Mage

Mages are the masters of the magical energies that permeate the world. This magic can be absorbed, stored and channeled in a pure form of energy called mana. Although mages have a tendency to be physically weak,, and have fewer skills available to them than any other class, what sets them apart is their ability to manipulate mana. 

Some cultures have different names for mages including wizard, warlock, sorcerer and witch. Often this ability to manipulate mana is viewed with awe and fear by the common people, but there is a great respect for this raw power. Mages devote their lives to the study and practice of their art, ever in pursuit of greater and more potent spells. Some mages spend their entire lives practicing a single school or type of magic, whereas others branch out into different schools. A starting mage must pick a specific school of magic from the starting list. 

All mages begin with the Light spell, the appropriate dart spell for their school (Ex- Fire mages start with flame dart), and two random starting spells from the beginning list. These beginning lists are the very basic spells of each school, but rest assured there are many more available for each school. Additionally there are “hidden” schools of magic waiting to be discovered in game. It should be noted that the wearing of armor interferes with the channeling of mana, and no arcane magic may be cast while armor is being worn. Mages buy mana at a ratio of 3 character points for 2 mana. In order to avoid fractional numbers, this must be purchased in 2 mana point increments. 

Maximum Health – 14

Mana – 2 Mana is gained per 3 character points spent

Skill

1-Handed Blunt

1-Handed Edged

Additional School of Magic

Appraisal

Arcane Scrollcraft

Bow

Brawling

Burst of Strength

Courage

Craft: Merchant

Crafting: Brewer/Vintner

Crafting: Carpenter/Woodworker

Crafting: Chef

Crafting: Engineering

Create Preservation Oil

Crossbow

Daze

Decipher Script

Detect/Attune

Disable

Disarm

First Aid

Gathering: Farmer

Gathering: Fisher

Gathering: Harvesting

Gathering: Hunter

Gathering: Logger

Gathering: Miner

Gathering: Naturalist

Gathering: Scrounger

Gemology I

Hard Headed

Hard to Kill

Health

Health (11-14)

Killing Blow

Literacy

Literacy Other

Poison Tolerance

Polearm/Spear

Refinement

Sixth Sense

Small Weapon

Staff

Sweep

Thrown Weapon

Cost

6

6

10

3

1

6

7

8

10

2

3

4

4

3

4

7

8

6

4

10

8

6

4

3

3

4

4

4

3

4

12

12

12

1

2

2

1

4

10

7

4

14

3

3

4

5

Prerequisites

None

None

One school of magic

None

None

None

None

None

None

None

None

None

None

None

Alchemy

None

Blunt Weapon, Staff, or Brawling

None

None

None

None

None

None

None

None

None 

None

None

None

None

None 

None

None

None

10 Health

None

None

Literacy

None

None

5 purchases of Alchemy

None

None

None

Staff, Spear, or Polearm

None

Self-Taught

Yes

Yes

No

Yes

Yes

Yes

Yes

Yes

Yes

No

Yes

Yes

Yes

Yes

Yes

Yes

Yes

Yes

Yes

Yes

Yes

Yes

Yes

Yes

Yes

Yes

Yes

Yes

Yes

Yes

Yes

Yes

Yes

Yes

Yes

Yes

No

No

Yes

Yes

Yes

Yes

Yes

Yes

Yes

Yes

Rules of Magic

Arcane Magic & Spells

Arcane magic is the type that is practiced by Mages. Mages are the talented individuals who have the ability to channel magical energy into a usable form called mana. When a new mage character is made they will probably have a small amount of mana and spells to start with. As time goes on and the character grows they will be able to gain experience manipulating mana and will be able to purchase more points allowing him to cast a greater amount of spells as well as open the possibility to learning spells of even greater power. When a mage character is first created they must pick a specific school of magic from the starting list. All mages begin with the Light spell, the appropriate dart spell for their school (Ex- Fire mages start with flame dart), and two random starting spells from the beginning list, determined at check in. These beginning lists consist of the very basic spells of each school, but rest assured there are many more available for each school. Additionally there are “hidden” schools of magic waiting to be discovered in game.

Naturally, the most obvious way for a mage to advance is by purchasing more mana and therefore being able to cast a greater number of spells. Additionally mages may spend character points to purchase additional schools of magic. Mages may only learn and cast spells from schools they learn. Some mages choose to specialize and master a single school, whereas others diversify by learning multiple schools. The mana points a mage possesses are school specific, so your first points of mana cannot be used to power spells from your first additional school of magic. Mages may learn additional spells including the “hidden” spells by either finding a teacher in game or deciphering scrolls of knowledge.

  • Fire is the most offensive of the elemental schools of magic. This school is primarily focused on damage causing effects, and spells of destruction. Mages that enjoy front line fighting and adventuring are often drawn to this school. The ability to cause harm to your enemies and rain fiery death upon them is unmatched.

    Light

    Cost: 0

    Incant: “I create this source of magical light.”

    Effect: By using a glowstick the caster may activate it to represent a magical light spell. This spell requires no mana to cast and may be cast as many times as you have glowsticks. You may use this glowstick to light a room, mark a path or give to another individual. The spell lasts for as long as the glowstick lasts. Players must supply their own glowsticks.

    Flame Dart

    Cost: 1. If Flame Dart is the 1st Arcane Dart you’ve learned, it costs 0 mana instead

    Incant: “Flame dart, damage 1.”

    Effect: This is a minor attack spell causing 1 point of fire damage.

    Ignite Missile

    Cost: 1

    Incant: “I sheath this missile in flame, fire damage when released.”

    Effect: This spell is cast upon a thrown weapon, crossbow bolt or arrow. When the person throws the weapon or fires the crossbow or bow the missile bursts into magical flame. Although the attack still does its normal damage, it counts as magical fire and therefore will harm creatures only affected by magic or flame.

    Endure Elements: Fire

    Cost: 2

    Incant: “I make you/myself resistant to fire and flame for one attack.”

    Effect: This spell allows the target creature to resist 1 spell with the words FIRE or FLAME in its incant. The individual with this spell upon them may choose which spell to resist. Note that if attacked with a physical weapon enhanced by fire you may resist the fire effect but not the actual physical attack. In other words if you are struck with a weapon and the attacker calls “Fire!” or “Fire Assassinate!” you will still take one point of damage or the assassinate normally, only the fire portion of the attack is avoided if applicable.

    Flame Arrow

    Cost: 2

    Incant: “Flame arrow, damage 3.”

    Effect: This is an attack spell causing 3 points of fire damage.

    Heat Weapon

    Cost: 2

    Incant: “I make your right/left weapon searing hot by fire, Disarm.”

    Effect: This spell causes the target weapon to become so hot it must be cast aside as per the skill DISARM. The spell does no actual physical damage to the weapon’s wielder. The spell packet must hit the individual holding the weapon, but does not need to hit the weapon itself. The caster of the spell may choose which weapon is affected.

    Flame Blade

    Cost: 3

    Incant: “I engulf this weapon in fire 1 minute.”

    Effect: This spell causes the weapon it is cast upon to burst into magical fire on its main striking portion, and this fire does not affect the weapon’s wielder. When the user of the weapon swings it, they should loudly call “Fire!” Although the attack still does its normal damage, it counts as magical fire and therefore will harm creatures only affected by magic or flame.

    Melt Weapon

    Cost: 4

    Incant: “I shatter your bow/crossbow/right/left weapon with flame.”

    Effect: This spell causes the target weapon to be shattered, rendering it useless until repaired. An effective use of the Crafting: Weaponsmith skill is required to fix it. This spell will not work against melee weapon that require both hands to hold such as staffs, spears, or 2 handed sized weapons.

  • Water is a bit less offensive than fire and proves to be somewhat more versatile. While this school does not have as many damage-causing effects, it does offer several defensive spells allowing the caster, like the nature of water itself, to conform to different environments they are placed in. Water mages are often found in adventuring groups where their variety of spells has much use.

    Light

    Cost: 0

    Incant: “I create this source of magical light.”

    Effect: By using a glowstick the caster may activate it to represent a magical light spell. This spell requires no mana to cast and may be cast as many times as you have glowsticks. You may use this glowstick to light a room, mark a path or give to another individual. The spell lasts for as long as the glowstick lasts. Players must supply their own glowsticks.

    Ice Dart

    Cost: 1. If Ice Dart is the 1st Arcane Dart you’ve learned, it costs 0 mana instead

    Incant: “Ice dart, damage 1.”

    Effect: This is a minor attack spell causing 1 point of ice damage.

    Purify Liquid

    Cost: 1

    Incant: “I purify this liquid of all toxins and poisons.”

    Effect: When cast upon any liquid, this spell removes any toxic properties of it. If cast upon a drink that is poisoned it will neutralize any effect that poison may have had upon the drinker. In addition, if cast upon an alcoholic beverage it will remove any alcoholic properties it may have had.

    Endure Elements: Water

    Cost: 2

    Incant: “I make you/myself resistant to water, ice and frost for one attack.”

    Effect: This spell allows the target creature to resist 1 spell with the words WATER, ICE or FROST in its incant. The individual with this spell upon them may choose which spell to resist. Note that if attacked with a physical weapon enhanced by ice you may resist the ice effect but not the actual physical attack. In other words if you are struck with a weapon and the attacker calls “Ice!” or “Ice Assassinate!” you will still take one point of damage or the assassinate normally, only the ice portion of the attack is avoided if applicable.

    Ice Armor

    Cost: 2

    Incant: “I grant you/myself armor of ice, 2 magic armor.”

    Effect: This spell grants 2 points of magical armor to the individual it is cast upon. This may not be stacked with any other magical armor (i.e. Barkskin, Arcane Armor) and if damaged the recipient of this spell will lose these magical armor points first.

    Ice Arrow

    Cost: 2

    Incant: “Ice arrow, damage 3.”

    Effect: This is an attack spell causing 3 points of ice damage.

    Freeze Limb

    Cost: 3

    Incant: “I freeze your right/left arm/leg solid by ice, 10 minutes.”

    Effect: This spell causes the target’s limb to be completely unusable for 10 minutes. The caster of the spell may choose which limb is affected. The target must be hit normally and the packet does not need to hit the affected limb for the spell to work. This spell may be broken out of by a Release spell or a use of the Burst of Strength skill.

    Ice Blade

    Cost: 3

    Incant: “I engulf this weapon in ice 1 minute.”

    Effect: This spell causes the weapon it is cast upon to be sheathed in magical ice on its main striking portion, and this ice does not affect the weapon’s wielder. When the user of the weapon swings it, they should loudly call “Ice!” Although the attack still does its normal damage, it counts as magical ice and therefore will harm creatures only affected by magic or ice.

  • Air is mostly a defensive school with a small handful of purely offensive spells available. Some potent spells do exist, and in addition to these there are a number of spells within the school that enable the caster to disable or harm someone without actually physically damaging the individual. Add to these spells, several potent defensive spells and you have a rather well balanced and useful school.

    Light

    Cost: 0

    Incant: “I create this source of magical light.”

    Effect: By using a glowstick the caster may activate it to represent a magical light spell. This spell requires no mana to cast and may be cast as many times as you have glowsticks. You may use this glowstick to light a room, mark a path or give to another individual. The spell lasts for as long as the glowstick lasts. Players must supply their own glowsticks.

    Wind Dart

    Cost: 1. If Wind Dart is the 1st Arcane Dart you’ve learned, it costs 0 mana instead

    Incant: “Wind dart, damage 1.”

    Effect: This is a minor attack spell causing 1 point of wind damage.

    Featherfall

    Cost: 1

    Incant: “Caught by air!”

    Effect: This spell is purely a reactive one. If the caster is targeted by a sweep spell or sweep or knockdown skill, they may IMMEDIATELY cast this spell and avoid the effects of the spell or skill. For all intents and purposes this spell functions as a “resist.”

    Sweep

    Cost: 1

    Incant: “By air I sweep you off your feet.”

    Effect: When struck with this spell, the victim must immediately and safely fall to the ground and lie flat on their front or back before being able to get back up.

    Thunderclap

    Cost: 1

    Incant: “Thunderclap by air, strike you deaf 10 minutes.”

    Effect: This spell causes the target to be completely deaf for 10 minutes. This must be role-played and the target will be unable to hear cries for help, warnings to look out or someone rifling through the cabin they are supposed to be guarding. The target is still affected by skill and spell calls, because although they are “deaf,” calls are merely a mechanic for letting game participants know how to react to a skill or spell. Even if the victim doesn’t hear the slay or assassinate, it still will hurt him. The only exception are sonic traps, which will not affect deafened people.

    Endure Elements: Air

    Cost: 2

    Incant: “I make you/myself resistant to air, wind and lightning for one attack.”

    Effect: This spell allows the target creature to resist 1 spell with the words AIR, WIND or LIGHTNING in its incant. The individual with this spell upon them may choose which spell to resist. Note that if attacked with a physical weapon enhanced by any of these things you may resist the elemental effect but not the actual physical attack. In other words if you are struck with a weapon and the attacker calls “Lightning!” or “Lightning Assassinate!” you will still take one point of damage or the assassinate normally, only the lightning portion of the attack is avoided if applicable.

    Gust

    Cost: 2

    Incant: “I disarm your left/right weapon by wind.”

    Effect: This spell causes the target weapon to be torn from the victim’s hand as per the skill DISARM. The spell does no actual physical damage to the weapon’s wielder. The spell packet must hit the individual holding the weapon, but does not need to hit the weapon itself. The caster of the spell may choose which weapon is affected.

    Spin

    Cost: 2

    Incant: “By wind, spin in place, 10 seconds.”

    Effect: This spell causes the target to be forced to spin in place as fast as safely possible for 10 seconds. Though not damaging, this will cause the disruption of spells and can make effective fighting difficult. While spinning the victim may not flail their weapon in an unsafe manner.

  • The last of the elemental schools, earth is almost entirely defensive. There are very few damage-causing spells in an earth mage’s repertoire, but their ability to cast protective spells on themselves and others is unmatched. Earth mages and their allies can often prove to be very difficult obstacles to remove, and because of the protection and enhancement they provide, earth mages are very welcome with adventuring groups.

    Light

    Cost: 0

    Incant: “I create this source of magical light.”

    Effect: By using a glowstick the caster may activate it to represent a magical light spell. This spell requires no mana to cast and may be cast as many times as you have glowsticks. You may use this glowstick to light a room, mark a path or give to another individual. The spell lasts for as long as the glowstick lasts. Players must supply their own glowsticks.

    Stone Dart

    Cost: 1. If Stone Dart is the 1st Arcane Dart you’ve learned, it costs 0 mana instead.

    Incant: “Stone dart, damage 1.”

    Effect: This is a minor attack spell causing 1 point of stone damage.

    Stone Skin

    Cost: 1

    Incant: “I turn my/your skin hard as stone, 3 magic armor.”

    Effect: This spell grants 3 points of magical armor to the individual it is cast upon. This may not be stacked with any other magical armor (i.e. Barkskin, Arcane Armor) and if damaged the recipient of this spell will lose these magical armor points first.

    Sweep

    Cost: 1

    Incant: “By earth I sweep you off your feet.”

    Effect: When struck with this spell, the victim must immediately and safely fall to the ground and lie flat on their front or back before being able to get back up.

    Endure Elements: Earth

    Cost: 2

    Incant: “I make you/myself resistant to earth, sand and stone for one attack.”

    Effect: This spell allows the target creature to resist 1 spell with the words EARTH, SAND or STONE in its incant. The individual with this spell upon them may choose which spell to resist.

    Root

    Cost: 2

    Incant: “By earth I root your feet to the ground, 10 minutes”

    Effect: The target of this spell has his feet effectively attached to the ground for 10 minutes. They may not move their feet from the spot they are in or even lift them.

    Stone Grip

    Cost: 2

    Incant: “I give my/your right/left hand grip of stone, 10 minutes.”

    Effect: For the duration of this spell, the recipient may resist all DISARM attempts, regardless if they are magical or skill based. During this period the affected may not open their hand for any reason and if they are holding an item it cannot be removed from their hand. This spell may only be cast upon a willing target.

    State of Stone

    Cost: 3

    Incant: “State of Stone.”

    Effect: This spell causes the caster to effectively become a statue for 10 minutes. They are immune to all physical attacks as long as they remain motionless. Magical attacks still affect them normally as do weapons enhanced by magic.

  • Force is a school of many varied spells and effects. Casters of force magic often appear as one would envision a telekinetic, moving items and people with a few words and a simple gesture. In actuality force mages concentrate the energies around them to the point where they seemingly become physical manifestations. Often these manifestations are invisible but no less deadly. The school offers a good mix of offensive, defensive and generally useful spells.

    Light

    Cost: 0

    Incant: “I create this source of magical light.”

    Effect: By using a glowstick the caster may activate it to represent a magical light spell. This spell requires no mana to cast and may be cast as many times as you have glowsticks. You may use this glowstick to light a room, mark a path or give to another individual. The spell lasts for as long as the glowstick lasts. Players must supply their own glowsticks. Check out our links page for merchants selling chemical and battery operated varieties.

    Force Dart

    Cost: 1. If Force Dart is the 1st Arcane Dart you’ve learned, it costs 0 mana for you to cast.

    Incant: “Force dart, damage 1.”

    Effect: This is a minor attack spell causing 1 point of force damage.

    Sweep

    Cost: 1

    Incant: “By force I sweep you off your feet.”

    Effect: When struck with this spell, the victim must immediately and safely fall to the ground and lie flat on their front or back before being able to get back up.

    Disarm

    Cost: 2

    Incant: “I invoke force to disarm your left/right weapon.”

    Effect: This spell causes the target weapon to be torn from the victim’s hand as per the skill DISARM. The spell does no actual physical damage to the weapon’s wielder. The spell packet must hit the individual holding the weapon, but does not need to hit the weapon itself. The caster of the spell may choose which weapon is affected.

    Force Arrow

    Cost: 2

    Incant: “Force arrow, damage 3.”

    Effect: This is an attack spell causing 3 points of force damage.

    Resist Force

    Cost: 2

    Incant: “I make you/myself resistant to force for one attack.”

    Effect: This spell allows the target creature to resist 1 spell with the word FORCE in its incant. The individual with this spell upon them may choose which spell to resist.

    Repulsion

    Cost: 4

    Incant: “I repel you from me by force 10 feet, 1 minute.”

    Effect: This spell causes the target to be forced away from the caster for 1 minute. The target creature may not approach closer than 10 feet away. If the caster moves away from the target, the target creature may come closer so long as the 10-foot distance is maintained. If the caster moves toward the target in the attempts to force them back the spell immediately ends.

    Shatter Weapon

    Cost: 4

    Incant: “I invoke force to shatter your bow/crossbow/left/right weapon.”

    Effect: This spell causes the target weapon to be shattered, rendering it useless until repaired. An effective use of the Crafting: Weaponsmith skill is required to fix it. This spell will not work against melee weapon that require both hands to hold such as staffs, spears, or 2 handed sized weapons.

  • Enchantment is a school dealing primarily with magic meant to enhance or change the properties of an item or person. The school includes very few direct damage spells, but has a number of spells that can increase armor, health, skills and abilities. Additionally the school places a great deal of emphasis on ways to affect the mind of a subject and can often be used very effectively to manipulate enemies and (in more positive ways) friends alike.

    Light

    Cost: 0

    Incant: “I create this source of magical light.”

    Effect: By using a glowstick the caster may activate it to represent a magical light spell. This spell requires no mana to cast and may be cast as many times as you have glowsticks. You may use this glowstick to light a room, mark a path or give to another individual. The spell lasts for as long as the glowstick lasts. Players must supply their own glowsticks.

    Enchanted Dart

    Cost: 1.  If Enchanted Dart is the 1st Arcane Dart you’ve learned, it costs 0 mana instead.

    Incant: “Enchanted dart, damage 1.”

    Effect: This is a minor attack spell causing 1 point of magic damage.

    Arcane Armor, lesser

    Cost: 1

    Incant: “I grant you/myself 2 magic armor.”

    Effect: This spell grants 2 points of magical armor to the individual it is cast upon. This may not be stacked with any other magical armor (i.e. Barkskin, Ice armor) and if damaged the recipient of this spell will lose these magical armor points first.

    Arcane Vigor, lesser

    Cost: 1

    Incant: “I grant you/myself 2 magic health.”

    Effect: This spell grants 2 points of magical health to the individual it is cast upon. This may not be stacked with any other magical health (i.e. Empowerment) and if damaged the recipient of this spell will lose these magical health points after they lose normal armor and before they lose their normal health. These points cannot be healed.

    Enchanted Arrow

    Cost: 2

    Incant: “Enchanted arrow, damage 3.”

    Effect: This is an attack spell causing 3 points of magic damage.

    Enchanted Weapon

    Cost: 2

    Incant: “I imbue this weapon with magic, 1 minute.”

    Effect: This spell causes the weapon it is cast upon to function as a magical weapon for 1 minute. When the user of the weapon swings it, they should loudly call “Magic!” Although the attack still does its normal damage, it counts as magical damage and therefore will harm creatures only affected by magic.

    Fortify Armor

    Cost: 2

    Incant: “I fortify your armor by 2 points.”

    Effect: This spell will only work on a subject wearing normal (not magical) armor. Upon receiving this spell, the subject’s armor immediately becomes more effective making it able to take 2 extra points of damage before being damaged. This spell is not permanent and only lasts until these points are removed through damage. This spell enhances the subjects physical armor and thus this does not count as magic armor for purposes of spell stacking (i.e. you could have both a fortify armor and Arcane Armor active on you at the same time, since one affects your physical armor and one affects your person). This spell may only be cast on a subject’s armor as a whole and will not stack on a single individual by casting this on multiple pieces of armor the same subject is wearing. Likewise this cannot be cast on one individual and then have their armor transferred to another individual. If either of the above situations occurs, both enchantments are lost.

    Penetrating Strike

    Cost: 3

    Incant: “I make you/myself strike true, 1 ranged or melee Pierce until used (Note: this pierce can be used with a ranged weapon.)”

    Effect:  This rune allows the bearer to make one strike with a melee or ranged weapon as a pierce. As per the rules of the skill Pierce, this strike will bypass all armor and cause damage directly to a foe’s health.

  • Fae magic is a very old and often misunderstood school of magic. One of the first schools known to be used, it is available exclusively to Fae creatures. It is not known if other races could learn the school, but it is clear that organized mage schools have been unable to find Fae willing to teach it to non-Fae. Many Fae spells seem childish or silly at first but their usefulness both in the Fae entertaining themselves (much to the dismay of the other races who often get chosen as targets for this “fun”) and in combat cannot be ignored. Forcing someone to sneeze or itch uncontrollably may seem like a mere nuisance but these will often foil spellcasting attempts and occasionally combat skills as well. Being an ancient magic, it is also clear from observing older Fae mages that in time practitioners of this school can learn some very potent spells indeed. (Note: Although only Fae may learn this school at the onset there may be ways to learn it in game. Additionally Fae characters are not limited to choosing only this school as the Dwarves are limited to only rune magic, but rather this presents Fae with a unique option).

    Light

    Cost: 0

    Incant: “I create this source of magical light.”

    Effect: By using a glowstick the caster may activate it to represent a magical light spell. This spell requires no mana to cast and may be cast as many times as you have glowsticks. You may use this glowstick to light a room, mark a path or give to another individual. The spell lasts for as long as the glowstick lasts. Players must supply their own glowsticks. Check out our links page for merchants selling chemical and battery operated varieties.

    Fae Dart

    Cost: 1. If Fae Dart is the 1st Arcane Dart you’ve learned, it costs 0 mana for you to cast.

    Incant: “Fae dart, damage 1.”

    Effect: This is a minor attack spell causing 1 point of magic damage.

    Discomfort

    Cost: 1

    Incant: “I cause you to giggle/itch/sneeze uncontrollably 10 seconds.”

    Effect: This spell causes the target to either giggle, itch, or sneeze uncontrollably for 10 seconds. Whichever effect is chosen, the target will be unable to effectively cast spells or use any stealth attacks. They should roleplay the effect, but will still be able to fight and use combat skills, as well as run provided that they roleplay the effect for the entire duration of the spell.

    Clumsiness

    Cost: 2

    Incant: “By the fae I disarm your left/right weapon.”

    Effect: This spell causes the target weapon to be fumbled and dropped from the victim’s hand as per the skill DISARM. The spell does no actual physical damage to the weapon’s wielder. The spell packet must hit the individual holding the weapon, but does not need to hit the weapon itself. The caster of the spell may choose which weapon is affected.

    Glitterdust

    Cost: 2

    Incant: “I strike you blind 1 minute.”

    Effect: This spell causes the victim to be blinded for 1 minute. The victim may not attack at all (wild, random weapon swinging is not allowed). Any other action that requires sight (walking, identifying objects, etc.) is also difficult, if not impossible, for them. For safety purposes, it is not necessary for the victim to keep their eyes closed while blinded, but for role-playing purposes they should act as though they were closed. While blinded the target may still use defensive skills such as Parry, but the blindness effect will not break until the target takes damage or the 1 minute passes.

    Fae Arrow

    Cost: 2. 

    Incant: “Fae arrow, damage 3.”

    Effect: This is a lesser attack spell causing 3 points of magic damage.

    Fae Barrier

    Cost: 3. 

    Incant: “I repel you from me 10 feet, 1 minute..”

    Effect: This spell causes the target to be forced away from the caster for 1 minute. The target may not approach closer than 10 feet away. If the caster moves away from the target, the target may come closer so long as the 10-foot distance is maintained. If the caster rushes at the target in the attempts to force them back the spell immediately ends.

    Root

    Cost: 3. 

    Incant: “I root your feet to the ground, 10 minutes.”

    Effect: The target of this spell has their feet effectively attached to the ground for 10 minutes. They may not move their feet from the spot they are in or even lift them.

Runic Magic & Spells

Runic magic is practiced by specialized Dwarven spellcasters called Rune Mages. Dwarven legend tells of the Dwarven people being created from the very earth and rock by the god Hafur. The early Dwarves relied upon strength to forge a mighty civilization; there was no need for magic. As other races began to use and in some cases master magic, Hafur felt that he had denied his creations of a powerful tool in their destiny on Adraveth. Hafur sought the aid of Viralee, goddess of magic, and Together they crafted Rune Magic for the Dwarves Runic magic is not fast acting or easy to cast, but it holds a great power. Only Dwarves may begin the game with Rune Magic. There is nothing physical preventing other races from learning it, but the Dwarves guard their secrets jealously. Other races learning or practicing Rune Magic are marked for death by the Dwarven race. Any Dwarven Rune Mage who breaks the sacred oath and teaches their craft to a non-Dwarf will be similarly marked.

Rune magic is a latent form of magic. Rather than the caster focusing their mana to create a desired immediate effect, they focus their mana into symbolic writing based on the ancient Dwarven alphabet. These runes lie dormant on a person or object, waiting to be activated. All Rune Mages begin with the knowledge of the “rune of light” spell and three random starting runes from the beginning list, determined at check in, as well as a reference with a picture of the runes upon them

In order to cast a rune upon a willing person, the rune must be drawn onto that person. The easiest way to achieve this is by using a makeup pencil or crayon. The rune must be done on flesh and must not be obscured though it may be covered up by clothing such as a sleeve etc. Runes should only be drawn on areas of the body where searches would be permitted. When the individual wishes to activate the rune upon them, they should say the words they were given and smear the rune, showing it was used (they may now wipe it away completely at any time as it no longer has any effect). Runes of the same type may not be stacked upon a person and no person can ever have more than two runes upon their body.

  • Rune of Light
    Cost: 0
    Incant: “The power of this rune will grant the user the ability to cast "I create this source of magical light" once until used.
    Effect: When activated, by using a glowstick the caster may activate it to represent a magical light spell. This spell requires no mana to cast and may be cast as many times as you or the target have glowsticks. You may use this glowstick to light a room, mark a path or give to another individual. The spell lasts for as long as the glowstick lasts. Players must supply their own glowsticks.

    Communication
    Cost: 1
    Incant: “The power of this rune will grant the user the ability to create a sphere of communication, 10 minutes.”
    Effect: This rune allows everyone within earshot of the activator to speak and understand any spoken language for ten minutes. This will not work on creatures with no intelligence, most undead, or those speaking in gibberish.

    Stone Skin
    Cost: 1
    Incant: “The power of this rune will grant the user skin hard as stone, 3 magic armor.”
    Effect: This rune grants 3 points of magical armor to the individual it is cast upon. This may not be stacked with any other magical armor (i.e. Barkskin, Arcane Armor) and if damaged the recipient of this spell will lose these magical armor points first.

    Smithing
    Cost: 1
    Incant: “The power of this rune will grant the user the ability to repair one item in 1/2 the time.”
    Effect: This rune is cast upon a person (or an item once that is learned) and allows the subject to repair one item (ONE piece of armor, ONE shield, OR ONE weapon) in one half the usual listed time.

    Iron Skin
    Cost: 2
    Incant: “The power of this rune will grant the user skin hard as iron, 5 magic armor.”
    Effect: This rune grants 5 points of magical armor to the individual it is cast upon. This may not be stacked with any other magical armor (i.e. Barkskin, Arcane Armor) and if damaged the recipient of this spell will lose these magical armor points first.

    Restoration
    Cost: 3Incant: “The power of this rune will heal the user 3/5 health.”
    Effect: When activated, this rune will restore 3 health to the user. When casting this spell on a dwarf, you may change the incant to heal the user 5 health instead.

    Pierce Edged
    Cost: 3
    Incant: “The power of this rune will grant the user 1 ranged or melee Pierce until used.”
    Effect: This rune allows the bearer to make one strike with a melee or ranged weapon as a pierce. As per the rules of the skill Pierce, this strike will bypass all armor and cause damage directly to a foe’s health.

Learning Additional Schools of Magic

Mages have the opportunity to learn additional schools of magic, though the pool of mana you have for one school of magic is different from your first. When you pick up your second school of magic, your mana will convert to “air” or “earth” mana, or whatever school was your original school of magic. During your update, you will need to specify which school of magic you are purchasing mana for, and you will need sufficient mana (double the cost of the spell) to learn any spell in your new school.