You are on page 1of 108

Ascendant

Heavy Metal Fantasy


Beta v0.4.1
by Bodlar Danger Leben

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

Martial Rank1 Powers13


Martial Rank 2 Powers14
Martial Rank 3 Powers14


Defender Rank 314


Weapon Master Rank 315
Monk Rank 316

Defender Rank 416


Weapon Master Rank 417
Monk Rank 418

Defender Rank 518


Weapon Master Rank 519
Monk Rank 520

Martial Rank 4 Powers16

Martial Rank 5 Powers18

Subterfuge21

Subterfuge Rank 1 Powers21


Subterfuge Rank 2 Powers22
Subterfuge Rank 3 Powers23


Assassin Rank 323


Treasure Hunter Rank 324
Blackguard Rank 325

Assassin Rank 426


Treasure Hunter Rank 427
Blackguard Rank 428

Assassin Rank 529


Treasure Hunter Rank 531
Blackguard Rank 532

Subterfuge Rank 4 Powers26

Subterfuge Rank 5 Powers29

Table of Contents

Thaumaturgy33

Lore72

Illusionist Rank 335


Animator Rank 336
Summoner Rank 337
Destroyer Rank 338

Skald Rank 374


Bard Rank 375
Sage Rank 376

Illusionist Rank 439


Animator Rank 440
Summoner Rank 441
Destroyer Rank 442

Skald Rank 477


Bard Rank 478
Sage Rank 479

Illusionist Rank 543


Animator Rank 544
Summoner Rank 545
Destroyer Rank 546

Skald Rank 580


Bard Rank 581
Sage Rank 582

Thaumaturgy Rank 1 Powers33


Thaumaturgy Rank 2 Powers34
Thaumaturgy Rank 3 Powers35

Thaumaturgy Rank 4 Powers39

Thaumaturgy Rank 5 Powers43

Divine48

Divine Rank 1 Powers48


Divine Rank 2 Powers49
Divine Rank 3 Powers50



Combat Medic Rank 350


Holy Champion Rank 351
Holy Zealot Rank 351
Priest Rank 352

Combat Medic Rank 453


Holy Champion Rank 454
Holy Zealot Rank 455
Priest Rank 456

Combat Medic Rank 557


Holy Champion Rank 558
Holy Zealot Rank 559
Priest Rank 560

Divine Rank 4 Powers53

Divine Rank 5 Powers57

Nature61

Nature Rank 1 Powers61


Nature Rank 2 Powers62
Nature Rank 3 Powers63


Druid Rank 363


Beast Master Rank 364
Ranger Rank 365

Druid Rank 466


Beast Master Rank 467
Ranger Rank 468

Druid Rank 569


Beast Master Rank 570
Ranger Rank 571

Nature Rank 4 Powers66

Nature Rank 5 Powers69

Lore Rank 1 Powers72


Lore Rank 2 Powers73
Lore Rank 3 Powers74

Lore Rank 4 Powers77

Lore Rank 5 Powers80

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

Town Upgrade System:92


Game Master Section:95

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.

Martial Rank1 Powers


One Handed Weapon:
This is your ability to wield a One Handed close combat weapon.
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 below for your hit bonus
with this skill. Here are the pertinent skill requirements for One
Handed Rank 0 and Rank 1 weapons:
Rank 0 - Iron Mace - Level 1
Rank 0 - Iron Dagger - Level 1
Rank 0 - Iron Long Sword - Level 2
Rank 1 - Steel Dagger - Level 2
Rank 1 - Steel Mace - Level 5
Rank 1 - Steel Long Sword - Level 6
Two Handed Weapon:
This is your ability to wield a Two Handed close combat weapon.
You must have the skill required to weild a specific weapon.
Remember Two Handed weapons receive 1.5 times your strength
damage bonus. See the table below for your hit bonus with this
skill. Here are the pertinent skill requirements for Two Handed
Rank 0 and Rank 1 weapons:
Rank 0 - Iron Tipped Spear - Level 1
Rank 0 - Iron Sledge Hammer - Level 2
Rank 0 - Iron Axe - Level 2
Rank 1 - Steel Spear - Level 3
Rank 1 - Steel Sledge Hammer - Level 8
Rank 1 - Steel Axe - Level 10

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

Martial Rank 2 Powers


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 2 weapons:
Rank 2 - Kris Dagger - Level 2
Rank 2 - Morning Star - Level 5
Rank 2 - Bastard Sword - Level 6

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

Two Handed Weapon:


Works the same as Rank 1 Two Handed Weapon. See the table
below for your hit bonus with this skill. Here are the pertinent
skill requirements for Two Handed Rank 2 weapons:
Rank 2 - Halberd - Level 3
Rank 2 - Warhammer - Level 8
Rank 2 - Battle Axe - Level 10
Thrown Weapon:
Works the same as Rank 1 Thrown Weapon. See the table below
for your hit bonus with this skill. Here are the pertinent skill
requirements for Thrown Rank 2 weapons:
Rank 2 - Kris Dagger - Level 2
Rank 2 - Serrated Throwing Axe - Level 6

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

Martial Rank 3 Powers


Defender Rank 3
This martial character is concerned with defense and is there to distract enemies, control the fight, and take attacks for his allies. The
Defender is the epitome of a tank class. Tree cost: 2000 experience. Prerequisites: 10 skill points in Rank 2 1 handed Weapon, 10
points in Rank 2 Metal Armor training, and 10 points in Rank 2 Body Building.
One Handed Weapon:
Metal Armor Training:
Works the same as Rank 1 One Handed Weapon. See the table on You must have this to a certain level to wear specific armor. This
the following page for your hit bonus with this skill. Here are the
entails your ability to use Metal Armor and receive the benefits
pertinent skill requirements for One Handed Rank 3 weapons:
from it. Here are the pertinent skill requirements for Metal Armor
Rank 3 - Brutal Kris Dagger - Level 2
Rank 3 items:
Rank 3 - Brutal Morning Star - Level 5
Rank 3 - Kite Shield - Level 2
Rank 3 - Brutal Bastard Sword - Level 6
Rank 3 - Knights Helm - Level 6
Rank 3 - Plate Mail Suit - Level 10
Thrown Weapon:
Works the same as Rank 1 Thrown Weapon. See the table on the
Painful Strike:
following page for your hit bonus with this skill. Here are the
Your next attack hits a sensitive part of your enemy causing a
pertinent skill requirements for Thrown Rank 3 weapons:
severe amount of pain; forcing them to focus their attacks on you
Rank 3 - Brutal Kris Dagger - Level 2
for the duration. Duration based on skill level, see the table on the
Rank 3 - Brutal Throwing Axe - Level 6
following page. If your painful strike misses, the Power is lost.
Costs: 40 Power - Instant - Range: Touch
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: 50 Power - 1 Focus - Range: Touch

14

Defender Rank 3 Continued:


Defend Ally:
You put 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: 40 Power - Instant - Range: Touch

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

Weapon Master Rank 3


This martial character is concerned with offense and is there to cut his enemies down to size in the fray of battle. Tree cost: 2000
experience. Prerequisites: 10 skill points in Rank 2 Two Handed Weapon, 10 skill points in Rank 2 Weight Lifting, 10 points in Rank
2 Slam. Penalty: MUST use a Two Handed weapon.
Two Handed Weapon:
Works the same as Rank 1 Two Handed Weapon. See the table on
the following page for your hit bonus with this skill. Here are the
pertinent skill requirements for Two Handed Rank 3 weapons:
Rank 3 - Brutal Halberd - Level 3
Rank 3 - Brutal Warhammer - Level 8
Rank 3 - Brutal Battle Axe - Level 10
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 3 weapons:
Rank 3 - Brutal Kris Dagger - Level 2
Rank 3 - Brutal Throwing Axe - Level 6
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: 50 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 3 items:
Rank 3 - Kite Shield - Level 2
Rank 3 - Knights Helm - Level 6
Rank 3 - Plate Mail Suit - Level 10

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

Weapon Master Rank 3 Continued:

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

Martial Rank 4 Powers


Defender Rank 4

One Handed Weapon:


Works the same as Rank 1 One Handed Weapon. See the table on
the following page for your hit bonus with this skill. Here are the
pertinent skill requirements for One Handed Rank 4 weapons:
Rank 4 - Heartseeker - Level 2
Rank 4 - Willbreaker - Level 5
Rank 4 - Storm Slicer - Level 6
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 4 weapons:
Rank 4 - Heartseeker - Level 2
Rank 4 - Giants Bane - Level 6

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

Defender Rank 4 Continued:


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: 60 Power - Instant - Range: 30
Charge Shield:
Your shield is charged with Power for 5 rounds which increases
your defense value based upon your skill level. See table below.
Costs: 80 Power - 2 Focus - Range: Self

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

Weapon Master Rank 4

Two Handed Weapon:


Works the same as Rank 1 Two Handed Weapon. See the table on
the following page for your hit bonus with this skill. Here are the
pertinent skill requirements for Two Handed Rank 4 weapons:
Rank 4 - Sinister Impaler - Level 3
Rank 4 - Faithkeeper - Level 8
Rank 4 - Nights Edge - Level 10
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 3 weapons:
Rank 4 - Heartseeker - Level 2
Rank 4 - Giants Bane - Level 6
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 3 items:
Rank 4 - Tower Shield - Level 2
Rank 4 - Winged Helm - Level 6
Rank 4 - Plate Armor - Level 10

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

Weapon Master Rank 4 Continued:


Enrage:
Makes the Weapon Master grow in size by 25%. For the duration your attacks do bonus damage and you are granted 150 extra
temporary Health. Damage boost based on skill. See chart below. Lasts 6 rounds.
Costs: 100 Power - 2 Focus - Range: Self

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

Chi Blast of the Iron Fist(CBOTIF):


The monk summons a mighty blast of Power to his fists. His next
successful attack does extra damage and knocks a human sized
or smaller opponent back 60 feet. Charge expires if unused for
6 rounds. May only attack once per round when this is active.
Damage bonus with the attack increases with skill level. See chart
below.
Costs: 110 Power - 2 Focus - Range: Self
Ki-Up:
The monk focuses Power on himself mending his wounds.
Amount healed based on skill level. See chart below.
Costs: 80 Power - 1 Focus - Range: Self
Flying Roundhouse:
The monk does a flying roundhouse kick. Damage based on skill
level. See chart below.
Costs: 80 Power - Instant - Range: 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

Martial Rank 5 Powers


Defender Rank 5

One Handed Weapon:


Works the same as Rank 1 One Handed Weapon. See the table on
the following page for your hit bonus with this skill. Here are the
pertinent skill requirements for One Handed Rank 5 weapons:
Rank 5 - Dragonclaw - Level 2
Rank 5 - Oathbreaker - Level 5
Rank 5 - Massacre - Level 6

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

Defender Rank 5 Continued:


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

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

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

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

Weapon Master Rank 5

Two Handed Weapon:


Works the same as Rank 1 Two Handed Weapon. See the table on
the following page for your hit bonus with this skill. Here are the
pertinent skill requirements for Two Handed Rank 5 weapons:
Rank 5 - Ominous Lance - Level 3
Rank 5 - Peacekeeper - Level 8
Rank 5 - Reaver of Destruction - Level 10
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

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

Weapon Master Rank 5 Continued:


Power Attack:
Two Handed Weapon Expert:
Your next attack will be charged with destructive Power. A small
Flat Skill Cost: 2000 exp.
shockwave blasts from your weapon that hits up to ten targets,
While weilding a Two Handed weapon you score a critical hit
which must be in an arc in front of you up to 20 feet away. A
when hit by more than 7 instead of 8 now. Prerequisite: Rank 4
single attack roll is made against all targets at +5 to hit. Hits/
Two Handed Weapon Expert.
misses/criticals/fumbles all handled seperately per target. If it
hits it will do extra damage. Extra damage based on skill. See the Enrage:
table below.
Makes the Weapon Master grow in size by 50%. For the duration
Costs: 130 Power - Instant - Range: 20
your attacks do bonus damage and you are granted 250 extra
temporary Health. Damage boost based on skill. See table below.
Keen Strikes:
Lasts 7 rounds.
For the next 6 rounds you raise your martial hit bonus. Hit bonus
Costs: 180 Power - 2 Focus - Range: Self
bonus based on skill. See the table below.
Costs: 120 Power - Instant - Range: Self
Chaos Slash:
***Ultimate Skill!***
Bull Rush:
Prerequisites: 10 pts Rank 5 Two Handed Weapon, 10 pts Rank
You may instantly charge an opponent and attack with a +6 bonus 5 Body Building, 10 pts Rank 5 Power Attack
as long as you could normally charge there yourself. Distance
Flat Skill Cost: 5000 exp.
based on skill level. See the table below.
The Weapon Master imbues his blade with the Power of chaos
Costs: 140 Power - Instant - Range: X
and attacks one target. Adds 200+1d6x50 damage to the attack.
Costs: 250 Power - Instant - Range: 15

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

Chi Blast of the Iron Fist(CBOTIF):


The monk summons a mighty blast of Power to his fists. His next
successful attack does extra damage and knocks a human sized
or smaller opponent back 100 feet. Charge expires if unused for
10 rounds. May only attack once per round when this is active.
Damage bonus with the attack increases with skill level. See table
on the following page.
Costs: 150 Power - 2 Focus - Range: Self

20

Monk Rank 5 Continued:

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.

Subterfuge Rank 1 Powers

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 Rank 0 and Rank 1 Daggers and Needles:
Rank 0 - Iron Dagger - Level 1
Rank 0 - Iron Needle - Level 1
Rank 1 - Steel Dagger - Level 2
Rank 1 - Steel Needle - Level 3

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

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

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

Subterfuge Rank 1 Skills Continued:

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

Subterfuge Rank 2 Powers

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 below for your hit bonus
with this skill. Here are the pertinent skill requirements for the
Rank 2 Daggers and Needles:
Rank 2 - Kris Dagger - Level 2
Rank 2 - Finely Balanced 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 2 items:
Rank 2 - Wolf Hide Boots - Level 6
Rank 2 - Wolf 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 below 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 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

Subterfuge Rank 3 Powers


Assassin Rank 3

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

Assassin Rank 3 Continued:

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

Treasure Hunter Rank 3


This subterfuge character specializes in researching, locating, and recovering treasure. Be it a dragons hoard or the crown jewels, this
character is the master planner in pulling off major heists. Skill Tree Cost: 2000 skill pts. Prerequisites: 10 points in Rank 2 Thieving,
10 points in Rank 2 Acrobatics, 10 points in Rank 2 Stealth.
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
Plunderer:
from it. Here are the pertinent skill requirements for Leather
Flat Skill Cost: 1500 exp.
Armor Rank 3 items:
The treasure hunter is able to make extra money plundering
Rank 3 - Bear Hide Boots - Level 6
during his off time. Since he is able to get so much extra he is
Rank 3 - Bear Hide Tunic - Level 10
able to accumulate additional equipment. Gains a +20% bonus
to his equipment points and grants his party members a 5%
Thieving:
equipment point bonus.
The Subterfuge characters percentage chance to pick pockets,
pick locks, and disguise yourself. All chances based on skill. A
Treasure Research:
failure of picking pockets means youre noticed and you do not
The treasure hunter is able to tap into libraries and word of mouth
get what you were trying to take. Failure to pick a lock will set
to discover information on valuable treasure sources in the area.
off any traps that may be on the locked item. Failure to disguise
The percent chance is for a full day of research. See the table on
yourself will reveal your true identity. See the table on the
the following page for skill levels.
following page for skill levels.
Trap Artist:
Stealth:
Gives the treasure hunter the ability to detect and disarm
Percentage chance to move silently, hide in shadows, conceal
mechanical or magical traps for 5 minutes. While this spell is
tracks, or conceal Daggers and Needles on yourself. When
in effect the Treasure Hunter will automatically detect any traps
wearing Metal Armor you may use stealth but you get -20 to your within 10 ft. Chance of disarming them based upon skill. See the
move silently ability. Also hiding in shadows will not work with
table on the following page.
Metal Armor unless you have a cloak to cover yourself with. See
Costs: 40 Power - 4 Focus - Range: Self
the table on the following page for skill levels.

24

Treasure Hunter Rank 3 Continued:

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

Blackguard Rank 3 Continued:


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.

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

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.

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

Subterfuge Rank 4 Powers


Assassin 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
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.

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

Assassin Rank 4 Continued:


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 4 Poisoning:
Whiteout: Blinds the victim. All vision goes completely white
and causes a severe migraine for 6 rounds. -8 to hit bonus.
Required level 1.
Pain Poison: Adds 15 damage to the weapon it is applied to.
Required level 2
Blackout: 75% chance the victim is knocked out for 6 rounds.
Taking damage, or jolting movements will awaken the victim.
Required level 8.
Cocktail of Coercion:
Numbs the imbibers decision making ability. The more diluted
the less likely it will be noticed. It takes effect one minute after

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

Treasure Hunter 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
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

Treasure Hunter Rank 4 Continued:


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 below. If the attack, misses
the Power is wasted.
Costs: 70 Power - 1 Focus - Range: Touch
Plunderer:
Flat Skill Cost: 2500 exp.
Prerequisite: Plunderer Rank 3.
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 40% and grants his party members a 10%
equipment point bonus.

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

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 +8 to hit and the bonus damage is
based upon skill level. See the table below. If the attack, misses
the Power is wasted.
Costs: 70 Power - 1 Focus - Range: Touch

Bkackguard Rank 4 Continued:


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 4 Poisoning:
Whiteout: Blinds the victim. All vision goes completely white
and causes a severe migraine for 6 rounds. -8 to hit bonus.
Required level 1.
Pain Poison: Adds 15 damage to the weapon it is applied to.
Required level 2
Blackout: 75% chance the victim is knocked out for 6 rounds.
Taking damage, or jolting movements will awaken the victim.
Required level 8.
Cocktail of Coercion:
Numbs the imbibers decision making ability. The more diluted
the less likely it will be noticed. It takes effect one minute after
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

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

Subterfuge Rank 5 Powers


Assassin 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 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.

29

Assassin Rank 5 Continued:


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.
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
Fade:
The Assassin turns himself invisible. The effect is cancelled if he
makes an attack or takes damage. Duration based on skill. See the
table below.
Costs: 100 Power - 2 Focus - Range: Self
Assassinate!:
The Assassin makes a deadly attack. Bonus to damage based
upon skill. Bonus to hit is +10. 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: 180 Power - 2 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:

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

Whiteout: Blinds the victim. All vision goes completely white


and causes a severe migraine for 8 rounds. -10 to hit bonus.
Required level 1.
Pain Poison: Adds 20 damage to the weapon it is applied to.
Required level 2
Blackout: 85% chance the victim is knocked out for 8 rounds.
Taking damage, or jolting movements will awaken the victim.
Required level 8.
Cocktail of Domination:
Will put the victim of this cocktail under the control of the
subterfuge character for 1 week. The victim will obey every
command to the best of their ability; Even suicide. 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 60 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: 80 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: 140 Power - 2 Focus - Range: X
Double Down, Half Off:
***Ultimate Skill!***
Prerequisites: 10 pts Rank 5 Daggers and Needles, 10 pts Rank
5 Assassinate, 10 pts in Rank 5 Fade.
Flat Skill Cost: 5000 exp.
A special version of assassinate. It causes half of the targets
current Health in damage. The damage from this ability cannot
be doubled from a crit. Has the same requirements as Assassinate
and also strikes with a +10 bonus to hit.
Costs: 250 Power - 1 Focus - Range: Touch

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

Treasure Hunter 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 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.

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

Whiteout: Blinds the victim. All vision goes completely white


and causes a severe migraine for 8 rounds. -10 to hit bonus.
Required level 1.
Pain Poison: Adds 20 damage to the weapon it is applied to.
Required level 2
Blackout: 85% chance the victim is knocked out for 8 rounds.
Taking damage, or jolting movements will awaken the victim.
Required level 8.
Cocktail of Domination:
Will put the victim of this cocktail under the control of the
subterfuge character for 1 week. The victim will obey every
command to the best of their ability; Even suicide. Required level
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 on the following
page.
Costs: 110 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 on the following page for skill levels.
Costs: 110 Power - 1 Focus - Range: Touch
Deadly Dagger:
This is a tack on skill the Blackguard can use with backstab. For
50 additional Power the Blackguard can backstab at a range by
throwing his Dagger. Also does extra damage based on skill level.
See the table on the following page for skill levels.
Costs: +50 Power - Instant - Range: Same as his Dagger.
Instant Bondage:
***Ultimate Skill!***
Prerequisites: 10 pts Rank 5 Poison, 10 pts Rank 5 Quick Gag,
10 pts in Rank 5 Leather Armor Training.
Flat Skill Cost: 5000 exp.
The blackguard ties up his target with leather straps and hooks
in a flurry of movement. The bondage disappears after 5 rounds.
The blackguard must make a successful martial attack with his
Dagger skill to hit with instant bondage.
Costs: 250 Power - 1 Focus - Range: 15

Blackguard Rank 5 Continued:

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.

Thaumaturgy Rank 1 Powers


Mage Staff:
Prerequisite: Arcane Power Rank 1, Level 1.
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 25. 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 0 and Rank 1 Mage Staves:
Rank 0 - Pine Mage Staff - Level 1
Rank 1 - Oak 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
5 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 lantern. 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 1 foot cube that
lasts for 5 rounds. Range is the same as your staffs attack. Does
not make sound, but can move within the 1 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 0 and Rank 1 items:
Rank 0 - Burlap Shoes - Level 1
Rank 0 - Burlap Robe - Level 2
Rank 1 - Arcane Wool Shoes - Level 5
Rank 1 - Arcane Wool 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:
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

Thaumaturgy Rank 1 Continued:


Summoning:
Prerequisite: Arcane Power Rank 1, Level 1.
The Thaumaturge summons a minor torment spirit to attack for
him. The spirit has 30 Health, but the torment spirit is immune
to physical attacks. It has a magic defense of 11 and a movement
speed of 100. 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: 20 Power - 2 Focus - Range: 10

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

Thaumaturgy Rank 2 Powers

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

Thaumaturgy Rank 2 Continued:


Animation:
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 3 lbs. The animated objects cannot move with enough
force to physically hit something for damage. The objects do
whatever they are directed to do for 40 rounds. This spell can
be cancelled at any time the caster chooses. See the table on the
following page for skill levels.
Costs: 35 Power - 2 Focus - Range: 15

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

Thaumaturgy Rank 3 Powers


Illusionist Rank 3

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

Illusionist Rank 3 Continued:


Change Self:
This spell changes the way the caster looks to everyone else. The caster can appear to be 25% 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: 70 Power - 2 Focus - Range: Self

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

Animator Rank 3 Continued:


Wood Golem:
Flat Skill Cost: 2000 exp.
The Animator creates a golem of wood that has hands and opposable thumbs. The Animator must allocate 15 equipment points per
wood golem he creates. It can fetch items, and carry up to 425 lbs. Its attack bonus is equal to The Animators magic attack bonus. It
gets 2 attacks per round with its fists for 34 damage each. Its martial and magic defense is 31. The Wood Golems movement speed is
225. The golem has 180 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 golem may never be more than 100 feet away from the caster and will do
anything it can to stay within this area. If it is forced further than 100 feet away it is dispelled.
Costs: 220 Power - Ritual Spell 10 Hours - Range: Touch - Duration: permanent until destroyed or dispelled.

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

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

37

Summoner Rank 3 Continued:


Daemon of Arg Raa Zul:
Flat Skill Cost: 2100 exp. and 33 equipment points for a goat farm to have enough to sacrifice.
The Sumnoner calls forth a Daemon of Arg Raa Zul. It is a human sized daemon with great red horns. The Daemon of Arg Raa
Zul has an attack bonus is a +27. It gets two attacks per round with its massive claws for 66 damage with each. The Daemon has a
martial and magic defense of 33 and 666 Health. It has hands and can carry up to 333 lbs., but it cannot weild weapons. The daemon
has a movement speed of 243. 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 333 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 3 goat 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 Arg Raa Zul. 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 333 feet of the caster even if it is
against its orders.
Costs: 333 Power - Ritual Spell 9 Hours - Range: Touch - Duration: 3 Days.

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

Destroyer Rank 3 Continued:

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

Thaumaturgy Rank 4 Powers


Illusionist 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 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

Illusionist Rank 4 Continued:

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.

Animator Rank 4 Skills Continued:


Item Master:
Flat Skill Cost: 3000
The Animator is able to generate additional equipment in his off time using his animations to create new things for him. As a result he
gains a 20% equipment point bonus.

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

Summoner Rank 4 Continued:


Summon Fire Imp:
Flat Skill Cost: 3800
The summoner is also able to summon a winged Fire Imp to do his bidding. The Fire Imp does not count towards his 1 daemon at
a time limit. The Fire Imp can fly and scout for the Summoner. The Imps bonus to hit is the same as the Summoners. He shoots
miniature fireballs, with a range of 50, at the enemy for 50 damage, that cost 2 focus and 40 Power. It has no other attacks, but it is
always on fire and lights anything it touches aflame. The Fire Imp has 35 magic and martial defense. It also has 200 Health and 400
Power. Once summoned he will last until the next morning, or until destroyed. The Fire Imp cannot meditate, but he can rest, just like
the players. It must also stay within 100 ft. of the caster or it is dispelled. Unlike the Daemons, the Summoner may dispell his Fire Imp
at will.
Cost: 200 Power - 1Instant - Range 100.

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

Destroyer Rank 4 Continued:

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

Thaumaturgy Rank 5 Powers


Illusionist 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.

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

Illusionist Rank 5 Continued:


Domination:
***Ultimate Skill!***
Prerequisite: 10 pts Rank 5 Illusion, 10 pts Rank 5 Mind Flay, 10 pts Rank 5 Smarts
The Illusionist dominates the mind of their target. The subject of this spell is so overwhelmed that it believes its allies are enemies and
its enemies are allies. They will attack like they normally would but against their allies. The effect lasts for 6 rounds.
Costs: 250 Power - 2 Focus - Range: 50

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%.

Animator Rank 5 Continued:


Stone Golem:
Flat Skill Cost: 6000 exp.
The Animator creates a golem of iron that has hands and
opposable thumbs. The Animator must allocate 40 equipment
points per iron golem he creates. It can fetch items, and carry
up to 1000 lbs. Its attack bonus is equal to The Animators
magic attack bonus. It gets 2 attacks per round with its fists for
83 damage each. Its martial and magic defense is 51. The Iron
Golems movement speed is 225. The golem has 500 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: 540 Power - Ritual Spell 15 Hours - Range: Touch Duration: permanent until destroyed or dispelled.

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.

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.
Summoning:
The Thaumaturge summons a minor torment spirit to attack for
him. The spirit has 100 Health, but the torment spirit is immune
to physical attacks. It has a magic defense of 51 and a movement
speed of 200. 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: 50

45

Summoner Rank 5 Continued:


Summon Fire Imp:
Prerequisite: Summon Fire Imp Rank 4.
Flat Skill Cost: 4800
The summoner is also able to summon a winged Fire Imp to do
his bidding. The Fire Imp does not count towards his 1 daemon
at a time limit. The Fire Imp can fly and scout for the Summoner.
The Imps bonus to hit is the same as the Summoners. He shoots
miniature fireballs, with a range of 80, at the enemy for 80
damage, that cost 2 focus and 60 Power. It has no other attacks,
but it is always on fire and lights anything it touches aflame.
The Fire Imp has 45 magic and martial defense. It also has 300
Health and 600 Power. Once summoned he will last until the next
morning, or until destroyed. The Fire Imp cannot meditate, but he
can rest, just like the players. It must also stay within 200 ft. of
the caster or it is dispelled. Unlike the Daemons, the Summoner
may dispell his Fire Imp at will.
Cost: 300 Power - 1Instant - Range 200.
Dragons Breath:
The Summoner conjures the breath of an Ice Dragon. It hits
everything in a cone 160 feet long and 70 feet wide at its end.
Damage based upon skill level. See the table below for skill
levels.
Costs: 300 Power - 5 Focus - Range: 300
Daemon of Kar Dor Mar Ger Bur:
Prerequisite: Daemon of Zag Kek Jee Gub
Flat Skill Cost: 6300 exp. and 55 equipment points for a diamond
mine.
The Sumnoner calls forth a Daemon of Kar Dor Mar Ger Bur.
It is a large sized humanoid white daemon covered in obsidian
spikes. The Daemon of Kar Dor Mar Ger Bur has an attack
bonus is a +50. It gets two attacks per round with its massive

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.

Destroyer Rank 5 Continued:


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 Blast:
The Thaumaturge blasts their target with magic energy. Damage
based on your skill level. See the table below for skill levels.
Costs: 180 Power - 4 Focus - Range: 340
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: 190 Power - 2 Focus - Range: 100
Hellfire Storm:
Casting time: 1 hour. Calls Hellfire to rain from the sky on target
area. Area of effect is a 180 ft. radius. Damage per round is based
upon skill level. The Hellfire Storm lasts for 80 rounds. It will
destroy wood structures in the area of effect. The storm will

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.

Divine Rank 1 Powers

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

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
Divine Staff:
Prerequisite: Divine Guidance Rank 1, Level 1.
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 25. 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 0 and Rank 1 Mage Staves:
Rank 0 - Pine Mage Staff - Level 1
Rank 1 - Oak Mage 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 80.
Staff Light: You can make your staff glow with light equal to the
strength of a lantern. 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 30 damage before falling apart. Staff Force
must be attached to an immobile object. Creates a wall up to 10
sq. ft. in size and can only be shaped in a flat plane. Expires after
1 hour 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.

48

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 0 and Rank 1 items:
Rank 0 - Burlap Shoes - Level 1
Rank 0 - Burlap Robe - Level 2
Rank 1 - Arcane Wool Shoes - Level 5
Rank 1 - Arcane Wool 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 on the following page for your hit
bonus.
Healing Light:
Prerequisite: Divine Guidance 1, Level 1.
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: 20 Power - 1 Focus - Range: 50
Holy Force:
Prerequisite: Divine Guidance 1, Level 1.
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. Creates a wall up to 25 sq. ft. in size
and can only be shaped in a flat plane. Expires after 1 hour if it is
not destroyed.
Costs: 30 Power - 1 Focus - Range: 30
Smite:
Prerequisite: Divine Guidance 1, Level 1.
The Divine character blasts their opponent with holy energy. A
successful hit with this spell also lowers the targets defense by 2
for the next 4 rounds. Increases damage with skill. See the table
on the following page.
Costs: 30 Power - 2 Focus - Range: 45
Protection:
Prerequisite: Divine Guidance 1, Level 1.
Flat Skill Cost: 800 pts.
The Divine character increases their targets magic and martial
defense by 3 for the next 5 rounds.
Costs: 30 Power - 2 Focus - Range: 30

Divine Rank 1 Continued:

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

Divine Rank 2 Powers

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

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 5
Rank 2 - Steel Breastplate - Level 10
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 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 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 110.
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 Force: The Divine character creates a translucent immobile
wall that can take 45 damage before falling apart. Staff Force
must be attached to an immobile object. Creates a wall up to 30
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 2 items:
Rank 2 - Arcane Silk Shoes - Level 5
Rank 2 - Arcane Silk 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 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: 35 Power - 1 Focus - Range: 75
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. Creates a wall up to 60 sq. ft. in size
and can only be shaped in a flat plane. Expires after 2 hours if it
is not destroyed.
Costs: 50 Power - 1 Focus - Range: 50
Smite:
The Divine character blasts their opponent with holy energy. A
successful hit with this spell also lowers the targets defense by 3
for the next 5 rounds. Increases damage with skill. See the table
on the following page.
Costs: 50 Power - 2 Focus - Range: 65
Protection:
Prerequisite: Rank 1 Protection.
Flat Skill Cost: 1600 pts.
The Divine character increases their targets magic and martial
defense by 5 for the next 5 rounds.
Costs: 50 Power - 2 Focus - Range: 40

49

Divine Rank 2 Continued:

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

Divine Rank 3 Powers


Combat Medic Rank 3

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

Holy Champion Rank 3


The Holy Champion is the up-close and personal combat holy class. They use magic to improve their combat abilities. The Holy
Champions Blunt Weapon skill gets bumped up to be comparable to a Martial characters hit bonus. Skill tree cost: 2000 pts
Prerequisites: 10 pts. In Rank 2 Metal Armor, 10 pts. In Rank 2 Blunt Weapon skill, 10 pts. In Rank 2 Body Building.
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
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 4 rounds. The

Skill Level

Hammer of Wrath
Zealous Cry
Blunt Weapon

11
10
19

12
11
19

13
12
20

14
13
20

weapon automatically returns to the caster after the spell whether


it hits or not. See the table below for skill levels.
Costs: 50 Power - 2 Focus - Range: 30
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: 60 Power - 1 Focus - Range: 0
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.
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

15
14
21

16
15
21

17
16
22

18
17
22

19
18
23

10
20
19
23

Holy Zealot Rank 3


The Holy Zealot is Focused on smiting opponents to their knees using their holy wrath. DAEMON, Be gone! and so forth. This is
the offensive holy casting class with great crowd control. Skill tree cost: 2000pts Prerequisites: 10 pts. in Rank 2 Divine Guidance,
10 pts. in Rank 2 Smite, 10 pts in Rank 2 Mage Saff skill.
Divine Staff:
Staff Force: The Divine character creates a translucent immobile
This is your ability to wield a Mage Staff. The staff is a One
wall that can take 60 damage before falling apart. Staff Force
Handed weapon. The Divine character makes small magical
must be attached to an immobile object. Creates a wall up to 50
attacks with his staff at a range of 65. You must have the skill
sq. ft. in size and can only be shaped in a flat plane. Expires after
required to weild a specific weapon. The damage increases
2 hours if it is not destroyed. The Divine character may only have
with skill level. See the table below. Here are the pertinent skill
one Staff Force active at a time. Staff Force may not be used
requirements for the Rank 3 Mage Staff:
during combat.
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.

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

Holy Zealot Rank 3 Continued:


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
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 100 sq. ft. in size and can be made into any shape.
Expires after 3 hours if it is not destroyed. See the table below.
Costs: 90 Power - 1 Focus - Range: 80

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

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
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 100 sq. ft. in size and can be made into any shape.
Expires after 3 hours if it is not destroyed. See the table on the
following page.
Costs: 90 Power - 1 Focus - Range: 80
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.

Priest Rank 3 Continued:


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
Retrieve Soul:
Flat Skill Cost: 2500
The Priest returns a dead player back to life with 100 Health 50
Power. The character raised still has to pay the normal experience
penalty.
Costs: 200 Power - Ritual Spell 15 Minutes - Range: 10

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

Divine Rank 4 Powers


Combat Medic Rank 4

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

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 5
Rank 4 - Plate Armor - Level 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: 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

Combat Medic Rank 4 Continued:

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

Holy Champion Rank 4


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

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

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 5
Rank 4 - Plate Armor - Level 10

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

Two Handed Weapon Expert:


Flat Skill Cost: 1400 exp.
Prerequisite: Two Handed Weapon Expter Rank 3.
While weilding a Two Handed weapon you score a critical hit
when hit by more than 8 instead of 9 now.

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

Holy Zealot 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 on the following page for your hit
bonus.

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

Divine Rank 5 Powers


Combat Medic Rank 5

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

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 5
Rank 5 - Impervious Full Plate - 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.
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
Protection:
Prerequisite: Rank 4 Protection.
Flat Skill Cost: 4000 pts.
The Divine character increases their targets magic and martial
defense by 11 for the next 10 rounds.
Costs: 130 Power - 2 Focus - Range: 70

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

Holy Champion Rank 5


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
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 5
Rank 5 - Impervious Full Plate - Level 10
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 6 rounds. The
weapon automatically returns to the caster after the spell whether
it hits or not. See the table below for skill levels.
Costs: 120 Power - 2 Focus - Range: 50
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: 130 Power - 1 Focus - Range: 0

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

Two Handed Weapon Expert:


Flat Skill Cost: 2000 exp.
Prerequisite: Two Handed Weapon Expter Rank 4.
While weilding a Two Handed weapon you score a critical hit
when hit by more than 7 instead of 8 now.
Protection:
Prerequisite: Rank 4 Protection.
Flat Skill Cost: 4000 pts.
The Divine character increases their targets magic and martial
defense by 11 for the next 10 rounds.
Costs: 130 Power - 2 Focus - Range: 70
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 +10 to hit for the duration of the spell. Duration
based on skill. See table below.
Costs: 150 Power - 2 Focus - Range: Self
Glistening Aura of Brilliance:
***Ultimate Skill!***
Prerequisite: 10 pts Rank 5 Blunt Weapon, 10 pts Rank 5 Metal
Armor, 10 pts Rank 5 Angelic Possesion.
Flat Skill Cost: 5000 exp.
The Holy Champion shines with a Glistening Aura of Brilliance
for 5 rounds. The aura hits everything within 50 feet of the
champion. The champion must make a martial attack for the
effect to take hold on enemies. All affected enemies do -50
damage with martial attacks. The champion and all allies do +50
damage with martial attacks.
Costs: 250 Power - Instant - Range: 50

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

Holy Zealot 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
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.
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
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.

Nature Rank 1 Powers

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

Nature Rank 2 Powers

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

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: 40 Power - 2 Focus - Range: 60
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. Duration increases with skill points. See
the table below for skill levels.
Costs: 50 Power - 2 Focus - Range: Self
Wolfs Speed:
The Nature character increases their running speed for 25 rounds.
If you take damage twice the spell is dispelled. Speed based upon
skill level. See the table below for skill levels.
Costs: 50 Power - 1 Focus - Range: Self
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: 35 Power - 1 Focus - Range: 75
Summon Food:
Flat Skill Cost: 1500 exp.
Prerequisite: Any Rank 2 Nature skill.
Creates enough food for a day for up to 10 people. The left-over
food disappears at the end of the day.
Costs: 50 Power - 4 Focus - Range: 5

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

Nature Rank 3 Powers


Druid Rank 3

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

Beast Master Rank 3


This close combat Nature character is the master of shape shifting and animal control. Skill tree cost: 2000pts. Prerequisites: 10 pts in
Rank 2 Wolf Speed, 10 pts in Rank 2 Spear skill, 10 pts in Rank 2 Camouflage.
Spear:
are based on the Spear hit bonus of the beast master. The Giant
This is your ability to wield a Spear. Spears are Two Handed
Cats attacks are also enhanced by any enchantments on the Beast
close combat weapons and are ineffective as a Thrown weapon.
Masters Spear, and their damage enhancements from Animal
You must have the skill required to weild a specific weapon. See
Companion. See the table below for skill levels.
the table below for your hit bonus with this skill. Here are the
Costs: 120 Power - Instant - Range: Self
pertinent skill requirements for the Rank 3 Spear:
Rank 3 - Brutal Halberd - Level 3
Animal Companion:
Flat Skill Cost: 3000
Leather Armor Training:
The beast master calls for an animal companion from the
You must have this to a certain level to wear specific armor. This
wild. This can take 3 forms, cat, bear, or falcon. If an animal
entails your ability to use Leather Armor and receive the benefits
companion dies the caster is immediately knocked unconscious
from it. Here are the pertinent skill requirements for Leather
for 2 rounds. If the animal is forced out of the casters maximum
Armor Rank 3 items:
range then it is treated as killing the animal and the link is
Rank 3 - Bear Hide Boots - Level 6
broken. You may only have one animal companion at a time. The
Rank 3 - Bear Hide Tunic - Level 10
caster is able to communicate telepathically with the animal, and
see through its eyes at will. The stats and benefits of each animal
Camouflage:
are:
By means of this spell the Nature character renders themself
Bear: Calls forth a Dire Bear to fight along side the caster.
Camouflaged. If studied closely, it is obvious they are there. Also
Increases the casters physical damage by 10 and Health by 100.
if the caster moves quickly, it becomes obvious that something
The bear has 350 Health an attack bonus of +26 and movement
is there, though their true identity is masked. Predator style
speed of 125. Its martial defense is 32 and magic defense is 28.
camoflage. The spell is cancelled if you take damage, attack, or
cast an offensive spell twice. Duration increases with skill points. It hits for 15 damage per claw attack and 20 damage for a bite.
It can hit twice with claws and once with bite per round. The
See the table below for skill levels.
maximum range the bear can be away from the caster is 1 mile.
Costs: 80 Power - 2 Focus - Range: Self
Cat: Calls forth a Dire Panther to fight along side the caster.
Increases the casters damage by 5, and movement speed by 100.
Wolfs Speed:
It hits for 25 damage per claw attack and 30 damage for a bite.
The Nature character increases their targets running speed for
It can hit twice with claws and once with bite per round. It has
40 rounds. If you take damage three times the spell is dispelled.
250 Health, and an attack bonus of +28 and a movement speed
Speed based upon skill level. See the table below for skill levels.
of 280. Its martial defense is 37 and magic defense is 28. The
Costs: 70 Power - 1 Focus - Range: 15
cat also has 10 skill points in Rank 2 Camouflage and 150 Power.
The cat can be up to 2 miles away from the caster.
Healing Stream:
Falcon: Calls forth a Dire Falcon to fight along side the caster.
Heals your target over time for X Health a round for 4 rounds.
Increases the casters physical damage by 5, their speed by 50,
Will stack with itself up to 3 times, so you can cast it multiple
and Power by 50. The falcon also gives the Beast Master the
times on the same target for more healing. Amount healed per
sight of a falcon, which means night vision and extreme long
round increases with level. See the table below for skill levels.
range sight. When in eagle form, the falcon increases the Beast
Costs: 60 Power - 1 Focus - Range: 100
Masters flight speed by 150. It hits for 10 damage per claw
attack and 15 damage with its beak. It can hit twice with claws
Giant Cat Form:
This spell transforms the Beast Master along with all of their gear and once with beak per round. It has 230 Health, an attack of
into a giant cat. Lasts for 6 rounds or until cancelled by the caster. +25, and a movement speed of 400. The falcons martial defense
is 37 and magic defense is 30. It can be up to 5 miles away from
Movement speed is increased by 50. Cannot cast spells while
the caster.
transformed. Damage done per attack is based on skill level. The
Costs: 250 Power - Ritual 4 Hours - Range: Self
giant cat attacks three times per round, claw/claw/bite.
Normal Str bonuses to damage still apply to each attack. Attacks

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

Nature Rank 4 Powers


Druid 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

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

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

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

Beast Master Rank 4


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 on the following page for your hit bonus with this skill.
Here are the pertinent skill requirements for the Rank 4 Spear:
Rank 4 - Sinister Impaler - 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
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 three times. Duration increases with skill
points. See the table on the following page for skill levels.
Costs: 110 Power - 2 Focus - Range: Self
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
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 on the following page
for skill levels.
Costs: 90 Power - 1 Focus - Range: 125
Dire Eagle Form:
Flat Skill Cost: 3500
Transforms the caster and all their gear into an eagle for 2 hours
or until cancelled. This spell also transforms the Beast Masters
non-flying pets into minature forms that are unable to fight, but
can ride on Beast Master so they arent left behind. Once the
spell is cancelled they return to their normal fighting forms. The
Dire Eagle can fly at a speed of 220. The caster has the same
amount of Health, but cannot do any spell casting. Eagle Form
hits for 10 damage per claw attack and 15 damage with its beak.
It can hit twice with claws and once with beak per round. The
Eagle Forms attacks are also enhanced by any enchantments on
the Beast Masters Spear, and their damage enhancements from
Animal Companion.
Costs: 130 Power - 6 Focus - Range: Self

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

Beast Master Rank 4 Continued:

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

Nature Rank 5 Powers


Druid Rank 5

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

Beast Master Rank 5


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 on the following page for your hit bonus with this skill.
Here are the pertinent skill requirements for the Rank 5 Spear:
Rank 5 - Ominous Lance - 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
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
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 on the following page
for skill levels.
Costs: 130 Power - 1 Focus - Range: 150
Dire Eagle Form:
Flat Skill Cost: 4500 Prerequisite: Dire Eagle Form, Rank 4.
Transforms the caster and all their gear into an eagle for 4 hours
or until cancelled. This spell also transforms the Beast Masters
non-flying pets into minature winged forms that are unable to
fight, but can ride on Beast Master so they arent left behind.
Once the spell is cancelled they return to their normal fighting
forms. The Dire Eagle can fly at a speed of 320. The caster has
the same amount of Health, but cannot do any spell casting. Eagle
Form hits for 15 damage per claw attack and 22 damage with its
beak. It can hit twice with claws and once with beak per round.
The Eagle Forms attacks are also enhanced by any enchantments
on the Beast Masters Spear, and their damage enhancements
from Animal Companion.
Costs: 200 Power - 6 Focus - Range: Self

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

Beast Master Rank 5 continued:


Bane Wolf Form:
***Ultimate Skill!***
Prerequisite: Rank 5 Animal Companion, 10 pts Rank 5 Giant Cat Form, Rank 5 Dire Eagle Form
Flat Skill Cost: 5000 exp.
The Beast Master transforms into a gigantic Bane Wolf for 6 rounds, viciously attacking his enemies. Movement speed is increased by
200. The Beast Master cannot cast spells while transformed. The Bane Wolf attacks three times per round, claw/claw/bite. The claws
hit for 50 damage and the bite hits for 75 damage. Normal Str bonuses to damage still apply to each attack. Attacks are based on the
Spear hit bonus of the beast master. The Bane Wolfs attacks are also enhanced by any enchantments on the Beast Masters Spear, and
their damage enhancements from Animal Companion.
Costs: 250 Power - 2 Focus - 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

Ranger Rank 5 continued:

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.

Lore Rank 1 Powers


One Handed Weapon:
This is your ability to wield a One Handed close combat weapon.
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 One Handed Rank 0 and Rank 1 weapons:
Rank 0 - Iron Mace - Level 1
Rank 0 - Iron Dagger - Level 1
Rank 0 - Iron Long Sword - Level 2
Rank 1 - Steel Dagger - Level 2
Rank 1 - Steel Mace - Level 5
Rank 1 - Steel Long 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 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

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.

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 2 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 20. 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 doubles his and up to 10 allies meditation
amount, within the guitars attack range.

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

Lore Rank 1 continued:


Discordant Ditty:
Prerequisite: Musician Rank 1, Level 1.
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 4 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: 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

Lore Rank 2 Powers


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 2 weapons:
Rank 2 - Kris Dagger - Level 2
Rank 2 - Morning Star - Level 5
Rank 2 - Bastard Sword - Level 6
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 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 2 Arcane Guitar:
Rank 2 - Ivanez 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 3 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 40. 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 2.5, 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 2 items:
Rank 2 - Wolf Hide Boots - Level 6
Rank 2 - Wolf 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.
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

Lore Rank 2 continued:

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

Lore Rank 3 Powers


Skald Rank 3

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

Lore Rank 4 Powers


Skald Rank 4

One Handed Weapon:


Works the same as Rank 1 One Handed Weapon. See the table on
the following page for your hit bonus with this skill. Here are the
pertinent skill requirements for One Handed Rank 4 weapons:
Rank 4 - Heartseeker - Level 2
Rank 4 - Willbreaker - Level 5
Rank 4 - Storm Slicer - Level 6

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

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

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

Cut Time Chorus:


Flat Skill Cost: 3500 pts.
The Skald sings a hasty melody. The next round in time for
the Skald and all allies within 50 ft is cut in half. They get two
rounds in the next round to perform actions. Cut Time Chorus
may not be used while under the effects of Cut Time Chorus. We
wouldnt want to create any sonic space time paradoxes. Dont
do it! This spell may be cast while still performing a full rounds
actions.
Costs: 120 Power - Singing - Range: Self

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

Lore Rank 5 Powers


Skald Rank 5

One Handed Weapon:


Works the same as Rank 1 One Handed Weapon. See the table on
the following page for your hit bonus with this skill. Here are the
pertinent skill requirements for One Handed Rank 5 weapons:
Rank 5 - Dragonclaw - Level 2
Rank 5 - Oathbreaker - Level 5
Rank 5 - Massacre - Level 6

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

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

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

Cut Time Chorus:


Prerequisite: Cut Time Chorus Rank 4.
Flat Skill Cost: 4500 pts.
The Skald sings a hasty melody. The next round in time for the
Skald and all allies within 50 ft is cut into thirds. They get tgree
rounds in the next round to perform actions. Cut Time Chorus
may not be used while under the effects of Cut Time Chorus. We
wouldnt want to create any sonic space time paradoxes. Dont
do it! This spell may be cast while still performing a full rounds
actions.
Costs: 250 Power - Singing - Range: Self
Call of Thor:
***Ultimate Skill!***
Prerequisite: 10 pts Rank 5 Battle Song, Rank 5 Cut Time
Chorus, 10 pts Rank 5 Tribute to Turtle
Flat Skill Cost: 5000 exp.
The Skald lets forth a mighty battle cry. A cloudy image of Thor
apears over the battle field and infuses the Skald and all allies
with extra Strength and Concentration. The Skald and any allies
within 50 ft gain 40 Str. and 40 Conc. for 5 rounds.
Costs: 250 Power - 1 Focus - Range: Self

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

Leather Armor Continued:


Rank
5
5
5+
5+

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

One Handed Swords


One Handed swords are your typical edged combat weapon. Both the Martial and Lore class trees have the skill available for One
Handed swords. You must possess a certain One Handed Weapon skill to use each weapon.

Rank

Item

Skill Required

Damage / Bonus

Cost

Iron Long Sword

6/-

Bastard Sword

10 / -

Bastard Sword

15 / -

25

Brutal Bastard Sword

22 / +3 Str

50

Storm Slicer

33 / +5 Str, +3 Phy

100

Massacre

50 / +8 Str, +5 Phy, +3 Agi

200

5+

Severance, Ender of Worlds

10+U

66 / +12 Str, +8 Phy, +6 Agi

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

Brutal Battle Axe

10

33 / +5 Str

70

Nights Edge

10

50 / +8 Str

140

Reaver of Destruction

10

75 / +12 Str, 2.5x Dmg Crit Instead of 2x

280

5+

Cataclysm, Reaver of Suffering

10+U

100 / +15 Str, 3x Dmg Crit instead of 2x

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

Brutal Morning Star

18 / +2 Str, +2 Phy

50

Willbreaker

27 / +4 Str, +4 Phy, +75 Power

100

Oathbreaker

40 / +7 Str, +7 Phy, +150 Power

200

5+

Desolation, Dawn of Darkness

10+U

53 / +10 Str, +10 Phy, +250 Power

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

Rawhide Padded Gloves

3/-

Leather Padded Gloves

4/-

Wolf Hide Studded Gloves

8/-

25

Bear Hide Studded Gloves

12 / +3 Str, +3 Phy

50

Wyvern Hide Spiked Gloves

16 / +6 Str, +6 Phy, +2 Sta

100

Flaming Dragon Hide Spiked Gloves

25 / +9 Str, +9 Phy, +5 Sta

200

5+

Daemon Hide Gloves of Desolation

10+U

33 / +12 Str, +12 Phy, +8 Sta, +40 dmg on crit

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

Interdimensional Backpack of Holding

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

Increases the Health of the wearer by the amount given below.

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

Increases the Power of the wearer by the amount given below.

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

Permanent Color Item

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

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 Upgrade System:


Players get to take a role in developing their town. Just like creating equipment this is what goes on in the town between adventures.
The players are given a certain amount of points between each session to develop their town. This can be done through democratic
process, in the event of a tie the vote goes to the GM who plays the role of townspeople. The players may want to take turns being
in charge of the development, or just assign one of the players to the duty. Ultimately it is up to the players with some input from the
GM.
A starting town has a production value of 400 and a population of 400. Production value is the amount of town points the group gets
between each adventure. Production value is the population plus any modifiers. Some upgrades will add to the towns production value
without increasing population. Population is the number of people in the town. Because Reapers live outside of time they do not age
like normal humans and the population can grow significantly in what may seem like a short period of time for them. We only see the
Reapers during the highlights of their adventures. The town will likely get attacked when the Reapers are not there. When this happens
the town must be prepared to defend themselves. If there is not enough defense parts of the town may get damaged and require town
points to be repaired. The further the Reapers delve into the wilderness the more attention they will likely draw to the town.

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

Town Upgrades Continued:


Combat Quarters:
Combat Training Field:
Provides enough resources and equipment to train 10
townspeople as town guards with some skill. 200 pts.
Upgrade to Small Barracks:
Upgrades the Barracks to provide enough resources and
equipment to train 25 townspeople as town guards with some
skill. Prerequisite: Combat Training Field, Small Blacksmith,
Small Granary. 400 pts.
Upgrade to Medium Barracks:
Upgrades the Barracks to provide enough resources and
equipment to train 50 townspeople as town guards with some
skill. Prerequisite: Small Barracks, Medium Blacksmith,
Medium Granary. 700 pts.
Upgrade to Large Barracks:
Upgrades the Barracks to provide enough resources and
equipment to train 80 townspeople as town guards with some
skill. Prerequisite: Medium Barracks, Large Blacksmith, Large
Granary. 1200 pts.
Upgrade to Giant Barracks:
Upgrades the Barracks to provide enough resources and
equipment to train 125 townspeople as town guards with some
skill. Prerequisite: Large Barracks, Giant Blacksmith, Giant
Granary. 2000 pts.
Additional Giant Barracks:
Adds an additional Barracks to provide enough resources and
equipment to train 125 more townspeople as town guards with
some skill. Prerequisite: Giant Barracks. 4000 pts.
Archery Field:
Small Archery Field:
Provides enough resources and equipment to train 10
townspeople to be archers. Archers are incredible Defenders able
to pick off the enemy from behind the wall, Ramparts, or a tower.
Prerequisite: Small Barracks, Small Lumber Mill. 400pts.
Upgrade to Medium Archery Field:
Upgrades the Archery Field to provide enough resources and
equipment to train 25 townspeople to be archers. Prerequisite:
Medium Barracks, Medium Lumber Mill, Small Archery Field.
700pts.
Upgrade to Large Archery Field:
Upgrades the Archery Field to provide enough resources and
equipment to train 50 townspeople to be archers. Prerequisite:
Large Barracks, Large Lumber Mill, Medium Archery
Field.1200pts.
Upgrade to Giant Archery Field:
Upgrades the Archery Field to provide enough resources and
equipment to train 80 townspeople to be archers. Archers are
incredible Defenders able to pick off the enemy from behind the
wall, Ramparts, or a tower. Prerequisite: Giant Barracks, Giant
Lumber Mill, Large Archery Field. 2000pts.
Additional Giant Archery Field:
Adds an additional Archery Field to provide enough resources
and equipment to train 125 more townspeople to be archers.
Archers are incredible Defenders able to pick off the enemy from
behind the wall, Ramparts, or a tower. Prerequisite: additional
Giant Barracks, Giant Lumber Mill, Giant Archery Field.
4000pts.

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

Town Upgrades Continued:


Wizard Tower:
Small Wizard Tower:
The Small Wizard tower houses 3 Rank 1 thaumaturgy casters.
They help defend by casting ranged spells at attackers. The
mages are able to help craft things faster for the townspeople.
This boost increases production by 20. Prerequisite: Small Rock
Quarry. 400pts.
Upgrade to Medium Wizard Tower:
This upgrades the wizard tower to house 6 Rank 1 and 1 Rank
2 thaumaturgy casters. The production boost goes up to 40.
Prerequisite: Medium Rock Quarry, Small Wizard Tower. 700pts
Upgrade to Large Wizard Tower:
This upgrades the wizard tower to house 10 Rank 1 and 3
Rank 2 thaumaturgy casters. The production boost goes up to
80. Prerequisite: Large Rock Quarry, Medium Wizard Tower.
1200pts
Upgrade to Giant wizard tower:
This upgrades the wizard tower to house 16 Rank 1 and 6 Rank
2 thaumaturgy casters. The production boost goes up to 160.
Prerequisite: Giant Rock Quarry, Large Wizard Tower. 2000pts
Aditional Giant Wizard Tower:
This adds an additional 12 Rank 2 thaumaturgy casters. They
help defend by casting ranged spells at attackers. This increases
production by another 160. Prerequisite: Giant Rock Quarry,
Giant Wizard Tower. 4000pts
Fortified Wall:
Flimsy Wooden Wall:
The flimsy Wooden Wall offers minimal defense to intruders and
could be knocked over with a decent amount of force. The wall
could be hacked through with an axe in several minutes. 250pts.
Upgrade to Sturdy Wooden Wall:
This upgrades your walls defense. It would take a small battering
ram to knock a hole in it. Prerequisite: Small Lumber Mill,
Combat Training Field. 400pts.
Upgrade to Re-enforced Wooden Wall:
This upgrades your walls defense. It would take a large battering
ram to knock a hole in it. Prerequisite: Medium Lumber Mill,
Small Blacksmith, sturdy Wooden Wall, Combat Training Field.
800pts.
Upgrade to Hefty Wooden Wall plus towers:
This upgrades your walls defense. It would take a small catapult
to knock a hole in it. The towers offer the Defenders an additional
vantage point in combat. Prerequisite: Large Lumber Mill,
Medium Blacksmith, Re-enforced Wooden Wall, Small Barracks.
1500pts.
Upgrade to Light Stone Wall and Towers:
This upgrades your walls defense. It would take a medium
catapult to knock a hole in it. The towers offer the Defenders an
additional vantage point in combat. Prerequisite: Small Rock
Quarry, Medium Blacksmith, Hefty Wooden Wall, Medium
Barracks. 3000pts.
Upgrade to Sturdy Stone Wall, Ramparts, and Towers:
This upgrades your walls defense. It would take a large catapult
to knock a hole in it. The towers offer the Defenders an additional
vantage point in combat. Ramparts allow Defenders to take any
position on the wall to fight attackers. Prerequisite: Large Rock

94

Quarry, Large Blacksmith, Light Stone Wall, Large Barracks.


6000pts.
Upgrade to Hefty Stone Wall, Ramparts, Gate House, and
Towers:
This upgrades your walls defense. It would take a giant catapult
to knock a hole in it. The towers offer the Defenders an additional
vantage point in combat. Ramparts allow Defenders to take
any position on the wall to fight attackers. The gatehouse offers
excellent defense to intruders trying to break the main gate down.
Prerequisite: Giant Rock Quarry, Giant Blacksmith, Sturdy
Stone Wall, Giant Barracks. 9000pts.
Upgrade to Castle with Hefty re-enforced Stone Wall,
Ramparts, Gate House, and Towers:
This upgrades your walls defense. It would take a trebuchet to
knock a hole in it. The towers offer the Defenders an additional
vantage point in combat. Ramparts allow Defenders to take
any position on the wall to fight attackers. The gatehouse offers
excellent defense to intruders trying to break the main gate down.
Castles offer a safe place for all non-combat residents and a
secondary highly defensible position. Takes a trebuchet to knock
a hole in a castle. Prerequisite: additional Giant Rock Quarry,
additional Giant Blacksmith, Hefty Stone Wall, Additional Giant
Barracks. 12000pts.
Siege Workshop:
Small Siege Workshop:
The siege workshop provides the ability to build and support
4 small catapults. Excellent for destroying opponents siege
machines. Prerequisite: Small Lumber Mill, Small Blacksmith,
Small Rock Quarry. 500pts.
Upgrade to Medium Siege Workshop:
The siege workshop provides the ability to build and support
4 medium catapults. Excellent for destroying opponents siege
machines. Prerequisite: Medium Lumber Mill, Medium
Blacksmith, Medium Rock Quarry. 800pts.
Upgrade to Large Siege Workshop:
The siege workshop provides the ability to build and support
4 large catapults. Excellent for destroying opponents siege
machines. Prerequisite: Large Lumber Mill, Large Blacksmith,
Large Rock Quarry. 1500pts.
Upgrade to Giant Siege Workshop:
The siege workshop provides the ability to build and support
4 giant catapults. Excellent for destroying opponents siege
machines. Prerequisite: Giant Lumber Mill, Giant Blacksmith,
Giant Rock Quarry. 3000pts.
Additional Giant Siege Workshop:
Able to build and support 4 additional trebuchets. Excellent for
destroying opponents siege machines. Prerequisite: additional
Giant Lumber Mill, Additional Giant Blacksmith, Additional
Giant Rock Quarry. 5000pts.

Game Master Section:


*!*!*!*!*!*!*!*!*!*!*!*!* WARNING *!*!*!*!*!*!*!*!*!*!*!*!*

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

Rank 2 martial (+20 to hit):

96

Rank 4 martial (+40 to hit):

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

Combat Breakdowns Continued:


Rank 5 martial (+50 to hit):

Rank 1 magic (+10 to hit):

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

Rank 5+ martial (+60 to hit):


Defense

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

Rank 2 magic (+20 to hit):


M. Defense

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

Combat Breakdowns Continued:


Rank 3 magic (+30 to hit):

Rank 5 magic (+50 to hit):

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

Rank 4 magic (+40 to hit):

Rank 5+ magic (+60 to hit):

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.

Bone Pile - Rank 1Attack: 7

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:

Surprise animation: instant cast, 30 Power, the bone pile forms


into a skeleton and fights as one until it is killed.

Anyone bitten by a Zombie has all of their defenses and attacks


lowered by 2 for the next 3 rounds.

Monster Description:

Monster Description:

The bone pile appears to be a some scattered bones until some


one gets near and it springs to life.

The Zombie is an undead human brought back to life by necromantic magic.

Red Bone Pile - Rank 2Attack: 13

Magic Attack: -

Initiative: 16
Defense: 20

Rotting Corpse - Rank 2+

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

Surprise animation: instant cast, 30 Power, the bone pile forms


into a skeleton and fights as one until it is killed.
Re-amination: instant cast, cost 40 Power, the red bone pile
cakcles maniacally as it brings itself back to life at full Health
after being killed.

Special Attacks:

Monster Description:

The Rotting Corpse is a stronger, more decayed, undead human


brought back to life by necromantic magic.

The bone pile appears to be a some scattered red bones until


some one gets near and it springs to life.

Icy grip: 40 Power - Instant Cast(but can only be used every 3


rounds), Next claw attack has the chance to stun for 2 rounds.
Stench Aura: all opponents at -1 attack within 15 ft.
Monster Description:

99

Soul Hunter - Rank 1


Attack: 8

Fire Imp - Rank 2

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.

Fire Blast is a no cost, ranged magic attack.


Fireball is the Imps big nuke spell.

Monster Description:

Monster Description:

The soul hunter has a shady translucent black form of a ghostly


human.

The Fire Imp is a small firey horned daemon.

Scarecrow - Rank 1 Boss


Attack: 12

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.

Fire Elemental - Rank 4


Attack: -

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

200 Pow, 5 Foc

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.

Dark Iron Dwarf - Rank 2Attack: 13

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:

Rocket attack can only be used every 3 rounds.

Angry, short, dark, silver hair and beards.

100

Grey Caster - Rank 1+


Attack: -

Red Caster - Rank 3+

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

150 Pow, 4 Foc

Special Attacks:

Special Attacks:

Grey Staff is a no cost, ranged magic attack.


Grey Blast is the Grey Casters big nuke spell.

Red Staff is a no cost, ranged magic attack.


Red Blast is the Red Casters big nuke spell.

Monster Description:

Monster Description:

The Grey Caster is an undead mage in a grey robe.

The Red Caster is an undead mage in a red robe. His robes and
staff are covered in black runes.

Black Caster - Rank 2+


Attack: -

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

120 Pow, 4 Foc

Special Attacks:

Purple Caster - Rank 4+


Attack: -

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

200 Pow, 4 Foc

Special Attacks:

Black Staff is a no cost, ranged magic attack.


Black Blast is the Black Casters big nuke spell.

Purple Staff is a no cost, ranged magic attack.


Purple Blast is the Purple Casters big nuke spell.

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.

Pink Caster - Rank 5+


Attack: -

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

300 Pow, 4 Foc

Special Attacks:

Monster Description:

Pink Staff is a no cost, ranged magic attack.


Pink Blast is the Pink Casters big nuke spell.

The Pink Caster is an undead mage in a Pink robe. His robes


and staff are covered in black and white runes.

101

Zombie Giant - Rank 3 Boss


Attack: 27

Magic Attack: -

Initiative: 27

Speed 160

Defense: 36

Magic Defense: 30

Health: 2500

Power: 600

Daemon of Berg Dar - Rank 2+


Attack: 18

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

150 Pow, 5 Foc

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:

Grim Lord - Rank 5+U Boss

The Zombie Giant is raised from the grave by necromancy.

Attack: 55

Liche - Rank 4 Boss


Attack: -

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

200 Pow, 1 Foc

M. Attack 3

Damage

Range

Cost

Terror

30/Round

80

400 Pow, 3 Foc

M. Attack 4

Damage

Range

Cost

Oblivion

450

120

600 Pow, 5 Foc

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:

Liche Staff is a no cost, ranged magic attack.


Miasma is an aoe damage debuff spell that makes anyone hit by
the spell fight with a -5 penalty. Miasma lasts for 6 rounds.
Terror is a single target damage over time stationary fear spell.
Any player hit by Terror is locked in place by fear unable to act
for 5 rounds. The damage from Terror stacks with the damage
from Miasma.
Oblivion is the Liches ultimate nuke spell.

Grim Bellow summons 10 Daemons of Berg Dar instantly


that do nothing but cower in place to be sacrificed to the Girm
Lords Grim Siphon. Grim Bellow may only be used after 4
rounds of combat, then it may only be used again 4 rounds after
Grim Siphon. Grim Siphon is an area of effect instant martial
attack that does 200 damage, and also heals the Grim Lord
for 200 for every target hit. The Grim Siphon may do critical
damage, but the amount healed is only 200 for every target hit.
Grim Siphon also hits the daemons of Berg Dar that the Grim
Lord summoned. Grim Siphon may only be used 4 rounds after
Grim Bellow.

Monster Description:

Monster Description:

The Liche is an undead lord that raises and leads a massive


army of undead monsters.

The Grim Lord is a giant sized imposing black and white daemon lord with massive spiked fists.

Special Attacks:

102

Daemon of Arg Ra Zul - Rank 3+


Attack: 27

Magic Attack: -

Initiative: 30
Defense: 33

Speed 243
Magic Defense: 33

Health: 666
Attack 1

Damage

Power: Range

Daemon of Kar Dor Mar Ger Bur - Rank 5+


Attack: 50

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 Arg Ra Zul attacks with its massive claws


every round.

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.

Giant sized humanoid white daemon covered in obsidian


spikes.

Daemon of Mep - Rank 1+

Daemon of Zag Kek Jee Gub - Rank 4+


Attack: 40

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.

The Daemon of Mep attacks with its claws every round.

Monster Description:

Tiny sized black daemon with orange horns and vicious claws.

Large sized humanoid daemon covered in bony spikes.

Monster Description:

Young Daemon Dragon - Rank 2 Boss


Attack: 17

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

100 Pow, 4 Foc

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.

The Young Daemon Dragon is infused with daemonic Power.


Pitch black and covered in black spikes. Even a young dragon is
still very large at about 40 feet long with great wings.

103

Ogre - Rank 2
Attack: 16

Magic Attack: -

Initiative: 18
Defense: 25

Ogre Mage - Rank 2

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

100 Pow, 3 Foc

Monster Description:

Special Attacks:

Large (9 ft tall), fat, flesh colored, tusked Ogre with a big club.

Ogre Staff is a no cost, self centered area of effect magic attack.


Belch Blast is a disgusting area of effect poison attack.

Two Headed Ogre Mage - Rank 3

Monster Description:

Attack: -

Large (9 ft tall), fat, flesh colored, tusked Ogre with an ogre


staff.

Magic Attack: 26

Initiative: 26
Defense: 35

Speed 150
Magic Defense: 33

Health: 600

Ogre Warrior - Rank 3

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

150 Pow, 3 Foc

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

Ogre Staff is a no cost, area of effect magic attack.


Fart Blast is a disgusting area of effect poison attack.

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.

Ogre Big Mama - Rank 3 Boss


Attack: 28

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

Ogre Pit Boss - Rank 2 Boss


Attack: 18

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.

Mountain Giant - Rank 4


Attack: 36

Magic Attack: -

Initiative: 34
Defense: 44

Speed 200
Magic Defense: 41

Health: 1400

Power: -

Mountain Giant Wyrd - Rank 4


Attack: -

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

200 Pow, 4 Foc

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.

Giant sized (20 ft tall), humanoid, wearing patchwork hide


armor.

Ice Giant Seidhr - Rank 5


Attack: -

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

Ice Giant - Rank 5

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

300 Pow, 4 Foc

Special Attacks:

Attack: 46

Magic Attack: -

Initiative: 44
Defense: 47

Speed 260
Magic Defense: 43

Health: 2600
Attack 1

Damage

Giant Iceblade 260

Power: Range

Cost

Touch

Seidhr Staff a giant magical staff of clear ice. It is a no cost, aoe


magic attack.
Ice Nova inflicts frost on any opponent hit. -4 to all defense and
attacks for 3 rounds.

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

Fire Giant - Rank 5+U


Attack: 56

Magic Attack: -

Initiative: 55
Defense: 57

Mountain Giant Jarl - Rank 4 Boss

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

Dual Tree Clubs 180

Touch

Special Attacks:

M. Attack 1

Damage

Range

Cost

Flamberge is a gigantic Two Handed flaming sword of doom.

Giant Bellow

Self, AOE 70

300 Pow, 4 Foc

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.

Fire Giant Magmus - Rank 5+U


Attack: -

Magic Attack: 56

Initiative: 57
Defense: 55

Speed 320

Giant sized (20 ft tall), humanoid, wearing a patchwork of fine


bear furs as armor.

Ice Giant Earl - Rank 5 Boss

Power: 3500

M. Attack 1

Damage

Range

Cost

Magma Pole

120

Self, AOE 100

M. Attack 1

Damage

Range

Cost

200

700 Pow, 5 Foc

Magma Crush 600

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

Magma Pole is a giant magical staff of pure magma. It is a no


cost, aoe magic attack.
Magma Crush is a massive nuke.

M. Attack 1

Damage

Range

Cost

Icy Bellow

Self, AOE 100

600 Pow, 5 Foc

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

Fire Giant King - Rank 5+U Boss


Attack: 59

Magic Attack: -

Initiative: 58
Defense: 59

Damage

Attack: 14

Speed 400

Defense: 21

Power: 8000
Range

Cost

Dual Flamberge 320

Touch

M. Attack 1

Damage

Range

Cost

Hellfire Bellow

Self, AOE 200

1500 Pow, 5 Foc

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.

Daemon Dragonling - Rank 2- Boss Pet


Attack: 13

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

Dark Iron Dwarf Daemonologist - Rank 2Attack: 13

Magic Attack: -

Initiative: 22

Magic De- 56
fense:

Health: 16000
Attack 1 & 2

Dark Iron Dwarf King - Rank 2- Boss

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.

The Dark Iron Dwarf Daemonologist appears to be a normal


Dark Iron Dwarf wearing robes until combat starts. Angry,
short, dark, silver hair and beards.

107

Game Architect and Evil Overlord: Bodlar Danger Leben


Editing: Kitty Kross

108

Credits:

You might also like