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Spells and Magic Items

Xp's and Dice
Weapons List

Level 1 Scrolls

1d6

Fireball - (1/K5) 10gp

This spell sends one ball of fire out from the caster to the opponent.

Sanctuary - (1/S5) 50gp

This spell allows the caster to be invisible in form. Caution: Mentally, the caster will still be detected.

Spiritual Hammer - (1/SH5) 100gp

This spell causes a large hammer to appear over the opponents form, swinging down to connect with the head, shoulders or chest depending on the specifications of the caster. Spell can only be casted once per day.

NEW Magical Lockpick - (Reg#1/ML5) 200gps

Opens non-magically locked doors, 60% chance, with an additional +5% every level, up to a max of 95%. If inadvertently used on a magically locked door, this spell informs the caster that the door is magically sealed.

Level 2 Scrolls

1d10

Wall of Fire - (2/wF10) 300gps

This spell causes one creature to be engulfed in searing hot Red and Orange flames.

Wall of Thorns - (2/wt10) 500gps

This spell causes a cyclone of thorns to appear in the designated area. Also any within the cyclone are affected as if they were in a Gust of Wind spell.

Wall of Ice - (2/WI10) 1,000gps

This spell causes a thick wall of ice to form before the caster protecting against flame attacks and weapons. Spell only lasts for 2 rounds or until the fire attacks melt it down to water. Component needed: A vile of Spring-Water to be poured onto the ground or floor.

Wall of Stone - (2/ws10) 1,500gps

This spell creates a cylinder of stone around the opponent, preventing them from attack. Good hindrance spell to allow for escape.

Wall of Iron - (2/WoI10) 2,000gps

This spell allows for a wall of metal to be formed between the caster and the attacker. Component Needed: Iron filings to either be tossed out before the caster or set on the ground directly.

Entangle - (2E10) 2,000gps

This spell causes gut-wrenching pain on recipient. All recipient's attacks drop 50%, all attacks on recipient gain 50%. This spell does not work on ghosts, skeletons, or anything that doesn't have some internal organs.

Level 3 Scrolls

1d15

Battering Ram - (3/BR15) 3,000gps

This spell allows for the caster to create a thick log to swing and connect with the opponent in the place of his choosing. Spell is only good for two attacks per confrontation. Component Needed: A twig, stick or other small piece of wood to be held for the duration of the spell, allowing for the caster to control the log created.

Neutralize Poison - (3/NP15) 3,500gps

Once this spell is casted the individual that suffered from the ailment will then be immune to most poison attacks. Caution: This spell does not work on poisons from plant attacks.

Warding Spell - (3/WS15) 4,000gps

This spell creates a shield against magical attacks. It only lasts for 3 rounds but can be re-casted in the same confrontation.

Silence - (3/S15) 5,000gps

This spell causes the caster to be silent with a radius of five yards around them. This spell can only be used twice a day and lasts for five rounds per casting.

Produce Flame - (3/PF15) 5,500gps

This spell produces a black flame that shoots from the caster's fingers to the opponent. Upon impact the flames surround the specified part of the opponent and then proceed to hinder movement. (if you specified the opponents sword arm then they would not be able to move that arm or weapon for one round). Spell lasts for one round and can be used three times per confrontation. Also can only be used in one fight a day.

Flame Arrow - (3/FA15) 6,000gps

This spell forms an arrow of flame to shoot at the opponent. Depending on the level of the caster, this spell may be used up to three times per confrontation.

Level 4 Scrolls (Mage's Only)

1d20

Lighting Bolt -(4/LB20) 8,000gps

This spell causes a lightning bolt to be called down from the sky and into the body of the opponent. Component Needed: A gray or overcast of clouds and can only be used outdoors.

Fire Ball - (4/FB20) 8,000gps

This spell causes four balls of red-orange fire to shoot from the caster's palms and to the recipient.

Faerie Mist - (4/FM20) 10,000gps

Creates a glowing mist that hinders the vision of any who look upon the caster. Giving attackers a negative of 1d6-10 to hit and giving the mage a plus 1d20 to hit

NEW Lightning Web (Reg# 4/LW20) - 9,000gps Casting Time: 4 Creates a sticky web that surrounds the victim similar to the web spell. Then, it charges with electricity that causes 1d8 damage a level.

NEW Ice Spheres (Reg# 4/IS20) - 12,000gps Components: drop of water Casting Time: 4

Upon casting this spell, the drop of water transforms into a large ball of ice. It can be used to hit one target, for 1d6 of bludgeoning damage per caster level (to 10d6). The ball can also split on impact, causing 1d6 to the impact creature, and 1d4 to those within a 10-foot radius per caster level.

Meteor Storm - (4/MS20) 13,000gps

This spell causes hot rocks to form and speed for the attackers. Three stones are thrown into the swarm of opponents which then grow in size and heat with fire. They split into much smaller fire stones and burn the attackers. Excellent for group assaults hitting up to 6 adversaries. Spell can be casted twice per day. Component needed: Three palm sized stones.

EarthQuake - (4/EQ20) 15,000gps

This spell causes the ground to part and shift under the opponents feet swallowing them. Can be used inside structures if the floor is made of stone.

Defect - (4/D20) 18,500gps

When cast and successful 10-20 on 1d20. Any people who stand against the mage will turn and flee from the battle

Level 5 Scrolls

(Mage and Clerics Only)

2d12

NEW Wound Transference (Reg# H/WT01) - 20,000gps

This spell allows for the transference of damage from one character to the caster. This spell allows the caster to absorb damage done to another character, healing the recipient and transferring the hit points damage to caster

NEW Regeneration (Reg# 5/R25) - 25,000gps Area of effect: 2-6 Characters Casting time: 2 rounds

When this spell is cast, a link is esablished between the caster and the recipent. The caster transfers his hit points to the character until he is at 1 hit point. If the caster does not have enough, this spell is ignored. This spell can be useful if there is a weak person that needs protection.

NEW Super Cure (Reg#H/SC01) - 30,000gps

Receiver of spell must be within ten feet of the caster, and extends ten feet for every five levels. Can be reversed to do the exact opposite. ( 2D12 heal becomes 2D12 damage).

Enchanted Items

Ring of Fire (Reg# FR100) 300 Gps

Immunity against fire attacks

Ring of Life (Reg# RL100) 500 Gps

Auto Rezz's

Forbiddance Ring- (Reg# FR100) 8,000 Gps

Immunity to kidnapping and AA's

Shadow Walk Ring- (Reg# SW100) 9,000Gps

No perception is rolled in Kidnapping's or AA's go straight to the attack

Wizard Eye Medalion- (Reg# WM100) 500Gps

Provides wearer the ability to use spells

Bamboo Staff- (Reg# BS100) 3,000Gps

Lowers spell casting roll by 3

Cloak of Fear- (Reg# CF100) 300Gps

Opponent loses one turn during a match of wearer's choice

Cloak of Immunity- (Reg# CI1000) 5,000Gps

Provides wearer immunity to magic

Crystals

Clear Quartz (+1) (Reg#S/CQ101) Cost: 300Gps

Clear Quartz (+3) (Reg# S/CQ102) Cost: 600Gps

Forms a white shield around the wearer in protection against other magical attacks. Obsidian (+2) (Reg# S/O110) 500 Gps

Absorbs magical energies into the stone when spells are casted upon the wearer or holder of the crystal.

Gold Tiger's Eye (+4) (Reg# S/GTE120) 3,000Gps

Protects the holder of the crystal against higher level magical attacks. A higher level magic user will be able to use these energies against his or her attacker.

Amulets

Amulet of Divination (+1) (Reg#S/AD130) 1,500Gps Plain silver in appearance, it glows a soft white with grayish tones when called upon for transfer into the spirit realm.

Amulet of Prosperity (+2) (Reg#S/AP140) 3,000Gps Pefect for the tavern or shop owner, it draws money to their person as well as their establishment.

Potions

(All are 1 time Use)

Healing ~ 50Gps

Heals any and all wounds and injuries.

Raging Vitality ~ 50Gps

Gives full vitality back to the consumer.

Sweet Dreams ~ 50 Gps

Puts the consumer of the potion to sleep.

Antidote ~ 100Gps

Combats the effects of poisons from plants and animals.

Arrows of Love ~ 100Gps

Strengthens bonds and deepens passions between mates.

KoC Magic Shop

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