WIZARD Garb: Yellow belt or sash. Long robes, hoods, and magical devices are encouraged. Weapons: Any one handed, non-hinged weapon under 4 ft. in length, staff, spear, dagger. Note that the use of weapons will deduct from the Wizard's available magic points. Armor: None. Shield: None. Magic: May cast spells and enchantments. Levels: See section on magic. WEAPON COSTS FOR WIZARDS (from available spell points) cost per 10 points of magic: Wizard dagger 0 short (3 ft.) 2 long (4 ft.) 4 spear 3 staff 2 MAGIC POINTS magic points useable to buy magic at that level Magic User's 1st 2nd 3rd 4th 5th 6th level 1 10 2 10 10 3 10 10 10 4 7 8 7 8 5 6 6 6 6 6 6 5 5 5 5 5 5 The following tables list the magic available to magic users at their respective levels. The tables list the magic's name, its type, number of uses ("u" means unlimited), cost, and max number purchased. Note that all magical balls cast at the same time must be thrown at the same time. An unlimited number may be carried. The max listing in their cases is the maximum number that may be simultaneously charged and thrown. WIZARD MAGIC Magic name type uses cost max 1st level Bladesharp E 1/game 1 4 Bludgeon E 1/game 1 4 Cancel S unlimited 0 - Enchant shield E 1/game 1 4 Heat weapon S 1/life 1 4 Honor duel E unlimited 1 - Iceball S 1 bolt/u 1 4 Magic bolt S 1 bolt/u 1 4 Shove S 1/life 1 4 Stun weapon E unlimited 0 - Talk to dead S 1/game 1 - 2nd level Circle of protection FE unlimited 2 - Forcewall FE 1/game 1 4 Harden E 1/game 1 4 Hold person S 1/life 1 4 Lightning bolt S 1 bolt/u 1 4 Liplock E unlimited 2 - Mend S 1/life 1 - Messenger E 1/game 1 - Protection from flame E 1/game 1 4 Wounding S 1/life 2 2 3rd level Ambidexterity N unlimited 2 - Anti-magic FE 1/game 1 2 Dispel S 1/game 1 4 Extension N 1/game 2 - Fireball S 1 bolt/u 1 4 Mutual destruction S 1/game 1 4 Projectile protection E 1/game 1 4 Protection E 1/game 1 4 Touch oF death E 1/game 1 4 Wind S 1/game 2 2 yield S 1/game 1 4 Magic name type uses cost max 4th level Curse S 1/game 1 4 Doomsday S 1/game 2 1 Enchant weapon E 1/game 1 4 Petrify S 1 bolt/u 1 4 Protection from magicE 1/game 1 4 Pyrotechnics S 1/game 1 4 Reanimate E 1/game 2 4 Sever spirit S 1/life 2 4 Teleport E 1/game 1 4 5th level Advancement N 1/game 1 1 Flight E 1/game 2 4 Lend N 1/game 1 4 Sphere of annihilation S 1 bolt/u 2 1 Vivify N 1/game 2 1 Warskill N 1/game 1 2 6th level Defend E 1/game 1 1 Expertise N 1/game 2 1 Killing grounds FE 1/game 2 1 Lich E 1/game 1 4 Stack N 1/game 1 4 Transform E 1/game 2 1 1st Level (initiate) Bladesharp T: enchantment M: yellow cloth I: hold weapon in left hand and repeat 10x "Sharpen this blade", tie cloth on weapon. E: if the weapon is normally a blue weapon, it is treated as a red weapon; if it is normally a red weapon, it takes four points off armor and in two hits destroys a shield and an arm. L: only usable on bladed weapons, can't be applied to thrusting or blunt ones. Bludgeon T: enchantment M: yellow cloth I: hold weapon in left hand, repeat l0x "Harden this weapon", tie cloth on weapon. E: same as bladesharp. L: only usable on blunt weapons. Cancel T: spell M: none I: repeat 2x "I cancel my magic." R: 50ft E: negates own magic only. Enchant Shield T: enchantment M: yellow cloth I: shield in left hand, say 10x "Enchant this shield." E: shield can only be destroyed by a sphere of annihilation and is unaffected by other magics. Heat Weapon T: spell M: none I: repeat 2x "By the fires of the Phoenix. I heat that weapon" (be specific if possible). R: 20 ft E: the weapon is considered useless for a count of 300 or 5 minutes. L: works against any weapon, but not against armor or shields. N: a mend spell will not restore the weapon, however a "new" one may be obtained from Nirvana or the base. Honor Duel T: enchantment M: two or more yellow cloths I: hold cloths in left hand, repeat 5x "remain this duel pure". Tie cloth on each contestant. R: 20 ft E: each contestant is protected from outside forces. The victor is allowed safe passage to safe territory, preferably their home base, ignoring all wounds till arrival. L: may not be members of the same team without a Reeve's permission. Enchantment lasts until one dies or it is dispelled or canceled. N: Combat is limited to a reasonable area. Iceball T: spell M: padded white "iceball" with streamers I: hold Iceball in left hand and repeat 5x "Iceball". E: a direct hit to a person or equipment on them will freeze them in place for a count of 300, or until they are freed by a fireball or by dispel magic. They may neither fight nor be harmed. Two fireballs will kill them. N: barbarians are immune to this spell. Paladins and anti-paladins can't be freed by a fireball, nor can anyone bearing protection from flame, nor the Sword of Flame. Magic bolt T: spell M: padded blue "magic bolt" with streamers I: hold ball in left hand and repeat "Magic bolt" x5. E: a direct hit on a person will kill or wound them just as if it were a throwing weapon. May be blocked by shields and weapons. Destroys one point of armor. N: affects all classes. Bounces do not count. Is not stopped by protection from projectiles. Shove T: spell I: repeat "I shove thee" x 5. R: 20 ft. E: forces victim to back up 20 ft. by telekinetically shoving them. L: cannot force a person into a physically dangerous position. N: will work against frozen, sleeping, wounded, etc. persons. Will not work against barbarians, paladins, and anti-paladins. Stun Weapon T: enchantment M: yellow cloth I: hold cloth in left hand and say "May this weapon stun its victim", tie cloth to weapon. E: allows a thrusting weapon such as spear or arrow to be used to subdue. N: barbarians can't be stunned or subdued, and will take normal damage from a weapon bearing this enchantment. Talk to Dead T: spell I: touch dead person with left hand and repeat 10x "Speak to me". E: person must answer one "yes or no" question truthfully. N: paladins and anti-paladins are immune to this spell. 2nd Level (Apprentice) Circle of Protection T: fixed enchantment M: 10 ft yellow cloth, magic wand I: lay yellow cloth in circle, wand in left hand say 5x "Circle of Protection", place persons and/or items you wish to protect inside. E: persons/items inside have ceased to exist, can't harm or be harmed by anyone, nor can they cast magic. They are desolid. (exception, see notes below). L: can't block or restrict access to an area, it doesn't exist on this plane. Can't be used as a cage, except to hold yielded enemies in. Enchantment is broken by anyone exiting the Circle. No one can enter without recasting the spell. No game item, nor person acting as game item, may be put inside. Protection starts when you step inside the spellcast Circle. N: magic casters in these may cast verbal magic at others that are in circle of protection. Disappears when the caster dies. Force Wall T: fixed enchantment M: 10 ft yellow cloth, magic wand I: lay cloth out in straight line, wand in left hand say 10x "Force wall", touch cloth with wand. E: creates an impenetrable 10 x 10 wall: like circle of protection, starts only when all of "I" is completed. Caster must stay within 100 ft. N: force wall blocks verbal magic. Disappears when the caster dies. Harden T: enchantment M: yellow strip of cloth, magic wand I: tie cloth on object, repeat "harden this (name of item)" x 5. E: makes object indestructible, except versus sphere of annihilation & relics. L: cannot be placed on player, garb, armor, etc. Hold Person T: spell I: say 3x "I command you to stop." R: 20ft E: victim's feet are frozen to ground for 100 count. May yell, fight or cast any magic except movement. N: barbarians, paladins, anti-paladins, and monks above 2nd level are immune to this spell. May be cast while moving. Lightning Bolt T: spell M: padded yellow "lightning bolt" with streamers I: hold bolt in left hand and repeat 5x "lightning bolt". E: a direct hit to a person or object will destroy them. Not stopped by armor. Liplock T: enchantment M: strip of yellow cloth I: hold wand In left hand, repeat "remain the truth still" x 5, tie on cloth. E: bearer cannot be forced to speak nor otherwise respond to questions asked under talk to dead and similar magics. Does not affect tracking. L: may only be cast on each player once per battlegame N: can't be cast on barbarians. Disappears when the person comes back to life. Mend T: spell I: left hand on item, 10x "Make this item whole again." E: damaged item is repaired (or 1 point of armor in 1 location). L: can't be used on a heated weapon or cursed weapon, it's not broken. N: if an enchanted item is mended, its enchantment is intact. Messenger T: enchantment M: yellow cloth I: cloth in left hand, 10x "Safe passage unto you." E: person must go straight to destination, deliver message, return to where spell was cast. Can't harm or be harmed, simulates telepathy. N: cannot be dispelled. Protection from Flame T: enchantment M: yellow cloth I: cloth in left hand, say 10x "Protection from the element of fire", tie cloth onto person. E: protects against all forms of flame, including lightning, treat Sword of Flame and flameblade as normal hit. N: negates a fireball's negation of iceball and healer/druid entangle. Wounding T: spell I: repeat 2x "From my heart I strike off your (right or left arm or leg)". R: 2Oft E: victim's limb is destroyed. L: the victim must be unwounded prior to spellcasting. N: may be spoken while moving. Monks, paladins, and anti-paladins are immune. 3rd Level (Journeyman) Ambidexterity T: neutral E: wizard doesn't need left hand to cast magics. Antimagic T: fixed enchantment M: 50ft measure, markers, wand I: mark an area with a 50ft radius, wand in left hand, 2Ox "May all forms of magic forsake this place." E: no magic of any kind will work within the circle, though enchantments will reappear when removed from the affected area. N: classes using skills which simulate magic may Dispel magic. If cast from outside the sphere of influence will dispel it. Disappears when the caster dies. Dispel Magic T: spell M: wand R: 2Oft I: wand in left hand, say 5x "I dispel that magic." E: spell or enchantment is dispelled, reanimated fighters die, not usable against Relics. L: does not affect- neutral magic, magic already completed, class abilities (see magic clarifications #13). N: will dispel all enchantments on the target. Is useable against most higher level magics. Will dispel protection from magic. Extension T: neutral I: say "Extension" loudly before magic. E: Doubles range of the magic for 1 use. Gives no range 2Oft. N: Is not used up unless the accompanying magic is completely cast. Fireball T: spell M: padded red "fireball" with streamers I: hold ball in left hand and repeat 5x "Fireball." E: destroys anything it touches, even on a roll or foot shot. The wizard may state before throwing that the fireballs will 'remain active', they will continue to burn for 2 minutes. Not stopped by armor. N: paladins and anti-paladins are immune to this spell. Mutual Destruction T: spell I: say 5x "I call for our deaths." R: 50ft E: both the wizard and their victim die. N: paladins, anti-paladins and monks above 4th level are immune. Defend or protection from magic will not save a wizard from his own mutual destruction. Projectile Protection T: enchantment M: yellow cloth I: cloth In left hand, 10x "Protection from Projectiles." E: protects from all nonmagic thrown and shot objects. L: Ineffective against magic bolts. N: stops siege weapons and the dagger of infinite penetration. Protection T: enchantment M: yellow cloth I: cloth in left hand, 10x "May this magic protect you." E: negates the first hit magic or not. May be simulcast to stack up to 4 on one person, to protect against up to 4 hits. Not good versus verbal attacks. Is not armor but a limited invulnerability. Touch of Death T: enchantment M: yellow cloth I: cloth In left hand, say 2Ox "Touch of Death", tie. Bearer of enchantment's touch kills (via either hand). L: will work through clothing, not through armor. N: allows one touch before discharged. Monks are immune to this. Wind T: spell M: wand R: line of sight I: hold wand in left hand and repeat 2x "Sleeping force of wind I hailsend you forth a mighty gale.Gentle sigh which once beguiled, make your breeze tornado wild. Sirocco into Cyclone gain,breeze become a Hurricane. Make my enemy your foe,strike for me a telling blow. Scream down from the mountains high, sweep those fighters toward the sky. Cowards, heroes, fools the same,trapped within this deadly game.Strike at foes, leave friends behind. Bite them with your teeth unkind. Buffet, whip them to the bone,toss them In a pile at home.Then whisper a gentle song,and return where you belong--nestled 'gainst the azure sky, song in forest, willows' sigh." E: all enemies in sight blown back to their base. N: paladins and anti-paladins are immune to this spell. Yield T: spell M: magic wand R: 50ft I: wand in left hand, say 3x "Yield thy arms and resist no longer, come unto me and be my captive." E: victim must lower weapons and surrender immediately moving straight to wizard, then may begin a 500 count. If they are not killed, when they have counted they may return to their fort. May only be kept from wizard by death or another yield spell, not subdual or force. N: barbarians, monks above 2nd level, paladins and anti-paladins are immune. Freed captive must go to fort, considered teleport. Other magics still affect the victim. 4th Level (Scholar) Curse T: spell M: wand R: 50ft I: wand in left hand say 10x "I curse thee." E: victim dies. N: paladins, anti-paladins and monks above 4th level are immune to spell. Doomsday T: spell M: wand R: line of sight I: wand in left hand count "Doomsday 1, Doomsday 2.. .through Doomsday 350." E: all enemies in sight at end of spell die. N: paladins and anti-paladins, and monks above 4th level are immune to this spell. Enchant Weapon T: enchantment M: yellow cloth I: weapon in left hand, 10x "Enchant this Weapon." Tie on. E: causes wounds to kill, all limb hits are death. Petrify T: spell M: padded grey "petrify ball" with streamers I: hold ball in left hand, repeat "petrify" x 5." E: a direct hit will cause the victim to freeze in place, a stone statue. Like iceball, even a hit to equipment will affect the victim. Healing and stone to flesh negates this spell or the victim may choose to take a death. N: will not work against barbarian, paladins, and anti-paladins. Protection from Magic T: enchantment M: yellow cloth I: cloth in left hand, 10x "Protection from all forms of magic" tie on person or object. E: blocks all forms of magic, even heal and resurrect. L: Does not block class abilities. Does not stop a flamewall. N: treat weapons with enchantments as normal weapons. Pyrotechnics T: spell M: wand R: 50ft I: wand in left hand, say 5x "I call upon the element of fire to destroy that (object)." E: object destroyed. L: can't destroy bases, armor, relics, game items. Reanimate T: enchantment M: yellow cloth I: left hand on body, say l0x "Rise and fight again." E: person lives again as if they had never died. L: dispel will kill, must wear yellow cloth. N: person does not retain enchantments carried before death (exceptions: 6th level scout, wizard stack). Sever spirit T: spell M: already dead victim I: touch victim and repeat "On life thou has no hold, thy corpse is growing cold, discard this empty husk, thy spirit resides at dusk." E: causes corpse to be impossible to resurrect, reincarnate, or raise from the dead in any manner. L: may only be used on dead bodies (undead creatures must be killed and then cured before this spell will work on them. N: will permanently kill undead creatures that are on their last life and will kill a lich outright. Teleport T: enchantment R: game boundaries I: repeat loudly 5x "Teleport", repeat loudly 5x "Arriving." E: may go to any 1 location. Can't harm or be hurt. L: must go straight there. Should quietly tell Reeve or team mate destination. May not be followed. N: barbarians are immune to this enchantment. 5th Level (Sage) Advancement T: neutral E: may purchase 3 points worth (not 3 magics) of initiate/1st level magic. Flight T: enchantment M: strip of yellow cloth, wand, feather I: hold wand and feather in left hand, tie cloth onto person and repeat: "wouldn't it be nice to fly way up in the cloudy sky; looking through the falcon's eye at the world that's drifting by." E: bearer is able to fly, as long as they flap their arms and emit occasional piercing screeches. Bearer may only be attacked by ranged attacks, and may only use verbal magics. Range for spells is considered to be the same as the actual physical range. L: may only be cast on self, unless used with lend spell. If lended, the borrower casts on self. Lend T: neutral E: may lend a magic to another wizard. That person may then use the magic as if he had purchased it with his own points. N: to lend a magic, the wizard must pay for both the lend and the magic he is lending. Sphere of annihilation T: spell M: black padded "sphere" ball with streamers I: hold ball in left hand and repeat "sphere of annihilation" x 5. E: will destroy anything and everything; even enchanted, hardened, or protected items, and targets with any type of defenses with the exception of invulnerability. Counts as one hit against invulnerability. Works exactly like a lightning bolt for purposes of determining hits. N: is not a form of flame. Works against all classes. Bounces do not count. Healer protect and Druid stoneskin work against this spell. Protection from magic stops this. Vivify T: neutral E: gives the wizard one additional life. Warskill T: neutral E: may reduce the cost of a single weapon by half, rounding the cost up. L: not useable twice on the same weapon. 6th Level (Archmage) Defend T: enchantment M: yellow strip of cloth, wand I: wand in left hand, repeat "power defend me" x 5. E: confers 1 level of protection and protection from (magic, projectiles, or flame; choose one), while allowing the wizard to still cast magics. L: may only be cast on self unless used with a lend. Expertise T: neutral E: may purchase 4 apprentice/2nd level points (not magics) worth of magic. Killing grounds T: fixed enchantment M: 30 ft. black strip of cloth, wand I: to set trap, lay out cloth in a circle, wand in left hand, repeat 3 x "poison seep, venom creep, flesh in mossy graves yet deep; rise from your undreaming sleep, bide and soon make mortals weep" to trigger, enter circle and repeat: "rise up now, receive thy pay; the promised time has come, now slay." E: all within circle die. L:may not be used with extension or within 50 ft. of a base or fort. No other fixed enchantment will exist within its radius. N: wizard also dies. If wizard is killed before triggering the trap, then the magic is not expended. Affects all classes except 5th level monks. No form of magic (protection from magic, defend, protect, etc.) will save the wizard from death once this spell is expended. Is the only fixed enchantment that may be preplaced. Lich T: enchantment M: 10 ft. strip of yellow or black cloth E: after having died his last natural death, the wizard returns as a lich. A lich is bound to the place where he died, trapped within a small circle of earth. They are neutral, but like any monster, can be bribed or convinced for help or enchantments. A lich may cast the circle of protection by saying its incantation only 3 times. L: may not be within 100 ft. of a base. May never move nor be moved except when dead, and then never within 100 ft. of a base or more than 100 ft. from its original location. N: a lich has all the wizards per life spells, as well as any other magic the wizard had left. A sever spirit or dispel will kill a lich. A lich is still considered to be a wizard and may still die from normal means. Stack T: neutral E: may place two enchanlments on a single player L: may not be used on self, nor may it be stacked on itseIf. May not be combined with other classes' enchantments. N: the cost must still be paid for the two enchantments to be used. Transform T: enchantment M: yellow strip of cloth, wand, monster garb I: player dresses in monster garb while wand in hand, wizard constantly repeats: "I transform thee into a monster." E: player sacrifices 4 lives to be transformed into a monster with one life. L: may only be cast on someone who has not yet died. Restricted to mummy, dryad, giant, unicorn. siren. N: the garb for the monster must meet required standards. Once the monster dies, it is out of the game. May be dispelled.