Aegis

1 Rituals of Protection

Grants player the ability to conduct Aegis rituals.

1Magic Armor

Level: 1
Duration: Game Day or until expended
Range: Touch
Dispel: Yes

This spell surrounds the recipient with a skintight magic field that acts as two points of armor.
The Armor Proficiency skill is not required to make use of this spell.
Magic Armor is considered to cover the character’s entire body, allowing them to claim armor points regardless of where they are hit.
Stacking this spell is not permitted and no character may have more than one Magic Armor spell of any type on their body at a time regardless of the source, and no player may ever have more than four points of Magic Armor active on their body at any time.
When the armor points of this spell are expended, the spell ends and no longer protects the character.
Magic Armor does not protect against poison or Alchemical attacks.
A player protected by this spell is required to wear a blue flag as explained in the Magic & Spells section.

1Toughness

Level: 1
Duration: Ten minutes
Range: Touch
Dispel: Yes

This spells toughens the recipient, granting them +1 Body Point for the duration of the spell. Note that players can never have more than four points of Body (unless granted by a special item or through the Druid Level 3 ability). During the duration of this spell the extra point of body granted can be healed as normal.

2Spirit Shield

Level: 2
Duration: Game Day
Range: Touch
Dispel: Yes

Spirit Shield bolsters the life force of the recipient, increasing their resistance to Poison and Acid. The shield will stop the very next poison or Acid attack that hits the character, negating all damage or effects. Spirit Shield is expended on the very next poison or Acid attack that hits the character and the player may not choose to save the shield for use at a later time. This spell requires the player to wear a blue flag on their person.

2Anti-Magic Shield

Level: 2
Duration: Game Day
Range: Touch
Dispel: Yes

This spell crates a powerful magic field around the recipient of the spell that absorbs offensive magic spells.
The spell has one use and automatically negates the first offensive magic attack or attack with the 'Strike' descriptor that hits the character.
The character has no choice in this matter and may not choose to save the Anti-Magic Shield for a later, perhaps more powerful spell.
The player is required to announce “No effect” in a loud voice when they use this aura to ignore a spell.
Characters protected by this spell are required to wear a blue armband as described in the chapter on magic and spell use.
Anti-Magic Shield has no effect on attacks from magical weapons or creatures. Anti-Magic Shield does stop creature special abilities if they are defined as a “spell effect” such as the fear ability of a ghost.

3Sanctuary

Level: 3
Duration: Ten Minutes
Range: Touch
Dispel: Yes

Sanctuary creates a twenty-foot diameter bubble of magical force, focused on a spot indicated by the caster. Even though the bubble appears as a dome, it in fact is assumed to form a complete bubble with the lower half manifesting below the ground. This prevents attempts to tunnel under the Sanctuary in order to attack the people inside.
In order to use this spell, the caster must place a blue flag or tag bag on the ground indicating the center of the Sanctuary. The Sanctuary does not move from that point and the caster must stay within the spell’s area effect or the Sanctuary will drop. The caster may move around inside the Sanctuary without ending the spell as long as they stay in its area of effect. The Sanctuary can enclose other people as long as they remain inside the spell’s area of effect. If an occupant other than the caster decides to leave the Sanctuary, the spell does not end and that player may not reenter the Sanctuary. Players, friend or foe, within ten feet of the Sanctuary's center at the time of its creation are automatically enclosed in the bubble.
A caster is not permitted to cast a new Sanctuary until the old one has ended so there is always a gap in protection between castings of this spell.
If the Sanctuary is raised in a place where a twenty-foot diameter bubble would not have room to form, such as a tunnel, it is assumed to manifest completely but will not effect adjoining areas that might contain other players.
Once cast, only magic spells can enter or leave the Sanctuary. This allows magic users to cast from inside the bubble but also makes them vulnerable to magical attack from the outside. All other forms of attack and people who attempt to enter the Sanctuary are forcibly repulsed away. Gasses will not enter the Sanctuary but it is assumed that the bubble contains enough air to support any number of people for the duration of the spell.

3Improved Magic Armor

Level: 3
Duration: Game Day or until expended
Range: Touch
Dispel: Yes

This spell functions as Magic Armor, but grants the recipient four points of protection. Improved Magic Armor always overlaps Magic Armor; it will never stack to grant more than four points of magical protection. If Improved Magic Armor is cast on a target that already has Magic Armor, this spell effectively dispels and replaces the Magic Armor spell already active, wasting it.

4Anti-Magic Aura

Level: 4
Duration: One Minute
Range: Touch
Dispel: No

This spell crates a powerful magic field around the recipient of the spell that absorbs all magic spells, harmful or beneficial (including Restorative magic).
The spell lasts for one minute and automatically negates any magic effects, or attacks with the 'Strike' descriptor, that hit the character.
The player is required to announce “No effect” in a loud voice when they use this aura to ignore a spell. Characters protected by this spell are required to wear a blue armband as described in the chapter on magic and spell use.
Anti-Magic Aura has no effect on attacks from magical weapons or creatures. Anti-Magic Aura does stop creature special abilities if they are defined as a “spell effect” such as the fear ability of a ghost.

4Syncronize

Level: 4
Duration: (Special)
Range: Touch
Dispel: Yes

All Aegis magic on the caster at the time of casting is ‘copied’ to the recipient of the spell. Spell durations for each of the spells copied are treated as though they were cast at the same time as Synchronize. Aegis ritual-magic and spell effects such as Sanctuary (which does not directly target the caster) are not affected by Synchronize.

5Aura of Reflection

Level: 5
Duration: Game Day
Range: Touch
Dispel: No

This spell crates a powerful magic field around the recipient of the spell that reflects offensive magic spells. The spell has one use and automatically reflects the first two (2) offensive magic attacks, or attacks with the 'Strike' descriptor, that hits the character. The spell is automatically reflected back at the character that cast the original spell and does not require the use of a tag bag or weapon (in the case of touch ranged attacks).
If the original caster of the spell is also protected by an Aura of Reflection, the spell is dispelled and has no further effect.
If the original caster is no longer in range of the spell or out of the vision of the character with Aura of Reflection, the offensive spell simply ends. The character has no choice in this matter and may not choose to save the Aura of Reflection for a later, perhaps more powerful spell.
A player is required to announce “Reflect!” in a loud voice when this spell is used. Characters protected by this spell are required to wear a blue armband as described in the chapter on magic and spell use.
Aura of Reflection has no effect on attacks from magical weapons or creatures. Aura of Reflection does reflect creature special abilities if they are defined as a “spell effect” such as the fear ability of a ghost. Some creatures are immune to their own special abilities and in this case a reflected ability is simply dispelled.

5Poison Immunity

Level: 5
Duration: Game Day
Range: Touch
Dispel: Yes

This spell creates a powerful magic field around the recipient of the spell that absorbs all poisons and acid. The spell lasts the entire game day and automatically negates any poison, or acid damage that hits the character. The player is required to announce “No effect” in a loud voice when they use this aura to ignore an attack. Characters protected by this spell are required to wear a blue armband as described in the chapter on magic and spell use. Poison Immunity does stop creature special abilities if they are defined as a poison or acid such as the venom of an insect. This spell is considered an 'immunity' spell for rules purposes

Nature

1 Rituals of Nature

Grants player the ability to conducts Nature rituals.

1Mend Armor

Level: 1
Duration: Instant
Range: Touch
Dispel: N/A

This spell draws upon the raw power of the elements to restore damaged armor to working condition. When cast on a character wearing damaged physical armor (not spell created armor), the armor is restored to its normal number of armor points. Mend Armor will not raise a character’s armor points above their original value or grant armor points to a character that is not wearing armor. Mend armor can be used to repair a shield that has been damaged by a Vial of Acid. The shield must be taken of the arm and set down on the ground for the spell to be cast effectively.

1Grounding

Level: 1
Duration: Ten minutes
Range: Tag-Bag
Dispel: Yes

This spell creates a dart of magical energy that is hurled at a target. If struck, the target is unable to utilize extraplanar movement and effects or magical disguises. Grounding prevents or dispels the following spells:
  • Dissipate
  • Banish
  • Reap Spirit
  • Ghastly Visage
  • Ley Lines
Note that Grounding can only prevent the effects of casting Dissipate, Reap Spirit or Ley Lines, it cannot dispel those spells.

2Dissipate

Level: 2
Duration: Ten Minutes
Range: Touch
Dispel: No

This spell allows the caster to merge with any surrounding element by magically melding with it. When casting the spell, the character is required to touch the element (in the case of water or earth, in the case of air and fire, holding out one’s hand towards the element is sufficient) with one hand and hold a blue flag over the head with the other hand. The character is then invulnerable to the outside world. At the same time the character cannot interact with the outside world in any fashion until they leave the dissipated state. No action may be taken while inside the earth (drinking potions, casting spells, or drawing a weapon). Other characters are required to ignore the dissipated character even if they see the caster disappear into thin air. Witnesses dismiss this magic effect as losing site of the caster in the woods or some other rationale. The spell ends if the caster decides to reform, if the blue flag drops below their head or the when the duration of the spell expires. The character must reform in the same spot they dissipated. This spell does not allow the caster to move to a new location. Only the character’s personal and hand held objects dissipate with them and all those objects reform with them.

2Natural Repulsion

Level: 2
Duration: Ten Minutes
Range: Tag-Bag
Dispel: N/A

This spell creates four focused darts of elemental power that the caster can use to repel plants, animals, and lesser fae. An creature of that type hit by this spell must move away from the caster at their best possible speed. This effect is not properly described as fear, but instead is a simple desire to avoid the caster. The target must make every effort to leave the line of sight of the caster but will attack other targets that get in their way. Unlike the Fear spell, the creature is not compelled to attack friendly targets that block their route of escape but will not allow them to block their flight. The creatures will attack the caster if they are blocking the only open means of escape.

3Elemental Dart

Level: 3
Duration: Instant
Range: Tag-Bag
Dispel: NA

This spell creates either two darts of focused elemental power in the form of nature that is primarily intended to harm elemental creatures, or a single dart of Primal energy to harm the strongest of elementals. The caster may choose which of the type of damage the dart will manifest as when they cast the spell. The spell will either manifest two darts that inflict four Nature damage, or a single dart that inflicts four Primal Damage. This damage is magical and does affect creatures only harmed by magic. Elemental Dart cannot perform any other function other than inflicting damage. For example an Elemental Dart of fire cannot start fires or serve as a light source. The player is not allowed to pass an Elemental Dart off to other players or set a dart down (this includes dropping them) and doing so will dispel the dart. The Elemental Darts must be thrown to activate so the caster may not simply touch a target with a dart to inflict damage. One minute after casting this spell the Elemental Darts automatically dispels and are wasted.

3Elemental Weapon

Level: 3
Duration: Game Day
Range: Touch
Dispel: Yes

This spell channels elemental energy through their (and only their) non-magical melee weapon. The spell will function on any size hand weapon, but the caster using the weapon to channel elemental power must still possess the necessary skills to wield a weapon of that size. The spell will not work on missile weapons, thrown weapons, shields, or non-weapon objects. For the duration of the spell, the weapon hits for 'Nature' damage. This spell does not increase the damage of the attack. Elemental damage allows a weapon to damage certain creatures normally unaffected by any form of physical attack, such as trolls, certain fae, and the various elementals. It also causes extra damage to certain other creatures. Elemental weapons cannot bear blade poisons or any other enchantments while in an elemental state. A blue flag must be visible, attached the lower part of the blade or cross guards (lower shaft of pole arms and maces) of the Elemental Weapon, and without the flag it is considered a normal weapon.

4Banish

Level: 4
Duration: Ten Minutes
Range: Tag-bag
Dispel: Yes (requires the ability to see through dissipate!)

This spell creates a single dart of magical energy that ‘force-Dissipates’ the enemy. The victim acts as though under the effects of Dissipate, though they cannot break free of the ability. Additionally, unlike Dissipate, the caster knows where the subject will reappear once the spell expires. At the completion of the spell’s duration, the person may act freely as if nothing happened to them. If the target has a blue flag, they should raise it above their heads as if they were in a dissipate spell.

4Nature's Command

Level: 4
Duration: Instant
Range: Tag-bag
Dispel: Yes

Nature’s Command creates two darts of elemental power that allow the caster to exert control over lesser elementals, plants, lesser fae, etc. The spell has no effect on greater elementals or high fae. If the dart strikes a target it then falls under the direct control of the caster for ten minutes or until destroyed. Only three commands are legal to use with the controlled target. They are “Attack”, “Defend”, or “Move”. Attack: The attack command allows the caster to point at a target and compels the creature to attack it. The commanded creature will attack any target. It will attack the target without question or concern for its own preservation and will use every available power and ability to carry out the attack. It is possible to word the attack command in a fashion that will compel the creature to attack multiple targets. For example the caster could order the creature to “attack all humans”. Defend: A defend command works like an attack command but the caster orders the creature to defend a specific person, place, or thing. In this case the creature will attack anything that comes near the object or person it was ordered to defend. It will never move more than five feet from the object it was ordered to defend. Like an attack command it is possible to word the defend order in a fashion that will compel the creature to defend multiple targets or large areas (e.g. the caster could order the creature to “defend all living things in the town”). Move: A move command simply compels the creature to move in a direction of the caster’s choice for the duration of the spell. It is legal for the caster to order the creature to follow them or walk in front of them. It will move at any speed the caster desires and it is physically able to do. The creature will not perform even the simplest of actions such as the opening of a door or dropping of weapons. The controlled creature will not attack the caster that controls it unless ordered to do so.

5Ley Lines

Level: 5
Duration: Instant
Range: Self
Dispel: No

By binding a tiny portion of the caster’s life spark to a physical location, Ley Lines allows the caster to instantly travel back to that location by dissipating their body into natural energies that travel along the ley power lines of Novitas. Upon learning this spell, the caster performs a small ceremony (it may be role-played if desired) that binds himself to the physical location he is at. This location may be changed at will, but only between events (except with GM permission). It must be a static physical location, such as “this large rock” or “this big tree”, and not another person or object. When casting this spell, upon completion of the incant the caster is instantly removed from that particular encounter and may not rejoin it for the duration of the event. If necessary call a game hold to remove yourself from the area. The caster is now out of game until he reaches his binding location, at which time he reappears. The caster should be marked with orange to signify that he is out of game. A Game Master may require you to remain out of game for a longer period of time. You must have empty hands when traveling. Any items that are to travel with you must be secured on your person. Only you may travel along the ley lines and you may not carry another person, or cast this spell upon another person. The spell Grounding prevents this spell from functioning, and completing this spell while under the effects of a Grounding spell wastes the Magic Power with no effect. While it is possible to scribe Ley Lines onto a scroll, there are limitations to this because of the magical mechanics of the spell. Once scribed, such a scroll will only work for the caster who produced it, and no one else.

5Primal Form

Level: 5
Duration: Game Day
Range: Touch
Dispel: Yes

The caster becomes attuned with the ancient forces of the elements. Their skin hardens like stone, eyes burning like lava, motions fluid like a rolling river, and striking foes with gale-force might. The caster is immune to all Nature damage for the duration of this spell. In addition, the caster’s weapons can deal the Primal damage type. This spell is considered an 'immunity' spell for rules purposes.

Battle

1Battle Rituals

Pending approval

1Magic Strike

Level: 1
Duration: Ten Minutes
Range: Touch
Dispel: Yes

This spell sheaths a single melee weapon with powerful magical energy. The spell will channel through any size weapon so long as the character has the skills necessary to wield them. This spell adds the 'Strike' descriptor to the attack. The player is required to announce "4 Magic Strike" when a legal hit is landed. Anti-Magic Aura and Anti-Magic Shield will protect a target from this spell, negating all damage done with the strike. Aura of Reflection will also negate the damage, causing the attack to be reflected. The spell does not function with missile weapons, non-weapon hand held objects (a potion bottle, book, etc.) or shields, and may not be delivered with the caster’s bare hand. The spell does not go off if an opponent hits the caster, only if the caster strikes a target. The caster has no choice when to use the spell and it activates on the very next target they strike. The spell does not go off if the opponent blocks the caster’s weapon with a weapon or shield nor is the spell wasted. This spell cannot be combined with any other damage increasing ability or power; four points is the maximum damage of any attack.

1Strength

Level: 1
Duration: Ten minutes
Range: Taouch
Dispel: Yes

This spells strengthens the recipient, enabling them to deal +1 damage with melee weapons for the duration of the spell. Note that players can never hit for more than four points of damage, or two if fighting with two weapons.

2Magic Swarm

Level: 2
Duration: Ten Minutes
Range: Touch
Dispel: No

This spell creates two magic missiles to be thrown at a target inflicting damage. The target hit by a Magic Swarm receives four points of magical damage per dart to the area hit. Hits to an opponent’s shield or weapon count as hits to the arm holding the weapon or shield. The player is not allowed to set the dart down (this includes dropping the dart) and doing so will dispel the dart. The darts must be thrown to activate so the caster may not simply touch a target with a dart to inflict damage. One minute after casting this spell the darts automatically dispel and so are wasted.

2Mageblade

Level: 2
Duration: 10 Minutes
Range: Weapon touched
Dispel: Yes

For the next 10 minutes, enchanted weapon functions as a Mageblade.
This spell’s effects are not dispellable; the Magic Power is lost until the next Convergence, at which time the target regains all his Magic Power up to his maximum. This spell never results in a permanent loss of skills paid for by skill points from experience points.

3Slaying Swarm

Level: 3
Duration: Instant
Range: Tag-Bag
Dispel: N/A

This spell creates two concentrated darts of magical force to be thrown at a target to inflict damage. The target hit by a Slaying Dart receives four points of magical damage to the area hit. Hits to an opponent’s shield or weapon count as hits to the arm holding the weapon or shield. The player is not allowed to set the dart down (this includes dropping the dart) and doing so will dispel the dart. The darts must be thrown to activate so the caster may not simply touch a target with a dart to inflict damage. One minute after casting this spell the dart automatically dispels and are wasted. Darts created by the Slaying Swarm spell ignore the Monstrous ability. Because of this, targets under the effects of Abomination, wearing plate armor, or monsters that naturally possess the Monstrous ability take the full four points of damage from a Piercing Dart. The damage call for this spell is “Four Magic Slay!”

3Spellstore

Level: 3
Duration: Event until expended
Range: Touch
Dispel: Yes

When cast upon a weapon of any kind, Spellstore allows the weapon to hold a single magical spell within it. The spell may be of any level, but must be cast within one minute of the completion of the Spellstore spell, expending Magic Power and components as needed. Popular choices are Mend Armor, Heal Limb, Dispel Magic and Purify Spirit. The wielder of the weapon may at any time recite the incant for the spell to cast it as if he was able to do so. The user of the Spellstore weapon must provide all necessary components for the spell, such as blue flags or tag bags or else the spell fails. If the spell is not discharged by the end of the current event it is wasted.

4Maelstrom

Level: 4
Duration: Instant
Range: Tag-bag
Dispel: N/A

This spell creates four (4) magic darts to be thrown at a target inflicting damage. The target hit by a maelstrom receives four points of Magic damage per dart to the area hit. Hits to an opponent’s shield or weapon count as hits to the arm holding the weapon or shield. The player is not allowed to set the dart down (this includes dropping the dart) and doing so will dispel the dart. The darts must be thrown to activate so the caster may not simply touch a target with a dart to inflict damage. One minute after casting this spell the darts automatically dispel and so are wasted.

4Ruin

Level: 4
Duration: Instant
Range: Tag-bag
Dispel: No

This spell creates TWO nonmagical darts which hit for 4 Acid.(NOTE: This spell, and Creeping Rot, do not make Magical tagbags, and can not be channeled through a Mageblade.)

5Battle Mastery

Level: 5
Duration: Game Day
Range: Self
Dispel: Yes

This spell grants use of the following skills, regardless of prerequisites or actual character skills:
  • Great Weapon Training
  • Melee Training
  • Missile Training
  • Thrown Weapon Training
  • Two Weapon Fighting Master
  • Buckler
  • Shield
Battle Mastery does not allow a player to hit for more than one point of damage if that player does not have the skills to do so; it simply allows him to use any weapons at hand. Battle Mastery also grants immunity to magic damage, and is treated as an 'immunity' spell for rules purposes. A player enhanced by this spell is required to wear a blue flag as explained in the Magic & Spells section.

5Devastation

Level: 5
Duration: Instant
Range: Tag Bag
Dispel: N/A

This spell creates four concentrated darts of magical force to be thrown at a target to inflict damage. The target hit by a Devastation dart receives four points of magical damage to the area hit. Hits to an opponent’s shield or weapon count as hits to the arm holding the weapon or shield. The player is not allowed to set the dart down (this includes dropping the dart) and doing so will dispel the dart. The darts must be thrown to activate so the caster may not simply touch a target with a dart to inflict damage. One minute after casting this spell the dart automatically dispels and are wasted. Darts created by the Devastation spell ignore the Monstrous ability. Because of this, targets under the effects of abomination, wearing plate armor, or monsters that naturally possess the Monstrous ability take the full four points of damage from a Devastation dart. The damage call for this spell is “Four Magic Slay!”

Necromancy

1 Necromantic Rituals

Pending approval

1Ghastly Visage

Level: 1
Duration: Ten Minutes
Range: Touch
Dispel: Yes

This spell makes its target appear to be a lesser undead to other undead. To other living creatures, the target appears normal. The target gains no undead abilities, benefits or drawbacks. The recipient of the spell must choose what type of lesser undead to appear as when the spell is cast. Note that creatures under the effects of Ghastly Visage may freely enter an area under the effects of an Unhallow spell for the duration of the Ghastly Visage effect.

1Reap Spirit

Level: 1
Duration: (Special)
Range: Touch
Dispel: No

This spell causes a Killing Blow if cast upon a mortally wounded recipient. The caster of this spell absorbs the life-spark from the once-living target. When a body has had its spirit ‘reaped’ it cannot be revived unless the spirit is returned. If the caster is in proximity of the recipient of the spell, a Medium may pull the spirit out of the caster and force it back into the original owner’s body. In addition, the death of the caster releases the spirit which is then returned to the original target of the spell. Only Mediums are able to see this stolen life-spark on the caster of Reap Spirit. To do so, the Medium would say, “I am a Medium, are you holding any spirits?” (This would be an out-of-game conversation). If the life-spark is not returned to the body by the end of the next Game Day then the effect becomes permanent (thus preventing the target from ever being revived). This length of time may span between two Events if need be. Casters of this spell are expected to remain in play to allow an opportunity to return the spirit back to its owner. If cast upon an Undead target, the life force of the creature is far too weak to be absorbed into the caster and is destroyed, therefore preventing the reanimation of the undead creature.

2Repel Undead

Level: 2
Duration: Ten Minutes
Range: Tag-bag
Dispel: Yes

This spell creates four focused darts of necromantic power that the caster can use to repel lesser undead creatures. An undead hit by this spell must move away from the caster at their best possible speed. This effect is not properly described as fear, but instead is a simple desire to avoid the caster. The target must make every effort to leave the line of sight of the caster but will attack other targets that get in their way. Unlike the Fear spell, the undead is not compelled to attack friendly targets that block their route of escape but will not allow them to block their flight. The undead will attack the caster if they are blocking the only open means of escape such as the caster standing in the doorway of a tomb.

2Creeping Rot

Level: 2
Duration: Instant
Range: Tag-Bag
Dispel:Yes

This spell calls into existence a single dart of non- magical energy. This dart, upon striking a target, will deal 4 poison damage to the area hit. This spell is NOT stopped by anti-magic defenses as it is not a magical effect. However, this spell CAN be resisted by Spirit Shield and Poison Immunity and CAN be blocked with a normal shield. The dart must be used within one minute after casting this spell or the dart will automatically dispel and is wasted.

3Sanctify

Level: 3
Duration: Game Day
Range: Touch
Dispel: Yes

Sanctify seals a building with magical energy that prevents the undead from entering. A building is defined as any permanent structure with four walls, a roof, floor, and some sort of portal such as a door or window. Sanctify will not protect temporary buildings such as a tent or open air extensions to buildings such as a porch. When cast on a building, all of the building’s doors and windows glow with magical energy and no undead regardless of their level may enter. Anti-Magic Aura, Anti- Magic Shield and Aura of Reflection will not allow an undead to pass through the barrier, but a Dispel Magic spell will drop the Sanctify. This spell does not prevent undead from casting spells or firing missile weapons into the protecting building. The caster must be inside the building when the spell is cast but may come and go as they please once the spell is in place. The spell will force out any undead that are in a building once the spell is cast. Within one minute of casting this spell every ingress and egress point of the building must have a blue flag visibly attached to it. If the caster fails to do this, the spell fails and undead may freely move in and out of the building. It is not legal to hang blue flags on portals in preparation to cast this spell, however it is not required that the caster hang the flags personally and may employ as many free hands as needed to get the flags in place.
You must exit the building immediately. You may cast spells on the way. If you are dissipated, you count as having exited the building. If your way out is blocked, you may fight your way out, as long as you keep exiting. If escape is impossible, you will cower in terror.

3Curse

Level: 3
Duration: Ten Minutes
Range: Tag-Bag
Dispel: Yes

This spell creates a glowing green dart of ill will and hatred, cursing a target. Creatures struck by a Curse are reduced to one point of Body. If they have no body points, they remain at zero body. When the ten minute duration expires, the target regains any Body points lost due to the Curse. Players do not recover Body points lost due to other sources of damage during the duration of the Curse.

For example, a warrior with four Body is struck by a Curse. During the next ten minutes, he takes one point of damage, reducing him to zero Body. When the duration of the Curse ends, he will return to a total of three Body (his original four, minus the one point of damage he took while cursed). Players who receive wounds while cursed will still have the wounds when the duration ends, even though they may regain Body points.
In the first example, if the warrior also took a limb wound while cursed, when the ten minute duration of Curse ended, he would be at three Body with a limb wound.

4Lesser Command Undead

Level: 4
Duration: Ten Minutes
Range: Tag-bag
Dispel: Yes

Lesser Command creates four darts of necromantic power that allow the caster to exert control over lesser undead creatures. The spell has no effect on undead lords or greater undead. If the dart strikes a lesser undead it then falls under the direct control of the caster for ten minutes or until destroyed. Only three commands are legal to use with the controlled undead. They are, “Attack”, “Defend”, or “Move”.Attack: The attack command allows the caster to point at a target and compels the undead to attack it. The undead will attack any target, even other undead. The undead will attack the target without question or concern for its own preservation and will use every available power and ability to carry out the attack. It is possible to word the attack command in a fashion that will compel the undead to attack multiple targets. For example the caster could order the undead to, “attack all zombies”. Defend: A defend command works like an attack command, but the caster orders the undead to defend something such as a person. In this case the undead will attack anything that comes near the object or person it was ordered to defend. The undead will never move more than five feet from the object it was ordered to defend. Like an attack command it is possible to word the defend order in a fashion that will compel the undead to defend multiple targets or large areas. For example, the caster could order the undead to, “defend all living things in the town”. Move: A move command simply compels the undead to move in a direction of the caster’s choice for the duration of the spell. It is legal for the caster to order the undead to follow them or walk in front of them. The undead will move at any speed the caster desires and it is physically able to do. The undead will only walk/run/float when under orders to move. The undead is not capable of climbing, crawling, swimming or any other sort of movement. The undead will not perform even the simplest of action such as the opening of a door or dropping their weapons. The undead will move into a situation that might cause it harm or injury, such as ordering a zombie to walk into an open pit. The controlled undead will not attack the caster that controls it unless for some reason they order it to do so.

4Unhallow

Level: 4
Duration: Game Day
Range: Touch
Dispel: Yes

Unhallow seals a building with foul magical energy that prevents the living from entering. A building is defined as any permanent structure with four walls, a roof, floor, and some sort of portal such as a door or window. Unhallow will not protect temporary buildings such as a tent or open air extensions to buildings such as a porch. When cast on a building, all of the building’s doors and windows glow with magical energy and no living creatures, regardless of their level, may enter. Anti-Magic Aura and Aura of Reflection will not allow a creature to pass through the barrier but a Dispel Magic spell will dispel the Unhallow spell. This spell does not prevent creatures from casting spells or firing missile weapons into the protecting building. The caster must be inside the building when the spell is cast but may come and go as they please once the spell is in place. The spell will force out any living creatures that are in the building once the spell is cast. With in one minute of casting this spell every ingress and egress point of the building must have a blue flag visibly attached to it. If the caster fails to do this, the spell fails and creatures may freely move in and out of the building. It is not legal to hang blue flags on portals in preparation to cast this spell, however it is not required that the caster hang the flags personally and may employ as many free hands as needed to get the flags in place. Living creatures under the effects of a Ghastly Visage or Abomination spell may enter an Unhallowed area.
You must exit the building immediately. You may cast spells on the way. If you are dissipated, you count as having exited the building. If your way out is blocked, you may fight your way out, as long as you keep exiting. If escape is impossible, you will cower in terror.

5Abomination

Level: 5
Duration: Ten Minutes
Range: Touch
Dispel: Yes

This spell causes the recipient’s to become resistant to damage as they take on some undead traits. The target gains the Monstrous type from the Monster Manual. This Monstrous effect mitigates all damage done to the Abomination, including damage done to armor and Magic Armor. In effect, anything that deals damage to the recipient will only deal one point (unless it has the ‘Slay’ descriptor). Creatures under the effects of an Abomination spell may freely enter an area under the effects of an Unhallow spell for the duration of the Abomination effect.

5Greater Command Undead

Level: 5
Duration: Ten Minutes
Range: Tag-bag
Dispel: Yes

Greater Command creates two darts of necromantic power that allows the caster to exert control over greater undead creatures. The spell has no effect on unique undead lords, but will affect lesser undead if the caster deems it necessary to waste a higher-level spell to do so. If the dart strikes a greater undead it falls under the direct control of the caster for ten minutes or until destroyed. They can then be commanded in the same manner as Lesser Command allows. The controlled undead will not attack the caster that controls it unless for some reason they order it to do so. Since greater undead are very often highly intelligent they are able to remember the actions they took while under control of the caster.

Compulsion

1 Rituals of Compulsion

Pending approval

1Disengage

Level: 1
Duration: Ten Minutes
Range: Tag-bag
Dispel: Yes

Disengage creates a red ball of compulsive power that can be hurled at a target to prevent them from attacking you. When struck with this spell, a target will not engage the caster with physical or magical attacks for one minute. During this time they are free to attack other people or take other actions, and they do not forget that the caster cast a hostile spell on them. If at any time the caster attacks the target, or even moves within five feet of the target with an unsheathed weapon or active spell, the effect is broken and the target is free to once again attack the caster if it wishes. The target is also afflicted with a mild compulsion to avoid the caster. This is not the effect of a Fear spell, but does prevent the target from breaking the effects of Disengage simply by moving towards the caster when they unsheathe a weapon or cast another spell. If it is clear the caster is forcing the target to move closer to him or herself, the spell will break. It is impossible for the caster to herd the target around the battlefield with this spell, and any attempts to use Disengage in a hostile manner will break the effects of the spell.

1Weaken

Level: 1
Duration: Ten minutes
Range: Tag-Bag
Dispel: Yes

This spell creates a dart of focused magical energy that the caster can throw at a target sapping the target’s strength for the duration of the spell. A target hit by this dart strikes for half their normal damage (rounding down with a minimum of one) for the duration of the spell. For example, a character that normally hits for four points of damage is limited to two points while weakened. Additional Weaken spells will not further reduce the damage of the target. Only one Weaken spell can affect the character at one time. Weaken does not reduce damage caused by Battle Magic spells or Elemental Dart. Weaken does not reduce the damaged caused by thrown poisons, but toxins placed on a weapon or weapon enchantments (magic weapons, weapon with Enchant Weapon cast on them, etc.). If the dart strikes a weapon or shield the spell still takes full effect. The player is not allowed to pass Weaken darts off to other players or set a dart down (this includes dropping them) and doing so will cause the spell to disrupt. The Weaken dart must be thrown to activate so the caster may not simply touch a target with a dart to Weaken the target. One minute after casting this spell the Weaken dart automatically dispels and is wasted. A Purify Spirit spell will remove the effects of a Weaken spell.

2Charm

Level: 2
Duration: Ten Minutes
Range: Tag-bag
Dispel: Yes

This spell creates a shimmering dart of energy that the caster throws at a target in an attempt to transfix and charm it. A target that is hit by this dart is overcome with a powerful feeling of friendship towards the caster. If the dart strikes a target’s weapon or shield the spell still takes full effect. The spell lasts for ten minutes during which the target will not harm or conspire to bring harm to the caster. Charm does not allow the caster to issue commands to the charmed target or otherwise compel it to act in any other way. The charmed target will not act in a fashion that will bring harm to themselves or their party members in an attempt to protect the caster. For example, the caster cannot ask a charmed person to set their weapons down in the middle of a battle! In most cases, the charmed target will simply move away from the caster and leave them alone. The charm ends immediately if the caster attacks or facilitates an attack on the charmed target. For example, if the caster orders his or her party to attack the charmed target. Simply drawing a weapon or starting to cast an offensive spell in the presence of the charmed target does not warrant the charm being broken unless the caster directly voices their intention to attack the charmed player. A charmed target will not give up its possessions without good reason, though they might sell or barter them away to the caster for a better price than they would under normal circumstances.

2Silence

Level: 2
Duration: Ten Minutes
Range: Tag-Bag
Dispel: Yes

This spells manifests a small dart of magical energy that prevents a struck target from speaking for one minute. Spellcasters who are unable to speak their incants cannot cast spells. Players should still call damage in combat as normal, but may not call out to warn their allies or give messages to others. It is possible to still make noise through other means, such as banging two objects together.

3Pin

Level: 3
Duration: One Minute
Range: Tag-Bag
Dispel: Yes

This spell creates a focused dart of magic that can be directed at a target to firmly adhere both feet to the ground. The target is otherwise unhindered and may turn and twist in any fashion they like so long as they do not move their feet. The surface the character is standing on has no effect on this spell it will adhere the target’s feet to anything, nor will standing on one foot, jumping in the air, or any other form of acrobatics, protect against this spell. It is assumed that the magic forces the player’s feet to the ground the moment the spell hits them. If the player is on their knees the spell will adhere their knees to the ground in place of their feet. There is no way the target can tear their feet from the ground, dig their way out, cut off their feet, or remove their shoes.

3Memory Loss

Level: 3
Duration: Permanent
Range: Tag-Bag
Dispel: Yes

A being struck by a Memory Loss dart instantly loses all recollection of the events of the previous ten minutes. Memory Loss must be diagnosed to be removed, and becomes fully permanent at the end of the following event. Under these restrictions, it can be removed by Dispel Magic or another Memory Loss casting. The original caster does not need to diagnose it, and may remove it by successfully casting another Memory Loss to undo his casting. If the subject has been effected by several Memory Loss effects, they can all be diagnosed at once but each must be removed individually. Once permanent, it can no longer be Diagnosed or removed. Physical damage remains, power points expended are still used, and items used or destroyed are still gone. The target will simply concoct some reason why things are the way they are, and no amount of logic or reasoning will ever make the subject remember the lost ten minutes. This spell takes some amount of cooperation from the target. Players who are failing to play in the spirit of this spell will be directed by a Game Master how to better roleplay their loss of memory.

4Fear

Level: 4
Duration: Ten Minutes
Range: Tag-bag
Dispel: Yes

This spell creates a focused dart of howling spirits that flit around and terrorize its target, frightening them away from the caster. A target that is hit by Fear is so gripped with terror that they must flee without hesitation from the caster’s sight until the spell ends, at which time they may return. The victim is not permitted to hide behind an obstacle or another player to avoid the sight of the caster; they must flee with all possible speed. If other players try to block the fleeing player, they will attack friend or foe without mercy or restraint in their attempt to continue escaping. The target will flee in a direction even if it means possible harm or death. For example a fleeing target would run straight into a pit if it were the only viable avenue of escape. It is legal for the caster to chase after the target forcing them to continue running if they feel it is necessary. If for some reason all possible means of escape are blocked, such as in a locked room, the target will fall to the ground helpless and should role-play digging through the very floor to attempt escape! If at any time the caster attacks the target the spell immediately ends and the target is free to act as normal. Other players may attack the target without ending the spell though the target is permitted to attack back assuming the attackers are blocking their route of escape. The fleeing target will not stop to make use of magic objects or spells while they are running; they must wait for the spell to end.

4Stun

Level: 4
Duration: Ten Minutes
Range: Tag-bag
Dispel: Yes

This spell creates a dart of focused magical energy that the caster can throw at a target, stunning it. A target hit by this dart falls to the ground paralyzed. If the dart strikes the target’s weapon or shield the spell still takes full effect. While stunned, the target may take no actions (move, speak, cast spells, draw weapons, etc.) and must simply fall to the ground and act stunned. The player is not allowed to call out or make any other noise while stunned. If at any time the stunned player is attacked, the stun immediately wears off and they are free to act. The player is not allowed to pass stunning darts off to other players (unless the magic hands spell is used) or set a dart down (this includes dropping them) and doing so will dispel the dart. The stunning dart must be thrown to activate so the caster may not simply touch a target with a dart to stun them. One minute after casting this spell the stunning dart automatically dispels if not cast and is wasted.

5Dominate

Level: 5
Duration: Ten Minutes
Range: Tag-Bag
Dispel: Yes

This spell creates a softly glowing pink dart of concentrated willpower. A target struck with a Dominate spell falls under the direct control of the caster, much in the same manner as an Undead under the control of a Lesser Command spell. Only four commands are legal to use with the controlled being. They are, “Attack”, “Defend”,“Move”, or "stop", though the afflicted player is free to follow other commands if they so choose.In addition, living creatures who are Dominated are allowed to deal themselves a killing blow at any time to represent their final act of defiance to their controller, or to avoid taking an action they cannot morally accept, such as murdering someone.
RP required. You don't know in-game that you've been Dominated. Follow commands of your Dominator as they are made. Act as though those commands are done of your own free will.

5Mind Blank

Level: 5
Duration: Game Day
Range: Touch
Dispel: Yes

This spell creates a powerful magic field around the caster (or target he/she selects) that absorbs Compulsion attacks, including Compulsion spells and any Compulsion-based attacks or abilities of creatures such as fae. The spell lasts for a game day, negating any number of spells or attacks. The player is required to announce “No effect” in a loud voice when they use this immunity to ignore a compulsion attack. Characters protected by this spell are required to wear a blue armband as described in the chapter on magic and spell use. This spell is considered an 'immunity' spell for rules purposes.

Restoration

1 Rituals of Restoration

Pending approval

1Heal Body

Level: 1
Duration: Instant
Range: Touch
Dispel: N/A

This spell fills the recipient with pure life force that is capable of healing minor injuries. This spell restores a character to their full number of Body points but has no effect on limb or torso wounds. The spell will never raise a character’s Body points above their current maximum or grant Body points to a character that has none. It is not possible to heal a character’s Body if they are still suffering from a limb or torso wound, or from the effects of any damage dealt by a poison, as those injuries must receive healing or an antidote first. This spell will not heal a character that is suffering from disease unless they are first cured with a Purify Spirit spell, or poisons unless they are first treated with an antidote or a Purify Spirit spell.

1Diagnosis

Level: 1
Duration: instant
Range: Touch
Dispel: n/a

This spell allows the caster to immediately discern all ailments and internal effects acting on the target, including poisons, disease, madness, magical afflictions, compulsions, pregnancy, or sickness. If cast upon a corpse, it will reveal the cause and method of death. Diagnosis will detect the presence of the target's own spark.

Diagnosis is intended as a means to examine the internal condition and magical workings of a target, as opposed to identifying the nature of external injuries which are the purview of the First Aid skill.

Casting Diagnosis protects the caster from catching any harmful afflictions while being used to examine the subject.

2Purify Spirit

Level: 2
Duration: Instant
Range: Touch
Dispel: NA

Purify Spirit purges a character’s body of dangerous forces, such as poisons, returning their body to healthy state. Purify Spirit cures the character of the effects of poison, disease, and being magically weakened. This spell does not heal Body points, limb wounds, or torso wounds. Purify Spirit does not reverse the effects of offensive magic spells like Stun and does not remove the effects of curses. A caster is permitted to heal their own character with this spell assuming they are still able to cast magic. A Game Master may authorize the use of Purify Spirit to counter act scenario specific effects.

2Restore Limb

Level: 2
Duration: Instant
Range: Touch
Dispel: N/A

This spell fills the recipient’s body with a powerful life force capable of healing all but the most mortal of wounds. When cast on a character suffering from limb wounds, they are healed of these injuries and may use their limbs as normal. The spell heals all limb wounds on a character and it is not required to cast the spell for each limb wound the character has. The spell does not heal body point or torso wounds. A caster may use this spell to heal their own wounds assuming they have one working arm to cast the spell. This spell will not heal a character that is suffering from disease or the affects of poison, unless they are cured with a Purify Spirit or Panacea spell first.

3Resilience

Level: 3
Duration: 10 Minutes
Range: Touch
Dispel: Yes

For the next 10 minutes, all damage taken is blunt, you are immune to killing blows and are immune to Reap Spirit.

3Heal Mortal wound

Level: 3
Duration: Instant
Range: Touch
Dispel: NA

This spell fills the recipient with an incredibly pure, powerful life force that is capable of healing mortal wounds. When cast on a character with a torso wound, they are healed of this injury and are no longer in danger of bleeding to death. This spell has no effect on a character that has already died, does not heal limb wounds, and does not restore Body points. A character suffering from a torso wound cannot use this spell since a torso wound automatically disrupts their ability to cast magic even before they die. It is possible to heal a character’s torso wound even if they are suffering from other injuries such as wounded limbs or lost Body points. This spell will not heal a character that is suffering from a disease or the effects of poison unless they are first cured with a Purify Spirit spell.

4Triage

Level: 4
Duration: One Minute
Range: Touch
Dispel: NA

For the duration of this spell, the caster may cast any number of 1st and 2nd level Restoration spells for free. (This includes: Diagnosis, Heal Body, Restore Limb, and Purify Spirit). These spells maintain the required 8-word incant to cast, but cost no Magic Power. The caster does NOT need to know the aforementioned 1st and 2nd level spells prior to using Triage to cast them.

4Panacea

Level: 4
Duration: Instant
Range: Touch
Dispel: NA

Panacea is one of the most powerful of all Restorative spells. It simultaneously heals the target of all torso and limb wounds, heals any missing body points, and cures them of poisons.

5Second Breath

Level: 5
Duration: Game day or until expended
Range: Self
Dispel: Yes

This spell is the ultimate insurance policy for a Restoration mage. With Second Breath active, five minutes after receiving a Torso wound, the Second Breath spell ends, and the caster is affected by Panacea, rather than dying. The spell fails if the caster receives a Killing Blow or Dispel Magic. With Second Breath active, the caster will be immune to Reap Spirit for its duration.

5Revive

Level: 5
Duration: Instant
Range: Touch
Dispel: NA

Revive is the most powerful of healing magic and is capable of returning a character from the edge of death. A character must receive a Revive before the end of the game day when their character fell from a torso wound, and if they fail to do so the character moves on to permanent death. When Revive is cast on a fallen character the character returns to consciousness free of all previous injuries and illness. The spell heals all lost body points, limb wounds, the effects of disease, poison, and most other ailments. Revive does not restore a character’s expended power points if they had any before falling, nor does it restore a player’s expended scrolls, poison, Alchemy products, or magic objects. All protective spells, such as Magic Armor, end when a character falls, and are not restored when they are Revived. The character feels no ill effects from this recovery and may continue on as normal. They retain their complete memories up to the point of their collapse and are permitted to act on this information assuming they do not meta-game details they may have discovered after that. For reasons of in game consistency, it is assumed that Revive is unable to reverse the effects of normal aging. Revive will not raise a character that has had a Reap Spirit spell cast on them. A peice of the body present at the time of death is required for Revive. If any part of a character’s body had Reap Spirit cast on it, then the entire body is ineligible for Revive until their spirit is returned, as per the Reap Spirit spell.

Enchantment

1 Rituals of Enchantment

Grants player the ability to conduct Enchantment rituals.

1Enhance Armor

Level: 1
Duration: Instant
Range: Touch
Dispel: N/A

his spell reinforces and strengthens a suit of existing armor, raising its armor value by two points for the duration of the spell. For example, a two point suit of leather armor would be worth four points when affected by this spell. Armor that is enhanced can be targeted by Mend Armor, which will repair the armor to its enhanced value rather than its original value for the duration of the spell. At the end of this spell’s duration, an enhanced suit of armor loses two points of armor value. In the example above, the suit of leather armor would again be worth two armor points, but if it had lost two points of armor value (leaving it with none remaining while enhanced) it would have no value left at the expiration of this spell. In other words, the armor point gained from Enhance Armor is always deducted last, not first (as with the Magic Armor spell).

1Magic Lock

Level: 1
Duration: Game day
Range: Touch
Dispel: Yes

This spell will hold shut any one portal such as a window, door, or trunk lid for the duration of the spell. A caster cannot use a magic lock to hold a portal open, only closed. Magic Lock renders the portal invulnerable to damage or tampering for the duration of the spell. A portal protected by a Magic Lock must have a visible blue flag attached to it with the words “Magic Lock” and the time when the spell was cast written on it. Without this flag the portal is considered unsecured. casting Dissipate, Reap Spirit or Ley Lines, it cannot dispel those spells.

2Silvershine

Level: 2
Duration: Ten Minutes
Range: Touch
Dispel: Yes

This spell endows a single, non-magical weapon with a sheath of magical energy. The spell will function on any size melee weapon or missile weapon, but the character using the weapon must still possess the necessary skills to wield a weapon of that size. The spell will not work on shields or nonweapon objects. Weapons affected by Silvershine hit for Silver damage. This spell does not increase the damage of the attack. It is legal for a character to fight with two enchanted weapons, one in each hand. Enchanted weapons cannot bear blade poisons or other enchantments while enchanted. A blue flag must be visible, attached the lower part of the blade or cross guards (lower shaft of pole arms and maces), attached to the staff of the bow, or stock of the crossbow of the enchanted weapon, and without the flag it must be considered a normal weapon.

2Enchant Shield

Level: 2
Duration: Game day or until expended
Range: Touch
Dispel: Yes

This spell enchants a normal shield with mystical energy protecting it and its wielder from harm. The size of the shield does not matter in regards to this spell; it will work on any game legal shield. When cast on a normal shield the shield is immune to the very next tag bag attack that strikes it. Normally, tag bag delivered attacks, such as Battle Magic darts, count as hits to the arm when they strike a shield. The wielder of the shield is required to announce “No effect” in a loud voice when they use the shield to ignore a tag bag. This spell does not allow the caster to use a shield if their character does not normally have the skill to do so. A shield protected by this spell is required to have a blue flag visibly attached to it surface, and without the flag is considered a normal shield.

3Spellburst

Level: 3
Duration: 10 minutes
Range: touch
Dispel: Yes

For the next 10 minutes, any spell that produces tag bags is enhanced to be a spray instead. Instead of throwing one tag bag at a time, instead you may throw a handful. A spell may only affect a target once per throw. (IE: Magic swarm doesn't do 64 damage to one person)

3Enchant Weapon

Level: 3
Duration: Ten minutes
Range: Touch
Dispel: NA

This spell endows a single, non-magical weapon with a sheath of magical energy. The spell will function on any size melee weapon or missile weapon, but the character using the weapon must still possess the necessary skills to wield a weapon of that size. The spell will not work on shields or non-weapon objects. For ten minutes the weapon hits for elven steel damage. This spell does not increase the damage of the attack. It is legal for a character to fight with two endowed weapons, one in each hand. Endowed weapons cannot bear blade poisons or other enchantments while enchanted. A blue flag must be visible, attached the lower part of the blade or cross guards (lower shaft of pole arms and maces), attached to the staff of the bow, or stock of the crossbow of the endowed weapon. Without the flag it is considered a normal weapon.

4Dispel Magic

Level: 4
Duration: Instant
Range: Tag-bag
Dispel: NA

This spell creates a powerful dart of focused anti-magic that the caster can use to disrupt the magical defenses of a target. When a target is hit by this spell, all magical effects currently active on the person, including their items are dispelled.(Tinkering items hit by a Dispel have any active effects turned off, and the item's magic is suppressed for 10 minutes. The item must be "Turned on" again for it to work.) The caster must throw the dart for the spell to take effect and may not simply touch the tag bag to a target. Examples of magical effects include Curse, Magic Armor, Battle Mastery, or Abomination. It is also possible to target a magical field with Dispel Magic, such as a Sanctuary or Sanctify. To do so simply requires the caster hit the object protected by the field or anywhere inside the field’s area of effect. Magical fields gain no benefit from any magical auras their caster might have active at the time. Once defenses are dispelled, they may be recast at any time assuming the target has the means to do so. It is possible for this spell to affect other scenario specific magic, but a Game Master will deal with these situations on a case-by-case basis. Dispel Magic will also counteract the effects of any other single individual spell marked as able to be dispelled in the rules, assuming the caster can hit the target with a tag bag. As a rule of thumb, Dispel Magic affects only creatures and their spells.

4Ablative Armor

Level: 4
Duration: Game day until discharged
Range: Tag-bag
Dispel: Yes

This spell, when cast on a character’s physical armor, empowers that armor adding two points of 'Monstrous' universal armor. The player should only take one point of damage from the next two damaging attacks that hit his areas of armor coverage regardless of the source. The exception to this is if the damaging source has the 'Slay' descriptor, ignoring the 'Monstrous' ability and taking normal damage, or the 'Peirce' descriptor, bypassing the armor entirely and taking the hit to the body. This spell can only be cast on armor, not on the player herself. If the character is wearing no armor, or only costume armor, then the spell has no effect. It also has no effect if the character is wearing only a helmet.

5Shadow Skin

Level: 5
Duration: Ten Minutes
Range: Touch
Dispel: Yes

This enchantment creates a dark and wispy magical barrier around the figure of target touched. Shadow Skin covers the target’s entire body. The barrier makes the target immune to all damage caused by weapons except for those that deal Elven Steel or Primal damage. Any magical spells, alchemy, traps, non-damaging effects, channeled spells, and attacks with the 'Strike' descriptor regardless of the type will still damage the player. A player protected by this spell is required to wear a blue flag as explained in the Magic & Spells section.

5Wraithbane

Level: 5
Duration: Game Day
Range: Touch
Dispel: Yes

This spell endows a single, non-magical melee weapon with a sheath of magical energy. The spell will function on any size hand weapon, but the character using the weapon must still possess the necessary skills to wield a weapon of that size. The spell will not work on missile weapons, thrown weapons, shields, or non-weapon objects. For the rest of the game day the weapon hits for +1 Elven Steel damage. This spell increases the damage of the attack by one, to a maximum of four. It is legal for a character to fight with two endowed weapons, one in each hand. Endowed weapons cannot bear blade poisons or other enchantments while endowed. A blue flag must be visible, attached the lower part of the blade or cross guards (lower shaft of pole arms and maces) of the endowed weapon. Without the flag it is considered a normal weapon.