List of Spells 2017-08-15T17:20:14+00:00

List of Spells

Below is a list of starting spells available for fledgling mages. Do note that this is just a taste of the power you can wield. If you want more, you’re going to have to find them….or craft your own.

 

True Elves may choose their Locked Gather Power 1 spells from this list.

Axial

Spell Rank Description Control/TKR Delivery Mind-Altering Enhancement
Arc Æ Cantrip A small arc of electricity jumps from the caster’s
fingertips. This causes no Damage but may be used
to light torches/candles/lamps without a tinder or
give someone an unpleasant surprise.
Conjuration Touch    
Detect Magic Æ Cantrip Allows caster to detect the presence of magic on a
specific item, but not the nature of that magic.
Divination Touch    
Lodestone Æ Cantrip The caster taps into the planet’s magnetic field.
He/she will be able to tell any cardinal direction
perfectly. The caster will also be able to find veins of
ore within 10 feet. Duration: 1 hour
Divination Personal    
             
Glue 1 A 1′ x 1′ square area (represented by a Trap Tarp) is
covered by a thin, but very sticky substance. Substance
is strong enough to prevent most beings from walking
if spread on a floor. The glue remains until end of period
or until used. A target will remain stuck for 1 minute.
Apportation/8 Touch     
Keen Blade 1 Causes a weapon’s blade to become mystically sharp,
thus adding +1 to Damage for one minute. Edged
weapons only.
Alteration/6 Touch    
Magic Bullet 1 Mage pantomimes swinging a sling about his head
and then releases a spell packet which becomes a
small metal sling bullet. Spell packet does 3 Damage.
Conjuration/4  Ranged    
Wizard Mark 1 Allows the caster to put his personal mark on any
solid surface, including flesh.
Divination/3  Touch    
             
Erase 2 Erases most mystical writings, such as Wizard Marks
and Glyphs, but will not destroy Magical Runes. Glyphs
destroyed in this manner will neither activate nor
Backlash onto the caster.
Divination/9 Touch    
Harden Leather
Armor
2 Strengthens Leather class armour, adding +50% of
current Leather armour value. Duration: EOP or
until destroyed. Requires 30 seconds of
concentration to cast.
Alteration/9 Touch   Yes
Wizard Lock 2 Invisible, magical lock often placed on doors, chests,
and sometimes books. The password can be softly
uttered by anyone to dispel the lock.
Apportation/11  Touch    
             
Gravity Blast 3 Gravitational forces erupt from the casters’ hand,
throwing the target 20′.
Apportation/16  Ranged    
Harden Metal
Armor
3 Strengthens metal armour, adding +50% of current
metal armour value. Duration: EOP or until
destroyed. Requires 30 seconds of concentration to
cast.
Alteration/13 Touch   Yes
Magnetize 3 The caster creates an intense magnetic pull which rips
any single weapon or shield from the target’s hand,
effectively Disarming them. Target weapon or shield
must contain at least one unit of any metal.
Alteration/13 Ranged    
             
Crack Armor 4 The caster causes the target’s armor to rend asunder.
A single piece of armor on the target with the highest
Armor Point value is reduced to 0 armor points. If
the target is not wearing armor this spell has no
effect.
Alteration/19 Ranged    
Steel to Glass 4 Turns about 3 lbs of steel into glass. About
equivalent to a 1 Hand Blade, or about 10 armour
points. Next blow which does any Damage what-so-
ever, causes item to break. Duration: 1 minute
Alteration/17 Touch    
             
Chronal Inversion 5 Negate the effect of any single incoming attack from any
source. Latent. Requires 30 seconds of concentration to
cast.
Apportation/21 Personal   Yes

 

 

Darkness

Spell Rank Description Control/TKR Delivery Mind-Altering Enhancement
 Blot Æ Cantrip  The caster is able to extinguish a single candle, torch,
or spell that creates magical light (i.e. a flashlight)
within 20 feet. A small hold may need to be called for
this.
Apportation   Point-and-Click    
Pestilence Darts Æ Cantrip  Allows caster to throw 4 spell packets each doing 1
Damage. All darts must be used within 10 seconds of
casting.
 Conjuration Ranged    
             
Blindness 1 Causes target to become blind for 30 seconds. Target
cannot fight in melee unless he has Combat Sense.
Alteration/6 Ranged     
Create Terror 1 Causes target of spell to cower in fear for 1 minute.
Running from the caster’s sight becomes the target’s
highest priority.
 Divination/4 Ranged  Yes  
Invade Dreams 1 Allows the caster to implant a nightmare into the
dreams of the target. The target cannot sleep
peacefully that night, and will suffer from -1
maximum Body when they awaken.
Divination/5 Touch Yes  
Spirit Guard 1 Binds an ambient spirit to the target for remainder of
the period. This spirit will protect the spell’s target
from the next physical surprise attack, at which point
the spirit is released. Requires 30 seconds of
concentration to cast.
 Divination/5 Touch   Yes
             
Devil Shield 2 Binds a minor devil to the target for remainder of
period. This devil will protect the spell’s target from
the next magical attack, at which point the devil is
released (or sometimes destroyed). Requires 30
seconds of concentration to cast.
Divination/8 Touch   Yes 
Madness 2 Causes target of spell to become insane. He is stark,
raving mad for 1 minute. Spells are impossible, but
physical attacks are encouraged, although not
necessary.
Alteration/10  Ranged  Yes  
Nightmare 2 Causes target of spell to be suffer terrifying illusions
which renders him helpless. The target immediately falls
unconscious and suffers the effect of Stun for 5 minutes.
If the target takes any damage during this time period,
he or she wakes up immediately.
Divination/11 Ranged Yes  
             
Night Eye 3 Caster crafts a shadow sprite out of nearby darkness or
shadow and binds it to her eyes. Caster gains the effect 
of Combat Sense and may cast spells while blinded. Use
of this spell does not permit use of non-combat skills or
non-spells (i.e. Literacy, First Aid, etc.). Duration: 1 minute
Divination/14  Personal    
Shade Lance 3 Allows the caster to throw a spell packet dealing 15 points
of damage.
Conjuration/15 Ranged    
Shadow Walk 3 The caster becomes pure shadow and can pass
through a keyhole, crack, or other small opening into
or out of a room or chamber. Shadow Walk is
activated by counting “Phase 1, Phase 2, Phase 3” A
hold is then called while the caster positions
himself/herself on the other side of the barrier being
passed through. The caster and everything on his/her
person immediately becomes corporeal on the other
side. The caster is NOT immune to weapon damage
while phasing.
Apportation/13 Personal    
             
Brain Rot 4 Infects target’s brain with a temporary form of rot.
He becomes as dumb as a rotten tomato for 1 minute.
Target becomes an imbecile and loses use of all skills
for the duration.
Divination/16  Ranged Yes  
Shadow Step 4 Shadows are all connected; one is a gateway to another.
When standing in darkness or shadow, caster may call
a Hold and teleport to any other patch of darkness or
shadow that is within his or her line of sight.
Apportation/18 Personal    
             
Chaos 5 Caster erupts pockets of discord around him. All
targets within 5′ of the impact of the caster’s thrown
spell packet suffer the effect of Madness.  They are
stark, raving mad for 1 minute. Spells are impossible,
but physical attacks are encouraged, although not
necessary.
  Ranged Yes  

 

 

Death

Spell Rank Description Control/TKR Delivery Mind-Altering Enhancement
Bring Decay Æ Cantrip Causes any single object within 5′ of the caster to
begin rotting almost immediately. Milk curdles,
fruit rots, etc.
Conjuration Point-and-
Click
   
Sense Un-life Æ Cantrip Enables caster to determine if a specific target within
10′ of him/herself is Unholy. No spell packet is
required.
Divination Point-and-
Click
   
Winds of Decay Æ Cantrip Minor form of levitation which allows the caster to
float up to six inches above the ground. Calls upon all
things in the caster’s area to release its rotting stench,
and the caster essentially walks upon these tufts of
decay. As a result a horrible smell is evident when
this spell is employed. Duration: 1 minute
Apportation   Personal    
             
Breathless 1 Caster does not need to breathe in order to survive,
negating effects such as Choke. Duration: 1 minute
Alteration/6 Personal    
Cause Wounds 1 Allows caster to throw a spell packet doing 4 Damage. Conjuration/5 Ranged    
Diagnose Disease 1 Enables caster to determine what naturally occurring
disease target of the spell is afflicted by.
Divination/4 Touch    
Feign Death 1 Target of spell appears to have no pulse, respiration,
or other vital signs. Target appears dead to any means
of detection. Target must remain still and silent except
for normal breathing. Duration: 5 minutes or until
target moves or speaks.
Divination/5 Touch    
             
Frailty 2 Causes Target to become weakened, throwing 1 less
Damage in combat, and losing any enhanced strength.
Duration: 1 minute
Alteration/7 Ranged     
Rot Flesh 2 Cause’s a target’s living tissue to begin rotting. Does 2
points of Body Damage.
Conjuration/6 Ranged    
Senility 2 Target of spell suffers from forgetfulness. I.e. Unable to
remember spells, information, and non-combat skills.
Knowledge will return after the duration of the spell
and subject may suspect that he was the target of a spell
or effect. Duration: 5 minutes
Divination/9 Ranged Yes  
             
Muscle Seizure 3 Caster specifies one of target’s limbs which becomes
immobilized. Duration: 1 minute
Apportation/13 Ranged    
Reap 3 Allows caster to throw a spell packet doing 7 Damage. Conjuration/14 Ranged    
Secrets of the
Dead
3 When cast on a corpse which is less than an hour old,
the spirit must answer the next “yes” or “no” question
truthfully.
Divination/12 Touch    
             
Ashes to Ashes 4 Destroy target Lesser Unholy.  Alteration/20 Ranged    
Gangrene 4 Allows caster to throw a spell packet doing 6 Body. Conjuration/19  Ranged    
             
Death Curse 5 When the caster of this spell drops to 0 Body, a single
target within 5′ of him takes 10 Body. Requires 30
seconds of concentration to cast.
Conjuration/24 Personal    Yes

 

 

Elemental

Spell Rank Description Control/TKR Delivery Mind-Altering Enhancement
Breeze Æ Cantrip The caster may cause a small breeze to put out any
single candle/lamp/torch within 20 feet.
Apportation Point-and-
Click
   
Dowse Æ Cantrip A tiny rain cloud will form over the target and drizzle
on it. This can be used on any target in a 10 foot
radius. No spell packet is required. The drizzle is
only strong enough to put out small fires. This may
be used indoor. This spell can be used to generate 1
quart of water.
Conjuration Point-and-
Click
   
Ignite Æ Cantrip The caster may light any single candle, lamp, torch, or
fuse string within 20 feet. No spell packet is required.
Apportation Personal    
             
Burning Hands 1 Allows the casting Mage to use claws which do 1
point of Fire Damage. If target of this spell already
uses claws, then they add +1 Fire Damage. Duration:
1 minute.
Conjuration/3 Personal    Yes
Freeze 1 The caster may freeze up to about a gallon of water
instantaneously. Items such as locks may be
drenched and then frozen so that they are rendered
useless to open. Water spread around a door frame
may also be frozen, preventing the door from
opening by normal means. Duration: 10 minutes.
Alteration/7 Touch    
Frost Shards 1 A number of shards of ice coalesce into the caster’s
hand. The caster may throw three spell packets
within 10 seconds, each causing 2 Ice Damage.
Conjuration/5 Ranged    
Wind Blast 1 The target is hit by rocks and sticks from a blast of
wind causing 3 Damage. This spell may also be used
to dissipate small amounts of gas.
Apportation/4 Ranged    
             
Fireball 2 Allows the caster to throw a spell packet doing 8 Fire. Conjuration/9 Ranged    
Stoneskin 2 Bestows the target of this spell with stone-like skin,
which gives +5 Armor Points. Duration: EOP or
until destroyed. Requires 30 seconds of
concentration to cast.
Alteration/6 Touch   Yes
Wind Guard 2 The caster summons a tiny wind elemental for
protection. The elemental Blocks the next
physical attack at the last moment. Duration: EOP.
Requires 30 seconds of concentration to cast.
Conjuration/7 Touch   Yes
             
Earth Grip 3 Earth under target of this spell grips the target around
the ankles, and prevents movement. Use of
Incredible Strength allows target to break free
immediately. Duration: 5 minutes
Apportation/14 Ranged    
Lightning Bolt 3 The target is struck by a mighty bolt of lightning. The
target takes 6 Shock and suffers the effect of Stun for 5
seconds. This cannot be cast indoors.
Conjuration/19 Ranged    
Wind Blade 3 The target weapon slices through the air with
incredible speed. The target deals +2 Damage for the
duration of the spell. Duration: 1 minute
Alteration/13 Touch   Yes 
             
Conflagration 4 The caster summons a huge fireball causing 18 Fire. Conjuration/17 Ranged    
Freeze Breeze 4 The caster summons winds from the peaks of the Spine,
throwing his target 10′ and Paralyzing them for 10
seconds.
Apportation/21 Ranged    
             
Howling Gale  5 A fierce cyclone erupts around the caster, hurling
everyone and everything away from him. Upon casting,
a Hold is called and all targets within 5′ of the caster
must take 5 bounding steps away from him, if able. All
objects not rooted to the ground or attached to the
caster  are thrown as well.
Apportation/23 Personal    

 

 

Life

Spell Rank Description Control/TKR Delivery Mind-Altering Enhancement
Detect Life Æ Cantrip Allows caster to detect the presence of all life within a
5′ radius. This includes plant AND animal life, but
cannot distinguish between the two.
Divination Personal    
Sense
Abilities Æ
Cantrip Allows the caster to approximate the current level of
ONE of the following attributes: Body, DEX, END,
PRE. May not affect all targets.
Divination Touch    
             
Awaken 1 Wakes target from any natural or artificially induced
sleep, as well as cures the effects of Waylay and
Recovering.
Conjuration/5 Touch Yes  
Barkskin 1 Hardens the target’s skin to a consistency much like
that of a tree’s bark. Target receives +3 Armor
points. These points of armor regenerate outside of
battle at a rage of 1 AP/5 minutes. Duration: EOP or
until destroyed. Requires 30 seconds of concentration
to cast.
Conjuration/7 Touch   Yes
Sleep 1 Induces target into a perfectly natural sleep. Target
can be awakened by any natural means.
Conjuration/8 Ranged Yes  
Sustain 1 Target restarts the current phase of their Death Count. Apportation/6 Touch     
             
Bestow
Strength
2 Grants Strength Rush to target for 1 minute. Alteration/8 Touch   Yes 
Charm Animal 2 Causes target of “animal” intelligence, or less, to
become non-aggressive to the caster. Target will not
attack the caster. Duration: 5 minutes.
Divination/9 Ranged Yes  
Venomous
Pitch
2 Allows caster to throw a spell packet doing 4 Acid. Conjuration/11 Ranged    
             
Cheetah Speed 3 Allows caster to call a brief hold, and take 10 leaping
steps at which point game is called on again.
Apportation/15 Personal    
Vigor 3 Grants the target +2 maximum Body until EoP.
Requires 30 seconds of concentration to cast.
Alteration/13 Touch   Yes
Weakness 3 Causes Target to become weakened, throwing 1 less
Damage in combat, and losing any enhanced strength
for 1 minute.
Alteration/13 Ranged    
             
Adrenaline 4 Grants target Strength Rush for and +5 Body. These
are the first points of Body to be lost and may not
be healed. Duration: 5 minutes or until lost.
Requires 30 seconds of concentration to cast.
Alteration/19 Touch    Yes
Palsy 4 The target of this spell becomes prematurely aged for
a short period of time. All physical attacks made by
the target cause only 1 Damage, regardless of the
weapon. The target may only walk. Duration: 1
minute
Alteration/21 Ranged    
             
Life Ward 5 Caster erects a barrier against death itself. When caster
enters the Third Stage of his or her Death Count, they
are immediately revived at 1 Body with no Recovery
period. Requires 30 seconds of concentration to cast.
Conjuration/24 Personal   Yes

 

 

Light

Spell Rank Description Control/TKR Delivery Mind-Altering Enhancement
Detect
Illusion Æ
Cantrip Caster is able to tell whether a specific target is or is
not an Illusion, or is under the effects of an Illusion
type of spell.
Divination Touch    
             
Color Spray 1 Allows the caster to throw a spell packet doing 4
Damage.
Conjuration/5 Ranged    
Blinding Flash 1 Causes a bright flash, blinding target for 10 seconds. Conjuration/7 Ranged    
Gaze Reflection 1 Reflects any form of gaze attack back at attacker.
Duration: EOP, Latent. Requires 30 seconds of
concentration to cast.
Alteration/4 Personal   Yes
Light 1 Allows mage to use a properly prepared flashlight or
other similar lighting device for 5 minutes. May be
ended prematurely by the mage.
Conjuration/3 Personal    
             
Truth Light 2 Target must answer the next “Yes” or “No” question
truthfully.
Conjuration/10 Touch    
Mirror Image 2 The next skill, spell, prayer, rite or ritual that would
deliver an effect specifically to the target has that effect
avoided. In the event of an Area Effect, the effect is
delivered regardless and Mirror Image is lost. In the case
of Enhancement stacking, Mirror Image is always lost
first. Duration: EOP. Latent. Requires 30 seconds of
concentration to cast.
Alteration/7 Touch    Yes
Lux Condensate 2 Allows mage to use a properly prepared flashlight or
other similar lighting device and set it in a single
location for 5 minutes. May be ended prematurely by
the mage.
Conjuration/9      
             
Speed of Light 3 Allows caster to call a brief hold, and take 10 leaping
steps at which point game is called on again.
Apportation/15 Personal    
Sun Strike 3 Spell must be cast in direct sunlight and causes 12 Solar
Damage.
Alteration/12 Ranged    
Transfixing
Gaze
3 Caster stares at target, and target can do nothing but
stare back once eye contact is established. If it is too
dark for eye contact, then spell does not work. Spell
is called when eye contact is established, no packet or
touch is necessary. Spell ends once eye contact is
broken.
Alteration/11 Point-and-
Click
   
             
Purifying Light 4 Causes 10 direct Body Damage to any Unholy or
Soulless.
Divination/20 Ranged     
Solar Blade 4 Target’s single weapon swings for +1 Solar damage.
Duration: 1 minute
Alteration/21 Touch    Yes
             
Photon
Transmission
5 Caster is able to move his being riding a wave of pure
light. When standing in sunlight or light, caster may call
a Hold and teleport to any other patch of sunlight or
light that is within his or her line of sight in any
position he or she chooses.
Apportation/26 Personal    

 

 

Prime

Spell Rank Description Control/TKR Delivery Mind-Altering Enhancement
Detect Magical
Aura Æ
Cantrip Detects the presence of magic in a 5′ radius. This
includes Runes, Enchantments, Wards, etc.
Caster is able to discern his/her own magic from
another’s.
Divination Personal    
Spell Toss Æ Cantrip Allows any spell with a Delivery of “Touch” to be cast
with a spell packet.  
Spell Toss is cast first, and then
the “Touch” spell is cast and the packet can be thrown.
Apportation Personal    
             
Enchanted
Error
1 Causes a target Rune to appear as a different Rune.
Caster must affix a label or tag to the Rune describing
what is instead seen. Duration: End of Period
Divination/5  Touch    
Hide Aura 1 Hides the Magical Aura of an item, or rune from the
next “Divination” type spell or a single mage’s use of
Classify Ambient Power.
Divination/4 Touch    
Mystic Star 1 Allows a mage to throw a spell packet causing 3
points of Magick.
Conjuration/5 Ranged    
             
Mental Shield 2 Caster hardens the target’s mind against outside
intrusion, granting them a single use of Willpower.
Latent. Requires 30 seconds of concentration to cast.
Alteration/11 Touch Yes Yes 
Mystic Blade 2 Target’s weapon swings Magick Damage for 1 minute. Alteration/11  Touch   Yes 
Sending 2 Allows the caster to send a message to another player
in-game. Caster must go to logistics, or nearest
marshal. A short written note, of 25 words or less is
given to an out-of- game runner who tries to find the
intended target. If runner cannot find target player in
30 min., spell expires.
Divination/8 Personal    
             
Anti-magic
Shell
3 Envelops caster in a 3′ radius Force Field which disrupts
all magical energy flowing through it in either direction.
The field dissipates if the mage leaves the field’s area.
Conjuration/14      
Dispel Magic 3 Causes the effects of a target latent spell, or on-going spell
effect of rank 4 or lower to disappear.
Alteration/15 Touch     
Mystic Bonds 3 Target of this spell must cross hands at the wrists and keep
them so until the spell wears off. This does not prevent the
target from moving, defending, or making safe and legal
weapon strikes. Duration: 2 minutes
Conjuration/14      
             
Arcane
Thievery
4 This spell is cast within 5 seconds of another mage
casting any spell. If the target mage is hit with a spell
packet, that mage’s spell fizzles, and the caster
receives a single use of that spell and adds it to  the
prepared spells on their character card. The spell may then
be cast, but it is lost if not used by the end of the period.
The stolen spell ignores TKR and spell pyramid
requirements.
Divination/20 Ranged     
Counterspell 4 This spell is cast within 5 seconds of another mage
casting any spell. That mage takes the full effects of the
spell they had just cast, regardless if the effect was
successfully delivered or not. Caster of Counterspell is the
new origin of the countered spell.
Alteration/22 Point-and-
Click 
   
             
Cosmic Ray 5 Allows caster to throw a spell packet doing 15 Magick. Conjuration/24 Ranged