Legends of Belariath
Magic and Enchantments
Listed below are the available spells to date. This list is being added to as visitors to the roleplay make suggestions about what they want to see here. Spells can either be used in battle, out of battle or both and are marked accordingly.
Suggestions can be made via the Message Board, if there are spells you would like adding to the list or if you would like to join discussions about the use of magic in Belariath.
Battle Spells
Casting method: ranmagatk
Defending method: ranmagdef
Description: Air Mage X2:
By means of his mastery of the Air, the Aeromancer can conjure unnaturally powerful winds and emit them through his cupped hands. Upon casting this spell, intense winds erupt from the Air Mage's hands and can be directed at anyone in front of him. He is unable to split the Air Strike into two directions, in any case. Any opponent standing in front of the caster, however, will be struck and possibly flung back by the powerful winds.
:MECHANICS: This spell is only available to Air Mages of at least Level 15 and have taken Air Mage 'twice'. The Air Mage makes a standard Ranged Magical Attack and each opponent in front of him must make a standard Defense roll as well. Instead of taking damage, however, the difference between the two rolls is doubled and that is however many feet the opponents are thrown back before landing on the ground again. Should this spell be used in doors, great damage to property can be expected, both by the winds themselves and by flying opponents impacting tables, chairs and walls. Should an opponent be flung into a wall by this spell, he takes 1 point of damage for every 10 points of difference between the Attack and Defense rolls.
Casting method: ranmagatk
Defending method: ranmagdef
Description: Air Mage X4:
We all know that the Air Mage can control the electricity and very air around us, but did you know they could shape the electricity into a ball and hurl it? No? Best you don't find out the hard way, for with the Mages command and a flick of his wrist he can send a foot sized ball of lightning to hurl towards its victim. Its an electrifying experience and one I hope few encounter.
:MECHANICS: This spell takes one turn only and much like a ball, the Caster opens his hand and lightning crackles into a sphere like shape before its hurled at its victim. A typical !ranmagatk vs !ranmagdef is had, and if the Caster wins, the opponent will take 1 point of damage per slot into the spell. However, because of its form, it as well causes the victim to be stunned and shaken. Considered at half defense for 2 rounds as well an added 3 points of damage per each round, to the victim per those 2 rounds because the ball itself continues to cling as well as the awful scent of one thats been literally.. fried. This costs 2 points of stamina per slots put into the spell; example if one casts Ball Lightning at 15 slots the cost is 30 stamina. So beware when thinking that only the victim pays the price.
Casting method: ranmagatk
Defending method: ranmagdef
Description: Air Mage X2:
How quick the weather could turn and how quickly the winds can whip you around. Never let it be said that an Air Mage hasn't the capacity to be 'long winded'. Or in this case, the deadly kiss of air. Soft commands are heard, the Air Mages hand pops once against her lips and she blows you a kiss that you cannot refuse. Except in this case, the Mage seems to push her powers of persuasion over the air into a gail force that slams into its victim like a heavy wall, causing impacting damage and likely throwing the victim back ten feet.. always depending on the strength of the Caster of course.
:MECHANICS: The Mage takes two turns to cast this deadly spell, one to draw upon the very air they command, the other to inhale the magical air around them they've created and then blow it free with a 'kiss' to the victim. But be wary. For if this spell is interrupted the caster and the victim will suffer 5 points of damage from the spell gone awry and the air that escapes exploding between both. This is a typical !ranmagatk vs !ranmagdef roll with the victim if on the losing end, suffering not only normal damage from the spell but pushed back 2 feet per slot put into the spell itself and perhaps caused further damage by whatever he is slammed into.
Casting method: ranmagatk
Defending method: ranmagdef
Description: Air Mage X2:
One of the most punishing spells available to Air Mages, this spell requires a great deal of concentration and preparation, as the conjuring of such energies consumes considerable time. Upon a successful casting, bolts of lightning shoot forth from the Air Mage's hands and toward his chosen target. Should the Air Mage know the spell well enough, and he impacts successfully against his chosen target, he can then redirect that spell against other targets. However, this secondary attack will be at a weakened state.
:MECHANICS: This spell requires Lightning Bolt 10 and Energy Bolt 10. It also requires that the Air Mage spend 'two' rounds casting this spell and if he is damaged during these preparation rounds, his spell is ruined and he must begin again. He cannot make any active attempt to dodge, as this ruins his concentration. Making a Ranged Magical Attack against his opponent, should he succeed in getting the spell off, his opponent takes double damage from this spell's intensity. For ever three slots in this spell, the Air Mage can target another enemy with this spell. However, for every target after the first, the damage is halved. So, for the third opponent, the damage is quartered, and the fourth would only face an attack at an eighth strength, the rest of the enegy having been consumed in earlier attacks.
Casting method: clomagatk
Defending method: clomagdef
Description: Air Mage X2:
By means of this defensive magic, the Air Mage conjures into being an encircling swirling wall of wind. It completely surrounds the caster, but will not follow him should he decide to move. This spell was created to defend against ranged weapons, mostly, but it does provide 'some' defense against swords and the like.
:MECHANICS: Standard defensive spell, a Close Magical Attack determines the number of rounds that it lasts before fading. This spell renders non-magical ranged weapons useless, the winds throwing them helplessly off target. Close weapons such as swords and claw attacks, however, are only inconvienced. For every slot in Defensive Winds, the Air Mage adds 1 to his defense against Close attacks of any sort. This combines with Magical Armor/Physical Armor and Enchantments on armor. Magical Ranged Attacks are unaffected by Defensive Winds entirely, cutting through the winds through their own magical might.
Casting method: ranmagatk
Defending method: ranmagdef
Description: Air Mage X1:
This spell conjures a miniature whirlwind roughly six feet in height and six feet in diameter. It comes into being around a chosen enemy and stays in effect for as long as the Air Mage concentrates. He can make no further attacks; no make any active attempt to dodge any attacks. Doing so ruins the Air Mage's concentration and the Dust Devil dissipates immediately. The Dust Devil's winds blow hard enough to make it impossible for the opponent to use any ranged weapons and indeed, it is nearly impossible to even stand, buffeted by the winds as they are. Combat is impossible, as is magical assaults. Non combat magic’s, however, 'can' be attempted.
:MECHANICS: With a successful Ranged Magical Attack, the Air Mage conjures the Dust Devil. It stays in effect for one minute per level of Air Mage, but can be disrupted by a successful attack on the concentrating Air Mage. Non combat magic’s such as Dimension Door and Fly can be attempted, but each must be rolled and succeed over the roll of the Air Mage's initial Ranged Magical Attack. If they fail, then the winds of the Dust Devil have ruined the caster's concentration.
Casting method: ranmagatk
Defending method: ranmagdef
Description: Air Mage X1:
The signature spell of the Air Mages, this spell requires a certain mastery of Energy Bolt, and a certain level of magical comprehension. For those capable of understanding and capable of controlling the power in such spells, Lightning Bolt becomes a lethal weapon. Depending on the caster, the lightning may come from above or from the caster himself, also depending on where the spell is cast. Indoors, the spell most always comes from the caster's hands, for example. The strength of this spell comes 'directly' from the level of magical comprehension that the Air Mage possesses.
:MECHANICS: A Ranged Magical Attack roll is required to see if the Air Mage properly strikes his opponent. Should he succeed, however, the damage is determined by the Air Mage's INT score. 1 point of damage is suffered for every 5 points of INT that the Air Mage possesses. An additional 3 points of damage is accrued if the opponent is clad in at least 'partially' in metal armor. Studded leather will not suffer this penalty, but splint mail 'will'. This spell requires a master of Energy Bolt of at least level 8 before you can learn this spell without hurting yourself.
Casting method: ranmagatk
Defending method: ranmagdef
Description: Air Mage X5:
And Air Mages greatest tool is his Mastery over the very air that surrounds us. He can give it in the gails that blow you over, and.. he can take it away. By a soft command words that only the winds understand, the very air around the Mages Victim begins to slowly slither away. Leaving them trying to drag for air that seems almost either to heavy to drag within starving lungs, or so thin one might get the impression they were upon the highest mountain and the thinnest air.
:MECHANICS: This takes one round to cast but goes off only at the end of the round, the opponent getting a chance to get his hit in if need be. This is a typical !ranmagatk vs !ranmagdef and costs the Mage 8 stamina to cast and 1 extra stamina a round that the spell lasts as the Air Mage must concentrate to keep the air from flowing back to his opponent. If the opponent loses the roll, he is left gasping or clawing for breath 1 round per every 3 slots the Mage has put into the spell and puts the victim at half defense, far to busy trying to gain breath then fight or defend from this deadly Air Mage.
Anywhere Spells
Casting method: ranmagatk
Defending method: ranmagdef
Description: Air Mage X1:
A potent spell often used to discipline a slave or to make a point without charring one's enemy, the Air Mage conjures bindings of energy that leap forward from his hands toward his enemy. Should the bindings successfully strike, a contest of wills begins. Even as the bindings take hold of his opponent, the Air Mage is unable to do anything more than concentrate on maintaining his grip on the trapped opponent. Any successful attack on the Air Mage dispels the Lightning Bind and will disorientate the Air mage so much at his opponent will find himself able to flee or attack whether the Air Mage wishes it or not. Continuing to hold the opponent in Lightning Bind is a draining thing for both the Air Mage and his opponent, though the Air Mage loses his strength so much slower than his opponent, obviously. It is possible to render someone unconscious from this spell, but no damage to their flesh is possible from overuse.
:MECHANICS: A standard Ranged Magical Attack and Defense is required, and should the opponent fail his roll, he is immediately caught and immediately begins to lose 1 point of Stamina for every slot of Lightning Bind that was expended in the Air Mage's attack. Each round thereafter, the opponent is allowed to roll another Ranged Magical Defense against the original Ranged Magical Attack, and should he succeed, he is immediately given the initiative in combat for whatever he chooses to do. The Air Mage himself loses 1 point of Stamina for every 3 slots of Lightning Bind expended in his original Attack roll, every round that he holds his opponent. Neither Air Mage nor opponent may roll to regain Stamina while this spell is in effect.
Casting method: none
Defending method: none
Description: Air Mage X1:
Much like the floating disc spell except the Air Mage has learned to step it up. With his power of control over the very breath that leaves our bodies to the air that surrounds us, he commands with but a few words, creating a swath of air the size of a large man and able to hover over ground some 20 feet depending on the power of the Mage himself and as well, transport more then just himself if need be.
:MECHANICS: The Mage rolls a simple int+res+slots to see how many minutes the Mage can hover and fly. Once cast, a small almost rug sized or slightly larger bit of air is slowly created and if one put pressure upon it, it would feel rather cushion like and very easily will support the Mages weight and one more depending on how many times the Mage has taken the Class. AM X1, only himself and fly upwards to five feet. AM X2 himself and 20 pounds extra and fly upwards by 8 feet. AM X3, himself and 40 pounds and fly upwards by 10 feet. AM X4 Himself and one other light weight person and fly upwards by 15 feet. AM X5, himself and another of the same weight and fly upwards by 20 feet. This spell costs an immediate 8 stamina plus 2 for every five feet they fly into the air.