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Spells are divided into seven schools of magic, with each school containing five levels of spells. There are two spells available at each level within a given school, which makes for a total of 70 spells available to players. Each spell consumes 1-5 magic power points, which is determined by the level of the spell.

Schools of Magic

The ability to preform rituals in each school is also often categorized with spells. In this wiki they can be found with magic skills. Although these skills are not actually "spells", successfully completed rituals do allow for spell-like effects. For a more detailed description, please see the rituals entry.

Related Rules

Magical School Master Title

A character that has taken the magic power point skill 20 times, knows all 10 spells from a specific school, and knows the corresponding ritual skill for that school, earns the title "magical school master" or "master mage" for short.

A master mage can cast 5th level spells from a school they have mastered for only 4 magic power points.

Aegis Magic School
Spell Cost/Level Prerequisite Brief Description

Magic Armor 1 1 Magic Power Point Target touched gains 2 points of magic armor

Toughness 1 1 Magic Power Point Target touched gains 2 body points

Spirit Shield 2 Level 1 Aegis Spell Prevents next poison or acid effect against target.

Anti-Magic Shield 2 Level 1 Aegis Spell Prevents the next spell, or attack with the 'strike' call to hit the target

Sanctuary 3 Level 2 Aegis Spell Creates a 20 foot protective bubble around caster

Improved Magic Armor 3 Level 2 Aegis Spell Target touched gains 4 points of magic armor

Anti-Magic Aura 4 Level 3 Aegis Spell Target is protected against all spells, or weapon hits with the 'strike' call

Synchronize 4 Level 3 Aegis Spell Target gains the effects of all Aegis spells up to level 3

Poison Immunity 5 Level 4 Aegis Spell Target is immune to all poison and acid attacks.

Aura of Reflection 5 Level 4 Aegis Spell Reflects the next 2 spells, or weapon hits with the 'strike' call that hit the target.

Battle Magic School
Spell Cost/Level Prerequisite Brief Description

Magic Strike 1 1 Magic Power Point Melee weapon's next hit deals '4 magic strike'

Strength 1 1 Magic Power Point Target inflcits +1 melee damage

Magic Swarm 2 Level 1 Battle Spell Creates four darts dealing 4 'magic' damage

Mageblade 2 Level 1 Battle Spell Enchanted weapon functions as a mageblade.

Slaying Swarm 3 Level 2 Battle Spell Creates four tag bags that deal 4 'magic slay' damage.

Spellstore 3 Level 2 Battle Spell Stores a spell in a weapon to be cast later.

Maelstrom 4 Level 3 Battle Spell Throw unlimited tag bags for 1 minute dealing 4 'magic' each.

Ruin 4 Level 3 Battle Spell Creates four darts dealing 4 acid damage

Battle Mastery 5 Level 4 Battle Spell You may use any weapon or shield, and are immune to all magic damage.

Devastation 5 Level 4 Battle Spell Throw unlimited tag bags for one minute dealing 4 magic slay damage each

Compulsion School of Magic
Spell Cost/Level Prerequisite Brief Description

Disengage 1 1 Magic Power Point Creates four darts that cause 'disengage'

Weaken 1 1 Magic Power Point Creates a dart that inflicts weaken.

Charm 2 Level 1 Compulsion Spell Creates a dart that causes 'charm'

Silence 2 Level 1 Compulsion Spell Creates a dart that causes 'silence'

Pin 3 Level 2 Compulsion Spell Creates a dart that causes 'pin'.

Memory Loss 3 Level 2 Compulsion Spell Creates a dart that causes 'memory loss'.

Fear 4 Level 3 Compulsion Spell Creates a dart that causes 'fear'

Stun 4 Level 3 Compulsion Spell Creates a dart that inflicts 'stun'

Dominate 5 Level 4 Compulsion Spell Creates two darts that cause 'dominate'

Mind Blank 5 Level 4 Compulsion Spell Target is immune to all compulsion spells

Enchantment School of Magic
Spell Cost/Level Prerequisite Brief Description

Magic Lock 1 1 Magic Power Point Magically hold a door or container closed

Enhance Armor 1 1 Magic Power Point Armor's protection increases by +1 point

Enchant Shield 2 Level 1 Enchantment Spell Shield touched absorbs next magical dart

Silvershine 2 Level 1 Enchantment Spell Weapon touched deals 'silver'

Enchant Weapon 3 Level 2 Enchantment Spell Weapon touched deals 'elven steel' damage

Spellburst 3 Level 2 Enchantment Spell Multiple tag bags from the same spell can be thrown at the same time.

Dispel Magic 4 Level 3 Enchantment Spell Creates a dart which causes 'dispels magic'.

Ablative Armor 4 Level 3 Enchantment Spell Gives worn armor 2 points of monstrous armor.

Shadow Skin 5 Level 4 Enchantment Spell Target touched is immune to normal damage.

Wraithbane 5 Level 4 Enchantment Spell A weapon deals +1 'elven steel' damage

Nature School of Magic
Spell Cost/Level Prerequisite Brief Description

Mend Armor 1 1 Magic Power Point Repairs physical armor.

Grounding 1 1 Magic Power Point Create a dart that deals 'grounding'.

Dissipate 2 Level 1 Nature Spell Target dissipates.

Natural Repulsion 2 Level 1 Nature Spell Creates four tag bags which repel natural creatures

Elemental Dart 3 Level 2 Nature Spell Creates either two darts of 4 'nature' damage, or one dart of 4 'primal' damage.

Elemental Weapon 3 Level 2 Nature Spell Weapon touched deals nature damage.

Banish 4 Level 3 Nature Spell Creates a dart which inflicts 'banish'

Nature's Command 4 Level 3 Nature Spell Creates two darts that call 'command nature'

Ley Lines 5 Level 4 Nature Spell Allows the caster to magically move to their designated home

Primal Form 5 Level 4 Nature Spell Target touched is immune to nature damage, and their weapons hit for primal damage

Necromancy School of Magic
Spell Cost/Level Prerequisite Brief Description

Ghastly Visage 1 1 Magic Power Point Target may call 'ghastly visage'.

Reap Spirit 1 1 Magic Power Point Steal a target's spark.

Repel Undead 2 Level 1 Necromancy Spell Creates four darts which 'repel lesser undead'.

Creeping Rot 2 Level 1 Necromancy Spell Enhance a weapon or create two darts to deal 4 Poison damage

Sanctify 3 Level 2 Necromancy Spell Prevents undead from entering a building.

Curse 3 Level 2 Necromancy Spell Creates a dart which inflicts 'curse'

Lesser Command Undead 4 Level 3 Necromancy Spell Creates four darts which cause 'command lesser undead'

Unhallow 4 Level 3 Necromancy Spell Prevents living beings from entering a structure

Abomination 5 Level 4 Necromancy Spell Target touched gains monstous body and armor

Greater Command Undead 5 Level 4 Necromancy Spell Creates two tag bags which call 'Command Greater Undead'

Restoration School of Magic
Spell Cost/ Level Prerequisite Brief Description

Heal Body 1 1 Magic Power Point Target heals all lost body.

Diagnosis 1 1 Magic Power Point Reveals all non-magical ailments, presence of a spark.

Restore Limb 2 Level 1 Restoration Spell Target heals all limb wounds.

Purify Spirit 2 Level 1 Restoration Spell Cures target of poisons and physical afflictions.

Heal Mortal Wound 3 Level 2 Restoration Spell Target heals a torso wound.

Resilience 3 Level 2 Restoration Spell All damage dealt to target is converted to 'blunt'

Panacea 4 Level 3 Restoration Spell Heals all body and torso & limb wounds of target.

Triage 4 Level 3 Restoration Spell For one minute the caster may cast level 1 & 2 restoration spells with no cost.

Revive 5 Level 4 Restoration Spell Brings a willing target touched, back from the dead.

Second Breath 5 Level 4 Restoration Spell Caster receives a revive after dying.

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