A compilation of the knowledge of the East Mark.
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This section contains all the spells available in the game along with those created by players.

Here you can find the last three spells added to the Codex, a random spell selected from the best available and the advanced search. Spells affect one class at least. Each page may contain all the information related to the spell or point to an external URL or document where more details can be found.

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SpellAnimate Dead

June 23, 2016. Canon: Canon

This spell will turn the bones or bodies of recent corpses and skeletons into living dead creatures or zombies that will obey the orders of the Cleric. The undead will follow their masters wherever they go, or could be deployed at a certain location to attack anyone who enters it. The skeletons and zombies will remain in this undead state until destroyed by force of arms or through magic. The ...

SpellAnimal Growth

June 23, 2016. Canon: Canon

A regular animal will double its size thanks to this spell, gaining 1d8 additional hit points.

SpellSpeak with Animals

June 23, 2016. Canon: Canon

Once this spell is cast, the Cleric will be able to understand and communicate with any non-magical animal that has a mind.

The Cleric will receive simple answers to the posed questions, dependent on the Intelligence of the creature and its intentions. If the animal is friendly, it may even be possible for it to perform some task for the conjurer.

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spells

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spells Charm Person

May 3, 2016. Canon: Canon

This spell only affects intelligent or semi-intelligent humanoid creatures. The victim of the spell shall make a saving throw versus spells. If successful, the spell will not have any effect. Otherwise, the victim remains spellbound, and will believe the sorcerer to be a friend, and will try to defend him or her against any hreat.

This spell has no effect on animals, creatures of magical nature, undead or humanoid monsters bigger than an ogre. The caster must speak a language understood by the opponent. An order to commit suicide will never be followed. The spell can last for months or even years, although the victim is entitled to a spell’s saving throw every day, week or month in order to check whether it is still under the effects of the enchantment. This roll depends on the creature’s Intelligence:

INT 3-8 -> Monthly
INT 9-12 -> Weekly
INT 13-18+ -> Daily


If the caster attacks the enchanted creature in a deliberate manner, the enchantment will be broken. Likewise, the victim will defend itself if attacked by the allies of the caster.

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