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Enchantments
Enchantments:
These spells enhance or grant an advantage for the caster or her allies.
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Name of Spell
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Effect of Spell
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Exp Requirements
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Cost for Item / Spell
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Dazzle
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Up to 2 targets
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10 Exp
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100 D / 1 Spell Slot(s)
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Description:
Targets weaker than the caster are automatically affected by this spell
and those stronger than the caster in Mind make an Ethereal Resistance
Check Difficulty 14. The spell calls for the caster to hold her hands up
in front of the target and the targets eyes are open. With this quick
incantation she can shoot off an array spectacle that flashes brightly in
colors shapes and multi-colored stars. The target is not only blind but
confused as well as their eyes are momentarily damaged for 2#d4 Rnds
unable to make and action till the affect is over. One dice is for Blind
Rnds and the other for Rnds Confused.
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Charmed
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Target is Ally
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20 Exp
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200 D / 1 Spell Slot(s)
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Description:
Causes the target to make an Ethereal Resistance Difficulty 16 if failed
the target becomes the friend of the Caster for d4 Rnds + Caster's CR
Bonus. As the friend of the Caster they would go to any length in
protecting, assisting, aiding, healing, and supporting the Caster. However
the target is very friendly and tends to behave like an obsessed friend.
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Slumber
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Affects d6 Targets
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20 Exp
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200 D / 1 Spell Slot(s)
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Description:
This particular spell causes a target to fall asleep in a deep tired
slumber. The spell can prove effective against those whom are not
nocturnal since most creature sleep at night. The spell however cannot be
used against those stronger than the caster in Mind.
Those equal or under the Caster’s Mind can be affected by the
spell. Most targets that are advance than the caster are more likely
immune to sleep due to vigorous training or merely tougher than the normal
in Mind. Sleep affects a radius of 20ft from the central target but only
can affect a certain amount of targets. This will not affect friendly
targets however and once a target is hit they reawaken. Targets with a
Mind lower than the Caster automatically fall asleep. Those with a mind
Higher than the Caster make a Resist Check Difficulty 16 since sleep is a
Natural Effect although a spell.
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Steel Strike
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Adds +1 ATR Temp.
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20 Exp
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200 D / 1 Spell Slot(s)
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Description:
A spell favored by fighters this is a good support spell for Casters who
wish to aid their friends in combat. This increases a single target's Hit
an additional +1 to their attack. Though this can be very useful the +1
can be cast equal to the amount of levels the caster has and lasts till
the end of battle.
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Swiftness
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Adds +1 Dodge Temp
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20 Exp
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200 D / 1 Spell Slot(s)
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Description:
Like Steel Strike this temporarily causes a target to increase an
additional +1 Dodge for battle. This is useful for almost any one who
wishes a higher Dodge Rate. However like Steel Strike it can only be cast
up to the Caster's level and lasts only till the end of battle.
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True Resistance
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Adds +1 to Resisting
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20 Exp
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100 D / 1 Spell Slot(s)
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Description:
This adds an additional +1 to Resistance and Ethereal Resistance. But like
the rest it can be cast up to the amount of Caster's level for the bonus
and only lasts till the end of battle.
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Cerulean Armor
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-4 to any Damage
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30 Exp
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200 D / 1 Spell Slot(s)
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Description:
Magical armor that decreases damage to whomever has been bestowed this
gift. This is a useful spell mainly for mages since wearing heavier armor
that is not crafted for mages is hard to purchase and difficult to find.
This offers a single target a damage reduction of -4 and lasts for 2 Rnds
x the Caster's CR Bonus. Cerulean Armor is said to be a magical armor
created by a forgotten race that has long passed their legacy into this
spell.
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Junia's Binds
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Holds target helpless
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30 Exp
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300 D / 1 Spell Slot(s)
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Description:
Astral Rings and Shackles hold a target in place but are unseen by
the naked eye Unless by the ability or Spell True Seeing. Only a Dispel or
Decast Spell can stop this spell. Though Astral weapons can break the
binds it is dangerous because Astral weaponry can slash through the binds
and the person. Since it is an unseen attack unless with True Seeing or
Sight of Astral Attacks it is an automatic effect. Yet the spell can only
hold a single target for the equivalent amount of Rnds equal to the
Caster's CR Bonus.
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Mind Control
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Single Target
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40 Exp
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400 D / 1 Spell Slot(s)
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Description:
The spell forces a target to perform a suggestion that does not endanger
their life. Suggestions as holding in place drop your weapons, or leave
the party are good examples. Harmful suggestions would break the spell
such as making the person vulnerable to personal harm such as killing
themselves, allowing themselves to be taken, or any type of physical,
mental, spiritual, or verbal harm causes them to be free from the control.
Mind is required to avoid this effect and careful suggestions should be
made. The Effect only lasts 2d4 Rnds so appropriate commands are required
to be given quickly less the spell ends sooner than one thinks. The Target
must make a Mind Check at a Difficulty 16 to be immune to the spell for a
day.
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Translucent
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Target is see through
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40 Exp
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400 D / 1 Spell Slot(s)
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Description:
This spell is useful in making a target translucent in the material world.
It offers a ghostly visage that causes them to intermix on the material
and astral plain. Targets attacking the creature make any attack form on
the one with this spell to cause the spell effect. The target that dawns
this spell makes a d20 roll when they are hit. 1-10 the target is
materialized on the material plain and will suffer damage. If the person
scores through 11-20 they are in their ghostly visage and suffer no
damage. However magical attacks ignore this effect as well as Astral and
spectral creatures plus Dmg by them is dealt with no Armor reducing it The
Effect lasts for 2d4 rounds.
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Invisibility
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Single target
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5 Levels
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500 D / 2 Spell Slot(s)
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Description:
Temporarily invisible the target can maneuver around the area unseen
however they are still able to be detected by sound and seen with imprints
of movement. When the character strikes they deal 2d6 more damage than the
regular damage for a surprise attack however are visible once an attack is
made. This only effects a single target at a time and only Astral and
invisible targets can see another.
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Dispel
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Cancels spell cast
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5 Levels
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500 D / 2 Spell Slot(s)
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Description:
Dispel works as an interrupt spell that cancels a spell that was just
cast. The spell can only be dispelled bas on the levels of the Caster. As
long as the caster is of higher level of the spell cast the spell can be
cancelled automatically if successful. Though this spell can be used
numerous times to interrupt and cancel a spell if used often it quickly
consumes the spells per day for a caster. However dispel cannot cancel the
casting of Ritual Spells or God Spells.
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Magical Gift
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Grants an ability
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5 Levels
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500 D / 2 Spell Slot(s)
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Description:
Magical Gift is a enchantment that grants a target a unique ability such
as Wings for flight, Gills for Water breathing, Extra Arms to hold two
more items, Telepathic, Ghostly image to pass through walls, or Planar
Walk allowing to cross certain surfaces with out harm or difficulty.
Magical gift allows 1 target one of these abilities for the rest of the
day allowing them opportunity to experience the magical gift for quite
some time. However when the effect is over they return to normal. The
Caster is the only one who can dispel the effect or another caster can dispel
the effect.
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Speed Up
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allows an extra action
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6 Levels
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600 D / 2 Spell Slot(s)
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Description:
The target with this spell is twice as fast as normally thus gains an extra
action on their turn and a +2 to any action they do while this spell is in
effect. It lasts only for 2d6 rnds allowing a character enough time to
take advantage of this gift of enchantment.
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Tempered Skin
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Temp. physical immune
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6 Levels
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600 D / 2 Spell Slot(s)
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Description:
Targets that have this spell cast on them are temporarily immune to
physical attacks for 2d6 hits. Though its short lived the ability is
useful to by time to avoid death or taking immense physical actions.
However the downside to temper skin and Reflex or movement action made is
at -2 when performing it. Casters tend to take this spell to avoid being
slain by fighters or physically adept opponents.
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Spell Wisp
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d4 Allies
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7 Levels
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700 D / 2 Spell Slot(s)
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Description: Intriguing spell calls out a portion
of your soul to come out to assist
you in casting spells. The small wisps only have a 25% of your health and
know all the spells you know. They cast spells just like you and cast
spells with your command requiring your voice to guide them. They cannot
attack and cannot evade. they stay by you circling you awaiting your
commands.
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Prismatic Gift
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+1 to all actions
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8 Levels
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800 D / 2 Spell Slot(s)
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Description:
Any actions made by the target who has this spell gains +1 to any and all
actions they make. This is very useful for those whom wish to avoid
failures in all regions and have a slight chance at success in all their
actions.
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Forged Mind
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Temp. Magic Immune
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9 Levels
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900 D / 3 Spell Slot(s)
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Description:
For 2d6 hits the target is immune from magical spells with out problem.
However this does not prevent God Spells or Rituals from effecting them.
This is good to avoid disastrous spells of higher or low power but not
that of superior spell casting. The downside that any physical action is
at a -2 when performed. This spell cannot be combined, fused, or cast with
Tempered Skin.
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Fusion
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Combine spells
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9 Levels
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900 D / 3 Spell Slot(s)
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Description:
This allows a caster to fuse one spell with another to create a extreme
powerful spell. Yet by itself it does nothing unless the second and third
spell cast is made. A Caster may cast this spell and another Caster during
the time period can cast his or her spells to the fusion spell to begin
the process. If the Fusion spell (a great grey sphere) does not have a
spell with in it at the end of the round it fizzles out. Once the spell is
in the sphere another spell must be cast into it before the end of the
round or the spell will fizzle out as well. Once all three are cast it
immediately fires off the spell as an instant action.
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Magnify
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Enhance Spell
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9 Levels
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900 D / 3 Spell Slot(s)
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Description:
Prior to any spell cast Magnify increases the range, duration, and damage
of a spell two fold. Giving the spell double the effect makes it even far
more deadlier than before. However God Spells, Rituals, and Summoning are not effected by this spell enhancement.
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All Creation
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Invincibility
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10 Levels
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1000 D / 5 Spell Slot(s)
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Description:
One of many legendary God Spells All Creation creates a invincible mobile
sphere for a single target that lasts a day. The spell can be cast once at
a single spell but each additional cast costs 5 Spells to recast upon
another target. Decast and Dispel does not work on this spell yet another
God Spell can cancel out this spheres ability. Only the Effect of Junia's
breath can cancel another God spell including this one.
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