Protection from Enchanted Beings
Uses: Unlimited Verbal: 20 words, repeated continuously, stating purpose of spell Material: Focus
This spell is a better form of Protection from Undead. It will protect against conjured and enchanted beings as well as undead. The VC should make it clear that this is more than just a Protection from Undead spell. It functions in all other ways as the Protection from Undead spell does. Also, an NPC that looks enchanted may not be, and it is still the responsibility of the spellcaster to take any and all weapon blows that hit them, even if they are from a creature they believe to be enchanted. See the Chanting Caveat.
Protection from Magic Missiles
Uses: Unlimited, one at a time Verbal: 10 words Material: A sash Active: Lay on back, no weapon in hands.
This spell provides the spellcaster with one point of armor against the spell Magic Missile. The effect may be stacked if the spellcaster has chosen this spell multiple times.
Protection from Melee Weapons
Uses: 3 Verbal: 30 words Material: Sash with some sort of indication that this is a Protection from MeleeWeapon spell. Remove the sash soon after the protection is expended/used.
The spellcaster is protected from a damaging non-spell, non-missile attack, such as a sword, hammer, mace or magic weapon for 1 hit. The spellcaster can choose when to utilize this effect. Also see the Protections Caveat.
Protection from Missile Weapons
Uses: 4 Verbal: 30 words Material: Sash with some sort of indication that this is a Protection from Missile Weapon spell. Remove the sash soon after the protection is expended/used.
The spellcaster is protected from a damaging missile attack, such as an arrow, javelin, boulder, Magic Missile, or Lightning Bolt for one hit. The spellcaster can choose when to utilize this effect. Also see the Protections Caveat.
Protection from Undead
Uses: Unlimited Verbal: 10 words, repeated continuously, stating purpose of spell Material: Focus
This spell protects the spellcaster from being attacked by all undead creatures within his line of sight (in front of him). It will not keep the undead from calmly walking around them to attack others nearby. Undead must stay approximately 5' away from the spellcaster if the spell affects them, but need not retreat if the spellcaster advances upon them. To cast the spell, the spellcaster must hold his spell focus out towards the undead while repeatedly chanting the VC. The VC should make it clear what it is, such as, "Stay back undead. Stay back undead. Stay back undead. Shoo. " This spell will work for aslong as the spellcaster holds out the focus and keeps repeating the VC. The person playing the undead must be able to hear what the spellcaster is saying, so it is up to the spellcaster to clearly and loudly chant their verbal component. The spell also does not take effect until the entire verbal was chanted at least once. While casting this spell, the spellcaster may not attack undead. Also, an NPC that looks undead may not be, and it is still the responsibility of the caster to take any and all weapon blows that hit them, even if they are from a creature they believe to be undead. See the Chanting Caveat.
Purity
Uses: 1 Verbal: 10 words Material: A sash with the verbal written on it.
This spell, upon being cast, makes the spellcaster completely immune to the effects of diseases. A Disenchant cast upon the sash ends the spell. This immunity also ends if the sash if removed.
Raise Dead
Uses: 5 Verbal: 30 words Material: disposable Active: must be within 2 feet of corpse
This spell will raise a dead character, healing all of his injured limbs. There can be no weapons within 10 feet of the spellcaster, or the spell will fail to work. For this purpose, a weapon is considered to be anything with a legal striking surface - swords and arrows are weapons, although bows are not. The player of the character being raised must be present to represent the corpse. No proxy can be used for the corpse.
Regeneration
Uses: 2 Verbal: 30 words Active: Spellcaster must be sitting down on the ground with weapons a minimum of 10-feet away when casting this spell.
Regeneration only works on the spellcaster. When killed, the spellcaster regenerates once, after 200 seconds. If the spellcaster is raised with another spell before the 200 seconds is up, the spell remains unused, and will trigger again the next time the spellcaster dies. This spell ceases to function if the spellcaster is scalped. The spellcaster may only be under the effects of one Regeneration spell at a time. See also the Regeneration Caveat.
Repair Armor
Uses: 5 Material: Focus Active: Hold armor and material component for 15 second count
This spell will repair one location of armor. The AC should simulate physically repairing the armor, such as tapping it with a focus, like a boff-hammer.
Repair Item
Uses: 5 Verbal: 20 words Active: Hold the object to be repaired in both hands.
This spell repairs any one normal object. It cannot be cast upon an item with a special property, such as magic weaponry. It could be cast to repair a shield or sword that has been broken, they are normal objects. It will not repair multiple separate pieces of armor in one casting. The spellcaster may have nothing else in his hands while casting this spell. Armor can be worn while this spell is cast upon it.
Repair Magic Item
Uses: 1 Verbal: 30 words Material: Item to be repaired Active: A quest may be required.
This spell allows the spellcaster to restore a currently backed Realms Magic Item that has been either broken or disenchanted to working order. Potions and other spell components are not subject to repair. If an item has been physically broken of made unsafe, then the item must be physically repaired or replaced with a near duplicate of the item. Note that patching or minor repairs may be acceptable instead of a full prop replacement depending on the situation. Upon informing the MM/EH of their intention to cast this spell, the EH/MM may either present the the caster a quest for the completion of this spell or simply declare the item "repaired", at thier discretion. The spell is wasted if the quest fails or if permission for a repair is outright denied. The spell caster must keep a running log of any items they repair, and the exact date that they repaired the them.
Resist Death
Uses: Unilimited one at a time Verbal: 30 words Material: Sash with some sort of indication that this is a Resist Death spell. Remove the sash soon after the protection is expended/used.
The spellcaster is protected from any damaging attack for 1 hit. The spellcaster can choose when to utilize this effect. The protection may be recharged while the caster is lying on his or her back. Also see the Protection Path Caveat.
Resist Magic
Uses: 5 Verbal: 20 words
This spell prepares a burst of null-magic within the spellcaster. If the spellcaster so desires, he may ignore a single magical effect. This ability can be used at anytime, whether the spellcaster is dead or not. A spellcaster may not be under the effect of more than one Resist Magic spell at the same time. When targeted by a spell or effect against which Resist Magic protects him and the spellcaster wishes to ignore the effect, call, "Resist Magic!" This spell will allow the caster to: treat a blow from a magic weapon as if it were a normal weapon, ignore the effect of any spell when it is first cast, and cross the boundary of a Circle of Protection. The spell ends at the end of the event day, or if the spell Disenchant is cast upon the spellcaster (although the caster can use the Resist Magic to prevent the Disenchant from removing any other spells upon him). This spell cannot be cast on anyone other than the spellcaster, and will only protect the spellcaster, not anything they have or possess.