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For Scrolls A to L click here

Mage's Amnesia (MAM)
Code to cast: ‘C 3997 <target ID>‘
Code to copy: ‘C 3998‘
Copy cost: 300 gp
The target of this spell will quickly become forgetful and have great difficulty concentrating on memorised detail. The upshot being that they cannot cast and spells or copy any parchments for the duration of the turn if the order required is a 'C' order. The range of the spell is 7 squares (even through walls).

Magic Lantern (MAL)
Code to cast: ‘C 38‘
Code to copy: ‘C 138‘
Copy cost: 40 gp
This spell will summon a Magic Lantern, a glowing lantern of magic light that hangs over the head of the caster for a short period. While the Magic Lantern is active, the caster gains +2 to vision, while losing -10 to Normal and Magical defences. The Magic Lantern is powered by the trapped essence of a tiny fairy, which is summoned upon casting and forms the energy base for the sorcerous light. Only one magic lantern can be in effect at any one time for a single character. The lantern has a 50% chance of fading per turn.

Magic Portal (MP)
Code to cast: ‘C 2‘
Code to copy: ‘C 102‘
Copy cost: 25 gp
This is one of the basic spells given to all apprentices. When cast you will be magically teleported, in theory to a random location. In practise, since the creation of Safe Haven, this is where you will end up (unless using the spell outside the Kingdom of Bereny).

For more information about the legendary extradimensional space known as Safe Haven see its entry in the Library. A side-effect of the transfer to Safe Haven is that you are healed 5 points if needed. To reverse the spell use the order ‘C 202‘; this will take you back where you came from. IMPORTANT WARNING: Never attempt to use any other form of teleport magic (especially recasting Magic Portal) in Safe Haven.

Mark Teleport Area (MTA)
Code to cast: ‘C 13‘
Code to copy: ‘C 113‘
Copy cost: 10 gp
When cast the location in which you are standing is marked magically exactly as if you had used a teleport home scroll there... but without actually moving you anywhere. The advantage of this is that if you then use a Re-Teleport scroll at a later stage you will be taken back to the place marked with this spell. However, any use of other teleport magic in the meantime will erase this spells mark and replace it.

Massive Musculature (MaMu)
Code to cast: 'C' '8753' 'Target'
Code to copy: 'X' '8753'
Copy cost: 100 gp
When cast at a target in the same square, the target finds their strength and power growing as their muscular development cranks up a notch and bulging muscles appear where they did not previously exist. This effect lasts until the end of the turn. This spell is classified as an "Enchantment" Spell.

Maverick’s Fury (MaFu)
Code to cast: 'C' '8768' 'Target'
Code to copy: 'X' '8768'
Copy cost: 200 gp
When cast at a target within line-of-sight and a range of six, ice & fire rain down upon the opponent in a powerful display of magical force. This spell requires 1x Turquoise as an additional component. This spell is classified as an "Energy" Spell.

Memory Lock (MLK)
Code to cast: ‘C 4010 1‘
Code to copy: ‘C 4010 2‘
Copy cost: 150 gp
This spell was formulated to protect the caster from the effects of the 'Mage’s Amnesia' spell. For at least the duration of the turn, possibly much longer, the mage is completely protected from the effects of Mage’s Amnesia.

Monster Summoning 1 (MS1)
Code to cast: ‘C 1‘
Code to copy: ‘C 101‘
Copy cost: 25 gp
This is one of the basic spells given to all apprentices. When cast a weak monster is summoned, which is under your control (you write orders for it). Magically summoned creatures are weak and are prone to ‘fade-out’ after anything from a few seconds to a few turns. If you are unlucky they could  fade out right away. This spell requires no additional components.

A summoned creature has a very small visible area so it must stay close to its summoner or it will be virtually blind. It is typically a goblin, demi-goblin or ogre youth, and has between 4 and 6 orders per turn. It usually comes with its own weapons if appropriate, although these may need to be equipped.

Monster Summoning 2 (MS2)
Code to cast: ‘C 41‘
Code to copy: ‘C 141‘
Copy cost: 75 gp
When cast, this spell causes a monster to appear, which is under your control. All the comments on MS1 above apply, but the monster is generally a bit tougher.

Monster Summoning 3 (MS3)
Code to cast: ‘C 42‘
Code to copy: ‘C 142‘
Copy cost: 150 gp
When cast, this spell causes a monster to appear, which is under your control. All the comments on MS1 above apply, but the monster is tougher.

Monster Summoning 4 (MS4)
MS4 must exist but no copy is presently known to The Assembly.

Monster Summoning 5 (MS5)
Code to cast: ‘X 5778‘
Code to copy: ‘X 5778 1‘
Copy cost: 1250 gp
When cast, this spell causes a monster to appear, which is under your control. All the comments on MS1 above apply, but the monster is considerably tougher, and in particular MS5 monsters are always immune to at least one type of damage. Typical summonings include a Yeti (immune to cold), Salt Animate (immune to alchemy) or Guardian Spirit (immune to magic). Significantly though an MS5 monster is no more persistent than an MS1 monster and is just as likely to disappear almost immediately.

Muscular Compaction (MUC)
Code to cast: 'C' '8751' 'Target ID'
Code to copy: ‘X 8751‘
Copy cost: 50 gp
When cast at a target in the same or an adjacent square, the target is crippled by severe muscular cramps throughout their body. This effect lasts until the end of the turn. This spell is classified as an "Enchantment" Spell.

Mushrooms of Madness (ShMoM) - Shroomancy Spell
Code to cast: 'C 8215 <target ID>' or targetted HANDLE order
Code to copy: ‘X 8215’
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 tiny particles of hallucinogenic mushroom to fill the air around them. The result is that for the rest of the turn the victim suffers debilitating visions and sensory confusion.

Nature’s Breath (NAB) - Fae Spell
Code to cast: ‘C 8760 <target ID>’
Code to copy: ‘X 8760‘
Copy cost: 200 gp
This spell can be cast upon any fae character and it will briefly give them direct access to the channels of nature's energy which surround the world. This heals the fae and any other fae in the same square as them. This spell is classified as an "Fae" Spell. The fae target must be in the same or an adjacent square.

Pandemonium (PAN)
Code to cast: ‘C 3995 1‘
Code to copy: ‘C 3995 2‘
Copy cost: 200 gp
The spell opens a minor gate to another dimension using a safe "temporary" dimensional seal. The dimension to which it is linked is so alien that all living things other than the caster within 3 squares radius are affected by confusion for the duration of the turn. The spell sometimes has a side effect of summoning small free-willed fae creatures into the area which are aligned the same as their master and some times join in combat on their master's behalf. Other times they simply giggle, as per their nature.

Parallel Blast (MBL)
Code to cast: ‘X 531‘  ‘Target ID’
Code to copy: ‘C 121‘
Copy cost: 120 gp
This is a potent destructive spell for use against an individual target. The spell is not guaranteed to hit since each target has a resistance to magic determined by their Intelligence and Willpower scores. If it does hit it will deal a lot of damage. The spell’s power is tapped from the rift between worlds, where energies swirl and gather. Its range is 5 squares (own square +4) and it does a mixture of Magical and Fire damage.

Paralysis (PAR)
Code to cast: 'C 140 <Target ID>'
Code to copy: ‘C 140‘
Copy cost: 120 gp
This spell causes an intense cramping to infect the muscles of the target, reducing their ability to move dramatically for the duration of the turn it is cast. The target must be within 4 square range for this spell to work.

Precognition (PRE) - Chronomancy Spell
Order to Cast: C 8474
Order to Copy: X 8474
Copy Cost: 100 gp
This spell can only be used by a specialist Chronomancer. When cast it allows you to peer through the chronal pathways at possible outcomes in the very near future. This means you are better able to see your potential surroundings and better protected against the dangers therein. It appears to grant +4 Vision for the duration of the spell, which is a couple of turns.

Radiant Sphere of Protection (RSP)
Order to Cast: ‘X’ ‘5777’ ‘1’
Order to Copy: ‘X’ ‘5777’ ‘2’
Copy Cost: 1000 gp
A Radiant Sphere of Protection 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. Radiant Spheres last a variable amount of time based on combat rounds and their dazzling auras increase the vision of the wielder. Radiant Spheres can't be dropped, sold or given away. Radiant Sphere is classified as a "Ward" spell.

Although powerful, in the opinion of The Assembly this spells massive casting cost outweighs its usefulness.

Reconstitution (REC)
Incantation to cast: 'C 7888 <Target ID>'
Incantation to copy: ‘X 7888’
Copy cost: 25 gp
The target must be in the same or an adjacent square.The spell has been specifically designed to return a character who has been affected by the DeConstituted condition to full health.  It has a secondary effect of offering some healing when cast as well.

Remove Radiation (RAD)
Code to cast: 'C 3304 <Target ID>'
Code to copy: ‘X 3304‘
Copy cost: 25 gp
When cast this spell will reduce the level of magical radiation that the target has absorbed. The range of the spell is 2, which means the spell can only be cast upon somebody in the same, or an adjacent square as yourself.

Repel Fungoids (ShReF) - Shroomancy Spell
Code to cast: 'C 8216’ or HANDLE order
Code to copy: ‘X 8216’
Copy cost: 25 gp
This is a 'Shroomancy spell and can only be cast by a 'Shroomancer. This spell affects any fungal creatures in the same or any adjacent square, causing them to be blasted with a physical wave of energy drawn from the web of life. This damages the creatures in the area of effect.

Second Wind (SW)
Code to cast: ‘C 54‘  ‘Target ID’
Code to copy: ‘C 154‘
Copy cost: 250 gp
The spell gives the target a 'second wind', a period of time where their maximum health is 10 points higher than usual, and heals them 10 points as well. However, at the end of the spell the extra health disappears immediately, possibly leading to death if the temporary health was all that was keeping the target alive.

As well as the normal copying cost, CASTING this spell costs gold. The cost is 10 GPs if the target is in the same or an adjacent square, or 100 GPs for anywhere else in Bereny. The Second Wind lasts between 1 and 4 turns.

Slipstream (SL)
Code to cast: ‘C 53 <Target ID>’
Code to copy: ‘C 153‘
Copy cost: 150 gp
The target for this spell must be in the same or an adjacent square. For the duration of the turn ONLY the affected target will be able to walk through NORMAL walls, as long as they concentrate very hard (use a special order, normal move orders will not have the necessary effect.) However, the strain of this is great. Every time the special order is used the 'streamer' will take 3 points of damage. Once a character is 'streaming' the order 'X 1965 <direction code>' is used to move, with the direction codes being the same as those used in the normal move order. While 'streaming' normal movement effects, like hostility attacks, do not function.

Stepping Stones (SST)
Code to cast: ‘C 3996 1’
Code to copy: ‘C 3996 2‘
Copy cost: 150 gp
This spell causes a warping of reality on a localised and minor level. The effect of this is that for every square the enchanter moves for the duration of the turn, they will in fact move two squares in that direction. However, this additional movement does use the appropriate additional move points and is subject to all the rules of normal movement.

Strength Drain (SDR)  
Code to cast: ‘C 9‘  ‘Target ID’
Code to copy: ‘C 109‘
Copy cost: 25 gp
This spell is exclusive to members of the IGW. It  needs to be targeted at a character within a three square range. When cast it drains physical strength from the target, reducing their effective strength score by 5 and also stealing 4 points of damage from every blow they strike… possibly even causing them to be unable to deal damage at all, even if they hit.

Summon Frost Creature (SFr) - Cryomancy Spell
Code to cast: ‘C 8466’
Code to copy: ‘X 8466’ (does not require an original)
Copy cost: 50 gp
This spell can only be used by a specialist Cryomancer. When cast it will summon a creature from the extradimensional plane of ice to serve you for a short time. This spell is classified as a "Cryomancy" spell and as a "Summoning" spell.

A typical summoning is a Frost Giant, with 10 orders, STR 17, 29 Health and a giant-sized axe, and it even seems less inclined to ‘fade-out’ than the product of a Monster Summoning spell.

Summon Stone Animate (SSA)
Code to cast: ‘C 17‘
Code to copy: ‘C 117‘
Copy cost: 200 gp    
This special Assembly spell is only available at Assembly guildhalls, at a cost of 200 gp (use the order ‘L 7‘).
It summons a Stone Animate, a powerful summoned servant. This animate is free as long as it lives. Each time it moves there is a chance its magic will run out, but this chance is much lower than that of other summoned creatures, so it should stay alive much longer on average.

Summon Sword of Fire (SSF)
Code to cast: ‘C 19‘
Code to copy: ‘C 119‘
Copy cost: 50 gp
When cast, the scroll causes a powerful magic sword to appear in the caster’s backpack. That sword can then be given to another character or used by the caster. Although it has a limited lifespan, while it exists the sword can deal powerful 'fire' damage.

Number (of swords) per backpack slot: 3. Damage: 3-9 plus wielders natural damage. Damage Type: Fire. Range: Own Square +1 Radius.

Synaptic Intellect Enhancer (SIE)
Code to cast: ‘C 23’
Code to copy: ‘C 123‘
Copy cost: 800 gp
Another spell developed by Solas of the IGW. This spell acts directly on the brain of the caster. When used, the spell causes an increase in mental capacity and IQ (a permanent +1 gain to intelligence). This spell has not been fully tested for side effects when used on very high intelligence individuals, but thus far no ill effects have been noted.

Teleport to Icehaunt (TTI)
Code to cast: ‘C 27‘
Code to copy: ‘C 127‘
Copy cost: 40 gp
This spell immediately teleports the character to the Icehaunt dungeon courtyard. It is also possible to use this scroll to make a magic charm that will teleport another character to the Icehaunt dungeon courtyard. To do so use the order "C 227". Using the scroll for this purpose also uses up 100 gp that are consumed by the magic. The charm must then be handed to the character who can trigger it using the order "X 1658". Once used, the charm disappears. Using the Charm DOES NOT set a teleport flag for re-teleport use.

Teleport to Mirrormane (TTM)
Code to cast: ‘C 7‘
Code to copy: ‘C 107‘
Copy cost: 40 gp
This spell works in exactly the same way as TTI, except that it teleports to Mirrormane Dungeon Courtyard. The order to make a charm for use by another is ‘C  207‘. The order to trigger the charm is ‘X  317‘.

Thunder Clap (THU)
Code to cast: ‘C 24’ ‘Target ID’
Code to copy: ‘C 124‘
Copy cost: 35 gp
This scroll was originally developed by the famous Mage Solas of the IGW. The spell reaches directly into the natural world to create a deafening and powerful localised thunderclap. The spell is targeted upon an individual and does 1 point of damage as well as deafening the targets for a short time thereafter.

Time Flux (TiFl) - Chronomancy Spell
Order to Cast: C 8475
Range: 2
Order to Copy: X 8475
Copy Cost: 250 GP
This spell can only be used by a specialist Chronomancer. When cast it causes ripples in the fabric of time in the same and an adjacent square which are extremely painful to anybody who isn't familiar with chronal workings. The spell can also have strange and unpredictable consequences.

Transfer Funds (TFU)
Code to cast: ‘C 22’ ‘Target ID’
Code to copy: ‘C 122‘
Copy cost: 10 gp
Another spell originally developed by Solas of the IGW, TFU is an extremely useful piece of sorcery. When cast the Wizard can transfer a sum of 100 gps over a great distance, indeed, anywhere in Bereny. The scroll has made long-distance payments of bills, or basic gold transfers a far simpler matter! Whether it can reach to distant lands like Kyr or the Frontier is another matter. When the spell is cast the gold is immediately transferred!

Wild Earth Magic (WEM) - Fae Spell
Code to cast: ‘C 8762’ ‘Target ID’
Code to copy: ‘X 8762‘
Copy cost: 200 gp
When cast at a target within line-of-sight & a range of six, Wild Magic is summoned from the natural world to strike at the opponent with its formless fury. Anybody else in the same square may also be caught in the energy storm. This spell is classified as an "Energy" Spell and a Fae" Spell.

Windchill (WCh) - Cryomancy Spell
Code to cast: ‘C 8465’ ‘Target ID’
Code to copy: ‘X 8465‘ (does not require an original)
Copy cost: 50 gp
This spell can only be used by a specialist Cryomancer.  When cast the spell causes a target in the same or an adjacent square to be buffeted by freezing arctic winds reducing their core body temperature. This effect lasts until the end of the turn. Casting this spell on citizens of Bereny is a serious crime.

Witch Lights (WiLi)
Code to cast: ‘C 8731’ ‘Target ID’
Code to copy: ‘X 8731‘
Copy cost: 100 gp
When cast at a target within line-of-sight and a range of three strange magical lights will be summoned which dance and spiral around them, causing confusion and distraction. This spell is classified as a "Summoning " spell.

Word of Confusion (WOC)
Code to cast: ‘C 8‘  ‘Target ID’
Code to copy: ‘C 108‘
Copy cost: 25 gp
This spell is exclusive to the Assembly and is given to all new members. It needs to be targeted at a character within a three square range. When cast it causes the target to fall into a state of confusion, suffering -~15 penalties on their attack and all defence stats for the duration of the turn. Undead and Supernatural monsters are also affected, but to a lesser degree.

For Scrolls A to L click here

ASSEMBLY LIBRARY
SCROLLS - M to Z