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©2009 Garrote Productions
Garrote Productions would like to thank the following people: Bevin Ashby Geoff Simpson Shantell Powell Carol Matthews Misha Schneider Shawn Murphy Team Armour Marshal Player artwork courtesy of James LeClair And to every single player who has helped with contributing something positive to the rules and / or the game and to our wives Heather and Bevin for putting up with us. Original Works are copyright to: Garrote Productions ©2009, Garrote Productions 563 O’Connor Drive Toronto ON M4C 2Z7 Canada E-mail: William Ashby: email@example.com Edward Watt: firstname.lastname@example.org No reproduction without explicit permission of the owners. Underworld LARP, Underworld L.A.R.P., Underworld Rulebook v5.1 are copyrighted to Garrote Productions.
Table of Contents
Page Chapter • 4.................................................. Roleplaying • 15........................................................... Races • 25............................... Occupations & Abilities • 38................................... Skills & Descriptions • 52.........................................Productions Skills • 64..................................... Combat & Weapons • 70.........................................................Armour • 75............................................................Magic • 82....................................................Spell Lists • 111............................................. Ritual Magic • 115.................................................... God Lists
Chapter 1 ROLEPLAYING 4|Page .
It helps you. Each character is allowed to bring in a couple Normal (not silver or Magical) weapons as s/he could use at once into game. what their level is. you are also permitted to bring in a Spellbook with some spells scribed in it. At first. you enter him or her into our world and act them out as you desire. you should find it hard to act "normal". and how they can fit in. refer to the Armour section. you'll find that your character will grow naturally and you'll discover more of what makes them tick. Others do it simply because it's fun. When you play Underworld for the first time. how many Body Points they have. but when everyone else around you is role-playing. Everyone can do it. Tags should be attached to the item in question and if this is not possible. Once you experience LARPing a few times. what their occupation is. such as. we think you'll realize what a healthy concept it is. This concept is sometimes hard to imagine to those who are new to the idea. (For more information on AP and Breached armour. your real personality as you would like. etc. Casters will also be given spell tags to represent any spells which they are able to cast. You are also given an Armour Card which represents the Armour Points which your character has. the better ones are simply those who can get into their characters to a higher degree and who don't concern themselves with thoughts on "acting". Although some describe Live Action Role Playing (or LARPing) as "Improvisational Theatre". it requires no special training. other players and Marshals keep track of your abilities and to settle any 5|Page . limited in scope and detail only by your own imagination. what skills they are able to use. Once your character is designed and registered with game officials (known as Plot Marshals). It is far more important to know your character than it is to pre-think acting techniques and worry about how you'll look. they would give you a small amount of starting money and some tags which represent items your character has when beginning. What might you expect to experience at your first event? Here's an example of how it might look to you: At the beginning of every event you will check in at Logistics. think to yourself. your character will develop naturally in your mind and it will become easier over time to slip into character. or as different from. If you are a caster. A character card contains all vital information relating to your character.. and a holy symbol. This is normally achieved by diving headlong into your character. Role-playing at its best should come naturally and fluently. exercise for both the body and mind. As it is your first event.) The final things which you will be given are a character card and a life tag. this is improvisational.. allowing them to envision our world. You design the personality and quirks of your character as you see fit. Do your best to be realistic in your character. Any of these items mentioned will be given a tag to validate that they exist in-game and can be stolen. This should be kept with you at all times. Your First Event Let’s say for a moment that you were to play Underworld. because you created them and you know best. Everyone is an expert in Live Role-playing. you create a character for yourself. Once you figure this out and become comfortable with it. the tag should be kept on your person at all times. or as a valuable escape from the mundane world. and whether or not your armour has Breached. we think you'll realize just how easy and fun Live Action Role-Playing is. The difference with LARPing is simply the ability to let go and act on how you believe you (or your character) would respond to a certain catalyst. No one tells you how you should play your character. Armour Points (AP) depend on what type of Armour you are wearing. we all do it on a daily basis whenever we daydream ourselves into different situations. Don't be shy (unless your character is shy). Many people value LARPing as an outlet for personal expression. This will hopefully give those who are new to the idea an understanding of how it works. Remember. At first. but as you become immersed in different situations. This character is who you'll be in the game and it can be as close to. your character concept might be a little hazy. It is important during a battle to keep track of the amount of AP you have left.Welcome to Live Action Role-Playing Welcome to the world of Live Action Role-Playing! In this section we'll attempt to explain some of the basic concepts of what Live Role-Playing is. In fact. requiring very little in the way of pretending. "What would/should my character do in this situation? How would s/he react to what is going on here?" By following this simple questioning.
Ariel then jumps up and motions for you to come over to them. which has a plastic envelope attached to it. you may do a detailed search by telling the victim exactly where you are looking. that there is a man in town named Jeremiah. It means that if you avoid the trap now you will not be accused of meta-gaming. but answers with. The list records any traps which have been laid in the encampment as defense. Unfortunately. Your group is going to try to capture Jeremiah alive and take him to the Thieves' Guild encampment outside of town. unless the player being searched prefers that you really search them. They show you the out-of-game post. from behind her hip. Duncan tells everyone in your camp not to walk into the trap in the grass and shows everyone where it is. You have nothing to add to the list. This is good. If you are killed Marshals make a note of your death so that they can keep track. He looks tough and is wearing a great deal of plate mail armour. Ariel begins walking past the mayoral residence and fakes twisting her leg. All of you decide that money is very important right now. pretending to be in great pain. which represents the butt end of his dagger. Ariel produces a dagger as well. This list is kept here so that any Plot Marshal can look at it and make rulings while you are not there. Now Duncan leaves his hiding spot and walks over to where Ariel and the guard are. Fortunately. The two of you wait in the shadows watching as she curses under her breath and falls in the roadway near the guard. This always takes 1 minute of time to do. however. Your friends have already arrived and set up. which tents or buildings are warded. After Logistics. 6|Page . Your friend Duncan. You wait until night falls and then make your way to the mayoral residence." Duncan stands over the two of them and begins to root around in his pack. saying "1 Sap". "Just a minute" says Duncan. you are looking at an out-of-game document and your character can't know this information unless Duncan actually tells your character. You notice however. and descriptions of any other important features about the camp. (who is a Nightblade) informs Ariel (an Assassin) and you. "1 Normal". The guard is now bent over Ariel's twisted foot." Magic Armour is a spell-protection which blocks the first attack from a weapon strike. he produces a dagger and nods to Ariel. to signify that her character is striking at the guard for 1 point of Normal damage. A thief might want to break into your camp while you are gone. and strikes at the guard." says the guard. but no helmet. Duncan and Ariel suspected that the man might be wearing one and that is why Ariel struck first. To do this s/he must find a Marshal to accompany him/her. you find that there is a guard posted at the front door. "What's wrong?" asks Duncan. If you want to take less than a minute. has laid a very large trap in the grass just to the north of the tent. whose character name is Duncan. you find your campsite. The game begins. In this case Duncan is successful because he struck squarely between the shoulder blades (this represents smashing the victim on the head) and the guard slumps over into unconsciousness. when looking at the list. Now Duncan uses his Out of Game Sap tool.disputes which may arise. When you get there. The guard is surprised. Jeremiah is also the mayor of the town. But instead of taking out a Healing potion. "Magic Armour. Meta-gaming means using information you have learned out-of-game for in-game means. and strikes the man between his shoulder blades. The three of you do some whispering and decide to take him out quietly. and that Jeremiah has a bounty on his head which was put there by a nearby Thieves' Guild. The guard watches suspiciously for a moment and then comes over to help her. so collecting on this bounty might be considered somewhat illegal. Before going into the mayor's house. "I may have a Healing potion in my pack. Sap is an attack which surprises the target and is an attempt to knock the person out from behind. that your friend. the three of you decide to search the guard. A life tag represents the fact that you are alive. Unfortunately. says Ariel. Inside the envelope is a list that the players who stay at this camp have made. "This woman has sprained her ankle it would seem. It is considered to be cheating.
People who have role-played for a while will often tend to distinguish between “good” and “bad” role-playing. In most people's eyes. This has nothing to do with whether your character is good or evil. "Who the hell are you?" he asks. is subtracted directly from the victim's Body Points. "Come on. Ten foot radius. It can be like being an actor on stage with everyone looking at you. 1. Sometimes it is used when fighting becomes confused and rulings must be made. and everyone stops and gets down on one knee. You fire at the mayor and the arrow hits him in the back. otherwise you might have had to go find one. In a second. The mayor is climbing out a window on the other side of the room to go down a ladder. It's not pre-planned." says Ariel. You hear the Marshal say.In this case. In this case. but everything is acted out as realistically as possible. The term ‘Body’ in this case. Everything you do is real-time. he is out of sight. is used when the weapon being used is armour-piercing meaning Armour Points do not stop it. pulls out some gold coins and gives them to Ariel. a good role-player doesn't call holds and stop the game unless it is absolutely necessary. “we should hurry before anyone comes along. You rush to the window to see that he is already on the ground and turning to run. Halfway up the stairs you hear an electronic buzzer go off from the top of the stairs. Because everyone approaches role-playing from their own unique perspective. Be a good guy or a bad guy. You realize that there is an out-of-game Marshal upstairs. Immediately a middle-aged man looks up at you. All the choices are yours. even their own deaths. Eventually it will come naturally. Duncan has set off a trap that the mayor has laid at the top of the stairs for just such emergencies. You have to know what to say. It means to stop what you are doing and get down on one knee. the Magic Armour would have nullified your attack. the mayor (who is unconscious but not dead). The Hold command is an out-of-game expression and should not be used any other time. and make off for the Thieves' Guild to claim your reward. but rather for the act of role-playing itself. the three of you gather Duncan. Quickly. "Sleep Poison trap. in this case 3. Some things you do must be called out. By a "good role-player" people are referring to someone who never drops out of character to laugh or make out-of-game comments. so it can be a little intimidating at times. Good role-players are not playing the game to win or lose. "HOLD!" says a voice from upstairs." says Duncan." The three of you hurry up the front walk of the mayor's house and enter the door. The man bolts suddenly for a back door and rushes through it. It is frowned upon for people to go out-of-game once the game has started. This is a representation of how basic combat works. "I look in your purse. it is sometimes difficult to state blanket rulings. Lay-on" says the Marshal. like damage and spell defenses. You shout loud enough for him to hear "3 Body". Ariel says. Duncan rushes up the stair first. but having no lines. Often Marshals encounter difficulties as well in situations such as when a player wants 7|Page . you raise your bow which has already been notched with an arrow. The amount inflicted. and up to you. As quickly as you can. Duncan. even if things aren't always to their character's advantage. They are good-spirited people who role-play everything well. Good thing. and the action resumes. without out-of-game complaining. The three of you follow running and find that the man has ascended a small staircase. If the mayor was wearing Magic Armour like his guard was. You decide. "3. Ariel and you rush to the top of the stairs to find Duncan in a heap on the floor. "What do you want?" "We're here to collect on a bounty. 2. Ariel follows him and you follow third." The Marshal determines that Ariel was not caught in the trap and then calls a Lay-on. apparently unconscious. Role-playing Role-playing is a little different from acting. Usually it means that someone has hurt themselves for real or that there is possible danger of injury. The mayor collapses in a heap on the ground." The player who is playing the unconscious guard opens his purse.
are all actions to which a 3-count are appropriate. Killing Blows are described in detail in the section on Life. • PLEASE DO NOT RISK INJURY TO YOURSELF OR OTHERS. which destroy the atmosphere of the game. I brand you two. These are things like watches (out in the open). The Honour System In Underworld we use the Honour System as much as possible. They all want their environment to be as realistic as possible. The Honour System allows you to be the judge of that. As you play longer you will come to see that some things are confusing for people. Don't assume that they think you are cheating. but many people love to see a great costume and find it admirable when people have good costumes. Marshals are here to help make the game enjoyable for everyone concerned and to be as fair as possible. etc. If you are struck with Magic or a weapon. You are the one who has to keep track of your Body Points. coolers. though this often is more a means of helping you than it is of checking up on you. To help a little. • Costuming really helps. Please avoid the use of any real world military insignias or real world religious items or symbols. branding someone. other people may get irritable. pop cans. If you drop out of character a lot. and to determine as honestly as possible how many Body Points you have remaining. so they are not anachronisms. though you will have to get your own physical representation for it. • Stay in character.. Sometimes your character will have the opportunity to steal things in-game. It also helps you to get to know your character. we use the tag system. physically picking someone up who is much larger than you are. 3-counts generally occur when the action to be taken cannot be physically attempted and takes at least a few moments to complete. It won't upset people if you don't have a good costume. and please be aware that Underworld is respectful of this. 8|Page . though other people can often tell if you are cheating. It is up to the discretion of the players involved to determine which method is more appropriate to the situation. This occurs when the action to be taken is either impossible under the somewhat restrictive laws of real-world physics. people will ask out-of-game to see your character card. running shoes. Death. Cutting clothing. Please be respectful.. either declaring the action or making a 3-count. clothing says a lot about a character and will even help you discover new things about them. I brand you three". For some faiths it is required that people keep their out-of-game religious items with them. Please also be aware that any fictional religions which are created in-game by players and/or staff must be fictional and must be created respectfully so as to not have any out-of-game relationship to real world religions. depends on the action being taken. Glasses are fine. or would entail taking a real-world action which would be too dangerous. not other people. Any serious concerns regarding a ruling can be arbitrated after the event by an Executive Plot Member In order to help give a better understanding of what makes for a good role-player. Checking tags and skills is necessary. react accordingly. 3-Count Movements & Declared Actions In Live-Action Role-Playing it is sometimes necessary to declare an action or to make a spoken 3-count in order to complete an action. An example of a properly executed 3-count is: "I brand you one. we have compiled a short list of things which many players and staff appreciate and admire in other players: • Always be courteous and respectful of other people's property. etc. Try to avoid anachronisms. They have been around since the 13th century anyhow.to do something that is very original and which the rules don't necessarily take into account. Sometimes you will become confused as to how much damage you have taken. This helps to set the mood. Turn the other player's item over to a Marshal so that the Marshal can give it back to them out-of-game. and Resurrection. Sometimes. Note also that a Killing Blow can never be performed as a declared action unless the character in question actually has a special ability which allows them to perform instant Killing Blows. Often. Please appreciate the difficulty that Marshals’ face sometimes in trying to make fair rulings in cases like these. Please realize that the physical representation for the character’s object you have stolen often belongs to the player. The method used. If you steal something you will get to keep the tag. • Role-playing damage is often important. or that you are using a new unique ability which they have never heard of.
It is not possible to later change occupations so choose wisely. The only exception to this rule is Advanced Occupations which MUST be discovered in-game. and which skills you want to learn in the future. • What were my character’s parents like? Brothers/sisters? Is my character no longer with them? Why? • Why is my character in this location? Did they leave their place of birth or were they born here? • What did my character do for a living. How to Create a Character In this section we'll go over how to create a character and some of the things to consider when doing so.C. Please give people the benefit of the doubt. safe and good-spirited game for all players and staff. even if you know it is wrong. Accept their ruling.g. N. may wish to check someone's tags or card. plus any racial bonuses.P. All characters get 150 character points to begin.) • What are my character's thoughts on religion? • What does my character do in his/her spare time? What do they enjoy doing? • How does s/he react to society? What do they think of laws? What are their reactions to differing social classes? Where do they fit in to society? Do they value wealth/power? Background •Where is my character from? What type of society? E. hobbies. and then the incident can be cleared up later. Here are some things you might want to ask yourself: Personality • What is the basic personality-type of my character? (What one word might describe him/her best?) • How does my character get along with other people? (Or other types of people?) • Does my character have any quirks or flaws in their personality? • What does my character like/dislike? Think of this with regard to many things. it is necessary to make some definite decisions for your character. village. even if you die because of it. • Skills: You'll want to decide what skills you are going to buy at the start.even if people trust each other and know that they never cheat.: City. These decisions can be made relatively easily by consulting the remainder of this rulebook. etc. Before actually addressing defined concepts such as race and occupation. background and moral sensibility. so if you are fighting a creature who uses a skill/ability you have not heard of. fair. or are they simply adding to it? Defined Choices Regarding Character Creation Since having outlined a general concept. Mistakes can be cleared up with a Marshal. • How would my character react to different emotional situations? (violence.s also have cards. etc. up to this point? Education? Training? Work? • Would my character have any good stories to tell people about their past? Exciting tales or deeds they have done? • What would my character value about his/her past (both good and bad)? What experiences have they gone through that made them what they are today? Future • What plans does my character have? What are his / her goals in life? • Is my character trying to escape his/her notorious past. Please be aware that even Marshals make mistakes. outcast/bandit/gypsy caravan. A good idea is to decide what kind of character you would like to play in terms of personality. 9|Page . moralities. beliefs. These decisions involve the following topics: • Race • Occupation: 8 beginning occupations are offered for players to choose from. such as work. we suggest a more abstract approach. You too. and you are perfectly entitled to do so. compassion. etc. Plot Marshals are very reasonable and will often elect to not "record" a death on your character card if the death was unfair or due to a misruling. Please help to maintain a fun. their card should describe its effects for you. awe.
Whatever the reason. much like in mythology. perhaps it’s something even greater. The higher level you are. 10 | P a g e . to reveal your True Name. Experience & Character Points Your character gains levels in Underworld by amassing what we refer to as Character Points (CP). You are allowed to spend a maximum limit of 2 Blankets per event. .A True Name must be spelled out in the common alphabet and cannot contain any symbols or punctuation Character History Once you've designed a basic character concept and determined your defined character choices you'll want to write a character history. They are banked on your character sheet and can be spent in the future. As a player. Fae Magic and some advanced Ritual Spheres rely heavily on a target's (or caster's) True Name. This is an effect used in many tales. Having no True Name leaves you defenseless against attacks that would require one. no matter how many Blankets you have banked. So let us assume your character does have a True Name. These are effects that are rare and generally held by only the most powerful Fae or Mages. In general. it just means you cannot be forced. Sometimes a True Name is beneficial. -You must mark your True Name down on your character sheet along with whether character knows it or not. If you reveal your True Name it is always because you chose to do so. Every time your character comes to an event. that question has plagued scholars and mystics alike. save certain Ritual Magic. Without a True Name.True Names In Underworld. they gain a Blanket of Character Points at the end of said event. Where does it come from? Who chooses it? Well. Choosing not to know will not always protect you. the most obvious of which is through playing your character at an event and obtaining Blankets. For examples of good and bad character histories and pointers on what the Plot Committee wants to see. A player can almost never be forced. In folklore. All attempts. A character history is a written account of your character's life up until the point at which s/he starts the game. Blankets can be applied to a character and the CP left unspent. There are several ways to get Character Points. A Blanket's value is determined by your character's level. Imagine the letters of your True Name as a series of locks that protect a doorway which leads to your spirit. There is one key rule that has to be remembered when dealing with True Name. -You can never be forced Magically or by Alchemical means. -Once you pick your True Name at character creation it cannot be changed. sometimes detrimental. the only real decision you need to make is whether or not your character knows their own True Name. even if you earn the points with another character. a character history should be at least one typed page in length and no more than ten. Every player in Underworld should choose a True Name for their PC. the less the Blankets will be worth in CP. This does not mean you cannot be tricked or blackmailed into revealing your True Name. consult a Plot Marshal. a blanket of Experience Points (XP) would be worth 65 Character Points. Perhaps the fates themselves name you at birth. Such names could give power to the person who knew them (even over Gods in some beliefs). what is known is that some force secretly influences those people who name you at birth. names have power. There are also ways that will allow someone to find out your True Name (or at the very least a letter of it). There are many positive and negative abilities and spell effects that rely on your True Name. Blankets of experience that you earn can be applied to any character you own. Rules and restrictions regarding True Names: -Your True Name is only one word and may not exceed 14 characters in length. Magically or chemically to reveal their True Name. usually fail. After your first event. knowledge of a True Name allows one to Magically affect a person or being. per character. Underworld holds a similar belief with True Names. that door is always unlocked.
Skills. your character is in grave danger of becoming semi-conscious. Skill costs are calculated in Character Points and vary widely. Thereafter.1 shows the number of Character Points gained at each level.Blankets are spent/applied 1 at a time. the 2nd will be worth less XP. to 200 for others. As you go up in level. etc. unconscious or worse.. during the game. Semi-consciousness At 1 Body Point. The CP Column shows how many Character Points you acquire per Blanket. your character becomes semi-conscious. Your character will remain semi-conscious for 5 minutes unless healed (see Magic. The maximum Body Points a character may have varies considerably.1) *after 20th lvl.(please ask management for more information). Chart 1. they must earn their Experience and Character Points by attending events. Should your Body Points drop to 2. All abilities and skills take Character Points for your character to be able to learn various skills.. your character will loose Body Points. It takes 100 Character Points to gain a level. spells. This represents your character taking damage from weapons. Character Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 CP Total 150 250 350 450 550 650 750 850 950 1050 1150 1250 1350 1450 1550 1650 1750 1850 1950 2050 CP Per Level 65 43 34 28 24 22 19 17 16 15 14 13 12 12 11 11 10 10 10 10 Base Body Points Warrior Rogue Scholar 6 4 3 8 10 12 14 16 18 20 22 24 26 28 30 32 34 36 38 40 42 44 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 4 4 5 6 6 7 8 8 9 10 10 11 12 12 13 14 14 15 16 (Chart 1. In simple terms. from only 10 CP to buy some skills. is measured by a number (Body Points). if applicable. or Alchemy sections). Also note your base number of Body Points changes to the new Base Value. follow the same progression Character Points are the building blocks of your character. 11 | P a g e . the rules regarding life and death are important ones to understand. and level (See chart 1. after which they gain 1 Body Point and become conscious again. depending on occupation.. donating props or costuming etc. or for helping out with running the game.2). your "life force". Blankets can only be spent at Logistics or pre-Logistics. Life & Death As a player in Underworld. All skills and costs are outlined in the sections "Skill Costs" and "Skill Descriptions". dead. All characters receive 150 free Character Points to start with. Once you acquire 100 Character Points. but will drop the character to 0 Body and render them unconscious. or how much life is left in your character. your character level increases by one and the remainder of your character points are equated at the new character level row. you gain fewer Character Points per Blanket of Character Points. Body Points From time to time. you will always gain at least 10 character points per Blanket. or the use of any skill/ability will be successful. Any movement faster than a walk. meaning that if you wish to apply 2 Blankets to your character but the 1st blanket raises your level. No matter what level you are. race.
’s should ask what level you are before delivering such an attack.C. You may choose to forfeit your 5-minute Death Count.C. During this 5-minute Death Count. proceed directly to be resurrected. Dying (Bleed -1 1 Minute During this time. they cannot be attacked with a killing blow.P. your character becomes unconscious for 5 minutes. Your body dissipates when this happens and all items you were carrying remain where you died. Before a P. After 5 minutes of unconsciousness. the victim can resist/interrupt the killing blow at any time. A successful killing blow (one that has not been interrupted) forces the victim to skip their 1-minute bleed count and proceed directly into their 5-minute death count.C. When a P.) Dead You must now begin a 5-minute Death count. (Chart 1. Killing Blow Delivery A killing blow is a death strike. A proper killing blow takes a 10-count with bare hands or a 5-count with a weapon. You must give your Life Tag to the person who performs your resurrection. Unless a victim is unconscious. your character has Dead (Death After 1 Minute at died. they gain 1 Body and become semi-conscious. If so. bleeding out. Current Body Points 2 or Higher 1 Death Physical State Alive & Conscious Alive & Semi Conscious Duration N/A 5 Minutes 0 Unconscious 5 Minutes At -1 Body Points. or have all 4 limbs bound. in a state of total paralysis. If they do not. 12 | P a g e . friendly Resurrection Circle to be resurrected.C. (Note that if a Killing Blow is delivered to your Count): Need 5 Minutes -1 Life Spell character.P. random encounters may use killing blows and instant death effects on them. At this point After 5 Minutes at Resurrection N/A all spell effects (including Protections) are removed from being Dead Required the character's spirit. When you are in spirit form it is necessary for you to wear a white headband or put one hand on your head to signify that you are out-of-game.2) only a Life Spell will revive your character. simply inform them in a discrete manner. a character may be healed by any normal Count) means. It is a final assurance that the victim of an attack is dead. . N. At this time you must immediately begin a 1-minute bleed count.Unconsciousness At 0 Body Points. This means that N. you must forfeit your 1-minute bleed count. your character is dying. reaches level 5. After this 1-minute bleed count. reaches 5th level they are considered to be “killing blow active”. Once the 5 minutes has elapsed the spirit leaves your body and travels to the nearest.
resurrection circle. that the Resurrection Circle your spirit is approaching is considered hostile to you. and we encourage that you leave behind some identifying articles of clothing as well. (A cloak. If the flip is successful. save those invested in the Circle If an individual who is invested in the Circle is present or arrives to perform the Resurrection. This is a long and painful process for the spirit. you should go out-of-game and remain out-of-game until your body is reformed inside a Resurrection Circle. All of your in-game tagged items must be left behind. In fact. When those 5 minutes have passed. the body remains and the death is permanent. in a straight line at a running pace. You don't have to know in-game where this circle is. the process takes a total of 10 minutes. your spirit leaves the area to go to the nearest Resurrection Circle. all of those who are invested in the Circle will be made aware of its presence. When a spirit enters a Resurrection Circle. Circle hostility is usually determined immediately after the 5 minute death count has elapsed. This is usually determined by flipping a coin. 13 | P a g e . If a Plot member isn't present when a character with more than 2 previous deaths dies. Meta-gaming is allowed in this one situation. It is in this manner that the body will re-form as time progresses. the determination to consider a circle hostile does not even need to be based on known. each time you die you have a 50% chance of dying permanently. Two things can happen at this point. etc. the Circle itself will Resurrect the spirit. It is a good idea to find a Plot member who can inform you about other circles within close range that you might not know about. non-hostile circle. there is no permanent damage to the body and it will be fully conscious and healed at the end of the hour. During this time the investor begins re-forming the spirit by plucking and knitting the spirit strands into the form of a body. At the end of the 10 minutes. in-game information. The person being Resurrected is unidentifiable to all who see them. a hold must be called and a Plot member must be found. A barrier circle will not prevent a spirit from entering a Resurrection Circle. Death During the 5 minute count. no matter how distant the Circle is to them. The body will begin to re-form but without the assistance of an investor. the strands and filaments must re-knit on their own. including: a single investor in the circle who is seen as a threat. the body has been fully rebuilt and will regain consciousness with full Body Points. your spirit will ignore it and move on to the next closest.. Resurrecting Once your spirit (represented by you out-of-game) has found a non-hostile Resurrection Circle. your spirit automatically detects and moves toward it. it will enter the Circle and the process of Resurrection will begin. a belt.) If an individual who is invested in the Circle is not present.) Hostile Circles You can make a decision on an out-of-game level.Resurrection Final Death After your two "free" deaths have been used up. since it would be an unfair death-trap to have a player resurrect via an enemy and the situation could be abused to grant multiple deaths in a row to a player. A Plot member must be present and they must be the one who performs the actual coin flip. (Please see the description on "Scarring" in the Healing section of this rulebook for further details about the body during Resurrection. Although very taxing. If the flip fails. A circle can be considered hostile for any reason. either someone who is invested in the Circle will arrive and perform the Resurrection process or the Circle itself will Resurrect the spirit. At this point. The spirit will arrive inside the Circle as a red cloud of loose strands and wispy filaments. If the nearest circle is considered hostile. non-hostile. the body then dissipates and the spirit moves to the nearest. your spirit has already left your body and is hovering above it. taking an hour to complete. if you have not been revived via a Life Spell or similar effect. the type of circle or its location. We call this "Final Death".
The final step of Resurrection is to determine if the spirit remembers its death. This can be done with the investor who Resurrected the spirit or with a Plot member. There is a 1 in 10 chance that the hour previous to the moment of death is remembered by the spirit. This can be determined by the rolling of dice, writing a number on a piece of paper and having the dead PC guess it or any other means convenient at the time. If the guess is incorrect, the memory of the hour preceding the character's death will be lost in their memory. Instead, if there is an investor present, they may tell the sprit a fantastical story or Resurrection Dream of what they remember happening. This dream is false and it is known to be false by the spirit Resurrecting. There is no chance this Resurrection Dream can be mistaken for truth by the spirit. If there is no investor present, the memory is simple blank. A body which has successfully undergone Resurrection will: - Be naked - Be at full health - Have no spell protections or spells attached to their spirit (minus some Ritual Magic)
Scars and Scarring may be accomplished by simply choosing to not heal a wound, despite having one’s Body Points restored fully. The wound itself is healed, but Scarring will remain. This decision is not to be made lightly. Once Scarred, a character may not undo or remove the Scar without successful Resurrection. This Scar is permanent because the memory of the damage has now transferred from the body to the spirit. As far as the spirit is concerned, it has become a permanent part of the body. If you choose to Scar a lost eye or finger, according to your spirit, you would have never had it to begin with. Additional healing would be wasted and unsuccessful. Only upon successful Resurrection does your spirit heal and, if you choose, you may heal over the Scar and bring your body back to its original state. The only exception to this is when the mind and spirit are so damaged that even after successful Resurrections and a desire to remove the scar, the scar remains. This is only decided by the player, not the character, and is usually only done to further character development. An example would be a pirate who has a hook for a hand. The character would gladly Resurrect with a new hand rather than the hook but the player of the pirate would like to keep it, so he Resurrects without the hand to further the character's development.
Maximum Life Expectancy
Also of note is that Final Death occurs when a character's age reaches or surpasses their Maximum Life Expectancy. M.L.E. is determined by the player at character creation and is based on racial M.L.E. limitations. Note also that some Ritual Magic ritual flaws, backlashes, spells, and monster attacks may result in premature aging of a character. In some cases, the ritual itself will always age its caster. Players must determine their own starting age, and must do so before M.L.E. is determined.
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There are many fantasy races which exist in the world that your P.C. inhabits. Some of them are magical and some of them not as magical. Each race has its own racial package which includes any benefits and disadvantages which members of your chosen race may possess, either physically, mentally, or magically speaking. Don’t let this stop you from experimenting however. In order to play certain races it is necessary to wear the appropriate make-up. This includes prosthetic racial features such as Elf ears. The removal of racial features IG will not disguise your race. Your race is always recognizable except in the most extreme circumstances. If you want to play a fantasy race, it is important for you to predetermine that you are not allergic to, or are irritated by, any of the make-up, and that you will be able to wear it at all times without being driven completely mad. *Please note that any Racial Skill/Ability/Advantage/Disadvantage identified in parenthesis as ‘Purchased’ must be purchased as a skill-type ability, as per the Racial Ability Chart. They are only allowed once for every odd number of the character's level, and typically cost 50 character points each, unless approved by Head of Plot for in-game reasons. (Please see Chart 4.5) *Also note that any Racial Skill / Ability / Advantage / Disadvantage identified in parenthesis as ‘Automatic’ means that said Racial Skill / Ability / Advantage / Disadvantage is inherent in the race it pertains to and need not be purchased. The race automatically has said Skill / Ability / Advantage / Disadvantage at character creation.
Bestial Races Savar
Life Span: 40-60 years The Savar are a matriarchal race of cat-people, appearing as humanoid hunting cats. Deep in the dark forest lays their capital city, Felnir. Their society, ruled by women, views male Savar as second class. It is rare to find a free dominant male Savar and even more rare for him to live long. The Savar are a strong, proud race with deep ties to nature and the mysterious Grey Elves. They have recently suffered a catastrophic plague, necromantic in origin, killing many of their people before returning them through undeath. The few that remain now struggle to put to rest their Undead sisters and attempt to rebuild. All this happened (perhaps coincidentally) around the same time as the Fulmination and the disappearance of the mysterious Grey Elves. Advantages: NINE LIVES (Purchased): When a Savar has used up their free deaths, and is flipping for finalization, they may use this skill. The skill must be activated after the Savar’s “Death Count” but before the death flip. If the Savar fails the flip s/he may then flip an additional time. This skill cannot be stacked and is only usable once per death. This skill is usable once per day, per purchase. NATURAL CLAWS (Automatic): Savar can choose between de-clawing themselves at birth or keeping their claws throughout their life. In-game, this decision is made during the Savar’s birth. After this, the effect is permanent. Should a Savar keep their claws they are restricted from using any other weapon or shield. A Savar with claws receives a free proficiency in <Medium Weapons Group Proficiency: Claws> and may use one claw boffer weapon (See Chart 6.1 - Weapon Creation) in their good hand and nothing in their off hand. They may buy specialization with them as Medium Weapon Specialization: Claws. Should a Savar purchase the skill ‘Ambidexterity’, they may use a second claw boffer weapon in their off-hand. For all intents and purposes, these claws act the same as Normal weapons of their size, with the exception they cannot be destroyed or disarmed. Disadvantages: PLAGUED (Automatic): While the worst of the plague seems to have past, its effects on the Savar people still linger. As a result, all living Savar take double damage from the Dark and Necromantic Spheres of Magic. Furthermore, should a Savar enter their death count via Dark or Necromantic Magic, s/he will
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The damage is always rounded up to a minimum of 1. Nothing short of resurrection or divine intervention will return the Savar back to life. and they have no known territory or homeland. A Gargylen’s skin is stone grey and often hardened. they are all flightless. This skill is usable once per day. 17 | P a g e . Within the last 20 years they have broken free from the oppressive yoke of their creators: The Conclave. However. Little is known about their purpose or moral standings. They have free will. or stops Refitting the Gargylen. and have developed a method of reproduction. half-living gargoyles. Very little is known about them. The Gargylen must declare “Innate Stone Skin” and for the duration of 1 hour a Gargylen suffers only half damage from any Normal weapons that do damage into Body. All Gargylen are horned and although some have wings. This bonus does not apply to any damage their armour may receive. While in this form.immediately rise as a mindless lesser Undead. If the Armoursmith is interrupted. the attempt will fail and the Gargylen will continue their “Bleed” count from where s/he last left off. though most seem to possess a seemingly instinctual need to protect the innocent. When used. This Undead form will last 24 hours or until the Savar is slain. Physical Characteristics: Their distinguishing characteristics are: make-up appropriate for the type of cat being played. Any Armoursmith may Refit a Gargylen as they would any suit of armour. any use of the Armoursmith skill to heal / Refit will pause the “Bleed” count much like the first aid skill does. making them less susceptible to all Normal weapons. making them less susceptible to conventional weapons. cursed to destruction.Immortal The Gargylen are a sentient race of half-construct. they will still suffer all the negative effects such as Control Undead and double damage from the Healing Sphere. Every 1 minute of Refit will heal the Gargylen 10 Body. Construct Races Gargylen Lifespan . Any successful Refit while in the "Bleed" count will heal the Gargylen to 1 body. Example: Black Panther Savar and Dark Elves. the Savar may not use their spells or abilities and may only swing base weapon damage. This undeath does not grant the Savar the special abilities of Undead like Sense Life or Psionic immunity. are sentient. Should the Gargylen enter their "Bleed" count. the Gargylen’s skin becomes hard as stone. Advantages: STONE SKIN (Purchased) – A Gargylen who has purchased this skill has learned molecular control over their own crafted bodies. per purchase. ALTERNATIVE HEALING (Automatic):– A Gargylen may be healed as if his/her body was made of armour. Stone Skin does not protect against Magical weapons and spells. although this is certainly not the case with all Gargylen. See Armoursmithing skill for more detail. The Savar's Body Points will be restored but not their Armour Points. and possibly the use of a prosthetic feline nose if make up is sub-par or your subspecies is similar looking to another race.
If cut. Shortly after the Fulmination.BODY POINT BONUS (Purchased): This skill represents extra constitutional training the Gargylen has gone though. This skill can only be purchased twice throughout the character's entire existence. or any other Magical means of Body Point restoration such as transferring a Cloak of Moonlight. their capital was the great metropolis of Suvant. sporting full beards. Advantages: RESIST TOXIN (Purchased): Allows the user to “Resist” any Alchemical. or non-Magical disease attack once per day. As a racial benefit it may be used to “Resist” Ritual Magic MAGICAL APTITUDE (Automatic): This skill gives the High Elf one free Battle-Magic spell-slot on 18 | P a g e . this beard will grow back fully. A Life Spell will still function as normal. although. they are on average. This also includes all Charm-based attacks. All High Elves are graceful. day per purchase. Disadvantages: HEALING LIMITATION (Automatic):– Although a Gargylen posses the same living organs as most other races. the normal methods of healing and first aid will not function. Disadvantages: LEARNING DISABILITY (Automatic): Scholar skills: All Scholar skills are double the cost for dwarves. Note: wings are optional. stockier and hairier. A Gargylen may only heal damaged Body Points through the use of the Armoursmithing skill. Generally shorter than humans. Gargylen are immune to any Cure spells or Alchemy. As a result. Physical Characteristics – Grey Skin with large horns protruding form the forehead. poison. regardless of whether they are male or female. it disappeared. These skills cost 10 CP less than normal. they are still part construct. This skill can only be purchased twice throughout the character's entire existence. Although wise. the High Elves make their home in the forests and trees across the continent. above and beyond what is standard for their race. Elven Races High Elves Life Span: 700-1000 years An exceptionally long-lived people. In the past. LEARNING APTITUDE (Automatic): Armoursmith & Weaponsmith – 10 CP: Mountain Dwarves have developed an aptitude to learning Armour and Weaponsmithing skills. they may specialize in any number of trades. First Aid. Dwarven Races Mountain Dwarves Life Span: 250-300 years Mountain Dwarves come from the mountainous lands of Gerdain. Advantages: RESIST PSIONICS (Purchased): Allows the user to “Resist” any effect from the Psionics Sphere of Magic. but will not allow flight. As a racial benefit it may be used to “Resist” Ritual Magic. The High Elves that remained have set up a refugee camp on a small island south off the shoreline. artistic and magically inclined. They are famed miners and smiths. above and beyond what is standard for their race. per purchase. BODY POINT BONUS (Purchased): This skill represents extra constitutional training the Mountain Dwarf has gone though. Physical characteristics: All Mountain Dwarves have a full beard. they are often seen by other races as arrogant to the point of rudeness. and to the bewilderment of the elves. This may be used once per.
If a Dark Elf retreats 30 feet underground for more than 1 hour they will regain their susceptibility to normal forms of healing until they step into the daylight of the surface world again. This also includes all Charm-based attacks. while on the surface. It is said that beneath every cellar lies a secret passage into the underworld. This free spell-slot in no way contributes to their pyramid or the prerequisites needed to raise it. pointed Ears. pointed Ears Dark Elves Life Span: 700-1000 years As a race. Black skin 19 | P a g e .character creation. As a racial benefit it may be used to “Resist” Ritual Magic LEARNING APTITUDE (Automatic): Alchemy: Natural chemists. This free spell-slot can be used to store any spell s/he can cast. Dark Elves may not be healed by any means other than by First Aid. Disadvantages: SURFACE VULNERABILITY (Automatic): From 6 a. Example: A High Elf Mage with 1 purchased 4th level spell-slot may use Magical Aptitude to gain an additional 4th level or lower spell. this free spell slot functions in every other way like a normal purchased slot. Recent events have weakened this attunement. Disadvantages: DEATH'S DOOR (Automatic): High Elves have always held a deep spiritual attunement to the forests and the land. have weakened the High Elves connection to the spirit world. determined at their reset. Should a High Elf enter their death count s/he will only have 3 minutes to receive a Life Spell instead of the standard 5 minutes allotted to other races.m. Physical Characteristics: Long. Aside from that limitation. Advantages: RESIST PSIONICS (Purchased): Allows the user to “Resist” any effect from the Psionics Sphere of Magic.m. Physical Characteristics: Long. They call their capital Antioch and it resides deep under the world. Perhaps this is why other races look upon the Dark Elves with mistrust and unease. to 6 p. a Life Spell. the Bandage skill or Ritual Magic. Similar to other races that choose a near-complete subterranean lifestyle. Dark Elves pay -10CP for each level of the Alchemy skill. and in doing so. per purchase. Dark Elves are natural chemists and tend to excel in Apothecary and Alchemy. up to their highest level spell-slot.. This may be used once per day. Dark Elves have also become very sensitive to bright light. Dark Elves live underground and shun sunlight.
rarely keeping one mate for more than 10 years. This skill can only be purchased once throughout the character's entire existence. or any other metal. This damage bonus will not carry over to any other race. +2 at forth level. but proper role-play should still be observed. or even the Undead. they choose to live a life outside of it. very carefree and friendly. The breaking of a Charm spell can only be accomplished through 10 seconds of talking to the Charmed character then declaring “Innate Charm Break” while touching them. This skill is usable once per day per purchase. a Wild Elf will never equip Armour made primarily of steel. Angelic. +1 at first level. Disadvantages: ARMOUR & WEAPON RESTRICTION (Automatic): Viewed as abhorrence to nature. They are not only adverse to practicing Charming Magics themselves. They consider few things worse than taking more than you need from the world. ruled by a government of elected councilmen. Wild Elves have no formal cities or homeland and tend to live in nomadic tribes. A player can choose as their Chosen Enemy. the Wild Elf may choose one hated race that at some point has done great harm to them. Advantages: CHARM BREAK (Purchased): Charm Break is a duel function ability that will allow the Wood Fae to either break any Charm effect currently afflicting any target. Quite contrary to their faerie folk cousins. but are even able to remove Charming effects from others. Examples of this would be mining expeditions. Advantages: RESIST PSIONICS (Purchased): Allows the user to “Resist” any effect from the Psionics Sphere of Magic. their family or the natural balance of the forest. Chosen Enemy cannot be changed.Wild Elves Life Span: 700-1000 years Wild Elves do their best to co-exist with nature. per purchase. This also includes all Charm-based attacks. The Chosen Enemy ability will grant the Wild Elf a +1 damage bonus on any melee or ranged weapon. the Wood Fae have an extreme dislike for all forms of charms and will go to nearly any length to oppose mind-altering spells or effects. This may be used once per day. believing that the beasts and land are here for far more than simple exploitation. they are. +3 at 7th level and so on. Demonic races. industrial forestry or commercial fishing. iron. Having no real homeland or cities. This bonus will increase +1 for every 3 levels the Wild Elf gains. BODY POINT BONUS (Purchased): This skill represents extra constitutional training the Wild Elf has gone though. This may account for many of the Wood Fae having an affinity to natural creatures. Physical Characteristics: Long pointed ears. It is effective against any spell from the Psionics Sphere and any similar ability or skill which duplicates those spell effects. above and beyond what is standard for their race. as well as Monstrous. As a racial benefit it may be used to “Resist” Ritual Magic CHOSEN ENEMY (Automatic): Upon character creation. the Wild Elf will do their best to see that this race is wiped from the face of the planet. This disadvantage does not apply to metal buckles. This penalty does not apply to metal weapons. While they are intelligent enough to understand the ways of civilization and industrial progress. items and objects not used as Armour. Once chosen. Their capital resides on the Isle of Melina. while fighting against their Chosen Enemy. A Wild Elf will not normally associate themselves with their Chosen Enemy’s race unless it somehow furthers their goal of their Chosen Enemy’s destruction. fasteners or studs used to hold or reinforce the Armour. for the most part. any of the races listed here. Wood Fae are rumored to have been born of magic within the forests of the world. 20 | P a g e . Tribal tattoos Fae Races Wood Fae Life Span: 1000-1200 years Distant cousins to the Faerie Folk. or resist any Psionic attack of which they are the target. They generally live a very polygamous lifestyle.
Advantages: IMMUNE TO FEAR (Purchased): Whether brave or stupid. Orc’s normally organize themselves into tribes and clans that also consist of ogres. Orc’s cannot suffer the effects of fear. BODY POINT BONUS (Purchased): This skill represents extra constitutional training the Orc has gone though. Orc’s are natural combatants. They are less intelligent than a stupid human. not single weapon specializations. although recent reports suggest something is amiss for the goblinoids in that Clan. This skill can only be purchased once throughout the character's entire existence.LUST FOR LIFE (Automatic): A Wood Fae’s natural attunement to the forest and all things living has given them a lust for life which other races lack. purchasing Specializations in either the Medium or Heavy Weapon group costs -10CP. kobolds and other goblinoid races. above and beyond what is standard for their race. Physical Characteristics: Long pointed ears like Elves. Physical Characteristics: Green skin (varying tones) and horrid teeth. LEARNING APTITUDE (Automatic): Medium and Heavy Weapon Group Specialization -10 CP. or “Green-Skins” as they are commonly called. This CP reduction only applies to group specializations. are a fierce and combative goblinoid race. lift. Should a Wood Fae drop into their “bleed count” they are given a full two minutes before entering their “death count” rather then the standard one minute. This skill can only be purchased once throughout the character's entire existence. Disadvantages: IRON AVERSION (Automatic): Wood Fae will take X2 damage from any source using the suffix “Iron” in its damage call. Orc’s are only able purchase Cleric and Nature Spell Spheres. and throw. This skill must be purchased but needs only be purchased once. The immunity is always active. As a result. Disadvantages: LEARNING DISABILITY (Automatic): Spell Sphere. 21 | P a g e . and small horns which grow out of their foreheads Goblinoid Races Orc Life Span: 30-40 Years Orc’s. Carrying iron items is allowed. but generally stronger and more disciplined. The largest of these clans is Clan Sprawn in the East. Orc’s appreciate strength and skill in combat above all things. your strength rating will determine how much your character can push. but doing so will cause great discomfort and should be role-played accordingly. STRENGTH POINT BONUS (Purchased): Built on raw physical power. This disadvantage applies to damage taken to both Armour and Body.
This skill is automatically given on character creation. declare “Innate Taunt” then hit with a successful packet strike. and travel it. BODY POINT BONUS (Purchased): This skill represents extra constitutional training the Human has gone though. In order for this racial to be effective. Where and when the Aja culture came to be is a mystery. inciting him/her into combat. bushy eyebrows. No exotic weapon may be used that is greater then 16 inches. out of line-of-sight. All these Hoblings really wish to do is have fun. there are still a great many that find themselves in awe of the world. They range widely in appearance. Human Life Span: 60-80 years Humans are the most populous of the sentient. After the Hobling is down or has left line-of-site. above and beyond what is standard for their race. This skill can only be purchased once throughout the character's entire existence. Most are horrified by violence. The target is still free-willed and able to fight with strategy and cunning but s/he must attack immediately. cannot be purchased for multiple uses and is only usable once per day. despite whatever possible danger there may be.Humanoid Races Hobling Life Span: 170-200 years A small. are a peace and comfort loving race. nomadic race. culture and diversity Advantages: CHARACTER POINT BONUS (Automatic): Humans begin with 50 extra CP upon character creation. ignoring all other targets until the Hobling is on the ground unmoving. From the oppressions that many Governments & Kingdoms place upon its people. Hobling Taunt is considered a Psionic attack but is a racial and cannot be resisted by anything short of another racial ability. and fuzzy sideburns. since they travel the world over. They are fun-loving and mischievous. enjoying anything that is exciting. or physically unobtainable. TAUNT (Automatic): This skill allows the Hobling to Taunt a target. However. such as falling off a tower. but the Hoblings still greatly enjoy the company of any people and love to tell and listen to stories of adventures. These are the Hoblings most often encountered by the other races. This skill is usable once per day per purchase. Disadvantages: None Ajaunti (Aja) Life Span: 60-80 years An extravagant and superstitious cultured. attempting to learn about (and experience) everything. the target may then choose to stop combat if s/he wishes. Advantages: RACIAL DODGE (Purchased): Allows the subject to dodge any attack. and must target the taunting Hobling. The target will immediately attack the taunting Hobling. so long as it is not a trap of any kind. and are easily scared off by the slightest danger. or some other unreasonable damage causing incident. it is nearly impossible to judge what new surprises you may find out about the Ajaunti. and enjoy life to its fullest. there rose a need for an individual 22 | P a g e . the Hobling must actually taunt the target with 2 more insults. peaceful people with furry feet and hands. Physical Characteristics: All Hobling PC's must have large fuzzy sideburns and eyebrows. These Hoblings are often considered annoying by other races. Disadvantages: LEARNING DISABILITY (Automatic): Weapon Proficiency – Small Weapons: Hoblings can only purchase proficiency and specializations from the simple weapon and Exotic weapon groups. civilized races. Furry hands and feet are optional and encouraged. Hoblings in general.
Aja curses are purely role-playing afflictions and may not affect combat in any way.” . Disadvantages: BLOOD CURSED (Automatic): Recent events have stricken every Ajaunti with a curse affecting their use of Magic.). REMOVE AJAUNTI CURSE (Purchased): This ability will allow an Ajaunti to remove any one curse that has inflicted a target. The thicker it is. at least to those willing to accept it. The Ajaunti Curse is so powerful that it may be stated with the Aja's dying breath. such as the pig's nose curse below. or to have less Body than they really have. "(Prefix) your nose does not take the form of a pig’!" . To bestow an Ajaunti Curse. ”May my father's house get hit by a falling dragon if. This fear is strictly role-played. per purchase. etc. unless they are looking for a fight. The target does not have to be conscious for this effect to take place. These Curse incants are personally decided by each individual Aja character. though they cannot be in their death count. The second part of the incant is the actual curse itself. For an Einher it is important to know the difference between a friendly jab at someone and the sort of thing that blood will be shed for.. The Einher have an unrealistic (to others) fear of fog. Removing a curse that another Aja has laid is considered against the Aja code. the Aja change names as often as the houses they inhabit. For every spell cast. causing much bad blood between the two civilizations for the last 100 years. to talk with an extreme middle European accent and dress with a flamboyant & extravagant fashion sense. Physical Characteristics: As an Ajaunti. in this case a plastic strap-on pig's nose. shape or form (You could not curse someone to forget their spells. Full of life and making life itself their home. they are very serious about any conduct that may berate them or their kin. This skill is usable once per day. a special incant is required by the Aja.C. Note. and only with permission from the original curser or Aja King/Queen is this usually done. There is no physical or Magical way to resist or negate an Aja Curse..”. An Aja’s dying breath occurs after their 1 minute “Bleed” count expires. it's best to carry and provide a suitable phys-rep for your victim. 23 | P a g e . “May I be slowly disemboweled by hamsters if. The Aja must be able to see their victim and must be able to speak the curse. it is required for the P. Remove Curse will permanently remove any minor curse. whether magical or natural. the Einher are very superstitious by nature. This curse is divine in nature and cannot be dispelled or removed by any means. when casting a deformity curse. an Ajaunti must stare into the target's eyes for 1 minute. as life never stops moving in.. or Magic item (including scrolls) or Ritual activated. the worse the effects. the Aja continue to move in life. As such they tend to avoid berating others. before beginning their “Death” count. The Einher detest Ice Elves to the point of hatred. It is even rumored that Ajaunti are powerful enough to temporarily remove such curses as Vampirism and Lycanthropy. thus taking claim to the ground they hold. they may curse their victim before dying. This damage is considered penetrating and cannot be resisted in any way..free culture and society. Though some anti-socialists consider it restlessness or a chaotic lackadaisical attitude. it is the dead who no longer strive for life and have no life left to live. be touching the afflicted person. then declare “Innate Remove Curse”. Only a cursed Aja is one who would settle down and become fixed with name and place (things left best only for tragic song and story).. the Ice Elves have attempted to force the worship of Shiva upon them. Some curse examples are: "(Prefix) you do not dance with every lie you tell!" . Einher (Northmen) Life Span: 60-80 years A semi-nomadic people. Though the Einher enjoy being shockingly vulgar. Prefix examples: ”May my best horse break it's leg if. the Ajaunti will take “One Magic Body” damage. Advantages: AJAUNTI CURSE (Automatic): This ‘Line of Sight’ skill allows an Aja to inflict a powerful Ajaunti curse. This means that if an Aja is killed or incapacitated.” . to lose their critical slay. Throughout their history. including Ajaunti Curse and temporarily remove any major curse for 1 hour. They will suffer from the effects of paranoia and/or hallucination if confronted by fog. To remove a curse..
berserk 3. This skill can only purchased once throughout the character's entire existence.C. BODY POINT BONUS (Purchased): This skill represents extra constitutional training the Einher has gone though. 24 | P a g e . Physical Characteristics: As an Einher. the character gains +1 Strength. “Berserk 1.. It is every Northman’s fear that s/he will die alone outside of combat. i. RESIST COLD (Automatic): Resist Cold allows the user to “Resist” one cold-based effect. This skill is automatically given on character creation. lift and throw. This skill can only be purchased once throughout the character's entire existence. berserk 2.” while working themselves into a frothing frenzy. and is only usable once per day. For the duration of one combat. their souls travel to a great hall where they will fight and drink for eternity. above and beyond what is standard for their race.Advantages: BESERKER RAGE (Purchased): A Northman can incite in himself a powerful Berserker Rage. your strength rating will determine how much your character can push. cannot be purchased for multiple uses. to dress in furs or kilts and braid their hair.. The character must cry out "BESERK!" for a ten-count. From the point at which the fight ends. it is required for the P. As a Racial Ability it may be used to “Resist” Ritual Magic. Einher who die outside of combat must flip the resurrection coin twice and succeed both times to resurrect successfully. The character cannot will the rage to end sooner and must continue to fight so long as opponents are visible. it takes 5 minutes for the effects of Berserk to wear off.e. per purchase. Disadvantages: HELL’S EMBRACE (Automatic): The Einher live for battle. and is immune to Fear effects. This skill is usable once per day. It is their belief that if they final in combat. STRENGTH POINT BONUS (Purchased): Built on raw physical power. +5 Body.
Chapter 3 OCCUPATIONS & ABILITIES 25 | P a g e .
Rangers are naturals at learning woodland type skills such as Bow and Apothecary. Their skills tend to be more ambiguous in nature. Rogues tend to be the ‘catch all class’ for people who live by their wits. the Templar is far more versatile and potent in their own way. While a Templar will never be as refined as a warrior or scholar in their respective specialties. They have been used in the past as long range spies. Mercenary Mercenaries are pure warriors. These fighters devote their lives to the perfection of the warrior's arts such as tactics. 26 | P a g e . the exception to the rogue generality. A Ranger may spend their entire career chasing poachers and rogue animals or they may be their Lord's Master of the Hunt. Assassin Assassins. They have little patience for higher learning or courtly manners.WARRIORS Warriors take naturally to the more physical skills offered in the system. rather than by knowledge or strength. They are not always cold-blooded killers and are used by many nobles as spies and scouts. and the ability to kill silently with brutal precision. These warriors have chosen to spend their time studying the scholarly arts as well as the warrior’s arts. Anyone wishing to play a Warrior must choose from one of the following three beginning subclasses. Without as much specialization as the other two groups. Templar Templars are the embodiment of the scholarly warrior. They specialize in stealth. ROGUES Rogues have a tendency to be from a lower to middle-class background. Many Rangers are trained as guardians and scouts for their Lord's domain. Ranger Rangers are warriors who prefer the wild to cities. Assassins are used in many ways and can be found in all walks of life. weapon skills. Since most of their time is spent in the wilderness. are specialists. preferring instead to focus on weaponry and amour and their uses. taking knowledge and talents from numerous sources. and rely mainly on strength and stamina. wine and questionable pleasures. Mercenaries rarely die of old age or broken hearts.
Mages Practitioners of the arcane arts. Although it's not unheard of for scholars to pursue some physical related skills. In order to accomplish this goal. they combine the arts of stealth and “pure” magic to stamp out this disease. The first step is writing an out-of-game document describing why you want to be a Cleric and why Plot should give it to you. Witch Hunters must choose one <Hated Sphere of Magic> at the time of character creation (see “Magic: Basic Rules and Concepts”).Nightblade Nightblades are a hybrid of all the rogue classes. All walks of life produce Witch Hunters. and thieves. The ultimate goal for almost all scholars is Ritual Magic (known also as Ritual Magic) the most powerful form of Magic available to mortals. and most have had some form of either traumatic experience or supernatural guidance that begins them on their path. spells that are cast with immediate results requiring a simple incant. There are many different types of Druids. but beware that these points spent will not be retrievable later to buy Cleric 27 | P a g e . You can identify a beginner in the arcane arts by their well-built running legs. You must be penitent. Less common in large urban areas. Witch Hunter Witch Hunters have taken it upon themselves to rid the world of a nature of Magic they perceive to be wrong. During this period you may spend character points on any skills. they gain their power slowly. Able to shape-shift into animals and create powerful sentient Henges. Anyone may become a priest of a God. or unclean. and truly devout. and there are no pre-requisites to start down the path of true worship and faith. but are unmatched when higher levels are reached. Clerics Clerics are a unique subset of any other class. but slow arm of the law. or the Druid communicating with animals. The reasons for this belief vary from Witch Hunter to Witch Hunter. You will be watched during this time by the plot team to ensure that the desire and the faith are genuine. protection. chosen personally by a deity to be their representative on earth. they must first begin a period of purification. Clerics come from all races and classes. whereas Rangers sit on the physical side. grown by long hours spent in Ritual Circles. protect. and a Master by their paunch. to the Cleric calling on divine aid. Usually bred in the cesspool of the urban world. The young scholar will concentrate on Battle-Magic. dodging the long. but the effect is the same. patient. from the guardians of the forest to those who consider themselves friends of the Fae. or if you will be successful) leading the lifestyle appropriate for a Cleric of your chosen faith. taking what they wish. from the Elementalist calling down lightning bolts. Often seen as the counter-part to Rangers. They come in a wide variety of subtypes. You must then spend the following months (it is not a quick process. Druids are a natural fit in the dangerous outdoors that Underworld events typically use as backgrounds. including healing. but it takes special knowledge and divine guidance to become true Cleric. to them swinging a sword is like a warrior casting a spell. being able to purchase spells that heal. Nightblades live by their cunning. Druid Druids are scholars who have access to a unique spell list called Nature. These spells have a wide range of uses. charm and much more. faithful. these students of the more esoteric fields of study bring power to word and deed. smugglers. nor is there any guarantee as to how long it takes. They devote their lives to stamping out the dark stain of whatever Magic they believe to be blasphemous. SCHOLARS Scholars are those who have decided to make Magic their career. Druids sit on the magic side of the fence. Druids also dabble in Alchemy and some physical skills. The Scholar class in Underworld is highly customizable. Nightblades tend towards occupations such as forgers. offensive and utility (all based on Nature in some way). The most difficult and slowest class to follow. If a character wishes to become a Cleric. They tend to be very diverse in their studies and can always be relied upon to surprise you when you least expect it. a Jack-of-all-trades.
If you succeed (and this is by no means certain). her. your God will make it clear to you that you have been chosen to lead his. her. This effect will last until the target receives at least 1 Body point worth of healing. A mercenary can use a Head-Butt attack while being garroted but the attack will be negated if the garrotter is wearing a helmet. or it’s flock/horde. so choose carefully. Lastly. allowing him/her to purchase the Arch Deacon skill. A secondary effect of this ability allows the mercenary to escape a garrote. After years of faithful service. are considered miracles. You may now purchase these abilities instead of your old ones. To escape a garrote the Mercenary does not need to be facing their attacker. Note that purchasing the Deacon skill or the Arch Deacon skill represents a change in class. you may not re-apply to become a Cleric for two years. To be a Priest. In the case of a neutral God the Cleric will choose Light or Dark upon obtaining the Deacon skill. rituals and prayers associated with your chosen religion and the blessing of their God. per purchase. if the Cleric has shown exceptional amounts of piety and true service. and then you may purchase the Deacon skill. Head-Butt Pre-requisite: Occupation at 6th Level and at least one 3rd Level Mercenary Ability An occupational ability for mercenaries. This skill represents both a profound knowledge of the rites. even excellent role-players. The player may keep their old skills and abilities of their old class but must purchase any new abilities or skills with the new Cleric class costs. until the quota allows it to be possible. their chosen God may see fit to grant the Cleric a greater blessing. At any time. Minister. this skill allows the Mercenary to injure the target’s leg and hamper their movement. To activate this skill the Mercenary must successfully strike the targets leg with a weapon and call out “Physical Hamstring. This makes walking slow and running impossible. You may now spend any build left on whatever you wish (after having purchased the Deacon skill). A helmet on the attacker will add an additional 5 seconds to the length of the Stun effect.” If the hit is successful. It may be used at will but only once per target. regardless of whether or not the attacker is wearing a helmet themselves. or Acolyte of any kind does not require the ability to perform what by Clerical standards. place your palms on victim's shoulders or back. Once you have chosen you cannot go back. facing the victim. You will find the second attempt much harder than the first (with rare exceptions). but must place their hands on their attacker's hands and state "Physical Head-Butt" 28 | P a g e . however if you do so. and that the plot committee simply cannot approve Clerics.skills. the target will take 1 Body damage and temporary loses mobility in the injured leg. you will be given access to purchase either the Light or Dark Sphere of Magics based on the alignment of your God. This skill gives the Cleric access to the specialty skills associated with his/her chosen God and may now purchase them as well as the class abilities associated with their chosen class. This skill is usable once per day. A Head-Butt attack will stun the target for 5 seconds. To use the attack. per day. and state “Physical Head-Butt”. slowing their movement to move 1 step every 3 seconds. or it’s Clerics. MERCENARY Hamstring Pre-requisite: Occupation at 3rd Level An occupational ability for Mercenaries. you may choose to fall from the path of true faith. A helmet on the defender will negate the attack. Also note that it is not required for a character to be a Cleric in order to consider oneself religious or even to take position within the church of their liking. Note also that there is a restricted percentage of players in-game at any time who can be true Clerics. At this time you will also be given a list of the occupational abilities your God offers his. and severe hardship is required for you to even hope of attaining worthiness in the eyes of your God/new God.
and takes one hour of in-game time to complete. The ability may be used once per day per purchase. that day's use of Razor’s Edge is used up and has no effect. 29 | P a g e . for the 5 minute duration. Movement will become impossible. the Mercenary is able to deliver 5 points of Body damage and sever the limb from their victim. per purchase. if successful. By calling out "Physical Dismember!" before striking an arm or leg. will act as the Purify Blood spell. It may only be actively used at Logistics. This skill may only be used on non-Magical weapons and each weapon may only have one Razor's Edge on it at a time. After the hour is done. the arrow/bolt will now have doubled base damage. Razor’s Edge Pre-requisite: Occupation at 12th Level and at least one 9th Level Mercenary Ability. suffering 5 Body damage in the process. If. plot may overrule that from time to time and give the Ranger information about the land that would otherwise be unknown to him/her. Otherwise. The incant for this arrow/bolt would be “<damage> Magic Body entangle”. Nature's Grasp Pre-requisite: Occupation at 9th level and at least one 6th Level Ranger Ability An occupational ability for Rangers. this skill allows the Ranger to infuse an arrow or bolt with the power of Nature. If the ranger is interrupted. this skill will sever the arms or legs of a target. this skill allows the Ranger to query the surrounding lands. this skill allows the Mercenary to sharpen. as well as detect any areas of impurity. or takes damage to Body. etc. dirt or other symbols of nature. a new tag. at any time. It will work on arms and legs only. An Occupational Ability for Mercenaries. or reinforce any man made weapon to add a +1 to its base damage for 1 year. It takes a 60 second count to cut free from the entanglement. roots will rise up from the ground. Weapons that have been Razor Edged and permanently "Rendered”. corruption. However. This skill is usable once per day. entangling their legs and feet.Dismember Pre-requisite: Occupation at 9th Level and at least one 6th Level Mercenary Ability An Occupational Ability for Mercenaries. beside the weapon tag. must be signed off / authorized by a Marshal. uninterrupted. the Ranger stops. The skill is consumed regardless of whether the attack is successful or not. It takes 1 uninterrupted minute for the Ranger to remove the poison from the target and. with the new base damage. If successfully created. when used. The skill may be used once per day per purchase. RANGER Gaia’s Intuition Pre-requisite: Occupation at 3rd Level An occupational ability for Rangers. hone. the Detoxify fails and the skill is used up. or the target may rip it out if they have at least +5 strength. this skill allows the Ranger to remove poisons and Alchemical substances from the target's bloodstream. When a target is successfully hit. It will work on any poison or Alchemical substance. It takes sixty seconds to infuse one arrow/bolt and during that time the Ranger must concentrate by rubbing the arrow/bolt with leaves. detecting its current state of being. so long as it is begun within 1 minute of the initial poisoning and continues. Detoxify Pre-requisite: Occupation at 6th level and at least one 3rd Level Ranger Ability An occupational ability for Rangers. the ability fails and is used up for the day. or takes damage to Body. This skill may only be purchased once and it is always active. This arrow/bolt will last 5 days or until fired (hit or miss). the damage suffix is changed to “Magic” and. When this ability is used the Ranger must attach the skill tag to the arrow/bolt or the ability will fail. will entangle the target. If the process is interrupted during that time. will not expire. the skill tag must be attached to the weapon. and the skill Self-Mutilate. magic.
Call of the Hunt
Pre-requisite: Occupation at 12th level and at least one 9th Level Ranger Ability An occupational ability for Rangers, this skill will summon into being a powerful Hunt-Master to hunt a target that has offended nature. Not to be used lightly, this skill will summon forth the Hunt-Master and his dogs. This skill can only be used by the Ranger between the hours of 6am and 6pm. The ability requires a 10-minute ritual and requires the Ranger's full attention. Should the Ranger use any other skill or ability, take damage to Body, or become distracted for more than 60 seconds, the ability will fail and be consumed for the weekend. During this 10 minutes, the Ranger must commune with nature, stating their reasons for calling the Hunt, and end by sacrifice a living creature (animal will suffice) to the Hunt-Master. The more elaborate this ritual is, the stronger the Huntsman will be. Should the Ranger be successful, the Hunt-Master and his dogs will appear between the hours of 6pm and 6am that night. The Hunt-Master is not a mindless creature chained to the will of the Ranger. It is an aspect of nature and can act with intelligence, cunning and fury. Should the Ranger use this ability frivolously or without warrant, s/he may find himself the hunted. The movement of the Hunt-Master and his dogs are limited to the natural environment. They cannot cross constructed bridges, city streets, or even enter buildings or other dwellings which are not naturally occurring. The Hunt-Master will not hunt mindless creatures or those without a spirit. This ability can only be used by the Ranger once per weekend.
Pre-requisite: Occupation at 3rd Level An occupational ability for Templars, this skill allows the Templar to “burn” any unused Battle-Magic or Ritual Magic level spell-slots to add damage, at the value of +2 Magic/slot, to their next weapon strike. The Templar may choose how many of their unused slots to burn at the time of the swing. Any spells stored in those slots are lost. E.g. A templar who normally swings for “2 Normal” with their sword chooses to burn 3 slots, the call would be “8 Magic” for that one swing. The level of the slot does not matter for this purpose. If the swing misses or is blocked, the skill is used up, as are the slots burned. This skill is usable once per day, per purchase.
Pre-requisite: Occupation at 6th Level and at least one 3rd Level Templar Ability An occupational ability for Templars, this skill will allow the Templar to activate a Battle-Magic scroll without it being consumed. To activate this skill, the Templar must hold the target scroll, verbally state “Scroll Harvest <scroll name>” then verbally incant the spell on the scroll. The scroll will activate normally but will not be consumed by the casting. Normal rules for activating a Battle-Magic scroll apply. This ability does not grant the Templar the Read Magic Ability, which must be purchased separately. This skill is usable once per day, per purchase.
Pre-requisite: Occupation at 9th Level and at least one 6th Level Templar Ability An Occupational Ability for the Templar, this skill will allow the Templar to shatter an opponent’s weapon, spraying the target with the shattered pieces. The Templar may break an opponent's weapon, like a physical effect, so long as the weapon is hit. This ability will also work on shields. If the shatter is successful, the target will also be dealt 15 damage of whatever type their weapon was dealing when it was struck. This damage type includes Normal, Magic, silver, etc... but does not include Body damage or Alchemical effects. Shields deal Normal damage. The declaration is “Weapon Break!”. This skill is usable once per day per purchase.
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Pre-requisite: Occupation at 12th Level and at least one 9th Level Templar Ability An Occupational Ability for Templars, this skill will allow the Templar to store any Battle-Magic spell in a target weapon. The Templar may use any source for this Battle-Magic including: spells they can cast, scrolls, or even Magic items they are able to activate. This skill will not absorb friendly or hostile spells targeting the Templar. To imbue a weapon with a Battlemagic spell, the Templar must touch the blade and incant “Weapon Conduit!” From that point, the Templar has 1 minute to store a spell in the weapon and during this time, any use of skills or abilities other then casting into the weapon, will cause this skill to fail and be used for the day. Once a spell is stored in the weapon, the Templar may unleash it at his/her will in the form of a Spell Strike. To activate the spell inside the weapon the Templar must call out the incant “Spell Strike <spell>” before their swing. The swing must successfully hit the target; otherwise the spell stored inside is wasted. Spell Strike attacks negate any damage the weapon would have normally done and are considered Magical attacks (as if the Templar has cast via packet). This spell can only be used with in conjunction with melee weapons. The Templar may stack multiple Weapon Conduits on a single weapon. A stored spell will last 5 days on a weapon, but may only be activated by the Templar who stored it. This ability can be used once per day per purchase.
Pre-requisite: Occupation at 3rd Level An occupational ability for Assassins, this skill allows the user to assess a target's current armour and Body Points The Assassin may state “Size Up?” to any target within 20 feet and receive an answer that states that character’s current Body Points and current amour points (ex. “20 Body, 30 Amour). This skill will not work on Undead, golems, or other creatures with alien physiology. Usable once per day, per purchase.
Pre-requisite: Occupation at 6th Level and at least one 3rd Level Assassin Ability An Occupational ability for Assassins, this skill allows the Assassin to add a silencing effect to one of their Normal attacks. For this effect to activate successfully, the attack must damage the target into Body. If the attack does not damage the target into Body, this skill will fail. This silencing effect lasts until the target receives at least 1 Body Point of healing. To activate this skill the Assassin must declare “Innate Silent Strike”. S/he may then add the suffix “Silence” to their next weapon swing. This skill may be used in conjunction with an Execute to create a Silent Kill (please see Silent Kill Skill Description). To use the ability in this manner the assassin must declare “Silent Kill”. A silent kill functions exactly the same as an Execute save that the target is silenced and cannot scream. The skill may be used once per day, per purchase
Pre-requisite: Occupation at 9th Level and at least one 6th Level Assassin Ability An Occupational Ability for Assassins, this skill allows the Assassin to astrally cut the strands that bind a spirit to its body. This skill must be used on a target in their death count and takes one minute to complete. During this time, the Assassin must stay with the target, actively cutting the invisible strands that tie the target's spirit to their body. If successful, the target spirit must forgo the remaining time in their death count and immediately attempt to Resurrect. While the Assassin is using this skill it is suggested that the target continue their normal Death Count, outlined by their race, in the event the Assassin fails. The one minute Spirit Sever count must be said by the Assassin, loud enough for the target to hear. If at any point the Assassin stops counting, takes damage to Body, uses any other skill or if the target was so far along in their death count they Resurrect before the Assassin finishes, this skill will fail. This skill will also fail if used on a conscious target or a target in their “Bleed Count”. This skill can be used once per day per purchase.
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Pre-Requisite: Occupation at 12th Level and at least one 9th Level Assassin Ability An Occupational Ability for Assassins, this skill allows the Assassin to bypass armour and Magical protections for a single physical attack. When used, the Assassin may add the “Penetrating” suffix to their damage call for one melee or ranged attack that strikes their opponent from behind. A penetrating attack ignores all non-Ritual Magic protections, non-racial abilities, and any armour the target may be wearing. If the Assassin misses their target with their swing or the attack is physically blocked by another weapon or shield, this ability is used up for the day. It is usable once per day per purchase.
Pre-requisite: Occupation at 3rd Level An Occupational Ability for Nightblades, this skill allows the player access to a fundamental secret language, understood by thieves universally. Thieves Cant is a fully coded language. It is ever changing and evolving, so it can never be permanently broken. Nightblades have dedicated themselves to learning the secrets of the code, and as such, will always understand it. Upon purchase, the Nightblade will receive an out-of-game decoder which will allow the Nightblade to read and write coded messages. The code may change from time to time, but the Nightblade will always be able to quickly decipher it. Nightblades with this skill will always be updated with a new decoder package by the Plot Marshal, should any changes happen. Once this skill is purchased it is always active.
Pre-requisite: Occupation at 6th Level and at least one 3rd Level Nightblade Ability An occupational ability for Nightblades, this ability will create a duplicate of any key, Magical or otherwise. This ability will work on any mundane key, wizard lock key, ward keys etc. This ability requires the original key or a pre-existing duplicate to be touched by the Nightblade and a declaration of “Duplicate Key” must be said aloud. This duplicate will last 24 hours or until used once. It may be used once per day, per purchase.
Pre-Requisite: Occupation at 9th Level and at least one 6th Level Nightblade Ability An occupational ability for Nightblades, this skill allows the Nightblade to become invisible and non-corporeal so long as they do not move, attack, or make any sound. To use this skill the Nightblade must stand in a shadow large enough to cover his/her body. Dimming requires a three-count, both entering and exiting the Dim. Should a light source destroy this shadow the Nightblade will automatically be forced out of Dim (still requiring an exiting 3 count). . While dimmed, a Nightblade must put on a white, out-of-game headband, or place their hand/weapon on their head. This skill may be used once per day, per purchase
Pre-requisite: Occupation at 12th Level and at least one 9th Level Nightblade Ability. An Occupational Ability for Nightblades, this ability allows the Nightblade to ethereally attune a small section of a normally solid surface, allowing them to pass back and forth through it. This attunement will work on any object that is less than 3 feet in thickness, such as stone walls and doors (including Magical Barriers). Only the Nightblade, spirit linked items, and items made from the Duplicate Key skill, may pass through. All other items must be left behind. The attuned surface will last 5 minutes. The ability requires 1 minute of uninterrupted concentration before using. If Body damage is taken during the 1 minute of preparation, the skill is used up and wasted. It may be used once per day per purchase.
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Karmic Ricochet Pre-Requisite: Occupation at 9th Level and at least one 6th Level Witch Hunter Ability An occupational ability for Witch Hunters. Usable once per day. coherent speech or activation words. Any creature who has purchased the spell list from the Witch Hunter's Hated Sphere of Magic will suffer intense pain while within its range. or any other target within 10 feet of the Witch Hunter. This will counter any spell which hits the Witch Hunter. When returning the spell. The incant for this is “Counter Magic” This ability is used once per day per purchase. the Witch Hunter must declare “Ricochet!” before throwing the packet. by verbally declaring “Absorb”. this ability will allow the Witch Hunter to absorb any Battle-Magic or Ritual level spell and return it back to the caster. this skill allows for the creation of a symbol or mark which will cause pain to those with knowledge of the Witch Hunter's Hated Sphere of Magic. the Witch Hunter will take the full effect of the spell him/herself. so long as it is of their Hated School. This ability will also undo a spell of the Hated School of Magic which is active and has a duration other than instant. This ability may be used once per day. It will completely destroy the target's ability to cast. Counter Magic will act the same as an Advanced Shield Magic spell. This spell can only be resisted by racial abilities. per purchase. This warding symbol must be painted in-game on a permanent non-moving surface. If s/he fails to do this or does not ricochet it within the 3 seconds. after the Witch Mark is created. this ability will negate any Battlemagic and most Ritual level spells of the Witch Hunters Hated School. Counter Magic Pre-requisite: Occupation at 12th Level and at least one 9th Level Witch Hunter Ability. 33 | P a g e . Witch Marks are written specifically against the Sphere of Magic the Witch Hunter hates. the power of the Witch Mark will be destroyed. this ability will turn a target's tongue into a spiral for an hour if the target attempts to use spells from the Witch Hunter’s Hated Sphere. That creature must have the skill Self Mutilate to voluntarily come within 10 feet of the Witch Mark. Should something cause this surface to move. per purchase. The twisted tongue allows for grunting but not casting. This ability can absorb any spell from the Witch Hunter's Hated Sphere of Magic which successfully strikes him/her. A Witch Hunter may create 1 Witch Mark per day. This returning spell will have no effect on any other target other than the original caster or the Witch Hunter. A Witch Mark can only be destroyed by someone who does not possess the Witch Hunters Hated Sphere of Magic. The call is “Arcane Twist of the Tongue <School>. An Occupational Ability for Witch Hunters. The Witch Hunter then has 3 seconds to ricochet that spell back to the original caster or into the ground via spell packet or touch-cast. and will last for 5 days or until destroyed. Having spells from the school on your spirit is not enough to be affected by a Witch Mark. per purchase.WITCH HUNTER Witch Mark Pre-requisite: Occupation at 3rd Level An occupational ability for Witch Hunters. Twist of the Tongue Pre-requisite: Occupation at 6th Level and at least one 3rd Level Witch Hunter Ability An occupational ability for Witch Hunter.
and if it is destroyed. and finally the Grove creates an empathetic bond with it’s creator. A Druid may only have 1 Grove active at a time. A Grove grants the following powers: it allows for the casting of Nature Ritual Magic within its boundaries. Groves must have their boundary visibly defined by a rope or other marker. A Grove does not provide a barrier or any other protection to those inside.CLERIC CLERIC Occupational Abilities Pre-requisite: Occupation at 3rd Level .God specific and at least one 9th Level Cleric ability DRUID Create Grove Pre-Requisite: Occupation at 3rd Level An occupational ability for Druids. Only the creating animist is considered invested in the Grove. and if the ritual is interrupted. When a Grove is destroyed. it must be started again from scratch. its creator takes 50 points of penetrating Magic Body damage that cannot be stopped in any way. The creating Druid must choose some living plant that is growing from the soil at the center of the diameter to be the Heart of the Grove. This allows the Druid to sense the emotions of the Grove and vise versa. other than upgrading it to a Henge. this skill awakens a 6 foot diameter circle of natural wilderness.God specific Pre-requisite: Occupation at 6th Level . it allows the creator to see and identify any Fae creature that steps within its boundary. This Heart is considered to have 50 Body Points.God specific and at least one 3rd Level Cleric ability Pre-requisite: Occupation at 9th Level . the Grove is destroyed as well. and no one else may be invested. It takes a 1 hour role-play only ritual of the Druid's devising to create the Grove. there can be nothing man-made within the diameter of a Grove. After its creation. and cannot be augmented in any way. 34 | P a g e .God specific and at least one 6th Level Cleric ability Pre-requisite: Occupation at 12th Level . Once successfully used this skill is consumed and must be purchased again if the Druid wishes to create another Grove.
unless the Totem animal dies. motivations and fears. augmentations and any other Magic targeting the Druid's spirit (positive or negative) will transfer over to the Totem form during the shape-shift. breaks concentration. Should the Druid fall into their "Death" count. This Totem change lasts for 1 hour and may be terminated at will (taking 1 minute to change back). the Druid should think and behave as the animal does. At that point the Druid will be ejected from the tree. While in their Totem form. However. The animal may not be one which is capable of flight and must be natural/normal (not supernatural). or don a white headband. to show they are out-of. A Druid who has created a Henge may choose to merge with it. When used. although the Totem Animal would require assistance putting it on. These items cannot be retrieved until the Totem ends. At this point. It takes one minute to activate. If s/he becomes distracted. To successfully activate this skill the Druid must touch a tree large enough to contain their body. if it is large enough. While in Totem form. and forgo the expulsion due to Body damage. they will now be filtered through the mind of an animal. the ability fails and is considered used for that day. All carried items and clothing will magically merge into the Totem form.. 1 Normal threshold.Forest Meld Pre-requisite: Occupation at 6th Level and at least one 3rd Level Druid Ability An occupational ability for Druids. The character will now have "animal intelligence" but this should be viewed more like "forced roleplay" than as a weakness. Magic protections. It is possible to construct a suit of armour specifically for the animal form. This skill may be used once per day. The animal cannot be smaller than a fox or larger than a brown bear. hiding their presence. All Totem Animals fight with two boffer weapons to represent their "claws". but doing so will cause him/her great discomfort and should be role-played accordingly. This ability will fail if the Druid attempts to shape-shift while carrying an item with a spirit or something that is larger than half his/her size. at which point so will the Druid. Please note that the numbers are calculated from level 1 and not the level at which the Druid purchased the skill. A 3 count declaration must be said aloud “Forest Meld 1. again with a 3 count. normal rules for duration still apply. Forest Meld 2. The experience of "shifting" for a Druid is a blessed and personal one.”. It may be used once per day per purchase. The Druid may stay hidden inside the tree until s/he wills the skill to end. 35 | P a g e . . or the tree takes 1 Body Point of damage. During this time. and requires the Druid's full concentration. this skill will transform a Druid into their chosen animal form. the Druid will have the following stats.. Upon successful shape-shifting back. The Druid will possess his/her own personality. The Druid may touch and carry silver items. +5 every 3 levels. All information learned while in Totem form will be remembered when the Druid shifts back. While in Totem form the Druid may not use any skills or abilities. 1 "25 Slay" every 5 levels. +1 every 3 levels. 20 Body. In this case the Druid will not be ejected unless the Henge dies. or takes damage to Body during the transformation. this skill allows the Druid to shape-shift into their Totem Animal. the Druid will merge into the tree and must place their hand/weapon on their head. 2 damage via Claw. the Druid will be fully healed and any Alchemical poisons or non-Magical diseases in their system will be removed.game. The Totem Animal must be chosen upon purchase and cannot be changed after purchase. this skill allows the Druid to become one with the forest. the Druid will take double damage from all silver weapons. per purchase. While in Totem form (and during the 1 minute transformation count). their body will automatically revert to their original form over the next minute. Totem Pre-requisite: Occupation at 9th Level and at least one 6th Level Druid Ability An Occupational Ability for Druids. +1 every 3 levels. uses any other skill. the spirit of their Animal Totem grants permission to share it's consciousness for a brief and majestic moment.
the Henge allows anyone invested in the Henge to reject anything that has a spirit and is not invested (forcing them outside the boundary). the creator takes a death. the Fae Marshal must be contacted. person. The nature of the Magic will not be revealed. The process of upgrading a Grove to a Henge requires a 3 hour role-play only ritual of the creator’s devising. choose which used Battle-Magic spell slot s/he is going to recall. For this ability to take effect. When this power is used. into something much more powerful. A Henge’s level can go up to a maximum of 10. This skill is usable once per day. it becomes more intelligent. it must be started again from scratch.Henges Pre-requisite: Occupation at 12th Level and at least one 9th Level Druid Ability An occupational ability for Druids. These powers are dependant on the nature of the Heart of the Henge. and declare “Mana Harvest <spell>”. or area (up to 10x10 cubic feet. per purchase. 9th level and 10th level. not including any people or items inside it) is Magical in nature. the Henge allows anyone invested to transport to the Fae realm once per day. When a Henge is destroyed. frictionless. A Henge gains an additional power at 3rd level. A Henge has all the abilities of a Grove. with the following additions: the Henge has 100 Body Points per level. Mana Harvest Pre-requisite: Occupation at 6th Level and at least one 3rd Level Mage Ability An occupational ability for Mages. At 5th level. This skill upgrades any Grove the Druid has created. Once used. which only those invested can allow others to pass through . the Fae rating of the area in which the Henge is created. At first level. the Henge is considered to be as intelligent as a human child. As it goes up in levels. per level of the Henge. and to perform “tricks”. If this ritual is interrupted. These powers will be assigned by the Fae Marshal. through the actions of its creator and those invested. the Henge can have as many people invested in it equal to it’s level (this is done through a 1 hour role-play only ritual of the creator’s design). How the caster uses the spell must be specified at the time of casting. and when the Henge achieves the requisite level. the Heart of the Grove will become the Heart of the Henge. the object. or location is Magic. and actions of the creator and those invested. 6th level. Henges are barely sentient. person. and any others invested in the Henge take a number of penetrating Magic Body Points of damage equal to the maximum body of that Henge. or friends. the Henge can resurrect characters. The Fae Marshal will inform the creator and those invested when a Henge's rating goes up. person. This power does not give them the ability to transport themselves back to this plane. and can be taught to delineate certain creatures as enemies. This damage cannot be stopped or altered in any way. this skill allows the Mage to detect if an item. it has the intelligence of a dog. This ability will then reveal to the Mage whether or not an object. This process of learning must be done through the Fae Marshal. The component will be consumed in a brilliant flash of blue light and the Mage’s ability to cast that chosen spell 36 | P a g e . A newly created Henge is starts it’s life at level 1. a Henge offers an always active. Henges must have their boundary visibly defined by a rope or other marker. a Henge allows anyone invested in the Henge to see any spirit that is in the Henge. For this ability to be successful the Mage must touch any Ritual component. MAGE Detect Magic Pre-requisite: Occupation at 3rd Level An occupational ability for Mages. or area in question must be first touched with the caster's spell packet. this skill allows the Mage to harvest spent Battle-Magic from Type A Ritual components. Chance of success and ultimate destination is decided by the Fae Marshal and based on the role-played actions and performed ritual done by those invested. At 10th level. the creator and those invested will be informed of the new power. a Henge will act as a Circle of power for the casting of the Nature Ritual Magics. Once successfully used this skill is consumed and must be purchased again if the Druid wishes to create another Henge. and will attempt to defend itself using what powers it’s been given through Ritual Magic. This process is dependant on many factors which must be discovered in-game. a Henge has a radius of 5 feet plus 1 foot per level of the Henge. and finally. spherical barrier.
This skill may be used once per day. the Mage must visually represent their Circle and declare “Magic Power Nexus!” This skill can be used once per day per purchase. This spell is chosen when the Familiar is first created and can be changed. Only one spell slot may be recalled per component regardless of the component’s power level. the Familiar will hold one Battle-Magic spell that the caster can currently cast. The Familiar is soul-bound to its creator. The Familiar will automatically act as a level 1 Type B component in any Ritual the Mage casts. The Familiar must be visually represented by the Mage. Doing so reverts the Familiar back to it’s original state of severed flesh. A circle of power created with Power Nexus is 10 feet in diameter. A doll or stuffed toy will suffice. when the Mage chooses to re-memorize their spells for that day. Only one such creature can exist at a time for the Mage. a magical Familiar. unless the Mage dies and resurrects. the Mage can cast that spell as if s/he had the extra spell-slot in their pyramid. multiple uses of this ability by the same Mage will increase the diameter of this circle by 10 feet per use. The creation ritual takes one hour to complete. the Familiar is now “empty” and cannot store another spell until the Mage resets for the day. per purchase.will be recalled. The Mage may choose any spell s/he has already cast. or reset. the Mage can choose to kill the Familiar. Once the hour has passed the Mage must declare “Magic Create <Sphere> Familiar” for the ritual to be complete.1) 37 | P a g e . as long as it in some way resembles the Sphere of Magic chosen. a part of the Mage. This ability will only recall a Battle-Magic spell into memory that has already been used and will not allow the Mage to rememorize a new one in its place. Doing so will drop the Mage to half of their current Body. Once decided. but it must in some way represent one of the Spheres of Magic the Mage can cast. this skill allows the Mage to create. and cannot die. Once done. the Mage must remove (through any means) a pound of their own flesh. The Mage may choose the Familiar’s form at creation. Power Nexus Pre-requisite: Occupation at 12th Level and at least one 9th Level Mage Ability An occupational ability for Mages. At any point. The Mage can choose to destroy this circle at any time that s/he wishes. a Familiar's form cannot be changed. The Familiar will also help in the casting of Rituals. in essence. Its size is limited to no greater than a large housecat. This circle is not equipped with a barrier or any other abilities unless the Mage alters it him/herself. just by willing it. however. This circle of power will last for 5 days and cannot be destroyed save via Ritual Magic. created from his/her own body. during which the Mage will form and shape their newly cut flesh into the image of the Familiar. It has no skills or abilities of its own. and cannot leave the Mage’s touch. A Mage may only use their own Familiar for this Ritual Magic benefit. and bring to life. possesses no spirit. At any point. For this skill to be successful. Create <Sphere> Familiar Pre-requisite: Occupation at 9th Level and at least one 6th Level Mage Ability An occupational ability for Mages. Occupational Abilities 3rd Level 6th Level 9th Level 12 Level All Occupations 30 60 90 120 Prerequisite Occupation at 3rd Level Occupation at 6th Level and 3rd Level Ability Occupation at 9th Level and 6th Level Ability Occupation at 12th Level and 9th Level Ability Self Taught Yes Yes Yes Yes (Chart 3. This Familiar is. To create a Familiar. this skill allows the Mage to create a circle of power used in the casting of Ritual Magic for any Sphere that the Mage knows. While in existence. and the creature is considered to have animal intelligence. regardless of Sphere or level. The Mage must visually represent this circle of power with a rope or some other method that clearly outlines its borders. This circle of power will also allow the Mage to identify any Ritual component that is inside the circle and being touched by the Mage.
Chapter 4 Skills & Descriptions 38 | P a g e .
and if the 10 minutes is interrupted by any action it must be restarted. including spell slots and Magic items. Training and Teaching All skills may be self taught by a player unless the skill specifically states otherwise in the charts below. These abilities are usually accompanied by a tag (thus the name). all the tag skills they had remaining from the previous day are lost. or in the case of Clerics. castable spells. a 3rd level spell slot. either at character creation or during the course of your character's life. In order to learn a skill that cannot be self taught. Production Skills Alchemy Armoursmith Chemistry Craftsmen <Type> Create Scroll Trapsmith Weaponsmith M 80 35 130 40 75 60 30 Warrior R 50 35 60 40 75 50 40 T 70 40 90 40 40 60 45 N 40 50 55 40 50 30 50 Rogue A 40 60 50 40 75 40 45 W 50 50 70 40 45 50 55 M 60 80 90 40 35 70 75 Scholar D 40 70 80 40 45 60 70 C 70 80 90 40 40 70 75 Prerequisites Apothecary None Alchemy x20 None Read Magic None None Self Taught Yes Yes No Yes Yes Yes Yes (Chart 4. Resetting Skills During weekend events. or a Magic item which casts Life three times a day. between the hours of 6pm and midnight. When a player decides to reset. This reset period takes 10 minutes of continuous focus or concentration to occur. They are gained and purchased by using CP (character points). Examples of tag skills would be Sap. but there are exceptions. One cannot pick and choose which tag skills to reset. they must spend 10 minutes memorizing new spells from a Spellbook. A tag skill is considered to be any skill which can only be performed a certain number of times per day. Some skills have prerequisites that you must purchase first. it is all or nothing for that player. At the end of this time. all previous spells still in memory are wiped clean and the spell slots are filled with new. the student must find a teacher who possess that skill and is willing to teach them.SKILLS The following list contains skills and abilities that your character can learn.1) 39 | P a g e . In order for a player who possesses spell slots to reset them and fill them with new spells. praying. for that day. See the Prerequisites or Limitations column in the following skill charts for details or requirements. a player may "reset" all tag skills.
Scholarly Skills Anatomy Apothecary Augury Deacon Demonic / Angelic Arts Elemental Attunement First Aid Necromantic Arts Physician Read & Write Read Magic Read Magic: Advanced Read Magic: Ritual Spell Slot: 1st Circle Spell Slot: 2nd Circle Spell Slot: 3rd Circle Spell Slot: 4th Circle Spell Slot: 5th Circle M 40 80 50 50 75 25 60 75 45 70 45 50 90 40 30 80 100 100 Warrior R 40 50 35 50 75 25 60 75 45 60 35 45 80 30 30 60 60 90 T 40 60 50 50 60 25 60 60 45 45 20 30 50 10 10 20 30 40 N 40 40 45 50 75 25 60 75 45 55 25 35 60 20 20 40 40 60 Rogue A 40 40 65 50 75 25 60 75 45 70 40 50 90 40 60 80 100 100 W 40 50 35 50 60 25 60 60 45 45 25 35 60 10 10 20 30 30 40 50 50 60 20* 75 175 275 M 40 60 30 50 55 25 60 55 45 40 15 25 40 10 10 20 20 30 30 40 40 50 10* 25 150 200 Scholar D 40 40 35 50 60 25 60 60 45 50 15 25 40 10 10 20 20 30 30 40 40 50 10* 50 175 225 C 40 70 50 50 45 25 60 45 45 40 15 25 40 10 10 20 20 30 30 40 40 50 10* 50 175 225 Prerequisites None None None Plot Approval None Elemental Sphere Anatomy None First Aid None Read & Write Read Magic Read Magic: Adv Sphere of Magic: 1st Spell Slot: 1st Circle Spell Slot: 2 Circle Spell Slot: 3rd Circle Spell Slot: 4th Circle & Read Magic: Adv. Sphere of Magic: 2nd 40 | P a g e .2) Spell Slot: 6th Circle 120 90 50 60 120 Spell Slot: 7th Circle 120 120 60 80 120 Spell Slot: 8th Circle 150 120 70 80 150 Spell Slot: 9th Circle 150 150 80 100 150 Spell Slot: Ritual 40* 30* 30* 20* 40* Base * st Sphere of Magic: 1 100 100 75 75 100 Sphere of Magic: 200 200 175 175 200 2nd Sphere of Magic: 300 300 275 275 300 3rd or Higher *Spell Slot: Ritual Base Cost is Base X Ritual Level Purchased. Spell Slot: 5th Circle Spell Slot: 6th Circle Spell Slot: 7th Circle Spell Slot: 8th Circle Spell Slot: 9th Circle Read Magic Sphere of Magic: 1 st nd Self Taught Yes Yes Yes No No Yes Yes No Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes No Yes Yes Yes (Chart 4.
3) Rogue Skills Critical +2: Specific Critical +2: Group Dodge Dodge: Additional Execute Execute: Master Execute: Subsequent Execute: Subsequent Master Garrote Locksmith Sap Vital Blow M 150 170 170 170 170 190 170 190 100 65 55 85 Warrior R 150 170 170 170 170 190 170 190 90 50 45 85 T 130 150 150 150 150 170 150 170 120 60 50 75 N 120 140 100 100 120 150 120 150 85 30 35 50 Rogue A 100 120 120 120 100 120 100 120 60 40 35 55 W 130 150 130 130 130 150 130 150 65 45 35 65 M 230 250 250 250 250 270 250 270 150 100 60 120 Scholar D 180 200 200 200 200 220 200 220 150 100 60 100 C 180 200 200 200 200 220 200 220 150 100 60 100 Prerequisites Self Taught Group Proficiency Yes Group Proficiency Yes Critical +2: Group or Yes Specific Additional Critical +2: Yes Group or Specific Critical +2: Group or Yes Specific Critical +2: Weapon Yes Group Additional Critical +2: Yes Group or Specific Additional Critical +2: Yes Group None Yes Non Yes None Yes None Yes (Chart 4.5) 41 | P a g e .4) Racial Abilities All Racial Abilities M 50 Warrior R 50 T 50 N 50 Rogue A 50 W 50 M 50 Scholar D 50 C 50 Limitations 1 Per Every Odd Level (Chart 4.Warrior Skills Ambidexterity Florentine Flurry of Blows Heavy Armour Self Mutilate Shield Slay / Parry Slay / Parry: Master Slay / Parry: Subsequent Slay / Parry: Master Subsequent Specialization +1: Weapon Group Specialization +1: Weapon Specific Weapon Group Proficiency: Simple Weapon Group Proficiency: Medium Weapon Group Proficiency: Large Weapon Specific Proficiency: Exotic Weapon Refocus M 20 40 40 15 15 50 100 120 100 120 120 100 Free 40 70 100 40 Warrior R 30 40 50 20 15 75 120 140 120 140 140 120 Free 40 70 100 40 T 35 45 55 20 15 60 130 150 130 150 150 130 Free 40 70 100 40 N 40 70 75 40 15 110 170 190 170 190 170 150 Free 50 100 130 40 Rogue A 30 65 65 45 15 120 150 170 150 170 150 130 Free 50 100 130 40 W 45 70 75 45 15 95 170 190 170 190 170 150 Free 50 100 130 40 M 75 110 125 65 15 140 250 270 250 270 250 230 Free 80 130 150 40 Scholar D 75 110 100 60 15 140 200 220 200 220 200 180 Free 80 130 150 40 C 75 110 100 65 15 100 200 220 200 220 200 180 Free 80 130 150 40 Prerequisites None Ambidexterity None None None None Specialization +1: Group or specific Specialization +1 Group Specialization +1: Additional Group or Specific Specialization +1 Additional Group Weapon Group Proficiency Weapon Group Proficiency None None None None None Self Taught Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Chart (4.
Thus. the time required is lowered by 10 seconds to a minimum of 10 seconds. To add an ingested elixir into food or drink. Production Points may only be used to create concoctions at Logistics. Repair and Refit suits of amour. For each additional Armoursmith Refitting. For an Alchemist to learn a new recipe. Orange packets are used to represent Alchemical gas globes if possible Armoursmith (Production Skill) This production skill allows the character to Create. Recipes may be “taught” by one Alchemist to another. it must be shaken vigorously and prepared with a three-count. For every level of Alchemy purchased. Reverse engineering will destroy the Alchemy. Upon purchasing Alchemy level 1. on their person. 42 | P a g e . if you have Alchemy 3. after which it must be prepared again before being used. This can be done anywhere but the Armoursmith must have a set of Refitting tools. This skill can be purchased multiple times for extra production points as per Alchemy. See the Production Skills chapter for further details on Armour Creation and Repairing. For an ingested Alchemy to take effect (and a Marshal isn’t present to witness the slip) the Alchemist must somehow attach (or place) the Alchemy tag onto. At 20 levels of Alchemy. An Alchemist may break down any number of identical Alchemies and attempt to learn how they are made. The declaration for all thrown Alchemy is “<type> Gas Poison”. The Alchemist writes a copy of that recipe in his/her recipe book. It requires no skill to willingly drink an Alchemical concoction or to pour an elixir down an unconscious victim's throat. With 10 levels of Alchemy. half its production value in Raw Material (RM).1). the subtle art of Alchemy is possessed by many and taught by few. to throw a gas globe. Regardless of success or failure. but the process is costly and time consuming. Finally. Additional purchases of this skill will decrease the time required by 2 seconds per level of Armoursmith. they must spend four times the value of that recipe in Production Points (PP) and the Raw Material (RM). there is a 5% chance of deciphering the recipe. In order to use an Alchemical creation. For each identical Alchemy that the Alchemist breaks down.SKILL DESCRIPTIONS Production Skills Alchemy (Production Skill) Purchasing this skill opens up the world of Alchemy to your character. To apply a contact elixir. Alchemy only remains prepared for 10 minutes. you are allowed to select 3 recipes from the in-game list of known Alchemy (see Chart 5. Alchemy 2 is needed. the Alchemist is ready for the more complex teachings of Chemistry. Please see “How Breached Armour Works” in the Armour section for more information on armour that has been Breached. To Refit armour it takes 1 minute for every 10 points to be Refit. though all of the Alchemists involved in the creation must posses the recipe. Alchemy 6 is required. the item holding the food/drink. If the Armoursmith takes damage while Refitting. Once learned. but return to the Alchemist. that new recipe is personalized and can only be used by that Alchemist. You can then select an additional recipe from the same list for every odd level of Alchemy purchased. Consult the chapter “Production Skills” for production costs and descriptions. the current minute count of Refit fails and must begin again. or under. This rule does not apply to the free recipe the Alchemist receives for every odd level of Alchemy purchased. These 10th and 20th level skills can only be done at Logistics. dramatic effects. You may only have one Alchemical creation prepared at a time and you must prepare your own. 4 Production Points will be gained in the production of Alchemical elixirs. the Alchemist may reverse engineer Alchemy into its basic state. Alchemy 4 is needed and the Alchemist must spend one minute applying the contact elixir to the item. Additional characters with the Armoursmith skill may help the primary Armoursmith Refit armour. rather than copying other recipes. These may be anything from a small hammer to scrap pieces of metal. Multiple Alchemists may pool their Production Points to create more complex Alchemy. The standard mundane recipes are now easy to decipher. 12 Alchemical Production Points are at your disposal per event. simply from dissecting Alchemical examples. the Alchemical substance is destroyed in the process. Coming in many different types and with far ranging.
. fire. Akin to Ritual Magic for Alchemists. The phys-rep that can be used for the trigger depends on the level of Create Trap known by the character (see Production Chapter Chart 5. Create Scroll (Production Skill) Also known as “Write Magic”. and allows the user to attempt to disarm traps. such as weapon. Rules for Chemistry are available to those with the skill. massive mechanical. miner.. "laborer". or may choose a new craft. an appropriate profession skill may aid in certain role-playing situations. they will either receive 5 silver worth of product or 5 units worth of Raw Material at Logistics. as described under Create Scroll in the Production Skills chapter. Different weapons require different amounts of production points to build. Additional purchases of this skill grant more production points at 4 per level of Trap-Smith. Manufacturers obtain or build product or Raw Material. The “type” of Craftsman purchased will determine which of the following two categories it falls into: Profession or manufacturer. When purchasing this skill. 43 | P a g e . explosive. A player may purchase this skill multiple times for the same craft.2). A player with 5 levels in Craftsman Hunter will be a far better hunter then a player with only 1 level. tracker. Consult the Production chapter for more on Weaponsmithing.. though the writing itself is not considered Magical. the trap goes off instantly. or dropped. a player must choose their occupation craft. Trap-Smith (Production Skill) This skill allows a character to design and create traps. they will receive 3 silver pieces at Logistics. Trap-Smith Disarm Trap: This Trap-Smith sub-skill comes with each purchase of the Trap Smith skill. gas and noise traps. it allows for advanced recipes to be created. A trap may be moved any distance. Some examples of these are "carpenter". etc. "scribe". the better s/he understands that field of work. The average NPC Craftsman has 5 levels in his chosen field to be considered a professional. this is determined by a Logistics Marshal based on common sense. These are jobs such as toymaker. skinner. etc.. They may use any method they wish to attempt to disarm the trap so long as they have purchased the appropriate level of the Trap-Smith skill. acid. Example: A player with Craftsman: Miner will receive 5 units of RM usable by Weaponsmiths and Armoursmiths. Should it be thrown. Each time it is purchased it grants 4 production points which can be used to build weaponry. Additional purchases of this skill grant the user additional production points. laborer. and is used in the creation of scrolls. etc. "historian". For each level of manufacturer Craftsman a player has. "hunter". See the Production Skills chapter for details. For each level of a profession Craftsman that the player has.Chemistry (Production Skill) Chemistry is an advanced form of Alchemy. allowing the character to produce weapons. They are jobs such as carpenter. prostitute. The writing is considered to be in the language of Magic. as long as it remains in contact with the mover. Craftsman <type> (Production Skill) The Craftsman skill is a catch-all term for all other jobs or occupations. See the Production Skills chapter for more details. In addition. as well the ability to disarm traps of various types. A manufacturer’s product cannot create items already covered by another production skill. Weaponsmith (Production Skill) Weaponsmith is the sister-skill to Armoursmith. Professions are jobs that do not produce a product. The RM type can only only be suitable for a maximum of two different types of production skills. The more Craftsman purchases the player has in one skill..
. Common examples are elixirs that may be created for: curing common colds. easing pain. entrails... By spending 10 minutes gathering common and easily found herbs and ingredients. from amongst the flock. etc. It may detect the presence of natural/Alchemical toxins. etc. This skill does not grant the player any special control or knowledge of the Demon/Angel’s True Name. the player must place both hands on the torso of the target and call out "Anatomy 1. Only those characters that have proven themselves exceptionally devout may purchase Deacon. Augury may be used at anytime but does not always guarantee an insight. brewing aphrodisiacs. This skill may be used once per day per purchase. Upon purchase of this skill. Aside from identifying Alchemy. including: the stars.Scholarly Skills Anatomy Anatomy allows a user to identify and recognize. This will not identify whether something is Undead and will not detect if an individual is Magically cursed. whether or not standard identifiable vital signs are present in an individual (whether or not they are alive). and may only be used to answer the following questions: 1) Are you a Demonic/Angelic creature? 2) What kind of Demon/Angel are you? 3) Are you a greater or lesser Demon/Angel? 44 | P a g e . the exact nature and description being decided by Plot. Purchasing this skill signifies to your God that you are truly devoted and ready to become their Cleric. tea leaves. Augury This skill allows a character to consult a medium of their choosing to receive insight into specific future or past events. Buying more levels of Augury allows you either more readings per event (referring to several events). for more information.. and elevated to the level of the truly faithful. the Apothecary can create elixirs to cure many roleplayed ailments. increasing fertility or virility. the player is automatically changed from their current occupation to that of Cleric. Deacon (Plot Approval) Deacons are specially chosen. this ability allows Clerics to commune with their God through prayer. as well as general Information such as whether someone appears to be sleeping or paralyzed. Such communion allows the Cleric to memorize their Clerical spell Spheres without the need for a Spellbook or scrolls. a player with the Apothecary skill can also create mundane roleplay related effects with little or no effort. Communion can only be done between the hours of 6pm and 12am and require a minimum of 10 minutes of uninterrupted prayer. though it will not provide any specifics regarding the toxin. Questions that can be asked after the 3 count using Anatomy are: ”Are you alive?” ”How much damage have you taken?” ”Are you in your one minute-count?” ”Are you in your five-minute-count?” “Is there a toxin in your system?” Apothecary A skill which gives the character basic knowledge of plants and herbs and also allows the Apothecary to identify generally known Alchemical concoctions (those listed in the Alchemy section) after having examined the item for one minute. by a God. Anatomy 3". clearing up rashes. These cures are for mundane ill effects and cannot be used to mimic any spell effect or ability. To use Anatomy. Note: a player can only activate Anatomy on one person at a time and must be touching the torso of the target to successfully use this skill. These effects are roleplaying effects only and will have no effect on a character if they do not wish it. or a higher accuracy rating (referring to one event). It will also allow the user to determine how badly wounded an individual is. These insights will often be very vague. This medium may be anything the character would choose. A failed insight will not expend a use of this skill. Demonic / Angelic Arts Demonic / Angelic Arts allows the user to identify and recognize the various holy and unholy creatures that exist on all the planes of the Heavens and Hells. depending on which you choose at the time of use. See the chapter on Character Class: Cleric. This skill grants access to religious natures of Magic and associated Occupational Abilities. This skill can only be purchased once and is usable at will. Finally. easing headaches and sore muscles. Anatomy 2.
the target will gain 1 Body back. It will not affect Undead in any way. It will not identify. After a successful 1 minute of First Aid. after the 5 minute count. The response will be an accurate identification of the creature. Elemental Attunement This skill will allow an Elementalist to attune them selves to an additional Element. although the target may receive bandages from another player. Necromantic Arts Necromantic Arts allows a user to identify and recognize whether or not standard identifiable signs of undeath are present in an individual (whether or not they are Undead). The player cannot bandage the same target more than once a day. what do I see?" when confronted with any Undead. You must be touching the torso of the target to First Aid them. First Aid also allows the character to bandage a target. A player can only activate First Aid on one person at a time. the skill fails and the wounded target must continue their 1 minute bleed count from where they left off. and as long as it is being used. Example: A Fire Elementalist may purchase Elemental attunement and chose the water Element. if any?” 5) Demon only “Are you currently bound to this plane?” These questions are asked out-of-game. For this portion of the skill. The bandaging of the target. After the bandaging is successful. This additional attunement allows the scholar to choose which Elemental type to use when casting spells that require one.4) Angelic only “Which God do you serve. shambling humanoid". This skill gives a character a much broader depth understanding of the workings of First Aid and emergency surgery. or if the wounded target is moved in any way. the Undead in question must reply "you see a lesser zombie". or even detect. the target's 1 minute bleed count is halted. healing a minor amount of damage.” This skill can be purchased multiple times. If First Aid is interrupted during the process. not to the Demon or Angel directly and represent the player’s vast knowledge of the subject. It will also allow the user to determine how badly wounded an Undead is (how many points they are down in Body Points). as well as general information such as what kind of Undead it is. only whether or not it is Undead. The Elementalist can now choose between water or fire when casting spells that require an Elemental type such as “<type> bolt. with each purchase allowing access to another Element. Example: Instead of "white. First Aid Allows the user to bind wounds sufficiently to stop bleeding and heal some minor wounds. They may devise ways to hide or disguise themselves in a manner which makes Demonic / Angelic Arts null and void. a character is ready to uncover the secrets of the living body. First Aid may be attempted again if the interruptions have ceased and the target made immobile. bringing them to unconsciousness and halting their bleeding. The process of bandaging a target takes 5 minutes and during this time the player must physically bandage the target. They are very crafty and often devious. The process takes 1 minute to use. Examples of questions that can be asked with Necromantic Arts are: “Are you Undead?” “How much damage have you taken (only to Undead)?” “What kind of Undead are you?” “Are you greater or lesser Undead?” Physician After having mastered the art of Anatomy and First Aid. an individual with Necromantic Arts may state "I have Necromantic Arts. The Physician skill grants it’s users a number of abilities based on the level of Physician 45 | P a g e . It definitely cannot determine whether or not a spirit is present in any extent whatsoever. is only for esthetics and can be removed and bandages returned whenever the target wishes. the wounded target is healed to zero Body. It will not verify that something is alive. It is important to note that many Demonic and Angelic creatures posses great intelligence. Furthermore. the player must carry with them real phys-reps to use as bandages (strips of cloth will do). diseases or Magical curses on an Undead individual.
At this level the Physician can perform minor surgeries such as setting broken limbs. a Physician can extend a dying target's Death Count by an additional 5 minutes. to a maximum of six. This requires 1 minute of roleplayed CPR. the Physician must carry with them a doctor’s bag and medical tools of the trade. A Physician is able to perform major surgeries on any living target. Read Magic: Advanced This skill allows the user to cast Battle-Magic spells from scrolls. They are limited in casting only Battle-Magic from spell level 1 to level 4. The same rules apply for major surgeries as minor ones. Level 1: The Physician may perform First Aid on a moving target and as soon as First Aid has started. They are limited in casting only Battle-Magic from spell level 5 to level 9. Advanced Read Magic will never allow a player to identify or cast from Ritual Magic scrolls. the skill fails and cannot be attempted again for 5 days. including the re-attachment lost limbs (if the limb is present). any Alchemical toxin curable by a standard Alchemical antidote. This skill is usable once per person every 5 days. and organ transplants. Read Magic: Ritual This skill allows the user to cast Ritual Magic spells from Ritual Magic scrolls. removal of foreign life forms such as parasitic eggs. If successful. To activate the scroll the caster must read and speak the incant located on the open scroll. unmoving for the skill to succeed. this skill will purge from the targets system. 46 | P a g e . In order to utilize the higher levels of medicine. Minor surgeries take 1 uninterrupted minute to initiate and will bring an unmoving target into an unconsciousness state for 1 hour. Read Magic This skill allows the user to cast Battle-Magic spells from scrolls. bloodletting. Without this skill. When used. a Ritual Magic scroll is consumed and unable to be used again. or the target moves.. To activate the scroll. The Physician has also learned a thing or two about death. Further attempts at surgery will act as a Killing Blow towards the target. Level 3: The Physician may identify the type of toxin poisoning target and purge the poison from the target's system. Level 4: This Physician has mastered the art of medieval medicine. with enough light to properly read the incant When used. Read & Write Allows the character to read and write in any language they can speak. either they or the target takes damage. a Battle-Magic scroll is consumed and unable to be used again. held in one hand. characters are completely illiterate.they possess. Given enough time. Read Magic will never allow a player to cast from Ritual Magic scrolls. They are limited in casting only Ritual Magic. a Battle-Magic scroll is consumed and unable to be used again. Level 5: At this level. When used. The process takes 1 minute to complete and the target must be lying down. the Physician can now consider themselves an expert on the subject of medicine. the caster must read and speak the incant located on the open scroll in one hand with enough light to properly read the incant. Level 2: The Physician may cure non-Magical diseases. Surgeries can only be performed once per person every 5 days. This skill requires 10 minutes of roleplaying to accomplish and cannot be used on a specific target more than once every 5 days. extends the bleed count of that target by an extra 1 minute. and removal of foreign objects. Every level of Physician will increase the amount of Body healed through First Aid bandaging by one. If the physician is interrupted.
It is up to the player to determine which way this skill will be used. The only restriction is both on and off hand weapons must be One Handed and from the Medium. abilities or spells unless otherwise stated in their descriptions. the defending player must declare “Slay Hit” if it is successfully used on them. This skill is usable once per day per purchase. Armour of the same type (chain on chain or leather on leather) will not stack. This skill does not alter the type of damage done. This skill must also be purchased for a character to actively kill themselves or to consent to their own demise. A shield will stop Normal strikes from boffer weapons only. A buckler cannot be larger than 15 inches in diameter. the player must hold the shield with both hands and cannot use any other skills or abilities. A Slay is not used up if it is avoided in any way. your character has learned the secret of tapping into raw emotion and harnessing it into strength defying attacks. the character is entitled to one Slay or Parry. and upon a successful hit. They can also block. With this skill the player is no longer limited in the size / type of One-Handed Weapon they may wield. If all 3 Flurries are not used by the end of the one minute. Simple. for the next 3 attacks. To use a Slay. Once activated. at the time of use. even if it is in their best interest. or Exotic Weapon groups. If the attack is avoided. without this skill. This skill will stay active on a target for 1 minute. Shield This skill allows a character to properly and efficiently use a shield or buckler.) Florentine This skill furthers a players training in the art of two-weapons fighting. Any shield (Magic or otherwise) will not stop packet-delivered or Spell-Strike attacks of any kind (pending Ritual / Arcane Ritual Magics cast upon shield). the character must actively fight any attempt to harm their character. the attacker may continue to attack with the active 47 | P a g e . (One-handed. Shield use. from any weapon that they have the prerequisites for. With this skill. hit or miss. A buckler is a small shield that usually sits on the wrist. To activate this skill.Warrior Skills Ambidexterity This skill allows a player to wield two-One-Handed Weapons in combat. the player must incant “Flurry of Blows”. while holding something in the same hand. the attack must declare “Prepare to Die” then strike their opponent. is still possible. call the damage of the Slay “50 Slay!” Because a Slay will stay active if the attack does not succeed. and soak. the player may stack up to a maximum of two types of armour and add their AP values (for that one location) together as his/her total. 50 points of damage is a static number and nothing short of Ritual Magic can add to this. Heavy Armour This skill represents the training that the character has undergone in order to wear multiple layers of armour and increase their potential Armour Points far past the maximum normally allotted. this skill will allow the player to swing for +5 additional damage of the player's normal swinging type. This skill may stack with other skills. not exceeding 50 inches in length and having no more than a base damage of 2. Self-Mutilate This skill allows the player to willingly cause harm to their character. A player is still limited to only claiming the AP of their in-game armour tags that their out-of-game reps allow. However. they are lost. Slay/Parry By purchasing this Weapon Specific skill. A Slay is one large attack which does 50 points of damage upon a successful hit. It can be used to block any attack a Normal shield would. This skill is usable once per day per purchase. Flurry of Blows Through discipline and training. Weapons are restricted to the Medium or Simple Weapon Groups in the player’s main hand (not exceeding 50 inches in length nor having more than a base weapon damage of 2) and Simple Weapon Group in the off hand. not exceeding 30 inches in length nor having more than a base weapon damage of 1. per day. Master/Critical Slays. Without this skill.
To Parry any attack. this stacked attack is to be considered a normal Slay with the exception of the increased damage. or Master Slays. or Exotic). A Slay is not used up if it is avoided in any way. he would call out “Prepare to Die 3” then “150 slay”. For all intents and purposes. or any Magically summoned weapon. One-handed Swords. Battle Axes or any other non-exotic weapon with a base damage of 2. Thrown Weapon. from any weapon in the Weapon Group that they have the prerequisites for. Spears. Slay/Parry: Master By purchasing this Weapon-Group-specific skill. This skill is usable once per day per purchase.slay. per day. 50 points of damage is a static number and nothing short of Ritual Magic can add to this. 48 | P a g e . If the attack is avoided. they may (if so desired) combine them into one powerful attack. at the time of use. Weapons Group Proficiency: Simple This skill allows the player to properly use and efficiently wield the following weapons: Daggers. Specialization +1: Group Grants the user a +1 to damage on any attack so long as they are using any weapon from the weapon group they are proficient in. A Slay is one large attack which does 50 points of damage upon a successful hit. chosen at purchase. the character is entitled to one Slay or Parry. This stacking will add 50 more points of damage to the Slay for every additional Slay used. simply call "Parry" to negate the last hit taken. A Parry cannot be used in conjunction with any other skill. A Parry cannot be used in conjunction with any other skill. Weapons Group Proficiency: Medium This skill allows the player to properly use and efficiently wield the following weapons: Bow. this stacked attack is to be considered a normal Slay with the exception of the increased damage. the attack must declare “Prepare to Die” then strike their opponent. “Active Slay” for 1 minute or until a successful hit. If a player has purchased multiple Slays specific to the chosen weapon being used. ability. (Simple. Medium. If a player has purchased multiple Slays specific to the chosen weapon being used or Master Slays. This skill is also considered used if successfully hit against a shield being wielded by the target or if it is parried using a Parry or Master Parry. To Parry any attack simply call "Parry" to negate the last hit taken. he would call out “Prepare to Die 3” then “150 slay”. Example: If the player activates 3 Slays in 1 swing. For all intents and purposes. Example: If the player activates 3 Slays into 1 swing. For each additional Slay stacked the attacker must include the number of slays being used after the “Prepare to Die” call. Sling. This stacking will add 50 more points of damage to the Slay for every additional Slay used. A Parry enables a character to parry any weapon blow (excluding Spell Strikes and Surprise Attacks) as well as touch cast spells. the attacker may continue to attack with the active Slay. they may (if so desired) combine them into one powerful attack. Specialization +1: Specific This skill will grant the player a +1 damage bonus on a single weapon. For each additional Slay stacked the attacker must include the number of slays being used after the “Prepare to Die” call. the defending player must declare “Slay Hit” if it is successfully used on them. Large. or any other non-exotic weapon with a base damage of 1. “Active Slay” for 1 minute or until a successful hit. Hand-to-Hand Combat. A Parry enables a character to parry any weapon blow (excluding Spell Strikes and Surprise Attacks) as well as touch-cast spells. The player must have purchased proficiency in that weapons group. ability. and upon a successful hit. This skill is also considered used if successfully hit against a shield being wielded by the target or if it is parried using a Parry or Master Parry. Staff. Club. declaring with every swing. declaring with every swing. Maces. or any Magically summoned weapon. It is up to the player to determine which way this skill will be used. call the damage of the Slay “50 Slay!” Because a Slay will stay active if the attack does not succeed. To use a Slay.
Execute: Master This Weapon-Group-specific skill will strike a target's vital organs. It will not affect Undead. If used from behind. This skill will not stay active and (like all damaging attacks) is called after having successfully struck an opponent. the damage call is “Execute”. The vocalizing of in-game or out-of-game words is not allowed. The victim is permitted to scream before dropping. mortally wounding them. Bastard Sword. Critical will only work on creatures with a definitive backside.Weapons Group Proficiency: Large This skill allows the player to properly use and efficiently wield the following weapons: Crossbow. Once purchased. Two-Handed Body Spear. 49 | P a g e . no group proficiencies are allowed in this weapon-specific category. Execute must be a torso strike. pole arms or any other non-exotic weapon with a base damage of 4. when successfully used by striking the targets Body Points directly. The damage call for Critical is “<damage> Critical”. between the targets shoulder blades. Golems. slimes or other such creatures. or creatures which are non-biological in nature. and again. regardless of the victims’ Body Point total. This skill is usable once per day per purchase. it cannot be used to downgrade from a Group Specialization or Critical to a Weapon Specific. This skill (weapon specific or group) allows the player to swing a +2 specialization damage bonus when striking a target from behind. Execute This weapon-specific skill will strike the victim's vital organs. will instantly reduce a victim's Body Point value to -1 and drop them into their “Bleed” count. this skill is considered used regardless of whether the hit was a success. or some other unreasonable damage causing incident such as falling off a tower. excluding the back of the head. when successfully used by striking the victims’ Body Points directly. or any Magically summoned sword (unless specifically stated in the description). It is not possible to dodge a Surprise Attack or a Power Word. Weapons Specific Proficiency: Exotic This skill allows the player to properly use and efficiently wield one of the following weapons: Stiletto. axes. Rogue Skills Critical A Critical represents a powerful strike made by an attacker who has specialized in increasing the damage to a target's less defended regions. This skill can be purchased multiple times to allow a character to become proficient in various exotic weapons. The attack must successfully hit the target on the back of their body. An Execute. will instantly reduce a victims' Body Point value to -1 and drop them into their “Bleed” count regardless of the victim's Body Point total. any other skill. this skill is always active. A Master Execute. mortally wounding them. This skill only works as an upgrade. it will count as a surprise attack and the Assassin may use the suffix “Surprise” in the damage call. Execute may not be used in conjunction with a spell strike. Dodge Allows the subject to dodge any attack. Once activated. so long as it is not area of effect damage. 2-handed swords. This specialization does not increase any damage on attacks from the front or on any creature immune to Critical damage such as gelatinous cubes. or is summoned through Magical means. When using the skill Execute. Weapons Refocus This skill allows the player to revisit ye local training ground and upgrade from their Weapon Specific Specialization +1 or Critical +2 to a Group Specialization +1 or Critical +2. or any other weapon that does massive or Body damage. mauls. Critical damage is considered normal unless otherwise stated.
A second and alternative method of picking locks has the player actually physically picking the lock. and must hold it in one hand for the duration of the attack. If the victim is wearing Magic Amour. This lock and/or key costs nothing to create. An Advanced Magic Amour will go off if the defender wishes. A successful resist. it will immediately be blown. This is considered a Surprise Attack. Locksmith This skill allows the character to create and pick an “in-game” lock. like all damaging attacks. When using the skill Master Execute. the attack is considered to have been broken free of at no cost to the victim. or metal neck protector. Garrote This skill allows a player to kill a target by simulating the use of a garrote or razor wire around the target's neck. a set of thieves’ tools. During this time the defender may use their hands and feet only to the extent that they may kick or hit anything nearby in an effort to make noise or alert others as to their dilemma. This count must be said aloud by the attacker using the declaration “Garrote 1. This skill is usable once per day per purchase. 50 | P a g e . garrote 2. A person using the Garrote skill must have a phys-rep with them at the time they use the skill. wedges and other such tools useful in picking locks. A Gorgette. For the purposes of threshold Breach. the victim is considered to be silenced and immobilized enough so that they cannot directly attack the person garroting them. Thieves’ tools are comprised of various metal picks and pries. or creatures which are no biological in nature. will protect against Garrote. All locks used in Underworld must be certified by a Marshal and each will be given a difficulty number. any other skill. Furthermore. Magic and other effects can raise this damage if properly used. but may only be created at Logistics. or takes damage to Body. Garroting takes 20 seconds to successful use.This skill will not stay active and. The vocalizing of in-game or out-of-game words is not allowed. Example: To open a 5 difficulty lock the player must possess 5 levels of the Locksmith skill. This difficulty will range from easy (1) to extremely difficulty (10). etc”. clamps. If a Locksmith chooses. A player could spend the entire weekend picking one lock if they wished. on their person. if the player is interrupted. or overpower the attacker with brute strength. Once per event a Locksmith may create a lock and key with a difficulty rating equal to their level of Locksmith. protecting the entire neck with some overlap. This skill is usable once per day per purchase. The victim is permitted to scream before dropping. Golems. it will count as a surprise attack and the assassin may use the suffix “Surprise” in their damage call. If the attack is made successfully. To resist a Garrote the defending player must have at least +2 more strength than the attacker. becomes distracted. Master Execute may not be used in conjunction with a spell strike. the Thief must have. or any Magically summoned sword . forces the attacker's arms away from the defending player and in no way harms the attacker or their garrote. The only two ways the target may resist Garrote is to activate the Head Butt skill. It is not possible to use a length of rope and claim that it is your Garrote. the attacker must place both hands on the shoulders of the victim from behind and announce "Surprise Garrote". If an attacker cannot produce such a phys-rep when asked to see it. This skill is usable at will. Picking a lock in this manner does not use up the number of times per day normally assigned to this skill. A Garrote phys-rep must be made of wire or chain and have two handles at either end.It will not affect Undead. Each level of Locksmith will allow the player to open the lock of equal difficulty. they may forgo the creation of their lock and instead duplicate a key for any open lock they have had in their possession for 1 month's time. the damage call is “Execute”. saws. the victim is immediately disarmed of anything they are holding in their hands and is forbidden from holding. the victim is considered “Killing Blowed” and immediately falls into their “death count”. Strength. Once this has been done. but will not prevent or impede the Garrote in any way. between the targets shoulder blades. This band must be made of metal. grabbing or drawing any weapons or items while the Garrote count is in effect. the target of a Garrote is also considered to have taken a base damage of 1 Body. In this case the time required to be successful is the actual time needed. the ability will fail and be used up for the day. Execute must be a torso strike. Regardless of the picking method. During this time. is called after having successfully struck an opponent. If used from behind. but will in no way protect the victim from the attack. To use a Garrote attack. Experienced players can suggest a variety of real life tools for the job. and must be at least 4 inches wide. Picking a lock in this manner requires a 1 minute count.
The target will be "pushed" +2 feet for every +1 strength. This bonus only applies once per purchase and is limited by race (See Races for your racial Body Point Bonus limit). red. Sap will only work on any given target once every minute. This skill does not add any other bonus as the character levels. or creatures which are non-biological in nature. Strength may only be used (outside of damage increase) to "push" your opponent. Two successful vital blows within 1 hour will immediately drop the target to zero Body. not the targets current Body Points. Both hands must be empty of weapons or items and placed on the target's torso or shoulders. This damage is calculated by the total Body of the target. It may be delivered via a Body weapon if the target’s armour is Breached or they have no armour at all. A helmet of any kind will stop Sap. or a high enough threshold. between the targets shoulder blades. Damaging a target with this skill will negate any damage the attack would have normally done. If used from behind. the player must incant “Vital Blow”. Your strength rating is limited by race (excluding Magical means). Equal or greater strength can be used to resist a push. and do damage to the target's Body. Vital Blow This skill allows the player to deliver a devastating attack to a target's vital organs. No skills or abilities may be used in conjunction with Sap. Golems. hand-to-hand boffer weapon must be used. Sap may not affect creatures such as Undead or those with alien physiology. 51 | P a g e . This represents a hard strike with a blunt object to the back of the head. Vital Blow will not affect Undead. Vital Blow is usable once per day per purchase. strike the torso of the target. Racial Abilities Body Point Bonus This skill represents extra constitutional training the character has gone though. the victim loses the appropriate number of Body Points in damage and is knocked unconscious for a period of 10 minutes. The base damage for Sap is 1 but may be increased by Magical and/or strength bonuses. by touching them between the shoulders with a hand to hand boffer weapon. If successful. above and beyond what is standard for their race. a vital blow will damage the target equal to half the target's total Body (rounded up). The attacker must then declare "With +X strength I push you". Strength Bonus +1 Built on raw physical power. it will count as a surprise attack and may be used with the “Surprise” suffix in the damage call. The declaration is “<damage> Sap”. The attacker must be holding the weapon s/he is Sapping with. This skill is usable once per day per purchase. A character that was successfully Sapped can only awaken once the Sap Body Point damage is healed or the Sap time has expired. lift. A pipeless. your strength rating will determine how much your character can push. and throw. as will the standard spell defenses. but cannot (out-of-game) physically strike the target with it. Bonus damage due to strength will be applied to your weapon swings at the rate of +1 damage for every 2 points of strength. When purchased this skill will add +5 Body to the target's maximum Body Point limit.Sap Sap is a Surprise Attack which allows a character to knock out a victim (also reducing their Body Points by 1). Enough strength will add damage to your swings and allow you to "push" other characters away. To use this skill successfully. Upon a successful strike.
Chapter 5 Production Skills 52 | P a g e .
They may also be saved up. These recipes can be shared. This is the only time in which you are allowed to spend your accumulated Production Points and current available Production Points. etc). silver. month by month. It comes in three increasingly damaging varieties: 2. Gas Antidote will remove/cure any gas effect but it will not return Body Points lost as a result of gas damage. gas globes are represented by orange spell packets. These antidotes will have no effect on elixirs requiring unique antidotes. If you elect not to spend any of your Production Points. in order to build more difficult items. or derived from. These can be found or purchased as normal treasure. There is no limit to the number of levels of each of these skills. i.e. Alchemical Definitions Acid This acidic poison bypasses armour and dissolves the target's Body.Production Skills Production Skills are skills that may be purchased multiple times. It cannot be divided into smaller portions Antidote There are three types of Antidotes: Ingested. be it living or Undead. Paste of Stickiness. It can be used to negate/remove Oil of Slipperiness. This cost is 1 RM per Production Point spent on building items. owned by individual Alchemists. so long as the creature in question is composed of. and useless. the entire dose will become inert. 53 | P a g e . Chart 5. 4 and 8 Body. These points can be spent on items as per the descriptions that follow. Alchemical Solvent Each dose of this solvent will affect one square foot. It will damage any creature. Production Points are acquired and spent at an events game Log-In or Log. A certain amount of Raw Materials are required in order to build these items. but not without a cost. and gas globe. Each type will cure a maintained effect of its specific type. that you may purchase. Alchemical creations are divided into three categories: contact. These orange packets are considered to be the Gas Globe and must have the Alchemical tag affixed to them. nor is there a limit on how many Production Points may be saved. or the like. ingested. Raw Materials are kept and spent like any other unit of treasure (gold. or obtained from any appropriate “Craftsmen” skill. Gas and Contact. they will be accumulated and made available for the next event that you would PC / play at with your character Multiple characters that have the same Production Skills may pool their available Production Points in order to create more difficult or costly items.. biological matter.1 shows the Production Costs for the various types of Alchemy available in the game to starting characters. Finally. They allow mastery over producing certain items and goods which are the lifeblood of the in-game commercial world. Contact Alchemy is simply represented by a tag signed by a Plot member. Ingested is considered the same volume as a potion and you will see most people using vials or film canisters as Physical Representations. Each level of a skill grants the possessor 4 Production Points (PP) per month. such as Enslavement. as well as access to the recipe where applicable. this is represented by units of Raw Material (RM). It is the player's responsibility to obtain the Raw Materials needed to create their items. After an hour of becoming active. A player may purchase RM at Logistics if there is at least 1 active NPC merchant house in town and the player is in good favor with them. provided they all have the required skill level to create the item in question. Alchemy Alchemical recipes are kept in recipe books.
Enthrall cannot be cured by any means. A character will not deliver killing blows while Enraged. No caster may cast while Enraged. and all will be well and good within that person's world. It has no effect on Undead or Constructs. It may be countered (before death) by Purify Blood or <type> Antidote. in succession. They will not willing take an antidote. they may defend themselves with any weapon currently in hand. as if a Killing Blow had been delivered. save the proper antidote. this elixir will cause the victim to keel over and expire. this elixir will cause its victim to blindly attack the first person they see. Euphoria The rush from this elixir begins immediately upon consumption and will last for 1 hour. The effects of Confusion last for 1 minute. but it will not bring a dead one back to life. Enslavement The victim of Alchemical Enslavement will perform any command given to them by the first person who speaks to them or offers a non-verbal instruction after the drug has been administered. they will suffer 54 | P a g e . or is in mortal danger. if the recipient of a Euphoria elixir does not receive another dose of Euphoria. Cure Light Wounds Elixir Cure Wounds Elixir will heal the recipient of 2 points of Body damage. Enrage Lasting 10 minutes. It may be countered with Purify Blood or <type> Antidote. Unfortunately. Upon taking this drug. without hesitation. Death After one minute of having been ingested. If the victim of the Enrage knocks down the first person they see. The victim cannot use anything more than basic combat skills such as weapon skill and proficiencies. except that it lasts for only 10 minutes. Dominate This is the Alchemical version of the Charm spell. or <type> Antidote. the victim will experience a feeling of euphoria.Confusion This elixir causes disorientation and confusion deep within the target’s mind. It will not add Body Points beyond the target’s maximum Body. Enthrall A much more powerful version of the Love elixir. It will bring an unconscious creature out of unconsciousness. Enslavement Antidote This will remove the effects of an Enslavement elixir. The victim will not behave contrary to their moral code unless the love-object can provide adequate reason. This Alchemy acts like an enslavement in that only an enslavement antidote can cure it. It may be countered with Purify blood or <type> Antidote. and may not call out damage on swings. Critical slays and attacks which require a conscious decision to use may not be used while Enraged. the target may not use any skills or abilities. The target will wander in circles aimlessly and while they cannot attack. or dies and is resurrected in a new body. While under the effect of the elixir. The effect is permanent until the victim receives either an Enslavement Antidote. Purify Blood. they will continue on to the next person they see. friends and foes alike. No other cures will work save for Ritual Magic. nor may Magic items be activated. It may be countered with Awaken.
Laughter A potent poison which causes the target to laugh uncontrollably. or <type> Antidote. breaking a character of their addiction and allowing the damage sustained from the Euphoria to be healed. Instant Death A stronger version of the Death elixir. This cycle will continue with every passing day until either the victim receives their dose of Euphoria. the damage sustained by this elixir cannot be cured by any means. It may be countered with Purify Blood. 55 | P a g e . the victim will crave another elixir until they receive it and will be obsessed with procuring it. even though the victim will realize that s/he is hallucinating. If not cured within the first 10 minutes. this Alchemical concoction causes death immediately. or pursue any rational or even normal train of thought. It may be countered with Awaken. It may be countered with Purify Blood. It may be countered with Purify Blood. there is nothing that be can done about it until the effect wears off in 1 hour or until the appropriate antidote is administered. Awaken.1 Body Point of damage for every 12 hour period that passes. the elixir is considered to have been purged and will not take effect. Awaken. The victim of this elixir will forget everything that happened in the last 15 minutes. or <type> Antidote. Purify Blood. Throughout all of this. to continue taking the Euphoria perpetually or to die and be resurrected in a new and uncontaminated body. or <type> Antidote. Feeblemind This elixir will turn its victim into a mindless vegetable for 1 hour. They target may run at a normal speed. Liquid Light Allows a Cyalume light stick. It may be countered with Purify blood. Unfortunately. If a body disappears before the ten minutes to be resurrected. Their world will not be the same world which everyone around them is experiencing. As with a Forget II. During this time. One cannot speak coherently. Once they receive another elixir. the effects will become permanent if not cured within 10 minutes. The poison lasts 10 minutes and while under it's effect the target can not speak. Euphoria Antidote This will remove the effects of a Euphoria elixir. the individual will begin the cycle again. or they perish. Forget II Forget II causes its victim's memory to be erased of all that occurred within the last hour. they are given a dose of the antidote. or other Underworld approved light-source. the effects will become permanent. to be used in-game. as if a Killing Blow had been administered. the elixir is considered to have been purged and will not take effect. If a body disappears before the ten minutes to be resurrected. or use any skills. This light behaves in all respects like the spell Light with the exception that Dispel Magic will not extinguish it. It leaves no trace whatsoever in or on its victim. Hallucinoid This elixir causes wild and totally unrealistic hallucinations to flood the mind of its victim. A victim of this Alchemy has two choices. Forget I Like a Forget II but weaker. perform any skills. cast. Intoxicant This elixir has the same effect as if its victim was highly intoxicated for one hour. The elixir itself has no taste or smell.
". Example: "S/he wants to kill me. Each dose covers a total of 1 square inch of surface area. or <type> Antidote. It can be placed on floors. Oil of Slipperiness One dose of this elixir will cover one square foot.” Paranoia may be countered with Purify Blood. This may be cured by a <type> Antidote or Purify Blood. its victim is paralyzed. It lasts for 28 days. until the victim dies. Otherwise. Should the target receive the full effects of this elixir and not have taken any damage during its duration.Love The victim of this elixir will fall madly in love with the next member of the appropriate sex who comes into view. belt buckles. or the poison is nullified. or Oil of Slipperiness. "S/he wants to cast a Purify Blood spell on me. Paralysis The duration of this elixir is 10 minutes. door knobs. The victim will refuse to believe they are unnaturally affected. but I know it's really a Death spell. nor will they behave contrary to their moral code unless the love-object can provide adequate reason or is in mortal danger. Quick Silver This elixir will coat a weapon in a mercuric liquid that will cause the weapon to swing for silver on the next 3 strikes. use any skills. It may be countered by Purify Blood or <type>Antidote. and if not countered by Alchemical Solvent or Paste of Stickiness. 24 hours later. the same effect will occur. Slow Poison This elixir will remove half of its victim's current Body Points immediately. speak. it acts the same as a Sleep spell. While under it’s effects. It can be counteracted by an Alchemical Solvent. It may be countered with Purify Blood. etc. Once taken.". Silence This elixir will silence the target. Sleep The victim of this elixir is under effects equivalent to those of a Sleep spell for a total of 10 minutes. or until cured by either <type> Antidote or a Purify Blood potion. The person believes the world is out to get them. 56 | P a g e . walls. fingertips. weapons. or <type> Antidote. Unlike the spell. If placed on an object. the victim of this elixir will feel intensely paranoid. the target will be unable to speak or cast spells for 1 hour. cannot walk. Once placed. the target will begin to heal at the rate of 1 Body Point per minute. or move. Regeneration will also restore one of the target’s lost limbs. which lasts for 1 hour. etc. shaking the victim. the area will be impossible to stand up or move on without slipping. The target chooses which of their limbs is to be restored. it becomes impossible to pick up by any means. "S/he wants to usurp my authority. This elixir will last for 10 minutes. The feeling of paranoia can be based on any or multiple reasons. Regeneration This elixir will cause the target’s Body to regenerate lost health and can restore a lost limb. and so on. While under its effects the target must state “Visibly Regenerating” every minute that they heal a Body Point from the elixir. will not wake them. Paranoia Lasting a total of 1 hour. rounded up to the nearest whole number. Paste of Stickiness This elixir is effectively a powerful version of “Krazy Glue™ ”. screaming in their face loudly. and even long-time friends are looked upon with suspicion. During that time.
it was Slow Poison. There are three types of standard Vorpals. Weakness The Weakness Elixir will Sap the target's strength. Weapon Black This Alchemical compound will turn any metal. Elixir Production List Alchemy Contact Alchemical Solvent 15 Antidote (Contact) * Antidote (Gas) * Antidote (Ingested) * Acid 2 * Acid 4 * Acid 8 * Confusion * Cure Light Wounds Elixir * Death * Dominate * Enrage * Enslavement * Enslavement Antidote * Enthrall * Euphoria * Euphoria Antidote * Feeblemind * Forget I * Forget II * (* indicates recipe has yet to be discovered) (Numbers shown are production points cost to make) Ingested * 10 20 30 3 5 10 15 4 40 25 40 * 80 80 * 80 20 30 45 Gas Globe * * * * 10 15 25 25 * * * * * * * * * * * * Alchemy Hallucinoid Instant Death Intoxicant Laughter Liquid Light Love Oil of Slipperiness Paralysis Paranoia Paste of Stickiness Quick Silver Regeneration Sleep Silence Slow Poison Vorpal Coating 2 Vorpal Coating 4 Vorpal Coating 6 Weakness Weapon Black Contact * * * * 1 * 30 * * 30 20 * * * * 8 18 30 60 20 Ingested 10 60 2 20 * 25 * 25 10 * * 40 20 25 15 * * * 20 * Gas Globe 25 * 15 35 * * * 40 20 * * 25 35 * * * * * * (Chart 5. iron. which means that he takes 9 points of damage immediately. Unfortunately. This allows for the use of black taping on any metal weapon it is applied to.1) 57 | P a g e . as Bactau is still running to town to find a healer. Bactau currently has 18 of a total of 20 Body Points when fully healed. causing a strength loss of -8 and lowering the target's weapon swings by -4 to a minimum of 0. or silver weapon. a victim of the Slow Poison elixir. Bactau finally keels over. This extra damage is not Magical. the Alchemical will have worn off and the weapon will return to this original colour. It can be cured with <type> antidote or a Purify Blood. 24 hours later. black for the duration of 1 year. After the duration has expired. Damage lost from a Slow Poison cannot be healed by any means until the poison has been removed using Purify Blood or <type> Antidote. and a highly effective +6 damage version. +4 damage. it simply increases the potency of a weapon's damage. +2 damage. Vorpal Coating This will allow a weapon to do more damage than normal for the next successful strike.Example: Bactau drinks from a random bottle in an Alchemical laboratory. This effect will last 1 hour and cannot be stacked. he takes 5 points of damage from his current 9. Alas.
Given the right exotic material. it will be issued a new Armour Point Tag. and disarm traps. and materials needed are found on each recipe.2. but can only be done at Logistics *Armoursmith. In creating a trigger. only Refit. The cost to produce the amour in Production Points is equal to the final value in Armour Points of the suit. In the case of a Breach. see Chart 5. as well as which type of traps. To make a trap. chance of success. are different and must be found in-game. Traps and triggers can only be created at Logistics and represent the toils of the character between events to produce this type of production. one Trap Production Point will be spent per Trap-Smith level required to make the trigger. whichever is applicable. The smith may reforge any shield or piece of armour into half of its value (rounded down) in Raw Material (RM). For further details on Breaching and Breached armour see “How Breached Armour Works” in the Armour chapter. Trap-Smith This skill allows a character to create. Reforging may be done as many times as needed. Amour is created at a cost of 1 Production Point per point of amour (not including any monetary costs). To arm or disarm a trap. *Armoursmith. the trap will fail. *Armoursmith. pieces of Master Crafted armour will never need to be Repaired. If they are further. Reforging At 10 levels of Amoursmithing. up to the initial maximum of the armour itself. you must have two things: the trigger. Exotic Crafting At 20 levels of the Armoursmith skill. Refitting can be done at any time and can restore the current tag value for the armour being Refit. In essence. see the skill Armoursmith in the Skill section for more details. So long as they have purchased the prerequisite skill level. A trigger and trap can be no more than 5 feet from each other. 20 for iron bound shields. time and the proper recipe. the Armoursmith can make armour that possesses special and unique properties. the Trap-Smith may use any method they wish to attempt disarming a trap. Repair Breached armour between game play and also to Refit armour during game play. Each recipe. Once armour has been Repaired. or is specified by the individual trap description below. is determined by how well they know the craft. one Trap Production Point for every level of Trap-Smith skill is required to make the trap type. and 30 for metal shields. The character's ability to create powerful traps. Master Crafting Master Crafting armour costs 500% in Production Points of the original cost of the armour and can only be attempted by someone with 10 levels of the Armoursmith skill or higher. Required cost. Both are detailed below. In creating the trap. 58 | P a g e . and the required exotic material.SMITHING Armoursmith Grants a character the ability to Create new pieces & suits of amour and shields. and the trap. an Armoursmith has learned the process of reforging new and old amour back into its raw state. set. Master Crafting a piece of armour will make that piece immune to the effects of a Breach. The Armoursmith skill also allows one to Repair Breached armour for 1 Production Point per 2 points of Armour Points missing. or multiple traps. Shields are created at a cost of 10 Production Points for wooden shields. the Trap-Smith must have the appropriate level of Trap-Smithing. all non Master Crafted armour will Breach first. the Smith has obtained a legendary knowledge of his/her craft.
Lacerate Trap Needle Trap Explosive Trap Buzzer / Switch Trap Net Trap Pressure Plate Trap Gas Trap Fire Trap Acid Trap Dismember Trap Massive Mechanical Trap Threshold Trap Massive Net Trap (Chart 5. or other areas of space that set off the trap when moved or depressed.C. the trigger for the threshold trigger can be a cascade of light. or person. lacerate or dismember traps) as detailed in each trap-type below. The electronic trigger can be a pull-pin. Their key element is that they are electronic. as well as the trigger. so Level Disarm long as it is not considered a pressure plate. Breaching the threshold causes the trap to go off. The appropriate-sized container or phys-rep for the effect to be triggered must be present (a box to represent the noisemaking device. 1 buzzer/switch trigger must have an indicator that the Trigger Trap Alarm Trap trap has been triggered built within it. Trap Types Acid Acid Traps can do from 4 to 40 points of damage. such as rat traps. a switch or any Trapsmith Arm / Create other electronic configuration that can be triggered. Only small mousetraps may be used. They also require an out-of-game note to be left for a Marshal or P. is destroyed upon detonation. The trigger must physically move and activate an indication that the trap has gone off. Each Trap-Smith Production Point spent in the creation of an Acid Trap grants the Trap 2 more points of damage. The note is to inform the next person who walks through the area what effect happens. Acid Trap damage goes straight to Body and cannot be resisted or stopped by anything short of Ritual Magic or Racial Abilities. A Mousetrap Mouse Trap Trigger. Their in-game phys rep must be a small-sized puzzle to be disarmed. Acid traps are Area of Effect and damage everyone within 5 feet of the centre of the container. Pitching a rock or weapon through a threshold trigger will not trigger the trap. Due to the nature of mouse traps. explosion or gas. Acid Trap containers are represented by a container at least 5 cubic inches in size. The Acid trap. be it an Leg Trap 2 indicator noise or light Weapon Trap Pressure Plate Pressure plate triggers are sections of wall. Larger traps. or a gentle but steady breeze. Any object of large size. to find. 59 | P a g e . The container size must be increased by 1" x 1" x 1" per point of damage that the Acid Trap does. and 10 Threshold Trap triggered when it snaps shut. A mouse trap trigger is considered 'set' when armed. are not permitted in the game. 3 4 5 6 7 8 Pressure Trap Buzzer Trap Switch Trap Mouse Trap / Trigger 9 A mouse trap trigger is exactly what it implies. The noise from a mousetrap snapping shut is the indicator that the trap has been sprung.Trap Triggers Buzzer / Switch A buzzer or switch trigger can be of a variety of types. chemicals for the fire. it may be also be considered disarmed if it is brought to a triggered/disarmed state by force of someone with enough Traps skill to do so.2) Threshold Threshold triggers must be set upon a doorway or other portal. be it a noise or light. In-game. All style of traps may be used with this trigger type except Massive Mechanical. floor. or a weapon mounted on a device for the weapon.
The container for a dismember trap is a 5" cubic box or other container. Each Trap Production Point used in the creation of an explosive trap grants the trap 4 more points of damage. 60 | P a g e . this trap will release a weapon. Gas When a Gas trap is detonated everyone within a 5 foot radius from the centre of the trap's container takes the effect of the Alchemical Gas Globe poison that the trap is armed with. Explosive traps are Area of Effect and damage everyone within 5 feet from the center of the container. Fire Trap containers are represented by a container of at least 5" x 5” x 5”. it must be attached to the container. With the container. should a target drop below zero Body from a Fire Trap. The chamber and the container must be connected but distinctly different. A Gas Trap cannot be resisted by anything short of Ritual Magic or Racial Abilities. A dismember trap costs 12 Trap Production Points to make. and the Trap-Smith's weapon of choice. They cause large amounts of physical damage to any creature in their radius. In either case. Fire traps are Area of Effect and damage everyone within 5 feet from the centre of the container. nor Area of Effect. plus must have a chamber to represent the gas which is at least 3" x 3". The container for this trap must be 5 cubic feet in area (minimum). The weapon must be represented. An alarm trap costs 2 Trap Production Points to create and can be reused. Gas traps and triggers are not destroyed upon detonation. Like all pure Elemental damage. The noise-making portion of the trap can be incorporated in that volume. A Fire Trap cannot be resisted by anything short of Ritual Magic or Racial Abilities. Explosive traps cannot be resisted by anything short of Ritual Magic or Racial Abilities. The cost of this gas is not represented in the cost of the trap. The container size must be increased by 1" x 1" x 1" per point of damage that the Fire Trap does. The cost of the weapon is not included in the cost of the trap. Please note that not all alarms are traps. To do so requires that the Alchemy inside be replaced (which is consumed upon detonation). Fire Fire traps can do from 4 to 40 points of Elemental Fire damage. Example: Shmendrick disarms a paralyze gas trap.Alarm When alarm traps are triggered they create a noise. A dismember trap is a Single-Target Surprise Attack. Gas Traps costs 5 Trap Production Points to make. Explosive traps can do from 4 to 60 points of damage. Each Traps skill used in the creation of a fire trap grants the trap 3 more points of damage. the chamber may be reused but the gas inside cannot be salvaged for other Alchemy use. An alarm trap is neither a Single-Target Surprise-based Attack. The container size must be increased by 1" x 1" x 1" per point of damage that the explosive trap does. Dismember traps are destroyed upon use. they will forego their “Bleed” count and directly enter their “Death” count. Alarm trap containers must be at least 5 cubic inches. and will effect the target closest to the container if they are within it’s 5-foot radius. must be at least 3 Alchemical gas globes. Fire traps and triggers are destroyed upon detonation. When triggered. Explosive Explosive traps are the standard. Explosive traps and triggers are destroyed upon detonation. bread-and-butter of traps. or may be additional. Dismember A dismember trap is a specialized weapon-trap. If a Gas trap is disarmed. but can not be so loud as to be damaging to the ears when standing beside the trap when it goes off. as no damage or effect is caused to the person triggering it. Explosive trap containers are represented by a container/box of at least 5"cubic. both with an appropriate weapon phys-rep and an appropriate weapon tag. Gas traps can be reset. He can reuse the container for his own paralyze gas trap but he cannot salvage the original 3 Gas Globes that were in it. severing the limb of a target as per the Dismember skill. although the weapon and trigger are not. A simple bell behind a closed door doesn’t constitute an alarm trap and production and skills are not needed to create. set or disarm it. This noise can be of any volume. This Area of Effect trap is measured from the centre of the container.
use weapons. his/her closest leg to the container will be the one affected. a +4 Strength Bonus. If the trap is disarmed. on any object they are holding or body part. If the trap goes off. this trap has no set radius for its destruction. The victim may be cut free with a 1-minute count if they have natural weaponry. This is a Single-Target trap and will effect the closest target to the container within its 5-foot radius. The trap will affect the first target that is closest to the container. the victim takes the trap damage to their amour as if Breached for equal amount. woven rope. but not salvaged for any other Alchemical purpose. or other colossal objects striking the victim. Also those with exceptional strength may break free with a 3-count. 61 | P a g e . When triggered. although the trigger is not. and takes an equal amount of Body damage. one of the victim’s legs will become pinned to the ground. The container is a 5"cubic object with a Thrown Weapon attached to it and 3 Ingested Alchemical Poisons. When it is triggered. the Net trap is destroyed (as the act of freeing the victim ruins the trap) but the trigger remains. They may speak. within its 5-foot radius. and the character takes 4 Body damage by ripping free. or cast spells until they are freed. If the trap detonates. the victim takes 1 Body Point of damage and the Alchemical effect of the elixir used with the trap. The container for this trap is a 3” cubic box and netting. When it is triggered. the victim is caught in a physical web of netting. or large (safe. This is a Single-Target trap and costs 8 Trap Production Points to make. The trap will effect the first target closest to the container. A pinned character cannot move that limb until they are freed. If the trap is disarmed. If this phys-rep strikes a person in any way. This requires the skill “Self-Mutilate”. While trapped. or activate Magical items that are touching their body. Also those with exceptional strength may break free on a 3-count. Needle traps may be reset if disarmed. the act of setting off the trigger indicates the person was caught in the trap. Net Trap This trap represents a net that either falls from above or pulls up from below the victim. Setting off the trap indicates they are caught. Needle traps and triggers are not destroyed upon detonation. The Trap Production Point costs for a Massive Mechanical trap are given on a case-by-case basis. When struck. the leg trap is destroyed (as the act of freeing the victim ruins the trap) but the trigger remains. Needle Traps cost 5 Trap Production Points to make. or similar object. Once the target has been determined. huge weaponry. The trap must be set up in such a way as to actually cause a landslide. they take the full effect of the trap. A Lacerate trap must be armed with four Thrown Weapons which must have appropriate phys-reps and tags provided. Lacerate traps and darts are considered destroyed upon use. the victim may not move. The victim may be cut free (or cut themselves free) with a 1 minute count. The container for this trap is a 3” cubic box and a length of rope or similar trapping device. and the character takes ‘2 Body Damage’. As with Gas traps. foam) object to begin motion. This is a Single-Target trap and will affect the closest target to the container within it’s 5-foot radius. When this trap is sprung the victim takes one Body and is rendered speechless until the damage is healed.Lacerate This trap is represented by a 5" cubic square container (minimum) connected to four darts (Thrown Weapons). Massive Mechanical Massive mechanical traps are generally large pieces of stone. Unlike other Area of Effect traps. Leg traps cost 6 production points to make. Net traps cost 12 production points to produce. They do not actually have to have their foot in the phys-rep when the trap goes off. Massive mechanical traps are Area of Effect and are destroyed upon detonation although the trigger is not. based on the size and physical representation of the actual trap. The poison is destroyed when the trap is detonated. Please note. both the leg trap and the trigger remain. Leg Trap This trap represents a leg snare or bear trap. Needle Needle traps use a dart to inject Alchemical substances into the victim. They do not actually have to be in the phys-rep when the trap goes off. the Alchemical trap can be reused. a +2 Strength Bonus (or equivalent). both the Net trap and the trigger remain. within it’s 5-foot radius. This requires the skill “Self-Mutilate”.
The first three attempts that get through spell defenses will be resisted. A weapon's striking surface must be entirely made of iron to be able to call for iron damage. Once these resists are used up.3. Weaponsmith Weapon Smith is the sister-skill to Amour Smith. the victim who set off the Weapon trap is struck for 4 times the base damage of the Weapon in physical damage. or other container. Master-Crafting a weapon allows the weapon to resist a total of three attempts to shatter or destroy it by any means. The container for a Weapon trap is a 5" cubic box.Weapon When triggered. and will affect the closest target to the container within the 5-foot radius. The cost of the weapon is not included in the cost of the trap. not both. Each time it is purchased it grants 4 production points which can be used to build Weapon Production weaponry. Simple Weapons Medium Weapons Large Weapons Exotic Weapons Arrow or Bolt Silver or Iron Crafting Master Crafting *Weaponsmith. Weapon traps and triggers can be reset and are not destroyed upon detonation. The weapon must be represented. the weapon is considered to be a Normal weapon of whatever type it was built to be. If you have enough production points. This list is found in Chart 5. 62 | P a g e . and the Trap-Smith's weapon of choice. This extra Production must be paid for like regular Production. A Weapon trap is Single-Target. both with an appropriate weapon phys-rep and an appropriate weapon tag. A Weapon trap costs 6 Trap Production Points to create. Different weapons require different amounts of production Cost points to build. allowing the character to produce weapons. 4 24 40 48 1 * ** (Chart 5. you may Master-Craft an iron weapon. A weapon may be either iron or silver. Iron and Silvering Weapons of pure iron require 150% in Production Points to make. Master-Crafting Master-Crafting a weapon costs 500% in production points of the original cost and can only be attempted by someone with at least 10 levels of the Weaponsmith skill.3) **Weaponsmith. Crafting weapons of pure silver costs an additional 300% in Raw Material (RM) but does not cost extra Production. or with enough money you may Master-Craft a silver weapon.
The cost in PP to produce the scroll in question can be found in Chart 5. nor exceed Battle-Magic spells beyond level 9.MAGICAL SCROLLS Create Scroll (Production Skill) This skill allows a character with some basics in Magic to create Magical Scrolls based on the spells they possess. The only pre-requisite for this skill is Read Magic Scroll Level 1 2 3 4 5 6 7 8 9 Production Cost 4 4 8 8 16 16 32 32 64 (Chart 5. Like all of the production skills.4. To make a Magical Scroll. Please note: the Create Scroll Production skill is in no way linked to the Ritual Magic Rules. it may be purchased many times over. with each successive time granting another 4 points of production. a character needs to be able to cast that specific spell from memory or via another scroll.4) 63 | P a g e . and cannot be used to create Ritual Magic of any kind. These cumulative Production Points (PP) may be spent in the creation of scrolls once per event at Logistics.
Chapter 6 COMBAT & WEAPONS 64 | P a g e .
neck. Valid Striking Targets Everywhere on the body is a valid striking point except the following areas: the head. untangle themselves from your weapons. In such cases. The Swing When swinging your weapon at an opponent the pull-back should be between 45 and 90 degrees. and in the case of women. do happen accidentally. Please remember that a successful physical hit is determined by the defender but can be overruled by a Marshal.). and hands. The “boffer hands” are considered to be part of the character. Your strikes must hit different areas in order to be considered valid damaging strikes. This is meant to slow combat. Magic. if you are swinging your Normal Long Sword. call out "2 Normal". Please do not make such strikes a habit as it will not make you any friends. combat will be as realistic and safe as possible. Silver. If the character chooses to use hand to hand. and as such are not considered weapons for the purposes of spells or skills. The "Normal" may be changed depending on the type of weapon you are wielding (E. and to limit the amount of machine-gunning (swinging faster than damage can be called). Hand to Hand Every character in Underworld has the ability to use any weapon in the Simple Weapons group that swings for a base damage of 1. If the combat rules are followed properly. Packet-delivered attacks striking these areas do in fact count. etc. This also keeps the occurrence of wild swings down to a minimum. Doing so will allow the attacking player to call out the weapons damage in Body Points. As intimidating as it may be to flail around swinging your weapon like you are some kind of blender. groin. not any part of your body. and call a Lay-on to continue fighting normally. 65 | P a g e . For example. This ensures safe strikes that are still hard enough to feel. When swinging certain special attacks you would say the damage after you are sure you have struck your opponent (see skill descriptions). as fast as they can say it. Whereas. the defender may call a hold. Note: Understanding that strikes to the head.Combat Rules This section deals specifically with the technical aspect of melee combat in Underworld. or depending on certain Magical spells that can be cast on you. they may use one-6 inch boffer (pipe-less) phys-rep. but possible. No boffer strike can hit the same location of the body twice in a row. Those who repeatedly abuse these rules will be asked to leave the game. Every character in Underworld begins with the Simple Weapon group and any character may use any simple weapon. grabbing an opponent’s weapon with your hands or any other body part is not encouraged. hands. chest (despite it being a valid strike location). Please contact a Marshal regarding any person who is habitually striking these areas. repeatedly. the look of shock and fear on your opponents face is probably an out-of-game reaction. If they have purchased ambidexterity they may use a second boffer of the same size in their off-hand. Holding and Trapping an Opponent’s Weapon Trapping an opponent’s weapon is a valid attack so long as your weapon or shield is the trapping mechanism used. This includes back-attacks or any other forms of attack. groin. Every time you swing a weapon in combat you must call the weapon damage. The defender should always call “hit” after a special attack. neck. This damage may increase by purchasing weapon specializations as with any other weapon skill.g. It is not acceptable to use this as an offensive attack by tangling your weapon in the arms or legs of an opponent for the purpose of calling out Body damage. but we would ask that you do not aim for them (habitually or otherwise).
) 66 | P a g e . The purpose of the Red Armband is to add an additional level of realism to the game. It is important to remember that Red Armbanding is part of the game to make things more fun by increasing the contact. holds or bear hugs Don'ts Extended bouts of wrestling (longer than 20 seconds) Punches. kicks. To become Red Armband active. (Also Note: Players may be required to sign an additional waiver to become Red Armband active. Players may. not to give you an edge in combat. and throws Any contact in an unknown or poorly lit environment. New players to Underworld CANNOT become Red Armband active until they have undergone said training session AND played at least one game. leg sweeps. or limb lock meant to cause pain. That player may not become Red Armband active again until they have spoken. Any Plot. One of our most defining differences is our Red Armband rule. hold. with and proved themselves again. that does more damage than a shield's threshold. If you cannot see their armband then you MUST assume they are NOT Red Armband active. iron bound shields have a threshold of 20. not to hurt people. strip any player of their Red Armband if they feel they are abusing or not properly following the rules. Please follow this rule responsibility and always err on the side of safety. call a hold and remove their Red Armband for any reason. The Red Armband Rule is a privilege. not a right. Special Combat Note Without a Marshal present. scratching etc… Anything targeting the head or groin Heavy hitting and hard tackles Take downs. and solid metal shields have a threshold of 30. to a member of Management. Red Armband Rule Underworld LARP has differentiated itself from other games in many ways. you may only use a "boffer" weapon to engage in melee or ranged combat. gouges. Wooden shields have a threshold of 10. Additional combat contact is defined as follows: Do's Shoves and pushing Pick ups Short bouts of light wrestling and tackles Grabbing. causes the shield to shatter. biting.Shield Thresholds There is a limit to how much punishment a shield can take. and it is always a defender's call whether a weapon strike hit. During an Underworld event. Any single attack. It is important to note that you must assume all players are NOT Red Armband active unless you can CLEARY see that they are wearing theirs. Simply put. Rules or Safety Marshal may. This rule holds true even if you know the player was Red Armband active earlier. a player MUST undergo a short training session with a Rules Marshal prior to Red Armband combat. of any type. Any pin. wearing a red arm band means that you are agreeing to the possibly of giving and receiving an additional level of combat contact. even in the middle of combat. at any time. it is always the caster’s call whether a packet attack successfully hit. at any time.
Advanced Magic Armour. Reflect Magic. Magic Armour. Parry. These attacks go straight to Body. or otherwise avoided. Power Word (appropriate Racial Ability. Attack Types are divided into 8 distinct <types> which are (and can be defended by): 1. Advanced Shield Magic. < number & damage type >: 5 Normal. Magic (appropriate Racial Ability. Engulf (appropriate Racial Ability. <effect>: Drain Life) Example 4: “Surprise 20 Silver Sap” (<attack type>: surprise. rocks. 4. or Dodge) Attacks coming from the Positive Plane. Advanced Magic Armour. Body (appropriate Racial Ability. Magic Armour. <effect>: Sap) 67 | P a g e . Massive (appropriate Racial Ability) Represents an attack of overwhelming proportion. Any damage incurred from a Massive attack affects both armour and Body simultaneously. which affects only one target (identified in someway before the attack takes place). 8. Shield Magic. DAMAGE CALLS & DEFENSE CALLS Damage Calls are constructed as follows: <attack type>. 3. 7. <number & damage type>: 20 Silver. Arcane (appropriate Racial Ability) Arcane attacks are of a Divine / ultra powerful order which bypass all defenses except Racial Abilities 2. anticipated. <effect>: Web) Example 3: “Power Word 5 Elemental Drain Life “ (<attack type>: Power word. or Resist Toxin if appropriate) Attacks for which there is no warning and defenses which require a choice or premeditation cannot be used. <number & damage type>5 Elemental. which affects everyone who hears the damage call. <number & damage type>. Advanced Shield Magic. 4.DAMAGE & ATTACK TYPES Damage is divided into 5 distinct <types> which are (and can be defended by): 1. 6. Reflect Magic. Magic Armour. in that it cannot be dodged. Elemental (appropriate Racial Ability. or Dodge) Attacks which bypass armour. Advanced Shield Magic. Shield Magic. Shield Magic. If this attack affects a character. or Dodge) Attacks coming from weapons. or Dodge) Magical attacks stem from spells or abilities woven from the fabric of Magic. Magic Armour. or Dodge) Attacks coming from the Negative Plane. Reflect Magic. Shield Magic. Dark (appropriate Racial Ability. claws and other physical sources. Advanced Magic Armour. or Reflect Magic) There are 2 types of Power Words: “Power Word”. or Dodge) Magical effects channeled through a weapon. 2. they must follow the creature around out-of-game until freed. Shield Magic. Dodge) Attacks representing a creature / being with the ability to swallow or consume the target in a single attack. Advanced Shield Magic. <number & damage type>: none. <effect> Example 1: “5 Normal” (<attack type>: none. Poison/Disease (appropriate Racial Ability. or Dodge) Elemental Attacks are attacks whose power comes from one of the Elemental Planes. 5. Surprise (appropriate Racial Ability. Normal/Silver/Enchanted (appropriate Racial Ability. Parry. These attacks go straight to Body. and “Power Word Area-effect”. Any character that is reduced to zero Body Points or lower. Reflect Magic. Advanced Shield Magic. 5. The attack is usually large in its area of effect and is also extremely potent. Resist Toxin or Dodge) Non-magical attacks which are Alchemical or infect the body. Elemental Shield. through Elemental damage. Shield Magic. automatically skips their “Bleed Count” and enters directly into their “Death Count” 3. <effect>: none) Example 2: “Spell Strike Web“ (<attack type>: Spell strike. Spell-Strike (appropriate Racial Ability. Light (appropriate Racial Ability.
c) There is no effect in this damage call. the attack would be defended against. If not.underworldlarp. If the character had an Elemental Threshold of 5 or higher.A character’s ability to defend against an attack is dependant on their resistance to each “cluster” in the damage call. the attack would be defended against. d) The character is affected by the attack. If not. c) If the character has a defense against Sap effects. the attack would be ignored. b) There is no < Number & damage type >. For more details on how to construct an Underworld Safe weapon. If the character has a defense against Elemental Attacks. the attack would be defended against.ca 68 | P a g e . If not. If the character has a defense to Physical Attacks. the attack would be defended against. the attack would be defended against. the attack would be defended against. d) The character is affected by the attack. If the character had a Normal Threshold of 5 or higher. In Example 3: a) If the character has a defense against Power-Words. the attack would be defended against. In Example 4: a) If the character has a defense against surprise attacks. All other steps in defending against the attack are ignored. so we move on to: c) If the character has a defense against Web effects. d) The character is affected by the attack. If not. please start by visiting our website at www. the attack would be defended against. If the character has a defense against silver attacks. the attack would be defended against. b) <Number & damage type>. The only exception to this rule is attacks with the arcane <damage type>. With such attacks. d) Otherwise the character is affected by the attack. If not. If not. b) <Number & damage type>. a) Can the character defend against the <attack type>? Yes: attack is ignored b) No: can the character defend against the <damage type> (and <damage #> for threshold purposes)>? Yes: attack is ignored c) No: can the character defend against the <effect>? Yes: attack is ignored d) No: attack affects character In Example 1: a) There is no <attack type> so we move on to: b) <Number & damage type >. in order of its usage. the character must be able to defend against arcane attacks in order to defend against it. c) If the character has a defense against Drain Life effects. the attack would be ignored. the attack would be ignored. Weapon Construction Weapons for Underworld should be constructed to the size standards put forth in the following chart. If the character had a Silver Threshold of 20 or higher. In Example 2: a) If the character has a defense against Spell-Strikes.
Cloth Tape. please use Duct Tape as it’s the easiest to work with and won’t cost very much.1) Weapon Colourings for Weapons (Boffers) The colours listed below are what the boffer weapon will represent to players. ½" is preferred Every shield will be evaluated for safety on a case by case basis. Inch Open Cell Foam 24/30 10/14 30/50 16/22 24/30 12/18 24/30 -/24/36 3/5 16/22 22/28 Large Weapons 44/58 56/72 16/20 60/72 18/24 40/48 3/5 2040cu. If this is your first time constructing weapons. and a max size circular shield will be 3' 6. All edges must be covered in at least ¼" foam piping. / Max.Weapon Dagger / Knife 2 Handed Staff Club Thrown Weapon / First Long Sword / Scimitar Mace / Hammer 1 Handed Spear Short Sword 1 Handed Axe Javelin Arrow Claw 2 Handed Great Sword 2 Handed Polearm 2 Handed Axe Bolt (2 Handed Crossbow) 2 Handed Club/ Mace Stiletto 2 Handed Spear/ Trident 2 Handed Maul 1 or 2 Hand Bastard Sword Overall Length (Min. Sword Sock. 69 | P a g e . pending a weapon safety Marshal's approval): Duct Tape.) Recommended Pipe Diameter Weapon Damage ½ “ CPVC 1 ¼ ” CPVC ¾ “ CPVC ¾” CPVC ¾” CPVC 1 ¼” CPVC ¾” CPVC ¾” CPVC ¾” CPVC 1” CPVC 1”CPVC 1” CPVC 1”CPVC 1 ¼” CPVC 1 ½” CPVC 1” CPVC 1 1 1 1 2 2 2 2 2 2 2 Body 2 4 4 4 4 Body 4 1 Body 2 Body 5 2(1H) / 3(2H) (Chart 6.) Simple Weapons 6/9 12/16 -/54/72 1200cu. Inch Open Cell Foam 40/48 Exotic Weapons -/6 6/10 12/16 60/72 4080cu Inch Open Cell Foam 60/28/44 50/56 Blade / Head (Min. Inch Open Cell Foam 24/30 6/8 8/12 Medium Weapons 22/32 30/40 1200cu. Please note that these colours can be from the following (but not solely restricted to. Latex Paint. / Max. A max size rectangle shield will be 4' x 2' 6".5" across. A buckler may not be larger than 15" in diameter. All shields must have a thin layer of padding covering the front or striking surface. Although. BLACK = Weapon Black (Alchemical) SILVER / GREY = Normal BLUE = Psionic RED = Natural Weaponry and Hand to Hand WHITE or a white stripe to any of the above = Magic version of the above Shield construction All shields must abide by the following restrictions: A shield may not have any one dimension longer than 4'. A shield may not have more than 10 square feet of surface area on one side.
Chapter 7 ARMOUR 70 | P a g e .
It is important to note that the out-of-game armour card on the back of your character card is different from any in-game armour tags you might find while in-game.Armour and Costume As mentioned earlier.. instead we request you find one at your earliest convenience. and the 48 point Chain armour becomes Breached again.) they will need in-game to claim those points and how many points each of those locations are worth. However. and second. Your appearance and style not only affect how others view your character. see the skill description for Armoursmithing) up to the new amount.The player must submit their armour tag to an Armour Marshal they next time they see one so s/he may make the changes to the armour tag. At an Underworld event. Perhaps the most influential factor in this evolution of a character's style and costume is the concept of Armour Points. plate etc. 71 | P a g e . 2 points less due to Breaching. This does not require the player to immediately go out-of-game to track a Marshal down. Breached armour can only be Repaired by an Armoursmith (OOG – with Production Points. Armour must be "real" in order to be worth any Armour Points. In the event that just armour tags are being exchanged. but they also affect how you yourself come to understand and relate to your character's nuances. Trading Armour It is possible for one player to trade armour with another. they may not claim more points than the armour they are wearing the phys-reps for and/or their Armour Card and tags allow for. they receive confirmation (and sometimes advice) as to how many Armour Points (AP) their costume is worth. at Logistics). This card informs the player of what areas of coverage their phys-reps allow them to claim Armour Points for. You will be given 1 hour to complete both of these requirements. what type of armour tags (chain. the player may choose to not wear all of their armour if they like. they must have a Marshal move the appropriate number of points from one player's armour tag(s) to the receiving player’s armour tag(s). Example: Gunther Ironfist has an armour tag with Chain worth 50 Armour Points. the armour will need to be Repaired to some extent. In that case. he passes an Armour Marshal and quickly asks him out-of-game to update his tag. Gunther now calculates his armour at 48 AP after the Refit. on the back of which is an out-of-game Armour Card outlining which coverage points you have armour for and it’s maximum worth in Armour Points. Here.. after which time the receiving player may not declare the points until the changes have been made by a Marshal. Armour Card and Armour Tags The Armour Card is located on the back of your character card and is strictly an out-of-game document. As he travels. It should not take more than 1 hour to have your card/tag adjusted. During the event. It can be Refit (for details on Refitting armour. Armour Tags are in-game pieces of armour. You will also receive a character card. You may even become aware of the evolution which occurs in your costuming as the character evolves. costuming can contribute a great deal to a character's identity. every character has their costume evaluated at Logistics (when checking in). If he enters in battle again. it will be worth 46 Armour Points and can be Refit only to this amount. They will then be expected to have an Armour Marshal adjust both the giving and receiving players armour cards and tags. the receiving player can instantly claim as many Armour Points as the rep is worth so long as they have the newly fitted in-game armour tags. Breached Armour Breached Armour will loose 2 AP off its total armour tag value . They are the treasure you may find while adventuring or the gear you might start out with. his armour becomes Breached. and so on and so forth until the armour is worth 0 Armour Points and cannot be Refit. In the case that one player gives an armour rep to another player. After many battles. the players must first find an in-game (IG) Armoursmith to properly size the armour. It is not permissible to have pretend armour.
To represent this. then from normal Armour Points. If armour is being Magically worn. that player will stop subtracting damage from their armour and now start subtracting from their Body Points. then from Magically granted Body. once a players armour is Breached. It is generally frowned upon to continue wearing reps for armour that have been Breached to the point of providing no Armour Points. Once a Breach occurs. call 'BREACH'. the armour is considered “Breached”. Breached armour is very visible since Armoursmith PP are required to Repair a Breach. As a rule. If armour is being physically worn. If you enter battle with no Armour Points. they subtract that damage number from their current Armour Point value. and quality of reps. Keep in mind that if there is that damage remaining from the swing that Breached your armour. Coverage Locations 1 4 7 10 13 16 19 22 25 28 Upper Skull Throat Right Rib Cage Left Abdomen Left Bi / Triceps / Shoulder Right Hand Left Thigh Right Ankle / Foot Upper Back Gluteus 2 5 8 11 14 17 20 23 26 Eyes Right Pectoral Left Rib Cage Groin Right Forearm Left Hand Right Knee / Calf Left Ankle / Foot Mid Back 3 6 9 12 15 18 21 24 27 Lower Face / Jaw Left Pectoral Right Abdomen Right Bi / Triceps / Shoulder Left Forearm Right Thigh Left Knee / Calf Back of Neck Lower Back (Chart 7. then finally from Body. you would lose the remaining 4 points. that player must immediately declare in a loud voice “BREACH!” to inform their attackers and others around them that their armour is now destroyed. the armour is literally falling off you in broken pieces. Armour Points & Guidelines There are three basic criteria on which Armour Points will be awarded.1) 72 | P a g e . always lose points first from any Magically granted Armour Points. coverage.) As a player receives damage. type.How Breached Armour Works Almost all damage sources will damage a player’s armour before it will damage their Body. that damage will damage your Body Points after the Breach (If you had 4 Armour Points left and were hit for 7. the armour flashes quickly and brightly before expiring (vanishing from existence). and then take the remaining 3 to Body). you are expected to call ‘BREACH’ the first time you are hit. Once that Armour Point value reaches zero.
1pt/location: Leather of at least 5oz thickness or more will be graded as full value. they will be assessed on a case by case basis. Each piece of armour will be designated as one of the following types: Leather . Studded leather/ Boiled Non-flexible Leather . Most types of wooden armour will also fall into this category.2pts/location: Any type of leather of 5oz or greater thickness with studs. and treated as 1 of the 4 types) each of these types is worth a different number of Armour Points. will be graded as full value.2) Armour Types There are four basic types of armour (although many other types are acceptable. grommets or rings attached to it (generally studs will need to be no more than 2" apart) or any leather that is boiled to the point of rigidity.(Chart 7. 73 | P a g e .
3 pts/location: Links of metal chain woven together.Chain mail . then you can claim the two types of armour for the same location. Example: Aluminum scale mail will only incur a ½ point penalty NOT a full point penalty. no less thick than 18 gauge wire. you may only claim the highest value armour for each location. street signs) -any armour constructed out of scaled pieces (scale mail) -any armour that shows very poor craftsmanship -any armour which is of obvious modern clothing (such as leather trenchcoats. The following list will help you know what sort of things will cause your armour to be graded as less than full value: -any armour which does meet the minimum standards of a category (leather <5oz. zinc. regardless of the number of standards that a rep does not meet. unless you have the Heavy Armour skill. There are no class restrictions for amounts of armour worn. If you have the Heavy Armour skill. no less than 18 gauge in thickness and splint/banded mail will be graded as full value. The Marshal will judge each of your armour reps as either full value for their type. coverage. Plate mail . with inner ring diameter of ¼“. your costume will be evaluated by a Marshal to determine the type. Two layers of the same type (chain. or will apply a ½ point penalty / location of coverage to them. plate. Armour Stacking If you are wearing more than one piece of armour in any one location. hockey padding etc.4 pts/location: Sheets of metal which are formed or not.. Unsafe armour will NOT be approved or allowed in-game. 74 | P a g e . the evaluating Marshal will give you advice on how it can be improved in order to be determined as safe. Quality of reps When you log in at an event. roofing tin. and quality of armour that your reps provide.. plate <18ga) -any armour made from aluminium -any armour made from ANY light weight alloy (such as stainless steel. leather. It is possible that your armour is so inferior that it receives a zero armour value.) *the ½ point penalty will only be applied once per location. studded leather) will not stack with each other. If your rep is determined to be unsafe. 16 gauge wire with inner ring diameter of 3/8” or any gauge /diameter with an aspect ratio of 6 or less will be graded as full value. Armour must be determined to be safe before it will be evaluated for Armour Points or can be worn at Underworld.
Chapter 8 MAGIC 75 | P a g e .
the spells effect is used up. Having one of these items does not necessarily guarantee that it will be useful. and descriptions on them.Spell Durations Combat The spell will last the duration of 1 combat. Instant The spell goes off immediately. some of the side effects of which can be deadly. It is not possible to remember these rituals after having witnessed one in order to duplicate it. If the line of sight is fully broken for more than 10 seconds the spell will terminate. or defensive calls have been made within 50 feet of the target for longer than 1 minute. offensive activation words. though its effects may be permanent. Some spells are continuous. Some of the most common examples of Ritual Magic which many players will encounter are as follows: 76 | P a g e . Other Duration of this spell is an exception and will be listed. Furthermore. Hours The spell will last for the specified number of hours. Ritual Magic Any character that has learned a 9th circle spell may learn Ritual Magic of the appropriate Sphere. while others may be too old. Casting Ritual Magic also brings with it the dangers of ritual failure and backlash. Ritual Magic is an advanced form of Ritual Magic which is both highly powerful and highly dangerous. but will terminate if the target dies. Some components may be flawed and useless. they are recorded on powerful scrolls which cannot be destroyed or copied by any means short of Ritual Magic itself. Ritual Magic requires components which are represented in-game by tongue depressors with stamps. etc. though these schools require other Ritual Magics as prerequisites. or the victim dies. In addition to the scroll. Line of Sight The spell will last for as long as a straight line could be drawn from any part of the caster’s body to any part of the target’s body without interruption. Concentration The spell will last for as long as the caster of the spell maintains concentration. All forms of protective spells will expire after 5 days regardless of whether they have been used up or not. Advanced Spheres of Ritual Magic may also be encountered. as described in the appropriate spell description. Minutes The spell will last for the specified number of minutes. it is necessary to identify the component in a Circle of power. numbers. To find out. Indefinite Permanent unless victim receives the proper counter-spell. offensive incants. Ritual Magics are exempt from rules concerning stacking and defense limitations. As these rituals are so complex. Damage is permanent until cured. Spell terminates if no damage calls. All Ritual Magics have their own duration which may be altered using further Ritual Magics.
the caster must then state the incant which accompanies the spell they wish to cast. Obviously. If the spell promised turns out to be harmful. If they are not wearing a Shield Magic type spell. Touch-Casting In order to touch-cast the caster must touch the target in order for them to be affected. that it is not possible to fake an incant by starting and stopping. the target always has the choice as to whether or not the Advanced Shield Magic goes off after having heard the spell being cast. similar spell) without setting it off.Bane Works like a Reflect Magic. against one specific nature of Magic. it is possible for someone who has seen the effect of any spell before and who knew what the spell was. The exception to this rule is Clerical Magic. Doing so is considered a miss-cant and the spell fizzles. including other packets. In the event that an individual is wearing an Advanced Shield Magic. this brings with it the benefit of guaranteeing a hit. characters who do not know Magic may under no circumstances. If not stated properly and /or the caster suffers any damage directly to Body. Please be aware of the out-of-game dangers involved in touch-casting. but only once per day. It is also important to note that regarding the casting of spells. Some Basic Regulations Concerning Spells Casting & Incants As previously stated. Having ensured these conditions have been met. despite the fact that it is stated in English for role-playing purposes. the name of the God being channeled is known to all who hear the incant. Any damage from an attack which does not do greater than the threshold will have "no effect". Cloak Works as a stackable “Advanced Shield Magic” spell. or fake the casting of a spell. 77 | P a g e . Resurrections Resurrections may be cast by anyone who has invested in a permanent resurrection circle. A packet is not necessary to do this. This is beneficial in cases of Healing. It is important to note that an incant. this spell gives the weapon added damage ability. While the spell incant is indecipherable. when casting a spell. they will take the full effect of the spell as if it were thrown. even attempt to cast a spell. The incant must be stated properly. channel energy without the use of a Magical item. the incant must be fully stated in a normal speaking voice and loud enough for the target to hear and understand. Another advantage is that a target (if they are willing and conscious) can accept a spell through their Shield Magic (or other. the spell is considered a miss-cant and the spell is lost. at will. is not understood in-game as English. Before the packet is thrown. The target always has the opportunity to accept a spell after the spell has been cast. Damage Aura Used in the making of Magical weapons. the target may choose to have their Shield Magic (or other. They can then throw the packet. Similarly. to recognize the effect of the spell again. Only another caster who can cast the same spell will recognize the incant. though they may still wear gloves and/or jewelry. especially with regard to punching or clawing when in melee combat. Protection Aura Gives the wearer what is referred to as a threshold. a Mage must have their casting hand free of all held items. Furthermore. similar spell) go off so long as they are wearing it.
As a spell caster gains levels and purchases further spell slots. Permanent A Ritual Magic effect that is stored in an item.Magic Items Magic items can be found or made using Ritual Magic. these items must be brought to Logistics for renewal of tags. -Elemental scrolls are created with all 4 Elemental Magic types (fire. they allow someone to cast an offensive or defensive spell. -There are no Cleric Spellbooks. This tag will be based on each Sphere and will contain a list of scrolls that the Mage has in his/her book. Basic rules of Spellbooks: -A spell caster may memorize from any Spellbook or scrolls provided he has purchased that Sphere of Magic. Once used up. These are. Clerics do not need to memorize in the same manner that Mages do. Example: Shemdrick purchases his first 9th level slot but does not have the 9th lvl Life scroll to put in his Spellbook. Shemdrick cannot memorize the Life Spell. For simplicity. Memorizing from the scroll limits the Mage to his attuned type. These are normally indestructible. the item is useless. the reader may choose any Magic type. Artifact Any Magic item which contains usable Ritual Magic. Times Per Day An item which recharges itself every day. they will need to find the appropriate scroll or they'll have nothing to memorize. fairly rare and valuable. usually causing an effect such as “damage aura”. each spell caster is issued a Spellbook tag at character creation. . they will have something to memorize from. the most obvious being explosive traps and shatter spells. ice. Usually. lightning and stone).If a spell caster loses their Spellbook they lose all the scrolls inside and must begin collecting them again. rather than force spell casters to collect individual scrolls (and given that they are highly unlikely to read their Spellbook scrolls as a normal spell scroll). For a starting Mage. Usually indestructible. There are five types of Magical items: Times Ever An item that only works a limited number of times and will not recharge itself. . but not always. Most spell casters will have at least one scroll from each Sphere that they know. conveniently organized in a book. These items can be destroyed in various ways. though sometimes they grant abilities from the Ritual Magic list (such as a Cloak) once per day. While casting from the scroll. A spell caster may memorize his spells from any Spellbook or scroll so long as they have previously purchased that Sphere of Magic. this will contain every spell up to his/her maximum level in spell slots. Spellbooks What is a Spellbook? A Spellbook is literally just a collection of scrolls. therefore. so when the time to memorize rolls around. Relic A Magic item which does not conform to the normal laws of the Ritual Magic theory. for the most part. 78 | P a g e . -A player must have a suitable phys-rep for their Spellbook.
A spell tag will be given out for each charge that an item has per day at every Logistics. Psionic-assault spells are the only attack which will harm said creatures without causing damage to the occupied host. but are not limited to: Healing. i. even though they do have in-game knowledge of the spell and what it does.e. on the other hand. This means that until the appropriate spell-slot is purchased. Potions & Scrolls Potions are Magical elixirs which contain Magic in liquid form. Air. Secular & Clerical In Underworld. All potions and scrolls in Underworld are considered to be Magical. but buying the slot represents the ability to channel the Magical energies necessary to cast the spell. the character cannot cast the spell. Psionic vs. and Dark. It is also possible to find Clerical potions and scrolls in-game. Earth). have heard it used before. Demonic / Angelic Creatures Psionic-assault spells are those spells in the Psionic Sphere which do damage directly to Body. "activate Spell Shield". In short. the spell is being referred to in terms of what it accomplishes. Elemental (Fire. Spheres of Magic When the Sphere of a particular spell is referred to in Underworld. To know an activation word requires that you either have the item identified. you must say "activate" followed by the spell being cast. Clerical Magic is achieved through a combination of faith on the part of the devotee. the caster must read and speak the incant located on the open scroll in one hand with enough light to properly and clearly read the incant. though sometimes a Battle-Magic spell (Clerical) will turn up on a scroll. In short. but are different in terms of their origin. To activate a Battle-Magic scroll. Furthermore. Spheres include. The first Sphere of Magic is relatively easy to buy. or were present when the item was created. Water. All such spells will do twice the usual damage to any Demonic or Angelic creature compared to how they would affect a regular target. Protections. Light. Said deity provides the devotee with spells each day. Nature. Scrolls are Magical text containing an expendable Battle-Magic or Ritual Magic spell. Note: spells may also be represented in several Spheres. They simply have not been able to master it yet. 79 | P a g e . Psionic-assault spells will not affect Undead or non-living creatures. is considered to be more scientific in nature. or Scholarly Magic. Secular Magic is achieved through knowledge and skill and is in many ways more reliable and definite than Clerical Magic. These are usually Ritual Magic scrolls.Using Magic Items When using a Magic item. which are in reality nothing more than forces of nature to be manipulated on a cause and effect level. Psionics. so long as the Cleric says their prayers and remains a faithful servant to the deity in question. All Demonic and Angelic creatures are doubly affected by Psionic-assault spells. Subsequent Spheres become more difficult to learn. buying the Sphere or List gives the character practical knowledge regarding the casting of the spell. if a host is possessed by an Demonic or Angelic creature. Secular Magic. there is a basic differentiation between Clerical Magic and Secular Magic. and the skill which is required in order to properly channel the Magics of a deity. The word "activate" is representative of an in-game word which the item requires to activate it. or pseudo-scientific at any rate. Spheres are purchased in list form. the laws of nature in the realms that your character inhabits allow for the manipulation of magical forces. with each spell becoming accessible to the caster when they have purchased the appropriate spell-slot.
This applies to the caster only. they have no obligation to do so. All Undead are affected by Infliction spells and are healed based on the amount of damage of the spell. the subject of the attack must state the appropriate spell defense loudly and clearly. or the victim becomes unconscious. which is reserved for weapon strikes which do not Breach a creature's threshold. Infliction Vs Living Infliction is to the Undead as Healing is to the living. for the sake of not having to call holds during the progression of the game in order to obtain packets. All Infliction spells will do double the amount of damage to the living as it would have healed in an Undead creature. what effect is visible. Mage Leathers. In addition to what has already been stated.Healing vs. regardless of how many spells they can cast. In in-game terms. • Any creature which is not affected by a spell for any reason must state "resist" when struck by the spell in question. A caster may carry as many packets as you wish. Spell Packets Spell packets are the physical representations of channeled energy. It is not possible to fake having your Shield Magic go off. an Undead will have no effect. upon being asked. cloth. When a defense goes off. is reflected back at the caster. that a caster always has enough on their person. in order to ensure that you always some. Shield Magic. unless the spell description actually states otherwise. Magic Armour. such as pin or the like. All curative spells will do twice as much damage to an Undead as it would have healed in a living creature. • No creature may have more than one version of the same spell on their person at one time. Furthermore. Special Note Regarding Magic • All characters may begin each event with a full set of any spell-protections that they can cast. a spell will only affect one target unless otherwise stated. Throwing a potion at. energy can be drawn by a scholar from thin air and is therefore an inexhaustible resource. the target is required to inform anyone. Reflect Magic and Advanced Shield Magic. They must be made by tying a small piece of material around a relatively small amount of bird seed using an elastic or string. It is however preferable. not "no effect". Barkskin & Cloak of Moonlight (Nature Sphere). These protections are limited to spells with an (*) in their description: Bless (Light & Dark Spheres). The amount of bird seed used should be no more than what would fill a 35mm film canister. No other materials should be added or substituted for bird seed. It is also permissible to stuff packets in pockets. Otherwise. Only someone who has the capacity to cast (by any means) should be carrying spell packets. • All spell defenses are visible as a flash when they go off and it is obvious to anyone watching that a defense has gone off. it is important to note that the hand a caster is using to cast with may only hold one packet at a time. unless otherwise stated in the spell description. 80 | P a g e .. unless it is otherwise stated in the description. Undead All Undead are affected by Healing spells as if the reverse of the spell had been cast. • If a target is affected by any spell whose effects are visible. Advanced Magic Armour. or on. and string/elastic. not any other character. the caster is affected by it until it is removed with a Dispel Magic. Spell packets may be any colour except orange. This rule includes two of the same spells from different Spheres. though the other may hold as many as the caster can carry. This includes potions from the Healing Sphere if they are somehow ingested by the Undead. etc. They are considered to be visible in-game as a glowing ball of energy when they are held in someone's hand. Resist Toxin. nor can s/he terminate them when they wish. Elemental Shield (Elemental Sphere). • If a spell which has a line-of-sight duration. from the Protection Sphere: Mage Robes. Furthermore. pouches. a caster is not immune to their own spells.
There are rules governing in what order.You may not exceed 5 spells slots wide. and God Magic.Racial Abilities vs.1) 81 | P a g e . . see the section on Ritual Magic. the base (low level spells) must always be larger or equal to the rest of the Spell Pyramid. Note that occupational abilities do not work likewise. This means 5 spell slots wide up to your 9th circle.The highest level spell slot available is 9th level. You may never have a higher number of circle spell slots then you do lower circle spell slots. Example: you may have eight 1st level spells or seven 1st level spells and seven 2nd level spells. a character must have already purchased two spell slots from the level below it. You may ignore the need to build in a pyramid but must still purchase the lower circle spell slot in order to purchase a spell slot from the circle above it. on any circle (level) until your entire pyramid is full. . and how many. Magic All Racial Abilities will always work against any type of Magic. unless specifically stated in the description. Aspectual.In order to open up a spell slot for purchase. Examples of Legal Spell Pyramids 9th level 8th level 7th level 6th level 5th level 4th level 3rd level 2nd level 1st level 3 22 111 4 333 2222 11111 5 44 33333 22222 11111 7 66 555 4444 33333 22222 11111 9 88 777 6666 55555 44444 33333 22222 11111 99999 88888 77777 66666 55555 44444 33333 22222 11111 99999 88888 77777 66666 55555 44444 333333 222222 111111 (Chart 8. . It's referred to as a "Pyramid" because looking at the diagram of spell slots a character has purchased. A second spell slot of the same level would require the character to have purchased three spell slots of the level below it. including Ritual. but you may not have seven 1st level spells and eight 2nd level spells. The obvious exception to this rule is level 1 spell slots. you may expand outwards to a maximum of 10 wide. Spell Pyramids A "Spell Pyramid" is the term used to describe the whole system of spell slots that a character purchases. spell slots a character can purchase at a given time. Some rules follow: . For more powerful magic beyond that. This pattern continues until they are 5 spell slots wide.Once you have a column pyramid of 5 wide and 9th circle high.
Chapter 9 SPELL LISTS 82 | P a g e .
Quick Reference Spell Lists Dark Incant: “I Channel <God> to 1 2 3 4 5 6 7 8 9 Siphon Bless Soulwhip Divine Ward Death Aura Mass: Blessing Control Undead Banner of the Faithful Wave of Pain Mass: Relic Curse Dark Lore Dark Bolt Mass: Vitality Cloak of Darkness Avatar Death Mass: Unholy Word Elemental Incant: “I Invoke the Elements to 1 2 3 4 5 6 7 8 9 Elemental Missile <Type> Swampwalk Elemental Shard <Type> Water Breathing Elemental Blade <Type> Elemental Affinity <Type> Elemental Bolt <Type> Fortitude Banish Lesser Elemental <Type> Elemental Shield * Elemental Blast <Type> Greater Elemental Blade <Type> Elemental Wall <Type> Earth Meld Earth Clap Vertigo Elemental Storm <Type> Hellfire Healing Incant “I Invoke Healing to 1 2 3 4 5 6 7 8 9 Potion of Sweetwater Cure Light Wounds Potions of Cure Wounds Cure Disease Potion of Cure Serious Wounds Cure Wounds Cure Serious Wounds Potion of Time Extension Cure Silence Potion of Cure Critical Wounds Cure Critical Wounds Potion of Restore Limb Restore Limb Potion of Cure Mortal Wounds Cure Mortal Wounds Potion of Purify Blood Life Potion of Dispel Magic Light Incant: “I Channel <God> to 1 2 3 4 5 6 7 8 9 Illumination Bless * Sense Undead Divine Ward Wave of Healing Mass: Blessing Sanctuary Banner of the Faithful Destroy Undead Mass: Relic Shield of Light Dark Lore Light Bolt Mass: Vitality Zone of Prayer Avatar Cleansing Light Mass: Holy Word Nature Incant: “I Invoke Nature to 1 2 3 4 5 6 7 8 9 Hunter’s Snare Goodberry Charm Animal Repel Claws Cloak of Moonlight * Root Lance Bind Web Regeneration Strength of the Bear Cocoon Barkskin * Swarm Wall of Thorns Gaia’s Restoration Faerie Fire Suspension Protections Incant: “I Invoke Protections to 1 2 3 4 5 6 7 8 9 Magic Shield Mage Robes * Magic Armour * Ward Stone Stone Form Render Weapon Resist Toxin * Mage Leathers * Shield Magic * Hold Portal Advanced Magic Armour * Dispel Magic Reflect Magic * Ring of Knives Advanced Shield Magic * Iron Skin Anti-Magic Field Circle of Protection Psionics Incant: “By Force of Will I 1 2 3 4 5 6 7 8 9 Sense Angelic / Demonic Ego Whip Mind Meld Ethereal Jump Psionic Knife Hallucinogen Sleep Ego Flay Ego Rend Wall of Id Silence Charm Ego Burn Psionic Blade CoP Demonic / Angelic Paralysis Forget Exorcism * All characters may begin each event with any of these spell-protections that they can cast. (Chart 9. This applies to the caster only. not any other character.1) 83 | P a g e .
sentient or not. a person can choose to allow a NEW Bless spell replace an old one. Description: This spell calls down upon the target. During this time. if they wish. One can only be Blessed if one chooses to be and only one Bless can be active at a time. so long as it remains stationary.SPHERE OF DARK Containing only the most horrific and vile of Battle-Magic spells. While the symbol is being used in this way. Siphon Incant: "I channel <God> to grant Siphon" Duration: Instant. However. This can sometimes have positive effects in the eyes of Plot or a Marshal." Duration: Until used. no living creature. placed upon a tree or otherwise. the Sphere of Dark focuses the power of the Dark Gods into its willing Cleric. it may be resisted without using up a spell-protection. the blessing of whichever God the caster worships. such as Shield Magic. Dark Magic is a Cleric-only spell list and cannot be purchased without plot approval. This barrier may be resisted with Shield Magic or a similar spell and in doing so makes the user 84 | P a g e . Description: This spell can only be targeted at someone who is in their 60-second bleed count. If successfully cast. The symbol does not have to remain on the person of the caster. but it is completely random and wholly up to the Plot member. A Cleric may not force a Bless upon a person. the symbol may not be used to cast other Clerical spells. may approach within 10 feet of the symbol unless they bear the same holy symbol and/or wearing a Bless spell of the deity represented by the Divine Ward. Description: Divine Ward requires the caster to plant or otherwise display their holy symbol for the duration of the spell. This healing cannot exceed the caster’s maximum Body Point total. (An OOG note next to the symbol is encouraged). and in fact may be hung upon a door. the spell will transfer the target from their 60-second bleed count to the beginning of their 5-minute death count and grant the caster 5 Body Points in healing." Duration: 1 hour. Level 1 Bless * Incant: "I channel <God> to grant Blessing. Level 2 Divine Ward Incant: "I channel <God> to create Divine Ward.
may receive a blessing from the Cleric's deity. the caster is not healed (the target must be damaged by the spell for the healing to take place). Line-of-sight rules apply to this spell." Duration: Until Mass ends.immune to the effects of this divine ward for 10 minutes. any character that has a Bless spell of the same God on their spirit. beliefs and how they relate to the situation at hand and those present. If it is night or dark conditions. even if they are unconscious or otherwise incapacitated. Once expended. The caster of Banner of the Faithful does not need to expend their own Bless spell and is always under the Banner's effect." Duration: Instant. Soul Whip Incant: "I channel <God> to inflict Soul Whip. nor will Undead sense their presence. wispy tendril to strike out at the target. talking about their deity's tenants. The flag is considered spirited item with 1 Body and may be destroyed by any weapon swing or other source of damage. the spell's effects end until the Banner is once again in sight. If the target resists the spell or is otherwise unaffected by the damage. If the symbol is physically moved the spell ends. The results of this are that they will not be detectable via Sense Life. The only drawback to this spell is. so long as the Banner stays within their line-of-sight. Level 4 Banner of the Faithful Incant: "I channel <God> to create Banner of the Faithful." Duration: 1 hour Description: This spell grants the caster control over one lesser Undead. Level 3 Death Aura Incant: "I channel <God> to grant Death Aura. Mass: Blessings Incant: "I channel <God> to invoke Blessing. Description: This spell will hide the target’s spirit. all those who heard the Mass from start to finish and who wish. because of the Necromantic nature of this spell. Control Undead Incant: "I channel <God> to inflict Control Undead. The Banner must actually be seen and not just be within line-of-sight.5’ x 1’ and no greater then 4’x 6. the caster will detect as Undead via Sense Undead or similar acts. the Cleric may not "force" the effects of this mass to take place upon anyone. whether it is currently being 85 | P a g e ." Duration: 1 hour. Description: This spell will create a black. causing 3 Magic Body Points of damage and transferring that damage to the caster in the form of healing. the formally Blessed target may swing for +1 Magic damage. meaning that if the Banner is out of sight for 10 seconds or more. Description: This area-of-effect spell requires the caster to give a Mass. The holy symbol of the God worshipped must be represented on the Banner. A Banner may be any shape so long as it is a minimum 2. During that time." Duration: One hour Description: This spell creates a Magic "flag" or banner which lasts one hour's time. During that time the Cleric must actually role-play the Mass. At the end of the Mass. generally lasting from 10 to 30 minutes. It is possible to listen to the Mass and choose not to be blessed. as per the Bless spell. may expend it and gain access to the Banner's full abilities. The Mass begins immediately after the incant is said. The caster of Divine Ward is immune to the effects of the spell. the Cleric may have to take steps to illuminate the flag. The Blessed character must touch the Banner and speak the God's name to expend their Bless spell.
Wave of Pain. The weapon or object will become attuned to the first creature bearing the Bless of the caster's God that touches it after the mass is completed. each one doing 10 Magic Damage. Level 6 Curse Incant: "I channel <God> to inflict Curse. The effects on the object last for 24 hour. Description: This spell allows the caster to ask a series of questions of the spirits of the dead." Duration: 1 hour. If the item is dropped by the caster or passed off to another creature. The quality of answers will greatly depend upon the spirit called. the spell ends and the item will revert back to its normal form. Each packet thrown must be preceded by the phrase “Wave of pain”. The specific abilities and limitations of the commands depend upon the type of Undead that is being controlled. Wave of Pain Incant: "I channel <God> to inflict Wave of Pain.controlled by another or uncontrolled. Description: The caster plants both feet and casts this spell." Duration: Until mass ends / item 24 hours Description: This 10 minute mass "blesses" an item. and will grant it’s bearer a +1 strength bonus. For an hour. the object or weapon is made rendered (as per the spell). which in general terms. typically a weapon. meaning that after the incant these questions must be asked first: "I seek the knowledge in death regarding <subject>. Mass Description: Curse of destruction will cause the target to take double damage from every attack of any kind received thereafter. any remaining packets are lost and the spell ends. starting at the completion of the mass. The first few questions are set. The limit of questions is random." "Identify yourself. The damage from the attack must be doubled before considering any defenses that might apply." "I call forth a spirit to assist me. <Spirit>" At this point the caster may begin asking questions of the spirit. and then has the ability to throw up to 5 packets. including sacrifice itself. is given a zero Magic aura. Wave of Pain. It may be countered by Dispel Magic or other such effects. The caster should have a topic of questioning in mind before casting the spell. the Undead will do anything asked of it. Some spirits are simply uninterested in speaking to the living and will leave after a single question." Duration: Instant. Once the mass is complete. If the caster moves either foot or is struck for damage to Body. spirit. Use of this spell requires that a Plot member or Game Marshal be present in order to answer the caster's questions. is beyond the ability of the caster’s control." Duration: Varies. Level 5 Mass: Relic Incant: "I channel <God> to bestow Relic. in the name of the God of the Cleric that is giving the mass. generally depending on the demeanor and sensitivity of the caster toward the spirit. Dark Lore Incant: "I channel <God> to grant Dark Lore. 86 | P a g e .
the caster is unable to use any skills and may only speak. morphing their body into a shadowy dark form. The spell also grants the proficiency in Exotic Weapon: Dark Sword and the Shield skill. The damage the Cleric takes comes off the bonus 100 Body Points before it will begins to come off their own BP. The two-handed dark sword has a base damage of 10 Magic. After the spell is cast. The Undead will last 24 hours before being cursed to destruction. A total of five times. While in this form. with the exception to the Sphere of Healing. These proficiencies are required to wield the summoned weapons. The bolt does 10 points of damage straight to Body. Summoned weapons may be used with natural weaponry like Savar Claws. talking about their deity's tenants. while the long sword’s base damage is 5 Magic. While this is active. beliefs and how they relate to the situation at hand and those present. the Cleric is immune to all mind-affecting Magic such as Charm. Undead within the zone will be healed 1 Body Point per minute. and appear as a normal version of them self wrapped in a swirling. lose 1 Body Point per minute while within hearing distance. Level 8 Avatar Incant: "I channel <God> to grant Avatar. return to their normal status and have exactly 1 Body Point remaining. The Cleric can choose which weapon combination they would like at the time of casting. All those who do NOT wear a Bless spell of the same God as the Cleric who gives the Mass. misty black cloak. All spells from the Sphere of Healing affect the caster as if s/he were 87 | P a g e . This spell will also summon into existence either a two-handed Dark sword or a one-handed Dark long sword and Dark onyx shield. the Cleric's shape will change as they grow 2 feet.. Those who die while within this zone will be raised as lesser Undead: Zombie(s) under the control of the caster. and may only be cast between dusk and dawn." Duration: 1 hour or until ended. Cloak of Darkness Incant: "I channel <God> to grant Cloak of Darkness. Duration: Until Mass ends. The shield can soak Slays and neither it nor the weapons can be destroyed. While in this form. They also gain a temporary health boost of 100 Body. This damage is Magical in nature. the Cleric may spellstrike 10 Dark through their summoned weapon of choice. In Avatar form.Level 7 Dark Bolt Incant: "I channel <God> to inflict Dark Bolt. they will collapse unconscious." Duration: 10 minutes Description: This spell turns the Cleric into an "avatar" of their deity. the Cleric must actually role-play the Mass. as long as they are holding the summoned weapons." Duration: instant Description: This spell causes a bolt of darkness to spring from the caster's fingers towards the target. The swords and/or shield will instantly dissipate if the Cleric drops it or is rendered unconscious and the knowledge of the weapons use will be forgotten.. the caster must state “Active Cloak of Darkness” to any that see him/her. Description: This spell will cloak the caster in darkness. They also become completely immune to all physical and spell attacks. etc. The spell will take full effect on Undead creatures and living creatures alike. Description: This area-of-effect spell requires that the caster give a Mass. their physical features become shadowy black and their eyes glow blood red. The Mass begins immediately after the incant is said. During that time. Sleep. the Cleric also has the ability to channel Dark Magic through their summoned weapon. and occurs at the end of every 60 seconds. Mass: Vitality Incant: "I channel <God> to bestow Vitality. Fear. If they are dropped to -1 Body while in this form. generally lasting from 10 to 30 minutes.
the scholar can harness just enough to force the Magic to freeze. For the duration of the spell. Description: Death causes the spirit of the target to be ripped forcibly from the body. Example: If a player chooses the fire specialization.” Duration: Line of Sight. stone. such as Reflect Magic and Advanced Magic Amour SPHERE OF ELEMENTAL By tapping the thin veil between our world and the Elemental planes. despite its instant duration. Level 9 Death Incant: "I channel <God> to inflict Death. the Elementalist can manipulate the raw power of the Elements into formidable Magic power. dropping their Body Points to -1 and bypassing their bleed count completely.Undead. Description: This spell will create a small Elemental missile that will do 5 Magic <type> upon a successful hit." Duration: Instant. Description: This spell causes the earth beneath the target's feet to become viscous and muddy. although additional specialization may be purchased later. The Shield Magic and Magic Amour granted by this spell will not replace existing versions. Shield Magic and Magic Amour. Life. all those within hearing distance of the Cleric that and are wearing a Bless of the Cleric's deity. effectively delivering a killing blow and putting the target into their 5-minute death count. When cast. ice. the target must do a three-count to move either foot. are instantly affected by the following: Full Healing. 88 | P a g e . smash and fry their target. The player will use their Elemental specialization in those <type> specific spells. protections or other defenses which existed before the casting of the Cloak are carried over and still applicable after the spell has been cast." Duration: Instant Description: This spell is technically a "mass". Any threshold. burn. Mass: Holy Word Incant: "I channel <God> to bestow Holy Word. Level 1 Elemental Missile <type> Incant: “I invoke the Elements to inflict <type> Missile. 5 Magic <type>!” Duration: Instant. Swampwalk Incant: "I invoke the Elements to inflict Swampwalk. Though rarely handling true Elemental power. the player MUST choose one of the four Elements which will become their <type> specialization (fire. This spell in no way affects anyone other than the target. or lightning). s/he would call Elemental Missile Fire and their damage call would be "5 Magic Fire" Once the Elementalist picks their specialization it cannot be changed. Upon purchasing this spell list. The effect follows the target until the spell ends.
and will regenerate 1 Body Point / minute. Example: “7 Magic Stone”. Fortitude Incant: “I invoke the Elements to grant Fortitude." Duration: 1 hour. striking for more damage. should you have purchased additional Elemental specializations. Water Breathing Incant: "I invoke the Elements to grant Water Breathing. the caster gains affinity with <type> Elemental.” Duration: 10 minutes. This effect will remain on the target's spirit for the duration of the spell and must be used on the next 3 physical attacks that they make. 89 | P a g e . Three seconds after their feet are planted. It will add +3 damage in additional to the normal weapon damage and will change the damage type to “Magic <type> for the next 3 swings. Once cast. This spell will continue to work if the target falls into their 1-minute “Bleed Out” count and somehow their feet were still planted. +1 Strength Bonus." Duration: 10 minutes. inflicting 20 points of Magic damage to any target it hits. such as the ability to swim. If forced to move either foot. Description: The target of this spell must plant their feet.Level 2 Elemental Shard <type> Incant: "I invoke the Elements to inflict <type> Shard." Duration: 10 Minutes or the next 3 swings Description: This spell sits on the target's spirit and will add the original caster's Element to the next three weapon attacks. after ten minutes the spell ends. Description: This spell will allow the target to breathe water as well as air. The Elemental will treat the caster as a friend so long as the caster does not engage in any activity that the Elemental would deem hostile. Description: This spell causes an Elemental bolt of <type> to leap from the caster's fingertips. Description: This spell causes a fist-sized shard of the caster's Element to fly from the caster’s hand and strike the target for 10 points of Magic <type>. Level 3 Elemental Affinity <type> Incant “I invoke the Elements to grant Affinity <types>. 10 Magic <type>!" Duration: Instant. the spell will cause the target's next three physical attacks to become imbued with the caster's Element. s/he is granted a 2 threshold. However. this spell will become effective against those types of Elementals as well. In any event. the target must again plant their feet and wait three seconds for the bonuses to kick back in. Elemental Blade <type> Incant: "I invoke the Elements to create <type> Blade. This affinity will only work against your specialized Element. 20 Magic <type>!” Duration: Instant. or see under water. Level 4 Elemental Bolt <type> Incant “I invoke the Elements to inflict <type> Bolt. This spell does not grant any other ability. This lasts until either foot is moved in any way. The target must call the altered damage when they strike. Description: When this spell is cast.
Level 5 Banish Lesser Elemental <type> Incant: “I invoke the Elements to Banish you. the spell will terminate. The player must then put on a white headband or hold their hand on their head. so long as it employs the word "Elemental" in its damage suffix. though may not see anything." Duration: 5 days or until used Description: This spell will protect the recipient from the next Elemental-based attack which hits them. Level 7 Earth Meld Incant: “I invoke the Elements to grant Earth Meld. During the time spent underground. If the target. 90 | P a g e . Description: This spell will banish any true lesser <type> Elemental back to its home plane of existence. Level 6 Elemental Blast <type> Incant “I Invoke the Elements to inflict Elemental Blast. Furthermore. The target has become one with the earth itself and inseparable via any means save Dispel Magic.” Duration: 1 hour or until used Description: This spell will act as an Elemental Blade but the duration is extended to all the attacks on one specific opponent. Elemental Wall <type> Incant: “I invoke the Elements to create Wall of <type>. so long as the target does not change opponents. The spell has a maximum duration of 1 hour. the target can hear anything said above them. Description: This spell creates and fashions a wall of specific Elemental material with various effects. If the user leaves the battle for more than 1 minute. The only way to resist this spell’s effects would be to avoid the spell completely. the Dispel Magic must be cast at the point where the target entered the earth. at which point the earth pushes them back out. dead or they spend more then 1 minute without attacking. Description: This spell focuses an enormous amount of Elemental Magic in the caster's hands before firing it at the target in a HADOKEN like manner for 30 Magic <type>. the target is fully able to breath and takes no damage from their subterranean state. switches opponents.” Duration: Instant. There is no limit to the number of physical attacks that the Greater Elemental Blade will alter. Even then. 30 Magic <type>!” Duration: Instant.” Duration: 1 hour. Greater Elemental Blade <type> Incant: “I invoke the Elements to grant Greater Elemental Blade. or via Elemental resists Elemental Shield * Incant: “I invoke the Elements to grant Elemental Shield. at any time. the spell will terminate. The battle is considered over when one of the two people fighting becomes unconscious. or until the target wishes to terminate the spell. Fire: Creates a flickering wall of flame that does 35 points of Elemental damage to anything crossing it. The physical representation must be placed before the casting of the spell. and may be no longer than 10 feet.” Duration: 1 hour Description: The target of this spell will be swallowed immediately by the earth. Earth: Creates a solid wall of stone with a threshold of 7 and 300 Body Points.
causing a massive blast of raw Elemental fire to strike the target. Each packet must be preceded by the words “<type> storm”. This spell will not work on Undead or mindless creatures. and will last 5 days unless extended via Magical means.” Duration: 10 minutes. silencing them and making them unable to use any skills for 60 seconds afterwards. Level 9 Elemental Storm <type> Incant: “I invoke the Elements to inflict <type> storm… (Repeat)” Duration: Concentration. the caster may throw packets doing 5 Magic <type> each. SPHERE OF HEALING By achieving great understanding of the workings of the physical body. Should this spell drop the target to negative Body Points. Vertigo Incant: “I invoke the Elements to inflict Vertigo. and in the most accomplished cases can even restore life to the dead. Description: The casting of this spell will cause massive chunks of rock to jet up out of the earth on either side of the target and “clap” together. Hell fire will deal 45 Elemental Fire damage to the target. and other forcible gestures that require a count. flesh. Ice: Creates a wall of ice that perpetually regenerates itself. The target may resist killing blows. This true Elemental fire will disintegrate armour. Potions are considered to be touch-cast spells with regards to spell defenses. and bone leaving nothing but a smoldering pile of ash. 91 | P a g e .Air: Creates a wall of negative pressure which will suck the breath out of any who cross it. This will cause “Massive 10 Magic Stone” and stun the target for 10 seconds. The target must sit down for the duration of the spell and can use no skills. the Healer is able to mend wounds that would have otherwise proven to be fatal. Description: The caster must plant their feet when this spell is cast. the target will forego their 1 minute “bleed out” and directly enter their 5 minute death count. but cannot otherwise move or defend themselves. 45 Elemental Fire!” Duration: Instant Description: This spell will temporarily cause a tiny tear in the fabric between this plane and the Elemental plane of fire. The spell will end if the caster moves their feet.” Duration: Instant. Such an attack will destroy it instantly Level 8 Earth-Clap Incant “I invoke the Elements to inflict Earth-Clap. Hellfire Incant: “I invoke the Elementals to inflict Hellfire. Description: This spell causes the senses of the target to become muddled. As long as neither foot is moved. is hit with a Dispel Magic or is damaged into Body. Only a Magical or Elemental flame attack of 20 or greater will destroy the wall.
It will cause 4 points of Body damage to any Undead creature. The potion will heal the recipient of 5 points of Body damage although it will not add Body Points beyond the target’s maximum Body.Level 1 Cure Light Wounds Incant: "I invoke Healing to grant Cure Light Wounds. but it will not bring a dead one back to life. It will bring an unconscious creature out of unconsciousness. It will have no effect on potions or poisons." Duration: Instant. but it will not bring a dead one back to life." Duration: Instant. It simply needs to be poured into a container that holds the liquid to be changed. Potion of Cure Wounds Incant: "I invoke Healing to create Potion of Cure Wounds. Description: This potion will turn any liquid. It will cause 10 points of Body damage to any Undead creature that drinks it. It will bring an unconscious creature out of unconsciousness. It will bring an unconscious creature out of unconsciousness. Description: This potion works the same as the spell Cure Light Wounds although it must be swallowed to take effect. including other potions and Alchemy." Duration: 5 days. will cure an infected creature of a disease. Description: The spell Cure Wounds will heal the recipient of 5 points of Body damage although it will not add Body Points beyond the target’s maximum Body. It will bring an unconscious creature out of unconsciousness. Potion of Cure Serious Wounds Incant: "I invoke Healing to create Potion of Cure Serious Wounds. Potion of Sweetwater Incant: "I invoke Healing to grant Sweetwater. Sweetwater potions may be combined to change larger volumes of liquid Level 2 Cure Disease Incant: "I invoke Healing to grant Cure Disease. Level 3 Cure Wounds Incant: "I invoke Healing to grant Cure Wounds. 92 | P a g e ." Duration: 5 days. It will cause 10 points of Body damage to any Undead creature. It will cause 20 points of Body damage to any Undead creature that drinks it. It will not cure some Magically inflicted diseases like lycanthropy or vampirism. but will not restore any Body Points lost due to the disease. but it will not bring a dead one back to life. Description: The spell Cure Disease." Duration: 5 days. into pure water. Description: The potion works the same as the spell Cure Wounds although it must be swallowed to take effect. but it will not bring a dead one back to life. Description: The spell Cure Wounds will heal the recipient of 2 points of Body damage although it will not add Body Points beyond the target’s maximum Body. The potion will heal the recipient of 10 points of Body damage although it will not add Body Points beyond the target’s maximum Body. 1 potion of Sweetwater will affect 1 pint-sized container." Duration: Instant.
It will cause 20 points of Body damage to any Undead creature. The potion will restore a withered or severed appendage. Description: This potion. Description: This spell restores the ability to speak to a target.Level 4 Cure Serious Wounds Incant: "I invoke Healing to grant Cure Serious Wounds. but it will not bring a dead one back to life. It will bring an unconscious creature out of unconsciousness. when poured into another potion. If the original limb is not present the spell will still function and the old limb will turn to dust. It will cause 30 points of Body damage to any Undead creature. Potion of Cure Critical Wounds Incant: "I invoke Healing to create Potion of Cure Critical Wounds. although it must be swallowed to take effect." Duration: Instant. Potion of Time Extension Incant: "I invoke Healing to create Potion of Time Extension. Description: The spell Cure Serious Wounds will heal the recipient of 15 points of Body damage although it will not add Body Points beyond the target’s maximum Body. It will bring an unconscious creature out of unconsciousness. It will bring an unconscious creature out of unconsciousness. 93 | P a g e ." Duration: Instant. No lost Body Points are regained through the use of this spell. Description: The spell Cure Serious Wounds will heal the recipient of 10 points of Body damage although it will not add Body Points beyond the target’s maximum Body." Duration: One Year. Description: The potion works the same as the spell Cure Critical Wounds. will change the lifespan of that potion to 1 year. The potion will heal the recipient of 15 points of Body damage although it will not add Body Points beyond the target’s maximum Body. Level 5 Cure Silence Incant: "I invoke Healing to grant Cure Silence. but it will not bring a dead one back to life. but it will not bring a dead one back to life. It will cause 30 points of Body damage to any Undead creature that drinks it. Description: The potion works the same as the spell Restore Limb. Level 6 Cure Critical Wounds Incant: "I invoke Healing to grant Cure Critical Wounds." Duration: 5 days. Potion of Restore Limb Incant: "I invoke Healing to create Potion of Restore Limb. although it must be swallowed to take effect. The Potion of Time Extension tag must be affixed to the original potion tag at the time of mixing. no matter what the cause of its loss of speech." Duration: 5 days." Duration: Instant.
Life will have no effect on Undead.Level 7 Potion of Cure Mortal Wounds Incant: "I invoke Healing to create Potion of Cure Mortal Wounds. If the original limb is not present at the time of casting. It will cause 40 points of Body damage to any Undead creature. the spirit may choose which piece to reform from." Duration: 5 days. creatures which are living. It will have no effect on some Blood Magic and/or some Magical blood disorders such as Vampirism. but it will not bring a dead one back to life. Description: The potion works the same as the spell Cure Mortal Wounds. Description: This potion." Duration: 5 days. Description: This potion will purge the blood of most toxins which are Alchemical. the body reforms with the spirit and all other pieces of the body elsewhere crumble to dust. will affect the target with Dispel Magic. Should the body be in more than one piece. Potion of Purify Blood Incant: "I invoke Healing to create Potion of Purify Blood. The potion will heal the recipient of 20 points of Body damage although it will not add Body Points beyond the target’s maximum Body. The target must drink this potion for it to take effect. It will bring the creature back to consciousness and 2 Body Points. a withered or severed appendage (arm or leg) is restored to its former health. Potion of Dispel Magic Incant: "I invoke Healing to create Potion of Dispel Magic. The spirit must be present with the body or body part when Life is cast for it to take effect. but will not heal any damage which was done by these toxins. Level 9 Life Incant: "I invoke Healing to grant Life. or on creatures which are bottled. Description: When Restore Limb is cast. Level 8 Cure Mortal Wound Incant: "I invoke Healing to grant Cure Mortal Wounds. although it must be swallowed to take effect." Duration: 5 days. It will bring an unconscious creature out of unconsciousness." Duration: Instant." Duration: Instant. The potion will terminate 94 | P a g e . It will bring an unconscious creature out of unconsciousness. It will not cure the target of any damage they may have suffered because of the contaminant." Duration: Instant. Description: Life will bring one creature back from the dead so long as it has not passed its death count. when swallowed. Description: The spell Cure Serious Wounds will heal the recipient of 20 points of Body damage although it will not add Body Points beyond the target’s maximum Body. the spell will still function normally and the old limb will turn to dust. When Life is cast. It will cause 40 points of Body damage to any Undead creature that drinks it Restore Limb Incant: "I invoke Healing to grant Restore Limb. No lost Body Points are regained through the use of this spell. but it will not bring a dead one back to life.
may approach within 10 feet of the symbol unless it is bearing the same holy symbol and/or wearing a Bless spell of the deity represented by the Divine Ward. until it is dispelled. During this time the symbol may not be used to cast other Clerical spells. Description: This spell will create a light (light source)." Duration: 12 hours or special. This barrier may be resisted with a Shield Magic or similar spell and in doing so makes the 95 | P a g e . or until the caster wishes to terminate the light. The symbol does not have to remain on the person of the caster. Description: Divine Ward requires the caster to plant. Description: This spell calls down upon the target. It may be resisted without using up a spell-protection. It cannot be poured onto something Magical.any spell or effect currently residing on the target’s spirit. the blessing of whichever God the caster worships. luminescent. This will have no effect on any Magical items the target may have on their body. A Cleric may not force a Bless upon a person. however a person can chose to allow a NEW Bless spell replace an old one. Illumination Incant: "I channel <God> to create Illumination. unless specifically stated otherwise in the description. A flashlight may be used. such as Shield Magic. so long as it remains stationary. This can sometimes have positive effects in the eyes of Plot or a Marshal. their holy symbol for the duration of the spell. The target must drink this potion for it to take effect. Level 2 Divine Ward Incant: "I channel <God> to create Divine Ward." Duration: Until used. The spell will last for 12 hours. While the symbol is being used in this way. One can only be Blessed if one chooses to be and only one Bless can be active at a time. SPHERE OF LIGHT Level 1 Bless * Incant: "I channel <God> to grant Blessing. (An OOG note next to the symbol is encouraged). however the light produced must be diffused significantly using a gel or cloth so that there is no directional beam. or otherwise display. no living creature. placed upon a tree or otherwise. so long as it is cast on any small object of no larger than 6x6x6 cubic inches in area. physical representation is required for this spell to be used as a light source. sentient or not. Dispel Magic will only terminate spells or effects of ninth level or lower. nor thrown. and in fact may be hung upon a door." Duration: 1 hour. if they wish. An out-of-game. but it is completely random and wholly up to the Plot member.
If the caster moves either foot or is struck for damage to Body." Duration: Concentration. The caster of Banner of the Faithful does not need to expend their own Bless spell and is always under the Banner's effect Sanctuary Incant: "I channel <God> to grant Sanctuary. Each packet thrown must be preceded by the phrase “Wave of Healing”. any character that has a Bless spell of the same God on their spirit." Duration: Until mass ends. Description: To cast the spell Sanctuary. They then have the ability to throw up to 5 packets. The flag is considered spirited item with 1 Body and may be destroyed by any weapon swing or other source of damage. The mass begins immediately after the incant is said. During that time. Description: This spell is an area of effect spell and requires that the caster gives a mass. It is possible to listen to the mass and choose not to be blessed. If the symbol is physically moved the spell ends. Line-of-sight rules apply to this spell. Description: This spell forces any Undead within hearing distance of the spell to call out "Here!" in an OOG manner. the formally Blessed target may swing for +1 Magic damage. as per the Bless spell. beliefs and how they relate to the situation at hand and those present. informing the caster of the location of Undead within the vicinity. even if they are unconscious or otherwise incapacitated. all those who heard the mass from start to finish and who wish. Description: The caster plants both feet and then casts this spell. It only lasts that brief moment. generally lasting from 10 to 30 minutes.5’ x 1’ and no greater then 4’x 6. During that time. the target must cross their hands over their chest and maintain this posture for as long as they wish the spell to remain in effect. Once expended." Duration: Instant. the Cleric may have to take steps to illuminate the flag. Description: This spell creates a Magic "flag" or banner which lasts one hour's time." Duration: Instant. The caster of Divine Ward is immune to the effects of the spell." Duration: One hour. meaning that if the Banner is out of sight for 10 seconds or more. Wave of Healing. the spell's effects end until the Banner is once again in sight. At the end of the mass. Level 4 Banner of the Faithful Incant: "I channel <God> to create a Banner of the Faithful. The holy symbol of the God worshipped must be represented on the Banner. may receive a blessing from the Cleric's deity. Sense Undead Incant: "I channel <God> to grant Sense Undead. so long as the Banner stays within their line-of-sight. may expend it and gain access to the Banner's full abilities. Level 3 Mass: Blessing Incant: "I channel <God> to invoke Blessing. The spell will protect the subject from all 96 | P a g e . A Banner may be any shape so long as it is a minimum 2. If it is night or dark conditions. The Banner must actually be seen and not just be within line-of-sight.caster immune to the effects of this divine ward for 10 minutes. the Cleric may not "force" the effects of this mass to take place upon anyone. any remaining packets are lost. talking about their deity's tenants. the Cleric must actually role-play the mass. each one doing 4 Magic Healing. The healing provided by this spell deals double damage to Undead. Wave of Healing. The Blessed character must touch the Banner and speak the God's name to expend their Bless spell. Wave of Healing Incant: "I channel <God> to grant Wave of Healing.
starting at the end of the Mass. The subject of the spell cannot cast spells aside from touch-casting on themselves. Description: This spell will summon into being a shield. <Spirit>" At this point the caster may begin asking questions of the spirit. granting the ability to use it to the caster. Use of this spell requires that a Plot member or Game Marshal be present in order to answer the caster's questions. 97 | P a g e . or passed off to another creature. meaning that after the incant these questions must be asked first: "I seek the knowledge in death regarding <subject>. Level 6 Dark Lore Incant: "I channel <God> to grant Dark Lore. generally depending on the demeanor and sensitivity of the caster toward the spirit. the spell ends and the item reverts back to its normal form. the object or weapon is made Rendered (as per the spell). The quality of answers will greatly depend upon the spirit called. it will act like a Shield Magic for a total of 3 times. If the shield is dropped by the caster. which. The effects on the object last for 1 hour. no matter the time limit remaining. in the name of the God of the Cleric giving the Mass. The weapon or object will become attuned to the first creature that bears the Bless of the caster's God that touches it after the Mass is done. Description: This packet delivered attack spell will cause 50 points of damage to greater Undead and will destroy lesser Undead outright. The limit of questions is random. no larger than a buckler. spirit. Description: This spell allows the caster to ask a series of questions from the spirits of the dead. or anywhere but the shield." Duration: 1 hour. Upon the 3rd time the shield will vanish. meaning that it will not protect the caster if the caster is hit in the leg. body. and will grant its bearer a +1 strength bonus. is given a Magic aura." Duration: Varies. If the shield is hit by a packet delivered spell. or disarmed in some other way. Otherwise they can move freely and even run. it will dissipate and the spell will end. Shield of Light Incant: "I channel <God> to create Shield of Light. While in existence. typically (but not always) a weapon." Duration: Mass: 10 minutes / item: 1 hour This 10-minute Mass "blesses" an item. Level 5 Destroy Undead Incant: "I channel <God> to inflict Destroy Undead. is beyond the ability of the caster to control. although some spirits are simply uninterested in speaking to the living and will leave after a single question." Duration: Instant." "I call forth a spirit to assist me. The caster should have a topic of questioning in mind before casting the spell. The shield will NOT act as a Shield Magic if it is not directly hit by the spell. The first few questions are set. Mass: Relic Incant: "I channel <God> to bestow Relic. in general terms. The caster may not determine when to use the Shield Magic capabilities. it will simply react to the next 3 spell hits that strike it directly. If the item is dropped by the bearer.non-spell or innate attacks from lesser Undead creatures and will force all Lesser Undead creatures to maintain a distance of at least 10 feet. The spell remains intact if said creatures are physically blocked and cannot move 10 feet away. Once the Mass is complete." "Identify yourself. this shield will act as a normal metal shield.
This spell has no effect at all upon those who do not wear a Blessing of the Cleric's deity. Alchemy. Mass: Vitality Incant: "I channel <God> to bestow Vitality. One does not have to listen to the Mass from start to finish to be healed. The spell will take full effect on Undead creatures and living creatures alike. the Cleric's shape will change as they grow 2 feet. The Cleric can choose which weapon combination they would like at the time of casting. Description: This spell turns the Cleric into an "avatar" of their deity. and they gain a temporary health boost of 100 Body. the Cleric is immune to all mind-affecting Magic such as Charm." Duration: 10 minutes. While in this form. The two-handed Light sword has a base damage of 10 Magic. the Cleric also has the ability to channel Light Magic through their summoned weapons. while the long sword’s base damage is 5 Magic. During that time. Description: This spell causes a bolt of light to spring from the caster's fingers toward it's target. All those who wear a Bless spell of the same God as the Cleric giving the Mass regenerate 1 Body Point of damage per minute. return to their normal status and have exactly 1 Body Point remaining. Every 10 minutes of Mass will cure any poison or disease and will return sight to the blind. The shield can soak Slays and neither it nor the weapons can be destroyed." Duration: Until canceled. listeners may come and go and still gain benefit. so long as they can hear the Mass being given. In Avatar form. etc. The swords and/or shield will instantly dissipate if the Cleric drops it or is rendered unconscious and the knowledge of the weapons use will be forgotten. After the spell is cast." Duration: Instant. morphing their body into a glowing light form. weapon. If they are dropped to -1 Body while in this form." Duration: Until mass ends. beliefs and how they relate to the situation at hand and those present. An inventive opponent may find ways around the restrictions of this spell. Description: This area-of-effect spell requires the caster to give a Mass. the Cleric may spellstrike 10 Light through their summoned weapon of choice. This spell may be ended by the Cleric’s God. Level 8 Avatar Incant: "I channel <God> to grant an Avatar. or be targeted at anyone within the 10 feet of the caster.Level 7 Light Bolt Incant: "I channel <God> to inflict Light Bolt. Description: As long as the caster remains in a kneeling position. generally lasting from 10 to 30 minutes. no combat (either by spell. The bolt does 10 points of damage straight to Body. Summoned weapons may be used with natural weaponry like Savar Claws. A total of five times.. The Mass begins immediately after the incant is said.. Fear. traps or other source) may occur within 10 feet of the caster. The spell also grants the Cleric proficiency in Exotic Weapon: Light Sword and the Shield skill so long as they are holding the summoned weapons. they will collapse unconscious. The damage the Cleric takes comes off the bonus 100 Body Points before it will begins to come off their own BP. talking about their deity's tenants. Zone of Prayer Incant: "I channel <God> to grant Zone of Prayer. This spell will also summon into existence either a two-handed Light sword or a one-handed Light long sword and Light ivory shield. praying at an audible level to their God. their physical features become luminescent white and their eyes glow golden. the Cleric must actually role-play the Mass. 98 | P a g e . at any time. These proficiencies are required to wield the summoned weapons. Sleep. if the God feels the prayer is unworthy. The spell lasts until the caster stops praying or gets up from their knees.
This Sphere is the meat of a Druid's diet. When cast. This however. cure blindness and restore the target to perfect. SPHERE OF NATURE Drawing from the very essence of the land itself. This spell works the same whether the caster is a Light or Dark Weaver. and cleansing all toxins and poisons from the body." Duration: Line-of-Sight. This spell also places a Bless of the Cleric's deity upon the recipient. if they desire it. The caster must have at least 1 to 3 pieces of edible fruit. The vines may be cut through with a minute count or may be negated with a Dispel Magic (will also effect the rest of the person who is entangled). Berries that are cherry-sized and smaller may be feed to an unconscious target to bring them back to consciousness. will cause them to take 2 points of damage straight to Body. restoring a target's full Body Points. Description: This spell causes a magical vine to emerge from the ground and wrap itself tightly around the target's right foot. Mass: Holy Word Incant: "I channel <God> to bestow Holy Word. The Snare may be ripped free from by the victim if a +2 or greater strength is used. It can be cast on a person with but a single point of Body damage. The Shield Magic and Magic Amour granted by this spell will not replace existing versions. The Snare will remain in effect until the caster’s line-of-sight to the target is obstructed for 10 seconds. although it is not unheard of to see it in the hands of other scholars. or one in their 5-minute death count. 99 | P a g e . Each Goodberry will restore 1 Body Point to the target but cannot exceed the target's maximum Body Points. Hunter's Snare Incant: "I invoke Nature to inflict Hunter's Snare. who are wearing a Bless of the Cleric's deity." Duration: Instant Description: This spell will act as a Life Spell. or until eaten. It takes 3 seconds to rip free from the snare. Shield Magic and Magic Amour. such as Reflect Magic and Advanced Magic Amour.Level 9 Cleansing Light Incant: "I channel <God> to grant Cleansing Light. at the time of casting. are instantly affected by the following: Full healing. unable to move. These Goodberries will last 1 hour. all those within hearing distance of the Cleric. Level 1 Goodberry Incant: "I invoke Nature to create Goodberry. Life." Duration: 1 Hour Description: This spell will transform up to 3 pieces of non-Magical fruit into health-giving Goodberries at the rate of 1 fruit per Goodberry. forcing the target to keep that foot upon the ground. Please note that the fruit must be fully eaten in and out-of-game for the healing effect to succeed. despite the instant duration." Duration: Instant Description: This spell is technically a "Mass". no bigger than an apple. Nature casters focus the energies of the land into formidable Magic. both would receive full benefit. Be mindful if the target has food allergies and never feed anybody anything if they are not aware of what it is. It will restore lost limbs. full health in all manners.
though any creature may be the recipient of its healing power. Cloak of Moonlight * Incant: "I invoke Nature to grant Cloak of Moonlight.) so long as the caster maintains concentration. or spell. the caster may move freely but may not engage in combat or use any skill. but may not cross the 10 foot boundary by any means (phasing. either natural or spell-granted. will add to the damage as well. Strength bonuses. for example a wolf would consider the caster a member of it's pack. as well as attack.. or other objects at the caster. The caster must hold out one of their hands with the palm out (as a policeman’s "stop" signal) and must maintain this gesture if the spell is to remain in effect. The Cloak may not be partially used in this manner. There are no flashes or any other perceptual indications that a Cloak of Moonlight is present in combat. weapons. The target may throw spells. They swing for 2 Normal and may be used to block. the Charmed animal will respond to the caster as if it was a "friend". During the spell's duration. providing an additional 6 Body Points. a soldier ant will see the caster as worker ant. The incant to transfer a Cloak of Moonlight is “Transfer Cloak of Moonlight” and may only be touch-cast. the spell will fail and is lost. a Cloak of Moonlight may be intentionally used-up in order to heal a target victim (as per Healing Magic). Repel Incant: "I invoke Nature to inflict Repel. Level 3 Claws Incant: "I invoke Nature to grant Claws. is random. these Body Points behave entirely like real Body Points except for the fact that they can be dispelled. Only 1 Cloak of Moonlight may be worn at any given time. The type of relationship that appears upon casting. The exact relationship will depend on the animal in question. For all intents and purposes. Such cloaks count as Body when the recipient is struck by effects that bypass amour ." Duration: 5 Days or until used. Description: This spell envelops the target in an invisible cloak of Magical Body Points. 100 | P a g e . Once the Cloak has been used to heal someone the spell is terminated and the Cloak is gone." Duration: Concentration Description: This spell causes the target to be pushed away from the caster to a distance of 10 feet." Duration: 1 hour Description: This spell causes the target to grow a set of claws. The Cloak will heal an amount in Body Points equal to how many points remain within the Cloak. cannot be disarmed or shattered and grant the natural ability to use them. teleporting.Level 2 Charm Animal Incant: "I invoke Nature to inflict Charm Animal. Description: This spell will act as a Charm spell against any natural animal. they cannot be healed and the spell ends. pack member or master. Additionally. Note that some creatures that possess the ability "Innate Repel" may use both hands on two separate targets. If a repelled creature cannot retreat any further and the caster approaches the creature within the ten feet. While doing this." Duration: 1 hour. etc. These claws act as natural weapons. and other animals may see the caster as a parent or cub. ability. only someone who has the Nature Sphere may actually wear a Cloak of Moonlight. it is all or nothing. Furthermore. Once they are gone. but Blade spells and other enhancers do not affect the damage of the Claws.
earth or soil. Cocooned targets may not rip themselves free. but Magic items may be used. 101 | P a g e . if during the 10 minutes the target reaches full Body and is wounded again. They cannot however. Doing so will cause the target to take 4 points of damage straight to Body. but may be ripped free by others with +8 strength or greater." Duration: Instant Description: This spell will cause a sharp. for the victim cannot use their hands to direct the activated item by throwing packets. as if they had been Silenced. use their hands in any means and therefore cannot cast. reading." Duration: Line of Sight Description: This spell creates a Magical Web that immobilizes the target from the neck down. While bound. This packet-delivered attack will cause 10 points of Normal damage upon a successful strike. barbed root to tear from the ground and up into the target’s body. a person may walk." Duration: Line of Sight Description: This spell causes the target to have their hands pulled to their side and be bound there by a glowing white band of Druidic energy 1 inch in thickness. and otherwise move freely. While affected the target cannot move and their arms are pinned at their sides as per the Nature Web spell. Root Lance cannot be cast upon stone floors. Level 5 Web Incant: "I invoke Nature to inflict Web. Trapped creatures may also activate Magical items if the items are touching them. they cannot speak or make any sounds via their voice." Duration: 10 Minutes Description: This healing spell will restore 1 Body Point per minute for a period of 10 minutes. inside man-made buildings or wherever there is no dirt. although it may be negated with a Dispel Magic (will also effect the rest of the person who is bound). run. Creatures so trapped are unable to do anything with the exception of talking. otherwise they may be cut out which takes 10 minutes of time to completely remove the sticky strands. the next 60 after that. the regeneration will continue for the remaining duration. though few items would be beneficial. The bound target may rip free from the Bind with +4 strength or greater. The first Body Point is healed 60 seconds after the spell is cast. On top of this. Cutting free from a cocoon takes 10 minutes. Level 6 Cocoon Incant: "I invoke Nature to inflict Cocoon. or use the vast majority of their skills. Regeneration will still continue to work if the target drops into their 1 minute “Bleed” count but not the target's “Death” count. fight. Although this spell will not give the target more Body Points than their maximum. etc. Creatures with a strength bonus of +5 may rip free from the web themselves. The Magic of the Bind also shorts out any attempts by the target to touch cast on themselves. Root Lance Incant: "I invoke Nature to inflict Root Lance.Level 4 Bind Incant: "I invoke Nature to inflict Bind." Duration: Line of Sight Description: This spell is a combination of a Web spell and Silence spell. The band is completely impervious to damage from weapons or spells. and skills that require no movement. Regeneration Incant: "I invoke Nature to grant Regeneration.
taking double damage from Elemental attacks." Duration: 1 Hour Description: This spell will grant it's target +2 strength for an hour. A phys-rep of some type (rope. disease. The light emanates off of the victim. such as Body strikes. and the target cannot be healed until the poison is removed from their system. This armour is Magical in nature. Level 8 Gaia's Restoration Incant: "I invoke Nature to grant Gaia's Restoration. but cannot be stacked with another Strength of Bear Spell. and is considered to possess 50 Body Points. This spell has no effect against non-living targets. The wall will remain for 24 hours. lasting 10 minutes in duration. These insects will cause the target to be unable to cast spells." Duration: Indefinite (special) Description: This spell surrounds the target with a swarm of biting insects. Multiple targets swatting will not lower this count. Level 7 Barkskin * Incant: "I invoke Nature to grant Barkskin. broken limbs. Level 9 Faerie Fire Incant: "I invoke Nature to inflict Faerie Fire. thereby following them wherever they go." Duration: 10 minutes.) and will heal 10 Body Points of damage. string. of no greater than ten feet in length. This strength bonus will stack with any other strength bonus the target may have. (A Dispel Magic spell would work). Wall of Thorns Incant: "I invoke Nature to create Wall of Thorns. Any attempt to cross this line will cause the creature 5 Body Points of damage and will inflict the target with poison. This will not cure effects that require a specific cure. always comes off the target first. and every 10 seconds the target will take 1 Body damage. The wall itself can be cut down. This poison will cause 5 points of Body damage every hour. are not reduced by half and the caster will take full damage from them. Description: This spell causes an aura of light to instantly be created around the struck target. Swarm Incant: "I invoke Nature to inflict Swarm. Attacks which do not target Magical Armour." Duration: 24 hours Description: This spell will erect a wall of sharp thorns in a straight line. These effects will continue until the target (or an ally) spends a 10 count batting away the insects. a visible line in the dirt) must be placed before the spell is cast. All fire based attacks that strike the Barkskin do double damage.Strength of the Bear Incant: "I invoke Nature to grant Strength of the Bear. so long as the physical representation remains. restore health in all forms (blindness." Duration: Instant Description: This healing spell will cure all ailments." Duration: 5 days or until used Description: This spell gives the target 20 points of Magical Amour and allows the target to take half damage from all attacks that strike getting the Barkskin. etc. and may not be Refit. If the armour is Breached the remaining fire damage will carry over to the target. golems and incorporeal spirits. The 102 | P a g e . and it has not been destroyed. such as Undead. Any damage calls from the target will be at -1 the Normal damage.
the inability to be healed in any form. usable only by the caster. It also gives the caster the Shield skill-proficiency for the duration of the spell. Description: This spell protects the target from the next single strike from an Underworld safe weapon or from a spell packet attack with the prefix "physical" in its damage call. This Magic Shield will have every benefit and detriment of a real shield. the Protections caster is dedicated to keeping them self alive. Mage Robes grants the caster +5 Magical Armour Points. Dispel Magic will continue the death count where it left off. and also causes blindness. Suspension Incant: "I invoke Nature to grant Suspension. Using powerful Charms. If possible." Duration: 1 Hour. with the exception that it cannot be shattered (destroyed). the Protections caster can block and reflect the most powerful of Magics. however. even if the recipient does not wish it to. The size of the shield must be chosen upon casting and can be no larger than a “Large Shield”. This spell is caster only. Level 2 Magic Armour * Incant: "I invoke Protection to grant Magic Armour. the shield should have white tape visible on its surface to represent that it is Magical.” and a visible flash of white energy can be seen as the spell-protection dissipates. and any Slay that strikes it will remain active. be Dispelled." Duration: 1 Hour. It cannot be saved and will go off on the first successful hit. Level 1 Magic Shield Incant: "I invoke Protection to grant Magic Shield.light inflicts the cumulative effects of x2 damage from all attacks. disarmed by any skill." Duration: 5 days or until used. Mage Robes * Incant: "I invoke Protection to grant Mage Robes. When this spell defense is used. Description: This spell calls into existence a Magical Shield. Wards and other Magics." Duration: 5 days or until used / destroyed Description: This spell will surround the caster in a semi-transparent robe of armour. This bonus armour will not stack with the Mage Leathers spell but may stack with any other armour the caster is wearing. the target must call out “Magic Armour. This Robe is Magical in nature and may be Dispelled as normal. Description: Suspension places a target who is in their 5-minute count in a state of suspended animation until the spell has ended or until the caster wishes to terminate the spell. Only 1 Magic Amour or Advanced Magic Amour may be worn at any given time Ward Stone Incant: "I invoke Protection to create a Ward Stone. It can. SPHERE OF PROTECTIONS Almost as popular as the Sphere of Healing. 103 | P a g e . The shield is spirit-linked to the caster and will remain with the caster until the duration expires or the caster wills the spell to end." Duration: 5 days.
Level 5 Hold Portal Incant: "I invoke Protection to create Hold Portal. the spell is broken. Mage Leathers grants the caster +10 Magical Armour Points. This bonus armour will not stack with the Mage Robe spell but may stack with any other armour that the caster is wearing. Description: This spell turns the target into a statue for as long as the target remains motionless. or spell packets with the prefix “physical”. While the spell is in effect. This spell is caster only. The entire portal is covered by an impermeable field that is visible to all. Once it has served its function. Once cast.Description: This spell will turn normal stone into a Ward Stone. As soon as the target moves. Once an effect has been resisted. for it is not necessary to expend someone's Resist Toxin in order to feed them Healing potions." Duration: 5 days or until used Description: This spell will protect the recipient from the next toxin." Duration: 1 Hour and Concentration. the Ward Stone will become spirit-linked to the first creature that touches it. the target is immune to all non-Magical physical attacks. be it Magical or non-Magical in nature. granting the bearer a +1 Threshold. poison. affect the target normally. Resist toxin will always go off with the first toxin that strikes the recipient. Once cast." Duration: 5 days or until used. These leathers are Magical in nature and may be dispelled as normal. A weapon may only have 1 Render Weapon spell cast on it at any given time. Resist Toxin will not protect the recipient from ingested toxins. the spell ends. Level 3 Render Weapon Incant: "I invoke Protection to grant Render Weapon. Ward Stones may be stacked with other Ward Stones and other Threshold giving items / spells. In some ways this is beneficial. the duration expires. Description: A Hold Portal spell creates a Magical barrier surrounding any target window or doorway. the portal will be held until it is dispelled (via Dispel Magic). or the caster chooses to end it." Duration: 5 days or until used / destroyed Description: This spell will surround the caster in mystical semi-transparent leather armour. the target may not speak or use any skills. This barrier will not block 104 | P a g e . For the duration of the spell. That spirit-link and the Ward Stone itself will become dispelled after the spells duration expires or the creature dies. Description: The Render Weapon spell will allow a targeted weapon to resist the next attempt to shatter or destroy it. Nothing besides normal air may pass through the barrier. Only 1 Resist Toxin may be worn at any given time. When a Resist Toxin goes off it gives off a white flash of light. although astral beings may do so. Resist Toxin * Incant: "I invoke Protection to grant Resist Toxin. This stone may be no smaller then a golfball and no larger then a softball. the spell terminates. All other attacks." Duration: 5 days. Stone Form Incant: "I invoke Protection to grant Stone Form. or disease which strikes them externally. The spell tag must be attached to the stone. Level 4 Mage Leathers * Incant: "I invoke Protection to grant Mage Leathers. such as spells or Magic.
from the next spell. Only one Shield Magic. Only one Reflect Magic. 105 | P a g e . Description: This spell will terminate any spell of ninth level or lower. Shield Magic * Incant: "I invoke Protection to grant Shield Magic." Duration: Special. which hits them. the Ring of Knives will do 10 points of Normal damage to anyone who crosses their path by touching or striking the caster (typically through physical melee attacks). As long as the caster’s feet remain planted. The Ring of Knives will continue until such a time as the caster moves their feet. and will go off even if the recipient does not wish it to." Duration: Instant. It will not reflect any damage that contains the suffix “Elemental” in its damage call. or spell-like attack. Only one Magic Armour or Advanced Magic Armour a may be worn at a time. Description: The spell Shield Magic will protect the target once." Duration: 5 Days or until used. It cannot be saved. A Shield Magic or Reflect Magic will protect a living target from a Dispel Magic. Level 7 Reflect Magic * Incant: "I invoke Protection to grant Reflect Magic. Description: This spell acts like a Magic Armour. and a visible flash of white energy can be seen as the spell-protection dissipates. When this spell defense is used the target must call out “Reflect”. Level 6 Advanced Magic Armour * Incant: "I invoke Protection to grant Advanced Magic Armour." Duration: 5 days or until used. except that the wearer of this spell may choose what attack to defend against. Description: This spell will summon forth a barrage of knives which spin and dance around the caster in a close circle. all active spells are lost and any potions or scrolls carried by the creature are destroyed. It cannot be saved and will go off even if the recipient does not wish it to. Description: This spell will protect the caster once from the next spell that hits them by reflecting it back at the attacker. Ring of Knives Incant: "I invoke Protection to create Ring of Knives. When this spell defense is used the target must call out “Advanced Magic Armour”. Advanced Shield Magic. If the spell is cast on a creature. and a visible flash of white energy can be seen as the spell-protection dissipates. or Reflect Magic may be worn at any given time. Dispel Magic Incant: "I invoke Protection to inflict Dispel Magic. When this spell defense is used the target must call out “Shield Magic”. The caster must call out “Active Ring of Knives” to inform any attackers they may be taking damage if they touch or strike the caster of this spell. It will not protect the wearer from any damage that contains the suffix “Elemental” in its damage call." Duration: 5 Days or until used. and a visible flash of white energy can be seen as the spell-protection dissipates. or Advanced Shield Magic may be worn at any given time.gaze-attacks. Shield Magic. Magic items are inoperative for 10 minutes. unless specifically stated otherwise in the description.
a creature or object is on the barrier wall. Iron Skin Incant: "I invoke Protection to grant Iron Skin. during the casting. a heavily drawn circle in the dirt. or Advanced Shield Magic may be worn at any given time. both positive and negative. If. sleep) affect the target normally. the Circle will protect those inside from all gaseous and sound-based attacks as well. except that the wearer of this spell may choose what attack to defend against. Circle of Protection Incant: "I invoke Protection to create Circle of Protection. but cannot use any skills that require movement or them breaking their stance. or any other method which distinctly creates a visible circle. Multiple castings by the same caster can be used to increase the size of the Circle by an additional 10 feet at any time after the initial Circle is cast. Description: This spell will make the caster immune to all Magic spells. so long as the caster holds both arms out to their sides. All attacks that are not normally damaging in nature (i. centered on the caster. Only one Reflect Magic. and a visible flash of white energy can be seen as the spell-protection dissipates. During this time. This circle representation must be placed before the spell is cast or the spell will fail. the Circle of Protection does not grant the user any benefits to casting Ritual Magics.Level 8 Advanced Shield Magic * Incant: "I invoke Protection to grant Advanced Shield Magic. no object or creature may enter or leave. and remains immobile." Duration: Concentration. the caster calls “Resist” to all Magic that targets them. In addition to normal spells and attacks.e. When this spell defense is used the target must call out “Advanced Shield Armour”. This Circle of Protection is not to be confused with a Circle of power. the caster can speak. The Circle of Protection must be visually represented by a rope. the caster will decide if they are pushed out or pulled in as the Circle wall rises. Shield Magic. While in this position. Although they may look similar." Duration: 5 Days or until used Description: This spell acts like a Shield Magic. It will not protect the wearer from any damage that contains the suffix “Elemental” in its damage call. palms facing outwards. The target takes no damage from these attacks. including the caster. This barrier is frictionless and cannot be dispelled by anything short of Ritual Magic. Level 9 Anti-Magic Field Incant: "I invoke Protection to grant Anti-Magic Field. This Anti-Magic Field will not protect against any Magic spell with the suffix “Elemental” in its damage call. Description: This spell grants the target a 5 Normal threshold for ten minutes. Any attack that does less than 5 points of Normal damage is replied to with “no effect”. 106 | P a g e . This spell also makes the target immune to Saps for the duration of the spell." Duration: 10 minutes. but will not protect against the gaze-attacks of certain creatures. After the Circle is successfully cast." Duration: 5 days or Special Description: This spell creates a 10-foot diameter spherical barrier. unless s/he purposely and permanently ends the spell.
etc) then s/he cannot pass through it while Ethereally Jumping. although if the target breaks the link. The caster cannot break free of the Mind Meld during the initiation period. Sense Angelic /Demonic Incant: “By force of will I Grant Sense Angelic / Demonic” Duration: 1 min or until used. 2 Magic Body!” Duration: Instant. If. This spell deals double damage to Angelic / Demonic creatures. While in this brief ethereal state. There is no hold called for this spell. If this happens. through the use of Mind Mild. Description: This spell will allow the caster the ability to sense whether any Angelic or Demonic creatures are in the area. the caster must put their weapon or hand on their head (to show s/he is out-of-game). Level 2 Ethereal Jump Incant: “By force of will I grant Ethereal Jump” Duration: Instant. Description: This spell will allow the caster to disappear from their current location and reappear 10 feet away. The “Sense” must be said in a normal speaking voice." Duration: Concentration. The time it takes for the caster to walk 10 feet is the time it takes to ethereally jump. the target or caster is rendered unconscious or dead. tree. use abilities or do anything else other than walk. Both participants may choose to fabricate any thought. either participant may choose to convey speech in the form of words.SPHERE OF PSIONICS Unlike conventional Magic. There is no way to confirm the validity of either participant’s actions. At the time of casting. Once the spell has been cast. Psionicists harness powerful abilities from the depths of their mind. This spell does not allow the caster to pass through objects. the spell ends and the caster will immediately reappear. No other actions by either party may be taken while a Mind Meld is in effect. Mind Meld Incant: “By force of will I grant Mind Meld. Mind Meld is not able to cause erasure or editing of memory. Description: This spell will do 2 points of Magic Body damage. If the caster can not normally pass through an object (wall. then walk 10 feet in a straight line and immediately go back in-game. the player cannot speak. Once established. The caster must immediately pick a direction and begin walking a straight line as soon as the spell is cast. cast. Any Angelic or Demonic creatures in the area will respond with “here” if they are within hearing range. The Meld takes 30 seconds to initiate. This energy is a devastating weapon against both the Angelic and the Demonic. The caster must choose either Angelic or Demonic at the time of the spell-casting. emotion or picture. the Meld is terminated. the caster has the duration of the spell to “Sense Angelic / Demonic” once before the spell ends. You cannot force a Mind Meld. but will not affect Undead. fence. Level 1 Ego Whip Incant: “By force of will I inflict Ego Whip. emotions or pictures. during the Meld. or other non-living creatures. as it is a role-playing spell 107 | P a g e . Description: Mind Meld may be used to communicate telepathically as long as the caster is touching the temples or forehead of the target and concentrates on the task. the link is considered to have been terminated by the target.
The target may terminate the Mind Meld at any time. Level 5 Ego Rend Incant: “By force of will I inflict Ego Rend. the caster may not cast any spells. the spell simply fails. Unfortunately. If the target is not willing. the spell ends. The person will sleep for the duration of the spell. If the damage of the knife is reduced to zero. Wall of Id Incant: “By force of will I create Wall of Id. there is nothing that be can done about it until the effect wears off in 1 hour except being dispelled with a Dispel Magic. or other non-living creatures. This spell will do 5 points of Magic Body damage. the spell will fail without the proper rep. Level 3 Hallucinogen Incant: “By Force of will I inflict Hallucinogen” Duration: 1 hour. Description: This spell will do 10 points of Magic Body damage. Description: This spell causes the target to fall instantly into a deep sleep. or if they take damage into Body. The target will awaken enough only to resist killing blows then fall back into deep sleep. This spell has no effect on Undead or non-living creatures. or other non-living creatures. blade-shaped force. the weapon will dissipate and the spell will end. at any time after the 30 seconds has elapsed. the caster may channel any Psionic spell currently in memory through the weapon by calling “Spell-strike <Spell-Name>”. This spell deals double damage to Angelic / Demonic beings but will not affect Undead. Description: This spell causes wild and totally unrealistic hallucinations to flood the mind of its victim. and the caster may terminate it likewise.” Duration: Instant: Rage . 5 Magic Body!” Duration: Instant. Should the caster drop the weapon or become disarmed. Psionic Knife Incant: “By force of will I create Psionic Knife” Duration: 1 hour. 10 Magic Body!” Duration: Instant.only.5 minutes. 108 | P a g e . At any time during the duration of this spell. Their world will not be the same world which everyone around them is experiencing. the caster may wield a dagger-sized phys-rep (blue) swinging for 2 Magic. even though the victim will realize that s/he is hallucinating. Once the spell is cast. without penalty. This reduces the damage that the knife can swing for by 1. The caster is responsible for bringing their own blue Boffer Phys-rep. unless someone shakes them continuously for 1 minute. Description: This spell focuses the caster’s mental energy into one small. While this spell is in effect. Level 4 Ego Flay Incant: “By force of will I invoke Ego Flay. which can be used in combat. or the caster wishes. the hour runs out. This spell deals double damage to Angelic / Demonic beings but will not affect Undead. Sleep Incant: “By force of will I inflict Sleep” Duration: 10 Minutes.
However. Other than that restriction. this would be considered adequate reason. etc). the target will be required to stay with their "friend" and listen to any "suggestions" the caster may give. It will do 30 points of Magic Body damage if the target is Angelic / Demonic. Although it does not turn the target into a mindless automaton that follows every order the caster gives. it will last for 5 days or until its creator wishes the spell to cease. Description: This spell will do 15 points of Magic Body damage.e. unless it is already in their nature to do so to their best friend. or become disarmed. It is even feasible in some instances to draw a line in the dirt. Level 6 Charm Incant: "By force of will I inflict Charm" Duration: 1 hour. the Psionic Blade’s starting damage is 4 Magic and the caster may spell strike any spell memorized regardless of Sphere. the wall will resume its growth in that direction until it reaches its full size. although the player must still call out any damage they may do using weapons. primal thought. Should the caster drop the weapon. linear object will do. The physical representation for the wall should be a 10-foot long piece of rope. The victim will then move on to the next closest target until the rage ends. friends of the caster may attack the victim and the spell may remain intact if the caster can give adequate reason as to why s/he is not defending the target. although any other similar. If the caster attacks the Charmed individual. friend or foe. including grunting or coughing. 10’x10’. The wall will stop growing in one direction if it is blocked by some object. The wall itself will grow from where the spell was originally cast until it has reached its full size of 10 feet wide and 10 feet tall. This spell may be countered with Dispel Magic. and will focus on one enemy at a time. except as follows: the caster may use a phys-rep up to Long Sword size. skills that have tags associated with them) can be used. the victim will fight in the most efficient manner available to them. This spell will not work on Undead or other mindless creatures. Otherwise. Once created it cannot be moved. until they are lying on the ground and are no longer moving. so long as the line is clearly visible. Casting spells becomes impossible. The spell will not force the target to tell the truth or reveal secrets. If the object is later removed. This spell must be cast on a permanent floor or ground. The victim will attack the nearest target.Description: This spell creates a two-dimensional. This spell will not force the target to do anything obviously suicidal unless it would be in the target’s nature to do so. A Dispel Magic will remove this effect. This spell will not force the target to act in a way that is contrary to their nature (a pacifist killing someone. vertical barrier of pure. Only Dispel Magic can remove the wall. A Charmed creature will not attack their old friends unless given enough reason. and no "tag" skills (i. The attack will be mindless. Level 7 Ego Burn Incant: “By force of will I inflict Ego Burn. Incant: “By force of will I invoke Psionic Blade” Description: This spell acts exactly as the Psionic Knife spell. This berserk has no effect on Undead or mindless creatures. Silence Incant: “By force of will I inflict Silence” Duration: 10 minutes. the 109 | P a g e . the spell will be broken. Description: The target of this spell is rendered speechless and cannot make any sound. However. Description: This spell causes the target to treat the caster as their best friend. This spell will not harm Undead Psionic Blade Duration: 1 Hour. which will insight a berserker rage in anyone that crosses it. The wall cannot be curved. 15 Magic Body!” Duration: Instant. if the target is told to "defend me” and their old friends attack the caster.
Description: This spell will destroy any lesser Demon or Angel. Paralysis Incant: “By force of will I inflict Paralysis. Forget Incant: “By force of will I inflict Forget.” Duration: 10 minutes / Permanent. This Circle must be physically represented by the caster. will only affect the Demon/Angel. This Circle can be used to trap as well as repel. etc. Level 9 Exorcism Incant: “By force of will I inflict Exorcism. This spell will not work on creatures which have no nervous system such as Undead. Level 8 Circle of Protection: Demonic / Angelic Incant: “By force of will I create Circle of Protection: Demonic (or) Angelic. This spell can be freely resisted by any conscious target. The target will be fully aware their memories have been removed but will have no idea how. no creature of the chosen type can enter or leave.weapon will dissipate and the spell will end. Description: This spell will summon into existence a Circle of Protection. rendering them unable to move at all. not any other character. Against greater Demons and Angels.” Duration: Instant. If the target resurrects or a Dispel Magic is cast on the target within 10 minutes. 110 | P a g e ." Duration: 5days. This is protection against either the Demonic or the Angelic (chosen at the time of casting). the memories will be restored. Ten minutes after the casting. This spell. but will not grant the user the Florentine skill needed to fight with both. sending it back to the plane from whence it came. if cast at a target who is possessed by the Angelic or Demonic. the effects are permanent and cannot be restored save via Ritual Magic. While this Circle is up. Description: The spell Paralysis will immobilize the target. This does not apply to any other creatures that can dispel the circle normally.” Duration: 10 Minutes. trapping it there for 1 year and 1 day. Description: Forget causes the target’s memory to be erased of all that occurred within the last 15 minutes. why or by whom. this spell will do 54 points of Magic Body damage. Golems. The Circle is immune to all physical and Magical damage. Summoned weapons may be used with natural weaponry like Savar Claws. * All characters may begin each event with any of these spell-protections that they can cast. and cannot be larger than 10 feet in diameter. Elementals. and from all spells originating from the chosen creature type including Dispel Magic. This applies to the caster only. and not the target.
1 111 | P a g e .Chapter 10 Ritual Magic System V1.
. However. Ritual Magic is much more complicated than Battlemagic and requires much more planning in order to be cast successfully. A caster may attempt to cast a higher level Ritual than the maximum level Ritual spell slot that they possess. the effects can be truly impressive.A Ritual Circle or Circle of Power Once these conditions have been met. Step 2 . Nature. Dark. if they do this. there is a 10% chance.The primary caster involved in the Ritual must know the spell Sphere that the Ritual spell belongs to (Elemental. When the Ritual is complete.of-failure penalty that is applied per spell level difference. etc) .Additional casters may also burn a maximum of 1 spell slot each to aid in the casting of the Ritual. However. The base chance of casting any Ritual is 25% if a Ritual Circle is used or 50% if a Circle of Power is used. .The Ritual Magic scroll on which the spell is inscribed. They would add that spell slot level to increase the chance of success.The components which are listed on the scroll. the chance of success must be determined. This is done in order.Ritual Magic System V1. . a caster must have the following: . The System In order to cast a Ritual spell.At least 1 Ritual level spell slot. Step 3 . the caster must perform the Ritual as described on the scroll. (Using additional Ritual spell slots). 112 | P a g e . as described below: Step 1 – Determine if a Ritual Circle or Circle of Power is used. .To this chance. add the combined levels of any additional spell slots the primary caster wishes to "burn".1 Ritual Magic is the system by which powerful spellcasters can utilize the raw (and sometimes unpredictable) power of Rituals to create effects far more potent than the limited Battlemagic spells allow.
113 | P a g e . the Ritual succeeds. Should any caster that has used up a slot (either to begin the Ritual or add to it’s chance of success) take damage to body while the Ritual is being cast or leave the Circle of Power for any reason. the second represents the ones digit. Then a percentile dice is thrown (two ten sided dice. the primary caster ends the Ritual by declaring “Ritual Complete”. a backlash has occurred. Step 6 . (success/fail/flaw/backlash) components are used up the moment "Ritual Begin!" has been said. Should any caster that has used up a slot (either to begin the Ritual or add to it’s chance of success) do anything other than the actions required to cast the Ritual spell (including talk. Terminology Casters The "primary caster" is the caster who uses the first spell slot to power the Ritual (as described in the requirements section above). the result is a simple failure. Should it be higher than the chance of success. the chance of success. Note: No matter what result a Ritual spell ends with. to or lower than. If the Ritual described on the scroll cannot be completed in time. additional components may be used. If this result is equal. the Ritual is considered to have failed. Step 8 – If all the Ritual requirements have been met. the Ritual is considered to have failed. If the roll is higher. use skills. Step 5 – Calculate the difference between the maximum level Ritual spell slot the primary caster is burning and the level of the Ritual spell. the Ritual is considered to have failed and something has gone wrong. Multiply that difference by 10 and subtract it from the total chance of success. You may not exceed a success chance of greater then 90%. If it is equal to. Skip straight to the third roll as mentioned above. This must be done last after all other calculations are made. the chance of success. Skip directly to the second roll described above. The first thrown represents the tens digit. and the effects are applied as stated on the scroll. the Ritual has flawed. All other casters that devote a spell slot to improving the chance of success are considered additional. If it is higher than the chance of success.Add and subtract all the numbers. should the result be equal to. For example. or lower than. the first die thrown is a 9.Subtract the level of the Ritual. On this third roll. In the case of a backlash.After the component requirement has been fulfilled. then something has gone seriously wrong and a third roll is required. Step 7 . roll again and use the flaw or backlash table to determine the result. the chance of success. your result would be 96). charades or any other action other than the Ritual described on the scroll or their chosen required repetitive action) until the Ritual has been completed). You cannot add or subtract any other numbers once this step has occurred.Step 4 . and the second is a 6. Secondary casters do not have to know the same Sphere of magic as is being cast in the Ritual. as long as they are of the same Sphere as the Ritual spell. A second roll is then made. secondary casters. and no other effects occur. Skip directly to the second roll described above. Each additional component will increase the chance of success a percentage equal to the component's level. the Ritual has failed. or lower than.
5-5-5-1. Level six Rituals: One level 5 component and one level 1 component.Length of casting Each Ritual spell takes 10 minutes plus the level of the Ritual school. a repetitive hand motion or some other roleplaying action to represent concentration) for the remainder of the time. for some unknown reason. As well as being broken down into levels between one and five. All Type A components will have a power level associated with them. 5-5-1. 4. An abbreviated list of component requirements would look like this: 1. each component also has a Sphere of magic associated with it. 5-5-4. Most Ritual spells will require a minimum of one Type A Ritual component. a Ritual spell will require at least one component from the same Sphere of magic. The strength of the emanation does not correlate with the level of the component. 5-3. Type A Ritual components also emanate an emotion or physical feeling somehow tied to the Sphere they belong to. 5-5-5-2. Type A Component: A Type A component is any item without a spirit that. A Light component may give off love or an Elemental component. Should you complete the Ritual faster then this time. Level three Rituals: One level 3 component Level four Rituals: One level 4 component. Level seven Rituals: One level 5 component and one level 2 component. 5-5-5. These levels range from 1 to 5. This pattern continues up to level 20 Rituals. 3. 5-4. There is great speculation on how these Ritual components are created and no one theory is yet to be proven true. 5-5-5-3. 5-2. They are not Magic by nature and will not detect as so. cold. Level two Rituals: One level 2 component. 114 | P a g e . while some higher level Rituals will require components from multiple Spheres. Components Components are broken down into two categories. 5-5-3. Each scroll is slightly different. and which specific components are required is decided when the scroll is created. 5-5. For example. The component requirements will be listed on the spell scroll and may be different from scroll to scroll even if it is the same spell. 5-1. 5-5-5-4. Type A components vary in power. In almost every case. acquires the properties of a certain Sphere of magic. 5-5-2. Type A and Type B. Some components will be easier to get than others. This means that two casters with the same Ritual scroll may require completely different components to cast the spell. Some items are unintentionally crafted as components. "Level 3 Ritual Component: Nature". Use the following system for determining which types of components are required for which Ritual level: Level one Ritual: One level 1 component. while others seem to instantly transform into components at random. 5-5-5-5. Level five Rituals: One level 5 component. although they will not know the Sphere or level until properly identified in a Circle of Power. You have that long to perform the Ritual described on the scroll. 5. 2. This emanation has allowed even the unschooled to find components and identify them as such. you must perform some action that represents casting (a mumbled chant. which require four level 5 components. making some versions of the scroll more valuable than others.
Type B Component:
Type B Components are identical to Type A components with a few exceptions: they do not always emanate an emotion, they can be created out of items or creatures with a spirit, and are either permanent items that do not get destroyed or items that contain a specific number of charges that are expended when used. If a Type B component uses charges, only one charge may be used per Ritual casting and after all charges have been used, the item is destroyed as per a Type A component.
Ritual Circles and Circles of Power
There are many types of Ritual Circles. They range from a simple improvised circle drawn in the dirt, to the complex and highly augmented Ritual Circle creation spells. No Ritual can be cast without a Ritual Circle present. Two distinctions must be made between a Ritual Circle and a Circle of Power. A Ritual circle is any circle used to cast a Ritual spell. It does not bestow the caster any benefits on its own. It will not stop or hinder any creature from crossing its boundary, unless influenced by the Ritual being cast. A Ritual Circle may be created by anyone at any time, as easily as drawing a circle in the dirt. A Circle of Power is a Ritual Circle imbued with magic. It is generally created by either the 12th level occupational ability for Mages or by certain Ritual scrolls. A normal Ritual Circle gives a 25% base chance of casting success, whereas, a Circle of Power’s base chance is 50%. Any attempt to cast a Ritual spell without a Ritual Circle or Circle of Power will automatically result in a backlash. A Ritual Circle can be no larger then 10 feet in diameter. A Circle of Power’s size will vary on the method of creation used. A Henge can only be used as a Circle of Power for the purposes of casting Nature Ritual Magic. A Circle of Power, either created by the Mage ability or the spell, can be used to cast Ritual spells of any list, including Nature.
Ritual scrolls range from level 1 to level 20. Level 1 being the least powerful and level 20 the most. Any Ritual above level 10 is considered very rare and powerful. Rituals above level 15 are almost unheard of. For the most part, Ritual scrolls will be 1 to 5 pages long but there are no set rules regarding size. One Ritual scroll may be as small as a single piece of paper or may span an entire library of bookshelves. They do not need to be printed on paper or even written at all. A Ritual scroll could be found etched on to the wall in some long forgotten ruin or imprinted in the mind of some powerful being. Ritual scrolls are (for the most part) considered to be rendered and cannot be destroyed, except through Ritual Magic or racial abilities. However, they provide no protection in combat and cannot be used as armour or shields. Ritual scrolls are NOT used up when they are used, like components are. You may cast 100 Rituals from the same scroll provided you have the components to "power" the Rituals.
Ritual Spell Slots
Please note that Ritual spell slots do NOT have to be purchased in a pyramid style order like Battlemagic spell slots. They are purchased level by level, up to a maximum of 20th and only purchased once.
Ley Lines and Nexus Nodes
There are physical locations that exist in the game world which can augment your Ritual castings, either positively or negatively. You will be informed by the Ritual Marshal if your Ritual is taking place in such a location AFTER the Ritual has begun. However, you may get hints of such locations from Plot members, or in-game knowledge before that. Examples of the changes that casting a Ritual upon a Ley Line or Nexus could provide are: additional chances of success, a lowered requirement for components, the addition of a secondary caster or a possible greater chance of backlashing.
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As recognized by the international Churches of Light GREATER GODS Light
CASSANDRA “The Lady”
Primary Influence: Life, Secondary Influences: Fertility, Harvest Symbol: A Robin
KAEL “The Light-Bringer”
Primary Influence: Justice Secondary Influences: The Sun, Light Symbol: Scales
Primary Influence: Honour Secondary: Law, Chivalry Symbol: A Shield
Primary Influence: Secrets Secondary Influences: Night and Darkness Symbol: An 8-pointed star
DUNARTHOS “God of the Hunt”
Primary Influence: Nature Secondary Animals, The Moon Symbol: A bow
Primary Influence: Magic Secondary Influences: Power, Knowledge Symbol: A burning eye
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& Arts Symbol: Lute X God(dess) of Mystery & Chaos Symbol: None known 119 | P a g e . Murder Symbol: Crossed war axes MALAGANT “Master of Autumn. Lord of the Undead” Primary Influence: Necromancy Secondary Influences: Undeath. Dominance Symbol: A bloody dagger LESSER GODS ABACUS God of Wealth Symbol: Gold Coin CHARON “The Gatekeeper” God of Natural Death Symbol: Skeletal Hand CHRONOS “The Guardian” God of Time Symbol: Hourglass FESTUS God of Wine & Celebration Symbol: Goblet RAZE “The Razor” Goddess of Vengeance Symbol: Mask SABRINA Goddess of Love & Beauty Symbol: A willow tree THE MUSE Creativity.Dark BAAGH “Blood-letter” Primary Influence: War Secondary Influences: Bloodshed. Corruption Symbol: A horned skull with fangs PANDORA “The Widow” Primary Influence: Pain Secondary Influences: Suffering. Music.
is asked for blessings of fertility and is warmly regarded for her gentle and compassionate nature. 120 | P a g e . The one common trait of hers is always her long hair. he has a companion wolf at his side at all times. Light and daytime is seen as an intrusive. no quarter given or expected. A little headstrong at times. is given thanks during harvest. A favorite among the Orcs and human baron-lords.GREATER GODS BAAGH “Bloodletter” Primary Influence: War Secondary Influences: Bloodshed. Kael tends to think from the heart and worry about the consequences later. a fact that has put his friend Roland at ill-ease at times. She is seen as the protector of mothers and children. KAEL “The Light-Bringer” Primary Influence: Justice Secondary Influences: The Sun. prayers to Baagh are called out on the field of battle. Many of the Dwarves pay respects to Baagh although few worship him outright. He is tough. Usually hooded and wearing leathers. but wardens of nature also call on his aid. the defender. CASSANDRA “The Lady” Primary Influence: Life. Secondary Influences: Fertility. the unbreakable. To Dietremen's followers. He is by no means a God of Light. the wolf in the forest at night. like an overbearing parent. her anger great when roused. but that is a rarity. he revels in violence and carnage. Dunarthos appears as a bearded. he has been known to visit wild elven camps. Although solitary in nature. Those who serve him are expected to be on the front lines thanking their commanders for putting them there. Followers of Dietremen are those who operate with skullduggery. not just thieves and spies but also those who use the night and desire solitude. Murder Symbol: Crossed war axes Baagh is the lord of battle and bloodshed. wearing a white tabard. rude. the judge. The Moon Symbol: A bow A popular God among Hunters. DITEREMEN: Primary Influence: Secrets Secondary Influences: Night and Darkness Symbol: An 8-pointed star Dietremen. or as a judge and defender of the peasantry. Rangers and Druids. his largest group of followers reside within Tiefanue and serve him within the Church of Light. Prayers to Dunarthos can be heard as traps are set and fishing lines cast. the protective darkness. and in many ways is the mirror opposite of Roland. but fair. it is a comforting shield which hides you from threat. as is the justice he stands for. Harvest Symbol: A Robin Cassandra is a popular Goddess who enjoys a vast amount of followers. Seen as the paladin. Although not an evil God. worshiped by a wide variety of cultures in different forms. is the God of secrets and the night. always wearing a hooded cloak which hides his/her face. Dietremen is the fly on the wall. where he shares stories and toasts the stars with a flask. By no means a pacifist. darkness is not something to be feared. into which one can vanish safely. Almost every sentient race has a place for Cassandra within their pantheon. even the Orcs and greenskins. rugged archer. Light Symbol: Scales Kael is one of the major Gods of the realms. demanding power. DUNARTHOS “God of the Hunt” Primary Influence: Nature Secondary Influences: Animals. There is no honour or chivalry in Baagh's camp. He is usually depicted in heavy armour.
His army of Undead is greater than any mortal army in the world. Salam has taken the crown of God of Magic since Nabokov's mysterious disappearance. he sometimes appears wearing a cloak similar to that worn by the Head of Berphaunt's Conclave (a fact which makes some within Tiefanue nervous). Malagant submits to no one. Lord of the Undead” Primary Influence: Necromancy Secondary Influences: Undeath. But perhaps the greatest of all his conflicts. something has happened to vault her into the pantheon of greater Gods recently. truly epic tales indeed. errant knights and those who operate in an environment of military discipline. Dominance Symbol: A bloody dagger Previously known as Shiva. with the branches within Berphaunt and Clan Sprawn being the largest. multi-layered personality has been thrust into the top of the dark pantheon. the Mistress of Pain and Ice. Chivalry Symbol: A Shield Roland is seen as the God of honour. and Magic in general. Although more respected than worshipped. lord of darkness and master of the Undead. Roland is usually worshiped by professional soldiers. A complicated. SALAM Primary Influence: Magic Secondary Influences: Power. perhaps indicating he is attempting to increase the size of his church. he is often seen less as the "God of Magic" and more as the greatest of all Magi. are his wars with dragons of darkness. Always displayed in full platemail with his helm typically closed. chivalry and military structure. the ramifications of which have yet to be exposed. Corruption Symbol: A horned skull with fangs Malagant declares himself the king of the dark pantheon. she has begun to spread her influence outside the frozen tundra of the Ice Elves. any true ties between Salam and the Conclave are unknown. among magi at least. yet influential Gods among her followers.MALAGANT “Master of Autumn. Less direct than Malagant. Although most of the dark Gods seem to pay some respect to him. discipline. However. Knowledge Symbol: A burning eye The newest of the Greater Gods. his battles with Demon Lords are stuff of legends. however he frowns upon Kael's impulsiveness. His greatest rival among them being Styphon the Black. He has paired up with Kael in the past to work toward a common goal. a teacher from which mortal students may learn from. ROLAND Primary Influence: Honour Secondary: Law. his power rivals that of dragons. Said to speak with a slight gypsy accent. Perhaps one of the most powerful "evil" beings in existence. Malagant operates a full church. 121 | P a g e . specifically power that gained through knowledge. He stands for power. One of the most solitary. law. she has goals of her own which she manipulates directly more-so than any other God and ignores everything else. PANDORA “The Widow” Primary Influence: Pain Secondary Influences: Suffering. In his brief time as God of Magic he has demonstrated a more hands-on approach to his followers than Nabokov did. yet global domination does not seem to be a goal of his.
His followers do the work of Charon by tending to the dead.LESSER GODS ABACUS God of Wealth Symbol: Gold Coin Abacus is the lesser God of wealth and coin. council kings. but instead represents death in a natural. His followers. it is said he enjoys manipulating financial situations to favour his followers. murdered by drowning because of her love for a human. Originally a young female dark elf. an evil God who will ignore morality for wealth. combat those with the ability to manipulate time. who watches over the spirit as it exits the body. celebrations. seeking out relatives for an inheritance and acting as graveyard caretakers. traders and those who seek wealth and privilege. CHRONOS “The Guardian” God of Time Symbol: Hourglass Chronos is the God of Time and is it's guardian. there are few other Gods (or Clerics for that matter) like Chronos. and is given respect for that fact. he is everyone's best friend. RAZE “The Razor” Goddess of Vengeance Symbol: Mask Formerly the Aspect of revenge. who guides a spirit to the nearest resurrection circle. however. It is Charon that protects the spirit from Necromancy and harm after final death. but such is not the case. part priests and part guardians. The powerless give offerings to her hoping to right the wrongs done to them and those who have been betrayed whisper her name. Very much a Goddess in transition. a favorite among merchants. there are few taverns within human lands that don't have a small idol of Festus on display somewhere. 122 | P a g e . socialites. his followers are usually so good at what they do they are seen by common men to have powers beyond that of their rivals CHARON “The Gatekeeper” God of Natural Death Symbol: Skeletal Hand Charon is not an evil God. transgressive sense. a rare and elusive bunch. bankers. and those who simply love to party. Like a Druid who keeps a river from being blocked with debris. The Dark Elven race believes it was betrayed by the humans as a whole. The Hoblings of Teris almost make up for that fact. Chronos protects the flow of time itself. Festus tends to be seen as "harmless" by the other Gods. Generally non-violent. by his townsfolk. Raze is seen by non-Dark Elves as the instrument of their vengeance. FESTUS God of Wine & Celebration Symbol: Goblet Festus is a popular God among Hoblings. and tutor those seeking to understand the nature of time itself. Raze the mortal has ascended to godhood. who ignore him. Some incorrectly call Abacus the God of greed. Raze is a popular Goddess within Antioch. Representing all the good things that come from alcohol. and merriment. and thus Raze's story symbolizes their distrust of the other races. Raze will need to find her place among the Gods and her followers will likely play a large role in that matter. Abacus encourages an "all is fair in business" attitude but is not a law-breaker by any means. burying those who's families cannot do the manual labour. Among the Hoblings he is more than just a deity. His head church is within Duvain. Part scholars.
from the pacifist priest preaching love over hate. Music. Sabrina has a wider range of followers than one might expect. of his or her origins or goals. Very little is known of X. 123 | P a g e . those who possess it. morality and desires changing on a whim. The Muse disfavors direct contact. to the poet who writes love sonnets. THE MUSE God of Creativity. instead preferring subtle hints and playful suggestions to spurn followers toward various goals . X God(dess) of Mystery & Chaos Symbol: None known One of the most infamous Gods to have ever existed. and anyone involved in a creative field will seek the favour of the Muse for inspiration. others claim that if you look hard enough you can begin to see patterns in the swirling chaos of X's actions. Although some call her vain. Stagnation is disease to a follower of X. to the rich housewife making offerings to prolong her beauty.goals which typically end up for the sake of the follower and not the Muse itself. X's followers are obsessed with disharmony. those who admire it.SABRINA Goddess of Love & Beauty Symbol: A willow tree Sabrina is the Goddess of beauty. artists. vanity is an ugly emotion and she will have no part of it. and those who desire it. Some believe X is merely insane. The vast majority of musicians. actors. depending on the desires of the follower. Never the same twice. the Muse represents creativity and the arts. who will intentionally change facets of themselves daily and will do their best to sew mystery into the lives of those they encounter. "X" represents chaos and mystery. & Arts Symbol: Lute Appearing as either male or female.
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