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Spell Effects

Charm effects are marked in BLUE, Mind effects are marked in RED, spells which only affect the living are marked in GREEN

Aura of [ ]    

This is a chant effect, the aura is Flame, Cold or Shock and creatures vulnerable to that thing cannot approach or strike at the chanter but must react with TERROR

Beguile    

The target may not resist the spell with Will Power and neither Countermagic nor High Countermagic have any effect nor will any form of dispel magic; the duration is until the next day and for this time the target will do nothing that could possibly harm the caster and will do anything the caster asks. @

Blast    

The target is struck for one point of magical damage in each hit location (armour protects and loses one location armour hits).

Blind    

The target is struck BLIND for 30 seconds.

Blast Senses    

This spell overloads the target's senses causing them to collapse to the ground in a stupor; the effect is instant and it takes 30 seconds to recover before you can move and you are then DEBILITATED for 5 minutes.

Choke    

Target is instantly muted and halted (immunities will not help with these) and begins to suffocate; after 30 seconds they are reduced to zero location hits in the body; after a further 30 seconds they are killed. The caster must concentrate on the target to maintain the effect.

Confusion    

The target becomes confused about what is going on and who their friends and enemies are; they can move and defend themselves but cannot attack until someone attacks them at which point they fight back (breaks concentration); lasts for 30 seconds.

Control [ ]    

Same as Dismiss [ ] except that if the rank equals or exceeds the rank of the target then they fall under the control of the caster equivalent to a BEGUILE effect. @

Countermagic    

This spell cancels a 1st or 2nd order spell as it is cast; it must be cast as the spell is cast or within three seconds to work.

Dark Channels    

The target must drop immediately to the ground and remains UNCONSCIOUS until a referee is able to inform them when they may recover; no healing or magic will help you until you have a referee’s instructions; the target may not resist the spell with Will Power and neither Countermagic nor High Countermagic have any effect nor will any form of dispel magic; players should be aware that the effects can vary from simple unconsciousness for a time to death.

Deafen    

The target is struck DEAF for 30 seconds.

Death Fugue    

The target believes they are being killed in the fashion that they fear the most; the target should enact this fear for 30 seconds, if they are not made unconscious (reduced to zero location hits on body) within that time they die of fear (no bleed time); sleep and other mind effects do not work although Death Sleep does; it is vital that the target is not grappled - they cannot consent while under this spell.

Detect Magic    

Anyone within 3m (10ft) of the caster must say "Ping" if they are currently under the effect of a magical spell or rune.

Detect [type]    

Anyone within 3m (10ft) of the caster must say "Ping" if they have the named Type.

Detect Rune    

Anyone within 3m (10ft) of the caster must say "Ping" if they have a rune upon them.

Entangle    

The target becomes untangled in undergrowth; there must be suitable undergrowth in range and the target is only entangled to the extent that it reaches; lasts for 30 seconds; cannot be blocked with Will Power.

Discern Truth    

The caster speaks to the target for up to ten minutes; during the conversation the target may not lie (they may not answer).

Dismiss [ ]    

If the spell has a rank of equal to or higher than the target then they are dismissed; a possessed being will take a HARM effect to the chest; this spell cannot be blocked with Will Power, Countermagic or High Countermagic.

This spell can be cast as a 1st order or 2nd order spell of as High Magic - it has a dismiss rating of the power required to cast such a spell (not the amount actually used); when cast you say the power (eg "Dismiss Planar 4"); it is modified by the casters dismissing skills which can take it to rating 10.

Dispel Magic    

This spell removes a 1st or 2nd order durational spell that is specifically named. Runes and spells which countermagic will not work against are not affected.

Drain Life    

This spell draws the life from the target causing them to collapse to the ground too weak to move; the effect is instant and it takes 30s to recover before you can move and you are then DEBILITATED for five minutes (breaks concentration).

Drop    

The target must drop the named object and not hold it for a minimum of three seconds.

Distract    

The target becomes unable to notice the caster unless they do something that forces the target to notice them or moves within 3m of them (breaks concentration); lasts for 30 seconds.

Enthral    

So long as the caster continues to speak logically and coherently to the target, the target must move toward the mage then remain calmly in front of them; the effect ends immediately if they are attacked or suffer any injury; lasts for a max of 10 minutes.

Fear    

The target flees from the caster; if unable to flee they will cower; under no circumstances can they attack the caster or defend themselves against them (breaks concentration); lasts for 30 seconds.

Feeblemind    

The target may not resist the spell with Will Power and neither Countermagic nor High Countermagic have any effect nor will any form of dispel magic; the duration is until the next day and for this time the target becomes unable to think clearly, they cannot use skills, they cannot communicate and will tend to do what they are told (like a very young child). @

Freeze  

The target becomes PARALYSED; lasts for 30 seconds (breaks concentration).

Fumble    

The target becomes unable to hold anything in their hands dropping anything that they are holding; lasts for 30s

Guard    

This is a call made by the target of a contact effect (such as a weapon blow) when a character or creature is able to resist an effect but is not immune to it.

Halt [Type]    

The target becomes PARALYSED if they are of the stated type; lasts for 30 seconds. Cannot be stopped by Will Power, Countermagic or High Countermagic.

Heat Metal    

The metal object targeted (which may be a suit of armour) heats up to an unbearable level; anyone holding such an object must drop it within five seconds or their hand(s) drop to zero location hits and they drop it anyway; the wearer of metal armour gets 30 seconds to get it off (they must do this to the exclusion of all else) or they drop to zero location hits in the armoured locations and if it is still on 30 seconds later take a mortal wound in the armoured locations; the heated item is destroyed unless it is magical in which case it takes 10 minutes to cool down; cannot be blocked with Will Power.

High Countermagic    

This spell cancels a spell as it is cast; it must be cast as the spell is cast or within three seconds to work.

High Willpower    

This is a spell effect that requires no active casting but rather is an act of will. It blocks spells targeted at the caster (not objects held or worn) and will block 1st order and 2nd order magic as well as high magic; it does not break concentration to cast, requires no free hands, and does not break a chant effect provided the chart recommences immediately.

High Dispel Magic    

This spell removes a durational spell that is specifically named. Will even remove spells which require High Countermagic and Runes; will not remove more potent effects including Beguile and Feeblemind.

Knock Back    

The target is driven back 3m and must move immediately to that distance and must stay this distance clear of the caster for 30 seconds; cannot be blocked with Will Power.

Knock Down    

The target must fall to the ground so that the body touches the ground (they may not roll) or put one hand on the ground for 10 seconds; cannot be blocked with Will Power.

Magebolt    

The target is struck by a magical effect in the body taking body to zero location hits and causing a mortal wound; armour and warding do not protect. Only High Countermagic will block the spell.

Mute    

The target becomes unable to make any vocal sounds (they may still make calls as these are OOC) (breaks concentration); lasts for 30 seconds.

No Effect    

This call is used by the target of an effect when they are immune to the effect to indicate to the person calling the effect that it did not work.

Obey Me    

The target is compelled to obey the caster’s instructions for the next 5 minutes. Only High Countermagic will block the spell.

Pact with [ ]    

Creates a pact between the caster and the target (if you are immune you must say "No Effect" so that the caster knows there is no pact); this spell cannot be blocked with Will Power, Countermagic or High Countermagic nor can it be dispelled; it makes it impossible for the caster and the target to cause harm to each other directly or indirectly for the duration of the spell which is until dawn the next day.

Paralyse    

The target is PARALYSED for 10 minutes (breaks concentration). Only High Countermagic will block the spell.

Remove Fear    

The target has any FEAR effect removed and becomes immune to FEAR for 30 seconds.

Remove Paralysis    

The target has any PARALYSIS effect removed and becomes immune to FREEZE for 30 seconds.

Petrify    

The target is affected by PARALYSIS (immunity to PARALYSIS does not prevent this), this cannot be removed until the Petrify is cured. The target will die in 300 seconds if not cured. Only High Countermagic will block the spell.

Resist    

This is a call made by the target of a spell; it can be used when a character uses the magic effect WILLPOWER (or HIGH WILLPOWER) to resist a spell or when a character or creature is otherwise able to resist a spell.

Root    

The target becomes unable to move from the spot, they can shift their weight and move their feet to get good balance but must then keep them still; lasts for 30 seconds; cannot be blocked with Will Power.

Sleep    

The target falls UNCONSCIOUS until woken (they will not wake naturally for 30s unless actually wounded) (breaks concentration).

Shatter    

The named weapon or shield is broken and unusable and must be dropped and not used; cannot be blocked with Will Power.

Speak True    

The target must answer the next question that they are asked “yes” or “no” and the answer must be the objective truth and clearly audible; players are required to answer truthfully to the best of their ability (this is a magical effect not a roleplaying opportunity); this concerns the game so the question / response must be in character; only High Countermagic will block the spell. 

Stun    

The target's body is reduced to zero location hits unless they are wearing a helm; cannot be blocked with Will Power.

Switch Perspective    

Target changes sides seeing friends as foes and foes as friends; lasts for 30 seconds.

Terror    

The target flees from the caster; if unable to flee they will cower; under no circumstances can they attack the caster or defend themselves against them (breaks concentration); lasts for 10 minutes; cannot be blocked with Will Power or Countermagic.

Warp    

The named weapon (which must have significant wooden components) or shield is broken and unusable and must be dropped and not used; cannot be blocked with Will Power.

Weakness    

This spell causes the target to become DEBILITATED; lasts for 30 seconds.

Wound Limb    

Causes one point of damage to the limb nominated; armour has no effect (breaks concentration).

Wound Body    

Causes one point of damage to the body; armour has no effect (breaks concentration).

Willpower    

This is a spell effect that requires no active casting but rather is an act of will. It blocks spells targeted at the caster (not objects held or worn) and will block 1st and 2nd order magic but not high magic; it does not break concentration to cast, requires no free hands, and does not break a chant effect provided the chart recommences immediately.

Writhe    

This chant causes the target to experience agony as it rends their soul; this continues so long as the chant continues and if it is continued for 10 minutes they suffer a HARM effect to the body hit location.

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