Heal Limb
Uses: Unlimited Verbal: 20 words Active: Spellcaster must be stationary, must touch the target limb.
This spell allows the spellcaster to heal one damaged limb at a time. The spellcaster must recite the VC while touching the recipient’s injured limb. The spellcaster cannot be moving around (e.g. running for his life) while casting this spell, although he may be moving his arms and such (e.g. parrying, so long as he doesn't step backwards).
Heartiness
Uses: unlimited
The spellcaster may lie on the ground and all limb wounds will regenerate after 30 seconds. Additionally, it takes an additional 200 scalping blows to successfully scalp the spellcaster. If scalped for only 200 blows, instead of the full 400, the spellcaster must inform the scalper, "The job is not yet done". This spell grants no additional benefit if learned more than once.
Identify
Uses: 2 Verbal: 30 words
This spell allows the spellcaster to take any one item (not a living/dead creature) to the MM to ask what it is.
Identify Creature
Uses: 5 Verbal: 20 words
When the spellcaster encounters an unknown creature, they may cast this by chanting the verbal while approaching. If the spellcaster can successfully reach visual inspection range, and the creature is not hostile, it must state what race it is. The response is not IC speech by the creature, and it can answer while dead.
Immunity to Poison
Uses: 3 Material: disposable
This spell makes the recipient immune to the next dose of poison that would have otherwise affected his character during the event. When damaged by the next poison attack, whether ingested or delivered by a poisoned weapon, call, "Immunity to Poison!" The recipient must take any mundane damage from a poisoned weapon regardless of whether he is protected from the actual poison. The recipient should be given the material component when the spell is cast, and he should dispose of it when the immunity has been used. The material component of the spell is not stealable or transferable after it is cast. This spell can also be cast as an antidote for any one poison that the recipient has been subjected to, but in this case it will not provide any further protection.
Intervention
Uses: 1 Verbal: Speak to EH Material: A sacrifice may be required Active: A quest may be required
This spell allows the spellcaster to go to the EH and ask a boon from whatever powers his magic. It should be cast in the presence of the EH/MM. It is to be used to request favors such as, "Oh, please, great majestic god/Fire Spirit/Navel Lint, grant me a quest to search for the lost scalp of my overlord, Sir Biff of Bonehead Ridge." This spell comes with no guarantee that the EH won't simply listen to the request and say, "No." This spell cannot create an effect that will last beyond the end of the event, other than for healing purposes. A spellcaster who uses drama and theatrics has a better chance of success, and simple, small requests are also more likely to be granted. Any requests that will unbalance the game will likely be either denied straight out, or assigned an unsolvable quest.
Light
Uses: Unlimited Verbal: 3 syllables Material: Chemical light stick (cyalume) and dark bag Active: Snap and shake the stick
This spell creates light. The spellcaster may use as many light sticks as desired. He must also carry a bag large enough to hold all of the glow sticks he will use and thick enough to prevent any light from escaping. The bag is to be used if he is affected by a Disrupt Light spell. The spellcaster may not give a glow stick to anyone who is going to travel beyond easy talking distance. It is possible for this spell to be disrupted. It is the spellcaster's responsibility to know what the Disrupt Light spell is, how to recognize it, and how to respond to it. It is a First Circle spell. Also refer to the Disruption Caveat.
Lightning Bolt
Uses: 1 prop, unlimited use Verbal: "Lightning Bolt" Material: 1 white boff arrow, no longer than 3'6" and no shorter than 2'6”.
This spell allows the spellcaster to throw a stronger bolt of magic than Magic Missile. The MC for the spell is a golf tube arrow made following the weapon construction rules: The golf tube used must be white or duct-taped white. Lightning bolt props must be no longer than 3'6" and no shorter than 2'6". Lightning bolts can be made from aqua tubes, but must still be covered by white duct-tape. This arrow counts as a hand and a half weapon; and must be thrown, not shot from a bow. The lightning bolt counts as an armor-piercing, magic blow to anything it makes contact with, including with its shaft, until it comes to rest. Once cast, it cannot be cast again until the spellcaster recovers the arrow. The MC is not considered a weapon as far as Raise Dead, Circle of Healing, and similar spells except while the spell is active. The spell Protection from Magic Missile will not protect against a lightning bolt. See the Combat Calls Caveat.
Magic Missile
Uses: Unlimited, while spellcaster has MC handy Verbal: "Magic Missile" Material: 2 beanbags or foam & duct tape blocks, about 3" diameter
When thrown this spell strikes whatever it hits as if it were a magic sword. It will damage every location it hits, until it comes to rest. The beanbag is a physical representation of the magic, and is not really there. After it comes to rest, it cannot be affected, moved, or guarded by anyone other than the spellcaster, and should be ignored. Each bag is considered a hand-and-a-half weapon, and if the spellcaster has one in hand, the other hand must be empty. The MC is not considered a weapon for Raise Dead, Circle of Healing, and similar spells except while the spell is active. The spellcaster may only throw his own bags, and may not pick up those thrown by another spellcaster. See the Combat Calls Caveat.
Missile Weapon Proficiency
Allows the character to use normal missile weapons (bow or javelin).