Arcane Magic & Spells

Arcane Magic & Spells

Arcane magic is the type that is practiced by Mages. Mages are the talented individuals who have the ability to channel magical energy into a usable form called mana. When a new mage character is made he will probably have a small amount of mana and spells to start with. As time goes on and the character grows he will be able to gain experience manipulating mana and will be able to purchase more points allowing him to cast a greater amount of spells as well as open the possibility to learning spells of even greater power. When a mage character is first created he must pick a specific school of magic from the starting list. All mages begin with the Light spell, the appropriate dart spell for their school (Ex- Fire mages start with flame dart), and two random starting spells from the beginning list, determined at check in. These beginning lists consist of the very basic spells of each school, but rest assured there are many more available for each school. Additionally there are “hidden” schools of magic waiting to be discovered in game.

Naturally, the most obvious way for a mage to advance is by purchasing more mana and therefore being able to cast a greater number of spells. Additionally mages may spend character points to purchase additional schools of magic. Mages may only learn and cast spells from schools they learn. Some mages choose to specialize and master a single school, whereas others diversify by learning multiple schools. The mana points a mage possesses are not school specific, so the same points may be used to power any spells in the mages spell book. Mages may learn additional spells including the “hidden” spells by either finding a teacher in game or deciphering scrolls of knowledge.

FireWaterAirEarthForceEnchantment/CharmFae (Only available to Fae)

Fire – Fire is the most offensive of the elemental schools of magic. This school is primarily focused on damage causing effects, and spells of destruction. Mages that enjoy front line fighting and adventuring are often drawn to this school. The ability to cause harm to your enemies and rain fiery death upon them is unmatched.

Light
Cost: 0
Incant: “I create this source of magical light.”
Effect: By using a glowstick the caster may activate it to represent a magical light spell. This spell requires no mana to cast and may be cast as many times as you have glowsticks. You may use this glowstick to light a room, mark a path or give to another individual. The spell lasts for as long as the glowstick lasts. Players must supply their own glowsticks. Check out our links page for merchants selling chemical and battery operated varieties.

Flame Dart
Cost: 1
Incant: “Flame dart, damage 1.”
Effect: This is a minor attack spell causing 1 point of fire damage.

Ignite Missile
Cost: 1
Incant: “I sheath this missile in flame, fire damage when released.”
Effect: This spell is cast upon a thrown weapon, crossbow bolt or arrow. When the person throws the weapon or fires the crossbow or bow the missile bursts into magical flame. Although the attack still does its normal damage, it counts as magical fire and therefore will harm creatures only affected by magic or flame.

Endure Elements: Fire
Cost: 2
Incant: “I make you/myself resistant to fire and flame for one attack.”
Effect: This spell allows the target creature to resist 1 spell with the words FIRE or FLAME in its incant. The individual with this spell upon them may choose which spell to resist. Note that if attacked with a physical weapon enhanced by fire you may resist the fire effect but not the actual physical attack. In other words if you are struck with a weapon and the attacker calls “Fire!” or “Fire Assassinate!” you will still take one point of damage or the assassinate normally, only the fire portion of the attack is avoided if applicable.

Flame Arrow
Cost: 2
Incant: “Flame arrow, damage 3.”
Effect: This is an attack spell causing 3 points of fire damage.

Heat Weapon
Cost: 2
Incant: “I make your right/left weapon searing hot by fire, Disarm.”
Effect: This spell causes the target weapon to become so hot it must be cast aside as per the skill DISARM. The spell does no actual physical damage to the weapon’s wielder. The spell packet must hit the individual holding the weapon, but does not need to hit the weapon itself. The caster of the spell may choose which weapon is affected.

Flame Blade
Cost: 3
Incant: “I engulf this weapon in fire 1 minute.”
Effect: This spell causes the weapon it is cast upon to burst into magical fire on its main striking portion, and this fire does not affect the weapon’s wielder. When the user of the weapon swings it, he should loudly call “Fire!” Although the attack still does its normal damage, it counts as magical fire and therefore will harm creatures only affected by magic or flame.

Melt Weapon
Cost: 4
Incant: “I shatter your bow/crossbow/right/left weapon with flame.”
Effect: This spell causes the target weapon to be shattered, rendering it useless until repaired. An effective use of the weaponsmith skill is required to fix it. This spell will not work against melee weapon that require both hands to hold such as staffs, spears, or 2 handed sized weapons.

Water – Water is a bit less offensive than fire and proves to be somewhat more versatile. While this school does not have as many damage causing effects, it does offer several defensive spells allowing the caster, like the nature of water itself, to conform to different environments he is placed in. Water mages are often found in adventuring groups where their variety of spells has much use.

Light
Cost: 0
Incant: “I create this source of magical light.”
Effect: By using a glowstick the caster may activate it to represent a magical light spell. This spell requires no mana to cast and may be cast as many times as you have glowsticks. You may use this glowstick to light a room, mark a path or give to another individual. The spell lasts for as long as the glowstick lasts. Players must supply their own glowsticks. Check out our links page for merchants selling chemical and battery operated varieties.

Ice Dart
Cost: 1
Incant: “Ice dart, damage 1.”
Effect: This is a minor attack spell causing 1 point of ice damage.

Purify Liquid
Cost: 1
Incant: “I purify this liquid of all toxins and poisons.”
Effect: When cast upon any liquid, this spell removes any toxic properties of it. If cast upon a drink that is poisoned it will neutralize any effect that poison may have had upon the drinker. In addition, if cast upon an alcoholic beverage it will remove any alcoholic properties it may have had.

Endure Elements: Water
Cost: 2
Incant: “I make you/myself resistant to water, ice and frost for one attack.”
Effect: This spell allows the target creature to resist 1 spell with the words WATER, ICE or FROST in its incant. The individual with this spell upon them may choose which spell to resist. Note that if attacked with a physical weapon enhanced by ice you may resist the ice effect but not the actual physical attack. In other words if you are struck with a weapon and the attacker calls “Ice!” or “Ice Assassinate!” you will still take one point of damage or the assassinate normally, only the ice portion of the attack is avoided if applicable.

Ice Armor
Cost: 2
Incant: “I grant you/myself armor of ice, 2 magic armor.”
Effect: This spell grants 2 points of magical armor to the individual it is cast upon. This may not be stacked with any other magical armor (i.e. Barkskin, Arcane Armor) and if damaged the recipient of this spell will lose these magical armor points first.

Ice Arrow
Cost: 2
Incant: “Ice arrow, damage 3.”
Effect: This is an attack spell causing 3 points of ice damage.

Freeze Limb
Cost: 3
Incant: “I freeze your right/left arm/leg solid by ice, 10 minutes.”
Effect: This spell causes the target’s limb to be completely unusable for 10 minutes. The caster of the spell may choose which limb is affected. The target must be hit normally and the packet does not need to hit the affected limb for the spell to work. This spell may be broken out of by a Release spell or a use of the Burst of Strength skill.

Ice Blade
Cost: 3
Incant: “I engulf this weapon in ice 1 minute.”
Effect: This spell causes the weapon it is cast upon to be sheathed in magical ice on its main striking portion, and this ice does not affect the weapon’s wielder. When the user of the weapon swings it, he should loudly call “Ice!” Although the attack still does its normal damage, it counts as magical ice and therefore will harm creatures only affected by magic or ice.

Air – Air is mostly a defensive school with a small handful of purely offensive spells available. Some potent spells do exist, and in addition to these there are a number of spells within the school that enable the caster to disable or harm someone without actually physically damaging the individual. Add to these spells, several potent defensive spells and you have a rather well balanced and useful school.

Light
Cost: 0
Incant: “I create this source of magical light.”
Effect: By using a glowstick the caster may activate it to represent a magical light spell. This spell requires no mana to cast and may be cast as many times as you have glowsticks. You may use this glowstick to light a room, mark a path or give to another individual. The spell lasts for as long as the glowstick lasts. Players must supply their own glowsticks. Check out our links page for merchants selling chemical and battery operated varieties.

Wind Dart
Cost: 1
Incant: “Wind dart, damage 1.”
Effect: This is a minor attack spell causing 1 point of wind damage.

Featherfall
Cost: 1
Incant: “Caught by air!”
Effect: This spell is purely a reactive one. If the caster is targeted by a sweep spell or sweep or knockdown skill, he may IMMEDIATELY cast this spell and avoid the effects of the spell or skill. For all intents and purposes this spell functions as a “resist.”

Sweep
Cost: 1
Incant: “By air I sweep you off your feet.”
Effect: When struck with this spell, the victim must immediately and safely fall to the ground and lie flat on their front or back before being able to get back up.

Thunderclap
Cost: 1
Incant: “Thunderclap by air, strike you deaf 10 minutes.”
Effect: This spell causes the target to be completely deaf for 10 minutes. This must be role-played and the target will be unable to hear cries for help, warnings to look out or someone rifling through the cabin he is supposed to be guarding. The target is still affected by skill and spell calls, because although he is “deaf,” calls are merely a mechanic for letting game participants know how to react to a skill or spell. Even if the victim doesn’t hear the slay or assassinate, it still will hurt him. The only exception are sonic traps, which will not affect deafened people.

Endure Elements: Air
Cost: 2
Incant: “I make you/myself resistant to air, wind and lightning for one attack.”
Effect: This spell allows the target creature to resist 1 spell with the words AIR, WIND or LIGHTNING in its incant. The individual with this spell upon them may choose which spell to resist. Note that if attacked with a physical weapon enhanced by any of these things you may resist the elemental effect but not the actual physical attack. In other words if you are struck with a weapon and the attacker calls “Lightning!” or “Lightning Assassinate!” you will still take one point of damage or the assassinate normally, only the lightning portion of the attack is avoided if applicable.

Gust
Cost: 2
Incant: “I disarm your left/right weapon by wind.”
Effect: This spell causes the target weapon to be torn from the victim’s hand as per the skill DISARM. The spell does no actual physical damage to the weapon’s wielder. The spell packet must hit the individual holding the weapon, but does not need to hit the weapon itself. The caster of the spell may choose which weapon is affected.

Spin
Cost: 2
Incant: “By wind, spin in place, 10 seconds.”
Effect: This spell causes the target to be forced to spin in place as fast as safely possible for 10 seconds. Though not damaging, this will cause the disruption of spells and can make effective fighting difficult. While spinning the victim may not flail his weapon in an unsafe manner.

Earth – The last of the elemental schools, earth is almost entirely defensive. There are very few damage causing spells in an earth mage’s repertoire, but their ability to cast protective spells on themselves and others is unmatched. Earth mages and their allies can often prove to be very difficult obstacles to remove, and because of the protection and enhancement they provide, earth mages are very welcome with adventuring groups.

Light
Cost: 0
Incant: “I create this source of magical light.”
Effect: By using a glowstick the caster may activate it to represent a magical light spell. This spell requires no mana to cast and may be cast as many times as you have glowsticks. You may use this glowstick to light a room, mark a path or give to another individual. The spell lasts for as long as the glowstick lasts. Players must supply their own glowsticks. Check out our links page for merchants selling chemical and battery operated varieties.

Stone Dart
Cost: 1
Incant: “Stone dart, damage 1.”
Effect: This is a minor attack spell causing 1 point of stone damage.

Stone Skin
Cost: 1
Incant: “I turn my/your skin hard as stone, 3 magic armor.”
Effect: This spell grants 3 points of magical armor to the individual it is cast upon. This may not be stacked with any other magical armor (i.e. Barkskin, Arcane Armor) and if damaged the recipient of this spell will lose these magical armor points first.

Sweep
Cost: 1
Incant: “By earth I sweep you off your feet.”
Effect: When struck with this spell, the victim must immediately and safely fall to the ground and lie flat on their front or back before being able to get back up.

Endure Elements: Earth
Cost: 2
Incant: “I make you/myself resistant to earth, sand and stone for one attack.”
Effect: This spell allows the target creature to resist 1 spell with the words EARTH, SAND or STONE in its incant. The individual with this spell upon them may choose which spell to resist.

Root
Cost: 2
Incant: “By earth I root your feet to the ground, 10 minutes”
Effect: The target of this spell has his feet effectively attached to the ground for 10 minutes. He may not move his feet from the spot they are in or even lift them.

Stone Grip
Cost: 2
Incant: “I give my/your right/left hand grip of stone, 10 minutes.”
Effect: For the duration of this spell, the recipient may resist all DISARM attempts, regardless if they are magical or skill based. During this period the affected may not open his hand for any reason and if he is holding an item it cannot be removed from his hand. This spell may only be cast upon a willing target.

State of Stone
Cost: 3
Incant: “State of Stone.”
Effect: This spell causes the caster to effectively become a statue for 10 minutes. He is immune to all physical attacks as long as he remains motionless. Magical attacks still affect him normally as do weapons enhanced by magic.

Force – Force is a school of many varied spells and effects. Casters of force magic often appear as one would envision a telekinetic, moving items and people with a few words and a simple gesture. In actuality force mages concentrate the energies around them to the point where they seemingly become physical manifestations. Often these manifestations are invisible but no less deadly. The school offers a good mix of offensive, defensive and generally useful spells.

Light
Cost: 0
Incant: “I create this source of magical light.”
Effect: By using a glowstick the caster may activate it to represent a magical light spell. This spell requires no mana to cast and may be cast as many times as you have glowsticks. You may use this glowstick to light a room, mark a path or give to another individual. The spell lasts for as long as the glowstick lasts. Players must supply their own glowsticks. Check out our links page for merchants selling chemical and battery operated varieties.

Force Dart
Cost: 1
Incant: “Force dart, damage 1.”
Effect: This is a minor attack spell causing 1 point of force damage.

Sweep
Cost: 1
Incant: “By force I sweep you off your feet.”
Effect: When struck with this spell, the victim must immediately and safely fall to the ground and lie flat on their front or back before being able to get back up.

Disarm
Cost: 2
Incant: “I invoke force to disarm your left/right weapon.”
Effect: This spell causes the target weapon to be torn from the victim’s hand as per the skill DISARM. The spell does no actual physical damage to the weapon’s wielder. The spell packet must hit the individual holding the weapon, but does not need to hit the weapon itself. The caster of the spell may choose which weapon is affected.

Force Arrow
Cost: 2
Incant: “Force arrow, damage 3.”
Effect: This is an attack spell causing 3 points of force damage.

Resist Force
Cost: 2
Incant: “I make you/myself resistant to force for one attack.”
Effect: This spell allows the target creature to resist 1 spell with the word FORCE in its incant. The individual with this spell upon them may choose which spell to resist.

Repulsion
Cost: 4
Incant: “I repel you from me by force 10 feet, 1 minute.”
Effect: This spell causes the target to be forced away from the caster for 1 minute. The target creature may not approach closer than 10 feet away. If the caster moves away from the target, the target creature may come closer so long as the 10-foot distance is maintained. If the caster moves toward the target in the attempts to force him back the spell immediately ends.

Shatter Weapon
Cost: 4
Incant: “I invoke force to shatter your bow/crossbow/left/right weapon.”
Effect: This spell causes the target weapon to be shattered, rendering it useless until repaired. An effective use of the weaponsmith skill is required to fix it. This spell will not work against melee weapon that require both hands to hold such as staffs, spears, or 2 handed sized weapons.

Enchantment/Charm – Enchantment/Charm is a school dealing primarily with magic meant to enhance or change the properties of an item or person. The school includes very few direct damage spells, but has a number of spells that can increase armor, health, skills and abilities. Additionally the school places a great deal of emphasis on ways to affect the mind of a subject and can often be used very effectively to manipulate enemies and (in more positive ways) friends alike.

Light
Cost: 0
Incant: “I create this source of magical light.”
Effect: By using a glowstick the caster may activate it to represent a magical light spell. This spell requires no mana to cast and may be cast as many times as you have glowsticks. You may use this glowstick to light a room, mark a path or give to another individual. The spell lasts for as long as the glowstick lasts. Players must supply their own glowsticks. Check out our links page for merchants selling chemical and battery operated varieties.

Enchanted Dart
Cost: 1
Incant: “Enchanted dart, damage 1.”
Effect: This is a minor attack spell causing 1 point of magic damage.

Arcane Armor, lesser
Cost: 1
Incant: “I grant you/myself 2 magic armor.”
Effect: This spell grants 2 points of magical armor to the individual it is cast upon. This may not be stacked with any other magical armor (i.e. Barkskin, Ice armor) and if damaged the recipient of this spell will lose these magical armor points first.

Arcane Vigor, lesser
Cost: 1
Incant: “I grant you/myself 2 magic health.”
Effect: This spell grants 2 points of magical health to the individual it is cast upon. This may not be stacked with any other magical health (i.e. Empowerment) and if damaged the recipient of this spell will lose these magical health points after he loses normal armor and before he loses his normal health. These points cannot be healed.

Enchanted Arrow
Cost: 2
Incant: “Enchanted arrow, damage 3.”
Effect: This is an attack spell causing 3 points of magic damage.

Enchanted Weapon
Cost: 2
Incant: “I imbue this weapon with magic, 1 minute.”
Effect: This spell causes the weapon it is cast upon to function as a magical weapon for 1 minute. When the user of the weapon swings it, he should loudly call “Magic!” Although the attack still does its normal damage, it counts as magical damage and therefore will harm creatures only affected by magic.

Fortify Armor
Cost: 2
Incant: “I fortify your armor by 2 points.”
Effect: This spell will only work on a subject wearing normal (not magical) armor. Upon receiving this spell, the subject’s armor immediately becomes more effective making it able to take 2 extra points of damage before being damaged. This spell is not permanent and only lasts until these points are removed through damage. This spell enhances the subjects physical armor and thus this does not count as magic armor for purposes of spell stacking (i.e. you could have both a fortify armor and Arcane Armor active on you at the same time, since one affects your physical armor and one affects your person). This spell may only be cast on a subject’s armor as a whole and will not stack on a single individual by casting this on multiple pieces of armor the same subject is wearing. Likewise this cannot be cast on one individual and then have his armor transferred to another individual. If either of the above situations occurs, both enchantments are lost.

Fae – Fae magic is a very old and often misunderstood school of magic. One of the first schools known to be used, it is available exclusively to Fae creatures (For PCs this means only Brownies and Pixies). It is not known if other races could learn the school, but it is clear that organized mage schools have been unable to find Fae willing to teach it to non-Fae. Many Fae spells seem childish or silly at first but their usefulness both in the Fae entertaining themselves (much to the dismay of the other races who often get chosen as targets for this “fun”) and in combat cannot be ignored. Forcing someone to sneeze or itch uncontrollably may seem like a mere nuisance but these will often foil spellcasting attempts and occasionally combat skills as well. Being an ancient magic, it is also clear from observing older Fae mages that in time practitioners of this school can learn some very potent spells indeed. (Note: Although only Fae may learn this school at the onset there may be ways to learn it in game. Additionally Fae characters are not limited to choosing only this school as the Dwarves are limited to only rune magic, but rather this presents Fae with a unique option).

Light
Cost: 0
Incant: “I create this source of magical light.”
Effect: By using a glowstick the caster may activate it to represent a magical light spell. This spell requires no mana to cast and may be cast as many times as you have glowsticks. You may use this glowstick to light a room, mark a path or give to another individual. The spell lasts for as long as the glowstick lasts. Players must supply their own glowsticks. Check out our links page for merchants selling chemical and battery operated varieties.

Fae Dart
Cost: 1
Incant: “Fae dart, damage 1.”
Effect: This is a minor attack spell causing 1 point of magic damage.

Giggle
Cost: 1
Incant: “I cause you to giggle uncontrollably 10 seconds.”
Effect: This spell causes the victim to giggle uncontrollably for 10 seconds. This must be role-played and in this time spellcasting and attacking by surprise is impossible. The victim may still attack normally, defend himself and may run away and move normally.

Sneeze
Cost: 1
Incant: “I cause you to sneeze uncontrollably 10 seconds.”
Effect: This spell causes the victim to sneeze uncontrollably for 10 seconds. This must be role-played and in this time spellcasting and attacking by surprise is impossible. The victim may still attack normally, defend himself and may run away and move normally.

Clumsiness
Cost: 2
Incant: “By the fae I disarm your left/right weapon.”
Effect: This spell causes the target weapon to be fumbled and dropped from the victim’s hand as per the skill DISARM. The spell does no actual physical damage to the weapon’s wielder. The spell packet must hit the individual holding the weapon, but does not need to hit the weapon itself. The caster of the spell may choose which weapon is affected.

Glitterdust
Cost: 2
Incant: “I strike you blind 1 minute.”
Effect: This spell causes the victim to be blinded for 1 minute. The victim may not attack at all (wild, random weapon swinging is not allowed). Any other action that requires sight (walking, identifying objects, etc.) is also difficult, if not impossible, for him. For safety purposes, it is not necessary for the victim to keep his eyes closed while blinded, but for role-playing purposes he should act as though they were closed. While blinded the target may still use defensive skills such as Parry, but the blindness effect will not break until the target takes damage or the 1 minute passes.

Itch
Cost: 2
Incant: “I cause you to itch uncontrollably 30 seconds.”
Effect: This spell causes the victim to itch uncontrollably for 30 seconds. This must be role-played and in this time spellcasting and attacking by surprise is impossible. The victim may still attack normally, defend himself and may run away and move normally.

Disable Limb
Cost: 4
Incant: “I disable your left/right arm/leg 10 minutes.”
Effect: This spell disables one of the victim’s limbs as per the skill DISABLE. The caster of the spell may choose which limb is affected.