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2014 Manual Table of Contents

Disclaimer 2
History 2
Character Costs 2
Experience Cost and Body Points by Level 3
Costume and Character 3
Coming into Game 3
Character Advancement 3
Character Races/Cultures 4
 Asgard 4
 Aquilonians 4
 Border Kingdom________________________ 4
 Brythunians_ 4
 Cimmerians ________________ ___________4
 Nemedians _________________ __________4
 Wood Elves ________ 4
 Hyperboreans__________________________ 5
 Dwarves 5
 Faerie 5
 Changelings _______ 5
 Dryads 5
Character Classes 5
 Warrior 5
 Rogue 5
 Mage 5
 Paladin 5
 Ranger 5
 Theurge 5
Schools of Magic 6
Spell Foci 6
Social Ranks 6
 Nobility 6
 Yeoman 6
 Peasants 6
Knightly Orders 7
 Order of Dracos Tereblis 7
 Order of the White Flame 7
 Order of the Storm Dragon________________7
 Order of the Valkur______________________7
 Order of the Crimson Blade_______________ 7
Mage Orders 7
 Druids 7
 Hedge Wizards 7
 Witches 7
 Brotherhood of Shadows ______ 8
 Order of Istus 8
 Order of Dracos Noblis 8
 Witch Doctors____________________ __ _ _8
 Order of the Dawn Star___________________8
 Order of the Wheel______________________ 8
 Order of the Unseen Eye__________________8
 Order of Healing Waters 8
Paladinic Orders 8
 The Knights of Albus 8
 The Knights Hospitaler 9
 The Knights of Baphomet 9
 The Knights of the Grey Tower___ __ _ ____9
Cults 9
 Berserker Cult 9
 Merchant Houses 9
 Tribal Cults 9
 Foudra 9
Skill Charts 10
Racial Skills 10
Enhanced Racial Skills 10
Trade Skills 10
Scholar Skills 10
Magic Skills 11
Weapon Skills 11
Rogue Skills 11
Weapon Attacks _______ 12
Special Attacks and Defenses 13
Craftsman Skills _______ 13
Master Craftsman Skills 13
Zero Cost Skills 14
Skill Descriptions 14
Racial Skills 14
Enhanced Racial Skills 17
Trade Skills 17
Scholar Skills 22
Magic Skills 22
Weapon Skills 24
Rogue Skills 26
Weapon Attacks _______ 28
Special Attacks and Defenses 28
Craftsman Skills _______ 33
Armor Smith 34
Weapon Smith 36
Trap Making 38
Potion Making 40
Scroll Making 41
Alchemy 41
Combat 46
Magic 50
Spell Classifications 52
Paths of Magic 55
 Blood 55
 Curses 56
 Darkness 58
 Fire 60
 Force 62
 Glamour 64
 Light 66
 Moon 67
 Nature 69
 Sound 71
 Spirit 73
 Stone 74
 Thought 76
 Time 78
 Warding 79
 Water 82
 Wind 84
Miscellaneous Information 87
Terms 90
Monster Skills 92
Weapon Construction 97
Maps__________________________________ __ 100
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DISCLAIMER
When you play in an Empire’s Edge game, you are not guaranteed that your character will survive. If in a
game your character dies or must leave, then you can either play non-player characters or create a new character.
If you have a problem or a question during game, you may call a hold and get an answer from plot. If you
have a problem out-of-game that plot should know about, such as allergies, physical limitations, etcetera, let plot
know so that we can work around it. If you have a personal problem that is not plot’s business, then do not bring it
in to game. If you are not having fun, then tell plot, and we will try to do something. West mark does reserve the
right to refuse admittance to anyone from their events.
Empire’s Edge is made from several game systems, the game is set in a world that is a blend of real
world, some fantasy worlds, and plot’s creativity, and the game as a whole is distinctly affected by character
creativity. This game is not copy written, nor does anyone expect to be paid or make a financial profit. Game
event fees are used to pay for game props [sometimes], site costs, and food for players during events.

HISTORY
Svelden is a small trading fort in the southwestern end of the border kingdoms, near the kingdoms of
Aquilonia and Nemedia. Ethnically it‘s people come from Cimmeria, Nemedia, Aquilonia, and Hyperborea.
Strong merchant caravans come to this post a few times a year. Many of the citizens in Svelden are the kind of
people who had to change their names and/or countries quickly. Svelden is a place that ends up with many illicit
goods, so if you’re not too picky about where it came from, then it's the place for you. As it is still within the
Border kingdom, it is not a place for the unwary or weak, as nearly every hill has its own lord and laws. In recent
years, fairy creatures and fantastic monsters have appeared within the border kingdoms coming to trade. The
recent Baron, Jackins Tobias, has brought more order to the barony. Due south of Svelden the barony of Adders
Black is now under the control of Baron Anthony Schales a man of a more checkered past.
The lands of the Virenden are in near rebellion from the Border Kingdom. Shape shifters, undead, and
mages of less than honorable repute live there openly. The road east still is open with the Shining west supporting
the rebels against the Great king of the Hyperborea. War finally broke out with the death of King Pasqual the
quick. Baron Du Ros was elected King before Pasqual’s body cooled. The eastern lower fiefdoms rebelled against
Du Rios even as the Virenden barons threatened to attack led by Count Brookhold. The battle was ended with Du
Ros being defeated in single combat by Baron Jackins and the Virendens secret castle was stormed by Sir
Asmodeus which then caught fire for no apparent reason

CHARACTER COSTS
A new character starts the game with 25 Character Points to buy their initial skills and racial abilities. At
the end of each event, a character receives a number of Experience Points equal to their Character Points. Shorter
events produce smaller amounts of experience, and other conditions can modify the amount of experience
rewarded, such as work done for game or inclement weather. At the end of each event during check out, a player
can purchase additional Character Points with their accrued experience. Players can also turn in silver to gain
experience, at a 1:1 ratio.
For example, a player with a first level character at the end of an event gets 25 experience points. He
earned 20 experience points helping plot, and he has 2 gold he got during the weekend. His first Character Point
costs 5 experience points. His second character point costs 10 experience points for a total of 15 experience
points. His third character point cost 15 experience points for a total of 30 experience points. His fourth
character point costs 20 experience points for a total of 50 experience points. The player has 45 experience points
plus 2 gold (20 experience points), so he may buy 4 character points at the end of the game (45 XP + 5 silver)
with 15 silver left over.
The base XP to CP rate increases as the character gains in level. For every 10 CP a character earns, the
character increases a level. This increase in level is also accompanied by an increase in Body Points, which is the
amount of damage a character can take. The amount of Body Points the character gains depends on their class. On
the following page is a table listing the amount of experience points per Character Point and Body Points for each
level.



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EXPERIENCE COST AND BODY POINTS BY LEVEL
CP Level XP to CP W R M PL RN TH
25-34 1 5 10 6 4 8 9 5
35-44 2 10 13 8 5 10 11 6
45-54 3 15 16 10 6 12 14 8
55-64 4 25 19 12 7 14 16 9
65-74 5 35 22 14 8 16 19 11
75-84 6 45 25 16 9 18 21 12
85-94 7 55 28 18 10 20 24 14
95-104 8 65 31 20 11 22 26 15
105-114 9 75 34 22 12 24 29 17
115-124 10 85 37 24 13 26 31 18
125-134 11 100 40 26 14 28 34 20
135-144 12 115 43 28 15 30 36 21
145-154 13 130 46 30 16 32 39 23
155-164 14 145 49 32 17 34 41 24
165-174 15 160 52 34 18 36 44 26
175-184 16 175 55 36 19 38 46 27
185-194 17 190 58 38 20 40 49 29
195-204 18 205 61 40 21 42 51 30
205-214 19 220 64 42 22 44 54 32
215-224 20 235 67 44 23 46 56 33
225-234 21 250 70 46 24 48 59 35
235-244 22 265 73 48 25 50 61 36
W=Warrior; R=Rogue; M=Mage; PL=Paladin; RN=Ranger; TH=Theurge

COSTUME AND CHARACTER
In the game, it will help if you wear a costume that reflects your character. Armor must also be worn with
characters that wear armor. Plot will help players during their first game with costuming. For example, Christine
is playing Elspith, a healer mage. So she wears a peasant blouse, a long skirt, and a clan sash. As her character
wears no armor, she is good to go. Other players and plot will help new players with their costumes as they go
through the game. If a player is playing a non-human character, they must have a more complete costume. They
must use face paint, prosthetics etc... To show their characters race clearly. No wearing a tee shirt with the words
[troll] on it.

COMING INTO GAME
A character begins game with one weapon for each weapon skill he possesses up to a maximum of three
weapons, the armor that is costumed when the player comes into game up to their class maximum, one day’s
production in all trade skills the character has using Level I components without a Forge or Lab, and three silver
pieces. If a player has an idea or concept for a character that is not covered by the books rules, they can speak
with plot and we mat be able to adapt the character to the game. There are further rules for characters, orders, etc.
in the plot notes so just ask, we will try to work with you.

CHARACTER ADVANCEMENT
Starting at second level, any skill a player wishes to learn except for racial abilities must be learned in
game and from someone who has both that skill and the skill Instructor. A character is allowed to buy any non-
italicized skill during first level. Cults and Orders may provide instructors of certain skills to their members. After
first level, each level of Trade and Craftsman skills, along with the first Expert Attack and Sneak Attack of each
level of Plus Skill and Backstab, requires an instructor. Even after first level you do not need an instructor for the
second through fifth level of Expert Attack and Sneak Attack, or for Mana. At the end of each event, a player may
upgrade their skills. They must possess enough free Character Points to purchase the skill. For example, a
character wishes to learn the Weapon Skill, Bow. They would need 6 CP free. It may take several events to
accumulate the necessary Character Points to purchase the skill. Unlike other games, in Westmark experience
points are considered “liquid” and can be used to buy items, alter plot, or given to other players.
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CHARACTER RACES/CULTURES
There are many races in Empire’s Edge. From the varied humans, to the magical elves, to the crafty
dwarves, each has its advantages and disadvantages. Some will only become apparent in game, such as the Pictish
necromancer who has trouble making friends at the local tavern, or staying alive for that matter. A player must
have an plot approved costume to play a non-human race

Asgard
Dark and violent, the Northmen tower over the southern races. Asgard are noted warriors, but they do
produce witches, Elementalists, and Necromancers. An Asgard ship coming into sight is cause for concern, it may
be as easily a trader or a raider.
Traits- Players must be tall; Players can buy Strength+1, can buy Constitution +, barbaric technology at
creation, Players may not start as members of Noble Orders. Starting language: Asgard
Aquilonians
Symbol of might in the Hyborian Age, Aquilonia with her legendary armies of Bossonian archers,
Gunderland pikemen and Poitanian knights, wields indisputably the supreme military power of the Western
world. More than any other kingdom, however, Aquilonia lies surrounded by grim and unrelenting enemies.
Traits: Can be any class. Nobles must be sworn to a either a House or an Order. Yeomen tend to be
crafters or producers, and often serve in their lord’s forces. Starting language: Aquilonian.
Border Kingdom
Serving as a buffer state between Nemedia and Brythunia and the more savage people of the north, the Border
Kingdom was probably the last Hyborian nation to be founded. The country also served as a trade route for
merchants trying to avoid the strict taxes of Nemedia. It is considered a sad wilderness with deserted, disconsolate
marshlands.
Traits- Can be any class though they tend to be a little unsavory. Starting language: Aquilonian
Brythunians
The land of plains and horse, the Brythunians have become a culture of hunters and farmers, ranging their
wide, flat lands ahorse and unfettered. The Brythunian army carries forward this heritage with a large contingent
of disciplined cavalry regiments. Still, Brythunia is split and scattered into small, widely dispersed fiefdoms.
May belong to barbarian cults. Can buy natural armor. May be alchemists. Brythunian spell casters may
be hedge mages, Elementalists, necromancers, and witch doctors. Starting language: Brythunian
Cimmerians
Grim. Moody. Grey skied, the land of Crom amid hills and mountains. A warrior race, the Cimmerians
are descendants of ancient Atlantis and only slowly coming again into the ways of civilization after contact with
the Hyborian kingdoms. In battle the Cimmerians are unmatched in the darkly wooded hills of their homeland and
few are the invading Aquilonian, Pictish, or Nordheim warriors who return from that grey land. A legacy of
hatred runs strong amongst Cimmerians for their long time enemies, the Picts.
Traits: Can join barbarian cults, can buy natural armor, resist poison, and resist path. Cimmerian spell
casters must be druids or witches, tending towards being female. May have better chances at achieving higher
ranking weapon smithing skills. Starting language: Cimmerian
Nemedians
Nemedia, the central pillar of Hyborian culture and civilization, stands ever in defiance to their habitual
foes, mighty Aquilonia. The gleaming Nemedian knights are rightly proud for their army which is as diverse as it
is deadly.
Traits: May achieve higher level skills in armor smithing. May be mages of orders and may also belong to
noble orders. Starting language: Nemedian
Wood Elves
These elves take their duties and their borders seriously. Silent and invisible guardians, these elves bear
no trespass and any slight will be answered with swift arrows. Close to nature and closer to their forests these
Elves are honorable and sincere and share a kinship with the Druids.
Traits: Half cost Bow skill. Can buy Natural Conceal and Commune with Nature. Wood Elf mages can
only be Druids. Starting Language: Elvin.



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Hyperboreans
Hyperboreans tend to be tall, gaunt, and pale, with tawny hair and green or grey eyes. They are also
known to be a hardy people, having to scrape for their existence from the unforgiving cold of their land.
Hyperborean mages are known to be amongst the most powerful in Hyboria, second only to those of Stygia.
Dwarves
Sturdy and cunning, the race of dwarves has recently reappeared in the world, after having either crossed
over into the Faerie lands or gone deep into the Underdark. The dwarves are master smiths, making some of the
best weapons and armor in all the lands.
Traits: -1 CP to all Smith skills, Can buy Constitution+. Dwarven movement is always considered lightly
encumbered and can not run. Dwarven spell casters can only be Spiritualists or Elementalists. Starting Language:
Dwarven.
Faerie
All Faerie can buy Natural Conceal, Magical Glamour Effects, and Resist Glamour up to Immune. Faerie
also take double damage from iron weapons, and may not use iron weapons or armor. Starting language:Faerie
Changelings
The creations of the Elves through magical experimentation, Changelings are born to lives of servitude
and drudgery. Some have escaped their Unseleigh bonds and found freedom, but remain resentful of their former
masters and have a long trained resistance to their tricks and charms. Changelings all have distinguishing marks:
tails, whiskers, animal ears, strange glowing eyes, oddly colored hair and skin, amongst many others.
Traits: Faerie. Can buy Flee, and must have a visible Changeling Mark. Starting Language: Faerie.
Dryads
These spirits of nature are manifestations of the forest itself. Beautiful women of the woods, these Faerie
are closely tied to their trees and defend them with their very lives.
Traits: Faerie. Can buy Magical Nature Effects and Commune with Nature. Must be in contact with their
tree once every 24 hours, will take a death with the destruction of their tree. Starting Language: Faerie.

CHARACTER CLASSES
In this fantasy world, you must create a persona with a skill set and characteristics. Your class is like a
career concentration. While your choice in class does not restrict the skills you have access to, it does make
certain skills easier to learn and other skills more difficult to learn.
 Warriors
These are the fighters and soldiers. Weapons are easiest for them to learn, but magic is difficult, though
not impossible. They have the most Body Points, and they can wear the most armor unless otherwise restricted, up
to 45 points.
 Rogues
These are the thieves, scouts, and assassins. They can easily learn to set and create traps, or how to brew
poisons with alchemy. Assassination and backstabbing are their preferred combat methods. Rogues may wear up
to 25 points of armor.
 Mages
Magic is the realm of Mages. They can easily learn new paths of magic, and magical energy called Mana
is easiest for them to accumulate and manipulate. Weapons, however, are difficult to master, and mages do not
wear armor. Mages with Natural Armor can have up to 20 points.
 Paladins
These “enlightened warriors” are warrior mages. Weapons are slightly more difficult for them to learn
than Warriors, and magic is a little more difficult for Paladins than it is for Mages. They may wear up to 30 points
of armor since they wield both blade and spell to achieve their goals.
 Rangers
This class is the warrior rogues. Not quite a fighter, nor a thief, Rangers hold no lofty ideals about how
they win a fight, so long as they win. The arts of stealth and swordplay are both quite important to Rangers, given
their roles as scouts and covert warriors. Rangers may wear up to 35 points of armor.
 Theurge
A Theurge is a mage rogue. They are dabblers in both magic and stealth. Quick and sly, this class can
quite often become powerful while remaining discreet. Theurges may wear up to 20 points of armor.

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SCHOOLS OF MAGIC
A spell caster may start as a member of a school of magic. It will be easier to gain paths of magic and
new spells in your school. Each school may have rules for it’s’ members. There are many other schools of magic.
These are most known. See Plot for more information.
 Druidic School: One element, Nature, Curses, and Spirit.
 Hedge School: Any Two Paths, as permitted by Plot.
 Witches:
o School of Twilight: Spirit, Curses, and Darkness.
o Handmaidens of Nature: Spirit, Curses, and Nature.
o Bruja: Spirit, Curses, and Blood.
 Witch Doctors: Must be theurge. Nature, Curses, and Spirit.
 School of Shadows: Blood, Curses, Darkness, Glamour.
 Aquilonian:
o School of Istus: Spirit, Force, Warding, and Glamour.
o School of Dracos Nobilis: Glamour, Force, Time, and Warding.
o School of Albus: Spirit and Warding.
o Hospitaler School: Spirit and Force.
o School of Baphomet: Blood, Curses, and Darkness.
 Nemedian:
o Order of the Dawn Star: Time, Force, Warding, Glamour.
o Order of the Wheel: Fire, Water, Wind, Earth.
 Hyperborean
o Gray Tower: Force, Spirit
o Order of the Healing Waters: Glamour, Spirit, Warding, Water
SPELL FOCI
For a spell caster to cast a spell they must have an appropriate spell focus. The simplest type of focus is a
medallion. At the start of a character’s career the will be given a single path Medallion for each path of magic
they can use. Spell foci come in three types: Medallion, Item, and Ring.
A medallion is a 3” disc with the correct symbol etched into it. The caster must touch the medallion
while incanting, taking up one hand.
An item focus can be placed on any item (shield, sword, staff, etc). If a weapon is used, the spell or
natural effect may be delivered through the weapon. By spending one mana or half a character point of an imbued
damage effect, a caster may change their attack to another carrier effect, fire, ice, stone, spirit, and etcetera.
A ring focus requires no hand to be used for the spell; the player may use the hand for other things for
example holding a shield or a weapon.
SOCIAL RANKS
Rank has its privileges, but it also has its requirements. Aquilonia and Nemedia are both much striated
societies. Players may wish to be of noble birth. Here are the requirements.
 Nobility
These are those who rule. Knights, Barons, Counts, and Kings must be of noble birth in almost all
circumstances. Nobles are required to study and master their skill at arms or magic. Nobles must not perform
trade craft or commerce. The exceptions are for mages to harvest components, for scroll or potion production.
Warriors are allowed to learn Tracker or Armor Smith 1. They are not to earn money or a wage by these skills.
Noble warriors are to be members of an order of knights and to gain reputation in their order.
 Yeomen
The freemen are the backbone of the kingdom. They serve in the armies and as the small holders, crafters,
bailiffs, and village sages. Yeomen are protected by the right of trial and have the right to own land and to travel.
Only Yeomen sworn to a liege may carry a sword.
 Peasants
The folk of the land, peasants do the Kingdom’s grunt work. Peasants do not own land or have the right to
trial. Peasants only advantage is that they are mostly forgotten by the nobility. They do enjoy a general sense of
protection in that if the village is wiped out there is no one in the fields doing the work. Peasants can be quite
powerful as assassins, witches, hedge mages, and alchemists, but must not flaunt their power to survive the
Nobles.
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KNIGHTLY ORDERS
All orders, cults and groups have information they consider secret property. Teaching secret property is
considered a killing offense.
Aquilonian:
 Order of Dracos Terriblis
The Knightly Order of Dracos Terriblis has always been at the fore of Aquilonian armies in the field. The
Knights are often officers in charge of yeoman footmen, or the main component of cavalry units.
Pre-requisites: Noble Aquilonian. Long sword and shield. Must buy Death Strike and Parry by third level.
 Order of the White Flame
This is a junior order of the Knights of Albus. This order was produced as a direct result of the incursions
of Necromancers. Their Order is made of warriors dedicated to wiping out undead and practitioners of the Dark
Arts.
Pre-requisites: Noble or Yeoman Warrior. May have no dealings with a Mage who practices Paths of
Darkness, Blood, or Curses.
Traits: Can buy Magical Spirit Effects.
Nemedian:
Order of the Storm Dragon
Those of the Order of the Storm Dragon are keepers of castles. For centuries they have been at war with
the Aquilonians. They are heavy warriors who wear lots of extra armor, and make it a point to disrupt all
Aquilonian nobles. By 3
rd
level, they must have sword, shield, wear extra armor, death strike, and parry.
Order of the Valkur
The Valkur are light cavalry by tradition, fighting in large amounts and drowning their enemies in their
numbers. They have been in opposition with the Brythunians for centuries. By 3
rd
level, must have sword, shield,
death strike, and parry.
Hyperborean:
Order of the Crimson Blade
The Knightly Order of the Crimson Blade is the backbone of the Hyperborean armies. Crimson Blade
knights often serve as officers in charge of serf footmen, or as the main component of cavalry units.
The Order’s banner is a red sword held aloft by a white right hand against a blue background.
Pre Requisites: Noble Hyperborean. Long Sword and Shield. Must buy Death Strike by third level.
MAGE ORDERS
Druids
Country mages from the peasant stock, the druids have a particular affinity for nature, and they are closer
to the Faerie than other humans. Druids are the only mages who accept Faerie amongst their ranks. Druids are
greatly respected by the peasantry and yeomen. As an order, Druids show an affinity for the ability to commune
with natural spirits.
Pre-requisites: May not be Noble. Must be Cimmerians, Wood Elf, Faerie, or Bossonian.
Traits: Druidic School. Can buy Commune with Spirit and Commune with Nature, Eidetic Memory, and
Empathy, May pick cult bonus skills. Starting Languages: Racial plus Druidic.
Hedge Wizards
They are peasant practitioners of magic. They usually come by their magical skills either through the theft
or inheritance of magical works. Hedge mages spend most of their existence operating hand to mouth, as they
remain fiercely independent, and it is rare that they ever swear fealty to any order or group. Hedge mages are
typically the wise men or shaman of smaller villages.
Pre-requisites: May not be Noble.
Traits: Hedge School.
Witches
Wise women and healers, it is common for any village to have one older woman who lives alone. Often
these are one of the Sisters of Twilight. They function in many villages as aid in the birth, healing, and burial of
the members of their village. The Sisters are known by their wearing of black, and for their ability to invoke
terrible curses upon those who would excessively oppress the peasantry. It can be noted that on rare occasions,
noble women have also been members of this order.
Pre-requisites: Female only.
Traits: Includes the orders of School of Twilight, Hand Maidens of Nature, and Bruja.
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Brotherhood of Shadows
Dark and secretive, this is a confederation of necromancers, rogue mages, and conjurers without
conscience. Members of this order normally operate individually, but will trade spells and information with each
other grudgingly. This order often works with the Knights of Baphomet, with a high level member of the order
having a couple Squires of the Knights working under him, or a lower level member serving as the house mage of
a Lord of Baphomet.
Traits: School of Shadows. Starting Languages: Racial plus Dark Tongue.
Order of Istus
The Order of Istus are the Aquilonian healing mages, also known as the White Mages. Royally sponsored,
this order accepts both members of the nobility and from the yeoman group. These mages are not often seen at the
front of battle, but provide great aid and comfort from the rear echelon.
Pre-requisites: Aquilonian. Member of a Chapter House. Read/Write.
Traits: School of Istus.
Order of Dracos Noblis
The Order of the Noble Dragon is a line of mages of noble birth. All mages of this order surrender their
right to command in order that they may serve as advisors to nobility and rulers. These mages also have a long
history of riding off to war with the knights. They are always of Aquilonian noble descent, and trained in the use
of the sword in addition to their magic.
Pre-requisites: Noble Aquilonian from the Central provinces. Must wear a long sword.
Witch Doctors
These barbaric spell casters gather magic as they may. They are usually magical defenders of their village
or clan, particularly from spirits. They also have a strong distaste for witches, who are usually responsible for
their spiritual problems and ailments.
Prerequisites: Must be theurges from barbaric tribes. Can buy commune with spirits.
Order of the Dawn Star
Order of noble mages, generally reclusive and secretive in their nature. They spend long hours studying in
private, mastering magic through research.
Prerequisites: Must be Nemedian noble. Must buy read/write. Can buy divination.
Order of the Wheel
A lesser order of mages focusing on the control of elemental power. Nemedian alchemists, may buy high
magic, may be of common stock. May buy summoning., May buy read/write Acheronian
Prerequisites: Must be Nemedian.
Order of the Unseen Eye
The Unseen Eye is an order of enchanters who claim to have more knowledge than all others. They
commonly speak of seeing things that others do not.
Prerequisites: Must have read/write. Can buy High magic enchantment.
Order of the Healing Waters
The mages of the Order of the Healing Waters are the healers of Hyperborea. The Order accepts members
from both the nobility and the serfs, though those who come from the nobility tend to be lesser members of their
houses. The Order of the Healing Waters is also known for its members’ abilities to commune with the dead and
see into the future.
The Order’s banner is a blue spring of water rushing forth from a black stone against a white background.
Pre-requisites: Hyperborean. Can buy Commune with Spirit. Must buy either High Magic Divination or
High Magic Resurrection by third level.


PALADINIC ORDERS
 The Knights of Albus
Defenders against the darkness, the Knights of Albus are all dedicated to fighting the incursion of undead
and necromancy throughout the realms. The Knights of Albus actively seek out reports of undead and then
thoroughly hunt down those that prove to be more than mere rumor. The Knights follow the precepts laid down
by their founder, Saint Albus, who is renowned for having slain the Undead King Mausolus. Commoners are
welcome amongst their ranks, seeing as their founder came from common blood himself.
Traits: School of Albus.
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 The Knights Hospitaler
The Hospitalers are protectors of the king’s castles and roadways, founded to make the roads safer for
merchants and pilgrims. The order quickly exceeded expectations, nearly eliminating banditry along the main
roads of the realms. The Grand Knight of the Order sits on the Grand Council.
Traits: Hospitaler School.
 The Knights of Baphomet
The Knights of Baphomet are the antithesis of typical Paladinic orders. Members of this order usually
start out as minions to a dark power, but many have often achieved the status of evil lords themselves. Also
known as the Fallen Ones, the Knights of Baphomet often includes disgraced knights of other orders. Undead are
also not a rarity in their ranks. Many members of the order have commune with spirit, and it is often used to delve
for more power from otherworldly sources.
Traits: School of Baphomet. Can buy Commune with Spirit. Starting Languages: Racial plus
Dark Tongue.
Knights of the Grey Tower
The Knights of the Grey Tower are charged with the defense and maintenance of Hyperborean’s castles
and roads. The order is particularly well known for its highly skilled architects, who claim their descent from the
original castle builders of Hyboria. Since most of their houses do not allow members of the Order of the Healing
Waters to dwell in their keeps, they also typically act as medics for most of the noble houses.
The Order’s banner is a grey tower with three crenellations against a split white over green background.
Pre Requisites: Hyperborean
School of the Grey Tower: Force, Spirit

CULTS

 Berserker Cults
The berserker cults exult the Warrior above all others. Through physical prowess and sheer violence,
members of the berserker cults gain status as leaders amongst fighters. The berserker cults tend to be suspicious of
all magic but Path of Spirit.
Pre-requisites: Must be Barbarian. Must be non-spell caster and carry a suspicion of magic users.
Traits: Can buy Battle Rage. May buy natural Armor, Can only wear one quarter maximum armor.
 Merchant Houses
Merchant houses control the trade across Aquilonia. Members of merchant houses have contacts
throughout the lands and are able to get information quickly and, generally, accurately through these contacts.
Merchant houses run caravans between the cities, but never without at least 30 gold worth of trade goods, and
their destination city is always chosen before departure. Many merchant houses also bribe bandit leaders to allow
their goods to travel unmolested, and often to attack the caravans of rival merchant houses.
Pre-requisites: 5
th
level Merchant.
 Tribal Cults
In many of the Pictish tribes there are cults to the totem spirits, great heroes, and secret knowledge.
Members can be from differing tribes, but must keep their societies laws as well as the laws of their tribe. Even
“civilized” Barbarians may still belong to some of these societies
 Foudra
An ancient order of assassins who served the kings and nobles of Aquilonia, the Foudra is said to be still
working for some of the nobility in the kingdom, though they were outlawed by King Casmir I. The most widely
known symbol of the Foudra is a pair of lightning bolts.
Traits: Can buy Foudra Thieves Cant, and if Rogue with no other Thieves Cants,.
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Skill Charts
RACIAL SKILLS
Skill Cost Prerequisite
Battle Rage 5 Barbarian Cults, Monsters,
Commune with Nature 4 Druids, Wood Elves, Dryads
Commune with Spirit 1 None
Commune with Spirits 3 Commune with Nature or Commune with Spirit
Eidetic Memory 0 Druids
Empathy 0 Druids
Flee 4 Changelings
Keen Senses 0 Faerie, Some others
Natural Armor 1/4 Some Cults and Orders
Natural Conceal 3 Wood Elves, Faerie
Magical [Effect] 1/2 Spell Level Faerie, Some Cults and Orders
Resist Disease 2 Drow
Immunity to Disease 2 Resist Disease x2
Resist [Path] 3 Faerie, Cimmerians
Immunity to [Path] 3 Resist Path x2
Resist Magic 8 Drow
Resist Poison 5 Cimmerians, Drow
+ Strength 10 Monsters, Asgard
+ Constitution 9 Monsters, Asgard, Dwarves

ENHANCED RACIAL SKILLS
Skill Cost Prerequisite
Capture Magic 8 Drow
Control Rage 5 Battle Rage
Blood Rage 7 Control Rage
Immunity to Magic 8 Resist Magic x2
Immunity to Poison 5 Resist Poison x2
Advanced Wear Extra Armor 1 Wear Extra Armor
Repair Natural Armor 3 Natural Armor

TRADE SKILLS
Skill Levels W R M PL RN TH
Trade Skill [Other] 1-10 2 2 2 2 2 2
Forester 1-10 2 2 2 2 2 2
Furrier/Tanner 1-10 2 2 2 2 2 2
Gem Cutter/Jeweler 1-10 2 2 2 2 2 2
Herbalist 1-10 2 2 2 2 2 2
Masseur/Masseuse 1-10 2 2 2 2 2 2
Merchant/Trader 1-10 2 2 2 2 2 2
Miner 1-10 2 2 2 2 2 2
Porter 1-10 2 2 2 2 2 2
Tracker 1-10 2 2 2 2 2 2
Legend Lore 1-10 2 2 2 2 2 2
Tattooist 1-10 2 2 2 2 2 2

SCHOLAR SKILLS
Skill W R M PL RN TH Prerequisites
Astrology 3 3 3 3 3 3
Estimate Value 3 3 3 3 3 3
First Aid 3 3 3 3 3 3
Instruction 3 3 3 3 3 3
Poison Lore 6 3 4 5 3 4 Read & Write
Read & Write 3 3 3 3 3 3
Scholar [Area] 3 3 3 3 3 3 Read & Write
Speak Language 1 1 1 1 1 1
Polyglot 9 9 9 9 9 9
Meditation 3 3 3 3 3 3
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MAGIC SKILLS
Skill W R M PL RN TH Prerequisites
In School Path 5 4 2 3 5 3
Out of School Path 10 8 4 6 10 6
Magic Mastery 50 45 30 38 45 35
CP per Mana 1-50 2 1 ½ ½ 2 ½ Spell Path
CP per Mana 51+ 3 2 ½ 1 2 1 50 Mana
Control Magic 12 9 6 9 10 7 50 Mana
Spell Surge 12 9 5 7 10 7 Control Magic
Spell Blast 12 9 5 7 10 7 Control Magic
Read Magic 6 6 4 5 6 5 Read & Write
Comprehend Magic 10 8 6 7 9 7 Read Magic
Umbral Perception 5 6 3 4 6 4
Umbral Projection 7 8 5 6 8 6 Umbral Perception
Umbral Combat 5 6 3 4 6 5 Umbral Projection

WEAPON SKILLS
Skill Damage W R M PL RN TH Prerequisites
Non-weapon 1 pt 0 0 0 0 0 0
*Brawling 1 pt 1 1 2 1 1 2
Small Weapon/Thrown 1 pt 2 2 2 2 2 2
Short Weapon/Thrown 2 pts 2 2 4 3 2 2
Long Weapon/Thrown 3 pts 3 4 5 4 4 5
*Two-Handed Weapon 4 pts 4 5 6 5 5 6
*Great Weapon 5 pts 5 6 7 6 6 7
Sling +1 pts 3 4 5 4 4 5
Atl-atl +2 pts 3 4 5 4 4 5 Javelin
Bow 6 pts 6 10 15 12 8 13
Crossbow 3 & 10 pts 5 9 15 12 7 12
All Small Weapons 4 4 6 5 4 5
All Thrown Weapons 4 6 8 6 5 6
Master Weapon Set 8 10 14 10 8 12
One-Handed Master 9 11 15 11 10 13
Two-Handed Master 12 14 18 14 13 16
Melee Master 15 18 20 18 16 19
Ranged Master 12 15 18 15 13 16
Grand Master 30 40 50 40 35 45
*Shield (Weapon) 3 points 5 10 15 7 7 12
Florentine Style 3 3 6 4 3 4 Weapon Skill
Two Weapon Style 2 2 3 3 2 3 Florentine Style
Blades Style 2 2 3 3 2 3 Two Weapon Style
Style Mastery 10 15 25 15 12 20 Weapon Skill
Blind Fighting 3 3 6 4 3 5
Underwater Combat 3 3 6 4 3 5 Weapon Skill
One-Handed Block 4 6 8 6 4 8 Two-Hand Weapon
*One-Handed Damage 4 6 8 6 4 8 One-Handed Block
Two-Handed Damage 4 6 8 6 5 7 One-Handed
Weapon
*Three-Handed Fighting 4 6 8 6 5 7
Wear Extra Armor 1 2 4 2 2 3
Field Repair 1-10 1 2 4 2 2 3
 Requires approval of a Safety Marshal for a player to use.
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ROGUE SKILLS
Skill Levels W R M PL RN TH Prerequisites
Disable Device 1-10 5 3 5 5 4 4
Alertness 4 3 6 5 3 4
Pick Pockets 1-10 3 2 3 4 2 2
Escape Bonds 8 4 8 8 6 6
Hide 6 4 8 8 5 6
Hide Others 6 4 8 8 5 6 Hide
Surprise 6 3 8 7 4 5 Hide
Waylay 12 6 12 12 9 9 Weapon Skill
Shhh 4 2 5 5 2 3 Waylay

WEAPON ATTACKS
Skill Levels W R M PL RN TH Prerequisites
Expert Attack +1 1-5 1 2 3 1 1 2 Weapon Skill
Skill +1 5 5 10 5 5 5 Expert Attack +1 x5
Expert Attack +2 1-5 1 3 3 1 1 3 Skill +1
Skill +2 5 5 10 5 5 5 Expert Attack +2 x5
Expert Attack +3 & up 1-5 1 4 3 2 2 4 Skill +2
Skill +3 & up 5 5 10 5 5 5 Expert Attack +3 x5
Master E.A. +1 1-5 2 3 6 2 2 4 Master Weapon Skill
Master Skill +1 5 5 10 5 5 5 Master E.A. +1 x5
Master E.A. +2 1-5 2 4 6 3 3 5 Master Skill +1
Master Skill +2 5 5 10 5 5 5 Master E.A. +2 x5
Master E.A. +3 & up 1-5 2 5 6 4 3 6 Master Skill +2
Master Skill +3 & up 5 5 10 5 5 5 Master E.A. +3 x5
Grand Master E.A. +1 1-5 3 4 9 3 3 6 Grand Master
Grand Master Skill +1 5 5 15 5 5 5 Grand Master E.A. +1 x5
Grand Master E.A. +2 1-5 3 5 9 4 4 7 Grand Master Skill +1
Grand Master Skill +2 5 5 15 5 5 5 Grand Master E.A. +2 x5
Grand Master E.A. +3 & up 1-5 3 6 9 5 4 8 Grand Master Skill +2
Grand Master Skill +3 & up 5 5 15 5 5 5 Grand Master E.A. +3 x5
Sneak Attack +2 1-5 2 1 3 2 1 1 Weapon Skill
Backstab +2 5 5 10 5 5 5 Sneak Attack +2 x5
Sneak Attack +4 & up 1-5 3 1 3 3 1 1 Backstab +2
Backstab +4 & up 5 5 10 5 5 5 Sneak Attack +4 x5
Master S.A. +2 1-5 4 2 6 4 2 2 Master Weapon Skill
Master Backstab +2 5 5 10 5 5 5 Master S.A. +2 x5
Master S.A. +4 & up 1-5 4 2 6 5 3 3 Master Backstab +2
Master Backstab +4 & up 5 5 10 5 5 5 Master S.A. +4 x5
Grand Master S.A. +2 1-5 5 2 9 6 3 4 Grand Master
Grand Master Backstab +2 5 5 15 5 5 5 Grand Master S.A. +2 x5
Grand Master S.A. +4 & up 1-5 6 3 9 7 4 5 Grand Master Backstab +2
Grand Master Backstab +4 & up 5 5 15 5 5 5 Grand Master S.A. +4 x5

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SPECIAL ATTACKS & DEFENSES
Skill W R M PL RN TH Prerequisites
Break Weapon 4 5 8 5 5 7 Skill +1
Capture Weapon/Limb 2 3 5 3 2 4 Skill +1
Critical Strike 2 3 5 3 3 4 Skill +1
Deaden Limb 2 3 5 3 3 4 Skill +1
Deflect 2 3 5 3 3 4 Skill +1
Disarm 2 3 5 3 2 4 Skill +1
Greater Disarm 4 5 7 4 4 6 Disarm
Feint 2 3 5 3 3 4 Skill +1
Knock Back 2 3 5 3 3 4 Skill +1
Pierce 2 3 5 3 3 4 Skill +1
Trip 3 3 5 4 3 4 Skill +1
Weapon Ward 1 1 5 2 1 3 Skill +1
Death Strike 7 10 13 10 9 12 Skill +2
Evade 10 5 10 10 8 8 Skill +2
Execute 8 5 10 10 7 8 Skill +2
Parry 3 5 7 4 4 6 Skill +2
Sever/Maim 5 8 10 7 7 9 Skill +2
Spell Block 5 6 10 6 5 9 Skill +2
Ricochet 7 8 12 8 7 10 Spell Block
Stun 6 8 11 8 7 10 Skill +2
Breach Armor 5 8 10 7 7 9 Skill +3
Deflect Missile Weapon 3 5 7 4 4 6 Skill +3
Chi 3 4 7 4 4 6 Skill +4
Riposte 5 7 10 7 6 10 Skill +4, Parry
Frenzy 7 12 15 11 10 14 Skill +5
Catch 2 3 5 3 2 5

CRAFTSMAN SKILLS
Skill Levels W R M PL RN TH Prerequisites
Armor Smith 1-10 2 3 4 2 2 3
Weapon Smith 1-10 2 3 4 2 2 3
Trap Making 1-10 5 2 3 4 3 3
Potion Making 1-10 5 4 2 3 5 3 Read & Write
Scroll Making 1-10 5 4 2 3 5 3 Read & Write
Alchemy 1-10 5 2 3 4 3 2 Poison Lore

MASTER CRAFTSMAN SKILLS
Skill Levels W R M PL RN TH Prerequisites
Armor Smith 11-15 3 4 5 4 4 5 Armor Smith 10
Weapon Smith 11-15 3 4 5 4 4 5 Weapon Smith 10
Trap Making 11-15 6 3 4 5 4 4 Trap Making 10
Potion Making 11-15 6 5 3 4 6 4 Potion Making 10
Scroll Making 11-15 6 5 3 4 6 4 Scroll Making 10
Alchemy 11-15 6 3 4 5 4 4 Alchemy 10

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ZERO COST SKILLS
Skill Prerequisites
Resistant Armor Armor Smith 11
Elven Armor Armor Smith 12
Master Crafted Elven Armor Armor Smith 13
Acheronian Armor Armor Smith 14
Master Crafted Acheronian Armor Armor Smith 15
Silvered Weapon Weapon Smith
Pilum Weapon Smith
Limited Weapon of Quality Weapon Smith 11
Limited Master Crafted Weapon Smith 12
Venom Weapon Weapon Smith 13
Weapon of Quality Weapon Smith 14
Exceptional Weapon of Quality Weapon Smith 15
Master Crafted Weapon Weapon Smith 15
Compound [Armor/Weapon] [Armor/Weapon] Smith 15
Enchantable [Armor/Weapon] [Armor/Weapon] Smith 15
Enhanced Scrolls Scroll Making 15
Enhanced Alchemies Alchemy 15
High Magic 50 Mana or Magic Mastery
Field Resurrect Path of Spirit, High Magic Resurrection
Resurrect Path of Spirit, High Magic Resurrection

Skill Descriptions

RACIAL SKILLS
Racial skills are those skills which a character has an innate talent for due to their race. These skills can
be bought without an instructor, so long as the prerequisites are met and the character has the available character
points.
 Battle Rage
This ability transforms the character into a savage fighter who feels neither pain nor fear, and lusts for
battle. Once this ability is activated, the character gains +2 to damage on all weapons from the strength and
ferocity of his attacks, gains +10 Stamina to fuel his special attacks, and 10 body points. He is also immune to
Fear effects. However, the character’s judgment is clouded by his rage and any character will be a target, except
those that are recognized as part of his clan. Opponents are considered to be any conscious creature nearby. A
character under this effect may still strike an opponent he watched fall for no apparent reason. When this ability
has run its course, the character falls to 0 body regardless of his condition for 10 minutes, unless already at -1
body. All body enhancing spells or effects end at this time, including AID and EMPOWER. This ability is usable
once per day for each time the skill is purchased. This ability is activated by announcing “Battle Rage!”
 Commune with Nature
This ability allows the character to achieve an altered state of consciousness, in which they are aware of
the bio-systems of the environment around them. The character will become aware natural or unnatural influences
on the environment, such as a large number of powerful undead, faerie creatures, world magics, or a new in-flux
of natural creatures. Note this will give general locations, not exact coordinates. The larger an area that is
covered, the more time is needed to be spent in meditation.
 Commune with Spirit
This skill allows a character to communicate with a single spirit or power. Each communing operates
under unique requirements. This skill does not confer a favorable response or guarantee the safety of the
communer. A communer may actually be attacked and harmed by the spirit or possessed by the spirit. This is not
a safe skill!



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 Commune with Spirits
This skill allows the character to discover a method of communication with multiple spirits or powers.
Each communing operates under unique requirements. This skill does not infer a favorable response or guarantee
the safety of the communer. A communer may actually be attacked by the spirit and harmed or possessed by the
spirit. Research will improve the chance of a favorable response to a communing. While a simple direct
communing can be done it is even more dangerous.
 Eidetic Memory
This ability allows the character to retain long strings of information without physically recording it. This
skill will act as Read & Write for many Prerequisites. The following are notable exceptions: Scroll Making and
Comprehend Magic. See Plot for more information.
 Empathy
This ability allows the character to communicate on a basic level. This is not a speak-with-creature
ability. Characters with this ability will be able to better understand the behavior and reactions of the creatures to
which they are attuned. This will detect urges and emotions. This does not allow the character to directly
communicate with the creature. Finally, the character will not be attacked by the creature unless the character
begins the combat or the creature is controlled or trained and under orders to attack.
 Flee
This ability allows the character to escape combat by running at an increased rate of speed away from the
battle. This ability requires a 3 count during which the character is vulnerable to attack. To return to the area of the
combat, the character must spend 3 minutes in game to return. This skill may also be used to double the speed the
character may normally travel for one trip per use of the skill. This skill may be used once per day for each time
purchased.
 Keen Senses
Certain Faerie and other races have access to keen senses which enhance their ability to interact with the
world around them. Keen Scent will allow a character to detect, but not identify, poisons in food and drinks with a
10 count, and add 2 successes to a tracking pick. Keen Sight will allow a character to see things farther away, or
closer things in detail, with a 10 count, and add 1 success to a tracking pick. Keen hearing allows a character to go
out of game and listen to a line of sight conversation. This does NOT give the character the ability to understand
what is said. See Plot to see what races have access to this skill.
 Magical [Effect]
Magical Effects act as spells and can go through normal shields. Characters of appropriate race or those
that are imbued with the ability to obtain Magical Spell Effects may purchase Spell Effects at one-half CP per
level of spell. Players must spend 1 full CP if they wish to purchase a Spell Effect. 1 CP may purchase 2 first level
spells or may use one-half of the CP to help purchase another Spell Effect that would cost 3.5 CP, for example,
such as the 7th-level Regenerate. These spells are cast as magical spells and are not blocked by shields. The call is
announced “Magical [Effect],” such as “Magical Renew.” A weapon with appropriate spell foci may be used to
strike a magical spell effect.
 Natural Armor
This ability means that the character possesses a natural ability to avoid damage. Natural Armor acts like man-
made armor, protecting the character from a specified amount of damage. Once the Natural Armor takes damage equal
to its rating, all subsequent damage is taken as Body damage. A characters’ Natural Armor is healed 3 times as fast as
Body points. If a character with Natural Armor and full body is healed for 6 pts of damage the character receives 18 pts
of Natural Armor. Natural Armor may not be healed until the character is at full body. Natural Armor may not be
repaired like man-made armor. This type armor is never breached. If the character has enough Natural Armor left to
absorb all the damage of a Waylay, the Waylay has no effect except damage. Also Natural Armor will protect a
character from the effects of weapon delivered contact poison, so long as the character has enough Natural Armor to
absorb all the damage from the weapon. The Maximum value of a character’s natural armor is limited by the
character’s class, but can be enhanced with the skill Wear Extra Armor.
 Natural Conceal
This ability allows the character to hide as per a natural version of the Nature spell Conceal. This ability is not
affected by a Suppress Enchantments, Dispel Enchantments, Detect Enchantments, or any spell or effect, which targets
magical effects. It lasts for 1 hour from the time activated and takes a 3 Count to activate, recited as “Natural Conceal
1, Natural Conceal 2, and Natural Conceal 3.” A character must remain in place while using this skill.


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 Natural [Effect]
Natural Effects are natural versions of spells. Characters of appropriate race or those that are imbued with
the ability to obtain Spell Effects may purchase Spell Effects at one-half CP per level of spell. Players must spend
1 full CP if they wish to purchase a Spell Effect. 1 CP may purchase 2 first level spells or may use one-half of the
CP to help purchase another Spell Effect that would cost 3.5 CP, for example, such as the 7th-level Regenerate.
These spells are cast as Natural spells and are blocked by shields, but the shield has the option of accepting the
spell or not. The call is announced “Natural [Effect],” such as “Natural Renew.” A weapon with appropriate spell
foci may be used to strike a natural spell effect.
 Resist Disease
This ability allows the character to resist the effects of one disease or infection either magical or natural
per day for each time the skill is purchased. This ability is announced “Resist Disease.”
 Immunity to Disease
This ability makes the character immune to all forms of natural and magical diseases. This does not
include infections, transformations, or curses.
 Resist [Path]
This ability allows the character to resist the effects of one spell or effect from the appropriate magical
path per day for each time the skill is purchased. This ability is announced, “Resist [Path]” where [Path] is the
appropriate spell path such as “Resist Glamour.”
 Immunity to [Path]
This ability makes the character immune to chosen path spells and effects and may not turn off the ability
once purchased.
 Resist Magic
This ability allows the character to resist the effects of one magical spell cast upon them per day for each
time the skill is purchased. This ability can be used on any spell from any path of magic. The character
announces “Resist Magic”.
 Resist Poison
This ability allows the character to resist the effects of one poison either alchemical or natural per day for
each time the skill is purchased. This ability is announced “Resist Poison”.
 +1 Strength
This ability allows the character to perform a feat of strength, such as moving a boulder or breaking down a door
given enough time. It also allows the character to add +1 damage to anyone weapon the character is skilled in.
The Character may also carry up to 85 pounds unencumbered to a maximum of 170 pounds encumbered. A player
who can physically bench press 220 pounds may buy this skill. Orcs and Asgard, and Gnolls may buy this skill.
 +2 Strength
This ability allows the character to perform a feat of strength, such as moving a boulder or breaking down a door
given enough time. It also allows the character to add +1 damage to anyone weapon the character is skilled in.
The Character may also carry up to 110 pounds unencumbered to a maximum of 200 pounds encumbered. A
player who can physically bench press 255 pounds may buy this skill. Ogres may buy this Skill.
 +3 Strength
This ability allows the character to perform a feat of strength, such as moving a boulder or breaking down a door
given enough time. It also allows the character to add +1 damage to anyone weapon the character is skilled in.
The Character may also carry up to 170 pounds unencumbered to a maximum of 250 pounds encumbered. A
player who can physically bench press 280 pounds may buy this skill. Ogres may buy this skill.
 +1 Constitution
This ability grants the character one extra body point per level, including levels they have already attained. In
addition, this skill grants the character an additional good bead on resurrection bead picks. Creatures less than
Limited Massive in size can buy this skill up to three times.







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ENHANCED RACIAL SKILLS
The skills on this list may be purchased in game only. An instructor is required and the Prerequisites
must be met.
 Blood Rage
This skill allows a character to enter a state of consciousness in which he feels neither pain nor remorse. A
character under the effects of Blood Rage gains +3 damage with all weapons he wields, +15 stamina, and +20 Body
Points, can cast spells while taking damage, and gains immunity to Fear, Sleep, Stun, Command, and Feeble mind
effects. Under the effects of this skill, the character will attack anyone including allies and blood relatives. He may, of
course, attack known enemies before he turns on others. At the end of a Blood Rage, the character falls dead and begins
his death count (4 minutes) as though he has received a killing blow. This skill is not an excuse to charge or cause any
physical contact. This skill may be used once per day for each time purchased, and is activated by announcing “Blood
Rage!”
 Capture Magic
This ability allows the character to absorb the energy of a spell directed at him, granting the character the
ability to cast the spell that was absorbed at any time within the next 24 hours. The character generates the same
effect that he absorbs; for example, a spell Natural Command is generated as a Natural Command. The use of this
ability triggers the appropriate spell defense if the character possessed it. For instance, if the character absorbs a
fire spell while carrying an active Fire Shield, the Fire Shield is used and the character absorbs the spell. The
Capture Magic ability is usable on one spell per day per time the skill is purchased. If the character dies the
captured effect is lost. You may not keep a captured effect longer than a single game day. This ability is
announced “Capture Magic.”
 Control Rage
This skill allows the character the ability to control his anger and emotions to an almost superhuman
extent. A character with this skill may end the effects of his own Battle Rage at any time, leaving him still
conscious with 1 Body and no Body or Armor Protectives. A character may also choose his target when he is
under a Berserk effect. Control Rage may also end Blood rage, but not stop its end effects.
 I mmunity to Magic
This ability makes the character immune to all spells and magical effects, and they may not turn off the
ability once purchased.
 I mmunity to Poison
This ability makes the character immune to alchemical and other poison effects and may not turn off the
ability once purchased.
 Advanced Wear Extra Armor
This skill allows a character to wear 3 more armor points than his class is normally able to for each time
the skill is purchased past the skill “Wear Extra Armor”. For example, a Mage who buys this skill twice would be
able to wear up to 6 pts of armor. This ability cannot be used to increase the maximum amount of armor able to be
worn due to a racial limitation. The maximum Wear extra armor for a character is 90 points of armor.
 Repair Natural Armor
This skill allows a character to repair Natural Armor using the rules for repairing Armor.


TRADE SKILLS
Each level of a Trade Skill gives the character a different ability. In addition it gives the character 5
copper pieces per level per game day. For kills that allow a character to identify items, components, creatures,
etcetera, the character must complete a 10 Count to use the skill. For skills that allow a character to obtain items,
components, etcetera, the character must complete a 30 Count to use the skill unless specified.
 Craftsman Other
This is a grouping of all miscellaneous craftsman skills. It includes any type of craft such as baker, tailor,
and cooper, and mason, and teacher, candle maker, etcetera.






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 Forester
This skill allows the character to take care of plants and trees. He is able to determine if a plant is natural
or magical, if it is indigenous to the forest or another place. The character can also know the animals indigenous
to the forest whether natural or magical. He may also recognize the presence of new creatures in the woods. This
skill does not function with water; the underwater equivalent is Oceanology, which functions in all ways like
forester, but only underwater.

Level Ability
1 Detect/Identify natural plants
2 Detect/Identify magical plants
3 Detect/Identify natural animals
4 Detect/Identify magical animals
5 Recognize new animals or plants in the area
6 Calm wild animals
7 Harvest special components
8 Speak with natural animals
9 Speak with magical animals
10 Commune with Nature

 Furrier/Tanner
This skill allows a character to recognize animals natural and magical whose hides can be made valuable
articles. He is able to harvest these hides of beasts and repair the damage done to it in process of capturing or
skinning. The character knows how to treat the hides so they will bring the best prices.

Level Ability
1 Identify and harvest valuable natural fur
2 Identify and harvest valuable natural hide [Hide I]
3 Identify and harvest valuable magical fur
4 Identify and harvest valuable magical hide [Hide II]
5 Recognize valuable natural armor
6 Repair natural fur
7 Repair natural hide
8 Repair magical fur
9 Repair magical hide
10 Cure Dragon hide [Hide III]


















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 Gem cutter/Jeweler
This skill allows the character to determine the approximate value of various gemstones, and allows the
character to increase the value of the gems by cutting or setting them in appealing shapes. The value may be
increased by 3% per level of this skill.

Level Ability
1 [3%] Create settings
2 [6%] Identify gem stones
3 [9%] Identify Mana Gems
4 [12%] Cut soft stone
5 [15%] Estimate value of gem
6 [18%] Estimate value of jewelry
7 [21%] Cut hard stones
8 [24%] Determine nature of Mana Gems
9 [27%] Create item worthy of enchantment, Craft Foci
10 [30%] Cut Mana Gems

A Jeweler of 9th level or better can make 10 paths of spell foci per production (Master = 6 paths for
production value). The number of paths a focus will have is reflected in its cost to make. Below is a chart of the
cost to construct spell foci. However a Jeweler may set his own prices for them.

Item 1 Path 2 Path 3 Path 4 Path 5 Path Master
Medallion 5 cp 1 sp 2 sp 4 sp 8 sp 2 gp
Item 1 sp 2 sp 4 sp 8 sp 16 sp 4 gp
Ring 2 sp 4 sp 8 sp 16 sp 3 gp 8 gp

 Herbalist
This skill gives the character knowledge of herbs, plants, fungi, and other plant or animal products and
how to properly harvest them to produce alchemical substances, scroll ink, magical potions and other products. A
character with this skill can determine if a substance is natural or magical. Harvesting a special component
precludes harvesting any other components from the creature or plant.

Level Ability
1 Detect/Identify natural plant product
2 Detect/Identify natural animal product
3 Harvest natural product [Herbals]
4 Detect/Identify magical plant product
5 Detect/Identify magical animal product
6 Harvest magical product [Magicals]
7 Detect/Identify alchemical poisons
8 Detect/Identify magical potion
9 Alchemize blood for natural substances, harvest special component
10 Alchemize blood for magical substances








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 Masseuse/Masseur
This skill gives the character the ability to massage a person with the skill of a professional. This skill includes
a working knowledge of humanoid musculature and skeletal structure, allowing the masseuse to relive certain ailments
of the muscles or the joints. A character with skill is able to produce a number of effects through a massage by
working certain muscles or nerves. Each one of these affects requires 10 seconds of massage per level to take effect,
with the exception of First Aid. These abilities do not work on beings without a metabolism.

Level Ability
1 Remove Fear
2 Remove Paralysis
3 Remove Stun, Deaden
4 First Aid
5 Cause Sleep
6 Cause Stun
7 Cause/Remove Weakness
8 Cause/Remove Maim Limb
9 Cause Paralysis
10 Killing Blow
 Merchant/Trader
This skill allows the character to make deals, barter, arrange transactions, and find supplies with the skill of a
professional. A character with this skill is used to run a lucrative trading business and with the proper history or role-
playing has access to a wide range of business contacts. The items listed are based on in-game rarity. The level needed
to obtain the items specified may change due to in-game reasons without notice.

Level Ability
1 [3%] Ore I, Herbal I, Hide I
2 [6%] Magical I
3 [9%] Items made from Level I components
4 [12%] Ore II, Herbal II, Hide II
5 [15%] Magical II
6 [18%] Items made from Level II components
7 [21%] Ore III, Herbal III, Hide III
8 [24%] Magical III
9 [27%] Items made from Level III components
10 [30%] Special Requests

 Miner
This skill allows a character to recognize the signs of the presence of minerals in the area. He can inspect to
find veins of various minerals recognize and estimate the amount of minerals in a place, mine veins of minerals and
smelt the ores he finds. In addition a character with this skill can recognize natural and artificial stonework and its
quality. The length of time to mine these minerals can vary.

Level Ability
1 Detect/Identify valuable minerals
2 Mine soft stone [Coal]
3 Mine hard stone [Granite, Obsidian]
4 Mine soft metal [Gold, Silver, Lead]
5 Detect/Identify stonework
6 Mine hard metal [Iron]
7 Estimate worth of a vein
8 Mine gemstones
9 Prospect new mineral veins
10 Mine magical crystals
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 Porter
This skill allows the character to carry more weight than most can. Each level increases how much the
character can carry unencumbered by 8 percent per level of porter. Thus a human porter, level 10, can carry 90 pounds
unencumbered, and up to 180 pounds at a slow walk.
 Tattooist
This skill allows the character to determine the approximate value of various tattoos and to make tattoos.
A Tattooist of 9th level or better can make 10 paths of spell foci per production (Master = 6 paths for production
value). The number of paths a focus will have is reflected in its cost to make. Below is a chart of the cost to
construct spell foci. A Tattooist of 10
th
level can make tattoos capable of being used for Glyph spells, the cost to
produce these are 5 sp per Mana required for the glyph. However a Tattooist may set his own prices for them.

Item 1 Path 2 Path 3 Path 4 Path 5 Path Master
Focus 1 sp 2 sp 4 sp 8 sp 16 sp 4 gp


 Tracking
This skill allows the character to track a creature through an area. Tracking can also alert the character to
information about the creature he is tracking depending on the level of the tracker and quarry. This skill can also be
used to counter another character’s tracking.

Level Ability
1 Follow trail, identify general type of creature
2 Identify specific type of creature
3 Identify where it is heading
4 Identify the approximate # of creatures
5 Identify the approximate size and age
6 Identify the pace of the creature
7 Identify how recent the trail is
8 Identify the relative health of creature
9 Tell if creature is being used as mount or pack animal
10 Track non-corporeal creature
Legend Lore
This skill allows a character to identify the specific enchantments or powers of a magical item, to identify
creatures, and to identify encountered phenomena through their intensive background in legends and stories. This
skill can also be used to divine suitable Names for summoning spells, and for divining enchantment recipes for
enchanted items. This skill grants greater knowledge with greater levels of the skill, and some items or creatures
may not be identifiable without an appropriate level of Legend Lore. If a creature has legends about them, this
skill will allow an individual to learn about the stories.

Level Ability
1 Items of Low Level Common Magic, Spell Level 1-3
2 Items of Mid Level Common Magic, Spell Level 4-8
3 Items of Uncommon Magic, Spell Level 9-12
4 Items of Rare Magic, Spell Level 13-15
5 Items of High Magic, Single or Non Spell Effect
6 Named Items of Common Use, Multiple Effects Level 1-6
7 Named Items of Uncommon Use, Multiple Effects Level 7-12
8 Named Items of Rare Use, Multiple Effects Level 13-15
9 Named Items of High Magic, Multiple Non Spell Effects
10 Legendary Items





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SCHOLAR SKILLS
 Astrology
This skill enables a character to read the stars, determine the destiny of a person, the outcome of a quest, or
minor divination. Astrology is not completely accurate and sometimes no information is forthcoming at all. See Plot for
more details.
 Estimate Value
This skill allows the character to determine the approximate value of the various items that are found, such as
furs, gems, jewelry, etc.
 First Aid
This skill includes a host of medical skills allowing the character to stabilize a person who is dying at -1 body,
but not by killing blow. This use of first aid requires a full minute of work. If first aid is interrupted the death count
continues from where it left off. First Aid must begin again at the beginning to be effective. First Aid can also be used
to determine the relative health of a creature after examination and a 10 count.
 Instruction
This skill allows a character to teach another character any skill the character with the Instruction skill
possesses. A character with this skill can teach up to 3 separate students at a time. He may purchase additional
Instruction skills to teach 3 more students per purchase. An Instructor may also teach 1 spell per Instruction Slot to a
student.
 Poison Lore
This skill allows the character to detect/ identify poisons both natural and magical in nature.
 Read & Write
This allows the player to read anything in one language he can understand. It does not mean he can understand
code, but can try to decipher it. Without this skill, a player should not even look at parchments, as they would be
meaningless.
 Scholar [Area]
This allows a character to research a particular area and find information about people or objects within that
area. The area of expertise can be foreign nations, ancient weapons, magical artifacts, history, warfare, or any subject.
 Speak Language
This skill allows the character to speak another language. It is assumed that a character knows how to speak
the character’s racial language unless otherwise decided. The hand sign is two fingers on the cheek while speaking the
language. Known languages are Aquilonian, Brythunian, Dark Tongue, Druidic, Acheronian, Cimmerian, Nemedian,
Faerie, Monster tongues, and others less common languages.
 Polyglot
This skill allows the character to buy Speak Language and Read/Write as zero cost skills. A new character
beginning with Polyglot gets 9 points of Speak Language and Read/Write skills from common local languages.
Meditation
This skill allows a character to better organize and control his thoughts, memories and emotions. This
skill is necessary in the recovery of psionic power as the character must keep an ordered mind to aid in the use
and restoration of his psychic abilities. Meditation allows a character to regain 10% of their mana or stamina per
hour of meditating. For every hour of meditation allows a psionic to gain a good bead to conquer a psychic feat.
Only disciplined characters may have meditation.
MAGIC SKILLS
 Paths of Magic
This skill allows the character to cast any spell in the appropriate path of magic so long as he possesses enough
Mana to fuel the spell. This skill also allows the character to read scrolls that contain spells from the path of magic. The
skill grants the power to identify potions made from spells in that path.
 Magic Mastery
This skill allows the character to buy of Paths of Magic at zero cost. Paths of Magic the character possesses
contribute to the cost of this skill. A character may learn as many High Magics as they can find instructors for once
they learn Magic Mastery.




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 Control Magic
This Magic skill allows a character to control the duration of any spell that they have cast which has duration
longer than Instant. The caster can cancel a spell with this skill by touching the affected object, person or spell effect
and consciously willing the spell effect to end. Protective, Blade, and Form spells that have been cast upon the other
person are considered to be cast by the person that the spell is active upon. In addition a character is capable of
controlling magic of his own Protectives to allow spells of his choosing to pass through without activating the
protective. This is accomplished by concentration (meaning must be conscious) and calls “I accept”.
 Spell Surge
This skill allows a character to channel more power into a single casting of a magical spell making the spell
more difficult to resist. A character using this skill channels 3 times the amount of MANA into the spell necessary to
cast it and incants his spell followed by the word “SURGE”. This makes the spell irresistible and able to bash down any
magical Shield spell protecting the target while still able to affect the target normally. The spell may not be Spell
Blocked, Ricocheted, Shielded, or Resisted. It may be Phased or Evaded. Any spell which a creature is immune to will
not gain the ability to harm the creature because it was used in the Spell Surge.
 Spell Blast
This skill allows casters to throw 4 additional packets when they cast a damage spell. The additional packets
must all be thrown at the same time. If multiple packets hit a single target, the target only takes the effect once. If the
spell hits a target being played by multiple people, the monster can take the effect once for every person it hits.
However, only one resist is required to negate the effect on the creature. A character using this skill channels 2 times
the amount of mana into the spell necessary to cast it and incants his spell followed by the word “Blast”.
 Read Magic
This skill allows a character to understand magical texts that contain information or power from paths of magic
they do not possess. This allows a character to identify directly any written work including scrolls. This does not allow
a character to utilize the power contained within the text; i.e. may not cast from the scroll.
 Comprehend Magic
This skill allows a character to utilize magical texts in any path of magic. This allows a character to cast in
magical scrolls of any path including paths he does not know, but it does not allow the character to memorize
spells from paths he does not possess. This skill can be used to utilize high magic scrolls that contain paths the
character does not know.
 Umbral Combat
This Scholarly skill allows a character who possesses it to actually do battle with creatures in the Umbra.
Spells that affect Umbral creatures, Path of Spirit, Thought, Darkness, and Glamour, foci weapons, some magic
weapons, and the skill Chi may be used. Even with this skill only a limited number of spells and weapons that affect
non corporeal creatures mat be used in the Umbra,
 Umbral Perception
This Scholarly skill allows a character who possesses it to see and detect spirit realms which cross the physical
realm of Earth. Characters with this perception can see the disembodied spirits of those who have recently died and
those on their way to resurrect. Characters with this skill can also detect disturbances in the ethereal planes, noting
changes like rifts, portals, and gates through the planes. Affecting spiritual entities requires the character to use another
skill called Umbral Projection.
 Umbral Projection
This Scholarly skill allows a character who possesses it to project his consciousness into the spirit realms
which crosses the physical realm of Earth. Characters with this skill can affect non-corporeal entities which rely on a
connection to a spirit realm to maintain their ethereal existence as though the being did not possess the ability of non-
corporeal form. Only such entities and others with this skill can interact on the spirit planes. A person using this skill
can take himself and ethereal versions of his possessions on the ethereal plane, but normal magical items and abilities
not tied directly to the character’s spirit are left behind or transformed into non-magical items on spirit realm. Wounds
inflicted in the spirit realm are real as is death. The use of this skill leaves the character’s body defenseless to
conventional and magical the plane of the Earth. It requires a 30 count to leave and enter the character’s body. This
skill cannot be used to enter another’s body.
 High Magic Communing
This ability allows a spell caster to project their minds into other planes and commune with beings there. This
ability does not keep beings from attacking the spell caster or lying to the spell caster.
 High Magic Divination
This ability allows the character to see possible futures. See Plot for more details.
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 High Magic Enchantment
This ability allows the character to create magic items with a recipe. Recipes may be obtained with an
Enchantment Research Lab or use of the Legend Lore skill. See Plot for more details.
 High Magic Evocation
This ability allows the character to enhance his spells damage. For every 10 points of base manna, a mage will
do +1 points of damage with damage spells.

 High Magic Necromancy
With this high magic, a character can do much darker necromantic deeds than they could on their own. Known
recipes can create enhanced undead, rip information from a person’s body, or rip a person’s soul apart to create a Mana
Gem.
 High Magic Resurrection
This skill allows the character to learn the Resurrection skills to bring the dead back to life without the spell
Renew.
 Field Resurrect
This skill allows a character to perform a field resurrection upon another character correctly. Their ability
involves calling forth the spirit and helping it form a body. This includes performing a resurrection upon a willing
recipient who has received a Spirit Anchor.
 Resurrect
This skill allows a character to perform a resurrection upon another character correctly.
 High Magic Summoning
This ability allows a spell caster to summon beings from other planes. The correct Summon / Path spell is still
needed. This ability does not give the summoner power over the summoned being.

WEAPON SKILLS
 Non-Weapon
This skill allows any character to pick-up any manufactured weapon to swing or throw for 1 damage.
Though, if you block with the weapon you take the damage your opponent calls.
 Brawling
This skill allows a character to wield a padded "fist" in each hand, phys-repped by a minimum length
small weapon. The fist does one point of damage base and can be used to block one-half of the damage a
character can do with their fist. A character with +3 skill in brawling can block two point damage melee weapons.
Brawling does not require Florentine style while using both hands.
 Thrown Weapon
This skill allows the character to wield a thrown weapon, such as a javelin, throwing axe, rock, throwing
dagger, dart, or shuriken. These weapons are made entirely of soft cell foam with no sharp or rough edges. The
larger throwing weapons do 2 or 3 points of damage and must have a phys-rep length of the appropriate size
category, while others inflict 1 point of damage as a base and can be as small as a packet. Any thrown weapon
that is phys-repped by a spell packet must have a 6-inch tail attached to the packet.
 Sling
This skill allows a character to use a device to throw rocks or bullets. This weapon allows a character to
increase the base damage of rocks or bullets by +1, 2 and 3 points respectively. While using one these slings, the
character are considered to be using both hands for the loading and the launching of the missile and cannot use
another weapon while using it. This device is phys-repped by a Y-shaped boffer weapon no larger than a small
weapon that is constructed without a core or an actual leather sling.
 Atl-Atl
This skill allows a character to use a device to throw javelins. This weapon allows a character to increase
the base damage of javelins by +2. While using an Atl-atl, the character is considered to be using both hands for
the loading and the launching of the missile and cannot use another weapon while using it. This device is phys-
repped by a boffer weapon no larger than a long weapon that is constructed with a core.
 Great Weapon
This skill allows a character to wield a two handed Weapon. Pikes are used for thrusting only.
Great weapons can be used for slashing or blunt damage with the permission of a marshal.


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 Bow
This skill allows a character to wield an approved Bow with specially prepared boffa arrows or spell
packets designed with 18" tail as arrows. The character must hold the bow at arm's length away from his body to
fire an arrow. To launch an arrow, the character must have one of these special spell packets, reach out and touch
the bow with the packet in his other hand before throwing it. The arrow is destroyed when used, regardless of a hit
or miss. Buffa bows must not have a pull over 25 pounds draw.
 Crossbow
This skill allows a character to use a safe crossbow, such as a padded crossbow using arrow packets
similar to a normal bow, Nerf Crossbow or a specially made crossbow with Nerf type bolts. Full crossbows
require a 5 count to load before firing, and deal 10 points of damage. Note; if using a boffa crossbow no count is
needed. Bolts are destroyed when used, regardless of hit or miss.
 All Small Weapons
This skill allows the character to wield any small weapon, such as a dagger, sap, rock, or any other small
melee combat weapon under 18" overall.
 All Thrown Weapons
This skill allows the character to wield a thrown weapon, such as a javelin, throwing axe, rock, throwing
dagger, dart, or shuriken. These weapons are made entirely of soft cell foam with no sharp or rough edges. The
larger throwing weapons do 2 or 3 points of damage and must have a phys-rep length of the appropriate size
category, while others inflict 1 point of damage as a base and can be as small as a packet. Any thrown weapon
that is phys-repped by a spell packet must have a 6-inch tail attached to the packet. This does not include the
ability to use makeshift weapons.
 Master Weapon Set
This skill allows a character to choose one weapon and use any variant of that weapon. Examples of
Master Weapon Sets include All Swords, All Axes, All Spears, All Long Weapons, or All Pole Arms.
 One-Handed Master
This skill allows the character to wield any melee weapon he can wield in one hand, such as Short Blunt
or Blade, Small Weapon, Long Blunt or Blade. This does not include the ability to use makeshift weapons.
 Two-Handed Master
This skill allows the character to wield any melee weapon he must use with two hands, such as Pole arm,
2-Handed Blunt or 2-Handed Blade. This does not include the ability to use makeshift weapons.
 Melee Master
This skill allows the character to wield any melee weapon whether it is used with one or two hands. This
does not include the ability to use makeshift weapons.
 Ranged Master
This skill allows the character to use all of the missile weapon skills: Bow, Crossbow, and Thrown
weapons. This does not include the ability to use makeshift weapons.
 Grand Master
This skill allows the character to use any weapon and any style skill. This does include the ability to use
makeshift weapons. Anything is a weapon in the hands of a Grand Master, though the phys-rep must still be a
boffer or a packet.
 Shield
This skill allows the character to use a "safe" shield in combat for blocking. Blade style and weapon skill
shield required before using as a weapon. Shield is the only weapon normally able to block an arrow or thrown
weapon.
 Florentine Style
This skill allows a character to use a second Small weapon that he is skilled with in his “off” hand.
Damage must be called separately for each weapon. This is a weapon style, and does not include the weapon
skills.
 Two Weapon Style
This skill allows the character to use any one handed weapon that he is skilled with in his 'good' hand and
a second one handed weapon that he is skilled with in his 'off hand no larger than a short weapon. Damage must
be called separately for each weapon.
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 Blades Style
This skill allows the character to use any one-handed weapon he is skilled in the use of in his 'good' hand
and a second one handed weapon he is skilled in the use of in his 'off hand, no larger than a long weapon. Damage
must be called separately for each weapon. This is a weapon style, and does not include the weapon skills.
 Style Mastery
This skill allows the character to use all of these weapon styles: Shield, Florentine, Two Weapons, and
Blades. This is a weapon style and does not include the weapon skills.
 Blind-Fighting
This skill allows a character who has been blinded for any reason to fight in combat normally. While in
combat the player may keep his eyes open, call his normal damage, and cast spells normally. Out of combat the
character must abide by rules for blindness until the effect is negated. This does not allow the use of night vision
equipment.

 Underwater Combat
This skill allows a character to fight under the water as well as the character can fight on land. The
character with this skill can inflict as much damage with his weapon under the water as he does on the land, no
matter how he uses the weapon. In addition, creature’s native to the water cannot escape the character once
combat is engaged unless the character does not choose to follow.
 One-Handed Block
This weapon skill allows a character wielding a two-handed weapon to block weapon attacks using only
one hand. One-Handed Block does not allow the character to attack or inflict damage using only one hand.
 One-Handed Damage
This skill allows the user to wield any two-handed weapon they can already wield, with only one hand for
-1 damage. To use this skill requires approval of a Safety Marshall for a player using it and have a Weapon
Marshall for the weapon being used.
 Two-Handed Damage
This skill allows a character who wields a normally 1-handed weapon with both of his hands to inflict 1
more point of damage with the weapon than he is normally able to cause. The character must have the skill to
wield the weapon normally and be able to fit both of his hands on the grip of the weapon. This skill cannot be
applied to the use of a two-handed weapon.
 Three Handed Fighting
This skill allows a character to fight with a two-handed weapon and a shield. The character must have the
skill to use the weapon and shield normally in order to use this skill.
 Wear Extra Armor
This skill allows a character to wear 3 more armor points than his class is normally able to for each time
the skill is purchased. For example, a Mage who buys this skill twice would be able to wear up to 6 pts of armor.
This ability cannot be used to increase the maximum amount of armor able to be worn due to a racial limitation.
 Field Repair
This skill allows a character to repair armor faster than a normal character. For every level of Field
Repair, a character may repair armor with 3 counts less. This ability does not stack with Armor Smithing ability
to repair armor faster.

ROGUE SKILLS
 Disable Device
This skill allows the character to attempt to disarm traps or pick locks. The player has the choice
to attempt to physically pick the lock, or pick from a bag of colored stones to determine success. A
character who successfully physically disarms a trap will receive role-playing experience equal to two
times the rating of the trap. The rating of traps equals one third its production cost. A failure in a bag
means that the trap goes off. At level 9 the character may attempt to disarm a Glyph, but only with a bag
pick.

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 Alertness
This skill grants the character the ability to focus his senses and awareness allowing him to
detect minute details of a situation that others may miss. This does not mean that the character is able to
properly interpret the information granted by this ability, only that he notices it. For example the
character using this skill may notice marks in the dust on the floor near a wall, which reveal the secret
door hidden there. This skill can also be used to negate the surprise ability that some monsters possess or
a waylay attack.
 Escape Bonds
This skill allows a character to escape any physical or magical bindings such as ropes, shackles, Vortex,
Root, etcetera, except for Imprison, once per day each time the skill is bought. If multiple bindings are used an
amount of escape bonds skill must be used equal to the types of binding used, whether magical, physical, or
alchemical.
 Hide
This skill allows a character to find the best hiding place in the area to conceal him. To use this skill there
must be some type of cover to use; a shadow, a shrubbery, rocks, buildings, etcetera. The character must then go
within 10’ of this cover and perform a 3 count, “Hide 1, Hide 2, Hide 3,” out of site. If anyone sees the character
during his 3 count then the Hide is not successful and must be started again. At the end of the count the character
should ask in a normal voice “Can anyone see me?” If there is no response then the character is hidden. A hidden
character can be tracked to 10 feet of his location but cannot be pinpointed. Characters in the area of the hidden
character will feel as though they are being watched but may not tell the direction which the feeling is coming
from. This feeling will vanish when the characters cannot see each other. The use of the Alertness skill while in
sight of the hiding player will reveal the exact location of the hidden character. While hidden, the character
cannot move from his initial position when activating this skill and must keep his hands pressed together in front
of his chest with his fingers pointed up. If the player releases this hand gesture or changes it for any reason he will
come out of his hiding place. A character can only remain hidden as long as the gesture is kept. It requires a full 3
count to crawl out of a hiding place, during which the character is vulnerable to attacks. This skill may be used as
many times as the character wishes during the day.
 Hide Others
This skill allows a character to find an area to conceal others. To use this skill there must be some type of
cover to use. The character must then go within 10' of this cover and perform a 3 count, “Hide 1, Hide 2, Hide 3,”
while holding the intended target. It requires a full 3 count for a concealed character to crawl out of their hiding
place, during which the character is vulnerable to attacks. This skill may be used as many times as the character
wishes during the day.
 Pick Pocket
This skill allows a character with the Pick Pockets to steal objects from an unsuspecting target. The
character touches the target and counts pick pocket one, pick pocket two, pick pocket three, etc.. Until they have
finished the required count. Then the character finds a Rogue marshal who will then determine what was taken. If
the target notices the action the character must say they were picking pockets. The picking pockets count is based
on the level of the pick pockets skill 11 minus level of skill, a first level pick pocket, a ten count. A tenth level a
one count etc… Note. All in game thefts require a Rogue Marshal!
 Surprise
This skill allows a character with the Hide Skill to move around within 10’ of their hiding place while
remaining hidden. In addition this skill allows a character that is actively hiding to take them out of hiding
without performing the 3 Count. This ability is called “Surprise”.
 Waylay
This form of attack can only be done on someone unaware of the attack, but not necessarily unaware of
the attacker, using any weapon, so long as your hand is within six inches of the end. You tap your opponent
gently on the back of the shoulder, saying “Waylay” as you are knocking your opponent unconscious as per a
Stun effect. A waylay causes a base 1-pt. of damage regardless of the type of weapon used to deliver it plus
additions from backstabs, skills and blade spells or poisons applied to the weapon used to deliver the waylay. If
you are using a pole arm or sword you must use the padded butt or hilt end of the weapon. Defenses are Magic
Armor, Deflect Weapon, Alertness, and a helmet that covers the back of the neck, Natural Armor, Limited
Massive Size, Massive Size, No Metabolism, Fire Aura, and Lightning Barrier.
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 Shhh
This weapon skill is appended to either a Waylay or Execute attack, and costs no stamina to
activate. When used, the target of the attack must drop quietly to the ground and suffers the usual effects
of the attack. Nearby creatures that rely on sound to perceive remain unaware that anything has occurred
unless they have also witnessed the event with another sense. The Alertness skill will negate this effect
for the creature activating it, but expends the skill for this purpose. This skill may be used any number of
times in a day. A character must possess either the Waylay or Execute skill before they may purchase
Shhh. This skill is announced <attack> Shhh, followed by a two count

WEAPON ATTACKS
 Expert Attack
This skill allows the character to inflict additional damage with a specific type of weapon for the duration
of the battle or 5 minutes, whichever comes first. This ability is cumulative with other skills in the same weapon
except other expert attacks.
 Plus Skills
This allows the character to continuously inflict additional damage with a specific type of weapon. This
ability is cumulative with other skills in the same weapon such as other Plus Skills, Master Plus Skills, Grand
Master plus Skills, Expert Attacks, Backstabs, etcetera.
 Sneak Attack
This skill allows the character to inflict additional damage on any opponent he strikes from the rear from
a specific type of weapon. Each sneak attack is active for the duration of the battle or until 5 minutes past
whichever comes first. This ability is cumulative with other skills in the same weapon except other sneak attacks.
 Backstabs
This skill allows the character to continuously inflict additional damage with a specific type of weapon)
when attacking any opponent from the rear. The ability is cumulative with other skills in the same weapon.
 Master Attacks
This allows the character to use the specified skill with any hand held or ranged weapon in a Master
Weapon Set he is proficient in. Master Plus Skill is the same as Plus Skill, but can be used with any hand held or
ranged weapon in a Master Weapon Set the character is proficient in. This includes Master Expert Attacks,
Master Sneak Attacks, Master Plus Skill, and Master Backstab.
 Grand Master Attacks
This allows the character to use the specified skill with any weapon he is proficient in. Grand Master
Weapon Skill is the same as Plus Skill but can be used with any weapon the character is proficient in. This
includes Grand Master Expert Attacks or Grand Master plus Skill.
SPECIAL ATTACKS AND DEFENSES
 Break Weapon
This skill allows a character to break any object up to and including a shield in size by using his weapon
in such a way as to render the object useless. This skill will work on claws and other natural weapons, rendering
the target natural weapon useless until Regenerated. To activate this ability the character must announce, “Prepare
to Break Weapon” and strike the item they wish to break. A legal hit on the character works, but allows the
victim to select which item that meets the specified item call that takes the effect. The character must announce
“Break <Weapon>” to his opponent. This skill remains active for 5 minutes or until it is used whichever comes
first. If used on an Unshatterable weapon, the skill is used for the day and the weapon is not destroyed. Monster
“weapons” have their damage reduced by this skill. Costs 4 stamina.
 Break Weapon
This skill allows a character to breach any manufactured armor by using his weapon in such a way as to
render the armor useless. This skill will not work on natural armor. To activate this ability the character must
announce, “Prepare to Breach Armor” and strike the armor. The character must announce “Breach Armor” to his
opponent. This skill remains active for 5 minutes or until it is used whichever comes first. Costs 5 Stamina.
 Capture Weapon/Limb
This skill allows a character to capture an opponent’s limb or weapon using an appropriate weapon, such as a
flail, whip, chain, etc. To activate this skill, the character must announce “Prepare to capture <weapon/limb.>”
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The skill remains active for 5 minutes or until it is used, whichever comes first. If the character actually captures
an opponent’s weapon/limb, no stamina is used in using this skill.
 Catch
This skill allows a character to safely catch thrown objects and other projectiles. The character must have
arm free to use this skill and be able to easily pose him between the target and the attack. This skill must be used
within three seconds of the weapon packet striking the target to be effective. The character does not need to
actually catch the weapon to use this skill. Catch will work on thrown weapons, gas globes, arrows, and bolts. It
does not protect the character from contact poisons on weapons, magical effects, nor natural poison attacks. To
use the object that the character catches, the character must be trained with the object. Skill is not used if character
actual catches thrown object. This skill does not use stamina if the player actually catches the object thrown. The
cost is 2 stamina.
 Critical Strike
This skill allows a character to strike one blow with great damage, the call being “Critical Strike,” dealing
25 normal. This effect is only active for one strike regardless of hitting a legal target or not. The character has 3
seconds after calling “Critical Strike” to hit their opponent. Other effect may be applied to this skill at appropriate
costs. Costs 2 stamina.
 Deaden Limb
This skill allows a character to render an opponents limb/part ineffective, the call being “deaden
(limb)” by hitting vital point on its body. This effect is active for only one strike, regardless of hitting a legal
target or not. The character has three seconds after calling deaden to hit their target. Other effects may be applied
to this skill at appropriate costs. Costs 2 stamina. NOTE: This can be negated by a level 3 Masseuse.
 Deflect
This ability allows the character to block any physical weapon-delivered attack. The only packed
delivered attacks that may be parried are those that are weapon-based or Natural Attacks. This ability can be used
to block any of the Special Attack forms, but does not negate them in the process. To use this skill a character
must call “Deflect”. Deflect may be used to protect another target within weapon reach. Costs 2 stamina per use.
 Disarm
This skill allows the character to cause the character to drop any one hand held object. The target of the
ability must drop the object named and cannot pick it up for 5 seconds. To activate the ability, the character must
announce, “Prepare to be disarmed.” The character must strike the item he wishes to disarm and announce,
“Disarm <item>,” to his opponent. The skill remains active for 5 minutes or until it is used whichever comes first.
If the character can find a new weapon or get his old weapon he may still use the skill if he lands a blow within
the original 5 minutes. Costs 3 stamina.
 Greater Disarm
This skill allows the character to cause the target to drop any one hand-held object up to 10’ in
any direction of the character’s choice. The target must gently toss the item named as close as possible
in the direction chosen by the attacker and cannot touch it for 5 seconds. To activate this ability the
character announces, “Prepare to be disarmed.” The character must strike the item he wishes to disarm
and announce, “Greater Disarm <item>,” and where he wants it to land. If used against a Disarm it
cancels Disarm and acts as a Disarm itself. This skill remains active for 5 minutes or until it is used
whichever comes first. Please note that striking a weapon will not set off any active spell defenses, such
as Fire Aura. If the weapon the character is using to perform the Greater Disarm is destroyed or removed
from his hands the skill is still active. As along as the character can find a new weapon or get his old one
he may still use the skill if he lands a blow in the original 5 minutes. Costs 4 stamina.
 Feint
This skill allows the character to find the most vulnerable point of an opponent’s armor and strike a
natural attack or weapon blow through it causing damage directly to the body of the target creature. This skill
works against creatures with natural armor. The skill is used whether the strike lands or not. When using this
skill, the player must announce “body” after his attack to signify use of the skill and that the opponent has taken
body damage, which bypasses his armor. Costs 2 stamina.
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 Knock Back
This skill will allow a character of greater strength or size, to push the smaller or weaker around. For each
Strength + or size category greater than the target, the target is knocked back 3 feet. The standard size categories
are: Smaller-than-Man, Man-Sized, Limited Massive and Massive. Costs 2 stamina per use.

 Pierce
This ability allows a character to focus his damage to the point where he can easily punch through a
shield or transfer the impact through the shield to the wielder. The damage done with a Pierce is delivered
normally, first to armor, then to body. The ability is usable on one strike only and will be used up even if the
strike did not land. This ability is called “# Pierce”. Costs 2 stamina.
 Trip
This special attack allows a character to cause his target to fall to the ground, rendering them prone. A
legal boffer strike on a target, whose character is the same or smaller size than the character using this skill, and a
call of "Trip" requires the person struck to take no actions for a three Count or Phys Rep lying down and standing
back up. Costs 2 stamina.
 Weapon Ward
This special defense allows a character to successfully prevent a single destruction or disarm from taking
effect on the weapon or shield in his hand. In effect the character has become so good with weapon that he is able
to deftly maneuver his weapon out of harm’s way. This does not allow him to prevent any type of attack from
taking effect on himself when he was hit in the weapon. This defense will not function against attacks that have an
area of effect such as traps. Costs 1 stamina.
 Death Strike
This skill allows the character to reduce the victim’s body points, armor, and protective spells to -1 total. Death
Strike acts as an instant killing blow requiring a Renew spell to cure. To activate the ability the character must
announce, “Prepare to die.” When the character lands a legal blow, he must declare, “Death Strike,” to his opponent.
This skill remains active for 5 minutes or until it is used whichever one comes first. If the weapon the character is using
to deliver the Death Strike is destroyed or removed from his hands the skill is still active. So long as the character can
find a new weapon or get his old weapon the may still use the skill if he lands a blow within the original 5 minutes.
Magic Armor can block this ability. Fire Aura and Lightning Barrier can also stop this attack, see the spell descriptions.
Costs 7 stamina.
 Evade
This skill allows a character to dodge any one attack with a weapon or packet. This skill is used after the attack
landed. The player must announce “Evade” to indicate the attack missed. This skill will use up a Death Strike or other
skill that lasts for the duration of combat. Costs 5 stamina.
 Execute
This skill allows the character to reduce the victim’s Body points, armor, and protective spells to -1 total. It is
good for one strike only and must come from behind and the target must be unaware of the incoming attack. This
attack cannot be deflected or parried. If successful it acts as an instant killing blow. A character using this skill
announces “Execute”. Deflect Weapons, Magic Armor, Fire Aura and Lighting Barrier can stop this attack; see the
spell descriptions. Costs 5 stamina.
 Parry
This ability allows the character to block any physical weapon-delivered attack. The only packed delivered
attacks that may be parried are those that are weapon-based or Natural Attacks. This ability can be use to negate any of
the Special Attack forms, using them up in the process. To use this skill a character must call “Parry.” Parry may be
used to protect another target within weapon reach. Costs 3 stamina.
 Sever/Maim
This ability allows the character to remove or render useless one of the target’s limbs. The character must drop
all items in the possession of the limb, cannot use a weapon with that limb, use it to cast spell, nor for locomotion. To
activate this ability the character must announce “Sever <limb>” and land a legal hit on the target. The character can
be as specific as they desire naming the specific limb or just the type of limb. For example “Sever Arm” will work if a
legal strike is landed anywhere on the target but the target can choose which arm is severed. “Sever Right Arm” will
sever the right arm. The character may change targets during the combat. This skill remains active for 5 minutes or
until it is used up, whichever comes first. If the weapon the character is using to deliver the Sever/Maim is destroyed or
removed from his hands the skill is still active. So long as the character can find a weapon or get his old weapon he
may still use skill if he lands a blow within the original 5 minutes. Fire Aura and Lightning Barrier can stop this attack.
See the spell descriptions. Costs 5 stamina.
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 Spell Block
This skill allows a character to literally knock a magical spell or effect harmlessly away from his person with a
weapon or a shield. A character using this skill does not have to physically block the spell packet or effect to use this
skill successfully. This skill is called “Spell Block” and cannot be used to direct the spell at another target. Costs 5
stamina.
 Ricochet
This skill allows a character to block and redirect magical spell or effect instantly. The packet must be
launched within 3 seconds of using this ability to full effect. The character using this skill can choose a target for his
attack and must hit the target normally with a spell packet to affect them. A character does not have to physically block
the spell packet or effect to use this successfully. This skill is call “Ricochet”. Costs 7 stamina.
 Stun
This special attack allows a character to render his opponent unconscious with the force of his
weapon strike. This ability works like a Stun spell. A defense against Sleep or Glamour effects will not
protect a character that is struck by this special attack. An Awaken spell or Smelling Salts will not rouse
a creature affected by this attack. To activate this ability the character must announce “Prepare to be
stunned.” When the character lands a legal blow he must declare, “Stun” to his opponent. This skill is
active for 5 minutes or until it is used up, whichever comes first. If the weapon that the character is using
to deliver the Stun attack is destroyed or removed from his hands the skill is still active and so long as
the character can find a new weapon or retrieve his old one. Magic Armor block this ability. Fire Aura
and Lightning Barrier can also stop this attack, see the Spell Descriptions. Costs 6 stamina.
 Chi
This skill allows a character to generate a natural Enchanted Weapon effect in the weapon they purchase
the skill in. In effect, the character has become so focused and attuned to their weapon that they are able to harm
creatures that normally require magical weapons to hurt. This is called “Natural Enchant Weapon” and adds
“Magic” to each swing for 5 minutes. This ability cannot be affected by a DISPEL or SUPPRESS
ENCHANTMENTS. It ends after the 5 minutes, the battle is over, or the weapon leaves the character’s hand for
any reason. Costs 3 stamina.
 Riposte
This Special Attack allows a character to block a physical attack and return that same physical attack to
the attacker. This includes both damage and special attributes. The use of this Special Defense includes the effect
of a parry. The Riposte automatically strikes the opponent who used the special attack. A Riposte cannot be used
on anyone except the person whose strike was parried. Essentially the character is using his opponent’s strength
and skill against him and striking him with his weapon. This attack can be parried with the Parry, Evade, Phase,
and even with another Riposte. This ability is announced “Riposte.” Costs 10 stamina.
 Frenzy
This skill allows a character to harness all of their skill and ability during a particular battle to generate a
special attack skill or defense skill constantly. The character using this skill must plant his left foot on the ground
and call “Frenzy <Skill name>.” For example a character calls “Frenzy Death Strike.” The character then uses the
Frenzy skill and another special attack or defense skill of his choice. The character is able to call the skill named
in the previous call for 5 minutes, until the battle is over, the weapon leaves the character’s hand for any reason,
or the character moves his left foot from the point which he planted it, whichever comes first. Costs 15 stamina.
 Stamina Points
As a character gains Plus Skill, Backstabs, and Enhanced Strength, they gain Stamina Points. These
points are used to fuel special attacks and defenses. The character must buy the skill to use it. For each level of
Plus Skill, Backstabs, and Enhanced Strength, a Character gains 5 Stamina Points. For each Master Plus Skill or
Master Backstabs a character gains 10 stamina points. And for each Grand Master plus Skill or Grand Master
Backstab, a character gains 15 stamina points.

Skill Stamina Skill Stamina Skill Stamina
Break Weapon 4 Pierce 2 Sever/Maim 5
Critical Strike 2 Trip 2 Spell Block 5
Deflect 2 Weapon Ward 1 Ricochet 7
Disarm 3 Death Strike 7 Stun 5
Greater Disarm 4 Evade 5 Chi 3
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Feint 2 Execute 5 Riposte 10
Knock Back 2 Parry 3 Frenzy 15
Maim 2 Deaden Limb 2

For example, a character with Long Weapon Skill +5 has 25 Stamina Points. He has purchased the special
combat skills Death Strike, Sever, and an Evade. In a fight he uses two Death Strikes and a Sever. This costs him
19 Stamina points.

 Weapon vs. Stamina use
With various weapons are easier to perform special attacks and defenses. It is easier to block a sword with
a mace than a dagger. The chart below shows the bonuses of each weapon by size and type. Note any stamina
skill will cost at least 1 stamina to use even if the bonus goes to zero stamina. A weapon may receive a bonus by
its size and type. I.E a Great Sword would receive a bonus of -2 stamina to use the skill Disarm so it would cost
the wielder 1 stamina to use.

Skill Small Short Long Two
handed
Great Piercing Blunt Slashing Bows Non
Weapon
Brawling
Break
Weapon
N +1 0 -1 -1 +1 -1 0 N +1 +1
Capture
Weapon
+1 +1 0 -1 0 0 0 0 N +1 +1
Critical
Strike
-1 0 0 0 0 -1 0 0 -1 +1 -1
Deflect +1 +1 0 -1 -1 0 -1 0 N +1 +1
Disarm 0 0 0 -1 -1 0 0 -1 N +1 +0
Greater
Disarm
0 0 0 -1 -1 0 0 -1 N +1 +0
Feint -1 -1 0 0 +1 -1 +1 +1 -1 +1 +1
Knock
Back
+1 +1 0 -1 -1 +1 -1 0 N +1 +1
Pierce -1 -1 0 0 0 -1 +1 0 -1 +1 +1
Trip +1 +1 0 0 -1 +1 -1 0 N +1 -1
Weapon
Ward
0 0 0 0 0 0 0 0 N +1 +1
Death
Strike
0 0 0 -1 -1 -1 0 0 -1 +1 +1
Evade 0 0 0 0 0 0 0 0 0 0 0
Execute -1 -1 0 +1 +1 -1 0 0 -1 +1 +1
Parry +1 +1 0 0 0 +1 -1 -1 N +1 +1
Sever/Maim +1 +1 0 -1 -1 +1 -1 -1 0 +1 +1
Spell Block 0 0 0 0 0 0 0 0 N +1 +1
Ricochet 0 0 0 0 0 0 0 0 N +1 +1
Stun 0 0 0 -1 -1 +1 -1 0 N +1 0
Chi 0 0 0 0 0 0 0 0 0 +1 0
Riposte 0 0 0 0 0 0 0 -1 N +1 +1
Frenzy 0 0 0 0 0 0 0 0 0 +1 0
Catch 0 0 0 0 0 0 0 0 N +1 -1
Deaden 0 0 0 -1 -1 0 -1 -1 N +1 +1
Breach
Armor
+1 +1 0 -1 -1 +1 +1 -1 N +1 +1

N= not available with this weapon


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CRAFTSMAN SKILLS
Craftsman skills are a type of skill that allows the character to manufacture a particular type of item, such
as poison, potions, armor or weapons. Each level of a craftsman skill such as Alchemy or Scroll-Making allows
the character to produce any item listed under that particular skill at the level of skill he possesses or less. For
example, a character that has Scroll-Making 5 is capable of producing scrolls of any spell he knows of level 5 or
less, the level of a spell being the Mana it takes to cast. He is incapable of producing a scroll of any spell level 6
or higher. The number of items the character is capable of producing in a single day is a pool equal to four times
his trade skill. In the example above a character is capable of producing 20 levels of scrolls so long as each one is
of a level 5 or less. Therefore he could make 4 level 5’s or 20 level 1 scrolls or any combination up to his total
levels.
A character may take up a specialty in a Craftsman skill, gaining a restricted list of items in which they
can produce, but keep full production and a -1CP price break on each level of the skill to a minimum of 1.
To make a particular item the character must procure the components necessary to make it. For
Alchemists, Herbal components are required. For Armor-Smiths and Weapon Smiths, Ore components are
required. For Scroll and Potion-Makers, Magical components are required. Each of these components is rated
either I, II or III. I’s are the least powerful and most common. III’s are the most powerful and rare. These
components can be found almost anywhere from plants to mines, from monsters to shops. So long as a character
has enough components to make the item and enough levels left in his pool, he can create the item. When
manufacturing an item, rare components may be substituted for more common ones, but multiple common
components can not be substituted for rare components. For example, a level III component can be used in place
of three level I components or a level II herbal components and a level I herbal component. The reverse is not
true. Component types, Herbal, Ore and Magical, cannot be mixed. All components are consumed in process of
making an item.
You man hold more than one dose of a poison or potion in the same container but must be of the exact
same type, i.e. all Heal 6 wounds or all Intoxicants, or all are ruined. All tags must be attached to the phys rep.

 Forges and Labs
A forge will increase the production of up to three people by four times per day. For example, someone
with Armor Smith 5 has a base of 20. A forge will allow him to produce up to 80 levels. Forges cost 60 gp. A
forge can be used in the creation of weapons and armor.
A lab increases production for up to three people by two times per day. A lab costs 30 gp and can only be
bought for one purpose. The types of labs are potion, scroll, weapon, armor, enchantment research, and alchemy
labs. You cannot change the function of a lab.
A Traveling Lab functions in all ways as a standard lab except it only can help one person's production
and it weighs 50 to 200 pounds.

 Research
For a player to create a recipe for a scroll, potion, skill, or alchemy, the player will need an appropriate
research lab. The process will take five times the components required to create a scroll or potion normally. The
process will take one week per level of effect being researched. For example, a mage wishes to research the recipe
for a fire shield scroll. They will need to able to cast fire shield, be at least a Scroll Maker 5 and have access to a
scroll lab. They will use 30 Magical I's and take 5 weeks to finish the recipe.






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PRODUCTION
Craftsman Skill Production per Level Scroll, Potion, Alchemy Components
Level Max Level Production w/ Lab w/ Forge Difficulty Level I Level II Level III
1 1 4 8 16 1 2 - -
2 2 8 16 32 2 3 - -
3 3 12 24 48 3 4 - -
4 4 16 32 64 4 5 - -
5 5 20 40 80 5 6 - -
6 6 24 48 96 6 7 - -
7 7 28 56 112 7 3 1 -
8 8 32 64 128 8 4 1 -
9 9 36 72 144 9 5 1 -
10 10 40 80 160 10 6 1 -
11 11 44 88 176 11 3 2 -
12 12 48 96 192 12 4 2 1
13 13 52 104 208 13 5 2 1
14 14 56 112 224 14 5 3 1
15 15 60 120 240 15 6 3 2

ARMOR SMITH
A character with the Armor Smith skill can produce a number of armor points equal to four times his
Armor Smith skill. The maximum single suit that a character with Armor Smith can produce is equal to three
times his Armor Smith skill. For example, a character with Armor Smith 10 can produce a total of 40 armor
points a day, with no single suit larger than 30 armor points.
Suits of armor cost one production per point of armor. For example, a typical 30 pt suit of armor requires
30 lbs of Ore I components to make. Hide armor may be produced with Hide components and has a maximum
value of 20 points.
An Armor Smith can use his skill to combine smaller suits of armor to create a larger suit. The largest suit
retains its full value but the smaller suits lose one half of their value. For example, an Armor Smith wants to
create a larger suit using a 20 pt suit and a 10 pt suit. Using all three he can create a 25 pt suit of armor (20+5).
When armor is damaged, the character or any character with at least one free hand can repair armor up to
its full value so long as the damage does not equal or exceed the value of the armor. If the damage does exceed
the value of the armor, then the character can repair the armor to a maximum value equal to the current value of
the armor minus 3 pts. This process is called refitting armor.
An Armor smith may repair armor faster than a normal character. For every level of Armor smithing, a
character may repair armor 2 counts less. Thus a 15
th
level armor smith may repair armor in 30 seconds.
The amount of your body the armor covers effect its value. Armor should cover the torso, arms half way
to the elbow, stomach, sides, and go down past the groin at least 3 inches. For each of these areas not covered
there is a -2 pts to your armor. If your back is not covered the total value of the armor is reduced 25%. Layering
armor or wearing more than one suit of armor increases half the value of the lesser to the best-rated suit of armor.
Only two suits of armor may be layered together.
Armor, like weapons, must be examined by a weapon or safety marshal for any safety hazards like sharp
edges and spikes and to determine armor value.
A player is required to phys-rep their armor with costume armor. Below are charts to allow a player to
figure how much costuming is needed to represent their armor. A warrior with a 45-point armor tag will need to
wear much more "armor" than a rogue who "wears" a 20-point suit.
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Cloth is padded armor which was worn in the most ancient times. The armor is made of several layers of
cloth and padding to lessen the blows from weapons. Leather armor is another ancient form of armor. Single or
multiple layers of leather were used to protect from blows. Studded armor is armor with small metal studs
attached to help block metal weapons. Chain and small (palm sized) plates were later attached to mail, to spread
the force of weapon shots. Plate armor is a series of plates shaped to protect the body further than just leather or
padded mail. Costume Mail is made of materials other than leather or metal. The armors value will be judged by
its realism and what kind of armor it represents. The more a set of armor covers the body the more armor it will
represent.
ARMOR VALUES
Armor Type Torso Upper Arm Lower Arm w/ Elbow Upper Leg w/ Knee Lower Leg
Cloth 15 1 1 1 1
Leather 20 1 1 1 1
Studded Leather 25 1 1 1 1
Chain/ Small Plates 30 2 2 2 1
Plate 35 3 3 3 2

Helms Value Armor Qualities Modifiers
Cloth/Thin Leather 1 Torso Coverage -2 for each side, shoulder, or groin
Leather 2 -25% for no back coverage
Metal Cap 4 Faux Armor -0% to -25%
Helm 6 Real Leather +20%
Full Helm 8 Real Metal +5% to +25%
Persona Relevance -20% to +20%
ZERO COST ARMOR SMITH SKILLS
 Resistant Armor
A character who has reached the master level Armor Smith 11 can construct Resistant Armor. This armor
is constructed of a level II component for each level I component normally needed. The armor is constructed in
such a way as to provide a limited resistance to a single form of attack, such as fire, time, etc.
The resistance type is determined at creation. An herbalist 9 is needed to find the “special” component
needed to create the armor. These resistances will be used the first time the wearer is struck by the appropriate
path, even if the resistance is not called.
The smith may build in one resistance per 10 points of armor. Less may be imbued but not more. The
armor may refit normally. Once per day, an Armor Smith can renew the resistance if he knows the method of
crafting the armor.
On creation of resistant armor, an Armor Smith will need an Herbalist 9 to determine the special
component to craft the armor. This may take some time, see plot. Creating resistant armor takes triple the
production of regular armor.
 Elven Armor
A character who has reached the master level Armor Smith 12 can construct Elven Armor. This armor is
so well fitted that it provides 150% protection to normal armor. The armor is constructed of level II components
for each level I component normally used, as well as a slot in a forge or all of a lab. Elven Armor takes four times
the production to craft. Thus a 40-point suit of mail provides 60 points of armor, weights 40 pounds, and is made
of 40 level II components, the use of a lab, and 160 points of production. Breaches require a breach tag made of
level II components. Elven Armor may be refitted to a smaller character, but not a larger one.
 Master-Crafted Elven Armor
A character who has reached the master level Armor Smith 13 can construct Master-Crafted Elven
Armor. This armor provides 100% more protection than normal armor. It requires a level III component for each
level I component normally used. Breach tags for this armor also require to be made of level III components. In
crafting this armor, an entire forge will be needed. Master Crafted Elven Armor uses five times the production as
normal armor.
 Acheronian Armor
A character who has reached the master level Armor Smith 14 can construct Acheronian Armor. This
armor, when breached, loses only one point of value. This armor requires breach tags made of level II
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components. When making this armor, a level II component is used for each level I component normally used.
Acheronian Armor requires a slot in a forge and four times production points to craft.
 Master-Crafted Acheronian Armor
A character who has reached the master level Armor Smith 14 can construct Master-Crafted Acheronian
Armor. This armor when breached does not lose any of it’s’ protection value. This armor is crafted from a level
III component for each level I component normally used. When making this armor a full forge is used and it costs
five times the production to create.


 Compound Armor
A character who has reached the master level Armor-Smith 15 can construct compound armor. This
armor has the properties of more than one type of armor (Elven, Acheronian, Resistant, etc.). This process will
require will require level III components and a full forge. The production multiplies of each type used in a set are
compounded. An Armor-Smith decides to make a 40-point suit of Master-Crafted Elven/Master-Crafted
Acheronian/Resistant Armor. This will require 40 component III’s, an Herbalist 9, four special components, a full
forge, and 3000 points of production.
 Enchantable Armor
A character who has reached the master level Armor Smith 15 can construct Enchantable Armor.
This armor must be made from the purest materials, and the armor cannot be worn until enchanted. A
slot in a forge is used in crafting Enchantable Armor as well as the production time is four times longer
than normal armor.
WEAPON SMITH
A character with the Weapon Smith skill can produce a number of weapons whose total
production cost equals four times his level of Weapon Smith per production day. For example, a
character with Weapon Smith 5 can produce a number of weapons equal to 20-points. However, a
character can produce an item worth more points than his skill level; it will just take more production
days. Therefore in the example, although the character can produce items up to 20 productions points he
could produce an item worth 25-points and another 5 points for the next available production time. The
components need for the production equal one component per pound of the item being produced.
Weapon Smiths, who produce items made out of wood do not have to use components to manufacture
the item, just calculate the production cost of the item.

WEAPON PRODUCTION
Weapon Type Prod. Cost Ore/Wood (lb) Weapon Type Prod. Cost Ore/Wood (lb)
Bow 15 0/4 Mace, Short 6 3/1
Crossbow 15 2/4 Mace, Long 9 3/2
Sling 6 1 Hide Pole Arm 12 3/5
Ammunition 1/3 0.1 Pike 9 3/6
Atl-atl 9 0/2 Spear, Short 4 1/1
Throwing Weapon 3 1/1 Spear, Long 6 3/0
Small Weapon 4 1 Sword, Short 12 2/0
Axe, Short 6 2/1 Sword, Long 15 4/0
Axe, Long 9 3/1 Sword, 2-Handed 30 6/0
Club, Short 3 0/3 Staff 3 0/3
Club, Long 6 0/4 Shield 6 3/7
Club, 2-Handed 9 0/6 Pilum 12 2/4

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ZERO-COST WEAPON SMITH SKILLS

 Silver Weapon
To silver a weapon, a character with Weapon Smith must build the weapon incorporating 2 silver pieces
per Ore component needed to make the weapon. This process requires a Weapon Smith lab or a forge. Silvering a
weapon doubles the production cost of the weapon.
 Limited Weapon of Quality
A character that has reached the master level Weapon Smith 11 can construct a non-magical +1 weapon
that lasts one year, by constructing the weapon with Level II components of an equal amount, using one slot of a
forge or three slots of a Weapon Smith lab. After one year has passed the weapon loses this bonus. The
production cost of the weapon is increased by four times.
 Limited Master-Crafted Weapon
A character that has reached the master level Weapon Smith 12 can construct an Unshatterable weapon
that lasts one year, by constructing the weapon with Level II components of an equal amount, using one slot of a
forge or three slots of a Weapon Smith lab. After one year has passed the weapon loses this bonus. The
production cost of the weapon is increased by four times.
 Venom Weapon
A character that has reached the master level Weapon Smith 13 can construct a weapon that can store up
to two doses of the same contact poison, requiring Level III components of an equal amount needed to construct
the weapon, using a full forge. This weapon will break normally. The wielder can decide which strikes will use
the poisons in the weapon. The production cost of the weapon is increased by three times.
 Bow of Strength
A character that has reached a master level of weapon smithing [level 13] can construct a Bow of
Strength. For each +Strength the bow requires 50% more materials and production. For example, a +2 Bow of
Strength requires twice the material and components. A person with less strength than the plus of the bow cannot
wield the weapon.
Weapon of Quality
A character that has reached the master level Weapon Smith 14 can construct a non-magical +1 weapon,
by constructing the weapon with Level III components of an equal amount, using a full forge. This weapon will
break normally. The production cost of the weapon is increased by five times.
 Master-Crafted Weapon
A character that has reached the master level Weapon Smith 15 can construct an unshatterable weapon by
constructing the weapon with Level III components of an equal amount, using a full forge. The production cost of
the weapon is increased by five times.
 Compound Weapon
A character that has reached the master level Weapon Smith 15 can create a compound weapon. These
weapons require the more expensive, higher level component for the weapon type, a full forge, and the production
times will be multiplied by each type of weapon. For example, a Weapon Smith makes a long sword: Silver,
Master-Crafted, and Weapon of Quality. This requires a full forge (3 slots), 4 Ore 3, 8 silver, and a production of
15 (long sword) x2 (silver) x5 (Weapon of Quality) x5 (Master-Crafted) = 750 points of production.
 Enchantable Weapon
A character that has reached the master level Weapon Smith 15 can construct Enchantable weapons. This
weapon must be made from the purest materials, and the weapon cannot be used until enchanted. A slot in a forge
is used in crafting an Enchantable weapon; as well the production time is four times longer than normal weapons.
 Exceptional Weapon of Quality
A character that has reached the master level Weapon Smith 15 can use a full forge to construct a non-
magical +X weapon. The production cost of the weapon is increased by X times 5 up to a maximum of a +5
damage weapon. The weapon is constructed using one slot of a forge.




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TRAP MAKING
This skill allows a character to build and set traps. Setting a trap requires the character to physically set
the trap. It requires at least thirty seconds setting and arming a trap properly. If you are using a Plot approved
phys-rep no count is needed. Once a trap is set it cannot be moved more than 5’ from its set location without
disarming it or the trap will go off. A character with trap making can make up to four times his level in traps. This
means that a character with Trap Making 5 can make up to 20 total levels of traps. However the character cannot
produce a single trap that requires more than 3 times his level in the skill. In the example above the character
cannot make a single trap with more than 15 of his total levels.
 Trap Use
To set a trap the character must use a trap device approved by plot, such as a mousetrap, bubble wrap,
spring traps etcetera. Any combat skill such as pierce or feint may be added to a trap, as the trap is set. This uses
the skill as if it was used in combat. The skill added to the trap remains as long as the trap remains set and
unmoved. The trap must have its trap tag with it for its victim to see after use. Unless otherwise noted, a combat
skill may be used to block a trap. You can parry a weapon trap but not a massive weapon trap.
TRAP PRODUCTION
Trap Type Damage X Min Production Max Production Cost Per Point
Snare Trap - 1 1 0
Foot Trap - 12 12 3cp
Maim Trap - 21 21 5cp
Death Trap - 36 36 2sp
Weapon Trap x3 1 20 3cp
Resettable Weapon x2 5 20 1sp
Msv. Reset. Weapon x1 10 30 5sp
Msv. Mech. Non-Reset. x5 10 40 5cp
Msv. Mech. Resettable x4 10 25 2sp
Acid Trap x2 5 30 5sp
Explosive Trap x2 10 25 1sp
Msv. Explosive Trap x1 20 50 5 sp
Gas Trap - 10 10 1sp
Explosive Bomb x1/2 40 40 5cp
Gas Bomb - 45 45 5cp
 Damage Multiple
This term is used to determine the damage of what a specific trap will do when set off. The Damage
Multiple is multiplied by the total production points used in the creation of the trap to determine the amount of
damage inflicted by the trap when triggered.
 Snare Trap
This basic trap is made of a length of cord or wire. This non-Resettable trap holds the limb which set it
off. Snare traps can be broken with limited massive size, extraordinary strength, or a cutting tool. A character with
Trap Making or Disable Device can use these traps.
 Foot Trap
This trap is a length of woven wire or a small bar catch trap. To escape this, trap the character needs
extraordinary strength, Disable Device (4th level trap), or limited massive size. A Trap Maker or a character with
Disable Device may operate these devices.
 Maim trap
These traps are bear or wolf traps. They break the anklebones as they hold their victim until the trapper
arrives. The trap maims the limb that sets off the trap. +3 strength or Disable Device (level 7 trap) is needed to
escape the trap. They require a Trap Maker or someone with Disable Device to operate.
 Death Traps
These cunning traps act as a killing blow to their victims. They are constructed by the use of springs,
wire, weights, and weapons. Trap makers of at least 7th level are the only ones allowed to set these traps.
 Weapon Traps
This type of trap is made from a weapon mounted on a heavy stable object such as a door or a wall. The
mounted weapon must be a “safe” boffer type weapon. This trap can be blocked, parried, evaded and negated with
appropriate defensive spells.
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 Resettable Weapon Traps
This type of trap is made from a weapon mounted on a heavy stable object such as a door or a wall. The
mounted weapon must be a “safe” boffer type weapon. This trap can be blocked, parried, evaded and negated with
appropriate defensive spells. This type of trap may be reset by anyone with Disable Device skill, or with Trap
Making of an appropriate level to produce the trap.
 Massive Resettable Weapon Traps
This type of trap represents large weapons traps, such as ballistae and catapults, that do Massive damage
based on the size of the weapon and the velocity that it reaches. This trap must be anchored on a stable structure
such as a wall or floor. It cannot be fired while in motion. This type of trap requires two people to operate. The
being who aims the trap must have the crossbow skill or Grand-Master. At least one of the characters must have
the Trap Making skill equivalent to produce a Massive Resettable Weapon Trap or Disable Device Level 3. As
with all traps, this trap requires 30 seconds to set and fire. However, for each level of extraordinary strength that is
used by the assistant, the reload time is reduced by 5 seconds. These traps must have clearly delineated markings
for the area of effect. These markings can be hidden by the trap maker and should be noted in the marshal notes.
 Massive Mechanical Traps
This type of trap represents incredibly large traps that rely on massive physical destructive power to
deliver their damage such as pit traps, rock falls, giant weapon traps and others. These traps cannot be moved and
must be completely rebuilt when set off. The maximum area covered by one of these traps is a 5’ radius.
 Massive Resettable Mechanical
This is a massive mechanical trap that can be reset. To build one of these traps the character must have
approval for the design from the plot committee. Once constructed this trap cannot be moved. The maximum area
of effect covered by one of these traps is a 5’ radius. These traps may be combined to cover a greater area of
effect. These traps must have clearly delineated markings for the area of effect. These markings can be hidden by
the trap maker and should be noted in the Marshal Notes.
 Acid Traps
This type of trap represents a trap that will spray a 5’ radius with a powerful acid, delivering damage to
anything or anyone in its area of effect. The physical representation for this trap must be 1 cubic inch for each
point of damage to tap inflicts. This type of trap will destroy all non-metal, non-weapon or armor items in its area
of effect unless a metal container protects them.
 Explosive Traps
This type of trap represents an explosive charge that will affect everything and everyone in a 5’ radius.
The physical representation of the trap must be 2 cubic inches for each point of damage the trap inflicts. This type
of trap will destroy all non-permanent items as a destroy armor effect. Non-permanent items cannot be protected
from this effect. If armor still has points left after taking damage from this trap then it is not destroyed.
 Massive Explosive Traps
This type of trap represents an explosive charge that will affect everything and everyone in a 50’ radius.
The physical representation of the trap must be 10 cubic inches for each point of damage the trap inflicts. This
type of trap will destroy all non-permanent items as a destroy armor effect. Non-permanent items cannot be
protected from this effect. If armor still has points left after taking damage from this trap then it is not destroyed.
 Gas Traps
This type of trap represents a mechanism that will disperse a gas up to a 5’ radius from the trap. The gas
in the trap affects anyone within the 5’ radius. This trap requires a physical representation of at least 40 cubic
inches. The gas does not have to be added to the trap at the time of creation. However once the gas is added to the
trap the gas cannot be separated or recovered from the trap.
 Bombs
This type of trap represents a mechanism which can be carried easily (a legal boffer ball, red in
color, no less than 5” and no more than 8” in diameter). The use of this trap requires a Level 10 Trap
maker with Thrown Weapon, and Alchemy 3 in the case of a Gas Bomb Trap. If a character that does
not have all of these skills even touches the bomb once it has been armed it goes off on the holder. It
requires a three count to arm the bomb. You then have three seconds to throw the bomb; else it will
detonate in your hand. Once armed it cannot be unarmed. If the bomb is disarmed from the wielder then
it goes off on the wielder. When the bomb is activated and thrown it will only affect the first thing,
person or object it strikes. The call for the explosive bomb is “20 Normal”. For the gas bomb 5 doses of
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a single gas poison one type must be placed into the bomb at the time of creation. These gases are
considered used and cannot be recovered. The level of the trap is determined by the level of the gas
placed within it at the time of creation. It is Level 11 for gas levels 1-3 level, 12 for gases 4-6, Level 13
for gases level 7-9, Level 14 for gases level 10-12 and Level 15 for gases level 13-15. The call is
“<Effect Gas Poison> Burst.”
 POTION MAKING
This is a list of the spells that can be turned into potions. Not all spells can be stored in liquid form. To
produce potions a character must possess a recipe book with the formula or recipe for each spell that he can
potion. These formulas can be read and recognized as potion recipes by anyone that has the appropriate path, but
are not easily reproduced. Due to the complexity of the recipes, only someone of sufficient skill in potion making
and the appropriate path can reproduce the recipe. These recipes are written in the path language and do not
require the Read/Write skill to read or copy. It costs 2 silver per level of the potion to copy it. A new book for
recipes will cost 1 gold, not including the cost of recipes.
POTION PRODUCTION
Path Spell Level Path Spell Level
Blood Heal Wounds # Spirit Heal Wounds #
Cause Wounds # Aid 1
Blood Shield 5 Empower 3
Cleanse 8 Cure 4
Blood Armor 10 Darkness Shield 5
Blood Rage 11 Sanctuary 6
Curses Curse Shield 5 Regenerate 7
Remove Curse 8 Heal 8
Darkness Cause Wounds # Spirit Form 9
Spirit Shield 5 Anchor 10
Create Zombie 8 Exorcise 11
Create Skeleton 11 Renew 12
Armor of the Dead 14 Vitality 13
Create Ghoul 15 Spirit Armor 14
Fire Strike Flame 4 Time Haste 4
Fire Shield 5 Time Shield 5
Quench Flame 8 Time Break 9
See Heat 11 Seal Fate 12
Inferno 14 Restore 13
Force Force Shield 5 Thought Clear 4
Deflect Weapons 7 Thought Shield 5
Refract Force 8 Warding Armor 1
Glamour Enhance Strength 3 Greater Armor 3
Awaken 4 Magic Armor 10
Invisibility 4 Magic Shield 11
Glamour Shield 5 Water Breath Liquid 3
Giant Strength 10 Ice Blade 4
Dispel Enchantment 13 Water Shield 5
Moon Moon Strike 4 Purify Liquid 6
Moon Shield 5 Evaporate 8
Eclipse 8 Water Form 9
Purge 9 Wind Feather Fall 2
Umbral Sight 13 Saber 4
Nature Find/Hide the Path 2 Wind Shield 5
Nature Shield 5 Disperse Air 8
Freedom 9 Lightning Barrier 9
Revive 12 Gaseous Form 9
Rejuvenate 13 Gas Shield 11
Conceal 14 Cyclone 13
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Stone Stone Shield 5
Stone Skin 9
Flesh to Stone 11
Stone to Flesh 11
Gauntlet 11

 SCROLL MAKING
Any spell a character has in memory and is capable of casting may be made into a scroll. To produce
scrolls a character must possess a recipe for each spell that he wishes to place on a scroll. These formulas can be
read and recognized as scroll recipes by anyone that has Read/Write and the appropriate spell path, but are not
easily reproduced. Due to the complexity of the recipes, only someone with sufficient skill in scroll making and
the appropriate path of magic can reproduce the scroll recipe. It costs 2 silver per level of the scroll to copy it. A
new book for recipes will cost 1 gold, not including the cost for any recipes.

 ALCHEMY
The art of alchemy is the manufacturing of poisons and chemicals according to strange and mystical
formula. These formula or recipes are more magic than science. These formulae can be read and recognized as
poison recipes by anyone that has the Poison Lore skill but are not easily reproduced. Due to the complexity of
the recipes only someone of sufficient skill in Alchemy to produce the poison may copy it without error. It costs
2 silvers per level of the poison to copy it. A new book for recipes will cost 1 gold not including the cost for any
recipes.
ALCHEMY PRODUCTION
Poison Contact Ingested Gas Poison Contact Ingested Gas
Acid 5 - - 3 Acid 10 - - 4
Acid 15 - - 5 Acid 20 - - 6
Fire 5 - - 3 Fire 10 - - 4
Fire 15 - - 5 Fire 20 - - 6
Frost 5 - - 3 Frost 10 - - 4
Frost 15 - - 5 Frost 20 - - 6
Poison 3 - 3 - Poison 6 - 4 -
Poison 9 - 5 - Poison 12 - 6 -
Vorpal 3 2 - - Vorpal 6 4 - -
Vorpal 9 6 - - Vorpal 12 8 - -
Healing Salve3 2 - - Healing Salve 6 4 - -
Healing Salve 9 6 - - Healing Salve 12 8 - -
Antidote Ingested - 2 - Antidote Gas - - 4
Antidote Contact 6 - - Alchemy Shield - 4 -
Berserk 11 5 8 Binding Paste - - 6
Bitter Hatred - 15 - Blindness - 3 -
Command - 4 7 Corrosive Gas - - 5
Enslave - 14 - Enslave Antidote - 14 -
Fear 8 3 6 Feeble mind - 4 8
Feign Death - 4 - Forget - 5 -
Forget it Well - 9 - Forget it All - 13 -
Hallucinogen - 2 - Hate - 5 -
Herbicide - - 5 Instant Death 15 9 12
Intoxicant - 1 - Laughing Gas - 3 6
Liquid Light 1 - - Love - 5 -
Love #9 - 15 - Masking Agent 12 12 12
Mixing Agent 15 15 15 Nausea 8 3 6
Oil of Slipperiness - - 5 Paralysis 8 4 6
Paste of Stickiness 5 - - Silence - 4 6
Sleep 7 3 7 Sloth Gas - 2 4
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Slow Death - 4 - Smelling Salts - - 6
Solvent 3 - - Stench - - 2
Weakness 6 2 4 Woad 6 - -
#1 Powder - - 1

 Contact
Contact poisons must be indicated by smearing a gel-like substance on the area to be poisoned. Petroleum
jelly is fine. One dose usually affects a 1” by 1” square. You must have a marshal witness it unless you are
applying the poison to a weapon blade. No substance is required when placing the poison on a weapon blade.
Contact poisons work as Vorpal coatings when used on a weapon. The use of contact poisons requires the
Alchemy 1 to apply them correctly.
 Ingested
An ingested poison must be put into food or drink or into a potion. If you put the poison into someone’s
food you must have a marshal witness it and make motions over the food, attaching the poison tag to the vessel or
handing the tag to the marshal. The poison will take effect a number of times equal to the number of doses put
into the food or drink. Anyone may drink an ingested poison but it requires a character with Alchemy 2 to mix
these poisons into other substances such as food.
 Gas
This type of poison is packet delivered and is signified by orange packets. You must yell the type of
poison and “gas poison” to indicate preparation of the gas and let the other person know what affect the poison
has. It requires a Alchemy 3 to activate and throw a gas poison.
 Acid
This is a small globe filled with acid. It causes the amount of damage indicated.
 Fire Gas
This is a small globe filled with a chemical substance that will explode with contact to air. It causes the
amount of damage indicated. This poison is considered a Fire effect.
 Frost Gas
This is a small globe filled with a liquid which causes the target to sustain ice damage when in contact
with the poison. It causes the amount of damage indicated. This poison is considered a Water effect.
 Poison
This is a poison that will cause the amount of damage indicated directly to Body points.
 Vorpal
This is applied to the striking surface of a weapon. It will increase damage done by that weapon by the
amount indicated. This is effective on the first strike only, hit or miss.
 Healing Salve
When applied directly to a wound the salve will heal the amount indicated. This poison cannot be
delivered by a weapon attack.
 Antidote
This will cure any maintained effect like Sleep, etcetera, of the same type. A gas poison will be cured by a
gas antidote, etcetera, unless stated otherwise by the poison. These antidotes are specific to alchemical effect.
 Alchemy Shield
This will protect the recipient against the next poison they come in contact with, i.e. gas, contact or
ingested. This product will protect a recipient from Natural Poison attacks as well.
 Berserk
This will cause the victim to become berserk attacking the nearest creature or character. This poison lasts
10 minutes. This poison can be cured by an appropriate antidote, Heal, Purify Liquid, Rejuvenate, Clear,
Freedom, Purge, or Vitality effect. This poison is considered a Glamour effect.
 Binding Paste
This poison binds the target’s arms to their body making it impossible to wield weapons, cast spells, or
toss poisons. This effect lasts for 10 minutes or until countered with a Solvent, Oil of Slipperiness, appropriate
antidote, Freedom or Purge effect. Creatures or characters with +6 or greater strength can break out of Binding
paste with a 3 count taking 6 points of damage. This poison is considered a Binding Effect.
 Bitter Hatred
This poison has the same effect and duration of a Hate poison but cannot be cured.
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 Blindness
This poison acts as a Blindness spell, causing the target to lose their ability to see. This affect is simulated
by the loss of all weapon combat skills but still may cast spells but with eyes closed. Movement is possible with a
guide. The target may not receive a killing blow unless rendered immobile or unconscious. The effect lasts 10
minutes. The poison can be cured by an appropriate antidote, Heal, Purify Liquid, Rejuvenate, Clear, Freedom,
Purge, or Vitality effect. This poison is considered a Glamour effect.
 Command
This poison acts as a Command spell. The effect lasts one hour. This poison can be cured by an
appropriate antidote, Heal, Purify Liquid, Rejuvenate, Clear, Freedom, Purge, or Vitality effect. This poison is
considered a Glamour effect.
 Corrosive Gas
This poison allows the alchemist who throws it to destroy one object up to and including the size of a
shield. This poison will not affect claws or other organic (living) items. It will not create a shield sized hole in a
larger structure. The alchemist must state in the call of the poison what object will be affected. It the target does
not have that item then there is no affect.
 Enslave
The victim will perform any command given to them by the person who first speaks to them or if it is
self-administered; the first voice that the victim hears besides his own. The effect lasts 30 days. This poison can
only be cured by an Enslavement Antidote.
 Enslave Antidote
This will cure a victim of Enslave.
 Fear
This will cause the victim to be terrified and run only to get away from the first person or thing they see
after ingesting the poison. The effect lasts ten minutes. This poison can be cured by an appropriate antidote, Heal,
Purify Liquid, Rejuvenate, Clear, Freedom, Purge, or Vitality effect. This poison is considered a Glamour effect.
 Feeble mind
This renders the victim incapable of thinking clearly and therefore cannot cast spells or use skills. The
target does not remember anything that occurs while under the effect of this poison. This lasts 10 minutes. This
poison can be cured by an appropriate antidote, Heal, Purify Liquid, Rejuvenate, Clear, Freedom, Purge, or
Vitality effect. This poison is considered a Glamour effect.
 Feign Death
This poison makes the recipient appear dead. First aid and physical examination will confirm death. The
only accurate way to determine the recipient’s status is by spell. This effect will last 10 minutes. This poison can
be cured by an appropriate antidote, Heal, Purify Liquid, Rejuvenate, or Vitality effect.
 Forget
This will cause the victim to forget the last 15 minutes. A word or short phrase of less than 12 words will
be remembered instead. The effect will be permanent unless cured within 10 minutes. This poison can be cured by
an appropriate antidote, Heal, Purify Liquid, Rejuvenate, Clear, Purge, or Vitality effect.
 Forget it Well
Acts as a forget poison in all respects but the victim will forget the last hour. This poison can be cured by
an appropriate Antidote, Heal, Purify Liquid, Rejuvenate, Clear, Purge, or Vitality effect.
 Forget it All
Acts as a forget poison in all respects but the victim will forget the last 24 hours. This poison can be cured
by an appropriate Antidote, Heal, Purify Liquid, Rejuvenate, Clear, Purge, or Vitality effect.
 Hallucinogen
This causes the victim to hallucinate for 10 minutes. The victim will see visions, i.e. pink elephants,
etcetera. The victim may realize that they are under the effect of a poison but can do little to help them. This
poison can be cured by an appropriate antidote, Heal, Purify Liquid, Rejuvenate, Clear, Freedom, Purge, or
Vitality effect.
 Hate
The victim of this poison will uncontrollably hate the next person they see and plot their death. The effect
lasts until cured or until 30 days has passed. This poison can be cured by an appropriate antidote, Heal, Purify
Liquid, Rejuvenate, Clear, Freedom, Purge, or Vitality effect.

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 Herbicide
This gas poison affects only plants and creatures closely related to plants, such as Dryads, Kelpie, Thorn-
Men and molds of various types. This will cause 20 points of body damage to the creature struck. It has no effect
on animal life save to use up an active Alchemy Shield.
 Instant Death
This poison will cause death as per a Killing Blow immediately after consumption.
 Intoxicant
This is an incredibly strong alcohol. The player should act drunk for one hour. This poison can be cured
by an appropriate antidote, Heal, Purify Liquid, Rejuvenate, or Vitality effect.
 Laughing Gas
This poison forces a victim to laugh uncontrollably for the next ten minutes. While under the affects of
this poison the character is not able to neither cast spells nor take any offensive actions. The character is still able
to block with weapons and move freely about but he is unable to summon the concentration or coordination
necessary for offensive actions. This poison can be cured by an appropriate antidote, Heal, Purify Liquid,
Rejuvenate, or Vitality effect.
 Liquid Light
This substance acts as a generic light. It may be phys-repped by a glow stick.
 Love
This causes the victim to fall uncontrollably in love with the next person of the appropriate sex they see.
The effect lasts until cured or until 30 days have passed. This poison can be cured by an appropriate antidote,
Heal, Purify Liquid, Rejuvenate, or Vitality effect.
 Love #9
This poison has the same effect and duration Love poison has but cannot be cured.
 Masking Agent
This substance is used to conceal the components and type of poison it is added to. The poison recipe
cannot be determined. In addition the poison can be detected by a master herbalist or alchemist, and then only the
presence of a poison is detected. This poison does not need a mixing agent.
 Mixing Agent
This is used to combine two different poisons into one, occasionally with unusual results. Only a mixing
agent can mix two different poisons be put into same container without destroying the poisons. Another Mixing
Agent is needed for each additional poison.
 Nausea
This poison will render the target too sick to any of his skills or abilities, including combat, for 10
minutes. A character affected by this poison may move at a low walk and may not speak coherently. This poison
can be cured by an appropriate antidote, Heal, Purify Liquid, Rejuvenate, or Vitality effect.
 Oil of Slipperiness
This substance will make an object impossible to hold or an area impossible to stand on or even crawl
over without something to hang on to. One dose will cover a 1-foot square area. This substance can be countered
by a paste of Stickiness or a Solvent. The effect lasts one hour after exposed to air.
 Paralysis
This poison causes complete paralysis for 10 minutes. The victim cannot move, talk, nor cast spells.
This poison can be cured by an appropriate antidote, Heal, Purify Liquid, Rejuvenate, or Vitality effect.
 Paste of Stickiness
This poison will act as incredible glue. One dose will cover a 1-inch square area. If on a weapon, the
weapon cannot be dropped nor disarmed. If the weapon is shattered the hilt is still stuck to the hand unless the
poison is countered or the one hour duration is up. This substance can be countered by Oil of Slipperiness,
Solvent, Freedom, or Purge effect.
 Poison
This poison deals damage directly to the body of a character. Plus body does take damage first before
body. This poison can only be ingested poison. It does damage in counts of 3, 6, 9, or 12.
 Silence
This poison renders the victim silent for ten minutes. The victim cannot cast spells or make a sound. This
does not affect the calling of damage, the calling of poisons, nor Natural Attacks. This poison can be cured by an
appropriate antidote, Heal, Purify Liquid, Rejuvenate, Vitality effect. This poison is considered a Curse effect.
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 Sleep
This poison puts the victim to sleep for ten minutes. One minute of shaking, Awaken or Heal will wake
the victim before then. This poison can be cured by an appropriate antidote, Heal, Purify Liquid, Rejuvenate,
Clear, Freedom, Purge, or Vitality effect.
 Sloth Gas
This poison prevents a person from running, except during combat, but not to flee. While under the
affects of this poison the character is unable to summon enough strength or coordination to run. This poison can
be cured by an appropriate antidote, Heal, Purify Liquid, Rejuvenate, Clear, Freedom, Purge, or Vitality effect.
This poison is considered a Curse effect.
 Slow Death
This poison will take away half the victim’s maximum Body points immediately, and every 12 hours
thereafter until cured or the victim dies. This poison can be cured by an appropriate antidote, Heal, Purify Liquid,
Rejuvenate, or Vitality effect.
 Smelling Salts
This substance will act as an Awaken spell with respect to the effect that it will counteract. This poison is
considered a Glamour effect.
 Solvent
This substance will negate any contact poisons.
 Stench
This substance will rob a character of his Keen Scent for one hour or negate the bonus for Keen Scent
when tracking. This poison can be cured by an appropriate antidote, Heal, Purify Liquid, Rejuvenate, or Vitality
effect.
 Weakness
This poison acts as the spell of the same name. The effect lasts ten minutes. This poison can be cured by
an appropriate antidote, Heal, Purify Liquid, Rejuvenate, or Vitality effect. This poison is considered a Curse
effect.
 Woad
This provides one Battle Rage as per Racial Skill that must be used within one hour of application.
Control Rage or contact Antidote will negate the effect. After one hour, the Battle Rage will activate
automatically.
 #1 Powder
This powder provides the explosive power required for explosive traps, massive explosive traps and
cannons.



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COMBAT

 Calling Damage
Boffer combat is conducted by saying aloud a damage call, and 'striking' your opponent with your
weapon. A damage call includes a number and a damage type. The number is the damage amount that can be
called with that particular weapon. The weapon type, such as long sword or a claw, and any strength bonuses or
skills the character has in that weapon determines this number.
The damage type is typically one of four types: normal, iron, silver, or magic. Normal weapons will have
a damage type of 'Normal'. This is by far the most common damage type. Silvered weapons will have a damage
type of 'Silver' and magic weapons are 'Magic'. The resulting damage call will be something like 'Three Normal'
or 'Five Silver'. Certain damage types will not affect some monsters, for example Lycanthropes would only be
affected by silver or magic. When a damage call is made, the damage type must be specified.
Some spells can change this damage type, allowing normal weapons to call magic, or by granting a
different call, such as 'fire' or 'ice'. For example the spell Ice Blade will add an additional 5 points of ice damage
to your call. If you would normally call '3 Normal' this would become '8 Ice'. If you were using a magic weapon,
the call would be '8 Magic Ice’; the damage call itself is an out-of-game call. If a character is mute, has been
silenced, or some other similar effect, the player can still make the damage call. Also, the damage call must be
made individually for each weapon the character is fighting with.
You must call your damage on your first swing and must call it again every 30 seconds during combat.
Swings should be a 90 degree movement of the elbow, for example short quick thrusts for a dagger while a long
sword requires more of a swing. This is to prevent unrealistic and unfair combat. Tapping your opponent a
hundred times a second without actually stating the entire call each time is called "drum rolling" or "machine
gunning", and all those hits will either be discounted or considered as one or maybe two hits.
On the opposite end of the spectrum is a "baseball swing" or "golfing.” Winding up striking your
opponent as hard as you can is flagrantly unsafe. A swing should end in a tap only hard enough for your opponent
to know he has been struck. Remember to keep in the spirit of the theatre of the game. People that are reported as
hitting too hard or fighting unsafely will either have their weapon skills removed or be expelled from the game if
the circumstances are severe enough.
Each time you are tagged by a legal strike, you subtract the damage number called from your total hits.
Your total hits include your current armor value, any armor protective’s you have, any body protective’s you
have, and your current body amount. If you take sufficient damage to bring you to zero, fall unconscious, and will
wake up in ten minutes one body point. If you are brought below zero, your current total is -1, and you begin to
bleed to death. You can never be less than -1. This is called “bleeding out,” and is covered under Life and Death
later in this section.
 Charging
Charging is when a player intentionally or unintentionally runs into another player. Any physical contact
during combat is prohibited. If a player is running out of control and cannot stop or has body contact with another
player, that is considered charging, and is illegal.
 Crowding
Crowding is when any person or group crowd and another participant in such a way to make it difficult or
impossible for him to safely wield his weapon or move without making physical contact; for example, would be
cornering a player indoors (so they cannot back up or move out of the way) and getting too close for him to swing
his weapon. If a player is capable of backing off or moving aside, this is not crowding. However, if a group
surrounds another player, even outdoors, and they cannot move safely nor swing their weapon legally, this is
crowding. When in combat, all combatants must give each other enough room to fight safely. Due to issues,
offenses of crowding and charging are serious. Crowding also includes intentionally moving into another player's
way to prevent them from attacking someone. While this is the staple of such heroic fantasy, you must accept that
you are intentionally placing yourself in a position where physical contact may result.

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 Defenses
In combat, there are a number of abilities, skills, and spells that allow a character to defend against other
abilities, skills and spells. Some examples of these are Fire Shield, Parry, Evade, Capture Magic, and Resist
Poison. Each of these has specific abilities, spells, or skills that they will directly counter. If you possess any of
these special defenses and are hit with something that they counter, you have three seconds from the time of effect
to call the appropriate defense. You must also make this call before you deal any other attacks or put up another
defense. If a person has a defense and does not call the appropriate defense at the time of effect, then the defense
is used and does not protect the character. This applies to spell defenses that automatically protect the character
from the next appropriate attack, not abilities nor skills that the character can choose when to activate. Certain
special circumstances, such as a large combat in which one cannot hear another's calls, makes the calling of
defenses difficult and both sides must understand.
Under normal circumstances a character will take damage in this order:
 Armor/Natural Armor (including Barkskin and Blood Armor)
 Armor Protectives (Greater Armor then Armor)
 Body Protectives (Empower then Aid spells)
 Body
Also, spell defenses are always lost in the order of most general to the most specific. For example, a
Magic Shield that will block any spell will always be lost before a Fire Shield that only blocks fire spells.
 Fate of Party
This is similar to the Run Rule except that it is not specific to fleeing. If for any reason you cannot
continue an adventure or encounter and your character cannot leave the adventure in game, your character can be
considered still with the party even though you are not. However, the worst fate of any character in that party is
assumed to happen to your character also. If you take the Fate of Party and a member of that party is captured or
killed, then your character has also been captured or killed. You can not Fate of Party to someone that is doing a
physical challenge to get something done.
 Holds
A hold is a call that immediately stops game. Whenever the word “Hold” is called, everyone that hears
the call should repeat it and go to one knee until everyone stops. Game stops the moment a hold is called, and all
actions that occur after the hold is called did not occur. If someone approaches an area that is in a hold, inform
them of the hold.
A hold can be called for specific reasons. The most important reason to call a hold is safety. A hold can
be called for any situation that could be potentially dangerous to any player. This could be if player is about to
back into a table, trip, step on someone, or anything that could be harmful to any player. This includes damage to
property as well, as stepping on someone's shield, or someone’s contact or eyeglasses. A hold can also be called
when a marshal is needed for a rules clarification; you are unsure of the effects of a spell; someone is claiming
outrageous abilities that you want verified; or someone is fighting in such a manner that can be dangerous to other
players, such a person should be reported to a marshal for disciplinary action.
During a hold the game is stopped. Your character is suspended in time. Don't be looking around to see if
anyone is sneaking up behind you. Talking to companions in game, planning strategy, pointing out items to
companions, or otherwise taking advantage of the hold is cheating. This brand of cheating is called meta-gaming
and will not be tolerated. The only topics of discussion during a hold should be the reason the hold was called.
When the hold is resolved, everyone returns to position before the hold was called. When everyone is ready to
resume play, the person who called the hold or a marshal will call the lay-on. Announcing "3...2...1...Lay-on!"
loud enough for everyone to hear, and play will continue.
 Killing Blows
Once an opponent is completely helpless or immobile, He can be killing-blowed. There are several ways to
render an opponent completely helpless: spells, poisons, tying them up physically making them immobile from the
neck down, or hitting them until they are unconscious. Once they have been incapacitated, they can be killing blowed.
This kills the opponent and puts him beyond help of healing spells. A Killing Blow can be delivered by anyone whether
they have a weapon or not. You must stand over the victim placing your weapon or your hand their torso and remain
that way while you recite, “Killing Blow one; Killing Blow two; Killing blow three." If anyone strikes you during the
count or knocks your weapon away then the Killing Blow is interrupted and does not kill the person. The killing blow
only counts as one strike. Once you have been given a Killing Blow, you first turn over your life tag to whoever killed
you or a marshal. If that person is forced to flee the scene by the tides of battle, you must find that person or a marshal
as soon as possible and give him your life tag. Failure to do so is cheating and will be dealt with as cheating. When a
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character is affected by a Killing Blow, active spells and poison effects which do not require a specific antidote or have
no antidote i.e. most High Magic, Love 9 poison, Enslave effects, etc. are removed.
 Legal Targets
There are some parts of the body that are not considered safe targets in boffer combat, therefore strike to one of
these areas will not count if struck. These areas are the head, including face, neck, and throat; the hands from the wrist
out, and groin. Anywhere else on the body is a legal. Repeated strikes in off-limit areas will result in removal of the
weapon skill or other punitive action.
On the same note, a player cannot block any blow with a restricted area of the body. However, no area of the
body is restricted from spell packets. Anywhere is a legal strike with a spell packet. This DOES NOT mean that you
can aim for someone's head or groin with a spell packet to gain an advantage over them or as they recover from the
effects. This is unsafe. Accidents will happen, but repeat offenses will result in punitive actions. This is intended to be a
fun and safe game.
A legal hit is any strike that is not blocked nor deflected. It is this area where the honor of the player comes to
call. It is a judgment call if any particular blow hit the shoulder, or was it really the neck, if it hit the ground before
hitting the foot. People will notice if all judgments are in your favor. Other players will quickly realize if you are
counting your hits, claiming valid blows were not legal hits, or otherwise playing with honor. Be honest, else no one
will be honest with you, and don't cheat.
 Life and Death
Your character is dead when: one-minute after you are brought to -1 body point (you bleed to death) or you are
killing blowed.
A Renew spell will restore your character to life. But if your character does not receive a Renew spell within 4
minutes of being killing blowed or bleeding to death, your character must go resurrect.
Character resurrection is simple. Once your character has died, and the time limit for a life spell has passed,
you must put all your game items on the spot where you died and put on a white headband indicating you are out of
game. At that time you can choose where to resurrect. Your spirit can only travel up to three days (no more than 200
miles if moving non-stop) before your spirit becomes too weak to any type of resurrection. You must know of someone
who can resurrect you. If you have allegiances to the White Mages, you can try to find a White Mage, or if you have
allegiances to the Druids, you may attempt to find a Druid, for them to resurrect you. If you are resurrected, you restart
with all unused game skills and full body. All active spells, monster and poison effects, which do not specifically state
that they follow character's spirit, are removed from the character. Or you can find a marshal and resurrect anywhere
(the marshal will decide if you find someone with the ability to perform the resurrection). A person with the Path of
Spirit and the skill Field Resurrection may perform a Resurrection that takes 10 minutes, instead of an hour, but the
character would lose all their in-game skills, Mana, (for one day) and resurrect with 1 body point. The people who will
do Resurrections are the Druids or any other character with Path or Spirit and can cast the Resurrection spell, or a
qualified marshal. They will ask for your character card and assemble a pick bag. There will be 10 white stones, minus
the number of deaths your character has taken, but with a minimum of one white, and a single black stone. You make a
pick, if it is white your character returns to life with memory up to the point of unconsciousness, unless precautions
were taken such as poisons, or if you pick a black stone, your character has permanently died and you must create a
new character. There will always be at least one white giving your character a minimum of a 50% chance returning to
life.
 Magic Items
Magical artifacts such as wands, scrolls, swords, etcetera, can be found as treasure, bought, traded or in some
way acquired, and even made, by players. A scroll is used when a character with the appropriate path of magic reads
aloud from a scroll in his possession. This action activates the magic in the scroll and allows the spell to be cast without
using any Mana from the caster's Mana pool.
A potion is used when all of the contents of the container are consumed at' once. This releases the magic of the
potion and the spell effect occurs upon the one who drank the potion. The effects of potions bypass spell defenses such
as Fire Shield. Resists and other "smart" effects can still be used to stop the effect. A potion attached to a phys-rep can
be immediately used, as quickly as the player can motion drinking the phys-rep. If for some reason the potion tag is not
attached to a phys-rep. a three count must be performed before the potion can be consumed.
Magical items come in a variety of forms and types. One type of magical item is the "Times Ever" item. This
type of magic item allows the character to cast a particular spell or create a specific effect a limited number of times
ever. This item does not recharge or regain its magical abilities. "Times Ever" items are used when the character says.
"Activate <Spell Name or Effect Name>".
Another type of magical item is the "Times per <Period of Time>." This type of magical item stores specific
spells or effects that are usable a number of times per hour, day, week, etc. This type of magical item does regain its
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magic according to its cycle. "Times per < Period of Time >" items are used when a character says. "Activate <Spell
Name or Effect Name>."
A third type of magical item is a Mana item. This item stores raw Mana, which may be used to fuel any spell,
or specific Mana, such as Fire Mana, which can only be used to fuel fire spells. Mana items may or may not be
rechargeable.
A fourth type of magical item is a continuous use item that while activated provides a skill, spell, or effect for a
predetermined amount of time. For example, a staff that grants the character +1 skill for 24 hours.
The last types of magical items are permanent items. These items generate an effect that is always in operation.
This is the case with a magical sword or a belt of strength.
 Physical Contact
At no time should any player come into direct physical contact with another player. The only type of contact
allowed is by spell packet or by boffer weapon. This means that hitting, kicking, punching shoving, tripping etc. are all
strictly illegal within the combat rules for obvious safety reasons. Therefore all PCs and NPCs must have boffer
weapons; even those weapons are representing claws or fists. These natural type weapons cannot be disarmed by spell
or skill. The only exception is if the you clearly ask if they accept your request for physical roleplay.
 Pinning and Trapping Weapons
Because physical contact in combat is illegal, the pinning of weapons is restricted. Most of the moves to free
your weapon, such as hilt bashing, shoving or kicking, are illegal or dangerous in combat.
Pinning of weapons can only be done with another weapon, and only outdoors. The limited mobility indoors
creates an unnecessary chance of injury trying to free a weapon. If your weapon is pinned, you may pull the weapon
straight back to free it. Backing up is fine, but shoving the person back or charging is not allowed.
Weapons shaped in such a way as to trap weapons, accidentally or by design, are forbidden, unless you have
the skill Capture Weapon. Any weapon that is reported as trapping weapons will be removed from game. The weapon
marshals have the right to reject any weapon.
 Repairing Armor
Manufactured armor may be refitted or repaired. The refitting of armor that has not taken a breach takes
one minute. This is armor that is not at its full armor value but still has at least one point of armor left. A character
that is refitting armor cannot cast spells, throw poisons, run, or engage in combat in any way without restarting his
count from the beginning. When the count is finished successfully, the armor will have its maximum armor value.
Repairing armor involves a suit of armor that has no armor points remaining. This is called a breach and will
permanently remove three points of armor from the suit. A character can combine two suits of armor to repair the
damage, gaining one suit of armor with more armor points. A character doing this adds 1/2 the value of the
smaller suit to the maximum value of the greater suit. The most common method of repairing armor is through the
production of Breach Suits. A Breach tag has the exact same costs and prerequisites as a 6-pt suit of armor. After
a suit has been breached then any Armor Smith can spend one minute repairing the armor and expend a Breach
tag fixing one breach (3 points) in the original suit of armor. The Armor Smith can repeat the process to repair
more then one breach. Enhanced suits of armor may require special Breach tags created from the either 6 Ore 2s
or 6 Ore 3s components as specified by armor. The last method of repairing manufactured armor is through spells
such as Restore and Mend. The use of these spells upon a suit of all armor will instantly bring the suit to its
maximum value.
 RUN RULE
If any player is physically unable to run do to an injury or another reason, that player has the option to
invoke the Run Rule. This allows the player to link their life to another character. If that character is captured and
their stuff is taken, it is assumed that the same happens to the character that invoked the rule. The run rule only
applies when the party or member of the party is leaving the adventure, going away, or otherwise trying to escape.
You cannot invoke the run rule because you are a slow runner; only a physical inability to run qualifies.
 TAG RINGS
When the character begins an event, the player will have a set of permanent tags that he must keep track
of their character's status. There are two main types of tags in the permanent set: the active and the inactive.
Anything that is actively on the character, such as Body points, active spells, unused the Special abilities and per
day skills are stored on your active ring. All other permanent tags are stored on the inactive ring. So that when
they are restored, (i.e., the beginning of a new game day, when the any character is healed or given spell
protections) the character can move the appropriate tags from the inactive ring onto the active ring. In a similar
fashion, after a combat, the character will update his active ring removing any used skills or damage from the
active ring to the inactive ring. It is very important to maintain these rings when you have the opportunity. Other
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tags that the character may receive during an event are temporary tags. These tags include armor, poisons, spells,
and MANA. These tags represent the character's possessions and certain skills. Like the permanent tags, the
character should update these when they have the opportunity (i.e. ripping off type breached armor, used MANA
and other possessions). A player may carry and use one extra tag above and beyond what he is capable of phys-
repping. This tag can only be for an item that the player is the carrying the phys-rep for. For example, a character
is carrying a suit of armor, carrying a bow, a long sword, and a shield. This character may carry an extra suit of
armor or an extra bow or an extra long sword or an extra shield. He may only carry one of the above. Though, the
character may not carry an extra pole arm because it is too large. This does not apply to breach tags, arrows, darts
or other very small thrown objects.
 Underwater Combat
In some specific instances, characters must travel under the water and adventure under the waves. When
this is necessary, there are rules that govern interaction under the water.
A character may hold his breath for two minutes. This is regardless of how much activity the character
undertakes. If the character possesses the skill Underwater Combat, then they may hold their breath for an
additional two minutes, for total of four minutes. At the end of this time the character falls unconscious, and then
begins a count as if they were -1 total body. They do not actually lose any body or Protectives if the character is
revived before the one-minute has ended. At the end of the count, the character is considered dead (affected by a
successful Killing Blow).
While in combat, all creatures regardless of their origin move at full speed (at whatever speed the player
can move). When fleeing combat or for general movement, creatures (monsters) native to the water are the fastest.
The second fastest creatures (humanoids) are those who are native to the water and possess the skill of
Underwater Combat. The third fastest creatures (humanoids) are those not native to the water with Underwater
Combat skill or those native to the water that do not possess the skill. The slowest of creature is that which is not
native to and does not possess the skill of Underwater Combat.
In combat under the water, creatures native to the water (monsters) call normal damage as they are
assumed to possess the skill of Underwater Combat innately. Player Characters and others with Underwater
Combat skill may call full damage with their weapons while under the water. However, the type of weapon the
character is using may modify that damage call. Blunt weapons have no base damage under the water. Normally,
the NPCs are briefed to take half damage from all attacks except for spells, natural attacks, and poisons. The
characters with the Underwater Combat skill and using crossbows or spears are asked to call double damage.
Other characters just call their normal total damage.
Gas poisons do not work unless the character possesses the Underwater Combat skill. All other poisons
work normally.
Blunt weapons have no base damage and still inflict half damage. Crossbows and spears cause full
damage even if the character does not possess the Underwater Combat skill. All other weapons inflict half
damage.
Most spells function normally underwater. If there is a difference in the effect then it will be noted in the
spell description.
















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MAGIC
 The Workings of Magic
Magic in the Westmark game is based on Mana, ambient energy that flows through the entire universe,
inhabiting all life and forms, manipulation of this energy is known as Magic. Magic is divided into a number of
Paths, ways of understanding and qualifying the ebb and flow of Mana through the universe. Each Path deals with
one aspect or element, making it easier for the magician deal with the raw Mana. When purchasing Mana, his
character is really enhancing his ability to channel and control Mana, allowing him to create more or greater
magical effects.
Magic is simulated using small squares of cloth filled with birdseed. To cast a magical spell, the caster
must know the spell in question, have enough Mana to fuel the spell, speak the incant aloud, and have one hand
free to cast the spell. The incant must be completed successfully without the caster taking body damage, being
rendered immobile, knocked unconscious, or killed. Upon successfully completing the incant, the caster then has
three seconds to throw the packet at his target else the spell is wasted. The incant, or the spell’s verbal component
is in game and be understood by anyone who hears it. When the packet is thrown and hits the target (perhaps an
unintentional target), the spell is cast successfully on the target. If the target successfully dodges or counters the
spell with an appropriate skill or the incant is incomplete or incorrect, the spell fails. The whole body of the
opponent is legal target; even their clothes, weapons, and shields, or anything the target is holding or wearing.
A character does not have to memorize a spell each day to cast that spell, but the character must still
commit each spell to memory at some point, so he can cast it. Each spell that a character knows will be listed on
his spell knowledge character sheet. When a character wishes to commit a new spell to memory must have access
to a scroll with that spell on it. He reads the scroll, using up the magic of the scroll and the scroll is destroyed to
imprint the knowledge of that spell to his memory.
Each spell or magical effect requires a specific amount of Mana to power it. This Mana either comes from
the character's Mana Pool or from a magical item. Each day, the character's Mana Pool is replenished with the rest
of his skills. And, each spell has a duration of effect specified in the spell description.
When a character is first created and buys their initial path(s), that character gets randomly picked spells
for each path to begin with. For the first path the character buys with the initial 25 character points, the character
starts with 4 plus their level spells. If that path has a damage effect (or healing effect in Spirit) the character
automatically receives it automatically and it counts as one the picks. And, each additional path afterwards, the
spells known will be one less than the previous path chosen. Paths obtained after the initial 25 character points
will have only the damage (or healing effect) effect if the path. The other spells must be learned in game from
scrolls. Some spells and paths are not available to beginning PCs and must be learned in game; all such spells are
indicated by being italicized.
 Spell Crafting Lab:
To research new spells you must have access to a crafting lab. These labs cost 30 gp to stock and set up.
As with other labs, there are 3 slots in the spell-crafting lab. If the lab is used for any other purpose the spell
crafting must be restarted from scratch. A spell-crafting lab is good for only one path of magic. For each path
added to the lab’s capability it costs an additional 10 gold in materials.
For a player to research a new spell, he will need a Spell Research Lab of the appropriate path. It will cost
the player one silver per level of the spell, and take one week per level of the spell. At the end of research a bag
pick will determine if the research was successful. The bag pick may be affected as follows:

 Level of spell higher than player--------+1 failure per level difference
 Level of player higher than spell--------+1 success per level difference
 Extra spell caster researching------------+1 success per spell caster
 Paths of magic known to spell caster---+1 success per path

A slot in the lab is required for each spell caster researching the spell. The cost of research is increased by
50% for each spell caster after the original spell researcher. For example, a mage decides to research a 7th level
fire spell. Plot pre-approves the spell, the player gets another mage with path of fire to assist research, arranges
two slots in a lab with path of fire, and pays 10.5 silver to start research. After seven weeks, Plot makes the bag
pick to determine success. In the bag go three black beads, one plus two for 7th level spell vs. 5th level mage; 6
white beads, two white beads plus, three beads the mage knows three spell paths, and one bead for the extra
researcher.
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Learning New Paths/Spells:
A spell caster may learn a new path of magic or an in game spell with a spell research lab. The spell or
path must be in the Labs library. It will take one week per level and cost one silver per level for a spell. For a new
path it will cost one gold and take four weeks to complete the study. The player will need the character points to
buy the new path of magic. To place a spell in a labs library, it will cost the mage two silver per level of the spell,
and take one week per level of the spell.

SPELL CLASSIFICATIONS

 Aura
This type of spell creates a protective field around the recipient that will activate under a defined set of,
circumstances, such as the first legal melee-weapon strike on the target.
 Berserk
This effect causes the target to fly into a rage, attacking the nearest creature until either the target or the
creature is unconscious. The target will continue to attack any creature nearby, friend or enemy, until the duration
ends.
 Binding
This type of spell creates a quasi-physical force with the magical energy preventing part or the entire
target from moving. These spells can be overcome with raw physical power. Creatures attempting this must have
an Extraordinary Strength attribute or spell that duplicates the effect equal or greater than the level of the Binding
spell and must perform a 3 count. This causes damage of the appropriate type equal to the level of the spell.
 Blade
This type of spell creates a magic effect that the creature can later call upon to enhance their weapon,
natural or manufactured, damage.
 Command
This type of spell compels another creature to obey the next command given by the caster. The type of
creature affected by the magic, types of commands that can be given, and the appropriate defenses are listed under
the given spell. This type of spell does not grant the ability to communicate with the target unless it specifically
states in the spell description.
 Curative
This type of spell restores the health, body points, or limbs of living creatures upon which the spell is
cast. The specific damage or maladies that the spells are effective against will be listed under that spell
description.
 Death
This type of spell causes the target of the spell to suffer an effect or damage so extreme that the being is
reduced to negative body points and instantly killing blowed. Some powerful creatures are not instantly slain by
these spells but suffer great damage from them.
 Deprive:
This type of spell deprives the target of their ability, sense, or skill. The ability, sense, or skill will be
specified by the spell and will be listed under the spell description.
 Destroy
This type of spell will render any item up to and including a door (8' by 5') useless. The item affected by
the spell is considered to be demolished to the point where it can be put to no real use. This spell will not create a
hole in a larger structure or object. If this spell is used on a gas globe, the gas globe will not affect anyone because
it has not beer properly activated. This does not apply to gas inside traps. This type of spell cannot destroy a body
until it is beyond a life spell unless specified in the spell description.
 Destroy Weapon
This type of spell will render an item up to and including a shield (36" by 36") useless. This includes any
item produced by the Weapon Smith skill regardless of the actual size. It does not include armor as a whole, but
can be used to destroy pieces of armor individually. The item affected by the spell is considered to be demolished
to the point where it can be put to no real use. This spell will not create a hole in a larger structure or object. If this
spell is used on a gas globe, the gas globe will not affect anyone because it has not been properly activated. This
does not apply to gases inside traps. This type of spell cannot destroy a body until it is beyond a life spell unless
specified in the spell description.
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 Destroy 10'
This type of spell will render any item up to a 10' by 10' by 10' useless. This spell affects only non-living,
inanimate objects. . The item affected by the spell is considered to be demolished to the point where it can be put
to no structure or object. If this spell is used on a gas globe, the gas globe will not affect anyone because it has not
been properly activated. This does not apply to gases inside traps. This type of spell cannot destroy a body until it
is beyond a life spell unless specified in the spell description,

 Detect
This type of spell allows the caster to sense the presence of a specific item, condition or energy. The spell
works on a single area, object or person per casting of the spell, multiple castings of the spell on the same target
by the caster may gather more specific information about the nature of the item, condition or energy.
 Disarm
This type of spell forces the target of the spell to drop specific items from his hand or hands, as the case
may be. The target may not be able to retrieve the item lost to the spell for a count. Limitations on the size or type
of items will be listed in the spell descriptions.
 Dispel
This type of spell will permanently remove all non-permanent enchantments or effects of a specific type
from the target creature or item. It may also do damage to specific types of creatures closely linked to the type of
magic being dispelled.
 Fear
This type of spell forces the target creature to regard the caster as his greatest fear. This will cause the
target to flee the area of the caster as quickly as possible.
 Feeble mind
This type of spell robs the target of the ability to use any in-game skills or items and reduces him to the
mentality of an average 3-year old child for the duration of the spell or effect.
Forget: This type of spell wipes out the memories of the target for the amount of time specified in the spells
description. Usually, this loss is permanent unless the target can get the appropriate counter spell or effect within 1
minute of the casting of the original spell or effect that removed the memories.
 Form
This type of spell either transforms the target into another substance or energy, which imbues him with certain
immunities and abilities while the spell is in effect. If anyone in a form that is not affected by an attack deliberately
blocks an attack from hitting someone else, the intended target automatically takes the effect. This is the marshal's call.
A being that is alive or is still within the time of a life spell cannot be taken into a form with another being.
 Glyph
This type of spell involves the caster inscribing a magical symbol on an object and possibly imbuing it
with certain spells. Glyphs cannot be moved more than 5' from the original casting position even if the command
word is known.
 Immobilize
This type of spell prevents the target from moving all or part of his body. This spell does not utilize
binding effects which can be negated by makes the person's own power.
 Life
This type of spell will restore to life a character that has not been dead for more than 4 minutes.
 Light
This type of spell will generate lights that will last 24 hours or until exposed to Sunlight.
 Mending
This type of spell fixes damage or restores an item that has been damaged.
 Protective
This type of spell will help protect a recipient from physical or magical damage, usually by adding bonus
points to body or armor.
 Rune:
This type of spell is similar to a Glyph except that the Rune is either in constant operation from the moment it
is cast or it is activated by a specific is command word. A Rune may be moved from it original position without
destroying the magic or setting off the effect.
 Sever
This type of spell or effect renders a limb useless, or removed from the body.
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 Shield
This type of spell blocks the next spell to effect specific to that shield that strikes the recipient. This is
automatic and cannot be turned off. No shield will protect against an alchemical attack unless specifically stated
in its description.
 Sleep
This type of spell will place the target in a deep magical slumber from which he must be Awakened,
Dispelled, Suppressed, or shaken for a full minute to awake from.
 Stun
This type of spell will render the target unconscious or insensate for a period of time designated in the
spell description. The victim of this spell cannot be Awakened or shaken awake.
 Summoning
This type of spell will summon a person or creature specified by the spell. That person or creature is not
required to answer the summoning. Most creatures that answer the summoning will be required to perform the first
command given by the caster. Although, the decision as to whether or not a summons works is in the hands of plot. The
caster is responsible for providing the NPCs necessary to complete the spell if it is successful.
 Trample
This type of attack allows a massive creature to do damage by running over/through characters. The Npc
spreads their arms and calls damage or effect, Trample and charge foreword in a safe manner All who a touched
by the area take the damage effect. For example a bull charges with the call “8 knock back” any in the area take 8
points of normal damage and are thrown three feet sideways. A woolly Mammoth played by two Npcs may call
50 maim Trample and every player struck would take the effect from each Npc that they would come in contact
with. Trample is mostly uni-directional.
 Travel
This type of spell will enable or disable travel as described in the spell.
 Utility
This type of spell has a specific effect that does not fall into any of the other categories.
 Wall
This type of spell will create a wall or barrier. The size of the wall, the duration, and other properties will be
listed in the spell description. No Walls are solid. If the wall does not inflict damage then any creature or object in the
way when the wall is cast will be gently moved to the side of the wall furthest from the caster.
 Weakness
This type of spell will make a creature swing for less damage than normal. This type of spell does not
alter the total strength of the creature for the creature.
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PATH OF BLOOD
Level Spell
By Your Blood, I …
# Heal # Wounds
# Cause # Wounds
By Your Heart's Beating, I…
2 Detect Taint
3 Weaken
4 Stop
5 Blood Shield
6 Taint
7 Enrage
8 Cleanse
9 Paralysis
10 Blood Armor
11 Blood Rage
12 Slay
13 Waste
14 Forbid [Skill]
15 Blood Gloat

Heal Wounds Instant (ANY) Mana
By Your Blood, I Heal # Wounds
This spell allows the caster to heal the wounds of another
character whether caused by damage, poison, or, magic.
‘#’ is equal to the spell points used.

Cause Wounds Instant (ANY) Mana
By Your Blood, I Cause # Wounds
This spell allows the caster to do # body damage to a
target. The target must have a metabolism. ‘#’ is equal to
the spell points used.

Detect Taint Instant 2 Mana
By Your Heart's Beating, I Detect Taint
This spell allows a caster to determine if Alchemy or Path
of Blood affects a body or object. Multiple casting of the
spell will determine what the effect is.

Weaken Line of Sight 3 Mana
By Your Heart's Beating, I Weaken You
This spell causes a target to become weak, forcing them to
cause –5 points of damage with all weapon attacks. The
lowest damage that anyone can do is 0 damage. This effect is
not stackable. The spell will remain until DISPELLED or
target breaks line of sight for 10 seconds. The target of the
spell must have a metabolism.

Stop Line of Sight 4 Mana
By Your Heart's Beating, I Stop You
This spell causes a target to lose the ability to walk, or run.
The target may not move their legs while under this spell.
The spell lasts until the caster loses line of sight for ten
seconds or the caster loses consciousness. Others may move
the target under the spell and may still fight, speak, or cast
spells. The spell lasts until line of sight is broken for 10
seconds or the caster become unconscious. The target must
have a metabolism.

Blood Shield Indefinite 5 Mana
By Your Heart's Beating, I Create a Shield
This spell creates a protective field that will negate the first
blood spell or effect that strikes the recipient. The spell is
called Blood Shield

Taint 1 Hour 6 Mana
By Your Heart's Beating, I Taint You
This spell causes the target to come under a powerful taint
that prevents the target from wielding a weapon, casting
spells, throwing poisons, engaging in combat or running
until cured. This spell can be cured by a PURIFY LIQUID,
CLEANSE, HEAL, or REJUVINATE. The target must
have a metabolism.

Enrage 10 Minutes 7 Mana
By Your Heart's Beating, I Enrage You
This spell sends the target into a fit of rage. The target will
attack the nearest opponent until they run out of
opponents. The caster may direct the target at the start of
the spell if they can communicate. The target must have a
metabolism.

Cleanse Instant 8 Mana
By Your Heart's Beating, I Cleanse You
This spell negates the effects of most magical or
alchemical poisons. Cleanse cures many carrier effects
such as paralysis, poison, or nausea. It does not remove
damage done by these effects.

Paralysis 10 Minutes 9 Mana
By Your Heart's Beating, I Paralyze You
This spell causes the target to become rigid and unable to
move. The target is unable fight or cast spells. Others may
move the target. The target may receive a killing blow.
The target must have a metabolism.

Blood Armor Indefinite 10 Mana
By Your Heart's Beating, I Create Blood Armor
The spell creates a magical aura that that grants the
recipient 20 points of natural armor until it is destroyed.
Once these points are destroyed, the spell ends. A target
may have only one BLOOD ARMOR on at a time, and it
does not stack with Barkskin. If a second BLOOD
ARMOR is cast on a target the first spell dissipates. The
target of Blood Armor must have a metabolism.

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Blood Rage 10 Minutes 11 Mana
By Your Heart's Beating, I Blood Rage You
This spell sends the target into a fit of Blood Rage. The
target gains the benefits of Blood Rage as per the skill. At
the end of combat or when 10 minutes has elapsed the
character falls dead and begins his death count. The
character will attack anyone. The target must have a
metabolism

Slay Instant 12 Mana
By Your Heart's Beating, I Slay You
This spell stops a target's heart beating. This spell counts
as a killing blow. Blood Shield or Magic Armor may block
the spell. The target of this spell must have a metabolism.

Waste Instant 13 Mana
By Your Heart's Beating, I Waste You
This spell causes the target to lose the use of its arms and
legs for the purposes of locomotion, manipulation,
wielding weapons, or any other Objects. This spell will not
function on creatures with any type of massive size ability
or that have more than four limbs. This spell is negated by
REGENERATE, RESTORE, or CLEANSE for each limb
or a single DISPEL ENCHATMENTS will give the target
the use of limbs again.

FORBID 1 DAY 14 MANA
By Your Heart's Beating, I forbid you to <Skill>
This power allows the caster to restrict the target from
using one specific skill. That skill cannot be used by the
target until he resurrects, a CLEAR, or DISPEL
ENCHANTMENTS, This does not affect skills dependent
on the skill that has been nulled; however, any skill that
directly uses the forbidden skill cannot be used as well.
For example, forbidding Read & Write will someone from
being able to produce poisons or scrolls, but does not
prevent the target from using those items. If a weapon
damage skill or backstab is forbidden, then the target’s
maximum damage is reduced by the one skill. This power
cannot be used against racial abilities that are in
continuous effect nor to forbid the target from using mana.

Blood Gloat 10 Minutes 15 Mana
By Your Heart's Beating, I Create a Blood Gloat
This spell causes all within a 5’ radius to go into BATTLE
RAGE. Each target gains 10 body and does +2 damage on
their attacks. Those affected will attack all standing
opponents until they see no more targets. The only ones
the targets will not attack are those under the spell and the
caster. At the end of the spell those under the spell will go
to 0 body. The targets must have a metabolism.



PATH OF CURSES
By the Burning of my Blood, I. . .
Level Spell
1 See Curse
2 Sloth
3 Weakness
4 Silence
5 Curse Shield
6 Blindness
7 Ruin
8 Remove Curse
9 Paralysis
10 Pain
11 Rage
11 Forgetfulness
12 Confusion
13 Waste
14 Undeath
15 Death

See Curse Instant 1 Mana
By the Burning of my Blood, I See the Curse upon you
This spell allows the caster to detect the presence of a
curse upon the target. This spell will not reveal the exact
curse, but subsequent castings may reveal the spell. An
active CURSE SHIELD will negate this spell.

Sloth Line of Sight 2 Mana
By the Burning of my Blood, I Curse You with Sloth
This spell causes the target to be unable to run. The target
is able to move, attack, defend, and cast spells normally.
However, the target is unable to run or move at any pace
faster than a normal walk when attempting to leave
combat. This curse will remain in effect until the target can
break line of sight for 10 seconds, or until REMOVED.

Weakness Line of Sight 3 Mana
By the Burning of my Blood, I Curse You with Weakness
This spell causes the target to become weak, forcing him
to cause -5 points of damage with all weapon attacks. The
lowest damage that anyone under a WEAKNESS will call
is zero. This effect is not stackable. The curse will remain
until REMOVED or until the target can break line of sight
for 10 seconds. This spell is not cumulative with other
damage reducing spells or effects.

Silence Line of Sight 4 Mana
By the Burning of my Blood, I Curse You with Silence
This spell causes the target to lose the ability to speak.
SILENCE will prevent the use of spells, magic items that
duplicate spells, and scrolls. The curse will remain in
effect as a WEAKNESS. This curse does not affect the
calling of damage from a weapon or the calling of gases.

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Curse Shield Indefinite 5 Mana
By the Burning of my Blood, I Create a Shield
This spell creates a protective field that will negate the first
CURSE spell or effect successfully cast upon the recipient.
This spell will not block alchemical substances. This is
called CURSE SHIELD.

Blindness Line of Sight 6 Mana
By the Burning of my Blood, I Curse You with Blindness
This spell causes the target to lose his ability to see. This
affect is simulated by the loss of all weapon combat skills.
The target may cast spells but must do so with his eyes
closed. Movement is possible with a guide. The target may
not be killing blowed unless first rendered immobile or
unconscious. A person with BLIND-FIGHTING skill can
ignore this effect and fight normally.

Ruin 7 Days 7 Mana
By the Burning of my Blood, I Curse You with Ruin
This spell causes the target to take double damage from
any spell or weapon attack. This effect remains until
REMOVED or the duration ends.

Remove Curse Instant 8 Mana
By the Burning of my Blood, I Remove Your Curse
This spell removes all curse spells and effects from a
target. An active CURSE SHIELD will prevent the curse
from being removed but will be used up in the process.

Paralysis 10 Minute 9 Mana
By the Burning of my Blood, I Curse You with Paralysis
This spell causes the target to become rigid and unable to
move. While under the effects of this spell, the target is
vulnerable to a killing blow. In addition, the target is
unable to speak, use spells, or magical items. This spell
lasts for 10 minutes or until REMOVED. This is not a
binding spell. The victim can be killing blowed and
searched while under its effects. This spell will not
function on creatures with no metabolism.

Pain Instant 10 Mana
By the Burning of my Blood, I Curse You with Pain
This spell causes the target to be wracked with pain, being
stunned for the next 10 minutes unless protected by an
active CURSE SHIELD or immune to curses. While
stunned, the target is vulnerable to a killing blow and
cannot move or use any game skills.

Rage 10 Minute 11 Mana
By the Burning of my Blood, I Curse You with Rage
This spell causes the target to fly into a blind rage, attacking the
nearest creature until either the target or the creature is
unconscious. The target will continue to attack the next creature
he sees until 10 minutes has elapsed, the spell is REMOVED, or
the target is dead.
Forgetfulness 1 Hour 11 Mana
By the Burning of my Blood, I Curse You with
Forgetfulness
This spell causes the target to forget the last ten minutes of
time and all of the events that occurred in the in them. If a
REMOVE CURSE is cast on the target within five minutes
of the Forgetfulness being cast, the effects are reversed. If
it is not, the effects of the spell are permanent.

Confusion 1 Hour 12 Mana
By the Burning of my Blood, I Curse You with Confusion
This spell causes the target to forget all in-game skills and
regress to the mentality of a child for 1 hour. The target
cannot wield a weapon, cast any spells or think coherently
until the spell effect is REMOVED, DISPELLED,
SUPPRESSED, the time elapses, or the target dies. The
target will not remember anything that occurs while under
the effects of this spell

Waste Instant 13 Mana
By the Burning of my Blood, I Curse You with Waste
This spell causes the target to lose the use of its arms and
legs for the purposes of locomotion, manipulation,
wielding weapons, or any other Objects. This spell will not
function on creatures with any type of massive size ability
or that have more than four limbs. This spell is negated by
REGENERATE, RESTORE, or REMOVE CURSE for each
limb or a single DISPEL ENCHATMENTS will give the
target the use of limbs again.

Undeath Indefinite 14 Mana
By the Burning of my Blood, I Curse You with Undeath
This spell causes the target to rise as a zombie after a
killing blow has affected him and the time for a Life spell
has passed. The zombie will attack living beings until it is
destroyed. This curse lasts until it is activated or
REMOVED.

Death Indefinite 15 Mana
By the Burning of my Blood, I Curse You with Death
This spell causes the target's body to be destroyed, when
the next killing blow or killing blow effect is administered
to the target. This prevents a life spell from affecting the
target. This curse lasts until it is activated or REMOVE
CURSE. The recipient of this curse instinctively knows that
he has been affected.








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PATH OF DARKNESS
By the Darkness of my Spirit, I…
Level Spell
1 Darken
2 Detect Life
3 Disease
4 Desecrate
5 Spirit Shield
6 Defile
7 Wither
8 Create Zombie
9 Command Undead
10 Agony
11 Create Skeleton
12 Kill
13 Decay
13 Harm
14 Armor of the Dead
15 Create Ghoul
# Cause # Wounds

Darken Instant 1 Mana
By the Darkness of my Spirit, I Darken the Light
This spell allows the caster to negate the target light
provided by either an alchemical, magical or natural light
source, such as a torch. The owner of light must extinguish
the light or otherwise render the glow from the light source
inert. This spell will not work on permanent light sources.

Detect Life Instant 2 Mana
By the Darkness of my Spirit, I Detect Life
This spell allows the caster to determine if a body is alive.
This spell will not reveal the nature of the target, only if
the target is alive or not. This spell will reveal to the caster
if the being is a construct, undead, elemental, or animated.
It will not reveal the target's lifespan. This spell will tell if
the target is alive, dying or dead.

Disease 1 Day 3 Mana
By the Darkness of my Spirit, I Disease You
This spell causes the target to suffer from a horrible
wasting disease. Once affected, the target may not receive
any healing until the disease is cured. If not rid of within
24 hours of casting, the target dies. This spell is negated by
a CURE, REJUVENATE, or V1TALITY. Any spell
categorized, as a Life spell will cure the affected being
once the target is dead.

Desecrate 10 Minutes 4 Mana
By the Darkness of my Spirit, I Desecrate You
This spell creates a protective field around the target,
which prevents melee attacks from living creatures
attacking the target. Affected creatures cannot physically
attack the target. While this spell is in effect, the target
must keep his hands outstretched in front of him with his
fingers laced together, knuckles pointed away from his
body. Any attack or spell casting by the target negates the
spell. This spell lasts until the target is hit by an attack that
disrupts its casting (such as body damage).

Spirit Shield Indefinite 5 Mana
By the Darkness of my Spirit, I Create a Shield
This spell creates a protective field around the target that
will negate the first SPIRIT spell or effect is successfully
cast upon the recipient. This is called SPIRIT SHIELD.

Defile 10 Minutes 6 Mana
By the Darkness of my Spirit, I Defile You
This spell causes the target unable to wield weapons, cast
spells, throw gases, run, nor use any other skills until the
target is cured. This spell is negated by a HEAL,
VITALITY, REJUVENATE, or PURIFY LIQUID spells.

Wither Indefinite 7 Mana
By the Darkness of my Spirit, I Wither your <limb>
This spell renders a limb of the target, named by the caster,
useless. No weapon, spell', poison or object c. a wielded
by that limb. In addition, that limb cannot be used for
locomotion. This spell is negated by a RESTORE,
REGENERATE, DISPEL ENCHANTMENTS,
VITALITY, or REJUVENATE.

Create Zombie Indefinite 8 Mana
By the Darkness of my Spirit, I Create Zombie This spell
animates a dead, non-animate, possessed corpse, making
into a zombie under the control of the caster. A zombie
created in this manner is able to use any of the skills or
abilities the character possessed in life. It can wield
weapons, doing base damage plus modifiers. The corpse is
in all other respects a normal zombie







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Command Undead Indefinite 9 Mana
By the Darkness of my Spirit, I Command Undead
This spell allows the caster to command an uncontrolled
undead. The caster may issue one command to the target, a
minor undead will obey any command, even self-
destructive ones; an intelligent undead will obey non-self-
destructive commands; major undead are unaffected this
spell. This spell forces the target to immediately attempt to
complete the given task. This spell will last until the task is
completed, the spell is broken or the target is destroyed,
whichever comes first.

Agony 10 Minutes 10 Mana
By the Darkness of my Spirit, I Create Agony
This spell causes the target to experience pain throughout
his entire body, stunning the target for 10 minutes, unless
protected by a DEATH SHIELD or immune DEATH
effects. While the character is stunned, the character is
vulnerable to a killing blow and cannot move or use any
skills.

Create Skeleton Indefinite 11 Mana
By the Darkness of my Spirit, I Create Skeleton This spell
animates a dead, non-animate, possessed skeleton, making
into a skeleton under the control of the caster. A skeleton
created in this manner is able to use any of the skills or
abilities the character possessed in life. It can wield
weapons, doing base damage plus modifiers. The corpse is
in all other respects a normal skeleton

Kill Instant 12 Mana
By the Darkness of my Spirit, I Kill You
This spell separates the target's spirit from his physical
body, reducing his current Body and protective spells to -1
total. This spell acts as a killing blow and requires a LIFE
category spell to cure.

Decay Instant 13 Mana
By the Darkness of my Spirit, I Decay <item>
This spell allows the caster to destroy any item up to 10'
by 10' by 10' of non-living matter. Decay only affects one
target per casting. It will not make a 10' hole in a larger
structure. This spell can be used on a body that has
received a killing blow to make it unaffected by a RENEW
Or SPIRIT ANCHOR spell.
Harm Instant 13 Mana
By the Darkness of my Spirit, I Harm You
This spell causes the target to immediately sustain great
bodily harm, reducing his current Body and protective
spells to 0, rendering him unconscious unless protected by
a DEATH SHIELD or immune to DEATH effects. If the
target is healed by DEATH spells and effects;
Then, this spell will act as a VITALITY on the target.

Armor of the Dead Indefinite 14 Mana
By the Darkness of my Spirit, I Create Armor of the Dead
This spell allows the recipient to negate the first SPIRIT
spell cast upon his person after he has received a killing
blow. The first SPIRIT spell which is cast upon the target
will trigger the ARMOR OF THE DEAD. The spell stays
in effect after a killing blow, until used or beyond a
RENEW spell. This effect is announced as ARMOR OF
THE DEAD.

Create Ghoul Indefinite 15 Mana
By the Darkness of my Spirit, I Create Ghoul
This spell animates a dead, non-animated or possessed
corpse, making into a ghoul under the control of the caster
for 1 Hour. A ghoul created in this manner is not able to
use any of the skills or abilities the character possessed in
life. It can wield weapons, doing base weapon damage
plus modifiers. The corpse in all other respects is a normal
ghoul.

Cause Wounds Instant (ANY) Mana
By the Darkness of my Spirit, I Cause (#x3) Wounds
This spell allows the caster to cause Body damage to the
target. The amount of damage caused by this magic is 3x
the mana used in the
Casting of the spell. No matter how many points are used
in the casting of the spell. It is still negated by an active
DEATH SHIELD.

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PATH OF FIRE
I Call Upon the Power of Fire to…
Level Spell
1 Light of Flame
2 Enflame
3 Melt
4 Flame Strike
5 Fire Shield
6 Enshroud
6 Smoke
7 Wall of Fire
8 Quench Flame
9 Fire Aura
10 Heat Wave
11 See Heat
12 Incinerate
13 Command Elemental
14 Combust
14 Inferno
15 Forge
15 Summon Elemental
Fire Damage: I Call Upon (#x5) Fire.

Light of Flame 1 Day 1 Mana
I Call Upon the Power of Fire to Light my Way.
This spell creates a light source (glow stick or muted
flashlight) which the caster can use until sunlight touches
the physical representation or 24 hours have passed,
whichever comes first.

Enflame Instant 2 Mana
I call Upon the Power of Fire to Enflame <item>.
This spell causes the item named by the caster to ignite in
flames, causing no damage but making the item too hot to
hold. The target must drop the item and the item cannot be
held again until 5 seconds have passed, allowing the item
to cool. This spell will work on an item up to the size of a
shield that is held in the target’s hands.

Melt Instant 3 Mana
I call Upon the Power of Fire to melt <item>.
This spell causes the item named by the caster to melt,
causing no damage to the wielder. The spell renders one
shield-sized object useless. It will not create a shield-sized
hole in a larger item or structure.









Strike Flame Indefinite 4 Mana
I Call Upon the Power of Fire to Strike Flame.
This blade spell is cast upon a person, allowing them to
deliver +5 fire damage on one strike of a weapon. For
example, if a character with no weapon skill used a dagger to
deliver this effect, they would call “6 fire.” Up to 4 blade
spells can be active on a person at one time. Since the spell
modifies the damage call of a strike, once the call with
additional damage is made the effect is expended whether the
strike is successful or not. Only one blade spell can be used
per strike.

Fire Shield Indefinite 5 Mana
I Call Upon the Power of Fire to Create a Shield.
This spell creates a protective field that will negate the first
fire spell or effect successfully cast upon the recipient.

Enshroud Line of Sight 6 Mana
I Call Upon the Power of Fire to Enshroud You.
This spell envelops the target in a field of flame, holding
them in one position. The target can speak, but cannot move
or cast spells except from the Path of Mind which requires
thought only. Breaking free requires a strength of +6 or
better, takes a three count, and doing so causes 6 points of
fire damage. The victim cannot be moved while under the
effects of the spell, however the victim can be killing-blowed
while under its effects

Smoke 1 Minute 6 Mana
I Call Upon the Power of Fire to Create Smoke.
This spell creates a billowing cloud of smoke that
surrounds the target’s head, preventing the target from
seeing anything but the smoke, rendering it blind for the
duration of the spell. The Blind-Fighting skill or a Quench
Flame spell will negate the effect.

Wall of Fire 2 Hours 7 Mana
I Call Upon the Power of Fire to Create a Wall.
This spell creates a wall of flame up to 10’ across which
expands from a point of origin no more than 20’ away from
the caster until it reaches maximum length or prevented from
continuing by a barrier. Any weapon or object smaller than
armor that passes through the wall will be melted as per the
melt spell. Creatures that attempt to cross the wall will take
20 points of fire damage as well as having an item melted.
Any creature standing on the phys. rep. of the wall when the
spell was cast will take the effect from the wall and must
decide which side of the wall to land on. Any creature that
has an active Fire Shield that comes in contact with the Wall
of Fire is completely protected from the negative effects of
the wall and may decide which side of the wall to end up on,
but this will use up their Fire Shield. This spell requires a
length of rope or tape (preferably red) be used to mark the
position of the wall. This spell lasts 2 hours. Spells may pass
through the wall normally.

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Quench Flame Instant 8 Mana
I Call Upon the Power of Fire to Quench Flame.
This spell causes all fire effects still existing on the target
to be negated. A Fire Shield will stop this spell if cast on a
person, but the shield will be consumed in the process. It
causes 50 points of damage to creatures of elemental fire,
but not flame-aspected Faerie.

Fire Aura Indefinite 9 Mana
I Call Upon the Power of Fire to Create an Aura.
This spell causes a clearly visible aura of flame to envelop
the recipient. The Aura will cause the next weapon that
strikes the recipient to melt before it can do damage. If the
next attack is a natural weapon, the attacker suffers 20
points of magical fire damage before delivering damage.
If the attacker is still conscious, the damage is delivered
normally. The spell is used up on the first successful hit
with a legal weapon, and will not stack with Lightning
Barrier or Deflect Weapons.

Heat Wave Instant 10 Mana
I Call Upon the Power of Fire to Create a Heat Wave.
This spell causes the target to be stunned for 10 minutes
unless protected by a Fire Shield, immune to Fire, or can
resist a Fire effect. While stunned the target is vulnerable
to a killing blow and cannot move or use any in-game
skills.

See Heat 1 Hour 11 Mana
I Call Upon the Power of Fire to See Heat.
This spell allows the target to operate as if they have the
skill Blind-Fighting versus any living opponent or
construct replicating a living being. Corporeal undead
tend to be the same temperature as their surroundings
(Plot’s choice). Incorporeal undead will show up as
patches of black, icy cold.

Incinerate Instant 12 Mana
I call Upon the Power of Fire to incinerate you.
This spell causes the target to explode in flames. An
Inferno reduces the target’s current body, armor, and
protections to -1 total, unless protected by a Fire Shield,
immune to Fire, or able to resist. However, a life spell and
Spirit Anchor can affect the target. This spell acts as a
killing blow.

Command Elemental 1 Hour 13 Mana
I Call Upon the Power of Fire to Command Elemental.
This spell allows the caster to issue one command to a fire
elemental that it must obey immediately and to the best of
its ability, including self-destructive orders



Combust Instant 14 Mana
I call Upon the Power of Fire to Combust <item>.
This spell allows the caster to destroy up to 10’ cubic of
non-living, inanimate material. It affects one target per
casting, and will not make a 10’ hole on a larger structure.
This spell can be used on a body that has been killing-
blowed.

Inferno 10 Minutes 14 Mana
I Call Upon the Power of Fire to Create an Inferno.
This spell creates an aura of glowing flame around the
target that acts as a continuous Fire Aura effect for all
attacks against the target for the duration of the spell. The
target must use this hand gesture: both hands against their
chest touching both thumbs together and both index
fingers together in a triangle for the duration of the spell.
A successful binding strike against the target of this spell
will cause 20 points of magical fire damage to the
attacker. If the attacker is still conscious and chooses to
continue the binding strike, it will negate the Inferno as the
target’s concentration is broken.

Forge Indefinite 15+ Mana
I call Upon the Power of Fire to forge <item>.
This spell allows the caster to forge a weapon or armor
from raw common ore components. The caster must have
all the ore components necessary for the item in hand
while the spell is spoken. The caster must have spent a
number of mana points equal to the number of ore
components necessary to create the item plus the initial
cost of the spell (15). For example, to forge a long sword
would require 4 Ore I components and 19 mana points (15
for the spell, +4 for the Ore).

Summon Elemental 1 Hour 15 Mana
I Call Upon the Power of Fire to Summon Elemental.
This spell summons a minor fire elemental to perform one
task for the caster. This spell lasts until the task is
completed, the elemental is destroyed, or 1 hour has
elapsed. This spell is not always successful in summoning
an elemental; see a plot marshal. This spell will never
succeed in combat.

Fire Damage Instant (any) Mana
I Call Upon # Fire.
This spell allows the caster to call forth a mass of
elemental fire energy and direct it at an opponent. “#” is
the damage caused and is equal to 5x the number of spell
points used in the casting. No matter how much damage is
inflicted at once, it is still negated by an active Fire Shield.

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PATH OF FORCE
I Summon the Might of Force to…
Level Spell
1 Repel
2 Displace
3 Shatter
4 Create Key
5 Force Shield
6 Destroy
6 Trap
7 Deflect Weapons
7 Wall of Force
8 Refract Force
9 Confine
10 Wizard Lock
10 Force Weapon
11 Mend
12 Imprison
13 Detonate
14 Force Field
15 Circle
Force Damage: I Summon (#x5) Force.

Repel Concentration 1 Mana
I Summon the Might of Force to Repel You.
This spell summons a magical force that keeps the target
10’ away from the caster. It doesn’t force the target away
if closer than 10’ when affected, but it does prevent the
target from moving any closer. If the caster moves closer,
the target is not required to move away. Casters can keep
the target repelled for as long as they maintain
concentration, but this precludes any other spell casting.
Please note that any targets of Limited Massive size or
larger are simply too large to be affected by this spell.

Displace Instant 2 Mana
I Summon the Might of Force to displace <item>.
This spell creates a wave of Force that opens the target’s
hands and forces them to drop the item named by the
caster. The target must drop the named item and cannot
pick it back up for five seconds. Another character CAN
pick up the item within this time. This spell will work on
any one item in the target’s hands, but will be negated by
an active Force Shield.

Shatter Instant 3 Mana
I Summon the Might of Force to Shatter <item>.
This spell causes the item named by the caster to shatter
into hundreds of pieces, causing no damage to the wielder.
This will render one object the size of a shield useless, but
will not create a shield-sized hole in another structure.
Objects that are Unshatterable are unaffected by this spell.

Create Key Instant 4 Mana
I Summon the Might of Force to Create a Key.
This spell creates a magical key to open any game lock. It
will not open magical locks, only physical mechanisms.
This will not disarm any traps attached to the lock.

Force Shield Indefinite 5 Mana
I Summon the Might of Force to Create a Shield.
This creates a protective field that will negate the first
Force spell successfully cast upon the recipient.

Destroy Instant 6 Mana
I Summon the Might of Force to Destroy <item>.
This spell is a stronger form of the Shatter spell, affecting
objects up to and including the size of a door. It will not
create a door-sized hole in a larger structure.

Trap Line of Sight 6 Mana
I Summon the Might of Force to trap your <limb>.
This spell creates a force construct that will immobilize
one of the target’s limbs. The affected limbs cannot be
used for movement, combat, spell casting, or anything else.
Targets with a +6 strength or better may rip free of the
spell with a three count, but will take 6 points of damage
doing so. The target is not vulnerable to a killing blow,
and may be searched if the target cannot prevent it.

Deflect Weapons Indefinite 7 Mana
I Summon the Might of Force to Deflect Weapons.
This spell creates a protective field that will block the first
attack from a game weapon, no matter what damage the
weapon causes. It will not, however, block Massive
damage. The target must call Deflect to let their opponent
know that they had that effect to block the strike. This
spell is not stackable with Fire Aura or Lightning Barrier.

Wall of Force 1 Day 7 Mana
I Summon the Might of Force to Create a Wall.
This spell creates a wall of force up to 10’ across which
expands from the point of origin until it reaches 10’ in
length or is stopped by a barrier. No weapon or object
may pass through the Wall. All physical creatures are also
prevented from crossing the barrier. Any creature standing
on the phys rep of the wall when the spell is cast will be
forced to the side away from the caster. Any creature that
has an active Force Shield may decide which side of the
wall to end up on, but this expends the Shield. All spells
are stopped by the Wall as by a solid object save for Dispel
Enchantments and Refract, which will destroy the Wall.
This spell requires that a length of rope or tape (preferably
yellow) be used to mark the position of the wall.




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Refract Force Instant 8 Mana
I Summon the Might of Force to Refract Force.
This spell causes all Force effects still existing on the
target to be negated. A Force Shield will stop this spell,
but be used up in the process. Refract will cause 50 points
of damage to constructs of Force.

Confine Line of Sight 9 Mana
I Summon the Might of Force to Confine You.
This spell surrounds the target from the neck down in a
field of Force that immobilizes them and makes them
vulnerable to killing blows. The target can still speak,
activate items in hand and cast spells from the Path of
Mind to free him or herself. This spell can be broken by a
+9 or greater strength, causing the target 9 points of
damage and requiring a three count to accomplish. The
spell lasts until line of sight is broken for 10 seconds, it is
dispelled, or the character dies. The target can be searched
while under this spell.

Wizard Lock 7 Days 10 Mana
I Summon the Might of Force to Create a Wizard Lock.
This spell surrounds an entire permanent structure (minimum
of 10’x10’ to a maximum of 100’x100’) with a magical force.
A lock (one per spell) and a key must be placed adjacent to a
door or other opening that can open and close. When the key
is in the lock, the door may be opened and closed. When the
key isn’t in the lock, the door may not be opened or closed
until the key is in place. This applies to doors that open to the
outside of a structure. Those portals that open to the inside of
a structure can be opened and closed without opening the
Wizard Lock. When the spell goes up, anything and anyone
wholly or partially in the entryway is ejected outside the
structure, taking no damage. Nothing, including Gaseous
Forms and Spirit Forms may enter the structure. If the spell
is cast multiple times with the key in the lock and in the
caster’s possession within the first minute of the original spell
being cast, a duplicate key will be created in the lock it was
cast upon for each casting. Only one active Wizard Lock
may be in place on a given structure at a time. Note: Plot
may deem that a structure is permanent or not so for out-of-
game reasons. They may also determine that a structure
actually represents more than one structure for out-of-game
purposes (most likely to phys rep a particular setting).

Force Weapon 1 Hour 10 Mana
I Summon the Might of Force to create a <weapon>.
This spell creates a weapon out of magical force that will
act as a normal, Unshatterable weapon for the duration of
the spell. The Force Weapon only exists in the hands of
the caster or the hands of the target of the spell. If the
weapon is disarmed, dropped, or otherwise leaves the
caster’s/target’s grasp, the spell ends. The weapons used
as phys reps of a Force Weapon should be marked with
yellow tape. The weapons are vulnerable to Refract
Force, Dispel Magic, and Suppress Enchantment.

Mend Instant 11 Mana
I Summon the Might of Force to mend <item>.
This spell will repair any inanimate item that was
damaged or destroyed up to and including the size of a
door. This spell may be used to reconstitute a body that
has been affected by some type of Destruction effect.

Imprison 1 Hour 12 Mana
I Summon the Might of Force to Imprison You.
This spell surrounds the target with an impenetrable field
of Force that prevents the target from moving, speaking,
casting spells, or using magical items. This spell can be
broken by using a +12 or better strength, causing the target
to take 50 points of damage and requiring a three count to
accomplish. While under the effect of this spell, the target
is vulnerable to a killing blow from the caster only and
cannot be searched, but is invulnerable to general physical
attacks and most spells. The spell lasts for the duration or
until the caster touches the effect and wills it to end. This
spell is negated by Refract, Suppress Enchantments, and
Dispel Enchantments.

Detonate Instant 13 Mana
I Summon the Might of Force to Detonate <item>.
This spell destroys up to one 10’ cube of non-living,
inanimate material. It only affects one target per casting,
and will not make a10’ cubic hole in a larger structure.
This spell may be used on a dead body that cannot be
affected by a Life spell.

Force Field 10 Minutes 14 Mana
I Summon the Might of Force to Create a Field.
This spell creates a mobile Imprison effect. The recipient
must use this hand gesture: hold their fists to their
shoulders, right fist to right shoulder etc... Until the spell
ends. The recipient can will the spell to end or the spell
can be negated by Refract, Dispel Enchantments, or
Suppress Enchantments.

Circle 1 Hour 15 Mana
I Summon the Might of Force to Create a Circle.
This creates a circular Wall of Force up to 10’ in
diameter, marked as a normal Wall of Force. The caster
can allow beings through the circle while it is in operation
by stating “<Name> is recognized by the Circle.” This is
a conscious effort, must be vocalized, and can be revoked
by saying “<Name> is no longer recognized by the
Circle.” Revoking recognition does NOT eject the being
from the Circle. Only one being may be recognized at a
time. This spell is not negated by Refract, Dispel
Enchantments, or Suppress Enchantments spells.
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Force Damage Instant (any) Mana
I Summon # Force.
This spell allows the caster to call forth Force energy and
direct it at an opponent. “#’ is the damage caused and is
equal to 5x the spell points used in the attack. No matter
how much damage is inflicted at once, it is still negated by
an active Force Shield.

PATH OF GLAMOUR
By the Force of my Will, I…
Level Spell
1 Light of Glamour
2 Detect Enchantment
3 Enhance Strength
4 Awaken
4 Invisiblity
5 Glamour Shield
6 Sleep
7 Enchant Weapon
8 Command
9 Fascinate
9 Frighten
10 Unveil
10 Giant Strength
11 Enrage
12 Define Enchantments
12 Enfeeble
13 Dispel Enchantments
14 Enthrall
15 Summon Phantasm

Light of Glamour 1 Day 1 Mana
By the Force of my Will, I Light my Way.
This spell creates a light source (glow stick or muted
flashlight) which the caster can use until sunlight touches
the physical representation of the spell or 24 hours have
passed, whichever comes first.

Detect Enchantment Instant 2 Mana
By the Force of my Will, I Detect Enchantment.
This spell allows the caster to detect the presence of
magical energy on the target. If cast upon a person, an
active Glamour Shield will prevent it but be used in the
process. The spell will determine the specific path
involved and specific abilities of temporary magic items
with multiple castings. The first casting will determine if
the item is magical. The second and subsequent castings
determine the first path, second, etc. until all paths have
been determined. Additional castings will determine the
first to last spell effects. The last aspect of the item to be
determined is duration. Permanent items cannot be
detected beyond the Paths contained.


Enhance Strength Indefinite 3 Mana
By the Force of my Will, I Enhance your Strength.
This blade spell makes the target hit harder with a weapon,
doing 3 extra points of damage. It also allows a target to
perform a single feat of strength, such as throwing a
boulder or ripping out of an effect needing a +3 strength or
less. It can also be used to move great weights (90lbs.), or
carry someone or something heavy for a ten count. It
cannot be used to enhance jumps in combat or to
maneuver. A person may possess up to 4 blade spells total
on themselves at any one time. Only one blade spell can
be used per strike.

Awaken Instant 4 Mana
By the Force of my Will, I awaken you.
This spell will break many Glamour effects or abilities on
the target. The spells are Sleep, Command, Frighten,
Enrage, Enfeeble, & Enthrall, and includes monster
abilities that duplicate the spells or alchemical substances
that list Awaken as a cure.

Invisibility 24 Hours 4 Mana
By the Force of my Will, I render you Invisible
This spell causes the recipient and his gear to vanish
from sight and be undetectable to normal vision or
even keen sight or infravision. The target is not
magically silenced so may still be detected in that
manner. Even allies are not able to see the recipient
unless they are able to see the invisible or capable of
casting spells able to detect them. Items dropped or
put down become visible and items picked up
disappear only if placed inside a pouch or tucked into
clothing. Light never becomes invisible but the light
source may do so.
This spell remains until magically broken or dispelled,
the recipient attacks any creature or 24 Hours have
elapsed. This means the recipient can still open doors,
talk, eat, climb stairs, cast non-aggressive spells, et
cetera. Non-aggressive spells are spells that do not
have any adverse effect on the target such as healing,
protective or detect spells. This spell breaks if the user
casts a spell that breaks a shield.

Glamour Shield Indefinite 5 Mana
By the Force of my Will, I Create a Shield.
This spell creates a protective field that will negate the first
Glamour spell or effect successfully cast upon the target.







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Sleep 10 Minutes 6 Mana
By the Force of my Will, I sleep you.
This spell causes the target to fall into a deep sleep and
stay that way for 10 minutes unless an Awaken is cast
upon them or someone takes one minute to shake them
vigorously and shout. While asleep, the target is
vulnerable to a killing blow.

Enchant Weapon 10 Minutes 7 Mana
By the Force of my Will, I Enchant your Weapon.
This makes the target weapon swing as a magical weapon
for the duration of a battle or 10 minutes, whichever comes
first. If the weapon is dropped or destroyed the spell ends.
This spell may be used on natural weapons such as fists or
claws.

Command 1 Hour 8 Mana
By the Force of my Will, I Command You.
This spell causes the target to obey the next command
given by the caster. The target must attempt to
immediately complete the task. The target will obey all
commands given except for those which will result in an
immediate & certain death. (EG command you to jump
into that pool of lava, to fall on your sword, etc…) The
spell lasts until the task is completed, the target is killed,
the spell is broken or 1 hour has passed, whichever comes
first.

Fascinate 10 Minutes 8 Mana
By the Force of my Will, I Fascinate You.
This spell causes the target to become transfixed with the
first person, creature, or object he sees. The target is
unable to use any game skills or communicate things to
others. The target will follow and stare at the person,
object or creature for 10 minutes, until the spell is
negated, or the target is killed. The target of this spell is
unable to cat in any way but follow the object of
Fascination, even if the object is in danger.

Frighten 10 Minutes 9 Mana
By the Force of my Will, I Frighten You.
This causes the target to see the caster as the embodiment
of their greatest fear. The target will immediately leave
the area using the fastest manner available to them.
However, once out of sight the target may act normally
unless the caster comes back into view again before the
spell ends. If this occurs, the target must continue to flee.
Unveil Instant 10 Mana
By the Force of my Will, I Unveil You.
This creates a magical cascade that envelops the target
and reveals a shape changer’s natural form. It does not
force a change of shape, but reveals an image of the true
form. It will also dispel any illusionary effects that
obscure the target’s true form so long as those effects are
present on the target, not the area in which the target is.

Giant Strength Indefinite 10 Mana
By the Force of my Will, I Create Giant Strength.
This blade spell allows the target to do an extra +6
damage with a weapon. It also allows the target to
perform one feat of Giant Strength such as breaking
confining spells of level 6 and below, with the usual
penalties. It can also be used to move great weights
(1800lbs.) and carry someone/something heavy for up to a
ten count. Giant Strength jumps cannot be used in combat
or to maneuver. Up to 4 blade spells can be active on a
person at one time. Only one Blade spell can be used per
strike.

Enrage 10 Minutes 11 Mana
By the Force of my Will, I Enrage You.
This spell causes the target to fly into a blind rage,
attacking the nearest creature until the either the target or
the creature is unconscious. The target will continue to
attack the next creature it sees until 10 minutes have
passed the spell is broken, or all targets are dead.

Define Enchantment Instant 12 Mana
By the Force of my Will, I Define Enchantment.
This spell allows the caster to better define the particular
enchantments placed upon an item or person. Once a
Detect Enchantment is cast upon a person or object, a
Define Enchantment by the same caster will allow the
character to better narrow the scope of research for a
permanent item. Or in the case of items that last only for a
short amount of time, it will determine the nature of the
enchantments placed upon the item or person. This spell
is blocked by an active Glamour Shield, but the Shield will
be used in the process.

Enfeeble 1 Hour 12 Mana
By the Force of my Will, I Enfeeble your Mind.
This spell causes the target to forget all in-game skills and
regress to the mentality of a child for an hour. The target
cannot wield a weapon, cast any spells, or think coherently
until the spell effect is dispelled, has ended, or the target
dies. The target will not remember anything that happens
while enfeebled.

Dispel Enchantments Instant 13 Mana
By the Force of my Will, I Dispel Enchantments.
This spell negates all non-permanent magical spells and
effects on a target. An active Glamour Shield will prevent
this from occurring, but will be used up in the process.
This spell will cause 50 points of damage to magical
constructs like golems. Permanent magical items are
unaffected by this spell and instant effects cannot be
dispelled.
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Enthrall 1 Week 14 Mana
By the Force of my Will, I Enthrall You.
This places the target under the caster’s control. The
target can do nothing without the caster’s orders while
under this spell, and must obey all commands the caster
gives, even self-destructive ones. However, the target is
not required to cast spells, special attacks poisons, or
items unless the caster specifically directs the target to do
so. When fighting with a weapon, the target is not
required to call more than base damage, and fights like an
automaton with no sense of self-preservation. The spell
lasts until it is dispelled, removed, the target dies, or 1
week has passed.

Summon Phantasm 1 Hour 15 Mana
By the Force of my Will, I Summon Phantasm.
This allows the caster to summon a Phantasm to perform
one task for the caster. This spell lasts until the task is
complete, the Phantasm is destroyed, or 1 hour has
passed. This spell will not always be successful in
summoning a Phantasm; see a plot marshal. It is up to a
marshal how much or how well a character using this spell
hears.

PATH OF LIGHT
I cast a Mystic Light to…
Level Spell
1 Shining Path
2 Detect Purity
3 Flash Burst
4 Bright Blade
5 Light Shield
6 Chains of Light
7 Wall of Light
8 Shadow’s Bane
9 Light Aura
10 Solar Burst
11 Shining Light
12 Solar Blade
13 Chariot of Sussture
14 Prism Armor
15 Umbral Gate
Light Damage: I Cast (#x5) Light.

Shining Path 1 Day 1 Mana
(I cast a mystic light to light my way)
This spell creates a shining light to brighten your path,
which lasts 24 hours

Detect Purity Instant 2 Mana
(I cast a mystic light to…)
This spell allows the user to determine the amount of
good or evil in a life form.

Flash Burst Instant 3 Mana
(I cast a mystic light to…)
This spell when cast at an opponent will cause them to
suddenly become startled and drop items in they’re
hands.

Bright Blade Indefinite 4 Mana
(I cast a mystic light to brighten my blade)
This spell cast a bright light on the weapon, giving it a
5+ damage boost and changes the damage call to
light.

Light Shield Indefinite 5 Mana
(I cast a mystic light to create a shield)
This spell creates a protective glow around the target
that will negate the first light spell or effect cast at the
target

Chains of Light 10 Minutes 6 Mana
(I cast a mystic light to bind you)
This spell creates chains made of light to entangle
around the target, causing the inability of movement
for 10 minutes. Requires strength of 3+, takes a three
count, and doing so causes 4 points of damage.
Victims can be killing-blowed while under this spell.
Incorpeal creatures cannot break free

Wall of Light 1 Hour 7 Mana
(I cast a mystic light to create a wall)
This spell a 10x10 wall of pure light, creatures of
darkness take 40 points of damage if they touch it and
cannot pass through it, other creatures take 30 second
blindness effect. This spell last 1 hour.

Shadow’s Bane Instant 8 Mana
(I cast a mystic light to dispel darkness)
This spell does 100 points of damage to creatures
linked to darkness and the night.

Light Aura Indefinite 9 Mana
(I cast a mystic light to create an aura)
This spell creates a aura of light which when a
darkness spell is cast on the user the spell is reflected
back and the caster takes 20 damage, unless they are a
creature of darkness, then they take 40 damage.

Solar Burst 10 Minutes 10 Mana
(I cast a mystic light to create a solar burst)
This spell stuns target for 10 minutes, leaving them
unconscious.



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Shining Light 1 Hour 11 Mana
(I cast a mystic light to enchant my vision)
This spell allows the user to see…through darkness,
the invisible, and a through illusion. This spell lasts
for 1 hour

Solar Blade 30 Minutes 12 Mana
(I cast a mystic light to create a solar edge)
This spell creates a solar edge on a selected weapon
which gives it 5+ damage for 30 minutes. The damage
call becomes light and user now does double damage
versus creatures linked to the darkness.

Chariot of Sussture 10 Minutes 13 Mana
(I cast a mystic light to create a chariot)
This spell creates a sussture of light which transports
the caster and five others through the umbra up to a
point of one mile from the original location.
(Characters are considered out of game until journey
is made)

Prism Armor 10 Minutes 14 Mana
(I cast a mystic light to create prism armor)
This spell coats the user in bendable Chrystal armor
that makes them immune to all spells(except spirit,
thought, and darkness damage)and immune to all
attacks. User must keep hand above head and in the
open hand position. This effect last until the hand is
lowered.

Umbral Gate 10 Minutes 15 Mana
(I cast a mystic light to create an Umbral gate)
This spell creates an Umbral gate which opens up the
Umbral plane for 10 minutes. Creatures may enter and
exit between the two plans freely.

Light Damage Instant Xx5
I cast X Light.
This spell allows the caster to call forth a mass of blinding
light and direct it at the opponent. “#” is the damage
caused and is equal to 5x the number of spell points used
in the casting. No matter how much damage is inflicted at
once, it is still negated by an active light shield. Also the
light damage is doubled against creatures linked to the
darkness.









PATH OF MOON
By the Light of the Moon...
Level Spell
1 Moonbeam
2 Detect Mark
3 Depression
4 Moon Strike
4 Moon Blindness
5 Moon Shield
6 Tranquility
7 Moon Wall
8 Eclipse
9 Purge
10 Lunacy
11 Call the Beast
12 Meteor Storm
13 Umbral Sight
14 Tide
15 Summon Moon Beast

Moonbeam 1 Day 1 Mana
By the Light of the Moon, I Light My Way
This spell creates a light source (glow stick or muted
flashlight), which the caster can use until the dawn, or
sunlight touches the physical representation, whichever
comes first.

Detect Mark Instant 2 Mana
By the Light of the Moon, I Detect Mark
This spell allows the caster to detect the presence of
magical marks upon the target. If cast on a person, an
active Moon Shield will prevent it from working but will
be used up in the process. DETECT MARK will determine
whether a mark is magical or not. The origin and possible
connections of the mark may be revealed with multiple
castings.

Depression Line of Sight 3 Mana
By the Light of the Moon, I Create Depression
This spell forces the target into a deep depression that
affects him physically. The target is physically weakened
and unable to fight with full effectiveness, giving a -5 to
damage with weapons while that caster is in line of the
sight. This spell last until the target is dead, line of sight is
broken, and a successful ECLIPSE, DISPEL
ENCHANTMENTS, or SUPPRESS ENCHANTMENTS
is cast upon the target.







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Moon Strike Indefinite 4 Mana
By the Light of the Moon, I Create a Moon Strike
This blade spell is cast upon a person, allowing him to
deliver +5 Silver damage with on strike of a weapon. This
spell when activated surrounds the weapon with a glow
similar to that of moonlight. Up to 4 blade spells can be
active on a person at one time. The wielder has the choice
to use this spell on any on strike whether the strike is
successful or not. Only one blade spell can be used per
strike.

Moon Blindness Line of sight 4 Mana
By the light of the Moon, I Blind You.
This spell causes targets eyes to glow with silver light,
blinding the target. The target must have eyes to be
affected by this spell. Movement is allowed with a guide.
The skill BLIND FIGHTING allows the target to use
fighting skills. A moon shield will block the MOON
BLINDNESS spell.

Moon Shield Indefinite 5 Mana
By the Light of the Moon, I Create a Shield
This spell creates a protective field around the recipient
that will negate the first moon spell or effect successfully
cast upon the recipient. This is called "MOON SHIELD”.

Tranquility 10 Minutes 6 Mana
By the Light of the Moon, I Create Tranquility
This spell prevents the target from taking offensive actions
for 10 minutes. The target is still able to act normally,
running, casting non-attack spells; using non' offensive
poisons and skills, A character under the effects of the
TRANQUILITY spell can still give orders and defend
himself with his weapons and skills, This spell is negated
by an ECLIPSE, AWAKEN, CLEAR, DISPEL
ENCHANTMENTS, PURGE, or FREEDOM spells and
SMELING SALT poisons or a MIND TOUCH.

Moon Wall 1 Day 7 Mana
By the Light of the Moon, I Create a Wall
This spell creates a wall of moonlight up to 10’ across
which expands from the point of origin until l0' or
prevented from continuing by a barrier. Any creature that
comes into contact with the wall will suffer the effects a
BLINDNESS spell. Any creature that has an active
MOON SHIELD that comes in contact with a MOON
WALL is completely protected from the negative effects
of the wall and may decide which side of the wall he
wishes to be on. If the individual does not immediately
move out of contact with the wall, the shield will be used
and he will take all effects normally. Spells pass
harmlessly through the wall, as do thrown weapons and
gases. This spell requires that a length of rope or tape
(preferably silver be used to mark the position of the wall).
DISPEL ENCHANTMENT and ECLIPSE spells will
negate this wall. This spell lasts for 1 day.

Eclipse Instant 8 Mana
By the Light of the Moon, I Create an Eclipse
This spell causes all MOON effects still existing on the
target to be negated, An active MOON SHIELD or
MAGIC SHIELD will stop this spell if cast on a person,
but will be used up in the process. ECLIPSE will cause 50
points of damage to creatures linked to the moon, such as
Lycanthropes.

Purge Instant 9 Mana
By the Light of the Moon, I Purge You
This spell will release a target from any bonds or
influences, magical or physical and will free the character
from manacles or binding magics, it will also dispel mind
influencing spells or effects that do not require a specific
antidote such as Glamour magic or dryad's charms.

Lunacy 10 Minutes 10 Mana
By the Light of the Moon, I Create Lunacy
This spell causes the target to be consumed by sheer
madness, stunned for the next10 minutes unless protected
by an active MOON SHIELD, MAGIC SHIELD, or
immune to MOON effects or mind effects. While stunned,
the target is vulnerable to a killing blow and cannot move
or use any in-game skills

Call the Beast 10 Minutes 11 Mana
By the Light of the Moon, I Call the Beast
This spell cause the target to fly into a blind rage,
attacking the nearest creature until either the target or the
creature is unconscious, if the target of this spell has a
Battle Rage skill that is unused; the spell will activate that
Battle Rage, target will continue to attack the next
creature see until 10 minutes have elapsed; the spell is
negated, or the target dead.







Meteor Storm Instant 12 Mana
By the Light of the Moon, I Create a Meteor Storm
This spell creates a volley of speeding flaming stones
which all strike the target causing massive physical
destruction to his body. The target immediately is reduced
to -1 total body, protective spells, and armor, unless
protected by an active A MOON SHIELD, MAGIC
SHIELD, or immune to MOON spells and effects. This
spell acts as killing blow; however, the target is still
affected b by SPIRIT ANCHOR or a life spell.
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Umbral Sight 1 Night 13 Mana
By the Light of the Moon, I See the Umbra
This spell allows the recipient to see better at night. The
recipient of this spell is considered to possess the
advantage of Keen Sight and to see the true form of
creatures that are focused on (a 10 count), for the rest of
the night. This spell lasts until negated by death of the
recipient, a DISPEL or SUPPRESS ENCHANTMENTS
spell, an ECLIPSE spell, or the dawn.

Tide Line of Sight 14 Mana
By the Light of the Moon, I Create a Tide
This spell creates a magical force that prevents ships and
creatures native to the water from making their escape by
the sea. This spell causes all beings that use the water to
escape to return to land. Once the spell effect is invoked,
the caster must plant his right foot and incant Tide for each
packet thrown. The caster can throw an unlimited amount
of packets. Only creatures that are hit by a packet are
affected.

Summon Moon Beast 1 Hour 15 Mana
By the Light of the Moon, I Summon the Beast
This spell sends out a special signal to the nearest
Guardian. The Guardian can then choose to respond to the
summons or ignore it as he pleases. This spell can be cast
in combat.

PATH OF NATURE
I call Upon the Forces of Nature to. . .
Level Spell
1 Sense Taint
2 Find/Hide Path
3 Rot
3 Messenger
4 Entangle
5 Nature Shield
6 Venom
7 Wall of Thorns
8 Barkskin
9 Freedom
10 Command Animal
11 Command Plant
12 Revive
13 Rejuvenate
14 Conceal
15 Summon Guardian

Sense Taint Instant 1 Mana
I Call Upon the Forces of Nature to Sense Taint
This spell allows the caster to determine if a person or object
is tainted with unnatural powers. This spell will not reveal the
exact nature of the taint, but subsequent spells may reveal the
strength or general nature of the taint

Find/Hide Path Instant 2 Mana
I Call Upon the Forces of Nature to <Find/ Hide> the Path
This spell will allow the caster to increase or decrease the
chances of a character with tracking a particular quarry.
FIND PATH allows a character to track with level 1 skill
or adds 2 successes to another the Tracking Pick. HIDE
PATH allows the character to counter track with level 1
skill or add 2 failures to the Tracking Pick.

Rot Instant 3 Mana
I Call Upon the Forces of Nature to Rot <ITEM>
This spell causes one item named by the caster to rot and
rust, making the item useless and weak. This spell affects
one object up to and including the size of a shield per
casting. It will not rot a shield-sized hole in a larger
structure or affect living materials.

Messenger 1 Day 3 Mana
I Call Upon the Forces of Nature to Create a Messenger
This spell allows the caster to imprint a message of up to 12
words upon any small animal, which will then travel for up to
one day to the person of the casters choosing. The animal
may be as small as a mouse or as large as a crow. If no
animal is near the caster the spell fails. The animal must also
be able to make sounds with its throat; a fish would not be
able to communicate its message. If the target of the spell is
too far away, the messenger will travel for a day and then
wander off. Only the recipient of the spell will understand the
message. (Plot will actually deliver the message.)

Entangle Line of Sight 4 Mana
I Call Upon the Forces of Nature to Entangle You
This spell causes vegetation, such as weeds, plants, and
grasses to grow and entangle the target immobilizing the
target. The target cannot move from the point of the
entanglement; however, the target can move his arms and
wield his weapons, cast spells, or use magical items. This
spell may be broken with +4 Strength or better, causing
four points of damage and requiring a three count.

Nature Shield Indefinite 5 Mana
I Call Upon the Forces of Nature to Create a Shield
This spell creates a protective field around the recipient
that will negate the first Nature spell or Natural effect
successfully cast upon the recipient. This spell will not
block alchemical substances unless the call begins with
“Natural”. For example, this will block “Natural Sleep
Poison,” as will an Alchemy Shield. As the NATURE
SHIELD is the more general protective, it is used first.
This spell is announced “NATURE SHIELD.”





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Venom 10 Minutes 6 Mana
I Call Upon the Forces of Nature to Create Venom
This spell causes the target to come under the effects of a
powerful venom that prevents the target from wielding a
weapon, casting spells, throwing poisons, engaging in
combat, or running until cured. This spell is cured by a
PURIFY LIQUID, HEAL, and REJUVENATE.


Wall of Thorns 2 Hours 7 Mana
I Call Upon the Forces of Nature to Create a Wall
This spell creates a wall of thorns up to 10' across which
expands from the origin until 10' or prevented from
continuing by a barrier. Any weapon or object, that comes
in contact with or passes through the wall will become
stuck to the wall and cannot be freed without +6 or better
strength, a spell, or the destruction of the wall. Any
creature that attempts to pass through the wall will suffer
20 points of damage from the thorns and all of his
possessions will be stuck. Spells may not pass through the
wall. The wall is affected by spells that affect up to 10' of
inanimate material. DISPEL ENCHANTMENTS, and
SUPPRESS ENCHANTMENTS. All other spells and
affects have no effect. If a creature is standing on the
physical representation of the wall when the wall spell is
cast, that creature is forced (taking no damage) to the side
of the wall away from the caster. Any hole made in the
wall will re-grow immediately after it is made. The spell
requires that a brown length of rope or tape be used to
mark the position of the wall.

Barkskin Indefinite 8 Mana
I Call Upon the Forces of Nature to Create Barkskin
This spell causes the recipient 's skin to toughen and
strengthen to the toughness of bark, it grants the recipient
20 points of natural armor until it is destroyed, Once these
points are destroyed, the spell ends. The protection acts in
all ways 1ike natural armor, but it is not healable and
cannot be repaired in any way. No more than one
BARKSKIN can be active on a target at one time, and
does not stack with BLOOD ARMOR. The recipient of a
BARKSKIN cannot wear any armor while the spell is
affect.

Freedom Instant 9 Mana
I Call Upon the Forces of Nature to Free You
This spell will release a target from any bonds or
influences, magical or physical. This spell will free the
target from manacles or binding magic. It will also dispel
mind influencing spells or effects, such as Glamour magic
or Dryad charms

Command Animal 1 Hour 10 Mana
I Call Upon the Forces of Nature to Command Animal
This spell allows the caster to give the target animal one
command that the animal will understand and attempt to
complete immediately. The target will obey all commands
except those of an obviously self-destructive nature. This
spell does not allow further communication between the
caster and the animal. The spell lasts until the task is
complete, the animal is dead, or 1 hour has passed,
whichever comes first.

Command Plant 1 Hour 11 Mana
I Call Upon the Forces of Nature to Command Plant
This spell allows the caster to give the target plant one
command that the plant will understand and attempt to
complete immediately. The target will obey all commands
except those of an obviously self-destructive nature. This
spell does not allow further communication between the
caster and the plant or impart the plant with any abilities
it does not normally possess. The spell lasts until the task
is complete, the animal is dead, or 1 hour has passed,
whichever comes first.

Revive Instant 12 Mana
I Call Upon the Forces of Nature to Revive You
This spell will restore to life a person who has died from
damage, poisons, or spell within the last 4 minutes.
REVIVE will restore a spirit to his body if the body is in
intact for the spirit to return to. A person who has died and
brought back to life with this spell will return the character
to 1 Body Point with no protectives or enchantments in
place.

Rejuvenate Instant 13 Mana
I Call Upon The Forces of Nature to Rejuvenate You.
This spell will cure the target creature of any physical or
magical damage (such as damage or missing limbs), or
effect (such as a poison or curse which does not have a
specific antidote). This spell will heal a target to full body
and natural armor, no matter how much he possesses.

Conceal 1 Hour 14 Mana
I Call Upon the Forces of Nature to Conceal You
This spell will change the target’s appearance to that of
any natural object such as a tree or large rock. This change
affects the target’s appearance, texture, and scent (all
identifying factors). While under the effects of this spell,
the target cannot move, speak, or perform any action
without breaking the spell.

Summon Guardian 1 Hour 15 Mana
I Call Upon the Forces of Nature to Summon Guardian
This spell sends out a special signal to the nearest
Guardian. The Guardian can then choose to respond to the
summons or ignore it as he pleases. This spell cannot be
cast in combat.
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PATH OF SOUND
I Summon the Might of Sound to . . .
Level Spell
1 Hear Noise
2 Vibrate
3 Splinter
4 Quiet
5 Sound Shield
6 Slumber
6 Harmony
7 Wall of Sound
8 Resonate
9 Trance
10 Shockwave
11 Sound net
12 Keening
13 Echo
14 Suggestion
15 Quivering
SOUND DAMAGE: I Summon (#x5) Sound
Hear Noise Concentration 1 Mana
I Summon the Might of Sound to Hear Noise
This spell allows the character to detect the presence of
sound behind a door or down a corridor that the character
could not normally hear, such as breathing or a faint
whisper. Loud noises will cause the character to lose his
hearing until a RESTORE or a HEAL is cast upon
Vibrate Instant 2 Mana
I Summon the Might of Sound to Vibrate <item>
This spell causes the item named by the caster to shake
uncontrollably, causing no damage, but making the item
impossible to hold the target must drop the item and
cannot hold it again for full 5 seconds, when the item
comes to rest. This spell will work on an item up to and
including the size of a shield that is held in the target’s
hand.

Splinter Instant 3 Mana
I Summon the Might of Sound to Splinter <ITEM>
This spell causes the item named by the caster to break
into hundreds of pieces causing no damage to the wielder.
This spell renders one object up to and including the size
of a shield Useless. It will not create a shield-sized hole in
a larger structure.

Quiet 10 Minutes 4 Mana
I Summon the Might of Sound to Quiet You
This spell negates any attempt to verbally communicate by
the target. Quiet prevents the target from casting spells,
activating magical items that must be activated by a
command word, or casting from scrolls. This spell does
not affect the calling of damage from a weapon or the
calling of gases.

Sound Shield Indefinite 5 Mana
I Summon the Might of Sound to Create a Shield
This spell creates a protective field around the target that
will negate the first sound spell or effect successfully cast
upon the recipient. This is called SOUND SHIELD. This
spell is not stackable with ECHO.

Slumber 10 Minutes 6 Mana
I Summon the Might of Sound to Create a Slumber
This spell causes the target to fall into a deep sleep. The
target will remain as1eep for 10 minutes until a
RESONATE, DISPEL ENCHANTMENTS, or an AWAKEN
is cast upon the target or spends one minute shaking the
victim. While asleep, the target is vulnerable to a killing
blow.

Harmony Instant 6 Mana
I Summon the Might of Sound to Create Harmony
This spell creates sound that calms the hearts and minds of
those who are affected by it. The target of the Harmony
spell will experience a peaceful sensation that will remove
the effects of a berserk poison, and ENRAGE or RAGE
spell. A HARAMONY spell will remove a person from
Battle Rage with no adverse side effects (the battle rage is
still used but none of the side effects take hold).


Wall of Sound 2 Hours 7 Mana
I Summon the Might of Sound to Create a Wall
This spell creates a wall of sound up to 10' across, which
expands from the point of origin to 10' or prevented from
continuing by a barrier. Any weapon or object that passes
through the wall will be- splintered. Creatures that attempt
to cross the wall will take 20 points of sound damage as
well as having all of their possessions splintered. Any
creature standing on the physical representation of the
wall when the spell is cast will take the effect from the wall
and must decide which side of the wall to land on. Any
creature that has an active SOUND SHIELD that comes in
contact with a WALL OF SOUND is completely protected
from the negative effects of the wall and may decide which
side of the wall he wishes to end up on. If the individual
does not immediately move out of contact with the wall,
the shield will be used and he will take all defects
normally. This spell requires a length of silver tape be
used to mark the position of the wall.

Resonate Instant 8 Mana
I Summon the Might of Sound to Resonate You
This spell causes all sound effects existing on the target to
be negated. A SOUND SHIELD will stop this spell if cast
upon a person but will be used up in the process.
RESONATE causes 50 points of damage to constructs and
golems.

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Trance 1 Hour 9 Mana
I Summon the Might of Sound to Create a Trance
This spell causes the target to obey the next command
given to him by the caster. The target must attempt to
immediately complete the task given to him. The target will
obey all commands except self-destructive ones. The spell
lasts until the task is complete, the target is killed, the spell
is broken, or 1 hour has passed, whichever comes first.

Shockwave Instant 10 Mana
I Summon the Might of Sound to Create a Shockwave
This spell causes the target to be stunned for 10 minutes
unless protected by a SOUND SHIELD or immune to
sound effects. While stunned the target is vulnerable to a
killing blow and cannot move, speak, or use any in-game
skills.

Sound net Line of Sight 11 Mana
I Summon the Might of Sound to Create a Soundnet
This spell envelops the target in a field of sound holding
him fast in one position. The target cannot move from his
position, cast spells, use poisons, scrolls, or potions. While
in the SOUNDNET, the target is vulnerable to a killing
blow can be searched. The target cannot be moved while
under the effects of this spell. This spell can be broken by a
+11 or greater strength, causing the target to take 11
points of damage and requiring a three count.









Keening Instant 12 Mana
I Summon the Might of Sound to Create the Keening
This spell creates a horrifying sound that will frighten the
target to death. The target’s current body and protectives
are reduced to -1 total, unless protected by a SOUND
SHIELD or immune to sound effects. This spell acts as a
killing blow; however, the target is still affected by a life
spell or SPIRIT ANCHOR.

Echo Indefinite 13 Mana
I Summon the Might of Sound to Create an Echo
This spell creates a protective field around the target that
will cause the next sound spell or effect successfully cast
upon the recipient to reflect back upon the caster. This
spell is not stackable with SOUND SHIELD. This spell is
called ECHO.


Suggestion 1 Day 14 Mana
I Summon the Might of Sound to Create a Suggestion
This spell allows the caster to give the target a twelve-word
suggestion that the target must attempt to carry out
immediately (unless specified in the suggestion otherwise). In
addition, the target will not remember the suggestion or the
spell being cast upon them. The suggestion will remain in the
effect until the suggestion is carried out, a DISPEL
ENCHANTMENTS, SUPPRESS ENCHANTMENTS,
AWAKEN, CLEAR, FREEDOM, PURGE, or a RESONATE

Quivering Instant 15 Mana
I Summon the Might of Sound to Create the Quivering
This spell allows the character to set up vibrations that
will destroy up to 10' of inanimate, non-living material. If
cast upon a living being, this spell has no effect. This spell
effects only one target per casting. It will not create a hole
in a larger structure. QUIVERING can be used on a body
that has been killing blowed.

Sound Damage Instant (ANY) Mana
I Summon # Sound
This spell allows the caster to call forth sonic energy and
direct it at an opponent. The damage caused is equal to
five times the amount of MANA used in the attack. No
matter how much damage is inflicted at once, an ACTIVE
SOUND SHIELD negates it.

PATH OF SPIRIT
By the Strength of My Spirit…
Level Spell
1 Aid
2 Detect Spirit
3 Empower
4 Cure
5 Death Shield
6 Sanctuary
7 Regenerate
8 Heal
9 Spirit Form
10 Anchor
11 Exorcise
12 Renew
13 Speak With Spirit
13 Vitality
14 Spirit Armor
15 Summon Spirit Warrior
Heal Wounds: By My Spirit I Heal (#x3) Wounds.
Aid Indefinite 1 Mana
By the Strength of My Spirit, I Aid You.
This spell adds three points to the target’s Body total.
They are the first Body points that the target loses for any
reason. As long as these points last, a Mage may cast
while taking damage. This spell may not be stacked with
other Aid spells.
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Detect Spirits Instant 2 Mana
By the Strength of My Spirit, I Detect Spirits.
This spell allows the caster to determine if a body or an
item possesses a spirit. This spell will not reveal the exact
spirit, but subsequent castings may reveal the nature of the
spirit, living, elemental, etc… This spell will also allow
the caster to determine if more than one spirit is present.

Empower Indefinite 3 Mana
By the Strength of My Spirit, I Empower You.
This is a more powerful form of the Aid spell, adding 6
body points to the target’s Body total. These are the first
body points that the target loses to any attack, even before
the points from an Aid spell. This spell may be stacked
with Aid, but cannot be stacked with other Empower
spells.

Cure Instant 4 Mana
By the Strength of My Spirit, I Cure You.
This spell will cure recipients of all types of disease and
infection. It will not restore any Body points or parts lost
to the effects of disease, but will remove any penalties
caused by the disease.

Death Shield Indefinite 5 Mana
By the Strength of My Spirit, I Create a Shield.
This spell creates a field around the target which will
negate the first spell or effect generated by the Path of
Darkness successfully cast upon the recipient. This is
called “Darkness Shield.”

Sanctuary 10 Minutes 6 Mana
By the Strength of My Spirit, I Create a Sanctuary.
The spell creates a protective field around the target,
which prevents minor undead creatures from attacking the
target. Affected creatures cannot physically, alchemically,
or magically attack the target. While this spell is in effect,
the target must keep both hands above the head, palms
together with the fingers pointing up but not entwined.
Any attack or spell casting by the target negates the
protective field as will disruption of the in-game hand
gesture.

Regenerate Instant 7 Mana
By the Strength of My Spirit, I Regenerate Your <PART>.
This spell re-grows or heals the target’s body part, no
matter what spell or effect was used to render the limb
useless.

Heal Instant 8 Mana
By the Strength of My Spirit, I Heal You.
This spell heals the target’s body of most poisons,
alchemical, magical and natural. It will also cures the
recipient of many carrier effects, such as Paralyze, Poison,
and Nausea. It will not, however, remove damage done by
those effects.

Spirit Form 10 Minutes 9 Mana
By the Strength of My Spirit, I Create a Spirit Form.
This causes the body of the target to become an immaterial
spirit. While in this form the recipient is immune to all
physical attacks and most spells except for Spirit Anchor,
which will act as a Confinement effect until the Spirit
Anchor or the Spirit Form spell expires, whichever comes
first. Exorcise, Dispel Enchantments, and Suppress
Enchantments will return a Spirit Form to normal. A
Spirit Form is affected by Glyphs, Time Stop, and all
Thought spells and effects normally. IN this form, the
target may pass through normal walls not more than 3’
thick and other obstructions with little effort. The Spirit
Form cannot pass through Wall of Force, Circle of Force,
and Wizard Lock. While in Spirit Form the recipient must
use this hand gesture: hands folded in front against the
torso until they wish to break the spell or the spell ends.

Anchor Instant 10 Mana
By the Strength of My Spirit, I Anchor You.
This spell strengthens the bond between a spirit and its
body. It will not return a being who has been killing
blowed to life, but it will allow for a field resurrection
(which takes 10 minutes), bringing the target back to life
without the usual side effects. The target’s spirit is still
weakened by the effort and receives a death. For the
purposes of resurrection, this spell only affects willing
targets. When cast by someone who has been affected by
an Exorcise within one minute, it will restore the exorcised
spirit to its body.

Exorcise Instant 11 Mana
By the Strength of My Spirit, I Exorcise You.
This spell will evict a foreign spirit from a body, including
animated constructs (if they possess a spirit), victims of
possession, and spirits bound to places or objects. It will
banish extra-dimensional spirits back to their plane of
origin. The use of this spell on a creature in Spirit Form
will remove the Spirit Form.

Renew Instant 12 Mana
By the Strength of My Spirit, I Renew You.
This spell will restore to life a person who has died from
damage, poison, or spell within the last four minutes. It
will restore the spirit to its original body if there is still a
body to which the spirit can return.
The target of the spell is brought back with 1 Body Point
and no protectives or enchantments in play.



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Speak With Spirit 10 Minutes 13 Mana
By the Strength of My Spirit, I Speak to You.
This spell will allow the caster to communicate with a
spirit deceased within 24 hours. The caster may ask the
spirit up to three questions that it can choose to answer
truthfully or not. This spell will also work on non-
corporeal entities.

Vitality Instant 13 Mana
By the Strength of My Spirit, I Create Vitality.
This spell cures the target of any physical or magical
damage (such as damage or a missing limb), or effect
(such as a poison or curse that has no specific antidote).
It will heal a creature to full body and natural armor, no
matter how much it possesses.

Spirit Armor Indefinite 14 Mana
By the Strength of My Spirit, I Create Spirit Armor.
This spell creates a protective field around the target that
negates the first successful spell or effect from the Path of
Darkness cast on the target’s person after they have been
killing blowed. These spells include Create Ghoul,
Zombie, Skeleton, and Armor of the Dead.
Summon Warrior 1 Hour 15 Mana
By the Strength of My Spirit, I Summon a Spirit Warrior.
This spell summons a spirit warrior to perform a single
task for the caster. This spell lasts until the task is
completed, the spirit is destroyed, or 1 hour has elapsed.
This spell may not always be successful; see a plot
marshal. This spell will never succeed in combat.

Heal Wounds Instant (any) Mana
By My Spirit, I Heal # wounds.
This spell allows the caster to heal the wounds of a target
no matter what the cause. ‘#’ is equal to 3x the number of
spell points used in the spell.






















PATH OF STONE
I Call Upon the Power of Earth to…
Level Spell
1 Sunstone
2 Detect Precious Minerals
3 Brittle
4 Root
5 Stone Shield
6 Crush
7 Wall of Stone
8 Bind
9 Stone skin
10 Earthquake
10 Pass Wall
11 Flesh to Stone
11 Gauntlet
12 Entomb
13 Command Elemental
14 Solidify
14 Rock to Mud
14 Mud to Rock
15 Summon Elemental
Stone Damage: I Call Upon (#x5) Stone.

Sunstone 1 Day 1 Mana
I Call Upon the Power of Earth to Light my Way.
This spell creates a light source (glow stick or muted
flashlight) which the caster can use until sunlight touches
the physical representation of the spell or 24 hours have
passed, whichever comes first.

Detect Precious Minerals Instant 2 Mana
I Call Upon the Power of Earth to Detect Precious
Minerals.
This spell allows the caster to detect the nature or
presence of precious or valuable minerals on the target. If
cast on a person, an active Stone Shield will prevent the
spell from functioning, but will be used up in the process.
The spell does not identify the specific type of mineral, and
affects one target creature or a 10’x10’x10’ area of
inanimate material.

Brittle Instant 3 Mana
I Call Upon the Power of Earth to Make <ITEM> Brittle.
This spell causes the item named by the caster to become
brittle and crumble to pieces. This will render any one
item the size of a shield useless. It will not create a shield-
sized hole in a larger structure.

Root Line of Sight 4 Mana
I Call Upon the Power of Earth to Root You.
This spell causes the target to be pinned to one spot on the
ground. The target must keep their right foot in the same
place until the caster is out of sight or unconscious for a
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period of ten seconds. This spell may be broken by a
creature with +4 strength or better, which will cause them
4 points of damage and requires a 3 count to perform. The
victim cannot be killing blowed or searched while under
the effect unless the target is otherwise incapacitated.

Stone Shield Indefinite 5 Mana
I Call Upon the Power of Earth to Create a Shield.
This spell creates a protective field that will negate the first
earth spell or effect successfully cast upon the recipient.
(Would it negate a blow from a stone weapon?)

Crush Instant 6 Mana
I Call Upon the Power of Earth to Crush <ITEM>.
This spell causes the item named by the caster to be
crushed and become useless. This spell can affect an
object up to and including the size of a door. This will not
create a door-sized hole in a larger structure.

Wall of Stone 1 Day 7 Mana
I Call Upon the Power of Earth to Create a Wall.
This spell creates a wall of stone up to 10’ across which
expands from the point of origin until it reaches 10’ in
length or is stopped by a barrier. This wall can be
tunneled through in 1 hour with proper mining tools. The
wall is also affected by spells that affect up to 10’ of
inanimate material, Dispel Enchantments, Rock to Mud,
and Suppress Enchantments. No other spells or effects
have any affect. Any creature standing on the phys rep of
the wall when the spell is cast will be forced to the side
away from the caster. Any creature that has an active
Stone Shield is completely protected from the negative
effects of the wall and may decide which side of the wall
to end up on. If they do not immediately move out of
contact with the Wall, the Shield will be expended and the
target will take all Wall effects normally. This spell
requires that a length of rope or tape (preferably brown) be
used to mark the position of the wall.

Bind Line of Sight 8 Mana
I Call Upon the Power of Earth to Bind You
This spell causes a large hand of stone to rise from the
earth and hold the target in one position. The target can
speak but cannot move or cast spells except from the Path
of Mind, which requires thought alone. The spell can be
broken by a +8 or better strength, which causes 8 points of
Stone damage and requires a three count to accomplish.
The victim can be killing blowed while under the effect.

Stone skin 10 Minutes 9 Mana
I call Upon the Power of Earth to Create Stone skin.
This causes the target’s skin to become as hard as stone.
While this is the case, the target is immune to normal,
silver, and magical weapon attacks. The recipient is also
immune to all “Natural” attacks, including those that
duplicate spell effects that would normally effect the
target. Spells affect the target normally; in addition, the
target cannot cast spells or attack in any way without
breaking the spell. The recipient still needs to breathe and
is affected normally by gas poisons, but contact poisons
and carrier attacks do not affect the recipient. While
invoking this effect, the recipient must use this hand
gesture: both fists touching in front of their torso.

Earthquake Instant 10 Mana
I Call Upon the Power of Earth to Create an Earthquake.
This spell causes the ground beneath the target to shake,
stunning them for 10 minutes unless protected by a Stone
Shield of immune to Earth effects. While stunned, the
target cannot move or use any in-game skills and is
vulnerable to a killing blow.

Pass Wall 10 minutes 10 Mana
I call Upon the Power of Earth to Create a Pass wall.
This spell creates a 10’x10’x10’ corridor through solid
earthen or stone material. It creates a perfectly smooth and
navigable passage through the material. If an object or
person is caught within the corridor when the spell ends,
that object or person will be ejected from the corridor to a
random side (determined by marshal).

Flesh to Stone 1Hour 11 Mana
I Call Upon the Power of Earth to Turn Flesh to Stone.
This turns a living target into a statue. In this form, the
target is immune to harm, but cannot be moved at all. In
addition, the target is unaware of their surroundings while
in stone form. The reverse of this spell will negate the
effect. If used on a creature of stone or earth elemental,
this spell will remove all natural armor points and allow
most to be harmed by normal weapons.

Gauntlet 10 Minutes 11 Mana
I Call Upon the Power of Earth to Create a Gauntlet.
This spell changes the limb of the target chosen by the caster
into that of a minor earth elemental. For the duration, this
gives the target the ability to use the arm as a Natural
Weapon with a base damage of 5. It may also be used to
block as a Monster’s Claw. It cannot, however, be used for
casting spells, throwing poisons, using weapons, or any task
requiring fine manipulation while the spell is active.

Entomb Instant 12 Mana
I Call Upon the Power of Earth to Entomb You.
This spell completely encases the target in stone, crushing
them and instantly reducing all body, armor, and
protectives to -1 unless protected by a Stone Shield or
immune to Earth effects. This spell acts as a killing blow,
but the target is still affected by life spells and Spirit
Anchor.
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Command Elemental 1 Hour 13 Mana
I Call Upon the Power of Earth to Command Elemental.
This spell allows the caster to issue one command to an
Earth Elemental that it must obey immediately and to the
best of its ability, including self-destructive orders.

Solidify Instant 14 Mana
I Call Upon the Power of Earth to Solidify the Earth.
This spell creates a barrier preventing creatures from making
their escape through the earth. This spell causes all beings
that used the earth to escape to return to the surface. Once
the spell effect is begun, the caster must plant their right foot
and incant ‘Solidify’ for each packet thrown. They may cast
an unlimited amount of packets provided no other spells are
cast and their right foot stays planted.

Rock to Mud Instant 14 Mana
I Call Upon the Power of Earth to Turn Rock to Mud.
This spell causes a 10x10x10 volume of non-living,
inanimate stone or rock to mud. It will destroy a Wall of
Stone, Root, Bind, or a being of Stone, including one under
the effects of Flesh to Stone.

Mud to Rock Instant 14 Mana
I Call Upon the Power of Earth to Turn Mud to Rock.
This spell causes a 10x10x10 volume of non-living,
inanimate mud to rock or stone. It will act as a Wall of
Stone, Root, Bind, or as a renew on a being of Stone.

Summon Elemental 1 Hour 15 Mana
I Call Upon the Power of Earth to Summon Elemental.
This spell will summon a minor earth elemental to perform
one task for the caster. This spell lasts until the task in
completed, the elemental is destroyed, or 1 hour has
elapsed. This spell is not always successful in summoning
an elemental; see a plot marshal. This spell will never
succeed in combat.

Stone Damage Instant (any) Mana
I Call Upon # Stone.
This spell allows the caster to call forth elemental energy
and direct it at an opponent. “#’ is the damage caused and
is equal to 5x the spell points used in the attack. No matter
how much damage is inflicted at once, it is still negated by
an active Stone Shield.










PATH OF THOUGHT
With the Power of my Thoughts, . . .
Level Spell
1 Empathy
2 Detect Mind
3 Weaken
4 Clear
5 Thought Shield
6 Dream
7 Blind
8 Shock
9 Control
10 Stun
11 Forget
12 Slay
13 Remember
14 Mesmerize
15 Forbid
PSYCHIC DAMAGE: WITH MY THOUGHTS, I CAUSE
#x3 BODY

Empathy INSTANT 1 MANA
With the Power of my Thoughts, I Create Empathy
This power allows the psionic to determine the emotional
condition of the target. Empathy detects his the specific
emotions and their level of intensity at time of casting. The
target of the emotions can be determined by a second use
of this power. However, the origin of the emotions
(Natural, Magical, Psionic, or Alchemical) is not revealed
by the use of this power, nor are any thoughts; no matter
how intense they are, transmitted by this power.

Detect Mind INSTANT 2 MANA
With the Power of my Thoughts, I Detect Mind
This power allows a psionic to determine whether or not
the target possesses a mind. DETECT MIND will reveal if
the target is Sentient, Self-willed, Instinctual,
Programmed, or Non-Sentient. It will also reveal the
presence of multiple minds occupying the same form or a
link to a Group Mind. Specific thoughts, levels of
intelligence, or origins are not revealed by this power.

Weaken LINE OF SIGHT 3 MANA
With the Power of my Thoughts, I Weaken You
This power allows the psionic to interfere with the target's
reflexes, fighting skills, reducing his effectiveness with a
weapon. The target of this power must reduce his damage
with any weapon by -5 so long as the power is in effect.
This power is not cumulative with other weakness effects.
This is a mind affecting power.



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Clear INSTANT 4 MANA
With the Power of my Thoughts, I Clear Your Mind
This power allows the psionic to rid a mind of external
influences. CLEAR will free a person of command, Sleep,
Enthrall, Rage, Enrage, Slumber, Control, Weaken, and
other mind influencing affects, whether magical,
alchemical, or psionic. This power functions as an
AWAKEN spell for these purposes.

Thought Shield INDEFINITE 5 MANA
With the Power of my Thoughts, I Create a Shield
This power allows the psionic to create a protective field
around the target that will protect the target from the first
psionic power or effect successfully used on the recipient.
This is announced “THOUGHT SHIELD.”

Dream 10 MINUTES 6 MANA
With the Power of my Thoughts, I Create a Dream
This power allows the psionic to force a target into a deep
sleep. The target will remain asleep for 10 minutes unless
an AWAKEN or CLEAR is used upon them or someone
takes one minute to shake them rigorously and shout at
them. While under the effects this power, the target is
vulnerable to a killing blow.

Blind LINE OF SIGHT 7 MANA
With the Power of my Thoughts, I Blind You
This power allows the psionic to prevent the target from
using his sense of sight to guide him or recognize
anything. The affect is simulated by a loss all weapon
combat skills. The target may cast spells or use alchemy
but must keep his eyes closed. Movement is possible only
with a guide. The target may not be killing blowed unless
first rendered unconscious or immobile. A character with
BLIND-FIGHTING may ignore the effect of this power.
STUN 10 MINUTES 8 MANA
With the Power of my Thoughts, I STUN YOU
This power causes the target to become rigid, unable to
move. While under the effects of this power, the target is
vulnerable to a killing blow. In addition, the target is
unable to speak, use any physical in-game skills or
magical items. This is not a binding power. The target of
this power can be searched.

CONTROL 1 HOUR 9 MANA
With the Power of my Thoughts, I CONTROL YOU
This power causes the target to obey the next command given
to him by the psionic. The target must immediately attempt to
complete the task. The target will obey all commands except
those that are obviously self-destructive in nature. The power
lasts until the command is completed, the duration ends, the
power is broken, or the target is killed.



SHOCK 10 MINUTES 10 MANA
With the Power of my Thoughts, I SHOCK YOU
This power causes the target to go into shock, rendering
the target immobile unless protected by an active
THOUGHT SHIELD or immune to psionic affects. While
stunned, the target is vulnerable to a killing blow, cannot
move or use any game skills.

FORGET INDEFINITE 11 MANA
With the Power of my Thoughts, I MAKE YOU FORGET
This power allows the psionic to remove the last 15 minutes
of the target's memory, causing him to forget the events of
that time. If a CLEAR is used upon the target within 5
minutes of being affected, the effects are reversed. If not, the
power's affects are permanent.

SLAY INSTANT 12 MANA
With the Power of my Thoughts, I SLAY YOU
This power allows the psionic to send a massive surge of
mental energy into the target's mind, killing him instantly.
The use of this power reduces the victim's total body and
protectives to -1 total, unless protected by a THOUGHT
SHIELD or immune to psionic affects. This power acts as a
killing blow; however, the target is still affected by a RENEW
or SPIRIT ANCHOR.

REMEMBER INSTANT 13 MANA
With the Power of my Thoughts, I Make You Remember
This power allows the psionic to reverse the effects of
memory effecting poisons, powers, and spells that have
been used on the target within the last 24 hours. This
power will reverse the effects of one such power, poison,
or spell for each use.

MESMERIZE 1 HOUR 14 MANA
With the Power of my Thoughts, I MESMERIZE YOU
This power allows the psionic to place the target under his
complete control. The target will not do anything without the
psionic's orders. While under the effects of this power the
target must obey all the commands of the psionic, even self-
destructive orders. However, the target is not required to use
spells, poisons, skills, or items unless the psionic specifically
directs the target to do so. When fighting with a weapon, the
target is not required to call more than base damage with the
weapon. The target fights like an automaton with no sense of
self-preservation. This spell lasts until the duration is up, the
power is negated, or the target dies.

FORBID 1 DAY 15 MANA
With the Power of my Thoughts, I FORBID YOU TO
<SKILL>
This power allows the psionic to restrict the target from
using one specific skill. That skill cannot be used by the
target until he resurrects, a CLEAR, DISPEL
ENCHANTMENTS, or 3 Mind Touches are used to negate
the effects. This does not affect skills dependent on the skill
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that has been nulled; however, any skill that directly uses
the forbidden skill cannot be used as well. For example,
forbidding Read & Write will someone from being able to
produce poisons or scrolls, but does not prevent the target
from using those items. If a weapon damage skill or
backstab is forbidden, then the target’s maximum damage
is reduced by the one skill. This power cannot be used
against racial abilities that are in continuous effect nor to
forbid the target from using mana.

PYSCHIC DAMAGE INSTANT (ANY) MANA
With my Thoughts, I CAUSE # BODY
This power allows the psionic to send a surge of psionic
power into the mind of another creature causing the
amount of body damage equal to 3x amount of amount the
mana used in the attack. No matter how much damage the
attack causes, an active THOUGHT SHIELD will block
the attack.

Path of Time
By the Sands of Time, I…
Level Spell
1 Timekeeper
2 Detect Age
3 Slow
4 Haste
5 Time Shield
6 Crumble
7 Barrier
8 Shrivel
9 Time Break
10 Stasis
11 Time Lapse
12 Age
12 Seal Fate
13 Restore
14 Stop Time
15 Disintegrate

Timekeeper Other 1 Mana
By the Sands of Time, I Create a Timekeeper.
This spell allows the caster to monitor the duration of any
spell effect. To use this spell the player must have a
timepiece or must find one. This spell can be used to tell
the caster when a spell is going to expire or if someone
who has been killing blowed is beyond help.

Detect Age Instant 2 Mana
By the Sands of Time, I Detect Age.
This spell tells the caster the age of a person or object
targeted by the spell. It tells the exact amount of time that
has passed since the person’s birth or the object’s creation.
If cast upon a person, an active Time Shield will prevent
Detect Age from functioning, but be used up in the
process.

Slow Line of Sight 3 Mana
By the Sands of Time, I Slow Your Body.
This spell slows a target’s blows, reducing the damage of
all weapon attacks by 5 points, to a minimum of zero. The
spell remains until a Time Break is cast or line of sight is
broken for 10 seconds. This spell will not stack with other
damage reducing spells or effects.

Haste Indefinite 4 Mana
By the Sands of Time, I Haste Your Body.
This blade spell is cast upon a person, speeding their blows
and allowing them to deliver +5 damage on one strike of a
weapon. For example, if a character with no weapon skill
used a dagger to deliver this effect, they would call “6
normal.” Up to 4 blade spells can be active on a person at
one time. Since the spell modifies the damage call of a
strike, once the call with additional damage is made the
effect is expended whether the strike is successful or not.
Only one blade spell can be used per strike.

Time Shield Indefinite 5 Mana
By the Sands of Time, I Create a Shield.
This spell creates a protective field that will negate the first
Time spell or effect successfully cast on the target.

Crumble Instant 6 Mana
By the Sands of Time, I Crumble <ITEM>.
This spell speeds up time on an object, causing to age, rust,
erode or weaken and become useless. This spell destroys
one item up to the size of a door, but will not create a
door-sized hole in a larger object.

Barrier 2 Hours 7 Mana
By the Sands of Time, I Create a Barrier.
This spell creates a wall of temporal distortion up to 10’
across which expands from the point of origin until it reaches
10’ in length or is stopped by a barrier. All physical objects
passing through will be subjected to a Crumble effect. Time
Shield is completely protected from the negative effects of
the wall and may decide which side of the wall to end up on.
If they do not immediately move out of contact with the Wall,
the Shield will be expended and the target will take all Wall
effects normally. This spell requires that a length of rope or
tape (preferably black) be used to mark the position of the
wall. Dispel Enchantments or Time Break will negate the
barrier.

Shrivel Instant 8 Mana
By the Sands of Time, I Shrivel Your <LIMB>.
This spell ages the named limb until it is rendered infirm
and useless. No weapon may be used by that limb; in
addition, that limb may not be used to cast spells or for
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locomotion. This spell is negated by Regenerate, Restore,
Time Break, or Dispel Enchantments.

Time Break Instant 9 Mana
By the Sands of Time, I Create a Time Break.
This spell causes all Time effects still existing on the target
to be negated. A Time Shield will negate this spell but be
used up in the process. Time Break causes 50 points of
damage to creatures linked to elemental Time.

Stasis 10 Minutes 10 Mana
By the Sands of Time, I Create Stasis.
This spell stops the target in time, causing them to become
rigid and immobile. The target is still movable by others
and is vulnerable to a killing blow. The target is unable to
speak, use items, skills, or spells, but is still affected by
spell normally. This spell lasts for 10 minutes or until the
target receives a Time Break or Dispel Enchantments.
This is not a binding spell, and the victim can be searched
and killing blowed. This spell has no effect on creatures
without a metabolism.

Time Lapse Other 11 Mana
By the Sands of Time, I Create a Time Lapse.
This spell causes the target to forget the last 15 minutes of
time and all the events that occurred in them. If a Time
Break is cast upon the target within 10 minutes, the effects
are reversed. If not, the effects of the spell are permanent.

Age Instant 12 Mana
By the Sands of Time, I Age You.
This spell instantly ages the target beyond the limit of its
natural lifespan, instantly reducing the target’s total Body
points, Armor, and protectives to -1 unless protected by a
Time Shield. This spell acts as a killing blow, but the
target is still affected by life spells and Spirit Anchor.

Seal Fate Instant 12 Mana
By the Sands of Time, I Seal Your Fate.
This spell will restore to life a person who has died from
damage, poison, or spell within the last four minutes. It
will restore the spirit to its original body if there is still a
body to which the spirit can return. The target of the spell
is brought back with 1 Body Point and no protectives or
enchantments in play.

Restore Instant 13 Mana
By the Sands of Time, I Restore <ITEM>
This spell will repair any object that has been damaged or
destroyed in the last five minutes. This spell will affect any
object up to and including the size of a door, but it will not
return Body points or Natural Armor to a damaged
creature. It will, however, reverse the effects of Wither
and Shrivel spells.

Stop Time 10 minutes 14 Mana
By the Sands of Time, I Stop Time.
His spell will completely stop a person in time, making
them rigid and unable to move or be moved. The target is
immune to all spells and physical damage, and cannot be
killing blowed. This spell stops ALL time for the target,
including the time needed to take damage or receive a
healing/life spell. This spell lasts for 10 minutes or until
the target is hit by a Time Break, Suppress Enchantments
or Dispel Enchantments.

Disintegrate Instant 15 Mana
By the Sands of Time, I Disintegrate <ITEM>.
This spell totally destroys up to 10’ cubic of non-living,
inanimate matter, one target per casting. It will not make
a 10’ hole in a larger structure. This spell may be used on
a body that has been killing blowed to make it unaffectable
by a life spell or Spirit Anchor. Restore and Mend have no
effect.


































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Path of Warding
I Call Upon Eldritch Power to…
Level Spell
1 Armor
2 Detect Glyphs
3 Greater Armor
4 Glyph of Warding
5 Elemental Glyph
7 Message Glyph
8 Glyph of Power
9 Glyph of Might
10 Magic Armor
10 Rune of Strength
11 Magic Shield
12 Glyph of Destruction
12 Eldritch Rune
13 Erase Glyph
13 Elemental Rune
14 Glyph of Protection
15 Null Rune
15 Suppress Enchantments

Glyphs
Most glyphs are activated in the way described below. The
sole exception is Glyph of Protection, as described in its
listing. Only a construct, elemental, or living being may set
off a Glyph. Glyphs are activated if someone touches the
protected object without first saying the command word,
destroys the object, or moves the object more than 5' from
its original location even if the command word is known.
The command word is a single word chosen at the time of
casting. Once set off, the Glyph must be recast to be used
again, but need not be redrawn unless the markings have
been changed or erased. The original casting requires that
the caster draw the glyph on the object before the spell is
cast. The Glyph must be at least 3 square inches in size but
cannot be more than 5 inches from the center of the design
in any direction. The area of effect for any Glyph is
measured from the center of the Glyph outward, and is a 5'
radius unless otherwise noted in the description. The area
of effect of 2 Glyphs cannot overlap. If one Glyph is
moved into the area of effect of another Glyph, the Glyph
that was moved is negated.

Glyphs can only be charged by touching the item with the
Glyph on it and casting the spell into the Glyph. Anyone
with the appropriate spells may recharge a Glyph after its
initial activation. The Glyph's command word and effects
should be written into the Marshal's notes at the time of
casting, including the necessary mana.

Armor Indefinite 1 Mana
I Call Upon Eldritch Power to Create Armor.
This spell gives the target 3 extra Armor points. As long
as the points remain and the damage of an attack doesn’t
exceed the remaining points, a character may cast a spell
while taking damage. These are the last armor points lost
to damage, but will not protect a suit of armor against a
breach. Armor spells cannot stack with other Armor
spells.

Detect Glyphs Instant 2 Mana
I Call Upon Eldritch Power to Detect Glyphs.
This allows the caster to tell if an area (door/wall/floor) or
an item (chest, etc...) is glyphed. It won’t tell what type of
Glyph, just if one’s there or not.

Greater Armor Indefinite 3 Mana
I Call Upon Eldritch Power to Create Greater Armor.
This is a more powerful version of the Armor spell,
granting 6 points of additional Armor, but otherwise acting
just the same. It will stack with an Armor spell, but not
another Greater Armor spell.

Glyph of Warning 7 Days 4 Mana
I Call Upon Eldritch Power to Create a Glyph of Warning.
This creates a Glyph that can be placed on an object,
which will create a loud sound three times when activated.
For example, it can be made to announce “Thief, Thief,
Thief!” as loud as the marshal can speak. The glyph must
be silver in color and have 4 distinct lines and marks (dot,
letter, etc...), no more and no less.

Elemental Glyph 7 Days 5 Mana
I Call Upon Eldritch Power to Create an Elemental Glyph.
This spell creates a Glyph that the caster can place upon an
object. When activated, it will inflict an amount and type of
elemental damage that was cast into it when it was created to
everything in a 5' radius. Both the Glyph and the Elemental
Damage spell are separate castings, so account for the mana
of both spells.
Example: a Mage creates the Glyph and a 20 point Fire attack
(costing 4 more Mana) is cast into the glyph. When
activated, the Glyph will inflict 20 Fire on everything in a 5’
radius. This Glyph must have 5 distinct lines and marks (dot,
letter, etc…), no more and no less. The glyph must be the
appropriate color for the generated effect (fire=red,
water=blue, wind=white, stone=brown).

Message Glyph 7 Days 7 Mana
I Call Upon Eldritch Power to Create a Message Glyph.
This spell creates a magical symbol that the caster can
place on an object. The glyph will announce a twelve-
word message when activated. This glyph is silver in color
and must have seven distinct lines and two distinct
characters.


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Glyph of Power 7 Days 8 Mana
I Call Upon Eldritch Power to Create a Glyph of Power.
This glyph will generate a non-damage spell effect from an
elemental path that is cast into the glyph when it is created.
Example: A Mage creates the Glyph and casts a Vacuum
spell into it. When activated, the Glyph will cast a
Vacuum spell on the person who triggered the Glyph.
Only that person is affected. This Glyph must have 8
distinct lines and 2 distinct marks (dot, letter, etc…) and be
the appropriate color for the effect it generates (fire=red,
etc…)

Glyph of Might 7 Days 9 Mana
I Call Upon Eldritch Power to Create a Glyph of Might.
This Glyph is the same as a Glyph of Power, but it can be
imbued with a non-elemental spell effect. The Glyph must
have 9 distinct lines and 2 distinct marks, no more & no
less. The Glyph must be silver in color.

Magic Armor Indefinite 10 Mana
I Call Upon Eldritch Power to Create Magic Armor.
This spell surrounds the recipient with a protective field
that will guard against the effects of a Waylay, Death
Strike, or Execute. A Waylay will still deal normal
damage, but not render the target unconscious. A Death
Strike or Execute will make the target lose all protective
spells, armor, and natural armor and be reduced to 1 body
point, but not die outright. In either case, the spell is used
up.

Rune of Strength 1 Hour 10 Mana
I Call Upon Eldritch Power to Create a Rune of Strength.
This rune will create a protective field around an
inanimate object that will allow the object to resist any
attempt to destroy it for the duration of the spell. This
rune must have 8 distinct lines and two distinct marks (dot,
letter, etc…), no more and no less. This rune is gold in
color. Please note that any object this rune is placed on
will be consumed one hour after the Rune is cast. This
Rune cannot be drawn on an indestructible object.

Magic Shield Indefinite 11 Mana
I Call Upon Eldritch Power to Create a Shield.
This spell creates a protective field around the target that
will negate the first magical spell or effect successfully
cast upon the recipient. This spell will be used before any
other Shield spell. Example: If the target is hit with a Fire
spell and has both a Magic Shield and a Fire Shield, the
Magic Shield is used up first.

Glyph of Destruction 7 days 12 Mana
I Call Upon Eldritch Power to Create a Glyph of Destruction.
This Glyph, placed on an inanimate object, will destroy all
non-permanent items in a 5’ radius when activated. This
glyph must have 12 distinct lines and 3 distinct marks (dot,
letter, etc…), no more or less, and be silver in color. An
active Force Shield will block the effect of this Glyph.

Eldritch Rune 1 Hour 12 Mana
I Call Upon Eldritch Power to Create an Eldritch Rune.
When placed on a weapon, this Rune allows a weapon so
empowered to swing “Magic” damage for the duration of the
Rune. This rune must have 10 distinct lines and 3 distinct
marks (dot, letter, etc…), no more or less and be gold in
color. The object so empowered will be consumed by the
magic when the spell expires. An Eldritch Rune may be
etched into an indestructible object at the time of the object’s
creation by the object’s creator as long as the creator can
cast the Rune. In this case, the weapon is not destroyed.

Erase Glyph Instant 13 Mana
I Call Upon Eldritch Power to Erase Glyph.
This spell allows a caster to destroy a glyph that he/she is
aware of. The caster must know what type of Glyph is
present to erase it. The Glyph is completely removed, and
must be redrawn to be reused.

Elemental Rune 1 Hour 13 Mana
I Call Upon Eldritch Power to Create an Elemental Rune.
This Rune is placed on an object (weapon). It will create an
Elemental Aura around the weapon, which will allow the
weapon to strike for “<elemental>” damage for the duration
of this rune. The Rune must have 12 distinct lines and 4
distinct marks (dots, letters, etc…), no more and no less, and
be gold in color. The object affected by the Rune will be
consumed by the magic when the Rune expires. An Elemental
Rune may be etched into an indestructible object at the time
of the object’s creation by the object’s creator as long as the
creator can cast the Rune. In this case, the weapon is not
destroyed.
Glyph of Protection 1 Day 14 Mana
I Call Upon Eldritch Power to Create a Glyph of Protection.
This glyph, placed on an object, will prevent a specific type
of creature from approaching within a 10’ radius of the
Glyph. Example: the caster of this Glyph specifies and Orc,
so for 1 day no Orc or Orc-kin can approach within 10’ of the
glyph. The glyph can be destroyed without harm to the
person destroying it. It can be negated as simply as being
wiped off by another type of creature. A special component
required is the blood of a creature of the type to be warded
against. The blood must be used within 5 minutes of
harvesting. The glyph cannot be moved after casting without
disrupting the spell and ending the magic. The glyph must
have 13 distinct lines and 3 distinct marks (dots, letters,
etc…), no more and no less, and be red in color.

Null Rune 1 Hour 15 Mana
I Call Upon Eldritch Power to Create a Null Rune.
This creates a symbol that negates all magics affected by a
Suppress Enchantments upon an item for the duration of
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the spell. This Rune may still be affected by an Erase
Glyph, Dispel Enchantments, or Suppress Enchantments
spell or effect. This rune will only affect the object it is
cast upon and will fade away harmlessly at the end of its
effect. This Rune must be gold in color, and contain 15
distinct lines and 15 distinct marks.

Suppress Enchantments Line of Sight 15 Mana
I Call Upon Eldritch Power to Suppress Enchantments.
This spell causes all magic on a target to be temporarily
dispelled. It will Suppress all protective spells and
enchantments, and prevent the use of magic items but not
spell casting until it is dispelled or line of sight is broken
for 10 seconds. This will work on Glyphs and Walls and
will repel all magical creatures of any size without
concentration. All protectives, blade spells, forms, auras,
shields, glyphs and Runes cast on a suppressed target will
have no effect.

Path of Water
I Call Upon the Power of Water to…
Level Spell
1 Light
2 Identify Liquid
3 Chill
3 Breathe Liquid
4 Ice Blade
5 Water Shield
6 Purify Liquid
7 Wall of Ice
8 Evaporate
8 Frostbite
9 Water Form
10 Freeze
11 Bridge
11 Flow
12 Dehydrate
13 Command Elemental
14 Create Current
15 Summon Elemental
Ice Damage: I Call Upon (#x5) Ice.
Liquid Light 1 Day 1 Mana
I Call Upon the Power of Water to Light my Way.
This spell creates a light source (glow stick or muted
flashlight) which the caster can use until sunlight touches
the physical representation or 24 hours have passed,
whichever comes first.

Identify Liquid Instant 2 Mana
I Call Upon the Power of Water to Identify Liquid.
This spell allows the caster to exactly identify the contents
of a single container filled with liquid. The identification
provides the caster with full knowledge of its effects and
type. This spell will not identify the contents of a liquid
with a masking agent.

Chill Instant 3 Mana
I call Upon the Power of Water to Chill <item>.
This spell makes an item named by the caster up to the size
of a shield to become weak and brittle from cold,
destroying the item but causing no damage to the wielder.
This spell will not create a shield-sized hole in a larger
structure.

Breathe Liquid 1 Day 3 Mana
I Call Upon the Power of Water to Breathe Liquid.
This spell allows the recipient to breathe normally
underwater for up to 24 hours. It does not provide
freedom of movement or any other adaptation, and the
spell ends automatically the first time the target breathes
air after the spell is cast or the duration expires.

Ice Blade Indefinite 4 Mana
I Call Upon the Power of Water to Create an Ice Blade.
This blade spell is cast upon a person, allowing them to
deliver +5 Ice damage on one strike of a weapon. For
example, if a character with no weapon skill used a dagger
to deliver this effect, they would call “6 Ice.” Up to 4
blade spells can be active on a person at one time. Since
the spell modifies the damage call of a strike, once the call
with additional damage is made the effect is expended
whether the strike is successful or not. Only one blade
spell can be used per strike.

Water Shield Indefinite 5 Mana
I Call Upon the Power of Water to Create a Shield.
This spell creates a protective field that will negate the first
Water spell or effect successfully cast upon the recipient.

Purify Liquid Instant 6 Mana
I Call Upon the Power of Water to Purify Liquid
This spell allows the caster to make any water free of
disease, poison, or magic preventing it from being
drinkable. It can affect a maximum of one target
(wineskin, chalice, mug, etc...) per casting and can purify
up to 50 gallons of liquid. It will partially purify a
container with a larger amount of liquid. It can be used
upon an individual to remove most poisons in their system.
This spell will also destroy all potions in a container. It
will not neutralize all potions or alchemy carried by a
character, but may neutralize all such material carried by a
character in a single container.





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Wall of Ice 1 Day 7 Mana
I Call Upon the Power of Water to Create a Wall.
This spell creates a wall of ice up to 10’ across which
expands from a point of origin no more than 20’ away from
the caster until it reaches maximum length or prevented from
continuing by a barrier. The wall is resistant to damage and it
will take 1 hour to cut a man-sized hole. Any creature
standing on the phys. rep. of the wall when the spell was cast
will be forced (taking no damage) to the side of the wall away
from the caster. The wall is also affected by spells that will
affect up to 10’ of inanimate material, Dispel Enchantments,
Evaporate, and Suppress Enchantments. All other spells and
effects have no effect. This spell requires a length of rope or
tape (preferably blue) be used to mark the position of the
wall. This spell lasts 1 day, and cannot be moved once cast.

Evaporate Instant 8 Mana
I Call Upon the Power of Water to Evaporate You.
This spell causes all water spell or natural ability effects
still existing on the target to be negated. Water Shield will
stop this spell, but it will be used up in the process.
Evaporate causes 50 points of damage to creatures of
elemental water, including those in Water Form, but not
water-aspected Faerie. This spell will destroy potions,
elixirs, and poisons only if specifically used on them.

Frostbite Permanent 8 Mana
I call Upon the Power of Water to Frostbite your <limb>.
This spell creates a numbing cold which causes the target
to lose the ability to use the named limb until it is cured
with a Regenerate spell, the victim dies and receives a life
spell, or Resurrects. This does not affect creatures healed
by or immune to water spells/effects. It does not affect
creatures without a metabolism and is stopped by an
active Water Shield.

Water Form 1 Hour 9 Mana
I Call Upon the Power of Water to Create a Water Form.
This spell causes the target’s body to become “living water.”
While in this form, the recipient is immune to most spells and
weapons. They can still be affected by magic weapons,
Evaporate, Dehydrate, Whirlwind, Imprison, Wizard Lock,
Glyphs, Suppress Enchantments, Time Stop, Stasis, Dispel
Enchantments, Thought spells and effects, and all Wall spells
except Wall of Ice & Wall of Stone. (What about Fire
effects?) The Water Form can seep through rough, small
openings with a three count. A character in Water Form will
stay as a cohesive whole fitting into a single container. A
Water Form cannot be used to drown another character.
While in Water Form characters must use this hand gesture:
hands flat open with the palm facing the chest and the fingers
touching until they wish to end the spell. The character
cannot attack while in Water Form. A Water Form under the
water can use the skill HIDE at will for the duration of the
spell.

Freeze Line of Sight 10 Mana
I Call Upon the Power of Water to Freeze You.
This spell covers the target with a layer of ice preventing
movement. The ice covers the target from the neck down,
allowing speech but not spell casting. Any damage done
to the ice sheath causes damage to the victim. The sheath
can be broken by +10 or better strength, causing the victim
10 points of ice damage and requiring a three count to
accomplish. The victim can be killing-blowed while under
the effects of this spell. The target of this spell cannot be
searched while under its effects.

Bridge One Trip 11 Mana
I Call Upon the Power of Water to Create a Bridge.
This spell creates a temporary bridge that the caster and
those the caster designates can use to cross liquids as if
they were solids. This bridge functions for one trip only.

Flow 1 Hour 11 Mana
I Call Upon the Power of Water to Create a Flow.
This spell allows the recipient to act underwater as if they
were on dry land. The surrounding liquid does not
diminish the target’s movement or the speed of his/her
weapon strikes. This allows the character to inflict full
damage from his/her weapons and keep pace with
underwater creatures. The recipient is considered to
possess the skill Underwater Combat for the duration of
this spell.

Dehydrate Instant 12 Mana
I Call Upon the Power of Water to Dehydrate You.
This spell drains away all the water in a target, reducing
their current armor, body, and protections to -1 total,
unless protected by a Water Shield or immune to Water
effects. This spell acts as a killing blow, but the target is
still affected by life spells and Spirit Anchor.

Command Elemental 1 Hour 13 Mana
I Call Upon the Power of Water to Command Elemental.
This spell allows the caster to issue one command to a
water or ice elemental that it must obey immediately and
to the best of its ability, including self-destructive orders.

Create Current Line of Sight 14 Mana
I Call Upon the Power of Water to Create a Current.
This spell creates a barrier preventing ships and creatures
native to the water from making their escape by the water.
It causes all beings that used the water to escape to return
to the land. Once the spell is invoked the caster must plant
his right foot and incant the Current spell for every packet
then thrown. This can be done an unlimited number of
times provided no other spells are cast and the caster’s
right foot stays planted. Only creatures hit by a packet are
affected by the spell.
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Summon Elemental 1 Hour 15 Mana
I Call Upon the Power of Water to Summon Elemental.
This spell summons a minor elemental of water or ice to
perform one task for the caster. This spell lasts until the
task is completed, the elemental is destroyed, or 1 hour has
elapsed. This spell is not always successful in summoning
an elemental; see a plot marshal. This spell will never
succeed in combat.

Ice Damage Instant (any) Mana
I Call Upon # Ice.
This spell allows the caster to call forth elemental energy
and direct it at an opponent. ‘#’ is the damage caused and
is equal to 5x the spell points used in the attack. No matter
how much damage is inflicted at once, it is still negated by
an active Water Shield.






































Path of Wind
I Call Upon the Power of Wind to…
Level Spell
1 Light of Wind
2 Feather Fall
3 Gust
4 Saber
5 Wind Shield
6 Vortex
7 Wall of Wind
8 Disperse Air
9 Lightning Barrier
9 Gaseous Form
10 Thunder strike
11 Whirlwind
11 Gas Shield
12 Vacuum
13 Command Elemental
13 Cyclone
14 Storm
15 Summon Elemental
Lightning Damage: I Call upon (#x5) Lightning

Light of Wind 1 Day 1 Mana
I Call Upon the Power of Wind to Light my Way.
This spell creates a light source (glow stick or muted
flashlight) which the caster can use until sunlight touches
the physical representation of the spell or 24 hours have
passed, whichever comes first.

Feather Fall Instant 2 Mana
I Call Upon the Power of Wind to Feather Fall.
This spell allows the recipient to fall from any height without
taking any damage. This also allows the recipient to choose
their location at the end of a Whirlwind, if the spell is
activated in the form of an item or is a natural ability.

Gust Instant 3 Mana
I Call Upon the Power of Wind to Create a Gust.
This spell blasts the target with a gust of wind that causes
them to drop all items held in their hands. The spell
affects the item for 5 seconds, after which the items come
to rest and can be retrieved.

Saber Indefinite 4 Mana
I Call Upon the Power of Wind to Create a Saber.
This blade spell is cast upon a person, allowing them to
deliver +5 lightning damage on one strike of a weapon. For
example, if a character with no weapon skill used a dagger to
deliver this effect, they would call “6 lightning.” Up to 4
blade spells can be active on a person at one time. Since the
spell modifies the damage call of a strike, once the call with
additional damage is made the effect is expended whether the
strike is successful or not. Only one blade spell can be used
per strike.
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Wind Shield Indefinite 5 Mana
I Call Upon the Power of Wind to Create a Shield.
This spell creates a protective field that will negate the first
wind spell or lightning effect successfully cast upon the
recipient.

Vortex Line of Sight 6 Mana
I Call Upon the Power of Wind to Create a Vortex.
This spell surrounds the target in a cyclone wind holding
them in one position. The target can speak but cannot move
or cast spells except for Path of Mind, which require thought
alone. Any attempt to break the Vortex forces the target back
to their original position, preventing escape unless the target
possesses +6 or better strength. Breaking free will because 6
points of Wind damage and requires a three count. While
under a Vortex effect the target is vulnerable to killing blows.
The target of this spell can be searched while under its effects
but cannot be moved.

Wall of Wind 1 Day 7 Mana
I Call Upon the Power of Wind to Create a Wall.
This spell creates a wall of wind up to 10’ across which
expands from the point of origin until it reaches 10’ in length
or is stopped by a barrier. Any weapon or object that passes
through the wall will be affected as if hit by a Gust of Wind
spell. Creatures that attempt to cross the wall will be thrown
20’ away from the wall, taking no damage. Any creature
standing on the phys rep of the wall when the spell is cast will
take the effect from the wall and must decide which side of
the wall to land on. Any creature that has an active Wind
Shield is completely protected from the negative effects of
the wall and may decide which side of the wall to end up on.
If they do not immediately move out of contact with the Wall,
the Shield will be expended and the target will take all Wall
effects normally. Spells pass freely through the Wall. This
spell requires that a length of rope or tape be used to mark the
position of the wall.

Disperse Air Instant 8 Mana
I Call Upon the Power of Wind to Disperse Air.
This spell causes all wind effects still existing on the target
to be negated. A Wind Shield will stop this spell, but will
be expended in the process. This spell causes 50 points of
damage to creatures of elemental air or Gaseous Forms,
but not to air-aspected Faerie. It will negate one gas attack
or Gas poison if cast upon an alchemy globe or similar
container.

Lightning Barrier Indefinite 9 Mana
I Call Upon the Power of Wind to Create a Lightning
Barrier.
This spell creates a barrier of electricity around the target,
which makes the next person that hits the target with a
legal weapon strike (natural or artificial) to take 20 points
of magical lightning damage. If the attacker is still
conscious afterwards, the damage from the attack is
delivered normally. The spell is used on the first
successful strike with a legal weapon (even thrown/missile
weapons). This spell will not stack with a Fire Aura or
Deflect Weapons.

Gaseous Form 10 Minutes 9 Mana
I Call Upon the Power of Wind to Create a Gaseous Form.
This spell turns the target’s body into a mass of vapor. In
this form, the target is immune to all physical attacks and
most spells. Vortex, Whirlwind, Disperse Air, Vacuum,
Glyphs, Wizard Lock, Stasis, Time Stop, Dispel
Enchantments, Circle of Force, Path of Thought spells and
effects, and Wall spells except for Wall of Fire, Wall of
Ice, and Wall of Stone affect Gaseous Form normally. The
target can pass through the smallest of openings
effortlessly. The Form actually floats and allows the target
to cross pits and other such obstacles safely. If submerged,
the Form is forcibly ejected from the liquid, taking no
damage, nor can the Form enter a body of water. While in
Gaseous Form the target must use this hand gesture: hands
crossed down against the torso until they wish to end the
spell. While in Gaseous Form, the target is unable to
attack.

Thunder Strike Instant 10 Mana
I Call Upon the Power of Wind to Create a Thunder Strike.
This spell causes the target to be stunned for 10 minutes
unless protected by a Wind Shield or immune to Air
effects. While stunned, the target is vulnerable to a killing
blow and cannot move or use any in-game skills.

Whirlwind Instant 11 Mana
I Call Upon the Power of Wind to Create a Whirlwind.
This spell creates a great wind that picks up the target and
hurls him/her 100’ in a direction chosen by the caster. If
there isn’t enough room to complete the 100’ the target
takes 20 points of Massive damage. Another character hit
by a character under the effects of this spell takes 20 points
of Massive damage as well. If the target can travel 100’
without striking another object, then no damage is caused.
If the character is under the effect of a binding spell or
effect, the character is not freed and takes the 20 points of
Massive damage. If the character is being held by a
binding strike, the creature and the character both take the
20 points of Massive damage. A Feather Fall spell or
effect will prevent damage.







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Gas Shield Indefinite 11 Mana
I Call Upon the Power of Wind to Create a Gas Shield.
This spell creates a protective field around the target
which will negate the first successful alchemical gas attack
against the target. This may not be stacked with an
Alchemy Shield, and will not protect from Natural poison
attacks unless the word ‘gas’ is used in the attack.

Vacuum Instant 12 Mana
I Call Upon the Power of Wind to Create a Vacuum.
This spell removes all air from around the target. The
resulting vacuum reduces the target’s current body, armor,
and protections to -1 total, unless protected by a Wind
Shield. This spell acts as a killing blow, but the target is
still affected by life spells and Spirit Anchor.

Command Elemental 1 Hour 13 Mana
I Call Upon the Power of Wind to Command Elemental.
This spell allows the caster to issue one command to an air
or lightning elemental that it must obey immediately and to
the best of its ability, including self-destructive orders.

Cyclone 10 Minutes 13 Mana
I Call Upon the Power of Wind to Create a Cyclone.
This spell creates a swirling tunnel of wind around the
target, which will prevent the passage of thrown weapons,
gases, arrows, and bolts either in or out of the spell. It has
no effect on creatures, hand-held weapons, or spells.

Storm Line of Sight 14 Mana
I Call Upon the Power of Wind to Create a Storm.
This spell creates a barrier preventing flying creatures and
objects from making their escape by air. It causes all
beings that used the air to escape to return to the land.
Once the spell is invoked the caster must plant his right
foot and incant the Storm spell for every packet then
thrown. This can be done an unlimited number of times
provided no other spells are cast and the caster’s right
foot stays planted. Only creatures hit by a packet are
affected by the spell.

Summon Elemental 1 Hour 15 Mana
I Call Upon the Power of Wind to Summon Elemental.
This spell summons a minor elemental of air or lightning
to perform one task for the caster. This spell lasts until
the task is completed, the elemental is destroyed, or 1
hour has elapsed. This spell is not always successful in
summoning an elemental; see a plot marshal. This spell
will never succeed in combat.



Lightning Damage Instant (any) Mana
I Call upon # Lightning.This spell allows the caster to call
forth elemental energy and direct it at an opponent. “#’ is
the damage caused and is equal to 5x the spell points used
in the attack. No matter how much damage is inflicted at
once, it is still negated by an active Wind Shield.












































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MISCELLANEOUS INFORMATION
 Alchemizing Poisons
A character can attempt to decipher an alchemical recipe from existing doses of any normal poison. The
character must have Herbalist 10 and Alchemy of sufficient level to produce the highest grade of that poison. He
will also need five non- masked doses of the highest grade of that poison, if applicable, sole use of a poison lab
for two consecutive production days, five times the cost of the poison to produce in herbals for experimentation,
and the funds necessary to write the formula. The five doses of the poison and the herbals are used up during the
research process.
 Bag Picks
Some skills allow you to do a bag pick to see if your character can successfully Track or Disable a
Device. Any game skill that requires a random pick or allows one will use this system of assembling the Pick
Bag.
 There are 2 success picks
 There are is 1 failure pick
 For each level of skill in excess of the Difficulty Level add 1 success
 For each level of Difficulty in excess of the skill level add 1 failure
 Alcohol
There is not to be any alcohol on site at any time under any circumstances. At the tavern, non-alcoholic
beverages may be available. Other than this, any player found with alcohol on site will be acted against. This is
serious, please report anyone drinking alcohol or using any controlled or illegal substances.

TRACKING MODIFIERS LOCK MODIFIERS
Keen Scent +2 success Good lock picks +1 success
Keen Sight +1 success Makeshift lock picks +2 failures
Recent Rain (muddy terrain) +1 success No lock picks +4 failures
Thick brush +1 success Character bound (hands) +1 failures
Small Party (2-5) +1 success Character bound (full) +3 failures
Large Party (6+) +2 success Unfavorable conditions +1 failures
Other character w/Tracking +1 success Each additional try +1 failures
Across snow +2 success Pick Wizard Lock +6 failures
Trail crosses water +2 failure
Trail intersects another trail +1 failure TRAP MODIFIERS
At night/ poor lighting +1 failure Good tools +1 success
Track on stone surface +2 failure Another character w/ Disarm +1 success
Track through town +5 failure Makeshift tools +2 failures
In a storm +1 failure No tools +4 failures
After 1 hour +1 failure Unfavorable conditions +2 failures
Per 4 hours after tracks made +1 failure Magical Trap +1 to +10 failures
Non-corporeal +7 failure Glyph +1 to +6 failures

SUMMONING MODIFIERS
Opposed philosophy +4 failures
Without research +4 failures
Speak common language +1 success
Does not speak language +2 failures
Hostile Environment +2 failures
Communing +2 success
Meditation +1 success
per hour
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 Checking Cards
Any marshal has the right to check any PC's card, or spell memory, tags, remaining body, etc. This means
that the marshal can look at the actual cards and tags. A PC has the right to check a NPCs stats, but this does not
mean that the PC has the right to look at the NPCs card. The PC can demand a marshal to verify the NPCs stats.
This is to prevent the PC from learning the NPCs weaknesses out-of-game and exploiting them, known as meta-
gaming or cheating.
 Marshals
A marshal is someone who makes judgment calls or runs a particular event. There are certain types of
marshals, and each has powers specific to their area of expertise. Not all marshals can make calls in all areas.
Make sure you consult the right marshal.
 Plot Marshal
This is someone who can make big decisions that are global or game orientated. They oversee the plots
for a weekend and jurisdiction over all other marshals.
 Rules Marshal
This is someone who can make rule judgments, clarify the effects of a spell, and settle disputes. They can
be seen wandering around to give credit where it is due to NPCs and players, and to catch cheaters. They also can
be seen running modules.
 Weapon Marshal
This person is responsible for checking weapons, shields, and armor for safety at check in. If any of these
is considered unsafe, they can refuse to allow it in game.
 Rogue Marshal
This is a person who is trusted with overseeing In Game theft. This type of marshal can be used to
oversee cabin break-ins, the theft of In-Game items, and the disarming of In-Game traps and locks.
 NPCs
An NPC is a non-player character. NPCs play the parts of monsters, bad guys, occasionally good guys
(you can never tell), and basically make the game more interesting for the players.
 Out-Of-Game
This is a term used to describe someone or something that is not present in the game scenario. A person
that is out of game will be wearing a white headband or will have a hand placed on top of their head. Marshals
will usually be out of game as they direct NPCs, make clarifications, and judgments, and guide the story and the
game as a whole. NPCs can be out-of-game after they die, as they move from one area to another for an
encounter, etc. Players not part of the current scenario can also be out-of-game. Anyone not a marshal CANNOT
interfere with the happenings in-game whatsoever. This means any kind of interaction, the giving of information,
items, etc. is not allowed. Also, the use of any information, items, etcetera, gained while out-of-game is forbidden.
This is called meta-gaming.
 Sleeping Out of Game
You have the option of choosing to sleep out of game. This is done for your convenience so that can sleep
at night if you want to. However, monsters raid your cabin and you are out of game you stay out of game. Until
the encounter is over, all perpetrators have left; you cannot come back in game. You must also indicate to the
marshal for your cabin where your character is in-game.
 Smoking
Smoking is allowed in designated smoking areas. Please refrain from smoking outside these areas, due to
the nature of the camps. Smoking poses a serious hazard. Also, smoking takes away from the atmosphere.
 Real Weapons
Westmark does not allow or condone participants bringing real weapons to its events even if these
weapons are only for decoration, show and tell etc. It is not permissible to bring weapons to an event. Peace-
bonds, dull or unfinished blades, other attempts to make weapons "harmless" does not excuse you or the weapon.
If you bring a weapon, you will be asked to secure it, remove it from the camp, or leave.
 Experience Points
Experience Points are one way that Plot rewards those players who help in the running of the game by
volunteering time, props, playing NPCs, helping clean areas for Westmark, writing plot lines, and generally
making the game more enjoyable for everyone. Experience Points can be used for number of different in and out
of game reasons. Experience Points can be turned in instead of or in addition to in game money to earn a character
experience points. This is also done on a one Experience Point per one Silver Piece ratio.
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 In-Game Items
Experience Points can be use purchase in game items for a character. The ratio of Experience Points
needed to purchase a particular depends upon the item’s components. For Component I’s, its 1-to-1 ratio; for
Component II’s, it’s 10-to-1, and for Component III’s, it is 100-to-1. Or experience points equal to the items
production, whichever is higher. In addition, a player purchasing the scroll his character must have the spell he
wants to purchase already in memory. You may not produce scrolls, potions, and alchemy that are italicized. For
silver weapons, a number of Experience Points must be used equal to the number of silver necessary to create the
in weapon. Plot may refuse to let a player buy an in game item.
 Bribing Plot
Experience Points can be used to "Bribe Plot." There are a couple of ways to "Bribe Plot." One common
way to bribe plot is to request a special teacher for a new skill that your character wishes to learn but cannot find a
teacher in game or will not learn from any of the teachers in game. This method of bribing plot costs three
Experience Points per Character Point that the skill costs. Other, more risky methods of bribing plot involve
attempting to pass a character history or element of that character history which plot would not normally approve.
Largely the number of headaches the proposed history will cause determines the cost for this type of bribe. These
costs and ratios are subject to updates and changes. Westmark will attempt to notify the players of any changes in
these uses or costs before it they take effect.
 Retirement Option
A player can choose to 'retire' a character. This means that the character permanently becomes an NPC
completely under the control of Plot. This can be done with a character that currently lives, or has just died but
before a pick is made for resurrection. Characters that are under criminal sentence, outstanding fines, deaths, or
slavery sentences cannot be retired until all sentences have been carried out and/or paid in full. The player that
makes this choice will receive half that character's total character points towards making a new character. For
example, a player decides to retire a character with 80 total character points. His new character has 40 total
character points; this is not in addition to a starting player's initial 25 points. All of the retired character's
possessions will go with the retired character. A player cannot "unretire" a character. The decision to retire a
character is final; there are no exceptions. This is not available to characters that have already permanently died.
After the first three games, players are allowed one character rewrite or character retirement with full character
point roll over, if the character has already permanently died due to failing the resurrection bead pick, this does
not apply.
 Rogues
In this world of high fantasy, rogues and thieves can thrive. Theft can be a respectable, if illegal,
profession, and is not very uncommon. There are; however, restrictions and very strict rules governing theft
within the game.
Only in-game objects can be stolen. These marked with a permanent Identification Tags for weapons and
other items. All such items a character has should be kept with other in-game equipment that the character owns.
All of these are the property of Westmark. Personal property and personal physical representation of in-games
items should be marked belonging to that player; an example would be swords or armor. These are both in-game
items belong solely to the player. Therefore, a thief cannot take these items, only the take the tag that represents
them. A Rogue Marshal must be present to witness the theft, and to inform the victim that their item is missing if
it ever becomes apparent to them. Any of the Phys-Rep items that are taken must be returned to the player.
A character can find his fortune and his death searching cabins. To search any cabin, including his own, a
character or NPC must have a marshal present at all times. A player caught stealing from a cabin without a marshal
present is subject to immediate permanent expulsion from game and any charges the other player wishes to bring
against guilty player. This is to ensure the safety of personal items during a game where in-game theft is committed.
Players may protect their cabins with spell traps. A marshal will read the protection description on the back of the door
and judge if the thief is successful in disarming or bypassing these protections. All out-of-game items may not be
disturbed. Any items a player places under his or her bed is considered out-of-game and may not be disturbed. Upon
exiting the cabin, the thief must show the stolen items to the marshal. The marshal can reward the thief with experience
for exceptional burgling.
 Searching Bodies
To search a fallen character, you merely go that character and say, "I search you." That character must
then either hand over all game items or ask for a more detailed search. For a more detailed sea you would describe
what you are doing. Such, take off your boots, search your vest pockets, search in your pouch," etc. If an item is
hidden on the body, it must actually be hidden there. If you want silver hidden in a secret pocket in your cloak, it
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must be in a secret pocket in your cloak. Once the container of treasure has been determined, the searching of that
area takes as long as it takes the NPC to take out the treasure. This does not mean an NPC can take extra time to
take out treasure attempting to do harm in this manner to PC’s.
TERMS
Here are some of the definitions of terms found in the game. These terms may have meanings that are not
found in the real world.

 Body Damage
Any attack that does damage to the character's natural body, not including protectives, such as Aid and
Empower, does body damage.
 Carrier Attack
Any attribute that is appended to the end of a weapon call. There are two types. One type describes the
type of damage, such as “5 Fire.” The other indicates an effect that will affect the character once the attack has
done body damage to the character, such as “5 Sleep.”
 Concentration
This is used to describe the duration of an effect that relies upon the caster's or the recipient's
concentration. This is usually represented by a hand gesture. If the hand gesture is broken or the character
maintaining the concentration is rendered unconscious; then, the concentration is broken
 Count
This is used to count an action. There are many different counted actions in the game. They vary in length
and effect; the effect and the number must both be said aloud, For example: "Killing Blow One, Killing Blow
two...." If two counts of similar length begin then it is the person who began their count first who wins as long as
all other factors are equal. There are two types of counts: ones that can be interrupted and ones that cannot. A
killing blow may be interrupted. If someone interrupts a killing blow then the count must begin again. Burrow is a
count that cannot be interrupted. If a burrowing creature is struck while counting, it may continue the count
useless it is killed or rendered unable to.
 Detect
This word is used to mean that the ability, skill, or spell allows the character using it to find the specified
substance or effect on the target or in the defined area of effect. It does not allow the character to determine the
exact a nature or cause of the specified substance or effect. A Detect only grants the character awareness of a
substance or effect's presence.
 Door-Sized
This phrase is used to define any object, which falls within the dimensions of 8' by 4'. This term also
applies to any item made with the skills, Weapon Smith, Armor Smith, Scroll Making, or Potion Making,
Alchemy, and certain items that made with the Trap Making skill whose physical representation is smaller than
the 8' by 4' area.
 Hand Gestures
These are out of game representations of particular game effects. They indicate the concentration
necessary to maintain the skill or the effect. You cannot use these hand gestures without having the spell or skill
active. The effect or skill is only active as long as the hand gesture maintained or until the skill or spell duration
ended.
 Harvest
This word is to mean the ability whether natural or skilled base actually remove useful components or
products, as poisons or potions, from a creature or a place. The act of harvesting requires 30 full seconds
otherwise specified.
 Helpless
This word is to refer to a state in which someone cannot cast, resist, or act in any appreciable manner to
themselves. This includes, but is not limited to, who are sleeping, stunned, dead, bound, or enfeebled.
 Identify
This word is to mean that the ability, skill, or spell to allow a character using it to determine more
information on the specified substance or effect on the target or in the area. In other words, the presence of the
effect must be determined before it can be identified. Depending on the actual ability, skill, spell, the character
may find varying levels of information. This may also occur with the several detect spells (i.e. the Detect
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Enchantments spell). This ability does not allow a character initially detect the substance or effect unless
otherwise specified.
 IG/ In-Game
This is used to describe any place or item that is considered to be part of the game that is in use.
 Indefinite
This term is used to describe an effect that will remain active until used, dispelled, condition is met, such
as a killing blow removing blade spells and protectives.
 Instant
This term is used to describe an effect that occurs immediately and ends immediately. This type of effect
cannot be dispelled nor suppressed any way.
 Legal Strike
A legal strike is any strike that is not blocked, and does not strike the illegal areas: head, neck, throat,
groin, or hands from the wrist out.
 Line Of Sight
This term is used to describe an effect that persists as long as the originator remains sight of the target.
This does not mean the originator must be looking at the target, but target or the originator face each other and can
see each other, then Line of Sight is maintained. The originator of the effect must be conscious for Line of Sight
to be maintained. Line of Sight persists for a 10 count once actual line of sight is broken. If actual of sight is
reestablished within that ten count, the effect remains active.
 Machine Gunning
This term is used to describe the action of striking your opponent too fast to annunciate your damage call.
This is also known as “drum rolling.” A player may only strike his target once per full damage call. This strike
must involve a movement of the weapon of greater than 90 degrees or the changing of the target. For example,
three successive strikes to the right leg are permissible if each one involves a movement of the weapon of greater
than 90 degrees. - If you slur your damage call, you are considered to be machine gunning.
 OOG/Out-of-Game
This is used to describe any person, place, or item that is not considered to be part of the current game.
This includes marshals, props not being used, costumes, and other players whose characters are not part of the
current scenario.
 Recognition
This is used to describe the method in which the owner of an effect can allow beings through/into/out of
the effect while it is in operation. The owner must be in contact with the effect and state "<Name> is recognized
by the <Effect>" to allow that person only passage. This is by conscious effort and must be vocalized. The being
allowed passage could take no other action when crossing the boundary of the effect and must cross it fully but
otherwise can take actions normally. The owner may revoke this recognition by being in contact with the effect
and stating, "<Name> is no longer recognized by the <Effect>". Revoking recognition does NOT eject the being
from the effect once they have completely crossed the boundary. If a being is partially within the boundary, the
being is ejected away from the owner. Only one being may be recognized at a time.
 Shield Sized
This phrase is used to define any object that falls within the dimensions of a legally constructed in-game
shield. This term also applies to any item made with the following skills: Weapon Smith, Scroll making. Potion
making. Alchemy, and to certain items made with the Trap making skill whose physical representation is smaller
than the area of a shield.
 Spells and Effects
This is used to refer to a grouping of effects that follow a common theme, such as Glamour spells and
effects, or binding spells and effects. The effects can be of any type, natural, magical or alchemical but must be
listed as particular type of effect such as binding or must bear the same name as an existing spell, such as "Natural
Sleep."
 Touch Cast
This type of casting is where the caster with the permission of the recipient touches the recipient with a
packet and casts the spell. The spell packet is not thrown.



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MONSTER SKILLS

 Absorb
This ability allows the creature to absorb a limited amount of a specific effect (i.e. Weapon, damage, fire
damage, spells, etc.). This limit and type is detailed on the creature's card. The creature will announce "Absorb" to
denote that the creature's body absorbed the effect. This is visibly different from immunity, although damage or
spells that are absorbed have no effect on the creature. Once the limit has been reached, the creature will take
normal damage from further attacks of the same type.
 Altered Metabolism
This ability means that a creature possesses a metabolism different enough to be unaffected by certain
conventional effects. There are a few different degrees of Altered Metabolism. The first is the most common that
makes the creature immune to all gas poisons except fire, frost and acid gas. There are other types of Altered
Metabolism that make creatures immune to contact or ingested poisons or certain paths and/or spells. The creature
will announce "No Effect" for anything to which they are immune. Specific abilities will be listed in the monster's
card.
 Amorphous
This is a form of non-corporeal in which the creature is actually a physical entity but lacks a skeletal
structure or any definable form. This grants the creature added resistance to weapon damage, either reducing the
effects or ignoring the damage altogether. This type of creature is generally immune to binding spells and effects,
except for Imprison. Amorphous beings are capable of feats like those of a Water Form. They are capable of
squeezing their entire body through a very small opening, requiring a counted action. These creatures are immune
to Force damage.
 Aura
This ability allows the creature to deliver an effect when struck by a legal boffer weapon. The attack does
not need to cause damage in order to trigger the aura (for example, the attack strikes the creature’s weapon or
shield). This effect can be natural, magical, or alchemical. This ability acts as a smart defense; the creature can
choose when to use it. A natural effect can be block by the appropriate shield, a weapon ward, a parry or other
appropriate defense. A magical effect can be blocked by a resist magic, appropriate shield, spell block, ricochet,
or other appropriate defense. A resist poison, alchemy shield, or other appropriate defense can block an
alchemical effect.
 Binding Strike
This ability allows a creature to entangle another creature with its limbs or body, much like a snake
coiling or a bear hug. The creature must strike a legal blow with a boffer weapon that would normally cause
damage while announcing "Binding Strike." This ability is used whether or not the strike actually lands. If the
strike lands, the target is held immobile by the creature as the creature begins its count. Normally, a creature
cannot do anything else during the count (unless specified on the creature card). When the count is done, the
victim is effectively killing blowed. Creatures with greater strength than the creature delivering the Binding Strike
may break free of the attack with a three count taking damage equal to their own strength. Breaking free of the
attack stops the Binding Strike when the count is begun. The creature can stop the binding strike at any time, but
it is used in the process.
 Breath Weapon
This ability allows a creature to deliver a devastating attack of some type (magical. natural. 1 alchemical)
by throwing a number of packets at the same time while announcing the effect. All of the packets included in the
attack deliver the same affect or damage that is called in the attack. Whether a target is struck by a number of
packets or just one, the same damage or effect is taken, and a single defense a will stop the entire attack. This
multi packet attack can affect multiple characters.
 Burst attack
This ability allows a creature to deliver a single packet or Breath Weapon attack of some type i.e.
magical, natural, and alchemical. If a character struck by any of the packets possesses an appropriate protective,
shield, the defense is used and the character still receives the damage or effect. A character cannot resist this
effect. The only defenses are Agility, Evade, Phase, and Immunity.



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 Capture <Effect>
This ability allows the creature to capture mana, skills, or other effects specified on the creature's card
from the attacking creature. The creature will announce the amount or type of ability captured. The duration of the
loss is typically one day. The ability is considered used until the character regains the ability normally or one day
has passed. The creature gains what the victim of the attack loses from the attack. Some creatures have a more
powerful draining attack with a longer duration. This duration will be listed on the creature's card.
 Carrier Attack
This ability allows the creature to deliver a natural effect through its weapons (natural or her
manufactured). The creature will announce, “Natural <Effect>.” This ability functions just as Natural
Attack/Effect except that the effect is only delivered on body contact (not including protective spells and skills).
Another type of weapon delivered natural effect is an attack such as "# Fire" or "# Ice." Creatures are never healed
from these attacks.
 Channel
Channel allows a creature to channel a spell or effect through a single weapon strike. The creature must
still say the incant for the spell and make any contact with the weapon.
 Counts
All counts are individual to the creature and will be listed on the creature's card. Counts should be
announced as "<Ability> 1; <Ability>2; <Ability>; etc."
 Damage Cap
This ability allows the creature to take damage from great attacks. The creature is simply too powerful,
healthy, large, etc. to be greatly affected. A Damage Cap is the maximum amount of damage that a single physical
(sometimes magical or alchemical) attack can possibly cause to the creature. For example, a creature with a
Damage Cap of 5 is hit for 10 normal. The creature takes only 5 points of damage from the attack. If on the other
hand, the creature is hit for 2 points of damage, it takes 2 point of damage.
 Destruction Attack
This ability allows the creature to destroy (i.e. render useless) any non-permanent or indestructible object
up to a specific size (depending on the creature) that the creature strikes with a boffer weapon. The creature must
actually strike the object that is being targeted by the attack for it to succeed. The creature cannot destroy a target
that it cannot hit with a boffer weapon. The creature will announce, “Destroy <Item>” or the appropriate effect. A
defense that prevents the attack from connecting or a parry skill can be used to stop the attack.
 Drain Mana/Skill
This ability allows the creature to drain mana or skills from the target of the attack. This ability works on
contact with the victim's body (not including protective spells). The amount or type of ability drained will be
announced in the attack (i.e. 10 mana drain). The duration of the loss is typically one day. The ability is
considered used until the character regains the ability normally or one day has passed. The creature does not gain
the ability lost to this power. It is considered lost or used. Some creatures have a more powerful draining attack
with a longer duration. This duration will be listed on the creature's card.
 Engulf
This ability allows the creature to absorb their victim into themselves in preparation for some effect. The
victim's body will remain with the creature for a specific amount of time, at which point the effect of the engulf
will occur. Usually, this involves the destruction of the victim's body, forcing a resurrection. While under the
effects of an engulf the victim is helpless and unaware (unable to use any game skills, magical items, or natural
abilities until freed of the engulf. If used within 3 seconds of being engulfed, an Escape Bonds will free the
victim. The specific effect and the amount of time necessary will be listed on the monster's card.
 Fade
This ability allows a creature to magically transport itself (sometimes with others) to another plane of
existence that it has been to before. The use of this ability requires a count.
 Feed
This is a type of Drain attack that either sustains the creature (like food), or acts as a fueled regeneration
that would allow the creature to regain body, mana, or per day abilities. A typical feeding reduces the target to a
maximum of 1/2 body, a maximum of 1/2 mana, prevents him from wearing more than 1/2 his maximum allowed
armor, and forces him to call 1/2 his total damage with a weapon. These missing abilities will return at reset
unless otherwise specified. Other side effects can also occur, such as curse effects. The specific effects will be
listed on the monster card. This is a counted action.
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 Flight, Burrow, Swim
Some creatures have the ability to travel either naturally or magically through the air, water, or earth.
Creatures with these abilities are able to retreat from combat using these abilities and a count, placing them out of
reach by weapon, spell, or attack.
 Gaze Attack
This ability allows the creature to deliver a spell or other effect through a gaze. A Gaze attack is delivered
by the creature meeting the target's gaze for a duration of time equal to the count on the creature's card. Once this
is done, the creature says, “<appropriate effect> gaze attack.” Physical barriers do not stop these attacks as long as
the gaze time is completed. The appropriate shields still function in the case of spells or magical effects.
 Group Mind
This ability allows creatures to communicate through thought instantly with any other creature included in
the Group Mind. This ability grants the creature immunity to mind affecting magic, natural abilities and poisons.
Specific abilities will be listed in the monster's card.
 Healed by Effect
Some effects are beneficial to some creatures and heal instead of harm them. The creature will announce
"Healed" Or, in the case of a particularly nasty NPC "Thank You".
 Immunities
This ability allows the creature to ignore attacks of the specified type. The creature is simply not affected by the
attack in any way. The creature will announce "No Effect" to any attack to which it is Immune.
 Magical Ability / Attack
This ability allows a creature to generate a special magical effect that can be resisted by Resist Magic,
Resist [Path], or the appropriate shields. This ability affects the target even if it strikes a weapon shield, as would
a spell effect. This ability can be used while taking damage. This ability can be Dispelled or Suppressed.
 Lethal Damage
This carrier attack functions when the target is reduced to -1 total Body Points. If the target takes lethal
Damage that reduces his total Body Points to 0 or –1, then the target suffers the effect of an instant Killing Blow.
Normal means of saving someone who has been Killing Blowed apply.
 Massive Damage
This ability allows a creature to inflict damage though shields and weapons that are used to block their
attacks. This damage affects characters normally, causing damage to armor first then to body.
 Massive Size
This ability comes in two forms: Limited and Full Massive Size.
Limited Massive Size: This ability grants the creature the benefit of taking 100 points of damage from
death spells and effects, such as Death Strike. If the creature is multi- NPC (more than one NPC is playing it) then
binding spells only affect the portion of the creature, which they hit, not the whole creature. Another option is that
the creature is more resistant to binding magic (gaining a specific number of resists for binding magic). Creatures
with this advantage are immune to Repel, Waylay, Sleep, Weakness, Sloth, and Stun effects.
Full Massive Size: This ability grants the creature the benefit of taking 100 points of damage from death
spells and effects. In addition, the creature does not need to count to break out of binding spells. The creature
takes the appropriate amount of damage as if it ripped out of the spell without performing a counted action.
Creatures with this advantage are immune to Repel, Waylay, Sleep, Weakness, Sloth, and Stun effects.
 Metamorphosis
This ability allows a creature to forcefully change another helpless (vulnerable to a killing blow) being
into another creature. This ability affects the victim's t spirit and is not cured upon resurrection. The amount of
time it takes to perform a metamorphosis and the type of creature the victim becomes will be listed on the
monster's card. Only a polymorph ritual or a specific cure will free the victim.
 Natural Ability / Attack
This ability allows the creature to use a specified spell or effect as a Natural effect. This ability can be
resisted by the appropriate Resist <Effect>. This ability can be used while taking damage. Natural Abilities can be
blocked by the appropriate Shields and by weapon shields so long as the ability does not target the shield. This
ability cannot be Dispelled or Suppressed. For natural Death Strikes and similar attacks, the call is "Natural Death
Strike".


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 Natural Weapons
This ability allows the creature to attack with natural weapons such as a bite, claw, tentacles etc. The base
damage of natural weapons varies from creature to creature; most begin at damage of 2 normal. These natural
weapons are capable of blocking any amount of damage without causing damage to the creature. These weapons
cannot be disarmed or destroyed but they can be severed.
 No Metabolism
This ability means that a creature either possesses no metabolism (such as a golem), a metabolism too
alien or powerful to be affected (such as a Dragon) by conventional means. A creature with no metabolism is
immune to all poisons save fire gas, frost gas and it acid gas, most spirit spells, most time spells and effects, and
most glamour spells and effects. These creatures are also immune to waylay and other stunning effects. The
creature will announce "No Effect" for anything to which they are immune.
 Non-Corporeal
This ability means that a creature possesses no physical form, similar to a Spirit or Gaseous Form. The
creature can be made up primarily of magic, energy, or some other force. While in this form the creature is
immune to normal weapons and all binding magic or effects. The creature can travel through non-living objects,
but cannot fly, burrow, or otherwise propel itself vertically in any direction, unless otherwise stated on the
monster's card.
 Phase
This ability allows a creature to instantly and temporarily become intangible by shunting most of its form
into another plane, becoming transparent. A Phase will work against any single attack unless otherwise stated in
the attacks description. The creature will call "Phase" in response to the attack.
 Poison attack
This ability allows the creature to generate an alchemical substance that acts as a poison. This ability is
called just as a normal poison attack. It does not require special packets and is a natural substance that cannot be
stolen from the creature.
 Portal
This ability allows the creature to create a magical doorway to another plane of existence. Opening and
Closing a Portal usually requires a count. Often, a Portal only allows one-way transport.
 Possession
This is the ability to completely suppress a target's spirit, seizing control of his body. An active Death
Shield blocks this ability. Sometimes possession grants the target additional abilities. Any additional abilities and
the duration will be listed on the monster's card. This is a counted action.
 Recharge
This ability allows the creature to regain a specified amount of its Body, Natural and/or Magical abilities
at a specific time or under specific conditions. The exact amount and abilities are listed on the monsters card.
 Reduced Damage
This ability allows a creature to suffer reduced effects from certain types of attacks. Some creature will
suffer half, quarter or minimal (1 point) damage from certain types of attacks. This is called "Reduced."
 Regenerate
There are two forms of the Regenerate ability: the first form allows a creature to recover its abilities body,
skills, or effects upon a certain condition or amount of time, the specific effects that can be Regenerated and the
conditions that regenerate then will be listed on the monster's card. The second form of this ability allows a
creature to return to life and health unless a certain condition is met. The condition that prevents this will be listed
on the monster's card.
 Resist <Effect>
This ability allows a creature to prevent a certain type of attack or effect, such as Fire, Magic, or Poison
The effect of a Resist is visible as the creature begins to take the effect and is able to shrug it off. This is visibly
different from Immunity. The creature will call "Resist <Effect>".
 Rift
This ability allows a creature to create destructive rip in the fabric of the universe allowing two way
access to other planes and dimension usually, rifting requires a count to open or close.
 Shred
This ability allows the creature to reduce a target's armor to zero armor and breached. The call for this
ability is “Prepare to be shredded, shred armor.” The creature must then land a legal blow.
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 Spectral
This is a non-corporeal state. Creatures in this form are immune to normal weapons and all binding magic
or effects. These creatures are also in the same phase as Spirit Form, and can affect Spirit Form with natural
weapons (such as claws).
 Spell Cap
This ability allows the creature to take damage from great attacks. The creature is simply too powerful,
healthy, large, etc., to be greatly affected A Spell Cap is the maximum amount of damage that single magical
attack can possibly cause to creature. For example, a creature with a Spell Cap 20 is hit for Magical 50 Lightning.
The creature takes only 20 points of damage from the attack. If creature is hit with Magical 5 Lightning, the
creature takes all 5 points of damage. This ability occurs before other creature defenses or weaknesses.
 Spell Strike
This ability allows a creature to use a weapon deliver a spell effect. The Spell Strike is good for only one
swing whether or not the creature lands successful hit against its target. The creature announces, "Spell Strike
<Effect>."
 Superhuman Strength
This ability allows a creature to inflict more damage with a weapon or natural weapons or perform feats
of strength. Superhuman Strength is divided equally between both hands when determining how much extra
damage a creature inflicts with the weapon. Superhuman Strength cannot be used in combat or to maneuver. The
amount of Strength depends on the individual creature and will be listed on the creature's card.
 Surprise
Surprise allows a creature to make an entrance without needing to do a count. For example, burrowing
creature with surprise would not need to do a count to burrow up out of the ground. Effectively allowing the NPC
to enter combat or instantly.
 Teleport
This ability allows a creature to magically transport itself (sometimes with others) to another location
anywhere on the same plane of existence he that it has been before. The use of this ability requires a count.
 Transformation
This ability allows the creature to infect a helpless (vulnerable to a killing blow) being with a magical
curse/disease/effect that will transform the to victim into a like creature (usually minor). This is a physical change
that lasts as long as the victim lives or until a specific cure is administered. Victims of transformations usually
resurrect as their normal race and are no longer infected. Until cured or freed of the infection, the character is
completely under the control of Plot. The amount of time it takes to transform a victim and the specifics of the
transformation will be listed on the monster's card.
 <Terrain> Travel
This ability allows the creature to move from a specified environment, object, or condition without
passing through the space in between. This ability is a called "<Terrain> Travel" and requires the amount of time
in-game that it takes for the person to move to the other end of the Travel. Entering the <Terrain> Travel requires
a counted action, the length of which will be listed on the monster's card. Exiting <Terrain> Travel requires the
same counted action. This ability must be announced on both ends, unless the creature also possesses the Surprise
ability.
 <Terrain> Walk
This ability allows the creature to move through a specified environment or obstacle without performing a
special count (other creatures must). It also negates any combat penalties associated with the environment or
obstacle for the creature. This must be called once at the beginning of the encounter, not for each use.
 Voice Control <Creature>
This ability allows a creature to control all specified creatures within the sound of his voice. This ability
works like an Enslavement on those types of creatures that the ability specifies. The duration of the control will be
listed on the monster's card. Resist Glamour, Sound Shield, or similar ability can block this ability.
 Volley
This ability allows the creature to reflect a spell or effect cast upon the creature back upon the original
caster of the spell. The caster is automatically struck by the spell. The creature does not need to throw a packet at
the caster. In addition, the creature becomes the caster of the spell for duration and spell description requirements.
This is called "Volley."

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 Weapon Trap
This ability allows a creature to either literally catch a hand-held weapon or absorb the weapon into their
body, making it unusable to the wielder. Some creatures are capable of destroying the weapons trapped in this
manner while others are not. Weapons that are coated with an oil of slipperiness are able to resist the trap once.
The weapons affected by a weapon trap ability are considered bound to the creature. A Freedom spell or effect
will free the weapon from the creature (other fixes may apply depending on the creature).
 Web
This ability allows a creature to project a web or other entangling attack from its body. This ability
prevents the target from moving any part of its body from the neck down. The target may still speak and activate
items, but cannot move or be moved. The target may be searched while under the effects. This ability is
announced as "Web #.” The number following the call is the strength required to rip free of the web with a three
count. The creature ripping out of the web takes damage equal to the strength required. If no number is stated a
minimum of +1 strength is needed to rip out, but no damage is caused. Another person cutting a creature out on a
three count causes five times the strength required in damage to the target (a minimum of 5 points). The target can
be cut free in one minute (60 count) without taking damage.
 Web Walk
This ability allows a creature to move freely through an area covered with webs, both natural and monster
generated. If a creature with Web Walk is struck with a natural web, then the creature may perform a three count
to slip out of the web even if it does not have enhanced strength or anyone to cut them out. This is a specific form
of <Terrain> Walk.
 World Effect [Spell]
This ability allows a character to affect every person within the sound of their voice with a single spell. This
evocation increases the mana cost of a spell five times, and can be stopped with an active Shield or Resist. This will no
use up an active Shield, but will use up a Resist.

WEAPON CONSTRUCTION

WEAPON CONSTRUCTION
Weapon *Max. Grip *Min. Blade *Max. Blade *Min. Total *Max. Total
Small 5 8 14 14 23
Short 8 13 22 23 34
Long 12 23 36 34 48
2-Handed 23 37 48 48 61
Pole arm ½ Total 13 38 61 76
Pike ½ Total 13 38 76 96
Axe 8 9 15 19 34
Battle Axe 12 16 28 34 46
Short Spear 12 8 12 40 50
Long Spear 12 13 18 50 60
Bow 8 13 24 30 54
Staff - - - 60 72
Claws 8 13 36 23 48
* All measurements for weapon construction are in inches

 Color-Coding
There are limitations on colors for some weapons. Magic weapons must be white, or have a white striking
surface. No other weapons can have a white striking surface or blade. Normal metal weapons cannot be brown,
green, or red (except on the hilt). Clubs and wooden weapons cannot be gray, silver, red, or blue. Claws are red
and do not have a cross-guard. Weapons should resemble their real life counterparts as much as possible. The
color blue is generally considered to represent a silver weapon. This is not a hard and fast rule, but the ability to
visually identify the type of weapon being used adds to the flavor of the game.



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 Legal Materials
Weapons must be constructed out of approved materials. The only standard approved materials for ~
weapon construction are PVC and CPVC pipe for the cores. Other cores may be used but are subject to rigorous I
safety inspections. At no time may metal cores of any type be used in the construction of any weapon. Fishing
poles are not legal materials for cores and may not be used in the construction of any legal weapon.
The only closed cell foam that is typically approved for weapon construction is 5/8" thick, light-green
pipe insulation. There are other colors of this type of foam that are also usable. Pink closed cell pipe insulation of
5/8" thickness is also acceptable. Other varieties may be available to different areas and are subject to the Weapon
Safety Marshall's decision. At no time and for no reason may the foam of the weapon be split lengthwise along
the core. This is one of the quickest ways to have your weapon fail; it causes the rapid break down of the foam
and allows the core to break free. Pipe insulation must have a minimum interior diameter of ½”.
 Swords
Swords take practice to make. The materials are simple, and can usually be found at any hardware store
and are inexpensive. The construction does take some trial and error, experience, and knowledge of what is
needed to pass. Let's start with the materials.
 3/4 inch CPVC pipe
Pipe insulation a minimum of 3/4 in thick: green is usually best, some pink and white is okay. Do not use
black. If you do be very careful, most black foam is not very thick and is harder than the other foams. Your
weapon probably will not pass. Only use black for the cross guard.
 Open cell foam, about 2 inches thick
 Duct tape
 Optional: cushion foam
 Razor or scissors Hacksaw
 Electrical or sport tape
Note: When using non-standard materials for the core of a weapon you should never split the pipe insulation,
as it allows the pipe to break out and possibly injure someone. Weapons with non-standard cores should be
brought to the attention of a safety marshal for tagging.
 Step One: Main Portion
First, cut the CPVC pipe 4 to 6 inches shorter than the desired length of the sword, including the hilt.
Tape both ends of the pipe to prevent it from ripping the foam later. Slide the pipe insulation on the pipe and
secure one end to where the blade will start. Fasten it securely with electrical tape. The insulation should extend
past the pipe at least 1 inch but not more than 2 inches. Now cut a small piece of insulation to fill the hole at the
tip.
 Step Two: The Edges (skip this part if you have never made a sword before)
This portion takes some artistic ability. To create the edge of the blade cut a wedge out of pipe insulation
or cushion foam. The wide part of the wedge should be the inside curve of the insulation, allowing the wedge to
lie flat on the blade of the sword. Cut two, getting the wedges of equal size and even shape takes practice, and is
therefore not recommended for beginners.
 Step Three: Taping
Using duct tape lengthwise along the blade, secure the wedges if you are using them and cover the length
of the sword. Do Not spiral wrap the tape or compress the foam in any way. Lay tape lengthwise only.
 Step Four: The Cross-guard
If you want a cross-guard on your sword you would do so now. Out of black (or any color) insulation cut
a piece about a foot long. There is usually a slit in the foam on one side, in the center of the foam open it along
that slit and cut a hole opposite it. Then slide the foam up the hilt and secure it in place. Then tape it.
 Step Five: The Hilt
Now cut a short piece of insulation, about 3 to 4 inches. Slide this over the bottom end of the sword; 0
that it overhangs it by at least an inch, same as the tip, and secure it with electrical tape. Fill the gap with green
foam and tape it lengthwise as in step three.

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 Step Six: Thrust Tips
Next cut two 2" squares out of open cell foam. Place one at the tip of the sword and gently, being careful
not to compress the foam at all, lay duct tape over it and secure it to the blade. Do the same for the hilt end. Then
with a pin or needle, punch hundreds of holes in the tips to allow air in and out. When squeezed, the tip should
snap back to its original shape almost instantly. One way to increase the durability of the foam in the thrusting tips
is to wrap the foam in tissue paper before taping it.
 Step Seven: The Grip
Last, you can use electrical or sport tape to cover the grip of the hilt. You can also use cord to make a
wider grip if it is securely fastened and will not come loose. Your sword should now be finished and any final
decorations may be added to it. Keep in mind no points or hard edges.
 Axes
An axe is created in much the same way as a sword. Create the striking surface of the weapon the same
way as you would create a sword, but not using the blades. To create the blade of the axe use open cell foam cut
to the shape of the axe that you wish. Secure the shape to the haft of the weapon and carefully lay duct tape over
the foam lengthwise overlapping very slightly. Poke hundreds of holes in the foam with a pin or needle. When the
foam is compressed, it should snap back to shape almost instantly.
 Pole arms
For weapons over 50 inches only, you can use graphite aluminum or aluminum as the shaft. Metal of any
type in a shorter weapon is prohibited. The length of the shaft near the blade of a spear or pole arm must be
padded in the manner of a sword. A minimum of 50% of the shaft including the blade must be padded this way.
The blade of the pole arm or spear is created in much the same way as that of an axe, with open cell foam.
 Staves
Staves are very simple. The entire length of the staff can be padded like a sword without blades.
However, you can only hold the weapon by the center 3 feet. If you leave an area unpadded, it must be in the
center. You also must have both hands on this weapon during combat.
 Bows
Bows are made very much like a short staff. The core materials and foam are the same as for a long
weapon. Bows are padded on both ends with a thrusting tip. A handhold is left in the center of the bow. For effect
the may be curved by heating the pipe and bending it at the appropriate joints. When heating the pipe be careful
not to heat the pipe too much, or it will turn into useless putty. Do not melt the pipe.
 Spell Packets
Spell packets are very simple to make. The materials are: thin cloth, birdseed, scissors, and tape or elastic
bands. Use ONLY normal birdseed WITHOUT sunflower seeds, ANYTHING ELSE IS ILLEGAL! Illegal
materials include rice, beans, dried peas, starch, sand, or anything else. What you do is cut the cloth into squares
approximately 6 in. by 6 in. Then using a 35 mm film canister fill the center of the cloth with birdseed. Then close
the edges of the cloth around the seed and seal it using electrical tape or elastic bands. As some packets require
tails, the tails should be constructed of ribbon, plastic safety or surveyors tape. Very lightweight cloth can also be
used, but isn't as good. The tails should not be more than one inch and not less than ½ inch wide. The tails are
attached with the same tape or elastic band used to seal the packet.
 Shields
Shields can be made from several different types of material, such as foam board, cardboard, or other Plot
approved material. All shields have 5/8" thick pipe insulation around the edge, duct taped lengthwise like a
sword. Shields are restricted by their weight. For every 50 square inches of shield, it will weigh a pound in game.
Thus a shield with the area of 500 square inches would weigh ten pounds. Larger shields may have restrictions
such as straps or safety. This will be under the prevue of the weapon Marshalls. Gaps inside the perimeter of the
shield will be counted as part of the surface area. The handle of the shield can be made from drawer handles that
can be found in most hardware stores. You can also use nylon strapping or similar material for both a handle and
the arm strap.
Do not allow the construction materials such as screws, nuts, or any protruding pieces on the outside of
the shield, and be very careful of such items on the inside. Have them covered with hot glue. Use rounded screws
or use smaller materials, whichever applies.



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