Professional Documents
Culture Documents
PROFESSION BONUSES
Directed Spells ................... +10 Power Manipulation ......... +10
Lore • Magical .................. +10 Power Point Development .. +5
Spell Group ........................... +5
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
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
PROFESSION BONUSES
Directed Spells ................... +10 Power Manipulation ............ +5
Lore • Magical .................. +10 Power Point Development .. +5
Power Awareness .................. +5 Spell Group ........................... +5
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
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
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
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
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
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
PROFESSION BONUSES
Athletic • Gymnastic .......... +5 Martial Arts Group ........... +15
Awareness Group ................. +5 Self Control ......................... +15
Body Development ............ +10
BH
17