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
Casting method: other
Defending method: other
Description: The spell itself takes very little thinking to understand and yet it takes great concentration. If a Ship is damaged, depending on the size of the hole itself to even water or fire damage, the 'mage' must stop everything they are doing, let their energy flow outwards and the spell to be said aloud. The energy of the 'mage' will reach out, flow along the ship until it finds the damage needed most to be repaired but only upon the hull of the ship, this spell will not work upon sails nor their poles. The energies that ease along the damaged part of the ship will slowly begin to weave the wood back into its original state, thus 'repairing' as if one owned a carpenter on board.
Mechanics: This spell costs 1 point of stamina for every slot put into it and used. It will repair 1 point of damage per slot of spell used. Giving the repair a total of 15 points if you own 15 slots of the spell and use it. This spell takes three rounds to cast. Concentration to formulate the size of the hole that needs repairing and getting the spell to that point of origin and then manipulating it to begin its 'repair'. After that it will take the spell another 3 rounds to 'repair' the damage, or as much as is possible per the spell. So it takes a grand total of 6 turns for a hole to be patched up and the 15 (or less if you used less slots) damage to be recovered.
Casting method: ranmagatk
Defending method: other
Description: It takes a crafty 'mage' indeed to have come up with a way to 'pierce' any ships hull from underneath. This also makes this spell, quite dangerous and as well not as profitable to use as some others might be. The mage must verbally and physically cast this spell with hand gestures taking 2 turns to cast it and if hit failing at casting the spell. Concentrating upon the waters that swirl around the opposing ship, the energy of this spell will formulate long piercing ice pikes to strike upwards underneath the ship itself and sink into its hull, causing listing and as well taking on water within the bottom of the ship itself. It is the wise mage that knows when to use this spell for all cargo of your opponent's ship could potentially be lost as well as the other ship caused to sink deep into the sea and become near unrecoverable and not profitable at all. Most mages only use this spell in times of War.
Mechanics: This spell costs 1 stamina per slot put into it. For every three slots of the spell, it will form one ice shard to pierce upwards into the opponents ship, causing an immediate 4 points of damage. If you put 15 slots into the spell you will get 5 ice spires that would cause 4 points each for a total damage of 20. What makes this spell so dangerous is that once they have pierced the hull they immediately melt, leaving up to 5 gaping holes in the bottom of the ship. Having those holes in the bottom of the ship destroys 1d100% of the remaining cargo and deal 2 damage per hole per turn, and they have to be repaired separately by carpenter's dream repair. (Remember, it takes 3 turns after the 3 turns it takes to cast for the effects of the spell to completely fill in the hole.) Can only be used once per combat scenario regardless of success or failure.
Casting method: ranmagatk
Defending method: ranmagdef
Description: Mighty is he that can pull together the air around him, charge it with energy and then throw such an angry yellow ball made of electrical crackling energy and then hurl it with such deadly intent. It is said these 'mages' should be feared indeed, for the 'ball' itself will bounce at targets chosen by the directing mage. Vicious indeed, I would not wish to be on the receiving end of such a fast moving streak of ball lightning.
Mechanics: This spell costs 1 point per slot used. The spell must be directed either at something living, or at the hull of the ship itself and they must tell you which they are targeting. Normal rolls of !ranmagatk to !ranmagdef for every target it hits and it can only 'bounce' or 'hit' three times before dissipating. Normal !damage roll's apply and the mage may pick and chose his opponents for this be it the ship, or those on board. Each target hit must roll defense. Depending on the amount of slots put into this spell is how many times the 'ball' may 'bounce' from one target to another.
1-5 Slots 1 Lightning Ricochet, 1 bounce or opponent
6-11 Slots 1 Lightning Ricochet, 2 bounces or two opponents
12-15 Slots 1 Lightning Ricochet, 3 bounces or three opponents
(OOC Note. Only one ranmagatk roll is done to send off the spell, regardless of the number of bounces. Defending against the spell requires rolling a defense against that one roll. So if targeted at a ship then the ship must roll 50 + !d(endurance) for as many bounces the lightning ball does and each one that is lower than the initial ranmagatk suffers the ship double damage (as it is a lightning based spell).)
Casting method: ranmagatk
Defending method: ranmagdef
Description: The 'mage' that can call upon the waters beneath its enemies ship is one to be feared indeed. Calling upon the waters surrounding the opposing ship, the mage must not only say the spell aloud, but must direct the water to bubble upwards and then shoot into the air and direct it to come crashing down upon the enemy ship with a force to be reckoned with. Imagine if you will, several tons of water suddenly pouring down from the sky and slamming down upon you.
Mechanics: This spell takes two rounds to cast and takes all the 'mages' concentration for those two rounds. If the mage is interrupted, he cannot try casting the spell again for another three rounds. It takes 2 stamina per slot put into this spell and for every two slots used, this spell can 'wash you away or off the deck' of the other ship. This is an 'area of affect' spell targeting all 'living' individuals upon a ship that are above deck and or in the 'crows nest' it will not damage the ship itself but if all 15 slots are used, it will cause the ship to 'list' to the right or left and anything not nailed or tied to the 'mast' or railings of the ship and is inanimate only (crates, rope, food, packs) will slide off the ship and into the water.
2 slot . Cannot Wash you from the deck of your ship
4 slot . Can push you against the railing of your ship
6 slot . Can wash you over the rail or deck of the ship
8 slot . Can wash you over the rail or deck of the ship and cause an immediate 2 points of damage not defensible once you go over, for hitting the sea/river below you.
10 slot . Can wash you over the rail or deck of the ship and cause an immediate 3 points of damage not defensible once you go over, for hitting the sea/river below you and putting you three feet under the sea/river by the sheer force of the spell. It will take 2 rounds to get back to the Ship when this happens.
12 slot . Can wash you over the rail or deck of the ship and cause an immediate 4 points of damage not defensible once you go over, for hitting the sea/river below you and putting you four feet under the sea/river by the sheer force of the spell. It will take 3 rounds to get back to the Ship when this happens.
14 slot . Can wash you over the rail or deck of the ship and cause an immediate 6 points of damage not defensible once you go over, for hitting the sea/river below you and putting you five feet under the water the sea/river by the sheer force of the spell. It will take 4 rounds to get back to the Ship when this happens.
The ship itself is left undamaged, this only will target 'living' things such as familiars, animals, people.
Casting method: ranmagatk
Defending method: ranmagdef
Description: The mage that can call forth upon the waters around them is powerful indeed. With a few arcane words and a flick of wrist, the 'mage' calls forth a swirling dervish of tornado spinning danger that will reach some thirty feet into the air. The 'mage' can direct the spout to hit at any point of the 'opposing' ship, be it their sails to their hull to people on the ship itself.
Mechanics: The Water Spout is a very dangerous tool for any mage upon a ship and must be used with great caution as well. This spell costs an immediate 3 stamina and then 1 point per slot put into the spell added on to that stamina cost. A straight !ranmagatk vs. !ranmagdef is rolled depending on whom the spout or what the spout, is hitting. The Water spout will last 1 round per how many X's the 'mage' has taken his or her class. So a X5 Water Mage could in affect strike with the Water Spout for Five rounds.
Casting method: other
Defending method: other
Description: Casting Defense: Close Magical/Ranged Magical/ Close Physical/Ranged Physical
Description: With a few arcane words, the 'mage' calls upon the water surrounding the Ship to act as a Wall between the Ship and the attack upon it. The Waters around the Ship will swirl and bubble and rise up in spurts like a gusher of water to deflect as much damage from the ship as it can defend. The spell itself is rather powerful indeed for it matters not how many spells are cast in the direction of this protected ship using this spell or how many arrows are loosed towards it including large objects, a gusher of water will always rise up until the spell itself, dissipates.
Mechanics: This costs 1 point of Stamina per slot put into the spell and will last every 1 round per every two slots put into the spell itself. It will defend 1 point of damage for every slot put into this spell and will defend both Close magical to Physical and Ranged Magical to Physical attacks for total damage down from any direction, any enemy. And even if there are multiple water mages on board Water Wall cannot be stacked. Only one can be active at any time. And Water Wall does not protect against Ice Strike, nor Winds of War.
Casting method: ranmagatk
Defending method: ranmagdef
Description: "They heard the rush and felt the slap of the sail and before they could call out an order, the vicious slice of winds rushing their way, silenced them forever.." A sailors tale is it? Not in this case. The mage casting the spell will plead upon the very air and soft blowing breeze around him or her to heed their call and strike forth at their enemy to lash at them like a thousand whips cracking across flesh.
Mechanics: This costs 2 points per slot put into the spell of Stamina and takes 2 rounds to cast, being hit making the spell fizzle out. For every slot used in this spell can cause not only minor lashing wounds to occur on any flesh not covered, but it also has the potential to send you flying from the ship and hitting the water for added damage as if your enemy were a rock skipping across the top. This is an 'area of affect' spell and will affect not only the living but as well, damage to the ships sails if they were not tied down. A !ranmagatk is rolled by the 'mage' and a !ranmagdef is rolled by the opponent to defend from the spell. Normal Damaged roll if they cannot defend the spell.
1-2 slots used does Normal !Damage roll
3-4 slots used does not only the Normal !damage roll but you are tossed from the ship and go skimming across the water for 5 feet and will cause an added 2 points of damage from hitting the water from the sheer force of the gale force winds. It will take 2 rounds to get back to the Ship.
5-6 slots used does not only the Normal !damage roll if not defended but you are tossed from the ship and go skimming across the water for 7 feet and will cause an added 3 points of damage from hitting the water from the sheer force of the gale force winds. It will take 3 rounds to get back to the Ship.
7-8 slots used does not only the Normal !damage roll if not defended but you are tossed from the ship and go skimming across the water for 8 feet and will cause an added 4 points of damage from hitting the water from the sheer force of the gale force winds. It will take 4 rounds to get back to the ship.
9-10 slots used does not only the Normal !damage roll if not defended but you are tossed from the ship and go skimming across the water for 8 feet and will cause 5 points of damage from hitting the water and from the sheer force of the gale force winds. It will take you 5 rounds to get back to the ship.
11-13 slots used does not only the Normal !damage roll if not defended but you are tossed from the ship and go skimming across the water for 9 feet and will cause 6 points of damage from hitting the water and from the sheer force of the gale force winds. It will take you 6 rounds to get back to the ship.
14-15 slots used does not only the Normal !damage roll if not defended but you are tossed from the ship and go skimming across the water for 10 feet and will cause 7 points of damage from hitting the water and from the sheer force of the gale force winds. It will take you 7 rounds to get back to the ship.
This added damage is impossible to defend. If you do not make your defense roll from this spell, the guide above will be followed atop the damage you would normally take from being hit. This is a very powerful spell but this spell must also have more then 6 targets to be able to cast and used. 6 living targets. Any less then that and the spell will simply fizzle as if the Air finds it to simple a task to listen to the plead of the Mage casting this spell.
Anywhere Spells
Casting method: other
Defending method: none
Description: In times of trouble, in times of a sinking ship that needs to be abandoned, the 'mage' may verbally or rhythmically hum out his spell, calling to the creatures of the sea to come to their aide. Many a sailor has claimed a family of whales once saved their lives or a few dolphins were willing to pull their rafts or them to shore and would not stop until you were safe. Such a dream this must be, but the 'mages' have learned to utilize this and hone it into being indeed, quite real.
Mechanics: This costs an immediate four stamina plus 1 point of stamina for every 3 slots put into the spell. The mage casts his spell and any 'creatures' in the area will heed the call up to a five mile radius. For every X you have taken your class, the spell will travel one mile. If you are a Mage X3, the spell will travel three miles and so on and so forth. You can call 1 creature to your aide, be it a whale, dolphin, octopus or 'small sea dragon' that will pull you ashore no matter how many days it takes tirelessly. The larger the animal called the more it can haul behind it, willingly and held within the siren like call of the mages spell. It will not attack and once the ship or the crew are safely upon either land or another ship, the creature having completed its task, will swim off having forgotten what it was doing all that time. Depending on how many slots you put into this spell is how many and how large a sea creature you have called.
1-3 slots 1 Medium sized creature, Dolphin, octopus, large Sea Horse, that can only pull 2 men to safety.
4-7 slots 3 Medium sized creatures, Dolphin, octopus, small whale, Large Sea horse, that can pull five men in a dingy boat to shore or safety.
8-11 slots 2 large sized creature, Whale, giant Octopus, that can pull a small merchant ship with all crew aboard to shore or safety.
12-15 slots 2 large sized creatures and 2 medium sized creatures, Whale, giant octopus, Large Sea Horse, Dolphin, Sea Dragon, that will pull a Large to Medium sized Ship to Shore.