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Proffesions    Original Book   

Alchemist Channeling ....................................... 3  Tresure Companion  34 


Alchemist Essence ............................................ 4  Tresure Companion  33 
Alchemist Mentalism ........................................ 5  Tresure Companion  35 
Animist ............................................................. 6  Caracter Law  20 
Arcane Elementalist ......................................... 7  Fire and Ice Companion  23 
Arcanist ............................................................ 8  Arcane Companion  33 
Armsmaster ...................................................... 9  Mentalism Companion  24 
Astrologer ......................................................... 10  Mentalism Companion  22 
Barbarian .......................................................... 11  School of Hard Knock  157 
Bard .................................................................. 12  Spell law of Mentalism  77 
Chaotic ............................................................. 13  Arcane Companion  35 
Cleric................................................................. 14  Spell Law of Channeling  76 
Dabbler ............................................................. 15  Fantasy Basic Manual  99 
Elemental Champion ........................................ 16  Fire and Ice Companion  22 
Elemental Explorer ........................................... 17  Fire and Ice Addendum  3 
Elemental Priest ............................................... 18  Fire and Ice Companion  21 
Elementalist ...................................................... 19  Fire and Ice Companion  17 
Enchanter ......................................................... 20  Mentalism Companion  23 
Fighter .............................................................. 21  Fantasy Basic Manual  92 
Healer ............................................................... 22  Caracter Law  22 
Illusionist .......................................................... 23  Spell law of Essence  75 
Lay Healer ......................................................... 24  Caracter Law  21 
Layman ............................................................. 25  Caracter Law  18 
Magehunter ..................................................... 26  Arcane Companion  36 
Magent ............................................................. 27  Caracter Law  27 
Magician ........................................................... 28  Spell law of Essence  76 
Mana Molder .................................................... 29  Essence Companion  56 
Mentalist .......................................................... 30  Spell law of mentalism  76 
Monk ................................................................ 31  Caracter Law  26 
Mystic ............................................................... 32  Caracter Law  23 
Mythic .............................................................. 33  Channeling Companion  25 
Outrider ............................................................ 34  School of Hard knock  158 
Paladin .............................................................. 35  Caracter Law  25 
Priest ................................................................ 36  Channeling Companion  26 
Ranger .............................................................. 37  Fantasy Basic Manual  98 
Rogue ............................................................... 38  Fantasy Basic Manual  94 
Runemage ........................................................ 39  Essence Companion  55 
Sage .................................................................. 40  School of Hard Knock  159 
Seer .................................................................. 41  Mentalism Companion  21 
Sorcerer ............................................................ 42  Caracter Law  24 
Storm Mage ...................................................... 43  Fire and Ice Addendum  4 
Summoner ........................................................ 44  Channeling Companion  23 
Swashbuckler ................................................... 45  School of Hard Knock  160 
Thief ................................................................. 46  Fantasy Basic Manual  93 
Warlock ............................................................ 47  Channeling Companion  24 
Warrior Mage ................................................... 48  Essence Companion  57 
Warrior Monk ................................................... 49  Caracter Law  17 
Wizard .............................................................. 50  Arcane Companion  34 
 
5.2 PROFESSION BONUSES
Crafting .............................. +15 Power Awareness ............... +5
CHANNELING-BASED Influence ............................... +5 Power Point Develop ........ +5
Lore • Magical ..................... +5 Spell Group ......................... +5
ALCHEMISTS Lore • Obscure ..................... +5 Weapon Group ................... +5
Part II Channeling-based Alchemists are pure spell users of
Rules
Channeling, who have concentrated on the creation of
SKILLS AND SKILL CATEGORIES
Armor • Heavy ..................... 11 Outdoor • Animal ................. 3
items. Their base spells deal with the creation of magical Armor • Light ............... 2/2/2 Outdoor • Environs .......... 2/7
items, holy vestments, holy water, and wards. Armor • Medium ................ 10 Power Awareness ............. 2/5
Leana listened as the demon crashed against the ward, Artistic • Active ................. 2/5 Power Manipulation ...... 4/10
howling in rage and agony. “If Rhiannon be willing,” she Artistic • Passive ................ 2/5 Power Point Develop. ......... 4
thought, “it will hold another few moments. The holy water Athletic • Brawn .................... 3 Science • Basic .................. 1/4
is almost ready. Soon the creature will pay for its misdeeds” Athletic • Endurance ............ 3 Science • Specialized ..... 6/14
Athletic • Gymnastic ............ 6 Self Control ........................... 5
Prime Stats: Intuition and Memory. Awareness • Perception ....... 6 Special Attacks .................... 10
Awareness • Searching ..... 2/6 Special Defenses ................. 40
CLASS SPELL LISTS Awareness • Senses ........... 3/7 Subterfuge • Attack ............ 15
Channeling-based Alchemist have six base lists which are Body Development ............. 10 Subterfuge • Stealth ............. 5
chosen from the nine lists found below. Lists not chosen are Combat Maneuvers ............ 10 Subterfuge • Mechanics ...... 7
treated as Own Realm Other Base lists (and thus cannot be taken Communications .......... 2/2/2 Technical • General ......... 3/7
as extra base lists). The full description of all the spells on these Crafts ................................ 4/10 Technical • Professional ...... 8
lists can be found in Section 13.0. For a slightly higher Directed Spells ...................... 3 Technical • Vocational .. 5/12
development point cost, he may also develop Open Channeling Influence ............................. 2/6 Urban ...................................... 3
and Closed Channeling spell lists. Full descriptions of these lists Lore • General .................... 1/3 Weapon • Category 1 ......... 6
can be found in Of Channeling (pages 6-25). At even a greater Lore • Magical ................... 2/4 Weapon • Category 2 ........... 7
development point cost, other spell lists may be developed. Lore • Obscure ................... 3/7 Weapon • Category 3 ........... 9
Holy Armor: Creates magical armors. Lore • Technical ................ 2/6 Weapon • Category 4 ........... 9
Martial Arts • Strikes ........... 6 Weapon • Category 5 ........... 9
Holy Office: Creates magical general items.
Martial Arts • Sweeps .......... 6 Weapon • Category 6 ......... 20
Holy Wards: Creates wards to protect people and sights. Weapon • Category 7 ......... 20
Holy Weapons: Creates magical weapons. The weapon categories are: 1-H Concussion, 1-H Edged,
Holy Works: Works organic matter. 2-Handed, Missile, Missile Artillery, Pole Arms, and Thrown.
Inorganic Skills: Works inorganic matter Everyman Skills: Time Sense, Magic Ritual,
Liquid/Gas Skills: Creates potions. Channeling, Meditation.
Other Realm Imbedding: Imbeds spells from realms other Occupational Skills: Religion, choice of six Crafting skills
than his own. Restricted Skills: None
Own Realm Imbedding: Imbeds spells from his own realm.
SPELL DEVELOPMENT
Base List (all) ................ 3/3/3 Closed List (1-5) ........... 4/4/4
Open List (1-10) .......... 4/4/4 Closed List (6-10) ......... 4/4/4
Open List (11-15) ........ 4/4/4 Closed List (11-15) ...... 4/4/4
Open List (16-20) ........ 4/4/4 Closed List (16-20) ...... 4/4/4
Open Lists (21+) .......... 6/6/6 Closed List (21+) .............. 8/8
First 5 lists developed in a given level: .......................... x1 cost
6th to 10th list developed in a given level: ................... x2 cost
11th - up lists developed in a given level ...................... x4 cost
For spell lists not shown, see Table T-2.4 in RMFRP.
TRAINING PACKAGES
Adventurer ............................ 40 Highwayman ........................ 30
Amateur Mage† .................. 27 Hunter‡ ............................. (44)
Animal Friend ..................... 40 Knight‡ ............................. (50)
Assassin ................................. 43 Loremaster† ......................... 25
Berserker‡ ......................... (38) Martial Artist ...................... 41
Burglar .................................. 35 Mercenary‡ ....................... (39)
City Guard ........................... 25 Merchant .............................. 21
Cloistered Academic† ........ 27 Performer ............................. 29
Con Man .............................. 26 Philosopher .......................... 29
Crafter† ................................. 27 Sailor‡ ............................... (23)
Crusading Academic .......... 33 Scout‡ ................................ (32)
TREASURE
COMPANION Cut Purse .............................. 34 Shaman Priest ..................... 29
Detective ............................... 28 Soldier‡ ............................. (25)
BH Diplomat ............................... 25 Spy ......................................... 38
Doctor ................................... 23 Traveler‡ ........................... (18)
Explorer‡ ........................... (34) Wanderer‡ ........................ (32)
34 Guardian‡ ......................... (47) Weapon Master .................. 69
Herbalist ............................... 30 Zealot .................................... 28
†: Typical ‡: Not normally allowed
5.1 PROFESSION BONUSES
Crafting .............................. +15 Power Awareness ............... +5
ESSENCE-BASED Lore • Magical ..................... +5 Power Point Develop ........ +5
Lore • Obscure ..................... +5 Spell Group ......................... +5
ALCHEMISTS Lore • Technical .................. +5 Technical • Vocational ...... +5
Part II
Essence-based Alchemists are pure spell users of Es- SKILLS AND SKILL CATEGORIES Rules
sence, who have concentrated on the creation of items. Armor • Heavy .............. 5/5/5 Outdoor • Animal ................. 3
Their base spells deal with the creation of magical items, Armor • Light ............... 2/2/2 Outdoor • Environs .............. 3
potions, runes, staves, and wands. Armor • Medium ......... 4/4/4 Power Awareness ............. 1/4
Angus checked his apparatus for the forth time. Once more Artistic • Active ................. 2/5 Power Manipulation ...... 4/10
day of rituals and the sword would be complete. Two years, Artistic • Passive ................ 2/5 Power Point Develop. ......... 4
Athletic • Brawn .................... 3 Science • Basic .................. 1/3
three months, six days, and twelve hours had passed since
Athletic • Endurance ............ 3 Science • Specialized ....... 3/7
he began his great work. Now was not the time to let Athletic • Gymnastic ............ 6 Self Control ........................... 6
anything go wrong. Awareness • Perception ....... 6 Special Attacks .................... 15
Prime Stats: Empathy and Reasoning Awareness • Searching ......... 3 Special Defenses ................. 40
Awareness • Senses ........... 3/7 Subterfuge • Attack ............ 15
CLASS SPELL LISTS Body Development ............. 15 Subterfuge • Stealth ............. 5
Essence-based Alchemist have six base lists which are chosen Combat Maneuvers ............ 18 Subterfuge • Mechanics ...... 7
from the nine lists found below. Lists not chosen are treated as Communications .......... 2/2/2 Technical • General ......... 3/7
Own Realm Other Base lists (and thus cannot be taken as extra Crafts ................................ 4/10 Technical • Professional ...... 8
base lists). The full description of all the spells on these lists can Directed Spells ...................... 3 Technical • Vocational .... 3/7
be found in Section 13.0. For a slightly higher development point Influence ............................. 2/6 Urban ...................................... 3
cost, he may also develop Open Essence and Closed Essence spell Lore • General .................... 1/3 Weapon • Category 1 ......... 4
lists. Full descriptions of these lists can be found in Of Essence Lore • Magical ................... 1/4 Weapon • Category 2 ........... 9
(pages 6-25). At even a greater development point cost, other spell Lore • Obscure ................... 3/7 Weapon • Category 3 ......... 12
lists may be developed. Lore • Technical ................ 2/6 Weapon • Category 4 ......... 20
Armor Enchantments: Creates magical armors. Martial Arts • Strikes ........... 9 Weapon • Category 5 ......... 20
Martial Arts • Sweeps .......... 9 Weapon • Category 6 ......... 20
General Enchantments: Creates magical general items. Weapon • Category 7 ......... 20
Inorganic Skills: Works inorganic matter. The weapon categories are: 1-H Concussion, 1-H Edged,
Item Analysis: Analyzes the workings of items of power. 2-Handed, Missile, Missile Artillery, Pole Arms, and Thrown.
Liquid/Gas Skills: Creates potions. Everyman Skills: Time Sense, Magic Ritual, Artifact Lore,
Organic Skills: Works organic matter. Meditation.
Other Realm Imbedding: Imbeds spells from realms other Occupational Skills: Six Crafting skills of the player’s choice
than his own. Restricted Skills: Channeling
Own Realm Imbedding: Imbeds spells from his own realm.
SPELL DEVELOPMENT
Weapon Enchantments: Creates magical weapons. Base List (all) ................ 3/3/3 Closed List (1-5) ........... 4/4/4
Open List (1-10) .......... 4/4/4 Closed List (6-10) ......... 4/4/4
Open List (11-15) ........ 4/4/4 Closed List (11-15) ...... 4/4/4
Open List (16-20) ........ 4/4/4 Closed List (16-20) ...... 4/4/4
Open Lists (21+) .......... 6/6/6 Closed List (21+) .............. 8/8
First 5 lists developed in a given level: .............................. x1 cost
6th to 10th list developed in a given level: ....................... x2 cost
11th - up lists developed in a given level: ......................... x4 cost
For spell lists not shown, see Table T-2.4 in RMFRP.
TRAINING PACKAGES
Adventurer ............................ 42 Highwayman ........................ 28
Amateur Mage† .................. 26 Hunter ‡ ............................ (38)
Animal Friend ..................... 38 Knight ‡ ............................ (48)
Assassin ................................. 44 Loremaster† ......................... 23
Berserker ‡ ........................ (38) Martial Artist ...................... 51
Burglar .................................. 33 Mercenary ‡ ..................... (42)
City Guard ........................... 24 Merchant .............................. 18
Cloistered Academic† ........ 26 Performer ............................. 29
Con Man .............................. 27 Philosopher .......................... 31
Crafter† ................................. 25 Sailor ‡ .............................. (23)
Crusading Academic .......... 33 Scout ‡ .............................. (28)
TREASURE
Cut Purse .............................. 34 Shaman Priest ..................... 29 COMPANION
Detective ............................... 28 Soldier ‡ ............................ (24)
Diplomat ............................... 25 Spy ......................................... 37
Doctor ................................... 22 Traveler ‡ ......................... (20) BH
Explorer ‡ ......................... (34) Wanderer ‡ ....................... (32)
Guardian ‡ ........................ (40) Weapon Master .................. 80 33
Herbalist ............................... 26 Zealot .................................... 27
†: Typical ‡: Not normally allowed
5.3 PROFESSION BONUSES
Body Development ............. +5 Power Awareness ............... +5
MENTALISM-BASED Crafting .............................. +15 Power Point Develop ........ +5
Lore • Magical ..................... +5 Self Control ......................... +5
ALCHEMISTS Lore • Obscure ..................... +5 Spell Group ......................... +5
Part II
Mentalism-based Alchemists are pure spell users of SKILLS AND SKILL CATEGORIES Rules
Mentalism, who have concentrated on the creation of Armor • Heavy .............. 5/5/5 Outdoor • Animal ................. 3
items. Their base spells deal with the creation of magical Armor • Light ............... 2/2/2 Outdoor • Environs .............. 3
items through concentration of magical energies through Armor • Medium ......... 4/4/4 Power Awareness ............. 2/5
the power of their minds. As a byproduct, many of their Artistic • Active ................. 2/5 Power Manipulation ...... 4/10
lists give them great control over their own bodies. Artistic • Passive ................ 2/5 Power Point Develop. ......... 4
Everything was in its place. Each rock carefully positioned Athletic • Brawn .................... 3 Science • Basic .................. 1/4
Athletic • Endurance ............ 3 Science • Specialized ..... 6/14
to promote a sense of peace and harmony. The streamed
Athletic • Gymnastic ........ 3/9 Self Control ....................... 3/9
babbled at the right volume to drown out most sounds, but Awareness • Perception ....... 5 Special Attacks .................... 12
not so loud as to inhibit concentration. At the center sat Awareness • Searching ......... 3 Special Defenses ................. 25
Lum, deep in a trance, ready to begin the great work. He Awareness • Senses ........... 3/7 Subterfuge • Attack ............ 15
took three slow steady breaths and began. Body Development ............. 12 Subterfuge • Stealth ............. 5
Prime Stats: Presence and Self Discipline. Combat Maneuvers ............ 14 Subterfuge • Mechanics ...... 7
Communications .......... 2/2/2 Technical • General ......... 3/7
CLASS SPELL LISTS Crafts ................................ 4/10 Technical • Professional ...... 8
Mentalism-based Alchemist have six base lists which are Directed Spells .................. 2/7 Technical • Vocational .. 5/12
chosen from the nine lists found below. Lists not chosen are Influence ............................. 2/6 Urban ...................................... 3
treated as Own Realm Other Base lists (and thus cannot be taken Lore • General .................... 1/3 Weapon • Category 1 ......... 5
as extra base lists). The full description of all the spells on these Lore • Magical ................... 2/4 Weapon • Category 2 ........... 7
lists can be found in Section 13.0. For a higher development point Lore • Obscure ................... 3/7 Weapon • Category 3 ......... 12
cost, he may also develop Open and Closed Mentalism lists. Lore • Technical ................ 2/6 Weapon • Category 4 ......... 20
Descriptions of these lists can be found in Of Mentalism (p. 6-25). Martial Arts • Strikes ........... 3 Weapon • Category 5 ......... 20
At a greater DP cost, other spell lists may be developed. Martial Arts • Sweeps .......... 3 Weapon • Category 6 ......... 20
Weapon • Category 7 ......... 20
Attack Mastery: Creates magical weapons.
The weapon categories are: 1-H Concussion, 1-H Edged,
Defense Mastery: Creates magical armors using concentration.
2-Handed, Missile, Missile Artillery, Pole Arms, and Thrown.
External Concentrations: Alters the form of m forms of
Everyman Skills: Time Sense, Magic Ritual,
organic and inorganic matter.
Lie Perception, Meditation.
Inorganic Skills: Works inorganic matter
Occupational Skills: Six Crafting skills of the player’s choice
Liquid/Gas Skills: Creates potions.
Restricted Skills: Channeling
Meditative Healing: Heals damage to his body, and others.
Other Realm Imbedding: Imbeds spells from realms other SPELL DEVELOPMENT
than his own. Base List (all) ................ 3/3/3 Closed List (1-5) ........... 4/4/4
Own Realm Imbedding: Imbeds spells from his own realm. Open List (1-10) .......... 4/4/4 Closed List (6-10) ......... 4/4/4
Open List (11-15) ........ 4/4/4 Closed List (11-15) ...... 4/4/4
Understanding Mastery: Creates magical general items. Open List (16-20) ........ 4/4/4 Closed List (16-20) ...... 4/4/4
Open Lists (21+) .......... 6/6/6 Closed List (21+) .............. 8/8
First 5 lists developed in a given level: ........................... x1 cost
6th to 10th list developed in a given level: .................... x2 cost
11th - up lists developed in a given level ....................... x4 cost
For spell lists not shown, see Table T-2.4 in RMFRP.
TRAINING PACKAGES
Adventurer ............................ 39 Highwayman ........................ 28
Amateur Mage† .................. 29 Hunter‡ ............................. (39)
Animal Friend ..................... 38 Knight‡ ............................. (45)
Assassin ................................. 45 Loremaster† ......................... 25
Berserker‡ ......................... (38) Martial Artist ...................... 32
Burglar .................................. 33 Mercenary‡ ....................... (42)
City Guard ........................... 25 Merchant .............................. 27
Cloistered Academic† ........ 27 Performer ............................. 28
Con Man .............................. 27 Philosopher .......................... 31
Crafter† ................................. 28 Sailor‡ ............................... (23)
Crusading Academic .......... 33 Scout‡ ................................ (28)
TREASURE
Cut Purse .............................. 32 Shaman Priest ..................... 29 COMPANION
Detective ............................... 27 Soldier‡ ............................. (24)
Diplomat ............................... 25 Spy ......................................... 37
Doctor ................................... 23 Traveler‡ ........................... (18) BH
Explorer‡ ........................... (33) Wanderer‡ ........................ (31)
Guardian‡ ......................... (40) Weapon Master .................. 79 35
Herbalist ............................... 28 Zealot .................................... 28
†: Typical ‡: Not normally allowed
2.4
ANIMIST
Animists are pure spell users of Channeling specializing
Professions in studies and powers concerning living things (e.g., dru-
ids, Shinto priests, etc.). Their base spells deal with plants,
animals, weather, and nature in general.
Rosa was content. She had her garden, a pair of lovely chil-
dren, a wonderful husband (well, if he would spend more
time with the children; and less with that no-good Shem).
She even had the animals, who helped her keep her garden
clean. Yes, life was good.
Prime Stats: Intuition and Memory

ANIMIST SPELL LISTS


The Animist has six base lists. The full descriptions of
all the spells on these lists can be found in Spell Law: Of
Channeling (p. 26-31). For a slightly higher development
point cost, he may also develop open and closed Channel-
ing spell lists. Full descriptions of these lists can be found
in Of Channeling (p. 6-25). Other spell lists may be devel-
oped, but will cost a larger number of development points.
Animal Mastery: Calming, befriending, and affecting animals
in various ways.
Herb Mastery: Finding, preparing, and enhancing herbs
(and herbal cures).
Nature’s Lore: Gleaning information from the environment.
Nature’s Movement/Senses: Enhancing abilities and senses.
Nature’s Protection: Resisting and protecting using the Everyman Skills: Time Sense, Meditation, Channeling,
elements of nature. Religion, Divination
Plant Mastery: Growing, restoring, and affecting plants. Occupational Skills: Herb Lore
Restricted Skills: none
PROFESSION BONUSES
Awareness Group ................. +5 Power Manipulation ............ +5 SPELL DEVELOPMENT
Lore • Magical ..................... +5 Power Point Dev. ................. +5 Base list (all) .................. 3/3/3 Closed list (1-5) ............. 4/4/4
Outdoor Group ................... +20 Spell Group ........................... +5 Open list (1-10) ............. 4/4/4 Closed list (6-10) ........... 4/4/4
Power Awareness .................. +5 Open list (11-15) ........... 4/4/4 Closed list (11-15) ......... 4/4/4
Open list (16-20) ........... 4/4/4 Closed list (16-20) ......... 4/4/4
SKILLS AND SKILL CATEGORIES Open list (21+) .............. 6/6/6 Closed list (21+) ................. 8/8
Armor • Heavy .................... 11 Outdoor • Animal ............ 1/2 First 5 lists developed in a given level: .................................... x1 cost
Armor • Light ............... 2/2/2 Outdoor • Environment. . 1/2 6th - 10th lists developed in a given level: .............................. x2 cost
Armor • Medium ................ 10 Power Awareness ................ 2/6 11th - up lists developed in a given level: ............................... x4 cost
Artistic • Active ................ 2/5 Power Manipulation ........ 4/10
For the spell lists not shown see page 118 for DP costs.
Artistic • Passive ............... 2/5 Power Point Develop. ............ 4
Athletic • Brawn ................... 4 Science • Basic .................. 1/4
Athletic • Endurance ........... 3 Science • Specialized ..... 6/14 TRAINING PACKAGES
Athletic • Gymnastic ............ 3 Self Control ............................. 5 Adventurer ............................. 31 Highwayman ......................... 24
Awareness • Perception ....... 6 Special Attacks ..................... 10 Amateur Mage ...................... 26 Hunter .................................... 29
Awareness • Searching ..... 1/5 Special Defenses ................... 40 Animal Friend † ................... 22 Knight .................................... 40
Awareness • Senses .......... 3/7 Subterfuge • Attack ............ 10 Assassin .................................. 34 Loremaster † ......................... 20
Body Development ................ 8 Subterfuge • Stealth ............. 3 Berserker ................................ 36 Martial Artist ........................ 35
Combat Maneuvers .............. 10 Subterfuge • Mechanics ...... 8 Burglar ................................... 30 Mercenary .............................. 35
Communications ........... 2/2/2 Technical • General .......... 3/7 City Guard ............................. 27 Merchant † ............................ 20
Crafts .................................. 4/10 Technical • Professional ...... 8 Cloistered Academic † ........ 24 Performer ............................... 26
Directed Spells ........................ 3 Technical • Vocational .. 5/12 Con Man ................................ 24 Philosopher ............................ 29
Influence .............................. 2/6 Urban ........................................ 4 Crafter .................................... 24 Sailor † ................................... 20
Lore • General ................... 1/3 Weapon • Category 1 .......... 6 Crusading Academic ........... 29 Scout † ................................... 30
Lore • Magical ................... 2/5 Weapon • Category 2 .......... 7 Cut Purse ............................... 30 Shaman Priest ...................... 26
Lore • Obscure .................. 3/7 Weapon • Category 3 .......... 9 Detective ................................ 27 Soldier .................................... 29
CHARACTER
LAW Lore • Technical ................ 2/6 Weapon • Category 4 .......... 9 Diplomat ................................ 25 Spy .......................................... 30
Martial Arts • Strikes .......... 6 Weapon • Category 5 .......... 9 Doctor .................................... 23 Traveller ................................. 13
BH Martial Arts • Sweeps ......... 6 Weapon • Category 6 ........ 20
Weapon • Category 7 ........ 20
Explorer ................................. 30
Guardian ................................ 31
Wanderer ................................ 26
Weapon Master .................... 51
Herbalist † ............................. 20 Zealot ...................................... 26
20 The weapon categories are: 1-H Concussion, 1-H Edged,
2-Handed, Missile, Missile Artillery, Pole Arms, and Thrown. †: Typical ‡: Not normally allowed
5.5 Athletic • Endurance ............ 3
Athletic • Gymnastic ............ 3
Science • Specialized .... 6/14
Self Control ............................. 5
Awareness • Perception ........ 4 Special Attacks ...................... 18
ARCANE ELEMENTALIST Awareness • Searching ......... 2 Special Defenses ................... 40
The Arcane Elementalist understands the flows of all Awareness • Senses .......... 2/5 Subterfuge • Attack ............ 16
the elements. He has made special pacts with the Elemen- Body Development .............. 16 Subterfuge • Mechanical ..... 7
tal Lords (or just learned how to get around their defenses Combat Maneuvers ............. 18 Subterfuge • Stealth ............. 5
or produce his own material) to allow him to draw True Communication .............. 2/2/2 Technical • General ......... 3/7
Elemental Material for his spells. This makes him a very Crafts .................................. 4/10 Technical • Professional8
Directed Spells ................... 2/5 Technical • Vocational .. 5/12
dangerous individual, capable of almost anything. Influence .............................. 2/6 Urban ........................................ 4
Ishmal reached out with his mind. Across six planes, he felt Lore • General ................... 1/3 Weapon • Category 1 ........... 9
the touch of the secret sources of the elements. Pulling all six Lore • Magical .................. 1/4 Weapon • Category 2 ......... 20
of these sources to him, he began spinning the triads. The Lore • Obscure .................. 3/6 Weapon • Category 3 ......... 20
Fire Mage thought he was the king of combat. Wait until he Lore • Technical ............... 2/6 Weapon • Category 4 ......... 20
felt the power of pure Arcane Aether. Martial Arts • Strikes ........... 9 Weapon • Category 5 ......... 20
Martial Arts • Sweeps .......... 9 Weapon • Category 6 ......... 20
Prime Stats: Empathy, Intuition, Presence, and Self Weapon • Category 7 ......... 20
Discipline. The weapon categories are: 1-H Concussion, 1-H Edged,
2-Handed, Missile, Missile Artillery, Pole Arms, and Thrown. The
ARCANE ELEMENTALIST SPELL LISTS player should assign one of the categories to each of the weapon
The Arcane Elementalist’s spell lists represent the Arcane categories above.
user’s ability to draw on all the elements. This makes him very Everyman Skills: Reality Awareness, Planar Lore
deadly. He can also take closed and open lists at a higher cost. Occupational Skills: None
Aether Mastery: Creating Arcane Aether and associated combat Restricted Skills: None
spells.
Nether Mastery: Creating Arcane Nether and associated SPELL DEVELOPMENT
combat spells. Base List (all) .................. 3/3/3 Closed List (1-5) ............ 4/4/4
True Elemental Energy: Manipulating True Elemental Light Open List (1-10) ............ 4/4/4 Closed List (6-10) .......... 4/4/4
and Fire, with associated combat spells. Open List (11-15) .......... 4/4/4 Closed List (11-15) ........ 4/4/4
True Elemental Fluids: Manipulating True Elemental Air and Open List (16-20) .......... 4/4/4 Closed List (16-20) ....... 4/4/4
Water, with associated combat spells. Open List (21+) ............. 6/6/6 Closed List (21+) ............... 8/8
True Elemental Mastery: Spells for manipulating and master-
ing the six elements.
True Elemental Material: Manipulating True Elemental Earth
and Ice, with associated combat spells.

PROFESSION BONUSES
Directed Spells ................... +10 Power Manipulation ......... +10
Lore • Magical .................. +10 Power Point Development .. +5
Spell Group ........................... +5

SKILLS AND SKILL CATEGORIES


Armor • Heavy ..................... 11 Outdoor • Animal ................. 3
Armor • Light ........................ 9 Outdoor • Environment ...... 3
Armor • Medium ............... 10 Power Awareness ............... 2/5
Artistic • Active ................ 2/5 Power Manipulation ......... 2/7
Artistic • Passive ............... 2/5 Power Point Development .... 4
Athletic • Brawn .................... 7 Science • Basic .................. 1/4

TABLE 5.6 RELATIONSHIPS OF THE HIGH ELEMENTS


A is to B B Triad 1 Triad 2
A Fire Water Ice Light Earth Air
Fire - Source Scourge Complement Neutral Neutral
Water Scourge - Source Neutral Neutral Complement
Ice Source Scourge - Neutral Complement Neutral
Light Complement Neutral Neutral - Source Scourge
Earth Neutral Neutral Complement Scourge - Source ELEMENTAL
COMPANION
Air Neutral Complement Neutral Source Scourge -
The chart should be read as: Column A is to Row B. That is, Fire is to Water: Fire is the Source of Water. Water is the Scourge of Fire.
Read down the column to determine the relationship of an element in column A to an element in row B. So if you want to know what
relation Earth has to Air, look up Earth in the column on the left and read across to Air to determine that Earth is the Source of Air.
23
&*&*&*&*&*&*&*&*&*&*&*&*&*&*&*&*&*&*&*&*&*&
Warrior’s Law: minor self healing and survival spells.
Weapon Mastery: temporary enhancements to caster’s
personal weapon.
PROFESSION BONUSES
Armor Group ............... +10 Combat Maneuvers ........ +10
Athletic Group ............... +5 Influence ........................... +5
Body Development ...... +10 Weapon Group ............... +10

SKILLS AND SKILL CATEGORIES


Armor Heavy ............. 4/4/4 Outdoor Animal .............. 2/6
Armor Light ............... 1/1/1 Outdoor Environmental ... 2/6
Armor Medium .......... 3/3/3 Power Awareness ............... 4
Artistic Active .............. 2/5 Power Manipulation ...... 6/12
Artistic Passive ............. 2/5 PP Development ................. 8
Athletic Brawn ............. 3/7 Science Basic .................. 2/5
Athletic Endur. ............. 2/6 Science Specialised ............ 8
Athletic Gymnastic ....... 3/6 Self Control ..................... 2/7
Awareness Perceptions 5/14 Special Attacks ................ 2/8
Awareness Searching .... 2/6 Special Defenses ...... 40 [30]
Awareness Senses ......... 3/7 Subterfuge Attack ............... 8
Body Development ..... 4/10 Subterfuge Mechanics ........ 6
Combat Maneuvers ..... 4/10 Subterfuge Stealth .............. 4
Communications ........ 3/3/3 Tech General ................... 3/7
Crafts .......................... 4/10 Tech Prof ............................ 8
Directed Spells .............. 15 Tech Voc ....................... 5/12
Influence ....................... 1/5 Urban .................................. 4
Lore General ................. 1/3 Weapon Category 1 ......... 2/5
Lore Magical ................ 3/9 Weapon Category 2 ......... 3/9
Lore Obscure ................ 3/9 Weapon Category 3 ....... 4/10
Lore Technical .............. 2/6 Weapon Category 4 ............ 4
Martial Arts Combat Man. 6 Weapon Category 5 ............ 4
Martial Arts Strikes ...... 3/9 Weapon Category 6 ............ 4
Martial Arts Sweeps ..... 3/9 Weapon Category 7 ............ 6
5.4 *& The weapon categories are: 1-H Concussion, 1-H Edged, 2-Handed,
Missle, Missile Artillery, Pole Arms, and Thrown. The player should
ARMSMASTER assign one of the categories to each of the weapon categories above.
Armsmasters are semi spell users of the realm of Note: Cost in brackets for Special Defense is only to be used if the Martial
Mentalism. They will be found in many milieux, serving Arts Companion is being used in the game. In addition, the Martial Arts
Combat Maneuvers skill category should only be used if the gamemaster
as household knights, mercenary commanders, army or
has approved the Martial Arts Companion for use in his game.
naval officers, or in elite “special forces.” They will
rarely, if ever, be common soldiers or sailors. Their base Everyman Skills: Tactics, Siege Engineering
spells deal with all aspects of military life, improving their Occupational Skills: Military Organization
personal skill at arms and survival capabilities, and assist- Restricted Skills: Channeling
ing with military organization, on and off the battlefield.
SPELL DEVELOPMENT
Thomas surveyed the enemy troops from his van- Base list (all) .............. 6/6/6 Closed list (1-5) ........... 10/10
tage point. The enemy outnumbered his own Open list (1-10) ............ 8/8 Closed list (6-10) .............. 12
forces three to one, but the majority appeared ill- Open list (11-15) ........... 12 Closed list (11-15) ............ 25
equipped levies. If the levies were deprived of the Open list (16-20) ........... 18 Closed list (16-20) ............ 40
leadership of their officers and the support of the Open list (21+) ............... 25 Closed list (21+) ............... 60
mercenaries, their rout was inevitable. Concen-
trating on the minds of his underofficers, Thomas TRAINING PACKAGES
Awareness Group ........ +15 Power Point Develop. ...... +5
relayed the new battle plan to his subordinates.
Adventurer ..................... 31 Highwayman .................... 25
Better tactics and better soldiers would defeat the Amateur Mage ............... 35 Hunter ............................... 36
Mentalism
Companion
greater numbers of the rebels once again. Animal Friend ................ 32 Knight ............................... 38
Prime Stats: Agility and Presence Assassin ......................... 38 Loremaster ........................ 24
Berserker ........................ 31 Martial Artist .................... 38
ARMSMASTER SPELL LISTS Burglar ........................... 30 Mercenery ........................ 38
The Armsmaster has six base spell lists. The full City Guard ..................... 25 Merchant .......................... 24
Cloistered Academic ..... 28 Performer .......................... 28
descriptions of all the spells on these lists can be found Con Man ........................ 24 Philosopher ....................... 37
later in this book. Crafter ............................ 24 Sailor ................................ 20
24 Armor Mastery: temporary enhancements to caster’s Crusading Academic ..... 24 Scout ................................. 26
personal armor and shield. Cut Purse ....................... 35 Shaman Priest ................... 32
Battle Law: military organization, communication Detective ........................ 28 Soldier .............................. 24
and battlefield command. Diplomat ........................ 28 Spy ................................... 34
Doctor ............................ 26 Traveller ........................... 25
Fortress Law: protections for camps and strongholds. Explorer ......................... 32 Wanderer .......................... 31
Martial Law: personal and troop movement spells. Guardian ........................ 40 Weapon Master ................ 52
Herbalist ........................ 23 Zealot ............................... 26
&*&*&*&*&*&*&*&*&*&*&*&*&*&*&*&*&*&*&*&*&*&
Section 5.2
& 5.2 * PROFESSION BONUSES
Astrologer Awareness Group ........ +10 Power Point Dev. ............. +5
ASTROLOGER Lore General .................. +5 Outdoor Environmental .... +5
Astrologers are Hybrid spell users who combine the Lore Magical ................. +5 Self Control ...................... +5
realms of Channeling and Mentalism. They have con- Power Awareness .......... +5 Spell Group ...................... +5
Power Manipulation ...... +5
centrated on spells which pertain to gathering informa-
tion, and concentrate on observing the movements of the SKILLS AND SKILL CATEGORIES
celestial bodies. Their spells deal with detection, com- Armor Heavy ............. 7/7/7 Outdoor Animal ................. 3
muning, precognition, and communication, and many Armor Light ............... 4/4/4 Outdoor Environmental ... 2/5
are only (fully) usable under the light of the stars. Armor Medium .......... 6/6/6 Power Awareness ............ 2/6
Rylara stood on the battlements of the East Tower, Artistic Active .............. 2/5 Power Manipulation ...... 4/10
Artistic Passive ............. 2/5 Power Point Dev. ............... 6
gazing at the star-filled sky, mentally tracing the
Athletic Brawn ................ 7 Science Basic .................. 1/4
familiar patterns of the constellations as she waited for Athletic Endurance .......... 3 Science Specialised ....... 6/14
the rising of the moons. She reflected on the horoscope Athletic Gymnastic .......... 3 Self Control ........................ 5
that she had earlier cast for the newborn prince and the Awareness Perceptions .... 3 Special Attacks ................. 15
incomplete and inaccurate interpretation she had Awareness Searching .... 2/6 Special Defenses ...... 25 [18]
given to the Council. Let the Regents believe Prince Awareness Senses ......... 2/5 Subterfuge Attack ............. 15
Joram would be weak-willed and unhealthy, a willing Body Development ........ 15 Subterfuge Mechanics ........ 7
tool for their ends, rather than their nemesis. In the Combat Maneuvers ........ 18 Subterfuge Stealth .............. 6
east, rose the blood-red moon. Communications ........ 1/1/1 Tech Trade General ......... 3/7
Crafts .......................... 4/10 Tech Trade Professional ..... 8
Prime Stats: Self Discipline, Intuition, Presence Directed Spells ............. 2/7 Tech Trade Vocational .. 5/12
Influences ..................... 2/4 Urban .................................. 3
ASTROLOGER SPELL LISTS Lore General ................. 1/3 Weapon Category 1 ............ 9
The Astrologer has six base lists. The full descriptions Lore Magical ................ 2/5 Weapon Category 2 .......... 20
of all the spells on these lists can be found later in this Lore Obscure ................ 2/7 Weapon Category 3 .......... 20
book. Lore Technical .............. 2/6 Weapon Category 4 .......... 20
Far Voice: mental communication and voice projection. Martial Arts Combat Man. 12 Weapon Category 5 .......... 20
Martial Arts Strikes ........... 6 Weapon Category 6 .......... 20
Holy Vision: knowledge through communing with dei-
Martial Arts Sweeps .......... 6 Weapon Category 7 .......... 20
ties and dreams.
The weapon categories are: 1-H Concussion, 1-H Edged, 2-Handed,
Starlights: light manipulation and light-based attacks. Missle, Missile Artillery, Pole Arms, and Thrown. The player should
Starlore: assists with casting and interpreting horoscopes. assign one of the categories to each of the weapon categories above.
Starsense: mental detections and modifications of the Note: Cost in brackets for Special Defense is only to be used if the Martial
caster’s senses. Arts Companion is being used in the game. In addition, the Martial Arts
Way of the Voice: communication, influencing, and Combat Maneuvers skill category should only be used if the gamemaster
has approved the Martial Arts Companion for use in his game.
control spells.
Everyman Skills: Basic Math, Channeling, Direction Sense,
Divination, Divination Lore, Meditation, Time Sense
Occupational Skills: Astronomy, Star-gazing, Weather
Watching
Restricted Skills: None
SPELL DEVELOPMENT
Base list (all) .............. 3/3/3 Closed list (1-5) ............ 4/4/4
Open list (1-10) ......... 4/4/4 Closed list (6-10) .......... 6/6/6
Open list (11-15) ....... 6/6/6 Closed list (11-15) ........... 8/8
Open list (16-20) .......... 8/8 Closed list (16-20) ....... 10/10
Open list (21+) ............... 12 Closed list (21+) ............... 25

TRAINING PACKAGES
Adventurer ..................... 37 Highwayman .................... 33
Amateur Mage ............... 28 Hunter ............................... 44
Animal Friend ................ 37 Knight ............................... 76
Mentalism
Companion Assassin ......................... 66 Loremaster ........................ 20
Berserker ........................ 76 Martial Artist .................... 52
Burglar ........................... 36 Mercenery ........................ 73
City Guard ..................... 40 Merchant .......................... 18
Cloistered Academic ..... 20 Performer .......................... 22
Con Man ........................ 28 Philosopher ....................... 26
Crafter ............................ 24 Sailor ................................ 22
Crusading Academic ..... 28 Scout ................................. 32
22 Cut Purse ....................... 37 Shaman Priest ................... 30
Detective ........................ 25 Soldier .............................. 49
Diplomat ........................ 20 Spy ................................... 38
Doctor ............................ 26 Traveller ........................... 26
Explorer ......................... 38 Wanderer .......................... 29
Guardian ........................ 55 Weapon Master .............. 192
Herbalist ........................ 23 Zealot ............................... 30
12.2 PROFESSION BONUSES
Awareness Group ................. +5 Power Manipulation ............ +5
CLERIC Influence ................................ +5 Power Point Dev. ................. +5
Clerics are pure spell users of Channeling who have Lore • Magical ..................... +5 Spell Group ........................... +5
concentrated in spells that require direct power from their Outdoor Group ..................... +5 Weapon Group ..................... +5
Power Awareness ................ +10
deities. These spell users are the most powerful of the spell
users of Channeling, but they are also the most restricted SKILLS AND SKILL CATEGORIES
because of the requirements of their deity.
Armor • Heavy .................... 11 Outdoor • Animal ................ 3
Section Evryx hated the night before a large battle. They always
12.0 Armor • Light ............... 2/2/2 Outdoor • Environment. . 2/7
Professions revelled too much; too much noise, too much drink, and too Armor • Medium ................ 10 Power Awareness ................ 2/5
little care for the enemy. It was a good thing that the Dwarven Artistic • Active ................ 2/5 Power Manipulation ........ 4/10
Council sent him along. He will ensure there are no spies at Artistic • Passive ............... 2/5 Power Point Develop. ............ 4
the feast tonight. He will ensure that the soldiers are up in Athletic • Brawn ................... 5 Science • Basic .................. 1/4
time to shake off the effects of the feast. Tomorrow there is Athletic • Endurance ........... 3 Science • Specialized ..... 6/14
battle. Athletic • Gymnastic ............ 3 Self Control ............................. 5
Awareness • Perception ....... 6 Special Attacks ..................... 10
Prime Stats: Intuition and Memory Awareness • Searching ..... 2/6 Special Defenses ................... 40
Awareness • Senses .......... 3/7 Subterfuge • Attack ............ 15
CLERIC SPELL LISTS Body Development .............. 10 Subterfuge • Stealth ............. 5
The Cleric has six base lists. The full descriptions of all Combat Maneuvers .............. 10 Subterfuge • Mechanics ...... 7
the spells on these lists can be found on pages 32-37. For Communications ........... 2/2/2 Technical • General .......... 3/7
a slightly higher development point cost, he may also de- Crafts .................................. 4/10 Technical • Professional ...... 8
Directed Spells ........................ 3 Technical • Vocational .. 5/12
velop open and closed Channeling spell lists. Full descrip-
Influence .............................. 2/4 Urban ........................................ 3
tions of these lists can be found on pages 6-25. Other spell Lore • General ................... 1/3 Weapon • Category 1 .......... 6
lists may be developed, but will cost more development Lore • Magical ................... 2/4 Weapon • Category 2 .......... 7
points. Lore • Obscure .................. 3/7 Weapon • Category 3 .......... 9
Channels: Channeling direct power from a deity for attacks. Lore • Technical ................ 2/6 Weapon • Category 4 .......... 9
Communal Ways: Divining information. Martial Arts • Strikes .......... 6 Weapon • Category 5 .......... 9
Life Mastery: Restoring and preserving life in dead bodies. Martial Arts • Sweeps ......... 6 Weapon • Category 6 ........ 20
Weapon • Category 7 ........ 20
Protections: Providing protections from a variety of different
types of hostile forces. The weapon categories are: 1-H Concussion, 1-H Edged,
2-Handed, Missile, Missile Artillery, Pole Arms, and Thrown.
Repulsions: Repelling undead and cancelling magic.
Everyman Skills: Time Sense, Meditation, Channeling
Summons: Summoning creatures to aid or assist.
Occupational Skills: Religion, Divination
Restricted Skills: none

SPELL DEVELOPMENT
Base list (all) .................. 3/3/3 Closed list (1-5) ............. 4/4/4
Open list (1-10) ............. 4/4/4 Closed list (6-10) ........... 4/4/4
Open list (11-15) ........... 4/4/4 Closed list (11-15) ......... 4/4/4
Open list (16-20) ........... 4/4/4 Closed list (16-20) ......... 4/4/4
Open list (21+) .............. 6/6/6 Closed list (21+) ................. 8/8
First 5 lists developed in a given level: .................................... x1 cost
6th - 10th lists developed in a given level: .............................. x2 cost
11th - up lists developed in a given level ................................ x4 cost
For spell lists not shown, see RMFRP p. 127 and Character Law.

TRAINING PACKAGES
Adventurer ............................. 32 Highwayman ......................... 27
Amateur Mage ...................... 26 Hunter .................................... 32
Animal Friend ...................... 31 Knight .................................... 40
Assassin .................................. 38 Loremaster † ......................... 20
Berserker ................................ 36 Martial Artist ........................ 35
Burglar ................................... 30 Mercenary .............................. 36
City Guard ............................. 28 Merchant † ............................ 20
Cloistered Academic † ........ 24 Performer ............................... 26
Con Man ................................ 26 Philosopher ............................ 29
Crafter .................................... 24 Sailor ...................................... 22
Crusading Academic ........... 29 Scout ....................................... 38
OF Cut Purse ............................... 32 Shaman Priest ...................... 29
CHANNELING Detective ................................ 28 Soldier .................................... 29
Diplomat ................................ 25 Spy .......................................... 33
Doctor .................................... 23 Traveller ................................. 18
76 Explorer ................................. 30
Guardian ................................ 33
Wanderer ................................ 29
Weapon Master .................... 51
SPELL LAW Herbalist ................................. 23 Zealot ...................................... 26
†: Typical ‡: Not normally allowed
12.3 PROFESSION BONUSES
Awareness Group ............... +10 Power Manpulation ............. +5
DABBLER Body Development .............. +5 Subterfuge Group ................ +5
Dabblers are semi spell users who combine the realm of Influence ................................ +5 Urban ...................................... +5
Essence with the realm of Arms. Their base spells deal Lore • Magical ..................... +5 Weapon Group ..................... +5
Power Awareness .................. +5
with stealth, detection, perception, movement and manipu-
lating locks and traps. SKILLS AND SKILL CATEGORIES
Trancavel held her breath. Walking tightropes was always a Armor • Heavy .................... 11 Outdoor • Animal ............ 2/6 Section
scary moment for her. Below her the people in the street were Armor • Light ............... 5/5/5 Outdoor • Environment. . 2/6 12.0
unaware of her plight. She kept her eyes focussed straight Armor • Medium ................ 10 Power Awareness ................ 2/7 Professions
ahead; on the back of the man she was chasing. He was just Artistic • Active ................ 2/4 Power Manipulation ........ 6/12
reaching the roof of the next building. He turned around Artistic • Passive ............... 2/5 Power Point Develop. ............ 8
quickly, pulling out his knife. He was going to cut the rope Athletic • Brawn ............... 3/9 Science • Basic .................. 2/5
that she was walking on! Athletic • Endurance ....... 2/7 Science • Specialized ........... 8
Athletic • Gymnastic ........ 2/4 Self Control ......................... 2/7
Prime Stats: Agility and Empathy Awareness • Perception 4/12 Special Attacks ....................... 6
Awareness • Searching ..... 2/6 Special Defenses ................... 40
DABBLER SPELL LISTS Awareness • Senses .......... 3/7 Subterfuge • Attack ........ 6/12
The Dabbler has six base lists. The full descriptions of Body Development .......... 6/14 Subterfuge • Stealth ......... 1/5
all the spells on these lists can be found on pages 38-43. Combat Maneuvers .......... 6/14 Subterfuge • Mechanics .. 2/6
For a slightly higher development point cost, he may also Communications ........... 2/2/2 Technical • General .......... 3/7
develop open and closed Essence spell lists on pages 6-25. Crafts .................................. 4/10 Technical • Professional ...... 8
Directed Spells ........................ 5 Technical • Vocational .. 5/12
Other spell lists may be developed, but will cost a larger
Influence .............................. 2/4 Urban .................................... 1/5
number of development points. Lore • General ................... 1/3 Weapon • Category 1 ...... 3/9
Concealment Mastery: Hiding things and making things Lore • Magical ................... 2/6 Weapon • Category 2 .......... 6
harder to find. Lore • Obscure .................. 3/7 Weapon • Category 3 .......... 7
Influences: Affecting targets and their thought processes. Lore • Technical ................ 2/5 Weapon • Category 4 .......... 8
Mechanisms: Manipulating locks, traps, and other devises. Martial Arts • Strikes .......... 4 Weapon • Category 5 ........ 10
Movement Mastery: Enhancing the caster’s movement Martial Arts • Sweeps ......... 4 Weapon • Category 6 ........ 15
Weapon • Category 7 ........ 15
Senses: Enhancing the caster’s sensory capabilities.
The weapon categories are: 1-H Concussion, 1-H Edged,
Thieving Law: Enhancing the caster’s ability to operate 2-Handed, Missile, Missile Artillery, Pole Arms, and Thrown.
as a thief.
Everyman Skills: Sense Ambush, Time Sense,
Detect Traps, Locate Hidden
Occupational Skills: Lock Lore
Restricted Skills: Channeling
SPELL DEVELOPMENT
Base list (all) .................. 6/6/6 Closed list (1-5) ............. 10/10
Open list (1-10) .................. 8/8 Closed list (6-10) .................. 12
Open list (11-15) .................. 12 Closed list (11-15) ................ 25
Open list (16-20) .................. 18 Closed list (16-20) ................ 40
Open list (21+) ..................... 25 Closed list (21+) ................... 60
First 5 lists developed in a given level: .................................... x1 cost
6th - 10th lists developed in a given level: .............................. x2 cost
11th - up lists developed in a given level: ............................... x4 cost
For spell lists not shown, see RMFRP p. 127 and Character Law.

TRAINING PACKAGES
Adventurer ............................. 29 Highwayman ......................... 23
Amateur Mage ...................... 29 Hunter .................................... 29
Animal Friend ...................... 28 Knight .................................... 36
Assassin .................................. 27 Loremaster † ......................... 20
Berserker ................................ 29 Martial Artist ........................ 31
Burglar ................................... 22 Mercenary .............................. 32
City Guard † ......................... 20 Merchant ................................ 21
Cloistered Academic ............ 25 Performer ............................... 25
Con Man † ............................ 19 Philosopher ............................ 30
Crafter .................................... 24 Sailor † ................................... 20
Crusading Academic ........... 28 Scout ....................................... 25
Cut Purse † ........................... 20 Shaman Priest ...................... 29 OF
ESSENCE
Detective ................................ 25 Soldier .................................... 28
Diplomat ................................ 25 Spy .......................................... 24
Doctor .................................... 23 Traveller ................................. 14
Explorer ................................. 28 Wanderer ................................ 28 77
Guardian ................................ 32 Weapon Master .................... 43
SPELL LAW
Herbalist ................................. 23 Zealot † .................................. 25
†: Typical ‡: Not normally allowed
5.4 Combat Links: Allows the Champions to link into Triads or
Circles enhancing their combat abilities.
Elemental Armor: Infuses clothing or armor with elemental
ELEMENTAL CHAMPION material, enhancing its protective capabilities.
The Elemental Champion is a semi-spell user in the Elemental Weapon: Enhances the Champion’s weapon with
realm of Essence. He harnesses the individual element elemental energy.
that he champions, to defend either an elemental school or Elemental Companions: Allows caster to bond with elemental
temple. He is to elementalism what the Paladin is to reli- hybrids, including mounts.
gion. Lesser Elemental Change: Allows the Champion to shift forms,
Aiden gripped his sword and faced the Ice Mage. Sweat becoming elemental material.
beaded on his enemy’s forehead as Aiden circled. The man Lesser Elemental Protections: Protects the Champion from
was afraid, and with good reason. Aiden would tear through various elemental attacks.
him like parchment. That would show the man to attack his
home. PROFESSION BONUSES
Athletics Group .................. +10 Combat Maneuver ............. +10
Prime Stats: Constitution and Empathy Awareness Group ................. +5 Power Awareness .................. +5
Body Development ............ +10 Power Manipulation ............ +5
ELEMENTAL CHAMPION SPELL LISTS Weapon Group ...................... +5
Like all semi-spell users, the Elemental Champion gains
6 base spell lists. The Elemental Champion must pick a SKILLS AND SKILL CATEGORIES
single element. All his spells revolve around that ele- Armor • Heavy .................... 10 Outdoor • Animal ............ 2/7
ment. He can also take closed and open lists at a higher Armor • Light ........................ 8 Outdoor • Environment . 2/5
cost. Armor • Medium .................. 9 Power Awareness ............... 2/7
Artistic • Active ................ 2/5 Power Manipulation ....... 6/12
Artistic • Passive ............... 2/5 Power Point Development .... 8
Athletic • Brawn ............... 3/7 Science • Basic .................. 2/5
Athletic • Endurance ....... 2/7 Science • Specialized ........... 8
Athletic • Gymnastic ....... 3/7 Self Control ......................... 2/7
Awareness • Perception . 4/10 Special Attacks ........................ 6
Awareness • Searching .... 2/5 Special Defenses ................... 60
Awareness • Senses .......... 3/6 Subterfuge • Attack .............. 8
Body Development .......... 6/14 Subterfuge • Mechanical ..... 4
Combat Maneuvers ......... 5/12 Subterfuge • Stealth ........ 2/7
Communication .............. 3/3/3 Technical • General ......... 3/7
Crafts .................................. 4/10 Technical • Professional ...... 8
Directed Spells ........................ 4 Technical • Vocational .. 5/12
Influence .............................. 3/9 Urban ................................... 3/9
Lore • General ................... 1/3 Weapon • Category 1 .... 4/10
Lore • Magical .................. 2/5 Weapon • Category 2 ........... 6
Lore • Obscure .................. 3/7 Weapon • Category 3 ........... 7
Lore • Technical ............... 2/6 Weapon • Category 4 ........... 8
Martial Arts • Strikes ........... 4 Weapon • Category 5 ......... 10
Martial Arts • Sweeps .......... 4 Weapon • Category 6 ......... 15
Weapon • Category 7 ......... 15
The weapon categories are: 1-H Concussion, 1-H Edged,
2-Handed, Missile, Missile Artillery, Pole Arms, and Thrown. The
player should assign one of the categories to each of the weapon
categories above.
Everyman Skills: Dragon Lore, Planar Lore
Occupational Skills: None
Restricted Skills: Channeling

SPELL DEVELOPMENT
Base List (all) .................. 6/6/6 Closed List (1-5) ............ 10/10
Open List (1-10) ................ 8/8 Closed List (6-10) ................. 12
Open List (11-15) ................ 12 Closed List (11-15) ............... 25
Open List (16-20) ................ 15 Closed List (16-20) .............. 40
Open List (21+) ................... 25 Closed List (21+) .................. 60

TRAINING PACKAGES
Air Mage: 32
Earth Mage: 31
ELEMENTAL
COMPANION Elemental Crafter 35
Elemental Scholar: 29
Fire Mage: 29
Ice Mage: 31
22 Light Mage: 31
Water Mage: 32
2.0
PROFESSIONS
Lore • Obscure .................. 2/5 Weapon • Category 3 ........ 20
2.1 Lore • Technical ............... 2/7 Weapon • Category 4 ........ 20
ELEMENTAL EXPLORER Martial Arts • Strikes .......... 9
Martial Arts • Sweeps ......... 9
Weapon
Weapon


Category
Category
5 ........ 20
6 ........ 20
The Elemental Explorer travels the planes in search of Weapon • Category 7 ........ 20
adventure and excitement. Of all the professions, the The weapon categories are: 1-H Concussion, 1-H Edged,
Elemental Explorer is the most versed in traveling the planes. 2-Handed, Missile, Missile Artillery, Pole Arms, and Thrown. The
He is an Essence/Mentalism Hybrid. player should assign one of the categories to each of the weapon
Christus smiled as the fire flowed around him. The categories above.
Plane of Fire, was a hostile, terrible place. For Christus Everyman Skills: Time Sense, Direction Sense, Dragon Lore
however, it was like a second home. He strengthened Occupational Skills: Planar Lore
the spells protecting him and started off in search of Restricted Skills: None
an Elemental looking for a deal.
Prime Stats: Empathy and Presence SPELL DEVELOPMENT
Base List (all) ................ 3/3/3 Closed List (1-5) ........... 4/4/4
ELEMENTAL EXPLORER SPELL LISTS Open List (1-10) ........... 4/4/4 Closed List (6-10) ......... 4/4/4
Like all hybrid spell users, the Elemental Explorer gains Open List (11-15) ......... 4/4/4 Closed List (11-15) ....... 4/4/4
6 base spell lists. The Elemental Explorer is a generalist, Open List (16-20) ......... 4/4/4 Closed List (16-20) ....... 4/4/4
Open List (21+) ............ 6/6/6 Closed List (21+) ............... 8/8
like the Magician. He can also take closed and open lists at
a higher cost.
Elemental Facades: Allows the Explorer to take guises
appropriate to his locale or to avoid detection.
TRAINING PACKAGES
Elemental Links: Allows caster to link to an element and use Air Mage: 29
its energy without intimate knowledge of its workings. Earth Mage: 29
Elemental Planar Summons: Allows the caster to summon Elemental Crafter: 28
elemental creatures who exist on the same plane as the Elemental Scholar: 23
caster. Elemental Wanderer: 27
Elemental Survival: Protects the target from the dangers of Fire Mage: 29
the planes. Ice Mage: 29
Elemental Travel: Allows the Explorer to travel the various Light Mage: 29
planes of existence. Storm Mage: 21
Traveler: Allows caster to apply mundane skills in elemental Water Mage: 28
locales as well as speaking with the locals. Guild Elementalist:14

PROFESSION BONUSES
Awareness Group ............... +10 Power Awareness ................ +10
Lore • Magical .................. +10 Power Manipulation .......... +10
Outdoor Group ..................... +5 Weapon Group ..................... +5

SKILLS AND SKILL CATEGORIES


Armor • Heavy .................... 11 Outdoor • Animal ................ 3
Armor • Light ....................... 9 Outdoor • Environment ...... 3
Armor • Medium ............... 10 Power Awareness ................ 2/5
Artistic • Active ................ 2/6 Power Manipulation .......... 3/9
Artistic • Passive ............... 2/6 Power Point Development ... 6
Athletic • Brawn .................. 6 Science • Basic ................. 1/4
Athletic • Endurance ........... 3 Science • Specialized ..... 6/14
Athletic • Gymnastic ........... 3 Self Control ............................. 5
Awareness • Perception ....... 6 Special Attacks ..................... 15
Awareness • Searching ........ 3 Special Defenses .................. 60
Awareness • Senses .......... 2/6 Subterfuge • Attack ........... 15
Body Development .............. 15 Subterfuge • Mechanical .... 7
Combat Maneuvers ............. 18 Subterfuge • Stealth ............ 6
Communication ............ 2/2/2 Technical • General ......... 3/7 ELEMENTAL
Crafts ................................. 4/10 Technical • Professional ...... 8 COMPANION
ADDENDUM
Directed Spells ................... 2/5 Technical • Vocational . 5/12
Influence ............................. 2/6 Urban ....................................... 3
Lore • General ................... 1/3 Weapon • Category 1 .......... 9
Lore • Magical .................. 1/4 Weapon • Category 2 ........ 20 3
5.3 2-Handed, Missile, Missile Artillery, Pole Arms, and Thrown. The
player should assign one of the categories to each of the weapon
categories above.
ELEMENTAL PRIEST Everyman Skills: Time Sense, Meditation
The Elemental Priest is a pure Channeling user who Occupational Skills: Religion, Divination, Planar Lore
worships one of the Elemental Lords or Gods. He there- Restricted Skills: None
fore is granted the ability to summon True Elemental
Material, in very small quantities, to use in the corruption SPELL DEVELOPMENT
of the crude material plane. Base List (all) .................. 3/3/3 Closed List (1-5) ............ 4/4/4
Pyrus leaned over his dying comrade. The man was injured. Open List (1-10) ............ 4/4/4 Closed List (6-10) .......... 4/4/4
Terribly injured. Now it was up to Pyrus to heal him. But Open List (11-15) .......... 4/4/4 Closed List (11-15) ........ 4/4/4
first, he had to infuse him with fire. He bowed his head and Open List (16-20) .......... 4/4/4 Closed List (16-20) ....... 4/4/4
began to corrupt the living flesh of his friend. Open List (21+) ............. 6/6/6 Closed List (21+) ............... 8/8

Prime Stats: Intuition and Constitution

ELEMENTAL PRIEST SPELL LISTS


Like all pure spell users, the Elemental Priest gains 6
base spell lists. The exact nature of these spell lists de-
pends on the Lord or God the priest worships. He can
also take closed and open Channeling lists at a higher cost.
Elemental Channeling: Allows the priest to summon elemental
material.
Elemental Gate Mastery: Allows the priest to gate in
elementals directly from their home plane.
Elemental Healing: Allows the priest to heal elementals and
targets suffering elemental corruption.
Elemental Restorations: Additional healing spells for use on
elementals and corrupted targets.
Elemental Transformations: Allows the priest to infuse a target
with elemental material.
Elemental Combat Enhancements: Enhances combat abilities
of elementals by blessings from their Lord.

PROFESSION BONUSES
Awareness Group ................. +5 Power Awareness ............... +15
Influence ................................ +5 Power Point Development .. +5
Lore • Magical .................... +5 Spell Group ........................... +5
Outdoor Group .................... +5 Weapon Group ...................... +5

SKILLS AND SKILL CATEGORIES


Armor • Heavy ..................... 11 Outdoor • Animal ............ 3/6
Armor • Light ............... 3/3/3 Outdoor • Environment . 3/6
Armor • Medium ............... 10 Power Awareness ............... 2/5
Artistic • Active ................ 2/5 Power Manipulation ......... 3/9
Artistic • Passive ............... 2/5 Power Point Development .... 4
Athletic • Brawn .................... 4 Science • Basic .................. 1/4
Athletic • Endurance ....... 3/9 Science • Specialized .... 6/14
Athletic • Gymnastic ....... 3/9 Self Control ............................. 5
Awareness • Perception ........ 6 Special Attacks ...................... 11
Awareness • Searching ......... 6 Special Defenses ................... 40
Awareness • Senses .......... 3/7 Subterfuge • Attack ............ 15
Body Development .............. 10 Subterfuge • Mechanical ..... 7
Combat Maneuvers ............. 10 Subterfuge • Stealth ............. 5
Communication .............. 2/2/2 Technical • General ......... 3/7
Crafts .................................. 4/10 Technical • Professional ...... 8
Directed Spells ........................ 3 Technical • Vocational .. 5/12
Influence .............................. 2/4 Urban ........................................ 3 TRAINING PACKAGES
Lore • General ................... 1/3 Weapon • Category 1 ........... 7 Air Mage: 30
Lore • Magical .................. 2/4 Weapon • Category 2 ......... 10 Earth Mage: 29
Lore • Obscure .................. 2/5 Weapon • Category 3 ......... 12 Elemental Crafter 28
Lore • Technical ............... 2/6 Weapon • Category 4 ......... 12 Elemental Scholar: 26 ELEMENTAL
Martial Arts • Strikes ........... 9 Weapon • Category 5 ......... 12 Fire Mage: 29 COMPANION
Martial Arts • Sweeps .......... 9 Weapon • Category 6 ......... 20 Ice Mage: 31
Weapon • Category 7 ......... 20 Light Mage: 31
The weapon categories are: 1-H Concussion, 1-H Edged, Water Mage: 29 21
5.1 SPELL DEVELOPMENT
Base List (all) .................. 3/3/3 Closed List (1-5) ............ 4/4/4
ELEMENTALIST Base List From within Triad . 6/6/6
Complementary Elemental Base List ......................................... 8/8
The Elementalist is a pure essence user, much like a Open List (1-10) ............ 4/4/4 Closed List (6-10) .......... 4/4/4
Magician. Whereas a Magician deals in all the elements, Open List (11-15) .......... 4/4/4 Closed List (11-15) ........ 4/4/4
the Elementalist deals with a specific triad, concentrating Open List (16-20) .......... 4/4/4 Closed List (16-20) ....... 4/4/4
on a single elemental specialty. Open List (21+) ............. 6/6/6 Closed List (21+) ............... 8/8
Frederus called up the power of fire. He felt the elemental
material come to his call: hot, hungry, eager. He brought it
forward, shaping it with the loving words of his spell. Then
he let it go, eager to consume and destroy.
Prime Stats: Empathy and Reasoning

ELEMENTALIST SPELL LISTS


Like all pure spell users, the Elementalist gains 6 base
spell lists. The exact nature of these spell lists depends on
the training package taken by the Elementalist. He can
also take closed and open essence lists at a higher cost.
Elemental Summons: For summoning elementals and servants.
Elemental Counters: For countering one element with its
scourge element.
Elemental Defenses: For shielding a mage against the elements.
Other: Every Elementalist takes a training package to flesh out
the rest of his lists. These lists represent his elemental
specialty.

PROFESSION BONUSES
Directed Spells ................... +10 Power Manipulation ............ +5
Lore • Magical .................. +10 Power Point Development .. +5
Power Awareness .................. +5 Spell Group ........................... +5

SKILLS AND SKILL CATEGORIES


Armor • Heavy ..................... 11 Outdoor • Animal ................. 5
Armor • Light ........................ 9 Outdoor • Environment ...... 5
Armor • Medium .................. 0 Power Awareness ............... 2/5
Artistic • Active ............... 2/5 Power Manipulation ........ 3/9
Artistic • Passive ............... 2/5 Power Point Development .... 4
Athletic • Brawn .................... 6 Science • Basic .................. 1/4
Athletic • Endurance ............ 3 Science • Specialized .... 6/14
Athletic • Gymnastic ............ 3 Self Control ............................. 4
Awareness • Perception ........ 6 Special Attacks ...................... 15
Awareness • Searching ......... 3 Special Defenses ................... 40
Awareness • Senses .......... 3/7 Subterfuge • Attack ............ 15
Body Development .............. 15 Subterfuge • Mechanical ..... 7
Combat Maneuvers ............. 18 Subterfuge • Stealth ............. 5 TRAINING PACKAGES
Communication .............. 2/2/2 Technical • General ......... 3/7
Crafts .................................. 4/10 Technical • Professional ...... 8 Air Mage: 29
Directed Spells ................... 2/5 Technical • Vocational .. 5/12 Earth Mage: 29
Influence .............................. 2/6 Urban ................................... 2/5 Elemental Crafter 28
Lore • General ................... 1/3 Weapon • Category 1 ........... 9
Elemental Scholar: 25
Lore • Magical .................. 1/4 Weapon • Category 2 ......... 20
Lore • Obscure .................. 3/7 Weapon • Category 3 ......... 20 Fire Mage: 29
Lore • Technical ............... 2/6 Weapon • Category 4 ......... 20 Ice Mage: 28
Martial Arts • Strikes ........... 9 Weapon • Category 5 ......... 20 Light Mage: 29
Martial Arts • Sweeps .......... 9 Weapon • Category 6 ......... 20 Water Mage: 28
Weapon • Category 7 ......... 20
The weapon categories are: 1-H Concussion, 1-H Edged,
2-Handed, Missile, Missile Artillery, Pole Arms, and Thrown.
The player should assign one of the categories to each of the
weapon categories above.
ELEMENTAL
Everyman Skills: Time Sense, Planar Lore COMPANION
Occupational Skills: None
Restricted Skills: Channeling
17
&*&*&*&*&*&*&*&*&*&*&*&*&*&*&*&*&*&*&*&*&*&
5.3 * & The weapon categories are: 1-H Concussion, 1-H Edged, 2-Handed,
Missle, Missile Artillery, Pole Arms, and Thrown. The player
Section 5.3
Enchanter
ENCHANTER should assign one of the categories to each of the weapon categories
above.
Enchanters are hybrid spell users of the realms of
Note: Cost in brackets for Special Defense is only to be used if the
Essence and Mentalism. They have concentrated on spells
Martial Arts Companion is being used in the game. In addition, the
of misdirection and manipulation which directly affect the Martial Arts Combat Maneuvers skill category should only be used if the
minds of humanoids, beasts, animals and other sentients. gamemaster has approved the Martial Arts Companion for use in his
Their base spells deal with inducing hallucinations (men- game.
tal illusions), mind control, and memory manipulation. Everyman Skills: Meditation, Time Sense, Lie Percep-
Arizel had taken the wrong turning in the Maze. The tion, Spell Mastery, Hypnosis
three armed and desperate footpads who were moving Occupational Skills: none
to surround her were proof of that. Persuading them to Restricted Skills: none
let her pass unmolested would take more than words.
With a flash of inspiration, Arizel wove the seeming of SPELL DEVELOPMENT
a dank sulfurous mist rising from the ground in the Base list (all) .............. 3/3/3 Closed list (1-5) ............ 4/4/4
minds of her assailants. Pausing to ensure all three Open list (1-10) ......... 4/4/4 Closed list (6-10) .......... 6/6/6
were in the grip of her hallucinations, Arizel quietly Open list (11-15) ....... 6/6/6 Closed list (11-15) ........... 8/8
walked past her would-be assailants and proceeded to Open list (16-20) .......... 8/8 Closed list (16-20) ....... 10/10
Open list (21+) ............... 12 Closed list (21+) ............... 25
her midnight assignation.
Prime Stats: Self Discipline, Empathy, Presence TRAINING PACKAGES
Adventurer ..................... 37 Highwayman .................... 36
ENCHANTER SPELL LISTS Amateur Mage ............... 28 Hunter ............................... 43
The Enchanter has six base lists. The full description of Animal Friend ................ 34 Knight ............................... 76
the spells on these lists can be found later in this book. Assassin ......................... 62 Loremaster ........................ 22
Berserker ........................ 76 Martial Artist .................... 52
Seeming Defenses: concealment from the senses of Burglar ........................... 37 Mercenery ........................ 73
others City Guard ..................... 39 Merchant .......................... 18
Seeming Enhancement: adding senses and enabling Cloistered Academic ..... 22 Performer .......................... 18
seemings to affect nonhumanoids Con Man ........................ 20 Philosopher ....................... 26
Seeming Law: basic mental illusions. Crafter ............................ 24 Sailor ................................ 22
Crusading Academic ..... 28 Scout ................................. 34
Seeming Mastery: mind control and emotional manipu- Cut Purse ....................... 28 Shaman Priest ................... 29
lation. Detective ........................ 23 Soldier .............................. 49
Seeming Memories: mind probes, memory manipula- Diplomat ........................ 19 Spy ................................... 30
tion, and ability sharing. Doctor ............................ 26 Traveller ........................... 26
Seeming Projection: causing sensory deprivation and Explorer ......................... 38 Wanderer .......................... 31
illusionary injuries. Guardian ........................ 60 Weapon Master .............. 192
Herbalist ........................ 26 Zealot ............................... 28
PROFESSION BONUSES
Awareness Group .......... +5 PF Development ............... +5
Communications ............ +5 Self Control ...................... +5
Influence ...................... +10 Spell Group ...................... +5
Power Awareness .......... +5 Subterfuge Stealth ............ +5
Power Manipulation. ..... +5

SKILLS AND SKILL CATEGORIES


Armor Heavy ............. 7/7/7 Outdoor Animal ................. 3
Armor Light ............... 4/4/4 Outdoor Environmental ...... 3
Armor Medium .......... 6/6/6 Power Awareness ............ 2/5
Artistic Active .............. 1/4 Power Manipulation ...... 4/10
Artistic Passive ............. 2/5 Power Point Dev. ............... 6
Athletic Braw .................. 7 Science Basic .................. 1/4
Athletic Endurance .......... 3 Science Specialised ....... 6/14
Athletic Gymnastic .......... 3 Self Control ........................ 5
Awareness Perceptions . 3/7 Special Attacks ................. 15 Mentalism
companion
Awareness Searching .... 2/7 Special Defenses ...... 25 [18]
Awareness Senses ......... 2/7 Subterfuge Attack ............. 16
Body Development ........ 15 Subterfuge Mechanics ........ 8
Combat Maneuvers ........ 18 Subterfuge Stealth ........... 3/6
Communications ........ 1/1/1 Tech Trade General ......... 3/7
Crafts .......................... 4/10 Tech Trade Professional ..... 8
Directed Spells ................ 4 Tech Trade Vocational .. 5/12
Influence ....................... 1/4 Urban ............................... 2/4 23
Lore General ................. 1/3 Weapon Category 1 ............ 9
Lore Magical ................ 2/5 Weapon Category 2 .......... 20
Lore Obscure ................ 3/7 Weapon Category 3 .......... 20
Lore Technical .............. 2/6 Weapon Category 4 .......... 20
Martial Arts Combat Man. 12 Weapon Category 5 .......... 20
Martial Arts Strikes ......... 6 Weapon Category 6 .......... 20
Martial Arts Sweeps ........ 6 Weapon Category 7 .......... 20
2.6
HEALER
Healers are hybrid spell users who combine the realms
Professions of Channeling and Mentalism; they channel power to take
wounds from others and use the enormous recuperative
power of their bodies to heal the wounds once taken. Thus,
a Healer could heal a person by taking his patient’s injury
upon himself and then healing this injury gradually.
Soryth looked over the ward. Wounded bodies laying in bed;
the smell of antiseptic wash; the soft sounds of the nurses’
shuffling feet; the soft golden glow of the morning sun through
the windows. They will live. They will live.
Prime Stats: Intuition, Presence, and Self Discipline

HEALER SPELL LISTS


The Healer has six base lists. The full descriptions of all
the spells on these lists can be found in Spell Law: Of Chan-
neling (p. 50-55). For a slightly higher development point
cost, he may also develop the open and closed Channeling
lists in Of Channeling (p. 6-25) and the open and closed
Mentalism lists in Of Mentalism (p. 6-25). Other spell lists
may be developed, but will cost more development points.
Blood Ways: Healing bleeding wounds on the caster.
Bone Ways: Healing bone damage on the caster.
Cleansing: Purifying diseases and poisons on the caster (also
includes a spell to transfer wounds from a target to caster).
Muscle Ways: Healing a variety of types of muscle damage
(including damaged tendons) on the caster. Everyman Skills: Time Sense, Adrenal Stabilization,
Organ Ways: Healing organ and nerve damage on the caster. Herb Lore, Use Prepared Herbs, Foraging, and
Surface Ways: Healing minor damage of a variety of types on choice of one of Surgery, Second Aid, or Midwifery
the caster. Occupational Skills: Animal Healing, First Aid
Restricted Skills: none
PROFESSION BONUSES
Awareness Group ................. +5 Power Manipulation ............ +5 SPELL DEVELOPMENT
Body Development ............ +10 Power Point Dev. ................. +5 Base list (all) .................. 3/3/3 Closed list (1-5) ............. 4/4/4
Lore • Magical ..................... +5 Self Control ......................... +10 Open list (1-10) ............. 4/4/4 Closed list (6-10) ........... 6/6/6
Power Awareness .................. +5 Spell Group ........................... +5 Open list (11-15) ........... 6/6/6 Closed list (11-15) .............. 8/8
Open list (16-20) ................ 8/8 Closed list (16-20) ......... 10/10
SKILLS AND SKILL CATEGORIES Open list (21+) ..................... 12 Closed list (21+) ................... 25
Armor • Heavy ............. 7/7/7 Outdoor • Animal ................ 3 First 5 lists developed in a given level: .................................... x1 cost
Armor • Light ............... 4/4/4 Outdoor • Environment. ..... 3 6th - 10th lists developed in a given level: .............................. x2 cost
Armor • Medium ......... 6/6/6 Power Awareness ................ 2/6 11th - up lists developed in a given level: ............................... x4 cost
Artistic • Active ................ 2/5 Power Manipulation ........ 4/10
For the spell lists not shown see page 118 for DP costs.
Artistic • Passive ............... 2/5 Power Point Develop. ............ 6
Athletic • Brawn ................... 6 Science • Basic .................. 1/4
Athletic • Endurance ........... 3 Science • Specialized ..... 6/14 TRAINING PACKAGES
Athletic • Gymnastic ............ 3 Self Control ......................... 2/7 Adventurer ............................. 31 Highwayman ......................... 28
Awareness • Perception ....... 6 Special Attacks ..................... 15 Amateur Mage ...................... 26 Hunter .................................... 36
Awareness • Searching ......... 3 Special Defenses ................... 25 Animal Friend ...................... 33 Knight .................................... 43
Awareness • Senses .......... 3/7 Subterfuge • Attack ............ 15 Assassin .................................. 40 Loremaster † ......................... 20
Body Development ............ 2/6 Subterfuge • Stealth ............. 6 Berserker ................................ 42 Martial Artist ........................ 35
Combat Maneuvers .............. 18 Subterfuge • Mechanics ...... 8 Burglar ................................... 30 Mercenary .............................. 39
Communications ........... 2/2/2 Technical • General .......... 3/7 City Guard ............................. 29 Merchant † ............................ 20
Crafts .................................. 4/10 Technical • Professional ...... 8 Cloistered Academic † ........ 24 Performer ............................... 26
Directed Spells ........................ 3 Technical • Vocational .. 5/12 Con Man ................................ 28 Philosopher ............................ 29
Influence .............................. 2/6 Urban ........................................ 3 Crafter .................................... 24 Sailor ...................................... 23
Lore • General ................... 1/3 Weapon • Category 1 .......... 9 Crusading Academic ........... 29 Scout ....................................... 31
CHARACTER Lore • Magical ................... 2/5 Weapon • Category 2 ........ 20 Cut Purse ............................... 34 Shaman Priest ...................... 29
LAW Lore • Obscure .................. 3/7 Weapon • Category 3 ........ 20 Detective ................................ 30 Soldier .................................... 30
Lore • Technical ................ 2/6 Weapon • Category 4 ........ 20 Diplomat ................................ 26 Spy .......................................... 35
BH Martial Arts • Strikes .......... 6 Weapon • Category 5 ........ 20
Martial Arts • Sweeps ......... 6 Weapon • Category 6 ........ 20
Doctor .................................... 23
Explorer ................................. 30
Traveller ................................. 20
Wanderer ................................ 30
22 Weapon • Category 7 ........ 20 Guardian ................................ 35
Herbalist ................................. 23
Weapon Master .................... 84
Zealot ...................................... 26
The weapon categories are: 1-H Concussion, 1-H Edged,
2-Handed, Missile, Missile Artillery, Pole Arms, and Thrown. †: Typical ‡: Not normally allowed
2.3 PROFESSION BONUSES
Awareness Group ................. +5 Power Manipulation .......... +10
ILLUSIONIST Directed Spells ...................... +5 Power Point Dev. ................. +5
Illusionists are pure spell users who have concentrated Lore • Magical ................... +10 Spell Group ........................... +5
in spells of misdirection and illusion. Their base spells Power Awareness ................ +10 Professions
deal mainly with the manipulation of elements that affect
the human senses. Illusionists have adventages in specific
SKILLS AND SKILL CATEGORIES
skills (senses, Stalking, Hiding, etc.) over other spell users. Armor • Heavy .................... 11 Outdoor • Animal ................ 3
Armor • Light ........................ 9 Outdoor • Environment. ..... 3
Myrth chuckled to himself as he stormed down the street of Armor • Medium ................ 10 Power Awareness ................ 1/4
the village. Women and children ran from his path and the Artistic • Active ................ 1/5 Power Manipulation ........ 4/10
men were running for weapons. By the time the villagers were Artistic • Passive ............... 2/5 Power Point Develop. ............ 4
organized, he would have all of the gold from the tax man’s Athletic • Brawn ................... 7 Science • Basic .................. 1/4
coffers. The “monster” that ate the gold will live in their Athletic • Endurance ........... 3 Science • Specialized ..... 6/14
nightmares. Athletic • Gymnastic ............ 3 Self Control ............................. 6
Awareness • Perception ....... 4 Special Attacks ..................... 15
Prime Stats: Empathy and Reasoning Awareness • Searching ......... 3 Special Defenses ................... 40
Awareness • Senses .......... 2/6 Subterfuge • Attack .............. 9
ILLUSIONIST SPELL LISTS Body Development .............. 15 Subterfuge • Stealth ............. 3
The Illusionist has six base lists. The full descriptions Combat Maneuvers .............. 18 Subterfuge • Mechanics ...... 8
of all the spells on these lists can be found in Spell Law: Of Communications ........... 1/1/1 Technical • General .......... 3/7
Essence (p. 26-31). For a slightly higher development point Crafts .................................. 4/10 Technical • Professional ...... 8
cost, he may also develop open and closed Essence spell Directed Spells .................... 2/6 Technical • Vocational .. 5/12
Influence .............................. 2/5 Urban ........................................ 3
lists. Full descriptions of these lists can be found in Spell Lore • General ................... 1/3 Weapon • Category 1 .......... 9
Law: Of Essence (p. 6-25). Other spell lists may be devel- Lore • Magical ................... 1/4 Weapon • Category 2 ........ 20
oped, but will cost a more development points. Lore • Obscure .................. 3/7 Weapon • Category 3 ........ 20
Feel-Taste-Smell: Creating real (albeit temporary) Lore • Technical ................ 2/6 Weapon • Category 4 ........ 20
manifestations of feelings, tastes, or smells. Martial Arts • Strikes .......... 9 Weapon • Category 5 ........ 20
Guises: Altering appearances. Martial Arts • Sweeps ......... 9 Weapon • Category 6 ........ 20
Illusion Mastery: Combining spells from other Illusionist lists. Weapon • Category 7 ........ 20
Light Molding: Creating real (albeit temporary) The weapon categories are: 1-H Concussion, 1-H Edged,
manifestations of light (i.e., visual effects). 2-Handed, Missile, Missile Artillery, Pole Arms, and Thrown.
Mind Sense Molding: Creating impresions or auras that Everyman Skills: Time Sense, Meditation, Spell Mastery
are false or misleading (to magical types of detections). Occupational Skills: none
Sound Molding: Creating real (albeit temporary) Restricted Skills: Channeling
manifestations of sounds (i.e., audio effects).
SPELL DEVELOPMENT
Base list (all) .................. 3/3/3 Closed list (1-5) ............. 4/4/4
Open list (1-10) ............. 4/4/4 Closed list (6-10) ........... 4/4/4
Open list (11-15) ........... 4/4/4 Closed list (11-15) ......... 4/4/4
Open list (16-20) ........... 4/4/4 Closed list (16-20) ......... 4/4/4
Open list (21+) .............. 6/6/6 Closed list (21+) ................. 8/8
First 5 lists developed in a given level: .................................... x1 cost
6th - 10th lists developed in a given level: .............................. x2 cost
11th - up lists developed in a given level ................................ x4 cost
For the spell lists not shown see page 118 for DP costs.

TRAINING PACKAGES
Adventurer ............................. 33 Highwayman ......................... 30
Amateur Mage † .................. 24 Hunter .................................... 34
Animal Friend ...................... 31 Knight .................................... 46
Assassin .................................. 36 Loremaster † ......................... 19
Berserker ................................ 45 Martial Artist ........................ 40
Burglar ................................... 31 Mercenary .............................. 44
City Guard ............................. 31 Merchant † ............................ 18
Cloistered Academic † ........ 20 Performer † ........................... 20
Con Man ................................ 25 Philosopher ............................ 26
Crafter .................................... 24 Sailor ...................................... 23
Crusading Academic ........... 29 Scout ....................................... 31
Cut Purse ............................... 29 Shaman Priest ...................... 28
Detective ................................ 28 Soldier .................................... 37 CHARACTER
LAW
Diplomat ................................ 21 Spy .......................................... 30
Doctor .................................... 23
Explorer ................................. 31
Traveller ................................. 20
Wanderer ................................ 29 BH
Guardian ................................ 40 Weapon Master .................... 84
Herbalist ................................. 26 Zealot ...................................... 27 19
†: Typical ‡: Not normally allowed
2.5 Everyman Skills: Time Sense, Animal Healing,
Adrenal Stabilization, Use Prepared Herbs, and
LAY HEALER choice of one of Second Aid, Surgery, or Midwifery
Lay Healers can aid the recuperative powers of others. Occupational Skills: Sculpting, First Aid
Lay Healers are pure spell users of Mentalism who have Restricted Skills: Channeling Professions
concentrated on spells that heal people and animals. Their
base spells deal with the specific healing of certain dis- SPELL DEVELOPMENT
eases and injuries: organs, blood, muscles, bones, and con- Base list (all) .................. 3/3/3 Closed list (1-5) ............. 4/4/4
cussion hits. Open list (1-10) ............. 4/4/4 Closed list (6-10) ........... 4/4/4
Open list (11-15) ........... 4/4/4 Closed list (11-15) ......... 4/4/4
Wolly examined his handiwork. It would definitely be his Open list (16-20) ........... 4/4/4 Closed list (16-20) ......... 4/4/4
best leg yet. Shem would be happy to know that he would Open list (21+) .............. 6/6/6 Closed list (21+) ................. 8/8
soon have a functioning leg again.
First 5 lists developed in a given level: .................................... x1 cost
Prime Stats: Presence and Self Discipline 6th - 10th lists developed in a given level: .............................. x2 cost
11th - up lists developed in a given level: ............................... x4 cost
LAY HEALER SPELL LISTS For the spell lists not shown see page 118 for DP costs.
The Lay Healer has six base lists. The full descriptions
of all the spells on these lists can be found in Spell Law: Of
Mentalism (p. 26-31). For a slightly higher development
point cost, he may also develop open and closed Mental-
ism spell lists. Full descriptions of these lists can be found
in Of Mentalism (p. 6-25). Other spell lists may be devel-
oped, but will cost a larger number of development points.
Blood Mastery: Healing bleeding wounds.
Bone Mastery: Healing a variety of types of bone damage.
Concussion Mastery: Healing minor types of
damage (including concussion hits).
Muscle Mastery: Healing a variety of types of
muscle damage (including damaged tendons).
Nerve and Organ Mastery: Healing a variety of types of
nerve damage (including paralysis).
Prosthetics: Creating and animating false limbs.

PROFESSION BONUSES
Awareness Group ................. +5 Power Manipulation ............ +5
Body Development ............ +10 Power Point Dev. ................. +5
Lore • Magical ..................... +5 Self Control ......................... +10
Power Awareness .................. +5 Spell Group ........................... +5

SKILLS AND SKILL CATEGORIES


Armor • Heavy ............. 5/5/5 Outdoor • Animal ................ 3
Armor • Light ............... 2/2/2 Outdoor • Environment. ..... 3
Armor • Medium ......... 4/4/4 Power Awareness ................ 2/6
Artistic • Active ................ 2/5 Power Manipulation ........ 4/10
Artistic • Passive ............... 2/5 Power Point Develop. ............ 4
Athletic • Brawn ................... 6 Science • Basic .................. 1/4
Athletic • Endurance ........... 3 Science • Specialized ..... 6/14
Athletic • Gymnastic ........ 3/9 Self Control ............................. 3 TRAINING PACKAGES
Awareness • Perception ....... 5 Special Attacks ..................... 12 Adventurer ............................. 31 Highwayman ......................... 29
Awareness • Searching ......... 3 Special Defenses ................... 25 Amateur Mage ...................... 26 Hunter .................................... 35
Awareness • Senses .......... 3/7 Subterfuge • Attack ............ 15 Animal Friend ...................... 33 Knight .................................... 38
Body Development .............. 12 Subterfuge • Stealth ............. 6 Assassin .................................. 38 Loremaster † ......................... 20
Combat Maneuvers .............. 14 Subterfuge • Mechanics ...... 8 Berserker ................................ 34 Martial Artist ........................ 30
Communications ........... 2/2/2 Technical • General .......... 3/7 Burglar ................................... 29 Mercenary .............................. 38
Crafts .................................. 4/10 Technical • Professional ...... 8 City Guard ............................. 28 Merchant † ............................ 20
Directed Spells .................... 2/7 Technical • Vocational .. 5/12 Cloistered Academic † ........ 24 Performer ............................... 26
Influence .............................. 2/6 Urban ........................................ 3 Con Man ................................ 28 Philosopher ............................ 29
Lore • General ................... 1/3 Weapon • Category 1 .......... 6 Crafter .................................... 24 Sailor ...................................... 23
Lore • Magical ................... 2/5 Weapon • Category 2 .......... 8 Crusading Academic ........... 28 Scout ....................................... 30
Lore • Obscure .................. 3/7 Weapon • Category 3 ........ 15 Cut Purse ............................... 33 Shaman Priest ...................... 29 CHARACTER
Lore • Technical ................ 2/6 Weapon • Category 4 ........ 20 Detective ................................ 29 Soldier .................................... 30 LAW
Martial Arts • Strikes .......... 3 Weapon • Category 5 ........ 20 Diplomat ................................ 26 Spy .......................................... 35
Martial Arts • Sweeps ......... 3 Weapon • Category 6 ........ 20
Weapon • Category 7 ........ 20
Doctor .................................... 23
Explorer ................................. 29
Traveller ................................. 20
Wanderer ................................ 30
BH
The weapon categories are: 1-H Concussion, 1-H Edged,
2-Handed, Missile, Missile Artillery, Pole Arms, and Thrown.
Guardian ................................ 32
Herbalist ................................. 23
Weapon Master .................... 61
Zealot † .................................. 25
21
†: Typical ‡: Not normally allowed
2.2
LAYMAN
Normally each character has an “adventuring” profes-
Professions sion, reflecting how his early training and life have moul-
ded his thought patterns. However, the Layman profession
represents characters who do not have a standard “adven-
turing” profession. Most non-adventuring NPCs will have
the Layman profession.
Rachel stared out of the window in the scribe’s shop. It had
been a long morning… a long month… a long year. Some-
thing would happen soon, she needed out of this boring life.
Some adventure to spice up her boring existence.
Prime Stats: None
Special: Every Layman should select an occupation. The
GM should move skills to the Everyman and Occupa-
tional categories as is appropriate to the occupation.
For example, a Layman (Blacksmith) should probably
have Metal-crafting (smithing) and Evaluate Metal as
Occupational skills. In addition, he might get Metal
Lore, Evalutate Armor, and Evaluate Weapon as
Everyman skills.

LAYMAN SPELL LISTS


The Layman has no base lists, though he may learn (at
a high development point cost) spells from his chosen realm
of magic.
Everyman Skills: none
PROFESSION BONUSES
Athletic Group ...................... +5 Power Awareness .................. +5 Occupational Skills: any one Craft (and any associated
Awareness Group ................. +5 Power Manipulation ............ +5 skills from other categories, GM’s discretion).
Body Development .............. +5 Self Control ........................... +5 Restricted Skills: Channeling (if the character’s chosen
Crafts ...................................... +5 Technical/Trade Group ...... +5 realm is not Channeling)
Outdoor Group ..................... +5 Weapon Group ..................... +5
SPELL DEVELOPMENT
SKILLS AND SKILL CATEGORIES Open list (1-5) ...................... 10 Closed list (1-5) .................... 15
Armor • Heavy ............. 4/4/4 Outdoor • Animal ............ 2/5 Open list (6-10) .................... 20 Closed list (6-10) .................. 30
Armor • Light ............... 2/2/2 Outdoor • Environment. . 2/5 Open list (11-15) .................. 30 Closed list (11-15) ................ 45
Armor • Medium ......... 3/3/3 Power Awareness ................ 4/7 Open list (16-20) .................. 40 Closed list (16-20) ................ 60
Artistic • Active ................ 2/5 Power Manipulation .............. 8 Open list (21+) ..................... 50 Closed list (21+) ................... 75
Artistic • Passive ............... 2/5 Power Point Develop. .......... 10 For the spell lists not shown see page 118 for DP costs.
Athletic • Brawn ............... 3/6 Science • Basic .................. 2/5
Athletic • Endurance ....... 2/7 Science • Specialized ........... 8 TRAINING PACKAGES
Athletic • Gymnastic ........ 2/6 Self Control ......................... 2/7
Adventurer ............................. 29 Highwayman ......................... 22
Awareness • Perception . 3/10 Special Attacks ................. 5/11
Amateur Mage ...................... 32 Hunter .................................... 30
Awareness • Searching ..... 2/6 Special Defenses ................... 30
Animal Friend ...................... 28 Knight .................................... 31
Awareness • Senses .......... 2/6 Subterfuge • Attack ........ 6/12
Assassin .................................. 28 Loremaster ............................. 24
Body Development .......... 4/12 Subterfuge • Stealth ......... 2/6
Berserker ................................ 28 Martial Artist ........................ 30
Combat Maneuvers .......... 4/12 Subterfuge • Mechanics .. 3/6
Burglar ................................... 23 Mercenary .............................. 31
Communications ........... 2/2/2 Technical • General .......... 3/7
City Guard † ......................... 20 Merchant ................................ 21
Crafts .................................. 4/10 Technical • Professional ...... 8
Cloistered Academic ............ 29 Performer ............................... 25
Directed Spells .................... 3/6 Technical • Vocational .. 5/12
Con Man ................................ 21 Philosopher ............................ 29
Influence .............................. 2/5 Urban .................................... 2/5
Crafter .................................... 24 Sailor † ................................... 20
Lore • General ................... 1/3 Weapon • Category 1 ...... 3/6
Crusading Academic ........... 28 Scout ....................................... 25
Lore • Magical ....................... 3 Weapon • Category 2 ...... 3/6
Cut Purse ............................... 25 Shaman Priest ...................... 30
Lore • Obscure .................. 3/7 Weapon • Category 3 .......... 4
Detective ................................ 24 Soldier .................................... 23
Lore • Technical ................ 2/6 Weapon • Category 4 .......... 5
Diplomat ................................ 25 Spy .......................................... 27
Martial Arts • Strikes .......... 3 Weapon • Category 5 .......... 6
Doctor .................................... 23 Traveller ................................. 14
Martial Arts • Sweeps ......... 3 Weapon • Category 6 .......... 7
CHARACTER Explorer ................................. 28 Wanderer ................................ 28
Weapon • Category 7 .......... 7
LAW Guardian ................................ 29 Weapon Master .................... 36
The weapon categories are: 1-H Concussion, 1-H Edged, Herbalist ................................. 23 Zealot † .................................. 25
BH 2-Handed, Missile, Missile Artillery, Pole Arms, and Thrown.
The player should assign one of the categories to each of the †: Typical ‡: Not normally allowed
weapon categories above.
18
2.11 Everyman Skills: none
Occupational Skills: none
MAGENT Restricted Skills: Channeling
Magents are Semi spell users who combine the realm of
Mentalism with the realm of Arms. Their base spells deal SPELL DEVELOPMENT Professions
with information gathering, subterfuge, and performing Base list (all) .................. 6/6/6 Closed list (1-5) ............. 10/10
stealthy missions. Open list (1-10) .................. 8/8 Closed list (6-10) .................. 12
Open list (11-15) .................. 12 Closed list (11-15) ................ 25
Ice pulled his cloak around himself. The shadows of the Open list (16-20) .................. 18 Closed list (16-20) ................ 40
rooftop were cold, like the expression on his face. His gaze Open list (21+) ..................... 25 Closed list (21+) ................... 60
never left the window of the building across the street. A
First 5 lists developed in a given level: .................................... x1 cost
silhouette passed in front of the curtain. The lights in the 6th - 10th lists developed in a given level: .............................. x2 cost
room were extinguished. Time to go to work…. 11th - up lists developed in a given level: ............................... x4 cost
Prime Stats: Reasoning and Presence For the spell lists not shown see page 118 for DP costs.

MAGENT SPELL LISTS TRAINING PACKAGES


The Magent has six base lists. The descriptions of the Adventurer ............................. 29 Highwayman ......................... 23
spells on these lists can be found in Spell Law: Of Mentalism Amateur Mage ...................... 30 Hunter .................................... 28
(p. 44-49). For a slightly higher development point cost, he Animal Friend ...................... 26 Knight .................................... 32
Assassin .................................. 24 Loremaster ............................. 24
may also develop the open and closed Mentalism lists in
Berserker ................................ 28 Martial Artist ........................ 30
Of Mentalism (p. 6-25). Other spell lists may be developed, Burglar ................................... 21 Mercenary .............................. 31
but will cost a larger number of development points. City Guard † ......................... 20 Merchant ................................ 21
Assassination Mastery: Enhancing the caster’s ability to Cloistered Academic † ........ 24 Performer † ........................... 20
perform missions. Con Man † ............................ 14 Philosopher ............................ 26
Disguise Mastery: Changing the caster’s appearance. Crafter .................................... 24 Sailor † ................................... 20
Escapes: Allowing the caster to get free from various Crusading Academic† ......... 24 Scout ....................................... 21
types of bonds. Cut Purse † ........................... 18 Shaman Priest ...................... 28
Detective † ............................ 19 Soldier .................................... 25
Gathering Secrets: Gathering information in various forms.
Diplomat † ............................ 18 Spy † ...................................... 18
Misdirections: Redirecting target(s) senses to cause Doctor .................................... 23 Traveller ................................. 13
confusion and misconceptions. Explorer ................................. 28 Wanderer ................................ 29
Poison Mastery: Working with and resisting poisons. Guardian ................................ 29 Weapon Master .................... 39
Herbalist ................................. 23 Zealot † .................................. 20
PROFESSION BONUSES †: Typical ‡: Not normally allowed
Awareness Group ............... +10 Power Awareness .................. +5
Body Development .............. +5 Self Control ......................... +10
Communications .................. +5 Subterfuge Group ................ +5
Influence ................................ +5 Weapon Group ..................... +5

SKILLS AND SKILL CATEGORIES


Armor • Heavy ............. 6/6/6 Outdoor • Animal ............ 2/7
Armor • Light ............... 2/2/2 Outdoor • Environment. . 2/6
Armor • Medium ......... 4/4/4 Power Awareness ................ 3/7
Artistic • Active ................ 2/4 Power Manipulation ........ 6/12
Artistic • Passive ............... 2/5 Power Point Develop. ............ 8
Athletic • Brawn ............... 3/9 Science • Basic .................. 2/5
Athletic • Endurance ....... 2/7 Science • Specialized ........... 8
Athletic • Gymnastic ........ 2/4 Self Control ......................... 2/6
Awareness • Perception . 3/10 Special Attacks ....................... 4
Awareness • Searching ..... 1/5 Special Defenses ................... 20
Awareness • Senses .......... 2/6 Subterfuge • Attack ........ 5/10
Body Development .......... 6/14 Subterfuge • Stealth ......... 1/4
Combat Maneuvers .......... 6/14 Subterfuge • Mechanics .. 2/7
Communications ........... 1/1/1 Technical • General .......... 3/7
Crafts .................................. 4/10 Technical • Professional ...... 8
Directed Spells ...................... 10 Technical • Vocational .. 5/12
Influence .............................. 1/5 Urban .................................... 1/4
Lore • General ................... 1/3 Weapon • Category 1 ...... 3/7
Lore • Magical ................... 3/6 Weapon • Category 2 .......... 4
Lore • Obscure .................. 3/7 Weapon • Category 3 .......... 6
Lore • Technical ................ 2/5 Weapon • Category 4 .......... 7 CHARACTER
Martial Arts • Strikes .......... 3 Weapon • Category 5 .......... 8 LAW
Martial Arts • Sweeps ......... 3 Weapon • Category 6 .......... 9
Weapon • Category 7 ........ 10
The weapon categories are: 1-H Concussion, 1-H Edged,
BH
2-Handed, Missile, Missile Artillery, Pole Arms, and Thrown. 27
12.2
MAGICIAN
Magicians are pure spell users of Essence who have con-
centrated on elemental spells. Their base spells deal with
the elements of earth, water, air, heat, cold, and light.
Taelya began chanting. The door in front of her begain to
Section creak under the pressure of the creature on the other side. Just
12.0 a few more seconds and the beast would be through. She
Professions began to sweat, her spell had to be completed before the door
gave way…
Prime Stats: Empathy and Reasoning

MAGICIAN SPELL LISTS


The Magician has six base lists. The full descriptions of
all the spells on these lists can be found on pages 32-37.
For a slightly higher development point cost, he may also
develop open and closed Essence spell lists. Full descrip-
tions of these lists can be found on pages 6-25. Other spell
lists may be developed, but will cost a higer number of
development points.
Earth Law: Manipulating earth, stone, and
other inorganic materials.
Fire Law: Manipulating fire and heat manipulation
(including elemental attacks).
Ice Law: Manipulating ioe and cold
(including elemental attacks).
Light Law: Manipulating light and electricity
(including elemental attacks).
Water Law: Manipulating water and other fluids Everyman Skills: Time Sense, Magic Ritual,
(including elemental attacks). Spell Mastery, Meditation
Wind Law: Manipulating wind and air. Occupational Skills: none
Restricted Skills: Channeling
PROFESSION BONUSES
Directed Spells .................... +10 Power Manipulation .......... +10 SPELL DEVELOPMENT
Lore • Magical ................... +10 Power Point Dev. ................. +5 Base list (all) .................. 3/3/3 Closed list (1-5) ............. 4/4/4
Power Awareness ................ +10 Spell Group ........................... +5 Open list (1-10) ............. 4/4/4 Closed list (6-10) ........... 4/4/4
Open list (11-15) ........... 4/4/4 Closed list (11-15) ......... 4/4/4
SKILLS AND SKILL CATEGORIES Open list (16-20) ........... 4/4/4 Closed list (16-20) ......... 4/4/4
Armor • Heavy .................... 11 Outdoor • Animal ................ 3 Open list (21+) .............. 6/6/6 Closed list (21+) ................. 8/8
Armor • Light ........................ 9 Outdoor • Environment. ..... 3 First 5 lists developed in a given level: .................................... x1 cost
Armor • Medium ................ 10 Power Awareness ................ 1/4 6th - 10th lists developed in a given level: .............................. x2 cost
Artistic • Active ................ 2/5 Power Manipulation ........ 4/10 11th - up lists developed in a given level ................................ x4 cost
Artistic • Passive ............... 2/5 Power Point Develop. ............ 4 For spell lists not shown, see RMFRP p. 127 and Character Law.
Athletic • Brawn ................... 6 Science • Basic .................. 1/4
Athletic • Endurance ........... 3 Science • Specialized ..... 6/14 TRAINING PACKAGES
Athletic • Gymnastic ............ 3 Self Control ............................. 6
Awareness • Perception ....... 6 Special Attacks ..................... 15 Adventurer ............................. 34 Highwayman ......................... 30
Awareness • Searching ......... 3 Special Defenses ................... 40 Amateur Mage † .................. 24 Hunter .................................... 36
Awareness • Senses .......... 3/7 Subterfuge • Attack ............ 15 Animal Friend ...................... 33 Knight .................................... 46
Body Development .............. 15 Subterfuge • Stealth ............. 5 Assassin .................................. 40 Loremaster † ......................... 19
Combat Maneuvers .............. 18 Subterfuge • Mechanics ...... 7 Berserker ................................ 45 Martial Artist ........................ 40
Communications ........... 2/2/2 Technical • General .......... 3/7 Burglar ................................... 31 Mercenary .............................. 44
Crafts .................................. 4/10 Technical • Professional ...... 8 City Guard ............................. 31 Merchant † ............................ 20
Directed Spells .................... 2/5 Technical • Vocational .. 5/12 Cloistered Academic † ........ 23 Performer ............................... 26
Influence .............................. 2/6 Urban ........................................ 3 Con Man ................................ 27 Philosopher ............................ 29
Lore • General ................... 1/3 Weapon • Category 1 .......... 9 Crafter .................................... 24 Sailor ...................................... 23
Lore • Magical ................... 1/4 Weapon • Category 2 ........ 20 Crusading Academic ........... 30 Scout ....................................... 31
Lore • Obscure .................. 3/7 Weapon • Category 3 ........ 20 Cut Purse ............................... 32 Shaman Priest ...................... 29
OF Lore • Technical ................ 2/6 Weapon • Category 4 ........ 20 Detective ................................ 30 Soldier .................................... 37
ESSENCE
Martial Arts • Strikes .......... 9 Weapon • Category 5 ........ 20 Diplomat ................................ 26 Spy .......................................... 33
Martial Arts • Sweeps ......... 9 Weapon • Category 6 ........ 20 Doctor .................................... 23 Traveller ................................. 20
Weapon • Category 7 ........ 20 Explorer ................................. 31 Wanderer ................................ 30
76 The weapon categories are: 1-H Concussion, 1-H Edged,
Guardian ................................ 40
Herbalist ................................. 26
Weapon Master .................... 84
Zealot ...................................... 28
SPELL LAW 2-Handed, Missile, Missile Artillery, Pole Arms, and Thrown.
†: Typical ‡: Not normally allowed
∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆
Part II
12.2 -- Mana Molder Spell Lists
The Mana Molder has six base lists. The full descrip-
Section 12.2
Mana Molder
Mana Molder tions of all the spells on these lists can be found later in
Mana Molders are Pure spell users of Essence who this book.
concentrate on Mana Forms. Mana Forms are solid Mana Fields: Forming of protective fields from the Es-
manifestations of the Essence. Mana Molders employ sence.
their spells to create temporary items, force fields, and
Mana Items: Creation of various useful items of tempo-
even mana creatures. Mana creatures can either be servants
rary duration.
capable of simple tasks or warriors capable of following
simple orders. Mana Servants: Creating magical servants useful for a
specific task.
Rhojhex watched grimly as the last of his Mana
Mana Warriors: Creating and controlling temporary war-
Warriors fell to the stout clubs of the Troglodytes.
riors fashioned from the Essence.
Now only a thin field of solidified Essence stood
between him and the flesh-hungry monsters, and it Glyphs: The imbedding of spells on air or liquids.
would only take a few moments for them to hammer Mana Molding: Shaping gasses, liquids and solids into
through it. He eyed the twenty foot chasm behind various forms.
him and a thought began to form. One of his other
forms might just bridge the gap. Rhojhex the Mana Profession Bonuses
Molder had a couple of tricks left yet. Lore • Magical................. +10 Power Point Develop..........+5
Power Awareness............. +10 Spell Group.........................+5
Prime Stats: Empathy and Agility Power Manipulation......... +15 Tech/Trade Group...............+5

Skills and Skill Categories


Armor • Heavy....................11 Outdoor • Animal..................3
Armor • Light........................9 Outdoor • Environmental......3
Armor • Medium.................10 Power Awareness...............1/4
Artistic • Active................. 2/5 Power Manipulation..........3/9
Artistic • Passive............... 1/5 Power Point Devp.................4
Athletic • Brawn....................7 Science • Basic..................1/4
Athletic • Endurance.............3 Science • Specialized.......6/14
Athletic • Gymnastics...........3 Self Control..........................6
Awareness • Perception.........5 Special Attacks...................15
Awareness • Searching...... 3/7 Special Defenses.................40
Awareness • Senses........... 3/7 Subterfuge • Attack.............12
Body Development.............15 Subterfuge • Mechanics........6
Combat Maneuvers.............18 Subterfuge • Stealth..............4
Communications............ 2/2/2 Technical • General............3/7
Crafts............................... 4/10 Technical • Professional.......8
Directed Spells.................. 3/7 Technical • Vocational.....5/12
Influence............................ 2/6 Urban....................................3
Lore • General................... 1/3 Weapon • Category 1............9
Lore • Magical.................. 1/4 Weapon • Category 2..........20
Lore • Obscure.................. 3/5 Weapon • Category 3..........20
Lore • Technical................ 2/6 Weapon • Category 4..........20
Martial Arts • Strikes.............9 Weapon • Category 5..........20
Martial Arts • Sweeps...........9 Weapon • Category 6..........20
Weapon • Category 7..........20
Everyman Skills: Time Sense, Spell Mastery, Medita-
tion
Occupational Skills: None
Restricted Skills: Channeling

Spell Development
Base List (all)................. 3/3/3 Closed List (1-5).............4/4/4
Open List (1-10)............. 4/4/4 Closed List (6-10)...........4/4/4
Open List (11-15)........... 4/4/4 Closed List (11-15).........4/4/4
Open List (16-20)........... 4/4/4 Closed List (16-20).........4/4/4
Essence
Companion
Open List (21+).............. 6/6/6 Closed List (21+)...............8/8

Training Packages
Training package costs are given in Section 13.0.

56
2.10 PROFESSION BONUSES
Athletic • Gymnastic .......... +5 Power Awareness .................. +5
MONK Awareness Group ................. +5 Self Control ......................... +10
Monks are semi spell users who combine the realm of Body Development .............. +5 Subterfuge • Stealth ........... +5
Professions Essence with the realm of Arms. Their base spells deal Martial Arts Group ........... +10 Weapon Group ..................... +5
with personal movement and the control of their own body
and mind, while their arms capabilities are concentrated
SKILLS AND SKILL CATEGORIES
in unarmored, unarmed combat. Armor • Heavy .................... 11 Outdoor • Animal ............ 2/7
Armor • Light ........................ 9 Outdoor • Environment. . 2/6
Byrad sighed. He hated resorting to violence; even against Armor • Medium ................ 10 Power Awareness ................ 3/7
these stupid goblins. However, they refused even to start any Artistic • Active ................ 2/5 Power Manipulation ........ 6/12
negotiations. Byrad let his walking stick fall to the ground— Artistic • Passive ............... 2/5 Power Point Develop. ............ 8
its bell clanged against the floor. Byrad took up a defensive Athletic • Brawn ............... 3/7 Science • Basic .................. 2/5
stance and readied himself. Athletic • Endurance ....... 2/7 Science • Specialized ........... 8
Athletic • Gymnastic ........ 1/5 Self Control ......................... 2/4
Prime Stats: Self Discipline and Empathy Awareness • Perception . 4/14 Special Attacks ....................... 5
Awareness • Searching ..... 2/6 Special Defenses ................... 10
Awareness • Senses .......... 3/7 Subterfuge • Attack .............. 8
Body Development .......... 6/14 Subterfuge • Stealth ......... 2/7
Combat Maneuvers .......... 5/12 Subterfuge • Mechanics ...... 4
Communications ........... 3/3/3 Technical • General .......... 3/7
Crafts .................................. 4/10 Technical • Professional ...... 8
Directed Spells ........................ 9 Technical • Vocational .. 5/12
Influence .............................. 2/6 Urban .................................... 3/7
Lore • General ................... 1/3 Weapon • Category 1 .......... 5
Lore • Magical ................... 3/6 Weapon • Category 2 .......... 8
Lore • Obscure .................. 3/7 Weapon • Category 3 .......... 8
Lore • Technical ................ 2/6 Weapon • Category 4 .......... 8
Martial Arts • Strikes ...... 2/5 Weapon • Category 5 ........ 15
Martial Arts • Sweeps ..... 2/5 Weapon • Category 6 ........ 15
Weapon • Category 7 ........ 15
The weapon categories are: 1-H Concussion, 1-H Edged,
2-Handed, Missile, Missile Artillery, Pole Arms, and Thrown.
Everyman Skills: Time Sense
Occupational Skills: Meditation
Restricted Skills: Channeling

SPELL DEVELOPMENT
Base list (all) .................. 6/6/6 Closed list (1-5) ............. 10/10
Open list (1-10) .................. 8/8 Closed list (6-10) .................. 12
Open list (11-15) .................. 12 Closed list (11-15) ................ 25
Open list (16-20) .................. 18 Closed list (16-20) ................ 40
Open list (21+) ..................... 25 Closed list (21+) ................... 60
First 5 lists developed in a given level: .................................... x1 cost
6th - 10th lists developed in a given level: .............................. x2 cost
11th - up lists developed in a given level: ............................... x4 cost
For the spell lists not shown see page 118 for DP costs.

TRAINING PACKAGES
MONK SPELL LISTS Adventurer ............................. 29 Highwayman ......................... 25
The Monk has six base lists. The full descriptions of all Amateur Mage ...................... 30 Hunter .................................... 30
the spells on these lists can be found in Spell Law: Of Es- Animal Friend ...................... 28 Knight .................................... 36
sence (p. 44-49). For a slightly higher development point Assassin .................................. 29 Loremaster ............................. 24
cost, he may also develop open and closed Essence lists in Berserker ................................ 31 Martial Artist ........................ 28
Of Essence (p. 6-25). Other spell lists may be developed, but Burglar ................................... 22 Mercenary .............................. 35
will cost a larger number of development points. City Guard ............................. 25 Merchant ................................ 24
Body Reins: Allowing the caster to perform abnormal feats Cloistered Academic ............ 28 Performer ............................... 28
(e.g., breathe underwater). Con Man ................................ 22 Philosopher ............................ 32
Crafter .................................... 24 Sailor † ................................... 19
Body Renewal: Incresaing the healing rate of the caster’s body. Crusading Academic ........... 29 Scout ....................................... 26
Evasions: Allowing the caster to make incredible Cut Purse ............................... 26 Shaman Priest ...................... 30
CHARACTER evasive maneuvers. Detective ................................ 26 Soldier .................................... 32
LAW
Mind Over Matter: Hardening the caster’s body, Diplomat ................................ 28 Spy .......................................... 28

BH resulting in more lethal blows and tougher defense.


Monk’s Bridge: Allowing the caster to move in
Doctor .................................... 23
Explorer ................................. 27
Traveller ................................. 13
Wanderer ................................ 29
unusual fashions. Guardian ................................ 34 Weapon Master .................... 49
26 Monk’s Sense: Enhancing the caster’s senses. Herbalist ................................. 23 Zealot † .................................. 25
†: Typical ‡: Not normally allowed
2.7 PROFESSION BONUSES
Awareness Group ................. +5 Power Point Dev. ................. +5
MYSTIC Influence ................................ +5 Self Control ........................... +5
Mystics are hybrid spell users who combine the realms Lore • Magical ..................... +5 Spell Group ........................... +5
of Essence and Mentalism; they have concentrated on subtle Power Awareness ................ +10 Subterfuge • Stealth ........... +5 Professions
Power Manipulation ............ +5
spells of misdirection and modification. Their base spells
deal with personal illusion as well as the modification of SKILLS AND SKILL CATEGORIES
matter. Armor • Heavy ............. 7/7/7 Outdoor • Animal ................ 3
Sulaan adjusted his bandanna as the wagon rolled towards Armor • Light ............... 4/4/4 Outdoor • Environment. ..... 3
the city. The wagon produced a music of its own as the Armor • Medium ......... 6/6/6 Power Awareness ................ 2/5
wheels passed over the rutted road—pots, pans, and trinkets Artistic • Active ................ 1/4 Power Manipulation ........ 4/10
rattling loudly. A new city. A new set of opportunities. Sulaan Artistic • Passive ............... 2/5 Power Point Develop. ............ 6
was not known here… yet. Athletic • Brawn ................... 7 Science • Basic .................. 1/4
Athletic • Endurance ........... 3 Science • Specialized ..... 6/14
Prime Stats: Empathy, Presence, and Self Discipline Athletic • Gymnastic ............ 3 Self Control ............................. 5
Awareness • Perception ....... 3 Special Attacks ..................... 15
MYSTIC SPELL LISTS Awareness • Searching ..... 2/4 Special Defenses ................... 25
The Mystic has six base lists. The full descriptions of all Awareness • Senses .......... 2/6 Subterfuge • Attack ............ 15
the spells on these lists can be found in Spell Law: Of Es- Body Development .............. 15 Subterfuge • Stealth ......... 2/7
sence (p. 50-55). For a slightly higher development point Combat Maneuvers .............. 18 Subterfuge • Mechanics ...... 7
cost, he may also develop the open and closed Essence lists Communications ........... 1/1/1 Technical • General .......... 3/7
Crafts .................................. 4/10 Technical • Professional ...... 8
in Of Essence (p. 6-25) and the open and closed Mentalism
Directed Spells .................... 2/6 Technical • Vocational .. 5/12
lists in Of Mentalism (p. 6-25). Other spell lists may be Influence .............................. 1/4 Urban .................................... 2/5
developed, but will cost a more development points. Lore • General ................... 1/3 Weapon • Category 1 .......... 9
Confusing Ways: Affecting a target’s senses Lore • Magical ................... 2/5 Weapon • Category 2 ........ 20
in a variety of ways. Lore • Obscure .................. 3/7 Weapon • Category 3 ........ 20
Gas Alteration: Manipulating and controlling gasses Lore • Technical ................ 2/6 Weapon • Category 4 ........ 20
in a variety of ways. Martial Arts • Strikes .......... 6 Weapon • Category 5 ........ 20
Hiding: Causing things to be harder to detect Martial Arts • Sweeps ......... 6 Weapon • Category 6 ........ 20
(including invisibility). Weapon • Category 7 ........ 20
Liquid Alteration: Manipulating and controlling liquids The weapon categories are: 1-H Concussion, 1-H Edged,
in a variety of ways. 2-Handed, Missile, Missile Artillery, Pole Arms, and Thrown.
Mystical Change: Creating illusions on the caster. Everyman Skills: Time Sense, Adrenal Stabilization,
Solid Alteration: Manipulating and controlling solids
Magic Ritual, Spell Mastery, Meditation
in a variety of ways. Occupational Skills: none
Restricted Skills: Channeling
SPELL DEVELOPMENT
Base list (all) .................. 3/3/3 Closed list (1-5) ............. 4/4/4
Open list (1-10) ............. 4/4/4 Closed list (6-10) ........... 6/6/6
Open list (11-15) ........... 6/6/6 Closed list (11-15) .............. 8/8
Open list (16-20) ................ 8/8 Closed list (16-20) ......... 10/10
Open list (21+) ..................... 12 Closed list (21+) ................... 25
First 5 lists developed in a given level: .................................... x1 cost
6th - 10th lists developed in a given level: .............................. x2 cost
11th - up lists developed in a given level: ............................... x4 cost
For the spell lists not shown see page 118 for DP costs.

TRAINING PACKAGES
Adventurer ............................. 32 Highwayman ......................... 30
Amateur Mage ...................... 26 Hunter .................................... 33
Animal Friend ...................... 30 Knight .................................... 43
Assassin .................................. 37 Loremaster † ......................... 20
Berserker ................................ 44 Martial Artist ........................ 35
Burglar ................................... 30 Mercenary .............................. 40
City Guard ............................. 30 Merchant † ............................ 18
Cloistered Academic † ........ 20 Performer † ........................... 18
Con Man † ............................ 19 Philosopher † ........................ 25
Crafter .................................... 24 Sailor ...................................... 23
Crusading Academic ........... 26 Scout ....................................... 30
CHARACTER
Cut Purse ............................... 26 Shaman Priest ...................... 28 LAW
Detective ................................ 22 Soldier .................................... 34
Diplomat † ............................ 19
Doctor .................................... 23
Spy .......................................... 27
Traveller ................................. 19 BH
Explorer ................................. 30 Wanderer ................................ 29
Guardian ................................ 34 Weapon Master .................... 84 23
Herbalist ................................. 23 Zealot † .................................. 23
†: Typical ‡: Not normally allowed
2.9 Everyman Skills: Jousting
Occupational Skills: Religion
PALADIN Restricted Skills: none
Paladins are semi spell users who combine the realm of
Arms with the realm of Channeling. Their base spells pri- SPELL DEVELOPMENT Professions
marily deal with combat and protection. An example of a Base list (all) .................. 6/6/6 Closed list (1-5) ............. 10/10
Paladin (from literature) might be Lancelot or Percival (from Open list (1-10) .................. 8/8 Closed list (6-10) .................. 12
King Arthur’s knights). Open list (11-15) .................. 12 Closed list (11-15) ................ 25
Open list (16-20) .................. 18 Closed list (16-20) ................ 40
Padraic staggered down the hall. He could feel the blood Open list (21+) ..................... 25 Closed list (21+) ................... 60
oozing from his many wounds. By sheer willpower, he made
First 5 lists developed in a given level: .................................... x1 cost
his feet continue to move. It would be easy to stop moving; 6th - 10th lists developed in a given level: .............................. x2 cost
just sit down and die. But that would be the end. He must 11th - up lists developed in a given level: ............................... x4 cost
get back and warn the others. He must live that long; then he
For the spell lists not shown see page 118 for DP costs.
could die….
Prime Stats: Self Discipline and Intuition TRAINING PACKAGES
Special Notes: The Paladin receives a special bonus of Adventurer ............................. 31 Highwayman .................. ‡ (22)
+20 to his Transcend Armor skill. Amateur Mage ............... ‡ (32) Hunter .................................... 31
Animal Friend ...................... 30 Knight .................................... 28
Assassin ........................... ‡ (34) Loremaster ............................. 24
PALADIN SPELL LISTS Berserker ......................... ‡ (26) Martial Artist ................. ‡ (35)
The Paladin has six base lists. The descriptions of the Burglar ............................ ‡ (28) Mercenary ....................... ‡ (29)
spells on these lists can be found in Spell Law: Of Channel- City Guard † ......................... 20 Merchant ................................ 24
ing (p. 38-43). For a slightly higher development point cost, Cloistered Academic ............ 28 Performer ............................... 28
he may also develop the open and closed Channeling lists Con Man ......................... ‡ (25) Philosopher ............................ 32
in Of Channeling (p. 6-25). Other spell lists may be devel- Crafter .................................... 24 Sailor † ................................... 20
oped, but will cost a larger number of development points. Crusading Academic ........... 29 Scout ....................................... 24
Communion: Gathering information and cancelling Cut Purse ........................ ‡ (33) Shaman Priest ...................... 29
(including dispelling) magic. Detective ................................ 28 Soldier † ................................ 20
Diplomat ................................ 28 Spy ................................... ‡ (32)
Exorcism: Repelling undead and banishing demons. Doctor .................................... 23 Traveller ................................. 15
Holy Arms: Increasing offensive combat ability. Explorer ................................. 28 Wanderer ................................ 29
Holy Healing: Healing a variety of types of damage. Guardian ................................ 29 Weapon Master .................... 34
Holy Shields: Increasing defensive combat ability. Herbalist ................................. 23 Zealot † .................................. 23
Inspiring Ways: Influencing others in a variety of ways. †: Typical ‡: Not normally allowed

PROFESSION BONUSES
Armor Group ........................ +5 Combat Maneuvers ............ +10
Athletic Group ...................... +5 Power Manipulation ............ +5
Awareness Group ................. +5 Weapon Group ................... +10
Body Development ............ +10

SKILLS AND SKILL CATEGORIES


Armor • Heavy ............. 3/3/3 Outdoor • Animal ............ 2/6
Armor • Light ............... 1/1/1 Outdoor • Environment. . 2/6
Armor • Medium ......... 2/2/2 Power Awareness .................... 6
Artistic • Active ................ 2/5 Power Manipulation ........ 6/12
Artistic • Passive ............... 2/5 Power Point Develop. ............ 8
Athletic • Brawn ............... 3/7 Science • Basic .................. 2/5
Athletic • Endurance ....... 2/7 Science • Specialized ........... 8
Athletic • Gymnastic ........ 3/7 Self Control ......................... 2/7
Awareness • Perception . 5/14 Special Attacks ................... 2/8
Awareness • Searching ..... 2/6 Special Defenses ................... 40
Awareness • Senses .......... 3/7 Subterfuge • Attack ............ 15
Body Development .......... 4/10 Subterfuge • Stealth ............. 5
Combat Maneuvers .......... 4/10 Subterfuge • Mechanics ...... 7
Communications ........... 3/3/3 Technical • General .......... 3/7
Crafts .................................. 4/10 Technical • Professional ...... 8
Directed Spells ...................... 20 Technical • Vocational .. 5/12
Influence .............................. 1/5 Urban ........................................ 4
Lore • General ................... 1/3 Weapon • Category 1 ...... 2/5
Lore • Magical ................... 3/6 Weapon • Category 2 ...... 3/8 CHARACTER
LAW
Lore • Obscure .................. 3/7 Weapon • Category 3 .......... 4

BH
Lore • Technical ................ 2/6 Weapon • Category 4 .......... 4
Martial Arts • Strikes .......... 6 Weapon • Category 5 .......... 4
Martial Arts • Sweeps ......... 6 Weapon • Category 6 .......... 6
Weapon • Category 7 .......... 6 25
The weapon categories are: 1-H Concussion, 1-H Edged,
2-Handed, Missile, Missile Artillery, Pole Arms, and Thrown.
∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆
12.1 -
- Nomenclature Mastery: Discovering languages and true
names of people and items.
Part II
Section 12.1
Runemage Physical Manipulations: Spells that manipulate the physi- Runemage
Runemages are Hybrid spell users of Essence and Chan- cal world (enhanced if a true name is known).
nelling who concentrate on the power written and spoken Symbolism: Creating symbols of power that can be imbed-
language have over the reality. Generally, all Runemages ded with other spells.
are Nomenist spell casters, though they rarely choose the
Training Package for Nomenist Casters. The Runemages Warding Mastery: Creating ward signs of power that can
have their own base list, which is more refined than the protect small areas.
standard Nomenist Caster spell list. Runemages use their Profession Bonuses
power of language to create variable enchantments such Communications................ +5 Power Manipulation.........+10
as wards, symbols, and runes, while using their knowledge Lore • Magical................. +15 Power Point Develop..........+5
of the Primal Tongue to manipulate the physical world and Power Awareness............. +10 Spell Group.........................+5
the creatures within it.
Jerickson finished inscribing the last power runes to Skills and Skill Categories
Armor • Heavy....................11 Outdoor • Animal..................3
complete his circle. Standing he surveyed the work of Armor • Light........................9 Outdoor • Environmental......3
several hours of scratching on the solid stone floor. Armor • Medium.................10 Power Awareness...............1/4
Beautiful. Right now they were nothing but a series Artistic • Active................. 2/5 Power Manipulation........4/10
of thin almost invisible lines and symbols. Surely Artistic • Passive............... 1/5 Power Point Devp.................4
they would be overlooked once the room was full of Athletic • Brawn....................6 Science • Basic..................1/4
food, merriment and guests. Jerickson smiled. His Athletic • Endurance.............3 Science • Specialized.......6/14
foe would be in that crowd and he’d never know Athletic • Gymnastics...........3 Self Control..........................6
what hit him. The rest of the crowd would be safe—so Awareness • Perception.........4 Special Attacks...................15
long as they stepped away from Llewdlac when his Awareness • Searching...... 3/7 Special Defenses.................40
Awareness • Senses........... 3/7 Subterfuge • Attack.............12
body erupted in flames. Only someone with the right
Body Development.............15 Subterfuge • Mechanics........6
skill looking in the right place would ever notice the Combat Maneuvers.............18 Subterfuge • Stealth..............4
hidden words and signs. Communications............ 1/1/1 Technical • General............3/7
Prime Stats: Empathy, Intuition and Self Discipline Crafts............................... 4/10 Technical • Professional.......8
Directed Spells.................. 3/7 Technical • Vocational.....5/12
Runemage Spell Lists Influence............................ 2/6 Urban....................................3
Lore • General................... 1/3 Weapon • Category 1............9
The Runemage has six base lists. The full descriptions
Lore • Magical.................. 1/3 Weapon • Category 2..........20
of all the spells on these lists can be found later in this Lore • Obscure.................. 3/7 Weapon • Category 3..........20
book. Lore • Technical................ 2/6 Weapon • Category 4..........20
Commanding Will: Spells that bend a target to the will of Martial Arts • Strikes.............9 Weapon • Category 5..........20
the caster (enhanced if a true name is known). Martial Arts • Sweeps...........9 Weapon • Category 6..........20
Inscriptions: Imbeds spells into temporary signs or Weapon • Category 7..........20
runes. Everyman Skills: Runes, Symbol Lore, Warding Lore
Occupational Skills: Calligraphy
Restricted Skills: Directed Spells, Channeling

Spell Development
Base List (all)................. 3/3/3 Closed List (1-5).............4/4/4
Open List (1-10)............. 4/4/4 Closed List (6-10)...........6/6/6
Open List (11-15)........... 6/6/6 Closed List (11-15)............8/8
Open List (16-20).............. 8/8 Closed List (16-20)........10/10
Open List (21+)...................12 Closed List (21+)................25

Training Packages
Training package costs are given in Section 13.0.

Essence
Companion

55
&*&*&*&*&*&*&*&*&*&*&*&*&*&*&*&*&*&*&*&*&*&
& 5.1 *
SEER
Seers are the information gathering specialists. Seers
are Pure spell users of Mentalism who have concentrated
on spells which gain information through the use of
mental spells. Their spells deal with evoking the past,
scrying the present and divining the future, and the
control and modification of the senses of themselves and
others.
Master Augustine sighed. The cards foretold death
and destruction throughout the Principalities, just
as his dreams had earlier shown pilgrims whose
arrival would doom the desert cities. Unless some-
one or something prevented this evil fate.... It was
time to leave the rose garden, time to interfere with
destiny.
Prime Stats: Self Discipline and Presence
SEER SPELL LISTS
The Seer has six base lists. The full description of all
the spells on these lists can be found later in this book.
Far Visions: modifying the caster’s own senses.
Future Visions: precognition and divining the future.
Mind Visions: mental detection, lie detection and mind
probes.
Past Visions: evoking the past of persons, places and
objects in visions.
Vision Borrowing: scrying and sharing the senses of
others.
Vision Guard: defenses against evocation, scrying and
Note: Cost in brackets for Special Defense is only to be used if the Martial
divinations. Arts Companion is being used in the game. In addition, the Martial Arts
Combat Maneuvers skill category should only be used if the gamemaster
PROFESSION BONUSES has approved the Martial Arts Companion for use in his game.
Awareness Group ........ +15 Power Point Develop. ...... +5
Lore Group .................. +10 Self Control ...................... +5 Everyman Skills: Artifact Lore, History, Divination
Power Awareness .......... +5 Spell Group ...................... +5 Lore, Lie Perception, Stargazing, Time Sense
Power Manipulation ...... +5 Occupational Skills: Divination, Meditation
SKILLS AND SKILL CATEGORIES Restricted Skills: Channeling
Armor Heavy ............. 7/7/7 Outdoor Animal ................. 3 SPELL DEVELOPMENT
Armor Light ............... 4/4/4 Outdoor Environmental ... 3/7 Base list (all) .............. 3/3/3 Closed list (1-5) ............ 4/4/4
Armor Medium .......... 6/6/6 Power Awareness ............ 2/6 Open list (1-10) ......... 4/4/4 Closed list (6-10) .......... 4/4/4
Artistic Active .............. 2/4 Power Manipulation ...... 4/10 Open list (11-15) ....... 4/4/4 Closed list (11-15) ........ 4/4/4
Artistic Passive ............. 2/4 Power Point Dev. ............... 4 Open list (16-20) ....... 4/4/4 Closed list (16-20) ........ 4/4/4
Athletic Brawn ................ 5 Science Basic .................. 1/4 Open list (21+) ........... 6/6/6 Closed list (21+) .............. 8/8
Athletic Endurance .......... 3 Science Specialized ....... 6/14
Athletic Gymnastic ....... 3/9 Self Control ........................ 3 TRAINING PACKAGES
Awareness Perceptions .. 3/6 Special Attacks ................. 14 Adventurer ..................... 33 Highwayman .................... 32
Awareness Searching .... 1/4 Special Defenses ...... 25 [18] Amateur Mage ............... 26 Hunter ............................... 42
Awareness Senses ......... 2/4 Subterfuge Attack ............. 15 Animal Friend ................ 37 Knight ............................... 67
Body Development ........ 12 Subterfuge Mechanics ........ 7 Assassin ......................... 63 Loremaster ........................ 18 Mentalism
Combat Maneuvers ........ 14 Subterfuge Stealth .............. 6 Berserker ........................ 57 Martial Artist .................... 38 companion
Communications ........ 1/1/1 Tech General ................... 3/7 Burglar ........................... 34 Mercenery ........................ 62
Crafts .......................... 4/10 Tech Professional ............... 8 City Guard ..................... 33 Merchant .......................... 18
Directed Spell ............... 2/7 Tech Vocational ............ 5/12 Cloistered Academic ..... 20 Performer .......................... 22
Influences ..................... 2/6 Urban ............................... 3/5 Con Man ........................ 27 Philosopher ....................... 26
Lore General ................. 1/2 Weapon Category #1 .......... 6 Crafter ............................ 24 Sailor ................................ 22
Lore Magical ................ 1/5 Weapon Category #2 ........ 15 Crusading Academic ..... 27 Scout ................................. 29
Lore Obscure ................ 2/5 Weapon Category #3 ........ 20 Cut Purse ....................... 36 Shaman Priest ................... 30
Lore Technical .............. 2/4 Weapon Category #4 ........ 20 21
Detective ........................ 22 Soldier .............................. 42
Martial Arts Combat Man. . 6 Weapon Category #5 ........ 20 Diplomat ........................ 20 Spy ................................... 36
Martial Arts Strikes ........... 3 Weapon Category #6 ........ 20 Doctor ............................ 26 Traveller ........................... 26
Martial Arts Sweeps .......... 3 Weapon Category #7 ........ 20 Explorer ......................... 35 Wanderer .......................... 30
The weapon categories are: 1-H Concussion, 1-H Edged, 2-Handed, Guardian ........................ 54 Weapon Master .............. 164
Missle, Missile Artillery, Pole Arms, and Thrown. The player should Herbalist ........................ 26 Zealot ............................... 28
assign one of the categories to each of the weapon categories above.
2.8
SORCERER
Sorcerers are hybrid spell users who combine the realms
Professions of Essence and Channeling, concentrating on spells of de-
struction. Their base spells deal with the specific destruc-
tion of animate and inanimate material.
Renlyn closed his eyes. The moaning sounds of his victims
were faint in his ears. More importantly, he could hear the
sounds of the serpents slithering on the floor. Death. Destruc-
tion. Survival. He smiled.
Prime Stats: Empathy, Intuition, and Self Discipline

SOCERER SPELL LISTS


The Sorcerer has six base lists. The full descriptions of
all the spells on these lists can be found in Spell Law: Of
Essence (p. 56-61). For a slightly higher development point
cost, he may also develop the open and closed Essence lists
in Of Essence (p. 6-25) and the open and closed Channeling
lists in Of Channeling (p. 6-25). Other spell lists may be
developed, but will cost a larger number of development
points.
Flesh Destruction: Damaging various parts of the body.
Fluid Destruction: Destroying and manipulating liquids
in a variety of ways.
Gas Destruction: Destroying and manipulating various
types of gasses.
Mind Destruction: Damaging various mental processes.
Solid Destruction: Destroying and manipulating various Everyman Skills: Time Sense, Magic Ritual,
types of solids. Spell Mastery, Meditation, Channeling, Divination
Soul Destruction: Damaging various aspects of the soul. Occupational Skills: none
Restricted Skills: none
PROFESSION BONUSES
Directed Spells ...................... +5 Power Manipulation .......... +15 SPELL DEVELOPMENT
Lore • Magical ................... +10 Power Point Dev .................. +5 Base list (all) .................. 3/3/3 Closed list (1-5) ............. 4/4/4
Power Awareness ................ +10 Spell Group ........................... +5 Open list (1-10) ............. 4/4/4 Closed list (6-10) ........... 6/6/6
Open list (11-15) ........... 6/6/6 Closed list (11-15) .............. 8/8
SKILLS AND SKILL CATEGORIES Open list (16-20) ................ 8/8 Closed list (16-20) ......... 10/10
Armor • Heavy .................... 11 Outdoor • Animal ................ 3 Open list (21+) ..................... 12 Closed list (21+) ................... 25
Armor • Light ........................ 9 Outdoor • Environment. ..... 3 First 5 lists developed in a given level: .................................... x1 cost
Armor • Medium ................ 10 Power Awareness ................ 2/5 6th - 10th lists developed in a given level: .............................. x2 cost
Artistic • Active ................ 2/5 Power Manipulation ........ 4/10 11th - up lists developed in a given level: ............................... x4 cost
Artistic • Passive ............... 2/5 Power Point Develop. ............ 6 For the spell lists not shown see page 118 for DP costs.
Athletic • Brawn ................... 7 Science • Basic .................. 1/4
Athletic • Endurance ........... 3 Science • Specialized ..... 6/14 TRAINING PACKAGES
Athletic • Gymnastic ............ 3 Self Control ............................. 5
Awareness • Perception ....... 6 Special Attacks ..................... 15 Adventurer ............................. 34 Highwayman ......................... 30
Awareness • Searching ......... 3 Special Defenses ................... 40 Amateur Mage ...................... 26 Hunter .................................... 36
Awareness • Senses .......... 3/7 Subterfuge • Attack ............ 15 Animal Friend ...................... 33 Knight .................................... 46
Body Development .............. 15 Subterfuge • Stealth ............. 6 Assassin .................................. 41 Loremaster † ......................... 20
Combat Maneuvers .............. 18 Subterfuge • Mechanics ...... 7 Berserker ................................ 44 Martial Artist ........................ 40
Communications ........... 2/2/2 Technical • General .......... 3/7 Burglar ................................... 31 Mercenary .............................. 44
Crafts .................................. 4/10 Technical • Professional ...... 8 City Guard ............................. 31 Merchant † ............................ 20
Directed Spells .................... 2/5 Technical • Vocational .. 5/12 Cloistered Academic † ........ 24 Performer ............................... 26
Influence .............................. 2/6 Urban ........................................ 3 Con Man ................................ 28 Philosopher ............................ 29
Lore • General ................... 1/3 Weapon • Category 1 .......... 9 Crafter .................................... 24 Sailor ...................................... 23
Lore • Magical ................... 2/5 Weapon • Category 2 ........ 20 Crusading Academic ........... 30 Scout ....................................... 31
Lore • Obscure .................. 3/7 Weapon • Category 3 ........ 20 Cut Purse ............................... 34 Shaman Priest ...................... 29
Lore • Technical ................ 2/6 Weapon • Category 4 ........ 20 Detective ................................ 30 Soldier .................................... 37
CHARACTER Diplomat ................................ 26 Spy .......................................... 34
LAW Martial Arts • Strikes .......... 9 Weapon • Category 5 ........ 20
Martial Arts • Sweeps ......... 9 Weapon • Category 6 ........ 20 Doctor .................................... 23 Traveller ................................. 20

BH Weapon • Category 7 ........ 20


The weapon categories are: 1-H Concussion, 1-H Edged,
Explorer ................................. 31
Guardian ................................ 40
Wanderer ................................ 30
Weapon Master .................... 84
Herbalist ................................. 23 Zealot ...................................... 28
24 2-Handed, Missile, Missile Artillery, Pole Arms, and Thrown.
†: Typical ‡: Not normally allowed
2.2
VARIANT SPECIALISTS
This section is presented to show how this book can be
taken a step farther in your own game. It presents a variant
specialist, a mage who is not an Elementalist, but not
exactly a Magician anymore either.
There is a lot of capacity for adaptation left in the Magi-
cian profession. Variant specialists are all magicians, har-
nessing magical, not high, elements. They merely have a
different set of spell lists and maybe a special skill or two.

2.2.1 • THE STORM MAGE


The Storm Mage is a Magician variant that has taken
intense interest in the nature of the weather. Instead of
spell lists like Fire law, Earth Law, and Wind Law, they
have their own set of lists that expand upon the manipula-
tion of the weather and the wind.
The Storm Mage is the sailor’s best friend. Where the
Water Mage can only affect the sea itself (hardly useful)
and the Air Mage can only cause localized effects on the
air (better), the Storm Mage can affect the weather itself.
The Storm Mage has no scourge, but his special skills
are not particularly unbalancing, so the lack
of restricted skills is not a great matter.

SPELL LISTS
Like all Magicians, the Storm Mage gains
6 base spell lists. The general nature of these
spell lists is described below. He can also take
closed and open lists at a higher cost.
Ice Law: Manipulating ice and cold (including
Elemental attacks).
Light Law: Manipulating light and electricity
(including Elemental attacks).
Storm Law: Spells for creating severe storms
(including Elemental attacks).
Storm’s Protections: Spells for protection from
harsh weather.
Water Law: Manipulating water and other
fluids (including Elemental attacks).
Weather Mastery: The manipulation of, and
joining with, natural weather patterns.
Skill Costs: the Storm Mage uses the skill costs
of the Magician.

TRAINING PACKAGES
Air Mage: 28
Earth Mage: 28
Elemental Crafter: 27
Elemental Scholar: 25
Elemental Wanderer: 27
Fire Mage: 28
Ice Mage: 29
Light Mage: 29
Storm Mage: 19
Water Mage: 27
Guild Elementalist:12
ELEMENTAL
COMPANION
ADDENDUM

4
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12.3 - -
Warrior Mage
Warrior Mages are Semi spell users who combine the
realm of Arms with the realm of Essence. Their base
spells primarily deal with the adaptation of Essence spell
casting to combat and survival in hostile environments.
The Warrior Mage is viewed by many as an elite type of
fighter, specialized in attacking enemy spell casters on
their own terms.
The sergeant screamed at Aelt over the roar of the
flames, “Sir, we got to get out of here! The whole
place is going up!” As the last of the orcs gurgled
and slid off the end of Aelt’s sword, he spied the
Sorcerer Prince escaping up the staircase. “Take
the men and head for the moat, Sergeant,” Aelt
cried in return. “I have unfinished business,” he
whispered to himself. He cast a quick spell to ward
off the flames and hurried up into the burning keep
after his sworn enemy.
Prime Stats: Empathy and Constitution

Warrior Mage Spell Lists


The Warrior Mage has six base lists. The full descriptions of
all the spells on these lists can be found later in this book.
Combat Ways: Gives the Warrior Mage a greater variety
of options in melee combat.
Combat Illusions: Methods of causing confusion among
the enemy.
Spell Defense: Gives the Warrior Mage the edge he needs
against more powerful spell casters.
Warrior’s Weapon: Dedicates a weapon to the Warrior
Mage and allows special spells to be cast upon it. Combat Maneuvers......... 5/12 Subterfuge • Stealth...........2/7
Warrior’s Enhancements: Allows the Warrior Mage to Communications............ 3/3/3 Technical • General............3/7
combat enemies in various hostile environments. Crafts............................... 4/10 Technical • Professional.......8
Directed Spells......................4 Technical • Vocational.....5/12
Will of the Warrior: Allows the Warrior Mage to drive Influence............................ 2/6 Urban.................................3/7
himself beyond normal endurance. Lore • General................... 1/3 Weapon • Category 1.........3/9
Lore • Magical.................. 2/6 Weapon • Category 2............6
Profession Bonuses Lore • Obscure.................. 3/7 Weapon • Category 3............7
Athletic Group................. +10 Power Awareness................+5 Lore • Technical................ 2/6 Weapon • Category 4............8
Awareness Group............... +5 Power Manipulation...........+5 Martial Arts • Strikes.............4 Weapon • Category 5..........10
Body Development.......... +10 Weapon Group....................+5 Martial Arts • Sweeps...........4 Weapon • Category 6..........15
Combat Maneuvers.......... +10 Weapon • Category 7..........15
Skills and Skill Categories Everyman Skills: None
Armor • Heavy....................10 Outdoor • Animal...............2/7 Occupational Skills: None
Armor • Light........................8 Outdoor • Environmental...2/7 Restricted Skills: Channeling
Armor • Medium...................9 Power Awareness...............2/7
Artistic • Active................. 2/5 Power Manipulation........6/12 Spell Development
Artistic • Passive............... 2/5 Power Point Devp.................8 Base List (all)................. 6/6/6 Closed List (1-5)............10/10
Athletic • Brawn................ 3/7 Science • Basic..................2/5 Open List (1-10)................ 8/8 Closed List (6-10)...............12
Athletic • Endurance......... 2/7 Science • Specialized............8 Open List (11-15)................12 Closed List (11-15).............25
Athletic • Gymnastics....... 3/7 Self Control.......................2/7 Open List (16-20)................18 Closed List (16-20).............40
Awareness • Perception... 4/12 Special Attacks.....................6 Open List (21+)...................25 Closed List (21+)................60
Awareness • Searching...... 2/6 Special Defenses.................40 Essence
Companion
Awareness • Senses........... 3/7 Subterfuge • Attack...............8 Training Packages
Body Development......... 6/14 Subterfuge • Mechanics........4 Training package costs are given in Section 13.0.

57
2.1 Everyman Skills: Sense Ambush, any one Combat
Maneuver
WARRIOR MONK Occupational Skills: none
Warrior Monks are non spell users who are experts at Restricted Skills: Boxing, Wrestling, Channeling
maneuvering and martial arts. Warrior Monks may learn (if the character’s chosen realm is not Channeling) Professions
to use normal weapons, although not as easily as others in
the realm of Arms. They prefer to utilize unarmed com-
bat. Some literary examples of a Warrior Monk might in-
clude Kwi Chang Kane.
Lotus crossed her legs as she sat down on the rocky ledge.
Behind her, the rest of the group was preparing for the evening
of rest. Lotus looked down upon the valley below and began
to meditate.
Prime Stats: Quickness and Self Discipline

WARRIOR MONK SPELL LISTS


The Warrior Monk has no base lists, though he may
learn (at a high development point cost) spells from his
chosen realm of magic.

PROFESSION BONUSES
Athletic • Gymnastic .......... +5 Martial Arts Group ........... +15
Awareness Group ................. +5 Self Control ......................... +15
Body Development ............ +10

SKILLS AND SKILL CATEGORIES


Armor • Heavy .................... 10 Outdoor • Animal ............ 2/6
Armor • Light ........................ 9 Outdoor • Environment. . 2/6
Armor • Medium ................ 10 Power Awareness .................... 8
Artistic • Active ................ 2/5 Power Manipulation ............ 14
Artistic • Passive ............... 2/5 Power Point Develop. .......... 15
Athletic • Brawn ............... 2/5 Science • Basic .................. 3/6
Athletic • Endurance ....... 2/6 Science • Specialized ......... 12 SPELL DEVELOPMENT
Athletic • Gymnastic ........ 1/3 Self Control ......................... 1/3 Open list (1-5) ...................... 20 Closed list (1-5) .................... 30
Awareness • Perception ... 2/9 Special Attacks ................. 2/10 Open list (6-10) .................... 40 Closed list (6-10) .................. 60
Awareness • Searching ..... 2/5 Special Defenses ............... 6/12 Open list (11-15) .................. 60 Closed list (11-15) ................ 90
Awareness • Senses .......... 2/5 Subterfuge • Attack ........ 6/12 Open list (16-20) .................. 80 Closed list (16-20) .............. 120
Body Development .......... 4/10 Subterfuge • Stealth ......... 2/4 Open list (21+) ................... 100 Closed list (21+) ................. 150
Combat Maneuvers ............ 4/9 Subterfuge • Mechanics .. 3/9 For the spell lists not shown see page 118 for DP costs.
Communications ........... 3/3/3 Technical • General .......... 3/7
Crafts .................................. 4/10 Technical • Professional ...... 8 TRAINING PACKAGES
Directed Spells ...................... 20 Technical • Vocational .. 5/12 Adventurer ............................. 29 Highwayman ......................... 22
Influence .............................. 2/7 Urban .................................... 3/6 Amateur Mage ...................... 40 Hunter .................................... 30
Lore • General ................... 1/3 Weapon • Category 1 .......... 4 Animal Friend ...................... 28 Knight .................................... 34
Lore • Magical ....................... 6 Weapon • Category 2 .......... 6 Assassin .................................. 25 Loremaster ............................. 29
Lore • Obscure .................. 3/7 Weapon • Category 3 .......... 8 Berserker ................................ 28 Martial Artist † .................... 24
Lore • Technical ................ 2/6 Weapon • Category 4 .......... 8 Burglar † ................................ 20 Mercenary .............................. 33
Martial Arts • Strikes ...... 1/3 Weapon • Category 5 .......... 8 City Guard ............................. 23 Merchant ................................ 25
Martial Arts • Sweeps ..... 1/3 Weapon • Category 6 ........ 15 Cloistered Academic ............ 29 Performer ............................... 28
Weapon • Category 7 ........ 15 Con Man ................................ 22 Philosopher ............................ 32
The weapon categories are: 1-H Concussion, 1-H Edged, Crafter .................................... 24 Sailor † ................................... 19
2-Handed, Missile, Missile Artillery, Pole Arms, and Thrown. Crusading Academic ........... 29 Scout ....................................... 25
The player should assign one of the categories to each of the Cut Purse ............................... 25 Shaman Priest ...................... 33
weapon categories above. Detective ................................ 23 Soldier .................................... 31
Diplomat ................................ 28 Spy .......................................... 28
Doctor .................................... 23 Traveller ................................. 13
Explorer ................................. 26 Wanderer ................................ 29
Guardian ................................ 32 Weapon Master .................... 45
Herbalist ................................. 23 Zealot † .................................. 25
†: Typical ‡: Not normally allowed CHARACTER
LAW

BH
17

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