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.”