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The Fire Spell List is up with at least three spells. For those of you that use magic, please send me your spells in a PM, I need to create words of Magic for them, and then I'll put them under the appropriate spell list. It's all just for reference.
Illusion Spell List


**Spectral Chains: Summons spectral chains to hinder movement of a would-be pursuer. However, they generally can't keep someone still - only slow an advance.

**Evanescence: Warps light in order to make an object, or person temporarily invisible. The larger the target, the more energy is taken from the user.

**Light Shield: Creates a quick outward flash of light around an object or person, blinding any would-be attacker before their approach.

**Illusory Cage: Creates a cage of ethereal light around someone or something. If someone were to attempt to move through the cage, they suffer a mental assault.

Change Sound: This spell allows the caster to alter the sound waves in the atmosphere. Generally this spell does not drain the caster from much energy, but the negative side effects can be felt when amplifying the sound waves louder. The caster can also choose what the target hears, be it bells ringing, children crying, thunder booming, or even the lyrical chords of a harp.

Disguise Voice: Similar to Change Sound, this spell allows the caster to mask their voice of only known people that they have met. Due to its simple goal, the spell does not drain any significant amount of energy.

Legend
**Created by Providence
Physical Spell List


♠♠Ward of Warning: {Alakal du Kohruma}: Caster will notice if someone passed into the warded area or disturb the ward in general.

♠♠Ward of Inconspicuousness: {Alakal du Supíhé}: Warded area will be hidden or difficult to notice. Will (hopefully) cause people to just not notice the warded area. Depends on how powerfull and how skillfully executed the ward is. With a weaker one, people would still notice if they stumbled into it by mistake (say if it is placed around a camp and someone walks into it by chance). A more powerfull one would likely disorient the passer to walk another way. Example: doors that are there but noone thinks about or really notices. Fey-homes that people just don't reach are a pretty powerfull variety.

♠♠Ward Barrier: {Kohruma}: The ward will be difficult to penetrate. Most efficiently used on doors as something of a magical lock. Might require password or similar. Would require a great deal of power, probably more than one spellcaster, to put over a larger area (like a forcefield).

♠♠Ward against _____: {Karsí Kohruma}: Wards mostly used against something specific, evil magic, undead, fire elementals, your annoying neighbour, whatever. Better to use on areas than Ward Barrier and hurts what tries to pass it. Specifying a ward requires great knowledge about what you are keeping out. Could hurt anyone, including caster, if badly implemented. I imagine these taking some time to put together any varying in strength depending on that too. You can place much more powerful wards on say, your home where you can work on them constantly than on a camp that you soon move from.

♠♠Spellweave: {Dukoma Sïrhili}: A spell to weave over yourself or someone you're trying to protect. Not practical to do during a fight, to easy to loose concentration, though it doesn't take as long time as a ward. Not really a force field, so will probably protect against magic and missiles better than direct strikes. Makes target harder to hit, dampens strength of incoming attacks and makes target more resistant to magic. Would vary in effectiveness depending on the skill and power with which it was cast.

♠♠Trace Magic: {Izlema du Sïrhilan}: Tracing magic is hard to do for casters that have not practiced long in the magic field, over time, casters become sensitive to magic present. Casting the tracing magic spell will allow the user to detect magic present, or magic that once was present. Only powerful, or dark magic is detectable in an area after an extended period of time, it leaves behind an imprint in the atmosphere.

♦♦Force Barrier: {Kuvvet Duva}: A barrier that is erected, and from the control of the caster, it can force anything out of the way. The larger the object, the more energy required. It also serves as a protective barrier that encompasses the caster and selected others.

♦♦Mend Flesh Wounds: {Kirík cïlt ïyileşmék}: Upon casting the spell, the energy from the caster is felt almost immediately if the flesh wounds cover a large portion on the body. Healing wounds of any type is particularly exhausting upon any caster, so keep in mind when casting this spell.

♦♦Repair Muscle Damage: { }: This spell, a sister spell of Mend Flesh Wounds, is an advanced version of the healing spell. This spell focuses on muscle damage, meaning that your muscles will heal, but if the skin is broken and you are bleeding, there will be no healing of those wounds.

Legend
♠♠ - Created by Tzarima
♦♦ - Created by MacabreFox
Water Spell List


Water: {Su} This is the magic word for Water.

Water Orb: {Su Kürei} Allows the caster to conjure an orb of water from present moisture in the atmosphere. Attempting to create an orb of water in arid places will drain the caster of significant energy. If casting this spell in areas with heavy rainfall, i.e, a tropical forest, near large bodies of water (lakes, rivers, oceans etc.) will be far less taxing on the caster due to the amount of moisture readily available in the air.

Boil Water: {Su Kaynatín} This spell brings water to a boil by increasing the temperature. Particularly useful for those mages that are too lazy to cook for themselves. The larger the amount of water needed to boil, the more energy is required.

Cool/Chill: {Soğuk} Lowering the temperature on items can be useful. If one suffers from burns, this spell can serve as an effective healing spell, as it will cool the heat from the burn, and reduce pain. Not only is this a beneficial healing spell; this spell can be used for keeping produce, meats, and other food items fresher by lowering the core temperature.
Fire Spell List

Fire: {Duva} When cast, an orb of fire appears in the casters hand, it can then be directed to whatever use needed, i.e, lighting a campfire or burning your enemies face off.
**Note: Duva is also the magic word for Fire.

Fire Ball: {Kimse Duva} A ball of flames is projected from the casters hand, or staff. Where ever it lands, it will surely catch fire.

Wall of Flames: {Duva Aelavero} The Wall of Flames when cast, provides a magical barrier of fire to protect the caster. The larger the barrier is, the more energy will be consumed, so a barrier of twenty feet in diameter would be very taxing on an adept mage. Keeping it closer to home, around five feet would be less strenuous.
Tzarima, if you want to put the Map up on the Reference Sheet that would be splendid. And of course I'll help you! Send me a PM and I'll do my best (:
I'm excited to read your post about Zal! He's got a violent fighting style.
Rtron said
How many bandits are around the hostages?

There are 12 bandits total.
Providence said
I'll probably wait to make my introductory post till most people are upstairs/inside. At that point, I'll make a post about some of what was happening upstairs concerning her - and help out a little with your entrance considering she's got some magic people wouldn't really know the source of if there was a distraction like a giant beast coming up the stairs. I've got a good idea of how to structure my post so it makes sense. =P


All of our characters are located in the main room of the bar (Zal and Tathein are in the stairwell to the cellar behind Elrithian who is standing in that doorway, but they will come out of there once Elrithian moves). The hostages too are in the main room, so there shouldn't be anything going on upstairs.

I'd appreciate if you didn't use any magic until after you are released. The focus of the roleplay right now is that Elrithian was tasked with distracting the bandits in some way. I'd rather you not steal his thunder. I'm not saying you can't use your magic, I'm just asking for you to hold off on that.
Captain and Nightwing, since both of you are starting outside the inn, have you thought about collabing your introduction? The only road that goes through Ugparth heads to Kvechuk and ends at Grovett Pass?
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