Spells of the Team

This Page will detail the Spell Lists that each character of the team is known to have, and the type of spells they have.  This list will be updated as new spells are learned with each level.  If you have any questions on what these spells do, just let me know and I'll post for information on them.

Ardwinna (Level 4, cast up to Level 8)
  • Fire Law (Firebolt, Fireball, Firewall, Heat Solid)
  • Light Law (Light, Dark, Shock Bolt)
  • Illusion Mastery (Illusion, Phantasm)
  • Guises (Blur, Disguises, Facade, Impersonation)
  • Lofty Bridge (Leaping, Landing, flying, Long Door)
  • Spirit Mastery (Sleep, Charm Kind, Suggestion, Master of Kind)
  • Invisible Ways (Unseen, Invisible)
Allen (Lv 6, Cast up to Level 10)
  • Concussion's Ways (heal hits, frostbite, burns, etc.)
  • Blood Law (stop bleeding)
  • Nature's Guises (Self Cloaking, Light, Shadows)
  • Inner Walls (Heat and Cold Resistance, small bonuses to Resistance Rolls, Maneuver Rolls, and DB)
  • Barrier Law (create walls of darkness, air, water, earth, and ice, and also a barrier pit).
  • Sound's Way (allows basic communication in any language, and also allows for casting of areas of silence centered on a person, useful for stealth operations).
    Deanna (level 6, Cast Up to Level 8)
    • Controlling Songs (Calm Song, Holding Song, Stun Song, Sleep Song, Charm song, Fear and Advanced Calm) NOTE: Must be playing instrument
    • Mind Visions (Seer Presence (made aware of all living things), Mind Store (Keep Mental Image), Seer Analysis, Minor Finding, Thoughts (read surface thoughts), Questioning (must answer single concept question), Mind Typing), Awareness (gain general knowledge of target action; can learn action of 1 enemy and take turn afterward)
    • Future Visions (Intuitions (see next minute based on action), Detect Destiny, Intuitions III (3 mins), Anticipate Attack (+50 DB to any attack), Intuitions V (5 mins), Dream I, Anticipation 1, Divination (Make prediction on item/person/place)
    • Sense Control (Distraction (-30), Numbing (Numb Limb), Blur Vision, Minor Sense, Control Audio Attack, Audio Control, Fumble, Vision Control)
    • Attack Avoidance (Turn Missle, Turn Blade, Shield, Deflect (-100 to one missile), Bladeturn (-50), Aim Unture (1 automatic miss)
    • Entertaining Ways (From Artifact): (Be showsperson, do magic tricks, keep people entraced with her to limit their actions (Enthrall))
    • Item Lore (From Artifact): (Item Assessment, Detect Power, Origins)
    • Lores (From Artifact): (Learn Language, Recall Memory, Mind Lore (Mind-Read Target on one topic))
    • Sound Control (From Artifact): (Quiet Self, Ruin Hearing of Others, Create Sudden Noise (to Stun) create cracks via sound)
    • Sound Projection (From Artifact): (Amplifies voice, allows ability to use spells to hit 2 targets at same time, allows ability to hit all within 10 foot range with a song spell)

    Ronald (Level 6, Cast Up To Level 10)
    • Surface Ways (Heal (1D10, 3D10 and 5D10); Frost/Burn Relief, Awake (Cure Sleep)
    • Bone Ways (Fix Bones, Fractures, Skull Breaks)
    • Muscle Ways (Repair torn muscles, tendons)
    • Blood Ways (Spells restore HP Loss per round)
    • Organ Ways (Eye, Ear Repair)
    • Repulsions (Repel Undead (V, IX, XIII, Remove Curse)
    • Creations (Create Food, Water, Herb Enhancement (Double Power of Herbs), Start Fire)
    • Barrier Law (Light, Water, Wood, Earth, Icewalls; Barrier Pit (500 cubic feet)
    • Detection Mastery (Detect Any Magic, Life, Curse, Traps, Invisible
    • Starlights (Star Bolts)
    Ronald can use the Joining Spell to restore lost limbs and can bring people back from the dead. Also has Staff of Firebolts.

    Walter (Level 6, Cast Up to Level 6)
    • Living Changes (Enlarge Self, Shrink Self, Change Kind)
    • Senses (Sly Ear, Nightvision, Far Vision)
    • Hiding (Blur, Unseen, Invisibility)
    • Rapid Ways (Run, Speed, Haste)
    • Lofty Bridge (Leap, Land, Flying)
    • TBA (Still Need to Figure Out)