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: clophyatk
Defending method: clophydef
Description: This spell causes the tips of the users' feathered wings To harden like metal and become as sharp as a blade, capable of being used to attack.
Mechanics: It takes one turn to cast this spell which lasts as long as the number of slots put into the spell. If used to attack with, the caster rolls a !clophyatk with a modifier equal to the number of slots in the spell. Due to the nature of this spell, Feather blade does not bypass the opponents armor.
Casting method: ranmagatk
Defending method: ranmagdef
Description: This spell only works with those who have feathers, either in wings or another body part, but the feathers must be a living part of the person and not an item carried. By casting this spell the caster shoots out a long feather at a target with the intention of doing damage. This feather does not make the caster lose one of their feathers due to its magical nature, but will look like one and will stick into the target it hits. It does normal damage as per the combat rules.
Casting method: ranmagatk
Defending method: ranmagdef
Description: Only a race with feathers can cast this spell. Upon casting this spell, the casters wings suddenly flare up as if on fire. The caster can hold this spell for one round per slot into this spell. It requires 2 STA per slot to cast. Its damage and attack is the same as combat rules for attacking with long ranged magic. When this spell is released the caster's wings flare up brightly before sending out a burst of fire from both wings to the opponent. This spell can be used once within the duration before it needs to be cast again.
Casting method: ranmagatk
Defending method: ranmagdef
Description: The caster chants the words of the spell as they open their wings widely, sending out a showering array of feathers onto a single target that is within 5 feet of the caster. If the feathers manage to hit their target, sleep is eminent.
:MECHANICS: For every point the victim fails their resistance versus this spell they are put into a magical sleep within one round, regardless if they are standing, flying, casting a spell, etc. 1 action after being affected they crash down to the ground falling into a deep sleep, the spell lasting one minute per failure (e.g. if the victim fails their resistance by 6 then it lasts for 6 minutes). The caster of the spell can cancel the effects at will.
Casting method: ranmagatk
Defending method: ranmagdef
Description: The caster needs to spend one full action casting this spell without doing anything else, after which they fling their wings/feathers out wide, creating a massive storm of shooting feather darts. Dozens of these feathers come flying out in a cloud in front of the caster, attempting to hit anything that might be there, ripping through targets.
:MECHANICS: This spell has an area of effect of 2 feet per slot placed into this spell, and does +1 damage as per combat rules per success of the spell getting through a target/targets magic defense. This spell is instantaneous and once cast it rips through the air, but dissipates in one round and leaves all sorts of hard feathers lying around that will disappear after one hour.
Casting method: other
Defending method: none
Description: When this spell is cast, it creates a momentary metallic sheen down the user's natural fur. The spell allows the addition of +1 (per slot) to Physical Defense Rolls (Close or Ranged). The spell requires 1 STA per slot used, and will last the duration of the battle or 4 full rounds per slot used, whichever is shorter.
Casting method: ranmagatk
Defending method: ranmagdef
Description: This spell can only be used by those races that have natural fur (catfolk, wolven, etc.). Upon casting this spell their fur grows hard and stiff, not unlike actual metal. The caster is then able to create a spike out of their changed fur, capable of being flung at a single target of their choice, using a normal Ranged Magic Attack roll, adding +1 ATK per slot used. The spike may be 'held' for 1 addition round per slot used at the time of casting before the spell's magic dissipates without effect (STA is still expended).
Casting method: clophyatk
Defending method: clophydef
Description: When cast, this spell allows the caster to change their finger nails into sharpened claws with a field of magical energy, for use in close physical combat.
:MECHANICS: It takes one turn to cast this spell which lasts as long as the number of slots put into the spell. If used to attack with, the caster rolls a !clophyatk with a modifier equal to the number of slots in the spell. Due to the nature of this spell, Sharpen Claw does not bypass the opponents armor.
Casting method: other
Defending method: none
Description: Although the legends of many races tell the tale of Troll Regeneration, only a few very powerful trolls actually have the ability to the degree bards have written of. This spell is a legacy of the distant past, remaining only as a potential in the blood of all troll kind. A troll who casts this spell re-awakens within himself the power of the ancient Torolach, and almost any wound is rendered non-fatal while it is in effect.
Cutting, bashing, freezing, chopping off limbs (even the head) will fail to kill a troll under the influence of this spell. Severed limbs could be reattached, although those not re-attached in this manner will still regrow from the stump after a five rounds. Lesser wounds such as cuts and broken bones simply seal and re-knit in a two rounds, good as new.
However, due to the inherent nature of troll kind, fire still maintains its full lethality, and the power of this spell is completely suppressed when in direct sunlight. Also, the magic is limited in the amount of injury it can safeguard against at one time, soon to fail utterly in the face of a dedicated onslaught by one or more opponents.
:MECHANICS: How many Slots one has in this spell will determine how long the spell will last, example.. if 15 slots are bought for this spell, then the spell itself will last for 15 rounds plus how many times a troll has taken his last chosen class. IE: X1 16 rounds, X2 17 rounds and so on and so forth, with a max of 20 rounds. Any damage inflicted on the caster (by sources other than normal or magical fire) deplete the caster's Stamina rather than the caster's Life.
If all the caster's Stamina should be lost while this spell is in effect, the spell immediately ends and the caster suffers harm normally (in addition to being unable to continue fighting without rest, due to lack of Stamina). While in direct sunlight (not overcast or diffused through an area, but a direct beam of sun, even if reflected off one or more surfaces) the spells duration continues to run out.
-On an OOC Level, this spell was created by Kuromaku and refined by Magic team-
Casting method: ranmagatk
Defending method: ranmagdef
Description: A Nethergloom/Moriel spell, this spell is one favored by the Matrons of that land for disabling and capturing their enemies for long extended periods of 'interrogation' and slave-training. The webbing extends from the caster's fingertips and the casting itself requires the Moriel's own blood on the caster's fingertips. Something in the blood is what sparks the spell into working properly.
:MECHANICS: This is a ranged magical attack that can be targetted at a victim or cast on an area such as a doorway. If targetted at a victim, the victim decides what is webbed, but at the least, a single limb 'has' to be webbed, the victim simply chooses which one. He can, however, choose more, depending on his discretion. If a victim is hit by two or more Webbings, then the victim's arms or legs are immobilized, at the caster's discretion. Magical webbing, if the victim is 'attacked' again after hit by the webbing, this dispels the enchanted webbing and the victim is free. Multiple webbings can completely immobilize and entrap a victim. For each slot in this spell, the effects last for five minutes before fading quickly.
Out of Battle Spells
Casting method: other
Defending method: none
Description: The centaur is able to move twice as fast at speed. Useful mostly in races and on open, flat terrain to escape pursuit. This also speeds up a centaur's metabolism, causing the caster to require nourishment much sooner and often than might otherwise be normal for the centaur. This is not used in battle as its a speed boost, not an init or stat boost. STA Cost: 4
Casting method: other
Defending method: none
Description: A merfolk's kiss is well known among sailors to have a double meaning, both a possible salvation, and a sentence to slavery. By the means of this spell, the final gesture is the pressing of the lips on the target and breathing in air, a merfolk can allow a mortal of his choice to breathe water as if it was air for one hour. Of course, once it runs out, they can give it again. This makes humans dependent on them. Many a human has taken the invitation from a merfolk to visit their underwater cities, only finding that the way back to the surface takes longer than an hour. Kinder underwater souls are said to give this gift to sailors cast overboard, helping them find dry land. While sailors of course mostly speak of mermaids kissing, the pressing of the lips does not have to be an actual kiss, simply breathing in the air is sufficient.
MECHANICS: A merfolk, underwater or above water, can use this spell to allow any other person, no matter his size, to breathe underwater with no ill effects for one hour, though not allowing him to speak or swim any better than he normally would. When the spell is coming close to an end, the target will feel a pressure in his lungs, warning him about the upcoming end of the spell and allowing him to seek the surface, or another merfolk.
Anywhere Spells
Casting method: other
Defending method: other
Description: A common spell known to most Moriel born and raised in the Nethergloom, it allows the caster to climb up walls, trees and buildings as if they were spiders in a web. Moriel often conduct battle in enormous caverns, making this spell a necessity in the case of assaulting stalagmite towers in their cavern world.
:MECHANICS: Any sort of attack negates this spell to the caster's detriment if they're up too high. Any attack 'on' the caster and the caster has to roll a separate defense roll to see if he falls. For instance, if L`aquera is scrambling up a building in the Town and someone throws a spell at her, she'd roll a defense first, and even if it misses, she rolls another defense roll to see if the attack ruins her concentration enough to ruin the spell. Once the spell fails, the caster can try casting it again if they're more than fifty feet up in the air in an attempt to slow their fall and prevent any serious damage from occurring upon landing.