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Paradise Realms > 2008 Omnibus Project > The Spells: Armor Piercing - Combat Raise Dead



Title: The Spells: Armor Piercing - Combat Raise Dead


Dylan Earon - January 28, 2008 01:50 AM (GMT)
Armor-Piercing Weapon
Uses: 4 Active: Attack with a wielded weapon
Allows the spellcaster to call Armor-Piercing with a weapon he/she is wielding. See the Weapon Enchantments Caveat and the Combat Calls Caveat.

Armored Cloak
Uses: Unlimited, one at a time Verbal: 30 words Material: a piece of garb with obvious runes or mystic symbols Active: lay on back while wearing the garment to cast or recharge
This spell enchants a single piece of garb to provide one call of armor against an attack. It provides one point of armor against the next blow that lands upon the garment. This Armored Cloak cannot be worn in combination with any other form of armor, ever. It can be worn while protected by a Protection from Magic Missile or Resist Magic spell, in which case the wearer can choose to call either protection, saving the other for later. In order to recharge, the wearer must lay flat on his back while reciting the verbal. It can only be worn by the caster, and cannot be cast on the same garment more than once. A specific piece of garb must be chosen for the MC at the beginning of the event, and cannot be changed during the course of the Event without the EH's permission.
For each additional learning above the first, you may select another, separate garment to enchant to share the single point. For instance, if you have taken the spell twice, you may choose to enchant a cloak and a shirt, however it only absorbs one blow on either location (not both). All garments must meet the requirements of the spell, and are all charged / recharged through a single casting of the spell.

Assassin's Blade
Uses: 1 Material: A bladed weapon up to 18" long, made with red duct tape and clearly labeled with both "Event-Stealable and the spellcaster's name.
The spellcaster creates an 18" event-stealable weapon (see In-game items, Searching, and Theft), which will call Armor-Piercing when he/she attacks with it. Anyone may use the dagger, but only the spellcaster may use the combat call. If Disenchant is cast upon the weapon, then it can no longer use its combat call. Both the spellcaster and MM should be informed if this happens. The weapon may be re-enchanted through use of the Repair Magic Item spell. Also see the Combat Calls Caveat.

Banish Conjured Being
Uses: 1 Verbal: 40 words starting with "I banish you to the place from which you came...."
This spell allows the spellcaster to banish a single undead soldier or summoned/conjured NPC from the event site, without knowledge of its true name. The spellcaster must point out to the MM that he possesses this spell when registering his spellbook. To cast the spell, the spellcaster must get the creature's attention and begin the verbal. Once the spell is completed the target is slain and forced from the event site. During the casting the spellcaster is relatively vulnerable to attacks (this spell does not stop the target from attacking while being Banished) and should consider having some form of protection. Creatures cannot be banished from their home plane.

Call the Soul
Uses: 2 Verbal: 30 words Material: An opaque pouch with five stones of roughly equal size, four white and one black.
Allows the spellcaster to possibly find and reattach the soul of a scalped character. When cast, the spellcaster presents the scalped character with the pouch of stones. The scalped character then reaches in and, without looking, takes a stone from the pouch. If the stone is white, the soul is reattached. If the stone is black, nothing happens. This spell must be cast in the presence of the MM.

Circle of Healing
Uses: 1 Verbal: 30 words Material: 10-foot rope Active: Place the rope in a circle, and incant the verbal.
This spells allows the spellcaster to create a Circle of Healing. The spellcaster may charge the circle with Heal Limb, Panacea, or Raise Dead. The creator of the circle must cast the spell that the circle is charged with; this uses up one use of the embedded spell. Until the Circle of Healing is broken, the spellcaster need only stand in the circle, touch the recipient of the healing spell, and recite its verbal component to cast the spell. This does not use up any further castings of the healing spell, and can be done as many times as desired. No one but the spellcaster may use the Circle of Healing in this manner. This circle follows the rules under the Circle Caveat, and is also broken if a weapon crosses the plane of the circle. For this purpose, a weapon is considered to be anything with a legal striking surface; therefore swords and arrows are weapons, although bows and shields are not.

Circle of Protection
Uses: Unlimited, one at a time Verbal: 10 words Material: 30' white rope, or less
This spell creates a barrier that no enchanted being (see the Enchanted Beings Caveat) can physically pass, affect or attack, with the exception of the spellcaster that cast it. In addition, no magic of any kind can pass through the barrier in either direction, again, with the exception of the spellcaster that cast the spell. The spellcaster that cast the circle may pass over the barrier freely, and may cast spells through the barrier at will.
To create the circle, the spellcaster must lay the rope on the ground, with the ends touching. The ends may not be bound in any way, nor may the rope be secured in position.
A single spellcaster with multiple castings, or several different spellcasters can combine their Circle of Protection spells, making a larger one. If multiple spellcasters join their circles together, the result is a larger circle, but no enchanted being (even the spellcasters that created it) may pass in or out of the circle, and no magic of any kind (even from the spellcasters that created it) can pass through the barrier in either direction. Magic can be cast inside the circle as normal, but all the effects remain within the circle.

Combat Raise Dead
Uses: 3 Verbal: 3 words Active: Must touch recipient of spell
This spell allows the caster to instantly raise a character that has been killed. The verbal component must clearly state the effects of the spell. For example, "Rise and fight" is a VC that would make it clear that the individual is being raised.





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