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.

Out of Battle Spells


Change Self:

Casting method: other
Defending method: none

Description: This spell lets the user change minor details about their person, eye color, hair color and length, skin color warts etc., but nothing besides that. They could appear to be a different person by changing facial shape etc. Clothing doesn't change - it stays the same. One couldn't dramatically change their shape (like changing from human to troll sized, or to dwarf size) but they could in theory appear as an elf by changing their facial features and changing the shape of their ears.



Clean:

Casting method: other
Defending method: none

Description: When the caster casts this spell they totally clean and refresh the person or object they touched. To do this on a person, that person must be willing for it to work or it has no effect. This spell could be used on a old table and suddenly the table would look brand new and polished.



Dancing Glimmers:

Casting method: none
Defending method: none

Description: This spell, when cast, does nothing more than making 3 inch globes of torch-equal light that can be used to float around the room, darting and dancing as the caster sees fit. This spell is great for entertainer types, and is a good distraction for someone that might have to go over and find out what the lights are, while you get away without ever having to get into combat.



Dawn`s Early Light:

Casting method: none
Defending method: none

Description: This spell creates light in a given space as strong as gentle daylight. It will not blind, but it is strong enough to read by and use for searching through dark woods without moonlight. This spell will also counter magical darkness spells for as long as the duration of the spell holds.

Mechanics: This spell costs two Stamina points, it last for one round per level of the caster. IE: Scathien is level 12, casts Dawns Early light. The spell lasts for 12 rounds.



Detect Illusion:
Level required: 5

Casting method: other
Defending method: other

Description: This spell lets the caster see an illusion for what it truly is. Something might have made the Caster think, cast the spell to test if what is seen is real, or unreal.

Mechanics: This spell's skill needs to be higher then the skills of the opposing illusion spell for it to work. It acts immediately, showing the caster the truth behind the illusion.



Detect Magic:

Casting method: other
Defending method: other

Description: Casting this spell lets the caster (and only the caster) see magic items within their field of vision. This spell does not let the user see people able to use magic, but would allow them to see someone that had, for example, a magical armor spell around them. This spell will not allow the caster to see someone that has an illusion based spell as is, but might show the person with an illusion about them with a hazy light but not give them a true clue of what it is.



Dimension Door:
Level required: 5

Casting method: other
Defending method: other

Description: This spell lets the caster open a dark shadowy door to another point within the casters line of site. It takes one full round to cast this spell and on the end of that round, the door has fully created and on the beginning of the second round, he may enter the doorway, blinking himself to the point of where the other door is waiting. This spell can reach a maximum of 100 feet and must have a completely unobstructed view. This spell can only be used once every other round and uses all actions if used in combat.



Diminution(aka Fairy Stature):
Race required: Pixie, Fae

Casting method: other
Defending method: other

Description: The faes and pixie/nixies of this world have both a generous heart and a mischievous nature. They feel now and again that the 'big' folk don't take them seriously or perhaps need a new 'eye' view of their world. So, in a sing song voice and a wave of arms and hands. When cast by a pixie or nixie there is a slightly more dramatic shower of glitter. The subject is subjected to all restrictions of a small sized race, and cannot cast offensive spells, steal, or engage in combat or sex with larger creatures for the duration.

:MECHANICS: This is a Touched based spell that requires OOC consent of said subject and lasts an hour per slot or until the caster releases the spell. The subject then returns to their normal size- unless they are bound or contained within an area that does not permit growth, in which case they resume their normal size within minutes of being freed or, the containment would last 1 day per times class taken. IE: Mage X3 = 3 days. When one of the smaller races casts this spell upon their chosen target, the subject shrinks to a comparable height to a fae in relation to their original height, as a fae going from larger to smaller form would.

(OOC Note: This Spell was created by Dia, edited for sphere clarification)



Distraction:

Casting method: none
Defending method: none

Description: Causes the sound of the caster's choice to emit from the location of the caster's choice within or around 20 yards. Good for adding mood to tales or distracting your foe before your attack.



Erase:

Casting method: other
Defending method: other

Description: Can be placed upon: All items
Cost: 50 Mhl

Description: By casting this spell the caster can erase one paragraph of writing, text, or glyphs. This spell does not allow the caster to erase anything magical in nature. For example, they couldn?t erase a wizard's spell book. The spell can also erase a Wizards Mark as long as the one casting the spell is a higher level than the wizard that created the mark.



Feather Dance:

Casting method: none
Defending method: none

Description: This Out of Battle spell lets the caster (who must have feathers) make an almost glowing aura around themselves, which totally enraptures anyone watching them. The caster is then free to start dancing, letting their hips sway, body moving gracefully, as they move to an unseen, almost flowing music that moves with their body, everything seeming just right. This spell by no means keeps someone watching them intently or makes them distracted; someone could look away at any time. But anyone continuing to watch this erotic dance will find themselves extremely attracted to the dancer: the way they move, flow, and seem to be at total ease.



Feather Fall:

Casting method: none
Defending method: none

Description: This spell lets the user or someone he/she touches fall as lightly as a feather. Regardless of distance, they will fall gently causing no harm to themselves or the recipient of the spell whatsoever



Flash:

Casting method: other
Defending method: other

Description: By the means of this oob spell, the caster chooses a victim casts the spell and to the victim seems to have no apparent effect. However, to everyone else, they see that person as totally naked and having no clothing on.



Floating Disc:

Casting method: none
Defending method: none

Description: This spell creates a 5' by 5' flat plane of energy. This energy IS NOT a surf board, its main purpose is to carry things that the user couldn't normally carry. The disc itself doesn't move at more than a walking pace and requires 3 STA to create. It lasts for 30 minutes before it needs to be recast. The disc can hold up to 300 lbs.



Fuzzy Tail:

Casting method: none
Defending method: none

Description: With this simple oob spell the caster is able to form up to a 5 foot furry tail from there backside. The fur can be any color but is in every way a tail for them, for what ever purpose they may wish. The spell will last one hour per level of the caster to a maximum of 24.



Glossy Feathers:
Level required: 5

Casting method: none
Defending method: none

Description: By casting this spell it enables all winged races to be able to fly while it is raining without the water soaking there wings. The water simple slips off like there wings are coated with grease. Spell lasts until the rain storm ends.



Hair Grow:

Casting method: none
Defending method: none

Description: This spell will cause a small patch of hair or fur, 1 foot by 1 foot, to grow on any living thing. The created hair or fur is permanent until it is shaved or cut off. The fur/hair can be any color the user wishes.



Identify Item:
Level required: 8

Casting method: other
Defending method: other

Description: This spell will aide in the caster being able to tell what a Magic item could be. A roll of a 1d10 will determine how close the caster is to knowing. Results: 1-3 The caster can only tell its magical; 4-6 The caster will know what kind of sphere the item could be, i.e., Nature, elemental, necromancy; 7-10 The caster can give an accurate call upon what a magical item is and what it does.



Laugh:

Casting method: ranmagatk
Defending method: ranmagdef

Description: This spell will cause one person to just laugh out loud, as if they heard something funny.
Useful for bard - using this will make them sound better when they tell a ?funny? joke.



Lie Sound:

Casting method: clomagatk
Defending method: clomagdef

Description: This spell causes the one it is cast upon to sound to all present as though they are lying, even when speaking the truth. Worth while if you are, say, being accused rightfully yet others will believe your accuser to be lying. The spell requires a normal close Magical Attack, and if the victim fails to Defend, the spell will last one round per point of difference in their failed roll, to a maximum of 20 rounds.



Lie Speak:

Casting method: none
Defending method: none

Description: Causes the caster to appear to others to be telling the truth when lying. This spell is canceled by and cancels the spell of Truth Speak. It will last one round per level of the caster to a maximum of twelve rounds, or until cancelled by the user. This is a touched base spell and uses a typical close magical attack.



Light:

Casting method: none
Defending method: none

Description: This spell will cause one of the caster's hands to light up brightly, giving a light equal to daylight centered around his or her hand. This spell lasts one round per level of the caster and reaches out about three feet all around the caster per every 5 levels. IE: A level 10 mage, light reaches out 6 feet.



Locator:
Level required: 7

Casting method: none
Defending method: none

Description: By means of this spell, the caster is able to find the object that he/she placed Locator Anchor upon (see Locator Anchor for details). For the simple cost of 4 stamina per casting, the Caster is able to discern the direction, elevation, and distance between him/herself and their anchored item. The range is 20 miles, plus 1 full mile per level of the caster. Useful for finding that slave you just can't seem to keep track of... provided that their collar didn't get removed.



Locator Anchor:
Level required: 7

Casting method: none
Defending method: none

Description: By means of this spell, the caster may leave a long-lasting spell upon any one particular inanimate object that is no larger than a collar or perhaps a bit of armor, in order to act as a beacon for the spell Locator (see Locator spell). It requires 6 stamina to cast, and may only be placed upon one object until that object is destroyed or the spell itself wears out and at such time, the spell must be recast. The spell will last for one full day per level of the caster. The spell will not function upon a living being, but is popular for paranoid owners to place upon their slave's collars.



Lock:

Casting method: clomagatk
Defending method: other

Description: This spell will magically seal any type of lock. The only way to open a lock sealed in this manner is for its magical effect to be dispelled, or for the lock itself to be destroyed.



Lurk:

Casting method: other
Defending method: other

Description: This useful and highly prized spell causes a casual observer to dismiss the presence of the caster as unimportant so long as the caster does nothing which would draw attention to themselves and remains in place. Instead they will be thought of as though they were just one of the crowd, or a bystander. The caster is still visible and recognizable, so somebody who is specifically looking for the caster is not prevented from doing so by this spell. "Never underestimate the value of being able to sit and have a drink without being disturbed."



Mend:

Casting method: none
Defending method: none

Description: The caster can repair 1 lb of material that was broken, ripped, or smashed, restoring it to what it was before it was destroyed. Such items include; Woven materials, heavy rugs, clothing and small shields of any make but Mithril. Chain mail but not scale mail. Anything with an enchantment on it cannot be repaired by the use of this spell.



Message:

Casting method: none
Defending method: none

Description: This Out of Battle Spell allows the caster to send a very simple message to a single recipient in any one language of the caster's choosing (that they can normally speak and understand (The spell 'Tongues' will not help)). The range of the spell is 1 mile for every two levels of the caster, rounded down (with the exception of level 1 casters being able to utilize a 1 mile radius). The intended receiver must be well known to the caster or the spell will simply fizzle and go nowhere. The spell requires one full minute per mile away from the intended target to be delivered, and can only transfer very short messages. The caster must actually speak the words of the message aloud at the time of casting, though keep in mind if you whisper this spell, so too will the recipient hear but a whisper. If they are gagged or otherwise can not speak, the spell fails. The message is delivered audibly, so anyone within earshot may hear it. Once delivered, the intended receiver has 1 minute per level of the caster to 'answer' it, otherwise the spell dissipates unheard.



Milk:

Casting method: other
Defending method: other

Description: When this spell is cast upon a willing (OOC consent) female victim, there will be an outward change of a shimmer of magic before her breasts will bulge and grow. After one round, her nipples will be able to bear milk, either through squeezing or suckling. This spell will only function upon female characters, and lasts for one hour before she 'runs dry'.



Mystic Color:

Casting method: none
Defending method: none

Description: By use of this spell, the caster may 'paint' upon any material they wish, changing the color of it. The spell radiates around the fingers of the caster, and they may move or glide their hand around as they see fit, able to change the color at their whim. The spell lasts for 4 rounds per the level of the caster. The spell may also be used to 'paint' upon living targets, but will wash off if scrubbed at.



Pleasureful Pain:

Casting method: ranmagatk
Defending method: ranmagdef

Description: This spell is cast as a ranged magic. The victim feels an intense searing pain where the opponent targets it in different parts of the body. IE: Nipples, clit and so forth, useful if one is bound or has their mouth gagged. This spell requires no resistance roll if the victim is bound, prone, or similarly helpless; otherwise, a standard Ranged Magic Defense resistance roll is allowed. This spell is handy for those owners that like to cause some 'fun' agony to their pain slut slaves. Once a targeted area has been chosen on the victims body, it takes two rounds before the spell can be cast on a new targeted area of the body. This spell cannot be used to cause true damage to a victim; it's just for the sexual fetishes of life. Spell lasts for 3 rounds per level of Caster.



Reflect:

Casting method: other
Defending method: other

Description: This very minor reflect spell is only able to reflect Out of Battle spells that might be used or cast on the wielder of this spell. To see if the Reflect spell is successful, a contest of Close or Ranged (depending on the spell being used) Magical Attack is rolled against the Magical Defense of the like type from the user of the Reflect spell. If the 'attacker' beats the wielder of the Reflect spell, the spell works as normal with its usual effects taking hold, or another roll if need be (For example, if Kalagoth tried to use Pleasureful Pain on Eucep while Eucep had Reflect up, and Kalagoth managed to penetrate the Reflect spell, he would still need to roll to see if the Pleasureful Pain spell affected Eucep or not). If the Defender's roll beats the Attacker's, the spell rebounds right back to the Caster, causing them to come under the effects of their own spell, or making them roll a new set of Attack/Defense rolls. Defensive Enchantments do not enter into the Reflect roll's contest.. it is a pure, unmodified dice contest.



Swap Gender:

Casting method: none
Defending method: none

Description: Using this spell causes the caster's physical form to switch to the opposite gender of their species until either a full day has passed, or they mentally cancel the spell. The spell does not alter clothing or equipment carried by the caster and the general appearance will remain the same except for those alterations due to the gender shift. It does not function if there is no difference in the attributes between the genders of the caster's race, and as a side effect of the casting the subject is sterile until the spell ends. "While occasionally useful as a disguise, this spell was created primarily for it's use in so-called recreational activities."



Sweet Bliss:

Casting method: clomagatk
Defending method: clomagdef

Description: This spell lets the caster touch a target and engulf their mind in a haze of euphoria so that they are incapable of coherent action. The spell must overcome the target's close magical defense for it to function and if successful will last ten minutes per level of the Caster before the target recovers. Someone who has failed their resistance roll is under the effects of this spell, having no actions of their own until either the spell effects pass or the spell is canceled. "I hasten to assure the reader that the rumors of the addictive properties of this spell if used repeatedly on a person have been vastly overstated..."

(Special OOC Note - The effect of the Spell on the victim is immediately broken if they are subject to any form of attack - magical or physical.)



Telekinesis:

Casting method: none
Defending method: none

Description: With this spell, the caster can move objects within their line of sight. It can move a maximum 5 lbs of stuff at a time. Note that this spell is clumsy and inarticulate. It can not be used to 'pinch', 'stroke', or 'caress', but can only do simple actions such as lift and nudge. For spells that are more suited for the sexual side of life, see the Sexual Sphere.



Tongues:

Casting method: none
Defending method: none

Description: This spell allows the user to understand any spoken languages, including animals. It does not let the caster speak new languages; only understand the ones they hear.



Truth Hear:

Casting method: none
Defending method: none

Description: If someone is lying to you, you can tell instantly when this spell is in effect. It will last thirty minutes per level of the caster to a maximum of twelve hours, or until cancelled by the user.



Truth Speak:

Casting method: clomagatk
Defending method: clomagdef

Description: This spell forces the one it is cast upon to speak only the truth for a limited time. The spell relies on touch, and must overcome the resistance of the intended victim (standard close magical attack/defense rolls made). If successful, roll 1d20 to determine how many actions that the person is forced to speak the truth (only the caster will know this number, but it must be conveyed OOC to the victim). This spell is canceled by and cancels the spell Lie Speak.



Unerase:

Casting method: none
Defending method: none

Description: With a few arcane words and fingers to sift over a page that has had words erased from a tome, this spell will once more return what words had once been upon a page and had been eliminated by the Spell Erase. Only one page per caster lever can be 'unerased' in this fashion before the spell must be cast again.



Warmth:

Casting method: none
Defending method: none

Description: By means of this spell, the caster is able to surround his or her body, with heated arcane energy. This allows the caster to feel warm even in cold areas with lack of suitable clothing. This does not, however, keep a person dry in a rainstorm or snowstorm, though it would definitely prevent frost-bite or hypothermia. The spell lasts for 15 minutes per level of the caster. However if the caster is a Fire Mage, then the duration is automatically doubled making it 30 minutes per level of the Fire mage, and the Fire Mage can affect up to one more target. The spell requires 3 STA to activate.



Wizard Mark:

Casting method: none
Defending method: none

Description: This spell lets the wizard magically place his or her mark on something. This mark cannot be removed by normal means and can only be placed on someone willing, should the caster wish to mark something living. The only way to remove this spell is to have a caster whose level is higher than the original mark's caster, or to go to Unigo (a small fee may be assigned).





Anywhere Spells


Fly:
Level required: 8

Casting method: none
Defending method: none

Description: With the casting of this Out of Battle spell the caster rolls a 1d100 plus their level, and that is the number of minutes that they can stay in the air before the spell loses effect. This spell makes it so the caster can launch into the air, carrying no more then their normal weight, unable to support the weight of passengers. No matter who uses this spell, the amount of concentration required to remain airborne is taxing, and if the caster is forced or partakes in combat, they will find themselves drained of their STAMINA very quickly. Every full round a person using Fly is in combat, they lose 10 STA in addition to any offensive or defensive maneuvers they make, and no 'Evasion' roll is allowed to regain their STA while the spell is in use. Those that use the Fly spell are not nearly as nimble as creatures or beings with natural Flight.



Graceful Leap:
Level required: 5

Casting method: none
Defending method: none

Description: When cast, this spell allows the user greater fluidity in movement, granting them the ability to move and respond with higher reflexes and greater speed. In diced combat, it will add +1 AGILITY per slot for the duration of the entire battle. However, with the greater speed comes greater cost. All attack and defense rolls that use the AGILITY (AGI) stat (Close Physical Attack, Close Physical Defense, Ranged Physical Defense, and Ranged Magical Defense) cost 1 additional STAMINA per 3 slots put into the spell. This spell can be canceled at anytime but requires a round to do so.



Sleep Watch:

Casting method: none
Defending method: none

Description: This is a magical alarm system that will surround the caster and any others within his/her group within a 20ft radius around him/her. It will mentally wake the caster if anyone or anything like a predator passes the perimeter of the spell.

:MECHANICS: The spell lasts from the moment it is cast until the caster is awake, either naturally, by the spell, or some other means. STA Cost: 5.



Umbara Key:
Level required: 10
Spell prerequisites (cannot have any of): Unigo Key level 1

Casting method: none
Defending method: none

Description: The spell that unlocks access to the Spells available from the tower of Umbara. This should be chosen as an Anywhere Spell, never as an OOB spell.



Unigo Key:
Level required: 10
Spell prerequisites (cannot have any of): Umbara Key level 1

Casting method: none
Defending method: none

Description: The spell that unlocks access to the Spells available from the tower of Unigo. This should be chosen as an Anywhere Spell, never as an OOB spell.