HEALER Garb: Red sash or baldric. Magical symbols and devices are encouraged Weapons: Any single handed melee weapon under 4 ft. in length (this includes flails and other hinged weapons), staff, dagger; Note that the use of weapons will deduct from the Healer's available magic points. Armor: None. Shield: Small or medium; will deduct from the available magic points. Magic: May cast spells and enchantments. Levels: See section on magic. WEAPON COSTS FOR MAGIC USERS (from available spell points) cost per 10 points of magic: Healer dagger 0 short (3 ft.) 3 long (4 ft.) 5 staff 3 hinged 3 shield 3 MAGIC POINTS magic points useable to buy magic at that level Magic User's 1st 2nd 3rd 4th 5th 6th level 1 10 2 10 10 3 10 10 10 4 7 8 7 8 5 6 6 6 6 6 6 5 5 5 5 5 5 The following tables list the magic available to magic users at their respective levels. The tables list the magic's name, its type, number of uses ("u" means unlimited), cost, and max number purchased. Note that all magical balls cast at the same time must be thrown at the same time. An unlimited number may be carried. The max listing in their cases is the maximum number that may be simultaneously charged and thrown. HEALER MAGIC Magic name type uses cost max 1st level Cure poison E/S 1/life 1 4 Heal S unlimited 0 - Lost S 1/game 1 4 Mend S 1/life 1 - Mute S 1/life 2 4 Talk to dead S 1/game 1 - 2nd level Banish S 1/life 1 4 Bless E 1/life 2 4 Cure disease S 1/life 2 4 Curse weapon S 1/game 1 4 Entangle S 1 bolt/u 1 4 Heal extend S 1/life 1 - Sleep S 1/life 2 4 3rd level Mass sleep S 1/game 1 1 Protect E 1/game 1 4 Resurrect S 1/game 1 8 Stun S 1/life 1 2 Wounding S 1/life 1 2 Yield S 1/game 2 4 4th level Enhancement N 1/game 1 1 Harden E 1/game 1 4 Sever spirit S 1/life 2 4 Touch of death E 1/game 1 4 5th level Extension N 1/game 2 - Protection from death E 1/game 1 4 Summon dead S 1/life 1 - 6th level Circle of protection FE unlimited 2 - Dispel magic S 1/game 1 4 Teleport E 1/game 1 4 1st Level (Chiurgist) Cure Poison T: enchantment/spell depending on use M: white cloth I: repeat 10x "cure poison"; tie cloth onto person. E: makes person immune to the first poisoned hit against him, or may be used within 100 count to cure poison on a person just poisoned. N: Is not a heal spell, wounds to arms or legs remain after this enchantment is cast. Heal T: spell M: wounded person I: touch person and say once "Sword cut, spear stab, mace smash, arrow jab, let the white light of healing descend on thou. Sword cut, spear stab, mace smash, arrow jab, let the white light of healing stop thy spilling blood. Sword cut, spear stab, mace smash, arrow jab, let the white light of healing mend thy bones. Sword cut, spear stab, mace smash, arrow jab, let the white light of healing close thy wounds. Sword cut, spear stab, mace smash, arrow jab, let the white light of healing restore thy vigor. Sword cut, spear stab, mace smash, arrow jab, the white light of healing hath healed thou." E: person's wound is healed. N: may be used on self. Will alter the effects of druidic flesh to stone to those of an iceball. Will repair one point of berserk barbarian body armor on any one specific body area. May not heal enchantments. Lost T: spell I: repeat 5x "I make thee lost" E: person must go back to their base or nirvana (whichever is farthest away) before they can do anything else. The person may not affect anything nor be affected until he reaches his destination and returns to -his team or base (just as if he was coming back to life). R: 20 ft. L: does not affect scouts or barbarians, and may not be used on teammates. N: may not be dispelled. Mend T: spell I: touch item and repeat 10x "may this be whole again" E: damaged item is repaired (or one point of armor), with any previous enchantments still intact. L: cannot be used on heated or cursed weapons; items but not locations can be mended in this manner. Mute T: spell 1: repeat 5x "(person's name), I silence thee." E: the victim cannot speak or cast magic for a count of 100. R: 20 ft. Talk to dead T: spell I: touch a dead person and repeat l0x "speak to me". E: person must answer one "yes or no" question truthfully. 2nd Level (Acolyte) Banish T: spell M: undead creature (ghost, zombie, vampires, etc.) I: repeat 5x "I banish thee monster." E: monster is destroyed for a 500 count, it will come back to life at the spot where it was destroyed. Does not count as a life lost. N: may not be dispelled. Only useable on undead creatures. Bless T: enchantment M: white cloth, item of garb I: touch item of garb and repeat 5x "I bless thee", tie cloth to garb. E: person is immune to first hit of any type received (excluding magic). L: immunity only applies to areas covered by the item of garb. May not be stacked or simulcast. N: is not armor, and may not be mended or healed. Cure disease T: spell M: corpse of an undead, diseased, or like type creature (mummy, zombie, vampire, werewolf, etc.) I: touch creature and repeat 5x "I cure thy illness." E: converts diseased or undead creatures back to human. N: is not a resurrect spell, person is still dead and must come back to life. Curse weapon T: spell M: an opponent's weapon I: repeat 5x "I curse that weapon." E: weapon is useless for a 300 count. R: 20 ft. L: weapon cannot be mended. Entangle T: spell M: padded brown entangle ball I: hold ball and repeat 5x "entangle." E: a direct hit to a person or their equipment will entangle them in place for a count of 300, or until they are freed by a fireball or dispel magic. They may neither fight nor be harmed. Two fireballs will kill them. N: barbarians are immune to this spell. Heal extend T: spell I: say "extension" + the heal spell. R: gives heal spell a range of 20 ft. Sleep T: spell I: repeat 2x "listen and let the fighting cease, close your eyes and sleep in peace." E: victim must lie down and sleep for a 300 count. R: 20 ft. L: sleeping people cannot be killed; may not be used on one's teammates. N: barbarians and monks of third level and above are immune to this spell. 3rd Level (Cleric) Mass sleep T: spell I: repeat 400 x "mass sleep (present count)." E: all people in sight (both teams) upon completion of spell are asleep for a 300 count. R: sight L: sleeping people cannot be killed. N: barbarians and monks of third level and above are immune to this spell. Protect T: enchantment M: white cloth I: repeat 5x "I protect", tie cloth onto person. E: person enchanted is immune to the first hit of any kind or the first magic cast against him (invulnerable). N: may be simulcast up to 4 times on the same person. May not be mended. Resurrect T: spell M: dead person I: "Sword cut, spear stab, mace smash, arrow jab, let the white light of healing descend on thou. Sword cut, spear stab, mace smash, arrow lab, let the white light of healing, stop thy spilling blood. Sword cut, spear stab, mace smash, arrow jab, let the white light of healing mend thy bones, Sword cut, spear stab, mace smash, arrow jab, let the white light of healing close thy wounds. Sword cut, spear stab, mace smash, arrow jab, let the white light of healing restore thy vigor. Sword cut, spear stab, mace smash, arrow jab, the white light of healing hath resurrected thou." E: the dead person is alive again, negating the last death. L: a dead person cannot move on his own or speak in order to be resurrected. A person that reaches nirvana cannot be resurrected (exception- summon dead). Will not turn monsters back to human. Monsters created by spells or enchantments may not be resurrected. N: a dead person may remain on the field as long as he wishes, but may not affect or impede play. Stun T: spell repeat 5x "I stun thee" E: Affects all classes as a 100 count subdual blow. Victim may be killed, though that is unhonorable. R: 20 ft. Wounding T: spell M: unwounded victim I: repeat 2x "from my heart I strike of your (right or left/arm or leg)." E: victim's limb is destroyed. R: 20 ft. N: monks are immune. The healer may move while casting. Yield T: spell I: repeat 3x "yield thy arms and resist no longer, come unto me and be my captive." E: victim must lower weapons and surrender immediately, moving straight to healer, then may begin 500 count. If they are not killed, when they have counted they may return to their base. L: may not be kept from the healer by subdual or force. N: other magics can still physically affect the victim. 4th Level (Adept) Enhancement T: neutral E: may purchase 3 points worth (not 3 magics) of 1st, 2nd, or 3rd level magic. Harden T: enchantment M: white strip of cloth I: tie cloth on object, repeat "harden this (name of item)" x 5. E: makes object indestructible, except versus sphere of annihilation & relics. L: cannot be placed on player, garb, armor, etc. Touch of Death T: enchantment M: white cloth I: cloth in left hand, say 2Ox "Touch of Death", tie. E: bearer of enchantment's touch kills. L: will work through clothing, not through armor. N: allows one touch before discharged. Monks are immune to this. Sever spirit T: spell M: already dead victim I: touch victim and repeat "On life thou has no hold, thy corpse is growing cold, discard this empty husk, thy spirit resides at dusk." E: causes corpse to be impossibile to resurrect, reanimate, or raise from the dead in any manner. L: may only be used on dead bodies. (undead creatures must be killed and then cured before this spell will work on them. N: will permanently kill undead creatures that are on their last life and will kill a lich outright. 5th Level (Canon) Extension T: neutral I: say "extension" loudly before spell. E: doubles range of spell for one use; gives a spell with no range 20 ft. Protection from death T: enchantment H: white cloth I: repeat 5x "I protect you from death." E: makes the enchanted person immune to touch of death, curse, killlng grounds, mutual destruction, finger of death, doomsday, vibrating palm, and class abilities that steal lives. Summon dead T: spell I: repeat 5x "I summon thy corpse." E: dead person may return to the healer, but is not again alive. R: 50ft. N: may be used on people in nirvana; does not interrupt the count on a person's death. 6th Level (Avatar) Circle of protection T: fixed enchantment M: 10 ft. long white cloth I: lay white cloth in circle and repeat 5x "circle of protection", place persons and/or items you wish to protect inside. E: persons inside can't harm or be harmed by anyone, nor can they cast magic L: can't block or restrict access to an area; can't be used as a cage except on a yielded person. Broken by anyone leaving. Must be recast to allow new people in. Game items cannot be put in a circle of protection. Protection starts when caster actually steps into the circle. N: as per the wizard fixed enchantment. Disappears when the caster dies. Dispel magic T: spell I: repeat 5x "I dispel that magic" E: spell or enchantment is dispelled. R: 20 ft. L: see magic clarifications #13 N: will dispel all enchantments on the target. Does not affect neutral magic, magic already completed, and class abilities. N: Will dispel all enchantments on the target, and protection from magic. Teleport T: enchantment I: repeat loudly 5x "teleport", repeat loudly 5x "arriving" at destination. E: may go to any one location; can't harm or be harmed. R: game boundaries L: must go straight to destination, and must tell a reeve or a teammate the destination. May not be followed.