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


Empathic Touch:
Level required: 5
Class required: Healer

Casting method: other
Defending method: other

Description: Healer X2:
Min. Spell Slots: 5:
Max Spell Slots: 15:

The Healer draws into themselves the affliction of the person they are treating, syphoning off the detriments of impeding injuries or magics. Though not a spell which repairs harm already done, the relief it can grant to an ally still enduring the ill effects of battle is beyond measure. That being said, the spell is very dangerous, as it can leave the healer terribly vulnerable, or even potentially end their lives.

:MECHANICS: The Healer can use their attack turn to take from another character a single detrimental spell effect/lingering physical ability. Though this does not apply to actively contested effects like grabs and binding magics which requires the focus of the user and the resistance of the victim, it does apply to all uncontested effects, such as bleeds, poisons, burns, and stat-drainers with set durations. Slots used must equal or exceed the slots of the spell/ability used to begin the detrimental effect, at a standard stamina cost of 1 per slot. When an effect is absorbed, the remaining duration of that effect is applied to the healer instead, regardless of posting order.





Out of Battle Spells


Re-Growth:
Level required: 20
Class required: Healer

Casting method: other
Defending method: none

Description: One of the most powerful Healing Sphere spells available this spell will cause the recipient to re-grow severed, atrophied, frost bitten etc. body parts and make them whole again. Regrowth is a spell that works on any living being.This spell is not an instant fix. It takes time for the magic to work. When the spell is initially cast it starts the process of regrowth. Over the course of the next three days the body part is fully regrown. This process is never pleasant, and the pain from it is hard to ignore. Still, even with those side effects many who have been injured in battle seek out the Healers that have managed to master this spell.

:MECHANICS: Touch is required. The power of the spell is dependent on how many slots the Healer possesses as is shown in the following chart at the cost of 2 STA per slot:
5 Slots: Small appendages (toes, fingers, nose, ears), 1 patient.
6-10 Slots: Hands/Feet, 1 patient -or- 2 Small appendages patient.
11-15 Slots: Limbs (arms, legs), 1 patient -or- 1 Hands/Feet patient and 2 Small appendages patient.



Waters of Life:
Level required: 30
Class required: Healer

Casting method: other
Defending method: none

Description: Healer X7:
Min. Spell Slots: 3:
Max Spell Slots: 15:

This spell makes use of the advanced skills the Healer has achieved. By casting it upon contained water, the Healer changes it into a powerful elixer that can both sterilize physical wounds, as well as heal them. The amount of water used must afford the patient at -least- one swallow in order for the elixer to be effective (i.e. an amount that can be held in a cupped hand). Even if the patient is unconscious, as long as the water can be put into the patient's mouth (carefully, of course), then the elixer will still work its magic. This does NOT work on Poisons, or Disease.

:MECHANICS: For every 3 slots of this spell, 10 LIFE points will be returned to the patient at the cost of 1 STA per LIFE point given for a minimum of 10 LIFE/10 STA and a maximum of 50 LIFE/50 STA



Waters of Purification:
Level required: 30
Class required: Healer

Casting method: other
Defending method: none

Description: Healer X7:
Min. Spell Slots: 5:
Max Spell Slots: 15:

When the Healer casts this spell on a small amount of contained water it changes the properties of the water turning it into a powerful elixer that can heal both Poison and/or Disease. The amount of water used must afford the patient(s) at -least- one swallow in order for the elixer to be effective (i.e. an amount that can be held in a cupped hand -per- patient). Even if the patient(s) is unconscious, as long as the water can be put into the patient's mouth (carefully, of course), then the elixer will still work its magic. This does NOT heal Physical wounds, or Sterilize.

:MECHANICS: For every 5 slots of this spell ONE patient will be cured of ALL poisons (no matter the level) -and/or- disease (up to, and including, Epidemic) that has been inflicted at the cost of 2 STA per slot of the spell (i.e. 1 patient will cost the Healer 10 STA for a max of 3 patients at 30 STA).





Anywhere Spells


Anchored Savior:
Level required: 10
Class required: Healer

Casting method: other
Defending method: none

Description: Healer X3:

Unfortunately for the healers, they have very little defense until something new was brought to them. Within the Healing House lay a brazier of good size, its waters of purity and enchanted. Each healer that reaches a higher level of calling within the house is given a small container to hang around their necks, filled with this purified water. With but a word to trigger the enchanted purified water, the Healer and perhaps one wounded victim they are taking care of can be 'blinked or teleported' to this sacred anchored room where safety lay for both. Since the healer takes up neither weapon nor armor, they are left with so very little to defend themselves and the one they heal.. but safety measures have now been taken. Let the Healer whom uses this beware however, for this is very stamina draining.

:MECHANICS: This takes one turn and one turn only and yet the spell only goes off at the end of the first round, giving anyone that is threatening or brandishing a weapon an ability to get in a shot before the Healer and his patient vanish to this anchored safety point. The spell itself costs half the Stamina of the caster, the waters of purity within the small vial around their neck glow softly... and evaporate once safety of this chosen room are had and must be refilled again from the brazier before this heavy casting spell can be done again. However, though this teleportation spell is handy, and very powerful, it can only be used in certain situations of life threatening valor. If the Healer as well, wishes to take the person they were healing with them, this spell adds another five more stamina to work. Very draining indeed. But perhaps well worth it.

:NOTE: This spell cannot be used as simple transportation or to avoid rape, collaring, or fights the Healer gets themselves into. If you try to cast this spell while doing anything but actually healing and the Healer is threatened, the spell will fizzle, the water within the container lost and must be refilled. The Spell only WORKS if the Healer is healing a victim heavily wounded and they are being threatened or hit upon by another opponent.



Cure Disease:
Class required: Healer

Casting method: other
Defending method: none

Description: Healer X1:
Min. Spell Slots: 5:
Max Spell Slots: 15:

With the use of this spell, the Healer is able to rid the body of the disease that inflicts it.

:MECHANICS: Touch is required. The following spell slot requirements, at the cost of 2 STA per slot (i.e. 8 slots costs 16 STA), to cure a patient of disease is as follows:
5 Slots of Minor Sickness heals 1 patient.
6-10 Slots of Infection heals 1 patient -or- 2 minor sickness patients
11-15 Slots of Epidemic heals 1 patient -or- 1 infection patient and 2 minor sickness patients.



Cure Poison:
Class required: Healer

Casting method: other
Defending method: none

Description: Healer X1:
Min. Spell Slots: N/A:
Max Spell Slots: 1:

This spell is used by the Healer when the patient has been exposed to poison. Though it only requires 1 spell slot and can be accessed by Healer x1, the power of the spell is dependent on how many times the class has been taken.

:MECHANICS: The Healer must refer to the poison's required healing level and use the spell accordingly. The cost of using this spell is 2 STA per Class Level (i.e. x2 = 4 STA). Touch is required.



Cure the Senses:
Class required: Healer

Casting method: other
Defending method: none

Description: Healer X1:
Min. Spell Slots: N/A:
Max Spell Slots: 1:

By means of this spell, the Healer is able to restore the patient's natural senses: Hearing, Sight, and Taste, Touch, or Smell, even if lost as a result of a spell.

:MECHANICS: The number of senses that can be healed is limited only by the amount of STA the Healer can afford at the cost of 3 STA per casting (i.e. 5 senses = 15 STA). Touch is required.



Discern Ailment:
Class required: Healer

Casting method: other
Defending method: none

Description: This is a Required Healing Spell:

Healer X1:
Min. Spell Slots: N/A:
Max Spell Slots: 1:

This spell allows the caster to determine what ailments may have befallen a person, and the severity of their sickness. Only the casting Healer will see where the source of the illness lays and the nature of how it is afflicting the victim's body.

:MECHANICS: Touch is required. There is no cost to cast this spell. *NOTE* this spell is REQUIRED in order to use any other spell in the Healing Sphere.



Heal:
Class required: Healer

Casting method: other
Defending method: none

Description: This spell allows the Healer to mend the physical wounds of their patient.

:MECHANICS: Touch is required. For every spell slot the Healer has, 2 LIF points will be restored at the cost of 2 STA per slot (i.e. 10 slots heals 20 LIF, costs 20 STA). Heal does NOT cure Disease, Poison, or Senses. This spell can only be cast upon another person, and never the healer itself. Discern Ailment is required before any heal can commence.



Healers Helping Hand:
Level required: 15
Class required: Healer

Casting method: other
Defending method: none

Description: Healer X4:

Have you ever been crouched over your patient on the Inns dirty floor, desperately trying to heal your patient whose slipping life is you, the healer, and undaunted duty to save? If that isn't stress enough, add to the downed mans opponent now very furious that you are healing his victim. Anger tends to abound in any fight, it?s tough for the healer to choose to scramble or save their client. The Healers have spent hours pouring over scrolls and old tomes and finally something old has weaved its way into being, but be wary, this spell is time consuming and heavy draining. With the rush of adrenaline, a Healer can focus his gaze upon an object no larger then a table and with a firm command; demand the table become his shield. The furniture, wood, a rock... will obey, lift up to hover in front of the opponents face and hold there until destroyed, and keep him from being within reach to swing that battleaxe at the healer. At least, for a little while.

:MECHANICS: This takes one round and goes off at the end of that first round, and an instant 10 stamina of the Healers to cast. He must focus on the nearest object at hand, verbally say the command for lift and guard and the object the Healer has chosen will lift up and keep an opponent back for as many rounds as 1 slot put into the spell. However.. It will only take a clever opponent two rounds to destroy the object keeping him from the Healer and the victim they are healing or just the healer themselves. This spell is used mainly for distraction or a chance to get away with their lives. For every 2 slots put into the spell, the piece of furniture, rock, branch will keep their opponent back five feet from the Healer. So if the healer has 4 slots used into the spell that?s a total of 10 feet.



Healer`s Rescue:
Level required: 20
Class required: Healer

Casting method: other
Defending method: none

Description: Healer X5:
Min. Spell Slots: 1:
Max Spell Slots: 15:

This spell is to boost the STA or LIFE stats of the recipient. If a Healer is nearby when combat ensues, the Healer can cast this spell to increase either the STA, or LIFE, of the intended target.

:MECHANICS: This costs 1 point for every slot and at the cost of 2 STA per slot (i.e. 7 slots, for 7 points to STA/LIFE, costing the Healer 14 STA). Only 1 stat can be chosen to receive the bonus points.



Life Donor:
Level required: 25
Class required: Healer

Casting method: other
Defending method: none

Description: Healer X6:
Min. Spell Slots: 1:
Max Spell Slots: 15:

Similar to the skill of Transfusion, this spell uses the Healer as the donor of life, rather than a volunteer, and there is no race restriction as there is in the skill. If the Healer's STA is all but depleted, yet there is still a patient to tend to, then the Healer can sacrifice their LIFE points and give them to their patient.

:MECHANICS: This spell requires that the Healer have at least 1 STA in order to be conscious enough to cast it. With the ratio of 1/1 (1 LIFE per Spell Slot), the Healer can donate up to 15 LIFE to their patient and the patient adds that 15 LIFE to their own stat. As this spell uses LIFE, it does not cost any STA to cast.



Shield of Healing Waters:
Level required: 5
Class required: Healer

Casting method: other
Defending method: none

Description: Water as we all know, is the giver of life. It gives our bodies the drive to continue, cleanses a wound and calms even the most savage beast. The Healer taps into the healing sources of this wondrous natural element and calls it upon themselves. A soft blue hue surrounds the healer, the calming wave of it giving the Healer a more secure knowledge that they are protected both from physical and magical forces.

:MECHANICS: This spell takes one full round to cast at standard stamina cost of 1 stamina per slot put into the spell. Upon completion this spell grants the caster +1 to both physical and magical defenses for every 3 slots put into the spell, reaching a maximum of +5 at 15 slots with a duration of 1 round for every 2 slots put in, capping out at 8 rounds at 15 slots. This spell will stack with other defensive spells and enchantments.