Professional Documents
Culture Documents
Character Creation3
Character Checklist:3
Stats:3
Strength:4
Physique:5
Stamina:6
Agility:7
Intelligence:8
Wisdom:9
Concentration:10
Combat11
Spell Casting11
Rest11
Skills12
Generic Skills:12
Classes13
Martial13
Subterfuge21
Table of Contents
Thaumaturgy33
Lore72
Divine48
Nature61
Equipment83
Cloth Armor83
Leather Armor83
Metal Armor84
One Handed Swords85
Axes85
Maces85
Warhammers86
Spears86
Daggers86
Bows87
Throwing Axes87
Needles87
Mage Staves88
Arcane Guitars88
Miscelaneous Equipment88
Enchanting89
Jewelry90
Money91
Welcome to Ascendant
The world of Ascendant was torn asunder by a great magical cataclysm. A more extensive backstory is available on the website www.
ascendantrpg.com. All that stands is a few scattered pockets of humanity that, by the intervention of the god Death, were spared. The
world is in total magical chaos now. In the years following the cataclysm, Death saw the chaotic magic energy starting to concentrate
in select gifted people. Upon noticing these beings she decided to enlist their help in rebuilding the world to a more stable state.
Shortly after the characters start they will be contacted, via a dream, by Death herself. She will enlist them to become her Reapers
which is also accompanied by a large black scythe being marked on their back. Since Death is still reeling from the aftermath of the
cataclysm her contact with the players will be minimal and infrequent. However, this does give the players the ability to return from
death with her good graces at a cost. You start in this world as a being gifted with the power to manipulate the energy in and around
you. You will become one of Deaths Reapers and progress to levels of greatness. Welcome to Ascendant, Reaper!
Character Creation
When creating your character imagine the world that your character has been confronted with their entire life. Your character only
knows the desolation and struggle of life after the cataclysm. What has your character struggled with so far? Was their family
destroyed by the fallout of the cataclysm? Create a list of motivations and character traits outside of just your stats that will enable you
to have a well rounded character. That being said, heres all the relevant stat creation that must go into your character.
Character Checklist:
Pick your characters primary skill tree: Martial, Subterfuge, Thaumaturgy, Divine, Nature, or Lore.
Create your stats. Stats start at 6. Then distribute 60 points between them. No stat can go over 20 with your initial allocation.
Spend your experience on skills. New characters start with 2500 points of experience. Dont forget your Health and Power skills.
New characters start with 25 equipment points. Buy your equipment with equipment points.
Finalize your stats with bonuses from skills or equipment. Then fill in the appropriate stat attributes.
Find your martial and magic bonuses to hit from your combat skills. Then tally any bonuses to hit from skills or stats on top of that.
Tally your Health and Power points.
Fill out your character name and description.
Stats:
Your character has 7 stats. Strength(Str), Physique(Phy), Stamina(Sta), Agility(Agi), Intelligence(Int), Wisdom(Wis), Concentration
(Con). All stats are measured at a scale of 1 to 100 and beyond that in extreme cases. The scale repeats itself and can be figured
beyond 100. For most game play few things will be over 100. There is a potential for players to get over 100 but that will much later in
the game(in the form of an expansion to higher Ranks of play). To start the game all stats start at 6. Then the players put 60 points into
their stats any way they choose up to a maximum of 20. The stats may be raised beyond 20 later through skill points or enchantments,
though.
Strength:
Raw power to lift and carry, also causes more damage with melee or ranged weapons.
Damage modifier applies to martial attacks including Bows. Characters with a low strength will have a negative damage modifier.
Those characters simply lack the strength to wield a Bow. When wielding a 2 handed weapon apply 1.5 times the damage
modifier(rounded up). When dual wielding both weapons gain the damage modifier. You can hurl up to 1/20th of your carrying
capacity. The range for hurling is 40 ft. It does damage equal to the weight of the object Thrown plus any modifiers. Keep in mind the
awkwardness of a given item. If it is much larger than the person throwing it the GM can modify or disallow the ability to throw it or
carry an item.
Str
Damage
Carry
Str
Damage
Carry
Str
Damage
Carry
-5
36
16
650
71
51
3100
-5
10
37
17
675
72
52
3200
-4
15
38
18
700
73
53
3300
-4
20
39
19
725
74
54
3400
-3
25
40
20
750
75
55
3500
-3
30
41
21
775
76
56
3600
-2
35
42
22
800
77
57
3700
-2
40
43
23
825
78
58
3800
-1
50
44
24
850
79
59
3900
10
60
45
25
875
80
60
4000
11
70
46
26
900
81
61
4500
12
80
47
27
925
82
62
5000
13
90
48
28
950
83
63
5500
14
100
49
29
975
84
64
6000
15
125
50
30
1000
85
65
6500
16
150
51
31
1100
86
66
7000
17
175
52
32
1200
87
67
7500
18
200
53
33
1300
88
68
8000
19
225
54
34
1400
89
69
8500
20
250
55
35
1500
90
70
9000
21
275
56
36
1600
91
71
9500
22
300
57
37
1700
92
72
10000
23
325
58
38
1800
93
73
10500
24
350
59
39
1900
94
74
11000
25
375
60
40
2000
95
75
11500
26
400
61
41
2100
96
76
12000
27
425
62
42
2200
97
77
12500
28
450
63
43
2300
98
78
13000
29
10
475
64
44
2400
99
79
13500
30
10
500
65
45
2500
100
80
14000
31
11
525
66
46
2600
101+
add 2
add 1000
32
12
550
67
47
2700
33
13
575
68
48
2800
200
280
114000
34
14
600
69
49
2900
35
15
625
70
50
3000
300
480
214000
Physique:
Increases your Health the more you have. The Health modifier applies to every skill point in Health you have. Physique also gives a
bonus to hit that is applied to any martial attack.
Physique
Health
To Hit
Physique
Health
To Hit
Physique
Health
To Hit
-3
-3
36
13
71
30
14
-3
-3
37
13
72
31
15
-3
-3
38
14
73
31
15
-2
-2
39
14
74
32
15
-2
-2
40
15
75
32
15
-2
-2
41
15
76
33
16
-1
-1
42
16
77
33
16
-1
-1
43
16
78
34
16
-1
-1
44
17
79
34
16
10
45
17
80
35
17
11
46
18
81
35
17
12
47
18
82
36
17
13
48
19
83
36
17
14
49
19
84
37
18
15
50
20
85
37
18
16
51
20
86
38
18
17
52
21
10
87
38
18
18
53
21
10
88
39
19
19
54
22
10
89
39
19
20
55
22
10
90
40
19
21
56
23
11
91
40
19
22
57
23
11
92
41
20
23
58
24
11
93
41
20
24
59
24
11
94
42
20
25
60
25
12
95
42
20
26
61
25
12
96
43
21
27
62
26
12
97
43
21
28
63
26
12
98
44
21
29
64
27
13
99
44
21
30
10
65
27
13
100
45
22
31
10
66
28
13
101+
Add 1
add 1 per4
32
11
67
28
13
33
11
68
29
14
200
145
47
34
12
69
29
14
35
12
70
30
14
300
245
72
Stamina:
Duration extension increases the amount of time you can maintain strenuous labor. For example: The average person can dig ditches
for 4 hours straight. Your duration extension will add hours to that task. For a task that takes more energy like sprinting it will add
its modifier in minutes. For more mundane tasks like walking or jogging you would add double the modifier in hours to the task.
Ultimately your GM will decide the scale at which he will allow you to use the modifier it is there as a guide for your GM, not a hard
rule. The hit point buffer is how far the player can go negative in Health before they die. They can continue to function on that buffer
for 40 rounds plus the duration extension granted by their stamina. After that duration if they have not been brought back to a positive
amount of Health they die.
Stamina
Duration
Hit Point
Stamina
Duration
Hit Point
Stamina
Duration
Hit Point
-4
36
13
315
71
40
1190
-4
37
13
340
72
41
1215
-3
38
14
365
73
42
1240
-3
39
14
390
74
43
1265
-2
40
15
415
75
44
1290
-2
41
15
440
76
45
1340
-1
42
16
465
77
46
1390
-1
43
16
490
78
47
1440
-1
44
17
515
79
48
1490
10
10
45
17
540
80
50
1540
11
20
46
18
565
81
52
1590
12
30
47
18
590
82
54
1640
13
40
48
19
615
83
56
1690
14
50
49
19
640
84
58
1740
15
60
50
20
665
85
60
1790
16
70
51
20
690
86
62
1840
17
80
52
21
715
87
64
1890
18
90
53
22
740
88
66
1940
19
100
54
23
765
89
68
1990
20
110
55
24
790
90
70
2040
21
120
56
25
815
91
72
2090
22
130
57
26
840
92
74
2140
23
140
58
27
865
93
76
2190
24
150
59
28
890
94
78
2240
25
160
60
29
915
95
80
2290
26
170
61
30
940
96
82
2340
27
180
62
31
965
97
84
2390
28
190
63
32
990
98
86
2440
29
200
64
33
1015
99
88
2490
30
10
210
65
34
1040
100
90
2540
31
10
220
66
35
1065
101+
add 3 per
add 100
32
11
230
67
36
1090
33
11
240
68
37
1115
200
390
12500
34
12
265
69
38
1140
35
12
290
70
39
1165
300
690
22500
Agility:
Deftness of movement. Measures your ability to balance and move quickly. Gives a defense modifier. The defense modifier will
raise your defense against physical attacks. Your run speed is the number of feet you can move at top speed in one round. A character
can sprint for 3 minutes before collapsing. The duration modifier from stamina will change the number of minutes a sprint can be
maintained. Agility may be used for determining initiative(see the Combat section).
Agility
Defense
Running
Agility
Defense
Running
Agility
Defense
Running
-10
22
36
285
71
26
460
-9
24
37
290
72
26
465
-8
26
38
10
295
73
27
470
-7
28
39
10
300
74
27
475
-6
30
40
10
305
75
28
480
-4
35
41
11
310
76
28
485
-3
40
42
11
315
77
29
490
-2
45
43
12
320
78
30
495
-1
50
44
12
325
79
31
500
10
55
45
13
330
80
32
505
11
65
46
13
335
81
33
510
12
75
47
14
340
82
34
515
13
85
48
14
345
83
35
520
14
95
49
15
350
84
36
525
15
105
50
15
355
85
37
530
16
115
51
16
360
86
38
535
17
125
52
16
365
87
39
540
18
135
53
17
370
88
40
545
19
145
54
17
375
89
41
550
20
155
55
18
380
90
42
555
21
165
56
18
385
91
43
560
22
175
57
19
390
92
44
565
23
185
58
19
395
93
45
570
24
195
59
20
400
94
46
575
25
205
60
20
405
95
47
580
26
215
61
21
410
96
48
585
27
225
62
21
415
97
49
590
28
235
63
22
420
98
50
595
29
245
64
22
425
99
51
600
30
255
65
23
430
100
52
605
31
260
66
23
435
101+
add 1 per
add 5 per
32
265
67
24
440
33
270
68
24
445
200
152
1105
34
275
69
25
450
35
280
70
25
455
300
252
1605
Intelligence:
Logic power and book knowledge. Provides a bonus that increases Power by the flat amount listed. Intelligence also provides a bonus
to hit with magical attacks.
Int
Power
To Hit
Int
Power
To Hit
Int
Power
To Hit
-90
-3
36
440
71
2070
14
-80
-3
37
470
72
2140
15
-70
-3
38
500
73
2210
15
-60
-2
39
530
74
2280
15
-50
-2
40
560
75
2350
15
-40
-2
41
590
76
2420
16
-30
-1
42
620
77
2490
16
-20
-1
43
650
78
2560
16
-10
-1
44
680
79
2630
16
10
45
710
80
2710
17
11
10
46
740
81
2790
17
12
20
47
770
82
2870
17
13
30
48
800
83
2950
17
14
40
49
830
84
3030
18
15
50
50
880
85
3110
18
16
60
51
930
86
3190
18
17
70
52
980
10
87
3270
18
18
80
53
1030
10
88
3350
19
19
90
54
1080
10
89
3430
19
20
100
55
1130
10
90
3520
19
21
110
56
1180
11
91
3610
19
22
120
57
1230
11
92
3700
20
23
130
58
1280
11
93
3790
20
24
140
59
1330
11
94
3880
20
25
150
60
1390
12
95
3970
20
26
170
61
1450
12
96
4060
21
27
190
62
1510
12
97
4150
21
28
210
63
1570
12
98
4240
21
29
230
64
1630
13
99
4330
21
30
260
65
1690
13
100
4430
22
31
290
66
1750
13
101+
add 200
add 1 per4
32
320
67
1810
13
33
350
68
1870
14
200
24430
47
34
380
69
1930
14
201+
add 400
35
410
70
2000
14
300
64430
72
Wisdom:
Street smarts and common sense. Wisdom provides a boost that raises your Power by the amount given per level of Power Skill your
character has purchased. Wisdom also provides a magic defense boost that adds that number to your magical defense.
Wisdom
Power
Mdef
Wisdom
Power
Mdef
Wisdom
Power
Mdef
-3
-10
36
13
71
30
26
-3
-9
37
13
72
31
26
-3
-8
38
14
10
73
31
27
-2
-7
39
14
10
74
32
27
-2
-6
40
15
10
75
32
28
-2
-4
41
15
11
76
33
28
-1
-2
42
16
11
77
33
29
-1
43
16
12
78
34
30
-1
44
17
12
79
34
31
10
45
17
13
80
35
32
11
46
18
13
81
35
33
12
47
18
14
82
36
34
13
48
19
14
83
36
35
14
49
19
15
84
37
36
15
50
20
15
85
37
37
16
51
20
16
86
38
38
17
52
21
16
87
38
39
18
53
21
17
88
39
40
19
54
22
17
89
39
41
20
55
22
18
90
40
42
21
56
23
18
91
40
43
22
57
23
19
92
41
44
23
58
24
19
93
41
45
24
59
24
20
94
42
46
25
60
25
20
95
42
47
26
61
25
21
96
43
48
27
62
26
21
97
43
49
28
63
26
22
98
44
50
29
64
27
22
99
44
51
30
10
65
27
23
100
45
52
31
10
66
28
23
101+
Add 1
add 1 per
32
11
67
28
24
33
11
68
29
24
200
145
152
34
12
69
29
25
35
12
70
30
25
300
245
252
Concentration:
Measures your ability to deal with mental stress. A character with high concentration can stay cool under heavy mental pressure.
Concentration determines the amount of Power you regain from meditating. The amount you get per 10 minutes of meditation is listed
on the chart. Concentration also provides bonus spell damage or healing. The bonus is multiplied by the number of focus a spell costs.
For damage over time, or heal over time, spells apply the bonus damage every time it does damage or healing. Instant cast spells and
abilities also gain the damage/healing modifier. (See combat section for more details). Concentration may be used for determining
initiative(see the Combat section).
10
Conc.
Medi.
Spell
Conc.
Medi.
Spell
Conc.
Medi.
Spell
10
-5
36
130
16
71
410
51
10
-5
37
135
17
72
420
52
10
-4
38
140
18
73
430
53
15
-4
39
145
19
74
440
54
15
-3
40
150
20
75
450
55
15
-3
41
155
21
76
460
56
20
-2
42
160
22
77
470
57
20
-2
43
165
23
78
480
58
20
-1
44
170
24
79
490
59
10
25
45
175
25
80
500
60
11
25
46
180
26
81
510
61
12
30
47
185
27
82
520
62
13
30
48
190
28
83
530
63
14
35
49
195
29
84
540
64
15
35
50
200
30
85
550
65
16
40
51
210
31
86
560
66
17
40
52
220
32
87
570
67
18
45
53
230
33
88
580
68
19
45
54
240
34
89
590
69
20
50
55
250
35
90
600
70
21
55
56
260
36
91
625
71
22
60
57
270
37
92
650
72
23
65
58
280
38
93
675
73
24
70
59
290
39
94
700
74
25
75
60
300
40
95
725
75
26
80
61
310
41
96
750
76
27
85
62
320
42
97
775
77
28
90
63
330
43
98
800
78
29
95
10
64
340
44
99
825
79
30
100
10
65
350
45
100
850
80
31
105
11
66
360
46
101+
add 25 per
add 2
32
110
12
67
370
47
33
115
13
68
380
48
200
3350
280
34
120
14
69
390
49
35
125
15
70
400
50
300
5850
480
Combat
Combat in Ascendant is very fast paced and streamlined. One of the exciting features of Ascendant is that you can have an interesting
combat without slowing the game to a crawl. Damage is fixed on all attacks. i.e. A sword does 10 damage per hit or a spell does 40
damage on a hit etc. Each attack has a more dynamic range of damage than the example given, but it is fixed for each session.
Everyone starts with 8 melee defense and 5 magic defense. When you make an attack, roll a 20 sided die and add your total bonus to
hit to the roll. If your total is higher than your opponents defense, you hit. A roll of a 20 will always be a hit unless their defense is
more than 20 higher than your attack total. A roll of a 1 is always a miss unless their defense is more than 20 lower than your attack
total. If you attack and hit by more than 10 it is a critical hit. When you crit with a weapon or spell you double the damage or effect. If
you attack and miss by more than 10 it is a fumble. When you fumble with a weapon the target will get a free counter attack. A fumble
with a ranged weapon will result in accidentally hitting an ally if there are any nearby. If you fumble with a spell it bounces off your
target and hits you instead.
The combat organization uses 6 second rounds and then the standard measure of time, minutes(10 rounds), and hours(600 rounds)
etc. A round is enough time to make up to two actions. A character may only do each of the available actions once per round, but may
select up to two different actions to execute in a round if desired. The exception to this rule is movement. A character may move their
entire movement speed in a round, but may not perform any other actions. Normal actions available to the characters are: make an
attack, move half your speed(see Agility), gather focus(when gathering focus your movement speed option is reduced to one third
your movement instead of half), cast a spell, get up from being knocked down, sheath a weapon, or draw a weapon. For rapid weapon
switching a character may instantly drop a weapon, but must suffer the risks that come along with doing so. Which means they could
drop a weapon, draw another one, and still get an attack with the new weapon.
At the begining of each combat the GM and the players all roll for initiative. Roll a 20 sided die and add your characters Agility
or Concentration, whichever is higher. Whoever has the highest total roll is the first player to act with the other players following
clockwise from that player regardless of the other rolls. If the GM beats the highest players rolls then the GM acts first.
Each character has Health points. Death occurs at 0 Health(or sometimes less than zero Health if your character has a hit point buffer
from their Stamina). Death in Ascendant is painful but not necessarily permanent. There are shrines dedicated to death scattered
throughout the land where you can implore Death to offer a Reapers soul another chance to continue. Each town starts with a Death
Shrine at the center of it as this was the conduit she used to save their town from destruction. Death will return you to life for a
price. She will expect the next bit of your experience as tribute in return for reviving you. It will cost you 300x your highest Rank in
experience. If your highest Rank is 4 and you die, you miss out on the next 1200 experience points awarded to you. Someone must
physically take your corpse to the shrine. If every one in the party dies Death will eventually get around to taking them to the death
shrine and reviving them, however the penalty for this is double the normal penalty. The Divine specialty class, Priest, has the ability
to return people from the dead without visiting the shrine, and at higher levels even lowering the penalty.
Spell Casting
To cast a spell you start by declaring that you are gathering spell focus. You get 1 spell focus for every round you concentrate. You
may move up to 1/3 of your movement speed while gathering focus. You may also make a a single attack on a turn that you gather
focus as long as you dont move. You may gather focus on the same round you use an instant cast spell or ability, but that would be
your two actions. After you have gathered enough focus points to cast a spell, the actual spell casting is instantaneous. Therefore, if
you have a spell that requires 4 focus and 40 Power you are able to cast that spell on the 4th round of gathering focus. Once the spell
is cast you expend the 40 Power and the spell goes off. If your Power was drained below 40 and you can no longer cast that spell
you either need to redirect that focus to a lesser spell or fall victim to focus burn. You may hold spell focus points for 10 rounds. The
moment one focus expires your entire focus pool explodes. Unused spell focus points will cause focus burn which drains you of 20
Power and 20 Health per character Rank per focus point. Be careful not to overcharge yourself with focus. The exception is ritual
spells that take a minute or longer, they do not follow the spell focus rules. When casting one of those spells you must declare that at
the beginning of the ritual. If you take damage you will be interrupted and the Power required for the spell lost. You may direct any
focus you have built up to any spell in your repertoire at any given time. For example: you were saving to cast a spell that required
8 focus. After building up 5 focus points you realize that your friend needs to be healed you can immediately spend 1 of those focus
to cast a healing spell to save your friend. You then have the 4 remaining spell focus to use or suffer burn. Instant cast spells happen
instantly but you may only use one spell or ability per round. Instant spells do still count as one of your characters actions for the
round as well.
Rest
You can choose to rest 2 times a day. Rest requires eating, drinking, and sitting down. It takes half an hour and you must have at least
3 hours between rest periods. Once you have rested that full half hour you will regain half of your lost Health and Power minus any
permanent reductions in place. Your rest can be interrupted. Within reason, you must get back to resting right away or have to start
your rest completely over. This will be left to the GMs discretion. After a full nights sleep, you will awaken with full Health and
Power minus any permanent reductions in place.
11
Skills
Skills cost 100 experience points(exp) times the Rank of the skill
per skill level. Rank 1 skills cost 100 exp per level. Rank 2 costs
200 exp per level and so on. Skills may not be purchased midsession. Skills have 10 skill levels per Rank unless otherwise
noted. Due to the fact that certain skills do not scale well they are
purchased as flat skills with a one time higher cost listed with
the skill.
Ascendant currently only goes up to Rank 5. However, further
Ranks will come in an expansion to the game taking the
characters up to Rank 10. A Rank 10 character would have a
nearly god like level of abilities. Every skill has an implied
prerequisite of level 10 of the previous Rank. Some skills may be
new to a character of a given Rank and in order to purchase those
there is an implied prerequisite of another skill of that Rank from
that class.
The skills are all organized in a tree format. You can invest points
into any skill you like as long as you have the appropriate prerequisites. You can branch into other trees on a sliding scale.
This means if you have one skill tree up to Rank 3 then you can
have access to another tree that goes up to Rank 2 and a 3rd tree
that has Rank one skills. These trees do not have to be taken in a
specific order. If you are Rank 4 in one tree, that means you may
have up to 3 other trees, with one being a maximum of Rank 3,
a max Rank 2 and a Rank 1 tree. You may have 3 other Rank 1
trees as they do not fit that cap. To buy into a different major skill
tree it costs 1000 exp times the number of current trees you have.
EX. If a martial character wants subterfuge skills he must pay
1000 exp to have access to them. Then if he wants to also pickup
some divine skills he will have to pay 2000 exp to buy into that
tree. Each major skill tree has multiple specializations within it.
Whatever tree you pick to start is your primary tree and cannot be
changed.
The six primary skill trees are: Martial, Subterfuge, Thaumaturgy,
Divine, Nature, and Lore. All of their skills are listed in the
Classes Section.
For skills that raise an attack, magic or martial, you will base
your attack on your skill in the type of weapon or spell being
used. EX. Your Two Handed weapon skill does you no good if
you pick up a One Handed weapon. Or, if youre a Thaumaturge
that crosses into another magic tree, your Arcane Power skill only
applies to casting Thaumaturge spells.
Generic skills follow their own selection and building rules. They
do not fall under the tree limits of regular advancement. Health,
Power, Stat, and Magic Resistance skills are available to all
classes. Each Rank has a prerequisite of 10 points in the previous
Rank and any skill of the same Rank. That means you cannot buy
into Rank 2 Health until you have at least one other Rank 2 skill
and 10 levels in Rank 1 Health. EX. If you want to buy Rank 3
Health then you would have to have already purchased 10 points
in Rank1 Health, 10 points in Rank 2 Health, and have a Rank 3
skill. The exception is the Magic Resistance Skill which is a flat
skill paid once for the entire Rank.
12
Generic Skills:
Health Rank 1:
Increase your Health points by 10.
Health Rank 2:
Increase your Health points by 12.
Health Rank 3:
Increase your Health points by 15.
Health Rank 4:
Increase your Health points by 20.
Health Rank 5:
Increase your Health points by 25.
Power Rank 1:
Increase your Power points by 10.
Power Rank 2:
Increase your Power points by 12.
Power Rank 3:
Increase your Power points by 15.
Power Rank 4:
Increase your Power points by 20.
Power Rank 5:
Increase your Power points by 25.
Stat Skills:
You can increase your stats by spending experience points in the
following skills:
Weight Lifting Strength
Body Building Physique
Aerobics Stamina
Acrobatics - Agility
Study Intelligence
Faith Wisdom
Brain Bending Concentration
Stat skills increase the stat listed by the following amount
depending on the Rank of the skill:
Rank 1 and 2 Increases the stat by 1 for every 2 skill points
Rank 3 and 4 Increases the stat by 1 for every skill point
Rank 5 Increases the stat by 2 for every skill point
Magic Resistance Skill:
Your character has infused himself with magical energy to make
him more resilient to magic attacks. Available to all classes like
the Power or Health skill. Each Rank has a prerequisite of the
previous Rank and any skill of the same Rank.
Resistance Rank 1:
Flat Skill cost: 800. Increases your magical Defense by 3.
Resistance Rank 2:
Flat Skill cost: 1600. Increases your magical Defense by 4.
Resistance Rank 3:
Flat Skill cost: 2400. Increases your magical Defense by 5.
Resistance Rank 4:
Flat Skill cost: 3200. Increases your magical Defense by 6.
Resistance Rank 5:
Flat Skill cost: 4000. Increases your magical Defense by 7.
Classes
To become 3 Rank your character must pick a specialty. Whichever tree you select continues as your primary tree. EX. You may get
to Rank 4 as a Defender then pick up Rank 3 Weapon Master as a 3rd Rank tree. The new tree still counts as a secondary tree.
rd
Martial
The martial character is very direct. They get to enjoy being on the front lines. They get a sick sense of pleasure from hurting things
physically. Their personalities tend to reflect this tendency. Martial characters are typically emotionally grounded and strong.
The following skills are available to the Martial skill tree.
Unarmed Combat:
This is your ability to hit exceptionally well with your fitsts. You
must have the skill required to weild a specific pair of heavy
combat gloves. Remember, you get an attack with each fist,
both getting your full strength bonus. See the table below for
your Unarmed damage and hit bonus with this skill. Here are
the pertinent skill requirements for Unarmed Rank 0 and Rank 1
combat gloves:
Rank 0 - Rawhide Padded Gloves - Level 4
Rank 1 - Leather Padded Gloves - Level 8
Slam:
Special attack that allows you to knock a human sized or smaller
opponent over. Bonus to hit based on skill. Does the same
damage your normal attack would. See the table below for your
bonus to hit with this skill.
Costs: 20 Power - 1 Focus - Range: Touch
Metal Armor Training:
You must have this to a certain level to wear specific armor. This
entails your ability to use Metal Armor and receive the benefits
from it. Here are the pertinent skill requirements for Metal Armor
Rank 0 and Rank 1 items:
Rank 0 - Copper Round Shield - Level 1
Rank 0 - Copper Breastplate - Level 2
Rank 1 - Bronze Round Shield - Level 2
Rank 1 - Bronze Bucket Helm - Level 5
Rank 1 - Bronze Breastplate - Level 8
Thrown Weapon:
This is your ability to wield a Thrown combat weapon. You must
have the skill required to weild a specific weapon. Remember,
Thrown weapons still receive your full strength bonus. See
the table below for your hit bonus with this skill. Here are the
pertinent skill requirements for Thrown Rank 0 and Rank 1
weapons:
Rank 0 - Iron Dagger - Level 1
Rank 0 - Iron Throwing Axe - Level 2
Rank 1 - Steel Dagger - Level 2
Rank 1 - Steel Throwing Axe - Level 6
Skill Level
Hit Bonus
Unarmed Damage
Slam
1
7
1
1
2
7
1
1
3
8
1
1
4
8
2
1
5
9
2
2
6
9
2
2
10
3
2
10
3
2
11
3
3
10
11
3
3
13
Unarmed Combat:
Works the same as Rank 1 Unarmed Combat. See the table below
for your hit bonus with this skill. Here are the pertinent skill
requirements for Unarmed Rank 2 combat gloves:
Rank 2 - Wolf Hide Studded Gloves - Level 8
Skill Level
Hit Bonus
Unarmed Damage
Slam
13
4
3
13
4
3
14
4
3
14
5
3
Slam:
Special attack that allows you to knock a human sized or smaller
opponent over. Bonus to hit based on skill. Does the same
damage your normal attack would. See the table below for your
bonus to hit with this skill.
Costs: 35 Power - 1 Focus - Range: Touch
Metal Armor Training:
You must have this to a certain level to wear specific armor. This
entails your ability to use Metal Armor and receive the benefits
from it. Here are the pertinent skill requirements for Metal Armor
Rank 2 items:
Rank 2 - Steel Round Shield - Level 2
Rank 2 - Steel Bucket Helm - Level 6
Rank 2 - Steel Breastplate - Level 10
15
5
4
15
5
4
16
6
4
16
6
4
17
6
5
10
17
6
5
14
Skill Level
Hit Bonus
Slam
Painful Strike
Defend Ally
Charge Shield
19
6
1
1
1
19
6
1
1
1
20
6
1
1
1
20
6
2
2
1
Charge Shield:
Your shield is charged with Power for 4 rounds which increases
your defense value based upon your skill level. See table below.
Costs: 50 Power - 2 Focus - Range: Self
21
7
2
2
2
21
7
2
2
2
22
7
3
3
2
22
7
3
3
2
23
8
3
3
3
10
23
8
4
4
3
Power Attack:
Your next attack will be charged with destructive Power and hits
two targets, which must be adjacent to each other. A single attack
roll is made against both potential targets. Hits/misses/criticals/
fumbles all handled seperately per target. If it hits it will do
extra damage. Extra damage based on skill. See the table on the
following page.
Costs: 40 Power - Instant - Range: Touch
Keen Strikes:
For the next 4 rounds you raise your martial hit bonus. Hit bonus
based on skill. See the table on the following page.
Costs: 50 Power - 1 Focus - Range: Self
Bull Rush:
You may instantly charge an opponent and attack with a +2 bonus
as long as you could normally charge there yourself. Distance
based on skill level. See the table on the following page.
Costs: 50 Power - Instant - Range: X
Costs: 50 Power - Instant - Range: X
Two Handed Weapon Expert:
Flat Skill Cost: 1000 exp.
While weilding a Two Handed weapon you score a critical hit
when hit by more than 9 instead of 10 now.
15
Skill Level
Hit Bonus
Slam
Power Attack
Keen Strikes
Bull Rush
19
6
20
4
15
19
6
20
4
15
20
6
25
4
20
20
6
25
5
20
21
7
30
5
25
21
7
30
5
25
22
7
35
6
30
22
7
35
6
30
23
8
40
6
35
10
23
8
40
7
35
Monk Rank 3
This character is the master of Unarmed combat. He has tuned his body with Power so that he can often go toe-to-toe with even the
most heavily armed and armored foe. Tree cost 2000 pts. Prerequisites: 10 pts in Rank 2 Unarmed Combat, 10 pts in Rank 2 Weight
Lifting, 10 pts in Rank 2 Acrobatics. Penalty: May NOT wear any armor.
Unarmed Combat:
Chi Blast of the Iron Fist(CBOTIF):
Works the same as Rank 1 Unarmed Combat. See the table below The monk summons a mighty blast of Power to his fists. His next
for your hit bonus with this skill. Here are the pertinent skill
successful attack does extra damage and knocks a human sized
requirements for Unarmed Rank 3 combat gloves:
or smaller opponent back 30 feet. Charge expires if unused for
Rank 3 - Bear Hide Studded Gloves - Level 8
4 rounds. May only attack once per round when this is active.
Damage bonus with the attack increases with skill level. See chart
6th Sense:
below.
The monk is so in tune with his surroundings and his own senses
Costs: 70 Power - 2 Focus - Range: Self
that he is able to catch things much faster than other people.
Raises martial defense based on skill. See chart below.
Ki-Up:
The monk focuses Power on himself mending his wounds.
Attack Flurry:
Amount healed based on skill level. See chart below.
The monk gets 1 extra attack each round for 2 rounds with his
Costs: 50 Power - 1 Focus - Range: Self
main hand. Also causes bonus damage with every attack based on
skill for the duration. All attacks during the flurry duration are at
+6 to hit. See chart below.
Costs: 100 Power - Instant - Range: Self
Skill Level
Hit Bonus
Unarmed Damage
6th Sense
Attack Flurry
CBOTIF
Ki-Up
19
7
6
5
10
20
19
7
6
5
10
20
20
7
6
5
15
25
20
8
7
6
15
25
21
8
7
6
20
30
21
8
7
6
20
30
22
9
8
7
25
35
22
9
8
7
25
35
23
9
8
7
30
40
10
23
9
9
8
30
40
16
Slam:
Special attack that allows you to knock a human sized or smaller
opponent over. Bonus to hit based on skill. Does the same
damage your normal attack would. See the table on the following
page for your bonus to hit with this skill.
Costs: 80 Power - 1 Focus - Range: Touch
Metal Armor Training:
You must have this to a certain level to wear specific armor. This
entails your ability to use Metal Armor and receive the benefits
from it. Here are the pertinent skill requirements for Metal Armor
Rank 4 items:
Rank 4 - Tower Shield - Level 2
Rank 4 - Winged Helm - Level 6
Rank 4 - Plate Armor - Level 10
Skill Level
Hit Bonus
Slam
Painful Strike
Defend Ally
Charge Shield
Shield of Obst.
25
9
5
5
4
45
25
9
5
5
4
46
26
9
5
5
4
47
26
9
6
6
4
48
Painful Strike:
Your next attack hits a sensitive part of your enemy causing a
severe amount of pain; forcing them to focus their attacks on you
for the duration. Duration based on skill level, see the table on the
following page. If your painful strike misses, the Power is lost.
Costs: 60 Power - Instant - Range: Touch
Obstructing Shield:
Your shield shoots a glowing amplification of itself at your target.
It constantly pushes them away from the Defender up to the
maximum range of the spell. It pushes as though it has a very
high strength that increases with skill level. If the target is pressed
against a solid object it takes 20 damage per round. Every time
the target takes damage from another source it has a 50% chance
to break the spell. 5 round duration. See table below.
Costs: 100 Power - 2 Focus - Range: 80
27
10
6
6
5
49
27
10
6
6
5
50
28
10
7
7
5
51
28
10
7
7
5
52
29
11
7
7
6
53
10
29
11
8
8
6
54
Power Attack:
Your next attack will be charged with destructive Power. A small
shockwave blasts from your weapon that hits up to five targets,
which must be in an arc in front of you up to 10 feet away. A
single attack roll is made against all targets at +4 to hit. Hits/
misses/criticals/fumbles all handled seperately per target. If it
hits it will do extra damage. Extra damage based on skill. See the
table on the following page.
Costs: 75 Power - Instant - Range: 10
Keen Strikes:
For the next 5 rounds you raise your martial hit bonus. Hit bonus
bonus based on skill. See the table on the following page.
Costs: 80 Power - 1 Focus - Range: Self
Bull Rush:
You may instantly charge an opponent and attack with a +3 bonus
as long as you could normally charge there yourself. Distance
based on skill level. See the table on the following page.
Costs: 90 Power - Instant - Range: X
Two Handed Weapon Expert:
Flat Skill Cost: 1400 exp.
While weilding a Two Handed weapon you score a critical hit
when hit by more than 8 instead of 9 now. Prerequisite: Rank 3
Two Handed Weapon Expert.
17
Skill Level
Hit Bonus
Slam
Power Attack
Keen Strikes
Bull Rush
Enrage
25
9
30
8
40
6
25
9
30
8
40
6
26
9
35
8
45
6
26
9
35
9
45
7
27
10
40
9
50
7
27
10
40
9
50
7
28
10
45
10
55
8
28
10
45
10
55
8
29
11
50
10
60
8
10
29
11
50
11
60
9
Monk Rank 4
Unarmed Combat:
Works the same as Rank 1 Unarmed Combat. See the table below
for your hit bonus with this skill. Here are the pertinent skill
requirements for Unarmed Rank 4 combat gloves:
Rank 4 - Wyvern Hide Spiked Gloves - Level 8
6th Sense:
The monk is so in tune with his surroundings and his own senses
that he is able to catch things much faster than other people.
Raises martial defense based on skill. See chart below.
Attack Flurry:
The monk gets 1 extra attack each round for 2 rounds with his
main hand. Also causes bonus damage with every attack based on
skill for the duration. All attacks during the flurry duration are at
+8 to hit. See chart below.
Costs: 150 Power - Instant - Range: Self
Skill Level
Hit Bonus
Unarmed Damage
6th Sense
Attack Flurry
CBOTIF
Ki-Up
Flying Roundh.
25
10
10
9
35
45
30
25
10
10
9
35
45
30
26
10
10
9
40
50
35
26
11
11
10
40
50
35
27
11
11
10
45
55
40
27
11
11
10
45
55
40
28
12
12
11
50
60
45
28
12
12
11
50
60
45
29
12
12
11
55
65
50
10
29
12
13
12
55
65
50
18
Thrown Weapon:
Works the same as Rank 1 Thrown Weapon. See the table on the
following page for your hit bonus with this skill. Here are the
pertinent skill requirements for Thrown Rank 5 weapons:
Rank 5 - Dragonclaw - Level 2
Rank 5 - Dragons Bane - Level 6
Painful Strike:
Your next attack hits a sensitive part of your enemy causing a
severe amount of pain; forcing them to focus their attacks on you
for the duration. Duration based on skill level, see the table on the
following page. If your painful strike misses, the Power is lost.
Costs: 90 Power - Instant - Range: Touch
Obstructing Shield:
Your shield shoots a glowing amplification of itself at your target.
It constantly pushes them away from the Defender up to the
maximum range of the spell. It pushes as though it has a very
high strength that increases with skill level. If the target is pressed
against a solid object it takes 30 damage per round. Every time
the target takes damage from another source it has a 50% chance
to break the spell. 6 round duration. See table below.
Costs: 100 Power - 2 Focus - Range: 80
Defend Ally:
You teleport yourself in front of an ally and take all their physical
or direct fire magic attacks for the duration. Number of attacks
taken for your ally based on skill level. See the table below. Lasts
for one minute or until the number of attacks is reached. You can
still function as normal but must remain adjacent to the protected
ally, otherwise the spell is broken.
Costs: 90 Power - Instant - Range: 60
Charge Shield:
Your shield is charged with Power for 6 rounds which increases
your defense value based upon your skill level. See table below.
Costs: 120 Power - 2 Focus - Range: Self
Skill Level
Hit Bonus
Slam
Painful Strike
Defend Ally
Charge Shield
Shield of Obst.
31
12
9
9
7
55
31
12
9
9
7
56
32
12
9
9
7
57
32
12
10
10
7
58
Defenders Call:
***Ultimate Skill!***
Prerequisites: 10 pts in Rank 5 Metal Armor, 10 pts in Rank 5
Painful Strike, 10 pts in Rank 5 Physique
Flat Skill Cost: 5000 exp.
Defender compels all enemies within 50ft to attack him for
3 rounds. Defender must make a single martial attack and all
enemies he would have hit are affected by the Defenders Call.
Costs: 250 Power - Instant - Range: 50
33
13
10
10
8
59
33
13
10
10
8
60
34
13
11
11
8
61
34
13
11
11
8
62
35
14
11
11
9
63
10
35
14
12
12
9
64
Slam:
Special attack that allows you to knock a human sized or smaller
opponent over. Bonus to hit based on skill. Does the same
damage your normal attack would. See the table on the following
page for your bonus to hit with this skill.
Costs: 120 Power - 1 Focus - Range: Touch
Metal Armor Training:
You must have this to a certain level to wear specific armor. This
entails your ability to use Metal Armor and receive the benefits
from it. Here are the pertinent skill requirements for Metal Armor
Rank 5 items:
Rank 5 - Spiked Tower Shield - Level 2
Rank 5 - Commanders Great Helm - Level 6
Rank 5 - Impervious Full Plate - Level 10
19
Skill Level
Hit Bonus
Slam
Power Attack
Keen Strikes
Bull Rush
Enrage
31
12
50
12
65
10
31
12
50
12
65
10
32
12
55
12
70
10
32
12
55
13
70
11
33
13
60
13
75
11
33
13
60
13
75
11
34
13
65
14
80
12
34
13
65
14
80
12
35
14
70
14
85
12
10
35
14
70
15
85
13
Monk Rank 5
Unarmed Combat:
Works the same as Rank 1 Unarmed Combat. See the table on
the following page for your hit bonus with this skill. Here are the
pertinent skill requirements for Unarmed Rank 5 combat gloves:
Rank 5 - Flaming Dragon Hide Spiked Gloves - Level 8
Ki-Up:
The monk focuses Power on himself mending his wounds.
Amount healed based on skill level. See table on the following
page.
Costs: 120 Power - 1 Focus - Range: Self
6th Sense:
The monk is so in tune with his surroundings and his own senses
that he is able to catch things much faster than other people.
Raises martial defense based on skill. See chart below.
Flying Roundhouse:
The monk does a flying roundhouse kick. Damage based on skill
level. See table on the following page.
Costs: 120 Power - Instant - Range: 75
Attack Flurry:
The monk gets 1 extra attack each round for 2 rounds with his
main hand. Also causes bonus damage with every attack based on
skill for the duration. All attacks during the flurry duration are at
+10 to hit. See table on the following page.
Costs: 200 Power - Instant - Range: Self
Martial Awakening:
***Ultimate Skill!***
Prerequisites: 10 pts Rank 5 Unarmed Combat, 10 pts Rank 5
Weight Lifting, 10 pts in Rank 5 Flying Roundhouse.
Flat Skill Cost: 5000 exp.
The monk has a martial awakening and instantly blinks around
the battle making 3 instant attacks with both fists with +50
damage. These can be on different targets or the same target.
Before each attack he moves so fast you cannot see him and
blinks up to 50 ft.
Costs: 250 Power - Instant - Range: Self
20
Skill Level
Hit Bonus
Unarmed Damage
6th Sense
Attack Flurry
CBOTIF
Ki-Up
Flying Roundh.
31
14
14
13
60
70
55
31
14
14
13
60
70
55
32
14
14
13
65
75
60
32
15
15
14
65
75
60
33
15
15
14
70
80
65
33
15
15
14
70
80
65
34
16
16
15
75
85
70
34
16
16
15
75
85
70
35
16
16
15
80
90
75
10
35
16
17
16
80
90
75
Subterfuge
The Subterfuge character lurks in the shadows. She is the dark shade that stalks the night. A Subterfuge character will do anything
to make a buck. A Subterfuge will always look out for themselves first and foremost. Any advantage that can be taken will be by a
Subterfuge character.
Backstab:
This is the subterfuge characters ability to strike his opponent
from behind for extra damage. You must be behind your target to
use backstab. The subterfuge character is able to pick out critical
points to attack. Backstab has a +2 to hit and the bonus damage is
based upon skill level. See the table on the following page. If the
attack, misses the Power is wasted.
Costs: 20 Power - 1 Focus - Range: Touch
Poisoning:
The subterfuge character is highly skilled with poisoning
his enemies. Poisons available are based on skill. You must
determine what kind of poison you are using before the day
starts. You can apply poison to up to 10 Needles or arrows, and 2
melee weapons. The poison is applied in the morning and expires
after that day. The Subterfuge character may also keep one poison
cocktail on them at a time. Poisons available based on skill.Here
are the poisons available and pertinent skill requirements for
Rank 1 Poisoning:
Drowsy Poison: Makes the victim drowsy. Lowers all hit
bonuses by 2 for 3 rounds. Required level 1.
Pain Poison: Adds 5 damage to the weapon it is applied to.
Required level 2
Blurred Vision Poison: Blurs the vision of the person affected
for 3 rounds. Cannot make out any fine detail when blurred. Will
cause them to have a -3 to hit with physical attacks. Required
level 8.
Sleep Cocktail: This poison must be imbibed. The more diluted
the less likely it will be noticed. Takes 4 rounds after full dose to
fall asleep. They will sleep like a rock for 10 minutes, after that
sleep will continue as normal. Required level 10.
Thieving:
The Subterfuge characters percentage chance to pick pockets,
pick locks, and disguise yourself. All chances based on skill. A
failure of picking pockets means youre noticed and you do not
get what you were trying to take. Failure to pick a lock will set
off any traps that may be on the locked item. Failure to disguise
yourself will reveal your true identity. See the table on the
following page for skill levels.
Stealth:
Percentage chance to move silently, hide in shadows, conceal
tracks, or conceal Daggers and Needles on yourself. When
wearing Metal Armor you may use stealth but you get -20 to your
move silently ability. Also hiding in shadows will not work with
Metal Armor unless you have a cloak to cover yourself with. See
the table on the following page for skill levels.
Ambidextrous Fighter:
Flat Skill Cost: 800 exp.
The subterfuge character gains greater focus while dual weilding.
This skill changes the dual wielding penalty to -3 off hand and -1
main hand.
21
Skill Level
Hit Bonus
Stealth
Thieving
Backstab
5
46
46
22
5
47
47
24
6
48
48
26
6
49
49
28
7
50
50
30
7
51
51
32
8
52
52
34
8
53
53
36
9
54
54
38
10
9
55
55
40
Stealth:
Percentage chance to move silently, hide in shadows, conceal
tracks, or conceal Daggers and Needles on yourself. When
wearing Metal Armor you may use stealth but you get -20 to your
move silently ability. Also hiding in shadows will not work with
Metal Armor unless you have a cloak to cover yourself with. See
the table below for skill levels.
Skill Level
Hit Bonus
Stealth
Thieving
Backstab
22
10
56
56
42
10
57
57
44
11
58
58
46
11
59
59
48
Backstab:
This is the subterfuge characters ability to strike his opponent
from behind for extra damage. You must be behind your target to
use backstab. The subterfuge character is able to pick out critical
points to attack. Backstab has a +4 to hit and the bonus damage is
based upon skill level. See the table below. If the attack, misses
the Power is wasted.
Costs: 35 Power - 1 Focus - Range: Touch
Ambidextrous Fighter:
Flat Skill Cost: 1600 exp.
Prerequisite: Ambidextrous Fighter Rank 1.
The subterfuge character gains greater focus while dual weilding.
This skill changes the dual wielding penalty to -2 off hand and no
modifier main hand.
Poisoning:
The subterfuge character is highly skilled with poisoning
his enemies. Poisons available are based on skill. You must
determine what kind of poison you are using before the day
starts. You can apply poison to up to 10 Needles or arrows, and 2
melee weapons. The poison is applied in the morning and expires
after that day. The Subterfuge character may also keep one poison
cocktail on them at a time. Poisons available based on skill.Here
are the poisons available and pertinent skill requirements for
Rank 1 Poisoning:
Drowsy Poison: Makes the victim drowsy. Lowers all hit
bonuses by 3 for 3 rounds. Required level 1.
Pain Poison: Adds 8 damage to the weapon it is applied to.
Required level 2
Blurred Vision Poison: Blurs the vision of the person affected
for 5 rounds. Cannot make out any fine detail when blurred. Will
cause them to have a -4 to hit with physical attacks. Required
level 8.
Truth Cocktail: This poison must be imbibed. The more diluted
the less likely it will be noticed. 4 rounds after the full dose is
imbibed the victim can only speak the truth, they lose all ability
to lie. Required level 10.
12
60
60
50
12
61
61
52
13
62
62
54
13
63
63
56
14
64
64
58
10
14
65
65
60
This character is specialized in hunting specific targets and eliminating them. Skill tree cost: 2000 skill points. Prerequisites: 10
points in Rank 2 Dagger Skill, 10 points in Rank 2 Stealth, and 10 points in Rank 2 Acrobatics.
Daggers and Needles:
This is your ability to wield a Dagger as a ranged or combat
weapon and your ability to throw Needles for poison application.
You must have the skill required to weild a specific weapon.
You may dual wield, but the attacks with your off hand will be
at minus 6 hit bonus and your main hand at minus 2 hit bonus.
Also, when dual weilding only apply half of your strength bonus
to your off-hand weapon. See the table on the following page
for your hit bonus with this skill. Here are the pertinent skill
requirements for the Rank 3 Daggers and Needles:
Rank 3 - Brutal Kris Dagger - Level 2
Rank 3 - Arcane Etched Needle - Level 3
Leather Armor Training:
You must have this to a certain level to wear specific armor. This
entails your ability to use Leather Armor and receive the benefits
from it. Here are the pertinent skill requirements for Leather
Armor Rank 3 items:
Rank 3 - Bear Hide Boots - Level 6
Rank 3 - Bear Hide Tunic - Level 10
Thieving:
The Subterfuge characters percentage chance to pick pockets,
pick locks, and disguise yourself. All chances based on skill. A
failure of picking pockets means youre noticed and you do not
get what you were trying to take. Failure to pick a lock will set
off any traps that may be on the locked item. Failure to disguise
yourself will reveal your true identity. See the table on the
following page for skill levels.
Stealth:
Percentage chance to move silently, hide in shadows, conceal
tracks, or conceal Daggers and Needles on yourself. When
wearing Metal Armor you may use stealth but you get -20 to your
move silently ability. Also hiding in shadows will not work with
Metal Armor unless you have a cloak to cover yourself with. See
the table on the following page for skill levels.
Backstab:
This is the subterfuge characters ability to strike his opponent
from behind for extra damage. You must be behind your target to
use backstab. The subterfuge character is able to pick out critical
points to attack. Backstab has a +6 to hit and the bonus damage is
based upon skill level. See the table on the following page. If the
attack, misses the Power is wasted.
Costs: 50 Power - 1 Focus - Range: Touch
Poisoning:
The subterfuge character is highly skilled with poisoning
his enemies. Poisons available are based on skill. You must
determine what kind of poison you are using before the day
starts. You can apply poison to up to 10 Needles or arrows, and 2
melee weapons. The poison is applied in the morning and expires
after that day. The Subterfuge character may also keep one poison
cocktail on them at a time. Poisons available based on skill.Here
are the poisons available and pertinent skill requirements for
Rank 3 Poisoning:
Whiteout: Blinds the victim. All vision goes completely white
and causes a severe migraine for 5 rounds. -6 to hit bonus.
Required level 1.
Pain Poison: Adds 12 damage to the weapon it is applied to.
Required level 2
Blackout: 50% chance the victim is knocked out for 6 rounds.
Taking damage, or jolting movements will awaken the victim.
Required level 8.
Coma Cocktail: This poison must be imbibed. The more diluted
the less likely it will be noticed. Will put the victim of this
cocktail in a coma for 2 weeks. 1 minute after the full dose is
imbibed the victim falls into a coma. Required level 10.
Fade:
The Assassin turns himself invisible. The effect is cancelled if he
makes an attack or takes damage. Duration based on skill. See
chart on the following page.
Costs: 50 Power - 2 Focus - Range: Self
Blinding Needles:
The Assassin is able to throw Needles into the eyes of his foes as
a blinding attack. The Assassin makes an attack roll ignoring any
armor they have unless they have something blocking their eyes.
If it hits the target is blinded and takes 20 damage. This counts
as a permanent injury. Blinded characters get a -8 to hit with all
martial attacks. If the attack, misses the Power is wasted. Attack
modifier based on skill. See chart on the following page.
Costs: 40 Power - 1 Focus - Range: Same range as your Needle.
Assassinate!:
The Assassin makes a deadly attack. Bonus to damage based
upon skill. Bonus to hit is +6. Can only be used if faded,
invisible, or target is blinded. If the attack, misses the Power is
wasted. See chart on the following page.
Costs: 125 Power - 2 Focus - Range: Touch
Ambidextrous Fighter:
Flat Skill Cost: 2400 exp.
Prerequisite: Ambidextrous Fighter Rank 2.
The subterfuge character gains greater focus while dual weilding.
This skill removes the dual wielding penalty entirely.
23
Skill Level
Hit Bonus
Stealth
Thieving
Backstab
Fade
Blinding Needle
Assassinate
15
66
66
64
12
-4
180
15
67
67
68
12
-4
180
16
68
68
72
13
-4
185
16
69
69
76
13
-4
185
17
70
70
80
14
-3
190
17
71
71
84
14
-3
190
18
72
72
88
15
-3
195
18
73
73
92
15
-2
195
19
74
74
96
16
-2
200
10
19
75
75
100
16
-2
200
24
Skill Level
Hit Bonus
Stealth
Thieving
Backstab
Reasearch
Disarm Trap
15
66
66
64
34
66
15
67
67
68
36
67
16
68
68
72
38
68
16
69
69
76
40
69
17
70
70
80
42
70
17
71
71
84
44
71
18
72
72
88
46
72
18
73
73
92
48
73
19
74
74
96
50
74
10
19
75
75
100
52
75
Blackguard Rank 3
This subterfuge character is the lowlife of the subterfuge classes. He will lie steal and cheat his way into and out of every situation.
He specializes in poisons and incapacitating attacks. Skill tree cost: 2000 skill pts. Prerequisites: 10 points in Rank 2 Dagger, 10 skill
points in Rank 2 Leather Armor Training, 10 points in Rank 2 Poison.
Daggers and Needles:
Backstab:
This is your ability to wield a Dagger as a ranged or combat
This is the subterfuge characters ability to strike his opponent
weapon and your ability to throw Needles for poison application.
from behind for extra damage. You must be behind your target to
You must have the skill required to weild a specific weapon.
use backstab. The subterfuge character is able to pick out critical
You may dual wield, but the attacks with your off hand will be
points to attack. Backstab has a +6 to hit and the bonus damage is
at minus 6 hit bonus and your main hand at minus 2 hit bonus.
based upon skill level. See the table on the following page. If the
Also, when dual weilding only apply half of your strength bonus
attack, misses the Power is wasted.
to your off-hand weapon. See the table on the following page
Costs: 50 Power - 1 Focus - Range: Touch
for your hit bonus with this skill. Here are the pertinent skill
requirements for the Rank 3 Daggers and Needles:
Ambidextrous Fighter:
Rank 3 - Brutal Kris Dagger - Level 2
Flat Skill Cost: 2400 exp.
Rank 3 - Arcane Etched Needle - Level 3
Prerequisite: Ambidextrous Fighter Rank 2.
The subterfuge character gains greater focus while dual weilding.
Leather Armor Training:
This skill removes the dual wielding penalty entirely.
You must have this to a certain level to wear specific armor. This
entails your ability to use Leather Armor and receive the benefits
Hamstring:
from it. Here are the pertinent skill requirements for Leather
The Blackguard slices his opponents hamstrings. This reduces
Armor Rank 3 items:
their movement to crawling. This counts as a permanent injury.
Rank 3 - Bear Hide Boots - Level 6
To hit modifier is based upon skill. See the table on the following
Rank 3 - Bear Hide Tunic - Level 10
page.
Costs: 50 Power - 1 Focus - Range: Touch
Thieving:
The Subterfuge characters percentage chance to pick pockets,
Quick Gag:
pick locks, and disguise yourself. All chances based on skill. A
The Blackguard is able to attack his opponent with a piece of
failure of picking pockets means youre noticed and you do not
cloth or rope to gag him. To hit modifier based on skill level. See
get what you were trying to take. Failure to pick a lock will set
the table on the following page.
off any traps that may be on the locked item. Failure to disguise
Costs: 40 Power - 1 Focus - Range: Touch
yourself will reveal your true identity. See the table on the
following page for skill levels.
Corruptor:
Flat Skill Cost: 2400 exp.
Stealth:
Prerequisite: Rank 3, Level 8 Poison.
Percentage chance to move silently, hide in shadows, conceal
Greatly enahnces the Blackguards poisons. These benefits also
tracks, or conceal Daggers and Needles on yourself. When
modify the Blackguards Rank 3 and 5 poisons:
wearing Metal Armor you may use stealth but you get -20 to your Whiteout: Duration is increased by 3 rounds and includes and
move silently ability. Also hiding in shadows will not work with
additional -2 to hit bonus.
Metal Armor unless you have a cloak to cover yourself with. See
Pain Poison: Doubles the damage granted from pain poison.
the table on the following page for skill levels.
Blackout: Duration increased by 2 rounds. Adds 15% to the
knockout chance, and the victim can no longer be jostled awake.
They must take damage to wake up from the corrupted blackout.
25
Skill Level
Hit Bonus
Stealth
Thieving
Backstab
Hamstring
Quick Gag
15
66
66
64
-4
-2
15
67
67
68
-4
-2
16
68
68
72
-4
-2
16
69
69
76
-4
-2
17
70
70
80
-3
-1
17
71
71
84
-3
-1
18
72
72
88
-3
-1
18
73
73
92
-3
-1
19
74
74
96
-2
0
10
19
75
75
100
-2
0
26
Stealth:
Percentage chance to move silently, hide in shadows, conceal
tracks, or conceal Daggers and Needles on yourself. When
wearing Metal Armor you may use stealth but you get -20 to your
move silently ability. Also hiding in shadows will not work with
Metal Armor unless you have a cloak to cover yourself with. See
the table on the following page for skill levels.
Backstab:
This is the subterfuge characters ability to strike his opponent
from behind for extra damage. You must be behind your target to
use backstab. The subterfuge character is able to pick out critical
points to attack. Backstab has a +8 to hit and the bonus damage is
based upon skill level. See the table on the following page. If the
attack, misses the Power is wasted.
Costs: 70 Power - 1 Focus - Range: Touch
Fade:
The Assassin turns himself invisible. The effect is cancelled if he
makes an attack or takes damage. Duration based on skill. See
chart on the following page.
Costs: 70 Power - 2 Focus - Range: Self
Assassinate!:
The Assassin makes a deadly attack. Bonus to damage based
upon skill. Bonus to hit is +8. Can only be used if faded,
invisible, or target is blinded. If the attack, misses the Power is
wasted. See the table on the following page.
Costs: 150 Power - 2 Focus - Range: Touch
Skill Level
Hit Bonus
Stealth
Thieving
Backstab
Fade
Blinding Needle
Assassinate
Shadow Step
20
76
76
104
17
-1
210
105
20
77
77
108
17
-1
215
110
21
78
78
112
18
-1
220
115
21
79
79
116
18
-1
225
120
the full dose is imbibed. You can convince them to perform acts
they would normally have aversion to. They will sign papers,
perform dangerous acts, do anything that does not directly kill
themselves. Required level 10
Blinding Needles:
The Assassin is able to throw Needles into the eyes of his foes as
a blinding attack. The Assassin makes an attack roll ignoring any
armor they have unless they have something blocking their eyes.
If it hits the target is blinded and takes 40 damage. This counts
as a permanent injury. Blinded characters get a -8 to hit with all
martial attacks. If the attack, misses the Power is wasted. Attack
modifier based on skill. See the table below.
Costs: 60 Power - 1 Focus - Range: Same range as your Needle.
Shadow Step:
The Assassin teleports to shadow nearby. Range based on skill.
See the table below.
Costs: 90 Power - 2 Focus - Range: X
22
80
80
120
19
0
230
125
22
81
81
124
19
0
235
130
23
82
82
128
20
0
240
135
23
83
83
132
20
1
245
140
24
84
84
136
21
1
250
145
10
24
85
85
140
21
1
255
150
Thieving:
The Subterfuge characters percentage chance to pick pockets,
pick locks, and disguise yourself. All chances based on skill. A
failure of picking pockets means youre noticed and you do not
get what you were trying to take. Failure to pick a lock will set
off any traps that may be on the locked item. Failure to disguise
yourself will reveal your true identity. See the table on the
following page for skill levels.
Stealth:
Percentage chance to move silently, hide in shadows, conceal
tracks, or conceal Daggers and Needles on yourself. When
wearing Metal Armor you may use stealth but you get -20 to your
move silently ability. Also hiding in shadows will not work with
Metal Armor unless you have a cloak to cover yourself with. See
the table on the following page for skill levels.
27
Trap Artist:
Gives the treasure hunter the ability to detect and disarm
mechanical or magical traps for 10 minutes. While this spell is
in effect the Treasure Hunter will automatically detect any traps
within 20 ft. Chance of disarming them based upon skill. See the
table below.
Costs: 70 Power - 4 Focus - Range: Self
Daring Escape:
Flat Skill Cost: 2500 exp.
The treasure hunter is able to leap out of the way or escape a trap.
Also works on any kind of binding or restraints. The treasure
hunter can even interrupt being caught in a trap as long as he has
enough Power to use this ability.
Costs: 100 Power - Instant Interrupt - Range: Self
Treasure Research:
The treasure hunter is able to tap into libraries and word of mouth
to discover information on valuable treasure sources in the area.
The percent chance is for a full day of research. See the table
below for skill levels.
Skill Level
Hit Bonus
Stealth
Thieving
Backstab
Reasearch
Disarm Trap
20
76
76
104
54
76
20
77
77
108
56
77
21
78
78
112
58
78
21
79
79
116
60
79
22
80
80
120
62
80
22
81
81
124
64
81
23
82
82
128
66
82
23
83
83
132
68
83
24
84
84
136
70
84
10
24
85
85
140
72
85
Blackguard Rank 4
Daggers and Needles:
This is your ability to wield a Dagger as a ranged or combat
weapon and your ability to throw Needles for poison application.
You must have the skill required to weild a specific weapon.
You may dual wield, but the attacks with your off hand will be
at minus 6 hit bonus and your main hand at minus 2 hit bonus.
Also, when dual weilding only apply half of your strength bonus
to your off-hand weapon. See the table on the following page
for your hit bonus with this skill. Here are the pertinent skill
requirements for the Rank 4 Daggers and Needles:
Rank 4 - Heartseeker - Level 2
Rank 4 - Needle of Shadow - Level 3
Leather Armor Training:
You must have this to a certain level to wear specific armor. This
entails your ability to use Leather Armor and receive the benefits
from it. Here are the pertinent skill requirements for Leather
Armor Rank 4 items:
Rank 4 - Wyvern Hide Boots - Level 6
Rank 4 - Wyvern Hide Tunic - Level 10
Thieving:
The Subterfuge characters percentage chance to pick pockets,
pick locks, and disguise yourself. All chances based on skill. A
28
Skill Level
Hit Bonus
Stealth
Thieving
Backstab
Hamstring
Quick Gag
Deadly Dagger
20
76
76
104
-1
1
4
20
77
77
108
-1
1
6
21
78
78
112
-1
1
8
21
79
79
116
-1
1
10
Hamstring:
The Blackguard slices his opponents hamstrings. This reduces
their movement to crawling. This counts as a permanent injury.
To hit modifier is based upon skill. See the table below.
Costs: 70 Power - 1 Focus - Range: Touch
Quick Gag:
The Blackguard is able to attack his opponent with a piece of
cloth or rope to gag him. To hit modifier based on skill level. See
the table below.
Costs: 70 Power - 1 Focus - Range: Touch
Deadly Dagger:
This is a tack-on skill the Blackguard can use with backstab. For
30 additional Power the Blackguard can backstab at a range by
throwing his Dagger. Also does extra damage based on skill level.
See the table below.
Costs: +30 Power - Instant - Range: Same as his Dagger.
22
80
80
120
0
2
12
22
81
81
124
0
2
14
23
82
82
128
0
2
16
23
83
83
132
0
2
18
24
84
84
136
1
3
20
10
24
85
85
140
1
3
22
29
Skill Level
Hit Bonus
Stealth
Theiving
Backstab
Fade
Blinding Needle
Assassinate
Shadow Step
30
25
86
86
146
22
2
270
155
25
87
87
152
22
2
275
160
26
88
88
158
23
2
280
165
26
89
89
164
23
2
285
170
27
90
90
170
24
3
290
175
27
91
91
176
24
3
295
180
28
92
92
182
25
3
300
185
28
93
93
188
25
4
305
190
29
94
94
194
26
4
310
195
10
29
95
95
200
26
4
315
200
Plunderer:
Flat Skill Cost: 4000 exp.
Prerequisite: Plunderer Rank 4.
The treasure hunter is able to make extra money plundering
during his off time. Since he is able to get so much extra he is
able to accumulate additional equipment. Increases his bonus to
his equipment points to 60% and grants his party members a 20%
equipment point bonus.
Treasure Research:
The treasure hunter is able to tap into libraries and word of mouth
to discover information on valuable treasure sources in the area.
The percent chance is for a full day of research. See the table
below for skill levels.
Trap Artist:
Gives the treasure hunter the ability to detect and disarm
mechanical or magical traps for 15 minutes. While this spell is
in effect the Treasure Hunter will automatically detect any traps
within 30 ft. Chance of disarming them based upon skill. See the
table below.
Costs: 100 Power - 4 Focus - Range: Self
Surprise! Gun:
***Ultimate Skill!***
Prerequisites: Daring Escape, 10 pts Rank 5 Acrobatics, 10 pts
in Rank 5 Stealth.
Flat Skill Cost: 5000 exp.
The treasure hunter surprises his foe with an unexpected gun shot
from a Smith and Wesson Hand Ejector II Revolver. The revolver
appears in a holster at his side which he immediately draws and
fires from the hip. The gun then disappears after one shot. The
Treasure Hunter makes an attack based off his Dagger skill. The
gun shot does 800 damage, and can critically hit.
Costs: 250 Power - 1 Focus - Range: 100
Backstab:
This is the subterfuge characters ability to strike his opponent
from behind for extra damage. You must be behind your target to
use backstab. The subterfuge character is able to pick out critical
points to attack. Backstab has a +10 to hit and the bonus damage
is based upon skill level. See the table below. If the attack, misses
the Power is wasted.
Costs: 100 Power - 1 Focus - Range: Touch
Skill Level
Hit Bonus
Stealth
Theiving
Backstab
Reasearch
Disarm Trap
25
86
86
146
73
86
25
87
87
152
75
87
26
88
88
158
77
88
26
89
89
164
79
89
27
90
90
170
81
90
27
91
91
176
83
91
28
92
92
182
85
92
28
93
93
188
87
93
29
94
94
194
89
94
10
29
95
95
200
91
95
31
Blackguard Rank 5
Daggers and Needles:
This is your ability to wield a Dagger as a ranged or combat
weapon and your ability to throw Needles for poison application.
You must have the skill required to weild a specific weapon.
You may dual wield, but the attacks with your off hand will be
at minus 6 hit bonus and your main hand at minus 2 hit bonus.
Also, when dual weilding only apply half of your strength bonus
to your off-hand weapon. See the table on the following page
for your hit bonus with this skill. Here are the pertinent skill
requirements for the Rank 5 Daggers and Needles:
Rank 5 - Dragonclaw - Level 2
Rank 5 - Foe Blinder - Level 3
Leather Armor Training:
You must have this to a certain level to wear specific armor. This
entails your ability to use Leather Armor and receive the benefits
from it. Here are the pertinent skill requirements for Leather
Armor Rank 5 items:
Rank 5 - Dragon Hide Boots - Level 6
Rank 5 - Dragon Hide Tunic - Level 10
Thieving:
The Subterfuge characters percentage chance to pick pockets,
pick locks, and disguise yourself. All chances based on skill. A
failure of picking pockets means your noticed and you do not
get what you were trying to take. Failure to pick a lock will set
off any traps that may be on the locked item. Failure to disguise
yourself will reveal your true identity. See the table on the
following page for skill levels.
Stealth:
Percentage chance to move silently, hide in shadows, conceal
tracks, or conceal Daggers and Needles on yourself. When
wearing Metal Armor you may use stealth but you get -20 to your
move silently ability. Also hiding in shadows will not work with
Metal Armor unless you have a cloak to cover yourself with. See
the table on the following page for skill levels.
Backstab:
This is the subterfuge characters ability to strike his opponent
from behind for extra damage. You must be behind your target to
use backstab. The subterfuge character is able to pick out critical
points to attack. Backstab has a +10 to hit and the bonus damage
is based upon skill level. See the table on the following page for
skill levels. If the attack, misses the Power is wasted.
Costs: 100 Power - 1 Focus - Range: Touch
Poisoning:
The subterfuge character is highly skilled with poisoning
his enemies. Poisons available are based on skill. You must
determine what kind of poison you are using before the day
starts. You can apply poison to up to 10 Needles or arrows, and 2
melee weapons. The poison is applied in the morning and expires
after that day. The Subterfuge character may also keep one poison
cocktail on them at a time. Poisons available based on skill.Here
are the poisons available and pertinent skill requirements for
Rank 5 Poisoning:
32
Skill Level
Hit Bonus
Stealth
Theiving
Backstab
Hamstring
Quick Gag
Deadly Dagger
25
86
86
146
2
4
24
25
87
87
152
2
4
26
26
88
88
158
2
4
28
26
89
89
164
2
4
30
27
90
90
170
3
5
32
27
91
91
176
3
5
34
28
92
92
182
3
5
36
28
93
93
188
3
5
38
29
94
94
194
4
6
40
10
29
95
95
200
4
6
42
Thaumaturgy
Wizards, spell casters, etc.
Arcane Power:
This is your ability to strike with a spell and attack with a Mage
Staff. Increases your magic hit bonus when using Thaumaturgy
spells or your Mage Staff. See the table on the following page for
your hit bonus.
Illusion:
Prerequisite: Arcane Power Rank 1, Level 1.
The Thaumaturge creates an illusion that does not move or make
sound with this spell. The Illusion lasts for 20 rounds. The size of
the spell is a cube in ft., which increases with skill level. See the
table on the following page for skill levels.
Costs: 15 Power - 1 Focus - Range: 10
Animation:
Prerequisite: Arcane Power Rank 1, Level 1.
The Thaumaturge can set mundane objects to work to accomplish
basic tasks. The objects can only float around slowly. The number
of objects is based upon skill points. Each object may not weigh
more than 1 lb. The animated objects cannot move with enough
force to physically hit something for damage. The objects do
whatever they are directed to do for 20 rounds. This spell can
be cancelled at any time the caster chooses. See the table on the
following page for skill levels.
Costs: 20 Power - 2 Focus - Range: 10
Animate Weapon:
Prerequisite: Arcane Power Rank 1, Level 1.
The Thaumaturge animates a 2 handed weapon to fight for
the caster(this must be an actual weapon the Thaumaturge has
purchased with equipment points). Its total defense is 10. The
weapon floats around on its own at a speed of up to 115. The spell
gives the weapon 50 Health. Once the weapons Health runs out,
the spell ends. Animate Weapon lasts for 5 rounds. The weapons
attack value is based on the spells skill level. A Thaumaturge
cannot have more than one animated weapon active at a time. See
the table on the following page for skill levels.
Costs: 40 Power - 4 Focus - Range: Touch
33
Skill Level
Hit Bonus
Illusion
Animate Weapon
Animation
Summoning
Arcane Blast
Mage Staff
6
1
3
3
14
60
4
6
2
3
4
14
65
4
7
3
4
4
15
65
5
7
4
4
5
15
70
5
Arcane Blast:
Prerequisite: Arcane Power Rank 1, Level 1.
The Thaumaturge blasts their target with magic energy. Damage
based on your skill level. See the table below for skill levels.
Costs: 35 Power - 4 Focus - Range: 140
8
5
5
5
16
70
6
8
6
5
6
16
75
6
9
7
6
6
17
75
7
9
8
6
7
17
80
7
10
9
7
7
18
80
8
10
10
10
7
8
18
85
8
Mage Staff:
This is your ability to wield a Mage Staff. The staff is a One
Handed weapon. The Thaumaturge makes small magical attacks
with his staff at a range of 45. You must have the skill required to
weild a specific weapon. The damage increases with skill level.
See the table below. Here are the pertinent skill requirements for
the Rank 2 Mage Staff:
Rank 2 - Blackwood Mage Staff - Level 5
The Thaumaturge also has the following activated abilities with
his Mage Staff:
Staff Telekeninesis: The ability to hover an object around up to
10 pounds. Range is the same as your staffs attack. Must focus
on the initial movement and have to use the staff again to change
its direction. If it goes out of your range it drops to the ground.
Also has the option to set the item to follow the staff so you will
not have to constantly update the direction.
Staff Light: You can make your staff glow with light equal to
the strength of a campfire. You may turn this on and off at will as
long as you are holding the staff.
Staff Illusion: You can create an illusion in a 2 foot cube that
lasts for 8 rounds. Range is the same as your staffs attack. Does
not make sound, but can move within the 2 foot cube you are
focusing on. You can change whatever you want in that cube. If
you want to start an illusion in a different location you must wait
one round.
Cloth Armor Training:
You must have this to a certain level to wear specific armor. This
entails your ability to use magical Cloth Armor and receive the
benefits from it. Here are the pertinent skill requirements for
Cloth Armor Rank 2 items:
Rank 2 - Arcane Silk Shoes - Level 5
Rank 2 - Arcane Silk Robe - Level 10
34
Arcane Power:
This is your ability to strike with a spell and attack with a Mage
Staff. Increases your magic hit bonus when using Thaumaturgy
spells or your Mage Staff. See the table on the following page for
your hit bonus.
Illusion:
The Thaumaturge creates an illusion that does not move but can
make some sound with this spell. The Illusion lasts for 40 rounds.
The size of the spell is a cube in ft., which increases with skill
level. See the table on the following page for skill levels.
Costs: 25 Power - 1 Focus - Range: 20
Summoning:
The Thaumaturge summons a minor torment spirit to attack for
him. The spirit has 40 Health, but the torment spirit is immune
to physical attacks. It has a magic defense of 21 and a movement
speed of 120. The torment spirits attack value is the same as the
thaumaturges magic combat attack. Lasts for 6 rounds. You may
have more than one Summoning active at a time. The damage
the spirit does is based on skill level. See the table below for skill
levels.
Costs: 35 Power - 2 Focus - Range: 20
Arcane Blast:
The Thaumaturge blasts their target with magic energy. Damage
based on your skill level. See the table below for skill levels.
Costs: 60 Power - 4 Focus - Range: 190
Skill Level
Hit Bonus
Illusion
Animate Weapon
Animation
Summoning
Arcane Blast
Mage Staff
11
11
8
9
19
100
10
11
12
8
10
19
105
10
12
13
9
10
20
105
11
12
14
9
11
20
110
11
Animate Weapon:
The Thaumaturge animates a 2 handed weapon to fight for
the caster(this must be an actual weapon the Thaumaturge has
purchased with equipment points). Its total defense is 20. The
weapon floats around on its own at a speed of up to 115. The spell
gives the weapon 75 Health. Once the weapons Health runs out,
the spell ends. Animate Weapon lasts for 5 rounds. The weapons
attack value is based on the spells skill level. A Thaumaturge
cannot have more than one animated weapon active at a time. See
the table on the following page for skill levels.
Costs: 70 Power - 4 Focus - Range: Touch
13
15
10
11
21
110
12
13
16
10
12
21
115
12
14
17
11
12
22
115
13
14
18
11
13
22
120
13
15
19
12
13
23
120
14
10
15
20
12
14
23
125
14
This character is the master of Illusions. The Illusionist takes advantage of his foes fears. He can also change his or anothers
appearance. Skill tree cost: 2000 Skill points. Prerequisite: 10 skill points in Rank 2 Illusion, 10 skill points in Rank 2 Smarts, 10
skill points in Rank 2 Mage Staff.
Mage Staff:
entails your ability to use magical Cloth Armor and receive the
This is your ability to wield a Mage Staff. The staff is a One
benefits from it. Here are the pertinent skill requirements for
Handed weapon. The Thaumaturge makes small magical attacks
with his staff at a range of 65. You must have the skill required to Cloth Armor Rank 3 items:
Rank 3 - Magisters Arcane Shoes - Level 5
weild a specific weapon. The damage increases with skill level.
Rank 3 - Magisters Arcane Robe - Level 10
See the table below. Here are the pertinent skill requirements for
the Rank 3 Mage Staff:
Arcane Power:
Rank 3 - Magisters Staff- Level 5
This is your ability to strike with a spell and attack with a Mage
Staff. Increases your magic hit bonus when using Thaumaturgy
The Thaumaturge also has the following activated abilities with
spells or your Mage Staff. See the table on the following page for
his Mage Staff:
your hit bonus.
Staff Telekeninesis: The ability to hover an object around up to
20 pounds. Range is the same as your staffs attack. Must focus
Illusion:
on the initial movement and have to use the staff again to change
The Illusionist creates an illusion that can move and make a lot of
its direction. If it goes out of your range it drops to the ground.
noise with this spell. The Illusion lasts for 60 rounds. The size of
Also has the option to set the item to follow the staff so you will
the spell is a cube in ft., which increases with skill level. See the
not have to constantly update the direction.
table on the following page for skill levels.
Staff Light: You can make your staff glow to create an aura of
Costs: 45 Power - 1 Focus - Range: 40
daylight with a 30ft radius around you. You may turn this on and
off at will as long as you are holding the staff.
Mind Flay:
Staff Illusion: You can create an illusion in a 4 foot cube that
lasts for 10 rounds. Range is the same as your staffs attack. Does The Illusionist reaches into his foes mind to overwhelm the
target with fear. The target believes that their most feared object
not make sound, but can move within the 4 foot cube you are
is in front of them. They will cower in place in complete terror.
focusing on. You can change whatever you want in that cube. If
Mind Flay does damage every round for 8 rounds. Any time the
you want to start an illusion in a different location you must wait
target takes damage from another source than Mind Flay there is
one round.
a 50% chance that the Mind Flay stops. Damage per round based
upon skill. See the table on the following page for skill levels.
Cloth Armor Training:
Costs: 65 Power - 4 Focus - Range: 30
You must have this to a certain level to wear specific armor. This
35
Skill Level
Hit Bonus
Illusion
Mind Flay
Change Self
Mage Staff
16
21
10
64
16
16
22
10
64
16
17
23
11
68
17
17
24
11
68
17
18
25
12
72
18
18
26
12
72
18
19
27
13
76
19
19
28
13
76
19
20
29
14
80
20
10
20
30
14
80
20
Animator Rank 3
This character is the master at animating objects around him to do his bidding. He also makes golems to help him fight. Skill tree cost:
2000 skill points. Prerequisite: 10 skill points in Rank 2 Animate Weapon, 10 skill points in Rank 2 Smarts, 10 skill points in Rank 2
Mage Staff.
Mage Staff:
Arcane Power:
This is your ability to wield a Mage Staff. The staff is a One
This is your ability to strike with a spell and attack with a Mage
Handed weapon. The Thaumaturge makes small magical attacks
Staff. Increases your magic hit bonus when using Thaumaturgy
with his staff at a range of 65. You must have the skill required to spells or your Mage Staff. See the table on the following page for
weild a specific weapon. The damage increases with skill level.
your hit bonus.
See the table below. Here are the pertinent skill requirements for
the Rank 3 Mage Staff:
Animation:
Rank 3 - Magisters Staff- Level 5
The Animator can set mundane objects to work to accomplish
basic tasks. The Animator has mastered this spell so fully that
The Thaumaturge also has the following activated abilities with
the objects can move around quickly enough to do damage. The
his Mage Staff:
number of objects is based upon skill points. Each object may not
Staff Telekeninesis: The ability to hover an object around up to
weigh more than 8 lbs. Each object does 1 damage per hit. The
20 pounds. Range is the same as your staffs attack. Must focus
Animator makes a single magic attack to determine if they all hit
on the initial movement and have to use the staff again to change
his target. This act counts as your attack for the round, however
its direction. If it goes out of your range it drops to the ground.
the objects will continue to attack until directed to do something
Also has the option to set the item to follow the staff so you will
else. Continue to roll The Animators magic attack each round
not have to constantly update the direction.
they attack, but The Animator is able to perform other actions as
Staff Light: You can make your staff glow to create an aura of
long as he isnt re-directing the animated objects. The objects do
daylight with a 30ft radius around you. You may turn this on and
whatever they are directed to do for 60 rounds. This spell can be
off at will as long as you are holding the staff.
cancelled at any time the caster chooses. The objects must stay
Staff Illusion: You can create an illusion in a 4 foot cube that
within the range of the spell from the caster, otherwise the spell
lasts for 10 rounds. Range is the same as your staffs attack. Does ends. See the table on the following page for skill levels.
not make sound, but can move within the 4 foot cube you are
Costs: 100 Power - 2 Focus - Range: 30
focusing on. You can change whatever you want in that cube. If
you want to start an illusion in a different location you must wait
Animate Weapon:
one round.
The Animator animates a 2 handed weapon to fight for the
caster(this must be an actual weapon The Animator has purchased
Cloth Armor Training:
with equipment points). Its total defense is 40. The weapon floats
You must have this to a certain level to wear specific armor. This
around on its own at a speed of up to 155. The spell gives the
entails your ability to use magical Cloth Armor and receive the
weapon 100 Health. Once the weapons Health runs out, the spell
benefits from it. Here are the pertinent skill requirements for
ends. Animate Weapon lasts for 6 rounds. The weapons attack
Cloth Armor Rank 3 items:
value is based on the spells skill level. A Thaumaturge cannot
Rank 3 - Magisters Arcane Shoes - Level 5
have more than one animated weapon active at a time. See the
Rank 3 - Magisters Arcane Robe - Level 10
table on the following page for skill levels.
Costs: 100 Power - 4 Focus - Range: Touch
36
Skill Level
Hit Bonus
Animation
Animate Weapon
Mage Staff
16
15
15
16
16
16
15
16
17
16
16
17
17
17
16
17
18
17
17
18
18
18
17
18
19
18
18
19
19
19
18
19
20
19
19
20
10
20
20
19
20
Summoner Rank 3
The summoner is the master of calling beings from other dimensions to do his bidding. Skill tree cost: 2000 skill points. Prerequisite:
10 skill points in Rank 2 Summoning, 10 skill points in Rank 2 Smarts, 10 skill points in Rank 2 Mage Staff.
Mage Staff:
This is your ability to wield a Mage Staff. The staff is a One
Handed weapon. The Thaumaturge makes small magical attacks
with his staff at a range of 65. You must have the skill required to
weild a specific weapon. The damage increases with skill level.
See the table below. Here are the pertinent skill requirements for
the Rank 3 Mage Staff:
Rank 3 - Magisters Staff- Level 5
The Thaumaturge also has the following activated abilities with
his Mage Staff:
Staff Telekeninesis: The ability to hover an object around up to
20 pounds. Range is the same as your staffs attack. Must focus
on the initial movement and have to use the staff again to change
its direction. If it goes out of your range it drops to the ground.
Also has the option to set the item to follow the staff so you will
not have to constantly update the direction.
Staff Light: You can make your staff glow to create an aura of
daylight with a 30ft radius around you. You may turn this on and
off at will as long as you are holding the staff.
Staff Illusion: You can create an illusion in a 4 foot cube that
lasts for 10 rounds. Range is the same as your staffs attack. Does
not make sound, but can move within the 4 foot cube you are
focusing on. You can change whatever you want in that cube. If
you want to start an illusion in a different location you must wait
one round.
Arcane Power:
This is your ability to strike with a spell and attack with a Mage
Staff. Increases your magic hit bonus when using Thaumaturgy
spells or your Mage Staff. See the table on the following page for
your hit bonus.
Summoning:
The Thaumaturge summons a minor torment spirit to attack for
him. The spirit has 60 Health, but the torment spirit is immune
to physical attacks. It has a magic defense of 31 and a movement
speed of 150. The torment spirits attack value is the same as the
thaumaturges magic combat attack. Lasts for 6 rounds. You may
have more than one Summoning active at a time. The damage the
spirit does is based on skill level. See the table on the following
page for skill levels.
Costs: 65 Power - 2 Focus - Range: 30
Dragons Breath:
The Summoner conjures the breath of an Ice Dragon. It hits
everything in a cone 70 feet long and 30 feet wide at its end.
Damage based upon skill level. See the table on the following
page for skill levels.
Costs: 170 Power - 5 Focus - Range: 200
37
Skill Level
Hit Bonus
Summoning
Dragon's Breath
Mage Staff
16
24
110
16
16
24
120
16
17
25
130
17
17
25
140
17
18
26
150
18
18
26
160
18
19
27
170
19
19
27
180
19
20
28
190
20
10
20
28
200
20
Destroyer Rank 3
The Destroyer is a pure damage mage. He is focused solely on destroying things. Skill tree cost: 2000 skill points. Prerequisite: 10
skill points in Rank 2 Arcane Blast, 10 skill points in Rank 2 Smarts, 10 skill points in Rank 2 Mage Staff.
Mage Staff:
This is your ability to wield a Mage Staff. The staff is a One
Handed weapon. The Thaumaturge makes small magical attacks
with his staff at a range of 65. You must have the skill required to
weild a specific weapon. The damage increases with skill level.
See the table below. Here are the pertinent skill requirements for
the Rank 3 Mage Staff:
Rank 3 - Magisters Staff- Level 5
The Thaumaturge also has the following activated abilities with
his Mage Staff:
Staff Telekeninesis: The ability to hover an object around up to
20 pounds. Range is the same as your staffs attack. Must focus
on the initial movement and have to use the staff again to change
its direction. If it goes out of your range it drops to the ground.
Also has the option to set the item to follow the staff so you will
not have to constantly update the direction.
Staff Light: You can make your staff glow to create an aura of
daylight with a 30ft radius around you. You may turn this on and
off at will as long as you are holding the staff.
Staff Illusion: You can create an illusion in a 4 foot cube that
lasts for 10 rounds. Range is the same as your staffs attack. Does
not make sound, but can move within the 4 foot cube you are
focusing on. You can change whatever you want in that cube. If
you want to start an illusion in a different location you must wait
one round.
Cloth Armor Training:
You must have this to a certain level to wear specific armor. This
entails your ability to use magical Cloth Armor and receive the
benefits from it. Here are the pertinent skill requirements for
Cloth Armor Rank 3 items:
Rank 3 - Magisters Arcane Shoes - Level 5
Rank 3 - Magisters Arcane Robe - Level 10
38
Arcane Power:
This is your ability to strike with a spell and attack with a Mage
Staff. Increases your magic hit bonus when using Thaumaturgy
spells or your Mage Staff. See the table on the following page for
your hit bonus.
Arcane Blast:
The Thaumaturge blasts their target with magic energy. Damage
based on your skill level. See the table below for skill levels.
Costs: 80 Power - 4 Focus - Range: 240
Redirect Gravity:
The Destroyer is able to fling enemies into the air or away from
himself with Redirect Gravity. If you hit with this spell the
Destroyer can change the direction gravity pulls them; Straight up
into the air, to the side, or whatever direction you want. Duration
based upon skill level. See the table on the following page for
skill levels.
Costs: 80 Power - 2 Focus - Range: 50
Hellfire Storm:
Casting time: 1 hour. Calls Hellfire to rain from the sky on target
area. Area of effect is a 80 ft. radius. Damage per round is based
upon skill level. The Hellfire Storm lasts for 40 rounds. It will
destroy wood structures in the area of effect. The storm will
not harm stone structures. If the people in the spells area hide
underground or under a stone structure they will not get hit by
the storm, however the smoke caused from the fires may still kill
them. See the table on the following page for skill levels.
Costs: 250 Power - Ritual Spell 1 Hour - Range: 300
Skill Level
Hit Bonus
Arcane Blast
Redirect Gravity
Hellfire Storm
Mage Staff
16
165
2
14
16
16
175
2
14
16
17
185
2
16
17
17
195
2
16
17
18
205
3
18
18
18
215
3
18
18
19
225
3
20
19
19
235
4
20
19
20
245
4
22
20
10
20
255
4
22
20
Mage Staff:
This is your ability to wield a Mage Staff. The staff is a One
Handed weapon. The Thaumaturge makes small magical attacks
with his staff at a range of 85. You must have the skill required to
weild a specific weapon. The damage increases with skill level.
See the table below. Here are the pertinent skill requirements for
the Rank 4 Mage Staff:
Rank 4 - Sinister Grand Staff - Level 5
The Thaumaturge also has the following activated abilities with
his Mage Staff:
Staff Telekeninesis: The ability to hover an object around up to
40 pounds. Range is the same as your staffs attack. Must focus
on the initial movement and have to use the staff again to change
its direction. If it goes out of your range it drops to the ground.
Also has the option to set the item to follow the staff so you will
not have to constantly update the direction.
Staff Light: You can make your staff glow to create an aura of
daylight with a 60ft radius around you. You may turn this on and
off at will as long as you are holding the staff.
Staff Illusion: You can create an illusion in a 6 foot cube that
lasts for 16 rounds. Range is the same as your staffs attack. Does
not make sound, but can move within the 6 foot cube you are
focusing on. You can change whatever you want in that cube. If
you want to start an illusion in a different location you must wait
one round.
Cloth Armor Training:
You must have this to a certain level to wear specific armor. This
entails your ability to use magical Cloth Armor and receive the
benefits from it. Here are the pertinent skill requirements for
Cloth Armor Rank 4 items:
Rank 4 - Wizards Arcane Shoes - Level 5
Rank 4 - Wizards Arcane Robe - Level 10
Arcane Power:
This is your ability to strike with a spell and attack with a Mage
Staff. Increases your magic hit bonus when using Thaumaturgy
spells or your Mage Staff. See the table on the following page for
your hit bonus.
Illusion:
The Illusionist creates an illusion that can move and make a lot of
noise with this spell. The Illusion lasts for 80 rounds. The size of
the spell is a cube in ft., which increases with skill level. See the
table on the following page for skill levels.
Costs: 70 Power - 1 Focus - Range: 60
Mind Flay:
The Illusionist reaches into his foes mind to overwhelm the
target with fear. The target believes that their most feared object
is in front of them. They will cower in place in complete terror.
Mind Flay does damage every round for 12 rounds. Any time the
target takes damage from another source than Mind Flay there is
a 50% chance that the Mind Flay stops. Damage per round based
upon skill. See the table on the following page for skill levels.
Costs: 90 Power - 4 Focus - Range: 40
Change Self:
This spell changes the way the caster looks to everyone else. The
caster can appear to be 50% larger or smaller and must be in a
humanoid shape. It must also be something the caster has seen
before. If someone just glances at the Illusionist, they believe the
illusion. If the caster interacts with any one, they must make a
magic attack check against them to test if their Power is strong
enough to convince them. The Illusionist may impersonate
someone specific, but only if he has studied them closely and
has 10 skill points in Rank 1 Disguise. This spell also allows the
Illusionist to modify their vocal capacity to whatever they have
turned into. Duration based upon skill level. See the table below
for skill levels.
Costs: 100 Power - 2 Focus - Range: Self
Invisibility:
The Illusionist is able to turn himself or another willing person
invisible for the duration of the spell. The invisibility is broken if
you take damage or attack. Duration based upon skill level. See
the table on the following page for skill levels.
Costs: 90 Power - 3 Focus - Range: Touch
39
Skill Level
Hit Bonus
Illusion
Mind Flay
Change Self
Mage Staff
Invisibility
21
31
15
84
22
24
21
32
15
84
22
28
22
33
16
88
23
32
22
34
16
88
23
36
23
35
17
92
24
40
23
36
17
92
24
44
24
37
18
96
25
48
24
38
18
96
25
52
25
39
19
100
26
56
10
25
40
19
100
26
60
Animator Rank 4
Mage Staff:
This is your ability to wield a Mage Staff. The staff is a One
Handed weapon. The Thaumaturge makes small magical attacks
with his staff at a range of 85. You must have the skill required to
weild a specific weapon. The damage increases with skill level.
See the table on the following page. Here are the pertinent skill
requirements for the Rank 4 Mage Staff:
Rank 4 - Sinister Grand Staff - Level 5
The Thaumaturge also has the following activated abilities with
his Mage Staff:
Staff Telekeninesis: The ability to hover an object around up to
40 pounds. Range is the same as your staffs attack. Must focus
on the initial movement and have to use the staff again to change
its direction. If it goes out of your range it drops to the ground.
Also has the option to set the item to follow the staff so you will
not have to constantly update the direction.
Staff Light: You can make your staff glow to create an aura of
daylight with a 60ft radius around you. You may turn this on and
off at will as long as you are holding the staff.
Staff Illusion: You can create an illusion in a 6 foot cube that
lasts for 16 rounds. Range is the same as your staffs attack. Does
not make sound, but can move within the 6 foot cube you are
focusing on. You can change whatever you want in that cube. If
you want to start an illusion in a different location you must wait
one round.
Cloth Armor Training:
You must have this to a certain level to wear specific armor. This
entails your ability to use magical Cloth Armor and receive the
benefits from it. Here are the pertinent skill requirements for
Cloth Armor Rank 4 items:
Rank 4 - Wizards Arcane Shoes - Level 5
Rank 4 - Wizards Arcane Robe - Level 10
Arcane Power:
This is your ability to strike with a spell and attack with a Mage
Staff. Increases your magic hit bonus when using Thaumaturgy
spells or your Mage Staff. See the table on the following page for
your hit bonus.
Animation:
The Animator can set mundane objects to work to accomplish
basic tasks. The Animator has mastered this spell so fully that
the objects can move around quickly enough to do damage. The
number of objects is based upon skill points. Each object may not
40
weigh more than 20 lbs. Each object does 2 damage per hit. The
Animator makes a single magic attack to determine if they all hit
his target. This act counts as your attack for the round, however
the objects will continue to attack until directed to do something
else. Continue to roll The Animators magic attack each round
they attack, but The Animator is able to perform other actions as
long as he isnt re-directing the animated objects. The objects do
whatever they are directed to do for 80 rounds. This spell can be
cancelled at any time the caster chooses. The objects must stay
within the range of the spell from the caster, otherwise the spell
ends. See the table on the following page for skill levels.
Costs: 150 Power - 2 Focus - Range: 40
Animate Weapon:
The Animator animates a 2 handed weapon to fight for the
caster(this must be an actual weapon The Animator has purchased
with equipment points). Its total defense is 50. The weapon floats
around on its own at a speed of up to 155. The spell gives the
weapon 150 Health. Once the weapons Health runs out, the spell
ends. Animate Weapon lasts for 6 rounds. The weapons attack
value is based on the spells skill level. A Thaumaturge cannot
have more than one animated weapon active at a time. See the
table on the following page for skill levels.
Costs: 150 Power - 4 Focus - Range: Touch
Stone Golem:
Flat Skill Cost: 4000 exp.
The Animator creates a golem of stone that has hands and
opposable thumbs. The Animator must allocate 25 equipment
points per stone golem he creates. It can fetch items, and carry
up to 600 lbs. Its attack bonus is equal to The Animators magic
attack bonus. It gets 2 attacks per round with its fists for 54
damage each. Its martial and magic defense is 41. The Stone
Golems movement speed is 225. The golem has 250 Health, but
The Animator can re-use the pieces of the golem to create a new
one by means of this ritual spell. The Animator can control up
to 2 golems at a time. The stone golem may never be more than
200 feet away from the caster and will do anything it can to stay
within this area. If it is forced further than 200 feet away it is
dispelled.
Costs: 370 Power - Ritual Spell 12 Hours - Range: Touch Duration: permanent until destroyed or dispelled.
Skill Level
Hit Bonus
Animation
Animate Weapon
Mage Staff
21
21
20
22
21
22
20
22
22
22
21
23
22
23
21
23
23
23
22
24
23
24
22
24
24
24
23
25
24
25
23
25
25
25
24
26
10
25
26
24
26
Summoner Rank 4
Mage Staff:
This is your ability to wield a Mage Staff. The staff is a One
Handed weapon. The Thaumaturge makes small magical attacks
with his staff at a range of 85. You must have the skill required to
weild a specific weapon. The damage increases with skill level.
See the table on the following page. Here are the pertinent skill
requirements for the Rank 4 Mage Staff:
Rank 4 - Sinister Grand Staff - Level 5
The Thaumaturge also has the following activated abilities with
his Mage Staff:
Staff Telekeninesis: The ability to hover an object around up to
40 pounds. Range is the same as your staffs attack. Must focus
on the initial movement and have to use the staff again to change
its direction. If it goes out of your range it drops to the ground.
Also has the option to set the item to follow the staff so you will
not have to constantly update the direction.
Staff Light: You can make your staff glow to create an aura of
daylight with a 60ft radius around you. You may turn this on and
off at will as long as you are holding the staff.
Staff Illusion: You can create an illusion in a 6 foot cube that
lasts for 16 rounds. Range is the same as your staffs attack. Does
not make sound, but can move within the 6 foot cube you are
focusing on. You can change whatever you want in that cube. If
you want to start an illusion in a different location you must wait
one round.
Cloth Armor Training:
You must have this to a certain level to wear specific armor. This
entails your ability to use magical Cloth Armor and receive the
benefits from it. Here are the pertinent skill requirements for
Cloth Armor Rank 4 items:
Rank 4 - Wizards Arcane Shoes - Level 5
Rank 4 - Wizards Arcane Robe - Level 10
Arcane Power:
This is your ability to strike with a spell and attack with a Mage
Staff. Increases your magic hit bonus when using Thaumaturgy
spells or your Mage Staff. See the table on the following page for
your hit bonus.
Summoning:
The Thaumaturge summons a minor torment spirit to attack for
him. The spirit has 80 Health, but the torment spirit is immune
to physical attacks. It has a magic defense of 41 and a movement
speed of 180. The torment spirits attack value is the same as the
thaumaturges magic combat attack. Lasts for 6 rounds. You may
have more than one Summoning active at a time. The damage the
spirit does is based on skill level. See the table on the following
page for skill levels.
Costs: 90 Power - 2 Focus - Range: 40
Dragons Breath:
The Summoner conjures the breath of an Ice Dragon. It hits
everything in a cone 130 feet long and 50 feet wide at its end.
Damage based upon skill level. See the table on the following
page for skill levels.
Costs: 250 Power - 5 Focus - Range: 250
Daemon of Zag Kek Jee Gub:
Prerequisite: Daemon of Arg Ra Zul
Flat Skill Cost: 4200 exp. and 44 equipment points for a cow
farm.
The Sumnoner calls forth a Daemon of Zag Kek Jee Gub. It
is a large sized humanoid covered in bony spikes. The Daemon
of Zag Kek Jee Gub has an attack bonus is a +40. It gets two
attacks per round with its massive claws for 88 damage with
each. The Daemon has a martial and magic defense of 44 and 888
Health. It has hands and can carry up to 444 lbs., but it cannot
weild weapons. The daemon has a movement speed of 264. The
summoner can only control one Daemon at a time. The Daemon
does the summoners bidding exactly as he wants. The daemon
must stay within 444 feet of the caster. If he is forced further
away, then the link with the daemon is lost and he teleports back
to his home plane. The daemon requires a 4 cow sacrifice per
day. If it does not get them it turns on the caster and will attack
until either one is killed. You may not forcefully unsummon the
Daemon of Zag Kek Jee Gub. It has to be something out of
your control to force it out of range. It will do everything in its
Power to stay within 444 feet of the caster even if it is against its
orders.
Costs: 444 Power - Ritual Spell 8 Hours - Range: Touch Duration: 4 Days.
41
Skill Level
Hit Bonus
Summoning
Dragon's Breath
Mage Staff
21
29
210
22
21
29
220
22
22
30
230
23
22
30
240
23
23
31
250
24
23
31
260
24
24
32
270
25
24
32
280
25
25
33
290
26
10
25
33
300
26
Destroyer Rank 4
Mage Staff:
This is your ability to wield a Mage Staff. The staff is a One
Handed weapon. The Thaumaturge makes small magical attacks
with his staff at a range of 85. You must have the skill required to
weild a specific weapon. The damage increases with skill level.
See the table on the following page. Here are the pertinent skill
requirements for the Rank 4 Mage Staff:
Rank 4 - Sinister Grand Staff - Level 5
The Thaumaturge also has the following activated abilities with
his Mage Staff:
Staff Telekeninesis: The ability to hover an object around up to
40 pounds. Range is the same as your staffs attack. Must focus
on the initial movement and have to use the staff again to change
its direction. If it goes out of your range it drops to the ground.
Also has the option to set the item to follow the staff so you will
not have to constantly update the direction.
Staff Light: You can make your staff glow to create an aura of
daylight with a 60ft radius around you. You may turn this on and
off at will as long as you are holding the staff.
Staff Illusion: You can create an illusion in a 6 foot cube that
lasts for 16 rounds. Range is the same as your staffs attack. Does
not make sound, but can move within the 6 foot cube you are
focusing on. You can change whatever you want in that cube. If
you want to start an illusion in a different location you must wait
one round.
Cloth Armor Training:
You must have this to a certain level to wear specific armor. This
entails your ability to use magical Cloth Armor and receive the
benefits from it. Here are the pertinent skill requirements for
Cloth Armor Rank 4 items:
Rank 4 - Wizards Arcane Shoes - Level 5
Rank 4 - Wizards Arcane Robe - Level 10
Arcane Blast:
The Thaumaturge blasts their target with magic energy. Damage
based on your skill level. See the table below for skill levels.
Costs: 130 Power - 4 Focus - Range: 290
42
Arcane Power:
This is your ability to strike with a spell and attack with a Mage
Staff. Increases your magic hit bonus when using Thaumaturgy
spells or your Mage Staff. See the table on the
following page for your hit bonus.
Redirect Gravity:
The Destroyer is able to fling enemies into the air or away from
himself with Redirect Gravity. If you hit with this spell the
Destroyer can change the direction gravity pulls them; Straight up
into the air, to the side, or whatever direction you want. Duration
based upon skill level. See the table on the following page for
skill levels.
Costs: 130 Power - 2 Focus - Range: 75
Hellfire Storm:
Casting time: 1 hour. Calls Hellfire to rain from the sky on target
area. Area of effect is a 120 ft. radius. Damage per round is
based upon skill level. The Hellfire Storm lasts for 60 rounds. It
will destroy wood structures in the area of effect. The storm will
not harm stone structures. If the people in the spells area hide
underground or under a stone structure they will not get hit by
the storm, however the smoke caused from the fires may still kill
them. See the table on the following page for skill levels.
Costs: 450 Power - Ritual Spell 1 Hour - Range: 450
Comflagrate:
The Destroyers destructive mastery continues. He is able to
launch a massive precisely targeted explosion by means of this
spell. The explosion blasts with a 30 ft radius, but is so precisely
aimed it will not hurt himself or allies at all. The Destroyer makes
a single magic attack against all targets within the area of the
spell to determine if he hits. The explosion hits his enemies with
such force that it also dazes enemies struck by it for 4 rounds.
Dazed enemies fight at -4 to hit and defense. Damage is based on
skill. See the table on the following page for skill levels.
Costs: 180 Power - 5 Focus - Range: 170
Skill Level
Hit Bonus
Arcane Blast
Redirect Gravity
Hellfire Storm
Mage Staff
Conflagrate
21
305
6
24
22
200
21
315
6
24
22
210
22
325
6
26
23
220
22
335
6
26
23
230
23
345
7
28
24
240
23
355
7
28
24
250
24
365
7
30
25
260
24
375
8
30
25
270
25
385
8
32
26
280
10
25
395
8
32
26
290
Mage Staff:
This is your ability to wield a Mage Staff. The staff is a One
Handed weapon. The Thaumaturge makes small magical attacks
with his staff at a range of 85. You must have the skill required to
weild a specific weapon. The damage increases with skill level.
See the table below. Here are the pertinent skill requirements for
the Rank 5 Mage Staff:
Rank 5 - Devilwood Greatstaff - Level 5
The Thaumaturge also has the following activated abilities with
his Mage Staff:
Staff Telekeninesis: The ability to hover an object around up to
80 pounds. Range is the same as your staffs attack. Must focus
on the initial movement and have to use the staff again to change
its direction. If it goes out of your range it drops to the ground.
Also has the option to set the item to follow the staff so you will
not have to constantly update the direction.
Staff Light: You can make your staff glow to create an aura of
daylight with a 120ft radius around you. You may turn this on and
off at will as long as you are holding the staff.
Staff Illusion: You can create an illusion in a 8 foot cube that
lasts for 22 rounds. Range is the same as your staffs attack. Does
not make sound, but can move within the 8 foot cube you are
focusing on. You can change whatever you want in that cube. If
you want to start an illusion in a different location you must wait
one round.
Cloth Armor Training:
You must have this to a certain level to wear specific armor. This
entails your ability to use magical Cloth Armor and receive the
benefits from it. Here are the pertinent skill requirements for
Cloth Armor Rank 5 items:
Rank 5 - Mage Lords Arcane Shoes - Level 5
Rank 5 - Mage Lords Arcane Robe - Level 10
Arcane Power:
This is your ability to strike with a spell and attack with a Mage
Staff. Increases your magic hit bonus when using Thaumaturgy
spells or your Mage Staff. See the table on the following page for
your hit bonus.
Illusion:
The Illusionist creates an illusion that can move and make a lot of
noise with this spell. The Illusion lasts for 100 rounds. The size
of the spell is a cube in ft., which increases with skill level. See
the table on the following page for skill levels.
Costs: 100 Power - 1 Focus - Range: 80
Mind Flay:
The Illusionist reaches into his foes mind to overwhelm the
target with fear. The target believes that their most feared object
is in front of them. They will cower in place in complete terror.
Mind Flay does damage every round for 16 rounds. Any time the
target takes damage from another source than Mind Flay there is
a 50% chance that the Mind Flay stops. Damage per round based
upon skill. See the table on the following page for skill levels.
Costs: 130 Power - 4 Focus - Range: 50
Change Self:
This spell changes the way the caster looks to everyone else.
The caster can appear to be 75% larger or smaller and must be
in a humanoid or quadriped shape. It must also be something the
caster has seen before. If someone just glances at the Illusionist,
they believe the illusion. If the caster interacts with any one,
they must make a magic attack check against them to test if their
Power is strong enough to convince them. The Illusionist may
impersonate someone specific, but only if he has studied them
closely and has 10 skill points in Rank 1 Disguise. This spell also
allows the Illusionist to modify their vocal capacity to whatever
they have turned into. Duration based upon skill level. See the
table below for skill levels.
Costs: 160 Power - 2 Focus - Range: Self
Invisibility:
The Illusionist is able to turn himself or another willing person
invisible for the duration of the spell. The invisibility is broken
if you take damage or attack 2 times. Duration based upon skill
level. See the table on the following page for skill levels.
Costs: 150 Power - 3 Focus - Range: Touch
43
Skill Level
Hit Bonus
Illusion Size
Mind Flay
Change Self
Mage Staff
Invisibility
26
41
20
104
27
64
26
42
20
104
27
68
27
43
21
108
28
72
27
44
21
108
28
76
28
45
22
112
29
80
28
46
22
112
29
84
29
47
23
116
30
88
29
48
23
116
30
92
30
49
24
120
31
96
10
30
50
24
120
31
100
Animator Rank 5
Mage Staff:
This is your ability to wield a Mage Staff. The staff is a One
Handed weapon. The Thaumaturge makes small magical attacks
with his staff at a range of 85. You must have the skill required to
weild a specific weapon. The damage increases with skill level.
See the table below. Here are the pertinent skill requirements for
the Rank 5 Mage Staff:
Rank 5 - Devilwood Greatstaff - Level 5
The Thaumaturge also has the following activated abilities with
his Mage Staff:
Staff Telekeninesis: The ability to hover an object around up to
80 pounds. Range is the same as your staffs attack. Must focus
on the initial movement and have to use the staff again to change
its direction. If it goes out of your range it drops to the ground.
Also has the option to set the item to follow the staff so you will
not have to constantly update the direction.
Staff Light: You can make your staff glow to create an aura of
daylight with a 120ft radius around you. You may turn this on and
off at will as long as you are holding the staff.
Staff Illusion: You can create an illusion in a 8 foot cube that
lasts for 22 rounds. Range is the same as your staffs attack. Does
not make sound, but can move within the 8 foot cube you are
focusing on. You can change whatever you want in that cube. If
you want to start an illusion in a different location you must wait
one round.
Cloth Armor Training:
You must have this to a certain level to wear specific armor. This
entails your ability to use magical Cloth Armor and receive the
benefits from it. Here are the pertinent skill requirements for
Cloth Armor Rank 5 items:
Rank 5 - Mage Lords Arcane Shoes - Level 5
Rank 5 - Mage Lords Arcane Robe - Level 10
Arcane Power:
This is your ability to strike with a spell and attack with a Mage
Staff. Increases your magic hit bonus when using Thaumaturgy
spells or your Mage Staff. See the table on the following page for
your hit bonus.
44
Animation:
The Animator can set mundane objects to work to accomplish
basic tasks. The Animator has mastered this spell so fully that
the objects can move around quickly enough to do damage. The
number of objects is based upon skill points. Each object may not
weigh more than 30 lbs. Each object does 3 damage per hit. The
Animator makes a single magic attack to determine if they all hit
his target. This act counts as your attack for the round, however
the objects will continue to attack until directed to do something
else. Continue to roll The Animators magic attack each round
they attack, but The Animator is able to perform other actions as
long as he isnt re-directing the animated objects. The objects do
whatever they are directed to do for 100 rounds. This spell can be
cancelled at any time the caster chooses. The objects must stay
within the range of the spell from the caster, otherwise the spell
ends. See the table on the following page for skill levels.
Costs: 200 Power - 2 Focus - Range: 50
Animate Weapon:
The Animator animates a 2 handed weapon to fight for the
caster(this must be an actual weapon The Animator has purchased
with equipment points). Its total defense is 60. The weapon floats
around on its own at a speed of up to 155. The spell gives the
weapon 200 Health. Once the weapons Health runs out, the spell
ends. Animate Weapon lasts for 6 rounds. The weapons attack
value is based on the spells skill level. A Thaumaturge cannot
have more than one animated weapon active at a time. See the
table on the following page for skill levels.
Costs: 200 Power - 4 Focus - Range: Touch
Item Master:
Prerequisite: Item Master Rank 4.
Flat Skill Cost: 4000
The Animator is able to generate additional equipment in his
off time using his animations to create new things for him. As a
result his equipment bonus is upgraded to 40%.
Skill Level
Hit Bonus
Animation
Animate Weapon
Mage Staff
26
27
25
27
26
28
25
27
27
28
26
28
27
29
26
28
Equipment Revolt:
***Ultimate Skill!***
Prerequisite: 10 pts Rank 5 Animate Weapon, 10 pts Rank 5
Animation, 10 pts Rank 5 Smarts
Flat Skill Cost: 5000 exp.
The Animators control over items is so great that by means of
this spell all weapons enemies weild turn on their weilders for
the next 2 rounds and attack as though they are created by the
animate weapon spell at Rank 5 level 10. Also, any worn armor
will unstap itself and jump off those affected by this spell. The
Animator makes a single magic attack to determine if he hits his
targets with this spell.
Costs: 250 Power - 3 Focus - Range: 50
28
29
27
29
28
30
27
29
29
30
28
30
29
31
28
30
30
31
29
31
10
30
32
29
31
Summoner Rank 5
Mage Staff:
This is your ability to wield a Mage Staff. The staff is a One
Handed weapon. The Thaumaturge makes small magical attacks
with his staff at a range of 85. You must have the skill required to
weild a specific weapon. The damage increases with skill level.
See the table below. Here are the pertinent skill requirements for
the Rank 5 Mage Staff:
Rank 5 - Devilwood Greatstaff - Level 5
The Thaumaturge also has the following activated abilities with
his Mage Staff:
Staff Telekeninesis: The ability to hover an object around up to
80 pounds. Range is the same as your staffs attack. Must focus
on the initial movement and have to use the staff again to change
its direction. If it goes out of your range it drops to the ground.
Also has the option to set the item to follow the staff so you will
not have to constantly update the direction.
Staff Light: You can make your staff glow to create an aura of
daylight with a 120ft radius around you. You may turn this on and
off at will as long as you are holding the staff.
Staff Illusion: You can create an illusion in a 8 foot cube that
lasts for 22 rounds. Range is the same as your staffs attack. Does
not make sound, but can move within the 8 foot cube you are
focusing on. You can change whatever you want in that cube. If
you want to start an illusion in a different location you must wait
one round.
45
Skill Level
Hit Bonus
Summoning
Dragon's Breath
Mage Staff
26
34
310
27
26
34
320
27
27
35
330
28
27
35
340
28
claws for 110 damage with each. The Daemon has a martial and
magic defense of 55 and 1110 Health. It has hands and can carry
up to 555 lbs., but it cannot weild weapons. The daemon has a
movement speed of 275. The summoner can only control one
Daemon at a time. The Daemon does the summoners bidding
exactly as he wants. The daemon must stay within 555 feet of the
caster. If he is forced further away, then the link with the daemon
is lost and he teleports back to his home plane. The daemon
requires a 5 diamond sacrifice per day. If it does not get them it
turns on the caster and will attack until either one is killed. You
may not forcefully unsummon the Daemon of Kar Dor Mar
Ger Bur. It has to be something out of your control to force it
out of range. It will do everything in its Power to stay within 555
feet of the caster even if it is against its orders.
Costs: 555 Power - Ritual Spell 10 Hours - Range: Touch Duration: 5 Days.
GrimLord Form:
***Ultimate Skill!***
Prerequisite: Daemon of Kar Dor Mar Ger Bur, 10 pts Rank
5 Summoning, 10 pts Rank 5 Smarts
The Summoner takes on the form of a GrimLord, a giant sized
imposing black and white daemon with massive spiked fists.
During this time the summoner cannot use any of his other
abilities and fights exactly like a GrimLord. The summoner takes
on all the stats and abilities of a GrimLord except his Health and
Power remain the same. The GrimLord has an attack bonus of
+55, a martial and magic defense of 55, a movement speed of
350, and attacks with two giant spiked fists for 200 damage each.
The GrimLord form lasts for 4 rounds.
Costs: 250 Power - 2 Focus - Range: Self
28
36
350
29
28
36
360
29
29
37
370
30
29
37
380
30
30
38
390
31
10
30
38
400
31
Destroyer Rank 5
Mage Staff:
This is your ability to wield a Mage Staff. The staff is a One
Handed weapon. The Thaumaturge makes small magical attacks
with his staff at a range of 85. You must have the skill required to
weild a specific weapon. The damage increases with skill level.
See the table below. Here are the pertinent skill requirements for
the Rank 5 Mage Staff:
Rank 5 - Devilwood Greatstaff - Level 5
The Thaumaturge also has the following activated abilities with
his Mage Staff:
Staff Telekeninesis: The ability to hover an object around up to
80 pounds. Range is the same as your staffs attack. Must focus
on the initial movement and have to use the staff again to change
its direction. If it goes out of your range it drops to the ground.
Also has the option to set the item to follow the staff so you will
not have to constantly update the direction.
46
Staff Light: You can make your staff glow to create an aura of
daylight with a 120ft radius around you. You may turn this on and
off at will as long as you are holding the staff.
Staff Illusion: You can create an illusion in a 8 foot cube that
lasts for 22 rounds. Range is the same as your staffs attack. Does
not make sound, but can move within the 8 foot cube you are
focusing on. You can change whatever you want in that cube. If
you want to start an illusion in a different location you must wait
one round.
Skill Level
Hit Bonus
Arcane Blast
Redirect Gravity
Hellfire Storm
Mage Staff
Conflagrate
26
455
9
33
27
300
26
465
9
33
27
310
27
475
9
35
28
320
27
485
9
35
28
330
not harm stone structures. If the people in the spells area hide
underground or under a stone structure they will not get hit by
the storm, however the smoke caused from the fires may still kill
them. See the table below for skill levels.
Costs: 600 Power - Ritual Spell 1 Hour - Range: 600
Comflagrate:
The Destroyers destructive mastery continues. He is able to
launch a massive precisely targeted explosion by means of this
spell. The explosion blasts with a 50 ft radius, but is so precisely
aimed it will not hurt himself or allies at all. The Destroyer makes
a single magic attack against all targets within the area of the
spell to determine if he hits. The explosion hits his enemies with
such force that it also dazes enemies struck by it for 4 rounds.
Dazed enemies fight at -4 to hit and defense. Damage is based on
skill. See the table below for skill levels.
Costs: 260 Power - 5 Focus - Range: 240
Laser Cannon Deth Sentence:
***Ultimate Skill!***
Prerequisite: 10 pts Rank 5 Redirect Gravity, 10 pts Rank 5
Arcane Power, 10 pts Rank 5 Arcane Blast.
The Destroyer summons a shoulder mounted 6 barrelled
gatling laser cannon. Which rapid fires a total of 6 shots at the
Destroyers target. The Destroyer makes an attack roll for each
shot individually. Each laser does 200 damage, and can crit. Oh,
also, you must play the song Laser Cannon Deth Sentence by
Dethklok every time you use this ability.
Costs: 250 Power - 4 Focus - Range: Self
28
495
10
37
29
340
28
505
10
37
29
350
29
515
10
39
30
360
29
525
11
39
30
370
30
535
11
41
31
380
10
30
545
11
41
31
390
47
Divine
Priests, healers, zealots etc.
Blunt Weapon:
This is your ability to wield Blunt weapons. You must have the
skill required to weild a specific weapon. You may dual wield
One Handed weapons, but the attacks with your off hand will be
at minus 6 hit bonus and your main hand at minus 2 hit bonus.
Also, when dual weilding only apply half of your strength bonus
to your off-hand weapon. See the table on the following page
for your hit bonus with this skill. Here are the pertinent skill
requirements for Blunt Rank 0 and Rank 1 weapons:
Rank 0 - Iron Mace - Level 1
Rank 0 - Iron Sledge Hammer - Level 2
Rank 1 - Steel Mace - Level 5
Rank 1 - Steel Sledge Hammer - Level 8
48
Skill Level
Divine Guidance
Healing Light
Holy Force
Smite
Blunt Weapon
Divine Staff
5
80
42
15
5
4
5
80
44
15
5
4
6
85
46
20
6
5
6
85
48
20
6
5
7
90
50
25
7
6
7
90
52
25
7
6
8
95
54
30
8
7
8
95
56
30
8
7
9
100
58
35
9
8
10
9
100
60
35
9
8
Blunt Weapon:
This is your ability to wield Blunt weapons. You must have the
skill required to weild a specific weapon. You may dual wield
One Handed weapons, but the attacks with your off hand will be
at minus 6 hit bonus and your main hand at minus 2 hit bonus.
Also, when dual weilding only apply half of your strength bonus
to your off-hand weapon. See the table on the following page
for your hit bonus with this skill. Here are the pertinent skill
requirements for Blunt Rank 2 weapons:
Rank 2 - Morning Star - Level 5
Rank 2 - Warhammer - Level 8
49
Skill Level
Divine Guidance
Healing Light
Holy Force
Smite
Blunt Weapon
Divine Staff
10
110
65
40
10
10
10
110
65
40
10
10
11
115
70
45
11
11
11
115
70
45
11
11
12
120
75
50
12
12
12
120
75
50
12
12
13
125
80
55
13
13
13
125
80
55
13
13
14
130
85
60
14
14
10
14
130
85
60
14
14
The Combat Medic focuses on battling in the fray and dishing out quick heals to his allies. He has exceptional defensive and healing
abilities. The Combat Medics Blunt Weapon skill gets bumped up to be comparable to a Martial characters hit bonus.
Skill tree cost: 2000pts
Prerequisites: 10 pts. in Rank 2 Blunt Weapon, 10 pts. in Rank 2 Divine Guidance, and 10 pts in Rank 2 Metal Armor.
Blunt Weapon:
This is your ability to wield Blunt weapons. You must have the
skill required to weild a specific weapon. You may dual wield
One Handed weapons, but the attacks with your off hand will be
at minus 6 hit bonus and your main hand at minus 2 hit bonus.
Also, when dual weilding only apply half of your strength bonus
to your off-hand weapon. See the table on the following page
for your hit bonus with this skill. Here are the pertinent skill
requirements for Blunt Rank 3 weapons:
Rank 3 - Brutal Morning Star - Level 5
Rank 3 - Brutal Warhammer - Level 8
Metal Armor Training:
You must have this to a certain level to wear specific armor. This
entails your ability to use Metal Armor and receive the benefits
from it. Here are the pertinent skill requirements for Metal Armor
Rank 3 items:
Rank 3 - Kite Shield - Level 2
Rank 3 - Knights Helm - Level 5
Rank 3 - Plate Mail Suit - Level 10
Divine Guidance:
This is your ability to strike with a spell and attack with a Mage
Staff. Increases your magic hit bonus when using Divine spells or
your Mage Staff. See the table on the following page for your hit
bonus.
Skill Level
Divine Guidance
Healing Light
Blunt Weapon
Instant Heal
Holy Shock
50
15
145
19
70
32
15
145
19
70
34
16
150
20
75
36
16
150
20
75
38
Healing Light:
The Divine character heals their target at a range with this spell.
The amount healed increases with skill level. See the table on the
following page for skill levels.
Costs: 60 Power - 1 Focus - Range: 100
Protection:
Prerequisite: Rank 2 Protection.
Flat Skill Cost: 2400 pts.
The Divine character increases their targets magic and martial
defense by 7 for the next 6 rounds.
Costs: 70 Power - 2 Focus - Range: 50
Instant Heal:
The Combat Medic quickly heals their target. Amount based on
skill. See the table on the following page.
Costs: 60 Power - Instant - Range: 10
Holy Shock:
The Combat Medic directs his rapid fire holy Power at his foe
instead of his ally. Damage increases with skill level. See the
table on the following page.
Costs: 60 Power - Instant - Range: 10
17
155
21
80
40
17
155
21
80
42
18
160
22
85
44
18
160
22
85
46
19
165
23
90
48
10
19
165
23
90
50
Skill Level
Hammer of Wrath
Zealous Cry
Blunt Weapon
11
10
19
12
11
19
13
12
20
14
13
20
15
14
21
16
15
21
17
16
22
18
17
22
19
18
23
10
20
19
23
Divine Guidance:
This is your ability to strike with a spell and attack with a Mage
Staff. Increases your magic hit bonus when using Divine spells or
your Mage Staff. See the table on the following page for your hit
bonus.
51
Skill Level
Divine Guidance
Holy Force
Smite
Blessing of Ruin
Divine Staff
15
90
70
1
16
15
90
75
1
16
16
95
80
1
17
16
95
85
2
17
Smite:
The Divine character blasts their opponent with holy energy. A
successful hit with this spell also lowers the targets defense by 4
for the next 6 rounds. Increases damage with skill. See the table
below.
Costs: 70 Power - 2 Focus - Range: 95
Blessing of Ruin:
After a successful magic attack this spell assaults the targets mind
with holy script causing the target to be paralyzed By the Power
of Gawd! If the target is humanoid in shape the spell actually
takes the form of them falling to their knees to pray. They
close their eyes and count as though they are knocked over and
blinded. They can still be damaged during this effect without it
being interrupted. Duration based on skill. See the table below.
Costs: 80 Power - 3 Focus - Range: 40
17
100
90
2
18
17
100
95
2
18
18
105
100
3
19
18
105
105
3
19
19
110
110
3
20
10
19
110
115
4
20
Priest Rank 3
This holy man is the scholarly divine character. Concerned in healing from a distance, learning more, and preaching his gospel. The
Priest is the most capable healer in the game, but is very single-mindedly focused on that task. Skill tree cost: 2000pts
Prerequisites: 10 pts. in Rank 2 Healing Light, 10 pts. in Rank 2 Divine Guidance, and 10 pts. in Rank 2 Mage Staff.
Divine Staff:
This is your ability to wield a Mage Staff. The staff is a One
Handed weapon. The Divine character makes small magical
attacks with his staff at a range of 65. You must have the skill
required to weild a specific weapon. The damage increases
with skill level. See the table below. Here are the pertinent skill
requirements for the Rank 3 Mage Staff:
Rank 3 - Magisters Staff- Level 5
The Divine character also has the following activated abilities
with his Mage Staff:
Staff Heal: This heal can only be used outside of combat up to 3
times per day. It heals the Priests target for 145.
Staff Light: You can make your staff glow to create an aura of
daylight with a 30ft radius around you. You may turn this on and
off at will as long as you are holding the staff.
Staff Force: The Divine character creates a translucent immobile
wall that can take 60 damage before falling apart. Staff Force
must be attached to an immobile object. Creates a wall up to 50
sq. ft. in size and can only be shaped in a flat plane. Expires after
2 hours if it is not destroyed. The Divine character may only have
one Staff Force active at a time. Staff Force may not be used
during combat.
52
Skill Level
Divine Guidance
Healing Light
Holy Force
Divine Staff
15
145
90
16
15
145
90
16
16
150
95
17
16
150
95
17
Healing Grace:
Flat Skill Cost: 2000
The Priest increases his impressive healing mastery with this
skill. Every heal cast heals an additional 40, and every holy force
he casts has an additional 40 Health. Rank 3 Healing Grace has
no effect on Prayer of Health.
17
155
100
18
17
155
100
18
18
160
105
19
18
160
105
19
19
165
110
20
10
19
165
110
20
Blunt Weapon:
This is your ability to wield Blunt weapons. You must have the
skill required to weild a specific weapon. You may dual wield
One Handed weapons, but the attacks with your off hand will be
at minus 6 hit bonus and your main hand at minus 2 hit bonus.
Also, when dual weilding only apply half of your strength bonus
to your off-hand weapon. See the table on the following page
for your hit bonus with this skill. Here are the pertinent skill
requirements for Blunt Rank 4 weapons:
Rank 4 - Willbreaker - Level 5
Rank 4 - Faithkeeper - Level 8
Protection:
Prerequisite: Rank 3 Protection.
Flat Skill Cost: 3200 pts.
The Divine character increases their targets magic and martial
defense by 9 for the next 8 rounds.
Costs: 90 Power - 2 Focus - Range: 60
Holy Shock:
The Combat Medic directs his rapid fire holy Power at his foe
instead of his ally. Damage increases with skill level. See the
table on the following page.
Costs: 90 Power - Instant - Range: 20
Divine Guidance:
This is your ability to strike with a spell and attack with a Mage
Staff. Increases your magic hit bonus when using Divine spells or
your Mage Staff. See the table on the following page for your hit
bonus.
Healing Light:
The Divine character heals their target at a range with this spell.
The amount healed increases with skill level. See the table on the
following page for skill levels.
Costs: 90 Power - 1 Focus - Range: 125
Instant Heal:
The Combat Medic quickly heals their target. Amount based on
skill. See the table on the following page.
Costs: 90 Power - Instant - Range: 20
Angelic Sacrifice:
The Combat Medic is so in tune with combat and healing that he
is able to intervene to prevent a players death. Angelic Sacrifice
is an instant interrupt ability that can heal a player that is about to
die. Angelic Sacrifice may not be used more than once a round.
The target still takes all the damage they were supposed to, but
only after the heal hits. Heal amount based on skill. See table on
the following page.
Costs: 120 Power - 90 Health - Instant Interrupt - Range: 30
53
Skill Level
Divine Guidance
Healing Light
Blunt Weapon
Instant Heal
Holy Shock
Angelic Sacrifice
20
185
25
95
52
200
20
185
25
95
55
205
21
190
26
100
58
210
21
190
26
100
61
215
22
195
27
105
64
220
22
195
27
105
67
225
23
200
28
110
70
230
23
200
28
110
73
235
24
205
29
115
76
240
10
24
205
29
115
80
245
Zealous Cry:
The Holy Champion lets forth a mighty battle cry when attacking
with his weapon. The force causes his target to be knocked back,
distance based upon skill level. See the table below.
Costs: 90 Power - 1 Focus - Range: 0
Protection:
Prerequisite: Rank 3 Protection.
Flat Skill Cost: 3200 pts.
The Divine character increases their targets magic and martial
defense by 9 for the next 8 rounds.
Costs: 90 Power - 2 Focus - Range: 60
Hammer of Wrath:
The Holy Champion charges his weapon with holy energy
and hurls it at an enemy. If the victim is hit they take extra
damage(based on level) and are stunned for 5 rounds. The
weapon automatically returns to the caster after the spell whether
it hits or not. See the table below for skill levels.
Costs: 80 Power - 2 Focus - Range: 40
Skill Level
Hammer of Wrath
Zealous Cry
Blunt Weapon
Angelic Possession
54
21
25
25
11
22
26
25
12
23
27
26
13
24
28
26
14
Angelic Possesion:
The Holy Champion is possessed by the spirit of an angel. His
eyes glow with light and he sprouts wings made of light. While
possessed the Holy Champion can fly at a speed of 200. All
attacks are at +5 to hit for the duration of the spell. Duration
based on skill. See table below.
Costs: 100 Power - 2 Focus - Range: Self
25
29
27
15
26
30
27
16
27
31
28
17
28
32
28
18
30
33
29
19
10
32
34
29
20
Skill Level
Divine Guidance
Holy Force
Smite
Blessing of Ruin
Mage Staff
20
125
145
5
22
20
130
150
5
22
21
135
155
5
23
21
140
160
6
23
Holy Force:
The Divine character creates a translucent immobile wall that can
take a certain amount of damage before falling apart. Holy Force
must be attached to an immobile object. The amount of damage it
can take goes up with level. If you want to create a barrier around
an enemy you must make a successful magic attack. Creates a
wall up to 150 sq. ft. in size and can be made into any shape.
Expires after 4 hours if it is not destroyed. See the table below.
Costs: 130 Power - 1 Focus - Range: 120
Smite:
The Divine character blasts their opponent with holy energy. A
successful hit with this spell also lowers the targets defense by 5
for the next 7 rounds. Increases damage with skill. See the table
below.
Costs: 100 Power - 2 Focus - Range: 125
Blessing of Ruin:
After a successful magic attack this spell assaults the targets mind
with holy script causing the target to be paralyzed By the Power
of Gawd! If the target is humanoid in shape the spell actually
takes the form of them falling to their knees to pray. They
close their eyes and count as though they are knocked over and
blinded. They can still be damaged during this effect without it
being interrupted. Duration based on skill. See the table below.
Costs: 110 Power - 3 Focus - Range: 50
Zealous Frenzy:
Flat Skill Cost: 3500
The Zealout is overwhelmed by the need to Save the Evil
Doers! For 5 rounds he goes on a religious diatribe about saving
his targets souls Through the holy crucible of Divine magic!
During the frenzy, the Zealot gains one bonus focus point per
round in addition to his normal actions. The Holy Zealot may not
cast Zealous Frenzy while under the effects of Zealous Frenzy.
This would create a Zealous Paradox and cause the universe to
collapse into itself. Therefore, its just not allowed! Never cross
the streams!
Costs: 140 Power - 2 Focus - Range: Self
22
145
165
6
24
22
150
170
6
24
23
155
175
7
25
23
160
180
7
25
24
165
185
7
26
10
24
170
190
8
26
55
Priest Rank 4
Divine Staff:
This is your ability to wield a Mage Staff. The staff is a One
Handed weapon. The Divine character makes small magical
attacks with his staff at a range of 85. You must have the skill
required to weild a specific weapon. The damage increases with
skill level. See the table on the following page. Here are the
pertinent skill requirements for the Rank 4 Mage Staff:
Rank 4 - Sinister Grand Staff - Level 5
The Divine character also has the following activated abilities
with his Mage Staff:
Staff Heal: This heal can only be used outside of combat up to 3
times per day. It heals the Priests target for 185.
Staff Light: You can make your staff glow to create an aura of
daylight with a 60ft radius around you. You may turn this on and
off at will as long as you are holding the staff.
Staff Force: The Divine character creates a translucent immobile
wall that can take 80 damage before falling apart. Staff Force
must be attached to an immobile object. Creates a wall up to 75
sq. ft. in size and can only be shaped in a flat plane. Expires after
2 hours if it is not destroyed. The Divine character may only have
one Staff Force active at a time. Staff Force may not be used
during combat.
Cloth Armor Training:
You must have this to a certain level to wear specific armor. This
entails your ability to use magical Cloth Armor and receive the
benefits from it. Here are the pertinent skill requirements for
Cloth Armor Rank 4 items:
Rank 4 - Wizards Arcane Shoes - Level 5
Rank 4 - Wizards Arcane Robe - Level 10
Divine Guidance:
This is your ability to strike with a spell and attack with a Mage
Staff. Increases your magic hit bonus when using Divine spells or
your Mage Staff. See the table below for your hit bonus.
Healing Light:
The Divine character heals their target at a range with this spell.
The amount healed increases with skill level. See the table below.
Costs: 90 Power - 1 Focus - Range: 125
Retrieve Soul:
Flat Skill Cost: 3500
Prerequisite: Retrieve Soul Rank 3.
The Priest returns a dead player back to life with 200 Health 100
Power. The character raised only pays 75% of the experience
penalty rounded up to the nearest 100.
Costs: 300 Power - Ritual Spell 15 Minutes - Range: 10
Healing Grace:
Flat Skill Cost: 3000
Prerequisite: Healing Grace Rank 3.
The Priest increases his impressive healing mastery with this
skill. The Priests healing bonus is increased to 80, and his Holy
Force Bonus is increased to 80. For the sake of Prayer of Health,
the bonus healing is distributed amongst the targets however the
Priest sees fit, not +80 per target.
Prayer of Health:
Heals the Priest and up to 10 allies within 50ft. Amount healed
based on skill. See the table below.
Costs: 200 Power - 2 Focus - Range: Self
Holy Force:
The Divine character creates a translucent immobile wall that can
take a certain amount of damage before falling apart. Holy Force
must be attached to an immobile object. The amount of damage it
can take goes up with level. If you want to create a barrier around
an enemy you must make a successful magic attack. Creates a
wall up to 150 sq. ft. in size and can be made into any shape.
Expires after 4 hours if it is not destroyed. See the table below.
Costs: 130 Power - 1 Focus - Range: 120
Skill Level
Divine Guidance
Healing Light
Holy Force
Mage Staff
Prayer of Health
56
20
185
125
22
70
20
185
130
22
70
21
190
135
23
75
21
190
140
23
75
22
195
145
24
80
22
195
150
24
80
23
200
155
25
85
23
200
160
25
85
24
205
165
26
90
10
24
205
170
26
90
Blunt Weapon:
This is your ability to wield Blunt weapons. You must have the
skill required to weild a specific weapon. You may dual wield
One Handed weapons, but the attacks with your off hand will be
at minus 6 hit bonus and your main hand at minus 2 hit bonus.
Also, when dual weilding only apply half of your strength bonus
to your off-hand weapon. See the table on the following page
for your hit bonus with this skill. Here are the pertinent skill
requirements for Blunt Rank 5 weapons:
Rank 5 - Oathbreaker - Level 5
Rank 5 - Peacekeeper - Level 8
Skill Level
Divine Guidance
Healing Light
Blunt Weapon
Instant Heal
Holy Shock
Angelic Sacrifice
25
230
31
120
84
250
25
230
31
120
88
255
26
235
32
125
92
260
26
235
32
125
96
265
Instant Heal:
The Combat Medic quickly heals their target. Amount based on
skill. See the table on the following page.
Costs: 130 Power - Instant - Range: 30
Holy Shock:
The Combat Medic directs his rapid fire holy Power at his foe
instead of his ally. Damage increases with skill level. See the
table on the following page.
Costs: 130 Power - Instant - Range: 30
Angelic Sacrifice:
The Combat Medic is so in tune with combat and healing that he
is able to intervene to prevent a players death. Angelic Sacrifice
is an instant interrupt ability that can heal a player that is about to
die. Angelic Sacrifice may not be used more than once a round.
The target still takes all the damage they were supposed to, but
only after the heal hits. Heal amount based on skill. See table on
the following page.
Costs: 180 Power - 120 Health - Instant Interrupt - Range: 50
Holy Hand Grenade:
***Ultimate Skill!***
Prerequisite: 10 pts Rank 5 Instant Heal, 10 pts Rank 5 Holy
Shock, 10 pts Rank 5 Divine Guidance
Flat Skill Cost: 5000 exp.
The Combat Medic hurls a Holy Hand Grenade with a 50 ft
range. It blows up and heals all allies and hurts all enemies in the
area of effect. The explosion has a 25 ft radius. It heals for 200
and does 200 damage. The Combat Medic makes a single magic
attack which is compared to all enemies defense in the effect of
the spell. Determine miss/hit/crit individually.
Costs: 250 Power - 1 Focus - Range: 50
27
240
33
130
100
270
27
240
33
130
104
275
28
245
34
135
108
280
28
245
34
135
112
285
29
250
35
140
116
290
10
29
250
35
140
120
300
57
Skill Level
Hammer of Wrath
Zealous Cry
Blunt Weapon
Angelic Possession
58
33
35
31
21
34
36
31
22
35
37
32
23
36
38
32
24
37
39
33
25
38
40
33
26
39
41
34
27
40
42
34
28
42
43
35
29
10
44
44
35
30
Skill Level
Divine Guidance
Holy Force
Smite
Blessing of Ruin
Mage Staff
25
175
210
9
27
25
180
215
9
27
26
185
220
9
28
26
190
225
10
28
Smite:
The Divine character blasts their opponent with holy energy. A
successful hit with this spell also lowers the targets defense by 6
for the next 8 rounds. Increases damage with skill. See the table
below.
Costs: 130 Power - 2 Focus - Range: 160
Blessing of Ruin:
After a successful magic attack this spell assaults the targets mind
with holy script causing the target to be paralyzed By the Power
of Gawd! If the target is humanoid in shape the spell actually
takes the form of them falling to their knees to pray. They
close their eyes and count as though they are knocked over and
blinded. They can still be damaged during this effect without it
being interrupted. Duration based on skill. See the table below.
Costs: 150 Power - 3 Focus - Range: 60
Zealous Frenzy:
Flat Skill Cost: 5000
Prerequisite: Zealous Frenzy Rank 4.
The Zealout is overwhelmed by the need to Save the Evil
Doers! For 5 rounds he goes on a religious diatribe about saving
his targets souls Through the holy crucible of Divine magic!
During the Frenzy the Zealot gains two bonus focus point per
round in addition to his normal actions. The Holy Zealot may not
cast Zealous Frenzy, while under the effects of Zealous Frenzy.
This would create a Zealous Paradox and cause the universe to
collapse into itself. Therefore, its just not allowed! Never cross
the streams!
Costs: 200 Power - 3 Focus - Range: Self
Oblivious Sermon:
***Ultimate Skill!***
Prerequisite: 10 pts Rank 5 Smite, 10 pts Rank 5 Blessing of
Ruin, 10 pts Rank 5 Divine Guidance
Flat Skill Cost: 5000 exp.
The Holy Zealot has finally Had it up to here with the Evil
Doers! and goes on a 5 round long Oblivious Sermon. The
Zealot gets a free smite spell every turn on top of their normal
actions. Oblivious Sermon and Zealous Frenzy can be active at
the same time. Which does not create a paradox, just a ton of
damage.
Costs: 250 Power - 2 Focus - Range: Self
27
195
230
10
29
27
200
235
10
29
28
205
240
11
30
28
210
245
11
30
29
215
250
11
31
10
29
220
255
12
31
59
Priest Rank 5
Divine Staff:
This is your ability to wield a Mage Staff. The staff is a One
Handed weapon. The Divine character makes small magical
attacks with his staff at a range of 85. You must have the skill
required to weild a specific weapon. The damage increases
with skill level. See the table below. Here are the pertinent skill
requirements for the Rank 5 Mage Staff:
Rank 5 - Devilwood Greatstaff - Level 5
The Divine character also has the following activated abilities
with his Mage Staff:
Staff Heal: This heal can only be used outside of combat up to 3
times per day. It heals the Priests target for 230.
Staff Light: You can make your staff glow to create an aura of
daylight with a 120ft radius around you. You may turn this on and
off at will as long as you are holding the staff.
Staff Force: The Divine character creates a translucent immobile
wall that can take 100 damage before falling apart. Staff Force
must be attached to an immobile object. Creates a wall up to 100
sq. ft. in size and can only be shaped in a flat plane. Expires after
2 hours if it is not destroyed. The Divine character may only have
one Staff Force active at a time. Staff Force may not be used
during combat.
Cloth Armor Training:
You must have this to a certain level to wear specific armor. This
entails your ability to use magical Cloth Armor and receive the
benefits from it. Here are the pertinent skill requirements for
Cloth Armor Rank 5 items:
Rank 5 - Mage Lords Arcane Shoes - Level 5
Rank 5 - Mage Lords Arcane Robe - Level 10
Holy Force:
The Divine character creates a translucent immobile wall that can
take a certain amount of damage before falling apart. Holy Force
must be attached to an immobile object. The amount of damage it
can take goes up with level. If you want to create a barrier around
an enemy you must make a successful magic attack. Creates a
wall up to 250 sq. ft. in size and can be made into any shape.
Expires after 4 hours if it is not destroyed. See the table below.
Costs: 180 Power - 1 Focus - Range: 150
Skill Level
Divine Guidance
Healing Light
Holy Force
Mage Staff
Prayer of Health
60
25
230
175
27
104
25
230
180
27
108
26
235
185
28
112
26
235
190
28
116
Divine Guidance:
This is your ability to strike with a spell and attack with a Mage
Staff. Increases your magic hit bonus when using Divine spells or
your Mage Staff. See the table below for your hit bonus.
Healing Light:
The Divine character heals their target at a range with this spell.
The amount healed increases with skill level. See the table on the
following page for skill levels.
Costs: 130 Power - 1 Focus - Range: 150
Retrieve Soul:
Flat Skill Cost: 4500
Prerequisite: Retrieve Soul Rank 4.
The Priest returns a dead player back to life with 300 Health 150
Power. The character raised only pays 50% of the experience
penalty rounded up to the nearest 100.
Costs: 450 Power - Ritual Spell 15 Minutes - Range: 10
Healing Grace:
Flat Skill Cost: 4000
Prerequisite: Healing Grace Rank 4.
The Priest increases his impressive healing mastery with this
skill. The Priests healing bonus is increased to 120, and his Holy
Force Bonus is increased to 120. For the sake of Prayer of Health,
the bonus healing is distributed amongst the targets however the
Priest sees fit, not +120 per target.
Prayer of Health:
Heals the Priest and up to 20 allies within 80ft. Amount healed
based on skill. See the table below.
Costs: 280 Power - 2 Focus - Range: Self
Full Heal:
***Ultimate Skill!***
Prerequisite: 10 pts Rank 5 Healing Light, Rank 5 Healing
Grace, 10 pts Rank 5 Divine Guidance
Flat Skill Cost: 5000 exp.
The Priest conjures the most ultimate of all healing spells. The
target of this spell is restored to full Health!
Costs: 250 Power - 1 Focus - Range: 100
27
240
195
29
120
27
240
200
29
124
28
245
205
30
128
28
245
210
30
132
29
250
215
31
136
10
29
250
220
31
140
Nature
Druids, tree huggers, hippies, archers, rangers etc.
Bow:
This is your ability to wield a Bow. You must have the skill
required to weild a specific weapon. See the table below for your
hit bonus with this skill. Here are the pertinent skill requirements
for Rank 0 and Rank 1 Bows:
Rank 0 - Pine Bow - Level 2
Rank 1 - Oak Bow - Level 10
Spear:
This is your ability to wield a Spear. Spears are Two Handed
close combat weapons and are ineffective as a Thrown weapon.
You must have the skill required to weild a specific weapon. See
the table below for your hit bonus with this skill. Here are the
pertinent skill requirements for Rank 0 and Rank 1 Spears:
Rank 0 - Iron Tipped Spear - Level 1
Rank 1 - Steel Spear - Level 3
Leather Armor Training:
You must have this to a certain level to wear specific armor. This
entails your ability to use Leather Armor and receive the benefits
from it. Here are the pertinent skill requirements for Leather
Armor Rank 0 and Rank 1 items:
Rank 0 - Rawhide Boots - Level 1
Rank 0 - Rawhide Tunic - Level 2
Rank 1 - Leather Boots - Level 6
Rank 1 - Leather Tunic - Level 10
Attunement:
This is your ability to strike with a spell. Increases your magic hit
bonus when using Nature spells. See the table below for your hit
bonus.
Natures Wrath:
Prerequisite: Attunement Rank 1, level 1.
The Nature character blasts their target with Nature energy. After
a successful hit with this spell, the target glows with natural
energy; Showing its weak spots and giving any one that attacks
them for 4 rounds a +2 to hit. Damage increases with skill points.
See the table below for skill levels.
Costs: 35 Power - 2 Focus - Range: 20
Skill Level
Attunement
Bow or Spear
Nature's Wrath
Natures Grasp
Camouflage
Wolf Speed
Healing Stream
5
5
15
2
5
32
20
5
5
15
2
6
34
20
6
6
20
2
6
34
20
6
6
20
2
7
36
22
Natures Grasp:
Prerequisite: Attunement Rank 1, level 1.
The Nature character immobilizes their target with roots that
shoot out of the ground. Must make a magic attack in order to hit
with your roots. The target of the spell can still attack and twist
slowly to face other directions. Every time they take damage
while in the grasp, there is a 50% chance the spell is dispelled.
Duration of the grasp increases with skill points. See the table
below for skill levels.
Costs: 25 Power - 2 Focus - Range: 40
Camouflage:
Prerequisite: Attunement Rank 1, level 1.
By means of this spell the Nature character renders themself
Camouflaged. If studied closely, it is obvious they are there. Also
if the caster moves quickly, it becomes obvious that something
is there, though their true identity is masked. Predator style
camoflage. The spell is cancelled if you take damage, attack, or
cast an offensive spell. Duration increases with skill points. See
the table below for skill levels.
Costs: 30 Power - 2 Focus - Range: Self
Wolfs Speed:
Prerequisite: Attunement Rank 1, level 1.
The Nature character increases their running speed for 15 rounds.
If you take damage the spell is dispelled. Speed based upon skill
level. See the table below for skill levels.
Costs: 30 Power - 1 Focus - Range: Self
Healing Stream:
Prerequisite: Attunement Rank 1, level 1.
Heals your target over time for X Health a round for 4 rounds.
Will stack with itself up to 3 times, so you can cast it multiple
times on the same target for more healing. Amount healed per
round increases with level. See the table below for skill levels.
Costs: 20 Power - 1 Focus - Range: 50
7
7
25
4
7
36
22
7
7
25
4
8
38
22
8
8
30
4
8
38
24
8
8
30
6
9
40
24
9
9
35
6
9
40
24
10
9
9
35
6
10
42
26
61
Bow:
This is your ability to wield a Bow. You must have the skill
required to weild a specific weapon. See the table below for your
hit bonus with this skill. Here are the pertinent skill requirements
for the Rank 2 Bow:
Rank 2 - Blackwood Bow - Level 10
Spear:
This is your ability to wield a Spear. Spears are Two Handed
close combat weapons and are ineffective as a Thrown weapon.
You must have the skill required to weild a specific weapon. See
the table below for your hit bonus with this skill. Here are the
pertinent skill requirements for the Rank 2 Spear:
Rank 2 - Halberd - Level 3
Leather Armor Training:
You must have this to a certain level to wear specific armor. This
entails your ability to use Leather Armor and receive the benefits
from it. Here are the pertinent skill requirements for Leather
Armor Rank 2 items:
Rank 2 - Wolf Hide Boots - Level 6
Rank 2 - Wolf Hide Tunic - Level 10
Attunement:
This is your ability to strike with a spell. Increases your magic hit
bonus when using Nature spells. See the table below for your hit
bonus.
Natures Wrath:
The Nature character blasts their target with Nature energy. After
a successful hit with this spell, the target glows with natural
energy; Showing its weak spots and giving any one that attacks
them for 5 rounds a +3 to hit. Damage increases with skill points.
See the table below for skill levels.
Costs: 50 Power - 2 Focus - Range: 30
Natures Grasp:
The Nature character immobilizes their target with roots that
shoot out of the ground. Must make a magic attack in order to hit
with your roots. The target of the spell can still attack and twist
slowly to face other directions. Every time they take damage
Skill Level
Attunement
Bow or Spear
Nature's Wrath
Natures Grasp
Camouflage
Wolf Speed
Healing Stream
62
10
10
40
8
11
32
28
10
10
40
8
12
34
28
11
11
45
8
12
34
28
11
11
45
8
13
36
30
12
12
50
10
13
36
30
12
12
50
10
14
38
30
13
13
55
10
14
38
32
13
13
55
12
15
40
32
14
14
60
12
15
40
32
10
14
14
60
12
16
42
34
The Druid is a ranged combatant that also has decent crowd control, healing and damage spells. The Druid also has the ability to
greatly buff his partys stats. Skill tree cost: 2000 pts. Prerequisites: 10 pts in Rank 2 attunement, 10 pts. in Rank 2 Healing Touch, 10
pts in Rank 2 Natures grasp.
Bow:
Healing Stream:
This is your ability to wield a Bow. You must have the skill
Heals your target over time for X Health a round for 4 rounds.
required to weild a specific weapon. See the table below for your
Will stack with itself up to 3 times, so you can cast it multiple
hit bonus with this skill. Here are the pertinent skill requirements
times on the same target for more healing. Amount healed per
for the Rank 3 Bow:
round increases with level. See the table below for skill levels.
Rank 3 - Ironoak Bow - Level 10
Costs: 60 Power - 1 Focus - Range: 100
Leather Armor Training:
You must have this to a certain level to wear specific armor. This
entails your ability to use Leather Armor and receive the benefits
from it. Here are the pertinent skill requirements for Leather
Armor Rank 3 items:
Rank 3 - Bear Hide Boots - Level 6
Rank 3 - Bear Hide Tunic - Level 10
Attunement:
This is your ability to strike with a spell. Increases your magic hit
bonus when using Nature spells. See the table below for your hit
bonus.
Natures Wrath:
The Nature character blasts their target with Nature energy. After
a successful hit with this spell, the target glows with natural
energy; Showing its weak spots and giving any one that attacks
them for 6 rounds a +4 to hit. Damage increases with skill points.
See the table below for skill levels.
Costs: 75 Power - 2 Focus - Range: 40
Wolfs Speed:
The Nature character increases their targets running speed for
40 rounds. If you take damage three times the spell is dispelled.
Speed based upon skill level. See the table below for skill levels.
Costs: 70 Power - 1 Focus - Range: 15
Wall of Brambles:
Creates a 10 ft. tall 3 ft. thick wall of brambles. The length of
the wall is determined by skill level. See the table below for skill
levels.
Costs: 90 Power - 4 Focus - Range: 70
Natures Blessing:
Raises the Druids and allys stats by 10. This spell can effect
up to 10 allies. The allies must be within 30 ft. of the Druid to
get this buff. Duration in hours, based upon skill level. See table
below for skill levels.
Costs: 150 Power - Ritual Spell 10 Minutes - Range: Self
Natures Grasp:
The Nature character immobilizes two targets with roots that
shoot out of the ground. Must make a single magic attack in order
to hit with your roots. The targets of the spell can still attack
and twist slowly to face other directions. Every time they take
damage while in the grasp, there is a 40% chance the spell is
dispelled. Duration of the grasp increases with skill points. See
the table below for skill levels.
Costs: 70 Power - 2 Focus - Range: 80
Skill Level
Attunement
Bow
Nature's Wrath
Natures Grasp
Healing Stream
Wolf Speed
Nature's Blessing
15
15
70
14
36
46
0.5
15
15
75
14
36
50
0.5
16
16
80
14
36
54
0.5
16
16
85
14
38
58
1
17
17
90
16
38
62
1
17
17
95
16
38
66
1
18
18
100
16
40
70
1.5
18
18
105
18
40
74
1.5
19
19
110
18
40
78
1.5
10
19
19
115
18
42
82
2
63
Skill Level
Spear
Camouflage
Wolf Speed
Healing Stream
Giant Cat Form
64
19
17
46
36
10
19
18
50
36
10
20
19
54
36
11
20
20
58
38
11
21
21
62
38
12
21
22
66
38
12
22
23
70
40
13
22
24
74
40
13
23
25
78
40
14
10
23
26
82
42
14
Ranger Rank 3
This Nature character specializes in ranged combat and stealth. Skill tree cost: 2000 pts. Prerequisites: 10 pts in Rank 2 Bow skill, 10
points in Rank 2 Camouflage, 10 pts in Rank 2 Leather Armor.
Bow:
Natures Grasp:
This is your ability to wield a Bow. You must have the skill
The Nature character immobilizes two targets with roots that
required to weild a specific weapon. See the table below for your
shoot out of the ground. Must make a single magic attack in order
hit bonus with this skill. Here are the pertinent skill requirements
to hit with your roots. The targets of the spell can still attack
for the Rank 3 Bow:
and twist slowly to face other directions. Every time they take
Rank 3 - Ironoak Bow - Level 10
damage while in the grasp, there is a 40% chance the spell is
dispelled. Duration of the grasp increases with skill points. See
Leather Armor Training:
the table below for skill levels.
You must have this to a certain level to wear specific armor. This
Costs: 70 Power - 2 Focus - Range: 80
entails your ability to use Leather Armor and receive the benefits
from it. Here are the pertinent skill requirements for Leather
True Shot:
Armor Rank 3 items:
The next 4 attacks the Ranger does with his Bow will be at +6 to
Rank 3 - Bear Hide Boots - Level 6
hit and each arrow does bonus damage. Bonus damage based on
Rank 3 - Bear Hide Tunic - Level 10
skill. If the extra shots are not used in one minute, the spell fades.
See the table below for skill levels.
Camouflage:
Costs: 80 Power - Instant - Range: Self
By means of this spell the Nature character renders themself
Camouflaged. If studied closely, it is obvious they are there. Also
Survivalist:
if the caster moves quickly, it becomes obvious that something
Flat Skill Cost: 2000
is there, though their true identity is masked. Predator style
The ranger can track nearly anything and survive indefinitely in
camoflage. The spell is cancelled if you take damage, attack, or
the wilderness. He can spend extra time hunting and gathering to
cast an offensive spell twice. Duration increases with skill points. sustain up to 10 people in the wilderness.
See the table below for skill levels.
Costs: 80 Power - 2 Focus - Range: Self
Wolfs Speed:
The Nature character increases their targets running speed for
40 rounds. If you take damage three times the spell is dispelled.
Speed based upon skill level. See the table below for skill levels.
Costs: 70 Power - 1 Focus - Range: 15
Attunement:
This is your ability to strike with a spell. Increases your magic hit
bonus when using Nature spells. See the table below for your hit
bonus.
Skill Level
Bow
Camouflage
Wolf Speed
Natures Grasp
Trueshot
19
17
46
14
35
19
18
50
14
35
20
19
54
14
40
20
20
58
14
40
21
21
62
16
45
21
22
66
16
45
22
23
70
16
50
22
24
74
18
50
23
25
78
18
55
10
23
26
82
18
55
65
Bow:
This is your ability to wield a Bow. You must have the skill
required to weild a specific weapon. See the table below for your
hit bonus with this skill. Here are the pertinent skill requirements
for the Rank 4 Bow:
Rank 4 - Hailstorm - Level 10
Healing Stream:
Heals your target over time for X Health a round for 4 rounds.
Will stack with itself up to 3 times, so you can cast it multiple
times on the same target for more healing. Amount healed per
round increases with level. See the table below for skill levels.
Costs: 90 Power - 1 Focus - Range: 125
Wolfs Speed:
The Nature character increases their targets running speed for
70 rounds. If you take damage four times the spell is dispelled.
Speed based upon skill level. See the table below for skill levels.
Costs: 90 Power - 1 Focus - Range: 25
Attunement:
This is your ability to strike with a spell. Increases your magic hit
bonus when using Nature spells. See the table below for your hit
bonus.
Natures Wrath:
The Nature character blasts their target with Nature energy. After
a successful hit with this spell, the target glows with natural
energy; Showing its weak spots and giving any one that attacks
them for 7 rounds a +5 to hit. Damage increases with skill points.
See the table below for skill levels.
Costs: 90 Power - 2 Focus - Range: 50
Natures Grasp:
The Nature character immobilizes two targets with roots that
shoot out of the ground. Must make a single magic attack in order
to hit with your roots. The targets of the spell can still attack
and twist slowly to face other directions. Every time they take
damage while in the grasp, there is a 30% chance the spell is
dispelled. Duration of the grasp increases with skill points. See
the table below for skill levels.
Costs: 100 Power - 2 Focus - Range: 100
Skill Level
Attunement
Bow
Nature's Wrath
Nature's Grasp
Healing Stream
Wolf Speed
Nature's Blessing
66
20
20
145
22
44
100
1.5
20
20
150
22
44
105
1.5
21
21
155
22
44
110
1.5
21
21
160
22
46
115
2
Wall of Brambles:
Creates a 15 ft. tall 5 ft. thick wall of brambles. The length of
the wall is determined by skill level. See the table below for skill
levels.
Costs: 110 Power - 4 Focus - Range: 90
Natures Blessing:
Raises the Druids and allys stats by 15. This spell can effect
up to 10 allies. The allies must be within 30 ft. of the Druid to
get this buff. Duration in hours, based upon skill level. See table
below for skill levels.
Costs: 200 Power - Ritual Spell 10 Minutes - Range: Self
Tree Form:
Transforms the Druid into a living humanoid tree. While in tree
form the Druids speed is reduced by 50, but their magic attack
is increased by 7. Any Healing Streams cast while in Tree Form
heal for 25 more per round, and any Natures Wraths do 50 more
damage. The Druids martial and magic defense also goes up by 7
when in Tree Form. Duration based on skill. See table below for
skill levels.
Costs: 200 Power - 3 Focus - Range: Self
22
22
165
24
46
120
2
22
22
170
24
46
125
2
23
23
175
24
48
130
2.5
23
23
180
26
48
135
2.5
24
24
185
26
48
140
2.5
10
24
24
190
26
50
145
3
Animal Companion:
Flat Skill Cost: 4000 Prerequisite: Animal Companion, Rank 3.
The beast master calls for an animal companion from the
wild. This can take 3 forms, cat, bear, or falcon. If an animal
companion dies the caster is immediately knocked unconscious
for 2 rounds. If the animal is forced out of the casters maximum
range then it is treated as killing the animal and the link is
broken. You may only have one animal companion at a time. The
caster is able to communicate telepathically with the animal, and
see through its eyes at will. The stats and benefits of each animal
are:
Bear: Calls forth a Dire Bear to fight along side the caster.
Increases the casters physical damage by 15 and Health by 150.
The bear has 600 Health an attack bonus of +36 and movement
speed of 125. Its martial defense is 42 and magic defense is 38.
It hits for 20 damage per claw attack and 25 damage for a bite.
It can hit twice with claws and once with bite per round. The
maximum range the bear can be away from the caster is 1 mile.
Cat: Calls forth a Dire Panther to fight along side the caster.
Increases the casters damage by 8, and movement speed by 150.
It hits for 35 damage per claw attack and 40 damage for a bite.
It can hit twice with claws and once with bite per round. It has
450 Health, and an attack bonus of +38 and a movement speed
of 280. Its martial defense is 47 and magic defense is 38. The
cat also has 10 skill points in Rank 3 Camouflage and 240 Power.
The cat can be up to 2 miles away from the caster.
Falcon: Calls forth a Dire Falcon to fight along side the caster.
Increases the casters physical damage by 8, their speed by 75,
and Power by 100. The falcon also gives the Beast Master the
sight of a falcon, which means night vision and extreme long
range sight. When in eagle form, the falcon increases the Beast
Masters flight speed by 350. It hits for 15 damage per claw
attack and 20 damage with its beak. It can hit twice with claws
and once with beak per round. It has 190 Health, an attack of
+35, and a movement speed of 600. The falcons martial defense
is 47 and magic defense is 40. It can be up to 5 miles away from
the caster.
Costs: 325 Power - Ritual 4 Hours - Range: Self
Giant Cat Form:
This spell transforms the Beast Master along with all of their
gear into a giant cat. Lasts for 7 rounds or until cancelled by the
caster. Movement speed is increased by 100. Cannot cast spells
while transformed. Damage done per attack is based on skill
level. The giant cat attacks three times per round, claw/claw/bite.
Normal Str bonuses to damage still apply to each attack. Attacks
are based on the Spear hit bonus of the beast master. The Giant
Cats attacks are also enhanced by any enchantments on the Beast
Masters Spear, and their damage enhancements from Animal
Companion. See the table on the following page for skill levels.
Costs: 160 Power - Instant - Range: Self
67
Skill Level
Spear
Camouflage
Wolf Speed
Healing Stream
Giant Cat Form
25
27
100
44
16
25
28
105
44
16
26
29
110
44
17
26
30
115
46
17
27
31
120
46
18
27
32
125
46
18
28
33
130
48
19
28
34
135
48
19
29
35
140
48
20
10
29
36
145
50
20
Ranger Rank 4
Bow:
This is your ability to wield a Bow. You must have the skill
required to weild a specific weapon. See the table below for your
hit bonus with this skill. Here are the pertinent skill requirements
for the Rank 4 Bow:
Rank 4 - Hailstorm - Level 10
Leather Armor Training:
You must have this to a certain level to wear specific armor. This
entails your ability to use Leather Armor and receive the benefits
from it. Here are the pertinent skill requirements for Leather
Armor Rank 4 items:
Rank 4 - Wyvern Hide Boots - Level 6
Rank 4 - Wyvern Hide Tunic - Level 10
Camouflage:
By means of this spell the Nature character renders themself
Camouflaged. If studied closely, it is obvious they are there. Also
if the caster moves quickly, it becomes obvious that something
is there, though their true identity is masked. Predator style
camoflage. The spell is cancelled if you take damage, attack, or
cast an offensive spell twice. Duration increases with skill points.
See the table below for skill levels.
Costs: 110 Power - 2 Focus - Range: Self
Natures Grasp:
The Nature character immobilizes two targets with roots that
shoot out of the ground. Must make a single magic attack in order
to hit with your roots. The targets of the spell can still attack
and twist slowly to face other directions. Every time they take
damage while in the grasp, there is a 30% chance the spell is
dispelled. Duration of the grasp increases with skill points. See
the table below for skill levels.
Costs: 100 Power - 2 Focus - Range: 100
True Shot:
The next 4 attacks the Ranger does with his Bow will be at +8 to
hit and each arrow does bonus damage. Bonus damage based on
skill. If the extra shots are not used in one minute, the spell fades.
See the table below for skill levels.
Costs: 120 Power - Instant - Range: Self
Poisoning:
The Ranger is free to start leveling Poisoning just a like a
Subterfuge character. He must start at Rank 1, but may level
it up to Rank 4 without paying the cross class costs. See the
Subterfuge chapter for skill levels.
Wolfs Speed:
The Nature character increases their targets running speed for
70 rounds. If you take damage four times the spell is dispelled.
Speed based upon skill level. See the table below for skill levels.
Costs: 90 Power - 1 Focus - Range: 25
Attunement:
This is your ability to strike with a spell. Increases your magic hit
bonus when using Nature spells. See the table below for your hit
bonus.
Skill Level
Bow
Camouflage
Wolf Speed
Nature's Grasp
Trueshot Dmg
68
25
27
100
22
60
25
28
105
22
60
26
29
110
22
65
26
30
115
22
65
27
31
120
24
70
27
32
125
24
70
28
33
130
24
75
28
34
135
26
75
29
35
140
26
80
10
29
36
145
26
80
Bow:
This is your ability to wield a Bow. You must have the skill
required to weild a specific weapon. See the table below for your
hit bonus with this skill. Here are the pertinent skill requirements
for the Rank 5 Bow:
Rank 5 - Infinity GreatBow - Level 10
Leather Armor Training:
You must have this to a certain level to wear specific armor. This
entails your ability to use Leather Armor and receive the benefits
from it. Here are the pertinent skill requirements for Leather
Armor Rank 5 items:
Rank 5 - Dragon Hide Boots - Level 6
Rank 5 - Dragon Hide Tunic - Level 10
Attunement:
This is your ability to strike with a spell. Increases your magic hit
bonus when using Nature spells. See the table below for your hit
bonus.
Natures Wrath:
The Nature character blasts their target with Nature energy. After
a successful hit with this spell, the target glows with natural
energy; Showing its weak spots and giving any one that attacks
them for 8 rounds a +6 to hit. Damage increases with skill points.
See the table below for skill levels.
Costs: 120 Power - 2 Focus - Range: 60
Natures Grasp:
The Nature character immobilizes three targets with roots that
shoot out of the ground. Must make a single magic attack in order
to hit with your roots. The targets of the spell can still attack
and twist slowly to face other directions. Every time they take
damage while in the grasp, there is a 20% chance the spell is
dispelled. Duration of the grasp increases with skill points. See
the table below for skill levels.
Costs: 140 Power - 2 Focus - Range: 100
Healing Stream:
Heals your target over time for X Health a round for 4 rounds.
Will stack with itself up to 3 times, so you can cast it multiple
times on the same target for more healing. Amount healed per
round increases with level. See the table below for skill levels.
Costs: 130 Power - 1 Focus - Range: 150
Skill Level
Attunement
Bow
Nature's Wrath
Nature's Grasp
Healing Stream
Wolf Speed
Nature's Blessing
25
25
210
27
73
150
3.5
25
25
215
27
73
155
3.5
26
26
220
27
73
160
3.5
26
26
225
27
75
165
4
Wolfs Speed:
The Nature character increases their targets running speed for
100 rounds. If you take damage five times the spell is dispelled.
Speed based upon skill level. See the table below for skill levels.
Costs: 140 Power - 1 Focus - Range: 25
Wall of Brambles:
Creates a 20 ft. tall 7 ft. thick wall of brambles. The length of
the wall is determined by skill level. See the table below for skill
levels.
Costs: 160 Power - 4 Focus - Range: 120
Natures Blessing:
Raises the Druids and allys stats by 20. This spell can effect
up to 10 allies. The allies must be within 30 ft. of the Druid to
get this buff. Duration in hours, based upon skill level. See table
below for skill levels.
Costs: 300 Power - Ritual Spell 10 Minutes - Range: Self
Tree Form:
Transforms the Druid into a living humanoid tree. While in tree
form the Druids speed is reduced by 50, but their magic attack
is increased by 15. Any Healing Streams cast while in Tree Form
heal for 40 more per round, and any Natures Wraths do 80 more
damage. The Druids martial and magic defense also goes up by
15 when in Tree Form. Duration based on skill. See table below
for skill levels.
Costs: 300 Power - 3 Focus - Range: Self
Call of the Forest:
***Ultimate Skill!***
Prerequisite: 10 pts Rank 5 Tree Form, 10 pts Rank 5 Natures
Grasp, 10 pts Rank 5 Wall of Brambles
Flat Skill Cost: 5000 exp.
The Druid throws 5 seeds that instantly turn into Treants that
attack for the Druid for 4 rounds. The Treants cannot be killed
and move at a speed of 180. Each one attacks twice per round
with its fists for 30 damage with a +50 to hit.
Costs: 250 Power - 2 Focus - Range: 50
27
27
230
29
75
170
4
27
27
235
29
75
175
4
28
28
240
29
77
180
4.5
28
28
245
31
77
185
4.5
29
29
250
31
77
190
4.5
10
29
29
255
31
80
195
5
69
70
Animal Companion:
Flat Skill Cost: 5000 Prerequisite: Animal Companion, Rank 4.
The beast master calls for an animal companion from the
wild. This can take 3 forms, cat, bear, or falcon. If an animal
companion dies the caster is immediately knocked unconscious
for 2 rounds. If the animal is forced out of the casters maximum
range then it is treated as killing the animal and the link is
broken. You may only have one animal companion at a time. The
caster is able to communicate telepathically with the animal, and
see through its eyes at will. The stats and benefits of each animal
are:
Bear: Calls forth a Bane Bear to fight along side the caster.
Increases the casters physical damage by 20 and Health by 250.
The bear has 1200 Health an attack bonus of +46 and movement
speed of 125. Its martial defense is 52 and magic defense is 48.
It hits for 30 damage per claw attack and 40 damage for a bite.
It can hit twice with claws and once with bite per round. The
maximum range the bear can be away from the caster is 2 miles.
Cat: Calls forth a Bane Panther to fight along side the caster.
Increases the casters damage by 12, and movement speed by
200. It hits for 50 damage per claw attack and 60 damage for a
bite. It can hit twice with claws and once with bite per round.
It has 700 Health, and an attack bonus of +48 and a movement
speed of 320. Its martial defense is 57 and magic defense is 48.
The cat also has 10 skill points in Rank 4 Camouflage and 330
Power. The cat can be up to 4 miles away from the caster.
Falcon: Calls forth a Bane Falcon to fight along side the caster.
Increases the casters physical damage by 12, their speed by 120,
and Power by 200. The falcon also gives the Beast Master the
sight of a falcon, which means night vision and extreme long
range sight. When in eagle form, the falcon increases the Beast
Masters flight speed by 550. The Falcon hits for 22 damage per
claw attack and 30 damage with its beak. It can hit twice with
claws and once with beak per round. It has 550 Health, an attack
of +45, and a movement speed of 900. The falcons martial
defense is 57 and magic defense is 50. It can be up to 10 miles
away from the caster.
Costs: 500 Power - Ritual 4 Hours - Range: Self
Giant Cat Form:
This spell transforms the Beast Master along with all of their
gear into a giant cat. Lasts for 8 rounds or until cancelled by the
caster. Movement speed is increased by 150. Cannot cast spells
while transformed. Damage done per attack is based on skill
level. The giant cat attacks three times per round, claw/claw/bite.
Normal Str bonuses to damage still apply to each attack. Attacks
are based on the Spear hit bonus of the beast master. The Giant
Cats attacks are also enhanced by any enchantments on the Beast
Masters Spear, and their damage enhancements from Animal
Companion. See the table on the following page for skill levels.
Costs: 210 Power - Instant - Range: Self
Skill Level
Spear
Camouflage
Wolf Speed
Healing Stream
Giant Cat Form
31
37
150
73
21
31
38
155
73
21
32
39
160
73
22
32
40
165
75
22
33
41
170
75
23
33
42
175
75
23
34
43
180
77
24
34
44
185
77
24
35
45
190
77
25
10
35
46
195
80
25
Ranger Rank 5
Bow:
This is your ability to wield a Bow. You must have the skill
required to weild a specific weapon. See the tableon the following
page for your hit bonus with this skill. Here are the pertinent skill
requirements for the Rank 5 Bow:
Rank 5 - Infinity GreatBow - Level 10
Leather Armor Training:
You must have this to a certain level to wear specific armor. This
entails your ability to use Leather Armor and receive the benefits
from it. Here are the pertinent skill requirements for Leather
Armor Rank 5 items:
Rank 5 - Dragon Hide Boots - Level 6
Rank 5 - Dragon Hide Tunic - Level 10
Camouflage:
By means of this spell the Nature character renders themself
Camouflaged. If studied closely, it is obvious they are there. Also
if the caster moves quickly, it becomes obvious that something
is there, though their true identity is masked. Predator style
camoflage. The spell is cancelled if you take damage, attack, or
cast an offensive spell four times. Duration increases with skill
points. See the table on the following page for skill levels.
Costs: 140 Power - 2 Focus - Range: Self
Wolfs Speed:
The Nature character increases their targets running speed for
100 rounds. If you take damage five times the spell is dispelled.
Speed based upon skill level. See the table on the following page
for skill levels.
Costs: 140 Power - 1 Focus - Range: 25
Attunement:
This is your ability to strike with a spell. Increases your magic hit
bonus when using Nature spells. See the table on the following
page for your hit bonus.
Natures Grasp:
The Nature character immobilizes three targets with roots that
shoot out of the ground. Must make a single magic attack in order
to hit with your roots. The targets of the spell can still attack
and twist slowly to face other directions. Every time they take
damage while in the grasp, there is a 20% chance the spell is
dispelled. Duration of the grasp increases with skill points. See
the table on the following page for skill levels.
Costs: 140 Power - 2 Focus - Range: 100
True Shot:
The next 4 attacks the Ranger does with his Bow will be at +10 to
hit and each arrow does bonus damage. Bonus damage based on
skill. If the extra shots are not used in one minute, the spell fades.
See the table on the following page for skill levels.
Costs: 180 Power - Instant - Range: Self
Poisoning:
The Ranger is free to start leveling Poisoning just a like a
Subterfuge character. He must start at Rank 1, but may level
it up to Rank 5 without paying the cross class costs. See the
Subterfuge chapter for skill levels.
Hail of Arrows:
***Ultimate Skill!***
Prerequisite: 10 pts Rank 5 Bow, 10 pts Rank 5 Attunement,
Rank 5 True Shot
Flat Skill Cost: 5000 exp.
For the next 8 rounds the Ranger goes into a frenzy of arrow fire.
When the Ranger attacks with his Bow he attacks every target
within 80 feet. He makes a single attack roll to hit all targets
within the range of the spell. This attack is not affected by True
Shot.
Costs: 250 Power - 2 Focus - Range: Self
71
Skill Level
Bow
Camouflage
Wolf Speed
Nature's Grasp
Trueshot Dmg
25
27
100
22
60
25
28
105
22
60
26
29
110
22
65
26
30
115
22
65
27
31
120
24
70
27
32
125
24
70
28
33
130
24
75
28
34
135
26
75
29
35
140
26
80
10
29
36
145
26
80
Lore
Creative types, scholars, bards, gypsies etc.
Arcane Guitar:
Prerequisite: Musician Rank 1, Level 1.
This is your ability to wield an Arcane Guitar. The guitar requires
two hands to use. The Lore character makes magical attacks with
his guitar at a range of 40. You must have the skill required to
weild a specific weapon. The damage increases with skill level.
See the table on the following page. Here are the pertinent skill
requirements for the Rank 0 and Rank 1 Arcane Guitars:
Rank 0 - Shequeter Arcane Guitar - Level 2
Rank 1 - Gibsonian Arcane Guitar - Level 8
Ambidextrous Fighter:
Flat Skill Cost: 800 exp.
The Lore character gains greater focus while dual weilding. This
skill changes the dual wielding penalty to -3 off hand and -1 main
hand.
72
Musician:
This is the Lore characters ability to sing and play an Arcane
Guitar. Increases your magic hit bonus when using Lore spells or
an Arcane Guitar. See the table on the following page for your hit
bonus.
Battle Song:
Prerequisite: Musician Rank 1, Level 1.
The Lore character sings a motivational Battle Song that makes
all allies within 40ft do more damage. The effect lasts as long
as the character can sing and pay the Power for it. Extra damage
based on skill. Two Handed weapons receive 1.5x the bonus
rounded up. This spell also increases the spell damage modifier
from Concentration. The Lore character can attack and sing at the
same time. Focus cannot be gathered while singing. See the table
on the following page for damage. This spell may be cast while
still performing a full rounds actions.
Costs: 5 Power - Channeled Spell - Range: 40
Tribute to Pain:
Prerequisite: Musician Rank 1, Level 1.
The Lore character plays a Tribute to Pain on his Arcane Guitar
that causes all enemies within 40ft to take damage for the next 4
rounds. The character must make a magic attack and compares
the result to each enemys defense to see which ones are hit.
Damage per round based on skill.
Costs: 30 Power - 1 Focus - Range: Self
Skill Level
One Handed
Arcane Guitar
Musician
Battle Song
Tribute to Pain
Discordant Ditty
7
8
5
2
12
1
7
8
5
2
12
1
8
9
6
2
13
1
8
9
6
3
13
1
9
10
7
3
14
2
9
10
7
3
14
2
10
11
8
4
15
2
10
11
8
4
15
3
11
12
9
4
16
3
10
11
12
9
5
16
3
Musician:
This is the Lore characters ability to sing and play an Arcane
Guitar. Increases your magic hit bonus when using Lore spells or
an Arcane Guitar. See the table on the following page for your hit
bonus.
Ambidextrous Fighter:
Flat Skill Cost: 1600 exp.
Prerequisite: Ambidextrous Fighter Rank 1.
The Lore character gains greater focus while dual weilding. This
skill changes the dual wielding penalty to -2 off hand and no
modifier main hand.
Battle Song:
The Lore character sings a motivational Battle Song that makes
all allies within 40ft do more damage. The effect lasts as long
as the character can sing and pay the Power for it. Extra damage
based on skill. Two Handed weapons receive 1.5x the bonus
rounded up. This spell also increases the spell damage modifier
from Concentration. The Lore character can attack and sing at the
same time. Focus cannot be gathered while singing. See the table
on the following page for damage. This spell may be cast while
still performing a full rounds actions.
Costs: 8 Power - Channeled Spell - Range: 40
Tribute to Pain:
The Lore character plays a Tribute to Pain on his Arcane Guitar
that causes all enemies within 40ft to take damage for the next 5
rounds. The character must make a magic attack and compares
the result to each enemys defense to see which ones are hit.
Damage per round based on skill.
Costs: 50 Power - 1 Focus - Range: Self
Discordant Ditty:
The Lore character plays a Discordant Ditty on his Arcane Guitar
that causes all enemies within 40ft to stumble and suffer a penalty
to their attack for the next 5 rounds. The character must make a
magic attack and compares the result to each enemys defense to
see which ones are hit. Attack reduction based on skill.
Costs: 50 Power - 1 Focus - Range: Self
73
Skill Level
One Handed
Arcane Guitar
Musician
Battle Song
Tribute to Pain
Discordant Ditty
13
14
10
6
17
3
13
14
10
6
17
3
14
15
11
6
17
3
14
15
11
7
18
3
15
16
12
7
18
4
15
16
12
7
18
4
16
17
13
8
19
4
16
17
13
8
19
5
17
18
14
8
19
5
10
17
18
14
9
20
5
The Skald is the close combat Battle Song specialist. Tree cost: 2000 pts. Prerequisites: 10 pts Rank 2 Battle Song, 10 pts Rank 2
One Handed Weapon skill, 10 pts Rank 2 Leather Armor Training.
One Handed Weapon:
Works the same as Rank 1 One Handed Weapon. See the table
below for your hit bonus with this skill. Here are the pertinent
skill requirements for One Handed Rank 3 weapons:
Rank 3 - Brutal Kris Dagger - Level 2
Rank 3 - Brutal Morning Star - Level 5
Rank 3 - Brutal Bastard Sword - Level 6
Leather Armor Training:
You must have this to a certain level to wear specific armor. This
entails your ability to use Leather Armor and receive the benefits
from it. Here are the pertinent skill requirements for Leather
Armor Rank 3 items:
Rank 3 - Bear Hide Boots - Level 6
Rank 3 - Bear Hide Tunic - Level 10
Musician:
This is the Lore characters ability to sing and play an Arcane
Guitar. Increases your magic hit bonus when using Lore spells or
an Arcane Guitar. See the table below for your hit bonus.
Ambidextrous Fighter:
Flat Skill Cost: 2400 exp.
Prerequisite: Ambidextrous Fighter Rank 2.
The Lore character gains greater focus while dual weilding. This
skill removes the dual wielding penalty entirely.
Skill Level
One Handed
Battle Song
Tribute to Turtle
Musician
74
19
10
2
15
19
10
2
15
20
10
2
16
20
11
3
16
Battle Song:
The Lore character sings a motivational Battle Song that makes
all allies within 50ft do more damage. The Skald has mastered
his battle singing so well that this song now lasts 2 rounds. Extra
damage based on skill. Two Handed weapons receive 1.5x the
bonus rounded up. This spell also increases the spell damage
modifier from Concentration. See the table below for damage.
This spell may be cast while still performing a full rounds
actions.
Costs: 20 Power - Singing - Range: 40
Tribute to Turtle:
The Skald sings a motivational Battle Song that increases the
both magic and martial defense of himself and all allies within
50ft. for the next 2 rounds. The amount of defense gained is
based on Skill. This spell may be cast while still performing a full
rounds actions.
Costs: 20 Power - Singing - Range: Self
Adagio Anthem:
Flat Skill Cost: 2500 pts.
All enemies within 50 ft. have their movement speed reduced
by 30%. All of their attacks also strike with a -2 for the next 2
rounds. Must make a magic attack against each enemy caught by
the spell to see if they are affected. This spell may be cast while
still performing a full rounds actions.
Costs: 20 Power - Singing - Range: Self
21
11
3
17
21
11
3
17
22
12
4
18
22
12
4
18
23
12
4
19
10
23
13
5
19
Bard Rank 3
The Bard is the master musician. He can manipulate the world around him with his Arcane Guitar prowess. Tree cost: 2000 pts
Prerequisites: 10 pts. Rank 2 Musician, 10 pts. Rank 2 Tribute to Pain, 10 pts. Rank 2 Discordant Ditty.
Arcane Guitar:
This is your ability to wield an Arcane Guitar. The guitar requires
two hands to use. The Lore character makes magical attacks with
his guitar at a range of 50. You must have the skill required to
weild a specific weapon. The damage increases with skill level.
See the table on the following page. Here are the pertinent skill
requirements for the Rank 3 Arcane Guitar:
Rank 3 - Fenderian Arcane Guitar - Level 8
The Lore character also has the following activated abilities,
which are played, even when running at full speed, with his
Arcane Guitar:
Soothing Melody: The Lore character is able to slowly heal his
party with this ability. While playing this song he heals himself
and up to 10 allies, within the guitars attack range, for 4 Health
per round. The Lore character may use this song for up to 40
rounds per day. This song may not be used during combat.
Alacritous Melody: The Lore character playes a rapid melody on
his guitar that increases his running speed and any allies speed,
within the guitars attack range, by 60. This song may not be used
during combat, but has no limit otherwise.
Meditative Melody: While meditating the Lore character plays
a meditative melody that multiplies his and up to 10 allies
meditation amount by 3, within the guitars attack range.
Leather Armor Training:
You must have this to a certain level to wear specific armor. This
entails your ability to use Leather Armor and receive the benefits
from it. Here are the pertinent skill requirements for Leather
Armor Rank 3 items:
Rank 3 - Bear Hide Boots - Level 6
Rank 3 - Bear Hide Tunic - Level 10
Skill Level
Arcane Guitar
Musician
Tribute to Pain
Discordant Ditty
D.S. al Fine
20
15
21
5
2
20
15
21
5
2
21
16
22
5
2
21
16
22
5
2
Musician:
This is the Lore characters ability to sing and play an Arcane
Guitar. Increases your magic hit bonus when using Lore spells or
an Arcane Guitar. See the table on the following page for your hit
bonus.
Tribute to Pain:
The Lore character plays a Tribute to Pain on his Arcane Guitar
that causes all enemies within 50ft to take damage for the next 6
rounds. The character must make a magic attack and compares
the result to each enemys defense to see which ones are hit.
Damage per round based on skill.
Costs: 70 Power - 1 Focus - Range: Self
Discordant Ditty:
The Lore character plays a Discordant Ditty on his Arcane Guitar
that causes all enemies within 50ft to stumble and suffer a penalty
to their attack for the next 6 rounds. The character must make a
magic attack and compares the result to each enemys defense to
see which ones are hit. Attack reduction based on skill.
Costs: 70 Power - 1 Focus - Range: Self
D.S. al Fine:
The Bard plays a repetitious song on his instrument. The bard
must make a magic attack and compares the result to each
enemys defense to see which ones are hit within 50ft. For the
next 6 rounds the bard can force any targets hit, or allies, within
range to re-roll an attack. The number of re-rolls is based on skill.
Costs: 70 Power - 1 Focus - Range: Self
22
17
23
6
3
22
17
23
6
3
23
18
24
6
3
23
18
24
7
4
24
19
25
7
4
10
24
19
25
7
4
75
Sage Rank 3
The Sage is the seeker of knowledge. With his extensive studies he is able to lend his expertise to his party by pointing out weak spots
in their enemies. With his knowledge also comes the Power of the Epic Poem which gives the Sage and his allies a long term buff.
Tree cost: 2000 pts Prerequisites: 10 pts. Rank 2 Musician, 10 pts. Rank 2 Arcane Guitar, 10 pts. Rank 2 Smarts.
Arcane Guitar:
This is your ability to wield an Arcane Guitar. The guitar requires
two hands to use. The Lore character makes magical attacks with
his guitar at a range of 50. You must have the skill required to
weild a specific weapon. The damage increases with skill level.
See the table on the following page. Here are the pertinent skill
requirements for the Rank 3 Arcane Guitar:
Rank 3 - Fenderian Arcane Guitar - Level 8
The Lore character also has the following activated abilities,
which are played, even when running at full speed, with his
Arcane Guitar:
Soothing Melody: The Lore character is able to slowly heal his
party with this ability. While playing this song he heals himself
and up to 10 allies, within the guitars attack range, for 4 Health
per round. The Lore character may use this song for up to 40
rounds per day. This song may not be used during combat.
Alacritous Melody: The Lore character playes a rapid melody on
his guitar that increases his running speed and any allies speed,
within the guitars attack range, by 60. This song may not be used
during combat, but has no limit otherwise.
Meditative Melody: While meditating the Lore character plays
a meditative melody that multiplies his and up to 10 allies
meditation amount by 3, within the guitars attack range.
Leather Armor Training:
You must have this to a certain level to wear specific armor. This
entails your ability to use Leather Armor and receive the benefits
from it. Here are the pertinent skill requirements for Leather
Armor Rank 3 items:
Rank 3 - Bear Hide Boots - Level 6
Rank 3 - Bear Hide Tunic - Level 10
Skill Level
Arcane Guitar
Musician
Invigorating Anthem
Combat Clangor
Epic Poem
76
20
15
21
2
2
20
15
22
2
2
21
16
23
2
2
21
16
24
2
2
Musician:
This is the Lore characters ability to sing and play an Arcane
Guitar. Increases your magic hit bonus when using Lore spells or
an Arcane Guitar. See the table on the following page for your hit
bonus.
Invigorating Anthem:
The Sage plays an Invigorating Anthem on his Arcane Guitar that
heals and restores Power to himself and up to 10 allies, within 50
ft., for the next 6 rounds. Amount per round based on skill.
Costs: 250 Power - 1 Focus - Range: Self
Combat Clangor:
The Sage plays a rythmic percusive song on his Arcane Guitar
that makes enemies within 50 ft. easier to hit for the next 6
rounds. The character must make a magic attack and compares
the result to each enemys defense to see which ones are hit.
Attack increase based on skill.
Costs: 70 Power - 1 Focus - Range: Self
Epic Poem:
The Sage recants an epic poem to motivate the Sage and all allies
within 100ft. that increases all stats by 5. Duration in hours based
on skill.
Costs: 100 Power - 10 Minutes Ritual Spell - Range: Self
Knowledge Master:
Flat Skill Cost: 2500 pts.
The Sage becomes a master linguist and magically enhanced
speed reader. He may now spend 100 Power and 6 focus to
understand any language he has seen or heard recently. He
may also spend the same 100 Power and 6 focus to have a
photographic recollection of a book that he casts this spell upon.
22
17
25
3
2.5
22
17
26
3
2.5
23
18
27
3
2.5
23
18
28
4
3
24
19
29
4
3
10
24
19
30
4
3
Tribute to Turtle:
The Skald sings a motivational Battle Song that increases the
both magic and martial defense of himself and all allies within
50ft. for the next 3 rounds. The amount of defense gained is
based on Skill. This spell may be cast while still performing a full
rounds actions.
Costs: 40 Power - Singing - Range: Self
Adagio Anthem:
Prerequisite: Adagio Anthem Rank 3.
Flat Skill Cost: 3500 pts.
All enemies within 50 ft. have their movement speed reduced
by 50%. All of their attacks also strike with a -3 for the next 3
rounds. Must make a magic attack against each enemy caught by
the spell to see if they are affected. This spell may be cast while
still performing a full rounds actions.
Costs: 40 Power - Singing - Range: Self
Musician:
This is the Lore characters ability to sing and play an Arcane
Guitar. Increases your magic hit bonus when using Lore spells or
an Arcane Guitar. See the table below for your hit bonus.
Ambidextrous Expert:
Flat Skill Cost: 3500 exp.
Prerequisite: Ambidextrous Fighter Rank 3.
The Lore character gains greater expertise while dual weilding.
While dual weilding the Skald now crits when he hits by more
than 9 instead of 10.
Battle Song:
The Lore character sings a motivational Battle Song that makes
all allies within 50ft do more damage. The Skald has mastered
his battle singing so well that this song now lasts 3 rounds. Extra
damage based on skill. Two Handed weapons receive 1.5x the
bonus rounded up. This spell also increases the spell damage
modifier from Concentration. See the table below for damage.
This spell may be cast while still performing a full rounds
actions.
Costs: 40 Power - Singing - Range: 40
Skill Level
One Handed
Battle Song
Tribute to Turtle
Musician
25
13
5
20
25
13
5
20
26
13
5
21
26
14
6
21
27
14
6
22
27
14
6
22
28
15
7
23
28
15
7
23
29
15
7
24
10
29
16
8
24
77
Bard Rank 4
Arcane Guitar:
This is your ability to wield an Arcane Guitar. The guitar requires
two hands to use. The Lore character makes magical attacks with
his guitar at a range of 50. You must have the skill required to
weild a specific weapon. The damage increases with skill level.
See the table on the following page. Here are the pertinent skill
requirements for the Rank 4 Arcane Guitar:
Rank 4 - Dragoncaster - Level 8
The Lore character also has the following activated abilities,
which are played, even when running at full speed, with his
Arcane Guitar:
Soothing Melody: The Lore character is able to slowly heal his
party with this ability. While playing this song he heals himself
and up to 10 allies, within the guitars attack range, for 5 Health
per round. The Lore character may use this song for up to 40
rounds per day. This song may not be used during combat.
Alacritous Melody: The Lore character playes a rapid melody on
his guitar that increases his running speed and any allies speed,
within the guitars attack range, by 100. This song may not be
used during combat, but has no limit otherwise.
Meditative Melody: While meditating the Lore character plays
a meditative melody that multiplies his and up to 10 allies
meditation amount by 4, within the guitars attack range.
Leather Armor Training:
You must have this to a certain level to wear specific armor. This
entails your ability to use Leather Armor and receive the benefits
from it. Here are the pertinent skill requirements for Leather
Armor Rank 4 items:
Rank 4 - Wyvern Hide Boots - Level 6
Rank 4 - Wyvern Hide Tunic - Level 10
Tribute to Pain:
The Lore character plays a Tribute to Pain on his Arcane Guitar
that causes all enemies within 50ft to take damage for the next 6
rounds. The character must make a magic attack and compares
the result to each enemys defense to see which ones are hit.
Damage per round based on skill.
Costs: 100 Power - 1 Focus - Range: Self
Discordant Ditty:
The Lore character plays a Discordant Ditty on his Arcane Guitar
that causes all enemies within 50ft to stumble and suffer a penalty
to their attack for the next 6 rounds. The character must make a
magic attack and compares the result to each enemys defense to
see which ones are hit. Attack reduction based on skill.
Costs: 100 Power - 1 Focus - Range: Self
D.S. al Fine:
The Bard plays a repetitious song on his instrument. The bard
must make a magic attack and compares the result to each
enemys defense to see which ones are hit within 50ft. For the
next 6 rounds the bard can force any targets hit, or allies, within
range to re-roll an attack. The number of re-rolls is based on skill.
Costs: 100 Power - 1 Focus - Range: Self
Ballad of Lamentation:
Flat Skill Cost: 3500 pts.
The Bard plays a fearful epic Ballad of Lamentation that causes
all enemies within 50ft to flee for one round if hit by this spell.
Costs: 130 Power - 3 Focus - Range: Self
Musician:
This is the Lore characters ability to sing and play an Arcane
Guitar. Increases your magic hit bonus when using Lore spells or
an Arcane Guitar. See the table on the following page for your hit
bonus.
Skill Level
Arcane Guitar
Musician
Tribute to Pain
Discordant Ditty
D.S. al Fine
78
26
20
27
7
5
26
20
28
7
5
27
21
29
7
5
27
21
30
7
5
28
22
31
8
6
28
22
32
8
6
29
23
33
8
6
29
23
34
9
7
30
24
35
9
7
10
30
24
36
9
7
Sage Rank 4
Arcane Guitar:
This is your ability to wield an Arcane Guitar. The guitar requires
two hands to use. The Lore character makes magical attacks with
his guitar at a range of 50. You must have the skill required to
weild a specific weapon. The damage increases with skill level.
See the table on the following page. Here are the pertinent skill
requirements for the Rank 4 Arcane Guitar:
Rank 4 - Dragoncaster - Level 8
The Lore character also has the following activated abilities,
which are played, even when running at full speed, with his
Arcane Guitar:
Soothing Melody: The Lore character is able to slowly heal his
party with this ability. While playing this song he heals himself
and up to 10 allies, within the guitars attack range, for 5 Health
per round. The Lore character may use this song for up to 40
rounds per day. This song may not be used during combat.
Alacritous Melody: The Lore character playes a rapid melody on
his guitar that increases his running speed and any allies speed,
within the guitars attack range, by 100. This song may not be
used during combat, but has no limit otherwise.
Meditative Melody: While meditating the Lore character plays
a meditative melody that multiplies his and up to 10 allies
meditation amount by 4, within the guitars attack range.
Leather Armor Training:
You must have this to a certain level to wear specific armor. This
entails your ability to use Leather Armor and receive the benefits
from it. Here are the pertinent skill requirements for Leather
Armor Rank 4 items:
Rank 4 - Wyvern Hide Boots - Level 6
Rank 4 - Wyvern Hide Tunic - Level 10
Invigorating Anthem:
The Sage plays an Invigorating Anthem on his Arcane Guitar that
heals and restores Power to himself and up to 10 allies, within 50
ft., for the next 6 rounds. Amount per round based on skill.
Costs: 350 Power - 1 Focus - Range: Self
Combat Clangor:
The Sage plays a rythmic percusive song on his Arcane Guitar
that makes enemies within 50 ft. easier to hit for the next 6
rounds. The character must make a magic attack and compares
the result to each enemys defense to see which ones are hit.
Attack increase based on skill.
Costs: 100 Power - 1 Focus - Range: Self
Epic Poem:
The Sage recants an epic poem to motivate the Sage and all allies
within 100ft. that increases all stats by 10. Duration in hours
based on skill.
Costs: 150 Power - 10 Minutes Ritual Spell - Range: Self
Mimic:
Flat Skill Cost: 3600 pts.
The Sage uses his keen combat knowledge to duplicate an ability
he has seen an ally use within the last 4 rounds. He must pay the
casting cost plus an additional 50 Power with the appropriate
focus cost as well. Mimic may not be used on Ultimate Skills!
Yes, this means weird things may happen, like Backstabbing with
an Arcane Guitar attack, but the Sage is just that good! Speaking
of which, if the Sage mimics a physical attack ability he may use
it at a range with his Arcane Guitar. Go nuts.
Costs: X + 50 Power - X Focus - Range: X
Musician:
This is the Lore characters ability to sing and play an Arcane
Guitar. Increases your magic hit bonus when using Lore spells or
an Arcane Guitar. See the table on the following page for your hit
bonus.
Skill Level
Arcane Guitar
Musician
Invigorating Anthem
Combat Clangor
Epic Poem
26
20
31
5
3
26
20
32
5
3
27
21
33
5
3
27
21
34
5
3
28
22
35
6
3.5
28
22
36
6
3.5
29
23
37
6
3.5
29
23
38
7
4
30
24
39
7
4
10
30
24
40
7
4
79
Tribute to Turtle:
The Skald sings a motivational Battle Song that increases the
both magic and martial defense of himself and all allies within
50ft. for the next 4 rounds. The amount of defense gained is
based on Skill. This spell may be cast while still performing a full
rounds actions.
Costs: 60 Power - Singing - Range: Self
Adagio Anthem:
Prerequisite: Adagio Anthem Rank 4.
Flat Skill Cost: 4500 pts.
All enemies within 50 ft. have their movement speed reduced
by 70%. All of their attacks also strike with a -5 for the next 4
rounds. Must make a magic attack against each enemy caught by
the spell to see if they are affected. This spell may be cast while
still performing a full rounds actions.
Costs: 60 Power - Singing - Range: Self
Musician:
This is the Lore characters ability to sing and play an Arcane
Guitar. Increases your magic hit bonus when using Lore spells or
an Arcane Guitar. See the table below for your hit bonus.
Ambidextrous Expert:
Flat Skill Cost: 4500 exp.
Prerequisite: Ambidextrous Expert Rank 4.
The Lore character gains greater expertise while dual weilding.
While dual weilding the Skald now crits when he hits by more
than 8 instead of 9.
Battle Song:
The Lore character sings a motivational Battle Song that makes
all allies within 50ft do more damage. The Skald has mastered
his battle singing so well that this song now lasts 4 rounds. Extra
damage based on skill. Two Handed weapons receive 1.5x the
bonus rounded up. This spell also increases the spell damage
modifier from Concentration. See the table below for damage.
This spell may be cast while still performing a full rounds
actions.
Costs: 60 Power - Singing - Range: 40
Skill Level
One Handed
Battle Song
Tribute to Turtle
Musician
80
31
17
9
25
31
17
9
25
32
17
9
26
32
18
10
26
33
18
10
27
33
18
10
27
34
19
11
28
34
19
11
28
35
19
11
29
10
35
20
12
29
Bard Rank 5
Arcane Guitar:
This is your ability to wield an Arcane Guitar. The guitar requires
two hands to use. The Lore character makes magical attacks with
his guitar at a range of 50. You must have the skill required to
weild a specific weapon. The damage increases with skill level.
See the table on the following page. Here are the pertinent skill
requirements for the Rank 5 Arcane Guitar:
Rank 5 - Daemoncaster - Level 8
The Lore character also has the following activated abilities,
which are played, even when running at full speed, with his
Arcane Guitar:
Soothing Melody: The Lore character is able to slowly heal his
party with this ability. While playing this song he heals himself
and up to 10 allies, within the guitars attack range, for 6 Health
per round. The Lore character may use this song for up to 40
rounds per day. This song may not be used during combat.
Alacritous Melody: The Lore character playes a rapid melody on
his guitar that increases his running speed and any allies speed,
within the guitars attack range, by 150. This song may not be
used during combat, but has no limit otherwise.
Meditative Melody: While meditating the Lore character plays
a meditative melody that multiplies his and up to 10 allies
meditation amount by 5, within the guitars attack range.
Leather Armor Training:
You must have this to a certain level to wear specific armor. This
entails your ability to use Leather Armor and receive the benefits
from it. Here are the pertinent skill requirements for Leather
Armor Rank 5 items:
Rank 5 - Dragon Hide Boots - Level 6
Rank 5 - Dragon Hide Tunic - Level 10
Musician:
This is the Lore characters ability to sing and play an Arcane
Guitar. Increases your magic hit bonus when using Lore spells or
an Arcane Guitar. See the table on the following page for your hit
bonus.
Skill Level
Arcane Guitar
Musician
Tribute to Pain
Discordant Ditty
D.S. al Fine
31
25
37
10
8
31
25
38
10
8
32
26
39
10
8
32
26
40
10
8
Tribute to Pain:
The Lore character plays a Tribute to Pain on his Arcane Guitar
that causes all enemies within 50ft to take damage for the next 7
rounds. The character must make a magic attack and compares
the result to each enemys defense to see which ones are hit.
Damage per round based on skill.
Costs: 130 Power - 1 Focus - Range: Self
Discordant Ditty:
The Lore character plays a Discordant Ditty on his Arcane Guitar
that causes all enemies within 50ft to stumble and suffer a penalty
to their attack for the next 7 rounds. The character must make a
magic attack and compares the result to each enemys defense to
see which ones are hit. Attack reduction based on skill.
Costs: 130 Power - 1 Focus - Range: Self
D.S. al Fine:
The Bard plays a repetitious song on his instrument. The bard
must make a magic attack and compares the result to each
enemys defense to see which ones are hit within 50ft. For the
next 7 rounds the bard can force any targets hit, or allies, within
range to re-roll an attack. The number of re-rolls is based on skill.
Costs: 130 Power - 1 Focus - Range: Self
Ballad of Lamentation:
Prerequisite: Ballad of Lamentation Rank 4.
Flat Skill Cost: 4500 pts.
The Bard plays a fearful epic Ballad of Lamentation that causes
all enemies within 50ft to flee for two rounds if hit by this spell.
Costs: 200 Power - 4 Focus - Range: Self
Symphony of Destruction:
***Ultimate Skill!***
Prerequisite: 10 pts Rank 5 Musician, Rank 5 Tribute to Pain,
Rank 5 Ballad of Lamentation
Flat Skill Cost: 5000 exp.
The bard plays a Symphony of Destruction on hisArcane Guitar.
All enemies within 100 ft take 70 damage per round, and their
magic and martial defense values are lowered by 7, for 7 rounds.
Costs: 250 Power - 2 Focus - Range: Self
33
27
41
11
9
33
27
42
11
9
34
28
43
11
9
34
28
44
12
10
35
29
45
12
10
10
35
29
46
12
10
81
Sage Rank 5
Arcane Guitar:
This is your ability to wield an Arcane Guitar. The guitar requires
two hands to use. The Lore character makes magical attacks with
his guitar at a range of 50. You must have the skill required to
weild a specific weapon. The damage increases with skill level.
See the table on the following page. Here are the pertinent skill
requirements for the Rank 5 Arcane Guitar:
Rank 5 - Daemoncaster - Level 8
The Lore character also has the following activated abilities,
which are played, even when running at full speed, with his
Arcane Guitar:
Soothing Melody: The Lore character is able to slowly heal his
party with this ability. While playing this song he heals himself
and up to 10 allies, within the guitars attack range, for 6 Health
per round. The Lore character may use this song for up to 40
rounds per day. This song may not be used during combat.
Alacritous Melody: The Lore character playes a rapid melody on
his guitar that increases his running speed and any allies speed,
within the guitars attack range, by 150. This song may not be
used during combat, but has no limit otherwise.
Meditative Melody: While meditating the Lore character plays
a meditative melody that multiplies his and up to 10 allies
meditation amount by 5, within the guitars attack range.
Leather Armor Training:
You must have this to a certain level to wear specific armor. This
entails your ability to use Leather Armor and receive the benefits
from it. Here are the pertinent skill requirements for Leather
Armor Rank 5 items:
Rank 5 - Dragon Hide Boots - Level 6
Rank 5 - Dragon Hide Tunic - Level 10
Musician:
This is the Lore characters ability to sing and play an Arcane
Guitar. Increases your magic hit bonus when using Lore spells or
an Arcane Guitar. See the table on the following page for your hit
bonus.
Invigorating Anthem:
The Sage plays an Invigorating Anthem on his Arcane Guitar that
heals and restores Power to himself and up to 10 allies, within 50
ft., for the next 7 rounds. Amount per round based on skill.
Costs: 500 Power - 1 Focus - Range: Self
Skill Level
Arcane Guitar
Musician
Invigorating Anthem
Combat Clangor
Epic Poem
82
31
25
41
8
4.5
31
25
42
8
4.5
32
26
43
8
4.5
32
26
44
8
4.5
Combat Clangor:
The Sage plays a rythmic percusive song on his Arcane Guitar
that makes enemies within 50 ft. easier to hit for the next 7
rounds. The character must make a magic attack and compares
the result to each enemys defense to see which ones are hit.
Attack increase based on skill.
Costs: 130 Power - 1 Focus - Range: Self
Epic Poem:
The Sage recants an epic poem to motivate the Sage and all allies
within 100ft. that increases all stats by 15. Duration in hours
based on skill.
Costs: 220 Power - 10 Minutes Ritual Spell - Range: Self
Mimic:
Prerequisite: Mimic Rank 4.
Flat Skill Cost: 4600 pts.
The Sage uses his keen combat knowledge to duplicate an ability
he has seen an ally, or enemy, use within the last 6 rounds. He
must pay the casting cost plus an additional 30 Power with
the appropriate focus cost as well. Mimic may not be used on
Ultimate Skills, or enemy Boss Powers! Yes, this means weird
things may happen, like Backstabbing with an Arcane Guitar
attack, but the Sage is just that good! Speaking of which, if the
Sage mimics a physical attack ability he may use it at a range
with his Arcane Guitar. Go nuts.
Costs: X + 30 Power - X Focus - Range: X
Prophetic Calculation:
***Ultimate Skill!***
Prerequisite: 10 pts Rank 5 Invigorating Anthem, 10 pts Rank 5
Combat Clangor, Rank 5 Mimic
Flat Skill Cost: 5000 exp.
The Sage uses his keen combat insight and prediction to
create a Prophetic Calculation. The Sage and all allies within
50 ft upgrade their attacks. Any critical hit becomes a MEGA
CRITICAL (4x damage), any hit becomes a critical hit, any miss
becomes a regular hit, and only miss on any attack that would
have been a fumble. The effect lasts for 7 rounds.
Costs: 250 Power - 2 Focus - Range: Self
33
27
45
9
5
33
27
46
9
5
34
28
47
9
5
34
28
48
10
5.5
35
29
49
10
5.5
10
35
29
50
10
5.5
Equipment
Equipment is the level of gear a character should have at any given level of experience. Due to their isolation, Reapers are mostly
responsible for gathering and creating their own equipment. As such equipment in Ascendant progresses with your character rather
than the typical RPG where you buy or find it. For every 100 experience your character has you have 1 equipment point. You may
change your equipment between sessions as often as you like. When getting rid of a piece of equipment you are refunded those
equipment points to spend on something else. You cannot equip an item above your highest Rank. There is a special top tier of
equipment meant for characters that have reached the top end of experience. This equipment level is still Rank 5, but denoted as 5+.
The 5+ items with a requirement of 10+U means that you must have level 10 in the required skill and have purchased your Ultimate
Skill. A 5+ item with a requirement of U means that you must have your Ultimate Skill. Rank 0 items still require Rank 1 skill and are
meant as introductory items for new characters.
Cloth Armor
Cloth Armor provides a bonus to your martial defense, and also increases your Power. You must possess a certain Cloth Armor
Training skill level to wear each item. Cloth Armor may be worn under, or over, metal or Leather Armor. When doing this, however,
you only receive half of the martial defense bonus(rounded down) from the Cloth Armor. You still receive the full Power boost from
the Cloth Armor, though. The armor below is listed by Rank with the appropriate skill requirements for that Rank. The cost is the
number of equipment points each item takes to purchase.
Rank
0
0
1
1
2
2
3
3
4
4
5
5
5+
5+
Item
Burlap Shoes
Burlap Robe
Arcane Wool Shoes
Arcane Wool Robe
Arcane Silk Shoes
Arcane Silk Robe
Magisters Arcane Shoes
Magisters Arcane Robe
Wizards Arcane Shoes
Wizards Arcane Robe
Mage Lords Arcane Shoes
Mage Lords Arcane Robe
Dimensional Shoes
Dimensional Robe
Skill Required
Bonus
1
0 Defense, 10 Power
2
1 Defense, 15 Power
5
1 Defense, 15 Power
10
2 Defense, 25 Power
5
2 Defense, 30 Power
10
4 Defense ,50 Power
5
3 Defense, 50 Power, +2 Conc
10
6 Defense, 75 Power, +2 Int, +2 Wis
5
4 Defense, 75 Power, +4 Conc
10
8 Defense, 100 Power, +4 Int, +4 Wis
5
5 Defense, 100 Power, +6 Conc
10
10 Defense, 150 Power, +6 Int, +6 Wis
10+U
7 Defense, 130 Power, +8 Conc, +8 Agi
10+U
13 Defense, 200 Power, +11 Int, +11 Wis
Cost
4
5
8
10
25
30
50
60
100
120
200
240
260
320
Leather Armor
Leather Armor provides a bonus to your martial defense, and a slight movement speed boost from your boots. You must possess
a certain Leather Armor Training skill level to wear each item. The armor below, and on the next page, is listed by Rank with the
appropriate skill requirements for that Rank.
Rank
0
0
1
1
2
2
3
3
4
4
Item
Rawhide Boots
Rawhide Tunic
Leather Boots
Leather Tunic
Wolf Hide Boots
Wolf Hide Tunic
Bear Hide Boots
Bear Hide Tunic
Wyvern Hide Boots
Wyvern Hide Tunic
Skill Required
Bonus
1
1 Defense, 5 Speed
2
2 Defense
6
2 Defense, 10 Speed
10
3 Defense
6
3 Defense, 15 Speed
10
5 Defense
6
4 Defense, 25 Speed, +2 Agi
10
7 Defense, +1 All Stats
6
6 Defense, 40 Speed, +4 Agi
10
9 Defense, +2 All Stats
Cost
3
5
6
10
20
30
40
60
80
120
83
Item
Dragon Hide Boots
Dragon Hide Boots
Daemon Hide Boots
Daemon Hide Tunic
Skill Required
6
10
10+U
10+U
Bonus
7 Defense, 60 Speed, +6 Agi
12 Defense, +4 All Stats
9 Defense, 100 Speed, +8 Agi, +2 Other stats
16 Defense, +6 All Stats
Cost
160
240
210
320
Metal Armor
Metal Armor provides a bonus to your martial defense. You must possess a certain Metal Armor Training skill level to wear each item.
The armor below is listed by Rank with the appropriate skill requirements for that Rank. Shields require a free hand to use so they
may only be used in conjunction with a weapon that requires one hand. Wearing any Metal Armor also reduces your ability to hide
and move stealthily if you cross class into Subturfuge while wearing Metal Armor. The hiding and move silently penalty is -10 times
the Rank of the armor youre wearing. The hiding penalty may be reduced with the use of a cloak(see the miscellaneous equipment
section). However, the move silently penalty may not be removed.
Rank
0
0
1
1
1
2
2
2
3
3
3
4
4
4
5
5
5
5+
5+
5+
84
Item
Copper Round Shield
Copper Breastplate
Bronze Round Shield
Bronze Bucket Helm
Bronze Breastplate
Steel Round Shield
Steel Bucket Helm
Steel Breastplate
Kite Shield
Knights Helm
Plate Mail Suit
Tower Shield
Winged Helm
Plate Armor
Spiked Tower Shield
Commanders Great Helm
Impervious Full Plate
Immovable Object (shield)
Adamantine Winged Great Helm
Adamantine Full Plate
Skill Required
1
2
2
6
10
2
6
10
2
6
10
2
6
10
2
6
10
10+U
10+U
10+U
Bonus
1 Defense
3 Defense
2 Defense
1 Defense
4 Defense
3 Defense
2 Defense
6 Defense
4 Defense, +2 Phy
3 Defense, +1 Magic Def
8 Defense, +3 Sta
5 Defense, +4 Phy
4 Defense, +2 Magic Def.
10 Defense, +6 Sta
6 Defense, +6 Phy
5 Defense, +3 Magic Def.
12 Defense, +9 Sta, +100 Health
8 Defense, +8 Phy, +3 Magic Def.
6 Defense, +5 Magic Def, +5 Int
15 Defense, +12 Sta, +300 Health
Cost
4
5
8
5
10
25
15
30
50
30
60
100
60
120
200
120
240
260
160
320
Rank
Item
Skill Required
Damage / Bonus
Cost
6/-
Bastard Sword
10 / -
Bastard Sword
15 / -
25
22 / +3 Str
50
Storm Slicer
33 / +5 Str, +3 Phy
100
Massacre
200
5+
10+U
260
Axes
Axes are Two Handed edged combat weapons. Only the Martial class trees have access to them via the Two Handed Weapon skill.
You must possess a certain Two Handed Weapon skill to use each weapon. Axes gain 1.5 times your characters bonus damage from
Strength.
Rank
Item
Skill Required
Damage / Bonus
Cost
Iron Axe
9/-
Steel Axe
10
15 / -
12
Battle Axe
10
22 / -
35
10
33 / +5 Str
70
Nights Edge
10
50 / +8 Str
140
Reaver of Destruction
10
280
5+
10+U
370
Maces
Maces are One Handed Blunt combat weapons. Martial, Divine, and Lore class trees have access to them via the One Handed Weapon
and Blunt Weapon skills. You must possess a certain One Handed Weapon or Blunt Weapon skill to use each weapon.
Rank
Item
Skill Required
Damage / Bonus
Cost
Iron Mace
4/-
Steel Mace
8/-
Morning Star
12 / -
25
18 / +2 Str, +2 Phy
50
Willbreaker
100
Oathbreaker
200
5+
10+U
260
Gloves
Gloves are Unarmed Combat weapons. Only the Martial class trees have access to them via the Unarmed Combat Weapon skill. You
must possess a certain Unarmed Combat skill to use each weapon.
Rank
Item
Skill Required
Damage / Bonus
Cost
3/-
4/-
8/-
25
12 / +3 Str, +3 Phy
50
100
200
5+
10+U
260
85
Warhammers
Warhammers are Two Handed Blunt combat weapons. Martial, Divine, and Lore class trees have access to them via the Two Handed
Weapon and Blunt Weapon skills. You must possess a certain Two Handed Weapon or Blunt Weapon skill to use each weapon.
Warhammers gain 1.5 times your characters bonus damage from Strength.
Rank
Item
Skill Required
0
Iron Sledgehammer
2
1
Steel Sledgehammer
8
2
Warhammer
8
3
Faithkeeper
8
4
Faithkeeper
8
5
Peacekeeper
8
5+ Supremacy, Destroyer of the Damned
10+U
Damage / Bonus
8/13 / 22 / 28 / +4 Str, Heals 30 on Crit
42, +7 Str, Heals 50 on Crit
65, +10 Str, Heals 80 on Crit
87 / +13 Str, Does +120 Dmg and
Heals 120 on Crit
Cost
6
12
35
70
140
280
370
Spears
Spears are Two Handed piercing combat weapons. Martial and Nature class trees have access to them via the Two Handed Weapon
and Spear skills. You must possess a certain Two Handed Weapon or Spear skill to use each weapon. Spears gain 1.5 times your
characters bonus damage from Strength.
Rank
0
1
2
3
4
5
5+
Item
Iron Tipped Spear
Steel Spear
Halberd
Brutal Halberd
Sinister Impaler
Ominous Lance
Abomination, Spear of Delusions
Skill Required
Damage / Bonus
1
7/3
12 / 3
18 / 3
27 / +3 Str, +3 Agi
3
40 / +5 Str, +5 Agi, +3 Phy
3
60 / +8 Str, +8 Agi, +5 Phy
10+U
80 / +10 Str, +10 Agi, +7 Phy, +60
Dmg on Crit
Cost
5
10
30
60
120
240
320
Daggers
Daggers are One Handed piercing combat weapons. Martial, Subterfuge, and Lore class trees have access to them via the One Handed
Weapon and Dagger skills. You must possess a certain One Handed Weapon or Dagger skill to use each weapon. Daggers may be
Thrown at a range, but only by those with either the Dagger skill, or the Thrown Weapon skill.
Rank
Item
Skill Required
0
Iron Dagger
1
1
Steel Dagger
2
2
Kris Dagger
2
3
Brutal Kris Dagger
2
4
Heartseeker
2
5
Dragonclaw
2
5+ Twilight, Carver of Shifting Worlds
10+U
86
Damage / Bonus
3/5/9/14 / +2 Str, +2 Agi
20 / +4 Str, +4 Agi, +2 Phy
30 / +7 Str, +7 Agi, +5 Phy
40 / +10 Str, +10 Agi, +8 Phy
Range Cost
30
3
50
6
75
18
100
35
150
70
200
140
300
180
Bows
Bows are Two Handed ranged combat weapons. Only the Nature class tree has access to them via the Bow skill. You must possess
a certain Bow skill to use each weapon. Arrows are implied in Ascendant, and therefore never run out. Keeping track of arrows is a
pointless waste of effort and therefore we just wont bother.
Rank
Item
Skill Required
0
Pine Bow
2
1
Oak Bow
10
2
Blackwood Bow
10
3
Ironoak Bow
10
4
Hailstorm
10
5
Infinity GreatBow
10
5+
Soulstring, Breaker of the Sun
10+U
Damage / Bonus
6/10 / 15 / 22 / +3 Str, +3 Agi
33 / +6 Str, +6 Agi, +2 Phy
50 / +9 Str, +9 Agi, +5 Phy
66 / +12 Str, +12 Agi, +8 Phy
Range Cost
100
5
150
10
200
30
275
60
400
120
500
240
700
320
Throwing Axes
Throwing Axes are One Handed ranged combat weapons. Only the Martial class tree has access to them via the Thrown Weapon skill.
You must possess a certain Thrown Weapon skill to use each weapon. You must pick up your Thrown weapons before using them
again.
Rank
0
1
2
3
4
5
5+
Item
Iron Throwing Axe
Steel Throwing Axe
Serrated Throwing Axe
Brutal Throwing Axe
Giants Bane
Dragons Bane
Doom, Hacker of Daemons
Skill Required
2
6
6
6
6
6
10+U
Damage / Bonus
4/8/12 / 18 / +2 Str
27 / +3 Str
40 / +4 Str
53 / +5 Str, +100 Health
Range
30
50
75
100
150
200
300
Cost
2
4
12
25
50
100
130
Needles
Needles are One Handed ranged piercing weapons. Needles do no damage on their own and are designed for the delivery of poisons
by Subterfuge Characters. Only the Subterfuge class tree has access to them via the Daggers and Needles skill. You must possess a
certain Daggers and Needles skill to use each weapon. You must pick up your Needles before using them again. Needles cost 0 due to
the fact that they do no damage on their own as a specialized item.
Rank
0
1
2
3
4
5
5+
Item
Iron Needle
Steel Needle
Finely Balanced Needle
Arcane Etched Needle
Needle of Shadow
Foe Blinder
Broken Promise, Needle of Chaos
Skill Required
1
3
3
3
3
3
10+U
Damage
-
Range
12
20
30
40
50
75
120
Cost
0
0
0
0
0
0
0
87
Mage Staves
Mage Staves are One Handed ranged combat weapons. Only the Thaumaturgy and Divine class trees have access to them via the
Mage Staff and Divine Staff skill. You must possess a certain Mage Staff or Divine Staff skill to use each weapon. The range of your
Mage Staff attack is based on your skill. Your staff skill also provides additional damage to your Mage Staff attack. If you cross class
into another tree you may dual weild other One Handed weapons with a Mage Staff, or use a shield with it instead. You may not weild
more than one Mage Staff at a time, though.
Rank
0
1
2
3
4
5
5+
Item
Pine Mage Staff
Oak Mage Staff
Blackwood Mage Staff
Magisters Staff
Sinister Grand Staff
Devilwood Greatstaff
Nemesis, Pole of Slaughter
Skill Required
1
5
5
5
5
5
10+U
Damage / Bonus
3/5/8/12 / +3 Int, +3 Wis
18 / +6 Int, +6 Wis
27 / +9 Int, +9 Wis, +5 Conc
45 / +12 Int, +12 Wis, +8 Conc
Cost
5
10
30
60
120
240
320
Arcane Guitars
Arcane Guitars are Two Handed ranged combat weapons. Only the Lore class tree has access to them via the Arcane Guitar skill. You
must possess a certain Arcane Guitar skill to use each weapon. The range of your Arcane Guitar attack is based on your skill. Your
Arcane Guitar skill also provides additional damage to your Arcane Guitar attack.
Rank
0
1
2
3
4
5
5+
Item
Shequeter Arcane Guitar
Gibsonian Arcane Guitar
Ivanez Arcane Guitar
Fenderian Arcane Guitar
Dragoncaster
Daemoncaster
Astralcaster, Guitar of Ages
Skill Required
2
8
8
8
8
8
10+U
Damage / Bonus
5/8/12 / 18 / +3 Int, +3 Conc
27 / +6 Int, +6 Conc
40 / +9 Int, +9 Conc, +5 Wis
65 / +12 Int, +12 Conc, +8 Wis
Cost
6
12
35
70
140
280
370
Miscellaneous Equipment
Cloaks add to the hiding bonus of a character using them. Backpacks are large bags used to carry things for the players. All of the
backpacks are magical in Nature and may carry up to their weight capacity withought consideration for volume. As long as it will fit
through the opening of the backpack. You may not use either item if it is higher than your highest Rank skill stree.
88
Rank
0
Item
Burlap Cloak
Bonus
+3 Hiding
Cost
2
0
1
1
2
2
3
3
4
4
5
5
5+
5+
Burlap Backpack
Gray Wool Cloak
Canvas Backpack
Black Wool Cloak
Arcane Backpack
Black Velvet Cloak
Backpack of Holding
Black Shadow Cloak
Dimensional Backpack of Holding
Master Theif s Cloak
50 lbs.
+5 Hiding
100 lbs.
+10 Hiding
200 lbs.
+15 Hiding
400 lbs.
+20 Hiding
600 lbs.
+30 Hiding
1000 lbs.
+40 Hiding
1500 lbs.
2
4
4
12
12
25
25
50
50
100
100
130
130
Cloak of Dimensions
Portable Hole
Enchanting
Enchanting imbues an item with extra magical Power. Enchantments are permanent. Multiple levels of the same enchantment do
not stack, only the highest one has any effect. You can have as many enchantments as you want on the same item. The item being
enchanted must be equal to or greater than the Rank of enchantment. I.E. A Rank 3 item can only have up to Rank 3 enchants on it.
Any Rank 5+ enchants must be on Rank 5+ items, and you must have your Ultimate Skill.
Force
Increases the damage of a weapon it is put on. Force can be put on any weapon including Mage Staves. On a Two Handed weapon
apply 1.5 times the bonus from force.
Rank
1
2
3
4
5
5+
Enchantment
Minor Force
Lesser Force
Force
Greater Force
Powerful Force
Force of Destruction
Bonus
8
12
18
27
40
55
Cost
8
25
50
100
200
270
Bonus
2
3
5
7
10
13
Cost
8
25
50
100
200
270
Bonus
40
70
120
200
350
500
Cost
8
25
50
100
200
270
Bonus
40
70
120
200
350
500
Cost
8
25
50
100
200
270
Protection
Increases martial and magic defense value of the wearer by the amount given below.
Rank
1
2
3
4
5
5+
Enchantment
Minor Protection
Lesser Proection
Protection
Greater Protection
Powerful Protection
Impassable Aura of Protection
Rank
1
2
3
4
5
5+
Enchantment
Minor Health
Lesser Health
Health
Health of the Bear
Health of the Whale
Health of the Titan
Rank
1
2
3
4
5
5+
Health
Power
Enchantment
Minor Power
Lesser Power
Power
Power of the Magi
Power of the Mage Lord
Power of the Stars
89
Enchanting Continued:
Stat
This increases one of your stats. This actually counts as 8 separate enchantments, one for each stat. Which means someone can have 8
copies of this enchantment working on you as long as they are each for a different stat. The same stacking rules apply otherwise.
I.E. You may not have a Lesser Stat Strength and a Minor Stat Strength, only the minor one would count. However, you may have a
Lesser Stat Strength and a Lesser Stat Physique at the same time. The increase in your chosen stat is listed below as the bonus.
Rank
1
2
3
4
5
5+
Enchantment
Minor Stat
Lesser Stat
Stat
Greater Stat
Powerful Stat
Ultimate Stat
Bonus
3
5
7
10
15
20
Cost
8
25
50
100
200
270
Colors an item any color from the deepest black to the brightest white and everything in between. This also includes any patterns you
may want on the item, but you must pay the cost for each color in the pattern. May also be used on a characters hair or skin. Each
application of Permanent Color Item costs 2 equipment points and there is no limit to the number of color enchants you can buy.
Jewelry
Jewelry consists of small trinkets or jewelry that give temporary combat bonuses. Jewelry items may only be used on yourself. All
jewelry items can be used two times per day, except Rank 5+ items which may be used 3 times per day. To purchase any of the Rank
5+ items you must have your Ultimate Skill.
Healing Rings
Healing rings may be used, instantly on your turn, to heal your character for the amount listed in the bonus column.
Rank
1
2
3
4
5
5+
Jewelry
Minor Healing Ring
Lesser Healing Ring
Healing Ring
Greater Healing Ring
Powerful Healing Ring
Ring of Light
Bonus
50
80
120
160
200
300
Cost
8
25
50
100
200
270
Power Rings
Power rings may be used, instantly on your turn, to restore Power to your character by the amount listed in the bonus column.
Rank
1
2
3
4
5
5+
90
Jewelry
Minor Power Ring
Lesser Power Ring
Power Ring
Greater Power Ring
Powerful Power Ring
Ring of Mana
Bonus
50
80
120
160
200
300
Cost
8
25
50
100
200
270
Jewelry Continued:
Defense Bracelets
Defense Bracelets may be used, instantly on your turn, to increase your characters magic and martial defense by the amount listed in
the bonus column. The defense bonus granted by the bracelet lasts for 6 rounds.
Rank
1
2
3
4
5
5+
Jewelry
Minor Defense Bracelet
Lesser Defense Bracelet
Defense Bracelet
Greater Defense Bracelet
Powerful Defense Bracelet
Impenetrable Bracers
Bonus
4
6
9
12
16
22
Cost
8
25
50
100
200
270
Nose Rings of Attack may be used, instantly on your turn, to increase your characters attack bonus by the amount listed in the bonus
column. The attack bonus granted by the nose ring lasts for 6 rounds.
Rank
1
2
3
4
5
5+
Jewelry
Minor Nose Ring of Attack
Lesser Nose Ring of Attack
Nose Ring of Attack
Greater Nose Ring of Attack
Powerful Nose Ring of Attack
Nose Ring of Ultimate Fury
Bonus
3
5
7
10
14
18
Cost
8
25
50
100
200
270
Money
There is some money left over from the Cataclysm. The exchange rate is 100 copper coins to a silver, 100 silver coins to a gold, 100
gold coins to a platinum, and 100 platinum coins to a mithril coin. Mostly collected as trinkets of a bygone era. It could potentially be
useful someday, though.
91
Town Upgrades
Granary:
Small Granary:
Increases the towns population to 500. 400 pts.
Upgrade to Medium Granary:
Increases the towns population to 600. Prerequisite: Small
Granary, Small Lumber Mill. 600 pts.
Upgrade to Large Granary:
Increases the towns population to 800. Prerequisite: Medium
Granary, Medium Lumber Mill. 700 pts.
Upgrade to Giant Granary:
Increases the towns population to 1200. Prerequisite: Large
Granary, Large Lumber Mill. 1000 pts.
Additional Giant Granary:
Increases population by 1000. Prerequisite: Giant Granary. 3000
pts.
Lumber Mill:
Small Lumber Mill:
Increases production by 25. 150pts.
Upgrade to Medium Lumber Mill:
Upgrades the Lumber Mills production bonus to 50. 250pts.
Prerequisite: Small Lumber Mill.
Upgrade to Large Lumber Mill:
Upgrades the Lumber Mills production bonus to100. 375pts.
Prerequisite: Medium Lumber Mill.
Upgrade to Giant Lumber Mill:
Upgrades the Lumber Mills production bonus to 200. 550pts.
Prerequisite: Large Lumber Mill.
Additional Giant Lumber Mill:
Increases production by another 200. 1650pts. Prerequisite:
Giant Lumber Mill.
Blacksmith:
Small Blacksmith:
Increases production by 25. 150pts.
Upgrade to Medium Blacksmith:
Upgrades the Blacksmiths production bonus to 50. 250pts.
Prerequisite: Small Blacksmith.
Upgrade to Large Blacksmith:
Upgrades the Blacksmiths production bonus to 100. 375pts.
Prerequisite: Medium Blacksmith.
Upgrade to Giant Blacksmith:
Upgrades the Blacksmiths production bonus to 200. 550pts.
Prerequisite: Large Blacksmith.
Additional Giant Blacksmith:
Increases production by another 200. 1650pts. Prerequisite:
Giant Blacksmith.
Rock Quarry:
Small Rock Quarry:
Increases production by 25. 150pts.
Upgrade to Medium Rock Quarry:
Upgrades the Rock Quarrys production bonus to 50. 250pts.
Prerequisite: Small Rock Quarry.
Upgrade to Large Rock Quarry:
Upgrades the Rock Quarrys production bonus to 100. 375pts.
Prerequisite: Medium Rock Quarry.
Upgrade to Giant Rock Quarry:
Upgrades the Rock Quarrys production bonus to 200. 550pts.
Prerequisite: Large Rock Quarry.
Additional Giant Rock Quarry:
Increases production by another 200. 1650pts. Prerequisite:
Giant Rock Quarry.
92
Stables:
Small Stables:
Provides enough horses and equipment to train 5 mounted scouts.
Prerequisite: Small Barracks. 400 pts.
Upgrade to Medium Stables:
Upgrades the Stables to provide enough horses and equipment to
train 10 mounted scouts. Prerequisite: Small Stables, Medium
Barracks. 700 pts.
Upgrade to Large Stables:
Upgrades the Stables to provide enough horses and equipment to
train 15 mounted scouts, and 5 mounted Knights. Prerequisite:
Medium Stables, Large Barracks. 1200 pts.
Upgrade to Giant Stables:
Upgrades the Stables to provide enough horses and equipment to
train 25 mounted scouts, and 10 mounted Knights. Prerequisite:
Large Stables, Giant Barracks. 2000 pts.
Additional Giant Stables:
Upgrades the Stables to provide enough horses and equipment
to train 20 more mounted Knights. Prerequisite: Giant Stables,
additional Giant Barracks. 4000 pts.
Temple:
Small Temple:
The Small Temple houses 3 Rank 1 divine casters. Able to heal
10 wounded soldiers per encounter. The temple provides holy
services to the town which increases morale. This morale boost
increases production by 20. Prerequisite: Small Rock Quarry.
400pts.
Upgrade to Medium Temple:
Upgrades the temple to now house 6 Rank 1 and 1 Rank 2 divine
casters. Able to heal 25 wounded soldiers per encounter. Now
increases production by 40. Prerequisite: Medium Rock Quarry,
Small Temple. 700pts
Upgrade to Large Temple:
Upgrades the temple to now house 10 Rank 1 and 3 Rank 2
divine casters. Able to heal 50 wounded soldiers per encounter.
Now increases production by 80. Prerequisite: Large Rock
Quarry, Medium Temple. 1200pts
Upgrade to Giant Temple:
Upgrades the temple to now house 16 Rank 1 and 6 Rank 2
divine casters. Able to heal 100 wounded soldiers per encounter.
Now increases production by 160. Prerequisite: Giant Rock
Quarry, Large Temple. 2000pts
Aditional Giant Temple:
Houses an additional 12 Rank 2 divine casters. Able to heal
an additional 100 wounded soldiers per encounter. Increases
production by 160. Prerequisite: additional Giant Rock Quarry,
Giant Temple. 4000pts
93
94
Reading beyond this point is for Game Masters only! If you are an aspiring game master then you may also proceed. :-)
The world of ascendant is fairly versatile. You can tailor your own starting area to your preference. Your game should start a
generation after the cataclysm. The town the players start in should be neutral and ready to be molded by them. Because of the
isolation each town will have its own way of doing things. You will be able to incorporate this when your players start to travel. The
next town they encounter after their own can be excited or incredibly skeptical, dark and dreary or a bastion of light. They will likely
have their own group of Reapers that protect their town.
Level Breakdowns
Here are some level breakdowns to give a rough guideline for different experience levels. Ive shared with you multiple tables
here to showcase how the characters will progress given the number of skills they have maxed out for each level(also accounting for the 2000pts for specialization). Most classes have 4 or 5 skills that they will be maxing out just for class skills. Then
accounting for Health, Power, magic defense, and stats to fill the characters out even more you will have many skills potentially
leveld up. Each table lists the indivudual Rank cost with a running total in the final column.
This table assumes the character will have 5 maxed out skills for
their Rank:
This table assumes the character will have 12 maxed out skills for
their Rank:
Rank Cost
5000
10000
17000
20000
25000
Rank Cost
12000
24000
38000
48000
60000
Rank 1
Rank 2
Rank 3
Rank 4
Rank 5
Total
5000
15000
32000
52000
77000
Rank 1
Rank 2
Rank 3
Rank 4
Rank 5
Total
12000
36000
74000
122000
182000
This table assumes the character will have 7 maxed out skills for
their Rank:
This table assumes the character will have 15 maxed out skills for
their Rank:
Rank Cost
7000
14000
23000
28000
35000
Rank Cost
15000
30000
47000
60000
75000
Rank 1
Rank 2
Rank 3
Rank 4
Rank 5
Total
7000
21000
44000
72000
107000
Rank 1
Rank 2
Rank 3
Rank 4
Rank 5
Total
15000
45000
92000
152000
227000
This table assumes the character will have 10 maxed out skills for
their Rank:
This table assumes the character will have 20 maxed out skills for
their Rank:
Rank Cost
10000
20000
32000
40000
50000
Rank Cost
20000
40000
62000
80000
100000
Rank 1
Rank 2
Rank 3
Rank 4
Rank 5
Total
10000
30000
62000
102000
152000
Rank 1
Rank 2
Rank 3
Rank 4
Rank 5
Total
20000
60000
122000
202000
302000
95
Combat Breakdowns
Here are some combat breakdowns for both martial and magic to give a rough guideline for different experience levels. This
section will give you keen insight to the combat system. You can use these as a rough guideline for determining your monsters
defense for characters of a given Rank. Keep in mind that these charts are absolutes for near the top of a given Rank. Use your
judgement based on where they are progression wise. The left column shows the defense of a given monster versus the average ability for a character of that Rank to hit, miss, or crit. The 20s with asterisks show a hit only on the roll of a natural 20. The
number ranges listed outside of the box in the smaller italic font are outside of the suggested range for the given Rank.
Rank 1 martial (+10 to hit):
Rank 3 martial (+30 to hit):
Defense
Miss
Hit
Crit
Defense
Miss
Hit
Crit
3
8
13
18
13
18
23
28
13
13
18
23
28
2
7
12
17
18
23
28
33
22
*20*
33
38
27
*20*
38
43
32
*20*
43
48
37
*20*
48
33
38
43
48
2
7
12
17
3
8
13
18
13
18
23
28
53
42
43
53
53
22
*20*
33
58
47
48
58
58
27
*20*
38
63
52
53
63
63
32
*20*
43
68
57
58
68
68
37
*20*
48
73
62
63
73
73
42
43
53
78
67
68
78
78
47
48
58
83
72
73
83
83
52
53
63
88
77
78
88
88
57
58
68
93
82
83
93
93
62
63
73
96
Defense
Miss
Hit
Crit
Defense
Miss
Hit
Crit
13
13
18
18
23
28
33
38
2
7
12
17
3
8
13
18
13
18
23
28
23
28
33
43
22
*20*
33
48
27
*20*
38
53
32
*20*
43
58
37
*20*
48
63
42
43
53
38
43
48
53
58
1
2
7
12
17
2
3
8
13
18
8
13
18
23
28
68
47
48
58
63
22
*20*
33
73
52
53
63
68
27
*20*
38
78
57
58
68
73
32
*20*
43
83
62
63
73
78
37
*20*
48
88
67
68
78
83
42
43
53
93
72
73
83
88
47
48
58
93
52
53
63
Defense
Miss
Hit
Crit
M. Defense
Miss
Hit
Crit
13
18
23
28
33
10
15
20
25
1
4
9
14
2
5
10
15
10
15
20
25
38
30
19
*20*
30
43
35
24
*20*
35
48
53
58
63
68
1
2
7
12
17
2
3
8
13
18
8
13
18
23
28
40
29
*20*
40
45
34
*20*
45
50
39
40
50
55
44
45
55
60
49
50
60
65
54
55
65
73
22
*20*
33
70
59
60
70
78
27
*20*
38
75
64
65
75
83
32
*20*
43
80
69
70
80
88
37
*20*
48
85
74
75
85
93
42
43
53
90
79
80
90
95
84
85
95
Miss
Hit
Crit
13
18
23
28
33
38
43
48
53
58
63
68
73
78
1
2
7
12
17
2
3
8
13
18
8
13
18
23
28
83
22
*20*
33
88
27
*20*
38
93
32
*20*
43
Miss
Hit
Crit
10
15
20
25
30
35
1
4
9
14
2
5
10
15
10
15
20
25
40
19
*20*
30
45
24
*20*
35
50
29
*20*
40
55
34
*20*
45
60
39
40
50
65
44
45
55
70
49
50
60
75
54
55
65
80
59
60
70
85
64
65
75
90
69
70
80
95
74
75
85
97
M. Defense
Miss
Hit
Crit
M. Defense
Miss
Hit
Crit
10
10
15
15
20
20
25
25
30
35
40
45
1
4
9
14
2
5
10
15
10
15
20
25
30
35
40
45
50
19
*20*
30
55
24
*20*
35
60
29
*20*
40
65
34
*20*
45
50
55
60
65
1
4
9
14
2
5
10
15
10
15
20
25
70
39
40
50
70
19
*20*
30
75
44
22
55
75
24
*20*
35
80
49
23
60
80
29
*20*
40
85
54
24
65
85
34
*20*
45
90
59
25
70
90
39
40
50
95
64
26
75
95
44
45
55
M. Defense
Miss
Hit
Crit
M. Defense
Miss
Hit
Crit
10
10
15
15
20
20
25
25
30
30
35
35
40
45
50
55
1
4
9
14
2
5
10
15
10
15
20
25
40
45
50
55
60
19
*20*
30
65
24
*20*
35
70
29
*20*
40
75
34
*20*
45
60
65
70
75
1
4
9
14
2
5
10
15
10
15
20
25
80
39
40
50
80
19
*20*
30
85
44
45
55
85
24
*20*
35
90
49
50
60
90
29
*20*
40
95
54
55
65
95
34
*20*
45
98
Monsters
The following monsters are given as an example of monsters you can use to throw at your players. You may also develop your own
monsters. I have many more monsters coming in a monster book as a future update. If you are particularly fond of a monster you have
designed please feel free to submit your monster idea at www.ascendantrpg.com. The monsters listed below are listed with the Rank
of player that they should go against. A - after the Rank means it is at the lower end of the Rank and a + means it is at the higher end
of the Rank. Monster Ranks with neither a + or - mean they are towards the middle of their Rank. For extremely high end monsters
you will see a 5+U which means they are monsters designed specifically for groups who have leveled to the point of acquiring their
ultimate skills. Monsters with Boss after their Rank are designed to be end bosses for adventures. Boss monsters are designed to be
full encounters on their own and should have minimal backup. Monsters listed with more than one attack get each of their attacks per
round as long as they have a full rounds worth of actions. However, if they are knocked over, or have to move during their round they
only get their 1st attack. When rolling initiative for a group of monsters use the highest monsters initiative in the group. Please excuse
the lack of order with these monsters. In the monster book they will be ordered more appropriately.
Magic Attack: -
Initiative: 12
Defense: 12
Zombie - Rank 1+
Attack: 10
Speed 100
Magic Defense: 7
Health: 50
Magic Attack: -
Initiative: 14
Defense: 18
Power: 30
Speed 130
Magic Defense: 15
Health: 100
Power: 0
Attack 1
Damage
Range
Cost
Attack 1
Damage
Range
Cost
Punch
20
Touch
Bite
30
Touch
Special Attacks:
Special Attacks:
Monster Description:
Monster Description:
Magic Attack: -
Initiative: 16
Defense: 20
Speed 120
Magic Defense: 16
Health: 150
Attack: 18
Defense: 26
Power: 110
Attack 1
Damage
Range
Cost
Punch
30
Touch
Attack 2
Damage
Range
Cost
Punch
30
Touch
Special Attacks:
Magic Attack: -
Initiative: 20
Speed 150
Magic Defense: 23
Health: 250
Power: 120
Attack 1
Damage
Range
Cost
Claw
40
Touch
Attack 1
Damage
Range
Cost
Claw
40
Touch
Special Attacks:
Monster Description:
99
Magic Attack: 8
Initiative: 16
Speed 130
Defense: 18
Magic Defense: 14
Health: 90
Power: 120
Attack: -
Magic Attack: 16
Initiative: 22
Speed 160
Defense: 24
Magic Defense: 22
Health: 180
Power: 210
Attack 1
Damage
Range
Cost
M. Attack 1
Damage
Range
Cost
Soul Shred
30
15
Fire Blast
40
40
M. Attack 1
Damage
Range
Cost
M. Attack 2
Damage
Range
Cost
Black Hand
55
40
30 Pow, 3 Foc
Fireball
85
80
70 Pow, 4 Foc
Special Attacks:
Special Attacks:
The black hand spell leaves a large black hand mark on the
victims body and armor for 10 minutes.
Monster Description:
Monster Description:
Magic Attack: 11
Initiative: 17
Speed 120
Defense: 20
Magic Defense: 17
Health: 500
Power: 200
Attack 1
Damage
Range
Cost
Punch
20
Touch
Attack 2
Damage
Range
Cost
Punch
20
Touch
M. Attack 1
Damage
Range
Cost
Scare
30
50 Pow, 3 Foc
Special Attacks:
Scare sends the target running in fear for 1 round.
Monster Description:
The Scarecrow is a magically animated creepy straw man.
Magic Attack: 36
Initiative: 33
Speed 200
Defense: 44
Magic Defense: 40
Health: 1300
Power: 800
Attack 1
Damage
Range
Cost
Fire Blast
110
60
Attack 1
Damage
Range
Cost
Conflagrate
240
Self, AOE 30
Special Attacks:
Fire Blast is a no cost, ranged magic attack.
Conflagrate works much like the Destroyer spell, except it is
only centered around the Fire Elemental in a 30 ft radius. Hit
players are dazed and fight at -3 to hit and defense for 3 rounds.
Monster Description:
The Fire Elemental is a large magical humanoid shaped being
made purely of fire and embers.
Magic Attack: -
Initiative: 20
Speed 120
Defense: 21
Magic Defense: 16
Health: 250
Power: -
Attack 1
Damage
Range
Cost
Attack 2
Damage
Range
Cost
Blunderbuss
30
70
Rocket Attack
60
70
Special Attacks:
Monster Description:
100
Magic Attack: 10
Initiative: 18
Speed 120
Defense: 19
Magic Defense: 18
Health: 120
Power: 320
Attack: -
Magic Attack: 30
Initiative: 35
Speed 190
Defense: 37
Magic Defense: 34
Health: 600
Power: 750
M. Attack 1
Damage
Range
Cost
M. Attack 1
Damage
Range
Cost
Grey Staff
35
40
Red Staff
80
80
M. Attack 2
Damage
Range
Cost
M. Attack 2
Damage
Range
Cost
Grey Blast
75
80
80 Pow, 4 Foc
Red Blast
235
80
Special Attacks:
Special Attacks:
Monster Description:
Monster Description:
The Red Caster is an undead mage in a red robe. His robes and
staff are covered in black runes.
Magic Attack: 20
Initiative: 26
Speed 160
Defense: 28
Magic Defense: 27
Health: 300
Power: 600
Attack 1
Damage
Range
Cost
Black Staff
55
60
Attack 1
Damage
Range
Cost
Black Blast
120
120
Special Attacks:
Magic Attack: 40
Initiative: 46
Defense: 46
Speed 220
Magic Defense: 43
Health: 900
Power: 1000
Attack 1
Damage
Range
Cost
Purple Staff
110
100
Attack 1
Damage
Range
Cost
Purple Blast
345
180
Special Attacks:
Monster Description:
The Black Caster is an undead mage in a black robe.
Monster Description:
The Purple Caster is an undead mage in a purple robe. His
robes and staff are covered in black and gold runes.
Magic Attack: 50
Initiative: 43
Speed 240
Defense: 47
Magic Defense: 46
Health: 1400
Power: 1500
Attack 1
Damage
Range
Cost
Attack 2
Damage
Range
Cost
Pink Staff
150
150
Pink Blast
500
250
Special Attacks:
Monster Description:
101
Magic Attack: -
Initiative: 27
Speed 160
Defense: 36
Magic Defense: 30
Health: 2500
Power: 600
Magic Attack: -
Initiative: 20
Defense: 24
Speed 150
Magic Defense: 24
Health: 200
Power: -
Attack 1
Damage
Range
Cost
Attack 1
Damage
Range
Cost
Giant Two
Handed Sword
140
Touch
Vicious Claw
50
Touch
M. Attack 1
Damage
Range
Cost
Attack 2
Damage
Range
Cost
Giant Roar
70
Self, AOE 50
Vicious Claw
50
Touch
Special Attacks:
Giant Roar is a martial area of effect attack that stuns any one
hit within the 50ft effect for 2 rounds.
Special Attacks:
The Daemon of Berg Dar attacks with its claws every round.
Monster Description:
Small sized black daemon with green horns and vicious claws.
Monster Description:
Attack: 55
Initiative: 55
Magic Attack: 37
Initiative: 42
Speed 250
Defense: 43
Magic Defense: 40
Health: 5000
Magic Attack: -
Power: 4200
M Attack 1
Damage
Range
Cost
Liche Staff
130
80
M Attack 2
Damage
Range
Cost
Miasma
40/Round
Self, AOE 50
M. Attack 3
Damage
Range
Cost
Terror
30/Round
80
M. Attack 4
Damage
Range
Cost
Oblivion
450
120
Defense: 55
Speed 250
Magic Defense: 55
Health: 12000
Power: 6000
Attack 1
Damage
Range
Cost
Spiked Fist
200
Touch
Attack 2
Damage
Range
Cost
Spiked Fist
200
Touch
Attack 3
Damage
Range
Cost
Grim Bellow
Self, AOE 40
600 Pow
Attack 4
Damage
Range
Cost
Grim Siphon
200
Self, AOE 80
600 Pow
Special Attacks:
Monster Description:
Monster Description:
The Grim Lord is a giant sized imposing black and white daemon lord with massive spiked fists.
Special Attacks:
102
Magic Attack: -
Initiative: 30
Defense: 33
Speed 243
Magic Defense: 33
Health: 666
Attack 1
Damage
Power: Range
Magic Attack: -
Initiative: 50
Defense: 55
Speed 275
Magic Defense: 55
Health: 1110
Power: -
Cost
Attack 1
Damage
Range
Cost
110
Touch
Massive Claw
66
Touch
Massive Claw
Attack 2
Damage
Range
Cost
Attack 2
Damage
Range
Cost
Massive Claw
110
Touch
Massive Claw
66
Touch
Special Attacks:
Special Attacks:
The Daemon of Kar Dor Mar Ger Bur attacks with its massive claws every round.
Monster Description:
Monster Description:
Human sized black daemon with great red horns and massive
claws.
Magic Attack: -
Initiative: 40
Defense: 44
Speed 264
Magic Defense: 44
Health: 888
Attack 1
Damage
Power: Range
Attack: 11
Magic Attack: -
Initiative: 11
Defense: 11
Speed 111
Magic Defense: 11
Health: 88
Power: 0
Cost
Attack 1
Damage
Range
Cost
22
Touch
Massive Claw
88
Touch
Vicious Claw
Attack 2
Damage
Range
Cost
Attack 2
Damage
Range
Cost
Vicious Claw
22
Touch
Massive Claw
88
Touch
Special Attacks:
Special Attacks:
The Daemon of Zag Kek Jee Gub attacks with its massive
claws every round.
Monster Description:
Tiny sized black daemon with orange horns and vicious claws.
Monster Description:
Magic Attack: 15
Initiative: 18
Speed 170
Defense: 23
Magic Defense: 19
Health: 1500
Attack 1 & 2
Damage
Range
Cost
M. Attack 1
Damage
Claws x2
70
Touch
Dragon Breath 80
Power: 600
Range
Cost
Self, AOE 70
Special Attacks:
Monster Description:
The Young Daemon Dragon attacks twice per round with its
claws. The Dragon Breath is a magic attack that hits everyone
within 70 feet of the Young Daemon Dragon.
103
Ogre - Rank 2
Attack: 16
Magic Attack: -
Initiative: 18
Defense: 25
Speed 130
Magic Defense: 21
Health: 300
Power: -
Attack: -
Magic Attack: 16
Initiative: 18
Speed 130
Defense: 24
Magic Defense: 23
Health: 300
Power: 400
Attack 1
Damage
Range
Cost
M. Attack 1
Damage
Range
Cost
Large Club
60
Touch
Ogre Staff
25
Self, AOE 30
Special Attacks:
M Attack 2
Damage
Range
Cost
The Ogre attacks with his large Two Handed club once a round.
Belch Blast
60
Self, AOE 40
Monster Description:
Special Attacks:
Large (9 ft tall), fat, flesh colored, tusked Ogre with a big club.
Monster Description:
Attack: -
Magic Attack: 26
Initiative: 26
Defense: 35
Speed 150
Magic Defense: 33
Health: 600
Power: 750
M. Attack 1
Damage
Range
Cost
Ogre Staff
40
Self, AOE 50
M. Attack 2
Damage
Range
Cost
Fart Blast
100
Self, AOE 70
Attack: 26
Magic Attack: -
Initiative: 26
Speed 150
Defense: 35
Magic Defense: 31
Health: 700
Power: -
Attack 1
Damage
Range
Cost
Special Attacks:
Large Sword
120
Touch
Special Attacks:
Monster Description:
The Ogre attacks with his large Two Handed sword once a
round.
Large (10 ft tall), fat, blue colored, tusked, two headed Ogre
with a big ogre staff and Metal Armor.
Monster Description:
Large (10 ft tall), fat, red colored, tusked Ogre with a big sword
and Metal Armor.
Magic Attack: -
Initiative: 28
Speed 170
Defense: 37
Magic Defense: 32
Health: 1400
Power: -
Attack 1
Damage
Range
Cost
Attack 2
Damage
Range
Cost
Giant Axe
120
15
Giant Axe
120
15
Special Attacks:
Monster Description:
Once the Ogre Big Mama is taken below half Health she will
enrage, turning bright red. While enraged she gains a +5 to hit
and +30 to damage, but a -7 to both magic and martial defense.
The Ogre Big Mama is 50% bigger than the other ogres(15ft tall)
and has dark grey skin. She weilds two giant axes. The Ogre Big
Mama will always have a retinue of 2 ogre warriors and 2 two
headed ogre mages with her.
104
Magic Attack: -
Initiative: 20
Speed 140
Defense: 26
Magic Defense: 22
Health: 700
Power: -
Attack 1
Damage
Range
Cost
Attack 2
Damage
Range
Cost
Ogre Whip
60
15
Ogre Whip
60
15
Special Attacks:
Monster Description:
The Ogre Pit Boss can rally all other ogres nearby to fight
harder. He can spend one round whipping the other ogres giving them a +3 to hit for 3 rounds.
The Ogre Pit Boss is a big fat flesh colored tusked ogre that dual
weilds barbed ogre whips. He will always have a retinue of 2
ogres and 2 ogre mages with him.
Magic Attack: -
Initiative: 34
Defense: 44
Speed 200
Magic Defense: 41
Health: 1400
Power: -
Magic Attack: 36
Initiative: 36
Speed 200
Defense: 43
Magic Defense: 43
Health: 1400
Power: 1200
Attack 1
Damage
Range
Cost
M. Attack 1
Damage
Range
Cost
Tree Club
180
Touch
Tree Staff
70
Self, AOE 50
Special Attacks:
M. Attack 1
Damage
Range
Cost
The Mountain Giant attacks with a club the size of a tree once
per round.
Tree Roots
40/Round
90
Monster Description:
Tree Staff is a giants staff made of a tree with brances and leaves
still attached. It is a no cost, aoe magic attack.
Tree Roots lasts for 6 rounds locking the target in place.
Magic Attack: 46
Initiative: 46
Defense: 45
Special Attacks:
Monster Description:
Giant sized (20 ft tall), humanoid, wearing patchwork wood
armor covered in tree branches and leaves.
Speed 260
Magic Defense: 45
Health: 2200
Power: 1800
M. Attack 1
Damage
Range
Cost
Seidhr Staff
100
Self, AOE 70
M. Attack 1
Damage
Range
Cost
Ice Nova
300
Self, AOE 70
Special Attacks:
Attack: 46
Magic Attack: -
Initiative: 44
Defense: 47
Speed 260
Magic Defense: 43
Health: 2600
Attack 1
Damage
Power: Range
Cost
Touch
Special Attacks:
Monster Description:
Giant sized (25 ft tall), humanoid, icy white with blue hair and
beard.
Giant sized (25 ft tall), humanoid, icy white with hair and beard
made of icicles.
Giant Iceblade inflicts frost on any opponent hit. -4 to all defense and attacks for 3 rounds.
Monster Description:
105
Magic Attack: -
Initiative: 55
Defense: 57
Speed 320
Magic Defense: 53
Health: 5000
Power: -
Attack: 27
Magic Attack: -
Initiative: 27
Defense: 36
Speed 160
Magic Defense: 30
Health: 4500
Attack 1
Damage
Range
Cost
Attack 1 & 2
Flamberge
320
Touch
Range
Cost
Touch
Special Attacks:
M. Attack 1
Damage
Range
Cost
Giant Bellow
Self, AOE 70
Monster Description:
Special Attacks:
Giant sized (40 ft tall), humanoid, dark grey skin, eyes of fire,
great red beard. Armored from head to toe in spiked black
armor with gold and red adornments/spikes.
The Mountain Giant Jarl attacks with his dual tree sized clubs
every round.
Giant Bellow is an area of effect martial attack that knocks over
any player hit within 70 ft. and does 250 damage.
Magic Attack: 56
Initiative: 57
Defense: 55
Speed 320
Power: 3500
M. Attack 1
Damage
Range
Cost
Magma Pole
120
M. Attack 1
Damage
Range
Cost
200
Monster Description:
Magic Defense: 56
Health: 3500
Damage
Power: 1800
Attack: 47
Magic Attack: -
Initiative: 46
Defense: 48
Speed 260
Magic Defense: 44
Health: 6600
Power: 3600
Attack 1 & 2
Damage
Range
Cost
Special Attacks:
Giant Iceblades
260
Touch
M. Attack 1
Damage
Range
Cost
Icy Bellow
Monster Description:
Special Attacks:
Giant sized (40 ft tall), humanoid, dark grey skin, eyes of fire,
great red beard. Armored from head to toe in spiked black
armor with gold and red adornments/spikes. Also wears a great
black cloak covered in red and gold runes.
The Ice Giant Earl attacks with his dual Giant Iceblades every
round.
Icy Bellow is an area of effect martial attack that freezes any
player hit within 100 ft for one round and does 400 damage.
Monster Description:
Giant sized (25 ft tall), humanoid, icy white with blue hair and
beard. Also wears a full plate set of armor made of ice.
106
Magic Attack: -
Initiative: 58
Defense: 59
Damage
Attack: 14
Speed 400
Defense: 21
Power: 8000
Range
Cost
Touch
M. Attack 1
Damage
Range
Cost
Hellfire Bellow
Special Attacks:
The Fire Giant King attacks with his dual Flamberges every
round.
Hellfire Bellow is an area of effect martial attack that burns any
player hit within 200 ft. for 5 rounds and does 200 damage per
round, this ability cannot crit.
Monster Description:
Giant sized (40 ft tall), humanoid, dark grey skin, eyes of fire.
The Fire Giant Kings beard and hair are made of fire. Armored
in spiked black armor with gold and red adornments/spikes.
Defense: 20
Range
Cost
Greatsword
75
Touch
Attack 2
Damage
Range
Cost
Power Attack
+30
Touch
50 Pow, 3 Foc
Special Attacks:
Power attack is a strong attack with the Dwarf Kings greatsword that attacks with a +3 to hit.
Monster Description:
Angry, short, dark, silver hair and beard. The Dark Iron Dwarf
King also wears black armor and weilds a Greatsword. Which
is really just a regular sword because hes a dwarf, but its great
to him ok! The Dark Iron Dwarf King also will always have his
pet Daemon Dragonling with him.
Attack 1
Damage
Range
Cost
Claw
50
Touch
Attack 2
Damage
Range
Cost
Claw
50
Touch
Special Attacks:
Once combat starts they yell angrily in the Dark Iron tongue
and transform into their Daemon form. They grow in size, grow
horns, their flesh turns into leathery daemonic flesh, and their
hands turn into claws.
Monster Description:
Magic Attack: -
Initiative: 22
Defense: 20
Speed 120
Magic Defense: 14
Health: 350
Magic Defense: 15
Power: -
Power: 250
Damage
Speed 120
Health: 150
Magic Defense: 16
Attack 1
Magic Attack: -
Initiative: 20
Speed 120
Health: 500
Magic Attack: -
Initiative: 22
Magic De- 56
fense:
Health: 16000
Attack 1 & 2
Power: -
Attack 1 & 2
Damage
Range
Cost
Claws
25
Touch
Attack 2
Damage
Range
Cost
Bite
35
Touch
Special Attacks:
The Daemon Dragonling will try to attack with both claws and
his bite every turn.
Monster Description:
The Daemon Dragonling is infused with daemonic Power. Baby
Daemon Dragon. Still fairly large for a baby 10 ft long. Pitch
black and covered in black spikes.
107
108
Credits: