CRO

v. 5.0 Player’s Rulebook Latest Update: 11/6/2009 By David Pirro & Zachary Smith

Credits
Original Concept: The Fortier Brothers Design: Arthur Cote IV & Zachary Smith Rules Revision Team: Aaron Caldwell, Jarrett Lusignan, William McAllister, David Pirro, Andrew Richard, Matthew Richard, David Schmaltz, Joe Sheaves, Zachary Smith Editing: Andrew Richard, Matthew Richard, Zachary Smith Races and Gods: Michael Coffey, David Pirro, Matthew Richard, Zachary Smith, Danielle “Leda” Tolliver

Introduction What is CRO? – CRO is the Creative Roleplaying Organization, it is a unique LARP that takes place in a universe unique to the game. It incorporates aspects of classic fantasy like elves, dwarves, and magic but has many aspects that you won’t find in other fantasy settings. The rules system used by CRO in this version, 5.0, is different from any other system that you will find. It is designed to give each player the ability to create any character they could want to and to give flexibility in every aspect of the game. CRO isn’t just a game that meets once a month for a weekend though, CRO is a family of likeminded individuals that all enjoy LARPing. Who Can Play? – Anyone can play CRO. We don’t discriminate for any reason. The only things that will stop you from being able to participate in a CRO event are if you have been suspended from the game for any reason or if you are under 18 and don’t have permission to play from a parent or guardian. We reserve the right to suspend any player, at any time, for any reason. What Should I Bring With Me? – Here is a list of things that you should bring to every CRO event you attend, whether you are a player or a staff member: Costuming Weapon(s) Spell packets(if your character uses them) Warm sleeping gear(sleeping bag, pillows, blankets, etc…) Extra dry clothes Extra socks and footwear Rain gear(something that isn’t modern-looking) Food(we feed you breakfast and dinner on Saturday but that isn’t enough to carry you through an entire weekend in the woods) Personal hygiene items Weapon repair materials(duct tape, foam, scissors, etc…) Personal effects for cabin/personal space decoration Bug spray and first aid kit Pencil and paper or other writing implement Emergency flashlight(something small only for emergency situations)

Event Schedule – CRO typically has 9 weekend-long events each year, with other smaller gatherings scheduled over the year. The event schedule can be found online at the CRO website. Each event takes hours of setup to get our game world ready for play. If you show up early and decide to help us set up you will be rewarded with Gems (which can be exchanged for experience and other things). Once setup is complete players begin to line up for check-in, which will always be marked. At check-in, each player will sign a waiver, pay for the event if they haven’t pre-registered, receive his or her updated character sheet, and have his or her armor and weapons checked for safety. During check-in, the cast (NPCs) will be meeting in other locations at the site to help set up and meet with the Game Masters

(GMs). Each NPC should check-in at Plot Central and let the staff know they are at game. After check-in is complete all players and cast members gather in the tavern building for a general opening meeting. At this meeting, important rules will be repeated and any rules changes will be announced. Also you will be informed of which people you should find in case of an emergency. After this meeting is over it’s time for Game On! Once game starts on Friday night it runs non-stop for the entirety of the event until game is called on Sunday afternoon. This means that you are always in character once game is on, even when you are sleeping. If you feel you need to go Out of Game for any reason please stop by Plot Central first and let someone know. We may have something planned for your character and that way we can postpone it instead of trying to run it when you aren’t there and then not have time for it later. Also, it is important for us to know where you are in case of an emergency. After Game Over is called on Sunday afternoon all players and staff will gather at the tavern building again for a general closing meeting and then checkout. At checkout you will turn in your character sheet and any other game item we ask you to hand in. These items and your updated character sheet will be returned to you at check-in of the next event you attend. Once you are done with checkout feel free to help us break down (you will be awarded Gems for this!). Being Considerate – CRO is a family game and we expect everyone that attends the game to show respect to each and every other person attending the event, whether they are a player or a staff member. No matter how much your character may hate another character, you have to respect the person playing that character under all circumstances. If you find yourself in an uncomfortable situation, it is your right to remove yourself fro m that situation and find a Game Master. It is especially important to show consideration to new players and staff that may not be completely comfortable with the rules yet. On the topic of Out of Game consideration we ask you to keep your language as clean as possible. This means no swearing or use of vulgar or offensive words. Modern day obscenities detract from the game for everyone that has to hear them. Expand your vocabulary and make new, creative insults if you feel the need to use them. Remember that we are always watching for good roleplaying and this is a great way to be recognized for your work as your character. Cheating – CRO is played using an honor system, this means that you are responsible for knowing and remembering your character’s stats and abilities at all times. As a player or staff member you are trusted to play by the rules at all times under all circumstances. The intention of a rule is just as important as how it is worded, and if you have any questions about how something works just ask a Game Master, don’t assume that it “just works.” If you are caught cheating in any form you risk being ask to leave CRO for one or more events. Each player is required to memorize the rules that his or her character uses during game. A claim of “I didn’t know how that skill/spell worked” or “I confused a rule with a rule of another LARP” are not acceptable. There is a very small amount that you need

to memorize as a player. If someone uses a skill or spell against you that you don’t understand just ask for it to be clarified using the “Clarify” command word. If there is ever any confusion or argument seek a Game Master for a clarification. Metagaming – There are things that you as a player may learn about the CRO world that your character would not know. Using this Out of Game knowledge while In Game is called “Metagaming” and is considered a form of cheating. Example: If you decide to NPC for part of an event you may play a monster that has a specific weakness or vulnerability and learn that weakness or vulnerability as a player. This doesn’t mean that when you go back into game as your character that you know this weakness, and if you do share this knowledge with anyone you are Metagaming. Also, be careful who you share knowledge about your character with Out of Game. It is unfair to other players for you to share secret information about your character with them and expect them not to know it In Game. Once you know information Out of Game it becomes very difficult to legitimize knowing that information In Game because you are already predisposed to what the answer to your question is. To avoid this, don’t share any information that you don’t want others to know about your character with other players. Similarly, don’t share secret information about other people’s characters unless you want others to know about it. It’s out of respect that you don’t share this information between games. It’s not cheating to do this, but if someone discovers something about your character that you didn’t want to know, don’t be surprised if you’ve been bragging about it to other players. Rules Changes – From time to time a rule is discovered to be ineffective or ambiguous. In this case, between events it may be changed or rewritten. No rule will ever be changed during an event unless it compromises the safety of the game. Between events the CRO staff will always consider suggestions for rules additions and alterations, you may have caught something that we didn’t. We are hopeful that CRO v5.0 will last for many years and there will inevitably be rules changes before a new edition of CRO is released, so keep your eyes out for a newer edition of the rulebook. There will always be an announcement to all players and staff when a new edition of the rulebook is released. We will always try to give you enough time to acquaint yourself with the new rules before an event and will go over important changes at Opening Meeting before each game. Real(OOG) Laws – In the atmosphere of the game there will be In Game laws that your character will be expected to follow(but doesn’t have to if they choose not to.) Out of Game laws, both national and state, all still apply at all times during a CRO event and anyone caught breaking the law will be punished. Theft – In Game items can be stolen during the game. At the end of the event these items must always be returned to their Out of Game owner. Items that are Out of Game, underneath someone’s bed, or in an Out of Game area(such as someone’s car) may NOT be stolen, even if they can be used In Game. Theft of Out of Game items is punishable by the law. Drugs, Alcohol, and Smoking – The use or possession of alcohol or illegal drugs at a CRO event is strictly forbidden. Alcohol is represented In Game by non-alcoholic

Flashlights may be carried by any player or staff member but are only to be used in an emergency. Field strip your cigarette and pocket the butt until you can find somewhere to dispose of it. or anything sharp. Also. NPCs assume many different roles over the course of the weekend(monsters. By signing it you agree to follow all of our safety regulations. field questions both between and during games. merchants. NPCs – NPCs are Non Player Characters and are the cast of CRO. firelight. There is no smoking in buildings and we ask that you stay 25 feet away from the entrance to any building when smoking to be considerate to other players. We use candles. friendly faces. etc…) and make the game run smoothly. They write and direct the plot. refrain from any Out of Game illegal activities and to not possess or consume drugs or alcohol while at an event. Don’t even bring a real knife(bigger than a pocket knife) or any kind of sword or blade to game with you. Smoking is permitted at CRO with few limitations. Game Masters – Game Masters (or GMs) are the ones that make the game run.beverages like juice. If you need to move combat away from that area just use the “Caution” keyword and move the combat to a safer area. we encourage you to wear real armor as long as it doesn’t have spikes. Conversely. We’re Not Liable – We’ve made the CRO system as safe as possible but. and are at each . If there is an open flame illuminating an area there is no combat allowed within 20 feet of that open flame. Anyone caught with alcohol or illegal drugs or anyone found to be under the influence of any of these substances will be banned from returning to CRO and may face legal consequences. NPCs are not exempt from needing to know the rules or policies of the game. Once a year you will need to sign a waiver acknowledging that CRO is not liable for injuries sustained during an event. Don’t smoke near people that don’t want you to smoke near them. there is always a risk of injury. CRO is not the place for it. report dangerous and potentially dangerous situations to a Game Master. ever. Live Steel – CRO uses safe “boffer” weapons for combat. Being an NPC is free. and other light sources that are generally as In Game looking as we can to try to illuminate dark areas and at night. Please be considerate to other players and staff when smoking. Parental Permission – If you are under 18 years of age you are still allowed to come to CRO and play the game but you need written consent form a parent or legal guardian on your most current waiver. blades. Lights and Fires – We try hard to maintain a believable fantasy atmosphere at CRO and lighting can very easily not be very In Game looking. Leave it at home. There’s enough space at the camp that people don’t have to be breathing your smoke. do NOT throw your cigarette butts on the ground. as with any physical activity. If these rules are not being followed then smoking will become restricted to certain areas. and all NPCs should be as familiar with the rules as possible because as an NPC you will have many different abilities as opposed to being a player and having one set of abilities that need to be memorized. No player is allowed to carry a real weapon or live steel of any kind around with them.

All GMs will be introduced at the Opening Meeting before each event. Players are not allowed in this area without permission from a GM unless there is an emergency.event to ensure that every player and staff member is having fun (that’s the whole point of LARPing. Anything that is written for “him” or “he” also applies to “her” or “she”. You will sometimes see an entry in this book saying to consult a GM or a GM must be present. Disclaimer About Gender – For sake of ease. There are also instances when a creature or creatures are referred to. every character is considered a creature. the male gender is used almost exclusively in this rulebook. There will always be at least one GM in either this area or the tavern.) GMs have answers to all of your questions about the game and you should feel free to talk with them before and after game about any questions or concerns you may have. is an Out of Game area where the NPCs receive their orders and get in costume. If this is going to be the case we will do our best to let all players and staff know as far ahead in advance as possible. so please only do this as a last resort. If you had preregistered for an event that is cancelled your preregistration will be moved to the next event that you can attend. Cancellations – Rarely a situation will arise that will prevent a CRO event from taking place. or “Ops”. the kitchen of the tavern should be considered to be Plot Central. These are requirements and not suggestions. so please come prepared for any possible weather conditions. No player may enter this area for any reason without the permission of a GM. During game they will be more than happy to field your questions but they are busy making the world run. For these purposes. Also. Plot Central – Plot Central. just downhill off the road. This area is used for administrative game purposes that players. . Weather – CRO takes place in any and all weather conditions. are not allowed to be involved with. If there is some kind of dangerously severe weather the event will be cancelled or game will be called early. The location of Plot Central is on the main path from the cabins down to the tavern. but usually there will be one in each place. and most staff.

and Stealth. 2. that character cannot be rewritten. It is entirely alright for your character to be Agnostic. This does not mean that we don’t have class. Fighting is the trade of those that seek to rush headlong into the fray of battle and lay waste to their enemies. Here are the steps to creating a character. The CRO staff assumes that all players playing characters of any Race are fully aware of everything written in the Race description. 1. but within the 4 core lists of the game you do not have to belong to any class to learn any of those skills. Divine magic is the magic of the Gods of the CRO world and the power that they offer to their most devout followers. Whether you want to be a worshipper of the Goddess of Life or follow the God of Undeath or somewhere in between. these include Economic. as many Races have unique costuming and roleplaying requirements. Choose your Skills – CRO is a classless system. Choose your God – The CRO world has many Gods that your character can optionally worship. they stab their enemies in the back. Each of these lists (except for Divine) branches multiple times between its level 1 and level 10 skills. There also exist Privilege Races.Chapter 1 – Character Creation The following section describes in detail the process of creating a CRO character. and much more. Fighting. but worshipping a God provides more opportunities for roleplaying experiences and character options. Keep in mind that you can change everything about your character. so there is much specialization even to the most basic skill and spells. Arcane magic is the magic of the Planes. The 4 core lists are Arcane.0 Prestige Classes expansion soon!) and Prestige Levels that represent specialized skills and spells that players can strive for. 3. Though Humans do exist there are roleplaying challenges and amazing costumes to be found in the other races that exist. and sometimes even the forces that reside within you. the world around you. Each of the 4 core lists has requirements that are prerequisite skills that a player must have before they . Alchemy. but there are very few beings in the world that are Atheists because the presence of the Gods is a very noticeable thing. but that there are no specified classes built into the system. we are very classy people. There are Prestige Classes(watch for a CRO v5. and more details on those can be found in Chapter 2 – Races. Choose your Race – CRO is a robust world of fantasy and because of this there are many races that inhabit the world. so we will be expecting you to play the character to its fullest extent. Once you have played a character for two games. Divine. after playing that character for a single game. Miscellaneous. open locks. and Weapon Skills. Read the description of a Race completely before deciding to play a character of that Race. Stealth is for characters that wish to be at home more in the shadows or the back lines of a fight than in the front. known as a rewrite. Not all creatures in the CRO world worship Gods. put in the simplest way possible. sing songs. Beyond the 4 core lists there are a few more lists that characters can spend their experience on to purchase skills.

whether they are makeup requirements or otherwise. CRO is designed so that you can customize your character in whatever way you want. A character of a specialized race that is not wearing their costume requirements is no longer considered a member of that race. but you will not come into game with more money than any other player and will not automatically receive any roleplaying benefits from having noble blood). and your character may even say that he is an Arch-Juggernaut. Buy/Make/Acquire a costume – The most important aspect of a character is how you as a player decide to play him or her. Keep in mind the setting of the game when you are writing your history. The Staff of CRO will always assist in any way possible to make sure your character is properly costumed. keep in mind any costuming requirements that your race has. Come prepared and ready to play your character to its fullest extent.can purchase skills off that list. what Race they are. 5. If you wish for your character to wear armor you must actually have and wear the appropriate armor. These requirements are listed in the skills section of the rulebook (Chapter 3). and that player will lose roleplaying experience that game for not having their character properly costumed. or what skills they come into game with. A brand new character starts with 100 experience points with which to purchase whatever skills they want. Don’t forget to name your character. Make your weapons and have your armor ready – If you want to participate in combat you will need a legal boffer weapon. but these will always cost the player a portion of their XP that they would be buying this new character’s skills with. Boffer weapons are constructed of PVC pipe covered in pipe foam and duct tape to hold the whole thing together. In short. Keep this in mind when writing your history. No matter where your character is from. No character may enter game with knowledge of any skills or spells that their character does not themselves possess. Write your character’s history – A character history does wonders to flesh out a character before they are even played for the first time. and constraints. Please refer to Chapter ??? for information on weapon specifications and construction. 4. because a history that does not follow this rule will be denied outright. Refer to Chapter ??? for information on armor requirements. Keep in mind that copyrighted and/or vulgar names will not be allowed for any reason. but having an awesome costume to make your character look the way you want him to doesn’t hurt. are shunned by other members of their race. that is entirely your prerogative as a player: to play any t ype of character you want. 6. bonuses. You can be a Juggernaut and an Archmage if you have the points to spend on it and your character lives long enough to accomplish these goals. They receive none of their racial benefits. When putting together your costume. keep the following in mind while writing their history: No character may have any benefits written into their history that are not pre-established with the CRO5 Staff (you may be from noble descent. but do not plan on us being able to help you. You can be a . Under certain circumstances a player may be able to start game with a character with benefits.

Writing a heroic epic is not just inappropriate for a starting character. It is expected that you will learn more during the course of playing your character. Having an approved history means submitting your history to the staff at least a week before the event you are planning on playing your character and getting a response from the Staff informing you that your history has been approved. etc… Any new character (beyond your first) that is made always starts with 100 experience. What did your character do before he became an adventurer and ventured across the ocean to the unknowns of the world? Submit your written history to the CRO Staff before you play your first game.worshipper of any God that has spent their entire life in the church with a dozen High Priests but you will not have any knowledge of their abilities unless you yourself have them when you enter game. What family does your character have? iii. Where is your character from? ii. What is your character afraid of? What is he not afraid of? vi. What are your character’s goals and aspirations? iv. Exceptions are made if a character is no longer playable due to death. but it is cheating to have any knowledge other than that. but it makes it incredibly difficult for us to write plot for that character. You know what your history says and what your skills and spells do and nothing more. Keep this in mind when writing your history. It also gives us a basis for giving you bonus XP for playing your character according to your history. Also. printed character sheet at game instead of a hand-written one. Specific information in this rulebook is NEVER considered common knowledge. otherwise known as Level 2. A character that has had their history submitted to the Staff and approved before a character is played has 20 extra XP to spend on their starting skills. This means that a character with an approved history starts game with 120 XP. The following are good things to include in your character history: i. It is easiest for the Staff to write plot for your character if we have your history before you play your character. because a history that does not follow this rule will be denied outright. This speeds up the process of Check-In and means you can have a real. Does your character have any friends or enemies? v. It is also viewed as good practice to submit your character (with skill choices) to the Staff at least a week before the game you are planning on playing your character. but a player may only play a single character in any single game. retirement. A quick note on having multiple characters – A player may have any number of characters that they would like. please keep in mind that it is easiest for the Staff to write plot for you if you keep your history simple and to-the-point. .

Chapter 2 – Races There are many fantastic races in the world of CRO5. Not all of the races that appear in the game are playable by a Player Character (further written as PC), but there are many options for PC race. There are certain benefits that come with playing certain races, and these are listed in the appropriate Race entries that follow. Keep in mind that a character of a specific Race that does not meet the costuming requirements of that race loses the benefits of that Race until their costuming is adequate again. The ages of a race are all listed relative to the average age of a Human, which is only listed as “Standard”. Time is a relative thing within Races, so don’t feel required to list everything in specific years. Human • Costume Requirements – None • Racial Bonus - None Race Info Humans are creatures that blend into the world around them. They are not very interesting or appealing to look at, but are the simplest and most humble of all humanoid creatures, hence the term humanoid being derived from the name of their race. Humans can be found in all civilized parts of Caspovene, mainly in the cities. Humans tend to get along best with non-ancient races. They haven’t been around as long as Elves or Dwarves so they tend to be somewhat ignorant of their cultural views. They get along just fine with Celts and most Scavengers. Humans don’t have any long-standing racial grudges but they share common enemies with the civilized world: undead, goblins, etc… Humans live a “standard” life, meaning they generally live to be 60 or 70 years of age. This time span is used as a rough standard in measuring the average life span of a race. Humans have no specific culture or social hierarchy because they are such a young race but they have no real say over the government of Caspovene because they aren’t an ancient race. Humans have no real favored gods or skill specializations; they have no natural inclination toward anything but find themselves to be fairly proficient in most anything they try. High Elf Foreign Literate: Elven as racial – pointed ears, white face makeup of any design • Costume Requirements – Pointed ears, white facial markings of any design • Racial Bonus – Foreign Literate: Elven for free Race Info High Elves are a noble race that prides themselves in their regal appearance. They have the pointed ears that define all Elves as well as white markings on their face. Their markings are generally what appear to be magical runes and other geometrical figures. Symmetry in facial markings is a sign of truly noble High Elven blood. High Elves are most comfortable in cities and other places that have all the amenities of comfortable life. When forced into rural areas they are generally uncomfortable with the lack of modern conveniences. The great High Elven cities of old are full of tall towers and expansive libraries. High Elves look down upon other races that they consider to be less intelligent than they are. Humans, Celts, and Scavengers don’t live long enough to attain the enlightenment

that High Elves seek. Dwarves are too concerned with rocks. They tend to get along well with most of the other races, but usually only in a more serious forum. They empathize with the ambitions of the other elves but don’t always see eye-to-eye because they are from very different worlds. High Elves have a natural inclination toward the Arcane. They find the magical energies of the world easy to manipulate and their vast libraries reflect their vast knowledge. Those who decide to fight are almost exclusively Finesse fighters. They also make splendid Tinkerers because of their highly analytical minds. All Elves generally live to be about 1000 years of age. Once they reach middle age they no longer show signs of aging until the last year of their life. It is at this time that all Elves begin to seek the Elven Home of the afterlife. To not find this place is a great dishonor to any Elven family. High Elves are very reserved and speaking heavily of personal matters in public is considered rude. Even though High Elves look down upon many other races, they rarely speak of such matters outside a private setting. In the beginning of recorded history there was a single race of Elves. The Elves are an ancient race, meaning that they have an ancient language. In the ancient Elven language their race is known as the Trien. As the Elves spread throughout the known world different groups found different homes. The High Elves found their home in the city of Coronal ‘Adar, which they built over the course of 500 years from the ground up. It’s location in the hills of the central North of Caspovene provided protection from the elements and their vast libraries and towers populate the interior of the city walls. Coronal ‘Adar translates to “The great serenity residing in peace.” It was from this city name that the Elves living there were given the name Coronal ‘Trien, meaning “The great serenity of the Elven people.” The study of the arcane became the focus of the research that went on within the city and the High Elves slowly developed their distinguishing white facial markings that are now passed on through their bloodline. The Gods of Life and Order, as well as their Demigods, are the most frequently revered by the High Elven people. The Dark Gods have no place in High Elven society and their worship is shunned and forbidden. The Gods of Nature have no place in the High Elven cities and are ignored. The Gods of Fortune are worshipped occasionally, but mainly by those who are young and seeking to expand their horizons to places outside the city. The Gods of War are seldom worshipped, but Brand is popular among militant High Elves as he represents the intellectual side of combat. Half Elf • Costume Requirements – Pointed ears • Racial Bonus – None Race Info Half Elves are descendants of the ancient Elven race. They do not bear the facial markings of their ancient brethren but retain the pointed ears of the Elven people. They find themselves at home in many different settings, whether inside or outside of cities. They have no true cities of their own.

Half Elves get along with most of the other races. They are not truly an ancient race so they find it easy to empathize with both ancient and non-ancient races. They are less serious than any of the other Elves but show their serious side in time of distress. Half Elves have a penchant for storytelling so they make excellent Bards. They have a lesser degree of inclination toward the Arcane than High Elves but are still somewhat adept in magic. They perform deftly in the arts of Stealth and Fighting. Half Elves don’t live as long as other Elves, only about 300 years. They age at a normal rate, slowly becoming older. Half Elves do not seek the Elven Home. In the beginning of recorded history there was a single race of Elves. The Elves are an ancient race, meaning that they have an ancient language. In the ancient Elven language their race is known as the Trien. As the Elves spread throughout the known world different groups found different homes. The Half Elves found themselves spread throughout the world cohabitating with non-Elven races. Because of this they did not develop their own distinct markings and did not retain most of their magical heritage. They earned the name Cha ‘Tel ‘Trien among the Elves, meaning “Half of the Elven people.” This name was originally an insult to the Half Elves but they slowly learned to embrace it and take great pride in it now. All gods are almost evenly worshipped by Half Elves because of their diversity in all aspects of life.

River Elf • Costume Requirements – Pointed ears(preferably fin-like), blue facial markings of any design • Racial Bonus – Breathe and speak in water Race Info River Elves are good-natured, plain-appearing Elves. They have the pointed ears that define all Elves as well as blue markings on their face. Their markings are generally what appear to be flowing currents of water and waves. Symmetry is unimportant. River Elves live in fresh water settlements throughout the Northern half of Caspovene, but mainly on the Eastern shore of the continent. River Elf settlements are simple, and are most certainly not cities. They are modest in their living situations but are still self sufficient. River Elves get along best with Szurines, the only other truly aquatic civilized race of the world. Sea Dwarves are confined to the salt water bodies of the continent so the River Elves largely ignore them and vice versa. Being mainly on the other side of the Great Wall puts them in semi-regular contact with many of the Scavenger tribes so their relationship is healthy. All Elves generally live to be about 1000 years in age. Once they reach middle age they no longer show signs of aging until the last year of their life. It is at this time that all Elves begin to seek the Elven Home of the afterlife. To not find this place is a great dishonor to any Elven family. River Elves are inclined to be Water Mages specifically, but do well with Arcane magic in general because of their Elven blood. As warriors they tend toward Defensive fighting styles. River Elves make excellent Brewers as they spend most of their life in close contact with liquids and understand their properties better than most. River Elves are very adamant about keeping bodies of freshwater clean and safe. Much of the civilized world uses the streams and rivers to dispose of refuse, which is unacceptable. In the beginning of recorded history there was a single race of Elves. The Elves are an ancient race, meaning that they have an ancient language. In the ancient Elven language their race is known as the Trien. As the Elves spread throughout the known

world different groups found different homes. The River Elves found their home in the great Eastern lake of Caspovene, which has become known as Alu’Mayl in Elven, meaning “Clear, Still Waters.” It was from this name that the Elves living near these waters earned the name Alu’Mayl ‘Trien, “The Clear, Still Waters of the Elven people.” They centered their lives around the waters of their home and developed their distinguishing blue facial markings that are now passed on through the bloodline. River Elves favor Cheynal and the Demigods of Luck except for Bedlam, though many choose to worship the Kraken. Wood Elf • Costume Requirements – Pointed ears, green facial markings of any design • Racial Bonus – Bow/Crossbow and Thrown Weapon proficiencies Race Info
Wood Elves are humble denizens of the forests of the world. They dress in simple garb that is generally in earthy colors. They have the pointed ears that define all Elves as well as green markings on their face. Their markings are generally simple shapes or vines that seem to grow across their faces. Symmetry is rarely seen in their facial markings. Wood Elves find their homes in the dense, lush forests of the world. Most find it uncomfortable to spend much time in a city and unbearable to live in one. The great Wood Elven cities are in the center of densely forested areas and are not proper cities but rather expansive villages full of natural buildings. Wood Elves find themselves empathetic to other races that live in natural settings. Many Scavengers, especially Darians, are friends to the Wood Elves. Wood Elves have a tenuous relationship with Trolls, they are civil toward one another but seldom interact. They have a certain respect for other Elves but find it hard to get along with them, except for the River Elves, who also largely live off of nature. Wood Elves tend to have trouble getting along with shorterlived races. Wood Elves have a natural inclination toward archery and finesse fighting. They make excellent Rangers and Rogues, with their facial markings giving them some natural camouflage. Great Wood Elven champions of battle are said to have been Blade Dancers. Because of their inclination toward archery, they make excellent Fletchers. All Elves generally live to be about 1000 years in age. Once they reach middle age they no longer show signs of aging until the last year of their life. It is at this time that all Elves begin to seek the Elven Home of the afterlife. To not find this place is a great dishonor to any Elven family. Wood Elves are very conscious of nature around them and wasting any sort of natural resource, whether it be food, lumber, or otherwise, is a very offensive act. To the Wood Elves, the forests belong to everyone, and everyone is welcome in the forest, so any acts against nature itself are atrocities in their culture. In the beginning of recorded history there was a single race of Elves. The Elves are an ancient race, meaning that they have an ancient language. In the ancient Elven language their race is known as the Trien. As the Elves spread throughout the known world different groups found different homes. The Wood Elves found their home in a great city they built in the trees. This city became known as Selumista ‘Aria, “The Great Forest’s Song.” In the great Northeastern forest of Caspovene these Elves became known as the Selumista ‘Trien, “The Great Forest’s Elves.” They trained to become great hunters and lived off the land, developing their distinguishing green facial markings that are now passed on through their bloodline.

It is at this time that all Elves begin to seek the Elven Home of the afterlife. It was here that they developed their dark complexion and stark hair color. Dwarf • Costume Requirements – Artificial facial hair(full beard . Dark Elves make excellent Rogues and Finesse fighters. Rumors Race Info Dark Elves are a proud race that lives in the shadows of the Underdark. the Dark Elven version of the Elven Home is considerably darker than the other Elves’ view. In the ancient Elven language their race is known as the Trien. All Elves generally live to be about 1000 years of age.+1 Hit Point per character level at night(sunset to sunrise) or when underground. Leatherworkers. The Elves are an ancient race. “The Shadow of the Elven People.” They learned to live in and become one with the darkness around them. Not all females hold places of power. Dark Elves excel as Outfitters and. Nalith. They have the same Arcane attunement that all Elves have but tend toward the occult and true Arcane. meaning that they have an ancient language. specifically. and Itzal are popular gods amond the Dark Elves. The females are the leaders and are followed vehemently by the males of the society. “The Shadow of the World”. hair is white or red(optional) • Racial Bonus . Dark Elves have tenuous relationships with most other races. became their home. Over time these Elves became known as Vhaelar ‘Trien. They are distrusted almost instantly by most other people which tends to breed bad blood between both parties. As the Elves spread throughout the known world different groups found different homes. The Dark Elves receded from the above ground of the world into the Underdark where they established their civilization. Once they reach middle age they no longer show signs of aging until the last year of their life. though many venture above ground to join the civilized world. though it is not uncommon to find Dark Elves worshipping any god. In underground settings a Dark Elf is incredibly dangerous because they are acclimated to the darkness in ways that are only matched by Deep Dwarves and Nephilim. Dark Elven culture is a matriarchal system. In the beginning of recorded history there was a single race of Elves.Dark Elf • Costume Requirements – Pointed ears. The great Dark Elven city of Vhaelar Sin’Drei. all exposed skin must be black. Granted. Dark Elves are most comfortable in the Underdark. To not find this place is a great dishonor to any Elven family. Conium. but almost all places of power are held by females. Their skin is pitch black and their hair is either stark white or blood red.

the underground waterways leading to the sea. Dwarves are about as wide as they are tall. their different opinions forced a conflict between the two factions. and adopted the name Deep Dwarves. The dwarves that are well-known among the surface dweller today. Through generations. decorated and well cared for. Most of the exiled dwarves were satisfied with their fate. As time passed. when a neighboring volcano became a threat. there a couple words that should come to mind: stout. they rallied their clerics who designed a spell aimed at freezing the active volcano. However. this split created a couple of differences between the sub cultures: Deep Dwarves developed a dark grey complexion and beard (grey and black make-up). They stalwartly objected to the freezing spell. large. blood feuds were called over the murder of the clerics. denying their clerics the choice to join. The spell was still carried out and. and went as far as killing several of the dwarven clerics aimed at unleashing the new spell. rugged. In the beginning of the history of dwarves. viewed magma/lava as the blood of the land. However. they have become just as comfortable around the water as the rock. +1 Hit Point per character level at night(sunset to sunrise) and when underground Sea Dwarf • Costume Requirements – Artificial facial hair(full beard or long moustache).Call “Resist” and be unaffected by the first non-touch spell cast on them each refresh. speak and breathe in water Race Info When talking about dwarves. In the aftermath. all exposed skin is green or blue • Racial Bonus . all exposed skin is grey • Racial Bonus . while Sea . honest. King Vonak Hammerfist decreed such a bloody civil war would decimate the whole of the dwarven race and exiled the murdering faction to the deep recesses of the earth. Over the ages. perceived the volcano as a threat to their very existence. Their individual pride is attested to with their beards. they developed secondary gills (along with their lungs) giving them the ability to speak and breathe underwater. No one knows how long these two types of dwarves lived peacefully amongst each other. Over the years. This clan became known as the sea dwarves. as luck would have it. was successful in freezing the volcano. powerful shoulders and arms due to ages of mining and warring. The forefathers of the Deep Dwarves.or long moustache) • Racial Bonus – Call “Resist” and be unaffected by the first non-touch spell cast on them each refresh Deep Dwarf • Costume Requirements – Artificial facial hair(full beard or long moustache). and found instead. an underground sun providing warmth and light. they split into two very specific types of dwarves: those who would venture into the outside world and those that would not. they were all one clan ruled by one King.Call “Resist” and be unaffected by the first non-touch spell cast on them each refresh. In response. They knew they could not return from where they came. a small clan of dwarves found themselves discontent so far beneath the surface.

The RuneWeaver magiks never fade. but he does have a cabinet of advisors made-up of one representative from each of the Dwarven clans. Silversmiths are the masters of ALL crafting. Hammerfist. Each of the eight dwarven clans are renowed for a particular trait or skill set. They oversaw the construction of the Great Wall. Dwarven Hierarchy While Deep Dwarves and Sea Dwarves are only compromised of one clan. All dwarves fervently believe in the King of the Mountain Legend. It’s rumored that the clan name came from their ability to defeat any opponent without the use of weapons. ALL enchanted weaponry and armor that has passed through their capable hands are stronger and enchantments long-lasting. The Ironrod clan are recognized for their masonry and stonecutting capability.Dwarves developed a blue/green complexion and beard (blue and green make-up). Due to their high demand. and IF there were trouble for the king it would start with this clan. all dwarves share several personality traits: 1. They are the ONLY craftsmen capable of creating anything for the dwarven king. 2. they are extremely useful to find a nonviolent way to end a conflict with other dwarves. Silversmith crafted items are VERY rare… and those that exist are guarded extensively. Mithralsniffer and Peacekeeper. Hammerfist clan. They are the rabble-rousers. Silversmith. . among all dwarves. The Dwarven King is the only royalty found within this race. and are highly respected as the engineers of greatest of the dwarven constructions. The Sea Dwarves and the Deep Dwarves are NOT represented within this cabinet. Dwarves of all sub-cultures hold to the laws set forth by the one dwarven king. unleashed in the direction of the enemy. However. These fighters are neither tacticians nor strategists. and rumored to be one of the oldest clans. Ironrod. is the clan of the King and proudly wear heavy metal gauntlets. 4. Any dwarf. While all dwarves can develop some skill with weapon and armor crafting. RuneWeavers are the enchanters of the dwarven realm. Bloodbringer. The Silversmith clan is the most sought after craftsmen. regardless of loyalties to any group or team. they are a hurricane of pain and rage. Firebeard clan is widely known as rambunctious drinkers. the Dwarves are separated into eight clans: Firebeard. Bloodbringer clansmen are renowned beserkers. due to their shared beginnings. However. will very rarely side against other dwarves. They will not lie. 3. steal or cheat any other dwarf. RuneWeaver. feared by all other dwarves in battle… sometimes for their own safety. They are easily recognizable by their fire-red beards. and higher prices.

He had done 5 for these experiments. An experiment by a high mage that they see as their god. On the sixth time he tried it. The idea was two take the sentience from a human and put it in a blade. His name was Yeineon Hescer . The King of the Mountain is the first Dwarf. The Peacekeeper clan are physically larger than the rest of the race. which was a magical feat that only a couple of mages had ever been able to do (and then there was no telling if what you made would be evil or not). Peacekeepers are the most heavily armored. He rest of them asked him to stop.While miners are found in all clans of the dwarven race. than to break a defensive line made up of this clan. and dwarves will return to his hall upon their death. You would take one you already knew. the Father. King of the Mountain So it is believed. They serve as the King’s personal guard. Some rituals will effect Celts. Magic items will not function for a Celt and they cannot purchase the skill Read Magic. Common Expressions “Sandstone!!” – light swear “Dagger Maker” – teasing insult among dwarves ONLY “Bearded Elf” – Insult among dwarves ONLY “Oath-Breaker” – THIS WILL DEFINITELY START A FIGHT. “Dwarf Friend” or “OathKepper” – Rare title bestowed to certain people OUTSIDE the dwarven race. 2 men 3 women. all freinds. Race Info Celts started out as an experiment. But the only change that happened was the victim would loose all color. he killed one of them. and the Sage. They ALWAYS return with the purest and rarest. as well as the hammer of the King’s justice. He is their heart and their strength. Celt • • • Costume Requirements – All exposed skin is blue Racial Bonus – Immune to magic(all spells and magic effects. It’s rumored that it would be easier to slam your way through 20 feet of solid mithral. Mithralsniffers are heralded as the most effective divining rode of ore. and within a day or two turn a shade of blue. before this he had convinced them that . all Warriors. all dwarves begin and end in the hall of the King of the Mountain. a young boy named jake. and almost always shield defenders. Celts may not purchase any skills or spells from the Arcane or Divine lists and cannot purchase spells from the Fortune or Ranger lists and sublists. The concept was that instead of creating a consciousness. even touch spells) Note: Celts are not immune to damage and effects delivered by enchanted weapons and are not immune to creature effects.

he felt that his strength was not dropping. Jutting jaws and large lower canines give off a brutish perception to other races. they are very rare. After hearing the old stories about what happened. which they have done little to dispel. But the spells did not touch them. After the they thought was a plague. . As the healer started to cast on them. and doctors. Not the link to cast. he did not understand that until he saw that he was not healing them. indeed m any Orcs are completely bald their entire lives. Orcs are found in the greatest numbers in regions with wide plains or grasslands capable of sustaining the herd animals they feed on. or a rock. but it was for a good cause…. Orc • Costume Requirements – All exposed skin is green. as he prepared again to try and remove the consciousness from the last one of them. That day he left to get more help. They were not well taken by the outside world an lived together in a family for generations. who was ready for such a problem. Despite this. he was proven right. The warrior risked there lives to safe him. prosthetic tusks on bottom row of teeth • Racial Bonus . 10 more had died before he got back there with potions. A broad range of greenish hues make up the color of their skin and their hair tends to be dark. The other thing that they had noticed as time passed was that they could have children. there were bombarded with spells that could kill anything. The tribe grew to about aver 100 when the plague comes.. Since than there has been little heard of from this clan. and as time when on and no one got hurt. 10 died the first day and one was sent to find a healer that would help them. But he would not stop. come to find out it was just to many people living in a village with no care for clean water or waist. as far as magic is concerned you may as well be casting on a wall. By the time the healer got there 40 were dead. and likely taller were he to stand up straight. As they attacked the mage. Habitat: Orcs make fantastic survivors and are capable of sustaining themselves in nearly any environment. The mage stayed with them to try to find out why magic had no affect on them. but with each other. An Orc is easily as tall as an average Human. it was not the sentience that the experiment removed from them but the link to magic. 1 hand blunt weapon proficiency Race Info Appearance: Very near to a Human. It was the last question the mage had the second before he died. thin and straight or nonexistent. and all of convincing. but the link that lets magic see you as a sentient being!! The long as the short of it is. some of them finally agreed to have tested done. or to a god as most people think.+1 Hit Point per 2 character levels.the experiments were not dangerous. I mean they were blue. It took the mage 15 years to finally solve the puzzle. only more massive.

Orcs have a deep love for competition. Also. Afterlife: Orcs hold no belief in a true afterlife per se. Some groups enjoy a prodigious intermingling of the two cultures. Power) Natural Enemies: Orcs typically fear and hate those who use magic. and when one dies. Deception is begrudgingly accepted as a form of cunning only if one is not caught red-handed. but also is charged with having to ask and prod for these certain bits of information. This unfortunate Orc is subject to the duality of being in demand and recognized as the most knowledgeable and therefore the smartest Orc around. he will have enjoyed a lifetime similar in length to that of a well-aged Human. Orcs and Masticans encounter one another on a regular basis and their dealings with one another vary wildly. one Orc from any significantly sized group is elected to the task of remembering everything for the rest of the group. Social Hierarchy: In short. Much more common though is for an Orc to find himself at the wrong end of a spear or injured out in the wilderness with no aid. Lifespan: Should an Orc live to see the end of his natural days. Due to their preferred environment. might makes right. this essence is dispersed throughout the ether and beings to “shuffle” itself about. others simply trade openly and often. but with one exception. which always gets on the other’s nerves and earns him the ire of the others. Passing of Tradition / History: Entirely oral. blatant underhandedness is frowned upon. casting off weak elements and drawing strong ones to it. and others still may kill each other on sight for any number or reasons. The stronger the individual in life. Cultural Taboos: Any display of weakness is a highly shameful action and most Orcs will go to unreasonable lengths to avoid this. As a result. They believe that one carries an essence. Age Increments: Identical to Humans. Racial Expressions: . Entertainment: Competition involving physical feats in any form will enthrall even the headiest of Orcs. Many Orcs view the idea of remembering the past as a tedious and unworthy task when it comes to day to day knowledge. Age of Race: Coincides with Humans. and part of being a leader is enduring the nearly endless stream of challenges issued by wouldbe chiefs trying to raise their status by unseating the current one. Class / Skill favored: Anything forward facing and brutal (off. the more strong elements it will attract to itself before it is finally ready to coalesce into a new Orc. but instead hold to a belief of a cyclical system of reincarnation. yet they still acknowledge the need to retain certain bits of information that allows them to survive and succeed.Racial Interactions: Orcs have limited interactions with the rest of the civilized world.

Family Hierarchy: Completely Patriarchal. For generations. Slang: Pinky / Pinkies – refers to both Humans and Elves interchangeably Greetings: Any sort of motion with the fist. no currency existed among the Orcs. prosthetic horns • Racial Bonus – Call “Resist” and be unaffected by the first Mind Effect used against .- Curses: Yak drop (bullshit) Phrases: “Drop a bone” – code for knocking someone out. Many Orcs credit their success as a race to their natural hardiness and do not enjoy the idea of needing a hand in the sky guiding them along. on the chest. Satyr • Costume Requirements – Furry legs. Regional Landmarks: Buffalo Plateau. largest and wildest of all buffalo. Historically / Now: Orcs originated in the lower mountain regions. Costume Requirements: Some shade of green on at least the whole face and upward facing fangs or tusks from the lower canines. in the air. with the endurance of a herd of buffalo and arms like tree trunks. strongest of all Orcs. where Chubok Rockbrow tamed his mythical steed Wachuk. and to make and raise babies. Male offspring are given priority and an Orc who produces none is seen as inferior and a failure. Women have 3 primary tasks in Orc society: gather tubers and roots for stew. Chubok tamed him by grabbing his massive shaggy hump and holding on for 9 days and nights atop what is now known as Buffalo Plateau. Even though the idea of money is fairly new to Orcs as a race. and many old timers scoff at the idea of perfectly good tools or weapons being handed off in exchange for some shiny tokens. and a defeated Wachuk agrees to be his steed. fist bump etc. it is a common sight to see hunting or raiding parties consisting of half of each race. Favored Weapons: Anything blunt. Enemies: Any race with a high ratio of magic users to non-. Favored Gods: None. Wachuk plagued the Orcs by appearing at exactly the wrong moment on a hunt to warn the other buffalo and trample and hunters who stood to him. Attitudes About Money: Traditionally. Chubok prevails. some have realized its’ potential and work to accumulate it greedily. subsiding on mountain goats and starchy root vegetables until a gradual exploration of the lower lands led to the discovery of herds of animals making their way across wide plains and rolling hills. Allies: Many Masticans are happy to call themselves allies of the Orcs. tan hides for clothing and such. who tamed the infamous Wachuk. World Location. This led to a long nomadic period until settlements in particularly wellresourced areas were built. Historical Figures / Popular Legends: Chubok Rockbrow. such is the shame of having no sons.

with the males tending to live closer to 400 years and the females tending to live closer to 300 years. Each satyr has a distinctive pattern on his back. A satyr may consider you a friend even as he ruins your day. On each satyr's back. These satyrs are considered to have reached the peak of their life and are treated with great respect. are smaller and do not have beards. and their worldview is clearly superior to the attitudes of all other. age increments? childhood: 0-60 years young adult: 60-100 years . interactions with other races? Satyrs see themselves as more highly evolved than lesser races. generally in forested areas. At birth all that is there is about an inch of raised. which are relatively rare. but are thoughtless in their pursuit of pleasure and often end up inadvertently causing harm. often covered by long. they have no trouble considering an enemy. which they view as lacking life. the pattern on his back extends upward in a way unique to him. curly hair (of any color. peach-colored skin (quite like scar tissue) arranged in the same pattern as the satyr's mother's first inch. A satyr will attempt to kill any undead creature he sees. However anyone who has a problem with them. Race Info appearance? Satyrs are creatures with the upper body of a human and the lower body of a goat. begins a pattern that grows throughout the satyr's life. Satyrs rarely go out of their way to hurt anyone living. provided it matches the fur on their legs) and the males have beards. A satyr is friendly to anyone who wishes to be their friend. They have two short horns on their heads. When the pattern reaches his shoulders (at approximately 300 years of age). Female satyrs. class specialization/skill specialty? Blade Dancer or Luck Master natural enemies? Satyrs greatly dislike undead. it simply extends over onto his torso. scattered groups. As the satyr grows. This indicated family. so that all who know him may recognize him without seeing his face. albeit in a slightly condescending way.them each refresh. habitat? They live in small. less hedonistic. life span? The average satyr's lifespan is 300-400 years. where his goat-body ends. races.

entertainment? Satyrs greatly enjoy dancing and general carousing. with satyrs living in bands—groups of five to eight families. origin story? Satyrs have lied for so many generations about how long they have been around. there is no way to prove or disprove it. and take bets as to how quickly they can "corrupt" them. and as such the women are allowed and even encouraged to take multiple husbands. The ratio of male to female satyrs is approximately 5 to 1. unwarranted murder. with rivers that flow with wine. While most beings doubt their claim. social hierarchy? Their society is very loosely constructed. Some enjoy visiting nearby civilizations and observing the less-evolved beings go about their daily work. Satyrs are far too pleasureseeking to condone any act that runs counter to that. popular legends? passing of tradition/history? History and stories are passed down through verbal storytelling and occasionally dance. and similarly anything malicious. how long has race been around? Satyrs have been around for as far back as written history goes. with the exception of cruelty for the sake of being cruel. and they would tell you they were present for the creation of the world. historical figures? world location historically/now? . that no satyr alive today can remember a time when the true origins of satyrs were known. Each group of families is co-ruled by the "first" husbands of each of the adult women. where do you go when you die? When satyrs die they go to a big field filled with other satyrs. and so generally accepted wisdom is that satyrs have been around for longer than most races.mature adult: 100-300 elder: 300+ cultural taboo/views? The culture is very "anything goes". Everyone is naked.

They feel at their best when they live up to their physical potential and so tend to be sleek. They see no particular race as highly evolved enough costume requirements? Small horns.Historically satyrs lived in groups on the outskirts of other civilizations. but many still remain in the wilds. cat tail. and some races think overly so. Many simply enjoy the ability to perform acrobatic feats at will far too much to let themselves become wide and slow. Often Rakshas can come across as conceited. attitudes about money? Money is great! But not having any has never stopped them from doing what they want anyway. be it a deciduous forest. enemies/allies? Satyrs do no make enemies with anyone except undead. Habitat: Originally. and this tends to irk races like the Gaols and Orcs. favored weapons? Longswords are considered the favorite weapon of most satyrs. and athletic. any area with some variety of trees. but often other creatures make enemies with satyrs. they often tend to live near rivers or lakes. Also. slender. many Dwarves do not care for the prideful ways of Rakshas. or even an expansive savannah-like environment. some representation of goat legs. peach-ish colored pattern on back (makeup or liquid latex). favored gods? Cheynal and Kia are the gods most often worshipped by satyrs. Racial Interactions: Many tend to be very proud of their heritage. pine forest. Raksha • Costume Requirements – Cat ears. for they have a very different view on how and why one should be honored to be part of a certain race. almost always partying with passers-by and even sometimes assisting them should they need it. however almost all of them have a dagger hidden on their person. . who typically aren't nearly as concerned with their heritage and are more than willing to admit to being born in the dirt. Now they live along trade routes (rivers and major roads). face makeup or facial prosthetic • Racial Bonus – Claw proficiency Race Info Appearance: Rakshas are an anthropomorphic cross between a humanoid and a feline. Nowadays Raksha are a bit more widespread into “civilized” lands. and yet there are some that indulge a bit too much in an urge that is perhaps the most alluring vice to all Rakshas: laziness. these types of environments provide the Raksha with favorable hunting conditions as well as plenty of places to make shelter.

Social Hierarchy: When grouped together. Rakshas tend to center themselves around a single individual who is responsible for leadership. while others have very carefully delineated positions. The hierarchy of those lower on the ladder is where the variation comes in. as they appear to each have persistent characteristics that the other finds caustic. The often smug assuredness of a Raksha against the rough and tumble attitudes of the Gaols has been known to create sparks on many an occasion. Age Increments: Rakshas age and progress similarly to humans. Rakshas also have great difficulty getting along with High Elves and Pterans. Unbeknownst to most other races. especially those that exhibit the cleverness and prowess of their forebears. Passing of Tradition / History: All Rakshas love a good yarn. This can have many different manifestations for at least as many reasons. but many joke about a realm populated solely by deceased Rakshas. Rakshas and Gaols are famously at odds on a regular basis. as they age. some groups have no difference in "rank" under the leader. verbal or otherwise. Afterlife: No true belief is held among Rakshas of any real afterlife. Although exceptions to this occur. Lifespan: Rakshas are not known to others to live extraordinarily long lives. often times in the manner of a dramatic showing to awe their friends. a land with no responsibilities beyond cleaning oneself and laying about with whom you choose. Rakshas can live up to approximately 150 years. Rakshas often make adoring parents. but it is more common to see a female at the seat of power. . and it is highly uncommon to see another type of arrangement. Nearly everything about their way of life is so foreign and backward-seeming to one another that any time a member from each race is found together. and compared to other races this certainly is true. Those who are less physically able will often accumulate items of curiosity and share their function with their companions. many cannot bring themselves to such an act that would permanently impact a new life. the more physically inclined make excellent dancers and they are certainly smart and dextrous enough to play a few instruments and provide songs to move to. especially when it involves their own tales. However. they often feel that the two races are arrogant and flaunt their superior knowledge to deprecate those with less study hours under their belts. with superiors and subordinates abound. Entertainment: A troupe of Rakshas is more than capable of entertaining themselves. it will not be long before the two are engaged in some sort of struggle. Rakshas tend to become less and less drawn to social interaction and so many will wander off to live their remaining years in what is most popularly chosen to be seclusion.Natural enemies: Beyond minor differences in attitudes towards heritage. Many a night is passed by a fire telling and retelling the stories of recent and ancient history. The leader can be of either gender. if he or she has taken proper care of themselves. Enemies: Bitter rivalries exist between the Rakshas and Gaols. although many races mistake mature Rakshas for adolescents due to their often young appearance and a penchant for moodiness and stubbornness. even those of the races they typically conflict with. Cultural Taboos: It is against their nature to harm children of any kind. and the majority have wonderful memories of their childhood as a result.

A great range of appearance exists among the Gaols. The fur that covers their bodies can range through many colors that favor earthy tones. Gaol • Costume Requirements – Dog ears. so races like the Satyrs and Wood Elves are often found to be constant companions of many a troupe of Rakshas. Family Hierarchy: To the outward observer. It is truly the females who hold all the cards among the Rakshas. however. some are very feral-looking with lupine features.Allies: Rakshas have a natural affinity for those races who are often described as "freespirited". Favored Weapons: Naturally. many also prefer to fight with florentine blades. however. as those around them will undoubtedly do their utmost to gain her approval and attention and through this. Regional Landmarks: None widely known. slobbering beasts. some Rakshas prefer to follow Cheynal through Osku and Rachana because of their love of celebration with one another. and indeed those males who prefer to be in the spotlight do seem to carry some weight among their groups. every Raksha knows that they wouldn't be nearly so puffed up and ready to make a show of themselves if they didn't have a female around to impress. and calm with pointed features. When provoked. This makes them natural targets for races like Rakshas and Nagendrans. this tends to strain the Orc's relationship . cat ears. accomplish what ends she sees fit. shorter-furred. and others still are smaller. Racial Interactions: When relaxed. more and more Gaol manifestations became known throughout the world in nearly every geographic location. Gaols and Orcs get along quite well. Attitudes about Money: Rakshas have integrated money fully into their daily lives and use it often and well to obtain what they want and sell what they know others want. others are large. and there are some that are but one uniform color throughout. Gaols are very mildly tempered and very easy to get along with. who are only too willing to make the proper remark to push their buttons. Rakshas are most adept with the weapons they bring to every fight. dog tail. However. flopping. However. Habitat: Gaols originally were found living in the pine forests of colder climates. claws Favored Gods: Due to their aloof nature and a tendency to shun restrictive codes of behavior. unless reigned in. Gaols can be fiercely single-minded and will often push the issue beyond what is reasonable. as both tend to enjoy a good-natured tussle with one another. A savvy Raksha merchant is a thing to be feared among the easily swindled. it appears to be a patriarchal arrangement. Costume Requirements: Face makeup and / or prosthetic in feline design of choice. face makeup or facial prosthetic • Racial Bonus – Claw proficiency Race Info Appearance: Gaols are an upright canine humanoid race. As time progressed. furry bits. Optional: tail. their claws. As an extension of this.

Most would rather deal with a less than fully satisfied stomach than see a fellow Gaol they travel with clench his growling stomach. The one thing that Gaols love to do more than anything.e. Age of Race: Coincides with the other races that came about from the {mutation? wtf are we calling this?} Social Hierarchy: Almost without exception. competing in or watching events. All food is shared proportionately equally among friendly Gaols. music. Lifespan: Gaols live a life very similar to a Human's in length. Indeed. and running of these obstacle courses. some can find a reason to make enemies of their own race. Many an hour has been committed to the mapping.) are more than enough to satisfy their need to extinguish boredom. and so the task of keeping these tales is relegated to the second in command of a given group. etc. no Gaol would sit by and watch another of their group go without. however. Natural enemies: Strangely. but when two unfamiliar groups of Gaols meet. but others become intensely resentful of their position and so run off to fend for themselves or possibly join another group in the hopes of improving their status. although Gaols are capable of being the best kind of allies to each other. both of individuals and of their race. The success of this second option is somewhat limited. it's anyone's guess as to how they will receive the other. Each following member is always under the alpha. any population of Gaols will have a hierarchy with each member occupying one position in a ladder-like system of importance. as this is somewhat of a natural extension of their impressive stamina coupled with their urge to wander. Entertainment: It would almost be easier to name the things that do not entertain the average Gaol. Many runts are somewhat satisfied to be a part of group and share in the benefits of that sort of co-operation. a few seem to never shake off these aspects and as such many races view them as somewhat dumb. Age Increments: Gaols seem to have a combined juvenile and adolescent stage.with the Masticans. however. dancing. many of whom have a deep-seeded mistrust of the Gaols. and even more bets have been placed as to whom will emerge from the woods first. rare is the Gaol that sees 100 years. many retain their childlike dopiness and penchant for play and roughhousing right up until their adult years. many of the "usual" methods for races (i. Most Gaols know the stories passed around . and it is not unheard of for hostilities to dominate their interactions. This leads to the unfortunate side effect of creating "runts". Class / skill favored: Nearly every Gaol would make at least a decent fighter. This is mostly unheard of among a given population. The Alpha of the group is the most respected and typically the strongest as well. is to prove their stamina and agility by running a course that has been mapped out through the wilderness and issue challenges to their packmates. altering. yet also many become rangers. Cultural Taboos: Although many Gaols can tuck away more food than reason dictates. but is part of a system where one is always higher up than one other and lower down than another. Passing of Tradition / History: The Gaols recognize the importance of remembering the past. those at the bottom of the totem pole.

Family Hierarchy: All Gaols will recognize and respect their biological parents throughout their lives. Attitudes about Money: Gaols love the use of money. but when part of a pack. The Gaols say that this duty is for the Beta and not the Alpha because the leader already has too much on his plate to have to worry about the specifics of history. beak • Racial Bonus – Claw proficiency . there exists some fundamental rift between the two that seems to prevent them from getting along for any significant period of time. forgotten misdeed between the two that will never be resolved. others think there may have been some ancient. the Alpha and his mate become his or her Father and Mother. Optional: tail Favored Gods: Many Gaols are drawn to Tallain via Bulwark. but most just like to hear tales about themselves being told with another's voice. World Location Historically / Now: If Gaol history is anything to go by. Favored Weapons: Most Gaols prefer a good two-handed weapon. the Beta will do his utmost to make them seem alive and breathing instead of a static thing waiting to be put through the ringer again.among each other already. Enemies: Although Gaols and Rakshas seem to have an almost comical relationship at times. those that live there tend to be of hardy stock and so are well equipped to lend a hand with the Dwarves' back-breaking labor in exchange for fine armaments and delicious goat jerky. then their point of origin is somewhere around the southern foothills of the mountains inhabited by the Cherubim. Pteran • Costume Requirements – Feathered wings. the pack mentality lends itself to the development of superior tactics in any successful group. as it is capable of defending well enough and then delivering a crushing blow to counter. they are revered. Regional Landmarks: None widely known. but some tend to be very loose or irresponsible with it. many are drawn to Kia by way of the Griffon. dog ears and elongated canines (fangs). Allies: Dwarves enjoy a good relationship with the Gaols typically found in the mountainous regions. as many will throw down great sums of money on who they believe will win a course or a wrestling match. Of those who are not so martially inclined. these two races conflict with one another more than any others. when all joking is put aside. and should one group become too large and successful. Whatever the true reason may be. but when it comes time to recite them at night under the moon. respectively. Costume Requirements: Face paint and / or prosthetic of canine breed of choice. but when one is favored by the nature Goddess and her extensions. A skilled hunter on his own is well respected in any pack. Many chalk it up to a difference in lifestyles. it may splinter into several others just for the sake of keeping a good competition going. However. They have since spread to most regions of the world with ease.

Fully realizing that they have completely lost the ability of flight (if indeed. A peculiarity among Pterans is that as they approach the teenage years. the loopier he or she will be. Skill – Natural enemies: Wherever they go. Many a nesting ground has been raided. with the average span landing between 200-225 years of age. Specialties: Class – Any non-deific caster. The only exception to this rule exists only in the most extreme cases where one has committed a crime so heinous and unforgiveable. Habitat: Pterans almost universally prefer the higher altitudes. Cultural Taboos: Any sort of intentional harm or damage to another’s wings. many tend to look down their beaks at the “dirtier” races such as the Orcs and Gaols. which appeals to the adolescents seeking wisdom. and colors. the few that retain anything resembling the ability of flight prefer to be surrounded by the sights of high vistas or rolling hills beneath them to remind them of what they believe once was. the punishment may be the crippling or even complete removal of the offender’s wings. but some of the larger or even more slender types carry them quite well and can look quite imposing to those who have never viewed a winged race. Age of Race: Mutation? .Race Info Appearance: The majority of a Pteran’s body is covered with feathers. Age Increments: Pterans go through stages of life at proportionately the same time as humans. they ever had it). This process slowly and steadily reverses with age. but earns them the ridicule of the adults for being so uptight. This has led to an inherent distrust that most Pterans have of Nagendrans. but such ancient ones have led the quietest and calmest of lives with little excitement. some even showing complete body coverage. they tend to feel an affinity for the company of the “cleaner” races who prefer a neater lifestyle. Their faces are elongated and terminate with a wide variety of beak sizes. which means that a Pteran of 18 years is still considered a young child and has some time to go before becoming an adolescent. shapes. many elder Pterans retain their serious nature. Occasionally an elder Pteran will push 250. many will become quite serious and less prone to reckless behavior. however as a result of a common habit among Pterans (copious amounts of preening oneself). Lifespan: Most Pterans will enjoy quite a long life. who coincidentally consider Pteran eggs a delicacy. Interaction w/other races: The Pterans as a whole are typically indifferent to most. Some Pterans appear to be hunched over while walking about due to the wings that protrude from their backs being folded in on themselves. Conversely. Pterans seem to be plagued by snakes and lizards. such as the High Elves. This is no hard and fast rule. and it is generally accepted that the older one becomes. however. infested or otherwise ruined by the overabundance of oviraptors. any loss of function of the wings only adds further insult to the injury.

However. The more hopeful believe in an ascension to the Celestial plane. However. who remain lifelong partners. . . a secret. Some of the more adventurous types will try this with some sort of body of water as the endpoint.Social Hierarchy: Intelligence reigns. Favored Weapons: Dual-wielded short to mid length weapons Family Hierarchy: Control of a family unit is split between the mother and father. Those with the highest demonstrable intellect carry the most clout among a given group of Pterans. the Pterans have none. Nearly every datum of import is recorded and even the youngest Pteran loves to read and write. Favored Gods: None. Costume requirements: Minimum of wings attached to the back at the shoulders and some sort of feather headgear. in that the race has none formally. but all Pterans do not hold this belief by any means. often with hilarious consequences. Racial Expressions: .Phrases: “Kept under wing” – meaning a bit of information to be left out of everyday conversation. Allies: Similar to enemies. At it’s worst. but concrete evidence is as of yet non-existent. it is shorthand for the village idiot. Passing of Tradition/History: As part of their love of cleanliness and orderliness. Entertainment: The older a Pteran becomes.Slang: Clipped – When one has been disabled in some way . of those faithful who believe in the ascension. Enemies: As a race. the more they experience the urge to leap from any sort of height and attempting to glide gracefully to the ground. whosoever is shown to be the more intelligent tends to . in short. But even those who do not believe in an ascension still feel a kind of kinship with the Cherubim and will generally trust one unless given a reason not to. and no better than what worms turn into when eaten. of the few who do choose to worship a god. Afterlife: Many Pterans speculate of a kinship with the Cherubim. The High Elves also enjoy good relations and are typically a welcomed sight to most Pterans. because everyone “gets” him or her. at it’s best. Also. the evil aligned gods have the majority of membership. it is a grave insult implying that the recipient of this curse is no better than what worms eat. who are seen as those who would harm their future heavenly neighbors. Historically and Now: One in the same. many Pterans have no love for Nagendrans and some will never forgive the entire race for even one incident of egg stealing. however in a curious occurrence. they have a deep distrust of Nephalim.Curses: Worm – This varies between populations. the urge to document and organize and compartmentalize comes out the most in the Pteran’s love of recorded history. Optional – some sort of beak prosthetic and more feathers as desired.Greetings: World Location.

This is not a permanent arrangement however. This has led many to confuse a Mastican for a Minotaur. Regional Landmarks: None widely known. in that they are hoofed. This longstanding relationship leads to an intensely . but the Masticans’ natural aptitude for a peaceful life coupled with an indifference to exploration has kept them out of regular contact with most other races. trade between the two is brisk and healthy and a mixed band of hunters from each race is a common sight. or more accurately the concept of money more so than the purchasing power it holds. Age Increments: The Masticans have what some consider to be an unnecessarily long childhood. Rarely are Masticans found in the forests.be the head of the family regardless of sex. horns for males. it is expected that all family members are simultaneously subject to and actively engaging in a never ending cycle of performance evaluation. Habitat: Any low-lying area with large sprawls of grassy vegetation. Lifespan: The long. the Orcs have been bitter enemies. horned beings. and indeed many do stay with their parental figures for many years beyond what other races may feel is necessary. others still are slimmer and more graceful. healthy life of many a Mastican can be attributed to a mostly quiet life and good diet. which the Pterans believe must be exercised like a muscle. Many are fascinated by the varieties within an economy and the varieties between kingdoms and nations and the way it is passed from hand to hand. for the unpredictability of the Orcs and the stubbornness of the Masticans has led to a number of conflicts over the years. the Masticans have had the most enduring contact with the Orcs because their preferred environments are one in the same. Class / Skill Specialty: Neutral Cleric Natural Enemies: At times. Although many are quite large and bulky. Attitudes about Money: Pterans love money. face makeup or facial prosthetic • Racial Bonus . The most ancient of Masticans can live in excess of 300 years. This is believed to be the best way to foster active minds.+1 Hit Point per 2 character levels Race Info Appearance: Masticans look to be a humanoid herd animal or grazer. creating a nearly constantly shifting totem pole of standings in the family unit. This has led to a high number of Pterans lending out their services as personal accountants to other races. This has rarely been a stable relationship. or grains growing in abundance. lest it become slack. Mastican • Costume Requirements – Hooves. but the similarities are only skin-deep. such as those who resemble their oxen brethren. Interactions w/other races: Historically. In better times. like those with equine or even deer-like features. shrubbery. but exceptions do occur.

Some of the more rambunctious groups that pass through occasionally have been known to wreak havoc among the smaller.Slang: Three-toed – When one is called “Three-toed”. Social Hierarchy: As a general rule. However. as it draws attention to one’s speed an maneuverability on foot. fertile land. It is considered the height of cruelty to deny even one’s enemies the right to proper nourishment.Curses: Oxthief – a wide-use term for anyone who can never be trusted. less defended populations of Masticans. and so do not begrudge the meat-eaters for feeding on what they must. the worms will eat the remains and in turn are swallowed up by the earth so that the grass may grow green again and those who feed upon it are merely another actor in a constant cycle. for when the meat eaters die. no Mastican will ever raze of defile crops of good. However. a properly incensed group of Masticans can cause considerable damage. Entertainment: Only one thing pleases a Mastican more than watching a foot race. and so in life take great care to nurture each step so that each new incarnation of each new life is as healthy and strong as possible. it is almost unheard of to see any single elder placed higher than the rest since family dynamics has led to an almost clan-like system. such is the draw to these competitions. or mutation? I dunno. Racial Expressions: .Greetings: Many Masticans will greet one another by a bringing together of heads. World Location Historically / Now: The Masticans have remained in one location for as long as memory exists. elders garner the most respect among any group. Cultural Taboos: Although loath to extreme violence. The Masticans feel a sense that they are stewards of this process.Phrases: “(Name) has five stomachs today”: meaning that one has a huge appetite and is consuming food rabidly. no matter how enraged they have become. Age of Race: On par w/elves. Enemies: The closest thing to a regular enemy is a Gaol. Once word gets out that a race is on. the stealing (or in some cases kidnapping) of their brethren is an unforgiveable act. They recognize that each life both takes and contributes to the world. and that is participating in one. but stories and histories that are considered important and recorded on tablets using pictographs to illustrate the narrative. . Many are slow to forgive the Gaols for preying . . tools are dropped and food is put down. the plains. it is meant as a compliment of the highest order. Mostly. a group of elders representing families within the herd make up the governing body. some much more enthusiastically than others.strong bond between family members and has also created what outside observers consider to be odd practices. . Afterlife: Centuries of observation and thought on this has led Masticans to adopt a very “circle of life” outlook. Passing of Tradition / History: Mostly oral.

Allies: As previously mentioned.Everything is shared. The river they simply call the Sapphire.Family Bonds are the strongest bonds. clothing. the Masticans are more than capable of getting along famously with Orcs and many groups consider them to be brethren. Optional – Hooves and tail. but this is of little consequence to them as responsibility for the care and upbringing of children is shared among the whole family and a youth may have many different “fathers” throughout his lifetime. and stronger individuals are more capable of contributing back to the group creating a snowballing effect of improvement on both personal and social levels. any Gaols wishing to enter Mastican territory are at the very least heavily scrutinized and interrogated before being allowed through. . a Mastican may reluctantly admit that there is a bit of a double standard as well. then Emassen. Mohawk mane for equines. Favored Gods: Kia first. Loyalties lie first and foremost to one’s immediate family and no single individual is placed higher than another. All Masticans are introduced to the . and even then are kept under close observation. This concept tends to confuse many outsiders mainly because family lines can appear quite blurred to foreigners. and even partners are shared so that all may benefit from the available resources. Favored Weapons: Anything that requires 2 hands to use. and if cornered in conversation. tools. Some keep foreign currency should a merchant pass through and turn his nose up at their items for trade. but beyond this. entire generations may go without ever knowing who their paternal fathers are. To this end. Masticans firmly believe that a strong group gives rise to strong individuals. they have little use for it. a few intrinsic familial rules are observed: . all food. Regional Landmarks: Although they know of Buffalo Plateau. everyone is either mother/father or brother/sister. This also means that the terms “cousin. Attitudes about Money: No money exists that is Mastican-specific. the true brother will always be chosen. and appropriate face paint for base animal type. Family Hierarchy: All Masticans spend an incredible amount of time with members of their own family. Due to the sharing of partners. Such a saturation of exposure over a great period of time has led to an extraordinarily tight bond in families and as such. it holds no special significance to them other than for orientation purposes. due to its vividly blue and frigid waters fed by rainfall and snowmelt from the mountains to the north is how they get their bearings. Costume Requirements: Horns or antlers for ox/buffalo/deer/whatever types. uncle and aunt” do not exist among the Masticans. Somewhat less common (but certainly not unheard of) is the delivery of an ultimatum from afar: turn back now or be pursued across the land and trampled. The double standard exists in that even though all Masticans feel a strong sense of brotherhood. if a choice must be made between feeding a true brother who is starving or a loose brother from another herd.upon the weak and as a result.

light fuzz or total fur coverage. act very noticeable and entertaining to those around them. When asked how they function with no formal leadership. and to a lesser extent.Sapphire at an early age and get to know their local stretch as if it were another family member. which they take as an enormous compliment when they see how age makes many other races miserable and cranky. mostly due to the fact that the they tend to either do nothing out of the ordinary and avoid drawing attention to themselves by not making a lot of noise. Age of Race: Mutation? Social Hierarchy Nymoreans have little care of issuing orders or making decrees over others and as such have developed an egalitarian way of life. rodent tail. Age Increments: Nymoreans sometimes seem to have an extended adolescence when compared to other races.” . Class / Skill spec. Orcs tend to do this more than others. Some have enlarged or pointed ear. Habitat: Nymoreans are found throughout the world. Many are capable of being world-class burglars should they focus on such a task and the knowledge of this ease creates the feeling of being disrespected in the extreme when and if this situation occurs. stronger types who delight in the ease in which they can toss them about. and playful nature long after most races settle into the seriousness of adult life.: None. long legs. Cultural Taboos: Theft of anything from friends and family. they retain a jovial. This is often cause for the “larger” races to confuse many adult Nymoreans for juveniles or adolescents. other Nymoreans. the Nymoreans exhibit a wide range of versatility. Lifespan: Nymoreans can reach quite a considerable age (and indeed many do) since their instincts tell them to stay away from most real kinds of trouble. Natural Enemies: Because of their tendency towards meekness in some. face makeup or facial prosthetic • Racial Bonus – Claw proficiency Race Info Appearance: Slight frame and stature. but any heavy race is susceptible to the urge. Nymorian • Costume Requirements – Rodent ears. Nymoreans seem to attract larger. They have been known to reach ages of 200 years and sometimes more. or the opposite. there’s no need for anyone to tell us how to go about it. Racial Interactions: Most races are generally accepting of the Nymoreans. lighthearted. or even a tail. with the exception of regions of the world with arctic conditions year round. they will give a response something akin to “if everyone is capable of handling their own affairs.

• • Curses: Nuts Phrases: “(so and so) got his tail clipped” – meaning caught making Slang: Greetings: World Location: See: Habitat. they typically save up every copper they can until the day when the right purchase comes along and then they’re back to zero. Passing of Tradition / History: Nymoreans love a good yarn. Nagendran • Costume Requirements – Scaled skin. Costume Requirements: Tail and face paint or mask to suit base animal Favored Gods: None. Nothing pleases them more than to watch another tear out it hair looking for an item that the Nymorean has moved to an obvious yet easily overlooked spot. songs and epics that they animatedly act out while reciting. Regional Landmarks: None widely known. Entertainment: To list everything that entertains a Nymorean would be far too long. Mother and Father are in charge and the children run about and cause trouble. Other than this.Afterlife: Nymoreans hold no belief in a life beyond this. Nymoreans have none and have gained no animosity from any race. Allies: Nymoreans are quick to trust and so are easy friends. They are often quite content with this one and see little need to prolong what is typically a comfortable life. lizard tail • Racial Bonus – Claw proficiency . Attitudes about Money: Nymoreans have a tendency towards hoarding. Family Hierarchy: Very similar to humans. Nymoreans worship a wide variety of deities. with the exception of daggers. a Nymorean will pull a prank on the wrong person and then the headhunt begins. and so most of their tales consist of embellished stories. Enemies: Occasionally. but what they really get a kick out of is practical jokes. Racial Expressions: • • mischief. Favored Weapons: Anything without an edge.

Race Info Appearance: Slender, lithe and elongated bodies. Many have completely serpentine or reptilian facial features, and all have some degree of scaly skin covering their bodies. Habitat: Anywhere warm, but Nagendrans also prefer a good degree of moisture in the air as well, and so tend to congregate near warm bodies of water. There are no Nagendrans in cold climates. Interactions w/other Races: Nagendrans have a sort of sweet tooth for all things eggy, and although many are not above eating a stranger’s or enemy Nagendran’s eggs, this has led to quite a few incidents involving Pterans, who’s eggs are recognized as by far the tastiest. This, in combination with an existing rivalry of intelligences (the erudite nature of the Pterans vs. the natural cunning and instinct of the Nagendrans) has led to extreme mistrust and even bloodshed between the two races. Class spec. / Skill spec: Anything that accents their penchant for quick, thrusting strikes when least expected. This typically translates into the more “stealthy” lists and skills. Lifespan: Most Nagendrans will live a life that spans the length of an average Human’s. If left alone, it is possible to see a Nagendran reach 90 or so, but the majority tends to get themselves into trouble somehow and meet an earlier end. Age Increments: Although they go through physiological stages that can be labeled juvenile -> adolescent -> adult, most Nagendrans will not exhibit much change in behavior from stage to stage, and the playfulness and carefree childhood seen in other races simply does not exist. Once out of the egg, a young Nagendran quickly learns that he or she is on their own. Cultural Taboos: Nagendrans seem to be the exception to the rule in that they have no taboos as such; in fact they tend to regularly engage in behavior that other races would abhor. This is due largely to the fact that Nagendrans simply have a different view on life than most other races, a result of their isolated upbringing. Rare is the Nagendran who considers any sort of behavior as off-limits. Age of Race: Young or Mutation? Social Hierarchy: Nagendrans don’t often do anything that does not directly benefit them in some way, so when one acts within any sort of social environment, there is endless bargaining and bribing and coercing in order to curry favor or simply intimidate others into helping one accomplish his goals. When one reaches the top so to speak, he will remain there so long as he can keep his subordinates convinced that maintaining the current state of affairs is in their best interest. However, no matter how much truth there may be to that, there is always a Nagendran out there who feels he is getting the short end of the bargain and assassinations are commonplace. Afterlife: Nagendrans hold no belief in a life beyond this. Perhaps another explanation as to why they have no true taboos.

Entertainment: All Nagendrans delight in their ability to sneak up silently behind someone and scare the living daylights out of them. Some of the more cruel Nagendrans run successful pit fighting rings or animal fights and so on. Passing of Tradition / History: Should one or more Nagendrans feel that something is of such importance that it must be recorded, they will typically hire out a scribe of another race, as writing is widely considered to be a waste of time by all but the most learned. Otherwise, knowledge of events passes by word of mouth, but is rarely to be trusted as truth, since most Nagendrans only pay attention to the parts that appeal to them and will alter bits and pieces of it to suit their purposes. Racial Expressions: - Curses: Redblood – A reference to the difference in mentality between the Nagendrans and nearly every other race, which they thoroughly resent. - Phrases: “(so and so) is being warm-blooded” – A derogatory way of going about saying that one is acting too heavily based on their emotions, again a sting to other races. - Slang: “Mother’s milk” – code for poison. Sometimes even just “milk”; reflects the knowledge that instead of being nurtured as the juveniles of other races are, Nagendrans are essentially left to raise themselves. - Greetings: World Location: Historically, they began in swampy areas which remain high population centers, but have since spread to nearly every area of the world that is warm at least ¾ of the year, even arid areas. Enemies: Potentially anyone at any time, most races have a negative view of Nagendrans due to the ease in which they take offense to their attitudes of other races. Sometimes this view is much deserved, as with the Pterans. Allies: Anyone who agrees to the offered price. Costume Requirements: Face paint with scaly motif or mask – Optional: Tail, scaly body suit and / or bald cap. Favored Gods: Of those that do choose to worship, many will turn to the evil Gods. Although they know that the acquisition of power can be had through any of the Gods, power over others is their favorite kind. Favored Weapons: Anything suited to delivering a quick thrust. Family Hierarchy: None. A Nagendran is lucky if he knows who sired him and would treat him no differently were he to meet him. Attitudes about Money: Money is seen as yet another means to an end; a way to get what they want. Money tends to be the most commonly used bargaining chip when attempting to persuade others due to its ability to allow others to get what they want easily. Special Characteristics: Natural armor at level “X” and “+Y” points every “Z” levels

Regional Landmarks: None widely known. Darian • Costume Requirements – Vines and leaves covering exposed skin, all exposed skin is green and/or brown • Racial Bonus - +1 Hit Point during the day(from sunrise to sunset), immunity to Entangle from any source Race Info Appearance: A wide variety of humanoid figures; some are nearly indistinguishable from Humans save for an unnatural tint of green to the skin, curling vines growing among their hair and an earthy musk that follows them. Others have a rough, bark-like skin and elongated limbs and others still are brilliantly colored with floral patterns. Habitat: A huge variety of manifestations of form among the Darians means that there also exists a huge variety of preferred environments. The majority of Darian population is divided between tropical rainforests and temperate forest environments. The colder the climate, the less of a population you will find, but most environments can support some variety of Darian. Interactions with other Races: The Darians hold a certain fascination with other races due to their alien appearance and mentality. Some make a good living traveling about with troupes that showcase odd and unusual beings, while unfortunately others are simply kidnapped and sold as personal entertainers or even just a showcase piece as part of a collection. This is more than enough encouragement for most Darians to retreat further into their own lands in order to avoid greedy slavers but by no means does this keep all of them away from civilization. Class / Skill specialty: Natural Enemies: No Darian can survive without the proper environment to sustain them, so naturally when one is threatened, they will defend it as any other would defend their home. This has earned them the animosity of many a lumber or mining expedition. The types of affronts the Darians typically respond to are those that have a large price tag on them, such as resource gathering or the capturing of “exotic species” and as such more and more merchant groups seem to be joining the cause against the resistance the Darians offer up when they come around. Lifespan: There is a wide spread of variation among the many forms a Darian can take; some breeds will live vivacious lives and spend it all up in a short time, while others seem to slow time around them and outlast all but the longest-lived races. Age Increments: There is often little transition between the juvenile and adult stage, indeed it seems that many go through it at an accelerated rate, with intense emotions being indulged and huge appetites being sated. This is not the norm for all breeds, however, some transition so slowly and over such a span of time that the shifts can hardly be noticed at all.

Cultural Taboos: Desecration or ruining of any land. The definition of this desecration is somewhat flexible, of course, as some are much more militant about it. This has nurtured a great deal of mutual respect between them and the Masticans. Age of Race: Thoroughly ancient; the earliest records of every species that make note of the Darians’ existence imply that they are not new to this world and indeed it is anyone’s guess as to exactly how long they have been around. Social Hierarchy: True to the form of many other aspects of Darians, there is a wild variation between populations as to how the social structure is arranged. Some are so that all are equal and no position of leadership is taken by anyone. On the opposite extreme, Some are likened to small cult-like orders, with one Darian being given total control over a group of willing subjects for a multitude of reasons; food, reproductive rights, or even access to prime lands are among the many reasons this arrangement may exist. Many different styles of co-operation exist as well, but they are too numerous to list here. Afterlife: Darians hold no true belief in a life beyond this one, but they do have a keen sense of the lives that came before theirs, those that will proceed after their own and speak of each as if they were an extension of their own lives. Entertainment: Although it is much more common to see a Darian entertaining the other races in some capacity, this is not to say that they themselves do not enjoy this situation, provided of course that consent to the arrangement exists. Many varieties of Darian relish their ability to bask in the limelight and make a good living off it as well. Passing of Tradition / History: Events of note are limited to small populations and since there is no true Darian kingdom, nation, etc., naturally, no cohesive Darian history exists to be recorded. Traditions are passed on by example among tightly knit groups and a wide range of behaviors can be expected from different gardens. Racial Expressions: - Phrases: “Don’t split your buds/pop your seeds” – Lighthearted ways of saying to take it easy, calm down, etc. - Curses: - Slang: “Garden”- Interchangeable with group, gang, cluster, etc. Generalpurpose word for an exclusive population of Darians only. - Greetings: Darians tend to be more physical with their greetings, some have adopted a simple handshake but when two Darians meet, there is much contact including holding of arms, hands, a hand on the shoulder or even prolonged embraces. This suggests a sort of exchange between the two beyond the gesture. World Location Historically / Now: Originally, only in tropical and temperate forests. Now spread throughout, all except cold climates. Enemies: Any who would burn or raze or clear excessively in pristine, areas. Allies: The Darians have none. As much as most races appreciate them for their beauty, their oddness, or their occasional support in defending their lands from invading armies

Habitat: Any saltwater environment. but until they reach the age in which they begin to feel they can sustain themselves. however. The only other race to encounter the Szurines on a somewhat regular basis are the River . Whosoever holds sway over the mother is a different story. Although they are known to take up arms at times. The majority of the populations reside within 10 miles of a given coast and occasionally will venture inland provided an estuary is close by. Among the cities especially one can find a Darian who has indulged him or herself with trinkets or clothing to accent their natural forms. be they bright patterns and colors or mottled “natural” tones. they will obey. The Szurines have access to certain corals that. Once they reach this age. Szurine • Costume Requirements – Gills. Darians are most loyal to their mothers above all others. undersea geothermal and volcanic vents produce a variety of precious gems and crystals that the Sea Dwarves value for use to embellish their creations. Interaction w/other races: Only the Sea Dwarves have any kind of enduring contact with the Szurines. Attitudes about Money: Of those who remain in their place of origin. Family Hierarchy: While still young. But for those who inhabit lands where currency flows. fins somewhere on body • Racial Bonus – Breathe and speak in water Race Info Appearance: Nearly all Szurines have multicolored skins. Regional Landmarks: None widely known. the Sea dwarves supply the Szurines with armor and tools made of everbright (read: stainless) steel. Favored Gods: Nearly every Darian worships Kia in some form or another. but open-ocean dwellers are rare and always solitary. Costume Requirements: Face paint in either floral or vegetal motif. Darians are not known for their committed warriors. most Darians get everything they need in their homeland. This type of behavior has come to be expected and most mothers understand and even nurture the urge to break free. Darians are often considered too flighty and uncommitted to the causes that many races consider important and the Darians simply do not. tall and narrow or squat and wide) A variety of fins are found on certain parts of the body. but in actuality the metal itself occurs naturally in the coastal environments they inhabit. form an edge unmatched by knives made from most mundane ores and can cut thick ship lines with ease. the only type that can withstand the caustic salt environment without corroding in a week's time. plant-appropriate costuming up to and including ghillie suits. Sea Dwarf metallurgists account for the steel's properties as a superior application of metal knowledge on their part. they have a healthy trade relationship with one another. In return.e. as well. Their heads tend to be very long on one axis and abbreviated on the other (i. Optional – Vines or other flora in the hair.should they happen to cross over. Also. they are typically so sick of overexposure that they leave without delay and some never return. Favored Weapons: None. many are quick to find ways of accumulation. while brittle. they have little care for money or even what it may bring.

but there is no socially acceptable reason for one Szurine to eat another's flesh. Those that do not survive were obviously unfit and those that do must have the qualities for survival necessary to live on successfully. Age of race: Old (but how old? Come back to this) Social hierarchy: Hunter-centric. Szurines typically revere those who show the greatest survival ability. due to the fiercely competitive environment they inhabit. Entertainment: As a part of their abbreviated youth. but reaching the end of such a span is highly uncommon.elves. Passing of tradition/history: Entirely verbal. but this is in only the most extreme cases. the younger Szurine typically engage in behavior that their elders recognize as suicidal. the Szurines have evolved into a race that matures at a much faster rate in order to ensure that a sustainable number of offspring survive to the reproductive ages. some of the larger sea predators have been known to catch an occasional Szurine off guard and make a meal of them. Racial expressions: Curses: Phrases: Slang: Mouthbreather – Non-aquan race Greetings: Historical figures: None widely known. Most Szurines meet their end before those 100 years are up due to the rigors of undersea life. Very rarely. but local groups may have heroes of their own. Games involving provoking sharks or delving into undersea caves with no source of illumination are some of the many ways the adolescent Szurine do what the mature ones consider a favor to the race as a whole. In general. Afterlife: No such beliefs. most Szurine will opt to starve to death rather than be known as a cannibal. All accounts of Szurine history are told as stories from generation to generation. . Lifespan: Szurines can live to about 100 years. Many are robbed and/or killed for their everbright. it is heard that a Szurine will attack another. Everyone knows it is harsh competition to stay properly nourished. Age Increments: They have a very short yet brutal maturing period. Even in the most extreme conditions. the Szurine only acknowledge this life. In addition. Cultural taboos: Eating a member of their own race. the oldest Szurines are still alive because of a superior instinct and cunning. Class / skill specialty: Come back to this Natural enemies: Pirates. when a river meets the sea there is some interaction there. and more than a few captains have taken up the practice of skinning the most brightly colored or elaborately patterned Szurines and wearing them as personal heraldry.

sizes and colors among the Szurines and those from a particular area tend to exhibit some similarity of appearance. although those from a specific area may have some of their own for navigational purposes or to know where the best fishing waters are. . Any sort of surface excursions will prompt many Szurines to bring thrown weapons typically fashioned from the jagged crags surrounding extinct undersea volcanoes. Enemies/allies: The Szurine as a whole have done well to avoid angering any one specific race. The only other group that compares is the Darians. There is a great range of shapes. although favored is a strong word. they exhibit no favoritism to them as the rest of the family and much of the community take responsibility for raising one another and can form considerably large schools when a successful group finds an area that is particularly rich with food and resources. other fins on the body Favored gods: Kia. Optional: Bald cap and/or fin mohawk. Makeup in “fishy” design/pattern of choice. or substantial wealth to contribute. only small populations. Trading and bartering are the only forms of commerce used. Special characteristics: Szurines exhibit possibly the most variation of forms even among the other types of scavengers. standing army. they prefer to carry a spear or pole arm to keep any predators at bay with thrusting attacks and a short knife should any attacker come close enough to render a two handed weapon ineffective. No real Szurine civilization per se. Family hierarchy: Although Szurines value their parents.World location historically/now: See habitat. Costume requirements: Gill slits on the neck or behind ears. but they are somewhat of a unique case. as they have concentrated enough on concerns from simple survival to avoid earning the ire of a cohesive enemy. On the other side of the coin. Regional landmarks: None widely known. Attitudes about money: Szurines have no universally accepted currency amongst themselves and as a consequence have no use for the currency of other races. they also have little to no benefit to offer any potential allies as they have no central government. Most who “worship” only do so as reverence to her power to give and take all in the same stroke. Favored weapons: When undersea.

so if you gain Least Drain Life at each level form 1 through 5 it means that at level 5 you will have 5 uses per refresh of Least Drain Life. At that point you can spend all of your XP that you earn each event but you don’t get the points that were spent for you back. they are considered to be spent on the racial abilities you have gained. As your character level increases you will gain the skills listed at each character level of your race. Once you have reached True Monster you have the option of spending your XP that you earn each event on more racial abilities. . spells. Half is automatically spent for you on your Privilege Race.Privilege Races: What is a Privilege Race? – A Privilege Race is a race that is available to all players to play as that has extra benefits in the form of skills. Privilege Races carry much heavier costuming requirements than the other races do. They are cumulative. so don’t play one if you don’t think you can meet the appropriate costuming requirements. though you are displaying all of the physical features of your race. meaning that you are barely showing your racial powers. You still gain levels and accrue total XP at the same rate but can only spend half until you reach the highest level of that race and gain the True Monster attribute. which are denoted in each race entry along with their XP cost. and/or attributes that are gained as part of being that race. Playing a Privilege Race also has its downfalls: until you reach the full potential of your race(either level 8 or 10 depending on your race) you only receive half of the XP you earn every game to spend yourself. When you first begin your character as a Privilege Race you are what is known as a “hatchling” of that race.

etc…). These are not magical abilities. These abilities cannot be modified by any Strike. spell damage.Dhampir Dhampir Character Level 1 2 3 4 5 6 7 8 9 10 Skill 1 Unarmed Least Drain Life Lesser Drain Life Lesser Drain Life Least Strength Minor Drain Life Minor Drain Life Least Strength Silver Affinity Gaze Charm Person Skill 2 Least Drain Life Least Drain Life Lesser Drain Life Drinking Lesser Drain Life Minor Drain Life Minor Drain Life True Monster Skill 3 Holy Vulnerability Skill 4 Day Restrictions Can be bought at Level 10+ (Cost) Least Drain Life(10) Lesser Drain Life(20) Minor Drain Life(30) Moderate Drain Life(50) Least Strength(40) Gaze Charm Person(80) Drain Life Type: Drain Life(Weapon) These are single uses of drain life of varying degrees that can only be used when the Dhampir is striking with an Unarmed boffer. Magical/Natural Strength. or other skill or spell. mundane damage. Specialization. Day Restrictions . OOG Statement: “Drain Life” or “X Drain Life” Holy Vulnerability This attribute means that the Dhampir always takes double damage from any numerical Holy source(enchanted weapon.

or any combination up to 10 levels in total. Feeding on a creature kills them.” Gaze Charm Person Type: Mind-Effect(Gaze) Duration: 10 minutes This skill delivers a Charm Person effect. These levels stack together meaning that 10 pounds of worked silver can confer 10 level 1 skills or spells for free. This may only be done at a time when a Killing Blow could be delivered to the target(unconscious. OOG Statement: “Gaze Charm Person” Least Strength Type: Natural Strength Duration: 1 minute This skill grants the user +1 natural strength for 1 minute. Drinking 2. …. Drinking This attribute allows a Dhampir to feed on the blood of others in order to heal themselves. as per the spell. as if they were delivered a regular Killing Blow. OOG Statement: “Drinking 1. For each pound of worked silver item they have on their person they gain 1 level worth of skill or spell that they can use for free at night(sunset to sunrise). They cannot use any of their abilities and have none of their racial benefits(they still have their vulnerability to holy) during the day(sunrise to sunset) unless their entire body is covered from sunlight except for the head and neck.This attribute restricts when a Dhampir can use their abilities. 1 level 10 skill or spell for free. paralyzed. sleeping. via a Gaze attack. This is a mundane ability. Race Info Dhampir are . It takes a Dhampir 10 uninterrupted seconds to feed on a living creature that has blood and they will be healed a number of hit points equal to their character level times 2. Killing Blow 3. These levels are per item not per creature so once an items levels have been used they cannot be regained for that item until the next night. etc…). Silver Affinity This attribute means that a Dhampir has a natural affinity for all items made of worked silver. Drinking 9. Keep in mind the rules for stacking natural strength.

He can increase it up to twice his normal maximum. he must be affected by Charm Monster or True Dominate. The first is that the Dhampir is now no longer a hatchling and is a true member of his race so he is no longer affected by Charm Person or Dominate. .True Monster This attribute confers two benefits. The second is that he can raise his Hit Point total above his normal maximum using his innate Drain Life abilities.

Wolfkin Wolfkin Character Level 1 2 3 4 5 6 7 8 9 10 Skill 1 Claws Lesser Reduction Resist Disease Minor Reduction Minor Reduction Minor Reduction Resist Fear Moderate Reduction Silver Affinity Moderate Reduction Skill 2 Lesser Reduction Skill 3 Pain Vulnerability Toughness Moderate Reduction Resist Disease True Monster Can be bought at Level 10+ Lesser Reduction(20) Minor Reduction(30) Moderate Reduction(50) Resist Disease(20) Resist Fear(30) Toughness(40) Reduction These are uses of the corresponding Reduction skills. Toughness This is the skill Toughness listed in the Skills chapter. OOG Statement: “Reduce X” Pain Vulnerability This attribute means that whenever a Wolfkin is targeted by a Pain or Agony effect they cannot resist it by any means(if they have an immunity they can still call “No Effect” to it but can never call “Resist” to it for any reason. respectively. Each is once per refresh. Resist Fear This skill allows a Wolfkin to call “Resist” and be unaffected by the first Fear or Intimidate effect used against him each refresh. .) Instead of falling to the ground for 10 seconds or 1 minute. attacking whatever creatures are closest to him. Resist Disease This is the skill Resist Disease listed in the Miscellaneous Skills table. the Wolfkin will rage uncontrollably for that amount of time.

or Maim. . These levels are per item not per creature so once an item’s levels have been used they cannot be regained for that item until the next night. 1 level 10 skill or spell for free. or any combination up to 10 levels in total.Silver Affinity This attribute means that a Wolfkin has a natural affinity for all items made of worked silver. True Monster This attribute confers two benefits. The second is that each refresh he gains resistance to the first effect that would target each of his limbs(whether it be Disable. These levels stack together meaning that 10 pounds of worked silver can confer 10 level 1 skills or spells for free. Break Bone. For each pound of worked silver item they have on their person they gain 1 level worth of skill or spell that they can use for free at night(sunset to sunrise). he must be affected by Charm Monster or True Dominate. The first is that the Wolfkin is now no longer a hatchling and is a true member of his race so he is no longer affected by Charm Person or Dominate.) Each of his 4 limbs has a single resistance.

. A Troll will regenerate a disabled limb in 10 seconds. A Troll will not regenerate when dead but will regenerate when unconscious or bleeding out. OOG Statement: “X Heal Self” Regeneration 1 This attribute grants a Troll regeneration at a rate of 1 hit point every 10 minutes.Troll Troll Character Level 1 2 3 4 5 6 7 8 9 10 Skill 1 Claws Least Heal Self Resist Toxin Regeneration 1 Lesser Heal Self Minor Heal Self Regeneration 2 Minor Heal Self Ironwood Affinity Regeneration 3 Skill 2 Least Heal Self Least Heal Self Skill 3 Fire Vulnerability Lesser Heal Self Resist Toxin True Monster Can be bought at 10+(Cost) Least Heal Self(10) Lesser Heal Self(20) Minor Heal Self(30) Moderate Heal Self(50) Resist Toxin(20) Heal Self Type: Healing(Self Only) These skills function identically to the spells of the same name but have no incantation and are mundane abilities.

Regeneration 3 This attribute grants a Troll regeneration at a rate of 1 Hit Point every minute. 1 level 10 skill or spell for free. The second is that the troll can choose to bind any Ironwood item in his possession to his person. Seldom are they seen outside their homelands and any visitors are treated as unwelcomed guests. bark-like skin and mossy tendrils for hair. Racial Interactions: Very limited. but may use their Heal Self abilities to restore the damage. A Troll will regenerate a broken limb in 1 minute. It takes him 10 minutes to unbind an item fro m himself. A Troll will not regenerate when dead but will regenerate when unconscious or bleeding out. . Regeneration 2 This attribute grants a Troll regeneration at a rate of 1 hit point every 5 minutes. so it is natural to assume that Trolls will stick to the habitat of their namesake. while stone Trolls grate and rasp as their rocky limbs move against their jagged forms. spell damage.Fire Vulnerability This attribute means that the Troll always takes double damage from any numerical Fire source(enchanted weapon. Resist Toxin This is the skill Resist Toxin in the Miscellaneous skills table. he must be affected by Charm Monster or True Dominate. etc…). as if it were Soulbound. or any combination up to 10 levels in total. forest Trolls have craggy. Ironwood Affinity This attribute means that a Troll has a natural affinity for all items made of worked Ironwood. A Troll will regenerate a maimed limb in 10 minutes. These levels are per item not per creature so once an item’s levels have been used they cannot be regained for that item until the next day(not refresh). The Troll will not naturally regenerate any Fire damage as well. For each pound of worked Ironwood item they have on their person they gain 1 level worth of skill or spell that they can use for free when in a natural outdoor setting. and he cannot give away or have an item taken from him that is bound to him. most Trolls are antisocial in the extreme and have earned a reputation as the most naturally ornery race. The first is that the Troll is now no longer a hatchling and is a true member of his race so he is no longer affected by Charm Person or Dominate. sea Trolls are encrusted with calciferous shells and spiny corals. This takes him 10 minutes per item. These levels stack together meaning that 10 pounds of worked Ironwood can confer 10 level 1 skills or spells for free. Race Info Appearance: All Trolls resemble the environment they are spawned from. A Troll will not regenerate when dead but will regenerate when unconscious or bleeding out. mundane damage. Habitat: Any variety of Troll is rarely found outside of or far from its natural environment. An Ironwood weapon bound to his person cannot be disarmed from him. True Monster This attribute confers two benefits.

Entertainment: Most Trolls generally enjoy finding ways to keep trespassers out while avoiding detection all the while. the base Troll types are found throughout. further contributing to their isolated nature. both Arcane and Divine. Natural Enemies: Trolls not only have difficulty getting along with the other races. Trolls are infamously long lived. Social Hierarchy: Strangely enough. Forest Trolls think sea Trolls are too fickle and stone Trolls incapable of making a single choice. . Many races that do hold some belief in this regard are often disturbed by how confidently a Troll will deny the existence of such a thing. Forest Trolls especially so. it is often to commiserate about their situations rather than assign importance among each other. No race has any clear idea as to just how old the Trolls are as a race. there are virtually no agnostics concerning this issue. Some merely have a few regular tricks they like to employ. but also with the more monstrous inhabitants of their environments. Age Increments: None. in fact many go to great lengths to keep clear areas of brush or manage dry leaves should a wayward lightning bolt cause a wildfire. Age of Race: Similar to Darians. Passing of Tradition / History: As they have done their best not to contribute to civilization as a whole. Racial Expressions: - Curses: Phrases: Slang: Greetings: World Locations: Many regions have environments that seem to spawn a Troll of one variety or another. the Trolls seem to just simply have been since time immemorial. Trolls also make excellent defensive fighters because of their natural regeneration. Afterlife: Not only do the Trolls hold no belief in a life beyond this one. it follows that they have no formal history as other races regard it.Class / Skill spec: Trolls have a natural inclination toward Nature magics. although some variations in form exist. and stone Trolls think forest Trolls are too arrogant and sea Trolls too self-absorbed. Cultural Taboos: Any sort of proliferation of fire. Many Trolls’ lives span a time that averages just short of an elf’s. Trolls of different types have no real sense of kinship for a variety of reasons and thus have very little in the way of social structures. Lifespan: Much to the chagrin of the rest of the world. Few are the creatures that would welcome the presence of a troll. sea Trolls think the forest Trolls are too distant and the stone Trolls aren’t worth trying to converse with. but others plan well in advance and have an elaborate menagerie of traps and the like which they are only too eager to trip at a moment’s notice. Although new Trolls have considerably less world experience than older ones (and act as such) there are no true stages of growth that are progressed through at a standard rate. When and if a group of like Trolls band together.

Attitudes about Money: Most Trolls consider money and the accumulation of it to be a complete waste of time. Allies: If a Troll can count on anyone. but it is mostly based on a shared distaste of every other race. some spend their lives in complete seclusion. . their youths see the Trolls as the ultimate test of their abilities and will band together to hunt them. Favored Gods: None. it is another member of it’s own type. Special Characteristics: True monster abilities. regardless of type. will often attack them in the hopes of dispelling this misconception. It is a very rare thing for any Troll to worship any God. Regional Landmarks: None widely known. but sometimes this can spill over into outright hatred and should two appropriate land types overlap (such as a mangrove forest extending into a bay or a series of caves connected to sea cliffs) then bloodshed may be inevitable. Also. Family Hierarchy: The Trolls have no families. this is far from regular. and even then. Favored Weapons: All Trolls.Enemies: The separate varieties of Troll are well known to dislike one another. there is a kinship in a way. have an affinity for Ironwood. Costume Requirements: Heavy. Sea trolls have a rocky relationship with the headstrong Szurines. Stone Trolls are often routed out of their homes by the races that dwell beneath the surface and so will attack when the opportunity arises. Of the few that group together. resentful of the assumed shared heritage to Darians. forest Trolls.

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Dragonkin Dragonkin Character Level 1 2 3 4 5 6 7 8 9 10 Skill 1 Claws Least Elemental Attack Lesser Elemental Attack Least Elemental Reduction Least Strength Intimidate Lesser Elemental Reduction Elemental Infusion Gold Affinity True Monster Skill 2 Least Elemental Attack Skill 3 Elemental Vulnerability Lesser Elemental Attack Minor Elemental Attack Elemental Immunity Can be bought at 10+(Cost) Least Elemental Attack(10) Lesser Elemental Attack(20) Minor Elemental Attack(30) Moderate Elemental Attack(50) Leap(70) Intimidate(50) Least Strength(40) .

OOG Statement: “Reduce 1/2” Least Strength Type: Natural Strength Duration: 1 minute This skill grants the user +1 natural strength for 1 minute. The hit point total used is equal to the Dragonkin’s level multiplied by 3. etc…) and are mundane abilities that deal mundane elemental damage. These levels are per item not per creature so once an item’s levels have been used they cannot be regained for that item until the next day(not refresh).” Elemental Infusion This attribute means that a Dragonkin swings their element with any weapon they wield(natural or otherwise. Intimidate Type: Mind-Effect Duration: 1 minute This skill is the skill Intimidate from the Skills chapter. etc…). OOG Statement: “X mundane fire/ice/earth/lightning” Elemental Vulnerability This attribute means that the Dragonkin always takes double damage from any numerical source of his opposing element(enchanted weapon.) They may choose to suppress this ability if they wish. Keep in mind the rules for stacking natural strength. X hit points. spell damage. For each pound of worked gold item they have on their person they gain 1 level worth of skill or spell that they can use for free during the day(from sunrise to sunset). These levels stack together meaning that 10 pounds of worked gold can confer 10 level 1 skills or spells for free. or any combination up to 10 levels in total. mundane damage. OOG Statement: “No Effect” Gold Affinity This attribute means that a Dragonkin has a natural affinity for all items made of worked gold. etc…).Elemental Attack Type: (Element)Damage(Packet) These skills function like the spells of the same name except they may only be of the energy type of the Dragonkin using them(Red Dragons can only use Fire. Elemental Reduction This attribute means that the Dragonkin reduces the appropriate amount of damage from mundane and spell damage of his energy t ype(Fire for a Red Dragon. . 1 level 10 skill or spell for free. OOG Statement: “Intimidate. This ability counts as a constant Imbuement unless they choose to suppress it. Elemental Immunity This attribute grants a Dragonkin immunity to spell and mundane damage of their element.

These equal partnerships will last until death. at best they will consider you an insolent child that is not to be dealt with.000 years of age. or their sense of order. It is not considered wise to flaunt this viewpoint in front of dragons. She is the wisest sage of all Dragonkin. The Human Dragon is not a half-breed. causing the hatchling to have the following differences: 1. Will have a strong resemblance to the human race 2. and instructs all hatchlings in Dragon Lore and Histories. Due to their expansive lifespans. Much smaller wings . At some point after a hatchlings first flight. Even less is understood regarding a hatchlings upbringing. referring only to a physical resemblance to the human race. a large stash of gold is as necessary as safe shelter and a consistent food supply. and instilling an intense sense of independence. The second is that the Dragonkin gains two uses per refresh of each of his Elemental Attack skills instead of one for each pick he has of it. Dragons dominate the skies of their home land. all true dragons treat other races as mere children: often times tolerated. or near. In most cases these obsessions are centered on gold. All dragons are innately magical. For a dragon. the parents having sequestered it to a lush valley. and begin mentoring their new offspring. due to a dragon’s propensity for gold. but never trusted with the full ability to truly understand what it means to be a dragon.True Monster This attribute confers two benefits. sometimes catered to. All we can present here is the “common knowledge” of this race. with a single dragon living for centuries. at worst an insolent child in desperate need of being taught some manners. However. However. Human Dragon The term ‘Human Dragon’ is somewhat of a misnomer. All that is known is a hatchling enters the world alone. protection of their hatchlings. most other races have attributed this desire to mere greed. the parents re-introduce themselves. he must be affected by Charm Monster or True Dominate. Dragons will pair and mate at some point between their maturation and 1. Race Info A proud and strong-willed race. the stronger the magic it can wield. While dragons view this as extremely pragmagtic. Dragons have been known to develop intense obsessions that slowly build throughout their long lives. The first is that the Dragonkin is now no longer a hatchling and is a true member of his race so he is no longer affected by Charm Person or Dominate. The hatchling is sent for some length of time to learn from the Rememberer. there have been rare documented cases of dragons obsessed with Knowledge or attempting to understand the intricacies of other races. The more of this precious metal a dragon has on. most other races view this practice as cold and unfeeling. but some sort of mutation. rumored to be older than time. and posses natural affinity with gold. yet very little is understood about how many offspring a single pair will have.

Of those that survive. most are never entertained. when a Human Dragon is hatched. Do have an innate magical ability. Of the recorded scholars to receive an audience. Will not possess the full strength of a true dragon yet they are stronger than an average human 4.3. numerous scholars of ALL races have made the pilgrimage to her lair. the parents will re-introduce themselves much earlier in order to best teach them about their differences. Over the ages. she is no longer obligated to continue any dialogue with them. and ways to cope with them. in the hopes of getting a singular answer. Due to these differences. 5. all indicate an OBSCENE amount of gold is required. but often more lenient of other races and can be found among them. The Rememberer She is the only known being possessing the full Lore and Histories of all races. it does not spend the same amount of time sequestered as a true dragon. limitations. Often. yet gold must be worn in order for the natural affinity to help strengthen them. Once a hatchling (human or true) has left her instruction. Life span is largely reduced. . Human Dragons have been known to maintain similar personality traits as a true dragon.

Minotaur Minotaur Character Level 1 2 3 4 5 6 7 8 9 10 Skill 1 Unarmed Least Strike Lesser Strike Lesser Strike Least Strength Maul Minor Strike Shun Immunity Adamantine Affinity True Monster Skill 2 Least Strike Lesser Strike Lesser Strike Minor Strike Minor Strike Least Strength Maul Can be bought at 10+(Cost) Least Strike(10) Lesser Strike(20) Minor Strike(30) Maul(50) Least Strength(40) .

. 1 level 10 skill or spell for free. This attack may be modified by Skill. These levels stack together meaning that 10 pounds of worked adamantine can confer 10 level 1 skills or spells for free. The second is that the Minotaur gains the ability to charge and use a single numerical damage melee weapon attack as Carry Through(See Chapter 13 – Playing the Game). These levels are per item not per creature so once an item’s levels have been used they cannot be regained for that item until the next day(not refresh). or any combination up to 10 levels in total. Keep in mind the rules for stacking natural strength.Strike Type: Skill These skills function like the skills of the same names listed in the Skills chapter. For each pound of worked adamantine item they have on their person they gain 1 level worth of skill or spell that they can use for free when he is in combat. The first is that the Minotaur is now no longer a hatchling and is a true member of his race so he is no longer affected by Charm Person or Dominate. True Monster This attribute confers two benefits. Natural Strength. and Specialization bonuses. He may do this once per refresh per 2 character levels. OOG Statement: “X Maul” Least Strength Type: Natural Strength Duration: 1 minute This skill grants the user +1 natural strength for 1 minute. he must be affected by Charm Monster or True Dominate. Shun Immunity This attribute grants a Minotaur immunity to Shun effects from all sources. Adamantine Affinity This attribute means that a Minotaur has a natural affinity for all items made of worked adamantine. Magical Strength. OOG Statement: “X+Y Damage” Maul Duration: 1 minute This skill allows a Minotaur to deal Maul damage with any weapon they wield for 1 minute.

Living Construct Living Construct Character Level 1 2 3 4 5 6 7 Skill 1 Unarmed/Claws Natural Armor Unliving Form 1 Armor Reduction 1 Spell Reduction 1 Unliving Form 2 Armor Reduction 2 True Monster Skill 2 Skill 3 Natural Armor Natural Armor 8 Natural Armor Adamantine Affinity Can be bought at 10+(Cost) Armor Reduction 3(50) Armor Reduction 4(50) Spell Reduction 2(30) Spell Reduction 3(30) Spell Reduction 4(30) Natural Armor(30) .

OOG Statement: “Reduce 1” Unliving Form 2 This attribute grants a Living Construct immunity to poison from all sources. Refer to the Weapons and Armor chapter for more information on Armor Reduction. 1 level 10 skill or spell for free. Their body is slowly becoming less living and vulnerable to biological maladies. This reduction will not protect against mundane damage from any source. Rag requires an Outfitter. In addition the Living Construct is no longer affected by potions of any kind.Natural Armor This skill grants a Living Construct 1 Natural Armor Point each time it is attained. or any combination up to 10 levels in total. Unliving Form 1 This attribute means that a Living Construct is immune to disease from all sources. Metal requires a Blacksmith. In addition. True Monster This attribute confers two benefits. meaning that Life Drain has no effect on him and Maul damage only does normal damage to him unless he is under the effect of Health that grants him temporary Hit Points. Armor Reduction 1 This attribute grants a Living Construct Armor Reduction 1. Adamantine Affinity This attribute means that a Living Construct has a natural affinity for all items made of worked adamantine. the Living Construct can now be repaired by the proper economic skill. Spell Reduction 1 This attribute grants a Living Construct permanent Least Reduction against all spell damage of any type. The second is that the Living Construct has all of his Hit Points count as Natural Armor. For each pound of worked adamantine item they have on their person they gain 1 level worth of skill or spell that they can use for free when he is in combat. Refer to the Weapons and Armor chapter for more information on Armor Reduction. Their body is becoming even less living than before and is not vulnerable to any type of biological malady. he must be affected by Charm Monster or True Dominate. The first is that the Living Construct is now no longer a hatchling and is a true member of his race so he is no longer affected by Charm Person or Dominate. Armor Reduction 2 This attribute grants a Living Construct Armor Reduction 2. Natural Armor Points are damaged after all other Armor Points but before any Hit Points. Bone requires a Surgeon. . These levels stack together meaning that 10 pounds of worked adamantine can confer 10 level 1 skills or spells for free. These levels are per item not per creature so once an item’s levels have been used they cannot be regained for that item until the next day(not refresh).

Changeling Changeling Character Level 1 2 3 4 5 6 7 8 Skill 1 Fae Magic 1 Fae Magic 1 Fae Magic 2 Fae Magic 2 Fae Magic 3 Fae Magic 3 Fae Magic 4 Fae Magic 4 Skill 2 Skill 3 Gold Affinity True Monster Can be bought at 10+(Cost) Fae Magic 1(10) Fae Magic 2(30) Fae Magic 3(50) Fae Magic 4(70) Fae Magic 1 The Changeling may choose one of the two following spells to cast once per pick of this skill: Fumble and Trip. Changelings cast their inherent spells “By the magic of the Fae…” Fae Magic 2 The Changeling may choose one of the two following spells to cast once per pick of this skill: Confuse and Knock. Changelings cast their inherent spells “By the magic of the Fae…” They may also use this casting for any spell they may cast by Fae Magic 1 or 2. . Changelings cast their inherent spells “By the magic of the Fae…” They may also use this casting for any spell they may cast by Fae Magic 1. They may cast a different spell each time but have a total number of castings equal to their number of picks. They may cast a different spell each time but have a total number of castings equal to their number of picks. Fae Magic 3 The Changeling may choose one of the two following spells to cast once per pick of this skill: Sleep and Suggestion. They may cast a different spell each time but have a total number of castings equal to their number of picks.

Gold Affinity This attribute means that a Changeling has a natural affinity for all items made of worked gold. These levels are per item not per creature so once an item’s levels have been used they cannot be regained for that item until the next day(not refresh). even a Wall of Force. They may do this once per refresh per 2 character levels. This applies to any wall effect. The first is that the Changeling is now no longer a hatchling and is a true member of his race so he is no longer affected by Charm Person or Dominate. or 3.Fae Magic 4 The Changeling may choose one of the two following spells to cast once per pick of this skill: Blind and Dispel Magic. They may cast a different spell each time but have a total number of castings equal to their number of picks. 2. The second is that the Changeling gains the ability to pass through wall spells unhindered and unharmed. 1 level 10 skill or spell for free. or any combination up to 10 levels in total. For each pound of worked gold item they have on their person they gain 1 level worth of skill or spell that they can use for free during the day(from sunrise to sunset). True Monster This attribute confers two benefits. . Changelings cast their inherent spells “By the magic of the Fae…” They may also use this casting for any spell they may cast by Fae Magic 1. he must be affected by Charm Monster or True Dominate. These levels stack together meaning that 10 pounds of worked gold can confer 10 level 1 skills or spells for free.

Cherubim cast their inherent spells “By my righteous blood…” They may also use this casting for any spell they may cast by Celestial Magic 1. They may cast a different spell each time but have a total number of castings equal to their number of picks. . Cherubim cast their inherent spells “By my righteous blood…” Celestial Magic 2 The Cherubim may choose one of the two following spells to cast once per pick of this skill: Holy Weapon Enchantment and Minor Armor. They may cast a different spell each time but have a total number of castings equal to their number of picks.Cherubim Cherubim Character Level 1 2 3 4 5 6 7 8 Skill 1 Celestial Magic 1 Celestial Magic 1 Celestial Magic 2 Celestial Magic 2 Celestial Magic 3 Celestial Magic 3 Celestial Magic 4 Celestial Magic 4 Skill 2 Skill 3 Soul Affinity True Monster Can be bought at 10+(Cost) Celestial Magic 1(10) Celestial Magic 2(30) Celestial Magic 3(50) Celestial Magic 4(70) Celestial Magic 1 The Cherubim may choose one of the two following spells to cast once per pick of this skill: Lesser Heal and Stabilize Self.

True Monster This attribute confers two benefits. Soul Affinity This attribute means that a Cherubim has a natural affinity for all items made of material that is either Soulbound or contains a Soul in one form or another.Celestial Magic 3 The Cherubim may choose one of the two following spells to cast once per pick of this skill: Moderate Health and Nullify Toxin. . They may cast a different spell each time but have a total number of castings equal to their number of picks. The second is that the Cherubim gains immunity to Corrupt effects from all sources and gains 1 free casting of the spell Lesser Heal per refresh per character level. or 3. 1 level 10 skill or spell for free. These levels are per item not per creature so once an item’s levels have been used they cannot be regained for that item until the next day(not refresh). 2. Cherubim cast their inherent spells “By my righteous blood…” They may also use this casting for any spell they may cast by Celestial Magic 1. They may cast a different spell each time but have a total number of castings equal to their number of picks. For each pound of worked item of this type they have on their person they gain 1 level worth of skill or spell that they can use for free during the day(from sunrise to sunset). The first is that the Cherubim is now no longer a hatchling and is a true member of his race so he is no longer affected by Charm Person or Dominate. These levels stack together meaning that 10 pounds of worked soul material can confer 10 level 1 skills or spells for free. he must be affected by Charm Monster or True Dominate. Celestial Magic 4 The Cherubim may choose one of the two following spells to cast once per pick of this skill: Holy Imbuement and Regrow Limb. Cherubim cast their inherent spells “By my righteous blood…” They may also use this casting for any spell they may cast by Celestial Magic 1 or 2. or any combination up to 10 levels in total.

They may cast a different spell each time but have a total number of castings equal to their number of picks. They may cast a different spell each time .Nephilim Nephilim Character Level 1 2 3 4 5 6 7 8 Skill 1 Infernal Magic 1 Infernal Magic 1 Infernal Magic 2 Infernal Magic 2 Infernal Magic 3 Infernal Magic 3 Infernal Magic 4 Infernal Magic 4 Skill 2 Skill 3 Soul Affinity True Monster Can be bought at 10+(Cost) Infernal Magic 1(10) Infernal Magic 2(30) Infernal Magic 3(50) Infernal Magic 4(70) Infernal Magic 1 The Nephilim may choose one of the two following spells to cast once per pick of this skill: Blade Poison Shun and Lesser Unholy Attack. Infernal Magic 3 The Nephilim may choose one of the two following spells to cast once per pick of this skill: Blade Poison Sleep and Charm Person. Nephilim cast their inherent spells “By my accursed blood…” They may also use this casting for any spell they may cast by Infernal Magic 1. Nephilim cast their inherent spells “By my accursed blood…” Infernal Magic 2 The Nephilim may choose one of the two following spells to cast once per pick of this skill: Pain and Unholy Weapon Enchantment. They may cast a different spell each time but have a total number of castings equal to their number of picks.

They may cast a different spell each time but have a total number of castings equal to their number of picks. The second is that the Nephilim gains immunity to Corrupt effects from all sources and gains 1 free casting of the spell Lesser Unholy Attack per refresh per character level. 2. . For each pound of worked item of this type they have on their person they gain 1 level worth of skill or spell that they can use for free during the night(from sunset to sunrise). Infernal Magic 4 The Nephilim may choose one of the two following spells to cast once per pick of this skill: Agony and Unholy Imbuement. These levels stack together meaning that 10 pounds of worked soul material can confer 10 level 1 skills or spells for free. True Monster This attribute confers two benefits. 1 level 10 skill or spell for free. Nephilim cast their inherent spells “By my forsaken blood…” They may also use this casting for any spell they may cast by Infernal Magic 1. The first is that the Nephilim is now no longer a hatchling and is a true member of his race so he is no longer affected by Charm Person or Dominate. These levels are per item not per creature so once an item’s levels have been used they cannot be regained for that item until the next day(not refresh).but have a total number of castings equal to their number of picks. or 3. Soul Affinity This attribute means that a Nephilim has a natural affinity for all items made of material that is either Soulbound or contains a Soul in one form or another. or any combination up to 10 levels in total. Nephilim cast their inherent spells “By my accursed blood…” They may also use this casting for any spell they may cast by Infernal Magic 1 or 2. he must be affected by Charm Monster or True Dominate.

The Race choices are so robust that we feel there are enough options to give our players the choice of playing almost any race they could imagine. feel free to ask the Staff(preferably between games or before game starts). talk to the staff or other players about figuring out a good costume. The Privilege Races add an even more robust aspect to Race and there is more leeway with Privilege Races than the others because they cost experience to play. makeup. . the world is full of fantastic races and adventure.Closing Notes on Races Playing a Race other than those listed – It is not allowed. Playing a non-Human Race – Is highly encouraged! Though some people enjoy playing Human characters. The non-Human races have a depth to them that humans don’t. And don’t let the costuming or roleplaying requirements deter you. and/or mask to use for your character. If you ever have any questions about races that aren’t covered in this book.

The skills Teach allows a character to give a lesson to another character that has already received one. It is named as such because every character that learns skills from that list starts at the top of the pyramid. but those are explained in Chapter ??? – Economics. At this point the character decides which branch appeals to . Teaching and Learning – Every character has the innate ability to receive a single lesson during an event. they may cast any Spell that they know. It is stated in Attribute descriptions what benefits that Attribute confers. and Stealth lists. The Pyramid and Branching – This section applies to the Arcane.Chapter 3 – Skills What is a skill? – A skill is anything that your character can do that you cannot. Attributes are always part of a character and confer certain benefits to that character. On the Fighting and Stealth list. but there is no level 3 fighting. There are exceptions to this. There are 3 basic types of skills: Use per day. and Spell. Having these skills from another list does not fulfill this requirement. and every character is capable of giving a lesson to a character that has not yet received one. Use per day skills can be used by a character once per refresh per time purchased. On the 4 core lists there are 10 levels of skills and/or spells. You may teach a level of skills or spells as long as you have at least one of the skills or spells of that level. such as being literate. the character must have those skills from the list they wish to progress in. A character must have purchased at least 2 unique skills from a level of skills before they can advance to the next level of skills. so they require XP to be spent to learn them. Attribute. Skill and Spell levels are always taught as every skill of spell of that level at once. but every player can. When you are taught a level of skills or spells it will be recorded on your character sheet and your character will always be able to purchase any skill or spell of that level in that particular discipline. How skills work and the core list progression – Here is a quick synopsis of how skills are purchased and the progression that must be followed. An easy example is the first branch in the Fighting list: Offense or Defense. The overall structure of these skill lists is referred to as a pyramid. instead there is level 3 Offense and level 3 Defense. As long as a character has enough mana left. there are 3 possible skills at each level(except for the Prestige Levels at 10) and for Arcane and Divine there are 4 skills at each level(almost all of them are spells). Spells grant a character the knowledge of how to cast a certain spell. This means that on the Fighting and Stealth lists a character must have purchased 2 of the 3 skills that are at that level and on the Arcane and Divine lists a character must have purchased 2 of the 4 skills that are at that level. they must be purchased in order from lowest to highest. Fighting. A character cannot learn skills of a higher level until they meet these requirements. The skill Learn allows a character to receive an extra lesson during an event. As a character progresses in skill levels they have decisions to make on which branch of skills they want to take. with every character purchasing level 1 skills first. everyone starts at the same place for level 1 skills. Once a character taking skills on the Fighting list has acquired 2 unique level 2 skills they are ready to learn level 3 Fighting. These are things that not every character can do. There are also Profession skills that have special rules.

The Epic type is used for skills that are incredibly entries that have the type “Epic powerful or useful in some way or another. . and so on until level 10 where a skill or spell of level 10 costs 100 XP to purchase. 2. and not all branches represent similar bifurcated decisions. Taking one branch does not mean that a character cannot take the other branch as well. but a character must have a separate set of prerequisites to go up the list again.him more and finds an appropriate teacher to learn these skills from. The list is as follows and all skills and spells in the game are numbered using this system: Name Least Lesser Minor Moderate Major Serious Critical Supreme Number 1 2 4 7 10 15 20 25 Epic Skills and spells – You will notice in this rulebook that there are skill and spell ”. This means that an Epic spell can never be cast more than once per refresh and. they are merely different paths that are derived from similar prior knowledge and ability. meaning that up until they purchase a skill from that level they may still change their mind and choose the other branch instead. This means that a character can never use an Epic skill more than once per refresh. This means that a level 1 skill costs 10 XP to purchase. Skill and Spell Costs – Skills and spells that are in the 4 core Pyramids follow the same rules for how much they cost. A skill or spell’s level multiplied by 10 is the cost of that skill. and 4 skills for his Fire Mage training. starting at level 1. Epic spells may only be cast once per refresh and cost double the mana cost of a normal spell of that level. 2. This benefits low-level characters who are unsure of which option they want to take. for example. Any skill or spell that is not Epic and is not an attribute may be purchased any number of times. Once a skill from a branch is purchased. Not all lists branch at the same levels. 3. Further branches happen at higher skill levels. that a level 10 Epic spell would cost 20 mana to cast instead of the normal 10 that a level 10 spell costs. culminating in final choices at varying levels depending on various lists. This means that a character that wants to know Native magic and be a Fire Mage must purchase 2 unique level 1. Epic skills are different from normal skills in the following ways: An Epic skill may only be purchased once by a character. 3. If you memorize this short list of numbers you will be able to discern the numbers of every skill and spell you have. The Global Number Progression – The Global Number Progression is the advancement for numerical effects in CRO5. and 4 skills for his Native training and 2 unique level 1. the decision may not be changed. a level 2 costs 20.

Those trained in the beginning aspects of fighting are considered Fighters in the most basic sense of the word. Level Offensive 3 Disable Florentine Minor Strike 4 Parry Stabilize Toughness Offensive Power Offensive Finesse Offensive branches into Offensive Power and Offensive Finesse. They understand the simple concepts of fighting an enemy faceto-face. but they still have much to learn in advanced forms of combat. Level Fighting 1 Disarm Iron Grip Least Strike Lesser Feat of 2 Strength Stun Surefooted Offensive Defensive Fighting branches into Offensive and Defensive after its first two levels. In this sense they are not different from normal skills.Epic skills and spells still cost the same amount of XP to purchase as any other skill or spell of that level. Fighting Note – A character receives 2 extra hit points for each level of fighting skills that they have at least one of. This bonus is only received once for each level. sacrificing defensive techniques at the expense of being able to harm their opponents. Offensive Those trained in the ways of Offensive fighting begin to learn techniques to aid them in dealing with enemies in an aggressive manner. Prerequisites – The prerequisites for learning any Fighting are the skills Moderate Armor and proficiency with any weapon type. . up to a maximum of 20 extra hit points when a character has at least one level 10 fighting skill.

Level Offensive Power 5 Berzerker Rage Break Bone Least W eapon Specialization 6 Moderate Health Major Strike Moderate Reduce 7 Intimidate Swift Strike Weapon Master 8 Maim Major Feat of Strength Shatter 9 Critical Strike Swift Parry Lesser W eapon Specialization Myrmidon Champion Offensive Power branches into Myrmidon and Champion. but they are a veritable force in any face-to-face fight. They sacrifice the ability to outright harm their foes in exchange for learning how to better avoid attacks and take a beating. They have minimal abilities in negating attacks used against them. Level Defensive 3 Minor Reduce Parry Toughness 4 Disable Minor Strike Stabilize Defensive Power Defensive Finesse Defensive branches into Defensive Power and Defensive Finesse. .Defensive Those trained in the ways of Defensive fighting begin to learn techniques to aid them in protecting themselves during a fight. Offensive Power Fighters trained in Offensive Power techniques are the most adept in dealing damage and effects to their enemies quickly with their weapon.

though they are not always equipped to deliver the final strike to an enemy. Their specialty is standing up to any foe.Offensive Finesse Fighters trained in Offensive Finesse techniques balance offensive and defensive fighting to some extent with a focus on the ability to disable their enemies with their attacks and deal with them after they are ill-equipped to fight. Level 5 Defensive Power Moderate Health Moderate Reduce Resist Physical Effect Defensive Stance Intimidate Least Weapon 6 . Offensive Level Finesse Backstab 5 Strike Break Bone Least W eapon Specialization Parry as 6 Dodge Swift Strike Weapon Master 7 Major Strike Riposte Swift Parry 8 Slay Supreme Disable Supreme Disarm 9 Counter Attack Serious Strike Lesser Weapon Specialization Swashbuckler Luckblade Offensive Finesse branches into Swashbuckler and Luckblade Defensive Power Fighters trained in Defensive Power techniques can take a physical beating like no one else can.

Myrmidon . Prestige Levels have more skills per level than other skill levels and some of the skills at those levels have restrictions on their use. Prestige Levels – The 10th level of Fighting is always a Prestige Level. Defensive Finesse Fighters trained in Defensive Finesse techniques balance offensive and defensive fighting to some extent with a focus on the ability to avoid effects used against them and be troublesome to any creature dumb enough to fight them face-to-face.7 8 9 Specialization Break Bone Major Reduce Swift Parry Major Strike Serious Reduce Weapon Master Critical Reduce Resist Death Shatter Devoted Defender Juggernaut Defensive Power branches into Juggernaut and Devoted Defender. Level Defensive Finesse 5 Florentine Parry as Dodge Swift Parry 6 Moderate Reduce Resist Physical Effect Riposte 7 Counter Attack Break Bone Least Weapon Specialization 8 Major Reduce Swift Strike Weapon Master 9 Slay Swift Parry as Swift Dodge Swift Riposte Blade Dancer Duelist Defensive Finesse branches into Blade Dancer and Duelist. Two of the skills at each Fighting Prestige Level require the use of a specific weapon type to use.

Myrmidons are a one-man army. The favored weapon of Champions is a Great Sword. They strike quickly and move quickly. They are difficult to kill and can always effect their foes when they need to. almost always wielded without a second weapon. Myrmidon’s always serve a higher power. whether it be a Lord that they have sworn fielty to or a God that they have pledged their life to or a group that shares their ideals. Swashbuckler 10 Accuracy Strike Head Butt Swift Parry as Swift Dodge Swift Riposte Unlimited Parry . The favored weapon of Swashbucklers is a Long Sword. they are always at the front of the charge and inspire everyone around them to fight. The favored weapon of the Myrmidon is a Polearm. Champion 10 Call to Arms Inspire Courage Resist Death Effect Supreme Feat of Strength Ultimate Commander Swashbuckler Swashbuckler’s focus more on the defensive aspect of fighting than other offensive finesse fighters and are known for the tricks that they keep up their sleeves. able to deal with multiple foes simultaneously and deal death to their enemies with a single strike. Myrmidon 10 Cleave Death Strike Mass Break Leg Mass Intimidate Undying Challenge Champion Champion’s are leaders.

Juggernaut 10 Maim No Effect Potent Least Reduction Reduction Specialization Shatter All Devoted Defender Devoted Defenders specialize in protecting those around them. They are very powerful. Luckblade 10 Cheat Death Oops You Died Toss Sword Trade Fortune You Know W hat Would Be Really Nice Right About Now? Juggernaut No one in the world can take a beating like a Juggernaut can. They can use abilities that allow them to take effects instead of those they are trying to protect and are even willing to Martyr themselves for their cause if it means success. The favored weapon of Luckblades is the Bastard Sword. The favored weapon of the Devoted Defender is a Shield in one hand and any weapon in their other. Devoted Defender 10 Bodyguard Break the Line Lesser W eapon Specialization Martyrdom Untouchable . but are not always entirely in control of their abilities. luck is funny like that. The favored weapon of Juggernauts is a Two-Handed Maul or Hammer. They know how to roll with every blow they take. they rely on the fickle hand of fortune to guide them through a fight.Luckblade Luckblades are tricky. especially when protected under a suit of impenetrable plate armor.

Level Stealth 1 Least Backstab Least Clockworks Least Inhibit 2 Least Escape Lesser Clockworks Waylay . Blade Dancer 10 Blade Barrier Disarm Barrier Momentum Strike Two as One Unlimited Dodge Duelist Duelists specialize in fighting opponents one-on-one. The favored weapon of the Blade Dancer is a Long Sword in one hand and a Short Sword in the other. They know all the tricks of dueling and how to best manipulate their opponents so that they can escape from a fight literally unharmed or ignore everyone attacking them except their target. they are a veritable force in a fight. Those who study the ways of stealth are considered Survivalists. The favored weapon of a Duelist is a Short Sword in one hand and a Dagger in the other.Blade Dancer Do not let the title of Blade Dancer fool you. They know how to best deal with situations in a way that will keep them safe and their enemies in danger. When they begin their dances they are nearly untouchable and are amazingly dangerous at the same time. Duelist 10 Avoid Bleed Duelist’s Challenge Heightened Senses Paralyze Strike Stealth Prerequisites – The prerequisites for learning any Stealth are the skills Evaluate Item and proficiency with any weapon.

Relaxed Stealth An oxymoron of sorts. Level Relaxed Stealth 3 Lesser Escape Minor Clockworks Rumors 4 Dodge Minor Backstab Minor Escape Bard Fortune Relaxed Stealth branches into Bard and Fortune. On top of all this. Level Bard 5 Least Song of .Relaxed Stealth Active Stealth Stealth branches into Relaxed Stealth and Active Stealth. Active Stealth Active Stealth students specialize in offensive powers and being in the fray without getting themselves killed. Ranger and Rogue abilities are derived from Active Stealth study. they are trained to a minor extent in the ways of all Stealth and Fighting via their Jack of all Trades abilities. but they are very much in tune with making their way through the shadows and accomplishing their goals without others figuring them out. They are not trained as heavily in the ways of martial matters as their Active Stealth counterparts. Relaxed Stealth is the way of the Bard and the Augur. Level Active Stealth 3 Dodge Florentine Minor Backstab 4 Lesser Escape Lesser Inhibit Minor Clockworks Ranger Rogue Active Stealth branches into Ranger and Rogue Bard Bards are skilled musicians that can bend the very sound waves of music to emulate magical effects and empower their allies or take power form their enemies.

and fascinate enemies. etc…) and percussion instruments(drums. violin. etc…) of any form. lute. Level Troubador 7 Jack of All Trades 2 Mass Song of Lesser Healing Stroll Singing 8 Harmonize Improvise Mass Song of Plenty 9 Jack of All Trades 3 Lay on Hands Song of Fascination 10 Healthful Lullaby Jam Session Song of Minor Strength Dirge Dirges are an oddity among Bards. etc…). all without the aid of magic. Level Dirge 7 Lamentation of Animation Lamentation of Control Lamentation of Hurting 8 Jack of All Trades 2 Lamentation of Suggestion Stroll Singing 9 Dance of Harming Lamentation of Awakening Lamentation of Pain 10 Jack of All Trades 3 Mass Lamentation of Slumber Morality Undone . but many of them also play wind instruments(flute. Troubador Troubadors are Bards specifically trained in the ways of aiding their allies. empower them. their music has power over the dead and their lamentations can drive even the sanest man to the brink of self-destruction. harp. They can heal their allies. Dirges favor string instruments(guitar. Troubadors favor singing over all other forms of music. but still must sing their lamentations as well.6 Strength Jack of All Trades 1 Song of Plenty Capoeira Song of Charm Song of Inspiration Dirge Troubador Bard branches into Troubador and Dirge.

Augurs cast their spells “By the fortune of this world…” Note: Spells from the Fortune list do not grant mana to the purchaser when they are purchased. meaning that their spells are purchased the same way as all their other skills. Level Fortune 5 Affect Luck Feign Death Florentine Force Weapon 6 Enchantment Mark of Fortune Moderate Natural Armor Moderate 7 Clockworks Resist Anything Swift Dodge 8 Alacrity Moderate Escape Resist Death Luck Master Fate Spinner Fortune branches into Luck Master and Fate Spinner. Fortune spells are purchased per day in the same way that Ranger spells are. both good and bad. Luck Masters cast their spells “By my lucky hand…” Note: All Epic spells may only be purchased once. Luck Master Luck Masters are Augurs who turn their studies to the power of chance and view the world as the odds that they play with every action they perform.Fortune Augurs are those who study the ways of manipulating fortune around them. Level Luck Master 9 Avoid Major Escape Remove Curse 10 Forceful Personality Unlimited Dodge You Know W hat Would Be Really Nice Right About Now? . They keep learning some of the Stealth abilities that they have acquired from their prior training and also learn unique spells to assist them in their endeavors. All Augurs bear the Mark of Fortune: a symbol that is viewed as an omen. The Fortune spells are listed here and in the Fatespinner and Luck Master entries in italics. Instead. all other listings are skills. They are in tune with the natural balance inherent in all things but know how to tip the odds in their favor or against other’s favor when they need to. granting a number of uses per refresh equal to the number of times it has been purchased.

Hunter. They draw their spells from either the very Nature around them or their God. Hunter skills may only be used with a bow. they branch as normal at the appropriate spell levels. They don’t play the odds as much as they know the outcome of the game before it is played. They purchase their spells in per day slots as they would any other skill and cast by the appropriate prefix. or Dervish may teach any other Ranger. or gun. or Dervish regardless of the casting ability they have chosen. Fate Spinners cast their spells “By the threads of fate…” Note: All Epic spells may only be purchased once. crossbow. Rangers pick either the Arcane Nature list or the list of their God to choose their spells from. They understand the inevitabilities of all things in the world and manipulate powers that bring this inevitability to all things. Level Fate Spinner 9 Curse of Misfortune Major Escape Remove Curse 10 Avoid Mark of Fate Threads of Fate Ranger Rangers are in tune with Nature and their God(if they worship one. Hunter Hunters are Rangers that specialize in combat with a Bow and tracking down their enemies or those who have wronged Nature or their God. Any Ranger. If Arcane Nature is chosen.) Rangers either specialize in combat using a bow or Florentine fighting. all the while a safe distance away. Level Ranger 5 Moderate Strike Tracking 3rd Level Spell 6 Favored Enemy Minor Inhibit 4th Level Spell Hunter Dervish Ranger branches into Hunter and Dervish.Fate Spinner Fate Spinners are Augurs who have turned their backs on Fortune to instead embrace Fate. Hunter. They are very adept at disabling targets without killing them. but do not use mana to cast them. Level Hunter 7 Pin Limbs .

They are powerful fighters that also can cast a limited number of spells.Swift Strike 5th Level Spell 8 Major Inhibit Critical Strike 6th Level Spell 9 Slay Supreme Tracking 7th Level Spell 10 Swift Dodge Thrill of the Hunt 8th Level Spell Dervish Dervishes are Rangers that specialize in combat with two weapons in the Florentine style. as well as dealing powerful single attacks to their enemies. Level Dervish 7 Major Strike Triple Parry 5th Level Spell 8 Swift Parry Least W eapon Specialization 6th Level Spell 9 Critical Strike Swift Strike 7th Level Spell 10 Death Strike Two as one 8th Level Spell Rogue A Rogue is a Rogue. making them always formidable opponents. They are the most skilled at escaping and infiltrating. Level Rogue Least Backstab 5 Specialization Minor Escape Moderate Backstab 6 Feign Death . They sneak through the shadows and are at their best when they are unseen. Rogues are the most adept at avoiding attacks of all forms.

They draw power from the shadows around them and are skilled at being entirely unnoticed when they need to be.Moderate Clockworks Swift Dodge Assassin Shadow Walker Rogue branches into Assassin and Shadow Walker. Assassin Assassins are death-dealers in the most basic sense. Level Shadow Walker 7 Major Backstab Major Clockworks Moderate Escape 8 Avoid Major Escape Serious Clockworks 9 Critical Clockworks Serious Backstab Unlimited Dodge 10 Shadow Step Slay Umbral Form . They are adept at delivering difficult-toavoid attacks as well as being able to avoid any attack used against them. making sure they stay dead. Nothing can keep a skilled Shadow Walker in or out of anywhere. Level Assassin 7 Moderate Escape Poison Immunity Serious Backstab 8 Lesser Backstab Specialization Critical Backstab Major Clockworks 9 Assassinate Avoid Serious Clockworks 10 Death Touch Major Escape Unlimited Dodge Shadow Walker Shadow Walkers are at home in the darkness of the night and the underground. They deliver single strikes and kill their opponents.

This is the most important part of the skill’s entry. Type: The skill’s effect type. Duration: If the skill has a duration longer than instant it will be listed here. It is also important for noting what skills will stack with other skills. IG/OOG Statement: This is what you say when you use the skill. Name Active Stealth Assassin Bard Blade Dancer Champion Defensive Defensive Finesse Defensive Power Dervish Devoted Defender Dirge Duelist Fatespinner Fighting Fortune Hunter Luckblade Luck Master Myrmidon Offensive Offensive Finesse Offensive Power Ranger Abbreviation Ast Ass Brd Bld Cmp Def Dfn Dpw Drv Dvd Drg Due Fts Fgt Frt Hnt Lkb Lkm Myr Off Ofn Opw Rng Relaxed Stealth Rogue Shadow Walker Stealth Swashbuckler Troubador Rst Rog Shw Stl Swb Trb . Prerequisites: If a skill is required to be purchased before this skill can be purchased it is listed here. This is important for knowing what resistances and immunities will protect from a skill. Any skill without a duration listed is considered to have a duration of instantaneous. Skill Description: The skill’s description on how the effect works is listed here.Chapter 4 – Skill Descriptions The section that follows contains descriptions for every skill in the Fighting and Stealth Pyramids. The entries that follows are formatted in the following manner(Please note that not all skill entries include all of the following fields): Skill Name Class name abbreviation followed by level number.

Shw8 This skill allows the user to negate a single attack or spell used against them. Least Stl1 Type: Skill This skill allows the user to make a single backstab attack against a target. OOG Statement: “X+7 Backstab” . Both skills are spent. even Accuracy effects. OOG Statement: “Avoid” Backstab. but the skill used gains the “Accuracy” descriptor. Assassinate has no effect against targets that are not alive. an Assassin can end the life of a living target. OOG Statement: “X+1 Backstab” Backstab. With a single well placed strike. Moderate Rog5 Type: Skill This skill functions identically to Least Backstab except it adds 7 damage to a single weapon strike. Assassinate Ass9 Type: Death Assassins master the art of dealing death to their enemies. which means the only legal targets for Assassinate are the back and under the arms of the target. or paralyzed but may be used while partially immobilized. This skill can only be purchased once. A backstab attack must strike the torso of the target. but may only be used from behind the target(must strike the back or underarm area). Due10. Avoid cannot be used against touch effects and cannot be used while unconscious. even if the user doesn’t have legs or arms.Accuracy Strike SwB10 Type: Epic This skill is used in conjunction with any other weapon skill or weapon numerical damage. An “Accuracy” skill can only be dodged with the skill Avoid. Assassinate may also be used as the skill Slay(see the Slay description in this chapter. making it harder to avoid. RSt4 Type: Skill This skill functions identically to Least Backstab except it adds 4 damage to a single weapon strike. This strike must be delivered to the torso of the target and the Assassin must be behind the target to deliver this strike(behind the mid-line of their body). dead.) OOG Statement: “Accuracy Assassinate” or “Swift Slay” Avoid Ass9. OOG Statement: “Accuracy (skill or X damage)” Affect Luck Frt5 Type: Attribute This skill grants a number of free castings of the spell Stabilize per refresh equal to your character level. Fts10. adding an extra 1 damage to the attack. A backstab cannot be parried by the skill parry(swift parry can be used) but may be dodged by the skill dodge. Assassinate is always an Accuracy strike. OOG Statement: “X+4 Backstab” Backstab. and Automatic effects. This skill can only be used if the Swashbuckler has a long sword in one hand and nothing in the other. Assassinate cannot be used on a target that is running and cannot be used if the user or target are in combat. Minor ASt3. mass effects. Lkm9.

Backstab Strike OFn5 Type: Natural Strength/Skill Duration: 1 minute This skill grants the user unlimited uses of the skill Least Backstab for 1 minute. Critical Ass8 Type: Skill This skill functions identically to Major Backstab except it adds 20 damage to a single weapon strike. This skill grants the user +10 temporary hit points(these do not stack with other temporary hit points) and a +1 natural strength bonus. OOG Statement: “X+10 Swift Backstab” Backstab. Natural Strength. Swift Dodge. Least Rog5 Prerequisite: Proficiency with chosen weapon type Type: Attribute This skill grants a Rogue unlimited uses of the skill Least Backstab with a single weapon type. chosen at the time of purchase. the user may not use any skills other than Fighting skills that provide a Skill. A berserk creature will not deliver a Killing Blow to any creature it knocks unconscious. Serious Ass7.Backstab. don’t OOG swing harder). and Avoid. ShW9 Type: Skill This skill functions identically to Major Backstab except it adds 15 damage to a single weapon strike. which is why the skill type is natural strength and skill. This skill cannot be used in conjunction with other strike skills. nor with any natural strength bonus. They will attack the closest creature to them(whether friend or foe) and keep attacking creatures until they are all unconscious(be careful. OPw5 Type: Health/Natural Strength Duration: Until no conscious enemies are within line of sight or 10 minutes Using this skill sends the user into a rage. Backstab attacks cannot be parried with the skill Parry. but may still be parried using Swift Parry or dodged with the skill Dodge. A Swift Backstab can be avoided by the skills Swift Parry. While berzerking. OOG Statement: “X+20 Swift Backstab” Backstab Specialization. meaning it can never be stacked with other feat of strength or strike skills. Backstab Specialization. Major ShW7 Type: Skill This skill functions identically to Least Backstab except for the following two changes: it adds 10 damage to a single weapon strike and is a Swift Backstab strike instead of a regular Backstab. or Specialization . OOG Statement: “X+1 Backstab” Berserker Rage DPw6. chosen at the time of purchase. OOG Statement: “X+15 Swift Backstab” Backstab. Lesser Ass8 Prerequisite: Least Backstab Specialization with chosen weapon type Type: Attribute This skill grants an Assassin unlimited uses of the skill Lesser Backstab with a single weapon type.

In that case he must also inform them when Blade Barrier has ended. A Supreme Regrow Limb or Supreme Heal effect will negate this skill. After that the target takes double damage from any numerical damage source for the next 10 minutes. OFn 5. While berserk. He must state “Flashback X Damage(or an energy type if wielding an enchanted weapon)” to each attacker and the flashback damage does not start until then. DPw 7 . Keep in mind that the +1 natural strength from being berserk will not stack with any other natural strength that would give the user more than +4 natural strength. as long as they are within 5 feet of that target.bonus to damage. IG Statement: “Berserker Rage!” Blade Barrier BlD10 Duration: 1 minute Type: Epic Dance A Blade Dancer with this ability can prepare himself for attacks such that anyone who strikes him with a melee weapon is also struck by him. This skill may only be purchased once. OOG Statement: “Flashback X Damage” Bleed Due10 Type: Epic Physical Duration: 10 minutes A Duelist can strike a foe with such accuracy that each time they are struck after that they will take double damage from any numerical source. closing the target’s visible wounds. This skill may only be used if the Blade Dancer has a sword in each hand and will end if the user is not wielding both of these at any point during the minute. as it restores all of the body’s exterior. If no conscious enemies are within line of sight or 10 minutes has passed. This skill cannot be used in conjunction with Two as One. This skill may only be purchased once. The Blade Dancer is immune to Disarm and Fumble effects for this minute(not supreme disarm). This skill will only be effective against a living target with discernable anatomy. the user falls unconscious with 0 hit points and begins their bleed count. OOG Statement: “Accuracy Bleed Strike” Bodyguard DvD 10 Duration: 10 minutes A Devoted Defender can guard a single target from any possible attack. the user is immune to mind-effects. He must strike the target in the torso for this skill to be effective. but he may then clarify to them that each time they strike him they will take X damage. If the user is knocked unconscious while using Berserker Rage it ends immediately. they are affected by anything that would affect the target instead of the target being affected. This skill ends if the user or target reach 0 Hit Points or if the user is rendered unconscious or paralyzed. They choose a single target and for the next 10 minutes. for 1 minute. IG Statement: “I will guard you from all attacks” Break Bone OPw 5. The amount of damage dealt is equal to the base damage of the weapon he is wielding with the higher base damage plus any non-instantaneous strength bonus he has at the time. This skill may only be used if the Duelist has a sword in one hand and a dagger in the other.

Everyone within the sound of the Champion’s voice that views him as an ally must fight alongside him in whatever way they view as most helpful. even those that are reluctant or scared. A Champion can only use this skill if they are wielding a Two-Handed Sword. or Natural Strength bonuses). but may still defend himself normally with a weapon that he is holding. 2) This skill may be used to negate one . and must hang limp. He may still be controlled or effected by mind-effects but he will continue to move in his straight line for a minute. OOG Statement: “Break Bone” Break the Line DvD10 Type: Epic Skill/Specialization/Natural Strength Duration: Maximum 1 minute A Devoted Defender using this skill can walk in a straight line for up to a minute and no force can impede him. You cannot hop on one leg to move. everyone must fight! Out of game. or a Wall of Force.” Capoeira Brd6 Type: Attribute This skill represents a bard’s attunement to rhythm and the inherent skills that come with it. but only against a Death effect. This skill may only be purchased once. A broken arm cannot be used to hold an item unless it is strapped to the arm. unimpeded(though me may be asleep or controlled to attack his allies while moving. In addition. all of his allies gain a single use of the skill Major Strike that must be used on their next weapon strike. Cheat Death LkB 10 Duration: Instant or Up to 10 minutes This skill has two possible uses: 1) This skill may be used as the Stealth skill Avoid. A broken leg cannot be stood upon but the knee can be dragged along the ground to move. locked doors(the user may break them down if he has adequate strength to do so).) The only things that can impede movement during Break the Line are walls. He begins this by walking in a straight line with his shield held up in front of him. This skill may only be purchased once. Break the Line ends). He may not move his shield while using this skill. Specialization. If he would run into a creature he should clarify to them that he is under the effect of Break the Line and they must let him pass. IG Statement: “I issue a call to arms to all of my allies. This skill may only be used if the Devoted Defender is wielding a shield in one hand and anything in his other hand. OOG Statement: “No Effect” or “Break the Line” Call to Arms Cmp10 Type: Epic Mass-Effect A Champion can inspire all of his allies to join the fight. mass bestow major strike on your next attack. He may not change direction during this movement(if he does. The bard gains Florentine and Unarmed if they don’t already have them when they purchase this skill. He cannot use any offensive skills during Break the Line but may still use defensive skills as normal and may attack using the base damage of his weapon(he cannot benefit from Skill.Type: Physical A limb struck with this skill is considered broken. He must call No Effect to any physical effect that would impede his movement.

dodge. X (swift) damage. Clockworks. Lesser Stl2 Type: Attribute Prerequisite: Least Clockworks This skill allows the user to open lesser quality locks and disarm lesser quality traps. X (swift) damage…” Clockworks. Clockworks. If used in the second way the target wakes up immediately with 1 hit point. Clockworks. This skill ends if the Myrmidon takes more than one step between swings or goes 10 seconds without successfully striking an enemy. This skill is used in conjunction with any numerical damage weapon strike. as long as each strike kills one of them. A Myrmidon can only use this skill while wielding a Polearm. Rog6 Type: Attribute Prerequisite: Minor Clockworks This skill allows the user to open moderate quality locks and disarm moderate quality traps. Until the user moves they have no vitals(as if they were dead) and cannot be subject to another Killing Blow or Death effect. the Myrmidon can keep swinging that same damage at other enemies. OOG Statement: “X (swift) damage. The user may “play possum” and not get up immediately. The damage swung cannot be raised by using additional skill or strength bonuses to augment it but may be reduced if the user is subject to negative magical strength. To do this he must have Lock Picks and it takes 10 seconds to open any lock or disarm any trap unless the effect card states otherwise. If these conditions are met. This skill will not be ended by physically missing an enemy unless the Myrmidon takes more than one step or goes 10 seconds without successfully striking an enemy. etc…) or physically blocked with a boffer weapon or shield this skill will end. etc…). This skill may only be purchased once. Major . Moderate Frt7. If one of these damaging strikes is negated by a skill(parry. Minor ASt4. at most. Clockworks may only be used once per refresh per character level but each clockworks use is equal to the highest level of clockworks the user has. This skill can only be activated when a Myrmidon successfully connects with a numerical damage weapon strike and the enemy is reduced to zero hit points(if they fall down or disappear. one step between each strike and no strike may be made more than 10 seconds after the one before it. Clockworks. the user may play possum for up to 10 minutes. If used in the second way. The Myrmidon can only take. Least Stl1 Type: Attribute This skill allows the user to open locks or disarm traps of Least quality. OOG Statement: “Avoid” or None Cleave Myr10 Type: Epic This skill allows a Myrmidon to cut through his enemies without losing any momentum or force. RSt3 Type: Attribute Prerequisite: Lesser Clockworks This skill allows the user to open minor quality locks and disarm minor quality traps.Killing Blow.

Counter Attack DFn7. OFn9 This skill parries an attack and delivers an attack automatically against the attacker. backstab. The Dirge sets himself into a trance and begins attacking the closest target that he knows is alive. He also gains Least Reduction against all attacks used against him. Clockworks. If the target is holding a single weapon in both hands the user of this skill may decide which arm the attack strikes(if pertinent. Critical ShW9 Type: Attribute Prerequisite: Serious Clockworks This skill allows the user to open critical quality locks and disarm critical quality traps. During this dance he may only fight with Unarmed boffers and swings “2 unholy” with each attack he makes. ShW8 Type: Attribute Prerequisite: Major Clockworks This skill allows the user to open serious quality locks and disarm serious quality traps. OOG Statement: “Swift Death Strike” Death Touch Ass10 Type: Epic Death . Myr 10 Type: Death When struck in the torso with this skill. The attack is parried. Serious Asn9. but only if he decides to. Clockworks. OOG Statement: “Counter Attack (state skill or damage)” Dance of Harming Drg9 Type: Epic Dance/Skill Duration: Up to 10 minutes This skill allows a Dirge to launch himself into a dance which has the sole purposing of causing harm to others. This skill cannot be used while wielding a ranged weapon. The user states a Fighting skill or damage call(either their base damage or damage augmented by a fighting skill that is not a Feat of Strength unless the user has stated “Feat of Strength before struck with the attack that he is using Counter Attack against) and it is considered to hit whoever struck them in the arm that the attacker is holding their weapon.Asn8. Death Strike is always a Swift strike.) This skill cannot be used against a spell. The attack must be able to be parried by using Parry or Swift Parry. IG Statement: (Singing)“My lamentation sets me into a trance of harming” Death Fts9 This is the spell Death. or ranged weapon strike. a living target is reduced to 0 hit points and dealt a Killing Blow without damaging the target’s armor. but the skill Swift Strike need not be used. After 10 minutes or when the Dirge chooses to end his trance he falls unconscious for 1 minute and cannot be awoken by any means. He may kill targets that he drops. Refer to the spell entry in the Spells chapter. ShW7 Type: Attribute Prerequisite: Moderate Clockworks This skill allows the user to open major quality locks and disarm major quality traps. This skill may only be purchased once. Death Strike Drv10.

A disabled arm cannot hold an item unless it is strapped to the arm and must hang limp. Swift Disable. Swift Disable. This skill may only be purchased once. You cannot hop on one leg to move. During this minute he may also use any Armor Reduction he may have as normal Reduction. Fumble. If these 4 uses aren’t used within 10 secondsthey will be lost. but the knee can be dragged along the ground to move. Swift Disable” Disarm Fgt 1 Type: Physical A weapon struck with this skill is disarmed. Smash. The user may take no more than 1 step between each swing and the 4 uses must be the next 4 attacks he makes. Def 4 Type: Physical Duration: 1 minute A limb struck with this skill is considered disabled for 1 minute. be subject to a True Death instead of a normal Death. A target under the effects of Death Touch will. A disarmed item must be dropped 5 feet from the body unless the item is breakable. As long as the user doesn’t move his feet. Trip. In the case of disarming an item via arm strike the OOG statement changes to “Disarm Item. A Death Touch is delivered through contact with a living creature. True Death means that only the spell True Resurrection can resurrect you. OOG Statement: “Death Touch” Defensive Stance DPw6 Duration: Up to 1 minute This skill allows the user to plant his feet and become incredibly resilient to damage and lesser physical effects. Supreme OFn 8 Type: Physical Duration: 10 seconds/1 minute This skill grants the user 4 swings of “Swift Disable” against a single target.) A shield may not be disarmed with this skill. Stun. but the arm that is holding the item must be struck. In this case he can deliver a Death Touch to his target in advance of killing them. making sure that there will be almost no way for them to be saved. up to 1 minute. OOG Statement: “No Effect”/”Reduce X” Disable Off 3.Duration: 1 day(24 hours(lasts through refreshes)) Sometimes an Assassin needs to make absolutely certain that his target will die. A non-shield item may be disarmed if it is being held in a hand. in which case the item should be placed on the ground 5 feet from the target OR if the item should not be placed on the ground it is handed to the user of this skill. he becomes immune to Disarm. not the item itself. A disabled leg cannot be used to stand.” OOG Statement: “Disarm (Item)” Disarming Barrier BlD10 Type: Epic Dance Duration: 1 minute A Blade Dancer with this ability can prepare himself for attacks such that anyone who strikes him with a melee . The user need not make skin contact with the target but they must be touching the target anywhere on their body(grabbing onto their clothes does not count). next time they die. but he must make the appropriate OOG statement for that reduction. OOG Statement: “Disable” Disable. A disarmed weapon must be dropped 5 feet away from the body(Be careful and do not throw a boffer. and Disable effects from any source. If the user makes an attack against a second target any of the 4 uses that are left are lost. This skill may also be used on a dead creature with discernable anatomy to make them Truly Dead. OOG Statement: “Swift Disable.

In that case he must also inform them when Disarming Barrier has ended. This skill may only be used if the Blade Dancer has a longsword in . but he may then clarify to them that each time they strike him they will take a disarm effect.weapon has that weapon disarmed. for 1 minute. He must state “Flashback Disarm” to each attacker and the flashback effect does not start until then.

Supreme OFn 8 Type: Physical This skill may be used as the skill Disarm or may be used in the following two ways: 1) This skill may be used to disarm a shield. This skill may only be purchased once. They are also forced to fight each other(this may mean different things to different creatures.) A disarmed shield must be dropped 5 feet from the body. To begin the challenge the Duelist must point at his target and say the IG statement. When the effect is initiated the Duelist’s hit points are restored and doubled(these will not stack with any other temporary hit points). or 1 hour passes. Hnt10. The challenge ends when the target dies. This skill may only be purchased once. 10 damage. OOG Statement: “Swift Disarm Shield” or “Swift Supreme Disarm” Dodge ASt3. During the challenge. assuming the user has enough free hands to hold the weapon. Swift Frt7. Swift Dodge cannot be used if the user does not have use of both of their legs. the Duelist decides to end the effect. any numerical damage packet(spell or otherwise) that is up to. Rog6 This skill allows the user to avoid a single attack of any one of the following types: any weapon strike that is not Accuracy.) A weapon transferred in this way should be handed to the user of this skill. OOG Statement: “Flashback Disarm” Disarm. OOG Statement: “Swift Dodge” Duelist’s Challenge Due10 Type: Epic Health/Natural Strength/Reduction Duration: 10 minutes or until death or until target dies This skill reflects a Duelist’s ability to fight with incredible efficacy against a single target. 2) A weapon struck with this skill is transferred from the target’s hand to the user’s hand. a boffer weapon can never be thrown. spell casting is acceptable. or anything that Dodge can avoid. RSt4 This skill allows the user to avoid a single attack of any one of the following types: any weapon strike(including backstabs) that is not Swift or Accuracy. . A one-handed weapon requires one free hand in order to use this skill and a twohanded weapon requires two free hands in order to use this skill(In almost every case this requires the user to be fighting unarmed.) During the challenge neither the user or the target may be affected by anything outside of the challenge except for Undeniable and Mass effects. Dodge may not be used if the user is wearing metal armor or is using a shield larger than a buckler. and including. OOG Statement: “Dodge” Dodge. Swift Dodge may not be used if the user is wearing metal armor or is using a shield larger than a buckler. even if it is strapped to the arm(don’t OOG strap your shield to your arm in case this skill is used against you. the Duelist dies. Dodge cannot be used if the user does not have use of both of their legs. the Duelist has unlimited uses of the skill Minor Reduction and Lesser Strike.one hand and a shortsword in the other. The user of this effect and their target may not fight any creature except each other for the duration of the challenge. any packet effect(spell or mundane).

Elemental. The Ranger benefits from a +1 natural strength bonus to all attacks made against a creature of the chosen type. Strength granted by Feat of Strength is considered . Escape. Escape. that damage is increased by 2 for each Lesser Feat of Strength used(up to a maximum of 4 damage). Fts9. ShW7 Type: Attribute Prerequisite: Minor Escape This skill allows the user to escape from Moderate Inhibit and Paralyze from any source. Possible choices include: Goblin. Major Asn10. Least Type: Natural Strength This skill grants the user +1 strength for one action. Frt8. Least Stl2 Type: Attribute This skill allows the user to escape restraint. Least Escape allows the user to escape from the spell Entangle as well as any restraint caused by Least Inhibit. Multiple Least Feat of Strength skills can be used together to give the user a maximum of +4 natural strength for a single action. Favored Enemy Rng6 Type: Attribute(Natural Strength) This skill allows a Ranger to choose a single type of foe that they are adept at facing in combat. Escape may only be used once per refresh per character level. Minor Rog5. If used for an attack that deals numerical damage. OOG Statement: “Feat of Strength” then “X+1 Damage” or “+1 Strength” Feat of Strength. Shw8 Type: Attribute Prerequisite: Moderate Escape This skill allows the user to escape from Major Inhibit and escape through any form of wall spell without being subject to the wall’s effect(except a Wall of Force) without taking the associated effect. Escaping either of these restraints is instantaneous and requires no OOG statement. Lesser ASt4. Lkm9. If used for an attack that deals numerical damage. Escape. Strength granted by Feat of Strength is considered a Natural Strength bonus. Escape. that damage is increased by 1 for each Least Feat of Strength used. The action may be an attack or an action in which extra strength would be useful to the user. RSt3 Type: Attribute Prerequisite: Least Escape This skill allows the user to escape from Lesser Inhibit and Bind. etc… Feat of Strength. RSt4 Type: Attribute Prerequisite: Least Escape This skill allows the user to escape from Minor Inhibit and Web.IG Statement: “I issue you a Duelist’s challenge! Fight me!” Escape. whether physical or magical. but each use of escape is equal to the highest level of escape the user has. Lesser Fgt 2 Type: Natural Strength This skill grants the user +2 strength for one action. The action may be an attack or an action in which extra strength would be useful to the user. Skeleton. Zombie. Moderate Asn7. Ghoul.

Once they drop they must remain motionless for 10 seconds to finish setting themselves into their “possum” state. . Supreme Cmp 10 Type: Natural Strength This skill functions like Least Feat of Strength but instead grants a +25 bonus to strength. Rog6 Duration: 10 minutes or until used The user of this skill has their vitals masked for 10 minutes. Refer to the entry in the spells chapter. If targeted by a Disjunction spell. and disease but there is no OOG statement for resisting them. Off3 Type: Attribute This skill allows the use of a one-handed weapon in each hand. Major OPw 8 Type: Natural Strength This skill functions like Least Feat of Strength but instead grants a +10 bonus to strength. or 10 minutes have passed since the use of this skill. The user is not aware of his surroundings during this time. poison. OOG Statement: “Feat of Strength” then “X+10 Damage” or “+10 Strength” Feat of Strength. Florentine ASt3. This is considered a Natural Strength bonus and will not stack with any other Natural Strength bonuses because it allows you to exceed the normal maximum. which will put him at 0 hit points and start his bleed count). At any point in these 10 minutes the user may drop to the ground and play dead. magic. Forceful Personality Lkm10 Type: Attribute This skill makes it so that any weapon wielded will swing Force energy as if you were constantly under the effect of Force Imbuement. This is considered a Natural Strength bonus and will not stack with any other Natural Strength bonuses because it allows you to exceed the normal maximum. Multiple Lesser Feat of Strength skills can be used together to give the user a maximum of +4 natural strength for a single action.a Natural Strength bonus. OOG Statement: “Feat of Strength” then “X+25 Damage” or “+25 Strength” Feign Death Frt5. Force Weapon Enchantment Frt6 This is the spell Force Weapon Enchantment. Harmonize Trb8 Type: Attribute This ability allows the user to sing two songs at once. such as minimum singing time before a song effect is used. Once the user moves after setting themselves into their “possum” state. Feign Death ends. Until the user moves again they are immune to killing blows. The user is still effected normally by all other death effects(including Slay. All the normal rules for singing songs apply. this attribute is deactivated for 10 minutes. OOG Statement: “Feat of Strength” then “X+2 Damage” or “+2 Strength” Feat of Strength. He cannot have his hit points reduced below 1 by numerical damage. DFn 5. meaning anyone that checks their vitals will get a “no” for an answer. Frt5.

This skill may only be purchased once. Reduce 4.Head Butt SwB10 Type: Epic Physical A Swashbuckler can use this skill to knock an enemy flat on their back. Lesser ASt4 . This skill may only be purchased once. dead. This song may only be purchased once. OOG Statement: “Swift Stun” Health. The target must use Least Escape or +1 strength to escape these bonds. An Epic skill can be refreshed with Healthful Lullaby. Do not actually tie someone up OOG. The user must be conscious to use this skill. hand them the rope or chains to hold instead. knocking everything out their hands with a fierce head butt. These hit points will take him above his normal maximum. IG Statement: “My song causes you to sleep and awaken refreshed. but these temporary hit points cannot be stacked with any other temporary hit points. This skill can only be used in melee range but is represented by the Swashbuckler pointing at his opponent with his free hand and stating “Swift Stun”. Spells and mana cannot be restored using Healthful Lullaby. while the target sleeps. or otherwise totally immobilized target with some sort of physical bonds(rope. Least Stl1 Type: Attribute This skill allows the user to detain one unconscious. no matter what type of bonds are used. willing.” Heightened Senses Due 10 Type: Epic Duration: 1 minute The user of this skill gains unlimited uses of the skill Minor Reduction for 1 minute. uninterrupted. This skill can only be used with a longsword in one hand and nothing in the other. OPw6 Type: Health Duration: 10 minutes or until used The user of this skill gains 7 temporary hit points. the target awakens and is affected by a mundane Supreme Heal effect and they have a single used skill of their choice restored. OOG Statement: “Health” Healthful Lullaby Trb10 Type: Epic(Song)Mind-Effect Duration: 10 minutes A Troubador that sings this song puts a single willing target to sleep for 10 minutes. Reduce 4…” Improvise Trb8 Type: Attribute This skill allows a Troubadour to use any song he knows as any other song he knows of equal or lesser level. OOG Statement: “Reduce 4. Inhibit may be used once per refresh per character level but each use of inhibit is equal to the highest level of inhibit the user has. If the target sleeps for all 10 minutes and the Troubador plays for all 10 minutes. One use of Inhibit may be used to bind a creature’s hand/arms and feet/legs. OOG Statement: “Least Inhibit” Inhibit. Inhibit. chains. sleeping. Moderate DPw5. but it may be used immediately when the user reaches 0 hit points to retain consciousness. etc…).

such that they must use Minor Escape or +4 strength to escape. such that they must use Lesser Escape or +2 strength to escape. If within 50 feet of the user. This skill removes all fear effects(fear and intimidate) from all of the user’s allies and grants 10 temporary hit points to all of their allies as well. Least Backstab. Minor Rng6 Type: Attribute Prerequisite: Lesser Inhibit This skill allows the user to restrain a creature. and this skill represents their ability to do so. the user must make an aggressive action toward his target who must be able to either see or hear him. OOG Statement: As emulated skill Jack of all Trades 2 . as per Least Inhibit. The strength of this skill is determined by the highest level fighting skill the user has. or Surefooted. IG Statement: “I inspire courage to my allies! Out of Game: Mass Remove Fear and 10 temporary hit points” Intimidate OPw 7. If effective. Least Feat of Strength. as per Least Inhibit. OOG Statement: “Lesser Inhibit” Inhibit. OOG Statement: “Major Inhibit” Inspire Courage Cmp 10 Type: Mass Effect Health Duration: 10 minutes A Champion leads others fearlessly into combat. OOG Statement: “Resist” Jack of all Trades 1 Brd5 Type: As emulated skill This skill allows the bard a single use of Lesser Clockworks. whether skill or spell. X Hit Points!” Iron Grip Fgt 1 This skill allows the user to call “Resist” and be unaffected by a single disarm or fumble effect. This effect lasts for 1 minute. Least Strike. OOG Statement: “Intimidate. DPw 6 Type: Mind Effect Duration: 1 minute The user of this skill intimidates a target such that they are subject to a fear effect. and the targets maximum hit points are used. To use this skill. otherwise they are not counted. Least Inhibit. OOG Statement: “Minor Inhibit” Inhibit. as per Least Inhibit. Temporary hit points only count if the target has over their maximum hit points. the target must cower in fear of the target and will not approach them. Disarm. they can effect a target with up to their highest level fighting skill multiplied by 5 hit points. Major Hnt8 Type: Attribute Prerequisite: Minor Inhibit This skill allows the user to restrain a creature. Temporary hit points count when the target is resisting this.Type: Attribute Prerequisite: Least Inhibit This skill allows the user to restrain a creature. not their current hit points. such that they must use Major Escape or +10 strength to escape. Waylay. Least escape. Iron Grip. These temporary Hit Points will not stack with other temporary Hit Points from any source. Stun. the target must attempt to move 50 feet away from the target.

IG Statement: (Singing)“My lamentation causes you to fall in agony” Lamentation of Animation Drg7 Type: (Song)Necromancy Duration: Up to 1 hour This lamentation allows a Dirge to animate a single corpse as per the spell Major Animate Corpse. or any skill Jack of all Trades 1 allows. No one may join the circle once it is formed.Drg8. Stabilize. Out of Game. A target affected by pain must fall to the ground. this is not a spell-like ability. Trb7 Type: As emulated skill This skill allows the bard a single use of Minor Clockworks. Dodge. as long as the user continues to sing or play. IG Statement: (Singing)“My song inspires a jam session” Lamentation of Agony Drg9 Type: (Song)Mind-Effect Duration: Up to 1 minute This lamentation allows a Dirge to fill his target’s body with excruciating pain. This song cannot be used on an inanimate object to grant it a mind. Though this song emulates a spell effect. or any skill Jack of all Trades 2 allows. The bards form a circle and play music(preferably together in some way) and as long as they are playing(up to 10 minutes) they are invulnerable. Any commands the user gives must be verbal and must be sung as part of his song. Disable. Each participating bard must have at least a single skill from the 5th level of bard skills. Parry. Minor Strike. it must be animated by some means to be able to be affected by this song. Moderate Clockworks. OOG Statement: As emulated skill Jack of all Trades 3 Drg10. Minor Backstab. The jam session may also protect a number of extra people equal to the number of bards playing in the circle. This song may only be purchased once. as per the spell Invulnerability. Swift Dodge. IG Statement: (Singing)“My lamentation animates this corpse. screaming in agony. Trb9 Type: As emulated skill This skill allows the bard a single use of Swift Parry. They may take no offensive actions. Moderate Backstab. Feign Death. Lesser Inhibit. The Dirge may use this song on an undead creature he has animated without having to end his Lamentation of Animation. Moderate Strike. OOG Statement: As emulated skill Jam Session Trb10 Type: Epic(Song)Immunity/Protection Duration: Up to 10 minutes This song allows a Troubador to lead any number of other bards in a jam session. If used on an undead creature the Dirge has animated or controlled that undead creature is . The animated zombie will have 10 hit points The animated corpse will be completely under the user’s control. Minor Escape. but these people must remain in the circle of bards and if they leave they lose the benefits of this song. Minor Reduce. 10 hit point zombie” Lamentation of Awakening Drg9 Type: (Song)Necromancy Duration: Up to 10 minutes This lamentation allows a Dirge to grant a mind to a mindless creature. but may defend themselves normally. Lesser Escape.

steal from.” Lamentation of Pain Drg7 Type: (Song)Mind-Effect Duration: Up to 10 seconds This lamentation allows a Dirge to fill his targets body with excruciating pain. meaning they can only be resurrected by the spell True Resurrection. it is entirely mundane. it is not magic. IG Statement: (Singing)“My lamentation grants a mind to this mindless being” Lamentation of Control Drg7 Type: (Song)Necromancy Duration: Up to 10 minutes This lamentation allows a Dirge to control a single undead creature for up to 10 minutes. IG Statement: (Singing)“My lamentation controls this undead creature before me” Lamentation of Morality Undone Drg10 Type: Epic(Song)Death Duration: As long as it takes This lamentation allows a Dirge to fill his target’s soul with horrible thoughts that drive them to commit equally horrible acts. If there are no appropriate targets for this spell to attack at all. Though this song emulates a spell effect. screaming in agony. The undead creature does not need to be able to understand the user’s language for this song to be effective. Though this song emulates a spell effect. but may defend themselves normally. They may take no offensive actions. IG Statement: (Singing)“My lamentation causes you great pain” Lamentation of Suggestion Drg8 Type: (Song)Mind-Effect Duration: Up to 10 minutes This lamentation allows a Dirge to fill his target’s mind with thoughts of a single word emotion for up to 10 minutes. A target affected by pain must fall to the ground. The user must sing his verbal commands that are given to the controlled creature. .empowered as per the spell Empower Undead. as per the spell Suggestion. but the song’s effects do not end until the target is knocked unconscious. and otherwise just do horrible things to anyone they care about that is closest to them. This is not a spell-like ability. The target of this song will attempt to murder. even True Resurrection. it is not magic. IG Statement: (Singing)“My lamentation fills your mind with thoughts of (single word emotion)” Lay on Hands Trb9 Type: (Song)Healing(Attribute) This ability allows the Troubador to use a song version of Lesser Heal a number of times per Gift equal to his character level. They will wander off out of the range of the song if there is no appropriate target close enough. To do this he must make physical contact with his target and sing for the appropriate amount of time and then state the IG statement. This song may not be effective against certain undead creatures. they kill themselves instead and cannot be resurrected by any means. This song may only be purchased once. IG Statement: (Singing)“My lamentation tempts you to commit horrific acts that end with your own death. at which point the target suffers a True Death effect.

This skill must be used in presence of a GM who will approve or disapprove of the activation. Mark of Fate Fts10 Type: Attribute Prerequisite: Mark of Fortune This attribute grants immunity to all death magic. and death effects(except Killing Blows). To activate this he must make the IG statement. OPw 8 Type: Physical Effect A limb struck with this skill is considered maimed. he gains great power from his resolve. This skill does nothing to protect from non-magic death effects or magic/non-magic True Death effects.The Troubador may not use this ability on himself. the other uses must be used to stabilize others. even on one leg. Gains a number of uses equal to his character level of the skill Health. mind effects. In addition to the maim effect is a 10 second pain effect. That limb cannot be used to hold anything and cannot be stood upon. They may still try to move around using just their arms and their good leg(unless both are incapacitated. Gains immunity to normal weapons. IG Statement: “My song mends your wounds. Once the deed is accomplished(defending the person. Martyrdom DvD 10 Type: Epic Skill/Specialization/Natural Strength/Health Duration: 1 hour or until deed is accomplished A Devoted Defender is able to put his cause ahead of his own life.) OOG Statement: “Swift Maim” Mark of Fortune Frt6 Type: Attribute Prerequisite: Affect Luck This skill allows the extra uses of Stabilize granted by Affect Luck to instead be used as the spell Stabilize Self. meaning with a maimed leg you may only lie on the ground. If the activation is approved the user’s stats become the following: Hit points are restored and doubled. Gains Least Weapon Specialization with any weapon he is wielding if he does not already have the skill. In doing so. but only up to half of the uses of Affect Luck(rounded up) per refresh may be used in this way. A maimed limb is gone for all IG purposes. or cause stated) or . Magic death effects include Slay and Death. group. but knows that he will inevitably give his life for his cause. 2 mundane heal” Maim Jug10. Swings “Magic” with any weapon he wields. A character with a maimed leg cannot stand. without assistance from another character and a maimed leg cannot be used to support the body at all. May still be killed by True Death Effects. If the activation is not approved the skill is used but the user gains no benefit. Any armor being worn is instantly repaired to its normal maximum. Gains +1 natural strength.

The user can restate the out of game call for this minute but should clarify “End Mass Intimidate” when his minute is up.1 hour has passed the user suffers a True Death. All creatures within the reach of his weapon when he begins the OOG statement and touches the ground with his weapon are effected. X Hit Points!” Mass Song of Healing. IG Statement: “I martyr myself in the name of (state name of person or group)” or “I martyr myself for the cause of (state cause)” Mass Break Leg Myr 10 Type: Epic Physical(Mass Effect) A Myrmidon using this skill plunges his trident into the ground with such force that all creatures within the reach of his trident have one of their legs broken. whether physical or magical. but affects all targets within the sound of the user’s voice. The Dirge may deliver a Killing Blow to targets affected by this song without breaking his song. but if they are later within 50 feet they must react appropriately. OOG Statement: “All within the sound of my voice. OOG Statement: “All within my reach.” Mass Intimidate Myr 10 Type: Mind-Effect(Mass Effect) Duration: 1 minute This skill functions in the same way as Intimidate. The Dirge cannot choose to end this effect on specific affected creatures. these targets cannot be awoken by any means. even if they move further away during the statement. This skill may only be purchased once. Mass Intimidate. IG Statement: (singing)“My song heals everyone’s wounds. swift break right/left leg. This skill may only be used if the Myrmidon is wielding a Polearm. The user chooses whether the break bone effect is against the right or left leg. As long as the Dirge plays his song. mass mundane heal 2” Mass Song of Plenty Trb8 Type: (Song)Mind-Effect(Mass Effect) This song forces everyone within the sound of the user’s song to hand over 1 coin of the lowest denomination that they have to the user. Lesser Trb7 Type: (Song)Healing(Mass-Effect) This song heals the wounds of everyone within the sound of the caster’s voice by 2 hit points. meaning he may only be resurrected by the spell True Resurrection. They are happy and willing to do this if affected. IG Statement: (Singing)“My lamentation sets everyone within the sounds of my voice to sleep” Momentum Strike Bld10 Type: Skill/Natural Strength Duration: 1 minute . Any target more than 50 feet from the user when the skill is used need not move away or cower. IG Statement: (singing)”My song empties everyone within the sound of my voice’s pockets” Mass Lamentation of Slumber Drg10 Type: (Song)Mind-Effect(Mass Effect) Duration: Up to 10 minutes This lamentation forces everyone within the sound of the Dirge’s voice to fall asleep for up to 10 minutes.

It is left up to the player to use their better discretion. This skill may only be used if the Duelist has a shortsword in one hand a dagger in the other. Parry cannot be used to negate a Backstab attack(Out of Game statement: Backstab X). This ability can only be used while the Juggernaut is conscious. X+2 damage. OOG Statement: “Accuracy Paralyze Strike” Parry Def 3. Triple Drv7 . Refer to the spell entry in the Spells chapter. He may use this even while immobilized. and must have use of the arm(s) holding the weapon. This strike must connect with the torso of the target and this effect will only work on a living target with discernable anatomy. This skill may only be purchased once. OOG Statement: X damage.” Feel free to come up with your own quip to use. X+1 damage. etc…). He may call “Resist” to any one skill or spell(unless otherwise stated). This skill functions as a Swift Death Strike. Moderate Frt6 This is the spell Moderate Natural Armor. For 1 minute. The user must have a weapon they are proficient with in their hand(both hands if it is a two-handed weapon). Off 4 This skill allows the user to avoid any of the following effects: any numerical weapon damage(melee or ranged) that does not have the “Swift” or “Accuracy” descriptor. OOG Statement: “Swift Death Strike” Paralyze Strike Due10 Type: Epic Duration: 10 minutes A Duelist can strike a foe with such accuracy that their entire body is paralyzed for 10 minutes. OOG Statement: “Resist” Oops You Died LkB 10 This skill represents a Luckblade’s ability to bend fortune to his whim when needed. X+3 damage. must be conscious. parry. but must be followed by some sort of quip(witty or otherwise) such as “Oops…you died. any combat skill that does not have the “Swift” or “Accuracy” descriptor. OOG Statement: “Parry” Parry.This skill allows the user to gain momentum with each successful attack they make against another creature. each time the user successfully damages an opponent with a melee attack they gain an additional point of damage on their next attack. It is considered good roleplaying to not have your character have complete control over this skill. If this happens. This is not considered a physical effect. they must then start over at their base damage again. etc… Natural Armor. as it is not totally under the control of anyone that uses it. or any creature effect or spell-like ability delivered by a melee weapon that does not have the “Swift” or “Accuracy” descriptor. This bonus stops if one of their attacks is physically blocked or a skill is used to avoid the attack(dodge. No Effect Jug 10 This skill represents a Juggernaut’s ability to completely shrug off any one effect or attack used against him.

not armor(magic or physical. The swift dodges granted by this skill require the user to follow all the same restrictions for use as swift parry(having a proficient weapon in hand. OFn7. OOG Statement: “Disable Right/Left Arm/Leg” Poison Immunity Ass7 Type: Attribute This attribute grants immunity to all poisons. it may strike the target anywhere and will affect the stated limb. and including. Major DPw7 This skill reduces the numerical damage taken by 10. This skill has the same restrictions for use as parry. DFn5. etc…). 10 damage. OOG Statement: “Reduce 4” Reduction. DFn 9 Each purchase of this skill allows two Swift Parries that the player has to be used as Swift Dodges. and any Backstab or Swift Backstab attack. This can only be applied to damage against hit points. Moderate DPw5. etc…). Parry. DPw7. This can only be applied to damage against hit points. OOG Statement: “Reduce 7” Reduction. OOG Statement: “Swift Parry as Swift Dodge” Pin Limbs Hnt7 Type: Attribute A Hunter can pin his prey’s arms and legs to disable them. This skill does nothing for a Swift Parry. Drv8 This skill allows the user to avoid anything that parry would allow him to as well as any of the following effects: any melee or ranged weapon strike with the “swift” descriptor.) This reduction will reduce damage to a minimum or 0. OOG Statement: “Reduce 1” Reduction. Minor Def3 This skill reduces the numerical damage taken by 4. Swift OPw9. OPw6 This skill functions just like Least Reduction except it reduces 7 points of damage instead of 1. DFn 5 Each purchase of this skill allows two parries that the character has to be used as dodges. any numerical spell damage packet up to. These may only be used with a bow. OOG Statement: “Parry as Dodge” Parry as Dodge. and the arrow need not strike the stated limb. The dodges granted by this skill require the user to follow all the same restrictions for use as parry(having a proficient weapon in hand. not armor(magic or physical.) This .This skill is the equivalent of purchasing the skill Parry three times. OOG Statement: “Swift Parry” Parry as Dodge OFn 6. Swift SwB 10. Potent Least Reduction Jug10 Duration: 10 minutes This skill grants the user unlimited uses of the skill Least Reduction for 10 minutes. The Hunter gains a number of uses of the skill Disable each refresh equal to his character level. Three times per gift per time purchased the user can use the skill Parry.

Refer to the spell entry in the Spells chapter. spell-like abilities. DFn 6 Type: Protection This skill allows the user to resist one physical effect of their choice. because it is not of the type Protection. This can only be applied to damage against hit points. never creature effects. the next attack they make must be the parried skill or damage call and it must be swung back against the attacker. If another skill is parried before then. OOG Statement: “Parry” then “Skill or damage call” Riposte. Swift SwB 10 Type: Attribute . because it is not of the type Protection. OOG Statement: “Reduce 10” Reduction. Refer to the spell entry in the Spells chapter. This resistance skill can be used against spells that bypass protections. OOG Statement: “Resist” Riposte OFn 7. DFn 6 Type: Attribute Duration: 10 seconds This skill allows the user to riposte an attack that he would instead Parry a number of times per refresh equal to half his character level. This resistance skill can be used against spells that bypass protections. not armor(magic or physical. OOG Statement: “Reduce 20” Reduction Specialization Jug10 Type: Attribute This skill grants a Juggernaut one use per refresh per character level of the skill Minor Reduction. Resist Anything Frt7 This is the spell Resist Anything. the first skill is lost. Remove Curse Fts9. This skill cannot be used with Dodge or Parry as Dodge. Any time the skill parry is used. or backstabs. Lkm9 Type: Epic This is the spell Remove Curse. Critical DPw9 This skill functions just like Least Reduction except it reduces 20 points of damage instead of 1. After the user calls “Parry”. Serious DPw 8 This skill reduces the numerical damage taken by 15.) This reduction will reduce damage to a minimum or 0. Cmp10. Frt8 This skill allows the user to resist one death effect of their choice.reduction will reduce damage to a minimum of 0. The swing must be made within 10 seconds or the skill is lost. not any other target. Resist Death DPw9. the user may then swing whatever attack was used against them back at their target. This may only be used with fighting skills. OOG Statement: “Reduce 15” Reduction. OOG Statement: “Resist” Resist Physical Effect DPw 5.

or item struck with this ability is considered shattered/broken if struck by a weapon of equal or greater hardness. This song lasts up to 10 minutes or until the user stops playing or has his song interrupted.” . They may use this ability once per level per refresh. but does not require a use of the skill Swift Strike. Slay is a Death effect and a Physical effect. OOG Statement: “Swift Shatter” Shatter All Jug10 Type: Epic Physical Effect This skill shatters all weapons. Hnt9.Duration: 10 seconds Prerequisite: Riposte This skill allows the user to riposte an attack that he would instead Swift Parry. OOG Statement: “Swift Shatter All” Slay OFn 8.) Slay is always a Swift strike. This skill need not strike the target’s body and may strike the target’s weapon or shield to be effective. It works just like Riposte except it applies when Swift Parry is used against a fighting skill or damage call. Shatter will function as a break bone if it strikes a limb. OOG Statement: “Swift Parry” then Skill or damage call Rumors RSt3 This skill denotes the user’s ability to gain access to information others do not have access to. This skill may only be purchased once. DFn 9. shield. OOG Statement: “Swift Slay” Song of Charm Brd6 Type: (Song)Mind-Effect Duration: Up to 10 minutes This song causes a single creature to view the user as a friend. Shadow Step ShW10 Type: Attribute This skill allows a Shadow Walker to meld into the very shadows around him as per the spell Shadow Step. This skill does nothing to damage armor(magical or physical. meaning that it can be resisted as a Death or Physical effect to negate it. The user will receive one piece of information at check-in for each time they purchase this skill. as per the spell Charm Monster. the Swift modifier is maintained in the riposte attack. This skill may only be used if the Juggernaut is wielding a Two-Handed Hafted weapon. OOG Statement: None Shatter OPw 8. ShW10 Type: Death/Physical Striking the torso with this skill renders the target unconscious and reduces them to 0 hit points. This is represented by OOG information that the user will receive at check-in each game. shields. the skill Swift Strike need not be used. This is not a magic effect. IG Statement: (singing)“My song makes us best friends. The skill Shatter is always a Swift strike. DPw 9 Type: Physical Effect A weapon. If an attack with the Swift modifier is parried. and armor that the target has that are of equal or lesser hardness than the used weapon. though it follows all the same rules as the spell of the same name. This song will have no effect if the target does not understand the user’s language.

it can never be used to cast these spells. If the Ranger chooses the Arcane Magic Nature list they branch normally as if they were buying spells off that Arcane list. Level 3 Rng5 Type: As spell Rangers have a connection to either their God or the very nature around them. A dancing target must dance to the song and may not attack. This skill allows purchases of a single 3rd level spell. You may not choose an Epic spell or an Attribute as your spell. the user cannot make any offensive actions but a single target is granted +1 natural strength for up to 10 minutes or until the user stops playing or has his song interrupted. IG Statement: (singing)“My song utterly fascinates and enthralls you. IG Statement: (singing)“My song fills you with lesser strength. Incant: As spell Spell. Level 4 Rng6 . IG Statement: (singing)“My song fills you with least strength.Song of Fascination Trb9 Type: (Song)Mind-Effect Duration: Up to 10 minutes This song entirely fascinates a single target. If the target is attacked they may defend themselves with skills and the fascination is broken. Because of this they can purchase a single spell off either their God’s list or the Nature Arcane Magic list at each level of skills. This song lasts for up to 10 minutes or until the user stops playing or has his song interrupted. but may defend themselves normally. even if they reflect on the situation later. The Ranger purchases per day uses of their one spell per level.” Song of Inspiration Brd6 Type: (Song)Mind-Effect Duration: Up to 10 minutes This song causes a single creature to become inspired by the user’s song such that they cannot resist breaking into dance. IG Statement: (singing)“My song inspires you to dance uncontrollably. Lesser Trb10 Type: (Song)Natural Strength Duration: Up to 10 minutes As long as this song is sung.” Song of Strength.” Song of Plenty Brd5 Type: (Song)Mind-Effect When this song is played. If they have mana from another source. they may only listen to the Troubador’s song. making them unable to take any action. Least Brd5 Type: (Song)Natural Strength Duration: Up to 10 minutes As long as this song is sung.” Spell. IG Statement: (singing)”My song empties your pockets” Song of Strength. a single target hands over a single coin in their possession of the lowest denomination they have. The target is happy to do so and does it seemingly willingly. the user cannot make any offensive actions but a single target is granted +2 natural strength for up to 10 minutes or until the user stops playing or has his song interrupted. and does not have a mana total associated with these spells.

Incant: As spell Spell. Least Fgt 1 Type: Skill Bonus This skill allows the user to add 1 damage to a single weapon strike. Incant: As spell Spell. Hnt10 Type: As spell This skill functions identically to Level 3 Spell except the Ranger chooses an 8th level spell from the appropriate list instead of a 3rd level spell. You may not choose an Epic spell or an Attribute as your spell. Rng5 Type: Skill Bonus This skill works just like Least Strike except it adds 7 damage to a single strike instead of 1. OOG Statement: “(x+7) Damage” . you branch into either Death or Earth at this point. Level 6 Drv8. Hnt8 Type: As spell This skill functions identically to Level 3 Spell except the Ranger chooses a 6th level spell from the appropriate list instead of a 3rd level spell. This can be stacked with a specialization bonus or any strength bonuses. You may not choose an Epic spell or an Attribute as your spell. OOG Statement: “(x+1) Damage” Strike. Incant: As spell Stabilize Def4. If Nature was chosen instead of a Divine list. Strike. You may not choose an Epic spell or an Attribute as your spell. Off4 This skill allows someone that is lying unconscious with 0 hit points to awaken with 1 hit point after 1 minute. Level 7 Drv9. Hnt9 Type: As spell This skill functions identically to Level 3 Spell except the Ranger chooses a 7th level spell from the appropriate list instead of a 3rd level spell. If Nature was chosen instead of a Divine list and you chose Death as your branch you branch into either Curse or Shadow. Level 5 Drv7. Level 8 Drv10.Type: As spell This skill functions identically to Level 3 Spell except the Ranger chooses a 4th level spell from the appropriate list instead of a 3rd level spell. This cannot be used if a “Killing Blow” has been delivered. Incant: As spell Spell. but never with another skill bonus. OOG Statement: “(x+4) Damage” Strike. Moderate OPw 5. You may not choose an Epic spell or an Attribute as your spell. Minor Off 3. Incant: As spell Spell. Hnt7 Type: As spell This skill functions identically to Level 3 Spell except the Ranger chooses a 5th level spell from the appropriate list instead of a 3rd level spell. Def 4 Type: Skill Bonus This skill works just like Least Strike except it adds 4 damage to a single strike instead of 1. You may not choose an Epic spell or an Attribute as your spell.

The Hunter gains the following benefits when hunting his . Serious OFn 9 Type: Skill Bonus This skill works just like Least Strike except it adds 15 damage to a single strike instead of 1. the Hunter need not be able to see or hear his target. To mark a target. OOG Statement: “(x+20) damage” Strike. stun. Thrill of the Hunt Hnt10 Type: Epic Natural Strength Duration: 1 hour or until apprehension of target This skill allows a Hunter to mark a single target and hunt them. and be unaffected by. Supreme Myr 10 Type: Skill Bonus This skill works just like Least Strike except it adds 25 damage to a single strike instead of 1. or Avoid. A “Swift” skill can only be dodged or parried by a Swift Dodge. Swift Parry. OOG Statement: “(x+25) Damage” Stroll Singing Drg8. OOG Statement: “Resist” Swift Strike DFn 8. Trb7 Type: Attribute This skill allows the user to walk around while they are performing a song. Drv9. making it harder to avoid. but must have seen the target at least once ever to know what his prey looks like. OPw 7 This skill is used in conjunction with any other weapon skill(even Parry) or weapon numerical damage. OOG Statement: “Stun” Surefooted Fgt 2 This skill allows the user to call “Resist” to. jumping. or smash effect. etc…) or their song is interrupted as would normally be caused by not staying stationary. OPw6 Type: Skill This skill works just like Least Strike except it adds 10 damage to a single strike instead of 1. Major Drv7. Both skills are spent. but the skill used gains the “Swift” descriptor. OOG Statement: “Swift (skill or X damage)” Threads of Fate Fts10 Type: Epic This is the spell Threads of Fate. Hnt7. One foot must remain on the ground at all times(so no running. one trip.Strike. Refer to the entry in the Spells chapter. OFn 6. Stun Fgt 2 Type: Physical Effect Striking the torso with this skill knocks the target off their feet and causes them to drop anything being held in their hands that isn’t strapped to their arm. The target’s back or stomach must touch the ground before they can stand back up. OOG Statement: “(x+15) Damage” Strike. Critical Drv9. OOG Statement: “(x+10) Damage” Strike. OPw 9 Type: Skill Bonus This skill works just like Least Strike except it adds 20 damage to a single strike instead of 1.

must witness the death effect being delivered. etc…). This skill may only be purchased once. Tracking. magical aura. This skill is intended for use between games to follow or find a specific creature and may not be used during game unless you are told otherwise by a GM. OOG Statement: “Swift Deathstrike” Toughness Def 3. This skill may not be used during game unless you are told otherwise by a GM. This skill does nothing against effects that emulate death but are not death effects(Lamentation of Morality Undone. The Luckblade throws a spell packet to represent his sword being thrown(don’t throw a boffer weapon) and cannot use his sword again until he retrieves the spell packet from the ground wherever it falls. Death Strike. Supreme Hnt9 Type: Attribute Prerequisite: Tracking This skill allows a Hunter to track his prey through unconventional means(scent. This skill can only be used if the Luckblade is wielding a Bastard Sword and nothing else. This skill may only be purchased once. This skill may only be purchased once. etc…). Tracking Rng5 Type: Attribute This skill allows a Ranger to track a creature by its footprints. unless the attack is successful. and it can only be activated when the target is delivered a death effect that is not a True Death(Slay. OOG Statement: “I mark (state person or creature’s name) as my prey. Assassinate. etc…).” Toss Sword LkB10 Type: Epic Death A Luckblade using this skill throws his Bastard Sword at an enemy in an effort to kill them with a single lucky strike.” Two as One Drv10 Type: Epic Natural Strength Duration: 10 minutes . 1 free use of the skill Slay against the target.marked target: +2 natural strength bonus to all arrows fired at the target. Death. Off 4 Each purchase of this skill grants a permanent +1 hit point to the buyer’s maximum hit points. and when he initially marks his target he may ask a GM for the location of his target and will be told(if the location is known). in which case it must be retrieved from the corpse of the target. They must be within line of sight for this ability to be activated. OOG Statement: “Trade Fortune. Enervating Attack. The target regains consciousness with full hit points and the user suffers an undeniable True Death. Trade Fortune LkB10 Type: Epic This skill allows the user to sustain a death effect instead of someone else. which delivers a Killing Blow instantly without damaging armor. If the packet connects with a target’s torso they are affected with a Swift Death Strike. He may use this skill to stalk a single target in between events that he would be able to find and follow.

To begin the challenge the Myrmidon must point at his target and say the IG statement. If you willingly set off a trap instead of disarming it Umbral Form will not protect you from that trap. but he has Least Weapon Specialization (OneHanded Edge) so their base damage is 2. Though you are immune to traps. or Strength bonus(whether magical or natural.) During the challenge neither the user or the target may be affected by anything outside of the challenge except for Undeniable and Mass effects. When the effect is initiated the Myrmidon’s hit points are restored and doubled(these will not stack with any other temporary hit points). Two as One may only be purchased once. You must still disarm a trap if you want it to not go off for the next person that would set it off. allows the user to swing Swift Force damage for 10 minutes. he would add that from each hand as a bonus as well. otherwise the trap affects you as normal. when activated. if someone else sets one off you are still affected normally by the mass effect. Their base damage is normally 1. Example: Past the Clueless is wielding two short swords. Though you will not set off a mass effect trap. OOG Statement: “X Swift Force” Umbral Form ShW10 Type: Attribute This skill grants immunity to all effects from traps. This skill may only be purchased once.This skill allows a Dervish to combine the power of each of their strikes with the weapon they are wielding in each hand so that each attack they make is as powerful as if they had struck with both blades at once. Ultimate Commander Cmp10 Type: Epic Weapon Enchantment/Imbuement Duration: 10 minutes This skill.) Because this skill provides an Enchantment and Imbuement bonus it will not stack with any Enchantment or Imbuement effects from any source. If you accidentally set a trap off(one that cannot be immediately reset) you have the option to immediately disarm it if you have the ability to do so. Only numerical damage may benefit from this effect. spell casting is acceptable. For 10 minutes he swings a base of 4 damage with each short sword. This skill may only be purchased once. like the spell Least Strength. This skill may only be used if the user is wielding two weapons. If . you do not even set them off. The user of this effect and their target may not fight any creature except each other for the duration of the challenge. Undying Challenge Myr 10 Type: Epic Health/Natural Strength Duration: 10 minutes or until ended or until target is dead This skill reflects a Myrmidon’s ability to keep fighting until their target is dead. it does nothing for any skill that does not provide a Skill. They are also forced to fight each other(this may mean different things to different creatures. In this case with the specialization and the least strength he would swing 6 damage base with each weapon for 10 minutes. even if his own life is sacrificed in the process. If he obtained a temporary strength bonus that provides a bonus for a duration longer than one action. Specialization. For 10 minutes the Dervish adds the base damage of each weapon he is wielding and each weapon swings that sum instead of swinging its normal base damage.

OOG Statement: “Waylay” Weapon Master DFn 8. unarmed. the Myrmidon decides to end the effect. and the target may be delivered a Killing Blow while unconscious from Waylay. OPw 7 . dodge. When the user goes to Death he will suffer the penalty for each death he took during the challenge(so keep track!). Lkm10.) The challenge ends when the target dies. the target is unconscious for 10 minutes. To do this he must strike the target between the shoulder blades with his weapon(do it softly. or 1 hour passes.. When the effect ends. ShW9 Duration: 10 minutes This skill grants unlimited uses of the skill Dodge for 10 minutes. OOG Statement: “Parry as Dodge” or “Parry” Untouchable DvD10 Type: Epic Duration: 1 minute A Devoted Defender with this skill can make himself nearly untouchable for 1 minute. This skill may only be purchased once. Numerical damage will not awaken the target. Counter Attack Stun. leaving them completely vulnerable.Fight Me!” Unlimited Dodge Ass10. dodge. or small weapon boffer. parry. but may still be animated. DPw 8.. This skill may only be purchased once. The user of this skill is considered to have unlimited uses of the skill Parry as Dodge during this time. parry. OFn 6. IG Statement: (While pointing at the target) “I issue you an undying challenge!. If the Myrmidon suffered more than one death during the challenge he is dead with no chance of resurrection(even from a True Resurrection effect). OOG Statement: “Dodge. these are his two options: 1) He may die normally and Undying Challenge ends. During this minute he gains unlimited uses of “Counter Attack Stun” This skill may only be used if the Devoted Defender has a shield in one hand and anything in the other. Counter Attack Stun…” Waylay Stl2 Type: Physical Duration: 10 minutes This skill allows the user to knock the target unconscious for 10 minutes. If affected. Waylay may only be used with a claw. etc…” Unlimited Parry SwB 10 Duration: 10 minutes This skill grants unlimited uses of the skill Parry for 10 minutes. OOG Statement: “Counter Attack Stun. if the Myrmidon died during the challenge he immediately falls to the ground and begins his fade count. etc…” Unlimited Parry as Dodge Bld10 Duration: 10 minutes This skill grants unlimited uses of the skill Parry for 10 minutes.the Myrmidon dies during an Undying Challenge he has an immediate decision to make(as soon as he hits the ground from a death effect or is delivered a killing blow). lightest touch is best). 2) When he is subject to a death effect from any source he is immediately revived with his maximum Hit Points(not the double maximum granted at the beginning of the effect. OOG Statement: “Parry.

This skill represents their ability to pull a solution to a sticky situation out of nowhere. OPw 5 Prerequisite: Proficiency With Chosen Weapon Type Type: Specialization This skill grants a permanent +1 specialization bonus to damage with a single weapon type. This skill may be purchased multiple times. but each time it must be purchased for a different weapon type that you are proficient with. OFn 5. Lesser DvD 10. To use this skill in any way other than these the proposed usage must be submitted to staff between events. Here are some possible uses of this skill: Full heal for the user. OPw 9. but each time it must be purchased for a different weapon type that you have Least Weapon Specialization with. This skill may be purchased multiple times. This skill may only be purchased once. IG Statement: “You know what would be really nice right about now?”(state effect) . OFn 9 Prerequisite: Least Weapon Specialization With Chosen Weapon Type Type: Specialization This skill grants a permanent +2 specialization bonus to damage with a single weapon type. DFn 7. Lkm10 Type: Epic (Appropriate Effect Type) Sometimes a Luckblade just gets really. really lucky for no good reason. Shield. Mass 10 armor. and Unarmed) except for certain exotic weapons not listed in the rulebook. Least DPw 6. OOG Statement: “(X+2) Damage” You Know What Would Be Really Nice Right About Now? Lkb10.Type: Proficiency This skill grants proficiency with all weapon types(including Florentine. Weapon Specialization. the highest one takes precedence. Drv8. Mass 10 mundane heal. Restore the user’s mana to half(if you have 40 maximum mana it makes your mana total 20. Specialization bonuses never stack. Grant 25 magic armor to the user. OOG Statement: “(X+1) Damage” Weapon Specialization. it does not restore 20 mana).

Purchasing Spells – Spells are purchased in the same way that skills are purchased. Mass Effect. and Wall. you first determine what type of spell it is you are casting. Divine magic is granted by the Gods of the CRO5 world to their followers and worshippers. though you may purchase all the spells of a certain level if you wish. of which there are a few types: Packet. Mass Effect spells affect all targets within the sound of the caster’s voice. Once you have purchased a spell. Self Only spells may only target the caster of the spell and no spell packet is required to cast them. Any spell may only ever be purchased once. with a few differences. your character is considered to know that spell and may cast it. Self Only. Touch. All magic is divided into two categories: Arcane and Divine. from the forces of all the different kinds of magic that exist. Arcane magic comes from all different sources: the various Planes of the CRO5 world. The following table tells how much mana your character receives for each spell you purchase: Mana per Spell Spell Level Purchased 1 2 2 2 3 3 4 3 5 4 6 4 7 5 8 5 9 6 10 6 A character does not receive any mana for purchasing a skill or attribute. How much mana do I have? – Your character’s mana is determined based on the number of spells of each level that he knows. You always buy specific spells from a level. and they all draw on different kinds of power.Chapter 5 – Spells What is a Spell? – Spells are magical abilities that are cast to produce various effects. You must purchase 2 spells of a given level before your character can learn and purchase spells of the next level. Packet spells require a legal spell packet to be thrown and the spell is effective if it connects with the target’s body. There are all different kinds of magic in the world of CRO5. Touch spells require you to be making physical contact with the person you are casting the spell on(if the target is not comfortable with you making physical contact with them then you may either touch a spell packet to them or be within range of physical contact and hover your hand over their body). Wall spells are represented by a rope of some sort with spell packets tied to each . and can even be manifested by individuals using their mind or soul. and never the entire spell level at once. How do I cast a spell? – Casting a spell is simple.

There are still choices to be made when progressing through the Pyramid. at certain branches(once a character has taken their first spell in that branch) certain spells that a character may know might change. any time you would have to make an OOG statement while you are stating your incantation your spell is considered interrupted. No mana is spent in this case but the spell is not cast. Next you state the incantation of the spell you are casting which is “Prefix. If you character has not learned any of those spells yet. that spell sounds and appears identical to the spell “By the Plane of Fire I burn you. These clarifications are always out of game. You may hear someone cast a spell “By the Plane of Fire I burn you. so a level 1 spell costs 1 mana. 15 fire” but your character doesn’t know how much damage the spell would deal. a level 2 costs 2 mana. which contain their effect in an out of game statement but whose incantations state very vaguely what the spell does. These changes are noted in the rulebook entries for the appropriate school of magic. a numerical amount of damage. or a clarified effect call is NOT in-game and is not heard. Any part of an incantation that contains a duration. 1 fire”. Lastly. To any character. Incant”(the spell prefix is determined by the school you are casting the spell from and the incant is determined by the spell you are casting). your character will learn the new spell denoted in that school of magic’s entry and not the more generic spell that he may have previously purchased. but if you purchase those spells in the future. This is especially important for curses. That’s it. but you still are affected by it in whatever way the out of game clarification told you to take the effect as. What part of an incantation is in-game? – The prefix of a spell is always in-game. In addition. Branching for spells – Branching for spells is slightly more complicated than branching for skills. you only know the quality of the spell as denoted by its incantation. and so on until a level 10 spell costs 10 mana. If you happen to be targeted by a curse you don’t know what the curse does. your character doesn’t know the effect of a spell just because he was hit with it. Interrupting a spell being cast – If the caster of a spell is the target of any offensive action while they are stating the in-game portion of the spell incantation the spell is considered interrupted. or Internal to Spirit) their prefix changes for their spells. so even once your character has seen someone cast Enervating Attack they have no idea exactly what effects it would do if you were to be affected by it. then it does not apply to you. certain high level spells have out of game clarifications built into their incantations. There is no way to discern the degree of a spell being cast. Also.end of it. you spend the appropriate amount of mana for the spell being cast and throw a legal spell packet if necessary(the entire in-game part of the incantation must be completed before the spell packet can be thrown). Likewise. The only case where this happens is with numerical damage spells and weapon enchantment spells. Also. Arcane Magic – Listings which are skills or attributes are listed in Italics . but each time a character learns a new discipline of magic(progressing from Magic to Internal. after you have done these three things you have successfully cast the spell. you always hear this being said in-game. A spell costs its level in mana each time you cast it.

They can draw on these powers to cast magics that effect the Minds and Souls of others. Mind . whether it be the forces of nature or arcane forces. unable to draw on any specific power. They draw their power from the combined forces of all magic. They cast their spells “By the forces around me…” Level External 2 Entangle Lesser Armor Lesser Magic Attack Trip Nature Arcane External branches into Nature and Arcane.Prerequisites – The prerequisites for learning any Arcane Magic are the skills Literate and Magic Literate. They affect the external aspects of creatures. They cast their spells “By the forces of magic…” Level Magic 1 Detect Magic Least Armor Least Magic Attack Stabilize Internal External Magic branches into Internal and External Internal Internalists are in tune with the forces within them. External Externalists draw on the forces around them. They cast their spells “By my own forces…” Level Internal 2 Discern Malady Lesser Heal Self Shun Stabilize Self Mind Spirit Internal branches into Mind and Spirit. Magic Magic-Users are trained in the most simple of Arcane technique. the Mind and the Soul.

Psions are those who are trained in the ability to use their own Mind and Will to assault the Minds and Wills of other creatures. They can grant temporary health to others by empowering their Souls as well as manifesting their Soul in the form of Unholy energy. fire. They are at a disadvantage when facing enemies that do not have a mind. but are trained in manifesting their Will into powerful Force energy. They use the life energy of every plant and animal as well as the inherent magical forces contained within all things. and water . Nature Naturalists are trained in drawing on the natural forces of the world around them. Their focus is on the four elements: air. They cast their spells “By the force of my soul…” Level Spirit 3 Minor Heal Self Minor Health Minor Unholy Attack Remove Disease 4 Fear Resist Disease Restore Limb Tether Water Evil The following spells change when an Internalist becomes a Spiritualist: Least Magic Attack becomes Least Unholy Attack Spirit branches into Water and Evil. They cast their spells “By the force of my will…” Level Mind 3 Confuse Fumble Least Silence Pain 4 Fear Knock Minor Force Attack Minor Heal Self Air Manipulation The following spells change when an Internalist becomes a Psion: Least Magic Attack becomes Least Force Attack Mind branches into Air and Manipulation. earth. Spirit Spiritualists are those who are trained in the ability to use their own Soul to assault and aid the Souls of others.

They cast their spells “By the arcane forces…” Level Arcane 3 Grant Least Feat of Strength Heat Metal Minor Magic Attack Resist Major Damage 4 Bind Knock Magic Weapon Enchantment Minor Arcane Mark of Fire Native Fire Arcane branches into Native and Fire. They cast their spells “By the natural forces…” Level Nature Elemental Weapon 3 Enchantment Minor Elemental Attack Restore Limb Smash 4 Disable Minor Elemental Reduction Minor Blade Poison Resist Physical Magic Earth Death The following spells change when an Externalist becomes a Naturalist: Least Magic Attack becomes Least Elemental Attack Lesser Magic Attack becomes Lesser Elemental Attack Nature branches into Earth and Death. inevitable things. the intersection of all magic that allows it to flow through living things that have spent the time to study the ways to call it. Air Air Mages begin their studies as Psions and progress to a level where they are able to make a connection with the Plane of Air. as those are also natural. The Plane of Air is linked to mind-effects and the element of lightning. They cast their spells “By the Plane of Air…” Level Air 5 Air Weapon Enchantment Moderate Air Attack .as well as life and death. Arcane Arcanists are trained in drawing on the arcane forces.

Resist Mind Effect Silence 6 Moderate Heal Self Least Weakness Sleep Suggestion 7 Air Imbuement Blind Immunity to Air Major Air Attack 8 Air Specialization Charm Monster Immunity to Mind Effects Serious Air Attack 9 Air Shield Lesser W eakness Paralyze Serious Heal Self 10 Air Elemental Form Chain Lightning Critical Air Attack Immunity to Magic The following spells change when a Psion becomes an Air Mage: Least Force Attack becomes Least Air Attack Minor Force Attack becomes Minor Air Attack Manipulation Diplomancers employ the use of the forces of Manipulation to reach their ends. They have major control over the minds of other creatures. and can implant suggestions and even control them to an extent. They cast their spells “By manipulation…” Level Manipulation 5 Minor Mana Burn Moderate Force Attack Resist Mind Effect Silence 6 Charm Person Least Weakness Sleep Suggestion 7 Blind Create Nightmare Feign Death Moderate Mana Burn Truth Lies . They also learn how to better manifest their Will as Force energy.

They cast their spells “By the sins of my ruined soul…” This list is hidden.Manipulation branches into Truth and Lies Water Water Mages begin their studies as Spiritualists and progress to a level where they are able to make a connection with the Plane of Water. They cast their spells “By the Plane of Water…” Level Water Ice Weapon 5 Enchantment Mass Stabilize Moderate Heal Moderate Health 6 Major Armor Moderate Ice Attack Repair Limb Resist Magic 7 Dispel Magic Immunity to Fire Mass Lesser Heal Major Health 8 Break Bone Ice Imbuement Serious Armor Serious Heal Self 9 Critical Health Regrow Limb Resurrection Water Specialization 10 Invulnerability Paralyze Supreme Armor Water Elemental Form The following spells change when a Spiritualist becomes a Water Mage: Least Unholy Attack becomes Least Ice Attack Minor Unholy Attack becomes Minor Ice Attack Evil Occultists give into the darkness in their Souls and embrace it. They have power over Death and Undeath and manifest their Souls in the form of Unholy energy that can even drain the life force from other creatures. empowering themselves through the very corruption that consumes them. The Plane of Water is linked to protection and the element of ice. . Evil branches into Necromancy and Infernalism.

Do not confuse a Mortumancer with a Necromancer. and drawing on any element they need to manipulate. They specialize in creating poisons through magical means. They cast their spells “By the Plane of Earth…” Level Earth Magic Weapon 5 Enchantment Minor Feat of Strength Moderate Armor Nullify Toxin 6 Moderate Elemental Attack Moderate Health Resist Magic Resist Toxin 7 Immunity to Elements Major Armor Mending Moderate Feat of Strength 8 Elemental Imbuement Ironwood Specialization Least Strength Serious Health 9 Earth Specialization Magic Imbuement Major Feat of Strength Serious Elemental Attack 10 Earth Elemental Form Regenerate Armor Regeneration Mass Magic Weapon Enchantment Death Mortumancers are Naturalists who concentrate their studies on the cycle of death and learn to gain the power of death itself. the former has power of death while the latter has power over undeath. dealing death to their enemies.Earth Earth Mages being their studies as Naturalists and progress to a level where they are able to make a connection with the Plane of Earth. The Plane of Earth is linked to physical power and the ability to call on all different elements. They cast their spells “Against the cycle of life…” Level Death 5 Minor Drain Life Moderate Blade Poison Moderate Elemental Attack .

and the ability to call on fire to burn things. The Plane of Fire is linked to the manipulation of fire. both magical and mundane.6 7 Tether Blade Poison Pain Break Bone Dispel Magic Resist Death Magic Death’s Deliverance Major Elemental Attack Slay Transfer Limb Curse Shadow Death branches into Shadow and Curse. Fire Fire Mages begin their studies as Arcanists and progress to a level where they are able to make a connection with the Plane of Fire. They cast their spells “By the Plane of Fire…” Level Fire 5 Disable Magic Weapon Enchant Minor Mana Burn Moderate Fire Attack Arcane Mark of Moderate 6 Fire Double Minor Fire Attack Immunity to Fire Mass Lesser Fire Attack 7 Dispel Magic Fire Imbuement Major Fire Attack Resist Supreme Damage 8 Arcane Mark of Serious Fire Fire Shield Fire Specialization Wall of Fire 9 Critical Fire Attack Fire Quickening Mass Heat Metal Quadruple Minor Fire Attack 10 Disintegrate Fire Elemental Form Mass Moderate Fire Attack Supreme Fire Attack Native .

Truth Theurges are Diplomancers who focus their studies on preserving truth in the world as well as protecting themselves using their Will. They have much utility in the spells they can cast. but are not specialized in any single aspect. They cast their spells “By the native forces…” Level Native 5 Dispel Magic Moderate Air Attack Resist Magic Silence 6 Magic Imbuement Major Armor Major Earth Attack Web Arcane Mark of 7 Major Fire Mending Serious Ice Attack Spell Turning Abjuration Evocation Native branches into Abjuration and Evocation. The control they have over their own Will is vast and can control the Will of others to a high degree. They cast their spells “By the truths of this world…” Level Truth 8 Greater Silence Immunity to Mind Effects Paralyze True Speech 9 Charm Monster Harmony Major Knock Mass Silence 10 Dominate Mana Retention Mind Quickening Serious Force Attack .Nativists concentrate their studies on general arcane power that is native to the world around them and read the books of magic from ages long past and increase their connection to the nexus of all magic forces.

They cast their spells “By the forces of undeath…” This list is hidden. They call on these flaws and manipulate them to accomplish spells that leave their foes helpless. They sign everything over to their patron for the power that they seek. Their power culminates with the ability to assume the form of the very creatures they control and creates constructs and other powerful undead creatures. Necromancy Necromancers have supreme control over the arcane forces of Undeath. are corrupted to an extent that they do not even visit death when they die. They maintain the control over death from being Mortumancers but augment it with the understanding of all the flaws that are inherent in all natural things. Infernalism Infernalists make a pact with a powerful infernal being in exchange for incredible amounts of power.Lies Liemancers are Diplomancers who focus their studies on destroying truth and deceiving anyone they need to in order to reach their goals. Curse Hexers have control over powerful curse magic. They cast their spells “By the aid of (patron’s name)…” This list is hidden. They cast their spells “By deception…” This list is hidden. They have the most power over the minds of other creatures and can cast spells without speaking incants as well as casting spells with false incantations. if they still even have them. Their Souls. They cast their spells “By the flaws of nature…” Level Curse 8 Curse of Nature Fecundity Revenance Serious Elemental Attack 9 Blade Poison Death Curse Specialization Curse of Forbearance Death 10 Critical Elemental Attack Curse of Tragedy Curse of Vulnerability Resurrection Shadow .

They cast their spells “By the shadows of nature…” Level Shadow Force Weapon 8 Enchantment Serious Force Attack Shadow Force Conversion Shadow Step Critical Force 9 Attack Death Shadow Force Specialization Wall of Force 10 Disjunction Penumbral Form Shadow Force Infusion Supreme Force Attack Abjuration Abjurers are Nativists who learn how to cast their spells in opposition to all other magic. The energies they manipulate are similar to Force energy but they have the ability to destroy all other forms of magic.Nyctomancers control the power of the shadows of nature. Every shadow around them gives them great strength and they can draw powerful Force energy from these shadows around them. They draw on the darkness that others cannot see. but is also incredibly powerful. The Anti-Magic that they wield is very dangerous. They cast their spells “Against the arcane forces…” Level Abjuration 8 Anti-Magic Ray Arcane Mark of Dispel Magic Double Resist Magic Serious Force Attack 9 Disjunction Immunity to Normal Weapons Mass Dispel Magic Wall of Force 10 Anti-Magic Zone Immunity to Magic Invulnerability Wall of Disjunction Evocation .

Evokers are Nativists that concentrate their studies on drawing power from all the Planes to fuel their magics. How is Divine Magic different from Arcane Magic – There aren’t many differences between Arcane and Divine Magic. They cast their spells “By Evoking Forces…” Level Evocation 8 Double Resist Magic Mass Minor Fire Attack Transformation Weapon Channeling 9 Critical Air Attack Energy Specialization Evocation Specialization Immunity to Energy Mass Moderate Earth 10 Attack Quadruple Minor Ice Attack Supreme Fire Attack Supreme Transformation Divine Magic Prerequisites – The prerequisite for learning any Divine Magic is Divine Favor. The Demi-God’s lists are the same as the Major God’s lists except for the skills/spells that have another skill/spell listed next to them underneath . Divine Magic is power granted by a God or DemiGod to their followers. Divine Magic is split into 7 lists with variations on each list depending on the Demi-Gods that preside underneath the Gods. They can call on virtually any power necessary to harm any foe in the most effective way. They also learn how to specialize in specific energies and grant protection from the energies they draw on. Mana is gained in the same progression as for Arcane Magic.

Her followers seek to aid the injured. Liche(lie-SHAY) – Life – “By the virtue of Liche…” – Liche is the Mother Goddess. and helpless. Note – Entries in italics are skills or attributes. sick. Osane(o-SAH-nay) – Healing – “By the virtue of Osane…” – Osane is the DemiGoddess of Healing. Divine Magic costs the same amount of XP to learn as Arcane Magic does.a Demi-God’s heading. Her followers protect those that cannot protect themselves. but there are no branches in Divine Magic. Sharma(SHAR-muh) – Protection – “By the virtue of Sharma…” – Sharma is the Demi-Goddess of Protection. the bringer of life. Otherwise. Level Lichey 1 Detect Poison Discern Malady Least Armor Least Heal 2 Lesser Heal Shun Stabilize Self Turn Undead 3 Minor Armor Minor Heal Remove Disease Restore Limb 4 Minor Health Nullify Toxin Resist Disease Tether Mass Least Heal Moderate Heal Repair Limb Resist Toxin Identify Malady Lichey’s Blessing Major Heal Moderate Health Major Health Regrow Limb Osane Sharma Minor Heal Self Lesser Armor Moderate Heal Self Moderate Armor 5 6 Osane’s Blessing Sharma’s Blessing 7 . Her followers hold life sacred over all other things. Those spells are available instead of the God’s spell that occupies that slot.

Resist Physical Magic Serious Heal 8 Immunity to Unholy Resist Magic Resurrection Serious Armor 9 Critical Heal Immunity to Normal Weapons Mass Remove Disease Supreme Regrow Limb 10 Lichey’s Gift Mass Major Heal Supreme Heal True Resurrection Resist Anything Restoration Osane’s Gift Sharma’s Gift Emassen(eh-MASS-in) – Order – “By the truths of Emassen…” – Emassen is the God of Order. the Lawbringer. Lamont(luh-MAHNT) – Justice – “By the truths of Lamont…” – Lamont is the Demi-God of Justice.Truth – “By the truths of Amittai…” – Amittai is the Demi-God of Truth. His followers are instruments of his hand and bring justice to those who would disobey order. Level Emassen 1 Detect Magic Detect Poison Least Armor Least Holy Attack 2 Entangle Lesser Heal Lesser Holy Strike Stabilize Self 3 Discern Malady Minor Armor Minor Holy Attack Turn Undead 4 Bind Holy Weapon Enchant Knock Amittai Lamont Magic Bonds Least Inhibit Sleep Lesser Inhibit . His followers spread his word throughout the world and fight against all forms of falsities. Amittai(AH-mi-tie) . His followers bring law and order with them and seek to put an end to chaos.

Minor Heal Moderate Armor Moderate Holy Strike Remove Mind Effect Silence 6 Emassen’s Blessing Major Holy Strike Moderate Heal Resist Mind Effect 7 Holy Imbuement Major Armor Major Holy Attack Web 8 Dispel Magic Greater Silence Resist Death Magic Serious Armor Immunity to Mind 9 Effects Immunity to Unholy Major Knock Resurrection 10 Critical Armor Critical Holy Strike Emassen’s Gift Holy Aura 5 Amittai’s Blessing Lamont’s Blessing Suggestion Minor Inhibit Amittai’s Gift Lamont’s Gift Tallain(tuh-LAYN) – War – “By the vigor of Tallain…” – Tallain is the God of War. His followers are known for their ability to bring the fight with them. His followers are warriors.Brutality – “By the vigor of Bulwark…” Lev el Tallain 1 Least Armor Least Magic Attack Stabilize Stabilize Self 2 Fumble Lesser Feat of Strength Lesser Heal Trip Brand Bulwark Grant Least Feat of Strength Lesser Strike . and anyone that likes a good fight.Strategy – “By the vigor of Brand…” Bulwark(BULL-wark) . Brand(BRAND) . generals.

3 Heat Metal Magic Weapon Enchant Minor Armor Smash 4 Disable Minor Feat of Strength Minor Heal Resist Major Damage 5 Moderate Armor Moderate Magic Attack Parry Restore Limb 6 Berserker Rage Resist Physical Magic Revenance Tallain’s Blessing 7 Break Bone Major Armor Major Magic Attack Moderate Heal 8 Least Strength Magic Imbuement Major Feat of Strength Serious Armor Immunity to Mind 9 Effects Maim Resist Magic Serious Magic Attack 10 Serious Heal Resurrection Tallain’s Gift Vengeful Aura Grant Lesser Feat of Strength Minor Strike Brand’s Blessing Bulwark’s Blessing Mass Magic Weapon Enchant Major Strike Brand’s Gift Bulwark’s Gift Kia(KAI-uh) – Nature – “By the forces of Kia…” The Griffin .Skies – “By the forces of The Roc…” .Ocean – “By the forces of The Kraken…” The Roc .Hunter – “By the forces of The Griffin…” The Kraken .

The Unicorn – Protector/Preserver – “By the forces of The Unicorn…” Leve l 1 Kia Detect Poison Least Armor Least Elemental Attack Least Heal Discern malady Entangle Lesser Elemental Attack Turn Elemental Elemental Weapon Enchantment Minor Elemental Attack Minor Elemental Reduction Minor Heal Bind Griffin Kraken Roc Unicorn 2 Ice Weapon Enchantment Lesser Strike(Ranged Weapon Only) Air Weapon Enchantment Lesser Armor 3 4 5 6 Heat Metal Minor Armor Nullify Toxin Moderate Elemental Attack Moderate Heal Resist Toxin Restore Limb Elemental Imbuement Kia's Blessing Moderate Armor Web Double Minor Elemental Attack Major Elemental Attack Major Heal Repair Limb Charm Monster Elemental Shield Elemental Minor Strike(Ranged Weapon Only) Resist Ice Resist Air Resist Physical Magic Griffin’s Blessing Kraken’s Blessing Roc’s Blessing Unicorn’s Blessing 7 8 Major Ice Air Immunity to .

Insanity – “By the fortune of Bedlam…” Osku(OH-sku) .Hospitality – “By the fortune of Aspacio…” Bedlam(BED-lum) .Revelry – “By the fortune of Osku…” Rachana(ra-SHA-na) .Artistry – “By the fortune of Rachana…” Level Cheynal 1 Detect Magic Least Armor Least Heal Self Stabilize 2 Lesser Armor Shun Stabilize Self Trip Fear Least Silence Resist Disease Smash Confuse Holy Weapon Enchantment Knock Restore Limb Magic Weapon Enchant Moderate Heal Aspacio Bedlam Osku Rachana Lesser Heal Pain Poison Intoxicate Arcane Mark of Minor Fire 3 4 Remove Disease Unholy Weapon Enchantment Resist Toxin Arcane Mark of Confuse 5 .Mastery Immunity to Elements 9 Least Strength Resurrection Serious Elemental Attack Wall of Elements Critical Elemental 10 Attack Curse of Nature Kia’s Gift Regeneration Strike(Ranged Weapon Only) Specialization Specialization Normal Weapons Griffin’s Gift Kraken’s Gift Roc’s Gift Unicorn’s Gift Cheynal(shay-NAHL) – Luck – “By the fortune of Cheynal…” Aspacio(eh-SPA-si-oh) .

Preservation – “By the might of Argider…” Yersinia(yer-SIH-ni-uh) .6 7 Self Nullify Toxin Silence Cheynal’s Blessing Force Weapon Enchantment Fortunate Deliverance Resist Magic Major Armor Mass Stabilize Remove Mind Effect Resist Mind Effect Dispel Magic Holy Imbuement Resist Anything Serious Heal Self Alacrity Force Imbuement Force Shield Resurrection Alter Fortune Cheynal’s Gift Disjunction Remove Curse Aspacio’s Blessing Bedlam’s Blessing Osku’s Blessing Rachana’s Blessing 8 Restoration Unholy Imbuement Mass Poison Intoxicate Arcane Mark of Dispel Magic 9 10 Aspacio’s Gift Bedlam’s Gift Osku’s Gift Rachana’s Gift Balruune(bahl-RUNE) – Undeath – “By the might of Balruune…” Argider(AR-jih-der) .Plague – “By the might of Yersinia…” Level Balruune 1 Least Armor Least Unholy Attack Stabilize Stabilize Self 2 Lesser Armor Lesser Unholy Attack Rebuke Undead Trip Minor Animate 3 Corpse Argider Yersinia Lesser Drain Life Lesser Diseases .

Nalith(NAH-lith) – Death/Deception – “By the shadows of Nalith…” Conium(KO-ni-um) .4 Minor Armor Minor Unholy Attack Repair Undead Minor Drain Life Resist Disease Tether Unholy Weapon Enchant Resist Physical Magic Minor Diseases This list is hidden from level 5 up.Poison – “By the shadows of Conium…” Itzal(ITZ-uhl) . .Shadows – “By the shadows of Itzal…” Level Nalith 1 Least Air Attack Least Blade Poison Least Unholy Attack Stabilize 2 Fumble Lesser Heal Self Lesser Unholy Attack Stabilize Self Minor Air Attack Minor Blade Poison Minor Unholy Attack Turn Undead Blade Poison Silence Minor Drain Life Pain Unholy Weapon Enchant Conium Itzal Blade Poison Shun Lesser Force Attack 3 4 Force Weapon Enchant Blade Poison Pain This list is hidden from level 5 up.

Name Abjuration Air Amittai Arcane Argider Aspacio Balruune Bedlam Brand Bulwark Cheynal Conium Curse Death Earth Emassen Evil Evocation External Fire Griffin Infernalism Internal Itzal Kia Kraken Lamont Liche Lies Magic Manipulation Mind Nalith Native Nature Necromancy Osane Osku Rachana Roc Abbreviation Abj Air Amt Arc Arg Asp Bal Bed Bra Bul Chy Con Crs Dth Ert Ems Evl Evk Ext Fir Grf Inf Int Itz Kia Krk Lmt Lic Lie Mag Mnp Mnd Nth Ntv Nat Nec Osn Osk Rch Roc .

Incant: “…I electrocute you. Minor (Air4) Type: (Air)Damage(Packet) The target of this spell takes 4 points of lightning damage. Major Air7 Type: (Air)Damage(Packet) The target of this spell takes 10 points of lightning damage.” Air Attack. 4 lightning. Ntv5 Type: (Air)Damage(Packet) The target of this spell takes 7 points of lightning damage. Incant: “…I electrocute you. Incant: “…I cause you to fall in agony. Moderate Air5. 10 lightning. 7 lightning. The target must drop to the ground.Shadow Sharma Spirit Tallain Truth Unicorn Water Yersinia Shd Shm Spt Tln Trt Uni Wtr Yrs Air Attack. Least (Air1) Type: (Air)Damage(Packet) The target of this spell takes 1 point of lightning damage. Incant: “…I electrocute you. 1 Lightning.” Air Attack.” Air Attack. Serious Air8 Type: (Air)Damage(Packet) . The target can take no offensive actions of any kind but may defend themselves normally. Incant: “…I electrocute you. screaming in agony.” Air Attack.” Agony Type: Mind-Effect(Packet) Duration: 1 minute The target of this spell is overcome with great pain for 1 minute.

Air Weapon Enchant. The spell Disjunction will end this spell immediately and leave the caster dead The caster of this spell must don an appropriate costume(at least a mask) and can only use their claws for the duration of this spell(which they must have with them when they cast this spell). Evk9 Type: (Air)Damage(Packet) The target of this spell takes 20 points of lightning damage. Air Imbuement. They cannot be woken up for 10 minutes even if healed to more than 0 hit points. Incant: “…I imbue my/your body with lightning. These spells are cast as quickened spells. If the caster is reduced to 0 hit points. If the caster cannot fulfill these requirements. and Fear.The target of this spell takes 15 points of lightning damage. bleeding out. all of the caster’s possessions become intangible and cannot be taken from them.” Air Imbuement Air7 Type: (Air)Imbuement(Touch) The target of this spell will swing “Lightning” with any weapon they wield for 10 minutes.” . they immediately revert to their normal form and are unconscious. at 0 hit points.” Air Elemental Form Air10 Type: Epic(Air)Form(Self-Only) Duration: 1 hour The caster of this spell transforms themselves into an air elemental for 1 hour. Their stats become the following: Their hit points are restored and doubled. they cannot cast this spell. Incant: “…I electrocute you.” Air Attack. 15 lightning. Charm Monster. At the time of casting. This spell costs double the normal mana cost for a level 10 spell for the caster This spell may only be cast once per refresh Incant: “…I assume the form of an air elemental. Incant: “…I electrocute you. Silence. or used by them. They gain claws that swing “mundane lightning” They gain immunity to normal weapons and weapons enchanted with Lightning They gain immunity to Mind Effects Earth damage from any source deals double damage to them They can throw packets for “4 mundane lightning” a number of times equal to their character level(these cannot be used to heal the caster) Any spell or mundane Lightning damage that would deal damage to them instead heals them the same number of hit points They cannot cast any spells except for: Least Silence. Critical Air10. This effect will stack with a weapon enchantment so that a person can swing two energy types with a single weapon. 20 lightning. for the duration of this spell(this includes magic items except for those specifically designed to function for elementals).

Incant: “…I shield myself with radiant Lightning. 7 fire to all that. A weapon can never be enchanted with more than one energy type. Air Weapon Enchantment Air5. 7 lightning.Air Mastery Roc8 Type: Attribute This attribute grants +1 damage with all Air Attack spells cast.”) When the armor is all destroyed. or 10 minutes pass. . Incant: “…I enchant this weapon with lightning.” Air Specialization Air8 Type: Attribute This skill represents and Air Mage’s mastery of control over the Plane of Air. but the enchantment will end if the weapon is shattered. Any time this armor is damaged by a melee attack.” Alter Fortune Chy10 Type: Healing(Touch) The target of this spell must have suffered a True Death to be targeted by this spell. Amittai’s Gift Amt10 Type: Attribute This skill grants a worshipper of Ammitai the ability to commune with his God and receive an answer to a single question.” Amittai’s Blessing Amt6 Type: Attribute This skill grants a worshipper of Ammitai True Speech(please refer to the True Speech entry). This communing must be done between games and the player is allowed to submit a single question to the staff for which he will receive an answer at check-in of the following event. One per day per character level the purchaser of this skill can cast Fear without spending any mana to cast it. Incant: “…I alter your fate to save you from being truly dead. This means that they can be brought back to life by the spell Resurrection instead of needing True Resurrection. or given to someone else. Roc2 Type: (Air)Enchantment(Touch) Duration: 10 minutes This spell enchants a single weapon with lightning for 10 minutes. the attacker is damaged by 7 lightning. A creature does not start being affected by the flashback damage until you inform them of it(you can’t say “Oh. This attribute also grants the Air Mage permanent immunity to magical Fear effects. this spell ends. Air Shield Air9 Type: (Air)Armor(Self Only) Duration: 10 minutes or Until Used This spell grants the caster 10 armor. so flashback damage bypasses protections but not immunities. dropped. flashback. This weapon will remain enchanted if disarmed. After having this spell cast on them the target is treated as if they suffered a normal death instead of a True Death.” The fire is mundane but the source is magic. The call for this is “Flashback. A lightning shield is a very visible effect so it should be clarified that you have it to anyone that did not hear it be cast.

) When the zombie reaches 0 hit points.” Arcane Mark of Dispel Magic Abj8. though it cannot run. it falls to the ground dead and the spell is ended. AntiMagic Zone may only be cast once per Gift and costs double the normal mana cost. meaning that it bypasses all protections and immunities(they are also suppressed by the anti-magic zone’s effects. In addition this spell functions as Dispel Magic against the target. and swings base damage with whatever weapon it wields(it can wield whatever weapon(s) the creature has. magic effects. or attributes of the creature that it was. Rac2 Type: (Fire)Damage(Touch) Duration: Until Used . Rac8 Type: Anti-Magic(Touch) Duration: Until Used This spell allows the caster to imbue a single arcane mark that they have drawn(a single. Minor Bal3 Type: Necromancy(Touch) Duration: 10 minutes This spell will animate a single corpse as a 4 hit point zombie.) This zone persists for 10 minutes and the caster cannot move his feet for these 10 minutes or the zone is dispelled. Incant: “…I create an anti-magic zone. the creature turns to dust(go to Death immediately.) This is an undeniable effect. ornate symbol) with the ability to dispel magic on the first living thing that views it that is not the caster. See Chapter ??? for more information on Arcane Marks.) Incant: “…I animate this corpse as a zombie.” Arcane Mark of Fire. See Chapter ??? for more information on Arcane Marks. spell-like abilities.” Anti-Magic Ray Abj8 Type: Anti-Magic(Packet) Duration: 10 minutes The target of this spell cannot cast any spells or use any spell-like abilities for 10 minutes. ornate symbol) with the ability to confuse the first living thing that views it that is not the caster. It should be stated every minute or when someone new enters the zone that there is an Anti-Magic Zone in effect. Because it is freshly animated. and magic items within the sound of their voice for 10 minutes. large. it will move at a regular speed. rituals.” Arcane Mark of Confuse Rac4 Type: Mind-Effect(Touch) Duration: Until Used/1 minute This spell allows the caster to imbe a single arcane mark that they have drawn(a single large. spells.” Anti-Magic Zone Abj10 Type: Epic Anti-Magic(Mass-Effect) Duration: 10 minutes The caster of this spell creates a zone of anti-magic that suppresses all spell casting. Incant: “…I suppress your casting abilities and magic. undeniable. Incant: “…I imbue this arcane mark with confuse. This includes his own casting abilities(except for the ability to maintain this spell. It has none of the skills.Animate Corpse. Incant: “…I imbue this arcane mark with dispel magic. If targeted with a Resurrection effect while this spell is active. Minor Arc4. n 4 hit points.

Moderate Ems5. Serious Fir8 Type: (Fire)Damage(Touch) Duration: Until Used(lasts through Gift) This spell allows the caster to imbue a single arcane mark that they have drawn(a single. 1 armor.” Armor.” Armor.” Armor. Incant: “…I imbue this arcane mark with serious fire. 4 armor. See Chapter ??? for more information on Arcane Marks. Ert5. which is damaged before any other armor or hit points. Ems1. Kia1. large. 2 armor.This spell allows the caster to imbue a single arcane mark that they have drawn(a single. See Chapter ??? for more information on Arcane Marks. Lesser Bal2*. ornate symbol) with the ability to deal 7 mundane fire damage to the first living thing that views it that is not the caster. See Chapter ??? for more information on Arcane Marks. Incant: “…I imbue this arcane mark with moderate fire. Kia6. Incant: “…I imbue this arcane mark with minor fire. Chy2*. Grf4. Tln1 Type: Armor(Touch) The target of this spell is granted 1 magical armor point. large. ornate symbol) with the ability to deal 10 mundane fire damage to the first living thing that views it that is not the caster. Mag1. ornate symbol) with the ability to deal 15 mundane fire damage to the first living thing that views it that is not the caster. Ems3. ornate symbol) with the ability to deal 4 mundane fire damage to the first living thing that views it that is not the caster. Incant: “…I shield myself/you. Shm2. large. Tln3. Least Bal1.” Arcane Mark of Fire. Minor Bal3.” Armor. Ext2. Shm4. Incant: “…I shield myself/you. Bed2. Unc2 Type: Armor(Touch) This spell functions identically to Least Armor except it grants 2 armor instead of 1. See Chapter ??? for more information on Arcane Marks. Major Ntv7 Type: Damage(Touch) Duration: Until Used(lasts through Gift) This spell allows the caster to imbue a single arcane mark that they have drawn(a single. Tln5. Moderate Fir6 Type: (Fire)Damage(Touch) Duration: Until Used(lasts through Gift) This spell allows the caster to imbue a single arcane mark that they have drawn(a single.” Arcane Mark of Fire. Unc4 Type: Armor(Touch) This spell functions identically to Least Armor except it grants 4 armor instead of 1. Kia4*. Chy1.Incant: “…I imbue this arcane mark with major fire. large. Lic1.” Arcane Mark of Fire. Incant: “…I shield myself/you. Wtr5 Type: Armor(Touch) .

Lic8*.” Armor. Ems8. They then gain a number of castings of Lesser “energy” Attack equal to their character level until their next refresh. Incant: “…I shield myself/you. Repair Limb. Tln7. Incant: “…I shield myself/you. Bedlam’s Gift Bed10 Type: Attribute This skill grants a worshipper of Bedlam the gift of Wild Invulnerability. At check-in and at each refresh the user of this skill rolls a die to determine an energy type. Aspacio’s Gift Asp10 Type: Attribute This skill grants a worshipper of Aspacio the ability to remove adverse effects from those around him.) The user is not required to sing or play any sort of music when they use this and their IG statement changes to “By the fortune of Aspacio your wounds mend.This spell functions identically to Least Armor except it grants 7 armor instead of 1. Shm8. At check-in and at each refresh the user of this skill rolls a die to determine an effect type. Incant: “…I shield myself/you. Remove Disease. Serious Bnd8. Supreme Wtr10 Type: Armor(Touch) This spell functions identically to Least Armor except it grants 25 armor instead of 1. as per the Troubador ability(please refer to the Lay on Hands entry in the skills section.” This effect is not a spell. All of these spells are cast “By the fortune of Aspacio…” Bedlam’s Blessing Bed6 Type: Attribute This skill grants a worshipper of Bedlam the gift of Wild Magic.” Armor.” Armor. Wtr8 Type: Armor(Touch) This spell functions identically to Least Armor except it grants 15 armor instead of 1. Ntv6. Remove Mind Effect. The user gains immunity to that effect type until their next refresh. 25 armor. Major Chy7. Wtr6 Type: Armor(Touch) This spell functions identically to Least Armor except it grants 10 armor instead of 1. Tln8*. Ems7. Incant: “…I shield myself/you. This immunity counts as an attribute immunity. 15 armor. 2 mundane heal. 20 armor. Once per refresh per character level he may cast one of the following spells: Nullify Toxin.” Aspacio’s Blessing Asp6 Type: Attribute This skill grants a worshipper of Aspacio the skill Lay on Hands.” Armor. so they may stack this with other immunities. Ert7. 10 armor. Critical Ems10 Type: Armor(Touch) This spell functions identically to Least Armor except it grants 20 armor instead of 1. Incant: “…I shield myself/you. 7 armor. . Restore Limb.

Incant: “…I coat this blade in minor poison. This poison is not magical.” Incant: “…I coat this weapon with silence poison. Pain Con4.” Blade Poison.” Incant: “…I coat this weapon with shun poison. Incant: “…I coat this weapon in least poison. Incant: “…I coat this weapon with moderate poison. Incant: “…I bind your hands. Kia4 Type: Physical(Packet) Duration: 10 minutes The target of this spell has their hands bound. Nth4* Type: (Poison)(Touch) Duration: Until Used This spell functions identically to Least Blade Poison except it coats a single weapon with poison that will deal “Poison Silence. Chy5. Shun Con2 Type: (Poison)(Touch) Duration: Until Used This spell functions identically to Least Blade Poison except it coats a single weapon with poison that will deal “Poison Shun.” . the poison on this weapon follows all of the rules for Poisons(listed in Chapter ???).” Blade Poison. Dth6 Type: (Poison)(Touch) Duration: Until Used This spell functions identically to Least Blade Poison except it coats a single weapon with poison that will deal “Poison Pain. Minor Nat4.” Incant: “…I coat this weapon with pain poison. so dispel magic will not remove it.” Blade Poison. They may not attack with a weapon or cast any spells that require a packet to be thrown. Death Crs9 Type: (Poison)(Touch) Duration: Until Used This spell functions identically to Least Blade Poison except it coats a single weapon with poison that will deal “Poison Death. Silence Con4.” Incant: “…I coat this weapon with death poison. Nth3 Type: Poison(Touch) Duration: Until Used This spell functions identically to Least Blade Poison except it coats a single weapon with poison that will deal “4 poison”. Least Nth1 Type: Poison(Touch) Duration: Until Used This spell will coat one weapon with enough poison to strike once for “1 poison”.” Blade Poison. Moderate Dth5 Type: (Poison)(Touch) Duration: Until Used This spell functions identically to Least Blade Poison except it coats a single weapon with poison that will deal “7 poison”.” Blade Poison.” Blade Poison.Bind Arc4. Once cast.” Blade Poison. Ems4*. +2 strength or lesser escape will overcome this effect.

the remaining unused packets are lost. as long as it has a mind. Kia8. Wtr8 Type: (Water)Physical(Packet) The target of this spell has a single. Incant: “…I break your right/left arm/leg. etc…” Charm Monster Air8. These packets cannot be resisted as magic. Trt9 Type: Mind-Effect(Packet) Duration: 10 minutes The target of this spell. they cannot even wield a boffer weapon in an effort to protect themselves. In fact. The target will not attack its friends or do . stated limb broken as if by the skill break bone. 7 mundane lightning. but if a situation is unsafe.” Brand’s Blessing Bra6 Type: Attribute This skill grants a worshipper of Brand the ability to cast the spell Minor Armor a number of times per refresh equal to his character level without spending any mana.Blind Air7. They may hold onto a shield if they have one but must keep it stationary. It is considered good roleplaying to Out of Game close your eyes to emulate the effect of being blind. Brand’s Gift Bra10 Type: Attribute This skill grants a worshipper of Brand the ability to cast the spell Magic Imbuement a number of times per refresh equal to his character level without spending any mana. 7 mundane lightning. If all of these packets are not used within a minute. They may still cast spells that do not require a packet to be thrown.” Bulwark’s Blessing Bul6 Type: Attribute This skill grants a worshipper of Bulwark the ability to use the skill Lesser Strike a number of times per refresh equal to his character level. close to their body. will treat the caster as an ally for 10 minutes. Chain lightning may only be cast once per refresh and costs double mana to cast. it is acceptable to open your eyes. Break Bone Dth6. Chain Lightning Air10 Type: Epic(Air)(Packet) Duration: 1 minute or until expended The caster of this spell calls on mundane lightning and channels it through their body. 7 mundane lightning. The creature will follow basic commands. The caster is able to throw packets for “7 mundane lightning” equal to their character level. Incant: “…I call upon chain lightning. Incant: “…I blind you. because they are mundane lightning. Bulwark’s Gift Bul10 Type: Attribute This skill grants a worshipper of Bulwark Least Weapon Specialization with a weapon type of his choice. but may not use any defensive skills. but is not entirely under the control of the caster. They cannot take any offensive actions. Chy8. Mnp7 Type: Mind-Effect(Packet) Duration: 1 minute The target of this spell is stricken blind for 1 minute.

If the caster attacks the target. Incant: “…I create this nightmare in your mind(state nightmare). defensive skills can be used and the confusion is broken. The target will not attack its friends or do anything that would harm itself or its allies. Stabilize. this spell ends. enchanted weapon strikes. Mnd3 Type: Mind-Effect(Packet) Duration: 1 minute The target of this spell is utterly confused for 1 minute. Incant: “…I charm this humanoid to be my ally. this spell ends. This spell will only affect a humanoid(PC race). Incant: “…I make you vulnerable with corruption.” Create Nightmare Mnp7 Type: Mind-Effect(Touch) Duration: 10 minutes This spell can only be cast on a sleeping target.” Curse of Forbearance Crs9 Type: Epic Curse(Packet) Duration: Permanent The target of this spell loses the ability to use their highest level of skills and spells. If the target has two lists of skills that are the same level they lose the use of the highest level of both lists. Mnp6 Type: Mind-Effect(Packet) Duration: 10 minutes The target of this spell.” Corrupt Type: (Unholy)(Packet) Duration: 10 minutes The target of this spell takes double damage from any numerical unholy or hellfire source(spell damage. Skills lost to this curse are still “restored” at each refresh such that . etc…) for 10 minutes. the target only loses the ability to use spells. Kia6. This curse does not affect the target’s mana total. Incant: “…I charm this creature to be my ally. Chy4*.” Cheynal’s Blessing Chy6 Type: Attribute This skill grants a worshipper of Cheynal a number of free castings per refresh equal to his character level. Since the target is not technically asleep. will treat the caster as an ally for 10 minutes. and Stabilize Self. but may be any combination of these spells. These free castings may only be used with the spells Lesser Armor. If the caster attacks the target. the most prominent one being that Death will always look favorably upon him when he dies. The creature will follow basic commands. The target of this spell awakens from sleep and must roleplay the nightmare that they are given for 10 minutes. This spell will only function against living targets that have a soul. This means that the highest numerical level of skills the target possesses become totally unusable. The target cannot take any offensive actions for this minute. but if attacked. Incant: “…I utterly confuse you. Cheynal’s Gift Chy10 Type: Attribute This skill grants a worshipper of Cheynal immense luck. but is not entirely under the control of the caster. He will experience various benefits of being so lucky. as long as it has a mind. Confuse Bed4.anything that would harm itself or its allies. damage will not end this effect.” Charm Person Chy6.

Death Crs9. out of game. Incant: “…I grant you a forbearing curse. out of game. out of game. there are roleplaying implications involved with this. out of game. when cast on a dead target that has a soul. Incant: “…I grant you a curse that makes your life tragic. Shd9 Type: Death(Packet) This spell delivers a Killing Blow to a living target instantly without damaging any of their armor.” Death’s Deliverance Dth7 Type: Necromancy(Touch) This spell.” Curse of Vulnerability Crs10 Type: Epic Curse(Packet) Duration: Until Removed The target of this spell takes double damage from any numerical source that damages him. In addition. Curse of Nature may only be cast once per Gift and costs double mana. This curse does not affect attributes. Like all curses. Fts9. Curse of Vulnerability may only be cast once per Gift and costs double mana. Incant: “…I grant you nature’s curse. Incant: “…I grant you death. will immediately send its soul to Death(go OOG and seek Death[see chapter ??? on Death].” Curse Specialization Crs9 Type: Attribute This skill grants a Hexer the ability to cast Disable or Elemental Weapon Enchant once per day per character level without spending any mana. Mag1 Type: (Touch) . They may benefit from all t ypes of armor as normal. Like all curses. These spells can be cast in any combination. such as that from potions.” Detect Magic Chy1. no effect from magical healing.when the curse is removed if the target had uses of those skills left they can still use them. Ems1. meaning that no avoidance skill other than Avoid may be used to negate the effect. of who they cast it on. every effect used against the target is considered Accuracy. In addition. but the number of free castings is equal to the character’s level. your hit points cannot be raised above 1. They may not benefit from any numerical healing spells and cannot be granted any type of temporary hit points. at their soonest convenience.” Curse of Nature Crs8. take double damage and all effects are accuracy. you cannot use your highest level skills and spells. Incant: “…I grant you a curse that makes you completely vulnerable. Like all curses. and anyone that successfully casts this spell must inform a GM.” Curse of Tragedy Crs10 Type: Epic Curse(Packet) Duration: Until Removed The target of this spell is reduced to 1 hit point and cannot have more than 1 hit point for any reason. Kia10 Type: Epic Curse(Packet) Duration: Until Removed The target of this spell is unable to receive magical healing effects until this curse is removed. They may still benefit from non-magical healing.) Incant: “…I deliver your soul directly to Death. Curse of Tragedy may only be cast once per Gift and costs double mana.

Nat4 Type: Physical(Packet) Duration: 1 minute The target of this spell has a single stated limb disabled for 1 minute as per the skill disable. This spell may be resisted as a disease or as magic. Incant: “…I disable your right/left arm/leg. as long as the duration is shorter than permanent and longer than instant(except for very specific cases. Ert10. This spell may be resisted as a disease or as magic.” Diseases.” Discern Malady Ems3. Int2. Incant: “…I detect magic upon you/this item. Physical Effect. In either case.) This spell bypasses all protection and immunity spells and will remove them. The target retains all of their items. Incant: “…I discern your maladies. Grf2. Minor Yrs4 Type: Disease(Packet) Duration: Until Removed This spell afflicts the target with either Bone Pox or Waking Death.” Diseases. Incant: “…I detect poison within you/this item. Incant: “…I disease you with Thin Blood/Wasting Sickness. Curse. Out of game. This spell will dispel Invulnerability but . Incant: “…I disintegrate your entire body. Kia2*. Nat4. Unc2 Type: (Touch) This spell will reveal if there is each of the following types of maladies on the target: Disease. no resurrection” Disjunction Abj9. Lic1 Type: (Touch) This spell can either be used on a creature or an item. Poison.” Detect Poison Ems1. Mind Effect. Lic1. This spell may only be cast once per refresh and costs double mana. the caster will receive a yes or no answer if there is or is not poison is currently on/in the creature or item.This spell can either be used on a creature or an item. Chy10. Incant: “…I disease you with Bone Pox/Waking Death. Kia1. This spell will merely provide a yes or no answer for each category.” Disintegrate Fir10 Type: Epic(Packet) This spell delivers a Killing Blow to any target with a tangible form.” Disable Fir5. If the target is under the effect of a spell other than these categories it will not be revealed.) The target of this spell immediately goes to death with no chance of resurrection. Death is nice enough to gather all the vapors together. you will receive a yes or no answer if there is or is not magic currently in effect on the creature or item. Shd10 Type: Anti-Magic(Packet) Duration: Instant or 10 minutes This spell will remove all spell effects from a target. In either case. The target and all of their possessions(even magic items) are sublimed(turned from solid state to gaseous state. Lesser Yrs2 Type: Disease(Packet) Duration: Until Removed This spell afflicts the target with either Thin Blood or Wasting Sickness.

Incant: “…I deplete you. diseases. Dispel magic will not remove any immunity spells. This spell may also be used to suppress all rituals or magic items on a target for 10 minutes. Otherwise. This spell is not removed by the spell Remove Mind-Effect or Dispel Magic. as long as it has a mind and is a humanoid creature(PC race). Incant: “…I disjunct all magic upon you. Resist Magic will resist this spell and no other effects will be dispelled. Health.” Drain Life. Incant: “…I crush you. This spell is not removed by the spell Remove Mind-Effect or Dispel Magic. not just humanoids. will completely follow the caster’s commands for 10 minutes. 2 drain life. and the target cannot be forced to tell the truth. Armor. the creature will follow every order it is given. Wtr7 Type: Anti-Magic(Packet) This spell will remove all spell effects from a target that have a duration shorter than permanent and longer than instant. Dth6. Major Ntv6 Type: (Earth)Damage(Packet) The target of this spell takes 10 points of earth damage.will not remove any other effects on the target if this is the case.” Drain Life. but if used in either of these ways. or alchemical effects. bypass protections and immunities” Or “…I disjunct all rituals upon you. Magical Strength. Imbuements. Nth4*. including attacking its allies or killing itself. 10 earth. It will be reluctant to answer any questions.” Dispel Magic Bed8. poisons. This spell has no effect on creatures that are not living. not just those it does not want to answer. curses. Ems8. Evl5. and Mind Effects caused by magic. Incant: “…I dominate your humanoid mind. it does not function in the normal way as well and does not bypass protections or immunities.” Earth Attack. Incant: “…I dispel magic upon you. Itz4 Type: (Life Drain)Damage(Packet) The target of this spell is dealt 4 hit points of damage and the caster is healed 4 hit points. Minor Arg4. Ntv5. True Type: Mind-Effect(Packet) Duration: 10 minutes This spell functions identically to Dominate except it can target any creature.” Dominate Trt10 Type: Mind-Effect(Packet) Duration: 10 minutes The target of this spell. Incant: “…I dominate your mind completely. Chy8*. Weapon Enchantments(for any weapon the target is holding or carrying).” Or “…I disjunct all your magic items.” Dominate. Lesser Arg2 Type: (Life Drain)Damage(Packet) The target of this spell is dealt 2 hit points of damage and the caster is healed 2 hit points. Effects that will be dispelled are: Protection. The target will not hand over any of its possessions willingly. with very few exceptions.” . Fir7. This spell has no effect on creatures that are not living. Bal4*. Incant: “…I deplete you. Dth5. 4 drain life.

Their stats become the following: Their hit points are restored and doubled They gain natural armor equal to their normal hit point total They gain claws that swing “2 mundane earth” They gain immunity to normal weapons and weapons enchanted with Earth Lightning damage from any source deals double damage to them They gain one use per character level of Disable as a skill or spell-like ability.” Elemental Attack. In addition. they immediately revert to their normal form and are unconscious at 0 hit points. Entangle. the Earth Mage becomes immune to Disable spells(not skills). Magic. Earth Weapon Enchantment. or used by them. all of the caster’s possessions become intangible and cannot be taken from them. Elemental Attack. At the time of casting. If the caster cannot fulfill these requirements. They cannot be woken up for 10 minutes even if healed to more than 0 hit points.” Earth Specialization Ert9 Type: Attribute This skill grants the ability to cast the spell Minor Elemental Attack or Smash once per refresh per character level without spending any mana. Earth Imbuement. These may be thrown as packets or swung with claws. 1 fire/ice/lightning/earth. If thrown as a packet the call is “Disable Right/Left Arm/Leg. If used as a weapon swing the call is “Disable”. they cannot cast this spell. Lesser .Earth Elemental Form Ert10 Type: Epic(Earth)Form(Self-Only) Duration: 1 hour The caster of this spell transforms themselves into an earth elemental for 1 hour.” Any effect that would deal earth damage instead heals them the same number of hit points They cannot cast any spells except for: Disable. If the caster is reduced to 0 hit points. This spell costs double the normal mana cost for a level 10 spell for the caster This spell may only be cast once per refresh Incant: “…I assume the form of an earth elemental. The spell Disjunction will send the caster to Death instantly The caster of this spell must don an appropriate costume(at least a mask) and can only use their claws for the duration of this spell(which they must have with them when they cast this spell). They cast these spells as quickened spells. for the duration of this spell(this includes magic items except for those specifically designed to function for elementals). Least Kia1. Incant: “…I burn/chill/electrocute/crush you. (Nat1) Type: (Element) Damage(Packet) The target of this spell takes 1 point of damage of whatever element is chosen when the spell is cast.

(Nat2).” Elemental Imbuement Ert8. Ert6. Incant: “…I burn/chill/electrocute/crush you. Serious Crs8.” Elemental Attack.” Elemental Attack. Krk2. Incant: “…I burn/chill/electrocute/crush you.” Elemental Attack. Incant: “…I burn/chill/electrocute/crush you.” Elemental Attack. Incant: “…I burn/chill/electrocute/crush you. Minor Kia3. 4 fire/ice/lightning/earth. 4 fire/ice/lightning/earth. The caster may not move his feet between throwing the two packets. 7 fire/ice/lightning/earth. 2 fire/ice/lightning/earth. 15 fire/ice/lightning/earth. Ert9. Incant: “…I imbue my/your body with earth/fire/ice/lightning. “Ice”. Minor Kia3. 20 fire/ice/lightning/earth. Nat4 Type: (Element)Protection(Touch) Duration: 10 minutes or until used . Kia5 Type: (Element)Damage(Packet) The target of this spell takes 7 points of damage of whatever element is chosen when the spell is cast. Incant: “…I burn/chill/electrocute/crush you. Kia9 Type: (Element)Damage(Packet) The target of this spell takes 15 points of damage of whatever element is chosen when the spell is cast. Moderate Dth5. Kia6 Type: (Element)Imbuement(Touch) Duration: 10 minutes The target of this spell will swing “Earth”. Kia10 Type: (Element)Damage(Packet) The target of this spell takes 20 points of damage of whatever element is chosen when the spell is cast. 4 fire/ice/lightning/earth. This effect will stack with a weapon enchantment so that a person can swing two energy types with a single weapon. Kia7 Type: (Element)Damage(Packet) The target of this spell takes 10 points of damage of whatever element is chosen when the spell is cast. Both packets must be of the same.” Elemental Attack. Double Minor Kia7 Type: (Element)Damage(Packet) This spell allows the caster to throw 2 packets for 4 of any element. or “Lightning” with any weapon they wield for 10 minutes.” Elemental Attack. “Fire”. Critical Crs10. 10 fire/ice/lightning/earth.” Elemental Reduction. Incant: “…I burn/chill/electrocute/crush you. Nat3 Type: (Element) Damage(Packet) The target of this spell takes 4 points of damage of whatever element is chosen when the spell is cast. Major Dth7. stated element. Roc2 Type: (Element) Damage(Packet) The target of this spell takes 2 points of damage of whatever element is chosen when the spell is cast.Kia2*. Incant: “…I burn/chill/electrocute/crush you twice.

where X is the amount he reduces. Incant: “…I grant myself/you minor reduction against air/fire/earth/water. etc…) as well as numerical spell damage of the chosen element(meaning that it will reduce Mundane “element” damage). This weapon will remain enchanted if disarmed. Emassen’s Gift Ems10 Type: Attribute This skill grants a character immunity to fear. but the enchantment will end if the weapon is shattered. Elemental Shield Kia8 Type: (Element)Armor(Self Only) Duration: 10 minutes or until used This spell grants the caster 10 armor. because the weapon underneath is still dealing damage.”) When the armor is all destroyed. or given to someone else. Incant: “…I enchant this weapon with fire/ice/lightning/earth. or 10 minutes pass. 7 fire to all that. The target of this spell must state “Reduce X” after each attack that he is reducing strikes him. This spell does protect from natural attacks that are of the selected element(an elementals “claws”.The target of this spell reduces 4 points of all damage they take from the chosen element. He need not spend any mana for these castings. 7 [element]. The call for this is “Flashback.” Elemental Mastery Kia8* Type: Attribute A character with this attribute chooses an element at the time of purchase. the attacker is damaged by 7 earth/fire/ice/lighting. An elemental shield is a very visible effect so it should be clarified that you have it to anyone that did not hear it be cast. this spell ends. He then gains +1 damage with each packet spell he casts of the chosen element. dropped. This spell may be any of the 4 elements but it is chosen at the time of casting and cannot be changed. This spell reduces 4 total points of damage and is then dispelled. A creature does not start being effected by the flashback damage until you inform them of it(you can’t say “Oh.” The damaging energy is mundane but the source is magic. This spell will not reduce any damage that is dealt by an enchanted weapon. and dominate from all sources. the caster chooses one of the following energy . flashback. so flashback damage bypasses protections but not immunities.” Emassen’s Blessing Ems6 Type: Attribute This skill grants a worshipper of Emassen a number of castings of Minor Holy Attack each refresh equal to his character level. charm. Incant: “…I shield myself with radiant earth/fire/ice/lightning. A weapon can never be enchanted with more than one energy type. Energy Specialization Evk9 Type: Attribute When this skill is purchased. Any time this armor is damaged by a melee attack.” Elemental Weapon Enchantment Kia3. Nat3 Type: (Element)Enchantment(Touch) Duration: 10 minutes This spell enchants a single weapon with fire/ice/lightning/earth for 10 minutes.

Fear Chy3.) Numerical damage packet spells of the chosen energy t ype cost the caster 1 less mana each to cast(to a minimum of 1 mana. A target affected by fear may still defend themselves normally. Incant: “…I cause you to fear approaching me. Ext2.” Fire Attack. unable to take offensive actions. or Magic.” Feat of Strength. Both targets must be willing for him to use this second ability. Spt4 Type: (Air)Mind-Effect(Packet) Duration: 1 minute The target of this spell fears the caster for 1 minute. Least (Fir1) Type: (Fire)Damage(Packet) The target of this spell takes 1 point of fire damage. Mnd4.” Evocation Specialization Evk9 Type: Attribute This skill allows the caster to deal an extra +1 damage with every numerical damage packet spell he casts as long as that spell is cast using its native energy type. Second. Fire.) This may be combined with Transformation so the Evoker can reduce the cost of any numerical damage packet spell he casts. Tln3 Feat of Strength. the target will attempt to get at least 50 feet away. Moderate Ert7 Feat of Strength. Incant: “…I entangle your feet. If the target cannot get at least 50 feet away for any reason. it allows him to once per refresh siphon the entire life force of one living creature into a dead creature. Minor Ert5. Lesser (Fir2) Type: (Fire)Damage(Packet) . Ems2*. Major Tln8 Fecundity Crs8 Type: Skill This skill allows a Hexer to siphon life force from one willing body into another.types(Earth. Incant: “…I set my body into a death-like trance. First. +1 strength or Least Escape will overcome this effect. they must cower.” Fire Attack. If within 50 feet of the caster. Example: A Moderate Fire Attack spell deals 8 damage if cast as a Fire spell but if it is transformed into Ice it only deals the normal 7 damage. Kia2 Type: Physical(Packet) Duration: 1 minute The target’s feet are entangled together and to the ground. 1 fire. it allows him to cast the spell Transfer Limb with two creatures other than himself. This results in a death for the giving creature and a resurrection for the dead creature. Disjunction will end this effect immediately. Lightning. Incant: “…I burn you. Feign Death Mnp7 Type: (Self-Only) Duration: 10 minutes or until used The caster of this spell is affected as if they used the skill Feign Death but their 10 minutes starts as soon as they cast the spell. Ice. Entangle Chy3.

If the caster is reduced to 0 hit points. 4 fire. Incant: “…I burn you. 25 fire. Major Fir7 Type: (Fire)Damage(Packet) The target of this spell takes 10 points of fire damage. Critical Fir9 Type: (Fire)Damage(Packet) The target of this spell takes 20 points of fire damage.” Fire Attack.” Fire Attack. Moderate Fir5 Type: (Fire)Damage(Packet) The target of this spell takes 7 points of fire damage. 2 fire.” Fire Attack. Incant: “…I burn you. 7 fire. they immediately revert .The target of this spell takes 2 points of fire damage. 4 fire. Incant: “…I burn you.” Fire Attack. They cast these spells as quickened spells. Double Minor Fir6 Type: (Fire)Damage(Packet) This spell allows the caster to throw 2 packets for 4 fire. Quadruple Minor Fir9 Type: (Fire)Damage(Packet) This spell allows the caster to throw 4 packets for 4 fire. 4 fire. Incant: “…I burn you. 4 fire. Minor (Fir3) Type: (Fire)Damage(Packet) The target of this spell takes 4 points of fire damage. magic” as a spell-like ability Any spell that would deal fire damage instead heals them the same number of hit points They cannot cast any spells except for: Heat Metal and any of their Fire Attack spells.” Fire Attack. Incant: “…I burn you.” Fire Attack. These packets must be thrown within 10 seconds of casting the spell and the caster may not move his feet between throwing the two packets.” Fire Elemental Form Fir10 Type: Epic(Fire)Form(Self-Only) Duration: 1 hour The caster of this spell transforms themselves into a fire elemental for 1 hour. 4 fire. These packets must be thrown within 10 seconds of casting the spell and the caster may not move his feet between throwing the two packets. 4 fire. 20 fire. Supreme Evk10.” Fire Attack. 10 fire. Their stats become the following: Their hit points are restored and doubled They gain claws that swing “mundane fire” They gain immunity to normal weapons and weapons enchanted with fire Ice damage deals double damage to them They can throw a number of packets equal to their character level for “7 fire. 4 fire. Incant: “…I burn you. Fir10 Type: (Fire)Damage(Packet) The target of this spell takes 25 points of fire damage. Incant: “…I burn you twice. Incant: “…I burn you four times.

or 10 minutes pass.” Fire Imbuement Fir7 Type: (Fire)Imbuement(Touch) Duration: 10 minutes The target of this spell will swing “Fire” with any weapon they wield for 10 minutes. Incant: “…I shield myself with radiant fire. At the time of casting. To do this. Any time this armor is damaged by a melee attack. This spell costs double the normal mana cost for a level 10 spell for the caster This spell may only be cast once per Gift Incant: “…I assume the form of a fire elemental. This effect will stack with a weapon enchantment so that a person can swing two energy types with a single weapon. so flashback damage bypasses protections but not immunities. A creature does not start being affected by the flashback damage until you inform them of it(you can’t say “Oh. If the caster cannot fulfill these requirements.” Fire Quickening Fir9 Type: Attribute A fire mage with this skill has the option of casting any of his Fire Attack spells as quickened spells. He spends 9 mana per spell(7 for the spell + 2 more for quickening) and throws packets. The call for this is “Flashback.” Fire Specialization Fir8 Type: Attribute This skill allows the user to cast Moderate Fire Attack once per refresh per character level without spending any . They cannot be woken up for 10 minutes even if healed to more than 0 hit points.to their normal form and are unconscious at 0 hit points. this spell ends. A fire shield is a very visible effect so it should be clarified that you have it to anyone that did not hear it be cast. Example: Namfoodel the Insane is backed into a corner by water elementals and decides to cast some Major Fire Attacks as quickened spells. flashback. 7 fire. magic” each time he throws one. 7 fire to all that.” The fire is mundane but the source is magic. or used by them. for the duration of this spell(this includes magic items except for those specifically designed to function for elementals). he spends 2 extra mana when he casts the spell and only states the OOG portion of the incantation. Incant: “…I imbue my/your body with fire. stating “10 fire. The spell Disjunction will send the caster to Death instantly The caster of this spell must don an appropriate costume(at least a mask) and can only use their claws for the duration of this spell(which they must have with them when they cast this spell). the attacker is damaged by 7 fire. all of the caster’s possessions become intangible and cannot be taken from them.”) When the armor is all destroyed. Fire Shield Fir8 Type: (Fire)Armor(Self Only) Duration: 10 minutes or Until Used This spell grants the caster 10 armor. they cannot cast this spell.

” The force is mundane but the source is magic. 20 force. Magic weapons are an exception to this rule. 1 force. or given to someone else.” Force Imbuement Chy9 Type: Force Imbuement(Touch) Duration: 10 minutes The target of this spell will swing “Force” with any weapon they wield for 10 minutes. 7 force. Shd8. He also gains immunity to heat metal from any source. Incant: “…I disrupt you. Moderate Mnp5 Type: Force Damage(Packet) The target of this spell takes 7 points of force damage. Any time this armor is damaged by a melee attack. Incant: “…I disrupt you. Critical Shd9 Type: Force Damage(Packet) The target of this spell takes 20 points of force damage. Incant: “…I disrupt you. 4 force. so flashback damage bypasses protections but not immunities. Incant: “…I disrupt you. Incant: “…I disrupt you. 25 force.mana.” Force Attack. the attacker is damaged by 7 force.” Force Attack.” Force Attack. This weapon will remain enchanted if disarmed.” Force Attack. Trt10 Type: Force Damage(Packet) The target of this spell takes 15 points of force damage. 15 force. Incant: “…I disrupt you. Serious Abj8. but the enchantment will end if the weapon is shattered. 7 force. Minor Mnd4 Type: Force Damage(Packet) The target of this spell takes 4 points of force damage.” Force Shield Chy9 Type: (Force)Armor(Self Only) Duration: 10 minutes or Until Used This spell grants the caster 10 armor. This effect will stack with a weapon enchantment so that a person can swing two energy types with a single weapon. The call for this is “Flashback.” Force Attack. Lesser Itz2 Type: Force Damage(Packet) The target of this spell takes 2 point of force damage. 2 force. . Incant: “…I imbue my/your body with force energy. Least (Mnd1) Type: Force Damage(Packet) The target of this spell takes 1 point of force damage. Incant: “…I enchant this weapon with fire.” Force Attack. dropped.” Force Attack. Fire Weapon Enchantment (Fir4) Type: (Fire)(Touch) Duration: 10 minutes This spell enchants a single weapon with fire for 10 minutes. A weapon can never be enchanted with more than one energy type. Incant: “…I disrupt you. Supreme Shd10 Type: Force Damage(Packet) The target of this spell takes 25 points of force damage.

A force shield is a very visible effect so it should be clarified that you have it to anyone that did not hear it be cast. The caster of this spell may not cast it on themselves. Incant: “…I shield myself with radiant force. Though the feat of strength granted by this spell is magical. Least Arc3. dropped. Dispel magic will dispel the skill if it is unused. Shd8 Type: (Force)(Touch) Duration: 10 minutes This spell enchants a single weapon with force for 10 minutes. Though the feat of strength granted by this spell is magical. Frt6. See the skill descriptions for a complete description of Least Feat of Strength. when cast on a dead target that has a soul. A weapon can never be enchanted with more than one energy type. this spell ends. Incant: “…I willingly deliver your soul directly to Death under fortunate circumstances. 7 fire to all that. but Death will look upon them more favorably.” Grant Feat of Strength.” Grant Feat of Strength. meaning that it follows all the rules for stacking natural strength. See the skill description for a complete description of Lesser Feat of Strength. Nth2*. Mnd3. Itz4. This weapon will remain enchanted if disarmed. Dispel magic will dispel the skill if it is unused.”) When the armor is all destroyed. flashback. A creature does not start being affected by the flashback damage until you inform them of it(you can’t say “Oh.) If the item is breakable it should be placed on the ground instead of dropped. Incant: “…I cause you to fumble your (weapon/item). Bnd2 Type: Natural Strength(Touch) Duration: 10 minutes or Until Used The target of this spell gains a single use of Least Feat of Strength.) This spell will only work on a willing target and can always be resisted if the target chooses. or given to someone else. but will not dispel the temporary strength . but will not dispel the temporary strength bonus if the feat of strength has already been used. or 10 minutes pass. Lesser Bnd4 Type: Natural Strength(Touch) Duration: 10 minutes or Until Used The target of this spell gains a single use of Lesser Feat of Strength. Tln2 Type: Physical(Packet) The target of this spell drops the stated item at least 5 feet from their body as per the skill disarm(do not throw a boffer weapon or any item. will immediately send its soul to Death(go OOG and seek Death[see chapter ??? on Death].” Fumble Itz2. the strength it grants is natural. If the target does not resist this spell then they proceed directly to Death.” Force Weapon Enchantment Chy6. meaning that it follows all the rules for stacking natural strength. Incant: “…I enchant this weapon with force energy. Incant: “…I conjure might to grant you a single use of least feat of strength. the strength it grants is natural. Magic weapons are an exception to this rule.” Fortunate Deliverance Chy6 Type: Necromancy(Touch) This spell. but the enchantment will end if the weapon is shattered.

” Heal. The caster of this spell may not cast it on themselves. Tln2* Type: Healing(Packet/Touch) The target of this spell is healed 2 hit points. Incant: “…I conjure might to grant you a single use of lesser feat of strength. Incant: “…I set myself in harmony with the world around me to grant myself immunity to all attacks against my body. Lic3. Incant: “…I mend my/your wounds. Least Kia1.bonus if the feat of strength has already been used. Incant: “…I mend my/your wounds. 4 heal. Tln4* Type: Healing(Packet/Touch) The target of this spell is healed 4 hit points. Tln7.. This includes talking. Kia3.” Heal.” Heal. Tln10 Type: Healing(Packet) The target of this spell is healed 15 hit points. Moderate Ems6. Bnd2. Major Kia7.” Heal. Lic2. They may choose to be aware of what is going on around them but their eyes must be closed. Incant: “.” Heal. Lic7. Incant: “. Kia5. Incant: “…I mend my/your wounds. 10 heal. This spell can only be cast once per refresh and costs double mana. For the duration of this spell the target may not move at all or the spell is broken. Lesser Asp2.. 2 heal. Ems4. Lic1 Type: Healing(Packet/Touch) The target of this spell is healed 1 hit point. 1 heal. This spell will deal 2 points of damage to an undead creature. Lic5.” Griffin’s Blessing Grf6 Type: Attribute This skill grants a worshipper of The Griffin the skill Tracking(see the Tracking entry in the Skills chapter).. This spell will deal 4 points of damage to an undead creature. Lic6 Type: Healing(Packet/Touch) The target of this spell is healed 10 hit points. . Wtr5 Type: Healing(Packet/Touch) The target of this spell is healed 7 hit points. granting them immunity to all attacks.) Harmony Trt9 Type: Epic Protection/Immunity(Self Only) Duration: Up to 10 minutes The caster of this spell sets themselves into perfect harmony with the world. 7 heal.I mend my/your wounds. Ems2. Serious Ems10.” Heal. Minor Bnd4. and soul. mind. This spell will deal 1 point of damage to an undead creature. Griffin’s Gift Grf10 Type: Attribute This skill grants a worshipper of The Griffin the skill Supreme Tracking(see the Supreme Tracking entry in the Skills chapter.I mend my/your wounds..

” Health.. Incant: “…I mend my wounds. Moderate Air6. 25 heal..I mend my wounds.. Incant: “. Incant: “. Lic4*. 2 heal. except it grants 7 hit points instead of 4.” Heal Self. Critical Lic9 Type: Healing(Packet/Touch) The target of this spell is healed 20 hit points. Major . Spt3 Type: Healing(Self Only) The caster of this spell is healed 4 hit points. Temporary hit points are damaged after all armor points but before regular hit points.” Heal Self.” Heal Self. Supreme Lic10 Type: Healing(Packet/Touch) The target of this spell is healed 25 hit points. Least Chy1 Type: Healing(Self Only) The caster of this spell is healed 1 hit points.. Incant: “…I grant you temporary health. 1 heal. Nth2 Type: Healing(Self Only) The caster of this spell is healed 2 hit points.” Heal. 7 hit points. Serious Air9.. Moderate Ert6.. 10 heal.” Heal Self.” Health. Osn4 Type: Healing(Self Only) The caster of this spell is healed 7 hit points. Incant: “…I mend my wounds. 20 heal. 7 heal. 15 heal. These hit points allow the target to exceed their maximum hit points.I mend my/your wounds. Mnd4. Chy8. but no health effect may be stacked with any other health effect.I mend my/your wounds.” Heal Self.Incant: “.I mend my/your wounds. Incant: “…I mend my wounds. Minor Bal4. 4 hit points.” Heal Self. Incant: “…I grant you temporary health. Incant: “…I mend my wounds. Minor Chy3. Chy5. Osn2. Spt3 Type: Health(Touch) Duration: Until Used The target of this spell is granted 4 temporary hit points..” Heal. Wtr5 Type: Health(Touch) This spell functions identically to Minor Health. Incant: “. Major Chy7 Type: Healing(Self Only) The caster of this spell is healed 10 hit points.I mend my wounds.. Nth6. Lesser Int2... Incant: “. 4 heal. 15 heal. Lic6. Wtr8 Type: Healing(Self Only) The caster of this spell is healed 15 hit points.” Health.

If the target insists on holding the item. Roc4.” Holy Attack. except it grants 20 hit points instead of 4. Osk8. Incant: “…I bless you.” Health. Ems7. 20 hit points. Normal reduction to damage will not negate this effect and Iron Grip will not protect from this effect.” Holy Attack. Chy8*. Rac8 Type: (Holy)Imbuement(Touch) Duration: 10 minutes The target of this spell will swing “Holy” with any weapon they wield for 10 minutes. Incant: “…I imbue my/your body with holy for 10 minutes. OOG Statement: X+2 Holy . Kia4*. Major Ems7 Type: (Holy)Damage(Packet) The target of this spell takes 10 points of holy damage. Incant: “…I bless you. 4 holy. 15 hit points. Incant: “…I grant you temporary health. unless they have reduction to fire or immunity to fire. This does not count as a spell and purchasing it grants no mana. Incant: “…I grant you temporary health. they suffer a disable effect on the limb that is holding the item for the duration of the spell and even if the item is dropped the disable effect lasts a full minute. but it may be purchased any number of times. Incant: “…I bless you. Incant: “…I grant you temporary health.” Holy Attack.” Holy Strike. Serious Ert8 Type: Health(Touch) This spell functions identically to Minor Health. This spell can only be used on metal weapons and shields. except it grants 10 hit points instead of 4.” Holy Imbuement Asp8. Least Ems1 Type: (Holy)Damage(Packet) The target of this spell takes 1 point of holy damage.Lic7. Minor Ems3 Type: (Holy)Damage(Packet) The target of this spell takes 4 points of holy damage. Tln3 Type: (Fire)(Packet) Duration: 1 minute This spell will make a single weapon or shield too hot to hold.” Health. 10 holy. Critical Wtr9 Type: Health(Touch) This spell functions identically to Minor Health. 10 hit points. Wtr7 Type: Health(Touch) This spell functions identically to Minor Health. Krk4. 1 holy. except it grants 15 hit points instead of 4. This effect will stack with a weapon enchantment so that a person can swing two energy types with a single weapon.” Heat Metal Arc3. but it is always made as if the weapon used were enchanted with holy energy. Lesser Ems2 Type: (Holy)Skill This is the skill Lesser Strike. Incant: “…I heat your (weapon/shield).

but the enchantment will end if the weapon is shattered. Quadruple Minor Evk10 Type: (Ice)Damage(Packet) This spell allows the caster to throw 4 packets for 4 ice. Incant: “…I freeze you. A weapon can never be enchanted with more than one energy type. OOG Statement: X+10 Holy Holy Strike.” Ice Attack. 4 ice.” Ice Attack. 1 ice. Magic weapons are an exception to this rule. Moderate Ems5 Type: (Holy)Skill This skill functions identically to Lesser Holy Strike except it deals an extra 7 points of damage instead of 2.” . 4 ice.” Ice Attack. Incant: “…I freeze you. 4 ice. Incant: “…I imbue my/your body with ice for 10 minutes. 7 ice.” Ice Imbuement Wtr8 Type: (Ice)Imbuement(Touch) Duration: 10 minutes The target of this spell will swing “Ice” with any weapon they wield for 10 minutes. Ems4. Minor (Wtr3) Type: Ice Damage(Packet) The target of this spell takes 4 points of ice damage. dropped. 4 ice. Incant: “…I enchant this weapon with holiness. Incant: “…I freeze you.” Ice Attack. This weapon will remain enchanted if disarmed. These packets must be thrown within 10 seconds of casting the spell and the caster may not move his feet between throwing the two packets.” Ice Attack. This effect will stack with a weapon enchantment so that a person can swing two energy types with a single weapon. Critical Ems10 Type: (Holy)Skill This skill functions identically to Lesser Holy Strike except it deals an extra 20 points of damage instead of 2. or given to someone else. OOG Statement: X+20 Holy Holy Weapon Enchantment Asp4. Incant: “…I freeze you four times. 15 ice. 4 ice.Holy Strike. Moderate Wtr6 Type: Ice Damage(Packet) The target of this spell takes 7 points of ice damage. OOG Statement: X+7 Holy Holy Strike. Chy4*. Serious Ntv7 Type: Ice Damage(Packet) The target of this spell takes 15 points of ice damage. Osk4. Least (Wtr1) Type: Ice Damage(Packet) The target of this spell takes 1 point of ice damage. Rac4 Type: (Holy)(Touch) Duration: 10 minutes This spell enchants a single weapon with holy for 10 minutes. Major Ems6 Type: (Holy)Skill This skill functions identically to Lesser Holy Strike except it deals an extra 10 points of damage instead of 2. Incant: “…I freeze you.

as the weapon underneath the enchantment is still damaging them. as the weapon underneath the enchantment is still . All heat metal effects for Fire. force. All disable effects for Earth. This immunity does not protect the target from weapons enchanted with lightning.” Identify Malady Lic6 Type: (Touch) Prerequisite: Discern Malady This spell may only be cast after the spell Discern Malady is cast. Evk9 Type: Immunity(Self Only) Duration: 10 minutes The caster of this spell calls “No Effect” to all pure energy sources of the chosen energy type(air. physical. magic. This will only reveal the name of the malady. earth. Ice Weapon Enchantment Krk2. This weapon will remain enchanted if disarmed.” Immunity to Elements Ert7.” Immunity to Air Air7 Type: Immunity(Self Only) Duration: 10 minutes The caster of this spell calls “No Effect” to all natural lightning sources(spells. This spell also grants the target immunity to one of the following based on the immunity chosen: All sleep effects for Air. dropped. This immunity does not protect the target from weapons enchanted with the chosen energy t ype. unholy. The caster then may cast this spell on the same target and identify a specific type of malady the target is being effected with. fire. as the weapon underneath the enchantment is still damaging them. Incant: “…I grant myself immunity to air attacks. etc…) for 10 minutes. earth. holy. or hellfire). Wtr5 Type: (Ice)Enchantment(Touch) Duration: 10 minutes This spell enchants a single weapon with ice for 10 minutes. mundane lightning. fire. water. This immunity does not protect the target from weapons enchanted with the chosen energy t ype.” Immunity to Energy Abj8. or given to someone else. This spell also grants the target immunity to all magical fear effects for 10 minutes. curse or mind effect malady that the target is afflicted with. Kia8 Type: Immunity(Self Only) Duration: 10 minutes The caster of this spell calls “No Effect” to all pure energy sources of the chosen element(air. A weapon can never be enchanted with more than one energy type. Incant: “…I grant myself immunity to air/earth/fire/water attacks. not what it does. or water). Incant: “…I identify your curse/physical malady/alchemical malady/disease/mind’s malady. This means if you are cursed you give the name of the curse and not the effect of the curse. poison. but the enchantment will end if the weapon is shattered. All break bone effects for Water.Ice Mastery Krk8 Type: Attribute This attribute grants +1 damage to all Ice Attack spells that are cast. Incant: “…I enchant this weapon with ice. This will tell the type of disease.

Disjunction will remove this spell and all other spells currently on the caster. Incant: “…I grant myself immunity to fire attacks.” Immunity to Normal Weapons Abj9. harm. as the weapon underneath the enchantment is still damaging them.” Immunity to Mind-Effects Air8. all Corruption effects for Unholy. all Dispel Magic effects for Magic. All disable effects for Earth. Incant: “…I grant myself immunity to air/earth/fire/water/holy/unholy/force/ hellfire/magic attacks. All break bone effects for Water. The caster should call “No Effect” to all magic effects that target him for the duration of this spell. They must call “No Effect” to any non-enchanted weapon strike. etc…) for 10 minutes. This spell also grants the target immunity to one of the following based on the immunity chosen: All sleep effects for Air. as the weapon underneath the enchantment is still damaging them. This immunity does not protect the target from weapons enchanted with unholy or life draining. etc…) for 10 minutes. This spell will protect the caster from mind-effects from any source. all Shun effects for Holy. mundane fire. and confers no extra benefits if used to grant immunity to Force or Hellfire energy. Wtr7 Type: Immunity(Self Only) Duration: 10 minutes The target of this spell calls “No Effect” to all pure fire sources(spells. Air10 Type: Immunity(Self-Only) Duration: 10 minutes The caster of this spell is immune to all non-Touch. They may still cast all spells normally. The caster should call “No Effect” to all mind-effects that target him for the duration of this spell. Trt8 Type: Immunity(Self-Only) Duration: 10 minutes The caster of this spell gains immunity to all mind-effects for 10 minutes. but only Touch spells and Self Only spells will affect them. drain life. This spell also grants the target immunity to all corrupt effects. Ems9.” Immunity to Unholy Ems9.” Immunity to Magic Abj10. Blade poison and disease must be delivered by an enchanted weapon to affect him. non-Self Only magic effects for 10 minutes. All heat metal effects for Fire. This spell also grants the target immunity to all heat metal effects for items they are holding. Lic9. as well as granting them the ability to hold a heated item.” Immunity to Fire Fir6. Lic8 Type: Immunity(Self Only) Duration: 10 minutes The target of this spell calls “No Effect” to all unholy sources(spells. Incant: “…I grant myself immunity to mundane weapons. Unc8 Type: Immunity(Self-Only) Duration: 10 minutes The caster of this spell gains immunity to all non-enchanted weapons for 10 minutes. Incant: “…I grant myself immunity to mind attacks. Incant: “…I grant myself immunity to magic. This immunity does not protect the target from weapons enchanted with fire.damaging them. . Lie9.

” Kraken’s Blessing Krk6 Type: Attribute This skill grants a worshipper of The Kraken a number of castings per refresh of the spell Ice Weapon Enchantment. Incant: “…I open this lock of up to major quality. Incant: “…I open this lock of up to lesser quality. This reduction will not reduce damage done by an enchanted weapon. Chy4. Ems4. Mnd4 Type: (Touch) Duration: Instant This spell allows the caster to instantly open one mundane lock of up to lesser quality that they are physically touching. but will reduce all spell and mundane damage of any of the 4 elements. Kia’s Blessing Kia6 Type: Attribute This skill grants a worshipper of Kia a number of castings per refresh equal to their character level. Fire. The caster should call “No Effect” to any effect used against them for the duration of the spell.” Ironwood Specialization Ert8 Type: Skill(Attribute) An Earth Mage with this attribute naturally makes any entirely wooden weapon they wield have minor hardness. These castings cost the caster no mana to cast. Kia’s Gift Kia10 Type: Attribute This skill grants a worshipper of Kia Least Reduction against all elemental damage(Earth. Incant: “…I grant myself a magical barrier of invulnerability. Kraken’s Gift Krk10 Type: Attribute This skill grants a worshipper of The Kraken Lesser Reduction against all Ice . Knock Arc4.Incant: “…I grant myself immunity to unholy attacks. nor effect. Undeniable effects will still effect the caster normally. Major Ems9.” Knock. meaning you cannot block a doorway or weapon strike intentionally. These castings may be used on the spells Lesser Heal or Lesser Elemental Attack. The caster cannot be effected by. They may be used in any combination of those two spells. These castings cost the caster no mana to cast. Ice. and not any other spells or effects. This spell can only be cast once per refresh and costs double mana. If the spell disjunction is cast on them it will remove only Invulnerability.” Invulnerability Abj10. Trt9 Type: (Touch) Duration: Instant This spell functions identically to Knock expect it will open one physical lock of up to major quality. For all purposes of attempting to block a doorway or weapon strike the caster is intangible. or Lightning). Wtr10 Type: Epic Protection(Self-Only) Duration: 1 minute The caster of this spell creates a magical barrier that no energy or force can get into or out of. anything(including themselves) for the duration of this spell.

4 Magic. Lamont’s Gift Lmt10 Prerequisite: Lamont’s Blessing. With this skill. Tln1 Type: Magic Damage(Packet) The target of this spell takes 1 point of magic damage. Incant: “…I strike you.” Magic Attack. Incant: “…I strike you.” Magic Attack. Serious Tln9 Type: (Magic)Damage(Packet) The target of this spell takes 15 points of magic damage. Minor Arc3 Type: (Magic)Damage(Packet) The target of this spell takes 4 points of magic damage. Minor Inhibit Type: Attribute This skill grants a worshipper of Lamont the skill Moderate Inhibit(see Moderate Inhibit in the Skills chapter) as well as allowing him to use his free castings of Entangle as either Entangle or Bind. the caster may perform Resurrection without having to wait the minute. Incant: “…I strike you. The incantation for the spell changes to “…I restore life to this body instantly. Liche’s Blessing Lic6 Type: Attribute This skill grants a worshipper of Liche a number of free castings per refresh of the spell Minor Health equal to their character level. This reduction will not reduce damage done by an enchanted weapon.” Magic Attack. 2 Magic. Liche’s Gift Lic10 Prerequisite: Resurrection Type: Attribute This skill grants a worshipper of Liche an augmentation to Resurrection.” Magic Attack. Least Mag1. Major Tln7 Type: (Magic)Damage(Packet) The target of this spell takes 10 points of magic damage. Lesser Ext2 Type: Magic Damage(Packet) The target of this spell takes 2 points of magic damage. Incant: “…I strike you. 1 Magic. Normally a Resurrection takes 1 minute to perform. 10 Magic. Incant: “…I strike you. Moderate Tln5 Type: (Magic)Damage(Packet) The target of this spell takes 7 points of magic damage.” Magic Attack. 7 Magic. Incant: “…I strike you.” Magic Bonds Amt2 Type: Physical(Packet) Duration: 1 minute . 15 Magic.damage they would take. Lamont’s Blessing Lmt6 Type: Attribute This skill grants a worshipper of Lamont a number of free castings equal to their character level each refresh of the spell Entangle.” Magic Attack.

This spell may be cast as either Entangle or Bind. Incant: As per selected spell Magic Imbuement Ert9, Ntv6, Tln8 Type: (Magic)Imbuement(Touch) Duration: 10 minutes The target of this spell will swing “Magic” with any weapon they wield for 10 minutes. This effect will stack with a weapon enchantment so that a person can swing two energy types with a single weapon. Incant: “…I imbue your body with magic for 10 minutes.” Magic Weapon Enchantment Arc4, Chy5, Ert5, Fir5, Tln3 Type: (Magic)Enchantment(Touch) Duration: 10 minutes This spell enchants a single weapon with magic for 10 minutes. This weapon will remain enchanted if disarmed, dropped, or given to someone else, but the enchantment will end if the weapon is shattered. A weapon can never be enchanted with more than one energy type. Incant: “…I enchant this weapon with magic.” Mana Burn, Minor Fir5, Mnp5 Type: (Packet) The target of this spell loses 4 mana. If the target has more than one type of mana(arcane and divine), they lose 4 mana of each type from each mana total they have. Incant: “…I destroy your magic, 4 mana burn.” Mana Burn, Moderate Mnp7 Type: (Packet)

The target of this spell loses 7 mana. If the target has more than one type of mana(arcane and divine), they lose 7 mana of each type from each mana total they have. Incant: “…I destroy your magic, 7 mana burn.” Mana Retention Trt10 Type: Epic(Self-Only) Duration: 10 minutes The caster of this spells spends only half their mana for each spell they cast for the next 10 minutes. The amount of mana is rounded up, so a spell can never cost less than 1 mana to cast. Level 1 and 2 spells cost 1 mana, 3 and 4 cost 2 mana, and so on up to level 9 and 10 spells costing 5 mana each to cast. This spell has no effect on Epic spells, they still cost double their normal mana cost to cast. Spells that cost extra because they are quickened, transformed, etc… have their cost halved and then have the extra mana added to the halved total. This effect is dispelled by disjunction but not by dispel magic. This spell may only be cast once per refresh and costs double mana. Incant: “…I conjure the arcane to grant myself the power to retain a piece of each spell I cast.” Mass Dispel Magic Abj9 Type: Anti-Magic(Mass-Effect) This spell will remove all spell effects from all creatures within the sound of the caster’s voice that have a duration shorter than permanent and longer than instant. Dispel magic will not remove any immunity spells, curses, diseases, necromancy effects, or poisons. Effects that will be dispelled are: Magical Strength, Health, Armor, Weapon

Enchantments, Imbuements, Protections, and Mind Effects. Incant: “…I dispel all magic upon all within the sound of my voice.” Mass Earth Attack, Moderate Evk10 Type: (Earth)Damage(Mass-Effect) The caster creates a magical explosion of mundane fire that deals 7 earth to all within the sound of his voice. Because the earth created is mundane and only the source is magic, protection spells will not stop this spell, but immunities will. Incant: “…I create an explosion that crushes all within the sound of my voice, mass 7 mundane earth.” Mass Fire Attack, Lesser Fir6 Type: (Fire)Damage(Mass-Effect) The caster creates a magical explosion of mundane fire that deals 2 fire to all within the sound of his voice. Because the fire created is mundane and only the source is magic, resistances to magic will not protect from this spell. Incant: “…I create an explosion that burns all within the sound of my voice, mass 2 mundane fire.” Mass Fire Attack, Minor Evk8 Type: (Fire)Damage(Mass-Effect) The caster creates a magical explosion of mundane fire that deals 4 fire to all within the sound of his voice. Because the fire created is mundane and only the source is magic, resistances to magic will not protect from this spell. Incant: “…I create an explosion that burns all within the sound of my voice, mass 4 mundane fire.” Mass Fire Attack, Moderate

Fir10 Type: (Fire)Damage(Mass-Effect) The caster creates a magical explosion of mundane fire that deals 7 fire to all within the sound of his voice. Because the fire created is mundane and only the source is magic, resistances to magic will not protect from this spell. Incant: “…I create an explosion that burns all within the sound of my voice, mass 7 mundane fire.” Mass Heal, Least Lic5 Type: Healing(Mass-Effect Touch) The caster heals the wounds of all those within the sound of his voice for 1 hit points. This spell will bypass all spell protections and immunities for willing targets. For unwilling targets it functions as any other Mass Effect spell. Incant: “…I mend the wounds of all within the sound of my voice, mass 1 heal.” Mass Heal, Lesser Wtr7 Type: Healing(Mass-Effect Touch) The caster heals the wounds of all those within the sound of his voice for 2 hit points. This spell will bypass all spell protections and immunities for willing targets. For unwilling targets it functions as any other Mass Effect spell. Incant: “…I mend the wounds of all within the sound of my voice, mass 2 heal.” Mass Heal, Major Lic10 Type: Healing(Mass-Effect) The caster heals the wounds of all those within the sound of his voice for 10 hit points. This spell will bypass all spell protections and immunities for willing

targets. For unwilling targets it functions as any other Mass Effect spell. Incant: “…I mend the wounds of all within the sound of my voice, mass 10 heal.” Mass Heat Metal Fir9 Type: (Fire)(Mass-Effect) Duration: 1 minute The casters heats all metal weapons(not shields or armor) within the sound of his voice for 1 minute. This effects all weapons within the sound of his voice, not just those being held. These weapons become too hot to hold and if a target refuses to drop it he suffers a disable effect on that limb for the duration of the spell, even if he drops the weapon. Reduction against fire or immunity to fire will negate this disable effect and allow the target to hold the weapon and fight normally. Normal reduction to damage will not protect against this effect, nor will Iron Grip. Because this spell targets weapons and not the creatures holding them, it bypasses all protections, but does not bypass immunities. Incant: “…I heat the metal of all weapons and shields within the sound of my voice, bypass protections.” Mass Magic Weapon Enchantment Bnd8, Ert10 Type: (Magic)Enchantment(MassEffect) Duration: 10 minutes This spell enchants all weapons within the sound of the caster’s voice with magic energy. Unarmed and claw boffers are not enchanted with this spell, as they are not weapons. This spell bypasses spell protections and immunities because it only targets weapons, not the creatures holding them.

A weapon may never be enchanted with more than one energy type. Incant: “…I enchant all weapons within the sound of my voice with magic.” Mass Poison Intoxicate Osk8 Type: Poison(Mass Effect) This spell fills all drinks within the sound of the caster’s voice with intoxicate poison. If the caster is not around to clarify to each person that a drink is filled with poison then poison tags should be placed on each drink affected by this spell. Incant: “…I fill all drink within the sound of my voice with intoxicate poison.” Mass Remove Disease Lic9 Type: Healing(Mass Effect) All creatures within the sound of the caster’s voice have a single disease removed from their body. If the target is under the effect of more than one disease, the disease that has been effecting the target longest is removed. Incant: “…I remove one disease from all creatures within the sound of my voice, bypass protections.” Mass Silence Trt9 Type: Mind-Effect(Mass-Effect) Duration: 1 minute This spell silences all targets with a mind within the sound of the caster’s voice. They become unable to speak for this minute but may still cast quickened spells. Incant: “…I silence all within the sound of my voice, 1 minute.” Mass Stabilize

Chy7, Wtr5 Type: Healing(Mass-Effect) This spell will stabilize everyone within the sound of the caster’s voice that is at 0 hit points and bleeding out. They will all regain consciousness with 1 hit point. Incant: “…I stabilize the vitals of all within the sound of my voice.” Mending Ert7, Ntv7 Type: (Touch) This spell will completely mend a single shattered weapon or piece of armor(including shields). In the case of armor this spell will instantly repair up to 15 Armor Points worth of armor with a single casting. This spell has no effect on a magical weapon or magical armor. This spell may also be used to mend a construct up to 15 Armor Points and/or Hit Points. To mend a non-magical weapon that is not made of steel the proper materials must be on hand and are consumed at the time of casting. This spell may also work on other items, but in a case of an item that is not a weapon or armor it must be cast in the presence of a GM. Incant: “…I mend this (state item name).” Mind Quickening Trt10 Type: Attribute This skill allows the user to quicken any non-mass effect Mind-Effect spell they cast. To do this they must spend 2 extra mana when they cast the spell and they only state the spell effect and then the “magic” tag at the end to denote that it is a spell-like ability that is resisted as a normal spell. A quickened spell has no In-Game statement. Quickened spells may be cast even when silenced.

Natural Armor, Moderate Frt6 Type: Natural Armor(Touch) The target of this spell is granted 7 points of natural armor. If the target already has natural armor(either as a racial trait or from another source) they cannot be affected by this spell. This spell will stack with any magical armor spell but will not stack with itself. Natural armor is damaged in combat before any hit points but after all other types of armor. Incant: “…I armor my/your body, 7 natural armor.”

Nullify Toxin Chy5, Ert5, Kia4, Lic4 Type: Healing(Touch) This spell will nullify all poisons affecting someone that have a duration longer than instant and shorter than permanent. Incant: “…I nullify all poisons in your body.” Osane’s Blessing Osn6 Type: Attribute This skill grants a worshipper of Osane a number of free castings per refresh equal to his character level of the spell Minor Armor. Osane’s Gift Osn10 Type: Attribute This skill grants a worshipper of Osane the ability to stack protections on himself. This means that at any time he may have two protection spells active and two immunity spells active, but never more than two of each at any t ime. Osku’s Blessing

First. Pain Bed2. . If they must make a movement OOG. but he must provide his own poison tags to do so. The target can take no offensive actions of any kind but may defend themselves normally. it grants them the ability to freely pass through a Wall of Force that they have created. screaming in agony.” Paralyze Air9. There is no incantation required to do this. Incant: “…I cause you great pain. bind. Osku’s Gift Osk10 Type: Attribute This skill grants a worshipper of Osku the ability to fill any beverage they touch with Intoxicate Poison. Nth4 Type: Mind-Effect(Packet) Duration: 10 seconds The target of this spell is overcome with great pain for 10 seconds. These escapes can only be used at night(sundown to sunup). sneezing. web). The poison affects the first person to drink the beverage and will not affect anyone after that.Osk6 Type: Attribute This skill grants a worshipper of Osku the ability to be as drunk or sober as they want to be. Intoxicate poison makes the imbiber act as if they were drunk for 1 minute.” Penumbral Form Shd10 Type: Attribute This skill represents a Nyctomancer’s ability to phase their tangible form through the shadows of nature. but each time the Nyctomancer passes through uses this skill one time. He may also neutralize any Intoxicate Poison in his body at will.” Rachana’s Blessing Rch6 Type: Attribute This skill grants a worshipper of Rachana immunity to all Arcane Marks. Trt8. etc…). This includes stumbling around clumsily and having difficulty speaking and acting properly. coughing. Poison Intoxicate Osk2 Type: Poison(Touch) Duration: Until Used This spell will fill a single drink with enough poison to intoxicate a single creature. once per day per character level the Nyctomancer can temporarily phase out of existence to escape any magical(not physical) personal bonds(entangle. Incant: “…I paralyze your entire body. even if resisted. they should clarify that it was an OOG movement. A paralyzed creature may be delivered a Killing Blow. Mnd3. Also. The target must drop to the ground. This skill may also be used to pass through a Wall of Force that the Nyctomancer has not created. Wtr9 Type: Physical(Packet) Duration: 1 minute The target of this spell has their body entirely paralyzed. Incant: “…I fill this drink with intoxicate poison. Any t ime he consumes an alcoholic beverage he may have it effect him as if it had Intoxicate Poison in it. They can make no IG movements of any kind(no blinking. making him willingly immune to Intoxicate Poison.

fear X hit points. He will gain 1 hit point every 10 seconds for the duration of the spell. Upon purchasing this skill a character gains knowledge of one method used for scribing one kind of Arcane Mark. The armor will regenerate to its normal maximum armor point value but not over that maximum.He may view them but does not set them off. To use this. The armor will regenerate at a rate of 1 point every 10 seconds for 10 minutes. and a maimed limb . If the armor is removed at any point during the duration of this spell this spell will end. Only undead that can see and hear the user are effected by this. Rachana’s Gift Rch10 Type: Attribute This skill grants a worshipper of Rachana the ability of Divine Artistry. This skill can be purchased more than once. There is a specific process for scribing Arcane Marks of different types of spells and each of these methods must be learned in game. control X/2 hit points” Regenerate Armor Ert9 Type: (Touch) Duration: 10 minutes This spell causes all of the physical armor that a single target is wearing to naturally regenerate. not its current hit points. The hit point number is figured in the following way: the maximum level of spells the user knows multiplied by 3 is the number of hit points for fear and that number divided by 2(rounded up) is the number for undead creatures that will be controlled. IG Statement: “…I rebuke all undead within the sound of my voice. The hit points stated represent the maximum hit points of the undead creature. Because this is a constant healing effect. he cannot be affected by any other healing type spells while regenerating. Undead creatures controlled in this way must be given verbal commands and are only controlled for 1 minute or until the user falls unconscious or otherwise stops holding up his holy symbol. They may still affect others that view them and he is still effected by a mass effect triggered off an Arcane Mark. Kia10 Type: Epic Healing(Self-Only) Duration: 10 minutes The caster of this spell will regenerate for the next 10 minutes. He will regenerate a disabled limb in 10 seconds. This spell will enchant all armor worn by a single person that they are currently benefiting from. but will not exceed his normal hit point total. Rebuke Undead Bal2 Type: Skill Duration: 1 minute or instant The user of this skill rebukes all undead within the sound of his voice.” Regeneration Ert10. Incant: “…I cause this armor to regenerate. and can be used once per Gift per time purchased. With this skill he may scribe any one of his spells as an Arcane Mark. but the fear effect can effect creatures that were not within the effect when it started as long as the user is still holding their holy symbol up. given he has the proper materials. a broken limb in 30 seconds. The hit point totals stated determine which undead creatures will be turned(fear effect) or controlled. he must hold his holy symbol over his head in one of his hands and say the IG statement.

1 more minute to regrow one leg. Supreme Lic9 Type: Epic Healing(Touch) The target of this spell has all of their limbs restored. Regeneration will end but the caster will stabilize at 1 hit point after 1 minute of being dead. Ems5 Type: Healing(Touch) The target of this spell has all of the mind-effects affecting them removed. Death Strike. Incant: “…I restore. and 1 more minute to regrow the last leg.” Regrow Limb. If the caster is subject to a True Death effect Regeneration will end and they will be truly dead and need to be resurrected by True Resurrection. but will work on any and all curses listed in the rulebook. and regrow all of your limbs.” Repair Undead . maimed limb. the caster is not affected by any diseases their target may have. Incant: “…I remove all of your curses. The only ones in the rulebook that cannot be removed are Dominate and True Dominate. broken. Rac4. This spell can only be cast once per refresh and costs double mana. Wtr6 Type: Healing(Touch) This spell will fix one broken limb on the target. While casting this spell. Assassinate. Incant: “…I grant myself the ability to regenerate. Incant: “…I regrow your right/left arm/leg. The caster of this spell cannot cast it on themselves. This spell may not work on certain ritual curses. Incant: “…I repair your right/left arm/leg. Fts9.” Regrow Limb Lic7. meaning that if the caster has a disabled arm. etc…). This spell may only be cast once per day and costs double mana.” Remove Disease Lic3. Lkm9 Type: Epic Healing(Touch) The target of this spell has all of their curses removed. then 30 more seconds to regenerate his other arm. Lic5.” Remove Curse Chy10. it will take 10 seconds for his arm to be restored. a broken arm. Incant: “…I remove all diseases from my/your body. Incant: “…I remove all my/your mind-effects. There are certain effects that this spell will not remove. whether they are disabled. Only one of each of these will be regenerated at a time.in one minute. Dispel Magic will not dispel this effect but Disjunction will end the effect immediately. In the case of the caster being affected by a Killing Blow through one of these effects. This spell can only be cast once per refresh and costs double mana. Wtr9 Type: Healing(Touch) This spell will fix a single stated. This spell makes the caster immune to normal Killing Blows but not to effects that deliver a Killing Blow(Death. Spt3 Type: Healing(Touch) The target of this spell has all diseases removed from their body. and two maimed legs. or maimed. repair.” Remove Mind-Effect Chy7.” Repair Limb Kia7.

Death effects include: Slay. This spell does nothing to protect against Mundane damage from any source. This will not protect against a damaging weapon strike. whether magic or mundane. Death. but will protect against a spell-like ability in packet form.” Resist Disease . Major Arc3. Incant: “…I grant myself/you resistance to the first damaging magic attack used against me/you. no matter how much damage it would deal. and including. Incant: “…I grant myself/you resistance to the first attack used against me/you.” Resist Death Magic Dth6. This protection is always used against the next non-touch non-self only effect used against the target that has an Out of Game statement.” Resist Anything Chy8. up to 10 damage. Frt7. even if it is numerical damage or is a 1 damage weapon strike made with an enchanted weapon. Supreme Fir7 Type: Protection(Touch) Duration: Until Used This spells allows the target to call “Resist” and be unaffected by the first damaging magic effect that would affect them.” Resist Damage. This will not protect against a damaging weapon strike.) Incant: “…I repair all of this undead creature’s limbs. Ems8 Type: Protection(Self-Only) Duration: Until Used This spell allows the caster to call “Resist” and be unaffected by the first death effect that would affect them. up to.” Resist Damage. Incant: “…I grant myself/you resistance to the first air attack used against me/you. This spell does nothing against fear from a non-magic source or Mundane Lightning damage from any source. This spell does nothing to protect against Mundane damage from any source. but will protect against a spell-like ability that is in packet form. Shm8 Type: Protection(Touch) Duration: Until Used The target of this skill will call “Resist” and be unaffected by the next effect used against them.Bal3 Type: Necromancy(Touch) This spell will completely repair all of an undead creature’s limbs no matter what condition they are in(even if they are maimed. Incant: “…I grant myself/you resistance to the first damaging magic attack used against me/you.” Resist Air Roc4 Type: Protection(Touch) Duration: Until Used This spell allows the target to call “Resist” and be unaffected by the first Fear spell or Lightning damage spell used against them. Incant: “…I grant myself resistance to the first death magic used against me. Tln4 Type: Protection(Touch) Duration: Until Used This spell allows the target to call “Resist” and be unaffected by the first damaging magic effect that would affect them. 10 damage of any type.

Mnp5 Type: Protection(Touch) Duration: Until Used This spell allows the target to call “Resist” and be unaffected by the first mind-effect that would affect them. Unc4 Type: Protection(Touch) Duration: Until Used This spell allows the target to call “Resist” and be unaffected by the first physical magic effect used against them.” Resist Magic.” . Yrs4 Type: Protection(Touch) Duration: Until Used This spells allows the target to call “Resist” and be unaffected by the first disease effect that would affect them. Evk8 Type: Protection(Self-Only) Duration: Until Used This allows the caster to call “Resist” and be unaffected by the first two spells or spell-like abilities used against him. Osn8. etc… but only when cast as a spell or used as a spell-like ability.” Resist Mind-Effect Air5. This spell does nothing against the skill Break Bone or against Mundane Ice damage from any source. Tln6. Nat4. but is always used against the first one that targets the target. Wtr6 Type: Protection(Touch) Duration: Until Used This spell allows the target to call “Resist” and be unaffected by the first spell or spell-like ability used against them. Lic4. Chy3.” Resist Physical Magic Arg4. Disjunction will bypass and dispel both of these resistances. Osk4 Type: Protection(Touch) Duration: Until Used This spell allows the target to call “Resist” and be unaffected by the first poison that would affect them. Examples of physical magic effects are Fumble. Incant: “…I grant myself/you resistance to the first physical magic attack used against me/you. Ntv5. Maim. Double Abj8. Kia5. Incant: “…I grant myself resistance to the first two magic attacks used against me. Disable. Incant: “…I grant myself/you resistance to the first ice attack used against me/you. Disjunction will bypass and dispel this spell. Break Bone.” Resist Magic Chy6. Resist Magic will not protect against a Self Only or Touch spell. Incant: “…I grant myself/you resistance to the first mind attack used against me/you. This will protect against mind-effects from magical and mundane sources. Spt4.” Resist Toxin Ert6. Incant: “…I grant myself/you resistance to the first poison attack used against me/you. Tln9.” Resist Ice Krk4 Type: Protection(Touch) This spell allows the target to call “Resist” and be unaffected by the first Break Bone spell or packet damage Ice spell. Lic7.Bal4*. Lic5. Chy7. Incant: “…I grant myself/you resistance to the first disease used against me/you. Ert6. Incant: “…I grant myself/you resistance to the first magic attack used against me/you. Lic8. Ems6.

the spell is not spent and they must start the 1 minute casting over. If the caster is interrupted while performing a Resurrection. Kia9. so a target with 2 maimed limbs will only have one of them regrown.) The target also has all of their hit points restored to them and is instantly returned to consciousness. Each limb-restoring spell only affects the target once. as well as all of its limbs. True Lic10 Type: Epic Healing(Packet)/(Touch) This spell will return a dead creature to life or utterly destroy an undead creature(even most greater undead creatures. Nat3. Tln10. Neutralize Toxin.” Resurrection Chy9.” Revenance Crs8. This spell will return a dead creature to life or utterly destroy an undead creature. Ems9. The target is returned to life instantly as though it had not died. Incant: “…I restore life to this body. True Resurrection is the only spell that will resurrect a creature that has been subject to a True Death effect. If the target is subject to the spell Resurrection while this spell is active. repair one limb. they instantly fade and go to Death. Restore Limb. Wtr9 Type:Attribute Healing(Packet)/(Touch) This attribute allows the user to cast Resurrection once per event. If they are not engaged in combat for more than 10 seconds. Lic8. Spt4. when the spell ends they will be subject to the Resurrection effect.” Restore Limb Chy4. Incant: “…I restore your right/left arm/leg. Crs10. Repair Limb. and all of its hit points are restored. and regrow one limb. Kia5.” Roc’s Blessing Roc6 Type: Attribute This skill grants a worshipper of The Roc a number of free castings equal to his character level each refresh of the spell Air Weapon Enchantment. This spell can only be cast once per Gift and costs double mana. this spell takes 1 uninterrupted minute to cast after which a dead body with a soul in it is returned to life at 1 Hit Point. Tln7 Type: Curse(Touch) Duration: 10 minutes or Until Redeath The target of this spell is temporarily returned to life so that it may take revenge against its enemies. starting their 1 minute unconsciousness. If a creature is returned to life.” Resurrection. Lic3. restore one limb. and Regrow Limb. Incant: “…I grant this body revenance against its foes. If the target is killed again they instantly fade and go to Death. Roc’s Gift Roc10 Type: Attribute This skill grants a worshipper of The Roc Lesser Reduction against Lightning . Incant: “…I return true life to this body.Restoration Asp8. Tln5 Type: Healing(Touch) This spell will remove one disable effect from a single limb. Incant: “…I restore you of diseases and toxins. This spell may only be cast once per refresh and costs double mana. Osn8 Type: Epic Healing(Touch) The target of this spell is affected by the spells Remove Disease.

You must be able to see your destination to shadow step to it. you are trapped within the very shadows you are stepping through and should report to a GM immediately before going back IG. If for some reason the shadow you are trying to teleport to is too far away or that shadow disappears for whatever reason. Sharma’s Gift Shm10 Prerequisite: Resurrection Type: Attribute This skill grants a worshipper of Sharma an augmentation of the spell Resurrection. This skill does nothing to protect from enchanted weapons. Their incantation becomes “…I restore life to this body and heal you completely. The Resurrection still takes 1 minute to perform. Shadow Force Infusion Shd10 Type: Attribute A character with this skill is permanently imbued with Force energy. Lic2* . You may also shadow step out of any detainment(magical or mundane) as long as you are in a shadow and can see another shadow within 10 steps that you can teleport to. Int2. Shadow Step Shd9 Type: (Self-Only) Duration: 10 steps The caster of this spell melds with the very shadows around them. Once cast. You may shadow step through a wall of force or a locked door as long as you can see the other side. he only knows that he wanted to be over there instead of wherever he was. Incant: “…I meld with the darkness around me. Shadow Force Conversion Shd8 Type: Skill This skill allows the user to convert any numerical damage packet spell they cast “From the shadows of nature…” into force energy instead of the normal energy type.” Sharma’s Blessing Shm6 Type: Attribute This skill grants a worshipper of Sharma a number of free castings equal to their character level each refresh of the spell Minor Heal.damage. When they resurrect someone they also completely heal their body. Once they stop walking they must immediately remove their hand from over their head and they are wherever they happen to be standing. As such. During this teleportation the caster is unaware of his surroundings. In this case the incant changes to “…I disrupt you. any weapon they wield is always enchanted with Force energy.” Shun Chy2. the caster MUST begin walking at a normal pace(with hand over head to denote that they are OOG) to another shadow that they can see from where they are that is within 10 normal steps of them. X Force”. Shadow Force Specialization Shd9 Type: Attribute This skill grants a Nyctomancer free castings of the spell Moderate Force Attack equal to his character level each refresh. disappearing and then reappearing in another shadow within 10 steps of where they cast the spell.

Least Chy3. The target cannot cast any spells for these 10 minutes except for quickened spells or spells without an In Game statement. If the caster attacks the target.” Slay Dth7 Type: Death/Physical(Packet) The target of this spell is reduced to 0 Hit Points without having any of their armor(physical or magical) damaged. this spell is broken. 1 minute.” Spell Turning Ntv7 . Incant: “…I call upon darkness to slay you. Incant: “…I smash you to the ground.” Sleep Air6.” Silence Air5. either In Game or Out of Game and then “end shun”). Mnd3 Type: Mind-Effect(Packet) Duration: 10 seconds The target of this spell cannot speak for 10 seconds. Mnp6 Type: (Air)Mind-Effect(Packet) Duration: 10 minutes The target of this spell is set into a magical sleep for 10 minutes. Incant: “…I silence you. 10 seconds. The user cannot have more than one target under the effects of shun at a time. Ems5. The target cannot cast any spells for these 10 seconds except for quickened spells or spells without an In Game statement. They may still defend themselves normally and attack anyone that is not the caster. Chy5. Tln3 Type: Physical(Packet) The target of this spell is knocked off their feet and drops everything in their hands that isn’t strapped to an arm.” Smash Chy3. The target cannot cast any spells for this minute except for quickened spells or spells without an In Game statement. 10 minutes. Incant: “…I silence you. Nth4. Greater Ems8*. but the caster must first inform the target that they are releasing the spell before they can attack them(state the targets name. This spell has not effect on a target that is not living.Type: Mind-Effect(Packet) Duration: 1 minute The target of this spell finds themselves unable to attack the caster for 1 minute. Trt8 Type: Mind-Effect(Packet) Duration: 10 minutes The target of this spell cannot speak for 10 minutes. Incant: “…I command you to shun me.” Silence. Amt4. Ntv5 Type: Mind-Effect(Packet) Duration: 1 minute The target of this spell cannot speak for 1 minute. Nat3. A sleeping target is woken by any numerical damage dealt to them. Mnp5. Because Slay is both a Death and Physical effect it can be resisted as either a Death or Physical effect. Once the targets back or stomach has touched the ground and they have dropped everything in their hands they may then get back up as normal. but they may be delivered a Killing Blow without waking them up. Incant: “…I silence you. Incant: “…I set you to sleep.” Silence.

The single word must be a noun.” Tallain’s Blessing Tln6 Type: Attribute This skill grants a worshipper of Tallain the ability to instantly regain consciousness when brought back to life by the spell Resurrection. Nth1. One person can be replaced by +1 strength.” Stabilize Self Asp2. A spell turned spell effects the caster of the spell in the same way it would have affected the target. Rac2. Incant: “…I will turn the next spell effect used on me. Chy1. Examples of acceptable words are: Rage. Tln1 Type: Protection(Self-Only) Duration: Until Used The caster of this spell will stabilize instead of bleeding out the next time he would bleed out and become dead. Least Ert8. Despair etc… It is left up to the target to roleplay the effect properly. This magical strength will stack with any natural strength. Int2. unconscious target of this spell with 0 hit points is restored to consciousness with 1 hit point. Incant: “…I fill your mind with thoughts of (state emotion). It takes 4 people to move a statue. Bal1. Ems2. Mnp6 Type: Mind-Effect(Packet) Duration: 1 minute This spell allows the caster to implant a single word emotion in the target’s mind that will dictate the target’s actions for 1 minute. Nth2. Since this is a protection spell it cannot be stacked with any ” spell. Hatred. Tln8 Type: Magical Strength(Touch) Duration: 10 minutes The target of this spell is granted +1 magical strength for 10 minutes. Fear. Osk2. meaning that a single person with +1 strength counts as two people. “Resist Incant: “…my vitals will stabilize. . Incant: “…I grant myself/you least magical strength. at the end of his 10 minute bleed count. +1 strength means that the target will swing +1 damage with every attack they make and has +1 strength for all noncombat purposes as well.Type: Protection(Self-Only) Duration: Until Used The caster of this spell will call “Spell Turn” to the first spell of spell-like effect used on them. Amt8. This statue cannot be harmed expect by a weapon with minor hardness using the skill shatter. Lic2. He is also brought back to life with his full hit points instead of being at 1 hit point.” Stabilize Bal1. even natural strength that breaks the normal limit. Incant: “…I stabilize your vitals. Kia9. Incant: “…I turn my body to stone to protect myself.” Statue Ert7 Type: (Self-Only) Duration: 10 minutes The caster of this spell turns themselves and all their possession to stone for 10 minutes.” Suggestion Air6. He must state “Tallain’s Blessing” when he does so. Chy2*. Mag1. Tln1 Type: Healing(Touch) A living. This spell offers no protection against a Killing Blow.” Strength. Happiness.

A single body cannot receive the benefit of this spell more than once. Incant: “…I return true life to this body.” Transfer Limb Dth7 Type: Necromancy(Touch) This spell allows the caster and a willing. Supreme Evk10 Prerequisite: Transformation Type: Attribute This skill allows the user to transform any numerical damage spell he casts into . which is not listed anywhere else in the rulebook. Spt4 Type: Necromancy(Touch) This spell may only target a dead body that still has a soul in it. An effect that would cause him to lose consciousness for any reason while he is incanting will still interrupt his spell. Incant: “…I exchange our right/left arms/legs. the description is as follows: The target of this spell is delivered a Killing Blow without damaging their armor.” Or “…I conjure darkness to grant you true death. Ice. Transformation. This means that his spells are not interrupted by being affected by an offensive action while he is stating his incant. Any effect that was on the caster’s limb is now effecting the target and vice versa. It may only be used as one. He may use this once per day per refresh.Tallain’s Gift Tln10 Type: Attribute This skill grants a worshipper of Tallain the ability of Combat Casting. Incant: “…I tether your soul to your body. it merely provides the option. Fire. paralyzed.” Threads of Fate Fts10 Type: Epic Healing/True Death(Touch/Packet) This spell may either be cast as True Resurrection or as True Death. The target of this spell cannot be resurrected except by the spell True Resurrection. In the case of True Death. Lightning. Tether Bal4. This spell does not force a soul to stay in a body. In this case.(inform target of anything effecting your limb)” Transformation Evk8 Type: Attribute This skill allows the user to transform any numerical damage spell he casts into any of the following energy types: Earth.) But. The soul may stay within the body for up to 10 extra minutes in addition to however much time they have left before they fade. He is also able to cast spells on himself without having a free hand to do so and may even cast these spells if he doesn’t have arms. those benefits last until the next refresh for the caster or until the transferred limb is maimed. if used on certain creatures the caster may experience benefits. up to 10 extra minutes. sleeping. Lic4. not both. This spell cannot be used on certain targets that would not have an arm that would fit on the caster’s body(you can’t take a giant’s arm or leg. or dead creature to exchange limbs. This spell may only be purchased once. This spell does nothing to protect against Death’s Hand or a similar effect. This may only be done for spells from the school this skill is purchased in(any spell cast by the prefix of the school they bought it in: Evokers can use this for any spell they cast “By evoking forces…”). Dth5. or Magic. unconscious.

he must hold his holy symbol over his head in one of his hands and say the IG statement. Unholy. Tln2 Type: Physical(Packet) The target of this spell is knocked off their feet. Lic2. destroy X/2 Hit Points” Unholy Attack. The hit point totals stated determine which undead creatures will be turned(fear effect) or destroyed. Chy2. Each spell cast in this way costs an extra 2 mana to cast. Silence. Holy. not its current hit points. This skill can be purchased more than once. destroy X/2 HP” Turn Undead Ems3. The hit points stated represent the maximum hit points of the undead creature. To use this. To use this. Trip Bal2. IG Statement: “…I turn all elementals within the sound of my voice. The hit point number is figured in the following way: the maximum level of spells the user knows multiplied by 2 is the number of hit points for fear and that number divided by 2 is the number for undead creatures that will be destroyed outright. but the fear effect can affect creatures that were not within the effect when it started as long as the user is still holding their holy symbol up. The hit point totals stated determine which elementals will be turned(fear effect) or destroyed. This means he is immune to Least Silence. fear X Hit Points. The target’s back or stomach must touch the ground.any of the following energy types: Force. not its current hit points. The hit point number is figured in the following way: the maximum level of spells the user knows multiplied by 3 is the number of hit points for fear and that number divided by 2(rounded up) is the number for elementals that will be destroyed outright. Only undead that can see and hear the user are affected by this. They may then act normally. Ext2. Incant: “…I trip you off your feet. and can be used once per Gift per time purchased. he must hold his holy symbol over his head in one of his hands and say the IG statement. and Programmed Amnesia. Least . Only elementals that can see and hear the user are effected by this. Nth3 Type: Skill Duration: 1 minute or instant The user of this skill turns all undead within the sound of his voice. and can be used once per refresh per time purchased. The hit points stated represent the maximum hit points of the elemental. This skill can be purchased more than once.” True Speech Trt8 Type: Attribute This skill allows the user to always speak the truth. but the fear effect can effect creatures that were not within the effect when it started as long as the user is still holding their holy symbol up. fear X HP. This may only be done for spells from the school this skill is purchased in(any spell cast by the prefix of the school they bought it in: Evokers can use this for any spell they cast “By evoking forces…”). Greater Silence. IG Statement: “…I turn all undead within the sound of my voice. Turn Elemental Kia2 Type: Skill Duration: 1 minute or instant The user of this skill turns all elementals within the sound of his voice.

if killed within this hour the caster is immediately affected by the spell Revenance. Incant: “…I imbue my/your body with unholiness.” Unholy Weapon Enchantment Bal4. While under the effect of Revenance the caster may cast the spell Resurrection on themselves. The call for this is “Flashback. Con2. Bed4. A weapon can never be enchanted with more than one energy type. 7 magic.” Wall of Disjunction Abj10 Type: Epic Anti-Magic(Wall) Duration: 10 minutes . so flashback damage bypasses protections but not immunities. Lesser Bal2. In addition. 4 unholy. Vengeful Aura Tln10 Type: Epic(Magic)Form(Self-Only) Duration: 1 hour This spell grants the caster 15 armor. Nth2 Type: (Unholy)Damage(Packet) The target of this spell takes 2 points of unholy damage. following all the standard rules for being resurrected. dropped.” The energy is mundane but the source is magic. This effect will stack with a weapon enchantment so that a creature can swing two energy types with a single weapon. the attacker is damaged by 7 magic. 2 unholy.” Unholy Imbuement Bed8 Type: (Unholy)Imbuement(Touch) Duration: 10 minutes The target of this spell will swing “Unholy” with any weapon they wield for 10 minutes. Any time this armor is damaged by a melee attack.” Unholy Attack. Nth3.” Unholy Attack. Nth4 Type: (Unholy)Enchantment(Touch) Duration: 10 minutes This spell enchants a single weapon with unholy for 10 minutes. Incant: “…I harm you. but the enchantment will end if the weapon is shattered.” Unicorn’s Blessing Uni6 Type: Attribute This skill grants a worshipper of The Unicorn a number of free castings equal to his character level per refresh of the spell Minor Armor. This skill may only be used to defend a female or a child. Minor Bal3. 1 unholy. (Spt3) Type: (Unholy)Damage(Packet) The target of this spell takes 4 points of unholy damage. Incant: “…I harm you. Incant: “…I enchant this weapon with unholiness. (Spt1) Type: (Unholy)Damage(Packet) The target of this spell takes 1 point of unholy damage. This weapon will remain enchanted if disarmed. Incant: “…I grant myself an aura of vengeance. Unicorn’s Gift Uni10 Type: Attribute This skill grants a worshipper of The Unicorn a single use per refresh of the skill Bodyguard(see description in the Skills chapter). Nth1.Bal1. or given to someone else. Incant: “…I harm you.

) Any creature that passes through the wall(steps over the rope) is subject to all 3 effects of disjunction(dispelling every magic effect with a duration shorter than permanent and longer than instant. The wall may be up to 10 feet long and is represented by a length of rope up to 10 feet in length that has spell packets tied to each end of it.” Wall of Force Abj9. or lightning. A wall of any kind is a very visible effect and should be clarified to anyone that is not around at the time of casting as to what it is. The source of the fire is magical and is represented by the rope. Incant: “…I create a wall of disjunction.” Wall of Fire Fir8 Type: (Fire)Damage(Wall) Duration: 10 minutes This spell allows the caster to create a wall of fire. ice. The wall may be up to 10 feet long and is represented by a length of rope up to 10 feet in length that has spell packets tied to each end of it.) The source of the disjunction is magical and is represented by the rope. and suppressing all magic items for 10 minutes.This spell allows the caster to create a wall of disjunction. This rope may either be placed on the ground or thrown when the wall is created(do . Incant: “…I create a wall of earth/fire/ice/lightning. Incant: “…I create a wall of fire. The source of the damage is magical and is represented by the rope. Wall of Disjunction can only be cast once per Gift and costs double mana. The wall may be up to 10 feet long and is represented by a length of rope up to 10 feet in length that has spell packets tied to each end of it. fire.” Wall of Elements Kia9 Type: (Elemental)Damage(Wall) Duration: 10 minutes This spell allows the caster to create a wall of earth. A wall of any kind is a very visible effect and should be clarified to anyone that is not around at the time of casting as to what it is. which is what must be targeted(touched or hit with a spell packet) for a disjunction spell to dispel the wall. Shd9 Type: Epic Anti-Magic(Wall) Duration: 10 minutes This spell allows the caster to create a wall of force. which is what must be targeted(touched or hit with a spell packet) for a disjunction spell to dispel the wall. The rope may either be placed on the ground or thrown when the wall is created(do not throw the rope at a person under any circumstances. The rope may either be placed on the ground or thrown when the wall is created(do not throw the rope at a person under any circumstances. A wall of disjunction cannot be dispelled by any means. suppressing all rituals for 10 minutes.) Any creature that passes through the wall(steps over the rope) is subject to 10 mundane fire damage. The rope may either be placed on the ground or thrown when the wall is created(do not throw the rope at a person under any circumstances.) Any creature that passes through the wall(steps over the rope) is subject to 10 mundane damage of the appropriate element. The wall may be up to 10 feet long and is represented by a length of rope up to 10 feet in length that has spell packets tied to each end of it. A wall of any kind is a very visible effect and should be clarified to anyone that is not around at the time of casting as to what it is.

Restore Limb. At the time of casting. If the caster is reduced to 0 hit points. all of the caster’s possessions become intangible and cannot be taken from them. Heal.” Water Elemental Form Wtr10 Type: Epic(Ice)Form(Self-Only) Duration: 1 hour The caster of this spell transforms themselves into an water elemental for 1 hour. Repair Limb.” Water Specialization Wtr9 Type: Attribute This skill grants extra casting of Lesser Ice Attack and Lesser Heal. they cannot cast this spell. A wall of any kind is a very visible effect and should be clarified to anyone that is not around at the time of casting as to what it is. Resurrection. and Regrow Limb.not throw the rope at a person under any circumstances. Their stats become the following: Their hit points are restored and doubled They gain 25 magic armor(overrides any other magic armor on the caster) They gain claws that swing “natural ice” They gain immunity to normal weapons and weapons enchant with Ice Fire damage deals double damage to them They can throw packets for “2 ice. magic” once per character level Any spell that would deal ice damage to them instead heals them the same number of hit points They cannot cast any spells except for: Heal Self. or used by them. This spell costs double the normal mana cost for a level 10 spell for the caster This spell may only be cast once per Gift Incant: “…I assume the form of a water elemental. Wall of Force may only be cast once per Gift and costs double mana. they immediately revert to their normal form and are unconscious at 0 hit points. They cannot be woken up for 10 minutes even if healed to more than 0 hit points. You gain a total number of castings equal to your character level every refresh to be split any way you choose between the two spells. They cast these spells as quickened spells. Weakness. Incant: “…I create a wall of force. If the caster cannot fulfill these requirements. The spell Disjunction will send the caster to Death instantly The caster of this spell must don an appropriate costume(at least a mask) and can only use their claws for the duration of this spell(which they must have with them when they cast this spell). not even the caster. for the duration of this spell(this includes magic items except for those specifically designed to function for elementals). No one may pass through the wall. Least Air6.) A Wall of Force is impassable by almost all normal means and is unable to be destroyed by any normal means. Mnp6 .

A target under the effect of Lesser Weakness that is targeted by Least Strength has no change in their strength and is still under the full effect of Lesser Weakness. He need not recite the incantation for the spell. A target under the effect of Lesser Strength(not a spell but it could happen) that is targeted by Least Weakness has their Lesser Strength dispelled and is now under the effect of Least Weakness. but positive magical strength will only dispel negative magical strength if the positive strength is equal to or greater than the negative strength. A target under the effect of Least Weakness that is targeted by Least Strength has Least Weakness dispelled but gains no benefit from Least Strength.” Weapon Channeling Evk8 Type: Attribute This skill allows the user to use a numerical damage packet spell as a weapon swing instead. This means that the target swings 1 less damage and any natural strength used by the target is reduced by 1. but he must make the OOG statement for the spell. To use a spell this way the caster must do two things. but it is not considered a spell-like ability. Example: a Moderate Fire Attack that is used with Weapon Channeling costs 2 extra mana to cast and the only statement to be made is the OOG statement “7 fire” when the caster swings their weapon. Negative magical strength will negate and override positive magical strength. This means that a target under the effect of Least Strength that is targeted by Least Weakness has their Least Strength dispelled and is now under the effect of Least Weakness. This means that a target under the effect of Least Strength that is targeted by Least Weakness has their Least Strength dispelled and is now under the effect of Least Weakness. -2 strength. A target under the effect of Lesser Weakness that is targeted by Least Strength has no change in their strength and is still under the full effect of Lesser Weakness. Lesser Air9 Type: Magical Strength(Packet) Duration: 10 minutes The target of this spell is granted -2 magical strength. Ntv6 Type: Physical(Packet) . but positive magical strength will only dispel negative magical strength if the positive strength is equal to or greater than the negative strength.” Weakness. A target under the effect of Least Weakness that is targeted by Least Strength has Least Weakness dispelled but gains no benefit from Least Strength. Kia6. A target under the effect of Lesser Strength(not a spell but it could happen) that is targeted by Least Weakness has their Lesser Strength dispelled and is now under the effect of Least Weakness. He must spend 2 extra mana when he casts the spell. This means that the target swings 2 less damage and any natural strength used by the target is reduced by 2. Web Ems7. -1 strength. Incant: “…I grant you magical weakness. Incant: “…I grant you magical weakness.Type: Magical Strength(Packet) Duration: 10 minutes The target of this spell is granted -1 magical strength. Negative magical strength will negate and override positive magical strength. it is considered quickened.

Duration: 10 minutes This spell entangles the targets feet together and to the ground and binds their hands at their waist. but you cannot escape or strength out of only a single effect. Incant: “…I web your hands and feet. +10 strength or Major Escape will end this effect. you must free your hands and feet together.” .

There are other ways that a character’s maximum hit points can be increased. but a Character Level always grants a character 2 hit points added to their maximum(including level 0. Your character level represents your characters overall power and ability. whether it is used or unused. this is what you earn for paying for the event.Chapter 6 – Character Advancement What is Character Level? – Every character in the world of CRO5 has a character level. This number will be based on the number of positive and negative reports that NPCs and GMs have about your character. at which point those XP become used. Every player that attends an event has the potential of earning extra XP on top of their blanket for good roleplaying. What is my Character Level? – A character’s level is determined by the total number of XP that character has earned. Hit Point Total – A character’s hit points are dependent on their character level. Refer to the following chart to see what character level your character is: Level 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Total XP 0 100 120 160 220 300 400 520 660 820 1000 1200 1420 1660 1920 2200 2500 2820 3160 3520 3900 Earning XP – XP is awarded to all players that attend an event and is awarded in the following way: Every player that attends an event is awarded 50 XP as a blanket. Things that will increase this number include good roleplaying by . meaning a level 1 character starts with 4 hit points). Character level does not restrict any Player Character from taking any skills or spells. A character uses unused XP to purchase skills. and there are very few skills in the game that have any dependency on Character Level.

making out of game references. any form of cheating. or overall poor behavior.you while playing your character. Roleplaying XP is not negotiable but if you have questions about why you received the score you did you may contact the CRO5 staff with any inquiries. going out of character unnecessarily. but are not limited to. . and being courteous to staff members and other players. roleplaying hits during combat. fighting fairly and safely. Things that will make this number decrease include. This number is left entirely to the discretion of the GMs.

neck. The head. Striking a target faster than this is “machine-gunning” and is illegal. The object of boffer combat is to touch the other player with your boffer. Other weapons may be made from ultralight materials or may even be made of latex. Each hit should be light enough that you are not hurting whoever is being hit with the weapon. A boffer weapon is constructed from PVC piping. but you may choose to take the effect. Weapon skill chart – Below is the chart for weapon skills and what they cost: Max Handle Length 6" 6" 10" 10" 10" 16" 16" 16" None 16" 16" Max Total Length or Dimensio n 30" 24" 45" 45" 45" 60" 60" 60" 60" 72" 46"-54" Largest Dimension 36" Largest Dimension 12" Weapon Name Claw/Unarmed Small Weapon One-Handed Sword One-Handed Axe One-Handed Hammer Two-Handed Sword Two-Handed Axe Two-Handed Hammer Staff Polearm Bastard Sword XP Cos t 40 10 20 20 20 40 40 40 30 40 40 Shield 40 None Buckler 10 None . No weapon may strike a target more than once in a second. but a standard boffer weapon is not made of these special materials. Combat with weapons involves safe boffer weapons. hands. Fighting safely means fighting smart and fighting fair. but at the same time being firm enough so they know that you hit them. pipe insulation foam. open cell foam. How can I fight safely with a boffer weapon? – This is the most important safety aspect at CRO. If you are struck in any of these targets you are not obligated to take the effect of the weapon swing. and groin are illegal targets for striking with a boffer weapon.Chapter 7 – Weapons What type of combat should I expect at CRO? – CRO is designed around Medieval-style weapon combat. and duct tape. no target has to take any damage from “machine-gunned” attacks.

Wearing armor heavier than light armor(proficiency provided by Moderate Armor) interferes with the somatic component of Arcane spell-casting. A breastplate. it carries protective benefits as well. Physical armor will protect the wearer from numerical damage before it damages their hit points. Armor Reduction – Wearing large amounts of armor confers an extra bonus of Armor Reduction to the wearer. chains. Because of this.Chapter 8 – Armor Wearing armor isn’t just an awesome addition to any costume. Any character may wear armor and benefit from it as long as they have purchased the appropriate skill. See the Economic chapter of the rulebook(Chapter ???) for more information on repairing armor. and a helmet will always grant you more armor than just a breastplate. armor must be repaired for it to confer its protection again. Armor Chart – This chart tells the benefits of wearing the listed type of armor. This means that you cannot cast Arcane spells wearing medium or heavy armor without the appropriate skill to do so. greaves. Armor that requires Serious or Supreme Armor to wear can only be repaired by a Blacksmith. More points for armor are given the more armor you are actually wearing(up to 1. 20+ confers Armor Reduction 2. If it is observed that a piece of armor is dangerous in any way or in any way violates these rules. or any piece of armor that could catch or damage a weapon is allowed to be worn. CRO reserves the right to have any player remove that piece of armor.) This means that 10+ points confers Armor Reduction 1. Armor Type Fur or Padded Leather or Hide Studded Leather Scale Mail Chain Mail Splint Mail Plate Mail Max Armor Points Skill Required 2 4 7 10 15 20 25 Moderate Armor Moderate Armor Moderate Armor Serious Armor Serious Armor Supreme Armor Supreme Armor Repairing Armor – Once damaged. no spikes. Armor Reduction reduces . Unlike normal Reduction. and 30+ confers Armor Reduction 3. For every 10 points of armor a character is wearing they gain Armor Reduction 1 against physical attacks(not spell damage or backstab damage. Armor Safety – Metal armor is potentially very dangerous during boffer combat.5 times the normal amount for that armor). Armor that requires Moderate Armor to wear can only be repaired by a Tailor.

Supreme Armor Mastery. Level 1 Spell Teaching? Y N N N N N Y N N N Y Y Y Y Y Y N Y Y N N N N N Y Y Y Y N Y Cost 40 20 20 20 20 20 40 40 40 40 40 30 20 30 40 30 20 0 40 30 60 90 30 30 40 40 40 40 40 40 . Skill Name Alchemy Armor. Now it’s time to take a look at some other skills that are available to your character: Miscellaneous skills. Serious Armor Mastery. Some of these skills are prerequisites for taking other lists in the game as well.damage to a minimum of 1 instead of 0. Adding these lists brings us to the total list of basic skills that are purchasable. Level 8 Spell Magic Literate. You have become acquainted with the 4 main lists as well as weapons and armor. Miscellaneous Skills Table – The Miscellaneous Skills table is a list of skills that aren’t on other lists in the rulebook. Level 7 Spell Ritual Casting. This Reduction is lost when the armor is completely damaged and is not restored until the armor is fully repaired. Supreme Create Magic Item Create Recipe Create Skill Create Spell Divine Favor Economic Evaluate Item First Aid Forage Foreign Literate Learn Literate Magic Literate Piety 1 Piety 2 Piety 3 Resist Disease Resist Toxin Ritual Casting Ritual Focus 1 Ritual Focus 2 Ritual Focus 3 Ritual Research Scribe Scroll Prerequisites Forage None Moderate Armor Serious Armor Serious Armor Serious Armor Mastery & Supreme Armor Ritual Casting Level 10 Alchemy Recipe Level 10 Fighting or Stealth Level 10 Arcane or Divine Literate None None None None Literate None None Literate None Piety 1 Piety 3 None None Magic Literate. Level 10 Spell Ritual Casting. Serious Armor. Level 9 Spell Ritual Focus 2. Economic Skills. even though some of them require you to have skills that are on other tables in the rulebook. Level 8 Spell Ritual Focus 1. Moderate Armor. and Alchemy. Chapter 9 – Miscellaneous Skills Now you have seen all sorts of skills that your character is able to purchase.

Armor.Teach Thick Skin None None N N 10 30 Alchemy Misc – Requires Teaching Prerequisite: Forage Type: Attribute This skill represents a character’s knowledge of brewing potions and poisons using ingredients that are acquired in various ways. See Chapter ??? for more information on Alchemy. A character will receive. Supreme Misc Prerequisites: Serious Armor Master & Supreme Armor Type: Attribute This skill allows a character to cast Arcane spells while wearing heavy armor. Serious Misc Prerequisite: Moderate Armor Type: Attribute A character with this skill may wear armor that will grant up to 15 Armor Points worth of protection. Further recipes are learned in the same way that other skills and spells are learned. or Studded Leather Armor. Serious Misc Prerequisite: Serious Armor Type: Attribute This skill allows a character to cast Arcane spells while wearing medium armor. Normally a character wearing medium armor cannot cast Arcane spells. Hide. Armor Mastery. Moderate Misc Type: Attribute A character with this skill may wear armor that will grant up to 7 Armor Points worth of protection. Leather. Upon purchasing this skill a character gains 4 level 1 recipes. This skill provides the ability to wear Scale Mail or Chain Mail armor. Armor. Additional Armor Points may be given for armor that covers more than just the torso. Create Magic Item Misc – Requires Teaching Prerequisite: Ritual Casting Type: Attribute . This skill provides the ability to wear Fur.) Further potions can be crafted between games if the alchemist has the components needed to do so. Armor. Additional Armor Points may be given for armor that covers more than just the torso. at check-in. Supreme Misc Prerequisite: Serious Armor Type: Attribute A character with this skill may wear armor that will grant up to 25 Armor Points worth of protection. Padded. This skill provides the ability to wear Splint Mail or Plate armor. Additional Armor Points may be given for armor that covers more than just the torso. A recipe costs 10 times the recipe level in XP to purchase and you must have at least 2 recipes of a level before you can learn recipes of the next level. a number of potions equal to the number of recipes they know(one of each potion they know how to make. Normally a character wearing heavy armor cannot cast Arcane spells. Armor Mastery.

A character with this skill may, under the correct circumstances and with the correct materials, permanently enchant a magic item. Creating a magic item always requires a ritual to do so, but the method is different for each item. It will always take some amount of research to discern the method of creating a magic item. Create Recipe Misc Prerequisite: Level 10 Alchemy Recipe Type: Attribute This skill allows a character that has mastered their trade to begin crafting a signature potion or poison. The creation must be done during game and will likely take many games to accomplish. A certain amount of research will always be required in the creation of a new skill. The staff will determine the actual effect and level of the recipe created, and the skill must be appropriate to the discipline the character has trained in. Example: An Alchemist that has learned only potion recipes cannot create a poison. Create Skill Misc Prerequisite: A Level 10 Fighting or Stealth Skill Type: Attribute This skill allows a character that has mastered their trade to begin crafting a signature ability or technique. The creation must be done during game and will likely take many games to accomplish. A certain amount of research will always be required in the creation of a new skill. The staff will determine the actual effect and level of the skill created, and the skill must be appropriate to the discipline the

character has trained in. Example: A Myrmidon cannot create a Defensive Finesse style technique. Create Spell Misc Prerequisite: A Level 10 Arcane or Divine Spell Type: Attribute This skill allows a character that has mastered their school of magic to begin crafting a signature ability or spell. The creation must be done during game and will likely take many games to accomplish. A certain amount of research will always be required in the creation of a new spell. The staff will determine the actual effect and level of the spell created, and the spell must be appropriate to the casting school the character has trained in. Example: An Abjurer cannot create an Infernalist spell. Divine Favor Misc – Requires Teaching Type: Attribute This skill allows a character to read and write in the language of Magic. The language of Magic is used when scribing scrolls and rituals and allows a character to cast spells from scrolls as well as allowing them to read ritual scrolls. Economic Misc – Requires Teaching Type: Attribute A character with this skill has a profession that confers upon them certain bonuses. Most professions grant income that is given to a character at check-in each game. Each profession also has benefits in the form of skills that allows them to accomplish various things. You need only be taught a profession once to be able to buy all 6 levels of the profession. See Chapter ??? on economic skills for more information on the specifics of the Economic skill. Evaluate Item Misc – Requires Teaching

Type: Attribute This skill allows a character to determine how much an item is worth. This skill may be purchased up to 3 times, each time allowing the character to identify

more items and more accurately identify the value of an item. First Aid Misc – Requires Teaching Type: Attribute This skill gives a character basic knowledge of medical techniques. A character with First Aid may revive a character that is bleeding out with 0 hit points to consciousness with 1 hit point by spending 1 uninterrupted minute roleplaying healing them. During this time their bleeding out count stops. First Aid also allows a character to revive another character that has been waylaid by spending 1 uninterrupted minute roleplaying healing them. Forage Misc – Requires Teaching Type: Attribute This skill allows a character to gather components. A character may only gather components that they are able to use in the creation of alchemical substances. The gatherable components will be listed on your character sheet. Foreign Literate Misc – Requires Teaching Prerequisite: Literate Type: Attribute This skill allows a character to be literate in a written language other than Common. Since languages other than Common are seldom, if ever, spoken in the world this skill does not allow your character to speak a language other than common. You will be given an alphabet translation sheet for the appropriate language that you have purchased. Languages that can be chosen are: Draconic, Dwarven, Elven, Giant, Goblinoid, Sylvan, and Undercommon. Other languages may become available

to you during game, but you must specifically be taught those languages. This skill must be taken separately for each language other than common you wish to learn. Learn Misc This skill allows a character to receive an extra lesson each event. The teacher need not have the ability to teach a lesson for a student with this skill to learn from them. There will be a place on your character sheet to denote that you are able to receive an extra lesson each event. This skill may be purchased multiple times. Literate Misc – Requires Teaching Type: Attribute This skill allows a character to read and write in Common. Without this skill a character cannot read or write. This skill is free to all new characters. You may choose to not buy this skill and may then be taught it later on. Magic Literate Misc – Requires Teaching Prerequisite: Literate Type: Attribute This skill allows a character to read and write in the language of Magic. The language of Magic is used when scribing scrolls and rituals and allows a character to cast spells from scrolls as well as allowing them to read ritual scrolls. Piety 1 Misc Type: Attribute This skill grants a worshipper of a God the first power their God grants to their most pious followers. The first Piety ability is a low level spell or skill from

that God’s magic list that may be cast once per refresh. Piety abilities are cast “By my Piousness…” and may be used by and will affect Celts. Piety powers may be taken away from a worshipper if they act in a way that is contradictory to their God. They may be regained by atoning for their transgressions. The following is a list of the spells granted by Piety 1, listed alphabetically by God:
God Amittai Argider Aspacio Balruune Bedlam Brand Bulwark Cheynal Conium Emassen Griffin Itzal Kia Kraken Lamont Liche Nalith Osane Osku Rachana Roc Sharma Tallain Unicorn Yersinia Piety 1 Least Silence Lesser Drain Life Remove Disease Minor Animate Corpse Fear Magic Weapon Enchantment Trip Stabilize Self Minor Blade Poison Minor Holy Attack Entangle Lesser Drain Life Minor Elemental Attack Ice Weapon Enchantment Entangle Minor Health Minor Air Attack Minor Armor Poison Intoxicate Minor Arcane Mark of Fire Air Weapon Enchantment Minor Heal Lesser Magic Attack Minor Armor Thin Blood Disease

Piety 2 Misc Prerequisite: Piety 1 Type: Attribute This skill grants a worshipper of a God the second power their God grants to their most pious followers. The second Piety ability is a resistance to a single effect type. This effect is passive and is always used against the first applicable effect each refresh, meaning that it grants a dumb resistance. Though these abilities classify as protection type they may be stacked with other protections. Piety powers may be taken away from a worshipper if they act in a way that is contradictory to their God. They may be regained by atoning for their transgressions. The following is a list of the resistances granted by Piety 2, listed alphabetically by God:

God Balruune Cheynal Emassen Kia Lichey Nalith Tallain

Piety 2 Resist Physical Magic Resist Anything Resist Mind Effect Resist Physical Magic Resist Death Magic Resist Death Magic Resist Supreme Damage

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Most rituals have a restriction on what type of spell caster may cast them. Each ritual . The user is still effected by any other effect that accompanies the poison. Not all rituals are able to be performed by all spell casters. The user must call “resist” and be unaffected by the first disease that would affect them each refresh.Piety 3 Misc Prerequisite: Piety 2 Type: Attribute This skill grants a worshipper of a God the third and final power their God grants to their most pious followers. This skill may be purchased multiple times. The following is a list of the spells granted by Piety 3. Example: You are struck with “5 damage poison sleep. Piety abilities are cast “By my Piousness…” and may be used by and will affect Celts. listed alphabetically by God: God Amittai Argider Aspacio Balruune Bedlam Brand Bulwark Cheynal Conium Emassen Griffin Itzal Kia Kraken Lamont Liche Nalith Osane Osku Rachana Piety 3 Greater Silence Major Drain Life Dispel Magic Major Animate Corpse Paralyze Magic Imbuement Moderate Feat of Strength(skill) Resist Anything Major Blade Poison Major Holy Attack Web Force Weapon Enchantment Major Elemental Attack Ice Imbuement Web Major Health Major Air Attack Major Armor Mass Poison Intoxicate Major Arcane Mark of Fire Roc Sharma Tallain Unicorn Yersinia Air Imbuement Major Heal Major Magic Attack Major Armor Zombie Rot Disease Resist Disease Misc This skill allows a character to resist the first disease used against them each refresh. This skill may be purchased multiple times. Piety powers may be taken away from a worshipper if they act in a way that is contradictory to their God. They may be regained by atoning for their transgressions. The user must call “resist” and be unaffected by the first poison that would affect them each refresh. A Level 7 Arcane or Divine Spell This skill allows a character to perform rituals.” You have a Resist Toxin so you call “Resist Poison”(to clarify that you are only resisting the poison effect) and are unaffected by the poison but you still take the 5 damage from the attack. Resist Toxin Misc This skill allows a character to resist the first poison used against them each refresh. This is a dumb resistance but it may be stacked with any other protections. This is a dumb resistance but it may be stacked with any other protections. Ritual Casting Misc – Requires Teaching Prerequisite: Magic Literate. This means that when Piety 3 is obtained a character will have 2 spells that they can cast once each per refresh and 1 dumb resistance against a single effect type per refresh. The third Piety ability is a high level spell or skill from that God’s magic list that may be cast or used once per refresh.

. Scrolls may only be created during game and take the amount of mana that it would take to cast the spell to create the scroll. Teach Misc Normally a character may only give one lesson per event to another character. A Level 1 Arcane or Divine Spell This skill allows a character to scribe scrolls if they have the proper materials. A Level 8 Arcane or Divine Spell This skill allows a character to cast Journeyman level rituals. You will receive updated information on your research at check-in. Ritual Focus. This skill may be purchased multiple times. This research may only be done between events and must be submitted to the staff at least one week before the event. A Level 10 Arcane or Divine Spell This skill allows a character to cast Grandmaster level rituals. Master Misc – Requires Teaching Prerequisite: Journeyman Ritual Focus. Journeyman Misc – Requires Teaching Prerequisite: Ritual Casting. Ritual Research Misc Prerequisite: Ritual Casting. See Chapter ??? for more information on casting rituals. Thick Skin Misc This skill allows a character to resist one waylay used against them each refresh. There will be a section on your character sheet for the extra lesson that you can give. a character may teach one additional skill to any character during an event. Ritual Focus. This is a dumb resistance but it may be stacked with any other protections. With this skill. A Level 9 Arcane or Divine Spell This skill allows a character to cast Master level rituals.also has a level to denote the difficulty of casting the ritual. The user must call “resist” and be unaffected by the first waylay used against them each refresh. Epic spells cannot be scribed with this skill. A Level 8 Arcane or Divine Spell This skill allows a character to begin researching and developing rituals of their own that they can scribe with the proper materials. Magic ink of the proper level is required to scribe a scroll. Ritual Focus. This skill may be purchased multiple times. Scribe Scroll Misc – Requires Teaching Prerequisite: Magic Literate. Grandmaster Misc – Requires Teaching Prerequisite: Master Ritual Focus. Ritual Casting grants the ability to cast Apprentice level rituals.

There are Economic classes that offer the ability to accomplish other things. Repairing.Chapter 10 – Economic Skills What’s in this chapter? – Contained in this chapter are the list of Economic classes and corresponding skills as well as crafting tables for those classes. but the majority are based around items in one way or another. and Branches – . List of Economic Classes. Providing. but you may take all 4 levels of that branch from only a single lesson. and Acquiring various kinds of items. both magical and mundane. Each level of an Economic class costs 30 XP to purchase and you automatically receive the corresponding skill for that level when the level is purchased. After those 6 levels the classes branch into at least 2 other classes that have 4 levels each for a total of 10 levels in each Economic class. After that you must be taught one of the branches in order to take that branch. What kind of skills do Economic classes have? – The main purpose of Economic classes is Crafting. their Skills. There are 6 levels in each economic class. This learning counts toward your 1 lesson per game. You need only be taught an Economic class once to take the first 6 levels of it. How do I take an Economic class? – You may either start game with an Economic class or learn one during game from someone that knows that class.

This skill allows for the repair of Metal armor at a rate of 1 point every 30 seconds.5 Day Valu e . Create 3 – This skill allows creation of items on the Blacksmithing item creation table using Adamantine(weapons and armor for Armorer. Repairing a weapon takes 10 minutes. jewelry for Whitesmith). Repair 2 – This skill allows for Metal armor to be repaired at a rate of 1 point every 45 seconds. armor. 1 2 3 4 5 6 7 8 9 10 Blacksmith Create 1 Repair 1 Repair 2 Create 2 Repair 3 Armorer Create 3 Repair 4 Create 4 Whitesmith Create 3 Repair 4 Create 4 Create 1 – This skill allows creation of items on the Blacksmithing item creation table using Steel and Brass. This skill allows for the repair of Metal armor at a rate of 1 point every minute. Create 4 – This skill allows for the creation of Masterwork items that are able to them be enchanted as Magic Items. This skill allows for the repair of Metal armor at a rate of 1 point every 30 seconds. Ite 10 inches of m Metal Weapon Materials 1 Pound of Metal Time to Make . and other metal objects. Repair 1 – This skill allows the repair of any item that is able to be created with the skill Create 1. jewelry. This skill also allows for the creation of items on the Blacksmithing item creation table using Soul Steel. Create 2 – This skill allows creation of items on the Blacksmithing item creation table using Silver and Gold. Repair 4 – This skill allows for the repair of any item that is able to be created with the skill Create 3. Repairing Adamantine items requires the proper material components. Armorers specialize specifically in creating weapons and armor while Whitesmiths specialize in creating jewelry and other fine metal items. Repairing a metal item requires an open fire and a hammer and anvil. Repair 3 – This skill allows the repair of any item that is able to be created with the skill Create 2. The recipes and creation methods of these items must be discovered In Game. Blacksmith branches into Armorer and Whitesmith.Blacksmith – A Blacksmith specializes in working with metals to create weapons. Repairing Silver and Gold items requires the proper material components.

Repair 1 – This skill allows the repair of any item that is able to be created with the skill Create 1. or Wool. Leatherworkers specifically specialize in creating items out of leather.2 Pound of Metal 2 Pounds of Metal 8 Ounces of Metal 1 Pound of Metal 1 Day 1 Day 1 Day . Fur. Circlet. Create 2 – This skill allows creation of items on the Outfitter item creation table using more exotic Leather.5 Day 1 Day 2 Days Outfitter – An Outfitter creates clothing and light armor of various kinds. or Hide as well as Cotton and Silk. pants. Ring. boots. This skill allows for the repair of Light armor at a rate of 1 point every 1 minute. Broach Amulet. Leather. Repair 3 – This skill allows the repair of any item that is able to be created with the skill Create 2. Hide. whether it be shirts. and hide. Tailors specialize in making clothing. hats. Repair 2 – This skill allows for Light armor to be repaired at a rate of 1 point every 2 minutes. Leather. Outfitter Create 1 Repair 1 Repair 2 Create 2 Repair 3 Leatherworker Create 3 Repair 4 Create 4 1 2 3 4 5 6 7 8 9 10 Tailor Create 3 Repair 4 Create 4 Create 1 – This skill allows creation of items on the Outfitter item creation table using Fur. . cloaks. Outfitter branches into Leatherworker and Tailor. Create 3 – This skill allows creation of items on the Outfitter item creation table using any available Fur. or otherwise. whether it be armor. Bracelet. Crown 4 Pounds of Metal 6 Pounds of Metal . Hide(for Leatherworker).One-handed Blunt Head Two-handed Blunt Head One Point of Metal Armor 100 square inches of Shield Necklace. or otherwise. fur. This skill allows for the repair of Light armor at a rate of 1 point every 3 minutes. or Fabric(for Tailor). etc…). Repairing an item requires the proper tools(needle and thread. Earrings.

They can acquire and find buyers for various goods that they may have on hand or need to get their hands on. Hide. There is no set limit to how many items a Merchant can acquire. Leatherworkers can create items out of Leather. but they may not be able to acquire all the items they wish. A Legitimate Merchant can acquire the finest goods that money can buy. Merchant branches into Legitimate and Black Market. Create 4 – This skill allows for the creation of Masterwork items that are able to them be enchanted as Magic Items. Merchant Sell 1 Acquire 1 Sell 2 Acquire 2 Black Market Acquire 3 Sell 3 Acquire 4 1 2 3 4 5 6 7 8 9 10 Legitimate Acquire 3 Sell 3 Acquire 4 Sell 1 – This skill allows for the finding of a buyer for a single item the Merchant has in his possession.5 Day 1 Day 3 Days 1 Day 1 Day Valu e Merchant – A Merchant is a dealer of goods of all kinds. A Black Market Merchant can acquire the finest goods that money shouldn’t be able to buy. He may not be able to find a buyer for certain rare or valuable items. The recipes and creation methods of these items must be discovered In Game. Acquire 1 – This skill allows for the acquisition of specific common items between events.Repair 4 – This skill allows for the repair of any item that is able to be created with the skill Create 3. These items are purchased at current market value(which may be higher or lower than normal). . and Fur while Tailors can create items out of Fabric. This skill allows for the repair of Light armor at a rate of 1 point every 30 seconds. Ite m Shirt or Pants Cloak or Robe Boots Hat or Gloves One Point of Light Armor Materials 2 yards of Fabric 5 yards of Fabric 4 pounds of Leather 2 pounds of Leather 3 pounds of Material Time to Make .

Sell 2 – This skill allows for the finding of a buyer for two items the Merchant has in his possession. . Tinkerer branches into Locksmith and Gunsmith. Black Market Merchants can acquire the most dangerous and illegal items money can buy while Legitimate Merchants can acquire legitimate products of exquisite quality. Locksmiths specialize in creating locks and traps of amazing qualities. These items are purchased at current market value(which may be higher or lower than normal).This skill allows creation of items on the Tinkerer item creation table using Least and Lesser Components as well as creating extra keys to any lock he has created. Tinkerer Create 1 Repair 1 Create 2 Repair 2 Design 1 Gunsmith Create 3 Design 2 Repair 3 Create 4 1 2 3 4 5 6 7 8 9 10 Locksmith Create 3 Design 2 Repair 3 Create 4 Create 1 . Tinkerer – A Tinkerer creates complex machines that can accomplish various things. Black Market Merchants can acquire dangerous and illegal items while Legitimate Merchants can acquire legitimate product. Acquire 3 .This skill allows for the acquisition of specific rare items between events. Acquire 2 – This skill allows for the acquisition of specific uncommon items between events. but they may not be able to acquire all the items they wish. He can find buyers for more rare and valuable items than with Sell 1. Most notably they can create locks and traps. but they may not be able to acquire all the items they wish. There is no set limit to how many items a Merchant can acquire.This skill allows for the acquisition of specific very rare items between events. He can find buyers for more rare and valuable items than with Sell 2. Sell 3 .This skill allows for the finding of a buyer for three items the Merchant has in his possession. Acquire 4 . These items are purchased at current market value(which may be higher or lower than normal). Gunsmiths specialize in creating firearms and the ammunition that is needed by those weapons. but they may not be able to acquire all the items they wish. There is no set limit to how many items a Merchant can acquire. These items are purchased at current market value(which may be higher or lower than normal). There is no set limit to how many items a Merchant can acquire.

Create 2 . Repairing a lock takes 1 minute for a least quality lock and 2 minutes for a lesser quality lock. Design 2 allows for more complex machines to be designed than Design 1 allows. Repairing a lock takes 10 minutes for a major quality lock and 15 minutes for a serious quality lock. Item Least Quality Lock Lesser Quality Lock Minor Quality Lock Moderate Quality Lock Materials Least Tumblers & 4 ounces of Metal Lesser Tumblers & 8 ounces of Metal Minor Tumblers & 12 ounces of Metal Moderate Tumblers & 1 pound of Metal Major Tumblers & 1 pound 4 ounces of Metal Serious Tumblers & 1. this skill allows for the creation of a flintlock pistol or rifle as well as ammunition. Create 4 .Repair 1 .This skill allows a Tinkerer to attempt to create their own plans for an item to create. The recipes and creation methods of these items must be discovered In Game.This skill allows the repair of any item that is able to be created with the skill Create 1. Ammunition cannot be repaired. Repair 3 – This skill allows the repair of any item that is able to be created with the skill Create 3.This skill allows creation of items on the Tinkerer item creation table using Major and Serious Components for a Locksmith. as well as the creation of keys for locks other than their own. Create 3 .This skill allows for the creation of Masterwork items that are able to them be enchanted as Magic Items or that have extra abilities. This new plan must be submitted to the Staff at least 1 week before the event and the Staff will decide what the exact function and creation components are appropriate for the item. This new plan must be submitted to the Staff at least 1 week before the event and the Staff will decide what the exact function and creation components are appropriate for the item. Design 1 allows for simple machines to be designed.This skill allows the repair of any item that is able to be created with the skill Create 2. Design 2 . Repairing a flintlock pistol or rifle requires 10 minutes. Repair 2 .5 pounds of Metal Critical Tumblers & 2 pounds of Metal Time to Make 1 Day 2 Days 4 Days 7 Days Value Major Quality Lock Serious Quality Lock Critical Quality Lock 10 Days 15 Days 20 Days . For a Gunsmith.This skill allows creation of items on the Tinkerer item creation table using Minor and Moderate Components. Design 1 – This skill allows a Tinkerer to attempt to create their own plans for an item to create. Repairing a lock takes 4 minutes for a minor quality lock and 7 minutes for a moderate quality lock.

4 pounds of Gathered Wood 1 Day 2 Days 1 Day 2 Days 4 Days 7 Days 10 Days 15 Days 20 Days Pistol 20 Days Rifle Manacles Lock Picks 1 set of Tumblers. Scholar 1 2 3 4 5 6 7 8 Observe 1 Observe 2 Observe 3 Historian Research 1 Researcher Research 1 . always looking for some new knowledge hidden in the world somewhere. A Historian specializes in finding information from the past. 2 pounds of Gathered Wood Flint and Steel. whether it be through book research or field research. 10 pounds of Metal. A Researcher observes things happening in the present and is able to discern more information than what seems readily available. whether it be on the past or the present. 5 pounds of Metal. 2 pounds of Metal 8 ounces of Metal 4 ounces of Metal + 4 ounces of Black Powder 30 Days Lock of equivalent quality + 1 Day 4 Days Bullet(1) . Scholar branches into Researcher and Historian.Key Key(to a lock that is not yours) Least Quality Trap Lesser Quality Trap Minor Quality Trap Moderate Quality Trap Major Quality Trap Serious Quality Trap Critical Quality Trap 1 ounce of Metal and Key 1 ounce of Metal. 1 ounce of wax 8 ounces of Metal 12 ounces of Metal 1 pound of Metal 1 pound 4 ounces of Metal 1 pound 8 ounces of Metal 2 pounds of Metal 3 pounds of Metal Flint and Steel.5 Day Scholar – A Scholar does research.

This request is submitted to the Staff at least 1 week before game and the researcher will receive a response to whatever they are researching(usually a paragraph). so they must list the research method as long as the topic they are researching. Surgeon branches into Doctor and Witch Doctor. Research 1 – This skill allows a Historian to research past events or a Researcher to research current events. Discern Malady 1 – This skill allows a Surgeon to attempt to discern a malady that their patient may have. Witch Doctors are faith healers that draw their power from somewhere other than science. The same subject can be researched multiple times and the researcher will always receive new information. The Historian or Researcher must have the means to do research on the topic they choose. Observe 3 – This skill improves the information given to a Scholar at check-in each game.9 10 Research 2 Research 2 Observe 1 – This skill allows a scholar to analyze things in a way that a normal person wouldn’t. Surgeon 1 2 3 4 5 6 7 8 9 10 Discern Malady 3 First Aid 3 Discern Malady 3 First Aid 3 First Aid 1 Discern Malady 1 Discern Malady 2 First Aid 2 Doctor With Doctor First Aid 1 – This skill reduces the amount of time it takes to use First Aid on a target from 1 minute to 50 seconds. Surgeon – A Surgeon has minor knowledge of humanoid anatomy and the techniques that will aid in healing the body. This is represented by a single observation that the Scholar has picked up on that is given to them at check-in each game. Observe 2 – This skill improves the information given to a Scholar at check-in each game. Doctors have extensive knowledge of humanoid anatomy and the possible ailments that can affect it and how to cure those ailments. Research 2 – This skill improves the information gained from doing research(2 paragraphs instead of 1). This skill requires 1 minute to .

First Aid 2 – This skill reduces the amount of time it takes to use First Aid on a target from 50 seconds to 40 seconds. staves. While discerning a disease. This skill does not identify any maladies the target may be suffering. each with its own strengths and weaknesses. the Surgeon is not subject to any contagious diseases the target may have. but may be used on any number of targets. mending it back together after 10 minutes. the component is consumed in the process. or “Discern Disease”. removing all poisons and diseases affecting them. These 2 effect types must be chosen when the diagnosis is performed before they receive a yes or no answer for either of the effect types. This skill can only be used once per target per refresh. meaning that this skill is used as “Discern Physical Effect”. “Discern Poison”. Fletcher Create 1 Repair 1 Create 2 Repair 2 Bowyer Create 3 Repair 3 Create 4 Knapper Create 3 Repair 3 Create 4 1 2 3 4 5 6 7 8 9 . This requires an alchemical component of Elemental Water to perform. This means that a single use of Discern Malady will give a yes or no answer for 4 different effect types. poison. Bowyers specifically create different kinds of bows of varying qualities. First Aid 3 – This skill reduces the amount of time it takes to use First Aid on a target from 40 seconds to 30 seconds. It also allows the Discern Malady ability to discern whether the target is cursed or not for a Witch Doctor and whether the target is currently under any Mind Effects for a Doctor. All other restrictions on this ability still apply. In addition it allows a Doctor to set a broken limb. Knappers specialize in creating arrowheads of varying qualities and materials. etc…). Discern Malady 2 – This skill allows a Surgeon to discern 2 of the 3 effect types when using their Discern Malady ability. Fletcher branches into Bowyer and Knapper.perform and can be used to receive a yes or no answer as to whether a target is affected by a physical effect. This skill may only be used to discern a single one of these effects and it must be chosen when they are performing the diagnosis. or disease. Fletcher – A Fletcher creates bows and arrows and has the ability to create some other wooden items(such as clubs. It allows a Witch Doctor to purify a targets blood. Discern Malady 3 – This skill allows for all 3 effect types to be discerned with a single diagnosis.

Cook 1 2 3 Create 1 .10 Repair 4 Repair 4 Create 1 .This skill allows for the creation of Masterwork items that are able to them be enchanted as Magic Items. Wooden arrows take 1 minute each to repair. 1 Bow String 5 pounds of Gathered Wood. Brewers specialize in creating drinks of all different kinds. Repairing exotic items requires the proper material components. Create 2 – This skill allows creation of items on the Fletcher item creation table using Ironwood. Item Arrow Heads (10) Arrow Shafts (10) Materials 1 pound of Metal Any Wood (Free) 4 pounds of Gathered Wood. Bowyers can create bows out of special materials while Knappers can create arrows. Repair 3 .This skill allows the repair of any item that is able to be created with the skill Create 3. both alcoholic and non-alcoholic. Some food that a Cook creates may have special properties if made using a special recipe and the proper components.This skill allows creation of items on the Fletcher item creation table using Gathered Wood. both shafts and heads. Magic items always have a specific method of repair that must be discovered In Game. Repair 2 – This skill allows the repair of any item that is able to be created with the skill Create 2. 1 Bow String Time to Make 1 Day 1 Day Value Bow 10 Days Crossbow 15 Days Cook – A Cook makes food and drink of all different kinds. Cook branches into Chef and Brewer. Repairing an Ironwood item requires the proper material components. Repair 4 – This skill allows the repair of any item that is able to be created with the skill Create 4. Chefs specialize in creating food of a superior quality. Bowyers can create Masterwork bows while Knappers can create Masterwork arrows. out of special woods and metals. Create 4 . Create 3 – This skill allows creation of items on the Fletcher item creation table using exotic woods that possess special properties. The recipes and creation methods of these items must be discovered In Game. Repair 1 – This skill allows the repair of any item that is able to be created with the skill Create 1. Repairing a wooden item or weapon takes 10 minutes.

What these classes do provide is raw materials that can be used by other Economic classes to create items. etc…) that a Cook can sell for In Game money. You always have the choice of gathering a lesser component than what you would be gathering. The better the Gather skill. At level 1 a Trapper always receives 1 pound of Leather. Lumberjack – A Lumberjack gathers wood of different kinds by cutting down trees. Provider Classes – There are 3 Provider classes in CRO. fur. These classes also don’t provide a standard income. At level 10 they have a 33% chance of getting Masterwork quality metal and gems. At level 1 a Lumberjack always receives 1 pound of Gathered Wood. Create 4 – This skill allows creation of magical food(Chef) and drink(Brewer) that will have special properties but requires a recipe and the proper components to create. At level 1 a Miner always receives 1 pound of Steel. ale. At level 10 they have a 33% chance of getting Masterwork quality leather and meat. These classes don’t branch at all but still have 10 levels each.. etc. Create 2 – This skill allows creation of more complex food and drink(wine. Gathering improves at every odd level and level 10. pie.4 5 6 7 8 9 10 Create 2 Create 3 Chef Create 3 Create 4 Brewer Create 3 Create 4 Create 1 – This skill allows creation of basic food and drink(bread. Create 3 – This skill allows creation of exquisite food(for Chef) and drink(for Brewer) that will have special properties if made using a recipe and the proper components. At level 10 they have a 33% chance of getting Masterwork quality wood and alchemical components. some of which may have special properties if crafted using a recipe and the proper components. the better your chances of acquiring rare materials. Without this skill it is considered bad roleplaying to sell food or drink for In Game money. .). Miner – A Miner gathers ore and gems from mines and deposits found all over the world. stew. Trapper – A Trapper gathers meat. and leather from various animals that he traps and hunts in the wilderness.

but this must be done between games. some of which produce magic or spell-like effects. You will always be taught at least 4 recipes of a level and it is up to you which recipes you wish to buy. up to 4 addon recipes(of any levels) can be taught with a single lesson. . How do I make potions? – At check-in each game an Alchemist will receive one potion of each kind that they know the recipe of. How do I learn Alchemy? – Alchemy is learned like any other list in CRO. Likewise. There is no limit to how many potions an Alchemist can create between games. An Alchemist learns about crafting all different kinds of recipes and there are many recipes available at each level of Alchemy. and extraordinary substances.Chapter 11 . As long as you have at least one recipe of a specific level you can teach all 4 recipes of that level to another character with a single lesson. poultices.Alchemy What is Alchemy? – Alchemy is the study of using components found around the world to create new items such as potions. They may create more potions using components that they have gathered. Alchemy does not branch. they are only limited by the components they have. purchasing each individual recipe as if it were a skill or spell of the equivalent level. though some Alchemists may choose to specialize in certain kinds of potions. The prerequisite for Alchemy is Forage. You must have at least 2 recipes of a given level before you can purchase any recipes of the next level. Unlike many other lists. poisons.

avoided with a dodge or parry. or natural item. NOTE: An Alchemist can only gather components that he can use. Types of potions and poisons – These are the different kinds of potions and poisons that you will encounter in the CRO world: Blade Poison – Blade poisons are applied to any bladed weapon and are used on the next attack made with that weapon. Components may sometimes be found in odd places. To the untrained eye. A packet potion is effective if it hits a shield or held item. Potions and spells of the same type(for effect types that do not stack) will not stack with each other. but if it is resisted. stone. Using potions and poisons – Potions and poisons are not considered to be magical effects to they are never accompanied by the “Magic” descriptor.How do I acquire components? – Components can be acquired in various ways. and anyone can apply a poison to a weapon. Some components are part of a creature and can be harvested from those creatures. He will never automatically receive it at check-in. How long do components and Potions last? – Most Alchemical potions and components have an expiration date listed on them. What is an Epic recipe? – An Epic recipe is a recipe that an Alchemist must always craft will components. An Alchemist can identify any potion that he is able to create. There will be a code on the potion to let you know if you can identify the substance before you look at the OOG effect card. There is no limit to how many Epic potions an Alchemist can make. but some may be shorter or longer depending on the item. Epic recipes represent incredibly powerful potions. An Alchemist may also find themselves able to create new components using recipes that he learns. etc…) can be found in nature and are represented by popsicle sticks or plants(plastic or real). It takes 10 seconds to apply a poison to a blade. Potions follow the same rules for stacking that spells do. so keep your eyes open. In the case of plastic or real plants they will have an Out of Game tag attached to them letting an Alchemist know that they are something special and identifying what the component is. He will have a list of useable components on his character sheet. an alchemical component looks no different than any other plant. Components can also be acquired and purchased from Merchants at no less than market value. Who can identify potions? – Only Alchemists can identify potions. just like spells. It’s up to the Alchemist to find the components. It is generally one year from the date acquired. They are not resisted as if they were magic but are resisted as whatever the effect type is that is stated when used. and substances. and each potion has an effect type just like all other skills and spells in the game. he is only limited by the amount of components he has. poisons. A blade poison is only expended once the weapon successfully strikes a target. Not all creatures that can have components harvested from them will always have those components available to be harvested. or does not get through armor it is then expended. Natural components(plants. .

Poultice – A poultice is a substance that is spread on the body that confers a certain benefit. or sleeping body. The Alchemy Recipe List – An incomplete list of creatable Alchemical substances follows. See Chapter ??? for details on Mundane damage.Ingested Poison – Ingested poisons are added to a food or drink which then has a poison tag affixed to it. When even one bite of food or one sip of the drink is consumed the poison becomes effective against the target. or other object. or sleeping creatures but cannot be fed to dead creatures. dead. Level 1 2 3 4 5 6 7 8 9 Recipe 1 Least Mundane Elemental Attack Lesser Mundane Elemental Attack Minor Mundane Elemental Attack Elemental Weapon Enchantment Moderate Mundane Elemental Attack Major Mundane Elemental Attack Elemental Imbuement Serious Mundane Elemental Attack Critical Mundane Elemental Attack Recipe 2 Least Poison Poison Shun Minor Poison Poison Silence Poison Sleep Major Poison Poison Knockout Poison Death Critical Poison Recipe 3 Least Feat of Strength Lesser Feat of Strength Poison Pain Minor Feat of Strength Neutralize Toxin Repair Limb Moderate Feat of Strength Regrow Limb Resurrection Recipe 4 Stabilize Lesser Heal Minor Heal Remove Disease Moderate Heal Major Heal Berzerker Rage Serious Heal Critical Heal . Potion – Regular potions are drunk out of a vial of some sort. paralyzed(if their mouth is open). Poultices take 10 seconds to apply to a body and may be applied to a willing. If your skin makes contact with that substance you are affected by the poison. An Alchemical item may be a stone. The target my finish their food or drink and then take the effect of the poison. Packet Potion – Some potions come in the form of packets that are thrown at a target to be effective. bottle. perhaps from a merchant or stolen from another Alchemist’s recipe book. It is incomplete because there are some potions that cannot be purchased just from learning a standard level of Alchemy. but if they don’t finish the entire glass or plate they are still effected. The entire potion must be consumed for it to be effective and a single vial holds enough potion for a single person to gain the effect. Those rules are always listed on the corresponding item card. Almost all packet potions are mundane damage of one type or another. Potions may be fed to unconscious. paralyzed. Those potions are represented by a single spell packet that is thrown for the listed effect. Those potions must be learned from a teacher or from a physical recipe that is purchased or acquired in some way. The potion is expended whether it hits the target or not and follows the normal rules for what can and cannot avoid it. It is out of courtesy that you are allowed to finish your food or drink. unconscious. Item – Alchemical items follow special rules depending on the specific item. Contact Poison – Contact poison is spread on a surface and is represented by Vaseline or some other substance. If you feel something weird look in the immediate area for a poison tag or ask a Marshal for a clarification on what effect you just took.

It is very easy and tempting to cheat. politely stop combat and move the . Remember that roleplaying. is a contact system. Safety must always be the first priority of anyone at CRO. especially during combat. and cheating falls directly into the category of bad roleplaying. If you find yourself in a situation where combat for you or anyone else is unsafe. armor. will always reward you much more than cheating will. open flames. and any other hazards that may cause someone to injure themselves. rocks. etc…). followed by the rules for In-Game combat. Bearing this in mind. The Out of Game combat rules will be described first. even during combat. This means that you will actually be striking your opponents with a legal boffer weapon and that your spells will require you to throw a spell packet at your target or be touching them(for defensive spells such as healing. Mana. Out of Game Combat – CRO’s combat system. logs. Also please keep in mind that CRO is an honor system as far as combat goes. You are in charge of keeping track of all your own Hit Points. We are always on the lookout for good and bad roleplaying.Supreme Mundane Elemental 10 Attack Poison Dominate Major Feat of Strength Supreme Heal Chapter 12 – Combat What’s in this section? – This chapter describes rules for In-Game and Out of Game combat. Be on the lookout for fallen trees. combat is always conducted as safely as possible. but bear in mind that there are severe consequences for those that are found cheating. both for physical combat and magical combat. and Skills. The minimum that will happen if you are caught cheating is that you will be deducted roleplaying experience for the event. Fighting in Safe Locations – Always be mindful of the environment around you when fighting.

No one is obligated to take any damage from “machine-gunned” strike. If you don’t feel safe running at night. Swinging faster than 1 hit per second is called “machine-gunning” and is considered cheating. This is not to create unsafe situations for combat. whether you are in the middle of the woods. It is common practice to accept the first hit in most circumstances and then inform your opponent that you aren’t taking the rest of their strikes. Remember that the cast members behind those masks are the ones responsible for rewarding your roleplaying experience. please halt combat with that person until they are able to readjust their costuming. Another acceptable thing to say is “Watch your speed. You should always know your own abilities and limitations. but it may be stilts or some other sort of costuming. There are dangers that come along with night-time combat and running that are not issues during the day. ease of counting hits and doing math. In the case where a cast member needs to readjust their costuming.” If you . inside your cabin. You may breach this 5 feet to attack. so if an unsafe situation does arise it is always your right to move the combat to a safer location. The “Caution” Out of Game command word should be used in this scenario(more information on Out of Game command words can be found in this chapter. you should be at least 15 feet away from your opponent when you fire your shot. Blows in a smaller arc than that are going to be made too quickly and blows in an arc larger than 90 degrees will most likely be too hard.combat to a safer location. it is left up to the player’s discretion as to what they feel comfortable with.) Keep in mind that combat is allowed everywhere in CRO. Combat Distance – As a general rule you should try to maintain 5 feet between you and your opponent. You do so at your own discretion. but should break to 5 feet after you swing. This is for safety. Fighting smartly and safely. If there is a conveniently located safer location for combat it is your right to move combat to that location. don’t do it. For Bows. On the subject of running at night. Each weapon swing should be at an arc between 45 and 90 degrees. combat should never need to be moved. No single weapon may strike a target more than once in a second(blocked shots do not count). Night-time Combat and Conditions – Night-time is the best and worst time at any LARP. or otherwise. This is to prevent a situation where individuals find themselves in very close proximity to one another and end up accidentally striking someone with a hand or elbow instead of a boffer weapon. but maintaining a high level of safety is the first priority. A statement like “One of those was good” or something similar is appropriate. Combat Speed – Combat should always be organized and at a reasonable speed. This way. There will be times when you will encounter combat at night in poor lighting and we ask that everyone involved slow combat down as much as is needed to maintain safety. This will most likely be a mask of some sort. even if your opponent charges you as you are making your shot you are a safe distance from them. Please be extra careful at night when fighting an opponent. and to emulate the realism of attacking with an actual weapon. Consideration for NPCs in Prohibitive Costuming – There will be many times where a cast member will be wearing costuming that is somehow prohibitive to their movement.

Everyone has a different idea of what is too hard or too soft for a weapon strike so be courteous to your opponent when attacking them and they will show you the same respect. bear in mind that what is too hard of a swing for one person may not be for another. When it does happen try not to get angry at whoever did it and remove yourself from the situation if necessary. If you hear this statement made. head. Also. Power of Swings – A weapon strike delivered with a boffer weapon should be firm enough that your opponent notices it but gentle enough so that it doesn’t hurt him. In a situation where an attack is accidentally deflected into an illegal target it is up to the target of the attack whether they accept it or not. Being actively engaged in combat means someone that is actively fighting someone else in melee combat or moving to make an offensive action against a target that is within 10 feet of you. Abuse of any command word will result in immediate disciplinary action being taken. you will be expected to accept the effect of the attack. If not. Always be as courteous as possible with anyone you are fighting with. accidents happen. immediately take a knee so that the emergency can be identified as quickly as possible. They may choose to still take the effect. If no GM is . If you feel that your opponent is swinging too hard it is your right to let him know and that person is required to lessen the strength of their weapon strikes. the decision is made in favor of the person targeted by the effect and the effect is considered unused. If you feel that someone is continually swinging too hard or is not counting your weapon strikes don’t argue with them on the spot. and are encouraged to do so if the attack did not hurt them. Illegal Targets – A person’s hands. and groin are places that cannot be targeted by any attack with a boffer weapon of any kind or a spell packet. Please be aware that at some point in your time at CRO you will inevitably be hit in an illegal target. A spell packet that hits one of these targets will still effect you as long as it did not hurt you. whether it is the case or not. “Hold Game” – Yell this if you see an emergency situation that requires the attention of everyone around. neck. If you do so. In a close call.don’t say anything to your opponent they will be assuming that you are taking the effect of every strike they land on you. the attacker’s effect is considered unused. A statement like “Watch your swings” is appropriate to say in that situation. Also. Disciplinary action will be taken. you may not intentionally move an illegal target in the way of an attack. Out of Game Command Words – The following are out of game command words that are in place to keep CRO safe and running as smooth as possible. Situations where someone is not taking the effect of weapon strikes that connect with them and the attacker is uninformed are a major cause of combat frustration. “Actively Engaged in Combat” – Some skill can only be used on a target that is not “Actively Engaged in Combat”. Walk away from the combat if you need to and find a GM. or deflect an attack into an illegal target. A weapon strike that lands in one of these places may be ignored by the target and they are not obligated to take the effect. Casting spells or attacking with ranged weapons does not count as being actively engaged in combat.

1. If you hear “Out of Game Help” head to the situation and see if there is any way you can help. Use the phrase “Out of Game Help” when you witness any situation that requires help and you need to get the attention of anyone and everyone that could be around. Duration” and “Clarify. If you are injured and are able to remove yourself from the game area it is polite to so that others may resume play. Always find a GM or medical personnel when an injury occurs and make sure that all injuries are reported to the CRO staff so they may be properly documented. Effect Type” if you only need to know one thing. Clarify – This command word is used when you are targeted by an effect and don’t know how it functions. this command is used for a potentially dangerous situation for a small group of people. Never leave an emergency situation unattended.” Injuries and Emergencies – Any time an injury occurs the situation must be dealt with completely and resolved in one manner or another before game can resume. “Caution” – This command word is a miniature “Hold Game”. It is kept as an In Game word because it is second nature to call for help when you are ambushed by an army of nasty creatures. “Out of Game Help” – The word “Help” itself is not an Out of Game command word. live-action. The person who has used the effect on you must be able to explain how it works Out of Game so you can roleplay the effect properly. Don’t involve yourself in a plot that requires a lot of running if you aren’t able to do so. even if it is only to go and find a GM. 2. If someone is about to back over a log or rock this statement should be used. Play On – This command is used any time game is stopped to let everyone around know that game is resuming. It is always smart to travel around the game area with at least one other person in case an injury or emergency occurs. Be conscientious of getting yourself involved in any situation that you are not physically capable of handling. In short. It is also a good idea to use a word other than “Help” so that people don’t get confused as to whether there is an Out of Game emergency or not.present. If used after a “Hold Game” when everyone is taking a knee it should be preempted by a statement such as “Everyone up that’s getting up” so that everyone around can get back to their places that they were in when the “Hold Game” was called. the person that called “Hold Game” must send someone to get a GM immediately. It should be used for smaller situations that do not require the attention of everyone around. During a clarification there is a miniature hold game for the people involved(the user and the target(s)). A clarification should usually take no longer than a few seconds. Physical Fitness – A live-action roleplaying game such as CRO is just that. 3. Variations on this command word are “Clarify. It is polite to give this 3 count when a “Clarify” or “Caution” is called as opposed to just calling “Game On. Don’t wear 40 pounds of metal armor if you are going to injure . Sometimes in a true emergency the only word a person can muster is “Help” so if you hear someone yelling “Help” and don’t know why they would be yelling that it is polite and conscientious to head to the situation to find out if they are yelling for help In Game or Out of Game.

that will allow them to sustain more points of damage beyond their Hit Point total. Physical Damage – Every character and monster has a number of Hit Points that represent the amount of damage they can sustain before losing consciousness. Remember that everyone is at game to enjoy the game and you should have no problems with resolving disagreements. Each time a numerical source of damage effects you that number is subtracted from your Hit Point and/or Armor Point total. Physical Armor Points 3. Find a GM at your soonest convenience and inform them of the situation and the individuals that were involved. Each numerical source that damages you from any source may strike you in any legal target and will be effective. If you are under the effects of magical armor and/or health or have physical armor use the following list of how you are effected by numerical damage: 1. If you are wielding a two-handed weapon that has a metal striking edge(two-handed sword. When you reach 0 hit points you fall unconscious and begin to bleed to death. In Game Combat – In Game combat at CRO consists of physical and magical combat. Don’t use a weapon that you aren’t comfortable with being able to use safely. two-handed wooden club. Some characters and monsters may also have Armor Points. Resolving Problems – You will inevitably have a problem or two with another person during your time at CRO. Most disagreements are caused by someone’s conduct involving combat or a rules dispute. You know what your capabilities are so please be responsible for yourself. but we have a lot to do already so this option should be used as a final resort.etc…) your weapon deals a base of 2 damage and must be called as such.yourself in the process. meaning that the last strike you sustain before falling unconscious may strike you anywhere on your body. A weapon strike without an Out of Game statement accompanying it deals a single point of damage. whether it is done with a packet or as a mass effect. Magical Hit Points . Reporting Foul Play – If you witness a situation where someone else is acting unsafely or is cheating it is unavoidable that this behavior must be reported. polearm. meaning you must state “2 damage” with each swing. Physical combat entails any combat that involves a boffer weapon. Natural Armor Points 4. etc…) deals a single point of damage. Magical Armor Points 2. The safety and enjoyment of every player is our first priority and any behavior that is detracting from either of those things needs to be reported. A two-handed weapon that is entirely made of wood(Staff. Magical combat entails any time an offensive spell it cast. The CRO GMs are around to handle disputes if need be. Physical Combat – When attacking with any one-handed boffer weapon you need not make an Out of Game statement. whether physical or magical. two-handed hammer. As long as you approach the other person calmly and politely most problems should be able to be resolved without outside intervention.

both of these calls directly damage Hit Points without damaging any Armor Points of any kind you may have. which is actually a statement of “X Drain Life” instead of “X Hit Points” because there are effects that allow you to resist or make you immune to Drain Life to do not make you resistant or immune to Hit Point damage. When using an avoidance skill to negate an attack the Out of Game statement must be made immediately after the attacker makes his Out of Game statement and connects with you successfully. You may use a weapon skill you know with any weapon you are proficient with. They will be called as such with an Out of Game statement of “X Hit Points” instead of “X Damage”. etc…). A weapon that you are not proficient with should be put away or dropped during combat so that you do not accidentally block another weapon with it. heat metal. even if you are wielding a two-handed sword. The Parry and Dodge skills are used against attacks that are successful and enhance a character’s abilities beyond the player’s abilities.5. The following chart tells what effects can be avoided using what avoidance skills: Parry Swift Parry Dodge Swift Dodge Avoid . even defensively. Weapon Use – No character may wield and use a weapon in combat that they have not purchased a weapon proficiency for. Hit Points There are certain effects that may directly damage your hit points. Example: You swing “Slay” and it connects with your target’s arm. You may carry a weapon that you are not proficient with but you are entirely unable to wield it in combat. Some skills must strike a certain part of the body to be effective. meaning that carrying a shield on your back does not provide your back with protection from attacks. A skill or effect that is swung is used whether it connects with the necessary target or not. Swift Dodge. even if the attacker’s normal attacks would deal more than a single point of damage. A weapon or shield that is sheathed or hung on the back or side that is struck during combat counts as striking your body. Skill Use – Some boffer weapon attacks will carry effects other than just numerical damage. shatter. Parrying – Blocking an attack with your weapon will always stop the attack from effecting you unless it is an effect that specifically targets a weapon(disarm. meaning that an effect that is physically blocked is used. If you are unsure of a skill’s effect or striking area you should ask your opponent to clarify it for you. The most common of these effects is Drain Life. Avoidance Skills – The skills Parry. Swift Parry. To use a weapon skill you must make the Out of Game statement for the skill or strike before you make your weapon swing and the next attack you make will carry that effect. and Avoid are all skills that are only used to avoid attacks of different kinds. Your Slay is used but your target still takes a single point of damage from the weapon strike. In short. Dodge. A skill that must connect with a specific target that does not strike that target still does a single point of damage to the target.

“Backstab”. This means that Swift Parry will avoid any attack that Parry would avoid. You can never fight unarmed without an actual boffer weapon. A character with two unusable legs cannot move unless they crawl on the ground. Break Bone. Heat Metal. just as if any other character didn’t have the appropriate weapon to use. or "Accuracy" descriptor Any boffer weapon strike with the "Swift" and/or "Backstab" descriptor. you must physically retrieve just like any other weapon. or Maim effect is considered unusable. Any numerical damage packet that deals up to 10 damage Any boffer weapon strike with no descriptor or with only the "Backstab" descriptor. Break Bone. Disarm. A broken limb is unusable until it is healed by a Repair Limb effect. and cannot be used to cast spells. Unarmed boffers are green and Claw boffers are red. and Avoid will avoid any attack that Swift Dodge or Dodge would avoid. Any trap effect Any boffer weapon strike with the "Accuracy" descriptor. you cannot call a Caution or Hold Game to get an Unarmed or Claw boffer out if your other weapon is disarmed or shattered. Also. and Maim will have no effect on an Unarmed or Claw boffer. Most races may only use fists but certain races have the ability to use claws instead(this is noted in the entry for that race in Chapter 3). If a character has an unusable leg they may not stand and the best they can muster is to drop to their knees and may move by dragging the unusable leg behind them. A maimed limb is unusable(and gone for all In Game purposes) until it is healed by a Regrow Limb effect. Think of it as your character tripping or making a mistake during combat and needing to gather himself before he can attack again. Unusable Limbs – A limb that has been subject to a Disable.Any boffer weapon strike without the "Swift". Swift Dodge will avoid any attack that Dodge would avoid. away from the torso. still on their knees. though this is an excruciating experience. A disabled limb is unusable for 1 minute or until it is subject to a Restore Limb effect. Unarmed Combat – A character without a boffer weapon may not use the skills Parry or Swift Parry unless they have Unarmed or Claw weapon proficiency. Please note that dropping an Unarmed or Claw boffer during combat does not allow you to call a Caution or Hold Game to pick it up. If the skill shatter is used on an Unarmed or Claw boffer it is treated as a Break Bone effect. any of these avoidance skills can be used to avoid a lesser effect than what is listed. Any numerical damage packet that deals up to 10 damage. cannot be used for defense. Any Mass Effect. pulling themselves by their arms and cannot remain up on their knees. Any Song Effect Also. A maimed arm cannot be used to hold anything and a . A shield in an unusable arm may remain in that arm but the arm must hang limply at the side. you must physically pick the boffer up. An unusable arm cannot hold anything. Disable. Any packet. so if you don’t have the appropriate weapon your character cannot attack or defend himself. they may sit up at best. Any boffer weapon strike with the "Swift" descriptor. These boffers represent the character’s actual fists or claws. but it may not be taken or moved by another person. A skill or effect that must strike a limb or weapon to be successful will not be successful if it strikes an Unarmed or Claw boffer.

Certain spells have the ability to bypass protections. All spells have a type and if you are able to resist it with a protection you state “Resist” after the spell packet strikes you or the mass effect incantation is complete. As a final note. If there is no one to clarify what the effect is look for an effect card to let you know what kind of wall you are encountering. Magic Awareness – You always know if your spell was effective or not against a target and always know when you are targeted by a spell(as long as you are conscious. and they have an Out of Game statement at the end of the spell that describes them as such. Immunity to that effect type will still protect you from the effect but you cannot call “Resist” to a spell that is “Bypass Protections” unless you have a skill that allows you to do so that is not of the type Protection(all of the Resist skills(not spells) are able to resist a spell that bypasses protections). A mass effect spell effects everyone within the sound of the caster’s voice. but you do know that something was trying to affect you. This will affect you even if you are behind a wall or inside a building. Protection spells are all under the listings of “Resist (Soemthing)” in the spell description list and the spell description will tell you what effects the spell will allow you to call “Resist” to. or skill that you may have. You can never hop on one leg if one of your legs is unusable for any reason. as long as you can clearly hear the entirety of the incantation. If you hear a spell cast and at the end of the Out of Game statement they say “Bypass Protections” then protection spells that you may have will not protect you from the effect. More information on Undeniable effects can be found later in this chapter. even by the skill Avoid. or mass effect. If there is no In Game statement for the spell you don’t know what the spell was that was trying to affect you. wall. whether it is an attribute. A wall spell is represented by a rope and crossing the rope triggers whatever the effect of the wall is. A spell that is not a touch spell cannot be cast as a touch spell. spell.character with a maimed leg follows the same rules as a character with two unusable legs. If the packet connects with the targets body they are affected by the spell. a spell that is cast that has the “Undeniable” descriptor or has the word “Undeniable” in the spell prefix bypasses protections and immunities and cannot be parried or dodged. packet. you know that a spell is trying to affect you. Touch spells bypass protections and immunities. even if it is only by an Out of Game statement. If you . If there is no way to clarify what a wall is then the wall is not there. such as an effect a creature is swinging or a quickened spell. If you have immunity to an effect type you must instead call “No Effect” when the effect would affect you. Likewise. A packet spell is delivered by throwing a spell packet at your target. A touch spell is cast by touching another character for the entirety of the In Game incantation. Resisting Magic – To resist a spell you need a protection or immunity effect. Magic Use – All spells are either touch.) This means that if your target does not make an Out of Game statement after you spell connects with them that they are affected. They may not always be affected by the spell in the way you expected them to be though. if you are targeted by a spell or spell-like effect. If other noise is preventing you from hearing the incantation but you know that you are in range of the effect have someone clarify to you what the effect was. meaning that Resist Magic will not stop a heal spell that is delivered by touch.

” Unholy – Unholy energy is a manifestation of pure evil and darkness. Spells that deal Unholy damage have an incantation of “…I harm you. Hellfire will harm any tangible creature and most intangible creatures. but it will truly be a rare occurrence.” Water – Water energy is manifested in the form of Ice. The element of Air opposes the element of Earth. X Earth. Hellfire spell damage always bypasses protections but not immunities.” Earth – Earth energy is manifested in the form of Earth. condensed to harm things.” Force – Force energy is very special. Spells that deal Air damage have an incantation of “…I electrocute you. X Hellfire. it will burn a fire elemental. Elemental energy does not bypass any type of defense but may affect certain creatures that would otherwise be unaffected. X Holy. X Force. freezing and chilling your target. or even boulders to crush them.” Hellfire – Hellfire damage is very rare and very dangerous. calling flames to burn your target. condensed to combat the darkness. X Lightning. Magic Energy Types – There are many energy types that exist in the world of CRO and they are listed here so that you know how to react to different damage types. As an example of how dangerous Hellfire is. even worshippers of the Gods of light. Magic – Regular magical energy is the pure manifestation of Arcane power. X Unholy. Unholy damage will harm most tangible creatures. Spells that deal Hellfire damage have an incantation of “…I scorch you.” Air – Air energy is manifested in the form of Lightning. Spells that deal Holy damage have an incantation of “…I bless you. There may be a time when you encounter an energy type other than those listed here.have a protection and it is spent.” . stones. Spells that deal Ice damage have an incantation of “…I freeze you. Spells that deal Force damage have an incantation of “…I disrupt you. buffeting someone with sand.” Holy – Holy energy is a manifestation of pure goodness and light. it can come from many different sources but is a representation of an energy that assaults the existence of a creature.” Fire – Fire energy is manifested in the form of Fire. bypass protections. even if you don’t know the source that removed the protection. X magic. Spells that deal Fire damage have an incantation of “…I burn you. Elemental energy does not bypass any type of defense but may affect certain creatures that would otherwise be unaffected. It will affect most creatures but will rarely have any extra effect on them. Holy damage will harm most tangible creatures. shocking and electrocuting your target. Spells that deal magic damage have an incantation of “…I strike you. Elemental energy does not bypass any type of defense but may affect certain creatures that would otherwise be unaffected. you always know that it is spent. X Ice. Spells that deal Earth damage have an incantation of “…I crush you. Magic energy will not hurt most intangible creatures. It is fire that is summoned from places that not even the Gods of darkness dare tread. meaning that Force energy will harm almost anything by disrupting its form. X Fire. Elemental energy does not bypass any type of defense but may affect certain creatures that would otherwise be unaffected.

Claw. Wood weapons have no special properties. Imbuement spells allow for a character to swing multiple energy t ypes. Steel weapons have no special properties. but others have special properties that are not listed here that must be discovered during game. . “Holy”.Magic Weapons – When attacking with a weapon of a certain energy type. Some of those are listed here for ease of rules. Certain materials have certain game rules. “Ice”. and Gold weapons. Claw weapons have the special properties listed in Unarmed Combat. such as spell and mundane attacks of that element(more information on mundane energies can be found in the effects section. A single weapon cannot be subject to multiple temporary enchantments. Grey/Black/White: Steel – Steel has lesser hardness and can be used to shatter anything with least hardness as well as Steel. White and Chrome: Silver – Silver has lesser hardness and can be used to shatter anything with least hardness as well as Steel. Adamantine has no special properties that are known. “Lightning”. The hardness of every material listed here is given so that you know what weapon will shatter another type of weapon. Green: Unarmed – Unarmed has least hardness and can only be used to shatter Unarmed. Immunities instead grant immunity to attacks that are solely of the appropriate energy. “Force”. and Gold weapons. Claw. the player must state the energy t ype they are attacking with. Weapon Types – A boffer weapon’s color dictates the material it is made of. Black and Chrome: Adamantine – Adamantine has minor hardness and can be used to shatter anything with least or lesser hardness as well as Adamantine and Soul Steel weapons. “Earth”. Yellow and Chrome: Gold – Gold has lesser hardness and can be used to shatter anything with least hardness as well as Steel. and Wooden weapons. and Gold weapons. “Fire”. A weapon enchanted with energy still has the tangible weapon underneath the energy. Gold weapons wield the power of the sun and swing “Magic” during the day(From sunrise to sunset). Ironwood: Brown and Chrome – Ironwood has minor hardness and can be used to shatter anything with least hardness(not minor hardness). Claw. Silver. Silver.) A weapon with a temporary enchantment that is shattered or otherwise broken has its enchantment dispelled immediately. and Wooden weapons. Unarmed weapons have the special properties listed in Unarmed Combat. Brown: Wood – Wood has least hardness and can only be used to shatter Unarmed. Red: Claw – Claws have least hardness and can only be used to shatter Unarmed. it can only carry one energy type at a time. or “Hellfire”. Silver weapons wield the power of the moon and swing “Magic” at night(From sunset to sunrise). Silver. “Unholy”. “Drain Life”. This statement will be one or more of the following depending on the weapon’s enchantment: “Magic”. Ironwood can only be used for weapons with a wooden striking edge. so Immunity to an energy type does not grant you immunity to an enchanted weapon. and Wooden weapons.

Parry/Swift Parry – These statements mean that the attack successfully hit the target and would have affected them but their character parried the attack using a skill they have. Resist – This statement means that the attack connected but that this time the attack did not work against them. or not affecting. Chronox has no special properties that are known. Partial Effect – This statement means that whatever effect you used on your target only did a fraction of what is should have done. they are totally immune to whatever it is you are doing to them. Armor – This statement is used when a poison or disease is used against you and does not damage a Hit Point to let the target know that you are not subject to the poison or disease effect because you had enough armor to protect you. In short. No Effect – This statement means that your attack had no chance of affecting the target. Soul Steel has no special properties that are known. It may mean that your poison was resisted or that your attack did less damage than it should have. lesser. Magic – Orange Air – Yellow Earth – Green Fire – Red Water – Blue Holy – Tan Unholy – Purple Force – Blue and Green Hellfire – Red and Purple Out of Game Reaction Statements – If you use an effect on a creature and it does something different than what the effect would normally do. Resist means that your attack has a chance of working on the target. Blue: Chronox – Chronox has moderate hardness and can be used to shatter anything with least. the person will make one of these statements so you can know how you are affecting. them. Until you start . but you aren’t quite sure which part of the effect was ineffective. Reduce X – This statement is used when a creature is reducing a numerical amount of damage you are doing to it.Chrome: Soul Steel – Soul Steel has minor hardness and can be used to shatter anything with least or lesser hardness as well as Adamantine and Soul Steel weapons. You are effectively hitting them but they are shrugging off some or all of the damage you are doing. Permanent Magic Weapon – These duct tape colors on the striking part of a weapon signify that the weapon is permanently enchanted with an energy type. or minor hardness as well as Chronox weapons. Dodge/Swift Dodge/Avoid – These statements mean that the attack successfully hit the target and would have affected them but their character totally avoided the attack instead of it hitting them. but this time they resisted it. The duct tape may be in strips or in another design.

The level of the lock determines what quality of clockworks skill is needed to open it. Mundane Locks – A mundane lock has a lock card on it with information that you will need to read in order to know how that specific lock works. Intangible – This statement is used when an attack entirely passed through a creature without affecting them. Chapter 13 – Playing the Game What’s in this Section? – This chapter contains all the information you need to use and react to the different effects and situations that you will encounter while playing CRO. The rules for magical and mundane locks are nearly identical. X Damage/Energy – This statement is used when a creature being struck is striking back with some sort of effect. whether mundane or magical. Flashback. Lesser. Flashback damage is always considered to be mundane. This may mean that they are fast enough to strike you when you are striking them or that they are surrounded by radiant energy that is flaring at you as you attack them.actually hurting the creature you can’t be quite sure how much damage they are reducing. so if you know how one works you know how the other works. Moderate. no matter what the energy type. as well as a lock number. Minor. and Critical. Lock qualities are Least. A lock card has the level of the lock on it. Major. If you have an equal or greater clockworks skill available to . Locks – At some point when you are playing CRO you will encounter a lock. The creature is still taking the full effect of whatever that are being targeted with but the attacker is also affected by whatever the flashback effect is. Serious.

a Test of Skill would actually require you to pick a lock using real lock picks and a real lock. Any number of characters may assist in breaking a lock. 4 for minor. Give it your all and you will be duly rewarded. Magical Locks – A magical lock has a nearly identical lock card as a mundane lock with the exception of stating that it is a magical lock. 15 for serious. 7 for moderate. breaking 3” loudly to simulate the noise created by forcing a metal lock open. they must have lock picks. Each character helping to force a lock with strength must have both hands completely on the object(whether it is a chest.you to use you are able to open the lock. they last as long as you have they key. A character without any strength enhancements is considered to have zero strength and offers no assistance. A Test of Skill involves a test of your actual Out of Game skill. The lock number tells you what key is required to open the lock. Tests of Skill always have better rewards than just using clockworks to pick the lock. Keep in mind that a character may never have more than a +4 bonus to natural strength unless they are using a skill that specifically allows them to break the limit. This includes potions. and 20 for critical. whether mundane or magical. First. door. Picking a Lock – Picking a lock requires a few things. 2 for lesser. but each one must have both palms completely on the object in order to offer any assistance. In the case of a lock. breaking 2. but it is left completely up to the discretion of the CRO staff as to whether you must perform the Test of Skill or not. Magical Locks can be picked in the same way that normal locks can and have keys just like normal locks. A picked lock is left in place on whatever object it was affixed to and cannot be removed. There will be instructions on the lock and a GM will be present to answer any questions you may have during a Test of Skill. . ceramic items. 10 for major. When breaking the lock on a chest. Breaking a Lock – Mundane locks can be broken by a character or characters with enough strength to do so. The amount of combined strength required to break a lock open directly corresponds to the quality of the lock: 1 for least. Keys are not expended or broken when used to open a lock. Magical locks can be dispelled by the spell Disjunction but not by the spell Dispel Magic. wooden items. the lock-picker must have an adequate(equal or greater) clockworks skill left to use. all breakable items inside the chest are destroyed. Test of Skill – At some point you may encounter a Test of Skill involving a lock. If you are unsure whether forcing the lock broke a certain item you should ask a GM whether the item is broken by forcing the lock or not. The lock will automatically relock itself if the locked object is reclosed and the lock will have to be picked again to reopen the object. If your clockworks skill exceeds the Test of Skill lock by enough you may just be allowed to automatically open the lock. they must spend 10 uninterrupted seconds picking the lock. so don’t shy away if you encounter one. Magical locks also cannot be broken by strength. Second. If you have a key with a matching number you may use it to open that lock without having to pick the lock or break it. Lastly. or otherwise) and must state “Breaking 1. A lock that is broken by strength is considered destroyed and the lock card should be removed from the object. and certain other items.

Pressure plate – A pressure plate is represented by a strip or strips of duct tape that are placed on the floor sticky side up. Disarming a trap does not require any tools but does still requires 10 uninterrupted seconds to disarm. A disarmed trap cannot be taken or reset. If you have any uses of the skill Clockworks left you have 10 seconds upon seeing a trap card to decide if you want to disarm the trap. If you notice that you have a strip of duct tape stuck to your shoe it means you have set off a pressure plate. Look around for a trap card stating the effect or listen for a clarification as to what effect the trap had. Just because you missed it doesn’t mean you aren’t subject to the effect. all traps have a corresponding card that goes along with them. ask for a clarification and you will be informed how the trap works. The effect is automatically set off when you see the card unless you have an ability that allows you to avoid or disarm the trap. The skill Avoid will allows you to avoid a Mass Effect or Automatic trap. Disarming Traps – Lick locks. To set a trap you must have the proper materials which must be either created or purchased. If you are unsure how a trap functions.Traps – Traps can come in all different forms and almost all types will be described here. Look for an effect card or listen for a clarification as to what effect the trap had. If even one foot steps onto the plastic it is considered that you have fallen into the trap. Gas/Explosion/Area Effect/Automatic – In some cases you may just encounter a white trap card affixed to a wall or object. Pit Trap – A pit trap is represented by a tarp of piece of black plastic on the floor. The qualities for traps are identical to the qualities of locks. Kinds of Traps Trip Wire – A trip wire is a wire strung from one object to another. it must remain where it was but in the case of a wire or pressure plate the wire can be broken or pressure plate may be removed. Setting Traps – The skill Clockworks can be used to set traps as well as disarming them. You may then set the trap wherever you like as long as it follows the rules for . In this case as soon as you see the effect card you are subject to the trap. but these are the most rare kinds of traps. On the non-stick side of the duct tape there will be an effect card stating what effect you took. If you notice later that you have a pressure plate stuck to your shoe take the effect then. Avoiding Traps – The skill Swift Dodge allows you to avoid the effect of a single trap that you have set off. When the line is broken whoever broke it takes the effect of the trap. The trap card will state what the effect and quality of the trap are. This may represent a poison dart that fired out of a chest when you opened it or a magical explosion triggered by entering a specific area. Swift Dodge will not allow you to avoid the effects of a Mass Effect or Automatic trap. Pit traps cannot be disarmed unless the trap card states otherwise.

A creature with fighting training will lose their bonus hit points from losing their highest level of skills. All diseases are considered permanent effects and can only be removed by a Remove Disease effect. If you set off a mass effect Arcane Mark it is your responsibility to state the effect loudly so that everyone within range can hear the effect you have set off. meaning that after 4 hours the target will have lost their 4 highest levels of skills and spells. After the incubation period this disease can be detected and removed as normal.the applicable kind of trap. are dispelled. An Arcane Mark will state what the spell effect is that you are affected with. During this incubation period the target is contagious and this disease cannot be detected or removed. Bone Pox – While under the effects of this disease the target is silenced and has least weakness(-1 natural strength). This damage does not start until 1 hour after the target is initially diseased. If you have any questions about setting a trap that are not answered by the trap materials item card you should ask a GM. After a creature has lost their lowest level of skills and spell they begin to lose one level of hit points every hour instead until they reach zero hit points and die. This effect stacks every hour. They are set off merely by gazing upon the symbol and the magic is set off. Bone Pox is not contagious. Unless it is a mundane effect an Arcane Mark can be resisted as the spell that it is affecting you with. Thin Blood is not contagious. Wasting Sickness – While under the effects of this disease the target cannot resist any disease or poison via either the skill or spell Resist Disease or Resist Toxin. Wasting Sickness is contagious. Zombie Rot – While under the effects of this disease the target takes 4 hit points of damage every minute. An Arcane Mark can only be avoided by the skill Avoid. An Arcane Mark will only activate once but is considered to be a spell packet that automatically hit the target unless it states otherwise. Waking Death – While under the effects of this disease the target loses their highest level of skills and spells every hour. but it is left to the discretion of a GM which marks. All the diseases that are available in this rulebook as spells are listed here for ease of knowing the effects. Diseases are not visible effects and can only be identified by a Discern Malady spell. Diseases – You will run into diseases in various places in CRO and this is an incomplete list of the effects that various diseases have. Brain Boil is contagious. Arcane Marks are not set off during combat. If there is a dispute as to whether the target was in combat or not. The spell Mass Dispel Magic will dispel some Arcane Marks within a single building. When reduced to 0 hit points the target will die and raise as a zombie after 1 minute as if affected by a Major Animate Corpse effect. If you are infected with a disease other than those listed in this book you will receive an effect card informing you of the effects of the disease. Arcane Marks – An Arcane Mark is a kind of trap that is not quite a trap. Waking Death is not contagious. the Arcane Mark is considered unused and the target is unaffected by it. Thin Blood – While under the effects of this disease the target takes half effect from all healing(rounded up). . if any. Brain Boil – While under the effects of this disease the target takes half their maximum hit points in damage every minute.

Creeping Death will not show up under diagnosis by Discern Malady. Creeping Death is not contagious. Zombie Rot is contagious. This represents you merely being close enough to the creature to become infected with its diseases. This means different things for different kinds of poison but it is intuitive what it means for each one. the fourth causes 8. Reduction skills may be used against the numerical damage strike that delivers a poison and. Remove Disease. and so on. Either way. even if it is not direct physical contact. The effects of potions are all considered mundane. Poisons – The types of poisons have already been explained in the Alchemy chapter. After the first minute the target takes 1 damage. An ingested poison must be consumed to be effective. If the target had 11 or more points of armor or an avoidance skill to use against the attack they would make the appropriate Out of Game reaction statement to let the rogue know that part or all of their attack was ineffective. if the reduction reduces the damage to 0. but here are some further clarifications on how potions work. Whoever is closest to the target(within 10 feet) when the target suffers this Death is now infected with Creeping Death. doubling every minute. Searching a body will always infect you with any diseases the creature is infected with. The blade poison is only good for a single weapon strike whether it is effective or not. can stop the poison from being effective. meaning that they are not magic. Potions – Potions have already been explained in the Alchemy chapter. such as through gloves or clothing. cannot be resisted as magic. The rogue would call “11 backstab. Certain creatures attacking with natural weapons are able to spread diseases they may be infected with. The Plague is contagious. A skilled rogue could apply Sleep Poison to a blade and then use the skill Major Backstab to attempt to deliver it. For a poison to be effective it must contact the targets body. The Plague – While under the effects of this disease the target takes hit point damage every minute. . 10 minutes after being diseased the target suffers a Death effect. A blade poison must be on a weapon that damages the target with an attack. It is spread whenever you make physical contact with that creature. What does “Contagious” mean? – A disease that is contagious can be spread from living creature to living creature. sleep poison” when they made their attack. the third causes 4. Creeping Death – While under the effects of this disease the target shows no symptoms of being diseased. Potions are represented by a potion card in a vial. The only exception to this is if you are casting the spell Discern Malady. If you remove the card without the ability to identify the potion it is considered used.Once the target raises as a zombie they are no longer infected with Zombie Rot. the second minute causes 2 damage. meaning that the substance must contact skin to affect the target. the poison would be expended. The user may use a numerical damage skill that modifies weapon damage when attacking with a blade poison. When reduced to 0 hit points the target will die after 1 minute. A dead creature is not longer diseased and is therefore not contagious. the fifth causes 16. A contact poison must touch the target’s body to be effective. but here are some further clarifications on how poisons work. or any other effect that successfully diagnoses or removes the target’s disease. and will effect creatures that magic would not effect.

This means that if you are affected by a curse your character may not know exactly how the curse is affecting him. If your character is unconscious or dead when cursed he may not even know that he is cursed. the effect type. but these are secret and mysterious ways. In this case the effect Paralyze is being delivered as a disease. Even Death cannot remove certain curses. A weapon attack call of “2 paralyze disease” must damage a hit point to be effective. A spell-like effect is a spell that is delivered in a way different than stating the full incantation of a spell and throwing a packet. The effect is resisted and/or avoided by the appropriate resistances to magic. separate. These two separate parts are just that. All curse spells have an Out of Game clarification after the In Game incantation. A spell-like effect always has the Out of Game tag of “Magic” at the end of the effect. . they will all be explained here.Diseases as “Blade Poisons” – Diseases can be delivered in a way identical to Blade Poison by certain creatures.A regular creature effect will be an effect call similar to a skill call. In this case only Discern Malady will reveal that the character is cursed. Curses – Curses are rare and powerful effects that are permanent until removed. but you as a player need to know so you know how to react in certain situations. or the effect delivery type. This means that removing the Paralyze effect requires a Remove Disease and that it is resisted as a disease instead of its normal effect type. Creature Effects – There are a few different kinds of creature effects that you will encounter. If you encounter a creature effect that you do not understand use the Out of Game statement “Clarify” and the effect will be explained to you. The spell Remove Curse will remove all curses in effect on a single target. The durations of these effects are identical to the spells that they are emulating. In almost all cases this effect will be a spell effect that is being delivered in a way other than as a spell. Creature Effect . This means that resistance to magic will not protect against a creature effect and a creature effect will be effective against a creature that is immune to magic. Magic” is made then you are affected by the spell Sleep unless you have the means to resist the Sleep spell or to avoid the weapon strike making the Sleep attack. Reduction of any kind will not protect from a spell-like effect delivered by a weapon. If the attack connects you are affected by the corresponding effect. Other Effects to be Familiar With – There are some effects that exist that are not described in any of the skills or spells that are available for purchase in this rulebook. So if you are struck with a weapon after the call “Sleep. Curses come in the form of spells. Some curses have means other than the spell Remove Curse that will remove them. Curses will last between events until they are successfully removed from the target. meaning that they can be resisted and avoided as any other spell can be. This may be a spell packet that is thrown with an Out of Game statement stating only the effect name or a weapon strike that must strike the target’s body to be effective. Spell-like Effect – You will encounter a spell-like effect at some point in the world.

Bypass (type) – This keyword is used to describe an attack that will get through certain types of protections. Bypass Parry.They will be listed here for ease of knowing what these effects do even though as a player you may never have access to them. then either your In Game or Out of Game name. meaning that neither Resist Magic nor Resist Damage will protect against a Hellfire Attack spell or the spell Enervating Attack but Immunity to Magic would protect against both because it is an Immunity type spell. you are always pushed away from the user. Automatic effects may also be encountered as environmental hazards that are not traps. Also. or other defensive abilities.” Those spells will get through any protection type ability the target may have. etc… Effects that bypass are very rare. Carry Through” can be avoided by Parry or Dodge but “Swift Death. Bypass Protections and Immunities. even with the skill No Effect or the spell Invulnerability. The call for this skill . Bypass Wall of Force. so “Pain. but are not limited to: Bypass Protections. they have no type because they can always be used to Resist an effect of the appropriate type. Bypass Immunities. if you are on a demon’s home plane where he has a great amount of power he may be able to affect you with his spells without hitting you with a spell packet. The most simple example of Automatic effects are Bard songs. Disengage – Disengage is a skill that is used by certain creatures to represent that everyone engaged in combat with them is pushed out of range. For example. An automatic effect can only be avoided by the skill Avoid but may be resisted as whatever type of effect it is. In this case it is considered courteous to your opponent to state “Skill Resist” to let them know that you acknowledged that their spell bypasses something. Carry Through – Carry Through is a keyword that describes that an attack is effective if it strikes you or anything you are holding. If a monster makes a call of “Pain. immunities. This keyword is for melee or other weapon strikes representing that either the creature is passing through your weapon or shield or that it is so strong that it is knocking your weapon and/or shield out of the or into your body. Keep in mind that any of the Resist (Something) skills are not Protection or Immunity type. Bypass Dodge. Carry Through” requires Swift Parry or Swift Dodge. A Disable spell that bypasses protections cannot be resisted by the spell Resist Physical Magic or Resist Magic but could be resisted by a Fighter’s skill Resist Physical Effect. Types of “Bypass ” include. If you see an effect card with Automatic on it then it is a single-target effect that can only be avoided by Avoid or resisted as whatever effect type it states. and state the “Automatic” keyword at the end. Carry Through” and hits your shield or weapon you are affected by Pain. All packet effects are treated this way but don’t have this keyword because it is understood that it is the same for all spells. with the most common being certain spells listed in this rulebook that have the keyword “Bypass Protections. some of these are effects are available as Add-On or created Skills or Spells. There is no way to call Resist or No Effect to Disengage. In fact. Automatic – This keyword is used to describe an attack that has automatically connected with your body successfully. A Carry Through attack may be avoided like any other attack by using the appropriate dodge or parry. In this case he will state a spell incantation.

Spell. or Lightning. a successful Power Remove effect will remove a worshipper of a God from their corresponding Church. whether by spell packet or weapon. Maul means that whatever the numerical damage is will damage hit points as well as armor(whether magical or physical) with a single strike. Protection or Immunity to the energy type used with Maul(if any) will protect from the hit point and armor damage of the attack. If no distance is stated then you must merely break to the user’s weapon length. even spells or ranged weapon attacks. It takes only an instant of eye contact for a Gaze attack to be effective. etc… The skill Avoid allows you avoid a Gaze attack. Ice. The Disengage ends when the user calls either “End Disengage” or “Lay On” at which point they may then be approached as normal. which are thrown as either Mundane Fire. Gaze – Gaze is a type of skill that represents a creature’s ability to affect you somehow merely by making eye contact with you. It is this case for every God. or Itzal from their church. During a Disengage the user cannot be affected by anything. Power Remove may be used generically to remove any worshipper from their church or may be used specifically such as “Power Remove Nalith. For purposes of resisting Maul spell damage it counts as the number stated(in this case 4) for the Resist Damage spells. The Mundane keyword represents that the energy being manipulated is not magic in nature and is therefore not resisted as magic. Example calls for Gaze attacks are “Gaze Paralyze”. Disease. “Gaze Sleep. Immunity to Fire would protect a target from all Mundane Fire attacks made against them. Conium. “Gaze Death”. where immunity to an energy type will not protect against damage of that type made with an enchanted weapon).” In that case it would remove a worshipper of Nalith. or weapon strike. will affect targets that are immune to magic. so protections and immunities to that energy type will protect against the attack(unlike the normal case. Magic”. leaving them with no God. Earth. Gaze attacks are not considered to be magic unless specifically stated as such and are resisted as the effect that is called after Gaze. Knockout – Knockout is an effect that simulates the Waylay effect but may be delivered in ways other than the skill Waylay. Power Remove – Power Remove can be either a skill or a spell depending how it is used. Mundane can also be used with melee weapon strike damage to represent that there is no weapon underneath the energy. These potions. While disengaging from a target you are still vulnerable to attacks from other targets. The most common example of Mundane energy is an Alchemist’s Mundane Elemental Attack potions. It may be a Poison. when thrown as spell packets.will be made loudly and the user will safely swing their weapon in an arc over their head or motion around them in a circle with their weapon. Also. So “4 Maul” will damage 4 hit points and 4 points or armor with that single attack. Maul – Maul is a keyword that is used in conjunction with numerical damage from any source. The user may also state a distance such as 10 feet or 20 feet and everyone within that distance must break away to that distance. All Flashback damage is considered mundane. Knockout is a Physical effect. Mundane (Energy Type) – Mundane is a keyword that is used to modify an energy type. In either case. meaning that “Power Remove X” will remove a .

A truly dead target calls “No Effect” to a regular Resurrection to denote that it had no chance of affecting them. For example. a Bard without the skill Harmonize may not perform more than one song at a single time. numerical damage. How is a Bard Song Used? – Bard songs are Automatic effects that affect a target or targets able to hear the song. It is merely listed here so that if it does rear its ugly head that you know how to react to it. but they would seem overly powerful and it would be unwieldy for a staff member to call the effect. Bear in mind that without these effect types you would still encounter these effects. A Bard must play or sing music for 10 seconds before they can activate a Song effect. It is considered polite to inform a target that you are ending your song if you choose to end it early. Normally a Bard cannot move their feet while singing a song. Pain. It is possible to be restored to your church. In short. Final Notes on Extra Effects – These extra effects are in place mainly so that certain creatures’ abilities can be more accurately represented in the game setting. Also. undeniable healing will heal creatures that are undead or not living. no matter what the effect is. This means that someone that has been Power Removed cannot use their Piety or Divine magic. Undeniable is a keyword that is added at the end of a skill or spell call that denotes that there is no skill or spell in the game that will protect you from the effect. The Power Remove effect has no type. but you must figure out this process In Game. Bard Songs – This sections contains information on how a Bard’s songs function. A regular Resurrection effect is used and wasted on a target that is truly dead. Paralyze. encountering an Undeniable effect means that you are in over your head. The Song remains effective for the maximum duration of the Song . and Mundane is in place to allow certain effects to be resisted more or less easily.worshipper of X or any of X’s demigods. After at least 10 seconds the Bard then states their target and sings the In Game Song effect. etc…). Even the skills Avoid and No Effect will not protect against an Undeniable effect. There is no way to tell if a target has suffered a Death or a True Death. . these and any other effects can be combined into a single call.until the Bard stops playing. Disengage exists so that combat flow can be moderated. Undeniable – The Undeniable keyword is the rarest keyword of all. True Death – True Death is an effect that goes beyond a normal death that requires the target to be resurrected by a True Resurrection. An effect like Disable will not interrupt their song. Undeniable magic will affect creatures immune to magic. In almost every case. Agony. A Bard cannot fight while performing a song. Also. Power Remove is a permanent effect. but the skill Stroll Singing allows them to move around normally while performing a song. Do not expect to ever encounter this keyword in the game. or until the target can no longer hear the Bard’s song. an Undeniable effect causes the stated effect every time. A Bard’s song is interrupted if they are subject to any effect that would impede their ability to sing(Silence. such as “Automatic Undeniable” or “Mundane Earth Maul”. but they may grunt angrily while the song is still going on.

handing everything they have over to you.How are Bard Songs Resisted? – Bard Songs are notoriously difficult to resist. If you encounter a situation where someone wants you to physically search them and you don’t feel comfortable doing so just restate “I search you” after they have said “Go ahead and search”. or waiting 30 seconds and then handing over everything they have. There will never be items hidden in taboo areas so there is no point in searching there. The first thing that can happen is they will hand over to you what items they have. This is the most rare case but this means that. Taking Weapons and Armor – In general you are not allowed to loot any Weapons or Armor off of creatures.” There are a few different things that can happen at this point. but this is a possibility. nasty monster you will want to search it’s dirty corpse for all of its dirty money. you cannot simply loot the next monster you see with that kind of weapon or armor and consider yours fixed. It is still recommended that you go through the regular channels(item creation or a merchant) to obtain new items. At this point the person being searched has the option of either making you describe your search. You must have your own repaired or a brand new weapon or set of armor created. Please refrain from searching taboo areas of the body. Money and Currency – Place-holder section. On this note. you will be specifically informed by the staff member playing that monster of such. Most of them are Mind Effects but some fall into other categories as well. You may continue to describe your search for as long as you like. and bring your Chainmail shirt into game. It is considered cheating to do this. Searching a Body – At some point when you have felled a big. This is because the staff needs all the weapons and armor we have. There are certain cases where you may be allowed to loot Armor or a Weapon from a monster and. 30 seconds is considered the standard amount of time that it takes to search a body. The last possibility is they may say “Go ahead and search”. if you are comfortable. if you are able to do so. Control Effects – There are effects in CRO that can charm or dominate a creature. There is no skill or . This means that you can bring a Chainmail shirt to game with you and leave it out of game until you find a creature wearing a Chainmail shirt. if your weapon or armor is broken for some reason. In either case. The first step is to kneel next to the downed creature and state to them “I search you. After stating each place you describe searching you should wait for some sort of response from them. A charmed creature treats the charmer as if it were its best friend while a dominated creature is completely under the control of the dominator. You are allowed to loot Weapons and/or Armor off of creatures that have them if you have a comparable phys rep of your own to use. The second is that they may wait 30 seconds and then hand what they have over to you. you may physically search the body. there are certain restrictions as to what the charmed or dominated creature will do. loot that chainmail shirt. Because they are Automatic effects they can only be avoided by the skill Avoid or by an appropriate resistance skill. please don’t hide anything on your body in taboo areas if you intend on making people physically search you. Also. The third is that they may say “Describe your search” in which case you should start describing how you are searching their body.

Most rituals merely require the proper Ritual Casting skill to perform and have no further requirements. but you will not give away any item that is bound to you. You can be under the effect of any number of these effects simultaneously and they will not cancel each other out. Master. beneficial effects will not stack with similar effects while detrimental effects will always stack with other detrimental effects. others will not. Effects and bonuses that will NOT stack with each other are Skill. Poison. but it is completely left up to your discretion as to when your character will or will not divulge true information. Rituals come in various levels that correspond to the difficulty to perform them as well as the power of the effect that is produced by that ritual. Specialization. or Grandmaster level and the corresponding Ritual Casting skill is required in order to perform that ritual. Necromancy.) Scrolls follow the same rules as other spells for all purposes. Rituals come in the form of ritual scrolls and are generally expended after performed the same way that regular scrolls are. Casting a ritual involves . In order to scribe a scroll you must have the skill Magic Literate and have the appropriate level of magical ink. Mind Effects. Rituals can be either Apprentice. seeing as all of these are beneficial effects. Effects that will stack with each other include Physical. Natural Armor. Stacking Effects and Bonuses – As you have most certainly noticed there are many different types of effects in CRO. it is up to the target which one they would rather have.spell listed in this rulebook that will force someone to tell the truth. Disease. Death. Protection. Certain rituals may also require to be the ritual caster to know a certain school of magic or be a follower of a specific God. In general an effect that will remove these type of effects will remove all of the effects of that type that are currently affecting you. It is still considered good roleplaying to tell the truth under certain circumstances. Rituals – Listed here will be a brief explanation of rituals without going into any real detail about what they do or how they are performed. Magical Strength. If you have a doubt as to whether an item is bound to you or not it probably is not bound to you. a Scroll is consumed and turns to ash(rip up the paper but please don’t litter. Physical Armor. and Curse. Scrolls are always cast by the prefix “By the magic of these words…” no matter what school the scribed spell is from. You can be forced to answer questions but you will always be reluctant to do so when under control if you choose to be and are free to lie when forced to answer a question or give information. Rituals are Arcane or Divine ceremonies that are performed by powerful spell casters that produce effects above and beyond what normal magic can accomplish. While charmed or dominated you can be forced to give away items in your possession. Some of these effects will stack with other effects of the same type. Scrolls – Scrolls are pieces of parchment with spells scribed into them. Journeyman. With the skill Ritual Research a character is able to research details about either a specific ritual or ritual casting in general. The spell can then be read out of the scroll and cast by anyone that is Magic Literate. Once read. You then spend the amount of mana required to cast that spell and create the scroll. Magical Armor. In general. Natural Strength(higher than +4). A magic item that is bound will state so on its magic item card. In a case where you would benefit from two bonuses or effects of these types. Immunity.

In a sense all rituals are Tests of Skill. Death and Dying – When you reach 0 Hit Points you fall unconscious from physical trauma and loss of blood. or being granted temporary health(which functions as Hit Points. If there is no way to reach a clear solution then the ruling is made in favor of the person targeted by the skill. and performing the steps of the ritual in order and accurately. spell. When this happens it is best for everyone to remain calm and be courteous to one another. While you are Out of Game you cannot communicate with any other creatures and you cannot be seen by other players. Once you are dead(whether you bled out or were subject to a Killing Blow or death effect) you have 10 minutes for your soul to linger in your body before it is forced to move on to Death. Place your hand over your head and go Out of Game immediately and head to Ops and inform them that you have died and need to visit Death. . or effect and the skill. When at 0 Hit Points but still alive you can be revived by a Stabilize effect. meaning that the performance of the ritual determines whether the ritual is successful or not. Always try to resolve a dispute as quickly and courteously as possible to keep the flow of the game going. Your soul leaves your body and your body disappears. spell. Close and Disputed Calls – At some point you will have dispute with a player. Rituals must always be performed in the presence of a GM and it is left up to the discretion of that GM as to what effect the performed ritual yields. We all make mistakes and misperceive things that happen from time to time so in general leave it up to the person targeted by an effect as to whether an attack hit them in a specific target or if it was successfully blocked or deflected. If you are dead the only effect that will bring you back to life is a Resurrection effect. the proper components.) When unconscious you have 10 minutes until your body bleeds out and you die. staff member. Stabilize Self and the skill Stabilize allow you to regain consciousness after these 10 minutes instead of dying. but this should be a last resort. or effect is considered unused. numerical healing from any source. When you die.having the proper ritual scroll. or Game Master. Once your 10 minutes have passed you must immediately proceed to Death. When you are a dead body you are able to be affected by Deliverance effects that will force your soul from your body as well as Animate Corpse effects that will turn you into an undead creature under the animator’s control. Animate Dead effects will pause your fade count while you are animated but your count resumes from where it was before you were animated after the Animate Dead effect ends. all spells in effect on you are dispelled that have a duration shorter than permanent. If you for some reason suffered a True Death then the only effect that will bring you back to life is a True Resurrection effect. You are also cured of all diseases and all poisons in your body are nullified. If a GM is present you may request for the GM to make a ruling on the situation instead of dealing with the other person directly.

Chapter 14: The World .

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