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Green School of Magic
Affinity to Water 9 - 10
Range:- Self Only
Duration:- Special
Extendable:- N/A
Primary Only:- Yes
Description:- The caster binds an undine into themselves such that they may far more easily tap access the element of Water.
At level 9 the Sorcerer with this spell in effect is always considered "in element" for Green High Magic Spells.
At level 10 the Sorcerer is considered "in element" for Active Green Arcane Spells of level 9.
Contingency 6 - 8
Range:- Self Only
Duration:- Special
Extendable:- N/A
Primary Only:- Yes
Description:- Contingency allows the caster to store either a magical skin or a Dispel Magic of a level shown below within their body for release upon themselves under a certain set of circumstances.
Level | Spell Level held in Contingency | |
6 | 1 - 4 | |
7 | 1 - 5 | |
8 | 1 - 6 | |
If the Contigency is used to store a Dispel Magic then the Dispel can be released with a trigger phrase (such as "Contigency do thy work")and then targetted as if cast. If the Contigency is used to store a magical skin then that magical skin will take effect upon the caster if the casters current skin is dispelled or the caster utters a trigger phrase. Like a Spell Store the Contingency and the stored spell are both "out" until used or dispelled. Contingency can be cast before leaving for an adventure and will last for the duration of that adventure, until triggered or until dispelled.
Contingency is not a Spell Store although it is similar in some respects. A character may have both a Spell Store and a Contingency at the same time. Unlike a Spell Store, Contingency may be recast on adventures.
The caster must provide the Skin or the Dispel to be stored in the contigency, it may not come from an outside source.
Contingency 9 - 10
Range:- Self Only
Duration:- Special
Extendable:- N/A
Primary Only:- No
Description:- Contingency allows the caster to store either a magical skin or a Dispel Magic of a level shown below within their body for release upon themselves under a certain set of circumstances.
Level | Spell Level held in Contingency | |
9 | 1 - 7 | |
10 | 1 - 8 | |
If the Contingency is used to store a Dispel Magic then the Dispel can be released with a trigger phrase (such as "Contingency do thy work") and then targeted as if cast. If the Contingency is used to store a magical skin then that magical skin will take effect upon the caster if the casters current skin is dispelled or the caster utters a trigger phrase. Like a Sorcerer's Store the Contingency and the stored spell are both "out" until used or dispelled.
Contingency is not a Sorcerer's Store although it is similar in some respects. A character may have both a Sorcerer's Store and a Contingency at the same time. It is possible to have both a level 9 and a level 10 Contingency in effect, but only one of each level.
The caster must provide the Skin or the Dispel to be stored in the contigency, it may not come from an outside source.
Detect Magic 1
Range:- 10ft Radius around caster.
Duration:- Instant
Extendable:- No
Primary Only:- No
Description:- The caster becomes aware of any magical item or effect within 10ft of him. No information about the item or effect is learnt, merely the fact that it is magical.
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.
Enchant Spell Store 6 - 8
Range:- Touch
Duration:- Special
Extendable:- N/A
Primary Only:- No
Description:- Spell store allows the wizard to store a number of Common Battle Magic Spells of any colour within an item, usually a piece of jewellery. Enchant Spell Store cannot be cast onto an item which is already empowered or ensorcelled. A caster may only have one Enchanted Spell Store in effect at a time. The amount of mana held within an Enchanted Spell Store is shown below.
Level | Mana Stored | |
6 | 5 | |
7 | 10 | |
8 | 15 | |
Spell Store follows all of the rules for Spell Stores within the High Level Casting rules with the exception that the spells are stored within an item created by the caster and not his body. A caster may therefore have one Spell Store and one Enchanted Spell Store at a time. Someone other than the caster may use an enchanted spell store in the same way as any other item.
Identify 2, 5
Range:- Special
Duration:- Variable
Extendable:- No
Primary Only:- No
Description:- The caster summons forth Undines of water who will seek out knowledge of a particular magical item and its abilities.
This spell takes 5 minutes to cast, which must be accompanied by a small ceremony. The item being examined must remain with the caster for the duration of the spell. After 5 minutes have passed the undines will have appeared, seen the item in question, and gone to find the answer(s). The undines will return at some point in the future and then the caster will learn something of the objects abilities (Referees Discretion). This will usually be at the next appropriate time out. This spell only works on magical items, mundane and empowered items are not affected.
The level 5 version of the Spell works in the same way but allows the caster to identify up to 5 items at the same time. Each item must be in the casters possession for the duration of the casting.
Identify 6
Range:- 20ft
Duration:- Special
Extendable:- No
Primary Only:- Yes
Description:- This spell will identify a magical item in the same way as the level 2 Identify Spell with the exception that the caster can identify one item without touching or examining it provided that the item being identified remains within 20ft of the caster for the duration of the casting time.
Identify 7
Range:- Touch
Duration:- Special
Extendable:- No
Primary Only:- Yes
Description:- This spell works in the same way as the level 2 Identify Spell with the exception that it will reveal more information about the item and is able to identify more unusual or powerful items. For example a level 2 Identify Spell may reveal that a ring contains three charges of Fire Bolt. Identify 7 on the same item may reveal that it is also a ritual component for a ceremony to summon fire elementals. A level 2 Identify may reveal that an item is called "The Hand of Doom" whilst a level 7 Identify may reveal what that actually means. Identify 7 only works on Magical and mundane items; it has no effect upon empowered items.
Identify 8
Range:- Special
Duration:- Special
Extendable:- No
Primary Only:- Yes
Description:- This spell works in the same way as the level 2 Identify Spell with the exception that it is cast to learn more about a specific individual rather than an item. In order to cast an Identify 8 the caster must either have a personal object belonging to the individual they wish to identify, part of the target's body (hair, blood, limb etc.) or must remain within 20ft of the target for the duration of the casting. The caster should focus on what aspect of the individual they wish to identify, such as their skill-at-arms or their approximate rank. This spell does not read minds so a target's thoughts cannot be identified. As with all identify spells the information will be imparted to the caster during an appropriate time out, the caster should not ask the target or anyone else for an immediate answer.
Mass Slip 5
Range:- 20 ft Cone 90 degrees to the casters front
Duration:- Instant
Extendable:- N/A
Primary Only:- No
Description:- This spell has exactly the same effect as the Slip spell with the exception that it affects everyone in a cone 20ft long to the caster's front. The caster should indicate the angle of the cone using his outstretched arms at the end of his casting.
Mass Slow 8
Range:- 20 ft long cone, 90 degrees to the casters front
Duration:- 15 minutes
Extendable:- No
Primary Only:- Yes
Description:- This spell has exactly the same effect as the level 5 Slow spell with the exception that the range is increased to affect everyone in a cone 20ft long to the caster's front. The caster should indicate the angle of the cone using his outstretched arms at the end of his casting. Note that each individual Slow will still Dispel at Level 5.
Recall 5
Range:- Self Only.
Duration:- Instant
Extendable:- No
Primary Only:- No
Description:- The caster of Recall may recover five Mana in Spell Slots that have previously been cast that day. The five Mana may be divided up into Spell Slots as the character wishes. For example he may wish to recover two level 1 slots and one level 3 slot or one level 1 slot and one level 4 slot. The character may only regain slots that have already been used that day and are not out on a spell still in effect.
Recall 6 - 8
Range:- Self Only
Duration:- Instant
Extendable:- N/A
Primary Only:- No
Description:- The caster of Recall may recover an amount of Mana in Spell Slots of levels 1 - 5 that have previously been cast that day. The Mana may be divided up into Spell Slots as the character wishes. The amount of Mana recovered is shown below.
Level | Mana Recovered | |
6 | 10 | |
7 | 20 | |
8 | 30 | |
9 | 40 | |
10 | 50 |
The character may only regain slots that have already been used that day and are not "out" on a spell still in effect.
At level 9 the Sorcerer may recover used Spell Slots up to level 6.
At level 10 the Sorcerer may recover used Spell Slots up to level 7.
Slip 1 and 2
Range:- Touch (1), Range (2)
Duration:- 3 Seconds
Extendable:- No
Primary Only:- No
Description:- The caster calls forth the element of water to coat the soles of the targets feet with slippery fluid. The Target must stumble as if they had slipped, good role-playing is compulsory, it takes three seconds for them to regain their balance but they are then free to act normally.
Slow 5
Range:- Touch
Duration:- 15 Minutes
Extendable:- No
Primary Only:- Yes
Description:- This spell causes the target to become slow. A Slowed person moves at half speed, including the swinging of weapons, speaking or casting, for the duration of the spell.
A target may never have more than one Slow in effect at any time. If a target is struck with a second Slow whilst the first is still in effect then the second spell will not take effect. The target should NOT call "no effect" to a second or subsequent Slow as they will already be moving slowly so to the caster it should be obvious that you are under the effect of a Slow spell.
Slow halves dexterity armour class; this effect stacks with other Dexterity limiting spells such as Bind or Entangle.
Slow 6
Range:- 20 ft
Duration:- 15 Minutes
Extendable:- No
Primary Only:- Yes
Description:- This spell works in exactly the same way as the Level 5 specialist spell Slow with the exception that the range is 20ft. Note that the Slow will still Dispel at Level 5.
Slow Store 6 - 8
Range:- Self Only
Duration:- Special
Extendable:- No
Primary Only:- Yes
Description:- This Spell Store allows the caster to hold within his body a number of level 5 Slow Spells. The maximum amount of Mana held in a Slow Store is shown below;
Level | Slow Spells Stored | |
6 | 2 | |
7 | 4 | |
8 | 6 | |
Slow Store is a Spell Store and follows all of the rules for Spell Stores in the High Magic Rules.
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).
Sorcerer's Gift 9 - 10
Range:- Touch
Duration:- 1 Hour
Extendable:- Yes
Primary Only:- No
Description:- Sorcerer's Gift is a Sorcerer's Store which can be cast on others as well as the caster. It may store High Magic Green Spells, which are cast as part of the Arcane Ceremony used to cast the Sorcerer's Gift. Note that the spells to be stored within a Sorcerer's Gift must come from the Sorcerer casting the Gift. Sorcerer's Gift will hold a number of spells as shown below.
Level | Mana Stored | |
9 | 2 Level 6's OR 1 level 7 | |
10 | 3 level 6's OR 2 level 7's OR 1 level 8 | |
Sorcerer's Gift works in the same way as a Sorcerer's Store as detailed in the Arcane Level Casting rules although it may be cast on adventures and has a limited duration. A Sorcerer's Gift may be in effect in addition to the usual limitation of Sorcerer's Stores but a character may only have a single Sorcerer's Gift in effect at any one time.
Sorcerer's Memonic 9 - 10
Range:- Self Only
Duration:- Until Memonic or Sleep
Extendable:- N/A
Primary Only:- No
Description:- This Spell may only be cast once the Sorcerer has Memoniced that day. The Sorcerer may then Memonic one additional time that day.
A Sorcerer may only benefit from each level of Sorcerer's Memonic once each per day. By casting both of them it is possible for the Sorcerer to Memonic three times in a single day.
Sorcerer's Store 9 - 10
Range:- Self Only
Duration:- Special
Extendable:- N/A
Primary Only:- No
Description:- Sorcerer's Store allows the caster to hold within his body a number of Green magic spells including a single spell of level 6, 7 or 8. The maximum amount of Mana held in a Sorcerer's Store is shown below;
Level | Mana Held |
9 | 40 |
10 | 60 |
Sorcerer's Store 9 and 10 are Sorcerer's stores as described in the Arcane Magic Rules.
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 Green School to gain the Learn Spells Levels 6 - 8 skill for example a Primary member of the Green School may choose to learn Wizard's Gift 6, Recall 6 and Wizard's Gift Attunement 6. With his next point of status he may choose Wizard's Gift 7 Recall 7 and Wizard's Gift Attunement 7. He would not be able to learn Recall 7 Attunement until he had learnt Recall 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 Wizard's Gift 8 on an adventure then he would begin that adventure "out" a level 8 slot for Wizard's Gift Attunement 8. However he would also need to be attuned to Wizard's Gift 6 and Wizard's Gift 7, so he would actually be "out" one level 6, one level 7 and a level 8. He would then be attuned to Wizard's Gift at levels 6, 7 and 8, every time he cast a Wizard's Gift 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 Recall 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.
Spell Craft 3 - 5
Range:- Varies
Duration:- Varies
Extendable:- Varies
Primary Only:- No
Description:- The Element of Water is strong in the field of Knowledge. The caster of Spell Craft may tap into this knowledge to duplicate any Common Battle Magic Spell (i.e. one on this list) as if it were two levels higher than it actually is. For example the caster could cast a level 3 Spell Craft to duplicate the effects of a Magic Missile level 1 or a level 5 Spell Craft to duplicate a Fire Skin 3. The duplicated spell works exactly as described under its own entry, the only difference would be the caster vocals (which would be for Spell Craft and not the spell duplicated) and the Spell Slot required to cast the spell (which would be the level of the Spell Craft required to duplicate the spell, two levels higher than the effect).
Only the effects of Common Battle Magic Spells from this list may be duplicated using Spell Craft, no other spell or effect may be duplicated.
Spell Store 6 - 8
Range:- Self Only
Duration:- Special
Extendable:- N/A
Primary Only:- No
Description:- Spell Store allows the caster to hold within his body a number of Battle Magic spells of any colour. The maximum amount of Mana held in a Spell store is shown below;
Level | Mana Stored | |
6 | 5 | |
7 | 10 | |
8 | 20 | |
Spell Store follows all of the rules for Spell Stores in the High Magic Rules.
Vanish Animate 6 - 8
Range:- Self Only (6), Touch (7), 20ft (8)
Duration:- 15 Minutes
Extendable:- No
Primary Only:- Yes
Description:- The targeted creature vanishes. Whilst vanished the target is not there and cannot be harmed in any way. Time does not pass for a vanished individual and they may take no action at all whilst vanished. The target is unaware of what happens during the time in which he is vanished. Once the spell expires the target reappears at the spot from which they vanished. The target of this spell should place their hand in the air and move as quickly as possible away from the encounter. The character should not watch the rest of the encounter as they are not able to see the events from where they are. The referee will tell you when to reappear.
Vanish Inanimate 6 - 8
Range:- 20 feet
Duration:- 15 Minutes
Extendable:- No
Primary Only:- Yes
Description:- This spell will cause a single object targeted by the caster to vanish for 15 Minutes. After the spell duration has elapsed the object will return to the location from which it disappeared. At level 6 Vanish Inanimate will work only on mundane items, at level 7 it may also effect ensorcelled items and at level 8 it will affect empowered items. Vanish will work on an item worn or held by another creature and at the end of the spell duration it will reappear relative to that person even if they have moved (so a Vanished Sword will reappear in the wielders hand, a vanished Talisman necklace will reappear around the owners neck etc).
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.
Wizard's Gift 6 - 8
Range:- Touch
Duration:- 15 Minutes
Extendable:- Yes
Primary Only:- No
Description:- Wizard's Gift is a Spell Store which can be cast on others rather than the caster. It may store Battle Magic Spells of any colour of magic, which must be cast into the recipient upon completion of the Wizard's Gift. Note that it does not have to be the caster of the Wizard's Gift who provides the spells to be stored. Wizard's Gift will hold an amount of mana as shown below.
Level | Mana Stored | |
6 | 5 | |
7 | 10 | |
8 | 15 | |
Wizard's Gift works in the same way as a Spell Store as detailed in the High Level Casting rules although it may be cast on adventures and has a limited duration. A Wizard's Gift may be in effect in addition to the usual limitaion of Spell Stores but a character may only have a single Wizard's Gift in effect at any one time.