Third Level spell list. also refered to as high magic.
Aura of Immunity
Type: Physical (Void)
Vocals: By the power of high magic I do cast out all the elements and
shield myself from their presence!
Actions: Tear a level three spell card. Touch your own torso.
Range: The caster's body, clothing, armour and any weapons or items
carried.
Effects: The caster becomes immune to all level one, two and three spellcasting
or incantation magic for ten minutes. Any enchanted items worn, held
by or given to the caster will not function whilst in contact with the
caster for the duration of this spell. This spell has no effect on ritual
or true magic. This spell cannot be countered by a level three countermagic.
Any enchanted weapons striking the caster will do normal damage to the
caster for the duration of this spell..
Countermagic 3
Type: Special
Vocals: By the power of high magic I resist that spell!
Actions: If cast on yourself, tear a level three spell card. If cast on
someone else, tear a level three spell card and point at or touch the recipient.
Range: 30 feet
Effects: This spell functions in the same way as a first level countermagic,
except that it will resist the effect of any level one, two or three magic
effect cast against you, or against someone or something else. You must
begin the vocals of this spell within two seconds of the caster finishing
the vocals of the spell you wish to counter, otherwise you will take full
effect from the spell being cast at you. You cannot use this spell to counter
more than one person casting at you at the same time.
This spell has no effect on channelling powers (healing or necromantic),
or on area effect high magic.
Reaction: You can ignore the effects of the spell or incantation
being cast at you.
Endurance
Type: Physical (Earth)
Vocals: By the power of high magic I grant you the endurance of earth
Actions: Tear a level three spell card. Touch the recipient of this spell.
Range: Touch
Effects: This spell grants the target endurance to pain and injury. The
target of this spell gains one extra hit on all body locations. This can
be combined with natural body development and with any other magic effect,
magical item, or potion. No character's hits can be increased beyond the
limits set out in the rule of double (see the logistics section for more
information). A healer or incantor can cure the extra hits for the duration
of the spell; any wounds left at the end of the spell continue to effect
the target. For example, a person with body development and this spell takes
two points of damage to the torso. He can continue to function normally
for the duration of the spell. When the spell expires the recipient is rendered
unconscious as he normally only has two hits to each location. This spell
will last twelve hours when cast.
Reaction: You now have an extra, healable hit point to all
body locations.
Freeze
Type: Physical (Air/Water)
Vocals: By the power of high magic I summon the element of ice and make
you freeze!
Actions: Tear a level three spell card. Point at the target while casting.
Range: 30 feet
Effects: This spell will freeze the target's body, unless they are specifically
immune to cold or cold based effects (not paralysis). The target is immediately
frozen solid for ten minutes and may make no in character movement until
the effect wears off. If you are frozen in an area or position that may
be dangerous or uncomfortable out of character, you may move to a nearby
safe position or change your stance. A character under the effect of a freeze
spell is cold to the touch and, if checked, will radiate a slightly magical
aura. A shatter spell or a single blow from a weapon inflicting flame damage
can remove the effects of freeze damage. Blows struck while this spell is
active inflict their normal damage and the target can be wounded, although
they will not bleed. Blows that take the target's head or torso location
to -1 will still cause the target to enter their grace period. Limb locations
reduced to _1 will not deteriorate whilst the character is frozen; bleeding
resumes as soon as the freeze ends. Since the target has become frozen in
magical ice, any poisons affecting them are suspended at the instant the
spell is cast; they will resume their duration as soon as the freeze ends.
All healing powers and incantor cures will work on a being under the effects
of freeze damage, but potions, salves and other such items cannot be administered.
All other rules for death and dying apply as normal. Any form of normal
fire or heat will not affect the freeze, but could cause harm to the target.
Reaction: Stop moving; you have become a statue of magical
ice. Equipment and clothing are not affected but as you cannot move it
will be impossible to take anything from you.
Forbidding
Type: Physical (Air)
Vocals: By the power of high magic I call upon the element of air and
claim a forbidding.
Actions: Tear a level three spell card. Hold your casting hand above your
head and spread your hands wide.
Range: 10 foot radius from self
Effects: When cast this spell forces everyone around the caster back ten
feet and prevents them from coming within ten feet for ten minutes. Beings
with strength or who can resist a physical strikedown can also resist
this spell but must role-play the resistance and may move through the
forbidding at half speed. They cannot take any hostile action against
the caster as the spell is a constant repel and they must spend their
full effort on resisting it. Anyone who enters the area by means of a
teleport or other such method of transportation is immediately pushed
out to the ten foot range of this spell. The caster may not move above
a slow walk whilst this spell is in force, but may include up to two other
people within the spell who are not forced out of the forbidding. These
people may freely leave and enter the area of the spell. Once someone
has been included in the spell they cannot then be excluded, except by
casting the spell again. Dead or unconscious bodies are not affected by
this spell but should a person become conscious he will be immediately
expelled from the area of effect. This spell does not stop or provide
any protection against projectile or missile weapons or any spell or power
with a range of greater than ten feet.
Reaction: You are repelled ten feet from the caster and
for the duration of the spell (ten minutes), you cannot close within ten
feet of him. Any attempt to close within ten feet repels you again. When
this spell is cast you must quickly move ten feet away from the caster
unless you are able to resist the effect in which case you can, if you
wish, remain where you are, but you must role-play resisting the effects
of the constant repel. This spell cannot be countered by a level three
countermagic.
Mage Armour
Type: Physical (Earth)
Vocals: By the power of high magic I call forth armour of the earth to protect
me from harm!
Actions: Tear a level three spell card. Touch your own torso.
Range: Touch (self only)
Effects: This spell creates an aura of magic around the spell caster, which
will block physical blows like normal armour. It gives protection equal
to medium armour (two points) on all locations for six hours. If this armour
becomes damaged due to stopping blows it can be repaired at the cost of
a single level one or two spell card for each location damaged. The location
will then be fully restored. The spell card to repair the armour can come
from any mage, not just the one who cast the spell. The spell can be recast
but the new spell will automatically cancel the old one. The armour does
not stop arrows and is treated in all ways as normal armour. The armour
does not restrict spellcasting of any level and has no effect on spells
cast at the wearer except in the case of a mage bolt. A mage bolt will destroy
the armour completely but causes no harm to the caster of the armour. This
armour gives no other protections save those of physical armour. If all
locations of the armour take two points of damage without repair before
the duration of six hours is up, then the spell is terminated. Mage armour
cannot be combined with physical armour or with any other form of magical
armour. The medium armour use skill is not required to use this armour.
The armour mastery occupational skill cannot be used with this armour.
Reaction: N/A
Mage Bolt
Type: Physical (Void)
Vocals: By the power of high magic I strike your <location>, mage
bolt!
Actions: Tear a level three spell card. Point at or touch the target.
Range: 30 feet.
Effects: This spell allows the caster to draw upon the power of the elements
to strike a chosen location on the target. The location hit is reduced to
-1 and any armour on that location has its protection value reduced to zero.
The location hit may be cured normally and the armour on the location may
be repaired by anyone with the skill, in the same manner as battle damage.
This spell inflicts magical damage and will work against both enchanted
armour and against creatures only hurt by magic. This spell inflicts damage
directly to the target after smashing through any armour and is not blocked
by the ritual of peace. Against creatures with non-location hits a mage
bolt will simply remove a third of their total hits to a maximum of five
points of damage.
Reaction: Your location has been struck by a bolt of magical
energy and reduced to -1. All rules for locations being reduced to -1
apply as normal.
Mass Fear
Type: Mind (Dark)
Vocals: By the powers of high magic and the elements look upon the true
face of the void and flee from me, mass fear <rank x>!
Actions: To affect everyone around the caster, tear a level three spell
card and hold it above your head. To affect everyone in front of the caster
tear the card and then hold out both arms to indicate the area to be affected.
Range: 10 feet.
Effects: When cast this spell affects either everyone within ten feet of
the caster, or only those in the indicated direction within ten feet of
the caster. The caster chooses which applies when they cast the spell. The
player rank effected by this spell is equal to the caster's rank minus one
(when speaking the vocals for this spell, the caster must substitute the
player rank to be affected for 'x'). This spell cannot be blocked by countermagic.
However casting a countermagic three spell on yourself will stop the fear
having any effect on you. Anyone affected must flee at the fastest speed
possible for ten seconds. This fear will affect any character of the rank
stated or below unless they are immune to fear or protected against magic.
A healer using a remove fear can remove the effect of this spell. A character
with the rally ability may also dispel the effect of fear from an individual.
Reaction: You must try to flee from the spellcaster for
a slow count of ten, or until the spell is removed (whichever is the shorter
period of time).
Teleport Self
Type: Special (Air)
Vocals: By the power of high magic and the elements I do weave the pattern
and transport myself to the void gate!
Actions: Tear a level three spell card. Say the vocal and put your hand
in air to show you are no longer there.
Range: Transports the caster to nearest transport or ritual circle on
Erdreja, or a plane of existence thereon.
Effects: This spell instantly teleports the caster and everything that
he is physically carrying from his location to the nearest active transport
or ritual circle. The caster may not teleport with more than a single
other living or unliving being but may take as much non-living equipment
as he can lift off the ground at the time he casts the spell. Check with
a referee unless you are absolutely sure. These spells will teleport the
caster to the closest active circle, either transport or ritual. If the
closest circle is sealed (in use) then the caster will be transported
to the next closest. The caster cannot choose a destination. A second
person taken along with the spell does not have to be willing. This spell
does not allow cross plane or off world travel.
Weapon of Flame
Type: Physical (Fire)
Vocals: By the power of high magic I summon the element of fire and bind
it to this <weapon>.
Actions: Tear a level three spell card. Cast this spell whilst holding the
weapon.
Range: A weapon held in your off-hand.
Effects: Scrolls of this spell can only be used by a character with spellcasting
(of any level). The weapon being empowered must be held in the off-hand
during casting. For a duration of one minute the weapon empowered by this
spell will do flame damage*. While the spell is in effect the weapon will
count as an enchanted weapon. If the caster stops holding the weapon for
any reason then the spell is disrupted and will finish immediately.
Reaction: N/A
*You must call 'flame' to indicate this damage (the word 'fire' is only
used as a safety call).
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