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


Divine Disfavor:
Level required: 10

Casting method: ranmagatk
Defending method: ranmagdef

Description: Class: Priest/ess ::
Level: X3 ::

There are those that would deny even the very existance of the Gods, in spite of all that they do for the Mortals that they shepherd. This dreadful Curse is the end result and the bane of these Faithless. One so marked by this Curse find themselves marked by a symbol easily seen by any devout worshipper of any God. This symbol marks the target as a Faithless, and invokes an instinctive dislike of the Cursed one. He is seen as foolish, arrogant, disliked of the Gods...He is more likely to be confronted, to be challenged by Paladins, Clerics and devout lay worshippers. Only an honest repentance and Atonement can remove this powerful Curse and it cannot be laid up on 'anyone' unless that person honestly holds no favor whatsoever with 'any' God or holds them in extreme contempt or holds himself or another Mortal up as a God.

MECHANICS:: A Ranged Magical Attack, this Curse can only be laid upon someone fitting the catagories listed above, but the targetted one takes a penalty to the Curse if he truly fits it, his Defense roll is cut by 2 for every slot put into this curse. It lasts for 2 days per 2 slot of the spell expended. This also is rather weakening to the Cleric, for every slot put into this curse, it will cost them an immediate 8 stamina +1 per slot put into this curse.



Dull the Mind:
Level required: 15

Casting method: ranmagatk
Defending method: ranmagdef

Description: Class: Cleric ::
Level: X4 ::

Wizards and Clerics often do battle with each other, both in words and physically. Wizards aren't nearly pious enough, too consumed with their own power and too arrogant by far, even when faced with proof of the Divine. Clerics, are too convinced in the infallibility of the Gods, too eager to subjugate themselves to an inhuman Power that treat them all like pawns. So, the conflict goes on, and this Curse is only one of many tools used by the Clerics to bring humility to the Wizards. By calling out, drawing the focus of his God upon the offending target, the Cleric is able to strike and reduce much of his target's ability to think quickly, confusing his thoughts and making it hard to concentrate. A bane to all magic casters.

MECHANICS:: A Ranged Magical Attack, it lasts 1 day per five slots of the spell expended. It costs 3 Stamina per slot expended, and should the target fail his Ranged Magical Defense, then his INT is reduced to 2 points of intelligence per slot used within this curse. This Curse cannot be used in Combat.



Holy Strike:
Level required: 5

Casting method: clomagatk
Defending method: clomagdef

Description: Class: Cleric ::
Level: X2 ::

The cleric can invoke their God's might, instilling a single weapon with Divine energies that allow the wielder to swing fast, strike harder than would normally be possible. It is often used in combat, sung as a battle hymn to their God, calling upon their Patron to fill them with their righteous might.

MECHANICS:: A Close Magical Attack is rolled to determine the strength of the Blessing, the number of slots put into this incantation indicate number of rounds that it lasts, and the strength of the Cleric determines the bonus to Strike and damage. The Cleric instills the weapons with +1 for every time that he has taken Cleric, to a maximum of +5. This costs 6 stamina for every + instilled into the weapon.

At ClericX6, the Cleric can add a touch of Divine fire to the weapon, adding an additional +1 of fire damage, and at ClericX7, the weapon stuns an opponent should he fail a Close Magical Defense rolled against the Cleric's original Close Magical Attack roll. This Blessing is most often used by Aden Ver's and Kirva's Clerics, and like all Blessings and Curses, it does not stack with Wizardly magics. They are completely different and do not mesh well at all. This added bonus to the incantation of a weapon adds in ten Stamina cost to the Cleric.



Keep the Faith:
Level required: 5

Casting method: clomagatk
Defending method: clomagdef

Description: Class: Cleric ::
Level: X2 ::

Fear is best understood as the reaction that a person has when faced with the likelihood of something unknown, or a painful certainty. The Cleric, through this chanted Blessing, takes himself to a safer place in his mind. He knows that no matter what happens, his soul is secure and safe. Thus, he can look Death itself in the eye and smile serenely.

MECHANICS:: Usable either in Combat or OOB, this Blessing both removes and prevents the effects of any unnatural Fear spells or abilities, most notably the ones caused by the Necromancer and Paladin Specialist Classes. The Cleric is automatically successful, no roll required to infuse himself with faith in his soul's protection against non-magical assault. This costs 5 stamina.



Malediction:
Level required: 6

Casting method: ranmagatk
Defending method: ranmagdef

Description: Class: Cleric ::
Level: X2 ::

A terrible Curse, one often invoked in the midst of combat before preparing a powerful blow, the Cleric calls upon his God to fumble his enemy's feet, to open a weakness for His servant to exploit. Even the Gods do not take 'that' much liberty with Mortals and free will, so even the most Devout of Clerics can only draw his God's favor once in any fight.

MECHANICS:: A Ranged Magical Attack that includes +1 for each slot in the Curse, should his opponent fail his Ranged Magical Defense, then his very next Defense Roll must be rerolled and the 'weakest' of the two rolls must be used. This Curse can only be used once in any Combat scene. This costs the Cleric an immediate 4 stamina +1 for every 2 slots put into the curse.


OOC NOTE:: It should be noted that 'all' Clerics run the risk of having a Curse dropped on them directly from their God if they choose to consistantly work opposite of what their God would expect of them. Too many failures or rebellions will cause the God to reject their Cleric and he is forced to Atone in a major way or be forced to drop the Cleric Class.



Patron's Grace:
Level required: 17

Casting method: other
Defending method: none

Description: Class: Cleric, Priest ::
Level: X4 ::

There have been many warriors through the years that have boasted that the Gods favored them. To this, the Clerics only smiled and gave their amulets a light rub. For it is 'they' that are favored by the Gods, and this Blessing is solid proof of it. Upon reaching a certain level of intimacy with their chosen God, upon reaching that level of understanding, the Cleric or Priest awakens one morning with a small amulet laying next to them. This amulet, crafted and given to their favored servants, allows the Gods to grant them a touch of Luck in their dealings. Not so much as to ruin free will, but enough to aid. Those possessing an amulet of Patron's Grace are often seen snatching victory from defeat, evading blows that would normally bring death. But, they are few and far in between.

MECHANICS:: This becomes available to Clerics at ClericX4 and is represented by a mithril amulet granted by their chosen Patron. With it, once per combat scene, the Cleric may re-roll 'one' roll and then choose the best out the two rolls.



Sanctify:
Level required: 12
Class required: Cleric

Casting method: clomagatk
Defending method: none

Description: Class: Cleric ::
Level: X3 ::

A Cleric often has to balance two very important aspects to his Devotion. He must work hard to bring more and more souls to the bosom of his God, coverting those that he can...And keeping the faith pure against unwelcomed heretics and rival Clerics. To this end, the Gods have given this Blessing to welcome the faithful and quietly discourage rival Clerics and other clergy. By calling on their God, bringing His attention to their needs, the Cleric draws enough power from his Patron to instill an area with an almost tangible feeling of His presense. This both calms and brings peace to his faithful, and disquiets and brings chaos to the souls of those who would rival a God in his own Sanctified area.

MECHANICS:: Only ClericsX3 can use this Blessing, and must be cast upon an area designed to be used for worship, such as a Temple or Shrine. Upon casting, a Close Magical Attack determines the number of 'days' that the Blessing lasts before it must be renewed. This renewing of the Blessing is often a small holiday for most of the Gods. Rival clerics or devout worshippers of any other God will find their dice reduced -1 for every time that the Cleric Class has been taken, to a maximum of -7 to both attack and defense. This cost an immediate 10 Stamina.



Shielding Hand:

Casting method: other
Defending method: none

Description: Class: Cleric, Priestess
Level: X1 ::

While aloof and distant, the Gods do care about their charges, the mortals that call upon them for aid, and in turn fill the Gods with power through worship. It behooves the Gods to defend them whenever appropriate. A song of pleading, singing out to their God for protection their enemies, it is often sung as battle begins, a final plea for help.

MECHANICS:: The Cleric is wrapped in Divine energies that protect him against physical assaults, adding a +1 to their Physical Defense for every slot of the spell known. At ClericX4, the Cleric's connection to their God is strong enough that the Shielding Hand becomes capable of defending against Magical assaults just as well. This spell does not stack with Wizardly magics, but 'will' stack with DEF enchantments on armor. This Blessing is most used by Clerics of Aden Ver and Gaea. Stamina cost is 3 per slot put into this and takes one full round to cast, making this spell become effective the following round immediately before the next attack can be made.



Unshackle the Spirit:
Level required: 6

Casting method: clomagatk
Defending method: clomagdef

Description: Class: Cleric, Priestess ::
Level: X2 ::

The Gods do compete with each other, sometimes directly, sometimes indirectly. In the course of these conflicts, Cursings are often hurled to punish those that displease the Cleric and his Patron. Those so Cursed find that Wizardly magic cannot remove the stain from their spirit and so turn to other Clerics for aid. This aid, however, never comes free of charge, and the cost of such help is decided by the Cleric doing the Unshackling. By calling upon their Patron, pleading the Cursed's case for them before the Divine, the Cleric can convince their God to remove the Curse, dispelling it with ease. The Gods see all, hear all, know all. If the Cursed is truly contrite, or truly wronged by the Curse, then the cost is minimal. If the Cursed deserves their fate, or is simply trying to get out of the Curse by appearing repentant, then it fails automatically, and the Cursed will be lucky to walk away without an additional Curse.

MECHANICS:: Those afflicted by Battle Curses are often the most likely to be freed of the Curse for free. Those Cursed for other, more personal reasons, find that the Gods do not interfere in the games of Mortals without compensation of some sort or another. Ishtar's price is likely to be very different from Aden Ver's price. Clerics have the easiest time of being freed from their Curse, while Wizards have the hardest time, and pay the highest price, either in coin or service. This is mostly intended as an OOB Blessing and highly recommended to be used in an RP fashion.

Those that wish to use dice: Only a Cleric of equal Ranking can attempt to remove a Curse from another Cleric. Both roll a Close Magical Attack roll, adding in their Level. Only 'one' attempt can be made by the Cleric to remove the Curse. Other Clerics can try, in turn, however. If used within this fashion, its an immediate 6 stamina +1 per slot put into this 'blessing' its never easy to undo what has been done before.



Weaken the Flesh:
Level required: 18

Casting method: ranmagatk
Defending method: ranmagdef

Description: Cleric, Priestess ::
Level: X4 ::

The Cleric or Priestess is best aware of his own mortality, moreso than even the warrior, for he is confronted often by the Immortal. Like Wizards, the warriors can sometimes forget their humility in the face of the Gods, and this Curse is often cast upon one who would mock the power of the Gods. The accursed will find their flesh rebelling, refusing to do more than quiver and collapse when needed most. Weak as a kitten, shaking muscles, no stamina for the fight. No physical changes are caused, it is their strength that is shackled and bound within their flesh.

MECHANICS:: A Ranged Magical Attack is rolled, and should the target fail, his strength will be reduced by 1 per slot used. The Curse lasts for 1 day per 5 slots of the spell expended and costs 3 stamina per slot used. This Curse cannot be used in Combat.





Out of Battle Spells


Aversion:
Level required: 27

Casting method: other
Defending method: none

Description: Class: Cleric ::
Level: X6 ::

Clerics often find themselves confronted with great excesses in their fellow mortals. Those that go to extremes and thus throw themselves into harm's way, endangering their souls by not seeing the beauty and obvious Truth that is their God. So, the Cleric can call upon their Patron to restrict a mortal from their favored, from their most cherished thing. It is a method of instilling humility upon the lay worshippers and punishing those that consistantly fail to control their own lusts.

MECHANICS:: An OOB, OOC consentual Cursing, the Cleric draws the Wrath of their God down upon the offending target, instilling a deep sense of disgust and dislike for a 'single' chosen pleasure. This must be worked out before hand and has to be consented to, OOCly....It lasts for 2 days per time that Cleric Class has been selected, to a maximum of 2 weeks. Things such as 'food' and 'water' are prohibited as choices, and it is suggested strongly that something relevant to the Character, ICly be chosen. This is a punishment and should be played as one.



Endless Hunger:

Casting method: other
Defending method: other

Description: Clerics and Priests call attention to many mortal sins, punishing those that trespass against their chosen God's path. This Curse is one of hunger, forcing the Cursed to be confronted with the cost of their passions. Upon being Cursed, the victim cannot go a single day without binging on the one thing that they most desire in life. Be it sex, food, combat, song, wine, pain, coin, whatever. They must indulge in that passion for half the day, from sun up to sun down before the lust for it fades instantly. No great physical changes comes from this curse, so a girl could stuff her face with food for 12 hours and not gain an ounce. She could drink gallons of wine and not get a single bit drunk. She could fornicate for 'hours' and not get a single orgasm. But, she must feed that hunger, without fail.

MECHANICS: An OOB curse that requires OOC consent/collaboration between caster and victim, this Curse has no combat effects, but should be considered an RP device for players to enjoy. The victim is Cursed by an overpowering urge to indulge in their favorite pastime or pleasure from dawn till dusk, but to gain no fulfillment from it. Sex leads to pleasure, but never an orgasm, food is pleasant, but they never feel "full", drink goes down easily, but their thirst is never quenched. Their Passion is robbed of all gratification.



Illumination:
Level required: 25

Casting method: other
Defending method: other

Description: Class: Cleric ::
Level: X6 ::

Clerics are often seen as the guides in life, the ones that show the way to a brighter day. In some cases, that light can be painful. Calling their God's attention to a chosen target's selfish nature, imploring their Patron for the Curse of Illumination, the target gains insight...into himself. In a moment's time, all of his actions are seen again, through a different light, outside of himself, forced to see himself as others see him, all others. He is suddenly forced to experience all the suffering that he has handed out, all the pain, all the fear, all the horror. He sees himself as others see him. Further, he sees the end results of his actions, he is made aware that his sins live on after he has forgotten his victim. And it 'lingers' with him for a time. In essense, his Conscience returns to him with the force of a sledgehammer between the eyes.

MECHANICS:: The ultimate in Curses, this is an OOB device and requires strict OOC consent. Further, it 'must' be noted here again, that rape is not a great sin in this world, self defense also is not likely to stir much guilt. But, deliberate suffering, agony and the giving of torture, either mental or physical, is likely to result in a long lasting Curse. It lasts for 1 day per slot of the spell expended. This will result as well in need of the Cleric to take a days full rest. No merriment, no sexual contact, just rest for even a curse takes a toll on the one that began it.



Sacred Plea:
Level required: 24

Casting method: other
Defending method: other

Description: Class: Cleric, Priest/ess ::
Level: X5 ::

Even the chosen of the Gods do not often call upon them directly, for the only thing worse than a God who does not listen is one that listens too closely. This Blessing requires a great deal of time and energy, sincere vigor and intense 'need' for the God's direct touch. Often, a day is spent doing what the God most loves to see in the Mortal world, be it pleasure, pain, combat or nurturing...Upon the setting of the sun, the Cleric calls upon the God, pleading for intervention, for help. Whether or not the God hears and grants mercy, that is up to the Gods to decide.

MECHANICS:: An Rp device, it should be noted that if the God 'does' hear and respond will depend heavily upon just how intensely the Cleric worships during that day of preparation. Getting others to help worship, lay worshippers, other Clerics, these will add to the chances of success and Divine Intervention. The stamina cost upon the cleric for this is an overall 12. Considering the time and devotion well needed and spent, the Gods would smile upon one that puts their heart and soul into such a blessing. It should be noted that any intervention, divine or otherwise, should be talked over with an Op or High Council member before this particular blessing should be laid down. An RP effect perhaps, but ooc consent would be needed of all involved.



Still the Mind:
Level required: 20

Casting method: other
Defending method: other

Description: Class: Cleric, Priest/ess ::
Level: X4 ::

The horrors of combat and life, in general, are hard on most folk. Civilians and soldiers alike are often left scarred by the things that they've seen or done, and clerics often see the worst of these scars. By calling upon their God, the cleric is able to see 'within' the tormented one, find the source of their suffering and soothe it. By pleading with their Patron, showing sincere desire to be whole, the Cleric can undo mental trauma in a supplicant.

MECHANICS:: This Blessing is strictly OOC consentual, as it requires both IC cooperation and OOC understanding of what is being done. This Blessing can remove phobias, terrors, nightmares, aversions, fixations, obsessions, multiple personalities and other mental problems, and keep them from returning. A powerful Blessing, it can only be accessed by ClericsX4 or greater. This Blessing 'can' remove the effects of the Seductress spell 'Obsession'. This cost is an immediate 6 stamina.



Titan's Touch:

Casting method: other
Defending method: none

Description: Class: Cleric ::
Level: X1 ::

Sometimes, a strong hand is required to do the Divine's work. Calling upon their God in a mighty voice, the Cleric is empowered by his God's strength, able to do great things in their Patron's name. His strength and stamina doubles and he becomes capable of truly miraculous feats. Tearing doors off their hinges, lifting great weights to free a comrade, smashing stone with his bare hands. The cost, however, is that when the loaned power fades, the Cleric is left on the verge of collapse, worn out from within by the housing of Divine strength.

MECHANICS:: This spell is not usable in combat, not intended by the Gods for such use, so it gives no combat advantages. OOB, however, it is the stuff of legends. As long as the Cleric is able to get good leverage, he could move anything when infused with Titan's Touch. The Blessing lasts for 1 minute per slot of the spell used, and his Stamina is Completely Wiped Out. Upon the ending of this Blessing, the Cleric is literally on the verge of passing out, so it is a dangerous Blessing to call out.
At Cleric X1, they can move anything from a downed small tree, to a boulder 3X their weight.
At Cleric X2, they can move anything from a downed tree of near medium sized, say 8 feet in height, to a carridge hooked to one horse but the duration or effects are quick, its not as if the Cleric could haul them around. One good bashing is all they get.
At Cleric X3, they can move anything from a downed tree over 12 feet in height to a carridge with one horse and a pony attached.
At Cleric X4, they could move anything from a downed tree of over 16 feet in height or even, push a medium sized tree over of the same height.
At Cleric X5, they could effectively knock over a good sized round old oaken tree of some 20 feet in height.
At Cleric X6, they could move a tree or near uproot one at 18 feet. They could also shift the foundation of a small building. Shift, not undue.
At Cleric X7, they could uproot a tree of 22 feet in height and swing it for all of ten seconds before having to drop it.
Keep in mind that this effect lasts only a round at best.



Ward the Enemy:
Level required: 10

Casting method: other
Defending method: other

Description: Class: Cleric, Priest ::
Level: X3 ::

The Cleric can call upon his God to bind a place against his enemy, casting chains upon his spirit that prevent the Cursed from entering into a particular location, whether it be a building, a grove, a place of sanctuary. It is often used to humble the Cursed, preventing them from returning to their Home, or to a favored place where his cherished remain.

MECHANICS:: This Curse does not require dice, but is intended as an OOB RP device. Should dice be necessary, then a Ranged Magical Attack by the Cleric is rolled, adding in slots expended. The Curse lasts for 1 day per slot. Attacking someone and then fleeing to a place that the Attacked is Cursed against entering breaks the Curse instantly, transferring the Curse to the one seeking to escape into that place. The Gods do not take kindly to those seeking to use their Curses for their own benefit.



World of One:
Level required: 8

Casting method: other
Defending method: other

Description: Class: Cleric, Priest ::
Level: X2 ::

Not all Clerics and Priests are interested in showing the fallacies in man. Some indulge in their God's preference for selfishness and gratification. To these, the selfless ones and their supplicants are the truly deluded and so these Clerics can call upon their God to show the chosen one just how they 'should' see the world. The targeted one is suddenly suffused with the knowledge, the undeniable truth of his importance. The rest of the world, for the most part, becomes something of a playground, a game, little talking toys that move and play at his whim. Not really 'people', not like him. Things to be used for pleasure, manipulated because he can. Only the 'self' remains, only the 'self' matters. Only the God that has bestowed this 'blessing' upon him is considered to be greater in power and importance, gratitude for the 'gift'. One so Cursed is not compelled to act in any way, it is merely his thoughts that have been altered for the time being. Thus, when it fades, he is left with the fact that even if he was Cursed, he did what he did because he 'wanted' to do it.

MECHANICS: An OOB Cursing, it requires OOC consent to use. Designed as an Rp device, this spell requires no dice.