Underworld Rulebook

v.5.1.1

©2009 Garrote Productions

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Rulebook Acknowledgements
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: kick_stones@hotmail.com Edward Watt: arkayne@gmail.com No reproduction without explicit permission of the owners. Underworld LARP, Underworld L.A.R.P., Underworld Rulebook v5.1 are copyrighted to Garrote Productions.

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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

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Chapter 1 ROLEPLAYING 4|Page .

you enter him or her into our world and act them out as you desire. Many people value LARPing as an outlet for personal expression. Don't be shy (unless your character is shy).. Tags should be attached to the item in question and if this is not possible. In fact.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. Once your character is designed and registered with game officials (known as Plot Marshals). you'll find that your character will grow naturally and you'll discover more of what makes them tick. Everyone is an expert in Live Role-playing. the tag should be kept on your person at all times. Casters will also be given spell tags to represent any spells which they are able to cast. think to yourself. allowing them to envision our world. it requires no special training. such as. and how they can fit in. etc. because you created them and you know best. you are also permitted to bring in a Spellbook with some spells scribed in it. You are also given an Armour Card which represents the Armour Points which your character has. this is improvisational. 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. or as different from. If you are a caster. (For more information on AP and Breached armour.. It is important during a battle to keep track of the amount of AP you have left. It helps you. Your First Event Let’s say for a moment that you were to play Underworld. or as a valuable escape from the mundane world. what skills they are able to use. Although some describe Live Action Role Playing (or LARPing) as "Improvisational Theatre". Role-playing at its best should come naturally and fluently. what their level is. refer to the Armour section. This concept is sometimes hard to imagine to those who are new to the idea. "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. we think you'll realize just how easy and fun Live Action Role-Playing is. Others do it simply because it's fun. When you play Underworld for the first time. Remember. No one tells you how you should play your character. you should find it hard to act "normal". This will hopefully give those who are new to the idea an understanding of how it works. At first. your character will develop naturally in your mind and it will become easier over time to slip into character. your character concept might be a little hazy. but as you become immersed in different situations. Once you figure this out and become comfortable with it. other players and Marshals keep track of your abilities and to settle any 5|Page . they would give you a small amount of starting money and some tags which represent items your character has when beginning. 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. what their occupation is. limited in scope and detail only by your own imagination. you create a character for yourself. 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". You design the personality and quirks of your character as you see fit.) The final things which you will be given are a character card and a life tag. Any of these items mentioned will be given a tag to validate that they exist in-game and can be stolen. we think you'll realize what a healthy concept it is. Each character is allowed to bring in a couple Normal (not silver or Magical) weapons as s/he could use at once into game. Armour Points (AP) depend on what type of Armour you are wearing. but when everyone else around you is role-playing. Everyone can do it. At first. your real personality as you would like. A character card contains all vital information relating to your character. we all do it on a daily basis whenever we daydream ourselves into different situations. This is normally achieved by diving headlong into your character. requiring very little in the way of pretending. This should be kept with you at all times. how many Body Points they have. It is far more important to know your character than it is to pre-think acting techniques and worry about how you'll look. and whether or not your armour has Breached. exercise for both the body and mind. As it is your first event. Once you experience LARPing a few times. Do your best to be realistic in your character. This character is who you'll be in the game and it can be as close to. and a holy symbol.

The guard is now bent over Ariel's twisted foot. he produces a dagger and nods to Ariel. unless the player being searched prefers that you really search them. You notice however. says Ariel. This always takes 1 minute of time to do. but answers with. you find your campsite. that your friend. "I may have a Healing potion in my pack. All of you decide that money is very important right now. you are looking at an out-of-game document and your character can't know this information unless Duncan actually tells your character. The two of you wait in the shadows watching as she curses under her breath and falls in the roadway near the guard. Duncan and Ariel suspected that the man might be wearing one and that is why Ariel struck first. Duncan tells everyone in your camp not to walk into the trap in the grass and shows everyone where it is. To do this s/he must find a Marshal to accompany him/her. and descriptions of any other important features about the camp. and that Jeremiah has a bounty on his head which was put there by a nearby Thieves' Guild. from behind her hip. (who is a Nightblade) informs Ariel (an Assassin) and you. Your group is going to try to capture Jeremiah alive and take him to the Thieves' Guild encampment outside of town. Unfortunately. They show you the out-of-game post. saying "1 Sap". It is considered to be cheating. 6|Page . Inside the envelope is a list that the players who stay at this camp have made. This is good. Unfortunately. You have nothing to add to the list. It means that if you avoid the trap now you will not be accused of meta-gaming. "1 Normal". Ariel produces a dagger as well. "Just a minute" says Duncan. however. which tents or buildings are warded. Fortunately. This list is kept here so that any Plot Marshal can look at it and make rulings while you are not there. that there is a man in town named Jeremiah. which represents the butt end of his dagger. The guard is surprised.disputes which may arise. whose character name is Duncan. so collecting on this bounty might be considered somewhat illegal. If you are killed Marshals make a note of your death so that they can keep track. 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. A life tag represents the fact that you are alive. "What's wrong?" asks Duncan. The three of you do some whispering and decide to take him out quietly. and strikes at the guard. "Magic Armour." Magic Armour is a spell-protection which blocks the first attack from a weapon strike. and strikes the man between his shoulder blades. Your friend Duncan. you may do a detailed search by telling the victim exactly where you are looking. Now Duncan leaves his hiding spot and walks over to where Ariel and the guard are. you find that there is a guard posted at the front door. The guard watches suspiciously for a moment and then comes over to help her. You wait until night falls and then make your way to the mayoral residence. to signify that her character is striking at the guard for 1 point of Normal damage. Meta-gaming means using information you have learned out-of-game for in-game means. After Logistics. Now Duncan uses his Out of Game Sap tool. Ariel then jumps up and motions for you to come over to them. but no helmet. Your friends have already arrived and set up. But instead of taking out a Healing potion. The game begins. The list records any traps which have been laid in the encampment as defense. When you get there. Jeremiah is also the mayor of the town. when looking at the list. the three of you decide to search the guard. Sap is an attack which surprises the target and is an attempt to knock the person out from behind. A thief might want to break into your camp while you are gone. He looks tough and is wearing a great deal of plate mail armour. has laid a very large trap in the grass just to the north of the tent." Duncan stands over the two of them and begins to root around in his pack. pretending to be in great pain. "This woman has sprained her ankle it would seem. which has a plastic envelope attached to it. Before going into the mayor's house. Ariel begins walking past the mayoral residence and fakes twisting her leg." says the guard. If you want to take less than a minute.

"What do you want?" "We're here to collect on a bounty. even if things aren't always to their character's advantage. and up to you. is used when the weapon being used is armour-piercing meaning Armour Points do not stop it. and everyone stops and gets down on one knee. By a "good role-player" people are referring to someone who never drops out of character to laugh or make out-of-game comments. It can be like being an actor on stage with everyone looking at you. "HOLD!" says a voice from upstairs. "3. the mayor (who is unconscious but not dead). Duncan has set off a trap that the mayor has laid at the top of the stairs for just such emergencies. Duncan rushes up the stair first. like damage and spell defenses. “we should hurry before anyone comes along. This has nothing to do with whether your character is good or evil. It is frowned upon for people to go out-of-game once the game has started. In this case. Often Marshals encounter difficulties as well in situations such as when a player wants 7|Page . You have to know what to say. You shout loud enough for him to hear "3 Body". Be a good guy or a bad guy. Because everyone approaches role-playing from their own unique perspective." says Ariel. This is a representation of how basic combat works. You rush to the window to see that he is already on the ground and turning to run. Ariel and you rush to the top of the stairs to find Duncan in a heap on the floor. The Hold command is an out-of-game expression and should not be used any other time. Quickly. Ariel follows him and you follow third. "Sleep Poison trap. apparently unconscious. and the action resumes. 1. You fire at the mayor and the arrow hits him in the back. and make off for the Thieves' Guild to claim your reward. it is sometimes difficult to state blanket rulings. without out-of-game complaining. Everything you do is real-time. Immediately a middle-aged man looks up at you. "Come on. the three of you gather Duncan. In most people's eyes.In this case. Some things you do must be called out. so it can be a little intimidating at times. People who have role-played for a while will often tend to distinguish between “good” and “bad” role-playing." The player who is playing the unconscious guard opens his purse. you raise your bow which has already been notched with an arrow. It means to stop what you are doing and get down on one knee. It's not pre-planned. You hear the Marshal say. They are good-spirited people who role-play everything well. "I look in your purse. The mayor collapses in a heap on the ground. in this case 3." says Duncan. You realize that there is an out-of-game Marshal upstairs. he is out of sight. As quickly as you can. the Magic Armour would have nullified your attack. but rather for the act of role-playing itself. The three of you follow running and find that the man has ascended a small staircase. pulls out some gold coins and gives them to Ariel. In a second. Ten foot radius. Eventually it will come naturally. but having no lines. Role-playing Role-playing is a little different from acting. You decide. Halfway up the stairs you hear an electronic buzzer go off from the top of the stairs. Usually it means that someone has hurt themselves for real or that there is possible danger of injury. Lay-on" says the Marshal. All the choices are yours. Good thing. is subtracted directly from the victim's Body Points. "Who the hell are you?" he asks. Ariel says. Good role-players are not playing the game to win or lose. a good role-player doesn't call holds and stop the game unless it is absolutely necessary. but everything is acted out as realistically as possible. The term ‘Body’ in this case." The three of you hurry up the front walk of the mayor's house and enter the door. The mayor is climbing out a window on the other side of the room to go down a ladder. otherwise you might have had to go find one. Sometimes it is used when fighting becomes confused and rulings must be made. The man bolts suddenly for a back door and rushes through it. The amount inflicted. If the mayor was wearing Magic Armour like his guard was. even their own deaths. Duncan." The Marshal determines that Ariel was not caught in the trap and then calls a Lay-on. 2.

This occurs when the action to be taken is either impossible under the somewhat restrictive laws of real-world physics. Often. running shoes. are all actions to which a 3-count are appropriate. For some faiths it is required that people keep their out-of-game religious items with them. 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. other people may get irritable. Sometimes your character will have the opportunity to steal things in-game. The method used. pop cans. • PLEASE DO NOT RISK INJURY TO YOURSELF OR OTHERS. I brand you two. though you will have to get your own physical representation for it. To help a little. so they are not anachronisms. 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. coolers. Sometimes. etc. As you play longer you will come to see that some things are confusing for people. If you are struck with Magic or a weapon. either declaring the action or making a 3-count.. If you steal something you will get to keep the tag. • Role-playing damage is often important. An example of a properly executed 3-count is: "I brand you one. branding someone. They all want their environment to be as realistic as possible. It is up to the discretion of the players involved to determine which method is more appropriate to the situation. and Resurrection. or would entail taking a real-world action which would be too dangerous. They have been around since the 13th century anyhow. The Honour System In Underworld we use the Honour System as much as possible. people will ask out-of-game to see your character card. Turn the other player's item over to a Marshal so that the Marshal can give it back to them out-of-game. physically picking someone up who is much larger than you are. Checking tags and skills is necessary. If you drop out of character a lot. and please be aware that Underworld is respectful of this. which destroy the atmosphere of the game. Please realize that the physical representation for the character’s object you have stolen often belongs to the player. 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. depends on the action being taken. and to determine as honestly as possible how many Body Points you have remaining.to do something that is very original and which the rules don't necessarily take into account. Please appreciate the difficulty that Marshals’ face sometimes in trying to make fair rulings in cases like these. Please avoid the use of any real world military insignias or real world religious items or symbols. Marshals are here to help make the game enjoyable for everyone concerned and to be as fair as possible. 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. Try to avoid anachronisms. we use the tag system. These are things like watches (out in the open). not other people. The Honour System allows you to be the judge of that. or that you are using a new unique ability which they have never heard of. 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. Death. It won't upset people if you don't have a good costume. It also helps you to get to know your character. 3-counts generally occur when the action to be taken cannot be physically attempted and takes at least a few moments to complete. clothing says a lot about a character and will even help you discover new things about them. • Stay in character.. Don't assume that they think you are cheating. You are the one who has to keep track of your Body Points. 8|Page . • Costuming really helps. Cutting clothing. Killing Blows are described in detail in the section on Life. though other people can often tell if you are cheating. but many people love to see a great costume and find it admirable when people have good costumes. Sometimes you will become confused as to how much damage you have taken. etc. Please be respectful. I brand you three". react accordingly. Glasses are fine. though this often is more a means of helping you than it is of checking up on you. This helps to set the mood.

All characters get 150 character points to begin. etc. so if you are fighting a creature who uses a skill/ability you have not heard of. etc. These decisions involve the following topics: • Race • Occupation: 8 beginning occupations are offered for players to choose from. plus any racial bonuses. we suggest a more abstract approach. 9|Page . compassion. fair. Mistakes can be cleared up with a Marshal. and then the incident can be cleared up later. etc.: City.s also have cards. • Skills: You'll want to decide what skills you are going to buy at the start. beliefs.even if people trust each other and know that they never cheat. It is not possible to later change occupations so choose wisely. it is necessary to make some definite decisions for your character. background and moral sensibility. such as work. outcast/bandit/gypsy caravan. Before actually addressing defined concepts such as race and occupation. and which skills you want to learn in the future. Please help to maintain a fun. A good idea is to decide what kind of character you would like to play in terms of personality. or are they simply adding to it? Defined Choices Regarding Character Creation Since having outlined a general concept.) • 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. The only exception to this rule is Advanced Occupations which MUST be discovered in-game.C. safe and good-spirited game for all players and staff. even if you know it is wrong. their card should describe its effects for you. • 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. village.P. • How would my character react to different emotional situations? (violence. Accept their ruling. Please give people the benefit of the doubt. 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. even if you die because of it.g. hobbies. N. 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. You too. These decisions can be made relatively easily by consulting the remainder of this rulebook. awe. 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. may wish to check someone's tags or card. Please be aware that even Marshals make mistakes. 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. and you are perfectly entitled to do so. moralities.

. There are also ways that will allow someone to find out your True Name (or at the very least a letter of it). Without a True Name. In general. If you reveal your True Name it is always because you chose to do so. knowledge of a True Name allows one to Magically affect a person or being. This is an effect used in many tales. -You must mark your True Name down on your character sheet along with whether character knows it or not.True Names In Underworld. perhaps it’s something even greater. After your first event. even if you earn the points with another character. to reveal your True Name. A player can almost never be forced. no matter how many Blankets you have banked. what is known is that some force secretly influences those people who name you at birth. -Once you pick your True Name at character creation it cannot be changed. A Blanket's value is determined by your character's level. -You can never be forced Magically or by Alchemical means. There are several ways to get Character Points. consult a Plot Marshal. These are effects that are rare and generally held by only the most powerful Fae or Mages. per character. This does not mean you cannot be tricked or blackmailed into revealing your True Name. it just means you cannot be forced. All attempts. 10 | P a g e . that question has plagued scholars and mystics alike.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. Every player in Underworld should choose a True Name for their PC. A character history is a written account of your character's life up until the point at which s/he starts the game. As a player. that door is always unlocked. For examples of good and bad character histories and pointers on what the Plot Committee wants to see. sometimes detrimental. Where does it come from? Who chooses it? Well. Underworld holds a similar belief with True Names. You are allowed to spend a maximum limit of 2 Blankets per event. Such names could give power to the person who knew them (even over Gods in some beliefs). the only real decision you need to make is whether or not your character knows their own True Name. The higher level you are. They are banked on your character sheet and can be spent in the future. Choosing not to know will not always protect you. There are many positive and negative abilities and spell effects that rely on your True Name. Having no True Name leaves you defenseless against attacks that would require one. Magically or chemically to reveal their True Name. Perhaps the fates themselves name you at birth. names have power. Blankets of experience that you earn can be applied to any character you own. Every time your character comes to an event. Blankets can be applied to a character and the CP left unspent. the less the Blankets will be worth in CP. they gain a Blanket of Character Points at the end of said event. There is one key rule that has to be remembered when dealing with True Name. Experience & Character Points Your character gains levels in Underworld by amassing what we refer to as Character Points (CP). much like in mythology. Rules and restrictions regarding True Names: -Your True Name is only one word and may not exceed 14 characters in length. usually fail. In folklore. Sometimes a True Name is beneficial. the most obvious of which is through playing your character at an event and obtaining Blankets. save certain Ritual Magic. Whatever the reason. a blanket of Experience Points (XP) would be worth 65 Character Points. So let us assume your character does have a True Name. Fae Magic and some advanced Ritual Spheres rely heavily on a target's (or caster's) True Name. Imagine the letters of your True Name as a series of locks that protect a doorway which leads to your spirit. a character history should be at least one typed page in length and no more than ten.

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. All characters receive 150 free Character Points to start with. if applicable. from only 10 CP to buy some skills. All abilities and skills take Character Points for your character to be able to learn various skills. Your character will remain semi-conscious for 5 minutes unless healed (see Magic. unconscious or worse. spells. This represents your character taking damage from weapons. after which they gain 1 Body Point and become conscious again.2). your character level increases by one and the remainder of your character points are equated at the new character level row. dead. Should your Body Points drop to 2. your "life force". or the use of any skill/ability will be successful.Blankets are spent/applied 1 at a time. is measured by a number (Body Points). Also note your base number of Body Points changes to the new Base Value. Chart 1. Semi-consciousness At 1 Body Point. and level (See chart 1. 11 | P a g e . In simple terms. race. or how much life is left in your character. Skills. you gain fewer Character Points per Blanket of Character Points. The maximum Body Points a character may have varies considerably. No matter what level you are. All skills and costs are outlined in the sections "Skill Costs" and "Skill Descriptions". they must earn their Experience and Character Points by attending events. your character will loose Body Points. your character becomes semi-conscious. the rules regarding life and death are important ones to understand. to 200 for others.1) *after 20th lvl. the 2nd will be worth less XP. As you go up in level. Skill costs are calculated in Character Points and vary widely. Blankets can only be spent at Logistics or pre-Logistics. Life & Death As a player in Underworld. or for helping out with running the game. you will always gain at least 10 character points per Blanket. Body Points From time to time. but will drop the character to 0 Body and render them unconscious. The CP Column shows how many Character Points you acquire per Blanket. donating props or costuming etc. follow the same progression Character Points are the building blocks of your character. It takes 100 Character Points to gain a level. meaning that if you wish to apply 2 Blankets to your character but the 1st blanket raises your level.. your character is in grave danger of becoming semi-conscious.. Thereafter. during the game. Once you acquire 100 Character Points. or Alchemy sections).(please ask management for more information). depending on occupation.1 shows the number of Character Points gained at each level. etc. Any movement faster than a walk..

simply inform them in a discrete manner. Dying (Bleed -1 1 Minute During this time. the victim can resist/interrupt the killing blow at any time. After this 1-minute bleed count. reaches 5th level they are considered to be “killing blow active”. .C. bleeding out. 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. This means that N. When a P. If they do not. (Chart 1. your character is dying. they cannot be attacked with a killing blow. You may choose to forfeit your 5-minute Death Count.P.2) only a Life Spell will revive your character. 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. your character becomes unconscious for 5 minutes. proceed directly to be resurrected. in a state of total paralysis. your character has Dead (Death After 1 Minute at died.C. You must give your Life Tag to the person who performs your resurrection.C. a character may be healed by any normal Count) means. Unless a victim is unconscious. Before a P. random encounters may use killing blows and instant death effects on them. 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. reaches level 5.’s should ask what level you are before delivering such an attack. 12 | P a g e . During this 5-minute Death Count. A proper killing blow takes a 10-count with bare hands or a 5-count with a weapon. After 5 minutes of unconsciousness.P. Killing Blow Delivery A killing blow is a death strike. It is a final assurance that the victim of an attack is dead. (Note that if a Killing Blow is delivered to your Count): Need 5 Minutes -1 Life Spell character. Once the 5 minutes has elapsed the spirit leaves your body and travels to the nearest. they gain 1 Body and become semi-conscious. 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.C.) Dead You must now begin a 5-minute Death count. At this time you must immediately begin a 1-minute bleed count. If so. Your body dissipates when this happens and all items you were carrying remain where you died. N.Unconsciousness At 0 Body Points. you must forfeit your 1-minute bleed count. friendly Resurrection Circle to be resurrected. or have all 4 limbs bound.

(Please see the description on "Scarring" in the Healing section of this rulebook for further details about the body during Resurrection. If the nearest circle is considered hostile. your spirit has already left your body and is hovering above it. Circle hostility is usually determined immediately after the 5 minute death count has elapsed. The person being Resurrected is unidentifiable to all who see them. A Plot member must be present and they must be the one who performs the actual coin flip. Although very taxing. We call this "Final Death". In fact. resurrection circle. 13 | P a g e . there is no permanent damage to the body and it will be fully conscious and healed at the end of the hour. All of your in-game tagged items must be left behind. all of those who are invested in the Circle will be made aware of its presence. the Circle itself will Resurrect the spirit. non-hostile circle. a belt.. It is in this manner that the body will re-form as time progresses. the body then dissipates and the spirit moves to the nearest. A circle can be considered hostile for any reason. the determination to consider a circle hostile does not even need to be based on known.) If an individual who is invested in the Circle is not present. Meta-gaming is allowed in this one situation. that the Resurrection Circle your spirit is approaching is considered hostile to you. You don't have to know in-game where this circle is. the body has been fully rebuilt and will regain consciousness with full Body Points. the type of circle or its location. your spirit will ignore it and move on to the next closest.) Hostile Circles You can make a decision on an out-of-game level. your spirit leaves the area to go to the nearest Resurrection Circle. and we encourage that you leave behind some identifying articles of clothing as well. 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. including: a single investor in the circle who is seen as a threat.Resurrection Final Death After your two "free" deaths have been used up. Two things can happen at this point. When those 5 minutes have passed. taking an hour to complete. it will enter the Circle and the process of Resurrection will begin. At the end of the 10 minutes. your spirit automatically detects and moves toward it. (A cloak. A barrier circle will not prevent a spirit from entering a Resurrection Circle. Death During the 5 minute count. the strands and filaments must re-knit on their own. in-game information. This is a long and painful process for the spirit. etc. If the flip fails. non-hostile. save those invested in the Circle If an individual who is invested in the Circle is present or arrives to perform the Resurrection. you should go out-of-game and remain out-of-game until your body is reformed inside a Resurrection Circle. if you have not been revived via a Life Spell or similar effect. each time you die you have a 50% chance of dying permanently. either someone who is invested in the Circle will arrive and perform the Resurrection process or the Circle itself will Resurrect the spirit. no matter how distant the Circle is to them. Resurrecting Once your spirit (represented by you out-of-game) has found a non-hostile Resurrection Circle. The spirit will arrive inside the Circle as a red cloud of loose strands and wispy filaments. During this time the investor begins re-forming the spirit by plucking and knitting the spirit strands into the form of a body. If a Plot member isn't present when a character with more than 2 previous deaths dies. in a straight line at a running pace. a hold must be called and a Plot member must be found. the process takes a total of 10 minutes. The body will begin to re-form but without the assistance of an investor. At this point. When a spirit enters a Resurrection Circle. If the flip is successful. This is usually determined by flipping a coin. the body remains and the death is permanent. 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.

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)

Scarring
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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Chapter 2

RACES

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Character Races
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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They have free will. The damage is always rounded up to a minimum of 1. making them less susceptible to all Normal weapons. Within the last 20 years they have broken free from the oppressive yoke of their creators: The Conclave. This undeath does not grant the Savar the special abilities of Undead like Sense Life or Psionic immunity. Any Armoursmith may Refit a Gargylen as they would any suit of armour. the Savar may not use their spells or abilities and may only swing base weapon damage. although this is certainly not the case with all Gargylen. any use of the Armoursmith skill to heal / Refit will pause the “Bleed” count much like the first aid skill does. While in this form. All Gargylen are horned and although some have wings. though most seem to possess a seemingly instinctual need to protect the innocent. This Undead form will last 24 hours or until the Savar is slain. Stone Skin does not protect against Magical weapons and spells. and they have no known territory or homeland. and have developed a method of reproduction. See Armoursmithing skill for more detail. the Gargylen’s skin becomes hard as stone. When used. Every 1 minute of Refit will heal the Gargylen 10 Body. This bonus does not apply to any damage their armour may receive. If the Armoursmith is interrupted. Construct Races Gargylen Lifespan . half-living gargoyles. the attempt will fail and the Gargylen will continue their “Bleed” count from where s/he last left off. This skill is usable once per day. 17 | P a g e . 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. they are all flightless. Very little is known about them. per purchase. A Gargylen’s skin is stone grey and often hardened. or stops Refitting the Gargylen. are sentient. Advantages: STONE SKIN (Purchased) – A Gargylen who has purchased this skill has learned molecular control over their own crafted bodies.Immortal The Gargylen are a sentient race of half-construct. Example: Black Panther Savar and Dark Elves. Physical Characteristics: Their distinguishing characteristics are: make-up appropriate for the type of cat being played. Should the Gargylen enter their "Bleed" count. Any successful Refit while in the "Bleed" count will heal the Gargylen to 1 body. Little is known about their purpose or moral standings. making them less susceptible to conventional weapons. 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. Nothing short of resurrection or divine intervention will return the Savar back to life. ALTERNATIVE HEALING (Automatic):– A Gargylen may be healed as if his/her body was made of armour.immediately rise as a mindless lesser Undead. they will still suffer all the negative effects such as Control Undead and double damage from the Healing Sphere. However. cursed to destruction.

but will not allow flight. the normal methods of healing and first aid will not function. Shortly after the Fulmination. stockier and hairier. this beard will grow back fully. 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. This skill can only be purchased twice throughout the character's entire existence. although. above and beyond what is standard for their race. they may specialize in any number of trades. Disadvantages: LEARNING DISABILITY (Automatic): Scholar skills: All Scholar skills are double the cost for dwarves. above and beyond what is standard for their race. their capital was the great metropolis of Suvant. or non-Magical disease attack once per day. they are still part construct. the High Elves make their home in the forests and trees across the continent. Advantages: RESIST PSIONICS (Purchased): Allows the user to “Resist” any effect from the Psionics Sphere of Magic. LEARNING APTITUDE (Automatic): Armoursmith & Weaponsmith – 10 CP: Mountain Dwarves have developed an aptitude to learning Armour and Weaponsmithing skills. They are famed miners and smiths. poison. 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 . Gargylen are immune to any Cure spells or Alchemy. or any other Magical means of Body Point restoration such as transferring a Cloak of Moonlight.BODY POINT BONUS (Purchased): This skill represents extra constitutional training the Gargylen has gone though. All High Elves are graceful. This may be used once per. This skill can only be purchased twice throughout the character's entire existence. it disappeared. In the past. Disadvantages: HEALING LIMITATION (Automatic):– Although a Gargylen posses the same living organs as most other races. artistic and magically inclined. These skills cost 10 CP less than normal. they are on average. Physical Characteristics – Grey Skin with large horns protruding form the forehead. The High Elves that remained have set up a refugee camp on a small island south off the shoreline. sporting full beards. they are often seen by other races as arrogant to the point of rudeness. day per purchase. Generally shorter than humans. Advantages: RESIST TOXIN (Purchased): Allows the user to “Resist” any Alchemical. Elven Races High Elves Life Span: 700-1000 years An exceptionally long-lived people. A Life Spell will still function as normal. per purchase. Dwarven Races Mountain Dwarves Life Span: 250-300 years Mountain Dwarves come from the mountainous lands of Gerdain. Note: wings are optional. and to the bewilderment of the elves. First Aid. This also includes all Charm-based attacks. Although wise. If cut. As a racial benefit it may be used to “Resist” Ritual Magic. A Gargylen may only heal damaged Body Points through the use of the Armoursmithing skill. As a result. regardless of whether they are male or female.

Dark Elves have also become very sensitive to bright light. 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. up to their highest level spell-slot. 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. to 6 p. while on the surface. This also includes all Charm-based attacks. Advantages: RESIST PSIONICS (Purchased): Allows the user to “Resist” any effect from the Psionics Sphere of Magic. Dark Elves may not be healed by any means other than by First Aid.. Perhaps this is why other races look upon the Dark Elves with mistrust and unease. have weakened the High Elves connection to the spirit world. Aside from that limitation. This free spell-slot can be used to store any spell s/he can cast. a Life Spell. pointed Ears Dark Elves Life Span: 700-1000 years As a race. This may be used once per day. It is said that beneath every cellar lies a secret passage into the underworld.character creation. the Bandage skill or Ritual Magic. pointed Ears. Dark Elves live underground and shun sunlight. Physical Characteristics: Long. Dark Elves are natural chemists and tend to excel in Apothecary and Alchemy. and in doing so. Similar to other races that choose a near-complete subterranean lifestyle. Disadvantages: SURFACE VULNERABILITY (Automatic): From 6 a. 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. Disadvantages: DEATH'S DOOR (Automatic): High Elves have always held a deep spiritual attunement to the forests and the land.m.m. Dark Elves pay -10CP for each level of the Alchemy skill. determined at their reset. This free spell-slot in no way contributes to their pyramid or the prerequisites needed to raise it. Physical Characteristics: Long. They call their capital Antioch and it resides deep under the world. Recent events have weakened this attunement. this free spell slot functions in every other way like a normal purchased slot. Black skin 19 | P a g e . per purchase. As a racial benefit it may be used to “Resist” Ritual Magic LEARNING APTITUDE (Automatic): Alchemy: Natural chemists.

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. While they are intelligent enough to understand the ways of civilization and industrial progress. any of the races listed here. This skill is usable once per day per purchase. This skill can only be purchased once throughout the character's entire existence. Quite contrary to their faerie folk cousins. they choose to live a life outside of it. This damage bonus will not carry over to any other race. while fighting against their Chosen Enemy. Once chosen. 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. This penalty does not apply to metal weapons. This also includes all Charm-based attacks. This may account for many of the Wood Fae having an affinity to natural creatures. but are even able to remove Charming effects from others. This disadvantage does not apply to metal buckles. above and beyond what is standard for their race. +3 at 7th level and so on. +2 at forth level. Their capital resides on the Isle of Melina. 20 | P a g e . ruled by a government of elected councilmen. items and objects not used as Armour. This may be used once per day. BODY POINT BONUS (Purchased): This skill represents extra constitutional training the Wild Elf has gone though. per purchase. or any other metal. They generally live a very polygamous lifestyle. believing that the beasts and land are here for far more than simple exploitation. As a racial benefit it may be used to “Resist” Ritual Magic CHOSEN ENEMY (Automatic): Upon character creation. iron. or resist any Psionic attack of which they are the target. Disadvantages: ARMOUR & WEAPON RESTRICTION (Automatic): Viewed as abhorrence to nature. They consider few things worse than taking more than you need from the world. as well as Monstrous. 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. very carefree and friendly. or even the Undead. Angelic. industrial forestry or commercial fishing. the Wild Elf will do their best to see that this race is wiped from the face of the planet. This bonus will increase +1 for every 3 levels the Wild Elf gains. Having no real homeland or cities. +1 at first level. Demonic races. Wild Elves have no formal cities or homeland and tend to live in nomadic tribes. their family or the natural balance of the forest. for the most part. a Wild Elf will never equip Armour made primarily of steel. Advantages: RESIST PSIONICS (Purchased): Allows the user to “Resist” any effect from the Psionics Sphere of Magic. Chosen Enemy cannot be changed. They are not only adverse to practicing Charming Magics themselves. Physical Characteristics: Long pointed ears. Tribal tattoos Fae Races Wood Fae Life Span: 1000-1200 years Distant cousins to the Faerie Folk. The Chosen Enemy ability will grant the Wild Elf a +1 damage bonus on any melee or ranged weapon. but proper role-play should still be observed. Wood Fae are rumored to have been born of magic within the forests of the world. rarely keeping one mate for more than 10 years. A player can choose as their Chosen Enemy.Wild Elves Life Span: 700-1000 years Wild Elves do their best to co-exist with nature. It is effective against any spell from the Psionics Sphere and any similar ability or skill which duplicates those spell effects. Examples of this would be mining expeditions. they are. 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. the Wild Elf may choose one hated race that at some point has done great harm to them. fasteners or studs used to hold or reinforce the Armour.

The immunity is always active. not single weapon specializations. but generally stronger and more disciplined. This disadvantage applies to damage taken to both Armour and Body. Advantages: IMMUNE TO FEAR (Purchased): Whether brave or stupid. Orc’s cannot suffer the effects of fear. kobolds and other goblinoid races. although recent reports suggest something is amiss for the goblinoids in that Clan. The largest of these clans is Clan Sprawn in the East. LEARNING APTITUDE (Automatic): Medium and Heavy Weapon Group Specialization -10 CP. Physical Characteristics: Long pointed ears like Elves. Disadvantages: LEARNING DISABILITY (Automatic): Spell Sphere. your strength rating will determine how much your character can push. This skill must be purchased but needs only be purchased once. above and beyond what is standard for their race. Orc’s normally organize themselves into tribes and clans that also consist of ogres. lift. STRENGTH POINT BONUS (Purchased): Built on raw physical power. Orc’s are natural combatants. Disadvantages: IRON AVERSION (Automatic): Wood Fae will take X2 damage from any source using the suffix “Iron” in its damage call. but doing so will cause great discomfort and should be role-played accordingly. or “Green-Skins” as they are commonly called. Carrying iron items is allowed. As a result. 21 | P a g e . and small horns which grow out of their foreheads Goblinoid Races Orc Life Span: 30-40 Years Orc’s. This CP reduction only applies to group specializations. Orc’s are only able purchase Cleric and Nature Spell Spheres. are a fierce and combative goblinoid race. purchasing Specializations in either the Medium or Heavy Weapon group costs -10CP. 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.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. This skill can only be purchased once throughout the character's entire existence. This skill can only be purchased once throughout the character's entire existence. Physical Characteristics: Green skin (varying tones) and horrid teeth. BODY POINT BONUS (Purchased): This skill represents extra constitutional training the Orc has gone though. Orc’s appreciate strength and skill in combat above all things. and throw. They are less intelligent than a stupid human.

Disadvantages: None Ajaunti (Aja) Life Span: 60-80 years An extravagant and superstitious cultured. so long as it is not a trap of any kind. They are fun-loving and mischievous. Most are horrified by violence. or some other unreasonable damage causing incident. They range widely in appearance.Humanoid Races Hobling Life Span: 170-200 years A small. No exotic weapon may be used that is greater then 16 inches. Human Life Span: 60-80 years Humans are the most populous of the sentient. there are still a great many that find themselves in awe of the world. or physically unobtainable. and are easily scared off by the slightest danger. This skill can only be purchased once throughout the character's entire existence. declare “Innate Taunt” then hit with a successful packet strike. peaceful people with furry feet and hands. the target may then choose to stop combat if s/he wishes. After the Hobling is down or has left line-of-site. out of line-of-sight. and travel it. it is nearly impossible to judge what new surprises you may find out about the Ajaunti. enjoying anything that is exciting. ignoring all other targets until the Hobling is on the ground unmoving. Hoblings in general. In order for this racial to be effective. and fuzzy sideburns. the Hobling must actually taunt the target with 2 more insults. but the Hoblings still greatly enjoy the company of any people and love to tell and listen to stories of adventures. This skill is usable once per day per purchase. bushy eyebrows. However. such as falling off a tower. civilized races. BODY POINT BONUS (Purchased): This skill represents extra constitutional training the Human has gone though. cannot be purchased for multiple uses and is only usable once per day. are a peace and comfort loving race. Disadvantages: LEARNING DISABILITY (Automatic): Weapon Proficiency – Small Weapons: Hoblings can only purchase proficiency and specializations from the simple weapon and Exotic weapon groups. despite whatever possible danger there may be. culture and diversity Advantages: CHARACTER POINT BONUS (Automatic): Humans begin with 50 extra CP upon character creation. and enjoy life to its fullest. From the oppressions that many Governments & Kingdoms place upon its people. The target will immediately attack the taunting Hobling. there rose a need for an individual 22 | P a g e . This skill is automatically given on character creation. Physical Characteristics: All Hobling PC's must have large fuzzy sideburns and eyebrows. Furry hands and feet are optional and encouraged. The target is still free-willed and able to fight with strategy and cunning but s/he must attack immediately. and must target the taunting Hobling. nomadic race. inciting him/her into combat. Advantages: RACIAL DODGE (Purchased): Allows the subject to dodge any attack. Hobling Taunt is considered a Psionic attack but is a racial and cannot be resisted by anything short of another racial ability. above and beyond what is standard for their race. These Hoblings are often considered annoying by other races. since they travel the world over. These are the Hoblings most often encountered by the other races. All these Hoblings really wish to do is have fun. attempting to learn about (and experience) everything. TAUNT (Automatic): This skill allows the Hobling to Taunt a target. Where and when the Aja culture came to be is a mystery.

including Ajaunti Curse and temporarily remove any major curse for 1 hour. per purchase. An Aja’s dying breath occurs after their 1 minute “Bleed” count expires. and only with permission from the original curser or Aja King/Queen is this usually done. when casting a deformity curse. REMOVE AJAUNTI CURSE (Purchased): This ability will allow an Ajaunti to remove any one curse that has inflicted a target. Physical Characteristics: As an Ajaunti. to lose their critical slay. or Magic item (including scrolls) or Ritual activated.”.C. This curse is divine in nature and cannot be dispelled or removed by any means.. in this case a plastic strap-on pig's nose. Advantages: AJAUNTI CURSE (Automatic): This ‘Line of Sight’ skill allows an Aja to inflict a powerful Ajaunti curse. it is required for the P. the Aja change names as often as the houses they inhabit. before beginning their “Death” count. or to have less Body than they really have. Disadvantages: BLOOD CURSED (Automatic): Recent events have stricken every Ajaunti with a curse affecting their use of Magic. then declare “Innate Remove Curse”. ”May my father's house get hit by a falling dragon if. Prefix examples: ”May my best horse break it's leg if. at least to those willing to accept it. 23 | P a g e . to talk with an extreme middle European accent and dress with a flamboyant & extravagant fashion sense. The Ajaunti Curse is so powerful that it may be stated with the Aja's dying breath.. The target does not have to be conscious for this effect to take place. “May I be slowly disemboweled by hamsters if. Removing a curse that another Aja has laid is considered against the Aja code. a special incant is required by the Aja. For every spell cast. 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 are very superstitious by nature. The thicker it is. shape or form (You could not curse someone to forget their spells. This skill is usable once per day. the Aja continue to move in life. it's best to carry and provide a suitable phys-rep for your victim. it is the dead who no longer strive for life and have no life left to live.free culture and society. To bestow an Ajaunti Curse. Though the Einher enjoy being shockingly vulgar. though they cannot be in their death count. "(Prefix) your nose does not take the form of a pig’!" . as life never stops moving in.. They will suffer from the effects of paranoia and/or hallucination if confronted by fog. unless they are looking for a fight. Though some anti-socialists consider it restlessness or a chaotic lackadaisical attitude. The second part of the incant is the actual curse itself. It is even rumored that Ajaunti are powerful enough to temporarily remove such curses as Vampirism and Lycanthropy.). be touching the afflicted person. Note.” . the Ice Elves have attempted to force the worship of Shiva upon them. 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 Aja must be able to see their victim and must be able to speak the curse. As such they tend to avoid berating others. There is no physical or Magical way to resist or negate an Aja Curse. Full of life and making life itself their home. Aja curses are purely role-playing afflictions and may not affect combat in any way. such as the pig's nose curse below. To remove a curse. This fear is strictly role-played. etc.. they may curse their victim before dying. These Curse incants are personally decided by each individual Aja character. Remove Curse will permanently remove any minor curse.. an Ajaunti must stare into the target's eyes for 1 minute. Throughout their history. The Einher detest Ice Elves to the point of hatred. the Ajaunti will take “One Magic Body” damage. Einher (Northmen) Life Span: 60-80 years A semi-nomadic people. the worse the effects. This means that if an Aja is killed or incapacitated. Some curse examples are: "(Prefix) you do not dance with every lie you tell!" . they are very serious about any conduct that may berate them or their kin. whether magical or natural. This damage is considered penetrating and cannot be resisted in any way. causing much bad blood between the two civilizations for the last 100 years.” . thus taking claim to the ground they hold. The Einher have an unrealistic (to others) fear of fog.

lift and throw. it is required for the P. This skill is usable once per day. Disadvantages: HELL’S EMBRACE (Automatic): The Einher live for battle. The character cannot will the rage to end sooner and must continue to fight so long as opponents are visible. BODY POINT BONUS (Purchased): This skill represents extra constitutional training the Einher has gone though. For the duration of one combat.Advantages: BESERKER RAGE (Purchased): A Northman can incite in himself a powerful Berserker Rage. per purchase. to dress in furs or kilts and braid their hair. Einher who die outside of combat must flip the resurrection coin twice and succeed both times to resurrect successfully.. It is their belief that if they final in combat. 24 | P a g e . Physical Characteristics: As an Einher. it takes 5 minutes for the effects of Berserk to wear off.. This skill can only purchased once throughout the character's entire existence. The character must cry out "BESERK!" for a ten-count. their souls travel to a great hall where they will fight and drink for eternity. +5 Body. STRENGTH POINT BONUS (Purchased): Built on raw physical power. the character gains +1 Strength.C. As a Racial Ability it may be used to “Resist” Ritual Magic. berserk 2. This skill is automatically given on character creation. above and beyond what is standard for their race. and is only usable once per day. cannot be purchased for multiple uses. This skill can only be purchased once throughout the character's entire existence.” while working themselves into a frothing frenzy. i. your strength rating will determine how much your character can push. From the point at which the fight ends. It is every Northman’s fear that s/he will die alone outside of combat. “Berserk 1. RESIST COLD (Automatic): Resist Cold allows the user to “Resist” one cold-based effect. and is immune to Fear effects.e. berserk 3.

Chapter 3 OCCUPATIONS & ABILITIES 25 | P a g e .

preferring instead to focus on weaponry and amour and their uses. Anyone wishing to play a Warrior must choose from one of the following three beginning subclasses. Since most of their time is spent in the wilderness. A Ranger may spend their entire career chasing poachers and rogue animals or they may be their Lord's Master of the Hunt. 26 | P a g e . These warriors have chosen to spend their time studying the scholarly arts as well as the warrior’s arts. They have little patience for higher learning or courtly manners. Mercenary Mercenaries are pure warriors. wine and questionable pleasures. Their skills tend to be more ambiguous in nature. Mercenaries rarely die of old age or broken hearts. These fighters devote their lives to the perfection of the warrior's arts such as tactics. Rangers are naturals at learning woodland type skills such as Bow and Apothecary. weapon skills. Assassins are used in many ways and can be found in all walks of life. They are not always cold-blooded killers and are used by many nobles as spies and scouts. Rogues tend to be the ‘catch all class’ for people who live by their wits. Ranger Rangers are warriors who prefer the wild to cities. Templar Templars are the embodiment of the scholarly warrior. Without as much specialization as the other two groups. and the ability to kill silently with brutal precision. While a Templar will never be as refined as a warrior or scholar in their respective specialties. the exception to the rogue generality. ROGUES Rogues have a tendency to be from a lower to middle-class background.WARRIORS Warriors take naturally to the more physical skills offered in the system. They have been used in the past as long range spies. rather than by knowledge or strength. Many Rangers are trained as guardians and scouts for their Lord's domain. They specialize in stealth. Assassin Assassins. taking knowledge and talents from numerous sources. are specialists. and rely mainly on strength and stamina. the Templar is far more versatile and potent in their own way.

Able to shape-shift into animals and create powerful sentient Henges. or if you will be successful) leading the lifestyle appropriate for a Cleric of your chosen faith. Although it's not unheard of for scholars to pursue some physical related skills. Often seen as the counter-part to Rangers. or the Druid communicating with animals. whereas Rangers sit on the physical side. Druids also dabble in Alchemy and some physical skills. During this period you may spend character points on any skills. Druid Druids are scholars who have access to a unique spell list called Nature. but slow arm of the law. Mages Practitioners of the arcane arts. but beware that these points spent will not be retrievable later to buy Cleric 27 | P a g e . Usually bred in the cesspool of the urban world. being able to purchase spells that heal. or unclean. There are many different types of Druids. The young scholar will concentrate on Battle-Magic. and most have had some form of either traumatic experience or supernatural guidance that begins them on their path. Clerics Clerics are a unique subset of any other class. Witch Hunters must choose one <Hated Sphere of Magic> at the time of character creation (see “Magic: Basic Rules and Concepts”). protect. They tend to be very diverse in their studies and can always be relied upon to surprise you when you least expect it. but the effect is the same. and thieves. and there are no pre-requisites to start down the path of true worship and faith. charm and much more. The reasons for this belief vary from Witch Hunter to Witch Hunter. All walks of life produce Witch Hunters. from the Elementalist calling down lightning bolts. they combine the arts of stealth and “pure” magic to stamp out this disease. protection. 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. You must be penitent. You will be watched during this time by the plot team to ensure that the desire and the faith are genuine. In order to accomplish this goal. dodging the long. These spells have a wide range of uses. Clerics come from all races and classes. and a Master by their paunch. but it takes special knowledge and divine guidance to become true Cleric. including healing. spells that are cast with immediate results requiring a simple incant. grown by long hours spent in Ritual Circles. The most difficult and slowest class to follow. a Jack-of-all-trades. smugglers.Nightblade Nightblades are a hybrid of all the rogue classes. Nightblades live by their cunning. these students of the more esoteric fields of study bring power to word and deed. taking what they wish. You can identify a beginner in the arcane arts by their well-built running legs. Nightblades tend towards occupations such as forgers. Less common in large urban areas. offensive and utility (all based on Nature in some way). Anyone may become a priest of a God. chosen personally by a deity to be their representative on earth. but are unmatched when higher levels are reached. nor is there any guarantee as to how long it takes. They come in a wide variety of subtypes. to the Cleric calling on divine aid. to them swinging a sword is like a warrior casting a spell. from the guardians of the forest to those who consider themselves friends of the Fae. faithful. 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 truly devout. You must then spend the following months (it is not a quick process. they gain their power slowly. If a character wishes to become a Cleric. They devote their lives to stamping out the dark stain of whatever Magic they believe to be blasphemous. Druids sit on the magic side of the fence. Druids are a natural fit in the dangerous outdoors that Underworld events typically use as backgrounds. Witch Hunter Witch Hunters have taken it upon themselves to rid the world of a nature of Magic they perceive to be wrong. SCHOLARS Scholars are those who have decided to make Magic their career. they must first begin a period of purification. The Scholar class in Underworld is highly customizable. patient.

Minister. per day. however if you do so. A helmet on the attacker will add an additional 5 seconds to the length of the Stun effect. or Acolyte of any kind does not require the ability to perform what by Clerical standards. Note that purchasing the Deacon skill or the Arch Deacon skill represents a change in class. At this time you will also be given a list of the occupational abilities your God offers his. It may be used at will but only once per target. per purchase. your God will make it clear to you that you have been chosen to lead his. and that the plot committee simply cannot approve Clerics. if the Cleric has shown exceptional amounts of piety and true service. This effect will last until the target receives at least 1 Body point worth of healing. slowing their movement to move 1 step every 3 seconds. and then you may purchase the Deacon skill. After years of faithful service. their chosen God may see fit to grant the Cleric a greater blessing. To be a Priest. rituals and prayers associated with your chosen religion and the blessing of their God. place your palms on victim's shoulders or back. This makes walking slow and running impossible. To escape a garrote the Mercenary does not need to be facing their attacker. you will be given access to purchase either the Light or Dark Sphere of Magics based on the alignment of your God. Lastly. MERCENARY Hamstring Pre-requisite: Occupation at 3rd Level An occupational ability for Mercenaries. are considered miracles. and state “Physical Head-Butt”. or it’s Clerics. To activate this skill the Mercenary must successfully strike the targets leg with a weapon and call out “Physical Hamstring. To use the attack. You may now purchase these abilities instead of your old ones. 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. At any time. regardless of whether or not the attacker is wearing a helmet themselves. If you succeed (and this is by no means certain). so choose carefully. 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. Head-Butt Pre-requisite: Occupation at 6th Level and at least one 3rd Level Mercenary Ability An occupational ability for mercenaries. you may choose to fall from the path of true faith. even excellent role-players. until the quota allows it to be possible. Note also that there is a restricted percentage of players in-game at any time who can be true Clerics. This skill is usable once per day. You may now spend any build left on whatever you wish (after having purchased the Deacon skill). A secondary effect of this ability allows the mercenary to escape a garrote.” If the hit is successful. Once you have chosen you cannot go back. and severe hardship is required for you to even hope of attaining worthiness in the eyes of your God/new God. A helmet on the defender will negate the attack. you may not re-apply to become a Cleric for two years. In the case of a neutral God the Cleric will choose Light or Dark upon obtaining the Deacon skill. this skill allows the Mercenary to injure the target’s leg and hamper their movement. but must place their hands on their attacker's hands and state "Physical Head-Butt" 28 | P a g e .skills. allowing him/her to purchase the Arch Deacon skill. This skill represents both a profound knowledge of the rites. her. A Head-Butt attack will stun the target for 5 seconds. You will find the second attempt much harder than the first (with rare exceptions). or it’s flock/horde. 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. her. facing the victim. A mercenary can use a Head-Butt attack while being garroted but the attack will be negated if the garrotter is wearing a helmet. the target will take 1 Body damage and temporary loses mobility in the injured leg.

Detoxify Pre-requisite: Occupation at 6th level and at least one 3rd Level Ranger Ability An occupational ability for Rangers. the Detoxify fails and the skill is used up. By calling out "Physical Dismember!" before striking an arm or leg. It may only be actively used at Logistics. this skill will sever the arms or legs of a target. as well as detect any areas of impurity. will act as the Purify Blood spell. However. if successful. roots will rise up from the ground. this skill allows the Ranger to query the surrounding lands. beside the weapon tag. Razor’s Edge Pre-requisite: Occupation at 12th Level and at least one 9th Level Mercenary Ability. If successfully created. 29 | P a g e . The ability may be used once per day per purchase. Otherwise. hone. or takes damage to Body. per purchase. The skill may be used once per day per purchase. This skill is usable once per day. or reinforce any man made weapon to add a +1 to its base damage for 1 year. the ability fails and is used up for the day. must be signed off / authorized by a Marshal. the damage suffix is changed to “Magic” and. and takes one hour of in-game time to complete. the arrow/bolt will now have doubled base damage. It takes sixty seconds to infuse one arrow/bolt and during that time the Ranger must concentrate by rubbing the arrow/bolt with leaves. Movement will become impossible. plot may overrule that from time to time and give the Ranger information about the land that would otherwise be unknown to him/her. corruption. dirt or other symbols of nature. Weapons that have been Razor Edged and permanently "Rendered”. when used. or takes damage to Body. magic. 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. When a target is successfully hit. When this ability is used the Ranger must attach the skill tag to the arrow/bolt or the ability will fail. This arrow/bolt will last 5 days or until fired (hit or miss). that day's use of Razor’s Edge is used up and has no effect. It will work on any poison or Alchemical substance. with the new base damage. It will work on arms and legs only. this skill allows the Mercenary to sharpen. The incant for this arrow/bolt would be “<damage> Magic Body entangle”. a new tag. It takes a 60 second count to cut free from the entanglement. the skill tag must be attached to the weapon. for the 5 minute duration. If the ranger is interrupted. This skill may only be purchased once and it is always active. 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. at any time. RANGER Gaia’s Intuition Pre-requisite: Occupation at 3rd Level An occupational ability for Rangers. this skill allows the Ranger to infuse an arrow or bolt with the power of Nature. this skill allows the Ranger to remove poisons and Alchemical substances from the target's bloodstream. If the process is interrupted during that time. suffering 5 Body damage in the process. Nature's Grasp Pre-requisite: Occupation at 9th level and at least one 6th Level Ranger Ability An occupational ability for Rangers. will not expire. If. uninterrupted. will entangle the target. 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. detecting its current state of being. An Occupational Ability for Mercenaries. and the skill Self-Mutilate. etc. or the target may rip it out if they have at least +5 strength. the Mercenary is able to deliver 5 points of Body damage and sever the limb from their victim. so long as it is begun within 1 minute of the initial poisoning and continues. After the hour is done. the Ranger stops.

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.

TEMPLAR
Burn Slot
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.

Scroll Harvest
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.

Weapon Break
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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Weapon Conduit
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.

ASSASSIN
Size Up
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.

Silent Strike
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

Spirit Sever
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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Penetration
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.

NIGHTBLADE
Thieves Cant
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.

Duplicate Key
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.

Dim
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

Passwall
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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the Witch Hunter must declare “Ricochet!” before throwing the packet. An Occupational Ability for Witch Hunters.WITCH HUNTER Witch Mark Pre-requisite: Occupation at 3rd Level An occupational ability for Witch Hunters. Should something cause this surface to move. This returning spell will have no effect on any other target other than the original caster or the Witch Hunter. This ability may be used once per day. It will completely destroy the target's ability to cast. 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. When returning the spell. The incant for this is “Counter Magic” This ability is used once per day per purchase. per purchase. this ability will allow the Witch Hunter to absorb any Battle-Magic or Ritual level spell and return it back to the caster. This ability will also undo a spell of the Hated School of Magic which is active and has a duration other than instant. Counter Magic Pre-requisite: Occupation at 12th Level and at least one 9th Level Witch Hunter Ability. per purchase. 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. the Witch Hunter will take the full effect of the spell him/herself. so long as it is of their Hated School. This ability can absorb any spell from the Witch Hunter's Hated Sphere of Magic which successfully strikes him/her. The twisted tongue allows for grunting but not casting. 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. by verbally declaring “Absorb”. A Witch Mark can only be destroyed by someone who does not possess the Witch Hunters Hated Sphere of Magic. A Witch Hunter may create 1 Witch Mark per day. coherent speech or activation words. If s/he fails to do this or does not ricochet it within the 3 seconds. Witch Marks are written specifically against the Sphere of Magic the Witch Hunter hates. the power of the Witch Mark will be destroyed. Usable once per day. after the Witch Mark is created. 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. This will counter any spell which hits the Witch Hunter. or any other target within 10 feet of the Witch Hunter. The call is “Arcane Twist of the Tongue <School>. per purchase. That creature must have the skill Self Mutilate to voluntarily come within 10 feet of the Witch Mark. This warding symbol must be painted in-game on a permanent non-moving surface. 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. Having spells from the school on your spirit is not enough to be affected by a Witch Mark. 33 | P a g e . this ability will negate any Battlemagic and most Ritual level spells of the Witch Hunters Hated School. and will last for 5 days or until destroyed. This spell can only be resisted by racial abilities. Karmic Ricochet Pre-Requisite: Occupation at 9th Level and at least one 6th Level Witch Hunter Ability An occupational ability for Witch Hunters. Counter Magic will act the same as an Advanced Shield Magic spell.

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 Heart is considered to have 50 Body Points. its creator takes 50 points of penetrating Magic Body damage that cannot be stopped in any way. it must be started again from scratch. it allows the creator to see and identify any Fae creature that steps within its boundary. It takes a 1 hour role-play only ritual of the Druid's devising to create the Grove. this skill awakens a 6 foot diameter circle of natural wilderness. and finally the Grove creates an empathetic bond with it’s creator.God specific Pre-requisite: Occupation at 6th Level .CLERIC CLERIC Occupational Abilities Pre-requisite: Occupation at 3rd Level . and cannot be augmented in any way.God specific and at least one 9th Level Cleric ability DRUID Create Grove Pre-Requisite: Occupation at 3rd Level An occupational ability for Druids. When a Grove is destroyed.God specific and at least one 3rd Level Cleric ability Pre-requisite: Occupation at 9th Level . A Druid may only have 1 Grove active at a time. A Grove does not provide a barrier or any other protection to those inside. Only the creating animist is considered invested in the Grove.God specific and at least one 6th Level Cleric ability Pre-requisite: Occupation at 12th Level . there can be nothing man-made within the diameter of a Grove. other than upgrading it to a Henge. the Grove is destroyed as well. A Grove grants the following powers: it allows for the casting of Nature Ritual Magic within its boundaries. 34 | P a g e . and if it is destroyed. After its creation. Groves must have their boundary visibly defined by a rope or other marker. Once successfully used this skill is consumed and must be purchased again if the Druid wishes to create another Grove. and no one else may be invested. and if the ritual is interrupted. This allows the Druid to sense the emotions of the Grove and vise versa.

To successfully activate this skill the Druid must touch a tree large enough to contain their body. If s/he becomes distracted. the spirit of their Animal Totem grants permission to share it's consciousness for a brief and majestic moment. 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. this skill will transform a Druid into their chosen animal form. to show they are out-of. +5 every 3 levels. uses any other skill. 1 Normal threshold. All Totem Animals fight with two boffer weapons to represent their "claws". the Druid will be fully healed and any Alchemical poisons or non-Magical diseases in their system will be removed. All information learned while in Totem form will be remembered when the Druid shifts back. their body will automatically revert to their original form over the next minute. When used.. 20 Body. again with a 3 count. This Totem change lasts for 1 hour and may be terminated at will (taking 1 minute to change back). augmentations and any other Magic targeting the Druid's spirit (positive or negative) will transfer over to the Totem form during the shape-shift.Forest Meld Pre-requisite: Occupation at 6th Level and at least one 3rd Level Druid Ability An occupational ability for Druids. The Druid will possess his/her own personality. The Druid may touch and carry silver items. . at which point so will the Druid. motivations and fears. 1 "25 Slay" every 5 levels. and requires the Druid's full concentration. While in their Totem form. These items cannot be retrieved until the Totem ends. this skill allows the Druid to become one with the forest. This skill may be used once per day. the Druid should think and behave as the animal does. Please note that the numbers are calculated from level 1 and not the level at which the Druid purchased the skill. It may be used once per day per purchase. The Totem Animal must be chosen upon purchase and cannot be changed after purchase. but doing so will cause him/her great discomfort and should be role-played accordingly. A 3 count declaration must be said aloud “Forest Meld 1. the Druid will take double damage from all silver weapons. Forest Meld 2. normal rules for duration still apply. In this case the Druid will not be ejected unless the Henge dies.. During this time. Magic protections. It is possible to construct a suit of armour specifically for the animal form. Totem Pre-requisite: Occupation at 9th Level and at least one 6th Level Druid Ability An Occupational Ability for Druids. unless the Totem animal dies. if it is large enough. Upon successful shape-shifting back. and forgo the expulsion due to Body damage. per purchase. the Druid will have the following stats. The Druid may stay hidden inside the tree until s/he wills the skill to end. although the Totem Animal would require assistance putting it on. or the tree takes 1 Body Point of damage. While in Totem form the Druid may not use any skills or abilities. The character will now have "animal intelligence" but this should be viewed more like "forced roleplay" than as a weakness. the Druid will merge into the tree and must place their hand/weapon on their head. or don a white headband. A Druid who has created a Henge may choose to merge with it. or takes damage to Body during the transformation. breaks concentration. Should the Druid fall into their "Death" count. All carried items and clothing will magically merge into the Totem form. However. 35 | P a g e .”.game. +1 every 3 levels. this skill allows the Druid to shape-shift into their Totem Animal. At this point. 2 damage via Claw. While in Totem form. While in Totem form (and during the 1 minute transformation count). At that point the Druid will be ejected from the tree. +1 every 3 levels. they will now be filtered through the mind of an animal. The experience of "shifting" for a Druid is a blessed and personal one. the ability fails and is considered used for that day. It takes one minute to activate. The animal may not be one which is capable of flight and must be natural/normal (not supernatural). The animal cannot be smaller than a fox or larger than a brown bear. hiding their presence.

or area in question must be first touched with the caster's spell packet. the Fae rating of the area in which the Henge is created. it must be started again from scratch. the Henge allows anyone invested to transport to the Fae realm once per day. A Henge has all the abilities of a Grove. frictionless. A Henge’s level can go up to a maximum of 10. the Henge can resurrect characters. This process of learning must be done through the Fae Marshal. Once successfully used this skill is consumed and must be purchased again if the Druid wishes to create another Henge. the Henge is considered to be as intelligent as a human child. it has the intelligence of a dog. and declare “Mana Harvest <spell>”. 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. or friends. with the following additions: the Henge has 100 Body Points per level. the creator and those invested will be informed of the new power. These powers are dependant on the nature of the Heart of the Henge. which only those invested can allow others to pass through . 6th level. person. a Henge offers an always active. not including any people or items inside it) is Magical in nature. Mana Harvest Pre-requisite: Occupation at 6th Level and at least one 3rd Level Mage Ability An occupational ability for Mages. per level of the Henge. This ability will then reveal to the Mage whether or not an object. a Henge will act as a Circle of power for the casting of the Nature Ritual Magics. How the caster uses the spell must be specified at the time of casting. spherical barrier. For this ability to take effect. MAGE Detect Magic Pre-requisite: Occupation at 3rd Level An occupational ability for Mages. 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 object. and will attempt to defend itself using what powers it’s been given through Ritual Magic. the Fae Marshal must be contacted. The Fae Marshal will inform the creator and those invested when a Henge's rating goes up. Once used. The process of upgrading a Grove to a Henge requires a 3 hour role-play only ritual of the creator’s devising. This skill is usable once per day. the Heart of the Grove will become the Heart of the Henge. Henges must have their boundary visibly defined by a rope or other marker. a Henge has a radius of 5 feet plus 1 foot per level of the Henge. As it goes up in levels. and can be taught to delineate certain creatures as enemies. choose which used Battle-Magic spell slot s/he is going to recall. This damage cannot be stopped or altered in any way. This process is dependant on many factors which must be discovered in-game. These powers will be assigned by the Fae Marshal. 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. This skill upgrades any Grove the Druid has created. When this power is used. This power does not give them the ability to transport themselves back to this plane. into something much more powerful. per purchase. If this ritual is interrupted. and to perform “tricks”. At first level. 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 . At 5th level. person. and actions of the creator and those invested. A Henge gains an additional power at 3rd level.Henges Pre-requisite: Occupation at 12th Level and at least one 9th Level Druid Ability An occupational ability for Druids. 9th level and 10th level. At 10th level. and finally. For this ability to be successful the Mage must touch any Ritual component. When a Henge is destroyed. 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). the creator takes a death. through the actions of its creator and those invested. and when the Henge achieves the requisite level. this skill allows the Mage to detect if an item. Henges are barely sentient. a Henge allows anyone invested in the Henge to see any spirit that is in the Henge. or area (up to 10x10 cubic feet. it becomes more intelligent. The nature of the Magic will not be revealed. or location is Magic. person. this skill allows the Mage to harvest spent Battle-Magic from Type A Ritual components. A newly created Henge is starts it’s life at level 1.

The Familiar will automatically act as a level 1 Type B component in any Ritual the Mage casts. Once the hour has passed the Mage must declare “Magic Create <Sphere> Familiar” for the ritual to be complete. This skill may be used once per day. Doing so reverts the Familiar back to it’s original state of severed flesh. At any point. the Familiar will hold one Battle-Magic spell that the caster can currently cast. 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. Once done. Doing so will drop the Mage to half of their current Body. this skill allows the Mage to create. the Mage can cast that spell as if s/he had the extra spell-slot in their pyramid. This circle of power will last for 5 days and cannot be destroyed save via Ritual Magic. a Familiar's form cannot be changed. Create <Sphere> Familiar Pre-requisite: Occupation at 9th Level and at least one 6th Level Mage Ability An occupational ability for Mages. per purchase. just by willing it. and cannot die. the Mage must visually represent their Circle and declare “Magic Power Nexus!” This skill can be used once per day per purchase. a magical Familiar. Once decided. as long as it in some way resembles the Sphere of Magic chosen. created from his/her own body. This Familiar is. While in existence. 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. and cannot leave the Mage’s touch. but it must in some way represent one of the Spheres of Magic the Mage can cast. The Mage can choose to destroy this circle at any time that s/he wishes. the Familiar is now “empty” and cannot store another spell until the Mage resets for the day. This spell is chosen when the Familiar is first created and can be changed. At any point. or reset. the Mage can choose to kill the Familiar. The Mage may choose any spell s/he has already cast. The creation ritual takes one hour to complete. multiple uses of this ability by the same Mage will increase the diameter of this circle by 10 feet per use. 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. unless the Mage dies and resurrects. however. A doll or stuffed toy will suffice. A Mage may only use their own Familiar for this Ritual Magic benefit. The Mage may choose the Familiar’s form at creation. Only one spell slot may be recalled per component regardless of the component’s power level. when the Mage chooses to re-memorize their spells for that day. possesses no spirit. Its size is limited to no greater than a large housecat. The Familiar must be visually represented by the Mage. To create a Familiar. in essence. Power Nexus Pre-requisite: Occupation at 12th Level and at least one 9th Level Mage Ability An occupational ability for Mages. the Mage must remove (through any means) a pound of their own flesh. and the creature is considered to have animal intelligence.will be recalled. This circle is not equipped with a barrier or any other abilities unless the Mage alters it him/herself.1) 37 | P a g e . The Familiar will also help in the casting of Rituals. regardless of Sphere or level. 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. during which the Mage will form and shape their newly cut flesh into the image of the Familiar. a part of the Mage. and bring to life. The Familiar is soul-bound to its creator. A circle of power created with Power Nexus is 10 feet in diameter. It has no skills or abilities of its own. Only one such creature can exist at a time for the Mage. For this skill to be successful.

Chapter 4 Skills & Descriptions 38 | P a g e .

or a Magic item which casts Life three times a day. they must spend 10 minutes memorizing new spells from a Spellbook. including spell slots and Magic items. it is all or nothing for that player. all the tag skills they had remaining from the previous day are lost. a player may "reset" all tag skills. Examples of tag skills would be Sap. See the Prerequisites or Limitations column in the following skill charts for details or requirements. praying. all previous spells still in memory are wiped clean and the spell slots are filled with new. for that day. but there are exceptions. or in the case of Clerics. a 3rd level spell slot. This reset period takes 10 minutes of continuous focus or concentration to occur. In order to learn a skill that cannot be self taught.1) 39 | P a g e . In order for a player who possesses spell slots to reset them and fill them with new spells. Resetting Skills During weekend events. between the hours of 6pm and midnight. and if the 10 minutes is interrupted by any action it must be restarted. One cannot pick and choose which tag skills to reset. the student must find a teacher who possess that skill and is willing to teach them. 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). A tag skill is considered to be any skill which can only be performed a certain number of times per day. They are gained and purchased by using CP (character points).SKILLS The following list contains skills and abilities that your character can learn. either at character creation or during the course of your character's life. castable spells. Some skills have prerequisites that you must purchase first. 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. At the end of this time. When a player decides to reset.

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. 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. 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.

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 4.3) 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 .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.

Alchemy 4 is needed and the Alchemist must spend one minute applying the contact elixir to the item. Alchemy 2 is needed. the current minute count of Refit fails and must begin again. Additional characters with the Armoursmith skill may help the primary Armoursmith Refit armour. To Refit armour it takes 1 minute for every 10 points to be Refit. Regardless of success or failure. after which it must be prepared again before being used. that new recipe is personalized and can only be used by that Alchemist. to throw a gas globe. there is a 5% chance of deciphering the recipe. but return to the Alchemist. Upon purchasing Alchemy level 1. Thus. Repair and Refit suits of amour. the Alchemist may reverse engineer Alchemy into its basic state. it must be shaken vigorously and prepared with a three-count. Recipes may be “taught” by one Alchemist to another. These 10th and 20th level skills can only be done at Logistics. the Alchemist is ready for the more complex teachings of Chemistry. The Alchemist writes a copy of that recipe in his/her recipe book. Once learned. half its production value in Raw Material (RM). To apply a contact elixir.SKILL DESCRIPTIONS Production Skills Alchemy (Production Skill) Purchasing this skill opens up the world of Alchemy to your character. the time required is lowered by 10 seconds to a minimum of 10 seconds. Reverse engineering will destroy the Alchemy. on their person. The standard mundane recipes are now easy to decipher. if you have Alchemy 3. See the Production Skills chapter for further details on Armour Creation and Repairing. If the Armoursmith takes damage while Refitting. Finally. but the process is costly and time consuming. Alchemy 6 is required. they must spend four times the value of that recipe in Production Points (PP) and the Raw Material (RM). This rule does not apply to the free recipe the Alchemist receives for every odd level of Alchemy purchased.1). 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. 42 | P a g e . 4 Production Points will be gained in the production of Alchemical elixirs. rather than copying other recipes. For an Alchemist to learn a new recipe. An Alchemist may break down any number of identical Alchemies and attempt to learn how they are made. the Alchemical substance is destroyed in the process. Alchemy only remains prepared for 10 minutes. Production Points may only be used to create concoctions at Logistics. 12 Alchemical Production Points are at your disposal per event. Coming in many different types and with far ranging. This skill can be purchased multiple times for extra production points as per Alchemy. simply from dissecting Alchemical examples. For each identical Alchemy that the Alchemist breaks down. you are allowed to select 3 recipes from the in-game list of known Alchemy (see Chart 5. For every level of Alchemy purchased. You may only have one Alchemical creation prepared at a time and you must prepare your own. Multiple Alchemists may pool their Production Points to create more complex Alchemy. the item holding the food/drink. Additional purchases of this skill will decrease the time required by 2 seconds per level of Armoursmith. You can then select an additional recipe from the same list for every odd level of Alchemy purchased. Please see “How Breached Armour Works” in the Armour section for more information on armour that has been Breached. Consult the chapter “Production Skills” for production costs and descriptions. It requires no skill to willingly drink an Alchemical concoction or to pour an elixir down an unconscious victim's throat. These may be anything from a small hammer to scrap pieces of metal. The declaration for all thrown Alchemy is “<type> Gas Poison”. This can be done anywhere but the Armoursmith must have a set of Refitting tools. or under. Orange packets are used to represent Alchemical gas globes if possible Armoursmith (Production Skill) This production skill allows the character to Create. At 20 levels of Alchemy. the subtle art of Alchemy is possessed by many and taught by few. For each additional Armoursmith Refitting. though all of the Alchemists involved in the creation must posses the recipe. In order to use an Alchemical creation. dramatic effects. With 10 levels of Alchemy. To add an ingested elixir into food or drink.

Additional purchases of this skill grant more production points at 4 per level of Trap-Smith. The “type” of Craftsman purchased will determine which of the following two categories it falls into: Profession or manufacturer.Chemistry (Production Skill) Chemistry is an advanced form of Alchemy. the better s/he understands that field of work. such as weapon. A trap may be moved any distance. When purchasing this skill. For each level of a profession Craftsman that the player has. Additional purchases of this skill grant the user additional production points. Consult the Production chapter for more on Weaponsmithing. A manufacturer’s product cannot create items already covered by another production skill. fire. though the writing itself is not considered Magical. See the Production Skills chapter for more details. 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. gas and noise traps. Weaponsmith (Production Skill) Weaponsmith is the sister-skill to Armoursmith. "scribe". Rules for Chemistry are available to those with the skill. For each level of manufacturer Craftsman a player has. allowing the character to produce weapons. acid. the trap goes off instantly.. prostitute. Manufacturers obtain or build product or Raw Material. Each time it is purchased it grants 4 production points which can be used to build weaponry. The RM type can only only be suitable for a maximum of two different types of production skills. miner. as long as it remains in contact with the mover. The more Craftsman purchases the player has in one skill. They are jobs such as carpenter.. Professions are jobs that do not produce a product. "hunter". Trap-Smith (Production Skill) This skill allows a character to design and create traps.. a player must choose their occupation craft. A player may purchase this skill multiple times for the same craft. this is determined by a Logistics Marshal based on common sense. Example: A player with Craftsman: Miner will receive 5 units of RM usable by Weaponsmiths and Armoursmiths. Some examples of these are "carpenter". they will receive 3 silver pieces at Logistics. or dropped. "laborer". massive mechanical. an appropriate profession skill may aid in certain role-playing situations.. as described under Create Scroll in the Production Skills chapter. 43 | P a g e . The average NPC Craftsman has 5 levels in his chosen field to be considered a professional. Different weapons require different amounts of production points to build. See the Production Skills chapter for details. Trap-Smith Disarm Trap: This Trap-Smith sub-skill comes with each purchase of the Trap Smith skill. Should it be thrown. it allows for advanced recipes to be created. they will either receive 5 silver worth of product or 5 units worth of Raw Material at Logistics. A player with 5 levels in Craftsman Hunter will be a far better hunter then a player with only 1 level. and allows the user to attempt to disarm traps. The writing is considered to be in the language of Magic. and is used in the creation of scrolls. or may choose a new craft. Create Scroll (Production Skill) Also known as “Write Magic”. "historian". etc.2).. 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. as well the ability to disarm traps of various types. Craftsman <type> (Production Skill) The Craftsman skill is a catch-all term for all other jobs or occupations. explosive. In addition. These are jobs such as toymaker. laborer. etc. skinner. tracker. Akin to Ritual Magic for Alchemists.

from amongst the flock. Upon purchase of this skill. This skill does not grant the player any special control or knowledge of the Demon/Angel’s True Name. This skill grants access to religious natures of Magic and associated Occupational Abilities. or a higher accuracy rating (referring to one event). These cures are for mundane ill effects and cannot be used to mimic any spell effect or ability. whether or not standard identifiable vital signs are present in an individual (whether or not they are alive). 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. 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. the player must place both hands on the torso of the target and call out "Anatomy 1. Anatomy 2. the exact nature and description being decided by Plot. Anatomy 3". entrails. as well as general Information such as whether someone appears to be sleeping or paralyzed. 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 . etc.Scholarly Skills Anatomy Anatomy allows a user to identify and recognize. increasing fertility or virility. Communion can only be done between the hours of 6pm and 12am and require a minimum of 10 minutes of uninterrupted prayer. 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. by a God. This will not identify whether something is Undead and will not detect if an individual is Magically cursed. clearing up rashes. This skill can only be purchased once and is usable at will. brewing aphrodisiacs.. Augury may be used at anytime but does not always guarantee an insight. These effects are roleplaying effects only and will have no effect on a character if they do not wish it. By spending 10 minutes gathering common and easily found herbs and ingredients. To use Anatomy. for more information. Deacon (Plot Approval) Deacons are specially chosen. and elevated to the level of the truly faithful. depending on which you choose at the time of use.. the player is automatically changed from their current occupation to that of Cleric. Purchasing this skill signifies to your God that you are truly devoted and ready to become their Cleric. including: the stars. a player with the Apothecary skill can also create mundane roleplay related effects with little or no effort.. tea leaves. though it will not provide any specifics regarding the toxin. These insights will often be very vague. Augury This skill allows a character to consult a medium of their choosing to receive insight into specific future or past events. Common examples are elixirs that may be created for: curing common colds. easing pain. This medium may be anything the character would choose. etc. Such communion allows the Cleric to memorize their Clerical spell Spheres without the need for a Spellbook or scrolls. this ability allows Clerics to commune with their God through prayer.. Finally. Only those characters that have proven themselves exceptionally devout may purchase Deacon. See the chapter on Character Class: Cleric. easing headaches and sore muscles. It may detect the presence of natural/Alchemical toxins. the Apothecary can create elixirs to cure many roleplayed ailments. Aside from identifying Alchemy. This skill may be used once per day per purchase. A failed insight will not expend a use of this skill. It will also allow the user to determine how badly wounded an individual is. Buying more levels of Augury allows you either more readings per event (referring to several events).

a character is ready to uncover the secrets of the living body. A player can only activate First Aid on one person at a time. diseases or Magical curses on an Undead individual. The process of bandaging a target takes 5 minutes and during this time the player must physically bandage the target. First Aid also allows the character to bandage a target. If First Aid is interrupted during the process. After a successful 1 minute of First Aid. although the target may receive bandages from another player. The process takes 1 minute to use. the Undead in question must reply "you see a lesser zombie". an individual with Necromantic Arts may state "I have Necromantic Arts. only whether or not it is Undead. It will also allow the user to determine how badly wounded an Undead is (how many points they are down in Body Points). if any?” 5) Demon only “Are you currently bound to this plane?” These questions are asked out-of-game. They may devise ways to hide or disguise themselves in a manner which makes Demonic / Angelic Arts null and void. 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. what do I see?" when confronted with any Undead. The Elementalist can now choose between water or fire when casting spells that require an Elemental type such as “<type> bolt. It definitely cannot determine whether or not a spirit is present in any extent whatsoever. Example: Instead of "white. The response will be an accurate identification of the creature. or even detect. Elemental Attunement This skill will allow an Elementalist to attune them selves to an additional Element. It will not affect Undead in any way. as well as general information such as what kind of Undead it is. First Aid may be attempted again if the interruptions have ceased and the target made immobile. with each purchase allowing access to another Element. It will not identify. after the 5 minute count. the wounded target is healed to zero Body. First Aid Allows the user to bind wounds sufficiently to stop bleeding and heal some minor wounds. This additional attunement allows the scholar to choose which Elemental type to use when casting spells that require one. bringing them to unconsciousness and halting their bleeding. not to the Demon or Angel directly and represent the player’s vast knowledge of the subject. shambling humanoid".” This skill can be purchased multiple times. You must be touching the torso of the target to First Aid them. It is important to note that many Demonic and Angelic creatures posses great intelligence. the skill fails and the wounded target must continue their 1 minute bleed count from where they left off. This skill gives a character a much broader depth understanding of the workings of First Aid and emergency surgery. For this portion of the skill. or if the wounded target is moved in any way. is only for esthetics and can be removed and bandages returned whenever the target wishes. Example: A Fire Elementalist may purchase Elemental attunement and chose the water Element. the target's 1 minute bleed count is halted. The Physician skill grants it’s users a number of abilities based on the level of Physician 45 | P a g e . healing a minor amount of damage. the player must carry with them real phys-reps to use as bandages (strips of cloth will do). Furthermore. They are very crafty and often devious.4) Angelic only “Which God do you serve. The bandaging of the target. the target will gain 1 Body back. and as long as it is being used. The player cannot bandage the same target more than once a day. It will not verify that something is alive. After the bandaging is successful. 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).

Level 2: The Physician may cure non-Magical diseases. The process takes 1 minute to complete and the target must be lying down. Read Magic: Advanced This skill allows the user to cast Battle-Magic spells from scrolls. or the target moves. This requires 1 minute of roleplayed CPR. extends the bleed count of that target by an extra 1 minute. To activate the scroll the caster must read and speak the incant located on the open scroll. Level 1: The Physician may perform First Aid on a moving target and as soon as First Aid has started. held in one hand. This skill requires 10 minutes of roleplaying to accomplish and cannot be used on a specific target more than once every 5 days. the skill fails and cannot be attempted again for 5 days. At this level the Physician can perform minor surgeries such as setting broken limbs. a Battle-Magic scroll is consumed and unable to be used again. When used. the Physician can now consider themselves an expert on the subject of medicine. In order to utilize the higher levels of medicine. Read Magic This skill allows the user to cast Battle-Magic spells from scrolls. characters are completely illiterate.they possess. this skill will purge from the targets system. Read Magic will never allow a player to cast from Ritual Magic scrolls. Every level of Physician will increase the amount of Body healed through First Aid bandaging by one. When used. A Physician is able to perform major surgeries on any living target. a Physician can extend a dying target's Death Count by an additional 5 minutes. bloodletting. including the re-attachment lost limbs (if the limb is present). Read Magic: Ritual This skill allows the user to cast Ritual Magic spells from Ritual Magic scrolls. The Physician has also learned a thing or two about death. Further attempts at surgery will act as a Killing Blow towards the target. a Battle-Magic scroll is consumed and unable to be used again. with enough light to properly read the incant When used. They are limited in casting only Battle-Magic from spell level 5 to level 9. Without this skill. Read & Write Allows the character to read and write in any language they can speak.. a Ritual Magic scroll is consumed and unable to be used again. Minor surgeries take 1 uninterrupted minute to initiate and will bring an unmoving target into an unconsciousness state for 1 hour. This skill is usable once per person every 5 days. They are limited in casting only Ritual Magic. Level 4: This Physician has mastered the art of medieval medicine. Advanced Read Magic will never allow a player to identify or cast from Ritual Magic scrolls. and organ transplants. Level 3: The Physician may identify the type of toxin poisoning target and purge the poison from the target's system. The same rules apply for major surgeries as minor ones. Surgeries can only be performed once per person every 5 days. To activate the scroll. Level 5: At this level. unmoving for the skill to succeed. 46 | P a g e . Given enough time. removal of foreign life forms such as parasitic eggs. either they or the target takes damage. the Physician must carry with them a doctor’s bag and medical tools of the trade. and removal of foreign objects. If successful. to a maximum of six. If the physician is interrupted. They are limited in casting only Battle-Magic from spell level 1 to level 4. the caster must read and speak the incant located on the open scroll in one hand with enough light to properly read the incant. any Alchemical toxin curable by a standard Alchemical antidote.

without this skill. or Exotic Weapon groups. A buckler is a small shield that usually sits on the wrist. hit or miss. the attack must declare “Prepare to Die” then strike their opponent. while holding something in the same hand. for the next 3 attacks. A player is still limited to only claiming the AP of their in-game armour tags that their out-of-game reps allow. Shield use. They can also block. (One-handed. This skill does not alter the type of damage done. Without this skill. 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. per day. call the damage of the Slay “50 Slay!” Because a Slay will stay active if the attack does not succeed. This skill will stay active on a target for 1 minute. To use a Slay. Flurry of Blows Through discipline and training. they are lost. the attacker may continue to attack with the active 47 | P a g e . 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. the character must actively fight any attempt to harm their character. is still possible. This skill may stack with other skills. A shield will stop Normal strikes from boffer weapons only. 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). It is up to the player to determine which way this skill will be used. your character has learned the secret of tapping into raw emotion and harnessing it into strength defying attacks. at the time of use. This skill is usable once per day per purchase. and upon a successful hit. Master/Critical Slays. abilities or spells unless otherwise stated in their descriptions. the character is entitled to one Slay or Parry. the defending player must declare “Slay Hit” if it is successfully used on them. not exceeding 50 inches in length and having no more than a base damage of 2. Armour of the same type (chain on chain or leather on leather) will not stack. A buckler cannot be larger than 15 inches in diameter.Warrior Skills Ambidexterity This skill allows a player to wield two-One-Handed Weapons in combat. This skill is usable once per day per purchase. from any weapon that they have the prerequisites for. Slay/Parry By purchasing this Weapon Specific skill. this skill will allow the player to swing for +5 additional damage of the player's normal swinging type. A Slay is one large attack which does 50 points of damage upon a successful hit.) Florentine This skill furthers a players training in the art of two-weapons fighting. Shield This skill allows a character to properly and efficiently use a shield or buckler. To activate this skill. 50 points of damage is a static number and nothing short of Ritual Magic can add to this. If all 3 Flurries are not used by the end of the one minute. 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. A Slay is not used up if it is avoided in any way. The only restriction is both on and off hand weapons must be One Handed and from the Medium. With this skill the player is no longer limited in the size / type of One-Handed Weapon they may wield. It can be used to block any attack a Normal shield would. not exceeding 30 inches in length nor having more than a base weapon damage of 1. even if it is in their best interest. However. Self-Mutilate This skill allows the player to willingly cause harm to their character. the player must hold the shield with both hands and cannot use any other skills or abilities. This skill must also be purchased for a character to actively kill themselves or to consent to their own demise. Once activated. With this skill. If the attack is avoided. the player must incant “Flurry of Blows”. and soak. Simple.

or any Magically summoned weapon. 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. the character is entitled to one Slay or Parry. 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. To Parry any attack simply call "Parry" to negate the last hit taken. “Active Slay” for 1 minute or until a successful hit. A Parry enables a character to parry any weapon blow (excluding Spell Strikes and Surprise Attacks) as well as touch cast spells. ability. To Parry any attack. To use a Slay. or Master Slays. If a player has purchased multiple Slays specific to the chosen weapon being used or Master Slays. Club. For each additional Slay stacked the attacker must include the number of slays being used after the “Prepare to Die” call. ability. For all intents and purposes. chosen at purchase. and upon a successful hit. declaring with every swing. the defending player must declare “Slay Hit” if it is successfully used on them. this stacked attack is to be considered a normal Slay with the exception of the increased damage. Weapons Group Proficiency: Medium This skill allows the player to properly use and efficiently wield the following weapons: Bow. the attacker may continue to attack with the active Slay. Weapons Group Proficiency: Simple This skill allows the player to properly use and efficiently wield the following weapons: Daggers. he would call out “Prepare to Die 3” then “150 slay”. from any weapon in the Weapon Group that they have the prerequisites for. This skill is usable once per day per purchase. or any Magically summoned weapon. Medium. simply call "Parry" to negate the last hit taken. For each additional Slay stacked the attacker must include the number of slays being used after the “Prepare to Die” call. Example: If the player activates 3 Slays into 1 swing. For all intents and purposes. This stacking will add 50 more points of damage to the Slay for every additional Slay used. 48 | P a g e . (Simple. The player must have purchased proficiency in that weapons group. This stacking will add 50 more points of damage to the Slay for every additional Slay used. or Exotic). If a player has purchased multiple Slays specific to the chosen weapon being used. Slay/Parry: Master By purchasing this Weapon-Group-specific skill. the attack must declare “Prepare to Die” then strike their opponent. A Parry cannot be used in conjunction with any other skill. Example: If the player activates 3 Slays in 1 swing. A Parry enables a character to parry any weapon blow (excluding Spell Strikes and Surprise Attacks) as well as touch-cast spells. A Parry cannot be used in conjunction with any other skill. Hand-to-Hand Combat. “Active Slay” for 1 minute or until a successful hit. at the time of use. Staff. they may (if so desired) combine them into one powerful attack. he would call out “Prepare to Die 3” then “150 slay”. call the damage of the Slay “50 Slay!” Because a Slay will stay active if the attack does not succeed.slay. Spears. 50 points of damage is a static number and nothing short of Ritual Magic can add to this. It is up to the player to determine which way this skill will be used. A Slay is one large attack which does 50 points of damage upon a successful hit. they may (if so desired) combine them into one powerful attack. this stacked attack is to be considered a normal Slay with the exception of the increased damage. Battle Axes or any other non-exotic weapon with a base damage of 2. Specialization +1: Specific This skill will grant the player a +1 damage bonus on a single weapon. Maces. 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. or any other non-exotic weapon with a base damage of 1. If the attack is avoided. Sling. A Slay is not used up if it is avoided in any way. Large. One-handed Swords. declaring with every swing. per day. Thrown Weapon.

or is summoned through Magical means.Weapons Group Proficiency: Large This skill allows the player to properly use and efficiently wield the following weapons: Crossbow. This skill (weapon specific or group) allows the player to swing a +2 specialization damage bonus when striking a target from behind. This skill will not stay active and (like all damaging attacks) is called after having successfully struck an opponent. Once purchased. so long as it is not area of effect damage. 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. pole arms or any other non-exotic weapon with a base damage of 4. any other skill. excluding the back of the head. It will not affect Undead. When using the skill Execute. it will count as a surprise attack and the Assassin may use the suffix “Surprise” in the damage call. Two-Handed Body Spear. the damage call is “Execute”. or creatures which are non-biological in nature. The victim is permitted to scream before dropping. An Execute. when successfully used by striking the targets Body Points directly. Once activated. 2-handed swords. 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. when successfully used by striking the victims’ Body Points directly. or any Magically summoned sword (unless specifically stated in the description). mortally wounding them. 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. A Master Execute. Critical damage is considered normal unless otherwise stated. or some other unreasonable damage causing incident such as falling off a tower. this skill is always active. regardless of the victims’ Body Point total. 49 | P a g e . Critical will only work on creatures with a definitive backside. Golems. Execute This weapon-specific skill will strike the victim's vital organs. 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. The damage call for Critical is “<damage> Critical”. This skill can be purchased multiple times to allow a character to become proficient in various exotic weapons. This specialization does not increase any damage on attacks from the front or on any creature immune to Critical damage such as gelatinous cubes. Execute: Master This Weapon-Group-specific skill will strike a target's vital organs. This skill is usable once per day per purchase. and again. Dodge Allows the subject to dodge any attack. mauls. Execute may not be used in conjunction with a spell strike. The vocalizing of in-game or out-of-game words is not allowed. If used from behind. Execute must be a torso strike. this skill is considered used regardless of whether the hit was a success. mortally wounding them. it cannot be used to downgrade from a Group Specialization or Critical to a Weapon Specific. Bastard Sword. between the targets shoulder blades. axes. slimes or other such creatures. The attack must successfully hit the target on the back of their body. This skill only works as an upgrade. or any other weapon that does massive or Body damage. will instantly reduce a victim's Body Point value to -1 and drop them into their “Bleed” count. no group proficiencies are allowed in this weapon-specific category.

clamps. The only two ways the target may resist Garrote is to activate the Head Butt skill. Master Execute may not be used in conjunction with a spell strike. Furthermore. This is considered a Surprise Attack. protecting the entire neck with some overlap. For the purposes of threshold Breach. the attacker must place both hands on the shoulders of the victim from behind and announce "Surprise Garrote". Execute must be a torso strike. or metal neck protector. the target of a Garrote is also considered to have taken a base damage of 1 Body. This difficulty will range from easy (1) to extremely difficulty (10). Example: To open a 5 difficulty lock the player must possess 5 levels of the Locksmith skill. wedges and other such tools useful in picking locks. To resist a Garrote the defending player must have at least +2 more strength than the attacker. This band must be made of metal. the victim is considered “Killing Blowed” and immediately falls into their “death count”. This skill is usable once per day per purchase. the victim is immediately disarmed of anything they are holding in their hands and is forbidden from holding. if the player is interrupted. Locksmith This skill allows the character to create and pick an “in-game” lock. If the attack is made successfully. the damage call is “Execute”. The vocalizing of in-game or out-of-game words is not allowed. All locks used in Underworld must be certified by a Marshal and each will be given a difficulty number. In this case the time required to be successful is the actual time needed. Golems. garrote 2. Strength. the ability will fail and be used up for the day. forces the attacker's arms away from the defending player and in no way harms the attacker or their garrote. it will count as a surprise attack and the assassin may use the suffix “Surprise” in their damage call. Picking a lock in this manner requires a 1 minute count. A second and alternative method of picking locks has the player actually physically picking the lock. This count must be said aloud by the attacker using the declaration “Garrote 1. Magic and other effects can raise this damage if properly used.It will not affect Undead. A person using the Garrote skill must have a phys-rep with them at the time they use the skill. the Thief must have. If a Locksmith chooses. Each level of Locksmith will allow the player to open the lock of equal difficulty. Picking a lock in this manner does not use up the number of times per day normally assigned to this skill.This skill will not stay active and. saws. 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 attack is considered to have been broken free of at no cost to the victim. or creatures which are no biological in nature. etc”. If the victim is wearing Magic Amour. 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 skill is usable at will. It is not possible to use a length of rope and claim that it is your Garrote. A player could spend the entire weekend picking one lock if they wished. Once this has been done. will protect against Garrote. grabbing or drawing any weapons or items while the Garrote count is in effect. A Gorgette. This lock and/or key costs nothing to create. If used from behind. This skill is usable once per day per purchase. a set of thieves’ tools. any other skill. but will in no way protect the victim from the attack. or overpower the attacker with brute strength. When using the skill Master Execute. If an attacker cannot produce such a phys-rep when asked to see it. and must be at least 4 inches wide. During this time. Garroting takes 20 seconds to successful use. or any Magically summoned sword . the victim is considered to be silenced and immobilized enough so that they cannot directly attack the person garroting them. Regardless of the picking method. but may only be created at Logistics. 50 | P a g e . 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. Thieves’ tools are comprised of various metal picks and pries. An Advanced Magic Amour will go off if the defender wishes. but will not prevent or impede the Garrote in any way. The victim is permitted to scream before dropping. like all damaging attacks. and must hold it in one hand for the duration of the attack. A Garrote phys-rep must be made of wire or chain and have two handles at either end. between the targets shoulder blades. on their person. A successful resist. is called after having successfully struck an opponent. it will immediately be blown. becomes distracted. Experienced players can suggest a variety of real life tools for the job. or takes damage to Body. Once per event a Locksmith may create a lock and key with a difficulty rating equal to their level of Locksmith. To use a Garrote attack.

Bonus damage due to strength will be applied to your weapon swings at the rate of +1 damage for every 2 points of strength. and throw. This represents a hard strike with a blunt object to the back of the head. A helmet of any kind will stop Sap. The base damage for Sap is 1 but may be increased by Magical and/or strength bonuses. lift. Your strength rating is limited by race (excluding Magical means). A pipeless. The attacker must be holding the weapon s/he is Sapping with. as will the standard spell defenses. Damaging a target with this skill will negate any damage the attack would have normally done. but cannot (out-of-game) physically strike the target with it. Upon a successful strike. and do damage to the target's Body. A character that was successfully Sapped can only awaken once the Sap Body Point damage is healed or the Sap time has expired. by touching them between the shoulders with a hand to hand boffer weapon. 51 | P a g e . This skill does not add any other bonus as the character levels. It may be delivered via a Body weapon if the target’s armour is Breached or they have no armour at all. Vital Blow This skill allows the player to deliver a devastating attack to a target's vital organs.Sap Sap is a Surprise Attack which allows a character to knock out a victim (also reducing their Body Points by 1). it will count as a surprise attack and may be used with the “Surprise” suffix in the damage call. Enough strength will add damage to your swings and allow you to "push" other characters away. Vital Blow will not affect Undead. This damage is calculated by the total Body of the target. your strength rating will determine how much your character can push. Strength may only be used (outside of damage increase) to "push" your opponent. Sap will only work on any given target once every minute. the player must incant “Vital Blow”. Strength Bonus +1 Built on raw physical power. the victim loses the appropriate number of Body Points in damage and is knocked unconscious for a period of 10 minutes. not the targets current Body Points. To use this skill successfully. Vital Blow is usable once per day per purchase. This skill is usable once per day per purchase. Equal or greater strength can be used to resist a push. between the targets shoulder blades. Both hands must be empty of weapons or items and placed on the target's torso or shoulders. Sap may not affect creatures such as Undead or those with alien physiology. This bonus only applies once per purchase and is limited by race (See Races for your racial Body Point Bonus limit). If used from behind. hand-to-hand boffer weapon must be used. Racial Abilities Body Point Bonus This skill represents extra constitutional training the character has gone though. or a high enough threshold. Two successful vital blows within 1 hour will immediately drop the target to zero Body. When purchased this skill will add +5 Body to the target's maximum Body Point limit. or creatures which are non-biological in nature. Golems. above and beyond what is standard for their race. strike the torso of the target. If successful. a vital blow will damage the target equal to half the target's total Body (rounded up). The target will be "pushed" +2 feet for every +1 strength. The declaration is “<damage> Sap”. No skills or abilities may be used in conjunction with Sap. red. The attacker must then declare "With +X strength I push you".

Chapter 5 Production Skills 52 | P a g e .

Each type will cure a maintained effect of its specific type.Production Skills Production Skills are skills that may be purchased multiple times. nor is there a limit on how many Production Points may be saved. so long as the creature in question is composed of. Chart 5. such as Enslavement. Alchemical Solvent Each dose of this solvent will affect one square foot. etc). 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. in order to build more difficult items. biological matter.e. This is the only time in which you are allowed to spend your accumulated Production Points and current available Production Points. the entire dose will become inert. Gas Antidote will remove/cure any gas effect but it will not return Body Points lost as a result of gas damage. Alchemical creations are divided into three categories: contact. It is the player's responsibility to obtain the Raw Materials needed to create their items. ingested. Finally. It comes in three increasingly damaging varieties: 2. A certain amount of Raw Materials are required in order to build these items. Gas and Contact. They may also be saved up. but not without a cost. 4 and 8 Body. or derived from. as well as access to the recipe where applicable. Alchemy Alchemical recipes are kept in recipe books. These antidotes will have no effect on elixirs requiring unique antidotes. These orange packets are considered to be the Gas Globe and must have the Alchemical tag affixed to them.1 shows the Production Costs for the various types of Alchemy available in the game to starting characters. Ingested is considered the same volume as a potion and you will see most people using vials or film canisters as Physical Representations. 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. this is represented by units of Raw Material (RM). These can be found or purchased as normal treasure. After an hour of becoming active. Paste of Stickiness. It can be used to negate/remove Oil of Slipperiness. gas globes are represented by orange spell packets.. or the like. be it living or Undead. Contact Alchemy is simply represented by a tag signed by a Plot member. silver. that you may purchase. i. If you elect not to spend any of your Production Points. provided they all have the required skill level to create the item in question. There is no limit to the number of levels of each of these skills. It will damage any creature. This cost is 1 RM per Production Point spent on building items. Each level of a skill grants the possessor 4 Production Points (PP) per month. and gas globe. These points can be spent on items as per the descriptions that follow. and useless. Raw Materials are kept and spent like any other unit of treasure (gold. owned by individual Alchemists. They allow mastery over producing certain items and goods which are the lifeblood of the in-game commercial world. Alchemical Definitions Acid This acidic poison bypasses armour and dissolves the target's Body. It cannot be divided into smaller portions Antidote There are three types of Antidotes: Ingested. Production Points are acquired and spent at an events game Log-In or Log. or obtained from any appropriate “Craftsmen” skill. These recipes can be shared. month by month. 53 | P a g e .

or <type> Antidote. Enrage Lasting 10 minutes. The effects of Confusion last for 1 minute. 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. The effect is permanent until the victim receives either an Enslavement Antidote. save the proper antidote. in succession. they will continue on to the next person they see. The victim will not behave contrary to their moral code unless the love-object can provide adequate reason. but it will not bring a dead one back to life. It has no effect on Undead or Constructs. Enslavement Antidote This will remove the effects of an Enslavement elixir. Upon taking this drug. friends and foes alike. Enthrall A much more powerful version of the Love elixir. or is in mortal danger. except that it lasts for only 10 minutes. Purify Blood. they will suffer 54 | P a g e .Confusion This elixir causes disorientation and confusion deep within the target’s mind. Euphoria The rush from this elixir begins immediately upon consumption and will last for 1 hour. if the recipient of a Euphoria elixir does not receive another dose of Euphoria. If the victim of the Enrage knocks down the first person they see. the victim will experience a feeling of euphoria. Unfortunately. A character will not deliver killing blows while Enraged. the target may not use any skills or abilities. and all will be well and good within that person's world. or dies and is resurrected in a new body. While under the effect of the elixir. No caster may cast while Enraged. The target will wander in circles aimlessly and while they cannot attack. this elixir will cause the victim to keel over and expire. It will not add Body Points beyond the target’s maximum Body. nor may Magic items be activated. Critical slays and attacks which require a conscious decision to use may not be used while Enraged. Dominate This is the Alchemical version of the Charm spell. Cure Light Wounds Elixir Cure Wounds Elixir will heal the recipient of 2 points of Body damage. Death After one minute of having been ingested. The victim cannot use anything more than basic combat skills such as weapon skill and proficiencies. as if a Killing Blow had been delivered. This Alchemy acts like an enslavement in that only an enslavement antidote can cure it. It will bring an unconscious creature out of unconsciousness. without hesitation. It may be countered with Purify blood or <type> Antidote. and may not call out damage on swings. It may be countered with Awaken. No other cures will work save for Ritual Magic. It may be countered (before death) by Purify Blood or <type> Antidote. They will not willing take an antidote. It may be countered with Purify Blood or <type> Antidote. Enthrall cannot be cured by any means. this elixir will cause its victim to blindly attack the first person they see. they may defend themselves with any weapon currently in hand.

55 | P a g e . this Alchemical concoction causes death immediately. Awaken. If a body disappears before the ten minutes to be resurrected. to be used in-game. The victim of this elixir will forget everything that happened in the last 15 minutes. It may be countered with Awaken. This light behaves in all respects like the spell Light with the exception that Dispel Magic will not extinguish it. or <type> Antidote. It may be countered with Purify blood. The elixir itself has no taste or smell. the individual will begin the cycle again. Instant Death A stronger version of the Death elixir. A victim of this Alchemy has two choices. If a body disappears before the ten minutes to be resurrected. breaking a character of their addiction and allowing the damage sustained from the Euphoria to be healed. Feeblemind This elixir will turn its victim into a mindless vegetable for 1 hour. It may be countered with Purify Blood. If not cured within the first 10 minutes. As with a Forget II. there is nothing that be can done about it until the effect wears off in 1 hour or until the appropriate antidote is administered. cast. It may be countered with Purify Blood. even though the victim will realize that s/he is hallucinating. the victim will crave another elixir until they receive it and will be obsessed with procuring it. as if a Killing Blow had been administered. Throughout all of this. the effects will become permanent if not cured within 10 minutes. they are given a dose of the antidote. It may be countered with Purify Blood. Their world will not be the same world which everyone around them is experiencing. During this time. One cannot speak coherently. the damage sustained by this elixir cannot be cured by any means. Euphoria Antidote This will remove the effects of a Euphoria elixir. Hallucinoid This elixir causes wild and totally unrealistic hallucinations to flood the mind of its victim. the effects will become permanent. Purify Blood. perform any skills. or <type> Antidote. or they perish. or other Underworld approved light-source. Liquid Light Allows a Cyalume light stick. Awaken. Forget I Like a Forget II but weaker.1 Body Point of damage for every 12 hour period that passes. This cycle will continue with every passing day until either the victim receives their dose of Euphoria. Forget II Forget II causes its victim's memory to be erased of all that occurred within the last hour. The poison lasts 10 minutes and while under it's effect the target can not speak. Unfortunately. It leaves no trace whatsoever in or on its victim. Intoxicant This elixir has the same effect as if its victim was highly intoxicated for one hour. or pursue any rational or even normal train of thought. They target may run at a normal speed. to continue taking the Euphoria perpetually or to die and be resurrected in a new and uncontaminated body. or <type> Antidote. Once they receive another elixir. Laughter A potent poison which causes the target to laugh uncontrollably. the elixir is considered to have been purged and will not take effect. or use any skills. the elixir is considered to have been purged and will not take effect.

Once placed. Should the target receive the full effects of this elixir and not have taken any damage during its duration. It lasts for 28 days.Love The victim of this elixir will fall madly in love with the next member of the appropriate sex who comes into view. and even long-time friends are looked upon with suspicion. screaming in their face loudly. or the poison is nullified. until the victim dies. This may be cured by a <type> Antidote or Purify Blood. etc. use any skills.” Paranoia may be countered with Purify Blood. During that time. or Oil of Slipperiness. "S/he wants to cast a Purify Blood spell on me. While under it’s effects. It can be placed on floors. the victim of this elixir will feel intensely paranoid. its victim is paralyzed. or <type> Antidote. and if not countered by Alchemical Solvent or Paste of Stickiness. Paralysis The duration of this elixir is 10 minutes. the same effect will occur. but I know it's really a Death spell. which lasts for 1 hour. fingertips. 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. Otherwise. 24 hours later. The person believes the world is out to get them. etc. door knobs. rounded up to the nearest whole number. It may be countered by Purify Blood or <type>Antidote. Paste of Stickiness This elixir is effectively a powerful version of “Krazy Glue™ ”. the area will be impossible to stand up or move on without slipping. walls. This elixir will last for 10 minutes. Sleep The victim of this elixir is under effects equivalent to those of a Sleep spell for a total of 10 minutes. will not wake them. cannot walk. shaking the victim. Once taken. the target will be unable to speak or cast spells for 1 hour.". or <type> Antidote. Silence This elixir will silence the target. or until cured by either <type> Antidote or a Purify Blood potion. Each dose covers a total of 1 square inch of surface area. 56 | P a g e . It may be countered with Purify Blood. it acts the same as a Sleep spell. Oil of Slipperiness One dose of this elixir will cover one square foot. The victim will refuse to believe they are unnaturally affected. and so on. belt buckles. Regeneration will also restore one of the target’s lost limbs.". The target chooses which of their limbs is to be restored. Paranoia Lasting a total of 1 hour. Slow Poison This elixir will remove half of its victim's current Body Points immediately. It can be counteracted by an Alchemical Solvent. or move. The feeling of paranoia can be based on any or multiple reasons. nor will they behave contrary to their moral code unless the love-object can provide adequate reason or is in mortal danger. weapons. Example: "S/he wants to kill me. While under its effects the target must state “Visibly Regenerating” every minute that they heal a Body Point from the elixir. Unlike the spell. the target will begin to heal at the rate of 1 Body Point per minute. If placed on an object. Regeneration This elixir will cause the target’s Body to regenerate lost health and can restore a lost limb. "S/he wants to usurp my authority. it becomes impossible to pick up by any means. speak.

This allows for the use of black taping on any metal weapon it is applied to. it simply increases the potency of a weapon's damage. it was Slow Poison. +4 damage. +2 damage. Alas. Vorpal Coating This will allow a weapon to do more damage than normal for the next successful strike. Bactau finally keels over. causing a strength loss of -8 and lowering the target's weapon swings by -4 to a minimum of 0. 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. which means that he takes 9 points of damage immediately. he takes 5 points of damage from his current 9. black for the duration of 1 year. Bactau currently has 18 of a total of 20 Body Points when fully healed. as Bactau is still running to town to find a healer. a victim of the Slow Poison elixir. Weapon Black This Alchemical compound will turn any metal. or silver weapon. There are three types of standard Vorpals.1) 57 | P a g e . This extra damage is not Magical. iron. Weakness The Weakness Elixir will Sap the target's strength. After the duration has expired. It can be cured with <type> antidote or a Purify Blood. 24 hours later.Example: Bactau drinks from a random bottle in an Alchemical laboratory. and a highly effective +6 damage version. This effect will last 1 hour and cannot be stacked. the Alchemical will have worn off and the weapon will return to this original colour. Unfortunately. Damage lost from a Slow Poison cannot be healed by any means until the poison has been removed using Purify Blood or <type> Antidote.

Trap-Smith This skill allows a character to create. Master Crafting a piece of armour will make that piece immune to the effects of a Breach. To arm or disarm a trap. Reforging At 10 levels of Amoursmithing. and the required exotic material. an Armoursmith has learned the process of reforging new and old amour back into its raw state. whichever is applicable. *Armoursmith. The cost to produce the amour in Production Points is equal to the final value in Armour Points of the suit. the Trap-Smith may use any method they wish to attempt disarming a trap. the Trap-Smith must have the appropriate level of Trap-Smithing. Once armour has been Repaired. are different and must be found in-game. The Armoursmith skill also allows one to Repair Breached armour for 1 Production Point per 2 points of Armour Points missing. Required cost. the Armoursmith can make armour that possesses special and unique properties. the Smith has obtained a legendary knowledge of his/her craft. up to the initial maximum of the armour itself. time and the proper recipe. For further details on Breaching and Breached armour see “How Breached Armour Works” in the Armour chapter. 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. as well as which type of traps. If they are further. Repair Breached armour between game play and also to Refit armour during game play. and materials needed are found on each recipe. *Armoursmith. it will be issued a new Armour Point Tag. Both are detailed below. one Trap Production Point will be spent per Trap-Smith level required to make the trigger. 58 | P a g e . In the case of a Breach. In creating the trap. Given the right exotic material. So long as they have purchased the prerequisite skill level. Shields are created at a cost of 10 Production Points for wooden shields. 20 for iron bound shields. set. is determined by how well they know the craft. the trap will fail. and disarm traps. Exotic Crafting At 20 levels of the Armoursmith skill. and the trap. chance of success. Amour is created at a cost of 1 Production Point per point of amour (not including any monetary costs). pieces of Master Crafted armour will never need to be Repaired. Reforging may be done as many times as needed. you must have two things: the trigger. Traps and triggers can only be created at Logistics and represent the toils of the character between events to produce this type of production. The smith may reforge any shield or piece of armour into half of its value (rounded down) in Raw Material (RM). see Chart 5. In creating a trigger. all non Master Crafted armour will Breach first. only Refit. or is specified by the individual trap description below. The character's ability to create powerful traps. A trigger and trap can be no more than 5 feet from each other.2. To make a trap. see the skill Armoursmith in the Skill section for more details. but can only be done at Logistics *Armoursmith. or multiple traps. one Trap Production Point for every level of Trap-Smith skill is required to make the trap type. Each recipe.SMITHING Armoursmith Grants a character the ability to Create new pieces & suits of amour and shields. Refitting can be done at any time and can restore the current tag value for the armour being Refit. In essence. and 30 for metal shields.

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. Breaching the threshold causes the trap to go off.C. lacerate or dismember traps) as detailed in each trap-type below. or a weapon mounted on a device for the weapon. The container size must be increased by 1" x 1" x 1" per point of damage that the Acid Trap does. floor. 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. Each Trap-Smith Production Point spent in the creation of an Acid Trap grants the Trap 2 more points of damage. Their in-game phys rep must be a small-sized puzzle to be disarmed. Due to the nature of mouse traps. be it a noise or light. The appropriate-sized container or phys-rep for the effect to be triggered must be present (a box to represent the noisemaking device. The noise from a mousetrap snapping shut is the indicator that the trap has been sprung. Acid Trap containers are represented by a container at least 5 cubic inches in size. a switch or any Trapsmith Arm / Create other electronic configuration that can be triggered. Acid Trap damage goes straight to Body and cannot be resisted or stopped by anything short of Ritual Magic or Racial Abilities. The Acid trap. The trigger must physically move and activate an indication that the trap has gone off. The electronic trigger can be a pull-pin. so Level Disarm long as it is not considered a pressure plate. In-game. chemicals for the fire.2) Threshold Threshold triggers must be set upon a doorway or other portal.Trap Triggers Buzzer / Switch A buzzer or switch trigger can be of a variety of types. Trap Types Acid Acid Traps can do from 4 to 40 points of damage. All style of traps may be used with this trigger type except Massive Mechanical. explosion or gas. to find. Any object of large size. A mouse trap trigger is considered 'set' when armed. is destroyed upon detonation. and 10 Threshold Trap triggered when it snaps shut. Acid traps are Area of Effect and damage everyone within 5 feet of the centre of the container. The note is to inform the next person who walks through the area what effect happens. Their key element is that they are electronic. They also require an out-of-game note to be left for a Marshal or P. as well as the trigger. are not permitted in the game. the trigger for the threshold trigger can be a cascade of light. be it an Leg Trap 2 indicator noise or light Weapon Trap Pressure Plate Pressure plate triggers are sections of wall. or person. 59 | P a g e . Only small mousetraps may be used. A Mousetrap Mouse Trap Trigger. 1 buzzer/switch trigger must have an indicator that the Trigger Trap Alarm Trap trap has been triggered built within it. 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. Larger traps. such as rat traps. Pitching a rock or weapon through a threshold trigger will not trigger the trap. or a gentle but steady breeze. or other areas of space that set off the trap when moved or depressed.

nor Area of Effect. This Area of Effect trap is measured from the centre of the container. Dismember A dismember trap is a specialized weapon-trap. Each Trap Production Point used in the creation of an explosive trap grants the trap 4 more points of damage. A simple bell behind a closed door doesn’t constitute an alarm trap and production and skills are not needed to create. Please note that not all alarms are traps. bread-and-butter of traps. Explosive traps and triggers are destroyed upon detonation. and will effect the target closest to the container if they are within it’s 5-foot radius. Example: Shmendrick disarms a paralyze gas trap. Fire traps and triggers are destroyed upon detonation. In either case. Explosive traps can do from 4 to 60 points of damage. Explosive trap containers are represented by a container/box of at least 5"cubic. A dismember trap is a Single-Target Surprise Attack. severing the limb of a target as per the Dismember skill. He can reuse the container for his own paralyze gas trap but he cannot salvage the original 3 Gas Globes that were in it. the chamber may be reused but the gas inside cannot be salvaged for other Alchemy use. Explosive traps cannot be resisted by anything short of Ritual Magic or Racial Abilities. it must be attached to the container. With the container. The chamber and the container must be connected but distinctly different. Gas Traps costs 5 Trap Production Points to make. but can not be so loud as to be damaging to the ears when standing beside the trap when it goes off. The container for this trap must be 5 cubic feet in area (minimum). Like all pure Elemental damage. Fire Trap containers are represented by a container of at least 5" x 5” x 5”. Each Traps skill used in the creation of a fire trap grants the trap 3 more points of damage. as no damage or effect is caused to the person triggering it. or may be additional. The container size must be increased by 1" x 1" x 1" per point of damage that the Fire Trap does. 60 | P a g e . Alarm trap containers must be at least 5 cubic inches. Fire Fire traps can do from 4 to 40 points of Elemental Fire damage. This noise can be of any volume. this trap will release a weapon. To do so requires that the Alchemy inside be replaced (which is consumed upon detonation). Fire traps are Area of Effect and damage everyone within 5 feet from the centre of the container. Explosive traps are Area of Effect and damage everyone within 5 feet from the center of the container. When triggered. The cost of the weapon is not included in the cost of the trap. They cause large amounts of physical damage to any creature in their radius. A Fire Trap cannot be resisted by anything short of Ritual Magic or Racial Abilities. both with an appropriate weapon phys-rep and an appropriate weapon tag. The weapon must be represented.Alarm When alarm traps are triggered they create a noise. An alarm trap costs 2 Trap Production Points to create and can be reused. Explosive Explosive traps are the standard. 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. must be at least 3 Alchemical gas globes. An alarm trap is neither a Single-Target Surprise-based Attack. plus must have a chamber to represent the gas which is at least 3" x 3". If a Gas trap is disarmed. Dismember traps are destroyed upon use. should a target drop below zero Body from a Fire Trap. Gas traps can be reset. they will forego their “Bleed” count and directly enter their “Death” count. A Gas Trap cannot be resisted by anything short of Ritual Magic or Racial Abilities. The container size must be increased by 1" x 1" x 1" per point of damage that the explosive trap does. The container for a dismember trap is a 5" cubic box or other container. The cost of this gas is not represented in the cost of the trap. although the weapon and trigger are not. The noise-making portion of the trap can be incorporated in that volume. Gas traps and triggers are not destroyed upon detonation. A dismember trap costs 12 Trap Production Points to make. and the Trap-Smith's weapon of choice. set or disarm it.

This is a Single-Target trap and will effect the closest target to the container within its 5-foot radius. This requires the skill “Self-Mutilate”. The victim may be cut free with a 1-minute count if they have natural weaponry. If this phys-rep strikes a person in any way. although the trigger is not. The trap will effect the first target closest to the container. When it is triggered. They do not actually have to have their foot in the phys-rep when the trap goes off. or cast spells until they are freed. The poison is destroyed when the trap is detonated. This is a Single-Target trap and costs 8 Trap Production Points to make. or large (safe. within it’s 5-foot radius. Needle traps and triggers are not destroyed upon detonation. on any object they are holding or body part. both the Net trap and the trigger remain. the Alchemical trap can be reused. woven rope. one of the victim’s legs will become pinned to the ground. the victim takes the trap damage to their amour as if Breached for equal amount. Needle Traps cost 5 Trap Production Points to make. the leg trap is destroyed (as the act of freeing the victim ruins the trap) but the trigger remains. his/her closest leg to the container will be the one affected. Also those with exceptional strength may break free with a 3-count. or activate Magical items that are touching their body. this trap has no set radius for its destruction. When struck. Setting off the trap indicates they are caught. and the character takes 4 Body damage by ripping free. Leg Trap This trap represents a leg snare or bear trap. a +2 Strength Bonus (or equivalent). Lacerate traps and darts are considered destroyed upon use. They do not actually have to be in the phys-rep when the trap goes off. When triggered. Unlike other Area of Effect traps. 61 | P a g e . As with Gas traps. the Net trap is destroyed (as the act of freeing the victim ruins the trap) but the trigger remains. This requires the skill “Self-Mutilate”. While trapped. based on the size and physical representation of the actual trap. The victim may be cut free (or cut themselves free) with a 1 minute count. If the trap is disarmed.Lacerate This trap is represented by a 5" cubic square container (minimum) connected to four darts (Thrown Weapons). A pinned character cannot move that limb until they are freed. but not salvaged for any other Alchemical purpose. or similar object. Leg traps cost 6 production points to make. Net Trap This trap represents a net that either falls from above or pulls up from below the victim. both the leg trap and the trigger remain. When it is triggered. a +4 Strength Bonus. the act of setting off the trigger indicates the person was caught in the trap. Once the target has been determined. The container for this trap is a 3” cubic box and a length of rope or similar trapping device. Please note. The container for this trap is a 3” cubic box and netting. foam) object to begin motion. If the trap detonates. Net traps cost 12 production points to produce. The trap will affect the first target that is closest to the container. Massive mechanical traps are Area of Effect and are destroyed upon detonation although the trigger is not. and the character takes ‘2 Body Damage’. within its 5-foot radius. When this trap is sprung the victim takes one Body and is rendered speechless until the damage is healed. huge weaponry. The trap must be set up in such a way as to actually cause a landslide. the victim is caught in a physical web of netting. the victim may not move. use weapons. the victim takes 1 Body Point of damage and the Alchemical effect of the elixir used with the trap. or other colossal objects striking the victim. The Trap Production Point costs for a Massive Mechanical trap are given on a case-by-case basis. Massive Mechanical Massive mechanical traps are generally large pieces of stone. Needle traps may be reset if disarmed. Needle Needle traps use a dart to inject Alchemical substances into the victim. Also those with exceptional strength may break free on a 3-count. If the trap goes off. This is a Single-Target trap and will affect the closest target to the container within it’s 5-foot radius. They may speak. The container is a 5"cubic object with a Thrown Weapon attached to it and 3 Ingested Alchemical Poisons. and takes an equal amount of Body damage. If the trap is disarmed. A Lacerate trap must be armed with four Thrown Weapons which must have appropriate phys-reps and tags provided. they take the full effect of the trap.

Master-Crafting a weapon allows the weapon to resist a total of three attempts to shatter or destroy it by any means. both with an appropriate weapon phys-rep and an appropriate weapon tag. Once these resists are used up. A Weapon trap costs 6 Trap Production Points to create. the victim who set off the Weapon trap is struck for 4 times the base damage of the Weapon in physical damage. Simple Weapons Medium Weapons Large Weapons Exotic Weapons Arrow or Bolt Silver or Iron Crafting Master Crafting *Weaponsmith. allowing the character to produce weapons. the weapon is considered to be a Normal weapon of whatever type it was built to be. 4 24 40 48 1 * ** (Chart 5. This list is found in Chart 5. or with enough money you may Master-Craft a silver weapon. If you have enough production points. 62 | P a g e . This extra Production must be paid for like regular Production. not both. and will affect the closest target to the container within the 5-foot radius. The first three attempts that get through spell defenses will be resisted. you may Master-Craft an iron weapon. The weapon must be represented. Crafting weapons of pure silver costs an additional 300% in Raw Material (RM) but does not cost extra Production. A Weapon trap is Single-Target. and the Trap-Smith's weapon of choice. A weapon may be either iron or silver. Different weapons require different amounts of production Cost points to build. A weapon's striking surface must be entirely made of iron to be able to call for iron damage. The cost of the weapon is not included in the cost of the trap. 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. Weaponsmith Weapon Smith is the sister-skill to Amour Smith. Each time it is purchased it grants 4 production points which can be used to build Weapon Production weaponry. Weapon traps and triggers can be reset and are not destroyed upon detonation. or other container.Weapon When triggered. The container for a Weapon trap is a 5" cubic box.3) **Weaponsmith.3. Iron and Silvering Weapons of pure iron require 150% in Production Points to make.

To make a Magical Scroll. These cumulative Production Points (PP) may be spent in the creation of scrolls once per event at Logistics. Like all of the production skills. nor exceed Battle-Magic spells beyond level 9.4) 63 | P a g e . The cost in PP to produce the scroll in question can be found in Chart 5. and cannot be used to create Ritual Magic of any kind. 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. 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 5.4.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. a character needs to be able to cast that specific spell from memory or via another scroll.

Chapter 6 COMBAT & WEAPONS 64 | P a g e .

As intimidating as it may be to flail around swinging your weapon like you are some kind of blender. or depending on certain Magical spells that can be cast on you. When swinging certain special attacks you would say the damage after you are sure you have struck your opponent (see skill descriptions). and call a Lay-on to continue fighting normally. Please contact a Marshal regarding any person who is habitually striking these areas. call out "2 Normal". grabbing an opponent’s weapon with your hands or any other body part is not encouraged. Note: Understanding that strikes to the head. Those who repeatedly abuse these rules will be asked to leave the game. For example. This also keeps the occurrence of wild swings down to a minimum. do happen accidentally. but we would ask that you do not aim for them (habitually or otherwise). The "Normal" may be changed depending on the type of weapon you are wielding (E.Combat Rules This section deals specifically with the technical aspect of melee combat in Underworld. Magic. Your strikes must hit different areas in order to be considered valid damaging strikes. they may use one-6 inch boffer (pipe-less) phys-rep. Packet-delivered attacks striking these areas do in fact count. 65 | P a g e . as fast as they can say it. groin.g. Whereas. 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. This is meant to slow combat. Every character in Underworld begins with the Simple Weapon group and any character may use any simple weapon. If they have purchased ambidexterity they may use a second boffer of the same size in their off-hand. This includes back-attacks or any other forms of attack. groin. if you are swinging your Normal Long Sword. Silver. Doing so will allow the attacking player to call out the weapons damage in Body Points. 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. neck. and in the case of women. and hands. chest (despite it being a valid strike location).). combat will be as realistic and safe as possible. The defender should always call “hit” after a special attack. This damage may increase by purchasing weapon specializations as with any other weapon skill. In such cases. neck. untangle themselves from your weapons. Valid Striking Targets Everywhere on the body is a valid striking point except the following areas: the head. Please do not make such strikes a habit as it will not make you any friends. but possible. If the character chooses to use hand to hand. No boffer strike can hit the same location of the body twice in a row. etc. and as such are not considered weapons for the purposes of spells or skills. The “boffer hands” are considered to be part of the character. repeatedly. Please remember that a successful physical hit is determined by the defender but can be overruled by a Marshal. the look of shock and fear on your opponents face is probably an out-of-game reaction. not any part of your body. the defender may call a hold. The Swing When swinging your weapon at an opponent the pull-back should be between 45 and 90 degrees. If the combat rules are followed properly. This ensures safe strikes that are still hard enough to feel. hands. Every time you swing a weapon in combat you must call the weapon damage. 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. and to limit the amount of machine-gunning (swinging faster than damage can be called).

) 66 | P a g e . Rules or Safety Marshal may. New players to Underworld CANNOT become Red Armband active until they have undergone said training session AND played at least one game. Wooden shields have a threshold of 10. Please follow this rule responsibility and always err on the side of safety. even in the middle of combat. kicks. iron bound shields have a threshold of 20. Simply put. it is always the caster’s call whether a packet attack successfully hit. to a member of Management. biting. During an Underworld event. you may only use a "boffer" weapon to engage in melee or ranged combat. The purpose of the Red Armband is to add an additional level of realism to the game. Special Combat Note Without a Marshal present. and it is always a defender's call whether a weapon strike hit. One of our most defining differences is our Red Armband rule. wearing a red arm band means that you are agreeing to the possibly of giving and receiving an additional level of combat contact. Any Plot. strip any player of their Red Armband if they feel they are abusing or not properly following the rules. not a right. Players may. or limb lock meant to cause pain. a player MUST undergo a short training session with a Rules Marshal prior to Red Armband combat.Shield Thresholds There is a limit to how much punishment a shield can take. Any pin. at any time. (Also Note: Players may be required to sign an additional waiver to become Red Armband active. To become Red Armband active. and throws Any contact in an unknown or poorly lit environment. that does more damage than a shield's threshold. It is important to remember that Red Armbanding is part of the game to make things more fun by increasing the contact. causes the shield to shatter. not to give you an edge in combat. gouges. The Red Armband Rule is a privilege. Red Armband Rule Underworld LARP has differentiated itself from other games in many ways. This rule holds true even if you know the player was Red Armband active earlier. not to hurt people. call a hold and remove their Red Armband for any reason. at any time. scratching etc… Anything targeting the head or groin Heavy hitting and hard tackles Take downs. 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. hold. Any single attack. of any type. and solid metal shields have a threshold of 30. If you cannot see their armband then you MUST assume they are NOT Red Armband active. Additional combat contact is defined as follows: Do's Shoves and pushing Pick ups Short bouts of light wrestling and tackles Grabbing. leg sweeps. holds or bear hugs Don'ts Extended bouts of wrestling (longer than 20 seconds) Punches. That player may not become Red Armband active again until they have spoken. with and proved themselves again.

which affects only one target (identified in someway before the attack takes place). or Dodge) Attacks coming from the Positive Plane. Dark (appropriate Racial Ability. or otherwise avoided. Resist Toxin or Dodge) Non-magical attacks which are Alchemical or infect the body. Shield Magic. Advanced Magic Armour. Any damage incurred from a Massive attack affects both armour and Body simultaneously. <number & damage type>: none. These attacks go straight to Body. or Dodge) Attacks coming from the Negative Plane. <number & damage type>5 Elemental. Arcane (appropriate Racial Ability) Arcane attacks are of a Divine / ultra powerful order which bypass all defenses except Racial Abilities 2. <number & damage type>. Shield Magic. Attack Types are divided into 8 distinct <types> which are (and can be defended by): 1. Elemental Shield. The attack is usually large in its area of effect and is also extremely potent. Magic Armour. <effect>: none) Example 2: “Spell Strike Web“ (<attack type>: Spell strike. <effect>: Web) Example 3: “Power Word 5 Elemental Drain Life “ (<attack type>: Power word. 3. 2. which affects everyone who hears the damage call. <number & damage type>: 20 Silver. automatically skips their “Bleed Count” and enters directly into their “Death Count” 3. Advanced Shield Magic. Magic (appropriate Racial Ability. Power Word (appropriate Racial Ability. Reflect Magic. Surprise (appropriate Racial Ability. through Elemental damage. Poison/Disease (appropriate Racial Ability. Advanced Shield Magic. Advanced Shield Magic. Normal/Silver/Enchanted (appropriate Racial Ability. Magic Armour. or Dodge) Magical effects channeled through a weapon. Reflect Magic. < number & damage type >: 5 Normal. Shield Magic. Body (appropriate Racial Ability. <effect>: Sap) 67 | P a g e . 8. rocks. 5. Light (appropriate Racial Ability. Advanced Shield Magic. Advanced Magic Armour. Advanced Shield Magic. Massive (appropriate Racial Ability) Represents an attack of overwhelming proportion. 6. Shield Magic. or Dodge) Attacks coming from weapons. Parry. 4. <effect> Example 1: “5 Normal” (<attack type>: none. DAMAGE CALLS & DEFENSE CALLS Damage Calls are constructed as follows: <attack type>. These attacks go straight to Body. Shield Magic. Engulf (appropriate Racial Ability. Magic Armour. Advanced Magic Armour. they must follow the creature around out-of-game until freed.DAMAGE & ATTACK TYPES Damage is divided into 5 distinct <types> which are (and can be defended by): 1. Parry. If this attack affects a character. 7. 4. Spell-Strike (appropriate Racial Ability. <effect>: Drain Life) Example 4: “Surprise 20 Silver Sap” (<attack type>: surprise. Shield Magic. Reflect Magic. Any character that is reduced to zero Body Points or lower. in that it cannot be dodged. or Dodge) Magical attacks stem from spells or abilities woven from the fabric of Magic. Elemental (appropriate Racial Ability. Reflect Magic. claws and other physical sources. and “Power Word Area-effect”. or Reflect Magic) There are 2 types of Power Words: “Power Word”. or Dodge) Attacks which bypass armour. anticipated. or Resist Toxin if appropriate) Attacks for which there is no warning and defenses which require a choice or premeditation cannot be used. Dodge) Attacks representing a creature / being with the ability to swallow or consume the target in a single attack. Magic Armour. 5. or Dodge) Elemental Attacks are attacks whose power comes from one of the Elemental Planes.

the attack would be defended against. If the character had a Silver Threshold of 20 or higher.ca 68 | P a g e . 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 >. If not. the attack would be ignored. d) Otherwise the character is affected by the attack. the attack would be defended against. If not. c) If the character has a defense against Drain Life effects. c) There is no effect in this damage call. d) The character is affected by the attack. If the character had a Normal Threshold of 5 or higher. With such attacks. in order of its usage. the attack would be defended against. For more details on how to construct an Underworld Safe weapon. In Example 3: a) If the character has a defense against Power-Words. If not. the attack would be defended against. the attack would be defended against. b) <Number & damage type>. the character must be able to defend against arcane attacks in order to defend against it. If the character had an Elemental Threshold of 5 or higher. If not. so we move on to: c) If the character has a defense against Web effects. In Example 4: a) If the character has a defense against surprise attacks. Weapon Construction Weapons for Underworld should be constructed to the size standards put forth in the following chart. the attack would be ignored. d) The character is affected by the attack. the attack would be defended against. d) The character is affected by the attack. If not. b) <Number & damage type>. The only exception to this rule is attacks with the arcane <damage type>. the attack would be ignored. the attack would be defended against. If the character has a defense against silver attacks. b) There is no < Number & damage type >. If the character has a defense to Physical Attacks. c) If the character has a defense against Sap effects.underworldlarp. please start by visiting our website at www. If not. the attack would be defended against.A character’s ability to defend against an attack is dependant on their resistance to each “cluster” in the damage call. If the character has a defense against Elemental Attacks. All other steps in defending against the attack are ignored. the attack would be defended against. In Example 2: a) If the character has a defense against Spell-Strikes.

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'. 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. Sword Sock. Inch Open Cell Foam 24/30 6/8 8/12 Medium Weapons 22/32 30/40 1200cu. 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. / 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.) Simple Weapons 6/9 12/16 -/54/72 1200cu. All shields must have a thin layer of padding covering the front or striking surface. A shield may not have more than 10 square feet of surface area on one side.) 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. pending a weapon safety Marshal's approval): Duct Tape. Latex Paint. All edges must be covered in at least ¼" foam piping. Cloth Tape. / Max. 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. Although. If this is your first time constructing weapons. Please note that these colours can be from the following (but not solely restricted to. 69 | P a g e . A max size rectangle shield will be 4' x 2' 6".5" across. ½" is preferred Every shield will be evaluated for safety on a case by case basis. A buckler may not be larger than 15" in diameter. and a max size circular shield will be 3' 6.

Chapter 7 ARMOUR 70 | P a g e .

If he enters in battle again.. As he travels. You will be given 1 hour to complete both of these requirements. what type of armour tags (chain. They will then be expected to have an Armour Marshal adjust both the giving and receiving players armour cards and tags. Here. and the 48 point Chain armour becomes Breached again. At an Underworld event. You may even become aware of the evolution which occurs in your costuming as the character evolves. 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. and so on and so forth until the armour is worth 0 Armour Points and cannot be Refit. It is not permissible to have pretend armour. 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. It should not take more than 1 hour to have your card/tag adjusted. his armour becomes Breached. the players must first find an in-game (IG) Armoursmith to properly size the armour. Gunther now calculates his armour at 48 AP after the Refit. it will be worth 46 Armour Points and can be Refit only to this amount. It can be Refit (for details on Refitting armour. but they also affect how you yourself come to understand and relate to your character's nuances. During the event. costuming can contribute a great deal to a character's identity. he passes an Armour Marshal and quickly asks him out-of-game to update his tag. However. This does not require the player to immediately go out-of-game to track a Marshal down.. 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).Armour and Costume As mentioned earlier. after which time the receiving player may not declare the points until the changes have been made by a Marshal. Breached Armour Breached Armour will loose 2 AP off its total armour tag value . Breached armour can only be Repaired by an Armoursmith (OOG – with Production Points. Trading Armour It is possible for one player to trade armour with another. they receive confirmation (and sometimes advice) as to how many Armour Points (AP) their costume is worth. You will also receive a character card. In the event that just armour tags are being exchanged. Armour Tags are in-game pieces of armour. and second. every character has their costume evaluated at Logistics (when checking in). the armour will need to be Repaired to some extent. Perhaps the most influential factor in this evolution of a character's style and costume is the concept of Armour Points. In the case that one player gives an armour rep to another player. Your appearance and style not only affect how others view your character. This card informs the player of what areas of coverage their phys-reps allow them to claim Armour Points for. 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. 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. They are the treasure you may find while adventuring or the gear you might start out with. After many battles. 2 points less due to Breaching. at Logistics). instead we request you find one at your earliest convenience.) they will need in-game to claim those points and how many points each of those locations are worth. Example: Gunther Ironfist has an armour tag with Chain worth 50 Armour Points.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. Armour must be "real" in order to be worth any Armour Points. the player may choose to not wear all of their armour if they like. 71 | P a g e . plate etc. In that case. see the skill description for Armoursmithing) up to the new amount. 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.

the armour is considered “Breached”. that player will stop subtracting damage from their armour and now start subtracting from their Body Points. you would lose the remaining 4 points. you are expected to call ‘BREACH’ the first time you are hit. and then take the remaining 3 to Body). they subtract that damage number from their current Armour Point value. Once a Breach occurs.1) 72 | P a g e . 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. Breached armour is very visible since Armoursmith PP are required to Repair a Breach. coverage.How Breached Armour Works Almost all damage sources will damage a player’s armour before it will damage their Body. It is generally frowned upon to continue wearing reps for armour that have been Breached to the point of providing no Armour Points. the armour flashes quickly and brightly before expiring (vanishing from existence). If armour is being physically worn. call 'BREACH'.) As a player receives damage. and quality of reps. always lose points first from any Magically granted Armour Points. To represent this. then finally from Body. that player must immediately declare in a loud voice “BREACH!” to inform their attackers and others around them that their armour is now destroyed. that damage will damage your Body Points after the Breach (If you had 4 Armour Points left and were hit for 7. Armour Points & Guidelines There are three basic criteria on which Armour Points will be awarded. Keep in mind that if there is that damage remaining from the swing that Breached your armour. If armour is being Magically worn. type. once a players armour is Breached. then from normal Armour Points. Once that Armour Point value reaches zero. If you enter battle with no Armour Points. the armour is literally falling off you in broken pieces. As a rule. then from Magically granted Body.

Studded leather/ Boiled Non-flexible Leather .(Chart 7. 73 | P a g e .1pt/location: Leather of at least 5oz thickness or more will be graded as full value. 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. Each piece of armour will be designated as one of the following types: Leather . 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.2) Armour Types There are four basic types of armour (although many other types are acceptable. Most types of wooden armour will also fall into this category. they will be assessed on a case by case basis.2pts/location: Any type of leather of 5oz or greater thickness with studs.

with inner ring diameter of ¼“. roofing tin. unless you have the Heavy Armour skill. The Marshal will judge each of your armour reps as either full value for their type.. or will apply a ½ point penalty / location of coverage to them. studded leather) will not stack with each other. 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. Unsafe armour will NOT be approved or allowed in-game. If you have the Heavy Armour skill. no less than 18 gauge in thickness and splint/banded mail will be graded as full value. Example: Aluminum scale mail will only incur a ½ point penalty NOT a full point penalty. hockey padding etc. Quality of reps When you log in at an event.Chain mail . 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. Armour must be determined to be safe before it will be evaluated for Armour Points or can be worn at Underworld.) *the ½ point penalty will only be applied once per location. There are no class restrictions for amounts of armour worn. no less thick than 18 gauge wire. you may only claim the highest value armour for each location. Plate mail . It is possible that your armour is so inferior that it receives a zero armour value.. and quality of armour that your reps provide. leather. the evaluating Marshal will give you advice on how it can be improved in order to be determined as safe.4 pts/location: Sheets of metal which are formed or not. 74 | P a g e . your costume will be evaluated by a Marshal to determine the type. regardless of the number of standards that a rep does not meet. If your rep is determined to be unsafe. coverage. plate. 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. Armour Stacking If you are wearing more than one piece of armour in any one location. plate <18ga) -any armour made from aluminium -any armour made from ANY light weight alloy (such as stainless steel. Two layers of the same type (chain. zinc.3 pts/location: Links of metal chain woven together. then you can claim the two types of armour for the same location.

Chapter 8 MAGIC 75 | P a g e .

it is necessary to identify the component in a Circle of power. Spell terminates if no damage calls. some of the side effects of which can be deadly. All Ritual Magics have their own duration which may be altered using further Ritual Magics. Hours The spell will last for the specified number of hours. numbers. It is not possible to remember these rituals after having witnessed one in order to duplicate it. Furthermore. Casting Ritual Magic also brings with it the dangers of ritual failure and backlash. Advanced Spheres of Ritual Magic may also be encountered. Indefinite Permanent unless victim receives the proper counter-spell. or defensive calls have been made within 50 feet of the target for longer than 1 minute. 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. Ritual Magic Any character that has learned a 9th circle spell may learn Ritual Magic of the appropriate Sphere. As these rituals are so complex. Some of the most common examples of Ritual Magic which many players will encounter are as follows: 76 | P a g e . and descriptions on them. the spells effect is used up. Concentration The spell will last for as long as the caster of the spell maintains concentration. offensive activation words. etc. Some spells are continuous. To find out. offensive incants. Minutes The spell will last for the specified number of minutes. All forms of protective spells will expire after 5 days regardless of whether they have been used up or not. Other Duration of this spell is an exception and will be listed. Some components may be flawed and useless. Damage is permanent until cured. Ritual Magic is an advanced form of Ritual Magic which is both highly powerful and highly dangerous. Having one of these items does not necessarily guarantee that it will be useful. though these schools require other Ritual Magics as prerequisites. Ritual Magic requires components which are represented in-game by tongue depressors with stamps. In addition to the scroll.Spell Durations Combat The spell will last the duration of 1 combat. but will terminate if the target dies. Ritual Magics are exempt from rules concerning stacking and defense limitations. as described in the appropriate spell description. If the line of sight is fully broken for more than 10 seconds the spell will terminate. though its effects may be permanent. while others may be too old. Instant The spell goes off immediately. they are recorded on powerful scrolls which cannot be destroyed or copied by any means short of Ritual Magic itself. or the victim dies.

especially with regard to punching or clawing when in melee combat. 77 | P a g e . the target always has the choice as to whether or not the Advanced Shield Magic goes off after having heard the spell being cast. Damage Aura Used in the making of Magical weapons. Any damage from an attack which does not do greater than the threshold will have "no effect". that it is not possible to fake an incant by starting and stopping. 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. Please be aware of the out-of-game dangers involved in touch-casting. when casting a spell. Another advantage is that a target (if they are willing and conscious) can accept a spell through their Shield Magic (or other. the incant must be fully stated in a normal speaking voice and loud enough for the target to hear and understand. It is also important to note that regarding the casting of spells. or fake the casting of a spell. despite the fact that it is stated in English for role-playing purposes. channel energy without the use of a Magical item. the spell is considered a miss-cant and the spell is lost. against one specific nature of Magic. a Mage must have their casting hand free of all held items. If they are not wearing a Shield Magic type spell. Furthermore. Some Basic Regulations Concerning Spells Casting & Incants As previously stated. the name of the God being channeled is known to all who hear the incant. The incant must be stated properly. Doing so is considered a miss-cant and the spell fizzles. Having ensured these conditions have been met. though they may still wear gloves and/or jewelry. While the spell incant is indecipherable. Before the packet is thrown. Only another caster who can cast the same spell will recognize the incant. Resurrections Resurrections may be cast by anyone who has invested in a permanent resurrection circle. even attempt to cast a spell. This is beneficial in cases of Healing. but only once per day. Cloak Works as a stackable “Advanced Shield Magic” spell. similar spell) without setting it off. this spell gives the weapon added damage ability. Protection Aura Gives the wearer what is referred to as a threshold. It is important to note that an incant.Bane Works like a Reflect Magic. The target always has the opportunity to accept a spell after the spell has been cast. Obviously. If not stated properly and /or the caster suffers any damage directly to Body. to recognize the effect of the spell again. it is possible for someone who has seen the effect of any spell before and who knew what the spell was. including other packets. If the spell promised turns out to be harmful. They can then throw the packet. The exception to this rule is Clerical Magic. Similarly. they will take the full effect of the spell as if it were thrown. is not understood in-game as English. at will. A packet is not necessary to do this. Touch-Casting In order to touch-cast the caster must touch the target in order for them to be affected. similar spell) go off so long as they are wearing it. the target may choose to have their Shield Magic (or other. the caster must then state the incant which accompanies the spell they wish to cast.

though sometimes they grant abilities from the Ritual Magic list (such as a Cloak) once per day. the most obvious being explosive traps and shatter spells. lightning and stone).Magic Items Magic items can be found or made using Ritual Magic. 78 | P a g e . Most spell casters will have at least one scroll from each Sphere that they know. for the most part. but not always. Memorizing from the scroll limits the Mage to his attuned type. These are. Permanent A Ritual Magic effect that is stored in an item. -There are no Cleric Spellbooks. usually causing an effect such as “damage aura”. ice. This tag will be based on each Sphere and will contain a list of scrolls that the Mage has in his/her book. Clerics do not need to memorize in the same manner that Mages do. these items must be brought to Logistics for renewal of tags. There are five types of Magical items: Times Ever An item that only works a limited number of times and will not recharge itself. the reader may choose any Magic type. Once used up. they allow someone to cast an offensive or defensive spell. -Elemental scrolls are created with all 4 Elemental Magic types (fire. Shemdrick cannot memorize the Life Spell. -A player must have a suitable phys-rep for their Spellbook. Artifact Any Magic item which contains usable Ritual Magic. 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). These items can be destroyed in various ways. Relic A Magic item which does not conform to the normal laws of the Ritual Magic theory. the item is useless. this will contain every spell up to his/her maximum level in spell slots. they will need to find the appropriate scroll or they'll have nothing to memorize. Usually. . For a starting Mage. A spell caster may memorize his spells from any Spellbook or scroll so long as they have previously purchased that Sphere of Magic. they will have something to memorize from. conveniently organized in a book. fairly rare and valuable. These are normally indestructible. .If a spell caster loses their Spellbook they lose all the scrolls inside and must begin collecting them again. each spell caster is issued a Spellbook tag at character creation. As a spell caster gains levels and purchases further spell slots. Basic rules of Spellbooks: -A spell caster may memorize from any Spellbook or scrolls provided he has purchased that Sphere of Magic. therefore. Times Per Day An item which recharges itself every day. so when the time to memorize rolls around. Spellbooks What is a Spellbook? A Spellbook is literally just a collection of scrolls. Example: Shemdrick purchases his first 9th level slot but does not have the 9th lvl Life scroll to put in his Spellbook. While casting from the scroll. Usually indestructible. For simplicity.

Secular & Clerical In Underworld. you must say "activate" followed by the spell being cast. A spell tag will be given out for each charge that an item has per day at every Logistics. but are different in terms of their origin. and Dark. and the skill which is required in order to properly channel the Magics of a deity. Said deity provides the devotee with spells each day. Psionic-assault spells will not affect Undead or non-living creatures. Nature. This means that until the appropriate spell-slot is purchased. there is a basic differentiation between Clerical Magic and Secular Magic. Subsequent Spheres become more difficult to learn. Spheres of Magic When the Sphere of a particular spell is referred to in Underworld. Elemental (Fire. but buying the slot represents the ability to channel the Magical energies necessary to cast the spell. on the other hand. the spell is being referred to in terms of what it accomplishes. Furthermore. if a host is possessed by an Demonic or Angelic creature. have heard it used before. Potions & Scrolls Potions are Magical elixirs which contain Magic in liquid form. Psionic vs. Water. is considered to be more scientific in nature. Psionics. The word "activate" is representative of an in-game word which the item requires to activate it. To activate a Battle-Magic scroll. Light. Clerical Magic is achieved through a combination of faith on the part of the devotee. so long as the Cleric says their prayers and remains a faithful servant to the deity in question.e. Protections. Spheres include. To know an activation word requires that you either have the item identified. which are in reality nothing more than forces of nature to be manipulated on a cause and effect level. They simply have not been able to master it yet. Earth). Scrolls are Magical text containing an expendable Battle-Magic or Ritual Magic spell. "activate Spell Shield". In short. 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. It is also possible to find Clerical potions and scrolls in-game. In short. These are usually Ritual Magic scrolls.Using Magic Items When using a Magic item. though sometimes a Battle-Magic spell (Clerical) will turn up on a scroll. The first Sphere of Magic is relatively easy to buy. or pseudo-scientific at any rate. buying the Sphere or List gives the character practical knowledge regarding the casting of the spell. but are not limited to: Healing. All potions and scrolls in Underworld are considered to be Magical. Demonic / Angelic Creatures Psionic-assault spells are those spells in the Psionic Sphere which do damage directly to Body. All Demonic and Angelic creatures are doubly affected by Psionic-assault spells. Note: spells may also be represented in several Spheres. All such spells will do twice the usual damage to any Demonic or Angelic creature compared to how they would affect a regular target. Psionic-assault spells are the only attack which will harm said creatures without causing damage to the occupied host. Secular Magic. with each spell becoming accessible to the caster when they have purchased the appropriate spell-slot. i. or were present when the item was created. Secular Magic is achieved through knowledge and skill and is in many ways more reliable and definite than Clerical Magic. Spheres are purchased in list form. the laws of nature in the realms that your character inhabits allow for the manipulation of magical forces. the character cannot cast the spell. or Scholarly Magic. 79 | P a g e . even though they do have in-game knowledge of the spell and what it does. Air.

Elemental Shield (Elemental Sphere). • If a spell which has a line-of-sight duration. 80 | P a g e . Furthermore. it is important to note that the hand a caster is using to cast with may only hold one packet at a time. This applies to the caster only. All Infliction spells will do double the amount of damage to the living as it would have healed in an Undead creature. Shield Magic. for the sake of not having to call holds during the progression of the game in order to obtain packets. energy can be drawn by a scholar from thin air and is therefore an inexhaustible resource.. upon being asked. Barkskin & Cloak of Moonlight (Nature Sphere). they have no obligation to do so. Magic Armour. not any other character. • Any creature which is not affected by a spell for any reason must state "resist" when struck by the spell in question. When a defense goes off. or the victim becomes unconscious. It is however preferable. not "no effect". nor can s/he terminate them when they wish. cloth. unless otherwise stated in the spell description. This rule includes two of the same spells from different Spheres. It is also permissible to stuff packets in pockets. that a caster always has enough on their person. Furthermore. in order to ensure that you always some. Infliction Vs Living Infliction is to the Undead as Healing is to the living.Healing vs. They must be made by tying a small piece of material around a relatively small amount of bird seed using an elastic or string. In in-game terms. from the Protection Sphere: Mage Robes. Undead All Undead are affected by Healing spells as if the reverse of the spell had been cast. All curative spells will do twice as much damage to an Undead as it would have healed in a living creature. a spell will only affect one target unless otherwise stated. No other materials should be added or substituted for bird seed. These protections are limited to spells with an (*) in their description: Bless (Light & Dark Spheres). Throwing a potion at. the caster is affected by it until it is removed with a Dispel Magic. etc. such as pin or the like. Mage Leathers. Special Note Regarding Magic • All characters may begin each event with a full set of any spell-protections that they can cast. Reflect Magic and Advanced Shield Magic. They are considered to be visible in-game as a glowing ball of energy when they are held in someone's hand. Resist Toxin. This includes potions from the Healing Sphere if they are somehow ingested by the Undead. Spell packets may be any colour except orange. It is not possible to fake having your Shield Magic go off. though the other may hold as many as the caster can carry. • No creature may have more than one version of the same spell on their person at one time. or on. All Undead are affected by Infliction spells and are healed based on the amount of damage of the spell. Otherwise. A caster may carry as many packets as you wish. • 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. what effect is visible. Spell Packets Spell packets are the physical representations of channeled energy. a caster is not immune to their own spells. the subject of the attack must state the appropriate spell defense loudly and clearly. Only someone who has the capacity to cast (by any means) should be carrying spell packets. regardless of how many spells they can cast. The amount of bird seed used should be no more than what would fill a 35mm film canister. • If a target is affected by any spell whose effects are visible. which is reserved for weapon strikes which do not Breach a creature's threshold. an Undead will have no effect. In addition to what has already been stated. unless it is otherwise stated in the description. unless the spell description actually states otherwise. pouches. and string/elastic. the target is required to inform anyone. is reflected back at the caster. Advanced Magic Armour.

In order to open up a spell slot for purchase. This means 5 spell slots wide up to your 9th circle. There are rules governing in what order. see the section on Ritual Magic. The obvious exception to this rule is level 1 spell slots. Example: you may have eight 1st level spells or seven 1st level spells and seven 2nd level spells. and God Magic. including Ritual.The highest level spell slot available is 9th level. the base (low level spells) must always be larger or equal to the rest of the Spell Pyramid. on any circle (level) until your entire pyramid is full. and how many. unless specifically stated in the description. you may expand outwards to a maximum of 10 wide. It's referred to as a "Pyramid" because looking at the diagram of spell slots a character has purchased. spell slots a character can purchase at a given time.Once you have a column pyramid of 5 wide and 9th circle high. Spell Pyramids A "Spell Pyramid" is the term used to describe the whole system of spell slots that a character purchases. Some rules follow: . 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. . . . Magic All Racial Abilities will always work against any type of Magic. but you may not have seven 1st level spells and eight 2nd level spells. For more powerful magic beyond that. You may never have a higher number of circle spell slots then you do lower circle spell slots. This pattern continues until they are 5 spell slots wide. Aspectual.Racial Abilities vs. A second spell slot of the same level would require the character to have purchased three spell slots of the level below it. Note that occupational abilities do not work likewise.1) 81 | P a g e . a character must have already purchased two spell slots from the level below it.You may not exceed 5 spells slots wide. 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.

Chapter 9 SPELL LISTS 82 | P a g e .

not any other character.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.1) 83 | P a g e . This applies to the caster only. (Chart 9.

One can only be Blessed if one chooses to be and only one Bless can be active at a time. During this time. placed upon a tree or otherwise. Description: This spell calls down upon the target. A Cleric may not force a Bless upon a person. However. While the symbol is being used in this way. it may be resisted without using up a spell-protection. (An OOG note next to the symbol is encouraged). such as Shield Magic. but it is completely random and wholly up to the Plot member. Dark Magic is a Cleric-only spell list and cannot be purchased without plot approval. a person can choose to allow a NEW Bless spell replace an old one. Level 2 Divine Ward Incant: "I channel <God> to create Divine Ward. Level 1 Bless * Incant: "I channel <God> to grant Blessing. no living creature. the Sphere of Dark focuses the power of the Dark Gods into its willing Cleric. Description: This spell can only be targeted at someone who is in their 60-second bleed count. Siphon Incant: "I channel <God> to grant Siphon" Duration: Instant.SPHERE OF DARK Containing only the most horrific and vile of Battle-Magic spells. If successfully cast. the blessing of whichever God the caster worships. This can sometimes have positive effects in the eyes of Plot or a Marshal. if they wish. and in fact may be hung upon a door. This healing cannot exceed the caster’s maximum Body Point total. This barrier may be resisted with Shield Magic or a similar spell and in doing so makes the user 84 | P a g e . the symbol may not be used to cast other Clerical spells. The symbol does not have to remain on the person of the caster. 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." Duration: 1 hour. 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: Until used. sentient or not. so long as it remains stationary.

the caster will detect as Undead via Sense Undead or similar acts. During that time. the Cleric may have to take steps to illuminate the flag. The Banner must actually be seen and not just be within line-of-sight. talking about their deity's tenants." Duration: One hour Description: This spell creates a Magic "flag" or banner which lasts one hour's time. The caster of Divine Ward is immune to the effects of the spell. the formally Blessed target may swing for +1 Magic damage. so long as the Banner stays within their line-of-sight. During that time the Cleric must actually role-play the Mass." Duration: Until Mass ends. even if they are unconscious or otherwise incapacitated. may expend it and gain access to the Banner's full abilities. Description: This area-of-effect spell requires the caster to give a Mass." Duration: 1 hour. Mass: Blessings Incant: "I channel <God> to invoke Blessing. The caster of Banner of the Faithful does not need to expend their own Bless spell and is always under the Banner's effect. Once expended. If the symbol is physically moved the spell ends." Duration: Instant. causing 3 Magic Body Points of damage and transferring that damage to the caster in the form of healing. beliefs and how they relate to the situation at hand and those present. generally lasting from 10 to 30 minutes. all those who heard the Mass from start to finish and who wish. The results of this are that they will not be detectable via Sense Life.immune to the effects of this divine ward for 10 minutes. It is possible to listen to the Mass and choose not to be blessed. Line-of-sight rules apply to this spell. may receive a blessing from the Cleric's deity. If it is night or dark conditions. as per the Bless spell. The holy symbol of the God worshipped must be represented on the Banner. If the target resists the spell or is otherwise unaffected by the damage. wispy tendril to strike out at the target. Level 4 Banner of the Faithful Incant: "I channel <God> to create Banner of the Faithful. The Blessed character must touch the Banner and speak the God's name to expend their Bless spell. The only drawback to this spell is. the Cleric may not "force" the effects of this mass to take place upon anyone. nor will Undead sense their presence. Description: This spell will create a black. Description: This spell will hide the target’s spirit. meaning that if the Banner is out of sight for 10 seconds or more. Control Undead Incant: "I channel <God> to inflict Control Undead.5’ x 1’ and no greater then 4’x 6. the spell's effects end until the Banner is once again in sight. Soul Whip Incant: "I channel <God> to inflict Soul Whip. whether it is currently being 85 | P a g e . Level 3 Death Aura Incant: "I channel <God> to grant Death Aura. because of the Necromantic nature of this spell. any character that has a Bless spell of the same God on their spirit. A Banner may be any shape so long as it is a minimum 2. At the end of the Mass. The Mass begins immediately after the incant is said. the caster is not healed (the target must be damaged by the spell for the healing to take place). The flag is considered spirited item with 1 Body and may be destroyed by any weapon swing or other source of damage." Duration: 1 hour Description: This spell grants the caster control over one lesser Undead.

the Undead will do anything asked of it. If the item is dropped by the caster or passed off to another creature. The damage from the attack must be doubled before considering any defenses that might apply. the spell ends and the item will revert back to its normal form. each one doing 10 Magic Damage. Wave of Pain. and then has the ability to throw up to 5 packets. Level 5 Mass: Relic Incant: "I channel <God> to bestow Relic. which in general terms. the object or weapon is made rendered (as per the spell)." "Identify yourself. Some spirits are simply uninterested in speaking to the living and will leave after a single question. 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." Duration: Until mass ends / item 24 hours Description: This 10 minute mass "blesses" an item. Level 6 Curse Incant: "I channel <God> to inflict Curse. and will grant it’s bearer a +1 strength bonus. Each packet thrown must be preceded by the phrase “Wave of pain”. Use of this spell requires that a Plot member or Game Marshal be present in order to answer the caster's questions. meaning that after the incant these questions must be asked first: "I seek the knowledge in death regarding <subject>. in the name of the God of the Cleric that is giving the mass. Dark Lore Incant: "I channel <God> to grant Dark Lore. 86 | P a g e . If the caster moves either foot or is struck for damage to Body. The caster should have a topic of questioning in mind before casting the spell. is beyond the ability of the caster’s control. is given a zero Magic aura. For an hour. The specific abilities and limitations of the commands depend upon the type of Undead that is being controlled. It may be countered by Dispel Magic or other such effects. generally depending on the demeanor and sensitivity of the caster toward the spirit. spirit. The limit of questions is random. typically a weapon. <Spirit>" At this point the caster may begin asking questions of the spirit." Duration: 1 hour. The effects on the object last for 24 hour. The quality of answers will greatly depend upon the spirit called. Mass Description: Curse of destruction will cause the target to take double damage from every attack of any kind received thereafter. Wave of Pain Incant: "I channel <God> to inflict Wave of Pain." Duration: Instant. The first few questions are set. any remaining packets are lost and the spell ends. Description: The caster plants both feet and casts this spell.controlled by another or uncontrolled." "I call forth a spirit to assist me. starting at the completion of the mass. Description: This spell allows the caster to ask a series of questions of the spirits of the dead." Duration: Varies. Once the mass is complete. including sacrifice itself. Wave of Pain.

morphing their body into a shadowy dark form. the Cleric must actually role-play the Mass. The spell will take full effect on Undead creatures and living creatures alike. generally lasting from 10 to 30 minutes. they will collapse unconscious. talking about their deity's tenants. and appear as a normal version of them self wrapped in a swirling. Mass: Vitality Incant: "I channel <God> to bestow Vitality. the Cleric is immune to all mind-affecting Magic such as Charm. beliefs and how they relate to the situation at hand and those present. misty black cloak. The Mass begins immediately after the incant is said. While in this form." Duration: 1 hour or until ended." Duration: 10 minutes Description: This spell turns the Cleric into an "avatar" of their deity. Fear. The damage the Cleric takes comes off the bonus 100 Body Points before it will begins to come off their own BP.. During that time. Those who die while within this zone will be raised as lesser Undead: Zombie(s) under the control of the caster. A total of five times. the Cleric may spellstrike 10 Dark through their summoned weapon of choice. while the long sword’s base damage is 5 Magic." Duration: instant Description: This spell causes a bolt of darkness to spring from the caster's fingers towards the target. While this is active. Undead within the zone will be healed 1 Body Point per minute. The bolt does 10 points of damage straight to Body. as long as they are holding the summoned weapons. Description: This area-of-effect spell requires that the caster give a Mass. While in this form. Cloak of Darkness Incant: "I channel <God> to grant Cloak of Darkness. Sleep. return to their normal status and have exactly 1 Body Point remaining.. and may only be cast between dusk and dawn. the caster must state “Active Cloak of Darkness” to any that see him/her. This damage is Magical in nature. The Cleric can choose which weapon combination they would like at the time of casting. After the spell is cast. Summoned weapons may be used with natural weaponry like Savar Claws. The two-handed dark sword has a base damage of 10 Magic. with the exception to the Sphere of Healing. All spells from the Sphere of Healing affect the caster as if s/he were 87 | P a g e . In Avatar form. Level 8 Avatar Incant: "I channel <God> to grant Avatar.Level 7 Dark Bolt Incant: "I channel <God> to inflict Dark Bolt. Duration: Until Mass ends. and occurs at the end of every 60 seconds. They also gain a temporary health boost of 100 Body. the Cleric's shape will change as they grow 2 feet. Description: This spell will cloak the caster in darkness. their physical features become shadowy black and their eyes glow blood red. They also become completely immune to all physical and spell attacks. the caster is unable to use any skills and may only speak. 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 Undead will last 24 hours before being cursed to destruction. The shield can soak Slays and neither it nor the weapons can be destroyed. These proficiencies are required to wield the summoned weapons. lose 1 Body Point per minute while within hearing distance. the Cleric also has the ability to channel Dark Magic through their summoned weapon. If they are dropped to -1 Body while in this form. This spell will also summon into existence either a two-handed Dark sword or a one-handed Dark long sword and Dark onyx shield. etc. The spell also grants the proficiency in Exotic Weapon: Dark Sword and the Shield skill. All those who do NOT wear a Bless spell of the same God as the Cleric who gives the Mass.

The player will use their Elemental specialization in those <type> specific spells. despite its instant duration. Though rarely handling true Elemental power. Life. the scholar can harness just enough to force the Magic to freeze. 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. Any threshold. all those within hearing distance of the Cleric that and are wearing a Bless of the Cleric's deity. or lightning). smash and fry their target. When cast. 5 Magic <type>!” Duration: Instant. Description: This spell will create a small Elemental missile that will do 5 Magic <type> upon a successful hit. the Elementalist can manipulate the raw power of the Elements into formidable Magic power. The effect follows the target until the spell ends. Description: This spell causes the earth beneath the target's feet to become viscous and muddy. although additional specialization may be purchased later. protections or other defenses which existed before the casting of the Cloak are carried over and still applicable after the spell has been cast. Level 9 Death Incant: "I channel <God> to inflict Death. are instantly affected by the following: Full Healing. This spell in no way affects anyone other than the target. Shield Magic and Magic Amour. dropping their Body Points to -1 and bypassing their bleed count completely." Duration: Instant Description: This spell is technically a "mass". ice. such as Reflect Magic and Advanced Magic Amour SPHERE OF ELEMENTAL By tapping the thin veil between our world and the Elemental planes. the target must do a three-count to move either foot. Level 1 Elemental Missile <type> Incant: “I invoke the Elements to inflict <type> Missile.Undead. effectively delivering a killing blow and putting the target into their 5-minute death count. burn." Duration: Instant. the player MUST choose one of the four Elements which will become their <type> specialization (fire. Upon purchasing this spell list. Mass: Holy Word Incant: "I channel <God> to bestow Holy Word. For the duration of the spell. 88 | P a g e . Example: If a player chooses the fire specialization. Swampwalk Incant: "I invoke the Elements to inflict Swampwalk. stone.” Duration: Line of Sight. Description: Death causes the spirit of the target to be ripped forcibly from the body. The Shield Magic and Magic Amour granted by this spell will not replace existing versions.

20 Magic <type>!” Duration: Instant. Water Breathing Incant: "I invoke the Elements to grant Water Breathing. This spell does not grant any other ability. striking for more damage. Level 4 Elemental Bolt <type> Incant “I invoke the Elements to inflict <type> Bolt. inflicting 20 points of Magic damage to any target it hits. 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. the spell will cause the target's next three physical attacks to become imbued with the caster's Element. 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. s/he is granted a 2 threshold. If forced to move either foot. 10 Magic <type>!" Duration: Instant. This lasts until either foot is moved in any way.” Duration: 10 minutes. this spell will become effective against those types of Elementals as well. Fortitude Incant: “I invoke the Elements to grant Fortitude. Elemental Blade <type> Incant: "I invoke the Elements to create <type> Blade. This affinity will only work against your specialized Element. +1 Strength Bonus. However." 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. Example: “7 Magic Stone”. In any event. should you have purchased additional Elemental specializations. Description: When this spell is cast. 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.Level 2 Elemental Shard <type> Incant: "I invoke the Elements to inflict <type> Shard." Duration: 10 minutes. the target must again plant their feet and wait three seconds for the bonuses to kick back in. 89 | P a g e . and will regenerate 1 Body Point / minute. Description: The target of this spell must plant their feet. The target must call the altered damage when they strike. This spell will continue to work if the target falls into their 1-minute “Bleed Out” count and somehow their feet were still planted. Once cast. the caster gains affinity with <type> Elemental. Level 3 Elemental Affinity <type> Incant “I invoke the Elements to grant Affinity <types>. 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>. such as the ability to swim. or see under water. Description: This spell causes an Elemental bolt of <type> to leap from the caster's fingertips." Duration: 1 hour. Description: This spell will allow the target to breathe water as well as air. Three seconds after their feet are planted.

90 | P a g e . The target has become one with the earth itself and inseparable via any means save Dispel Magic. Elemental Wall <type> Incant: “I invoke the Elements to create Wall of <type>. the target is fully able to breath and takes no damage from their subterranean state. or via Elemental resists Elemental Shield * Incant: “I invoke the Elements to grant Elemental Shield." Duration: 5 days or until used Description: This spell will protect the recipient from the next Elemental-based attack which hits them. Furthermore.” Duration: 1 hour. 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>. There is no limit to the number of physical attacks that the Greater Elemental Blade will alter. If the user leaves the battle for more than 1 minute. Greater Elemental Blade <type> Incant: “I invoke the Elements to grant Greater Elemental Blade. Description: This spell creates and fashions a wall of specific Elemental material with various effects. dead or they spend more then 1 minute without attacking. If the target. the Dispel Magic must be cast at the point where the target entered the earth. Level 7 Earth Meld Incant: “I invoke the Elements to grant Earth Meld. the target can hear anything said above them. Level 6 Elemental Blast <type> Incant “I Invoke the Elements to inflict Elemental Blast. The physical representation must be placed before the casting of the spell. The player must then put on a white headband or hold their hand on their head.” Duration: 1 hour Description: The target of this spell will be swallowed immediately by the earth. and may be no longer than 10 feet. Earth: Creates a solid wall of stone with a threshold of 7 and 300 Body Points. the spell will terminate. the spell will terminate. The battle is considered over when one of the two people fighting becomes unconscious. at any time. switches opponents. The only way to resist this spell’s effects would be to avoid the spell completely.” Duration: Instant. so long as the target does not change opponents. Description: This spell will banish any true lesser <type> Elemental back to its home plane of existence. though may not see anything.Level 5 Banish Lesser Elemental <type> Incant: “I invoke the Elements to Banish you. During the time spent underground. so long as it employs the word "Elemental" in its damage suffix. 30 Magic <type>!” Duration: Instant. The spell has a maximum duration of 1 hour.” 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. at which point the earth pushes them back out. or until the target wishes to terminate the spell. Even then. Fire: Creates a flickering wall of flame that does 35 points of Elemental damage to anything crossing it.

The target must sit down for the duration of the spell and can use no skills. and in the most accomplished cases can even restore life to the dead. the Healer is able to mend wounds that would have otherwise proven to be fatal. Each packet must be preceded by the words “<type> storm”. 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. silencing them and making them unable to use any skills for 60 seconds afterwards. SPHERE OF HEALING By achieving great understanding of the workings of the physical body.” Duration: Instant. Hellfire Incant: “I invoke the Elementals to inflict Hellfire. Should this spell drop the target to negative Body Points. This spell will not work on Undead or mindless creatures. This will cause “Massive 10 Magic Stone” and stun the target for 10 seconds. This true Elemental fire will disintegrate armour. the target will forego their 1 minute “bleed out” and directly enter their 5 minute death count. Ice: Creates a wall of ice that perpetually regenerates itself. causing a massive blast of raw Elemental fire to strike the target. flesh. Only a Magical or Elemental flame attack of 20 or greater will destroy the wall. 91 | P a g e . 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. but cannot otherwise move or defend themselves.” Duration: 10 minutes. The target may resist killing blows. is hit with a Dispel Magic or is damaged into Body. Hell fire will deal 45 Elemental Fire damage to the target. Description: This spell causes the senses of the target to become muddled. Potions are considered to be touch-cast spells with regards to spell defenses. Vertigo Incant: “I invoke the Elements to inflict Vertigo. 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. and other forcible gestures that require a count. Such an attack will destroy it instantly Level 8 Earth-Clap Incant “I invoke the Elements to inflict Earth-Clap. and bone leaving nothing but a smoldering pile of ash.Air: Creates a wall of negative pressure which will suck the breath out of any who cross it. and will last 5 days unless extended via Magical means. Description: The caster must plant their feet when this spell is cast. As long as neither foot is moved. The spell will end if the caster moves their feet.

It will bring an unconscious creature out of unconsciousness. Potion of Cure Wounds Incant: "I invoke Healing to create Potion of Cure Wounds. Potion of Cure Serious Wounds Incant: "I invoke Healing to create Potion of Cure Serious Wounds. Description: The spell Cure Disease. 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. Description: This potion works the same as the spell Cure Light Wounds although it must be swallowed to take effect. Description: This potion will turn any liquid. into pure water. but it will not bring a dead one back to life. It will cause 10 points of Body damage to any Undead creature that drinks it. including other potions and Alchemy. 92 | P a g e . 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. It will bring an unconscious creature out of unconsciousness. 1 potion of Sweetwater will affect 1 pint-sized container. It will cause 10 points of Body damage to any Undead creature. Potion of Sweetwater Incant: "I invoke Healing to grant Sweetwater. 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. It will have no effect on potions or poisons. It will bring an unconscious creature out of unconsciousness. but will not restore any Body Points lost due to the disease. but it will not bring a dead one back to life." Duration: 5 days. It will cause 4 points of Body damage to any Undead creature. will cure an infected creature of a disease. It will bring an unconscious creature out of unconsciousness. Description: The potion works the same as the spell Cure Wounds although it must be swallowed to take effect.Level 1 Cure Light Wounds Incant: "I invoke Healing to grant Cure Light Wounds." Duration: 5 days. but it will not bring a dead one back to life." Duration: Instant. but it will not bring a dead one back to life." Duration: 5 days. 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. Sweetwater potions may be combined to change larger volumes of liquid Level 2 Cure Disease Incant: "I invoke Healing to grant Cure Disease." Duration: Instant." Duration: Instant. Level 3 Cure Wounds Incant: "I invoke Healing to grant Cure Wounds. It simply needs to be poured into a container that holds the liquid to be changed. 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.

" Duration: 5 days. but it will not bring a dead one back to life. The potion will restore a withered or severed appendage.Level 4 Cure Serious Wounds Incant: "I invoke Healing to grant Cure Serious Wounds. Potion of Cure Critical Wounds Incant: "I invoke Healing to create Potion of Cure Critical Wounds." Duration: Instant. will change the lifespan of that potion to 1 year." Duration: Instant. Level 6 Cure Critical Wounds Incant: "I invoke Healing to grant Cure Critical Wounds. 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. It will bring an unconscious creature out of unconsciousness. Description: The potion works the same as the spell Restore Limb. If the original limb is not present the spell will still function and the old limb will turn to dust. although it must be swallowed to take effect. although it must be swallowed to take effect. Description: This potion. The Potion of Time Extension tag must be affixed to the original potion tag at the time of mixing. Potion of Restore Limb Incant: "I invoke Healing to create Potion of Restore Limb. no matter what the cause of its loss of speech. 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. It will cause 30 points of Body damage to any Undead creature. Description: The potion works the same as the spell Cure Critical Wounds. Potion of Time Extension Incant: "I invoke Healing to create Potion of Time Extension. It will cause 30 points of Body damage to any Undead creature that drinks it. It will bring an unconscious creature out of unconsciousness. when poured into another potion." Duration: One Year. 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. but it will not bring a dead one back to life." Duration: Instant. but it will not bring a dead one back to life. 93 | P a g e . Level 5 Cure Silence Incant: "I invoke Healing to grant Cure Silence. No lost Body Points are regained through the use of this spell. It will bring an unconscious creature out of unconsciousness. Description: This spell restores the ability to speak to a target." Duration: 5 days. It will cause 20 points of Body damage to any Undead creature.

It will cause 40 points of Body damage to any Undead creature." Duration: 5 days." Duration: Instant. Description: This potion." Duration: Instant. although it must be swallowed to take effect.Level 7 Potion of Cure Mortal Wounds Incant: "I invoke Healing to create Potion of Cure Mortal Wounds. The spirit must be present with the body or body part when Life is cast for it to take effect. but it will not bring a dead one back to life. No lost Body Points are regained through the use of this spell. or on creatures which are bottled. 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 body reforms with the spirit and all other pieces of the body elsewhere crumble to dust. Life will have no effect on Undead." Duration: Instant. 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. creatures which are living. Description: This potion will purge the blood of most toxins which are Alchemical. It will bring an unconscious creature out of unconsciousness. It will have no effect on some Blood Magic and/or some Magical blood disorders such as Vampirism. a withered or severed appendage (arm or leg) is restored to its former health. the spell will still function normally and the old limb will turn to dust. will affect the target with Dispel Magic. but will not heal any damage which was done by these toxins. Level 8 Cure Mortal Wound Incant: "I invoke Healing to grant Cure Mortal Wounds." Duration: 5 days. The target must drink this potion for it to take effect. If the original limb is not present at the time of casting. but it will not bring a dead one back to life. Potion of Dispel Magic Incant: "I invoke Healing to create Potion of Dispel Magic." Duration: 5 days. Description: When Restore Limb is cast. the spirit may choose which piece to reform from. It will bring an unconscious creature out of unconsciousness. 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. Level 9 Life Incant: "I invoke Healing to grant Life. when swallowed. When Life is cast. Potion of Purify Blood Incant: "I invoke Healing to create Potion of Purify Blood. It will bring the creature back to consciousness and 2 Body Points. It will not cure the target of any damage they may have suffered because of the contaminant. The potion will terminate 94 | P a g e . Description: The potion works the same as the spell Cure Mortal Wounds. Description: Life will bring one creature back from the dead so long as it has not passed its death count. Should the body be in more than one piece.

A Cleric may not force a Bless upon a person. luminescent. One can only be Blessed if one chooses to be and only one Bless can be active at a time. no living creature. (An OOG note next to the symbol is encouraged). Description: This spell will create a light (light source). but it is completely random and wholly up to the Plot member. however a person can chose to allow a NEW Bless spell replace an old one. physical representation is required for this spell to be used as a light source. This barrier may be resisted with a Shield Magic or similar spell and in doing so makes the 95 | P a g e . Description: Divine Ward requires the caster to plant. Illumination Incant: "I channel <God> to create Illumination. It may be resisted without using up a spell-protection. A flashlight may be used. An out-of-game." Duration: Until used." Duration: 12 hours or special. The symbol does not have to remain on the person of the caster. such as Shield Magic. and in fact may be hung upon a door. placed upon a tree or otherwise. their holy symbol for the duration of the spell. 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.any spell or effect currently residing on the target’s spirit. the blessing of whichever God the caster worships. Description: This spell calls down upon the target. until it is dispelled. so long as it remains stationary. This will have no effect on any Magical items the target may have on their body. sentient or not. Dispel Magic will only terminate spells or effects of ninth level or lower. unless specifically stated otherwise in the description. Level 2 Divine Ward Incant: "I channel <God> to create Divine Ward. or otherwise display. The target must drink this potion for it to take effect. During this time the symbol may not be used to cast other Clerical spells. While the symbol is being used in this way. SPHERE OF LIGHT Level 1 Bless * Incant: "I channel <God> to grant Blessing. if they wish. The spell will last for 12 hours. so long as it is cast on any small object of no larger than 6x6x6 cubic inches in area. or until the caster wishes to terminate the light." Duration: 1 hour. It cannot be poured onto something Magical. This can sometimes have positive effects in the eyes of Plot or a Marshal. however the light produced must be diffused significantly using a gel or cloth so that there is no directional beam. nor thrown.

meaning that if the Banner is out of sight for 10 seconds or more.5’ x 1’ and no greater then 4’x 6. If the symbol is physically moved the spell ends. the formally Blessed target may swing for +1 Magic damage. generally lasting from 10 to 30 minutes. may receive a blessing from the Cleric's deity. the spell's effects end until the Banner is once again in sight. beliefs and how they relate to the situation at hand and those present. 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. The Blessed character must touch the Banner and speak the God's name to expend their Bless spell. each one doing 4 Magic Healing. If it is night or dark conditions. The caster of Divine Ward is immune to the effects of the spell. Description: This spell creates a Magic "flag" or banner which lasts one hour's time. Wave of Healing. The healing provided by this spell deals double damage to Undead. At the end of the mass. may expend it and gain access to the Banner's full abilities. Description: This spell forces any Undead within hearing distance of the spell to call out "Here!" in an OOG manner. the Cleric must actually role-play the mass. Level 3 Mass: Blessing Incant: "I channel <God> to invoke Blessing. The mass begins immediately after the incant is said." Duration: Until mass ends. During that time. even if they are unconscious or otherwise incapacitated. Description: The caster plants both feet and then casts this spell." Duration: Instant. Line-of-sight rules apply to this spell." Duration: Instant.caster immune to the effects of this divine ward for 10 minutes. Wave of Healing. so long as the Banner stays within their line-of-sight. It only lasts that brief moment. The holy symbol of the God worshipped must be represented on the Banner. Sense Undead Incant: "I channel <God> to grant Sense Undead. the Cleric may have to take steps to illuminate the flag. A Banner may be any shape so long as it is a minimum 2. talking about their deity's tenants. They then have the ability to throw up to 5 packets. the Cleric may not "force" the effects of this mass to take place upon anyone. any remaining packets are lost. The Banner must actually be seen and not just be within line-of-sight. all those who heard the mass from start to finish and who wish. The spell will protect the subject from all 96 | P a g e . Each packet thrown must be preceded by the phrase “Wave of Healing”. Description: To cast the spell Sanctuary. Description: This spell is an area of effect spell and requires that the caster gives a mass. Once expended. as per the Bless spell. The flag is considered spirited item with 1 Body and may be destroyed by any weapon swing or other source of damage. If the caster moves either foot or is struck for damage to Body. any character that has a Bless spell of the same God on their spirit. informing the caster of the location of Undead within the vicinity." Duration: Concentration. It is possible to listen to the mass and choose not to be blessed. Wave of Healing Incant: "I channel <God> to grant Wave of Healing. 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." Duration: One hour. Level 4 Banner of the Faithful Incant: "I channel <God> to create a Banner of the Faithful.

spirit. While in existence. it will dissipate and the spell will end. starting at the end of the Mass. <Spirit>" At this point the caster may begin asking questions of the spirit." Duration: Varies. is beyond the ability of the caster to control. Upon the 3rd time the shield will vanish. The shield will NOT act as a Shield Magic if it is not directly hit by the spell." Duration: Instant. Mass: Relic Incant: "I channel <God> to bestow Relic. The caster should have a topic of questioning in mind before casting the spell. The subject of the spell cannot cast spells aside from touch-casting on themselves. which. the spell ends and the item reverts back to its normal form. the object or weapon is made Rendered (as per the spell). Use of this spell requires that a Plot member or Game Marshal be present in order to answer the caster's questions. The caster may not determine when to use the Shield Magic capabilities. Shield of Light Incant: "I channel <God> to create Shield of Light. granting the ability to use it to the caster. Otherwise they can move freely and even run. typically (but not always) a weapon. If the shield is hit by a packet delivered spell. this shield will act as a normal metal shield. The quality of answers will greatly depend upon the spirit called. Description: This packet delivered attack spell will cause 50 points of damage to greater Undead and will destroy lesser Undead outright. and will grant its bearer a +1 strength bonus. is given a Magic aura. or passed off to another creature." "Identify yourself. or disarmed in some other way. in the name of the God of the Cleric giving the Mass. The limit of questions is random. no matter the time limit remaining. body. generally depending on the demeanor and sensitivity of the caster toward the spirit. it will act like a Shield Magic for a total of 3 times. 97 | P a g e . Description: This spell will summon into being a shield. Level 6 Dark Lore Incant: "I channel <God> to grant Dark Lore. If the item is dropped by the bearer. 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." Duration: Mass: 10 minutes / item: 1 hour This 10-minute Mass "blesses" an item. it will simply react to the next 3 spell hits that strike it directly. meaning that it will not protect the caster if the caster is hit in the leg. or anywhere but the shield." "I call forth a spirit to assist me. Once the Mass is complete. If the shield is dropped by the caster. Level 5 Destroy Undead Incant: "I channel <God> to inflict Destroy Undead. meaning that after the incant these questions must be asked first: "I seek the knowledge in death regarding <subject>. The spell remains intact if said creatures are physically blocked and cannot move 10 feet away." Duration: 1 hour.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. Description: This spell allows the caster to ask a series of questions from the spirits of the dead. in general terms. although some spirits are simply uninterested in speaking to the living and will leave after a single question. no larger than a buckler. The first few questions are set. The effects on the object last for 1 hour.

Mass: Vitality Incant: "I channel <God> to bestow Vitality. 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. return to their normal status and have exactly 1 Body Point remaining. the Cleric's shape will change as they grow 2 feet. praying at an audible level to their God. Level 8 Avatar Incant: "I channel <God> to grant an Avatar. they will collapse unconscious. talking about their deity's tenants. The spell will take full effect on Undead creatures and living creatures alike. while the long sword’s base damage is 5 Magic. During that time. This spell has no effect at all upon those who do not wear a Blessing of the Cleric's deity.." Duration: Instant. 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. An inventive opponent may find ways around the restrictions of this spell. Description: This spell turns the Cleric into an "avatar" of their deity. the Cleric is immune to all mind-affecting Magic such as Charm. if the God feels the prayer is unworthy. 98 | P a g e . the Cleric may spellstrike 10 Light through their summoned weapon of choice. Sleep. Fear. Description: This spell causes a bolt of light to spring from the caster's fingers toward it's target. The damage the Cleric takes comes off the bonus 100 Body Points before it will begins to come off their own BP. The bolt does 10 points of damage straight to Body. After the spell is cast. While in this form. generally lasting from 10 to 30 minutes. If they are dropped to -1 Body while in this form. no combat (either by spell. The two-handed Light sword has a base damage of 10 Magic. A total of five times. One does not have to listen to the Mass from start to finish to be healed. so long as they can hear the Mass being given." Duration: 10 minutes. Description: This area-of-effect spell requires the caster to give a Mass. The Mass begins immediately after the incant is said. 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. weapon. listeners may come and go and still gain benefit. Summoned weapons may be used with natural weaponry like Savar Claws. This spell will also summon into existence either a two-handed Light sword or a one-handed Light long sword and Light ivory shield. and they gain a temporary health boost of 100 Body. These proficiencies are required to wield the summoned weapons. their physical features become luminescent white and their eyes glow golden. The Cleric can choose which weapon combination they would like at the time of casting. Zone of Prayer Incant: "I channel <God> to grant Zone of Prayer. etc. Alchemy. traps or other source) may occur within 10 feet of the caster. Every 10 minutes of Mass will cure any poison or disease and will return sight to the blind. The spell lasts until the caster stops praying or gets up from their knees.Level 7 Light Bolt Incant: "I channel <God> to inflict Light Bolt." Duration: Until mass ends. This spell may be ended by the Cleric’s God. beliefs and how they relate to the situation at hand and those present." Duration: Until canceled. the Cleric must actually role-play the Mass. The shield can soak Slays and neither it nor the weapons can be destroyed. In Avatar form. or be targeted at anyone within the 10 feet of the caster. the Cleric also has the ability to channel Light Magic through their summoned weapons. Description: As long as the caster remains in a kneeling position. at any time.. morphing their body into a glowing light form.

unable to move. despite the instant duration. It takes 3 seconds to rip free from the snare. full health in all manners. are instantly affected by the following: Full healing. Shield Magic and Magic Amour. restoring a target's full Body Points." 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. at the time of casting. 99 | P a g e . Each Goodberry will restore 1 Body Point to the target but cannot exceed the target's maximum Body Points. It will restore lost limbs. if they desire it. SPHERE OF NATURE Drawing from the very essence of the land itself. Level 1 Goodberry Incant: "I invoke Nature to create Goodberry." Duration: Instant Description: This spell is technically a "Mass". The caster must have at least 1 to 3 pieces of edible fruit. The Snare will remain in effect until the caster’s line-of-sight to the target is obstructed for 10 seconds. such as Reflect Magic and Advanced Magic Amour. Hunter's Snare Incant: "I invoke Nature to inflict Hunter's Snare. no bigger than an apple. When cast.Level 9 Cleansing Light Incant: "I channel <God> to grant Cleansing Light. will cause them to take 2 points of damage straight to Body. Life. Berries that are cherry-sized and smaller may be feed to an unconscious target to bring them back to consciousness. Mass: Holy Word Incant: "I channel <God> to bestow Holy Word. although it is not unheard of to see it in the hands of other scholars. who are wearing a Bless of the Cleric's deity. Description: This spell causes a magical vine to emerge from the ground and wrap itself tightly around the target's right foot." Duration: Line-of-Sight. or one in their 5-minute death count. and cleansing all toxins and poisons from the body. or until eaten. Nature casters focus the energies of the land into formidable Magic." Duration: Instant Description: This spell will act as a Life Spell. all those within hearing distance of the Cleric. This Sphere is the meat of a Druid's diet. This spell also places a Bless of the Cleric's deity upon the recipient. forcing the target to keep that foot upon the ground. The Shield Magic and Magic Amour granted by this spell will not replace existing versions. The Snare may be ripped free from by the victim if a +2 or greater strength is used. 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). Please note that the fruit must be fully eaten in and out-of-game for the healing effect to succeed. cure blindness and restore the target to perfect. both would receive full benefit. It can be cast on a person with but a single point of Body damage. This however. This spell works the same whether the caster is a Light or Dark Weaver. Be mindful if the target has food allergies and never feed anybody anything if they are not aware of what it is. These Goodberries will last 1 hour.

The type of relationship that appears upon casting. they cannot be healed and the spell ends. cannot be disarmed or shattered and grant the natural ability to use them." 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. either natural or spell-granted. a Cloak of Moonlight may be intentionally used-up in order to heal a target victim (as per Healing Magic). these Body Points behave entirely like real Body Points except for the fact that they can be dispelled. While doing this. Once the Cloak has been used to heal someone the spell is terminated and the Cloak is gone. Repel Incant: "I invoke Nature to inflict Repel. The target may throw spells. For all intents and purposes. for example a wolf would consider the caster a member of it's pack. Additionally. or spell. a soldier ant will see the caster as worker ant. the caster may move freely but may not engage in combat or use any skill. Furthermore. The Cloak may not be partially used in this manner. Note that some creatures that possess the ability "Innate Repel" may use both hands on two separate targets. providing an additional 6 Body Points. as well as attack." Duration: Concentration Description: This spell causes the target to be pushed away from the caster to a distance of 10 feet. but may not cross the 10 foot boundary by any means (phasing. teleporting. etc. ability. it is all or nothing. Level 3 Claws Incant: "I invoke Nature to grant Claws. and other animals may see the caster as a parent or cub." Duration: 5 Days or until used. There are no flashes or any other perceptual indications that a Cloak of Moonlight is present in combat. only someone who has the Nature Sphere may actually wear a Cloak of Moonlight. Description: This spell envelops the target in an invisible cloak of Magical Body Points. the spell will fail and is lost. or other objects at the caster. though any creature may be the recipient of its healing power." Duration: 1 hour. Description: This spell will act as a Charm spell against any natural animal. Strength bonuses. Cloak of Moonlight * Incant: "I invoke Nature to grant Cloak of Moonlight. The incant to transfer a Cloak of Moonlight is “Transfer Cloak of Moonlight” and may only be touch-cast. If a repelled creature cannot retreat any further and the caster approaches the creature within the ten feet. These claws act as natural weapons. the Charmed animal will respond to the caster as if it was a "friend".Level 2 Charm Animal Incant: "I invoke Nature to inflict Charm Animal.. Once they are gone. Such cloaks count as Body when the recipient is struck by effects that bypass amour . is random. weapons. pack member or master. 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. During the spell's duration. but Blade spells and other enhancers do not affect the damage of the Claws. Only 1 Cloak of Moonlight may be worn at any given time. They swing for 2 Normal and may be used to block. The exact relationship will depend on the animal in question. will add to the damage as well. 100 | P a g e .) so long as the caster maintains concentration.

but may be ripped free by others with +8 strength or greater." Duration: Line of Sight Description: This spell creates a Magical Web that immobilizes the target from the neck down. Level 5 Web Incant: "I invoke Nature to inflict Web. they cannot speak or make any sounds via their voice. Root Lance cannot be cast upon stone floors." 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. though few items would be beneficial. barbed root to tear from the ground and up into the target’s body. Cutting free from a cocoon takes 10 minutes. Regeneration Incant: "I invoke Nature to grant Regeneration. Cocooned targets may not rip themselves free. a person may walk.Level 4 Bind Incant: "I invoke Nature to inflict Bind. Regeneration will still continue to work if the target drops into their 1 minute “Bleed” count but not the target's “Death” count. although it may be negated with a Dispel Magic (will also effect the rest of the person who is bound). Trapped creatures may also activate Magical items if the items are touching them. Root Lance Incant: "I invoke Nature to inflict Root Lance. if during the 10 minutes the target reaches full Body and is wounded again. reading. fight." Duration: Line of Sight Description: This spell is a combination of a Web spell and Silence spell. The Magic of the Bind also shorts out any attempts by the target to touch cast on themselves. inside man-made buildings or wherever there is no dirt. While bound. 101 | P a g e . Although this spell will not give the target more Body Points than their maximum. and otherwise move freely. etc. Doing so will cause the target to take 4 points of damage straight to Body. While affected the target cannot move and their arms are pinned at their sides as per the Nature Web spell. Level 6 Cocoon Incant: "I invoke Nature to inflict Cocoon. On top of this. They cannot however. This packet-delivered attack will cause 10 points of Normal damage upon a successful strike." Duration: 10 Minutes Description: This healing spell will restore 1 Body Point per minute for a period of 10 minutes. Creatures with a strength bonus of +5 may rip free from the web themselves. as if they had been Silenced. the next 60 after that. and skills that require no movement. The first Body Point is healed 60 seconds after the spell is cast. for the victim cannot use their hands to direct the activated item by throwing packets. The bound target may rip free from the Bind with +4 strength or greater. or use the vast majority of their skills. use their hands in any means and therefore cannot cast." Duration: Instant Description: This spell will cause a sharp. The band is completely impervious to damage from weapons or spells. run. but Magic items may be used. otherwise they may be cut out which takes 10 minutes of time to completely remove the sticky strands. the regeneration will continue for the remaining duration. earth or soil. Creatures so trapped are unable to do anything with the exception of talking.

The wall will remain for 24 hours. A phys-rep of some type (rope. and may not be Refit. etc.Strength of the Bear Incant: "I invoke Nature to grant Strength of the Bear. such as Undead. These effects will continue until the target (or an ally) spends a 10 count batting away the insects. golems and incorporeal spirits. and every 10 seconds the target will take 1 Body damage. All fire based attacks that strike the Barkskin do double damage. disease. Level 9 Faerie Fire Incant: "I invoke Nature to inflict Faerie Fire. Wall of Thorns Incant: "I invoke Nature to create Wall of Thorns. Multiple targets swatting will not lower this count. Level 8 Gaia's Restoration Incant: "I invoke Nature to grant Gaia's Restoration. broken limbs. Any damage calls from the target will be at -1 the Normal damage. taking double damage from Elemental attacks.) and will heal 10 Body Points of damage. This will not cure effects that require a specific cure. lasting 10 minutes in duration. are not reduced by half and the caster will take full damage from them. thereby following them wherever they go. and the target cannot be healed until the poison is removed from their system. Description: This spell causes an aura of light to instantly be created around the struck target. and is considered to possess 50 Body Points." Duration: Instant Description: This healing spell will cure all ailments. Attacks which do not target Magical Armour. (A Dispel Magic spell would work). such as Body strikes. The wall itself can be cut down. If the armour is Breached the remaining fire damage will carry over to the target. and it has not been destroyed. This poison will cause 5 points of Body damage every hour." 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. of no greater than ten feet in length. Swarm Incant: "I invoke Nature to inflict Swarm. The 102 | P a g e . Level 7 Barkskin * Incant: "I invoke Nature to grant Barkskin. string." Duration: 24 hours Description: This spell will erect a wall of sharp thorns in a straight line. so long as the physical representation remains. This spell has no effect against non-living targets." Duration: 10 minutes. This strength bonus will stack with any other strength bonus the target may have. but cannot be stacked with another Strength of Bear Spell. These insects will cause the target to be unable to cast spells. always comes off the target first. This armour is Magical in nature. a visible line in the dirt) must be placed before the spell is cast. restore health in all forms (blindness. Any attempt to cross this line will cause the creature 5 Body Points of damage and will inflict the target with poison. The light emanates off of the victim." Duration: 1 Hour Description: This spell will grant it's target +2 strength for an hour." Duration: Indefinite (special) Description: This spell surrounds the target with a swarm of biting insects.

" Duration: 1 Hour. and also causes blindness. SPHERE OF PROTECTIONS Almost as popular as the Sphere of Healing. This Magic Shield will have every benefit and detriment of a real shield. 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." Duration: 5 days or until used / destroyed Description: This spell will surround the caster in a semi-transparent robe of armour. and any Slay that strikes it will remain active.” and a visible flash of white energy can be seen as the spell-protection dissipates. Level 1 Magic Shield Incant: "I invoke Protection to grant Magic Shield. If possible. Level 2 Magic Armour * Incant: "I invoke Protection to grant Magic Armour. Dispel Magic will continue the death count where it left off. 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. however. be Dispelled. the shield should have white tape visible on its surface to represent that it is Magical. 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. the Protections caster can block and reflect the most powerful of Magics. the target must call out “Magic Armour. the Protections caster is dedicated to keeping them self alive. When this spell defense is used. This Robe is Magical in nature and may be Dispelled as normal.light inflicts the cumulative effects of x2 damage from all attacks. This bonus armour will not stack with the Mage Leathers spell but may stack with any other armour the caster is wearing. Mage Robes grants the caster +5 Magical Armour Points. 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. This spell is caster only. disarmed by any skill. Description: This spell calls into existence a Magical Shield. It also gives the caster the Shield skill-proficiency for the duration of the spell. Using powerful Charms." Duration: 5 days. the inability to be healed in any form. with the exception that it cannot be shattered (destroyed). The size of the shield must be chosen upon casting and can be no larger than a “Large Shield”. It cannot be saved and will go off on the first successful hit. even if the recipient does not wish it to. usable only by the caster." Duration: 5 days or until used. Mage Robes * Incant: "I invoke Protection to grant Mage Robes." Duration: 1 Hour. Suspension Incant: "I invoke Nature to grant Suspension. Wards and other Magics. It can.

the spell ends. Once cast. or spell packets with the prefix “physical”." Duration: 5 days. 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). Level 4 Mage Leathers * Incant: "I invoke Protection to grant Mage Leathers. A weapon may only have 1 Render Weapon spell cast on it at any given time. For the duration of the spell. In some ways this is beneficial." Duration: 1 Hour and Concentration. the duration expires. This barrier will not block 104 | P a g e . Resist Toxin * Incant: "I invoke Protection to grant Resist Toxin. Description: The Render Weapon spell will allow a targeted weapon to resist the next attempt to shatter or destroy it. although astral beings may do so. Nothing besides normal air may pass through the barrier. be it Magical or non-Magical in nature. or disease which strikes them externally. Level 3 Render Weapon Incant: "I invoke Protection to grant Render Weapon. for it is not necessary to expend someone's Resist Toxin in order to feed them Healing potions. While the spell is in effect. Stone Form Incant: "I invoke Protection to grant Stone Form. All other attacks. the spell is broken. Resist toxin will always go off with the first toxin that strikes the recipient. The entire portal is covered by an impermeable field that is visible to all." Duration: 5 days or until used / destroyed Description: This spell will surround the caster in mystical semi-transparent leather armour. The spell tag must be attached to the stone. Once an effect has been resisted. the spell terminates. granting the bearer a +1 Threshold. That spirit-link and the Ward Stone itself will become dispelled after the spells duration expires or the creature dies. These leathers are Magical in nature and may be dispelled as normal. Mage Leathers grants the caster +10 Magical Armour Points. As soon as the target moves. the target is immune to all non-Magical physical attacks. Once it has served its function. This spell is caster only. Ward Stones may be stacked with other Ward Stones and other Threshold giving items / spells. the target may not speak or use any skills. affect the target normally. Level 5 Hold Portal Incant: "I invoke Protection to create Hold Portal. or the caster chooses to end it. poison. Resist Toxin will not protect the recipient from ingested toxins.Description: This spell will turn normal stone into a Ward Stone. Once cast. This bonus armour will not stack with the Mage Robe spell but may stack with any other armour that the caster is wearing. When a Resist Toxin goes off it gives off a white flash of light. Only 1 Resist Toxin may be worn at any given time." Duration: 5 days or until used. such as spells or Magic." Duration: 5 days or until used Description: This spell will protect the recipient from the next toxin. Description: This spell turns the target into a statue for as long as the target remains motionless. This stone may be no smaller then a golfball and no larger then a softball. the Ward Stone will become spirit-linked to the first creature that touches it.

When this spell defense is used the target must call out “Advanced Magic Armour”. Description: This spell will summon forth a barrage of knives which spin and dance around the caster in a close circle. except that the wearer of this spell may choose what attack to defend against. 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. and a visible flash of white energy can be seen as the spell-protection dissipates." Duration: 5 Days or until used. all active spells are lost and any potions or scrolls carried by the creature are destroyed." Duration: Special.gaze-attacks. The Ring of Knives will continue until such a time as the caster moves their feet. 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. 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). or spell-like attack. Only one Shield Magic. Shield Magic * Incant: "I invoke Protection to grant Shield Magic. and a visible flash of white energy can be seen as the spell-protection dissipates. Only one Magic Armour or Advanced Magic Armour a may be worn at a time. and a visible flash of white energy can be seen as the spell-protection dissipates. Description: This spell will terminate any spell of ninth level or lower. Ring of Knives Incant: "I invoke Protection to create Ring of Knives. from the next spell. Advanced Shield Magic. Level 7 Reflect Magic * Incant: "I invoke Protection to grant Reflect Magic. It will not protect the wearer from any damage that contains the suffix “Elemental” in its damage call. unless specifically stated otherwise in the description. Magic items are inoperative for 10 minutes. Only one Reflect Magic. or Advanced Shield Magic may be worn at any given time. Dispel Magic Incant: "I invoke Protection to inflict Dispel Magic. Description: This spell acts like a Magic Armour. Level 6 Advanced Magic Armour * Incant: "I invoke Protection to grant Advanced Magic Armour. As long as the caster’s feet remain planted. It will not reflect any damage that contains the suffix “Elemental” in its damage call. When this spell defense is used the target must call out “Shield Magic”. Description: The spell Shield Magic will protect the target once. If the spell is cast on a creature." Duration: Instant. or Reflect Magic may be worn at any given time. When this spell defense is used the target must call out “Reflect”. which hits them. A Shield Magic or Reflect Magic will protect a living target from a Dispel Magic. 105 | P a g e ." Duration: 5 Days or until used. and will go off even if the recipient does not wish it to. It cannot be saved." Duration: 5 days or until used.

If. or any other method which distinctly creates a visible circle. so long as the caster holds both arms out to their sides. When this spell defense is used the target must call out “Advanced Shield Armour”." Duration: Concentration. The Circle of Protection must be visually represented by a rope. Any attack that does less than 5 points of Normal damage is replied to with “no effect”." Duration: 5 Days or until used Description: This spell acts like a Shield Magic. Shield Magic. except that the wearer of this spell may choose what attack to defend against. 106 | P a g e . the Circle of Protection does not grant the user any benefits to casting Ritual Magics. During this time. but will not protect against the gaze-attacks of certain creatures. This Anti-Magic Field will not protect against any Magic spell with the suffix “Elemental” in its damage call. palms facing outwards. the caster can speak. In addition to normal spells and attacks. Only one Reflect Magic. Iron Skin Incant: "I invoke Protection to grant Iron Skin. no object or creature may enter or leave. the caster will decide if they are pushed out or pulled in as the Circle wall rises. Description: This spell grants the target a 5 Normal threshold for ten minutes. centered on the caster. and remains immobile." Duration: 5 days or Special Description: This spell creates a 10-foot diameter spherical barrier. unless s/he purposely and permanently ends the spell." Duration: 10 minutes. a creature or object is on the barrier wall. This barrier is frictionless and cannot be dispelled by anything short of Ritual Magic. both positive and negative. including the caster. All attacks that are not normally damaging in nature (i. the Circle will protect those inside from all gaseous and sound-based attacks as well. This Circle of Protection is not to be confused with a Circle of power. but cannot use any skills that require movement or them breaking their stance. and a visible flash of white energy can be seen as the spell-protection dissipates. It will not protect the wearer from any damage that contains the suffix “Elemental” in its damage call. or Advanced Shield Magic may be worn at any given time. This spell also makes the target immune to Saps for the duration of the spell. sleep) affect the target normally. Level 9 Anti-Magic Field Incant: "I invoke Protection to grant Anti-Magic Field. This circle representation must be placed before the spell is cast or the spell will fail. While in this position. Description: This spell will make the caster immune to all Magic spells. After the Circle is successfully cast. 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. a heavily drawn circle in the dirt. The target takes no damage from these attacks.e.Level 8 Advanced Shield Magic * Incant: "I invoke Protection to grant Advanced Shield Magic. during the casting. the caster calls “Resist” to all Magic that targets them. Although they may look similar. Circle of Protection Incant: "I invoke Protection to create Circle of Protection.

Level 1 Ego Whip Incant: “By force of will I inflict Ego Whip. cast. but will not affect Undead. Both participants may choose to fabricate any thought. Once established. fence. 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. Description: This spell will do 2 points of Magic Body damage. the link is considered to have been terminated by the target. during the Meld. or other non-living creatures. 2 Magic Body!” Duration: Instant. The caster must choose either Angelic or Demonic at the time of the spell-casting. If the caster can not normally pass through an object (wall. The caster cannot break free of the Mind Meld during the initiation period. If. tree. the Meld is terminated. At the time of casting. Level 2 Ethereal Jump Incant: “By force of will I grant Ethereal Jump” Duration: Instant. etc) then s/he cannot pass through it while Ethereally Jumping. This energy is a devastating weapon against both the Angelic and the Demonic. use abilities or do anything else other than walk. The “Sense” must be said in a normal speaking voice. Mind Meld Incant: “By force of will I grant Mind Meld. Once the spell has been cast.SPHERE OF PSIONICS Unlike conventional Magic. as it is a role-playing spell 107 | P a g e . the caster must put their weapon or hand on their head (to show s/he is out-of-game). Sense Angelic /Demonic Incant: “By force of will I Grant Sense Angelic / Demonic” Duration: 1 min or until used. although if the target breaks the link. This spell does not allow the caster to pass through objects. the caster has the duration of the spell to “Sense Angelic / Demonic” once before the spell ends. Any Angelic or Demonic creatures in the area will respond with “here” if they are within hearing range. 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 target or caster is rendered unconscious or dead. The caster must immediately pick a direction and begin walking a straight line as soon as the spell is cast. The Meld takes 30 seconds to initiate. emotions or pictures. emotion or picture. Mind Meld is not able to cause erasure or editing of memory. This spell deals double damage to Angelic / Demonic creatures. the player cannot speak. Description: This spell will allow the caster to disappear from their current location and reappear 10 feet away. either participant may choose to convey speech in the form of words. There is no way to confirm the validity of either participant’s actions. While in this brief ethereal state. There is no hold called for this spell. No other actions by either party may be taken while a Mind Meld is in effect. The time it takes for the caster to walk 10 feet is the time it takes to ethereally jump. then walk 10 feet in a straight line and immediately go back in-game. the spell ends and the caster will immediately reappear. You cannot force a Mind Meld. Psionicists harness powerful abilities from the depths of their mind. If this happens." Duration: Concentration.

only. and the caster may terminate it likewise. the caster may wield a dagger-sized phys-rep (blue) swinging for 2 Magic. Their world will not be the same world which everyone around them is experiencing. the hour runs out. Description: This spell will do 10 points of Magic Body damage. even though the victim will realize that s/he is hallucinating. Level 5 Ego Rend Incant: “By force of will I inflict Ego Rend. Sleep Incant: “By force of will I inflict Sleep” Duration: 10 Minutes. Should the caster drop the weapon or become disarmed. This reduces the damage that the knife can swing for by 1. the weapon will dissipate and the spell will end. Description: This spell causes wild and totally unrealistic hallucinations to flood the mind of its victim. This spell will do 5 points of Magic Body damage. the caster may channel any Psionic spell currently in memory through the weapon by calling “Spell-strike <Spell-Name>”. or if they take damage into Body. or other non-living creatures. Description: This spell causes the target to fall instantly into a deep sleep. Description: This spell focuses the caster’s mental energy into one small. Level 3 Hallucinogen Incant: “By Force of will I inflict Hallucinogen” Duration: 1 hour. Level 4 Ego Flay Incant: “By force of will I invoke Ego Flay. at any time after the 30 seconds has elapsed. without penalty. The target will awaken enough only to resist killing blows then fall back into deep sleep. Once the spell is cast. the spell ends. Unfortunately. there is nothing that be can done about it until the effect wears off in 1 hour except being dispelled with a Dispel Magic. Wall of Id Incant: “By force of will I create Wall of Id. the spell simply fails. While this spell is in effect. 5 Magic Body!” Duration: Instant. which can be used in combat. 108 | P a g e . The caster is responsible for bringing their own blue Boffer Phys-rep. 10 Magic Body!” Duration: Instant. The person will sleep for the duration of the spell. If the target is not willing. blade-shaped force. If the damage of the knife is reduced to zero. or other non-living creatures. Psionic Knife Incant: “By force of will I create Psionic Knife” Duration: 1 hour. This spell deals double damage to Angelic / Demonic beings but will not affect Undead.” Duration: Instant: Rage . the spell will fail without the proper rep.5 minutes. The target may terminate the Mind Meld at any time. This spell deals double damage to Angelic / Demonic beings but will not affect Undead. unless someone shakes them continuously for 1 minute. or the caster wishes. the caster may not cast any spells. This spell has no effect on Undead or non-living creatures. At any time during the duration of this spell.

The victim will attack the nearest target. etc). although any other similar. including grunting or coughing. However. It will do 30 points of Magic Body damage if the target is Angelic / Demonic. the Psionic Blade’s starting damage is 4 Magic and the caster may spell strike any spell memorized regardless of Sphere. Incant: “By force of will I invoke Psionic Blade” Description: This spell acts exactly as the Psionic Knife spell. except as follows: the caster may use a phys-rep up to Long Sword size. if the target is told to "defend me” and their old friends attack the caster. It is even feasible in some instances to draw a line in the dirt. Description: This spell will do 15 points of Magic Body damage. The victim will then move on to the next closest target until the rage ends. Only Dispel Magic can remove the wall. The wall cannot be curved. Description: This spell causes the target to treat the caster as their best friend. Silence Incant: “By force of will I inflict Silence” Duration: 10 minutes. Description: The target of this spell is rendered speechless and cannot make any sound. until they are lying on the ground and are no longer moving. The spell will not force the target to tell the truth or reveal secrets. The physical representation for the wall should be a 10-foot long piece of rope. Level 7 Ego Burn Incant: “By force of will I inflict Ego Burn. 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. Level 6 Charm Incant: "By force of will I inflict Charm" Duration: 1 hour. 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. Otherwise.Description: This spell creates a two-dimensional. although the player must still call out any damage they may do using weapons. This spell will not work on Undead or other mindless creatures. Once created it cannot be moved. Other than that restriction. so long as the line is clearly visible. Should the caster drop the weapon. Casting spells becomes impossible. friend or foe. This spell will not harm Undead Psionic Blade Duration: 1 Hour. primal thought. The attack will be mindless. 10’x10’. skills that have tags associated with them) can be used. This spell will not force the target to do anything obviously suicidal unless it would be in the target’s nature to do so. However. A Dispel Magic will remove this effect. This spell may be countered with Dispel Magic. the wall will resume its growth in that direction until it reaches its full size. this would be considered adequate reason. This spell will not force the target to act in a way that is contrary to their nature (a pacifist killing someone. A Charmed creature will not attack their old friends unless given enough reason.e. it will last for 5 days or until its creator wishes the spell to cease. the target will be required to stay with their "friend" and listen to any "suggestions" the caster may give. If the object is later removed. This spell must be cast on a permanent floor or ground. the victim will fight in the most efficient manner available to them. Although it does not turn the target into a mindless automaton that follows every order the caster gives. the spell will be broken. which will insight a berserker rage in anyone that crosses it. and no "tag" skills (i. unless it is already in their nature to do so to their best friend. If the caster attacks the Charmed individual. The wall will stop growing in one direction if it is blocked by some object. vertical barrier of pure. 15 Magic Body!” Duration: Instant. the 109 | P a g e . This berserk has no effect on Undead or mindless creatures. or become disarmed. and will focus on one enemy at a time. linear object will do.

This spell will not work on creatures which have no nervous system such as Undead. and from all spells originating from the chosen creature type including Dispel Magic. Description: Forget causes the target’s memory to be erased of all that occurred within the last 15 minutes. Golems." Duration: 5days. this spell will do 54 points of Magic Body damage.” Duration: Instant. Description: This spell will summon into existence a Circle of Protection. Description: This spell will destroy any lesser Demon or Angel. why or by whom. Summoned weapons may be used with natural weaponry like Savar Claws.weapon will dissipate and the spell will end. Forget Incant: “By force of will I inflict Forget. the memories will be restored. no creature of the chosen type can enter or leave. and cannot be larger than 10 feet in diameter. and not the target. The Circle is immune to all physical and Magical damage. Against greater Demons and Angels. Ten minutes after the casting. Description: The spell Paralysis will immobilize the target. This does not apply to any other creatures that can dispel the circle normally. Level 8 Circle of Protection: Demonic / Angelic Incant: “By force of will I create Circle of Protection: Demonic (or) Angelic. This spell.” Duration: 10 minutes / Permanent. If the target resurrects or a Dispel Magic is cast on the target within 10 minutes.” Duration: 10 Minutes. The target will be fully aware their memories have been removed but will have no idea how. Paralysis Incant: “By force of will I inflict Paralysis. the effects are permanent and cannot be restored save via Ritual Magic. not any other character. This Circle can be used to trap as well as repel. While this Circle is up. This spell can be freely resisted by any conscious target. sending it back to the plane from whence it came. This Circle must be physically represented by the caster. This applies to the caster only. but will not grant the user the Florentine skill needed to fight with both. will only affect the Demon/Angel. 110 | P a g e . * All characters may begin each event with any of these spell-protections that they can cast. This is protection against either the Demonic or the Angelic (chosen at the time of casting). if cast at a target who is possessed by the Angelic or Demonic. etc. Elementals. trapping it there for 1 year and 1 day. Level 9 Exorcism Incant: “By force of will I inflict Exorcism. rendering them unable to move at all.

Chapter 10 Ritual Magic System V1.1 111 | P a g e .

of-failure penalty that is applied per spell level difference. 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. . . add the combined levels of any additional spell slots the primary caster wishes to "burn".The components which are listed on the scroll.At least 1 Ritual level spell slot. the chance of success must be determined.The Ritual Magic scroll on which the spell is inscribed. there is a 10% chance.The primary caster involved in the Ritual must know the spell Sphere that the Ritual spell belongs to (Elemental. . Dark. However. Step 2 .A Ritual Circle or Circle of Power Once these conditions have been met. the caster must perform the Ritual as described on the scroll.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. the effects can be truly impressive. a caster must have the following: . . The base chance of casting any Ritual is 25% if a Ritual Circle is used or 50% if a Circle of Power is used. (Using additional Ritual spell slots). etc) .To this chance.Ritual Magic System V1.Additional casters may also burn a maximum of 1 spell slot each to aid in the casting of the Ritual. The System In order to cast a Ritual spell. if they do this. They would add that spell slot level to increase the chance of success. However. 112 | P a g e . When the Ritual is complete. as described below: Step 1 – Determine if a Ritual Circle or Circle of Power is used. This is done in order. Step 3 . Nature.

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.Step 4 . If the roll is higher. 113 | P a g e . the primary caster ends the Ritual by declaring “Ritual Complete”. a backlash has occurred. Then a percentile dice is thrown (two ten sided dice. 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 second represents the ones digit. On this third roll. 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). as long as they are of the same Sphere as the Ritual spell. the Ritual is considered to have failed and something has gone wrong. and no other effects occur. the chance of success. You may not exceed a success chance of greater then 90%. the Ritual succeeds. Step 5 – Calculate the difference between the maximum level Ritual spell slot the primary caster is burning and the level of the Ritual spell. In the case of a backlash. or lower than. Secondary casters do not have to know the same Sphere of magic as is being cast in the Ritual. the Ritual has flawed. then something has gone seriously wrong and a third roll is required. All other casters that devote a spell slot to improving the chance of success are considered additional. If this result is equal. the chance of success. your result would be 96).Subtract the level of the Ritual. For example. Step 8 – If all the Ritual requirements have been met. This must be done last after all other calculations are made. to or lower than. secondary casters. If it is higher than the chance of success. and the second is a 6. You cannot add or subtract any other numbers once this step has occurred. Should it be higher than the chance of success. If it is equal to. Skip directly to the second roll described above. A second roll is then made. the result is a simple failure. additional components may be used. the Ritual is considered to have failed. The first thrown represents the tens digit. the chance of success. Multiply that difference by 10 and subtract it from the total chance of success. (success/fail/flaw/backlash) components are used up the moment "Ritual Begin!" has been said. use skills. Step 7 . Skip directly to the second roll described above. the first die thrown is a 9. should the result be equal to. the Ritual is considered to have failed. 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. Note: No matter what result a Ritual spell ends with. or lower than. Skip straight to the third roll as mentioned above. the Ritual has failed. If the Ritual described on the scroll cannot be completed in time. Step 6 . and the effects are applied as stated on the scroll. Each additional component will increase the chance of success a percentage equal to the component's level.After the component requirement has been fulfilled.Add and subtract all the numbers. roll again and use the flaw or backlash table to determine the result.

Type A and Type B. Some components will be easier to get than others. and which specific components are required is decided when the scroll is created. 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. They are not Magic by nature and will not detect as so. "Level 3 Ritual Component: Nature". 114 | P a g e . 5-5-4. There is great speculation on how these Ritual components are created and no one theory is yet to be proven true. All Type A components will have a power level associated with them. Level five Rituals: One level 5 component. Use the following system for determining which types of components are required for which Ritual level: Level one Ritual: One level 1 component. which require four level 5 components. making some versions of the scroll more valuable than others. 2. 5-5-3. 5-5. Each scroll is slightly different. Should you complete the Ritual faster then this time. acquires the properties of a certain Sphere of magic. These levels range from 1 to 5. cold. 5-5-5. 5-5-5-4. The strength of the emanation does not correlate with the level of the component. For example. 5-5-5-1. This emanation has allowed even the unschooled to find components and identify them as such. although they will not know the Sphere or level until properly identified in a Circle of Power. each component also has a Sphere of magic associated with it. You have that long to perform the Ritual described on the scroll. 5-5-5-2. As well as being broken down into levels between one and five. Type A Ritual components also emanate an emotion or physical feeling somehow tied to the Sphere they belong to. Level seven Rituals: One level 5 component and one level 2 component. Some items are unintentionally crafted as components. 5-5-5-5. while some higher level Rituals will require components from multiple Spheres. a Ritual spell will require at least one component from the same Sphere of magic. This means that two casters with the same Ritual scroll may require completely different components to cast the spell. 5-5-5-3. 3. 5-2. Components Components are broken down into two categories. 5-5-1. 5-3. while others seem to instantly transform into components at random. Type A components vary in power. Level three Rituals: One level 3 component Level four Rituals: One level 4 component. Most Ritual spells will require a minimum of one Type A Ritual component. Level six Rituals: One level 5 component and one level 1 component. 5-1.Length of casting Each Ritual spell takes 10 minutes plus the level of the Ritual school. A Light component may give off love or an Elemental component. In almost every case. An abbreviated list of component requirements would look like this: 1. 4. you must perform some action that represents casting (a mumbled chant. 5. 5-5-2. a repetitive hand motion or some other roleplaying action to represent concentration) for the remainder of the time. Level two Rituals: One level 2 component. 5-4. Type A Component: A Type A component is any item without a spirit that. for some unknown reason. This pattern continues up to level 20 Rituals.

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
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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Chapter 11

God Lists

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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

ROLAND
Primary Influence: Honour Secondary: Law, Chivalry Symbol: A Shield

Neutral
DIETREMEN:
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

SALAM
Primary Influence: Magic Secondary Influences: Power, Knowledge Symbol: A burning eye

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Corruption Symbol: A horned skull with fangs PANDORA “The Widow” Primary Influence: Pain Secondary Influences: Suffering. Murder Symbol: Crossed war axes MALAGANT “Master of Autumn. Music. 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. Lord of the Undead” Primary Influence: Necromancy Secondary Influences: Undeath. & Arts Symbol: Lute X God(dess) of Mystery & Chaos Symbol: None known 119 | P a g e .Dark BAAGH “Blood-letter” Primary Influence: War Secondary Influences: Bloodshed.

Many of the Dwarves pay respects to Baagh although few worship him outright. Harvest Symbol: A Robin Cassandra is a popular Goddess who enjoys a vast amount of followers. but wardens of nature also call on his aid. prayers to Baagh are called out on the field of battle. even the Orcs and greenskins. the defender. the wolf in the forest at night. Although not an evil God. rude. he has a companion wolf at his side at all times. 120 | P a g e . The Moon Symbol: A bow A popular God among Hunters. darkness is not something to be feared.GREATER GODS BAAGH “Bloodletter” Primary Influence: War Secondary Influences: Bloodshed. Usually hooded and wearing leathers. not just thieves and spies but also those who use the night and desire solitude. no quarter given or expected. Those who serve him are expected to be on the front lines thanking their commanders for putting them there. Dietremen is the fly on the wall. KAEL “The Light-Bringer” Primary Influence: Justice Secondary Influences: The Sun. Almost every sentient race has a place for Cassandra within their pantheon. Followers of Dietremen are those who operate with skullduggery. it is a comforting shield which hides you from threat. Kael tends to think from the heart and worry about the consequences later. as is the justice he stands for. wearing a white tabard. like an overbearing parent. demanding power. rugged archer. A favorite among the Orcs and human baron-lords. Light and daytime is seen as an intrusive. is asked for blessings of fertility and is warmly regarded for her gentle and compassionate nature. his largest group of followers reside within Tiefanue and serve him within the Church of Light. He is usually depicted in heavy armour. He is tough. is given thanks during harvest. She is seen as the protector of mothers and children. worshiped by a wide variety of cultures in different forms. Seen as the paladin. and in many ways is the mirror opposite of Roland. the unbreakable. The one common trait of hers is always her long hair. CASSANDRA “The Lady” Primary Influence: Life. A little headstrong at times. DUNARTHOS “God of the Hunt” Primary Influence: Nature Secondary Influences: Animals. Murder Symbol: Crossed war axes Baagh is the lord of battle and bloodshed. By no means a pacifist. He is by no means a God of Light. Secondary Influences: Fertility. is the God of secrets and the night. Although solitary in nature. always wearing a hooded cloak which hides his/her face. Light Symbol: Scales Kael is one of the major Gods of the realms. a fact that has put his friend Roland at ill-ease at times. To Dietremen's followers. but fair. Prayers to Dunarthos can be heard as traps are set and fishing lines cast. into which one can vanish safely. but that is a rarity. There is no honour or chivalry in Baagh's camp. he revels in violence and carnage. the judge. where he shares stories and toasts the stars with a flask. he has been known to visit wild elven camps. the protective darkness. DITEREMEN: Primary Influence: Secrets Secondary Influences: Night and Darkness Symbol: An 8-pointed star Dietremen. Rangers and Druids. or as a judge and defender of the peasantry. Dunarthos appears as a bearded. her anger great when roused.

Chivalry Symbol: A Shield Roland is seen as the God of honour. Less direct than Malagant. His army of Undead is greater than any mortal army in the world. Lord of the Undead” Primary Influence: Necromancy Secondary Influences: Undeath. she has goals of her own which she manipulates directly more-so than any other God and ignores everything else. He has paired up with Kael in the past to work toward a common goal. One of the most solitary. PANDORA “The Widow” Primary Influence: Pain Secondary Influences: Suffering. Knowledge Symbol: A burning eye The newest of the Greater Gods. a teacher from which mortal students may learn from. SALAM Primary Influence: Magic Secondary Influences: Power. chivalry and military structure. Malagant submits to no one. specifically power that gained through knowledge. Malagant operates a full church. But perhaps the greatest of all his conflicts. However. yet influential Gods among her followers. any true ties between Salam and the Conclave are unknown. Salam has taken the crown of God of Magic since Nabokov's mysterious disappearance. something has happened to vault her into the pantheon of greater Gods recently. lord of darkness and master of the Undead. the Mistress of Pain and Ice. his power rivals that of dragons. 121 | P a g e . 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). His greatest rival among them being Styphon the Black. however he frowns upon Kael's impulsiveness. errant knights and those who operate in an environment of military discipline.MALAGANT “Master of Autumn. Corruption Symbol: A horned skull with fangs Malagant declares himself the king of the dark pantheon. perhaps indicating he is attempting to increase the size of his church. among magi at least. He stands for power. he is often seen less as the "God of Magic" and more as the greatest of all Magi. multi-layered personality has been thrust into the top of the dark pantheon. Roland is usually worshiped by professional soldiers. truly epic tales indeed. A complicated. Although most of the dark Gods seem to pay some respect to him. are his wars with dragons of darkness. Although more respected than worshipped. law. his battles with Demon Lords are stuff of legends. 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. Always displayed in full platemail with his helm typically closed. Said to speak with a slight gypsy accent. she has begun to spread her influence outside the frozen tundra of the Ice Elves. Perhaps one of the most powerful "evil" beings in existence. discipline. the ramifications of which have yet to be exposed. with the branches within Berphaunt and Clan Sprawn being the largest. and Magic in general. Dominance Symbol: A bloody dagger Previously known as Shiva. ROLAND Primary Influence: Honour Secondary: Law.

and is given respect for that fact. by his townsfolk. traders and those who seek wealth and privilege. seeking out relatives for an inheritance and acting as graveyard caretakers. council kings. an evil God who will ignore morality for wealth. Originally a young female dark elf. a favorite among merchants. a rare and elusive bunch. Part scholars. 122 | P a g e . His followers. Very much a Goddess in transition. and merriment. FESTUS God of Wine & Celebration Symbol: Goblet Festus is a popular God among Hoblings. Among the Hoblings he is more than just a deity. The powerless give offerings to her hoping to right the wrongs done to them and those who have been betrayed whisper her name. Raze the mortal has ascended to godhood. and tutor those seeking to understand the nature of time itself. there are few taverns within human lands that don't have a small idol of Festus on display somewhere. Festus tends to be seen as "harmless" by the other Gods. celebrations. but such is not the case. His head church is within Duvain. CHRONOS “The Guardian” God of Time Symbol: Hourglass Chronos is the God of Time and is it's guardian. Abacus encourages an "all is fair in business" attitude but is not a law-breaker by any means. socialites. he is everyone's best friend. Like a Druid who keeps a river from being blocked with debris. transgressive sense. It is Charon that protects the spirit from Necromancy and harm after final death. bankers. there are few other Gods (or Clerics for that matter) like Chronos.LESSER GODS ABACUS God of Wealth Symbol: Gold Coin Abacus is the lesser God of wealth and coin. who ignore him. burying those who's families cannot do the manual labour. The Hoblings of Teris almost make up for that fact. Raze is seen by non-Dark Elves as the instrument of their vengeance. who guides a spirit to the nearest resurrection circle. and those who simply love to party. Representing all the good things that come from alcohol. and thus Raze's story symbolizes their distrust of the other races. Generally non-violent. Raze will need to find her place among the Gods and her followers will likely play a large role in that matter. but instead represents death in a natural. however. Raze is a popular Goddess within Antioch. who watches over the spirit as it exits the body. The Dark Elven race believes it was betrayed by the humans as a whole. His followers do the work of Charon by tending to the dead. combat those with the ability to manipulate time. Some incorrectly call Abacus the God of greed. 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. part priests and part guardians. it is said he enjoys manipulating financial situations to favour his followers. murdered by drowning because of her love for a human. RAZE “The Razor” Goddess of Vengeance Symbol: Mask Formerly the Aspect of revenge. Chronos protects the flow of time itself.

instead preferring subtle hints and playful suggestions to spurn followers toward various goals . Some believe X is merely insane. Never the same twice. Although some call her vain. actors. depending on the desires of the follower. The vast majority of musicians. artists. those who admire it. Music. those who possess it. to the poet who writes love sonnets.SABRINA Goddess of Love & Beauty Symbol: A willow tree Sabrina is the Goddess of beauty. vanity is an ugly emotion and she will have no part of it. & Arts Symbol: Lute Appearing as either male or female. from the pacifist priest preaching love over hate. to the rich housewife making offerings to prolong her beauty. morality and desires changing on a whim. who will intentionally change facets of themselves daily and will do their best to sew mystery into the lives of those they encounter. THE MUSE God of Creativity. of his or her origins or goals. Very little is known of X. The Muse disfavors direct contact. 123 | P a g e . X's followers are obsessed with disharmony. others claim that if you look hard enough you can begin to see patterns in the swirling chaos of X's actions. Sabrina has a wider range of followers than one might expect. Stagnation is disease to a follower of X. and those who desire it. "X" represents chaos and mystery. and anyone involved in a creative field will seek the favour of the Muse for inspiration. X God(dess) of Mystery & Chaos Symbol: None known One of the most infamous Gods to have ever existed.goals which typically end up for the sake of the follower and not the Muse itself. the Muse represents creativity and the arts.

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