This section describes the various spells that can be used by various characters.
Spells may need certain elements. Make sure to read the description of each.
How to use a Spell
Only certain classes may use certain spells. For instance there are designated spells that only a magician may use and some that a learned thief or warrior may use. Each spell has a level or an experience rating that is required before you can use them.
Some of the spells
There are standard spells, but many on Medieval are discovered through adventure or purchase from ancient scribes who collect them. Either way they each must be carefully studied to be resourceful for a party of characters.
Each thread below will list some of the spells by level.
Spell Points:
As magicians cast spells there is a certain amount of mental energy that drains them. To check the impact this has on the ability to continue casting spells something called, "Spell Points" Is allocated to the spell being cast.
You can check the number of Spell points you have in this way:
1 Mind Point = 10 Spell Points
Therefore if you have a Mind of 15 then you have 150 Spell Points.
LEVEL ONE
FIRE
Needed: small stick of wood some ash
Spell points: 10
Regret: user will feel very hot afterward. If casting in an already warm environment may cause the caster to go unconscious
Causes a flame of fire to start either on the wood, to make a fire or large enough to fill a 5 feet area. Fire lasts as long as the element it uses for fuel. So just casting the spell in the air will have a short effect. Casting in a forest may cause a tree to burn and then in turn that tree burns another tree, etc.
WATER
Needed: two small white stones
Spell points: 15
Regret: none
Causes from a jug full to a tub full of water to suddenly appear in any 20' radius the user decides. The water is drinkable.
FREEZE
Needed: a cup of water and peppermint oil
Spell points: 20
Regret: user will feel very cold after use and may need to be nea a fire to wam up after casting. Using a heavy coat may help.
When cast the user will be able to turn any object, live or thing into a frozen solid mass for 10 seconds. This will cause the frozen object to be immovable for the indicated time period. Usually it is used to escape.
FIRE BALL
Needed: a lit torch
Spell points: 15
Regret: none
After casting the spell the user blows a lit torch in the direction he wants a fireball to go. A ball of fire (size of a basketball) then comes out of the lit torch and travels in a straight line for up to 60 feet. The damage can be anything from 1-20
LEVEL TWO
WATER POOL
Needed: two small white stones crushed into a powder
Spell points: 35
Regret: user will feel very thirsty afterward and may even become dehydrated if time is not given to rest and drink water.
When the stone powder is blown into the air a cloud is formed over the user within a few seconds and it immediately rains so hard that water enough to fill a family size swimming pool is formed in about 30 minutes.
DARTS
Needed: none
Spell points: 35
Regret: none
Causes five energy darts to be cast 45 feet in any direction the caster chooses. Each dart causes 1-2 damage. These darts are electrical in their discharge and is better suited against non armored creatures or those clad in metal.
JUMP
Needed: none
Spell points: 30
Regret: none
User can jump in one leap to a distance of up to 100' with a load of no more than 500 lbs. The load must be on user or holding on to user.
LEVEL THREE
HEAL
Needed: Candle wax
Spell points: 50
Regret: User looses 1 HP
Causes 1-8 HP to be restored to any user. A magician cannot cast this spell on himself. Most times magicians use this spell in agreement for 'bodyguard' protection, if their bodyguard were to be injured while protecting the magician then then the bodyguard would be healed.
FIRE DARTS
Needed: none
Spell points: 45
Regret: none
Causes five energy darts to be cast 60 feet in any direction the caster chooses. Each dart causes 1-4+5 damage. These darts are flames in the form of a dart and it makes a small explosion upon impact.
EYE
Needed: none
Spell points: 35
Regret: none
Shows all traps in a 30' radius. This includes both magical and mechanical traps. It does not show ho to disarm it. Usually the area with the trap will glow, warning of danger.
LEVEL FIVE
CHARM
Needed: none
Spell points: 60
Regret: Character has to concentrate or will lose focus
This spell allows the caster to charm any creature within a 20' radius to become friendly towards the caster and do his/her bidding. The level of 'loyalty' expressed by the charmed person or creature is based on the concentration the caster is able to give. This spell only works if the charmed individual is within the 20' area of the caster and lasts for 1 minute x level of caster.
IDENTIFY
Needed: Pearl
Spell points: 20
Regret: user feels tired after casting and must rest a few minutes. Multiple casting can cause sleep.
Once cast upon an item (not living) the caster places his/her hand on the item and then immediately knows the 'history' and purpose of the item. This works for one touch only and not for several items at the same time.
REVERSE DISEASE
Needed: hot ashes, milk
Spell points: 30
Regret: none
The caster is able to cure any creature of any disease, but it is not instant, so although the recovery is made, it will happen within a day or two.