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White School of Magic
Clear Sight 6, 7
Range:- Self Only (6), Touch (7)
Duration:- 15 Minutes
Extendable:- No
Primary Only:- No
Description:- The target is immune to Blindness and all effects which cause loss of vision (such as Flash) for the duration of the Clear Sight spell.
Cone of Cold 6 - 8
Range:- 20 ft long cone, 90 degrees to the casters front
Duration:- Instant
Extendable:- No
Primary Only:- Yes
Description:- A storm of icy shards erupt from the casters hands inflicting the damage shown below on everyone in the area of effect.
Level | Damage (Player Life) | Damage (Monster Hits) |
6 | 20 | 12 |
7 | 30 | 16 |
8 | 40 | 20 |
The damage inflicted by a Cone of Cold is reduced by magical armour class only. Dexterity (armoured or unarmoured) provides no protection from a Cone of Cold. The caster should indicate the arc of the cone using his outstretched hands and call the spell level followed by the word undodgeable and the amount of hits caused. For example "Cone of Cold 8, undodgeable, 20 Hits"
Cryostasis 6, 7
Range:- Touch (6), 20 ft (7)
Duration:- 10 Seconds
Extendable:- No
Primary Only:- Yes
Description:- This spell will completely immobilise the target for 10 seconds. Inflicting damage upon the target does not end the Cryostasis. The victim of the Cryostasis suffers all damage normally whist immobilised.
Dispel Magic 1 - 8
Range:- 20ft
Duration:- Instantaneous
Extendable:- No
Primary Only:- No
Description:- This spell will remove one magic effect from any one thing. The object must be specified i.e. sword, staff, person etc. It will only take effect if the effective level of the target spell is equal to, or lower than the level of the Dispel Magic. If the particular effect to be removed is of a higher level than the Dispel Magic then the Dispel Magic will fail.
A dispel magic can never be used to dispel another dispel.
Drop 1 - 5
Range:- 20ft
Duration:- Instant
Extendable:- No
Primary Only:- No
Description:- Causes the targets hand to be briefly coated in ice causing them to drop any weapon (not a shield) currently in their hand. Whether or not a weapon is affected depends on how much damage the wielder is doing. Consult the table below to see the maximum damage to be affected by each level:-
Level | Damage Affected | Shout |
1 | Single | Drop Single |
2 | Double | Drop Double |
3 | Triple | Drop Triple |
4 | Quad | Drop Quad |
5 | Quin | Drop Quin |
Note that if the target is doing any sort of magic or power damage then a Drop spell will not affect them regardless of level.
Embody Elemental of Ice 9 - 10
Range:- Self Only
Duration:- Until used
Extendable:- N/A
Primary Only:- No
Description:- The caster binds an Elemental of primal ice within themselves enabling the Sorcerer to quickly summon protections against the cold.
At level 9 Embody Elemental of Ice enable the Sorcerer to cast a single Protection from Cold Spell (at normal use of a spell slot) at vocal length without the usual ceremony. Furthermore the Protection from Cold spell cast in this way protects the caster from all White Spells of level 1 - 8 rather than 1 - 5 as is usually the case.
At level 10 Embody Elemental of Ice enable the Sorcerer to cast two Protection from Cold Spells (at normal use of a spell slot) at vocal length without the usual ceremony. Furthermore the Protection from Cold spell cast in this way protects the caster from all White Spells of level 1 - 8 rather than 1 - 5 as is usually the case.
A Sorcerer may only have a single Embodied Elemental in effect at any one time. Embody Elemental of Ice does not prevent the Sorcerer from casting Protection from Cold spells using the usual ceremony. Protection from Cold spells cast in this way do not count as a use of the Embodiment, which will remain in effect until all of the provided the vocal length is used, and only protect against spell of up to level 5 in the usual way.
Enlightenment 9 - 10
Range:- Self Only
Duration:- Special
Extendable:- N/A
Primary Only:- Yes
Description:- The Sorcerer becomes aware of the subtle flow of the elements and is better able to control and harness them.
At level 9 the Sorcerer with this spell in effect is always considered "in element" for White High Magic Spells.
At level 10 the Sorcerer is considered "in element" for Active White Arcane Spells of level 9.
Flash 1 and 2
Range:- Touch (1), 20ft (2)
Duration:- Instant
Extendable:- No
Primary Only:- No
Description:- A powerful light flashes in front of the victims eyes blinding them for 3 seconds. This spell will normally only effect humanoids and other living beings.
Freeze 4, 5
Range:- Touch (4), 20ft (5)
Duration:- 10 Seconds
Extendable:- No
Primary Only:- Yes
Description:- This spell causes the recipient to be frozen solid for the duration of the spell, and unable to move, cast, talk etc. During this frozen state, any blow received by the victim from an edged weapon will cause only 1 point of bruising damage from the physical component; though any blunt physical, magical or power component to the attack will affect the victim normally. The spell is broken if the victim is harmed in any way.
Frost Weaver 9 - 10
Range:- Self Only
Duration:- Until used
Extendable:- N/A
Primary Only:- No
Description:- The caster binds the purest cold within themselves allowing them to cast a number of High Level spells at vocal length.
At level 9 Frost Weaver grants the caster the ability to cast two level 7 Mass Fumble spells or one level 8 Mass Freeze spells (at normal use of a spell slot each time) at vocal length without the usual ceremony.
At level 10 Frost Weaver grants the caster the ability to cast four level 7 Mass Fumble spells or two level 8 Mass Freeze spells (at normal use of a spell slot each time) at vocal length without the usual ceremony.
A Sorcerer may only have a single Frost Weaver in effect at any one time. Frost Weaver does not prevent the Sorcerer from casting Mass Fumble or Mass Freeze spells using the usual ceremony. Spells cast in this way do not count as a use of the Frost Weaver, which will remain in effect until all of the provided vocal lengths are used.
Frostbite 6, 7
Range:- Touch (6), 20 ft (7)
Duration:- 15 Minutes
Extendable:- No
Primary Only:- Yes
Description:- This spell causes one limb of the target to become frozen solid and unusable for as long as the Frostbite is in effect. At level 6 the caster must touch the limb to be affected with both hands. At level 7 the caster must choose a limb when he indicates his target; e.g. "Frostbite your left leg". Frostbite has no effect upon the body or head, only the arms and legs may be affected.
Frozen Storm 9 - 10
Range:- Self Only
Duration:- Until used
Extendable:- N/A
Primary Only:- No
Description:- The caster becomes suffused with elemental energy allowing them to cast a number of High Level Cone of Cold spells at vocal length.
At level 9 Frozen Storm grants the caster the ability to cast three level 6 Cone of Cold spells (at normal use of a spell slot each time) at vocal length without the usual ceremony.
At level 10 Frozen Storm grants the caster the ability to cast three level 7 Cone of Cold spells (at normal use of a spell slot each time) at vocal length without the usual ceremony.
A Sorcerer may only have a single Frozen Storm in effect at any one time. Frozen Storm does not prevent the Sorcerer from casting Cone of Cold spells using the usual ceremony. Cone of Cold spells cast in this way do not count as a use of the Frozen Storm which will remain in effect until all of the provided vocal lengths are used.
Fumble 4, 5
Range:- Touch (4), 20ft (5)
Duration:- Instant
Extendable:- N/A
Primary Only:- No
Description:- Causes the target's hand to become numb with cold for one second causing them to drop any items currently in that hand. Even empowered and ensorcelled items are dropped as a result of this spell and it will affect any weapon regardless of the damage the wielder is inflicting. Note that this spell will work on a two-handed weapon or item held in two hands.
Hoarfrost 9 - 10
Range:- Self Only
Duration:- Special
Extendable:- N/A
Primary Only:- No
Description:- The Sorcerer focusing the chill elements to make his Cones of Cold more destructive.
At level 9 level 6 Cone of Cold Spells cast by the Sorcerer take effect as level 7 Cones of Cold.
At level 10 level 7 Cone of Cold Spells cast by the Sorcerer take effect as level 8 Cones of Cold.
Ice Javelin 1 - 5
Range:- Thrown (see below)
Duration:- Instant
Extendable:- No
Primary Only:- No
Description:- This spell conjures a Magical Javelin of Ice in the casters hand, which can then be thrown at a target of the casters choice. Note that unlike other magical attacks (Dark Blast, Strike, Bolt etc.) an Ice Javelin must be physically thrown at a target. A safe, suitable item, such as a tennis ball, must be used to represent the Ice Javelin.
The caster has 30 seconds after conjuring the Javelin, before it dissipates. If the Javelin strikes a target, then it inflicts the following damage, reduced by both Magical armour class and dexterity:
Level | Player Life Damage | Monster Hits Inflicted |
1 | 6 | 4 |
2 | 12 | 8 |
3 | 18 | 12 |
4 | 24 | 16 |
5 | 30 | 20 |
The damage from an Ice Javelin is locational to player characters.
After striking the target with the Javelin the caster of the spell should shout the name of the spell followed by the level and the number of monster hits inflicted. For example having struck hit opponent with the Javelin the caster would shout Ice Javelin 4, 16 Hits.
Ice Javelin 6 - 8
Range:- Thrown
Duration:- 15 Minutes
Extendable:- No
Primary Only:- No
Description:- At level six and above this spell produces a number of ice javelins each of which do damage equivalent to the level five spell of the same name. The javelins are created as a batch when the spell is cast and must then be released at a target within the next fifteen minutes. The javelins can only be released by the caster who created them, but otherwise require no vocals other than the words, 'magic I release thee'. The number of javelins created at each level is as follows:
Level | Number of Ice Javelin 5 spells produced | |
6 | 4 | |
7 | 6 | |
8 | 8 | |
The ice javelins created conform in all ways to those created by the level five spell, including the amount of damage inflicted. On casting this spell, the wizard is expected to provide appropriate phys. reps. of the missiles, which will be used in the casting ceremony. Any missiles not used within the 15 minute duration are lost.
Ice Store 6 - 8
Range:- Self Only
Duration:- Special
Extendable:- No
Primary Only:- Yes
Description:- Ice Store is a Spell Store that can hold any White Magic spell of up to level 5.
Level | Mana Stored | |
6 | 10 | |
7 | 20 | |
8 | 30 | |
Ice Store is a Spell Store as described in the High Level Casting rules.
Immunity to Cold 6 - 8
Range:- Self Only
Duration:- 15 Minutes
Extendable:- Yes
Primary Only:- Yes
Description:- The caster becomes immune to all White magic spells of level 5 and below.
Light 3
Range:- Self Only
Duration:- 15 Minutes
Extendable:- No
Primary Only:- No
Description:- This spell conjures a Magical Light in the casters hand. This spell may not be used unless the caster has an appropriate Physical Representation for the light (such as a glowing ball) which has been approved by the Referee on the event. The light must remain in the caster hand for it to be effective, should the caster willingly drop the light (it is not an item and may not be fumbled or disarmed) then it will be extinguished and the spell ended.
Mass Flash 5
Range:- 20 ft Cone 90 degrees to the casters front
Duration:- Instant
Extendable:- No
Primary Only:- No
Description:- This spell has exactly the same effect as the Flash spell with the exception that the range is increased to affect everyone in a cone 20ft long to the casters front. The caster should indicate the angle of the cone using his outstretched arms at the end of his casting.
Mass Freeze 8
Range:- 20 ft long cone, 90 degrees to the casters front
Duration:- 10 Seconds
Extendable:- No
Primary Only:- Yes
Description:- This spell casts a level 5 Freeze spell on everyone within the area of effect. The caster should indicate the arc of the cone with his outstretched arms at the end of his casting.
Mass Fumble 7
Range:- Cone, 20 ft long 90 degrees to the casters front.
Duration:- Instant
Extendable:- N/A
Primary Only:- No
Description:- This spell casts the Level 4 Fumble Spell on everyone within the area of effect causing them to fumble whatever is held in their primary hand.
Sorcerer's Dispel 9 - 10
Range:- Self Only
Duration:- Special
Extendable:- N/A
Primary Only:- No
Description:- This spell allows the Sorcerer to store a Dispel Magic of level 6 - 8 within their body which can be released at any time to counter a spell which would otherwise affect the Wizard. For example if a character with a Sorcerer's Dispel was targeted by a level 8 Dumbness spell which would prevent them from casting then they could choose to trigger their Sorcerer's Dispel to dispel the Dumbness before it could take effect. The caster must have a consistent trigger phrase to show when they have activated their Sorcerer's Dispel, "I am the master of the Elements - Dispel 8 that Dumbness" for example. The Dispel may also be released to target a spell already in effect as per a normal use of Dispel Magic. Sorcerer's Dispel is not considered a Sorcerer's Store and as such a Sorcerer may have both a Sorcerer's Store and a Sorcerer's Dispel. Sorcerer's Dispel uses one level 9 or 10 spell slot and the spell slot of level 6 - 8 to be stored within it. A Sorcerer may have both a Sorcerer's Dispel 9 and a Sorcerer's Dispel 10 in effect at the same time. These spells are considered out until either the dispel is used or the Sorcerer's Dispel is itself dispelled. Sorcerer's Dispel will remain in effect until the dispel is used or it is dispelled. Unlike most other prepared Arcane Spells Sorcerer's dispel may be recast on events provided that the Sorcerer meets all of the requirements to cast Active Arcane Spells (have a good enough Ceremonial Casting Kit and Ceremony).
Spell Attunement 6 - 8
Range:- Self Only
Duration:- Special
Extendable:- N/A
Primary Only:- No
Description:- The caster uses his knowledge of his element to reinforce his skill with a particular spell. Casters who are attuned to a particular spell are always considered to be "in element" for that spell.
Spell Attunement is taken as a spell choice from the Learn Spells Levels 6 - 8 Status skill and you must choose a spell to which to be attuned. To attune to a spell of level 7 you must first attune to the level 6 version of that spell if there is one and to attune to a level 8 spell you must attune to the level 7 version.
For one status sworn to the White School to gain the Learn Spells Levels 6 - 8 skill for example a Primary member of the White School may choose to learn Ice Store 6, Ice Javelin 6 and Ice Javelin Attunement 6. With his next point of status he may choose Ice Store 7 Ice Javelin 7 and Ice Javelin Attunement 7. He would not be able to learn Ice Javelin 7 Attunement until he had learnt Ice Javelin 6 Attunement.
Spell Attunement is a spell and the caster will be "out" one slot for each spell that he wishes to be attuned to on a particular adventure. You must always be attuned to the lower level versions of spell before attuning to the higher levels. For example if a Wizard wished to be attuned to Ice Javelin 8 on an adventure then he would begin that adventure "out" a level 8 slot for Ice Javelin Attunement 8. However he would also need to be attuned to Ice Javelin 6 and Ice Javelin 7, so he would actually be "out" one level 6, one level 7 and a level 8. He would then be attuned to Ice Javelin at levels 6, 7 and 8, every time he cast a Ice Javelin 6 - 8 he would count as being "in element", reducing his casting time by 5 minutes. If later in his career the same wizard also wished to attune to Clear Sight 6 and 7 then he would begin his Adventures "out" two level 6 slots, two level 7 slots and a level 8 slot. Spell slots "out" on Spell Attunements cannot be regained by resting or Memonicing unless the Spell Attunement is dispelled first.
Spell Attunement is a spell but it is cast at the Schools Ceremony area before an adventure begins. Spell Attunement will last until the Character returns to the Towers after an Adventure. Spell Attunement cannot be cast on Adventures.
Staff of Ice 3, 6 - 8
Range:- Touch
Duration:- 15 Minutes (3, 6, 8), 1 Hour (7)
Extendable:- No
Primary Only:- No
Description:- The caster calls on the Element of ice to temporarily enchant a normal blunt weapon so that inflicts magical damage. A Staff of Ice may not be cast on a weapon that is empowered, either permanently or as a result of another invocation. Staff of ice may never be cast on an edged weapon. A Staff of Ice inflicts magical damage as shown below:
Level | Magic Damage | |
3 | Magic 1 | |
6 | Magic 3 | |
7 | Magic 3 for 1 Hour | |
8 | Magic 4 | |
Sunlight 3 and 4
Range:- Touch (3), 20ft (4)
Duration:- Instant
Extendable:- No
Primary Only:- No
Description:- A powerful light flashes in front of the victims eyes blinding them for 3 seconds. This spell will affect most types of Undead as well as all creatures vulnerable to a Flash Spell.
Vessel of Light 9 - 10
Range:- Self Only
Duration:- Special
Extendable:- N/A
Primary Only:- No
Description:- Vessel of Light allows the Sorcerer to hold within his body a number of White spells, including a single spell of level 6 - 8, which can be released by uttering a unique command phrase (such as "Shine forth the light!). The maximum amount of Mana held in a Vessel of Light is shown below;
Level | Mana Stored |
9 | 40 |
10 | 60 |
Vessel of Light is a Sorcerer's Store.
Wizard's Dispel 6
Range:- Self Only
Duration:- Special
Extendable:- N/A
Primary Only:- Yes
Description:- This spell allows the wizard to store a Dispel Magic level 5 within their body which can be released at any time to counter a spell which would otherwise affect the Wizard. For example if a character with a Wizard's Dispel was targeted by a level 5 Dumbness spell which would prevent them from casting then they could choose to trigger their Wizard's Dispel to dispel the Dumbness before it could take effect. The caster must have a consistent trigger phrase to show when they have activated their Wizard's Dispel, "I am the master of the Elements - Dispel 5 that Dumbness" for example. The Dispel may also be released to target a spell already in effect as per a normal use of Dispel Magic. Wizard's Dispel is not considered a Spell Store and as such a Wizard may have both a Spell Store and a Wizard's Dispel. Wizard's Dispel uses one level 6 spell slot and one level 5 spell slot to be stored within it. These spells are considered out until either the dispel is used or the Wizard's Dispel is itself dispelled. Wizard's Dispel will remain in effect until the dispel is used or it is dispelled. Unlike spell stores Wizard's Dispel may be recast on adventures.