Avoidance

Alchemical Shield: This level 4 spell destroys any one unwanted alchemical item used upon a being or object protected by this spell. Lasts until destroyed or used.

Aura of Protection: Subtracts points of magical damage from each attack taken in a combat but counts as one of the two additional effects a player can have besides their spells per combat. This can be dispelled and only blocks magical damage down to one point so all spells will still do 1 pt.

Level 1 Aura of Protection: Subtracts 1 point of damage from each magical attack

Level 2 Aura of Protection: Subtracts 2 points of damage from each magical attack

Level 3 Aura of Protection: Subtracts 3 points of damage from each magical attack

Level 4 Aura of Protection: Subtracts 4 points of damage from each magical attack

Level 5 Aura of Protection: Subtracts 7 points of damage from each magical attack

Barricade Tree: This spell tree creates a defensive wall that keeps foes out. This barrier will take only so many points of physical, enhanced physical, or magical damage before dissipating. Each barricade also has a certain number of defense points, meaning that all strikes are reduced by the amount of defense points before damage actually occurs to the barrier. For the purpose of calculating damage, the concept of a weapon strike applies to the barricade like it would to a combatant. For example if the barrier had 1 points of defense, no amount of bashing it with a red (1 pt) weapon would do damage. You must have at least an orange weapon to do damage, and then the orange weapon would only do one point for one hit (like a weapon strike). This spell must be cast upon openings, doorways, or two trees, located no farther than 12 feet from each other. The caster must touch the two points to which the spell is anchored to when casting this spell.  It cannot be cast upon any creatures.

Level 1 Barricade: This barrier can take 3 points of damage before dissipating. It has 2 point of defense.

Level 2 Barricade: This barrier can take 4 points of damage before dissipating. It has 3 points of defense.

Level 3 Barricade: This barrier can take 5 points of damage before dissipating. It has 4 points of defense.

Level 4 Barricade: This barrier can take 6 points of damage before dissipating. It has 5 points of defense.

Level 5 Barricade: This barrier can take 9 points of damage before dissipating. It has 7 points of defense.

Entangle Tree: Available only to Woodland Druids, this tree allows command of plant life and vines.

Level 3 Snarl: Causes nearby plants and vines to creep around enemies legs, slowing them or tripping them. Allows combatants to have 10 seconds to try to leave combat. You can be pursued.

Level 4 Entangle: Causes nearby plants and vines to completely trap enemies, rooting them in place. As long as caster is in range, new plants will replace any mobs cut/burn/kill off themselves. Allows combatants to leave combat without pursuit. Monsters can eventually free themselves when caster is out of range by removing plants, but by that time combatants would be out of range of pursuit.

Destroy Magic Tree: This spell tree permanently destroys charges on items or dissipates cast spells. At lower levels it will not destroy items completely, it will only remove charges.

Level 1 Destroy Magic:  Destroys one previously cast 1st level magic spell.

Level 2 Destroy Magic:  Destroys one previously cast 2nd or lower level magic spell.

Level 3 Destroy Magic:  Destroys one previously cast 3rd or lower level magic spell.

Level 4 Destroy Magic:  Destroys one previously cast 4th or lower level magic spell.

Level 5 Destroy Magic:  Destroys one previously cast 5th or lower level magic spell. This has the potential to lower the power level of enchanted items or abilities, or destroy permanent channeled items.

Detect Trap and Lock: This level 1 spell detects the residence and level of a trap and lock, if present, when cast on a single item.

Dispel Magic Tree:  This spell tree dissipates any spell effects as long as the Dispel is evoked immediately after the target spell has functioned.

Level 1 Dispel Magic: Dissipates any 1st level spell effect.

Level 2 Dispel Magic: Dissipates any 2nd level spell effect.

Level 3 Dispel Magic: Dissipates any 3rd level spell effect.

Level 4 Dispel Magic: Dissipates any 4th level spell effect.

Level 5 Dispel Magic: Dissipates any 5th level spell effect.

Level X Dispel Magic: Dissipates any X level spell effect.

Disenchant Tree: This spell tree drains magic vessels completely of their powers / charges. Disenchant destroys things preferentially in this order: Channeled items, tattoos, scrolls, then alchemical items. The spell starts at items with the same level as the spell, and if no level appropriate items are present it will seek out items of lower levels in the order above. If no appropriate vessels are present at all the spell will have no effect.

Level 2 Disenchant: Disenchants Level 1 vessels

Level 3 Disenchant: Disenchants Level 2 vessels

Level 4 Disenchant: Disenchants Level 3 vessels

Level 5 Disenchant: Disenchants Level 4 vessels

Doppelganger Tree: Creates a duplicate that stands in for the caster. The caster is placed out of phase with the world until the doppelganger is destroyed and therefore cannot not act or be affected for the duration of the spell. When cast, Doppelganger should be secretly announced to an AM or to someone on the caster's team if possible.

Level 1 Time Doppler: Creates a weak temporary doppelganger which can attempt any one action.

Level 2 Time Doppler: Creates a weak temporary doppelganger which can attempt any two actions.

Level 3 Time Doppler: Creates a temporary doppelganger for 1 minute or until it gets injured.

Level 4 Doppelganger: Creates a doppelganger with the same HPs (including buffs and armor) as the caster but can only be summoned in combat.  It cannot use the caster's personal spells or any of his or her other items, but can use the casters weapon strike.

Level 5 Greater Doppelganger: Creates a doppelganger with the same HPs (including buffs and armor) as the caster but can only be summoned in combat.  It can the caster's personal spells and the casters weapon strike, but not personal items.

Eldritch Form: This level 5 spell makes the caster becomes immune to all magical attacks for one spell period, but takes physical damage normally. Evoker can use both physical and magical attacks.

The Hide-in-plain-sight Tree: This spell tree hides the caster from those who seek them.

Level 3 Pass Without Trace: Allows the caster to live, hunt, and walk in an area without leaving any discernible tracks or detectable traces. This spell lasts for 1 week (adventure). This spell blocks the Tracking and Find the Path

Level 4 Hidden Pathway: Allows the caster to continuously enchant a pathway that they can travel at their leisure without leaving any discernible tracks or detectable traces. This spell blocks the Tracking, Find the Path or Locate Object spell and remains until Destroy Magic 4 is cast upon it. This spell lasts for 1 week (adventure). The path will radiate magic if detected.

Jumping Grave: This level 4 causes the grave site of a person, along with all earthly remains, to teleport randomly around the Shadowlands.

Metamorph Tree: This spell tree allows the target to impersonate others by masking their physical appearance with magic.

Level 1 Metamorph: Creates the illusion that the spell's target is a akin to nearby enemies for 30 seconds.  Cannot be used once combat is declared. The caster is allowed to avoid combat ONLY with this spell.

Level 2 Metamorph: Allows the target to avoid attacks and/or carry a conversation with enemies for 1-2 minutes by fooling them into thinking you are one of them. If the creature’s native language is not known, then a Tongues spell must be used to carry the conversation. This spell can be used as combat is declared but not once target is engaged.  It can also be used if target of spell has no immediate opponent.

Level 3 Metamorph: Allows the target to freely move within the ranks of the enemy for 5 minutes without being detected as anything other than common member of that enemy. This spell also can compensate for language barriers.

Level 4 Metamorph: Allows the target to freely move within the ranks of the enemy for 10 minutes without being detected as anything other than common member of that enemy. This spell also can compensate for language barriers.

Level 5 Metamorph: The target of the spell can take on the appearance of a specific individual. The illusion is only as good as the caster's knowledge of that individual. The spell lasts for 30 minutes and can compensate for language barriers.

Mask Aura: This spell tree hides a person’s true aura from sight, causing a weak white or gray aura to appear.

Level 1 Mask Aura: Creates a 1st level mask that can be dispelled by any level Penetrate Aura.

Level 2 Mask Aura: Creates a 2nd level mask that can be dispelled by level 2+ Penetrate Aura.

Level 3 Mask Aura: Creates a 3rd level mask that can be dispelled by level 3+ Penetrate Aura.

Level 4 Mask Aura: Creates a 4th level mask that can be dispelled by level 4+ Penetrate Aura.

Level 5 Mask Aura: Creates a 5th level mask that can be dispelled by level 5+ Penetrate Aura.

Obfuscate Tree: This spell tree hides partially or completely a person or object.

Level 4 Obscure Object: Partially conceals an object from spells such as Tracking, Find the Path and Locate Object. The spell does not completely obliterate the path to the object but instead makes it harder to find. A Locate Object spell not will reveal the exact location of the item that has Obscure Object cast upon it but instead will reveal the first of 2-5 clues that will lead to where the item resides. This spell lasts for 1 week (adventure).

Level 5 Conceal Object: Completely conceals an object from spells such as Find the Path and Locate Object. The spell completely obliterates the path to the object, so that even a Locate Object spell not will reveal the any clue as to the location of the item. This spell lasts for 1 week (adventure).

Remove Trap: This spell tree removes traps.

Level 1 Remove Trap: Removes a 1st level trap.

Level 2 Remove Trap: Removes a 2nd level or lower trap.

Level 3 Remove Trap: Removes a 4th level or lower trap.

Level 4 Remove Trap: Removes a 6th level or lower trap.

Level 5 Remove Trap: Removes a 7th level or lower trap.

Run: This Level 1 spell allows the character on which it is cast to increase their running speed to twice normal for 10 seconds. Can be used to avoid combat.

Spell Shield: Negates the function of the first unwanted spell that is directed at the caster. Lasts until destroyed or used.  No more that one Spell Shield of any level can be cast on a person at a time, and cannot negate a spell that has already been cast.

Level 1 Spell Shield: Negates the function of the first unwanted 1st level spell

Level 2 Spell Shield: Negates the function of the first unwanted 2nd level spell

Level 3 Spell Shield: Negates the function of the first unwanted 3rd level spell

Level 4 Spell Shield: Negates the function of the first unwanted 4th level spell

Level 5 Spell Shield: Negates the function of the first unwanted 5th level spell

Stone Skin: Subtracts points of physical damage from each attack taken in a combat but counts as one of the two additional effects a player can have besides their spells per combat. This cannot be dispelled and only blocks physical damage down to one point (so red weapons will still do their 1 pt).

Level 1 Stone Skin: Subtracts 1 point of physical damage

Level 2 Stone Skin: Subtracts 2 point of physical damage

Level 3 Stone Skin: Subtracts 3 point of physical damage

Level 4 Stone Skin: Subtracts 4 point of physical damage

Level 5 Stone Skin: Subtracts 6 point of physical damage

Teleport Tree:

Level 1 Flicker: Causes the caster to rapidly shift between two nearby places. Causes them to take half damage from any weapon strike.

Level 2 Blink: Causes the caster to instantaneously and quickly appear and then disappear within a 3 ft radius. Causes them to avoid one magical attack, unless the spell was spread, in which case they take full damage.

Level 3 Teleport: Teleports someone to a random place out of combat in the nearby vicinity (30 seconds away). Cannot be used offensively, but can be used on a willing companion.

Level 4 Teleport to Safety: Teleports the target creature to safety in a pre-arranged spot. This spell may not be used offensively, but can be used on a willing companion.

Level 5 Portal: Creates a very short lived portal to a pre-arranged spot. Portal lasts for 20 seconds.

Trance: This level 1 spell puts a person or a creature in a trance for the first minute, but the creature cannot be harmed, touched, or searched in any way. 

Unlock: Unlocks locks

Level 1 Unlock: Unlocks 1st level lock.

Level 2 Unlock: Unlocks 2nd level or lower lock

Level 3 Unlock: Unlocks 3rd level or lower lock

Level 4 Unlock: Unlocks 4th level or lower lock

Level 5 Unlock: Unlocks 5th level or lower lock

Wraithform: This level 4 spell makes the caster of this spell becomes immune to all Physical attacks for one spell period, but take magical damage normally. Cannot use physical attributes or weapons in combat.