Yellow School of Magic

Affinity to Storms 9 - 10
Charge Animate 6 - 8
Charge Self 9 - 10
Dispel Magic 1 - 8
Electrify Weapon 6 - 8
Embody Elemental of Lightning 9 - 10
Fork Lightning 6 - 8
Forked Lightning 5
Lightning Bolt 2 - 8
Lightning Store 6 - 8
Radial Static Field 6 - 8
Shocking Grasp 1 - 5
Shocking Grasp 6 - 8
Sorcerer's Dispel 9 - 10
Spell Attunement 6 - 8
Static Field 1 – 5
Static Field 6 - 8
Storm Blade 2, 4
Storm Caller 9 - 10
Stun 6, 7
Tempest 9 - 10
Wizard's Dispel 6

Affinity to Storms 9 - 10

Range:- Self Only

Duration:- Special

Extendable:- N/A

Primary Only:- No

Description:- The caster binds the forces of a tempestuous storm into their body enabling them to harness its energy.

At level 9 the Sorcerer with this spell in effect is always considered "in element" for Yellow High Magic Spells.

At level 10 the Sorcerer is considered "in element" for Active Yellow Arcane Spells of level 9.

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Charge Animate 6 - 8

Range:- Touch

Duration:- 15 Minutes

Extendable:- Yes

Primary Only:- No

Description:- Charge Animate allows the caster to store a number of Level 5 Shocking Grasp Spells within the body of himself or another individual. The caster of the Charge Animate must expend the level 5 Spell Slots to be stored at the time of casting. The number of Shocking Grasps that may be stored within a Charge Animate is shown below;

Level Stored Shocking Grasp 5's
6 2
7 3
8 4

The stored Shocking Grasps may be released with an appropriate trigger phrase, such as "Mana I release thee".

Charge Animate is not a Spell Store, a character may have a Spell Store in effect and still be the recipient of a Charge Animate.

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Charge Self 9 - 10

Range:- Self Only

Duration:- Special

Extendable:- N/A

Primary Only:- No

Description:- Charge Self allows the caster to hold within his body a number of Yellow Magic Spells including a single spell of level 6 - 8. The maximum amount of Mana that may be held by Charge Self is shown below;

Level Mana Stored
9 40
10 60

Charge Self is a Sorcerer's Store.

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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.

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Electrify Weapon 6 - 8

Range:- Touch

Duration:- 15 Minutes

Extendable:- Yes

Primary Only:- No

Description:- The caster calls on the Element of Electricity to temporarily enchant a normal weapon so that inflicts magical damage. An Electrify Weapon may not be cast on a weapon that is empowered, either permanently or as a result of another spell or invocation. Electrify Weapon also allows the caster to release a single Shocking Grasp spell through the weapon by uttering an appropriate phrase, such as "mana I release thee". The Shocking Grasp spell is provided by the Electrify Weapon so the caster is not required to expend a spell slot to use it. The magical damage and the level of the Shocking Grasp provided by Electrify Weapon are shown below;

Level Magic Damage Level of Stored Shocking Grasp
6 Magic 2 3
7 Magic 2 4
8 Magic 2 5

Only the caster of the Electrify Weapon may release the stored shocking grasp. In the hands of anyone other than the caster it is a Magic 2 weapon.

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Embody Elemental of Lightning 9 - 10

Range:- Self Only

Duration:- Until used

Extendable:- N/A

Primary Only:- No

Description:- The caster binds a capricious lighning Elemental into themselves allowing them to cast a number of High Level Shocking Grasp spells at vocal length.

At level 9 Embody Elemental of Lightning grants the caster the ability to cast three level 6 Shocking Grasp spells (at normal use of a spell slot each time) at vocal length without the usual ceremony.

At level 10 Embody Elemental of Lightning grants the caster the ability to cast three level 7 Shocking Grasp spells (at normal use of a spell slot each time) at vocal length without the usual ceremony.

A Sorcerer may only have a single Embodied Elemental in effect at any one time. Embody Elemental of Lightning does not prevent the Sorcerer from casting Shocking Grasp spells using the usual ceremony. Shocking Grasp spells cast in this way do not count as a use of the Embodiment which will remain in effect until all of the provided vocal lengths are used.

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Fork Lightning 6 - 8

Range:- Self Only

Duration:- 15 Minutes

Extendable:- Yes

Primary Only:- Yes

Description:- The caster of Forked Lightning is able to channel Lightning Bolts through his body more quickly. Whilst Forked Lightning is in effect, every time the recipient casts a Lightning Bolt (including Dart, Blast and Strike) of the same level or below as the caster's effective Fork Lightning he may immediately cast one forked copy of the same spell, expending a spell slot as normal, using no vocals other than a unique trigger phrase, "Lightning Bolt 6, 40 hits, Storms Aid Me, Lightning Bolt, 40 Hits". The Forked Bolt may be targeted at the same opponent as the first or at a different opponent entirely. The caster may only trigger one forked copy per full casting of the Lightning Bolt spell.

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Forked Lightning 5

Range:- Self Only

Duration:- 15 Minutes

Extendable:- Yes

Primary Only:- Yes

Description:- The caster of Forked Lightning is able to channel Lightning Bolts through his body more quickly. Whilst Forked Lightning is in effect, every time the recipient casts a Lightning Bolt (including Dart, Blast and Strike) of the same level or below as the casters effective Fork Lightning he may immediately cast one forked copy of the same spell, expending a spell slot as normal, using no vocals other than a unique trigger phrase, "Lightning Bolt, 16 hits, Storms Aid Me, Lightning Bolt, 16 Hits". The Forked Bolt may be targeted at the same opponent as the first or at a different opponent entirely. The caster may only trigger one forked copy per full casting of the Lightning Bolt spell (including Dart, Blast and Strike).

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Lightning Bolt 2 - 8

Range:- 20ft

Duration:- Instant

Extendable:- N/A

Primary Only:- No

Description:- The caster hurls a crackling bolt of ligntning towards his target, which strikes automatically inflicting the damage listed below.

Level Spell Name Total Damage (Player Life) Locational Damage (Player Life) Monster Hits Inflicted
2 Lightning Dart 6 1 2
3 Lightning Blast 12 2 4
4 Lightning Strike 24 4 8
5 Lightning Bolt 48 8 16
6 Lightning Bolt 6 72 12 48
7 Lightning Bolt 7 96 16 64
8 Lightning Bolt 8 120 20 80

After completing the vocals the caster of the Lightning Bolt should point to his target and clearly shout The name of the Spell followed by the number of monster hits inflicted. For example having finished the appropriate casting and vocals the character would point at his target and shout "Lightning Strike, 8 Hits" or "Lightning Bolt 8, 80 Hits".

The Player Life damage is divided equally per location. A Lightning Bolt 7 therefore inflicts 16 points of damage to each location. A Players magical armour class will reduce the damage to each location. A magical armour class of 6 would reduce the damage from a Dark Bolt 7 to 60 as it would reduce the damage inflicted to each location to 10. A Magical Armour class of 14 would reduce the locational damage of a Dark Bolt 7 to 2 points, reducing the total damage inflicted to 12 (2 damage per location to 6 locations).

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Lightning Store 6 - 8

Range:- Self Only

Duration:- Special

Extendable:- N/A

Primary Only:- Yes

Description:- Lightning Store is a Spell Store that can hold any Yellow Magic spell of up to level 5.

Level Mana Stored
6 10
7 20
8 30

Lightning Store is a Spell Store as described in the High Level Casting rules.

A Lightning Bolt released from a Lightning Store may not be forked using the Forked Lightning Spell.

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Radial Static Field 6 - 8

Range:- Circle, 10ft Diameter, centred on caster

Duration:- 15 Minutes

Extendable:- Yes

Primary Only:- No

Description:- The caster summons a shimmering sphere of defensive energy around him which provides both himself and anyone within 10 ft of him the following magical armour class. To benefit from the armour class provided by Radial Static field one must be within 10ft of the caster as he completes his casting.

Level Magic Armour Class
6 6
7 7
8 8
9 9
10 10

Radial Static Field is not a magical skin. The additional magical armour class provided by a Radial Static Field does not stack with the magical armour class provided by a magical skin or unarmoured dexterity. In both cases the characters magical armour class will be whichever is the higher.

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Shocking Grasp 1 - 5

Range:- Touch

Duration:- Instant

Extendable:- No

Primary Only:- No

Description:- The caster summons enormous energy into his hands that he may release upon a single target with a two handed touch (one handed at level 1). The damage inflicted is shown below.

Level

Total Player Life (per hand)

Monster Hits

1

6 (6)

2

2

12 (6)

4

3

20 (10)

8

4

30 (15)

12

5

48 (24)

20

The targets magical armour class reduces the damage from each hand separately. Dexterity does not reduce the damage taken from a Shocking Grasp.

As the caster releases the spell on his target he should clearly shout the name of the spell followed by the level and the number of monster hits inflicted. For example having finished the appropriate casting and vocals the character would touch his target with both hands and shout “Shocking Grasp 5, 20 Hits”.

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Shocking Grasp 6 - 8

Range:- Touch

Duration:- Instant

Extendable:- N/A

Primary Only:- No

Description:- Shocking Grasp 6 - 8 inflicts a number of Shocking Grasp 5's upon the target at the same time. The amount of Shocking grasps inflicted and the total number of monster hits inflicted are shown below.

Level Shocking Grasp 5's Inflicted Monster Hits Inflicted
6 2 60
7 3 80
8 4 100

Because Shocking Grasp 6 - 8 inflicts multiple Shocking Grasp 5's the targets magical armour class counts against each Shocking Grasp 5 separately. Thus a character with a Static Field level 5 in effect would suffer 28 points of damage from a Shocking Grasp 5 and would therefore suffer (4 x 28 =) 112 points of damage from a Shocking Grasp 8.

As the caster releases the spell on his target he should clearly shout the name of the spell followed by the level and the number of monster hits inflicted. For example having finished the appropriate casting and vocals the character would touch his target with both hands and shout "Shocking Grasp 7, 80 Hits".

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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).

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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 Yellow Guild to gain the Learn Spells Levels 6 - 8 skill for example a Primary member of the Yellow School may choose to learn Shocking Grasp 6, Lightning Bolt 6 and Shocking Grasp Attunement 6. With his next point of status he may choose Shocking Grasp 7 Lightning Bolt 7 and Shocking Grasp Attunement 7. He would not be able to learn Lightning Bolt 7 Attunement until he had learnt Lightning Bolt 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 Shocking Grasp 8 on an adventure then he would begin that adventure "out" a level 8 slot for Shocking Grasp Attunement 8. However he would also need to be attuned to Shocking Grasp 6 and Shocking Grasp 7, so he would actually be "out" one level 6, one level 7 and a level 8. He would then be attuned to Shocking Grasp at levels 6, 7 and 8, every time he cast a Shocking Grasp 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 Lightning Bolt 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.

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Static Field 1 – 5

Range:- Touch

Duration:- 15 Minutes

Extendable:- Yes

Primary Only:- No

Description:- The caster summons a cloak of sparks around the target. A Static Field provides physical and magical armour class as shown on the table below.

Level

Physical A.C.

Magical A.C.

1

1

2

2

2

4

3

3

6

4

4

8

5

5

10

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Static Field 6 - 8

Range:- Self Only

Duration:- 15 Minutes

Extendable:- Yes

Primary Only:- Yes

Description:- This spell grants the caster a number of Static Field level 5 spells using level 6 - 8 spell slots. Upon completing the casting the caster has one Static Field 5 upon their hands which they may release in the usual way. As soon as the first in released upon a target the second and subsequent Static Field 5 spells appear immediately. No vocals are required to release the Static Field 5's and the caster does not expend any level 5 spell slots. The Static Field 5 spells are treated exactly as normal and may be extended in the usual way. The number of Static Field 5 Spells granted to the caster is shown below:

Level Static Field 5's granted
6 2
7 4
8 6

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Storm Blade 2, 4

Range:- Touch

Duration:- 15 Minutes (2), 1 Hour (4)

Extendable:- No

Primary Only:- No

Description:- The caster calls on the Element of Lightning to temporarily enchant a normal bladed weapon so that inflicts magical damage. A Storm Blade may not be cast on a weapon that is empowered, either permanently or as a result of another spell. Storm Blade may never be cast on a blunt weapon. A Storm Blade inflicts magical damage for a duration shown below:

Level Magic Damage Duration
2 Magic 1 15 Minutes
4 Magic 1 1 Hour

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Storm Caller 9 - 10

Range:- Self Only

Duration:- Special

Extendable:- N/A

Primary Only:- No

Description:- When using the Fork Lighting spell the Sorcerer is able to release an additional Bolt of Lighting using his command phrase in addition to the one granted by the Fork Lighting.

For example the Sorcerer would perform his vocals for a Lightning Bolt normally, would utter his command phrase for his Fork Lightning ("Storms aid me!") to release an additional Lightning Bolt. With Storm Caller in effect the caster may utter his command phrase a second time to release a third Lightning Bolt. Forked Bolts use up a spell slot as if they had been cast normally.

At level 9 the Sorcerer may fork all Lightning Bolts up to level 5 one additional time.

At level 10 the Sorcerer may fork all Lightning Bolts up to level 6 one additional time.

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Stun 6, 7

Range:- Touch

Duration:- 15 Minutes

Extendable:- No

Primary Only:- Yes

Description:- By touching the limb of his target the caster can cause that limb to cease functioning for 15 minutes. At level 6 the spell requires a two handed touch on the targeted limb. At level 7 the caster may stun one limb with each hand. Stun does not work on the body or the head, only the arms or legs are affected.

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Tempest 9 - 10

Range:- Self Only

Duration:- Until used

Extendable:- N/A

Primary Only:- No

Description:- The caster binds a living storm within themselves allowing them to cast a number of High Level Lightning Bolt spells at vocal length.

At level 9 Tempest grants the caster the ability to cast three level 6 Lightning Bolt spells (at normal use of a spell slot each time) at vocal length without the usual ceremony.

At level 10 Tempest grants the caster the ability to cast six level 6 Lightning Bolt spells (at normal use of a spell slot each time) at vocal length without the usual ceremony.

Note that spells cast at vocal length using Tempest are "cast" and therefore may be duplicated using Forked Lightning or Stormcaller spells of the appropriate level.

A Sorcerer may only have a single Tempest in effect at any one time. Tempest does not prevent the Sorcerer from casting Lightning Bolt spells using the usual ceremony. Lightning Bolt spells cast in this way do not count as a use of the Tempest which will remain in effect until all of the provided vocal lengths are used.

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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.

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