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

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

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

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

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

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. It also gives us a basis for giving you bonus XP for playing your character according to your history. 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. This means that a character with an approved history starts game with 120 XP. It is expected that you will learn more during the course of playing your character. 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. otherwise known as Level 2. Specific information in this rulebook is NEVER considered common knowledge.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. etc… Any new character (beyond your first) that is made always starts with 100 experience. printed character sheet at game instead of a hand-written one. 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. because a history that does not follow this rule will be denied outright. What family does your character have? iii. A quick note on having multiple characters – A player may have any number of characters that they would like. but it makes it incredibly difficult for us to write plot for that character. retirement. The following are good things to include in your character history: i. but it is cheating to have any knowledge other than that. Keep this in mind when writing your history. Exceptions are made if a character is no longer playable due to death. You know what your history says and what your skills and spells do and nothing more. . Does your character have any friends or enemies? v. What are your character’s goals and aspirations? iv. Also. This speeds up the process of Check-In and means you can have a real. but a player may only play a single character in any single game. Where is your character from? ii. 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. It is easiest for the Staff to write plot for your character if we have your history before you play your character. Writing a heroic epic is not just inappropriate for a starting character. What is your character afraid of? What is he not afraid of? vi.

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.

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

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

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

The Peacekeeper clan are physically larger than the rest of the race. and the Sage. than to break a defensive line made up of this clan. The concept was that instead of creating a consciousness. a young boy named jake. 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. before this he had convinced them that . “Dwarf Friend” or “OathKepper” – Rare title bestowed to certain people OUTSIDE the dwarven race. Celt • • • Costume Requirements – All exposed skin is blue Racial Bonus – Immune to magic(all spells and magic effects. Magic items will not function for a Celt and they cannot purchase the skill Read Magic. all dwarves begin and end in the hall of the King of the Mountain. Some rituals will effect Celts. An experiment by a high mage that they see as their god. the Father. Race Info Celts started out as an experiment.While miners are found in all clans of the dwarven race. 2 men 3 women. But the only change that happened was the victim would loose all color. he killed one of them. all freinds. They serve as the King’s personal guard. Peacekeepers are the most heavily armored. You would take one you already knew. and dwarves will return to his hall upon their death. The King of the Mountain is the first Dwarf. 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). King of the Mountain So it is believed. and within a day or two turn a shade of blue. Mithralsniffers are heralded as the most effective divining rode of ore. He is their heart and their strength. all Warriors. as well as the hammer of the King’s justice. On the sixth time he tried it. They ALWAYS return with the purest and rarest. He had done 5 for these experiments. His name was Yeineon Hescer . He rest of them asked him to stop. It’s rumored that it would be easier to slam your way through 20 feet of solid mithral. and almost always shield defenders. The idea was two take the sentience from a human and put it in a blade. 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. even touch spells) Note: Celts are not immune to damage and effects delivered by enchanted weapons and are not immune to creature effects.

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

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

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. such is the shame of having no sons. prosthetic horns • Racial Bonus – Call “Resist” and be unaffected by the first Mind Effect used against . Regional Landmarks: Buffalo Plateau. Satyr • Costume Requirements – Furry legs. tan hides for clothing and such. who tamed the infamous Wachuk. Male offspring are given priority and an Orc who produces none is seen as inferior and a failure. in the air. and to make and raise babies. Family Hierarchy: Completely Patriarchal. Attitudes About Money: Traditionally. and a defeated Wachuk agrees to be his steed. where Chubok Rockbrow tamed his mythical steed Wachuk. Favored Gods: None. fist bump etc. 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. largest and wildest of all buffalo. 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. strongest of all Orcs. and many old timers scoff at the idea of perfectly good tools or weapons being handed off in exchange for some shiny tokens. Chubok prevails. Historically / Now: Orcs originated in the lower mountain regions. Historical Figures / Popular Legends: Chubok Rockbrow. it is a common sight to see hunting or raiding parties consisting of half of each race. Allies: Many Masticans are happy to call themselves allies of the Orcs. This led to a long nomadic period until settlements in particularly wellresourced areas were built. For generations. Costume Requirements: Some shade of green on at least the whole face and upward facing fangs or tusks from the lower canines. Even though the idea of money is fairly new to Orcs as a race. World Location. Women have 3 primary tasks in Orc society: gather tubers and roots for stew. no currency existed among the Orcs. some have realized its’ potential and work to accumulate it greedily. 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. Enemies: Any race with a high ratio of magic users to non-.- Curses: Yak drop (bullshit) Phrases: “Drop a bone” – code for knocking someone out. Slang: Pinky / Pinkies – refers to both Humans and Elves interchangeably Greetings: Any sort of motion with the fist. Favored Weapons: Anything blunt. with the endurance of a herd of buffalo and arms like tree trunks.

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

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

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

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

A great range of appearance exists among the Gaols. Gaol • Costume Requirements – Dog ears. claws Favored Gods: Due to their aloof nature and a tendency to shun restrictive codes of behavior. A savvy Raksha merchant is a thing to be feared among the easily swindled. The fur that covers their bodies can range through many colors that favor earthy tones. unless reigned in. dog tail. 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. When provoked. it appears to be a patriarchal arrangement. however. Racial Interactions: When relaxed. Gaols can be fiercely single-minded and will often push the issue beyond what is reasonable. and others still are smaller.Allies: Rakshas have a natural affinity for those races who are often described as "freespirited". this tends to strain the Orc's relationship . Gaols and Orcs get along quite well. Regional Landmarks: None widely known. Gaols are very mildly tempered and very easy to get along with. their claws. cat ears. Favored Weapons: Naturally. flopping. Rakshas are most adept with the weapons they bring to every fight. as both tend to enjoy a good-natured tussle with one another. so races like the Satyrs and Wood Elves are often found to be constant companions of many a troupe of Rakshas. As time progressed. It is truly the females who hold all the cards among the Rakshas. As an extension of this. many also prefer to fight with florentine blades. Habitat: Gaols originally were found living in the pine forests of colder climates. some are very feral-looking with lupine features. and indeed those males who prefer to be in the spotlight do seem to carry some weight among their groups. 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. some Rakshas prefer to follow Cheynal through Osku and Rachana because of their love of celebration with one another. more and more Gaol manifestations became known throughout the world in nearly every geographic location. Costume Requirements: Face makeup and / or prosthetic in feline design of choice. as those around them will undoubtedly do their utmost to gain her approval and attention and through this. who are only too willing to make the proper remark to push their buttons. This makes them natural targets for races like Rakshas and Nagendrans. face makeup or facial prosthetic • Racial Bonus – Claw proficiency Race Info Appearance: Gaols are an upright canine humanoid race. however. Family Hierarchy: To the outward observer. Optional: tail. slobbering beasts. others are large. and there are some that are but one uniform color throughout. furry bits. However. However. shorter-furred. accomplish what ends she sees fit. and calm with pointed features.

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

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

A peculiarity among Pterans is that as they approach the teenage years. however as a result of a common habit among Pterans (copious amounts of preening oneself). many elder Pterans retain their serious nature. The only exception to this rule exists only in the most extreme cases where one has committed a crime so heinous and unforgiveable. This process slowly and steadily reverses with age. Cultural Taboos: Any sort of intentional harm or damage to another’s wings. who coincidentally consider Pteran eggs a delicacy. Fully realizing that they have completely lost the ability of flight (if indeed. This has led to an inherent distrust that most Pterans have of Nagendrans. Habitat: Pterans almost universally prefer the higher altitudes. which means that a Pteran of 18 years is still considered a young child and has some time to go before becoming an adolescent. the punishment may be the crippling or even complete removal of the offender’s wings. any loss of function of the wings only adds further insult to the injury. Age Increments: Pterans go through stages of life at proportionately the same time as humans. Age of Race: Mutation? . but earns them the ridicule of the adults for being so uptight. Their faces are elongated and terminate with a wide variety of beak sizes. and colors. Lifespan: Most Pterans will enjoy quite a long life. Many a nesting ground has been raided. some even showing complete body coverage. Skill – Natural enemies: Wherever they go.Race Info Appearance: The majority of a Pteran’s body is covered with feathers. they ever had it). Some Pterans appear to be hunched over while walking about due to the wings that protrude from their backs being folded in on themselves. and it is generally accepted that the older one becomes. with the average span landing between 200-225 years of age. many will become quite serious and less prone to reckless behavior. Occasionally an elder Pteran will push 250. which appeals to the adolescents seeking wisdom. Conversely. infested or otherwise ruined by the overabundance of oviraptors. Pterans seem to be plagued by snakes and lizards. Specialties: Class – Any non-deific caster. but such ancient ones have led the quietest and calmest of lives with little excitement. This is no hard and fast rule. the loopier he or she will be. 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. Interaction w/other races: The Pterans as a whole are typically indifferent to most. shapes. 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. however. they tend to feel an affinity for the company of the “cleaner” races who prefer a neater lifestyle. such as the High Elves. many tend to look down their beaks at the “dirtier” races such as the Orcs and Gaols.

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

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

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

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

” . long legs. lighthearted. Nymoreans seem to attract larger. 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. They have been known to reach ages of 200 years and sometimes more. Racial Interactions: Most races are generally accepting of the Nymoreans. which they take as an enormous compliment when they see how age makes many other races miserable and cranky. Age Increments: Nymoreans sometimes seem to have an extended adolescence when compared to other races. and to a lesser extent. other Nymoreans. 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.: None. Habitat: Nymoreans are found throughout the world. they retain a jovial. This is often cause for the “larger” races to confuse many adult Nymoreans for juveniles or adolescents. they will give a response something akin to “if everyone is capable of handling their own affairs. 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. Cultural Taboos: Theft of anything from friends and family. act very noticeable and entertaining to those around them. with the exception of regions of the world with arctic conditions year round. Some have enlarged or pointed ear. rodent tail. Natural Enemies: Because of their tendency towards meekness in some. 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. light fuzz or total fur coverage. Nymorian • Costume Requirements – Rodent ears. and playful nature long after most races settle into the seriousness of adult life. but any heavy race is susceptible to the urge. Class / Skill spec. or the opposite. the Nymoreans exhibit a wide range of versatility. face makeup or facial prosthetic • Racial Bonus – Claw proficiency Race Info Appearance: Slight frame and stature.Sapphire at an early age and get to know their local stretch as if it were another family member. or even a tail. Orcs tend to do this more than others. When asked how they function with no formal leadership. there’s no need for anyone to tell us how to go about it.

Attitudes about Money: Nymoreans have a tendency towards hoarding. with the exception of daggers. and so most of their tales consist of embellished stories. lizard tail • Racial Bonus – Claw proficiency . Nymoreans have none and have gained no animosity from any race. Allies: Nymoreans are quick to trust and so are easy friends. Enemies: Occasionally. Entertainment: To list everything that entertains a Nymorean would be far too long. Passing of Tradition / History: Nymoreans love a good yarn. Family Hierarchy: Very similar to humans. • • Curses: Nuts Phrases: “(so and so) got his tail clipped” – meaning caught making Slang: Greetings: World Location: See: Habitat. songs and epics that they animatedly act out while reciting. Mother and Father are in charge and the children run about and cause trouble. but what they really get a kick out of is practical jokes. Racial Expressions: • • mischief. They are often quite content with this one and see little need to prolong what is typically a comfortable life. 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. Nymoreans worship a wide variety of deities.Afterlife: Nymoreans hold no belief in a life beyond this. Other than this. Regional Landmarks: None widely known. Costume Requirements: Tail and face paint or mask to suit base animal Favored Gods: None. a Nymorean will pull a prank on the wrong person and then the headhunt begins. Nagendran • Costume Requirements – Scaled skin. Favored Weapons: Anything without an edge. they typically save up every copper they can until the day when the right purchase comes along and then they’re back to zero.

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

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

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

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

which are denoted in each race entry along with their XP cost. and/or attributes that are gained as part of being that race. As your character level increases you will gain the skills listed at each character level of your race. spells. When you first begin your character as a Privilege Race you are what is known as a “hatchling” of that race. Privilege Races carry much heavier costuming requirements than the other races do. 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. Half is automatically spent for you on your Privilege Race. They are cumulative. 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. they are considered to be spent on the racial abilities you have gained. Once you have reached True Monster you have the option of spending your XP that you earn each event on more racial abilities. 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. 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. . meaning that you are barely showing your racial powers. 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.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.

These abilities cannot be modified by any Strike. mundane damage. or other skill or spell. Day Restrictions . spell damage. Magical/Natural Strength. Specialization. These are not magical abilities. 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. etc…).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.

Drinking 2. This may only be done at a time when a Killing Blow could be delivered to the target(unconscious. via a Gaze attack. paralyzed. as if they were delivered a regular Killing Blow. 1 level 10 skill or spell for free. 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. OOG Statement: “Gaze Charm Person” Least Strength Type: Natural Strength Duration: 1 minute This skill grants the user +1 natural strength for 1 minute.” Gaze Charm Person Type: Mind-Effect(Gaze) Duration: 10 minutes This skill delivers a Charm Person effect. Drinking 9. …. Killing Blow 3. 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. 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). etc…). or any combination up to 10 levels in total. These levels stack together meaning that 10 pounds of worked silver can confer 10 level 1 skills or spells for free. OOG Statement: “Drinking 1. 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 is a mundane ability. Keep in mind the rules for stacking natural strength. Feeding on a creature kills them. Silver Affinity This attribute means that a Dhampir has a natural affinity for all items made of worked silver. as per the spell. Drinking This attribute allows a Dhampir to feed on the blood of others in order to heal themselves. Race Info Dhampir are . sleeping.This attribute restricts when a Dhampir can use their abilities.

he must be affected by Charm Monster or True Dominate. He can increase it up to twice his normal maximum. . The second is that he can raise his Hit Point total above his normal maximum using his innate Drain Life abilities. 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.

. respectively. Each is once per refresh. Toughness This is the skill Toughness listed in the Skills chapter. Resist Disease This is the skill Resist Disease listed in the Miscellaneous Skills table. attacking whatever creatures are closest to him. 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.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. the Wolfkin will rage uncontrollably for that amount of time.) Instead of falling to the ground for 10 seconds or 1 minute. 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.

) Each of his 4 limbs has a single resistance.Silver Affinity This attribute means that a Wolfkin has a natural affinity for all items made of worked silver. Break Bone. These levels stack together meaning that 10 pounds of worked silver can confer 10 level 1 skills or spells for free. The second is that each refresh he gains resistance to the first effect that would target each of his limbs(whether it be Disable. he must be affected by Charm Monster or True 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 night. 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. 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). or any combination up to 10 levels in total. True Monster This attribute confers two benefits. 1 level 10 skill or spell for free. or Maim.

A Troll will not regenerate when dead but will regenerate when unconscious or bleeding out.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. OOG Statement: “X Heal Self” Regeneration 1 This attribute grants a Troll regeneration at a rate of 1 hit point every 10 minutes. . A Troll will regenerate a disabled limb in 10 seconds.

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. bark-like skin and mossy tendrils for hair. etc…). mundane damage. Seldom are they seen outside their homelands and any visitors are treated as unwelcomed guests. 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. Racial Interactions: Very limited. he must be affected by Charm Monster or True Dominate. Regeneration 3 This attribute grants a Troll regeneration at a rate of 1 Hit Point every minute. A Troll will regenerate a maimed limb in 10 minutes. A Troll will not regenerate when dead but will regenerate when unconscious or bleeding out. True Monster This attribute confers two benefits. while stone Trolls grate and rasp as their rocky limbs move against their jagged forms. . sea Trolls are encrusted with calciferous shells and spiny corals. A Troll will not regenerate when dead but will regenerate when unconscious or bleeding out. Resist Toxin This is the skill Resist Toxin in the Miscellaneous skills table. but may use their Heal Self abilities to restore the damage. An Ironwood weapon bound to his person cannot be disarmed from him. This takes him 10 minutes per item. as if it were Soulbound. Habitat: Any variety of Troll is rarely found outside of or far from its natural environment. A Troll will regenerate a broken limb in 1 minute. or any combination up to 10 levels in total. It takes him 10 minutes to unbind an item fro m himself. The second is that the troll can choose to bind any Ironwood item in his possession to his person. Ironwood Affinity This attribute means that a Troll has a natural affinity for all items made of worked Ironwood. Regeneration 2 This attribute grants a Troll regeneration at a rate of 1 hit point every 5 minutes. forest Trolls have craggy. 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). These levels stack together meaning that 10 pounds of worked Ironwood can confer 10 level 1 skills or spells for free. 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. 1 level 10 skill or spell for free.Fire Vulnerability This attribute means that the Troll always takes double damage from any numerical Fire source(enchanted weapon. The Troll will not naturally regenerate any Fire damage as well. spell damage. so it is natural to assume that Trolls will stick to the habitat of their namesake. Race Info Appearance: All Trolls resemble the environment they are spawned from.

both Arcane and Divine.Class / Skill spec: Trolls have a natural inclination toward Nature magics. 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. Age Increments: None. further contributing to their isolated nature. the Trolls seem to just simply have been since time immemorial. Few are the creatures that would welcome the presence of a troll. Forest Trolls think sea Trolls are too fickle and stone Trolls incapable of making a single choice. there are virtually no agnostics concerning this issue. although some variations in form exist. but also with the more monstrous inhabitants of their environments. 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. 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. 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. 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. Passing of Tradition / History: As they have done their best not to contribute to civilization as a whole. . Many Trolls’ lives span a time that averages just short of an elf’s. Trolls are infamously long lived. Racial Expressions: - Curses: Phrases: Slang: Greetings: World Locations: Many regions have environments that seem to spawn a Troll of one variety or another. Forest Trolls especially so. it is often to commiserate about their situations rather than assign importance among each other. Social Hierarchy: Strangely enough. Lifespan: Much to the chagrin of the rest of the world. Trolls also make excellent defensive fighters because of their natural regeneration. sea Trolls think the forest Trolls are too distant and the stone Trolls aren’t worth trying to converse with. Entertainment: Most Trolls generally enjoy finding ways to keep trespassers out while avoiding detection all the while. Cultural Taboos: Any sort of proliferation of fire. Afterlife: Not only do the Trolls hold no belief in a life beyond this one. No race has any clear idea as to just how old the Trolls are as a race. the base Troll types are found throughout. Age of Race: Similar to Darians. it follows that they have no formal history as other races regard it. and stone Trolls think forest Trolls are too arrogant and sea Trolls too self-absorbed. Natural Enemies: Trolls not only have difficulty getting along with the other races. When and if a group of like Trolls band together. Some merely have a few regular tricks they like to employ.

Favored Gods: None. 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. Attitudes about Money: Most Trolls consider money and the accumulation of it to be a complete waste of time. Also. it is another member of it’s own type. will often attack them in the hopes of dispelling this misconception. forest Trolls. Costume Requirements: Heavy. Regional Landmarks: None widely known. Favored Weapons: All Trolls. have an affinity for Ironwood. 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. this is far from regular. regardless of type. and even then. It is a very rare thing for any Troll to worship any God. but it is mostly based on a shared distaste of every other race. Sea trolls have a rocky relationship with the headstrong Szurines. . Family Hierarchy: The Trolls have no families.Enemies: The separate varieties of Troll are well known to dislike one another. Allies: If a Troll can count on anyone. there is a kinship in a way. some spend their lives in complete seclusion. Of the few that group together. resentful of the assumed shared heritage to Darians. Special Characteristics: True monster abilities. their youths see the Trolls as the ultimate test of their abilities and will band together to hunt them.

.

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) .

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.) They may choose to suppress this ability if they wish. 1 level 10 skill or spell for free. etc…) and are mundane abilities that deal mundane elemental damage. This ability counts as a constant Imbuement unless they choose to suppress it. OOG Statement: “No Effect” Gold Affinity This attribute means that a Dragonkin has a natural affinity for all items made of worked gold. These levels stack together meaning that 10 pounds of worked gold 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). OOG Statement: “Reduce 1/2” Least Strength Type: Natural Strength Duration: 1 minute This skill grants the user +1 natural strength for 1 minute. 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.” Elemental Infusion This attribute means that a Dragonkin swings their element with any weapon they wield(natural or otherwise. . mundane damage. spell damage. etc…). X hit points. OOG Statement: “Intimidate. or any combination up to 10 levels in total. etc…). Keep in mind the rules for stacking natural strength. Elemental Immunity This attribute grants a Dragonkin immunity to spell and mundane damage of their element. Intimidate Type: Mind-Effect Duration: 1 minute This skill is the skill Intimidate from the Skills chapter. The hit point total used is equal to the Dragonkin’s level multiplied by 3. 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. 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).

the stronger the magic it can wield. a large stash of gold is as necessary as safe shelter and a consistent food supply. The hatchling is sent for some length of time to learn from the Rememberer. Race Info A proud and strong-willed race. with a single dragon living for centuries. All dragons are innately magical. However. or near. but never trusted with the full ability to truly understand what it means to be a dragon. protection of their hatchlings. Human Dragon The term ‘Human Dragon’ is somewhat of a misnomer. but some sort of mutation. there have been rare documented cases of dragons obsessed with Knowledge or attempting to understand the intricacies of other races. 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. referring only to a physical resemblance to the human race. These equal partnerships will last until death. most other races have attributed this desire to mere greed. The Human Dragon is not a half-breed. causing the hatchling to have the following differences: 1. Much smaller wings . While dragons view this as extremely pragmagtic. all true dragons treat other races as mere children: often times tolerated. All we can present here is the “common knowledge” of this race. At some point after a hatchlings first flight. yet very little is understood about how many offspring a single pair will have. Due to their expansive lifespans. In most cases these obsessions are centered on gold. All that is known is a hatchling enters the world alone. or their sense of order.True Monster This attribute confers two benefits. at best they will consider you an insolent child that is not to be dealt with. Dragons dominate the skies of their home land.000 years of age. the parents having sequestered it to a lush valley. Dragons will pair and mate at some point between their maturation and 1. The more of this precious metal a dragon has on. due to a dragon’s propensity for gold. and instilling an intense sense of independence. Dragons have been known to develop intense obsessions that slowly build throughout their long lives. at worst an insolent child in desperate need of being taught some manners. most other races view this practice as cold and unfeeling. However. and begin mentoring their new offspring. rumored to be older than time. It is not considered wise to flaunt this viewpoint in front of dragons. sometimes catered to. 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. he must be affected by Charm Monster or True Dominate. Even less is understood regarding a hatchlings upbringing. She is the wisest sage of all Dragonkin. For a dragon. the parents re-introduce themselves. and posses natural affinity with gold. Will have a strong resemblance to the human race 2. and instructs all hatchlings in Dragon Lore and Histories.

and ways to cope with them. . yet gold must be worn in order for the natural affinity to help strengthen them. in the hopes of getting a singular answer. Once a hatchling (human or true) has left her instruction. the parents will re-introduce themselves much earlier in order to best teach them about their differences. 5. The Rememberer She is the only known being possessing the full Lore and Histories of all races. Human Dragons have been known to maintain similar personality traits as a true dragon. Of those that survive. Do have an innate magical ability. all indicate an OBSCENE amount of gold is required. Life span is largely reduced. but often more lenient of other races and can be found among them. Over the ages. Of the recorded scholars to receive an audience.3. Often. limitations. numerous scholars of ALL races have made the pilgrimage to her lair. Will not possess the full strength of a true dragon yet they are stronger than an average human 4. when a Human Dragon is hatched. most are never entertained. Due to these differences. it does not spend the same amount of time sequestered as a true dragon. she is no longer obligated to continue any dialogue with them.

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) .

Natural Strength. Adamantine Affinity This attribute means that a Minotaur has a natural affinity for all items made of worked adamantine. Shun Immunity This attribute grants a Minotaur immunity to Shun effects from all sources. and Specialization bonuses. Magical Strength. 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. He may do this once per refresh per 2 character levels. Keep in mind the rules for stacking natural strength. 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). 1 level 10 skill or spell for free. or any combination up to 10 levels in total. 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.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. 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. . True Monster This attribute confers two benefits. 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). 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.

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) .

Bone requires a Surgeon. Spell Reduction 1 This attribute grants a Living Construct permanent Least Reduction against all spell damage of any type. 1 level 10 skill or spell for free. These levels stack together meaning that 10 pounds of worked adamantine can confer 10 level 1 skills or spells for free.Natural Armor This skill grants a Living Construct 1 Natural Armor Point each time it is attained. Metal requires a Blacksmith. 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. Their body is becoming even less living than before and is not vulnerable to any type of biological malady. Armor Reduction 1 This attribute grants a Living Construct Armor Reduction 1. Refer to the Weapons and Armor chapter for more information on Armor Reduction. Natural Armor Points are damaged after all other Armor Points but before any Hit Points. he must be affected by Charm Monster or True Dominate. The second is that the Living Construct has all of his Hit Points count as Natural Armor. or any combination up to 10 levels in total. Adamantine Affinity This attribute means that a Living Construct has a natural affinity for all items made of worked adamantine. Rag requires an Outfitter. In addition the Living Construct is no longer affected by potions of any kind. Armor Reduction 2 This attribute grants a Living Construct Armor Reduction 2. 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 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. Their body is slowly becoming less living and vulnerable to biological maladies. OOG Statement: “Reduce 1” Unliving Form 2 This attribute grants a Living Construct immunity to poison from all sources. In addition. . This reduction will not protect against mundane damage from any source. the Living Construct can now be repaired by the proper economic skill. Unliving Form 1 This attribute means that a Living Construct is immune to disease from all sources. Refer to the Weapons and Armor chapter for more information on Armor Reduction. True Monster This attribute confers two benefits. 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.

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. 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.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. . 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. 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.

. This applies to any wall effect. The second is that the Changeling gains the ability to pass through wall spells unhindered and unharmed. or any combination up to 10 levels in total. 1 level 10 skill or spell for free. 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 3. These levels stack together meaning that 10 pounds of worked gold can confer 10 level 1 skills or spells for free. he must be affected by Charm Monster or True Dominate. They may do this once per refresh per 2 character levels. True Monster This attribute confers two benefits. They may cast a different spell each time but have a total number of castings equal to their number of picks. 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. 2. 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.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. 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).

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. 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…” 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. .

he must be affected by Charm Monster or True Dominate. or any combination up to 10 levels in total. 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. They may cast a different spell each time but have a total number of castings equal to their number of picks. True Monster This attribute confers two benefits. 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). 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.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. 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. 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 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. 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. They may cast a different spell each time but have a total number of castings equal to their number of picks. or 3. 1 level 10 skill or spell for free. 2. 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. These levels stack together meaning that 10 pounds of worked soul material can confer 10 level 1 skills or spells for free.

They may cast a different spell each time . 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. 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. 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.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. 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.

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 3. or any combination up to 10 levels in total. 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 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. 1 level 10 skill or spell for free. True Monster This attribute confers two benefits.but have a total number of castings equal to their number of picks. 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. They may cast a different spell each time but have a total number of castings equal to their number of picks. 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 stack together meaning that 10 pounds of worked soul material can confer 10 level 1 skills or spells for free. 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). . 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. 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. 2. he must be affected by Charm Monster or True Dominate.

And don’t let the costuming or roleplaying requirements deter you. talk to the staff or other players about figuring out a good costume. If you ever have any questions about races that aren’t covered in this book. feel free to ask the Staff(preferably between games or before game starts). makeup.Closing Notes on Races Playing a Race other than those listed – It is not allowed. and/or mask to use for your character. . Playing a non-Human Race – Is highly encouraged! Though some people enjoy playing Human characters. 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. The non-Human races have a depth to them that humans don’t. 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. the world is full of fantastic races and adventure.

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

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

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

. Offensive Power Fighters trained in Offensive Power techniques are the most adept in dealing damage and effects to their enemies quickly with their weapon. but they are a veritable force in any face-to-face fight.Defensive Those trained in the ways of Defensive fighting begin to learn techniques to aid them in protecting themselves during a fight. 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. They sacrifice the ability to outright harm their foes in exchange for learning how to better avoid attacks and take a beating. Level Defensive 3 Minor Reduce Parry Toughness 4 Disable Minor Strike Stabilize Defensive Power Defensive Finesse Defensive branches into Defensive Power and Defensive Finesse. They have minimal abilities in negating attacks used against them.

though they are not always equipped to deliver the final strike to an enemy.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. Their specialty is standing up to any foe.

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. Two of the skills at each Fighting Prestige Level require the use of a specific weapon type to use. Prestige Levels have more skills per level than other skill levels and some of the skills at those levels have restrictions on their use. Myrmidon . 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.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. Prestige Levels – The 10th level of Fighting is always a Prestige Level.

they are always at the front of the charge and inspire everyone around them to fight. almost always wielded without a second weapon. The favored weapon of Swashbucklers is a Long Sword.Myrmidons are a one-man army. able to deal with multiple foes simultaneously and deal death to their enemies with a single strike. The favored weapon of the Myrmidon is a Polearm. They are difficult to kill and can always effect their foes when they need to. The favored weapon of Champions is a Great Sword. 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. They strike quickly and move quickly. Swashbuckler 10 Accuracy Strike Head Butt Swift Parry as Swift Dodge Swift Riposte Unlimited Parry . 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. Myrmidon’s always serve a higher power. Myrmidon 10 Cleave Death Strike Mass Break Leg Mass Intimidate Undying Challenge Champion Champion’s are leaders.

but are not always entirely in control of their abilities. They are very powerful. They know how to roll with every blow they take. especially when protected under a suit of impenetrable plate armor. 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. Devoted Defender 10 Bodyguard Break the Line Lesser W eapon Specialization Martyrdom Untouchable . luck is funny like that. Juggernaut 10 Maim No Effect Potent Least Reduction Reduction Specialization Shatter All Devoted Defender Devoted Defenders specialize in protecting those around them. The favored weapon of the Devoted Defender is a Shield in one hand and any weapon in their other. The favored weapon of Juggernauts is a Two-Handed Maul or Hammer. The favored weapon of Luckblades is the Bastard Sword. 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.Luckblade Luckblades are tricky. they rely on the fickle hand of fortune to guide them through a fight.

Blade Dancer Do not let the title of Blade Dancer fool you. 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 know how to best deal with situations in a way that will keep them safe and their enemies in danger. Those who study the ways of stealth are considered Survivalists. 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. they are a veritable force in a fight. The favored weapon of the Blade Dancer is a Long Sword in one hand and a Short Sword in the other. Blade Dancer 10 Blade Barrier Disarm Barrier Momentum Strike Two as One Unlimited Dodge Duelist Duelists specialize in fighting opponents one-on-one. Level Stealth 1 Least Backstab Least Clockworks Least Inhibit 2 Least Escape Lesser Clockworks Waylay . When they begin their dances they are nearly untouchable and are amazingly dangerous at the same time. The favored weapon of a Duelist is a Short Sword in one hand and a Dagger in the other.

Relaxed Stealth An oxymoron of sorts. Relaxed Stealth is the way of the Bard and the Augur. On top of all this. Ranger and Rogue abilities are derived from Active Stealth study. Level Bard 5 Least Song of . They are not trained as heavily in the ways of martial matters as their Active Stealth counterparts. but they are very much in tune with making their way through the shadows and accomplishing their goals without others figuring them out. Level Relaxed Stealth 3 Lesser Escape Minor Clockworks Rumors 4 Dodge Minor Backstab Minor Escape Bard Fortune Relaxed Stealth branches into Bard and Fortune. 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. they are trained to a minor extent in the ways of all Stealth and Fighting via their Jack of all Trades abilities.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.

and fascinate enemies. but still must sing their lamentations as well. empower them. all without the aid of magic. Troubador Troubadors are Bards specifically trained in the ways of aiding their allies. 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 . etc…) of any form. They can heal their allies. Dirges favor string instruments(guitar. etc…). their music has power over the dead and their lamentations can drive even the sanest man to the brink of self-destruction. but many of them also play wind instruments(flute. etc…) and percussion instruments(drums. harp. Troubadors favor singing over all other forms of music. violin. lute.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. 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.

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? . all other listings are skills. 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. 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. Fortune spells are purchased per day in the same way that Ranger spells are. Luck Masters cast their spells “By my lucky hand…” Note: All Epic spells may only be purchased once. Instead. granting a number of uses per refresh equal to the number of times it has been purchased. 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. both good and bad. All Augurs bear the Mark of Fortune: a symbol that is viewed as an omen. 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. 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. The Fortune spells are listed here and in the Fatespinner and Luck Master entries in italics.Fortune Augurs are those who study the ways of manipulating fortune around them.

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. Hunter skills may only be used with a bow. They draw their spells from either the very Nature around them or their God. Fate Spinners cast their spells “By the threads of fate…” Note: All Epic spells may only be purchased once. Level Hunter 7 Pin Limbs . Hunter.Fate Spinner Fate Spinners are Augurs who have turned their backs on Fortune to instead embrace Fate. they branch as normal at the appropriate spell levels. or Dervish may teach any other Ranger. They are very adept at disabling targets without killing them.) Rangers either specialize in combat using a bow or Florentine fighting. 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. 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. Any Ranger. 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. crossbow. but do not use mana to cast them. or Dervish regardless of the casting ability they have chosen. or gun. Rangers pick either the Arcane Nature list or the list of their God to choose their spells from. If Arcane Nature is chosen. They understand the inevitabilities of all things in the world and manipulate powers that bring this inevitability to all things. all the while a safe distance away.

They are powerful fighters that also can cast a limited number of spells. making them always formidable opponents. as well as dealing powerful single attacks to their enemies. Rogues are the most adept at avoiding attacks of all forms. Level Rogue Least Backstab 5 Specialization Minor Escape Moderate Backstab 6 Feign Death . They are the most skilled at escaping and infiltrating. They sneak through the shadows and are at their best when they are unseen.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. 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.

Moderate Clockworks Swift Dodge Assassin Shadow Walker Rogue branches into Assassin and Shadow Walker. 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. Assassin Assassins are death-dealers in the most basic sense. They are adept at delivering difficult-toavoid attacks as well as being able to avoid any attack used against them. Nothing can keep a skilled Shadow Walker in or out of anywhere. They deliver single strikes and kill their opponents. making sure they stay dead. They draw power from the shadows around them and are skilled at being entirely unnoticed when they need to be. 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 .

It is also important for noting what skills will stack with other skills. Skill Description: The skill’s description on how the effect works is listed here. Any skill without a duration listed is considered to have a duration of instantaneous. This is the most important part of the skill’s entry. IG/OOG Statement: This is what you say when you use the skill. Duration: If the skill has a duration longer than instant it will be listed here.Chapter 4 – Skill Descriptions The section that follows contains descriptions for every skill in the Fighting and Stealth Pyramids. 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. Type: The skill’s effect type. 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 . 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.

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

chosen at the time of purchase. meaning it can never be stacked with other feat of strength or strike skills. A Swift Backstab can be avoided by the skills Swift Parry. While berzerking. 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 .Backstab. Backstab attacks cannot be parried with the skill Parry. 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. but may still be parried using Swift Parry or dodged with the skill Dodge. Serious Ass7. 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. A berserk creature will not deliver a Killing Blow to any creature it knocks unconscious. This skill cannot be used in conjunction with other strike skills. chosen at the time of purchase. Backstab Specialization. OOG Statement: “X+10 Swift Backstab” Backstab. Critical Ass8 Type: Skill This skill functions identically to Major Backstab except it adds 20 damage to a single weapon strike. don’t OOG swing harder). OOG Statement: “X+20 Swift Backstab” Backstab Specialization. which is why the skill type is natural strength and skill. Natural Strength. and Avoid. nor with any natural strength bonus. the user may not use any skills other than Fighting skills that provide a Skill. OOG Statement: “X+15 Swift Backstab” Backstab. Swift Dodge. 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. 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. OOG Statement: “X+1 Backstab” Berserker Rage DPw6. They will attack the closest creature to them(whether friend or foe) and keep attacking creatures until they are all unconscious(be careful. ShW9 Type: Skill This skill functions identically to Major Backstab except it adds 15 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.

If no conscious enemies are within line of sight or 10 minutes has passed. In that case he must also inform them when Blade Barrier has ended. 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. DPw 7 . as it restores all of the body’s exterior. for 1 minute. This skill cannot be used in conjunction with Two as One. 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. 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. 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. A Supreme Regrow Limb or Supreme Heal effect will negate this skill. This skill may only be purchased once. He must strike the target in the torso for this skill to be effective. If the user is knocked unconscious while using Berserker Rage it ends immediately. This skill will only be effective against a living target with discernable anatomy. OOG Statement: “Accuracy Bleed Strike” Bodyguard DvD 10 Duration: 10 minutes A Devoted Defender can guard a single target from any possible attack.bonus to damage. they are affected by anything that would affect the target instead of the target being affected. OFn 5. but he may then clarify to them that each time they strike him they will take X damage. 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. as long as they are within 5 feet of that target. The Blade Dancer is immune to Disarm and Fumble effects for this minute(not supreme disarm). the user is immune to mind-effects. closing the target’s visible wounds. This skill ends if the user or target reach 0 Hit Points or if the user is rendered unconscious or paralyzed. 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. After that the target takes double damage from any numerical damage source for the next 10 minutes. This skill may only be used if the Duelist has a sword in one hand and a dagger in the other. While berserk. the user falls unconscious with 0 hit points and begins their bleed count. This skill may only be purchased once. They choose a single target and for the next 10 minutes. IG Statement: “I will guard you from all attacks” Break Bone OPw 5.

but only against a Death effect. The bard gains Florentine and Unarmed if they don’t already have them when they purchase this skill.Type: Physical A limb struck with this skill is considered broken. 2) This skill may be used to negate one . unimpeded(though me may be asleep or controlled to attack his allies while moving. In addition. 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. mass bestow major strike on your next attack. or Natural Strength bonuses). You cannot hop on one leg to move. This skill may only be purchased once. or a Wall of Force. but may still defend himself normally with a weapon that he is holding. 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.) The only things that can impede movement during Break the Line are walls. Specialization. He begins this by walking in a straight line with his shield held up in front of him. He may not change direction during this movement(if he does. even those that are reluctant or scared. This skill may only be used if the Devoted Defender is wielding a shield in one hand and anything in his other hand. This skill may only be purchased once. A Champion can only use this skill if they are wielding a Two-Handed Sword. 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. 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.” Capoeira Brd6 Type: Attribute This skill represents a bard’s attunement to rhythm and the inherent skills that come with it. He must call No Effect to any physical effect that would impede his movement. and must hang limp. IG Statement: “I issue a call to arms to all of my allies. 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. locked doors(the user may break them down if he has adequate strength to do so). He may not move his shield while using this skill. 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. A broken leg cannot be stood upon but the knee can be dragged along the ground to move. He may still be controlled or effected by mind-effects but he will continue to move in his straight line for a minute. A broken arm cannot be used to hold an item unless it is strapped to the arm. everyone must fight! Out of game. all of his allies gain a single use of the skill Major Strike that must be used on their next weapon strike. Break the Line ends).

Minor ASt4. etc…). Major . 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. Until the user moves they have no vitals(as if they were dead) and cannot be subject to another Killing Blow or Death effect. Least Stl1 Type: Attribute This skill allows the user to open locks or disarm traps of Least quality.Killing Blow. one step between each strike and no strike may be made more than 10 seconds after the one before it. X (swift) damage…” Clockworks. Clockworks. 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. The Myrmidon can only take. The user may “play possum” and not get up immediately. If these conditions are met. Clockworks. If one of these damaging strikes is negated by a skill(parry. If used in the second way. If used in the second way the target wakes up immediately with 1 hit point. This skill ends if the Myrmidon takes more than one step between swings or goes 10 seconds without successfully striking an enemy. OOG Statement: “X (swift) damage. This skill is used in conjunction with any numerical damage weapon strike. the user may play possum for up to 10 minutes. Clockworks. 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. Rog6 Type: Attribute Prerequisite: Minor Clockworks This skill allows the user to open moderate quality locks and disarm moderate quality traps. Lesser Stl2 Type: Attribute Prerequisite: Least Clockworks This skill allows the user to open lesser quality locks and disarm lesser quality traps. This skill may only be purchased once. dodge. at most. RSt3 Type: Attribute Prerequisite: Lesser Clockworks This skill allows the user to open minor quality locks and disarm minor quality traps. X (swift) damage. 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. the Myrmidon can keep swinging that same damage at other enemies. 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. etc…) or physically blocked with a boffer weapon or shield this skill will end. Moderate Frt7. A Myrmidon can only use this skill while wielding a Polearm. Clockworks. 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. as long as each strike kills one of them.

Myr 10 Type: Death When struck in the torso with this skill. Death Strike is always a Swift strike. 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. a living target is reduced to 0 hit points and dealt a Killing Blow without damaging the target’s armor. IG Statement: (Singing)“My lamentation sets me into a trance of harming” Death Fts9 This is the spell Death. Clockworks. backstab. He also gains Least Reduction against all attacks used against him. Critical ShW9 Type: Attribute Prerequisite: Serious Clockworks This skill allows the user to open critical quality locks and disarm critical quality traps. He may kill targets that he drops. or ranged weapon strike. OFn9 This skill parries an attack and delivers an attack automatically against the attacker. 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. The Dirge sets himself into a trance and begins attacking the closest target that he knows is alive. Death Strike Drv10. ShW8 Type: Attribute Prerequisite: Major Clockworks This skill allows the user to open serious quality locks and disarm serious quality traps. Refer to the spell entry in the Spells chapter. Clockworks.Asn8. 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. Counter Attack DFn7. The attack must be able to be parried by using Parry or Swift Parry. This skill cannot be used while wielding a ranged weapon. This skill may only be purchased once. ShW7 Type: Attribute Prerequisite: Moderate Clockworks This skill allows the user to open major quality locks and disarm major quality traps. but the skill Swift Strike need not be used. The attack is parried. Serious Asn9. During this dance he may only fight with Unarmed boffers and swings “2 unholy” with each attack he makes. but only if he decides to. 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. OOG Statement: “Swift Death Strike” Death Touch Ass10 Type: Epic Death .) This skill cannot be used against a spell.

” 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 . be subject to a True Death instead of a normal Death. 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. OOG Statement: “No Effect”/”Reduce X” Disable Off 3. 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. As long as the user doesn’t move his feet. making sure that there will be almost no way for them to be saved. This skill may only be purchased once. You cannot hop on one leg to move. not the item itself. If the user makes an attack against a second target any of the 4 uses that are left are lost. Swift Disable. but he must make the appropriate OOG statement for that reduction. but the arm that is holding the item must be struck. A disarmed item must be dropped 5 feet from the body unless the item is breakable. he becomes immune to Disarm. In the case of disarming an item via arm strike the OOG statement changes to “Disarm Item. A disabled leg cannot be used to stand. Trip. If these 4 uses aren’t used within 10 secondsthey will be lost. A target under the effects of Death Touch will. During this minute he may also use any Armor Reduction he may have as normal Reduction. and Disable effects from any source.) A shield may not be disarmed with this skill. Stun. The user may take no more than 1 step between each swing and the 4 uses must be the next 4 attacks he makes. but the knee can be dragged along the ground to move. A disabled arm cannot hold an item unless it is strapped to the arm and must hang limp. In this case he can deliver a Death Touch to his target in advance of killing them. Def 4 Type: Physical Duration: 1 minute A limb struck with this skill is considered disabled for 1 minute. 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. OOG Statement: “Swift Disable. Supreme OFn 8 Type: Physical Duration: 10 seconds/1 minute This skill grants the user 4 swings of “Swift Disable” against a single target. Swift Disable” Disarm Fgt 1 Type: Physical A weapon struck with this skill is disarmed.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. Fumble. Swift Disable. OOG Statement: “Disable” Disable. up to 1 minute. Smash. True Death means that only the spell True Resurrection can resurrect you. This skill may also be used on a dead creature with discernable anatomy to make them Truly Dead. A disarmed weapon must be dropped 5 feet away from the body(Be careful and do not throw a boffer. A Death Touch is delivered through contact with a living creature.

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

. 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. OOG Statement: “Swift Disarm Shield” or “Swift Supreme Disarm” Dodge ASt3.) A disarmed shield must be dropped 5 feet from the body.one hand and a shortsword in the other. Swift Dodge may not be used if the user is wearing metal armor or is using a shield larger than a buckler.) A weapon transferred in this way should be handed to the user of this skill. and including. To begin the challenge the Duelist must point at his target and say the IG statement.) During the challenge neither the user or the target may be affected by anything outside of the challenge except for Undeniable and Mass effects. assuming the user has enough free hands to hold the weapon. OOG Statement: “Flashback Disarm” Disarm. This skill may only be purchased once. spell casting is acceptable. They are also forced to fight each other(this may mean different things to different creatures. 2) A weapon struck with this skill is transferred from the target’s hand to the user’s hand. 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. During the challenge. 10 damage. the Duelist has unlimited uses of the skill Minor Reduction and Lesser Strike. Dodge may not be used if the user is wearing metal armor or is using a shield larger than a buckler. Swift Dodge cannot be used if the user does not have use of both of their legs. the Duelist dies. Dodge cannot be used if the user does not have use of both of their legs. Swift Frt7. the Duelist decides to end the effect. 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. a boffer weapon can never be thrown. 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. or anything that Dodge can avoid. OOG Statement: “Dodge” Dodge. 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. 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. This skill may only be purchased once. any numerical damage packet(spell or otherwise) that is up to. The challenge ends when the target dies. any packet effect(spell or mundane). 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. The user of this effect and their target may not fight any creature except each other for the duration of the challenge.

Elemental. that damage is increased by 2 for each Lesser Feat of Strength used(up to a maximum of 4 damage). Least Stl2 Type: Attribute This skill allows the user to escape restraint. but each use of escape is equal to the highest level of escape the user has. ShW7 Type: Attribute Prerequisite: Minor Escape This skill allows the user to escape from Moderate Inhibit and Paralyze from any source. If used for an attack that deals numerical damage. RSt3 Type: Attribute Prerequisite: Least Escape This skill allows the user to escape from Lesser Inhibit and Bind. 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. RSt4 Type: Attribute Prerequisite: Least Escape This skill allows the user to escape from Minor Inhibit and Web. Escape. that damage is increased by 1 for each Least Feat of Strength used. Least Escape allows the user to escape from the spell Entangle as well as any restraint caused by Least Inhibit. Minor Rog5. The action may be an attack or an action in which extra strength would be useful to the user. If used for an attack that deals numerical damage. Lkm9. Strength granted by Feat of Strength is considered a Natural Strength bonus. Zombie. The action may be an attack or an action in which extra strength would be useful to the user. The Ranger benefits from a +1 natural strength bonus to all attacks made against a creature of the chosen type. Least Type: Natural Strength This skill grants the user +1 strength for one action. Skeleton. Possible choices include: Goblin. etc… Feat of Strength. Escape may only be used once per refresh per character level. Major Asn10. Ghoul. OOG Statement: “Feat of Strength” then “X+1 Damage” or “+1 Strength” Feat of Strength. Lesser Fgt 2 Type: Natural Strength This skill grants the user +2 strength for one action. Fts9. 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. Frt8. whether physical or magical. Moderate Asn7. Multiple Least Feat of Strength skills can be used together to give the user a maximum of +4 natural strength for a single action. Escape. Escape. Escape. Strength granted by Feat of Strength is considered . Escaping either of these restraints is instantaneous and requires no OOG statement. Lesser ASt4.IG Statement: “I issue you a Duelist’s challenge! Fight me!” Escape.

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

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

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

This song cannot be used on an inanimate object to grant it a mind. This song may only be purchased once. Moderate Backstab. Moderate Clockworks. or any skill Jack of all Trades 2 allows. Minor Escape. Trb9 Type: As emulated skill This skill allows the bard a single use of Swift Parry.Drg8. 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. 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. 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. OOG Statement: As emulated skill Jack of all Trades 3 Drg10. Lesser Inhibit. Parry. Out of Game. Minor Backstab. but these people must remain in the circle of bards and if they leave they lose the benefits of this song. Feign Death. 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. as per the spell Invulnerability. The jam session may also protect a number of extra people equal to the number of bards playing in the circle. Lesser Escape. Each participating bard must have at least a single skill from the 5th level of bard skills. but may defend themselves normally. Stabilize. Trb7 Type: As emulated skill This skill allows the bard a single use of Minor Clockworks. Minor Reduce. this is not a spell-like ability. as long as the user continues to sing or play. Any commands the user gives must be verbal and must be sung as part of his song. If used on an undead creature the Dirge has animated or controlled that undead creature is . IG Statement: (Singing)“My lamentation animates this corpse. or any skill Jack of all Trades 1 allows. 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. A target affected by pain must fall to the ground. Moderate Strike. Though this song emulates a spell effect. Disable. Dodge. it must be animated by some means to be able to be affected by this song. The Dirge may use this song on an undead creature he has animated without having to end his Lamentation of Animation. Minor Strike. Swift Dodge. The animated zombie will have 10 hit points The animated corpse will be completely under the user’s control. They may take no offensive actions. No one may join the circle once it is formed. screaming in agony.

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 is not a spell-like ability.” 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. it is not magic. 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. This song may only be purchased once. at which point the target suffers a True Death effect. 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. They may take no offensive actions. IG Statement: (Singing)“My lamentation tempts you to commit horrific acts that end with your own death. but the song’s effects do not end until the target is knocked unconscious. 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. meaning they can only be resurrected by the spell True Resurrection. Though this song emulates a spell effect. . If there are no appropriate targets for this spell to attack at all. The user must sing his verbal commands that are given to the controlled creature. 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. even True Resurrection. A target affected by pain must fall to the ground. it is not magic. They will wander off out of the range of the song if there is no appropriate target close enough. The target of this song will attempt to murder. The undead creature does not need to be able to understand the user’s language for this song to be effective. they kill themselves instead and cannot be resurrected by any means. Though this song emulates a spell effect. This song may not be effective against certain undead creatures. it is entirely mundane.empowered as per the spell Empower Undead. as per the spell Suggestion. and otherwise just do horrible things to anyone they care about that is closest to them. steal from. but may defend themselves normally. screaming in agony.

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

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 .1 hour has passed the user suffers a True Death. OOG Statement: “All within my reach. swift break right/left leg. Any target more than 50 feet from the user when the skill is used need not move away or cower. They are happy and willing to do this if affected. This skill may only be purchased once. The Dirge cannot choose to end this effect on specific affected creatures. This skill may only be used if the Myrmidon is wielding a Polearm. IG Statement: (singing)“My song heals everyone’s wounds. OOG Statement: “All within the sound of my voice. As long as the Dirge plays his song. meaning he may only be resurrected by the spell True Resurrection. Mass Intimidate. 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. All creatures within the reach of his weapon when he begins the OOG statement and touches the ground with his weapon are effected. 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.” Mass Intimidate Myr 10 Type: Mind-Effect(Mass Effect) Duration: 1 minute This skill functions in the same way as Intimidate. The user can restate the out of game call for this minute but should clarify “End Mass Intimidate” when his minute is up. 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. even if they move further away during the statement. these targets cannot be awoken by any means. 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. The user chooses whether the break bone effect is against the right or left leg. 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. X Hit Points!” Mass Song of Healing. but affects all targets within the sound of the user’s voice.

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

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

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

This skill need not strike the target’s body and may strike the target’s weapon or shield to be effective. OOG Statement: “Swift Shatter” Shatter All Jug10 Type: Epic Physical Effect This skill shatters all weapons. This is not a magic effect. OOG Statement: None Shatter OPw 8. shields. DPw 9 Type: Physical Effect A weapon. 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 is represented by OOG information that the user will receive at check-in each game. but does not require a use of the skill Swift Strike. DFn 9. It works just like Riposte except it applies when Swift Parry is used against a fighting skill or damage call. 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. Slay is a Death effect and a Physical effect. ShW10 Type: Death/Physical Striking the torso with this skill renders the target unconscious and reduces them to 0 hit points. 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. meaning that it can be resisted as a Death or Physical effect to negate it. This skill does nothing to damage armor(magical or physical. the skill Swift Strike need not be used. They may use this ability once per level per refresh. If an attack with the Swift modifier is parried. OOG Statement: “Swift Shatter All” Slay OFn 8. the Swift modifier is maintained in the riposte attack. The user will receive one piece of information at check-in for each time they purchase this skill. and armor that the target has that are of equal or lesser hardness than the used weapon. This skill may only be purchased once. shield. 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.Duration: 10 seconds Prerequisite: Riposte This skill allows the user to riposte an attack that he would instead Swift Parry. or item struck with this ability is considered shattered/broken if struck by a weapon of equal or greater hardness. This skill may only be used if the Juggernaut is wielding a Two-Handed Hafted weapon. IG Statement: (singing)“My song makes us best friends.” . as per the spell Charm Monster. Hnt9. The skill Shatter is always a Swift strike. Shatter will function as a break bone if it strikes a limb.) Slay is always a Swift strike. This song lasts 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. IG Statement: (singing)“My song utterly fascinates and enthralls you. You may not choose an Epic spell or an Attribute as your spell. but may defend themselves normally. IG Statement: (singing)“My song fills you with lesser 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.” 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. they may only listen to the Troubador’s song. Level 4 Rng6 . This skill allows purchases of a single 3rd level spell. If they have mana from another source. Incant: As spell Spell. Level 3 Rng5 Type: As spell Rangers have a connection to either their God or the very nature around them. IG Statement: (singing)“My song inspires you to dance uncontrollably. Least Brd5 Type: (Song)Natural Strength Duration: Up to 10 minutes As long as this song is sung. The target is happy to do so and does it seemingly willingly. a single target hands over a single coin in their possession of the lowest denomination they have. 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.” Song of Strength.” Song of Plenty Brd5 Type: (Song)Mind-Effect When this song is played. even if they reflect on the situation later. 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. A dancing target must dance to the song and may not attack. 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.” Spell. IG Statement: (singing)”My song empties your pockets” Song of Strength. making them unable to take any action. IG Statement: (singing)“My song fills you with least strength. This song lasts for up to 10 minutes or until the user stops playing or has his song interrupted. Lesser Trb10 Type: (Song)Natural Strength Duration: Up to 10 minutes As long as this song is sung. The Ranger purchases per day uses of their one spell per level. 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.

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

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

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

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

dodge. dodge.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). Lkm10. Waylay may only be used with a claw. OPw 7 .) The challenge ends when the target dies. the target is unconscious for 10 minutes. or small weapon boffer. etc…” Unlimited Parry SwB 10 Duration: 10 minutes This skill grants unlimited uses of the skill Parry for 10 minutes. Counter Attack Stun…” Waylay Stl2 Type: Physical Duration: 10 minutes This skill allows the user to knock the target unconscious for 10 minutes. but may still be animated. the Myrmidon decides to end the effect. This skill may only be purchased once. DPw 8. Counter Attack Stun. and the target may be delivered a Killing Blow while unconscious from Waylay. OOG Statement: “Parry.Fight Me!” Unlimited Dodge Ass10. OFn 6. these are his two options: 1) He may die normally and Undying Challenge ends. This skill may only be purchased once. When the effect ends. OOG Statement: “Dodge. 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 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. leaving them completely vulnerable. parry. If affected. 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). parry. or 1 hour passes. OOG Statement: “Counter Attack Stun. The user of this skill is considered to have unlimited uses of the skill Parry as Dodge during this time. 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.. ShW9 Duration: 10 minutes This skill grants unlimited uses of the skill Dodge for 10 minutes. unarmed. Numerical damage will not awaken the target. etc…” Unlimited Parry as Dodge Bld10 Duration: 10 minutes This skill grants unlimited uses of the skill Parry for 10 minutes. To do this he must strike the target between the shoulder blades with his weapon(do it softly. IG Statement: (While pointing at the target) “I issue you an undying challenge!. OOG Statement: “Waylay” Weapon Master DFn 8. When the user goes to Death he will suffer the penalty for each death he took during the challenge(so keep track!).. if the Myrmidon died during the challenge he immediately falls to the ground and begins his fade count.

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

Wall spells are represented by a rope of some sort with spell packets tied to each . Once you have purchased a spell.Chapter 5 – Spells What is a Spell? – Spells are magical abilities that are cast to produce various effects. Mass Effect spells affect all targets within the sound of the caster’s voice. you first determine what type of spell it is you are casting. 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). How much mana do I have? – Your character’s mana is determined based on the number of spells of each level that he knows. though you may purchase all the spells of a certain level if you wish. and Wall. 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. with a few differences. 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. Self Only spells may only target the caster of the spell and no spell packet is required to cast them. Purchasing Spells – Spells are purchased in the same way that skills are purchased. of which there are a few types: Packet. Packet spells require a legal spell packet to be thrown and the spell is effective if it connects with the target’s body. and never the entire spell level at once. Self Only. All magic is divided into two categories: Arcane and Divine. your character is considered to know that spell and may cast it. and they all draw on different kinds of power. You must purchase 2 spells of a given level before your character can learn and purchase spells of the next level. There are all different kinds of magic in the world of CRO5. Any spell may only ever be purchased once. and can even be manifested by individuals using their mind or soul. Divine magic is granted by the Gods of the CRO5 world to their followers and worshippers. Mass Effect. How do I cast a spell? – Casting a spell is simple. You always buy specific spells from a level. Touch.

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

whether it be the forces of nature or arcane forces. 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. External Externalists draw on the forces around them. the Mind and the Soul. They affect the external aspects of creatures. unable to draw on any specific power. 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. Mind . They can draw on these powers to cast magics that effect the Minds and Souls of others. Magic Magic-Users are trained in the most simple of Arcane technique. They draw their power from the combined forces of all magic. 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.Prerequisites – The prerequisites for learning any Arcane Magic are the skills Literate and Magic Literate.

Nature Naturalists are trained in drawing on the natural forces of the world around them. They use the life energy of every plant and animal as well as the inherent magical forces contained within all things. 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.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. Spirit Spiritualists are those who are trained in the ability to use their own Soul to assault and aid the Souls of others. but are trained in manifesting their Will into powerful Force energy. Their focus is on the four elements: air. and water . 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 are at a disadvantage when facing enemies that do not have a mind. fire. They can grant temporary health to others by empowering their Souls as well as manifesting their Soul in the form of Unholy energy.

Arcane Arcanists are trained in drawing on the arcane forces.as well as life and death. 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. They cast their spells “By the Plane of Air…” Level Air 5 Air Weapon Enchantment Moderate Air Attack . The Plane of Air is linked to mind-effects and the element of lightning. 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. 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. 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.

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 . and can implant suggestions and even control them to an extent.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. They also learn how to better manifest their Will as Force energy.

empowering themselves through the very corruption that consumes them.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. The Plane of Water is linked to protection and the element of ice. . 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. They cast their spells “By the sins of my ruined soul…” This list is hidden. Evil branches into Necromancy and Infernalism.

Do not confuse a Mortumancer with a Necromancer. 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. They specialize in creating poisons through magical means. and drawing on any element they need to manipulate. They cast their spells “Against the cycle of life…” Level Death 5 Minor Drain Life Moderate Blade Poison Moderate Elemental Attack . The Plane of Earth is linked to physical power and the ability to call on all different elements. 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.

and the ability to call on fire to burn things. 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 . 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. 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.

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. 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 . 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. The control they have over their own Will is vast and can control the Will of others to a high degree.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. but are not specialized in any single aspect.

Their power culminates with the ability to assume the form of the very creatures they control and creates constructs and other powerful undead creatures. 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 . Their Souls. They cast their spells “By the forces of undeath…” This list is hidden.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 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. Infernalism Infernalists make a pact with a powerful infernal being in exchange for incredible amounts of power. are corrupted to an extent that they do not even visit death when they die. if they still even have them. They cast their spells “By deception…” This list is hidden. They call on these flaws and manipulate them to accomplish spells that leave their foes helpless. Necromancy Necromancers have supreme control over the arcane forces of Undeath. 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. They sign everything over to their patron for the power that they seek.

The Anti-Magic that they wield is very dangerous. 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. They draw on the darkness that others cannot see. Every shadow around them gives them great strength and they can draw powerful Force energy from these shadows around them. but is also incredibly powerful. 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 .Nyctomancers control the power of the shadows of nature.

Evokers are Nativists that concentrate their studies on drawing power from all the Planes to fuel their magics. They also learn how to specialize in specific energies and grant protection from the energies they draw on. How is Divine Magic different from Arcane Magic – There aren’t many differences between Arcane and Divine Magic. Divine Magic is power granted by a God or DemiGod to their followers. 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 . 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. Mana is gained in the same progression as for Arcane Magic. 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.

Osane(o-SAH-nay) – Healing – “By the virtue of Osane…” – Osane is the DemiGoddess of Healing. Sharma(SHAR-muh) – Protection – “By the virtue of Sharma…” – Sharma is the Demi-Goddess of Protection. sick. Those spells are available instead of the God’s spell that occupies that slot. and helpless. Her followers hold life sacred over all other things.a Demi-God’s heading. Liche(lie-SHAY) – Life – “By the virtue of Liche…” – Liche is the Mother Goddess. Her followers seek to aid the injured. 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 . Note – Entries in italics are skills or attributes. Her followers protect those that cannot protect themselves. Otherwise. but there are no branches in Divine Magic. the bringer of life. Divine Magic costs the same amount of XP to learn as Arcane Magic does.

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.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.Truth – “By the truths of Amittai…” – Amittai is the Demi-God of Truth. the Lawbringer. 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 . Lamont(luh-MAHNT) – Justice – “By the truths of Lamont…” – Lamont is the Demi-God of Justice. His followers are instruments of his hand and bring justice to those who would disobey order.

and anyone that likes a good fight. His followers are known for their ability to bring the fight with them.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 .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 warriors. Brand(BRAND) . generals.Strategy – “By the vigor of Brand…” Bulwark(BULL-wark) .

Hunter – “By the forces of The Griffin…” The Kraken .Ocean – “By the forces of The Kraken…” The Roc .Skies – “By the forces of The Roc…” .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 .

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 .

Hospitality – “By the fortune of Aspacio…” Bedlam(BED-lum) .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 .Insanity – “By the fortune of Bedlam…” Osku(OH-sku) .Revelry – “By the fortune of Osku…” Rachana(ra-SHA-na) .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) .

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) .Preservation – “By the might of Argider…” Yersinia(yer-SIH-ni-uh) .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 .

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

Evk9 Type: (Air)Damage(Packet) The target of this spell takes 20 points of lightning damage. Air Imbuement. This effect will stack with a weapon enchantment so that a person can swing two energy types with a single weapon. 15 lightning. They cannot be woken up for 10 minutes even if healed to more than 0 hit points. and Fear.” 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. If the caster cannot fulfill these requirements.” 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. Incant: “…I imbue my/your body with lightning. Silence. they cannot cast this spell. Incant: “…I electrocute you. Incant: “…I electrocute you. These spells are cast as quickened spells. 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). Their stats become the following: Their hit points are restored and doubled. At the time of casting. 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. or used by them.” Air Attack. bleeding out. Charm Monster. If the caster is reduced to 0 hit points. 20 lightning. Air Weapon Enchant. all of the caster’s possessions become intangible and cannot be taken from 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 refresh Incant: “…I assume the form of an air elemental. for the duration of this spell(this includes magic items except for those specifically designed to function for elementals). at 0 hit points.” .The target of this spell takes 15 points of lightning damage. Critical Air10.

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

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

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

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

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

7 mundane lightning. 7 mundane lightning. The creature will follow basic commands.” 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. The target will not attack its friends or do . Trt9 Type: Mind-Effect(Packet) Duration: 10 minutes The target of this spell. Incant: “…I break your right/left arm/leg. but may not use any defensive skills. If all of these packets are not used within a minute. Chain lightning may only be cast once per refresh and costs double mana to cast. Kia8. Mnp7 Type: Mind-Effect(Packet) Duration: 1 minute The target of this spell is stricken blind for 1 minute.” 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. Bulwark’s Gift Bul10 Type: Attribute This skill grants a worshipper of Bulwark Least Weapon Specialization with a weapon type of his choice. they cannot even wield a boffer weapon in an effort to protect themselves. These packets cannot be resisted as magic. 7 mundane lightning. Chy8. the remaining unused packets are lost. 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. Break Bone Dth6. as long as it has a mind. 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. stated limb broken as if by the skill break bone. will treat the caster as an ally for 10 minutes. because they are mundane lightning. It is considered good roleplaying to Out of Game close your eyes to emulate the effect of being blind. Incant: “…I blind you. They may still cast spells that do not require a packet to be thrown. Wtr8 Type: (Water)Physical(Packet) The target of this spell has a single. The caster is able to throw packets for “7 mundane lightning” equal to their character level. etc…” Charm Monster Air8. but is not entirely under the control of the caster. In fact. They may hold onto a shield if they have one but must keep it stationary. but if a situation is unsafe. it is acceptable to open your eyes. Incant: “…I call upon chain lightning. They cannot take any offensive actions. close to their body.

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

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

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

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

Incant: “…I burn/chill/electrocute/crush you. 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 Earth Mage becomes immune to Disable spells(not skills). 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. for the duration of this spell(this includes magic items except for those specifically designed to function for elementals).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. they cannot cast this spell. Earth Imbuement. If used as a weapon swing the call is “Disable”. Magic. all of the caster’s possessions become intangible and cannot be taken from them. Least Kia1. They cannot be woken up for 10 minutes even if healed to more than 0 hit points. At the time of casting. In addition. They cast these spells as quickened spells. These may be thrown as packets or swung with claws. 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. 1 fire/ice/lightning/earth. If the caster cannot fulfill these requirements.” Elemental Attack. Earth Weapon Enchantment. Elemental Attack. (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. If the caster is reduced to 0 hit points. they immediately revert to their normal form and are unconscious at 0 hit points. Entangle. or used by them. Lesser .” Any effect that would deal earth damage instead heals them the same number of hit points They cannot cast any spells except for: Disable.” 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. If thrown as a packet the call is “Disable Right/Left Arm/Leg.

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

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

Fear Chy3. Moderate Ert7 Feat of Strength.) This may be combined with Transformation so the Evoker can reduce the cost of any numerical damage packet spell he casts. Incant: “…I cause you to fear approaching me.) 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. If within 50 feet of the caster. it allows him to once per refresh siphon the entire life force of one living creature into a dead creature. Disjunction will end this effect immediately. they must cower.” Feat of Strength. Spt4 Type: (Air)Mind-Effect(Packet) Duration: 1 minute The target of this spell fears the caster for 1 minute. 1 fire.” Fire Attack. Incant: “…I entangle your feet. This results in a death for the giving creature and a resurrection for the dead creature. 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. unable to take offensive actions. or Magic.” Fire Attack. 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. Mnd4.types(Earth. Incant: “…I burn you. Ems2*. Ice. Second. A target affected by fear may still defend themselves normally. it allows him to cast the spell Transfer Limb with two creatures other than himself. Minor Ert5. First. +1 strength or Least Escape will overcome this effect. Fire. Least (Fir1) Type: (Fire)Damage(Packet) The target of this spell takes 1 point of fire damage. Incant: “…I set my body into a death-like trance. Lightning. Kia2 Type: Physical(Packet) Duration: 1 minute The target’s feet are entangled together and to the ground.” 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. Entangle Chy3. Major Tln8 Fecundity Crs8 Type: Skill This skill allows a Hexer to siphon life force from one willing body into another. Both targets must be willing for him to use this second ability. the target will attempt to get at least 50 feet away. Ext2. Lesser (Fir2) Type: (Fire)Damage(Packet) . If the target cannot get at least 50 feet away for any reason. Tln3 Feat of Strength.

Incant: “…I burn you. they immediately revert .” Fire Attack. Quadruple Minor Fir9 Type: (Fire)Damage(Packet) This spell allows the caster to throw 4 packets for 4 fire. Incant: “…I burn you.The target of this spell takes 2 points of fire damage.” 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. Incant: “…I burn you. Double Minor Fir6 Type: (Fire)Damage(Packet) This spell allows the caster to throw 2 packets for 4 fire.” 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. Minor (Fir3) Type: (Fire)Damage(Packet) The target of this spell takes 4 points of fire damage. Critical Fir9 Type: (Fire)Damage(Packet) The target of this spell takes 20 points of fire damage.” Fire Attack. 7 fire.” Fire Attack.” Fire Attack. They cast these spells as quickened spells. 2 fire. Supreme Evk10. 20 fire. Incant: “…I burn you twice. 4 fire. 4 fire. 4 fire. 4 fire. 10 fire. 4 fire. 4 fire. Incant: “…I burn you. Incant: “…I burn you. If the caster is reduced to 0 hit points.” Fire Attack. Major Fir7 Type: (Fire)Damage(Packet) The target of this spell takes 10 points of fire damage. Incant: “…I burn you four times. Moderate Fir5 Type: (Fire)Damage(Packet) The target of this spell takes 7 points of fire damage. Fir10 Type: (Fire)Damage(Packet) The target of this spell takes 25 points of fire damage. Incant: “…I burn you.” Fire Attack. 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. 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. 25 fire. 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.

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

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

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

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

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

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

” Ice Attack. Incant: “…I imbue my/your body with ice for 10 minutes. Osk4. Incant: “…I freeze you. This weapon will remain enchanted if disarmed. Incant: “…I freeze you. but the enchantment will end if the weapon is shattered.” 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. Moderate Wtr6 Type: Ice Damage(Packet) The target of this spell takes 7 points of ice damage.” Ice Attack. 4 ice. OOG Statement: X+20 Holy Holy Weapon Enchantment Asp4.” Ice Attack. OOG Statement: X+10 Holy Holy Strike.” Ice Attack. OOG Statement: X+7 Holy Holy Strike. or given to someone else. Ems4. 15 ice. Chy4*. Incant: “…I freeze you. 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. dropped. Serious Ntv7 Type: Ice Damage(Packet) The target of this spell takes 15 points of ice damage. Minor (Wtr3) Type: Ice Damage(Packet) The target of this spell takes 4 points of ice damage. 1 ice. Quadruple Minor Evk10 Type: (Ice)Damage(Packet) This spell allows the caster to throw 4 packets for 4 ice. 7 ice. 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. 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. 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.” . Magic weapons are an exception to this rule. 4 ice. Incant: “…I freeze you four times. A weapon can never be enchanted with more than one energy type. This effect will stack with a weapon enchantment so that a person can swing two energy types with a single weapon. Incant: “…I enchant this weapon with holiness. Rac4 Type: (Holy)(Touch) Duration: 10 minutes This spell enchants a single weapon with holy for 10 minutes. 4 ice. 4 ice. 4 ice.Holy Strike. Least (Wtr1) Type: Ice Damage(Packet) The target of this spell takes 1 point of ice damage.

or given to someone else. dropped. This weapon will remain enchanted if disarmed. as the weapon underneath the enchantment is still damaging them.” Immunity to Elements Ert7. but the enchantment will end if the weapon is shattered. This immunity does not protect the target from weapons enchanted with the chosen energy t ype. This will tell the type of disease.” Identify Malady Lic6 Type: (Touch) Prerequisite: Discern Malady This spell may only be cast after the spell Discern Malady is cast. fire. curse or mind effect malady that the target is afflicted with.Ice Mastery Krk8 Type: Attribute This attribute grants +1 damage to all Ice Attack spells that are cast. as the weapon underneath the enchantment is still . Incant: “…I identify your curse/physical malady/alchemical malady/disease/mind’s malady. or water). This immunity does not protect the target from weapons enchanted with the chosen energy t ype. The caster then may cast this spell on the same target and identify a specific type of malady the target is being effected with. magic. Wtr5 Type: (Ice)Enchantment(Touch) Duration: 10 minutes This spell enchants a single weapon with ice for 10 minutes. This spell also grants the target immunity to all magical fear effects for 10 minutes. poison. holy. Incant: “…I enchant this weapon with ice. earth. 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. physical. mundane lightning. All break bone effects for Water. as the weapon underneath the enchantment is still damaging them. All heat metal effects for Fire. not what it does. This will only reveal the name of the malady. This means if you are cursed you give the name of the curse and not the effect of the curse. 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. unholy. Incant: “…I grant myself immunity to air attacks.” Immunity to Energy Abj8. A weapon can never be enchanted with more than one energy type. or hellfire). force.” 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. Ice Weapon Enchantment Krk2. This immunity does not protect the target from weapons enchanted with lightning. This spell also grants the target immunity to one of the following based on the immunity chosen: All sleep effects for Air. Incant: “…I grant myself immunity to air/earth/fire/water attacks. water. etc…) for 10 minutes. earth. fire. All disable effects for Earth.

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

They may be used in any combination of those two spells. For all purposes of attempting to block a doorway or weapon strike the caster is intangible. Kia’s Blessing Kia6 Type: Attribute This skill grants a worshipper of Kia a number of castings per refresh equal to their character level. Major Ems9. 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. Incant: “…I grant myself a magical barrier of invulnerability. These castings may be used on the spells Lesser Heal or Lesser Elemental Attack. These castings cost the caster no mana to cast. Knock Arc4. Chy4. Incant: “…I open this lock of up to lesser quality. Ice. 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. Fire. The caster should call “No Effect” to any effect used against them for the duration of the spell. 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.” Knock.” Ironwood Specialization Ert8 Type: Skill(Attribute) An Earth Mage with this attribute naturally makes any entirely wooden weapon they wield have minor hardness. This reduction will not reduce damage done by an enchanted weapon. anything(including themselves) for the duration of this spell. Ems4. meaning you cannot block a doorway or weapon strike intentionally. Undeniable effects will still effect the caster normally.” 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. but will reduce all spell and mundane damage of any of the 4 elements. Kraken’s Gift Krk10 Type: Attribute This skill grants a worshipper of The Kraken Lesser Reduction against all Ice . or Lightning). These castings cost the caster no mana to cast. Incant: “…I open this lock of up to major quality.Incant: “…I grant myself immunity to unholy attacks.” 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. The caster cannot be effected by. Kia’s Gift Kia10 Type: Attribute This skill grants a worshipper of Kia Least Reduction against all elemental damage(Earth. nor effect. and not any other spells or effects.

” Magic Attack. The incantation for the spell changes to “…I restore life to this body instantly. Incant: “…I strike you. Normally a Resurrection takes 1 minute to perform. Serious Tln9 Type: (Magic)Damage(Packet) The target of this spell takes 15 points of magic damage. 7 Magic. Tln1 Type: Magic Damage(Packet) The target of this spell takes 1 point of magic damage.” Magic Attack. 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. 2 Magic. Lesser Ext2 Type: Magic Damage(Packet) The target of this spell takes 2 points of magic damage. Moderate Tln5 Type: (Magic)Damage(Packet) The target of this spell takes 7 points of magic damage.” Magic Attack.” Magic Attack.damage they would take. Incant: “…I strike you. Incant: “…I strike you. the caster may perform Resurrection without having to wait the minute. 4 Magic. Incant: “…I strike you. 10 Magic. With this skill. Major Tln7 Type: (Magic)Damage(Packet) The target of this spell takes 10 points of magic damage. Minor Arc3 Type: (Magic)Damage(Packet) The target of this spell takes 4 points of magic damage. Lamont’s Gift Lmt10 Prerequisite: Lamont’s Blessing. 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. Least Mag1.” Magic Bonds Amt2 Type: Physical(Packet) Duration: 1 minute . 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. Incant: “…I strike you. Incant: “…I strike you. Liche’s Gift Lic10 Prerequisite: Resurrection Type: Attribute This skill grants a worshipper of Liche an augmentation to Resurrection.” Magic Attack. 1 Magic. 15 Magic. This reduction will not reduce damage done by an enchanted weapon.

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

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

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

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

Incant: “…I grant myself resistance to the first death magic used against me. but will protect against a spell-like ability that is in packet form. Major Arc3.) Incant: “…I repair all of this undead creature’s limbs. Incant: “…I grant myself/you resistance to the first damaging magic attack used against me/you. Frt7. This spell does nothing to protect against Mundane damage from any source. 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. no matter how much damage it would deal. whether magic or mundane. This spell does nothing against fear from a non-magic source or Mundane Lightning damage from any source. 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.” Resist Death Magic Dth6. This will not protect against a damaging weapon strike. even if it is numerical damage or is a 1 damage weapon strike made with an enchanted weapon. Death effects include: Slay. up to 10 damage. Death. This spell does nothing to protect against Mundane damage from any source. 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.” Resist Disease . Incant: “…I grant myself/you resistance to the first damaging magic attack used against me/you. Incant: “…I grant myself/you resistance to the first air attack used against me/you.” Resist Damage. 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.” Resist Anything Chy8. up to. 10 damage of any type.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 attack used against me/you. 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. but will protect against a spell-like ability in packet form. and including.” 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. This will not protect against a damaging weapon strike.

Resist Magic will not protect against a Self Only or Touch spell. Chy7. Incant: “…I grant myself resistance to the first two magic attacks used against me. Lic8. Lic4. Chy3. 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. This will protect against mind-effects from magical and mundane sources. Ert6. 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.” Resist Magic Chy6. Disjunction will bypass and dispel both of these resistances.” Resist Physical Magic Arg4. Tln9. Osn8. Disjunction will bypass and dispel this spell. Lic5. Incant: “…I grant myself/you resistance to the first magic attack used against me/you. Maim.” 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. Incant: “…I grant myself/you resistance to the first poison attack used against me/you. Ntv5. 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. 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. Incant: “…I grant myself/you resistance to the first ice attack used against me/you. This spell does nothing against the skill Break Bone or against Mundane Ice damage from any source. Ems6. Break Bone. Incant: “…I grant myself/you resistance to the first mind attack used against me/you. etc… but only when cast as a spell or used as a spell-like ability. but is always used against the first one that targets the target. Disable.” Resist Mind-Effect Air5.” Resist Magic. Spt4. Examples of physical magic effects are Fumble. Tln6. Nat4. 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. Double Abj8.Bal4*.” . 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. Incant: “…I grant myself/you resistance to the first physical magic attack used against me/you.” Resist Toxin Ert6. Incant: “…I grant myself/you resistance to the first disease used against me/you. Kia5. Lic7.

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

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

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

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

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

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

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

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. A wall of disjunction cannot be dispelled by any means. 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. ice.This spell allows the caster to create a wall of disjunction. Incant: “…I create a wall of earth/fire/ice/lightning. or lightning. The source of the fire is magical and is represented by the rope. The source of the damage is magical and is represented by the rope. which is what must be targeted(touched or hit with a spell packet) for a disjunction spell to dispel the wall. and suppressing all magic items for 10 minutes.” Wall of Fire Fir8 Type: (Fire)Damage(Wall) Duration: 10 minutes This spell allows the caster to create a wall of fire. 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.) Any creature that passes through the wall(steps over the rope) is subject to 10 mundane damage of the appropriate element.” Wall of Force Abj9. 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. Shd9 Type: Epic Anti-Magic(Wall) Duration: 10 minutes This spell allows the caster to create a wall of force. 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. fire. which is what must be targeted(touched or hit with a spell packet) for a disjunction spell to dispel the wall.) Any creature that passes through the wall(steps over the rope) is subject to 10 mundane fire damage. Incant: “…I create a wall of fire. 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. suppressing all rituals for 10 minutes. 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. Incant: “…I create a wall of disjunction.) The source of the disjunction is magical and is represented by the rope.” Wall of Elements Kia9 Type: (Elemental)Damage(Wall) Duration: 10 minutes This spell allows the caster to create a wall of earth. 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 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 Disjunction can only be cast once per Gift and costs double mana.) 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. This rope may either be placed on the ground or thrown when the wall is created(do .

all of the caster’s possessions become intangible and cannot be taken from them.not throw the rope at a person under any circumstances. or used by them.) A Wall of Force is impassable by almost all normal means and is unable to be destroyed by any normal means. If the caster is reduced to 0 hit points. Restore Limb. and Regrow Limb. they cannot cast this spell. 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.” Water Specialization Wtr9 Type: Attribute This skill grants extra casting of Lesser Ice Attack and Lesser Heal. Heal. They cannot be woken up for 10 minutes even if healed to more than 0 hit points. They cast these spells as quickened spells. 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. If the caster cannot fulfill these requirements. Repair Limb. 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). 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. 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. for the duration of this spell(this includes magic items except for those specifically designed to function for elementals). Least Air6. Weakness. Resurrection. Wall of Force may only be cast once per Gift and costs double mana.” 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. 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. not even the caster. they immediately revert to their normal form and are unconscious at 0 hit points. No one may pass through the wall. Incant: “…I create a wall of force. Mnp6 . At the time of casting.

This means that the target swings 1 less damage and any natural strength used by the target is reduced by 1. He must spend 2 extra mana when he casts the spell. Incant: “…I grant you magical 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.” Weakness. but positive magical strength will only dispel negative magical strength if the positive strength is equal to or greater than the negative strength.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. To use a spell this way the caster must do two things. 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. Lesser Air9 Type: Magical Strength(Packet) Duration: 10 minutes The target of this spell is granted -2 magical strength. but positive magical strength will only dispel negative magical strength if the positive strength is equal to or greater than the negative strength. Incant: “…I grant you magical weakness. 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. Kia6. 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. 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. This means that the target swings 2 less damage and any natural strength used by the target is reduced by 2. -1 strength. 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. -2 strength. but it is not considered a spell-like ability.” Weapon Channeling Evk8 Type: Attribute This skill allows the user to use a numerical damage packet spell as a weapon swing instead. Negative magical strength will negate and override positive magical strength. it is considered quickened. but he must make the OOG statement for the spell. Ntv6 Type: Physical(Packet) . Web Ems7. 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 need not recite the incantation for the spell. 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. 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.

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

Chapter 6 – Character Advancement What is Character Level? – Every character in the world of CRO5 has a character level. meaning a level 1 character starts with 4 hit points). Character level does not restrict any Player Character from taking any skills or spells. but a Character Level always grants a character 2 hit points added to their maximum(including level 0. Hit Point Total – A character’s hit points are dependent on their character level. this is what you earn for paying for the event. at which point those XP become used. 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. whether it is used or unused. and there are very few skills in the game that have any dependency on Character Level. What is my Character Level? – A character’s level is determined by the total number of XP that character has earned. There are other ways that a character’s maximum hit points can be increased. A character uses unused XP to purchase skills. Every player that attends an event has the potential of earning extra XP on top of their blanket for good roleplaying. Your character level represents your characters overall power and ability. Things that will increase this number include good roleplaying by . This number will be based on the number of positive and negative reports that NPCs and GMs have about your character.

This number is left entirely to the discretion of the GMs. Things that will make this number decrease include. or overall poor behavior. any form of cheating. and being courteous to staff members and other players. but are not limited to. . roleplaying hits during combat. making out of game references. fighting fairly and safely.you while playing your character. going out of character unnecessarily. 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.

Other weapons may be made from ultralight materials or may even be made of latex. If you are struck in any of these targets you are not obligated to take the effect of the weapon swing. The head. and duct tape. hands. No weapon may strike a target more than once in a second. but at the same time being firm enough so they know that you hit them. no target has to take any damage from “machine-gunned” attacks.Chapter 7 – Weapons What type of combat should I expect at CRO? – CRO is designed around Medieval-style weapon combat. Each hit should be light enough that you are not hurting whoever is being hit with the weapon. Striking a target faster than this is “machine-gunning” and is illegal. A boffer weapon is constructed from PVC piping. Combat with weapons involves safe boffer weapons. and groin are illegal targets for striking with a boffer weapon. but you may choose to take the effect. How can I fight safely with a boffer weapon? – This is the most important safety aspect at CRO. pipe insulation foam. Fighting safely means fighting smart and fighting fair. but a standard boffer weapon is not made of these special materials. open cell foam. 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 . neck. The object of boffer combat is to touch the other player with your boffer.

More points for armor are given the more armor you are actually wearing(up to 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. This means that you cannot cast Arcane spells wearing medium or heavy armor without the appropriate skill to do so. it carries protective benefits as well.5 times the normal amount for that armor). 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. Armor that requires Serious or Supreme Armor to wear can only be repaired by a Blacksmith. and 30+ confers Armor Reduction 3. and a helmet will always grant you more armor than just a breastplate. A breastplate. CRO reserves the right to have any player remove that piece of armor. Armor Reduction reduces . Armor Reduction – Wearing large amounts of armor confers an extra bonus of Armor Reduction to the wearer. chains.) This means that 10+ points confers Armor Reduction 1. 20+ confers Armor Reduction 2. Because of this. Physical armor will protect the wearer from numerical damage before it damages their hit points. or any piece of armor that could catch or damage a weapon is allowed to be worn. Wearing armor heavier than light armor(proficiency provided by Moderate Armor) interferes with the somatic component of Arcane spell-casting. Armor Safety – Metal armor is potentially very dangerous during boffer combat. no spikes. 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. Unlike normal Reduction. greaves. Armor that requires Moderate Armor to wear can only be repaired by a Tailor.Chapter 8 – Armor Wearing armor isn’t just an awesome addition to any costume. For every 10 points of armor a character is wearing they gain Armor Reduction 1 against physical attacks(not spell damage or backstab damage. If it is observed that a piece of armor is dangerous in any way or in any way violates these rules.

Now it’s time to take a look at some other skills that are available to your character: Miscellaneous skills. Miscellaneous Skills Table – The Miscellaneous Skills table is a list of skills that aren’t on other lists in the rulebook. Skill Name Alchemy Armor. Level 7 Spell Ritual Casting. Level 8 Spell Magic Literate. Some of these skills are prerequisites for taking other lists in the game as well. Level 9 Spell Ritual Focus 2. Supreme Armor Mastery. Level 8 Spell Ritual Focus 1. 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 . Serious Armor Mastery. Moderate Armor. Chapter 9 – Miscellaneous Skills Now you have seen all sorts of skills that your character is able to purchase. Adding these lists brings us to the total list of basic skills that are purchasable. This Reduction is lost when the armor is completely damaged and is not restored until the armor is fully repaired. and Alchemy. You have become acquainted with the 4 main lists as well as weapons and armor. even though some of them require you to have skills that are on other tables in the rulebook.damage to a minimum of 1 instead of 0. Serious Armor. 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. Economic Skills.

Normally a character wearing medium armor cannot cast Arcane spells. This skill provides the ability to wear Splint Mail or Plate armor. 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. Create Magic Item Misc – Requires Teaching Prerequisite: Ritual Casting Type: Attribute . 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. or Studded Leather Armor. Leather. Upon purchasing this skill a character gains 4 level 1 recipes. a number of potions equal to the number of recipes they know(one of each potion they know how to make. Armor Mastery. Normally a character wearing heavy armor cannot cast Arcane spells. Armor. Additional Armor Points may be given for armor that covers more than just the torso. Armor. See Chapter ??? for more information on Alchemy. Hide.) Further potions can be crafted between games if the alchemist has the components needed to do so. 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. Padded. Armor Mastery. A character will receive.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. Armor. This skill provides the ability to wear Scale Mail or Chain Mail armor. Supreme Misc Prerequisites: Serious Armor Master & Supreme Armor Type: Attribute This skill allows a character to cast Arcane spells while wearing heavy armor. Further recipes are learned in the same way that other skills and spells are learned. at check-in. Additional Armor Points may be given for armor that covers more than just the torso. Additional Armor Points may be given for armor that covers more than just the torso. Serious Misc Prerequisite: Serious Armor Type: Attribute This skill allows a character to cast Arcane spells while wearing medium armor. Moderate Misc Type: Attribute A character with this skill may wear armor that will grant up to 7 Armor Points worth of protection. This skill provides the ability to wear Fur.

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

.

The user must call “resist” and be unaffected by the first poison that would affect them each refresh. Most rituals have a restriction on what type of spell caster may cast them. Not all rituals are able to be performed by all spell casters. Piety powers may be taken away from a worshipper if they act in a way that is contradictory to their God. 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. 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. Example: You are struck with “5 damage poison sleep. Ritual Casting Misc – Requires Teaching Prerequisite: Magic Literate. The user is still effected by any other effect that accompanies the poison. Each ritual . This skill may be purchased multiple times. They may be regained by atoning for their transgressions.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 is a dumb resistance but it may be stacked with any other protections. The user must call “resist” and be unaffected by the first disease that would affect them each refresh. This skill may be purchased multiple times. Resist Toxin Misc This skill allows a character to resist the first poison used against them each refresh. A Level 7 Arcane or Divine Spell This skill allows a character to perform rituals. 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.” 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. This is a dumb resistance but it may be stacked with any other protections. The following is a list of the spells granted by Piety 3.

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

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. their Skills. 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. Repairing. This learning counts toward your 1 lesson per game. List of Economic Classes. What kind of skills do Economic classes have? – The main purpose of Economic classes is Crafting. There are Economic classes that offer the ability to accomplish other things. You need only be taught an Economic class once to take the first 6 levels of it.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. 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. and Branches – . but the majority are based around items in one way or another. but you may take all 4 levels of that branch from only a single lesson. and Acquiring various kinds of items. There are 6 levels in each economic class. Providing. After that you must be taught one of the branches in order to take that branch. both magical and mundane.

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

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

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

This skill allows for the acquisition of specific rare items between events. Tinkerer – A Tinkerer creates complex machines that can accomplish various things.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. Locksmiths specialize in creating locks and traps of amazing qualities. Acquire 3 . He can find buyers for more rare and valuable items than with Sell 1. Black Market Merchants can acquire dangerous and illegal items while Legitimate Merchants can acquire legitimate product. Sell 3 . 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. There is no set limit to how many items a Merchant can acquire. 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. but they may not be able to acquire all the items they wish. These items are purchased at current market value(which may be higher or lower than normal). Most notably they can create locks and traps.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). There is no set limit to how many items a Merchant can acquire. He can find buyers for more rare and valuable items than with Sell 2. but they may not be able to acquire all the items they wish. Black Market Merchants can acquire the most dangerous and illegal items money can buy while Legitimate Merchants can acquire legitimate products of exquisite quality.This skill allows for the acquisition of specific very rare items between events. . Gunsmiths specialize in creating firearms and the ammunition that is needed by those weapons. 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 . There is no set limit to how many items a Merchant can acquire.

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 . Repairing a lock takes 4 minutes for a minor quality lock and 7 minutes for a moderate quality lock. Repairing a flintlock pistol or rifle requires 10 minutes. as well as the creation of keys for locks other than their own.This skill allows a Tinkerer to attempt to create their own plans for an item to create. For a Gunsmith. Design 2 allows for more complex machines to be designed than Design 1 allows.Repair 1 . Repairing a lock takes 1 minute for a least quality lock and 2 minutes for a lesser quality lock. Repairing a lock takes 10 minutes for a major quality lock and 15 minutes for a serious quality lock. Create 3 . 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 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. Repair 2 .This skill allows the repair of any item that is able to be created with the skill Create 2. 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. The recipes and creation methods of these items must be discovered In Game. Create 4 . this skill allows for the creation of a flintlock pistol or rifle as well as ammunition.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 skill allows creation of items on the Tinkerer item creation table using Major and Serious Components for a Locksmith. Repair 3 – This skill allows the repair of any item that is able to be created with the skill Create 3. Ammunition cannot be repaired. Design 2 . Create 2 .This skill allows the repair of any item that is able to be created with the skill Create 1. Design 1 – This skill allows a Tinkerer to attempt to create their own plans for an item to create.This skill allows creation of items on the Tinkerer item creation table using Minor and Moderate Components.

2 pounds of Gathered Wood Flint and Steel. 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. 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) .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. Scholar 1 2 3 4 5 6 7 8 Observe 1 Observe 2 Observe 3 Historian Research 1 Researcher Research 1 . whether it be on the past or the present.5 Day Scholar – A Scholar does research. 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. A Researcher observes things happening in the present and is able to discern more information than what seems readily available. Scholar branches into Researcher and Historian. A Historian specializes in finding information from the past. whether it be through book research or field research. always looking for some new knowledge hidden in the world somewhere. 5 pounds of Metal. 10 pounds of Metal.

Doctors have extensive knowledge of humanoid anatomy and the possible ailments that can affect it and how to cure those ailments.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 branches into Doctor and Witch Doctor. Research 2 – This skill improves the information gained from doing research(2 paragraphs instead of 1). Observe 3 – This skill improves the information given to a Scholar at check-in each game. so they must list the research method as long as the topic they are researching. Research 1 – This skill allows a Historian to research past events or a Researcher to research current events. 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. 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). Surgeon – A Surgeon has minor knowledge of humanoid anatomy and the techniques that will aid in healing the body. The Historian or Researcher must have the means to do research on the topic they choose. 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. This is represented by a single observation that the Scholar has picked up on that is given to them at check-in each game. The same subject can be researched multiple times and the researcher will always receive new information. Observe 2 – This skill improves the information given to a Scholar at check-in each game. This skill requires 1 minute to .

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. the Surgeon is not subject to any contagious diseases the target may have. 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. but may be used on any number of targets. mending it back together after 10 minutes. While discerning a disease. All other restrictions on this ability still apply. Discern Malady 3 – This skill allows for all 3 effect types to be discerned with a single diagnosis. Fletcher – A Fletcher creates bows and arrows and has the ability to create some other wooden items(such as clubs. poison. It allows a Witch Doctor to purify a targets blood. Knappers specialize in creating arrowheads of varying qualities and materials. Fletcher branches into Bowyer and Knapper. meaning that this skill is used as “Discern 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. 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 does not identify any maladies the target may be suffering.perform and can be used to receive a yes or no answer as to whether a target is affected by a physical effect. Bowyers specifically create different kinds of bows of varying qualities. etc…). This means that a single use of Discern Malady will give a yes or no answer for 4 different effect types. or disease. “Discern Poison”. or “Discern Disease”. This skill can only be used once per target per refresh. In addition it allows a Doctor to set a broken limb. 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 . Discern Malady 2 – This skill allows a Surgeon to discern 2 of the 3 effect types when using their Discern Malady ability. staves. the component is consumed in the process. each with its own strengths and weaknesses. 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. removing all poisons and diseases affecting them. This requires an alchemical component of Elemental Water to perform.

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

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

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

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

Poultice – A poultice is a substance that is spread on the body that confers a certain benefit. perhaps from a merchant or stolen from another Alchemist’s recipe book. Those potions must be learned from a teacher or from a physical recipe that is purchased or acquired in some way. but if they don’t finish the entire glass or plate they are still effected. It is incomplete because there are some potions that cannot be purchased just from learning a standard level of Alchemy. Contact Poison – Contact poison is spread on a surface and is represented by Vaseline or some other substance. If your skin makes contact with that substance you are affected by the poison. The target my finish their food or drink and then take the effect of the poison. paralyzed(if their mouth is open). See Chapter ??? for details on Mundane damage. 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 out of courtesy that you are allowed to finish your food or drink. bottle. Almost all packet potions are mundane damage of one type or another. When even one bite of food or one sip of the drink is consumed the poison becomes effective against the target. Packet Potion – Some potions come in the form of packets that are thrown at a target to be effective. Those rules are always listed on the corresponding item card. Item – Alchemical items follow special rules depending on the specific item. 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. Those potions are represented by a single spell packet that is thrown for the listed effect. dead. An Alchemical item may be a stone. Poultices take 10 seconds to apply to a body and may be applied to a willing. or other object. The potion is expended whether it hits the target or not and follows the normal rules for what can and cannot avoid it. unconscious. Potions may be fed to unconscious. 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. The Alchemy Recipe List – An incomplete list of creatable Alchemical substances follows.Ingested Poison – Ingested poisons are added to a food or drink which then has a poison tag affixed to it. or sleeping creatures but cannot be fed to dead creatures. paralyzed. or sleeping body.

Safety must always be the first priority of anyone at CRO. 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. open flames. and Skills. will always reward you much more than cheating will. The Out of Game combat rules will be described first. Also please keep in mind that CRO is an honor system as far as combat goes. It is very easy and tempting to cheat. even during combat. Bearing this in mind. followed by the rules for In-Game combat. etc…). armor. is a contact system. logs.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. rocks. and any other hazards that may cause someone to injure themselves. Remember that roleplaying. but bear in mind that there are severe consequences for those that are found cheating. politely stop combat and move the . both for physical combat and magical combat. Be on the lookout for fallen trees. The minimum that will happen if you are caught cheating is that you will be deducted roleplaying experience for the event. We are always on the lookout for good and bad roleplaying. You are in charge of keeping track of all your own Hit Points. and cheating falls directly into the category of bad roleplaying. Fighting in Safe Locations – Always be mindful of the environment around you when fighting. especially during combat. Mana. Out of Game Combat – CRO’s combat system. If you find yourself in a situation where combat for you or anyone else is unsafe. combat is always conducted as safely as possible.

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. inside your cabin. Night-time Combat and Conditions – Night-time is the best and worst time at any LARP. so if an unsafe situation does arise it is always your right to move the combat to a safer location. In the case where a cast member needs to readjust their costuming. You should always know your own abilities and limitations.) Keep in mind that combat is allowed everywhere in CRO. You may breach this 5 feet to attack. but should break to 5 feet after you swing. but maintaining a high level of safety is the first priority. This way. You do so at your own discretion. 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. There are dangers that come along with night-time combat and running that are not issues during the day. If there is a conveniently located safer location for combat it is your right to move combat to that location. or otherwise. This is not to create unsafe situations for combat. On the subject of running at night. but it may be stilts or some other sort of costuming. whether you are in the middle of the woods. combat should never need to be moved. ease of counting hits and doing math. A statement like “One of those was good” or something similar is appropriate. please halt combat with that person until they are able to readjust their costuming. 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.combat to a safer location. Please be extra careful at night when fighting an opponent. Another acceptable thing to say is “Watch your speed. it is left up to the player’s discretion as to what they feel comfortable with. Each weapon swing should be at an arc between 45 and 90 degrees. 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. This is for safety. 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. Combat Distance – As a general rule you should try to maintain 5 feet between you and your opponent. even if your opponent charges you as you are making your shot you are a safe distance from them. This will most likely be a mask of some sort. 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. Remember that the cast members behind those masks are the ones responsible for rewarding your roleplaying experience. Swinging faster than 1 hit per second is called “machine-gunning” and is considered cheating. Combat Speed – Combat should always be organized and at a reasonable speed. If you don’t feel safe running at night. you should be at least 15 feet away from your opponent when you fire your shot. don’t do it. Fighting smartly and safely. No one is obligated to take any damage from “machine-gunned” strike. For Bows. No single weapon may strike a target more than once in a second(blocked shots do not count).” If you . and to emulate the realism of attacking with an actual weapon.

you may not intentionally move an illegal target in the way of an attack. 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. immediately take a knee so that the emergency can be identified as quickly as possible. or deflect an attack into an illegal target. Disciplinary action will be taken. If no GM is . you will be expected to accept the effect of the attack. If you hear this statement made. the decision is made in favor of the person targeted by the effect and the effect is considered unused. 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. Always be as courteous as possible with anyone you are fighting with.don’t say anything to your opponent they will be assuming that you are taking the effect of every strike they land on you. 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. They may choose to still take the effect. 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. A statement like “Watch your swings” is appropriate to say in that situation. Casting spells or attacking with ranged weapons does not count as being actively engaged in combat. A spell packet that hits one of these targets will still effect you as long as it did not hurt you. Illegal Targets – A person’s hands. Please be aware that at some point in your time at CRO you will inevitably be hit in an illegal target. 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. If you do so. 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. If not. “Hold Game” – Yell this if you see an emergency situation that requires the attention of everyone around. Also. 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. neck. 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. 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. “Actively Engaged in Combat” – Some skill can only be used on a target that is not “Actively Engaged in Combat”. accidents happen. When it does happen try not to get angry at whoever did it and remove yourself from the situation if necessary. and are encouraged to do so if the attack did not hurt them. In a close call. Also. head. the attacker’s effect is considered unused. whether it is the case or not. bear in mind that what is too hard of a swing for one person may not be for another. Abuse of any command word will result in immediate disciplinary action being taken. and groin are places that cannot be targeted by any attack with a boffer weapon of any kind or a spell packet. Walk away from the combat if you need to and find a GM.

Physical Fitness – A live-action roleplaying game such as CRO is just that. Don’t wear 40 pounds of metal armor if you are going to injure . It is polite to give this 3 count when a “Clarify” or “Caution” is called as opposed to just calling “Game On. Duration” and “Clarify. If you hear “Out of Game Help” head to the situation and see if there is any way you can help. the person that called “Hold Game” must send someone to get a GM immediately. Play On – This command is used any time game is stopped to let everyone around know that game is resuming. 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. 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. 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. It should be used for smaller situations that do not require the attention of everyone around. Don’t involve yourself in a plot that requires a lot of running if you aren’t able to do so. It is always smart to travel around the game area with at least one other person in case an injury or emergency occurs. Clarify – This command word is used when you are targeted by an effect and don’t know how it functions. “Caution” – This command word is a miniature “Hold Game”. Never leave an emergency situation unattended. 3. Effect Type” if you only need to know one thing. 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. 1. 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. even if it is only to go and find a GM.” 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. If someone is about to back over a log or rock this statement should be used. 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. 2. this command is used for a potentially dangerous situation for a small group of people.present. A clarification should usually take no longer than a few seconds. Variations on this command word are “Clarify. “Out of Game Help” – The word “Help” itself is not an Out of Game command word. During a clarification there is a miniature hold game for the people involved(the user and the target(s)). In short. live-action. If you are injured and are able to remove yourself from the game area it is polite to so that others may resume play. Be conscientious of getting yourself involved in any situation that you are not physically capable of handling. 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.

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

even if the attacker’s normal attacks would deal more than a single point of damage. A skill or effect that is swung is used whether it connects with the necessary target or not. Swift Dodge. Swift Parry. and Avoid are all skills that are only used to avoid attacks of different kinds. You may carry a weapon that you are not proficient with but you are entirely unable to wield it in combat. even defensively. 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. If you are unsure of a skill’s effect or striking area you should ask your opponent to clarify it for you. 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. heat metal. meaning that an effect that is physically blocked is used. Example: You swing “Slay” and it connects with your target’s arm. 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. In short. 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. 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. You may use a weapon skill you know with any weapon you are proficient with. even if you are wielding a two-handed sword. 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. both of these calls directly damage Hit Points without damaging any Armor Points of any kind you may have. Weapon Use – No character may wield and use a weapon in combat that they have not purchased a weapon proficiency for. Some skills must strike a certain part of the body to be effective. The Parry and Dodge skills are used against attacks that are successful and enhance a character’s abilities beyond the player’s abilities. Dodge. etc…). They will be called as such with an Out of Game statement of “X Hit Points” instead of “X 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. The most common of these effects is Drain Life.5. shatter. Your Slay is used but your target still takes a single point of damage from the weapon strike. meaning that carrying a shield on your back does not provide your back with protection from attacks. The following chart tells what effects can be avoided using what avoidance skills: Parry Swift Parry Dodge Swift Dodge Avoid . Hit Points There are certain effects that may directly damage your hit points. Avoidance Skills – The skills Parry.

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

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.character with a maimed leg follows the same rules as a character with two unusable legs. meaning that Resist Magic will not stop a heal spell that is delivered by touch. This will affect you even if you are behind a wall or inside a building. wall. as long as you can clearly hear the entirety of the incantation. They may not always be affected by the spell in the way you expected them to be though. Likewise. even if it is only by an Out of Game statement. 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). 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. 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. 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. If there is no way to clarify what a wall is then the wall is not there. If there is no In Game statement for the spell you don’t know what the spell was that was trying to affect you. You can never hop on one leg if one of your legs is unusable for any reason. or skill that you may have. if you are targeted by a spell or spell-like effect. and they have an Out of Game statement at the end of the spell that describes them as such. A packet spell is delivered by throwing a spell packet at your target. A wall spell is represented by a rope and crossing the rope triggers whatever the effect of the wall is. packet. As a final note. even by the skill Avoid. 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. Magic Use – All spells are either touch. If you . A touch spell is cast by touching another character for the entirety of the In Game incantation. whether it is an attribute. such as an effect a creature is swinging or a quickened spell. but you do know that something was trying to affect you. More information on Undeniable effects can be found later in this chapter. 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. you know that a spell is trying to affect you. Certain spells have the ability to bypass protections. If you have immunity to an effect type you must instead call “No Effect” when the effect would affect you. spell. If the packet connects with the targets body they are affected by the spell. A spell that is not a touch spell cannot be cast as a touch spell. Touch spells bypass protections and immunities. or mass effect. Resisting Magic – To resist a spell you need a protection or immunity effect. A mass effect spell effects everyone within the sound of the caster’s voice.) This means that if your target does not make an Out of Game statement after you spell connects with them that they are affected. 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.

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

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

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. The duct tape may be in strips or in another design. they are totally immune to whatever it is you are doing to them.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. No Effect – This statement means that your attack had no chance of affecting the target. 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. Blue: Chronox – Chronox has moderate hardness and can be used to shatter anything with least. You are effectively hitting them but they are shrugging off some or all of the damage you are doing. Chronox has no special properties that are known. but this time they resisted it. Soul Steel has no special properties that are known. but you aren’t quite sure which part of the effect was ineffective. 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. or minor hardness as well as Chronox weapons. Reduce X – This statement is used when a creature is reducing a numerical amount of damage you are doing to it. them. 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. Until you start . Resist means that your attack has a chance of working on the target. lesser. Resist – This statement means that the attack connected but that this time the attack did not work against them. In short. 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. the person will make one of these statements so you can know how you are affecting. It may mean that your poison was resisted or that your attack did less damage than it should have. or not affecting. Partial Effect – This statement means that whatever effect you used on your target only did a fraction of what is should have done.

Locks – At some point when you are playing CRO you will encounter a lock. X Damage/Energy – This statement is used when a creature being struck is striking back with some sort of effect. 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 level of the lock determines what quality of clockworks skill is needed to open it. The rules for magical and mundane locks are nearly identical. as well as a lock number. Lock qualities are Least. 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. Serious. If you have an equal or greater clockworks skill available to . Minor. Lesser. A lock card has the level of the lock on it. so if you know how one works you know how the other works. whether mundane or magical. Moderate. no matter what the energy type. Major. and Critical.actually hurting the creature you can’t be quite sure how much damage they are reducing. 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. 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. Flashback. Flashback damage is always considered to be mundane.

they must spend 10 uninterrupted seconds picking the lock. Give it your all and you will be duly rewarded. they must have lock picks. the lock-picker must have an adequate(equal or greater) clockworks skill left to use. A Test of Skill involves a test of your actual Out of Game skill. Lastly. First. Magical locks also cannot be broken by strength. breaking 3” loudly to simulate the noise created by forcing a metal lock open. or otherwise) and must state “Breaking 1. door. 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. 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. wooden items. A lock that is broken by strength is considered destroyed and the lock card should be removed from the object. 7 for moderate. 4 for minor. Tests of Skill always have better rewards than just using clockworks to pick the lock. . 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. 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. a Test of Skill would actually require you to pick a lock using real lock picks and a real lock. Magical locks can be dispelled by the spell Disjunction but not by the spell Dispel Magic. 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 – A magical lock has a nearly identical lock card as a mundane lock with the exception of stating that it is a magical lock. but each one must have both palms completely on the object in order to offer any assistance. Any number of characters may assist in breaking a lock. A character without any strength enhancements is considered to have zero strength and offers no assistance. Breaking a Lock – Mundane locks can be broken by a character or characters with enough strength to do so. If your clockworks skill exceeds the Test of Skill lock by enough you may just be allowed to automatically open the lock. they last as long as you have they key. and 20 for critical. Test of Skill – At some point you may encounter a Test of Skill involving a lock. so don’t shy away if you encounter one. ceramic items. 15 for serious. Second. Picking a Lock – Picking a lock requires a few things. Magical Locks can be picked in the same way that normal locks can and have keys just like normal locks. 10 for major. 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. breaking 2. A picked lock is left in place on whatever object it was affixed to and cannot be removed.you to use you are able to open the lock. and certain other items. all breakable items inside the chest are destroyed. In the case of a lock. whether mundane or magical. Keys are not expended or broken when used to open a lock. 2 for lesser. The lock number tells you what key is required to open the lock. When breaking the lock on a chest. The amount of combined strength required to break a lock open directly corresponds to the quality of the lock: 1 for least. Each character helping to force a lock with strength must have both hands completely on the object(whether it is a chest.

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

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

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

In almost all cases this effect will be a spell effect that is being delivered in a way other than as a spell. Some curses have means other than the spell Remove Curse that will remove them. the effect type. The spell Remove Curse will remove all curses in effect on a single target. Curses – Curses are rare and powerful effects that are permanent until removed. If the attack connects you are affected by the corresponding effect. So if you are struck with a weapon after the call “Sleep. In this case the effect Paralyze is being delivered as a disease. 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.Diseases as “Blade Poisons” – Diseases can be delivered in a way identical to Blade Poison by certain creatures. meaning that they can be resisted and avoided as any other spell can be. All curse spells have an Out of Game clarification after the In Game incantation. Curses come in the form of spells. or the effect delivery type. but you as a player need to know so you know how to react in certain situations. but these are secret and mysterious ways. These two separate parts are just that. A weapon attack call of “2 paralyze disease” must damage a hit point to be effective. they will all be explained here. A spell-like effect always has the Out of Game tag of “Magic” at the end of the effect. separate. 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. This means that if you are affected by a curse your character may not know exactly how the curse is affecting him. The effect is resisted and/or avoided by the appropriate resistances to magic. Creature Effects – There are a few different kinds of creature effects that you will encounter. If your character is unconscious or dead when cursed he may not even know that he is cursed. In this case only Discern Malady will reveal that the character is cursed. Curses will last between events until they are successfully removed from the target. . Spell-like Effect – You will encounter a spell-like effect at some point in the world. 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. 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 Effect . The durations of these effects are identical to the spells that they are emulating. Even Death cannot remove certain curses. 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. 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. 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.A regular creature effect will be an effect call similar to a skill call.

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. The most simple example of Automatic effects are Bard songs. 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. The call for this skill . Bypass Protections and Immunities.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. For example. you are always pushed away from the user. Types of “Bypass ” include. 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. Bypass (type) – This keyword is used to describe an attack that will get through certain types of protections. If a monster makes a call of “Pain. they have no type because they can always be used to Resist an effect of the appropriate type. with the most common being certain spells listed in this rulebook that have the keyword “Bypass Protections. Keep in mind that any of the Resist (Something) skills are not Protection or Immunity type. In fact. Bypass Wall of Force. and state the “Automatic” keyword at the end. but are not limited to: Bypass Protections. There is no way to call Resist or No Effect to Disengage. so “Pain. etc… Effects that bypass are very rare. 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. even with the skill No Effect or the spell Invulnerability. Automatic effects may also be encountered as environmental hazards that are not traps. Carry Through” requires Swift Parry or Swift Dodge. 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. Carry Through – Carry Through is a keyword that describes that an attack is effective if it strikes you or anything you are holding. or other defensive abilities. Carry Through” can be avoided by Parry or Dodge but “Swift Death. then either your In Game or Out of Game name. 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. 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. Bypass Parry. some of these are effects are available as Add-On or created Skills or Spells. Carry Through” and hits your shield or weapon you are affected by Pain. 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. 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. Automatic – This keyword is used to describe an attack that has automatically connected with your body successfully.” Those spells will get through any protection type ability the target may have. Bypass Dodge. Bypass Immunities. Also. An automatic effect can only be avoided by the skill Avoid but may be resisted as whatever type of effect it is. immunities.

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

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

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

With the skill Ritual Research a character is able to research details about either a specific ritual or ritual casting in general. Effects and bonuses that will NOT stack with each other are Skill. others will not. seeing as all of these are beneficial effects. 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. but you will not give away any item that is bound to you. Immunity. Journeyman. Effects that will stack with each other include Physical. Scrolls are always cast by the prefix “By the magic of these words…” no matter what school the scribed spell is from. While charmed or dominated you can be forced to give away items in your possession. Once read. Stacking Effects and Bonuses – As you have most certainly noticed there are many different types of effects in CRO. Physical Armor. and Curse. Disease. Most rituals merely require the proper Ritual Casting skill to perform and have no further requirements. Specialization. If you have a doubt as to whether an item is bound to you or not it probably is not bound to you.) Scrolls follow the same rules as other spells for all purposes. Scrolls – Scrolls are pieces of parchment with spells scribed into them. Necromancy. 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. Mind Effects. Rituals come in the form of ritual scrolls and are generally expended after performed the same way that regular scrolls are. Magical Armor. Poison. The spell can then be read out of the scroll and cast by anyone that is Magic Literate. In general. In order to scribe a scroll you must have the skill Magic Literate and have the appropriate level of magical ink. 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. or Grandmaster level and the corresponding Ritual Casting skill is required in order to perform that ritual. beneficial effects will not stack with similar effects while detrimental effects will always stack with other detrimental effects. Rituals can be either Apprentice. You can be under the effect of any number of these effects simultaneously and they will not cancel each other out. Magical Strength. 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. a Scroll is consumed and turns to ash(rip up the paper but please don’t litter. 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. but it is completely left up to your discretion as to when your character will or will not divulge true information. You then spend the amount of mana required to cast that spell and create the scroll. Master. Casting a ritual involves . In a case where you would benefit from two bonuses or effects of these types. Death. It is still considered good roleplaying to tell the truth under certain circumstances. A magic item that is bound will state so on its magic item card. Natural Armor. it is up to the target which one they would rather have. Natural Strength(higher than +4).spell listed in this rulebook that will force someone to tell the truth. Protection. Some of these effects will stack with other effects of the same type. 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 you are Out of Game you cannot communicate with any other creatures and you cannot be seen by other players. 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. . Your soul leaves your body and your body disappears. If there is no way to reach a clear solution then the ruling is made in favor of the person targeted by the skill. 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. Close and Disputed Calls – At some point you will have dispute with a player. 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. When at 0 Hit Points but still alive you can be revived by a Stabilize effect. and performing the steps of the ritual in order and accurately. 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 Game Master. Stabilize Self and the skill Stabilize allow you to regain consciousness after these 10 minutes instead of dying. Always try to resolve a dispute as quickly and courteously as possible to keep the flow of the game going. If you are dead the only effect that will bring you back to life is a Resurrection effect. but this should be a last resort. In a sense all rituals are Tests of Skill.having the proper ritual scroll. spell. or being granted temporary health(which functions as Hit Points. meaning that the performance of the ritual determines whether the ritual is successful or not. all spells in effect on you are dispelled that have a duration shorter than permanent. the proper components. Death and Dying – When you reach 0 Hit Points you fall unconscious from physical trauma and loss of blood.) When unconscious you have 10 minutes until your body bleeds out and you die. spell. staff member. When this happens it is best for everyone to remain calm and be courteous to one another. or effect and the skill. or effect is considered unused. Once your 10 minutes have passed you must immediately proceed to Death. 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. numerical healing from any source. When you die. You are also cured of all diseases and all poisons in your body are nullified. 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. 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 .

Sign up to vote on this title
UsefulNot useful