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Low Magics

Schools, Ranks & Spells of the Low Magics...
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Schools, Ranks & Spells

Schools of Magic

The PORTAL magic system has several aspects; the more common magic known as low magic as well as other, more complex and powerful and rare forms of magic called high magic.

There are 9 commonly known and accessible schools of low magic in Telemere:

Auras | Bonds | Charms | Death | Enchantments | Healing | Necromancy | Pyrotechnics | Thaumaturgy

Rumors of Lost Magics and Rare Tomes Containing Spells of Untold Power Call Adventurers From All Corners of the Realm…

 

Casting Spells

To cast a spell, a player must recite a spell verbal, toss a small beanbag called a spell packet at a target, and hit the target.

Each spell costs a certain number of Energy Points; characters have a limited number of Energy Points that they may use to cast spells.

Spells may also be contained within objects such as scrolls or magic items.

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What Should I Know About Magic?

Casting Magic costs Energy Points, which can be purchased using Build Points: 1 Energy Point per 1 Build Point

Each Rank of Magic, no matter what school, follows this Energy Point structure:
First Ranks: 1 Energy
Second Ranks: 3 Energy
Third Ranks: 5 Energy
Fourth Ranks: 8 Energy

These are the complete, formal steps necessary for a character to successfully cast a spell:

+ The caster must know the particular rank of the particular school to which the spell belongs and have enough Energy Points to cast it.
For example, to cast a Kill spell, a character must know Rank 4 of the Death School; knowing Rank 4 Charms School or Rank 1 Death School spells does not help.

 + The caster must have an unbroken arm, a free, unfettered, undamaged hand with nothing in it In Game. Out Of Game, the only item that can be in the player’s hand is a spell packet.
So if a caster’s wrists are bound, they can still cast, but not if their hands were broken, removed or restrained.

+ The caster must recite the spell verbal loudly enough for at least one other person to hear.
The target does not have to be able to make out the words or hear the verbal. However, if the only person that can hear the verbal is the target, then they must be able to hear the verbal. Therefore, in a battle, you may have to yell so your target can hear you. However, if you are alone you can still cast a spell on yourself or on an inanimate object.

+ After the spell verbal has been recited, the caster must touch or hit a target with the spell packet.
The caster can hold on to the spell after reciting the verbal for no longer than 5 seconds. If the caster has not thrown the spell packet by then, the spell is wasted and the Energy Points expended.
While holding onto a spell, a caster can speak, “Get out of the way, I’m holding a Fireball” for example; otherwise they should be counting out the seconds by counting “One Fireball, two Fireball…”
The caster will both count the seconds and remind others what the spell will do when it hits.

More About Casting Spells...

For a spell to take effect, it must hit the target.

Once thrown, the next In Game object the spell packet touches becomes the target. It can hit any part of the target, any item of clothing that the target is wearing, or any item that the target is holding, including a shield; regardless of whether the item is In or Out Of Game.

The one exception is the head, which is never a legal target for any physical contact In Game.
While not a legal target for melee combat, the hands and groin are legal targets for spell packets. If the packet bounces off the ground or is deflected in some other way, by a tree branch for example, the spell does not affect the target.

Also, a spell can affect an unintended target; if a caster throws a Lightning Bolt spell and a friend steps in and is hit by mistake, the caster cannot cancel the spell.

If the spell does damage, the caster must call out the damage when the packet hits the target.
For example, if a caster hits someone with a Fireball spell, the caster should say “Fireball, Sixteen Magic Fire” when the spell hits; if a caster hits someone with a Maim spell, the caster should say “Maim, Twelve Magic Body” when the spell hits. The proper form therefore is: spell name + damage + type of damage.

If the spell does not deal damage, then simply the name of the spell is used unless the spell requires a choice to be made as in what limb is affected or what spell is affected.
For example, casting an Enslavement spell at a target the caster would say: “Enslavement Spell”. The caster should never call extended damage; that is, if they think a character takes double damage from fire, they should not call “Fireball, Thirty Two Magic Fire” if they hit with a Fireball spell, since this may confuse the player playing the target character.

 

Spell Packets

A character always needs to have a spell packet to cast a spell, unless they are casting a spell upon themselves.

Even if their intended target is unresisting, they must touch them with a spell packet.
A character cannot physically restrain another player in order to cast a spell or for any other reason.

For example, a player cannot grab another player’s arm and cast a spell. A character cannot cast a spell on an opponent they are in combat with by touching them with a packet; they must throw the spell packets when fighting!

Spell Verbals

In order to cast a spell, a player must recite a spell verbal, that is, a short phrase that uniquely identifies the spell to be cast.

All the spell verbals for a rank within a school of magic begin with a common phrase; the name of the spell completes the verbal.
For example, the spells of the second rank Aura school have verbals that begin with, “I Weave a Protective Aura of…”. So, to cast a Negation spell. a player would say, “I Weave a Protective Aura of Negation.”

Who Did That Hit?!

When someone tosses a spell packet at a character, they are often trying to dodge the spell or trying to run away; a spell can hit someone from behind or be tossed at them while it is dark.

The spell caster or other people are usually in a better position see if the character has been hit.

As a general rule, if at least two people say you have been hit by a spell, assume you have been hit and keep on playing.

Auras

 

A character may only have one physical defensive Aura spell – Vigilance or Invulnerability – on them at any one time, not both.
Similarly, a character may only have one magical defensive Aura spell – Defense, Negation, Reflection, or Absorption – on them at any one time.

The magical spell defenses may or may not work on other forms of magic than just the spells in these rules.
If you do not know whether some mystical attack on your character can be prevented by a magical defense, you can try invoking it, but even if the defense does not work, it is still used up.

Rank 1

1 Energy Point
Spell Verbal: I Weave An Aura of…

Spells

I Weave An Aura of…

…Armor

1 Energy Points

This spell gives the character an additional 3 Armor Points.

These extra 3 Armor Points are the first Armor Points lost when the character is damaged.

Duration: Latent

…Stamina

1 Energy Point

This spell gives the character an additional 3 Body Points.

These extra 3 Body Points are the first points lost when the character’s Body Points are damaged, but otherwise act as normal Body Points.

Duration: Latent

…Defense

1 Energy Points

When invoked, this spell reduces the result of any damaging spell to one half.

It has no effect against non-damage effect spells such as Sleep or Drain Magic.

A Kill spell is reduced to doing half the target’s full Body Points, rounded up, minimum of two. This spell will halve the effects of a Life spell cast upon a character hurt by the element of Life, if the character is intelligent enough to invoke it.

If the character drops to 0 or -1 Body Points they are Bleeding to Death, not at the Brink of Death.

Duration: Latent

Rank 2

3 Energy Points
Spell Verbal: I Weave A Protective Aura of…

Spells

Spell Verbal: I Weave a Protective Aura of…

…Vigilance

3 Energy Points

When invoked, this spell gives protection against certain specific attacks:

It prevents a Waylay with 3 or fewer points of damage from rendering the target unconscious and taking damage and it leaves the target of a Slay or an Assassinate skill with half their current Body Points.

However, if direct body damage was done by the weapon, then any blade poisons on the weapon take effect.

Vigilance has no effect against any other form of attack, magical or non-magical, including a Waylay that does 4 or more points of damage.

Duration: Latent

…Negation

3 Energy Points

When invoked, this spell completely cancels the effects of one spell cast upon the character.

A Negation will stop spell like effects such as those from Nature Magic and Spell Songs normally.

Duration: Latent

…Reflection

3 Energy Points

When invoked, Reflection turns a spell back upon its caster.

If the caster also has a Reflection spell and chooses to invoke it, then the spell is reflected back upon the target again. If the original target still has some other appropriate form of defense against spells they may then invoke it.

A Reflection will stop magical spell like effects including those from Nature Magic and Spell Songs, but in these cases, while the spell is stopped, the spell is not redirected back at the caster.

For purposes of determining who the caster of a reflected spell is, the character that last used the reflection is considered the caster. For example, a character is hit with a Paralysis spell, they invoke a Reflection spell and the original caster is now paralyzed, and the original defending character can remove the Paralysis spell by touch since they are now considered the caster.

Duration: Latent

Rank 3

5 Energy Points
Spell Verbal: I Weave A Protective and Warding Aura of…

Spells

Spell Verbal: I Weave a Protective and Warding Aura of…

…Fortitude

5 Energy Points

When invoked, this spell provides the character with a 4 Threshold, which negates all physical attacks on the target character that delivers 4 points of damage or less, for 5 minutes.

If a blow does 5 or more points of damage, Fortitude will not block it.

If a character is under the affects of a Fortitude spell, then it takes a Waylay that does 5 or more points of damage to knock them unconscious. A Fortitude spell does protect a character from a Killing Blow, provided the damage done by the Killing Blow is four points or less and the spell’s duration has not expired.

The Threshold provided by a Fortitude spell does not protect the character from any spells, only physical attacks are stopped and cannot be stacked with other Thresholds. As a rule, Thresholds do not add, only the most protective Threshold protects the character.

Once a Fortitude spell is invoked, it is no longer a latent spell and is considered an active spell. A character cannot invoke a Fortitude spell as a defense to an attack, they must already have the spell active to gain the benefits of the spell.

Duration: Latent, 5 Minutes

…Absorption

5 Energy Points

When invoked, an Absorption spell negates the effect of a spell.

Also, the actual, modified Power Points used to cast the negated spell are given to the character. This spell will not give a character any Power Points if they do not have the Power Point skill, nor will it give a character more Power Points than their normal Power Point maximum.

If a character uses an Absorption to stop an area of effect spell that does not strike them directly, the effect is stopped but the character gains no Power Points.

An Absorption will stop magical spell like effects including those from Nature Magic and Spell Songs, but in these cases, the effect is stopped but the character gains no Power Points from the spell even if the character is a Druid or Spell Singer.

…Invulnerability

5 Energy Points

This spell protects against one physical attack.

It cancels a Waylay, Slay, Assassinate, Stunning Blow, Critical Attack, or any other non-spell effect that does damage or harmful physical effect.

An Invulnerability spell can be used to stop a Killing Blow if the target is immobilized and still conscious, but the player must say the word “Invulnerability” audibly to give the attacker the chance to see the characteristic flash of light.

Duration: Latent

…Purity

5 Energy Points

When invoked, this spell protects the character from one external alchemical attack.

Purity will not stop any alchemy the character consumes.

Paste of Binding, acids, Fire Breath, Sunwater, Paste of Stickiness, and Alchemical Lubricant have an external effect but will not be stopped by this spell. These items are stopped by an Invulnerability spell.

Duration: Latent

Bonds

 

Any Bond School spell can be removed by its caster.
The caster must packet touch the target player of the spell and say, “I Release You From (name of spell)”. This also applies to the Imprisonment spell, as the act of touching the target player refers to the ability of the caster to make physical contact with the target, not the caster’s character and the target character.

Almost all the Bond spells can be removed by a Dispel Magic; Imprisonment and Impenetrable Portal are the only two listed here that cannot.
The Pin, Bind, Paralysis, and Imprisonment spells are not mutually exclusive and therefore, a character can be effected by all four at once.

Rank 1

1 Energy Point
Spell Verbal: I Create a Magical…

Spells

Spell Verbal: I Create a Magical…

…Attachment

1 Energy Point

This spell attaches an object that weighs no more than 10 pounds to another object.

The caster must touch both objects during the casting of the spell. If more than 10 pounds of force is applied to the Attachment, it will break. For example, a bottle could have an Attachment to a staff, but an Attachment could not be used to fix a rope to a wall so a character could swing across a chasm.

You cannot cast multiple Attachment spells on an object.

This spell is not a combat spell. Attachment is represented out-of-game by duct tape, but the caster is responsible for supplying the duct tape to attach the objects.

Duration: 30 Minutes

…Pin

1 Energy Point

The spell attaches the right foot of the target character to the ground.
The target can pivot on their right foot, but cannot lift it or move it.

A character can break a Pin with a +3 or more Strength Bonus and taking 5 seconds to complete.

There is a visible effect to this spell, and it is obvious to any one looking if the character is free or not.

Duration 1 Minute

Rank 2

3 Energy Points
Spell Verbal: I Create A Magical Seal That Will…

Spells

Spell Verbal: I Create a Magical Seal That Will…

…Bind

3 Energy Points

This spell attaches both of the target’s feet to the ground and both of the target’s arms to their sides.
A Bind spell makes both spell casting and combat impossible.

A bound character cannot be moved since their feet are attached to the ground, and if they are holding something in their hands, they cannot release it. Another player can remove an item from the target’s hand(s), but doing so requires a +3 or more Strength Bonus and frees the target’s arms. A bound character cannot be given a Killing Blow, provided that the character can still twist around.

A Bind spell can be partially broken with a +3 or more Strength Bonus. It takes 5 seconds to free either the character’s arms or legs or 10 seconds to free both. If the character uses a Giant Strength spell to free themselves it would require two spells – the act of breaking either the arms or legs free counts as one action.

There is a visible effect to this spell, and it is obvious to any one looking if the character is free or not.

Duration: 1 Minute

…Lock

3 Energy Points

This spell will seal a door, hold an object in place or attach an object to another object.

A Lock spell can be represented Out of Game by duct tape, but the caster is responsible for supplying the duct tape to attach the objects.

This spell will not work on a character. An object cannot be attached to a character and a character cannot be attached to anything.

A Lock spell can be broken with +3 or more Strength Bonus such as by invoking a Giant Strength spell. If an object under the effects of a Lock spell is destroyed, then the spells ends.

Duration: 12 Hours

Rank 3

5 Energy Points
Spell Verbal: I Create A Magical Seal That Will Cause…

Spells

Spell Verbal: I Create a Magical Seal that Will Cause…

…Paralysis

8 Energy Points

This spell completely paralyzes the target character; they cannot move or speak.

The only acts a paralyzed character can perform are to move their eyes, blink, or invoke a latent spell. A character may be given a Killing Blow while they are paralyzed.

Paralyzed characters can be moved as they are not attached to the ground; in addition, their limbs can be moved by some external force such as another character. The target will still be unable to move from their new position. If the paralyzed character is reduced to 0 Body Points or lower, the player should still fall down.

There is a visible effect to this spell, and it is obvious to any one looking if the character is free or not.

Duration: 5 Mintues

…Imprisonment

8 Energy Points

The target character is completely immobilized; they cannot move or speak. They are surrounded by a glowing, skin tight magical prison that protects them from all attacks, spells, or damage until the spell wears off.

An Imprisoned character cannot be picked up or moved from the spot where the spell hit them. If the spell affects the character while they are not touching the ground – jumping in mid air, swimming, brachiating, being carried, in a tree, etc. – the character is immediately dropped to the ground under them when the spell hits.

The Imprisonment spell is not affected by the Dispel Magic or Destroy Magic spells. The effects of alchemical items cannot pass through an Imprisonment. If you cast an Imprisonment on yourself then you cannot remove it; you must wait until the 20 minutes elapse.

A target is still affected by certain attacks. The Hypnosis skill is such an attack. Neither of which frees the target from the spell. The Total Power skill will pierce through an Imprisonment, even if the original spell was cast with Total Power.

There is a visible effect to this spell, and it is obvious to any one looking if the character is free or not.

Duration: 20 Minutes

…Free Action LOST!

8 Energy Points

This spell can be used in two different ways. First, it can be used to dispel any spell from the Bonds School when cast on the target character.

It will only remove Magic one active spell at a time and the character should call what spell they are dispelling when they cast this spell. If the character does not then the target player can choose what Bonds School spell they want dispelled if they are affected by multiple Bonds School spells.

The caster can choose to cast this spell as a latent spell defense. When used in this way, this spell defense will stop one spell from the Bonds School. This spell, when used in this manner, cannot be invoked to dispel an already active Bonds School spell.

Duration: Instant, Latent

Charms

 

Any Charm spell can be removed by its caster.
The caster must packet touch the target of the spell and say, “I Release You From (name of spell).”

Charm spells do not cease their effects if the caster falls unconscious or is in any stage of their Death Count.

 

More Info

 

The Enslave, and Dominate spells are incompatible spells.
If a character already has one of these spells cast on them and another spell is cast, the spell that uses the greater number of Power Points takes precedence. If a character has one of these spells cast on them and the same spell is cast on them again, the more recently cast spell takes precedence.

Also, you cannot command someone to do something they cannot do; for example, you cannot order a character to resist a Speak the Truth spell if they could not normally resist it.

Rank 1

1 Energy Point
Spell Verbal: I Charm You To…

Spells

Spell Verbal: I Charm You to…

…Fumble “right or left hand”

1 Energy Point

This spell causes the target character to drop everything In Game they are holding in a specified hand.

The target must let go completely, allowing all the items in that hand to fall to the ground. The caster of the Fumble must specify which hand is affected with an out-of-game comment when the spell packet hits the target; e.g., “I Charm You to Fumble… Right Hand”.

If an item is attached to a character by some means other than a physical grip, then that item is not dropped; for example, a sword that is glued to a character’s hand with a Paste of Stickiness or locked with a Lock spell would stay in the character’s hand even though the character releases their grip.
The Disarm skill cannot be used as a Retain against the Fumble spell.

If you are the target of a Fumble spell, then after you have let go of everything you are holding in one hand, you may then bend down and pick it up.
You may not bend down, let your hand relax, then immediately grab an item and straighten up. You must let everything in your hand drop, and then bend down to pick it up.

Duration: Instant

…Speak the truth

 1 Energy Point

This spell causes the targeted character’s answer to the next question the caster – and only the caster – asks to be direct and truthful.
The target can choose not to speak, but if they do speak it must be the truthful answer to the caster’s question.

If the caster does not ask a question before 5 minutes have elapsed, the spell expires. Only the caster of the spell can ask the question; the target can still respond to questions from others but the target does not have to speak the truth.

Speak the Truth only lasts for the first sentence of an answer to the question. If the question is phrased in such a way that a simple answer can be given, then the target must state the simple, true answer. If the question is phrased such that only a long answer can be given, then the caster should only trust the first sentence.

For example, “Did you kill the Duke?” has a simple answer; “What was your plan to kill the Duke?” may take more than a single sentence to answer.

Duration: Special

Rank 2

3 Energy Points
Spell Verbal: I Charm You To Obey and…

Spells

Spell Verbal: I Charm You to Obey and…

…Be Dazzled

3 Energy Points

The target character of this spell is affected by a Torso Stun for 5 seconds.

The target should count slowly out of game, “One dazzle, two dazzle…” slowly up to five.

Duration: 5 Seconds

…Resist Suggestion

3 Energy Points

This spell cancels the effect of one spell from the Charms School.

It is ineffective against all other forms of mental control, Hypnosis, Dust of Sleep, Fear Affects, Vampire Charm, etc. for example.

Unlike most latent spells, Resist Suggestion does not have to be announced when it is invoked; there is no characteristic flash of light when this defense is used. A player with a Resist Suggestion spell knows which Charm spell has been cast on them and can decide whether to invoke it based on that information.

You must invoke your Resist Suggestion immediately after being hit with the charm spell. You cannot be affected by a Speak the Truth spell then invoke the Resist Suggestion spell after hearing the question being asked and decide not to answer truthfully.

If a character invokes Resist Suggestion in a manner that is not immediately obvious, they should consult with a Marshal to confirm that the spell was used.

For example, if a character uses Resist Suggestion against an Enslave spell but is still pretending to be affected, or if a character resists a Speak the Truth spell during an interrogation, a Marshal should be informed.

The caster of a Resist Suggestion may record the spell on the target characters Spell Defense Card so that the player has proof that they could invoke it.

Duration: Latent

…Be Silent and Mute

3 Energy Points

The target character of this spell cannot speak. This means the target cannot use any spells, skills or abilities that require an in-game verbal. Remember, the use of latent spells, magic items, and weapon damage does not require the player to speak in-game, and is not affected by this spell. This spell lasts until a Dispel Magic or a Heal Limb spell is cast.

The target of this spell is still under their own free will and therefore not cut off from their faith based skills.

Duration: 6 Hours

Rank 3

5 Energy Points
Spell Verbal: I Charm You To Obey and Command You To…

Spells

…Fall Asleep

5 Energy Points

This spell causes the target character to fall asleep.

The character will wake up before the 10 minute duration has elapsed if they take a point of damage. The character may be given a Killing Blow while asleep.

Duration: 10 Mintues

 

 

…Be Enslaved

5 Energy Points

This spell causes the target character to obey all the caster’s commands.

A character affected by an Enslaved spell will commit suicide or attack their friends at the caster’s command. However, the enslaved character will act without emotions or self determination; you should roleplay your enslavement so that it is obvious to everyone that the spell has been cast on your character.

An enslaved character cannot obey commands that require independent thought or initiative, such as “Solve this riddle for me,” or “Figure out a plan to kill the princess.” The character must do exactly as they are instructed; they cannot initiate conversation, take independent action, or act in any way in their best interests. If asked a question they will answer truthfully for they have no desire to protect themselves. If ordered to attack another character they will do so to the best of their abilities. They can be given contingent commands such as “Kill anyone entering the room,” “Go to the inn and kill the Duke if he is there or wait there and kill him when he enters,” or “Go find the Baron of the Dale and give him this missive.”

The enslaved character will never attack the caster of this spell while they are still under the spell’s effects.

After the spell wears off, the character will remember everything that occurred while they were enslaved, including the identity of the caster of the spell.

Duration: 30 Mintues

Rank 4

8 Energy Points
Spell Verbal: I Charm You To Obey and Command You To…

Spells

Spell Verbal: I Charm You to Obey and Command You to…

…Be Dominated and Controlled

8 Energy Points

This spell causes the target character to obey all the caster’s commands.

A character affected by a Dominate spell will otherwise behave normally, except that a dominated character will not harm the caster or cause the caster to be harmed unless the caster commands them to do so.

A dominated character can be commanded to perform tasks that require some thought – “Solve this puzzle” for example – but they cannot be ordered to do something they cannot normally do. You cannot order someone to use a Slay or Assassinate skill if they do not normally have the ability to do so or they have used that skill for the current Tag Cycle.

The caster can order a character to do something they would normally not do. The caster could order someone to kill their spouse or best friend for example. “Using all your skills, abilities and items to the best of your ability go and kill the Baron of the Dale when I leave this building,” is an acceptable command. The caster can give any number of commands to the dominated character.

The caster can prompt the dominated character with false information or facts.
The caster could, for example, tell the character “The undead outside are not dangerous or evil and will help you if you ask them.” The character would not run or start a fight with the undead when they met them, but would defend themselves if attacked. The dominated character can be told that their best friend is their most hated enemy. No amount of convincing on someone else’s part will change the character’s mind. However, the character will not make up reasons why their best friend is their most hated enemy, and would remember being best friends. The caster can prompt the dominated character with complicated memories to make the false facts more believable to others but the dominated character needs no convincing they simply believe what the caster tells them as the absolute fact.

Similarly the caster can tell the dominated character to forget facts and events – even to forget skills. However, once the spell ends all the lost memories will return normally.

After the Dominate spell wears off, the target will remember who cast the spell on them and what they did while dominated. All false facts and information will be remembered as false and the character’s own values and beliefs will be intact.

Duration: 1 Hour

Death

 

If a Death spell does damage, it does so directly to a character’s Body Points. Death spells do not affect armor.

Death spells that cause damage will heal undead!
The undead adds to its Body Points the amount of damage that would normally be done by the spell, up to the character’s starting total.
The Kill spell has a special effect on undead and is described below, but note that lesser undead dissolve into dust when they are slain and cannot be restored by these spells. The rest of the non-damaging spells will have no effect on undead.

Rank 1

1 Energy Point
Spell Verbal: I Call Upon Darkness To…

Spells

Spell Verbal: I Call Upon Darkness to…

…Feign Death

1 Energy Point

This spell will make the target character look pale; their skin will be cold to the touch and their pulse and breath will be unperceivable and to most observations, they will appear to be dead.

A Detect Life spell, Assess Your Ailment spell or First Aid will not reveal that the character is alive. Feign Death will allow a character to impersonate an undead; the illusion of death is destroyed if the target character takes any offensive actions or engages in combat, but not if they are attacked.

Duration: 5 Minutes

…Cause Harm

1 Energy Point

This spell does 6 points of magical direct body damage.

Duration: Instant

Rank 2

3 Energy Points
Spell Verbal: I Call Upon Darkness and Terror To…

Spells

Spell Verbal: I Call Upon Darkness and Terror to…

…Weaken

5 Energy Points

This spell causes the target character to deal no more than 1 point of damage with all martial attacks regardless of their Damage Bonus or Strength Bonus.

This spell does not affect special weapon attacks like the Slay skill, Assassinate skill, Stun skill, etc. For skills that modify damage, the base weapon damage is always 1. For example, if a weakened character uses a Critical Attack skill, they will deal 2 points of damage. Similarly, a weakened character will only Waylay dealing 1 point of damage.

A character will lose all Strength Bonuses for the duration of this spell.

Duration: 5 Minutes

 

 

…Maim

5 Energy Points

This spell does 18 points of magical direct body damage.

 Duration: Instant

 

 

…Take Your Sight

5 Energy Points

This spell causes the target character to be unable to see for 1 minute or until they are healed.

A Heal Limb spell or effect can be used to restore their sight. While blinded a character cannot make any melee attacks unless they have the Blind Fighting skill. They can close their eyes and throw a spell “blind”. They can use their weapons to attempt to block attacks directed at them, so long as their eyes are closed and do not attempt to swing their weapon around wildly. They are able to use any passive defensive skills they have, such as Martial Parry, Critical Parry, Negation spell, etc. Even if a character has the Blind Fighting skill, they cannot use the True Aim or Perfect Aim skills.

When you role-play the effects of a Take Your Sight spell, you can close your eyes.
However, take care if you are on rough terrain or in a room with sharp furniture. It is better to keep your eyes open and be safe than it is to roleplay your character’s blindness convincingly.

This spell damages the eyes of the target character so, like other damaging spells, the caster cannot remove their own spell nor can any other character dispel these effects, the target character must be healed.

Duration: 1 Minute

 

 

…Cause Agony LOST!

Lost Magic
5 Power Points

This Lost Magic spell causes the target character intense pain for 5 seconds during which time the character must fall to the ground and can take no other actions except to invoke latent spell defenses.

This spell can be cured with a Heal Body or Dispel Magic spell.

Duration: 5 Seconds

Rank 3

5 Energy Points
Spell Verbal: I Call Upon Darkness and Terror To…

Spells

Spell Verbal: I Call Upon Darkness and Terror to…

…Drain Life

3 Energy Points

This spell does 12 points of magical direct body damage and heals the caster for the amount of damage done by the spell.

If the target had 12 Body Points or more, then 12 Body Points are transferred to the caster; if the target has less than 12 Body Points, then only the amount the target has are transferred. The caster cannot be healed to more than their normal Body Point limit.

This spell has no effect when cast on an undead character. If an undead character casts this spell, the target takes 12 Body Points of damage, but the undead is not healed.

 Duration: Instant

 

 

…Cripple

3 Energy Points

This spell does 32 points of magical direct body damage.

Duration: Instant

 

 

…Enfeeble Your Mind

3 Energy Points

This spell causes the target character to lose all intelligence; they cannot use any skills, spells, invoke latent spells, invoke magic items or take any defensive actions.

An Enfeebled character effectively becomes a being with a shriveled brain, unintelligible and useless.

This effect lasts for 5 minutes or until healed with a heal mind effect. The Dispel Magic spell has no effect on this spell.

Duration: 5 Minutes; Until Healed

Rank 4

8 Energy Points
Spell Verbal: I Call Upon Darkness and Terror To…

Spells

Spell Verbal: I Call Upon Darkness and Terror to…

…Kill You and Wreak Havoc Upon Your Soul

8 Energy Points

This spell causes the target character to go to -1 Body Points and to the Brink of Death. The character can be restored to life with the appropriate spells or skills.

This spell is the equivalent of a Heal Life spell for an undead.

Duration: Instant

Enchantments

 

Lightning arcs across the battlefield as your spell finds its target, shields and magical forces make instant heroes of your adventuring party!

Damage and utility, this school does it all; don’t underestimate the power of Enchantments…

 

 

Rank 1

1 Energy Point
Spell Verbal: With Pure Magic I Cast A…

Spells

Spell Verbal: With Pure Magic I Cast a…

…Shock

1 Energy Point

This spell does 8 points of magical damage due to lightning.

Duration: Instant

 

 

…Giant Strength

1 Energy Point

When invoked, this spell grants the character a temporary +3 Strength Bonus, Non-Combinable allowing the character to add +3 to the weapon damage of their next attack, or to perform one act of giant strength for no longer than 15 seconds.

If the character normally calls “Two Damage” when they hit, if they invoke a Giant Strength they would call “Five Damage”. If the character fails to hit, they do not use up the Giant Strength spell.

This spell can never be used to increase the distance a character jumps.

Duration: Latent

Rank 2

3 Energy Points
Spell Verbal: With Pure Magic I Cast A…

Spells

Spell Verbal: With Pure Magic I Cast a…

…Lightning Shield
3 Energy Points

When invoked, this spell will cancel the effects of one Enchantments School spell.

The Lightning Shield spell will also negate one blow from a weapon that does normal or magical lighting or electrical damage, but will not stop special damaging martial attacks such as the Slay, Critical Strike, Stun, Assassinate, etc. skills. A Lightning Shield will protect against extreme non-magical lightning or electricity for 5 seconds.

 Duration: Latent

 

 

…Lightning Bolt
3 Energy Points

This spell does 24 points of magical damage due to lightning.

Duration: Instant

 

 

…Magic Weapon
3 Energy Points

This spell can only be cast on a weapon.

If you hold the weapon, you can invoke this spell, which causes the next weapon attack done by the weapon to be magical.

The Magic Weapon spell does not add any damage to the blow. The attacker must add, “Magic”, to the damage done by the weapon when invoking the spell; for example, “Two Magic”. The Magic Weapon spell only lasts for one blow, but if an attacker fails to hit their target the spell is not used up. Magic Weapon can be combined with any other combat skill such as Waylay, Slay, Assassinate, Critical Attack, etc.

This spell can be invoked and used with the Dissection skill to harvest a component from another character. This spell will last for 1 minute, but should the dissection be interrupted, the spell ends and must be recast.

This spell can never be invoked as a defense to the Shatter or Blast spells, nor does it give the weapon any properties of a magic weapon except what is listed here.

 

 

…Mighty Shatter <name of item>

3 Energy Points

This spell will destroy a non-magical object of One-Handed Edge size or smaller.

The name of the item that the caster wishes to shatter is an Out Of Game comment that the caster says when the spell packet hits a target, for example, “With Pure Magic I Cast a Shatter… sword.” If the character is carrying more than one weapon in their hands, the caster can specify which weapon or hand is affected; if the caster does not specify then the target can choose which hand is affected.

The object that is being shattered must be visible to the caster; the caster cannot shatter a spell book completely contained within a pouch even if the caster knows that a spell book is there. This spell will not affect part of an object – a piece of the object that will damage or destroy it by removing the part Out Of Game. For example, you could not destroy: the hinge on a box, the branch of a tree, a lock built into a box, the leg of a small stool, the doorknob of a door, etc. You can destroy: a box, a branch on the ground, a Master Lock on a box, a small stool, etc.

Clothing worn by a player can never be shattered with this spell; this includes: shirts, pants, belts, pouches, hats, shoes, etc. You can destroy jewelry or other things attached to the clothing such as: rings, bangles, necklaces, pins, etc. Armor cannot be shattered by means of this spell. No shield, regardless of size, can be shattered.

If any weapon or item card was associated with the shattered item, the card should be torn in two.
An item that has been shattered is broken into too many pieces to be collected.

Please inform a Marshal so that the treasure database can be updated to reflect this change in the object’s status.

Duration: Instant

Rank 3

5 Energy Points
Spell Verbal: With Pure Magic I Cast an Unyielding…

Spells

Spell Verbal: With Pure Magic I Cast an Unyielding…

 

…Powerful Blast <item>
5 Energy Points

This spell will destroy a non-magical object of door size or smaller.

The name of the item that the caster wishes to blast is an Out Of Game comment that the caster says when the spell packet hits a target, for example, “With Pure Magic I Cast a Powerful Blast… door” or “With Pure Magic I Cast a Powerful Blast… Polearm.”

In all other respects, this spell obeys the same rules as the Shatter <item> spell except any shield can be affected by the Blast spell.

Duration: Instant

 

 

…Electrocution
5 Energy Points

This spell does 40 points of magical damage due to lightning.

Duration: Instant

 

 

…Magic Sanctuary
5 Energy Points

This spell creates a skin-tight impenetrable barrier around the caster. The Magic Sanctuary spell protects the caster from all attacks, spells, and alchemical items; and provides the caster with clean air.

Neither the Dispel Magic nor Destroy Magic spells can negate this spell. A Magic Sanctuary is a complete protection against the outside world; other characters may not pick up or move the caster, nor may they apply weight to the caster’s arm to make the caster lower it before the caster chooses.

The caster is still affected by certain attacks.
Hypnosis is one such attack. The character can be ordered to drop the Magic Sanctuary. The Total Power skill will pierce through a Magic Sanctuary, even if the original spell was cast with Total Power.

While a caster maintains a Magic Sanctuary, they may not pick up objects, drop objects, strike with a weapon, drink potions, or cast any spells, even on themselves.
The caster can pass through anything that is not actively resisting such as light branches. If someone blocks the caster’s path, the caster cannot move them and cannot be moved by them either. This spell will allow the character to walk through water, blizzards, sandstorms, or even lava unharmed. A caster can move through a free swinging door, but cannot turn a knob or open a latch. The caster cannot affect the outside world with any skills, spells, abilities, magic items, etc while they are maintaining this spell. The caster could not, for example, use gaseous alchemical items or invoke area affect magic items while in a Magic Sanctuary spell.

A Magic Sanctuary only protects the caster; if someone is touching the caster when the spell is cast, they are not protected as well.

While they are maintaining a Magic Sanctuary, the player must hold an arm out to their side parallel to the ground, elbow bent up at a right angle, and palm forward.
Also, the caster must walk slowly, no faster than one step per second. If the caster drops their arm or moves faster than one step per second, the sanctuary dissipates.

Magic Sanctuary does not last beyond the end of an Event.

Duration: While Concentrating

Rank 4

8 Energy Points
Spell Verbal: With Pure Magic I Cast an Unyielding…

Spells

Spell Verbal: With Pure Magic I Cast an Unyielding…

…Powerful and Masterful Strength
8 Energy Points

This Lost Magic latent spell grants the character a +2 Strength Bonus, Non-Combinable for 5 minutes after the character invokes the spell.

This Strength Bonus can be stacked with other Strength Bonuses, even a Giant Strength spell.

 Duration: Latent, 5 Minutes

 

 

…And Potent Magical Weapon
8 Energy Points

This spell can only be cast on a weapon. When you cast this spell on a weapon it causes the attacks done by the weapon to be magical for five minutes.

The Magic Weapon spell does not add any damage to the blow. The attacker must add, “Magic”, to the damage done by the weapon when invoking the spell; for example, “Two Magic”. The Magic Weapon spell only lasts for five minutes. Magic Weapon can be combined with any other combat skill such as Waylay, Slay, Assassinate, Critical Attack, etc.

This spell can be invoked and used with the Dissection skill to harvest a component from another character.

This spell can never be invoked as a defense to the Shatter or Blast spells, nor does it give the weapon any properties of a magic weapon except what is listed here.

Duration: 5 Minutes

Healing

 

If your character knows how to cast any Healing spells, you should be aware of all the logistical responsibilities involved.

Healing magic that harms undead does double the normal damage.
For example, a Heal Person spell that would normally heal for 12 Body Points would do 24 points of direct body damage to the undead character. If a spell does not list a special affect for undead characters, then it has no effect.

Rank 1

1 Energy Point
Spell Verbal: I Draw Upon the Earth to…

Spells

Spell Verbal: I Draw Upon the Earth to…

…Detect Life
0 Power Points
 1 Power Point if Thrown

This spell informs the caster of the state of a character’s health.

Detect Life can be used to determine if a character is truly dead or just faking it, is Unconscious, Bleeding to Death, Mortally Wounded, at the Brink of Death, or Dead and can be used to determine whether a character is undead. This spell can also be used to determine how hurt a character is. The target character of the spell should state how many Body Points they have lost. This spell cannot reveal a Feign Death spell or if the character has any parasitic or symbiotic life forms in them.

The Detect Life spell costs no Power Points if the caster is touching the character; the spell costs 1 Power Point if the caster tosses a spell packet at the character.

  Duration: Instant

 

 

…Heal this Person
1 Energy Point

This spell will heal the target for 6 Body Points.

When the spell is cast, the caster must state the number of Body Points being cured; for example, “I Draw Upon the Earth to Heal This Person… Six Body Points” cures 6 Body Points. Characters may not be healed above their normal Body Point maximum.

This spell will damage undead.

Duration: Instant

 

…Purify Blood
1 Energy Point

This spell will undo the effects of most poisons and alchemical items the character is currently affected by, including intoxication.

All applicable poisons or alchemical items are removed with one application of this spell.

Duration: Instant

Rank 2

3 Energy Points
Spell Verbal: I Draw Upon the Earth to…

Spells

Spell Verbal: I Draw Upon the Earth to…

…Heal This Person Greatly
3 Energy Points

This spell heals the target for 16 Body Points.

Duration: Instant

 

…Assess Your Ailment
3 Energy Points

By means of this spell, the caster can assess a characters condition revealing more than a Detect Life spell.

This spell will reveal: if the character is alive, what stage in their Death Count they are at, how many Body Points they are down, if they are poisoned, diseased, and if they are waylaid. It will also reveal how much time has elapsed in the characters Death Count. This spell will also reveal any additional parasitic or symbiotic life forms inhabiting the character. This spell will not reveal more specific information such as what kind of poison or disease is affecting the character.

For example, Pierre has been paralyzed by some ghouls and is currently Bleeding to Death. Additionally, while he was laying there, a necromancer cast a Cause Disease spell upon him. Nimue casts an Assess Your Ailment spell upon him. Pierre responds by telling Nimue, “I am Bleeding to Death for 30 seconds, poisoned, diseased and down 9 Body Points.” Nimue begins to cast the necessary healing spells to restore Pierre.

Duration: Instant

 

 

…Heal This Body
3 Energy Points

This spell will cure most diseases, including the one caused by the Cause Disease and Plague spells. It will also undo the effects of a Paralysis or Weaken spell.

Heal Body has only one effect each time it is cast; you cannot both cure someone of a disease and paralysis with a single use of the spell.

Duration: Instant

 

 

…Heal This Mind
3 Energy Points

This spell will undo the effects of an Enfeeble spell. It may also cure insanity, amnesia, and possession; a Plot Marshal will determine whether the Heal Mind is successful.

This spell will also cure the affects of fear, but the caster must be out of Line of Sight with the source of the fear affect before they can cast it on themselves.

This spell has no affect on the Hypnosis skill, any Charm School spell, Rage skill, or charm like effect.

Heal Mind has only one effect each time it is cast; you cannot both cure someone of amnesia and of an Enfeeble with a single use of the spell.

Duration: Instant

Rank 3

5 Energy Points
Spell Verbal: I Draw Upon the Earth To Aid Me And…

Spells

Spell Verbal: I Draw Upon the Earth to Aid Me and…

…Heal this Limb

5 Energy Points

This spell will restore a limb or body part that was severed or incapacitated even the head.

A new limb is regenerated; it is not necessary to “re-attach” the severed limb. Heal Limb restores a limb that was damaged with a Stunning Blow. It will also undo the effects of a Take Your Sight spell or a Mute spell. It will not re-grow “dead” body parts like hair.

Heal Limb has only one effect each time it is cast; you cannot both cure someone of a broken arm and of a Take Your Sight with a single use of the spell.

Duration: Instant

 

 

…Heal this Mortal Wound

5 Energy Points

This spell will restore a character who is Mortally Wounded, by the Slay or Assassinate skill for example, to 1 Body Point.

Duration: Instant

 

 

…Return Your Spirit

5 Energy Points

This spell will resurrect a character and restore all their Body Points.

A substantial portion of the character’s body must be available and the head must be attached; the character’s spirit must be willing to be resurrected. For the Return Spirit spell to work, the caster must be in contact with the body for a full 10 minutes. The Death System must be used to determine whether Return Spirit is successful, and therefore the death must be recorded in the player’s Character Booklet.

To cast this spell, you must keep your hand on the target character’s torso for the full 10 minutes. If you are attacked or are forced to run away during the time it takes to cast this spell, then the Magic Points are lost and the spell does not work. Out Of Game, you may remove your hand to help the player pick a stone from the resurrection bag, update changes on character cards, etc.

Characters restored by Return Spirit suffer the normal consequences of the Death System.

A character healed by a Return Spirit is restored to the state of health they had when last alive: broken limbs, diseases, amnesia, insanity, intoxication, etc. The Return Spirit spell is not a substitute for any other spell of the Healing school.

Return Spirit has no effect on an undead. If a character has been turned into a lesser undead and then killed, Return Spirit will not resurrect the character; the player must go to the Resurrection Area In Game.

The difference between this spell and Heal Life is that Return Spirit will work on a body no matter how long the character has been dead, restores the character to full Body Points, and requires use of the death system; Heal Life only works within a limited amount of time, restores the character to 1 Body Point, and does not use the Death System.

 Duration: Instant

 

 

…Bring this Ghoul to Life

5 Energy Points

This spell will turn a character that has been made into a Ghoul back to life.

The character cannot have been a Ghoul longer than 1 hour.
The character is at 0 Body Points and will wake up in 5 minutes if left alone.

Ghouls that were created spontaneously or by means other than casting the Create Ghoul spell on a character are destroyed by this spell. Greater Ghouls and Ghoul Lords are not affected by this spell.

Duration: Instant

Rank 4

8 Energy Points except Purge Death Slave
Spell Verbal: I Draw Upon the Earth to Aid Me And…

Spells

Spell Verbal: I Draw Upon the Earth to Aid Me and…

Heal This Person With Care
3 Body Points per 1 Energy Point, Variable

This spell will cure 3 Body Points for every Energy Point spent by the caster.

When the spell is cast, the caster must state the number of Body Points being cured; for example, “I Draw Upon the Earth to Heal This Person… Fifteen Body Points” cures 15 Body Points and means that the caster spent 5 Power Points. Characters may not be healed above their normal Body Point maximum.

This spell will damage undead. For every point that would normally be cured, an undead will take 2 Body Points of damage.

  Duration: Instant

…Heal this Life and Reclaim This Spirit

8 Energy Points

This spell will restore a character back to life from the Brink of Death and leaves them at 1 Body Point; the Death System is not used.

Heal Life must be cast on the character’s body within 5 minutes – 10 minutes if the character has the Coma skill – of their character going to the Brink of Death. The character’s body must be relatively intact and the head must be attached.

Heal Life will only work on a character once per day – a period of time from 7am to 7am the next day.
When you cast Heal Life on a character, you should write “Life” in their Character Booklet along with the date, time and your initials; this allows another player to verify whether the character has already been lifed earlier that day. If the spell is cast on a character twice in the same day, the second use has no effect.

A character restored by a Heal Life is restored to the state of health they had when last alive: broken limbs, diseases, amnesia, insanity, intoxication, etc. The Heal Life spell is not a substitute for any other spell of the Healing school.

Heal Life is the equivalent of a Kill spell to an undead.
If a character has been turned into an undead and then killed, Heal Life will not restore the character.

The difference between this spell and Return Spirit is that Return Spirit will work on a body no matter how long the character has been dead, restores the character to full Body Points, and requires use of the death system; Heal Life only works within a limited amount of time, restores the character to 1 Body Point, and does not use the Death System.

This spell cast upon a living character, a character that is Bleeding to Death, or a character who is Mortally Wounded has no effect and does not use up that character’s ability to receive a Life spell for that day.

 

 

…Purge this Death Slave of Their Necromantic Taint and Restore Their Will

15 Energy Points

This spell will turn a character that has been made a Death Slave back to life and at the Brink of Death.

They begin their Death Count normally and must receive the appropriate healing in the normal time.

Duration: Instant

Ice

 

Ice Magic has been lost!
Will you be the one to find it?

“You’ve heard stories of Ice Magic being cast but you’ve never seen it…”

All Ranks

LOST!

Spells

These spells are lost…find out more In Game!

Necromancy

 

Necromancy involves the creation and control of undead.

There are different categories of undead: lesser undead are creatures that are relatively easy for necromancers to create, such as those listed in the spells below, or Greater undead created by various Sorcery rituals.

The lesser undead are: Zombies, Skeletons, Ghouls, Revenants, Death Slaves, Specters, Wraiths, Wights, Shadows, Shades, and “Greater” versions of these prior undead.

Greater undead are more difficult to create and control and are always intelligent; they are: Vampires, Death Knights, Death Assassins, Death Mages, Mummies, Liches, and any “Lord” undead such as Zombie Lords or Death Lords.

Rank 1

1 Energy Point
Spell Verbal: I Control Chaos To…

Spells

Spell Verbal: I Control Chaos to…

…Feign Life

1 Energy Point

This spell will make an undead character look alive; their skin will be a normal, healthy color and feel warm to the touch; they will appear to have a normal pulse and breath.

A Detect Life spell, Assess Your Ailment spell or the First Aid skill will not reveal that the character is dead. Feign Life will only work on undead whose bodies are intact; the skeletal class of undead or non-corporal undead cannot impersonate a living being with this spell.

Duration: 10 Minutes

 

 

…Cause Disease

1 Energy Point

This spell causes the target to contract a deadly disease and immediately loses 1 Body Point and swings 1 point of damage less, then the character will begin to lose an additional 1 Body Point and swing 1 point of damage less every 10 minutes.

The character will stop loosing Body Points at 1 Body Point and will always swing a minimum of 1 point of damage. The effects of this spell are not cumulative with other Cause Disease spells and the Body Points lost due to this spell cannot be healed until the disease is cured.

For example, Orion has 10 Body Points and does 4 points of damage with his sword. He is hit with this spell and is not healed right away. After 30 minutes, he has 6 Body Points and swings 1 point of damage. After 80 minutes, he has 1 Body Point and would still swing for 1 point of damage.

The target will be at the Brink of Death at the end of 6 hours unless a Heal Body spell or similar effect is cast on them.

  Duration: Special

 

 

…Create a Zombie

1 Energy Point

When cast on a dead body, this spell will turn the corpse into a Zombie.

The body must have been dead for less than five days. If this spell is cast upon a character in their Death Count, the character is infected with the creation spell and will be turned into a Zombie when the character reaches the end of their Death Count.

Duration: Special

…Command Undead

1 Energy Points

This spell allows the caster to give a single command that will be obeyed by all lesser undead who hear it.

The command must be a single sentence, and it must be simple enough for a mindless undead to obey. The command cannot be “Obey my commands” or some similar command. No wishing for more wishes.

Duration: Special

Zombie Stats

Minor Zombie (Lesser Undead)

Body Points: 15
Armor Points: As Worn
Energy Points: None
Strength Bonus: +1, Non-Combinable
Damage Bonus: +0
Special: Natural Claws
Charm Immunity
Alchemical Immunity
Immunity: Fear
Immunity: Waylay
Immunity: Paralysis Touch skill
Immunity: Disarm Skill
Immunity: Pain Touch Skill
Immunity: Venom Touch Skill
Harmed by healing magic
Double damage from elemental life
Healed by elemental death and Necromancy

All zombies MUST move and fight slowly.
They are unintelligent and can only
follow simple commands. They will
only attack moving living characters.

Monster Skills: None
Skills: Can never learn skills
Alignment: Evil, Dark Lord’s Creation

Rank 2

3 Energy Points
Spell Verbal: I Control Chaos and Evil To…

Spells

Spell Verbal: I Control Chaos and Evil to…

…Create a Skeleton

3 Energy Points

When cast on a skeletal dead body, this spell will turn it into a Skeleton.

This spell will work on any corpse regardless of how long it has been dead, the bones of a fresh corpse will tear out of the body leaving the flesh behind.

If this spell is cast upon a character in their Death Count, the character is infected with the creation spell and will be turned into a Skeleton when the character reaches the end of their Death Count.

 Duration: Until End of Event or 3 days

 

 

…Rot Flesh

3 Energy Points

This spell does 15 points of magical rot damage.

If cast on an undead, Rot Flesh will restore 15 Body Points; however, the spell cannot restore destroyed lesser undead. If cast on a corpse, this spell will prepare it to be made into a Skeleton by a subsequent Create Skeleton spell.

Duration: Instant

…Shield from Sunlight

3 Energy Points

When this spell is cast on an undead, it is no longer harmed or repelled by sunlight.

Shield from Sunlight can be cast from the time light first shows in the sky through sunset; it does not work if cast at night.

Duration: Sunrise to Sunset

Skeleton Stats

Minor Skeleton (Lesser Undead)

Body Points: 15
Armor Points: As Worn
Energy Points: None
Strength Bonus: +1, Non-Combinable
Damage Bonus: +0
Special: Natural Claws
Charm Immunity
Alchemical Immunity
Immunity: Fear
Immunity: Waylay
Immunity: Paralysis Touch skill
Immunity: Disarm Skill
Immunity: Pain Touch Skill
Immunity: Venom Touch Skill
* Harmed by healing magic
* Double damage from elemental life
* Healed by elemental death and Necromancy

Skeletons move at normal speed.
They are unintelligent and can only follow simple commands. They will only attack moving living creatures.

Monster Skills: Weapon Skill of Choice
Skills: Can never learn skills
Alignment: Evil, Dark Lord’s Creation

Rank 3

5 Energy Points
Spell Verbal: I Control Chaos and Evil From My Heart to…

Spells

Spell Verbal: I Control Chaos and Evil from my Heart to…

…Create a Ghoul

8 Energy Points

When cast on an Unconscious body, this spell will turn them into a Ghoul.
The body must be Unconscious at 0 Body Points. A body that is unconscious solely due to a Waylay or a spell will not be affected by Create Ghoul; a character that is Bleeding to Death, Mortally Wounded or at the Brink of Death will also be unaffected.

 Duration: Special

 

 

…Dominate Undead

8 Energy Points

When an undead is affected by this spell, it will obey all the commands given by the caster.

This spell will affect all undead, including greater undead. However, intelligent undead cannot be ordered to kill themselves; they will also remember who cast the spell on them and may seek vengeance once the spell has worn off. A Dominate Undead spell will work on a Death Slave. Unlike the Charm School spells, the affected, intelligent undead character may attack the caster if they wish.

Duration: 1 Hour

 

…Wither Limb

8 Energy Points

This spell will cause an arm or leg to wither and become useless.

The caster can specify an arm or leg to affect when the spell is cast, however if the caster fails to specify a limb, the target character must choose one to be affected. The target character does not suffer any Body Point loss from this spell.

The affects of this spell are permanent until healed by a Heal Limb spell. A Dispel Magic spell has no effect on a withered limb.

Duration: Until Healed

 

 

…Cripple You with the Plague

8 Energy Points

This spell causes the target character to be instantly infected with a debilitating, non-contagious plague for 30 minutes or until cured with a Heal Body spell or effect.

While under the effects of this spell, the character looks pasty, weak and sickly. They have a fever and feel warm to the touch. The character will swing for 1 point of damage, is reduced to 1 Body Point until the spell ends, cannot use any Advanced Career skill except for Faith skills, and can only move at a normal walking pace.

At the end of the half hour, if the character is not healed of the plague, they will be brought to the Brink of Death and the spell ends.

If the character dies from the Plague spell, they will rise up as a Superior Skeleton.

 Duration: 30 Minutes

Ghoul Stats

Minor Ghoul (Lesser Undead)

Body Points: 18
Armor Points: As Worn
Energy Points: None
Strength Bonus: +1, Non-Combinable
Damage Bonus: +2
Special: Natural Claws
Paralysis Poisoned Claws
Claws swing for Paralysis poison
Charm Immunity
Alchemical Immunity
Immunity: Fear
Immunity: Waylay
Immunity: Paralysis Touch skill
Immunity: Disarm Skill
Immunity: Pain Touch Skill
Immunity: Venom Touch Skill
*Harmed by healing magic
*Double damage from elemental life
*Healed by elemental death and Necromancy

All Ghouls move at normal speed. They
are cunning fighters and can follow
multiple simple commands. They will
normally only attack living creatures.
When left to their own devices, will eat
the flesh of their victims.
Monster Skills: None
Skills: Can never learn skills
Alignment: Evil, Dark Lord’s Creation

 

 

 

Rank 4

8 Energy Points except Death Slave
Spell Verbal: I Draw Upon the Earth to Aid Me And…

Spells

Spell Verbal: I Control Chaos and Evil from my Heart to…

…Decay Flesh and Bones

8 Energy Points

This spell does 30 points of magical rot damage.

If cast on an undead, Decay Flesh and Bones will restore 30 Body Points; however, the spell cannot restore destroyed lesser undead. If cast on a corpse, this spell will prepare it to be made into a Skeleton by a subsequent Create Skeleton spell.

 Duration: Instant

 

…Create a Revenant

8 Energy Points

When cast on a large corpse, this spell will turn it into a Revenant.

Create Revenant requires a substantial portion of the body of a large creature such as: Ogres, Giants, Greater Trolls, Colossal Trolls, Titans, etc.; it does not work on a human body, no matter how tall it is.

If this spell is cast upon a character in their Death Count, the character is infected with the creation spell and will be turned into a Revenant when the character reaches the end of their Death Count.

 Duration: Special

 

 

…Create a Death Slave Who Will Obey my Each and Every Whim

15 Energy Points

This spell turns a character – with the exception of undead, constructs or other characters as indicated in their Character Booklet – into a Death Slave, a special form of greater undead.

The Death Slave has all the abilities, knowledge, and skills the character had when alive.
Death Slaves are completely obedient to their creators, and will obey their creators’ commands with all their intellect and creativity; for example, “Trick your best friend into stealing the Queen’s crown.” Death Slaves know who controls them, but they will not reveal their controller unless the revelation fits in with the controller’s commands.

The targeted character is brought to full Body Points and all limbs are healed when affected by a Death Slave spell.
Even if the character was at the Brink of Death, they will be turned into a Death Slave at full Body Points. Note that this does not use up one of the characters life effects for the day as they are turned into an undead not lifed.

When the character is brought back to life they recall everything they did during the time they were a Death Slave and they remember who cast the Death Slave spell on them.
They retain their memory even if they are killed before their hour of undead existence is over. The character’s death must be recorded on their character card.

Should the caster die or be affected by a Sever Magic spell, the Death Slave will continue to carry out any orders it was already given; otherwise, it will act according to its own volition. A Dominate Undead will override a creator’s control over their Death Slave.

Death Slaves have the normal Death Count their character had while alive.
A Death Slave will only exist for 1 hour.
During that time the character looks obviously undead with pale rotting flesh. After 1 hour, the Death Slave turns to dust, even if they are being persevered by an Icy Preservation spell.

Duration: 1 Hour

Revenant Stats

Minor Revenant (Lesser Undead)

Body Points: 60
Armor Points: As Worn
Energy Points: None
Strength Bonus: +3
Damage Bonus: +1 with claws only
Special: Natural Claws
Charm Immunity
Alchemical Immunity
Immunity: Fear
Immunity: Waylay
Immunity: Paralysis Touch skill
Immunity: Disarm Skill
Immunity: Pain Touch Skill
Immunity: Venom Touch Skill
*Harmed by healing magic
*Double damage from elemental life
*Healed by elemental death and Necromancy
Damage Resistance: Silver

All Revenants move at a slow speed, but fight normally.
They are cunning fighters and can follow complex commands. They will normally only attack living creatures.

Monster Skills: Weapon Skill of Choice
Skills: Can never learn skills
Alignment: Evil, Dark Lord’s Creation

Death Slave Stats

Death Slave (Greater Undead)

Body Points: +50
Armor Points: As Worn
Energy Points: +0
Strength Bonus: +2
Damage Bonus: +2, with claws
Special: Natural Claws
Charm Immunity
Alchemical Immunity
Immunity: Fear
Immunity: Waylay
Immunity: Paralysis Touch skill
Immunity: Disarm Skill
Immunity: Pain Touch Skill
Immunity: Venom Touch Skill
Damage Resistance: Silver
*Harmed by healing magic
*Double damage from elemental life
*Healed by elemental death and Necromancy

All Death Slaves move and fight normally.
They are intelligent and can follow any command.

Monster Skills: None
Skills: Skills character had in life
Alignment: Evil, Dark Lord’s Creation

Pyrotechnics

 

Except for the Match spell, Pyrotechnics spells do not create actual fires. The flames do magical damage and do not actually burn anything!

A caster can hurt a character with a Fireball spell, but they cannot use a Fireball to set a house on fire.

 

 

Rank 1

1 Energy Point
Spell Verbal: I Summon Forth An Eldritch…

Spells

Spell Verbal: I Summon Forth An Eldritch…

…Light
0 Energy Points or 1 Energy Point if thrown

This spell causes an object long sword or smaller to glow.

This spell has no effect on most characters. Light costs no Energy Points if the caster is touching the object or 1 Energy Point if the caster throws the spell. The character holding the light spell may extinguish the light by covering it with their hand, but they cannot restore the light again without another Light spell.

Out Of Game, a small flashlight that must be supplied by the player represents the Light spell for each Light spell cast.

If there is no flashlight then the spell will not work. However, if the player casts this spell during the Out Of Game daytime, the caster gets one free Light spell without the need for a flashlight. The Light spell lasts until the flashlight’s batteries run out. Even if you have replacement batteries, the Light spell must be recast after the new batteries are installed.

Duration: Special

 

 

…Match

1 Energy Point

This spell causes the tip of a piece of wood to burst into flame.

The piece of wood can be no larger than 2 feet by 2 inches by 2 inches.

You may light an actual match or torch if a Marshal permits and if it is permitted by the rules of the campsite.
Otherwise, you must use some representation of the torch and, if necessary, a Marshal will note that the wood is on fire.

 

  Duration: Until the flame burns out or Plot discretion.

 

 

…Flare

1 Energy Point

This spell does 8 points of magical damage due to fire.

Duration: Instant

…Fire Brand

1 Energy Point

This spell can only be cast on a weapon. If you hold the weapon, you can invoke this spell, which causes the next weapon attack done by the weapon to be fire based.

Fire Brand does not make the attack magical and it does not add any damage to the weapon.

The attacker declares a blow to be fire based by adding the word “Fire” to the damage done by the attack; for example: “Two Fire.”

Fire Brand only lasts for one blow, but if an attacker fails to hit their target the spell is not used up.
Fire Brand can be combined with any martial skill such as Weapon Proficiencies, Slay, Assassinate, Critical Attack, Waylay, etc.

Duration: Latent

Rank 2

3 Energy Points
Spell Verbal: I Summon Forth An Eldritch…

Spells

Spell Verbal: I Summon Forth An Eldritch…

…Fire Shield
3 Energy Points

When invoked, this spell will cancel the effects of one Pyrotechnics spell.

Fire Shield will also negate one blow from a weapon that does normal or magical flame damage but will not stop special damaging martial attacks such as the Slay, Critical Strike, Stun, Assassinate, etc. skills.

A Fire Shield will protect against extreme non-magical heat such as molten lava for 5 seconds.

 Duration: Latent

 

 

…Fireball
3 Energy Points

This spell does 24 points of magical damage due to fire.

Duration: Instant

Rank 3

5 Energy Points
Spell Verbal: I Summon Forth An Eldritch And Fiery…

Spells

Spell Verbal: I Summon Forth An Eldritch And Fiery…

…Dragon’s Breath
5 Energy Points

This spell does 40 points of magical damage due to fire.

 Duration: Instant

 

 

…Immolation
5 Energy Points

This spell surrounds the character in flames, causing the target character intense pain for 5 seconds during which time the character must fall to the ground and can take no other actions except to invoke latent spell defenses.

This spell can be cured with a Heal Body or Dispel Magic spell.

Duration: 5 Seconds

Rank 4

Lost Magics
 8 Energy Points

Spell Verbal: I Summon Forth An Eldritch and Fiery…

Spells

Spell Verbal: I Summon Forth An Eldritch and Fiery…

…Lava Burst To Burn My Enemies LOST!
Lost Magic

8 Energy Points

This spell does 64 points of damage due to fire.

 Duration: Instant

 

Thaumaturgy

 

Pronounced “THAW-ma-tur-jee.”

The Detect Magic, See Magic, Identify Magic, Detect Curse, and Know Your Curse spells have a logistical limitation. If there is no one present who, Out of Game, can inform the caster of the magical properties of an item, then these spells do not work but do not cost the character any Energy Points.
Rank 1 cannot detect the presence or effects of alchemical items.

Thaumaturgy spells work the same on low magic, Nature Magic and Spell Singing. Many work normally on most sorcery rituals.

Rank 1

1 Energy Point
Spell Verbal: I Pierce the Veil to…

Spells

Spell Verbal: I Pierce the Veil to…

…Detect Magic

Duration: Instant
0 Energy Points
1 Energy Point if thrown

This spell will identify if an object is magical. The spell costs no Energy Points if the caster is touching the object; the spell costs 1 Energy Point if the caster tosses a spell packet at the object.

 

…See Magic

Duration: Instant
1 Energy Point

This spell will cause all magic within 5 feet to glow with a cerulean color; the 5 feet is measured from the point of impact of the spell packet. Magic items, scrolls, and characters with latent or active spells will all glow briefly. Only the caster can see this glow and the glow is the same regardless of the power level of the magic. The glow cannot be hidden by an intervening object; a magic ring cannot be protected from a See Magic by hiding it in a pouch.

A defense against magic will stop the spell if cast directly at a character, but if the spell is targeted at an inanimate object or if a character is in the area of effect, they can only invoke an Obscure spell to stop the effect. If they are not the target of the spell, they will only know that the See Magic was cast in their area if they have an Obscure upon them, and then they will only know that the spell was cast, not who cast it.

…Know Your Magic

Duration: Instant
 1 Energy Point

This spell will reveal to the caster all the spells that are currently affecting that person. The caster gets to look at the all the latent spells on the target character. If the character has any active spells affecting them – Dominate, Enfeeble, Death Slave, etc. – those are also revealed to the caster. This includes any Warlock augmented spells.

This spell does not reveal any rituals or curses that currently affect a character. It does not determine any natural racial or natural magical powers that a creature may possess. For example, it cannot determine if an elf can resist a Sleep spell. A Know Magic spell cannot detect the effects of any alchemical items.

Rank 2

3 Energy Points
Spell Verbal: I Pierce the Veil of Force To…

Spells

…Detect Curse

Duration: Instant
3 Energy Points

This spell will reveal to the caster whether or not the target character is cursed – as by a werewolf, a vampire, a gypsy, etc. It does not reveal the type of curse or the number of curses on the character, only the fact that a character is cursed.

…Sever Magic

Duration: Instant
3 Energy Points

This spell destroys the magical link between a character and one of the active spells they have cast. The spell must be cast on the character that is actively controlling the spell. Sever Magic spell can be used against an Enslave, Dominate, Dominate Undead, Command Undead, the undead creation spells, etc. This spell will not end a spell that does not require concentration, for example, in the case of a Dominate spell the character is still dominated and must follow the commands already given. However, spells that do require concentration will end if the caster is severed from the spell.

Normal defenses against magic do not work against a Sever Magic spell, it is the link that is affected, not the caster, but an Obscure spell will stop the spell. If the caster has multiple magical links, the caster of Sever Magic spell must specify which link is being severed; otherwise the target caster chooses a link to drop.

…Obscure

Duration: Latent, Instant
3 Energy Points

When invoked, this spell will protect against one Thaumaturgy spell. For example, if someone casts a See Magic spell on a character and they do not want to reveal that they possess any magic items, if the character invokes an Obscure spell then the caster will see no magic when they look at the target character.

Important: Unlike most latent spells, an Obscure spell does not have to be announced when it is invoked; there is no characteristic flash of light when this defense is used. If a player invokes an Obscure spell in a manner that is not immediately obvious, they should consult with a Marshal to confirm that the spell was used. For example, if a character uses this spell against a Detect Curse spell to avoid suspicion that they are a werewolf, a Marshal should be informed.

An Obscure spell cannot protect against nor prevent a Destroy Magic spell.

 

Rank 3

5 Energy Points
Spell Verbal: I Pierce The Veil of Force and Energy to…

Spells

 

…Destroy Magic
Duration: Instant
 5 Energy Points

This spell destroys all spells with a duration of latent, even those augmented by Warlock skills, on a character. No spell from the Aura School can prevent this; neither can an Obscure spell. A Destroy Magic spell does not effect active spells such as Paralysis, Imprisonment, and Magic Sanctuary or an active Fortitude.

This spell will be stopped by any sorcery ritual that stops spells such as Ritual of Spell Shield. No low magic spell, even one contained in an item, can be used to stop this spell.

 

…Quiet Sorcery

Duration: 5 Minutes
5 Energy Points

This spell will temporarily bring down defensive latent sorcery rituals cast directly upon a target character for 5 minutes. If the target has a magic item that is giving them the benefit of some ritual, such as Ritual of Defense, the ritual will not be affected. No ritual magic, even one contained in an item, can be used to stop this spell.

This spell will be stopped normally by any low magic defense that stops spells such as the Negation, Absorption, or Obscure spells.

…Dispel Magic

Duration: Instant
 5 Energy Points

This spell undoes the effect of one currently active spell. For example, this spell can cancel the effects of most Bond spells, Charm spells, etc. The Dispel Magic spell can be cast at the effect of the spell as in the case of Lock spells or at the character affected by the spell. When the spell is used against the target character directly, the character should make an Out of Game comment indicating which spell is being canceled; if the caster does not specify, then the target player must choose one active spell to be removed.

Dispel Magic does not work against latent spells. It also does not work against Imprisonment or Magic Sanctuary, and it cannot undo the creation of undead by the Necromancy School.

Rank 4

8 Energy Points
Spell Verbal: I Pierce The Veil of Force and Energy To…

Spells

Spell Verbal: I Pierce the Veil of Force and Energy to…

…Identify Magic
Duration: Instant
8 Energy Points

This spell will reveal to the caster all the magical properties of an object.

Out of Game, this requires that either the caster sees the item’s card, or that a Marshal has the information to give to the caster. If you have cast an Identify Magic spell on an item, then you know how to use it and can teach someone else how to use it.

In addition, if cast on a person, the spell will reveal all the information gained by a Know your Magic spell and what rituals are cast upon a person directly and what they do. If the person has a magic item that is giving them the benefit of some ritual, such as Ritual of Defense, the spell will not reveal such.

This spell will never tell the word to any kind of ward or any other key word an item may have.

 

…Identify Your Curse

Duration: Instant
8 Energy Points

This spell will reveal to the caster the type and effect of all curses upon the targeted character.

For example, if the character has been cursed by a Gypsy to stutter and suffers from werewolf lycanthropy, this spell will reveal that the character is a werewolf and stutters because of a Gypsy curse. This spell will not reveal the source of the curse.

 

Learn It All!

Some Details Concerning Magic

In order to cast a spell, a player must recite a spell verbal, that is, a short phrase that uniquely identifies the spell to be cast.
All the spell verbals for a rank within a school of magic begin with a common phrase and cost the same number of Energy Points; the name of the spell completes the verbal.
For example, the spells of the second rank Aura school have verbals that begin with, “I Weave a Protective Aura of…”. So, to cast a Negation spell. a player would say, “I Weave a Protective Aura of Negation.”

A caster may always use the phrase of a higher rank to cast a spell of a lower rank.
For example, “I Weave an Aura of Armor,” “I Weave a Protective and Warding Aura of Armor” are all legitimate verbals for the Armor spell, a first rank Aura School spell. However, “I Weave an Aura of Invulnerability” is not a valid verbal for the third rank Invulnerability spell; only “I Weave a Protective and Warding Aura of Invulnerability” is valid.

The spell verbal is In Game.
If you see a player with a spell packet in their hand start to recite, “I Control Chaos…” then your character knows that the spellcaster is about to cast a Necromancy spell; if you hear ” I Summon Forth…” then you know that a Pyrotechnics spell is about to be cast.

Failure to Cast

How to Interrupt a Spell or Fail to Cast a Spell:

The Energy Points required to cast the spell are spent at the end of the spell verbal, so if the spell casting process is interrupted in any way, the spell has no effect and the Energy Points are not lost unless the caster has completed the verbal but not yet thrown the spell.

If the character flubs the spell’s verbal, the spell fails and the Energy Points are lost; but if the character catches themselves before the verbal is completed they can stop reciting or change to a different spell verbal.

The ways a spell can be interrupted are as follows:

  • The caster takes damage to their Armor Points or to their Body Points, either by being struck by a weapon or by another spell.
    The only ways a caster can continue casting a spell while taking damage are: to call an appropriate defense or by having the Concentration skill. It is acceptable to finish the spell verbal then call a defense even if this breaks the 5 second rule on calling defenses.

 

  • The caster is unable to speak or move, for example, by being affected by a Silence or Paralysis spells, or is unable to move their hand.

 

  • The spell verbal is recited incorrectly.
    Any mistake means the spell does not work, even if it is a single word. Note that invoking a latent spell while reciting a verbal in not a mistake.

 

  • The spell packet leaves the caster’s hand before the verbal is fully recited.

 

  • The spell packet does not come into physical contact with a target.
    If the target of the spell is a character, then the spell can affect them or any item in their possession than can be seen; if a fighter is carrying a sword, then a Shatter <sword> takes affect if the spell hits the fighter, the sword, or any item they are holding. Spell casters often aim their offensive spells at an opponent’s shield, and some fighters may drop thier shield rather than risk being affected by a spell. However, if the spell is a Blast<shield> and the spell hits the shield, then the shield is broken since the shield is a legitimate target of the spell. Some shields of quality can resist elemental damaging spells and some rare shields have been imbued with Sorcery to resist all magical attacks. See later in this chapter for a full description.

 

  • The packet strikes the target in the head.
    For safety reasons, the head is never a legal target for a spell packet.

 

  • The caster does not have a spell packet to throw.
    It is the responsibility of the player to make sure that they have enough spell packets. A player may not call a Hold to collect spell packets. However, if a Hold is called for some other reason, it is allowed to collect packets as long as the Hold is not prolonged and the player returns to their exact position when the Hold was called.
Energy Points

Energy Points are the value given to your Character’s ability to use certain skills in game.

Typically skills that are constant in duration do not require EP’s to use.

The more Energy Points (EP’s) that your Character has, the more times they can use the skills that require them!
Use your characters Energy Points any way you desire, but be careful, when you exhaust yourself of EP’s they will not return until 7 o’clock.

When a character casts a spell, the player will reduce their current Energy Point total to reflect the cost of the spell just cast. During combat or other active moments, players keep a mental record of these changes, and when possible players can write the changes on their Character Booklet provided at Logicitics.

If the Energy Points used were used to cast a latent spell, the caster should record the name of the spell cast and their Player Number on the targets Character Booklet.

PORTAL operates on the Honor System. Everyone is expected to do their best in maintaining an accurate accounting of their current Energy Points and Latent Spells.

Honest mistakes happen and should be brought to a Marshal’s attention so that other Player’s are not affected unfairly by your mistakes. Players bringing up honest mistakes are thanked and given assistance if needed to aid in preventing future mistakes!

Spell Verbals

In order to cast a spell, a player must recite a spell verbal, that is, a short phrase that uniquely identifies the spell to be cast.
When a spell verbal is recited, each word must be distinct enough for at least one person to hear, “Isummfrth neldrich furbl” is not a substitute for “I Summon Forth an Eldritch Fireball.”

All the spell verbals for a rank within a school of magic begin with a common phrase; the name of the spell completes the verbal.
For example, the spells of the second rank Aura school have verbals that begin with, “I Weave a Protective Aura of…”. So, to cast a Negation spell. a player would say, “I Weave a Protective Aura of Negation.”

A caster may always use the phrase of a higher rank to cast a spell of a lower rank.
For example, “I Weave an Aura of Armor,” “I Weave a Protective and Warding Aura of Armor” are all legitimate verbals for the Armor spell, a first rank Aura School spell. However, “I Weave an Aura of Invulnerability” is not a valid verbal for the third rank Invulnerability spell; only “I Weave a Protective and Warding Aura of Invulnerability” is valid.

The spell verbal is In Game.
If you see a player with a spell packet in their hand start to recite, “I Control Chaos…” then your character knows that the spellcaster is about to cast a Necromancy spell; if you hear ” I Summon Forth…” then you know that a Pyrotechnics spell is about to be cast.

Casters and targets are able to see faint colors when a spell is cast, or latent spells are invoked but you must be within arms reach to notice the effect at all.

However, it takes more than just saying the words to cast a spell. A character who says, ” I Call Upon Darkness and Terror to Kill You and Wreak Havok upon Your Soul,” has not necessarily cast a Kill spell; they must have the skill of Rank 4 Death Magic, spend the Energy Points, have a spell packet in hand, and the desire to cast as well. Any character can say the verbal for a spell if they know them, even a character with that school and rank of magic, but the spell is not cast unless the character wishes; there needs to be a conscious effort on the part of the character to cast a spell. The spell is cast once the verbal is finished, this is when any visible color is aparent as well.

Even though a player may know a spell’s verbal, they still cannot cast it unless their character has learned the skill of casting the rank of the school to which the spell belongs. They may have memorized that the Heal Person spell has the verbal, “I Draw upon the Earth to Heal this Person,” but they cannot cast a Heal Person spell unless they know Healing Rank 1.

Players should avoid using the verbal for spells or the Out Of Game skill activation descriptors In Game unless they are actually using that skill or casting that spell. A player cannot gain an unfair advantage by using an In Game spell or skill verbal.

Latent Spells

Latent Spells

Not all spells have an immediate effect.

Some spells give the target character the ability to hold on to a spell and to invoke it when they need it. These delayed action spells are called latent spells. Latent spells are identified as such in the spell descriptions.

The Negation spell is an example of a latent spell; when a character invokes it, this defense cancels another spell that was just cast on the character.

A character with such a latent spell cast on them can choose when the spell is to take effect.
If someone casts a Healing spell on them, the character probably will not want to invoke a Negation spell; if someone casts a Kill spell on them, they probably will.

To invoke a latent spell, the player says the name of the spell. This is Out Of Game; a player can do this even if their character cannot speak. In Game, there is a characteristic flash of light that indicates the use of a latent spell for those wishing their character to see them. An unconscious, sleeping, enfeebled, or Torso Stunned character cannot invoke a latent spell, nor can inanimate objects or a mindless creature such as a Zombie. Some latent spells do not need to be invoked out loud, nor do they all have the characteristic flash of light. One example of this is the Resist Suggestion spell. The player does not need to say anything in order to invoke the use of this defense, but they should inform a marshal or the player – their choice – and explain why they did not take the effect of the spell.

A latent spell must be announced when it is used.
If the player forgets they have a defense, too bad; there are no do-overs. Latent spells can only be used once. If a latent spell is invoked by mistake – for example, a player says “Invulnerability” when they meant to say “Negation” – then the spell has been used. If a player is not sure what kind of spell defense to call for the attack, they may ask the attacking character what kind of attack it was, either physical or magical. This is the limit to the information given. If the player is still not sure, they may call as many defenses as they wish, but they must be called at the same time, all the defenses called are used, and the player will find out at the end if the attack was stopped or not.

For example, Errol is fighting a Basilisk which tries to turn him to stone. The player asks what kind of attack it is and the NPC responds with “Magical”. Still not sure what he should call, Errol decides to call: “Negation, Spell Shield, Dodge!” All three defenses are used up and since one of the defenses worked the NPC tells Errol that the attack was stopped.

The player has 5 seconds in which to call a defense.
After this time, they forfeit their chance to call one. One exception to this is calling a spell defense while casting. It is acceptable to call a spell defense when the character finishes reciting the verbal. In order to call a spell defense, the character must have the spell already cast upon them before they are affected by a spell. You cannot use the 5 second window to cast a spell upon yourself in defense of that attack.

Latent spells cast on a character are attached to a character’s body, not to their spirit. If a character dies and they are resurrected at the Healers Guild without their body, then they lose all the latent spells that were cast on them in addition to any alchemical items they may have had active when they died.

Stacking Spells

Stacking Spells

There can be no more than one of any given spell active on a character at any one time. A character cannot have three Giant Strength spells, be Dominated by two different spell casters, or have seven Reflection spells on them at the same time.

There are also some spells that cannot be cast in combination with other spells. For example, a character cannot have both a Negation spell and a Reflection spell cast on them. All of these limitations are listed in the descriptions of the individual spells.

If a character has a spell cast on them and they already have an incompatible spell, then in general the spell that uses the greater number of Energy Points takes precedence; if the two spells have the same number of Energy Points, then the more recently cast spell takes precedence. This is just a general guideline; there may be exceptions noted in the school and spell descriptions.

Note that these guidelines relate to spell incompatibilities, not spell defenses. A Negation spell will cancel a Kill spell, even though the Kill spell uses more Energy Points.

An exception to this rule is the Warlock skill Overlay. This skill allows a character to have more than one of the same type of defensive spell on them. For example, a person could have a Negation and an Overlaid Negation. See the skill description for the Overlay skill for more information on this.

Concentration Rules

Some spells diverge from the normal rules for casting a spell.
Some spells create a continous effect In Game that the character must maintain Out Of Game. In Game the character is concentrating on maintaining thier spell; to represent this concentration out of game, the player should hold their arm – either one – out straight, perpendicular to their body and parallel to the ground with their palm facing the wall they are maintaining.
If the caster’s arm is no longer perpendicular to their body, for example, the player gets tired, then the spell has expired.
The caster may not rest their arm on any support.

While concentrating your character may move at a walking pace attack, block, call skills, invoke latent spells, or cast new spells so long as the new spell is not also a concentration spell. However, the character must maintain Line of Sight with the wall they are maintaining and cannot take any damage to their Armor Points or Body Points; be affected by any spell or effect, other than the Pin spell that restricts movement; or any spell or effect that causes a Torso Stun. The caster must also remain awake; sleeping spell casters cannot concentrate on maintaining a spell.

These spells do not require total concentration and the character may move at a walking pace attack, block, call skills, invoke latent spells, or cast new spells so long as the new spell is not also a concentration spell.

However, the character the cannot take any damage to their Armor Points or Body Points; be affected by any spell or effect, other than the Pin spell that restricts movement; or any spell or effect that causes a Torso Stun. The caster must also remain awake; sleeping spell casters cannot concentrate on maintaining a spell.

Durations

Durations

Spells do not last forever.
Each spell has a duration given in its description. Some spells have a fixed time limit; for example, a Sleep spell lasts for 10 minutes. Other spells have a duration of Instant, which means the spell has an immediate effect.

Other spells last until the caster leaves Line of Sight.
This means that the caster would be able to see the person or area affected if the player were to turn around or to take a step. If someone steps between the caster and the target, this will not block the spell; if the caster walks around to the other side of a wall then the spell expires. The spell also expires if the caster is Unconscious, Bleeding to Death, Mortally Wounded, at the Brink of Death, or Dead.

Latent spells last until they are invoked, removed through other spells and abilities designed to do so, or 6 Skill Cycles (including the cycle the spell is cast during), whichever comes first.

Note that the above rules deal with the duration of spells.
These rules do not apply to the duration of curses or any other forms of magic that affect a character’s spirit; such magic can last indefinitely. Some sorcery effects also last longer than one event. These times are given in the ritual’s description.

Spell Books

There are many spell verbals in the game, and it helps to have a written reminder of what they are.

However, no one is allowed to have an Out Of Game cheat sheet of the spell verbals In Game.
If a Hold is called, a player can use the opportunity to look at an Out Of Game reminder of a spell’s verbal.

Many spell casters prepare a small In Game or In Play book that contains spell verbals. This is optional, but it is strongly encouraged.

Any book, sheet of paper, or other reference to the spell verbals is an In Game/In Play item. If a spell book is In Game, it can be stolen, used by others, or destroyed In Game. Out Of Game a player should never damage another players physical representation without that players permission; guard it carefully. There is no penalty for losing a spell book, except that the player has to find some other way to review the verbals for the spells. Of course, if a player memorizes every spell verbal in these rules, then they do not need a spell book. It is entirely up to the player.

If a player acquires someone’s In Game spell book and finds an Out Of Game name inside, take the book immediately to the Merchants’ Guild.
Out Of Game, if a player wants to get their spell book back by the end of an Event, make sure an Out Of Game name is written on the book. If a player finds an In Play spell book, they may not take it, they can leave a note saying it was stolen and get a tag for that book from a marshal. It is the player’s responsibility to indicate in their spell books whether the book is in-game or In Play. A player should assume if the book is not marked with a visible tag or item number, that it is In Play.

Lost Magics

There are spells in the game that are not described in these rules.

This means that even if a player memorizes all the spell verbals in the rules, a player may still be confronted with spells they do not know.

If a player hears an unfamiliar spell verbal, they may call a Hold and ask what the spell does, but they should only do this if there is a serious question about the effects of the spell.

It is possible for new spells, new ranks, and new schools to enter the game through research and ritual magic.

You can learn about these new schools and spells In Game.

Where can i find the teacher for...

Learning & Teaching Skills

In addition to In Game teaching of the skill, the teacher instructs the player Out Of Game how the skill works.

Prerequisites

Some skills have a prerequisite listed in the skill tables.
This means that a character must know the prerequisite skill before they can learn the new skill.

Both a skill and its prerequisite cannot be learned during the same event.
If your character has just learned Rank 1 of the Aura School of magic, you must wait until the next event before you can learn Rank 2 of the Aura School.

Teachers

Most skills are gained only if a teacher can be found In Game.

A teacher is not needed for the skills purchased with your initial 35 Build Points.

A teacher is also not needed to learn an additional use of a skill from the Basic Skill Lists a character already has, provided they have purchased that Basic Career Skill List.

More About Being A Teacher

Aside from the exceptions noted below, anyone can teach any basic skill they know.

Advanced Career skills require the teacher to have the Teach skill. There is a Teach skill for each Advanced Career and each must be learned separately. Once it is learned, that character can teach any skill they have the teach skill for to any character that has the proper prerequisites to learn that skill.”

The Teach skill does not cost any Build Points but the player must have Plot approval to gain this skill.

Character Booklet

When a character is taught a skill, the teacher must write the following in the learner's Character Booklet:

  • Name of the new skill
  • Teacher’s name
  • Teacher’s Player Number.

Roleplaying & Teaching

Players teaching a skill should roleplay the instruction and not just sign the Character Card.

As a rule, it takes 5 minutes per Build Point of roleplaying to teach a skill.
So, to teach the First Aid skill would take 10 minutes, to teach the Slay Skill would take 50 minutes.
However, some teachers may choose to take longer to teach a skill and others may have a skill or ability that will allow them to reduce the time it takes to teach a skill.

Spending the time to roleplay the teaching will make the new skill more significant to the student.

The student does not gain the use of the new skill until the next Event.
For example, characters do not suddenly gain the ability to pick locks at the instant the teacher signs their card.

In addition to the In Game teaching of the skill, the teacher will instruct the player Out Of Game how the skill works.

Learning Magic

Typically, any character can teach any other character that has all the proper prerequisites and racial ability to learn the first rank of any school of magic they already know.

Events In Game may change exactly how and what a character can learn.

Teaching and learning can be done anywhere and requires no special Out Of Game supervision.

To learn any of the other schools and ranks, the character needs a teacher and use of the Magical Tomes. It is through these tomes that the knowledge is taught by the teacher to the student.

Skill Costs

A player acquires skills for their character by spending Build Points.

There are three Basic Career Skill Lists that cost Build Points to learn. They are:

 Warrior Basic Career Skill List, Mage Basic Career Skill List, & Rogue Basic Career Skill List.

The base cost for the character's:
First list is 10 Build.
 Second list is 20 Build.
Third list is 30 Build.

More About Skill Costs

The rest of the lists in our game refer to groupings of skills that share a similar career.
For example, the Master Warrior Skill List contains all the skills appropriate to Master Warriors. This does not imply that a Master Warrior would not have access to other skills in the game, just that these are the skills associated with the Master Warrior Advanced Career.

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