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


Bramble Coat:
Level required: 15
Class required: Hierophant

Casting method: clomagatk
Defending method: clomagdef

Description: Hierophant X2

One of the many defensive spells utilized by the Druids and their leaders, this conjuration requires the Hierophant to maintain contact with a living tree of at least 20 years in age. Upon completion, the tree gifts the caster with a bit of power, causing his form to be covered with thorny vines, wrapping around his limbs and torso. These thorns rip and tear at anyone getting close enough to strike in hand-to-hand combat. This damage is impossible to avoid should his opponents choose to attack in close.

MECHANICS: A Close Magical Attack determines the length of time in rounds that the spell remains in effect before fading. For every 3 slots of this spell, 1 points of automatic damage is dealt to anyone attempting to attack the caster with a Close attack, for a maximum of 5 points of automatic damage. This spell stacks with other Defensive spells, but not with any other Automatic-damage spells of any sort.



Camouflage:

Casting method: other
Defending method: other

Description: Druid X1

This spell was devised with the druid's connection with Gaia and nature firmly in mind. By means of blending with nature itself, the druid is able to hide within plain sight in the shadowed forest or swampland. Not so well at first, but by the time the druid reaches the pinnacle of his power, he is able to disappear with reasonable ease from nearly any pursuers.

MECHANICS: For every time that the caster selects Druid, he gains an additional 10% chance of disappearing into the shadows of the forest without trace. This maxes out at 50% at Level 30, DruidX5. Should the caster break cover with an attack on an opponent, he gains a +2 to initiative for this surprise attack. Every time he chooses Druid, he adds another +2, maxing out at +10 at Level 30, Druid X5. Stamina cost is 3 points.



Druid`s Warning:
Class required: Druid

Casting method: other
Defending method: none

Description: Druid X1

Description: A simple enough spell, this was crafted to warn off loggers and trappers who approached too close to a Druid's chosen territory. By expending a bit of willpower, the caster is able to leave an audible warning imprinted upon a particular tree that repeats itself whenever anyone other than the druid approaches within a few feet. This spell is often repeated on a number of trees surrounding the druid's chosen grove.

MECHANICS: A Close Physical Attack determines the number of days that this spell lasts before it needs to be recast. Stamina cost is 3. The message can be up to one minute in length, but is often shorter.



Ensnare:
Level required: 15
Class required: Hierophant

Casting method: clomagatk
Defending method: clomagdef

Description: Hierophant X2

Description:Druids and Hierophants are not known for their violent tendencies and this spell is a common example of how they accomplish their goals with much less bloodshed than other Mages. By calling upon Gaea, coaxing the plants within reach of their touch, the caster causes those plants to lash out and seize upon a chosen target. Should that target become caught by those roots and vines, they find their strength being drained away into the ground. The victim can continue to struggle and try to get free of the draining plants. This is a disconcerting sensation, however, and if he should get free, more likely than not, he'll break and run to avoid a repeat of that sensation.

MECHANICS: A successful Close Physical Attack by the Druid with 'no' weapon modifier is required for the plants to attach themselves to the target. Should they succeed, then the target will find his legs and arms entangled, and unable to move forward or attack. From that round onward, 1 point of Stamina is lost for every slot of the spell used at the initial casting, every round. At the beginning of each round, the victim can make a Close Physical Defense roll, rolling against the vines' original Close Physical Attack roll. If he succeeds, the victim breaks free, but must roll under half his resistance stat with a dRES dice roll to avoid fleeing in terror. While the victim is caught, the caster can do nothing more than concentrate on the spell, unable to attack or even defend. Each round that he concentrates on the spell, he loses 1 Stamina for every three slots of the spell used at the initial casting, up to a maximum of 5 Stamina per turn. Neither the caster nor the victim may evade regaining Stamina while this spell remains in effect. Should the caster choose to attack an enemy already Ensnared, the vines and roots immediately loosen and release the victim with no Resistance roll necessary to stand and fight.

OOC NOTE: You cannot by any measure of the means, take a plant from the wilderness, put it into a pot and carry it about to use with this spell. You must be near foliage, in the forest within a natural surrounding or the plant that is potted, will not respond and in fact could kill said plant.



Explosive Mushrooms:
Level required: 5
Class required: Druid

Casting method: ranmagatk
Defending method: ranmagdef

Description: Druid X2

Description: This spell was crafted long ago to discourage rampant logging in the earliest days of the Empire. Since then, it has become more widely used by certain druids to incapacitate and capture individuals. Upon casting this spell, a mushroom held in hand becomes imbued with a certain bit of magical power. It can then be thrown with unnatural accuracy and range, aided by the power instilled in the dried bit of plant. If it successfully strikes, then the victim is surrounded by a cloud of clinging, cloying mushroom spores which blind him and make his breathing difficult to say the least. Only those with a great deal of fortitude can escape the clouds affects long enough to avoid passing out from lack of oxygen. As stated, this spell has been used often to capture and punish those that transgress against Gaia.

MECHANICS: A Ranged Physical Attack is required to accurately pelt someone with one of the enchanted mushrooms. The intended target can be no more than 10 feet away, in any case. Should they succeed, however, the victim will find it nearly impossible to get out of the resulting spore cloud, as it will 'follow' him as he runs. For each 3 slots of the spell utilized at the original casting, the spore cloud lingers around the victim for 1 round, to a maximum of 5 rounds. Each round, the victim must make a Close Physical Defense against the caster's Level + Slots of the spell used. If he should fail even 'once' he passes out, overcome by the spores' cloying effects. No life damage at all can be caused by this, as the spell instantly negates as the victim lays passed out.



Gaea`s Healing Touch:
Level required: 15

Casting method: other
Defending method: none

Description: Class Restriction: Druid or Heirophant to use this spell:
This healing power is one of the reasons Druids and their leaders are often sought out, in spite of their animosity toward civilization. By drawing upon Gaea's grace, they are able to heal some wounds and poisons, if done quick enough and dependent upon how deeply the caster knows this spell. Truly deadly wounds and poisons cannot be healed, however. The use of this spell on non-nature related creatures will usually result in a task being given to the recipient in order to pay for Gaea's grace.

MECHANICS: For every slot in this spell utilized, 1 point of healing may be done to the recipient. Note, however, that the healing power 'must' be greater than the extent of the damage. A 10 slot healing will 'not' heal a single wound consisting of 11 points of damage or greater. It's all or nothing with this spell. This spell requires the Druid or Hierophant to be surrounded by natural surroundings.



Leaf Armor:

Casting method: other
Defending method: none

Description: By means of this spell, the druid is able to draw upon nature's protection at a moment's notice without having to resort to abhorrent things such tanned leather or cold steel armor. Upon casting this spell, the trees around the caster begins to shed green leaves which begin to swirl around the caster's form, adhering to him and creating a thick layer of protection. It takes approximately one round to complete, but once done, the caster is clad in supple cool armor as protecting as the thickest steel. This spell cannot be cast upon another, only upon himself.

MECHANICS: A Close Magical Attack determines the length of time that the spell lasts before fading. This armor takes precedence and cannot be created over any armor thicker than a Mage Robe. No leather armors, no steel armors. It offers no special defenses against spells, so it will stack with Magical Armor, but not Physical Armor spells. For every slot of the spell utilized, the caster's Armor is increased by 1 up to a maximum of +15 to physical defense. This spell will stack with Bramble Coat.



Protection of Nature:
Level required: 10
Class required: Hierophant

Casting method: ranmagatk
Defending method: ranmagdef

Description: Works the exact same as Bramble Coat but works to defend against ranged attacks of any sort. Instead of spiking forth to impale a close-ranged foe, the barbs instead fling themselves forward to strike the one that would dare to attack one of Gaea's chosen (and causes damage). It will deal 2 points per 3 slots, last for dINT + dRES + slots in rounds, and the caster must be touching a living tree in order to activate it.



Razor leaf:
Class required: Druid

Casting method: ranmagatk
Defending method: ranmagdef

Description: Druid X1

A standard incantation learned by most druids meant for basic offensive purposes. By means of this spell, a caster transmutes a green leaf into a rigid, razor-sharp blade. The casting of this spell turns one leaf into an offensive weapon and enables the caster to flick that razor leaf at any target within range.

MECHANICS: By means of a Ranged Magical attack, the caster flicks the razor sharp blade that is crafted during the conjuring of the spell. The caster gains a +1 for each slot of the spell invoked during the casting. This is a standard combat spell with no complicated factors to it. The caster has to have access to green leaves in order to make this spell work.



Siphon:
Level required: 15
Class required: Hierophant

Casting method: clomagatk
Defending method: clomagdef

Description: Hierophant X2

A dangerous spell and one saved only for those who seek to do active harm against nature or its protectors, this conjuration works similar to Ensnare, except that instead of siphoning Stamina, the victim loses 'life'. Upon getting ensnared by the vines and roots, the victim finds himself cut by thorns and brambles, the blood leeched forth by the plants themselves.

MECHANICS: A standard Close Physical Attack with a +1 for each slot used in the casting of this spell is required to capture a targeted opponent. If successful, the victim loses 1 point of life for every 3 slots of the spell used in the initial casting, for a maximum of 5 points of damage per turn. While the spell is active, the caster cannot cast any further attacks on the caught opponent. If he does so, the spell is broken immediately and he loses initiative. This spell requires the caster and victim to be within natural settings. The spell lasts for 1 round for every slot expended in the initial casting. Each round that the victim is trapped, he can make an attempt to escape by rolling a Close Physical Defense against the original Close Physical attack roll. Success means that the victim breaks free and the spell ends instantly.



Splinter:

Casting method: ranmagatk
Defending method: ranmagdef

Description: Druid X1
By means of this spell, the druid causes a selected wooden surface next to the chosen victim to erupt outward with a handful of wooden splinters. These splinters cause little to no damage, but can be highly irritating or distracting at bad times. The wooden surface is not harmed, nor loses any of its structural integrity by means of this spell.

MECHANICS: For every 5 slots of this spell, the caster can cause one point of damage to the chosen target, so long as the target is within one foot of a flat wooden surface. This attack cannot pierce any armor and is even defeated by thick clothing. It is, in essence, an irritation attack and nothing more.



Venus Spore:
Level required: 30

Casting method: clomagatk
Defending method: clomagdef

Description: Heirophant/Druid X5

Nature in its finest glory sees fit sometimes to level the playing field of the mortals set upon Gaea's Earth. At times she is gentle and kind and at others, she will see fit to destroy a field for the wrong doing of a farmer. To even, naturally encouraging a sudden growth of what would seem an innocuous plant. With a soft word and the touch of the Hierophant?s fingertips to a growing plant to a small tree or even a mushroom found in the forest, he 'encourages' it to grow, to become something far more dangerous; a plant-creature with teeth and an ability to exhale a deadly toxin.

MECHANICS: This is a touch based spell. A plant MUST be found, be it flower, small tree, weed that grows tall. With a touch and a command of nature, the Hierophant may call upon the earthen plant creature to spring upwards to a near six feet in glory, a maw to grow and an exhale of poisonous gases to the air that ranges out every 2 feet per times the caster has taken Hierophant/Druid. This is considered an area of effect to all but the caster. A !clomagatk versus !clomagdef is used. If the roll is failed, the victim falls helplessly to the ground for every one round per every three slots put into this spell. The resulting effects include the victim coughing, twitching, and nearly unable to breath and down to half defense for that duration.



Wooden Blade:

Casting method: other
Defending method: none

Description: By means of this conjuration, a druid or Hierophant may turn a simple broken limb, staff or broom handle into a lethal weapon. By means of infusing the wood with energies, it becomes as hard and sharp as steel. It becomes able to parry blades with no problem and remains as light as wood. Many Hierophants rely on this spell exclusively, saying it brings them closer to nature, refusing to use cold-iron weapons.

MECHANICS: A standard Close Magical Attack determines how many rounds the spell on the wooden stick lasts before fading. For every 3 slots of the spell used in the initial casting, the Wooden Blade gains an additional +1 to damage and attack, topping out at +5 to damage and attack.





Out of Battle Spells


Firefly Dances:
Level required: 10
Class required: Hierophant

Casting method: other
Defending method: none

Description: Does exactly how it sounds, it beckons fireflies of all shapes and sizes to the Hierophants side. They flutter about the Caster, never touching them and no more than 5 feet away in all directions, providing the equivalent of torch-light in a rather dazzling display. This spell causes no harm and the fireflies themselves are difficult to injure, but with enough effort can be dispersed or have enough of their number slain to make the spell fizzle.



Gaea`s Gift of Sustenance:
Level required: 4

Casting method: other
Defending method: none

Description: By means of this spell, the children of Gaea will never go hungry or thirsty, not so long as they find themselves within the natural terrain of Nature's device. For the cost of 5 stamina, a user of the Nature Sphere may utilize this spell to rapidly grow a full meal of whatever food sources would be normally grown within the area, be it fruits, mushrooms, vegetables, etc. In addition to the food, a small spring of water will burble up from the surface of the ground, collecting into a small earthen bowl that may easily be drunk from or be used to fill water skins. The spell will grant one full meal per 5 levels of the caster, but must be consumed within one hour, or else Gaea will feel her gift is being abused by her wayward child, and will cease to function entirely for an entire month. Heed well, and take only what you need when you need, children of the Earth.



Harmony of Nature:
Level required: 10
Class required: Hierophant

Casting method: other
Defending method: none

Description: A Hierophant is akin to nature, easy-going and generally in ease of mind. By being in touch with nature (Example: Touching a tree, being in contact with bare, untilled soil) a Hierophant may regain Stamina at twice the rate than normal. The Hierophant falls into a meditative state of mind that must remain unbroken for the full effect of the spell.



Heart of the Forest:
Level required: 6
Class required: Hierophant

Casting method: none
Defending method: none

Description: A highly coveted but seldom used spell of the Hierophants is that of Heart of the Forest. They use this spell for the repair and healing of the land from destruction such as campfires gone wild (or practicing fire mages) and other such acts of people who choose not to follow Gaea's law. However, this spell is not used in the repair of that which Nature herself wreaks, only that which is caused by the foolish and careless. A hurricane that wrecks a forest is what Gaea intends; a Pyromancer leveling a grove of trees with Fireballs is not. For every 5 levels of the Hierophant, a new range of creation can be done:

6-10: minor vegetation, flowers, bushes (base 1 stamina +1 per acre covered)
11-15: greater plant life, vines...large flowers, sapling and fruit trees (base 5 stamina + 1 per acre covered)
16-20: young trees and large trees, rare plant life, various sentient plants. (base 10 stamina +2 per acre covered)

Such an effect takes a lot out of a Druid, and it covers a great amount of land, every 3 (starting from 6th) levels covers 1/4 acre of land to mend Gaea's creations. This repair of the forests and plant life is not instantaneous, and requires ten full actions of devoted concentration per 1/4 acre repaired in order to complete. If the Hierophant is disturbed during this time, the spell is paused until such time that they continue casting, or one round per level passes. After such time, the spell halts as is and must be re-cast.



Nature:
Level required: 20
Class required: Hierophant

Casting method: other
Defending method: none

Description: Hierophant X4

One of the more powerful spells available to most druids, this conjuration calls upon the natural healing ability of most plants, borrowing this power to heal one's self by means of time and daylight. More of a meditative state, the druid spends considerable amount of time in bright daylight, calling upon Gaea's power to heal himself of his injuries. The more powerful the druid, the more powerful this healing power; it cannot be cast upon another.

MECHANICS: This spell cannot be cast in battle with any acceptable expectation of success. It requires time and concentration of such quantities that doing so in combat is a futile effort. Upon three rounds of concentration in meditation, the caster begins to heal himself of 1 point of Life for every Level he possesses. This healing takes time, roughly 10% of the healing per round for 10 rounds. It is also an exhausting spell that can only be cast once per day.



Sweet Aroma:

Casting method: other
Defending method: none

Description: With this spell, the caster can mask even the foulest scents with any of a thousand sweet scents found in nature. The only limitation to this spell is that the scent cannot be unsavory in any way.

MECHANICS: A Ranged Magic Attack determines the number of hours that the smell lingers before fading; a simple spell designed to cover bad smells.



Water breathing:
Level required: 10

Casting method: other
Defending method: none

Description: By means of this spell, a druid is able to breathe underwater as if a Water Mage or creature with gills. This does not give the caster the ability to swim, speak the Mer language or even 'see' underwater. The length of time is determined by the strength of how well the spell is known.

MECHANICS: A Close Magical Attack plus the slots in the spell X10 determines the number of minutes that the caster is able to breathe underwater without harm. He will feel the spell beginning to fade with 5 minutes remaining and will know to get to the surface immediately as he can 'not' cast this or any other spell while underwater.





Anywhere Spells


Race Blending:
Level required: 6

Casting method: other
Defending method: ranmagdef

Description: What this spell does when cast is allows the user to appear to a certain race; the race chosen at the time of casting. Example: Say the nature caster of this spell casts this spell when they are going into a room full of wolven; Anyone that is not a wolven will not see any effect on the user, however to the wolven the caster will appear being a wolven of the same sex as the caster. This is a type of illusion that only those of the nature people can cast; the way for the races to see threw this is if they roll a successful save versus long ranged magic.