Magic v7 (out of date: see downloads for 7.3)

The place to talk about the rules of the system and to get any help with the making of characters etc.

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Ben
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Magic v7 (out of date: see downloads for 7.3)

Postby Ben » Thu Jan 10, 2013 5:24 pm

Not entirely finished but I said I was aiming for January 1st so wanted to get something out to show people where we're heading.
"And unconscious people always count as willing"

Tome of Magic 6.0

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Ben
More posts than Nikki
Posts: 6999
Joined: Sun Jan 16, 2005 10:12 pm
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Re: Magic v7 (rules not active yet)

Postby Ben » Thu Jan 10, 2013 5:25 pm

Air
Circle 1
Air Specialist Perk
One with the Air
Rank: Essence cost + 50% (rounded up)
Range: As per spell
Duration: Instant
May Snap Cast Jump/Shift/Blink spells for an extra 50% essence (rather than doubled) and no soul cost.

Circle 1

Exhalation
Rank: 4
Range: Touch
Duration: 30 Seconds
Forces the target to purge all the air from their lungs, the target may do nothing except try to catch their breath for the duration of this spell. They may try to avoid taking further damage, but may not otherwise fight.

Jump
Rank: 2
Range: Self
Duration: Instant
The caster may leap up to 7 paces. They may call Time Stop while doing so (however, they should only do so if completely necessary). The caster may be struck once by each monster/player within reach of their melee weapon but may not be struck by magic or projectiles. The character jumping may not parry these blows.

See Through Mist
Rank: 1
Range: Touch
Duration: 5 Minutes
Allows the recipient to see through supernatural (magically summoned) mists.

Shatter [d]
Rank: 1
Range: Touch
Duration: Instant
Shatters a single rigid, non-living object which may then only be repaired using an appropriate spell/ability. This spell does not affect Master-crafted objects.

Whirlwind
Rank: 1
Range: 40’
Duration: Instant
Summons a short but powerful gust of wind that pushes one person back 20 feet.


Circle 2
Free as the Air
Rank: 4
Range: Touch
Duration: 5 minutes
Removes all stopping effects from the target and makes them immune to such spells for 5 minutes.

Gust of Wind
Rank: 4
Range: 40’
Duration: Instant
Everyone within 40 feet and inside a 90 degree arc in front of the caster is affected as per Whirlwind.

Mist
Rank: 3
Range: 10’ radius
Duration: 5 Minutes
Mist rises 10’ around the caster’s current location (the mists do not move with the caster). The caster and anyone with enhanced vision via a spell or ability can see through these mists but otherwise it is impossible to see through these mists by normal means. Any attacks into or within these mists by someone who cannot see cause half their normal damage (rounded up).

Shatter (Range) [d]
Rank: 2
Range: 40’
Duration: Instant
As Shatter, but with 40’ range.

Shift
Rank: 3
Range: Self
Duration: Instant
The caster teleports to a spot up to 40 feet away. The shift is not instantaneous and takes as long as it takes the character to travel there (you cannot call Time Freeze when casting this spell). When the caster reaches their destination they are facing the same direction as they were when they shifted. It also takes 1 second to phase in, which should be represented by slowly lowering your hand down over the space of one second. You cannot do anything during this one second, and cannot be affected in any way.


Circle 3
Blink
Rank: 6
Range: Self
Duration: Instant
As Shift, but allows transports the caster to any point within line of sight. All Blink spells can be upgraded to arrive instantly (call a Time Freeze when cast) for an additional 50% essence cost. It is requested that this is used extremely sparingly if it would cause a Time Freeze of more than 30 seconds.

Haste
Rank: 5
Range: Touch
Duration: 5 Minutes
The target of this spell regains their dexterity as fast as they use it rather than having to rest. In game terms this means they gain 1 stacking DR to any damage that dexterity could usually be applied to taking damage to a minimum of single. This spell takes a great physical toll the target loses a point of maximum soul immediately and another every 30 seconds that this spell remains active. Any damage to your maximum soul damage is restored after 6 hours sleep. Every uninterrupted hour of meditation restores a single point of maximum soul damage.

Hurricane
Rank: 6
Range: 6’ radius
Duration: 5 Minutes
Creates an impenetrable barrier of hurricane speed winds in a circle around the caster. Such is the strength and force of the winds that no corporeal creature or projectile may pass through them. Magic may pass through the Hurricane.

Walk on Air
Rank: 4
Range: Touch
Duration: 5 Minutes
The recipient can will small portions of air to become solid enough to bear his weight, as if he were walking on air. This should be represented by counting aloud the number of feet you are in the air as you take steps, in one foot alterations. You are expected to keep your arms out as if gliding whilst walking on air and must declare your height in feet to anyone nearby.


Circle 4
Call Lightning
Rank: 8
Range: 40’ radius
Duration: 5 Minutes
For the duration of the spell, every 10 seconds someone within the radius is struck by a lightning bolt to the chest. The target is chosen at the referee’s discretion and the only time that the caster will be struck is if there are no other targets within range. Enemies of the caster will be chosen in preference to allies.

Blink Other
Rank: 12
Range: Touch
Duration: Instant
Casts Blink on an item or willing person. The caster chooses where they go (within line of sight). This spell fails if it would somehow kill the recipient.


Circle 5

Mass Blink
Rank: 12+
Range: Line of Sight
Duration: Instant
As per the blink spell, however the caster is able to take others with them. This costs 12 essence + 3 per additional person above the caster.

Chain Lightning [S]
Rank: 18
Range: 40’
Duration: Instant
May target as many people within range as the caster wants (up to a maximum of twice per target) with a Lightning Strike. The caster elects who is to be struck by calling “Lightning Strike” and pointing at every person they wish to effect after the main verbal is cast. Each target must be within 40ft of each other and may not be struck twice in a row.

Earth

Earth Specialist Perk
Rock Skin Regeneration
Rank: 1 essence per hit
Range: Self
Can regenerate hits granted by Rock Skin.

Circle 1
Earth Shape
Rank: 2
Range: Self
Duration: 5 Minutes
The caster takes on the appearance of a tree or rock for the duration. This only shields them from sight and the caster should stay still as moving rocks and trees tend to draw attention.

Entangle [s]
Rank: 1
Range: 40’
Duration: 30 seconds
Causes one target to be entangled in the vegetation they are currently in contact with. Entangle is only as strong as the vegetation. Grass is hardly going to slow anyone down, whilst a well-placed branch could hold most things tight.

Rock Skin (1)
Rank: 3
Range: Touch
Duration: Until Next Sunrise
Grants the target 1 hit point to each location. These last until they are destroyed or until the next sunrise. These hits are taken after armour and dexterity. This spell does not stack with other uses of this spell, a higher ranked version will simply override this one.

Reforge
Rank: 2
Range: Touch
Duration: Until Next Sunrise
This spell is cast on an item. That item is considered Masterwork for the purposes of the next destruction effect that targets it.

Trip
Rank: 2
Range: 40
Duration: Instant
Causes one target to trip over. There does not need to be an object to trip over, nor do they need to be moving.


Circle 2
Command Nature [D]
Rank: 3
Range: 40’
Duration: 30 seconds
This may only target an animal, or plant (e.g. tree men) not beast-kin. It compels the target to obey a one-word action for the duration of the spell. This is subject to their interpretation, so Charge
may well lead to them running away, instead of towards you. Commands that are directly suicidal will fail, as will commands for involuntary acts, e.g. sleep

Magnetise
Rank: 5
Range: Touch
Duration: 30 seconds
All metal objects on touched target become magnetically attracted to each other. For the duration of this spell the target may not use such items unless he has at least two ranks of strength to pull them apart.

Quicksand [s]
Rank: 3
Range: 40’
Duration: 30 seconds
The ground where the target is standing is turned into quicksand, sucking in and holding the target’s feet for the duration. They cannot move their feet, but may take all other actions normally. This spell only affects one person. Two people on opposite sides of the victim may lift them out of the effect before the end.

Rock Skin (2)
Rank: 6
Range: Touch
Duration: Until Next Sunrise
As Rock Skin, but now grants the target 2 hits per location.

Strength
Rank: 4
Range: Touch
Duration: 5 Minutes
This raises the strength of the target by 1 for 5 minutes. If using a weapon that can benefit from strength, this also increases damage called by 1.


Circle 3
Earth Meld
Rank: 5
Range: Self
Duration: 5 Minutes
The caster sinks in to the ground where he stands, and for the duration may not move, speak, cast spells or perform any other actions. When the spell ends, he rises up out of the ground again. Should the ground above him have become obstructed, he will harmlessly rise to the nearest patch of unobstructed ground. A side effect of this spell is that while underground, all of the caster’s injured locations are healed by one point, and they do not deteriorate. N.B. This spell may not be ended early.

Lightning Rod
Rank: 6
Range: 40’ radius
Duration: 5 Minutes
For the next 5 minutes, every ranged electrical/lightning attack within 40’ diverts from its original target and strikes the caster instead. This spell also grants an additional 3 damage resistances against Air, but the caster may not be completely immune to Air. The spell is ended if the caster moves.

Might
Rank: 4
Range: Touch
Duration: 5 Minutes
This raises the brute force of the target. It is not refined enough to allow increased damage, but it allows them to call ‘knockdown’ with each melee attack, as well as making them all but impossible to grapple (counting your strength to be 3 grades higher for this purpose only).

Rock Skin (3)
Rank: 9
Range: Touch
Duration Until Next Sunrise
As Rock Skin, but now grants the target 3 hits per location.

Wall of Stone
Rank: 4
Range: Wall begins where caster is standing
Duration: 5 Minutes
Creates a wall of stone 40ft long, 1ft thick and 20ft high. This may be placed horizontally to create a bridge if desired. The wall can take 100 physical hits and has Enhanced Physical Damage Resistance.


Circle 4
Earthquake
Rank: 12
Range: 40’ radius
Duration: 30 Seconds
Causes a violent Earthquake in the radius around the caster (who is magically immune to its effects but must remain at the centre). None within the radius may stand, effectively taking a trip every time they try to stand up. The use of steady means that the character can stay upright, but may not move
closer. At the end of the spell, the land bucks violently one last time, flinging everyone still inside the radius 20ft outside, and sending shards of earth flying in all directions, causing an Earth Strike to anyone within 40ft of the radius of the Earthquake (so everyone within 80ft of the centre not including the caster).
Petrification
Rank: 11
Range: Touch
Duration: Until dispelled
This spell turns the target into a statue of themselves. They are immune to all damage. The subject will not be aware of any time passing when this spell is lifted, so they should carry on swinging their sword if that is what they were doing. They cannot be shattered. Time does not pass for the victim. The character effectively ceases to exist for all system purposes. This spell can be dispelled.

Rock Skin (4)
Rank: 12
Range: Touch
Duration: Until Next Sunrise
As Rock Skin, but the target gains 4 hits
per location.

Swamp
Rank: 10
Range: 40’ radius
Duration: 5 Minutes
Everyone within the radius of the spell (except the caster) suffers from the effects of a quicksand. The caster must be in contact with the ground to successfully cast this spell.


Circle 5
Rock Skin (5)
Rank: 15
Range: Touch
Sphere: Earth
Duration: Until Next Sunrise
As Rock Skin (1), but the target now gains 5 hit points per location.

Petrification Range [S]
Rank: 20
Range: 40’
Duration: Until dispelled
As petrification but with a range of 40’

Earthen Forge
Rank: 12
Range: Touch
Duration: Until Next Sunrise
This spell protects the weapon from all destruction effects including Disintegrate.

Fire
Fire Specialist Perk
Waxing Flames
Rank: 3
Range: 40’
Duration: 30 Seconds
May use a flame within 40’ to power fire spells. The caster can cast Fire Darts, Bolts, Strikes and Blasts against anyone within 10’ of this flame at an additional -1 cost (to a minimum of 0). The flame used must be phys repped with an actual flame therefore this spell cannot use flames created by spells such as Ignite.

Circle 1
Burning Hands
Rank: 2
Range: Self
Duration: 5 Minutes
Causes the caster’s hands to burst into flames. The caster now inflicts + 1 fire damage with their hands.

Cauterise
Rank: 1
Range: Touch
Immediately seals a wound, stopping it from deteriorating.

Ignite
Rank: 1
Range: Touch
Duration: Instant
Causes something flammable to catch fire. If cast on a creature this causes 1 point of damage every 15 seconds otherwise the amount of damage caused and spread of the flame is at the referee’s discretion.

Scald
Rank: 2
Range: Touch
Duration: 30 seconds
Touched limb is covered in heat blisters and for the duration of this spell is rendered useless. If it is an arm the target must drop anything held, if a leg they must fall to the ground


Circle 2
Enrage [D][E]
Rank: 4
Range: Touch
Duration: 30 Seconds
Forces target into an uncontrollable rage. The target will attack anyone they see on sight (except bodies lying still on the floor). They also gain the 1st damage resistance against everything.

Heat Metal
Rank: 3
Range: 40’
Duration: 5 Minutes
Causes one metal object (one location in the case of metal armour) to heat up such that it begins to damage the person in contact with it. It takes 30 seconds for the metal to heat to a point that it will cause damage, at which point (starting at the 30th second) it causes 1 point of damage to the location touching it every 15 seconds it is kept in contact with a body location (doing damage to armour between metal and location first).

Ignite Range
Rank: 2
Range: 40’
Duration: Instant
As Ignite, but can be cast from a distance of 40’.

Scorching Ray
Rank: 4
Range: 40’ Line
Duration: Instant
A ray of fire leaps from the casters hand striking everyone within 40' in the direction the caster is pointing dealing a fire bolt to the chest. Only targets in a straight line are struck.

Skin of Flame
Rank: 5
Range: Self
Duration: 5 Minutes
The caster’s body and possessions become wreathed in unnatural flames that protect him from harm. The caster’s possessions are unaffected by the spell but anyone touching the caster takes 1 point of damage per 15 seconds of contact. A caster affected by this spell loses 1 soul point for every 30 seconds he spends under its effects. Anyone striking the caster takes a fire dart to that location. This spell must be maintained by constant chanting “Skin of Flame” or something similar).


Circle 3
Flaming Apparition [E]
Rank: 5
Range: 40’
Duration: Instant/30 Seconds
The target of this spell is struck by a Fire Bolt and affected by fear as per the spell.

Meteor
Rank: 6
Range: 40’
Duration: Instant
Summons a meteor to any place within 40’. This will crash down into the nominated area (preferably on a target for sake of ease), inflicting a fire bolt to all with 6 feet.

Essence Burn
Rank: 10
Range: 40’
Duration: 5 Minutes
Every time the target uses Essence they take 1 point of fire damage to the chest ignoring armour, dexterity and damage resistance.


Circle 4
Flame Nova
Rank: 15
Range: 40’ Radius
Duration: Instant
The caster sends out a solid wall of Fire in all directions; anyone within 40' takes a Fire Bolt to the chest and is pushed back to the edge of the effect. The caster is unaffected by this spell.

Flaming Wings
Rank: 15
Range: Self
Duration: 1 hour
A pair of flaming wings burst into being from the casters back. These can create thermals that allow the caster to fly as an Avian. The wings deal no damage to either the caster or anybody else who tries to touch them.

Internal Combustion [S]
Rank: 12
Range: Touch
Duration: Instant
The target instantly takes 5 hits to the body. This damage goes directly to the body, ignoring protections such as armour, dexterity and magical shields. The only protections to this are damage resistances against fire.


Circle 5

Inferno
Rank: 20
Range: 40’ radius
Duration: 5 Minutes
Casts a Fire Blast on everyone within 40’ (except the caster) knocking them back to edge of the spell. Anyone re- entering the flames will suffer a further Fire Blast and be forced back out the way they came, unless immunity to fire or some other equally applicable immunity is possessed.

Magma Wave
Rank: 20
Range: 40’ Radius
Duration: Instant
Everyone within 40' of the caster takes a mass Heat Metal and an Ignite as per the spell. The caster is not affected by this spell.

Light
Circle 1
Chameleon
Rank: 2
Range: Touch
Duration: 5 Minutes
Renders one person invisible against the scenery for 5 minutes. If they move the spell is broken.

Detect Lie (I)
Rank: 3
Range: Self
Duration: 5 Minutes
Allows the caster to know if any spoken statements are a lie or not. This is in respect to what the speaker believes, not what is actually truth.

Flash
Rank: 1
Range: Self
Duration: Instant
The caster flashes with an intense light for an instant blinding everyone looking at the target for 15 seconds.

Shield of Purity (1-4)
Rank: 1-4
Range: Self
Duration: Until next sunrise
Grants extra global hits, one for every point of Essence used. Shield of Purity gives the subject a faint glow about them when struck. Damage will be taken from this shield before armour, location hits, and parries, but after Dexterity.
If a character is under the effects of both a shield of Purity and a shield of Darkness, the ‘oldest’ spell takes damage first.


Circle 2
Aura
Rank: 4
Range: Self
Duration: 5 Minutes
This spell weakens all beings who try to attack you. You count as having a stacking physical damage resistance, to which normal rules apply. The caster must chant ‘Aura’, or another suitable verbal to maintain this spell. Should they stop for any reason (except to call damage grades, which are an OOC declaration), the spell immediately fails.

Light Step
Rank: 5
Range: Self
Duration: Instant
Allows the caster to take up to 7 paces in Time Freeze. Upon time in they may carry on as they were (i.e. there is no phase in time as with Shift).

Reintegration
Rank: 3
Range: Touch
Duration: Instant
Magically repairs any item including those affected by Disintegrate.

See Invisibility
Rank: 4
Range: Touch
Duration: 5 Minutes
This allows the target to see all invisible or otherwise magically hidden creatures. It will not be apparent that they are invisible, except by the reactions of other people, or unless they suddenly appear when you cast the spell…

Shield of Purity (5-8)
Rank: 5-8
Range: Self
Duration: Until next sunrise
As Shield of Purity (1-4), but allows up to 8 power to be used in casting the spell.


Circle 3
Invisibility
Rank: 6
Range: Touch
Duration: 5 Minutes / Until discharged
While under the effect of this spell, the target should raise a hand to represent the fact they cannot be seen. Until an attack is made, the subject cannot be seen with normal sight. An attack includes completing a spell that affects another being in any way, shape or form. Invisibility ends when a spell being cast is completed, though verbals remain fully audible and you may well face attacks from people with acute hearing, including individuals under the effect of the Enhanced Sense spell.

Remove Domination
Rank: 8
Range: Touch
Duration: Instant
Removes any domination effects from touched target and renders them immune to that domination effect for 5 minutes.

Shield of Purity (9-12)
Rank: 9-12
Range: Self
Duration: Until next sunrise
As Shield of Purity (1-4), but allows up to 12 power to be used in casting the spell.

Sunray
Rank: 6
Range: 40’
Duration: Instant/30 Seconds
Everything within a 90 degree area in front of the caster is enveloped in sunlight streaming from their essence. Any creatures within the arc suffer a Light Dart every 5 seconds for the duration of the spell as long as the caster continues to chant.

True Sight
Rank: 8
Range: Touch
Duration: 5 Minutes
This spell bestows the effects of See Invisible but also allows the target to tell if something is invisible/hidden/disguised and is able to see both reality and what others see.


Circle 4
Far Sight [S]
Rank: 10
Range: N/A
Duration: 5 Minutes
Allows the user to view an area that they either have visited previously, or have been given a detailed description of (in terms of location and setting). The referee should give the caster a very detailed description of what they can see in that area. A secondary effect of this spell is that it allows you to cast spells on anyone or thing you can see in the vision for twice the usual power cost, and one soul for every spell, which can be healed.

Improved Invisibility
Rank: 10
Range: Touch
Duration: 1 hour / Until discharged
As Invisibility but with improved duration. Casting beneficial magic does not classify as an attack under this version of invisibility, so the invisible creature can still heal or aid friends in combat, but other attacks will still discharge the effects of this spell.

Shield of Purity (13-16)
Rank: 13-16
Range: Self
Duration: Until next sunrise
As Shield of Purity (1-4), but allows up to 16 power to be used in casting the spell.


Circle 5
Absolute Invisibility
Rank: 20
Range: Self
Duration: 1 hour
As Improved Invisibility but attacking or casting offensive spells only renders the caster visible for 5 seconds.

Mental Freedom
Rank: 20
Range: Touch
Duration: Until Sunrise
Makes the recipient immune to domination until Sunrise.

Shield of Purity (17-20)
Rank: 17-20
Range: Self
As Shield of Purity (1-4), but allows up to 20 power to be used in casting the spell.

Shadow
Shadow Specialist Perk
Domination Specialist
May add your circle in Shadow Magic to your soul points when casting Domination (e.g. someone with 10 soul and Circle 4 Shadow Magic would have 14 soul for the purposes of domination).

Circle 1
Conceal Lies
Rank: 2
Range: Self
Duration: 5 Minutes
The caster’s body language is disguised and it becomes impossible for anyone to determine whether or not the caster is lying. This spell grants immunity to the recognise lie spell and similar effects.

Decay [d]
Rank: 1
Range: Touch
Duration: Instant
Causes any inanimate natural object (including dead organic items) to instantly rot or decay rendering the item useless. This spell does not affect master crafted items.

Envenom
Rank: 2
Range: Touch
Duration: Until Next Sunrise
This spell may be cast on a liquid or a weapon. Once applied to a blade this poison causes 1 point of physical damage to the location struck after 30 seconds and then another every 5 minutes until cured.

Halt [s]
Rank: 2
Range: 40’
Duration: 30 Seconds
Halts one target for 30 seconds, freezing them to the spot for the duration, or until struck (taking damage).

Poison
Rank: 2
Range: Touch
Duration: Until Next Sunrise
This spell must be cast on a liquid. Once consumed this poison causes 1 point of soul damage after 30 seconds and then another every 5 minutes until cured.

Shadow Blend
Rank: 2
Range: Touch
Duration: 5 Minutes.
While the caster remains still they blend in with the surrounding shadows, rendering them invisible to the naked eye. They are revealed if they move, attack or take other aggressive actions. This must be cast in some measure of darkness.

Shield of Darkness (1-4)
Rank: 1-4
Range: Self
Duration: Until next sunrise
Grants extra global hits, one for every point of power used. Shield of Darkness gives the subject a faint aura of shadow about them when struck. Damage will be taken from this shield before armour, location hits, and parries, but after Dexterity.

Circle 2
Befriend [D][E]
Rank: 4
Range: 40’
Duration: 5 Minutes
The target will think of the caster as a close, trusted friend, until given undeniable reason to know otherwise or until the spell ends, whichever comes first. Note that while this spell creates a strong emotional bond between people, it does not give any direct control over someone, and if this spell is broken by abuse, then the target WILL instantly hate the caster, though retains rational control of his acts. This spell may target any intelligent humanoid, though extra-planar creatures are likely to be immune to its effects, as well as certain innately magical creatures from this plane.

Blindness
Rank: 4
Range: 40’
Duration: 30 seconds
Causes the optic nerves to temporarily die. The target is unable to see anything at all for the duration. They should keep their eyes shut at all times, unless it is unsafe to do so, or instructed by a referee.

Command [D]
Rank: 4
Range: 40’
Duration: 30 Seconds
This spell compels the target to obey a one-word action for the duration. This is subject to their interpretation, so „Charge’ may well lead to them running away, instead of towards you. Commands that are suicidal will fail, as will commands for involuntary acts, e.g. „sleep’. The target must be able to hear your voice, and understand your language.

Decay Range [d]
Rank: 2
Range: 40’
Duration: Instant
As Decay but can be cast on an object up to 40’ from the caster.

Limb Thrall [D]
Rank: 4
Range: 40’
Duration: 30 seconds
Caster gains complete control of one of the targets limbs, specified when cast. The limb will do nothing unless commanded to by the caster.

Masquerade the Truth
Rank: 6
Range: Self
Duration: 5 Minutes
For the duration of this spell the recipient is immune to information spells and effects.

Shield of Darkness (5-8)
Rank: 5-8
Range: Self
Duration: Until next sunrise
As Shield of Darkness (1-4), but allows up to 8 power to be used in casting the spell.

Shadowkin
Rank: 4
Range: Self
Duration: 5 minutes
The caster is rendered invisible for the duration of the spell providing they remain in an area of reasonable shade and do not move above a slow walk.


Circle 3
Charm Person [D][E]
Rank: 7
Range: 40’
Duration: Until next sunrise.
As with Befriend but with a much greater duration.

Confusion [E]
Rank: 5
Range: 40’
Duration: 30 seconds.
The target’s vision flickers with shadowy images – always something moving and darting out of the corner of their eyes. The target becomes confused and paranoid and everyone around them, friend or foe, seems to be a potential threat. This also counts as an emotional effect.

Disintegrate [d]
Rank: 8
Range: Touch
Duration: Instant
Disintegrates any one non-living object. A disintegrated object cannot be repaired for at least 5 minutes after this spell is cast and even then only through use of the Reintegrate spell.

Shield of Darkness (9-12)
Rank: 9-12
Range: Self
Duration: Until next sunrise
As Shield of Darkness (1-4), but allows up to 12 power to be used in casting the spell.

Sleep [s]
Rank: 5
Range: 40’
Duration: 30 seconds / Until Woken
Target falls into a deep slumber, and will only wake up 30 seconds later unless they are woken by some alternative physical means (such as being struck or shaken, but not being shouted at).


Circle 4
Disintegrate Range [d]
Rank: 12
Range: 40’
Duration: Instant
As Disintegrate, but with a 40’ range.

Dominate [D]
Rank: 10
Range: 40’
Duration: 30 seconds
For the duration, the target will obey all commands the caster gives them, except for directly suicidal commands. They must be able to hear the commands, and understand the language, of course.

Shadow Meld
Rank: 12
Range: Self
Duration: 5 minutes
As Shadow Blend, but the caster also cannot be struck by non-magical weapons whilst under the effects of this spell.

Shield of Darkness (13-16)
Rank: 13-16
Range: Self
Duration: Until next sunrise
As Shield of Darkness (1-4), but allows up to 16 power to be used in casting the spell.


Circle 5
Possession [D]
Rank: 15
Range: 40’
Duration: Up to 5 Minutes
The caster disappears, and enters the body of 1 target. The caster has complete control of the target, including any power or spell-casting abilities that they may have. When the possession ends the caster will reappear within 10’ of the victim. Should the target die whilst possessed, the caster also dies. This spell should be represented by the possessed raising a hand to indicate they are no longer present, and the caster playing the part of their victim, unless another method is desired.

Shield of Darkness (17-20)
Rank: 17-20
Range: Self
Duration: Until next sunrise
As Shield of Darkness (1-4), but allows up to 20 power to be used in casting the spell.

Void [S]
Rank: 20
Range: 40’
Duration: 30 Minutes
The target is cast into the freezing and terrifying void of space. Sights are witnessed there so horrifying that they are never able to speak of them lest the terror take them once more. The target effectively ceases to exist. After 5 minutes they return within 40 feet of the location they were banished from, under the effects of a 30 minute duration confusion spell, such is the terror they have experienced.

Water
Water Specialist Perk
Extinguish
Rank: 6
Range: 40’
Duration: Instant
Can Deny any Fire spell within 40’ or remove any active Fire spells from the target.

Circle 1
Identify Liquid [I]
Rank: 1
Range: Touch
Duration: Instant
Reveals all chemical properties of the targeted liquid. This spell will determine what the main constituents of a liquid are and whether or not the liquid is imbued with magical effects. It can determine whether a liquid is poisonous, (magically or naturally) but cannot determine other magical effects of potions. In this case, this spell will simply reveal the sphere(s) to which its effects belong.

Mind Freeze
Rank: 2
Range: 40’
Duration: 30 seconds
Interrupts spell-casting and stops the target being able to use essence for 30 seconds. The use of asting Stamina prevents this spell from having any effect.

Purify
Rank: 1
Range: 40’
Duration: Instant
Transforms a pint of liquid into clean water. Can be cast on an individual to remove any poisons in their system.

Repair
Rank: 2
Range: Touch
Duration: Instant
This spell may restore the pieces of any damaged/broken object back into its original form providing that there is a sufficient amount of the original item. This spell has no effect on objects destroyed by the Disintegrate spell.
In the case of armour this repairs one layer of armour to one location.

Rust [d]
Rank: 1
Range: 40’
Duration: 5 minutes
If the item targeted by this spell is struck (or, in the case of weapons, strikes) in the next 5 minutes then it breaks into dozens of pieces. This has no effect on master-crafted and non-metal items.

Waterwalk
Rank: 2
Range: Touch
Duration: 5 minutes
Allows the target to walk on water or another suitable liquid as if it were solid ground.

Water Cannon
Rank: 1
Range: 40’
Duration: Instant
Summons a burst of pressurised water that knocks the target down.


Circle 2
Castle of Water
Rank: 5
Range: Self
Duration: 5 Minutes
An impenetrable dome of water surrounds the caster pushing everyone within 6 feet back. The spell protects the caster from people, weapons, projectiles and spells as long as the caster continues to chant “Castle of Water” or similar and remains stationary/ If the caster ceases chanting or after 5 minutes, the spell ends.

Chill
Rank: 5
Range: 40’
Duration: 5 Minutes
Removes all emotional effects from the target and makes them immune to these effects for 5 minutes.

Douse
Rank: 3
Range: 40’
Duration: Instant
Extinguishes one fire up to the size of a large bonfire, about 20ft in diameter. If cast on a person this spell soaks them and causes a Knockdown.

Freeze [s]
Rank: 5
Range: 40’
Duration: 30 seconds
This spell surrounds the target in an icy shell. They are unable to move or speak and therefore unable to cast. Their physical body cannot be hurt while in this shell however their soul can be harmed as normal. The target also takes a point of soul damage every 10 seconds whilst affected.

Geyser
Rank: 6
Range: 40’
Duration: Instant
The target is thrown 20' into the air by pressurised water erupting from the ground. Upon landing they take two points of Bludgeoning damage to each leg from the impact (armour does not protect) and are knocked down.

Slow [s]
Rank: 4
Range: 40’
Duration: 30 seconds
The target must move and fight (but not speak/think or cast) at half speed as if they are surrounded by water.

Circle 3
Castle of Tides
Rank: 12
Range: Self
Duration: 5 Minutes
As per Castle of Water except the caster can walk (not run) around without disrupting the spell. They must continue to chant at all times and cannot attack/cast or pick anything up.

Freeze (Range) [s]
Rank: 8
Range: 40’
Duration: 30 seconds
As per Freeze but with an extended range.

Hail
Rank: 6
Range: 40’ Radius
Duration: Instant
Deals 1 point of water damage to the heads of everyone (Friend and Foe alike) within 40’ of the caster.

Thirst
Rank: 6
Range: 40’
Duration: Until they drink
This spell removes a large amount of liquid from the target’s body. The target becomes desperate to drink and will do almost anything to sate their thirst.


Circle 4
Corrode [d]
Rank: 10
Range: 40’
Duration: 5 minutes
As Rust except this spell works on non-metallic items and Master Crafted items. Items destroyed by Corrode CAN be restored using Repair.

Drown [S]
Rank: 15
Range: Touch
Duration: 2 Minutes
The target’s lungs are filled to the brim with water. The target is unable to breath, speak, fight, cast or do anything that requires concentration. They take one point of damage to the chest every 15 seconds, through damage resistances, armour, dexterity, parry hits and any spells of protection except Elemental Shield Water. They can just about stumble about and walk/slow run for the first 30 seconds. After the two minutes (or earlier most likely if they don’t have the hits to take the damage) they fall unconscious anyway until they are fully healed to the chest.

Full Repair
Rank: 10
Range: Touch
Duration: Instant
Repairs all armour/items on an individual. Also reintegrates any items if required.

River
Rank: 12
Range: 40’
Duration: Instant
Summons a raging river that flows through the area extinguishing any fires, dispelling all fire magic and causing a mass Knockdown.

Water’s Flow
Rank: 16
Range: Self
Duration: 5 Minutes
As a river flows so too does the body of the caster. Under the effects of this spell all their locational hits (not counting minus hits) are added together to form one global pool and they gain the first grade of damage resistance to everything. If their global hits reach zero then they fall unconscious and the spell ends with all their locations at zero and deteriorating, otherwise at the end of the spell their locational hits return as they were before the spell was cast. Such a change is taxing to the caster and they lose 1 soul every 30 seconds, which can only be recovered through rest. This spell can be ended early.

Circle 5
Blizzard
Rank: 20
Range: 40’ Radius
Duration: Instant
Great chunks of ice fall from the sky dealing 3 points of water damage to the heads of everyone (friend and foe alike) within 40' of the caster. Also causes a knock down.

Wave of Ice
Rank: 20
Range: 40’ radius
Duration: 30 seconds
All beings within range are affected as if by Freeze. Does not affect the caster.

Elemental
The Water, Air, Earth, Fire, Light and Shadow Spheres also gain access to the spells in the Elemental Sphere of the appropriate sphere. So those with circle one air would also get Air Dart, Air Storm (1) etc.

Circle 1
Elemental Dart
Rank: 1
Range: 40’
Duration: Instant
This spell calls forth a dart of elemental energy which causes a single point of damage to the target. There are no secondary effects from these spells, so Lightning attacks react the same to metal armour as anything else, Fire attacks do not set the target on fire, etc. However, there will of course be creatures that are more affected by a specific element.

Elemental Storm (1)
Rank: 4
Range: 40’ radius
Duration: Instant
The caster summons down from the skies a whirling swarm of darts of the specific element that rain down upon the area of effect. Everyone (not including the caster) takes 1 point of damage of the specified type to the chest.

Elemental Sword (1)
Rank: 4
Range: Self
Duration: 5 Minutes
This summons a magical sword that inflicts 1 point of pure elemental damage. This sword may only be used by the caster and should he attempt to give the sword to anyone else it will instantly expire. Weapon Proficiencies and Strength/Dexterity may not be applied to blows with a summoned weapon.

Imbue Element
Rank: 2
Range: Touch
Duration: 5 Minutes
Imbues an element to a weapon allowing the wielder to call their damage grade and the respective Element, e.g. Air Quad.
Shield of the Elements (1-4)
Rank: 1-4
Range: Touch
Duration: Until Sunrise
This spell grants 2 extra global hits per point of Essence that protect against the element in question or it’s opposite. This protection covers any source of damage, from spells, to enchanted weapons, to natural sources, of the appropriate element. This shield will take damage before armour, parries, location hits and other shield spells, but after dexterity.


Circle 2
Elemental Bolt
Rank: 2
Range: 40’
Duration: Instant
As with Elemental Dart only this spell causes 3 points of damage to the target.

Elemental Enchantment
Rank: 4
Range: Touch
Duration: 5 Minutes
The targeted weapon now inflicts + 1 damage of the specified element type. Note that some creatures will take extra damage from certain elements, as well as being immune to others. This extra damage goes over Max Dam.

Elemental Storm (2)
Rank: 8
Range: 40’ radius
Duration: Instant
As Elemental Storm (1) except everyone (not including the caster) takes 2 points of damage of the specified type to the chest.

Elemental Sword (2)
Rank: 8
Range: Self
Duration: 5 Minutes
As Elemental Sword (1) but the weapon now does 2 points of damage per blow.

Shield of the Elements (5-8)
Rank: 5-8
Range: Touch
Duration: Until Sunrise
As Shield of the Elements (1-4) but with a higher maximum rank.


Circle 3
Elemental Immunity
Rank: 7
Range: Touch
Duration: 5 Minutes
This makes the target completely immune to the effects of the named element. This also applies to their equipment, so someone immune to fire can wade through lava without their clothes being incinerated for instance (though I’m sure the opportunity to do so won’t arise too often…). This may be cast for the sphere the circle is possessed in, or it’s opposite. So someone with circle 3 water could cast immunity to water and fire with this spell. You may not utilise an element you have become immune to in this way.

Elemental Storm (3)
Rank: 12
Range: 40’ radius
Duration: Instant
As Elemental Storm (1), except this does 3 damage to all creatures within the area of effect.

Elemental Strike
Rank: 3
Range: 40’
Duration: Instant
As with Elemental Dart only this spell causes 5 points of damage to the target.

Elemental Sword (3)
Rank: 12
Range: Self
Duration: 5 Minutes
As Elemental Sword (1) but the weapon now does 3 points of damage per blow.

Open Ritual Circle
Rank: 1+
Range: Varies
Duration: Varies
This is used to create ritual circles, which are often worth entering as, if correctly prepared, great acts of magic may be performed here - far beyond the limited effects of mere spells.
This spell is available in all spheres, including life, meta and death.

Shield of the Elements (9-12)
Rank: 9-12
Range: Touch
Duration: Until Sunrise
As Shield of the Elements (1-4) but with a higher maximum rank.


Circle 4
Elemental Blast
Rank: 5
Range: 40’
Duration: Instant
Does 2 points of specified elemental damage to every location. In the event of magical shields this does 12 points of damage to the shield, any damage not absorbed by the shield should be spread across as many locations as possible. Each applicable Damage Resistance also removes a single point of this damage (e.g. a person with 2 DRs to fire will take 10 points of fire damage, 2 points should be taken to 4 locations with the other 2 locations taking 1 point each).
Elemental Storm (4)
Rank: 16
Range: 40’ radius
Duration: Instant
As Elemental Storm (1), except this does 4 damage to all creatures within the area of effect.

Elemental Sword (4)
Rank: 16
Range: Self
Duration: 5 Minutes
As Elemental Sword (1) but the weapon now does 4 damage per blow.

Shield of the Elements (13-16)
Rank: 13-16
Range: Touch
Duration: Until Sunrise
As Shield of the Elements (1-4) but with a higher maximum rank.


Circle 5
Elemental Storm (5)
Rank: 20
Range: 40’ radius
Duration: Instant
As Elemental Storm (1), except this does 5 points of damage to all creatures within the area of effect.

Elemental Sword (5)
Rank: 20
Range: Self
Duration: 5 Minutes
As Elemental Sword (1) but the weapon now does 5 damage per blow.

Shield of the Elements (17-20)
Rank: 17-20
Range: Touch
Duration: Until Sunrise
As Shield of the Elements (1-4) but with a maximum rank of 20.

Death

Death Specialist Perk
Reap the Rewards
Rank: Double the usual cost to enter Meditation based on threshold
Range: Touch
Duration: Until target ceases to meditate
Whenever the target recovers Essence through meditating the caster gains a like amount. Caster cannot regain Essence by any other means whilst this spell is active.

Circle 1
Cannibalise
Rank: 4
Range: Self
Duration: 5 Minutes
By consuming a corpse the caster may regain one hit to their most injured location and one soul every 30 seconds.

Cause Wound
Rank: 1
Range: Touch
Duration: Instant
Causes 2 points of damage to the location touched. Dexterity may not be applied, but armour and magical defences may.

Corpse Stench
Rank: 2
Range: 40’
Duration: 5 minutes
The target takes on the stench of a rotting corpse overpowering their sense of smell.

Fear [E]
Rank: 2
Range: 40’
Duration: 30 seconds
This spell causes the target to become irrationally terrified of the caster for the duration. The target will nearly always flee in terror, or if this is impractical/not possible, they will try to hide from the caster as efficiently as possible.

Minor Despair [E]
Rank: 2
Range: 40’
Duration: Instant
The target suddenly feels the deep despair of loss as their minds are struck with heart wrenching emotional pain. The target loses one soul point.


Circle 2
Bleed
Rank: 3
Range: Touch
Duration: Until dead or healed.
This spell opens up a critical blood vessel in the target, causing the touched location to lose one hit point immediately and another point every 30 seconds. Healing of any kind will stop this hit point loss, as will a bandage applied to the location.

Cause Serious Wound
Rank: 2
Range: Touch
Duration: Instant
As Cause Wound, but inflicts 4 points of damage.

Despair [E]
Rank: 3
Range: 40’
Duration: Instant
As Minor Despair, except the target loses 3 soul points.

Paralyse [s]
Rank: 6
Range: Touch
Duration: 30 seconds
The target is completely paralysed for the duration of the spell. The character is not held in place by the spell, and so if this is cast in the middle of combat, the target is likely to simply fall over as they will not be able to stop their momentum from doing so. The target can be moved /carried by others but may not move any part of their body (not even to speak / cast a spell).

Paralyse Limb [s]
Rank: 4
Range: 40’
Duration: 30 seconds
Paralyses an arm or leg of the target. The caster must indicate the limb to be paralysed upon casting the spell.

Remove Sense
Rank: 4
Range: 40’
Duration: 30 seconds
Causes the specified sense (Sight, Hearing, Taste, Smell, Touch or Speech) to temporarily die.


Circle 3
Agony [s]
Rank: 4
Range: 40’
Duration: 30 seconds
The target is immobilised with incredible pain. They are not compelled to scream out loud, but may do so if they wish (i.e. to get the attention of their allies).

Cause Major Wound
Rank: 3
Range: Touch
Duration: Instant
As Cause Wound, but causes 6 points of damage.

Major Despair [E]
Rank: 4
Range: 40’
Duration: Instant
As Minor Despair, except the target loses 5 soul points.

Paralyse Range [s]
Rank: 10
Range: 40’
Duration: 30 seconds
As Paralyse, but can be cast at 40’ range.

Repel Living
Rank: 8
Range: 40’ radius
Duration: Up to 5 Minutes
While the caster continues to chant (up to a maximum of 5 minutes) no living creature may enter within 40ft of the caster. Any living creatures that find themselves within this radius after the spell has been cast will feel an uncomfortable and irresistible urge to move outside of this radius and may do nothing else until they have done so. Whilst outside of this radius, those affected are not afraid of the caster but simply cannot enter within this radius. This spell works on all living creatures including those that cannot hear the chanting or see the caster.

Terror [E]
Rank: 8
Range: 40’
Duration: 5 Minutes
Everyone within range is affected as per Fear.

Weakness
Rank: 10
Range: 40’
Duration: 5 Minutes
The target is rendered feeble, weak and ill such that they lose the effects of all their strength and dexterity.


Circle 4
Bone Armour
Rank: 15
Range: Self
Duration: 5 Minutes
The caster summons the bones of a complete skeleton to surround and protect him. This armour grants them Enhanced Physical Damage Resistance (not stacking) to all except bludgeoning weapons.

Cause Disease
Rank: 8
Range: Touch
Duration: Until Cured
Causes a festering wound which causes target to lose one soul immediately and then another soul every minute until cured. These soul points cannot be restored until the disease is cured.

Chant of Agony [s]
Rank: 8
Range: 40’
Duration: Up to 5 Minutes
Upon completion of this spell, the target drops to the floor in pain as per the spell agony. This continues for up to 5 minutes so long as the caster continues speaking such that the target can hear. The target takes 1 point of soul damage immediately and another every 15 seconds thereafter. Should the caster stop speaking or should the target be struck by any damaging effect/blow the spell is broken.

Feast of Entrails
Rank: 8
Range: Self
Duration: Up to 5 Minutes
An improved form of Cannibalism, the caster now heals 1 hit to every location and 1 soul point every 30 seconds.

Fuse [s]
Rank: 12
Range: 40’
Duration: 30 seconds
The flesh of one person within 40' of the caster fuses together, this very painful experience deals 2 points of damage per location (ignoring Damage Reductions) and pulls the victim into the foetal position for the duration.

Brain Death
Rank: 14
Range: Touch
Duration: 5 Minutes
The targets senses are assaulted by the powers of death and "killed". For the duration of this spell, they are rendered Blind, Deaf, Dumb and without a sense of touch, taste or smell.


Circle 5
Cheat Death ®
Rank: 15
Range: Self
Duration: Instant
By using this spell the caster may transfer his injuries from one blow/effect/spell to another creature within 40'. All effects of the casters injury are removed and the target takes on those effects. This is a retroactive spell and can save the caster from being reduced to negative hits or soul, it cannot however kill the target outright. If it would do so, the spell fails. This spell has no effect against Touch of Death.

Mass Agony [s]
Rank: 20
Range: 40’
Duration: Up to 5 Minutes
As per Chant of Agony except this affects all characters within 40’. Characters who manage to leave the area are no longer affected nor are new characters who get within range (i.e. to stop the spell).

Necrosis
Rank: 12
Range: 40’
Duration: Until Next Sunrise
The target enters a deep sleep where their vital signs slow to the point where they appear to be dead. The spell ends if the target takes any damage.

Spectral Form
Rank: 18
Range: Self
Duration: 5 Minutes
The caster takes on the trait of some Undead creature becoming immune to non-magical attacks for the duration and all their melee attacks will cause soul damage equal to half their damage grade rounding up instead of physical damage for the duration of this spell. As the caster is no longer physical he cannot cast any spells with Touch as the range.

Touch of Death [S]
Rank: 20
Range: Touch
Duration: 30 seconds
The victim of this spell loses one soul point every second for 30 seconds. They also fall unconscious immediately. This spell must be declared and cast at the top of the casters voice, though not necessarily shouting, and obviously the verbal for a Touch of Death. The use of this spell is strictly outlawed throughout SinyaPalurin. Every damage resistance against death possessed by the victim takes one second off the duration.

Life
Life Specialist Perk
Spiritual Touch
Rank: +50% essence cost to target spell (rounded up)
Range: 40’
Duration: Instant
This spell is cast in conjunction with another healing spell. That spell now has its range increased to 40'.

Circle 1
Bravery
Rank: 2
Range: Touch
Duration: 5 Minutes
The target becomes immune to the effects of fear for the next 5 minutes. If the target is currently under the effect of a fear spell, this spell will remove those effects.

Slow Metabolism
Rank: 2
Range: Touch
Duration: 5 Minutes
Stops all poisons and diseases in the target’s system from advancing for the duration of this spell.

Diagnosis
Rank: 1
Range: Touch
Duration: Instant
This informs the caster of any diseases or poisons affecting the target. It can also detect other medical or apparently naturally caused mental disorders at the referee’s discretion.

Ease Pain
Rank: 2
Range: Touch
Duration: 5 minutes
The target feels no pain from natural injuries for the duration of this spell though still takes damage. This spell does not allow them to fight if a location is on negative hits, but will allow someone whose legs are at -1 to walk to the healer for example. If the targets critical locations reach zero then they still go unconscious.

Heal 1
Rank: 1
Range: Touch
Duration: Instant
Restores a single hit point to a location on the target. Advanced versions of this spell heal more than one hit point and the hit points healed need not all be to the same location, though they must all be on the same person.

Hearten 1
Rank: 3
Range: Touch
Duration: Until Sunrise
Increases the target’s maximum soul points by 1 point for the duration of the spell. This soul point cannot be healed so the only way to regain it is by casting Hearten again

Holy Touch [s]
Rank: 1
Range: Touch
Duration: 30 Seconds
One touched Undead or demonic creature is overwhelmed by life energy and as such is dazed for the duration, unable to act until struck.

Hope 1
Rank: 1
Range: Touch
Duration: Instant
Restores a single soul point to the target character. This cannot take a character above his maximum soul points.

Invigorate
Rank: 4
Range: Touch
Duration: Until Next Sunrise
Touched target is infused with the powers of life granting them one extra hit per location which may be healed. This spell may not stack with itself.


Circle 2
Cleanse
Rank: 4
Range: Touch
Duration: Instant
Removes any typical poisons and diseases from the target (at ref’s discretion). This also removes paralysis if applicable. The target is immune to poison, disease and paralysis for the next 5 minutes.

Diagnosis Range
Rank: 2
Range: 40’
Duration: Instant
As Diagnosis, but can be cast at a range of 40’.

Heal 3
Rank: 2
Range: Touch
Duration: Instant
As Minor Heal, except restores 3 hit points of damage to the target.

Hearten 2
Rank: 6
Range: Touch
Duration: Until Sunrise
As per Hearten 1 except increases the target’s maximum soul by 2 points for the duration of the spell.

Hope 3
Rank: 2
Range: Touch
Duration: Instant
As Minor Hope but restores 3 soul points to the target.

Innervate
Circle: 2
Rank: 4
Range: Touch
Duration: Until Next Sunrise.
Touched target is infused with the powers of life granting them one point of dexterity.

Restore Limb
Rank: 6
Range: Touch
Duration: 5 Minutes
This causes a severed/destroyed location to re-grow over the duration of this spell. At the end of the spells duration the location will have grown back but it will not immediately be useable, as it returns only one hit away from being severed again, but may be healed up once fully regrown. It should be noted that this cannot bring a person back to life!

Restore Senses
Rank: 4
Range: Touch
Duration: Instant
This restores any senses affected by magical means: sight, hearing, smell, taste, touch and speech.


Circle 3
Bless Weapon
Rank: 6
Range: Touch
Duration: 5 Minutes
Imbues a weapon with Life energy making it an anathema to undead and demons. A blessed weapon ignores such creatures Damage Reductions.

Heal 5
Rank: 3
Range: Touch
Duration: Instant
As Minor Heal, except restores 5 hit points of damage to the target.

Hearten 3
Rank: 9
Range: Touch
Duration: Until Sunrise
As per Hearten 1 except increases the target’s maximum soul by 3 points for the duration of the spell.

Holy Smite
Rank: 3
Range: 40’
Duration: Instant
A targeted Undead or Demonic creature of the caster is struck by holy power dealing 5 points of damage ignoring Damage Resistances.

Hope 5
Rank: 3
Range: Touch
Duration: Instant
As Minor Hope but restores 5 soul points to the target.

Last Stand
Rank: 5
Range: Self
Duration: 2 Minutes
The spell caster becomes totally indestructible for two minutes. Nothing can harm him, control him, move him or stop him and nothing can end this spell early. After this time, he dies instantly. Nothing can stop the caster’s death once the spell has been cast.

Repel Undead
Rank: 6
Range: 40’ radius
Duration: Up to 5 Minutes
While the caster continues to chant (up to a maximum of 5 minutes) no Undead creature may enter within 40ft of the caster. Any Undead creature that finds themselves within this radius after the spell has been cast will be compelled to move outside of this radius and may do nothing else until they have done so. Whilst outside of this radius, those affected are not afraid of the caster but simply cannot enter within this radius, so intelligent Undead can still taunt and abuse the caster and his allies. This spell works on all Undead creatures, including those that cannot hear the chanting or see the caster.

Pacify
Rank: 8
Range: 40’
Duration: 5 Minutes
The target of this spell does not consider the caster as a threat and will not attack them. If the caster attacks the target this effect is broken.


Circle 4

Constitution
Rank: 16
Range: Touch
Duration: Until Sunrise
For the duration of this spell the target is immune to all diseases and poisons, any such affliction that would affect them is wasted and takes no effect even after this spell has ended.

Heal 10
Rank: 5
Range: Touch
Duration: Instant
As Minor Heal, except restores 10 hit points of damage to the target.

Hearten 4
Rank: 12
Range: Touch
Duration: Until Sunrise
As per Hearten 1 except increases the target’s maximum soul by 4 points for the duration of the spell.

Hope 10
Rank: 5
Range: Touch
Duration: Instant
As Minor Hope but restores 10 soul points to the target.

Last Stand (Other)
Rank: 10
Range: Touch
Duration: 2 Minutes
This spell has the same effect as Last Stand except that it affects a target instead of the caster. However, the target must be both conscious and willing and must both know that they will die at the end of this spell and accept that fact willingly. A target cannot be dominated into accepting a Last Stand.

Remove Insanity
Rank: 12
Range: Touch
Duration: 5 Minutes
Removes all negative mind affecting spells from the target. If the target’s mind is affected by non-magical means (e.g. roleplay) they are rendered sane for 5 minutes.

Revitalise
Rank: 8
Range: Touch
Duration: Instant.
Removes any magical effects that have lead to a loss of strength or dexterity (e.g. Weakness) and makes target immune to such effects for 5 minutes.

Slow Healing
Rank: 6
Range: Touch
Duration: Until Healed
As long as target remains restful they are healed 1 hit point and 1 Soul point every 30 seconds. If they stop being restful the spell ends.


Circle 5
Haven [S]
Rank: 20
Range: 40’ radius
Duration: Up to 12 hours
When this spell is cast, it establishes a 40ft radius Haven around the caster. So long as the caster remains within the radius, casts nothing else and does not fight, the spell remains active for a maximum of 12 hours, otherwise it will end. Whilst in the Haven, all living natural creatures regenerate 1 hit to their most injured location, 1 soul point and 1 essence every 5 minutes. All non-living or unnatural creatures (e.g. undead, elementals, constructs, fey, demons, mistborn and were-creatures) lose 1 hit to the body, 1 essence and 1 soul every 5 minutes.

Hearten 5
Rank: 15
Range: Touch
Duration: Until Sunrise
As per Hearten 1 except increases the target’s maximum soul by 5 points for the duration of the spell.

Holy Storm
Rank: 18
Range: 40’ Radius
Duration: Instant
All Undead and Demonic Creatures within 40' of the caster are struck by holy energy and take 5 points of damage (ignoring damage reductions)

Passive Aura
Rank: 15
Range: 40’ Radius
Duration: 5 Minutes
As Pacify, but affects everybody within 40' of the caster.

Exorcise
Rank: 20
Range: Touch
Duration: Instant
Usually banishes one possessing entity from touched target. If the target has more than one possessing entity then the caster must know the name of the entity he wishes to banish. Once banished that entity often takes on a physical form…

True Heal
Rank: 15
Range: Touch
Duration: Instant
Cures all wounds, restores lost soul points and casts Cleanse, Remove Insanity, Restore Senses and Revitalise on the target. This also regenerates lost limbs in seconds and repairs the wearer’s damaged armour.
"And unconscious people always count as willing"

Tome of Magic 6.0

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Ben
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Re: Magic v7 (rules not active yet)

Postby Ben » Thu Jan 10, 2013 5:25 pm

Meta

Meta Magic Perk
Merge Elements
Rank: Base spell +50%
Range: Self
Duration: Instant
As long as you can also cast the appropriate spell in at least 2 elements you can also cast the following:
Circle 1: Magic Dart (2 essence)
Circle 2: Magic Bolt (3 essence)
Circle 3: Magic Strike (5 essence)
Circle 4: Magic Blast (8 essence)
You may also cast Magic Storms for the base cost +50%.

Circle 1
Discern Power [I]
Rank: 1
Range: 40’
Duration: Instant
The caster can tell the current and maximum amounts of Essence the target has.

Dispel Magic
Rank: 1+
Range: Touch
Duration: Instant
Dispels one ongoing spell of up to and including the rank at which the dispel is cast. Please note that Undead and Demons cannot be dispelled in this way.

Enhance Sense
Rank: 2
Range: Touch
Duration: 5 Minutes
This will enhance one named sense of the subject. Sight allows the user to read normal handwriting at 40ft, or see fine details of someone at significant distances. Hearing allows the caster to get some impressions of what might be ahead, based on what sounds they are making (check with a referee) or overhear a whispered conversation, taste allows the subject to notice any poisons, or other unusual features of food, smell will aid with tracking, and touch allows for very fine checking of objects for hidden panels, switches, and any other minutiae that the referee deems appropriate.

Identify magic [I]
Rank: 1
Range: Touch
Duration: 1 Minute
Targets one object or person and informs the caster if any spells are active on them, what they are, and what rank they’ve been cast at, if appropriate. Will not discern the magical abilities of an item or the potential effects an item can generate.

Enchant Weapon
Rank: 3
Range: Touch’
Duration: 5 Minutes
The targeted weapon now inflicts + 1 magical damage. This extra damage goes over Max Damage.

Lesser Ward
Rank: 4
Range: 40’ radius
Duration: 5 minutes
Creates a barrier, up to 40 ft in length, 40ft height (does not have to be in a straight line) that only someone with 9 soul or greater can cross.

Magic Seal (1)
Rank: 1
Range: Touch
Duration: Until sunrise
Magically seals a door, box, lid or anything else that could reasonably be sealed. At this level, the effects last only until sunrise. The lock may not be picked by non-magical means but the item could still be broken open if that would normally be feasible (a door could be knocked down or a box smashed). The rank at which the spell is cast determines how hard it is to Dispel it using the spell. No lock is required on the item that is to be Sealed but a hinge or some form of lockable device must be present (a loop and ring on a box say, or a handle on a door). The caster may open and close the item at will and as long as they completely close the object afterwards, the spell will continue to have an effect until the end of its duration.

Reflect (Circle 1)
Rank: 4
Range: Self
Duration: Until sunrise
This will reflect a Circle 1 spell back at the original caster when required (not necessarily the next spell). The original target becomes the caster where appropriate (i.e. charms, commands etc). You can only have one Reflect spell active at any one time.

Repulse
Rank: 1
Range: 40’
Duration: Instant
The target is forced away by magical energies pushing them back 20'.

Reveal Magic [I]
Rank: 1
Range: 40’ Radius
Duration: 1 Minute
In the caster’s eyes, all creatures or objects that are in any way magical, within the range of this spell, glow with a dull purple light.


Circle 2
Alchemy
Rank: 2
Range: Touch
Duration: 5 Minutes
This spell turns any non-living object into any basic substance the caster desires for the duration of the spell. If something is turned into a substance that can be broken, and subsequently is, then when the spell ends the object is magically reformed as if it had never been damaged.

Conceal Magic
Rank: 8
Range: Touch
Duration: Until next sunrise
Disguises the magical aura of one touched person or object so that they do not register as magical to either Reveal Magic or Sense Power.

Contingency
Rank: 5
Range: Self
Duration: Until next sunrise
Part of the casting of this spell involves speaking the conditions for activation aloud (get a ref for this). Then immediately after, you cast another spell. This is the spell that will activate under the mentioned conditions. Often paired with healing or protection spells, this spell is not used very often, partly due to the fact that poorly thought through conditions end up in wasted power all too often, either through unwanted activations, or through failure to activate at all. A referee (who must be made aware when the spell is cast) will judge any activations not based completely on the casters actions. Only one contingency may be active on a something at any time. Any Essence used on this (including the additional spell) may not be regained until the contingency is activated.

Identify Item [I]
Rank: 4
Range: Touch
Duration: Instant
Identifies the powers and types of power within an object. This spell will not provide a command word for items that require them, but will otherwise explain the types of magic available within an item.

Inquiry [I]
Rank: 4
Range: Self
Duration: Instant
May ask one question of whatever higher powers the caster follows, or wishes to ask. They receive one yes or no answer. If the answer is neither yes or no, then there is no answer.

Magic Seal (5)
Rank: 5
Range: Touch
Duration: 1 Week
As with Magic Seal (1) only this spell has an extended duration and is harder to dispel.

Reflect (Circle 2)
Rank: 8
Range: Self
Duration: Until sunrise
As per Reflect (Circle 1) except this will reflect a spell of Circle 2 or less.

Share Power
Rank: 1
Range: Touch
Duration: Instant
This allows the caster to use another person’s Essence as well as his own, providing the other person is willing, and physical contact is maintained. This connection goes both ways, and may be maintained between any number of Essence users at once, providing all are in contact with at least one other in the group. This would give everyone in the group access to the entire groups Essence, though they can still only cast the spells they know themselves. This spell is typically used to allow persons low on Essence to co-operate in making a powerful effect beyond what either has left on their own. It may also be used for one Hero to siphon power from another Hero. The transfer takes 1 second per point of power, and both must be willing. No known force can compel someone to do this against their will, even Domination effects.

Ward
Rank: 6
Range: 40’ radius
Duration: 1 Hour
Creates a barrier, up to 40 ft in length, 40ft height (does not have to be in a straight line). Only those with more soul than the caster (at time of casting) can cross the ward.


Circle 3
Contingency (Other)
Rank: 10
Range: Touch
Duration: Until next sunrise
As contingency but may be cast on an object or another person. That person need not be willing, but will have to be within touch range for both this spell and the spell that is to be charged.

Greater Ward
Rank: 8+
Range: 40’ radius
Duration: 24 Hours
Creates a barrier, up to 40 ft in length, 40ft height (does not have to be in a straight line). Only those with more soul than the caster (at time of casting) can cross the ward. The caster can expend essence to increase the number of soul required to cross this line at a rate of 2 essence per additional point of soul required.

Implode
Rank: 5
Range: 40’
Duration: Instant
High pressure is applied externally to one target causing them to partially implode. They take 5 points of physical damage to the chest.

Item Lore [I]
Rank: 8
Range: Touch
Duration: Instant
Provides complete and extensive information about an item – mundane or magical. If the item is magical, this spell will describe the exact effects of the item and how to use them – including providing command words for use or complex instruction for activation. This spell will also provide information about where and when the item was originally crafted, who crafted it and the original purpose of its creation – including any alterations that it may have had along the way. It will not provide any information about the creator or the location it was created other than their names.

Knowledge [I]
Rank: 8
Range: Self
Duration: Instant
May ask one question of whatever higher powers the caster follows, or wishes to ask. They receive one, one word answer most appropriate to the honest answer.

Lend Spell Knowledge
Rank: 8
Range: Touch
Duration: Special (Until Sunrise)
This allows a mage to temporarily give any hero that can wield magic the knowledge of how to cast a specific spell, so long as the target could potentially cast that spell anyway. The duration can be as long as the caster wants, but while it is in effect, the original caster loses all knowledge of the spell lent. If the subject dies while this spell is in effect, the knowledge is returned to the original caster of this spell.

Magic Seal (10)
Rank: 10
Range: Touch
Duration: 1 Month
As with Magic Seal (1) only this spell has an extended duration and is harder to dispel.

Mass Repulsion
Rank: 12
Range: 40’ Radius
Duration: 5 Minutes
As Repulse but all creatures within 40' will be repulsed for as long as the caster keeps chanting up to a maximum of 5 minutes.

Reflect (Circle 3)
Rank: 12
Range: Self
Duration: Until sunrise
As per Reflect (Circle 1) except this will reflect a spell of Circle 3 or less.


Circle 4
Contingent Glyph
Rank: 12 +
Range: Touch
Duration: Until Next Sunrise
Draw a glyph on a static object and cast a spell into it. The glyph will cast the spell under the conditions specified at the time of casting (which must be related to a referee) until it has run out of power. The cost of this spell is 12 + the cost of the spell cast into the glyph + the amount of power the glyph has to cast with. The essence used for this spell cannot be regained until the Glyph is fully discharged, dispelled or expired. If the glyph is damaged or the item is moved the glyph immediately expels all the power within it.

Grant Spell Knowledge
Rank: 12
Range: Touch
Duration: Special (until sunrise)
As Lend Spell Knowledge, but any hero who can wield Essence can be the recipient of the knowledge.

Magic Seal (15)
Rank: 15
Range: Touch
Duration: 1 Year
As with Magic Seal (1) only this spell has an extended duration and is harder to dispel.

Mass Dispel
Rank: 8+
Range: 40’ Radius
Duration: Instant
Dispels all spells of a rank equal to or lower than the amount of Essence used in casting (not including the initial 8) within 40ft.

Insight [I]
Rank: 12
Range: Self
Duration: Instant
May ask one question of whatever higher powers the caster follows, or wishes to ask. They receive a single one sentence answer up to 7 useful words long, e.g. Stab the Demon in the Head with the Magic Sword of the Angel of Life (Heart of Pargon does not condone stabbing or head shots).

Reflect (Circle 4)
Rank: 16
Range: Self
Duration: Until sunrise
As per Reflect (Circle 1) except this will reflect a spell of Circle 4 or less.

Repulsion Wall
Rank: 14
Range: 40’
Duration: 1 Hour
Creates a wall of glowing force 40' long by 40' high, not required to be in a straight line. Anyone approaching within 1' of the wall is repulsed as per the spell.

Teleport
Rank: 12
Range: Self
Duration: Instant
The caster may transport themselves and their equipment to any location provided that they are aware of sufficient details of the target location with no maximum range. This spell may even teleport the caster to an alternative plane of existence, provided that they are aware of sufficient details of the target plane.


Circle 5
Impenetrable Ward
Rank: 20
Range: 40’ radius
Duration: Until sunrise
As per Ward, except this spell will prevent any creature from crossing, regardless of how much soul they have. Spells and weapons cannot cross the ward.

Mana Drain [S]
Rank: 15
Range: 40’
Duration: 5 Minutes
For the duration of this spell the target is drained of all their Essence, they may not regain any through any means. Once the spell has ended the Essence score returns to what it was before the drain, if they would have gained any Essence during the effect, that Essence is lost.

Magic Seal (20)
Rank: 20
Range: Touch
Duration: Until Dispelled
As with Magic Seal (1) only this spell has an extended duration and is harder to dispel.

Reflect (Circle 5)
Rank: 20
Range: Self
Duration: Until sunrise
As per Reflect (Circle 1) except this will reflect a spell of Circle 5 or less.

Power Font
Rank: 20
Range: Self
Duration: 5 Minutes
For the duration of this spell the caster regains Essence from the jewel as quickly as he uses it. Any spells he casts whilst under the effects of this spell use no Essence, although the caster must have enough Essence to cast the spell in the first place. This process is physically draining for the caster and they lose 1 soul straight away and one soul every 30 seconds that may not be regained through any means except natural rest. This spell can be ended early.
You may not snap cast in power font
You may not power rituals with power font
You cannot share power with power font
You cannot cast contingency with power font
You cannot cast deny power with power font
You cannot cast cheat death with power font
If there is any doubt about whether you can use Power Font or not then you can’t!

Teleport (Mass)
Rank: 12 + 4 per person
Range: Touch
Duration: Instant
As Teleport, but this spell can be used on anyone that the caster is in contact with. The caster must teleport with them (but there is nothing stopping them from teleporting away with someone and teleporting back alone). The spell’s rank is 12 + 4 per extra person teleported.
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Peter Levy
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Re: Magic v7 (rules not active yet)

Postby Peter Levy » Mon Jan 14, 2013 1:45 pm

new spell:

Circle 2, Meta

Message (or Message to Sylas :|)
Rank: 4
Range: Touch
Duration: Instant
This spell will instantly teleport a paper of up to A4 size to a specified person. This [can/cannot] be used to transport paper between planes of existence, nor to cross wards. (Only the paper and the message written on it are teleported, you cannot use this to send presents wrapped in paper...)

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Will
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Re: Magic v7 (rules not active yet)

Postby Will » Mon Jan 14, 2013 2:34 pm

And paper with magic bound to it?
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Re: Magic v7 (rules not active yet)

Postby Ben » Mon Jan 14, 2013 4:16 pm

Contingent Glyph
Rank: 12 +
Range: Touch
Duration: Until Next Sunrise
Draw a glyph on a static object and cast a spell into it. The glyph will cast the spell under the conditions specified at the time of casting (which must be related to a referee) until it has run out of power. The cost of this spell is 12 + the cost of the spell cast into the glyph + the amount of power the glyph has to cast with. The essence used for this spell cannot be regained until the Glyph is fully discharged, dispelled or expired. If the glyph is damaged or the item is moved the glyph immediately expels all the power within it.


Was already sorted, was just fun to let people play with it over the weekend
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Re: Magic v7 (rules not active yet)

Postby Ben » Sun Jan 20, 2013 2:21 am

Note to self: add Speak with Dead to Death spells
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Re: Magic v7 (rules not active yet)

Postby Stevie » Fri Feb 15, 2013 9:46 pm

Note to Ben: Maybe playing a light specialist tomorrow, any love for a specialist?

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Re: Magic v7 (rules not active yet)

Postby Ben » Wed Mar 27, 2013 5:39 pm

Any issues from this weekend?

Was Mind Freeze too strong? I was ok with it but happy to change if people would like.

Thinking of getting rid of "Pure" and changing it to "Magic Through" (or Light Through, Fire Through etc) as Huw, Stevie and others suggested a while ago. Anyone really against?

The main change would be that someone Immune to Shadow would no longer be immune to a blade of Pure Shadow: I think immunities are powerful enough without this though. I'm also thinking that Resistances will now apply to magical damage. So if you have DR Absolute x2 you would take a Shadow Quad down to Shadow Double. This would not stack with DR Slashing (for example) so you would use the best of your resistances rather than all of them. Opinions welcome.
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Re: Magic v7 (rules not active yet)

Postby Will » Wed Mar 27, 2013 5:43 pm

Perhaps specify that Mind Freeze has to be cast whilst the target is casting
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Re: Magic v7 (rules not active yet)

Postby Stevie » Wed Mar 27, 2013 6:51 pm

- I would be more comfortable seeing Mind Freeze have either a shorter duration (Perhaps 10 seconds rather than 30) or to see the Essence cost up (perhaps 4?).

- I can't remember what I said at the time regarding "Pure" but I'm pretty sure I would've said I hated it, and it could just be removed from the system and I wouldn't care one bit. (As Shields now block pure etc, WTF is the point? In my opinion it's one of these cluttered things that doesn't enhance the system or hold any significance.)

- In regards to DRs and magical damage through a physical component, I've always kinda seen it as a Shadow Quad is someone swinging a 4 point physical blow that is simultaneously a 4 point shadow magical blow. It doesn't combine to 8 or anything stupid like that. Regarding immunities If you are completely immune to Shadow, you're still getting hit by 4 points of the physical part, likewise if you were incorporeal you are still being hit by 4 points of the magical part. When DR's are concerned I wouldn't personally reduce a Shadow Quad down to a Shadow Double unless I had both 2 DR to Physical AND 2 DR to Shadow.

My 2 cents.

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Re: Magic v7 (rules not active yet)

Postby Ben » Wed Mar 27, 2013 7:59 pm

"Through" is usually quite expensive to do which is why I was thinking of ways to downpower "Magic Through" (currently immunity/resistances work against it.

How about removing the "elemental sword" spells and adding enhanced versions of Imbue Weapon/Elemental Enchantment? We'd have +0 in circle 1, +1 in circle 2, +2 in circle 3, +3 in circle 4 and +4 in circle 5 (costing 2, 4, 8, 16 and 20?). Can be used by anyone and means you don't have to carry around a phys rep that only exists sometimes?

Mind Freeze was statted the way it was to be comparable to Halt. Will think more on it.
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Re: Magic v7 (rules not active yet)

Postby Stevie » Wed Mar 27, 2013 8:14 pm

I think magic is fine without a "Through" component. It's still scary for all characters, because traditionally Warriors with huge armor and Physical DR's don't buy into Magic DR's as they're expensive. Even if they do buy magical DR's they can't be immune to the utility element of the magical system. Whereas a physical damage dealing class needs the utility of "Through Damage" to break down a huge armor tank, with the magic system there is much more you can do besides damage that would worry a Warrior (Heat Metal/Destruction Effects/Dominating them to attack party). In truth the Warrior could have MC items and immunity to Domination, but if they've sacrificed that amount of skill/rava to be immune to those effects well then you might as well just blow them the fuck up.

Mind Freeze just shuts a caster NPC/PC down too effectively and usually they don't have anything to lean back on. I guess at certain skill adventures, it can be assumed the NPC has Casting Stamina, but as a monster I don't like to go "no effect" every single time, as it limits player choice and makes players feel like their essence is wasted. It's strong early game, fairly irrelevant late.

I guess it doesn't make sense to screw with the general 30 seconds/effect ruling we have for most short term things. I think an increase in essence cost then would be an appropriate avenue to pursue.

I approve the Imbue/Enhance idea.

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Re: Magic v7 (rules not active yet)

Postby Ben » Wed Mar 27, 2013 9:32 pm

The question I asked myself when writing was "Is Mind Freeze any more powerful than Halt?"

You can be immune to Halt with Persistence and immune to Mind Freeze with Casting Stamina. Halt is good against anyone, Mind Freeze is pretty unnecessary against non-casters.

If a caster can't take a load of hits he should stay 40' ish from the party...if hit with Mind Freeze he should then run...

The 30 second time is pretty standard...but could be halved...

Increase the cost would work, as would making it only work during casting (or immediately after perhaps?)

Happy to get rid of Pure/Magic Through depending on other's thoughts.
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Re: Magic v7 (rules not active yet)

Postby Luke » Wed Mar 27, 2013 11:22 pm

Mind freeze is shiny and new, and it's in a circle previously neglected for being 'repair only'. Because it is shiny and new, three veteran players (edd, stevie and I) used it a lot.

If halt was a new spell we'd think it was broken and probably all play shadow mages. Keep it in. It will fall off.

Also I think you should bare in mind that it cost me a LOT of essence (1/7th) everytime I cast it, if it isn't followed up on by other players then it's awful.
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