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“A mage learns how to cast spells from scrolls as an apprentice, or at a school for enchanters such as the Assembly Academy. What they learn is to read magic and perform gestures and incantations from coded form. Once they've learnt that, it is learnt, like learning to read.  Once you are a good reader, it makes no difference if you have to read a page from the Book of Selador, or a page of scribbled doggerel. You just read out the words. Mages are already ‘good readers’. The trick of power is not in learning more, but getting access to the writings, the scrolls, that hold the secrets.“
From the First Tome of Arcana

General notes on Scrolls
Enchanters cast their spells using scrolls. You cannot equip a magic scroll, you only need have it in your backpack to cast a spell. Once you cast the spell the scroll will disappear. Providing that you have another copy in your backpack (or an appropriate spell book) you can make a new scroll (but be careful not to mix up the order to COPY a scroll and the order to CAST it). There is usually a substantial cost involved, which depends on the scroll type. The number of scrolls per backpack slot is 12 (of the same type).

An alternative method of casting a spell is to use the HANDLE order, in the format ‘H’ ‘200 + the scroll’s backpack slot’, and optionally if it is a targeted spell the target’s ID in the third column. For example to cast a targeted spell from backpack slot 4 at character 1122 the order would be ‘H’ ‘204’ ‘1122’.

The Necromantic equivalent of scrolls are called parchments. Enchanters cannot use Necromancer parchments.
For Scrolls M to Z click here

Absolute Darkness (ABD)
Order to Cast: C 8146 <Target ID>
Order to Copy: X 8146
Copy Cost: 100 GP
When cast at a target in a range of 3 that person will be covered in a sticky cloud of night, unable to see, struggling to move. It is illegal to cast this spell upon an adventurer, but monsters are very much legitimate targets. Some monsters are resistant to this spell, but those who are not find it very debilitating.

Aura of Heroic Stature (AHS)
Code to cast: ‘C 5‘
Code to copy: ‘C 105‘
Copy cost: 50 gp
The aura created by this spell is treated as a magical item and will appear in your backpack. You can then equip it to your defence hand area as a magical effect. It looks like a tiny stone that glows strangely until it is equipped, at which point it becomes a large green nimbus! An Aura of Heroic Stature has an uncertain duration. Each turn there is a 5% possibility it will fade away. An Aura of Heroic Stature can be given to another character for use, but once equipped it cannot be removed, it must be allowed to run its course!

Number (of auras) per backpack slot :1. Effect: Adds +2 to damage score in melee (so a 1-6 damage would become 3-8 damage), and adds +10 to attack score.


Black Mould Poltice (ShBMP) - Shroomancy Spell
Code to cast: 'C 8213' or HANDLE order
Code to copy: ‘X 8213’
Copy cost: 25 gp
This is a 'Shroomancy spell and can only be cast by a 'Shroomancer.  This spell creates a Black Mould Poultice, which is a thick ointment which can be applied to the skin. Once applied it works as a 'smart' healing ointment, healing 5 points of damage if a person is taken down by a potentially killing blow. Only one of these poultices can be applied at any time and they do eventually rub off the skin and need reapplying, but are nevertheless a useful safety measure for those in dangerous situations.

Cloud of Silver Pins (CSP)
Code to cast: ‘C 154‘
Code to copy: ‘C 54‘
Copy cost: 150 gp
When cast you will summon a Cloud of Silver Pins. The cloud is treated like an item of equipment and appears in your backpack. To use as a weapon, especially against werewolves, you need to then equip it to your attack hand. Any attack orders will then cause the cloud to rain down magical silver pins at your target. This spell needs no additional components. The cloud has a 1 in 5 chance of dispersing every time you issue an attack order; it could even disappear immediately! Clouds of Silver Pins, once summoned, cannot be dropped, sold or given away. They have an attack range of 6.

Cold As Ice (CIA) - Cryomancy Spell
Code to cast: ‘C 8467’
Code to copy: ‘X 8467‘ (does not require an original)
Copy cost: 50 gp
This spell can only be used by a specialist Cryomancer.  It causes the caster’s skin to freeze solid and their blood to chill to ice.  However this unnatural state does not harm them while the spell is in effect. Instead, it grants protection against fire and ice attacks and absorbs some normal damage dealt.  The spell usually only lasts a single turn. This spell is classified as a "Cryomancy" spell and as an "Enchantment" spell.

Crazy Feet (CrF)
Code to cast: ‘C 8749 <target id>’
Code to copy: ‘X 8749‘
Copy cost: 50 gp
When cast at a target in the same or an adjacent square, the target is compelled to begin shuffling and dancing on their feet in small, amusing hops and skips. This effect lasts until the end of the turn. This spell is classified as an "Enchantment" Spell.

Dazzle (DAZ)
Code to cast: ‘C 51‘
Code to copy: ‘C 151‘
Copy cost: 75 gp
This spell causes the target to see a blindingly bright light before their eyes, even if they are closed, causing them to be 'dazzled'. The range is 5 squares. Movement, vision and combat abilities are all reduced. This spell was developed by the Royal Guild of Adventurers to assist in the apprehension of Outlaws, and it is illegal to use this spell upon an adventurer who is not an outlaw. Its effects are brief (50% per turn chance to wear off) but can be useful nonetheless. The scroll cannot be copied by non-members of the RGA.

Death By Chocolate (DbC)
Code to cast: ‘C 8743 <target ID>‘
Code to copy: ‘X 8743‘
Copy cost: 100 gp
When cast at a target in the same or an adjacent square, the target is smothered in a thick layer of sweet, sticky suffocating chocolate. The origins of this spell are believed to date back to early brothels, where it was used for pleasure. Later mages quickly worked out that it was a useful offensive spell too. This spell is classified as an "Enchantment" Spell.

Explosive Runes (EXR)
Code to cast: 'C 3990 1'
Code to copy: ‘C 3990 2‘
Copy cost: 75 gp
This will mark the area in which you are standing with an explosive rune. The explosive rune will trigger the next time any enemy of adventurers walks into the square, doing 5-12 damage. Multiple explosive runes can be placed in the same square. Each rune counts as an item on the ground and so is subject to the usual 12 items on the ground limit. Further Runes placed beyond the limit will simply disappear.

It is rumoured that evil versions of this spell exist which explode for adventurers instead of their enemies.

Fae Shield (FSH) - Fae Spell
Code to cast: 'C 8755 <target ID>'
Code to copy: ‘X 8755’
Copy cost: 50 gp
This spell causes a magical barrier of golden light to form over the caster (or upon any target in the same square) which provides some protection from physical attacks which are of a Fae Nature. The barrier does not protect against spells or charms. This spell is classified as a "Fae" Spell.

Fine Spore Cloud (ShFSC) - Shroomancy Spell
Code to cast: 'C 8214 <target ID>' or targetted HANDLE order
Code to copy: ‘X 8214’
Copy cost: 25 gp
This is a 'Shroomancy spell and can only be cast by a 'Shroomancer. When cast at a living target in the same or an adjacent square the spell causes a cloud of fungal spores to swirl about the victim, partially blinding them and confusing them. The effect lasts until the end of the turn.

Fireball (FBL)
Code to cast: 'C' '7159' 'Target'
Code to copy: 'X' '7159'
Copy cost: 100 gp
Fireball 1 will send a devastating fireball at your chosen target. The fireball is a fiery mass of energy which must be aimed at a target within 6 squares range. The fireball also has an area effect of 2, damaging all targets in the same square or an adjacent square.

Fireball 2 (FBL2)
Code to cast: 'C' '8727' 'Target'
Code to copy: 'X' '8727'
Copy cost: 400 gp
As above but more powerful. This spell is classified as an "Energy" spell and a "Pyromancy" spell.

Fire Sprite (FS)
Code to cast: ‘C 3‘
Code to copy: ‘C 103‘
Copy cost: 25 gp
This is one of the basic spells given to all apprentices. When cast you will summon a Fire Sprite. The creature is treated like an item of equipment and appears in your backpack. To use it as a weapon you need to then equip it to your attack hand. Any attack orders will then cause the imp to spit a stream of fire at your target. This spell needs no additional components. Fire sprites have a 1 in 3 chance of returning home every time you issue an attack order, they could even disappear immediately! Fire Sprites, once summoned, cannot be dropped, sold or given away. They are irritatingly loquacious.

Fire Sprites have an attack range of 6, damage 1-6, damage type: Fire.

Freeze (FRZ) - Cryomancy Spell
Code to cast: ‘C 8464’ ‘Target ID’
Code to copy: ‘X 8464‘ (does not require an original)
Copy cost: 50 gp
This spell can only be used by a specialist Cryomancer. When cast it causes a target in the same or an adjacent square to be locked in a block of ice for the remainder of the turn. Unless they are able to break free, or are immune to the spell, the target will not be able to move or perform most actions until the spell wears off. Casting this spell on citizens of Bereny is a serious crime.

Ghastly Cloud of Death (GCD)
Code to cast: ‘C 29 <Target ID>‘
Code to copy: ‘C 129‘
Copy cost: 95 gp
This terrible spell will cause a green and ghastly cloud of death to sweep forth over the target and also an area around the target, causing all within the area to be poisoned and also to take melting damage. While this spell was originally one of Necromantic nature, this version was converted for use with enchanter's magic. The spell is not choosy who it effects. It will hurt friend and enemy alike within range and if you are too close it will harm you. Because its effects are so indiscriminate, using it is a crime against life itself (-5 piety to the user).

Further notes: Damage is 5 to target, 3 to anyone caught in area of effect. The spells range is 6, its radius from point of contact is 4. It is not stopped by walls or obstacles. It inflicts the condition Murk that takes -20 off attack, -10 off normal and mental defences,  -1 vision, and -1 to damage.

Giant Hand (GiHa)
Code to cast: ‘C 8735 <Target ID>‘
Code to copy: ‘X 8735‘
Copy cost: 100 gp
When cast at a target in the same or an adjacent square a giant glowing hand appears and strikes them bodily with the flat of its palm. This spell is classified as an "Energy" Spell.

Gnome Enhancer (GnEn) - Fae Spell
Code to cast: ‘C 8757 <Target ID>‘
Code to copy: ‘X 8757
Copy cost: 50 gp
This spell can be cast upon a gnome in the same square as the caster. The gnome is then much more of a gnome. A much bigger, better, stronger gnome. A Super Gnome. At least, for a brief time until the magic runs out. This spell is classified as an "Fae" Spell.

Greater Fire Ward (GFW)
Code to cast: ‘C 3999 <target ID>‘
Code to copy: ‘C 4000‘
Copy cost: 50 gp
A greater fire ward is a sphere of bright white energy that gives off a thick chilling mist. It protects the person it is cast on from some of the effects of fire, reducing any fire damage done by four points with its cooling glow until the end of the turn. The target character you wish the spell to affect must be the same or adjacent square.

Ice Sprite (IS)
Code to cast: ‘C 6‘
Code to copy: ‘C 106‘
Copy cost: 50 gp
When cast you will summon an Ice Sprite, which is exactly like a Fire Sprite but does cold damage. However they do not fade so quickly (only a 1 in 4 chance per turn), and you'll know when it's close because they will be listed as 'Fading'.

An Ice Sprite has an attack range of 6, Damage: 1-7, Damage type: Cold

Inferno (INF)
Code to cast: ‘C’ ‘8737’ ‘Target’
Code to copy ‘X’ ‘8737’
Copy cost: 200 gp
When cast at a target within line-of-sight and a range of four, flames envelop the opponent in a mighty conflagration.  Anybody else in the same square may also be caught in the pyre. This spell is classified as an "Energy" Spell and a "Pyromancy" Spell.

Inner Peace (INP)
Code to cast: ‘C’ ‘8770’ ‘Target’
Code to copy ‘X’ ‘8770’
Copy cost: 50 gp
When cast at a target in the same square, the recipient of the spell finds themselves relaxed and at one with their own being. The spell is classified as an 'Enchantment' spell.

Invisible Assassin (InA)
Code to cast: 'C' '8745' 'Target'
Code to copy ‘X’ ‘8745’
Copy cost: 500 gp
This dangerous spell can be cast on anybody on the same map within a range of 50. It causes an invisible extradimensional creature to attack them violently and suddenly. This spell requires a Black Opal as an additional component. It is illegal to cast this spell upon citizens of Bereny and forensic mages can sometimes trace the magical residue to identify the caster and deal out swift justice. This spell is classified as an "Summoning" Spell.

Lesser Fire Ward (LFW)
Code to cast: ‘C 3991 <target ID>‘
Code to copy: ‘C 3992‘
Copy cost: 25 gp
Similar to a lesser ice ward (below), a lesser fire ward protects the person it is cast on from some of the effects of fire, reducing any fire damage done by two points with its chilling glow until the end of the turn.

Lesser Ice Ward (LIW)
Code to cast: ‘C 3993 <target ID>‘
Code to copy: ‘C 3994‘
Copy cost: 25 gp
A lesser ice ward is a sphere of faint red energy that gives off a faint chilling mist. It protects the person it is cast on from some of the effects of cold, reducing any cold damage done by two points with its warm glow until the end of the turn.

Lesser Sphere of Protection (LSP)
Code to cast: ‘C 4‘
Code to copy: ‘C 104‘
Copy cost: 25 gp
This is one of the basic spells given to all apprentices. It will create a magical green globe. This sphere is treated as a magical item and will appear in your backpack. You can then equip it to your 'over-body' area as powerful magical armour. Lesser Spheres last a variable amount of time. Every time you are involved in combat they have a 1 in 4 chance of being obliterated. This used to be based on combat rounds, but recent experience suggests that now they only fade out at the end of a turn. They last indefinitely if you are not involved in any combat though. Lesser Spheres can't be dropped, sold or given away.

Number (of spheres) per backpack slot: 1. Defence bonuses: Normal=25, Fire=25, Cold=25, Chemical=25, Magical=25, Mental=25

Lightning Bolt (LiBo)
Code to cast: 'C 8725' 'Target ID'
Code to copy: ‘X 8725‘
Copy cost: 200 gp
When cast at a target within line-of-sight and a range of six a lightning bolt will shoot forth from your hand to strike them. This spell is classified as an "Energy" spell.

Lightning Form (LiFo)
Code to cast: ‘C’ ‘8739’
Code to copy: ‘X’ ‘8739’
Copy cost: 100 gp
This spell causes the power of the storm to surge within the enchanter literally making their body crackle with electricity. For the duration of the turn the caster can try to touch opponents with his electrified hands using the order 'X' '8740' 'Target' if they are in the same square. This spell is classified as an 'Energy' spell and as a 'Lightning' spell.

Little Helpers (LHE)
Code to cast: ‘C 30‘
Code to copy: ‘C 130‘
Copy cost: 50 gp
When cast this spell summons two small shapeless energy beings to fetch and carry for their master. The helpers are independent characters under your control. Although this spell requires no additional components to cast, each Little Helper costs 1 GP per turn 'upkeep’.

Although theoretically liable to ‘fade-out’, Little Helpers very rarely do so and are much more stable than most summonings. They have 10 orders per turn. For more information about Little Helpers, see their entry in the Library.

Local Temporal Acceleration (LTAc) - Chronomancy Spell
Order to Cast: C 8477 <Target>
Range: 2
Order to Copy: X 8477
Copy Cost: 500 GP
This spell can only be used by a specialist Chronomancer. This expensive and unpleasant spell artificially ages the target by ten years. The effects do eventually wear off, but it can take quite some time. Casting this spell on a citizen of Bereny is a serious crime. The target must be in the same or an adjacent square.

Local Temporal Reversal (LTRe) - Chronomancy Spell
Order to Cast: C 8476 <Target>
Range: 2
Order to Copy: X 8476
Copy Cost: 100 GP
This spell can only be used by a specialist Chronomancer. This spell heals damage by the clever method of reversing local time in the areas where the injuries lie, to a point where they did not exist. It can be hard for a layman to get their head around this, but they can't argue with its effectiveness. The target must be in the same or an adjacent square.




For Scrolls M to Z click here
ASSEMBLY LIBRARY
SCROLLS - A to L