Spells

Spells are magical abilities available through Spell Skills and given to many classes. Most spells can only be taken once. If a spell does not specify how many times it may be taken, it may only be taken once.

Some spells require component costs to be used at an event. Component costs are listed in the "Event Check-in" section. If a spell is not listed there, then it has no component cost.

Spell scrolls are searchable and never expire (unless paid for with component income), but only may be used by the mage that constructed them. Even if another mage with the same spell ability gains control of a scroll, he may not use it to cast the spell.

Spell Foci

All spells require a spell focus. Any character that can cast spells must present their focus at event check-in. Focus must be worn and searchable (cannot be hidden). A character can only have one focus which they use for all of their spells. If a character does not have their focus they cannot cast their spells. A focus can be any worn item (it should not be a personal item) it should be unique. If it is stolen or lost, it can be replaced during the event by spending 15 minutes meditating within a church, or magical circle.
Losing a focus does not affect spells that are in effect.

Spell Chants

If a spell has a required X-word chant, that really means it must take about X divided by 2 seconds to chant. For instance: Magic Cirlce needs a 20-word chant, so it can be anywhere between 10 and 30 seconds.

Chants must be somehow meaningful. Most chants may not be repetitive. Some may contain repetitions, those that can are specified in their descriptions. If a spell description does not mention repetitions, then there can be no repetitions in the chant.

Spell Descriptions

Astral Spells (General): Several spells allow the character to travel in astral space. This is a parallel dimension to the physical reality and different spells allow different things to be accomplished. Here are the general rules for all astral travel:

To enter astral space, the player must put all weapons away and say loudly "I step into a shimmering portal and disappear". He then assumes the invisibility pose and from that point until the point at which he exits astral space he is immune to all attacks except for those from magical weapons. While in astral space the character may walk through any walls or barriers except for magical walls. The character may never run in astral space, but can walk as fast or slow as he likes.

Different spells have different limitations on what can be done, but the character can never touch or move anything physical, but some spells allow the character to talk (if the spell description does not specifically allow this, assume this is not allowed). Most spells do not allow the character to see his surrounding while in astral space so anything seen while astral should be ignored.

Once the character decides (or is required to) appear, he should lower his arms to his sides and declare "I appear from a shimmering portal" and do a 10-count out loud before he can move or draw weapons. As soon as the character lowers his arms he is once again vulnerable to attack as normal.

Astral Recall
You may return to a safe place if you get in trouble. To prepare the spell you must go to a location on the event site at the beginning of the event and write two scrolls which describe that location, both should be labelled unsearchable. Leave one at the location keep the other. At any point, you may begin a 20-word chant, without any weapons in hand, while ripping up the scroll. Upon completing the chant loudly say "I step into a shimmering portal and disappear". Then assume the invisibility pose. You are immune to all attacks except "Magical". Then walk directly to the location of the other scroll. You cannot pass any Level 4 walls, find another way around them. You must walk normally and cannot talk or see. Once you arrive at the scroll lower your arms to your side and loudly say "I appear from a shimmering portal" then perform a 10-count out loud while ripping up the other scroll. You cannot do anything else until the count is complete.

Astral Walk
You may enter the astral realm to travel safety to known locations. You need to create a scroll for each usage of this spell. At any point, you may begin a 20-word chant, without any weapons in hand, while ripping up the scroll. Upon completing the chant loudly say "I step into a shimmering portal and disappear". Then assume the invisibility pose. You are immune to all attacks except "Magical". Then walk directly to a new location. You cannot pass any Level 4 walls, find another way around them. You must walk normally and cannot talk or see. Once you arrive lower your arms to your side and loudly say "I appear from a shimmering portal" then perform a 10-count out loud. You cannot do anything else until the count is complete.

Astral Watcher
The caster can ground his/her spirit in the material plane near his/her body. The caster can see and hear all that goes on around his/her body immediately upon death. To cast this spell, the astral mage must chant while remaining immobile. The chant should be a 200 words.

Astral Vision
This modifies Astral Watcher such that it allows the caster to observe things while unconscious, asleep or entranced.

Air Weapon
This modifies the caster's "Personal Air Weapon" spell such that the weapon can be any weapon, even if the caster is unable to wield it, and the weapon remains enchanted even if it leaves the caster's possession. The spell can not be recast on another weapon unless the mage has possession of the currently enchanted weapon and removes the decorations from that weapon. The weapon needs to be marked "Searchable".

Air Missile
This spell modifies all of your Force Missiles such that you may call "Air" instead of "Force Missile" when throwing your missiles.

Battlefield Heal Limb
This spell is exactly like Battlefield Heal Own Limb except it allows the ribbons to be placed on others.

Battlefield Heal Own Limb
This spell allows the caster a faster method of healing his own limbs. The caster may place a Battlefield Heal Limb or Battlefield Heal Own Limb ribbon on his/her limbs while they are healthy (not injured and with no healing or first-aid ribbons on them) and leave them in place. If a limb with one of these pairs of ribbons is injured the caster simply needs to touch this pair of ribbons and utter this spell chant and the limb is healed. The ribbons can remain on the limb and whenever the limb is again injured this spell can be recast on it without having to add any new ribbons. However, the caster must wait 10 minutes before they can reuse that ribbon.

The caster must utter a prepared 10-word chant to cast this spell. It may be cast with weapons in hand, but the hand used to cast the spell must be empty.

Bless
Character may bless any inanimate object. The player should place a 6"-8" piece of white duct-tape on the item, and write "Blessed" in large letters on that tape. Blessed items may have special effects on some creatures. Characters using blessed weapons may call "Blessed" when they attack with a Blessed weapon in case it may have a special effect. There is no limit to the number of items a player may bless, but he should make sure to remove all the Blessed markers he has left before leaving any event.

To cast this spell, the character needs to speak a few appropriate words and affix the marker, but there is no required chant length.

Blink
You may enter the astral realm to quickly move short distances. You must use silver (prepaid or directly from your pocket) to cast this spell. At any point, you may begin a 10-word chant, without any weapons in hand. Upon completing the chant loudly and quickly say "I step into a shimmering portal and disappear". Then assume the invisibility pose. You are immune to all attacks except "Magical". Then walk directly to a new location within eyesight or 50 steps away. You cannot pass any Level 4 walls. You must walk normally and cannot talk or see. Once you arrive lower your arms to your side and loudly say "I appear from a shimmering portal" then perform a 2-count out loud. You cannot do anything else until the count is complete.

Boulder
This spell transforms one of the character's Force Missiles into a large grey foam ball (a boulder) that may be thrown at opponents. The projectile kills any who's body, weapons, or shield come in contact with it before it comes to rest. Once thrown it is considered a normal boulder and can be caught, thrown, rolled, etc... just like a normal boulder until the caster picks it up again. Once the caster does pick it up however, the caster must recharge the spell to use it again. A caster with Giant Strength can not pick up his own spent Boulder Spell and throw it again - but his allies can. A caster may not simply drop his boulder spell to put the boulder in play if the spell has not been recharged. A caster may not catch his own boulder thrown back at him, unless he uses a feat of giant strength - in which case, the spell must be recharged before he can throw or drop it again. If the caster choses, once he has discharged his boulder spell, he may actually pick up any other boulder to use as a spell instead of his old one. If he choses to do this, he must still recharge this new boulder and his old boulder is left in play indefinately as a normal boulder. A caster with giant strength can pick up and throw an old boulder spell if he already has claimed another boulder for use as his spell. The caster must utter a prepared 500-word chant while holding the boulder in both hands and remaining immobile to charge this spell. Once charged, the spell can be carried around and cast (thrown) at will simply by saying a 10 word chant while not running. This spell cannot be charged or cast with any weapons in hand. You may bring this into an event if you bring in one handed force missile, magic missile, or more than two force missiles.

Breath of Life
Character carries any number of small strips of white cloth (or white ribbon) with blue decorations. The character may go up to any dead player, place his hand on the corpse's shoulder and cast this spell. Once the chant is complete, the caster must fully explain the spell's effects to the player, then once confident the player understands, the caster hands the player one ribbon and removes his hand from the player's shoulder and the spell takes effect.

This spell gives the recipient one breath more of life. When the spell's effects start, the player takes a deep breath, and may then consider himself alive as long as he holds this breath. If the player speaks at all, the spell will end as soon as the character finishes speaking (and the speech must all be done with the single held breath). The player may not fight! The player may run, etc... but no limbs are restored by this spell and the player can not cast any spells. As soon as the spell ends, the player is again dead, and the ribbon must be tied around the player's wrist and the player must wait to be raised as usual. Once raised (or permanently dead), the player should give the ribbon back to the caster as soon as possible. Once a character benefits from this spell and gets a ribbon on his wrist, he may not benefit from this spell again from anyone until he is raised.

The caster must utter a prepared 20-word chant to cast this spell. This spell has no effect on characters who are not dead. This spell does work on poisoned and diseased characters. This spell will not work on a character who has the racial disadvantage "Vulnerable to Air" - and the caster must make sure to confirm this is not the case before telling the target the effects. This spell can not be cast with any weapons in hand.

Commune
Character may setup a shrine to the gods with an offering and a written question in the hopes it will be answered by some spirit. There is no guarantee the answer will be correct, or that there will even be an answer. The question may be answered by simply writing an answer, or may even result in the appearnace of a spirit. The more obvious and impressive the shrine, the better the chances of getting an answer.

No chant is required, but the shrine has to be obvious enough to catch the eye of a wandering spirit, so it could take quite a while to set up.

Comprehend Languages
This spell allows the character to buy scrolls that have black ribbons attached to them. The caster may cast the scroll at any point during the event to understand any spoken and written language that is present when cast. This comprehension lasts as long as they are in sight of the location in which the scroll was used.

Concussion
This spell transforms one of the character's Force Missiles into a large blue foam ball (a blue boulder) that may be thrown at opponents. The projectile knocks out any who's body, weapons, or shield come in contact with it before it comes to rest. It cannot be caught by anyone, even if they possess giant strength, and it can only be thrown or intentionally moved by the caster himself. When using these spell, the player must declare "Flat" to all those who are hit by the blue boulder. The caster must utter a prepared 500-word chant while holding the blue boulder in both hands and remaining immobile to charge this spell. Once charged, the spell can be carried around and cast (thrown) at will simply by saying a 10 word chant while not running. This spell cannot be charged or cast with any weapons in hand. You may bring this into an event if you bring in one handed force missile, magic missile, or more than two force missiles.

Create River
This spell allows the caster to place (onto the playing field) a river, with thickness up to 18" and a length of 4' per use. This river stays in play for 1 hour after casting and must be identified with an index card that states the ending time and that swimming is needed to cross. The caster may cross the river at will or dispel it at will.

Cremate
This spell allows the caster to destroy small items in his possession. It can not destroy enchanted items (artifacts, magical keys/locks, etc...), except those that are specially vulnerable to fire (scrolls, potions, etc...), but any other object smaller than a baseball can be instantly destroyed by fire by casting this spell. The spell can only be used on something in the caster's possession and not attached to anything else (ie: it can't be used to burn the lock off a door, nor can it be used on anything in someone else's possession). This spell will not work on any item that is magically "Soaked", as per the "Soak" spell.

To cast this spell, the caster simply utters his chant aloud while remaining motionless and holding the item to be destroyed out in front of him in both hands. At the conclusion of the chant the item is completely destroyed by fire.

The caster must utter a prepared 100-word chant to cast this spell.

Crushing Missile
This spell modifies all of your Force Missiles such that you may call "Crushing" instead of "Force Missile" when throwing your missiles.

Cure Disease
The caster simply touches a diseased individual and speaks his chant. Any and all normal diseases the character has are instantly cured. Doesn't work on curses (like Lycanthropy, Vampirism, etc...).

The caster must utter a prepared 20-word chant to cast this spell.

Cure Poison
The caster simply touches a poisoned individual and speaks his chant and uses his scroll. Any and all poisons the character has in his system are instantly neutralized. Can not be used on objects (ie: you can't neutralize poison before ingesting it), but it can be used on dead characters.

The caster must utter a prepared 20-word chant to cast this spell.

Detect Poison
The caster lays his hand on a corpse and speaks the chant for this spell. He than says "Detect Poison" to the corpse's player and the player should then tell the caster if his body has been poisoned - even if the character does not know this in-character.

The caster must utter a prepared 10-word chant to cast this spell.

Disenchant
This spell allows the caster to destroy the following enchantments: Astral Watcher, Astral Vision, Personal Air Weapon, Personal Earth Weapon, Personal Fire Weapon, Personal Water Weapon, Earthmeld, Fake Death, Soak, Create River, Enchant Personal Weapon, Magic Circle, Circle of Protection, Battlefield Heal Own Limb, Battlefield Heal Limb, Holy Personal Weapon, Holy Circle, False Terrain, Unholy Circle, Light, Wall of Force (Becomes a Level 3 Wall). The caster must have the item in his possession, or the target must be non-resisting. This does not prevent the reenchantment of the item/person/area. In order to cast, the caster must touch the target with one hand and perform a 100-word chant. Disenchant may affect some items/effects not listed, the item/person/area should be aware of any of these situations.

Disjunction
This spell works just like Dispel, but also affects the following additional enchantments: Sanctuary, Astral Link, Astral Perception, Field of Silence, Cocoon, Shillelagh, Ward, Astral Presence, Eyes of the Gods, Immortality, Air Shield, Earth Shield, Fire Shield, Holy Shield, Water Shield, Air Armor, Earth Armor, Fire Armor, Water Armor, Wall of Air, Wall of Earth, Wall of Fire, Wall of Water, Apollo's Light, Create Minor Artifact, Geas, Invention Knack, Personal Barrier, Grand Armor, Illuminate, Reverence, Meditation Circle, Circle of Antiquity, Stone Peace, Meditation Chamber, Power Artifact, Unholy Weapon, Living Death, Walking Death, Fortifications, Unbless, Field of Truce, Glyph of Healing, Gorgon's Blood, Priviledged Communciations, Disguise, Master Disguise. This does not affect Holy Relics or God Artifacts/Curses. This will reduce Craftsman or Artisan Order Level 4 items to Level 3 items.

Disjunction II
This spell works just like Disjunction but affects any and all enchantments. Whenever the use of this spell comes into question it should be clarified by a Grand Marshal. This can be used to remove the power of god artifacts and holy relics, essentially destroying them.

Dispel
This spell works just like Disenchant, but also affects the following additional enchantments: Commune, Protections (All), Air Weapon, Earth Weapon, Fire Weapon, Water Weapon, Wind Ward, Waterblade, Enchant Item, Enchant Weapon, Restrict Item, Raise Self, Bless, Sanctify Ground, Zombie Walk, Zombie Send, Zombie Drone, Zombie Minion, Magic Armor, Holy Armor, Unholy Weapon, Minor Curse, Vortex. This also can be used to reduce Level 4 items into Level 3 items (if magically enchanted, but not if enchanted via the Craftsman or Artisan Orders). This has no effect on potions, or artifacts.

Earth Missile
This spell modifies all of your Force Missiles such that you may call "Earth" instead of "Force Missile" when throwing your missiles.

Earth Weapon
This modifies the caster's "Personal Earth Weapon" spell such that the weapon can be any weapon, even if the caster is unable to wield it, and the weapon remains enchanted even if it leaves the caster's possession. The spell can not be recast on another weapon unless the mage has possession of the currently enchanted weapon and removes the decorations from that weapon. The weapon needs to be marked "Searchable".

Earthmeld
With this spell, the caster can merge with the ground around him. Any time the caster is on ground, rock, etc... (basically anything but a wooden floor), he may use this spell. To do so, the caster takes out a brown strip of cloth (or brown ribbon) with black decorations on it, holds it between his hands and lies down and performs his chant. Once the chant is complete, the caster puts his arms in the "Invisible" position and starts a silent slow count. The count may be any length, but must be at least 100 and must be determined at the casting of the spell.

While counting, the character is invisible and immune to all attacks. He must remain lying on the ground, and can not move except for looking around by moving only his head (unless there is a safety concern of course), and can not speak, but he can see and listen. The caster may not prematurely abort this spell. The last 10 counts of the spell must be out loud, and during this period, the caster is not invisible and must put his arms at his sides. He is still immune to attacks until the count is over however, but if there are hostile people around when this happens, they will surely be able to kill him before he can recover his weapons.

The caster must utter a prepared 20-word chant to cast this spell. This spell can not be cast with any weapons in hand.

Enchant Item
Enchant Item will turn any level 3 item into a level 4 item for the event: The item should be labelled, level 4 by Enchant Item, can be disenchanted. If the item was silver, replace disenchanted with dispelled. Enchant Item also powers/recharges artifacts. The amount of charging is dependent on the source of the spell's cost (component income or silver). The actual amount can only be determined by Identify.

Enchant Personal Weapon
This allows any weapon that can be wielded by the caster to become a magical weapon. The weapon should have very visible blue and red decorations on it labeled "Magical" and "Expires at end of Event". User can call "Magical" when he strikes an opponent. This spell can be cast during an event, simply place red and blue decorations on any weapon that can be wielded by the caster. It may be switched to different weapons by removing the decorations from one weapon and placing decorations on another, but only one weapon may be made magical at any one time by this caster. This spell lasts the duration of the event.

The caster must utter a prepared 200-word chant that may contain up to 2 repetitions while holding the weapon aloft in both hands and kneeling to cast this spell - or may cast it before the event and just bring in a decorated weapon. This spell can not be cast with any other weapons in hand.

Enchant Weapon
his modifies the caster's "Enchant Personal Weapon" spell such that the weapon can be any weapon, even if the caster is unable to wield it, and the weapon remains enchanted even if it leaves the caster's possession. The spell can not be recast on another weapon unless the mage has possession of the currently enchanted weapon and removes the decorations from that weapon. The weapon needs to be marked "Searchable".

Fake Death
The caster can pretend to be dead. The caster speaks his chant and then assumes the dead position. The caster is not dead and can see and hear normally, but can not move. Any hit to the caster will injure/kill him as normal. At any point after the spell has been cast, the caster may decide to awaken. To do so, the caster must start a 100 count, which can not be stopped or aborted once started. The last 10 seconds of the count must be pronounced out loud, after which the caster is again alive and can move around freely. The caster must utter a prepared 20-word chant to cast this spell.

False Terrain
The caster can set up a region (5x5' level 1, or 10x10' for level 2) with tape, string, etc that is considered rough terrain. This is not actually rough terrain but no one may attempt to pass it unless they have the appropriate rough terrain skill or tools that permit travel over rough terrain. The moment this terrain is crossed the crossers may dispel the region (A notation on the region shoul indicate that anyone crossing the region must look at a index card, which tells them they may destroy the region). If a dead character is dropped into this terrain when it is a river they appear to be drowning, if they are vulnerable to water they are affected as if it were actually water. This spell requires chanting while setting up the area without any weapons in hand.

Field Restore
The caster can carry any number of special scrolls. These scrolls can only be used by the caster, are not searchable, and are one-use only, after being used they must be torn up. They allow the caster to go into any sanctuary or holy circle and cast this spell. Once cast, one set of Raise Dead ribbons of the caster's choosing may be removed from any living character in the sanctuary or circle.

If cast within a Holy Circle, and the circle is broken before the chant is completed, the caster is killed.

The caster must utter a prepared 100-word chant to cast this spell. This spell cannot be cast with any weapons in hand.

Fire Missile
This spell modifies all of your Force Missiles such that you may call "Fire" instead of "Force Missile" when throwing your missiles.

Fire Weapon
This modifies the caster's "Personal Fire Weapon" spell such that the weapon can be any weapon, even if the caster is unable to wield it, and the weapon remains enchanted even if it leaves the caster's possession. The spell can not be recast on another weapon unless the mage has possession of the currently enchanted weapon and removes the decorations from that weapon. The weapon needs to be marked "Searchable".

Fireball
This spell transforms one of the character's Force Missiles into a large red foam ball (a red boulder) with red, yellow, and/or orange streamers attached, that may be thrown at opponents. The projectile kills any who's body, weapons, or shield come in contact with it before it comes to rest. It cannot be caught by anyone, even if they possess giant strength, and it can only be thrown or intentionally moved by the caster himself. It also has an elemental fire effect and can be used to light things on fire with a 100 count. The caster must utter a prepared 500-word chant while holding the fireball in both hands and remaining immobile to charge this spell. Once charged, the spell can be carried around and cast (thrown) at will simply by saying a 10 word chant that may only be used while not running. This spell cannot be charged or cast with any weapons in hand. You may bring this into an event if you bring in one handed force missile, magic missile, or more than two force missiles.

Fold the Light
A modified Hide in Shadows. Caster has to be next to a solid structure (tree, wall, etc) to attach the illusion to. A 20 word chant, no weapons in hand allows the caster to become magically invisible. The caster cannot move or the illusion is broken. Must be cast out of sight of anyone or they can see through the illusion.

Force Missile
Character carries a foam ball the size of a baseball that he can throw at an enemy. It counts as a sword hit if it strikes anyone before coming to rest on the ground. The force missile cannot be "flatted". The foam ball is considered a two-handed weapon, and as such can not be thrown with any weapon, shield, or prop in the other hand.

The caster must utter "Force Missile" while throwing the missile. The caster can only carry one missile per month of this spell, but he can pick up and reuse this missile at will. At level 3 the caster may not have any instant kill or elemental strike effects. At level 4 the caster may never take one-handed force missile. Players other than the caster should not acknowledge the existence of the prop once it has come to rest (the same is true of Lightning Bolt, Fireball, Concussion, and the other Force Missile derivatives), and can not intentionally guard it - but they are under no obligation to allow you to get to it either).

Ghost
This spell allows the caster to talk and listen to their surroundings while dead. That cannot see anything and cannot determine who they are talking to (unless they identify themselves). This effect takes place the next time the caster dies and ends once the caster is raised. The caster cannot use this spell to yell or make any loud noises other than conversational talking, although, they can ask for help even if no one is around. This spell requires a 50-word chant without any weapons in hand.

Heal Limb
The caster may carry 3 heal limb ribbons per level (up to 6 levels) of this spell. The caster can chant a 20-word spell with no weapons in hand to tie this to a wounded limb (the caster must have an arm); healing the limb. After 10 minutes, return the ribbon to the caster. If the ribbon is removed from the limb prematurely (except by Restore), the limb is wounded again.

Each caster should use unique and easily identifiable ribbons. Lost ribbons can not be replaced during an event. Not returning a ribbon is against the rules.

Heal Other's Limb
Exactly like Heal Limb, but may not be cast on the caster himself. Ribbons from this spell may not be used for other spells that use Heal Limb ribbons (such as Raise Dead). If a character who has "Heal Own Limb" buys this spell, this simply turns the "Heal Own Limb" spell into Heal Limb. A character with the Heal Limb spell may not take this spell if he has maxed out his ability to take Heal Limb.

Heal Own Limb
Exactly like Heal Limb, but may only be cast on the caster himself. Ribbons from this spell may not be used for other spells that use Heal Limb ribbons (such as Raise Dead). If a character who has "Heal Other's Limb" buys this spell, this simply turns the "Heal Other's Limb" spell into Heal Limb. A character with the Heal Limb spell may not take this spell if he has maxed out his ability to take Heal Limb.

Holy Armor
Two bright white pieces (or one level 2 piece) of armor with runes adorning them are placed on two hit locations (or one hit location if level 2) of the caster. This then counts exactly as level 1 armor (or level 2 if both points are in the same place). Once damaged, this armor can be repaired by simply removing the armor and recasting this spell. This armor will work with other normal armor that is on the caster just like a piece of real armor - but this armor gets around class, race, and skill armor restrictions.

The caster must utter a prepared 100-word chant to cast this spell. This spell cannot be cast with any weapons in hand. This spell can be learned a maximum of 6 times.

Holy Aura
The caster can hold out a holy symbol (just an item that the character worships, can be unsearchable) and continually a 20-word chant (which must include "I repel all undead creatures!", this chant can be spoken as quickly as desired) to cause most undead creatures to avoid being with 10 feet of the caster. This may not be cast with any weapons in hand.

This is a defensive spell. Attempts to force undead away with the spell breaks the effect on those undead immediately, smarter undead can pretend to be under the effect of the spell.

Holy Circle
Character carries a 32' length of rope which can be placed on the ground to form a Holy Circle. The circle must be within sight at all times and have a light source within 7 feet (natural or magical), otherwise it is destroyed. The circle cannot be crossed (or attacked across) by unholy creatures or unholy attacks. The circle can be broken by any non-unholy creature with an uninterrupted 100 count out loud. The caster may take down the circle at any point.
The caster must chant a 20-word chant before completion of the circle.
This information must be attached to the circle.

Holy Personal Weapon
This allows one of the caster's weapons to become a holy weapon. The weapon should either be all white, or have a strip of white tape up and down the entire length of the padded surface. It must be labeled "Holy" on the white tape, but it is NOT searchable. This spell can be cast during an event, simply place white tape along the desired weapon and label it accordingly. It may be switched to different weapons, but only one weapon may be made holy at any time by this caster. No one but the caster may use these Holy Weapons. This spell lasts the duration of the event.

The caster must utter a prepared 100-word chant that may contain up to 2 repetitions, while holding the weapon aloft in both hands and kneeling to cast this spell - or may cast it before the event and just bring in a holy weapon. This spell can not be cast with any weapons in hand.

Holy [Projectile]
As in: "Holy Hammer", "Holy Stone", etc. This allows the caster to throw a large-ish (between 8 and 12 inches in length/diameter) unbalanced, foam projectile at an enemy. It works exactly like a force missile except it requires a longer chant, and the projectile is more easily blocked and harder to throw.

The caster must utter a prepared 10-word chant to cast this spell. This spell cannot be cast with any weapons in hand.

Holy Weapon
This modifies the caster's "Holy Weapon" spell such that the weapon can be used by anyone, not just the caster. The weapon needs to be marked "Searchable".

Ignite
The caster can ignite things on fire simply by casting this spell and placing a flame prop directly on the target object. Anything flamable can be lit, unless it is magically Soaked (see the "Soak" spell). Casting this on a magically Soaked object has no effect. Corpses lit in this manner still need to burn for 30 minutes to cause permanent character death, and these fires can be put out normally.

The caster must utter a prepared 20-word chant to cast this spell. This spell can not be cast with any weapons in hand.

Karmic Retribution
The caster can call forth their patron god/dess in order to bring about karmic retribution among any other character on the event site. While the event holder ultimately determines how the retribution is carried out the caster may make recommendations to the god/dess. The caster must be on good terms with the god/dess and must not abuse this power else it be turned upon them.

Light
Character may carry and activate any number of light sticks. Red and orange light sticks should be avoided (reserved for torches), but any other colors are ok. Character may carry them, or leave them in various places. They are not searchable, and may not be given to or placed on other players. Character may pick up and move his own light spells, but not anyone else's. If you are unsure if a spell is yours, leave it alone.

The caster must utter a prepared 20-word chant to activate each light stick. This spell can not be cast with any weapons in hand.

Lightning Bolt
This spell transforms one of the character's Force Missiles into a yellow and blue javelin that may be thrown at opponents. The projectile kills any whose body, weapons, or shield come in contact with it before it comes to rest. It cannot be caught by anyone, even if they possess giant strength, and it can only be thrown or intentionally moved by the caster himself. The caster must utter a prepared 500-word chant while holding the lightning bolt in both hands and remaining immobile to charge this spell. Once charged, the spell can be carried around and cast (thrown) at will simply by saying a 10 word chant while not running. This spell cannot be charged or cast with any weapons in hand. You may bring this into an event if you bring in one handed force missile, magic missile, or more than two force missiles.

Magic Armor
Two bright blue pieces (or one level 2 piece) of armor with red runes adorning them are placed on two hit locations (or one hit location if level 2) of the caster. This then counts exactly as level 1 armor (or level 2 if both points are in the same place). Once damaged, this armor can be repaired by simply removing the armor and recasting this spell. This armor will work with other normal armor that is on the caster just like a piece of real armor - but this armor gets around class, race, and skill armor restrictions.

The caster must utter a prepared 100-word chant to cast this spell. This spell cannot be cast with any weapons in hand. This spell can be learned a maximum of 6 times.

Magic Circle
Character carries a 32' length of rope which can be placed on the ground to form a Magic Circle. The circle must be within sight at all times and have a light source within 7 feet (natural or magical), otherwise it is destroyed. The circle cannot be crossed (or attacked across) by Magic attacks. The circle can be broken by any creature with an uninterrupted 100 count out loud. The caster may take down the circle at any point.
The caster must chant a 20-word chant before completion of the circle.
This information must be attached to the circle.

Magicial Circle
Character carries a 32' length of rope which can be placed on the ground to form a Magical Circle. The circle must be within sight at all times and have a light source within 7 feet (natural or magical), otherwise it is destroyed. The circle cannot be crossed (or attacked across) by Magical creatures or Magical attacks. The circle can be broken by any non-Magical creature with an uninterrupted 100 count out loud. The caster may take down the circle at any point.
The caster must chant a 20-word chant before completion of the circle.
This information must be attached to the circle.

Magic Missile
This spell modifies your Force Missiles such that you may call "Magical" instead of "Force Missile" when throwing that missile. You may not bring this into an event if you bring in an instant kill.

One-Handed Force Missile
This spell modifies all of the character's Force Missiles such that they are one handed. This extends to all variations of Force Missile the character has, but not instant kill attacks. You may not use this at an event with an instant kill, or more than 3 force missiles.

Pas
The caster creates a cease-fire situation with other characters. While this is in effect the caster must chant "Pas" continually and cannot attempt combat of any sort. If the caster is attacked, they may call protection and run away (you cannot use this to pass a group of blocking players) which ends the spell immediately. Otherwise, the caster can end the spell by stopping his/her chant and cannot attempt combat for the next 1 minute. The caster must utter a prepared 50-word chant to cast this spell.

Minor Curse
This allows a player to place a curse upon an object which either takes place when the item is worn or touched. This curse is limited to any racial disadvantage listed in the race lists. If the racial disadvantage would cause the character who is cursed to die they have the immediate option to do whatever may be prudent to avoiding death. For example, if vulnerability to sunlight is given, the character may attempt to hide away from the sunlight before they are killed. This curse is not considered powerful and can be removed with a remove curse spell or is removed at the end of the event.

Personal Air Weapon
This allows any weapon that can be wielded by the caster to become an elemental air weapon. The weapon should have very visible white decorations on it labeled "Air" and "Expires at end of Event". User must call "Air" when he strikes an opponent. If the weapon leaves the caster's possession, the decorations must be removed and the weapon becomes simply a weapon again. This spell can be cast during an event, simply place white decorations on any weapon that can be wielded by the caster. It may be switched to different weapons by removing the decorations from one weapon and placing decorations on another, but only one weapon may be so enchanted at any one time by this caster. This spell lasts the duration of the event.

The caster must utter a prepared 100-word chant that may contain up to 2 repetitions while holding the weapon aloft in both hands and kneeling to cast this spell - or may cast it before the event and just bring in a decorated weapon. This spell can not be cast with any other weapons in hand.

Personal Earth Weapon
This allows any weapon that can be wielded by the caster to become an elemental earth weapon. The weapon should have very visible brown decorations on it labeled "Earth" and "Expires at end of Event". User must call "Earth" when he strikes an opponent. If the weapon leaves the caster's possession, the decorations must be removed and the weapon becomes simply a weapon again. This spell can be cast during an event, simply place brown decorations on any weapon that can be wielded by the caster. It may be switched to different weapons by removing the decorations from one weapon and placing decorations on another, but only one weapon may be so enchanted at any one time by this caster. This spell lasts the duration of the event.

The caster must utter a prepared 100-word chant that may contain up to 2 repetitions while holding the weapon aloft in both hands and kneeling to cast this spell - or may cast it before the event and just bring in a decorated weapon. This spell can not be cast with any other weapons in hand.

Personal Fire Weapon
This allows any weapon that can be wielded by the caster to become an elemental fire weapon. The weapon should have very visible red decorations on it labeled "Fire" and "Expires at end of Event". User must call "Fire" when he strikes an opponent, and may light fires with the weapon. If the weapon leaves the caster's possession, the decorations must be removed and the weapon becomes simply a weapon again. This spell can be cast during an event, simply place red decorations on any weapon that can be wielded by the caster. It may be switched to different weapons by removing the decorations from one weapon and placing decorations on another, but only one weapon may be so enchanted at any one time by this caster. This spell lasts the duration of the event.

The caster must utter a prepared 100-word chant that may contain up to 2 repetitions while holding the weapon aloft in both hands and kneeling to cast this spell - or may cast it before the event and just bring in a decorated weapon. This spell can not be cast with any other weapons in hand.

Personal Water Weapon
This allows any weapon that can be wielded by the caster to become an elemental water weapon. The weapon should have very visible Blue decorations on it labeled "Water" and "Expires at end of Event". User must call "Water" when he strikes an opponent. If the weapon leaves the caster's possession, the decorations must be removed and the weapon becomes simply a weapon again. This spell can be cast during an event, simply place white decorations on any weapon that can be wielded by the caster. It may be switched to different weapons by removing the decorations from one weapon and placing decorations on another, but only one weapon may be so enchanted at any one time by this caster. This spell lasts the duration of the event.

The caster must utter a prepared 100-word chant that may contain up to 2 repetitions while holding the weapon aloft in both hands and kneeling to cast this spell - or may cast it before the event and just bring in a decorated weapon. This spell can not be cast with any other weapons in hand.

Protection (General): Protection is both a spell and a group of spells. One must traverse the protection hierarchy in order to get "Protection" as a final spell. (This is why protection is not listed in the spell lists because it is derived from other spells). These are the general rules that apply to them:

Caster places a ribbon somewhere on the recipient's person (or out-of-character asks them to place it on themselves), usually on the belt. At which point the recipient is protected from the next damaging attack OF ANY KIND that the particular spell would effect (eg: any fire attack for Protect Self from Fire). Anything (fitting the particular spell's protective description) from a "flatted" hit to the leg to a fireball will be "blocked" by the spell, even if it would only have affected the character's armor.

Neither the recipient nor the caster may determine which hit is blocked, the next approprate hit that would do any kind of damage is affected. A max of three protection ribbons can be on one person and if there are different types of protection that may protect a character from an attack, the most specific is used first (for example: if the character has protection from all missiles and protection from fire and is hit by a fire missile, only protection from fire will be used). Once the protection is used, the recipient should declare "protection", and remove the ribbon. The spell is then ended and the recipient should return the ribbon to the caster at his next convenience, at which point it may be reused.

Should an attack have more than one effect, a protection effect that stops any part of the attack will protect from the entire attack.

Unless otherwise specified be the spell, to cast a protection spell, the caster must utter a prepared 200-word chant while lying flat on the ground to enable or re-enable the protection, the caster may not stop the chant or move once it has begun. These spells cannot be cast with any weapons in hand.

Level 1 Protection spells allow you to place only 1 ribbon at a time, and it can only be placed on someone who has no protection ribbons on. Level 2 Protection spells allow you to place 2 ribbons at any given time, but you may not place a ribbon on someone with 2 protection ribbons on them.

Protect Self
A protection spell (see "Protection (General)" above), that can only be cast on the caster himself, which protects him against all attacks. This combines with Protect Other to become Protection. This is learned by combining Protect Self from Element, Protect Self from All Missiles and Protect Self from Melee.

Protect Other
A protection spell (see "Protection (General)" above), that can only be cast on others, which protects him against all attacks. This combines with Protect self to become Protection. This is learned by combining Protect Other from Element, Protect Other from All Missiles, and Protect Other from Melee.

Protect Self From Air
A protection spell (see "Protection (General)" above), that can only be cast on the caster himself, which protects him against all elemental air attacks. This spell is always considered "more specific" than any other type of protection.

Protect Other From Air
A protection spell (see "Protection (General)" above), that can only be cast on others, which protects him against all elemental air attacks. This spell is always considered "more specific" than any other type of protection.

Protect Self From Earth
A protection spell (see "Protection (General)" above), that can only be cast on the caster himself, which protects him against all elemental earth attacks. This spell is always considered "more specific" than any other type of protection.

Protect Other From Earth
A protection spell (see "Protection (General)" above), that can only be cast on others, which protects him against all elemental earth attacks. This spell is always considered "more specific" than any other type of protection.

Protect Self From Element
A protection spell (see "Protection (General)" above), that can only be cast on the caster himself, which protects him against all elemental attacks. This is learned by combining Protect Self from Air, Protect Self from Earth, Protect Self from Fire and Protect Self from Water.

Protect Other From Element
A protection spell (see "Protection (General)" above), that can only be cast on others, which protects him against all elemental attacks. This is learned by combining Protect Others from Air, Protect Others from Earth, Protect Others from Fire and Protect Others from Water.

Protect Self From Fire
A protection spell (see "Protection (General)" above), that can only be cast on the caster himself, which protects him against all elemental fire attacks. This spell is always considered "more specific" than any other type of protection.

Protect Other From Fire
A protection spell (see "Protection (General)" above), that can only be cast on others, which protects him against all elemental fire attacks. This spell is always considered "more specific" than any other type of protection.

Protect Self From Water
A protection spell (see "Protection (General)" above), that can only be cast on the caster himself, which protects him against all elemental water attacks. This spell is always considered "more specific" than any other type of protection.

Protect Other From Water
A protection spell (see "Protection (General)" above), that can only be cast on others, which protects him against all elemental water attacks. This spell is always considered "more specific" than any other type of protection.

Protect Self From All Missiles
This spell protects the user from All missiles - including those with instant kill effects. It is learned by combining Protect Self from Normal Missiles and Protect Self from Force Missiles

Protect Other From All Missiles
This spell protects the user from All missiles - including those with instant kill effects. It is learned by combining Protect Other from Normal Missiles and Protect Other from Force Missiles

Protect Self from Force Missiles
A protection spell (see "Protection (General)" above), that can only be cast on the caster himself, which protects him against all magical missile attacks that are not instant-kill effects.

Protect Other from Force Missiles
A protection spell (see "Protection (General)" above), that can only be cast on others, which protects him against all magical missile attacks that are not instant-kill effects.

Protect Self from Normal Missiles
A protection spell (see "Protection (General)" above), that can only be cast on the caster himself, which protects him against all non-magical missile attacks that are not instant-kill effects.

Protect Other from Normal Missiles
A protection spell (see "Protection (General)" above), that can only be cast on others, which protects him against all non-magical missile attacks that are not instant-kill effects.

Protect Self from Melee Attacks
A protection spell (see "Protection (General)" above), that can only be cast on the caster himself, which protects him against all melee attacks.

Protect Other from Melee Attacks
A protection spell (see "Protection (General)" above), that can only be cast on others, which protects him against all melee attacks.

Protect from Theft
Place a ribbon on an item to make it completely unsearchable by any method. The ribbon expires at the end of the event. Only one ribbon may be placed on an item at a time and it only lasts ten minutes from the time of the first search. The spell requires a prepared 100 word chant.

Purify Food and Drink
The caster can use this spell to remove all poison or potion effects from a given object. If cast on a food item, the item is immediately not poisonous, and is not imbued with any potion effects. If cast on a potion, the label should be removed, and discarded without anyone seeing what its effects would have been - and the potion becomes a simple, mundane drink.

The caster must utter a prepared 20-word chant to cast this spell. This spell cannot be cast with any weapons in hand.

Raise Dead
The caster may use his Heal Limb ribbons in braided sets of 3 to raise people from the dead. The caster must braid 3 of them together (this may be done in advance), recite his chant, and place the braided ribbons loosely around the neck of a corpse. At the completion of this spell, if the corpse's player is willing to be, he is again alive and has all its limbs - but any damaged armor is not restored. If the player is not willing, nothing happens and the ribbons are returned to the caster. The player may choose to remain dead based on either the current situation, the circumstances of the death, or the identity of the individual raising him.

These "Raise-Dead Ribbons" can not be removed except by a restore (or related) spell. Once the ribbons are removed, they should be returned to the casting priest at the recipient's next convenience. If a character dies with 2 sets of Raise Dead ribbons on his neck, he is permanently dead. Special cases apply to character with the "Weak" or "Robust" racial advantages (See "Races").

The caster must utter a prepared 50-word chant to cast this spell. This spell cannot be cast with any weapons in hand.

Raise Self
Caster carries 1 set of braided raise dead ribbons (these are SEPARATE from any he may have from Raise Dead or Heal Limb). Upon his death, the caster has the choice to use the ability or to let the opportunity pass. The decision must be made within 15 seconds of the time of death using IC knowledge only. The caster must do a silent, slow count to 1000. If he completes this count before being otherwise raised or permanently killed, he places the ribbons on his neck and is raised as per the Raise Dead spell. He may not chose not to be raised - which means if he is poisoned, he will be raised then die again. If he does not complete this count, the spell will remain in effect for when he dies again. He may not remove these ribbons except in the same manner as normal Raise Dead ribbons.

Read Magic
The player is given the key to any magical languages that are in play, and may translate and read them. A character can not take this spell if he can not read and write at least 1 language.

Repair Armor
The caster can restore one level to damaged armor. The armor must be removed and layed out, then the caster places his hand on the portions he intends to fix, and recites his chant. On completion of the spell, all level 1 armor is repaired. If no level 1 armor was damaged then all level 2 armor is repaired.

The caster must utter a prepared 40-word chant that may contain up to 2 repetitions to cast this spell. This spell cannot be cast with any weapons in hand.

Remove Curse
A powerful spell that can remove even the strongest of mundane curses. It can even remove curses bestowed by a god if the spell is cast by a priest of that god. It has no effect on curses from other gods or from artifacts.

The caster must utter a prepared 500-word chant to cast this spell. This spell cannot be cast with any weapons in hand.

Restore
This spell allows the caster to remove all raise dead ribbons (and all heal limb ribbons) from a character. It must be cast in a sanctuary (church) of the caster's deity, or in another sanctuary with permission of its clergy (they may charge for this). The caster touches the recipient (or it can be himself) and speaks the chant, then instructs the recipient to perform some task that will take a minute or so within the church. Once the task is complete, the recipient may then remove all of their own Raise Dead ribbons and all heal limb ribbons.

The caster must utter a prepared 100-word chant which can contain up to 5 repetitions to cast this spell. This spell cannot be cast with any weapons in hand.

Restrict Item
This spell allows a character to alter a item (with an index card labeled, touch item to view) such that its use is restricted by some single property declared by the spell caster (such as, only male, only female, only human, only priest class). This effect lasts until the end of the event, and can be removed with remove curse. This spell requires a 100-word chant without any weapons in hand.

Sanctify Ground
Caster may establish Sanctified Ground once per event by placing 2 Holy Relics within their Holy Circle and chanting. Once established, the caster may not reuse his Holy Circle spell that event, it must remain at the holy ground site. Sancitifed Ground may not be moved, but can be taken up and down during the course of the event by removing the Holy Relics. The Sanctified Ground expires at sunrise and sunset. The Sanctified Ground will not function if it is in an unlit area without a light spell within 7 feet. Sanctified Ground acts just like a Holy Circle but allows the following: Cure Disease and Cure Poison can be cast without a scroll at normal cost, Heal Limb Ribbons that are cast here are returned immediately to you.
The caster must utter a prepared 100-word chant and place 2 holy relics in a Holy Circle to cast this spell. This spell cannot be cast with any weapons in hand.

Sanctuary
Caster may establish a church at any point during an event by placing 4 Holy Relics within their Holy Circle and chanting. Once established, the caster may not reuse his Holy Circle spell until he takes down the Sanctuary. The Church may not be moved, but can be taken up and down during the course of the event by removing the Holy Relics. The church expires at sunrise and sunset. The Church will not function if it is in an unlit area without a light spell within 7 feet. Sanctuary acts just like Holy Circle but allows the following: Cure Disease and Cure Poison can be cast without a scroll at normal cost, Heal Limb Ribbons that are cast here are returned immediately to you, you may cast Restore here as normal, you may use a field restore scroll here as a restore spell.
The caster must utter a prepared 100-word chant and place 4 holy relics in a Holy Circle to cast this spell. This spell cannot be cast with any weapons in hand.

Seek History
Requires Patron God, Commune. You may attempt to commune once per event with your patron god (or inbetween events) to learn about an item. This doesn't cost, but you have to have the favor of your patron god for it to work. If done during an event, the information might not be available until the end is over.

Soak
Character can use this spell to cover two objects or people with a layer of elemental water. This does not harm the target in any way, unless the target is a creature who is vulnerable to water - in which case, this spell kills the target and the target can not be raised by any means until the spell is removed.

To cast this, the caster places a long strip of blue duct-tape with the word "Soaked" written in black on it in plain sight on the target. While effected by this spell, the target can not be lit on fire by any means. Only the caster can remove the Soak marker, in which case they may place it on another object or person.

The caster must utter a prepared 20-word chant to cast this spell. This spell can not be cast with any weapons in hand.

Softwall
This spell allows the caster to make a wall soft enough that he may squeeze through it. It can work on any basic, advanced, or special wall - but only the caster may slip through. The wall is not damaged in the process and at no time can anyone on one side see through the wall to the other side.

To cast this, the caster speaks his chant, then begins to pass through the wall by first sticking an arm through. Passing through a basic wall takes 1 second (a 1-count). Passing through an advanced wall takes a 10 count. Passing through a special wall takes a 100 count. These counts must be counted out loud. The caster can not see the other side of the wall until the count is at least half complete, and by this time he will already be halfway through the wall and vulnerable to attack. The caster may decide to abort the spell at any point and just begin counting backward from whatever point the count was at, back to zero, then he is out of the wall and may leave. The character may not move from the wall during the count at any point before the end (or zero if he backs out again) of the count and during the entire count he is vulnerable to attack from both sides of the wall.

If the caster is killed or knocked unconscious before the count is over, his body must remain in that position and can not be moved unless the wall he is stuck in is destroyed (he should use the dead symbol to show his state, but should not kneel down until freed from the wall). If he is raised or regains consciousness within the wall, he may continue his count to completion (or back to zero) to finish the spell.

The caster must utter a prepared 20-word chant to cast this spell. This spell can not be cast with any weapons in hand.

Soul Transfer:
You may transfer one of your raise dead ribbons to an unresisting and willing character who has no raise dead ribbons on them.
The target will know that you transferred the ribbon onto to them regardless if they are dead or willing or whatnot. This takes a 250-chant without any weapons in hand.

Speak with Dead
The caster may go to any corpse and place his hand on their shoulder. He then casts the spell, and can converse with the dead character. He has no power over the character and cannot force them to talk. The spell lasts as long as the caster has his hand on the corpse's shoulder. The corpse may not do anything to end this spell, only the caster can decide to stop conversing.

The caster must utter a prepared 20-word chant to cast this spell. This spell cannot be cast with any weapons in hand.

Stun Missile
This spell modifies all of your Force Missiles such that you may call "Flat" or "Stun" instead of "Force Missile" when throwing your missiles.

Unholy Aura
To cast this spell, the caster simply holds out a holy relic and continually speaks his chant. While he is chanting, most holy creatures will not attack the caster and the caster can force many of them back by simply advancing toward them. Most holy creatures will not be able to go within 10' of the caster of this spell while they are chanting.

The caster must continually and loudly repeat a 20-word chant while holding a holy relic to cast this spell. This chant MUST include the clearly stated phrase "I repel all holy creatures!". This spell can not be cast with any weapons in hand.

Unholy Circle
Character carries a 32' length of rope which can be placed on the ground to form a Unholy Circle. The circle must be within sight at all times and have a light source within 7 feet (natural or magical), otherwise it is destroyed. The circle cannot be crossed (or attacked across) by holy creatures or holy attacks. The circle can be broken by any non-holy creature with an uninterrupted 100 count out loud. The caster may take down the circle at any point.
The caster must chant a 20-word chant before completion of the circle.
This information must be attached to the circle.

Unholy Personal Weapon
This allows 1 of the caster's weapons to become a unholy weapon. The weapon should either be all white, or have a strip of white tape up and down the entire length of the padded surface. It must be labeled "Unholy" on the white tape, but it is NOT searchable. This spell can be cast during an event, simply place white tape along the desired weapon and label it accordingly. It may be switched to different weapons, but only one weapon may be made holy at any 1 time by this caster. No one but the caster may use these Unholy Weapons. This spell lasts the duration of the event.

The caster must utter a prepared 100-word chant that may contain up to 2 repetitions, while holding the weapon aloft in both hands and kneeling to cast this spell - or may cast it before the event and just bring in a unholy weapon. This spell can not be cast with any weapons in hand.

Unholy Weapon
This modifies the caster's "Unholy Weapon" spell such that the weapon can be used by anyone, not just the caster. The weapon needs to be marked "Searchable".

Unlock
This spell can be used to unlock some locks or shackles. The character carries any number of special scrolls with a rune of a key on each. Each is one-use and must be torn up after it is used. At the completion of this spell, the lock is unlocked. This spell can not be used to lock a lock, only unlock it. It may be used on a lock that is part of a shackle, or on a chain. The unlock spell only works for Basic, Advanced and Special locks.

The caster must utter a prepared 20-word chant to cast this spell. The chant must only be spoken once to open a basic (brown) lock. It must be repeated 5 times to open an advanced (grey) lock. It must be repeated 25 times to open a special (black) lock. Magical locks/shackles can not be unlocked by this spell.

Visual Shapeshifting
The caster can change between their own form and forms they have learned. The caster only changes visually, but must replicate creature traits (such as loudness or heavy). If killed or flatted, you return to your original form. You must literally change form/costume to use this and must always be able to return to normal. Whenever you learn a creature you must create an identify for it. You will always change into that same creature. You may not use this to impersonate NPCs, however, you can try to impersonate PCs, but good luck with that. Each time you gain a level in Visual Shapeshifting you may add a new identity to your list. These identities are constant.

Wall of Force
This is exactly like Wall of Wood except the caster must alternate blue and red duct tape every 2" and put his design in the center of each 2" length. Also, since it forms a magical wall, it cannot be broken except by powerful magic or the caster's will. The caster may only have either this wall, or a lesser wall used as a prerequisite to this spell in play at once, not both, unless he takes the spells again.

The caster must utter a prepared 50-word chant to cast this spell. This spell cannot be cast with any weapons in hand. Alternate site-specific rules for walls may be in effect at a particular event - which you will be required to use for this spell. Be sure to check with the event-holder before an event in which you plan to be able to use this spell.

Wall of Iron
This is exactly like Wall of Wood except black duct tape is used and the caster must put his design every 2" all along the "wall". Note that the design must be visible, so a black marker won't work. The caster may only have either this wall, or a lesser wall used as a prerequisite to this spell in play at once, not both, unless he takes the spells again.

The caster must utter a prepared 50-word chant to cast this spell. This spell cannot be cast with any weapons in hand. Alternate site-specific rules for walls may be in effect at a particular event - which you will be required to use for this spell. Be sure to check with the event-holder before an event in which you plan to be able to use this spell.

Wall of Stone
This is exactly like Wall of Wood except grey duct tape is used and the caster must put his design every 4" all along the "wall". The caster may only have either this wall, or a lesser wall used as a prerequisite to this spell in play at once, not both, unless he takes the spells again.

The caster must utter a prepared 50-word chant to cast this spell. This spell cannot be cast with any weapons in hand. Alternate site-specific rules for walls may be in effect at a particular event - which you will be required to use for this spell. Be sure to check with the event-holder before an event in which you plan to be able to use this spell.

Wall of Wood
Caster carries a roll of brown duct tape and a marker. He can use this spell to place a "wall" up to 10' long anywhere solid enough to support a wall (anywhere the duct-tape will stick to the floor and not damage anything - do not use on any carpet). The caster chooses a location and speaks his chant. He then lays out the duct tape, writing a custom design on the tape every 6" or so. If interrupted before completing the wall, the spell fails and the "wall" should be pulled up. The wall lasts until the end of the event, or until it is broken or the caster decides to remove the wall. The caster can have 1 wall in existence per level of this spell at any given time.

The caster must utter a prepared 50-word chant to cast this spell. This spell cannot be cast with any weapons in hand. Alternate site-specific rules for walls may be in effect at a particular event - which you will be required to use for this spell. Be sure to check with the event-holder before an event in which you plan to be able to use this spell.

Water Weapon
This modifies the caster's "Personal Water Weapon" spell such that the weapon can be any high quality weapon, even if the caster is unable to wield it, and the weapon remains enchanted even if it leaves the caster's possession. The spell can not be recast on another weapon unless the mage has possession of the currently enchanted weapon and removes the decorations from that weapon. The weapon needs to be marked "Searchable".

Water Missile
This spell modifies all of your Force Missiles such that you may call "Water" instead of "Force Missile" when throwing your missiles.

Waterblade
This spell allows the caster to form a weapon out of a quantity of water. The mage should carry a specially marked level 1 (or level 0) blue weapon, labeled as "Water" and "Not Searchable" which does not exist (and can't be disarmed) until this spell is cast. Any time the character is in contact with at least 1 half-gallon of water (ie: touches a stream, etc...), he may cast this spell by speaking his chant and drawing the weapon.

Once the spell is cast, the weapon exists and the character can go anywhere with it, but it can be disarmed. If the character loses consciousness or dies, or the weapon leaves his hand for any reason, the spell ends. Once the spell ends, the water weapon "disperses" and can't be used until the spell is recast while the mage is in contact with water once again.

It is possible for the caster to carry water with him for the casting of this spell. He must carry at least one half gallon with him for this to work, and once the spell ends, the water from the weapon disperses and does not go back into the container - so the container should be emptied (if not in a convenient place to do this (ie: indoors), just be sure to empty and refill the container before using the spell again).

This spell imparts no special skill to use this weapon, so the caster must have the appropriate weapon skill to use this weapon or he will have to use only a water dagger. The water blade can be any level 1 (or level 0) weapon and need not actually be a blade.

The caster must utter a prepared 20-word chant to cast this spell.

Wind Ward
This spell allows the caster to protect his belongings while dead or unconscious by surrounding himself with strong winds that make it difficult to search him. Any time the mage is killed or knocked out, this spell automatically triggers. The caster should assume the dead pose as normal but while down continually repeat: "Strong winds surround my body", "Gusts of wind ruffle my cloak", "A strong wind can be heard around me", etc.... During this time anyone attempting to search the caster finds only one item per search (caster's choosing). The searcher needs only to search five times per level before they can take all the items at the appropriate search level and move on to the next search level. If there are less than five items at the search level the searcher may advance to the next level when a search reveals nothing. This spell requires a 100 word chant with no weapons in hand so Wind Ward will activate the next time the player dies or is unconscious. It functions until the character is raised (if the character is unconscious, stolen from and then killed it is still functioning).

Any single searchable items that are outside the body and clearly visible (eg: a silver sword, etc...) can still be picked up from the caster's body as normal with no interference from this spell.

Zombie Drone
The caster can animate corpses as free-willed zombies. The caster finds a non-resisting corpse, says their chant and hands the corpse a strip of black cloth and the following card. Make sure they understand how the spell works!
"You are now a zombie. You are immune to limb hits, except bless and holy, (Call "Immune"). You must fight stiff-armed, with your weapons held out in front of you. If you are hit, and cannot call immune, you drop the cloth and the spell ends.
You will not attack anyone who was within sight when the spell was cast. You will seek out and attack anyone else."
The caster must use a prepared 50-word chant which can contain up to 2 repetitions, to cast this spell. The caster can carry up to 5 strips of zombie cloth per level of this spell, and can pick them up and reuse them at will. This spell can be learned up to 4 times.

Zombie Minion
The caster can animate corpses as simple-minded zombies. The caster finds a non-resisting corpse, says their chant and hands the corpse a strip of white cloth with black designs on it and the following card. Make sure they understand how the spell works!
"You are now a zombie. You are frail (Any hit kills you, drop the cloth if killed). You may not use your shield. You do not fight well and can only heel-toe walk. You hold your weapons out if front of you and clumsily attack anyone who threatens you or the caster. You can be instructed to attack specific creatures/people, drag bodies, or carry items, but never more then one thing at a time. You cannot leave the side of your caster."
The caster must utter a prepared 50-word chant to cast this spell. The caster can carry up to 2 strips of zombie cloth per level of this spell, and can pick them up and reuse them at will. This spell can be learned up to 2 times.

Zombie Send
The caster can animate corpses as simple-minded zombies. The caster finds a non-resisting corpse, says their chant and hands the corpse a strip of black cloth and the following card. Make sure they understand how the spell works!
"You are now a zombie. You are frail (Any hit kills you, drop the cloth if killed). You cannot use your weapons. The caster can command you to go to a specific place within sight or a well-known/nearby place. You decide what well-known/nearby means in-character. If you do not feel that the location told to you fits these characteristics return the cloth and card to the caster. The spell ends. Otherwise, walk to that location with your weapons out in front of you."
The caster must use a prepared 20-word chant to cast this spell. The caster can carry up to 10 strips of black cloth per level of this spell, and can pick them up and reuse them at will. This spell can be learned up to 4 times.

Zombie Walk
The caster can animate corpses as simple-minded zombies. The caster chants (20 word) to carry a 10' length of rope which can be handed to up to 10 non-resisting corpses. The caster must chant (10 word) in order to hand the rope to a corpse and the following card. Make sure they understand how the spell works! You cannot let go of the rope without ending the spell.
"You are now a zombie. Keep in the "dead" position and try to avoid coming into contact with other players. If a weapon hits you, the spell ends for you (not the other zombies), let go of the rope and stay there. You must hold the rope and follow wherever it leads you."
The caster must use a prepared 20-word chant to start using the spell, then a prepared 10-word chant to "attach" each corpse.