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


Beglordios Breath:
Level required: 16
Class required: Magi
Race required: Magi

Casting method: clomagatk
Defending method: clomagdef

Description: Class Restriction: Magi ::
Level: Magi X4 ::

Once long ago, they spoke of Beglordios, a reknowned Magi once said to sit closests to the Sun. Had he? There were few witnesses to the event, legend has it that he delved oft in the arts of the water mages but could never quite duplicate their abilities. Frustration reigned until he'd burst from a nearby lake and soared to high into the sun, spitting out his hatred of those he wished to most be like. And in his rage, a torrent of words spat outwards. It is said that Morpheus heard him and turned the waters upon his flesh to hot steam as he soared higher and higher and those watching swore that he touched upon the flaming star above and that hot rending steam... would be his end. Did he accomplish in death what he could not while living? Those that watched duplicated as close as they could, gathering the energy of the harsh rays of the sun and the water around them. Steam soaring upwards and outwards to sear at flesh and eyes.

MECHANICS:: This takes two rounds, one to gather the energy of the Suns burning hot rays, the other to gather the waters energy around them and link it together. This is most taxing and at oft times has caught the Magi in this very spell as well as his victim. This is a typical !clomagatk vs !clomagdef roll. If the victim loses, he suffers from hot steam scalding his flesh in the amount of points lost upon defense. IE: Magi rolls 45, victim rolls 40, victim takes five points of scalded damage. However, if the Magi is interrupted within this spell, it goes awry, spell goes off and both Magi and victim take whatever damage of a 1d10 rolled. So if 10 is the number rolled, both take 10 points. This spell costs the Magi an immediate 12 points of Stamina +1 for every 3 slots put into the spell. Very taxing indeed is it to combine two elements and still hit your opponent, the wise Magi uses this as a surprise touch.



Deceptive Winds:
Level required: 15
Class required: Magi
Race required: Magi

Casting method: ranmagatk
Defending method: ranmagdef

Description: Class Restriction: Magi ::
Level: Magi X4 ::

The wings upon this feathered race are not just for beauty but for flight as well. The Magi however have learned to utilize these lovely delicacies of nature within the very spells they weave and some are quite dangerous indeed. With their spell leaving the lips of the Magi, the wings upon these curious creatures begin to glow as they beat first very slowly and then faster, harsher as the spell is slowly set free. Winds can suddenly be heard howling, energy gathered from the air around them and then sent hurtling towards their opponent fast as a gale force. The pressure can and has not only knocked down a stalwart warrior but blown them some feet from the Casters powerful spell.

MECHANICS:: At first felt more of a light breeze, almost laughable, this spell goes off at the end of the first round, giving their opponent an opportunity to perhaps bullrush the Magi, however the spell itself is still unleashed like the crack of a whip. This is a typical !ranmagatk vs. !ranmagdef and costs the Magi 2 points of stamina per every two slots (If the Magi only has one slot in the spell it still costs 2 points of stamina) of the spell used. If however, the Magi is bullrushed by their opponent and dragged down to the ground, the attack is still made but the amount of damage, if the spell is successful is halved. The winds are at such high velocity that they do cut and knock down an opponent if their defensive roll is less then the Magis offensive roll, sending them skirting across the ground at five feet per times the Magi has taken his class/race. So a Magi X5 would send an opponent skittering across the floor by 25 feet and likely crashing into anything in its path. This spell lasts only the round it was cast in.



Energy Slap:
Race required: Magi

Casting method: clomagatk
Defending method: clomagdef

Description: Class Restriction: Magi
Level: Magi X1

It’s not unknown for the Magi to be quick in a battle situation. Their very nature seems almost restless at times and tends to make them edgy enough to be more then self-aware of their surroundings. As such, they are also quick spell slingers when the need arises. Gathering the energy around them, the Magi can reform it, shape it into a glove like shape about his slender fingers and then reach out to slap his opposition and leave them shaken upon the floor.

:MECHANICS: This takes one round only to cast and use. The Magi needs only to call out the words of this spell, energy builds and forms about the hand of the caster. This is a typical !clomagatk vs !clomagdef. Whatever damage spills over his opponent’s defense is the damage dealt. IE: The Magi rolls a 25, opponent rolls a 20 the opponent takes 5 points of damage. Plus 1 extra point of raw energy damage for every three slots put into this spell. This costs an immediate 5 stamina to cast, plus 1 added stamina for every slot used in this spell. So an Energy Slap with 5 slots put into the spell would cost the magi 5+5=10.



Fantasy:
Class required: Magi
Race required: Magi

Casting method: ranmagatk
Defending method: ranmagdef

Description: Restricted Class: Magi ::
Level: Magi X1 ::

There are many in this world that view the Magi as unattainable, hooky, perhaps a touch unusual and really not their choice in lovers. Perhaps it’s the feathers or their aloof manner. However, a Magis life is complex and oft times he would love to favor an enemy with a glimpse of his magnificence if for no other reason then self satisfaction or a distraction. Wings are brought around the magi in a wide delightful arc; the feathers themselves set to shiver and quiver to catch the eye of the onlooker. And as the eye is caught, a soft vision of what the enemy wishes to attain in a lover dances before their eyes. Be it a sensual dance within a pool, hot breath, heavy beating heart and the sudden luxury of a lover they could never have, or perhaps even seeing their own enemy vanquished and the Magi standing at their side with a smile of satisfaction as if they've always supported them... The spell itself seems to reach into the first layer of the sub-conscious to draw out ones foremost fantasy. Distracting and enchanting them. And perhaps giving the wily Magi time to do as needed.

MECHANICS:: As the Magi draws their wings around them in a beautiful arc, the wings actions and their own words begin the spell. A typical !ranmagatk vs !ranmagdef is made. No damage is dealt but if the enemy on the defense loses, their fantasy of the moment is seen within those wings. Holds them as if unwilling to move or unable, for one round per every two slots the Magi puts into this spell. After one round is up however, only then may the Magi move, otherwise he must hold his position for that one round to keep the fantasy of the enemy going, and then the Magi may either A: Attack, or B: Flee the scene or C: Perhaps use that time to tie his enemy up. This cost an immediate 1 stamina per slot put into the spell.



Feathered Bow:
Level required: 10
Class required: Magi
Race required: Magi

Casting method: ranmagatk
Defending method: ranmagdef

Description: Class Restriction: Magi ::
Level: Magi X3 ::

A sword seems a heavy object that is unwieldy within the air for such a light race, even an elven War bow seems to much effort to un-strap from ones back for combat quick effectiveness. The Magi however have finally come up with a spell that rids them of needing to carry a large or even medium weapon. With but a few words and the plucking of a feather from those glorious wings, this spell produces a light colored energy like bow, usually the same color as the feather used. The arrows shot out are energy based and pulled from what energy surrounds them. Its an effective combat maneuver but be wary, for though it may not be time consuming to produce it can make one rather tired from long usages.

MECHANICS:: This is a one turn casting spell, the Magi must pluck a feather from his or her wing, the spell enchants and forms the weapon and the arrows of energy that are used to shoot from the enchanted energy bow. The arrows may start to be loosed in the combat round follwoing the casting. You can only shoot as many arrows however as you have in slots to this spell and it costs 1 stamina per slot used to produce. Only one arrow of energy per turn can be used, and the arrow is produced simply by pulling back upon the energy string of the bow itself. This is a !ranmagatk vs. !ranmagdef. So a 15 slot spell uses 15 arrows and expends 15 stamina immediately.



Rainbow Wings:
Level required: 5
Class required: Magi
Race required: Magi

Casting method: ranmagatk
Defending method: ranmagdef

Description: Level: Magi X2 ::

A multi-purpose spell in that it serves as both a defensive spell and can also be used offensively. When cast the Magi's wings become brilliantly iridescent making it hard for anyone to look at, and hence target, them. Instead of letting the colors act as a defense, each round the spell is active for the Magi may opt to unleash the colors in the form of a Color Spray spell aimed at a single opponent. The spell ends after a number of rounds equal to slots used x 2 or when the attack option of the Color Spray is used.

MECHANICS:: When cast the Magi gains a +1 to all defenses against attacks that require sight (that is most physical and magical attacks) for each 2 slots used. A single slot gains nothing except pretty wings! To use the attack option requires the Magi to expend an additional 2 stamina and the Color Spray is used as the casters attack action and is fired at the target with an effect found by a normal !ranmagatk vs. !ranmagdef roll, with a number of slots equal to those used for the Rainbow Wings spell halved, rounded down - thus if Rainbow Wings is cast with 7 slots it will give the caster an additional 3 DEF and would allow a Color Spray of 3 slots power be fired. This spell causes no damage to the opponent and used as a defensive manner.



Shield of the Winds:
Level required: 2
Class required: Magi
Race required: Magi

Casting method: clomagatk
Defending method: clomagdef

Description: Class Restriction: Magi ::
Level: Magi X1 ::

Close combat will always occur; some drunk at the bar doesn't like you staring at his Vixen and will throw a punch. Most oft, despite the Magis inherent flow of agility, those wings come at a disadvantage within close quarters and over the centuries the Magi have found a way to help cushion the blow and get the time they need to back away from their enemy. Drawing their wings in a snapping fashion forwards, the sound is like the crack of a whip and fashions a pocket of air in front of them as words of their spell quickly drip from their lips. It won't always stop that fist flying at them, but it will cushion the worse of the blow. Effective indeed when there’s nowhere to fly.

MECHANICS:: This only takes one round to cast and come into effect and lasts 1 round per slots put into the spell. The wings snap forward to send air curling in front of them like a sharp breeze, spell is vocally spoken and the very air they stirred will act as a cushion to the blow. At times completely absorbing any physical action made against them to as well saving the Magi from most of the damage.
For every 1 point put into the spell the Magis shield can absorb 1 point of damage done. ::

(EXAMPLE:) Bob the barbarian draws his sword and slashes at Marge the Magi. Marge throws up Shield of the winds. Both go to dice, a typical !clophyatk vs !clophydef roll is made. Bob the barbarian rolls 20, Marge the Magi rolls 15, but she put six slots into her spell. Her defense roll would have gained her five damage, but her shield saved her by six points so no damage is had. Next Round, Bob the Barbarian smacks at her again, this time his roll is 25. Marge the Magi rolls her defense and only gets 12. With her six slots into the spell she absorbed six points of that damage and will take the other six points damage.



Silenced Echo:
Level required: 15
Class required: Magi
Race required: Magi

Casting method: ranmagatk
Defending method: ranmagdef

Description: Class restriction: Magi ::
Level: Magi X4 ::

To be drawn into a conversation where your left on the outskirts, most tend to notice a white noise that infiltrates, distracts, draws the eye for a moment but they never seem to get rid of the sound. At most, its irritating, most oft its just a distraction and yet considering the Magis unique ability to pull the energy from the very air we breath around them to actual manipulation of raw energy before its used, they've learned to hone in on this white noise, to build it, surround it around an enemy. To actually amplify and create a painful reminder of those with sensitive hearing to even those with normal hearing. It’s very difficult to move and to fight when your ears hear nothing but a screeching high pitched noise.

MECHANICS:: A simple enough seeming spell and yet difficult to produce. It takes two rounds, the first is identifying one bit of noise around the Magi, words said, manipulating that sound to be amplified around their chosen victim and to turn up the volume so that the victim alone is left to himself in that high vibrating humming noise. At the end of round two, the spell itself is set free to surround the victim and the longer the sound and echoing continues the more damage it will do. This is a typical !ranmagatk vs. !ranmagdef. If they fail the roll, the noise crashes down all around them and only them, debilitating. For every point gone over the defense of the enemy, they are deafened and brought to their knees in pain, suffering physical damage via their ears. For every slot put into the spell is how long the spell will last, as well as cutting the victims defense down by 1 point per slot of the spell used. This spell however dangerous to the victim also drains the Magi of half their current stamina immediately. If the spell is interrupted before the two rounds is up, this spell is immediately affected and cannot be cast again for the duration of the scene. ::

EXAMPLE: Mary casts Silenced Echo using 3 slots of the spell, on the second round, the spell goes off. Bob goes immediately to dice, rolls 30, Mary rolls 35. Bob takes an immediate five points of damage. Distracted from the sudden high pitched noise, in pain, his defense in both magical and physical, drops by 3 for the next three rounds.



Slick Dealings:
Class required: Magi
Race required: Magi

Casting method: ranmagatk
Defending method: ranmagdef

Description: Class Restrictions: Magi ::
Level: Magi X1 ::

When one is as light, as a feather. When one is all wings, graceful nature but trying to show that beneath that downy exterior lays the heart of a creature wily and strong. Such things are very hard to express when the next door neighbor is a Troll and finds you, the lightweight, an easy target to show off the muscles to his kitten lady friends. It seems the Magi have learned a trick or two of escaping a tight or sticky situation. By combining Earth and Water into a more compact but less destructive effect, the Magi casts his spell and coats his opponent with a mess of mud slickened goo to slow them down and escape a harsher bit of treatment.

MECHANICS:: This is a one turn cast spell and does require that the caster is near both earth and water, both hands freed to cast. One gestures to the earth, another to the water around him. The two elements are combined and shoot out towards the Magis opponent, covering them in slickened mud, making their opponent clumsy and striving to hold onto weapons and keep their feet. A typical !ranmagatk vs. !ranmagdef is rolled. If the Magi wins the roll, his opponent loses 1 to his agility per every two slots put into this spell. Giving the Magi a chance to either escape or blindside his opponent or simply use it as a distraction to whisk into the air. This costs 5 stamina immediately to the Magi Casting the spell and can only be cast twice a week.



Vortex of Sand:
Race required: Magi

Casting method: clomagatk
Defending method: clomagdef

Description: Level: Magi X1
Race Restriction: Magi

The elements can at times fall within the whimsy of the Magi. Who knows what magics have been taught them and lays like a potential whip crack within their fingertips. Commanding the energy around them, a Magi can manipulate it, create it into a small vortex that spins round, and round at fast rates, use it to as its created to suck within its depths the sand and ground around it and quickly hurl such grains like a blast towards those that oppose them.

:MECHANICS: This is a one round spell and costs 1 stamina per slot put into this spell. A typical !clomagatk vs!clomagdef, the amount of damage done to the opponent is what their defense cannot handle. Example; The Magi casts Vortex of sand and like a whip the energy gathers around an outthrust hand, gathering quickly to it, any dust or dirt around it and slamming it towards its enemy like a harsh fist of fury that rips at body to exposed flesh. Magi rolls 20, opponent rolls 15, the opponent takes 5 points of damage.



Winged Fury:
Class required: Magi
Race required: Magi

Casting method: ranmagatk
Defending method: ranmagdef

Description: Race Restriction: Magi::
Level: Magi X1 ::

The Magi are an established winged predator in some fashion, their diving abilities quick and clean, their utter grace within the air told by fairies as tall tales, but are they? The Magi themselves are a flawless creature when a-wing and they have learned and created a spell that helps them pick up speed to not only avoid an aerial combatant but as well, some say, that it attracts other Magi's of the opposite sex. Its alluring motions and sudden agile moves impress upon ones mind, catch the eye and hold it for brief periods of time. It can be used for distraction or simply outmaneuvering their enemy to actually holding someone motionless for a few moments in time in clear awe of what they see.::

MECHANICS:: The Magi trying to avoid an enemy attack, aerial or one upon the ground, casts this quick clean spell using a typical !ranmagatk roll. Their opponent rolls a !ranmagdef, not because he is avoiding this spell, for it is only cast upon the user themself, but to see if the Magi has enough time to actually cast while flying. If the Magi roll higher than his opponent he may add a +1 to his or her agility for every 3 slots put into this spell and it will last the duration of the scene. This costs an immediate 4 stamina. If used out of combat, the Magi must only cast his spell, typical !ranmagatk vs. !ranmagdef, if the opponent fails, their eye follows the sudden graceful aerial-batics of the Magi for one turn per 2 slots put into the spell and seem unable to break that eye contact upon the Magi until such time has been served. This as well will cost the Magi an immediate 4 stamina.





Out of Battle Spells


The Visionary:
Level required: 2
Class required: Magi
Race required: Magi

Casting method: clomagatk
Defending method: clomagdef

Description: Class Restrictions: Magi ::
Level: Magi X1 ::

We cannot imagine a place where we can fly to, a place where worship of magic's and Goddess's is primary to our way of life. The Magi themselves are in awe of their own majestic cities and in rare times, they like to show off where it is they come from. At times however, with the spell created to show off ones own home, they've forgotten that such deliciously arrayed colors tend to hold one in place as if mesmerized. Briefly do the moving pictures of a world we do not understand flash before our eyes within the feather that the Magi holds, allowing us a visionary splendor. But at what cost?

MECHANICS:: Soft words, a single feather plucked from a wing, fingers passing over the softness of that single bit pulled from them and the rolling vision of a city above our own world rolls into place along the feather, as if we were caught daydreaming. This is mostly an oob effective spell but if one wishes to fight what is seen and its effects upon you, a simple !clomagatk vs !clomagdef is rolled. If the opponent loses, their eyes are drawn to the vision upon the feather and will hold there, watching what could be ghostly images of a city, of various winged people coming and going. Unable to move their eyes away until the spell itself wears off or one turn per slot put into the spell itself. This costs the Magi only three stamina.



Wing Scry:
Level required: 5
Class required: Magi
Race required: Magi

Casting method: other
Defending method: none

Description: Class Restriction: Magi ::
Level: Magi X2 ::

Focusing magic is the Magi's prime awareness. Its why they can delve into a variety of different spheres and make it their own. However, flight is their advantage as well, and Magi are a cautious if not seemingly shy race, and they like to see where they are going rather then just become surprised. Using a feather, the Magi chants and sets his or her eyes upon the feather itself where a vision, though small and almost hazy like, flickering into being upon the feathers softness. Showing them a small spot in a place perhaps they've not been but it requires someone they do know to be there and focus upon to be able to see unknown surroundings.

MECHANICS:: This takes two turns to cast and is not meant to be used in battle. The Magi must first focus upon someone they know or at least, have met a few times. The feather the spell is then cast upon will seemingly warm until a small picture will begin to shine through showing them a small bit of their surroundings. For every slot put into this spell, the Magi can see five feet of space surrounding the person they are focusing on and it costs them an immediate 5 stamina and they must continue to focus upon the vision within the feather to get a clear layout. No words can be heard and there is no seeing into the future, only what is at hand.





Anywhere Spells


Bridge of Brightness:
Level required: 18
Class required: Magi
Race required: Magi

Casting method: other
Defending method: none

Description: Class restriction: Magi ::
Level: Magi X4 ::

There have been times in the past when a non-Magi has been asked to visit the floating island home of the Magi. Many a time the person has not been winged or does not know the Fly spell. Along with scorn for the ground-bound one, the Magi developed a spell to be both of practical use and also to highlight just how superior they are. After the casting period of five turns, which involves many a swoop and curving dive, a glimmering bridge shimmers into being, glowing with all the hues of the rainbow. The bridge arcs from where the Magi took flight from to where their flying took them during the casting.

MECHANICS:: During the five rounds of casting the Magi needs to take off and fly to where they wish the bridge to go to - which can be up to 200' away per time the Class is taken (thus a Magix5) can span a 1,000' gap. A total of the equivalent of 1 person per slot used can traverse the bridge before it fades out of existence. If the bridge is still in being after the next rising or setting of the sun (whichever comes first) it will dissipate naturally - regardless of who may be on it.



Dark Energy cloak:
Level required: 2
Race required: Magi

Casting method: other
Defending method: other

Description: Level: Magi X1
Race restriction: Magi

Energy is neither light nor dark and yet still it can be manipulated to fold over the Magi’s wings and slim frame, covering him in a cloak of illusion that’s hard to decipher or see through. By softly letting out his incantation and gathering as well as focusing the magic, the Magi covers himself in such dark energy, blending in with his surroundings and as long as the Magi doesn't move to fast, as in running, jumping or bumps into a heavier object such as a person to a table, he can walk slowly and remain unseen.

:MECHANICS: This is an OOB spell and yet the Magi is still susceptible to being caught. As long as someone that was sure they had seen the Magi before he 'vanished' they may cast a 'Detect Illusion'. Both Magi and opponent roll as per the Detect Illusion spell. If the Magi wins the roll he remains undetected, if he loses, his guise is only seen by the one casting the "Detect Illusion" spell and no other until the spell the magi casts wears off. The spell itself will last as many rounds as slots put into the spell. This however is not a shield; the Magi can still be damaged of course by the one that did detect him. Any fast motion and the Magi’s cloak is dropped immediately.