White Magic

The origin of white magic is largely unknown, but is attributed directly to the Titan Dilae. The workings of white magic have been known since the Second Age, and its origins go back long before the existence of schools of magic or academies. White magic only knows defensive or healing spells. No damage can be caused with white magic. However, it can banish the undead and cast effective spells against the lizard folk.
White Magic
White Magic White Magic

The origin of white magic is largely unknown, but is attributed directly to the Titan Dilae. The workings of white magic have been known since the Second Age, and its origins go back long before the existence of schools of magic or academies. White magic only knows defensive or healing spells. No damage can be caused with white magic. However, it can banish the undead and cast effective spells against the lizard folk.

The art of white magic is known and accepted throughout Tirakan, and even in times of the Inquisition Magica, some white schools were able to survive. White mages are generally well-known and respected figures, and enjoy a high standing in society.

Well-known white mages include Neron von Alderslehen and the Toranian Albert von Finkelstein.

Spells

White Magic
White Magic - Arcana

Defenseless figure

The caster appears absolutely harmless for 5*Power minutes. Depending on the appearance, he appears like a frail old, sick man, a defenseless woman or similar.

The caster receives a bonus of magic level points to his stealth skill.

Quickness 1 0 1 5*Power minutes 5
White Magic
White Magic - Light

Overlight

The caster is able to get ahead of effects that have taken place in a range of magic level*5 steps in approx. power*2 seconds. It is possible for him to catch a glass even though it shatters on the ground.

Willpower 2 15 1 Instant 5
White Magic
White Magic - Arcana

Detect magician

The caster can detect the magical talent and alignment of a person in his field of vision. The observed person rolls a WillPower roll. If he achieves success according to the power of the spell + magic level, his magical talent remains hidden.

Apprehension 1 200 1 Instant 3
White Magic
White Magic - Earth

Protection wall

The caster creates a protective wall around himself that offers protection to the caster.

The wall can withstand power*2 wounds. The protective wall can only be damaged by magical weapons or spells, in this way it can be worn down to 0 prematurely.

The wall remains Magic level+1 combat rounds.

Charm 1 0 1 Power rounds 5
White Magic
White Magic - Light

Banish lower undead

The caster's hand releases a flash of bright white light that strikes up to Power undead. These immediately shatter, leaving nothing but a smoking pile of bones. The spell only works on lower undead like zombies, skeletons, or lower vampires. To higher undead, such as higher vampires or were-creatures, it inflicts significant damage (magic level*3 wounds).

Logic 3 10 1 Instant 9
White Magic
White Magic - Arcana

Banish magic

The caster creates a power*2 meter magic spell circle. No magic or magical action can be cast within this circle. Existing spells expire immediately, with the exception of the spell "Banish Magic".

The circle remains in place for ___magic level__+1 minutes.

Logic 1 0 1 5 minutes 3
White Magic
White Magic - Mind

Detect lie

The caster recognizes whether his counterpart is lying or not. Up to magic level statements of the observed can be checked.

The target of the spell may roll against its willpower. If the roll with power successes, it remains hidden whether it is lying or not.

Apprehension 1 3 1 Instant 5
White Magic
White Magic - Light

Circle of light

The caster creates a bright circle of light of Power*2 meters radius around him. The circle remains for 15 minutes.

Charm 1 0 1 15 minutes 3
White Magic
White Magic - Light

Fast as light

The caster begins to run at a speed equal to that of light. To bystanders, he seems to vanish into thin air, but in reality he sprints at incredible speed, perceiving his surroundings as if he were merely running fast. It is possible for the caster to run over any walkable terrain, for example, he can cross an entire continent in the time of a blink of an eye. It is not possible for him to perform any other action while running.

The spell lasts for one second.

Deftness 3 0 1 Instant 11
White Magic
White Magic - Light

Light attack

The victim is blinded by glaring light and is completely disoriented and unable to act for power rounds of combat. The victim takes magic level hits.

Strength 1 0 1 Power rounds 5
White Magic
White Magic - Fire

Candle

The caster lights up to Power*3 candles.

Charm 1 50 1 Instant 3
White Magic
White Magic - Light

Banish higher undead

From the hands of the caster a glaring white wall of light emerges, which glides towards an undead. The undead flares up in flames and suffers unimaginable agonies (it is said that he goes through all the agonies of his victims at once). Apart from a pile of ashes, nothing remains of the higher undead. The wall of light has a width of about power*3 meters, it is also possible to destroy several lower undead that are hit by the wall, but only one higher undead. Other higher undead that are next to the victim suffer magic level*2 wounds.

The wall moves at a speed of magic level+1 steps per combat round.

Logic 5 0 1 Instant 13
White Magic
White Magic - Mind

Good friend

The caster makes the victim believe that he is a good friend of his, even one of his best. He willingly tells him everything he would tell his best friend. After the spell is finished, the victim cannot explain why he did it.

The victim of the spell rolls on his willpower. If he achieves successes equal to the power of the spell, the spell has failed and the victim has knowledge of the enchantment attempt.

The friendship lasts for magic level minutes.

Willpower 2 0 1 Magic level d6 minutes 7
White Magic
White Magic - Arcana

Banish ghosts

The caster banishes up to magic level ghostly creatures that are in a defined area (house/temple/forest). He must at least mentally fix the ghosts.

The ghosts roll dice according to their remaining wounds. If they achieve as many successes as the power of the spell, they remain unaffected by the spell.

Logic 3 0 1 Instant 5
White Magic
White Magic - Mind

Terrifying figure

The caster appears before the bystanders as a fearsome magician. Lightning flashes around him and wind swells his clothes. Anyone intending to approach the caster must pass a Courage roll with power successes.

Quickness 1 0 1 Magic Level+1 d6 minutes 3 Needs concentration
White Magic
White Magic - Light

Blur

Made by elinnar

The spell refracts the light around him and blurs his form. For Power rounds, attacks against him are difficult rolls (minimum roll + magic level).

Deftness 1 1 1 Power rounds 5
White Magic
White Magic - Mind

Banish curses

Made by sven

The caster banishes a curse. The minimum roll of the check is raised by the power of the curse spell, and lowered by the magic level.

Logic 1 10 1 Instant 4
White Magic
White Magic - Blood

Healing

Made by sven

The caster heals the target for power*magic level wounds.

Conscientiousness 2 0 1 Instant 10
White Magic
White Magic - Light

Neron Statue

Made by sven

The spellcaster makes a transparent statue appear, shaped after the model - a statue of the young Neron in the center of the Neronite settlement. Due to the fact that no Neronite has ever seen the living Neron, the statue appears static and lifeless. Depending on the will of the caster, the statue has a size from 10cm to life-size.

Quickness 1 0 1 Magic Level hours 3
White Magic
White Magic - Mind

Detect black mage

Made by sven

The magus can detect the disposition and alignment of any mage he sees for up to magic level d6 days. If a mage obstructs this examination by his Magic Lore, the White Mage still examines his spirit value. The spell is designed primarily against its black magic counterpart, White Mage; it neutralizes that spell completely.

Apprehension 1 0 1 Magic Level d6 days 3
White Magic
White Magic - Blood

End transformation

Made by sven

The caster banishes a transformation taking place in front of him. The transformer may roll his Magic Lore value against the caster's spell, increasing the minimum roll of the spell by the power of the "End Transmutation" spell. If the roll shows a success, the transformation remains.

Deftness 1 0 1 Instant 5