Spells K-P

# Table of Contents

Spells A-E
Spells F-J
**Spells L-P**
Spells Q-Z

# **L**

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## **Laughter**

Duration: one minute

Range: touch or potion/powder dose

Counter Spell: dispel magik

Description: The target of this spell breaks into uncontrollable
laughter for one minute. The target can attempt other actions but must
continue laughing. If the caster desires, they can direct the target’s
laughter at a particular person, object, or situation.

PP Costs: Alchemy 3, Death 3, Divine 3, Elemental 1, Herbalism N/A, True 3, Restorative 1, Summoner N/A.

## **Lesser Summoning Circle**

 DRAFT VERSION - SUBJECT TO CHANGE

Duration: permanent, or until damaged or removed

Range: 10'. Minimum of a 3' diameter circle. Maximum 10' diameter circle.

Exception: All *summoning circles* must be GM approved.

Special Component: GM-approved paraphernalia used to indicate the *circle*. The *circle* is an IN-GAME component, not an OOG Marker.

Description: Creating the *circle* is the first step in the Summoning ceremony. The Summoner must mark out an area for the creatures to be conjured into.

The *circle* costs 1 Spell Point to create. Once cast, the *circle* may be reused to summon as many creatures as necessary. Once the *circle* is damaged or removed, it must be recast.

Summoned creatures will stand within the *circle* once they are summoned. While the Caster is within a 10 foot radius of the *circle*, summoned creatures are unable to leave the Summoning *circle* unless commanded by the Caster, or the *circle* is damaged. Summoned creatures cannot damage the *circle* from within.

PP Costs: Alchemy N/A, Death N/A, Divine N/A, Elemental N/A, Herbalism N/A, True N/A, Restorative N/A, Summoner 10.

## **Lie**

 Duration: special

Range: touch

Counter Spell: truth (see below)

Description: The target must answer the next five questions posed to
them (by anyone) falsely, revealing nothing of the true answer. The
false answers should be believable.

A truth spell will negate one of the lies (the first one after truth is cast). Dispel magik has no effect.

PP Costs: Alchemy N/A, Death 2, Divine N/A, Elemental 5, Herbalism N/A, True 4, Restorative N/A, Summoner N/A.

## **Light**

 Duration: 5 minutes

Range: strength of light source

Counter Spell: dispel magik (see below)

Special Component: light source (i.e. flashlight, glow stick)

Description: This spell enables the caster to call forth magikal light
from a wand. Once the wand is lit, other characters can use it. For an
alchemist or herbalist, this will be a concoction of two liquids that
when mixed will give off a pale light (i.e. glow stick). Herbalist light
 potions cannot be dispelled.

Note: Casting a light spell into someone’s eyes at night is generally
considered an aggressive action, and could be construed as an attack.
Life-long character enmities have started over such misunderstandings!

PP Costs: Alchemy 1, Death 1, Divine 1, Elemental 1, Herbalism N/A, True 1, Restorative 1, Summoner 1.

# **M**

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## **Mage Armor**

 Duration: 5 minutes

Range: touch

Marker: red cloth, approximately 18” square

Description: This spell affords the target a magikal armor that protects
 them from all physical and magikal damage causing attacks. Other spells
 will still have effect (i.e. itch, nausea, root, etc.).

The marker must be held above the target’s head for the duration of the
spell. The target’s hands must remain empty (excluding marker) for the
duration of the spell and the target cannot cast other spells while
protected by mage armor.

Dispel magik has no effect.

PP Costs: Alchemy N/A, Death 6, Divine 4, Elemental 6, Herbalism N/A, True 4, Restorative 4, Summoner N/A.

## **Magik Bolt**

 Duration: instant

Range: thrown spell ball

Marker: spell ball

Description: This spell brings forth a ball of magikal energy the caster
 can then throw at a target. If struck, the target takes two HP of
damage. The spell ball can be dodged or blocked with a shield. Once the
ball strikes anything other than the target character, its energy is
dissipated (i.e. no bounced shots).

The caster selects the type of magik energy at the time of purchase
(i.e. lightning bolt, fire bolt, stone bolt, etc.). Each type of magik
bolt must be purchased separately.

Dispel magik has no effect.

PP Costs: Alchemy N/A, Death 4, Divine 4, Elemental 4, Herbalism N/A, True 4, Restorative 4, Summoner N/A.

## **Magik Shield**

 Duration: ten minutes

Range: touch

Counter Spell: dispel magik

Special: only two castings of this spell can be active on a character at one time

Description: This spell negates the next spell cast upon the target
character. This includes beneficial spells. This spell cannot be used as
 a response to an attack, it must be pre-cast.

PP Costs: Alchemy N/A, Death 3, Divine 3, Elemental 3, Herbalism N/A, True 3, Restorative 3, Summoner N/A.

## **Magik Touch**

 Duration: instant

Range: touch

Description: This spell causes the caster’s hands to be surrounded by
magikal energy, which causes no damage to the caster. When the caster
touches someone or something else, that energy is released causing two
HP of damage.

The type of magikal energy evoked is up to the caster (i.e. lightning
touch, spider touch, ice touch, holy touch, etc.). Each type of magik
touch must be purchased separately.

PP Costs: Alchemy N/A, Death 3, Divine 3, Elemental 3, Herbalism N/A, True 3, Restorative N/A, Summoner N/A.

## **Magik Trap**

 Duration: until triggered

Range: 10’

Counter Spell: dispel magik

Marker: flat, round object at least 6” in diameter (e.g. Frisbee, paper plate, coffee can lid, hubcap, etc.)

Description: This spell allows the caster to set a magikal trap. A
character stepping on, over, or otherwise disturbing it triggers the
trap. When triggered, all characters within range are affected.

The caster is able to choose what type of magik the trap yields. It can
be a damage causing trap (i.e. fire trap) or another type of magik (i.e.
 root trap). Two HP of damage are done to every character in range if
the trap is damage causing. Each type of magik trap must be purchased
separately.

The marker must have the name of the spell as well as the description of the trap’s effect written on or attached to it.

PP Costs: Alchemy N/A, Death 5, Divine 5, Elemental 5, Herbalism N/A, True 5, Restorative N/A, Summoner N/A.

## **Magik Wall**

 Duration: one minute

Range: special

Counter Spell: dispel magik

Marker: length of string, rope, marking tape, etc. labeled with spell name

Description: To cast this spell, the mage must place the marker on the
ground in the shape that the magik wall will have (i.e. a circle around
the fire pit, a straight line between trees, etc.).

This spell can function in several ways. A wall of a solid material
(like ice) cannot be passed through or damaged. A wall of energy (like
fire) can be passed through, but causes two HP of damage to any who
cross through it. All types of magik wall block normal and magikal
missiles and spell balls.

The caster chooses what type of magikal energy forms the wall at the
time of purchase (i.e. acid wall, earth wall, etc.). Each type of magik
wall must be purchased separately.

PP Costs: Alchemy N/A, Death 3, Divine 3, Elemental 3, Herbalism N/A, True 3, Restorative 3, Summoner N/A.

## **Magikal Enhancement**

 Duration: instant

Range: touch

Description: This spell allows the caster to double one characteristic
of a spell cast by another mage. The increase can be applied to the
range or area of effect, duration, or amount of damage. The caster of
this spell must be in contact with the other mage at the time casting.
This spell cannot be used to enhance the effects of a magikal item or a
scroll. It also cannot be used to enhance one of your own spells.

To enhance a spell more than once, more than one mage casting magikal
enhancement is needed. For example: to triple the duration of hold, one
mage must cast hold, while two separate mages both cast magikal
enhancement. The number of mages cooperating to enhance a spell is
unlimited.

PP Costs: Alchemy N/A, Death 7, Divine 7, Elemental 7, Herbalism N/A, True 7, Restorative 7, Summoner N/A.

## **Mass Teleport**

 Duration: 10 seconds

Range: touch

Marker: blue cloth flag, approximately 18” square (one for each target character)

Special: mass teleport costs at least two CP - one for the caster and
one for each additional target, up to the limit of ten CP (i.e. Mage and
 nine friends are teleported). If only the caster teleports, it still
costs two CP.

Description: Targets of a mass teleport include anyone touching (or
being touched by) the caster when the spell is cast. Once cast, mass
teleport lasts a maximum of 10 seconds. The caster can move three feet
in one second, or as far as they can run in 10 seconds (or anywhere
in-between) before ending the spell. Other affected characters involved
in the mass teleport must get to the caster’s ending point as quickly as
 possible. The teleport ends when all affected characters gather at the
end point.

While teleporting, the affected characters are invisible, intangible,
and untraceable. No spells may be cast by, or against the affected
characters while teleporting.

The caster is responsible for each affected character having a spell
marker. The markers must be held by the affected characters (above their
 heads) for the duration of the spell.

Dispel magik has no effect.

PP Costs: Alchemy N/A, Death 7, Divine 6, Elemental 6, Herbalism N/A, True 5, Restorative 6, Summoner N/A.

## **Mute**

 Duration: 5 minutes

Range: potion/powder dose

Description: This spell causes the target to be unable to make any
noises from the mouth (speech, clicking tongue, humming etc.). The
target still makes noise walking and can clap, snap, or otherwise make
noise by manipulating objects.

PP Costs: Alchemy 4, Death N/A, Divine N/A, Elemental N/A, Herbalism 2, True N/A, Restorative N/A, Summoner N/A.

# **N**

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## **Nausea**

 Duration: five seconds

Range: 10’ or potion/powder dose

Description: If cast, all characters within range become violently ill
(sick to their stomach, dizzy, etc.). After five seconds characters
return to normal. If used as a potion, only the character that ingests
it is affected.

Dispel magik has no effect.

PP Costs: Alchemy 4, Death 3, Divine N/A, Elemental 3, Herbalism 2, True N/A, Restorative 2, Summoner N/A.

# **P**

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## **Pain**

 Duration: one minute

Range: touch or potion/powder dose

Counter Spell: dispel magik

Description: When cast, the target is engulfed in indescribable pain.
This pain covers the entire body. The target cannot flight, flee, cast
spells, or escape the pain. They can only writhe in agony. If the target
 is attacked, the spell dissipates.

PP Costs: Alchemy 3, Death 1, Divine N/A, Elemental N/A, Herbalism 3, True N/A, Restorative N/A, Summoner N/A.

## **Pass Ward**

 Duration: 5 minutes

Range: touch

Counter Spell: dispel magik

Description: To cast this spell, the caster must be touching both the
target and the ward that will be passed through. This spell allows the
target to pass through any individual ward spell twice (once while going
 in and once while going out, or vice-versa).

Once the spell is cast, the target has 5 minutes to move through the
ward twice before the spell wears off. If the duration ends before the
target has passed through the ward both times, the second trip through
cannot be made. Items carried or worn by the target also pass through
the ward. Other living creatures cannot be carried through the ward.

PP Costs: Alchemy N/A, Death 4, Divine 4, Elemental 4, Herbalism N/A, True 4, Restorative 5, Summoner N/A.

## **Perfect Armor/Shield**

 Exception: can only be cast once per day

Pre-requisite: enchant armor/shield, enhance armor/shield

Duration: ninety minutes

Range: touch

Marker: red strip of cloth or ribbon, and an OOG card describing the enchantment

Special: each enchanted piece of armor or shield can only have one “once
 per day spell” as part of its enchantment (i.e. a perfected shield
cannot have both curse and dragon’s breath on it).

Description: This form of enchanting allows the caster to perfect armor
or a shield with three spells from their repertoire. To do this, the
caster needs the armor or shield to be perfected and must have in their
spell list enchant armor/shield, enhance armor/shield, and perfect
armor/shield, as well as the enchantment spell(s) to be used. With
perfect armor/shield, the caster can place three spells upon the armor
or shield. These may be three separate spells, three castings of one
spell, or a combination of two and one.

To perfect the armor or shield, the caster first casts enchant
armor/shield, then enhance armor/shield, and then perfect armor/shield.
Next they cast the spell(s) that will become the enchantments. The
caster then ties a red strip of cloth onto the enhanced armor or shield.
 If tied in a prominent place, the armor or shield appears in-game to
have the soft glow of magik. Tied in a concealed spot, the armor or
shield appears normal to the unaided eye, but will radiate magik when
viewed by magikal means. Lastly, the caster provides the bearer with an
OOG information card with the full description of the spell
enchantments. This card should be read by anyone who casts decipher
magik upon the armor or shield.

The caster can choose to make the enchantments mage-class specific (i.e.
 only usable by one form of spell caster). The restriction can be
divine, death, elemental, or restorative, but not true. If a mage who is
 not of that field of study (or a non-mage character) attempts to use
the enchantment on the armor or shield, they will be unsuccessful.

To use the enchantments, a character must be in contact with the armor or shield.

PP Costs: Alchemy N/A, Death N/A, Divine 18, Elemental N/A, Herbalism N/A, True 16, Restorative N/A, Summoner N/A.

## **Perfect Item**

 Exception: can only be cast once per day

Pre-requisite: enchant item, enhance item

Duration: ninety minutes

Range: touch

Marker: red strip of cloth or ribbon, and an OOG card describing the enchantment

Special: each enchanted item can only have one “once per day spell” as
part of its enchantment (i.e. a perfected shield cannot have both curse
and dragon’s breath on it).

Description: This form of enchanting allows the caster to perfect an
item with three spells from their repertoire. To do this, the caster
needs the item to be perfected and must have in their spell list enchant
 item, enhance item, and perfect item, as well as the enchantment
spell(s) to be used. With perfect item, the caster can place three
spells upon the item. These may be three separate spells, three castings
 of one spell, or a combination of two and one.

To perfect the item, the caster first casts enchant item, then enhance
item, and then perfect item. Next they cast the spell(s) that will
become the enchantments. The caster then ties a red strip of cloth onto
the perfected item. If tied in a prominent place, the item appears
in-game to have the soft glow of magik. Tied in a concealed spot, the
item appears normal to the unaided eye, but will radiate magik when
viewed by magikal means. Lastly, the caster provides the bearer with an
OOG information card with the full description of the spell
enchantments. This card should be read by anyone who casts decipher
magik upon the item.

The caster can choose to make the enchantments mage-class specific (i.e.
 only usable by one form of spell caster). The restriction can be
divine, death, elemental, or restorative, but not true. If a mage who is
 not of that field of study (or a non-mage character) attempts to use
the enchantment on the item, they will be unsuccessful.

To use the enchantments, a character must be in contact with the item.

PP Costs: Alchemy N/A, Death 20, Divine 18, Elemental 18, Herbalism N/A, True 16, Restorative N/A, Summoner N/A.

## **Perfect Weapon**

 Exception: can only be cast once per day

Pre-requisite: enchant weapon, enhance weapon

Duration: ninety minutes

Range: touch

Marker: red strip of cloth or ribbon, and an OOG card describing the enchantment

Special: each enchanted weapon can only have one “once per day spell” as
 part of its enchantment (i.e. a perfected shield cannot have both curse
 and dragon’s breath on it).

Description: This form of enchanting allows the caster to perfect a
weapon with three spells from their repertoire. To do this, the caster
needs the weapon to be perfected and must have in their spell list
enchant weapon, enhance weapon, and perfect weapon, as well as the
enchantment spell(s) to be used. With perfect weapon, the caster can
place three spells upon the weapon. These may be three separate spells,
three castings of one spell, or a combination of two and one.

To perfect the weapon, the caster first casts enchant weapon, then
enhance weapon, and then perfect weapon. Next they cast the spell(s)
that will become the enchantments. The caster then ties a red strip of
cloth onto the perfected weapon. If tied in a prominent place, the
weapon appears in-game to have the soft glow of magik. Tied in a
concealed spot, the weapon appears normal to the unaided eye, but will
radiate magik when viewed by magikal means. Lastly, the caster provides
the bearer with an OOG information card with the full description of the
 spell enchantments. This card should be read by anyone who casts
decipher magik upon the weapon.

The caster can choose to make the enchantments mage-class specific (i.e.
 only usable by one form of spell caster). The restriction can be
divine, death, elemental, or restorative, but not true. If a mage who is
 not of that field of study (or a non-mage character) attempts to use
the enchantment on the weapon, they will be unsuccessful (note: full
mage-class characters can only use daggers and staves as weapons).

To use the enchantments, a character must be in contact with the weapon.

PP Costs: Alchemy N/A, Death N/A, Divine 18, Elemental N/A, Herbalism N/A, True 16, Restorative N/A, Summoner N/A.

## **Permanency**

 Exception: can only be cast once per day

Duration: instant

Range: touch

Counter Spell: special (see below)

Description: This spell causes a previously cast spell to become
permanent. All spell effects will continue, pretty much forever. Any
action that negates the first spell will also negate the permanent spell
 (i.e. a permanently invisible person will become visible if they attack
 someone). Below is the list of spells that can be made permanent: Age
limb, amour, blind, charm, consecrate(bless), covet, curse, curse item,
desecrate, enchant armor/shield, enchant item, enchant weapon, enhance
armor/shield, enhance item, enhance weapon, evil essence, fear, fester,
flee, forget, hold, incite, inoculate, invisibility, invisible area,
lie, light, magic wall, perfect armor/shield, perfect item, perfect
weapon, permeate, purify food/drink/vessel, quest, recollection, repel
lesser undead, root, sygil, silence, sleep, speak with dead/undead,
speak with monsters, tame, truth, void magik, ward, ward item, and web.

Permanent spells can be countered in two ways. First, one can cast the
appropriate counter spell and permanency in concert (i.e. with
permanency blind, cast cure blindness and permanency). The other method
is *six* castings of dispel magik from a single caster. This method counters the permanency, but leaves the underlying spell to be countered separately.

PP Costs: Alchemy N/A, Death 9, Divine 9, Elemental 9, Herbalism N/A, True 9, Restorative 9, Summoner 9.

## **Permeate**

 Duration: 30 minutes

Range: touch

Counter Spell: dispel magik

Description: This spell allows a caster to use an enchanted object that
would otherwise be unusable due to a mage-class restriction. For
instance, a magikal staff that can only be used by elemental mages could
 be used by a death mage with the help of permeate.

PP Costs: Alchemy N/A, Death N/A, Divine N/A, Elemental N/A, Herbalism N/A, True 6, Restorative N/A, Summoner N/A.

## **Petrify**

 Duration: 5 minutes

Range: touch

Counter Spell: unpetrify

Description: This spell turns the target to stone. While petrified the
target can take no damage. A petrified target cannot be easily moved
(i.e. would require the use of an empower spell, a group of characters, a
 horse with block and tackle, etc,). Any form of long-term spell effect
or poison is temporarily ceased while the target is petrified and will
resume their duration at the end of this spell.

All non-magikal items on the target are also turned to stone (magikal
items are not affected). Non-magikal items and magikal items contained
(e.g. within a petrified pouch) cannot be removed from the target. A
partially contained magikal item, however, can be removed (i.e. a
magikal sword will come loose from its now-stone sheath, or a magikal
wand can be slipped from under a now stone belt). Dispel magik has no
effect.

PP Costs: Alchemy N/A, Death 3, Divine 5, Elemental 4, Herbalism N/A, True 4, Restorative 5, Summoner N/A.

## **Poison**

 Duration: one hour

Range: touch or potion/powder dose

Counter Spell: purify blood

Description: This spell poisons the target’s blood, causing them to
suffer excruciating pain. The target loses one BP every 15 minutes for
one hour. These lost BP cannot be regained by any means until purify
blood has been cast or the duration ends.

Dispel magik has no effect.

PP Costs: Alchemy 9, Death 6, Divine N/A, Elemental 7, Herbalism 8, True N/A, Restorative N/A, Summoner N/A.

## **Preserve**

 Duration: 15 minutes

Range: potion/powder dose

Description: This concoction extends the normal deadline for a
resurrection, immolation, or use of surgery skill by 15 additional
minutes when applied to the recently deceased character.

PP Costs: Alchemy 3, Death N/A, Divine N/A, Elemental N/A, Herbalism 3, True N/A, Restorative N/A, Summoner N/A.

## **Purify Blood**

 Duration: instant

Range: touch or potion/powder dose

Description: This spell cleanses the target’s blood of all potions,
powders, poisons, alcohol, or any other blood related maladies or
benefits. This spell does not restore lost BP, but it will cure
role-played hangovers!

PP Costs: Alchemy 5, Death N/A, Divine 2, Elemental 2, Herbalism 3, True 2, Restorative 1, Summoner N/A.

## **Purify Food/Drink/Vessel**

 Duration: 30 minutes

Range: touch or potion/powder dose

Description: When this spell is cast on a specific portion of food or on
 a vessel, it purifies the food or drink. It also nullifies alchemist
and herbalist potions or powders.

PP Costs: Alchemy 3, Death N/A, Divine 1, Elemental 1, Herbalism 5, True 1, Restorative 1, Summoner N/A.

**Spells F- K**
**Spells Q - Z**