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aware <strong>of</strong> the casting and will be awoken by it if<br />
normally sleeping. This spell cannot be thrown.<br />
Weakness<br />
3 ElF P Indefinite<br />
This spell will curse the victim to do 5 points less<br />
damage with every swing (minimum damage being<br />
zero, <strong>of</strong> course). This spell does not actually reduce a<br />
creature’s strength. It affects all weapon damage in<br />
the same way, whether the weapon is used with one<br />
hand or two hands. This spell lasts until removed<br />
with a Remove Weakness or a Dispel Magic. Multiple<br />
Weakness effects do not stack.<br />
Web<br />
5 ElEdF S 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. The victim may talk<br />
freely, but may not use any game skills requiring use<br />
<strong>of</strong> the arms, including using a weapon or shield,<br />
casting a spell, or activating a globe. The victim may<br />
not walk, run, or be moved in any way. Any item the<br />
victim is holding cannot be dropped. However, since<br />
the effect allows the victim to be searched, anyone<br />
else can choose to physically remove a hand-held<br />
item from the victim simply by “searching” them.<br />
Even a victim with Superhuman Strength cannot<br />
prevent himself from being “searched” in this<br />
manner. This spell does not prevent the victim from<br />
being searched or being given a Killing Blow.<br />
Wither Limb<br />
7 F P Indefinite<br />
This spell causes the target’s limb to become aged<br />
and infirm. The limb may be specified by the caster<br />
(right or left leg or arm). You can have up to four<br />
Wither Limb spells upon you at a time. No weapon<br />
may be wielded by that limb nor may the limb be<br />
used for locomotion or spell casting. If a leg is<br />
withered you must kneel down, you may not hop on<br />
the remaining leg. Only an arm or leg can be thus<br />
withered. Tentacles or similar appendages are<br />
considered arms for this purpose. The head, tongue,<br />
or any other such organ do not count as limbs. A<br />
Dispel Magic will remove all active Wither Limb<br />
spells. If the caster does not specify, or if the spell is<br />
received from a potion or carrier attack, then it is the<br />
target’s choice as to which currently un-withered<br />
limb becomes withered. If all your limbs are<br />
withered, call “got it.”<br />
Manipulation<br />
This ability is a high form <strong>of</strong> Elemental magic. It can<br />
be purchased multiple times. With each purchase 10<br />
points are added into an Elemental pool that the<br />
caster may use at their discretion. This pool will<br />
reset as per daily abilities. This skill also grants the<br />
ability to use Manipulation Scrolls. Manipulation has<br />
a maximum purchase <strong>of</strong> 15. There are five tiers <strong>of</strong><br />
scrolls to use. Below is the breakdown <strong>of</strong> how many<br />
levels <strong>of</strong> Manipulation a player must have to cast the<br />
different tiers <strong>of</strong> scrolls.<br />
TIER AND MANIPULATION LEVEL<br />
REQUIREMENT<br />
Tier Level <strong>of</strong><br />
Manipulation<br />
1 1-3<br />
2 4-6<br />
3 7-9<br />
4 10-12<br />
5 13-15<br />
Manipulation Scrolls must be represented by paper at<br />
least 8 square inches in size. Once a manipulation<br />
scroll is cast from it is destroyed, please tare the tag<br />
and throw it away.<br />
Effects in Manipulation Scrolls cannot be placed in<br />
magic items via normal magic item creation means or<br />
crystals via Crystomancy.<br />
The following is the breakdown <strong>of</strong> Manipulation<br />
Scrolls:<br />
Tier 1<br />
Strength <strong>of</strong> the Mountain<br />
“By the Elements <strong>of</strong> Stone I grant myself the<br />
Strength <strong>of</strong> the Mountain”<br />
This grants the caster +1 “Super Human Strength” for<br />
one hour from casting (see Special abilities section).<br />
This spell lasts until it expires, is dispelled or the<br />
caster reaches their death count.<br />
Buffering Winds<br />
“By the Air Elements I grant myself Buffering<br />
Winds”<br />
This allows the caster to deliver three elemental<br />
Shuns as separate packet attacks. These must be used<br />
immediately after casting.<br />
Breath <strong>of</strong> the Hydra<br />
“By the Fire Elements I call forth the Breath <strong>of</strong> the<br />
Hydra”<br />
This allows the caster to deliver three “20 elemental<br />
fire” packets all must be thrown individually<br />
immediately after casting.<br />
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