Spells & Incantations

The listing of the spells that have been used in the current campaign.

Now with Magic back in the fold, this is still relevant but we have turned to the Players Handbook more the spells. Just know the only differences are:

  • Every spell requires a component, a symbol and a spoken word. No exceptions
  • Each spell (minus cantrips) require Mana. So this chart on the page should help
  • Only people with a 13 INT or better can use magic, and if you go over your mana, oh nelly, look out.

 

  • Light

    PHYSICAL:   Sand   SYMBOL:   Illusion   WORD:   valgus   MANA:   0

    One of the few spells that can be cast that does not require mana. This is also another spell that can be cast by non magicians with little to no danger. This will create a ball of light that will hover in the palm of the hand, illuminating 15ft radius, similar to a torch. Hand must be out with sand in it for it to continue to function. No limit on spell, end with dropping the sand.

  • Location

    PHYSICAL:   Sand*   SYMBOL:   Illusion   WORD:   truva   MANA:   2

    * Also requires a pendulum of some sort and a map. The pendulum will drop on the map if found. Higher level casters can have an item or the pendulum be a “guiding” force (takes 1 additional mana).

  • Illumination

    PHYSICAL:   Sand   SYMBOL:   Illusion   WORD:   belysning   MANA:   3

    A light will form and essentially attack shadows and darkness illuminating all areas in a 50-75ft circle. This lasts for 3 rounds, +1 round per 3 levels.

  • Invisibility

    PHYSICAL:   Glow-worm Slime   SYMBOL:   Illusion   WORD:   nividen   MANA:   3

    Player will go invisible for 5 turns +1 turn per level of caster.

  • Confusion

    PHYSICAL:   Sand   SYMBOL:   Charm   WORD:   confunda   MANA:   3

    Confuse an opponent, humanoid, creature for 3 rounds. +1 round per 2 levels of caster.

  • Paralyzation

    PHYSICAL:   Sand   SYMBOL:   Charm   WORD:   lamme   MANA:   5

    A creature or humanoid will be held frozen for 3 rounds, +1 round per 2 levels of the caster.

  • Slow Time

    PHYSICAL:   Dried Mercury   SYMBOL:   Alteration   WORD:   Ophalen   MANA:   6

    Time will is 16x slower for 2 turns, +1 turn per 4 levels.

  • Fire Wall

    PHYSICAL:   Coal Dust   SYMBOL:   Destruction   WORD:   chama   MANA:   7

    A wall of flame forms 180 degrees in front of the caster producing 4d6 damage to anyone in it, 1d6 to anyone 5 feet near it. Lasts for 2 rounds, so people in or around with continue to take damage.

  • Memory Wipe

    PHYSICAL:   Oil   SYMBOL:   Charm   WORD:   vergessen   MANA:   8

    Depending on the amount of oil put on the forehead, this will remove memory from a person. A dab of oil could mean a few hours, using an entire vial could mean brain damage and possible affects to the caster. The victim has to roll for a savings throw to see if it is permanent.

  • Elemental Bane

    PHYSICAL:   Sand or like   SYMBOL:   Destruction   WORD:   turdent   MANA:   5

    An elemental bane, or a line of arcane energy will spill from the casters hand. It can be of fire, ice, lightning, poison or thunder. Each one causes 2d12 of damage, but has a small kick to it. An extra 1d6 of that element damage. Thunder has a DC dex save of 12 that the opponent will be prone the following round.

 

 

The World of Legon