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School of General Magic

The School of General contains spells that manipulate other spells or the ability to cast spells.

Anything that looks like this is a restricted casting that needs requesting from the Character Ref. In addition, your character must be of the minimum rank indicated before they can learn the casting.

Low Level
Level 0 Level 1 Level 2 Level 3 Level 4
Detect Magic Magic Sight Magic Divination Magic Attunement
Dispel Magic 0 Dispel Magic 1 Dispel Magic 2 Dispel Magic 3 Dispel Magic 4
Mass Dispel Magic 0
Extension 0 Extension 1 Extension 2 Extension 3 Extension 4
Spell Prime 0 Spell Prime 1 Spell Prime 2 Spell Prime 3 Spell Prime 4
Mana Gift 1 Mana Gift 2 Mana Gift 4
Spell Gift 0 Spell Gift 1 Spell Gift 2 Spell Gift 3 Spell Gift 4
Mana Lace 4 Mana Lace 8 Mana Lace 12 Mana Lace 16 Mana Lace 20
Steal Mana 4 Steal Mana 8 Steal Mana 12
Spell Weave 0 Spell Weave 1 Spell Weave 2 Spell Weave 3 Spell Weave 4
Magic Pool 0 Magic Pool 1 Magic Pool 2 Magic Pool 3 Magic Pool 4
Spell Immunity 1 Spell Immunity 2
Transcend Armour 1 Transcend Armour 2 Transcend Armour 3 Transcend Armour 4
High Level Rank to learn
Level 5 Level 6 Level 7 Level 8 Level 9 Level 10
15 20 30 40 55 70
Dispel Magic 5 Dispel Magic 6 Dispel Magic 7 Dispel Magic 8 Dispel Magic 9 Dispel Magic 10
Mass Dispel Magic 1 Mass Dispel Magic 2 Mass Dispel Magic 3 Mass Dispel Magic 4 Mass Dispel Magic 5 Mass Dispel Magic 6
Anti Magic Shell 0 Anti Magic Shell 1 Anti Magic Shell 2 Anti Magic Shell 3 Anti Magic Shell 4 Anti Magic Shell 5
Extension 5 Extension 6 Extension 7 Extension 8 Extension 9 Extension 10
Spell Prime 5 Spell Prime 6 Spell Prime 7 Spell Prime 8 Spell Prime 9 Spell Prime 10
Mana Gift 8 Mana Gift 16 Mana Gift 32
Spell Gift 5 Spell Gift 6 Spell Gift 7 Spell Gift 8 Spell Gift 9 Spell Gift 10
Mana Lace 24 Mana Lace 28 Mana Lace 32 Mana Lace 36 Mana Lace 40 Mana Lace 44
Steal Mana 16 Steal Mana 20 Steal Mana 24 Steal Mana 28 Steal Mana 32 Steal Mana 36
Spell Weave 5 Spell Weave 6 Spell Weave 7 Spell Weave 8 Spell Weave 9 Spell Weave 10
Magic Pool 5 Magic Pool 6 Magic Pool 7 Magic Pool 8 Magic Pool 9 Magic Pool 10
Spell Immunity 3 Spell Immunity 4 Spell Immunity 5
Transcend Armour 5 Transcend Armour 6 Transcend Armour 7 Transcend Armour 8 Transcend Armour 9 Transcend Armour 10
Detect Magic

Range: Self
Duration: Instantaneous
Type: Informational
Target: Person
Effect:
The caster will be made aware of all magic items or active spells within 10’, even those that cannot be seen.

Magic Sight

Range: Self
Duration: 15 minutes
Type: Informational
Target: Person
Effect:
The caster will be made aware of all magic items or active spells which he can see.
This is a passive spell. In order to see magic, you must Concentrate and call “Magic Sight”.

If you have both Magic Sight and Power Sight active at the same time, you can tell the difference between what is magical and what is miraculous.

Magic Divination

Range: 20’
Duration: Instantaneous
Type: Informational
Target: Person
Effect:
The caster learns how many spells and of what level and from which School are active on a specified target with 20’. The target can be a person or an object.

Magic Attunement

Range: Touch
Duration: Instantaneous
Type: Informational
Target: Item
Effect:
The caster immediately attunes to a specified magic item the caster is holding/wearing. This saves them having to claim the item for the usual 24 hours.

Dispel Magic <n>

Range: 20’
Duration: Instantaneous
Type: Offensive
Target: Person, Object
Resisted by: -
Effect:
Removes any spell of level <n> or less. This spell can also dispel miracles of 2 levels lower. The caster must decide as the spell is cast whether he is removing a spell or miracle (i.e. Dispel Magic 3 can be cast as Dispel Miracle 1). The caster can nominate a particular spell/miracle, a location or item or just the target character, and in the latter two cases, the highest level spell/miracle targetable by the Dispel will be removed.

Example: “Dispel Magic on that Fire Blade” Cast on a particular spell running on a weapon. If the Dispel Magic is not of sufficient level, it will have no effect.

Example: “Dispel Magic on your body” Cast on a target’s body to remove the highest level magical protection possible by the Dispel Magic.

Example: “Dispel Magic on you” (this is the default if nothing is specified) Cast on a target or any of his carried items to remove the highest level magical protection possible by the Dispel Magic.

Mass Dispel Magic <n>

Range: 20’
Duration: Instantaneous
Type: Offensive
Target: Area (10’ Radius)
Resisted by: -
Prerequisite: Dispel Magic <n>
Effect:
The caster nominates a point (which may be a person, object or anything else equally obvious) and everyone within 10’ is targeted by a Dispel Magic <n>.

Example: “Mass Dispel Magic on all Fire Blades” Cast on a particular spell running on all weapons with 10’ of the target point. If the Dispel Magic is not of sufficient level, it will have no effect.

Example: “Mass Dispel Magic on all bodies” Cast on all target’s bodies with 10’ of the target point to remove the highest level magical protection possible by the Dispel Magic.

Example: “Mass Dispel Magic on all people” (this is the default if nothing is specified) Cast on all target’s or any of their carried items with 10’ of the target point to remove the highest level magical protection possible by the Dispel Magic.

Anti Magic Shell <n>

Range: Self
Duration: 15 minutes
Type:
Target: Person
Effect:
Anti Magic Shell creates a sphere with a radius of 10’ around the caster. Within this radius, all spells of level <n> or less cease to function. Effected spells cast within the area are immediately dispelled, as are instantaneous spells cast into the area. Spells with a duration which enter the shell are temporarily nullified, but start working again once outside the shell.

Note that the Anti Magic Shell effects all spells, including those cast by ‘friendly’ characters.

Extension <n>

Range: Touch
Duration: Variable
Type:
Target: Spell, Miracle
Effect:
Extension <n> increases the duration of a spell/miracle with a base duration of 15 minutes, provided it is cast immediately after the spell/miracle to be effected. Extension <n> increases the duration of a spell/miracle of level <n> to 1 hour. For every level above <n>, the duration is multiplied by 4 (as per the usual rules).

Extension is modified as follows:

  • +0 levels – Spell by same caster
  • +1 level – Spell by different caster
  • +2 levels – Miracle by same caster
  • +3 levels – Miracle by different caster

Note casting a spell/miracle by item, could count as the same or different caster, depending on who activated it (regardless of who created it).

Spell Level 0 1 2 3 4
Extension 0 1hr
Extension 1 4hrs 1hr
Extension 2 16hrs 4hrs 1hr
Extension 3 64hrs 16hrs 4hrs 1hr
Extension 4 256hrs 64hrs 16hrs 4hrs 1hr
.. ..

If the Extension is cancelled/dispelled, then the original spell/miracle reverts to its original duration from the time it was first cast. Hence it may have already expired or have up to 15mins left to run.

If the original spell/miracle is cancelled/dispelled, then the Extension is automatically cancelled.

To extend a Mass spell/miracle you must cast a separate Extension on every character you want extended. You cannot cast one Extension to affect everyone.

Spell Prime <n>

Range: Self
Duration: 15 minutes
Type:
Target: Person
Effect:
Spell Prime <n> allows the caster to pre-cast another spell of level <n> or less so that it is cast when a specified condition is met. The spell to be primed must be cast immediately after the Spell Prime.

Only one Spell Prime can be active on the target at any one time. The Spell Prime will last until its duration expires or the condition is met.

Example: Worried about taking on a Chaos Priest with Weakness miracles, Arctus casts Spell Prime 2 followed by Strength with the condition of “when I’m weak”.

The condition can be fairly general, but cannot specify something that the target isn’t able to sense naturally. A condition should also be third-party visible and reasonably obvious. It also shouldn’t be subjective, e.g. you cannot say “when I’m in touching distance of an enemy”, but you could say “when I touch a person”.

You cannot use in-game mechanics when stating the conditions for Spell Primes e.g. you cannot say “when I’m on 12 life” or “when I’m hit be a Fire Dart 2”, you could though use “when I’m unconscious” or “when I’m burnt”.

When casting a Spell Prime, the spell to be primed must be cast with all associated parameters preset.

Example: Arctus casts Spell Prime 4 followed by Blink 2 (specifying Go through solid objects & Increase distance by 10 paces) with the condition “when I shout ‘Help’”.

You cannot Spell Prime a multicast spell.

You cannot make Permanent Items of Spell prime.

Mana Gift <n>

Range: Self
Duration: 15 minutes
Type: Not stackable
Target: Person
Effect:
Allows the caster to give <n> points of Mana per minute to another person with the following restrictions:

1. The caster cannot have another Mana Gift active.
2. The caster must touch the person, if contact is broken then the Gift ends.
3. The caster cannot go below 0 mana, when reached the Gift ends.
4. The person must not have the opposite Primary school of the caster.
5. If the person has the same Primary school as the caster, the transfer rate is doubled.

Example: Mara, a Fire Mage, can use Mana Gift to transfer 2 points of Mana per minute to another Fire Mage or to transfer 1 point of Mana per minute to an Earth or Air Mage. She cannot transfer Mana to a Water Mage.

6. The person cannot gain more Mana than his normal maximum minus any mana currently active in spells, when reached the Gift ends.

Example: Akkarin has a maximum of 30 Mana, he has cast 5 instant Trip’s (total 5 Mana) and an Ice Blade 1 for 15 minutes (2 Mana). So he currently has 23 Mana. If he was to be the recipient of a Mana Gift he could currently only go up to 28 Mana.

Mana Gift can be extended, but you cannot make permanent items of it.

Spell Gift <n>

Range: Touch
Duration: 15 minutes
Type:
Target: Person
Effect:
Spell Gift <n> allows the caster to pass knowledge of a spell of level <n> or lower to another. For the duration of the spell, the recipient can cast the spell (using his own Mana) as if he had spent Character Points to learn it. However, for the duration of the spell, the giver loses all knowledge of the spell and also all knowledge of spells which require it to be known.

An Elementalist cannot transfer a spell to another Elementalist if the spell comes from his opposing School.

Example: Mara can use Spell Gift 1 to transfer Fire Dart 2 to any character who is not a Water Mage. For 15 minutes, she loses all knowledge of Fire Dart 4, Fire Dart 6 and above (as they require knowledge of Fire Dart 2).

Mara can also use Spell Gift 1 to transfer Earth Merge to any character who is not an Air Mage.

Spell Gift can be cast by ritual, but you cannot gift spells that you only know as rituals. Only instant-cast spells can be gifted.

You cannot Spell Gift Spell Gift.

Mana Lace <n>

Range: 20’
Duration: Instantaneous
Type: Offensive
Target: Person
Resisted by: Power armour
Effect:
The target is drained of <n> points of Mana.

Steal Mana <n>

Range: Touch
Duration: Instantaneous
Type: Offensive
Target: Person
Pre-requisite: Mana Lace <n>
Effect:
The target is drained of <n> points of Mana, the caster gains the drained Mana up to his normal maximum minus any Mana currently active in spells.

Stolen Mana can be meditated, rested, slept etc. back as usual.

Normal/Power Armour does not protect against Steal Mana.

Spell Weave <n>

Range: Touch (weapon)/Self (protection)
Duration: 15 minutes
Type:
Target: Spell
Effect:
Spell Weave allows two spells (one of level <n> and one of level <n> or less) that are usually incompatible to be combined together. Spell Weave can be used to combine:

  • Two weapon spells from different Schools.
  • Two protective spells from different Schools.

When used to combine blade spells with a power effect, the call changes to specify both types followed by the damage. If the caster drops the weapon for more than 30 seconds, the weave unravels and the effect ends.

Example: Magma has proficiency with a 1H sword and no Strength. He casts Spell Weave 3 (lvl 3) to combine Ice Blade 3 (lvl 3) and Blade Sharp 2 (lvl 2). His 1H sword damage call becomes “Sharp 6, Ice 3”. This costs him 11 Mana.

Example: Magma has no armour. He casts Spell Weave 2 (lvl 2) to combine Fire Skin 3 (lvl 2) and Iron Skin 4 (lvl 2), gaining 4 points of Normal protection and 3 points of Power protection. This costs him 9 Mana.

Two spells to be combined must be cast by the same caster with the same vocals as the Spell Weave itself, with no gaps or interruptions.

Spell Weave has the following properties:

  • A single Dispel Magic (or appropriately cast Dispel Miracle) affecting either the Spell Weave or the individual spells composing the weave will dispel everything.

Example: An enemy Mage casts Dispel Magic 2 on Magma’s sword, which removes the Blades Sharp 2 AND the associated Spell Weave 3 and Ice Blade 3.

  • A single Extension (or appropriately cast Extend) on the Spell Weave will extend the Spell Weave AND the individual spells composing the weave.
  • You can downcast a Spell Weave, which downcasts the spells composing the weave appropriately.

Example: Magma downcasts a Spell Weave 3 (lvl 3) on his 1H sword to combine Ice Blade 3 (lvl 3) and Blade Sharp 2 (lvl 2) as a Spell Weave 2 (lvl 2) for 1 hour containing an Ice Blade 2 (lvl 2) and Blade Sharp 1 (lvl 1). His 1H sword damage call becomes “Sharp 5, Ice 2”.

  • The Mana used for a Spell Weave and the individual spells composing the weave cannot be regained while it is in effect.

Example: Magma has 11 Mana tied up in his 1H sword for an hour. During this time this Mana cannot be rested/meditated/slept back.

  • You CANNOT embed a spell weaved spell into an item.
  • You CANNOT use Magic Adepts on a Spell Weave.
Magic Pool <n>

Range: Touch
Duration: 15 minutes
Type:
Target: Person
Effect:
Magic Pool allows two casters to link together to cast spells, up to level <n>. All casters must have Magic Pool cast on them (by themselves, or another) and the lowest level Magic Pool determines the maximum castable spell that can take advantage of the pooled resources.

Magic Pool has the following effects:

  • A member of the pool can cast spells up to level <n> known by any other member of the pool as an instant cast (not by ritual).
  • The Mana for spells can be distributed across all members of the pool. The casting damage a character takes is based on the amount of Mana supplied by each character.
  • Overcasting damage (taken when all members of the pool have no Mana left) is also divided evenly amongst all members of the Pool.

The caster of the spell determines how the costs are divided, but members can refuse to pay the cost. In this case the caster must pay the costs himself and the Magic Pools immediately end.

Example: Albert, a Fire Mage, and Barbarella, a Water Mage, both cast Magic Pool 2 and join hands. Albert can now cast up to level 2 spells known by Barbarella and Barbarella can now cast up to level 2 spells known by Albert.

Albert casts the level 2 Water spell Entangle(R) (known by Barbarella) on an annoying Elven Scout, using 2 of his own Mana and 1 from Barbarella. Albert takes 1 point of casting damage and Barbarella takes 1.

He then follows this up with the level 4 Fire spell Fire Dart 8. As this is above the level of the Magic Pool he must use his own Mana and take the full casting damage.

Meanwhile, Barbarella casts Spell Weave 2/Fire Blade 2/Ice Blade 2 on their own blade.

Eventually both Albert and Barbarella exhaust their Mana reserves, though the fight continues. Barbarella casts the level 2 Fire spell Fire Dart 4. As there is no more Mana available, the spell causes 15 points of damage and the loss of 3 Death Thresholds. As Albert is Human, Barbarella decides that he will lose the 3 Death Thresholds and 10 Life Points and she will lose 5 Life Points. As Albert is a nice Human, he agrees to the cost.

Magic Pool expires before its standard duration if contact is broken by any member of the Pool, a member refuses to pay the costs for a spell cast by another member or if any member falls unconscious or dies.

More than two casters can join together in a Pool by dropping the level by 1 for each additional caster. Each caster in the Pool must touch at least one other member of the pool.

Example: Albert and Barbarella are joined by Cade, an Air mage. Each one casts Magic Pool 2, cast down to Magic Pool 1, to create a Pool with all three of them.

Only the actual caster gains the benefits of the Pool cast spell.

Example: Albert uses Cade’s knowledge of Recall to cast Recall 0 to prepare a Recall point. Cade can never Recall to this point.

You CANNOT use the ‘Touch to Range’ Magic Adept to be within 20’ of the caster(s) rather than touching them.

Spell Immunity <n>

Range: Touch
Duration: 15 minutes
Type:
Target: Person, Object
Effect :
The touched character or object gains immunity to <n> named spells, specified when the Spell Immunity is cast. The immunity affects all levels of the spell.

Example: Zephyra casts Spell Immunity (Water-Ice Dart) on herself and can thus ignore any Ice Dart spell.

Spell Immunity can also defend against miracles by expending 2 spell ‘slots’ (i.e. Spell Immunity 2 can be used to make a target immune to one miracle).

Spell Immunity can only be cast on a person or item. In particular, it cannot be cast on a different spell or miracle thus it cannot be used to defend against Dispel Magic/Miracle as this targets other spells/miracles.

Spell Immunity to a spell/miracle provides immunity to all spells/miracles in the same chain.

Example: Spell Immunity (Water-Ice Dart) gives you immunity to Ice Dart 2, Ice Dart 4, Ice Dart 6, Ice Dart 8, Ice Dart 10 etc.

Example: Spell Immunity (Fire-Flash) gives you immunity to Flash 1, Flash 2 etc.

Example: Spell Immunity (Earth-Grip) gives you immunity to Grip, Double Grip, Triple Grip etc.

Spell Immunity is effective against Mass effects.

Example: Spell Immunity (Chaos-Drain Wounds) gives you immunity to Drain Wounds 4 and Mass Drain Wounds 4.

Spell Immunity does not give you immunity to any spells/miracles which use a spell/miracle you have an immunity to as a prerequisite:

Example: Spell Immunity (Death-Drain Life) gives you immunity to Drain Life 4, Drain Life 8, Drain Life 14, Drain Life 20 etc., it does not give you immunity to Enervate.

Example: Spell Immunity (Water-Command) gives you immunity to Command 1, Command 2, Mass Command 1 etc., it does not give you immunity to Suggestion & Charm.

Spell Immunity only gives you immunity to spells/miracles in the same chain and in the specified list, even if the names of the spells/miracles are the same:

Example: Spell Immunity (Fire-Flash) gives you immunity to Flash from the Fire list, it does not give you immunity to Flash from the Light list.

Spell Immunity provides immunity to spells/miracles. It doesn’t provide immunity to Natural spell-like effects. This includes:

  • a Shadow’s ‘Weakness’.
  • a Ghoul’s ‘Paralysis’.
  • a Vampire’s ‘Charm’.

Spell Immunity will not stop you being effected by a spell that has already been cast on you.

Example: If you are in a Grip, casting Spell Immunity (Earth-Grip) will not release you from it.

Spell Immunity only gives you immunity to spells/miracles that directly target you.

Example: Spell Immunity (Air-Gale) will not stop you being affected by a Gale spell.

Example: Spell Immunity (Death-Repel Life) will not stop you being affected by a Repel Life miracle.

Example: Spell Immunity (Fire-Flaming Hands) will not stop you being affected by a Flaming Hands spell.

Transcend Armour <n>

Range: Touch
Duration: 15 Minutes
Type: -
Target: Person
Effect:
This spell increases the character’s Transcend Armour skill by <n>.