CI/RGG
 
Alchemical Spell Descriptions


All alchemical spells require an active focus or the presence of a lay point, a spoken verbal and the influence to cast the spell.

The focus is what allows the Alchemist to channel the power received from the elemental forces that surround us. The focus must be energized by casting a Create Focus spell at a lay point of the same element as the Alchemist. The Create Focus spell will be the first spell any Alchemist will learn as a novice. The focus has one point of influence fixed in it and does not have to be renewed unless that point is used in a spell, which will destroy the focus. The focus energy is usually only used in a desperate need because the focus is destroyed when the influence is expended from it. The focus can be anything, but it must somehow relate to the element for which it is used. Some possible foci which could be used are: A piece of jewelry with appropriate color stones for the element, a vial of water (Jenisari-water), carved wooden figure (Illuthian –wood) and so on. Actual religious items should not be used. The focus must be touching the hand of the Alchemist when casting the spell, but not necessarily the hand that is throwing the packet. A focus is created during the alchemist’s first tier initiation at no cost because the one point of influence is gained by using an essential element or gifted by the elemental. Each time the alchemist advances, the focus advances as well with an additional point of influence placed being stored in it, the source of this influence can be either essentials, the alchemist, or the elemental depending of the situation. Foci are very personal and can not be traded and used by another alchemist. A focus may only serve one element i.e. a ring with a red stone could not be used as both a fire and metal focus. An elementalist may have more than one focus, but to create another he must spend the appropriate number of essential elements or influence per tier of the new focus. Only one focus may advance with the alchemist, and a low circle focus cannot be used to cast higher circle spells. All foci must be phys-repped and approved. You must have a tag for all of your foci. A focus is immediately recognizable as such by any alchemist that examines it. The essence of a focus cannot be easily destroyed. Even if the item is damaged, the influence remains as long as there is some part of the focus left. The focus is completely destroyed by the third tier spell Destroy Focus. There will be no part of the item left.

The verbal of a spell must be spoken loudly and clearly. All alchemist verbals are specifically named at the beginning of each spell tier. Failure to speak the correct verbal results in spell failure at which point the caster or receipient must call "FLUB" to let the recipient of the spell know that the spell failed, however the Influence is still spent. Many spells have an instant casting time, which means the delivery type (touch, packet, etc.) must be released within 2 seconds (a 2 count) of the end of the verbal. Those with a longer casting time will require a naming at the beginning which states the verbal followed by the word begin then the verbal restated at the end. For example to cast Phoenix's Blessing the verbal "By my pact with the forces of elemental fire I command that the elementals bring into being a Phoenix's Blessing spell - Begin" would be said and then the caster would go through the motions of casting the spell, be it concentration or continuing chants and gestures for the next minute. Once the minute casting time was up the caster would say, "Phoenix's Blessing - End" to indicate that the spell had finished being cast.

The influence cost of a spell, unless specifically noted in the spell, is one point of influence per the tier of the spell being cast. Even if the spell fails the influence is spent. An alchemist may never use more influence than he has including the emptying of his focus (or foci). If he does not have enough influence the spell fails and the influence is expended.

The Manifestation of magic is the glow that appears around the caster or the casters hand. The glow is the same color as the element, i.e. red for fire, dark blue for water, etc. Packets in the hand symbolize the glow of a caster that has readied his influence to cast. A packet must be visible at the beginning of the verbal. A packet cannot be hidden in the hand and cast at the end of the verbal, it must be visible during the entire casting time and invocation. Packets can be kept in pockets or bags, but must be visible in the hand at the time the invocation begins.

Learning spells is only possible at the lay points in which an elemental dwells. The process is never the same and different elementals may require different tasks of the alchemist seeking to learn. The Elemental may ask questions or require tasks and will usually want essential elements in exchange for their teaching. Another alchemist’s focus or other item may be bartered, but the choice is that of the elemental, not the alchemist. The spell verbal must be learned and uttered at the time of the learning. Improper verbals often anger the elemental, so be prepared. Once the spell is learned, it will be recorded upon the player’s character card. Elementals are usually available during a specific time at each event. That time is usually given at the beginning of the event.

Each spell will have reference information listed before the definition.

Delivery type – this defines how the spell may be cast.
Touch – means that the caster must actually touch the recipent of the spell with a packet in the caster's hand.
Packet – the caster must strike the target with a packet. These spells could be touch cast if the caster has the permission of the target. Packet colors are specific to elemental types as follows:

  • Beradai – Air – Light blue
  • Human – Fire – Red
  • Shen – Metal – Yellow
  • Denzorali – Earth/Stone – Brown
  • Jenisari – Water – Dark blue
  • Illuthian – Wood – Green
  • Necromancy – Black
  • Fairy/Empathy – White (it is invisible except in battle)

Point – The caster needs only to point at the target once the verbal is spoken (within a 2 count). Most Point spell have a 2 pace range.
Ritual – These spells are very specific in how the spell is to be cast. Casting time, area of effect, cost and delivery will all be specified within the text of the spell.

Duration – This is how long the spell's effects last and varies from spell to spell. Some are listed in times such as minutes or hours. Some are listed as "SS or SR", which means they will last until sunset or sunrise unless used or activated (such as a ward which is gone once used, specifics are in the spell description if it is needed). Some are LOS (line of sight) and the spell will note either target’s LOS or the caster’s LOS. These spells are in effect for as long as the Line of sight is maintained. Some spells have a COUNT listed. This is a one-one thousand, Two-one thousand, etc., count that is to imply seconds going by. The count should be slow (a second is longer than most people think) and the guides will give a demonstration at the beginning of each game, if requested. Some durations may be instant, such as a bolt or arrow attack. The spell lasts the time of the packet toss and strike. These last spells need to be cast with in a 2 count of the verbal.

Area of Effect – This is the area the spell covers. It may be given in PACES, this means a normal pace which is about 3 feet. The pacing starts from where the caster is standing. Those on the edge of a pace are affected by the spell. Target means the area of effect is the target of a point or packet spell. The area of effect may list a range or distance that the spell can go from the caster or object of casting. Packet spells are as far as the packet can be tossed. Point spells usually have a 2 pace range. The Area of Effect may also be listed as "AOE". This is an spell that results in multiple packets being thrown to cover an area.
All AOE spells are given a specific number of packets, usually depending on their circle. A third circle AOE spell will typically have 3 packets and so on. Some spells will allow the caster to increase the number of packets thrown by spending additional influence. These spells will specify this in their description. For example Jar the master wood alchemist (4th circle, 30 mana) casts mass entangle. Since it is a 3rd circle spell, it defaults to having 3 packets. For each additional 1 mana Jar pumps into the spell, he gets an additional (1) packet, as specified in the spell description. So if he dumped all of his mana into a single casting he would get 30 packets, total, to throw.
When an AOE spell is cast all the packets must be thrown at the same time. The packets may be thrown in any fashion as deterimined by the caster, as long as they leave the hands at the same time. The caster can either throw with one hand or both, as long as all packets are thrown at the same time. Packets from an AOE spell may be physically avoided or Dodged as any other packet, but each packet must be treated seperately. AOE spells may also be Counterspelled. A single Counterspell will nullify any number of packets that strike a single target, but no more than one Counter may be used by a single caster against a given spell. For example, if a Mass Entangle is thrown with a total of 6 packets, and three packets hit Thor the fighter and three packets hit Jar the wood alchemist. Thor must burn three Dodges to avoid the effect of the spell, while Jar can expend a single Counter Spell to prevent the spell from effecting him or Thor, but not both.

Casting Time – All Enchantment spells have a casting time of instant if cast within a Lay Point, and a casting time of 1 minute if cast outside of a Lay Point. Battle and Ritual spells have varying casting times as specified within the spell description.

Cost – This is the amount of influence points used to cast the spell.

Type – Most spells are either Battle or Enchantment. This distiction has bearing on the Create Solutions skill and to casting times (see above). Some spells are defined as Ritual. This special class of spells must be cast with a Guide present and usually require a Lay Point.

Select what descriptions you would like to see. Because there are so many spells, the All Alchemical Spells view will just generate a list of names and types of all of the spells, and clicking the name of the spell will load up that category and its description.

1st Tier -- With earth I cast a/ an (name of spell)
Create Focus
Delivery: Ritual
Duration: Permanent
Area Of Effect:One object to become focus
Casting Time:5 minutes
Cost:1
Type:Ritual
This spell allows the elementalist to create a focus. The spell can only be used at a lay point and requires a mentor and elemental to show the novice how to create the focus the first time used. The single point of influence is locked within the focus object and allows elementalist to cast spells. Each time the elementalist raises in tier this spell must be repeated to raise the tier of the focus to allow the elementalist to cast the desired tier of spells.


Dig
Delivery: Packet
Duration: 5 minutes per point of influence spent
Area Of Effect:Special
Casting Time:5 count per foot of diameter/depth
Cost:1/foot of diameter/depth
Type:Battle
By the means of this spell the caster may instantly create a hole in earth. The ground must be dirt as the spell is stopped by solid rock (a guide will have to be present for any holes larger than 2 cubic feet.) The hole can not be dug under an object and must be free and open to the sky. 5 counts and 1 point of influence must be spent for each foot of diameter to be dug. The is a maximum size of 5 feet in diameter on any hole. All holes are cylindrical in area, with a height equal to the diameter of the end. Once solid rock is hit (called by guide) the spell stops. An additional point may be spent with in the duration of the spell to fill in the hole created. This allows the caster to hide treasure, etc. but does not guarantee the area can be found again unless specific locations are noted with plot. At the casting of the spell, a packet is placed where the center of the hole will be. Once the size is determined, a cloth or rope must encircle the area of the hole. Chalk dust or bird seed may be used, but nothing that is an environmental hazard (like rice).


Sense Elemental Ties
Delivery: Packet
Duration: Instant
Area Of Effect:Target
Casting Time:Instant
Cost:1
Type:Battle
This spell allows the Elementalist to detect if a character has an Elemental Bond or if the character is a Novice or Initiate Elementalist. The spell does not differentiate; in other words the caster cannot tell if the subject is an Initiate Elementalist, a Novice or if he simply has an Elemental Bond. If the caster determines that the subject does have a tie to an Element he can only determine the nature of the affinity (Air, Fire, Stone, Water, etc.) The caster may also determine if any one object has an affinity. The caster must be with in 2 paces (about 6 feet) of the object or person to sense. The subject's affinity to the Elements (or lack thereof) is known only to the caster.
Example: If the spell is successful, the caster can then ask that subject if she has an Elemental affinity of any kind. If the subject of the spell possesses an Elemental Bond or is a Novice or Initiate Elementalist she must answer yes and what type. The subject of this spell is not required to answer any other questions.


Sense Gemstones
Delivery: Packet
Duration: Instant
Area Of Effect:2 pace radius
Casting Time:Instant
Cost:1
Type:Battle
This spell allows the Elementalist to detect any gemstones within a 2 pace radius. The caster sees them as a faint glow, even if they are inside a chest or similar container, though one foot or more of stone will block this spell. A Guide must generally be present to use this spell, though once cast you can ask other players out of play if they are carrying gemstones.


Stone Foot
Delivery: Packet
Duration: Instant
Area Of Effect:Target
Casting Time:Instant
Cost:1
Type:Battle
This spell causes the target's right foot to become rooted in place. The target may still move his upper body, but his foot is frozen in place. The character may still cast spells and even fight, as long as he does not move his right foot. The character cannot pivot on the right foot. He can break free with a Stone Strength although this causes a Wound (that bypasses all magical protections and armor) to the right leg.


Stone Ward
Delivery: Packet
Duration: Instant
Area Of Effect:Target
Casting Time:Instant
Cost:1
Type:Enchantment
The subject is immune to the effects of the first packet delivered Earth spell or other Elemental Earth attack to strike him. The player must call out "Ward" to indicate that he is protected by this spell.
Note: Earth Ward does not protect a character from non-magical attacks, such as blows from thrown rocks, etc.


2nd Tier -- With elemental earth I cast a/ an (name of spell)
Earth Meld
Delivery: Touch
Duration: Varies
Area Of Effect:Caster
Casting Time:Instant
Cost:2
Type:Battle
This spell allows the caster of the Earth Meld spell (it may not be cast on others) to sink into the soft earth. The ground must be dirt and the spell will not function on any other type of surface. The player can not be harmed unless a dig spell is cast upon the area with in a 10 count of the casting of the earth meld. If dig is not cast with in this time limit, it is ruled that the location was not clear to the caster of the dig spell. A single tier dig spell will pull the Earth Melded player out of the earth. Once an Earth Meld spell is cast the player casting the spell places his hand over his head to show he is out of play, he then places a packet on the earth to mark his location and moves to find the nearest plot member or guide. The character is not aware of his surroundings and can not communicate in any way with other players. He will be locked in the earth for an unknown period of time. (Anywhere from 15 minutes to a couple of hours to be determined by plot and wounds.) While in the ground any wounds will be healed. (General Rule 15 minutes for each limb wound, ½ hour for each torso wound, but Plot may increase due to extenuating circumstances.) Poisons, diseases, spell affects, etc, will be on hold in the ground, but resume once surfaced. The player maybe asked by plot to go to monstertown and NPC for a period, which will count towards their volunteer time.


Shatterproof
Delivery: Packet
Duration: One Use or SR/SS
Area Of Effect:Target
Casting Time:Instant
Cost:2
Type:Enchantment
This spell makes an object (up to door-sized) proof against destruction. The affected item is proof against any one attempt to destroy it. This includes the effects of any Shatter spell, Blast spells, Inferno spell or brew or any form of explosives. This spell will even protect against one attempt to destroy a shield in combat. Only one spell of this type may be cast upon a single object.
The player must call out "Shatterproof" when the designated item should be destroyed in some manner. In the case of swinging to destroy a shield the player should wait until the sixth attack is made to call out "Shatterproof".


Stone Lock
Delivery: Touch
Duration: SR/SS or Special
Area Of Effect:Target
Casting Time:Instant
Cost:2
Type:Enchantment
This spell seals a door with Elemental Stone, which can only be opened with the key, that is magically created at the time of the casting. This lock cannot be picked, but is susceptible to any magical spell that would affect it. For purpose of those spells it is a level 5 lock. A greater stone strength can open the lock by destroying it, but this also destroys the door the lock is applied to.
This spell can also be cast on a box or any object 1'x 1' or greater that has a door or lid. Sacks, pockets and pouches cannot be sealed with this spell. The spell initially lasts until the next sunrise or sunset, and may be stacked to add to the duration, but not the strength. If the stacked lock is destroyed (by greater stone strength or other means) all stacked spells are lost. Duration should be noted in cabin notes.
A phys-rep must be present for the lock with a key that is made of the same material as the lock. The lock and key are considered to be indestructible. The lock phys-rep should be placed on the outside of the door. If the key is in the lock the door in considered to be unlocked. If the key is not in the lock the door automatically seals shut and cannot be opened without placing the key back in the lock. Reaching out of the door to place the key into the lock is considered to be out-of-play since the lock theoretically appears on the inside as well. The fact that a Stone Lock has been cast upon the door must always be noted on the Cabin Notes, as well as who cast it.


Stone Strength
Delivery: Touch
Duration: 1 minute or SR/SS
Area Of Effect:Target
Casting Time:Instant
Cost:2
Type:Enchantment
This spell grants the recipient incredible strength. The effects of the spell last until the character calls upon the Strength or Sunrise/Sunset, which ever happens first. When the effects of the spell are invoked the character can carry a weight of up to 500 lbs., without any side effects, for up to one minute. He can carry up to two people but both hands must be completely empty and free to do so (he cannot carry a person with a shield strapped to his carrying arm).
If carrying another character you must do your best to at least pretend to carry the individual and the players must stay in physical contact at all times or less than one pace if permission for physical contact is not granted. When carrying another character you cannot move faster than a quick walk and certainly not faster than the player of the character you are carrying.
Alternately, Stone Strength can be used to swing a powerful blow that inflicts an additional Wound if struck. When invoking the effects of this spell the player should call out "Strength" and then the total damage inflicted.


Stoneskin
Delivery: Touch
Duration: One Use or SR/SS
Area Of Effect:Target
Casting Time:Instant
Cost:2
Type:Enchantment
Stoneskin offers a character three points of additional protection. These points must be eliminated before the character actually takes any damage from an attack. Every attack that hits the character and is not stopped by armor reduces a character's Stoneskin. Stoneskin is reduced by one point for each Wound inflicted. If the damage from a single blow is greater than the tier of the Stoneskin the character suffers a Wound in the area struck. For example, if a character with a full Stoneskin were struck by another character calling "2" with a long sword the Stoneskin would now be reduced to one point of protection. A second hit from a character calling the same amount of damage would totally eliminate the Stoneskin, and the character would suffer a Wound to the area struck.
It should be noted that Stoneskin is not locational; points are lost from the total tier of the Stoneskin no matter where a character takes a blow. Additionally, armor always protects a character from damage before a Stoneskin. If the damage from a blow pierces the armor, only the remaining damage is applied to the Stoneskin.
Stoneskin does not protect a character from blade poisons, however. If a weapon that is coated with a blade poison strikes a character with Stoneskin the character might not suffer a Wound, but he is still subject to the full effects of the blade poison.


3rd Tier -- I summon elemental earth to bring forth a/an (name of spell) spell.
Earth Passage
Delivery: Touch
Duration: 5 minutes
Area Of Effect:Caster
Casting Time:Instant
Cost:3
Type:Battle
This spell allows the caster of the Earth Passage spell (it may not be cast on others) to sink into the soft earth and then slowly travel through it. The ground must be dirt and the spell will not function on any other type of surface. The player cannot be harmed while under the effects of the spell unless a dig spell is cast upon him with in a 5 count of the casting of the Earth Passage. If dig is not cast with in this time limit, it is ruled that the caster of the Earth Passage has moved on. A single tier dig spell will pull the Earth Passaged player out of the earth. Once an Earth Passage spell is cast the player casting the spell places his hand over his head to show he is out of play. He is somewhat aware of he surroundings but cannot communicate with other players or focus on conversations while in the earth. He may move at a rate of one step per 2 count calling “Earth Passage” with each step (This can be achieved by calling out “One, one thousand, Earth passage” followed by a step and then repeated). The player may not be followed or attacked while in the earth. Any packet or missile weapon that strikes the player will be transferred to anyone who would have been shielded by the passing player. The player will emerge at the end of 5 minutes or may emerge any time earlier by the player calling "End Passage". He may not pass under any structures or trees and may not emerge through anything other than earth. There is no healing associated with this spell.


Ground Tremor
Delivery: Packet
Duration: 15 count
Area Of Effect:AOE
Casting Time:Instant
Cost:3/Special
Type:Battle
This spell causes a localized earthquake that may cause one or more people to be flung to the ground and be stunned. The caster gets to throw one packet for the basic influence cost of 3, but may throw an additional packet for each additional 1 point of influence he adds to the cost, up to a maximum of six packets. All packets must be thrown at the same time and from the same hand. Anyone struck by a packet must immediately drop to the ground and lay there, stunned (unable to take any action other than call skins or in place protectives but not parries or dodges), for fifteen seconds. Getting hit with multiple packets has no additional effect.


Stoic Mind
Delivery: Touch
Duration: Instant
Area Of Effect:Target
Casting Time:Instant
Cost:3
Type:Enchantment
This spell protects the recipient from the first mind-affecting spell or spell like attack (including brews and empathy). Stoic Mind protects from the following spells and brews: Decree, Befuddle, Feeblemind, Suggestion, Charm, Enrapture, Erase Memories, Forgetfulness, Hallucinogen, Hypnotic Flame, Intoxicant, Sense Emotions, and Sleep. The player must call "Shield" to indicate the spell/attack has not taken affect. The Stoic Mind spell must be used against the first such attack.


Stone Dart
Delivery: Packet
Duration: Instant
Area Of Effect:Target
Casting Time:Instant
Cost:3
Type:Battle
This spell allows the Elementalist to fling a Dart of Elemental Stone that causes one Wound to any target area struck. If the spell strikes the target's cloak or other garment the Dart affects the region of the body closest to the item of clothing that is struck. This spell has no effect on the target if it strikes a weapon or shield, though the target should roleplay as if his weapon or shield was just struck with significant force.


Stone Wall
Delivery: Packet
Duration: 1 Hour/LOS
Area Of Effect:4 paces
Casting Time:Instant
Cost:3
Type:Battle
This spell creates a 4 pace long transparent Wall of Elemental Stone. Weapons and spells (even point spells) can not pierce the Wall, though any spell that would affect stone affects the wall. Stone to Flesh will transform the Wall as indicated in the spell description.
A Stone Wall must have two clearly delineated borders. There must be an actual structure already in place before the wall can be raised. This can be a doorframe, two trees, etc.. The caster must also lay out a rope or have some other means of clearly marking the location of the Stone Wall. Additionally, a strip of brown cloth or a brown spell packet must be laid out to indicate the nature of the wall.
An Air Wall cast in the same place instantly destroys a Stone Wall, though the Air Wall is destroyed in the process as well.


4th Tier -- I bring into being by the power of elemental earth a/ an (name of spell) spell.
Elemental Ward
Delivery: Touch
Duration: One Use or SR/SS
Area Of Effect:Target
Casting Time:Instant
Cost:4
Type:Enchantment
By the means of this spell, the target is immune to the first packet or point delivered spell of an elemental nature that is cast upon him. It will protect him against any elemental based spell. It will not negate the effects of a wall or spell that is not cast directly upon him. The target must call "WARD" to indicate that the spell has not effected him.


Entomb
Delivery: Packet
Duration: LOS
Area Of Effect:Target
Casting Time:Instant
Cost:4
Type:Battle
This spell completely engulfs the target with Stone. The target is completely unable to move. A person Entombed is able to breathe, but may not talk, or take any action at all. A character who is Entombed weighs approximately 1,000 pounds and can only be moved by those who would normally be able to move that much weight. This weight cannot be altered magically.
Sorcerers cannot cast spells as they are unable to see their target, not even themselves.


Stone Arrow
Delivery: Packet
Duration: Instant
Area Of Effect:Target
Casting Time:Instant
Cost:4
Type:Battle
This spell allows the Elementalist to cast an Arrow of Elemental Stone at the target. This Arrow causes two Wounds to any area struck. Hand-held shields do not block this spell. If the packet strikes a shield, the arm supporting the shield is affected. If a weapon is struck, the weapon must be dropped and the arm holding the weapon suffers two Wounds. Armor and Skin spells can reduce the damage of this spell.


Stone Circle
Delivery: Packet
Duration: LOS/1 Hour
Area Of Effect:4 paces
Casting Time:Instant
Cost:4
Type:Battle
This spell creates a transparent cylinder of Elemental Stone 4 paces in diameter. The caster need not be within the Circle. This Circle is completely impenetrable to physical force. No physical being or object can pass through a Stone Circle, nor can any physical attacks or spells (even point spells). Only fresh air may pass through the Circle. Stone Circles are completely frictionless and cannot be leaned upon.
The caster of the Stone Circle can lower the Circle at will by saying "Circle Down". The Circle no longer exists at this point and cannot be raised again.
The caster must lay out a rope or other marker to designate the location of the Circle before the spell is cast. If no marker is laid down the spell does not take effect. A chalk circle will suffice for a marker, though a circle drawn in the dirt or grass will not. Additionally, a strip of brown cloth or a brown spell packet must be laid out to indicate the nature of the Circle. If a living being is crossing the Circle at the time the verbal is completed, the spell fails to take effect (though all mana spent in the casting are lost).
An Air Circle cast in the same place will instantly destroy a Stone Circle, though the Air Circle will be destroyed as well in the process.


Stone to Flesh
Delivery: Packet
Duration: 1 Hour
Area Of Effect:4 paces
Casting Time:Instant
Cost:4
Type:Battle
This spell turns any magically created Stone (up to 4 paces in diameter) into flesh. This spell also restores a character under the effect of a Petrify to normal. In this case any equipment the character was carrying returns to normal and is not transformed into flesh.
A Stone Wall transformed with this spell can be cut through in five minutes; ten minutes for a Stone Circle. This time is reduced by one minute for each additional person assisting. The minimum time to destroy a Stone Wall or Stone Circle is one minute.


5th Tier -- By my pact with the forces of elemental earth I command that the elementals bring into being a/an (name of spell) spell.
Earth Loam
Delivery: Touch
Duration: One Use or SR/SS
Area Of Effect:Special
Casting Time:1 minute
Cost:5
Type:Battle
By the means of this spell the Earth elementalist may create golden earth that can be used as a healing salve. It will create enough to heal any one area damaged no matter the number of wounds in that area. Limb or torso wounds make no difference. It will not heal poison or disease and will not remove spell affects. It may be used at the time of the casting or saved until the next sunset or sunrise when it loses its power. If saved, it can be phys repped by a brown packet tied with a golden ribbon.


Meld with Stone
Delivery: Packet
Duration: Varies
Area Of Effect:Caster
Casting Time:Instant
Cost:5
Type:Battle
This spell allows the caster of the Stone Meld spell (it may not be cast on others) to sink into stone. Here the player can not be reached even by a dig spell. Once a Stone Meld spell is cast the player casting the spell places his hand over his head to show he is out of play, he then places a packet on the stone to mark his location and moves to find the nearest plot member or guide. The character is not aware of his surroundings and can not communicate in any way with other players. He will be locked in the stone for an unknown period of time. (Anywhere from 15 minutes to a couple of hours to be determined by plot and wounds.) While in the stone, any wounds will be healed. (General Rule 15 minutes for each limb wound, ½ hour for each torso wound, but Plot may increase if needed.) Poisons, diseases, spell affects, etc, will be on hold in the ground, but resume once surfaced. The player maybe asked by plot to go to monstertown and NPC for a period.


Petrify
Delivery: Packet
Duration: Instant
Area Of Effect:Target
Casting Time:Instant
Cost:5
Type:Battle
This spell allows the Elementalist to turn the target and all of his possessions into stone. This spell is permanent, though a character under the effects of this spell can will himself to die. Petrify can only be reversed by a Stone to Flesh spell.
A character who was bleeding to death immediately stops bleeding upon being affected by this spell, though the bleeding resumes as soon as the spell is removed. The same is true for any poisons, diseases or any spell affects. A character under the effects of this spell is aware of everything that transpires around him.


Stone Lance
Delivery: Packet
Duration: Instant
Area Of Effect:Target
Casting Time:Instant
Cost:5
Type:Battle
This spell allows the Elementalist to cast a Lance of Elemental Stone at the target that bypasses all Skin spells and armor and causes a Wound to the area struck. Any Skins or armor bypassed are still intact and are not affected in any way by this spell. Hand-held shields struck by this spell are destroyed and the arm supporting the shield suffers a Wound. Any weapon struck by this spell must be dropped to the ground and the arm holding the weapon suffers a Wound.


Stone Passage
Delivery: Touch
Duration: 5 minutes
Area Of Effect:Caster
Casting Time:Instant
Cost:5
Type:Battle
This spell allows the caster of the Stone Passage spell (it may not be cast on others) to sink into stone and then slowly travel through it. Once a Stone Passage spell is cast the player casting the spell places his hand over his head to show he is out of play. He is somewhat aware of he surroundings but cannot communicate with other players or focus on conversations while in the earth. He may move at a rate of one step per 2 count calling “Stone Passage” with each step (This can be achieved by calling out “One, one thousand, Stone passage” followed by a step and then repeated). The player may not be followed or attacked while in the stone. Any packet or missile weapon that strikes the player will be transferred to anyone who would have been shielded by the passing player. The player may emerge any time earlier by the player calling “End Passage”. If the player is not able to emerge before the end of 5 minutes, he becomes trapped within the stone and dies instantly. The player may use this spell to pass through stone walls. Man-made walls can be passed through at a rate of 5 counts per foot of stone (5 count minimum) This will not effect the wall. A magic stone wall will take 1 minute to pass through while a circle of stone requires 5 minutes. The player must stand on the wall or circle with his hands over his head and call out “Stone Passage” as the spell is invoked and “coming out of wall one, coming out of wall two, coming out of wall 3” to come into play after the 60 or 300 count of transition. As the Magic walls are transparent, his passage can be seen. With a man-made or natural wall he cannot be seen until he begins his exit count. There is no healing associated with this spell.


 
 

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