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epresentation, including attaching a circle to the<br />
shield or marking a circle on it in any way. If any<br />
object not in the possession <strong>of</strong> a character (such as a<br />
table or chair) would obstruct the circle going up then<br />
the spell will fail and be wasted. Any character not<br />
fully within the circle representation when the spell is<br />
cast is ejected and must move to outside the<br />
boundary. The representation is in-game. The caster<br />
must be fully within the completed circle before<br />
casting. The circle may be a maximum <strong>of</strong> 6 feet in<br />
radius and must be in the shape <strong>of</strong> a circle. No effect,<br />
person or object may pass across the circle while it is<br />
active.<br />
The Circle will last for 10 minutes, though it may be<br />
dropped by the caster at any time if he or she touches<br />
the circle and states “Circle down.” The statement<br />
“Circle down” is out-<strong>of</strong>-game, although any<br />
observers who hear the statement are aware that the<br />
Circle was dropped, and they might know who<br />
dropped it.<br />
The Circle will also go down if the caster leaves the<br />
Circle (via spirit walk, gate, rift, etc.) or dies (needing<br />
a Life spell). The Circle is not affected by Dispel<br />
Magic.<br />
Circle <strong>of</strong> Power and Ward effects may not overlap in<br />
any way, though they may be concentric.<br />
Confine<br />
8 ElEdF Line <strong>of</strong> Sight<br />
This spell snares the arms <strong>of</strong> its victim, binding them<br />
straight to its sides, and immobilizes the victim<br />
completely from the neck down making them<br />
helpless. The victim may talk freely, but may not use<br />
any game skills requiring use <strong>of</strong> the arms, including<br />
using a weapon or shield, casting a spell, or<br />
activating a globe. The victim may not walk, run, or<br />
be moved in any way. Any item the victim is holding<br />
cannot be dropped. However, since the effect allows<br />
the victim to be searched, anyone else can choose to<br />
physically remove a hand-held item from the victim<br />
by simply “searching” them. Even a victim with<br />
Superhuman Strength cannot prevent himself from<br />
being “searched” in this manner.<br />
This spell does not prevent the victim from being<br />
given a Killing Blow.<br />
Continual Light<br />
3 ElEdF 5 Days<br />
This is used to cast a five day light on a building.<br />
This casting has the ability to be “turned on and <strong>of</strong>f”<br />
(light switch) by anyone once it is cast. To remove<br />
the spell from a building, a Dispel Magic spell may<br />
be cast. Unless torch representations are used for<br />
light in a building, this spell must be used and listed<br />
on that building’s marshal notes.<br />
Control Undead<br />
2 F 5 Minutes<br />
This spell allows the caster to control one lesser<br />
undead for 5 minutes. Tasks may not involve any<br />
sentient thought higher than an animal: “Guard this”<br />
is fine, but “Count all the leaves on that tree”<br />
requires sentience and will not work. The most recent<br />
Control Undead effect takes precedent, if there is a<br />
conflict. This spell will not affect a living target,<br />
although it will remove a living person’s Shield<br />
Magic or Reflect Magic. This effect is stronger than<br />
Charm, Shun, Dominate or Fear. The most recent<br />
Control Undead, Vampire Charm or Enslavement<br />
effect will take precedent if there is a conflict.<br />
Courage<br />
2 F Instant<br />
This spell will remove the effect fear from the target.<br />
Create Undead<br />
7 F 1 Hour<br />
This spell only works on a corpse that has not<br />
previously been animated, and will pull the<br />
character’s spirit back to reanimate its former body.<br />
The resulting zombie will then follow the caster’s<br />
commands as if a Control Undead spell had been cast<br />
upon it. Note that this spell must be cast within the<br />
five minute period between a character’s death and<br />
the point where the spirit heads to the Earth Circle for<br />
resurrection.<br />
This spell transforms the individual into a mindless<br />
berserker who will fight at their normal speed until<br />
reduced to no hit points or until ordered to stop by the<br />
caster. The creature’s visual appearance does not<br />
change.<br />
While created as an undead the five minute count<br />
until resurrection is suspended.<br />
If the zombie is reduced to zero Body Points or takes<br />
effect from a Dispel Magic, then the spell ends and<br />
the resurrection count resumes where it left <strong>of</strong>f. The<br />
spirit will remember nothing <strong>of</strong> the time spent as a<br />
zombie.<br />
The zombie created will have the maximum body<br />
points the victim had in life, as well as any armor that<br />
is left on the corpse. The new zombie is immune to<br />
all alchemical substances and the spells Calm, Calm<br />
Animal, Charm, Charm Animal, Death, Life,<br />
Paralyze, Shun, Shun Animal, Sleep and Taint Blood.<br />
It will be affected by all undead affecting spells such<br />
as Trap Undead and Sanctuary. The zombie can use<br />
no skills other than base weapon skills: no Critical<br />
Attacks, no spells, no Waylays. It will do damage<br />
based on its weapons only. It cannot cast spells nor<br />
converse. The zombie is healed by numerical spells<br />
with “Chaos” in the incant and is damaged by<br />
numerical spells with “<strong>Fenorra</strong>” in the incant.<br />
Cure Disease<br />
3 F P Instant<br />
This spell will cure a character infected with a<br />
disease.<br />
Cure Wounds<br />
1-9 F P Instant<br />
This spell will restore up to 5-45 points <strong>of</strong> body<br />
damage (increments <strong>of</strong> 5 per level) but never more<br />
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