Magic:
Formal Magic:
Formal rituals are done by combining components, no ritual scroll, levels of ritual skill, or ability to cast is necessary to ATTEMPT a ritual. Ritual scrolls don't in fact exist as part of the ritual system, it is instead entirely component based. You must get a ritual marshal before attempting to do a ritual, show him what components you are using, and what you are doing with them.
Spells:
- Cast on the Fly, requires spell book on you to be able to cast.
- Base 5 spell system, healing does only normal damage to undead.
- Cost of 5 Karls per level of spell to copy.
Celestial Spells:
Note: If a spell is not listed here it is not available.
Level 1:
Disarm- see 7th/8th Edition..
Light- see 7th/8th Edition..
Magic Missile-Similar to 7th/8th Edition, except 5 points of damage.
Shield- see 7th/8th Edition..
Stun-
Duration: 10 seconds
The target is unable to attack the caster for the duration of the spell unless struck by any opponent. The target may still defend himself and attack any other targets.
Incant: "With mystic force I stun you"
Level 2:
Delayed Endow- see 7th/8th Edition.
Magic Armor- see 7th/8th Edition.
Detect Magic - see 7th/8th Edition.
Pin- see 7th/8th Edition.
Repel- see 7th/8th Edition.
Bolt-
Duration: instant
This spell does 10 points of eldritch damage to the target. The caster chooses the carrier: either fire, ice, stone, or lightning.
Incant: "I call forth an (flame, ice, stone, or lightning) bolt."
Level 3:
Greater Shield- see 7th/8th Edition.
Shatter- see 7th/8th Edition.
Ensnare-
Duration: line of sight
This spell causes a targets elbows to be stuck to the sides of their chest, while the spell lasts they may use weapons to parry incoming attacks but not to strike blows.
Incant: "With mystic force I ensnare you."
Magic Arrow-
Duration:10 seconds or as long as feet are planted
This spell allows the caster to throw two packets for 5 normal as long as their feet are planted. Strength bonuses, vorpal coatings and blade enchantments cannot be used on these arrows.
Incant: "I call forth a magic arrow, 5 normal, 5 normal."
Level 4:
Awaken- see 7th/8th Edition.
Bind- see 7th/8th Edition.
Shun- see 7th/8th Edition.
Elemental Blade- similar to 7th/8th Edition Flame Blade, except fire, lightning, stone, or ice may be cast.
Incant: "I Grant you the power of a <element> blade."
Blast-
Duration: instant
This spell does 20 points of eldritch damage to the target. The caster chooses the carrier: either fire, ice, stone, or lightning.
Incant: "I call forth an (eldritch, flame, ice, stone, or lightning) blast."
Level 5:
Web- see 7th/8th Edition.
Shield Magic- see 7th/8th Edition.
Silence- see 7th/8th Edition.
Release- see 7th/8th Edition.
Rage of elements-
Duration: Instant
This spell allows the caster to do 15 points of damage elemental damage of their choice of element, Stone, Fire, Ice, or Lightning. The spell does not set off a shield magic, however an elemental shield will stop it.
Incant: Rage of elements, 15 elemental (type).
Level 6:
Destroy- see 7th/8th Edition.
Enchanted Blade- see 7th/8th Edition.
Elemental shield- see 7th/8th Edition.
Strike-
Duration: instant
This spell does 30 points of eldritch damage to the target. The caster chooses the carrier: either fire, ice, stone, or lightning.
Incant: "I call forth an (eldritch, flame, ice, stone, or lightning) strike."
Level 7:
Wall of Force- see 7th/8th Edition.
Delusion-
Duration: 10 minutes This spell causes target to defend enemies and attack friends, as they appear differently to you. Creatures affected by this spell do not know they have been effected by a spell until its effects end. The effects can be ended by an Awaken or Dispel Magic spell.
Incant: "I command you to yield to delusion."
Gathering of elements-
Duration: instant
This spell allows the caster to do 25 points of elemental damage, caster's choice of element, Stone, Fire, Ice, or Lightning. The spell does not set off a shield magic, however it will be stopped by an elemental shield.
Incant: "I gather the elements, 25 elemental (type)"
Ethereal Weapon-
Duration: 1 hour
This spell creates a temporary weapon that is skill stored. The target of the spell must have an appropriate phys. rep. for the weapon created on them at the time of casting. This weapon is not shatterable or destroyable, but may be disarmed or dispelled.
Incant: "With eldritch force I build an ethereal weapon."
Level 8:
Confine- see 7th/8th Edition.
Dispel Magic- see 7th/8th Edition.
Reflect Magic- see 7th/8th Edition.
Storm-
Duration: instant
This spell does 40 points of eldritch damage to the target. The caster chooses the carrier: either fire, ice, stone, or lightning.
Incant: "I call forth a (eldritch, flame, ice, stone, or lightning) storm."
Level 9:
Circle of Power- similar to 7th/8th Edition, with the change that it is not required to attempt a formal magic ritual. A ritual circle will help a ritual succeed, but is not necessary beyond that.
Banish- Similar to the 7th/8th Edition earth spell, only moved to Celestial.
Imprison- see 7th/8th Edition.
Wizard Lock- same as the 7th/8th Edition 8th level celestial spell.
Magic storm- similar to 7th/8th Edition, but packets do 10 damage each.
Tether-
Duration: ten minutes
This spell temporarily binds a creature to the dimension that it currently is inhabiting. Thus an extra-planar creature can temporarily take no effect from banishing effects.
Incant: "With mystic force I tether you."
Suppress-
Duration: one hour.
This spell creates a magic dampening effect on the target. For the next hour, the target may not make use of protective, blade enchants and magic items. These effects are not dispelled, just held back for an hour. The target may cast any spells out of his pyramid or use any racial or any abilities that are not derived from a magic item. If a new magic item or protective are given to the target, they are not usable until the suppress has expired. Suppress magic is not stopped by a shield magic or reflect and cannot be dispelled. It can be resisted, dodged, cloaked, baned, or phased.
Incant: "I call forth mystic power to suppress magic"
Arcane Smite-
Duration: instant
This spell does 50 points of arcane damage, thus it cannot be spell shielded, reflected, phased, baned, or cloaked.
Incant: "I smite you with power arcane."
Elemental Fury-
Duration: until reset
This spell grants the caster the ability to do an unlimited number of 1 point of elemental damage per casting upon themselves. This spell will only effect the caster and cumulative casting will add cumulative points of damage IF the element is the same. The caster chooses the element at the time of casting and it may be either fire, lightning, ice, or stone.
Incant: "I call forth <type's> fury. 1 elemental <type>."
Earth Spells:
Note: All cure/cause effects are 5 points per level of spell (thus cause wounds does 10 points of damage, whereas cure light wounds heals 5.) Healing does damage to undead equivalent to healing reverse on living, in other words NOT double damage. If a spell is not listed here it is because it is not available.
Level 1:
Bless- See 7th/8th Edition.
Cure Light Wounds / Cause Light Wounds- See 7th/8th Edition.
Disarm- See 7th/8th Edition.
Trap Undead/ ReleaseUndead- See 7th/8th Edition.
Light- See 7th/8th Edition.
Stabilize-
Duration- instant
This spell instantly stabilizes a bleeding out target, as if having been first aided for a full minute. This spell has no effect on beings that are only unconscious, and it also will fail to trigger a spell shield or any other spell protectives. The target still must wait the 10 minutes to regain consciousness unless otherwise healed.
Incant: "Arcane Stabilize"
Level 2:
Cure Wounds / Cause Wounds- See 7th/8th Edition.
Detect Magic- See 7th/8th Edition.
Magic Armor- See 7th/8th Edition.
Pin- See 7th/8th Edition.
Turn Undead / Control Undead- See 7th/8th Edition.
Repel- See 7th/8th Edition.
Level 3:
Cure Disease / Cause Disease - See 7th/8th Edition.
Greater Bless- See 7th/8th Edition.
Weakness / Remove Weakness - See 7th/8th Edition.
Harm Undead- Similar to 7th/8th edition Except that the damage is now 20 points.
/ Create Undead- Works as 7th/8th Edition Create Undead with the sole exception that the person is raised with full body, plus this spell will heal undead 15 points of body. The death count continues while undead, so if you get dropped after the point where you would resurrect, you just go and resurrect.
Purify Food & Drink
Duration- instant
Removes any alchemical or other non-magical taint from the affected plate of food or pitcher of drink. This spell will NOT remove any Potion effects placed in food or drink. This spell has no effect on already ingested poisons.
Incant: "I call upon the earth to purify this (food/drink)"
Level 4:
Awaken - See 7th/8th Edition.
Bind- See 7th/8th Edition.
Cure Serious Wounds/ Cause Serious Wounds- See 7th/8th Edition.
Poison Shield- See 7th/8th Edition.
Fear-
Duration- 10 seconds
This spell causes the target to become filled with fear of the caster. The target will attempt to get out of sight of the caster as soon as possible, leaving combat if at all possible. The target can defends itself from the caster and others, especially if cornered or otherwise forced to fight.
Incant: "I command you to fear me."
Level 5:
Purify Blood / Taint Blood - See 7th/8th Edition.
Release- See 7th/8th Edition.
Shield Magic- See 7th/8th Edition.
Silence- See 7th/8th Edition.
Web- See 7th/8th Edition.
Safe Haven-
Duration: 60 seconds
This spell only effects the caster and acts as a form of imprison. The caster is immune to attacks and immovable for 60 seconds, but the spell CANNOT be voluntarily ended before that time. The caster must loudly announce "Down" before taking any movements or other actions when the spell effect runs out. This spell may be ended early by another person casting a Dispel Magic on the Havened caster. The caster may see and hear while under this effect, but may not move or pivot.
Incant: "I call upon the earth to take safe haven."
Mindful Dead:
Duration: until next reset
This spell grants mindless undead cunning and low powers of reason. It does not grant them speech or any knowledge that they had in life, just the power to ambush, use cunning, and to overcome the desire to kill all living long enough to wait for a good opportunity. This spell works only on undead controlled by the caster, it does not make the control any stronger or longer. The caster may give the undead complex instructions limited only by the memory of the person playing that undead. This spell has no effect on undead not controlled by the caster or undead that are already intelligent. This spell will effect as many undead meeting the specific requirements that are within easy reach of the caster when it is cast.
Incant: "I call upon chaos to grant the dead minds."
Level 6:
Cure Critical Wounds/ Cause Critical Wounds- See 7th/8th Edition.
Sleep- See 7th/8th Edition.
Terror-
Duration: 10 minutes
This spell causes the target to become possessed with intense fear. The target will seek to avoid all people around them, ignoring attacks or reason to flee. The being is very paranoid and will, if cornered, fight desperately while begging for its life. The person will not recognize friends, lovers, or associates as anything beyond horrible apparitions.
Incant: "I command you to yield to terror."
Level 7:
Restore Limb / Wither Limb- See 7th/8th Edition.
Curse / Remove Curse- See 7th/8th Edition.
Destroy Undead- Similar to 7th/8th edition except that it does 50 points of damage to greater undead.
Charm- Acts as 7th/8th edition, but the person affected may choose to take it as a feeblemind if they feel that they cannot role-play appropriately, as they are rendered incompetent by conflicting emotions.
Animate Dead-
Duration: 1 hour
This spell will raise a corpse as an intelligent undead under the control of the caster. The undead has no knowledge that it had in life, but does retain all skills and the ability to follow complex orders. Takes all undead affecting spells as a greater undead. The death count continues while undead, so if you get dropped after the point where you would resurrect, you just go and resurrect.
Incant: "I call upon chaos to animate dead."
Level 8:
Confine- See 7th/8th Edition.
Cure Mortal Wounds / Cause Mortal Wounds- See 7th/8th Edition.
Dispel Magic- See 7th/8th Edition.
Paralyze / Unparalyze- See 7th/8th Edition.
Reflect Magic- See 7th/8th Edition.
Return of the King-
Duration: permanent until dispelled or activated
This spell acts as a protective, in that it remains on your character until used or removed. If a character reaches the point where they would resurrect in their death count, the character is effected by a animate dead spell, only they are free willed and retain full memory. This spell has no effect if the caster is slain in sunlight, and if the undead is struck by sunlight it is instantly destroyed. If the undead is reduced to 0 body it dissipates and the person resurrects immediately.
Incant: "By the powers of chaos and vengeance I grant myself a kings return."
Level 9:
Life / Death- See 7th/8th Edition.
Circle of Power- similar to 7th/8th Edition, with the change that it is not required to attempt a formal magic ritual. A ritual circle will help a ritual succeed, but is not necessary beyond that.
Purge-
Duration: one minute
This spell temporarily causes a creature imbued strongly with chaos to instantly rift out and reappear one minute one a 3-count within line of sight of where it was affected by the spell. If a creature is effected by this spell it will be specified on its card.
Incant: "I call upon the earth to purge your form."
Discorporate-
Duration: one minute
This spell temporarily causes a creature imbued strongly with earth to instantly rift out and reappear one minute one a 3-count within line of sight of where it was affected by the spell. If a creature is effected by this spell it will be specified on its card.
Incant: "I call upon chaos to discorporate your form."
Might of the Earth:
Duration: until reset or dispelled
This spell grants the target +1 strength. Multiple castings have a cumulative effect ONLY if they are from the same caster. (Example: 5 Casters can all cast on one person, only giving them +1 strength, but one caster with 5 9th level spells can give a person +5 strength.) This strength does NOT confer the monster ability to rip from pins, binds, or webs, but +2 strength WILL allow you to rip from physical as per endow.
Incant: "I call upon the earth to grant you Might of the Earth."
Resilience of Stone-
Duration: until reset or dispelled
This spell grants the recipient a threshold of one. Multiple castings from the same caster have a cumulative effect.
Incant: "I call upon the earth to grant you Resilience of Stone."