effective abilities to use, nor may they choose to not perform certain commands due to their personality or Species. For example, if the target knows that the person who used Charm on them is Undead, and that person commands the target to heal them, they will not only cast Necromancy on that person but will not be able to choose to use less powerful spells if they have more powerful ones available that are needed. Similarly, if a Flame Elemental used Charm on someone else, and that character knew that Flame Elementals are healed by Flame, they would do their best to use Flame to heal the Elemental if commanded.

The caster may attempt to convince the target via role-play of a variety of things. No matter what, the target of a Charm cannot refuse any of the following commands:

  • Defend me: The target must protect the caster from all attacks to the best of their ability, even if it requires using spells and Magic Items.
  • Follow me: The target must follow the caster.
  • Give your <item> to me: The target must give the named item to the caster.
  • Heal me: The target must make every attempt to heal or Life the caster. During this time, the target will not attack anyone and will do everything possible, including fighting their allies, to prevent the healing from being stopped.
  • Return to normal: This command ends the Charm effect.

If a character is affected by Charm from multiple people, the latest person to Charm them will take precedence if their role-play/commands conflict with those from the others.

Targets cannot refuse to obey orders with the explanation that they “wouldn’t do that even for my best friend.” This spell overwrites the logic of the brain. If your new “best friend” tells you to hand over all your items, you will do so without question. Requests or orders that are known by the target to have immediately deadly consequences do not have to be followed, and can be refused or ignored without breaking the effect; for example, casting Necromancy to heal when ordered to is not immediately deadly to the target, but admitting to having done so in a court of law could be.

When the spell’s duration ends, the target remembers everything that happened except the actual casting of the Charm spell and will almost always realize that he or she had been charmed.

This effect can be removed by an Awaken, a Break Command, a Dispel, or a Purify. This spell is not strong enough to override any Greater Command effect such as Enslavement.

Circle of Power

  • Spell: Celestial and Earth 9
  • Effect Group: Eldritch Force
  • Duration: Up To 1 Hour (terminatable by caster)
  • Production Type: None
  • Incantation: “With Eldritch Force I build a Circle of Power.”

This spell allows the caster to inscribe a Circle of protection against harm. Before casting the spell, a visible, physical representation of the Circle must be drawn in the dirt or represented by something physical like chalk, a ribbon, or some string. This physical representation is IG and can be erased, moved, or stolen at any time before the spell is cast.

The caster must be fully within the completed Circle. This spell cannot be cast until the physrep is complete. Anyone who steps on the physrep while it is being raised will be pushed inside or outside of the Circle (player’s choice, not the caster), along with all possessions.

The physrep does not have to make a perfect circle, but if the physrep is too big, or if the ends are not almost touching, then the spell is blown.

A Circle of Power stretches up to 6' (2m) in radius and 10' (3m) tall and is a cylindrical dome with a flat bottom. The Circle has about the same amount of friction as a normal wall or floor, although objects and creatures cannot lean against, rest against, or be placed on top of the Circle.

Larger Circles can be made by having multiple spell casters casting the spell simultaneously. For example, a Circle up to 12' (3.7m) radius and up to 20' (6m) height may be made by two casters. The casters must say the incant at the exact same time for this to be effective. For each caster add an additional 6’ (2m) to the radius and 10’(3m) to the height.

It is possible to surround a Circle with a larger Circle, but a smaller Circle cannot be placed inside an already existing Circle. A Circle inside of another Circle is considered its own space; you are not considered to be inside the exterior circle.

Nothing may enter or leave the Circle once it is cast, including spells, thrown gasses, Weapons and creatures. Traps placed near the Circle will not affect anyone or anything inside; similarly, traps within the Circle will not affect anyone outside the Circle.

Spells may be cast within the Circle but cannot be thrown through the Circle. Air may pass through, but other gasses may not.

A gaze or voice attack can be effective through a Circle of Power. Creatures inside a Circle are still considered inside Line of Sight.

The spell lasts for one hour but may be terminated by the caster at any time if they touch the Circle and state “circle down.” If there is more than one caster in a larger Circle, any one of them may drop the Circle. The statement “circle down” is OOG, although any observers who hear the statement are aware that the Circle was terminated, and they might know who terminated it.

The Circle will also terminate if the caster leaves the Circle magically or is Dead (needing a Life spell). If there is more than one caster, the Circle will remain up until all the casters leave or die.

The Circle is not affected by a Dispel.

This spell can also be used to create a Circle that can be used for the casting of a Formal Magic ritual. If a ritual is started within one minute of the Circle being cast, the duration of the Circle of Power is extended to one hour and one minute.

Cleanse

  • Spell: Earth 4
  • Effect Group: Curse
  • Duration: Instant
  • Production Type: Elixir, Potion
  • Incantation: “I Cleanse you from Curses.”

This spell will remove all active Curse effects currently active upon the target with a duration greater than instant. It does not matter how those effects were caused. The effects removed include Paralysis, Destruction, Silence and Weakness.

Control Undead

  • Spell: Earth 1
  • Effect Group: Necromancy
  • Duration: 10 Minutes
  • Production Type: None
  • Incantation: “With Necromancy I Control Undead.”

This spell allows the caster to control one lesser Undead for ten minutes. Tasks may not involve anything a trained animal could not be taught: “Guard this” is fine, but “Wash all the windows on this castle” requires sentience and will not work.

This spell will also remove all Turn Undead effects. When used on an Undead of higher than “low intelligence,” it will force the affected Undead to become temporarily able to understand only simple commands. Greater Undead are unaffected by this spell.

The most recent Control Undead effect takes precedent if there is a conflict.

This spell will not affect a living target, although it will remove a living target’s Spell Shield or Reflect Spell.

Corrupt

  • Spell: Earth 9
  • Effect Group: Necromancy
  • Duration: 10 Minutes
  • Production Type: None
  • Incantation: “With Necromancy I Corrupt you.”

This spell will outright kill a living target and cause them to immediately become a Greater Undead under absolute control of the caster. They retain the same intelligence and knowledge as the original creature but operate without any memory of their living state.

While under this effect, a character may not utilize Investitures to recognize characters in or out of a Ward, Wizard Lock, or Circle of Power. They have an innate understanding of their own abilities and items and may utilize any Weapons or armor available to the creature as well as Claws (if the caster of the spell supplies the necessary physreps).

The creature’s visual appearance does not immediately change on receipt of this spell, but careful inspection can reveal the spreading corruption. A character can examine another character from within approximately 10 feet distance and ask the OOG question “Do you appear Corrupted?” The character must be able to see their target clearly. The subject of the question must reply truthfully; their answer is an OOG statement. This represents the examiner taking the time to closely examine the target’s skin and body as corruption begins to seep through their flesh.

The character gains all Undead immunities and vulnerabilities and is returned to full Body Points. The player (not the character) has the choice to use or not use per-day Skills and spells while under the effect of Corrupt and will use Magic Items based on the orders they are given.

If cast upon a dead body which contains a spirit, the target will immediately arise as Undead as per above. Note that this spell will not work on a corpse which has been previously animated or is permanently dead.

If the creature is struck by a Life spell, the Corrupt effect ends immediately, and the target is returned to life at one Body Point with no further effects from the Corrupt. If they are reduced to zero Body Points, or the spell duration expires, then the creature falls dead and begins a new 5-minute Death Countdown. In either case or after Resurrection, if returned to life, the creature will have no knowledge of their time spent as Undead.

The ten-minute spell duration may not be extended by any means, even by Formal Magic.

Create Undead

  • Spell: Earth 7
  • Effect Group: Necromancy
  • Duration: 10 Minutes
  • Production Type: None
  • Incantation: “With Necromancy I Create Undead”

This spell only works on a corpse that has neither previously been animated and is currently in its Dead timer. It will pull the character’s spirit back to reanimate its former body. The resulting zombie will then follow the caster’s commands as if a Control Undead spell had been cast upon it.

Note that this spell must be cast within the five-minute period between a character’s death and the point where the spirit heads to the Earth Circle for Resurrection.

This spell will not affect a living target, although it will remove a living person’s Spell Shield or Reflect Spell.

The zombie uses none of the Skills that the character has. It inflicts base damage with its Weapons. It cannot cast spells nor converse (although it may be commanded to parrot a particular phrase given it by the caster).

If the newly created zombie has no Weapon, then it will be able to attack with “Claws” (Short sword-sized Weapons red in color) doing two points of damage each. The caster must provide the physical representations for the Claws.

The zombie created will have half the Body Points the target had in life (including enhancements such as the Hardy Skill), as well as any armor that is left on the corpse. Any missing limbs will also be temporarily regenerated for the duration of this spell.

The zombie is considered Undead in every way and has the standard immunities and vulnerabilities of Undead. The zombie will have no metabolism and will be affected by Undead specific spells such as Turn Undead and Sanctuary.

The creature’s visual appearance does not change immediately, but the target will move slowly, shambling along, as a zombie should. A zombie fights with normal speed but cannot move fast enough to chase anyone who runs away.

If the creature is struck by a Life spell, the Create Undead effect ends immediately, and the target is returned to life at one Body Point with no further effects. If they are reduced to zero Body Points, or the spell duration expires, then the creature falls dead and begins a new 5-minute Death Countdown. In either case or after Resurrection, if returned to life, the creature will have no knowledge of their time spent as Undead.

The ten-minute spell duration cannot be extended by any means, even by Formal Magic.

Cure Disease

  • Spell: Earth 4
  • Effect Group: Healing
  • Duration: Instant
  • Production Type: Potion
  • Incantation: “I call upon Earth to Cure Disease.”

This spell will cure a character infected with Disease. If cast upon an Undead, it will instead render them unable to be healed from any source as though they were a living creature infected with the Disease effect. When affected by Chaos (or any other effect which would otherwise heal them), they must call “No Effect.”

Cure Wounds

  • Spell: Earth, all levels
  • Effect Group: Healing
  • Duration: Instant
  • Production Type: Potion, Elixir
  • Incantation: “I call upon Earth to grant <number> Healing.”

This spell, which is the Signature Spell of Earth casters, will knit together the wounds of the healing or harm the unliving.

The target will be affected for five points of Healing per spell level it is manifested from. This healing bypasses armor.

When used on Undead, it will damage them for the stated amount. It restores an unconscious or Bleeding Out character to consciousness but does not Resurrect a dead one.

When created as a potion, the Healing value will be set based on how many Production Points are used as if a spell of appropriate level were being cast. For example, a Cure Wounds potion created using 20 Production Points would cause the target to take “20 Spell Healing” when the potion is quaffed.

Note that this effect always manifests as Healing. A monster using an innate ability would never attack for “Cure Wounds”—instead, it would attack for “Healing.”

Desecrate

  • Spell: Earth 3
  • Effect Group: Necromancy
  • Duration: Concentration/10 Minutes
  • Production Type: None
  • Incantation: “With Necromancy I Desecrate you.”

This spell will remain in effect if the subject’s hands are crossed over the chest and no Body damage is taken, or ten minutes, whichever is shorter. The recipient is protected against all Weapon qualifier attacks from living creatures, including Arrows and Bolts. It does not protect against a Weapon attack with another qualifier.

You cannot run while affected by a Desecrate. You cannot do anything that requires the use of your hands, such as cast spells, use Weapons, use poisons, feed someone a potion, or pick up items. The only exception to this is touch casting on yourself or activating a Magic Item.

You can be fed a potion and you can continue to hold things that were in your hands at the time the Desecrate began.

Destroy Undead

  • Spell: Earth 7
  • Effect Group: Healing
  • Duration: Instant
  • Production Type: None
  • Incantation: “I call upon Earth to Destroy Undead.”

This spell will destroy any one lesser Undead creature. Greater Undead will take 50 Body Points of damage.

This spell will not affect a living target, although, like all spells, it will remove a living person’s Spell Shield or Reflect Spell.

Destruction

  • Spell: Earth 7
  • Effect Group: Curse
  • Duration: 5 Minutes
  • Production Type: Potion
  • Incantation: “I Curse you with Destruction.”

This spell will cause the target to take double damage from all attacks that would affect them, either physical or magical. This applies only to damage causing attacks; for instance, a Shackle spell would still affect the target normally. This effect is not cumulative.

This spell will not affect a creature’s threshold or other defensive mechanisms, nor does it make a creature vulnerable to attacks that would normally not affect it.

Disarm

  • Spell: Celestial and Earth 1
  • Effect Group: Eldritch Force
  • Duration: Instant/5 Seconds
  • Production Type: Scroll
  • Incantation: “With Eldritch Force I Disarm your <item>.”

This spell causes the target to drop one specific hand-held item. The dropped item may not be picked up by the target for five seconds.

The caster decides what the item is that is to be targeted with Disarm. A general description like “Weapon” is fine, although if the target is holding two items that match the description, it is the target’s choice as to which to drop. A Shield does not qualify as a Weapon for this call. If the target is only carrying one thing, then “item” is sufficient.

Shields, Arrows, and Bolts are not considered “Weapons” for purposes of this spell, although a Bow or Crossbow is. If the caster wishes to Disarm a Shield, Arrow, or Bolt, then the specific item must be stated in the verbal. Spell Packets cannot be affected by this spell, but Alchemy or trap globes can be.

Disarm is strong enough to overcome any rope or chain that may be attached to the hand. If the chain is unshatterable then it will become “unrung.” You cannot avoid this spell by tying your Weapon to your hand. If a Paste of Stickiness was applied to the item up to ten minutes prior, the item will remain in your hand, but the Paste of Stickiness will be used up in the process. The Paste of Stickiness tag must be taped to the item. The proper call to use in this circumstance is “Resist.”

A Spirit Linked or Locked item will not be dropped but cannot be used for five seconds. The target must place the item behind their back for five seconds, calling “Altered” in response to this attack.

You cannot avoid this spell by borrowing a Weapon and thus claiming that the spell doesn’t affect you because the Weapon isn’t “yours.” Nor can you avoid it by dropping the Weapon to the ground or throwing your Weapon up in the air just before the Packet is about to hit you, thus claiming that the Weapon was not in your possession at the point of contact of the spell.

Disease

  • Spell: Earth 4
  • Effect Group: Necromancy
  • Duration: 5 Minutes
  • Production Type: Potion
  • Incantation: “With Necromancy I Disease you.”

This spell will infect the recipient with a debilitating disease. The infection is not contagious but renders a target unable to be healed from any source. When affected by Healing (or any other effect which would otherwise heal them), they must call “No Effect”. Against Undead, this spell will remove the effects of a Cure Disease spell.

First Aid may still be used to stabilize someone under this effect (and bring them from -1 to 0 Body Points as normal), though it will not remove the Disease effect itself.

Dispel

  • Spell: Celestial 8
  • Effect Group: Protection/Enhancement
  • Duration: Instant
  • Production Type: Scroll
  • Incantation: “I Protect you with a Dispel.”

This effect will dispel all active effects on a given creature or object whatever the cause, whether beneficial or harmful. It will not remove Wards, Circles of Power, High Magic, or anything from the Greater Command effects group (Amnesia, Enslavement, or Euphoria) with the exception that it will remove the effect of Amnesia if administered within the first ten minutes.

Dispel will remove Wizard Locks, Walls of Force, and Prisons.

A Dispel thrown at a person will not remove effects on any magical items held by that person.

A Dispel thrown at a caster will not stop already existing effects of that caster’s spell.

Note that Dispel will still trigger appropriate defenses before affecting the target, such as a Spell Shield or Reflect Spell.

Doom

  • Spell: Earth 9
  • Effect Group: Curse
  • Duration: Instant
  • Production Type: None
  • Incantation: “I Curse you with Doom.”

This effect causes the spirit of any target to flee its body; even creatures without a spirit will be struck dead. Any armor the character was wearing is still intact, but all spells active on the target will disappear. The target will immediately go to the Dead status as though they had been damaged below 0 Body Points and their Bleeding Out timer had expired. The only thing that will save the target from Resurrection is a Life spell.

Drain

  • Spell: Earth 8
  • Effect Group: Necromancy
  • Duration: 5 Minutes
  • Production Type: Potion
  • Incantation: “With Necromancy I Drain you.”

This effect creates a feeling of lethargy in the target. The target is left extremely weak, and unable to fight or move faster than normal walking speed. The target becomes unable to use any Game Abilities.

If this spell is cast upon an Undead creature, it will have the same effect as a Purify has on a living creature. In this capacity, Drain will remove Healing effects instead of Necromancy effects.

Earth Blade

  • Spell: Earth 6
  • Effect Group: Healing
  • Duration: 10 Minutes
  • Production Type: None
  • Incantation: “I call upon Earth to grant an Earth Blade.”

This spell allows the recipient to imbue all wielded Weapons with the powers of Healing. The recipient chooses which Weapons(s) and attack(s) to utilize their Earth Blade with and announces the total damage of the attack while saying “Healing” instead of their normal carrier such as “Normal” or “Silver”. It may be used on any Weapon, even Bows and Crossbows.

The Earth Blade lasts for ten minutes or until affected by Dispel.

Note that as with any Weapon attack which might otherwise have a beneficial effect upon the target, these attacks will not actually heal a living target. However, this attack will set off a Weapon Shield even if the target is Immune to the spell’s effect.

If the target is affected, it will bypass any armor they are wearing and do direct Body Point damage.

Since this spell affects the target character, not a specific Weapon, it will affect all Weapons the character uses during the spell’s duration. However, as soon as they hand a Weapon to another character, it will revert to its normal damage type.

Earth Storm

  • Spell: Earth 9
  • Effect Group: Healing
  • Duration: Storm
  • Production Type: None
  • Incantation: “I call upon Earth to grant an Earth Storm.”

When this spell is cast, the caster is granted the ability to throw 15 Packets at 10 damage each as “10 Spell Healing!” The Packets are thrown one at a time and no other spell or Skill can be used between the throws. These Packets may also be touch-cast onto a target.

Elemental Shield

  • Spell: Celestial and Earth 6
  • Effect Group: Protection/Enhancement
  • Duration: Up To 5 Days
  • Production Type: Potion, Scroll
  • Incantation: “I Protect you with an Elemental Shield.”

This spell protects the recipient from the next effect delivered with the Elemental qualifier. It is then immediately used up. When used, the character must call “Elemental Shield”.

This spell will not protect the recipient from elemental-based Evocation spells.

Endow

  • Spell: Earth 1
  • Effect Group: Protection/Enhancement
  • Duration: Up To 5 Days
  • Production Type: Potion
  • Incantation: “I Protect you with an Endow.”

An Endow will allow a recipient to perform feats of incredible strength for a limited amount of time; for example, running with an unconscious or incapacitated creature without having to literally perform the task OOG, no matter how large the creature compared to the person with the Endow. The spell can also be used to perform a single limited role-playing act of great strength. Whenever using an Endow, a character must state “Endow.” This is an OOG statement and may be used while under the effects of Silence.

Endow does not allow you to break a lock or other item, throw creatures, break down doors, or jump long distances. It will not allow you to otherwise harm creatures that are normally Immune to you.

Endow effects wear off after a single feat has been accomplished. The duration of this feat is subject to Plot approval.

Enfeeble

  • Spell: None
  • Effect Group: Alteration
  • Duration: 5 Minutes
  • Production Type: Elixir, Gas, Coating
  • Incantation: None

Enfeeble will cause the target to be under a terribly debilitating effect for five minutes, during which time the target can move no faster than a crawl and may not use Game Abilities. The target must role-play one of the following effects: uncontrollable laughter (“laugh”), violent nausea (“nausea”), extreme vertigo (“vertigo”), or complete lack of focus (“feeblemind”). If the Enfeeble effect is delivered with one of the keywords listed in quotes above, that specific role-play effect must be chosen by the target. The target may still speak while under this effect, but they should keep the chosen or required role-play in mind while doing so.

Enhanced Blade

  • Spell: Celestial 4
  • Effect Group: Protection/Enhancement
  • Duration: 10 Minutes
  • Production Type: None
  • Incantation: “I Protect you with an Enhanced Blade.”

This spell allows the recipient to transform all wielded Weapons into temporarily Evocation-enchanted ones.

The recipient chooses a single type of damage when the spell is cast on them and announces the total damage of their Weapon attacks while saying “<effect>” as their Weapon carrier instead of “normal,” “silver,” or whatever they might otherwise call. They are not required to use the temporary carrier on every Weapon attack.

Available choices are limited to: Magic, Ice, Flame, Lightning, or Stone. It may be used on any Weapon, even Bows or Crossbows.

The spell lasts for ten minutes or until affected by Dispel.

Since this spell affects the target character, not a specific Weapon, it will affect all Weapons the character uses during the spell’s duration. However, as soon as they hand a Weapon to another character, it will revert to its normal damage type.

Enslavement

  • Spell: None
  • Effect Group: Greater Command
  • Duration: Indefinite
  • Production Type: None
  • Incantation: None

The target of this effect is enslaved to the person administering the effect and obeys absolutely any and all commands given by the person to whom they are enslaved. If administered by a poison, the target will be enslaved to whoever did the poisoning, even if that person is not in view at the time.

The target will even commit suicide, cast Necromancy, or otherwise act out of character in pursuit of the commands. An enslaved person will never attack the person who enslaved them unless ordered by the enslaver to do so.

If enslaved and given an order through a Charm, or through any other effect which contradicts an order given by the enslaver, the Enslavement will always take precedence. If there is no conflict, then the enslaved target must still obey all rules of other controlling magics. The most recent Enslavement effect takes precedence if there is a conflict. You cannot be enslaved to ignore other effects; in other words, the enslaver cannot order you to never be affected by Fears, Charms, or Intoxicates or any other effect that would normally affect you. The target continues to obey the commands until cured. Enslavement can only be removed by the specific antidote or through Resurrection.

Characters cured of Enslavement will remember having been enslaved.

This does not override any applicable Amnesia effects.

Enslavement Antidote

  • Spell: None
  • Effect Group: Greater Command
  • Duration: Instant
  • Production Type: Elixir
  • Incantation: None

This antidote is the only thing that releases a target from the effects of an Enslavement effect other than Resurrection. It will not remove role-play-only Avani or Stone Elf mental effects.

Euphoria

  • Spell: None
  • Effect Group: Greater Command
  • Duration: Indefinite
  • Production Type: None
  • Incantation: None

This elixir is highly addictive. It gives the target a feeling of euphoria that lasts about an hour. Any time the addicted character does not get one dose of Euphoria in a 24-hour period, one Body Point is temporarily deducted from that character’s maximum Body Points.

The 24-hour period is calculated from the time of the initial ingestion of the Euphoria elixir.

This maximum Body Point deduction cannot be cured if the person is still under the effects of the drug.

The cumulative maximum Body point deduction damage will not take place between events or at events not attended. A target who reaches -1 Body Points will die, needing a Resurrection (a Life spell will not work, as their maximum Body Point total is still -1).

The grip of Euphoria can only be broken if the character is given the specific antidote. Resurrection will not remove this effect.

Receiving the antidote will allow for healing up to the target’s maximum amount of Body Points before the Euphoria.

Euphoria Antidote

  • Spell: None
  • Effect Group: Greater Command
  • Duration: Instant
  • Production Type: Elixir
  • Incantation: None

This antidote is the only thing that releases a target of Euphoria. It will restore the target’s normal Body Point maximum but does not cure any Body Points lost during the addiction.

Evocation Bolt

  • Spell: Celestial, all levels
  • Effect Group: Evocation
  • Duration: Instant
  • Production Type: Scroll
  • Incantation: “I Evoke a <number> <element> Bolt.”

This effect allows the caster to manifest the power of the elements and is the Signature Spell of Celestial Magic users. When this spell is cast, the caster may throw a Packet which will inflict five points of damage per spell level the spell is memorized in. At the time of casting, they may choose a single element from Flame, Ice, Stone, or Lightning.

When scribed as a Battle Magic scroll, the value will be set based on how many Production Points are used as if a spell of appropriate level were being scribed. One Element must be chosen at the time the scroll is created. For example, an Evocation Bolt scroll scribed using 20 Production Points would do 20 points of damage of a type chosen by the creator when the scroll is made.

Some creatures may have pre-set values and limits on which elements they may choose when using this power. For example, a Flame Elemental might only be able to use Flame Evocation Bolts.

If this spell is manifested through any means other than the incant (for example, via the High Magic Spell Augmentation or Elemental Augmentation abilities), its verbal will simply be “<number> <qualifier> <element>”.

Fear

  • Spell: None
  • Effect Group: Command
  • Duration: Line of Sight
  • Production Type: None
  • Incantation: None

Some creatures can invoke a magical fear. The Feared target must attempt to break Line of Sight and cannot perform any Game Abilities while trying to escape. They can temporarily move closer to the caster if it is their best route to breaking Line of Sight.

Fortress

  • Spell: Celestial 1
  • Effect Group: Eldritch Force
  • Duration: Concentration / 10 Minutes
  • Production Type: None
  • Incantation: “With Eldritch Force I build a Fortress.”

This spell provides its target with limited immunity to Weapon attacks. The spell will last ten minutes or until the target breaks the spell’s physical requirements.

The target of the spell must plant their feet and raise both arms as straight as possible above the head without crossing them. Moving either foot or lowering an arm ends the spell.

Any Body damage taken also breaks the Fortress.

The target may touch-cast spells (on themselves only) but may use no other Game Abilities without breaking the protections of the Fortress.

While the Fortress lasts, the target is Immune to Weapon blows of 10 or less.

Hallucinate

  • Spell: none
  • Effect Group: Alteration
  • Duration: 5 Minutes
  • Production Type: Gas, Coating
  • Incantation: None

This Alchemical substance causes the target to hallucinate. They will see all kinds of oddities and other strange things for five minutes, including odd creatures or memories. The target will probably be aware that they are under the effects of a poison.

Hallucinate is a role-play effect which affects all the user’s perceptions, not just their sight. A blindfold might block out visual hallucinations (or it might not), but it would not block out the character’s other senses, which are also affected by the Hallucinate. They will experience unusual sensations across all senses, such as feeling water flowing over your skin or a sour taste in your mouth, for its duration. The exact ‘phantom’ sensations are up to the player, and may include things that are pleasant, scary, or anything in between.

When under its effects, Game Abilities can be used, but the player will most likely use them against imaginary creatures and may even read potion labels and scrolls incorrectly in their delirium.

Intoxicate

  • Spell: none
  • Effect Group: Alteration
  • Duration: 5 Minutes
  • Production Type: Elixir
  • Incantation: None

This acts as a strong alcoholic drink yet is odorless and tasteless. It will render the target quite inebriated and will affect all characters and species, even those that for role-playing reasons are “Immune” to alcohol.

Lesser Chaos Storm

  • Spell: Earth 5
  • Effect Group: Necromancy
  • Duration: Storm
  • Production Type: None
  • Incantation: “With Necromancy I create a Lesser Chaos Storm.”

When this spell is cast, the caster may throw 8 Packets at 10 damage each as “10 Spell Chaos!” The Packets are thrown one at a time and no other spell or Skill can be used between the throws. These Packets may also be touch-cast onto a target.

Lesser Earth Storm

  • Spell: Earth 5
  • Effect Group: Healing
  • Duration: Storm
  • Production Type: None
  • Incantation: “I call upon Earth to grant a Lesser Earth Storm.”

When this spell is cast, the caster may throw 8 Packets at 10 damage each as “10 Spell Healing!” The Packets are thrown one at a time and no other spell or Skill can be used between the throws. These Packets may also be touch-cast onto a target.

Lesser Investment

  • Spell: Celestial 1
  • Effect Group: Eldritch Force
  • Duration: 5 Days
  • Production Type: Scroll
  • Incantation: “With Eldritch Force I build a Lesser Investment.”

This spell must be cast by a caster who is invested in a Ward or Wizard Lock. While inside that Ward or Wizard Lock, the caster may use this spell to invest others into the Ward or Wizard Lock. Any who are inside when the spell is cast are invested and may enter and leave at will or recognize others into the Ward or Wizard Lock.

In no event will this spell last longer than the Ward or Wizard Lock to which the person is invested. If a Ward is created on Day 1 and a Lesser Investment is cast on Day 4, both will expire on Day 5.

Lesser Magic Storm

  • Spell: Celestial 5
  • Effect Group: Evocation
  • Duration: Storm
  • Production Type: None
  • Incantation: “I Evoke a Lesser Magic Storm.”

When this spell is cast, the caster must choose a single specific effect from the Evocation effect group (Flame, Stone, Ice, Lightning, or Magic). This effect allows the caster to throw 8 Packets at 10 damage each of the chosen element as “10 Spell <Element>!” The Packets are thrown one at a time and no other spell or Skill can be used between the throws. These Packets may also be touch-cast onto a target.

Life

  • Spell: Earth 9
  • Effect Group: Healing
  • Duration: Instant
  • Production Type: None
  • Incantation: “I call upon Earth to grant you Life.”

This spell must be cast within five (5) minutes of a creature’s Dead timer. It restores the creature to one Body Point and the creature is not forced to Resurrect. This spell is the only way to save someone who has been given a Killing Blow or hit by a Doom effect. This spell will immediately fix and reverse a Create Undead or Corrupt effect, restoring the target to life at 1 Body Point.

If cast at Undead, they will be affected as though they had been hit by a Destroy Undead effect.

This spell does not normally have any other effect on a living target. It will do nothing when cast on a permanently dead body. Like all spells, it will remove a living person or Undead creature’s Spell Shield or Reflect Spell.

This spell must be cast upon the target’s body part containing their spirit to be effective. Once the spell is cast, the entire body reforms and any parts elsewhere will dissipate. See the “Life and Death” chapter for details.

Light

  • Spell: Celestial 1
  • Effect Group: Eldritch Force
  • Duration: 5 Days
  • Production Type: Scroll
  • Incantation: “With Eldritch Force I build a Light.”

This effect produces a glowing light and allows the person activating the effect to carry a light. The light can then be used by anyone. This will not work without a physical representation. You cannot cast a Light spell at a person or tree and have the person or tree glow. There must be a flashlight or other OOG light source provided. If using a flashlight for this spell, the lens of the flashlight must be covered by a cloth, tissue paper or a gel to diffuse the light. Do not shine the light in anyone’s face.

This spell (like all spells) will remove a Spell Shield or Reflect Spell.

Liquid Light

  • Spell: None
  • Effect Group: Coating
  • Duration: Until Daybreak
  • Production Type: Coating
  • Incantation: None

This substance will allow for the use of a glow stick or other light physrep to be used IG.

It lasts until daybreak or until the physrep stops working, whichever is shorter. It cannot be applied to an object to make it glow.

Magic Storm

  • Spell: Celestial 9
  • Effect Group: Evocation
  • Duration: Storm
  • Production Type: None
  • Incantation: “I Evoke a Magic Storm.”

When this spell is cast, the caster must choose a single specific damaging effect from the Evocation effect group (Flame, Stone, Ice, Lightning, or Magic). This effect allows the caster to throw 15 Packets at 10 damage each of the chosen element as “10 Spell <Element>!” The Packets are thrown one at a time and no other spell or Skill can be used between the throws. These Packets may also be touch-cast onto a target.

Mend Armor

  • Spell: Celestial 2
  • Effect Group: Eldritch Force
  • Duration: Instant
  • Production Type: None
  • Incantation: “With Eldritch Force I Mend 20 Armor.”

This spell will instantly refit a specified amount of armor on the recipient. It will not take a suit of armor over its maximum allowed value under any circumstances.

Note that the Mend Armor effect may be used with any specified value. The 2nd level Celestial spell mends 20 points of armor.

This ability will not work on a suit of armor which has been destroyed, such as a mundane suit of armor that was affected by the Shatter ability.

Mend Armor will mend Armor Points from any source, including physical suits of armor, Natural Armor, and Arcane Armor.

Mend Armor Storm

  • Spell: Celestial 6
  • Effect Group: Eldritch Force
  • Duration: Storm
  • Production Type: None
  • Incantation: “With Eldritch Force I build a Mend Armor Storm.”

When this spell is cast, the caster is granted 8 Packets of “10 Spell Mend Armor!” The Packets are thrown one at a time and no other spell or Skill can be used between the throws. These Packets may also be touch-cast onto a target.

Oil of Slipperiness

  • Spell: None
  • Effect Group: Coating
  • Duration: 10 Minutes
  • Production Type: Coating
  • Incantation: None

When this coating is placed on an item no larger than a Weapon, it prevents that item from being held for ten minutes from the time the item is first touched. This can be counteracted by an Alchemical Solvent or a Paste of Stickiness.

Paralysis

  • Spell: Earth 8
  • Effect Group: Curse
  • Duration: 5 Minutes
  • Production Type: Elixir, Gas, Potion, Coating
  • Incantation: “I Curse you with Paralysis.”

This effect completely immobilizes the target. The target cannot move any part of their body, may not use any Game Abilities, and may be given a Killing Blow while thus trapped. Note that some monsters which have unorthodox body structures may be unaffected by this ability.

Paranoia

  • Spell: None
  • Effect Group: Alteration
  • Duration: 5 Minutes
  • Production Type: Elixir, Gas, Coating
  • Incantation: None

This causes the target to think that everyone is conspiring and plotting against them. Players should react as they think their characters would to this “knowledge.”

Paranoia will never force a player to cast Necromancy or otherwise act out of their true nature.

Paste of Stickiness

  • Spell: None
  • Effect Group: Coating
  • Duration: 10 Minutes
  • Production Type: Coatings
  • Incantation: None

When this coating is placed on an item no larger than a Weapon, it causes anyone touching it for more than three seconds to become stuck to it for ten minutes.

This can be counteracted by an Oil of Slipperiness, an Alchemical Solvent, or a Release spell. A Killing Blow will not remove this effect, but a Resurrection will.

If placed upon a Weapon or item, this substance will resist one Disarm attack, after which it will be expended.

If used on a Weapon and the Weapon is destroyed or shattered, the holder will be stuck with the Weapon’s pommel in their hand for the duration of the Paste of Stickiness and cannot hold anything else in that hand during that time.

OOG, you should drop your Weapon physrep but hold your hand in a fist for the remainder of the ten minutes, unable to hold anything else during that time.

Pin

  • Spell: Celestial and Earth 2
  • Effect Group: Binding
  • Duration: Line of Sight
  • Production Type: Scroll
  • Incantation: “With Binding Force I Pin you.”

This spell will instantly root one of the target’s feet, chosen at the time the effect hits, in place. If the target’s foot was off the ground at the time the Packet hit, then the foot will be forced to the ground. The target may pivot their body 360 degrees but may not move that foot. It can be removed by a Dispel, a Purify, or a Release.

Poison Shield

  • Spell: Earth 4
  • Effect Group: Protection/Enhancement
  • Duration: Up To 5 Days
  • Production Type: Elixir, Potion
  • Incantation: “I Protect you with a Poison Shield.”

This effect protects the recipient from the next attack with the Poison qualifier. It is then immediately used up. When used, the character must call “Poison Shield.” It will not protect against ingested elixirs or Coatings such as Oils of Slipperiness or Pastes of Stickiness.

Prison

  • Spell: Celestial 9
  • Effect Group: Eldritch Force
  • Duration: 10 Minutes
  • Production Type: None
  • Incantation: “With Eldritch Force I Prison you.”

This spell seals the target into a rigid, form-fitting, unbreakable barrier, trapping them within. The target cannot move, speak, or perform any Game Abilities, including High Magic abilities.

It lasts for ten minutes but may be dropped by the caster at any time if they touch the target and state “Prison down.” This statement is OOG and can be used even if the caster is Silenced or inside the Prison. Any observers who hear the statement are aware that the Prison was dropped and might know who dropped it.

A Dispel will bring down the Prison but will not dispel any other effects on the creature inside.

Any creature sealed within a Prison will call “No effect” to all effects (except Dispel and the Massive carrier), nor will they take any damage from physical attacks or traps. Healing Arts or First Aid will not work through a Prison. A creature within a Prison cannot be searched.

However, the Prison does not provide complete and absolute protection against harm. The target will suffocate if placed underwater (assuming the target needs to breathe to survive). The Prisoned creature may also be injured or slain from overwhelming damage such as falling from a great height, at the judgement of a Marshal or Plot member on the scene.

A gaze attack will still work provided the Prisoned creature’s eyes were open at the time the Prison was cast. A voice attack will also work through a Prison.

As with a Ward, no gasses other than air can get inside. The barrier is not a frictionless surface and has as much friction as a normal creature.

A target of the Prison is completely aware of their surroundings and unless unconscious or otherwise impaired will remember all that occurred while Prisoned.

Only the caster may deliver a Killing Blow to the recipient. The caster must say “Prison Down” after delivering a Killing Blow. (“Killing Blow one, Killing Blow two, Killing Blow three, Prison Down.”) If the Killing Blow fails (for example, the creature inside is Immune to the caster’s attack), then the Prison will drop as soon as the Killing Blow is completed, and the creature may then defend itself.

A Killing Blow delivered with the Massive carrier will still take a Prison down, whether it succeeds or not, and whether performed by the caster of the Prison or not.

For safety reasons, you are never allowed to lay the Prisoned target on the ground before removing the Prison.

Purify

  • Spell: Earth 8
  • Effect Group: Healing
  • Duration: Instant
  • Production Type: Potion
  • Incantation: “I call upon Earth to Purify you.”

This effect will remove all harmful effects from the spirit, leaving protectives in place. “Harmful effects” includes everything in the Effect groups Alteration, Binding, Command, Curse, and Necromancy as well as the Stun Limb effect.

It will not remove effects in the Greater Command group. It will not cure any damage previously wrought by any effect, nor will it fix Instant effects which have already run their course (such as Doom). Similarly, Purify will not otherwise remove external effects (such as Wall of Force or Prison) even if the caster interprets them as “harmful.”

This spell will affect an Undead as a Drain affects the living.

This spell (like all others) will still trigger applicable defenses unless touch-cast and accepted.

Reflect Spell

  • Spell: Celestial and Earth 8
  • Effect Group: Protection/Enhancement
  • Duration: Up To 5 Days
  • Production Type: Potion, Scroll
  • Incantation: “I Protect you with a Reflect Spell.”

This effect will reflect the next effect delivered with the Spell qualifier cast at the recipient back at the caster, including beneficial spells, after which it is used up. The recipient must say “Reflect Spell” to inform the caster that the spell was returned. It does not protect the recipient from the Magic damage effect or any other qualifier such as the Weapon qualifier.

This spell lasts until used or affected by Dispel and cannot be used in conjunction with a Spell Shield. If you have a Reflect Spell active, you may still “accept” spells that are touch-cast, though you must be conscious to do so.

Release

  • Spell: Celestial and Earth 5
  • Effect Group: Binding
  • Duration: Instant
  • Production Type: Potion, Scroll
  • Incantation: “I Release you from Bindings.”

This spell will release a creature caught in any Binding effect as well as negating all active Paste of Stickiness effects upon the creature. It will not free someone under the effects of a Paralysis or a Prison.

This spell will also remove physical bindings such as handcuffs, ropes, stocks, etc. It will not unlock a door. A Pause Game can be called if you are physically tied up and need time to remove the item constricting you.

Repel

  • Spell: Celestial and Earth 2
  • Effect Group: Eldritch Force
  • Duration: Concentration
  • Production Type: Scroll
  • Incantation: “With Eldritch Force I Repel you.”

This spell requires the caster to hit a target with a spell Packet and hold the hand used to throw the Packet palm out, facing the recipient. The caster and the target should then stay at least ten feet apart while the spell is in effect, and the caster must keep the hand held out toward the target.

The outstretched hand cannot be used for any other purpose, although the caster may use the other hand for IG Skills.

When the spell is first cast, the recipient must move ten feet away from the caster. After that, neither the recipient nor the caster may approach within ten feet of each other; the caster cannot approach the recipient any easier than the recipient may approach the caster. Either can back away.

If the target is within ten feet when the spell is cast, the target must move away, but never in a manner that will endanger the target or cause direct harm to themself. In other words, the target cannot be made to jump off a cliff or walk towards a magical rift or do any other action which would cause harm.

This spell does not create a ten-foot magical circle around the caster which is effective only upon the target; if the target has to come closer than ten feet in order to get away (for example, to pull close to the caster in order to get to an exit), then that is permissible. While within that ten-foot area, however, the target can take no IG actions against the caster.

Restore

  • Spell: Earth 6
  • Effect Group: Healing
  • Duration: Instant
  • Production Type: Potion
  • Incantation: “I call upon Earth to Restore you.”

This spell will remove an ongoing Wither effect upon the target. This spell is also the only way short of a Life spell or a Resurrection to restore a limb that has been severed or amputated, or to restore a broken hand or arm.

When cast upon Undead, it has the same effect as a Wither has on living targets.

Sanctuary

  • Spell: Earth 3
  • Effect Group: Healing
  • Duration: Concentration / 10 Minutes
  • Production Type: None
  • Incantation: “I call upon Earth to grant you Sanctuary.”

This spell will remain in effect as long as the target’s hands are clasped above the head and no Body damage is taken, or ten minutes, whichever is shorter. The recipient is protected against all Weapon qualifier attacks from Undead creatures, including Arrows and Bolts. It does not protect against a Weapon attack with the Spell qualifier.

You cannot run while affected by a Sanctuary. You cannot do anything that requires the use of your hands, such as cast spells, use Weapons, use poisons, feed someone a potion, or pick up items. However, you can touch-cast on yourself or activate a Magic Item. You can be fed a potion and you can continue to hold things that were in your hands at the time the Sanctuary began.

Shackle

  • Spell: Celestial and Earth 3
  • Effect Group: Binding
  • Duration: Line of Sight
  • Production Type: Scroll
  • Incantation: “With Binding Force I Shackle you.”

This spell snares the arms of its target, binding them straight to its sides. The target may talk freely but may not use any Game Abilities requiring the use of arms, including using a Weapon or Shield, casting a spell, or activating a gas globe. The target may walk, run, or leave the combat area as desired.

This spell does not prevent the target from being searched or being given a Killing Blow, although a moving target is unlikely to allow either action.

Shatter

  • Spell: Celestial and Earth 3
  • Effect Group: Eldritch Force
  • Duration: Instant
  • Production Type: Scroll
  • Incantation: “With Eldritch Force I Shatter your <item>.”

This spell will destroy any object up to the size of a normal door, rendering it useless. It cannot be used to create a door-sized hole in an object larger than a door. Once destroyed, the physrep will become unusable but not unrecognizable. A Shatter cast at a door will not totally destroy the door but will damage it enough to allow passage through the door’s frame.

When targeting a possession (like a Weapon, Shield, or suit of armor), the item will be destroyed unless rendered indestructible or able to Resist the effect, for example, through the Strengthening Blacksmithing ability. A suit of armor will still be reduced to 0 current Armor Points until refit even if it is not permanently destroyed. Note that a Shatter used against any type of Armor will reduce it to 0 Armor Points, even if the Armor Points come from Natural or Arcane Armor.

These types of Armor may still be refit normally afterwards.

The spell will not work on a permanent Magic Item or a magically protected item such as a Wizard Locked door. Shattering a trapped item will set off and destroy the trap as well.

The target item must be named, and only the target item will be Shattered. Items that are contained within or attached will not be affected. If there are two or more items that fit the description of the incant, then a hand-held item will be affected before one simply carried on one’s person; thus if a monster throws a Packet for “Elemental Shatter Weapon!” then a sword that is being actively used will be destroyed before a dagger strapped to the back. A Shield is not considered a “Weapon” for the purpose of Shatter.

If the item that is being carried is protected against this effect (such as by being strengthened or by being a magic Weapon), then the spell is used up and will not affect another similar item in the possession of the target.

Shun

  • Spell: Celestial and Earth 4
  • Effect Group: Command
  • Duration: 5 Minutes
  • Production Type: Scroll
  • Incantation: “I Command you to Shun me.”

This spell causes the target to feel great discomfort around the caster. The target will not initiate an attack on the caster while the spell is in effect, and the target will immediately move at least ten feet away from the caster and stay at least that far away while the spell is in effect.

If the target is within ten feet when the spell is cast, the target must move away, but never in a manner that causes direct harm or endangers themselves. In other words, the target cannot be made to jump off a cliff or walk towards a magical rift or do any other action which would cause harm.

This spell does not create a ten-foot magical circle around the caster which is effective only upon the target; it merely makes the target attempt to stay at least ten feet away. If the target must come closer than ten feet to get away (for example, to pull close to the caster to get to an exit), then that is permissible. While within that ten-foot area however, the target can take no IG actions against the caster.

Silence

  • Spell: Earth 5
  • Effect Group: Curse
  • Duration: 5 Minutes
  • Production Type: Potion
  • Incantation: “I Curse you with Silence.”

The target of this spell cannot talk IG, activate magical items, or cast any spell. The player must still call out the damage points their Weapons inflict if combat ensues while the spell is in effect, as well as any OOG phrases or answers such as “Spell Shield” or answering a Healing Arts question.

Sleep

  • Spell: Celestial and Earth 6
  • Effect Group: Command
  • Duration: 5 Minutes
  • Production Type: Potion, Scroll, Elixir, Gas, Coating
  • Incantation: “I Command you to Sleep.”

This spell causes the target to instantly fall into a deep Sleep. Not even strong shaking or yelling in the target’s ear will rouse them from this magical Sleep; nor will dealing them damage.

This effect will not work on some creatures without a metabolism, such as Undead creatures, constructs, or some giant insects.

Slow

  • Spell: Celestial and Earth 1
  • Effect Group: Binding
  • Duration: 5 Minutes
  • Production Type: Scroll
  • Incantation: “With Binding Force I Slow you.”

The target will be magically Slowed such that they are unable to run for the duration. They may move at walking speed, even brisk walking speed, but attempting to jog or run is completely impossible for them.

Solidify

  • Spell: Celestial 3
  • Effect Group: Eldritch Force
  • Duration: Instant / 5 Seconds
  • Production Type: None
  • Incantation: “With Eldritch Force I Solidify you.”

This spell forces a gaseous form to become immediately solid. The creature may be able to turn gaseous again if it has the Skill.

This spell will not work on certain creatures who are gaseous normally, such as non-corporeal Undead or air elementals.

A corporeal target struck by this effect will suffer a temporary slowdown. For five seconds, the target may not run and may not make any offensive Weapon calls or throw Packets, but may block, use defensive calls, and touch-cast spells.

Spell Shield

  • Spell: Celestial and Earth 5
  • Effect Group: Protection/Enhancement
  • Duration: Up To 5 Days
  • Production Type: Potion, Scroll
  • Incantation: “I Protect you with a Spell Shield.”

This effect will cancel the next effect delivered with the Spell qualifier cast at the recipient, including beneficial spells, after which it is used up. The recipient must say “Spell Shield” to inform the caster that the spell was returned. It does not protect the recipient from the Magic damage effect or any other qualifier such as the Weapon qualifier.

This spell lasts until used or Dispelled and cannot be used in conjunction with a Reflect Spell. If you have a Spell Shield active, you may still “accept” spells that are touch-cast, though you must be conscious to do so.

Stun Limb

  • Spell: Celestial 7
  • Effect Group: Eldritch Force
  • Duration: 5 minutes
  • Production Type: None
  • Incantation: “With Eldritch Force I Stun your <limb>.”

This effect allows a character to disable an enemy’s limb through pure force. The limb should be specified with the effect and may be any of the following: right arm, left arm, right leg, left leg. If a limb is not specified, the target may choose which limb is affected (it must be a limb which is not otherwise affected by this effect at that time). Any limb specifically targeted which is already affected by a Stun Limb will simply have its timer reset. If used on Cast for which the creature being played does not have obvious arms or legs, the player playing the Cast should still be affected, representing the creature being affected in similar ways.

A Stunned limb may not be used to wield a Weapon or manifest Game Abilities; the limb may also not be used for locomotion other than a crawl or the equivalent.

Subjugate

  • Spell: Celestial 7
  • Effect Group: Eldritch Force
  • Duration: 10 Minutes
  • Production Type: None
  • Incantation: “With Eldritch Force I Subjugate you.”

This effect allows the control of either a construct or elemental who is subject to specific commands of the person who administered the effect: In the case of the spell, this would be the caster.

The target of a Subjugate spell will not attack the person who administered the Subjugate while it is in effect.

The administrator can give the target multiple commands within the ten-minute period, but the target will only follow the last one given. The caster of the spell may order the target to stop any command once it has been given without explicitly ordering the target to return to normal. For example, a caster could order a target to “Carry that person,” and then “Stop carrying that person.”

Creatures who are spirit stored in constructs as defined by the game are also affected by the spell.

While following these commands, the target is under complete control of the caster and performs the last order until that order has been completed. Afterward the target will stand and await the next order.

After ten minutes (or after the effect is countered), the target comes out of the control and acts as normal and has full knowledge that he or she was Subjugated and what was done during that time.

While Subjugated, the target must perform actions to the best of their ability, including the use of spells, Skills, or innate abilities. Note that this spell cannot force a target to cast or use items that are not in their nature or ability to use.

The target can defend themselves from any attackers, but if the caster attacks the target, the Subjugate effect ends.

This effect can be removed by a Dispel. The death of the caster will also end the spell effect.

Only one Subjugate effect may be active on the target at any one time.

The most recent effect takes precedence.

Subjugate is an Eldritch Force effect, and as such does not counter or override any Command or Greater Command. The only valid commands that a caster can give a target while they are Subjugated are listed below. Note that the wording of a command does not need to exactly match the following, but it should be similar enough to it so that the target can understand what is meant.

  • Guard: The target must protect the caster or any person or object he is told to guard from all attacks, theft or harm to the best of their ability, even if it requires using spells, Skills, Magic Items or innate abilities, as long as it doesn’t go against their nature. During this time, the target of the Subjugate will not move unless to protect the object or person they’re guarding.
  • Follow: The target must follow the caster or anyone the caster wishes followed. The target will not attack anyone who is not attacking them.
  • Attack: The construct or elemental will attack a chosen target of the caster’s choosing, even if it requires using spells, Magic Items or innate abilities. Once the target of the attack command is on the ground, the construct or elemental will not attack and will wait for its new orders.
  • Carry/lift: The target will carry or lift objects and/or people if it has the necessary strength to do so. While carrying something, the target will automatically follow the caster until told not to do so.
  • Return to normal: This command ends the Subjugate effect.

Turn Undead

  • Spell: Earth 1
  • Effect Group: Healing
  • Duration: 10 Minutes
  • Production Type: None
  • Incantation: “I call upon Earth to Turn Undead.”

This spell will affect one lesser Undead creature, causing it to run from the caster as if affected by Fear. The Undead will immediately attempt to break Line of Sight and can use no Game Abilities while trying to escape. If breaking Line of Sight is impossible, the Undead will stay as far away from the caster as possible. Even if Line of Sight is broken, the effect lasts ten minutes or until the creature (or caster) is dead. The Undead will defend itself if cornered and unable to escape.

A Dispel or Control Undead will rid the creature of this spell, allowing it to return. One casting of Control Undead will remove all Turn Undead effects. Greater Undead are not affected by this spell in the same manner, although they will be affected as if a Shun were cast at them.

This spell will not affect a living target, although it will remove any creature’s Spell Shield or Reflect Spell.

Vorpal Coating

  • Spell: None
  • Effect Group: Coating
  • Duration: Indefinite
  • Production Type: Coating
  • Incantation: None

Putting this coating on a Weapon makes the Weapon inflict extra points of damage for the next strike only. The tag must be taped to the Weapon. The tag will state how much damage is added to the next attack.

This cannot be combined with any other coating such as other Vorpal Coatings.

Wall of Force

  • Spell: Celestial 3
  • Effect Group: Eldritch Force
  • Duration: 10 Minutes
  • Production Type: Scroll
  • Incantation: “With Eldritch Force I build a Wall of Force.”

This spell creates a straight invisible barrier that will stretch no more than ten feet across and up to twenty-five feet tall. This spell must be cast between two solid anchors such as trees or in a door frame. The base of the Wall of Force must be marked in some way (such as by a rope, chalk mark, or ribbon) to indicate to all observers that a Wall of Force is in place. Multiple casters may invoke a Wall of Force simultaneously to extend its width; each caster grants up to ten feet of width.

Once the Wall of Force has been cast, the physical representation cannot be moved. Neither the Wall nor the frame may be Shattered. Normal traps will not affect it.

Nothing may pass through the Wall once the Wall is cast, including spells, thrown gasses, Weapons and creatures. Air may pass through, but other gasses may not. A gaze attack can be effective through a Wall, as will a Voice Radius effect.

The wall will last for ten minutes but may be dropped by any of the Wall’s casters at any time if they touch the physrep and state “Wall down.” This statement is OOG, although any observers who hear the statement are aware that the wall was dropped, and they might know who dropped it.

When targeting this effect with a Dispel, any part of the plane of the Wall of Force can be struck.

Ward

  • Spell: Celestial 9
  • Effect Group: Eldritch Force
  • Duration: 5 Days
  • Production Type: None
  • Incantation: “With Eldritch Force I build a Ward.”

This spell magically seals a single room or an entire building. The object so affected must be an actual unmovable structure such as a building, a tent, or an unmovable wagon. When the spell is cast, a magic barrier will then appear enclosing the area. All portals into the area are sealed by the barrier, including windows.

Nothing may enter or leave except for air itself. No gaseous forms, gases, Weapons, or spells.

This spell allows only one portal into the structure when cast by a single caster. To indicate the presence of a Ward and the location of any portals, a large “W” must be placed on each portal which allows access in and out of the Ward.

Normally, a Ward will cover one Game Room. However, a Ward may be enhanced by multiple simultaneous castings. These castings must be performed by separate individuals and the spells cast at the same time. When multiple casters are involved in a Ward, the spell is affected in two different ways. First, each caster beyond the first may designate an additional portal through which the Ward may be accessed, using the same rules as for the initial portal. Second, additional casters will increase the size of the Ward by one Game Room worth. Larger buildings, as determined by the local chapter’s staff, may require multiple Wards to be cast to cover the entire building. Players are encouraged to check with their local staff beforehand to determine if multiple Wards will be required. You cannot mix a Ward with a Wizard Lock in this fashion.

It is possible to Ward or Wizard Lock a smaller room within the Ward if the two rooms do not share the same portal. The outer Ward or Wizard Lock must be cast first. Partitioned Game Rooms may have individual Wards placed within them. For example, a closet within a cabin can be Warded.

The “W” must be placed on the portal prior to casting this spell, and this must be performed IG. Any observers will thus be aware that you are attempting to place a Ward or a Wizard Lock on the building.

As soon as the spell is cast, the names of the persons who are invested must be written on the marshal’s notes attached to the back of the door. All persons within the Ward when it is cast are invested into the Ward. They may then enter and leave the Warded building at any time while the Ward is in effect. Once the Ward is cast, an invested member can, within the 5 days, cast Lesser Investment to invest other people into the Ward.

To allow others to pass into or out of the Ward, they must be “recognized” by an invested member of the Ward. The invested member must clearly gesture, touch, or name the subject creature and must state “the Ward recognizes you.” This is an OOG statement, so it can be made while Silenced. The effect is understood IG by all who hear it.

Upon being recognized, a person must immediately enter or exit the Ward. If the recognized person does not immediately act upon the recognition, then the recognition will expire.

Invested members who are unconscious (or conscious, yet unwilling) will not pass through the Ward unless recognized by someone else.

When using combat Skills or spells, you must be completely inside or outside of the Ward. For example, you cannot begin a spell incant while inside the Ward, and then step out and throw your Packet.

If the Ward is somehow destroyed and replaced with a new one, an OOG notice must be placed upon the Marshal’s Notes on the door.

Wards are not affected by Dispel. The only way to remove a Ward is through Ritual Magic.

The only way to tell if a building has been Warded or Wizard Locked is to observe the “W” on the portal. The people inside a Ward will not know that the Ward has been removed until they observe that the “W” is no longer on the portal.

Weakness

  • Spell: Earth 3
  • Effect Group: Curse
  • Duration: 5 Minutes
  • Production Type: Potion, Gas, Coating
  • Incantation: “I Curse you with Weakness.”

This effect will curse the target to inflict five points less damage with every Weapon attack (minimum damage being zero). It will first reduce strength bonuses, then Weapon proficiencies.

It affects all Weapon damage in the same way, including ranged attacks, and regardless of whether the Weapon is used with one hand or two.

Weapon Shield

  • Spell: Celestial and Earth 2
  • Effect Group: Protection/Enhancement
  • Duration: 5 Days
  • Production Type: Potion, Scroll
  • Incantation: “I Protect you with a Weapon Shield.”

This spell will protect the wearer from the next single attack they receive with the Weapon qualifier.

The recipient must state “Weapon Shield'' when the effect is triggered. This does not protect against a Killing Blow or a fall, nor does it work against any traps other than Weapon traps.

A Weapon Shield will be used even if the attack would deal no damage.

Web

  • Spell: Celestial and Earth 7
  • Effect Group: Binding
  • Duration: Line of Sight
  • Production Type: None
  • Incantation: “With Binding Force I Web you.”

This effect immobilizes the target from the neck down. The target may talk freely but may not use any Game Abilities requiring the use of arms or legs, including using a Weapon or Shield, casting a spell, or activating a Gas Globe. The target may not walk, run, or be moved in any way. The target can be searched and can be given a Killing Blow.

Wither

  • Spell: Earth 6
  • Effect Group: Necromancy
  • Duration: 5 Minutes
  • Production Type: Potion
  • Incantation: “With Necromancy I Wither you.”

This effect twists and warps a target’s ability to effectively attack or defend.

When struck, the target may choose which effect to take, but must then announce what they have chosen by calling “Withered Defense” or “Withered Offense.” If struck with Wither again while already Withered, the target must re-announce this choice only if it changes with the new application of Wither.

While offensively Withered, the target may not make any offensive Weapon calls or throw Packets, but may block, use defensive calls, and touch-cast spells.

While defensively Withered, the target will take damage when blocking attacks with a Weapon or Shield as if they did not have the appropriate Weapon Skill(s) to wield them, may not touch-cast or intentionally target themselves with a Packet attack, and may not use Smart defenses, but may still make offensive strikes and throw Packets at other targets.

Note that this same effect will occur against an Undead target if Restore is cast upon them. In this case, the Undead still calls “Withered <choice>” for clarity.

Wizard Lock

  • Spell: Celestial 6
  • Effect Group: Eldritch Force
  • Duration: 5 Days
  • Production Type: Scroll
  • Incantation: “With Eldritch Force I build a Wizard Lock.”

This spell is identical to a Ward spell except that it is cancelled by a Dispel. In all other respects, this spell follows all the rules for a Ward, including the use of Lesser Investment.

If you wish to upgrade your Wizard Lock into a Ward, you must first Dispel the Wizard Lock.

The building must be visibly marked with a large “W” to indicate the presence of a Ward or Wizard Lock.

There is no way to tell the difference between a Ward or a Wizard Lock just by looking at it; the only way to tell is to cast a Dispel at the portal and see if it remains. You must have a marshal present to do this.

effects.txt · Last modified: 2021/01/26 03:59 by 127.0.0.1

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