Spells
Level One
Blinding Flash
Cost 1
For a slow count of ten you
must role play being blinded by a flash of intense white light, you may not attack for the count of ten but cover your eyes
or shield them as if you are blinded.
Death Trance
Cost 2
The purpose of this spell
is to reproduce the look of death, or un-death, the caster may cast this on themselves or by touch on another character, this
character will now appear dead (if they are scanned by another player character their hit points will read 0/0) this spell
lasts for 1 min per casting level.
Heal Light Wounds
Cost 2
This spell heals the targets
wounds to the chosen location; the contact must endure for the total verbal of the spell for it to have any effect, each casting
restores 4 life force and 2 location hits
Create Water
Cost 2
This spell allows the mystic
to refill as many containers as his casting level with pure water
Purification
Cost 2
Purifies 1 cubic ft of food
and water per mystics level
Ignite Fire
Cost 1
Ignites a small fire, fire
can only be ignited as long as there is combustible materials to be ignited by the flames
Lantern Light
Cost 1
This spell produces a ball
of glowing light which emits a dull light, this spell will not give the illusion of daylight, but in darkness it will emulate
light from a torch, or candle.
Magic Missile
Cost 2
Small bolt of
energy, fires from the mystics item of power, causing 2/2 damage.
The caster can fire 1 dart
per casting level
Sense Evil
Cost 2
This feat aids the mystic
in determining if a person or item is evil, this is a touch spell
Sense Magic
Cost 2
This feat aids the mystic
in determining if a person or item is magical, this is a touch spell
Summon Fog
Cost 2
With this spell the spell
mystic summons a dense cloud of fog around him/herself or around a group of people, 1 min per casting level, everyone effected
must close their eyes (providing it is safe to do so, otherwise they must role play being in a dense cloud of fog)
Level Two
Aura of Power
Cost 3
This spell creates a magic
aura around an item or person that increases their appearance to detection spells and other forms of vision. This spell lasts
for 1 min per casting level.
Chameleon
Cost 3
This spell allows the mystic
or his chosen target to blend completely with its surroundings. Unless those under the spell move or talk they will remain
totally undetectable for 1 min per casting level.
Darkness
Cost 3
For 1 min per
casting level an area of roughly 6ft all around the mystic will be plunged into complete darkness, players outside this area
will not be able to see in, and players inside of this area will not be able to see outwards, the spell caster will be able
to see.
Extinguish
Cost 2
Allows the mystic to put
out any light source with in his line of sight, the caster can extinguish only as many lights as his casting level
Fear
Cost 3
This spell causes a wave
of fear on a person, who will run away being mortally afraid of the mystic or the person the spell had been cast on
Mystic Alarm
Cost 3
This ward will emits a shrill
screeching sound if anyone breaks the warded area,
The mystic can ward 3 square
feet per casting level
Protection Circle
Cost 3
For 1 min per casting level
the mystic is immune from any physical damage, blunt, sharp, projectile etc.
Recognize
Un-dead
Cost 2
This gives the mystic the
required vision to see through any illusion or façade that the many forms of un-dead use to fool the mortals of the world.
This spell lasts for 1 min per casting level.
See the Invisible
Cost 3
Does just what is says on
the tin, this allows the mystic to see all and any invisible creatures with in his line of sight, weather it is caused by
spell or natural power, this spell lasts for 1 min per casting level.
Repel Un-Dead
Cost 4
For 1 min per level of the
caster, a wall of purity forces back as many un-dead levels as the mystics power level multiplied by 2
E.g. Level 2 mystic will
hold back up to level 4 un-dead
Suspension
Cost 4
This spell allows the mystic
to slow down soul departure from a matter of minutes to hours, they now have 2 hours for every minute the dead character has
left.
Shatter
Cost 2
This spell will shatter any
normal weapon or shield or item, the mystic must point clearly at or touch the item so as not to cause confusion.
Level Three
Armour of
Khonsu
Cost 4
This spell gives the mystic
or his chosen target mystic armour allowing them to ignore a number of attacks made against them equal to the mystics level
Entangle
Cost 4
Entangles a player or creature
for 1 min per casting level or until cut free
Energy Bolt
Cost 3
Emits a bolt of energy from
the mystics focus point
Does a single damage to a
single target
Magic Shield
Cost 4
Creates a shield of protection
against other magic’s
Will defend against as many
spells as the mystic’s level
Negate Poisons
Cost 4
This spell negates poison
up to the mystic’s level
Or reduces the effects of
higher level poison
Zone of Cold
Cost 3
This spell creates a 10’area
of freezing cold
Causes double damage to heat
based creatures and will freeze water
Paralysis
Cost 4
This spell, the victim will
be completely paralysed (i.e. cant move a muscle) for 1 min per casting level providing it is safe to do so a character must
stay completely still for the full duration they may not attack or speak.
Protection
Circle
Cost 4
Creates a circle around the
mystic of up to 5’ area of protection against physical attacks
Resist Fire
Cost 4
Allows immunity to all forms
of fire for 1 min per casting level
See in Magic
Darkness
Cost 3
When magical darkness is
cast, this spell will allow one person either the mystic or by touch to another character, this spell will last 1 min per
casting level and can be used for the full duration.
Level Four
Astral Projection
Cost 4
Send the mystic into the
astral plane allowing them to commune with the astral world and beings within
Blind
Cost 5
In this spell the mystic
must point clearly or touch the victim. The victim will then loose the ability to see, and providing it is safe to do so they
must close their eyes for 4 mins if it is not safe to close the eyes the victim must role-play loosing their sight, they may
not attack. After the spell effect has worn off if it is daylight the victim will be slightly dazed
Dispel magic
Cost 5
Dispels magic spells up to
the level of the mystic
Carpet of
Adhesion
Cost 5
In this spell the mystic
can cause an area of 5’ per casting level to become like glue, any one crossing this area will have their movement speed
halved, the victims must role-play their feet getting stuck etc, if anyone falls over they may not stand-up again (providing
it is safe to lie on the floor) until the spell is over 2 min per casting level
Fire Bolt
Cost 5
Create a bolt of flames from
the mystics focus point
This bolt can be thrown at
a single target causing double damage on impact then a single every minute until the target is extinguished or dies
Seal
Cost 4
Like a magic lock this spell
seals an item (door, chest, book etc) until dispelled
Shadow Meld
Cost 4
Allows the mystic hide in
shadows even while moving
2 mins per casting level
Level Five
Circle of
Flame
Cost 6
Creates a circle of flame
5’ around the mystic for 2 mins per casting level
Create Magic
Scroll
Cost 5
Creates an event only scroll
containing one spell up to the casters max level
Domination
Cost 5
For a count of [50] the mystic
will be able to implant suggestions to their victim they must be completely normal, but must do everything the mystic wishes,
and say what the mystic wishes them to say. They must not let on that they are under domination. The victim will feel slightly
dizzy and disorientated and have no recollection of what happened after the spell has worn off.
Heal Wounds
Cost 6
This spell heals the targets
wounds to 3 chosen locations; the contact must endure for the total verbal of the spell for it to have any effect, each casting
restores 6 life force and 3 location hits
Locate
Cost 5
Locates what you want the
most
Sleep
Cost 5
For a count of [50] the victim
is in a deep sleep, snoring, sucking of thumbs etc is perfectly acceptable they can not be woken up during the count of [50]
but can be roused after the count has been expired. The victim must (providing
it is safe to do so) drop to the floor, or if sitting in a chair slump forward/backwards or such.
Sustain
Cost 5
The mystic is able to create
sustenance enough for the day for up to twice his casting level
Level Six
Animate and
Control Dead
Cost 7
Allows mystic to create and
control an un-dead servant
(Providing there is enough
remains to make a body
Call Lightning
Cost 7
Allows mystic to summon a
bolt of lighting from the heavens causing triple damage to target struck providing there is at least slight cloud cover
Crushing
Fist
Cost 6
Creates a force of air that
drives down on the target like a giant fist causing a 30’ knock back and double crush effect
Cure disease
Cost 6
Cures up to the mystic level
in disease
Frost blade
Cost 6
Allows the mystic to bless
a weapon with frostbite effects therefore creating the damage call to include the call of frost
(If a weapon does doubles
it now does double frost)
Globe of
Daylight
Cost 6
Creates a light source equal
to daylight, will blind if cast in a dark room
(Excellent spell against
un-dead)
Open portal
Cost 7
Opens a portal allowing access
thru solid walls or down thru floors and magically locked doors
Shadow Wall
Cost 7
This will create a wall of
shadow around the mystic and anyone else in a 6’ area, those outside of the circle can not see in but those inside can
see out for 60 seconds per casting level, this circle may move providing a circle shape is kept holding hands may prove useful
Tongues
Cost 7
For 2 mins per casting level
the mystic may understand and communicate in any language, or by any means, if possible the mystic and the person they wish
to communicate must talk in a whisper so as other players can not hear them.
Words of
Truth
Cost 7
The person this has been
cast upon must tell the truth, and answer every question asked to them, they may role play trying to lie, but MUST answer
every question truthfully, everything they say whether being interrogated or otherwise must be 100% truthfully for a period
of 1 min per casting level
Level Seven
Dispel Magic
Barriers
Cost 8
Dispels magical barriers,
alarms and locks in a 10’ radius
Up to the mystic level
Heal
Cost 8
Heals the character back
to full loc and life
Invisibility
Cost 7
By putting ones hand in the
air they are rendered completely invisible, this lasts for 7 mins or until attacked, attacking or dispelled.
This may be cast on an item
which will for 7 mins be rendered completely invisible
Life Drain
Cost 8
The victim’s life force
is drained up to the mystic’s level per minute it’s of contact
Light blade
Cost 8
Creates a weapon of pure
sunlight causing mystic quads to all un-dead and creatures relying on darkness (triples to anything else)
Lasts for one min per casting
level
Remove Curse
Cost 8
Again does what it says,
removes a curse up to the power level of the mystic
Restricted by the fact that
if the curse is a higher level than the mystics level
Or if there are special requirements
to break the curse it will not work
Level Eight
Close Portal
Cost 9
Closes an open magical portal
up to the mystics level
If the mystic’s level
is lower than the magic that opened the portal the portal may shrink but will remain open (multiple mystics may cast upon
one portal)
Commune with
Spirits
Cost 9
The mystic may talk to spirits
or other ethereal creatures such as ghosts. They may ask a total of 8 questions.
Force Bonds
Cost
9
Creates
unbreakable bonds upon one target which can only be removed by the mystic or an other mystic of the same level or higher
Mind shatter
Cost 10
Destroys the targets mind
leaving them nothing more than an empty shell
Negate Magic
Cost 10
For 1 minute per casting
level, all magic within 10’ radius will have no effect
Level Nine
Dragon Fire
Cost 12
“I
LOVE THE SMELL OF NAPALM IN THE MORNING!”
Causes a 5 ft area per level
of mystic to be engulfed in flame causing triple damage to all in the area and continuous double damage until extinguished
or death
Restoration
Cost 12
Restores a characters mind
back from physiological magical spells such as Mind shatter or trance spells
Resurrection
Cost 13
This spell will bring any
character back from the dead, this is not necromancy as the character may carry on as usual, however this is not a heal, the
character will still have to undergo some healing. This spell restores their hit points to one, and will revive anyone who
has died. The player must role-play being revived, for example their body jerking, and taking a deep breath as if they have
just regained consciousness… coughing will also make the resurrection more believable
Enchant Weapon
Cost 14
Enchants a weapon with one
ability, spell or damage increase for every 2 levels of the mystic
Supernatural Fear
Cost 14
Create waves of fear towards
targets of up to twice the mystic’s level
Metamorphosis
Cost 15
Allows the mystic to transform
one object, target or themselves into something else
Permanence
Cost 12
This spell makes spells its
cast alongside permanent
Level Ten
Banishment
Cost 20
Expels a demon or supernatural
creature from an area for one year per level of the mystic
Bonding
Cost 20
This spell allows the mystic
to bond themselves to a supernatural creature thus increasing there power level ten-fold but reducing there lifespan by ten
in return
Mystic Portal
Cost 20
This spell allows the mystic
and one extra person per casting level to teleport to another location known to the caster instantly
Death
word
Cost 40
This
spell will kill a character instantly; the mystic must point at the victim clearly stating their true name, followed by the
pre determined ‘death word’