Underworld Rulebook

v.5.1.1

©2009 Garrote Productions

1|Page

Rulebook Acknowledgements
Garrote Productions would like to thank the following people: Bevin Ashby Geoff Simpson Shantell Powell Carol Matthews Misha Schneider Shawn Murphy Team Armour Marshal Player artwork courtesy of James LeClair And to every single player who has helped with contributing something positive to the rules and / or the game and to our wives Heather and Bevin for putting up with us. Original Works are copyright to: Garrote Productions ©2009, Garrote Productions 563 O’Connor Drive Toronto ON M4C 2Z7 Canada E-mail: William Ashby: kick_stones@hotmail.com Edward Watt: arkayne@gmail.com No reproduction without explicit permission of the owners. Underworld LARP, Underworld L.A.R.P., Underworld Rulebook v5.1 are copyrighted to Garrote Productions.

2|Page

Table of Contents
Page Chapter • 4.................................................. Roleplaying • 15........................................................... Races • 25............................... Occupations & Abilities • 38................................... Skills & Descriptions • 52.........................................Productions Skills • 64..................................... Combat & Weapons • 70.........................................................Armour • 75............................................................Magic • 82....................................................Spell Lists • 111............................................. Ritual Magic • 115.................................................... God Lists

3|Page

Chapter 1 ROLEPLAYING 4|Page .

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

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

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

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

How to Create a Character In this section we'll go over how to create a character and some of the things to consider when doing so. or are they simply adding to it? Defined Choices Regarding Character Creation Since having outlined a general concept. moralities. The only exception to this rule is Advanced Occupations which MUST be discovered in-game. it is necessary to make some definite decisions for your character. and then the incident can be cleared up later. so if you are fighting a creature who uses a skill/ability you have not heard of. compassion. plus any racial bonuses. • What were my character’s parents like? Brothers/sisters? Is my character no longer with them? Why? • Why is my character in this location? Did they leave their place of birth or were they born here? • What did my character do for a living. outcast/bandit/gypsy caravan.P. It is not possible to later change occupations so choose wisely. A good idea is to decide what kind of character you would like to play in terms of personality.s also have cards. etc.g. safe and good-spirited game for all players and staff. N.even if people trust each other and know that they never cheat. Mistakes can be cleared up with a Marshal. You too. background and moral sensibility. Accept their ruling. and which skills you want to learn in the future. beliefs.) • What are my character's thoughts on religion? • What does my character do in his/her spare time? What do they enjoy doing? • How does s/he react to society? What do they think of laws? What are their reactions to differing social classes? Where do they fit in to society? Do they value wealth/power? Background •Where is my character from? What type of society? E. we suggest a more abstract approach. All characters get 150 character points to begin. even if you die because of it. their card should describe its effects for you. and you are perfectly entitled to do so. • Skills: You'll want to decide what skills you are going to buy at the start. fair. 9|Page . Please help to maintain a fun. These decisions can be made relatively easily by consulting the remainder of this rulebook. These decisions involve the following topics: • Race • Occupation: 8 beginning occupations are offered for players to choose from.C. village. etc. Please give people the benefit of the doubt. Here are some things you might want to ask yourself: Personality • What is the basic personality-type of my character? (What one word might describe him/her best?) • How does my character get along with other people? (Or other types of people?) • Does my character have any quirks or flaws in their personality? • What does my character like/dislike? Think of this with regard to many things. hobbies.: City. even if you know it is wrong. Plot Marshals are very reasonable and will often elect to not "record" a death on your character card if the death was unfair or due to a misruling. may wish to check someone's tags or card. such as work. Before actually addressing defined concepts such as race and occupation. etc. Please be aware that even Marshals make mistakes. awe. up to this point? Education? Training? Work? • Would my character have any good stories to tell people about their past? Exciting tales or deeds they have done? • What would my character value about his/her past (both good and bad)? What experiences have they gone through that made them what they are today? Future • What plans does my character have? What are his / her goals in life? • Is my character trying to escape his/her notorious past. • How would my character react to different emotional situations? (violence.

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

Thereafter. The CP Column shows how many Character Points you acquire per Blanket.. The maximum Body Points a character may have varies considerably. you gain fewer Character Points per Blanket of Character Points. and level (See chart 1. Any movement faster than a walk. depending on occupation. meaning that if you wish to apply 2 Blankets to your character but the 1st blanket raises your level. if applicable.. No matter what level you are. This represents your character taking damage from weapons. your character level increases by one and the remainder of your character points are equated at the new character level row. unconscious or worse. they must earn their Experience and Character Points by attending events.1 shows the number of Character Points gained at each level. Blankets can only be spent at Logistics or pre-Logistics. etc. during the game.Blankets are spent/applied 1 at a time. dead. you will always gain at least 10 character points per Blanket. All skills and costs are outlined in the sections "Skill Costs" and "Skill Descriptions". Once you acquire 100 Character Points. All characters receive 150 free Character Points to start with. your character becomes semi-conscious. follow the same progression Character Points are the building blocks of your character. from only 10 CP to buy some skills. 11 | P a g e . All abilities and skills take Character Points for your character to be able to learn various skills. Character Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 CP Total 150 250 350 450 550 650 750 850 950 1050 1150 1250 1350 1450 1550 1650 1750 1850 1950 2050 CP Per Level 65 43 34 28 24 22 19 17 16 15 14 13 12 12 11 11 10 10 10 10 Base Body Points Warrior Rogue Scholar 6 4 3 8 10 12 14 16 18 20 22 24 26 28 30 32 34 36 38 40 42 44 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 4 4 5 6 6 7 8 8 9 10 10 11 12 12 13 14 14 15 16 (Chart 1. It takes 100 Character Points to gain a level.1) *after 20th lvl. or for helping out with running the game. Body Points From time to time. Skill costs are calculated in Character Points and vary widely. Skills. your "life force". Semi-consciousness At 1 Body Point. but will drop the character to 0 Body and render them unconscious.(please ask management for more information). Also note your base number of Body Points changes to the new Base Value. your character will loose Body Points. Chart 1. to 200 for others. is measured by a number (Body Points). your character is in grave danger of becoming semi-conscious. or the use of any skill/ability will be successful. race. Life & Death As a player in Underworld. or Alchemy sections). donating props or costuming etc. after which they gain 1 Body Point and become conscious again. As you go up in level. or how much life is left in your character. the 2nd will be worth less XP. the rules regarding life and death are important ones to understand. Should your Body Points drop to 2.2). spells. Your character will remain semi-conscious for 5 minutes unless healed (see Magic.. In simple terms.

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

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

The final step of Resurrection is to determine if the spirit remembers its death. This can be done with the investor who Resurrected the spirit or with a Plot member. There is a 1 in 10 chance that the hour previous to the moment of death is remembered by the spirit. This can be determined by the rolling of dice, writing a number on a piece of paper and having the dead PC guess it or any other means convenient at the time. If the guess is incorrect, the memory of the hour preceding the character's death will be lost in their memory. Instead, if there is an investor present, they may tell the sprit a fantastical story or Resurrection Dream of what they remember happening. This dream is false and it is known to be false by the spirit Resurrecting. There is no chance this Resurrection Dream can be mistaken for truth by the spirit. If there is no investor present, the memory is simple blank. A body which has successfully undergone Resurrection will: - Be naked - Be at full health - Have no spell protections or spells attached to their spirit (minus some Ritual Magic)

Scarring
Scars and Scarring may be accomplished by simply choosing to not heal a wound, despite having one’s Body Points restored fully. The wound itself is healed, but Scarring will remain. This decision is not to be made lightly. Once Scarred, a character may not undo or remove the Scar without successful Resurrection. This Scar is permanent because the memory of the damage has now transferred from the body to the spirit. As far as the spirit is concerned, it has become a permanent part of the body. If you choose to Scar a lost eye or finger, according to your spirit, you would have never had it to begin with. Additional healing would be wasted and unsuccessful. Only upon successful Resurrection does your spirit heal and, if you choose, you may heal over the Scar and bring your body back to its original state. The only exception to this is when the mind and spirit are so damaged that even after successful Resurrections and a desire to remove the scar, the scar remains. This is only decided by the player, not the character, and is usually only done to further character development. An example would be a pirate who has a hook for a hand. The character would gladly Resurrect with a new hand rather than the hook but the player of the pirate would like to keep it, so he Resurrects without the hand to further the character's development.

Maximum Life Expectancy
Also of note is that Final Death occurs when a character's age reaches or surpasses their Maximum Life Expectancy. M.L.E. is determined by the player at character creation and is based on racial M.L.E. limitations. Note also that some Ritual Magic ritual flaws, backlashes, spells, and monster attacks may result in premature aging of a character. In some cases, the ritual itself will always age its caster. Players must determine their own starting age, and must do so before M.L.E. is determined.

14 | P a g e

Chapter 2

RACES

15 | P a g e

Character Races
There are many fantasy races which exist in the world that your P.C. inhabits. Some of them are magical and some of them not as magical. Each race has its own racial package which includes any benefits and disadvantages which members of your chosen race may possess, either physically, mentally, or magically speaking. Don’t let this stop you from experimenting however. In order to play certain races it is necessary to wear the appropriate make-up. This includes prosthetic racial features such as Elf ears. The removal of racial features IG will not disguise your race. Your race is always recognizable except in the most extreme circumstances. If you want to play a fantasy race, it is important for you to predetermine that you are not allergic to, or are irritated by, any of the make-up, and that you will be able to wear it at all times without being driven completely mad. *Please note that any Racial Skill/Ability/Advantage/Disadvantage identified in parenthesis as ‘Purchased’ must be purchased as a skill-type ability, as per the Racial Ability Chart. They are only allowed once for every odd number of the character's level, and typically cost 50 character points each, unless approved by Head of Plot for in-game reasons. (Please see Chart 4.5) *Also note that any Racial Skill / Ability / Advantage / Disadvantage identified in parenthesis as ‘Automatic’ means that said Racial Skill / Ability / Advantage / Disadvantage is inherent in the race it pertains to and need not be purchased. The race automatically has said Skill / Ability / Advantage / Disadvantage at character creation.

Bestial Races Savar
Life Span: 40-60 years The Savar are a matriarchal race of cat-people, appearing as humanoid hunting cats. Deep in the dark forest lays their capital city, Felnir. Their society, ruled by women, views male Savar as second class. It is rare to find a free dominant male Savar and even more rare for him to live long. The Savar are a strong, proud race with deep ties to nature and the mysterious Grey Elves. They have recently suffered a catastrophic plague, necromantic in origin, killing many of their people before returning them through undeath. The few that remain now struggle to put to rest their Undead sisters and attempt to rebuild. All this happened (perhaps coincidentally) around the same time as the Fulmination and the disappearance of the mysterious Grey Elves. Advantages: NINE LIVES (Purchased): When a Savar has used up their free deaths, and is flipping for finalization, they may use this skill. The skill must be activated after the Savar’s “Death Count” but before the death flip. If the Savar fails the flip s/he may then flip an additional time. This skill cannot be stacked and is only usable once per death. This skill is usable once per day, per purchase. NATURAL CLAWS (Automatic): Savar can choose between de-clawing themselves at birth or keeping their claws throughout their life. In-game, this decision is made during the Savar’s birth. After this, the effect is permanent. Should a Savar keep their claws they are restricted from using any other weapon or shield. A Savar with claws receives a free proficiency in <Medium Weapons Group Proficiency: Claws> and may use one claw boffer weapon (See Chart 6.1 - Weapon Creation) in their good hand and nothing in their off hand. They may buy specialization with them as Medium Weapon Specialization: Claws. Should a Savar purchase the skill ‘Ambidexterity’, they may use a second claw boffer weapon in their off-hand. For all intents and purposes, these claws act the same as Normal weapons of their size, with the exception they cannot be destroyed or disarmed. Disadvantages: PLAGUED (Automatic): While the worst of the plague seems to have past, its effects on the Savar people still linger. As a result, all living Savar take double damage from the Dark and Necromantic Spheres of Magic. Furthermore, should a Savar enter their death count via Dark or Necromantic Magic, s/he will

16 | P a g e

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

This skill can only be purchased twice throughout the character's entire existence. Advantages: RESIST TOXIN (Purchased): Allows the user to “Resist” any Alchemical. this beard will grow back fully. First Aid. they are often seen by other races as arrogant to the point of rudeness. Disadvantages: HEALING LIMITATION (Automatic):– Although a Gargylen posses the same living organs as most other races. stockier and hairier. artistic and magically inclined. Shortly after the Fulmination. Elven Races High Elves Life Span: 700-1000 years An exceptionally long-lived people. the normal methods of healing and first aid will not function. it disappeared. As a racial benefit it may be used to “Resist” Ritual Magic. Dwarven Races Mountain Dwarves Life Span: 250-300 years Mountain Dwarves come from the mountainous lands of Gerdain.BODY POINT BONUS (Purchased): This skill represents extra constitutional training the Gargylen has gone though. Generally shorter than humans. In the past. LEARNING APTITUDE (Automatic): Armoursmith & Weaponsmith – 10 CP: Mountain Dwarves have developed an aptitude to learning Armour and Weaponsmithing skills. These skills cost 10 CP less than normal. Although wise. they may specialize in any number of trades. although. Physical characteristics: All Mountain Dwarves have a full beard. This may be used once per. Physical Characteristics – Grey Skin with large horns protruding form the forehead. As a racial benefit it may be used to “Resist” Ritual Magic MAGICAL APTITUDE (Automatic): This skill gives the High Elf one free Battle-Magic spell-slot on 18 | P a g e . BODY POINT BONUS (Purchased): This skill represents extra constitutional training the Mountain Dwarf has gone though. sporting full beards. they are on average. They are famed miners and smiths. and to the bewilderment of the elves. Disadvantages: LEARNING DISABILITY (Automatic): Scholar skills: All Scholar skills are double the cost for dwarves. day per purchase. This skill can only be purchased twice throughout the character's entire existence. per purchase. Advantages: RESIST PSIONICS (Purchased): Allows the user to “Resist” any effect from the Psionics Sphere of Magic. Gargylen are immune to any Cure spells or Alchemy. If cut. All High Elves are graceful. Note: wings are optional. they are still part construct. A Gargylen may only heal damaged Body Points through the use of the Armoursmithing skill. above and beyond what is standard for their race. poison. or non-Magical disease attack once per day. regardless of whether they are male or female. A Life Spell will still function as normal. above and beyond what is standard for their race. This also includes all Charm-based attacks. The High Elves that remained have set up a refugee camp on a small island south off the shoreline. the High Elves make their home in the forests and trees across the continent. their capital was the great metropolis of Suvant. but will not allow flight. As a result. or any other Magical means of Body Point restoration such as transferring a Cloak of Moonlight.

They call their capital Antioch and it resides deep under the world. Perhaps this is why other races look upon the Dark Elves with mistrust and unease. If a Dark Elf retreats 30 feet underground for more than 1 hour they will regain their susceptibility to normal forms of healing until they step into the daylight of the surface world again. Example: A High Elf Mage with 1 purchased 4th level spell-slot may use Magical Aptitude to gain an additional 4th level or lower spell. per purchase. this free spell slot functions in every other way like a normal purchased slot. and in doing so. Should a High Elf enter their death count s/he will only have 3 minutes to receive a Life Spell instead of the standard 5 minutes allotted to other races.m. Dark Elves live underground and shun sunlight.m. determined at their reset. Black skin 19 | P a g e . This also includes all Charm-based attacks.character creation. a Life Spell. up to their highest level spell-slot. Physical Characteristics: Long. Dark Elves are natural chemists and tend to excel in Apothecary and Alchemy. have weakened the High Elves connection to the spirit world. This free spell-slot can be used to store any spell s/he can cast. Aside from that limitation. This free spell-slot in no way contributes to their pyramid or the prerequisites needed to raise it. pointed Ears. Disadvantages: SURFACE VULNERABILITY (Automatic): From 6 a. Dark Elves may not be healed by any means other than by First Aid. Disadvantages: DEATH'S DOOR (Automatic): High Elves have always held a deep spiritual attunement to the forests and the land.. Dark Elves pay -10CP for each level of the Alchemy skill. Recent events have weakened this attunement. It is said that beneath every cellar lies a secret passage into the underworld. This may be used once per day. the Bandage skill or Ritual Magic. Physical Characteristics: Long. while on the surface. As a racial benefit it may be used to “Resist” Ritual Magic LEARNING APTITUDE (Automatic): Alchemy: Natural chemists. Similar to other races that choose a near-complete subterranean lifestyle. to 6 p. Advantages: RESIST PSIONICS (Purchased): Allows the user to “Resist” any effect from the Psionics Sphere of Magic. Dark Elves have also become very sensitive to bright light. pointed Ears Dark Elves Life Span: 700-1000 years As a race.

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

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

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

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

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

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

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

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

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

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

Call of the Hunt
Pre-requisite: Occupation at 12th level and at least one 9th Level Ranger Ability An occupational ability for Rangers, this skill will summon into being a powerful Hunt-Master to hunt a target that has offended nature. Not to be used lightly, this skill will summon forth the Hunt-Master and his dogs. This skill can only be used by the Ranger between the hours of 6am and 6pm. The ability requires a 10-minute ritual and requires the Ranger's full attention. Should the Ranger use any other skill or ability, take damage to Body, or become distracted for more than 60 seconds, the ability will fail and be consumed for the weekend. During this 10 minutes, the Ranger must commune with nature, stating their reasons for calling the Hunt, and end by sacrifice a living creature (animal will suffice) to the Hunt-Master. The more elaborate this ritual is, the stronger the Huntsman will be. Should the Ranger be successful, the Hunt-Master and his dogs will appear between the hours of 6pm and 6am that night. The Hunt-Master is not a mindless creature chained to the will of the Ranger. It is an aspect of nature and can act with intelligence, cunning and fury. Should the Ranger use this ability frivolously or without warrant, s/he may find himself the hunted. The movement of the Hunt-Master and his dogs are limited to the natural environment. They cannot cross constructed bridges, city streets, or even enter buildings or other dwellings which are not naturally occurring. The Hunt-Master will not hunt mindless creatures or those without a spirit. This ability can only be used by the Ranger once per weekend.

TEMPLAR
Burn Slot
Pre-requisite: Occupation at 3rd Level An occupational ability for Templars, this skill allows the Templar to “burn” any unused Battle-Magic or Ritual Magic level spell-slots to add damage, at the value of +2 Magic/slot, to their next weapon strike. The Templar may choose how many of their unused slots to burn at the time of the swing. Any spells stored in those slots are lost. E.g. A templar who normally swings for “2 Normal” with their sword chooses to burn 3 slots, the call would be “8 Magic” for that one swing. The level of the slot does not matter for this purpose. If the swing misses or is blocked, the skill is used up, as are the slots burned. This skill is usable once per day, per purchase.

Scroll Harvest
Pre-requisite: Occupation at 6th Level and at least one 3rd Level Templar Ability An occupational ability for Templars, this skill will allow the Templar to activate a Battle-Magic scroll without it being consumed. To activate this skill, the Templar must hold the target scroll, verbally state “Scroll Harvest <scroll name>” then verbally incant the spell on the scroll. The scroll will activate normally but will not be consumed by the casting. Normal rules for activating a Battle-Magic scroll apply. This ability does not grant the Templar the Read Magic Ability, which must be purchased separately. This skill is usable once per day, per purchase.

Weapon Break
Pre-requisite: Occupation at 9th Level and at least one 6th Level Templar Ability An Occupational Ability for the Templar, this skill will allow the Templar to shatter an opponent’s weapon, spraying the target with the shattered pieces. The Templar may break an opponent's weapon, like a physical effect, so long as the weapon is hit. This ability will also work on shields. If the shatter is successful, the target will also be dealt 15 damage of whatever type their weapon was dealing when it was struck. This damage type includes Normal, Magic, silver, etc... but does not include Body damage or Alchemical effects. Shields deal Normal damage. The declaration is “Weapon Break!”. This skill is usable once per day per purchase.

30 | P a g e

Weapon Conduit
Pre-requisite: Occupation at 12th Level and at least one 9th Level Templar Ability An Occupational Ability for Templars, this skill will allow the Templar to store any Battle-Magic spell in a target weapon. The Templar may use any source for this Battle-Magic including: spells they can cast, scrolls, or even Magic items they are able to activate. This skill will not absorb friendly or hostile spells targeting the Templar. To imbue a weapon with a Battlemagic spell, the Templar must touch the blade and incant “Weapon Conduit!” From that point, the Templar has 1 minute to store a spell in the weapon and during this time, any use of skills or abilities other then casting into the weapon, will cause this skill to fail and be used for the day. Once a spell is stored in the weapon, the Templar may unleash it at his/her will in the form of a Spell Strike. To activate the spell inside the weapon the Templar must call out the incant “Spell Strike <spell>” before their swing. The swing must successfully hit the target; otherwise the spell stored inside is wasted. Spell Strike attacks negate any damage the weapon would have normally done and are considered Magical attacks (as if the Templar has cast via packet). This spell can only be used with in conjunction with melee weapons. The Templar may stack multiple Weapon Conduits on a single weapon. A stored spell will last 5 days on a weapon, but may only be activated by the Templar who stored it. This ability can be used once per day per purchase.

ASSASSIN
Size Up
Pre-requisite: Occupation at 3rd Level An occupational ability for Assassins, this skill allows the user to assess a target's current armour and Body Points The Assassin may state “Size Up?” to any target within 20 feet and receive an answer that states that character’s current Body Points and current amour points (ex. “20 Body, 30 Amour). This skill will not work on Undead, golems, or other creatures with alien physiology. Usable once per day, per purchase.

Silent Strike
Pre-requisite: Occupation at 6th Level and at least one 3rd Level Assassin Ability An Occupational ability for Assassins, this skill allows the Assassin to add a silencing effect to one of their Normal attacks. For this effect to activate successfully, the attack must damage the target into Body. If the attack does not damage the target into Body, this skill will fail. This silencing effect lasts until the target receives at least 1 Body Point of healing. To activate this skill the Assassin must declare “Innate Silent Strike”. S/he may then add the suffix “Silence” to their next weapon swing. This skill may be used in conjunction with an Execute to create a Silent Kill (please see Silent Kill Skill Description). To use the ability in this manner the assassin must declare “Silent Kill”. A silent kill functions exactly the same as an Execute save that the target is silenced and cannot scream. The skill may be used once per day, per purchase

Spirit Sever
Pre-requisite: Occupation at 9th Level and at least one 6th Level Assassin Ability An Occupational Ability for Assassins, this skill allows the Assassin to astrally cut the strands that bind a spirit to its body. This skill must be used on a target in their death count and takes one minute to complete. During this time, the Assassin must stay with the target, actively cutting the invisible strands that tie the target's spirit to their body. If successful, the target spirit must forgo the remaining time in their death count and immediately attempt to Resurrect. While the Assassin is using this skill it is suggested that the target continue their normal Death Count, outlined by their race, in the event the Assassin fails. The one minute Spirit Sever count must be said by the Assassin, loud enough for the target to hear. If at any point the Assassin stops counting, takes damage to Body, uses any other skill or if the target was so far along in their death count they Resurrect before the Assassin finishes, this skill will fail. This skill will also fail if used on a conscious target or a target in their “Bleed Count”. This skill can be used once per day per purchase.

31 | P a g e

Penetration
Pre-Requisite: Occupation at 12th Level and at least one 9th Level Assassin Ability An Occupational Ability for Assassins, this skill allows the Assassin to bypass armour and Magical protections for a single physical attack. When used, the Assassin may add the “Penetrating” suffix to their damage call for one melee or ranged attack that strikes their opponent from behind. A penetrating attack ignores all non-Ritual Magic protections, non-racial abilities, and any armour the target may be wearing. If the Assassin misses their target with their swing or the attack is physically blocked by another weapon or shield, this ability is used up for the day. It is usable once per day per purchase.

NIGHTBLADE
Thieves Cant
Pre-requisite: Occupation at 3rd Level An Occupational Ability for Nightblades, this skill allows the player access to a fundamental secret language, understood by thieves universally. Thieves Cant is a fully coded language. It is ever changing and evolving, so it can never be permanently broken. Nightblades have dedicated themselves to learning the secrets of the code, and as such, will always understand it. Upon purchase, the Nightblade will receive an out-of-game decoder which will allow the Nightblade to read and write coded messages. The code may change from time to time, but the Nightblade will always be able to quickly decipher it. Nightblades with this skill will always be updated with a new decoder package by the Plot Marshal, should any changes happen. Once this skill is purchased it is always active.

Duplicate Key
Pre-requisite: Occupation at 6th Level and at least one 3rd Level Nightblade Ability An occupational ability for Nightblades, this ability will create a duplicate of any key, Magical or otherwise. This ability will work on any mundane key, wizard lock key, ward keys etc. This ability requires the original key or a pre-existing duplicate to be touched by the Nightblade and a declaration of “Duplicate Key” must be said aloud. This duplicate will last 24 hours or until used once. It may be used once per day, per purchase.

Dim
Pre-Requisite: Occupation at 9th Level and at least one 6th Level Nightblade Ability An occupational ability for Nightblades, this skill allows the Nightblade to become invisible and non-corporeal so long as they do not move, attack, or make any sound. To use this skill the Nightblade must stand in a shadow large enough to cover his/her body. Dimming requires a three-count, both entering and exiting the Dim. Should a light source destroy this shadow the Nightblade will automatically be forced out of Dim (still requiring an exiting 3 count). . While dimmed, a Nightblade must put on a white, out-of-game headband, or place their hand/weapon on their head. This skill may be used once per day, per purchase

Passwall
Pre-requisite: Occupation at 12th Level and at least one 9th Level Nightblade Ability. An Occupational Ability for Nightblades, this ability allows the Nightblade to ethereally attune a small section of a normally solid surface, allowing them to pass back and forth through it. This attunement will work on any object that is less than 3 feet in thickness, such as stone walls and doors (including Magical Barriers). Only the Nightblade, spirit linked items, and items made from the Duplicate Key skill, may pass through. All other items must be left behind. The attuned surface will last 5 minutes. The ability requires 1 minute of uninterrupted concentration before using. If Body damage is taken during the 1 minute of preparation, the skill is used up and wasted. It may be used once per day per purchase.

32 | P a g e

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

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

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

When this power is used. spherical barrier. or friends. choose which used Battle-Magic spell slot s/he is going to recall. 6th level. the Fae rating of the area in which the Henge is created. For this ability to be successful the Mage must touch any Ritual component. this skill allows the Mage to detect if an item. This process of learning must be done through the Fae Marshal. The nature of the Magic will not be revealed. it has the intelligence of a dog. it becomes more intelligent. A newly created Henge is starts it’s life at level 1. For this ability to take effect. How the caster uses the spell must be specified at the time of casting. Henges must have their boundary visibly defined by a rope or other marker.Henges Pre-requisite: Occupation at 12th Level and at least one 9th Level Druid Ability An occupational ability for Druids. the Henge can resurrect characters. A Henge has all the abilities of a Grove. Once used. the Fae Marshal must be contacted. and any others invested in the Henge take a number of penetrating Magic Body Points of damage equal to the maximum body of that Henge. or area (up to 10x10 cubic feet. This process is dependant on many factors which must be discovered in-game. This skill upgrades any Grove the Druid has created. person. which only those invested can allow others to pass through . This power does not give them the ability to transport themselves back to this plane. and will attempt to defend itself using what powers it’s been given through Ritual Magic. or location is Magic. this skill allows the Mage to harvest spent Battle-Magic from Type A Ritual components. per purchase. The Fae Marshal will inform the creator and those invested when a Henge's rating goes up. When a Henge is destroyed. and can be taught to delineate certain creatures as enemies. a Henge will act as a Circle of power for the casting of the Nature Ritual Magics. These powers are dependant on the nature of the Heart of the Henge. the object. Mana Harvest Pre-requisite: Occupation at 6th Level and at least one 3rd Level Mage Ability An occupational ability for Mages. Chance of success and ultimate destination is decided by the Fae Marshal and based on the role-played actions and performed ritual done by those invested. person. into something much more powerful. or area in question must be first touched with the caster's spell packet. 9th level and 10th level. Henges are barely sentient. These powers will be assigned by the Fae Marshal. At first level. the creator takes a death. and actions of the creator and those invested. At 10th level. A Henge’s level can go up to a maximum of 10. not including any people or items inside it) is Magical in nature. frictionless. As it goes up in levels. a Henge allows anyone invested in the Henge to see any spirit that is in the Henge. a Henge has a radius of 5 feet plus 1 foot per level of the Henge. the Heart of the Grove will become the Heart of the Henge. Once successfully used this skill is consumed and must be purchased again if the Druid wishes to create another Henge. This damage cannot be stopped or altered in any way. The component will be consumed in a brilliant flash of blue light and the Mage’s ability to cast that chosen spell 36 | P a g e . and finally. a Henge offers an always active. The process of upgrading a Grove to a Henge requires a 3 hour role-play only ritual of the creator’s devising. If this ritual is interrupted. it must be started again from scratch. the creator and those invested will be informed of the new power. the Henge allows anyone invested in the Henge to reject anything that has a spirit and is not invested (forcing them outside the boundary). This skill is usable once per day. the Henge is considered to be as intelligent as a human child. At 5th level. with the following additions: the Henge has 100 Body Points per level. This ability will then reveal to the Mage whether or not an object. through the actions of its creator and those invested. the Henge can have as many people invested in it equal to it’s level (this is done through a 1 hour role-play only ritual of the creator’s design). and declare “Mana Harvest <spell>”. the Henge allows anyone invested to transport to the Fae realm once per day. MAGE Detect Magic Pre-requisite: Occupation at 3rd Level An occupational ability for Mages. and to perform “tricks”. and when the Henge achieves the requisite level. A Henge gains an additional power at 3rd level. person. per level of the Henge.

Doing so will drop the Mage to half of their current Body. the Mage must visually represent their Circle and declare “Magic Power Nexus!” This skill can be used once per day per purchase. While in existence. Once the hour has passed the Mage must declare “Magic Create <Sphere> Familiar” for the ritual to be complete. The Familiar is soul-bound to its creator. the Familiar is now “empty” and cannot store another spell until the Mage resets for the day. At any point. This skill may be used once per day. per purchase. This spell is chosen when the Familiar is first created and can be changed. possesses no spirit. as long as it in some way resembles the Sphere of Magic chosen. just by willing it. Once decided. This circle is not equipped with a barrier or any other abilities unless the Mage alters it him/herself. This Familiar is. To create a Familiar. the Mage can choose to kill the Familiar. but it must in some way represent one of the Spheres of Magic the Mage can cast. Power Nexus Pre-requisite: Occupation at 12th Level and at least one 9th Level Mage Ability An occupational ability for Mages. Doing so reverts the Familiar back to it’s original state of severed flesh. For this skill to be successful. in essence. The Mage can choose to destroy this circle at any time that s/he wishes. A Mage may only use their own Familiar for this Ritual Magic benefit. This ability will only recall a Battle-Magic spell into memory that has already been used and will not allow the Mage to rememorize a new one in its place. and the creature is considered to have animal intelligence.will be recalled. regardless of Sphere or level. This circle of power will also allow the Mage to identify any Ritual component that is inside the circle and being touched by the Mage. Once done. The Mage may choose any spell s/he has already cast. and cannot die. and cannot leave the Mage’s touch. The Familiar will automatically act as a level 1 Type B component in any Ritual the Mage casts. At any point. the Mage must remove (through any means) a pound of their own flesh. A doll or stuffed toy will suffice. multiple uses of this ability by the same Mage will increase the diameter of this circle by 10 feet per use. The Familiar will also help in the casting of Rituals. Only one such creature can exist at a time for the Mage. or reset. The Familiar must be visually represented by the Mage. a magical Familiar. the Mage can cast that spell as if s/he had the extra spell-slot in their pyramid. unless the Mage dies and resurrects. and bring to life. created from his/her own body. the Familiar will hold one Battle-Magic spell that the caster can currently cast. This circle of power will last for 5 days and cannot be destroyed save via Ritual Magic. Its size is limited to no greater than a large housecat. Only one spell slot may be recalled per component regardless of the component’s power level. Create <Sphere> Familiar Pre-requisite: Occupation at 9th Level and at least one 6th Level Mage Ability An occupational ability for Mages. a part of the Mage. It has no skills or abilities of its own. when the Mage chooses to re-memorize their spells for that day. A circle of power created with Power Nexus is 10 feet in diameter. The creation ritual takes one hour to complete. this skill allows the Mage to create a circle of power used in the casting of Ritual Magic for any Sphere that the Mage knows. Occupational Abilities 3rd Level 6th Level 9th Level 12 Level All Occupations 30 60 90 120 Prerequisite Occupation at 3rd Level Occupation at 6th Level and 3rd Level Ability Occupation at 9th Level and 6th Level Ability Occupation at 12th Level and 9th Level Ability Self Taught Yes Yes Yes Yes (Chart 3. The Mage may choose the Familiar’s form at creation. however. during which the Mage will form and shape their newly cut flesh into the image of the Familiar. this skill allows the Mage to create. The Mage must visually represent this circle of power with a rope or some other method that clearly outlines its borders. a Familiar's form cannot be changed.1) 37 | P a g e .

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

and if the 10 minutes is interrupted by any action it must be restarted. Examples of tag skills would be Sap. or a Magic item which casts Life three times a day. castable spells. They are gained and purchased by using CP (character points). including spell slots and Magic items. the student must find a teacher who possess that skill and is willing to teach them.1) 39 | P a g e . a player may "reset" all tag skills. This reset period takes 10 minutes of continuous focus or concentration to occur. all the tag skills they had remaining from the previous day are lost. a 3rd level spell slot. In order to learn a skill that cannot be self taught. Training and Teaching All skills may be self taught by a player unless the skill specifically states otherwise in the charts below. See the Prerequisites or Limitations column in the following skill charts for details or requirements. between the hours of 6pm and midnight. At the end of this time. A tag skill is considered to be any skill which can only be performed a certain number of times per day. praying. In order for a player who possesses spell slots to reset them and fill them with new spells. Production Skills Alchemy Armoursmith Chemistry Craftsmen <Type> Create Scroll Trapsmith Weaponsmith M 80 35 130 40 75 60 30 Warrior R 50 35 60 40 75 50 40 T 70 40 90 40 40 60 45 N 40 50 55 40 50 30 50 Rogue A 40 60 50 40 75 40 45 W 50 50 70 40 45 50 55 M 60 80 90 40 35 70 75 Scholar D 40 70 80 40 45 60 70 C 70 80 90 40 40 70 75 Prerequisites Apothecary None Alchemy x20 None Read Magic None None Self Taught Yes Yes No Yes Yes Yes Yes (Chart 4. but there are exceptions. Resetting Skills During weekend events. either at character creation or during the course of your character's life. for that day. These abilities are usually accompanied by a tag (thus the name). One cannot pick and choose which tag skills to reset. they must spend 10 minutes memorizing new spells from a Spellbook. or in the case of Clerics. Some skills have prerequisites that you must purchase first. all previous spells still in memory are wiped clean and the spell slots are filled with new. When a player decides to reset. it is all or nothing for that player.SKILLS The following list contains skills and abilities that your character can learn.

Spell Slot: 5th Circle Spell Slot: 6th Circle Spell Slot: 7th Circle Spell Slot: 8th Circle Spell Slot: 9th Circle Read Magic Sphere of Magic: 1 st nd Self Taught Yes Yes Yes No No Yes Yes No Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes No Yes Yes Yes (Chart 4. Sphere of Magic: 2nd 40 | P a g e .2) Spell Slot: 6th Circle 120 90 50 60 120 Spell Slot: 7th Circle 120 120 60 80 120 Spell Slot: 8th Circle 150 120 70 80 150 Spell Slot: 9th Circle 150 150 80 100 150 Spell Slot: Ritual 40* 30* 30* 20* 40* Base * st Sphere of Magic: 1 100 100 75 75 100 Sphere of Magic: 200 200 175 175 200 2nd Sphere of Magic: 300 300 275 275 300 3rd or Higher *Spell Slot: Ritual Base Cost is Base X Ritual Level Purchased.Scholarly Skills Anatomy Apothecary Augury Deacon Demonic / Angelic Arts Elemental Attunement First Aid Necromantic Arts Physician Read & Write Read Magic Read Magic: Advanced Read Magic: Ritual Spell Slot: 1st Circle Spell Slot: 2nd Circle Spell Slot: 3rd Circle Spell Slot: 4th Circle Spell Slot: 5th Circle M 40 80 50 50 75 25 60 75 45 70 45 50 90 40 30 80 100 100 Warrior R 40 50 35 50 75 25 60 75 45 60 35 45 80 30 30 60 60 90 T 40 60 50 50 60 25 60 60 45 45 20 30 50 10 10 20 30 40 N 40 40 45 50 75 25 60 75 45 55 25 35 60 20 20 40 40 60 Rogue A 40 40 65 50 75 25 60 75 45 70 40 50 90 40 60 80 100 100 W 40 50 35 50 60 25 60 60 45 45 25 35 60 10 10 20 30 30 40 50 50 60 20* 75 175 275 M 40 60 30 50 55 25 60 55 45 40 15 25 40 10 10 20 20 30 30 40 40 50 10* 25 150 200 Scholar D 40 40 35 50 60 25 60 60 45 50 15 25 40 10 10 20 20 30 30 40 40 50 10* 50 175 225 C 40 70 50 50 45 25 60 45 45 40 15 25 40 10 10 20 20 30 30 40 40 50 10* 50 175 225 Prerequisites None None None Plot Approval None Elemental Sphere Anatomy None First Aid None Read & Write Read Magic Read Magic: Adv Sphere of Magic: 1st Spell Slot: 1st Circle Spell Slot: 2 Circle Spell Slot: 3rd Circle Spell Slot: 4th Circle & Read Magic: Adv.

Warrior Skills Ambidexterity Florentine Flurry of Blows Heavy Armour Self Mutilate Shield Slay / Parry Slay / Parry: Master Slay / Parry: Subsequent Slay / Parry: Master Subsequent Specialization +1: Weapon Group Specialization +1: Weapon Specific Weapon Group Proficiency: Simple Weapon Group Proficiency: Medium Weapon Group Proficiency: Large Weapon Specific Proficiency: Exotic Weapon Refocus M 20 40 40 15 15 50 100 120 100 120 120 100 Free 40 70 100 40 Warrior R 30 40 50 20 15 75 120 140 120 140 140 120 Free 40 70 100 40 T 35 45 55 20 15 60 130 150 130 150 150 130 Free 40 70 100 40 N 40 70 75 40 15 110 170 190 170 190 170 150 Free 50 100 130 40 Rogue A 30 65 65 45 15 120 150 170 150 170 150 130 Free 50 100 130 40 W 45 70 75 45 15 95 170 190 170 190 170 150 Free 50 100 130 40 M 75 110 125 65 15 140 250 270 250 270 250 230 Free 80 130 150 40 Scholar D 75 110 100 60 15 140 200 220 200 220 200 180 Free 80 130 150 40 C 75 110 100 65 15 100 200 220 200 220 200 180 Free 80 130 150 40 Prerequisites None Ambidexterity None None None None Specialization +1: Group or specific Specialization +1 Group Specialization +1: Additional Group or Specific Specialization +1 Additional Group Weapon Group Proficiency Weapon Group Proficiency None None None None None Self Taught Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Chart (4.5) 41 | P a g e .4) Racial Abilities All Racial Abilities M 50 Warrior R 50 T 50 N 50 Rogue A 50 W 50 M 50 Scholar D 50 C 50 Limitations 1 Per Every Odd Level (Chart 4.3) Rogue Skills Critical +2: Specific Critical +2: Group Dodge Dodge: Additional Execute Execute: Master Execute: Subsequent Execute: Subsequent Master Garrote Locksmith Sap Vital Blow M 150 170 170 170 170 190 170 190 100 65 55 85 Warrior R 150 170 170 170 170 190 170 190 90 50 45 85 T 130 150 150 150 150 170 150 170 120 60 50 75 N 120 140 100 100 120 150 120 150 85 30 35 50 Rogue A 100 120 120 120 100 120 100 120 60 40 35 55 W 130 150 130 130 130 150 130 150 65 45 35 65 M 230 250 250 250 250 270 250 270 150 100 60 120 Scholar D 180 200 200 200 200 220 200 220 150 100 60 100 C 180 200 200 200 200 220 200 220 150 100 60 100 Prerequisites Self Taught Group Proficiency Yes Group Proficiency Yes Critical +2: Group or Yes Specific Additional Critical +2: Yes Group or Specific Critical +2: Group or Yes Specific Critical +2: Weapon Yes Group Additional Critical +2: Yes Group or Specific Additional Critical +2: Yes Group None Yes Non Yes None Yes None Yes (Chart 4.

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

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

the exact nature and description being decided by Plot. Such communion allows the Cleric to memorize their Clerical spell Spheres without the need for a Spellbook or scrolls. by a God... Demonic / Angelic Arts Demonic / Angelic Arts allows the user to identify and recognize the various holy and unholy creatures that exist on all the planes of the Heavens and Hells. easing headaches and sore muscles. and elevated to the level of the truly faithful. brewing aphrodisiacs. this ability allows Clerics to commune with their God through prayer. This skill does not grant the player any special control or knowledge of the Demon/Angel’s True Name. a player with the Apothecary skill can also create mundane roleplay related effects with little or no effort. Communion can only be done between the hours of 6pm and 12am and require a minimum of 10 minutes of uninterrupted prayer. Anatomy 2. tea leaves. This skill may be used once per day per purchase. By spending 10 minutes gathering common and easily found herbs and ingredients. Finally. from amongst the flock. See the chapter on Character Class: Cleric. Buying more levels of Augury allows you either more readings per event (referring to several events). as well as general Information such as whether someone appears to be sleeping or paralyzed. These cures are for mundane ill effects and cannot be used to mimic any spell effect or ability. etc. Only those characters that have proven themselves exceptionally devout may purchase Deacon. depending on which you choose at the time of use. Anatomy 3". etc. It will also allow the user to determine how badly wounded an individual is. for more information. whether or not standard identifiable vital signs are present in an individual (whether or not they are alive). This skill can only be purchased once and is usable at will. clearing up rashes. This medium may be anything the character would choose. This skill grants access to religious natures of Magic and associated Occupational Abilities. Upon purchase of this skill.. the player is automatically changed from their current occupation to that of Cleric. This will not identify whether something is Undead and will not detect if an individual is Magically cursed. Common examples are elixirs that may be created for: curing common colds. A failed insight will not expend a use of this skill. including: the stars. the Apothecary can create elixirs to cure many roleplayed ailments. These insights will often be very vague. Augury This skill allows a character to consult a medium of their choosing to receive insight into specific future or past events. Questions that can be asked after the 3 count using Anatomy are: ”Are you alive?” ”How much damage have you taken?” ”Are you in your one minute-count?” ”Are you in your five-minute-count?” “Is there a toxin in your system?” Apothecary A skill which gives the character basic knowledge of plants and herbs and also allows the Apothecary to identify generally known Alchemical concoctions (those listed in the Alchemy section) after having examined the item for one minute. Aside from identifying Alchemy. the player must place both hands on the torso of the target and call out "Anatomy 1.Scholarly Skills Anatomy Anatomy allows a user to identify and recognize. Note: a player can only activate Anatomy on one person at a time and must be touching the torso of the target to successfully use this skill. easing pain. though it will not provide any specifics regarding the toxin. Deacon (Plot Approval) Deacons are specially chosen. To use Anatomy. Augury may be used at anytime but does not always guarantee an insight. entrails.. Purchasing this skill signifies to your God that you are truly devoted and ready to become their Cleric. or a higher accuracy rating (referring to one event). increasing fertility or virility. It may detect the presence of natural/Alchemical toxins. and may only be used to answer the following questions: 1) Are you a Demonic/Angelic creature? 2) What kind of Demon/Angel are you? 3) Are you a greater or lesser Demon/Angel? 44 | P a g e . These effects are roleplaying effects only and will have no effect on a character if they do not wish it.

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

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

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

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

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

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

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

Chapter 5 Production Skills 52 | P a g e .

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

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

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

or <type> Antidote. While under its effects the target must state “Visibly Regenerating” every minute that they heal a Body Point from the elixir. will not wake them. Should the target receive the full effects of this elixir and not have taken any damage during its duration. nor will they behave contrary to their moral code unless the love-object can provide adequate reason or is in mortal danger. the target will be unable to speak or cast spells for 1 hour. Once taken. Once placed. "S/he wants to cast a Purify Blood spell on me. or Oil of Slipperiness. fingertips. walls. Paranoia Lasting a total of 1 hour. Paralysis The duration of this elixir is 10 minutes.". The person believes the world is out to get them. the victim of this elixir will feel intensely paranoid. belt buckles. The victim will refuse to believe they are unnaturally affected. Example: "S/he wants to kill me. the same effect will occur. until the victim dies. it acts the same as a Sleep spell. Slow Poison This elixir will remove half of its victim's current Body Points immediately. screaming in their face loudly. Silence This elixir will silence the target. shaking the victim. It can be placed on floors. or move. This elixir will last for 10 minutes. Oil of Slipperiness One dose of this elixir will cover one square foot. or <type> Antidote. and if not countered by Alchemical Solvent or Paste of Stickiness. The feeling of paranoia can be based on any or multiple reasons. 24 hours later. While under it’s effects. Otherwise. This may be cured by a <type> Antidote or Purify Blood. etc.". Regeneration This elixir will cause the target’s Body to regenerate lost health and can restore a lost limb. Paste of Stickiness This elixir is effectively a powerful version of “Krazy Glue™ ”. and so on. During that time. its victim is paralyzed. or until cured by either <type> Antidote or a Purify Blood potion. the target will begin to heal at the rate of 1 Body Point per minute. The target chooses which of their limbs is to be restored. or the poison is nullified. and even long-time friends are looked upon with suspicion. the area will be impossible to stand up or move on without slipping. "S/he wants to usurp my authority. speak.Love The victim of this elixir will fall madly in love with the next member of the appropriate sex who comes into view. Unlike the spell. use any skills. cannot walk. Quick Silver This elixir will coat a weapon in a mercuric liquid that will cause the weapon to swing for silver on the next 3 strikes. It can be counteracted by an Alchemical Solvent. weapons. rounded up to the nearest whole number. It may be countered by Purify Blood or <type>Antidote. door knobs. etc. Sleep The victim of this elixir is under effects equivalent to those of a Sleep spell for a total of 10 minutes. It may be countered with Purify Blood. Each dose covers a total of 1 square inch of surface area. but I know it's really a Death spell. 56 | P a g e .” Paranoia may be countered with Purify Blood. It lasts for 28 days. If placed on an object. it becomes impossible to pick up by any means. Regeneration will also restore one of the target’s lost limbs. which lasts for 1 hour.

Weapon Black This Alchemical compound will turn any metal. iron. and a highly effective +6 damage version. This effect will last 1 hour and cannot be stacked. Unfortunately. This extra damage is not Magical. Alas. the Alchemical will have worn off and the weapon will return to this original colour. black for the duration of 1 year.Example: Bactau drinks from a random bottle in an Alchemical laboratory. Bactau currently has 18 of a total of 20 Body Points when fully healed. Damage lost from a Slow Poison cannot be healed by any means until the poison has been removed using Purify Blood or <type> Antidote. which means that he takes 9 points of damage immediately. or silver weapon. 24 hours later. This allows for the use of black taping on any metal weapon it is applied to. There are three types of standard Vorpals. it was Slow Poison. Elixir Production List Alchemy Contact Alchemical Solvent 15 Antidote (Contact) * Antidote (Gas) * Antidote (Ingested) * Acid 2 * Acid 4 * Acid 8 * Confusion * Cure Light Wounds Elixir * Death * Dominate * Enrage * Enslavement * Enslavement Antidote * Enthrall * Euphoria * Euphoria Antidote * Feeblemind * Forget I * Forget II * (* indicates recipe has yet to be discovered) (Numbers shown are production points cost to make) Ingested * 10 20 30 3 5 10 15 4 40 25 40 * 80 80 * 80 20 30 45 Gas Globe * * * * 10 15 25 25 * * * * * * * * * * * * Alchemy Hallucinoid Instant Death Intoxicant Laughter Liquid Light Love Oil of Slipperiness Paralysis Paranoia Paste of Stickiness Quick Silver Regeneration Sleep Silence Slow Poison Vorpal Coating 2 Vorpal Coating 4 Vorpal Coating 6 Weakness Weapon Black Contact * * * * 1 * 30 * * 30 20 * * * * 8 18 30 60 20 Ingested 10 60 2 20 * 25 * 25 10 * * 40 20 25 15 * * * 20 * Gas Globe 25 * 15 35 * * * 40 20 * * 25 35 * * * * * * (Chart 5. Vorpal Coating This will allow a weapon to do more damage than normal for the next successful strike. Bactau finally keels over. It can be cured with <type> antidote or a Purify Blood. a victim of the Slow Poison elixir. Weakness The Weakness Elixir will Sap the target's strength.1) 57 | P a g e . it simply increases the potency of a weapon's damage. +4 damage. After the duration has expired. as Bactau is still running to town to find a healer. +2 damage. he takes 5 points of damage from his current 9. causing a strength loss of -8 and lowering the target's weapon swings by -4 to a minimum of 0.

pieces of Master Crafted armour will never need to be Repaired. the trap will fail. In creating the trap. is determined by how well they know the craft. see Chart 5. and disarm traps. the Armoursmith can make armour that possesses special and unique properties. Required cost. Traps and triggers can only be created at Logistics and represent the toils of the character between events to produce this type of production. Both are detailed below. Exotic Crafting At 20 levels of the Armoursmith skill. If they are further. only Refit. it will be issued a new Armour Point Tag. Refitting can be done at any time and can restore the current tag value for the armour being Refit. you must have two things: the trigger. Amour is created at a cost of 1 Production Point per point of amour (not including any monetary costs). The Armoursmith skill also allows one to Repair Breached armour for 1 Production Point per 2 points of Armour Points missing. time and the proper recipe. So long as they have purchased the prerequisite skill level. or multiple traps. The smith may reforge any shield or piece of armour into half of its value (rounded down) in Raw Material (RM). the Smith has obtained a legendary knowledge of his/her craft. set. all non Master Crafted armour will Breach first. 58 | P a g e . Trap-Smith This skill allows a character to create. Given the right exotic material. To arm or disarm a trap. In the case of a Breach. For further details on Breaching and Breached armour see “How Breached Armour Works” in the Armour chapter. one Trap Production Point will be spent per Trap-Smith level required to make the trigger. and the trap. up to the initial maximum of the armour itself. are different and must be found in-game. an Armoursmith has learned the process of reforging new and old amour back into its raw state. one Trap Production Point for every level of Trap-Smith skill is required to make the trap type. Repair Breached armour between game play and also to Refit armour during game play. *Armoursmith. Reforging may be done as many times as needed. 20 for iron bound shields. *Armoursmith. and materials needed are found on each recipe. Master Crafting Master Crafting armour costs 500% in Production Points of the original cost of the armour and can only be attempted by someone with 10 levels of the Armoursmith skill or higher. or is specified by the individual trap description below. and the required exotic material. Reforging At 10 levels of Amoursmithing. The cost to produce the amour in Production Points is equal to the final value in Armour Points of the suit. the Trap-Smith may use any method they wish to attempt disarming a trap. Each recipe. Once armour has been Repaired. The character's ability to create powerful traps. see the skill Armoursmith in the Skill section for more details. as well as which type of traps. whichever is applicable. the Trap-Smith must have the appropriate level of Trap-Smithing. Shields are created at a cost of 10 Production Points for wooden shields. In creating a trigger. and 30 for metal shields. In essence. To make a trap. but can only be done at Logistics *Armoursmith.SMITHING Armoursmith Grants a character the ability to Create new pieces & suits of amour and shields.2. chance of success. A trigger and trap can be no more than 5 feet from each other. Master Crafting a piece of armour will make that piece immune to the effects of a Breach.

or person. 3 4 5 6 7 8 Pressure Trap Buzzer Trap Switch Trap Mouse Trap / Trigger 9 A mouse trap trigger is exactly what it implies. or a gentle but steady breeze. Trap Types Acid Acid Traps can do from 4 to 40 points of damage.2) Threshold Threshold triggers must be set upon a doorway or other portal. 59 | P a g e . are not permitted in the game. to find. Pitching a rock or weapon through a threshold trigger will not trigger the trap. A Mousetrap Mouse Trap Trigger.Trap Triggers Buzzer / Switch A buzzer or switch trigger can be of a variety of types. All style of traps may be used with this trigger type except Massive Mechanical. They also require an out-of-game note to be left for a Marshal or P. as well as the trigger. Acid Trap damage goes straight to Body and cannot be resisted or stopped by anything short of Ritual Magic or Racial Abilities. The appropriate-sized container or phys-rep for the effect to be triggered must be present (a box to represent the noisemaking device. Acid Trap containers are represented by a container at least 5 cubic inches in size. The note is to inform the next person who walks through the area what effect happens. and 10 Threshold Trap triggered when it snaps shut. The noise from a mousetrap snapping shut is the indicator that the trap has been sprung. it may be also be considered disarmed if it is brought to a triggered/disarmed state by force of someone with enough Traps skill to do so. The container size must be increased by 1" x 1" x 1" per point of damage that the Acid Trap does. Their in-game phys rep must be a small-sized puzzle to be disarmed.C. Lacerate Trap Needle Trap Explosive Trap Buzzer / Switch Trap Net Trap Pressure Plate Trap Gas Trap Fire Trap Acid Trap Dismember Trap Massive Mechanical Trap Threshold Trap Massive Net Trap (Chart 5. Larger traps. the trigger for the threshold trigger can be a cascade of light. 1 buzzer/switch trigger must have an indicator that the Trigger Trap Alarm Trap trap has been triggered built within it. a switch or any Trapsmith Arm / Create other electronic configuration that can be triggered. The trigger must physically move and activate an indication that the trap has gone off. In-game. Only small mousetraps may be used. Each Trap-Smith Production Point spent in the creation of an Acid Trap grants the Trap 2 more points of damage. such as rat traps. be it a noise or light. lacerate or dismember traps) as detailed in each trap-type below. The Acid trap. chemicals for the fire. Due to the nature of mouse traps. A mouse trap trigger is considered 'set' when armed. Their key element is that they are electronic. so Level Disarm long as it is not considered a pressure plate. explosion or gas. Acid traps are Area of Effect and damage everyone within 5 feet of the centre of the container. be it an Leg Trap 2 indicator noise or light Weapon Trap Pressure Plate Pressure plate triggers are sections of wall. is destroyed upon detonation. Breaching the threshold causes the trap to go off. The electronic trigger can be a pull-pin. or a weapon mounted on a device for the weapon. or other areas of space that set off the trap when moved or depressed. Any object of large size. floor.

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

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

Weaponsmith Weapon Smith is the sister-skill to Amour Smith. The weapon must be represented. and the Trap-Smith's weapon of choice. Once these resists are used up. A weapon's striking surface must be entirely made of iron to be able to call for iron damage. the weapon is considered to be a Normal weapon of whatever type it was built to be. 4 24 40 48 1 * ** (Chart 5. allowing the character to produce weapons. both with an appropriate weapon phys-rep and an appropriate weapon tag. A Weapon trap is Single-Target. you may Master-Craft an iron weapon.3) **Weaponsmith. and will affect the closest target to the container within the 5-foot radius. This extra Production must be paid for like regular Production. not both. Iron and Silvering Weapons of pure iron require 150% in Production Points to make. the victim who set off the Weapon trap is struck for 4 times the base damage of the Weapon in physical damage. Master-Crafting Master-Crafting a weapon costs 500% in production points of the original cost and can only be attempted by someone with at least 10 levels of the Weaponsmith skill. 62 | P a g e . Each time it is purchased it grants 4 production points which can be used to build Weapon Production weaponry. Weapon traps and triggers can be reset and are not destroyed upon detonation. The container for a Weapon trap is a 5" cubic box. Simple Weapons Medium Weapons Large Weapons Exotic Weapons Arrow or Bolt Silver or Iron Crafting Master Crafting *Weaponsmith. Master-Crafting a weapon allows the weapon to resist a total of three attempts to shatter or destroy it by any means. A Weapon trap costs 6 Trap Production Points to create. The first three attempts that get through spell defenses will be resisted. The cost of the weapon is not included in the cost of the trap. or with enough money you may Master-Craft a silver weapon.3. Crafting weapons of pure silver costs an additional 300% in Raw Material (RM) but does not cost extra Production. If you have enough production points. A weapon may be either iron or silver.Weapon When triggered. This list is found in Chart 5. or other container. Different weapons require different amounts of production Cost points to build.

4) 63 | P a g e .4. it may be purchased many times over. with each successive time granting another 4 points of production.MAGICAL SCROLLS Create Scroll (Production Skill) This skill allows a character with some basics in Magic to create Magical Scrolls based on the spells they possess. To make a Magical Scroll. The cost in PP to produce the scroll in question can be found in Chart 5. The only pre-requisite for this skill is Read Magic Scroll Level 1 2 3 4 5 6 7 8 9 Production Cost 4 4 8 8 16 16 32 32 64 (Chart 5. and cannot be used to create Ritual Magic of any kind. Like all of the production skills. a character needs to be able to cast that specific spell from memory or via another scroll. Please note: the Create Scroll Production skill is in no way linked to the Ritual Magic Rules. These cumulative Production Points (PP) may be spent in the creation of scrolls once per event at Logistics. nor exceed Battle-Magic spells beyond level 9.

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

Every time you swing a weapon in combat you must call the weapon damage. Please remember that a successful physical hit is determined by the defender but can be overruled by a Marshal.). This includes back-attacks or any other forms of attack.g. No boffer strike can hit the same location of the body twice in a row. repeatedly. Whereas. chest (despite it being a valid strike location). 65 | P a g e . Packet-delivered attacks striking these areas do in fact count. and as such are not considered weapons for the purposes of spells or skills. do happen accidentally. Doing so will allow the attacking player to call out the weapons damage in Body Points. grabbing an opponent’s weapon with your hands or any other body part is not encouraged. It is not acceptable to use this as an offensive attack by tangling your weapon in the arms or legs of an opponent for the purpose of calling out Body damage. neck. the defender may call a hold. Note: Understanding that strikes to the head. This also keeps the occurrence of wild swings down to a minimum. Those who repeatedly abuse these rules will be asked to leave the game. as fast as they can say it. As intimidating as it may be to flail around swinging your weapon like you are some kind of blender. etc. hands. The “boffer hands” are considered to be part of the character. If they have purchased ambidexterity they may use a second boffer of the same size in their off-hand. Please do not make such strikes a habit as it will not make you any friends. The Swing When swinging your weapon at an opponent the pull-back should be between 45 and 90 degrees. and hands. and to limit the amount of machine-gunning (swinging faster than damage can be called). Please contact a Marshal regarding any person who is habitually striking these areas. When swinging certain special attacks you would say the damage after you are sure you have struck your opponent (see skill descriptions). Your strikes must hit different areas in order to be considered valid damaging strikes. This damage may increase by purchasing weapon specializations as with any other weapon skill. The defender should always call “hit” after a special attack. Valid Striking Targets Everywhere on the body is a valid striking point except the following areas: the head. if you are swinging your Normal Long Sword. Magic. untangle themselves from your weapons.Combat Rules This section deals specifically with the technical aspect of melee combat in Underworld. Every character in Underworld begins with the Simple Weapon group and any character may use any simple weapon. they may use one-6 inch boffer (pipe-less) phys-rep. For example. and in the case of women. but we would ask that you do not aim for them (habitually or otherwise). This ensures safe strikes that are still hard enough to feel. This is meant to slow combat. If the combat rules are followed properly. Silver. combat will be as realistic and safe as possible. If the character chooses to use hand to hand. groin. groin. and call a Lay-on to continue fighting normally. the look of shock and fear on your opponents face is probably an out-of-game reaction. or depending on certain Magical spells that can be cast on you. not any part of your body. call out "2 Normal". Holding and Trapping an Opponent’s Weapon Trapping an opponent’s weapon is a valid attack so long as your weapon or shield is the trapping mechanism used. The "Normal" may be changed depending on the type of weapon you are wielding (E. but possible. neck. In such cases. Hand to Hand Every character in Underworld has the ability to use any weapon in the Simple Weapons group that swings for a base damage of 1.

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

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

so we move on to: c) If the character has a defense against Web effects. If the character has a defense against silver attacks. the attack would be defended against. If not.ca 68 | P a g e . d) Otherwise the character is affected by the attack. c) If the character has a defense against Drain Life effects. If not. If not. d) The character is affected by the attack. the attack would be ignored. the attack would be defended against. The only exception to this rule is attacks with the arcane <damage type>. d) The character is affected by the attack. If not. a) Can the character defend against the <attack type>? Yes: attack is ignored b) No: can the character defend against the <damage type> (and <damage #> for threshold purposes)>? Yes: attack is ignored c) No: can the character defend against the <effect>? Yes: attack is ignored d) No: attack affects character In Example 1: a) There is no <attack type> so we move on to: b) <Number & damage type >. the attack would be ignored. the attack would be defended against. the attack would be defended against.underworldlarp. the attack would be defended against. If not. in order of its usage. the attack would be defended against. the attack would be ignored. b) <Number & damage type>.A character’s ability to defend against an attack is dependant on their resistance to each “cluster” in the damage call. In Example 2: a) If the character has a defense against Spell-Strikes. With such attacks. b) There is no < Number & damage type >. If the character had an Elemental Threshold of 5 or higher. d) The character is affected by the attack. b) <Number & damage type>. If the character had a Normal Threshold of 5 or higher. In Example 3: a) If the character has a defense against Power-Words. the attack would be defended against. If the character has a defense to Physical Attacks. c) If the character has a defense against Sap effects. the attack would be defended against. please start by visiting our website at www. For more details on how to construct an Underworld Safe weapon. the character must be able to defend against arcane attacks in order to defend against it. If the character had a Silver Threshold of 20 or higher. c) There is no effect in this damage call. the attack would be defended against. In Example 4: a) If the character has a defense against surprise attacks. Weapon Construction Weapons for Underworld should be constructed to the size standards put forth in the following chart. If not. All other steps in defending against the attack are ignored. If the character has a defense against Elemental Attacks.

All edges must be covered in at least ¼" foam piping. pending a weapon safety Marshal's approval): Duct Tape. A max size rectangle shield will be 4' x 2' 6". Inch Open Cell Foam 24/30 10/14 30/50 16/22 24/30 12/18 24/30 -/24/36 3/5 16/22 22/28 Large Weapons 44/58 56/72 16/20 60/72 18/24 40/48 3/5 2040cu. Latex Paint. / Max. Sword Sock. ½" is preferred Every shield will be evaluated for safety on a case by case basis. Although.) Recommended Pipe Diameter Weapon Damage ½ “ CPVC 1 ¼ ” CPVC ¾ “ CPVC ¾” CPVC ¾” CPVC 1 ¼” CPVC ¾” CPVC ¾” CPVC ¾” CPVC 1” CPVC 1”CPVC 1” CPVC 1”CPVC 1 ¼” CPVC 1 ½” CPVC 1” CPVC 1 1 1 1 2 2 2 2 2 2 2 Body 2 4 4 4 4 Body 4 1 Body 2 Body 5 2(1H) / 3(2H) (Chart 6. If this is your first time constructing weapons. 69 | P a g e . Inch Open Cell Foam 24/30 6/8 8/12 Medium Weapons 22/32 30/40 1200cu. All shields must have a thin layer of padding covering the front or striking surface. please use Duct Tape as it’s the easiest to work with and won’t cost very much.1) Weapon Colourings for Weapons (Boffers) The colours listed below are what the boffer weapon will represent to players. / Max. Please note that these colours can be from the following (but not solely restricted to. Inch Open Cell Foam 40/48 Exotic Weapons -/6 6/10 12/16 60/72 4080cu Inch Open Cell Foam 60/28/44 50/56 Blade / Head (Min. A buckler may not be larger than 15" in diameter. and a max size circular shield will be 3' 6.) Simple Weapons 6/9 12/16 -/54/72 1200cu. Cloth Tape.Weapon Dagger / Knife 2 Handed Staff Club Thrown Weapon / First Long Sword / Scimitar Mace / Hammer 1 Handed Spear Short Sword 1 Handed Axe Javelin Arrow Claw 2 Handed Great Sword 2 Handed Polearm 2 Handed Axe Bolt (2 Handed Crossbow) 2 Handed Club/ Mace Stiletto 2 Handed Spear/ Trident 2 Handed Maul 1 or 2 Hand Bastard Sword Overall Length (Min. A shield may not have more than 10 square feet of surface area on one side. BLACK = Weapon Black (Alchemical) SILVER / GREY = Normal BLUE = Psionic RED = Natural Weaponry and Hand to Hand WHITE or a white stripe to any of the above = Magic version of the above Shield construction All shields must abide by the following restrictions: A shield may not have any one dimension longer than 4'.5" across.

Chapter 7 ARMOUR 70 | P a g e .

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

the armour is literally falling off you in broken pieces.1) 72 | P a g e . then finally from Body. As a rule. you would lose the remaining 4 points. they subtract that damage number from their current Armour Point value. you are expected to call ‘BREACH’ the first time you are hit. To represent this. that player will stop subtracting damage from their armour and now start subtracting from their Body Points. Once a Breach occurs. once a players armour is Breached. the armour is considered “Breached”. If you enter battle with no Armour Points. coverage. If armour is being physically worn. that damage will damage your Body Points after the Breach (If you had 4 Armour Points left and were hit for 7. then from normal Armour Points. Coverage Locations 1 4 7 10 13 16 19 22 25 28 Upper Skull Throat Right Rib Cage Left Abdomen Left Bi / Triceps / Shoulder Right Hand Left Thigh Right Ankle / Foot Upper Back Gluteus 2 5 8 11 14 17 20 23 26 Eyes Right Pectoral Left Rib Cage Groin Right Forearm Left Hand Right Knee / Calf Left Ankle / Foot Mid Back 3 6 9 12 15 18 21 24 27 Lower Face / Jaw Left Pectoral Right Abdomen Right Bi / Triceps / Shoulder Left Forearm Right Thigh Left Knee / Calf Back of Neck Lower Back (Chart 7. If armour is being Magically worn. Once that Armour Point value reaches zero. Armour Points & Guidelines There are three basic criteria on which Armour Points will be awarded. that player must immediately declare in a loud voice “BREACH!” to inform their attackers and others around them that their armour is now destroyed.) As a player receives damage. and then take the remaining 3 to Body). type.How Breached Armour Works Almost all damage sources will damage a player’s armour before it will damage their Body. call 'BREACH'. It is generally frowned upon to continue wearing reps for armour that have been Breached to the point of providing no Armour Points. always lose points first from any Magically granted Armour Points. and quality of reps. then from Magically granted Body. Keep in mind that if there is that damage remaining from the swing that Breached your armour. Breached armour is very visible since Armoursmith PP are required to Repair a Breach. the armour flashes quickly and brightly before expiring (vanishing from existence).

Studded leather/ Boiled Non-flexible Leather . Most types of wooden armour will also fall into this category.1pt/location: Leather of at least 5oz thickness or more will be graded as full value.2) Armour Types There are four basic types of armour (although many other types are acceptable. Each piece of armour will be designated as one of the following types: Leather . will be graded as full value. 73 | P a g e .2pts/location: Any type of leather of 5oz or greater thickness with studs.(Chart 7. they will be assessed on a case by case basis. grommets or rings attached to it (generally studs will need to be no more than 2" apart) or any leather that is boiled to the point of rigidity. and treated as 1 of the 4 types) each of these types is worth a different number of Armour Points.

your costume will be evaluated by a Marshal to determine the type. unless you have the Heavy Armour skill. It is possible that your armour is so inferior that it receives a zero armour value. the evaluating Marshal will give you advice on how it can be improved in order to be determined as safe. The Marshal will judge each of your armour reps as either full value for their type..3 pts/location: Links of metal chain woven together. then you can claim the two types of armour for the same location. plate <18ga) -any armour made from aluminium -any armour made from ANY light weight alloy (such as stainless steel. Plate mail . Two layers of the same type (chain. Unsafe armour will NOT be approved or allowed in-game. hockey padding etc. no less thick than 18 gauge wire. If you have the Heavy Armour skill. no less than 18 gauge in thickness and splint/banded mail will be graded as full value. Example: Aluminum scale mail will only incur a ½ point penalty NOT a full point penalty. street signs) -any armour constructed out of scaled pieces (scale mail) -any armour that shows very poor craftsmanship -any armour which is of obvious modern clothing (such as leather trenchcoats.. or will apply a ½ point penalty / location of coverage to them.) *the ½ point penalty will only be applied once per location.4 pts/location: Sheets of metal which are formed or not.Chain mail . zinc. with inner ring diameter of ¼“. If your rep is determined to be unsafe. leather. roofing tin. regardless of the number of standards that a rep does not meet. 16 gauge wire with inner ring diameter of 3/8” or any gauge /diameter with an aspect ratio of 6 or less will be graded as full value. The following list will help you know what sort of things will cause your armour to be graded as less than full value: -any armour which does meet the minimum standards of a category (leather <5oz. 74 | P a g e . plate. Quality of reps When you log in at an event. studded leather) will not stack with each other. There are no class restrictions for amounts of armour worn. you may only claim the highest value armour for each location. and quality of armour that your reps provide. Armour Stacking If you are wearing more than one piece of armour in any one location. coverage. Armour must be determined to be safe before it will be evaluated for Armour Points or can be worn at Underworld.

Chapter 8 MAGIC 75 | P a g e .

Ritual Magics are exempt from rules concerning stacking and defense limitations. Minutes The spell will last for the specified number of minutes. while others may be too old. but will terminate if the target dies. Other Duration of this spell is an exception and will be listed. Line of Sight The spell will last for as long as a straight line could be drawn from any part of the caster’s body to any part of the target’s body without interruption. Hours The spell will last for the specified number of hours. Having one of these items does not necessarily guarantee that it will be useful. Casting Ritual Magic also brings with it the dangers of ritual failure and backlash. offensive incants. Furthermore. etc. some of the side effects of which can be deadly. the spells effect is used up. Concentration The spell will last for as long as the caster of the spell maintains concentration. it is necessary to identify the component in a Circle of power. Ritual Magic Any character that has learned a 9th circle spell may learn Ritual Magic of the appropriate Sphere. or the victim dies. Some spells are continuous. Some components may be flawed and useless. offensive activation words. If the line of sight is fully broken for more than 10 seconds the spell will terminate. Advanced Spheres of Ritual Magic may also be encountered. or defensive calls have been made within 50 feet of the target for longer than 1 minute. To find out. Some of the most common examples of Ritual Magic which many players will encounter are as follows: 76 | P a g e .Spell Durations Combat The spell will last the duration of 1 combat. as described in the appropriate spell description. and descriptions on them. Ritual Magic requires components which are represented in-game by tongue depressors with stamps. Damage is permanent until cured. All forms of protective spells will expire after 5 days regardless of whether they have been used up or not. Indefinite Permanent unless victim receives the proper counter-spell. Ritual Magic is an advanced form of Ritual Magic which is both highly powerful and highly dangerous. Instant The spell goes off immediately. they are recorded on powerful scrolls which cannot be destroyed or copied by any means short of Ritual Magic itself. though these schools require other Ritual Magics as prerequisites. It is not possible to remember these rituals after having witnessed one in order to duplicate it. As these rituals are so complex. numbers. though its effects may be permanent. In addition to the scroll. All Ritual Magics have their own duration which may be altered using further Ritual Magics. Spell terminates if no damage calls.

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

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

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

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

unless specifically stated in the description. on any circle (level) until your entire pyramid is full. including Ritual. spell slots a character can purchase at a given time. . you may expand outwards to a maximum of 10 wide. It's referred to as a "Pyramid" because looking at the diagram of spell slots a character has purchased. .The highest level spell slot available is 9th level.Racial Abilities vs. You may never have a higher number of circle spell slots then you do lower circle spell slots. but you may not have seven 1st level spells and eight 2nd level spells. Example: you may have eight 1st level spells or seven 1st level spells and seven 2nd level spells. and God Magic. The obvious exception to this rule is level 1 spell slots. Aspectual. a character must have already purchased two spell slots from the level below it. and how many. see the section on Ritual Magic. For more powerful magic beyond that. This pattern continues until they are 5 spell slots wide.You may not exceed 5 spells slots wide. There are rules governing in what order. .Once you have a column pyramid of 5 wide and 9th circle high. This means 5 spell slots wide up to your 9th circle. A second spell slot of the same level would require the character to have purchased three spell slots of the level below it. You may ignore the need to build in a pyramid but must still purchase the lower circle spell slot in order to purchase a spell slot from the circle above it. Some rules follow: .1) 81 | P a g e . Examples of Legal Spell Pyramids 9th level 8th level 7th level 6th level 5th level 4th level 3rd level 2nd level 1st level 3 22 111 4 333 2222 11111 5 44 33333 22222 11111 7 66 555 4444 33333 22222 11111 9 88 777 6666 55555 44444 33333 22222 11111 99999 88888 77777 66666 55555 44444 33333 22222 11111 99999 88888 77777 66666 55555 44444 333333 222222 111111 (Chart 8.In order to open up a spell slot for purchase. the base (low level spells) must always be larger or equal to the rest of the Spell Pyramid. Note that occupational abilities do not work likewise. Spell Pyramids A "Spell Pyramid" is the term used to describe the whole system of spell slots that a character purchases. Magic All Racial Abilities will always work against any type of Magic.

Chapter 9 SPELL LISTS 82 | P a g e .

not any other character. (Chart 9.1) 83 | P a g e .Quick Reference Spell Lists Dark Incant: “I Channel <God> to 1 2 3 4 5 6 7 8 9 Siphon Bless Soulwhip Divine Ward Death Aura Mass: Blessing Control Undead Banner of the Faithful Wave of Pain Mass: Relic Curse Dark Lore Dark Bolt Mass: Vitality Cloak of Darkness Avatar Death Mass: Unholy Word Elemental Incant: “I Invoke the Elements to 1 2 3 4 5 6 7 8 9 Elemental Missile <Type> Swampwalk Elemental Shard <Type> Water Breathing Elemental Blade <Type> Elemental Affinity <Type> Elemental Bolt <Type> Fortitude Banish Lesser Elemental <Type> Elemental Shield * Elemental Blast <Type> Greater Elemental Blade <Type> Elemental Wall <Type> Earth Meld Earth Clap Vertigo Elemental Storm <Type> Hellfire Healing Incant “I Invoke Healing to 1 2 3 4 5 6 7 8 9 Potion of Sweetwater Cure Light Wounds Potions of Cure Wounds Cure Disease Potion of Cure Serious Wounds Cure Wounds Cure Serious Wounds Potion of Time Extension Cure Silence Potion of Cure Critical Wounds Cure Critical Wounds Potion of Restore Limb Restore Limb Potion of Cure Mortal Wounds Cure Mortal Wounds Potion of Purify Blood Life Potion of Dispel Magic Light Incant: “I Channel <God> to 1 2 3 4 5 6 7 8 9 Illumination Bless * Sense Undead Divine Ward Wave of Healing Mass: Blessing Sanctuary Banner of the Faithful Destroy Undead Mass: Relic Shield of Light Dark Lore Light Bolt Mass: Vitality Zone of Prayer Avatar Cleansing Light Mass: Holy Word Nature Incant: “I Invoke Nature to 1 2 3 4 5 6 7 8 9 Hunter’s Snare Goodberry Charm Animal Repel Claws Cloak of Moonlight * Root Lance Bind Web Regeneration Strength of the Bear Cocoon Barkskin * Swarm Wall of Thorns Gaia’s Restoration Faerie Fire Suspension Protections Incant: “I Invoke Protections to 1 2 3 4 5 6 7 8 9 Magic Shield Mage Robes * Magic Armour * Ward Stone Stone Form Render Weapon Resist Toxin * Mage Leathers * Shield Magic * Hold Portal Advanced Magic Armour * Dispel Magic Reflect Magic * Ring of Knives Advanced Shield Magic * Iron Skin Anti-Magic Field Circle of Protection Psionics Incant: “By Force of Will I 1 2 3 4 5 6 7 8 9 Sense Angelic / Demonic Ego Whip Mind Meld Ethereal Jump Psionic Knife Hallucinogen Sleep Ego Flay Ego Rend Wall of Id Silence Charm Ego Burn Psionic Blade CoP Demonic / Angelic Paralysis Forget Exorcism * All characters may begin each event with any of these spell-protections that they can cast. This applies to the caster only.

If successfully cast. may approach within 10 feet of the symbol unless they bear the same holy symbol and/or wearing a Bless spell of the deity represented by the Divine Ward. This barrier may be resisted with Shield Magic or a similar spell and in doing so makes the user 84 | P a g e . no living creature. Level 1 Bless * Incant: "I channel <God> to grant Blessing. The symbol does not have to remain on the person of the caster. Siphon Incant: "I channel <God> to grant Siphon" Duration: Instant. While the symbol is being used in this way. However. a person can choose to allow a NEW Bless spell replace an old one. the Sphere of Dark focuses the power of the Dark Gods into its willing Cleric. One can only be Blessed if one chooses to be and only one Bless can be active at a time. so long as it remains stationary." Duration: Until used. the blessing of whichever God the caster worships. This can sometimes have positive effects in the eyes of Plot or a Marshal. Description: This spell can only be targeted at someone who is in their 60-second bleed count.SPHERE OF DARK Containing only the most horrific and vile of Battle-Magic spells. During this time. the symbol may not be used to cast other Clerical spells. such as Shield Magic. This healing cannot exceed the caster’s maximum Body Point total. the spell will transfer the target from their 60-second bleed count to the beginning of their 5-minute death count and grant the caster 5 Body Points in healing. sentient or not. Level 2 Divine Ward Incant: "I channel <God> to create Divine Ward. and in fact may be hung upon a door. it may be resisted without using up a spell-protection. Description: This spell calls down upon the target. if they wish. Description: Divine Ward requires the caster to plant or otherwise display their holy symbol for the duration of the spell. placed upon a tree or otherwise. Dark Magic is a Cleric-only spell list and cannot be purchased without plot approval. A Cleric may not force a Bless upon a person. (An OOG note next to the symbol is encouraged)." Duration: 1 hour. but it is completely random and wholly up to the Plot member.

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

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

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

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

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

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

The target may resist killing blows.” Duration: Instant. 91 | P a g e . Ice: Creates a wall of ice that perpetually regenerates itself. the target will forego their 1 minute “bleed out” and directly enter their 5 minute death count. Should this spell drop the target to negative Body Points. The spell will end if the caster moves their feet. but cannot otherwise move or defend themselves. Hell fire will deal 45 Elemental Fire damage to the target. the caster may throw packets doing 5 Magic <type> each. Vertigo Incant: “I invoke the Elements to inflict Vertigo. This spell will not work on Undead or mindless creatures.” Duration: 10 minutes. Only a Magical or Elemental flame attack of 20 or greater will destroy the wall. flesh. SPHERE OF HEALING By achieving great understanding of the workings of the physical body. and will last 5 days unless extended via Magical means. Description: This spell causes the senses of the target to become muddled. The target must sit down for the duration of the spell and can use no skills. Such an attack will destroy it instantly Level 8 Earth-Clap Incant “I invoke the Elements to inflict Earth-Clap. and in the most accomplished cases can even restore life to the dead. Description: The casting of this spell will cause massive chunks of rock to jet up out of the earth on either side of the target and “clap” together. causing a massive blast of raw Elemental fire to strike the target. This will cause “Massive 10 Magic Stone” and stun the target for 10 seconds. silencing them and making them unable to use any skills for 60 seconds afterwards. Level 9 Elemental Storm <type> Incant: “I invoke the Elements to inflict <type> storm… (Repeat)” Duration: Concentration. the Healer is able to mend wounds that would have otherwise proven to be fatal.Air: Creates a wall of negative pressure which will suck the breath out of any who cross it. and other forcible gestures that require a count. Hellfire Incant: “I invoke the Elementals to inflict Hellfire. Potions are considered to be touch-cast spells with regards to spell defenses. 45 Elemental Fire!” Duration: Instant Description: This spell will temporarily cause a tiny tear in the fabric between this plane and the Elemental plane of fire. Description: The caster must plant their feet when this spell is cast. This true Elemental fire will disintegrate armour. Each packet must be preceded by the words “<type> storm”. As long as neither foot is moved. is hit with a Dispel Magic or is damaged into Body. and bone leaving nothing but a smoldering pile of ash.

It simply needs to be poured into a container that holds the liquid to be changed. but it will not bring a dead one back to life. will cure an infected creature of a disease. into pure water. Potion of Cure Wounds Incant: "I invoke Healing to create Potion of Cure Wounds. It will cause 10 points of Body damage to any Undead creature. Description: The spell Cure Wounds will heal the recipient of 2 points of Body damage although it will not add Body Points beyond the target’s maximum Body. Description: This potion will turn any liquid. 92 | P a g e . Sweetwater potions may be combined to change larger volumes of liquid Level 2 Cure Disease Incant: "I invoke Healing to grant Cure Disease. Potion of Sweetwater Incant: "I invoke Healing to grant Sweetwater. It will bring an unconscious creature out of unconsciousness." Duration: 5 days. The potion will heal the recipient of 5 points of Body damage although it will not add Body Points beyond the target’s maximum Body. Description: The spell Cure Disease. It will bring an unconscious creature out of unconsciousness." Duration: 5 days. It will cause 4 points of Body damage to any Undead creature. Description: The spell Cure Wounds will heal the recipient of 5 points of Body damage although it will not add Body Points beyond the target’s maximum Body. 1 potion of Sweetwater will affect 1 pint-sized container. It will bring an unconscious creature out of unconsciousness. including other potions and Alchemy. The potion will heal the recipient of 10 points of Body damage although it will not add Body Points beyond the target’s maximum Body." Duration: 5 days." Duration: Instant." Duration: Instant. but it will not bring a dead one back to life. It will not cure some Magically inflicted diseases like lycanthropy or vampirism.Level 1 Cure Light Wounds Incant: "I invoke Healing to grant Cure Light Wounds. but it will not bring a dead one back to life. It will cause 20 points of Body damage to any Undead creature that drinks it. Description: This potion works the same as the spell Cure Light Wounds although it must be swallowed to take effect. It will bring an unconscious creature out of unconsciousness. Potion of Cure Serious Wounds Incant: "I invoke Healing to create Potion of Cure Serious Wounds. Level 3 Cure Wounds Incant: "I invoke Healing to grant Cure Wounds. but it will not bring a dead one back to life. but will not restore any Body Points lost due to the disease. Description: The potion works the same as the spell Cure Wounds although it must be swallowed to take effect. It will have no effect on potions or poisons." Duration: Instant. It will cause 10 points of Body damage to any Undead creature that drinks it.

but it will not bring a dead one back to life. but it will not bring a dead one back to life. no matter what the cause of its loss of speech. will change the lifespan of that potion to 1 year. Description: The spell Cure Serious Wounds will heal the recipient of 15 points of Body damage although it will not add Body Points beyond the target’s maximum Body." Duration: 5 days. It will cause 20 points of Body damage to any Undead creature. Potion of Cure Critical Wounds Incant: "I invoke Healing to create Potion of Cure Critical Wounds. Description: The potion works the same as the spell Restore Limb. It will cause 30 points of Body damage to any Undead creature that drinks it. If the original limb is not present the spell will still function and the old limb will turn to dust. Description: This potion. Description: This spell restores the ability to speak to a target." Duration: One Year. but it will not bring a dead one back to life. Description: The potion works the same as the spell Cure Critical Wounds. It will bring an unconscious creature out of unconsciousness. although it must be swallowed to take effect. when poured into another potion. The Potion of Time Extension tag must be affixed to the original potion tag at the time of mixing. 93 | P a g e ." Duration: Instant. It will cause 30 points of Body damage to any Undead creature. Potion of Restore Limb Incant: "I invoke Healing to create Potion of Restore Limb." Duration: Instant. It will bring an unconscious creature out of unconsciousness. It will bring an unconscious creature out of unconsciousness. The potion will restore a withered or severed appendage. The potion will heal the recipient of 15 points of Body damage although it will not add Body Points beyond the target’s maximum Body. Level 6 Cure Critical Wounds Incant: "I invoke Healing to grant Cure Critical Wounds. Potion of Time Extension Incant: "I invoke Healing to create Potion of Time Extension. No lost Body Points are regained through the use of this spell. although it must be swallowed to take effect.Level 4 Cure Serious Wounds Incant: "I invoke Healing to grant Cure Serious Wounds. Level 5 Cure Silence Incant: "I invoke Healing to grant Cure Silence." Duration: 5 days." Duration: Instant. Description: The spell Cure Serious Wounds will heal the recipient of 10 points of Body damage although it will not add Body Points beyond the target’s maximum Body.

Potion of Purify Blood Incant: "I invoke Healing to create Potion of Purify Blood. the body reforms with the spirit and all other pieces of the body elsewhere crumble to dust. It will bring an unconscious creature out of unconsciousness. creatures which are living. Description: This potion. The spirit must be present with the body or body part when Life is cast for it to take effect. when swallowed. but will not heal any damage which was done by these toxins. Description: Life will bring one creature back from the dead so long as it has not passed its death count. Description: The potion works the same as the spell Cure Mortal Wounds." Duration: Instant. but it will not bring a dead one back to life. The target must drink this potion for it to take effect." Duration: Instant. It will bring the creature back to consciousness and 2 Body Points. Level 9 Life Incant: "I invoke Healing to grant Life. although it must be swallowed to take effect. or on creatures which are bottled. It will not cure the target of any damage they may have suffered because of the contaminant. When Life is cast." Duration: 5 days. Description: When Restore Limb is cast. Description: The spell Cure Serious Wounds will heal the recipient of 20 points of Body damage although it will not add Body Points beyond the target’s maximum Body. the spirit may choose which piece to reform from. the spell will still function normally and the old limb will turn to dust. It will bring an unconscious creature out of unconsciousness. If the original limb is not present at the time of casting." Duration: 5 days. It will have no effect on some Blood Magic and/or some Magical blood disorders such as Vampirism. The potion will terminate 94 | P a g e . Level 8 Cure Mortal Wound Incant: "I invoke Healing to grant Cure Mortal Wounds. The potion will heal the recipient of 20 points of Body damage although it will not add Body Points beyond the target’s maximum Body. will affect the target with Dispel Magic. It will cause 40 points of Body damage to any Undead creature that drinks it Restore Limb Incant: "I invoke Healing to grant Restore Limb. a withered or severed appendage (arm or leg) is restored to its former health. Description: This potion will purge the blood of most toxins which are Alchemical." Duration: 5 days. Life will have no effect on Undead. It will cause 40 points of Body damage to any Undead creature. but it will not bring a dead one back to life." Duration: Instant. No lost Body Points are regained through the use of this spell.Level 7 Potion of Cure Mortal Wounds Incant: "I invoke Healing to create Potion of Cure Mortal Wounds. Should the body be in more than one piece. Potion of Dispel Magic Incant: "I invoke Healing to create Potion of Dispel Magic.

any spell or effect currently residing on the target’s spirit. the blessing of whichever God the caster worships. Description: This spell will create a light (light source). luminescent. The target must drink this potion for it to take effect. A Cleric may not force a Bless upon a person. unless specifically stated otherwise in the description. so long as it is cast on any small object of no larger than 6x6x6 cubic inches in area. Description: Divine Ward requires the caster to plant. or until the caster wishes to terminate the light. A flashlight may be used. their holy symbol for the duration of the spell. may approach within 10 feet of the symbol unless it is bearing the same holy symbol and/or wearing a Bless spell of the deity represented by the Divine Ward. placed upon a tree or otherwise. however a person can chose to allow a NEW Bless spell replace an old one. One can only be Blessed if one chooses to be and only one Bless can be active at a time. SPHERE OF LIGHT Level 1 Bless * Incant: "I channel <God> to grant Blessing. This barrier may be resisted with a Shield Magic or similar spell and in doing so makes the 95 | P a g e . but it is completely random and wholly up to the Plot member. Illumination Incant: "I channel <God> to create Illumination. It cannot be poured onto something Magical. This can sometimes have positive effects in the eyes of Plot or a Marshal. physical representation is required for this spell to be used as a light source. or otherwise display. however the light produced must be diffused significantly using a gel or cloth so that there is no directional beam. During this time the symbol may not be used to cast other Clerical spells. It may be resisted without using up a spell-protection. until it is dispelled. and in fact may be hung upon a door." Duration: 12 hours or special. nor thrown." Duration: 1 hour. (An OOG note next to the symbol is encouraged). While the symbol is being used in this way. An out-of-game. if they wish. Level 2 Divine Ward Incant: "I channel <God> to create Divine Ward. no living creature." Duration: Until used. The spell will last for 12 hours. The symbol does not have to remain on the person of the caster. Dispel Magic will only terminate spells or effects of ninth level or lower. Description: This spell calls down upon the target. such as Shield Magic. so long as it remains stationary. sentient or not. This will have no effect on any Magical items the target may have on their body.

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

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

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

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

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

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

such as Undead. Attacks which do not target Magical Armour. a visible line in the dirt) must be placed before the spell is cast. The wall will remain for 24 hours.) and will heal 10 Body Points of damage." Duration: 5 days or until used Description: This spell gives the target 20 points of Magical Amour and allows the target to take half damage from all attacks that strike getting the Barkskin. etc. and every 10 seconds the target will take 1 Body damage. Swarm Incant: "I invoke Nature to inflict Swarm. This strength bonus will stack with any other strength bonus the target may have." Duration: Indefinite (special) Description: This spell surrounds the target with a swarm of biting insects.Strength of the Bear Incant: "I invoke Nature to grant Strength of the Bear. This poison will cause 5 points of Body damage every hour. string. and may not be Refit. are not reduced by half and the caster will take full damage from them. of no greater than ten feet in length. The wall itself can be cut down. but cannot be stacked with another Strength of Bear Spell. These effects will continue until the target (or an ally) spends a 10 count batting away the insects. (A Dispel Magic spell would work). Any damage calls from the target will be at -1 the Normal damage. Level 8 Gaia's Restoration Incant: "I invoke Nature to grant Gaia's Restoration. Level 7 Barkskin * Incant: "I invoke Nature to grant Barkskin. broken limbs. so long as the physical representation remains. and it has not been destroyed." Duration: 1 Hour Description: This spell will grant it's target +2 strength for an hour. Wall of Thorns Incant: "I invoke Nature to create Wall of Thorns. The light emanates off of the victim. restore health in all forms (blindness. and is considered to possess 50 Body Points. This armour is Magical in nature. This will not cure effects that require a specific cure. All fire based attacks that strike the Barkskin do double damage." Duration: Instant Description: This healing spell will cure all ailments." Duration: 24 hours Description: This spell will erect a wall of sharp thorns in a straight line. These insects will cause the target to be unable to cast spells. lasting 10 minutes in duration. Multiple targets swatting will not lower this count. disease. Level 9 Faerie Fire Incant: "I invoke Nature to inflict Faerie Fire. This spell has no effect against non-living targets. such as Body strikes. golems and incorporeal spirits. Description: This spell causes an aura of light to instantly be created around the struck target. Any attempt to cross this line will cause the creature 5 Body Points of damage and will inflict the target with poison. thereby following them wherever they go. always comes off the target first. and the target cannot be healed until the poison is removed from their system. taking double damage from Elemental attacks. A phys-rep of some type (rope. The 102 | P a g e ." Duration: 10 minutes. If the armour is Breached the remaining fire damage will carry over to the target.

It cannot be saved and will go off on the first successful hit. the shield should have white tape visible on its surface to represent that it is Magical. and also causes blindness. disarmed by any skill. however. with the exception that it cannot be shattered (destroyed). Using powerful Charms. Description: This spell calls into existence a Magical Shield. This bonus armour will not stack with the Mage Leathers spell but may stack with any other armour the caster is wearing. Dispel Magic will continue the death count where it left off. Mage Robes * Incant: "I invoke Protection to grant Mage Robes. If possible." Duration: 1 Hour." Duration: 5 days." Duration: 5 days or until used / destroyed Description: This spell will surround the caster in a semi-transparent robe of armour.” and a visible flash of white energy can be seen as the spell-protection dissipates." Duration: 1 Hour." Duration: 5 days or until used. The shield is spirit-linked to the caster and will remain with the caster until the duration expires or the caster wills the spell to end. the Protections caster is dedicated to keeping them self alive. This Magic Shield will have every benefit and detriment of a real shield. be Dispelled. Level 1 Magic Shield Incant: "I invoke Protection to grant Magic Shield. This spell is caster only. Only 1 Magic Amour or Advanced Magic Amour may be worn at any given time Ward Stone Incant: "I invoke Protection to create a Ward Stone. usable only by the caster. the target must call out “Magic Armour. Wards and other Magics. even if the recipient does not wish it to. This Robe is Magical in nature and may be Dispelled as normal. the inability to be healed in any form. Description: This spell protects the target from the next single strike from an Underworld safe weapon or from a spell packet attack with the prefix "physical" in its damage call. Level 2 Magic Armour * Incant: "I invoke Protection to grant Magic Armour. The size of the shield must be chosen upon casting and can be no larger than a “Large Shield”. Mage Robes grants the caster +5 Magical Armour Points. the Protections caster can block and reflect the most powerful of Magics. Suspension Incant: "I invoke Nature to grant Suspension. and any Slay that strikes it will remain active.light inflicts the cumulative effects of x2 damage from all attacks. SPHERE OF PROTECTIONS Almost as popular as the Sphere of Healing. It can. Description: Suspension places a target who is in their 5-minute count in a state of suspended animation until the spell has ended or until the caster wishes to terminate the spell. 103 | P a g e . It also gives the caster the Shield skill-proficiency for the duration of the spell. When this spell defense is used.

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

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

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

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

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

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

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

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

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

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

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

Type B Component:
Type B Components are identical to Type A components with a few exceptions: they do not always emanate an emotion, they can be created out of items or creatures with a spirit, and are either permanent items that do not get destroyed or items that contain a specific number of charges that are expended when used. If a Type B component uses charges, only one charge may be used per Ritual casting and after all charges have been used, the item is destroyed as per a Type A component.

Ritual Circles and Circles of Power
There are many types of Ritual Circles. They range from a simple improvised circle drawn in the dirt, to the complex and highly augmented Ritual Circle creation spells. No Ritual can be cast without a Ritual Circle present. Two distinctions must be made between a Ritual Circle and a Circle of Power. A Ritual circle is any circle used to cast a Ritual spell. It does not bestow the caster any benefits on its own. It will not stop or hinder any creature from crossing its boundary, unless influenced by the Ritual being cast. A Ritual Circle may be created by anyone at any time, as easily as drawing a circle in the dirt. A Circle of Power is a Ritual Circle imbued with magic. It is generally created by either the 12th level occupational ability for Mages or by certain Ritual scrolls. A normal Ritual Circle gives a 25% base chance of casting success, whereas, a Circle of Power’s base chance is 50%. Any attempt to cast a Ritual spell without a Ritual Circle or Circle of Power will automatically result in a backlash. A Ritual Circle can be no larger then 10 feet in diameter. A Circle of Power’s size will vary on the method of creation used. A Henge can only be used as a Circle of Power for the purposes of casting Nature Ritual Magic. A Circle of Power, either created by the Mage ability or the spell, can be used to cast Ritual spells of any list, including Nature.

Ritual Scrolls
Ritual scrolls range from level 1 to level 20. Level 1 being the least powerful and level 20 the most. Any Ritual above level 10 is considered very rare and powerful. Rituals above level 15 are almost unheard of. For the most part, Ritual scrolls will be 1 to 5 pages long but there are no set rules regarding size. One Ritual scroll may be as small as a single piece of paper or may span an entire library of bookshelves. They do not need to be printed on paper or even written at all. A Ritual scroll could be found etched on to the wall in some long forgotten ruin or imprinted in the mind of some powerful being. Ritual scrolls are (for the most part) considered to be rendered and cannot be destroyed, except through Ritual Magic or racial abilities. However, they provide no protection in combat and cannot be used as armour or shields. Ritual scrolls are NOT used up when they are used, like components are. You may cast 100 Rituals from the same scroll provided you have the components to "power" the Rituals.

Ritual Spell Slots
Please note that Ritual spell slots do NOT have to be purchased in a pyramid style order like Battlemagic spell slots. They are purchased level by level, up to a maximum of 20th and only purchased once.

Ley Lines and Nexus Nodes
There are physical locations that exist in the game world which can augment your Ritual castings, either positively or negatively. You will be informed by the Ritual Marshal if your Ritual is taking place in such a location AFTER the Ritual has begun. However, you may get hints of such locations from Plot members, or in-game knowledge before that. Examples of the changes that casting a Ritual upon a Ley Line or Nexus could provide are: additional chances of success, a lowered requirement for components, the addition of a secondary caster or a possible greater chance of backlashing.

115 | P a g e

Chapter 11

God Lists

117 | P a g e

As recognized by the international Churches of Light GREATER GODS Light
CASSANDRA “The Lady”
Primary Influence: Life, Secondary Influences: Fertility, Harvest Symbol: A Robin

KAEL “The Light-Bringer”
Primary Influence: Justice Secondary Influences: The Sun, Light Symbol: Scales

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

Neutral
DIETREMEN:
Primary Influence: Secrets Secondary Influences: Night and Darkness Symbol: An 8-pointed star

DUNARTHOS “God of the Hunt”
Primary Influence: Nature Secondary Animals, The Moon Symbol: A bow

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

118 | P a g e

Music. & Arts Symbol: Lute X God(dess) of Mystery & Chaos Symbol: None known 119 | P a g e . Dominance Symbol: A bloody dagger LESSER GODS ABACUS God of Wealth Symbol: Gold Coin CHARON “The Gatekeeper” God of Natural Death Symbol: Skeletal Hand CHRONOS “The Guardian” God of Time Symbol: Hourglass FESTUS God of Wine & Celebration Symbol: Goblet RAZE “The Razor” Goddess of Vengeance Symbol: Mask SABRINA Goddess of Love & Beauty Symbol: A willow tree THE MUSE Creativity. Murder Symbol: Crossed war axes MALAGANT “Master of Autumn. Lord of the Undead” Primary Influence: Necromancy Secondary Influences: Undeath. Corruption Symbol: A horned skull with fangs PANDORA “The Widow” Primary Influence: Pain Secondary Influences: Suffering.Dark BAAGH “Blood-letter” Primary Influence: War Secondary Influences: Bloodshed.

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

discipline. A complicated. he is often seen less as the "God of Magic" and more as the greatest of all Magi. Lord of the Undead” Primary Influence: Necromancy Secondary Influences: Undeath. his power rivals that of dragons. among magi at least. He has paired up with Kael in the past to work toward a common goal. yet influential Gods among her followers. and Magic in general. a teacher from which mortal students may learn from. Although most of the dark Gods seem to pay some respect to him. Dominance Symbol: A bloody dagger Previously known as Shiva. Roland is usually worshiped by professional soldiers. Less direct than Malagant. are his wars with dragons of darkness. However. perhaps indicating he is attempting to increase the size of his church. chivalry and military structure. His army of Undead is greater than any mortal army in the world. he sometimes appears wearing a cloak similar to that worn by the Head of Berphaunt's Conclave (a fact which makes some within Tiefanue nervous). law. lord of darkness and master of the Undead. truly epic tales indeed. Chivalry Symbol: A Shield Roland is seen as the God of honour. Although more respected than worshipped. the ramifications of which have yet to be exposed. any true ties between Salam and the Conclave are unknown. His greatest rival among them being Styphon the Black. He stands for power. ROLAND Primary Influence: Honour Secondary: Law. But perhaps the greatest of all his conflicts. In his brief time as God of Magic he has demonstrated a more hands-on approach to his followers than Nabokov did. however he frowns upon Kael's impulsiveness. with the branches within Berphaunt and Clan Sprawn being the largest. Salam has taken the crown of God of Magic since Nabokov's mysterious disappearance. specifically power that gained through knowledge. his battles with Demon Lords are stuff of legends. Knowledge Symbol: A burning eye The newest of the Greater Gods. Perhaps one of the most powerful "evil" beings in existence. 121 | P a g e . Corruption Symbol: A horned skull with fangs Malagant declares himself the king of the dark pantheon. PANDORA “The Widow” Primary Influence: Pain Secondary Influences: Suffering. something has happened to vault her into the pantheon of greater Gods recently. SALAM Primary Influence: Magic Secondary Influences: Power. yet global domination does not seem to be a goal of his. Always displayed in full platemail with his helm typically closed. she has begun to spread her influence outside the frozen tundra of the Ice Elves. Malagant submits to no one. Malagant operates a full church. she has goals of her own which she manipulates directly more-so than any other God and ignores everything else. errant knights and those who operate in an environment of military discipline.MALAGANT “Master of Autumn. Said to speak with a slight gypsy accent. the Mistress of Pain and Ice. multi-layered personality has been thrust into the top of the dark pantheon. One of the most solitary.

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

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

Sign up to vote on this title
UsefulNot useful