BatMudder's Tarmie Spell Info
Spell Book Of Tarmalen (from Aggressio)
Help available on topic: Blessing Of Tarmalen (nilaehz arzocupne)
No saving throw.
Casting time: 5 rounds.
Type of spell: neutral spell.
Affecting stats: wis.
Cast type: help.
Spell point cost: 500.
One of a good aligned priest's abilities is to cast a spell which calls upon
his gods to give extra stamina and power to the target of his spell. The gods
grant the target a tremendous amount of additional physical regeneration. With
this type of blessing from the gods, one can easily work all day long without
tiring, or needing to stop to recover.
Help available on topic: Create Food (juustoa ja pullaa, sita mun maha halajaa)
No saving throw.
Casting time: 6 rounds.
Type of spell: neutral spell.
Affecting stats: int.
Cast type: special.
Spell point cost: 85.
Starvation is one of the most feared ways to face one's end. There are,
however, several magical means to avoid this bitter finish. Through
conjuration, one can use magic to cause food to appear on the ground. This
food will not rot away, since it is magically enhanced.
Help available on topic: Cure Critical Wounds (judicandus mangenic)
No saving throw.
Casting time: 2 rounds.
Type of spell: heal spell.
Affecting stats: wis.
Cast type: heal.
Spell point cost: 47.
If there is an immediate life-threatening need for healing, the most powerful
healing spell from the curing sphere may be called upon. This spell can easily
cure even the heaviest wounds. Only major internal damage may be beyond the
power of this spell. Major bones can be instantly mended and bleeding stopped
completely. Only major organ and internal damage may require even more than
what this spell offers.
Help available on topic: Cure Light Wounds (judicandus mercuree)
No saving throw.
Casting time: 1 round.
Type of spell: heal spell.
Affecting stats: wis.
Cast type: heal.
Spell point cost: 19.
The simplest of healing spells, this spell is able to heal many minor wounds,
such as small cuts and bruises. It is commonly taught by priests to many, due
to its simple nature and ease of casting. Many priests teach this spell to
young pupils to see how well they can handle healing magic in order to see who
they wish to take in and teach their many lessons of higher magic.
Help available on topic: Cure Player (freudemas egoid)
No saving throw.
Casting time: 10 rounds.
Type of spell: neutral spell.
Affecting stats: wis/int.
Cast type: help.
Spell point cost: 170.
The followers of Tarmalen are best known as healers and curer's of all sorts
of ailments, as they strive to reduce suffering and pain in this world. Many
different ailments, such as illness, or even addiction can be cured by this
spell. It's major purpose was to be able to undo many bad effects that could
be given to one by an evil creature.
Help available on topic: Cure Serious Wounds (judicandus ignius)
No saving throw.
Casting time: 1 round.
Type of spell: heal spell.
Affecting stats: wis.
Cast type: heal.
Spell point cost: 29.
Light wounds are usually cured by the simplest of healing magic, but not all
wounds are light. If this is the case, a slightly more powerful spell may be
needed. This spell can heal medium cuts, bruises, and even mend small breaks
in bones. While not able to cure immediately life-threatening wounds, this
spell can be made to make do in many situations.
Help available on topic: Curse of Tarmalen
No saving throw.
Casting time: 5 rounds.
Type of spell: neutral spell.
Affecting stats: wis.
Cast type: harm.
Spell point cost: 213.
While many priests are taught a spell that enhances the physical regeneration
of a target, some are also taught the parallel spell, the curse of tarmalen.
This spell is very similar to its cousin, except that instead of enhancing
physical regeneration for a while, this spell can halt it entirely. This spell
is taught as a means for a priest to bring harm upon those whose his gods, or
himself disfavors.
Help available on topic: Deaths Door (mumbo jumbo)
No saving throw.
Casting time: 1 round.
Type of spell: neutral spell.
Affecting stats: wis.
Cast type: help.
Spell point cost: 33.
The world we live in is a rather harsh and unforgiving one. Death is a
relative constant, virtually unavoidable. There will come a time when even the
most skilled adventurer will reach his limits and find out he has past them
when it is too late. Of course, all hope is not lost when these times come.
Many times death is visited first as becoming incapacitated. Once this
happens, death is soon, and no healing spell can stop this. However there are
some spells, such as this, that are able to stop death at the very door it is
knocking on, and revive the poor adventurer, saving his life.
Help available on topic: Detect Alignment (annihilar hzzz golum)
No saving throw.
Casting time: 0 rounds.
Type of spell: neutral spell.
Affecting stats: int/wis.
Cast type: information.
Spell point cost: 10.
Many times one's true intentions are as easily hidden as one's untold secrets.
Trust can hardly be given in this world, since there are so many who seek to
gain trust in order to misuse it. There are, however, ways to tell the true
nature of a being, this can sometimes give away intentions. By casting a
spell, one can see the aura around the target, as being good or evil, or
neither as many times the case may be. While this will not tell intentions, it
can at least be used as a guide.
Help available on topic: Guardian Angel(Judicandee iocus merciaa Tarmalen)
No saving throw.
Casting time: 2 rounds.
Type of spell: neutral spell.
Affecting stats: wis.
Cast type: teleportation.
Spell point cost: 214.
It is said that the followers of Tarmalen always have an angel watching over
their shoulder. In this world filled with danger and unspeakable hazards, this
is a comforting thought indeed. While the angel may not be able to physically
save the follower directly, it can use other means available to it to protect
its subject.
Help available on topic: Heal All (koko mudi kuntoon, hep)
No saving throw.
Casting time: 15 rounds.
Type of spell: neutral spell.
Affecting stats: wis.
Cast type: heal.
Spell point cost: 766.
Affected players: All
This spell heals affected players in the mud 50+1d50 points. The players will
know who healed them. This is considered a very good act. The caster can
choose which players are not effected by the spell by ignoring that player
with the ignore command (see 'help ignore' for more information). You must
specify the minimum number of players that you want to have affected as the
target of the spell, for example: cast 'heal all' 10
Help available on topic: Holy Way (Avee Alee adudaaa..)
No saving throw.
Casting time: 10 rounds.
Type of spell: neutral spell.
Affecting stats: int.
Cast type: teleportation.
Spell point cost: 150.
Long ago it was decided that followers of Tarmalen should be able to gather
together easily in order to discuss issues relevant to them all. By using holy
way, one follower is able to transport himself to another follower. This way
one is never far from aid from another.
Help available on topic: Lessen Poison (Impetiquo es bien)
No saving throw.
Casting time: 4 rounds.
Type of spell: defensive spell.
Affecting stats: int.
Cast type: protection.
Spell point cost: 200.
While removing poison is usually the best way to deal with that ill, some
poisons simply cannot be removed from the victim through any means. This means
that either the victim will die, or simply survive the poison and outlast it.
One way to aid these unfortunate souls, is to use magic to give them
protection against the poison coursing through their veins. If you can weaken
the poison enough, surviving it will be much easier.
Help available on topic: Life Link (Corporem Connecticut Corporee)
No saving throw.
Casting time: 2 rounds.
Type of spell: neutral spell.
Affecting stats: wis.
Cast type: special.
Spell point cost: 55.
One of the more unique spells taught by followers of the good gods, is a spell
which allows a priest to create a link between himself and another. This link
allows them to share physical pain, which can sometimes allow the both of
them to survive an ordeal that may be too great for anyone to face alone. This
is a relativly dangerous spell, since many times both the caster and the
target can be lost if the pain is too great for both of them to survive.
Help available on topic: Light(ful)
No saving throw.
Casting time: 1 round.
Type of spell: neutral spell.
Affecting stats: wis.
Cast type: control.
Spell point cost: 5.
While most activities which require the light of day can be planned to
coincide with these hours, there are times that this is just not possible. One
of the easiest forms of magic, is to use it to create a source of light.
Magic itself usually glows, due to its unstable power when it is beheld on
this plane of existance. Therefore bringing a controlled steady magical light
is a trivial task for users of magic. The more powerful the caster, the longer
the light will last.
Help available on topic: Major Heal
No saving throw.
Casting time: 3 rounds.
Type of spell: heal spell.
Affecting stats: wis.
Cast type: heal.
Spell point cost: 124.
One of the most powerful healing spells known, is the spell major heal. While
some of the weaker spells may still be very effective, most cannot recover the
damage from more then one wound at a time. This spells is so powerful that
several wounds, as long as only one of the wounds is a major wound, can be
healed at once. Internal damage can be healed without any complications.
Help available on topic: Major Party Heal
No saving throw.
Casting time: 3 rounds.
Type of spell: heal spell.
Affecting stats: wis.
Cast type: heal.
Spell point cost: 94.
When there are times that a multiple target healing spell is required, the
minor spell may not be enough. For these instances, there is a more powerful
spell, that will heal major damage to the entire party. Many foes in the world
are capable of causing damage in great amounts that may affect the entire
party, therefore, a healing spell capable of undoing this damage is needed.
Help available on topic: Minor Heal
No saving throw.
Casting time: 3 rounds.
Type of spell: heal spell.
Affecting stats: wis.
Cast type: heal.
Spell point cost: 77.
Once it was established that there was indeed a limit to the extent of healing
that curing magic could accomplish, a few priests started to research some
different approaches to obtaining better results with magical healing. The
first successful spell, was able to easily outmatch even the best known
healing spell at the time. Large gaping wounds were instantly healed and
mended. Even damage to internal organs could be mended, however precariously.
This spell also led way to several more powerful healing spells as well.
Help available on topic: Minor Party Heal
No saving throw.
Casting time: 2 rounds.
Type of spell: heal spell.
Affecting stats: wis.
Cast type: heal.
Spell point cost: 38.
While many spells are able to heal the wounds of one target, there are some
spells that are able to heal the wounds of several at once. This type of
magic is very useful when traveling in large bands and some healing is needed
uniformly. This spell is able to cure most light wounds with ease on a large
group.
Help available on topic: Moon Sense (daaa timaaa of daaa maaanth)
No saving throw.
Casting time: 5 rounds.
Type of spell: neutral spell.
Affecting stats: none.
Cast type: information.
Spell point cost: 13.
It is a commonly known fact that the one of the greatest factors that involve
magic is the moon. For reasons not understood, the moon and its state has a
great influence on the magic of this world. Since it has such great impact on
spellcasting, it is useful to know what the moon may be doing at any given
moment. By calling on the favor of Lumine, Mistriss of Twilight, the goddess
of neutrality, the current state of the moon can be revealed, since the moon
is neutral in its favor, affecting both good and evil without discretion.
Help available on topic: Natural Renewal
No saving throw.
Casting time: 11 rounds.
Type of spell: neutral spell.
Affecting stats: wis.
Cast type: transformation.
Spell point cost: 459.
There are many creatures, most notable undeads, that are able to use dark
magic to weaken their foe for a lengthy time. Physical and mental attributes
are always at risk to be lowered from a curse when fighting such creatures. In
the event that this happens, this spell is able to restore the attribute to
its original level.
Help available on topic: New Body (tuo fo wen stanhc)
No saving throw.
Casting time: 15 rounds.
Type of spell: neutral spell.
Affecting stats: wis.
Cast type: special.
Spell point cost: 550.
The most advanced form of bringing life to a dead soul, involves not only
raising the soul from the dead, but also restoring the body. The new body is
fresh and whole, but will take time to meld to the soul which returns from the
dead virtually intact. If the original body was weak, care must be taken, or
the strain of changing bodies may be too much, since much of the soul's
strength does reside in the body itself.
Help available on topic: Raise Dead (vokinsalak elfirtluassa)
No saving throw.
Casting time: 12 rounds.
Type of spell: neutral spell.
Affecting stats: wis.
Cast type: special.
Spell point cost: 150.
Even if every precaution has been taken, death is not unavoidable. The world
is simply too harsh and demanding and living forever is but a dream. Once a
person dies, he is left as a ghost, trapped in hell. If one knows the right
magic, he may be able to raise that person from the dead. This spell requires
that the ghost be willing to be brought back into this cruel world, or the
spell will have no effect. This is the crudest of the spells of this type, and
therefore, the least forgiving on the dead soul.
Help available on topic: Remove Poison (judicandus saugaiii)
No saving throw.
Casting time: 3 rounds.
Type of spell: heal spell.
Affecting stats: wis.
Cast type: heal.
Spell point cost: 89.
This spell removes poison from the target.
Help available on topic: Remove Scar(ikzaz zueei enz orn)
No saving throw.
Casting time: 3 rounds.
Type of spell: neutral spell.
Affecting stats: wis.
Cast type: help.
Spell point cost: 50.
There are many events that can cause a player to undergo malevolent physical
changes. Death, and other harsh events can cause scars, that will be carried
for life, marring the victims physical appearance. Fortunately, the followers
of the good gods can call to their gods and with spells, remove these scars,
making the victim whole once again.
Help available on topic: Restore
No saving throw.
Casting time: 4 rounds.
Type of spell: neutral spell.
Affecting stats: wis.
Cast type: transformation.
Spell point cost: 100.
Due to the chaotic nature of the world around us, there are many ways out
there that one may be changed into something other then what nature had
intended. Many magical beings revel in turning things into frogs, or other
forms to amuse themselves. While this may be amusing to that being, the target
could, potentially be stuck that way for the rest of his life. To remedy such
occasions, restoration magic is able to return one to his original form.
Help available on topic: Resurrect (tuo fo wen stanhc)
No saving throw.
Casting time: 15 rounds.
Type of spell: neutral spell.
Affecting stats: wis.
Cast type: special.
Spell point cost: 300.
A more advanced technique used to return life to a dead body, is to resurrect
it. This is more involved then simply raising the soul, and therefore, brings
back much more of the soul intact from the planes of hell. The downfall is
that it is also more testing on the physical body. Care must always be taken
not to overdraw on the body's strength and vitality, or the results may not be
what is expected.
Help available on topic: Satiate Person (Creo Herbamus Satisfus)
No saving throw.
Casting time: 5 rounds.
Type of spell: neutral spell.
Affecting stats: wis.
Cast type: help.
Spell point cost: 85.
Starvation has plagued this world since the beginning of time. While most
civilized areas have enough farmland to support themselves, war, famine,
disease and other unforseen events can create a shortage of food, which leads
to starvation. The followers of the good gods, in an attempt to help aleviate
suffering, have found ways to supplement the food sources. Through magic they
can keep one sustained almost indefintely.
Help available on topic: See The Light
No saving throw.
Casting time: 3 rounds.
Type of spell: neutral spell.
Affecting stats: wis.
Cast type: special.
Spell point cost: 120.
One priest, who was pondering over the problem of getting new converts to his
faith, the faith of the good gods, stumbled upon an ancient scroll. Upon
examination of this scroll he realized that he could use the enscriptions of
the scroll to magically force people to drift towards the good gods. Of
course this means that the conversion is not whole-hearted. At the last
convention of the high priests, it was decided that this should only be used
as a last resort to attempt to save the most evil and wretched souls.
Help available on topic: Sex Change (likz az zurgeon)
No saving throw.
Casting time: 3 rounds.
Type of spell: neutral spell.
Affecting stats: wis.
Cast type: control.
Spell point cost: 100.
One of the more perverse spells know is the spell sex change. This spell
enables the caster to change the sex of the target. It is generally taught by
good priests as a remedy in order to reverse the effects of having the spell
cast by someone with evil intentions. Most priests are made to swear only to
use this spell for curing purposes, in order to restore one to his/her
original sex.
Help available on topic: Soul Hold
No saving throw.
Casting time: 12 rounds.
Type of spell: neutral spell.
Affecting stats: wis.
Cast type: help.
Spell point cost: 333.
One of the most powerful spells available to the followers of Tarmalen, is the
spell soul hold. Once cast, this spell is said to protect the very life force
of the target, enabling him to cheat death. Due to the nature of this spell,
it must be cast in a pure place, a site dedicated to Tarmalen and its
followers.
Help available on topic: Summon (gwwaaajj)
No saving throw.
Casting time: 6 rounds.
Type of spell: neutral spell.
Affecting stats: wis.
Cast type: teleportation.
Spell point cost: 165.
One powerful tools at those who have knowledge in teleportation magic, is
summoning magic. By reaching through time and space, they can bring a person
to their location at their whim. This is not an all powerful tool, it cannot
be used on those who are magically shielded from summoning affects. Also,
reaching through the fabric of time and space is very dangerous, so careful!
Help available on topic: True Heal (judicandus zapracus)
No saving throw.
Casting time: 3 rounds.
Type of spell: heal spell.
Affecting stats: wis.
Cast type: heal.
Spell point cost: 199.
It is said that the most powerful healing spell known is so powerful that it
is just short of being able to restore life to a dead target. Virtually any
wound of any magnitude can be healed with this spell. Even complete limbs
which have been torn off can sometimes be replaced. It's general concensus
that if this spell is unable to recover an individual, its best that you
spend the magical power to resurrect him, not heal him.
Help available on topic: True party heal
No saving throw.
Casting time: 4 rounds.
Type of spell: heal spell.
Affecting stats: wis.
Cast type: heal.
Spell point cost: 248.
Anyone who has undertaken the task of attempting to defeat a powerful foe,
such as a large dragon know that they have the capability to defeat the entire
party at once, or at least to cripple it in an instant. The only way to
recover from such a devestating action is to be able to heal the entire party,
with great effectiveness. This spell does just that. After having half of a
party put out of action from a dragon's breath, nothing short of a true party
heal may be able to save the party's efforts to this point from complete
failure.
Help available on topic: Unpain (harnaxan temnahecne)
No saving throw.
Casting time: 5 rounds.
Type of spell: neutral spell.
Affecting stats: wis.
Cast type: help.
Spell point cost: 169.
By strengthening the mind, and relaxing the body, one can use magical means to
help one ignore pain. Once this spell is cast, the target is given enhanced
limits to the amount of damage he can withstand before giving in. Every time
his pain threshold is tested, he may lose a bit of the extra limits given to
him by this spell.
Help available on topic: Unstun(nostunna nostunna)
No saving throw.
Casting time: 1 round.
Type of spell: neutral spell.
Affecting stats: wis.
Cast type: help.
Spell point cost: 123.
This prayer helps the target against stuns.
Help available on topic: Water Walking (Jeeeeeeeeesuuuuuuuus)
No saving throw.
Casting time: 3 rounds.
Type of spell: neutral spell.
Affecting stats: wis.
Cast type: control.
Spell point cost: 17.
Most of the world is covered in water, which makes it very impassable, unless
you have a boat. This fact resulted in one of the earliest magical spells, one
that allows one to walk over the water, as if it were dry land. This spell is
very useful since the user does not touch the water water at all, nice for
keeping one's feet dry.
Help available on topic: Word Of Recall (vole love velo levo)
No saving throw.
Casting time: 1 round.
Type of spell: neutral spell.
Affecting stats: none.
Cast type: teleportation.
Spell point cost: 250.
A few crafty users of teleportation magic have devised a neat little trick.
Thankfully for the rest of us, they decided to share their secret to their
pupils, which gradually found its way into the studies of most novice users of
magic. By preparing a special incantation, one can set a safe location, and,
in the time of great peril, be instantly whisked there from danger. While
this art is very unrefined yet, it is responsible for saving many novices from
situations they have blundered into unexpectedly. There are also a few more
powerful beings who have used this spell to save their hide, but due to pride,
this isn't as commonly known case by case... Note: It is also rumored that
extreme knowledge of the teleportation magics can ease the stress of the
sudden teleportation on the user.
Please tell us what you know!
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