Blink and Shadow Step become Charge x3.
May not wear Armor.
Player may use Shadow Step, Teleport, and Blink as if they were not Insubstantial, if they are already willingly Insubstantial. Doing so removes the original Insubstantial effect.
Lv.6 Archer
Sniper (A), (Ambulant) (Unlimited) (ex)
Caster may instantly Charge a Specialty Arrow.
Look-the-Part Barbarian
1/Refresh, Charge x10 (ex) (Ambulant)
Lv.2 Barbarian
1/Refresh, Charge x10 (ex) (Ambulant)
Lv.4 Barbarian
1/Refresh, Charge x10 (ex) (Ambulant)
Caster is unaffected by Verbal magic and abilities and their weapons are Shield Crushing and Armor Breaking for seven seconds. Caster must chant this time out loud, as per Chanting; failure to count ends the effect.
Reeves are encouraged to remove this ability from those who use it in an unsafe manner.
Caster must chant time out loud, as per Chanting; failure to count ends the effect.
Shield Crushing
Armor Breaking
7 secs
Lv.6 Druid (A)
Cost: 1 | Max: 1
All the caster’s Enchantments of level 4 and below are now range Self instead of their previous range. Does not apply to Golem.
Does not apply to Golem.
Lv.3 Wizard
Cost: 1 | Max: 4 | 1 Ball / Unlimited
“The flame of storms is mine to evoke.”
A player struck is subject to an Engulfing Stopped effect for 60 seconds. In addition Lightning Bolt will have one of the following effects on the object first struck:
A weapon hit is destroyed.
Armor hit with Armor Points remaining is subject to Armor Breaking.
A player hit receives a Wound in that hit location.
Engulfing
Weapon Destroying
Armor Breaking
60 secs
Lv.3 Druid, Lv.3 Wizard
Cost: 1 | 1/Refresh
“Return this [object name] to its former glory.”
Target destroyed item is repaired or repair all armor points in one location.
Lv.5 Healer
Cost: 1 | 1/Refresh
Lv.4 Paladin
1/Life (m)
“By the grace of the divine thou art resurrected.”
Target Dead player who has not moved from where they died is returned to life. Enchantments on the player are retained. Any wounds on the player are healed. Works regardless of any States on the target.
Lv.5 Healer
Cost: 2 | 1/Refresh
“Flesh rots, bones break, skulls sigh, spirits take.
Let the power of my will descend upon thee.
Let the power of my will restore thy spirit.
Let the power of my will knit thy corpse.
Let the power of my will give thee direction.
Let the power of my will cheat thy death.
By the power of my will, arise my greater minion!”
Bearer does not die or respawn as normal.
Bearer is Cursed and Suppressed.
When the bearer would normally die, they instead become Insubstantial, remove all Wounds, and must return to the caster as soon as possible. Insubstantial bearers may not move more than 10’ from the caster and may not speak. The caster may touch the player and then Incant, “Rise and fight again.” x5 to end this Insubstantial State so long as no living enemies are within 10’ of the bearer.
If this Enchantment’s Insubstantial state is removed from the Bearer in any other manner than outlined in section 3 above (or prevented entirely) this Enchantment is removed.
If the caster dies, this Enchantment is removed the next time the bearer returns to the caster.
If the Enchantment is removed, the bearer dies.
For the duration of the Enchantment, the bearer may treat the caster as a base for the purposes of the effects which require the bearer to go to their base.
Dead players who have not moved from where they died may be targeted by Greater Undead Minion and are immediately returned to life with all Wounds removed and the Insubstantial State applied.
Basically the same as regular Undead Minion except for no Fragile? Doesn’t seem worth a whole new spell for so little change...
The Insubstantial State imposed by Greater Undead Minion can be removed or prevented by any Magic or Ability which would normally be capable of removing Insubstantial or preventing Insubstantial such as Tracking, Planar Grounding, Release, or similar Magic and Abilities. If Banish or Dimensional Rift is cast on the bearer while they are Insubstantial, the Enchantment is removed, even if the player is unaffected by Banish / Dimensional Rift. The caster may not have more than three active Greater Undead Minion and Undead Minion Enchantments combined. Cursed
Suppressed
Insubstantial
Recovery
Respawn Alteration
Poetic Incantation
Lv.4 Wizard
Cost: 1 | 1/Refresh
“Thy hunger can never be sated.”
Player gains Adrenaline unlimited (ex), is Immune to Death, and is Cursed. Bearer’s Adrenaline ability will work through their Cursed State.
Lv.5 Wizard
Cost: 1 | Max: 2 | 1/Refresh
“Embrace the old ones and surrender thyself.”
Melee weapons wielded by bearer are Armor Breaking. Bearer may use Shadow Step 1/Refresh Charge x30 (ex), Steal Life Essence unlimited (ex), and is unaffected by magic from the Sorcery, Spirit, and Death Schools. May still benefit from their own Steal Life Essence. Player is Cursed.
This effect does not interact with other Enchantments worn by the bearer.
Immune to Spirit
Unaffected by Magic(s)
Shadow Step
Steal Life Essence
Lv.5 Wizard
Cost: 1 | Max: 2 | 1/Refresh
“The power of magic defends me.”
Resistant to all effects from the next source which would inflict a Wound, Death, or State. Does not trigger against effects cast by the player.
Lv.6 Healer (A)
Cost: 2 | Max: 1
Each Enchantment purchased in the Protection School gives double the uses. Example: 1/Life Charge x3 becomes 2/life Charge x3, 2/life becomes 4/life.
Player may not purchase any magic from the Death, Command, or Subdual Schools.
Lv.6 Wizard (A)
Cost: 2 | Max: 1
Each Verbal purchased in the Death and Flame Schools gives double the uses. Example: 1/Life Charge x3 becomes 2/life Charge x3, 2/life becomes 4/life.
Player may not purchase Verbals from any School other than the Death and Flame Schools.
Lv.6 Druid
Cost: 1 | 1/Refresh
All equipment carried by target player is repaired. All armor worn by target player is restored to full value.
May not be cast within 20’ of a living enemy.
Lv.4 Wizard
Cost: 1 | 1/Refresh, Charge x3
“Death strikes off thy [left/right] [arm/leg].”
Target hit location on target player is Wounded.
Wounding targets the player but affects the Hit Location. Visibility can be drawn to any part of the player, not just the desired Hit Location.
Has no effect on players already Wounded.
Lv.5 Healer, Lv.5 Wizard
Cost: 1 | Max: 2 | 1/Life
Lv.3 Anti-Paladin
1/life, Charge x5 (m)
Caster may heal a Wound or instantly Charge an ability.
May only be used on a dead player. That player is Cursed. Does not work on Cursed players. The caster does not gain the effect if the dead player is unaffected.
In order to charge an ability, the name of the ability being charged must still be stated immediately after the incantation.
Lv.2 Druid
Cost: 1 | 1/Refresh, Charge x3
“I take the form of stone.”
Caster is Frozen. May end this State at any time by saying,
“The earth release me” twice.
Lv.3 Druid
Cost: 1 | Max: 2 | 1/Refresh
“May nature protect thee from all forms of attack.”
Bearer gains 2 points of Magic Armor affected as per Ancestral Armor.
Lv.6 Bard
Cost: 1 | 1/Refresh
Lv.6 Healer
Cost: 1 | Max: 4 | 1/Refresh
“By the power of white light I stun thee.”
Target player is Stunned for 30 seconds.
30 secs
Lv.2 Healer
Cost: 1 | 1/Life, Charge x3
Target dead player may choose to go to the caster and then counts as though they had not moved from where they died. May be used on a dead player who has not moved from where they died or who is at their respawn.
Lv.6 Druid (A)
Cost: 2 | Max: 1
Each Enchantment purchased gives double the uses. Example: 1/Life Charge x3 becomes 2/life Charge x3, 2/ life becomes 4/life.
May not purchase Verbals with a range other than Touch or Self. May not purchase equipment beyond 2nd level.
Lv.4 Bard, Lv.4 Wizard
Cost: 1 | 1/Refresh
“I command thee powerless.”
Target is Suppressed for 30 seconds.
30 secs
Lv.4 Archer
1 Arrow / Unlimited (ex)
A player struck by this arrow is Suppressed for 30 seconds. Engulfing.
Armor Breaking
Weapon Destroying
Engulfing
30 secs
Lv.2 Wizard
Cost: 1 | Max: 3 | 1 Ball / Unlimited
“The strength of suppression is mine to evoke.”
Target is Suppressed for 60 seconds. Engulfing.
60 secs
Lv.5 Assassin
(self only) 2/Life (ex)
Lv.4 Druid, Lv.4 Healer, Lv.2 Wizard
Cost: 1 | Max: 2 | 1/Life
“I travel through the aether.”
Target willing player becomes Insubstantial and moves directly to a chosen location chosen by the caster at the time of casting. This must be a fixed location (not relative to a player or to a moveable object). Upon arrival, they must immediately end the effect as per Insubstantial.
If the player’s Insubstantial state is removed before they have reached their destination, the effects of Teleport end. If Teleport is cast on self, the caster may end this Insubstantial state at any time by using the exit incantation for Insubstantial: “I return to the physical world.” x2
Assassin
Druid
Healer
Wizard
Lv.4 Bard
Cost: 1 | 1/Refresh
Lv.5 Anti-Paladin (and Look-the-Part)
1/Life (m)
“Death makes thee terrified.”
Target may not attack or cast magic at the caster or their carried equipment. Target must remain at least 50’ away from the caster unless forced there by another Magic or Ability. Lasts 30 seconds.
If the caster attacks the target, begins casting another magic at the target or their carried equipment, or dies, this spell’s effect is negated.
30 secs
Lv.3 Wizard
Cost: 1 | 1/Refresh
Target player is moved 50’ in a straight line away from the caster.
Works on Stopped players.
Lv.1 Scout
2/Life, Charge x3 (ex) (Ambulant)
Target Insubstantial player immediately has their Insubstantial effect ended.
Lv.5 Druid
Cost: 1 | Max: 2 | 1/Refresh
“The blood of the trolls sustains thee.”
Enchanted player does not die as normal. When the player would otherwise die they instead ignore the triggering effect as though it had not occurred, remove a strip, and become Frozen for 30 seconds. The bearer is treated as though they have the effects of Regeneration in addition to the above.
Troll Blood is removed when the last strip is removed.
30 secs
Respawn Alteration
Recovery
Lv.3 Warrior
2/Refresh (ex)
“The wicked flee when I pursue,”
immediately after dying.
Player returns to life with their Wounds healed and is immediately Frozen for 30 seconds. Non-Persistent Enchantments on the player are removed before the player returns to life.
30 secs
Respawn Alteration
Recovery
Lv.3 Healer
Cost: 1 | 1/Refresh
“Flesh rots, bones break, skulls sigh, spirits take.
Let the power of my will descend upon thee.
Let the power of my will restore thy spirit.
Let the power of my will knit thy corpse.
Let the power of my will give thee direction.
Let the power of my will cheat thy death.
By the power of my will, arise my minion!”
Bearer does not die or respawn as normal.
Bearer is Cursed, Fragile, and Suppressed.
When the bearer would normally die, they instead become Insubstantial, remove all Wounds, and must return to the caster as soon as possible. Insubstantial players(?) may not move more than 10’ from the caster and may not speak. The caster may touch the player and then Incant, “Rise and fight again.” x10, to end this Insubstantial State so long as no living enemies are within 10’ of the bearer.
If this Enchantment’s Insubstantial is removed from the Bearer in any other manner than outlined in section 3 above (or prevented entirely) this Enchantment is removed.
If the caster dies, this Enchantment is removed the next time the bearer returns to the caster.
If the Enchantment is removed, the bearer dies.
For the duration of the Enchantment, the bearer may treat the caster as a base for the purposes of the effects which require the bearer to go to their base.
Dead players who have not moved from where they died may be targeted by Undead Minion and are immediately returned to life with all Wounds removed and the Insubstantial State applied.
In section 3 of the Undead Minion spell, it states
“...and must return to the caster as soon as possible. Insubstantial players may not move more than 10’ from the caster and may not speak. The caster may touch the player and then Incant, “Rise and fight again.” x10, to end this Insubstantial State so long as no living enemies are within 10’ of the bearer.”
Is this merely a lapse in nomenclature? Previously and in most other spell descriptions, the terminology for someone who’s been enchanted by the caster is “bearer”, as in “whoever has your colored strips”.
Is there any precedent or implication this ability could ever apply to anyone besides the bearer of your specific enchantment?
tl;dr Is this a typo or does this spell have a rare, but interesting use case?
The Insubstantial State imposed by Undead Minion can be removed or prevented by any Magic or Ability which would normally be capable of removing Insubstantial or preventing Insubstantial such as Tracking, Planar Grounding, Release, or similar Magic and Abilities. If Banish or Dimensional Rift is cast on the bearer while they are Insubstantial, the Enchantment is removed, even if the player is unaffected by Banish / Dimensional Rift. The caster may not have more than three active Greater Undead Minion and Undead Minion Enchantments combined. Cursed
Fragile
Suppressed
Insubstantial
Respawn Alteration
Recovery
Poetic Incantation
Lv.6 Wizard
Cost: 2 | Max: 1 | 1 Ball / Unlimited
“The power of void is mine to evoke.”
Sphere of Annihilation will have one of the following effects on the object first struck:
A weapon hit is destroyed.
A shield hit is subject to Shield Destroying.
A player hit dies and is Cursed.
Ignores armor. Enchantments which affect equipment, such as Imbue Shield or Harden, do not function against Sphere of Annihilation.
Shield Destroying
Weapon Destroying
Lv.5 Bard
Cost: 1 | Max: 1 | Unlimited
“I sing of my numerous close calls.”
When the bearer would otherwise die, they instead announce “Song of Survival” and become Insubstantial. The caster treats the triggering event as though it had no effect on them other than triggering Song of Survival. Song of Survival immediately ends and bearer must stop their Chant. Bearer may choose to return directly to their base immediately after Song of Survival activates. Bearer must Chant “Song of Survival” or sing a song regarding their many escapes from certain doom.
No strip required.
Singing in place of the normal Chant is still a Chant and must follow all Chant rules.
Lv.2 Bard
Cost: 1 | Max: 1 | Unlimited
“I sing to entertain friend and foe.”
Bearer cannot be Wounded and is Immune to all schools. Bearer is Stopped. Bearer must Chant “Song of Visit” or sing a song regarding their general good nature and friendly disposition. When Song of Visit is removed player becomes Insubstantial and must immediately move directly to their base. Upon arrival, they must immediately end the effect as per Insubstantial.
No strip required.
(Why this one x3?)
Singing in place of the normal Chant is still a Chant and must follow all Chant rules.
Immune to Flame
Immune to Death
Immune to Command
Immune to Subdual
Immune to Sorcery
Player may physically carry any number of Specialty Arrows of each type. The frequency of each type of Specialty Arrow Ability becomes 1/Life Charge x3.
May not fire normal arrows.
Lv.2 Bard
Cost: 1 | Max: 1 | Unlimited
“I sing of my legendary prowess.”
Bearer’s weapons are Armor Breaking. Bearer must Chant “Song of Battle” or sing a song regarding their martial prowess. Singing in place of the normal Chant is still a Chant and must follow all Chant rules.
No strip required.
Singing in place of the normal Chant is still a Chant and must follow all Chant rules.
Lv.4 Bard
Cost: 1 | Max: 1 | Unlimited
“I sing of my nimble acrobatics.”
Bearer does not receive Wounds from ammunition, thrown javelins, rocks, and throwing weapons. Bearer must Chant “Song of Deflection” or sing a song regarding their acrobatic prowess.
No strip required.
Singing in place of the normal Chant is still a Chant and must follow all Chant rules.
Protection From Projectiles
Lv.1 Bard
Cost: 1 | Max: 1 | Unlimited
“I sing of my unwavering determination.”
Bearer is Immune to Command. Bearer must Chant “Song of Determination” or sing a song regarding their determination.
No strip required.
Singing in place of the normal Chant is still a Chant and must follow all Chant rules.
Lv.3 Bard
Cost: 1 | Max: 1 | Unlimited
“I sing of my unquenchable wanderlust.”
Bearer can not receive the States Stopped, Frozen, or Insubstantial unless caused by the bearer or other enchantments they carry. Bearer must Chant “Song of Freedom” or sing a song of roving or rambling.
No strips required.
Singing in place of the normal Chant is still a Chant and must follow all Chant rules.
Stopped
Insubstantial
Frozen
Lv.6 Bard
Cost: 1 | Max: 1 | 1/Refresh, Charge x5
“I sing a song of dark magic thwarted.”
Player is unaffected by Verbal magic used at a Range greater than Touch, as per Enlightened Soul. Bearer must Chant “Song of Interference” or sing a song about defeating/resisting the forces of magic.
No strip required.
Singing in place of the normal Chant is still a Chant and must follow all Chant rules.
Lv.4 Bard
Cost: 1 | Max: 1 | Unlimited
“I sing to inspire my comrades-in-arms.”
Friendly players within 20’ of the bearer have their Charging Incantation repetitions divided by 2, rounded down, to a minimum of 1. Bearer is Stopped. Bearer must Chant “Song of Power” or sing an inspiring song.
No strip required.
Singing in place of the normal Chant is still a Chant and must follow all Chant rules.
Lv.6 Druid
Cost: 1 | Max: 1 | 1/Refresh
“The hands of the earth rise to your bidding.”
Bearer may cast Hold Person by announcing “stop at my command.” Bearer must remove an Enchantment strip after each use of Hold Person.
Snaring Vines is removed when the last strip is removed.
Lv.4 Bard
Cost: 1 | 1/Refresh
Enchantments worn by the bearer, other than Sleight of Mind, are not removed by Dispel Magic or similar Magic and Abilities. Does not count towards the bearer’s Enchantment Limit.
Enchantment Bearing Limits
Anti-Magic
Lv.4 Wizard
Cost: 1 | 1/Refresh
“My power shatters thy body.”
Target frozen player dies.
Lv.3 Wizard
Cost: 1 | 1/Refresh
“My power destroys thy [type of weapon].”
Target weapon is destroyed.
The equipment, not the person, is the target of Shatter Weapon. The equipment is the only thing required to be within range and visible for this spell to affect it.
Lv.1 Bard, Lv.2 Healer
Cost: 1 | 1/Life
Lv.1 Wizard
Cost: 1 | 1/Life, Charge x3
Target player is moved back 20’ in a straight line away from the caster.
Works on Stopped players.
Lv.6 Bard
Cost: 1 | 1/Refresh
“The seething sea ceaseth and thus the seething sea sufficeth us.”
Bearer gains Swift 1/refresh Charge x3. Other sources of Swift may not be utilized while Silver Tongue is worn.
Does not use up any purchased instances of Swift.
Lv.2 Healer
Cost: 1 | 1/Life, Charge x3
“The spirits lay a curse on thee.”
May only target dead players. Player is Cursed. Any Enchantments on the player are removed.
Will always remove enchantments if successfully cast on a valid target, regardless of the player’s Traits, States, Immunities, Ongoing Effects, or Enchantments.
Lv.1 Assassin
2/Life (ex) (Ambulant)
Lv.3 Scout
1/Life (ex)
“I step into the shadows.”
Player becomes Insubstantial.
Caster may end this Insubstantial state at any time by using the exit incantation for Insubstantial: “I return to the physical world.” x2
Lv.5 Warrior
1/Refresh, Charge x3 (ex)
10 seconds after activating Shake It Off the player may remove from themselves one State or effect of their choice which was present at the time they activated the ability.
Shake It Off may be activated at any time the player is alive, even while the player would otherwise be prevented from activating abilities by Stunned, Suppressed, or similar.
Shake It Off may be activated at any time the player is alive, even while the player would otherwise be prevented from activating abilities by Stunned, Suppressed, or similar.
10 secs
Repair one point of armor in one location, a shield, or a weapon.
Lv.3 Monk
1/Life, Charge x5 (ex) (Ambulant)
Player and their carried equipment are unaffected by hostile actions originating from within 20’. Must Chant “sanctuary”. Player may normally end Sanctuary at any time by ceasing to chant, or by picking up a weapon with their hand.
If the player is voluntarily touching (other than blocking) or carrying weapons in any fashion (tucked under arms, tied to thongs, etc) at any point during Sanctuary then they may only voluntarily end Sanctuary within 20’ of a friendly base, and must continue chanting until there. Player is still susceptible to Phase Bolt and Phase Arrow.
Player may not activate this ability while they have any weapons in hand and cannot carry any weapons in hand during Sanctuary. Cannot carry nor affect game items or game objectives while in Sanctuary. Players in Sanctuary may not impede the play of other people in any manner, and must immediately remove themselves from any such situations they find themselves in. May not come within 20’ of a non-friendly base.
Lv.4 Bard
Cost: 1 | 1/Refresh
“I restore thee to thy full potency.”
Player has all uses of their per-life Magic and Abilities restored.
Does not function on Empower, Confidence, or Restoration.
Empower
Confidence
Restoration
Lv.1 Archer
1/Refresh, Charge x3 (ex)
“I nocked my arrows to my bow, I let them fly, my quiver is low. Now I pause to go reload.”
Player becomes Invulnerable and may move about the field retrieving their arrows. The player may remove their Invulnerable state in the location they started or at base by stating, “I return with a full quiver” x3.
May ask reeve for assistance in retrieving arrows that are within 10’ of other players.
Must stay at least 10’ away from other players at all times.
A player may not exit Reload at an alternate base location, such as Heart of the Swarm, in this way.
Lv.3 Druid
Cost: 1 | 1/Refresh
“I grant thee the power of regeneration.”
Bearer gains Heal (self-only) Unlimited (Swift).
The Heal granted by Regeneration may not be used within 10’ of a living enemy.
Lv.6 Healer (A)
Cost: 1 | Max: 1
Meta-magic may only be used on Spirit magics. All Meta-Magics purchased become 1/Life Charge x3. Heal costs zero points.
Lv.6 Healer, Lv.6 Wizard
Cost: 1 | 1/Refresh
Lv.6 Paladin
(Self/Touch) 2/Refresh (m)
“I enchant thee with protection from magic.”
Bearer is unaffected by magic from any school. Upon death the player is Cursed.
This effect does not interact with other Enchantments worn by the bearer.
Protection From Projectiles
Lv.4 Healer
Cost: 1 | 1/Refresh
“I enchant thee with protection from projectiles.”
Bearer is unaffected by ammunition, thrown javelins, rocks, and throwing weapons. Engulfing effects from those objects, such as Pinning Arrow, do not affect the player.
Equipment can still be affected by the above. Does not protect bearer against Magic Balls.
Lv.5 Wizard
Cost: 1 | Max: 2 | 1/Refresh
“I call upon the element of flame to destroy thy belongings.”
All shields and weapons carried or worn by the target player are destroyed.
Pyrotechnics targets the player but affects their equipment. Immunities, resistances, and other protections will only protect the equipment from Pyrotechnics if they specifically extend to the equipment, such as Blessed Aura or Flame Blade. Abilities like Enlightened Soul, Protection from Magic, and Adaptive Protection (Flame) do not extend to equipment and thus cannot protect from Pyrotechnics.
Only affects shields and weapons carried or worn when the Verbal is completed.
Shield Destroying
Weapon Destroying
Lv.6 Druid (A)
Cost: 2 | Max: 1
The cost of all available Equipment is reduced to zero points. May use bows so long as a shield is not carried. The cost of all Enchantments is doubled.
Lv.3 Wizard
Cost: 1 | 2/Life
“Death shall ravage thy flesh and make thee fragile.”
Target player is Fragile.
Lv.5 Druid
Cost: 1 | Max: 2 | 1/Refresh
“Thou shalt secrete poison from thy venomous glands.”
Bearer gains self-only Poison (ex) 1/Refresh Charge x3.
Charge x3
Lv.1 Archer (and Look-the-Part)
1 Arrow / Unlimited (ex)
A player struck by this arrow is Stopped for 30 seconds. Engulfing
Armor Breaking
Weapon Destroying
Engulfing
30 secs
Lv.2 Wizard
Cost: 1 | 1/Refresh
“My power closes the aether to you.”
Target player has their Insubstantial State removed and may not become Insubstantial for 30 seconds. May be cast on players who are not currently Insubstantial.
Lv.2 Assassin, Lv.2 Anti-Paladin
(self only) 1/Life, Charge x3 (ex)
Look-the-Part Assassin
(self only) 1/Life (ex)
Lv.2 Druid
Cost: 1 | 1/Life
“I coat these weapons with a deadly poison.”
The next Wound dealt by the bearer in melee is Wounds Kill.
Assassin
Druid
Anti-Paladin
Lv.1 Archer (and Look-the-Part)
1 Arrow / Unlimited (ex)
Lv.2 Assassin
2 Arrows / Unlimited
This arrow is Wounds Kill.
Wounds Kill
Armor Breaking
Weapon Destroying
Lv.6 Healer
Cost: 1 | 1\Refresh
“May the tears of the phoenix wash over thee.”
Enchanted player does not die as normal. When the player would otherwise die they instead remove a strip and become Frozen for 30 seconds. When the Frozen State is ended, the bearer is affected as follows:
All Wounds are removed.
All States that would be removed by Death or Respawning are removed.
All ongoing effects with a timer expire.
All of their carried or worn equipment is fully repaired.
All non-persistent enchantments, other than Phoenix Tears, are removed.
Additionally Phoenix Tears allows you to wear an extra Enchantment from the Protection School. This extra enchantment is considered Persistent as long as Phoenix Tears is present.
The additional Enchantment is not removed once Phoenix Tears is removed.
Phoenix Tears is removed when the last strip is removed.
30 secs
Respawn Alteration
Recovery
Lv.6 Healer
Cost: 1 | 1/Life
Lv.6 Wizard
Cost: 2 | 1/Refresh
Enchantment returns with the user after respawning until it has been otherwise removed.
Persistent enchantments with limited uses (Mass Healing, Corrosive Mist, etc.) will retain the number of uses they had remaining. Persistent Magic Armor behaves like normal armor: it will be repaired upon Respawning or retain any prior damage if the bearer is returned to life by some other method, such as Resurrect.
Lv.6 Archer
1 Arrow / Unlimited (ex)
This arrow does not interact with ongoing Magic or Abilities.
ex. This arrow is not stopped by Stoneskin, Protection from Projectiles, and does not trigger the effects of Troll Blood, Undead Minion, Missile Block, or similar Magic or Abilities.
This arrow does not supercede the Frozen, Insubstantial, or Out of Game States.
Armor Breaking
Weapon Destroying
Lv.5 Wizard
Cost: 1 | Max: 4 | 1 Ball / Unlimited
“The power of sorcery is mine to evoke.”
This Magic Ball does not interact with other ongoing Magic or Abilities.
Will have one of
the following effects:
A weapon hit is destroyed.
Armor hit with Armor Points remaining is subject to Armor Breaking.
A player hit receives a Wound in that hit location.
This Magic Ball is not stopped by Stoneskin, Protection from Projectiles, and does not trigger the effects of Troll Blood, Undead Minion, Magic Ball Block, or similar Magic or Abilities.
This spell does not supersede the Frozen, Insubstantial, or Out of Game States.
Armor Breaking
Weapon Destroying
Lv.6 Healer (A)
Cost: 1 | Max: 1
All magic purchased in the Death School becomes Charge x3. You may have a combined total of five active Greater Undead Minion and Undead Minion Enchantments.
You may not purchase any Enchantments from the Protection School.
Lv.5 Druid
Cost: 1 | Max: 2 | 1/Refresh
“I enchant thee with Ironskin.”
Bearer is Immune to Flame and gains two points Magic Armor affected as per Ancestral Armor.
Immune to Flame
Magic Armor
Lv.6 Bard (A)
Cost: 1 Max: 1
Each Extension purchased gives double the uses. Example: 1/life becomes 2/life. Swift may not be purchased or used.
Swift may not be purchased or used.
Lv.5 Bard
Cost: 1 | 1/Life
“I command thee to be lost.”
Target player becomes Insubstantial and must move directly to their base. Target player must end their Insubstantial State as per normal once they reach their base.
If the Insubstantial State is ended before reaching the base, the rest of the effect is ended as well. If Lost is cast on self, the caster may end this Insubstantial state at any time by using the exit incantation for Insubstantial: “I return to the physical world.” x2
Lv.4 Druid
Cost: 1 | Max: 2 | 1/Refresh
“Stalked in the forest, too close to hide, I’ll be upon thee by the moonlight side.”
Bearer gains two points of magic armor. Bearer’s melee weapons are Shield Crushing. Bearer is Immune to Command.
Immune to Command
Magic Armor
Lv.6 Healer
Cost: 1 | Max: 1 | 1/Refresh
“Let the powers of healing flow through me.”
Caster may Heal a player by touching them, stating “I grant thee healing”. Bearer must remove an Enchantment strip after each use of Heal.
Mass Healing is removed when the last strip is removed. The effect is not an incantation, and so is not stopped by suppression, and may be used while moving, etc.
Lv.2 Archer
1/Life, Charge x5 (ex)
Lv.2 Bard, Lv.1 Druid, Lv.3 Healer, Lv.1 Wizard
Cost: 1 | 1/Life
“I make this item whole again.”
Target destroyed item is repaired, or one point of armor in one target location is repaired.
Archer
Bard
Druid
Healer
Wizard
Player is allowed to block arrows, projectile weapons and magic balls with their wielded weapons and hands without penalty. Any arrow or projectile weapon touched by their wielded weapon or hand is nullified.
Engulfing effects from blocked arrows, magic balls and projectile weapons do not activate.
Lv.6 Druid
Cost: 1 | Max: 2 | 1/Refresh
“I shall restore the balance.”
Bearer may cast Dispel Magic by announcing “thou art dispelled.” Bearer must remove an Enchantment strip after each use of Dispel Magic and the Enchantment is removed when the last strip is removed.
The Enchantment is removed when the last strip is removed.
Lv.4 Warrior (and Look-the-Part)
1/Life (m) (Ambulant)
Lv.1 Bard
Cost: 1 | 1/Life
“I command thy attention.”
Victim is unable to attack or cast magic at anyone other than the caster or their carried equipment for 30 seconds. If the victim of insult is attacked or has magic cast on them or their carried equipment by someone other than the caster, the victim of Insult becomes able to choose to attack the offending party as well.
If the caster of Insult dies, the victim's effect is negated.
30 secs
Lv.2 Bard, Lv.2 Druid
Cost: 1 | Max: 4 | 1/Refresh Lv.2 Healer
Cost: 2 | Max: 2 | 1/Life Lv.2 Wizard
May be used to instantly Charge a single magic by stating the name of the magic.
Lv.6 Druid
Cost: 1 | 1/Refresh
“I enchant thee to slay all foes.”
Melee weapons wielded by the bearer are Wounds Kill.
Lv.1 Druid
Cost: 1 | 1/Refresh
“I enchant thee with Imbued Armor.”
All armor worn by the bearer gains a +1 modifier. This modifier may allow the armor to exceed the maximum value for its type, up to the bearer’s class maximum.
Does not apply to magic armor. A player may only benefit from one instance of Imbue Armor, or similar magic and abilities that increase Armor Points, at a time.
Lv.4 Healer
Cost: 1 | Max: 2 | 2/Refresh
“This shield shall neither break nor bend.”
Shield wielded by the player cannot be destroyed. Engulfing effects hitting the shield are ignored.
Lv.4 Assassin, Lv.5 Scout
1/Life (m)
Lv.2 Healer
Cost: 1 | 1/Life, Charge x3
Lv.3 Wizard
Cost: 1 | 1/Life
“I command thee to stop.”
Target player becomes Stopped for 30 seconds.
30 secs
Assassin
Healer
Scout
Wizard
Level 4
Level 2
Level 5
Level 3
Lv.2 Druid, Lv.3 Healer
Cost: 1 | Max: 2 | 2 Balls / Unlimited
Lv.3 Wizard
Cost: 1 | Max: 3 | 2 Balls / Unlimited
“The strength of ice is mine to evoke.”
Target player becomes Frozen for 60 seconds. Engulfing.
60 secs
Lv.3 Druid
Cost: 1 | Max: 2 | 1/Life
Lv.4 Wizard
Cost: 1 | 1/Refresh
“My power makes thee frozen.”
Target player becomes Frozen for 30 seconds.
30 secs
Lv.2 Bard, Lv.2 Healer
Cost: 1 | 1/Refresh
“From all thine afflictions thou art released.”
All ongoing effects and States are removed from the target. The caster may choose to leave some States or effects in place.
Greater Release may target Dead players. When used to end a State or Ongoing Effect imposed by a magic or ability with multiple effects, all other States and Ongoing Effects from the same source are also ended.
Lv.1 Druid
Cost: 1 | 1/Life, Charge x3
Lv.1 Wizard
Cost: 1 | 1/Life
“I call upon flame to heat that [type of weapon].”
Target weapon may not be wielded for 30 seconds. Players who are Immune to Flame may continue to wield the weapon.
The equipment, not the person, is the target of Heat Weapon. The equipment is the only thing required to be within range and visible for this spell to affect it.
Lv.5 Bard
Cost: 1 | 1/Refresh
Lv.5 Druid
Cost: 1 | Max: 2 | 1/Refresh
“Let all those who oppose the hive feel the wrath of the swarm.”
Bearer is Stopped. Any player on the bearer’s team may use the bearer as their respawn point as per the normal game rules. Players respawning at the caster do so by announcing “My life for the swarm.” Players on the bearer’s team may treat the bearer as a base for the purposes of the effects which require the teammate to go to their base.
Players can not respawn at the bearer if there are living enemy players or a game objective within 20’ of the bearer.
Lv.2 Warrior
(self only) 1/Life (ex)
Lv.1 Healer
Cost: 1 | 1/Refresh
“I enchant thee with Harden.”
Bearer's weapons or shield may only be destroyed by Magic Balls/Verbals which destroy objects e.g. Fireball or Pyrotechnics.
Will only affect either the weapons or the shield of the bearer, not both.
Lv.3 Druid
Cost: 1 | Max: 2 | 1/Refresh
“I grant thee a gift of the fire.”
Bearer is Immune to Flame and gains Heat Weapon 1/Refresh Charge x3 (m).
Lv.4 Druid
Cost: 1 | Max: 2 | 1/Refresh
“I grant thee a gift of the water.”
Bearer gains one point of magic armor and Heal (self only) Unlimited (m).
Lv.4 Druid
Cost: 1 | 1/Refresh
“From earth and clay I form thee.”
Bearer is Immune to Death. Bearer is Cursed. Bearer can remove a Wound via Mend. Bearer may use the caster as an alternate respawn point while the caster is alive. Bearer may treat the caster as a base for the purposes of the effects which require the bearer to go to their base. Non-magical armor worn affected as per Imbue Armor. All Enchantments worn by the Bearer, including Golem, are Persistent while Golem is worn.
Greater Mend and Word of Mending will not remove a wound.
A caster may only have a single Golem Enchantment active at a time.
Lv.4 Healer
Cost: 1 | 1/Life
Lv.2 Paladin
1/Life, Charge x3 (m)
“By the grace of the divine thou art healed.”
Target player heals all wounds.
This ability ignores the Cursed state.
Lv.4 Monk
1/Life, Charge x3 (ex)
LtP (”Look the Part”) Monk
1/Life (ex)
Lv.2 + LtP Scout
1/Life (ex)
Lv.2 Druid
Cost: 1 | 1/Life
Lv.1 Healer
Cost: 1 | Max: 1 | Unlimited
“Sword Cut, spear stab, mace smash, arrow jab.
Let the white light of healing descend on thee.
Let the white light of healing stop thy spilling blood.
Let the white light of healing mend thy bones.
Let the white light of healing close thy wounds.
Let the white light of healing restore thy vigor.
The white light of healing hath healed thee.”
Target player heals a wound.
Recovery
Poetic Incantation
Lv.3 Healer
Cost: 1 | 1/Refresh
“I enchant thee with Greater Harden.”
Shields and weapons wielded by the player are affected as per Harden. May only be cast on a player.
Affects both the weapons and the weapons of the bearer.
Lv.2 Druid
Cost: 1 | Max: 2 | 1/Refresh
“I grant thee a gift of the earth.”
Bearer gains two points of magic armor and is affected as per Greater Harden. Bearer is also Suppressed.
Lv.4 Druid
Cost: 1 | Max: 2 | 2 Balls / Unlimited
Lv.1 Wizard
Cost: 1 | Max: 8 | 3 Balls / Unlimited
Force Bolt will have one of the following effects on the
object first struck:
A weapon hit is destroyed.
Armor hit with Armor Points remaining is subject to Armor Breaking.
A player hit receives a Wound to that hit location.
Weapon Destroying
Armor Breaking
Lv.5 Druid
Cost: 1 | Max: 2 | 1/Refresh
“I grant thee a gift of air.”
The effects of a melee weapon or projectile weapon which just struck the bearer are ignored, instead the bearer announces,
“Gift of Air”, and becomes Insubstantial. If the bearer is wearing armor it is affected as normal in addition to triggering Gift of Air. Bearer may choose to return directly to their base immediately after Gift of Air activates.
Melee weapons with the Armor Breaking, Armor Destroying, Shield Crushing, or Shield Destroying Special Effects will affect the bearer as normal and do not trigger Gift of Air.
Bearer may end the Insubstantial state caused by Gift of Air at any time with the standard Incantation.
Bearer may not wield weapons or shields.
Lv.4 Wizard
Cost: 1 | Max: 4 | 1 Ball / Unlimited
“The flame of fire is mine to evoke.”
Will have one of the following effects on the object first struck:
A weapon hit is destroyed.
A shield hit is subject to Shield Destroying.
Armor hit with Armor Points remaining is subject to Armor Destroying.
A player hit receives a Wounds Kill Wound to that hit location.
Weapon Destroying
Shield Destroying
Armor Destroying
Wounds Kill
Lv.4 Druid
Cost: 2 | Max: 2 | 1/Refresh
Lv.6 Anti-Paladin
(self only) 2/Refresh (ex)
“The element of fire shall infuse your weapons.”
Bearer’s melee weapons are Armor Breaking and Shield Crushing. Bearer and weapons they hold are Immune to Flame.
Armor Breaking
Shield Crushing
Lv.1 Wizard
Cost: 1 | 1/Life
Caster is Frozen for 30 seconds.
30 secs
Lv.6 Wizard
Cost: 1 | 1/Refresh
“I call upon death to smite thee.”
Target player dies.
Lv.3 Paladin
1/Refresh, Charge x5 (ex)
“May the blessing of my god protect thee.”
The target player gains either Immune to Command or Immune to Death.
Type of Ability must be chosen at the time of casting and may not be changed. The caster may only have one instance of Extend Immunities active at a time.
Immune to Command
Immune to Death
Bard, Druid, Healer, Wizard (All Lv.3)
Cost: 1 | Max: 2 | 1/Life Verbal range increases to 50’.
Only works on Verbals with a range of 20’.
Lv.6 Wizard (A)
Cost: 2 | Max: 1
Verbals purchased may only be of range Touch or Self. Elemental Barrage becomes Charge x10.
Elemental Barrage must still be purchased in order to use.
May wear an additional Enchantment. Evolution does not count towards the bearer’s Enchantment limit.
This ability does work in conjunction with Attuned, Essence Graft, or Phoenix Tears so long as the other limitations of those Enchantments are followed.
Enchantment Bearing Limits
Bard, Druid, Healer, Wizard (All Lv.1)
A single per-life Verbal purchased becomes Charge x5 in addition to the normal frequency OR a single per-refresh Verbal purchased becomes Charge x10 in addition to the normal frequency. This Verbal must be determined before the game begins and cannot be changed.
Verbal must be 4th level or lower.
Equipment: Armor, 1 point
Lv.2 Bard
Cost: 3 | Max: 1
Lv.6 Bard
Cost: 2 | Max: 1
Your class’s maximum armor point limit increases by one.
Equipment: Shield, Medium
Lv.5 Bard
Cost: 3 | Max: 1
Lv.3 Healer
Cost: 2 | Max: 1
May wield up to a Medium Shield.
Lv.3 Bard, Lv.1 Healer
Lv.2 Druid
May wield a Small Shield.
Lv.5 Druid
Cost: 5 | Max: 1
May wield one great weapon at a time for each instance purchased (but may carry extras).
Equipment: Weapon, Hinged
Lv.2 Healer
Cost: 3 | Max: 1
May wield one hinged weapon at a time for each instance purchased (but may carry extras).
Lv.4 Bard
Lv.4 Druid, Lv.5 Wizard
May wield one long weapon at a time for each instance purchased (but may carry extras).
Lv.1 Bard, Lv.1 Druid
Lv.1 Healer
Lv.1 Wizard
May wield one short weapon at a time for each instance purchased (but may carry extras).
Lv.5 Druid
Cost: 1 | 1/Refresh
“I enchant thee with essence graft.”
Bearer may wear up to three additional Enchantments. Essence Graft does not count towards the bearer’s Enchantment limit.
If Essence Graft is removed, the bearer chooses which (m) Enchantments to lose to meet their new Enchantment limit, if necessary.
Bearer may only wear (m) Enchantments from the caster of Essence Graft. This ability may not be used in conjunction with any other similar ability or magic.
Enchantment Bearing Limits
Lv.1 Druid
Cost: 1 | Max: 2 | 2 Balls / Unlimited Lv.2 Healer
Cost: 1 | Max: 4 | 2 Balls / Unlimited Lv.2 Wizard
Cost: 1 | Max: 3 | 2 Balls / Unlimited “The strength of earth is mine to evoke.”
Target is Stopped for 60 seconds.
60 secs
Lv.1 Monk Trait
Lv.5 Healer
Cost: 1 | 1/Refresh
“A distant magic has no hold upon thy now enlightened soul.”
Player is unaffected by Verbal magic used at a Range greater than Touch.
Does not affect (ex) abilities, abilities with a Range of Touch, or abilities whose Range is greater than Touch but are used at a Range of Touch anyway.
Affects beneficial magic as well as harmful magic.
Lv.2 Bard
Cost: 1 | 2/Refresh
Target player regains one use of any per-life Ability or Magic they have expended.
Does not allow a player to have more than their maximum uses of a Magic or Ability.
Does not function on Empower, Confidence, or Restoration.
Lv.6 Wizard
Cost: 1 | Max: 2 | 1/Refresh
“I am filled with the power of magic.”
Caster may use Magic Balls they are currently carrying by stating the name of the Magic Ball immediately prior to throwing the ball in place of the incantation.
The effect is not an incantation, and so is not stopped by suppression, and may be used while moving, etc.
This magic ends if the caster picks up any additional Magic Balls or begins casting any new magic.
Lv.3 Wizard
Cost: 1 | 1/Refresh
“Death comes for thee from below.”
Target Stopped player dies.
Lv.3 Scout,
1/Refresh, Charge x5 (ex)
Lv.3 Druid, Lv.5 Healer
Cost: 1 | 1/Refresh
Lv.3 Wizard
Cost: 1 | 1/Refresh, Charge x3
“By my power I dispel that magic.”
All Enchantments on target are removed.
Will always remove enchantments if successfully cast on a valid target, regardless of the player’s Traits, States, Immunities, Ongoing Effects, or Enchantments (except Sleight of Mind).
Lv.5 Bard
Cost: 1 | Max: 1 | 1/Refresh
“My discordant melodies shall stymie mine foes.”
Bearer may cast Break Concentration by announcing “thou art suppressed” and removing an enchantment strip. Enchantment is removed when the last strip is removed.
Enchantment is removed when the last strip is removed.
Lv.4 Wizard
Cost: 1 | 1/Refresh
“The power of the aether consumes thee.”
Target Insubstantial player dies.
Target must be Insubstantial.
Lv.1 Archer (and Look-the-Part)
1 Arrow / Unlimited (ex)
This arrow is Armor Destroying and Shield Destroying. Armor Destroying and Shield Destroying are applied after the normal effect of being hit with an arrow is applied.
Armor Destroying and Shield Destroying are applied after the normal effect of being hit with an arrow is applied.
Armor Destroying
Shield Destroying
Weapon Destroying
Lv.4 Healer
Cost: 1 | Max: 1 | 1/Refresh, Charge x10
The caster and up to five willing players in physical contact with the caster become Insubstantial. The caster may end CoP at any time by ending their Insubstantial State with the standard Incantation. If the caster stops being Insubstantial by any means, the Enchantment ends. Players under the effect of CoP may use magic and abilities on players under the effect of the same CoP as though they were not Insubstantial.
Effects which would normally remove the Insubstantial State (Tracking, Release, etc) will remove this Enchantment. If a player affected by CoP is required to move by another effect, they do not move until CoP ends. If that other effect ends before CoP is removed, then the player does not need to move at all.
Lv.6 Bard (A)
Cost: 2 | Max: 1
Does not require an empty hand to cast magic.
Lv.1 Bard
Cost: 1 | 1/Refresh, Charge x3
“My power grants thee confidence.”
Target player may instantly Charge a single Magic / Ability.
May not be used within 20’ of a living enemy.
Lv.5 Wizard
Cost: 1 | 1/Refresh
“May thou bear this plague to all.”
All melee weapons wielded by player are Wounds Kill. Bearer is Fragile.
Lv.2 Druid
Cost: 1 | Max: 1 | 1/Refresh
“The mists of corrosion surround thee.”
Bearer may cast Destroy Armor by announcing, “The mists of corrosion destroy your armor.” Bearer must remove a strip after each use of Destroy Armor.
Corrosive Mist is removed when the last strip is removed.
Bearer must remove a strip after each use of Destroy Armor.
“Death shall come for thee.”
Target wounded player dies.
Even if the target has no Wounds by the end of the
Incantation, they will still die.
Target must be Wounded when the caster begins the incantation.
Lv.6 Bard (A)
Cost: 2 | Max: 1
Equipment costs are doubled. Each Verbal purchased gives double the uses. Example: 1/Life Charge x3 becomes 2/life Charge x3, 2/life becomes 4/life, 1/Refresh becomes 2/Refresh.
Lv.4 Wizard
Cost: 1 | 2/Refresh
“Death destroys thy [hit location]’s armor.”
Armor on target’s hit location suffers the Armor Destroying effect.
Destroy Armor targets the player but affects the Hit Location. Visibility can be drawn to any part of the player, not just the desired Hit Location. Immunities, resistances, and other protections will only protect the armor from Destroy Armor if they specifically extend to the armor, such as Blessed Aura. Abilities like Enlightened Soul, Protection from Magic, and Adaptive Protection (Death) do not extend to armor and thus cannot protect against Destroy Armor. Ancestral Armor does not protect against verbal magic and thus cannot protect against Destroy Armor.
Lv.6 Druid
Cost: 1 | 1/Refresh
“I call lightning’s flame to strike thee.”
Target player dies.
Lv.3 Bard
Cost: 1 | 1/Refresh
Lv.2 Wizard
Cost: 1 | 1/Life
“I command thee suppressed.”
Target player is suppressed for 10 seconds.
10 secs
Lv.5 Barbarian
1/Life, Charge x3 (ex) (Ambulant)
Lv.4 Anti-Paladin
1/Life, Charge x10 (ex) (Ambulant)
Victim is Cursed. Victim is also Suppressed for 30 seconds.
Targets the wounded or dead player and does not require verbal targeting.
30 secs
Lv.6 Barbarian
Unlimited (ex)
Player gains Blessing Against Wounds.
Lv.3 Assassin
2/Life (ex) (Ambulant)
Player becomes Insubstantial. While Insubstantial in this way, player can move as they wish as long as they remain within 50’ from their starting point.
If the Insubstantial State is ended, the rest of the effect is ended as well. Caster may end this Insubstantial state at any time by using the exit incantation for Insubstantial: “I return to the physical world.” x2
Caster may not end State within 10’ of a living enemy
Lv.1 Healer
Cost: 1 | 1/Life
“I enchant thee against wounds.”
Resistant to Wounds. Does not count towards a players Enchantment limit.
May not be worn with any other Enchantments from the Protection School unless the other Enchantment is (ex).
Enchantment Bearing Limits
Lv.4 Healer
Cost: 1 | 1/Refresh
“I enchant thee against all harm.”
Resistant to all effects from the next source which would inflict a Wound, Death, State, or other negative effect. Does not trigger against effects cast by the player.
Lv.5 Healer
Cost: 1 | 1/Refresh
“I enchant thy person, arms, and armor.”
Resistant to all effects from the next source which would inflict a Wound, Death, State, or negatively affect them or their carried or worn equipment. Does not trigger against effects cast by the player.
Lv.3 Druid
Cost: 1 | 1/Refresh
“I enchant thee with the strength of the bear.”
Bearer’s melee weapons are Shield Crushing.
Lv.6 Wizard (A)
Cost: 2 | Max: 1
Use of Ambulant becomes unlimited.
Lv.3 Bard
Cost: 1 | 1/Life
Lv.5 Paladin (and Look-the-Part)
1/Life (m)
Target may not attack or cast magic at the caster or their carried equipment. Target must remain at least 20’ away from the caster unless forced there by another Magic or Ability. Lasts 30 seconds.
If the caster attacks the target, begins casting another magic at the target or their carried equipment, or dies, this spell’s effect is negated.
30 secs
Lv.2 Monk
1/Life, Charge x5 (ex)
Lv.1 Healer, Lv.1 Wizard
Cost: 1 | 1/Life
“The spirits banish thee from this place.”
Target Insubstantial player must return to their base where their Insubstantial State immediately ends.
The target's Insubstantial State is replaced with a new insubstantial state from Banish. If the Insubstantial State is ended before reaching the base, the rest of the effect is ended as well. If Banish is cast on self, the caster may end this Insubstantial state at any time by using the exit incantation for Insubstantial.
Lv.1 Druid
Cost: 1 | Max: 2 | 1/Refresh
“I enchant thee with barkskin.”
Bearer gains one point of Magic Armor.
Lv.3 Bard
Cost: 1 | Max: 1 | 1/Refresh
“Be a bastion of healing.”
Bearer may cast Heal by announcing,
“Thou art made whole”.
Bearer must remove an Enchantment strip after each use of Heal.
Battlefield Triage is removed when the last strip is removed.
Lv.3 Druid
Cost: 1 | Max: 2 | 1/Refresh
“I enchant thee with attune.”
Bearer may wear an additional Enchantment. Attuned does not count towards the bearer’s Enchantment limit.
If Attuned is removed, the bearer chooses which (m) Enchantments to lose to meet their new Enchantment limit, if necessary.
This ability may not be used in conjunction with any other similar ability or magic.
Enchantment Bearing Limits
Lv.1 Assassin
Unlimited (ex) (Ambulant)
“Assassinate.”
*Batman voice optional.
Curses a killed player.
Assassinate targets the killed enemy and does not require verbal targeting.
May only be used immediately upon killing an enemy.
Lv.3 Healer
Cost: 1 | 1/Life, Charge x3
Lv.2 Wizard
Cost: 1 | 1/Life
“I command thee to retreat into the aether.”
Target player becomes Insubstantial for 30 seconds
If cast on self, the caster may end this Insubstantial state at any time by using the exit incantation, “I return to the physical realm.” x2
30 secs
Lv.6 Warrior
(self only) 3/Refresh (ex) (Swift)
Lv.6 Healer
Cost: 1 | 1/Refresh
“May this armor protect thee from all forms of harm.
May the flames of the fire not burn thee.
May the bolts from the heavens not strike thee.
May the arrows of thine enemies not pierce thee.
May this armor protect thee from all forms of harm.”
The effects of a Magic Ball, projectile weapon, or melee weapon which just struck armor worn by the player are ignored, even if the object would not otherwise affect the armor. The armor loses one point of value in the location struck. This effect will not trigger if the armor has no points left in the location struck. Ancestral Armor is not expended after use and will continue to provide protection until removed with Dispel Magic or similar magic or abilities.
Engulfing effects that do not strike the bearer's armor and abilities that ignore armor entirely do not trigger Ancestral Armor.
Phase Arrow and Phase Bolt interact with armor worn by the bearer as though Ancestral Armor was not present.
Lv.5 Bard, Lv.5 Druid, Lv.5 Wizard
Cost: 1 | Max: 2 | 1/Life
Lv.5 Healer
Cost: 1 | 1/Refresh
An incantation may be said while moving. May be cast while moving.
May not be used on the Charge incantation.
Lv.4 Bard
Cost: 1 | 1/Refresh
“My power amplifies thine.”
Target player’s next Verbal magic is affected as per Extension.
Lv.5 Bard
Cost: 1 | 1/Refresh
“I command thee to be alone.”
Target must remain at least 20’ away from all other living players unless forced there by another Magic or Ability. Lasts 30 seconds.
30 secs
Bearer’s melee weapons are Armor Breaking.
“Out of battle I pause to rest, I take some time to catch my breath.
Return to me my fleeting power, To aid me in my darkest hour.”
Some Magic and Abilities may have their per-life or per-refresh uses restored after they are consumed.
These Magic and Abilities are denoted with the word “Charge” and a number after them. In order to regain an additional per-life or per-refresh use of a Charge Ability, the Charge Incantation must be repeated in full the number of times indicated by number after Charge. For instance an Ability labeled ‘Charge x3’ requires three full repetitions of the Charge Incantation in order to be usable.
Unless otherwise noted:
Once an ability has been Charged, it may then be held for later use in the same game. Once it is used you may then Charge it again for another use. Any Incantation to activate a Charged ability is separate from the Charge Incantation. Charges for per-refresh Magic and Abilities carry between lives; a per-refresh Ability Charged on a previous life and not used can be used on the next life. Charged Abilities that are per life or per Refresh lose their Charge when they are replenished. Example: A Charged Ability which is ‘1/Life Charge x3’ loses its Charge when a player begins a new life, but may be Charged normally once the standard per-life uses have been consumed. The ability being Charged must be designated at the beginning of the Charge. Only Magic and Abilities which may be Charged can benefit from Innate, Steal Life Essence, etc. The Charge Incantation requires an empty hand and must be audible out to 20’.
Archer
Assassin
Barbarian
Monk
Scout
Warrior
Bard
Druid
Healer
Wizard
Anti-Paladin
Paladin
Hawk Questions
Poetic Incantation
Lv.5 Healer
Cost: 1 | Max: 2 | 1 Ball / Unlimited
“The strength of aether is mine to evoke.”
Target is Stunned for 60 seconds. Ignores armor.
60 secs
Lv.2 Healer
Cost: 1 | 1/Life
“I enchant thee with this blessing.”
Bearer becomes Resistant to one of the following Schools: Death, Flame, Subdual, Command, Sorcery.
School is chosen at the time of casting. Does not count towards a players Enchantment limit.
May not be worn with any other Enchantments from the Protection School unless the other Enchantment is (ex).
Enchantment Bearing Limits
Lv.6 Scout
(self only) 1/Life (ex)
Lv.3 Healer
Cost: 1 | 1/Refresh
“I enchant thee with this protection.”
Bearer becomes Immune to one of the following Schools: Death, Flame, Subdual, Command, Sorcery. School is chosen at the time of casting.
Immune to Flame
Immune to Death
Immune to Command
Immune to Subdual
Immune to Sorcery
Bard, Druid, Healer, Wizard (All Lv.4)
Cost: 1 | Max: 2 | 1/Life
Magic and abilities require only a single iteration of the incantation. For multi-line Incantations use the last line.
May only be used on Magic and Abilities at a range of Ball, Touch, or Self. May not be used on the Charge incantation.
Lv.2 Scout
1/Life, Charge x3 (ex)
Lv.1 Bard, Lv.2 Druid, Lv.2 Wizard
Cost: 1 | 1/Life
Lv.1 Healer
Cost: 1 | 2/Life, Charge x3
“From thy bindings thou art released.”
A single ongoing effect or State is removed from the target. Casters choice.
Cannot remove Cursed. When used to end a State or Ongoing Effect imposed by a magic or ability with multiple effects, all other States and Ongoing Effects from the same source are also ended.
Druid
Healer
Scout
Wizard
Bard
Lv.5 Monk
1/Refresh, Charge x5 (m)
Lv.5 Druid
Cost: 2 | 1/Refresh
Lv.3 Healer
Cost: 1 | 1/Refresh, Charge x5
“Sword Cut, spear stab, mace smash, arrow jab.
Let the white light of healing descend on thee.
Let the white light of healing stop thy spilling blood.
Let the white light of healing mend thy bones.
Let the white light of healing close thy wounds.
Let the white light of healing restore thy vigor.
The white light of healing hath resurrected thee.”
Target Dead player who has not moved from where they died is returned to life. Non-Persistent Enchantments on the player are removed before the player returns to life. Any Wounds on the player are healed.
Recovery
Respawn Alteration
Poetic Incantation