This spell creates three small magic missile weapons that the caster may throw at a target to inflict damage. The target or targets hit by a magic dart receive four points of magical damage per dart to the area hit. Hits to an opponent’s shield or weapon count as hits to the arm holding the weapon or shield. Anti-magic auras and Auras of reflection will protect a target from this spell. This spell creates three darts per casting allowing the player to inflict more damage to a single target or spread the damage out amongst several foes. The player may throw these darts in any fashion they choose, taking into account the general rules of combat safety, and may use both hands to hold and throw any darts they create. The player is not allowed to pass the darts off to other players or set the darts down (this includes dropping them) and doing so will dispel them. The darts must be thrown to activate so the caster may not simply touch a target with a dart to inflict damage. One minute after casting this spell the darts automatically dispel and so are wasted.
This spell crates a powerful magic field around the recipient of the spell that stops offensive magic spells. The spell has one use and automatically dispels the first offensive magic attack that hits the character. The character has no choice in this matter and may not choose to save the Anti-magic aura for a later, perhaps more powerful spell. The player is required to announce “No effect” in a loud voice when they use this spell to ignore a spell. Characters protected by this spell are required to wear a blue armband as described in the beginning of this section. Anti-magic aura has no effect on attacks from magical weapons or creatures it only stops spells. Anti-magic aura does stop creature special abilities if they are defined as a “spell effect” such as the fear ability of a ghost.
This spell crates a powerful magic field around the recipient of the spell that reflects offensive magic spells. The spell has one use and automatically reflects the first offensive magic attack that hits the character. The spell is automatically reflected back at the character that cast the original spell and does not require the use of a tag bag or weapon (in the case of touch ranged attacks). If the original caster of the spell is also protected by an Aura of reflection, the spell is dispelled and has not further effect. If the original caster is no longer in range of the spell or out of the vision of the character with Aura of Reflection, the offensive spell simply ends. The character has no choice in this matter and may not choose to save the Aura of reflection for a later, perhaps more powerful spell. A player is required to announce “reflect” in a loud voice when they use this spell to reflect an offensive spell. Characters protected by this spell are required to wear a blue armband as described in the beginning of this section. Aura of reflection has no effect on attacks from magical weapons or creatures it only stops spells. Aura of reflection does reflect creature special abilities if they are defined as a “spell effect” such as the fear ability of a ghost. Some creatures are immune to their own special abilities and in this case a reflected ability is simply dispelled.
This spell creates a shimmering dart of energy that the caster throws at a target in an attempt to transfix and charm it. A target that is hit by this dart and not protected by an Anti-magic aura or Aura of reflection is overcome with a powerful feeling of friendship towards the caster. If the dart strikes a target’s weapon or shield the spell still takes full effect. The spell lasts for ten minutes during which the target will not harm or conspire to bring harm to the caster. Charm does not allow the caster to issue commands to the charmed target or otherwise compel it to act in any other way. The charmed target will not act in a fashion that will bring harm to themselves or their party members in an attempt to protect the caster. For example, the caster cannot ask a charmed person to set their weapons down in the middle of a battle! In most cases, the charmed target will simply move away from the caster and leave them alone. The charm ends immediately if the caster attacks or facilitates an attack on the charmed target. For example, if the caster orders his or her party to attack the charmed target. Simply drawing a weapon or starting to cast an offensive spell in the presence of the charmed target does not warrant the charm being broken unless the caster directly voices their intention to attack the charmed player. A charmed target will not give up its possessions without good reason, though they might sell or barter them away to the caster for a better price than they would under normal circumstances.
Command undead creates a focused dart of necromantic power that allows the caster to exert control over greater undead creatures. The spell has no effect on undead lords, but will effect lesser undead if the caster deems it necessary to waste a higher level spell to do so. If the dart strikes a greater undead not protected by an Anti-magic aura or Aura of reflection it falls under the direct control of the caster for ten minutes or until destroyed. The controlled undead will not attack the caster that controls it unless for some reason they order it to do so. Since greater undead are very often highly intelligent they are able to remember the actions they took while under control of the caster. The caster is allowed to issue only one command per casting of the spell and is required to cast the spell again to issue a change of orders. Only three commands are legal to use with the controlled undead, attack, defend, or move.
Attack: The attack command allows the caster to point at a target and compels the undead to attack it. The undead will attack any target, even other undead, but will not attack its self. The undead will attack the target without question or concern for its own preservation and will use every available power and ability to carry out the attack. It is possible to word the attack command in a fashion that will compel the undead to attack multiple targets. For example the caster could order the undead to, “attack all zombies”.
Defend: A defend command works like an attack command, but the caster orders the undead to defend something such as a person. In this case the undead will attack anything that comes near the object or person it was ordered to defend. The undead will never move more than five feet from the object it was ordered to defend. Like an attack command it is possible to word the defend order in a fashion that will compel the undead to defend multiple targets or large areas. For example, the caster could order the undead to, “defend all living things in the town”.
Move: A move command simply compels the undead to move in a direction of the caster’s choice for the duration of the spell. It is legal for the caster to order the undead to follow them or walk in front of them. The undead will move at any speed the caster desires and it is physically able to do. The undead will only walk/run/float when under orders to move. The undead is not capable of climbing, crawling, swimming or any other sort of movement. The undead will not perform even the simplest of action such as the opening of a door or dropping their weapons. The undead will move into a situation that might cause it harm or injury, such as ordering a greater vampire to walk into sunlight.
Consecration seals a building with magical energy that prevents the undead from entering. A building is defined as any permanent structure with four walls, a roof, floor, and some sort of portal such as a door or window. Consecration will not protect temporary buildings such as a tent or open air extensions to buildings such as a porch. When cast on a building, all of the building’s doors and windows glow with magical energy and no undead regardless of their level may enter. Anti-magic auras and Auras of reflection will not allow an undead to pass through the barrier but a dispel magic spell will drop the consecration as normal. This spell does not prevent undead from casting spells or firing missile weapons into the protecting building. The caster must be inside the building when the spell is cast but may come and go as they please once the spell is in place. The spell will force out any undead that are entering a building’s portal at the exact moment the spell is cast. If a dispute arises over where an undead was at the point the spell was cast the Game Master should rule in favor of the spell caster and not the undead.
With in one minute of casting this spell every window and door in the building must have a blue flag visibly attached to it. If the caster fails to do this, the spell ends and undead may freely move in and out of the building. It is not legal to hang blue flags on portals in preparation to cast this spell, however it is not required that the caster hang the flags personally and may employ as many free hands as needed to get the flags in place.
Control undead creates a focused dart of necromantic power that allows the caster to exert control over lesser undead creatures. The spell has no effect on undead lords or greater undead. If the dart strikes a lesser undead not protected by an Anti-magic aura or Aura of reflection it falls under the direct control of the caster for ten minutes or until destroyed. The controlled undead will not attack the caster that controls it unless for some reason they order it to do so. The caster is allowed to issue only one command per casting of the spell and is required to cast the spell again to issue a change of orders. Only three commands are legal to use with the controlled undead, attack, defend, or move.
Attack: The attack command allows the caster to point at a target and compels the undead to attack it. The undead will attack any target, even other undead, but will not attack its self. The undead will attack the target without question or concern for its own preservation and will use every available power and ability to carry out the attack. It is possible to word the attack command in a fashion that will compel the undead to attack multiple targets. For example the caster could order the undead to, “attack all zombies”.
Defend: A defend command works like an attack command, but the caster orders the undead to defend something such as a person. In this case the undead will attack anything that comes near the object or person it was ordered to defend. The undead will never move more than five feet from the object it was ordered to defend. Like an attack command it is possible to word the defend order in a fashion that will compel the undead to defend multiple targets or large areas. For example, the caster could order the undead to, “defend all living things in the town”.
Move: A move command simply compels the undead to move in a direction of the caster’s choice for the duration of the spell. It is legal for the caster to order the undead to follow them or walk in front of them. The undead will move at any speed the caster desires and it is physically able to do. The undead will only walk/run/float when under orders to move. The undead is not capable of climbing, crawling, swimming or any other sort of movement. The undead will not perform even the simplest of action such as the opening of a door or dropping their weapons. The undead will move into a situation that might cause it harm or injury, such as ordering a zombie to walk into an open pit.
This spell sheaths a single hand held weapon with powerful magical energy. The next target the player strikes receives four points of magical damage to the area hit. The spell will channel through any size weapon so long as the character has the skills necessary to wield them. Anti-magic auras and Auras of reflection will protect a target from this spell. The spell does not function with missile weapons, non-weapon hand held objects (a potion bottle, book, etc.) or shields. The spell only works in conjunction with a weapon and may not be delivered with the caster’s bare hand. The spell does not go off if an opponent hits the caster, only if the caster strikes a target. The caster has no choice when to use the spell and it activates on the very next target they strike. The spell does not go off if the opponent blocks the caster’s weapon with a weapon or shield nor is the spell wasted. This spell cannot be combined with any other damage increasing ability or power, four points is the maximum damage of any attack.
This spell creates a small magic missile weapon that the caster may throw at a target to inflict damage. The target or targets hit by a magic dart receive four points of magical damage per dart to the area hit. Hits to an opponent’s shield or weapon count as hits to the arm holding the weapon or shield. Anti-magic auras and Auras of reflection will protect a target from this spell. The player is not allowed to pass the dart off to other players or set the dart down (this includes dropping the dart) and doing so will dispel the dart. The dart must be thrown to activate so the caster may not simply touch a target with a dart to inflict damage. One minute after casting this spell the dart automatically dispels and so is wasted.
This spell creates two small magic missile weapons that the caster may throw at a target to inflict damage. The target or targets hit by a magic dart receive four points of magical damage per dart to the area hit. Hits to an opponent’s shield or weapon count as hits to the arm holding the weapon or shield. Anti-magic auras and Auras of reflection will protect a target from this spell. This spell creates two darts per casting, allowing the player to inflict more damage to a single target or spread the damage out amongst two foes. The player may throw these darts in any fashion they choose, taking into account the general rules of combat safety, and may use both hands to hold and throw any darts they create. The player is not allowed to pass the darts off to other players or set the darts down (this includes dropping them) and doing so will dispel them. The darts must be thrown to activate so the caster may not simply touch a target with a dart to inflict damage. One minute after casting this spell the darts automatically dispel and so are wasted.
Dispel magic creates a powerful dart of focused anti-magic that a spell caster can use to disrupt the magical defenses of a target. When a target not protected by an Anti-magic aura or Aura of reflection is hit by this spell all magical protections currently active on the target are dispelled. The caster must throw the dart for the spell to take effect and may not simply touch the tag bag to a target.
Examples of magical protections include spells like Magic armor, Tree meld, and Enchant shield. It is also possible to target a magical field, such as a sanctuary, instead of another player and simply requires the caster hit the object protected by the field or the area inside the field’s area of effect. Magical fields gain no benefit from any magical auras their caster might have active at the time. Once defenses are dispelled they may be recast at any time if the target has the means to do so. It is possible for this spell to effect other scenario specific magic, but a Game Master will deal with these situations on a case by case basis. Dispel magic will also counter act the effects of Fear, Charm and Stun spells assuming the caster can hit the victim with a tag bag.
This spell allows the caster to enter the ground by magically melding with it and sinking inside. When casting the spell, the melded character is required to touch the earth with one hand and hold a blue flag over the head with the other hand. Protected by the hard earth, the character is invulnerable to the outside world. At the same time the melded character cannot interact with the outside world in any fashion until they leave the ground. A melded character may not take actions inside the earth such as drinking potions, casting spells, or drawing a weapon. Other characters are compelled to ignore the melded character even if they see the caster disappear into the earth. Witnesses dismiss this magic effect as losing site of the caster in the woods or some other rational. The spell ends if the caster decides to leave the earth, the blue flag drops below their head or the duration of the spell expires. The character must rise from the earth in the same spot they melded. This spell does not allow the caster to move to a new location. Only the character’s personal and hand held objects meld with them and they may not leave objects behind inside the earth.
This spell creates a single dart of focused elemental power in the form of fire, earth, water, or air that is primarily intended to harm elemental creatures. The caster may choose which of the elements the dart will manifest as at the point they cast the spell. The spell inflicts four points of the element of choice in damage to the target. For example a dart of elemental fire would inflict four points of fire damage. This damage is not magical and will not effect creatures only harmed by magic but does effect normal targets, such as Orcs or Humans. Anti-magic auras and Auras of reflection will protect a target from this spell. Elemental darts cannot perform any other function other than inflicting damage. For example an Elemental dart of fire cannot start fires or serve as a light source. The player is not allowed to pass elemental darts off to other players or set a dart down (this includes dropping them) and doing so will dispel the dart. The Elemental dart must be thrown to activate so the caster may not simply touch a target with a dart to inflict damage. One minute after casting this spell the Elemental dart automatically dispels and is wasted.
This spell endows a normal shield with mystical energy protecting it and its wielder from harm. The size of the shield does not matter in regards to this spell. It will work on any legal size Mid-Land shield. When cast on a normal shield the shield is immune to the very next tag bag delivered attack that hit it. Normally, tag bag delivered attacks, such as Battle magic darts, count as hits to the arm when they strike a shield. The wielder of the shield is required to announce “No effect” in a loud voice when they use the shield to ignore a tag bag. This spell does not allow the caster to use a shield if their character does not normally have the skill to do so. A shield protected by this spell is required to have a blue flag visibly attached to it surface and without the flag is considered a normal shield.
This spell endows a single, non-magical melee weapon with a sheath of magical energy. The spell will function on any size hand weapon, but the character using the weapon must still possess the necessary skills to wield a weapon of that size. The spell will not work on missile weapons, thrown weapons, shields, or non-weapon objects. For the duration of the spell the weapon hits for +1 Elven steel damage. Even with this bonus the damage of any single attack cannot exceed four points of damage, two points if the weapon is used in conjunction with a second hand weapon. It is legal for a character to fight with two enchanted weapons, one in each hand. Elven steel damage is a special form of attack that allows the weapon to effect creatures harmed only by magic, silver, and/or Elven steel. Enchanted weapons cannot bear blade poisons or other enchantments while enchanted. A blue flag must be visible, attached the lower part of the blade or cross guards (lower shaft of pole arms and maces) of the enchanted weapon. Without the flag it is considered a normal weapon.
This spell endows a single, non-magical melee weapon with a sheath of magical energy. The spell will function on any size hand weapon, but the character using the weapon must still possess the necessary skills to wield a weapon of that size. The spell will not work on missile weapons, thrown weapons, shields, or non-weapon objects. For ten minutes the weapon hits for Elven steel damage. This spell does not increase the damage of the attack. It is legal for a character to fight with two endowed weapons, one in each hand. Elven steel damage is a special form of attack that allows the weapon to effect creatures harmed only by magic, silver, and/or Elven steel. Endowed weapons cannot bear blade poisons or other enchantments while endowed. A blue flag must be visible, attached the lower part of the blade or cross guards (lower shaft of pole arms and maces) of the endowed weapon. Without the flag it is considered a normal weapon.
This spell creates a focused dart of howling spirits that flits around and terrorizes its target frightening them away from the caster. A target that is hit by this spell and not protected by an Anti-magic aura or Aura of reflection is so gripped with terror that they must flee from the caster without hesitation. The target must flee from the caster’s sight until the spell ends, at which time they may return. The victim is not permitted to hide behind an obstacle or another player to avoid the sight of the caster; they must flee with all possible speed. If other players try to block the fleeing player they will attack friend or foe without mercy or restraint in their attempt to continue escape. The target will flee in a direction even if it means possible harm or death. For example a fleeing target would run straight into a pit if it were the only viable avenue of escape. It is legal for the caster to chase after the target forcing them to continue running if they feel it is necessary. If for some reason all possible means of escape are blocked, such as in a locked room, the target will fall to the ground helpless and should role-play digging through the very floor to attempt escape! If at any time the caster attacks the target the spell immediately ends and the target is free to act as normal. Other players may attack the target without ending the spell though the target is permitted to attack back assuming the attackers are blocking their route of escape. The fleeing target will not stop to make use of magic objects or spells while they are running; they must wait for the spell to end.
This spell purifies the life force of dead or dying creatures, freeing them from their earthly bonds and allowing their complete passage into death. When cast on a character that is dead or dying, they die immediately regardless of the time remaining before death. No level of healing or resurrection will return them to life and they never return as an undead. This spell will also work on the fallen remains of undead creatures preventing their reanimation at a future time. Many powerful undead creatures, such as greater vampires, can only be permanently destroyed if a Final rest spell is cast on their resting form. Anti-magic auras and Auras of reflection will only protect a character if they are still alive (in the process of dying) when the spell is cast. Since the target character is still required to announce “No effect” when using magical protection, the caster will know the final rest failed, allowing them to cast it again.
This spell causes a single inanimate object to become inflammable to both magical and normal fire. This can include even something as large as a building, regardless of its size. Fire proofing an article of clothing, shield, or armor will not protect the wearer from fire based attacks, though fire proofing a large container, such as a trunk, and hiding inside it would. This spell does not interfere with flames from fireplaces, stoves, or candles, which will continue to burn as normal. Occupants of a fireproofed building will not gain protection from fire, but may gain sanctuary from the fire based on the fact that the structure they’re in does not burn. For example, a character could fireproof a boat to navigate a river of fire. Objects in the building at the time of casting, such as chairs and beds, are protected and will not burn unless removed from inside of the structure. Fire based attacks still work inside a fireproofed building but will have no effect on the structure. An object protected by Fire proof must have a blue flag openly displayed with the words “Fire Proof” and the time the spell was cast written on the outside. Without this flag the object is considered unprotected.
This spell fills the recipient with pure life force that is capable of healing minor injuries. This spell restores a character to their full number of body points but has no effect on limb or torso wounds. The spell will never raise a character’s body points above their current maximum or grant body points to a character that has none. It is not possible to heal a character’s body points if they are still suffering from a limb or torso wound. Those injuries must receive healing first. This spell will not heal character that is suffering from disease unless they are first cured with a Purify spirit spell.
This spell fills the recipient with an incredibly pure, powerful life force that is capable of healing mortal wounds. When cast on a character with a torso wound, they are healed of this injury and are no longer in danger of bleeding to death. This spell has no effect on a character that has already died, does not heal limb wounds, and does not restore body points. A character suffering from a torso wound cannot use this spell since a torso wound automatically disrupts their ability to cast magic even before they die. It is possible to heal a character’s torso wound even if they are suffering from other injuries such as wounded limbs or lost body points. This spell will not heal character that is suffering from disease unless they are first cured with a Purify spirit spell.
This spell creates four small magic missile weapons that the caster may throw at a target to inflict damage. The target or targets hit by a magic dart receive four points of magical damage per dart to the area hit. Hits to an opponent’s shield or weapon count as hits to the arm holding the weapon or shield. Anti-magic auras and Auras of reflection will protect a target from this spell. This spell creates four darts per casting allowing the player to inflict more damage to a single target or spread the damage out amongst two foes. The player may throw these darts in any fashion they choose, taking into account the general rules of combat safety, and may use both hands to hold and throw any darts they create. The player is not allowed to pass the darts off to other players or set the darts down (this includes dropping them) and doing so will dispel them. The darts must be thrown to activate so the caster may not simply touch a target with a dart to inflict damage. One minute after casting this spell the darts automatically dispel and so are wasted.
This spell surrounds the recipient with a skintight magic field that acts as two points of armor. The Armor proficiency skill is not required to make use of this spell. Magic armor is considered to cover the characters entire body allowing them to claim armor points regardless of where they are hit. Staking this spell is not permitted and no character may have more than two points of magical armor on their body at a time. When the armor points of this spell are expended, the spell ends and no longer protects the character. A player protected by this spell is required to wear a blue flag as explained in the beginning of this section.
This spell will hold shut any one portal such as a window, door, or trunk lid for the duration of the spell. A caster cannot use a magic lock to hold a portal open, only closed. The Magic lock renders the portal invulnerable to damage or tampering for the duration of the spell. A portal protected by a magic lock must have a visible blue flag attached to it with the words “Magic lock” and the time when the spell was cast written on it. Without this flag the portal is considered unsecured. A Dispel magic spell will remove the magic lock leaving the portal unsecured. As with all spells, a caster may dispel their magic lock to gain access to the portal, but this ends the spell.
This spell draws upon the raw power of the elements to restore damaged armor to working condition. When cast on a character wearing damaged armor (not spell created armor), the armor is restored to its normal number of armor points. Mend armor will not raise a character’s armor points above their original value or grant armor points to a character that is not wearing armor.
This spell draws upon the power of the earth to create a focused magical dart that turns a target to stone when hit. A target that is hit by this spell and not protected by an Anti-magic aura or Aura of reflection is instantly turned to solid stone! This includes any personal objects worn or held by the character but does not include objects they were touching such as a chair. The spell will only work on animate objects and is even capable of effecting undead. The spell does not kill the target but instead places them in suspended animation for the duration of the spell. While petrified the target will not age, heal, grow hair, or suffer any ill effects from their imprisonment. The spell lasts until ended by the caster, dispelled with a Dispel Magic spell, or cured with a Purify Spirit spell. While petrified the target is immune to harm or damage of any sort. The petrified character cannot be broken apart, dissolved, or worn by the rigors of time. In addition the petrified character cannot be moved from the spot they were petrified regardless of any logic or explanation offered. It is assumed the petrified character is magical anchored in place. Casting Petrify on a character with a torso wound instantly kills the character as it is assumed their life force is to weak to survive the spell. A dead character can be petrified but is still limited to the end of one game day for a legal resurrection.
This spell creates a focused dart of magic that can be directed at a target to firmly adhere their feet to the ground. Both of the target’s feet become anchored to the ground, unless the target is protected by an Anti-magic aura or Aura of reflection. The target is otherwise unhindered and may turn and twist in any fashion they like so long as they do not move their feet. The surface the character is standing on has no effect on this spell it will adhere the target’s feet to anything. Standing on one foot, jumping in the air, or any other form of acrobatics does not protect against this spell. It is assumed that the magic forces the player’s feet to the ground the second the spell hits them. If the player is on their knees the spell adheres their knees to the ground in place of their feet. There is no way the target can tear their feet from the ground, dig their way out, cut off their feet, or remove their shoes.
Purify spirit purges a character’s body of life threatening forces, such as poison, returning their body to healthy state. Purify spirit cures the character of the effects of poison, disease, being magically weakened, and being turned to stone. This spell does not heal body points, limb wounds, or torso wounds. Purify spirit does not reverse the effects of offensive magic spells like Stun and does not remove the effects of curses. A caster is permitted to heal their own character with this spell assuming they are still able to cast magic. A Game Master may authorize the use of Purify spirit to counter act scenario specific toxins if it does not effect the plot of the game.
This spell creates two focused darts of necromantic power that the caster can use to repel both greater and lesser undead creatures. An undead hit by this spell and not protected by an Anti-magic aura or Aura of reflection must move away from the caster at their best possible speed. This effect is not properly described as fear, but instead is a simple compulsion to avoid the caster. The target must make every effort to leave the line of sight of the caster but will attack other targets that get in their way. Unlike the fear spell, the undead is not compelled to attack friendly targets that block their route of escape but will not allow them to block their flight. The undead will attack the caster if they are blocking the only open means of escape such as the caster standing in the doorway of a tomb.
This spell fills the recipient’s body with a powerful life force capable of healing all but the most mortal of wounds. When cast on a character suffering from limbs wounds, they are healed of these injuries and may use their limbs as normal. The spell heals all limb wounds on a character and it is not required to cast the spell for each limb wound the character has. The spell does not heal body point or torso wounds. A caster may use this spell to heal their own wounds assuming they have one working arm to cast the spell. This spell will not heal character that is suffering from disease unless they are cured with a Purify spirit spell first.
Resurrection is the most powerful of healing magic and is capable of returning a character from death. When resurrection is cast on a dead character the character returns to life free of all previous injuries and illness. The spell heals all lost body points, limb wounds, the effects of disease, poison, and most other ailments. Resurrection does not restore a character’s expended power points if they had any before death. Resurrection does not restore a player’s expended scrolls, poison, alchemy products, or magic objects. All protective spells, such as Magic armor, end when a character dies, and are not restored when they are resurrected. A resurrected character feels no ill effects from returning to life and may continue on as normal. The character retains their complete memories up to the point of their death and is permitted to act on this information assuming they do not meta-game details they discovered after death. For reasons of in game consistency it assumed that resurrection is unable to reverse the effects of normal aging. A character must receive a resurrection before the end of the game day when their character died and if they fail to do so the character is permanently dead. Resurrection will not heal a character that has had a Final rest spell cast on them. The entire body is not required for resurrection however it does require a full limb, head, torso, or some combination of the same. It is not required that the body is whole for resurrection and it is possible to resurrect a character even from the ashes of their corpse. If any part of a character’s body had Final rest cast on it, then the entire body is ineligible for Resurrection and the character is permanently dead.
Sanctuary creates a ten foot diameter bubble of magical force focused on a spot indicated by the caster. Even though the bubble appears as a dome, it in fact is assumed to form a complete bubble with the lower half manifesting below the ground. This prevents attempts to tunnel under the Sanctuary in order to attack the people inside. In order to use this spell, the caster must place a blue flag on the ground indicating the center of the Sanctuary. The Sanctuary does not move from that point and the caster must stay with the spell’s area effect or the Sanctuary will drop. The caster may move around inside the Sanctuary without ending the spell as long as they stay in its area of effect. The Sanctuary can hold other people as long as they remain inside the spell’s area of effect. If an occupant other than the caster decides to leave the Sanctuary, the spell does not end and that player may not reenter the Sanctuary. Players, friend or foe, within ten feet of the Sanctuary's center at the time of its creation are automatically enclosed in the bubble. A caster is not permitted to cast a new Sanctuary until the old one has ended so there is always a gap in protection between castings of this spell. If the Sanctuary is raised in a place where a ten foot diameter bubble would not have room to form, such as a tunnel, it is assumed to manifest completely but will not effect adjoining areas that might contain other players. Once cast, only magic spells can enter or leave the Sanctuary. This allows magic users to cast from inside the bubble but also makes them vulnerable to magical attack from the outside. All other forms of attack and people who attempt to enter the Sanctuary are forcibly repulsed away. Gases will not enter the Sanctuary but it is assumed that the bubble contains enough air to support any number of people for the duration of the spell.
Spirit shield bolsters the life force of the recipient increasing their resistance to poison and disease. The shield will stop the very next poison or disease attack that hits the character, negating all damage or effects. The Spirit shield is expended on the very next poison or disease attack that hits the character and the player may not choose to save the shield for use at a later time. This spell requires the player to wear a blue flag as explained in the beginning of this section.
This spell creates a dart of focused electrical energy that the caster can throw at a target stunning it into submission. A target hit by this dart and not protected by an Anti-magic aura or Aura of Reflection fall to the ground stunned. If the dart strikes the target’s weapon or shield the spell still takes full effect. While stunned, the target may take no actions (move, cast spells, draw weapons) and must simply fall to the ground and act stunned. The player is not allowed to call out or make any other noise while stunned. If at any time the stunned player is attacked, the stun immediately wears off and they are free to act. The player is not allowed to pass stunning darts off to other players or set a dart down (this includes dropping them) and doing so will dispel the dart. The stunning dart must be thrown to activate so the caster may not simply touch a target with a dart to stun them. One minute after casting this spell the stunning dart automatically dispels and is wasted.
This spell creates a dart of focused magical energy that the caster can throw at a target sapping the target’s strength for the duration of the spell. A target hit by this dart and not protected by an Anti-magic aura or Aura of Reflection strikes for half their normal damage [minimum of one] for the duration of the spell. For example, a character that normally hits for four points of damage is limited to two points while weakened. Additional weaken spells will not further reduce the damage of the target. Only one weaken spell can effect the character at one time! Weaken does not reduce damage caused by battle magic spells or Elemental dart. Weaken does reduce the damaged caused by thrown poisons, toxins placed on a weapon, and weapon enchantments [magic weapons, weapon with endow weapon cast on them, etc.]. If the dart strikes a weapon or shield the spell still takes full effect. The player is not allowed to pass Weaken darts off to other players or set a dart down (this includes dropping them) and doing so will dispel the dart. The Weaken dart must be thrown to activate so the caster may not simply touch a target with a dart to Weaken the target. One minute after casting this spell the Weaken dart automatically dispels and is wasted. A purify spirit spell will remove the effects of a weaken spell.