| Magic |
The information on these pages should not be used outside of OOC knowledge. Your character must learn Kerrinne's weaknesses and strengths on his/her own, or I will ignore you. Please do not have your character moding the death of or injuries to Lixand the Cardinal. Few people IC ever actually see the bird with Kerrinne and even fewer can distinguish it from any other cardinal. Further note, if the bird dies Kerrinne dies; and so it requires player consent most assuredly.
As a Sorceress, Kerrinne does not need to memorize spells from a spellbook each time she casts. Furthering her studies and experiences over more than half a century promoted her to Arch-Mage status where she specialized in Air and Fire with sub specialties in counterspelling and general element magic. She learned through her late mentor's adversary how to ravel and unravel illusion spells, but a Master Illusionist would easily fool her and likewise not be fooled by her illusion spells.
Some of these spells have limited casting times/time periods. Some of these spells will wipe Kerrinne's ability to cast any major spells out for up to three days if she is not near one of her source centers (Mage's Tower - BoD Compound, East Tower - House of Ivory, UR Headquarters - Underneath Downtown RhyDin). Her rate of failure in casting spells is quite low, and decreases to almost nil when Lixand, her red cardinal - familiar and avatar, is within a twenty mile radius of her.
Spells:
Level 0 - Acid Splash, Light, Message, Ray of Frost, Ray of Fire, Arcane Mark, Detect Magic, Flare, Open/Close, Read Magic, Detect Poison, Resistance
Level 1 - Cause Fear, Sleep, Charm Person, Comprehend Languages, Disguise Self, Identify, Magic Missile, Shocking Grasp, Burning Hands, Chill Touch, Detect Secret Doors, Endure Elements, Obscuring Mist, Hold Portal, Heal - Minor
Level 2- Alter Self, Darkness, Flaming Sphere, Mirror Image, Pyrotechnics, Fog Cloud, Invisibility, Misdirection, Continual Flame, False Life, Gust of Wind, Locate Object, Protection from Arrows, See Invisibility, Whispering Wind
Level 3 - Displacement, Flame Arrow, Invisibility Sphere, Lightning Bolt, Major Image, Protection from Energy, Secret Page, Sleet Storm, Suggestion, Explosive Runes, Hold Person, Water Breathing, Dispel Magic, Fireball, Haste, Illusory Script, Tongues, Wind Wall
Level 4 - Charm Monster, Dimensional Anchor, Fire Trap, Hallucinatory Terrain, Invisibility - Greater, Remove Curse, Bestow Curse, Detect Scrying, Fear, Ice Storm, Solid Fog, Scrying, Wall of Fire, Dimension Door, Fire Shield, Illusory Wall, Locate Creature, Wall of Ice, Pacify
Level 5 - Cone of Cold, Dominate Person, False Vision, Break Enchantment, Dismissal, Fabricate, Wall of Stone, Transmute Rock to Mud, Mind Fog, Persistent Image, Teleport, Prying Eyes, Heal - Major
Level 6 - Acid Fog, Disintegrate, Move Earth, Suggestion - Mass, Chain Lightning, Control Water, Dispel Magic - Greater, Flesh to Stone, Globe of Invulnerability, Circle of Death, Mislead, Programmed Image, True Seeing, Wall of Iron, Stone to Flesh
Level 7 - Arcane Sight - Greater, Invisibility - Mass, Reverse Gravity, Control Weather, Scrying - Greater, Delayed Blast Fireball, Insanity, Project Image, Spell Turning, Teleport - Greater, Finger of Death, Plane Shift
Level 8 - Charm Monster - Mass, Demand, Maze, Shout - Greater, Temporal Stasis, Incendiary Cloud, Protection from Spells, Screen, Discern Location, Power Word - Stun, Sunburst
Level 9 - Power Word - Kill, Etherealness, Gate, Teleportation Circle, Foresight, Hold Monster - Mass, Time Stop, Dominate Monster, Prismatic Sphere, Shapechange (limited to what shapes she can alter herself to - cannot cast it on others).
Special Spells (no levels assigned):
Evil Eye - This spell is used to bring misfortune or bad luck to the target. (The actual misfortune will be up to the player of the target.) The spell effect remains active for one day. The misfortune will be triggered every time the target does not make a succesful hit in a round. Misfortunes will never be directly responsible for death unless it is patently the right thing to do. May only be removed via a remove curse spell or an Intervention.
1. Minor misfortune: drop something, trip etc.
2. Normal misfortune: drop and break, trip and suffer wound.
3. Notable misfortune: drop and cause others to do likewise, trip and hurt self
or others.
4. Major misfortune: trip and stick sword through stomach etc.
Black Wind - This spell brings forth a dark coloured cloud of air that issues from the mouth of the caster and spreading in a cone. The Wind smells of death and putrid flesh, making all who are in its area of effect subject to wasting disease. This spell has no active period, it must be used immediately as it is cast. It will remain in existence from the effect time to the start of the casters next action. The cloud will have a near impenetrable wind resistance. Can only be cast once per day.
Air Spells:
Blast of Air - A strong wind will emanate around the caster moving away
from them, filling the zone. It will prevent any common missile from passing
through the zone it effects, disperse clouds and hinder movement. Clouds and
other gaseous forms would be dispersed or blown away to the limit of the blast.
Breathe without Air - Target no longer needs to breathe to survive.
Clap of Thunder - The caster brings their hands together in a clap that will have the force and sound of a thunderclap. Anyone within the zone can be deafened for the rest of the fight. Curative magic can fix this. Effects of deafness vary.
Cloud of Gas - A cloud of poisonous gas is created, billowing out from the caster to fill the zone. Anyone within the area of effect that breathes can suffer poison damage. Once the cloud is created it remains where it is for the rest of the battle, unless moved or dispersed by other forces.
Disperse Cloud - The caster must be able to touch the cloud they wish to effect. The target cloud is instantly dispersed in a sudden whoosh of air.
Float - The caster will gain a neutral buoyancy in air, letting them float like they were a balloon. If purchase can be found then they will be able to control their movement and maybe apply their own strength. Given time they will float slowly to the ground. The spell does not provide stability, so any sudden actions could cause the caster to lose balance and position.
Freeze - The caster directs a concentrated shaft of freezing air at a single target.
Implosion - The casters summons to hand what looks like a small crystal ball, which is really a solid vacuum. The ball may be thrown, and at first contact with anything other than air it implodes violently. The target will suffer the most damage, though any in the immediate area of the target can be affected. Further, all in the area of affect are sucked toward the target. Any other cloud in the zone will be removed, no roll required.
Silence - The target becomes silent, no sound will leave the area their body occupies. They may still make noises but they do not leave the immediate area. Anyone directly next to target will still hear noises. Sound will still enter the targets area.
Stench Cloud - Similar to the Cloud of Gas spell but inflicts a coughing and gagging attack that causes all actions to slow. A new test must be made at the start of every action whilst within the cloud, or when first entering the cloud. Cloud may be dispersed by the caster at will.
Stop Air - No air effect will enter the area of the caster. While this spell is active, it creates an invisible barrier that prevents the movement of new air into the vicinity of the caster. New air, wind and gas effects will be unable to affect the target in anyway, existing ones could however continue to operate. Anyone leaving a two foot radius of the caster will loose any protection. Opponents could hide from air effects by moving into contact with such a target. The caster may not create any air effects whilst this spell is active (anything this spell stops, they cannot cast).
Thin Air -The air in the zone surrounding the caster becomes thinner, as if you are at high altitude, making it hard to breathe. Any creature that requires air to breathe will suffer at the start of every round unless they rest. All fire and poison based air attacks are reduced. All wind strengths are dropped a level.
Whisper Wind – Transfers all conversations within a certain radius (depending on casters skill) within earshot range of the caster.
Wind Rush - Makes something/someone moving appear as nothing more than wind to the naked eye.
Wind Cover - Covers noise of movement not allowing the sound to pass beyond its own self. This effect has a time limit based on caster's ability.
Fire Spells:
Burst of Flames - Similar to the FireBall spell except it only does less
damage, effects only a single target, and is thrown rather than fired.
Circle of Fire - A ring of fire 1 meter high will appear around the caster. The fire will inflict damage per round on anything around the caster. This effect extends outward or inward, or both, at the choice of the caster. If outward then all in Close Combat with the caster are unaffected. If inward then all in Close Combat are affected. Can be cast once per three hours.
Cloud of Ash - A swirling cloud of ash will appear around the caster and all near them, causing a negative visibility modifier for any sighting into or through that group. Anyone other than the caster that enters the range may be partially blinded for the rest of the event, unless they keep their eyes shut the entire time. The ash will also clog the throat of air breathers, causing them to choke. After the spell expires the ash will settle to the ground and form a layer some 1 inch thick.
Cloud of Smoke - A swirling cloud of smoke will appear around the caster and all around them, causing a negative visibility modifier for any sighting into or through that group.
Flaming Weapon - The target weapon, which must be 90% metal, must be touched after which it will burst into flames, growing red hot, without inflicting any damage to the weapon or its wielder (at the time of casting). The spell will fail if the weapon leaves the original wielders hands. The weapon will inflict a bonus attack against Elemental Water creatures and a fire based attack equivalant to fireball on all other creatures.
Flash - A burst of light appears from the casters hands, like a flash bulb, directed at a single target. The target will lose one action that round due to the distraction of the flash.
Glow - A small flame will appear at some point on the casters body or any direct extension of it. The flame will provide light equivalent to a torch. It does not have any heat.
Heat - Increases the temperature of the metal object touched, which must be non-living and non-enchanted, by 80 degrees centigrade. Living objects in extended contact with this heat will suffer damage at the start of every round, no protection is provided by your armour if that is what is hot.
Temperature - This creates a non-mobile shell around the target protecting them from natural extremes of temperature (-20 to 60 degrees centigrade). The spell will keep them at an ideal temperature for their race. It has no effect on others, even in the same zone.