* Denotes Element-specific Spells (May only be used by characters with matching Primary Element)
Banishment
Delivery: Single
Duration: Instant
Element(s):
Earth, Fear, Grace, Law, Light, Luck
Character may throw one packet with the call "Magic Banish".
Barrier of Cheris
Delivery: Touch
Duration: Weekly
Element(s):
Law
This power creates a barrier that will do (5 x level of character) in points of "Magic Law" damage to any person that crosses its threshold. The area covered by this must clearly be marked, using a single yellow line on the ground and a single yellow line at its top. A doorway is suitable for these purposes, but must still have a separate yellow delineator, as this is a visible effect. The area covered by this may not exceed 10' by 10' per use of this power, however, at the time of use, other Mages may add their own power to this barrier of pain to add their damage and size to the barrier (a second caster could add an additional 10' x 10' for a total of 20' x 20', etc). The yellow delineator must have a card attached that lists the names of the Mages who put up the barrier, who are immune to its effects.
Barrier of Eraen
Delivery: Touch
Duration: Weekly
Element(s):
Growth
This power creates a barrier that will do (5 x level of character) in points of "Magic Growth" damage to any person that crosses its threshold. The area covered by this must clearly be marked, using a single yellow line on the ground and a single yellow line at its top. A doorway is suitable for these purposes, but must still have a separate yellow delineator, as this is a visible effect. The area covered by this may not exceed 10' by 10' per use of this power, however, at the time of use, other Mages may add their own power to this barrier of pain to add their damage and size to the barrier (a second caster could add an additional 10' x 10' for a total of 20' x 20', etc). The yellow delineator must have a card attached that lists the names of the Mages who put up the barrier, who are immune to its effects.
Barrier of Fiera
Delivery: Touch
Duration: Weekly
Element(s):
Flame
This power creates a barrier that will do (5 x level of character) in points of "Magic Flame" damage to any person that crosses its threshold. The area covered by this must clearly be marked, using a single yellow line on the ground and a single yellow line at its top. A doorway is suitable for these purposes, but must still have a separate yellow delineator, as this is a visible effect. The area covered by this may not exceed 10' by 10' per use of this power, however, at the time of use, other Mages may add their own power to this barrier of pain to add their damage and size to the barrier (a second caster could add an additional 10' x 10' for a total of 20' x 20', etc). The yellow delineator must have a card attached that lists the names of the Mages who put up the barrier, who are immune to its effects.
Barrier of Garguth
Delivery: Touch
Duration: Weekly
Element(s):
Earth
This power creates a barrier that will do (5 x level of character) in points of "Magic Earth" damage to any person that crosses its threshold. The area covered by this must clearly be marked, using a single yellow line on the ground and a single yellow line at its top. A doorway is suitable for these purposes, but must still have a separate yellow delineator, as this is a visible effect. The area covered by this may not exceed 10' by 10' per use of this power, however, at the time of use, other Mages may add their own power to this barrier of pain to add their damage and size to the barrier (a second caster could add an additional 10' x 10' for a total of 20' x 20', etc). The yellow delineator must have a card attached that lists the names of the Mages who put up the barrier, who are immune to its effects.
Barrier of Isikil
Delivery: Touch
Duration: Weekly
Element(s):
Ice
This power creates a barrier that will do (5 x level of character) in points of "Magic Ice" damage to any person that crosses its threshold. The area covered by this must clearly be marked, using a single yellow line on the ground and a single yellow line at its top. A doorway is suitable for these purposes, but must still have a separate yellow delineator, as this is a visible effect. The area covered by this may not exceed 10' by 10' per use of this power, however, at the time of use, other Mages may add their own power to this barrier of pain to add their damage and size to the barrier (a second caster could add an additional 10' x 10' for a total of 20' x 20', etc). The yellow delineator must have a card attached that lists the names of the Mages who put up the barrier, who are immune to its effects.
Barrier of Mordekai
Delivery: Touch
Duration: Weekly
Element(s):
Fear
This power creates a barrier that will do (5 x level of character) in points of "Magic Fear" damage to any person that crosses its threshold. The area covered by this must clearly be marked, using a single yellow line on the ground and a single yellow line at its top. A doorway is suitable for these purposes, but must still have a separate yellow delineator, as this is a visible effect. The area covered by this may not exceed 10' by 10' per use of this power, however, at the time of use, other Mages may add their own power to this barrier of pain to add their damage and size to the barrier (a second caster could add an additional 10' x 10' for a total of 20' x 20', etc). The yellow delineator must have a card attached that lists the names of the Mages who put up the barrier, who are immune to its effects.
Barrier of Nedeis
Delivery: Touch
Duration: Weekly
Element(s):
Storm
This power creates a barrier that will do (5 x level of character) in points of "Magic Storm" damage to any person that crosses its threshold. The area covered by this must clearly be marked, using a single yellow line on the ground and a single yellow line at its top. A doorway is suitable for these purposes, but must still have a separate yellow delineator, as this is a visible effect. The area covered by this may not exceed 10' by 10' per use of this power, however, at the time of use, other Mages may add their own power to this barrier of pain to add their damage and size to the barrier (a second caster could add an additional 10' x 10' for a total of 20' x 20', etc). The yellow delineator must have a card attached that lists the names of the Mages who put up the barrier, who are immune to its effects.
Barrier of Rend
Delivery: Touch
Duration: Weekly
Element(s):
Doom
This power creates a barrier that will do (5 x level of character) in points of "Magic Doom" damage to any person that crosses its threshold. The area covered by this must clearly be marked, using a single yellow line on the ground and a single yellow line at its top. A doorway is suitable for these purposes, but must still have a separate yellow delineator, as this is a visible effect. The area covered by this may not exceed 10' by 10' per use of this power, however, at the time of use, other Mages may add their own power to this barrier of pain to add their damage and size to the barrier (a second caster could add an additional 10' x 10' for a total of 20' x 20', etc). The yellow delineator must have a card attached that lists the names of the Mages who put up the barrier, who are immune to its effects.
Barrier of Risirr
Delivery: Touch
Duration: Weekly
Element(s):
Luck
This power creates a barrier that will do (5 x level of character) in points of "Magic Luck" damage to any person that crosses its threshold. The area covered by this must clearly be marked, using a single yellow line on the ground and a single yellow line at its top. A doorway is suitable for these purposes, but must still have a separate yellow delineator, as this is a visible effect. The area covered by this may not exceed 10' by 10' per use of this power, however, at the time of use, other Mages may add their own power to this barrier of pain to add their damage and size to the barrier (a second caster could add an additional 10' x 10' for a total of 20' x 20', etc). The yellow delineator must have a card attached that lists the names of the Mages who put up the barrier, who are immune to its effects.
Barrier of Silveen
Delivery: Touch
Duration: Weekly
Element(s):
Wind
This power creates a barrier that will do (5 x level of character) in points of "Magic Wind" damage to any person that crosses its threshold. The area covered by this must clearly be marked, using a single yellow line on the ground and a single yellow line at its top. A doorway is suitable for these purposes, but must still have a separate yellow delineator, as this is a visible effect. The area covered by this may not exceed 10' by 10' per use of this power, however, at the time of use, other Mages may add their own power to this barrier of pain to add their damage and size to the barrier (a second caster could add an additional 10' x 10' for a total of 20' x 20', etc). The yellow delineator must have a card attached that lists the names of the Mages who put up the barrier, who are immune to its effects.
Barrier of Sond
Delivery: Touch
Duration: Weekly
Element(s):
Light
This power creates a barrier that will do (5 x level of character) in points of "Magic Light" damage to any person that crosses its threshold. The area covered by this must clearly be marked, using a single yellow line on the ground and a single yellow line at its top. A doorway is suitable for these purposes, but must still have a separate yellow delineator, as this is a visible effect. The area covered by this may not exceed 10' by 10' per use of this power, however, at the time of use, other Mages may add their own power to this barrier of pain to add their damage and size to the barrier (a second caster could add an additional 10' x 10' for a total of 20' x 20', etc). The yellow delineator must have a card attached that lists the names of the Mages who put up the barrier, who are immune to its effects.
Barrier of The Twins
Delivery: Touch
Duration: Weekly
Element(s):
Grace
This power creates a barrier that will do (5 x level of character) in points of "Magic Grace" damage to any person that crosses its threshold. The area covered by this must clearly be marked, using a single yellow line on the ground and a single yellow line at its top. A doorway is suitable for these purposes, but must still have a separate yellow delineator, as this is a visible effect. The area covered by this may not exceed 10' by 10' per use of this power, however, at the time of use, other Mages may add their own power to this barrier of pain to add their damage and size to the barrier (a second caster could add an additional 10' x 10' for a total of 20' x 20', etc). The yellow delineator must have a card attached that lists the names of the Mages who put up the barrier, who are immune to its effects.
Channeled Force
Delivery: Touch
Duration: Debriefing
Element(s):
Earth, Grace, Growth, Law, Luck, Wind
The next melee hit against Target will be nullified, with the target calling “Absorbed”. The next Melee strike Target makes after that hit will be made with the same call that was nullified. Example: Tobias swings "3 Basic" with their sword. He’s attacked by an undead swinging "5 Massive". Tobias has Channeled Force cast on them. He gets hit by the undead and calls "Absorbed". The next swing they make will be for "5 Massive".
Crippling Force
Delivery: Single
Duration: Instant
Element(s):
Doom, Fear, Flame, Ice, Law, Luck, Storm
Character may throw up to one packet per level with the call "Magic Maim".
Doom Aura
Delivery: Self
Duration: Debriefing
Element(s):
Doom
The character becomes a creature of Doom. All Doom based attacks heal the caster for double the value of the attack, and all Light based attacks do double the normal damage. Character is immune to poison effects and damage. All other attacks work as normal.
Doom Explosion
Delivery: Single
Duration: Instant
Element(s):
Doom
Character may throw one packet with the call "(15 x level of character) Magic Doom".
Doom Tempest
Delivery: Rapid Fire
Duration: Instant
Element(s):
Doom
Character may throw one packet per level of the character with the call "18 Magic Doom".
Earth Aura
Delivery: Self
Duration: Debriefing
Element(s):
Earth
The character becomes a creature of Earth. All Earth based attacks heal the caster for double the value of the attack, and all Wind based attacks do double the normal damage. Character is immune to poison effects and damage. All other attacks work as normal.
Earth Explosion
Delivery: Single
Duration: Instant
Element(s):
Earth
Character may throw one packet with the call "(15 x level of character) Magic Earth".
Fear Aura
Delivery: Self
Duration: Debriefing
Element(s):
Fear
The character becomes a creature of Fear. All Fear based attacks heal the caster for double the value of the attack, and all Grace based attacks do double the normal damage. Character is immune to poison effects and damage. All other attacks work as normal.
Fear Explosion
Delivery: Single
Duration: Instant
Element(s):
Fear
Character may throw one packet with the call "(15 x level of character) Magic Fear".
Fear Tempest
Delivery: Rapid Fire
Duration: Instant
Element(s):
Fear
Character may throw one packet per level of the character with the call "18 Magic Fear".
Flame Aura
Delivery: Self
Duration: Debriefing
Element(s):
Flame
The character becomes a creature of Flame. All Flame based attacks heal the caster for double the value of the attack, and all Ice based attacks do double the normal damage. Character is immune to poison effects and damage. All other attacks work as normal.
Flame Explosion
Delivery: Single
Duration: Instant
Element(s):
Flame
Character may throw one packet with the call "(15 x level of character) Magic Flame".
Flame Tempest
Delivery: Rapid Fire
Duration: Instant
Element(s):
Flame
Character may throw one packet per level of the character with the call "18 Magic Flame".
Grace Aura
Delivery: Self
Duration: Debriefing
Element(s):
Grace
The character becomes a creature of Grace. All Grace based attacks heal the caster for double the value of the attack, and all Fear based attacks do double the normal damage. Character is immune to poison effects and damage. All other attacks work as normal.
Grace Explosion
Delivery: Single
Duration: Instant
Element(s):
Grace
Character may throw one packet with the call "(15 x level of character) Magic Grace".
Growth Aura
Delivery: Self
Duration: Debriefing
Element(s):
Growth
The character becomes a creature of Growth. All Growth based attacks heal the caster for double the value of the attack, and all Storm based attacks do double the normal damage. Character is immune to poison effects and damage. All other attacks work as normal.
Growth Explosion
Delivery: Single
Duration: Instant
Element(s):
Growth
Character may throw one packet with the call "(15 x level of character) Magic Growth".
Growth Tempest
Delivery: Rapid Fire
Duration: Instant
Element(s):
Growth
Character may throw one packet per level of the character with the call "18 Magic Growth".
Hyperaccelerated Grace
Delivery: Touch
Duration: Debriefing
Element(s):
Grace
Target's next shot with a ranged weapon inflicts "+25 Grace" damage.
Hyperaccelerated Law
Delivery: Touch
Duration: Debriefing
Element(s):
Target's next shot with a ranged weapon inflicts "+25 Law" damage.
Hyperaccelerated Light
Delivery: Touch
Duration: Instant
Element(s):
Light
Target's next shot with a ranged weapon inflicts "+25 Light" damage.
Hyperaccelerated Luck
Delivery: Touch
Duration: Instant
Element(s):
Luck
Target's next shot with a ranged weapon inflicts "+25 Luck" damage.
Hyperaccelerated Wind
Delivery: Touch
Duration: Instant
Element(s):
Wind
Target's next shot with a ranged weapon inflicts "+25 Wind" damage.
Ice Aura
Delivery: Self
Duration: Debriefing
Element(s):
Ice
The character becomes a creature of Ice. All Ice based attacks heal the caster for double the value of the attack, and all Flame based attacks do double the normal damage. Character is immune to poison effects and damage. All other attacks work as normal.
Ice Explosion
Delivery: Single
Duration: Instant
Element(s):
Ice
Character may throw one packet with the call "(15 x level of character) Magic Ice".
Law Aura
Delivery: Self
Duration: Debriefing
Element(s):
Law
The character becomes a creature of Law. All Law based attacks heal the caster for double the value of the attack, and all Luck based attacks do double the normal damage. Character is immune to poison effects and damage. All other attacks work as normal.
Law Explosion
Delivery: Single
Duration: Instant
Element(s):
Law
Character may throw one packet with the call "(15 x level of character) Magic Law".
Law Tempest
Delivery: Rapid Fire
Duration: Instant
Element(s):
Law
Character may throw one packet per level of the character with the call "18 Magic Law".
Light Aura
Delivery: Self
Duration: Debriefing
Element(s):
Light
The character becomes a creature of Light. All Light based attacks heal the caster for double the value of the attack, and all Doom based attacks do double the normal damage. Character is immune to poison effects and damage. All other attacks work as normal.
Light Explosion
Delivery: Single
Duration: Instant
Element(s):
Light
Character may throw one packet with the call "(15 x level of character) Magic Light".
Light Tempest
Delivery: Rapid Fire
Duration: Instant
Element(s):
Light
Character may throw one packet per level of the character with the call "18 Magic Light".
Lightning Aura
Delivery: Self
Duration: Debriefing
Element(s):
Storm
The character becomes a creature of Storm. All Storm based attacks heal the caster for double the value of the attack, and all Growth based attacks do double the normal damage. Character is immune to poison effects and damage. All other attacks work as normal.
Lightning Explosion
Delivery: Single
Duration: Instant
Element(s):
Storm
Character may throw one packet with the call "(15 x level of character) Magic Storm".
Lightning Tempest
Delivery: Rapid Fire
Duration: Instant
Element(s):
Storm
Character may throw one packet per level of the character with the call "18 Magic Storm".
Luck Aura
Delivery: Self
Duration: Debriefing
Element(s):
Luck
The character becomes a creature of Luck. All Luck based attacks heal the caster for double the value of the attack, and all Law based attacks do double the normal damage. Character is immune to poison effects and damage. All other attacks work as normal.
Luck Explosion
Delivery: Single
Duration: Instant
Element(s):
Luck
Character may throw one packet with the call "(15 x level of character) Magic Luck".
Magic Draining
Delivery: Single
Duration: Instant
Element(s):
Doom, Earth, Fear, Grace, Ice, Storm, Wind
Target may throw one packet with the call "Magic Drain".
Mass Webbing
Delivery: Shotgun
Duration: Debriefing
Element(s):
Doom, Earth, Fear, Flame, Grace, Growth, Ice, Law, Light, Luck, Storm
Character may throw five packets with the call "Magic Net: Body".
Stop Army
Delivery: Rapid Fire
Duration: Debriefing
Element(s):
Grace, Growth, Ice, Law, Light, Luck
Character may throw one packet per Character level with the call "Magic Net: {Limb}".
Superior Doom Blade
Delivery: Self
Duration: Debriefing
Element(s):
Doom
Character is granted the ability to swing a melee weapon for "Magic Doom" with an additional +(level of character) to damage once per level of the character, after which this ability goes away.
Superior Earth Blade
Delivery: Self
Duration: Debriefing
Element(s):
Earth
Character is granted the ability to swing a melee weapon for "Magic Earth" with an additional +(level of character) to damage once per level of the character, after which this ability goes away.
Superior Fear Blade
Delivery: Self
Duration: Debriefing
Element(s):
Fear
Character is granted the ability to swing a melee weapon for "Magic Fear" with an additional +(level of character) to damage once per level of the character, after which this ability goes away.
Superior Flame Blade
Delivery: Self
Duration: Debriefing
Element(s):
Flame
Character is granted the ability to swing a melee weapon for "Magic Flame" with an additional +(level of character) to damage once per level of the character, after which this ability goes away.
Superior Grace Blade
Delivery: Self
Duration: Debriefing
Element(s):
Grace
Character is granted the ability to swing a melee weapon for "Magic Grace" with an additional +(level of character) to damage once per level of the character, after which this ability goes away.
Superior Growth Blade
Delivery: Self
Duration: Debriefing
Element(s):
Growth
Character is granted the ability to swing a melee weapon for "Magic Growth" with an additional +(level of character) to damage once per level of the character, after which this ability goes away.
Superior Ice Blade
Delivery: Self
Duration: Debriefing
Element(s):
Ice
Character is granted the ability to swing a melee weapon for "Magic Ice" with an additional +(level of character) to damage once per level of the character, after which this ability goes away.
Superior Law Blade
Delivery: Self
Duration: Debriefing
Element(s):
Law
Character is granted the ability to swing a melee weapon for "Magic Law" with an additional +(level of character) to damage once per level of the character, after which this ability goes away.
Superior Light Blade
Delivery: Self
Duration: Debriefing
Element(s):
Light
Character is granted the ability to swing a melee weapon for "Magic Light" with an additional +(level of character) to damage once per level of the character, after which this ability goes away.
Superior Lightning Blade
Delivery: Self
Duration: Debriefing
Element(s):
Storm
Character is granted the ability to swing a melee weapon for "Magic Storm" with an additional +(level of character) to damage once per level of the character, after which this ability goes away.
Superior Luck Blade
Delivery: Self
Duration: Debriefing
Element(s):
Luck
Character is granted the ability to swing a melee weapon for "Magic Luck" with an additional +(level of character) to damage once per level of the character, after which this ability goes away.
Superior Wind Blade
Delivery: Self
Duration: Debriefing
Element(s):
Wind
Character is granted the ability to swing a melee weapon for "Magic Wind" with an additional +(level of character) to damage once per level of the character, after which this ability goes away.
Ward
Delivery: Touch
Duration: Weekly
Element(s):
Doom, Earth, Fear, Flame, Grace, Growth, Ice, Law, Light, Luck, Storm, Wind
This power may be used on any enclosed room. One opening into this room is designated the Entryway. On the Guide Notes for that opening, the Field power must be marked and the level of the caster must also be marked, along with the names of the caster and any characters touching him/her at the time this spell is cast. These characters may enter through the Entryway at will. No other characters or effects may enter this area unless one of those listed in the Guide Notes lowers the Entryway for 5 seconds by call "Entry Down 1, Entry Down 2, Entry Down 3, Entry Down 4, Entry Down 5" in a clear tone of voice, during which anything may cross through the entryway.
Wind Aura
Delivery: Self
Duration: Debriefing
Element(s):
Wind
The character becomes a creature of Wind. All Wind based attacks heal the caster for double the value of the attack, and all Earth based attacks do double the normal damage. Character is immune to poison effects and damage. All other attacks work as normal.
Wind Explosion
Delivery: Single
Duration: Instant
Element(s):
Wind
Character may throw one packet with the call "(10 x level of character) Magic Wind".
Wind Tempest
Delivery: Rapid Fire
Duration: Instant
Element(s):
Wind
Character may throw one packet per level of the character with the call "18 Magic Wind".
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