(Spells thanks to Dan Comstock, Jarrett Romano, Jim Dunn, Kris Speer, and Dorothy Heinrichs.)

Spells: In order to cast a spell, the incant must be spoken clearly, and loudly. The caster does not have to be standing still to cast the spell. If the spell incant is not spoken clearly, is not said correctly, or is in any other way interrupted (Such as taking damage), the spell fails. It does NOT, however, consume the spells MP cost.

Casting: Spells are cast by expending MP. MP are bought like any other skills. (See the skill page for more details.) When a spell is cast, it’s MP cost is taken away from your total mana pool for that cycle.

Spell book: A spell book is required in order to cast spells. Anyone who has bought Spellcraft or religion gets a free spell book with 8 mp worth of spells in it. Any one spell cannot exceed 5 mp in worth.

Scrolls: Scrolls are one time use spells. They have been infused with the MP needed to cast the spell, and therefore can be cast by anyone with the Read Magic perk, and the appropriate perks to cast spells of the school. Spells can also be copied off of scrolls into your spell book, also destroying the scroll. (Ripping the scroll in half.) This spell, now in your book can be cast like any other spell in your book.

Copying spells: Spells being written off of a scroll take 1 minute to add to your book, and the scroll must be ripped in half when the time is up. Spells CANNOT be taken from other spell books. If a casters book has been taken, the only thing this prohibits is the casting of any more spells. No spells can be taken from the book.

Spell Throwing: When casting a spell, the full incant must be spoken before the packet is thrown. If the packet leaves your hand before the incant is done, the spell fails. You do not lose the MP for such a mistake, however. Also, if an incant is screwed up, the spell also fails. You do not lose the MP for this mistake either. After the incant is spoken you have 5 seconds to throw the packet, otherwise the spell is broken.

“Clarify”: If a spell hits you, and you do not understand the calls, you may ask the thrower to “clarify.” A hold will be called so you can be told of the spell effects.





Arcane Spells:

Name: Magic Needle
Spell Type: Attack (Spell Packet)
MP Cost: 1 Arcane
Incant: “I summon a Magic Needle!” (OOG Call: “4 Magic!”)
Effect:  Target takes 4 magic damage.

Name: Element’s Touch
Spell Type: Attack (Uses linked spell’s delivery type.)
MP Cost: 1 Arcane + MP cost of the spell it’s linked to.
Incant: Add “With the grace of (fire, stone, ice, wind)” to the linked spells incant.
Effect: Adds an elemental affinity to any arcane attack spell. Make sure to add the elements call onto the damage part of the spell incant. For example, for the Magic needle spell linked to a Wind affinity, the full incantation would be, “With the grace of Wind, I summon a Magic Needle! 4 Magic!”

Name: Disarm
Spell Type: Curse (Spell Packet)
MP Cost: 1 Arcane
Incant: “I curse you to disarm your (item)!”
Effect:  Target is afflicted with the “Disarm” call. The Disarm call affects hand held objects such as potions, swords and shields. If an object is disarmed, you must immediately drop it for a full five seconds. The five seconds begins when the object hits the ground. If an object is not specified by the caller, the victim may choose what is disarmed.

Name: Elemental Aura
Spell Type: Bestow (Touch)
MP Cost: 1 Arcane
Incant: “I bestow your (weapon) with (fire, stone, ice, wind)!”
Effect:  Target gains the benefit of an elemental affinity for their next weapon swing. The affinity is expended regardless of whether the swing hits or misses. A character can only receive one bestow at a time.

Name: Detect Magic
Spell Type: Detect (Point Cast)
MP Cost: 1 Arcane
Incant: “I detect all magic on (your body/the [item])! (OOG: Do I see any magic on you/that [item]?)”
Effect:  Caster will see the auras of all magic on the target. The target must announce what bestows they have active, and if they have any magic items, to the caster. Or in the case of an item, have a host presence around.

Name: Identify
Spell Type: Misc. (Touch)
MP Cost: 1 Arcane
Incant: “I study this (item) for any magical enhancements it may possess!”
Effect:  The caster finds all magical enhancements on the item. Once this spell is cast on an item, find a host to get a card if the item is magical. The caster will not fully understand the enchantments on the item until he or she receives the card.

Name: Illumination
Spell Type: Misc. (Touch)
MP Cost: 1 Arcane
Incant: “I summon a magical light!”
Effect:  This spell allows the caster to bring in game a light source. Acceptable light sources include a flashlight with a cloth over it or a cyalume glow stick.

Name: Magic Arrow
Spell Type: Attack (Spell Packet)
MP Cost: 2 Arcane
Incant: “I summon a Magic Arrow!” (OOG Call: “8 Magic!”)
Effect:  Target takes 8 magic damage.

Name: Snare
Spell Type: Curse (Spell Packet)
MP Cost: 2 Arcane
Incant: “I curse you to be immobile for 10 seconds!”
Effect:  The target is afflicted with the “immobilize” call. This call will traps a victim's feet to the ground. They cannot move their feet in any way. This lasts 10 seconds or until dispelled.

Name: Hide Magic
Spell Type: Bestow (Touch)
MP Cost: 2 Arcane
Incant: “I bestow your magic to be hidden!”
Effect: This spell disrupts divination spells such as detect magic and detect spell history When Hide Magic is cast on a target, these spells reveal nothing, as if the target was non-magical. This bestow lasts for a cycle or until dropped by the caster of the spell. To drop the spell, the caster much touch the target and announce “Magic Revealed”. A character can only receive one bestow at a time. Hide Magic can be cast on an inanimate object.

Name: Detect Invisibility
Spell Type: Detect (Voice Cast)
MP Cost: 2 Arcane
Incant: “I detect all invisible creatures!”
Effect: This spell makes it so all invisible creatures that can hear this call have their invisibility destroyed, and are forced back visible.

Name: Magic Bolt
Spell Type: Attack (Spell Packet)
MP Cost: 3 Arcane
Incant: “I summon a Magic Bolt!” (OOG Call: “12 Magic!”)
Effect:  Target takes 12 magic damage.

Name: Draining Bolt
Spell Type: Attack (Spell Packet)
MP Cost: 3 Arcane
Incant: “I summon a Draining Bolt!” “5 Magic Drain!”
Effect: The target suffers 5 magical drain damage. A Drain attack sucks hit points from the victim and returns them to the caller. This will not damage a person past 0 hit points. If a higher amount of damage is drained than you have past 0 hit points, you reply "only X drained" to the caller. The caller cannot get any hit points back past their maximum.

Name: Crush Item
Spell Type: Curse (Spell Packet)
MP Cost: 3 Arcane
Incant: “I curse your (item) to be crushed!”
Effect: The target receives a crush on the specified item. When hit with the crush call, the item will be destroyed unless it can resist a crushing attack. (to do so, the owner of the item must call “resist”, and one resist crush will be expended.) The item to be crushed must be specified. The object must also be visible to the caster.

Name: Magic Strike
Spell Type: Attack (Spell Packet)
MP Cost: 4 Arcane
Incant: “I summon a Magic Strike!” (OOG Call: “16 Magic!”)
Effect:  Target takes 16 magic damage.

Name: Silence
Spell Type: Curse (Spell Packet)
MP Cost: 4 Arcane
Incant: “I curse you to be silenced!”
Effect: The target of this spell is afflicted by the “silence” call. No words may be spoken and therefore no spells may be cast. Only out-of-game calls may be spoken while silent. This lasts for 5 minutes, or until dispelled.

Name: Fear
Spell Type: Curse (Spell Packet)
MP Cost: 4 Arcane
Incant: “I curse you with fear!”
Effect: The target is afflicted with the “fear” call. This makes the victim deathly afraid of the caller. Someone affected by the Fear call must immediately run away and attempt to break line of sight with the caller. No skills may be used against the person or thing you are afraid of. This lasts for 5 minutes or until dispelled. Note that breaking line-of-sight does not break the spell.

Name: Mesmerize
Spell Type: Charm (Spell Packet)
MP Cost: 4 Arcane
Incant: “I charm you to be mesmerized!”
Effect: The target is afflicted with the “mesmerize” call. Someone who is mesmerized will treat the caster as a best friend and will do things the casters wants. The victim will defend them like any other friend. The mesmerized will not do anything they would not normally do, such as give up treasure, attack other friends, or jump off a cliff. They will act accordingly, just as if a friend asked them to do that. Someone who is mesmerized cannot be convinced and will refuse to believe that they are under the effects of a charm spell. This lasts for 5 minutes or until dispelled.

Name: Resist Magic
Spell Type: Bestow (Touch)
MP Cost: 4 Arcane
Incant: “I bestow you to resist magic!”
Effect:  The target gains the ability to "resist" the next spell of their choosing cast at them. This includes all spells that are not voice cast, or thrown with a physical packet. This bestowment lasts until activated by a spell, magically dispelled (with a dispel-magic spell), or is voluntarily dropped by the target of this spell. You must be conscious to activate the resistance. A character can only receive one bestowment at a time.

Name: Magic Missile
Spell Type: Attack (Spell Packet)
MP Cost: 5 Arcane
Incant: “I summon a Magic Missile!” (OOG Call: “20 Magic!”)
Effect:  Target takes 20 magic damage.

Name: Invisibility
Spell Type: Bestow (Touch)
MP Cost: 5 Arcane
Incant: “I bestow invisibility unto you!”
Effect: This spell makes the target invisible. When invisible, any IG action, use of a skill, being hit, or coming within 10 feet of a person, will drop the invisibility. A character goes invisible by putting on a white headband just as if they had gone out of game, and speaking in an audible voice "I fade out 1, I fade out 2, I fade out 3." A character can only receive one bestow at a time. This spell lasts until dropped by the target, or by any of the abovementioned rules. If at any point an invisible character hears the detect invisibility’s incant (“I detect all invisible creatures!”), then the invisibility is instantly dropped.

Name: Confusion
Spell Type: Charm (Spell Packet)
MP Cost: 5 Arcane
Incant: “I charm you to be confused!”
Effect:  Target is afflicted by the “confusion” call. When confused, you lose your grip on what's going on. Normal things seem very strange and out-of-place, and it is difficult to judge what side of combat you are on. You may not use any in-game skills for five minutes or until comforted. It takes 30 seconds of an ally comforting you and explaining the situation and reminding you of facts, during which time, your ally cannot use in-game skills or be moving faster than a walking pace.

Name: Magic Blast
Spell Type: Attack (Spell Packet)
MP Cost: 6 Arcane
Incant: “I summon a Magic Blast!” (OOG Call: “24 Magic!”)
Effect:  Target takes 24 magic damage.

Name: Forget
Spell Type: Curse (Spell Packet)
MP Cost: 6 Arcane
Incant: “I curse you to forget the last 30 seconds!”
Effect:  Target forgets the last 30 seconds. This effect is instant and permanent.

Name: Reflect Magic
Spell Type: Bestow (Touch)
MP Cost: 6 Arcane
Incant: “I bestow you to reflect magic!”
Effect:  The target gains the ability to “reflect” the next spell of their choosing cast at them. When a spell is reflected, the caster of the opposing spell is affected by the spell they just cast. This includes all spells that are not voice cast, or thrown with a physical packet. A character can only receive one bestow at a time. This lasts until dropped by a spell, dispelled, or is dropped by the target. The target must be conscious in order to reflect the spell.

Name: Sleep
Spell Type: Charm (Spell Packet)
MP Cost: 6 Arcane
Incant: “I charm you to sleep!”
Effect: This spell makes the target become effected with the “sleep” call for 5 minutes. They will only wake up after five minutes of sound sleeping, one minute of being shaken, or if they take any kind of damage at all.

Name: Magic Wave
Spell Type: Attack (Spell Packet)
MP Cost: 7 Arcane
Incant: “I summon a Magic Wave!” (OOG Call: “28 Magic!”)
Effect:  Target takes 28 magic damage.

Name: Non-Corporeal Form
Spell Type: Bestow (Touch)
MP Cost: 7 Arcane
Incant: “I bestow you to become non-corporeal!”
Effect: This spell makes the target phase to the ethereal realm. Once the incant is spoken, the recipient announces “I phase out 1, I phase out 2, I phase out 3.” In this form, the character no longer takes damage, or is affected by physical damage. (“Passes Through” is announced in such cases.) Magic, and Magic-based damage does, however, affect the character. The non-corp person must repeat "transparent form” wherever he walks to let people know he appears as a shadowy form. The character cannot perform any IG skills, run, or speak while in this form. This form lasts until dropped, for 5 minutes, or if the non-corp character is brought to 0 HP, whichever comes first. A character can only receive one bestow at a time.

Name: Berserk
Spell Type: Charm (Spell Packet)
MP Cost: 7 Arcane
Incant: “I charm you to berserk!”
Effect:  Target becomes afflicted with the “Berserk” call. A berserking character must attack all of his enemies without cessation. All attacks receive +1 to damage regardless of if the weapon is doing maximum damage. A berserking character may not communicate or perform any action other than attacking any enemies. All that matters to him is killing his foes. Anyone that tries to stop a berserking character will appear to be a foe to him. Once all enemies have fallen, or two minutes have passed (whichever comes first), the berserker falls unconscious as if under the effects of a sleep call, having spent all his energy on combat.

Name: Magic Storm
Spell Type: Attack (Spell Packet)
MP Cost: 8 Arcane
Incant: “I summon a Magic Storm!” (OOG Call: “32 Magic!”)
Effect:  Target takes 32 magic damage.

Name: Enslavement
Spell Type: Charm (Spell Packet)
MP Cost: 8 Arcane
Incant: “I charm you to become enslaved!”
Effect: This spell turns the target into a mindless slave. They will follow the casters every command word to the letter. If, for example, the caster orders the target to kill himself, he will do so immediately and without question. This lasts for 5 minutes or until dispelled.

Name: Magic Fury
Spell Type: Attack (Spell Packet)
MP Cost: 9 Arcane
Incant: “I summon a Magic Fury!” (OOG Call: “36 Magic!”)
Effect:  Target takes 36 magic damage.


Divine Spells:

Name: Healing I
Spell Type: Healing (Spell Packet)
MP Cost: 1 Divine
Incant: “I heal you with divine magic!” (OOG Call: “3 Heal!”)
Effect:  Target regains 3 HP back.

Name: Grant Strength
Spell Type: Bestow (Touch)
MP Cost: 1 Divine
Incant: “I bestow you with strength!”
Effect:  Target gains a +1 bonus to damage next swing. If the swing misses, this spell is still expended. This spell can also be used to perform feats of great strength, such as breaking open a door, running and carrying someone, or ripping out of physical holds. All feats of strength require a 3 count. A character can only receive one bestow at a time.

Name: Comprehend Languages
Spell Type: Bestow (Touch)
MP Cost: 1 Divine
Incant: “I bestow you to with the (X) language!”
Effect:  Target gains the ability to speak and understand the specified language. This ability lasts for 5 minutes. In order to bestow a language, the caster must “channel” it from the mind of a willing donor. The donor must be able to speak the specified language, and must agree to have the spell cast on him. The caster will touch the donor and ask out-of-game if it is okay to read the language from the donor’s mind. The donor can, at this point, reject the caster from his mind thereby aborting the spell. After the language is gained, the caster must immediately touch the target of the spell to transmit the knowledge of the language.
For example, Pharos Gombos is speaking with the Shadow Elven king, Sayi’far Lawyk. Pharoh Gombos does not speak the Shadow Elven language, nor does his friend, Yuri. Pharoh Gombos wants to cast Comprehend Languages on Yuri, using Sayi’far’s knowledge of the Shadow Elven tongue. Pharoh Gombos says “I bestow you with the Shadow Elven language,” and approaches Sayi’far. He touches Sayi’far on the forehead and asks, “Out-of-Game: may I read the Shadow Elven language from your mind?” Sayi’far replies, “No” and the spell is broken. Had he said “yes”, Pharoh Gombos would have then touched Yuri and the spell would be finished.
A character can only receive one bestow at a time.

Name: Preserve Body
Spell Type: Bestow (Touch)
MP Cost: 1 Divine
Incant: “I bestow this body to be preserved!”
Effect:  The target body stops its death count for 2 minutes. After that, the death count continues normally. Note that this spell can be cast on a character while the character is still living. A character can only receive one bestow at a time.

Name: Spiritual Falcon
Spell Type: Misc. (Host/NPC Delivered)
MP Cost: 1 Divine
Incant: “I send this message to (name)!” “(Message)!”
Effect:  This spell enables a message to be delivered to a character somewhere else in the event. The characters do not have to be in speaking distance for this spell to work. The recipient of this spell will not necessarily know who is transmitting the message. However, an NPC, or Host should be around to deliver the message, and to not disrupt the flow of game play. The message must consist of 10 or less words.

Name: Healing II
Spell Type: Healing (Spell Packet)
MP Cost: 2 Divine
Incant: “I heal you with divine magic!” (OOG Call: “6 Heal!”)
Effect:  Target regains 6 HP back.

Name: Magical Aura
Spell Type: Bestow (Touch)
MP Cost: 2 Divine
Incant: “I bestow your (weapon) with magic!”
Effect: For his next swing, the target gains the “magic” call on the weapon imbued. This spell will still be expended if the swing misses. A character can only receive one bestow at a time.

Name: Aura of Drain
Spell Type: Bestow (Touch)
MP Cost: 2 Divine
Incant: “I bestow your (weapon) to drain life!”
Effect:  The target gains the “drain” call on the weapon imbued, for one swing. This spell will still be expended if the swing misses. A Drain attack sucks hit points from the victim and returns them to the caller. This will not damage a person past 0 hit points. If a higher amount of damage is drained than you have past 0 hit points, you reply "only X drained" to the caller. The caller cannot get any hit points back past their maximum. A character can only receive one bestow at a time.

Name: Heal Undead
Spell Type: Healing (Spell Packet)
MP Cost: 2 Divine
Incant: “I heal undead with divine magic!” (OOG Call: “5 Heal Versus Undead!”)
Effect: This spell emulates the blood and life essence that undead gain when they kill a victim. Target undead gains 5 HP back.

Name: Weakness
Spell Type: Disease (Spell Packet)
MP Cost: 2 Divine
Incant: “I infect you with a weakness disease!”
Effect: Target is affected by the “weakness” call. After being weakened, all weapon swings are reduced by two points of damage. This lasts for 5 minutes or until dispelled.

Name: Healing III
Spell Type: Healing (Spell Packet)
MP Cost: 3 Divine
Incant: “I heal you with divine magic!” (OOG Call: “9 Heal!”)
Effect:  Target regains 9 HP back.

Name: Enfeeble
Spell Type: Disease (Spell Packet)
MP Cost: 3 Divine
Incant: “I infect you with an enfeeblement disease!”
Effect:  Target is affected with the “Feeble” call. While enfeebled, no times-per-cycle abilities except for magic may be used. This includes critical attacks, master attacks, parries, dodges, assassinates, and disarms. This will last for 5 minutes or until dispelled.

Name: Turn Undead
Spell Type: Attack (Spell Packet)
MP Cost: 3 Divine
Incant: “I summon a force to turn undead!” (OOG Call: “5 Magic Fear Versus Undead!”)
Effect:  Target undead is affected by 5 magical damage, and the “fear” call towards the caster. This makes the undead afraid of the caller. Someone affected by the Fear call must immediately run away and attempt to break line of sight with the caller. No skills may be used against the person or thing the undead is afraid of. This lasts for 5 minutes or until dispelled. Note that breaking line-of-sight does not break the spell. Some greater undead will not be affected by the fear caused by this spell.

Name: Dispel Curse
Spell Type: Remove (Spell Packet)
MP Cost: 3 Divine
Incant: “I remove all curses on you!”
Effect:  Target is removed of all curses currently affecting them.

Name: Dispel Disease
Spell Type: Remove (Spell Packet)
MP Cost: 3 Divine
Incant: “I remove all disease on you!”
Effect:  Target is removed of all diseases currently affecting them.

Name: Dispel Charm
Spell Type: Remove (Spell Packet)
MP Cost: 3 Divine
Incant: “I remove all charms on you!”
Effect:  Target is removed of all charms currently affecting them.

Name: Shield of Faith
Spell Type: Bestow (Touch)
MP Cost: 3 Divine
Incant: “I bestow you with a shield of faith!”
Effect:  Target gains the benefit of an additional 5 armor points. These points are spent before any actual armor points or hit points. This spell lasts until the armor points are spent or until the target drops the spell. The target does this by announcing “armor down”.

Name: Detect Spell History
Spell Type: Detect (Point Cast)
MP Cost: 3 Divine
Incant: “I detect the last three spells cast by (person)!”
Effect: Target must reveal the last three natural spells cast by them. Natural spells are defined as spells that were not read off of scrolls, or used by magic items.

Name: Healing IV
Spell Type: Healing (Spell Packet)
MP Cost: 4 Divine
Incant: “I heal you with divine magic!” (OOG Call: “12 Heal!”)
Effect:  Target regains 12 HP back.

Name: Dispel Magic
Spell Type: Remove (Spell Packet)
MP Cost: 4 Divine
Incant: “I remove all bestows on you!”
Effect:  Target is removed of all bestows currently affecting them.

Name: Resist Magic
Spell Type: Bestow (Touch)
MP Cost: 4 Divine
Incant: “I bestow you to resist magic!”
Effect:  The target gains the ability to "resist" the next spell of their choosing cast at them. This includes all spells that are not voice cast, or thrown with a physical packet. This bestowment lasts until activated by a spell, magically dispelled (with a dispel-magic spell), or is voluntarily dropped by the target of this spell. You must be conscious to activate the resistance. A character can only receive one bestowment at a time.

Name: Control Lesser Undead
Spell Type: Charm (Spell Packet)
MP Cost: 4 Divine
Incant: “I charm lesser undead to become enslaved!”
Effect: This spell turns lesser undead into a mindless slave. They will follow the casters every command word to the letter. If the caster orders the target to kill himself, he will do so immediately and without question. This lasts for 5 minutes or until dispelled.

Name: Healing V
Spell Type: Healing (Spell Packet)
MP Cost: 5 Divine
Incant: “I heal you with divine magic!” (OOG Call: “15 Heal!”)
Effect:  Target regains 15 HP back.

Name: Reflect Magic
Spell Type: Bestow (Touch)
MP Cost: 6 Divine
Incant: “I bestow you to reflect magic!”
Effect:  The target gains the ability to “reflect” the next spell of their choosing cast at them. When a spell is reflected, the caster of the opposing spell is affected by the spell they just cast. This includes all spells that are not voice cast, or thrown with a physical packet. A character can only receive one bestow at a time. This lasts until dropped by a spell, dispelled, or is dropped by the target. The target must be conscious in order to reflect the spell.

Name: Plague
Spell Type: Disease (Spell Packet)
MP Cost: 6 Divine
Incant: “I infect you with a plague disease!”
Effect:  Target is affected with the “plague” call. Someone who is plagued is wracked with pain whenever they try to perform a strenuous activity. When plagued, you take one point of damage for every in-game action you perform. This includes spell casting and every individual weapon swing. Plague lasts for 5 minutes or until dispelled.

Name: Animate Dead
Spell Type: Misc. (Spell Packet)
MP Cost: 7 Divine
Incant: “I animate this body to be raised as undead!”
Effect: This spell infuses a dead target body with divine energy, making it rise as a mindless berserking undead. It will obey the commands of the caster, but cannot follow complicated instructions. This spell will last for an hour. The undead has the following statistics:
10 hit points
Base weapon skills and claws swinging 2’s
No effect to charm, disease, death, life, heal
Cannot run
If a full hour passes, or the undead reaches zero hit points, the body will fall to the ground as if he had just died.
If the undead strikes down and resurrects a living victim, the undead will gain five bonus hit points and the hour enchantment of the spell will reset. If the undead resurrects more than two victims, the divine magic will begin to get stronger, causing the undead to gain certain powers. Contact a host if this happens.

Name: Paralyze
Spell Type: Disease (Spell Packet)
MP Cost: 7 Divine
Incant: “I infect you with a paralysis disease!”
Effect:  Target is affected with the “Paralyze” call. A paralyzed character cannot voluntarily move in any way. This lasts for five minutes or until dispelled.

Name: Life
Spell Type: Misc. (Spell Packet)
MP Cost: 9 Divine
Incant: “I return life to this awaiting body!”
Effect:  Target is affected with the “Life” call. This restores a dead character to life at 1 hit point.

Name: Death
Spell Type: Misc. (Spell Packet)
MP Cost: 9 Divine
Incant: “I remove life from this walking body!”
Effect:  Target is affected with the “Death” call. This will immediately kill a living character.
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