Blue Magic

Below you will find a list of all of the Blue Magic Spells currently available. Some of which are available to buy using points of status. Spells marked (Primary Only) may only be chosen by characters whose Primary Guild is the Blue School of Magic.

Spells List

Affinity to Air 9 - 10 (Primary Only) Sleep 1 - 8
Air Wall 6 - 8 Sleep Store 6 - 8
Dispel Magic 1 - 8 Sorcerer's Dispel 9 - 10
Dumbness 1 - 8 Spell Attunement 6 - 8
Embody Air Elemental 8 (Primary Only) Teleport 1 - 8
Master of Winds 9 - 10 Teleport 9 - 10
Mend 1, 3 Thunderclap 7 (Primary Only)
Repulsion 5 (Primary Only - Specialist Spell) Walk on Air 2, 4, 6 - 10 (Primary Only)
Repulsion Store (Primary Only) Whirlwind 6 - 8 (Primary Only)
Shield of Air 1 - 10 Whispering Wind 8 (Primary Only)
Shield of the Hurricane 9 - 10 Wizard's Dispel 6 (Primary Only)

Spell Descriptions

Affinity to Air 9 - 10

Range Self Only

Duration Special

Extendable? N/A

Description The caster binds the element of Air into themselves such that they may far more easily tap into its energies.

At level 9 the Sorcerer with this spell in effect is always considered in element for Blue High Magic Spells.

At level 10 the Sorcerer is considered in element for Active Blue Arcane Spells of level 9.

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Air Wall 5 - 8

Range Self Only

Duration 15 Minutes

Extendable? Yes

Description Air Wall summons a barrier of wind around the target providing armour class against ranged attacks. Air Wall provides physical armour class 20 against physical projectiles (such as arrows and crossbow bolts) and magical armour class 10 versus ranged magical attacks such as Fire Bolts or Magic Missiles.

This armour class only applies against ranged and missile attacks. Armour class is unchanged against all melee and touch attacks. The armour class provided by Air Wall does not stack with the armour class provided by magical skins, physical armour or unarmoured dexterity but it will stack with armoured dexterity.

Airwall 6 - 8 is an extendable version of Airwall 5 and provides no additional benefits if cast at an effective higher level.

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Dispel Magic 1 - 8

Range 20ft

Duration Instantaneous

Extendable? No

Description This spell will remove one magic effect from any one thing. The object must be specified i.e. sword, staff, person etc. It will only take effect if the effective level of the target spell is equal to, or lower than the level of the Dispel Magic. If the particular effect to be removed is of a higher level than the Dispel Magic then the Dispel Magic will fail.

A dispel magic can never be used to dispel another dispel.

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Dumbness 1 - 8

Range 20ft

Duration 15 Minutes

Extendable? No

Description The caster conjures Sylphs of Air to steal the targets voice. The target is completely unable to speak (including casting vocals) for the duration of the spell. Dumbness affects varying ranks of creatures as shown on the table below.

Level Player Ranks Afftected Monster Hits affected
1 2 4
2 4 8
3 8 16
4 16 32
5 32 64
6 64 100
7 128 200
8 256 400

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Embody Air Elemental 8

Range Self Only

Duration 15 Minutes

Extendable? No

Description The caster summons a sylph of Air into his body. The embodied Elemental grants the caster several abilities:

1. The caster is immune to Brown Magic Spells of levels 1 - 5 for the duration of the embodiment.

2. The caster may perform one vocal length Thunderclap, costing a spell slot as normal. Using this vocal length ends the embodiment immediately.

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Master of Winds 9 - 10

Range Self Only

Duration Special

Extendable? N/A

Description Master of Winds allows the caster to hold within his body a number of Level 5 Repulsion Spells and a single Level 7 Thunderclap Spell, which can be released using a suitable command phrase (such as "Winds aid me!"). The maximum amount ofMana held in a Master of Winds is shown below;

Level Mana Stored
9 60
10 90

Master of Winds is a Sorcerer's store as described in the Arcane Magic Rules.

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Mend 1 and 3

Range Touch (1), 20ft (3)

Duration Instantaneous

Extendable? No

Description Causes one normal item (not empowered or ensorcelled) targeted by the spell to be repaired if it was previously destroyed in some way. For example a weapon affected by the Black spell Destroy Weapon could be made usable again by means of this spell.

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Repulsion 5

Range 20 ft

Duration Instant

Extendable? No

Description The caster directs a powerful blast of air towards his target. The target is pushed back 20ft directly away from the caster regardless of their strength; after which they are free to act normally.

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Repulsion Store 6 - 8

Range Self Only

Duration Special

Extendable? N/A

Description This Spell Store allows the caster to hold within his body a number of Level 5 Repulsion Spells. The amount of Repulsion Spells held in a Repulsion store is shown below:

Level Repulsion Spells Stored
6 2
7 4
8 6

Repulsion Store is a Spell Store and follows all of the rules for Spell Stores in the High Magic Rules.

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Shield of Air 1 - 10

Range Touch (1 - 8), Self Only (9 - 10)

Duration 15 Minutes

Extendable? Yes

Description Shield of Air summons a swirling barrier of air to protect the recipient. A Shield of Air provides physical and magical armour class as shown on the table below. A Shield of Air is a magical skin.

Level Physical Armour Class Magical Armour Class
1 2 1
2 4 2
3 6 3
4 8 4
5 10 5
6 12 6
7 14 7
8 16 8
9 18 9
10 20 10

Regardless of the effective level of a Shield of Air 9 or 10 it will always dispel at the level at which it was cast.

Shield of Air 9 and 10 are Active Arcane spells and may be cast on adventures with the appropriate Ceremony.

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Shield of the Hurricane 9 - 10

Range Self Only

Duration Special

Extendable? N/A

Description The caster weaves the howling energies of his a hurricane around him and uses those energies to bolster all Shield of Air that he casts.

At level 9 all Shield of Air spells of levels 1 - 8 cast by the Sorcerer take effect with their duration increased by a factor of four as if they had been cast down in effect by one level (although this is not the case). Thus a Shield of Air 8 cast by the Sorcerer would last for one hour if cast at an effective level of 8. The same skin cast down to a 6 (which would usually last for four hours) would last for 16 Hours due to the Shield of the Hurricane. Furthermore all Shields of Air cast by the Sorcerer dispel at the level at which they were cast and not their effective level. A Shield of Air 8 cast down to a level 5 would required a dispel 8 in order to remove rather than a dispel 5 as would usually be the case. Skins enhanced with a Shield of the Hurricane may not be cast on others at an effective level higher than 5.

At level 10 all Shields of Air of levels 1 - 8 cast by the Sorcerer upon himself will take effect with their duration increased by a factor of four. This increase in duration stacks and is in addition to that provided by Shield of the Hurricane 9.

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Sleep 1 – 8

Range 20ft

Duration 15 Minutes

Extendable? No

Description The caster calls on the Element of air to put his target into a Magical slumber. The higher the level of the spell the more powerful the creature it may affect as shown below:

Level Player Ranks Affected Monster Hits affected
1 4 20
2 8 40
3 16 60
4 32 80
5 64 100
6 128 200
7 256 400
8 512 600

A person who is affected by a Sleep spell must fall to the floor and can do nothing until a single point of damage, or more is received, from any source; or until the Sleep is Dispelled. Sleep will only affect living creatures; it has no effect upon Undead, Elementals or other unnatural beasts that require no natural sleep.

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Sleep Store 6 - 8

Range Self Only

Duration Special

Extendable? N/A

Description This Spell Store allows the caster to hold within his body a number of Sleep Spells up to level 5. The maximum amount of Mana held in a Sleep store is shown below;

Level Mana Stored
6 10
7 20
8 30

Sleep Store is a Spell Store and follows all of the rules for Spell Stores in the High Magic Rules.

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Sorcerer's Dispel 9 - 10

Range Self Only

Duration Special

Extendable? N/A

Description This spell allows the Sorcerer to store a Dispel Magic of level 6 - 8 within their body which can be released at any time to counter a spell which would otherwise affect the Wizard. For example if a character with a Sorcerer's Dispel was targeted by a level 8 Dumbness spell which would prevent them from casting then they could choose to trigger their Sorcerer's Dispel to dispel the Dumbness before it could take effect. The caster must have a consistent trigger phrase to show when they have activated their Sorcerer's Dispel, "I am the master of the Elements - Dispel 8 that Dumbness" for example. The Dispel may also be released to target a spell already in effect as per a normal use of Dispel Magic. Sorcerer's Dispel is not considered a Sorcerer's Store and as such a Sorcerer may have both a Sorcerer's Store and a Sorcerer's Dispel. Sorcerer's Dispel uses one level 9 or 10 spell slot and the spell slot of level 6 - 8 to be stored within it. A Sorcerer may have both a Sorcerer's Dispel 9 and a Sorcerer's Dispel 10 in effect at the same time. These spells are considered out until either the dispel is used or the Sorcerer's Dispel is itself dispelled. Sorcerer's Dispel will remain in effect until the dispel is used or it is dispelled. Unlike most other prepared Arcane Spells Sorcerer's dispel may be recast on events provided that the Sorcerer meets all of the requirements to cast Active Arcane Spells (have a good enough Ceremonial Casting Kit and Ceremony).

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Spell Attunement 6 - 8

Range Self Only

Duration Special

Extendable? N/A

DescriptionThe caster uses his knowledge of his element to reinforce his skill with a particular spell. Casters who are attuned to a particular spell are always considered to be "in element" for that spell.

Spell Attunement is taken as a spell choice from the Learn Spells Levels 6 - 8 Status skill and you must choose a spell to which to be attuned. To attune to a spell of level 7 you must first attune to the level 6 version of that spell if there is one and to attune to a level 8 spell you must attune to the level 7 version. For one status sworn to the Blue School to gain the Learn Spells Levels 6 - 8 skill for example a Primary member of the Blue School may choose to learn Sleep 6, Shield of Air 6 and Sleep Attunement 6. With his next point of status he may choose Sleep 7 Shield of Air 7 and Sleep Attunement 7. He would not be able to learn Shield of Air 7 Attunement until he had learnt Shield of Air 6 Attunement.

Spell Attunement is a spell and the caster will be "out" one slot for each spell that he wishes to be attuned to on a particular adventure. You must always be attuned to the lower level versions of spell before attuning to the higher levels. For example if a Wizard wished to be attuned to Sleep 8 on an adventure then he would begin that adventure "out" a level 8 slot for Sleep Attunement 8. However he would also need to be attuned to Sleep 6 and Sleep 7, so he would actually be "out" one level 6, one level 7 and a level 8. He would then be attuned to Sleep at levels 6, 7 and 8, every time he cast a Sleep 6 - 8 he would count as being "in element", reducing his casting time by 5 minutes. If later in his career the same wizard also wished to attune to Whirlwind 6 and 7 then he would begin his Adventures "out" two level 6 slots, two level 7 slots and a level 8 slot. Spell slots "out" on Spell Attunements cannot be regained by resting or Memonicing unless the Spell Attunement is dispelled first.

Spell Attunement is a spell but it is cast at the Schools Ceremony area before an adventure begins. Spell Attunement will last until the Character returns to the Towers after an Adventure. Spell Attunement cannot be cast on Adventures.

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Teleport 1 - 8

Range Special

Duration Instant

Extendable? N/A

Description This spell will transport the caster instantly. The final destination need not be seen but if it turns out to be solid then anybody transported will sustain heavy damage at the referee's discretion. Note that the caster must always go with the teleport. The maximum distance travelled is as follows:

Level Casting Time Max. Distance Travelled
1 10 Minutes 20ft
2 10 Minutes 40ft
3 10 Minutes 80ft
4 10 Minutes 160ft
5 10 Minutes 320ft
6 15 Minutes 1 Mile
7 15 Minutes 2 Miles
8 15 Minutes 4 Miles

For each extra person or like object teleported, the maximum distance travelled is effectively dropped by one level, cumulatively. Teleport requires a ceremony to be carried out as per the description in the High Level casting document even though it is a battle magic spell. The casting time may be reduced to a minimum of five minutes if the caster is in element at the referee's discretion. Most Waystations on Orin Rakatha are protected. Therefore it is unlikely that an attempt to Teleport into one will be successful.

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Teleport 9 - 10

Range Casting Mat (9), Self Only (10)

Duration Until used (9), Instant (10)

Extendable? N/A

Description At level 9 this spell will cause the next Teleport level 1 - 8 cast by the Sorcerer to open a portal in the area of his casting ceremony. The portal will remain open for one minute and will allow any number of people to pass through it transporting them instantly to a single location chosen by the caster within the range of the Teleport. The caster must by the last person through the portal as it will close behind him. Thus a Sorcerer who casts Teleport level 9 may later that day cast a Teleport level 8 to open a portal to any location within 4 miles which will remain open for one minute allowing any number of people to pass through. It is only possible to pass one way through the portal, from the Sorcerer's location to the destination.

At level 10 this spell will transport the Sorcerer, his casting Ceremony and a number of inanimate objects of a mass equal to a single humanoid corpse back to a prepared location near to the Sorcerer's Tower of residence.

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Thunderclap 7

Range 20 ft long Cone, 90 Degrees to the casters front

Duration Instant

Extendable? No

Description Everyone in a cone 20ft long to the caster's front is thrown backwards 10 feet and then to the floor. Once a person has hit the floor they are free to rise and move normally. The caster should indicate the angle of the cone using his outstretched arms at the end of his casting.

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Walk on Air 2, 4, 6 - 10

Range Touch (2, 4, 7), Self Only (6, 8, 9 and 10)

Duration 15 Minutes (2, 4, 6 - 8), 4 Hours (9), 16 Hours (10)

Extendable? No

Description This spell coats the feet of the recipient with a thin layer of air, specifically providing protection against the spells listed below only:

At Level Two this renders the recipient immune to the Brown Magic spell Bind and the Green Magic Spell Slip.

At Level Four the recipient is immune to the Specialist Brown Magic spell Weld in addition to the immunities provided by the Level 2 version.

At Level Six and Seven this renders the recipient immune to the Brown Magic spells Bind, Weld and Entrapment and the Green Magic Spell Slip.

At Level Eight, Nine and Ten the recipient is immune to the Brown Magic spell Earthquake in addition to the immunities provided by the Level 6 version.

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Whirlwind 6 - 8

Range 20ft

Duration Instant

Extendable? No

Description The target of a Whirlwind should spin around on the spot three times after which they take an undodgeable burst of air which inflicts damage as shown below:

Level Player Life Damage Monster Hits Inflicted
6 30 20
7 40 30
8 50 40

Magical Armour class will reduce the damage taken from a Whirlwind but dexterity armour class will not.

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Whispering Wind 8

Range Special

Duration Special

Extendable? N/A

Description The caster of a Whispering Wind releases a small note onto the winds. As the caster completes the spell they name a person to whom the note is to be delivered. It will be carried by a Sylph to its intended recipient or their Tower if they are within it. The Sylph may take some time to deliver the message depending on distance and other factors. The note can be no bigger than A5 and should be given to the referee at the next battle board after casting. Note that this spell does not guarantee a response to the message. The message will not be delivered if the intended recipient is dead although the caster will be unaware that the spell has failed.

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Wizard's Dispel 6

Range Self Only

Duration Special

Extendable? N/A

Description This spell allows the wizard to store a Dispel Magic level 5 within their body which can be released at any time to counter a spell which would otherwise affect the Wizard. For example if a character with a Wizard's Dispel was targeted by a level 5 Dumbness spell which would prevent them from casting then they could choose to trigger their Wizard's Dispel to dispel the Dumbness before it could take effect. The caster must have a consistent trigger phrase to show when they have activated their Wizard's Dispel, "I am the master of the Elements - Dispel 5 that Dumbness" for example. The Dispel may also be released to target a spell already in effect as per a normal use of Dispel Magic. Wizard's Dispel is not considered a Spell Store and as such a Wizard may have both a Spell Store and a Wizard's Dispel. Wizard's Dispel uses one level 6 spell slot and one level 5 spell slot to be stored within it. These spells are considered out until either the dispel is used or the Wizard's Dispel is itself dispelled. Wizard's Dispel will remain in effect until the dispel is used or it is dispelled. Unlike spell stores Wizard's Dispel may be recast on adventures.

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Spells Index