Spells F-J

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

# F

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## **Fear**

 Duration: 5 minutes

Range 10’

Counter Spell: dispel magik

Description: The caster must designate a physical object or person for
the target to be afraid of. The target becomes very afraid of the
specified object or person, but can act consciously. They are able to
defend, but are unlikely to attack or approach something of which they
are afraid. Characters cannot be made to fear themselves.

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

## **Feign Death**

 Duration: 30 minutes

Range: touch or potion/powder dose

Counter Spell: dispel magik

Description: This spell is illusory in nature. This illusion remains
until the target moves. The target is not immobilized or silenced by
this spell (caster must first immobilize the target if the spell is cast
 against the target’s will). During the spell, the target is aware of
their surroundings (unless unconscious, sleeping, etc.).

Attacks against the target will not dispel feign death unless the target
 moves. The target cannot cast spells while under the effects of feign
death.

Resurrect has no effect.

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

## **Fester**

 Duration: one hour

Range: touch

Counter Spell: bless

Description: The target of this spell cannot regain any BP because their
 wounds begin to fester. The target is limited to one BP total from
natural recovery, medical skills, healing spells, or potions capable of
bringing a wounded character from zero to one BP (i.e. a character
afflicted with the fester spell can only recover one BP if they are at
zero BP).

If bless is cast upon the affected character or they are taken into a
blessed area, the fester is immediately broken and they can begin to
regain BP normally.

Purify blood and dispel magik have no effect.

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

## **First Strike**

 Duration: ten minutes

Range: touch

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

Description: The target of this spell is protected from the next damage
causing magikal attack. After this attack (or the duration expires) the
spell dissipates.

Dispel magik has no effect.

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

## **Flee**

 Duration: 30 seconds

Range: touch

Counter Spell: dispel magik

Description: The target is compelled to run away from the caster. The
targets only thought is to flee as far as possible from caster.

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

## **Force**

 Duration: instant

Range: 10’

Required Verbal Component: “Force!”

Description: This spell will knock all characters within range to the
ground (causing no damage). The force is directional, either in a single
 linear blast from a single arm, or when cast two handed as a wedge
patterned by the outstretched arms of the caster. The caster must
designate the direction of the force with their hand or arm.

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

## **Forget**

 Duration: one hour

Range: touch

Counter Spell: dispel magik

Description: The target immediately forgets a single, specific thing
that the caster designates. After one hour the target will be able to
recall what was forgotten.

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

## **Freeze**

 Duration: one minute

Range: touch or spell ball

Marker: spell ball (if desired)

Counter Spell: dispel magik

Description: When cast, the target becomes frozen in a cinematic block
of ice which immobilizes and protects them. While frozen, the target
cannot cast magik. Others cannot cast magik upon them (other than dispel
 magik), nor can they remove the target’s possessions. The ice begins to
 quickly melt away after one minute.

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

## **Fumble**

 Duration: 10 seconds

Range: 10’

Counter Spell: dispel magik

Description: This spell causes the target to be unable to hold anything
in their hands. Anything held by the target at the time of the casting
must be dropped.

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

# G

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## **Govern**

 DRAFT VERSION - SUBJECT TO CHANGE

Duration: permanent until creature destroyed

Range: 10’

Counter Spell: *remove quest*, *suborn*

Exception: Must be a creature summoned by the caster. Cannot be a
conjured creature that is currently suborned by another Summoner.

Description: This spell is cast to give the Summoner control over
his/her conjured creature. The creature will follow all commands and
instructions given by the Summoner. The *governed* creature will also die for the Summoner, if it is the Summoner's will. This spell does NOT work like the spell charm.

Depending on the type of creature, *charm*, *control greater undead*, *control lesser undead*, or *tame* will still affect governed creatures, however, *govern* takes precedent over these spells, and the creature's nature is predetermined by the Summoner's will.

*Remove quest* will break the control of govern over a summoned creature.

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

## **Greater Summoning Circle**

 DRAFT VERSION - SUBJECT TO CHANGE

Duration: permanent, or until damaged or removed

Range: 10'. Minimum of a 6' diameter circle. Maximum 20' 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 15.

# H

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## **Hallucinate**

 Duration: 30 seconds

Range: potion/powder dose

Description: The target of this spell will hallucinate their greatest fear. They cannot attack anything but their hallucination.

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

## Haven

 Duration: 5 minutes

Range: special

Required Component: caster’s arm stretched above caster’s head

Description: Once cast, all characters that are in physical contact with
 the caster are protected by the spell. This can be direct contact with
the caster or indirect contact through a chain of people that begins
with the caster. This protection prevents damage from any physical or
damage causing magikal attacks.

Persons inside the haven cannot be physically or magikally pushed,
pulled, smacked, or otherwise removed against their will from the
protection. Someone inside a haven can, however, voluntarily leave the
spell simply by breaking contact with the caster.

Once haven is cast, other people may not join the protection.

The group within the haven is free to speak, move, and otherwise
interact with the world. They can also cast any of the following spells
while protected, as long as they remain in contact with the caster of
haven.

Spells able to be cast on (or by) characters within a haven are: *Animate
 dead, awaken, blend, bless, comprehend magik, create scroll, cure
blindness, dance, decipher magik, detect magik, ding-away, dispel magik,
 endure, enchant item, haven, heal, immolate, invisibility, itch,
laughter, lie, light, nausea, purify blood, purify food/drink/vessel,
remove curse, repair, restore limb, resurrect, speak with dead/undead,
speak with monsters, true sight, truth*, and *unpetrify*.

The caster is unable to regain CP or cast other magik while
concentrating on the haven. The caster can extend the duration by
casting haven again.

Dispel magik has no effect.

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

## **Heal**

 Duration: instant

Range: touch or potion/powder dose

Description: This spell heals one BP when cast upon an injured
character. The target cannot gain more BP than the target originally had
 by the casting of this spell. The target should continue to role-play
injuries, as they do not simply vanish because of this spell (i.e. they
will be left sore, dizzy, tired, etc.).

This spell will cause one point of damage to most undead and spirits.

PP Costs: Alchemy 3, Death 5, Divine X, Elemental 3, Herbalism 3, True 4, Restorative 1, Summoner 4.

## **Heat Metal**

 Duration: one minute

Range: touch

Description: This spell allows the caster to heat any metal object.
Weapons and small objects take 10 seconds to become too hot to handle -
armor and larger items take 20 seconds to become unbearable. Heated
items must be dropped or removed, otherwise the person holding/wearing
it receives two BP of damage from the scalding heat. Heated armor does
not lose its AP. The heat lasts for one minute, then slowly cools.
Dispel magik has no effect.

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

## **Hold**

 Duration: one minute

Range: touch or potion/powder dose

Counter Spell: dispel magik

Special: spell functions on characters only, not monsters

Description: The target of this spell is held immobile, but can still
speak. The target is not protected as in freeze. The spell will
dissipate immediately after the target is struck in an attack. Hold does
 not work against monsters.

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

## Hold Monster

 Duration: one minute

Range: touch or potion/powder dose

Counter Spell: dispel magik

Description: Once cast, the target monster or beastman is held immobile
but can still speak. The monster is not protected as in freeze. The
spell will dissipate immediately after the monster is struck in an
attack.

Note: This does not work on Humanoids or Undead.

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

# I

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## **Immolate**

 Duration: instant

Range: touch

Description: With this spell, the caster can transfer the life force of
one living character into the dead body of another. The character
sacrificing his or her life force will die, while the dead character
will be brought back to life. The caster needs to be touching both
characters involved in the spell.

The character making the sacrifice can be the caster or another
character, but they must make the sacrifice willingly. Characters cannot
 be coerced (magikally or otherwise) into sacrificing their lives.

The character that is revived will forever take on some of the
personality traits of the sacrificed character (special abilities cannot
 be gained in this fashion). Once revived, the target is somewhat
disoriented for a period of time.

Dead characters have 1 hour to be revived by this spell before they are
lost forever. Characters who sacrifice their lives during this spell
have only 15 minutes to be recovered (by resurrection, or another
immolation). Like the resurrection spell, a character can be revived by
this spell only once per Campaign event.

Summoned, undead, and spirit characters do not have sufficient life force to be effective as the sacrificial character.

PP Costs: Alchemy N/A, Death 8, Divine N/A, Elemental 4, Herbalism N/A, True N/A, Restorative 2, Summoner N/A.

## **Incite**

 Duration: one minute

Range: touch

Counter Spell: dispel magik

Description: This spell causes the target to become angry, irrational,
and violent. The caster can direct the target’s anger towards a specific
 person or subject if they wish. The caster can also choose to lessen
the effects of the spell and cause the target to be generally foul
tempered. If the caster attacks the target, the spell is broken.

The target will argue, disagree and oppose actions by any object of
their anger. Any suggestions contrary to the target’s nature will not be
 followed (i.e. no suicide, etc.).

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

## **Influence**

 Duration: 5 minutes

Range: potion/powder dose

Description: Once affected, the target must change their decision or
opinion on the next issue that comes before them in conversation. The
target will act according to their new decision or opinion. If the new
decision or opinion is against the target’s nature, they will follow it
right to the moment of breaking their nature, then fail to perform the
action.

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

## Inoculate

 Duration: one hour

Range: touch

Counter Spell: dispel magik

Description: For its duration, this spell protects the target from the
effect of a single, specified spell. The caster must cast both this
spell and the spell from which the target will be protected. At this
time, the target suffers the full effects of the spell they are
inoculated against. The caster can only inoculate targets against spells
 they have in their repertoire.

The inoculation must be specific (i.e. to be inoculated against ice bolt
 does not protect against other types of magik bolt spells).

Inoculate offers no protection against haven, magik wall, void magik, ward, or ward item.

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

## **Interrogate**

 Duration: one question

Range: touch or potion/powder dose

Description: The target of this spell must choose to answer the caster’s
 question as truthfully as they can, or suffer excruciating pain for 30
seconds and take one BP of damage.

Dispel magik has no effect.

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

## **Invisibility**

 Duration: 5 minutes

Range: touch or potion/powder dose

Marker: white cloth, approximately 18” square

Counter Spell: dispel magik

Description: The target or object cast upon cannot be seen, but is still
 audible and tangible (i.e. will leave tracks). Items held or worn by
the target also cannot be seen. If the target makes any offensive action
 or casts a spell, the invisibility dissipates.

The marker must be held above the target’s head for the duration of
spell. The marker can be draped over an object to make it invisible.

PP Costs: Alchemy 6, Death 3, Divine 4, Elemental 6, Herbalism N/A, True 3, Restorative N/A, Summoner 4.

## **Invisible Area**

 Duration: 5 minutes

Range: size of marker

Marker: white cloth the size of the area affected

Counter Spell: dispel magik

Description: Affected targets or objects cannot be seen, but are still
audible and tangible (i.e. they will leave tracks). Items held or worn
by those affected also cannot be seen. All affected characters can see
one another. Anything entering the area of effect becomes invisible.
Anything leaving the area of effect becomes visible. If any affected
characters make any offensive action or cast a spell, the area becomes
visible.

The marker must be held over the heads of all affected characters for
the duration of the spell. The marker can be draped over objects to make
 those objects invisible.

PP Costs: Alchemy N/A, Death 8, Divine 9, Elemental 11, Herbalism N/A, True 8, Restorative N/A, Summoner N/A.

## **Itch**

 Duration: one minute

Range: touch or potion/powder dose

Counter Spell: dispel magik

Description: The target is overcome by an intolerable itch, which is
widespread, covering them from head to toe. The target will continue to
itch even while attempting other actions.

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

Spells A - E
Spells K - P