Sanctuary

Hector’s Aura of Protection

4   E               Indefinite

This spell will remain in effect as long as the subject’s hands are clasped overhead and they do not receive any body damage. The recipient is protected against all non-ranged attacks from undead creatures. Ranged attacks (such as spells, missile weapons, and gas globes) can affect the recipient.

The character with a Sanctuary active may use no game abilities except touch-casting on themselves.

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

Shatter

Zalinarik’s Shattering Force

3   CE  S          Instant

This spell may be cast upon any weapon or shield or any item up to a shield in size. It may also be cast at a creature, to affect such an item.

Shatter can be used to shatter a helm or arm- or leg-guard but no other armor pieces, doing armor damage as appropriate. This spell will not shatter a shield-like hole in something larger than a shield.

The item thus affected is shattered into shards and is rendered completely useless. This spell will not work on an unshatterable item, a permanent magic item or a magically protected item.

Shattering an item that has other items within or fastened to it will destroy all of the items. This spell will shatter not only a shield but also any scrolls attached to the back. Shattering a box or door will set off any traps present as well as the items within.

After the item is shattered, the debris must be cleared in-game. The in-game noise made is equivalent to the noise generated out-of-game by moving the shattered item.

“I summon a force to Shatter <item>.”

Shield

Almrood’s Protective Field

1   C    S          Indefinite

This spell gives the recipient two extra Armor Points. These extra points are the first Armor Points lost due to damage. As long as these points last, they will protect a spellcaster so spells may be cast while taking damage.  If a Shield and a Greater Shield are both present, then it is the player’s choice as to which is lost first.

“With eldritch force I grant you a Shield.”

Shield Magic

Tyler’s Improved Protection            From Enchantment

5   CE          PS          Indefinite

This spell will cancel the next spell cast at the recipient, including beneficial spells, after which it is used up.

You must say “Shield Magic” immediately when this spell is used. Shield Magic cannot be used in conjunction with a Reflect Magic.

If you have a Shield Magic active, you may still “accept” spells that are touch-cast. You cannot “accept” thrown spells. See the chapter on Magic for more details on touch-casting spells.

“I call forth mystic power to Shield Magic.”

Shun

Jondar’s Charm of Avoidance

4   CE  S          1 Hour

This spell causes the victim to feel great discomfort around the caster. The victim will not initiate attack on the caster while the spell is in effect, and the victim will immediately move at least 10 feet away from the caster and stay at least that far away while the spell is in effect. If the victim is within the 10 feet when the spell is cast, the victim must move away, but never in a manner that will endanger the victim or cause direct harm to the victim. In other words, the victim cannot be made to jump off a cliff or walk towards a magical rift or do any other action which would cause harm (much like a Charm spell cannot force the victim to take self-destructive actions).

This spell does not create a 10 foot magical circle around the caster which is effective only upon the victim; if the victim has to come closer than ten feet in order to get away (say for example, to pass close to the caster in order to get to an exit), then that is permissible. While within that 10 foot area however, the victim can take no in-game actions against the caster.

This spell is a type of charm and can be resisted with the racial ability Resist Charm, and it can be cured with an Awaken spell or Dispel Magic spell. Stronger charms such as Vampire Charm or Enslavement will override its effects.

“I command you to Shun me.”

Silence

Turing’s Mystical Muzzler

5   CE            10 Minutes

The victim of this spell cannot talk and cannot cast any spell. The victim must still call out the damage points his or her weapons do if combat ensues while the spell is in effect, as well as any out-of-game “trigger” phrases such as “Reflect Magic” or “Parry.”  The silence can be removed by either Awaken or Dispel Magic. This is not a charm spell and thus it cannot be resisted by those with the Resist Charm ability.

“I command you to Silence.”

Sleep

Folson’s Somnolent Vapors

6   CE          PS          10 Minutes

Sleep causes the target to instantly fall into a deep sleep. The target will not awaken for 10 minutes unless someone shakes them vigorously while shouting for them to wake. It takes one minute of shaking and shouting to wake a person this way. An Awaken or Dispel Magic spell will wake the victim immediately.

This spell will not work on some creatures without a metabolism, such as undead creatures, golems, or some giant insects. It can be resisted by creatures with a Resist Sleep ability.

“I command you to Sleep.”

Taint Blood

Vorin’s Venom Blast

5   E               Indefinite

This spell will introduce impurities into the victim’s blood. The victim is left extremely weak, and unable to fight or move faster than normal walking speed. The victim becomes unable to use any game skills and will temporarily lose one Body Point from their maximum every 15 minutes. Note that the spells Bless and Greater Bless do not add to your maximum Body Points.

Since the victim’s maximum Body Point level keeps reducing, these points lost cannot be healed. Remember, you can never be healed higher than your maximum amount.

When the victim is reduced to zero Body Points, they will become unconscious. Fifteen minutes later, they will be at -1 and dying. The skill First Aid applied within a minute will raise the maximum back to zero, but 14 minutes later, the victim will once again revert to -1. Since the victim is not dead, a Life spell will not cure him or her;  however, a Killing Blow followed by a Life spell will work.

This spell might not function against creatures with no metabolism. This spell can be removed by a Purify Blood spell or a Dispel Magic spell.

“I call upon chaos to Taint your blood.”

Trap Undead

Morien’s Malignance Magnet

1   E               Line of Sight

This spell will act upon a lesser undead as a Pin spell, but the undead may not rip free. This spell will not affect a living target, although it will remove a living person’s Shield Magic or Reflect Magic.

“I call upon the earth to Trap Undead.”

Turn Undead

Ylivik’s Lesser Sphere of Banishment

2   E     1 Hour

This spell will affect lesser undead creatures, causing them to leave the area of combat immediately by attempting to break Line of Sight. A Dispel Magic or Free Undead will rid the creature of this spell, allowing it to return. Greater undead are not affected by this spell in the same manner. This spell will not affect a living target, although it will remove any creature’s Shield Magic or Reflect Magic.

“I call upon the earth to Turn Undead.”

Unparalyze

Nyrina’s Nerve Restorer

8   E     P          Instant

This spell will free the subject from all paralysis effects.

“I rid you of Paralysis.”