Wall of Force

Bertold’s Mystic Barrier

7   C    S          5 Days

This spell uses a preexisting, free standing vertical frame to create a shimmering Wall of Force that will stretch no more than 10 feet across. The Wall will rise to a height of 25 feet or the height that will fit the frame. 

The frame must be completely enclosed and the Wall of Force must be able to be placed vertically within the frame. It must be clear to all observers where the boundaries of the Wall are. Normal walls may be used as the sides of the frame, but the floor should be marked with a physical representation so it is clear where the Wall has been placed.

Two trees 10 feet apart or less would be an acceptable physical representation for a Wall of Force as long as a representation for the floor is indicated, as would any doorway or portal 10 feet wide or less. If all of the sides are clearly indicated by a portal, then a floor phys rep is not required.

Once the Wall of Force has been cast, the physical representation cannot be moved. Neither the Wall nor the frame may be Destroyed or Shattered. Normal traps will not affect it, although some Massive Mechanical traps may cause it to fail in a manner similar to the Imprison spell.

Wall of Force, Circle of Power, Ward, and Wizard Lock effects may not overlap in any way. These barriers may be within one another, but must always be fully within, or fully external to, each other. For example, you may surround a Circle with another Circle, you may put a Ward on a building that is fully within a Circle, etc. Celestial and Earth spells may combine freely for these effects.

 Nothing may pass through the Wall once the Wall is cast, including spells, thrown gasses, weapons and creatures. Air may pass through, but other gases may not. A gaze attack such as a Vampire Charm can be effective through a Wall, as will a Gypsy Curse.

The wall will last for five days, but may be dropped by the caster at any time if he or she touches the phys rep and states “Wall down.” This statement is out-of-game, although any observers who hear the statement are aware that the Wall was dropped, and they might know who dropped it. The wall is also dropped if affected by a Dispel Magic.

“With eldritch Force I build a Wall.”

Ward

Elenaro’s Astral Displacement

5   CE  5 Days

This spell magically seals a single room or an entire building. The object so affected must be an actual unmovable structure such as a building, a tent, or an unmovable wagon.

This spell requires a lock and key that must be prepared from a single piece of material. The two pieces are placed upon the structure, the spell is cast, and the key is removed from the lock. A magic barrier will then appear enclosing the shielded area. All portals into the area are sealed by the barrier, including windows. Nothing may enter or leave except for air itself. No gaseous forms, gases, weapons, spells—nothing. No one (not even the caster) may enter until the key is placed back in the lock. Ward is not be affected by Dispel Magic.

Wards are always visible, even when down. When the key is placed in the lock, the barrier disappears only from the portal where the lock is located.

In-game, the Ward lock is placed in midair in the portal. This way, the key can be entered into the lock from either side. Out-of-game, the lock must be attached to the door itself and must be clearly visible. The building must be visibly marked to indicate the presence of a Ward or Wizard Lock, such as by placing a large “W” on the door with duct tape or masking tape. The spell tag must be attached to the back of the lock or to the marshal notes.

The casting of this spell takes five minutes. The caster must say the incant and hold the key in the lock for the entire five minutes. If the caster takes any damage, loses any spell defense, or becomes unable to hold the key in the lock, then the spell is blown. At the end of the five minute casting time, the caster announces “Ward Up,” removes the key, and the spell is complete.

It is possible to Ward a building and have two separate portals; for example, a building with multiple doors can be Warded so that any door could be used with the proper key. In order to do this, multiple casters are needed. Each portal must have a Ward cast upon it within the five minute time frame.

In other words, if one caster begins a Ward spell at the front door, another may place an additional Ward at the back door if it is begun within five minutes. Once completed, the building will have only one Ward but will have separate keys for each door. Each key must be unique and distinguishable from the other. The keys are not interchangeable.

Note that every time a new Ward is started, the five minute time frame begins again, so that theoretically two casters could Ward a building with multiple doors by “taking turns” at each door as long as the castings overlap. The Ward is active, blocking entry and exit, once any of the casters successfully completes his or her five minute spell. If any of the casters is interrupted, that particular casting will fail, but the others can continue and can be successful. Once the five minute time frame is broken, no further Wards may be cast.

Anyone inside an area being Warded immediately becomes aware of an “eerie sensation” and knows that a Ward is being cast. This eerie sensation is strong enough to awaken a normally sleeping person. If a Ward is being cast upon one portal and another caster begins a Ward at another portal, the first caster will be aware of a different “eerie feeling” than the one caused by his or her casting and will immediately be aware that someone else is attempting to Ward the area.

It is also possible to Ward or Wizard Lock a smaller room within the Ward as long as the two rooms do not share the same portal.

Ward, Circle of Power, Wizard Lock and Wall of Force effects may not overlap in any way. These barriers may be within one another, but must always be fully within, or fully external to, each other. For example, you may surround a circle with another circle, you may put a Ward on a building that is fully within a Circle, etc. Celestial and Earth spells may combine freely for these effects.

The size of a Ward key is variable but cannot be an in-game weapon such as a shield or sword. Unusual Ward keys must get prior approval. All Ward keys are indestructible.

Anything left in the way of a rising Ward will be pushed to the side of least resistance.  Creatures with only one eligible side always go to the only eligible side. Otherwise, the “side of least resistance” is defined as follows: (1) Creatures “in the way”, even if unconscious, choose the side they’d like to be on. All of their possessions go to that side, too. (2) Items “in the way”, if possessed by a creature, always go to the side of the possessor. (3) Items “in the way”, if not possessed by anyone, have their side chosen by the person removing the Ward Key.

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

Weakness

Tyrr’s Damage Reducer

3   E     P          Indefinite

This spell will curse the victim to do 4 points less damage with every swing (minimum damage being zero, of course). This spell does not actually reduce a creature’s strength. It affects all weapon damage in the same way, whether the weapon is used with one hand or two hands. This spell lasts until removed with a Remove Weakness or a Dispel Magic.

In some chapters, this spell will reduce the “Escape from” ability of a creature.

“I curse you with Weakness.”

Web

Arakin’s Eldritch Binding Force

5   CE  S          Line of Sight

This spell snares the arms of its victim, binding them straight to its sides, and immobilizes the victim completely. 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, even if hit with a Disarm effect. However, since the effect allows the victim to be searched, anyone else can choose to physically remove a hand-held item from the victim simply by “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 Web you.”

Wither Limb

Thorna’s Accelerated Entropy

E  7     P          Indefinite

This spell causes the target’s limb to become aged and infirm. The limb must be specified by the caster (right or left leg or arm). You can have up to four Wither Limb spells upon you at a time.

No weapon may be wielded by that limb nor may the limb be used for locomotion or spellcasting. Only an arm or leg can be thus withered. Tentacles or similar appendages are considered arms for this purpose. The head, tongue, or any other such organ do not count as limbs.

A Restore Limb will heal one withered limb. A Dispel Magic will remove all active Wither Limb spells.

If the caster does not specify, or if the spell is received from a potion, then it is the creature’s choice as to which limb is withered.

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

Wizard’s Lock

Ferakin’s Magic Gated Barrier

8   C    S          5 Days

This spell is identical to a Ward spell except that it does not take five minutes to cast and it may be cancelled by a Dispel Magic spell.

As with Wards, it is possible to have multiple portals each with a separate key, but to do so requires a Wizard’s Lock to be cast on each portal at the same time. If the second verbal is not started before the first one ends, then the spell is cast and the second Wizard’s Lock fails. Otherwise, multiple portals work in a manner similar to Ward.

If a room or building already has a Ward or a Wizard’s Lock, another one may not be added. If you wish to upgrade your Wizard’s Lock into a Ward, you must first Dispel the Wizard’s Lock.

Wizard Lock, Circle of Power, Ward and Wall of Force effects may not overlap in any way. These barriers may be within one another, but must always be fully within, or fully external to, each other. For example, you may surround a Circle with another Circle, you may put a Ward on a building that is fully within a Circle, etc. Celestial and Earth spells may combine freely for these effects.

The building must be visibly marked to indicate the presence of a Ward or Wizard Lock. All other rules pertaining to a Ward must be followed.

There is no way to tell if a building has a Ward or a Wizard’s Lock just by looking at it; the only way to tell is to cast a Dispel Magic spell and see if it remains. Dispelling a Wizard Lock generates as much noise as the marshal makes when opening the door to check the Marshal Notes.

In order to Dispel a Wizard Lock, the Dispel must be cast on the lock itself in the presence of a Marshal.

“With eldritch force I build a Wizard’s Lock.”