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BattleCleric (v.1.

0)
Character Creation:
Characters will begin as generic townsfolk who make their way by going on adventures
and using their experience points and gold to buy skills and artifacts. Each player starts off with
the weapon(s) of their choice. Each player MUST begin at the lowest possible skill level, with 20
gold pieces and 0 experience points. Each character is allowed one one-handed weapon, OR
one two-handed weapon. No other weapons or shields are allowed unless the player has
obtained the skill to dual-wield or to have a shield. Bows and staves count as two-handed
weapons. Implements count as one-handed weapons. Unless they wish to spend money out-ofgame, these are the weapons they will be using for the campaigns.
Skills:
Pickpocketing -- Player must get close enough to bump into another
player's arm, after which they will roll one d6. Depending
on
the skill level, a successful roll will allow the thief to take
one
item (or group of items) from their victim's Spoils Bag.
Alchemy -- The gathering of reagents and the creation of potions.
Depending on the skill level, the player can create several
different types of potions, becoming more powerful
as the
skill level increases.
Dual-wielding -- No skill levels. The ability to wield two weapons at
once.
Shield-bearing -- No skill levels. The ability to bear a shield.
Traps -- The ability to create or disarm traps. At a d6 roll, the ability to
create or disarm a trap without it going off and damaging
the
player is determined by a successful roll based on skill
level.
Lockpicking -- The ability to open locks. Success rate is based on skill
level for a d6 roll.
First Aid -- The ability to heal oneself or others. Can only be used out
of combat. The number of hit points healed depends on
skill
level. Does not require an implement.
Logic/Investigation -- Based on the skill level, BattleCleric will give a
player who calls Logic a certain amount of hints about a
puzzle, adventure, etc.
Spellweaving-- The ability to cast spells, as well as inscribe spells on a
scroll for later use, as well as the ability to read what's on a
scroll. One spell per scroll.
Enchanting -- Enchanting ordinary things to do extraordinary things.
Potency of the enchantment depends on skill level.
Lore -- The ability to know the complete backstory of an item or
person, be it NPC or PC, depending on skill level.
Fighting -- With each skill level you get certain abilities to add to your
melee combat prowess.

The Market System:


There will be two main stores: one for items and one for trading in experience. Items will
rotate in and out of stock, but abilities and skills will always be in the store. Experience points
will be generated as play goes on while gold is found hidden after looking. If something is
randomly found in the woods, adventurers can bring it to the store to get it appraised.
Spells, lights, enchantment recipes, and alchemy recipies are sold in the item store, and
abilities and skills are sold in the experience store. Prices are decided at BattleClerics
discretion.
Fighting:
Every player begins with 12 hit points. Each time a player is hit, one hit point is
subtracted from their total. (Some special abilities or spells may break this rule; if so, refer to the
rules of the individual spell or ability.) After 3 hit points have been subtracted, the player is
wounded to the first degree and loses the use of one of his or her arms OR loses the ability to
run--the player gets a choice. After 6 hit points have been subtracted, the player is wounded to
the second degree and loses the use of one of his or her arms OR loses the ability to run-whichever the player did not lose when they were wounded to the first degree. After 9 hit points
have been subtracted, the player is wounded to the third degree: unconscious and out of the
game until they are healed or the game ends. If the player does not wish to wait until the end of
the game, he or she can choose to die. He or she must leave their weapon(s) on the ground at
the place of their death and must wait while his or her killer takes his or her spoils. Once they
are finished, the killed player must run to the predetermined graveyard location and back to the
location of their weapons, reclaim their weapons, and begin again from the spot in which they
were killed.
Spoils:
Players may take spoils if they have successfully killed (not simply rendered
unconscious) another player or if they have a Pickpocketing skill (see Spoils Bag subheading). If
a player pickpockets another player, he or she can take one item out of that player's Spoils Bag.
If a player successfully kills another player, he or she can take every item in that player's Spoils
Bag plus one item out of their main bag (only items obtained in the game may be taken out of
these bags; thus, personal items and weapons bought by the player with real-time money are
off limits). If the killer does not want to take an item from the main bag, they may take ten gold
coins instead as their "item."
Spoils Bag: Each player must carry a Spoils Bag, attached to the outside of
their main bag. Inside each Spoils Bag MUST BE five items (or groups of items). Each
item (or group of items) must be worth 5% of the worth of the player,
determined
before the game by BattleCleric; item outliers (such as one item that raises the
player's worth significantly to a point where they cannot pay 5% of their worth in items
other than the item outlier) shall be taken into account by BattleCleric.
Each item (or group
of items) must be in separate plastic sandwich bags in the Spoils Bag. Both coins and items
may be used. Items in a Spoils Bag may still be used as if they are in the player's main bag,
but Spoils Bag items are the ONLY items which may
be stolen with a Pickpocketing skill.

Items in a Spoils Bag, once used, must be put


directly back into the Spoils Bag, and any
coins in the Spoils Bag cannot be spent. A slip of paper will be put in place of an item (or group
of items) if a player decides to
use a Spoils Bag item. If a player is using a Spoils Bag
item at the same time they are
Pickpocketed, that item can still be taken.
Enchantments -- These work like spells, except that they can only be placed on items.
Bless
Character may bless any inanimate object. The player should place a 6"-8" piece of white ducttape on the item, and write "Blessed" in large letters on that tape. Blessed items may have
special effects on some creatures. Characters using blessed weapons may call "Blessed" when
they attack with a Blessed weapon in case it may have a special effect. There is no limit to the
number of items a player may bless, but he should make sure to remove all the Blessed
markers he has left before leaving any event.
To cast this spell, the character needs to speak a few appropriate words and affix the marker,
but there is no required chant length.
Disenchant
This spell allows the caster to destroy the following enhancements: Astral Watcher, Astral
Vision, Personal Air Weapon, Personal Earth Weapon, Personal Fire Weapon, Personal Water
Weapon, Earthmeld, Fake Death, Soak, Create River, Enchant Personal Weapon, Magic Circle,
Circle of Protection, Battlefield Heal Own Limb, Battlefield Heal Limb, Holy Personal Weapon,
Holy Circle, False Terrain, Unholy Circle, Light, Wall of Force (Becomes a Level 3 Wall). The
caster must have the item in his possession, or the target must be non-resisting. This does not
prevent the reenchantment of the item/person/area. In order to cast, the caster must touch the
target with one hand and perform a 100-word chant. Disenchant may affect some items/effects
not listed, the item/person/area should be aware of any of these situations.
Minor Curse
This allows a player to place a curse upon an object which either takes place when the item is
worn or touched. If the racial disadvantage would cause the character who is cursed to die they
have the immediate option to do whatever may be prudent to avoiding death. For example, if
vulnerability to sunlight is given, the character may attempt to hide away from the sunlight
before they are killed. This curse is not considered powerful and can be removed with a remove
curse spell or is removed at the end of the event.
Personal Air Weapon
This allows any weapon that can be wielded by the caster to become an elemental air weapon.
The weapon should have very visible white decorations on it labeled "Air" and "Expires at end of
Event". User must call "Air" when he strikes an opponent. If the weapon leaves the caster's
possession, the decorations must be removed and the weapon becomes simply a weapon
again. This spell can be cast during an event, simply place white decorations on any weapon
that can be wielded by the caster. It may be switched to different weapons by removing the
decorations from one weapon and placing decorations on another, but only one weapon may be
so enchanted at any one time by this caster. This spell lasts the duration of the event.
The caster must utter a prepared 100-word chant that may contain up to 2 repetitions while
holding the weapon aloft in both hands and kneeling to cast this spell - or may cast it before the

event and just bring in a decorated weapon. This spell can not be cast with any other weapons
in hand.
Personal Earth Weapon
This allows any weapon that can be wielded by the caster to become an elemental earth
weapon. The weapon should have very visible brown decorations on it labeled "Earth" and
"Expires at end of Event". User must call "Earth" when he strikes an opponent. If the weapon
leaves the caster's possession, the decorations must be removed and the weapon becomes
simply a weapon again. This spell can be cast during an event, simply place brown decorations
on any weapon that can be wielded by the caster. It may be switched to different weapons by
removing the decorations from one weapon and placing decorations on another, but only one
weapon may be so enchanted at any one time by this caster. This spell lasts the duration of the
event.
The caster must utter a prepared 100-word chant that may contain up to 2 repetitions while
holding the weapon aloft in both hands and kneeling to cast this spell - or may cast it before the
event and just bring in a decorated weapon. This spell can not be cast with any other weapons
in hand.
Personal Fire Weapon
This allows any weapon that can be wielded by the caster to become an elemental fire weapon.
The weapon should have very visible red decorations on it labeled "Fire" and "Expires at end of
Event". User must call "Fire" when he strikes an opponent, and may light fires with the weapon.
If the weapon leaves the caster's possession, the decorations must be removed and the
weapon becomes simply a weapon again. This spell can be cast during an event, simply place
red decorations on any weapon that can be wielded by the caster. It may be switched to
different weapons by removing the decorations from one weapon and placing decorations on
another, but only one weapon may be so enchanted at any one time by this caster. This spell
lasts the duration of the event.
The caster must utter a prepared 100-word chant that may contain up to 2 repetitions while
holding the weapon aloft in both hands and kneeling to cast this spell - or may cast it before the
event and just bring in a decorated weapon. This spell can not be cast with any other weapons
in hand.
Personal Water Weapon
This allows any weapon that can be wielded by the caster to become an elemental water
weapon. The weapon should have very visible Blue decorations on it labeled "Water" and
"Expires at end of Event". User must call "Water" when he strikes an opponent. If the weapon
leaves the caster's possession, the decorations must be removed and the weapon becomes
simply a weapon again. This spell can be cast during an event, simply place white decorations
on any weapon that can be wielded by the caster. It may be switched to different weapons by
removing the decorations from one weapon and placing decorations on another, but only one
weapon may be so enchanted at any one time by this caster. This spell lasts the duration of the
event.

The caster must utter a prepared 100-word chant that may contain up to 2 repetitions while
holding the weapon aloft in both hands and kneeling to cast this spell - or may cast it before the
event and just bring in a decorated weapon. This spell can not be cast with any other weapons
in hand.
Unholy Personal Weapon
This allows 1 of the caster's weapons to become a unholy weapon. The weapon should either
be all white, or have a strip of white tape up and down the entire length of the padded surface. It
must be labeled "Unholy" on the white tape, but it is NOT searchable. This spell can be cast
during an event, simply place white tape along the desired weapon and label it accordingly. It
may be switched to different weapons, but only one weapon may be made holy at any 1 time by
this caster. No one but the caster may use these Unholy Weapons. This spell lasts the duration
of the event.
The caster must utter a prepared 100-word chant that may contain up to 2 repetitions, while
holding the weapon aloft in both hands and kneeling to cast this spell - or may cast it before the
event and just bring in a unholy weapon. This spell can not be cast with any weapons in hand.
Potions
Potions are magical elixirs that can be made by anyone with the Alchemy skill during events
(each potion has its own specific skill). There are 3 levels of potions, Basic, Advanced, and
Special/Magical.
Potion props must be a factory-sealed drink with an easy to open container which is resistant to
breaking (no glass) and contains anywhere from 6 oz to 12 oz of some non-alcoholic beverage.
While carbonated beverages are discouraged, they are valid. This container must also have an
easy-to-remove and replace label affixed to it as per the following rules:
Note: The costs listed in each potion are the creation costs per potion for those who can make
them - the actual cost for a PC during an event will be significantly higher. This cost is paid on
check-in for all potions being brought to an event.
Basic Potions
Cure Disease: You are cured from all disease.
Cure Poison: You are cured from all poisons. You are cured from all potion effects (good or bad)
unless they state they cannot be removed by "Cure Poison."
Disease: You are deseased and drop immediately six hit points. If you had less than six hit
points when you took the potion, you do not go back up to six hit points. You may not have any
more hit points than six until healed or killed.
Lesser Healing Potion: You are healed by one degree of wounded.
Healing Potion: You are healed by two degrees of wounded.

Greater Healing Potion: You are fully healed, unless you were diseased.
Poison: You are poisoned. Take one damage for every 20 steps you take.
Sleep: You are now asleep.
Slow: You are now "Slow". You may not run.
Weight: You are now "Heavy". It takes 2 people to drag you.
Advanced Potions
Astral Watcher: The next time you die, you are aware of all events that take place around you as
if you were alive.
Babble: You lose all language ability, including spells that require a chant, reading/writing and
your native language
Deaden Magic: You are now "Non-Magical". You may not cast any spells and beneficial spells
cast on you require a double-length chant.
Feat of Giant Strength: You may perform 1 feat of Giant Strength within the next 10 minutes.
Frailty: You are now "Frail". If you are injured you die.
Protection from Force Missiles: Place the included ribbon on your person. The next time you
would be injured by a Force Missile you must ignore the hit, remove the ribbon, and call
"Protection". You may only have 2 protection ribbons on at any one time.
Slow the Body: You are now in a coma. Assume the dead position for a 100-count. The last 10
of this count must be out loud. You may be injured as if you were alive during this count. If you
are still alive at the end of the count you make wake up. You must keep all injuries received
during this count.
Special Potions
Charm Person: You should do your best to obey the next request or command you are
asked/told as long as it is not suicidal. You do not know you have been charmed, you will just
think the next request is something you really want to do.
Heroism: For the next 10 minutes you have all weapon skills.
Limited Giant Strength: You may perform up to 3 feats of Giant Strength within the next 10
minutes. Or: You may perform 1 feat of Giant Strength.

Remove Curse: You are now cured from all non-artifact non-god curses.
Stupidity: You are now "Stupid" until the end of the event.. You speak only your native language,
can not read, can use only your primary weapon, can not use bows, shields, or florentine, and
can not use any non-weapon skills.
Magical Potions
Giant Strength: You may perform 9 feats of Giant Strength within the next 10 minutes. Or: You
may perform 3 feats of Giant Strength with no time limit.
Invisibility: You are now invisible. As soon as you hold a weapon or choose to become visible
again, the potion's effect ends.
Protection: Place the included ribbon on your person. The next time you would be injured you
must ignore the hit, remove the ribbon, and call "Protection". You may only have 2 protection
ribbons at any one time.
Resurrect: You are now alive.

Spells
Spells are magical abilities available through Spell Skills and given to many classes. Most spells
can only be taken once. If a spell does not specify how many times it may be taken, it may only
be taken once.
Some spells require component costs to be used at an event. Component costs are listed in the
"Event Check-in" section. If a spell is not listed there, then it has no component cost.
Spell scrolls are searchable and never expire (unless paid for with component income), but only
may be used by the mage that constructed them. Even if another mage with the same spell
ability gains control of a scroll, he may not use it to cast the spell.
Spell Foci

All spells require a spell focus. Any character that can cast spells must present their focus at
event check-in. Focus must be worn and searchable (cannot be hidden). A character can only
have one focus which they use for all of their spells. If a character does not have their focus
they cannot cast their spells. A focus can be any worn item (it should not be a personal item) it
should be unique. If it is stolen or lost, it can be replaced during the event by spending 15
minutes meditating within a church, or magical circle.
Losing a focus does not affect spells that are in effect.
Spell Chants
If a spell has a required X-word chant, that really means it must take about X divided by 2
seconds to chant. For instance: Magic Circle needs a 20-word chant, so it can be anywhere
between 10 and 30 seconds.
Chants must be somehow meaningful. Most chants may not be repetitive. Some may contain
repetitions, those that can are specified in their descriptions. If a spell description does not
mention repetitions, then there can be no repetitions in the chant.
Spell Descriptions
Astral Spells (General): Several spells allow the character to travel in astral space. This is a
parallel dimension to the physical reality and different spells allow different things to be
accomplished. Here are the general rules for all astral travel:
To enter astral space, the player must put all weapons away and say loudly "I step into a
shimmering portal and disappear". He then assumes the invisibility pose and from that point
until the point at which he exits astral space he is immune to all attacks except for those from
magical weapons. While in astral space the character may walk through any walls or barriers
except for magical walls. The character may never run in astral space, but can walk as fast or
slow as he likes.
Different spells have different limitations on what can be done, but the character can never
touch or move anything physical, but some spells allow the character to talk (if the spell
description does not specifically allow this, assume this is not allowed). Most spells do not allow
the character to see his surrounding while in astral space so anything seen while astral should
be ignored.
Once the character decides (or is required to) appear, he should lower his arms to his sides and
declare "I appear from a shimmering portal" and do a 10-count out loud before he can move or
draw weapons. As soon as the character lowers his arms he is once again vulnerable to attack
as normal.
Blink
You may enter the astral realm to quickly move short distances. You must use silver (prepaid or
directly from your pocket) to cast this spell. At any point, you may begin a 10-word chant,
without any weapons in hand. Upon completing the chant loudly and quickly say "I step into a

shimmering portal and disappear". Then assume the invisibility pose. You are immune to all
attacks except "Magical". Then walk directly to a new location within eyesight or 50 steps away.
You cannot pass any Level 4 walls. You must walk normally and cannot talk or see. Once you
arrive lower your arms to your side and loudly say "I appear from a shimmering portal" then
perform a 2-count out loud. You cannot do anything else until the count is complete.
Commune
Character may setup a shrine to the gods with an offering and a written question in the hopes it
will be answered by some spirit. There is no guarantee the answer will be correct, or that there
will even be an answer. The question may be answered by simply writing an answer, or may
even result in the appearance of a spirit. The more obvious and impressive the shrine, the better
the chances of getting an answer.
No chant is required, but the shrine has to be obvious enough to catch the eye of a wandering
spirit, so it could take quite a while to set up.
Comprehend Languages
This spell allows the character to buy scrolls that have black ribbons attached to them. The
caster may cast the scroll at any point during the event to understand any spoken and written
language that is present when cast. This comprehension lasts as long as they are in sight of the
location in which the scroll was used.
Cremate
This spell allows the caster to destroy small items in his possession. It can not destroy
enchanted items (artifacts, magical keys/locks, etc...), except those that are specially vulnerable
to fire (scrolls, potions, etc...), but any other object smaller than a baseball can be instantly
destroyed by fire by casting this spell. The spell can only be used on something in the caster's
possession and not attached to anything else (ie: it can't be used to burn the lock off a door, nor
can it be used on anything in someone else's possession). This spell will not work on any item
that is magically "Soaked", as per the "Soak" spell.
To cast this spell, the caster simply utters his chant aloud while remaining motionless and
holding the item to be destroyed out in front of him in both hands. At the conclusion of the chant
the item is completely destroyed by fire.
The caster must utter a prepared 100-word chant to cast this spell.
Cure Disease
The caster simply touches a diseased individual and speaks his chant. Any and all normal
diseases the character has are instantly cured. Doesn't work on curses (like Lycanthropy,
Vampirism, etc...).
The caster must utter a prepared 20-word chant to cast this spell.
Cure Poison
The caster simply touches a poisoned individual and speaks his chant and uses his scroll. Any
and all poisons the character has in his system are instantly neutralized. Can not be used on

objects (ie: you can't neutralize poison before ingesting it), but it can be used on dead
characters.
The caster must utter a prepared 20-word chant to cast this spell.
Detect Poison
The caster lays his hand on a corpse and speaks the chant for this spell. He then says "Detect
Poison" to the corpse's player and the player should then tell the caster if his body has been
poisoned - even if the character does not know this in-character.
The caster must utter a prepared 10-word chant to cast this spell.
Dispel Magic
Dispels magic of same skill level.
Earthmeld
With this spell, the caster can merge with the ground around him. Any time the caster is on
ground, rock, etc... (basically anything but a wooden floor), he may use this spell. To do so, the
caster takes out a brown strip of cloth (or brown ribbon) with black decorations on it, holds it
between his hands and lies down and performs his chant. Once the chant is complete, the
caster puts his arms in the "Invisible" position and starts a silent slow count. The count may be
any length, but must be at least 75 and must be determined at the casting of the spell.
While counting, the character is invisible and immune to all attacks. He must remain lying on the
ground, and can not move except for looking around by moving only his head (unless there is a
safety concern of course), and can not speak, but he can see and listen. The caster may not
prematurely abort this spell. The last 10 counts of the spell must be out loud, and during this
period, the caster is not invisible and must put his arms at his sides. He is still immune to
attacks until the count is over however, but if there are hostile people around when this
happens, they will surely be able to kill him before he can recover his weapons.
The caster must utter a prepared 20-word chant to cast this spell. This spell can not be cast with
any weapons in hand.
Force Missile
Character carries a foam ball the size of a baseball that he can throw at an enemy. It counts as
a sword hit if it strikes anyone before coming to rest on the ground. The force missile cannot be
"flatted". The foam ball is considered a two-handed weapon, and as such can not be thrown
with any weapon, shield, or prop in the other hand.
The caster must utter "Force Missile" while throwing the missile. The caster can only carry one
missile per month of this spell, but he can pick up and reuse this missile at will. Players other
than the caster should not acknowledge the existence of the prop once it has come to rest (the
same is true of Lightning Bolt, Fireball, Concussion, and the other Force Missile derivatives),
and can not intentionally guard it (but they are under no obligation to allow you to get to it
either).
Heal
Heals one degree of wounded.

Ignite
The caster can ignite things on fire simply by casting this spell and placing a flame prop directly
on the target object. Anything flammable can be lit, unless it is magically Soaked (see the
"Soak" spell). Casting this on a magically Soaked object has no effect. Corpses lit in this
manner still need to burn for 30 minutes to cause permanent character death, and these fires
can be put out normally.
The caster must utter a prepared 20-word chant to cast this spell. This spell can not be cast with
any weapons in hand.
Karmic Retribution
The caster can call forth their patron god/dess in order to bring about karmic retribution among
any other character on the event site. While the event holder ultimately determines how the
retribution is carried out the caster may make recommendations to the god/dess. The caster
must be on good terms with the god/dess and must not abuse this power else it be turned upon
them.
One-Handed Force Missile
This spell modifies all of the character's Force Missiles such that they are one handed. This
extends to all variations of Force Missile the character has, but not instant kill attacks. You may
not use this at an event with an instant kill, or more than 3 force missiles.
Pas
The caster creates a cease-fire situation with other characters. While this is in effect the caster
must chant "Pas" continually and cannot attempt combat of any sort. If the caster is attacked,
they may call protection and run away (you cannot use this to pass a group of blocking players)
which ends the spell immediately. Otherwise, the caster can end the spell by stopping his/her
chant and cannot attempt combat for the next 1 minute. The caster must utter a prepared 50word chant to cast this spell.

Protection (General): Protection is both a spell and a group of spells. One must traverse the
protection hierarchy in order to get "Protection" as a final spell. (This is why protection is not
listed in the spell lists because it is derived from other spells). These are the general rules that
apply to them:
Caster places a ribbon somewhere on the recipient's person (or out-of-character asks them to
place it on themselves), usually on the belt. At which point the recipient is protected from the
next damaging attack OF ANY KIND that the particular spell would affect (eg: any fire attack for
Protect Self from Fire). Anything (fitting the particular spell's protective description) from a
"flatted" hit to the leg to a fireball will be "blocked" by the spell, even if it would only have
affected the character's armor.

Neither the recipient nor the caster may determine which hit is blocked, the next appropriate hit
that would do any kind of damage is affected. A max of three protection ribbons can be on one
person and if there are different types of protection that may protect a character from an attack,
the most specific is used first (for example: if the character has protection from all missiles and
protection from fire and is hit by a fire missile, only protection from fire will be used). Once the
protection is used, the recipient should declare "protection", and remove the ribbon. The spell is
then ended and the recipient should return the ribbon to the caster at his next convenience, at
which point it may be reused.
Should an attack have more than one effect, a protection effect that stops any part of the attack
will protect from the entire attack.
Unless otherwise specified be the spell, to cast a protection spell, the caster must utter a
prepared 200-word chant while lying flat on the ground to enable or re-enable the protection, the
caster may not stop the chant or move once it has begun. These spells cannot be cast with any
weapons in hand.
Level 1 Protection spells allow you to place only 1 ribbon at a time, and it can only be placed on
someone who has no protection ribbons on. Level 2 Protection spells allow you to place 2
ribbons at any given time, but you may not place a ribbon on someone with 2 protection ribbons
on them.
Purify Food and Drink
The caster can use this spell to remove all poison or potion effects from a given object. If cast
on a food item, the item is immediately not poisonous, and is not imbued with any potion effects.
If cast on a potion, the label should be removed, and discarded without anyone seeing what its
effects would have been - and the potion becomes a simple, mundane drink.
The caster must utter a prepared 20-word chant to cast this spell. This spell cannot be cast with
any weapons in hand.
Read Magic
The player is given the key to any magical languages that are in play, and may translate and
read them. A character can not take this spell if he can not read and write at least 1 language.
Remove Curse
A powerful spell that can remove even the strongest of mundane curses. It can even remove
curses bestowed by a god if the spell is cast by a priest of that god. It has no effect on curses
from other gods or from artifacts.
The caster must utter a prepared 500-word chant to cast this spell. This spell cannot be cast
with any weapons in hand.
Seek History

Requires Patron God, Commune. You may attempt to commune once per event with your
patron god (or in between events) to learn about an item. This doesn't cost, but you have to
have the favor of your patron god for it to work. If done during an event, the information might
not be available until the end is over.
Soak
Character can use this spell to cover two objects or people with a layer of elemental water. This
does not harm the target in any way, unless the target is a creature who is vulnerable to water in which case, this spell kills the target and the target can not be raised by any means until the
spell is removed.
To cast this, the caster places a long strip of blue duct-tape with the word "Soaked" written in
black on it in plain sight on the target. While affected by this spell, the target can not be lit on fire
by any means. Only the caster can remove the Soak marker, in which case they may place it on
another object or person.
The caster must utter a prepared 20-word chant to cast this spell. This spell can not be cast with
any weapons in hand.
Unlock
This spell can be used to unlock some locks or shackles. The character carries any number of
special scrolls with a rune of a key on each. Each is one-use and must be torn up after it is
used. At the completion of this spell, the lock is unlocked. This spell can not be used to lock a
lock, only unlock it. It may be used on a lock that is part of a shackle, or on a chain. The unlock
spell only works for Basic, Advanced and Special locks. cast this spell. The chant must only be
spoken once to open a basic lock. It must be repeated 5 times to open an advanced lock. It
must be repeated 25 times to open a special lock. Magical locks/shackles can not be unlocked
by this spell.
Wind Ward
This spell allows the caster to protect his belongings while dead or unconscious by surrounding
himself with strong winds that make it impossible to search him. Any time the mage is killed or
knocked out, this spell automatically triggers. The caster should assume the dead pose as
normal but while down continually repeat: "Strong winds surround my body", "Gusts of wind
ruffle my cloak", "A strong wind can be heard around me", etc.... During this time anyone
attempting to search the caster cannot take any items from the caster's main bag and only
receives the item (or group of items) from the caster's Spoils Bag.
Skill

Level 1

Level 2

Level 3

Successful roll: 5
Pickpocketing or 6
Successful roll: 3-6

Always successful

Alchemy*

Special and Magical Potions

Basic Potions

You can dualDual-wielding wield.


Shield-

You can bear a

Advanced Potions

bearing

shield.

Traps

Successful roll: 6 Successful roll: 4-6

Successful roll: 2-6

Lockpicking

Successful roll: 5
or 6
Successful roll: 3-6

Always successful

First Aid

Heal 2 hit points

Heal 4 hit points

Heal 6 hit points

Logic

1 hint

2 hints

3 hints

Enchanting*

Advanced
Basic Enchanting Enchanting

Special and Magical Enchanting, as well as the


ability to make up enchantments at BattleCleric's
discretion

Lore

2 facts

4 facts

Complete backstory

Spellweaving* Basic Spells

Advanced Spells

Special Spells

Fighting

Advanced Skills

Expert Skills

Basic Skills

*Apart from learning the specific skill: spells, alchemy recipies, or enchanting recipes must be either found
in adventuring or bought with gold.

Experience Points on Battlefield

1 Experience Point

2 Experience Points

3 Experience Points

4 Experience Points

Kill 1 by yourself at
once

Kill 2 by yourself at once

Kill 3 by yourself at once

Kill 4 by yourself at once

Find treasure w/ help

Find treasure without help Obtain minor artifact--XP

Obtain major artifact--XP

Successfully Defend 11
Successfully Defend 1-2

"That was cool."

"I can't believe that


actually worked."

is split

is split

Successfully Defend 1-3

Successfully Defend 1-4

"I can't believe you just


did that."

"DUDE, THAT WAS


EPIC! asdfghjkl"

Anything else that you think you should earn experience points for you can ask the BattleCleric about.
Additional experience point will be given out at their discretion.

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