Mage

Description: Initially a character of this class is among the weakest in Harchaon Hill. A Mage may not wear any armor nor use any shield. They are restricted to using a white sword, dagger, and quarterstaff for combat. A Mage must wear ankle length robes and carry a sack containing the material components of their spells. As they progress through the ranks they gain additional spells and become increasingly powerful. However, they still depend upon fighters to defend them while reading their spells.


Magical Abilities:

Rank 1 - Feign Death - Battle Spell
Length: 15 words - Cost: 1 point
Range: Caster - Duration: Special
Material: None - Area Effected: None
The Mage draws on the power of this spell to slow his heartbeat and breathing. This Spell is memorized and can be cast without reading from a Spell Book. The Mage cannot move or speak or the Spell is broken.

Rank 1 - Mending - Battle Spell
Length: 63 words - Cost: 1 point
Range: Touch - Duration: Permanent
Material: Mending Dust - Area Effected: 1 item
This Spell allows the Mage to bind, restore, and repair any physical material (i.e., weapons, armor, destroyed gates, etc.). A suit of armor is considered a single item, and 20 arrows may be considered a single item. This spell will also mend 1 hit done to a ship during a ship battle. Dispel Magic does not negate the effect of a Mending Spell.

Rank 1 - Light - Adventure Spell
Length: 75 words - Cost: 1 point
Range: Caster - Duration: 30 minutes
Material: Flashlight - Area Effected: 10 foot radius
When cast the light must remain on for a full 30 minutes or the spell must be recast. The light can only be direct down at the ground within a ten-foot radius. A small flashlight should be used, no spotlights.

Rank 2 - Magic Shield - Battle Spell
Length: 125 words - Cost: 1 point
Range: Caster - Duration: 30 active minutes
Material: Yellow 18" round shield - Area Effected: 1 creature
This Spell allows the Mage to use a small shield, which acts as a normal shield. It can be activated and deactivated at will. Dispel Magic will negate the shield and a Mending Spell cannot repair it.

Rank 2 - Magic Ball - Battle Spell
Length: 60 words - Cost: 1 point
Range: Throwing Distance - Duration: Instant
Material: Red/Yellow/Blue Spellball - Area Effected: 1 creature
The Magic Ball does white damage when it is thrown at and hits an opponent. The Magic Ball may be blocked by shields or deflected by weapons.

Rank 2 - Truth Speak - Battle Spell
Length: 38 words - Cost: 1 point
Range: Touch - Duration: 1 question
Material: None - Area Effected: 1 creature
This Spell allows the caster to ask one creature any question. The creature is bound to answer the question completely and truthfully.

Rank 2 - Comprehend Languages - Adventure Spell
Length: 38 words - Cost: 1 point
Range: Caster - Duration: 1 question
Material: Small square of parchment paper - Area Effected: Caster
This spell magically translates any spoken or written language. Though the Mage may understand the language, this spell does not give the caster the ability to speak or write any language. Only the Mage can understand what is heard or read.

Rank 3 - Burning Hands - Battle Spell
Length: 50 words - Cost: 1 point
Range: Touch - Duration: Special
Material: Red gloves - Area Effected: None
This Spell generates a field of fiery energy about the hands, which inflict two White hits per hand. Both of these charges may be expended at once doing Double White damage. The Caster may move normally after casting this Spell. When in effect, no weapons may be held. If the Caster takes a light wound to an arm, the Spell is canceled for that arm. The Spell has no effect on the Caster. If any weapon made of wood is touched, that weapon is considered to be destroyed, unless repaired by a Mending Spell. A red and green ribbon with a tag attached with the words "Destroyed Weapon" tied to it will signify that the weapon is unusable. The Mage may not block, catch, or knock away any weapon, or Spell Ball without consequence. This Spell can be dispelled by Dispel Magic. This spell is not head legal.

Rank 3 - Protection from Lightning - Battle Spell
Length: 100 words - Cost: 1 point
Range: Special - Duration: Special
Material: Blue Cape - Area Effected: Special
This spell allows the Mage to protect himself, others at 5th rank, and objects at 7th, from one lightning or electrical based attack. An object is considered as large as a gate (i.e. gate, siege weapon, weapon), but not as large as an entire ship. This spell does not hinder any of the Mages other magic while in effect. The cape used must be the approximate size of shoulder to shoulder, hang down to no less the middle of the back and be worn around the neck.

Rank 3 - Detect Traps - Adventure Spell
Length: 50 words - Cost: 1 point
Range: Caster - Duration: Instant
Material: Lens - Area Effected: 10 foot radius
This allows the caster to detect any sort of trap within a ten-foot radius around the caster. This does not reveal the nature of the trap, only it's location. The Elder of the event determines the exact information.

Rank 4 - Lightning Bolt - Battle Spell
Length: 75 words - Cost: 1 point
Range: Throwing distance - Duration: Instant
Material: Blue spellball - Area Effected: 1 creature
This Spell calls forth a Bolt of Lightning, which causes Black Damage and automatically destroys shields. A Lightning Bolt that lands in water, without hitting anything else, affects everything in the water up to a three foot radius. To invoke the Spell: "I, [Name] Summon Lightning From the Sky!"

Rank 4 - Hold Portal - Battle Spell
Length: 50 words - Cost: 1 point
Range: Touch - Duration: Permanent
Material: Bright green string - Area Effected: Portal, chest, or closable item
This Spell allows a door, chest, or any other closable item to be sealed magically. Nothing can open the item except the Mage or someone casting a Release Portal Spell. Dispel Magic does not effect it. Only one Hold Portal can be in effect on any one item at a time. The item can be physically destroyed (i.e. battering ram, ballista, fireball, etc.)

Rank 4 - Protection from Ice - Battle Spell
Length: 150 words - Cost: 1 point
Range: Special - Duration: Special
Material: White Cape - Area Effected: Special
This Spell protects the Mage, others at 6th Rank and objects at 8th Rank, from one ice based or frost attack. An object is considered as large as a gate (i.e. gate, siege weapon, weapon), but not as large as an entire ship. The Spell does not hinder any of Mage's other magic. The cape used must be the approximate size of shoulder to shoulder, hang down to no less the middle of the back and be worn around the neck.

Rank 5 - Dispel Magic - Battle Spell
Length: 88 words - Cost: 1 point
Range: Caster - Duration: Instant
Material: Small jar/bottle - Area Effected: 10 foot radius
This Spell allows the Mage to negate most magical effects, which are not permanent in nature, within a 10-foot radius around himself. Dispel Magic invoked at the same time, as another Spell will negate the entering Spell's effect. Example: A Mage invokes a Time Stop or Fireball. The spell is negated by the Dispel Magic before they can take effect.

Rank 5 - Ice Storm - Battle Spell
Length: 125 words - Cost: 1 point
Range: Throwing distance - Duration: 5 minutes
Material: White spellball - Area Effected: 1 creature
This Spell summons a sphere of snow and ice in the Mage's hand. When a creature is hit by an Ice Storm it is frozen in a block of ice for five minutes. Creatures affected by Ice Storm cannot be harmed by any weapon and most Spells. Creatures can be freed by using Dispel Magic, Burning Hands or fireball. Dispel Magic or Burning Hands will safely free an iced creature, but a fireball will cause a mortal wound to the creature. Creatures iced can be physically moved. The invocation for this Spell is: "I [Name] Summon Ice From the North!"

Rank 5 - Release Portal - Battle Spell
Length: 50 words - Cost: 1 point
Range: Touch - Duration: Permanent
Material: Key - Area Effected: Portal, chest, or closable item
This Spell allows the Mage to open a sealed door and/or any closable item. The Spell will destroy normal locks and latches in the process of opening.

Rank 6 - Stone Skin - Battle Spell
Length: 100 words - Cost: 1 point
Range: Caster - Duration: Permanent
Material: Gray Headband w/solid black circle at center - Area Effected: 1 creature
This Spell allows the Mage to take one hit from any Weapon except Green Weapons. Only one Stone Skin can be in effect at any one time. When expended, the Headband must be removed. Stone Skin does work in conjunction with the "Bracers of Defense".

Rank 6 - Feeble Mind - Adventure Spell
Length: 150 words - Cost: 1 point
Range: Throwing distance - Duration: 5 minutes
Material: Plaid spellball - Area Effected: 1 creature
Creatures struck by Feeble Mind become confused and moronic. Only primary spell casters such as Mages, Clerics and Druids are affected. The Elder/Host will determine the exact effectiveness on monsters. Those affected by Feeble Mind cannot think coherently, therefore they cannot cast spells, use items, or fight. When under the influence of Feeble Mind, the victim is unaffected by the spell Truth Speak, or any other mind affecting spell. This spell penetrates all armor and shields. Invocation for this spell is "I [Name] Invoke Feeble Mind."

Rank 7 - Protection from Fire - Battle Spell
Length: 188 words - Cost: 1 point
Range: Special - Duration: Special
Material: Red Cape - Area Effected: Special
This Spell allows the Mage to protect himself, others at 9th Rank, and objects at 11th Rank from one heat or fire based attack. This Spell does not hinder any of the Mage's other magic. An object is considered as large as a gate (i.e. gate, siege weapon, weapon), but not as large as an entire ship. This Spell does not negate the area affect of a Fireball. In other words, only the person with the Red Cape is protected. The cape used must be the approximate size of shoulder to shoulder, hang down to no less the middle of the back and be worn around the neck.

Rank 7 - Growth - Adventure Spell
Length: 250 words - Cost: 1 point
Range: Touch - Duration: 15 minutes
Material: White Headband w/letter "G" at center - Area Effected: 1 Creature
This spell causes any one man-sized creature to grow in size and mass to that of a giant. Any person fighting within 30' of an enlarged creature must get on their knees to show the growth. The spell does not give the creature any added power. The attacks the creature does are normal for that creature.

Rank 8 - Fireball - Battle Spell
Length: 162 words - Cost: 1 point
Range: Throwing distance - Duration: Instant
Material: Red spellball - Area Effected: 3 foot radius
This Spell summons a sphere of burning flame. When an object or creature is hit, the sphere explodes in a 3-foot radius of flame. It will destroy the person or object hit, and mortally wound everyone within the radius. A fireball is a Green Weapon, which means that it penetrates all armor and shields. If a Fireball fully contacts a body of water it will be reduced in effectiveness, but due to its magical nature, it will explode as normal and anyone caught in its radius will take a light wound to each limb. A Fireball thrown into a castle looses its radius effect. The invocation for this Spell is: "I [Name] Summon Fire From the Sun!"

Rank 8 - Charge Item - Battle Spell
Length: 250 words - Cost: 1 point
Range: Touch - Duration: Permanent
Material: None - Area Effected: 1 item
This Spell allows the Mage to channel magical energy to a magic item or Relic. This Spell affects any Relic that has magic points or charges (i.e., Wand of Magic Missiles, Javelin of Lightning, Maelstrom, Arrow of Piercing, etc.). These items are recharged to full capacity.

Rank 8 - Gaseous Form - Adventure Spell
Length: 200 words - Cost: 1 point
Range: Caster/Touch - Duration: 5 minutes
Material: White hood - Area Effected: None
Putting on the White Hood completes this spell. The person is then in Gaseous Form and can't be harmed by physical attack, only fire & lightning can affect him. The person can't speak nor touch anything material for the duration of the spell. The person can't affect the physical world in any way and while in this form, may pass through any small opening, such as cracks in walls, under doors and through key holes. Spells cannot be cast while in the Gaseous Form. At 16th level a Mage can then cast this spell on another person. The recipient must be willing.

Rank 9 - Animate Dead - Adventure Spell
Length: 500 words - Cost: 1 point
Range: Touch - Duration: Special
Material: Black Headband w/white circle at center - Area Effected: 1 creature
This spell allows a Mage to animate any one dead creature making it a personal automation. The animated created will obey the Mage until it is destroyed or is Dispelled. When animated, the creature is returned to its full hits, full armor and full power. It retains all of its abilities and skills but does not have the ability to use them or cast spells. An animated creature will only follow simple commands (i.e. attack that, guard me, or get that wood over there). A Mage must give specific instructions to the animated creature or it will perform the task using its instincts alone. If the caster is struck by Feeble Mind, the creature becomes a frenzied killer attacking anything in its path until destroyed. A Mage can only have one animated creature active at any one time. Spells that affect the intelligence, such as Speak With Dead, Truth Speak and Feeble Mind do not affect the Animated Creature. An undead creature cannot be animated.

Rank 9 - Passwall - Adventure Spell
Length: 250 words - Cost: 1 point
Range: Touch - Duration: 1 minute
Material: Ring - Area Effected: Man-Size opening
The spell opens a temporary passage through a wall or barrier. The casting Mage may close the hole at any time by simply commanding it to do so. No creature can be hurt or trapped if caught in the closing hole, it will be displaced to either side. Any creature larger than man-sized, such as a giant, ogre or a person affected by the Growth spell, cannot pass through the opening.

Rank 9 - Enchant Item - Adventure Spell
Length: 250 words - Cost: 1 point
Range: Touch - Duration: Permanent
Material: Green ribbon/tape - Area Effected: 1 item/weapon
This spell allows the Mage to imbue one weapon/item with Magical Energy. It can be used against creatures that can only be affected by magical weapons. Enchant Item does not increase the damage done by the weapon. It allows the weapon to do damage to those that are not affected by normal weapons. The enchantment can only be dispelled by destroying the weapon. Enchantment does not carry over between events. Enchanted Weapons are signified by green tape/ribbon. A Mage may enchant as may items as they have spell energy points to do so.

Rank 10 - Pouch - Adventure Spell
Length: 500 words - Cost: 2 points
Range: Caster - Duration: Special
Material: Pouch - Area Effected: None
This spell allows the Mage to hold one spell for later use. To hold a spell, the Mage must first cast Pouch and then the chosen spell to be stored (utilizing both Energy Costs). To use, the Mage simply opens the Pouch and instantly invokes the spell. A Mage may only have one spell stored at a time. This spell does not hinder any of the Mages' other Magic.

Rank 10 - Time Stop - Adventure Spell
Length: 500 words - Cost: 2 points
Range: Special Duration: 1 minute
Material: Small hour glass - Area Effected: Special
This powerful spell allows the Mage to slow time until stopped in the area around the Mage. Anyone within hearing distance must freeze in place (the Elder/Host will determine the area affected by the spell). Hearing range is only a representation of the area and a player cannot plug their ears and claim not to be affected. The caster is not affected by Time Stop and can freely move around for the duration. The Mage may not cast or invoke any other spells while using Time Stop. Due to the power of the spell, it can only be cast once a day. If a Dispel Magic is simultaneously cast by another Mage, Time Stop is not in affect within that 10 foot radius. A person under the affect of a Sanctuary is free to move around as long as the Sanctuary is in effect. The invocation line for this spell is "Time Stop". This spell can not be pouched.

Rank 10 - Spell of Shielding - Adventure Spell
Length: 500 words - Cost: 1 point
Range: Touch - Duration: Special
Material: Silver Cape - Area Effected: Special
This spell duplicates the effects of the Brooch of Shielding on the Mage, others at 12 Rank and objects at 14th from one magical effect. An object is considered as large as a gate (i.e. gate, siege weapon, weapon), but not as large as an entire ship. The receiver cannot cast spells or be healed. After absorbing one magical affect, or coming in contact with a Magical Item the spell is canceled. Any active magic (i.e. Stone skin, Prayer Touch, Protection From Fire, etc.) on the receiver of this spell will automatically be dispelled, canceling the Spell of Shielding as well. The cape used must be the approximate size of shoulder to shoulder, hang down to no less the middle of the back and be worn around the neck.