Common Battle Magic Spells

These are the basic Spells taught to any character capable of casting spells of that colour. All characters are able to learn the Common spells from two colours of magic. Learning the common spells for additional colours of magic and learning extra battle magic spells is possible once a character reaches rank 20 as explained in the Mid Level rules.

Any suggestions for new Common Battle Magic Spells are gratefully received.

Spell List by Colour

Black

Blue

Brown

Green

Dark Dart 2

Air Wall 5

Bind 3

Detect Magic 1

Dark Blast 3

Mend 1, 3

Magic Missile 1 – 5

Identify 2, 5

Dark Strike 4

Shield of Air 1 – 5

Prot. Earthquake 4, 5

Recall 5

Dark Bolt 5

Sleep 1 – 5

Reform 1, 3

Slip 1, 2

Dark Skin 1 – 5

Walk on Air 2, 4

Stone Form 1 – 5

Spell Craft 3 - 5

Dark Blade 3

Dispel Magic 1 - 5

Dispel Magic 1 - 5

Dispel Magic 1 - 5

Destroy Weapon 3, 5

Dispel Magic 1 - 5

Grey

Red

White

Yellow

Endurance 1 – 5

Fire Skin 1 – 5

Drop 1 – 5

Static Field 1 – 5

Plate Other 5

Fire Dart 2

Ice Javelin 1 – 5

Lightning Dart 2

Plate Self 4

Fire Blast 3

Flash 1, 2

Lightning Blast 3

Proficiency 1 – 5

Fire Strike 4

Mass Flash 5

Lightning Strike 4

Protect Weapon 1

Fire Bolt 5

Light 3

Lightning Bolt 5

Strength 3

Flame Blade 1 – 5

Sunlight 3, 4

Shocking Grasp 1 – 5

Dispel Magic 1 - 5

Dispel Magic 1 - 5

Dispel Magic 1 - 5

Dispel Magic 1 - 5

Spell Descriptions

Dispel Magic 1 - 5

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.

Black

Dark Bolt 2 - 5

Range 20ft

Duration Instant

Extendable? No

Description The caster summons a missile of purest Darkness which flies from his hand, striking his target automatically for the magic damage as listed below.

Level Spell Name Total Damage (Player Life) Locational Damage (Player Life) Monster Hits Inflicted
2 Dark Dart 6 1 2
3 Dark Blast 12 2 4
4 Dark Strike 24 4 8
5 Dark Bolt 48 8 16

The Player Life damage is divided equally per location. A Dark Dart therefore inflicts 1damage to each location and a Dark Bolt 5 inflicts 8 points of damage to each location. A Players magical armour class will reduce the damage to each location. Therefore a magical armour class of 1 would reduce the damage from a Dark Dart to 0 as it would reduce the damage inflicted to each location to 0. A Magical Armour class of 2 would reduce the locational damage of a Dark Bolt 5 to 6 points, reducing the total damage inflicted to 36 (6 damage per location to 6 locations).

After completing the vocals the caster of the spell should point to his target and clearly shout the name of the spell followed by the number of monster hits inflicted. For example having finished the appropriate casting and vocals the character would point at his target and shout “Dark Strike 4, 8 Hits”.

Dark Skin 1 – 5

Range Touch

Duration 15 Minutes

Extendable? Yes

Description The caster summons a cloak of darkness around the target. A Dark Skin provides physical and magical armour class as shown on the table below.

Level Physical Armour Class Magical Armour Class
1 2 1
2 4 2
3 6 3
4 8 4
5 10 5

The Magical armour class provided by a Dark Skin is doubled versus the spells Dark Dart, Dark Blast, Dark Strike and Dark Bolt.

Dark Blade 3

Range Touch

Duration 15 Minutes

Extendable? No

Description The caster calls on the Element of darkness to temporarily enchant a normal bladed weapon so that inflicts magical damage. A Dark Blade may not be cast on a weapon that is empowered or ensorcelled, either permanently or as a result of another spell or invocation. Dark Blade may never be cast on a blunt weapon. A Dark Blade inflicts magical damage as shown below:

Level Magic Damage Inflicted
3 Magic 1

Destroy Weapon 3 and 4

Range Touch (3), 20ft (4)

Duration Permanent

Extendable? No

Description This spell will destroy one weapon (not shield, potion bottle or any other object) targeted by the caster. Destroy weapon will not affect a weapon that is empowered or ensorcelled, either permanently or as a result of a spell or invocation.

A destroyed weapon may not be used unless it is first repaired by an appropriate spell (such as Mend or Reform).

Blue

Air Wall 5

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.

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.

Shield of Air 1 – 5

Range Touch

Duration 15 Minutes

Extendable? Yes

Description Shield of Air summons a swirling cloak of winds around the target. A Shield of Air provides physical and magical armour class as shown on the table below.

Level Physical Armour Class Magical Armour Class
1 2 1
2 4 2
3 6 3
4 8 4
5 10 5

Sleep 1 – 5

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 Afftected Monster Hits affected
1 4 20
2 8 40
3 16 60
4 32 80
5 64 100

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.

Walk on Air 2 and 4

Duration 15 Minutes

Range Touch

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.

Brown

Bind 3

Duration 15 Minutes

Range 20ft

Extendable? No

Description This spell causes the target’s feet to be bound to the floor in such a way that they are unable to move them. As well as restricting the ability to move freely, this has the effect of halving any dexterity the target may have.

If the target has Strength then they may pull out of the Bind at the rate of five seconds for each foot stuck to the floor. Even if the target’s hands, or any other part of their body, is touching the ground only the feet are affected.

It is not uncommon to see undead creatures pulling out of Binds even if they lack strength; this is because the Undead feel no pain and are willing to leave parts of their bodies behind if required.

Magic Missile 1 - 5

Duration Instant

Range Thrown (see below)

Extendable? No

Description This spell conjures a Magical missile of stone in the caster’s hand, which can then be thrown at a target of the casters choice. Note that unlike other magical attacks (Dark Blast, Strike, Bolt etc.) a Magic Missile must be physically thrown at a target. A safe, suitable item, such as a tennis ball, must be used to represent the Magic Missile.

The caster has 30 seconds after conjuring the Missile, before it dissipates. If the Missile strikes a target, then it inflicts the following damage, reduced by both Magical armour class and dexterity:

Level

Player Life Damage

Monster Hits Inflicted

1

6

4

2

12

8

3

18

12

4

24

16

5

30

20

The damage from a Magic Missile is locational to player characters.

After striking the target with the missile the caster of the spell should shout the name of the spell followed by the level and the number of monster hits inflicted. For example having struck hit opponent with the missile the caster would shout “Magic Missile 4, 16 Hits”.

Protection from Earthquake 4 and 5

Duration 15 Minutes

Range Self Only (4), Touch (5)

Extendable? No

Description The recipient of a Protection from Earthquake is immune to the effects of the Brown High Magic Spell Earthquake.

Reform 1 and 3

Duration Permanent

Range Touch (1), 20ft (3)

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.

Stone Form 1 – 5

Duration 15 Minutes

Range Touch

Extendable? Yes

Description The targets skin becomes as hard as stone. A Stone Form provides Physical armour class against Edged and Blunt damage as shown below. Stone Form provides no magical armour class.

Level

Edged Physical A.C.

Blunt Physical A.C.

1

3

1

2

6

2

3

9

3

4

12

4

5

15

5

The Edged Physical armour class also applies against Magic Missile spells although this is the only form of magical protection provided by a Stone Form.

Green

Detect Magic 1

Duration Instant

Range 10ft Radius around caster.

Extendable? No

Description The caster becomes aware of any magical item or effect within 10ft of him. No information about the item or effect is learnt, merely the fact that it is magical.

Identify 2, 5

Duration Variable

Range Special

Extendable? No

Description The caster summons forth Undines of water who will seek out knowledge of a particular magical item and its abilities.

This spell takes 5 minutes to cast, which must be accompanied by a small ceremony. The item being examined must remain with the caster for the duration of the spell. After 5 minutes have passed the undines will have appeared, seen the item in question, and gone to find the answer(s). The undines will return at some point in the future and then the caster will learn something of the objects abilities (Referees Discretion). This will usually be at the next appropriate time out. This spell only works on magical items, mundane and empowered items are not affected.

The level 5 version of the Spell works in the same way but allows the caster to identify up to 5 items at the same time. Each item must be in the casters possession for the duration of the casting.

Recall 5

Duration Instant

Range Self Only.

Extendable? No

Description The caster of Recall may recover five Mana in Spell Slots that have previously been cast that day. The five Mana may be divided up into Spell Slots as the character wishes. For example he may wish to recover two level 1 slots and one level 3 slot or one level 1 slot and one level 4 slot. The character may only regain slots that have already been used that day and are not “out” on a spell still in effect.

Slip 1 and 2

Duration 3 Seconds

Range Touch (1), Range (2)

Extendable? No

Description The caster calls forth the element of water to coat the soles of the targets feet with slippery fluid. The Target must stumble as if they had slipped, good role-playing is compulsory, it takes three seconds for them to regain their balance but they are then free to act normally.

Spell Craft 3 - 5

Duration Varies

Range Varies

Extendable? Varies

Description The Element of Water is strong in the field of Knowledge. The caster of Spell Craft may tap into this knowledge to duplicate any Common Battle Magic Spell (i.e. one on this list) as if it were two levels higher than it actually is. For example the caster could cast a level 3 Spell Craft to duplicate the effects of a Magic Missile level 1 or a level 5 Spell Craft to duplicate a Fire Skin 3. The duplicated spell works exactly as described under its own entry, the only difference would be the caster vocals (which would be for Spell Craft and not the spell duplicated) and the Spell Slot required to cast the spell (which would be the level of the Spell Craft required to duplicate the spell, two levels higher than the effect).

Only the effects of Common Battle Magic Spells from this list may be duplicated using Spell Craft, no other spell or effect may be duplicated.

Grey

Endurance 1 – 5

Duration 15 Minutes

Range Touch

Extendable? No

Description The caster imbues the recipient with the fortitude of steel. This grants temporary life points which may exceed the recipient’s normal maximum as shown below:-

Level

Life Gained

1

4

2

8

3

12

4

16

5

20

Damage is taken from these extra life points first. Temporary life gained from Endurance cannot be cured back and the spell is still in effect until dispelled or 15 minutes have passed. You may only have one Endurance level 1-5 running on you at a time.

Plate Self 4

Plate Other 5

Duration 15 Minutes

Range Self Only (4), Touch (5)

Extendable? No

Description The caster summons forth a magical suit of armour that provides the following physical and magical protection.

Level

Physical A.C.

Magical A.C.

4

8

8

5

8

8

Weapon Proficiency 2 – 5

Duration 15 Minutes

Range Touch

Extendable? No

Description This spell grants the recipient to use a weapon as if they possessed the skill as shown below. The spell grants the knowledge to use a type of weapon (swords, axes etc.) as shown in the basic rules under weapon skills:-

Level

Skill Granted

Base Damage

2

Double Handed Weapon Proficiency

Double

3

Single Handed Weapon Mastery

Double

4

Double Handed Weapon Mastery

Triple

5

Enhanced Single Weapon Mastery

Triple

In order to benefit from a Proficiency spell you must first possess (either naturally or through the use of lower level Proficiency spells) the earlier skills in the table. Enhanced single mastery Proficiency spell for maces will have no effect on someone unless they already possess Single mastery in mace for example.

Protect Weapon 1

Duration 15 Minutes

Range Touch

Extendable? No

Description The caster enchants a weapon with magic. The Destroy Weapon spell and any similar spells or effects that would render the weapon useless cannot affect a protected weapon.

Strength 3

Duration 15 Minutes

Range Touch

Extendable? No

Description This spell grants the character Strength as per the skill. If the recipient currently has Strength, or better, then the spell has no effect.

Red

Fire Dart 2

Fire Blast 3

Fire Strike 4

Fire Bolt 5

Duration Instant

Range 20ft

Extendable? No

Description The caster summons a bolt of burning flame that flies from his hand, striking his target automatically for the magic damage as listed below.

Level

Damage (Player Life)

Damage (Monster Hits)

2

6

2

3

12

4

4

24

8

5

48

16

The Player Life damage is divided equally per location. A Fire Dart therefore inflicts 1 damage to each location and a Fire Bolt 5 inflicts 8 points of damage to each location. A Players magical armour class will reduce the damage to each location. Therefore a magical armour class of 1 would reduce the damage from a Fire Dart to 0 as it would reduce the damage inflicted to each location to 0. A Magical Armour class of 2 would reduce the locational damage of a Fire Bolt 5 to 6 points, reducing the total damage inflicted to 36 (6 damage per location to 6 locations).

After completing the vocals the caster of the spell should point to his target and clearly shout the name of the spell followed by the level and the number of monster hits inflicted. For example having finished the appropriate casting and vocals the character would point at his target and shout “Fire Strike 4, 8 Hits”.

Fire Skin 1 – 5

Duration 15 Minutes

Range Touch

Extendable? Yes

Description The caster summons a cloak of flame around the target. A Fire Skin provides physical and magical armour class as shown on the table below.

Level

Physical A.C.

Magical

A.C.

1

2

1

2

4

2

3

6

3

4

8

4

5

10

5

The Magical armour class provided by a Fire Skin is doubled versus the spells Fire Dart, Fire Blast, Fire Strike and Fire Bolt.

Flame Blade 1 - 5

Duration 15 Minutes or One Hour

Range Touch

Extendable? No

Description The caster calls on the Element of Flame to temporarily enchant a normal bladed weapon so that inflicts magical damage. A Flame Blade may not be cast on a weapon that is empowered or ensorcelled, either permanently or as a result of another spell or invocation. Flame Blade may never be cast on a blunt weapon. A Flame Blade inflicts magical damage for a duration shown below:

Level

Magic Damage

Duration

1

Magic 0

15 Minutes

2

Magic 1

15 Minutes

3

Magic 1

1 Hour

4

Magic 2

15 Minutes

5

Magic 2

1 Hour

Note that a Flame Blade level 1 inflicts no magical damage. It does however make the weapon count as magical, meaning that it cannot be affected by certain spells (such as Destroy Weapon).

White

Drop 1 - 5

Duration Instant

Range 20ft

Extendable? No

Description Causes the targets hand to be briefly coated in ice causing them to drop any weapon (not a shield) currently in their hand. Whether or not a weapon is affected depends on how much damage the wielder is doing. Consult the table below to see the maximum damage to be affected by each level:-

Level

Damage Affected

Shout

1

Single

Drop Single

2

Double

Drop Double

3

Triple

Drop Triple

4

Quad

Drop Quad

5

Quin

Drop Quin

Note that if the target is doing any sort of magic or power damage then a Drop spell will not affect them regardless of level.

Flash 1 and 2

Duration Instant

Range Touch (1), 20ft (2)

Extendable? No

Description A powerful light flashes in front of the victim’s eyes blinding them for 3 seconds. This spell will normally only effect humanoids and other living beings.

Ice Javelin 1 - 5

Duration Instant

Range Thrown (see below)

Extendable? No

Description This spell conjures a Magical Javelin of Ice in the caster’s hand, which can then be thrown at a target of the casters choice. Note that unlike other magical attacks (Dark Blast, Strike, Bolt etc.) an Ice Javelin must be physically thrown at a target. A safe, suitable item, such as a tennis ball, must be used to represent the Ice Javelin.

The caster has 30 seconds after conjuring the Javelin, before it dissipates. If the Javelin strikes a target, then it inflicts the following damage, reduced by both Magical armour class and dexterity:

Level

Player Life Damage

Monster Hits Inflicted

1

6

4

2

12

8

3

18

12

4

24

16

5

30

20

The damage from an Ice Javelin is locational to player characters.

After striking the target with the Javelin the caster of the spell should shout the name of the spell followed by the level and the number of monster hits inflicted. For example having struck hit opponent with the Javelin the caster would shout “Ice Javelin 4, 16 Hits”.

Light 3

Duration 15 Minutes

Range Self Only

Extendable? No

Description This spell conjures a Magical Light in the caster’s hand. This spell may not be used unless the caster has an appropriate Physical Representation for the light (such as a glowing ball) which has been approved by the Referee on the event. The light must remain in the caster hand for it to be effective, should the caster willingly drop the light (it is not an item and may not be fumbled or disarmed) then it will be extinguished and the spell ended.

Mass Flash 5

Duration Instant

Range 20 ft Cone 90 degrees to the casters front

Extendable? No

Description This spell has exactly the same effect as the Flash spell with the exception that the range is increased to affect everyone in a cone 20ft long to the casters front. The caster should indicate the angle of the cone using his outstretched arms at the end of his casting.

Sunlight 3 and 4

Duration Instant

Range Touch (3), 20ft (4)

Extendable? No

Description A powerful light flashes in front of the victim’s eyes blinding them for 3 seconds. This spell will affect most types of Undead as well as all creatures vulnerable to a Flash Spell.

Yellow

Lightning Dart 2

Lightning Blast 3

Lightning Strike 4

Lightning Bolt 5

Duration Instant

Range 20ft

Extendable? No

Description The caster summons a crackling bolt of electricity that flies from his hand, striking his target automatically for the magic damage as listed below.

Level

Damage (Player Life)

Damage (Monster Hits)

2

6

2

3

12

4

4

24

8

5

48

16

The Player Life damage is divided equally per location. A Lightning Dart therefore inflicts 1damage to each location and a Lightning Bolt 5 inflicts 8 points of damage to each location. A Players magical armour class will reduce the damage to each location. Therefore a magical armour class of 1 would reduce the damage from a Lightning Dart to 0 as it would reduce the damage inflicted to each location to 0. A Magical Armour class of 2 would reduce the locational damage of a Lightning Bolt 5 to 6 points, reducing the total damage inflicted to 36 (6 damage per location to 6 locations).

After completing the vocals the caster of the spell should point to his target and clearly shout the name of the spell followed by the level and the number of monster hits inflicted. For example having finished the appropriate casting and vocals the character would point at his target and shout “Lightning Strike 4, 8 Hits”.

Static Field 1 – 5

Duration 15 Minutes

Range Touch

Extendable? Yes

Description The caster summons a cloak of sparks around the target. A Static Field provides physical and magical armour class as shown on the table below.

Level

Physical A.C.

Magical A.C.

1

1

2

2

2

4

3

3

6

4

4

8

5

5

10

Shocking Grasp 1 - 5

Duration Instant

Range Touch

Extendable? No

Description The caster summons enormous energy into his hands that he may release upon a single target with a two handed touch (one handed at level 1). The damage inflicted is shown below.

Level

Total Player Life (per hand)

Monster Hits

1

6 (6)

2

2

12 (6)

4

3

20 (10)

8

4

30 (15)

12

5

48 (24)

20

The targets magical armour class reduces the damage from each hand separately. Dexterity does not reduce the damage taken from a Shocking Grasp.

As the caster releases the spell on his target he should clearly shout the name of the spell followed by the level and the number of monster hits inflicted. For example having finished the appropriate casting and vocals the character would touch his target with both hands and shout “Shocking Grasp 5, 20 Hits”.

Rules Page : Battle Magic : High Magic : Spells Index