Grey School of Magic

Blade Ward 9
Cast in Armour 9
Combat Readiness (Steel Store) 6 - 8
Continuous Casting 6 - 8
Dispel Magic 1 - 8
Double Strength 6, 7
Endurance 1 - 8
Enduring Vigor 9 - 10
Mass Endurance 9 - 10
Peerless Combatant 9 - 10
Perfect Steel 9
Plate on Plate 7, 8
Plate Other 5
Protect Weapon 1
Protection from Battle Magic 6 - 8
Protection from Weakness 6 - 8
Resilience 10
Shield 2 and 4
Shield of Steel 6 - 8
Sorcerer's Dispel 9 - 10
Spell Attunement 6 - 8
Strength 3
Warlock's Armoury 9 - 10
Warlocks Blade 2, 4
Weapon Proficiency 2 - 8
Wizard's Dispel 6

Blade Ward 9

Range:- Self Only

Duration:- Special

Extendable:- No

Primary Only:- No

Description:- This spell is cast upon the Sorcerors blade. The blade is then immune to being damaged destroyed or vanished.

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Cast in Armour 9

Range:- Special

Duration:- Special

Extendable:- N/A

Primary Only:- Yes

Description:- Instead of awarding a specialist spell to Primary Guild Members the Grey School of Magic casts this spell upon the Wizard. Whilst Cast in Armour is in effect the caster may freely cast Magical Spells whilst wearing Metal Armour, as if he was wearing no armour at all.

Cast in Armour will last for the duration of an Adventure or until dispelled. Should Cast in Armour be dispelled the Grey School will recast it upon the Wizard for free as soon as he returns to the Towers.

Note that the character is not taught this spell; it is cast upon him by another Guild Member so the caster is not out any spell slots for it.

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Combat Readiness (Steel Store) 6 - 8

Range:- Self Only

Duration:- Special

Extendable:- N/A

Primary Only:- No

Description:- Combat Readiness is a Spell Store which allows the caster to store a number of Grey Spells up to level 5 which will all be cast on him immediately upon the utterance of a unique trigger phrase, such as "Mana I release thee". All of the spells stored in a Combat Readiness are released at once; the caster may not choose to keep some within the store whilst releasing others. The maximum amount of Mana that a Combat Readiness may hold is shown below;

Level Maximum Stored Mana
6 10
7 15
8 20

The spells stored in a Combat Readiness must be Grey, level 5 or below and must take effect upon the caster or his equipment. Combat Readiness is a Spell Store as detailed in the High Level Casting rules with the exception that it may be recast on adventures.

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Continuous Casting 6 - 8

Range:- Self Only

Duration:- Special

Extendable:- N/A

Primary Only:- Yes

Description:- Continuous Casting allows the caster to cast any number of Grey spells of levels 6 - 8 in such a way that they all come into effect as the caster completes the final spell in the sequence.

In order to be eligible to be used as part of a Continuous Casting the spell must take effect upon the caster's body, armour or weapon and the caster must have a Continuous Casting spell of the same level in effect.

For example a character with Continuous Casting level 6 in effect sits down to cast an Endurance 6, Double Strength 6 and a Shield of Steel 6. The caster expends spell slots and must spend the appropriate casting time as normal but none of the spells take effect until the final spell is completed. If the caster also had Continuous Casting levels 7 and 8 in effect he could cast any combination of spells of levels 6 - 8 during his continuous casting.

Continuous Casting lasts until Dispelled or the end of the adventure, whichever comes first. The caster will be "out" the spell slot for the Continuous Casting for as long as it is in effect.

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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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Double Strength 6, 7

Range:- Self Only (6), Touch (7)

Duration:- 15 Minutes

Extendable:- No

Primary Only:- No

Description:- The recipient of this spell gains the Double Strength skill for the duration of the spell.

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Endurance 1 - 8

Range:- Touch

Duration:- 15 Minutes

Extendable:- No

Primary Only:- No

Description:- The caster imbues the recipient with the fortitude of steel. This grants temporary life points which may exceed the recipient's normal maximum. The amount gained varies if the spell is cast upon the caster, or another recipient, and is shown below:-

Level Life Gained (cast on other) Life Gained (cast on self)
1 4 4
2 8 8
3 12 12
4 16 16
5 20 20
6 30 50
7 40 60
8 50 70

Damage is taken from these extra life points first. Temporary life gained from Endurance cannot be cured back. As soon as the extra life gained from Endurance 6 - 8 is gone the Endurance 6 - 8 ceases to be in effect. An Endurance of levels 1 - 5 remains in effect and must be dispelled before another Endurance can be cast upon them. A character may only have one Endurance level 1 - 8 running on them at a time.

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Enduring Vigor 9 - 10

Range:- Self Only

Duration:- 4 Hours (9), 16 Hours (10)

Extendable:- N/A

Primary Only:- No

Description:- Whilst this spell is in effect any Endurance level 1 - 5 spells cast by the Sorcerer will cease to be in effect as soon as the bonus life granted by the Endurance is expended.

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Mass Endurance 9 - 10

Range:- Circle, 10 ft. radius, centered on caster

Duration:- Instant

Extendable:- Yes

Primary Only:- Yes

Description:- The caster conjures the element of steel to surround him, resulting in everyone within 10 feet of the caster receiving an Endurance Spell of the level shown below:

Rank Effective Level of Endurance
6 Endurance 3
7 Endurance 4
8 Endurance 5
9 Endurance 6
10 Endurance 7

Each Endurance is treated as if it were cast by the Wizard but it does not cost a Spell Slot, all of the energy is provided by the Mass Endurance.

The Endurances provided by Mass Endurance 9 and 10 last for one hour or until all of the temporary life is expended rather than fifteen minutes as is usually the case.

Note that Mass Endurance 10 may be cast as an effective Mass Endurance 9 to increase the duration of the Endurances provided to four hours. No other level of Mass Endurance may be cast down in this way.

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Peerless Combatant 9 - 10

Range:- Self Only

Duration:- Special

Extendable:- N/A

Primary Only:- No

Description:- The Sorcerer uses his mastery of the element of Steel to enhance his fighting prowess.

At level 9 the Sorcerer chooses a specific weapon (not type of weapon) to which he binds a part of himself. Whenever he wields that weapon he inflicts +1 rank of physical damage with it, to a maximum of Oct.

At level 10 the Sorcerer inflicts an additional +1 rank of physical damage with his chosen weapon, to a maximum of Oct. In addition the chosen weapon cannot be affected by any magical spell of level 1 - 8 unless the Sorcerer wills it to be so.

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Perfect Steel 9

Range:- Self (Armour) Only

Duration:- Special

Extendable:- N/A

Primary Only:- No

Description:- The metal armour worn by the Sorcerer gains an armour bonus of +1 physical armour class as if it were superior to one level high than before.

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Plate on Plate 7, 8

Range:- Self Only (7), Other (8)

Duration:- 15 Minutes

Extendable:- No

Primary Only:- No

Description:- The recipient becomes armoured in a steel shell which provides 16 points of Physical Armour Class and 16 Points of magical armour class. Plate on Plate is a magical skin and as such will not stack with unarmoured dexterity. Plate on Plate counts as a Plate Self Spell for the purposes of casting the level 2 and 4 spells Shield.

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Plate Other 5

Range:- Self Only (4), Touch (5)

Duration:- 15 Minutes

Extendable:- No

Primary Only:- No

Description:- The caster summons forth a magical suit of armour that provides the following physical and magical protection.

Level

Physical A.C.

Magical A.C.

4

8

8

5

8

8

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Protect Weapon 1

Range:- Touch

Duration:- 15 Minutes

Extendable:- No

Primary Only:- No

Description:- The caster enchants a weapon with magic. The Destroy Weapon spell and any similar spells or effects that would render the weapon useless cannot affect a protected weapon.

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Protection from Battle Magic 6 - 8

Range:- Self Only

Duration:- 15 Minutes

Extendable:- No

Primary Only:- Yes

Description:- Protection from Battle Magic makes the caster immune to the following levels of Battle Magic Spells cast upon them from any source with the exception of the caster for the duration of the Protection from Battle Magic;

Level Spell Levels Protected from
6 1 - 3
7 1 - 4
8 1 - 5

Protection from Battle Magic makes the caster immune to all spells (even beneficial ones) of the indicated levels that he does not cast on himself for its duration. Spells already in effect upon the caster are not affected in any way by a Protection from Battle Magic.

Spells are negated at their effective level, not their cast level. For example, a Protection from Battle Magic 8 will make you immune to Slow 6, since this is an effective Slow 5 when it hits the target.

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Protection from Weakness 6 - 8

Range:- Touch

Duration:- 15 Minutes

Extendable:- Yes

Primary Only:- No

Description:- The recipient of this spell cannot be dropped below a certain level of strength, by any means, for the duration of the spell. Spells such as Weakness will still be in effect upon the recipient of a Protection from Weakness but they will not reduce the targets strength below these levels;

Level Minimum Strength Level
6 Normal
7 Strength
8 Double Strength

Note that Protection from Weakness does not increase the recipient's natural strength. An Elven mage with normal strength would not gain Double Strength due to this spell (but they would be immune to strength draining effects for the duration).

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Resilience 10

Range:- Self Only

Duration:- Special

Extendable:- N/A

Primary Only:- No

Description:- The Sorcerer becomes one with the enduring element of Steel. Whenever the Sorcerer is "in element" he may cast Endurance Level 6 at vocal length.

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Shield 2 and 4

Range:- Self Only

Duration:- 15 Minutes

Extendable:- No

Primary Only:- No

Description:- Shield spell summons an invisible shield of force that works in conjunction with a level 4 Plate Self spell. It provides bonus physical as shown below:-

Level

Physical Armour Class Bonus

2

+1

4

+2

If the caster does not have a Plate Self running then the Shield spell no effect but is not dispelled. The Shield Spell only provides the bonus armour class whilst a Plate Self Spell is in effect.

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Shield of Steel 6 - 8

Range:- Self Only

Duration:- 15 Minutes

Extendable:- No

Primary Only:- Yes

Description:- Shield of Steel protects the caster from all weapon blows, melee and ranged. It provides the following armour classes;

Level Physical A.C. Magic A.C. Power A.C.
6 20 0 0
7 20 20 0
8 20 20 20

Shield of Steel provides protection from Weapon Blows only. It provides no armour class against claws or any sort of attack that does not involve being hit with a weapon. Shield of Steel is not a magical skin and as such the caster may have both a Shield of Steel and a skin at the same time.

Shield of Steel does not provide AC against invocations or spells that are delivered by a weapon; only against the weapon blow itself.

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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 Grey School to gain the Learn Spells Levels 6 - 8 skill for example a Primary member of the Grey School may choose to learn Endurance 6, Combat Readiness 6 and Endurance Attunement 6. With his next point of status he may choose Endurance 7 Combat Readiness 7 and Endurance Attunement 7. He would not be able to learn Combat Readiness 7 Attunement until he had learnt Combat Readiness 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 Endurance 8 on an adventure then he would begin that adventure "out" a level 8 slot for Endurance Attunement 8. However he would also need to be attuned to Endurance 6 and Endurance 7, so he would actually be "out" one level 6, one level 7 and a level 8. He would then be attuned to Endurance at levels 6, 7 and 8, every time he cast a Endurance 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 Combat Readiness 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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Strength 3

Range:- Touch

Duration:- 15 Minutes

Extendable:- No

Primary Only:- No

Description:- This spell grants the character Strength as per the skill. If the recipient currently has Strength, or better, then the spell has no effect.

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Warlock's Armoury 9 - 10

Range:- Self Only

Duration:- Special

Extendable:- N/A

Primary Only:- No

Description:- Warlock's Armoury holds a number of Grey Spells that will be cast upon the Sorcerer when he utters a unique command phrase (such as "I conjure the armour of the Warlock!). Warlock's Armoury will hold any combination of Grey spells but may never have more than one spell of each level 6, 7 and 8 at level 9 and no more than three high magic spells of any level at 10. All of the spells held within Warlock's Armoury must be Grey and must take effect upon the caster or his equipment. The maximum amount of Mana held in a Warlock's Armoury is shown below;

Level Mana Stored
9 30
10 30

Warlock's Armoury is a Sorcerer's store as described in the Arcane Magic Rules with the exception that you may have one Warlock's Armoury of each level (9 and 10) in effect at the same time. This does not allow Warlock's Armoury to be combined with any other Sorcerer's Stores.

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Warlocks Blade 2, 4

Range:- Touch

Duration:- 15 Minutes

Extendable:- No

Primary Only:- No

Description:- This spell will increases the physical damage dealt by the caster by +1 rank for 8 blows at level 2 and 20 blows at level 4. The caster should utter a distinctive shout in addition to his damage to show that he is expending a use of the Warlocks Blade, "Warlock!, Quad" for example. The maximum damage obtainable when using this spell is Quartz.

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Weapon Proficiency 2 - 8

Range:- Self Only

Duration:- 15 Minutes

Extendable:- No

Primary Only:- No

Description:- This spell allows the recipient to use a weapon as if they possessed the skill as shown below. The spell grants the knowledge to use a type of weapon (swords, axes etc.) as shown in the basic rules under weapon skills:-

Level Skill Granted Base Damage
2 Double Handed Weapon Proficiency Double
3 Single Handed Weapon Mastery Double
4 Double Handed Weapon Mastery Triple
5 Enhanced Single Handed Weapon Mastery Triple
6 Enhanced Double Handed Mastery Quad
7 Single Handed Weapon Attunement Quad
8 Double Handed Weapon Attunement Quin

In order to benefit from a Proficiency spell you must first possess (either naturally or through the use of lower level Proficiency spells) the earlier skills in the table. Enhanced single mastery Proficiency spell for maces will have no effect on someone unless they already possess Single proficiency and Single mastery in mace for example.

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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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