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Classes Made Easy

Classes have levels. Each level unlocks new abilities you can use. Your level in a class is determined by the number of times you have signed in as that class before. See ‘Credits and Levels' for more information.

Except for Traits, all abilities require an Incantation in order to be cast. That’s just a short audible sentence that announces to everybody what is going on

All classes also have a list of weapons and armor they can use regardless of level. Available equipment, along with any additional restrictions or limitations, is listed in the class description

Classes are grouped into two broad categories:

  • Magic Users: Bard, Druid, Healer, and Wizard
  • Martial Classes: Anti-Paladin, Archer, Assassin, Barbarian, Monk, Paladin, Scout, and Warrior

Magic Users have access to a broad array of Magical abilities, which are listed along with their class description. Martial classes have fewer, but more focused, abilities to go along with their expanded equipment availability.

Abilities for martial classes are listed like this: Name [Frequency] ([Category]) ([Notes])

Name: The name of the ability

Frequency: How often the ability can be used. Possible options are:

  • Unlimited: This ability may be used any number of times
  • ‘X’/Life: This ability may be used X number of times each life. Each time you respawn you have a fresh set of these ‘per life’ Abilities
  • ‘X’/Refresh: This ability may be used X number of times per Refresh. You start the game with a full set of these ‘per Refresh’ abilities, but they are only refilled when a Reeve announces a Refresh
  • Charge: May be used in conjunction with per life or per Refresh, or on its own. Charge abilities can be used any number of times, but must be Charged after the initial uses are expended. See the definition of Charge under the section ‘Abilities, States, and Special Effects Defined’ for a full explanation of how Charge works.
  • Not listed: This ability isn’t a cast ability

Category: What kind of ability it is. Possible options are:

  • (T): for Trait: This is an always-on ability which cannot be removed from the bearer in any way and never requires an incantation of any sort to start and does not require an Enchantment Strip or count towards the bearer's Enchantment limit.
  • (ex): for Extraordinary: This ability is not Magical in nature. It could represent poison from a vial or using a piece of twine to fix a broken arrow. An ability listed as (ex) which is defined as being an Enchantment in its ability definition generally behaves as an Enchantment but does not count towards the limit of Enchantments that may be worn by a player. See the definition of Enchantment under the section ‘Magic, Abilities, States, and Special Effects Defined' for more information.
  • (m): for Magical: This ability is Magical in nature. If the definition of this ability lists it as an Enchantment then it follows all the rules for Enchantments and counts towards the limit of Enchantments that may be worn by a player.

Notes: Anything non-standard about the ability. Typical examples might be Ambulant or Persistent.

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Credits and Levels

Only one attendance credit may be given on a single day, in any class. Following their corpora, Kingdoms are allowed to award a maximum of 12 total bonus credits (credits above and beyond attendance credits) to any player in a single month and no more than 3 bonus credits may be issued per 1 attendance credit.

If you wish to fight or participate in a battlegame, you must conform to one class for each game. A person must have the requisite credits in order to play higher class level, though you may take credits in any class. All classes gain new abilities and levels at the following rate:

Level Credit Requirements
1st Less than 5 credits in that class
2nd At least 5 and less than 12 credits in that class
3rd At least 12 and less than 21 credits in that class
4th At least 21 and less than 34 credits in that class
5th At least 34 and less than 53 credits in that class
6th 53 or more credits in that class

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Assassin - Melee

Garb: Black sash and medieval/sword and sorcery looking garb
Look The Part (Pick 1):

Armor: 2 Points
Shields: None
Weapons: Dagger, Short, Long, Light Throwing, Heavy Throwing, Bow

Abilities by Level

Level Name Uses Cat Notes
1 Trickery - Trait -
1 Assassinate Unlimited (ex) Ambulant
1 Shadow Step 2/Life (ex) Ambulant
2 Pick one:
Poison (Self)
Poison Arrow

1/Life Charge x3
2 Arrows / Unlimited
(ex) -
3 Blink 2/Life (ex) Ambulant
4 Hold Person 1/Life (magical) -
5 Teleport (Self) 2/Life (ex) -
6 Coup de Grace 1/Life (magical) -
6 Optional – Pick one:
Rogue
Spy
- (A) -

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Paladin

Garb: Metallic gold sash and medieval/sword and sorcery looking garb. Knights may wear a white belt and a white phoenix Class Symbol instead
Look The Part: Awe 1/Life (m)
Requirements: Must be 6th level in at least one class
Armor: 4 Points
Shields: Large
Weapons: All Melee, Javelins

Abilities by Level

Level Name Uses Cat Notes
1 Immune to Command - Trait -
1 Immune to Death - Trait -
2 Greater Heal 1/Life Charge x3 Magical -
3 Extend Immunities 1/Refresh Charge x5 (ex) -
4 Greater Resurrect 1/Life Magical -
5 Awe 1/Life Magical -
6 Protection From Magic (Touch) 2/Refresh Magical -
6 Optional – Pick one:
Guardian
Inquisitor
- (A) -

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Anti-Paladin

Garb: Metallic silver sash and medieval/sword and sorcery-looking garb. Knights may wear a white belt and a black phoenix Class Symbol instead.
Requirements: Must be 6th level in at least one class.
Look The Part: Terror 1/Life (m)
Armor: 4 Points
Shields: Large
Weapons: All Melee, Javelins

Abilities by Level

Level Name Uses Cat Notes
1 Immune to Command - Trait -
1 Immune to Flame - Trait -
2 Poison (Self) 1/Life Charge x3 (ex) -
3 Steal Life Essence 1/Life Charge x5 Magical -
4 Brutal Strike 1/Life Charge x10 (ex) Ambulant
5 Terror 1/Life Magical -
6 Flame Blade (Self) 2/Refresh (ex) -
6 Optional – Pick one:
Infernal
Corruptor
- (A) -

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Warrior - Melee

Garb: Purple sash and medieval/sword and sorcery looking garb
Look The Part: Insult 1/Life (m)(ambulant)
Armor: 6 Points
Shields: Large
Weapons: All Melee, Javelins

Abilities by Level

Level Name Uses Cat Notes
1 Harden (Self) 1/Life (ex) -
2 Scavenge Unlimited (ex) -
3 True Grit 2/Refresh (ex) -
4 Insult 1/Life Magical Ambulant
5 Shake It Off 1/Refresh Charge x3 (ex) -
6 Ancestral Armor (Self) 3/Refresh Charge x10 (ex) Swift
6 Optional – Pick one:
Marauder
Juggernaut
- (A) -

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Scout - Melee

Garb: Green sash and medieval/sword and sorcery looking garb
Look The Part: Heal 1/Life (ex)
Armor: 3 Points
Shields: Small
Weapons: Dagger, Short, Long, Heavy Thrown, Bow

Abilities by Level

Level Name Uses Cat Notes
1 Tracking 2/Life Charge x3 (ex) Ambulant
2 Heal 1/Life (ex) -
2 Release 1/Life Charge x3 (ex) -
3 Shadow Step 1/Life (ex) -
3 Dispel Magic 1/Refresh Charge x5 (ex) -
4 Pick one:
Hold Person
Pinning Arrow

1/Life
1 Arrow / Unlimited

Magical
(ex)
-
5 Evolution - Trait -
6 Adaptive Protection (Self) 1/Life (ex) -
6 Optional – Pick one:
Hunter
Apex
- (A) -

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Monk - Melee

Garb: Grey sash and medieval/sword and sorcery looking garb
Look The Part: Heal 1/Life (ex)
Armor: 1 Point
Shields: None
Weapons: All Melee, Heavy Thrown

Abilities by Level

Level Name Uses Cat Notes
1 Enlightened Soul - Trait -
1 Missle Block - Trait -
2 Banish 1/Life Charge x5 (ex) -
3 Sanctuary 1/Life Charge x5 (ex) Ambulant
4 Heal 1/Life Charge x3 (ex) -
5 Resurrect 1/Refresh Charge x5 Magical -
6 Innate 1/Life (ex) -
6 Optional – Pick one:
Medium
Mystic
- (A) -

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Barbarian - Melee

Garb: White sash and medieval/sword and sorcery looking garb
Look The Part: Rage 1/Refresh Charge x10 (ex)(ambulant)
Armor: 3 Points
Shields: Medium
Weapons: All Melee, Javelins, Rocks

Abilities by Level

Level Name Uses Cat Notes
1 Berserk - Trait -
1 Immune to Command - Trait -
1 Immune to Subdual - Trait -
2 Rage 1/Refresh Charge x10 (ex) Ambulant
3 Adrenaline Unlimited (ex) -
4 Rage 1/Refresh Charge x10 (ex) Ambulant
5 Brutal Strike 1/Life Charge x3 (ex) Ambulant
6 Blood and Thunder Unlimited (ex) -
6 Optional – Pick one:
Raider
Berserker
- (A) -

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Archer - Melee

Garb: Orange sash and medieval/sword and sorcery looking garb
Look The Part: Pick One Ability: Destruction Arrow, Poison Arrow, Pinning Arrow; 1 Arrow / Unlimited (ex)
Armor: 2 Points
Shields: None
Weapons: Dagger, Short, Bow
Reminder: All Specialty Arrow Incantations are treated as Ambulant but do not require the statement of "Ambulant" before their incantation

Abilities by Level

Level Name Uses Cat Notes
1 Reload 1/Refresh Charge x3 (ex) -
1 Pick two of three:
Destruction Arrow
Pinning Arrow
Poison Arrow

1 Arrow / Unlimited
1 Arrow / Unlimited
1 Arrow / Unlimited
(ex) -
2 Mend 1/Life Charge x5 (ex) -
3 Pick two of three:
Destruction Arrow
Pinning Arrow
Poison Arrow

1 Arrow / Unlimited
1 Arrow / Unlimited
1 Arrow / Unlimited
(ex) -
4 Suppression Arrow Unlimited (ex) -
5 Pick two of three:
Destruction Arrow
Pinning Arrow
Poison Arrow

1 Arrow / Unlimited
1 Arrow / Unlimited
1 Arrow / Unlimited
(ex) -
6 Phase Arrow 1 Arrow / Unlimited (ex) -
6 Optional – Pick one:
Sniper
Artificer
- (A) -

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Healer - Magic User

Garb: Red sash and medieval/sword and sorcery looking garb
Look The Part: 1 extra point of magic at the Healers highest level
Armor: None
Shields: None
Weapons: Dagger, Magic Staff
Magic User: Healers may purchase five magic points from each level. Unused points from higher levels can be rolled down to lower levels. A list of all magic purchased must be carried at all times. All abilities purchased by Magic Users are Magical abilities.

1st Level Spells

Name Cost Max Freq Type School Range
Banish 1 - 1/Life Verbal Spirit 20'
Blessing Against Wounds 1 - 1/Life Enchantment Protection Other
Equipment: Shield, Small 2 1 - Neutral Neutral -
Equipment: Weapon, Short 3 2 - Neutral Neutral -
Experienced 2 2 - Neutral Neutral -
Harden 1 - 1/Refresh Enchantment Protection Other
Heal 1 1 Unlimited Verbal Spirit Touch
Release 1 - 2/Life Charge x3 Verbal Sorcery Touch

2nd Level Spells

Name Cost Max Freq Type School Range
Adaptive Blessing 1 - 1/Life Enchantment Protection Other
Entangle 1 4 2 Balls / Unlimited Magic Ball Subdual -
Equipment: Weapon, Hinged 3 1 - Neutral Neutral -
Greater Release 1 - 1/Refresh Verbal Sorcery 20'
Hold Person 1 - 1/Life Charge x3 Verbal Command 20'
Innate 2 2 1/Life Meta-Magic Neutral -
Sever Spirit 1 - 1/Life Charge x3 Verbal Spirit 20'
Shove 1 - 1/Life Verbal Sorcery 20'
Summon Dead 1 - 1/Life Charge x3 Verbal Spirit 50'

3rd Level Spells

Name Cost Max Freq Type School Range
Adaptive Protection 1 - 1/Refresh Enchantment Protection Other
Astral Intervention 1 - 1/Life Charge x3 Verbal Command 20'
Equipment: Shield, Medium 2 1 - Neutral Neutral -
Extension 1 2 1/Life Meta-Magic Neutral -
Greater Harden 1 - 1/Refresh Enchantment Protection Other
Iceball 1 3 1 Ball / Unlimited Magic Ball Subdual -
Mend 1 - 1/Life Verbal Sorcery Touch
Raise Dead 1 - 1/Life Verbal Death Other
Resurrect 1 - 1/Refresh Charge x5 Verbal Spirit Touch

4th Level Spells

Name Cost Max Freq Type School Range
Blessing Against Harm 1 - 1/Refresh Enchantment Protection Other
Circle of Protection 1 1 1/Refresh Charge x10 Verbal Protection Self
Dispel Magic 1 - 1/Refresh Verbal Sorcery 20'
Greater Heal 1 - 1/Life Verbal Spirit Touch
Imbue Shield 1 2 2/Refresh Enchantment Protection Other
Protection from Projectiles 1 - 1/Refresh Enchantment Protection Other
Swift 1 2 1/Life Meta-Magic Neutral -
Teleport 1 2 1/Life Verbal Sorcery Touch

5th Level Spells

Name Cost Max Freq Type School Range
Abeyance 1 2 1 Ball / Unlimited Magic Ball Subdual -
Ambulant 1 - 1/Refresh Meta-Magic Neutral -
Blessed Aura 1 - 1/Refresh Enchantment Protection Other
Enlightened Soul 1 - 1/Refresh Enchantment Protection Other
Greater Resurrect 1 - 1/Refresh Verbal Spirit Touch
Steal Life Essence 1 2 1/Life Verbal Death Touch
Undead Minion 2 - 1/Refresh Enchantment Death Other

6th Level Spells

Name Cost Max Freq Type School Range
Ancestral Armor 1 - 1/Refresh Enchantment Protection Other
Mass Healing 1 1 1/Refresh Enchantment Spirit Self
Necromancer 1 1 - Archetype Neutral -
Persistent 1 - 1/Life Meta-Magic Neutral -
Phoenix Tears 1 - 1/Refresh Enchantment Spirit Other
Priest 1 1 - Archetype Neutral -
Protection from Magic 1 - 1/Refresh Enchantment Protection Other
Stun 1 4 1/Refresh Verbal Sorcery 20'
Warder 2 1 - Archetype Neutral -

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Druid - Magic User

Garb: Brown sash and medieval/sword and sorcery looking garb
Look The Part: 1 extra point of magic at the Druids highest level
Armor: None
Shields: None
Weapons: Dagger, Magic Staff
Magic User: Druids may purchase five magic points from each level. Unused points from higher levels can be rolled down to lower levels. A list of all magic purchased must be carried at all times. All abilities purchased by Magic Users are Magical abilities.

1st Level Spells

Name Cost Max Freq Type School Range
Barkskin 1 2 1/Refresh Charge x10 Enchantment Protection Other
Entangle 1 2 2 Balls / Unlimited Magic Ball Subdual -
Equipment: Weapon, Short 2 2 - Neutral Neutral -
Experienced 2 2 - Neutral Neutral -
Heat Weapon 1 - 1/Life Charge x3 Verbal Flame 20'
Imbue Armor 1 - 1/Life Enchantment Protection Other
Mend 1 - 1/Life Verbal Sorcery Touch

2nd Level Spells

Name Cost Max Freq Type School Range
Corrosive Mist 1 1 1/Refresh Enchantment Death Touch
Equipment: Shield, Small 4 1 - Neutral Neutral -
Force Bolt 1 2 2 Balls / Unlimited Magic Ball Sorcery -
Gift of Earth 1 2 1/Refresh Enchantment Protection Other
Heal 1 - 1/Life Verbal Spirit Touch
Innate 1 4 1/Refresh Meta-Magic Neutral -
Poison 1 - 1/Life Enchantment Death Other
Release 1 - 1/Life Verbal Sorcery Touch
Stoneform 1 - 1/Refresh Charge x3 Verbal Protection Self

3rd Level Spells

Name Cost Max Freq Type School Range
Attuned 1 2 1/Refresh Enchantment Sorcery Other
Bear Strength 1 - 1/Refresh Enchantment Sorcery Other
Dispel Magic 1 - 1/Refresh Verbal Sorcery 20'
Extension 1 2 1/Life Meta-Magic Neutral -
Gift of Fire 1 2 1/Refresh Enchantment Flame Other
Greater Mend 1 - 1/Refresh Verbal Sorcery Touch
Icy Blast 1 2 1/Life Verbal Sorcery 20'
Regeneration 1 - 1/Refresh Enchantment Spirit Other
Stoneskin 1 2 1/Refresh Enchantment Protection Other

4th Level Spells

Name Cost Max Freq Type School Range
Equipment: Weapon, Long 4 1 - Neutral Neutral -
Flame Blade 2 2 1/Refresh Enchantment Flame Other
Gift of Water 1 2 1/Refresh Enchantment Sorcery Other
Golem 1 - 1/Refresh Enchantment Sorcery Other
Iceball 1 2 1 Ball / Unlimited Magic Ball Subdual -
Lycanthropy 1 2 1/Refresh Enchantment Death Other
Swift 1 2 1/Life Meta-Magic Neutral -
Teleport 1 2 1/Life Verbal Sorcery Touch

5th Level Spells

Name Cost Max Freq Type School Range
Ambulant 1 2 1/Life Meta-Magic Neutral -
Equipment: Weapon, Great 5 1 - Neutral Neutral -
Essence Graft 1 - 1/Refresh Enchantment Sorcery Other
Gift of Air 1 2 1/Refresh Enchantment Protection Other
Heart of the Swarm 1 2 1/Refresh Enchantment Spirit Self
Ironskin 1 2 1/Refresh Enchantment Protection Other
Poison Glands 1 2 1/Refresh Enchantment Death Other
Resurrect 2 - 1/Refresh Verbal Spirit Touch
Troll Blood 1 2 1/Refresh Enchantment Protection Other

6th Level Spells

Name Cost Max Freq Type School Range
Avatar of Nature 1 1 - Archetype Neutral -
Call Lightning 1 - 1/Refresh Verbal Flame 20'
Imbue Weapon 1 - 1/Refresh Enchantment Death Other
Naturalize Magic 1 2 1/Refresh Enchantment Sorcery Self
Ranger 2 1 - Archetype Neutral -
Snaring Vines 1 1 1/Refresh Enchantment Command Self
Summoner 2 1 - Archetype Neutral -
Word of Mending 1 - 1/Refresh Verbal Sorcery Touch

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Bard - Magic User

Garb: Light blue sash and medieval/sword and sorcery looking garb
Look The Part: 1 extra point of magic at the Bards highest level
Armor: None
Shields: None
Weapons: Dagger, Magic Staff
Magic User: Bards may purchase five magic points from each level. Unused points from higher levels can be rolled down to lower levels. A list of all magic purchased must be carried at all times. All abilities purchased by Magic Users are Magical abilities.

1st Level Spells

Name Cost Max Freq Type School Range
Confidence 1 - 1/Refresh Charge x5 Verbal Sorcery Other
Weapon Short 2 2 - Neutral Neutral -
Experienced 2 2 - Neutral Neutral -
Insult 1 - 1/Life Verbal Command 20'
Release 1 - 1/Life Verbal Sorcery Touch
Shove 1 - 1/Life Verbal Sorcery 20'
Song of Determination 1 1 Unlimited Enchantment Protection Self

2nd Level Spells

Name Cost Max Freq Type School Range
Empower 1 - 2/Refresh Verbal Sorcery Other
Equipment: Armor, 1 Point 3 1 - Neutral Neutral -
Greater Release 1 - 1/Refresh Verbal Sorcery 20'
Innate 1 4 1/Refresh Meta-Magic Neutral -
Mend 1 - 1/Life Verbal Sorcery Touch
Song of Battle 1 1 Unlimited Enchantment Protection Self
Song of Visit 1 1 Unlimited Enchantment Protection Self

3rd Level Spells

Name Cost Max Freq Type School Range
Awe 1 - 1/Life Verbal Command 20'
Battlefield Triage 1 1 1/Refresh Enchantment Spirit Touch
Break Concentration 1 4 1/Life Verbal Command 20'
Extension 1 2 1/Life Meta-Magic Neutral -
Equipment: Shield, Small 2 1 - Neutral Neutral -
Song of Freedom 1 1 Unlimited Enchantment Protection Self

4th Level Spells

Name Cost Max Freq Type School Range
Amplification 1 4 1/Refresh Enchantment Sorcery Touch
Equipment: Weapon, Long 3 1 - Neutral Neutral -
Restoration 1 - 1/Refresh Verbal Sorcery Other
Sleight of Mind 1 - 1/Refresh Enchantment Sorcery Other
Song of Deflection 1 1 Unlimited Enchantment Protection Self
Song of Power 1 1 Unlimited Enchantment Protection Self
Suppress Aura 1 - 1/Refresh Verbal Command 50'
Swift 1 2 1/Life Meta-Magic Neutral -
Terror 1 - 1/Refresh Verbal Death 20'

5th Level Spells

Name Cost Max Freq Type School Range
Agoraphobia 1 - 1/Refresh Verbal Command 20'
Ambulant 1 2 1/Life Meta-Magic Neutral -
Discordia 1 1 1/Refresh Enchantment Command Self
Equipment: Shield, Medium 3 1 - Neutral Neutral -
Heart of the Swarm 1 - 1/Refresh Enchantment Spirit Self
Lost 1 - 1/Life Verbal Command 20'
Song of Survival 1 1 Unlimited Enchantment Protection Self

6st Level Spells

Name Cost Max Freq Type School Range
Combat Caster 2 1 - Archetype Neutral -
Dervish 2 1 - Archetype Neutral -
Equipment: Armor, 1 Point 2 1 - Neutral Neutral -
Legend 1 1 - Archetype Neutral Self
Silver Tongue 1 - 1/Refresh Enchantment Sorcery Touch
Song of Interference 1 1 1/Refresh Charge x5 Enchantment Protection Self
Stun 1 - 1/Refresh Verbal Sorcery 20'

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Wizard - Magic User

Garb: Yellow sash and medieval/sword and sorcery looking garb
Look The Part: 1 extra point of magic at the Wizards highest level
Armor: None
Shields: None
Weapons: Dagger, Magic Staff
Magic User: Wizards may purchase five points of magic from each level. Unused points from higher levels can be rolled down to lower levels. A list of all magic purchased must be carried at all times.

1st Level Spells

Name Cost Max Freq Type School Range
Banish 1 - 1/Life Verbal Spirit 20'
Equipment: Weapon, Short 2 1 - Neutral Neutral -
Experienced 2 2 - Neutral Neutral -
Force Barrier 1 - 1/Life Verbal Sorcery Self
Force Bolt 1 8 3 Balls / Unlimited Magic Ball Sorcery -
Heat Weapon 1 - 1/Life Verbal Flame 20'
Mend 1 - 1/Life Verbal Sorcery Touch
Shove 1 - 1/Life Charge x3 Verbal Sorcery 20'

2nd Level Spells

Name Cost Max Freq Type School Range
Astral Intervention 1 - 1/Life Verbal Command 20'
Break Concentration 1 - 1/Life Verbal Command 20'
Entangle 1 3 2 Balls Unlimited Magic Ball Subdual -
Innate 1 - 1/Refresh Meta-Magic Neutral -
Planar Grounding 1 - 1/Refresh Verbal Sorcery 20'
Release 1 - 1/Life Verbal Sorcery Touch
Suppression Bolt 1 3 1 Ball Unlimited Magic Ball Subdual -
Teleport 1 2 1/Life Verbal Sorcery Touch

3rd Level Spells

Name Cost Max Freq Type School Range
Dispel Magic 1 - 1/Refresh Charge x3 Verbal Sorcery 20'
Dragged Below 1 - 1/Refresh Verbal Death 20'
Extension 1 2 1/Life Meta-Magic Neutral -
Greater Mend 1 - 1/Refresh Verbal Sorcery Touch
Hold Person 1 - 1/Life Verbal Command 20'
Iceball 1 3 1 Ball / Unlimited Magic Ball Subdual -
Lightning Bolt 1 4 1 Ball Unlimited Magic Ball Flame -
Ravage 1 - 2/Life Verbal Death 20'
Shatter Weapon 1 - 1/Refresh Verbal Sorcery 20'
Throw 1 - 1/Refresh Verbal Sorcery 20'

4th Level Spells

Name Cost Max Freq Type School Range
Destroy Armor 1 - 2/Refresh Verbal Death 20'
Dimensional Rift 1 - 1/Refresh Verbal Sorcery 20'
Fireball 1 4 1 Ball Unlimited Magic Ball Flame -
Icy Blast 1 - 1/Refresh Verbal Sorcery 20'
Shatter 1 - 1/Refresh Verbal Sorcery 20'
Suppress Aura 1 - 1/Refresh Verbal Command 50'
Swift 1 2 1/Life Meta-Magic Neutral -
Vampirism 1 - 1/Refresh Enchantment Death Other
Wounding 1 - 1/Refresh Charge x3 Verbal Death 20'

5th Level Spells

Name Cost Max Freq Type School Range
Ambulant 1 2 1/Life Meta-Magic Neutral -
Contagion 1 - 1/Refresh Enchantment Death Other
Equipment: Weapon, Long 4 1 - Neutral Neutral -
Phase Bolt 1 4 1 Ball Unlimited Magic Ball Sorcery -
Pyrotechnics 1 2 1/Refresh Verbal Flame 50'
Steal Life Essence 1 2 1/Life Verbal Death Touch
Void Touched 1 2 1/Refresh Enchantment Sorcery Other
Ward Self 1 2 1/Refresh Enchantment Protection Self

6th Level Spells

Name Cost Max Freq Type School Range
Battlemage 2 1 - Archetype Neutral -
Elemental Barrage 1 2 1/Refresh Verbal Sorcery Self
Evoker 2 1 - Archetype Neutral -
Finger of Death 1 - 1/Refresh Verbal Death 20'
Persistent 2 - 1/Refresh Meta-Magic Neutral -
Protection from Magic 1 - 1/Refresh Enchantment Protection Other
Sphere of Annihilation 2 1 1 Ball / Unlimited Magic Ball Sorcery -
Warlock 2 1 - Archetype Neutral -
Word of Mending 1 - 1/Refresh Verbal Sorcery Touch