Adventure Abilities and Spells (Enchanter):

%Roll:   Abilities and Spells: 34

01-04:   Blade-Weave (spell)

05-08:   Brilliance (spell)

09-12:   Destroy Enchantment (spell)

13-16:   Detect Enchanted Gem (spell)

17-20:   Detect Magic Gem (spell)

21-24:   Enchant %Roll: Enchant Powers:

                             01-10:  Enchant, Greater (spell)

                             11-00:  Enchant, Lesser (spell)

 

25-28:   Enchanted (spell)

29-32:   Enchanted Aura (spell)

33-36:   Enchantment Detection (Spell)

37-40:   Evokened (spell)

41-44:   Expunge (spell)

45-48:   Man-At-Arms (spell)

49-52:   Mana (spell)

53-56:   Mind-Leech

57-60:   Moon`Letters: %Roll: Moon`Letters Power:

                                       01-10:  Enchanted Portcullis (Spell)

                                       11-55:  Mystic Writ (Spell)

                                       56-90:  Shrouded Path (Spell)

                                       91-00:  Starr Glyph

 

61-64:   Passage (Spell)

65-68:   Quicken (spell)

69-72:   Restore Enchantment (spell)

73-76:   Restore Magic (spell)

77-79:   Reveal: %Roll: Reveal Spells:

                            01-10:   Reveal Blessing (Spell)

                            11-20:   Reveal Cursing (Spell)

                            21-40:   Reveal Enchantment (Spell)

                            41-00:   Reveal Magic (Spell)

 

80-82:   Rune-Weave (Spell)

83-85:   Split Resistance (spell)

86-88:   Transfer Enchantment (spell)

89-91:   Transfer Magic (spell)

92-94:   Transference (spell)

95-97:   Transpose (spell)

98-00:   Unravel (Spell)

 

 

Blade-Weave (Adventurer Spells and Abilities (levels 6+) Return to top

 

Enchanter causes two identical blades to twist and shape themselves together into a single blade.

 

Modification-Point Cost (M.P.C.) : 60

Prerequisites --------------------------- : Enchanter

Ability-points to invoke:

None (this is an Enchanter spell).

Area of Effect:

Two separate blades with enchantments, or powers housed within them.

Avoidance-Roll:

None.  But the casting of this spell, and the nature of what it does, has a chance of destroying both blades.

 

See: "Explanation".

Casting Time:

12 turns (1 minute).

Damage:

See: "Explanation".

Duration:

Permanent.

Effect Time:

3 turns (15 seconds), in which time you will see the two blades forming and coiling together into one blade.

Explanation:

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After casting this spell, the Enchanter will touch the two blades to be woven together.  After doing so, the two blades will rise just off the ground and begin shifting and molding themselves about each other to form a single blade.  However, this blade is not a single blade, but the two blades formed together tightly.

 

This spell is useful for putting to use two opposite powers into one.  The fusing of such opposite powers into a single blade would cancel out each other.  By weaving two blades into one, a fire/ice blade can be utilized without the one canceling, or diminishing the other.

Hand Movement:

Two hands.

Healing:

None.

Immunities:

Only two blades of an opposite nature can be woven in this manner.

Maximum Adjustment:

None.

Notes:

None.

Range:

Touch.

Resting Time:

120 turns (10 minutes).

Special:

None.

Spell Preparation:

The two blades must be present in order to cast this spell.

Spell-points to cast:

30

Susceptibilities:

None.

Value:

60,000 white-gold

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Brilliance (Adventurer Spells and Abilities (levels 6+) Return to top

 

This spell will cause a physical item to be temporarily enchanted to give a bonus to a chosen characteristic.

 

Modification-Point Cost (M.P.C.) : 16

Prerequisites --------------------------- : Enchanter

Ability-points to invoke:

None (this is an enchanter spell).

Area of Effect:

One single item.

Avoidance-Roll:

None.

Casting Time:

3 turns (15 seconds)

Damage:

None.

Duration:

72 hours. See: “Spell-points to cast”.

Effect Time:

Instant.

Explanation:

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When cast upon a single object, this spell will linger within the object, gifting anyone who holds it with a +1 to any one of the following characteristics (+1 per 7 levels advanced):

 

Awareness

Charisma

Constitution

Coordination

Dexterity

Intelligence

Mental-Strength

Strength

Wisdom

 

As the spell is cast upon the item, the caster will choose which characteristic will be adjusted.

 

Any who hold the item will gain the bonus characteristic for the “Duration” of the spell.

 

Brilliance can be cast on more than one object and carried to give multiple, stacking, adjustments (but cannot be the same characteristic).

Hand Movement:

Two hands. See: “Spell Preparation”.

Healing:

None.

Immunities:

None.

Maximum Adjustment:

None.

Notes:

None.

Range:

Touch. See: “Spell Preparation”.

Resting Time:

10 turns (50 seconds).

Special:

None.

Spell Preparation:

One hand must hold the chosen object as the other hand casts the spell upon it.

Spell-points to cast:

8

 

Note:

The caster will not regenerate expended spell-points until the “Duration” has ended.

Susceptibilities:

None.

Value:

16,000 white-gold

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Destroy Enchantment (Adventurer Spells and Abilities (levels 6+) Return to top

 

Destroy an enchantment within the area of effect.

 

Modification-Point Cost (M.P.C.) : 160

Prerequisites --------------------------- : Enchanter

Ability-points to invoke:

None (this is an enchanter spell).

Area of Effect:

1 space (5') out from the caster in all directions (+1 space per scroll memorized after learning this spell).

 

Note:

The caster may exclude certain items if he or she knows about them.

Avoidance-Roll:

Yes: Pit your Mental-Strength vs. the enchantment's Mental-Strength.  The G.M. will assign a Mental-Strength to the targeted enchantment.

Casting Time:

6 turns (30 seconds).

Damage:

See: 3rd paragraph in the "Explanation".

Duration:

1 turn (5 seconds).

Effect Time:

Instant.

Explanation:

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When cast, the caster will perceive and understand all enchantments within the "Area of Effect" of this powerful spell.  The caster can then single one of the enchantments out and touch it (whether it be housed within an item, or suspended in mid air, free of being housed within the confines of an object. In either case, the caster will visualize this enchantment, and therefore can touch it (if it is within his or her physical reach).

 

Once the caster has made contact with the chosen enchantment, he or she can then bend his or her will upon it, unraveling it, destroying it permanently (if the avoidance-roll is successful).

 

If the caster fails the avoidance-roll, he or she will become susceptible to the enchantment, thus falling prey to it's power.  However, the caster will have one chance to break away from the grips of the enchantment by making a successful avoidance-roll vs. "Mental-Attack" (no luck can be used).

Hand Movement:

Two hands.

Healing:

None.

Immunities:

None.

Maximum Adjustment:

None.

Notes:

None.

Range:

Touch.

Resting Time:

24 turns (120 seconds).

Special:

None.

Spell Preparation:

None.

Spell-points to cast:

80

Susceptibilities:

None.

Value:

160,000 white-gold

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Detect Enchanted Gem (Adventurer Spells and Abilities (levels 6+) Return to top

 

Detect if a gem is enchanted.

 

Modification-Point Cost (M.P.C.) : 16

Prerequisites --------------------------- : Enchanter

Ability-points to invoke:

None (this is an enchanter spell).

Area of Effect:

1 gem.

Avoidance-Roll:

Yes.  Upon casting this spell, the enchanter must make a successful avoidance-roll vs. "Enchantment" (cater's intelligence ÷ 10 (rounded up).

Casting Time:

1 turn (5 seconds).

Damage:

None.

Duration:

Instant.

Effect Time:

Instant.

Explanation:

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The caster will hold a gem in hand, then cast the spell.  If the gem is enchanted, he or she will know it instantly.  The nature of the enchantment will not be known (the caster will only know it is enchanted).

Hand Movement:

None.

Healing:

None.

Immunities:

Only an enchanted gem can be effected by this spell.

Maximum Adjustment:

None.

Notes:

None.

Range:

Touch.

Resting Time:

None.

Special:

None.

Spell Preparation:

Caster must hold the gem in hand.  If the gem is too large to carry, this spell will not work.

Spell-points to cast:

8

Susceptibilities:

None.

Value:

16,000 white-gold

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Detect Magic Gem (Adventurer Spells and Abilities (levels 6+) Return to top

 

Detect if a gem is Magical.

 

Modification-Point Cost (M.P.C.) : 14

Prerequisites --------------------------- : Enchanter

Ability-points to invoke:

None (this is an enchanter spell).

Area of Effect:

1 gem.

Avoidance-Roll:

Yes.  Upon casting this spell, the enchanter must make a successful avoidance-roll vs. "Magic" (caster's intelligence x 2).

Casting Time:

1 turn (5 seconds).

Damage:

None.

Duration:

Instant.

Effect Time:

Instant.

Explanation:

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The caster will hold a gem in hand, then cast the spell.  If the gem is Magical, he or she will know it instantly.  The nature of the magic will not be known (the caster will only know it is magical).

Hand Movement:

None.

Healing:

None.

Immunities:

Only a magical gem can be effected by this spell.

Maximum Adjustment:

None.

Notes:

None.

Range:

Touch.

Resting Time:

None.

Special:

None.

Spell Preparation:

Caster must hold the gem in hand.  If the gem is too large to carry, this spell will not work.

Spell-points to cast:

7

Susceptibilities:

None.

Value:

14,000 white-gold

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Enchant, Greater (Spell) (Adventurer Spells and Abilities (levels 6+) Return to top

 

Increase the enchantment of a newly enchanted item.

 

Modification-Point Cost (M.P.C.) : 80

Prerequisites --------------------------- : Enchanter

Ability-points to invoke:

None (this is an enchanter spell).

Area of Effect:

One single item (which has been enchanted within 24 hours).

Avoidance-Roll:

Yes.  Upon casting this spell, the enchanter must make a successful avoidance-roll vs. "Magic" (caster's intelligence x 2).

Casting Time:

20 turns (100 seconds).

Damage:

x2 if applicable.

Duration:

Permanent.

Effect Time:

12 hours.

Explanation:

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By casting Greater Enchantment upon an item that has recently been enchanted, the power of this spell will permanently double all the aspects of the previously enchantment in it (as well as the item itself).

Hand Movement:

None.

Healing:

x2 if applicable.

Immunities:

None.

Maximum Adjustment:

None.

Notes:

None.

Range:

Touch.

Resting Time:

12 hours.

Special:

None.

Spell Preparation:

Caster must be in physical contact with the item to be further enchanted.

Spell-points to cast:

40

Susceptibilities:

None.

Value:

80,000 white-gold

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Enchantment Detection (Adventurer Spells and Abilities (levels 6+) Return to top

 

Detects if an item is enchanted.

 

Modification-Point Cost (M.P.C.) : 6

Prerequisites --------------------------- : Enchanter

Ability-points to invoke:

None (this is an enchanter spell).

Area of Effect:

One single item.

Avoidance-Roll:

Yes: vs. "Intelligence”.

Casting Time:

3 turn (15 seconds)

Damage:

None.

Duration:

Instant.

Effect Time:

Instant.

Explanation:

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Detects if a single item has any enchanted properties about it.  This spell does not say what the enchantment, or magics, are within the item; only that is it enchanted.

 

To succeed make a successful avoidance-roll vs. “Intelligence”.

 

If successful, the Enchanter will know there is an enchanted nature about the item.

Hand Movement:

One hand.

Healing:

None.

Immunities:

Blessed and Cursed items or places will not be known by this spell. This spell will only detect enchantment (which is a power within the item (not the Rank, Grade or Class).

Maximum Adjustment:

Not applicable.

Notes:

None.

Range:

Touch.

Resting Time:

1 turn.

Special:

None.

Spell Preparation:

The caster must touch the item after casting the spell.

Spell-points to cast:

3

Susceptibilities:

None.

Value:

6,000 white-gold

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Enchanted (Adventurer Spells and Abilities (levels 6+) Return to top

 

Animates a broom, carpet, a piece of furniture, etc.

 

Modification-Point Cost (M.P.C.) : 2

Prerequisites --------------------------- : Enchanter

Ability-points to invoke:

None (this is an enchanter spell).

Area of Effect:

One item.

Avoidance-Roll:

None.

Casting Time:

1 turn (5 seconds)

Damage:

None.

Duration:

Permanent. Spell-points expended for enchanting an object will not regenerate until the same spell is cast upon that item again (which will expel the enchantment from that object).

Effect Time:

Instant.

Explanation:

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These are simple enchantments (i.e., the broom sweeps, carpet can carry itself out of doors and shake itself out, furniture can move about and accommodate a guest (not capture), a structure can be mildly alive, yet none of these things are very powerful at all).

 

The caster can command Enchanted items to do what he or she wishes them to do. The caster can also give Enchanted items instructions to obey another (although this is not completely perfected as the items become confused at times, doing odd things).

Hand Movement:

Two hands.

Healing:

None.

Immunities:

None.

Maximum Adjustment:

None.

Notes:

While this spell is in effect on an item, spell-points used to animate it will not regenerate.

 

The caster can expel the animation of his or her own creation by willing it to be so.  Once this enchantment is removed from an item, spell-points will then begin to regenerate as normal.

Range:

1space (5') x the awareness of the caster.

Resting Time:

None.

Special:

None.

Spell Preparation:

None.

Spell-points to cast:

2

Susceptibilities:

None.

Value:

20,000 white-gold

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Enchanted Aura (Adventurer Spells and Abilities (levels 6+) Return to top

 

Detects warding spells placed to protect an area.

 

Modification-Point Cost (M.P.C.) : 14

Prerequisites --------------------------- : Enchanter

Ability-points to invoke:

None (this is an enchanter spell).

Area of Effect:

1 space (5') out in the desired direction of the caster. This spell does not move with the caster as he or she travels.

Avoidance-Roll:

A successful avoidance-roll vs. "Awareness" will detect warding spells placed to protect an area.  The nature of the Ward placed is not revealed.

Casting Time:

1 turn (5 seconds)

Damage:

None.

Duration:

Instant.

Effect Time:

Instant.

Explanation:

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Usually wards are placed in archways, or along pathways, etc. They can be dangerous to intrude upon. This spell will allow the enchanter to possibly detect a ward before it is set off.

Hand Movement:

Two hands.

Healing:

None.

Immunities:

None.

Maximum Adjustment:

None.

Notes:

None.

Range:

1 space (5') See: “Area of Effect”

Resting Time:

None.

Special:

None.

Spell Preparation:

None.

Spell-points to cast:

7

Susceptibilities:

None.

Value:

14,000 white-gold

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Evokened (Adventurer Spells and Abilities (levels 6+) Return to top

 

Gives aid to another during their trial or test.

 

Modification-Point Cost (M.P.C.) : 200

Prerequisites --------------------------- : Enchanter

Ability-points to invoke:

None (this is an enchanter spell).

Area of Effect:

One Creature.

Avoidance-Roll:

None.

Casting Time:

10 turn (50 seconds)

Damage:

None.

Duration:

24 hours (+24 hours per scroll memorized after learning this spell), or until Assistance-Points run out.

 

See: "Explanation".

Effect Time:

Instant.

Explanation:

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Evokened enables the caster to give aid to another during a trial or test by using Assistance-Points.  Assistance-Points are used similar to the way Luck is used, yet for another.

 

Unlike Luck, neither the caster, or the targeted, will lose their next turn.

 

Assistance-Points: Upon casting Evokened, you will have 1-D6 +1 Assistance-Points per 2 levels advanced.

 

Example:

Level 23 Caster: 23 ÷ 2 = 11.5.  Always round down for this.

                             11-D6 dice are rolled for a total of 32.

                             Each D6 rolled you will also add 1 to the total

                             (which will be 11).

 

                             The total Assistance-Points you will have = 32

                             +11 = 43 Assistance-Points to aid the target of

                             this spell with.

 

Note:

You will feel when to aid the target of this spell with Assistance-Points, and you can choose to aid or not each time.  This is up to your discretion.

Hand Movement:

One hand.

Healing:

None.

Immunities:

None.

Maximum Adjustment:

None.

Notes:

None.

Range:

2 spaces (10')

 

Special:

If the caster can see the target through a crystal ball, this spell can be cast upon a creature.

Resting Time:

None.

Special:

None.

Spell Preparation:

The caster must see the targeted creature.

Spell-points to cast:

100

Susceptibilities:

None.

Value:

200,000 white-gold

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Expunge (Adventurer Spells and Abilities (levels 6+) Return to top

 

Gives aid to another during their trial or test.

 

Modification-Point Cost (M.P.C.) : 100

Prerequisites --------------------------- : Enchanter

Ability-points to invoke:

None (this is an enchanter spell).

Area of Effect:

One item, object, etc.

Avoidance-Roll:

None.

Casting Time:

3 turn (15 seconds)

Damage:

None.

Duration:

Permanent, until the spell housed within the item is used.

Effect Time:

3 turns (15 seconds).

Explanation:

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The caster will hold one enchanted or magical item in hand, then cast Expunge on it.  It can be any item, even an artifact, oracle, relic, etc.

 

When this is done, the enchantment or magic in the item will fade away, leaving the item open to house the next spell cast upon it by the caster.

 

Once this is done, the spell housed within the item can be used by anyone ONE TIME ONLY.

 

After the spell within the item is used, the former enchantment or magic of the item will be restored, and the item will be as it once was.

Hand Movement:

Two hands (one hand to hold the item, one hand to cast Expunge.

Healing:

None.

Immunities:

None.

Maximum Adjustment:

None.

Notes:

If you cast Expunge upon an item, yet do not cast a spell into the item, the former enchantment or magic will return to the item in 30 turns (2 minutes and 30 seconds).

Range:

Touch.

Resting Time:

3 turns (15 seconds).

Special:

None.

Spell Preparation:

Caster must hold the item in hand to be Expunged.

Spell-points to cast:

50

Susceptibilities:

None.

Value:

100,000 white-gold

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Man-At-Arms (Adventurer Spells and Abilities (levels 6+) Return to top

 

(Endows a weapon to cause additional damage).

 

Modification-Point Cost (M.P.C.) : 20

Prerequisites --------------------------- : Enchanter

Ability-points to invoke:

None (this is an enchanter spell).

Area of Effect:

One weapon (or item used as a weapons).

Avoidance-Roll:

None.

Casting Time:

Instant.

Damage:

See: "Explanation".

Duration:

10 turns (50 seconds) (+10 turns per scroll memorized after learning this spell).

Effect Time:

Instant.

Explanation:

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This spell will endow a weapon to cause an additional 1-D6 damage (+1-D6 damage per scroll memorized after learning this spell).

Hand Movement:

One hand (caster must point at the  targeted weapon).

Healing:

None.

Immunities:

None.

Maximum Adjustment:

None.

Notes:

None.

Range:

6 spaces (30 feet).  If the weapon is in plain view, the range of this spell will not matter.

 

Example:

Using a crystal ball.

Using Far-Sight.

Etc.

Resting Time:

None.

Special:

None.

Spell Preparation:

Caster must point at the  targeted weapon.

Spell-points to cast:

10

Susceptibilities:

None.

Value:

20,000 white-gold

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Mana (Adventurer Spells and Abilities (levels 6+) Return to top

 

(Causes an increase in mana regeneration for the target of this spell).

 

Modification-Point Cost (M.P.C.) : 30

Prerequisites --------------------------- : Enchanter

Ability-points to invoke:

None (this is an enchanter spell).

Area of Effect:

One Creature.

Avoidance-Roll:

None.

Casting Time:

3 turns (15 seconds).

Damage:

None.

Duration:

12 turns (60 seconds (+12 per minute per scroll memorized after learning this spell).

Effect Time:

Instant.

Explanation:

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This spell will cause the target to regenerate an additional 12 spell-points per 1 minute after learning this spell).

Hand Movement:

One hand (caster must focus on the target to receive the benefits of this spell.

Healing:

None.

Immunities:

Creatures with no spell-points are not effected by the power of this spell.

Maximum Adjustment:

None.

Notes:

None.

Range:

6 spaces (30 feet).  If the weapon is in plain view, the range of this spell will not matter.

 

Example:

Using a crystal ball.

Using Far-Sight.

Etc.

Resting Time:

3 turns (15 seconds).

Special:

This spell stacks with "Minor Mana".

Spell Preparation:

Caster must point at the  targeted weapon.

Spell-points to cast:

15

Susceptibilities:

None.

Value:

30,000 white-gold

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Mind-Leech (Adventurer Spells and Abilities (levels 6+) Return to top

 

Drain spell-points from another to replenish your own.

 

Modification-Point Cost (M.P.C.) : 20

Prerequisites --------------------------- : Enchanter

Ability-points to invoke:

None (this is an enchanter spell).

Area of Effect:

1 caster or any creature with spell-points.

Avoidance-Roll:

Yes.  Pit your Intelligence vs. your target's Intelligence (single roll check).

Casting Time:

1 turn (5 seconds).

Damage:

None.

Duration:

1-D4 turns (+ 1-D4 additional turns per 10 levels advanced).

Effect Time:

Instant.

Explanation:

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If the caster's avoidance-roll is successful, he or she will leech 1-D4 spell-points from another caster or creature with spell-points (+ 1-D4 additional spell-points per 10 levels advanced).

 

Note:

You will never leech more than your maximum spell-points.

Hand Movement:

One hand.

Healing:

None.

Immunities:

Creatures with no spell-points.

Maximum Adjustment:

None.

Notes:

None.

Range:

1 space (5') per 10 intelligence of the caster.

Resting Time:

1 turn (5 seconds).

Special:

None.

Spell Preparation:

Your target must be in plain sight.

Spell-points to cast:

10

Susceptibilities:

None.

Value:

20,000 white-gold

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Moon`Letters (Enchanted Portcullis) (Adventurer Spells and Abilities (levels 6+)

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Causes any portcullis (i.e., door, window, trap door, etc) to vanish, leaving what holds it in place (i.e., the wall that holds the door frame).

 

Modification-Point Cost (M.P.C.) : 12

Prerequisites --------------------------- : Enchanter

Ability-points to invoke:

None (this is an enchanter spell).

Area of Effect:

One Portcullis

Avoidance-Roll:

None.

Casting Time:

6 turns (30 seconds)

Damage:

None.

Duration:

Permanent. See: “Explanation”

Effect Time:

1 turn (5 seconds)

Explanation:

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This enchantment will cause any portcullis to vanish, becoming what holds it in place (like the wall) until the same enchantment is cast upon it again.

Hand Movement:

One hand.

Healing:

None.

Immunities:

None.

Maximum Adjustment:

Not applicable.

Notes:

This spell will not work if there is a creature within the portcullis itself. The spell will continue to conceal the portcullis when that creature clears the “Area of Effect”.

 

Spell-points used to cast this spell will not regenerate until the spell is no longer in effect.

Range:

1 space (5')

Resting Time:

6 turns (30 seconds)

Special:

None.

Spell Preparation:

Only that this spell is cast upon a portcullis.

Spell-points to cast:

6

Susceptibilities:

None.

Value:

12,000 white-gold

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Moon`Letters (Mystic Writ) (Adventurer Spells and Abilities (levels 6+)

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Cast an unseen message on a parchment, only to be revealed by the casting of the same spell upon it.

 

Modification-Point Cost (M.P.C.) : 6

Prerequisites --------------------------- : Enchanter

Ability-points to invoke:

None (this is an enchanter spell).

Area of Effect:

One parchment (paper, scroll, etc.)

Avoidance-Roll:

None.

Casting Time:

6 turns (30 seconds)

Damage:

None.

Duration:

Permanent. See: “Explanation”

Effect Time:

Instant.

Explanation:

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This enchantment will cause a written message upon the parchment to vanish until the same enchantment is cast upon it in like manner. Once the same spell is cast on the parchment again, the spell is broken, revealing the message.

Hand Movement:

One hand.

Healing:

None.

Immunities:

None.

Maximum Adjustment:

Not applicable.

Notes:

Spell-points used to cast this spell will not regenerate until the spell is no longer in effect.

Range:

Touch. Caster must write the message.

Resting Time:

None.

Special:

None.

Spell Preparation:

Caster must secure a piece of paper, or scroll-paper, to inscribe the Mystic Writ Moon`Letters upon.

Spell-points to cast:

3

Susceptibilities:

None.

Value:

3,000 white-gold

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Moon`Letters (Shrouded Path) (Adventurer Spells and Abilities (levels 6+) Return to top

 

Moon`Letters placed in the path of a creature cover its footprints, making it difficult to track.

 

Modification-Point Cost (M.P.C.) : 16

Prerequisites --------------------------- : Enchanter

Ability-points to invoke:

None (this is an enchanter spell).

Area of Effect:

One set of tracks.

Avoidance-Roll:

None.

Casting Time:

1 turn (5 seconds).

Damage:

None.

Duration:

24 hours (+1 hour per scroll memorized after learning this spell).

Effect Time:

Instant.

Explanation:

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The caster will cast this spell upon the feet of a creature or person.  By doing so, any who attempt to track the creature or person will have a penalty to successfully track.  The penalty is as follows:

 

-10 to track (an additional -1 per 3 levels the caster has advanced).

Hand Movement:

One hand.

Healing:

None.

Immunities:

None.  This spell also hinders tracking by heat, cold, movement, particle tracing, etc.  It is an all-around hindrance to tracking.

Maximum Adjustment:

None.

Notes:

None.

Range:

Touch.  The cast must touch the feet of the creature or person.

Resting Time:

None.

Special:

None.

Spell Preparation:

As "Range".

Spell-points to cast:

8

Susceptibilities:

None.

Value:

18,000 white-gold

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Moon`Letters (Starr Glyph) (Adventurer Spells and Abilities (levels 6+) Return to top

 

Cast on a keyhole and it will vanish.

 

Modification-Point Cost (M.P.C.) : 8

Prerequisites --------------------------- : Enchanter

Ability-points to invoke:

None (this is an enchanter spell).

Area of Effect:

One Keyhole.

Avoidance-Roll:

None.

Casting Time:

1 turn (5 seconds).

Damage:

None.

Duration:

Permanent. See: “Explanation”

Effect Time:

Instant.

Explanation:

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When this powerful spell is cast upon a keyhole it will vanish from sight, never to be seen again until the same spell is cast upon it at the close approximate time on the exact day, one year later. A caster must be within 5 turns (25 seconds) of the casting, or the spell will be fooled, thus the keyhole will remain hidden and locked away for another year.

Hand Movement:

One hand.

Healing:

None.

Immunities:

None.

Maximum Adjustment:

Not applicable.

Notes:

Spell-points used to cast this spell will not regenerate until the spell is no longer in effect.

Range:

1 space (5')

Resting Time:

None.

Special:

None.

Spell Preparation:

Only that this spell is cast upon a keyhole.

Spell-points to cast:

4

Susceptibilities:

None.

Value:

8,000 white-gold

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Passage (Adventurer Spells and Abilities (levels 6+) Return to top

 

Allows passage through spell wards and magical traps without setting them off

 

Modification-Point Cost (M.P.C.) : 18

Prerequisites --------------------------- : Enchanter

Ability-points to invoke:

None (this is an enchanter spell).

Area of Effect:

One set of warding runes.

Avoidance-Roll:

Pit Mental-strength vs. your foe’s Mental-strength and win to ensure a safe passage one way through set warding runes or magical trap.

Casting Time:

4 turns (20 seconds)

Damage:

None.

Duration:

1 minute (12 turns)

Effect Time:

Instant.

Explanation:

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This spell will cause warding runes and magical traps in the “Area of Effect” to become dormant, null and void, harmless, for the “Duration”. This spell does not expel wards and magical traps, but rather blocks them of the power to do what they were intended for.

Hand Movement:

Two hands.

Healing:

None.

Immunities:

None.

Maximum Adjustment:

None.

Notes:

None.

Range:

1 space (5') x the caster’s awareness.

Resting Time:

1 turn (5 seconds) x the number of warding runes and / or magical traps within the “Area of Effect”.

Special:

None.

Spell Preparation:

None.

Spell-points to cast:

9

Susceptibilities:

None.

Value:

18,000 white-gold

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Quicken (Adventurer Spells and Abilities (levels 6+) Return to top

 

Cause the targeted to regenerate spell-points at a faster rate.

 

Modification-Point Cost (M.P.C.) : 30

Prerequisites --------------------------- : Enchanter

Ability-points to invoke:

None (this is an enchanter spell).

Area of Effect:

One targeted creature.

Avoidance-Roll:

None.

Casting Time:

3 turns (15 seconds).

Damage:

None.

Duration:

1 turn (5 seconds).

Effect Time:

Instant.

Explanation:

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Quicken will cause the target's spell-points (S.P.) to regenerate at +1-D4 per turn (+ an additional 1-D4 per turn, per scroll memorized after learning this spell).

 

Note:

Remember to add in the normal S.P. regeneration rate of the targeted as well).

Hand Movement:

One Hand.

Healing:

None.

Immunities:

A creature that has no spell-points cannot be effected by this spell.

Maximum Adjustment:

None.

Notes:

None.

Range:

Touch.

Resting Time:

3 turns (15 seconds).

Special:

None.

Spell Preparation:

None.

Spell-points to cast:

15

Susceptibilities:

None.

Value:

30,000 white-gold

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Restore Enchantment (Adventurer Spells and Abilities (levels 6+) Return to top

 

Restores the lost enchantment of an area, a creature, or an item.

 

Modification-Point Cost (M.P.C.) : 200

Prerequisites --------------------------- : Enchanter

Ability-points to invoke:

None (this is an enchanter spell).

Area of Effect:

One item, an area, or other, which has been enchanted.

Avoidance-Roll:

None.

Casting Time:

6 turns (30 seconds).

Damage:

None.

Duration:

This depends on if the enchantment lost was supposed to be temporary, or permanent.

Effect Time:

Instant.

Explanation:

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After casting this spell upon a desired object, creature, or area, the caster must pit his or her intelligence vs. the area, creature, item, of which a general intelligence will be assigned as follows.

 

Successful: The enchantment will be restored as it was initially intended.

Unsuccessful: Nothing will happen (the caster may not attempt the same spell on the same area, creature, or item for 100 years).

 

The following is a list of items that will be labeled with intelligence:

Artifact (80)

Armor, Enchanted (40)

Blessed or Cursed Item of an enchanted nature (70)

Creature (35)

Enchanted Item (35)

Gem, Common, Enchanted (30)

Gem, Special, Enchanted (60)

Oracle (100)

Other Valuable Item (25)

Potion (25)

Relic (110)

Scroll (30)

Weapon, Enchanted (45)

 

Note:

The G.M. can, and should, adjust the general intelligence as he or she deems necessary.

 

Hand Movement:

Two hands.

Healing:

None.

Immunities:

None.

Maximum Adjustment:

None.

Notes:

None.

Range:

Touch.

Resting Time:

60 turns.

Special:

None.

Spell Preparation:

Caster must touch the item, creature, or be in the area where the enchantment once was.

Spell-points to cast:

100

Susceptibilities:

None.

Value:

200,000 white-gold

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Restore Magic (Adventurer Spells and Abilities (levels 6+) Return to top

 

Restores the lost magic of an area, a creature, or an item.

 

Modification-Point Cost (M.P.C.) : 100

Prerequisites --------------------------- : Enchanter

Ability-points to invoke:

None (this is an enchanter spell).

Area of Effect:

One item, an area, or other, which has been endowed with magic.

Avoidance-Roll:

None.

Casting Time:

5 turns (35 seconds).

Damage:

None.

Duration:

This depends on if the magic lost was supposed to be temporary, or permanent.

Effect Time:

Instant.

Explanation:

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After casting this spell upon a desired object, creature, or area, the caster must pit his or her intelligence vs. the area, creature, item, of which a general intelligence will be assigned as follows (single roll check).

 

Successful: The magic will be restored as it was initially intended.

Unsuccessful: Nothing will happen (the caster may not attempt the same spell on the same area, creature, or item for 100 years).

 

The following is a list of items that will be labeled with intelligence:

Artifact (40)

Armor, Magic (20)

Blessed or Cursed Item of an enchanted nature (35)

Creature (17)

Gem, Common, Magic (15)

Gem, Special, Magic (30)

Oracle (50)

Other Valuable Item (13)

Potion (13)

Relic (55)

Scroll (15)

Weapon, Magic (23)

 

Note:

The G.M. can, and should, adjust the general intelligence as he or she deems necessary.

 

Hand Movement:

Two hands.

Healing:

None.

Immunities:

None.

Maximum Adjustment:

None.

Notes:

None.

Range:

Touch.

Resting Time:

50 turns.

Special:

None.

Spell Preparation:

Caster must touch the item, creature, or be in the area where the magic once was.

Spell-points to cast:

50

Susceptibilities:

None.

Value:

100,000 white-gold

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Reveal (Blessing) (Adventurer Spells and Abilities (levels 6+) Return to top

 

Reveals the blessing of an item.

 

Modification-Point Cost (M.P.C.) : 200

Prerequisites --------------------------- : Enchanter

Ability-points to invoke:

None (this is an enchanter spell).

Area of Effect:

Reveals the nature of one blessed item.

Avoidance-Roll:

Yes: vs. "Intelligence".

 

Note:

No luck can be used.

If the caster fails, Reveal (Blessing) cannot be cast on the same item again for 1 year.

Casting Time:

6 turns (30 seconds).

Damage:

None.

Duration:

Instant.

Effect Time:

Instant.

Explanation:

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Reveals the nature of a blessed item, giving the caster the knowledge of the details of the blessed nature of the item.

Hand Movement:

Two hands.

Healing:

None.

Immunities:

This spell will not reveal the nature of a blessed item.

Maximum Adjustment:

None.

Notes:

None.

Range:

Touch.

Resting Time:

6 turns (30 seconds).

Special:

None.

Spell Preparation:

Only that the item to be revealed is present and can be physically touched.

Spell-points to cast:

100

Susceptibilities:

None.

Value:

200,000 white-gold

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Reveal (Cursing) (Adventurer Spells and Abilities (levels 6+) Return to top

 

Reveals the cursing of an item.

 

Modification-Point Cost (M.P.C.) : 200

Prerequisites --------------------------- : Enchanter

Ability-points to invoke:

None (this is an enchanter spell).

Area of Effect:

Reveals the nature of one cursed item.

Avoidance-Roll:

Yes: vs. "Intelligence".

 

Note:

No luck can be used.

If the caster fails, Reveal (Curse) cannot be cast on the same item again for 1 year.

Casting Time:

6 turns (30 seconds).

Damage:

None.

Duration:

Instant.

Effect Time:

Instant.

Explanation:

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Reveals the nature of a cursed item, giving the caster the knowledge of the details of the cursed nature of the item.

 

Note:

Some curses will infect/effect the one who touches the object the curse dwells within.  This spell has a defense against this (Avoidance-Roll vs. "Magic" (3 rolls to succeed).

Hand Movement:

Two hands.

Healing:

None.

Immunities:

This spell will not reveal the nature of a cursed item.

Maximum Adjustment:

None.

Notes:

None.

Range:

Touch.

Resting Time:

6 turns (30 seconds).

Special:

None.

Spell Preparation:

Only that the item to be revealed is present and can be physically touched.

Spell-points to cast:

100

Susceptibilities:

None.

Value:

200,000 white-gold

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Reveal (Enchantment) (Adventurer Spells and Abilities (levels 6+) Return to top

 

Reveals the enchantment of something, and what those magical properties are.

 

Modification-Point Cost (M.P.C.) : 8

Prerequisites --------------------------- : Enchanter

Ability-points to invoke:

None (this is an enchanter spell).

Area of Effect:

Reveals the nature of as many items as the caster’s intelligence ÷ 4 (rounded down) per casting.

Avoidance-Roll:

None.

Casting Time:

1 turn (5 seconds) per item being revealed.

Damage:

None.

Duration:

Instant.

Effect Time:

Instant.

Explanation:

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Reveals the nature of the enchantment within an item, or items.

 

Examples:

Class of armor

Grade of shield

Rank of weapon

Properties of an enchanted item or weapon

A simple object, whether large or small

 

Examples of how many items can be revealed in one casting:

With a 20 intelligence one could Reveal 5 items (20 ÷ 4 = 5).

 

With a 33 intelligence one could Reveal 8 items (33 ÷
4 = 8 (with 1 left over -- drop the remaining 1 point).

Hand Movement:

Two hands.

Healing:

None.

Immunities:

This spell will not reveal the presence of blessed or cursed items, or the nature of such items.

Maximum Adjustment:

None.

Notes:

None.

Range:

Touch.

Resting Time:

1 turn (5 seconds) per item revealed.

Special:

None.

Spell Preparation:

Only that the items to be revealed are present and can be physically touched.

Spell-points to cast:

4

Susceptibilities:

None.

Value:

8,000 white-gold

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Reveal (Magic) (Adventurer Spells and Abilities (levels 6+) Return to top

 

Reveals the nature of a spell within an item, in the air, within an object, etc.

 

Modification-Point Cost (M.P.C.) : 60

Prerequisites --------------------------- : Enchanter

Ability-points to invoke:

None (this is an enchanter spell).

Area of Effect:

1 space (5') out from the caster in all directions (+1 space per 10 points of your Awareness.

Avoidance-Roll:

The caster must make a successful avoidance-roll vs. "Magic" to correctly identify the spell within the "Area of Effect" (the G.M. will roll this avoidance-roll secretly).

 

If the avoidance-roll is successful, the enchanter will know the nature and specifics of the magic spell.

 

If unsuccessful, the G.M. will give the caster the information of a random magic spell . . . which will be incorrect.

 

Note:

No luck can be used to succeed.

Casting Time:

3 turn (15 seconds).

Damage:

None.

Duration:

720 turns (1 hour).

Effect Time:

Instant.

Explanation:

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This spell will let the caster know what magical spell is within the "Area of Effect", and all the details of that spell.

Hand Movement:

Two hands.

Healing:

None.

Immunities:

Only magical spells can be revealed by the power of this spell.

Maximum Adjustment:

None.

Notes:

None.

Range:

Caster only.

Resting Time:

None.

Special:

None.

Spell Preparation:

None.

Spell-points to cast:

30

Susceptibilities:

None.

Value:

60,000 white-gold

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Rune-Weave (Adventurer Spells and Abilities (levels 6+) Return to top

 

Sets a spell-rune into a physical object to be set off at a certain time under certain circumstances and conditions (as depicted by the enchanter).

 

Modification-Point Cost (M.P.C.) : 16

Prerequisites --------------------------- : Enchanter

Ability-points to invoke:

None (this is an enchanter spell).

Area of Effect:

One object which the rune will be spellbound into.

Avoidance-Roll:

The enchanter must successfully make an avoidance-roll vs. "Magic" to Weave a Rune.

Casting Time:

10 turns (50 seconds)

Damage:

None.

Duration:

Permanent until the Spell-Rune is activated.

Effect Time:

1 turn (5 seconds)

Explanation:

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This spell will enable the caster to permanently secure a spell-rune into an archway, armor, a rock, a book, clothing, etc. The Spell-Rune will be cast in an of itself when certain conditions are met. In other words, the caster casts Rune-Weave upon a Spell-Rune, secures it into the stone of an archway within a dungeon, setting the condition upon how the Spell-Rune will be cast (the caster can set the Spell-Rune to cast if it is passed by, touched, passed by a second time, etc.

Hand Movement:

Two hands.  The caster must hold the Spell-Rune against a physical object and cast Rune-Weave with the other hand.

Healing:

None.

Immunities:

None.

Maximum Adjustment:

None.

Notes:

None.

Range:

Touch. See: "Hand movement".

Resting Time:

10 turns (50 seconds).

Special:

None.

Spell Preparation:

Caster must have a Spell-Rune that he or she will cast Rune-Weave onto after it is places against a physical object.

Spell-points to cast:

8

Susceptibilities:

None.

Value:

16,000 white-gold

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Split Resistance (Adventurer Spells and Abilities (levels 6+) Return to top

 

Lowers the resistances of the targeted creature.

 

Modification-Point Cost (M.P.C.) : 80

Prerequisites --------------------------- : Enchanter

Ability-points to invoke:

None (this is an enchanter spell).

Area of Effect:

One targeted creature.

Avoidance-Roll:

Yes: Pit your Mental-Strength vs. the targeted creature's Mental-Strength (race to 4).

Casting Time:

4 turns (20 seconds).

Damage:

None.

Duration:

1-D4 +1 turns (+1 additional turn per scroll memorized after learning this spell).

Effect Time:

Instant.

Explanation:

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When you cast this spell upon a creature successfully, it's avoidance-rolls will be penalized by -20 for the duration of the spell.

 

Note:

There will be an added -2 to this spell's penalty per scroll memorized after learning this spell.

Hand Movement:

Two hands.

Healing:

None.

Immunities:

None.

Maximum Adjustment:

None.

Notes:

Once this spell is cast, the caster will have 1 turn (5 seconds) per level to touch his or her target (before the spell fades).

Range:

Touch the creature with one or both hands (it makes no difference).  The caster merely needs to come in contact with his or her intended foe.

Resting Time:

3 turns (15 seconds).

Special:

None.

Spell Preparation:

None.

Spell-points to cast:

40

Susceptibilities:

Sleeping creatures will not be able to avoid this spell.

Value:

80,000 white-gold

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Transfer Enchantment (Adventurer Spells and Abilities (levels 6+) Return to top

 

Transfer an enchantment over to another enchanted item.

 

Modification-Point Cost (M.P.C.) : 100

Prerequisites --------------------------- : Enchanter

Ability-points to invoke:

None (this is an enchanter spell).

Area of Effect:

One item.

Avoidance-Roll:

None.

 

See: Note #2, in the "Explanation" section.

Casting Time:

12 turns (60 seconds).

Damage:

None, but read Note #2, in the "Explanation" section.

Duration:

Permanent.

Effect Time:

1 turn (5 seconds).

Explanation:

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When this spell is cast, the caster will touch the item the enchantment will be taken from, then touch another item the enchantment will be housed within.

 

Note #1:

An enchantment stripped from an item must be placed within another item that currently has one or more enchantments housed within it, or this spell will be wasted, and the enchantment stripped from the first item will be destroyed.

 

Note #2:

This spell can be difficult to control, so wild and untamed is this magical spell.  Thus, when an enchantment is taken and placed into another item with an existing enchantment, or enchantments, there will be a 10% risk of all enchantments, and items involved, being destroyed.

Hand Movement:

Two hands.

Healing:

None.

Immunities:

None.

Maximum Adjustment:

None.

Notes:

None.

Range:

Touch.

Resting Time:

13 turns (65 seconds).

Special:

None.

Spell Preparation:

The caster must have both items in reach, so they can both be touched.

Spell-points to cast:

50

Susceptibilities:

None.

Value:

100,000 white-gold

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Transfer Magic (Adventurer Spells and Abilities (levels 6+) Return to top

 

Transfer magical properties over to another magic item.

 

Modification-Point Cost (M.P.C.) : 60

Prerequisites --------------------------- : Enchanter

Ability-points to invoke:

None (this is an enchanter spell).

Area of Effect:

One item.

Avoidance-Roll:

None.

 

See: Note #2, in the "Explanation" section.

Casting Time:

8 turns (40 seconds).

Damage:

None, but read Note #2, in the "Explanation" section.

Duration:

Permanent.

Effect Time:

1 turn (5 seconds).

Explanation:

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When this spell is cast, the caster will touch the magical item to take the magic from, then touch another item the magical properties will be housed within.

 

Note #1:

Magic stripped from an item must be placed within another item that currently has one or more magical properties housed within it, or this spell will be wasted (the magical properties stripped from both items will be destroyed).

 

Note #2:

This spell can be difficult to control, for wild and untamed is this magic.  Thus, when magical properties are taken and placed into another item with an existing magical properties, there will be a 10% risk of all magics, and items involved, being destroyed.

Hand Movement:

Two hands.

Healing:

None.

Immunities:

None.

Maximum Adjustment:

None.

Notes:

None.

Range:

Touch.

Resting Time:

9 turns (45 seconds).

Special:

None.

Spell Preparation:

The caster must have both items in reach, so they can both be touched.

Spell-points to cast:

30

Susceptibilities:

None.

Value:

80,000 white-gold

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Transference (Adventurer Spells and Abilities (levels 6+) Return to top

 

Transfer spell-points to another caster, or item that stores spell-points.

 

Modification-Point Cost (M.P.C.) : 20

Prerequisites --------------------------- : Enchanter

Ability-points to invoke:

None (this is an enchanter spell).

Area of Effect:

One other caster, or one spell-point-storing item.

Avoidance-Roll:

None.

Casting Time:

1 turn (5 seconds).

Damage:

None.

Duration:

1-D4 turns, or until the caster cuts the spell (which can be done by merely willing the spell to cease in its effect.

Effect Time:

Instant.

Explanation:

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The target's spell-points will be regenerated at a rate of 1-D4 +1 per 3 levels of the caster per turn for the duration of this spell.

 

The caster can only tranfer spell-points he or she has ready to use.

 

Once spell-points are transfered, they will regenerate at normal.

 

Note:

There are two types of targets which can be effected by this spell:

1. A creature with spell-points.

2. An object that stores spell-points.

Hand Movement:

None.

Healing:

None.

Immunities:

None.  See: "Note" in the Explanation of this spell.

Maximum Adjustment:

None.

Notes:

None.

Range:

A creature with spell-points: The caster must have a clear view of the recipient of this spell (close enough to give a good description).

 

If charging an item: The object must be in physical contact with the caster.

Resting Time:

3 turns (15 seconds).

Special:

None.

Spell Preparation:

See: "Range".

Spell-points to cast:

10

Susceptibilities:

None.

Value:

20,000 white-gold

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Transpose (Adventurer Spells and Abilities (levels 6+) Return to top

 

The finishing spell that brings a prepared item to life, activating the magic.

 

Modification-Point Cost (M.P.C.) : 20

Prerequisites --------------------------- : Enchanter

Ability-points to invoke:

None (this is an enchanter spell).

Area of Effect:

1 item.

Avoidance-Roll:

Yes: vs. "Magic".  If this avoidance-roll is failed, the item cannot be enchanted.

Casting Time:

3 turns (15 seconds).

Damage:

None.

Duration:

Permanent.

 

Note:

This doesn't mean the item to activate will always work.  This simply means, the item will work as intended.

Effect Time:

Instant.

Explanation:

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When this spell is cast upon a prepared item, the caster will then need to make a successful avoidance-roll vs. "Magic" to successfully activate a prepared enchanted item.

Hand Movement:

Two hands.

Healing:

None.

Immunities:

N/A

Maximum Adjustment:

N/A

Notes:

None.

Range:

1 space (5').

Resting Time:

3 turns (15 seconds).

Special:

None.

Spell Preparation:

See: "Explanation".

Spell-points to cast:

10

Susceptibilities:

None.

Value:

20,000 white-gold

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Unravel (Adventurer Spells and Abilities (levels 6+) Return to top

 

Leaves Spell-Runes and wards magically placed to hinder or harm intruders harmless for a time.

 

Modification-Point Cost (M.P.C.) : 18

Prerequisites --------------------------- : Enchanter

Ability-points to invoke:

None (this is an enchanter spell).

Area of Effect:

All Spell-Runes and magical wards within 1 space (5') of the caster.

Avoidance-Roll:

Pit Mental-strength vs. your foe’s Mental-strength with the original caster of the Spell-Rune or warding rune and win to successfully subdue its magic for a time.

 

If the caster fails to successfully subdue a Spell-Rune or ward it will be set off, no matter the conditions set by its creator.

Casting Time:

4 turns (20 seconds)

Damage:

None.

Duration:

1 turn (5 seconds) x the level of the caster.

Effect Time:

Instant.

Explanation:

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Unravels a single spell ward for a time. The G.M. will roll up the mental-strength of the caster and then a race to four will begin. It is very exhausting for the Enchanter to Unravel such runes and wards. See: “Resting time”.

Hand Movement:

Two hands.

Healing:

None.

Immunities:

None.

Maximum Adjustment:

None.

Notes:

None.

Range:

Caster only. See: “Area of Effect”

Resting Time:

The enchanter must rest for 1 hour per spell or ward he or she Unravels. Remember that this is NOT Expel Magic; this simply makes the spell or ward non-functional for 3-D20 hours + 1 hour per level of the caster.

Special:

None.

Spell Preparation:

None.

Spell-points to cast:

9

Susceptibilities:

None.

Value:

18,000 white-gold

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