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Out of Game · Rule Book · Chapter 5

Spells

Every spell listed here is available at all NERO Chapters.

The information following each spell’s in-game name lists the spell’s level, whether it is Celestial or Earth, whether it may be made into a Potion or Scroll, and its duration.

Spell Defenses

Certain spells and effects protect a character from incoming spells or attacks, and are often preferred to as “protectives.” Each Spell Defense protects against one spell or effect only. Spell Defenses are cast on the recipient in advance and remain in effect until they are triggered by the specific type of effect they prevent.

The Spell Defenses are Displacement, Elemental Shield, Guardian of the Four, Magic Armor, Poison Shield, Reflect Magic, and Shield Magic.

You are always aware of which Spell Defenses are active on you. Once a Spell Defense is active, it applies to the next appropriate incoming effect, even if that effect would not otherwise have affected you, and is expended.

All Spell Defenses must be called correctly, such as “Reflect Magic” or “Phase,” to be effective. The call must be made within three seconds or the defense is lost or not used, as appropriate.

Spell Durations

CONCENTRATION

This spell lasts as long as the caster maintains concentration. While concentrating, the caster may not run or use any game skills.

CONTINUOUS

Continuous is a specific form of concentration that requires the caster to repeatedly chant a litany, recite a verse, or sing a song.

At the end of each repetition, the caster may state the incant for the spell and deliver the effect as described in the spell. As long as the caster continues the repetition, they may continue to cast the spell using only one spell slot. Each spell with this duration may impose additional restrictions.

While maintaining a continuous spell, the caster may not speak outside the verse or incant, may not use other skills, and may not pause for longer than five seconds. All limitations of Concentration also apply. If a continuous spell is used only once, the caster may simply state the incant.

TIMED

These spells last for a fixed duration of 5 seconds, 1 minute, 5 minutes, 10 minutes, 1 hour, or 5 days.

INSTANT

These spells take effect immediately. While the duration is instantaneous, the effects may be permanent. Any damage caused by these spells remains until cured.

INDEFINITE

The effects of these spells are permanent unless the target receives the listed counter spell, the effect is used up, or the target dies. The appropriate counter spell is listed in the spell description.

LINE OF SIGHT

This spell lasts as long as the caster can see the target, or the target can see the caster. If a straight line can be drawn between the caster and the target without being blocked by a large, immovable object, Line of Sight is maintained. Closing one’s eyes or hiding behind another character does not break Line of Sight.

If Line of Sight is blocked by a very large object, such as a building or large tree, for more than ten seconds, the spell ends. If Line of Sight is reestablished within ten seconds, the spell continues. These spells end immediately if the caster falls unconscious and may last for a maximum of five days.

Spell Descriptions

ALTHENA’S MENTAL CLARIFIER

LEVEL: 4

DURATION: INSTANT

This spell rouses the target from Waylay, any sleep effect, and the charm effects Calm, Calm Animal, Shun, Shun Animal, Silence, Fear, and Vampire Charm.

“I command you to Awaken.”

LITITIA’S ELEMENTAL BANISHMENT

LEVEL: 9

DURATION: INSTANT

This spell forces any extraplanar creature originating from Tyrra back to its native plane and prevents that creature from returning for 24 Tyrran hours. Any items the creature is carrying are left behind unless they are Spirit Linked. This spell cannot be used to travel back to Tyrra from another plane.

“With mystic force I Banish you.”

Spell C E S P Duration
Awaken ✓ ✓ ✓ ✓ Instant
Banish ✓ ✓ Instant
Bind ✓ ✓ ✓ Line of Sight
Bless ✓ ✓ Indefinite
Calm ✓ ✓ 5 Minutes
Calm Animal ✓ 5 Minutes
Cause Critical Wounds ✓ ✓ Instant
Cause Disease ✓ ✓ Indefinite
Cause Light Wounds ✓ ✓ Instant
Cause Mortal Wounds ✓ ✓ Instant
Cause Serious Wounds ✓ ✓ Instant
Cause Wounds ✓ ✓ Instant
Charm ✓ ✓ 5 Minutes
Charm Animal ✓ 5 Minutes
Circle of Harmony ✓ ✓ 1 Hour
Circle of Power ✓ ✓ 10 Minutes
Confine ✓ ✓ Line of Sight
Control Undead ✓ 5 Minutes
Corruption ✓ 1 Minute
Create Undead ✓ 5 Minutes
Cure Critical Wounds ✓ ✓ Instant
Cure Disease ✓ ✓ Instant
Cure Light Wounds ✓ ✓ Instant
Cure Mortal Wounds ✓ ✓ Instant
Cure Serious Wounds ✓ ✓ Instant
Cure Wounds ✓ ✓ Instant
Curse ✓ ✓ Indefinite
Death ✓ Instant
Delayed Endow ✓ ✓ Indefinite
Desecrate ✓ Indefinite
Destroy ✓ ✓ ✓ Instant
Destroy Undead ✓ Instant
Detect Magic ✓ ✓ ✓ Instant
Dispel Magic ✓ ✓ ✓ ✓ Instant
Displacement ✓ Indefinite
Dragon’s Breath ✓ ✓ Instant
Eldritch Blast ✓ Instant
Elemental Blade ✓ ✓ Indefinite
Elemental Shield ✓ ✓ ✓ ✓ Indefinite
Empathic Healing ✓ Instant
Enchanted Blade ✓ ✓ Indefinite
Endow ✓ ✓ Indefinite
Enflame ✓ Instant/5 sec
Extended Hearth ✓ ✓ Indefinite
Flame Bolt ✓ ✓ Instant
Spell C E S P Duration
Free Undead ✓ Instant
Fumble ✓ ✓ ✓ 5 seconds
Guardian of the Four ✓ ✓ Indefinite
Harm Undead ✓ Instant
Help Undead ✓ Instant
Ice Bolt ✓ ✓ Instant
Ice Storm ✓ ✓ Instant
Imprison ✓ 10 Minutes
Illumination ✓ ✓ 5 Days
Improved Hearth ✓ ✓ 1 Hour
Inspiration ✓ Instant
Lesser Divestiture ✓ Instant
Lesser Investiture ✓ 5 Days
Life ✓ Instant
Lightning Bolt ✓ ✓ Instant
Lightning Storm ✓ Instant
Magic Armor ✓ ✓ ✓ ✓ Indefinite
Magic Missile ✓ ✓ Instant
Magic Storm ✓ Concentration
Mystic Lock ✓ 5 Days
Paralyze ✓ 5 Minutes
Pin ✓ ✓ ✓ Line of Sight
Poison Shield ✓ Indefinite
Purify Blood ✓ ✓ Instant
Refit Armor ✓ Instant
Reflect Magic ✓ ✓ ✓ ✓ Indefinite
Regeneration ✓ 1 Minute
Release ✓ ✓ ✓ ✓ Instant
Remove Curse ✓ ✓ Instant
Remove Drain ✓ ✓ Instant
Remove Fear ✓ ✓ Continuous
Remove Physical Affliction ✓ ✓ Instant
Remove Weakness ✓ ✓ Instant
Repel ✓ ✓ ✓ Concentration
Restore Limbs ✓ ✓ Instant
Sanctuary ✓ Indefinite
Shatter ✓ ✓ ✓ Instant
Shield ✓ ✓ Indefinite
Shield Magic ✓ ✓ ✓ ✓ Indefinite
Shun ✓ ✓ ✓ 5 Minutes
Shun Animal ✓ 5 Minutes
Silence ✓ ✓ 5 Minutes
Silver Aura ✓ ✓ Indefinite
Sleep ✓ ✓ ✓ ✓ 5 Minutes
Spell C E S P Duration
Stabalize ✓ Continuous
Stone Bolt ✓ ✓ Instant
Taint Blood ✓ ✓ Indefinite
Tarry ✓ 5 Minutes
Trap Undead ✓ Line of Sight
Turn Undead ✓ 5 Minutes
Unparalyze ✓ ✓ Instant
Ward ✓ 5 days
Weakness ✓ ✓ Indefinite
Web ✓ ✓ ✓ Line of Sight
Wither Limb ✓ ✓ Indefinite

LASSET’S MYSTIC BINDING

LEVEL: 4

DURATION: LINE OF SIGHT

This spell restrains the victim’s arms, holding them straight against the sides of the body. The victim may speak normally but cannot use any game skills that require the use of the arms, including wielding a weapon or shield, casting a spell, or activating a gas globe. The victim may still walk, run, or leave the combat area as they choose. This spell does not stop the victim from being searched or receiving a Killing Blow, though a moving victim is unlikely to permit either action.

“With mystic force, I Bind you.”

BEARKILLER’S PROTECTION

LEVEL: 1

DURATION: INDEFINITE

This spell grants the recipient five additional Body Points. These points are the first Body Points lost when damage is taken. This spell cannot be used to revive an unconscious character or to harm an undead.

“I grant you the power of a Bless 5.”

GOLEM’S CHARM TO SOOTH THE SAVAGE

LEVEL: 4

DURATION: 5 MINUTES

Through this spell, the caster calms a single target, rendering them docile and non-aggressive for five minutes. While affected, the target may wander away, go to the tavern for a drink, or sit and rest. The target cannot take any aggressive actions, will not engage in combat, and will not attempt to remove the spell. This is a charm effect and overrides the target’s normal behavior for as long as it remains in effect, unless negated by Resist Charm. If the target is attacked in any manner, the effect immediately ends. The effect may also be removed by Awaken or Dispel Magic.

“I command you to be Calm.”

XAVIER’S BESTIAL SOOTHER

LEVEL: 1

DURATION: 5 MINUTES

Through this spell, the caster calms a single creature designated as an animal, making it docile and non-aggressive for five minutes. While affected, the creature cannot take any aggressive actions, including engaging in combat, and will not attempt to remove the spell. The animal may wander away or sit and rest for a time. This effect is a form of charm and overrides normal behavior for as long as it remains active, unless negated by Resist Charm. If the creature is attacked in any way, the effect immediately ends. Awaken or Dispel Magic may also be used to remove this effect. This spell affects only ordinary animals, fish, and birds. It does not affect magical animals, hybrid animals, or animal men.

For example, an eagle would be affected, but a gryphon, phoenix, or biata would not. A bull would be affected, but a minotaur or bull scavenger would not. A horse would be affected, but a unicorn would not. This spell has no effect on any being not designated as an ordinary animal, though it will still trigger Shield Magic or similar protective effects.

“I command this animal to be calm.”

MORGIN’S ENHANCED ABERRATION

LEVEL: 6

DURATION: INSTANT

This spell inflicts 30 points of Body damage to the target and does not affect armor. When used on an undead creature, it instead restores 30 Body Points.

“I call upon chaos to Cause Critical Wounds 30.”

KORAC’S DEMISE

LEVEL: 3

DURATION: INDEFINITE

This spell afflicts the recipient with a debilitating disease. The infection is not contagious and prevents the target from running. Purify Blood does not remove the effects of this spell. This spell may not affect creatures that have no metabolism.

“I call upon chaos to Cause Disease.”

SUVINA’S MINOR ABERRATION

LEVEL: 1

DURATION: INSTANT

This spell inflicts 5 points of Body damage to the target and does not affect armor. When used on an undead creature, it instead restores 5 Body Points.

“I call upon chaos to Cause Light Wounds 5.”

TALI’S GREATER ABERRATION

LEVEL: 8

DURATION: INSTANT

This spell inflicts 40 points of Body damage to the target and does not affect armor. When used on an undead creature, it instead restores 40 Body Points.

“I call upon chaos to Cause Mortal Wounds 40.”

ACCOLON’S CORRUPTER

LEVEL: 4

DURATION: INSTANT

This spell inflicts 20 points of Body damage to the target and does not affect armor. When used on an undead creature, it instead restores 20 Body Points.

“I call upon chaos to Cause Serious Wounds 20.”

SUVINA’S LESSER ABERRATION

LEVEL: 2

DURATION: INSTANT

This spell will deal 10 points of body damage to the target. It does not affect armor. It will cure 10 Body Points to an undead creature.

“I call upon chaos to Cause Wounds 10.”

DALTON’S MYSTIC BEFRIENDING

LEVEL: 7

DURATION: 5 MINUTES

This spell causes the victim to perceive the caster as their closest and most trusted friend. While the spell is in effect, no amount of logic or role-playing can convince the victim that they have been charmed, and the victim does not remember the casting of the spell until after the effect ends or is removed.

An attack on the victim by members of the caster’s party does not immediately end the spell. However, if the caster cannot provide a reasonable explanation for failing to help defend the victim, the spell will end. If the caster personally attacks the victim, the spell is broken immediately.

The victim will not act in a manner completely contrary to their own nature, such as attacking their own party, unless the caster can provide a very strong justification. This spell does not reduce the victim to a mindless follower obeying commands without thought. Instead, the victim is compelled to remain near the caster and seriously consider the caster’s suggestions. This assumes both individuals share a common language, as a victim cannot follow suggestions they cannot understand.

This spell only affects creatures that possess a mind as defined by the game. Certain creatures, such as lesser undead, golems, or some giant insects, lack a mind and are immune to this effect.

When the spell’s duration ends, the victim remembers everything that occurred except the casting of the Charm spell itself. Depending on the situation, the victim may realize afterward that they had been charmed.

This spell is not powerful enough to override Control Undead, Fear, or Vampire Charm.

“I command you to be Charmed.”

XAVIER’S ANIMAL FRIENDSHIP

LEVEL: 3

DURATION: 5 MINUTES

This spell allows the caster to calm one creature designated as an animal, rendering it docile and non-aggressive for five minutes. While under this effect, the creature cannot take any aggressive actions, including participating in combat, and will not attempt to remove the spell. The animal may move away from the area or sit and rest during this time. This is a charm effect that overrides normal behavior while it remains in effect, unless countered by Resist Charm. If the creature is attacked in any manner, the effect immediately ends. Awaken or Dispel Magic may also be used to remove this effect.

This spell applies only to ordinary animals, fish, and birds. It does not affect magical animals, hybrid animals, or animal men. For example, an eagle would be affected, while a gryphon, phoenix, or biata would not. A bull would be affected, while a minotaur or bull scavenger would not. A horse would be affected, while a unicorn would not. This spell has no effect on any being not classified as an ordinary animal, though it will still trigger Shield Magic or similar protective effects.

“I command this animal to be Charmed.”

EDGAR’S SYMBOLIC HEARTH

LEVEL: 6

DURATION: 1 HOUR

The caster may draw or construct an intricate circle that functions as a prepared hearth for the school of magic from which this spell is cast, without requiring an indoor location. The circle must be composed of a circle within a circle, forming a circular band. Between the two circles there must be no fewer than eight symbols or glyphs. The circle must be completely prepared before the spell is cast. The outer circle may have a maximum radius of six feet, and the inner circle must be at least six inches smaller in radius. The area enclosed by the outer circle is the area of effect.

The spell remains in effect for one hour, or until the circle is partially or fully erased, separated, destroyed, or a Dispel Magic is cast on the physical representation. The caster must place an individually recognizable, stylized “H” at the center of the circle to indicate that it is active. This “H” is out of game, similar to the use of a “W” for a ward. The circle continues to function even if the caster leaves the area, but if it is dispelled or otherwise disrupted, the “H” must be removed. A player must verify that their “H” is still present before using a Circle of Harmony.

A player may cast this spell from both schools of magic to gain the hearth effect for both schools. In this case, the “H” must reflect this to the caster. Multiple characters may have this effect active in the same area, but each Circle of Harmony must have its own “H” that is recognizable by the player who cast it and clearly distinct from any others.

“With eldritch force I build a Circle of Harmony.”

LANIA’S POWER CIRCLE

LEVEL: 9

DURATION: 10 MINUTES

This spell allows the caster to inscribe a circle for protection. Before casting the spell, a visible physical representation of the circle must be drawn in the dirt or represented by something physical (chalk, string, etc). A shield may not be used as the physical representation, including attaching a circle to the shield or marking a circle on it in any way. If any object not in the possession of a character (such as a table or chair) would obstruct the circle going up then the spell will fail and be wasted. Any character not fully within the circle representation when the spell is cast is ejected and must move to outside the boundary. The representation is in-game. The caster must be fully within the completed circle before casting. The circle may be a maximum of 6 feet in radius and must be in the shape of a circle. No effect, person or object may pass across the circle while it is active.

The Circle will last for 10 minutes, though it may be dropped by the caster at any time if he or she touches the circle and states “Circle down.” The statement “Circle down” is out-of-game, although any observers who hear the statement are aware that the Circle was dropped, and they might know who dropped it.

The Circle will also go down if the caster leaves the Circle (via spirit walk, gate, rift, etc.) or dies (needing a Life spell). The Circle is not affected by Dispel Magic.

Circle of Power and Ward effects may not overlap in any way, though they may be concentric.

“With eldritch force, I build a Circle of Power.”

MANNARIA’S ADVANCED ELDRITCH BINDER

LEVEL: 8

DURATION: LINE OF SIGHT

This spell snares the arms of its victim, binding them straight to its sides, and immobilizes the victim completely from the neck down making them helpless. The victim may talk freely, but may not use any game skills requiring use of the arms, including using a weapon or shield, casting a spell, or activating a gas globe. The victim may not walk, run, or be moved in any way. Any item the victim is holding cannot be dropped. However, since the effect allows the victim to be searched, anyone else can choose to physically remove a hand-held item from the victim by simply “searching” them. Even a victim with Superhuman Strength cannot prevent himself from being “searched” in this manner. This spell does not prevent the victim from being given a Killing Blow.

“With mystic force, I Confine you.”

YLIVIK’S SPHERE OF COERCION

LEVEL: 2

DURATION: 5 MINUTES

This spell allows the caster to control a single lesser undead for five minutes. Commands given may not require reasoning or sentient thought beyond that of an animal. For example, “Guard this” is valid, while “Count all the leaves on that tree” requires sentience and will not function. If multiple Control Undead effects are present, the most recent one takes precedence. This spell has no effect on a living target, though it will remove Shield Magic or Reflect Magic from a living person. This effect overrides Calm, Calm Animal, Charm, Charm Animal, Shun, Shun Animal, and Fear.

“I call upon chaos to Control Undead.”

BALVAR’S CORRUPTING TOUCH

Level: 8

Duration: 1 Minute

This spell restores an undead target or other target healed by necromancy or chaos to his or her full body points. Once the spell is successfully cast, the target will begin to regenerate as per the rules of the special ability Regeneration. Corruption requires that the character stand or sit in one place for one minute and concentrate. If this process is interrupted before its completion, the spell is lost for no effect. The target may not be restored to a total of body higher than is appropriate for his race and level via this spell. This spell may not be used to aid a living character in any way. This spell only affects targets which are healed by necromancy or chaos. This spell does not remove any other negative effects. This spell is the reverse of Regeneration.

“I call upon chaos to Corrupt you.”

NECRO’S RE-ANIMATOR

LEVEL: 7

DURATION: 5 MINUTES

This spell may only be cast on a corpse that has not previously been animated. It draws the character’s spirit back to reanimate its former body, creating a zombie that follows the caster’s commands as though affected by a Control Undead spell. This spell must be cast within the five-minute period between the character’s death and the moment the spirit departs for the Earth Circle for resurrection.

The spell turns the individual into a mindless berserker who fights at normal speed until reduced to zero Body Points or until the caster orders it to stop. The creature’s outward appearance does not change. While the character exists as an undead, the five-minute resurrection count is suspended.

If the zombie is reduced to zero Body Points or is affected by Dispel Magic, the spell ends and the resurrection count resumes from where it was paused. The spirit retains no memory of the time spent as a zombie.

The zombie has the maximum Body Points the character possessed in life, along with any armor remaining on the corpse. The zombie is immune to all alchemical substances and to the spells Calm, Calm Animal, Charm, Charm Animal, Death, Life, Paralyze, Shun, Shun Animal, Sleep, and Taint Blood. It is affected by spells that specifically target undead, such as Trap Undead and Sanctuary. The zombie may use only base weapon skills and cannot use Critical Attacks, spells, or Waylays. It deals damage solely based on its weapons and cannot cast spells or speak. The zombie is healed by numerical spells with Chaos in the incant and takes damage from numerical spells with Earth in the incant.

“I call upon chaos to Create Undead.”

MORGIN’S ENHANCED RESTORATIVE

LEVEL: 6

DURATION: INSTANT

This spell restores up to 30 points of Body damage, but never beyond a character’s maximum Body Points. It can revive an unconscious or dying character but cannot resurrect a dead one. When used on an undead creature, this spell instead inflicts 30 points of Body damage.

“I call upon the earth to Cure Critical Wounds. 30.”

KORAC’S ELDRITCH INFUSION

LEVEL: 3

DURATION: INSTANT

This spell cures a character who is afflicted with a disease.

“I call upon the earth to Cure Disease.”

SUVINA’S MINOR RESTORATIVE

LEVEL: 1

DURATION: INSTANT

This spell restores up to 5 points of Body damage, but never beyond a character’s maximum Body Points. It can revive an unconscious or dying character but cannot resurrect a dead one. When used on an undead creature, this spell instead inflicts 5 points of Body damage.

“I call upon the earth to Cure Light Wounds. 5.”

TALI’S GREATER RESTORATIVE

LEVEL: 8

DURATION: INSTANT

This spell restores up to 40 points of Body damage, but never beyond a character’s maximum Body Points. It can revive an unconscious or dying character but cannot resurrect a dead one. When used on an undead creature, this spell instead inflicts 40 points of Body damage.

“I call upon the earth to Cure Mortal Wounds. 40.”

ACCOLON’S ABERRATION

LEVEL: 4

DURATION: INSTANT

This spell restores up to 20 points of Body damage, but never beyond a character’s maximum Body Points. It can revive an unconscious or dying character but cannot resurrect a dead one. When used on an undead creature, this spell instead inflicts 20 points of Body damage.

“I call upon the earth to Cure Serious Wounds. 20.”

SUVINA’S LESSER RESTORATIVE

LEVEL: 2

DURATION: INSTANT

This spell will restore up to 10 points of body damage but never more than a character’s maximum. It will restore an unconscious character but will not resurrect a dead one. Against undead, this spell will do 10 points of body damage.

“I call upon the earth to Cure Wounds. 10.”

TRISILIA’S CURSE

LEVEL: 7 DURATION: INDEFINITE

This spell causes the victim to take double damage from all attacks that would normally affect them. The effect may be removed by Remove Curse or Dispel Magic. Damage is doubled before any Spell Defenses are applied. This curse does not reduce a creature’s Threshold and does not cause the creature to be affected by attacks that would not normally affect it.

“I Curse you with destruction.”

ANGELICA’S SPIRIT EVICTOR

LEVEL: 9

DURATION: INSTANT

This spell forces the victim’s spirit to flee the body, provided the creature has a metabolism. Any armor the character was wearing remains intact, but all active spells on the victim immediately end. This effect causes the character’s death, and the only way to save the victim is through a Life spell.

“I grant you the gift of Death.”

MIDTGUARD’S DELAYED OGRESTRENGTH

LEVEL: 2

DURATION: INDEFINITE

This spell grants the recipient the ability to deal an additional two points of damage on a single successful swing. The total damage must be announced while making the swing. Once the damage is called, the spell is expended whether or not the attack hits. Unlike a standard Endow, the recipient may choose when to activate a Delayed Endow.

The recipient may instead expend this spell to break free from Pin, functioning the same as the monster ability. Delayed Endow provides no benefit to creatures with Superhuman Strength greater than +1, and only grants a +1 bonus to creatures with +1 Superhuman Strength.

This spell may be combined with other Blade Effects, but only one such effect may be active at a time. It does not allow the recipient to damage creatures that can only be harmed by magical weapons.

“I grant you the power of a Delayed Endow.”

HECTOR’S VILIFICATION

LEVEL: 4

DURATION: INDEFINITE

This spell protects the recipient from all non-ranged attacks originating from living creatures. Ranged attacks, such as spells, missile weapons, and gas globes, may still affect the recipient. The effect remains active as long as the recipient keeps their hands crossed on their chest and does not suffer any Body damage.

If there is any doubt as to whether an attacker is living, the recipient is considered affected by that attacker. The recipient may not call a Hold or otherwise go out of game to determine the attacker’s status. While Desecrate is in effect, the character may use no game abilities other than touch-casting spells on themselves. Attempting to pick up an item will immediately disrupt the spell.

“I call upon chaos to Desecrate you.”

ZALINARIK’S IMPROVED SHATTERING FORCE

LEVEL: 6

DURATION: INSTANT

This spell makes any tagged object up to the size of a normal door unusable. It cannot be used to create a door-sized opening in an object larger than a door. The spell may target a suit of armor, but Shield spells and Dexterity Armor are unaffected. Armor that is successfully destroyed requires its tag to be discarded and is considered unusable. This spell has no effect on any item that has been Rendered Indestructible.

The spell may also be cast at a creature to affect an appropriate item the creature is carrying or wearing, or to target the creature directly, as some creatures may be harmed by this spell. If the caster does not specify an item, or if the spell is delivered by a carrier attack, the target chooses which currently non-rendered item that matches the description is destroyed. If no such item exists, the target should call “got it” and follow the rules for stacking spells.

If an item is destroyed that contains, has attached to it, or has items fastened to it, all such items are also destroyed. Destroying a shield also destroys any scrolls, gas globes, or similar items attached to it. Destroying a trapped door or item will trigger and destroy the trap as well.

“I summon a force to Destroy (item).”

NECRO’S ABOMINATION

LEVEL: 7

DURATION: INSTANT

This spell destroys a single lesser undead creature. A greater undead instead takes 70 points of Body damage. This spell has no effect on a living target, though it will remove a living person’s Shield Magic or Reflect Magic.

“I call upon the earth to Destroy Undead.”

SHALIZAR’S ENCHANTED MAGESIGHT

LEVEL: 2

DURATION: INSTANT

Casting this spell on an object or person allows the caster, and only the caster, to determine whether magic is present. Any visible items worn or carried by the target are detected, but items concealed under clothing or inside bags or containers are not. This spell affects an area up to the size of a normal door.

The subject must inform the caster which visible items, if any, are magical and identify the school of magic present on each detected item as Earth, Celestial, Both, or Other. If the subject has any active spell defenses, such as Endow or Magic Armor, the subject will register as magical to the caster. This does not conceal or override the detection of magic items worn by the subject. For example, the presence of a Shield spell does not mask a magic item.

When cast on a Circle of Power or a Ward, this spell reveals both the school of magic involved and whether the duration is ten minutes, one hour, one year, or two years.

“I call forth mystic power to Detect Magic.”

KILLRAVEN’S DIABOLICAL DISRUPTER

LEVEL: 8

DURATION: INSTANT

This spell removes all active non-formal magical effects from a target creature or object, unless a spell description specifically states otherwise. Shield Magic or Reflect Magic will protect all other spells on a person from a Dispel Magic, but the Shield Magic or Reflect Magic is expended in the process. A Dispel Magic potion is not blocked by Shield Magic or Reflect Magic and will remove those effects along with all other spells active on the drinker.

“I call forth mystic power to Dispel Magic.”

RIGALINION’S CAMOUFLAGE

LEVEL: 8

DURATION: INDEFINITE

This spell grants the caster, and only the caster, protection against the first effect that strikes them. It cannot be cast on another target. If applicable, this spell is always the first protective effect expended and is used before any other automatic protective effect, though a Formal Magic Cloak or Bane may be used before Displacement. The caster may choose to accept a touch-cast effect while this spell is active. When an appropriate attack hits the caster, the defense activates automatically.

Displacement cannot be imbued through a Formal Magic Cantrip, placed into any type of Magic Item, including a Spell Store item, or otherwise transferred for another to cast. The proper call for this defense is “Phase.”

“I grant you the power of a Displacement.”

ARCEVOL’S DRACONIAN ENCHANTMENT

LEVEL: 8

DURATION: INSTANT

This spell allows the caster to cast a bolt of magical fire, dealing 40 hit points of eldritch fire damage to the target.

“I call forth a Dragon’s Breath. 40.”

DIRANDA’S ENERGY EXPELLER

LEVEL: 9

DURATION: INSTANT

This spell allows the caster to strike a target with a bolt of magical fire, ice, lightning, or stone, dealing 45 points of eldritch damage. The caster chooses the damage type at the time of casting and indicates the choice through the verbal. This damage does not otherwise ignite, freeze, or alter the environment. For purposes of magic delivery, monster abilities, magic items, and similar effects, this spell may also be called as Fire Blast, Ice Blast, Lightning Blast, or Stone Blast.

“I call forth a(n) (flame, ice, lightning or stone) Blast. 45.”

ARCEVOL’S IMPROVED ELEMENTAL CONJURATION

LEVEL: 4

DURATION: INDEFINITE

This spell allows the recipient to deal an additional five points of damage on a single successful swing. The spell is expended whether or not the blow successfully hits. Unlike a standard Endow, the recipient may choose when to activate an Elemental Blade. The total damage must be announced while making the swing.

This damage does not ignite, freeze, petrify, or otherwise alter the environment. The additional damage is produced by the spell’s eldritch effect and may be fully added to damage dealt by creatures with Superhuman Strength.

This spell may be stacked with up to two other Blade Effects, but only one Blade Effect may function at a time. It does not allow the recipient to damage creatures that can only be harmed by magical weapons. When using this spell, the recipient may call Fire, Ice, Lightning, or Stone as the damage type. The damage type is chosen at the moment the extra damage is applied to the weapon strike.

“I grant you the power of an Elemental Blade.”

PELDIN’S ELEMENTAL BARRIER

LEVEL: 6

DURATION: INDEFINITE

This spell protects the recipient from the next effect that includes the word “elemental” in the verbal, after which the spell is immediately expended. When this protection is triggered, the proper call is “Elemental Shield.”

“I grant you the power of an Elemental Shield.”

OLEANDER’S SELF SACRIFICE

LEVEL: 2

DURATION: INSTANT

This spell allows the caster to take one detrimental effect from the target and place it onto themselves. The effects that may be transferred by this spell are Disease, Curse, Paralyze, Silence, Sleep, Taint Blood, Weakness, Wither Limb, Drain, Drain Life, Feeblemind, Hallucinoid, Intoxicant, Nausea, and Vertigo. No effect not listed here may be transferred using Empathic Healing.

The caster may not use spell defenses or combat abilities such as Dodge or Phase to negate the transferred effect. If the effect does not take hold on the caster due to immunity, a formal magic defense, or a magic item, the spell fails. For the spell to succeed, the caster must accept the effect or use a racial resist. The duration of the transferred effect begins when the caster takes it, not from when it was originally applied to the target.

“I call upon the earth to Transfer (effect)”

TURING’S AURA OF ENCHANTMENT

LEVEL: 6

DURATION: INDEFINITE

This spell allows the recipient to use the Magic weapon type against a single opponent for one battle, functioning in the same manner as a Critical Attack. The recipient may choose when to activate Enchanted Blade and must announce the total damage of the swing while calling “Magic” instead of “Normal” or “Silver.”

This spell may be stacked with other Endow or Blade spells, up to a maximum of three spells total, but only one spell may function at a time. Enchanted Blade has no effect when used in conjunction with a Damage Aura or Magic Aura.

“I grant you the power of an Enchanted Blade.”

BARANTUR’S CHARM OF OGRE STRENGTH

LEVEL: 1

DURATION: INDEFINITE

This spell grants the recipient the ability to deal an additional three points of damage on the next swing if it hits the target. The total damage must be announced while making the swing. Once the damage is called, the spell is expended whether or not the blow is successful. This spell may be stacked with up to two other Blade Effects, but only one Blade Effect may function at a time. It does not allow the recipient to damage creatures that can only be harmed by magical weapons.

Endow provides no benefit to creatures with Superhuman Strength greater than +1 and only adds one additional point of damage to a creature with +1 Superhuman Strength.

“I grant you the power of an Endow.”

BESTER’S STUMBLING FLAME

LEVEL: 6

DURATION: 5 SECONDS

This spell causes any hand-held item to burst into fire for 5 seconds, dealing 20 points of eldritch fire damage to the person or creature carrying the item as if they were struck by a Flame Bolt. It will also act as a Fumble spell towards that item if the creature was affected by the fire. A defense against Fire will negate this spell.

“I summon a force to Enflame <item>. 20.”

EDGAR’S OVERLYING HEARTH

LEVEL: 7

DURATION: INDEFINITE

When this spell is cast on an existing Circle of Power or Ward, it allows that circle or ward to function as a prepared hearth for the caster for the school of magic from which the spell was cast. The prepared hearth lasts for the same duration as the Circle of Power or Ward if it has not been extended through formal magic. If the Circle of Power or Ward has already been extended through formal magic, this spell instead lasts for five days. The extended hearth is only dispelled if the Circle of Power or Ward is destroyed, and cannot be removed by Dispel Magic.

When casting this spell, the caster must place an individually recognizable, stylized “H” on a door, wall, or within the center of the circle to clearly indicate that a hearth is active. The “H” is out of game, similar to the use of a “W” for a ward. If the effect ends, the “H” must be removed. A player must confirm that their “H” is still present before using an extended hearth. A player may cast this spell from both schools of magic to gain the hearth effect for both schools, in which case the “H” must reflect this to the caster. Multiple characters may have this effect active in the same area, but each Extended Hearth must have its own “H” that is recognizable by the player who cast it and distinct from any others. This spell cannot be thrown.

“With eldritch force I build an Extended Hearth.”

GANMAREK’S LIMITED CURSE OF CLUMSINESS

LEVEL: 1

DURATION: 5 SECONDS

This spell causes the target to be unable to use a specific hand-held item. Only the item named may be affected in this way. A general description such as “weapon” is acceptable, but if the target is holding two items that match the description, the target chooses which item cannot be used. A shield is not considered a weapon for the purposes of this spell. Spell packets are not affected by this spell, though orange gas globes may be affected.

“I summon a force to Fumble your <item>.”

FOLSON’S ELEMENTAL FLAMESTRIKE

LEVEL: 4

DURATION: INSTANT

This spell inflicts 20 points of eldritch fire damage on the target.

“I call forth a Flame Bolt. 20.”

MORIEN’S MALIGNANT MISTAKE

LEVEL: 1

DURATION: INSTANT

This spell frees an undead creature from the effects of a Trap Undead spell. It has no effect on a living target, though it will remove a living person’s Shield Magic or Reflect Magic.

“I call upon chaos to Free Undead.”

JANOS’ SPECIFIC PROTECTION

Level: 7 Duration: Indefinite

This spell grants the recipient a shield against fire, ice, lightning, or stone, as chosen by the caster at the time of casting. This protection will almost always be the first protective spell expended when it is appropriate to defend against an attack and is used before Shield Magic, Elemental Shield, Magic Armor, or any other automatic protective effect, with the exception of Displacement, which is applied before this spell. The spell defends against both packet-delivered and weapon-delivered attacks, provided the damage or effect type is appropriate. For combined effects, such as Enflame where the attack includes both fire and another effect, this spell protects against both.

A character may have only one instance of this spell active at a time. If another casting is applied, it replaces the existing one. When struck by an appropriate attack, the protection is triggered automatically, and the recipient may not choose to accept the effect in order to preserve the shield. This protection is expended before any more general protective effect, such as Shield Magic. The caster may choose to accept a touch-cast effect while under the protection of this spell. When the shield is triggered, the proper call is “fire Shield,” “ice Shield,” “lightning Shield,” or “stone Shield,” as appropriate.

“I grant you the power of a <fire, ice, lightning or stone> Shield.”

DORIA’S BANE OF THE DOOMED

LEVEL: 3

DURATION: INSTANT

This spell deals 30 points of Body damage to an undead creature. It has no effect on a living target, though it will remove a living person’s Shield Magic or Reflect Magic.

“I call upon the earth to Harm Undead. 30.”

DORIA’S BOON OF THE DOOMED

LEVEL: 3

DURATION: INSTANT

This spell restores 30 points of Body damage to an undead creature. It has no effect on a living target, though it will remove a living person’s Shield Magic or Reflect Magic.

“I call upon chaos to Help Undead. 30.”

SWANSONA’S COLD STRIKE

LEVEL: 3

DURATION: INSTANT

This spell inflicts 15 points of eldritch ice damage on the target.

“I call forth an Ice Bolt. 15.”

KALLIESTRO’S ELEMENTAL MAELSTROM

LEVEL: 7

DURATION: INSTANT

This spell inflicts 35 points of eldritch ice damage to the victim.

“I call forth an Ice Storm. 35.”

ALVA’S ILLUMINATOR

LEVEL: 1

DURATION: 5 DAYS

This spell creates a glowing light and allows the caster to activate a light wand. Once activated, the light may be used by anyone. A physical representation is required for this spell to function. The spell cannot be cast on a person or object to make them glow; a properly dimmed flashlight or other out-of-game light source must be provided.

The spell remains active until it is dispelled. When using a flashlight as the physical representation, the lens must be covered with cloth, tissue paper, or a gel to diffuse the light, and the light must not be shined into anyone’s face. This spell cannot be thrown.

“I grant you the power of Illumination.”

MIDTGUARD’S FORCEFUL IMPRISONMENT

LEVEL: 9

DURATION: 10 MINUTES

This spell seals the victim inside a rigid, form-fitting, and unbreakable barrier. While imprisoned, the victim cannot move, speak, touch-cast, use Gypsy Curse, or perform any game skills that require movement.

The spell lasts for ten minutes but may be ended early by the caster. To do so, the caster must touch the victim and state “Imprison down.” This statement is out of game and may be used even if the caster is Silenced or inside the Imprison. Any observers who hear the statement are aware that the Imprison has been dropped and may know who released it. A Dispel Magic will also remove the Imprison, but will not dispel any other spell effects on the creature inside.

A creature sealed within an Imprison cannot be affected by any effects or damage and cannot be moved. The victim remains fully aware of their surroundings and, unless unconscious or otherwise impaired, will remember everything that occurred while imprisoned.

This spell prevents the victim from being searched. Only the caster may deliver a Killing Blow to the imprisoned creature, using the phrase “Imprison Down” after the three count. If the Killing Blow fails, such as if the creature is immune to the caster’s attack, the Imprison immediately ends once the Killing Blow attempt is completed, and the creature may then defend itself.

“With eldritch force I build a prison.”

EDGAR’S ENHANCING AREA

LEVEL: 1

DURATION: 1 HOUR

This spell must be cast on an area already prepared as a hearth using the skill Prepare Hearth. Once cast by the character who prepared the hearth the duration of the hearth is extended to 1 hour but only works for the school of magic from which it was cast. The hearth no longer ends if the caster leaves it, is targeted with a Dispel Magic, or dies but it will end if the room is targeted with a Dispel Magic. When cast the caster must place an individually recognizable stylized “H” up on the door or wall obviously indicating that a hearth is in affect, the “H” is OOG the way a “W” is for a ward. If the room is dispelled the “H” must be removed. A player must confirm their “H” is still present before using an improved hearth. A player may cast this spell from both schools of magic in order to have the effect of the hearth for both schools. If they do this the “H” must reflect this to them. Multiple characters can have this effect active on the same area, but each Improved Hearth must have its own “H” which must be recognizable by the player who cast it and distinct from any others. This spell can not be thrown.

“With eldritch force I build an Improved Hearth”

ORACLE’S RITE OF RENEWAL

LEVEL: 9

DURATION: INSTANT

The recipient selects one daily-use skill that they purchased with build points and have already used that day to be refreshed. This spell restores only normal times-per-day skills, including a single spell slot. It does not renew item powers, production skills, or special abilities of any kind, and only applies to skills that conform to the current edition of the NERO rules.

If the recipient chooses, this spell may refresh a single level of formal magic, but only for the purpose of casting a Cantrip and not for casting formal magic. If used to refresh Critical Slay or Assassinate, it restores only the 100 Slay or Assassinate. A 200 Slay or Assassinate cannot be selectively renewed unless all other Slays or Assassinates have already been refreshed by other means.

A single target may only benefit from one casting of this spell per skill reset period, meaning once per reset. Additional castings on the same target have no effect until after the next reset point.

“I grant you the gift of Inspiration”

RAVELOCH’S SUNDERING ELDRITCH FORGE

LEVEL: 7

DURATION: INSTANT

This spell removes a person’s Investiture from a Ward or a Mystic Lock. The caster must already be Invested to cast this spell. When divesting from a Ward, both the caster and the subject must be within the Ward at the time of casting. When divesting from a Mystic Lock, both the caster and the subject must be touching the Mystic Locked chest at the time of casting. After the spell is cast, the subject’s name must be removed from the appropriate marshal notes. A person who has been Divested is no longer Invested in the Ward or Mystic Lock. This spell cannot be thrown.

“With eldritch force I remove your Investiture”

RAVELOCH’S ATTUNING ELDRITCH FORGE

LEVEL: 7

DURATION: 5 DAYS

This spell will Invest a person into a Ward or Mystic Lock. The caster of this spell must already be Invested. If Investing into a Ward, the caster and the subject must both be within the Ward at the time of casting. If Investing into a Mystic Lock, the caster and subject must both be touching the Mystic Locked chest at the time of casting. The subject’s name must then be added to the appropriate marshal notes. This spell can not be thrown.

“With eldritch force I grant you an Investiture”

ANGELICA’S DEATH BANE

LEVEL: 9

DURATION: INSTANT

This spell must be cast within five minutes of a creature’s death. It restores the creature to one Body Point and prevents the creature from being forced to resurrect. This spell is the only effect that can save a character who has received a Killing Blow or been affected by a Death effect. This spell does not normally affect a living target or an undead creature, though it will remove a living person’s or undead creature’s Shield Magic or Reflect Magic.

“I grant you the gift of Life.”

HANSON’S THUNDERBOLT GENERATOR

LEVEL: 2

DURATION: INSTANT

This spell inflicts 10 points of eldritch lightning damage to the victim.

“I call forth a Lightning Bolt. 10.”

HANSON’S MAELSTROM EFFECT

LEVEL: 6

DURATION: INSTANT

This spell inflicts 30 points of eldritch lightning damage to the victim.

“I call forth a Lightning Storm. 30.”

ROBALYN’S MYSTIC PROTECTION FIELD

LEVEL: 2

DURATION: INDEFINITE

A Magic Armor spell will protect the recipient from the next single strike by a NERO-safe weapon or any attack with the word “physical” in the verbal. The recipient must state “Magic Armor.” The attack and the Magic Armor will then be expended. This does not protect against a Killing Blow or a fall, nor does it work against any traps other than weapon traps. A Magic Armor will be blown even if the amount of damage called is “zero.”

“I grant you the power of a Magic Armor.”

CORNELIUS’ MYSTIC PROJECTILE

Level: 1

Duration: Instant

This spell inflicts 5 points of eldritch lightning damage to the victim.

“I call forth a Magic Missile 5.”

AMALYZIX’S MYSTIC BOMBARDMENT

LEVEL: 9

DURATION: CONCENTRATION

This spell allows the caster to continuously channel eldritch energy as long as their feet remain planted. When the spell is cast, the caster must plant both feet. While both feet remain planted and Concentration is maintained, the caster may throw packets after completing the incant “Magic Storm 5.” While this spell is active, the caster may not use any other skills, cast other spells, or activate magic items, though they may speak. Each packet thrown functions as a separate spell and deals 5 points of eldritch damage to the target.

“I call forth a Magic Storm 5, Magic Storm 5, Magic Storm 5. . .”

ANDRAYA’S DIMENSIONAL BOX

LEVEL: 7 DURATION:

5 DAYS

This spell magically seals a single box or chest, causing it to become immobile once the spell is cast. It cannot be used on a container that already has magical properties. The container is limited in size to a rectangular solid no larger than 3 feet by 3 feet by 6 feet. No effect, person, or object may pass through the Mystic Lock except as described below. Anyone touching the chest at the time the spell is cast receives Investiture to the Mystic Lock, and the names of all Invested individuals must be recorded in the room’s marshal notes.

Being Invested in a Mystic Lock allows a person to place items into and remove items from the chest. No people or dead bodies may ever be placed inside a Mystic Lock. Mystic Lock is not affected by Dispel Magic. The chest must be clearly marked to show the presence of a Mystic Lock by attaching a large, clearly visible “W.”

“With eldritch force I build a Mystic Lock.”

NYRINA’S NERVE BLOCKER

LEVEL: 8

DURATION: 5 MINUTES

This spell completely immobilizes the victim. The target may not move any part of their body and may receive a Killing Blow while affected. If the victim is rendered unconscious or someone attempts to pose them, they collapse to the ground but remain Paralyzed. The Paralyze effect may be removed by an Unparalyze spell or Dispel Magic. A Release spell has no effect.

This spell only affects creatures that have a metabolism. Certain creatures, such as undead, golems, or some elementals, are not affected by this spell.

“I curse you with Paralysis.”

PERANORE’S MINOR BINDING

LEVEL: 2

DURATION: LINE OF SIGHT

This spell anchors the target’s right foot in place. The target may rotate their body up to 360 degrees but may not move the right foot. This Pin effect may be removed by a Release spell or Dispel Magic.

“With mystic force I Pin you.”

KLARISSA’S POISON PROTECTOR

LEVEL: 4

DURATION: INDEFINITE

This spell protects the recipient from the next attack with the word “poison” in the verbal. It is then immediately used up. It will not protect against ingested elixirs. When used, the call is “Poison Shield.”

“I grant you the power of a Poison Shield.”

VORIN’S ANTIDOTE

LEVEL: 5

DURATION: INSTANT

This spell purifies the recipient’s blood, removing all alchemical effects or monster effects that include the word “poison” in the verbal and are currently active on the character, including beneficial effects. It also removes the effects Berserk, Feeblemind, Forget-it-Well, Forget-Me-Not, Hallucinoid, Intoxicant, Nausea, Paranoia, and Vertigo, regardless of how they were delivered. This spell does not remove Poison Shield or Enslavement. It also serves as an effective in-game cure for an in-game hangover.

Purify Blood does not restore or negate any damage already caused by a numerical poison effect.

“I call upon the earth to Purify your Blood.”

ULIN’S SMITHING SURROGATE

LEVEL: 3

DURATION: INSTANT

This spell immediately restores armor to its full value. It only affects actual physical armor.

“I summon a force to Refit this armor.”

KINCAID’S ENCHANTMENT REFLECTION

LEVEL: 8

DURATION: INDEFINITE

This spell reflects the next spell cast at the recipient back onto the original caster, after which the effect is expended. When the reflection occurs, the recipient must call “Reflect Magic” to indicate that the spell has been returned.

The original caster remains the caster of the reflected spell. This spell remains active until it is used or dispelled and cannot be used at the same time as Shield Magic.

While Reflect Magic is active, the recipient may choose to accept spells that are touch-cast, but may not accept thrown spells. See Spell Disruption on page <?> for additional details. Reflect Magic only functions against spells delivered by packet, Glyph, or Spell Strike.

“I call forth mystic power to Reflect Magic.”

BALVAR’S HEALING GRACE

LEVEL: 8

DURATION: 1 MINUTE

This spell restores a living target to full Body Points. Once the spell is successfully cast, the target begins to regenerate following the rules for the Regeneration special ability. Regeneration requires the character to stand or sit in one place for one minute while concentrating. If this process is interrupted before it is completed, the spell is expended with no effect.

The target may not be restored to a Body total higher than what is appropriate for their race and level. This spell cannot be used to assist a dead character in any way. It only affects targets that are healed by earth magic and does not remove any other negative effects.

“I call upon the earth to Regenerate you.”

HIRO’S SPLENDID UNBINDING

LEVEL: 5

DURATION: INSTANT

This spell frees a creature affected by a Pin, Bind, Web, or Confine effect and also removes all active Paste of Stickiness effects on that creature. It does not free a creature that is Paralyzed or Imprisoned.

Release may also be used to free a creature restrained by non-magical means, such as being handcuffed, tied, or held by a tentacle. It does not unlock a cell door, but it will open a stock if the creature is locked inside one.

“With mystic force I Release you.”

TRISILIA’S CHARM

LEVEL: 7

DURATION: INSTANT

This spell removes a Curse effect but does not restore any Body Points that were lost.

“I rid you of your Curse.”

ENIGMA’S RESTORATIVE

LEVEL: 7

DURATION: INSTANT

This spell cures the target of the Drain effect, but does not remove Drain Life, which still requires a Life spell to be cured.

“I rid you of your Drain.”

ELDER’S SPINE OF STEEL

LEVEL: 4

DURATION: CONTINUOUS

This spell removes the Fear effect from the target. The caster may continue to perform the verse without casting the spell on a target each time the verse is spoken, without disrupting the spell.

“I rid you of your fear.”

DANIEL’S INVIGORATING CORPOREAL RESTORATION

LEVEL: 6

DURATION: INSTANT

This spell removes all currently active effects on the target that include the word “Physical” in the verbal. Any damage already taken is not healed.

“I rid you of your physical affliction.”

TYRR’S DAMAGE RESTORER

Level: 3 Duration: Instant

This spell removes all active Weakness effects from a creature.

“I rid you of Weakness.”

JONDAR’S FORCE OF REPULSION

LEVEL: 2

DURATION: CONCENTRATION

This spell requires the caster to hit a target and hold the hand used to throw the packet palm out, facing the recipient. The victim and the target must then stay at least 10 feet apart while the spell is in effect.

When the spell is first cast, the recipient must move 10 feet away from the caster. After that, neither the recipient nor the caster may approach within 10 feet of each other; the caster cannot approach the recipient any easier than the recipient may approach the caster. Either could back away.

If it is impossible for the recipient to move more than 10 feet away from the caster because of physical obstructions when the spell is cast, the caster must first attempt to move 10 feet away from the recipient.

The caster must hold out a hand, palm out, towards the recipient. That hand cannot be used for any other purpose.

“With mystic force I Repel you.”

THORNA’S ENTROPY DISRUPTER

LEVEL: 7

DURATION: INSTANT

This spell causes all of the target’s Withered limbs to become usable and restored.

“I call upon the earth to Restore your Limbs.”

HECTOR’S AURA OF PROTECTION

LEVEL: 4

DURATION: INDEFINITE

This spell remains in effect as long as the subject keeps their hands clasped overhead and does not take any Body damage. While active, the recipient is protected from all non-ranged attacks made by undead creatures. Ranged attacks, including spells, missile weapons, and gas globes, may still affect the recipient.

If there is any uncertainty about whether an attacker is undead, the recipient is affected by that attacker. The recipient may not call a Hold or otherwise go out of game to determine the attacker’s status.

While Sanctuary is active, the character may use no game abilities other than touch-casting spells on themselves. Attempting to pick up any item will disrupt the spell.

“I call upon the earth to grant you Sanctuary.”

ZALINARIK’S SHATTERING FORCE

LEVEL: 3

DURATION: INSTANT

This spell may be cast on any weapon, shield, or item up to the size of a shield. It may also be cast at a creature to affect an appropriate item they carry or wear. The spell cannot create a shield-sized hole in an object larger than a shield and has no effect on armor.

The affected item is rendered completely unusable. This spell does not function on items that are unshatterable or magically protected. If an item is shattered while containing, carrying, or having other items fastened to it, all such items are also destroyed. Shattering a shield also destroys any scrolls attached to it. Shattering a box or door will trigger and destroy any traps present, as well as the items inside.

“I summon a force to Shatter <item>.”

ALMROOD’S PROTECTIVE FIELD

LEVEL: 1 DURATION: INDEFINITE

This spell grants the recipient five additional Armor Points. These points are the first Armor Points lost when damage is taken.

“With eldritch force I grant you a Shield 5.”

TYLER’S IMPROVED PROTECTION FROM ENCHANTMENT

LEVEL: 5

DURATION: INDEFINITE

This spell negates the next spell cast at the recipient, including beneficial spells, after which the effect is expended. When the spell is triggered, the recipient must immediately call “Shield Magic.” Shield Magic only functions against spells delivered by packet, Glyph, or Spell Strike. It cannot be used at the same time as Reflect Magic.

While Shield Magic is active, the recipient may choose to accept spells that are touch-cast but may not accept thrown spells.

“I call forth mystic power to Shield Magic.”

JONDAR’S CHARM OF AVOIDANCE

LEVEL: 4

DURATION: 5 MINUTES

This spell causes the victim to experience strong discomfort around the caster. The victim will not attack the caster and must immediately move at least 10 feet away from the caster, remaining at least that distance away for the duration of the spell. If the victim is within 10 feet when the spell is cast, they must move away, but never in a way that endangers them or causes direct harm. The victim cannot be forced to take self-destructive actions, such as jumping from a cliff or moving into a dangerous effect.

This spell does not create a fixed 10-foot magical barrier around the caster. If the victim must pass closer than 10 feet in order to move away, such as to reach an exit, this is allowed. However, while within 10 feet of the caster, the victim may take no in-game actions against the caster. If the caster attacks the victim, the Shun effect immediately ends.

This spell is a form of charm and may be resisted with the racial ability Resist Charm. It may be removed with an Awaken spell or Dispel Magic.

“I command you to Shun me.”

XAVIER’S BESTIAL REPULSION

LEVEL: 1

DURATION: 5 MINUTES

This spell functions as a Shun effect but only affects an ordinary animal.

“I command this animal to Shun me.”

TURING’S MYSTICAL MUZZLER

LEVEL: 5

DURATION: 5 MINUTES

This spell prevents the victim from speaking and from casting any spells. If combat occurs while the spell is active, the victim must still call out the damage dealt by their weapons, as well as any required out-of-game trigger phrases such as “Reflect Magic” or “Parry.” The Silence effect may be removed by Awaken or Dispel Magic. This is not a charm effect and cannot be resisted by the Resist Charm ability.

“I command you to Silence.”

NATAAL’S ARGENT AURA

LEVEL: 5

DURATION: INDEFINITE

This spell allows the recipient to use the silver weapon type against a single opponent, functioning in the same manner as a Critical Attack. It does not grant any additional damage. The recipient may choose to end the effect at any time, but may not reactivate it without another casting of the spell. This spell may be stacked with up to two other Blade Effects.

“I grant you the power of a Silver Aura.”

FOLSON’S SOMNOLENT VAPORS

LEVEL: 6

DURATION: 5 MINUTES

Sleep causes the target to immediately fall into a deep sleep. The target will not awaken for five minutes unless someone shakes them vigorously while shouting for them to wake. Waking a target in this manner requires one full minute of shaking and shouting. An Awaken or Dispel Magic spell will awaken the victim immediately.

This spell does not affect creatures without a metabolism, such as undead, golems, or some giant insects. It may be resisted by creatures with the Resist Sleep ability.

“I command you to Sleep.”

VENDAR’S SAVING TOUCH

LEVEL: 1

DURATION: CONTINUOUS

When this spell is cast, the target is stabilized as though the First Aid skill had been successfully applied. For this spell to function, the target must be a valid recipient of the First Aid skill. The caster may continue to perform the verse without casting the spell on a target each time the verse is spoken, without breaking the spell.

“I call upon the earth to Stabilize you.”

DERROS’ DISAPPROVING GLARE

LEVEL: 5

DURATION: INSTANT

This spell inflicts 25 points of eldritch stone damage on the target.

“I call forth a Stone Bolt. 25”

VORIN’S VENOM BLAST

LEVEL: 5

DURATION: INDEFINITE

This spell introduces impurities into the victim’s blood. While affected, the victim is extremely weak and cannot fight or move faster than a normal walking pace. The victim is unable to use any game skills.

This spell may not affect creatures that have no metabolism. The effect may be removed by Purify Blood or Dispel Magic.

“I call upon chaos to Taint your blood.”

PALE’S DYING DENIAL

LEVEL: 7

DURATION: 5 MINUTES

The target of this spell must be dead, within their five-minute death count, and otherwise eligible to benefit from a Life spell. When cast, the target’s death count is extended by five minutes. This spell may be cast on the same target multiple times, but it will only function if the target has five minutes or less remaining on their current death count. If cast when more than five minutes remain, the spell has no effect and is expended.

Tarry cannot extend a death count beyond the time of reset. If the spell has already extended the death count past the original five minutes when a reset occurs, the effect immediately ends and the character proceeds to resurrect. This spell can never be used to allow a target to receive a Life spell gained during a subsequent reset period if the original death count expired during the previous reset. It also cannot be used to force a character to be subject to multiple castings of the Obliterate formal.

At any point after the initial five-minute death count, the target may choose to end their death count and resurrect immediately. A spirit may not be held beyond the original five minutes against their will through the use of Tarry, even if the character is enslaved or otherwise controlled.

“I grant you the gift of Tarrying.”

MORIEN’S MALIGNANCE MAGNET

LEVEL: 1

DURATION: LINE OF SIGHT

This spell affects a lesser undead in the same manner as a Pin spell, except that the undead cannot rip free. It has no effect on a living target, though it will remove a living person’s Shield Magic or Reflect Magic.

“I call upon the earth to Trap Undead.”

YLIVIK’S LESSER SPHERE OF BANISHMENT

LEVEL: 2

DURATION: 5 MINUTES

This spell affects lesser undead creatures, causing them to immediately leave the combat area by attempting to break line of sight. The effect may be removed by Dispel Magic or Free Undead, after which the creature may return. Greater undead are not affected by this spell in this manner. This spell has no effect on a living target, though it will remove any creature’s Shield Magic or Reflect Magic.

“I call upon the earth to Turn Undead.”

NYRINA’S NERVE RESTORER

LEVEL: 8

DURATION: INSTANT

This spell frees the subject from all paralyzing effects.

“I rid you of Paralysis.”

ELENARO’S ASTRAL DISPLACEMENT

LEVEL: 9

DURATION: 5 DAYS

This spell magically seals a single room or an entire building. The affected structure must be an actual immovable structure, such as a building, tent, or immobile wagon. No effect, person, or object may pass through the Ward except as described below.

Anyone within the area for the full duration of the casting receives Investiture to the Ward. The names of all Invested individuals must be recorded in the room’s marshal notes. Investiture in a Ward allows an individual to enter and exit the warded area freely and to permit others to do so by stating “The Ward recognizes you,” and otherwise follows the rules for Extended Circles of Power described on page <?>.

The structure must be clearly marked to show the presence of a Ward by placing a large “W” on the door. This spell requires five minutes to cast, during which the caster must keep a hand resting on the primary portal. Anyone inside the structure during the casting is aware of the spell and will be awakened if they are normally sleeping. This spell cannot be thrown and is not affected by Dispel Magic.

“With eldritch force I build a Ward ...Ward Up”

TYRR’S DAMAGE REDUCER

LEVEL: 3

DURATION: INDEFINITE

This spell curses the victim to deal five fewer points of damage with every weapon swing, to a minimum of zero damage. This spell does not reduce the creature’s actual Strength. It affects all weapon damage equally, whether the weapon is wielded one-handed or two-handed. The effect lasts until removed by Remove Weakness or Dispel Magic. Multiple Weakness effects do not stack.

“I curse you with Weakness.”

ARAKIN’S ELDRITCH BINDING FORCE

LEVEL: 5

DURATION: LINE OF SIGHT

This spell binds the victim’s arms tightly to their sides and completely immobilizes the victim from the neck down. The victim may speak freely but cannot use any game skills that require the use of the arms, including wielding a weapon or shield, casting a spell, or activating a gas globe. The victim may not walk, run, or be moved in any way. Any item the victim is holding cannot be voluntarily dropped.

Because this effect allows the victim to be searched, another character may physically remove a hand-held item from the victim by performing a search. Even a victim with Superhuman Strength cannot prevent a search in this manner. This spell does not prevent the victim from being searched or from receiving a Killing Blow.

“With mystic force I Web you.”

THORNA’S ACCELERATED ENTROPY

LEVEL: 7

DURATION: INDEFINITE

This spell causes one of the target’s limbs to become aged and infirm. The caster may specify the limb affected as the right or left arm or leg. A character may have up to four Wither Limb spells affecting them at one time. A withered limb may not be used to wield a weapon, for movement, or for spell casting. If a leg is withered, the target must kneel, unless prevented by a medical condition, and may not hop on the remaining leg.

Only arms and legs may be affected in this way. Tentacles or similar appendages are treated as arms for this purpose. The head, tongue, and other similar body parts are not considered limbs. A Dispel Magic removes all active Wither Limb effects. If the caster does not specify a limb, or if the spell is delivered by a potion or carrier attack, the target chooses which currently unwithered limb becomes withered. If all limbs are already withered, the target should call “got it” and follow the rules for stacked effects.

“I call upon chaos to Wither your <Limb>.”


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