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


Blood Backlash:
Level required: 5

Casting method: clomagatk
Defending method: clomagdef

Description: The user of the spell can inflict pain and suffering on his victim through his victim's blood and thus leaves no scars or marks on the body.

:MECHANICS: By making a successful !clomagatk vs !clomagdef, the player does normal damage like any physical strike, adding +1 to the damage for every 3 slots invested in the spell. The one casting the spell must be touching the skin of their victim, so any armor and magical defense is taken into account for the victim's defense, but spells that add to physical defense (like physical armor) are not.



Bloodfire:
Level required: 20
Class required: Mage

Casting method: clomagatk
Defending method: clomagdef

Description: Mage X5:
Required: Blood Backlash 5, Firebolt 5:

A modified version of Blood Backlash, this spell ignites spilled blood, burning the victim and adding insult to injury. An advanced spell, this spell combines and requires the knowledge of both fire magic and Blood Backlash. Upon casting this spell, the caster has to touch the victim's flesh. Should he be successful, then the victim's injuries suddenly ignite as the blood burns off. As a side effect these injuries are cauterized and stop bleeding, unless they're serious injuries of a life threatening nature.

:MECHANICS: A Close Magical Attack is made and it takes the victims armor modifier into account in the standard Close Magical Defense roll. Should the defender fail his roll, then he suffers 1 point of damage for every 3 slots of the spell utilized, to a maximum of 5 points of damage. This damage is inflicted on 'every' separate injury that the victim has suffered during that fight. Thus, if the victim has been cut by three separate attacks, then he suffers this effect 'three' times due to the three injuries.



Burning Fingers:

Casting method: clomagatk
Defending method: clomagdef

Description: This spell sends out a spread of thin fire from the user's fingers that fans out up to five feet in front of him or her.

Mechanics:Damage is dealt per the normal Close Magical Attack combat rules, adding +1 to the ATK per slot used.



Chill Touch:

Casting method: clomagatk
Defending method: clomagdef

Description: By casting this spell, an aura of blue, freezing air is created around the caster's hand, nearly snug against their skin. With this energy they can attempt to touch someone, sending a mind numbing cold rushing through the victim. Causing the body to shiver and shake and take on a glacial blue tint to the skin.

:MECHANICS: Damage is dealt per the normal Close Magical Attack combat rules, adding +1 to the ATK per slot used.



Color Spray:

Casting method: ranmagatk
Defending method: ranmagdef

Description: The Mage creates a brilliant light in their palm which bursts into rainbow colors as if cast through a prism, dazzling onlookers and even temporarily blinding a foe.


Mechanics: A !ranmagatk vs a !ranmagdef determines success of the spell. Should the victim fail their roll They will be rendered confused with spotty vision, suffering a blanket 30% loss to all attack rolls. The effect lasts 1 round for every 3 slots invested, and can only be used once in a combat scene. This spell can be canceled immediately by spells stated to repair sight, such as Cure the Senses. This does not stack with any other visual impairment, natural or spell induced. When in doubt, only the biggest penalty applies.



Damage Shield:
Level required: 8

Casting method: none
Defending method: none

Description: Upon casting this spell, a barrier of magic is created around the Mage, though not with the intention of guarding against blows. Instead, the almost invisible sheen of that ward is activated only when a blow is struck, condensing around the offending blade, bludgeon or fist and sending a dangerous jolt of magical force back through it, often accompanied by a warning flash of brilliance.

:MECHANICS: While active, any successful close physical attack made against the caster will result in damage returned to the attacker. The amount of damage dealt is 1 point for every 3 slots invested, to a maximum of 5 damage back. The spell lasts for one round for every slot invested and costs 2 stamina each round active, on top of the normal stamina for the initial cast. This spell may be used with defensive spells magical and physical armor, or defense enchantments, but not with any other defensive spells or magical shields.



Deadly Repetition:
Level required: 25
Class required: Mage

Casting method: ranmagatk
Defending method: ranmagdef

Description: Mage X6:

This spell is a rather unique and not-oft used incantation. By means of this spell, the mage is able to force a chosen target to literally repeat his actions over and again without relent. Often used as a means of escape or humiliation, this spell leaves the victim with little choice but to repeat their actions over and again, though they remain aware of what they do.

:MECHANICS: Standard Ranged Magical and Defense rolls are required and should the defender fails his roll, and then he repeats his last three actions without fail. This spell lasts for 1 repetition for every slot of the spell. Should the players wish, the spell lasts until the end of the scene, as this spell can be used in a rather deviant fashion by creative mages.



Energy Bolt:

Casting method: ranmagatk
Defending method: ranmagdef

Description: This spell creates a blast of raw electrical energy that can be fired from the caster's hand towards a target of their choice. It will deal damage per the normal Ranged Magical Combat rules, adding +1 to the ATK modifier per slot used.



Fire Bolt:

Casting method: ranmagatk
Defending method: ranmagdef

Description: This spell creates a small, fist-sized bolt of fire that springs from the caster's hands and streaks out towards the target, leaving a small trail of fiery light, which disappears after a moment.

Mechanics: A standard ranmagatk vs ranmagdef is used to determine success, damage is rolled as normal !damage.



Glimmering Tail:
Level required: 3

Casting method: clophyatk
Defending method: clophydef

Description: This spell when cast, causes any race with a natural tail to have the appendage glow with a metallic sheen. Thus empowered it may be used to enhance their defense against close physical attacks. The magic of the spell makes their tail as hard as iron, but there will be no damage to the tail done whilst it is being used like this. Once the spells wears off, the tail returns to its normal state.

:MECHANICS: Once cast, this spell grants +1 per slot to all close physical defense rolls. It lasts for one round per 2 slots to a maximum of 8 rounds at 15 slots. Races without natural tails that grow them using the spell Fuzzy Tail may not use this spell. The spell cost twice the amount of stamina meaning it costs 1+2 stamina per slot in order to cast this spell.



Gravity Sinkhole:
Level required: 20
Class required: Mage

Casting method: ranmagatk
Defending method: ranmagdef

Description: Mage X5:

This spell is closely related to the one above, often going hand in hand. Unlike the one before, it intensifies the effects of gravity on all those around the mage casting it. Depending on how strongly he knows the spell, he can double, or even triple the effect that gravity has on his opponents, rendering their superior size and strength into disadvantages. Ranged weapons become useless, falling to the ground almost immediately and melee weapons become too heavy to lift, much less strike with. It is a formidable spell, known only to a few.

:MECHANICS: A ranged area effect spell, it affects everything within a ten foot diameter per slot, centered on the mage casting it. It can cause considerable damage to buildings and other structures if cast with significant strength. However, it rarely causes damage to living creatures, unless cast at its full strength, 15 slots. At that point, bones can break, especially in the frail Torians. It lasts for one round per five slots of the spell used.



Harden Arrow:
Level required: 6

Casting method: ranphyatk
Defending method: ranphydef

Description: Casting this spell enables the caster to enchant one arrow per casting, with the power to add to its impact when it strikes its target. The mage can enchant any arrow, including an arrow belonging to someone else. This takes one round to cast, and one round to knock the arrow, aim and fire. Any arrow enchanted that is not fired last until the combat scene has ended.

:MECHANICS: The attack is considered a normal ranged physical attack, with any modifiers for attack only coming from the bow and arrow being used and armor and enchantments taken into consideration for defense. If the opponent fails their defense roll, damage is normal, with +1 damage per slot for every slot used in this spell. The spells added damage is only usable for one use per casting only. Stamina is 1 plus 1 for every slot utilized. This requires one round to enchant the arrow, and one round to fire it.



Heat Metal:
Level required: 12
Class required: Mage

Casting method: clomagatk
Defending method: clomagdef

Description: Arcana Mage X3:

This spell was designed to turn a warrior's strength into a liability, turning his own armor against him. It requires the mage to actually get close enough to touch his opponent, but should he succeed in doing so, the warrior's armor will begin to heat slowly, but steadily to the point of red-hot, nearly to the point of melting.

:MECHANICS: Targeted item must be stated prior to casting with touch required. Any held metal weapon or individual piece of head, arm, glove or leg armor may be targeted. Will not effect full body plate. A standard !clomagatk is then made. If successful, the victim must choose to either discard the item, or take damage for every round that they do not. Damage begins at the end of the victims attack round only if they used it to attack rather than discard, and is equal to times Mage has been selected by the caster. This effect persists 1 round after casting for every 3 slots invested, or until the item is discarded. Discarding the item uses up 1 attack round and removes any mods to rolls that came with that item. Once discarded, at least one full round must pass before it can be retrieved, retrieval of that item taking up an attack turn. If cast successfully, a full 5 rounds must pass before this effect can be applied again, and can never be applied to the same object twice in a fight



Hurl Rock:

Casting method: ranmagatk
Defending method: ranmagdef

Description: This spell lets the caster pick up a *single* pebble per usage, and toss it at an enemy. While in the air, the pebble suddenly turns into a rock about 2 feet in diameter, still hurtling as though they had thrown the pebble.

:MECHANICS: This spell does damage as per the combat rules, and a defensive roll versus ran magic attack is required to avoid being hit.



Ice Shards:

Casting method: ranmagatk
Defending method: ranmagdef

Description: Casting this spell sends a fist-sized cloud of unnatural cold and whirling, razor-edged ice crystals soaring into a single target, as selected by the caster.

:MECHANICS: Defend as Ranged magical attack. This ice spell deals damage as defined in the combat rules to them.



Magical Armor:

Casting method: none
Defending method: none

Description: When a mage casts this spell, a shimmering in the air appears around them for a moment before dissipating. This spell reduces the magical damage that the caster takes.

Mechanics: The duration of this spell is determined by a roll of dInt+dRes+Slots. The effect of this spell adding to your defense against magical attacks is the number of slots you have into the spell so, if you have 10 slots in the spell it will add 10 to your magic defense.



Mimicry; Eye of the beholder:
Level required: 15
Class required: Mage

Casting method: clomagatk
Defending method: clomagdef

Description: Mage X4:

We would all love to be someone that another may feel is their ideal. A certain look, wavy locks, a square jaw. Taller. More broad shouldered. And now with he delving of magic?s, the Mage can indeed do just this. With a touch to their waiting and wanton seeming victim, they can pull from them a description of their ideal lover, in looks. Frame. Eye color or hair. The change is gradual as they stroke along their victims arm, encouraging further and further detail until the mage stands before them, as perfect as their minds eye can create to the image verbally given.

:MECHANICS: The Caster must be touching the victim, flesh to flesh. Encourage them to whisper or say aloud what they see as the perfect lover/mate/slave. Once the victim verbally begins, it takes two rounds for the Caster to 'become' this dream or what they envision is what they've always wanted. A !clomagatk vs. a typical !clomagdef roll is made. If the Caster loses, no change is made. If the Caster wins, the image of this new 'perfect' man/woman is held for the amount of defense that spilled over. IE: Susie envisions tall, blond haired blue eyed barbarian, Fred rolls his !clomagatk, Susie her !clomagdef. Fred rolls a 25. Susie rolls a 20. For five turns, Fred now holds that exact image that Susie verbally told him she wished he looked like. Stamina cost is an immediate 5.



Mirror Image:
Level required: 10
Class required: Mage (x3)

Casting method: other
Defending method: other

Description: An illusion spell devised by a mage who was practiced in the art of deception, this spell enables the caster to create a small group of identical versions of himself to confuse and distract his enemies. Upon casting, the images all act independent of the true mage, all going through the motions of casting spells, throwing darts and the like to keep the mage's enemies confused and distracted.

:MECHANICS: For every three slots in this spell, the caster creates a mirror image of himself that reacts however the caster chooses. Utilizing a form of Dimension Door, the spell also deposits the caster in a random location in the same room as his Mirror Images as they come into being. Only by attacking the images are they dispelled. Each time the caster is attacked, the attacker rolls a dice with the same number sides as Mirror Images+caster. Thus, if the caster has five Mirror Images, then the attacker rolls a 1d6. On a roll of 1, the attacker has located the real caster and damage is rolled normally. A hit to the caster does not dispel the remaining illusions. If the opponent rolls any other number but 1, then one Mirror Image is dispelled and the caster is still hidden. Those under the effects of the blind spell or naturally blind are unaffected by the mechanics of this spell. Closing one's eyes or having heightened senses does not negate the mechanics of this spell and additionally due to the way the mirror images mimic the caster's attacks it is impossible to figure out which image is the caster whenever the defender is attacked and/or injured by the caster. This spell can only be used once per battle. Cannot be cast while Illusional Person is in effect.

If the caster and illusions are in range when an Area of Effect spell or ability is cast, the caster rolls the appropriate defense and all illusions are dispelled immediately.

Multi-target spells or abilities can be used to take out more than one Mirror Image per turn unless their mechanics state otherwise. The attacker still needs to roll the 1d(illusions and caster) to see if a caster or copy is hit with each attack of the multi-target ability.



Physical Armor:

Casting method: other
Defending method: other

Description: When a mage casts this spell, a shimmer in the air appears around them for a moment before dissipating. This spell reduces the physical damage that the caster takes.

Mechanics: The duration of this spell is determined by a roll of dInt+dRes+Slots. The effect of this spell adding to your defense against physical attacks is the number of slots you have in the spell so, if you have 10 slots in the spell it will add 10 to your physical defense.



Quick Foot:
Level required: 15
Class required: Warrior-Mage

Casting method: ranmagatk
Defending method: ranmagdef

Description: Warrior Mage X2:

The Warrior Mage tends to have a foot in both worlds, both in magical abilities and in his hold over a weapon. Yet at times a smart opponent would know enough to stay out of the WaMs range and finally the Warrior Mage may have found a way to close that distance. Soft incantation is set free. The sudden bound of the WaM and his electric leap towards his opponent bring him in for a quick spell or a damaging blow that may stun the victim at just how quick the WaM was upon him.

:MECHANICS: A roll of !ranmagatk vs. !ranmagdef is required to actually see if the Mage can use his power to suddenly streak towards his opponent, catching him off his guard. Stamina costs are calculated as normal, but a failing roll will wind the WaM and result in an additional 5 stamina cost. If successful, the WaM may then add a +5 to his agility that will last 1 round per every three slots put into this spell, but must expend 1 stamina per round to keep the effect active.



Reflux Shield:
Level required: 8

Casting method: other
Defending method: other

Description: A mage casting this spell creates a near invisible barrier around their figure, a field of refractive energies which provides them no real protection, and is triggered only when an oncoming magical projectile solidly strikes it. Abruptly the barrier condenses on the point of impact, borrowing some of the energy from that magical strike and hurling it back at the attacker in the form of a potentially punishing sphere of light.

:MECHANICS: While active, any successful ranged magical attack made against the caster will result in damage returned to the attacker. Damage returned is 1 point for every 3 slots invested, to a maximum of 5 damage back. Reflux Shield lasts one round per slot invested and costs 2 stamina each round active, on top of the normal stamina for the initial cast. This spell may be used with defensive spells magical and physical armor, or defense enchantments, but not with any other defensive spells or magical shields.



Reverse Gravity:
Level required: 20
Class required: Mage

Casting method: ranmagatk
Defending method: ranmagdef

Description: Mage X5:

This spell is one of the more advanced that a Mage can learn, and its use is irrefutable evidence of their devotion to the arcane sphere. Bending the very laws of the natural Universe, the caster is able, in a given area, to turn the force of gravity on its head. The caster is immune to the effect, but all objects, people and structures not physically restrained to the floor are subjected to the sensation and consequences of gravity reversing itself. The reversal isn't perfect, and those caught in its effect wont rise at free-fall speeds... but that could hardly be said for coming back down.

:MECHANICS: Two uninterrupted rounds must be spent preparing this spell. At the end of the second round, the mage rolls a !ranmagatk, against which all other combatants in the surrounding area must defend against, taking normal damage should they fail. If the caster chooses, instead of dealing damage he can sacrifice his following attack round to continue channeling the spell for a third round, keeping them airborne. Those caught in the spell will have one more chance to try and hit the mage (with ranged attacks only) and should they succeed, the mage takes his damage while the spell drops and they take normal damage. If the mage goes uninterrupted, the victims are lifted to max height of 50 feet, where gravity is reversed once more and they are slammed down to the ground where they take double damage. This effect happens at the end of the third round. Mage?s are able to force their victims back down at speed making even those with the power of flight succumb to the Fury of this spell.



Rock the Boat:
Level required: 10
Class required: Warrior-Mage

Casting method: ranmagatk
Defending method: ranmagdef

Description: Warrior Mage X1:

Just because you wield a sword, doesn't mean you are attuned to just the art of slicing and dicing. They can size up an enemy quickly and decide just how they may move to what reaction he may gain. Yet we are crafty as well and at times, throwing one off balance is where the skill may seem to most lay. Sizing up an enemy, the Caster lets free a rather whispered, quiet spell, hand flinging out to send a rush of air at his enemies most weakest point, hoping to send them teetering off balance and in line for their next swing or spell.

:MECHANICS: A typical !ranmagatk vs. !ranmagdef. If the victim fails, the rush of air 'knocks' them off balance, giving the Caster an edge to attack. +1 for every 3 slots put into the spell. No real damage is done, but the damage of course comes in the next round when the Caster suddenly comes at one with a surprising blow. This is an instant spell and the gained bonus to attack only lasts one round. This costs 1 point of stam per slot put into this spell and will stack with other attack bonuses. Used for both physical and magical attacks.



Shield of Energy:
Level required: 30
Class required: Mage

Casting method: other
Defending method: other

Description: Mage X7:

Slow to boil is the vast energies the Mage can tap into or wrap around himself and let free to keep him safe. Raw power lays in everything from the rocks to the harnessing of the suns warmth and rays. And with this raw energy can the Mage tap into, surround himself and deflect the blows of barbarians to the magic?s of another.

:MECHANICS: This takes two rounds and takes 1 point of stam for every slot put into the spell. The Caster draws upon the raw energy around him, from the air we breathe to the rocks below his feet and draws it up into a softly glowing hue of blue around him. The Caster must roll int+res to see how long the shield will stay in place and it gives the Caster +1 defense in magical and physical defense per slot put into the spell. However, the Caster can chose to only defend against either Magical or Physical for another 5 stamina and a +2 to every slot put into the spell for defense. But he must inform the opponent if he chooses this route and the cost is heavy. This spell does not stack with magical or physical armor, but can stack with the spell shimmering armor.



Strength of my Enemy:
Class required: Mage

Casting method: none
Defending method: none

Description: A basic incantation and yet still something a more powerful mage uses, for teaching a student a lesson or to tire an enemy more quickly. The mage must touch his enemy, sending out a blanket of power, if caught within it, the enemy begins to lose stamina immediately.

Mechanics: A standard !clomagatk vs !clomagdef is used to determine success of the spell, taking into account any armor and magical defenses that the victim is using. The spell costs an initial 1 point of stamina to cast, plus 1 point per 2 slots used rounded up, so 10 slots would cost 6 stamina to cast. Upon a successful cast, the victim is sapped of stamina equal to the amount of slots put into the spell. This spell cannot be used if the caster's stamina is equal to or less than the number of used slots.



Stun Bolt:

Casting method: ranmagatk
Defending method: ranmagdef

Description: This spell fires an invisible blast of stunning air that, if it hits the target, has a chance of stunning it.

Mechanics: A ranmagatk vs ranmagdef determines success, and if it hits, the target is stunned for 1 round per 3 slots put into the spell. Regardless of how much the spell penetrates, it causes the victim no damage to their LIFE at all. While Stunned, the victim may not commit any offensive actions, but may still defend as normal, including if they wish to activate defensive spells, evade or stumble away. This spell is instantly canceled by the spells 'Cure the Senses' and Purifying Rhythm: stamina cost is 1 +1 for each slot used. The effects of the spell on the victim are immediately broken if they are subject to any form of attack - magical or physical.





Out of Battle Spells


Sleep:

Casting method: clomagatk
Defending method: clomagdef

Description: By casting this spell the caster must touch the victim they are trying to affect. If successful the victim falls into a restless sleep.

:MECHANICS: A normal, close magic attack roll is made, and if successful the difference between the failed resistance roll and the attack is how long the victim remains asleep. This counts as normal sleep, so any loud noise, physical and magical attack, or jarring motion to the victim will instantly awaken them.





Anywhere Spells


Arcane Bindings:
Level required: 15
Class required: Mage

Casting method: ranmagatk
Defending method: ranmagdef

Description: Mage X4:

The Mage conjures a mystical cuff to capture the wrist or ankle of their foe, weightless and harmless bonds of light or shadow which yank and tug against their hostile motions, even suspending a victim outright should enough limbs be captured.

:MECHANICS: In combat a standard !ranmagatk versus !ranmagdef is made, at standard cost. If successful a victim's limb is bound. Up to four bindings can be stacked on a single target at any one time. Any attack a bound target makes will suffer a -15% penalty after mods, which will stack with each additional binding for a total of -45% at 3 cuffs. If the caster does not spend a turn to cast another cuff, then all bindings disappear on the opponents following turn. Opponents can choose to attack with the appropriate negative modifiers, or they may choose to attempt to break free using an int versus int roll with the higher number being the winner, and the opponent completely breaking free of all bindings should they win. If a fourth cuff is successfully cast, combat ends and the caster must choose to either get away or follow the out of combat rules for this spell. Any attack against the victim of this spell causes the spell to end.

Out of combat this spell can be used, one cuff per turn until the victim is completely held down. OOC consent rules apply for actions involving sex. The in combat mechanics can be used for those wishing to resist this spell, using an int versus int roll to determine if the victim can break free. A victim that breaks free gets the first turn should combat be re-initiated.



Blindness:
Level required: 4

Casting method: clomagatk
Defending method: clomagdef

Description: On casting this spell the user must reach out and touch the victim they wish to have under the effect (Close Magical Attack). If the victim fails to resist against this spell they will find their vision fading over the course of 2 rounds before it disappears completely, leaving them blind and unable to have any light in their vision at all.

:MECHANICS: A !clomagatk vs !clomagdef, taking armor into account, determines the success of this spell. This spell, regardless of how much it penetrates the victim's defense, does not cause them any LIFE damage. In diced combat, the spell will effectively lower the victim's Attack Rolls by 30% and defense rolls by 30% prior to attack and defense modifiers. Vision fades the round following, and duration is 1 round per 3 slots invested. Stamina cost is 4 + slots invested. Blindness cannot be cast again until the duration has run out and it cannot be cast in conjunction with other spells that affect vision (Mirror Image or Illusional Person for example). This spell is instantly canceled by the spells 'Cure the Senses' and 'Purifying Rhythms. This does not stack with any other visual impairment, natural or spell induced. When in doubt, only the biggest penalty applies.



Dampen Flame:
Level required: 10

Casting method: clomagatk
Defending method: clomagdef

Description: Mage X1:

This conjuration with a tightly fitting aura that plays havoc with non-magical fires. Upon casting this spell, any open flame within range of the spell begins to flicker and gutter, throwing out more smoke than light. Should the Mage wish it, he can extinguish those flames with but a bit of will and a gesture toward them. Magical flames are unaffected by this conjuration.

:MECHANICS: A simple Close Magical Attack determines how long in minutes this spell will last before needing to be recast. Starting range for 1 slot is a 5 foot diameter circle, centered on the Mage. For each additional slot, the circle increases by 1 foot to a maximum of 20 feet. This spell is not powerful enough to dampen Magical flames of any sort.



Deafness:
Level required: 4

Casting method: clomagatk
Defending method: clomagdef

Description: This spell manifests in the caster's hand or fingers as a field of energy, so that any target they touch or strike will be struck deaf, completely and utterly unable to hear even the slightest sound, internally or externally.

:MECHANICS: A !clomagatk vs !clomagdef, taking armor into account, determines the success of this spell. This spell, regardless of how much it penetrates the victim's defense, does not cause them any LIFE damage. In diced combat, the spell will effectively lower the victim's Defense rolls by 25% prior to defense modifiers. Hearing fades on the round following, and lasts 1 round per 3 slots invested. This spell is instantly canceled by the spells Cure the Senses and Purifying Rhythms. Deafness cannot be cast again until the duration has run out, and a deaf character cannot be affected by spells that require hearing to affect them while under this spell, I.E some Symphonic sphere spells.



Deviancy:
Level required: 20
Class required: Mage

Casting method: ranmagatk
Defending method: ranmagdef

Description: Mage X5:

A rather devious spell, this conjuration allows the caster to delve deep into the victim's mind and draw forth the darker, more forbidden, hidden desires that he or she has never had the nerve to acknowledge much less act out. It suppresses inhibition and morality, allowing those baser desires free reign to come out and play.

:MECHANICS: A standard Ranged Magical Attack and Defense, should the defender choose to resist this spell. This spell is mostly for Rp effect, and it requires that the two people involved talk it out what is being drawn forth from the victim's psych. OOC consent is required for this spell. It lasts for 1 minute for every slot of the spell invoked or until the scene ends.



Far Scry:
Level required: 10

Casting method: ranmagatk
Defending method: ranmagdef

Description: Mage X1:

A spell that enables the caster to see events far from where he sits. If unresistant, the spell can see as far as 500 feet per slot expended. The spell requires the presence of something personal belonging to the caster to be in the area to be scried. For instance, a trinket, locket of hair, whatever. Something that the caster has had for at least a year, with the exception of anything grown from the caster's body. Those work without fail, no matter how new it may be.

:MECHANICS: If resisted, then the area being scried is resisted as if it were a ranged magical attack on the most powerful person in the area being scried. If resisted, the person doing the resisting knows that someone's tried to spy upon him or the area, but not who or where it comes from.
:NOTE: This spell requires a personal 'token' to be placed at the sight to be scried, and only one 'token' can be crafted and used. Before another spot can be scried, the first token must be gathered and destroyed, or reused. The caster can be no further 500 feet per slot of the spell expended, to a maximum of 1.5 miles.



Lavish Attention:

Casting method: ranmagatk
Defending method: ranmagdef

Description: We all would love for one to notice us but those that reach deeper into the sexual would have 'all' the attention of one lavished upon her. The art of sensuality runs deep within every race and so the spell caster touches upon this, focuses on her or his target and with but a gesture and a word, sends forth the spell to encompass their target, drawing them in so that they can only focus upon the caster in a wholly sensual fashion.

Mechanics:Mechanics: This costs an immediate 2 stamina to cast plus one additional stamina per slot used in the casting. A standard !ranmagatk vs !ranmagdef is used to cast this spell. If the target fails their defense then he or she is considered stunned for one round per slot used in the casting of the spell. During this time, neither the caster, nor the target may engage in combat actions, as the target's sexual attentions are called and focused upon the caster. If the target is attacked in any way, the effects of this spell wear off immediately.PLEASE NOTE: You must still gain OOC Consent for sex and/or rape from the opponent. This spell does not override any ooc consent rules needed for these two types of scenes.



Portal:
Level required: 40
Class required: Mage

Casting method: other
Defending method: other

Description: Mage X7:

This powerful spell only available to the most devoted and powerful mages will allow them to open a portal to a distant location by using their force of will and powerful magic?s to rip through the barrier through space and time. This portal will appear as an opaque shimmering oval in the air before the mage. It requires a phenomenal amount of concentration to cast and is extremely taxing on the mage to maintain this breach in space for any duration of time.

:MECHANICS: To cast this spell the mage is required to spend four full uninterrupted rounds casting. During this time the mage can neither attack nor defend, and any damage taken or adverse affects from an offensive spell will negate the casting. They will then be able to open the portal. Only one person, including the mage, may pass through the portal a round and it required 15 stamina per round to hold the portal open. The portal may travel 2 miles per time the mage has taken the mage class. The destination site must be a known location to the mage. When arriving anyone traveling through the portal rolls a !r100. If the results are 99 or 100 they will lose 50% of their current hit points reflecting a landing too high up and falling and being damaged. Spells like feather fall and the like may not be used to offset this danger as the mage is disoriented his first round on arrival and unable to cast.



Shimmering Armor:
Level required: 10
Class required: Mage (x3)

Casting method: other
Defending method: other

Description: This spell creates a shimmering suit of body tight armor that appears to be made out of some rare metal, such as mithril, that protects the caster from damage that may otherwise have passed through the rest of their defenses.

Mechanics: The caster is granted an additional 1% before mods to any physical defense roll for every slot invested in the casting, lasting up to 10 rounds. In addition, for every 5 slots invested the caster takes one less damage, up to 3, from any damage roll that is the result of a failed physical defense roll. Shimmering Armor can only be used once in any given combat scene. Stamina cost is standard. Shimmering armor does not stack with the spell Physical armor.



Shocking Grasp:

Casting method: clomagatk
Defending method: clomagdef

Description: When cast, this spell creates an electrical field that appears around one of the caster's hands.

:MECHANICS: At the whim of the caster, the next thing touched with this field delivers a shock into the target, doing damage as per the normal combat rules for Close Magical Attacks, adding +1 ATK to the modifier per slot used.



Teleport:
Level required: 25
Class required: Mage

Casting method: other
Defending method: other

Description: Mage X6:

Only the strongest mages can learn this knowledge of how to bend space and time around themselves and use their magic to tug themselves vast distances through force of will and magic alone. The spell is very taxing to the mage and requires a vast amount of concentration to properly cast. Also there is a small chance when any spell of this nature is cast that the location may have subtly altered or the mage will miscalculate and end up slightly off course, damaging himself.

:MECHANICS: To cast this spell the mage is required to spend two full uninterrupted rounds casting. During this time the mage can neither attack nor defend, and any damage taken or adverse affects from an offensive spell will negate the casting. They will then expend 10 stamina and may travel a distance of 1 mile per time they have taken the mage class. The destination site must be a known location to the mage. When arriving the mage rolls a !r100. If the results are 99 or 100 the mage will lose 50% of their current hit points reflecting a landing too high up and falling and being damaged. Spells like feather fall and the like may not be used to offset this danger as the mage is disoriented his first round on arrival and unable to cast.