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


Plague Winds:

Casting method: ranmagatk
Defending method: ranmagdef

Description: Shaman X1

Upon casting this spell, a foul stench begins to seep up from the ground surrounding the caster. This stench is nothing less than the spirits of the incorporeal worlds around and their summoning causes damage to both the spirit and the body. The area effected depends on the strength of the Shaman himself and everyone within that range can be effected. A low howling accompanies the stench and distorted faces can be seen in the night air, supposedly the features of the dark and grisly spirit world itself.

:MECHANICS: Upon casting this spell, the shaman rolls a Ranged Magical Attack that everyone within range of the spell must roll a Ranged Magical Defense against. Range is determined by 5 feet in diameter for every time Shaman is chosen, to a maximum of 30 feet for Shaman X5. Damage is split between Life and Stamina.



Spirit Armor:
Level required: 5

Casting method: other
Defending method: none

Description: Shaman X2:

A common defensive spell known by most Shamans, this conjuration summons the protective energies of the spirits. By means of this spell, the caster is able to wrap himself in these energies, which cling to his form, skintight. Upon finishing the incantation, these energies manifest and can be seen each time a spell is cast directly at the shaman, a flaring of white energies in the form of warding 'hands' appear to deflect the spell, intercepting and neutralizing it. This spell is a close cousin to Spirit Barrier and most Shamans possess both spells.

:MECHANICS: A Ranged Magical Attack is rolled and halved to determine the amount of Magical damage the Spirit Armor can neutralize before it fades away. Direct targeting spells are affected by Spirit Armor, but not area effect spells suck as Ice Storm and Fireball. Stamina cost is doubled that of most spells, 2 Stamina for each slot utilized. Also, for every slot used, the spell lasts 1 round. This spell can not stack with Magical Armor or Spirit Barrier. Should a targeting spell hit the caster with enough damage to overwhelm Spirit Armor, then the total remaining Spirit Armor is deducted from the damage and the remainder cuts through to the Shaman. This spell has no effect on any sort of Physical attack, either Ranged or Close.



Spirit Barrier:
Level required: 8

Casting method: other
Defending method: none

Description: Shaman X2:

This spell is very closely related to Spirit Armor and both incantations draw upon the same spirits to defend them from their enemies. Upon completion of this spell, the caster is surrounded and encased with invisible energies; the spirits themselves come to defend the caster. Sheathing the shaman in their protection, these spirits defend against attacks from both hand to hand attacks and ranged weapons such as arrows and thrown daggers. Each time an attack comes, the energies flare into the form of a warding hand that deflects or blocks the attack, translucent and ghostly. This spell does nothing to defend against spells flung at the caster or touch attack spells.

:MECHANICS: A Close Magical Attack is rolled and halved to determine the amount of damage that can be absorbed by the Spirit Barrier before it fades away. This spell defends against all Physical Attacks, both Ranged and Close, but has no effect on 'any' spells directed at the caster, either targeting or area-effect, such as Fireball. Stamina cost is doubled that of most spells, 2 Stamina for each slot utilized. Also, for every slot used, the spell lasts 1 round.This spell can not stack with Physical Armor, nor Spirit Armor.



Spirit Bolt:

Casting method: ranmagatk
Defending method: ranmagdef

Description: Shaman X1:

A common incantation used by the Shamans to defend themselves, this conjuration summons a bit of spiritual energy to their hands, cupping and collecting before flinging it at an enemy. This bolt of spirit energy appears as if a disembodied claw, or snapping snarling teeth. Being pure spiritual energy, this spell is unaffected by most armors, passing right through them to savage the target's flesh. Due to the nature of the energies, this spell is utterly harmless to nonliving things and inanimate objects.

:MECHANICS: A standard Ranged Magical Attack that utilizes spirit energy to harm the Shaman's opponent, should they fail their Ranged Magical Defense. This spell bypasses physical armors, but not Defensive Enchantments or Defensive Spells. Physical Armor, however, has no effect. This spell cannot damage anything other than living flesh.



Spirit Fire:
Level required: 15

Casting method: none
Defending method: none

Description: Shaman X4:

A powerful incantation, the shaman basically rends a hole in the fabric of reality for a few moments, allowing a deluge of spiritual entities to flow through and savage anyone and everyone within sight. Powerful as it is, this spell requires several minutes of uninterrupted chanting and conjuration. Should the Shaman be struck during this time, the spell fails and he must begin again. Should he succeed, however, then a terrible thing occurs. At a point within the Shaman's sight, a rip in reality occurs, allowing a small flood of malevolent and violent spirits to flow through into our world where they attack anyone within reach, including the Shaman himself. These are not the typical spirits drawn upon, but the truly 'evil' things that have no place in this world. Thus, after an initial attack, they are drawn back into the Spirit world, the breech sealed. It is, perhaps, a desperation spell, but one greatly feared even by other Shamans.

:MECHANICS: This spell requires 2 rounds of uninterrupted casting time. The Shaman can not make any active attempt to dodge, and should he be successfully attacked before the two rounds are up, his spell fails and he must begin again. The spell goes off at the end of the second round, before the third begins. A standard Ranged Magical Attack is made with the number of slots utilized determining the range of the spirit attack. 1 slot equals 2 feet diameter, to a maximum of 30 feet diameter for 15 slots, centered on a point determined by the caster before hand. Everyone within range of this spell's effects must roll against the initial Ranged Magical Attack, and damage is doubled. This spell's effects are standard, meaning that only Defensive Spells and Defensive Enchantments defend against its effects. This spell can easily affect the caster too, if he doesn't place the spot of the 'rip' far enough away. After the initial damage, the spirits are whisked back to the spirit world and the 'rip' is sealed. Note, no damage to 'any' nonliving thing or inanimate object is possible.



Spirit Razor:
Level required: 2

Casting method: none
Defending method: none

Description: Shaman X1:

A different sort of incantation, this spell creates a small translucent disk of spirit energies that is quite tangible indeed. Upon completion of this spell, the razor coalesces in the Shaman's hand and can be flung at any chosen target. This razor is quite solid and can do damage to inanimate objects. It can appear as anything the Shaman wishes, but most tend to make it appear as a disembodied tooth, claw or dagger. Upon striking, or missing, the razor dissipates immediately and cannot be used again. Being tangible, this spell can be stopped by solid objects, such as a tree or armor.

:MECHANICS: A standard Ranged Magical Attack roll is required, with a corresponding Ranged Magical Defense to avoid the attack. Being a solid object, the defender can use his Armor modifier on top of the rest of his defenses, unlike most Shaman spells. For every slot utilized, the attack adds a +1 to his Ranged Magical Attack, to a maximum of +15.



Spirit Weapon:
Level required: 5

Casting method: clomagatk
Defending method: clomagdef

Description: Shaman X2:

A similar spell to Spirit Razor, this spell conjures into being a translucent weapon composed entirely of spiritual energies. During creation, the caster can make it appear as anything he wishes, but the actual strength and bite of the weapon is determined only by how well he knows the incantation and how strong of a Shaman he is. The weapon itself can be no larger than a Great Sword, the efforts of manifesting anything larger makes it impossible. This spell is often used by those Shamans wanting to prove a point, rather than kill, for it does no damage to the Shaman's opponent, but rather siphons off his strength with each successful strike, causing them to eventually be unable to properly wield their weapon and move about in their armor, both having become all to heavy for their weakened form.

:MECHANICS: A Close Magical Attack determines the length of time in rounds that the weapon exists before dissipating; starting on the proceeding round, the Shaman can roll a !clomagatk vs !clomagdef, taking into account all defense enchantments, armor and magical armor spells their opponent is wearing. It ignores armor spells that augments physical defense. The damage dealt is only subtracted from the opponents strength statistic, not life, and is cumulative each round until strength has reached 0. Note, that the loss in strength may effect the opponent's ability to wield weapons or armor that have a specific requirement to use and it will cost the opponent one round/action to discard or pick up and use the effected weapon/armor. Due to the power of this weapon, Stamina cost at the initial casting is doubled, costing 2 for every slot used, with each swing or attack costing 4 stamina rather than the normal 2. If two rounds should pass and the opponent is not hit by the spirit weapon again, then all strength is restored to normal at the end of that second round.





Out of Battle Spells


Cauldron Craft:
Level required: 15

Casting method: none
Defending method: none

Description: The shaman can add approx. 15-40% effectiveness onto any stat restoring potion. The percentage is equal to that shaman's level. The affected potions are the ones OWNED by that shaman, and can only be used by that shaman in or out of a battle.



Share Spirit:
Level required: 5

Casting method: none
Defending method: none

Description: Shaman X2:

One of the more stoic and unique spells available to the Shaman, this enchantment allows the Shaman to share in the sensations of another. By linking their spirits together, tethering them on a spiritual level, the Shaman partakes in all things that the other experiences. By closing his eyes and concentrating, he can see, hear, feel, taste and smell all those things that the other is experiencing. He can 'feel' their feelings as well, either pleasure or pain. No transfer of thought is possible, but the Shaman 'can' impart his own feelings if strong enough. Hate and love are especially easy to impart to the other.

:MECHANICS: The caster expends 10 Stamina that are 'not' regenerated until the spell is willingly canceled by either party. This spell requires strict OOC consent by both sides and IC consent if the Shaman wishes it to be consensual. IC non consensual requires that the Shaman have a small trinket or personal possession of the one to be linked to, in order to ICly enforce the link. By expending 1 Stamina per round, the Shaman can siphon off pain experienced by the linked one, suffering it himself instead. This doesn't prevent damage to the linked one; it only prevents the linked one from suffering from that damage. Once this is done, the link can be shared no matter where or how far away the linked one might be.



Spirit Circle:
Level required: 10
Class required: Shaman

Casting method: none
Defending method: none

Description: Shaman X1:

Similar to a Druid's ability to adopt a grove of trees, this spell enables a shaman to lay claim to a certain location for himself. By means of a night-long ritual, the Shaman attunes himself to the land, linking himself to it in a spiritual fashion. Upon competition of this spell, the land will begin to change to reflect the Shaman's nature. Either darker, foreboding and unwelcoming. Or lighter, warmer, free of brambles and thorns, welcoming. This being a Shaman spell, the former is more common than the latter. Anyone entering into the Circle will notice 'something' wrong with the area, but will be unable to pin it down. The Shaman will be aware of anyone entering his Circle, how many there are and general level of potency, if Shaman or Druid in nature.

:MECHANICS: Upon completion of this ritual, the Shaman is linked to 3 feet in diameter, per level. At no time may this area encroach on land that is owned or claimed, except with direct OOC consent. Each time he goes up in level, his Circle will grow correspondingly. At no time can two Shaman Circles cross over each other. Thus, most Shamans are careful to pick areas far from each other, lest they spark a Spirit War. The spirits within this Circle keep the Shaman well informed on who is on his territory, so it is often impossible to surprise him while on his turf. There are no 'definable' negatives to anyone entering a hostile Shaman's Circle, save for the general feeling of hostility emitted from the very land itself around them. It is highly recommended that the Shaman Rp out the Ritual of Binding that links him to the land.





Anywhere Spells


Blessed Recourse:
Level required: 10

Casting method: none
Defending method: none

Description: Shaman X3:

A rarely used spell, this incantation allows the Shaman to give of himself to heal others. Altruistic Shamans are rare, however, so most often this spell is used to 'siphon' off other's Stamina to heal himself This spell cannot harm others beyond draining them to the point of exhaustion and passing out. It requires that the Shaman make flesh to flesh contact while the spell works.
MECHANICS: A Close Magical Attack and a standard Close Magical Defense are required for this spell. Upon a successful casting, instead of dealing damage, this spell robs the victim of his of her stamina based off a roll determined by the amount of slots in the spell. A shaman with 15 slots in this spell would roll !r 1d15 to determine how much stamina is drained from the opponent and given to himself.

When this spell is used outside of combat the shaman can use this spell to heal minor wounds and can restore one HP for every 5 slots in the spell. This healing only heals flesh wounds, burns and other superficial injuries. Broken bones, internal injuries and other serious damage remains unaffected, though this spell 'will' keep them alive. This spell can only be used to heal others. This spell cannot be used on the same person multiple times in a single day.



Cleanse Flesh:
Level required: 5

Casting method: none
Defending method: none

Description: Shaman X2:

By means of this spell, the Shaman is able to flush poisons from a person's body. This spell is mainly used to keep himself clean of foreign poisons, but it can also defend against a Necromancer's poisoning spells.

:MECHANICS: If poisoned by a spell, then a standard Close Magical Defense roll is required, if successful, then the Cleansing magic wipes the magical poison from his body. If non-magical poison, then the spell succeeds automatically. This spell 'can' be used on others, but the Shaman will often demand some form of payment later.



Cowering Beasts:
Level required: 5

Casting method: none
Defending method: none

Description: Shaman X2:

By means of this spell, the Shaman cloaks himself in the unnatural aura of the spirit world, marking himself as someone who dabbles in the spiritual world. Non sentient beasts will be terrified by this aura and will seek to flee from the area immediately. This spell is often used by Shamans under attack by wolves, bears or other beasts of the woods. If cornered by a Shaman with this spell on, the beast will attack out of desperation, with only a mind for escape. Otherwise, the creatures will avoid him like the plague. Literally. Sentient races have too advanced of senses to perceive this sense of 'wrongness' and so see nothing out of the ordinary about the Shaman's appearance.

:MECHANICS: This spell costs 3 Stamina to invoke and lasts for 1 hour for every time that the Caster has chosen Shaman.