WIZARD MAGIC
Magic name
type uses
cost max
1st
level
Bladesharp
E 1/game
1 4
Bludgeon
E 1/game
1 4
Cancel
S unlimited
0 -
Enchant shield
E
1/game 1
4
Heat weapon
S 1/life
1
4
Honor duel
E unlimited
1 -
Iceball
S 1
bolt/u 1
4
Magic Bolt
S 1 bolt/u
1 4
Shove
S 1/life
1
4
Stun weapon
E unlimited
0 -
Talk to dead
S
1/game 1
-
2nd level
Circle of protection
FE unlimited
2 -
Forcewall
FE 1/game
1 4
Harden
E 1/game
1 4
Hold
person S
1/life
1 4
Lightning
Bolt S
1 bolt/u 1
4
Liplock
E
unlimited 2
-
Mend
S
1/life
1 -
Messenger
E
1/game
1 -
Protection from flame
E 1/game
1
4
Wounding
S 1/life
2
2
3rd level
Ambidexterity
N unlimited
2 -
Anti-magic
FE
1/game
1 2
Dispel
S 1/game
1 4
Extension
N
1/game
2 -
Fireball
S 1 bolt/u
1
4
Mutual destruction S
1/game 1
4
Projectile protection
E 1/game
1
4
Protection
E 1/game
1
4
Touch oF death E
1/game 1
4
Wind
S
1/game
2 2
Yield
S 1/game
1 4
4th
level
Curse
S
1/game 1
4
Doomsday
S 1/game
2
1
Enchant weapon E
1/game
1 4
Petrify
S
1 bolt/u
1 4
Protection from
magic E 1/game
1
4
Pyrotechnics S
1/game
1 4
Reanimate
E
1/game
2 4
Sever spirit
S
1/life
2 4
Teleport
E 1/game
1 4
5th
level
Advancement N
1/game
1 1
Flight
E 1/game
2 4
Lend
N 1/game
1
4
Sphere of Annihilation S 1
bolt/u 2
1
Vivify
N
1/game 2
1
Warskill
N
1/game 1
2
6th level
Defend
E
1/game 1
1
Expertise
N
1/game 2
1
Killing grounds FE
1/game
2 1
Lich
E 1/game
1
4
Stack
N 1/game
1
4
Transform E
1/game
2 1
1st
Level (initiate)
Bladesharp
T: enchantment
M: yellow cloth
I: hold weapon in left hand
and repeat 10x "Sharpen this blade", tie cloth on weapon.
E: if
the weapon is normally a blue weapon, it is treated as a red weapon; if it is
normally a red weapon, it takes four points off armor and in two hits destroys a
shield and an arm.
L: only usable on bladed weapons, can't be
applied to thrusting or blunt ones.
Bludgeon
T:
enchantment
M: yellow cloth
I: hold weapon in
left hand, repeat l0x "Harden this weapon", tie cloth on weapon.
E: same as bladesharp.
L: only usable on blunt
weapons.
Cancel
T: spell
M: none
I: repeat 2x "I cancel my magic."
R: 50ft
E: negates own magic only.
Enchant Shield
T: enchantment
M: yellow cloth
I: shield in left hand, say 10x "Enchant this shield."
E: shield can only be destroyed by a sphere of annihilation and
is unaffected by other magics.
Heat Weapon
T: spell
M: none
I: repeat 2x "By the fires of the
Phoenix. I heat that weapon" (be specific if possible).
R: 20
ft
E: the weapon is considered useless for a count of 300 or 5
minutes.
L: works against any weapon, but not against armor or
shields.
N: a mend spell will not restore the weapon, however a
"new" one may be obtained from Nirvana or the base.
Honor Duel
T: enchantment
M: two or more yellow cloths
I: hold cloths in left hand, repeat 5x "remain this duel pure".
Tie cloth on each contestant.
R: 20 ft
E: each
contestant is protected from outside forces. The victor is allowed safe passage
to safe territory, preferably their home base, ignoring all wounds till arrival.
L: may not be members of the same team without a Reeve's
permission. Enchantment lasts until one dies or it is dispelled or
canceled.
N: Combat is limited to a reasonable area.
Iceball
T: spell
M: padded white
"iceball" with streamers
I: hold Iceball in left hand and
repeat 5x "Iceball".
E: a direct hit to a person or equipment
on them will freeze them in place for a count of 300, or until they are freed by
a fireball or by dispel magic. They may neither fight nor be
harmed.
Two fireballs will kill them.
N:
barbarians are immune to this spell. Paladins and anti-paladins can't be freed
by a fireball, nor can anyone bearing protection from flame, nor the Sword of
Flame.
Magic bolt
T: spell
M: padded
blue "magic bolt" with streamers
I: hold ball in left hand and
repeat "Magic bolt" x5.
E: a direct hit on a person will kill
or wound them just as if it were a throwing weapon. May be blocked by shields
and weapons. Destroys one point of armor.
N: affects all
classes. Bounces do not count. Is not stopped by protection from projectiles.
Shove
T: spell
I: repeat "I shove
thee" x 5.
R: 20 ft.
E: forces victim to back
up 20 ft. by telekinetically shoving them.
L: cannot force a
person into a physically dangerous position.
N: will work
against frozen, sleeping, wounded, etc. persons. Will not work against
barbarians, paladins, and anti-paladins.
Stun Weapon
T:
enchantment
M: yellow cloth
I: hold cloth in
left hand and say "May this weapon stun its victim", tie cloth to weapon.
E: allows a thrusting weapon such as spear or arrow to be used
to subdue.
N: barbarians can't be stunned or subdued, and will
take normal damage from a weapon bearing this enchantment.
Talk to Dead
T: spell
I: touch dead person with left hand
and repeat 10x "Speak to me".
E: person must answer one "yes or
no" question truthfully.
N: paladins and anti-paladins are
immune to this spell.
2nd Level (Apprentice)
Circle of Protection
T: fixed enchantment
M: 10 ft yellow cloth,
magic wand
I: lay yellow cloth in circle, wand in left hand say
5x "Circle of Protection", place persons and/or items you wish to protect
inside.
E: persons/items inside have ceased to exist, can't
harm or be harmed by anyone, nor can they cast magic. They are desolid.
(exception, see notes below).
L: can't block or restrict access
to an area, it doesn't exist on this plane. Can't be used as a cage, except to
hold yielded enemies in. Enchantment is broken by anyone exiting the Circle. No
one can enter without recasting the spell. No game item, nor person acting as
game item, may be put inside. Protection starts when you step inside the
spellcast Circle.
N: magic casters in these may cast verbal
magic at others that are in circle of protection. Disappears when the caster
dies.
Force Wall
T: fixed enchantment
M: 10 ft yellow cloth, magic wand
I: lay cloth out in straight
line, wand in left hand say 10x "Force wall", touch cloth with wand.
E: creates an impenetrable 10 x 10 wall: like circle of
protection, starts only when all of "Incantation" is completed. Caster must stay
within 100 ft.
N: force wall blocks verbal magic. Disappears
when the caster dies.
Harden
T: enchantment
M: yellow strip of cloth, magic wand
I: tie
cloth on object, repeat "harden this (name of item)" x 5.
E:
makes object indestructible, except versus sphere of annihilation & relics.
L: cannot be placed on player, garb, armor, etc.
Hold
Person
T: spell
I: say 3x "I command you to
stop."
R: 20ft
E: victim's feet are frozen to
ground for 100 count. May yell, fight or cast any magic except movement.
N: barbarians, paladins, anti-paladins, and monks above 2nd
level are immune to this spell. May be cast while moving.
Lightning Bolt
T: spell
M: padded yellow "lightning bolt"
with streamers
I: hold bolt in left hand and repeat 5x
"lightning bolt".
E: a direct hit to a person or object will
destroy them. Not stopped by armor.
Liplock
T:
enchantment
M: strip of yellow cloth
I: hold
wand In left hand, repeat "remain the truth still" x 5, tie on cloth.
E: bearer cannot be forced to speak nor otherwise respond to
questions asked under talk to dead and similar magics. Does not affect tracking.
L: may only be cast on each player once per
battlegame
N: can't be cast on barbarians. Disappears when the
person comes back to life.
Mend
T: spell
I: left hand on item, 10x "Make this item whole again."
E: damaged item is repaired (or 1 point of armor in 1
location).
L: can't be used on a heated weapon or cursed
weapon, it's not broken.
N: if an enchanted item is mended, its
enchantment is intact.
Messenger
T: enchantment
M: yellow cloth
I: cloth in left hand, 10x
"Safe passage unto you."
E: person must go straight to
destination, deliver message, return to where spell was cast. Can't harm or be
harmed, simulates telepathy.
N: cannot be dispelled.
Protection from Flame
T: enchantment
M: yellow cloth
I: cloth in left hand, say 10x "Protection from
the element of fire", tie cloth onto person.
E: protects
against all forms of flame, including lightning, treat Sword of Flame and
flameblade as normal hit.
N: negates a fireball's negation of
iceball and healer/druid entangle.
Wounding
T: spell
I: repeat 2x "From my heart I strike off your (right or left
arm or leg)".
R: 2Oft
E: victim's limb is
destroyed.
L: the victim must be unwounded prior to
spellcasting.
N: may be spoken while moving. Monks, paladins,
and anti-paladins are immune.
3rd Level
(Journeyman)
Ambidexterity
T: neutral
E: wizard doesn't need left hand to cast magics.
Antimagic
T: fixed enchantment
M: 50ft measure, markers,
wand
I: mark an area with a 50ft radius, wand in left hand, 2Ox
"May all forms of magic forsake this place."
E: no magic of any
kind will work within the circle, though enchantments will reappear when removed
from the affected area.
N: classes using skills which simulate
magic may Dispel magic. If cast from outside the sphere of influence will dispel
it. Disappears when the caster dies.
Dispel Magic
T:
spell
M: wand
R: 2Oft
I: wand
in left hand, say 5x "I dispel that magic."
E: spell or
enchantment is dispelled, reanimated fighters die, not usable against Relics.
L: does not affect- neutral magic, magic already completed,
class abilities (see magic clarifications #13).
N: will dispel
all enchantments on the target. Is useable against most higher level magics.
Will dispel protection from magic.
Extension
T: neutral
I: say "Extension" loudly before magic.
E:
Doubles range of the magic for 1 use. Gives no range 2Oft.
N: Is
not used up unless the accompanying magic is completely cast.
Fireball
T: spell
M: padded red "fireball" with
streamers
I: hold ball in left hand and repeat 5x "Fireball."
E: destroys anything it touches, even on a roll or foot shot.
The wizard may state before throwing that the fireballs will 'remain active',
they will continue to burn for 2 minutes. Not stopped by armor.
N: paladins and anti-paladins are immune to this spell.
Mutual
Destruction
T: spell
I: say 5x "I call for our
deaths."
R: 50ft
E: both the wizard and their
victim die.
N: paladins, anti-paladins and monks above 4th
level are immune. Defend or protection from magic will not save a wizard from
his own mutual destruction.
Projectile Protection
T:
enchantment
M: yellow cloth
I: cloth In left
hand, 10x "Protection from Projectiles."
E: protects from all
nonmagic thrown and shot objects.
L: Ineffective against magic
bolts.
N: stops siege weapons and the dagger of infinite
penetration.
Protection
T: enchantment
M: yellow cloth
I: cloth in left hand, 10x "May this magic
protect you."
E: negates the first hit magic or not. May be
simulcast to stack up to 4 on one person, to protect against up to 4 hits. Not
good versus verbal attacks. Is not armor but a limited invulnerability.
Touch of Death
T: enchantment
M:
yellow cloth
I: cloth In left hand, say 2Ox "Touch of Death",
tie.
E: Bearer of enchantment's touch kills (via either
hand).
L: will work through clothing, not through armor.
N: allows one touch before discharged. Monks are immune to
this.
Wind
T: spell
M: wand
R: line of sight
I: hold wand in left hand and
repeat 2x
"Sleeping force of wind I hail send you
forth a mighty gale.
Gentle sigh which once
beguiled, make your breeze
tornado wild. Sirocco
into Cyclone gain, breeze become
a Hurricane.
Make my enemy your foe, strike for me a
telling
blow. Scream down from the mountains high, sweep those
fighters toward the sky. Cowards, heroes, fools the
same,trapped within this deadly game. Strike at foes,
leave friends behind. Bite them with your
teeth
unkind. Buffet, whip them to the bone, toss
them In a pile
at home.Then whisper a gentle song,
and return where
you belong--nestled 'gainst the
azure sky, song in forest,
willows' sigh."
E: all enemies in sight blown back to their base.
N: paladins and anti-paladins are immune to this spell.
Yield
T: spell
M: magic wand
I: wand in left hand, say 3x "Yield thy arms and resist no
longer, come unto me and be my captive."
R: 50ft
E: victim must lower weapons and surrender immediately moving
straight to wizard, then may begin a 500 count. If they are not killed, when
they have counted they may return to their fort. May only be kept from wizard by
death or another yield spell, not subdual or force.
N:
barbarians, monks above 2nd level, paladins and anti-paladins are immune. Freed
captive must go to fort, considered teleport. Other magics still affect the
victim.
4th Level (Scholar)
Curse
T: spell
M: wand
R: 50ft
I: wand in
left hand say 10x "I curse thee."
E: victim dies.
N: paladins, anti-paladins and monks above 4th level are immune
to spell.
Doomsday
T: spell
M: wand
R: line of sight
I: wand in left hand count
"Doomsday 1, Doomsday 2.. .through Doomsday 350."
E: all
enemies in sight at end of spell die.
N: paladins and
anti-paladins, and monks above 4th level are immune to this spell.
Enchant Weapon
T: enchantment
M:
yellow cloth
I: weapon in left hand, 10x "Enchant this Weapon."
Tie on.
E: causes wounds to kill, all limb hits are death.
Petrify
T: spell
M: padded grey
"petrify ball" with streamers
I: hold ball in left hand, repeat
"petrify" x 5."
E: a direct hit will cause the victim to freeze
in place, a stone statue. Like iceball, even a hit to equipment will affect the
victim. Healing and stone to flesh negates this spell or the victim may choose
to take a death.
N: will not work against barbarian, paladins,
and anti-paladins.
Protection from Magic
T: enchantment
M: yellow cloth
I: cloth in left hand, 10x
"Protection from all forms of magic" tie on person or object.
E: blocks all forms of magic, even heal and resurrect.
L: Does
not block class abilities. Does not stop a flamewall.
N: treat
weapons with enchantments as normal weapons.
Pyrotechnics
T: spell
M: wand
R: 50ft
I: wand in left hand, say 5x "I call upon the element of fire
to destroy that (object)."
E: object destroyed.
L: can't destroy bases, armor, relics, game items.
Reanimate
T: enchantment
M: yellow
cloth
I: left hand on body, say l0x "Rise and fight again."
E: person lives again as if they had never died.
L: dispel will kill, must wear yellow cloth.
N: person does not retain enchantments carried before death (exceptions: 6th
level scout, wizard stack).
Sever spirit
T: spell
M: already dead victim
I: touch victim and
repeat "On life thou has no hold, thy corpse is growing cold, discard this empty
husk, thy spirit resides at dusk."
E: causes corpse to be
impossible to resurrect, reincarnate, or raise from the dead in any manner.
L: may only be used on dead bodies (undead creatures must be
killed and then cured before this spell will work on them.
N:
will permanently kill undead creatures that are on their last life and will kill
a lich outright.
Teleport
T: enchantment
R: game boundaries
I: repeat loudly 5x
"Teleport", repeat loudly 5x "Arriving."
E: may go to any 1
location. Can't harm or be hurt.
L: must go straight there.
Should quietly tell Reeve or team mate destination. May not be followed.
N: barbarians are immune to this enchantment.
5th Level
(Sage)
Advancement
T: neutral
E: may
purchase 3 points worth (not 3 magics) of initiate/1st level magic.
Flight
T: enchantment
M: strip of
yellow cloth, wand, feather
I: hold wand and feather in left
hand, tie cloth onto person and repeat: "wouldn't it be nice to fly way up in
the cloudy sky; looking through the falcon's eye at the world that's drifting
by."
E: bearer is able to fly, as long as they flap their arms
and emit occasional piercing screeches. Bearer may only be attacked by ranged
attacks, and may only use verbal magics. Range for spells is considered to be
the same as the actual physical range.
L: may only be cast on
self, unless used with lend spell. If lended, the borrower casts on self.
Lend
T: neutral
E: may lend a magic to
another wizard. That person may then use the magic as if he had purchased it
with his own points.
N: to lend a magic, the wizard must pay
for both the lend and the magic he is lending.
Sphere of annihilation
T: spell
M: black padded "sphere" ball with
streamers
I: hold ball in left hand and repeat "sphere of
annihilation" x 5.
E: will destroy anything and everything;
even enchanted, hardened, or protected items, and targets with any type of
defenses with the exception of invulnerability. Counts as one hit against
invulnerability. Works exactly like a lightning bolt for purposes of determining
hits.
N: is not a form of flame. Works against all classes.
Bounces do not count. Healer protect and Druid stoneskin work against this
spell. Protection from magic stops this.
Vivify
T:
neutral
E: gives the wizard one additional life.
Warskill
T: neutral
E: may reduce the
cost of a single weapon by half, rounding the cost up.
L: not
useable twice on the same weapon.
6th Level (Archmage)
Defend
T: enchantment
M: yellow strip of cloth, wand
I: wand in left hand, repeat "power defend me" x
5.
E: confers 1 level of protection and protection from (magic,
projectiles, or flame; choose one), while allowing the wizard to still cast
magics.
L: may only be cast on self unless used with a lend.
Expertise
T: neutral
E: may purchase 4
apprentice/2nd level points (not magics) worth of magic.
Killing grounds
T: fixed enchantment
M: 30 ft. black strip of
cloth, wand
I: to set trap, lay out cloth in a circle, wand in
left hand, repeat 3 x "poison seep, venom creep, flesh in mossy graves yet deep;
rise from your undreaming sleep, bide and soon make mortals weep" to trigger,
enter circle and repeat: "rise up now, receive thy pay; the promised time has
come, now slay."
E: all within circle die.
L:
may not be used with extension or within 50 ft. of a base or fort. No other
fixed enchantment will exist within its radius.
N: wizard also
dies. If wizard is killed before triggering the trap, then the magic is not
expended. Affects all classes except 5th level monks. No form of magic
(protection from magic, defend, protect, etc.) will save the wizard from death
once this spell is expended. Is the only fixed enchantment that may be
preplaced.
Lich
T: enchantment
M: 10
ft. strip of yellow or black cloth
E: after having died his
last natural death, the wizard returns as a lich. A lich is bound to the place
where he died, trapped within a small circle of earth. They are neutral, but
like any monster, can be bribed or convinced for help or enchantments. A lich
may cast the circle of protection by saying its incantation only 3 times.
L: may not be within 100 ft. of a base. May never move nor be
moved except when dead, and then never within 100 ft. of a base or more than 100
ft. from its original location.
N: a lich has all the wizards
per life spells, as well as any other magic the wizard had left. A sever spirit
or dispel will kill a lich. A lich is still considered to be a wizard and may
still die from normal means.
Stack
T: neutral
E: may place two enchanlments on a single player
L: may not be used on self, nor may it be stacked on itseIf.
May not be combined with other classes' enchantments.
N: the
cost must still be paid for the two enchantments to be used.
Transform
T: enchantment
M: yellow strip of cloth, wand,
monster garb
I: player dresses in monster garb while wand in
hand, wizard constantly repeats: "I transform thee into a monster."
E: player sacrifices 4 lives to be transformed into a monster
with one life.
L: may only be cast on someone who has not yet
died. Restricted to mummy, dryad, giant, unicorn. siren.
N: the
garb for the monster must meet required standards. Once the monster dies, it is
out of the game. May be dispelled.
HEALER MAGIC
Magic name
type uses
cost max
1st level
Cure poison
E/S
1/life 1 4
Heal
S unlimited 0
-
Lost
S
1/game 1 4
Mend
S
1/life 1
-
Mute
S
1/life 2 4
Talk to
dead S
1/game 1 -
2nd
level
Banish
S 1/life
1 4
Bless
E
1/life 2
4
Cure disease
S 1/life 2
4
Curse weapon
S 1/game 1
4
Entangle
S 1 bolt/u
1 4
Heal extend
S 1/life
1 -
Sleep
S
1/life 2
4
3rd level
Mass sleep
S 1/game 1
1
Protect
E 1/game
1 4
Resurrect
S
1/game 1 8
Stun
S 1/life 1
2
Wounding
S 1/life
1 2
Yield
S
1/game 2
4
4th level
Enhancement
N 1/game 1
1
Harden
E 1/game
1 4
Sever spirit
S
1/life 2
4
Touch of death E
1/game 1 4
5th level
Extension
N 1/game 2
-
Protection from death E
1/game 1 4
Summon dead
S 1/life
1 -
6th level
Circle of protection FE
unlimited 2 -
Dispel magic
S 1/game
1 4
Teleport
E
1/game 1 4
1st
Level(Chiurgist)
Cure Poison
T: enchantment/spell
depending on use
M: white cloth
I: repeat 10x
"cure poison"; tie cloth onto person.
E: makes person immune to
the first poisoned hit against him, or may be used within 100 count to cure
poison on a person just poisoned.
N: Is not a heal spell, wounds
to arms or legs remain after this enchantment is cast.
Heal
T: spell
M: wounded person
I:
touch person and say once
"Sword cut, spear stab,
mace smash, arrow jab,
let the white light of
healing descend on thou.
Sword cut, spear stab,
mace smash, arrow jab,
let the white light of
healing stop thy spilling blood.
Sword cut, spear
stab, mace smash, arrow jab,
let the white light
of healing mend thy bones.
Sword cut, spear stab,
mace smash, arrow jab,
let the white light of
healing close thy wounds.
Sword cut, spear stab,
mace smash, arrow jab,
let the white light of
healing restore thy vigor.
Sword cut, spear stab,
mace smash, arrow jab,
the white light of healing
hath healed thou."
E: person's wound is healed.
N: may be used on self. Will alter the effects of druidic flesh
to stone to those of an Iceball. Will repair one point of berserk barbarian body
armor on any one specific body area. May not heal enchantments.
Lost
T: spell
I: repeat 5x "I make thee lost"
E: person must go back to their base or nirvana (whichever is
farthest away) before they can do anything else. The person may not affect
anything nor be affected until he reaches his destination and returns to -his
team or base (just as if he was coming back to life).
R: 20 ft.
L: does not affect scouts or barbarians, and may not be used on
teammates.
N: may not be dispelled.
Mend
T: spell
I: touch item and repeat 10x "may
this be whole again"
E: damaged item is repaired (or one point
of armor), with any previous enchantments still intact.
L:
cannot be used on heated or cursed weapons; items but not locations can be
mended in this manner.
Mute
T: spell 1: repeat 5x
"(person's name), I silence thee."
E: the victim cannot speak
or cast magic for a count of 100.
R: 20 ft.
Talk to dead
T: spell
I: touch a dead person and repeat l0x
"speak to me".
E: person must answer one "yes or no" question
truthfully.
2nd Level (Acolyte)
Banish
T: spell
M: undead creature (ghost, zombie, vampires, etc.)
I: repeat 5x "I banish thee monster."
E:
monster is destroyed for a 500 count, it will come back to life at the spot
where it was destroyed. Does not count as a life lost.
N: may
not be dispelled. Only useable on undead creatures.
Bless
T: enchantment
M: white cloth, item of garb
I: touch item of garb and repeat 5x "I bless thee", tie cloth
to garb.
E: person is immune to first hit of any type received
(excluding magic).
L: immunity only applies to areas covered by
the item of garb. May not be stacked or simulcast.
N: is not
armor, and may not be mended or healed.
Cure disease
T:
spell
M: corpse of an undead, diseased, or like type creature
(mummy, zombie, vampire, werewolf, etc.)
I: touch creature and
repeat 5x "I cure thy illness."
E: converts diseased or undead
creatures back to human.
N: is not a resurrect spell, person is
still dead and must come back to life.
Curse weapon
T:
spell
M: an opponent's weapon
I: repeat 5x "I
curse that weapon."
E: weapon is useless for a 300 count.
R: 20 ft.
L: weapon cannot be mended.
Entangle
T: spell
M: padded brown
entangle ball
I: hold ball and repeat 5x "entangle."
E: a direct hit to a person or their equipment will entangle
them in place for a count of 300, or until they are freed by a fireball or
dispel magic. They may neither fight nor be harmed. Two fireballs will kill
them.
N: barbarians are immune to this spell.
Heal
extend
T: spell
I: say "extension" + the heal
spell.
R: gives heal spell a range of 20 ft.
Sleep
T: spell
I: repeat 2x "listen and let the
fighting cease, close your eyes and sleep in peace."
E: victim
must lie down and sleep for a 300 count.
R: 20
ft.
L: sleeping people cannot be killed; may not be used on
one's teammates.
N: barbarians and monks of third level and
above are immune to this spell.
3rd Level (Cleric)
Mass sleep
T: spell
I: repeat 40Ox "mass sleep (present
count)."
E: all people in sight (both teams) upon completion of
spell are asleep for a 300 count.
R: sight
L:
sleeping people cannot be killed.
N: barbarians and monks of
third level and above are immune to this spell.
Protect
T: enchantment
M: white cloth
I: repeat 5x "I
protect", tie cloth onto person.
E: person enchanted is immune
to the first hit of any kind or the first magic cast against him (invulnerable).
N: may be simulcast up to 4 times on the same person. May not
be mended.
Resurrect
T: spell
M: dead
person
I: touch person and say once
"Sword cut, spear stab, mace smash, arrow jab,
let the white light of healing descend on thou.
Sword cut, spear stab, mace smash, arrow jab,
let the white light of healing stop thy spilling blood.
Sword cut, spear stab, mace smash, arrow jab,
let the white light of healing mend thy bones.
Sword cut, spear stab, mace smash, arrow jab,
let the white light of healing close thy wounds.
Sword cut, spear stab, mace smash, arrow jab,
let the white light of healing restore thy vigor.
Sword cut, spear stab, mace smash, arrow jab,
the white light of healing hath resurrected thou."
E: the dead person is alive again, negating the last
death.
L: a dead person cannot move on his own or speak in order
to be resurrected. A person that reaches nirvana cannot be resurrected
(exception- summon dead). Will not turn monsters back to human. Monsters created
by spells or enchantments may not be resurrected.
N: a dead
person may remain on the field as long as he wishes, but may not affect or
impede play.
Stun
T: spell repeat 5x "I stun thee"
E: Affects all classes as a 100 count subdual blow. Victim may
be killed, though that is unhonorable.
R: 20 ft.
Wounding
T: spell
M: unwounded victim
I: repeat 2x "from my heart I strike of your (right or left/arm
or leg)."
E: victim's limb is destroyed.
R: 20
ft.
N: monks are immune. The healer may move while casting.
Yield
T: spell
I: repeat 3x "yield thy
arms and resist no longer, come unto me and be my captive."
E:
victim must lower weapons and surrender immediately, moving straight to healer,
then may begin 500 count. If they are not killed, when they have counted they
may return to their base.
L: may not be kept from the healer by
subdual or force.
N: other magics can still physically affect
the victim.
4th Level (Adept)
Enhancement
T:
neutral
E: may purchase 3 points worth (not 3 magics) of 1st,
2nd, or 3rd level magic.
Harden
T: enchantment
M: white strip of cloth
I: tie cloth on
object, repeat "harden this (name of item)" x 5.
E: makes
object indestructible, except versus sphere of annihilation & relics.
L: cannot be placed on player, garb, armor, etc.
Touch
of Death
T: enchantment
M: white cloth
I: cloth in left hand, say 2Ox "Touch of Death", tie.
E: bearer of enchantment's touch kills.
L:
will work through clothing, not through armor.
N: allows one
touch before discharged. Monks are immune to this.
Sever spirit
T: spell
M: already dead victim
I: touch victim and repeat "On life thou has no hold, thy
corpse is growing cold, discard this empty husk, thy spirit resides at dusk."
E: causes corpse to be impossibile to resurrect, reanimate, or
raise from the dead in any manner.
L: may only be used on dead
bodies. (undead creatures must be killed and then cured before this spell will
work on them.
N: will permanently kill undead creatures that
are on their last life and will kill a lich outright.
5th Level
(Canon)
Extension
T: neutral
I: say
"extension" loudly before spell.
E: doubles range of spell for
one use; gives a spell with no range 20 ft.
Protection from death
T: enchantment
M: white cloth
I: repeat 5x "I protect you from death."
E: makes the enchanted
person immune to touch of death, curse, killlng grounds, mutual destruction,
finger of death, doomsday, vibrating palm, and class abilities that steal lives.
Summon dead
T: spell
I: repeat 5x "I
summon thy corpse."
E: dead person may return to the healer,
but is not again alive.
R: 50ft.
N: may be
used on people in nirvana; does not interrupt the count on a person's death.
6th Level (Avatar)
Circle of protection
T: fixed
enchantment
M: 10 ft. long white cloth
I: lay
white cloth in circle and repeat 5x "circle of protection", place persons and/or
items you wish to protect inside.
E: persons inside can't harm
or be harmed by anyone, nor can they cast magic
L: can't block
or restrict access to an area; can't be used as a cage except on a yielded
person. Broken by anyone leaving. Must be recast to allow new people in. Game
items cannot be put in a circle of protection. Protection starts when caster
actually steps into the circle.
N: as per the wizard fixed
enchantment. Disappears when the caster dies.
Dispel magic
T: spell
I: repeat 5x "I dispel that magic"
E: spell or enchantment is dispelled.
R: 20
ft.
N: will dispel all enchantments on the target, and
protection from magic. Does not affect neutral magic, magic already completed,
and class abilities.
L: see magic clarifications #13
Teleport
T: enchantment
I: repeat loudly 5x "teleport", repeat loudly 5x "arriving" at destination.
E: may go to any one location; can't harm or be harmed.
R: game boundaries
L: must go straight to
destination, and must tell a reeve or a teammate the destination. May not be
followed.
DRUID MAGIC
Additional abilities, notes, etc.:
1st-
3 total lives
2nd- 1 additional life (total
4)
3rd- Pass without trace
4th- Immune
to Poison
5th- Immune to Woodland and bardic
Charm
6th- Immune to Sleep
Notes:
1 )Pass
without trace- say thrice "Pass without trace". Druid disappears, and is granted
unhindered travel back to home base. Usable twice per game. This and other
Druidic level abilities are non magical in nature.
Magic name
type
uses cost max
1st
level
Cancel
S unlimited
0 -
Cure poison
E/S 1/life
1 4
Entangle
S
1 bolt/u 1
4
Heal
S 1/life
1 6
Heat Weapon
S
1/life 1
4
Shillelagh
E 1/game
1 4
Warp wood
S 1/life
1 4
2nd level
Barkskin
E 1/game
1 4
Cure Disease
S 1/life
1 4
Magical
projectile E
1/game 1 4
Mend
S 1/life 1
4
Paralyzation
E 1/game
1 4
Thornwall
FE 1/game
1 4
3rd
level
Ambidexterity
N unlimited 2
-
Confusion
S 1/game 1
2
Extension
N 1/game
2 4
Plant Door
S
1/life 1
4
Protection from disease E 1/game
2 4
Protection from flame
E 1/game 1
4
4th level
Call lightning
S 1/game
1 4
Commune
S
unlimited 2 -
Flamewall
FE
1/game 1 4
Silence
FE 1/game 1
4
Shatter
S
1/game 1 4
Stoneskin
E 1/game 2
4
5th level
Flameblade
E 1/game
2 2
Flesh to Stone
S 1 bolt/u
1 4
Passplant
E
1/game 1
4
Stone to flesh
S 1/game 2
4
6th level
Finger of death
S 1/game 1
4
Feeblemind
S 1/game
2 2
Fire trap
FE 1/game
1 4
Reincarnation
E
1/game 2 2
1st
Level (Druid)
Cancel
T:spell
I:repeat
2x "I cancel my magic."
R:50 ft.
E: negates
magic.
L: may only be used on own magics.
Cure poison
T: Enchantment/Spell
M:yellow cloth
I:touch person. repeat 10x "Cure Poison". tie cloth on person.
E:makes person immune to the first poison attack used against
him/her, or can be used to cure pioson on a person within a 100 count of being
poisoned.
Entangle
T: spell
M: padded
brown "entangle" ball
I: hold ball in left hand, repeat 5x
"Entangle."
E: a direct hit to a person or their equipment will
entangle them in place for a count of 300. or until they are freed by a fireball
or dispel magic. They may neither fight nor be harmed. Two fireballs will kill
them.
N: barbarians are immune to this spell.
Heal
T:spell
M:wounded person
I:touch person and say once
"Sword cut, spear
stab, mace smash, arrow jab, let the white light of healing descend on thou.
Sword cut, spear stab, mace smash, arrow jab, let
the white light of healing stop thy spilling blood.
Sword cut, spear stab, mace smash, arrow jab, let the white light of
healing mend thy bones.
Sword cut, spear stab,
mace smash, arrow jab, let the white light of healing close thy wounds.
Sword cut, spear stab, mace smash, arrow jab, let
the white light of healing restore thy vigor.
Sword cut, spear stab, mace smash, arrow jab, the white light of healing hath
healed thou."
E:person's wound is healed.
N:may be used on self. Will alter the effects of druid flesh to stone to those
of an Iceball. Will repair one point of berserk barbarian body armor on any one
specific body area. May not heal enchantments.
Heat weapon
T:spell
I:repeat 2x "By the power and might of
the sun I heat that (weapon)"
R:20 ft.
E:the
weapon is considered useless for a 300 count (or 5 minutes).
L:works only against weapons, not armor or shields
N: mend
spells will not restore the weapon, however a new one may be obtained from
Nirvana or the base.
Shillelagh
T:enchantment
M:wooden weapon, yellow cloth
I:repeat 10x "Harden this weapon", tie cloth to weapon.
E:if
the weapon is normally a blue weapon, it is treated as a red weapon; if it is
normally a red weapon, it takes four points off armor and in two hits destroys a
shield and an arm.
L:only works on non-edged
weapons
Warp wood
T:spell
I:repeat 2x
"By the power of nature I warp that (object)."
R:20 ft.
E: Item is considered useless until mended, dispelled, or taken
back to base and replaced.
L:only works on objects made of wood
(arrows, bows, spears, etc.).
2nd level (Druid of the Outer
Circle)
Barkskin
T: enchantment
M:
person, yellow cloth, piece of bark
I: touch person with bark
and repeat 5x "May nature protect you", attach cloth.
E: will
give person 1 point armor on all parts of the body.
L: It is
possible to gain 4 points of armor by this spell. The protection is only from
physical aftacks and cannot be used with other armor. Shields may be used. It is
not invulnerability.
Cure disease
T: spell
M: affected person
I: touch person, repeat 5x
"I cure thy illness"
E: person is cured of any disease.
Notes: includes turning diseased creatures back to human.
Magical projectile
T: enchantment
M:
projectile (arrow, javelin, rock, etc.), yellow cloth
I: hold
projectile in left hand, repeat 5x "May this projectile strike true", tie cloth
to projectile weapon.
E: for each level of this
enchantment, it will do one more point of damage than normally done by the
projectile type. Will destroy a shield with 3 hits if a 5 pt. projectile, will
act as a bladesharped red weapon if a 6 pt. projectile, etc.
L:
monks may still block projectiles with no penalties.
N:
destroyed magical projectiles may be mended.
Mend
T:
spell
I: touch broken item with left hand, repeat 10x "Make
this item whole again."
E: Item is no longer damaged or
destroyed. May repair one point of armor in one location.
N: if
an enchanted item is mended, its enchantment is intact.
Paralyzation
T: enchantment
M: yellow cloth
I: hold yellow cloth in left hand, repeat 10x "Paralyzation"
E: If bearer of enchantment touches someone they are paralyzed
for a 150 count if touched on the body, 400 if an a limb. Effects are similar to
a subdual.
L: Will not work through armor, shields and weapons,
or through magics that stop magic. Barbarians are immune.
Thornwall
T: fIxed enchantment
M: brown cloth 10 ft.
long, leaves
I: lay cloth in straight line, raise hand in air,
repeat 1Ox "Thorns come forth", crush and sprinkle leaves.
E:
creates 10 ft by 10 ft impassable wall of sharp thorns.
L: this
wall can be destroyed by dispel magic, 10 hits with a red or blue weapon, or a
fireball. If hit by a fireball or flameblade the wall is treated as a flame wall
for a count of 100.
N: disappears when the caster dies.
3rd Level (Druid of the Inner Circle)
Ambidexterity
T: neutral
E: may cast magic with either hand.
Confusion
T: spell
I: repeat 5x "By
the power of my mind I will you to be confused."
R: 50 ft.
E: 1) barbarians will automatically go berserk and attack the
druid for a 100 count. 2) warriors and fighter types will attack nearest
creature(s) for a 100 count. 3) magic casters may not cast magic for a 100
count.
L: monsters are immune. Barbarian berserk does not count
towards their normal berserk.
Extension
T: neutral
I: say "Extension" loudly prior to starting
magic
E: doubles range of magic for one use. If magic has no
range it gives spell a 20 ft. range.
N: is not used up unless
the accompanying magic is fully cast.
Plant door
T:
spell
M: tree
I: touch tree with both hands,
repeat 5x "Open up and receive a loyal protector of the forest"
E: druid is assumed to be inside tree. He is considered protected and hidden by
the tree. May cast magic, but must touch tree or spell ends.
L:
If the tree is hit 10 times by a red or blue weapon, or if hit by a fireball it
is destroyed, and the druid is no longer protected. Druid may not fight with
weapons when spell is in effect, and may be affected by verbal magic while he is
casting magic.
Protection from disease
T: enchantment
M: yellow cloth
I: touch person, repeat 5x "I
protect thee from disease", tie cloth onto person.
E: person is
immune to any form of disease.
L: is not effective versus
poison.
Protection from flame
T: enchantment
M: yellow cloth
I: hold cloth in left hand,
repeat 10x "Protection from the element of fire", tie cloth on person.
E: protects against all forms of flame, including lightning,
treat Sword of Flame and flameblade as normal hit.
N: negates a
fireball's negation of iceball and healer/druid entangle.
4th Level
(Druid of the Center)
Call lightning
T: spell
I: raise both hands, repeat 3x "(person) I call lightning to
strike thou."
R: 20 ft.
E: person is fried,
dead, crispy critter.
L: is negated by protection from flame.
Commune
T: spell
M: tree
I: touch tree with left hand, repeat 5x "Commune", sit down
with back touching tree.
E: druid may not be harmed, or harm
others within a 20 ft. radius
L: must be humming or chanting
"commune" and cannot be holding a weapon or the magic is broken. Cannot be
closer than 20 ft. to a base or flag.
Flamewall
T:
fixed enchantment
M: red cloth 10 ft. long, sand or glitter to
represent sulfur
I: lay cloth in straight line, raise hands,
repeat 5x "By the might of nature, I call forth a flaming wall. Sprinkle sulfur.
E: creates a 10 ft. by 10 ft. impassable wall of flame. Anyone
not protected who touches or crosses it will be incinerated.
L:
can be dispelled by a dispel magic. Wall will not stop projectile weapons or
spells. Wall disappears when caster dies.
N: protection from
magic will not protect from this.
Silence
T: fixed
enchantment
M: 25 ft. measure, markers for 25' radius
I: set up markers, stand In middle with both hands above head
and repeat 5x "May no form of sound, speech or noise be heard in this place.
E: No speech(talking), no magic casting is allowed in the
enchantment's radius.
L: may be dispelled. Disappears when the
caster dies.
Shatter
T: spell
I:
repeat 3x "By the power of nature, I destroy that (object)"
R:
20 ft.
E: object is completely destroyed.
L:
may only be repaired by a dispel magic or mend. Does not affect bases, relics,
game items, hardened items, enchanted shields, or enchantments.
Stoneskin
T: enchantment
M: person,
yellow cloth, small polished stone
I: touch person with stone,
repeat 5x "May nature protect you from all forms of attack"
E:
for each level of this enchantment (simulcast up to 4 times) it will give 1
point of invulnerable armor to all areas of the body.
L: cannot
be used with other armor. Shields may be used. The area of stoneskin destroyed
by an opponent's verbal magic must be specified by the attacker.
5th
Level (Arch Druid)
Flameblade
T: enchantment
M: red and yellow cloth, edged weapon, sand or glifter to
represent sulfur.
I: tie cloth to weapon, repeat 10x
"Flameblade", sprinkle sulfur over weapon.
E: equal too
bladesharpe spell, with fire abilities. Negates iceball and druid/healer
entangle effects by touch, and the weapon itself is impervious to fireball and
heat weapon magics.
Flesh to stone
T: spell
M: grey padded "petrify" ball
I: hold ball in
left hand, repeat 5x "Petrify"
E: person is turned to stone.
L: spell stays in effect until a dispel magic or the reverse of
this spell is cast. If the ball hits the Shield of Reflection the druid is
turned to stone. Barbarians are immune. Heal spell alters the effects to those
of healer/druid entangle.
Passplant
T: enchantment
M: departure tree, arriving tree
I: repeat
loudly 5x "Passplant", repeat loudly 5x "arriving"
E: person is
transported from one tree to one other tree within game boundaries. They may not
be harmed during transfer.
L: must have location in mind and
must tell reeve if asked. Must go straight to destination unless being watched
or followed, then may take round-about path. Equivalent to teleport.
Stone to Flesh
T: spell
I: hold left
hand in air, repeat 10x "Stone to flesh," touch victim.
E:
person is no longer stone. Will negate wizard petrify.
6th level (Great
Druid)
Feeblemind
T: spell
I: point at
victim, repeat 3x "By the power of my mind I confuse and erase yours."
R: 50 ft.
E: victim may not cast magic or use
any abilities of their class except fighting (primeval instinct).
L: death or dispel magic removes effect
Finger of Death
T: spell
I: point at victim, repeat 5x "I call
for your death."
R: 50 ft.
E: person dies
L: 5th level monks are immune.
Fire Trap
T: fixed enchantment
M: 10 ft. diameter red
cloth, sand or glitter to represent sulfer
I: lay cloth, repeat
5x "May the power of nature and the fire of the earth protect this area from
intrusion," sprinkle sulfer.
E: anyone who is not protected who
enters area is killed.
L: may be dispeled. Disappears when
caster dies.
Reincarnation
T: enchantment
M: dead person, monster handout, appropriate garb
I: repeat 3x "I call thy spirit back from the realm of death,
inherit this new form and serve me until your destruction."
E:
person sacrifices 4 lives to play as a monster for 1 life.
L:
only certain monsters are used. These are: lizard man, dryad, unicorn, giant,
siren, troll, centaur, brownie. N: may be dispeled.
BARD
MAGIC
Magic name type
uses cost max
1st level
Cancel
S
unlimited 0
-
Charm
S 1/life 2
2
Presence
N 1/game
1 4
Visit
N
1/game 1 8
2nd
level
Legend
S 1/game 1
4
Liplock
E unlimited 2
-
Truth
S 1/life
2 2
3rd
level
Extension N
1/game 2
-
Imbue
N 1/game 1
2
Sleep
S 1/life
2 4
4th level
Emotion
control E 1/game
1 4
Honor duel
E unlimited 1
-
Lore
S 1/life
2 2
5th
level
Mimic
N 1/game 2
1
Mute
S 1/life
2 4
Yield
S
1/life 2
4
6th level
Voice
N 1/game 2
1
1st Level (Rhymer)
Cancel
T: spell
I: repeat 2x "I cancel my magic."
R: 50 ft.
E: negates magic.
L: may only be used on own magics.
Charm
T: spell
I: a short poem (20 + words) must be spoken.
R: 20 ft.
E: the bard may make a single reasonable request (go
touch a green book in the library, etc.) of the victim. The bard may not force
his victim into danger, and the victim may defend himself. Having completed the
task, the victim is free to carry on as he will.
N: may not
force the victim to attack or magic his own teammates.
Presence
T: neutral
E: due to respect and awe for the
position, all barbarians except berserkers will not harm a bard. Also, due to
professional respect, all druids and monks of a lower level than the bard will
not aftack him. The drawback here is that no bardic magic except visit will work
on monks above 2nd level or barbarians. The exception here is voice.
Visit
T: neutral
I: bard must perform
(music, ballads, jokes, etc.) once "visit" is declared loudly and has counted to
200.
E: bard may enter and sit within an enemy's fort for as
long as he likes, talking with and entertaining the enemy. Neither the bard nor
the enemy may make any hostile moves toward one another during this time. The
bard must declare when he is leaving (and must then return to his base before
doing anything else. Visit ends when he reaches his base.
L:
bard may be attacked before the count is completed. Note that most monsters will
not respect bardic visit.
2nd Level (Charmer)
Legend
T: spell 1: a short poem must be spoken (20 + words).
R: 2Oft.
E: the bard and victim then move to an
out of the way place within 100 yds. of the bard's choosing, where the bard will
perform for him. The bard and the victim cannot be attacked by anyone in a 20
ft. radius. The bard may defend himself but at the cost of canceling the spell.
Additional people that approach within 20 ft. may also be ensnared (up to a
total number of victims equal to the bard's level).
L: not
useable within 20 ft. of a base.
N: victims may be slain, but
only at the cost of the bard losing his visit neutral for the rest of that game.
Liplock
T: enchantment
M: strip of
yellow cloth
I: hold wand in left hand, repeat "remain the
truth still" x 5, tie on cloth.
E: bearer cannot be forced to
speak nor otherwise respond to questions asked under talk to dead and similar
magics. Does not affect tracking.
L: may only be cast on each
player once per battlegame.
N: can't be cast on barbarians.
Disappears when the person comes back to life.
Truth
T:
spell
I: a short poem must be said (20 + words).
R: 20 ft.
E: the bard may ask the victim a
single "yes or no" question which he must answer truthfully.
N:
the victim cannot be harmed while answering the question.
3rd Level
(Harper)
Extension
T: neutral
I: say
"Extension" loudly prior to starting spell
E: doubles range of
spell for one use, If spell has no range it gives spell a 20 ft. range.
N: Is not used up unless the accompanying magic is fully cast.
Imbue
T: neutral
E: allows the bard to
purchase 2 magic points (i.e. - not 2 magics) of 1st or 2nd level magic.
Sleep
T: spell
I: repeat 2x "listen
and let the fighting cease, close your eyes and sleep in peace."
E: victim must lie down and sleep for a 300 count.
R: 20ft.
L: sleeping people cannot be killed;
may not be used on one's teammates.
N: barbarians and monks of
third level and above are immune to this spell.
4th Level
(Spellsinger)
Emotion control
T: enchantment
M: white cloth
I: the bard states 5x "emotion
control", and ties on this enchantment to the person (not useable on self). The
bard immediately specifies which one of the following applies to the enchanted
person: a)berserk- as per the barbarian ability. b)immunity to charm- as per the
monk ability. c)immunity to subdual- as per the barbarian ability. d)immunity to
fear, confusion, feeblemind and other emotional attacks. e)confidence- the
person may utilize his own class abilities as if he were one level higher than
he actually is for a period of time not to exceed 30 minutes.
Honor Duel
T: enchantment
M: two or more yellow cloths
I: hold cloths in left hand, repeat 5x "remain this duel pure".
Tie cloth on each contestant.
E: each contestant is protected
from outside forces. The victor is allowed safe passage to safe territory,
preferably their home base, ignoring all wounds till arrival.
L: may not be members of the same team without a Reeve's permission. Enchantment
lasts until one dies or It is dispelled or canceled.
N: Combat
is limited to a reasonable area.
Lore
T: spell
I: a short poem must be said (20 + words).
R:
20 ft.
E: the bard may ask the victim a yes or no question
which he must answer truthfully, and may continue to ask yes or no questions
until the bard receives a "no" answer. Reeves may also choose to grant the bard
one small piece of useful information per game to further define "lore" (very
useful in quests and special scenarios).
5th Level
(Songweaver)
Mimic
T: neutral
E: the
bard may utilize any non-magical abilities of any one other class at 1st level
(one class only, must be announced), for one life.
Mute
T: spell
I: repeat 5x "(person's name), I silence thee."
E: the victim cannot speak or cast magic for a count of 100.
R: 20 ft.
Yield
T: spell
I: repeat 3x "yield thy arms and resist no longer, come unto me
and be my captive."
E: victim must lower weapons and surrender
immediately, moving straight to healer, then may begin 500 count. If they are
not killed, when they have counted they may return to their base.
L: may not be kept from the healer by subdual or
force.
N: other magics can still physically affect the viciim.
6th Level (Great Bard)
Voice
T: neutral
E: allows the bard to purchase 5 magic points (i.e. - not 5
magics) of druid magic from any level.
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This document was last updated on March 23, 2001
by Sir Ivar Nefarious
Copyright: 1983-2000
By Amtgard Inc. (Kingdom of the Burning
Lands)