Spells A-E

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

# A

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## Age Limb

 Duration: 5 minutes

Range: touch

Counter Spell: restore limb

Description: The caster touches one of the target’s limbs (arm or leg),
which then becomes aged and infirmed. The limb is now useless; it cannot
 wield a weapon, cast magik, or support any weight.

Dispel magik has no effect.

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

## **Amour**

 Duration: 5 minutes

Range: touch or potion/powder dose

Counter Spell: dispel magik

Description: The caster designates a character to which the target
becomes amorous. The designate must be visible to the target at the time
 of the casting. The target’s affectations are not physical, but they
will have very strong feelings for the designate. The target will do
whatever possible to win the favor or help the designate.

This spell is different from *charm*
 in that the target does not have to agree with the designate. The
target can even oppose them ‘for their own good’, for instance, holding a
 warrior back from a fight to keep them safe.

Any suggestion contrary to the target’s nature will not be followed
(i.e. no suicide, etc.). If the caster or the designate attacks the
target, the spell is broken.

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

## **Animate Dead**

 Duration: instant

Range: 10’ radius

Counter Spell: destroy lesser undead

Description: The caster can animate all dead characters within range.
The now “undead” characters will act out the caster’s commands. Animated
 characters are slow and not very intelligent.

The corpses will remain animated until they are destroyed. Animated
characters have ten BP. When reduced to zero BP they are totally
destroyed and cannot be re-animated or resurrected. A dead character can
 only be animated once.

If a character is animated within 30 minutes of their death, and subsequently has *resurrect* cast upon them, they will be resurrected as per the *resurrect* spell.

If a character is animated 30 minutes or more after their death, and subsequently has *resurrect* cast upon them, they will suffer the effects of the spell *dragon’s breath*.

Dead monster characters can also be animated.

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

## **Awaken**

 Duration: instant

Range: touch or potion/powder dose

Description: This spell allows the caster to magikally awaken any
character that is magikally or naturally asleep or unconscious. The
target will awaken immediately and be alert.

PP Costs: Alchemy 4, Death N/A, Divine 1, Elemental 1, Herbalism 1, True 3, Restorative 1, Summoner N/A.

# B

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## **Banish Greater Summoned Creature**

 DRAFT VERSION - SUBJECT TO CHANGE

Duration: instant

Range: 10'

Special Notes: Required casting time of thirty seconds.

Description: This spell causes one greater summoned creature, item or weapon to be *banished*. The summoned target ceases to exist. This spell is not needed for a a summoner to *banish* their own creations.

PP Costs: Alchemy N/A, Death N/A, Divine N/A, Elemental N/A, Herbalism N/A, True 15, Restorative N/A, Summoner 8.

## **Banish Lesser Summoned Creature**

 DRAFT VERSION - SUBJECT TO CHANGE

Duration: instant

Range: 10'

Special Notes: Required casting time of thirty seconds.

Description: This spell causes one summoned creature, item or weapon to be *banished*. The summoned target ceases to exist. This spell is not needed for a a summoner to *banish* their own creations.

PP Costs: Alchemy N/A, Death N/A, Divine N/A, Elemental N/A, Herbalism N/A, True 10, Restorative N/A, Summoner 4.

## **Befuddle**

 Duration: one minute

Range: touch or potion/powder dose

Counter Spell: dispel magik

Description: The target becomes confused and unfamiliar with their
surroundings and their identity. The target is not susceptible to
suggestions (this will only cause the target to become even more
confused). The target cannot understand what is being said or what is
occurring around them. They are therefore unlikely to attack because
they cannot decide whom to attack, or why. The target can still defend
themselves and use magik.

PP Costs: Alchemy 4, Death 3, Divine 3, Elemental 2, Herbalism 4, True 3, Restorative 1, Summoner N/A.

## **Blast**

 Duration: instant

Range: 10’ radius

Required Verbal Component: “Blast!”

Description: All characters within range are knocked off their feet. No
damage is caused. The caster is not subject to the spell’s effects.

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

## **Blend**

 Duration: special

Range: touch

Marker: a green cloth, approximately 18” square

Counter Spell: dispel magik

Description: This spell will make a relatively motionless character
unable to be seen. Any gross movement (other than breathing, turning
your head slowly, etc.) by the target causes the spell to dissipate.
This spell will function in any environment. The spell lasts as long as
the target can keep the marker over their head.

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

## **Bless**

 Duration: 5 minutes

Range: 10’ radius or touch

Marker: roll of string, marking ribbon, etc. and a strip of red cloth

Description: Bless has two distinct functions. First, it can be used to
consecrate a 10’ radius area as ‘holy ground’. Do this by placing the
spell marker around the area you wish to bless. After the spell is cast,
 attach a strip of red cloth to the area marker to indicate that the
spell is active. A blessed area lasts for 5 minutes. Undead and spirits
cannot pass into the area. If used as a touch spell upon undead or
spirits, bless will cause one BP of damage.

The second use of bless is to heal a character. As a touch spell, it
will heal one BP of damage. A target cannot surpass their original total
 number of BP.

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

## **Blind**

 Duration: 5 minutes

Range: touch or potion/powder dose

Counter Spell: cure blindness

Description: The target is unable to see. Dispel magik has no effect.

PP Costs: Alchemy 7, Death 3, Divine 5, Elemental 5, Herbalism 5, True 4, Restorative 3, Summoner N/A.

## **Break Weapon**

 Exception: can only be cast once per day

Duration: special

Range: 10’

Counter Spell: repair weapon/shield

Description: The weapon designated by the caster is “physically” broken.
 It cannot be used until fixed by a skilled character, or a mage with
the repair weapon spell. This spell will not damage magikal or enchanted
 weapons.

Dispel magik has no effect.

PP Costs: Alchemy N/A, Death 6, Divine 4, Elemental 5, Herbalism N/A, True 5, Restorative 5, Summoner N/A.

# C

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## **Call Undead**

 Duration: 5 minutes

Range: special

Counter Spell: dispel magik

Marker: obvious item labeled with spell title

Description:The caster must place the marker at the place where they
want the undead creatures to converge. All undead in the area will
congregate at the marker, and stay there until the spell wears off or is
 dispelled. The marker is an OOG item. However, the caster may choose
for character reasons to make the item an in-game spell component.

PP Costs: Alchemy N/A, Death 1, Divine 3, Elemental 7, Herbalism N/A, True 5, Restorative N/A, Summoner N/A.

## **Charm**

 Duration: 5 minutes

Range: touch or potion/powder dose

Counter Spell: dispel magik

Description: The target will act as the caster’s best friend, remaining
by their side for the duration of the spell. The target will follow
well-phrased suggestions given by the caster. Any suggestion contrary to
 the target’s nature will not be followed (i.e. no suicide, etc.). If
the caster attacks the target, the charm is broken.

Charm does not work on monsters, but does work on Beastmen.

PP Costs: Alchemy 4, Death N/A, Divine 3, Elemental 2, Herbalism 5, True 2, Restorative 3, Summoner N/A.

## **Command**

 Duration: special

Range: 10’

Counter Spell: dispel magik

Description: The target must follow a one-word command from the caster,
as best interpreted by the target (for instance, the command “kill” may
cause the target to attack the caster). The command must be one that the
 target can accomplish or act out (i.e. “die” is an extremely difficult
action to perform).

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

## **Comprehend Magik**

 Pre-requisite: decipher magik

Duration: instant

Range: touch

Special: costs two CP when cast

Description: This spell has many applications. The most common is
allowing the caster to magikally understand how a written spell
functions. Once the written spell is understood, it can be cast once
from memory (this, of course, costs one CP). A comprehended spell can
only be “remembered” for one hour. Only one spell can be understood per
casting of comprehend magik.

A spell that has been comprehended by the caster can be made into a
scroll (see create scroll). The caster can only create a scroll from a
written spell, not from memory.

Another application of comprehend magik will give the caster some
understanding of an unknown spell or unique magik effect, per the GM.
The caster will get a description or additional information about the
magik, but will be unable to cast the spell or create a scroll. The
effectiveness of comprehend magik to discern all or part of a spell or
magik effect is left to the discretion of the GM.

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

## **Control Lesser Undead**

 Duration: special

Range: 10’ radius

Counter Spell: dispel magik

Description: All lesser (unintelligent) undead within range will be
under the control of the caster, who can give the undead a simple task
to perform. A straightforward, one sentence instruction (e.g. “kill
her,” or “guard this box,” etc.) must be used.

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

## **Control Greater Undead**

 Duration: special (1 hour, or until task is complete, whichever comes first)

Range: 10’ radius

Counter Spell: dispel magik

Description: One greater (intelligent) undead within range will be under
 the control of the caster. The being will complete one task for the
caster. Greater undead can handle complex instructions (e.g. ‘don’t let
any elves in this tavern’). When the task is complete, the caster’s
control over the undead will dissipate.

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

## **Corrupt**

 Duration: 5 minutes

Range: 10’ radius or touch

Marker: roll of string, marking ribbon, etc. and a strip of red cloth

Description: After the spell is cast, the caster must visibly attach a
strip of red cloth to the area marker to indicate that the spell is
active. Within the range of this spell, nature becomes corrupted (i.e.
the plant life becomes twisted and unnatural). This effect on the
landscape is physical and lasting, not simply a magikal illusion. Fae
creatures that enter the area suffer one BP of damage.

When used as a touch spell against a fae creature, corrupt causes one BP of damage.

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

## **Covet**

 Duration: 5 minutes

Range: touch

Counter Spell: dispel magik

Description: The spell-caster designates an object (not a person or
monster) to which the target is drawn. The target will go to just about
any length to possess the object. The target will not go against their
nature, but will do everything within the bounds of their morality to
obtain the object. Once the object is obtained, the target will guard it
 jealously and protect it to the best of their ability.

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

## **Create Component**

 Exception: can only be cast once every 30 minutes

Duration: instant

Range: touch

Special Component: in-game item to become component

Description: This spell allows a mage to create a new material component for a specific spell.

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

## **Create Focus**

 Exception: can only be cast once per day

Duration: instant

Range: touch

Special Component: in-game item to become new focus

Counter Spell: dispel magik (see below)

Special: 15 minutes required casting-time

Description: This costly spell allows experienced magik-users to create a
 new focus of power when theirs is lost and cannot be found. Part of
what makes a focus powerful is that the mage imbues it with some of
their life force.

After 15 minutes of uninterrupted ceremony, the caster invokes this
spell. This causes the caster to permanently lose one BP. This cannot be
 regained through any form of healing. Breaking the new focus does not
return the lost BP. The only way the BP can be regained is through use
of XP. If this spell is interrupted, the caster loses the BP, but fails
to imbue the focus with their life-energy.

If a previous focus is recovered after a new one is created, the old one
 no longer has any power and cannot aid the mage in recovering CP.

This spell cannot be used to create a focus of power for any mage other than the caster.

Dispel magik can be used to interrupt the ceremonial part of the spell.
Dispel magik will have no effect once the focus is completed.

Note: A caster can still make a new focus of power out-of-game (without a
 loss of BP) as per the magik section rules. This spell is meant to be
used in-game when the situation is dire.

PP Costs: Alchemy N/A, Death 25, Divine 25, Elemental 25, Herbalism N/A, True 25, Restorative 25, Summoner N/A.

## **Create Potion/Powder**

 Duration: instant

Range: touch

Counter Spell: purify blood negates the effects of an consumed potion or powder

Special Component: ingredients, vessel, and OOG info tag (see below)

Description: Casting create potion/powder costs 1 CP. The alchemist or
herbalist must then cast the spell to be added to the mix, spending
additional CP. This spell must already be available to the mage
(included in their spell book).

For example: if a potion is being created with four doses of the heal
spell, create potion/powder must be cast four times as does the heal
spell being infused into the potion (8 CP total).

Every potion and powder must have an OOG tag attached to the containing
vessel that includes all of the following information: expiration date
(herbalist concoctions only), number of doses, and a written description
 of the spell. This tag should be folded over and marked OOG to allow
identification if a it is stolen or if questions arise. Only people with
 discern potion/powder, decipher magik (for alchemic concoctions only),
or someone who has ingested the concoction should open and read it.

Expiration Date

Herbalist concoctions are made with natural ingredients and lose all effect after six months.

Alchemist concoctions are magikal and do not expire.

Doses

One dose is equal to the effect of one spell on one person. A single
dose is required for every serving of food or beverage it is added to.
If a potion or powder is put into a much larger quantity (i.e. a soup
pot at the inn), it is diluted and does not work. To treat a larger
quantity of food or drink effectively, you must place as many doses as
there are servings in that container.

For example: a bottle of wine requires four doses, one for each serving
held within the bottle. The same goes for soup pots on the fire, one
dose per serving. Making an estimate of servings is up to the honesty of
 the person with the potion/powder.

A dose of a potion is one mouthful of liquid, about 2 tablespoons.

A dose of a powder is 1/2 teaspoon of powder.

Description

The description of the spell effects infused into the concoction must be
 written verbatim from the spell list. Include an OGG description tag
for every dose of potion or powder in the container.

Ingredients

Potions are to be made of Kool-Aid™ or a similar colored, flavored drink
 powder mixed with water. Powders are to be comprised of powdered candy
such as Pixie Stix™, Raven’s Revenge™, or Kool-Aid™.

PP Costs: Special - Automatic for Alchemists and Herbalists, not available to others.

## **Create Scroll**

 Exception: can only be cast once per day

Duration: instant

Range: touch

Component: in-game scroll making materials

Description: Create scroll allows a spell to be imprinted onto a scroll
for later use. This imprinted spell can be either a spell from the
caster’s list, or another written spell that the caster has used
comprehend magik to understand. Once created, the scroll can be used
only once before it becomes useless.

The caster has the option to make the scroll usable by non-mages. A
scroll written in magik script must have decipher magik cast upon it
before another character can utilize it. The caster must indicate on the
 scroll whether or not it is written in magik script.

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

## **Cure Blindness**

 Duration: instant

Range: touch or potion/powder dose

Description: This spell cures any character blindness.

PP Costs: Alchemy 6, Death N/A, Divine 2, Elemental 3, Herbalism 4, True 4, Restorative 1, Summoner N/A.

## **Curse**

 Exception: can only be cast once per day

Duration: 1 hour

Range: touch

Counter Spell: remove curse

Description: This spell causes all attacks (magikal and normal) to do
double damage against the target. The target will also be subject to
other bad luck, which requires a bit of role-playing on the target’s
part, and possibly even from other players in the area.

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

## **Curse Item**

 Exception: can only be cast once per day

Duration: 1 hour

Range: touch

Marker: green strip of cloth or ribbon, and an OOG card describing the curse

Counter Spell: remove curse

Description: This spell can only affect hand-crafted items (e.g. rings,
pendants, swords, armor, parasols, etc.). Curse item cannot be cast on
enchanted items, weapons, or armor. To curse an item, the caster ties a
green strip of cloth to the item. The time in which the caster does this
 is considered OOG. The green strip must have the word “curse” written
on it. Other characters cannot “see” the strip of green cloth, for it is
 a marker. It is there so that the players will know that the item is
cursed, and thief characters will know that even if they steal it, it
will magikally end up in the owner’s possession again.

The curse can be anything the caster comes up with, but should not be
too complex. Example: “I curse your sword to never strike me,” or “I
curse your water skin to forever foul all that it contains,” etc.

A cursed item cannot be dropped, sold, lost, or stolen. If any of these
conditions were to apply, the item would magikally end up back in the
owner’s possession. Dispel magik has no effect.

If the owner of the cursed item feels that the curse is too powerful, they may petition a GM to modify it.

PP Costs: Alchemy N/A, Death 10, Divine 8, Elemental N/A, Herbalism N/A, True N/A, Restorative N/A, Summoner N/A.

# D

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## **Dance**

 Duration: one minute

Range: touch or potion/powder dose

Counter Spell: dispel magik

Description: This spell causes the target to dance energetically. They are still able to fight as long as they keep frolicking.

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

## **Decipher Magik**

 Duration: instant

Range: touch

Description: This spell enables the caster to understand the nature of
various magikal items. Included are magikally inscribed books (such as
other magik-user’s spell books), enchanted or magikal items, scrolls
(written in magik script), and magikal potions and powders (alchemist
only). Decipher magik does not allow the caster to utilize the spells
out of another’s book, but does allow one to know what is in that spell
book. Once an object is read, the spell need not be cast again to read
the same object. If there is not a marker or OOG information tag
explaining the magik being deciphered, the caster must either learn the
details from the owner of the item or find a GM.

The caster can also use decipher magik to determine what spells have been cast upon a person.

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

## **Desecrate**

 Duration: 5 minutes

Range: 10’ radius

Marker: roll of string, marking ribbon, etc., and a strip of red cloth

Description: After the spell is cast, the caster must visibly attach a
strip of red cloth to the area marker to indicate that the spell is
active. This spell creates an area of poisoned magik. No divine,
restorative, or elemental mage can set foot within the spell’s area of
effect. This spell also repels verga, those possessed by benevolent
spirits and other supernatural forces of good.

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

## **Destroy Armor**

 Exception: can only be cast once per day.

Duration: special

Range: touch

Counter Spell: repair armor

Description: Armor touched by the caster is “physically” broken. It
cannot be used until fixed by a skilled smithy or by a mage with the
spell repair armor. This spell will not damage magikal or enchanted
armor.

Dispel magik has no effect.

PP Costs: Alchemy N/A, Death 9, Divine 5, Elemental N/A, Herbalism N/A, True 5, Restorative N/A, Summoner N/A.

## **Destroy Lesser Undead**

 Duration: instant

Range: 10’

Description: This spell destroys one lesser undead creature within
range. The caster must specify which lesser undead is the target. This
spell does not affect living creatures.

PP Costs: Alchemy N/A, Death 3, Divine 8, Elemental 7, Herbalism N/A, True 5, Restorative N/A, Summoner N/A.

## **Detect Evil Aura**

 Duration: instant

Range: 10’

Counter Spell: suppress aura

Description: This spell enables the caster to detect the presence of any
 magik-user who studies the field of death magik or items that were
created using death magik. Anything in range that fits that description
will glow with a discernable, evil aura. The color of a glowing evil
aura is lime-green.

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

## **Detect Magik**

 Duration: instant

Range: 10’

Counter Spell: suppress aura (see below)

Description: This spell enables the caster to detect all magik within
the range. The caster will detect magikal items, spell area effects,
people under the influence of a spell, and all spell-casters. All mages
and visible magikal items will glow with a magikal aura. If a magikal
item is hidden from view, the area in which it is concealed will glow
with a magikal aura. Herbalist potions and powders are not affected by
this spell.

Suppress aura
 will counter detect magik only when cast upon a spell caster. When it
is cast to diagnose magikal items or spell effects detect magik cannot
be countered.

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

## **Discern Potion/Powder**

 Duration: instant

Range: 10’

Description: This spell allows the caster to discern the effects of any potion or powder (including herbalist).

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

## **Dispel Magik**

 Duration: instant

Range: 10’ or potion/powder dose

Description: This spell counteracts most spells (see list of affected
spells below). Dispel magik has no effect on herbalist potions and
powders. If more than one spell is active on a person or in an area, the
 most recently cast spell will be negated. Dispel magik can only be
directed at one target or one spell.

*Dispel magik* will negate: *Amour, befuddle, blend, call
undead, charm, command, control lesser undead, control greater undead,
covet, dance, empower, evil essence, fear, feign death, flee, forget,
freeze, fumble, hold, hold monster, incite, inoculate,invisibility,
invisible area, itch, laughter, light, magik shield, magik trap, magik
wall, pain, pass ward, permeate, recollection, repel lesser undead,
repulse, root, shield, shield of deity, silence, speak with dead/undead,
 speak with monsters, suppress aura, tame, tree, trigger,* and *true sight*. *Dispel magik* may also negate *create focus* (see *create focus*).

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

## **Dispel Ward**

 Duration: instant

Range: touch

Description: This spell removes a ward or a ward item spell.

PP Costs: Alchemy N/A, Death 5, Divine 5, Elemental 4, Herbalism N/A, True 5, Restorative 6, Summoner 5.

## **Dizziness**

 Duration: 30 seconds

Range: potion/powder dose

Description: The target becomes light-headed for 30 seconds. They cannot
 fight, flee, defend, cast magic, or even stand properly.

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

## **Dragon’s Breath**

 Exception: can only be cast once per day.

Duration: instant

Range: touch

Description: This spell creates a magikal inferno that strips the target
 of all AP, and all BP (i.e. target is reduced to zero BP). This effect
takes place no matter how many HP the target has at the time. The caster
 can touch any part of the target including items they are carrying or
wearing for the spell to take effect.

Dragons breath is a magikal fire that does not ignite other things.

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

## **Drain Energy**

 Duration: special

Range: touch

Description: When cast, this spell allows the caster to usurp CP from
another mage. The caster must be touching the target mage and speak
aloud “drain energy once, drain energy twice”, etc. For each number that
 they reach, the target loses that many CP and the caster gains them.
The target cannot be drained of more points than they have, nor can the
caster gain more CP than their original total. While the caster can only
 absorb up to their limit, they can continue to drain energy until the
target reaches zero CP.

The spell ends when contact with the target mage is broken. This spell
in no way hinders or binds the target mage, who is free to act. This
spell only affects mages (i.e. PCs or NPCs who study magik and use CP). A
 mage cannot drain energy from a magikal item or a creature that has
natural magikal abilities (i.e. the elven ability to blend).

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

## **Drain Life**

 Duration: special

Range: touch

Description: When cast, this spell allows the caster to usurp BP from
another being. The caster must touch the target, and speak aloud: “Drain
 life once, drain life twice”, etc. For each number that they reach, the
 target loses that many BP and the caster gains them. The target cannot
be drained of more points than they have, nor can the caster gain more
BP than their original total. While the caster can only absorb up to
their limit, they can continue to drain life until the target reaches
zero BP.

The spell ends when contact with the target is broken. The spell in no way hinders or binds the target, who is free to act.

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

# E

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## **Empower**

 Duration: one minute

Range: touch or potion/powder dose

Counter Spell: dispel magik

Description: This spell grants the target greater strength. In OOG
terms, this means that the target does two points of damage per strike
in combat. Like the natural strength of an ogre, a blow from an
empowered character will often knock others off their feet (requires
some role-playing by others.)

For game-play purposes, the empowered character should announce “Empower – two” when landing a blow in combat.

PP Costs: Alchemy 8, Death 6, Divine 4, Elemental 5, Herbalism 8, True 4, Restorative 3, Summoner N/A.

## **Enchant Armor/Shield**

 Exception: can only be cast once per day

Duration: 30 minutes

Range: touch

Marker: strip of red cloth, OOG identification card

Description: This most basic form of enchanting allows the caster to
enchant armor or a shield with a spell from their repertoire. To do
this, the caster needs the armor or shield to be enchanted and must have
 in their repertoire the enchantment spell to be used.

To enchant the armor or shield, the caster must first cast enchant
armor/shield, and then cast the spell that will become the enchantment.
The caster will then tie a red strip of cloth onto the enchanted armor
or shield. If tied in a prominent place, the armor 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 enchantment
This card will be read by anyone who casts decipher magik upon the armor
 or shield.

The caster can choose to make the enchantment 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 magik-user who is
not of that field of study (or a non-mage character) attempts to use the
 enchantment on the armor, they will be unsuccessful.

To use the enchantment, a character must be in contact with the armor.

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

## **Enchant Item**

 Exception: can only be cast once per day

Duration: 30 minutes

Range: touch

Marker: strip of red cloth, OOG identification card

Description: This most basic form of enchanting allows the caster to
enchant an item with a spell from their repertoire. To do this, the
caster needs the item to be enchanted and must have in their repertoire
the enchantment spell to be used.

To enchant an item, the caster must first cast enchant item, and then
cast the spell that will become the enchantment. The caster will then
tie a red strip of cloth onto the enchanted 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 enchantment. This card will be read by anyone who casts decipher
magik upon the item.

The caster can choose to make the enchantment 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 magik-user 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 enchantment, the character must be in contact with the item.

PP Costs: Alchemist N/A, Death 10, Divine 8, Elemental 8, Herbalist N/A, True 6, Restorative N/A, Summoner N/A.

## **Enchant Weapon**

 Exception: can only be cast once per day

Duration: 30 minutes

Range: touch

Marker: strip of red cloth, OOG identification card

Description: This most basic form of enchanting allows the caster to
enchant a weapon with a spell from their repertoire. To do this, the
caster needs the weapon to be enchanted and must have in their
repertoire the enchantment spell to be used.

To enchant the weapon, the caster must first cast enchant weapon, and
then cast the spell that will become the enchantment. The caster will
then tie a red strip of cloth onto the enchanted 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 enchantment. This card will be read by
anyone who casts decipher magik upon the weapon.

The caster can choose to make the enchantment 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 magik-user 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 enchantment, the character must be in contact with the weapon.

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

## **Endure**

 Exception: each character can only be the target of this spell once a day

Duration: special

Range: touch or potion/powder dose

Description: This spell provides the target with two additional BP. The
target can go above their normal maximum number of BP, but cannot
surpass ten HP.

Dispel magik has no effect.

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

## **Enhance Armor/Shield**

 Pre-requisite: enchant armor/shield

Exception: can only be cast once per day

Duration: one hour

Range: touch

Marker: strip of red cloth, OOG identification card

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

Description: Enhance armor/shield allows the caster to enchant armor or a
 shield with two spells from their repertoire. To do this, the caster
needs the armor or shield to be enhanced and must have in their spell
list both enchant armor/shield and enhance armor/shield, as well as the
enchantment spell(s) to be used.

To enhance the armor or shield the caster will first cast enchant armor,
 then enhance armor, and then cast the spell(s) that will become the
enhancement(s). The caster then ties a red strip of cloth onto the
enhanced armor or shield. If tied in a prominent place, the armor
appears in-game to have the soft glow of magik. Tied in a concealed
spot, the armor 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 enhancement. This card should be read by anyone who casts decipher
 magik upon the armor or shield.

With enhance armor/shield, the caster can place two spells upon the
armor or shield. This can be two separate spells or two castings of the
same spell. The caster can choose to make the enchantment 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
magik-user who is not of that field of study (or a non-mage character)
attempts to use the enchantment on the armor, they will be unsuccessful.

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

PP Costs: Alchemy N/A, Death N/A, Divine 13, Elemental N/A, Herbalism N/A, True 11, Restorative N/A, Summoner N/A.

## **Enhance Item**

 Pre-requisite: enchant item

Exception: can only be cast once per day

Duration: one hour

Range: touch

Marker: strip of red cloth, OOG identification card

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

Description: Enhance item allows the caster to enchant an item with two
spells from their repertoire. To do this, the caster needs the item to
be enhanced and must have in their spell list both enchant item and
enhance item, as well as the enchantment spell(s) to be used.

To enhance the item the caster will first cast enchant item, then
enhance item, and then cast the spell(s) that will become the
enhancement(s). The caster then ties a red strip of cloth onto the
enhanced 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 enhancement.
This card will be read by anyone who casts decipher magik upon the item.

With enhance item, the caster can place two spells upon the item. This
can be two separate spells or two castings of the same spell. The caster
 can choose to make the enchantment 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 magik-user 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: Alchemist N/A, Death 15, Divine 13, Elemental 13, Herbalist N/A, True 11, Restorative N/A, Summoner N/A.

## **Enhance Weapon**

 Pre-requisite: enchant weapon

Exception: can only be cast once per day

Duration: one hour

Range: touch

Marker: strip of red cloth, OOG identification card

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

Description: Enhance weapon allows the caster to enchant an weapon with
two spells from their repertoire. To do this, the caster needs the
weapon to be enhanced and must have in their spell list both enchant
weapon and enhance weapon, as well as the enchantment spell(s) to be
used.

To enhance the weapon the caster will first cast enchant weapon, then
enhance weapon, and then cast the spell(s) that will become the
enhancement(s). The caster then ties a red strip of cloth onto the
enhanced 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 enhancement.
 This card should be read by anyone who casts decipher magik upon the
weapon.

With enhance weapon, the caster can place two spells upon the weapon.
This can be two separate spells or two castings of the same spell. The
caster can choose to make the enchantment 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 magik-user 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 13, Elemental N/A, Herbalism N/A, True 11, Restorative N/A, Summoner N/A.

## **Erase Sygil**

 Special Component: birth name of sygil casting character

Duration: instant

Range: touch

Description: This spell will dispel a sygil if the caster knows the true
 birth name of the mage who cast the sygil. The sygil is completely
erased and cannot be used by the original caster.

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

## **Evil Essence**

 Duration: one hour

Range: touch

Counter Spell: dispel magik

Description: This spell enables the caster to place a false aura on a
character that is not a death mage, making them appear as though they
are indeed evil and/or dealing with dark forces. The target’s aura will
appear evil to any creatures of an evil nature (i.e. undead, daemons,
dark fae, etc.) as well as death mages, or a caster of the detect evil
aura spell. The color of an evil aura is lime-green.

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

## **Exhaustion**

 Duration: special

Range: 10’ or potion/powder dose

Description: The caster designates one target for this spell who becomes
 totally exhausted. Until the target rests for a full minute (i.e. no
combat, spell casting, fleeing, etc.) the effects of exhaustion will be
felt. While the target cannot fight well enough to do damage, they can
defend themselves. The target is too tired to effectively cast spells or
 do anything that requires manual dexterity.

Dispel magik has no effect.

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

## Explosion

 Alchemist Only

Duration: Instant

Range: 10' radius

Required Verbal Component: Explosion!

Required Physical Component: Powder

Special: Has Shelf Life of only 3 RL months. After this time, it becomes Flash Powder.

Description: When powder comes in contact with the ground, it creates a
harmless but powerful magik explosion that knocks all characters in 10'
radius harmlessly to the ground (as in Blast) and causes BLIND for 15 seconds. Caster must announce EXPLOSION, followed by 'Knockdown and BLIND for 15 seconds, 10 foot radius'

After 3 RL months the potion loses its' potency and will only spark brightly, causing BLIND for 10 seconds, becoming FLASH POWDER instead.

PP Costs: Alchemy 15, Death N/A, Divine N/A, Elemental N/A, Herbalism N/A, True N/A, Restorative N/A, Summoner N/A.

## **Extract**

 Duration: one hour

Range: touch

Description:This spell allows the caster to borrow a physical trait,
innate ability or learned skill from the target. To perform this feat
the target must first be reduced to zero BP. Next, the caster must state
 aloud the trait that they are extracting in the manner of a
killing-blow (i.e. “I extract your elven blend ability once, I extract
your elven blend ability twice, I extract your elven blend ability
thrice”). At the end of this casting, the trait is transferred to the
caster for the period of one hour. One cannot extract character stats
(such as BP), or spell casting abilities.

During the hour, the caster can use that skill while the target cannot.
At the end of the spell, the trait reverts to the target. At the time of
 this reversion, the caster suffers the effects of a pain spell due to
the trauma of the trait leaving their body. The target suffers no ill
effects for regaining the trait.

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

Spells F - J