Magic name | type | uses | cost | max |
---|---|---|---|---|
1st level | ||||
Bladesharp | E | 1/game | 1 | 4 |
Bludgeon | E | 1/game | 1 | 4 |
Cancel | S | unlimited | 0 | - |
Enchant shield | E | 1/game | 1 | 4 |
Heat weapon | S | 1/life | 1 | 4 |
Honor duel | E | unlimited | 1 | - |
Shove | S | 1/life | 1 | 4 |
Stun weapon | E | unlimited | 0 | - |
Talk to dead | S | 1/game | 1 | - |
2nd level | ||||
Circle of protection | FE | unlimited | 2 | - |
Forcewall | FE | 1/game | 1 | 4 |
Harden | E | 1/game | 1 | 4 |
Hold person | S | 1/life | 1 | 4 |
Liplock | E | unlimited | 2 | - |
Mend | S | 1/life | 1 | - |
Messenger | E | 1/game | 1 | - |
Protection from flame | E | 1/game | 1 | 4 |
Wounding | S | 1/life | 2 | 2 |
3rd level | ||||
Ambidexterity | N | unlimited | 2 | - |
Dispel | S | 1/game | 1 | 4 |
Extension | N | 1/game | 2 | - |
Mutual destruction | S | 1/game | 1 | 4 |
Projectile protection | E | 1/game | 1 | 4 |
Protection | E | 1/game | 1 | 4 |
Touch oF death | E | 1/game | 1 | 4 |
Wind | S | 1/game | 2 | 2 |
yield | S | 1/game | 1 | 4 |
4th level | ||||
Curse | S | 1/game | 1 | 4 |
Doomsday | S | 1/game | 2 | 1 |
Enchant weapon | E | 1/game | 1 | 4 |
Protection from magic | E | 1/game | 1 | 4 |
Pyrotechnics | S | 1/game | 1 | 4 |
Reanimate | E | 1/game | 2 | 4 |
Sever spirit | S | 1/life | 2 | 4 |
Teleport | E | 1/game | 1 | 4 |
5th level | ||||
Advancement | N | 1/game | 1 | 1 |
Flight | E | 1/game | 2 | 4 |
Lend | N | 1/game | 1 | 4 |
Vivify | N | 1/game | 2 | 1 |
Warskill | N | 1/game | 1 | 2 |
6th level | ||||
Defend | E | 1/game | 1 | 1 |
Expertise | N | 1/game | 2 | 1 |
Killing grounds | FE | 1/game | 2 | 1 |
Lich | E | 1/game | 1 | 4 |
Stack | N | 1/game | 1 | 4 |
Wind | S | 1/game | 2 | 2 |
yield | S | 1/game | 1 | 4 |
Bludgeon
Type: enchantment
Materials:
yellow cloth
Incantation: hold weapon in left hand, repeat l0x
"Harden this weapon", tie cloth on weapon.
Effect: same as
bladesharp.
Limitations: only usable on blunt weapons.
Cancel
Type: spell
Materials: none
Incantation: repeat 2x "I cancel my magic."
Range:
50ft
Effect: negates own magic only.
Enchant Shield
Type: enchantment
Materials: yellow cloth
Incantation: shield in left hand,
say 10x "Enchant this shield."
Effect: shield can only be
destroyed by a sphere of annihilation and is unaffected by other magics.
Heat Weapon
Type: spell
Materials: none
Incantation: repeat 2x "By the fires of the Phoenix. I heat that
weapon" (be specific if possible).
Range: 20 ft
Effect: the weapon is considered useless for a count of 300 or 5
minutes.
Limitations: works against any weapon, but not against armor
or shields.
Notes: a mend spell will not restore the weapon, however
a "new" one may be obtained from Nirvana or the base.
Honor Duel
Type: enchantment
Materials:
two or more yellow cloths
Incantation: hold cloths in left hand,
repeat 5x "remain this duel pure". Tie cloth on each contestant.
Range: 20 ft
Effect: each contestant is protected from
outside forces. The victor is allowed safe passage to safe territory, preferably
their home base, ignoring all wounds till arrival.
Limitations: may
not be members of the same team without a Reeve's permission. Enchantment lasts
until one dies or it is dispelled or canceled.
Notes: Combat is
limited to a reasonable area.
Iceball
Type: spell
Materials: padded
white "iceball" with streamers
Incantation: hold Iceball in
left hand and repeat 5x "Iceball".
Effect: a direct hit to a
person or equipment on them will freeze them in place for a count of 300, or
until they are freed by a fireball or by dispel magic. They may neither fight
nor be harmed. Two fireballs will kill them.
Notes: barbarians are
immune to this spell. Paladins and anti-paladins can't be freed by a fireball,
nor can anyone bearing protection from flame, nor the Sword of Flame.
Magic bolt
Type: spell
Materials: padded
blue "magic bolt" with streamers
Incantation: hold ball in
left hand and repeat "Magic bolt" x5.
Effect: a direct hit on
a person will kill or wound them just as if it were a throwing weapon. May be
blocked by shields and weapons. Destroys one point of armor.
Notes:
affects all classes. Bounces do not count. Is not stopped by protection from
projectiles.
Shove
Type: spell
Incantation: repeat
"I shove thee" x 5.
Range: 20 ft.
Effect: forces
victim to back up 20 ft. by telekinetically shoving them.
Limitations: cannot force a person into a physically dangerous
position.
Notes: will work against frozen, sleeping, wounded, etc.
persons. Will not work against barbarians, paladins, and anti-paladins.
Stun Weapon
Type: enchantment
Materials:
yellow cloth
Incantation: hold cloth in left hand and say "May
this weapon stun its victim", tie cloth to weapon.
Effect: allows
a thrusting weapon such as spear or arrow to be used to subdue.
Notes: barbarians can't be stunned or subdued, and will take normal
damage from a weapon bearing this enchantment.
Talk to Dead
Type: spell
Incantation:
touch dead person with left hand and repeat 10x "Speak to me".
Effect: person must answer one "yes or no" question truthfully.
Notes: paladins and anti-paladins are immune to this spell.
Force Wall
Type: fixed enchantment
Materials: 10 ft yellow cloth, magic wand
Incantation: lay
cloth out in straight line, wand in left hand say 10x "Force wall", touch cloth
with wand.
Effect: creates an impenetrable 10 x 10 wall: like circle
of protection, starts only when all of "Incantation" is completed. Caster
must stay within 100 ft.
Notes: force wall blocks verbal magic.
Disappears when the caster dies.
Harden
Type: enchantment
Materials:
yellow strip of cloth, magic wand
Incantation: tie cloth on object,
repeat "harden this (name of item)" x 5.
Effect: makes object
indestructible, except versus sphere of annihilation & relics.
Limitations: cannot be placed on player, garb, armor, etc.
Hold Person
Type: spell
Incantation: say
3x "I command you to stop."
Range: 20ft
Effect:
victim's feet are frozen to ground for 100 count. May yell, fight or cast any
magic except movement.
Notes: barbarians, paladins, anti-paladins,
and monks above 2nd level are immune to this spell. May be cast while moving.
Lightning Bolt
Type: spell
Materials:
padded yellow "lightning bolt" with streamers
Incantation:
hold bolt in left hand and repeat 5x "lightning bolt".
Effect:
a direct hit to a person or object will destroy them. Not stopped by armor.
Liplock
Type: enchantment
Materials:
strip of yellow cloth
Incantation: hold wand In left hand, repeat
"remain the truth still" x 5, tie on cloth.
Effect: bearer
cannot be forced to speak nor otherwise respond to questions asked under talk to
dead and similar magics. Does not affect tracking.
Limitations: may
only be cast on each player once per battlegame
Notes: can't be cast
on barbarians. Disappears when the person comes back to life.
Mend
Type: spell
Incantation: left hand
on item, 10x "Make this item whole again."
Effect: damaged
item is repaired (or 1 point of armor in 1 location).
Limitations:
can't be used on a heated weapon or cursed weapon, it's not broken.
Notes: if an enchanted item is mended, its enchantment is intact.
Messenger
Type: enchantment
Materials:
yellow cloth
Incantation: cloth in left hand, 10x "Safe passage
unto you."
Effect: person must go straight to destination,
deliver message, return to where spell was cast. Can't harm or be harmed,
simulates telepathy.
Notes: cannot be dispelled.
Protection from Flame
Type: enchantment
Materials: yellow cloth
Incantation: cloth in left hand,
say 10x "Protection from the element of fire", tie cloth onto person.
Effect: protects against all forms of flame, including lightning,
treat Sword of Flame and flameblade as normal hit.
Notes: negates a
fireball's negation of iceball and healer/druid entangle.
Wounding
Type: spell
Incantation: repeat
2x "From my heart I strike off your (right or left arm or leg)".
Range: 2Oft
Effect: victim's limb is destroyed.
Limitations: the victim must be unwounded prior to spellcasting.
Notes: may be spoken while moving. Monks, paladins, and anti-paladins
are immune.
Ambidexterity
Type: neutral
Effect:
wizard doesn't need left hand to cast magics.
Antimagic
Type: fixed enchantment
Materials: 50ft measure, markers, wand
Incantation: mark
an area with a 50ft radius, wand in left hand, 2Ox "May all forms of magic
forsake this place."
Effect: no magic of any kind will work within
the circle, though enchantments will reappear when removed from the affected
area.
Notes: classes using skills which simulate magic may Dispel
magic. If cast from outside the sphere of influence will dispel it. Disappears
when the caster dies.
Dispel Magic
Type: spell
Materials: wand
Range: 2Oft
Incantation: wand in left hand, say 5x "I
dispel that magic."
Effect: spell or enchantment is dispelled,
reanimated fighters die, not usable against Relics.
Limitations: does
not affect- neutral magic, magic already completed, class abilities (see magic
clarifications #13).
Notes: will dispel all enchantments on the
target. Is useable against most higher level magics. Will dispel protection from
magic.
Extension
Type: neutral
Incantation: say
"Extension" loudly before magic.
Effect: Doubles range of the
magic for 1 use. Gives no range 2Oft.
Notes: Is not used up unless
the accompanying magic is completely cast.
Fireball
Type: spell
Materials: padded
red "fireball" with streamers
Incantation: hold ball in left
hand and repeat 5x "Fireball."
Effect: destroys anything it
touches, even on a roll or foot shot. The wizard may state before throwing that
the fireballs will 'remain active', they will continue to burn for 2 minutes.
Not stopped by armor.
Notes: paladins and anti-paladins are immune to
this spell.
Mutual Destruction
Type: spell
Incantation: say 5x "I call for our deaths."
Range:
50ft
Effect: both the wizard and their victim die.
Notes:
paladins, anti-paladins and monks above 4th level are immune. Defend or
protection from magic will not save a wizard from his own mutual destruction.
Projectile Protection
Type: enchantment
Materials: yellow cloth
Incantation: cloth In left hand,
10x "Protection from Projectiles."
Effect: protects from all
nonmagic thrown and shot objects.
Limitations: Ineffective against
magic bolts.
Notes: stops siege weapons and the dagger of infinite
penetration.
Protection
Type: enchantment
Materials:
yellow cloth
Incantation: cloth in left hand, 10x "May this magic
protect you."
Effect: negates the first hit magic or not. May be
simulcast to stack up to 4 on one person, to protect against up to 4 hits. Not
good versus verbal attacks. Is not armor but a limited invulnerability.
Touch of Death
Type: enchantment
Materials: yellow cloth
Incantation: cloth In left hand,
say 2Ox "Touch of Death", tie. Bearer of enchantment's touch kills (via
either hand).
Limitations: will work through clothing, not through
armor.
Notes: allows one touch before discharged. Monks are immune to
this.
Wind
Type: spell
Materials: wand
Range: line of sight
Incantation: hold wand in left hand
and repeat 2x
"Sleeping force of wind I hail send you forth a mighty
gale.
Gentle sigh which once beguiled, make your breeze
tornado wild.
Sirocco into Cyclone gain, breeze become
a Hurricane. Make my enemy your
foe, strike for me a
telling blow. Scream down from the mountains high, sweep
those
fighters toward the sky. Cowards, heroes, fools the
same,trapped
within this deadly game. Strike at foes,
leave friends behind. Bite them
with your teeth
unkind. Buffet, whip them to the bone, toss them In a
pile
at home.Then whisper a gentle song, and return where
you
belong--nestled 'gainst the azure sky, song in forest,
willows' sigh."
Effect: all enemies in sight blown back to their base.
Notes: paladins and anti-paladins are immune to this spell.
Yield
Type: spell
Materials: magic wand
Range: 50ft
Incantation: wand in left hand, say 3x
"Yield thy arms and resist no longer, come unto me and be my captive."
Effect: victim must lower weapons and surrender immediately moving
straight to wizard, then may begin a 500 count. If they are not killed, when
they have counted they may return to their fort. May only be kept from wizard by
death or another yield spell, not subdual or force.
Notes:
barbarians, monks above 2nd level, paladins and anti-paladins are immune. Freed
captive must go to fort, considered teleport. Other magics still affect the
victim.
Curse
Type: spell
Materials: wand
Range: 50ft
Incantation: wand in left hand say 10x "I
curse thee."
Effect: victim dies.
Notes: paladins,
anti-paladins and monks above 4th level are immune to spell.
Doomsday
Type: spell
Materials: wand
Range: line of sight
Incantation: wand in left hand count
"Doomsday 1, Doomsday 2.. .through Doomsday 350."
Effect: all
enemies in sight at end of spell die.
Notes: paladins and
anti-paladins, and monks above 4th level are immune to this spell.
Enchant Weapon
Type: enchantment
Materials: yellow cloth
Incantation: weapon in left hand,
10x "Enchant this Weapon." Tie on.
Effect: causes wounds to
kill, all limb hits are death.
Petrify
Type: spell
Materials: padded
grey "petrify ball" with streamers
Incantation: hold ball in
left hand, repeat "petrify" x 5."
Effect: a direct hit will
cause the victim to freeze in place, a stone statue. Like iceball, even a hit to
equipment will affect the victim. Healing and stone to flesh negates this spell
or the victim may choose to take a death.
Notes: will not work
against barbarian, paladins, and anti-paladins.
Protection from Magic
Type: enchantment
Materials: yellow cloth
Incantation: cloth in left hand,
10x "Protection from all forms of magic" tie on person or object.
Effect: blocks all forms of magic, even heal and resurrect.
Limitations: Does not block class abilities. Does not stop a
flamewall.
Notes: treat weapons with enchantments as normal weapons.
Pyrotechnics
Type: spell
Materials: wand
Range: 50ft
Incantation: wand in left hand, say 5x "I
call upon the element of fire to destroy that (object)."
Effect:
object destroyed.
Limitations: can't destroy bases, armor, relics,
game items.
Reanimate
Type: enchantment
Materials:
yellow cloth
Incantation: left hand on body, say l0x "Rise and
fight again."
Effect: person lives again as if they had never
died.
Limitations: dispel will kill, must wear yellow cloth.
Notes: person does not retain enchantments carried before death
(exceptions: 6th level scout, wizard stack).
Sever spirit
Type: spell
Materials:
already dead victim
Incantation: touch victim and repeat "On life
thou has no hold, thy corpse is growing cold, discard this empty husk, thy
spirit resides at dusk."
Effect: causes corpse to be impossible
to resurrect, reincarnate, or raise from the dead in any manner.
Limitations: may only be used on dead bodies (undead creatures must
be killed and then cured before this spell will work on them.
Notes:
will permanently kill undead creatures that are on their last life and will kill
a lich outright.
Teleport
Type: enchantment
Range: game
boundaries
Incantation: repeat loudly 5x "Teleport", repeat
loudly 5x "Arriving."
Effect: may go to any 1 location. Can't
harm or be hurt.
Limitations: must go straight there. Should quietly
tell Reeve or team mate destination. May not be followed.
Notes:
barbarians are immune to this enchantment.
Advancement
Type: neutral
Effect: may
purchase 3 points worth (not 3 magics) of initiate/1st level magic.
Flight
Type: enchantment
Materials: strip
of yellow cloth, wand, feather
Incantation: hold wand and feather in
left hand, tie cloth onto person and repeat: "wouldn't it be nice to fly way
up in the cloudy sky; looking through the falcon's eye at the world that's
drifting by."
Effect: bearer is able to fly, as long as they flap
their arms and emit occasional piercing screeches. Bearer may only be attacked
by ranged attacks, and may only use verbal magics. Range for spells is
considered to be the same as the actual physical range.
Limitations:
may only be cast on self, unless used with lend spell. If lended, the borrower
casts on self.
Lend
Type: neutral
Effect: may lend a
magic to another wizard. That person may then use the magic as if he had
purchased it with his own points.
Notes: to lend a magic, the wizard
must pay for both the lend and the magic he is lending.
Sphere of annihilation
Type: spell
Materials: black padded "sphere" ball with streamers
Incantation: hold ball in left hand and repeat "sphere of
annihilation" x 5.
Effect: will destroy anything and everything;
even enchanted, hardened, or protected items, and targets with any type of
defenses with the exception of invulnerability. Counts as one hit against
invulnerability. Works exactly like a lightning bolt for purposes of determining
hits.
Notes: is not a form of flame. Works against all classes.
Bounces do not count. Healer protect and Druid stoneskin work against this
spell. Protection from magic stops this.
Vivify
Type: neutral
Effect: gives the
wizard one additional life.
Warskill
Type: neutral
Effect: may reduce
the cost of a single weapon by half, rounding the cost up.
Limitations: not useable twice on the same weapon.
Defend
Type: enchantment
Materials:
yellow strip of cloth, wand
Incantation: wand in left hand, repeat
"power defend me" x 5.
Effect: confers 1 level of protection
and protection from (magic, projectiles, or flame; choose one), while allowing
the wizard to still cast magics.
Limitations: may only be cast on
self unless used with a lend.
Expertise
Type: neutral
Effect: may
purchase 4 apprentice/2nd level points (not magics) worth of magic.
Killing grounds
Type: fixed enchantment
Materials: 30 ft. black strip of cloth, wand
Incantation:
to set trap, lay out cloth in a circle, wand in left hand, repeat 3 x "poison
seep, venom creep, flesh in mossy graves yet deep; rise from your undreaming
sleep, bide and soon make mortals weep" to trigger, enter circle and repeat:
"rise up now, receive thy pay; the promised time has come, now slay."
Effect: all within circle die.
Limitations: may not be
used with extension or within 50 ft. of a base or fort. No other fixed
enchantment will exist within its radius.
Notes: wizard also dies. If
wizard is killed before triggering the trap, then the magic is not expended.
Affects all classes except 5th level monks. No form of magic (protection from
magic, defend, protect, etc.) will save the wizard from death once this spell is
expended. Is the only fixed enchantment that may be preplaced.
Lich
Type: enchantment
Materials: 10 ft.
strip of yellow or black cloth
Effect: after having died his last
natural death, the wizard returns as a lich. A lich is bound to the place where
he died, trapped within a small circle of earth. They are neutral, but like any
monster, can be bribed or convinced for help or enchantments. A lich may cast
the circle of protection by saying its incantation only 3 times.
Limitations: may not be within 100 ft. of a base. May never move nor
be moved except when dead, and then never within 100 ft. of a base or more than
100 ft. from its original location.
Notes: a lich has all the wizards
per life spells, as well as any other magic the wizard had left. A sever spirit
or dispel will kill a lich. A lich is still considered to be a wizard and may
still die from normal means.
Stack
Type: neutral
Effect: may place two
enchanlments on a single player
Limitations: may not be used on self,
nor may it be stacked on itseIf. May not be combined with other classes'
enchantments.
Notes: the cost must still be paid for the two
enchantments to be used.
Transform
Type: enchantment
Materials:
yellow strip of cloth, wand, monster garb
Incantation: player dresses
in monster garb while wand in hand, wizard constantly repeats: "I transform
thee into a monster."
Effect: player sacrifices 4 lives to be
transformed into a monster with one life.
Limitations: may only be
cast on someone who has not yet died. Restricted to mummy, dryad, giant,
unicorn. siren.
Notes: the garb for the monster must meet required
standards. Once the monster dies, it is out of the game. May be dispelled.
Magic name | type | uses | cost | max |
---|---|---|---|---|
1st level | ||||
Cure poison | E/S | 1/life | 1 | 4 |
Heal | S | unlimited | 0 | - |
Lost | S | 1/game | 1 | 4 |
Mend | S | 1/life | 1 | - |
Mute | S | 1/life | 2 | 4 |
Talk to dead | S | 1/game | 1 | - |
2nd level | ||||
Banish | S | 1/life | 1 | 4 |
Bless | E | 1/life | 2 | 4 |
Cure disease | S | 1/life | 2 | 4 |
Curse weapon | S | 1/game | 1 | 4 |
Heal extend | S | 1/life | 1 | - |
Sleep | S | 1/life | 2 | 4 |
3rd level | ||||
Mass sleep | S | 1/game | 1 | 1 |
Protect | E | 1/game | 1 | 4 |
Stun | S | 1/life | 1 | 2 |
Wounding | S | 1/life | 1 | 2 |
Yield | S | 1/game | 2 | 4 |
4th level | ||||
Enhancement | N | 1/game | 1 | 1 |
Harden | E | 1/game | 1 | 4 |
Sever spirit | S | 1/life | 2 | 4 |
Touch of death | E | 1/game | 1 | 4 |
5th level | ||||
Extension | N | 1/game | 2 | - |
Protection from death | E | 1/game | 1 | 4 |
Summon dead | S | 1/life | 1 | - |
6th level | ||||
Circle of protection | FE | unlimited | 2 | - |
Dispel magic | S | 1/game | 1 | 4 |
Teleport | E | 1/game | 1 | 4 |
Cure Poison
Type: enchantment/spell depending on use
Materials: white cloth
Incantation: repeat 10x "cure
poison"; tie cloth onto person.
Effect: makes person immune to
the first poisoned hit against him, or may be used within 100 count to cure
poison on a person just poisoned.
Notes: Is not a heal spell, wounds
to arms or legs remain after this enchantment is cast.
Heal
Type: spell
Materials: wounded
person
Incantation: touch person and say once
"Sword cut,
spear stab, mace smash, arrow jab,
let the white light of healing descend on
thou.
Sword cut, spear stab, mace smash, arrow jab,
let the white light
of healing stop thy spilling blood.
Sword cut, spear stab, mace smash, arrow
jab,
let the white light of healing mend thy bones.
Sword cut, spear
stab, mace smash, arrow jab,
let the white light of healing close thy
wounds.
Sword cut, spear stab, mace smash, arrow jab,
let the white
light of healing restore thy vigor.
Sword cut, spear stab, mace smash, arrow
jab,
the white light of healing hath healed thou."
Effect:
person's wound is healed.
Notes: may be used on self. Will alter the
effects of druidic flesh to stone to those of an iceball. Will repair one point
of berserk barbarian body armor on any one specific body area. May not heal
enchantments.
Lost
Type: spell
Incantation: repeat 5x
"I make thee lost"
Effect: person must go back to their base
or nirvana (whichever is farthest away) before they can do anything else. The
person may not affect anything nor be affected until he reaches his destination
and returns to -his team or base (just as if he was coming back to life).
Range: 20 ft.
Limitations: does not affect scouts or
barbarians, and may not be used on teammates.
Notes: may not be
dispelled.
Mend
Type: spell
Incantation: touch item
and repeat 10x "may this be whole again"
Effect: damaged item
is repaired (or one point of armor), with any previous enchantments still
intact.
Limitations: cannot be used on heated or cursed weapons;
items but not locations can be mended in this manner.
Mute
Type: spell 1: repeat 5x "(person's name), I
silence thee."
Effect: the victim cannot speak or cast magic for
a count of 100.
Range: 20 ft.
Talk to dead
Type: spell
Incantation:
touch a dead person and repeat l0x "speak to me".
Effect:
person must answer one "yes or no" question truthfully.
Banish
Type: spell
Materials: undead
creature (ghost, zombie, vampires, etc.)
Incantation: repeat 5x "I
banish thee monster."
Effect: monster is destroyed for a 500
count, it will come back to life at the spot where it was destroyed. Does not
count as a life lost.
Notes: may not be dispelled. Only useable on
undead creatures.
Bless
Type: enchantment
Materials: white
cloth, item of garb
Incantation: touch item of garb and repeat 5x
"I bless thee", tie cloth to garb.
Effect: person is immune to
first hit of any type received (excluding magic).
Limitations:
immunity only applies to areas covered by the item of garb. May not be stacked
or simulcast.
Notes: is not armor, and may not be mended or healed.
Cure disease
Type: spell
Materials:
corpse of an undead, diseased, or like type creature (mummy, zombie, vampire,
werewolf, etc.)
Incantation: touch creature and repeat 5x "I cure
thy illness."
Effect: converts diseased or undead creatures back
to human.
Notes: is not a resurrect spell, person is still dead and
must come back to life.
Curse weapon
Type: spell
Materials: an
opponent's weapon
Incantation: repeat 5x "I curse that
weapon."
Effect: weapon is useless for a 300 count.
Range: 20 ft.
Limitations: weapon cannot be mended.
Entangle
Type: spell
Materials: padded
brown entangle ball
Incantation: hold ball and repeat 5x
"entangle."
Effect: a direct hit to a person or their
equipment will entangle them in place for a count of 300, or until they are
freed by a fireball or dispel magic. They may neither fight nor be harmed. Two
fireballs will kill them.
Notes: barbarians are immune to this spell.
Heal extend
Type: spell
Incantation: say
"extension" + the heal spell.
Range: gives heal spell a range
of 20 ft.
Sleep
Type: spell
Incantation: repeat 2x
"listen and let the fighting cease, close your eyes and sleep in peace."
Effect: victim must lie down and sleep for a 300 count.
Range: 20 ft.
Limitations: sleeping people cannot be
killed; may not be used on one's teammates.
Notes: barbarians and
monks of third level and above are immune to this spell.
Mass sleep
Type: spell
Incantation:
repeat 40Ox "mass sleep (present count)."
Effect: all people
in sight (both teams) upon completion of spell are asleep for a 300 count.
Range: sight
Limitations: sleeping people cannot be
killed.
Notes: barbarians and monks of third level and above are
immune to this spell.
Protect
Type: enchantment
Materials:
white cloth
Incantation: repeat 5x "I protect", tie cloth onto
person.
Effect: person enchanted is immune to the first hit of any
kind or the first magic cast against him (invulnerable).
Notes: may
be simulcast up to 4 times on the same person. May not be mended.
Resurrect
Type: spell
Materials: dead
person
"Sword cut, spear stab, mace smash, arrow jab,
let the white
light of healing descend on thou.
Sword cut, spear stab, mace smash, arrow
jab,
let the white light of healing stop thy spilling blood.
Sword cut,
spear stab, mace smash, arrow jab,
let the white light of healing mend thy
bones.
Sword cut, spear stab, mace smash, arrow jab,
let the white light
of healing close thy wounds.
Sword cut, spear stab, mace smash, arrow jab,
let the white light of healing restore thy vigor.
Sword cut, spear stab,
mace smash, arrow jab,
the white light of healing hath resurrected thou."
Effect: the dead person is alive again, negating the last death.
Limitations: a dead person cannot move on his own or speak in order
to be resurrected. A person that reaches nirvana cannot be resurrected
(exception- summon dead). Will not turn monsters back to human. Monsters created
by spells or enchantments may not be resurrected.
Notes: a dead
person may remain on the field as long as he wishes, but may not affect or
impede play.
Stun
Type: spell repeat 5x "I stun thee"
Effect: Affects all classes as a 100 count subdual blow. Victim may
be killed, though that is unhonorable.
Range: 20 ft.
Wounding
Type: spell
Materials: unwounded
victim
Incantation: repeat 2x "from my heart I strike of your
(right or left/arm or leg)."
Effect: victim's limb is destroyed.
Range: 20 ft.
Notes: monks are immune. The healer may move
while casting.
Yield
Type: spell
Incantation: repeat 3x
"yield thy arms and resist no longer, come unto me and be my captive."
Effect: victim must lower weapons and surrender immediately, moving
straight to healer, then may begin 500 count. If they are not killed, when they
have counted they may return to their base.
Limitations: may not be
kept from the healer by subdual or force.
Notes: other magics can
still physically affect the victim.
Harden
Type: enchantment
Materials: white
strip of cloth
Incantation: tie cloth on object, repeat "harden
this (name of item)" x 5.
Effect: makes object indestructible,
except versus sphere of annihilation & relics.
Limitations:
cannot be placed on player, garb, armor, etc.
Touch of Death
Type: enchantment
Materials: white cloth
Incantation: cloth in left hand,
say 2Ox "Touch of Death", tie.
Effect: bearer of enchantment's
touch kills.
Limitations: will work through clothing, not through
armor.
Notes: allows one touch before discharged. Monks are immune to
this.
Sever spirit
Type: spell
Materials:
already dead victim
Incantation: touch victim and repeat "On life
thou has no hold, thy corpse is growing cold, discard this empty husk, thy
spirit resides at dusk."
Effect: causes corpse to be impossibile
to resurrect, reanimate, or raise from the dead in any manner.
Limitations: may only be used on dead bodies. (undead creatures must
be killed and then cured before this spell will work on them.
Notes:
will permanently kill undead creatures that are on their last life and will kill
a lich outright.
Extension
Type: neutral
Incantation: say
"extension" loudly before spell.
Effect: doubles range of
spell for one use; gives a spell with no range 20 ft.
Protection from death
Type: enchantment
Range: white cloth
Incantation: repeat 5x "I protect
you from death."
Effect: makes the enchanted person immune to
touch of death, curse, killlng grounds, mutual destruction, finger of death,
doomsday, vibrating palm, and class abilities that steal lives.
Summon dead
Type: spell
Incantation:
repeat 5x "I summon thy corpse."
Effect: dead person may
return to the healer, but is not again alive.
Range: 50ft.
Notes: may be used on people in nirvana; does not interrupt the count
on a person's death.
Circle of protection
Type: fixed enchantment
Materials: 10 ft. long white cloth
Incantation: lay white
cloth in circle and repeat 5x "circle of protection", place persons
and/or items you wish to protect inside.
Effect: persons inside can't
harm or be harmed by anyone, nor can they cast magic
Limitations:
can't block or restrict access to an area; can't be used as a cage except on a
yielded person. Broken by anyone leaving. Must be recast to allow new people in.
Game items cannot be put in a circle of protection. Protection starts when
caster actually steps into the circle.
Notes: as per the wizard fixed
enchantment. Disappears when the caster dies.
Dispel magic
Type: spell
Incantation:
repeat 5x "I dispel that magic"
Effect: spell or enchantment
is dispelled.
Range: 20 ft.
Limitations: see magic
clarifications #13
Notes: will dispel all enchantments on the target.
Does not affect neutral magic, magic already completed, and class abilities.
Notes: Will dispel all enchantments on the target, and protection
from magic.
Teleport
Type: enchantment
Incantation:
repeat loudly 5x "teleport", repeat loudly 5x "arriving" at
destination.
Effect: may go to any one location; can't harm or be
harmed.
Range: game boundaries
Limitations: must go
straight to destination, and must tell a reeve or a teammate the destination.
May not be followed.
Additional abilities, notes, etc.:
1st level- 3 total lives
2nd level-
1 additional life (total 4)
3rd level- Pass without trace
4th level-
Immune to Poison
5th level- Immune to Woodland and bardic Charm
6th level-
Immune to Sleep
Notes:
1 )Pass without trace- say thrice "Pass without trace".
Druid disappears, and is granted unhindered travel back to home base. Usable
twice per game. This and other Druidic level abilities are non magical in
nature.
Magic name | type | uses | cost | max |
---|---|---|---|---|
1st level | ||||
Cancel | S | unlimited | 0 | - |
Cure poison | E/S | 1/life | 1 | 4 |
Heal | S | 1/life | 1 | 6 |
Shillelagh | E | 1/game | 1 | 4 |
Warp wood | S | 1/life | 1 | 4 |
2nd level | ||||
Barkskin | E | 1/game | 1 | 4 |
Cure Disease | S | 1/life | 1 | 4 |
Magical projectile | E | 1/game | 1 | 4 |
Mend | S | 1/life | 1 | 4 |
Paralyzation | E | 1/game | 1 | 4 |
Thornwall | FE | 1/game | 1 | 4 |
3rd level | ||||
Ambidexterity | N | unlimited | 2 | - |
Confusion | S | 1/game | 1 | 2 |
Extension | N | 1/game | 2 | 4 |
Plant Door | S | 1/life | 1 | 4 |
Protection from disease | E | 1/game | 2 | 4 |
Protection from flame | E | 1/game | 1 | 4 |
4th level | ||||
Call lightning | S | 1/game | 1 | 4 |
Commune | S | unlimited | 2 | - |
Flamewall | FE | 1/game | 1 | 4 |
Silence | FE | 1/game | 1 | 4 |
Shatter | S | 1/game | 1 | 4 |
Stoneskin | E | 1/game | 2 | 4 |
5th level | ||||
Flameblade | E | 1/game | 2 | 2 |
Passplant | E | 1/game | 1 | 4 |
Stone to flesh | S | 1/game | 2 | 4 |
6th level | ||||
Finger of death | S | 1/game | 1 | 4 |
Feeblemind | S | 1/game | 2 | 2 |
Fire trap | FE | 1/game | 1 | 4 |
Reincarnation | E | 1/game | 2 | 2 |
6th level | ||||
Finger of death | S | 1/game | 1 | 4 |
Feeblemind | S | 1/game | 2 | 2 |
Fire trap | FE | 1/game | 1 | 4 |
Reincarnation | E | 1/game | 2 | 2 |
Cancel
Type: spell
Incantation: repeat 2x
"I cancel my magic."
Range: 50 ft.
Effect: negates
magic.
Limitations: may only be used on own magics.
Cure poison
Type: Enchantment/Spell
Materials: yellow cloth
Incantation: touch person. repeat
10x "Cure Poison". tie cloth on person.
Effect: makes person
immune to the first poison attack used against him/her, or can be used to cure
pioson on a person within a 100 count of being poisoned.
Entangle
Type: spell
Materials: padded
brown "entangle" ball
Incantation: hold ball in left hand,
repeat 5x "Entangle."
Effect: a direct hit to a person or
their equipment will entangle them in place for a count of 300. or until they
are freed by a fireball or dispel magic. They may neither fight nor be harmed.
Two fireballs will kill them.
Notes: barbarians are immune to this
spell.
Heal
Type: spell
Materials: wounded
person
Incantation: touch person and say once
"Sword cut,
spear stab, mace smash, arrow jab,
let the white light of healing descend on
thou.
Sword cut, spear stab, mace smash, arrow jab,
let the white light
of healing stop thy spilling blood.
Sword cut, spear stab, mace smash, arrow
jab,
let the white light of healing mend thy bones.
Sword cut, spear
stab, mace smash, arrow jab,
let the white light of healing close thy
wounds.
Sword cut, spear stab, mace smash, arrow jab,
let the white
light of healing restore thy vigor.
Sword cut, spear stab, mace smash, arrow
jab,
the white light of healing hath healed thou."
Effect:
person's wound is healed.
Notes: may be used on self. Will alter the
effects of druid flesh to stone to those of an iceball. Will repair one point of
berserk barbarian body armor on any one specific body area. May not heal
enchantments.
Heat weapon
Type: spell
Incantation:
repeat 2x "By the power and might of the sun I heat that (weapon)"
Range: 20 ft.
Effect: the weapon is considered useless for
a 300 count (or 5 minutes).
Limitations: works only against weapons,
not armor or shields.
Notes: mend spells will not restore the weapon,
however a new one may be obtained from Nirvana or the base.
Shillelagh
Type: enchantment
Materials:
wooden weapon, yellow cloth
Incantation: repeat 10x "Harden this
weapon", tie cloth to weapon.
Effect: if the weapon is normally a
blue weapon, it is treated as a red weapon; if it is normally a red weapon, it
takes four points off armor and in two hits destroys a shield and an arm.
Limitations: only works on non-edged weapons.
Warp wood
Type: spell
Incantation: repeat
2x "By the power of nature I warp that (object)."
Range: 20
ft.
Effect: Item is considered useless until mended, dispelled, or
taken back to base and replaced.
Limitations: only works on objects
made of wood (arrows, bows, spears, etc.).
Cure disease
Type: spell
Materials:
affected person
Incantation: touch person, repeat 5x "I cure thy
illness"
Effect: person is cured of any disease.
Notes: includes turning diseased creatures back to human.
Magical projectile
Type: enchantment
Materials: projectile (arrow, javelin, rock, etc.), yellow cloth
Incantation: hold projectile in left hand, repeat 5x "May this
projectile strike true", tie cloth to projectile weapon.
Effect:
for each level of this enchantment, it will do one more point of damage than
normally done by the projectile type. Will destroy a shield with 3 hits if a 5
pt. projectile, will act as a bladesharped red weapon if a 6 pt. projectile,
etc.
Limitations: monks may still block projectiles with no
penalties.
Notes: destroyed magical projectiles may be mended.
Mend
Type: spell
Incantation: touch
broken item with left hand, repeat 10x "Make this item whole again."
Effect: Item is no longer damaged or destroyed. May repair one point
of armor in one location.
Notes: if an enchanted item is mended, its
enchantment is intact.
Paralyzation
Type: enchantment
Materials:
yellow cloth
Incantation: hold yellow cloth in left hand, repeat 10x
"Paralyzation"
Effect: If bearer of enchantment touches
someone they are paralyzed for a 150 count if touched on the body, 400 if an a
limb. Effects are similar to a subdual.
Limitations: Will not work
through armor, shields and weapons, or through magics that stop magic.
Barbarians are immune.
Thornwall
Type: fIxed enchantment
Materials: brown cloth 10 ft. long, leaves
Incantation:
lay cloth in straight line, raise hand in air, repeat 1Ox "Thorns come
forth", crush and sprinkle leaves.
Effect: creates 10 ft by 10 ft
impassable wall of sharp thorns.
Limitations: this wall can be
destroyed by dispel magic, 10 hits with a red or blue weapon, or a fireball. If
hit by a fireball or flameblade the wall is treated as a flame wall for a count
of 100.
Notes: disappears when the caster dies.
Ambidexterity
Type: neutral
Effect: may
cast magic with either hand.
Confusion
Type: spell
Incantation: repeat
5x "By the power of my mind I will you to be confused."
Range:
50 ft.
Effect: 1) barbarians will automatically go berserk and attack
the druid for a 100 count. 2) warriors and fighter types will attack nearest
creature(s) for a 100 count. 3) magic casters may not cast magic for a 100
count.
Limitations: monsters are immune. Barbarian berserk does not
count towards their normal berserk.
Extension
Type: neutral
Incantation: say
"Extension" loudly prior to starting magic
Effect: doubles
range of magic for one use. If magic has no range it gives spell a 20 ft. range.
Notes: is not used up unless the accompanying magic is fully cast.
Plant door
Type: spell
Materials: tree
Incantation: touch tree with both hands, repeat 5x "Open up and
receive a loyal protector of the forest"
Effect: druid is assumed
to be inside tree. He is considered protected and hidden by the tree. May cast
magic, but must touch tree or spell ends.
Limitations: If the tree is
hit 10 times by a red or blue weapon, or if hit by a fireball it is destroyed,
and the druid is no longer protected. Druid may not fight with weapons when
spell is in effect, and may be affected by verbal magic while he is casting
magic.
Protection from disease
Type: enchantment
Materials: yellow cloth
Incantation: touch person, repeat
5x "I protect thee from disease", tie cloth onto person.
Effect: person is immune to any form of disease.
Limitations: is not effective versus poison.
Protection from flame
Type: enchantment
Materials: yellow cloth
Incantation: hold cloth in left
hand, repeat 10x "Protection from the element of fire", tie cloth on
person.
Effect: protects against all forms of flame, including
lightning, treat Sword of Flame and flameblade as normal hit.
Notes:
negates a fireball's negation of iceball and healer/druid entangle.
Call lightning
Type: spell
Incantation:
raise both hands, repeat 3x "(person) I call lightning to strike thou."
Range: 20 ft.
Effect: person is fried, dead, crispy
critter.
Limitations: is negated by protection from flame.
Commune
Type: spell
Materials: tree
Incantation: touch tree with left hand, repeat 5x "Commune",
sit down with back touching tree.
Effect: druid may not be harmed, or
harm others within a 20 ft. radius
Limitations: must be humming or
chanting "commune" and cannot be holding a weapon or the magic is broken.
Cannot be closer than 20 ft. to a base or flag.
Flamewall
Type: fixed enchantment
Materials: red cloth 10 ft. long, sand or glitter to represent sulfur
Incantation: lay cloth in straight line, raise hands, repeat 5x
"By the might of nature, I call forth a flaming wall. Sprinkle sulfur.
Effect: creates a 10 ft. by 10 ft. impassable wall of flame. Anyone
not protected who touches or crosses it will be incinerated.
Limitations: can be dispelled by a dispel magic. Wall will not stop
projectile weapons or spells. Wall disappears when caster dies.
Notes: protection from magic will not protect from this.
Silence
Type: fixed enchantment
Materials: 25 ft. measure, markers for 25' radius
Incantation: set up markers, stand In middle with both hands above
head and repeat 5x "May no form of sound, speech or noise be heard in this
place.
Effect: No speech(talking), no magic casting is allowed in
the enchantment's radius.
Limitations: may be dispelled. Disappears
when the caster dies.
Shatter
Type: spell 1: repeat 3x "By the power of
nature, I destroy that (object)"
Range: 20 ft.
Effect:
object is completely destroyed.
Limitations: may only be repaired by
a dispel magic or mend. Does not affect bases, relics, game items, hardened
items, enchanted shields, or enchantments.
Stoneskin
Type: enchantment
Materials:
person, yellow cloth, small polished stone
Incantation: touch person
with stone, repeat 5x "May nature protect you from all forms of attack"
Effect: for each level of this enchantment (simulcast up to 4 times)
it will give 1 point of invulnerable armor to all areas of the body.
Limitations: cannot be used with other armor. Shields may be used.
The area of stoneskin destroyed by an opponent's verbal magic must be specified
by the attacker.
Flameblade
Type: enchantment
Materials:
red and yellow cloth, edged weapon, sand or glifter to represent sulfur.
Incantation: tie cloth to weapon, repeat 10x "Flameblade",
sprinkle sulfur over weapon.
Effect: equal too bladesharpe spell,
with fire abilities. Negates iceball and druid/healer entangle effects by touch,
and the weapon itself is impervious to fireball and heat weapon magics.
Flesh to stone
Type: spell
Materials:
grey padded "petrify" ball
Incantation: hold ball in left
hand, repeat 5x "Petrify"
Effect: person is turned to stone.
Limitations: spell stays in effect until a dispel magic or the
reverse of this spell is cast. If the ball hits the Shield of Reflection the
druid is turned to stone. Barbarians are immune. Heal spell alters the effects
to those of healer/druid entangle.
Passplant
Type: enchantment
Materials:
departure tree, arriving tree
Incantation: repeat loudly 5x
"Passplant", repeat loudly 5x "arriving"
Effect: person
is transported from one tree to one other tree within game boundaries. They may
not be harmed during transfer.
Limitations: must have location in
mind and must tell reeve if asked. Must go straight to destination unless being
watched or followed, then may take round-about path. Equivalent to teleport.
Feeblemind
Type: spell
Incantation: point
at victim, repeat 3x "By the power of my mind I confuse and erase yours."
Range: 50 ft.
Effect: victim may not cast magic or use any
abilities of their class except fighting (primeval instinct).
Limitations: death or dispel magic removes effect
Finger of Death
Type: spell
Incantation:
point at victim, repeat 5x "I call for your death."
Range: 50
ft.
Effect: person dies
Limitations: 5th level monks are
immune.
Fire Trap
Type: fixed enchantment
Materials: 10 ft. diameter red cloth, sand or glitter to represent
sulfer
Incantation: lay cloth, repeat 5x "May the power of nature
and the fire of the earth protect this area from intrusion," sprinkle
sulfer.
Effect: anyone who is not protected who enters area is
killed.
Limitations: may be dispeled. Disappears when caster dies.
Reincarnation
Type: enchantment
Materials: dead person, monster handout, appropriate garb
Incantation: repeat 3x "I call thy spirit back from the realm of
death, inherit this new form and serve me until your destruction."
Effect: person sacrifices 4 lives to play as a monster for 1
life.
Limitations: only certain monsters are used. These are: lizard
man, dryad, unicorn, giant, siren, troll, centaur, brownie. n: may be dispeled.
Magic name | type | uses | cost | max |
---|---|---|---|---|
1st level | ||||
Cancel | S | unlimited | 0 | - |
Presence | N | 1/game | 1 | 4 |
Visit | N | 1/game | 1 | 8 |
2nd level | ||||
Legend | S | 1/game | 1 | 4 |
Liplock | E | unlimited | 2 | - |
Truth | S | 1/life | 2 | 2 |
3rd level | ||||
Extension | N | 1/game | 2 | - |
Imbue | N | 1/game | 1 | 2 |
Sleep | S | 1/life | 2 | 4 |
4th level | ||||
Emotion control | E | 1/game | 1 | 4 |
Honor duel | E | unlimited | 1 | - |
Lore | S | 1/life | 2 | 2 |
5th level | ||||
Mimic | N | 1/game | 2 | 1 |
Mute | S | 1/life | 2 | 4 |
Yield | S | 1/life | 2 | 4 |
6th level | ||||
Voice | N | 1/game | 2 | 1 |
Cancel
Type: spell
Incantation: repeat 2x
"I cancel my magic."
Range: 50 ft.
Effect: negates
magic.
Limitations: may only be used on own magics.
Charm
Type: spell
Incantation: a short
poem (20 + words) must be spoken.
Range: 20 ft.
Effect:
the bard may make a single reasonable request (go touch a green book in the
library, etc.) of the victim. The bard may not force his victim into danger, and
the victim may defend himself. Having completed the task, the victim is free to
carry on as he will.
Notes: may not force the victim to attack or
magic his own teammates.
Presence
Type: neutral
Effect: due to
respect and awe for the position, all barbarians except berserkers will not harm
a bard. Also, due to professional respect, all druids and monks of a lower level
than the bard will not aftack him. The drawback here is that no bardic magic
except visit will work on monks above 2nd level or barbarians. The exception
here is voice.
Visit
Type: neutral
Incantation: bard
must perform (music, ballads, jokes, etc.) once "visit" is declared
loudly and has counted to 200.
Effect: bard may enter and sit within
an enemy's fort for as long as he likes, talking with and entertaining the
enemy. Neither the bard nor the enemy may make any hostile moves toward one
another during this time. The bard must declare when he is leaving (and must
then return to his base before doing anything else. Visit ends when he reaches
his base.
Limitations: bard may be attacked before the count is
completed. Note that most monsters will not respect bardic visit.
Legend
Type: spell 1: a short poem must be spoken
(20 + words).
Range: 2Oft.
Effect: the bard and victim
then move to an out of the way place within 100 yds. of the bard's choosing,
where the bard will perform for him. The bard and the victim cannot be attacked
by anyone in a 20 ft. radius. The bard may defend himself but at the cost of
canceling the spell. Additional people that approach within 20 ft. may also be
ensnared (up to a total number of victims equal to the bard's level).
Limitations: not useable within 20 ft. of a base.
Notes:
victims may be slain, but only at the cost of the bard losing his visit neutral
for the rest of that game.
Liplock
Type: enchantment
Materials:
strip of yellow cloth
Incantation: hold wand in left hand, repeat
"remain the truth still" x 5, tie on cloth.
Effect: bearer
cannot be forced to speak nor otherwise respond to questions asked under talk to
dead and similar magics. Does not affect tracking.
Limitations: may
only be cast on each player once per battlegame.
Notes: can't be cast
on barbarians. Disappears when the person comes back to life.
Truth
Type: spell
Incantation: a short
poem must be said (20 + words).
Range: 20 ft.
Effect: the
bard may ask the victim a single "yes or no" question which he must
answer truthfully.
Notes: the victim cannot be harmed while answering
the question.
Extension
Type: neutral
Incantation: say
"Extension" loudly prior to starting spell
Effect: doubles
range of spell for one use, If spell has no range it gives spell a 20 ft. range.
Notes: Is not used up unless the accompanying magic is fully cast.
Imbue
Type: neutral
Effect: allows the
bard to purchase 2 magic points (i.e. - not 2 magics) of 1st or 2nd level magic.
Sleep
Type: spell
Incantation: repeat 2x
"listen and let the fighting cease, close your eyes and sleep in peace."
Effect: victim must lie down and sleep for a 300 count.
Range: 20ft.
Limitations: sleeping people cannot be
killed; may not be used on one's teammates.
Notes: barbarians and
monks of third level and above are immune to this spell.
Emotion control
Type: enchantment
Materials: white cloth
Incantation: the bard states 5x
"emotion control", and ties on this enchantment to the person (not
useable on self). The bard immediately specifies which one of the following
applies to the enchanted person: a)berserk- as per the barbarian ability.
b)immunity to charm- as per the monk ability. c)immunity to subdual- as per the
barbarian ability. d)immunity to fear, confusion, feeblemind and other emotional
attacks. e)confidence- the person may utilize his own class abilities as if he
were one level higher than he actually is for a period of time not to exceed 30
minutes.
Honor Duel
Type: enchantment
Materials:
two or more yellow cloths
Incantation: hold cloths in left hand,
repeat 5x "remain this duel pure". Tie cloth on each contestant.
Effect: each contestant is protected from outside forces. The victor
is allowed safe passage to safe territory, preferably their home base, ignoring
all wounds till arrival.
Limitations: may not be members of the same
team without a Reeve's permission. Enchantment lasts until one dies or It is
dispelled or canceled.
Notes: Combat is limited to a reasonable area.
Lore
Type: spell
Incantation: a short
poem must be said (20 + words).
Range: 20 ft.
Effect: the
bard may ask the victim a yes or no question which he must answer truthfully,
and may continue to ask yes or no questions until the bard receives a
"no" answer. Reeves may also choose to grant the bard one small piece of
useful information per game to further define "lore" (very useful in
quests and special scenarios).
Mimic
Type: neutral
Effect: the bard may
utilize any non-magical abilities of any one other class at 1st level (one class
only, must be announced), for one life.
Mute
Type: spell
Incantation: repeat 5x
"(person's name), I silence thee."
Effect: the victim cannot
speak or cast magic for a count of 100.
Range: 20 ft.
Yield
Type: spell
Incantation: repeat 3x
"yield thy arms and resist no longer, come unto me and be my captive."
Effect: victim must lower weapons and surrender immediately, moving
straight to healer, then may begin 500 count. If they are not killed, when they
have counted they may return to their base.
Limitations: may not be
kept from the healer by subdual or force.
Notes: other magics can
still physically affect the viciim.
Voice
Type: neutral
Effect: allows the
bard to purchase 5 magic points (i.e. - not 5 magics) of druid magic from any
level.
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