SPELLS

Bless Object

 * Level: 0 &ensp;  School: Clerical &ensp;  Range: Touch &ensp;  Call: None


 * Verbal Components: Sanc T Fi or Des E Krayte


 * Material Components: None


 * Effect: For role-play purposes the target object is “blessed” for 12 hours.

Fireball

 * Level: 0 &ensp;  School: Combat &ensp;  Range: Special &ensp;  Call: None


 * Verbal Components: Fi R Ball


 * Material Components: None


 * Effect: Character may throw a coloured tennis ball at a target character. If the tennis ball strikes the target then the target suffers a point of damage.

Ray of Light

 * Level: 0 &ensp;  School: Utility &ensp;  Range: Special &ensp;  Call: None


 * Verbal Components: Rey of Lyte


 * Material Components: None


 * Effect: Character can simulate creating a beam of light by using a hand-held flashlight that is less than 100 lumens for 60 seconds.

Control Zombie

 * Level:  1 &ensp;  School:  Combat &ensp;  Range:  Touch &ensp;  Call:  Control Zombie


 * Verbal Components:  Rav E nus, Car V nus, A O A


 * Material Components:  Wax Ingot


 * Effect:  Target zombie must obey the caster (see control effect).

Detect Poison

 * Level:  1 &ensp;  School:  Utility  &ensp;  Range:  Self &ensp;  Call:  None


 * Verbal Components:  Dra ga may, E rok nay, Ma gray pa


 * Material Components:  Cotton Cloth


 * Effect:  Character can taste food and drink with Immunity to poison for five minutes (see poison effect) . Character can use flavour agent to determine if poison is present and if so which type. Untainted potions tasted in this way still count as full potions.

Sleep

 * Level:  1 &ensp;  School:  Combat &ensp;  Range:  Touch &ensp;  Call:  Sleep


 * Verbal Components:  Na la lay, Ray na ray, Sun dun say


 * Material Components:  Wool Cloth


 * Effect:  Target character falls asleep (see sleep effect).

Solaris

 * Level:  1 &ensp;  School:  Utility &ensp;  Range:  Special &ensp;  Call:  None


 * Verbal Components:  E yus nar, Mo day kun, A yay A


 * Material Components:  Fire Drake Scale


 * Effect:  Character can simulate creating a strong beam of light by using a flashlight that is less than 350 lumens for 10 minutes.

Banish Zombie

 * Level:  2 &ensp;  School:  Clerical &ensp;  Range:  Gesture &ensp;  Call:  Banish Zombie


 * Verbal Components:  Dom E nay, A us A, Rec we um


 * Material Components:  Metallic Drake Scale


 * Effect:  Target zombie is banished (see banish effect).

Bless Person

 * Level:  2 &ensp;  School:  Clerical &ensp;  Range:  Touch &ensp;  Call:  Bless


 * Verbal Components:  In kant us, See re us, Min E mus


 * Material Components:  Bark Skin Hide


 * Effect:  Target character gains the Bless effect. Any character affected by the Bless effect gains Immunity  to all Summon effects for 12 hours, until dispelled, or they return to life following the negation of one or more Summon effects (see bless effect). 

Blind

 * Level:  2 &ensp;  School:  Combat &ensp;  Range:  Touch &ensp;  Call:  Bless


 * Verbal Components:   A rak na, See say za, E ya ah


 * Material Components:  Wool Cloth


 * Effect:  Target character is blind (see blind effect).

Detect Disease

 * Level:  2 &ensp;  School:  Utility &ensp;  Range:  Touch &ensp;  Call:  Fear


 * Verbal Components:  Dra ga may, E rok nay, Ma gray da


 * Material Components:  Cotton Cloth


 * Effect:  Character can detect diseased items or characters for 5 minutes. This allows the character to use the OOC disease ribbons to denote who, or what, is diseased and with which disease.

Instill Fear

 * Level:  2 &ensp;  School:  Combat  Range:  Touch &ensp;  Call:  Fear


 * Verbal Components:  A rak na, See say za, Yay ya A


 * Material Components:  Fire Drake Scale


 * Effect:  Target character is terrified (see fear effect).

Invisbility

 * Level:  2 &ensp;  School:  Utility &ensp;  Range:  Self &ensp;  Call:  None


 * Verbal Components:  Gra V nous, Na vara ous, Ind vid ous


 * Material Components:  Forest Drake Scale


 * Effect:  Caster is affected by the invisibility effect (see invisibility effect).

Push

 * Level:  2 &ensp;  School:  Combat &ensp;  Range:  Special &ensp;  Call:  Push


 * Verbal Components:   A re us, Rav E nus, Kar ni um


 * Material Components:  Rawhide


 * Effect:  All characters within a 2 meter radius of the caller fall backwards onto the ground (see push effect).

Revive

 * Level:  2 &ensp;  School:  Clerical &ensp;  Range:  Touch &ensp;  Call:  Revive


 * Verbal Components:  Nev ah na, Zam E na, Rav ah ka


 * Material Components:  Wax Ingot


 * Effect:  Target character is revived (see revive effect).

Sanctuary

 * Level:  2 &ensp;  School:  Utility &ensp;  Range:  Self &ensp;  Call:  Sanctuary


 * Verbal Components:  E ra ous, Na vara ous, Bar de ous


 * Material Components:  Iron Ingot


 * Effect:  Character is affected by the sanctuary effect (see sanctuary effect) for 60 seconds.

Silence

 * Level:  2 &ensp;  School:  Combat &ensp;  Range:  Touch &ensp;  Call:  Silence


 * Verbal Components:  Sa see ka, See za na, Re ma us


 * Material Components:  Refined Leather


 * Effect:  Target character is silenced (see silence effect).

Summon Zombie

 * Level:  2 &ensp;  School:  Combat &ensp;  Range:  Touch &ensp;  Call:  Summon Zombie


 * Verbal Components:  Rec we um, Dom E nay A yay A


 * Material Components:  Rawhide


 * Effect:  Target incapacitated/dead character is summoned as a zombie (see summon effect).

Blink

 * Level:  3 &ensp;  School:  Utility &ensp;  Range:  Self &ensp;  Call:  Teleport


 * Verbal Components:  Gra V nous, Na vara ous, B lynk us


 * Material Components:  Forest Drake Scale


 * Effect:  Using the Teleport effect, the character can move to a location within 10 meters of their current location (see teleport effect). Character must have unobstructed line of sight to their intended destination before they enter teleport.

Control Raging Zombie

 * Level:  3 &ensp;  School:  Combat &ensp;  Range:  Touch &ensp;  Call:  Control Raging Zombie


 * Verbal Components:  Rav E nus, Car V nus, E O A


 * Material Components:  Wool Cloth


 * Effect:  Target raging zombie must obey the caster (see control effect).

Detect Invisibility

 * Level:  3 &ensp;  School:  Utility &ensp;  Range:  Self &ensp;  Call:  None


 * Verbal Components:  Dra ga may, E rok nay, Ma gray na


 * Material Components:  Cotton Cloth


 * Effect:  Character can see invisible characters for five minutes (see invisibility effect). 

Dispel

 * Level:  3 &ensp;  School:  Utility &ensp;  Range:  Touch &ensp;  Call:  Dispel spell effect


 * Verbal Components:  E ya yay, Dom E nay, Reck we um


 * Material Components:  Refined Leather


 * Effect:  Caster must have the target spell in their spell list and must call the name of the spell effect after the word "dispel". Target spell effect is destroyed (see dispel effect).

Globe of Light

 * Level:  3 &ensp;  School:  Utility &ensp;  Range:  Special &ensp;  Call:  None


 * Verbal Components:  E yus A, Ko day run, A yay A


 * Material Components:  Fire Drake Scale


 * Effect:  Caster can wield a battery powered lantern for up to 12 hours.

Haven

 * Level:  3 &ensp;  School:  Utility &ensp;  Range:  Touch &ensp;  Call:  Sanctuary​​​​​​


 * Verbal Components:  E ra ous, Na vara ous, Al I us


 * Material Components:  Iron Ingot


 * Effect:  Target character is affected by the sanctuary effect (see sanctuary effect). 

Hold

 * Level:  3 &ensp;  School:  Combat &ensp;  Range:  Touch &ensp;  Call:  Hold


 * Verbal Components:  E yay yay, O E A, Sang na tay


 * Material Components:  Bark Skin Hide


 * Effect:  Target character is held (see hold effect).

Mage Armour

 * Level:  3 &ensp;  School:  Utility &ensp;  Range:  Self &ensp;  Call:  None


 * Verbal Components:  Rav A ka, Ran E na, Sun dun say


 * Material Components:  Metallic Drake


 * Effect:  Caster negates the next single point of damage inflicted upon them; this cannot be applied to negate the hit point loss from resistance. Only one instance of mage armour may be active at a time on a character.

Banish Raging Zombie

 * Level:  4 &ensp;  School:  Clerical &ensp;  Range:  Gesture &ensp;  Call:  Banish Raging Zombie


 * Verbal Components:  Dom E nay, A yay A, Rec we um


 * Material Components:  Rawhide


 * Effect:  Target raging zombie is banished (see banish effect).

Control Skeleton

 * Level:  4 &ensp;  School:  Combat &ensp;  Range:  Touch &ensp;  Call:  Control Skeleton


 * Verbal Components:  Rav E nus, Car V nus, A yay yay


 * Material Components:  Refined Leather Hide


 * Effect:  Target skeleton must obey the caster (see control effect).

Detect Traps

 * Level:  4 &ensp;  School:  Utility &ensp;  Range:  Self &ensp;  Call:  None


 * Verbal Components:  Dra ga may, E rok nay, Ma gray ta


 * Material Components:  Bark Skin Hide


 * Effect:  Character can see trap line and caltrops for five minutes (see trap effect). 

Heal

 * Level:  4 &ensp;  School:  Clerical &ensp;  Range:  Touch &ensp;  Call:  Heal


 * Verbal Components:   In kant us, See re us, Ah me gus


 * Material Components:  Cotton Cloth


 * Effect:  Target character is healed (see heal effect). 

Knock

 * Level:  4 &ensp;  School:  Utility &ensp;  Range:  Touch &ensp;  Call:  None


 * Verbal Components:  A ya A, Run da say, Ka na lay


 * Material Components:  Wax Ingot


 * Effect:  Target lock is unlocked (see lock effect). Spell costs an additional mana per level of the lock and cannot be used to target a lock equal to or higher than the caster's level. This spell has no effect on locks marked with an '∞' symbol.

Petrify

 * Level:  4 &ensp;  School:  Combat &ensp;  Range:  Touch &ensp;  Call:  Petrify


 * Verbal Components:  E yay yay, Nam E A, Sang na tay


 * Material Components:  Iron Ingot


 * Effect:  Target character is turned to stone (see petrify effect). 

Shocking Grasp

 * Level:  4 &ensp;  School:  Combat &ensp;  Range:  Touch &ensp;  Call:  Pain


 * Verbal Components:  Kan dor may, Kan A ma, Ra gawth nay


 * Material Components:  Metallic Drake Scale


 * Effect:  Target character suffers intense pain (see pain effect).

Set on Fire

 * Level:  4 &ensp;  School:  Combat &ensp;  Range:  Touch &ensp;  Call:  Set on Fire


 * Verbal Components:  Flam E na, Rav E nus, Kar ni um


 * Material Components:  Fire Drake Scale


 * Effect:  Target character is on fire (see set on fire effect).

Slumber

 * Level:  4 &ensp;  School:  Combat &ensp;  Range:  Gesture &ensp;  Call:  Sleep


 * Verbal Components:  Na A Lay, Ray La Ray, Sun Dun Say


 * Material Components:  Wool Cloth


 * Effect:  Target character falls asleep (see sleep effect). 

Vanish

 * Level:  4 &ensp;  School:  Utility &ensp;  Range:  Touch &ensp;  Call:  Invisibility


 * Verbal Components:  Gar E nous, O vara tas, Ind vid ous


 * Material Components:  Forest Drake Scale


 * Effect:  Target character is affected by the invisibility effect (see invisibility effect).

Banish Skeleton

 * Level:  5 &ensp;  School:  Clerical &ensp;  Range:  Gesture &ensp;  Call:  Banish Skeleton


 * Verbal Components:  Dom E nay, A yay yay, Rec we um


 * Material Components:  Minotaur Hide


 * Effect:  Target skeleton is banished (see banish effect). 

Control Wraith

 * Level:  5 &ensp;  School:  Combat &ensp;  Range:  Touch &ensp;  Call:  Control Wraith


 * Verbal Components:  Rav E nus, Car E us, E O A


 * Material Components:  Rune Weave Cloth


 * Effect:  Target wraith must obey the caster (see control effect).

Cure

 * Level:  5 &ensp;  School:  Clerical &ensp;  Range:  Touch &ensp;  Call:  Cure


 * Verbal Components:  In kant us, See re us, Bal rok na


 * Material Components:  Mithril Ingot


 * Effect:  Target character is temporarily alleviated of all detriments from Poison, Disease (both contagiousness and symptoms), and/or the Cursed effect for 2 hours (see Poison, Disease , and Cursed effects for full removal). For the sake of the spell mechanic, the caster can touch the target character without being infected.

Dark Gaze

 * Level:  5 &ensp;  School:  Combat &ensp;  Range:  Gesture &ensp;  Call:  Fear


 * Verbal Components:  A rak na, See say za, Yay ya yay


 * Material Components:  Basilisk Scale


 * Effect:  Target character is terrified (see fear effect).

Mute

 * Level:  5 &ensp;  School:  Combat &ensp;  Range:  Gesture &ensp;  Call:  Silence


 * Verbal Components:  See la ka, Sa za na, Re ma us


 * Material Components:  Silk Cloth


 * Effect:  Target character is silenced (see silence effect) .

Obscure

 * Level:  5 &ensp;  School:  Combat &ensp;  Range:  Gesture &ensp;  Call:  Blind


 * Verbal Components:  A rak za, See say na, E ya A


 * Material Components:  Dark Iron Ingot


 * Effect:  Target character is blind (see blind effect) .

Solis Lumina

 * Level:  5 &ensp;  School:  Utility &ensp;  Range:  Special &ensp;  Call:  None


 * Verbal Components:  A yus na, Mo ray kun, E ya A


 * Material Components:  Refined Leather


 * Effect:  Character can simulate creating an incredibly strong beam of light by using a flashlight that is greater than 350 lumens for 60 seconds.

Summon Raging Zombie

 * Level:  5 &ensp;  School:  Combat &ensp;  Range:  Touch &ensp;  Call:  Summon Raging Zombie


 * Verbal Components:  Rec we um, Dom E nay, E ya A


 * Material Components:  Feral Beast Hide


 * Effect:  Target incapacitated/dead character is summoned as a raging zombie (see summon effect) .

Banish Wraith

 * Level:  6 &ensp;  School:  Clerical &ensp;  Range:  Gesture &ensp;  Call:  Banish Wraith


 * Verbal Components:  Dom E nay, E yay yay, Rec we um


 * Material Components:  Mithril Ingot


 * Effect:  Target wraith is banished (see banish effect).

Entangle

 * Level:  6 &ensp;  School:  Combat &ensp;  Range:  Gesture &ensp;  Call:  Hold


 * Verbal Components:  E yay yay, A E A, Sang na tay


 * Material Components:  Feral Beast Hide


 * Effect:  Target character is held (see hold effect).

Resurrect

 * Level:  6 &ensp;  School:  Clerical &ensp;  Range:  Touch &ensp;  Call:  Resurrect


 * Verbal Components:  In kant us, See re us, Re turn us


 * Material Components:  Hydra Scale


 * Effect:  Target character is resurrected (see resurrect effect).

Speak With Dead

 * Level:  6 &ensp;  School:  Utility &ensp;  Range:  Touch &ensp;  Call:  (stated below)
 * Somatic Component:  Caster must open the eyes of target dead or unconscious character (if closed), make eye contact and wave hand horizontally, palm downward, while calling the words, “you will answer the following questions”.


 * Verbal Components:  A ra A, Ma ka na, A E A


 * Material Components:  Silk Cloth


 * Effect:  Character can use the persuasion effect to get answers from target dead or unconscious character (see persuasion effect) for the next five minutes. The target character may be untruthful but must answer the questions.

Summon Skeleton

 * Level:  6 &ensp;  School:  Combat &ensp;  Range:  Touch &ensp;  Call:  Summon Skeleton


 * Verbal Components:  Rec we um, Dom E nay, Say yay ya


 * Material Components:  Ogre Hide


 * Effect:  Target incapacitated/dead character is summoned as a skeleton (see summon effect).

Cloud of Sleep

 * Level:  7 &ensp;  School:  Combat &ensp;  Range:  Spray &ensp;  Call:  Sleep


 * Verbal Components:  La ra lay, Ray a ray, Sun dun say


 * Material Components:  Leviathan Scale


 * Effect:  Target character(s) falls asleep (see sleep effect).

Control Demon

 * Level:  7 &ensp;  School:  Combat &ensp;  Range:  Touch &ensp;  Call:  Control Demon


 * Verbal Components:  Rav E nus, Car V nus, Kul ra A


 * Material Components:  Minotaur Hide


 * Effect:  Target demon must obey the caster (see control effect) .

Flame Burst

 * Level:  7 &ensp;  School:  Combat &ensp;  Range:  Gesture &ensp;  Call:  Set on Fire


 * Verbal Components:  Flam E na, Rav E nus, Kar E num


 * Material Components:  Mithril Ingot


 * Effect:  Target character is on fire (see set on fire effect) .

Inhibit

 * Level:  7 &ensp;  School:  Combat &ensp;  Range:  Gesture &ensp;  Call:  Petrify


 * Verbal Components:  E yay ray, Nam O A, Sang na tay


 * Material Components:  Basilisk Scale


 * Effect:  Target character is paralyzed (see petrify effect) .

Pain

 * Level:  7 &ensp;  School:  Combat &ensp;  Range:  Gesture &ensp;  Call:  Pain


 * Verbal Components:  Kan dor may, Kan E ma, Ra gawth na


 * Material Components:  Ogre Hide


 * Effect:  Target character suffers intense pain (see pain effect) .

Shield of Air

 * Level:  7 &ensp;  School:  Utility &ensp;  Range:  Self &ensp;  Call:  Sanctuary


 * Verbal Components:  Cos ra gal, Fos de ray, Vos ka dal


 * Material Components:  Leviathan Scale


 * Effect:  Character is affected by the sanctuary effect (see Sanctuary effect)  for five minutes but is not restricted to remaining stationary.

Summon Wraith

 * Level:  7 &ensp;  School:  Combat &ensp;  Range:  Touch &ensp;  Call:  Summon Wraith


 * Verbal Components:  Rec we um, Dom E nay, E yay yay


 * Material Components:  Dark Iron Ingot


 * Effect:  Target incapacitated/dead character is summoned as a wraith (see summon effect) .

Teleport

 * Level:  7 &ensp;  School:  Utility &ensp;  Range:  Self &ensp;  Call:  Teleport


 * Verbal Components:  Gra V nous, Na vara ous, Mo ment us


 * Material Components:  Ogre Hide


 * Effect:  Character is affected by the teleport effect (see teleport effect) .

Banish Demon

 * Level:  8 &ensp;  School:  Clerical &ensp;  Range:  Gesture &ensp;  Call:  Banish Demon


 * Verbal Components:  To hiss an, E ma vell, Dom E nay


 * Material Components:  Hydra Scale


 * Effect:  Target demon is banished (see banish effect) .

Blindness

 * Level:  8 &ensp;  School:  Combat&ensp;  Range:  Spray &ensp;  Call:  Blind


 * Verbal Components:  A rak na, See say za, E ya yay


 * Material Components:  Basilisk Scale


 * Effect:  Target character(s) is blind (see blind effect) .

Cloak of Invisibility

 * Level:  8 &ensp;  School:  Utility &ensp;  Range:  Spray &ensp;  Call:  Invisibility


 * Verbal Components:  Gar V nous, O vara ous, Ind vid ous


 * Material Components:  Silk Cloth


 * Effect:  Target character(s) are affected by the invisibility effect (see invisibility effect) .

Drain

 * Level:  8 &ensp;  School:  Combat &ensp;  Range:  Touch &ensp;  Call:  Drain


 * Verbal Components:  Sa who ra, Me kan ra, She sha kra


 * Material Components:  Dark Iron


 * Effect:  Target character is drained of health and mana (see Drain effect) .

Hideous Visage

 * Level:  8 &ensp;  School:  Combat &ensp;  Range:  Spray &ensp;  Call:  Fear


 * Verbal Components:  A rak na, See say za, Yay ya yay


 * Material Components:  Feral Beast Hide


 * Effect:  Target characters are terrified (see fear effect) .

Hush

 * Level:  8 &ensp;  School:  Combat &ensp;  Range:  Spray &ensp;  Call:  Silence


 * Verbal Components:  See la ent, See za na, Re ma us


 * Material Components:  Rune Weave Cloth


 * Effect:  Target character(s) are silenced (see silence effect) .

Constrict

 * Level:  9 &ensp;  School:  Combat &ensp;  Range:  Spray &ensp;  Call:  Hold


 * Verbal Components:  E yay yay, O E O, Sang na tay


 * Material Components:  Gromril Ingot


 * Effect:  Target characters are held (see hold effect) .

Illusion

 * Level:  9 &ensp;  School:  Combat &ensp;  Range:  Gesture &ensp;  Call:  (stated below)


 * Verbal Components:  Cor V sa, Mi ra J, In tran say


 * Material Components:  Beholder Hide
 * Action: The caster must make eye contact with the target character(s) and slowly wave their hand horizontally, palm downward, while calling the words "you perceive..." followed by a short description of the illusion created. Example: "You perceive that you are surrounded by snakes."
 * Action: The caster must make eye contact with the target character(s) and slowly wave their hand horizontally, palm downward, while calling the words "you perceive..." followed by a short description of the illusion created. Example: "You perceive that you are surrounded by snakes."


 * Effect:  The target character(s) are convinced that they perceive what the caster describes. The illusion only lasts for five minutes, after which the target realizes that what they perceived was not real (see Persuasion effect) .

Summon Demon

 * Level:  9 &ensp;  School:  Combat &ensp;  Range:  Touch &ensp;  Call:  Summon Demon


 * Verbal Components:  Rec we um, Dom E nay, In tran say


 * Material Components:  Demon Hide


 * Effect:  Target incapacitated/dead character is summoned as a demon (see summon effect).

Acid Spray

 * Level:  10 &ensp;  School:  Combat &ensp;  Range:  Spray &ensp;  Call:  Pain


 * Verbal Components:  Kan dor may, Kan O ma, Ra gawth ne


 * Material Components:  Fel Weave Cloth


 * Effect:  Target character(s) suffers intense pain (see pain effect) .

Transfix

 * Level:  10 &ensp;  School:  Combat &ensp;  Range:  Spray &ensp;  Call:  Petrify


 * Verbal Components:  E yay ray, Nam O A, Sang na tay


 * Material Components:  Bone Drake Scale


 * Effect:  Target character(s) are paralyzed (see petrify effect) .

Globe of Teleportation

 * Level:  11 &ensp;  School:  Utility &ensp;  Range:  Special &ensp;  Call:  Teleport


 * Verbal Components:  Gra V nous, Na vara ous, Com pla tus


 * Material Components:  Nether Drake Scale


 * Effect:  Caster must lay a 10+ meter long, >12mm thick rope in a circle on the ground. Anyone may enter the circle. Once that caster is satisfied that appropriate characters are within the rope they must call, "Teleport" followed by the name of the location they are teleporting to. All characters within the globe are affected by the teleport effect (see teleport effect) .

Power of Gods

 * Level:  11 &ensp;  School:  Clerical &ensp;  Range:  Touch &ensp;  Call:  Revive or Heal


 * Verbal Components:  In kant us, See re us, X tree ma


 * Material Components:  Gold Ingot


 * Effect:  All target characters touched within the next 60 seconds are either revived (see revive effect) or healed (see heal effect), casters choice.

Blue Dream

 * Level:  12 &ensp;  School:  Utility &ensp;  Range:  Self &ensp;  Call:  None


 * Verbal Components:  Dom E nay, Car ni us, Rec we um


 * Material Components:  Ancient Drake Scale


 * Effect:  Caster gains five free uses of the Resistance effect that they may spend towards any negative altering effect, apart from any that bestow death (such as Throat Slit, Backstab , Run Through , Flintlock , Death Strike , or Set on Fire ), for 12 hours or until death. These uses do not cost any hit points but still require the call 'resist' per use. This does not negate the additional damage some effects may impart. Blue dream does not persist through death and cannot be used to resist any Dispel Effect specifically targeting Blue Dream (see Dispel effect) .

Globe of Protection

 * Level:  12 &ensp;  School:  Utility &ensp;  Range:  Special &ensp;  Call:  Sanctuary


 * Verbal Components:  E ra ous, Na vara ous, Com pla tus


 * Material Components:  Adamantine Ingot


 * Effect:  Caster must lay a 10 meter long, >12mm thick rope in a circle on the ground. Anyone who enters the circle, with the caster's permission, is affected by the sanctuary effect (see sanctuary effect) . The globe of protection lasts as long as the caster that created it stays within it.