Circle / Blacksmith
2 / Repair Item
3 / Enchant Armor
4 / Mystic Forge
5 / Repair Magic Item – 1
6 / Silver Weapon
7 / Create Magic Sword - 1

Repair Item

Uses: 5

Verbal: 20 words

Active: Hold the object to be repaired in both hands.

This spell repairs any one "normal" object. It cannot be cast upon an item with a special property, such as silver or magic weaponry. It could be cast to repair a silver coin that has been broken, as a silver coin is a "normal" object. It will not repair multiple separate pieces of armor in one casting. The spell caster may have nothing else in his hands while casting this spell. Armor can be worn while this spell is cast upon it.

Enchant Armor

Uses: 1

Verbal: 30 words and an explanation

Material: Token with the spell-caster's name and the 30 word VC on it

This spell enchants all points of a single piece of armor, which the spell-caster may continually repair without expending other spells. When the spell-caster enchants the armor, he gives the token to the person that will be wearing it. The person wearing the armor must have the token on himself at all times while the spell is in effect. The token is not stealable. Once this spell is cast on a piece of armor, it remains enchanted until the armor is disenchanted or the spell ends. As long as the person with the armor has the token, and the armor is still enchanted, the spell-caster may repair the armor by chanting the 30 word verbal and holding the armor in both hands. To repair the armor, the recipient of the enchanted armor must be lying on his back while the spell-caster touches the armor and recites the verbal component. Neither the spell-caster nor the target may have a weapon in hand. More than one casting of this spell may be in effect on a single person’s suit of armor, allowing more spell-casters to fix it in this fashion. Fighters cannot pass through or break Circles of Protection while in the enchanted armor.

Mystic Forge

Uses: 1

Verbal: 25 words

Material: 10-foot rope

Active: To create the Circle: place the rope in a circle, and incant the verbal.

This spell allows the spell-caster to create a Circle, which he may then charge with Repair Armor or Repair Item. The spell-caster must actually cast either Repair Armor or Repair Item into the Mystic Forge, using up one use of that spell.Only the Caster of the Mystic Forge may charge or use the Circle. Until the Circle is broken, the spell-caster need only stand in the Circle, touch the target item to be repaired, and recite its verbal component to cast the spell. This does not use up any further castings of the Repair spell, and can be done as many times as desired. Armor may be repaired while still being worn. The benefit to charging a Mystic Forge with Repair Item is that the forge may then be used to fix things other than just armor. This Circle follows the rules under the Circle Caveat.

Repair Magic Item

Uses: 1

Verbal: 30 words

Material: marking pen and weapon repair supplies if needed

This spell allows the spell-caster to repair magical items that have been either broken or disenchanted to a working order. This spell can only be cast if the magic item was broken/disenchanted at the current event, or a way was found of keeping it from being "scalped" at the end of the event where it was broken/disenchanted. If a magical item has actually been broken (like a magic weapon whose blade needs to be re-foamed) then the item has to be physically repaired or replaced with a near duplicate of the item. If the item is a magic weapon, it must be re-bladed with blue duct tape for the striking surfaces (i.e. blades, ax heads.) If the actual physical item is fine, but the item has been disenchanted or broken "in-game", then the item does not need to be replaced or altered in any way. One-shot items (like potions and scrolls) cannot be fixed with this spell. To cast this spell, the spell-caster must inform the EH/MM that he is going to be casting Repair Magic Item, and what he intends to cast the spell on. That person has the option of either granting permission for the spell to be cast, denying permission, or demanding a quest of some sort be completed before the spell can be cast. The spell fails and is wasted if permission was denied or the quest not fulfilled. If the quest is successful or permission was given right off, then the spell-caster can then proceed with the spell. The spell-caster is required to touch his spell focus to the item to be repaired while reciting the thirty word verbal component. If the item was actually broken, the spell-caster cannot cast this spell until the item has been physically repaired or replaced with a duplicate. The spell-caster must keep a running log of any items they repair, and the exact event that they repaired them.

Silver Weapon

Uses: 1

Verbal: 25 words

Material: The weapon's weight in silver

This spell will allow thespell-caster to silver a weapon. Silvered weapons are reputed to be more effective against certain monsters. The spell-caster must write the words "SILVER" and "STEALABLE" on the blade of the weapon. The spell-caster should also write "Silvered by" and The spell-caster’s name on the blade. All of the silver that is collected for the casting of this spell must be handed over to the EH. All silver weapons are stealable, and the spell-caster must explain to anyone having a weapon made silver that it will be stealable, and will be considered property of The Realms, to be passed back and forth within the game as a searchable item, for as long as it is silver. A silver weapon will lose the quality of being Silver if the writing on the blade fades to the point of no longer being readable. Players may not protect the writing in any way and may not re-write it. See the Combat Call Caveat.

Create Magic Sword

Uses: 1

Material: A blue bladed sword, no longer than 3’ 8”, with the spell-casters’ name on it, the words ‘stealable’ on it, and a tag of some sort indicating the day the weapon ‘expires’.

This spell enchants a sword crafted by the spell-caster, making it a blue-bladed stealable magic sword of 3'8" or less for the remainder of the event. The spell-caster enchants this weapon each time they attend an event, and wish to create the weapon. At the end of the event, the weapon is rendered non-magical, and the prop should be returned to either the spell-caster that created it, or to the EH/MM to return to the spell-caster anonymously.

At the first event which he spends learning this spell, the spell-caster must draw a sketch of the weapon he wishes to create in his spell-book. He must then get the signatures of the EHs for the three events which he spends learning this spell. They must be three different EHs. Each EH will give him a quest for a material component, which must be obtained by the caster. Once the component is retrieved, the EH will sign and date the spell. Only one component/signature may be sought after at a time. Any EH has the right to either refuse to assign a quest or assign an "impossible quest" if they do not wish the weapon to be created. The spell-caster may enchant the weapon at any time after he has collected the required components. Although these components need not be included physically in the crafting of the weapon, they must be present each time the spell-caster enchants it. A reusable tag of some sort must explain the temporary nature of the item, and the date it is enchanted.

A given spell-caster may only have one magic weapon crafted by him in existence at a time. If he wishes to craft another, he must destroy the one that already exists first. The spell-caster may learn a different shape to use to craft a weapon than the one which he first learns, but it takes five (5) different EH signatures (from five different EHs) during their events, with each assigning a quest for a material component, similar to the way in which the first formula was learned.

See the Combat Call Caveat.