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Aldeon Manual 2014 Contents

DISCLAIMER ..................................................................... 1
HISTORY ............................................................................. 1
CHARACTER COSTS ....................................................... 1
COSTUMING YOUR CHARACTER ............................. 2
STARTING A CHARACTERS FIRST GAME ........... 2
ADVANCING YOUR CHARACTER ............................. 2
CHARACTER RACES....................................................... 3
Artherans ...................................................................... 3
Dwarves ......................................................................... 3
Eeroans .......................................................................... 3
Faerie and Changelings ........................................... 3
Flarosans ....................................................................... 4
Gatrosans ...................................................................... 4
Heleans........................................................................... 4
Ikans ................................................................................ 4
Ratossans ...................................................................... 4
High ................................................................................. 4
Saurans .......................................................................... 5
Wood Elves ................................................................... 5
SOCIAL RANKS ................................................................. 5
Peasants ......................................................................... 5
Yeomen .......................................................................... 5
Nobility .......................................................................... 5
CHARACTER CLASSES .................................................. 6
Warrior .......................................................................... 6
Rogue .............................................................................. 6
Mage ................................................................................ 6
Monk ............................................................................... 6
Paladin ........................................................................... 6
Ranger ............................................................................ 6
Theurge .......................................................................... 6
SPELL FOCI ........................................................................ 6
KNIGHTLY ORDERS ....................................................... 7
MAGE ORDERS ................................................................. 8
PALADINIC ORDERS ...................................................... 9
ROGUE ORDERS ............................................................ 10
MISCELLANEOUS ORDERS ...................................... 10
SKILL CHARTS ............................................................... 11
SKILL DESCRIPTIONS ................................................ 15
Racial Skills ................................................................ 15
Trade Skills ................................................................ 19
Scholar Skills ............................................................. 22
Magic Skills ................................................................ 24
Faith Levels ............................................................... 26
Weapon Skills ........................................................... 28
Stealth Skills .............................................................. 30
Weapon Attacks ....................................................... 33
Special Skills .............................................................. 33
Craftsman Skills ....................................................... 37
COMBAT ........................................................................... 51
MAGIC ............................................................................... 56
SPELL CLASSIFICATIONS ......................................... 58
PATHS OF MAGIC ......................................................... 61
ELEMENTAL FAMILY ................................................. 61
Path of Air .................................................................. 61
Path of Earth ............................................................. 63
Path of Fire ................................................................ 65
Path of Water ............................................................ 66
BALANCE FAMILY ....................................................... 68
Path of Body .............................................................. 68
Path of Chaos ............................................................ 70
Path of Law ................................................................ 72
Path of Mind .............................................................. 73
CYCLE FAMILY .............................................................. 75
Path of Blood ............................................................. 75


Path of Death ............................................................ 77
Path of Life ................................................................. 78
Path of Soul ............................................................... 80
FAERIE FAMILY ............................................................ 82
Path of Charms ........................................................ 82
Path of Cosmic ......................................................... 84
Path of Nature .......................................................... 85
PATH OF SOUND ..................................................... 87
ANCIENT FAMILY ........................................................ 89
PATH OF ARCANE .................................................. 89
PATH OF LUNAR ........... Error! Bookmark not
defined.
PATH OF SOLAR ...................................................... 92
PATH OF WARDING ............................................... 94
MISCELLANEOUS INFORMATION ........................ 97
TERMS ........................................................................... 100
MONSTER SKILLS ..................................................... 101
THE MASTERS ............................................................ 106
THE LEGEND OF MEKUMADE ............................. 109
MAPS .............................................................................. 111
1

DISCLAIMER
Welcome to Aldeon Live Action Role Play. We hope you enjoy your experience with us and have
fun. When playing in an Aldeon game, you are not guaranteed that your character will survive. If your
character dies or has to leave the setting then you can either play a non-player character or create a new
character.
If you have a problem out of game that Plot should know about (such as allergies, physical
limitations, etc.) let Plot know so that we can work around it. Do not bring personal problems into the
game. If you are not having fun, talk to Plot and we will try to do something to help.
Aldeon is made from multiple game systems. The game is set in a world made specifically for
the game which blends fantasy and reality with the help of Plots creativity. Game actions are affected by
choices players make. No one person owns Aldeon, it is not copyrighted, and no one expects to make a
financial profit. Game event fees are used to pay for site costs, game props, and food for players during
events.
Aldeon does reserve the right to remove players from the game. However, there are rules about
how Plot can make this action. If a player feels that someone is causing unnecessary trouble, they may
report them to a Plot member. Together, the Plots will privately meet with the person and discuss their
behavior. If players continue to report someone, the offender may be put on a temporary suspension
period. During the set time, the player is not to come to game or participate in events but may still have a
hand in group votes and discussions. If the issue is not resolved after this, the group will come together
collectively and vote upon the players removal. The player will be removed if 2/3 of the votes are to
remove the player. We are all expected to act like adults and treat each other with respect. Again, we
hope you enjoy your time with us.

HISTORY
The great trade city of Tarox is a growing city located at the intersection of 3 major trade routes
in the country of Gatrose. The city is ruled by the baron Lord Barton, a fair but rather greedy man of
noble birth. Despite his arrogance, most people within the city live a decent lifestyle. Lord Barton is
often seen travelling through the city in his carriage with a large entourage of soldiers to guard him. The
city is divided up into rings according to wealth. The Lord lives in the center, his large manor and
gardens walled off from the rest of the city. In the next ring lives the nobility, often showcasing tall,
ornate buildings. Next is the largest of the rings, where merchants and their businesses thrive upon the
never-ending stream of travelers and traders. The buildings furthest from the center are where the
peasants live. Dirty, small buildings line the streets, and most people are greeted with wary eyes and
shifty looks. The city is surrounded by a great wall, whose large gates close only at sundown. Many
farmers live on the outskirts of the city and do their trading within the walls. The layout of the city as
well as its notable army makes the city a force to be reckoned with. Since the city is centered on popular
trade routes from other countries, races from all over can be found living alongside each other.

CHARACTER COSTS
New characters start the game at Level 1 with 25 character points (CP) that they can use to buy
their starting skills and abilities. Characters are awarded with experience points (XP) equal to their
character points at the end of each event. Shorter events give only half experience points while games
with inclement weather can give two or three times the amount of experience points, depending on how
bad the weather is. Players check out their characters at the end of each event. Check out is where you
spend your experience points on character points so that you can buy new skills and abilities. Players
can also turn in game money at check out for more experience, a silver piece being worth 1 experience
point. Experience points are considered liquid and can be traded between players or earned out of game
by helping Plot or doing tasks for the betterment of the game.
For example, a new player ends their first game with 25 experience points. She earned 1 gold
during the game and got 15 experience points from helping Plot before game. Her first character point
costs 5 experience points. Her second character point costs 10 experience points, for a total of 15. Her
third character point costs 15 experience points, bringing her total to 30. Her fourth character point
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costs 20 experience points, bringing the total to 50 experience points. Since she only has 40 experience
points, she can spend her 1 gold to get the 10 extra experience points that she needs.
The base XP to CP rate increases as the character increases in level. For each 10 CP a character
obtains, they increase to the next level. This level increase awards extra body points, the amount of
damage a character can take. The number of body points gained depends on the characters class. The
following table lists the amount of experience points per character point and the number of body points
for each level.
EXPERIENCE COST AND BODY POINTS BY LEVEL
CP Level XP to CP W R M PL/MK RN TH
25-34 1 5 10 6 4 8 9 5
35-44 2 10 13 8 5 10 11 6
45-54 3 15 16 10 6 12 14 8
55-64 4 20 19 12 7 14 16 9
65-74 5 25 22 14 8 16 19 11
75-84 6 30 25 16 9 18 21 12
85-94 7 40 28 18 10 20 24 14
95-104 8 50 31 20 11 22 26 15
105-114 9 60 34 22 12 24 29 17
115-124 10 70 37 24 13 26 31 18
125-134 11 80 40 26 14 28 34 20
135-144 12 90 43 28 15 30 36 21
145-154 13 100 46 30 16 32 39 23
155-164 14 115 49 32 17 34 41 24
165-174 15 130 52 34 18 36 44 26
175-184 16 145 55 36 19 38 46 27
185-194 17 160 58 38 20 40 49 29
195-204 18 175 61 40 21 42 51 30
205-214 19 190 64 42 22 44 54 32
215-224 20 205 67 44 23 46 56 33
225-234 21 220 70 46 24 48 59 35
235-244 22 235 73 48 25 50 61 36
W=Warrior; R=Rogue; M=Mage; PL=Paladin; RN=Ranger; TH=Theurge; MK=Monk

COSTUMING YOUR CHARACTER
Players must wear costuming to accurately represent their character. Players whose characters
wear armor must wear armor. Plot will help players with the costuming needed for their first game.
Simple costuming includes a plain, period appropriate shirt and a pair of fighting pants or a skirt. If your
character is part of an order, they might be required to wear a tabard with their orders emblem. Some
races require extra costuming, such as make up or special ears. Most of these races require Plot
approval before they can be played. If a player wants to play one of these races, they should talk to Plot
to see what they need.

STARTING A CHARACTERS FIRST GAME
Each character starts with one weapon for each weapon skill he/she possesses (up to a
maximum of three weapons), the armor that is costumed when the player comes into game (up to the
classs maximum), one days worth of production for all trade skills the character has (using Level I
components without a Forge or Lab), and three silver pieces. If a player has a concept not covered by
this books rules they can speak with Plot to try to adapt the character to the game.

ADVANCING YOUR CHARACTER
Characters can buy any non-italicized skill without a teacher during their first level. Starting at
second level, any skill other than racial skills requires an instructor. Instructors must have both the
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requested skill and the skill Instruction, as well as free instruction slots. Cults and Orders are often able
to provide their members with instructors for necessary skills. Characters do not need instructors for
the second or higher trade skill, expert attack, or Mana.

CHARACTER RACES
Aldeon has many races and groups of people on the continent of Mekumade. Each has its own
special advantages and disadvantages. Outlined here are some of the more basic peoples that can be
played. These require simple costuming and do not need a good backstory to play. If you cannot find a
race/culture that you like in this book, ask Plot if you can play a race from the expanded races book.

Artherans
These nomadic people live in the great plains of Arthero and mostly avoid the Zagache Range
except to do occasional trade with the dwarves there and, in rare circumstances, trade smithing
knowledge. They survive by herding animals across vast grazing lands and have a heavy reliance on
horses as a means of transportation as well as warfare when coupled with their unique bows. Ancient
tales state that they once controlled a much larger amount of land including Serphant and Ratoss but
were eventually driven back to their current holdings and splintered among tribal factions.
Traits: May purchase Bow skill at half cost. May purchase Advanced Levels of Armor Smithing at
-1 CP cost. May purchase Resist Disease up to Immune. Starting Language: Artheran

Dwarves
Dwarves are generally hidden underground across the continent, usually sending heavily armed
caravans to trade above the surface. That said, there have been dwarves known to live on land amongst
humans and other races. The most notable dwarven holding is Zorn Und in the Zagache Mountains. It is
said that no force has ever breached its gates.
Traits: -1 CP to all Smith skills, can buy Constitution+. Dwarven movement is always considered
lightly encumbered and they cannot run. Dwarven spell casters tend to be elementalists. Starting
Language: Dwarven

Eeroans
Rising from splintered bands of barbaric tribes, Eero united relatively recently in continental
politics. Because of this, the Eeroans are eager to demonstrate their power and culture to the world.
They have a vast military which seeks to overwhelm their foes quickly and often threaten those who
doubt or insult them with force. Despite their aggressiveness they also produce a number of noted
intellectuals, wizards, and people of faith. Eeroans are truly masters of martial, cultural, and mystical
arts.
Traits: May belong to orders. Nobles must be sworn to either a House or Order. Yeomen tend to
be crafters or producers and are required to serve in their lord's forces. Starting Language: Eeroan

Faerie and Changelings
Faerie are an extremely varied race of magical creatures. They are often related to a specific flow
of ether and take traits and abilities that stem from their Path. Changelings are a sub-type of Faerie, who
were created through experimentation by the High Elves. All changelings look to be human, though they
all show at least one obvious animal trait.
Faerie Traits: All Faerie can buy Natural Conceal, Magical Effects from their Path, and Resist
<Path> up to Immune. Faerie also take double damage from iron weapons, and may not use iron
weapons or armor. Starting language: Faerie
Changeling Traits: Faerie. Can buy Magical Charm Effects; buy Resist Charms up to Immune, gain
keen sense relative to their animal.


4

Flarosans
Flarosa has been a longstanding power on the continent which has withstood the threats of
multiple enemies and absorbed a great number of peoples into its cultural makeup. Flarosans are a very
proud people who believe their way of life to be superior to any other and are not afraid to share that
belief. Because of this, they often find themselves in heated confrontations with the other Central
Powers. The fact that Flarosa still stands is perhaps a testament to the idea that they are superior to at
least the threats they have faced thus far.
Traits: May belong to orders. Nobles must be sworn to either a House or Order. Yeomen tend to
be crafters or producers and often serve in their lord's forces which are often rewarded with increased
social standing. Starting Language: Flarosan.

Gatrosans
Gatrose is located in the center of the continent and is one of the largest and most populous
countries, making it a very serious Central Power. Gatrose is known for having a very wide variety of
races, as many popular trade routes run through it. The Sunken Isles are claimed by Gatrose, though
who really controls them is disputed.
Traits: May belong to orders. Nobles must be sworn to either a House or Order. Yeomen tend to
be crafters or producers and are required to serve in their lord's forces. Starting Language: Gatrossan

Heleans
One of the oldest races, Heleans have dedicated many centuries to gathering knowledge and
expanding their minds. Unlike the Ikans, they did not focus primarily on magic. Over time, Heleans have
decreased in population and slowly blended in with other cultures. Many Heleans who remain in their
homeland do not associate with the politics of the outside world, but instead spend their time trying to
find the ancient libraries that were lost to time. Those who do leave their homeland travel far, settling
down for long periods of time in an attempt to learn as much from other cultures as they can.
Traits: May buy Scholar Skills at -1 cost. Must make an annual trip to Helia in order to trade
knowledge. They may not become noble except within Helia.

Ikans
Ikans are the oldest recorded human race. They dedicated most of their resources and time into
studying Magic. Until The Event occurred, they were the most successful in using magic, but afterwards
became permanently unable to harness Mana. The Event caused their once mighty kingdom to fall,
resulting in the emergence of many barbaric tribes. Much of their history has been lost to time.
Traits: Can buy Resist Path and up to Immune; cannot buy any magical abilities; can buy a single
elemental path as a natural. Cannot be a noble. Starting language: Ikan

Ratossans
These are the hearty and resourceful people of the often harsh lands of Ratoss. They are descendants of
ancient seafaring barbarian races like the Saurans but have built a more civilized society thanks to their
affinity for magic allowing them to be a major player in the Central Powers. They are understandably
rough around the edges but are keen to take the best ideas of other nations and change them to suit
their needs. The lands are ruled over by a body of princes who rule their lands as they see fit.
Traits: May belong to orders. Nobles must be sworn to a House with Orders coming second.
Yeomen tend to focus more on production than crafting due to the scarcity of surplus goods to craft.
Starting Language: Ratossan

High Elves
Due to the fall of the Ikans, these High Elves are now likely the strongest magic users on the
continent. Legend holds that their focus on the mystic arts led to neglect of their physical forms leading
to an atrophy which these elves suffer from to this day. Mana flows through them with ease, even those
one wouldn't typically expect. The High Elves consider themselves to be the masters of magic from both
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our realm and the faerie realm and have mostly cloistered themselves in their lands to protect their
secrets from everybody else. Recently, more Ranurans have been seen in the wider world bringing their
knowledge with them but keeping quiet about what drove them out.
Traits: Can buy all magic skills at -1 cost (excluding Mana), can buy Capture Magic, take x2
damage from iron, and start with -2 body.

Saurans
These tall, brawny people of the North depend largely on the ocean to provide the resources
they need to survive. Whether this means fishing, trade, piracy, or raids of settlements largely depends
on how a Sauran is feeling any given day. They are noted warriors and are often seen in the militaries of
other nations as mercenary forces. They do produce mages but these are limited to witches,
Elementalists, and Necromancers. The biggest honor for a Sauran is to die in honorable combat. Those
who refuse to fight honorably are viewed as lesser in their standing in society.
Traits: Players must be tall; can buy Strength +1 and Constitution Plus. They can also purchase
Style Mastery at half cost. Players may not start as members of Noble Orders. Starting Language: Sauran

Wood Elves
These elves take their duties and their forests borders seriously. Silent and invisible guardians,
these elves bear no trespass and any slight will be answered with swift arrows. Close to nature and
closer to their forests these Elves are honorable and sincere and share a kinship with those who serve as
Druids.
Traits: Half cost to Bow skills. Can buy Natural Conceal and Commune with Nature. Wood Elf
mages can be Druids or Self-Taught Mages. Starting Language: Elven.

SOCIAL RANKS
In this game there are many tiers of social standing. Players have an option to pick where they
want their character to start on the social ladder. Lower rankings have fewer responsibilities but also
fewer rewards.
Peasants
These are the average men and women that work the land. They are not allowed to own land nor do
they have the right to trial. They are easily forgotten, which can be an advantage. They also have a
sense of safety in that if there are no peasants, then the barony will have no workers in the fields.
Peasants are not legally allowed to use weapons.
Yeomen
These people are the backbone of society. They serve in their lords armies or as crafters, village
sages, etc. Yeomen have the right to trial and the right to own land and to travel. Only yeomen
sworn to a liege may carry a weapon.
Nobility
The nobility are the people who rule. There are many levels of nobility that can be attained.
Knights, Barons, Counts, and Kings must be of noble birth in almost all circumstances. Nobles are
required to spend their time focusing on studying and mastering their skills with weapons and/or
magic. It is frowned upon for a noble to perform trade crafts or commerce. Exceptions exist for
mages to harvest components and produce scrolls and potions. Noble warriors are allowed to learn
Armor Smith 1 and Tracking but are not allowed to earn money and wage from these skills.
Squires are nobles that have been chosen to train under a specific knight in order to prepare
them to become a knight themselves. They must fight alongside their knight and prove
themselves worthy. If their knight dies or is no longer capable of preforming knightly duties, the
squire may appeal to train under another knight. Only a member of the governing noble class
may promote them to knight at the recommendation of the knight who trained them.
Knights are high ranking nobility that have been recognized by a higher ranking noble such as a
Lord or Count. These people are highly skilled and are sworn to protect and defend their Lords
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land and lower classes. Honor is of the utmost importance to them. Knightly orders can also
bestow the rank of knight if the character has attained the requirements for that order.
Governing Nobles (Barons, Counts, Earls, and Kings) have earned their rank through both
fighting skills and social prowess. These people govern land and are elected by the lords of the
land. Under most circumstances, they are raised from nobility and have much pride in being
noble. These ranks are filled by powerful knights and mages.

CHARACTER CLASSES
Warrior
Fighters and soldiers, warriors are most often skilled in the use of weaponry. It is easy for warriors
to pick skills with weapons but magic is very difficult. They have the highest body points per level and
can wear the most armor unless otherwise restricted, up to 45 points.
Rogue
Rogues are those thieves, scouts, and fighters who prefer to work from the shadows. They pride
themselves in knowing that many times, an enemy does not see them even as their blade is against their
neck. Rogues are also very adept at gathering intelligence and are naturally cunning. To be quick or
carry more loot, they may only wear up to 25 points of armor.
Mage
Mages are well in tune with the unseen forces in the world. Mages are adept at manipulating
those forces through incants to defeat their enemies or aid their allies. Mages are the frailest of the
classes and cannot wear armor. Mastering weapons is also difficult. Mages with Natural Armor can have
up to 20 points.
Monk
Monks are physically strong, though they prefer to spend their time worshipping their respective
Masters. Their intense devotion allows them to enhance their physical or mental abilities through the
blessings their chosen Master gives them. They can wear up to 30 points of armor or 40 points of
Natural Armor.
Paladin
These warrior mages are physically adept as well as in tune with the arcane arts, but are less adept
then either of their counterparts. They can become adept at both skills quickly but it takes a long time to
master either. They can only wear up to 30 points of armor since they wield both weapons and magic.
Ranger
They are the warrior rogues and dabble in both swordplay and the arts of stealth. They dont care as
much how they win a fight, so long as they win it. As a split class, they find it easier to get combat and
rogue skills but will take longer to master these skills than their respective classes. Rangers may wear
up to 35 points of armor.
Theurge
These mage rogues prefer the arts of stealth more so than others. They are more physically adept than
their magic using counterparts and often become powerful without being detected. Theurges can wear
up to 20 points of armor.

SPELL FOCI
When a magic user casts a spell, they are required to use a type of focus. If a player does not have a
focus, they cannot cast the spell.
Medallion foci are the most common and basic of the focus types. They are a 3 diameter circle with
the symbol for a path of magic inscribed onto it. A player can tie it onto their body or simply hold it. As
they cast a spell, they must place a hand on the focus. They can be bought from general merchants and
jewelers.
Foci can also be inscribed onto a weapon by a jeweler. In this case, the weapon acts as a focus. The
incant must still be said, and if the weapon is broken, spells cannot be cast through it.
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Ring foci can be bought from jewelers of high enough level. They must be worn on the hand that the
player is casting the spell from but players do not have to lay a hand on the focus like medallion foci. If
the ring is broken, the spell cannot be cast.
Tattoos are similar in function to rings, though they cannot be broken except if the skin is damaged
or the ink is taken out. A tattoo focus can be bought from a tattooist of high enough level. A tattooist
with High Magic Necromancy can tattoo a focus to a persons soul.

KNIGHTLY ORDERS
All orders, cults, and organized groups have secrets meant only for its trusted members. Releasing of
one of these secrets is almost always considered a killing offense.

Gatrose:
Knights of the Temple of Yashua
This order of knights protects the roads that lead to the Holy Land of Yashua which lies along
the Nein shore of the TohToh Sea. They have forts set up in many countries along the roads to protect
pilgrims on their journey to the holy lands.
Prerequisites: Grandmaster by third level and Grandmaster Skill +1 by fifth level.
Order of the Grand
The Order of the Grand is the main knightly force in Gatrose. They insist on helping others in
their affairs and will not turn down a cry for help from a lawful citizen.
Prerequisites: Noble Gatrosian Warrior. Must have great sword skill at start. May not have
dealings with users of the Path of Chaos.
Traits: Can buy Magical Law Effects.
Flarosa:
Order of pe
They are Flarosas elite forces and leaders of the lesser orders. They are noble and proud,
claiming to be the most powerful force in all of Mekumade.
Prerequisites: Noble. Must have long sword, shield, Death Strike, and Parry by third level and
Melee Master by fifth level.
Order of Couteau
These are Flarosas lesser forces, generally lead by the Order of pe. They make up the
majority of the forces in Flarosa and fight alongside their brother order.
Prerequisites: Yeoman. Must have Critical Strike and Deflect by second level. Can rise into the
Order of pe as a yeoman if they meet the requirements and prove themselves in battle.
Ratoss:
Keepers of the Flame
Every Ratoss village has at least one Keeper of the Flame. They are responsible in keeping the
fires lit in the cold north lands. They are useful to most other countries and are therefore welcome
within their borders. The Keepers of the Flame believe themselves to be important but not superior.
Prerequisites: Ratossan. Must have a weapon skill. Required to help citizens.
Traits: Can buy Magical Fire Effects
Zestav
These are the border guards and police of the frontiers. They can be brutal and quick to enact
force upon those that they believe to be criminals.
Prerequisites: Noble or Yeoman. Long sword or long spear skill, Death Strike, Parry, and Feint
by third level. Must draw blood anytime they pull their weapon.
Eero:
Order of the Iron Pillar
They are the standing army of Eero. Their forces are numerous and aim to overwhelm their
opponents with their numbers.
Prerequisites: Must have Long Sword, Shield, Death Strike, Parry, and Wear Extra Armor by
third level.
8

Order of Guthdeth
The Order of Guthdeth consists of specialized soldiers. They wear heavy armor and dont leave a
battle until it is over. A knight of the Order of Guthdeth is truly a force to be reckoned with.
Prerequisites: Must have Great Pike and Crossbow Skill +1, Critical Strike, and Deflect by third
level. Must never retreat from a battle or else be exiled from the order.
Helea:
Brotherhood of Bronze
These soldiers originate from the Helean state of Tsarpa, a culture based on brutality and war.
They believe that the best thing a person can achieve is a glorious death in battle. Due to previous
conflict, they hold a long lasting hatred toward Nein. It is said the women are often more fierce than the
men.
Prerequisites: Must have Long Spear and Shield weapon skills, Style Mastery, and Read & Write
Helean by third level. Must never lose their shield or else be executed, generally by ones own mother.
Dwarf:
Order of Tronjheim
These dwarves protect the underground entrances of their hidden cities from invaders. They
are essential for a strong fortress due to the terrible beasts that lie below the earth in the underdark.
Pre-requisites: Must start with a Great Weapon, Wear Extra Armor, and Blind Fighting

MAGE ORDERS
Druids
Druids are traditionally Elves and Fairy, but any race can play as Druid (unless otherwise stated
in the racial description). Druids have taken it upon themselves to oversee the delicate balance of
nature, and protect the world's forests and the animals that live in them from unnecessary destruction
and deforestation. Druids are also powerful healers, who congregate in small Druidic Enclaves where
the young are trained, and injured travelers cared for.
Prerequisites: Cannot be noble
Traits: Can buy Commune with Spirit, Commune with Nature, Eidetic Memory, Empathy, and
starts with Speaks Druidic
In School Paths: Nature, Life, Mind, and One Element of the Player's choosing
Self-Taught
Not all mages are raised in an order and formally trained how to harness Mana. Some mages
simply have a natural talent for spell weaving and where lucky enough to find an old sorcerer or tome to
learn from. Although somewhat looked down upon by mages of Orders, self-taught Mages are still useful
in their chosen fields of magical practice.
Prerequisites: Cannot be noble
In School Paths: Any three approved by Plot.
Order of Enlightenment
This order of mages collects, preserves, and distributes knowledge in all its forms. Members of
this order are often sent to various locations to collect personal knowledge. If they discover something
new, it is their duty to study all they can about it and add their findings to the order's vast fountain of
knowledge.
In School Paths: Charm, Cosmic, Warding, Mind
Order of Yashuas Hand
This is the mage branch of the Order of the Temple of Yashua. They assist the knights in
monasteries and by healing those wounded or tired from travel. They are also the most common
resurrectionists.
Pre-requisites: Yeoman or Noble
In School Paths: Life, Soul, Body, Warding
Order of Seasons
This Ratossan order focuses on harnessing the power of the four basic elements. They are
helpful in towns and powerful in battle.
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Prerequisites: Noble. Ratossan
In School Paths: Fire, Water, Earth, Air
Order of the Iron Cross
These Eeroan mages stand amongst the knights in battle. A mage of the Iron Cross is bound by
honor to never desert a battlefield or decline an honor duel against another magic user. This order is
known to bestow the rank of knight to its experienced members.
Prerequisites: Eeroan Noble. Must carry a long weapon. Knights must forge their own Iron
Cross.
In School Paths: Fire, Earth, Body, Mind
Order of Lieske
This order was founded by the wizard Erich Lieske, originally of the Order of the Iron Cross.
Many years later while Eero was fighting Shikai, he went mad with power and decided to stop Shikai
forces from invading Eero by sinking the hills between the two countries and turning Lake Toh into the
TohToh Sea. His order is now based on keeping peace and quickly stopping revolt.
Prerequisites: Eeroan
In School Paths: Earth, Water, Nature, Charm
Cult of Necrom
These dark mages serve Necrom, the dark lord of undeath. They are independent for the most
part but have strong ties to the order and will obey any order Necrom bestows upon them.
Prerequisites: Must buy Commune with Necrom
In School Paths: Death, Blood, Soul, Chaos
Witches Covens
These sisters often share bonds even between covens. They generally do not see things as
inherently good or evil. While the Sisters of Dusk ally themselves to vampires, the Coven of Natures
Daughters ally themselves with druids but have a more aggressive nature. The Coven of the White
Maidens finds their allies amongst the peasantry and isnt above cursing nobles if it means protecting
themselves and their allies.
Pre-requisites: Must be female. Sisters of Dusk can buy Speak Dark Tongue.
White Maidens In School Paths: Life, Body, Soul, Death
Sisters of Dusk In School Paths: Death, Blood, Soul, Charm
Natures Daughters In School Paths: Nature, Charm, Death, and Earth or Water

PALADINIC ORDERS
Order of the Emperor's Grace
This order is charged with taking care of the impoverished through their series of missions set
up around large population centers. They must do their best to care for the poor and will help provide
for the food and protection of the population in times of need. A member of this order cannot refuse a
request for help if it would not be a major inconvenience to the member and any member found abusing
or ignoring the impoverished will be cast out. Noble member of this order may practice any trade skill
(except Porter and Miner) so long as it is for charitable purposes.
In School Paths: Life and one Elemental path (Fire, Earth, Water, or Air)
Knights of the Tau
This order is responsible for responding to major incidents of disease and natural disasters in
the nation. They are often the first to arrive to help in rescue efforts and can be seen providing medical
aid to people immediately after any incident and stay in areas stricken by plagues and diseases until the
situation is resolved.
Prerequisites: First Aid
In School Paths: Life and Charm
Order of the Bulwark
This group typically finds its members in the front lines of any force attempting to take a castle
or other fortification. This order is very close to the monks who follow the Masters of Body, Life, and
Law and are more likely to share a measure of faith with them than the general population. After taking
10

a fortification they are responsible for occupying it and preparing it for habitation by allied forces. A few
always stay behind to guard the newly gained holdings.
Traits: Members are assumed to have readily available teachers for Faith level 1 for Body, Life,
or Law.
In School Paths: Body and Warding.
Order of Alcantara
Members of this order are responsible for the building of roads, bridges, and castles to improve
the productivity of the various regions of the nation. They are also responsible for the protection of the
roads and bridges from threats of nature or man. They are renowned architects and engineers as well as
enemies to bandits and the saving grace of ambushed travelers.
Prerequisite: First Aid
Traits: Members of this order are considered to have an available teacher for Scholar
Engineering.
In School Paths: Body and Earth

ROGUE ORDERS
Society of Genteel Pursuits
This group of nobles has taken up the pursuit of alchemy as a hobby and an intellectual pursuit.
Their meetings represent fantastic opportunities for these nobles to discuss politics and alchemical
projects. All that join the group must sign an agreement to never use their alchemical skill to harm any
other member of the society.
Prerequisites: Noble, Poison Lore, Alchemy 6
Cartel Centraal
This cartel deals in all things illegal and frowned-upon. Their exact identity is never directly
pinned down and nobody knows from what country they originate. The unfortunate that owe debts to
this group either find a way to pay up or find a dagger lodged in their neck.
Prerequisites: 6 Levels in Merchant, Herbalist, or Alchemist
The Keepers
This brotherhood of assassins takes contracts for noble targets and eliminates them with
quickness from the shadows. The order has its own motives as well: to keep the nobilities powers in
check. The brotherhood doesnt often make their own moves, but the idea is enough to strike fear into
many would-be greedy men and women.
Prerequisites: Rogue, Ranger, or Theurge. Cannot be Urgal, Sauran, or Ikan

MISCELLANEOUS ORDERS
Brotherhood of Lazarus
This group consists of knights damned through no fault of their own. Those stricken with
vampirism, lycanthropy, or undeath against their will are put into this special order which places itself in
the most dangerous areas of the world to fight off monstrous creatures or other deadly enemies as a way
to pay penance for their newly tainted souls. They seek to master control of themselves in the hopes of
one day reincorporating themselves into society. This order will accept a person of any race or gender
who holds genuine convictions of wanting to live a normal life.
Order of the Golden Fleece
This is a mostly autonomous group that is responsible for hunting down the evils in the land in
accordance to the king of Gatrose. This typically consists of hostile necromancers, werewolf packs,
coteries of vampires, encroaching extra planar forces, and even the occasional dragon. They are
responsible for policing themselves for the most part except for charges of murder of nobility.
Berserker Cults
These cults are known for their brutality and ability to quickly slaughter all in their path. They
usually do not wear armor and do not care for talking to their enemies.
Traits: Can buy Natural Armor and Battle Rage.

11

SKILL CHARTS
The following charts show various skills available to players along with costs per class and any
prerequisites that may exist for that skill. Skills in italics must be taught by an Instructor with the
appropriate skill and instruction slots after character level 2.
RACIAL SKILLS
Skill Cost Prerequisite
Battle Rage 5 Barbarian Cults, Monsters
Commune with Nature 4 Druids, Wood Elves, Faerie
Commune with Spirit 1 None
Commune with Spirits 3 Commune with Nature or Commune with Spirit
Eidetic Memory 0 Druids
Empathy 0 Druids
Flee 4 Faerie
Keen Senses 0 Faerie, some others
Natural Armor 1/4 Monsters, Monks, some others
Natural Conceal 3 Wood Elves, Faerie
Magical [Effect] 1/2 Spell Level Faerie, some others
Resist Disease 2 -
Immunity to Disease 2 Resist Disease x2
Resist Fear 2 Some Orders
Immunity to Fear 2 Resist Fear x2
Resist [Path] 3 Faerie, Ikan
Immunity to [Path] 3 Resist Path x2
Resist Magic 8 -
Immunity to Magic 8 Resist Magic x2
Resist Poison 5 Ikan, some others
Immunity to Poison 5 Resist Poison x2
+ Strength 10 Monsters, Saurans
+ Constitution 8 Monsters, Saurans, Dwarves
Capture Magic 8 -
Control Rage 5 Battle Rage
Blood Rage 7 Control Rage
Advanced Wear Extra Armor 1 Wear Extra Armor
Repair Natural Armor 3 Natural Armor

TRADE SKILLS
Skill Levels W R M PL MK RN TH
Trade Skills 1-10 2 2 2 2 2 2 2
See descriptions in next section.

SCHOLAR SKILLS
Skill Levels W R M PL MK RN TH Prerequisites
Astrology 3 3 3 3 3 3 3 -
Estimate Value 3 3 3 3 3 3 3 -
First Aid 3 3 3 3 3 3 3 -
Focus Tattooing 3 3 3 3 3 3 3 Tattooist 5, Read & Write
Instruction 3 3 3 3 3 3 3 -
Enchanting 6 4 3 4 4 5 4 Read & Write
Legend Lore 1 - 10 2 2 2 2 2 2 2 -
Poison Lore 6 3 4 5 4 3 4 Read & Write
Read & Write 3 3 3 3 3 3 3 -
Scholar [Area] 3 3 3 3 3 3 3 Read & Write
12

Speak Language 1 1 1 1 1 1 1 -
Polyglot 9 9 9 9 9 9 9 -
Meditation 3 3 3 3 3 3 3 -

MAGIC SKILLS
Skill W R M PL MK RN TH Prerequisites
In School Path 5 4 2 3 4 5 3 -
Out of School Path 10 8 4 6 7 10 6 -
Magic Mastery 50 45 30 38 40 45 35 -
CP per Mana 1-50 2 1 1 2 Spell Path
CP per Mana 51+ 3 2 1 1 2 1 50 Mana
Control Magic 12 9 6 9 9 10 7 50 Mana
Spell Surge 12 9 5 7 8 10 7 Control Magic
Spell Blast 12 9 5 7 5 10 7 Control Magic
Read Magic 6 6 4 5 8 6 5 Read & Write
Comprehend Magic 10 8 6 7 4 9 7 Read Magic
Umbral Perception 5 6 3 4 4 6 4 -
Umbral Projection 7 8 5 6 6 8 6 Umbral Perception
Umbral Combat 5 6 3 4 4 6 5 Umbral Projection
Faith Levels 12 12 12 12 8 12 12 Must have faith in a Master

WEAPON SKILLS
Skill Damage W R M PL MK RN TH Prerequisites
Non-weapon 1 pt 0 0 0 0 0 0 0 -
*Brawling 1 pt 1 1 2 1 1 1 2 -
Small Weapon 1 pt 2 2 2 2 2 2 2 -
Short Weapon 2 pts 2 2 4 3 2 2 2 -
Long Weapon 3 pts 3 4 5 4 4 4 5 -
*Two-Handed Weapon 4 pts 4 5 6 5 5 5 6 -
*Great Weapon 5 pts 5 6 7 6 6 6 7 -
Sling +1 pts 3 4 5 4 4 4 5 -
Atl-atl +2 pts 3 4 5 4 4 4 5 Javelin
Bow 6 pts 6 10 15 12 9 8 13 -
Crossbow 3 & 10 pts 5 9 15 12 8 7 12 -
All Small Weapons 4 4 6 5 4 4 5 -
Master Weapon Set 8 10 14 10 8 8 12 -
One-Handed Master 9 11 15 11 11 10 13 -
Two-Handed Master 12 14 18 14 13 13 16 -
Melee Master 15 18 20 18 16 16 19 -
Ranged Master 12 15 18 15 13 13 16 -
Grand Master 30 40 50 40 40 35 45 -
Shield 5 10 15 7 7 7 12 -
Thrown 3 3 6 4 3 3 4 -
Florentine Style 3 3 6 4 3 3 4 Weapon Skill
Two Weapon Style 2 2 3 3 2 2 3 Florentine Style
Blades Style 2 2 3 3 2 2 3 Two Weapon Style
Style Mastery 10 15 25 15 13 12 20 Weapon Skill
Blind Fighting 3 3 6 4 4 3 5 -
Underwater Combat 3 3 6 4 4 3 5 Weapon Skill
One-Handed Block 4 6 8 6 6 4 8 Two-Hand Weapon
*One-Handed Damage 4 6 8 6 6 4 8 One-Handed Block
13

Two-Handed Damage 4 6 8 6 6 5 7 One-Handed Weapon
Wear Extra Armor 1 2 4 2 2 2 3 -
Field Repair 1-10 1 2 4 2 2 2 3 -
*Requires approval of a Plot for a player to use.


STEALTH SKILLS
Skill Levels W R M PL MK RN TH Prerequisites
Disable Device 1-10 5 3 5 5 4 4 4 -
Perception 2 1 2 2 2 1 1 -
Alertness 3 2 3 3 3 2 2 Perception
Size Up 2 1 2 2 2 1 1 Perception
Sleight of Hand 6 3 6 6 5 4 4 -
Lucky 5 4 5 5 4 5 5 -
Escape Bonds 8 4 8 8 7 6 6 -
Labyrinthine Mind 7 3 7 7 6 5 5 Escape Bonds
Cheat Death 12 8 12 12 11 10 10 Labyrinthine Mind
Feign Death 7 5 7 7 6 6 5 -
Hide 6 3 6 6 6 4 4 -
Hide Others 6 3 6 6 5 4 4 Hide
Surprise 5 2 5 5 5 4 4 Hide
Untraceable 4 2 4 4 4 3 3 Hide
Waylay 12 6 12 12 10 9 9 Weapon Skill

WEAPON ATTACKS
Skill Levels W R M PL MK RN TH Prerequisites
Expert Attack +1 1-5 1 2 3 1 1 1 2 Weapon Skill
Skill +1 5 5 10 5 5 5 5 Expert Attack +1 x5
Expert Attack +2 1-5 1 3 3 2 2 1 3 Skill +1
Skill +2 5 5 10 5 5 5 5 Expert Attack +2 x5
Expert Attack +3 & up 1-5 1 4 3 2 2 2 4 Skill +2
Skill +3 & up 5 5 10 5 5 5 5 Expert Attack +3 x5
Master E.A. +1 1-5 2 3 6 2 2 2 4 Master Weapon Skill
Master Skill +1 5 5 10 5 5 5 5 Master E.A. +1 x5
Master E.A. +2 1-5 2 4 6 3 3 3 5 Master Skill +1
Master Skill +2 5 5 10 5 5 5 5 Master E.A. +2 x5
Master E.A. +3 & up 1-5 2 5 6 3 3 3 6 Master Skill +2
Master Skill +3 & up 5 5 10 5 5 5 5 Master E.A. +3 x5
Grand Master E.A. +1 1-5 3 4 9 3 3 3 6 Grand Master
Grand Master Skill +1 5 5 15 5 5 5 5 Grand Master E.A. +1 x5
Grand Master E.A. +2 1-5 3 5 9 4 4 4 7 Grand Master Skill +1
Grand Master Skill +2 5 5 15 5 5 5 5 Grand Master E.A. +2 x5
Grand Master E.A. +3 & up 1-5 3 6 9 4 4 4 8 Grand Master Skill +2
Grand Master Skill +3 & up 5 5 15 5 5 5 5 Grand Master E.A. +3 x5
Sneak Attack +2 1-5 2 1 3 2 2 1 1 Weapon Skill
Backstab +2 5 5 10 5 5 5 5 Sneak Attack +2 x5
Sneak Attack +4 & up 1-5 3 1 3 2 2 1 1 Backstab +2
Backstab +4 & up 5 5 10 5 5 5 5 Sneak Attack +4 x5
Master S.A. +2 1-5 4 2 6 4 4 2 2 Master Weapon Skill
Master Backstab +2 5 5 10 5 5 5 5 Master S.A. +2 x5
Master S.A. +4 & up 1-5 4 2 6 4 4 3 3 Master Backstab +2
Master Backstab +4 & up 5 5 10 5 5 5 5 Master S.A. +4 x5
14

Grand Master S.A. +2 1-5 5 2 9 4 4 3 4 Grand Master
Grand Master Backstab +2 5 5 15 5 5 5 5 Grand Master S.A. +2 x5
Grand Master S.A. +4 & up 1-5 6 3 9 5 5 4 5 Grand Master Backstab +2
Grand Master Backstab +4 & up 5 5 15 5 5 5 5 Grand Master S.A. +4 x5


SPECIAL ATTACKS & DEFENSES
Skill W R M PL MK RN TH Prerequisites
Break Weapon 4 5 8 5 6 5 7 Skill +1
Capture Weapon/Limb 2 3 5 3 3 2 4 Skill +1
Critical Strike 2 3 5 3 3 3 4 Skill +1
Deaden Limb 2 3 5 3 3 3 4 Skill +1
Deflect 2 3 5 3 3 3 4 Skill +1
Disarm 2 3 5 3 3 2 4 Skill +1
Greater Disarm 4 5 7 4 5 4 6 Skill +2, Disarm
Feint 2 3 5 3 3 3 4 Skill +1
Pierce 2 3 5 3 3 3 4 Skill +1
Trip 3 3 5 4 4 3 4 Skill +1
Weapon Ward 1 1 5 2 2 1 3 Skill +2
Death Strike 7 10 13 10 10 9 12 Skill +2
Evade 10 5 10 10 8 8 8 Skill +2
Execute 8 5 10 10 8 7 8 Skill +2
Parry 3 5 7 4 5 4 6 Skill +2
Sever/Maim 5 8 10 7 8 7 9 Skill +2
Spell Block 5 6 10 6 7 5 9 Skill +2
Ricochet 7 8 12 8 9 7 10 Spell Block
Stun 6 8 11 8 8 7 10 Skill +2
Deflect Missile Weapons 3 5 7 4 5 4 6 Skill +3
Chi 3 4 7 4 4 4 6 Skill +4
Riposte 5 7 10 7 8 6 10 Skill +4, Parry
Frenzy 7 12 15 11 11 10 14 Skill +5
Catch 2 3 5 3 3 2 5

CRAFTSMAN SKILLS
Skill Levels W R M PL MK RN TH Prerequisites
Armor Smith 1-10 2 3 4 2 3 2 3 -
Weapon Smith 1-10 2 3 4 2 3 2 3 -
Trap Making 1-10 5 2 3 4 3 3 3 -
Potion Making 1-10 5 4 2 3 4 5 3 Read & Write
Scroll Making 1-10 5 4 2 3 3 5 3 Read & Write
Alchemy 1-10 5 2 3 4 3 3 2 Poison Lore
Tattooist 1-10 5 4 2 3 4 5 3 -
Characters can take levels in a specialty craft for -1 CP to a minimum of 1.

MASTER CRAFTSMAN SKILLS
Skill Levels W R M PL MK RN TH Prerequisites
Armor Smith 11-15 3 4 5 4 4 4 5 Armor Smith 10
Weapon Smith 11-15 3 4 5 4 4 4 5 Weapon Smith 10
Trap Making 11-15 6 3 4 5 4 4 4 Trap Making 10
Potion Making 11-15 6 5 3 4 5 6 4 Potion Making 10
Scroll Making 11-15 6 5 3 4 4 6 4 Scroll Making 10
Alchemy 11-15 6 3 4 5 4 4 4 Alchemy 10
15


ZERO COST SKILLS
Skill Prerequisites
Resistant Armor Armor Smith 11
Elven Armor Armor Smith 12
Master Crafted Elven Armor Armor Smith 13
Ancient Helean Armor Armor Smith 14
Master Crafted Ancient Helean Armor Armor Smith 15
Silvered Weapon Weapon Smith
Limited Weapon of Quality Weapon Smith 11
Limited Master Crafted Weapon Smith 12
Venom Weapon Weapon Smith 13
Weapon of Quality Weapon Smith 14
Exceptional Weapon of Quality Weapon Smith 15
Master Crafted Weapon Weapon Smith 15
Compound [Armor/Weapon] [Armor/Weapon] Smith 15
Enchantable [Armor/Weapon] [Armor/Weapon] Smith 15
Enhanced Scrolls Scroll Making 15
Enhanced Alchemies Alchemy 15
High Magics 50 Mana, specifics
High Magic Communing of 3 paths: Chaos, Mind, Cosmic, Sound
High Magic Divination of Law, Mind, and Nature
High Magic Enchantment of 3 paths: Charm, Cosmic, Warding, Law
High Magic Evocation of 3 standard damage paths
High Magic Necromancy of Death, Blood, and Soul
High Magic Resurrection of Life, Body, and Soul
High Magic Summoning of 1 Elemental Path, Nature and Charm
High Magic World Effect of Lunar, Solar, Warding and Arcane
High Magic Family Mastery of spells in all paths in a family of magic
Field Resurrect High Magic Resurrection
Resurrect High Magic Resurrection


SKILL DESCRIPTIONS
Racial Skills
Racial skills are those skills which a character has an innate talent for due to their race. These
skills can be bought without an instructor, so long as the prerequisites are met and the character has the
available character points.
Battle Rage
This ability transforms the character into a savage fighter who feels neither pain nor fear, and
lusts for battle. Once this ability is activated, the character gains +2 to damage on all weapons from the
strength and ferocity of his attacks, gains +10 Stamina to fuel his special attacks, and 10 body points. He
is also immune to Fear effects. However, the characters judgment is clouded by his rage and any
character will be a target, except those that are recognized as part of his clan. Opponents are considered
to be any conscious creature nearby. A character under this effect may still strike an opponent he
watched fall for no apparent reason. When this ability has run its course, the character falls to 0 body
regardless of his condition for 10 minutes, unless already at -1 body. All body enhancing spells or effects
end at this time, including AID and EMPOWER. This ability is usable once per day for each time the skill
is purchased. This ability is activated by announcing Battle Rage!
Commune with Nature
This ability allows the character to achieve an altered state of consciousness, in which they are
aware of the bio-systems of the environment around them. The character will become aware natural or
16

unnatural influences on the environment, such as a large number of powerful undead, faerie creatures,
world magics, or a new in-flux of natural creatures. Note this will give general locations, not exact
coordinates. The larger an area that is covered, the more time is needed to be spent in meditation.
Commune with Spirit
This skill allows a character to communicate with a single spirit or power. Each communing
operates under unique requirements. This skill does not confer a favorable response or guarantee the
safety of the communer. A communer may actually be attacked and harmed by the spirit or possessed by
the spirit. This is not a safe skill!
Commune with Spirits
This skill allows the character to discover a method of communication with multiple spirits or
powers. Each communing operates under unique requirements. This skill does not infer a favorable
response or guarantee the safety of the communer. A communer may actually be attacked by the spirit
and harmed or possessed by the spirit. Research will improve the chance of a favorable response to a
communing. While a simple direct communing can be done it is even more dangerous.
Eidetic Memory
This ability allows the character to retain long strings of information without physically
recording it. This skill will act as Read & Write for many prerequisites. The following are notable
exceptions: Scroll Making and Comprehend Magic. See Plot for more information.
Empathy
This ability allows the character to communicate on a basic level. This is not a speak-with-
creature ability. Characters with this ability will be able to better understand the behavior and reactions
of the creatures to which they are attuned. This will detect urges and emotions. This does not allow the
character to directly communicate with the creature. Finally, the character will not be attacked by the
creature unless the character begins the combat or the creature is controlled or trained and under
orders to attack.
Flee
This ability allows the character to escape combat by running at an increased rate of speed away
from the battle. This ability requires a 3 count during which the character is vulnerable to attack. To
return to the area of the combat, the character must spend 3 minutes in game to return. This skill may
also be used to double the speed the character may normally travel for one trip per use of the skill. This
skill may be used once per day for each time purchased.
Keen Senses
Certain Faerie and other races have access to keen senses which enhance their ability to interact
with the world around them. Keen Scent will allow a character to detect, but not identify, poisons in food
and drinks with a 10 count, and add 2 successes to a tracking pick. Keen Sight will allow a character to
see things farther away, or closer things in detail, with a 10 count, and add 1 success to a tracking pick.
Keen hearing allows a character to go out of game and listen to a line of sight conversation. This does
NOT give the character the ability to understand what is said. See Plot to see what races have access to
this skill.
Magical [Effect]
Magical Effects act as spells and can go through normal shields. Characters of appropriate race
or those that are imbued with the ability to obtain Magical Spell Effects may purchase Spell Effects at
one-half CP per level of spell. Players must spend 1 full CP if they wish to purchase a Spell Effect. 1 CP
may purchase 2 first level spells or may use one-half of the CP to help purchase another Spell Effect that
would cost 3.5 CP, for example, such as the 7th-level Regenerate. These spells are cast as magical spells
and are not blocked by shields. The call is announced Magical [Effect], such as Magical Renew. A
weapon with appropriate spell foci may be used to strike a magical spell effect.
Natural Armor
This ability means that the character possesses a natural ability to avoid damage. Natural Armor
acts like man-made armor, protecting the character from a specified amount of damage. Once the
Natural Armor takes damage equal to its rating, all subsequent damage is taken as Body damage. A
characters Natural Armor is healed 3 times as fast as Body points. If a character with Natural Armor and
17

full body is healed for 6 pts of damage the character receives 18 pts of Natural Armor. Natural Armor
may not be healed until the character is at full body. Natural Armor may not be repaired like man-made
armor. This type armor is never breached. If the character has enough Natural Armor left to absorb all
the damage of a Waylay, the Waylay has no effect except damage. Also Natural Armor will protect a
character from the effects of weapon delivered contact poison, so long as the character has enough
Natural Armor to absorb all the damage from the weapon. The Maximum value of a characters natural
armor is limited by the characters class, but can be enhanced with the skill Wear Extra Armor.
Natural Conceal
This ability allows the character to hide as per a natural version of the Nature spell Conceal. This
ability is not affected by a Suppress Enchantments, Dispel Enchantments, Detect Enchantments, or any
spell or effect, which targets magical effects. It lasts for 1 hour from the time activated and takes a 3
Count to activate, recited as Natural Conceal 1, Natural Conceal 2, and Natural Conceal 3. A character
must remain in place while using this skill.
Natural [Effect]
Natural Effects are natural versions of spells. Characters of appropriate race or those that are
imbued with the ability to obtain Spell Effects may purchase Spell Effects at one-half CP per level of spell.
Players must spend 1 full CP if they wish to purchase a Spell Effect. 1 CP may purchase 2 first level spells
or may use one-half of the CP to help purchase another Spell Effect that would cost 3.5 CP, for example,
such as the 7th-level Regenerate. These spells are cast as Natural spells and are blocked by shields, but
the shield has the option of accepting the spell or not. The call is announced Natural [Effect], such as
Natural Renew. A weapon with appropriate spell foci may be used to strike a natural spell effect.
Resist Disease
This ability allows the character to resist the effects of one disease or infection either magical or
natural per day for each time the skill is purchased. This ability is announced Resist Disease.
Immunity to Disease
This ability makes the character immune to all forms of natural and magical diseases. This does
not include infections, transformations, or curses.
Resist Fear
This ability allows the character to resist natural and magical fear effects per day for each time
the skill is purchased. This ability is announced Resist Fear.
Immunity to Fear
This ability makes the character immune to all forms of natural and magical fear.
Resist [Path]
This ability allows the character to resist the effects of one spell or effect from the appropriate
magical path per day for each time the skill is purchased. This ability is announced, Resist [Path] where
[Path] is the appropriate spell path such as Resist Charm.
Immunity to [Path]
This ability makes the character immune to chosen path spells and effects and may not turn off
the ability once purchased.
Resist Magic
This ability allows the character to resist the effects of one magical spell cast upon them per day
for each time the skill is purchased. This ability can be used on any spell from any path of magic. The
character announces Resist Magic.
Immunity to Magic
This ability makes the character immune to all spells and magical effects, and they may not turn
off the ability once purchased.
Resist Poison
This ability allows the character to resist the effects of one poison either alchemical or natural
per day for each time the skill is purchased. This ability is announced Resist Poison.
Immunity to Poison
This ability makes the character immune to alchemical and other poison effects and may not
turn off the ability once purchased.
18

+1 Strength
This ability allows the character to perform a feat of strength, such as moving a boulder or
breaking down a door given enough time. It also allows the character to add +1 damage to anyone
weapon the character is skilled in. The Character may also carry up to 85 pounds unencumbered to a
maximum of 170 pounds encumbered. A player who can physically bench press 220 pounds may buy
this skill. Orcs, Saurans, and Gnolls may buy this skill.
+2 Strength
This ability allows the character to perform a feat of strength, such as moving a boulder or
breaking down a door given enough time. It also allows the character to add +1 damage to anyone
weapon the character is skilled in. The Character may also carry up to 110 pounds unencumbered to a
maximum of 200 pounds encumbered. A player who can physically bench press 255 pounds may buy
this skill. Ogres may buy this Skill.
+3 Strength
This ability allows the character to perform a feat of strength, such as moving a boulder or
breaking down a door given enough time. It also allows the character to add +1 damage to anyone
weapon the character is skilled in. The Character may also carry up to 170 pounds unencumbered to a
maximum of 250 pounds encumbered. A player who can physically bench press 280 pounds may buy
this skill. Ogres may buy this skill.
Blood Rage
This skill allows a character to enter a state of consciousness in which he feels neither pain nor
remorse. A character under the effects of Blood Rage gains +3 damage with all weapons he wields, +15
stamina, and +20 Body Points, can cast spells while taking damage, and gains immunity to Fear, Sleep,
Stun, Command, and Feeble mind effects. Under the effects of this skill, the character will attack anyone
including allies and blood relatives. He may, of course, attack known enemies before he turns on others.
At the end of a Blood Rage, the character falls dead and begins his death count (4 minutes) as though he
has received a killing blow. This skill is not an excuse to charge or cause any physical contact. This skill
may be used once per day for each time purchased, and is activated by announcing Blood Rage!
Capture Magic
This ability allows the character to absorb the energy of a spell directed at him, granting the
character the ability to cast the spell that was absorbed at any time within the next 24 hours. The
character generates the same effect that he absorbs; for example, a spell Natural Command is generated
as a Natural Command. The use of this ability triggers the appropriate spell defense if the character
possessed it. For instance, if the character absorbs a fire spell while carrying an active Fire Shield, the
Fire Shield is used and the character absorbs the spell. The Capture Magic ability is usable on one spell
per day per time the skill is purchased. If the character dies the captured effect is lost. You may not keep
a captured effect longer than a single game day. This ability is announced Capture Magic.
Control Rage
This skill allows the character the ability to control his anger and emotions to an almost
superhuman extent. A character with this skill may end the effects of his own Battle Rage at any time,
leaving him still conscious with 1 Body and no Body or Armor protectives. A character may also choose
his target when he is under a Berserk effect. Control Rage may also end Blood rage, but not stop its end
effects.
Advanced Wear Extra Armor
This skill allows a character to wear 3 more armor points than his class is normally able to for
each time the skill is purchased past the skill Wear Extra Armor. For example, a Mage who buys this
skill twice would be able to wear up to 6 points of armor. This ability cannot be used to increase the
maximum amount of armor able to be worn due to a racial limitation. The maximum Wear extra armor
for a character is 90 points of armor.


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Trade Skills
Each level of a Trade Skill gives the character a different ability. In addition it gives the
character 5 copper pieces per level per game day. For kills that allow a character to identify items,
components, creatures, etcetera, the character must complete a 10 Count to use the skill. For skills that
allow a character to obtain items, components, etcetera, the character must complete a 30 Count to use
the skill unless specified.
Craftsman Other
This is a grouping of all miscellaneous craftsman skills. It includes any type of craft such as
baker, tailor, and cooper, and mason, and teacher, candle maker, etcetera.
Forester
This skill allows the character to take care of plants and trees. He is able to determine if a plant
is natural or magical, if it is indigenous to the forest or another place. The character can also know the
animals indigenous to the forest whether natural or magical. He may also recognize the presence of new
creatures in the woods. This skill does not function with water; the underwater equivalent is
Oceanology, which functions in all ways like forester, but only underwater.

Level Ability
1 Detect/Identify natural plants
2 Detect/Identify magical plants
3 Detect/Identify natural animals
4 Detect/Identify magical animals
5 Recognize new animals or plants in the area
6 Calm wild animals
7 Harvest special components
8 Speak with natural animals
9 Speak with magical animals
10 Commune with Nature


Furrier/Tanner
This skill allows a character to recognize animals natural and magical whose hides can be made
valuable articles. He is able to harvest these hides of beasts and repair the damage done to it in process
of capturing or skinning. The character knows how to treat the hides so they will bring the best prices.

Level Ability
1 Identify and harvest valuable natural fur
2 Identify and harvest valuable natural hide [Hide I]
3 Identify and harvest valuable magical fur
4 Identify and harvest valuable magical hide [Hide II]
5 Recognize valuable natural armor
6 Repair natural fur
7 Repair natural hide
8 Repair magical fur
9 Repair magical hide
10 Cure Dragon hide [Hide III]

Gem cutter/Jeweler
This skill allows the character to determine the approximate value of various gemstones, and
allows the character to increase the value of the gems by cutting or setting them in appealing shapes.
The value may be increased by 3% per level of this skill.


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Level Ability
1 [3%] Create settings
2 [6%] Identify gem stones
3 [9%] Identify Mana Gems
4 [12%] Cut soft stone
5 [15%] Estimate value of gem
6 [18%] Estimate value of jewelry
7 [21%] Cut hard stones
8 [24%] Determine nature of Mana Gems
9 [27%] Create item worthy of enchantment, Craft Foci
10 [30%] Cut Mana Gems and Soul Crystals

A Jeweler of 9th level or better can make 10 paths of spell foci per production (Master = 6 paths
for production value). The number of paths a focus will have is reflected in its cost to make. Below is a
chart of the cost to construct spell foci. However a Jeweler may set his own prices for them.

Item 1 Path 2 Path 3 Path 4 Path 5 Path Master
Medallion 5 cp 1 sp 2 sp 4 sp 8 sp 2 gp
Item 1 sp 2 sp 4 sp 8 sp 16 sp 4 gp
Ring 2 sp 4 sp 8 sp 16 sp 3 gp 8 gp

Herbalist
This skill gives the character knowledge of herbs, plants, fungi, and other plant or animal
products and how to properly harvest them to produce alchemical substances, scroll ink, magical
potions and other products. A character with this skill can determine if a substance is natural or magical.
Harvesting a special component precludes harvesting any other components from the creature or plant.

Level Ability
1 Detect/Identify natural plant product
2 Detect/Identify natural animal product
3 Harvest natural product [Herbals]
4 Detect/Identify magical plant product
5 Detect/Identify magical animal product
6 Harvest magical product [Magicals]
7 Detect/Identify alchemical poisons
8 Detect/Identify magical potion
9 Alchemize blood for natural substances, harvest special component
10 Alchemize blood for magical substances

Masseuse/Masseur
This skill gives the character the ability to massage a person with the skill of a professional. This
skill includes a working knowledge of humanoid musculature and skeletal structure, allowing the
masseuse to relive certain ailments of the muscles or the joints. A character with skill is able to produce
a number of effects through a massage by working certain muscles or nerves. Each one of these affects
requires 10 seconds of massage per level to take effect, with the exception of First Aid. These abilities do
not work on beings without a metabolism.






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Level Ability
1 Remove Fear
2 Remove Paralysis
3 Remove Stun, Deaden
4 First Aid
5 Cause Sleep
6 Cause Stun
7 Cause/Remove Weakness
8 Cause/Remove Maim Limb
9 Cause Paralysis
10 Killing Blow

Merchant/Trader
This skill allows the character to make deals, barter, arrange transactions, and find supplies with the
skill of a professional. A character with this skill is used to run a lucrative trading business and with the
proper history or role-playing has access to a wide range of business contacts. The items listed are based
on in-game rarity. The level needed to obtain the items specified may change due to in-game reasons
without notice.

Level Ability
1 [3%] Ore I, Herbal I, Hide I
2 [6%] Magical I
3 [9%] Items made from Level I components
4 [12%] Ore II, Herbal II, Hide II
5 [15%] Magical II
6 [18%] Items made from Level II components
7 [21%] Ore III, Herbal III, Hide III
8 [24%] Magical III
9 [27%] Items made from Level III components
10 [30%] Special Requests

Miner
This skill allows a character to recognize the signs of the presence of minerals in the area. He
can inspect to find veins of various minerals recognize and estimate the amount of minerals in a place,
mine veins of minerals and smelt the ores he finds. In addition a character with this skill can recognize
natural and artificial stonework and its quality. The length of time to mine these minerals can vary.

Level Ability
1 Detect/Identify valuable minerals
2 Mine soft stone [Coal]
3 Mine hard stone [Granite, Obsidian]
4 Mine soft metal [Gold, Silver, Lead]
5 Detect/Identify stonework
6 Mine hard metal [Iron]
7 Estimate worth of a vein
8 Mine gemstones
9 Prospect new mineral veins
10 Mine magical crystals




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Porter
This skill allows the character to carry more weight than most can. Each level increases how much
the character can carry unencumbered by 8 percent per level of porter. Thus a human porter, level 10,
can carry 90 pounds unencumbered, and up to 180 pounds at a slow walk.

Tracking
This skill allows the character to track a creature through an area. Tracking can also alert the
character to information about the creature he is tracking depending on the level of the tracker and
quarry. This skill can also be used to counter another characters tracking.

Level Ability
1 Follow trail, identify general type of creature
2 Identify specific type of creature
3 Identify where it is heading
4 Identify the approximate # of creatures
5 Identify the approximate size and age
6 Identify the pace of the creature
7 Identify how recent the trail is
8 Identify the relative health of creature
9 Tell if creature is being used as mount or pack animal
10 Track non-corporeal creature

Tattooist
This skill allows a character to tattoo other creatures. At level 5, this allows the player to
purchase the skill Focus Tattooing. The prices are the same as they are for jewelers creating foci.

Level Ability
1 Tattoo simple, 1x1 designs
2 Tattoo simple 3x3 designs
3 Tattoo complex designs, up to 5x5
4 Tattoo complex designs, up to 10x10
5 Can buy Focus Tattooing
6* Can tattoo 1 path Foci
7* Can tattoo 2 path Foci
8* Can tattoo 3 or more path Foci
9* Can tattoo master Foci
10* Can tattoo a focus to a creatures soul
(requires High Magic Necromancy)
*Requires Focus Tattooing

Scholar Skills
Astrology
This skill enables a character to read the stars, determine the destiny of a person, the outcome of a
quest, or minor divination. Astrology is not completely accurate and sometimes no information is
forthcoming at all. See Plot for more details.
Estimate Value
This skill allows the character to determine the approximate value of the various items that are
found, such as furs, gems, jewelry, etc.
First Aid
This skill includes a host of medical skills allowing the character to stabilize a person who is dying at
-1 body, but not by killing blow. This use of first aid requires a full minute of work. If first aid is
interrupted the death count continues from where it left off. First Aid must begin again at the beginning
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to be effective. First Aid can also be used to determine the relative health of a creature after examination
and a 10 count.
Focus Tattooing
Focus tattooing must be done by a character with at least level 5 Tattooist and Read & Write. If a
player meets these requirements, they may purchase this skill and imbue their tattoos with magic,
allowing them to act as a focus for whomever the tattoo is on. The player must know the path of magic in
order to properly create the focus. If a Tattooist does not know the path, yet tattoos the symbol of the
focus anyway, the tattoo will not act as a focus. However, if the Tattooist learns the path later, they may
re-trace the tattoo and imbue it properly with magic.
Instruction
This skill allows a character to teach another character any skill the character with the Instruction
skill possesses. A character with this skill can teach up to 3 separate students at a time. He may purchase
additional Instruction skills to teach 3 more students per purchase. An Instructor may also teach 1 spell
per Instruction Slot to a student.
Enchanting
Special crystals, known as Soul Crystals, allow characters to contain the souls of creatures they kill
by Anchoring the souls to the crystals. These crystals can be placed into settings in weapons and other
items to power spell effects that will be decided when the soul crystal is placed in the setting. Other
items can be enchanted but must be large enough to contain the crystal and must be of the highest
quality in their craftsmanship (made by a crafter with 10 levels in their craft).
There are four different types of Soul Crystals: Common, Great, Grand and Black. The souls of
everyday creatures (bears, goblins, pigs) can be contained within any of these crystals. Increasingly
complex, magical, or powerful creatures (trolls, drakes, giants) can be contained only in Great or Grand
soul crystals. The most complex, powerful, and magical creatures (dragons, greater demons, and
unicorns) can only be placed in a Grand soul crystal. The souls of creatures such as humans, elves,
dwarves and other beings of similar intelligence can only be contained within Black soul crystals. Black
souls are treated as Grand for enchanting purposes.
The effects that an item can be enchanted to possess are determined by the level of the soul that is
used in the enchanting process. Common souls are only good enough to enchant spell effects from levels
1-5. Great souls can be used to enchant items with spell effects from levels 1-10. Grand souls may be
used to enchant items with spell effects from levels 1-15. The effect being given to the item must be one
known to the enchanter.
The player who enchants the item must tell Plot the exact spell they are giving the item as well as
how many charges it has per time period unless it is a single use spell effect. This information will be
used to create a bead pick for the enchanter after a 60 count is completed. If the count is interrupted the
soul escapes the soul crystal without imparting any of its power to the item. If the count is finished and
the enchanter is successful then a small part of the souls power is imbued into the item and the soul is
set free.
Legend Lore
This skill allows a character to identify the specific enchantments or powers of a magical item, to
identify creatures, and to identify encountered phenomena through their intensive background in
legends and stories. This skill can also be used to divine suitable Names for summoning spells, and for
divining enchantment recipes for enchanted items. This skill grants greater knowledge with greater
levels of the skill, and some items or creatures may not be identifiable without an appropriate level of
Legend Lore.






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Level Ability
1 Items of Low Level Common Magic, Spell Level 1-3
2 Items of Mid-Level Common Magic, Spell Level 4-8
3 Items of Uncommon Magic, Spell Level 9-12
4 Items of Rare Magic, Spell Level 13-15
5 Items of High Magic, Single or Non Spell Effect
6 Named Items of Common Use, Multiple Effects Level 1-6
7 Named Items of Uncommon Use, Multiple Effects Level 7-12
8 Named Items of Rare Use, Multiple Effects Level 13-15
9 Named Items of High Magic, Multiple Non Spell Effects
10 Legendary Items

Poison Lore
This skill allows the character to detect/ identify poisons both natural and magical in nature.
Read & Write
This allows the player to read anything in one language he can understand. It does not mean he
can understand code, but can try to decipher it. Without this skill, a player should not even look at
parchments, as they would be meaningless.
Scholar [Area]
This allows a character to research a particular area and find information about people or
objects within that area. The area of expertise can be foreign nations, ancient weapons, magical artifacts,
history, warfare, or any subject.
Speak Language
This skill allows the character to speak another language. It is assumed that a character knows
how to speak the characters racial language unless otherwise decided. The hand sign is two fingers on
the cheek while speaking the language.
Polyglot
This skill allows the character to buy Speak Language and Read/Write as zero cost skills. A new
character beginning with Polyglot gets 9 points of Speak Language and Read/Write skills from common
local languages.
Meditation
This skill allows a character to better organize and control his thoughts, memories and
emotions. This skill is necessary in the recovery of psionic power as the character must keep an ordered
mind to aid in the use and restoration of his psychic abilities. Meditation allows a character to regain
10% of their Mana or stamina per hour of meditating. For every hour of meditation allows a caster to
gain a good bead to conquer a psychic feat. Only disciplined characters may have meditation.

Magic Skills
Paths of Magic
This skill allows the character to cast any spell in the appropriate path of magic so long as he
possesses enough Mana to fuel the spell. This skill also allows the character to read scrolls that contain
spells from the path of magic. The skill grants the power to identify potions made from spells in that
path.
Magic Mastery
This skill allows the character to buy of Paths of Magic at zero cost. Paths of Magic the character
possesses contribute to the cost of this skill. A character may learn as many High Magics as they can find
instructors for once they learn Magic Mastery.
Control Magic
This Magic skill allows a character to control the duration of any spell that they have cast which
has duration longer than Instant. The caster can cancel a spell with this skill by touching the affected
object, person or spell effect and consciously willing the spell effect to end. Protective, Blade, and Form
spells that have been cast upon the other person are considered to be cast by the person that the spell is
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active upon. In addition a character is capable of controlling magic of his own protectives to allow spells
of his choosing to pass through without activating the protective. This is accomplished by concentration
(meaning must be conscious) and calls I accept.
Spell Surge
This skill allows a character to channel more power into a single casting of a magical spell
making the spell more difficult to resist. A character using this skill channels 3 times the amount of
MANA into the spell necessary to cast it and incants his spell followed by the word SURGE. This makes
the spell irresistible and able to bash down any magical Shield spell protecting the target while still able
to affect the target normally. The spell may not be Spell Blocked, Ricocheted, Shielded, or Resisted. It
may be Phased or Evaded. Any spell which a creature is immune to will not gain the ability to harm the
creature because it was used in the Spell Surge.
Read Magic
This skill allows a character to understand magical texts that contain information or power from
paths of magic they do not possess. This allows a character to identify directly any written work
including scrolls. This does not allow a character to utilize the power contained within the text; i.e. may
not cast from the scroll.
Comprehend Magic
This skill allows a character to utilize magical texts in any path of magic. This allows a character to cast
in magical scrolls of any path including paths he does not know, but it does not allow the character to
memorize spells from paths he does not possess. This skill can be used to utilize high magic scrolls that
contain paths the character does not know.
Umbral Combat
This Scholarly skill allows a character who possesses it to actually do battle with creatures in the
Umbra. Spells that affect Umbral creatures, Path of Life, Mind, Death, and Charm, foci weapons, some
magic weapons, and the skill Chi may be used. Even with this skill only a limited number of spells and
weapons that affect non corporeal creatures mat be used in the Umbra,
Umbral Perception
This Scholarly skill allows a character who possesses it to see and detect spirit realms which
cross the physical realm of Earth. Characters with this perception can see the disembodied spirits of
those who have recently died and those on their way to resurrect. Characters with this skill can also
detect disturbances in the ethereal planes, noting changes like rifts, portals, and gates through the
planes. Affecting spiritual entities requires the character to use another skill called Umbral Projection.
Umbral Projection
This Scholarly skill allows a character who possesses it to project his consciousness into the
spirit realms which crosses the physical realm of Earth. Characters with this skill can affect non-
corporeal entities which rely on a connection to a spirit realm to maintain their ethereal existence as
though the being did not possess the ability of non-corporeal form. Only such entities and others with
this skill can interact on the spirit planes. A person using this skill can take himself and ethereal
versions of his possessions on the ethereal plane, but normal magical items and abilities not tied directly
to the characters spirit are left behind or transformed into non-magical items on spirit realm. Wounds
inflicted in the spirit realm are real as is death. The use of this skill leaves the characters body
defenseless to conventional and magical the plane of the Earth. It requires a 30 count to leave and enter
the characters body. This skill cannot be used to enter anothers body.
High Magic Communing
This ability allows a spell caster to project their minds into other planes and commune with
beings there. This ability does not keep beings from attacking the spell caster or lying to the spell caster.
High Magic Divination
This ability allows the character to see possible futures. See Plot for more details.
High Magic Enchantment
This ability allows the character to create magic items with a recipe. Recipes may be obtained
with an Enchantment Research Lab or use of the Legend Lore skill. See Plot for more details.

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High Magic Evocation
This ability allows the character to enhance his spells damage. For every 10 points of base
manna, a mage will do +1 points of damage with damage spells. A mage may cast for Zero Mana, so
mages with 50 Mana can cast a 5 fire spell for no Mana.
High Magic World Effect [Spell]
This ability allows a character to affect every person within the sound of their voice with a single
spell. This evocation increases the Mana cost of a spell five times, and can be stopped with an active
Shield or Resist. This will no use up an active Shield, but will use up a Resist.
High Magic Necromancy
With this high magic, a character can do much darker necromantic deeds than they could on
their own. Known recipes can create enhanced undead, rip information from a persons body, or rip a
persons soul apart to create a Mana Gem.
High Magic Resurrection
This skill allows the character to learn the Resurrection skills to bring the dead back to life
without the spell Renew.
Field Resurrect
This skill allows a character to perform a field resurrection upon another character correctly.
Their ability involves calling forth the spirit and helping it form a body. This includes performing a
resurrection upon a willing recipient who has received a Spirit Anchor.
Resurrect
This skill allows a character to perform a resurrection upon another character correctly.
High Magic Summoning
This ability allows a spell caster to summon beings from other planes. The correct Summon /
Path spell is still needed. This ability does not give the summoner power over the summoned being.
High Magic Family Mastery
This ability allows a spell caster to cast spells in a specific family of magic for -1 Mana cost
except for damage and healing spells.

Faith Levels
Faith represents a characters strength of belief in a specific Master and their ability to channel
that belief to generate a number of effects. Each level of faith purchased embodies a deeper
understanding of the characters chosen Master and grants 5 faith points and access to greater powers.
A high faith level brings renown throughout the lands due to that characters piety. Powers in a level of
faith cost as many faith points equaling that level in order to use.

FAITH POWERS BY LEVEL
Faith Level 1
Divine Blade
This power allows for a character to invoke the path of their Master on a basic level to imbue an
appropriately focused weapon to inflict damage of that Masters path. For example, a character with
faith in Lir, Master of water, may spend 1 point of faith and cause his/her weapon to do ice damage. This
power lasts for 5 minutes and is called, Divine <path damage> Blade.
Resist Disease
This power allows a character to completely ignore the effects of disease or infection of natural or
magical origins. This power is announced as, Divine Resist Disease.
Resist Fear
This power allows a character to completely ignore any fear effect of natural, magical, or
alchemical origins. This power is announced, Divine Resist Fear.
Replicate level 1-3 spell effects
At faith level 1 a character can replicate level 1 through 3 spells from the path their chosen Master
represents. This power is announced, Divine <spell name>.

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Faith Level 2
Rebuke/Control Undead
This power overwhelms the instincts of an undead creature with fear. This fear effect is line of
sight and causes the undead creature to flee from the user of this power. Followers of Death and Blood
will instead control these creatures instead. This power is called as, Divine <Rebuke/Control>
Undead.
Blessing
The character may imbue an item or an area with holy power of their Master. Any item created
by a Craftsman or Tradesman with Level 10 in their chosen skill may be thus imbued. This allows the
item to be used to channel faith effects and to be used as a focus for the corresponding path. Blessing an
item takes a 10 count (Blessing item 1, 2, 3) which will be interrupted by attacks and at the end of
which the faith points will be expended. Blessing an area makes it to where creatures associated with
the opposite path to that of the characters Master may not come near the character (a person with faith
in Lir, the water Master, will keep beings associated with fire away). This takes a 30 count (Blessing
area 1, 2, 3) which may be interrupted by attacks and at the end of which the faith points will be
expended. The radius of the circle of protection is equal to 10 times the faith level of the character.
Shape Shift
This power allows a character to transform into a creature directly related to the path of their
Master. This allows the character to use the creatures natural abilities but not its supernatural abilities.
This ability has a 5 count (Shape shifting 1, 2, 3, 4, 5) during which time the character is vulnerable to
attacks and after which the faith points are expended. This effect lasts for one hour or until the user
ends the effect.
Replicate level 4-6 spell effects
At faith level 2 a character can replicate level 4 through 6 spells from the path their chosen
Master represents. This power is announced, Divine <spell name>.

Faith Level 3
Resist Poison
This power allows a character to resist the effects of one poison of natural, magical, or
alchemical origins. This power is announced as, Divine Resist Poison.
Divine Fury
This power allows a character to fuel themselves with their strength of faith to become a
powerful fighter. Activating this ability adds +2 to the damage of all weapons, gives the character +10
Stamina and +10 body points, and renders the character immune to Fear effects. The character retains
the ability to choose his or her targets and is not required to keep fighting after all the targets they wish
to fight are dead. At the end of 5 minutes or a combat, whichever comes first, this ability leaves the user
at 0 body (thus ending all body point enhancing spells) and unconscious for 10 minutes. This ability is
announced, Divine Fury!
Righteous Salvation
This power allows the character to invoke their Master in order to Renew a creature within its
death count. Followers of Death and Blood will instead raise the character as undead. This ability is
announced as, Righteous Salvation.
Replicate level 7-9 spell effects
At faith level 3 a character can replicate level 7 through 9 spells from the path their chosen
Master represents. This power is announced, Divine <spell name>.

Faith Level 4
True Sight
This power allows a character to focus his or her mind to see the realities behind supernatural
concealment. The character can see the true forms of creatures, see through illusions, overcome
blindness, and even perceive invisible beings. This ability is announced as, True Sight.

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Divine Vitality
This power allows the character to call upon their Master for healing. This healing will fully heal
the characters body points and Natural Armor as well as regenerating any lost limbs. This power is
announced as, Divine Vitality.
Righteous Strike
This power causes the characters weapon to damage even the toughest creatures as though
they were significantly weaker. Specifically, activating this ability will allow the user to ignore the
Damage Reduction of any creature whether natural or magical in origin. This ability lasts for 5 minutes
or a combat scene, whichever comes first, and is called as, Righteous Strike!
Replicate level 10-12 spell effects
At faith level 4 a character can replicate level 10 through 12 spells from the path their chosen
Master represents. This power is announced, Divine <spell name>.

Faith Level 5
Protection of the Masters
This power allows the character to directly appeal to their Master as a way to protect
themselves from death. This means that the character may ignore a single a Death effect of natural,
magical, alchemical, or physical origin. This power is announced as, Protection of the Masters.
Resist Magic
This ability allows a character to ignore the effects of one magical spell or effect. This ability can
be used to protect from magic of any path. This skill is announced, Divine Resist Magic.
Divine Litany
This power gives the ability to recite a short invocation to produce one of three detrimental
effects on a target. The character can choose to either blind, paralyze, or outright kill the target and the
cost of this power changes according to the desired effect with a cost of 1, 3, and 5 respectively. Only
one creature may be targeted with this power at a time and must remain in line of sight during the
entire invocation. The invocation is as follows with the user filling in the information in parenthesis in
the appropriate manner: By the power of (path Master), master of (path), I will find my strength and
see my enemies destroyed. May their divine wrath aid me and smite you with (blindness, paralysis,
death)!
Armor of the Masters
This power allows divine intervention to cause the character to take significantly less damage.
When this skill is used, the character gains Damage Reduction equal to their Faith level for 5 minutes or
a combat scene, whichever comes first. This Damage Reduction does not stack with Damage Reduction
from other sources and is ignored by abilities which ignore Damage Reduction. This ability is
announced, Armor of the Masters.
Replicate level 13-15 spell effects
At faith level 5 a character can replicate level 13 through 15 spell effects from the path their chosen
Master represents. This power is announced, Divine <spell name>.

Weapon Skills
Non-weapon
This skill allows characters to pick up any fabricated weapon and swing it for minimum (1)
damage. Blocking with this weapon will result in the character taking full damage.
Brawling
This skill allows characters to utilize a boffer legal fist weapon in each hand. This is phys-
repped by a minimum length Small weapon. Damage done with this skill has a base of 1 point and can
block up to half the damage the character is able to produce. For example, a character that purchases
Skill +1 in Brawling can deal 2 points of damage and can block physically delivered damage up to 1
point. Brawling does not require Florentine skill to use both hands.


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Sling
This skill allows a character to use a sling to launch rocks or bullets. This device allows the
damage of rocks or bullets to increase by 1 or 3 respectively. Use of a sling occupies both hands of a
character meaning the characters other hand cannot be used to wield another weapon or cast any
spells. A sling is phys-repped by a small sized Y-shaped weapon lacking a core or an actual leather sling.
Atl-atl
This skill allows for a character to use an atl-atl for the purposes of throwing javelins. By using
one of these weapons a character can add 2 to the damage of a javelin of any size category. This weapon
occupies both hands of the user preventing the use of the other hand for other weapons or spells. This
weapon is phys-repped by a long sized boffer weapon without a core.
Bow
This skill allows a character to wield a padded Bow with specially prepared spell packets
designed with 18" tail as arrows. The character must hold the bow at arm's length away from his body to
fire an arrow. To launch an arrow, the character must have one of these special spell packets, reach out
and touch the bow with the packet in his other hand before throwing it. The arrow is destroyed when
used, regardless of a hit or miss.
Crossbow
This skill allows a character to use a safe crossbow, such as a padded crossbow using arrow
packets similar to a normal bow, Nerf Crossbow or a specially made crossbow with Nerf type bolts. Full
crossbows require a 5 count to load before firing, and deal 10 points of damage. Note; if using a boffa
crossbow no count is needed. Bolts are destroyed when used, regardless of hit or miss.
All Small Weapons
This skill allows the character to wield any small weapon, such as a dagger, sap, rock, or any
other small melee combat weapon under 18" overall. This does not include the ability to use makeshift
weapons.
Master Weapon Set
This skill allows for a character to pick a specific type of weapon such as All Blades, All Swords,
All Axes, All Small Weapons, All Long Weapons, etc. and confers proficiency with any variants of that
weapon type. This does not include the ability to use makeshift weapons.
One-Handed Master
This skill allows the character to use any one-handed melee weapon (Small, Short, or Long
weapon sizes). This does not include the ability to use makeshift weapons.
Two-Handed Master
This skill allows the character proficiency with any melee weapon that requires two hands to
use (Two-Handed and Great weapon sizes). This does not include the ability to use makeshift weapons.
Melee Master
This skill grants proficiency with any melee weapon of any size category. This does not include
the ability to use makeshift weapons.
Ranged Master
This skill allows the character to use any ranged weapon including Crossbow, Bow, and Thrown
weapons of any size category. This does not include the ability to use makeshift weapons.
Grand Master
This skill allows a character to use any weapon, ranged or melee, for full damage. This includes
improvised weapons, which must still be phys-repped with an appropriately sized boffer weapon.
Shield Style
This style allows for a safe shield to be used for blocking physical weapons. The appropriate
weapon style skill and weapon skill <size> Shield are necessary for using a shield for attacking in
conjunction with another weapon. Shields are the only weapons capable of blocking any missile
weapon.



30

Thrown Style
This skill allows characters to throw weapons that they are proficient with as well as use special
attacks. Thrown weapons must be completely covered in foam and cannot have a core apart from kite
spar or cardboard.
Florentine Style
This weapon style will allow a character to use a Small sized weapon, with the appropriate
weapon skill, in their secondary hand for attacking and blocking. Damage must be called separately for
each weapon.
Two Weapon Style
This weapon style allows a character to use up to a Short sized weapon, with the appropriate
weapon skill, in their secondary hand for the purposes of attacking and blocking. Damage must be called
separately for each weapon.
Blades Style
This weapon style allows a character to use up to a Long sized weapon, with the appropriate
weapon skill, in their secondary hand for the purposes of attacking and blocking. Damage must be called
separately for each weapon.
Style Mastery
This skill allows a character the use of the Shield, Thrown, Florentine, Two Weapon, and Blades
weapon styles. This is only a weapon style and does not provide proficiency.
Blind-Fighting
Possessing this skill allows a character to ignore the effects of blindness while in combat. This
entails keeping their eyes open while fighting, calling normal damage, casting spells normally, and using
ranged weapons normally. Out of combat the character must role-play their condition to its full extent.
Underwater Combat
This skill confers the ability to operate normally while underwater. This means that the
character is able to always swing their weapon for normal damage. In addition, waterborne creatures
cannot escape the character once combat has begun unless the character chooses not to pursue.
One-Handed Block
This skill allows a character to block with a two-handed weapon with only one hand. This does
not grant the ability to attack or do damage while wielding a two-handed weapon in only one hand. A
two-handed weapon being used in one hand by this skill is treated as a long weapon for the purposes of
weapon styles. Only one two-handed weapon can be held at a time.
One-Handed Damage
This allows a character to attack with a two-handed or great weapon they have proficiency in
but with only one hand for -1 damage. Players wishing to use this ability must be observed by a Plot.
Two-Handed Damage
This allows for a character to use a normally one handed weapon with two hands, increasing its
damage by 1. This only applies to one-handed weapons the character is proficient with and the
character must be able to safely fit both hands on the weapon.
Wear Extra Armor
This skill allows a character to increase the maximum amount of manufactured armor they may
wear by 3 points per purchase. This skill may be purchased up to 5 times and cannot be used to bypass
racial limitations for armor.
Field Repair
Each level of this skill that is purchased reduces a characters armor repair count by three. This
reduction does not stack with the bonus granted by the Armor Smith skill.

Stealth Skills
Disable Device
This skill allows a character to attempt to disarm traps or pick locks found in game. This allows
for either a bead pick affected by the quality of the trap, tools at the characters disposal, level of Disable
Device, and other variables (see Bag Pick entry) or the option to physically deactivate a phys-repped
31

trap or pick a phys-repped lock. Physically completing the task awards a character bonus experience
twice the quality of trap or lock. Trap and lock ratings equal one third of their production cost. Failure
on a bag pick or physical attempt sets off the trap causing the player to take the traps effect unless
otherwise able to protect his or herself. The 9
th
level of this skill allows a character to attempt to disarm
a magical Glyph but only with a bag pick.
Perception
This skill requires the character to announce Perception, to a Plot member in order to
determine if there are any fine details that the character might determine which others might miss. This
includes things such as scrape marks under a bookshelf which indicate it having been moved, tripwires
for traps, or a faint breeze coming from an area of the floor concealing a trapdoor. This only gives the
character the information, not its proper interpretation. This skill may be used as often as the character
desires.
Alertness
This skill allows the character to protect against Waylay, Execute, and Surprise or any other skill
which requires the target to be unaware of the user, or make the target unaware, by announcing
Alertness, within three seconds of the attack. This will nullify an Execute or a Waylay and allow the
character to fully react to an attack from Surprise or similar skills. This skill may be purchased multiple
times.
Size Up
This skill allows the character to focus on a target and read his or her body language in order to
learn something about that target. The character must choose a target and perform a 10 count, Sizing
up 1, 2, 3 At the end of this count the player receives information about the wealth, power, and status
of the target. This includes a rough estimate of the targets skill with weaponry and/or their skill at
channeling Mana or faith.
Sleight of Hand
This skill allows a character to hide away small objects on their person so that they are nearly
undetectable to all but the most alert or thorough characters. The player can hide up to 3 objects up to
the size of a maximum length Small weapon on his or herself. These items are hidden with a call of,
Sleight of Hand, which allows the character to call a hold and hide the item away. Items hidden in this
manner may only be found in one of three ways: a character with Perception performs a regular 3 count
search of the character, a character without Perceptions performs a 30 count search of the character, or
a character with or without Perception succeeds in finding the item in its actual hiding spot with a
physical search if both parties consent to this option. The character that used Sleight of Hand may
retrieve the hidden items with a 3 count.
Lucky
This skill allows a player to redo a single bead pick that they have just failed. This skill can be
used only once on a single bead pick. This skill may be used once per day per purchase.
Escape Bonds
This skill allows the character to escape any physical, magical, or alchemical bindings affecting
their body including things like manacles, ropes, or any binding spell requiring less than 12 strength to
break out of. Multiple bindings require as many uses of this skill to escape as there are bindings. The
character chooses which bonds they escape from with each use of the skill. This skill may be purchased
multiple times. This skill is used by announcing, Escape Bonds.
Labyrinthine Mind
This skill represents a characters ability to logically negotiate their way out of constraints and
find loopholes. The in-game effects of this skill are that the character can weasel his or her way out of
mental effects such as Command, Enthrall, Enrage, Fascinate, Frighten, Enfeeble, Control, Forget,
Mesmerize, Forbid, or any magical, natural, or alchemical methods of recreating these effects. This skill
may be purchased multiple times. This skill is used by announcing, Labyrinthine Mind.
Cheat Death
This skill represents the ultimate refinement of escape artistry by allowing the character to
escape death itself. The character is able to nullify one Death effect through the use of this skill as well
32

as being able to escape the icy pull of the Umbra upon completion of a full 5 minute death count. This
skill can be purchased only once and is expended for the day upon use. This skill is announced as,
Cheat Death.
Feign Death
This magical skill allows for a character to create the full illusion of being dead to any outside
observer. The character calls Feign Death followed by a count of 10 after which the user falls to the
ground for the next ten minutes loses the ability to use all other in game skills. Any attempt at
examining the character will tell examiners that the character is dead. This includes skills such as First
Aid and spells including Detect Mind, Detect Life, Detect Spirit, See Heat, etc. This World Effect Charm
effect and will allow a viewer with an active Charm Shield, Resist Charm, or Immunity to Charms to view
the true state of the character. Characters will not wish to killing blow or otherwise harm the user
unless they have any of these protections. Can only be used once per set and may be purchased multiple
times.
Hide
Use of this skill allows a character to find a hiding spot to conceal his or herself. There must be
some form of cover in which a character may hide in order to use this skill such as a shadow, large rock,
tree, building, wall, etc. The character must physically hide behind this cover, within 10 of said cover,
and count aloud Hide 1, Hide 2, and Hide 3. Being spotted during this count will cause the Hide
attempt to fail. A successful count should be followed by asking aloud, Can anyone see me? If there is
no answer or the character is answered in the negative then they are fully hidden. If the character is
answered with a yes then a hold is called and Plot must verify that the player is seen. A hidden character
can only be tracked within 10 feet of their location and cannot be pinpointed through tracking. Those
within 10 feet of the character will feel as though they are being watched but not from what direction.
Use of the Awareness will allow for a character to pinpoint the location of a hidden character. A hidden
character may not move from their initial hiding spot once hidden and must place one hand on their
head to indicate they are hidden. If this gesture is released then the character is no longer hidden.
Emerging from hiding requires a count of, Coming out of hiding 1, Coming out of hiding 2, Coming out of
hiding 3, during which time the character is vulnerable to attacks. This skill may be used as often as the
character wishes to per day.
Hide Others
This skill allows a character to use the Hide skill on objects or other people or creatures. Use of
this skill has the same requirement of cover as Hide and requires the same count. Emerging from hiding
requires a count of Coming out of hiding 1, 2, 3, during which time the character is vulnerable to
attacks. This skill may be used as often as a character wishes each day.
Surprise
This skill allows a character to move around within 10 of the spot in which he or she initially
used the Hide skill. This skill also allows for a character to emerge from hiding by calling Surprise!
thus bypassing the count for emergence.
Untraceable
This skill represents the knowledge of how to evade those who wish to track the user down.
Extra successes on a tracking bead pick are not given for tracks going over mud, snow, or through thick
brush and Keen Scent only gives +1 success instead of +2. In addition, the character can only be tracked
within 20 feet of his final location and can only be sensed within a 5 radius.
Waylay
This attack allows a character to render a target unconscious for 10 minutes when successfully
performed. Performing this attack requires the target to be unaware of the attack, but not necessarily
unaware of the attacker, and can be performed with any weapon so long as a hand is within six inches of
the end of the weapon. The attack must land on the area between the neck and bottom of the shoulder
blades and between the shoulder blades and is called as Waylay. This attack does a base damage of 1
point regardless of weapon used and is modified by any relevant expert attacks, skill plusses, sneak
attacks, backstabs, blade spells, poisons, or innate damage plusses of the weapon. Weapons larger than
Small size must use the padded pommel of the weapon for this attack. Defenses against this attack
33

include Magic Armor, Deflect Weapons, Alertness, armor that protects the back of the neck, Natural
Armor, Limited Massive Size, Massive Size, No Metabolism, and possibly Fire Aura and Lightning Barrier
(see spell entries for details).

Weapon Attacks
Expert Attack
This skill allows the character to inflict additional damage with a specific type of weapon for the
duration of the battle or 5 minutes, whichever comes first. This ability is cumulative with other skills in
the same weapon except other expert attacks.
Plus Skills
This allows the character to continuously inflict additional damage with a specific type of
weapon. This ability is cumulative with other skills in the same weapon such as other Plus Skills, Master
Plus Skills, Grand Master plus Skills, Expert Attacks, Backstabs, etcetera.
Sneak Attack
This skill allows the character to inflict additional damage on any opponent he strikes from the
rear from a specific type of weapon. Each sneak attack is active for the duration of the battle or until 5
minutes past whichever comes first. This ability is cumulative with other skills in the same weapon
except other sneak attacks.
Backstabs
This skill allows the character to continuously inflict additional damage with a specific type of
weapon) when attacking any opponent from the rear. The ability is cumulative with other skills in the
same weapon.
Master Attacks
This allows the character to use the specified skill with any hand held or ranged weapon in a
Master Weapon Set he is proficient in. Master Plus Skill is the same as Plus Skill, but can be used with
any hand held or ranged weapon in a Master Weapon Set the character is proficient in. This includes
Master Expert Attacks, Master Sneak Attacks, Master Plus Skill, and Master Backstab.
Grand Master Attacks
This allows the character to use the specified skill with any weapon he is proficient in. Grand
Master Weapon Skill is the same as Plus Skill but can be used with any weapon the character is
proficient in. This includes Grand Master Expert Attacks or Grand Master plus Skill.

Special Skills
Unless otherwise stated, a Special Attack with a duration of 5 minutes is not ended when the
character loses the weapon with which they started the attack. The attack may continue if the character
can find another weapon in which they are sufficiently skilled to use the attack or retrieves the original
weapon. Special Attacks may be combined with one another at appropriate costs.
Break Weapon
This attack allows a character to break any weapon up to and including a shield in size by
striking the items weak points thus rendering it useless. This skill will also work on claws and other
natural weapons causing them to do no damage until they are Regenerated. Activating this ability
requires the character to announce, Prepare to Break Weapon, and strike the item they wish to break
while saying Break <description of weapon>. A legal hit which does not hit the specified weapon but
otherwise hits the target will allow the target to choose which weapon fitting the description used by the
attacker is actually broken. This skill lasts for 5 minutes or until successfully landed, whichever comes
first. If used on an Unshatterable weapon: the attack ends, the attackers Stamina is spent, and the
weapon is not destroyed.
Capture Weapon/Limb
This skill allows a character to capture an opponents limb or weapon using an appropriate weapon,
such as a flail, whip, chain, etc. To activate this skill, the character must announce Prepare to capture
<weapon/limb.> The skill remains active for 5 minutes or until it is used, whichever comes first. If the
character actually captures an opponents weapon/limb, no stamina is used in using this skill.
34

Critical Strike
This attack allows the character to land a well-placed blow on his or her target for considerable
damage. This skill is announced as, Critical Strike, and is good for one strike which must be launched
within three seconds of declaring the attack. This attack deals 25 normal, unless the weapon has
another damage type.
Deaden
This attack allows the user to strike pressure points on an opponent to render a chosen limb
ineffective. This skill is called, Deaden <Limb>, with valid targets including arms, legs, and the jaw or
the equivalents thereof on other creatures. Deaden is active for one strike, whether the attack hits or
not, that must be landed within three seconds after calling the attack and any legal strike on the target
causes the effect. This attack causes the chosen limb to be useless for 5 minutes if successful.
Deflect
This defense allows a character to block any attack physically delivered by a weapon. Packet
delivered attacks that may be defended from by this skill consist of either weapon-based or Natural
Effect attacks. This skill may block any Special Attack for one strike but will not end them in the process.
This defense is called as, Deflect, and can be used to protect another character within weapon reach.
Disarm
This attack causes the target to drop a targeted hand-held object and not be able to pick it up for
5 seconds. This skill is initiated by announcing, Prepare to be disarmed, and lasts for 5 minutes or
until a legal hit is landed, whichever comes first. The character must then announce, Disarm
<description of item>, and strike that item for the attack to work. Striking items will not ever trigger
any active spell defenses.
Greater Disarm
This attack causes the target to drop a targeted hand-held object up to 10 feet away in any
direction of the users choice and not be able to pick it up for 5 seconds. The target must toss the item as
best as they can in the manner they have been directed. This skill is initiated by announcing, Prepare to
be disarmed, followed by, Greater Disarm <description of item>, and where they want the item to
land. The user must strike the desired item in order to successfully use the attack. This skill remains
active for 5 minutes or until a legal blow is landed, whichever comes first. This skill may be used as a
defense against a Disarm by cancelling the opponents Disarm and acts as a Disarm against that
opponent.
Feint
This technique allows the character to determine the least protected areas of their target and
thus bypass the targets armor, going directly to body points. This skill is active for a single strike and is
used up whether the blow hits or not. This technique will work against creatures with natural armor.
Use of this skill is announced by adding Body to the end of an attack call to tell the target that they
have taken body damage.
Pierce
This attack allows a character to bypass a shield by punching through it with a well-placed,
powerful blow. The technique is used by adding, Pierce, to the end of a damage call with damage done
normally. The ability is usable for one strike and is used up whether the blow hits or not.
Trip
This attack throws the target off balance so that they fall flat on the ground. This skill can only
be used on a target that is the same size and Strength level as the user or smaller and is called as, Trip.
This attack is good for only one strike and is used up whether it lands or not and the strike must be
attempted within three seconds of calling the attack. If the attack is successful then the target must
either phys rep falling to the ground and standing back up or remain standing but take no actions for a 3
count.
Weapon Ward
This defense allows a character to prevent a single attempt to destroy or disarm the users
weapon. This does not keep the player from taking an effect which would affect him along with his
weapon but will protect the weapon. This skill will not work against area effects such as traps.
35

Death Strike
This attack will lower the total of all of the targets body points, armor, plus body, and plus
armor to -1. This blow acts as an instant killing blow causing the target to require a Renew spell to
prevent the target from requiring Resurrection. To initiate this attack the user must announce, Prepare
to die, followed by, Death Strike, upon landing a legal blow on the target. This attack can be stopped
by Magic Armor and Deflect Weapons as well as Fire Aura and Lightning Barrier (see spell entries for
details).
Evade
This defense allows a character to deftly maneuver out of the way of any weapon or packet
delivered attack. This includes the ability to dodge area of effect attacks. This skill is announced,
Evade, and must be called within 3 seconds of an attack. This skill will end a Special Attack that has a
duration of greater than one strike.
Execute
This attack will lower the total of all of the targets body points, armor, plus body, and plus
armor to -1. This ability is good for one strike only, whether it hits or not, and is called as, Execute.
This attack must come from behind and the target must be unaware of the attack, but not necessarily the
attacker. This attack cannot be parried or deflected. Deflect Weapons, Magic Armor, Fire Aura, and
Lightning Barrier (see spell entries for details) can stop this attack.
Parry
This defense allows a character to block any attack physically delivered by a weapon. Packet
delivered attacks that may be defended from by this skill consist of either weapon-based or Natural
Effect attacks. This ability can also block any Special Attack, ending it in the process. This skill issued by
announcing, Parry, and can be used to protect another creature within weapons reach.
Sever/Maim
This attack allows the user to remove or otherwise render useless one limb of a target creature.
Valid limbs include legs, arms, natural weapons, and the jaw or the equivalents thereof on other
creatures. This results in any item held by that limb being dropped and the limb being unusable for
wielding a weapon, casting spells, or locomotion. This attack is announced as, Prepare to be
severed/maimed, followed by, Sever/Maim <limb>, whenever a legal hit is landed on the target. The
description of the limb can be as specific or as vague as the user wants such as Sever/Maim tentacle or
Sever/Maim 8
th
tentacle from the left but vagueness allows the target to choose which limb is severed.
The desired limb can be changed at will. The call of this skill is Sever if the weapon has a sharp cutting
edge or Maim if the weapon lacks such an edge. This skill is active for 5 minutes or until a legal hit is
landed, whichever comes first. This skill may be stopped with Fire Aura or Lightning Barrier (see spell
entries for details).
Spell Block
This defense allows a character to nullify a magical spell or effect, essentially knocking it away
from its intended target. The user of this skill does not have to physically block the packet to
successfully use this defense. This skill is called, Spell Block, and may be used to protect another
creature within weapons reach.
Ricochet
This defense allows a character to redirect a magical spell or effect instantaneously. This
requires the user to launch a packet within 3 seconds of calling, Ricochet, which will convey the full
effect of the magic to the new target. The character must hit their chosen target with this packet in
order for the magic to affect them. A character does not have to physically block the spell packet in
order to successfully use this ability and can use this ability to protect another creature within weapons
reach.
Stun
This attack allows a character to knock a target unconscious through sheer force. This skill
works as a Stun spell. If this attack is successful then the target cannot be aroused through any means
until the end of 10 minutes. This skill is announced with, Prepare to be stunned, and followed by,
Stun, upon landing a legal blow on the target. This attack has a duration of 5 minutes or until a legal
36

hit is landed, whichever comes first. Magic Armor, Fire Aura, and Lightning Barrier can stop this attack
(see spell entries for details).
Deflect Missile Weapons
This defense allows a character to swat projectile weapons out of the air so that they become
harmless. This skill allows for the use of any manufactured weapon, not just shields, to be used to block
arrows, bolts, and thrown weapons to prevent them from damaging the user. This skill requires the user
to actually physically block the projectile with their weapon to be successful. The only packet based
attacks that can be blocked with this skill are weapon-based attacks and Natural Effect attacks. This skill
is announced as, Deflect Missile Weapons.
Chi
This skill allows a character to focus their skill and energy into their weapon so that it becomes
capable of damaging enemies that normally are only affected by magic. This skill is called as, Natural
Enchant Weapon, and provides the effects of that spell for the duration of 5 minutes. Attacks will have,
Magic, added to the end although this ability only ends after 5 minutes, the end of the battle, or until
the weapon leaves the users hand and is unaffected by Dispel Enchantments and Suppress
Enchantments.
Riposte
This technique will block an incoming physical attack and return that same attack to the
attacker. This includes the damage, special attributes, and effects of the original attack. This skill
includes the effects of a parry before mimicking the attack to be returned. The returned attack
automatically hits and cannot be used on anyone other than the person whose attack was parried. This
attack can be negated with a Parry, Evade, Phase, or another Riposte. This skill is announced, Riposte.
Frenzy
This skill allows a character to utilize their full ability and knowledge during a battle to
constantly output a chosen Special Attack or Defense. The user of this skill must plant their left foot and
call, Frenzy <Skill name>. This uses up the stamina necessary for the Frenzy skill and a single use of
the Special Attack or Defense but allows the character to use the chosen skill for an unlimited amount of
times until 5 minutes have elapsed, the battle is over, the weapon leaves the characters hands for any
reason, or the character moves his or her left foot for any reason whichever comes first.
Catch
This defense allows a character to safely snatch projectiles from the air. This skill requires the
user to have a free hand (unoccupied by any other weapon or item except rings) and be within arms
reach of the projectile to use. This skill is announced as, Catch, and must be called within three
seconds after a projectile has hit its mark to take effect. Physically catching the item is not necessary but
doing so will allow use of the skill for 0 stamina cost. Items that can be caught in this manner include
thrown weapons, bolts, arrows, and gas poison orbs. This skill does not protect the user from contact
poisons on caught items, magical effects, or magical or natural poison attacks. Use of caught items
requires the possession of appropriate skills.
Stamina Points
As a character gains Plus Skill, Backstabs, and Enhanced Strength, they gain Stamina Points.
These points are used to fuel special attacks and defenses. The character must buy the skill to use it. For
each level of Plus Skill, Backstabs, and Enhanced Strength, a Character gains 5 Stamina Points. For each
Master Plus Skill or Master Backstabs a character gains 10 stamina points. And for each Grand Master
plus Skill or Grand Master Backstab, a character gains 15 stamina points.

Skill Stamina Skill Stamina Skill Stamina
Break Weapon 4 Trip 2 Spell Block 5
Critical Strike 2 Weapon Ward 1 Ricochet 7
Deflect 2 Death Strike 7 Stun 5
Disarm 3 Evade 5 Chi 3
Greater Disarm 4 Execute 5 Riposte 10
Feint 2 Parry 3 Frenzy 15
37

Maim 2 Deaden Limb 2
Pierce 2 Sever/Maim 5

For example, a character with Long Weapon Skill +5 has 25 Stamina Points. He has purchased
the special combat skills Death Strike, Sever, and an Evade. In a fight he uses two Death Strikes and a
Sever. This costs him 19 Stamina points.
Weapon vs. Stamina use
With various weapons are easier to perform special attacks and defenses. It is easier to block a
sword with a mace than a dagger. The chart below shows the bonuses of each weapon by size and type.
Note any stamina skill will cost at least 1 stamina to use even if the bonus goes to zero stamina. A
weapon may receive a bonus by its size and type. I.E a Great Sword would receive a bonus of -2 stamina
to use the skill Disarm so it would cost the wielder 1 stamina to use.


Skill Small Short Long Two
handed
Great Piercing Blunt Slashing
Break Weapon +1 +1 0 -1 -1 +1 -1 0
Capture Weapon +1 0 0 -1 0 0 0 0
Catch 0 0 0 0 0 0 0 0
Chi 0 0 0 0 0 0 0 0
Critical Strike -1 0 0 0 0 -1 0 0
Deaden 0 0 0 -1 -1 0 -1 -1
Death Strike 0 0 0 -1 -1 -1 0 0
Deflect +1 +1 0 -1 -1 0 -1 0
Disarm 0 0 0 -1 -1 0 0 -1
Evade 0 0 0 0 0 0 0 0
Execute -1 -1 0 +1 +1 -1 0 0
Feint -1 -1 0 0 +1 -1 +1 +1
Frenzy 0 0 0 0 0 0 0 0
Greater Disarm 0 0 0 -1 -1 0 0 -1
Parry +1 +1 0 0 0 +1 -1 -1
Pierce -1 -1 0 0 0 -1 +1 0
Ricochet 0 0 0 0 0 0 0 0
Riposte 0 0 0 0 0 0 0 -1
Sever/Maim +1 +1 0 -1 -1 +1 -1 -1
Spell Block 0 0 0 0 0 0 0 0
Stun 0 0 0 -1 -1 +1 -1 0
Trip +1 +1 0 0 -1 +1 -1 0
Weapon Ward 0 0 0 0 0 0 0 0


Craftsman Skills
Craftsman skills are a type of skill that allows the character to manufacture a particular type of item,
such as poison, potions, armor or weapons. Each level of a craftsman skill such as Alchemy or Scroll-
Making allows the character to produce any item listed under that particular skill at the level of skill he
possesses or less. For example, a character that has Scroll-Making 5 is capable of producing scrolls of
any spell he knows of level 5 or less, the level of a spell being the Mana it takes to cast. He is incapable of
producing a scroll of any spell level 6 or higher. The number of items the character is capable of
producing in a single day is a pool equal to four times his trade skill. In the example above a character is
capable of producing 20 levels of scrolls so long as each one is of a level 5 or less. Therefore he could
make 4 level 5s or 20 level 1 scrolls or any combination up to his total levels.
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To make a particular item the character must procure the components necessary to make it. For
Alchemists, Herbal components are required. For Armor-Smiths and Weapon Smiths, Ore components
are required. For Scroll and Potion-Makers, Magical components are required. Each of these components
is rated either I, II or III. Is are the least powerful and most common. IIIs are the most powerful and
rare. These components can be found almost anywhere from plants to mines, from monsters to shops.
So long as a character has enough components to make the item and enough levels left in his pool, he can
create the item. When manufacturing an item, rare components may be substituted for more common
ones, but multiple common components cannot be substituted for rare components. For example, a level
III component can be used in place of three level I components or a level II herbal components and a
level I herbal component. The reverse is not true. Component types, Herbal, Ore and Magical, cannot be
mixed. All components are consumed in process of making an item.
You man hold more than one dose of a poison or potion in the same container but must be of the
exact same type, i.e. all Heal 6 wounds or all Intoxicants, or all are ruined. All tags must be attached to
the phys rep.
* A character may take up a specialty in a Craftsman skill, gaining a restricted list of items in which
they can produce, but keep full production and a -1CP price break on each level of the skill to a minimum
of 1.
Forges and Labs
A forge will increase the production of up to three people by four times per day. For example,
someone with Armor Smith 5 has a base of 20. A forge will allow him to produce up to 80 levels. Forges
cost 60 gp. A forge can be used in the creation of weapons and armor.
A lab increases production for up to three people by two times per day. A lab costs 30 gp and
can only be bought for one purpose. The types of labs are potion, scroll, weapon, armor, enchantment
research, and alchemy labs. You cannot change the function of a lab.
A Traveling Lab functions in all ways as a standard lab except it only can help one person's
production and it weighs 50 to 200 pounds.
Research
For a player to create a recipe for a scroll, potion, skill, or alchemy, the player will need an
appropriate research lab. The process will take five times the components required to create a scroll or
potion normally. The process will take one week per level of effect being researched. For example, a
mage wishes to research the recipe for a fire shield scroll. They will need to able to cast fire shield, be at
least a Scroll Maker 5 and have access to a scroll lab. They will use 30 Magical I's and take 5 weeks to
finish the recipe.

PRODUCTION
Craftsman Skill Production per Level Scroll, Potion, Alchemy Components
Level Max Level Production w/ Lab w/ Forge Difficulty Level I Level II Level III
1 1 4 8 16 1 2 - -
2 2 8 16 32 2 3 - -
3 3 12 24 48 3 4 - -
4 4 16 32 64 4 5 - -
5 5 20 40 80 5 6 - -
6 6 24 48 96 6 7 - -
7 7 28 56 112 7 3 1 -
8 8 32 64 128 8 4 1 -
9 9 36 72 144 9 5 1 -
10 10 40 80 160 10 6 1 -
11 11 44 88 176 11 3 2 -
12 12 48 96 192 12 4 2 1
13 13 52 104 208 13 5 2 1
14 14 56 112 224 14 5 3 1
15 15 60 120 240 15 6 3 2
39

ARMOR SMITH
A character with the Armor Smith skill can produce a number of armor points equal to four
times his Armor Smith skill. The maximum single suit that a character with Armor Smith can produce is
equal to three times his Armor Smith skill. For example, a character with Armor Smith 10 can produce a
total of 40 armor points a day, with no single suit larger than 30 armor points.
Suits of armor cost one production per point of armor. For example, a typical 30 pt suit of armor
requires 30 lbs of Ore I components to make. Hide armor may be produced with Hide components and
has a maximum value of 20 points.
An Armor Smith can use his skill to combine smaller suits of armor to create a larger suit. The
largest suit retains its full value but the smaller suits lose one half of their value. For example, an Armor
Smith wants to create a larger suit using a 20 pt suit and a 10 pt suit. Using all three he can create a 25 pt
suit of armor (20+5).
When armor is damaged, the character or any character with at least one free hand can repair
armor up to its full value so long as the damage does not equal or exceed the value of the armor. If the
damage does exceed the value of the armor, then the character can repair the armor to a maximum value
equal to the current value of the armor minus 3 pts. This process is called refitting armor.
An Armor smith may repair armor faster than a normal character. For every level of Armor
smithing, a character may repair armor 2 counts less. Thus a 15
th
level armor smith may repair armor in
30 seconds.
The amount of your body the armor covers effect its value. Armor should cover the torso, arms
half way to the elbow, stomach, sides, and go down past the groin at least 3 inches. For each of these
areas not covered there is a -2 pts to your armor. If your back is not covered the total value of the armor
is reduced 25%. Layering armor or wearing more than one suit of armor increases half the value of the
lesser to the best-rated suit of armor. Only two suits of armor may be layered together.
Armor, like weapons, must be examined by a Plot for any safety hazards like sharp edges and
spikes and to determine armor value.
A player is required to phys-rep their armor with costume armor. Below are charts to allow a
player to figure how much costuming is needed to represent their armor. A warrior with a 45-point
armor tag will need to wear much more "armor" than a rogue who "wears" a 20-point suit.
Cloth is padded armor which was worn in the most ancient times. The armor is made of several
layers of cloth and padding to lessen the blows from weapons. Leather armor is another ancient form of
armor. Single or multiple layers of leather were used to protect from blows. Studded armor is armor
with small metal studs attached to help block metal weapons. Chain and small (palm sized) plates were
later attached to mail, to spread the force of weapon shots. Plate armor is a series of plates shaped to
protect the body further than just leather or padded mail. Costume Mail is made of materials other than
leather or metal. The armors value will be judged by its realism and what kind of armor it represents.
The more a set of armor covers the body the more armor it will represent.















40

ARMOR VALUES
Armor Type Torso Upper Arm Lower Arm w/ Elbow Upper Leg w/ Knee Lower Leg
Cloth 15 1 1 1 1
Leather 20 1 1 1 1
Studded Leather 25 1 1 1 1
Chain/ Small Plates 30 2 2 2 1
Plate 35 3 3 3 2

Helms Value Armor Qualities Modifiers
Cloth/Thin Leather 1 Torso Coverage -2 for each side, shoulder, or groin
Leather 2 -25% for no back coverage
Metal Cap 4 Faux Armor -0% to -25%
Helm 6 Real Leather +20%
Full Helm 8 Real Metal +5% to +25%
Persona Relevance -20% to +20%
ZERO COST ARMOR SMITH SKILLS
Resistant Armor
A character who has reached the master level Armor Smith 11 can construct Resistant Armor.
This armor is constructed of a level II component for each level I component normally needed. The
armor is constructed in such a way as to provide a limited resistance to a single form of attack, such as
fire, time, etc.
The resistance type is determined at creation. An herbalist 9 is needed to find the special
component needed to create the armor. These resistances will be used the first time the wearer is struck
by the appropriate path, even if the resistance is not called.
The smith may build in one resistance per 10 points of armor. Less may be imbued but not more.
The armor may refit normally. Once per day, an Armor Smith can renew the resistance if he knows the
method of crafting the armor.
On creation of resistant armor, an Armor Smith will need an Herbalist 9 to determine the special
component to craft the armor. This may take some time, see Plot. Creating resistant armor takes triple
the production of regular armor.
Elven Armor
A character who has reached the master level Armor Smith 12 can construct Elven Armor. This
armor is so well fitted that it provides 150% protection to normal armor. The armor is constructed of
level II components for each level I component normally used, as well as a slot in a forge or all of a lab.
Elven Armor takes four times the production to craft. Thus a 40-point suit of mail provides 60 points of
armor, weighs 40 pounds, and is made of 40 level II components, the use of a lab, and 160 points of
production. Breaches require a breach tag made of level II components. Elven Armor may be refitted to a
smaller character, but not a larger one.
Master-Crafted Elven Armor
A character who has reached the master level Armor Smith 13 can construct Master-Crafted
Elven Armor. This armor provides 100% more protection than normal armor. It requires a level III
component for each level I component normally used. Breach tags for this armor also require to be made
of level III components. In crafting this armor, an entire forge will be needed. Master Crafted Elven
Armor uses five times the production as normal armor.
Ancient Helean Armor
A character who has reached the master level Armor Smith 14 can construct Ancient Helean
Armor. This armor, when breached, loses only one point of value. This armor requires breach tags
made of level II components. When making this armor, a level II component is used for each level I
component normally used. Ancient Helean Armor requires a slot in a forge and four times
production points to craft.

41

Master-Crafted Ancient Helean Armor
A character who has reached the master level Armor Smith 14 can construct Master-Crafted
Ancient Helean Armor. This armor when breached does not lose any of its protection value. This
armor is crafted from a level III component for each level I component normally used. When making
this armor a full forge is used and it costs five times the production to create.
Compound Armor
A character who has reached the master level Armor-Smith 15 can construct compound armor.
This armor has the properties of more than one type of armor (Elven, Ancient Helean, Resistant,
etc.). This process will require level III components and a full forge. The production multiplies of
each type used in a set are compounded. An Armor-Smith decides to make a 40-point suit of Master-
Crafted Elven/Master-Crafted Ancient Helean/Resistant Armor. This will require 40 component IIIs,
an Herbalist 9, four special components, a full forge, and 3000 points of production.
Enchantable Armor
A character who has reached the master level Armor Smith 15 can construct Enchantable
Armor. This armor must be made from the purest materials, and the armor cannot be worn until
enchanted. A slot in a forge is used in crafting Enchantable Armor as well as the production time is four
times longer than normal armor.

WEAPON SMITH
A character with the Weapon Smith skill can produce a number of weapons whose total
production cost equals four times his level of Weapon Smith per production day. For example, a
character with Weapon Smith 5 can produce a number of weapons equal to 20-points. However, a
character can produce an item worth more points than his skill level; it will just take more production
days. Therefore in the example, although the character can produce items up to 20 productions points
he could produce an item worth 25-points and another 5 points for the next available production time.
The components need for the production equal one component per pound of the item being produced.
Weapon Smiths, who produce items made out of wood do not have to use components to manufacture
the item, just calculate the production cost of the item.

WEAPON PRODUCTION
Weapon Type Prod. Cost Ore/Wood (lb) Weapon Type Prod. Cost Ore/Wood (lb)
Bow 15 0/4 Mace, Short 6 3/1
Crossbow 15 2/4 Mace, Long 9 3/2
Sling 6 1 Hide Pole Arm 12 3/5
Ammunition 1/3 0.1 Pike 9 3/6
Atl-atl 9 0/2 Spear, Short 4 1/1
Throwing Weapon 3 1/1 Spear, Long 6 3/0
Small Weapon 4 1 Sword, Short 12 2/0
Axe, Short 6 2/1 Sword, Long 15 4/0
Axe, Long 9 3/1 Sword, 2-
Handed
30 6/0
Club, Short 3 0/3 Staff 3 0/3
Club, Long 6 0/4 Shield (10 lb) 6 3/7
Club, 2-Handed 9 0/6 Pilum 12 2/4
ZERO-COST WEAPON SMITH SKILLS
Silver Weapon
To silver a weapon, a character with Weapon Smith must build the weapon incorporating 2
silver pieces per Ore component needed to make the weapon. This process requires a Weapon Smith lab
or a forge. Silvering a weapon doubles the production cost of the weapon.


42

Limited Weapon of Quality
A character that has reached the master level Weapon Smith 11 can construct a non-magical +1
weapon that lasts one year, by constructing the weapon with Level II components of an equal amount,
using one slot of a forge or three slots of a Weapon Smith lab. After one year has passed the weapon
loses this bonus. The production cost of the weapon is increased by four times.
Limited Master-Crafted Weapon
A character that has reached the master level Weapon Smith 12 can construct an Unshatterable
weapon that lasts one year, by constructing the weapon with Level II components of an equal amount,
using one slot of a forge or three slots of a Weapon Smith lab. After one year has passed the weapon
loses this bonus. The production cost of the weapon is increased by four times.
Venom Weapon
A character that has reached the master level Weapon Smith 13 can construct a weapon that can
store up to two doses of the same contact poison, requiring Level III components of an equal amount
needed to construct the weapon, using a full forge. This weapon will break normally. The wielder can
decide which strikes will use the poisons in the weapon. The production cost of the weapon is increased
by three times.
Bow of Strength
A character that has reached a master level of weapon smithing [level 13] can construct a Bow of
Strength. For each +Strength the bow requires 50% more materials and production. For example, a +2
Bow of Strength requires twice the material and components. A person with less strength than the plus
of the bow cannot wield the weapon.
Weapon of Quality
A character that has reached the master level Weapon Smith 14 can construct a non-magical +1
weapon, by constructing the weapon with Level III components of an equal amount, using a full forge.
This weapon will break normally. The production cost of the weapon is increased by five times.
Master-Crafted Weapon
A character that has reached the master level Weapon Smith 15 can construct an unshatterable
weapon by constructing the weapon with Level III components of an equal amount, using a full forge.
The production cost of the weapon is increased by five times.
Compound Weapon
A character that has reached the master level Weapon Smith 15 can create a compound weapon.
These weapons require the more expensive, higher level component for the weapon type, a full forge,
and the production times will be multiplied by each type of weapon. For example, a Weapon Smith
makes a long sword: Silver, Master-Crafted, and Weapon of Quality. This requires a full forge (3 slots), 4
Ore 3, 8 silver, and a production of 15 (long sword) x2 (silver) x5 (Weapon of Quality) x5 (Master-
Crafted) = 750 points of production.
Enchantable Weapon
A character that has reached the master level Weapon Smith 15 can construct Enchantable
weapons. This weapon must be made from the purest materials, and the weapon cannot be used until
enchanted. A slot in a forge is used in crafting an Enchantable weapon; as well the production time is
four times longer than normal weapons.
Exceptional Weapon of Quality
A character that has reached the master level Weapon Smith 15 can use a full forge to construct
a non-magical +X weapon. The production cost of the weapon is increased by X times 5 up to a maximum
of a +5 damage weapon. The weapon is constructed using one slot of a forge.

TRAP MAKING
This skill allows a character to build and set traps. Setting a trap requires the character to
physically set the trap. It requires at least thirty seconds setting and arming a trap properly. If you are
using a Plot approved phys-rep no count is needed. Once a trap is set it cannot be moved more than 5
from its set location without disarming it or the trap will go off. A character with trap making can make
up to four times his level in traps. This means that a character with Trap Making 5 can make up to 20
43

total levels of traps. However the character cannot produce a single trap that requires more than 3 times
his level in the skill. In the example above the character cannot make a single trap with more than 15 of
his total levels.
Trap Use
To set a trap the character must use a trap device approved by Plot, such as a mousetrap, bubble
wrap, spring traps etcetera. Any combat skill such as pierce or feint may be added to a trap, as the trap is
set. This uses the skill as if it was used in combat. The skill added to the trap remains as long as the trap
remains set and unmoved. The trap must have its trap tag with it for its victim to see after use. Unless
otherwise noted, a combat skill may be used to block a trap. You can parry a weapon trap but not a
massive weapon trap.

TRAP PRODUCTION
Trap Type Damage X Min Production Max Production Cost Per Point
Snare Trap - 1 1 0
Foot Trap - 12 12 3cp
Maim Trap - 21 21 5cp
Death Trap - 36 36 2sp
Weapon Trap x3 1 20 3cp
Resettable Weapon x2 5 20 1sp
Msv. Reset. Weapon x1 10 30 5sp
Msv. Mech. Non-Reset. x5 10 40 5cp
Msv. Mech. Resettable x4 10 25 2sp
Acid Trap x2 5 30 5sp
Explosive Trap x2 10 25 1sp
Msv. Explosive Trap x1 20 50 5 sp
Gas Trap - 10 10 1sp
Explosive Bomb x1/2 40 40 5cp
Gas Bomb - 45 45 5cp

Damage Multiplier
This term is used to determine the damage of what a specific trap will do when set off. The
Damage Multiple is multiplied by the total production points used in the creation of the trap to
determine the amount of damage inflicted by the trap when triggered.
Snare Trap
This basic trap is made of a length of cord or wire. This non-Resettable trap holds the limb which
set it off. Snare traps can be broken with limited massive size, extraordinary strength, or a cutting tool. A
character with Trap Making or Disable Device can use these traps.
Foot Trap
This trap is a length of woven wire or a small bar catch trap. To escape this, trap the character
needs extraordinary strength, Disable Device (4th level trap), or limited massive size. A Trap Maker or a
character with Disable Device may operate these devices.
Maim trap
These traps are bear or wolf traps. They break the anklebones as they hold their victim until the
trapper arrives. The trap maims the limb that sets off the trap. +3 strength or Disable Device (level 7
trap) is needed to escape the trap. They require a Trap Maker or someone with Disable Device to
operate.
Death Traps
These cunning traps act as a killing blow to their victims. They are constructed by the use of
springs, wire, weights, and weapons. Trap makers of at least 7th level are the only ones allowed to set
these traps.


44

Weapon Traps
This type of trap is made from a weapon mounted on a heavy stable object such as a door or a
wall. The mounted weapon must be a safe boffer type weapon. This trap can be blocked, parried,
evaded and negated with appropriate defensive spells.
Resettable Weapon Traps
This type of trap is made from a weapon mounted on a heavy stable object such as a door or a
wall. The mounted weapon must be a safe boffer type weapon. This trap can be blocked, parried,
evaded and negated with appropriate defensive spells. This type of trap may be reset by anyone with
Disable Device skill, or with Trap Making of an appropriate level to produce the trap.
Massive Resettable Weapon Traps
This type of trap represents large weapons traps, such as ballistae and catapults, that do Massive
damage based on the size of the weapon and the velocity that it reaches. This trap must be anchored on
a stable structure such as a wall or floor. It cannot be fired while in motion. This type of trap requires
two people to operate. The being who aims the trap must have the crossbow skill or Grand-Master. At
least one of the characters must have the Trap Making skill equivalent to produce a Massive Resettable
Weapon Trap or Disable Device Level 3. As with all traps, this trap requires 30 seconds to set and fire.
However, for each level of extraordinary strength that is used by the assistant, the reload time is
reduced by 5 seconds. These traps must have clearly delineated markings for the area of effect. These
markings can be hidden by the trap maker and should be noted in the Plot notes.
Massive Mechanical Traps
This type of trap represents incredibly large traps that rely on massive physical destructive
power to deliver their damage such as pit traps, rock falls, giant weapon traps and others. These traps
cannot be moved and must be completely rebuilt when set off. The maximum area covered by one of
these traps is a 5 radius.
Massive Resettable Mechanical
This is a massive mechanical trap that can be reset. To build one of these traps the character
must have approval for the design from a Head Plot. Once constructed this trap cannot be moved. The
maximum area of effect covered by one of these traps is a 5 radius. These traps may be combined to
cover a greater area of effect. These traps must have clearly delineated markings for the area of effect.
These markings can be hidden by the trap maker and should be noted in the Plot Notes.
Acid Traps
This type of trap represents a trap that will spray a 5 radius with a powerful acid, delivering
damage to anything or anyone in its area of effect. The physical representation for this trap must be 1
cubic inch for each point of damage to tap inflicts. This type of trap will destroy all non-metal, non-
weapon or armor items in its area of effect unless a metal container protects them.
Explosive Traps
This type of trap represents an explosive charge that will affect everything and everyone in a 5
radius. The physical representation of the trap must be 2 cubic inches for each point of damage the trap
inflicts. This type of trap will destroy all non-permanent items as a destroy armor effect. Non-permanent
items cannot be protected from this effect. If armor still has points left after taking damage from this
trap then it is not destroyed.
Massive Explosive Traps
This type of trap represents an explosive charge that will affect everything and everyone in a 50
radius. The physical representation of the trap must be 10 cubic inches for each point of damage the trap
inflicts. This type of trap will destroy all non-permanent items as a destroy armor effect. Non-permanent
items cannot be protected from this effect. If armor still has points left after taking damage from this trap
then it is not destroyed.
Gas Traps
This type of trap represents a mechanism that will disperse a gas up to a 5 radius from the trap.
The gas in the trap affects anyone within the 5 radius. This trap requires a physical representation of at
least 40 cubic inches. The gas does not have to be added to the trap at the time of creation. However
once the gas is added to the trap the gas cannot be separated or recovered from the trap.
45


Bombs
This type of trap represents a mechanism which can be carried easily (a legal boffer ball, red in
color, no less than 5 and no more than 8 in diameter). The use of this trap requires a Level 10 Trap
maker with Thrown Weapon, and Alchemy 3 in the case of a Gas Bomb Trap. If a character that does not
have all of these skills even touches the bomb once it has been armed it goes off on the holder. It
requires a three count to arm the bomb. You then have three seconds to throw the bomb; else it will
detonate in your hand. Once armed it cannot be unarmed. If the bomb is disarmed from the wielder then
it goes off on the wielder. When the bomb is activated and thrown it will only affect the first thing,
person or object it strikes. The call for the explosive bomb is 20 Normal. For the gas bomb 5 doses of a
single gas poison one type must be placed into the bomb at the time of creation. These gases are
considered used and cannot be recovered. The level of the trap is determined by the level of the gas
placed within it at the time of creation. It is Level 11 for gas levels 1-3 level, 12 for gases 4-6, Level 13 for
gases level 7-9, Level 14 for gases level 10-12 and Level 15 for gases level 13-15. The call is <Effect Gas
Poison> Burst.
SCROLL MAKING
Any spell a character has in memory and is capable of casting may be made into a scroll. To
produce scrolls a character must possess a recipe for each spell that he wishes to place on a scroll. These
formulas can be read and recognized as scroll recipes by anyone that has Read/Write and the
appropriate spell path, but are not easily reproduced. Due to the complexity of the recipes, only
someone with sufficient skill in scroll making and the appropriate path of magic can reproduce the scroll
recipe. It costs 2 silver per level of the scroll to copy it. A new book for recipes will cost 1 gold, not
including the cost for any recipes.
POTION MAKING
This is a list of the spells that can be turned into potions. Not all spells can be stored in liquid
form. To produce potions a character must possess a recipe book with the formula or recipe for each
spell that he can potion. These formulas can be read and recognized as potion recipes by anyone that has
the appropriate path, but are not easily reproduced. Due to the complexity of the recipes, only someone
of sufficient skill in potion making and the appropriate path can reproduce the recipe. These recipes are
written in the path language and do not require the Read/Write skill to read or copy. It costs 2 silver per
level of the potion to copy it. A new book for recipes will cost 1 gold, not including the cost of recipes.

Path Spell Level Path Spell Level
Blood Heal Wounds # Life Heal Wounds #
Cause Wounds # Aid 1
Blood Shield 5 Empower 3
Cleanse 8 Cure 4
Blood Armor 10 Death Shield 5
Blood Rage 11 Regenerate 7
Death Life Shield 5 Heal 8
Remove Curse 8 Sanctuary 9
Create Zombie 8 Renew 12
Create Skeleton 11 Vitalize 13
Create Ghoul 15 Soul Spirit Form 9
Fire Strike Flame 4 Anchor 10
Fire Shield 5 Exorcise 10
Quench Flame 8 Cosmic Hasten 4
See Heat 11 Cosmic Shield 5
Inferno 14 Time Break 9
Body Body Shield 5 Seal Fate 12
Deflect Weapons 7 Restore 13
Refract 8
46

Charms Enhance Strength 3 Mind Clear 4
Awaken 4 Mind Shield 5
Invisibility 4 Warding Armor 1
Charm Shield 5 Greater Armor 3
Giant Strength 10 Magic Armor 10
Dispel Enchantment 13 Magic Shield 11
Lunar Lunar Strike 4 Water Breathe Liquid 4
Lunar Shield 5 Ice Blade 4
Eclipse 8 Water Shield 5
Purge 9 Purify Liquid 6
Lunar Sight 13 Evaporate 8
Nature Find/Hide Path 2 Water Form 9
Nature Shield 5 Air Feather Fall 2
Freedom 9 Wind Blade 4
Revive 12 Air Shield 5
Rejuvenate 13 Disperse Air 8
Conceal 14 Wind Barrier 9
Earth Earth Shield 5 Gaseous Form 9
Stone Skin 9 Gas Shield 11
Flesh to Stone 11 Cyclone 13
Gauntlet 11



ALCHEMY
The art of alchemy is the manufacturing of poisons and chemicals according to strange and
mystical formula. These formula or recipes are more magic than science. These formulae can be read
and recognized as poison recipes by anyone that has the Poison Lore skill but are not easily reproduced.
Due to the complexity of the recipes only someone of sufficient skill in Alchemy to produce the poison
may copy it without error. It costs 2 silvers per level of the poison to copy it. A new book for recipes
will cost 1 gold not including the cost for any recipes.

ALCHEMY PRODUCTION
Poison Contact Ingested Gas Poison Contact Ingested Gas
Acid 5 - - 3 Acid 10 - - 4
Acid 15 - - 5 Acid 20 - - 6
Fire 5 - - 3 Fire 10 - - 4
Fire 15 - - 5 Fire 20 - - 6
Frost 5 - - 3 Frost 10 - - 4
Frost 15 - - 5 Frost 20 - - 6
Poison 3 - 3 - Poison 6 - 4 -
Poison 9 - 5 - Poison 12 - 6 -
Vorpal 3 2 - - Vorpal 6 4 - -
Vorpal 9 6 - - Vorpal 12 8 - -
Healing Salve3 2 - - Healing Salve 6 4 - -
Healing Salve 9 6 - - Healing Salve 12 8 - -
Antidote Ingested - 2 - Antidote Gas - - 4
Antidote Contact 6 - - Alchemy Shield - 4 -
Berserk 11 5 8 Binding Paste - - 6
Bitter Hatred - 15 - Blindness - 3 -
Command - 4 7 Corrosive Gas - - 5
47

Enslave - 14 - Enslave Antidote - 14 -
Fear 8 3 6 Feeble mind - 4 8
Feign Death - 4 - Forget - 5 -
Forget it Well - 9 - Forget it All - 13 -
Hallucinogen - 2 - Hate - 5 -
Herbicide - - 5 Instant Death 15 9 12
Intoxicant - 1 - Laughing Gas - 3 6
Liquid Light 1 - - Love - 5 -
Love #9 - 15 - Masking Agent 12 12 12
Mixing Agent 15 15 15 Nausea 8 3 6
Oil of Slipperiness - - 5 Paralysis 8 4 6
Paste of Stickiness 5 - - Silence - 4 6
Sleep 7 3 5 Sloth Gas - 2 4
Slow Death - 4 - Smelling Salts - - 6
Solvent 3 - - Stench - - 2
Weakness 6 2 4 Woad 6 - -
#1 Powder - - 1

Contact
Contact poisons must be indicated by smearing a gel-like substance on the area to be poisoned.
Petroleum jelly is fine. One dose usually affects a 1 by 1 square. You must have a Plot witness it unless
you are applying the poison to a weapon blade. No substance is required when placing the poison on a
weapon blade. Contact poisons work as Vorpal coatings when used on a weapon. The use of contact
poisons requires the Alchemy 1 to apply them correctly.
Ingested
An ingested poison must be put into food or drink or into a potion. If you put the poison into
someones food you must have a Plot witness it and make motions over the food, attaching the poison
tag to the vessel or handing the tag to the Plot. The poison will take effect a number of times equal to the
number of doses put into the food or drink. Anyone may drink an ingested poison but it requires a
character with Alchemy 2 to mix these poisons into other substances such as food.
Gas
This type of poison is packet delivered and is signified by orange packets. You must yell the type
of poison and gas poison to indicate preparation of the gas and let the other person know what affect
the poison has. It requires an Alchemy 3 to activate and throw a gas poison.
Acid
This is a small globe filled with acid. It causes the amount of damage indicated.
Fire Gas
This is a small globe filled with a chemical substance that will explode with contact to air. It
causes the amount of damage indicated. This poison is considered a Fire effect.
Frost Gas
This is a small globe filled with a liquid which causes the target to sustain ice damage when in
contact with the poison. It causes the amount of damage indicated. This poison is considered a Water
effect.
Poison
This is a poison that will cause the amount of damage indicated directly to Body points.
Vorpal
This is applied to the striking surface of a weapon. It will increase damage done by that weapon
by the amount indicated. This is effective on the first strike only, hit or miss.
Healing Salve
When applied directly to a wound the salve will heal the amount indicated. This poison cannot
be delivered by a weapon attack.
Antidote
48

This will cure any maintained effect like Sleep, etcetera, of the same type. A gas poison will be
cured by a gas antidote, etcetera, unless stated otherwise by the poison. These antidotes are specific to
alchemical effect.
Alchemy Shield
This will protect the recipient against the next poison they come in contact with, i.e. gas, contact
or ingested. This product will protect a recipient from Natural Poison attacks as well.
Berserk
This will cause the victim to become berserk attacking the nearest creature or character. This
poison lasts 10 minutes. This poison can be cured by an appropriate antidote, Heal, Purify Liquid,
Rejuvenate, Clear, Freedom, Purge, or Vitality effect. This poison is considered a Charm effect.
Binding Paste
This poison binds the targets arms to their body making it impossible to wield weapons, cast
spells, or toss poisons. This effect lasts for 10 minutes or until countered with a Solvent, Oil of
Slipperiness, appropriate antidote, Freedom or Purge effect. Creatures or characters with +6 or greater
strength can break out of Binding paste with a 3 count taking 6 points of damage. This poison is
considered a Binding Effect.
Bitter Hatred
This poison has the same effect and duration of a Hate poison but cannot be cured.
Blindness
This poison acts as a Blindness spell, causing the target to lose their ability to see. This affect is
simulated by the loss of all weapon combat skills but still may cast spells but with eyes closed.
Movement is possible with a guide. The target may not receive a killing blow unless rendered immobile
or unconscious. The effect lasts 10 minutes. The poison can be cured by an appropriate antidote, Heal,
Purify Liquid, Rejuvenate, Clear, Freedom, Purge, or Vitality effect. This poison is considered a Charm
effect.
Command
This poison acts as a Command spell. The effect lasts one hour. This poison can be cured by an
appropriate antidote, Heal, Purify Liquid, Rejuvenate, Clear, Freedom, Purge, or Vitality effect. This
poison is considered a Charm effect.
Corrosive Gas
This poison allows the alchemist who throws it to destroy one object up to and including the
size of a shield. This poison will not affect claws or other organic (living) items. It will not create a shield
sized hole in a larger structure. The alchemist must state in the call of the poison what object will be
affected. It the target does not have that item then there is no affect.
Enslave
The victim will perform any command given to them by the person who first speaks to them or if
it is self-administered; the first voice that the victim hears besides his own. The effect lasts 30 days. This
poison can only be cured by an Enslavement Antidote.
Enslave Antidote
This will cure a victim of Enslave.
Fear
This will cause the victim to be terrified and run only to get away from the first person or thing
they see after ingesting the poison. The effect lasts ten minutes. This poison can be cured by an
appropriate antidote, Heal, Purify Liquid, Rejuvenate, Clear, Freedom, Purge, or Vitality effect. This
poison is considered a Charm effect.
Feeble mind
This renders the victim incapable of thinking clearly and therefore cannot cast spells or use
skills. The target does not remember anything that occurs while under the effect of this poison. This lasts
10 minutes. This poison can be cured by an appropriate antidote, Heal, Purify Liquid, Rejuvenate, Clear,
Freedom, Purge, or Vitality effect. This poison is considered a Charm effect.


49

Feign Death
This poison makes the recipient appear dead. First aid and physical examination will confirm
death. The only accurate way to determine the recipients status is by spell. This effect will last 10
minutes. This poison can be cured by an appropriate antidote, Heal, Purify Liquid, Rejuvenate, or
Vitality effect.
Forget
This will cause the victim to forget the last 15 minutes. A word or short phrase of less than 12
words will be remembered instead. The effect will be permanent unless cured within 10 minutes. This
poison can be cured by an appropriate antidote, Heal, Purify Liquid, Rejuvenate, Clear, Purge, or Vitality
effect.
Forget it Well
Acts as a forget poison in all respects but the victim will forget the last hour. This poison can be
cured by an appropriate Antidote, Heal, Purify Liquid, Rejuvenate, Clear, Purge, or Vitality effect.
Forget it All
Acts as a forget poison in all respects but the victim will forget the last 24 hours. This poison can
be cured by an appropriate Antidote, Heal, Purify Liquid, Rejuvenate, Clear, Purge, or Vitality effect.
Hallucinogen
This causes the victim to hallucinate for 10 minutes. The victim will see visions, i.e. pink
elephants, etcetera. The victim may realize that they are under the effect of a poison but can do little to
help them. This poison can be cured by an appropriate antidote, Heal, Purify Liquid, Rejuvenate, Clear,
Freedom, Purge, or Vitality effect.
Hate
The victim of this poison will uncontrollably hate the next person they see and plot their death.
The effect lasts until cured or until 30 days has passed. This poison can be cured by an appropriate
antidote, Heal, Purify Liquid, Rejuvenate, Clear, Freedom, Purge, or Vitality effect.
Herbicide
This gas poison affects only plants and creatures closely related to plants, such as Dryads,
Kelpie, Thorn-Men and molds of various types. This will cause 20 points of body damage to the creature
struck. It has no effect on animal life save to use up an active Alchemy Shield.
Instant Death
This poison will cause death as per a Killing Blow immediately after consumption.
Intoxicant
This is an incredibly strong alcohol. The player should act drunk for one hour. This poison can
be cured by an appropriate antidote, Heal, Purify Liquid, Rejuvenate, or Vitality effect.
Laughing Gas
This poison forces a victim to laugh uncontrollably for the next ten minutes. While under the
effects of this poison the character is not able to neither cast spells nor take any offensive actions. The
character is still able to block with weapons and move freely about but he is unable to summon the
concentration or coordination necessary for offensive actions. This poison can be cured by an
appropriate antidote, Heal, Purify Liquid, Rejuvenate, or Vitality effect.
Liquid Light
This substance acts as a generic light. It may be phys-repped by a glow stick.
Love
This causes the victim to fall uncontrollably in love with the next person of the appropriate sex
they see. The effect lasts until cured or until 30 days have passed. This poison can be cured by an
appropriate antidote, Heal, Purify Liquid, Rejuvenate, or Vitality effect.
Love #9
This poison has the same effect and duration Love poison has but cannot be cured.
Masking Agent
This substance is used to conceal the components and type of poison it is added to. The poison
recipe cannot be determined. In addition the poison can be detected by a master herbalist or alchemist,
and then only the presence of a poison is detected. This poison does not need a mixing agent.
50

Mixing Agent
This is used to combine two different poisons into one, occasionally with unusual results. Only a
mixing agent can mix two different poisons be put into same container without destroying the poisons.
Another Mixing Agent is needed for each additional poison.
Nausea
This poison will render the target too sick to any of his skills or abilities, including combat, for
10 minutes. A character affected by this poison may move at a low walk and may not speak coherently.
This poison can be cured by an appropriate antidote, Heal, Purify Liquid, Rejuvenate, or Vitality effect.
Oil of Slipperiness
This substance will make an object impossible to hold or an area impossible to stand on or even
crawl over without something to hang on to. One dose will cover a 1-foot square area. This substance
can be countered by a paste of Stickiness or a Solvent. The effect lasts one hour after exposed to air.
Paralysis
This poison causes complete paralysis for 10 minutes. The victim cannot move, talk, nor cast
spells. This poison can be cured by an appropriate antidote, Heal, Purify Liquid, Rejuvenate, or Vitality
effect.
Paste of Stickiness
This poison will act as incredible glue. One dose will cover a 1-inch square area. If on a weapon,
the weapon cannot be dropped nor disarmed. If the weapon is shattered the hilt is still stuck to the hand
unless the poison is countered or the one hour duration is up. This substance can be countered by Oil of
Slipperiness, Solvent, Freedom, or Purge effect.
Poison
This poison deals damage directly to the body of a character. Plus body does take damage first
before body. This poison can only be ingested poison. It does damage in counts of 3, 6, 9, or 12.
Silence
This poison renders the victim silent for ten minutes. The victim cannot cast spells or make a
sound. This does not affect the calling of damage, the calling of poisons, nor Natural Attacks. This poison
can be cured by an appropriate antidote, Heal, Purify Liquid, Rejuvenate, Vitality effect. This poison is
considered a Curse effect.
Sleep
This poison puts the victim to sleep for ten minutes. One minute of shaking, Awaken or Heal will
wake the victim before then. This poison can be cured by an appropriate antidote, Heal, Purify Liquid,
Rejuvenate, Clear, Freedom, Purge, or Vitality effect.
Sloth Gas
This poison prevents a person from running, except during combat, but not to flee. While under
the effects of this poison the character is unable to summon enough strength or coordination to run. This
poison can be cured by an appropriate antidote, Heal, Purify Liquid, Rejuvenate, Clear, Freedom, Purge,
or Vitality effect. This poison is considered a Curse effect.
Slow Death
This poison will take away half the victims maximum Body points immediately, and every 12
hours thereafter until cured or the victim dies. This poison can be cured by an appropriate antidote,
Heal, Purify Liquid, Rejuvenate, or Vitality effect.
Smelling Salts
This substance will act as an Awaken spell with respect to the effect that it will counteract. This
poison is considered a Charm effect.
Solvent
This substance will negate any contact poisons.
Stench
This substance will rob a character of his Keen Scent for one hour or negate the bonus for Keen
Scent when tracking. This poison can be cured by an appropriate antidote, Heal, Purify Liquid,
Rejuvenate, or Vitality effect.

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Weakness
This poison acts as the spell of the same name. The effect lasts ten minutes. This poison can be
cured by an appropriate antidote, Heal, Purify Liquid, Rejuvenate, or Vitality effect. This poison is
considered a Curse effect.
Woad
This provides one Battle Rage as per Racial Skill that must be used within one hour of
application. Control Rage or contact Antidote will negate the effect. After one hour, the Battle Rage will
activate automatically.
#1 Powder
This powder provides the explosive power required for explosive traps, massive explosive traps and
cannons.

COMBAT
Calling Damage
Boffer combat is conducted by saying aloud a damage call, and 'striking' your opponent with
your weapon. A damage call includes a number and a damage type. The number is the damage amount
that can be called with that particular weapon. The weapon type, such as long sword or a claw, and any
strength bonuses or skills the character has in that weapon determines this number.
The damage type is typically one of four types: normal, iron, silver, or magic. Normal weapons
will have a damage type of 'Normal'. This is by far the most common damage type. Silvered weapons will
have a damage type of 'Silver' and magic weapons are 'Magic'. The resulting damage call will be
something like 'Three Normal' or 'Five Silver'. Certain damage types will not affect some monsters, for
example Lycanthropes would only be affected by silver or magic. When a damage call is made, the
damage type must be specified.
Some spells can change this damage type, allowing normal weapons to call magic, or by granting
a different call, such as 'fire' or 'ice'. For example the spell Ice Blade will add an additional 5 points of ice
damage to your call. If you would normally call '3 Normal' this would become '8 Ice'. If you were using a
magic weapon, the call would be '8 Magic Ice; the damage call itself is an out-of-game call. If a character
is mute, has been silenced, or some other similar effect, the player can still make the damage call. Also,
the damage call must be made individually for each weapon the character is fighting with.
You must call your damage on your first swing and must call it again every 30 seconds during
combat. Swings should be a 90 degree movement of the elbow, for example short quick thrusts for a
dagger while a long sword requires more of a swing. This is to prevent unrealistic and unfair combat.
Tapping your opponent a hundred times a second without actually stating the entire call each time is
called "drum rolling" or "machine gunning", and all those hits will either be discounted or considered as
one or maybe two hits.
On the opposite end of the spectrum is a "baseball swing" or "golfing. Winding up striking your
opponent as hard as you can is flagrantly unsafe. A swing should end in a tap only hard enough for your
opponent to know he has been struck. Remember to keep in the spirit of the theatre of the game.
People that are reported as hitting too hard or fighting unsafely will either have their weapon skills
removed or be expelled from the game if the circumstances are severe enough.
Each time you are tagged by a legal strike, you subtract the damage number called from your
total hits. Your total hits include your current armor value, any armor protectives you have, any body
protectives you have, and your current body amount. If you take sufficient damage to bring you to zero,
fall unconscious, and will wake up in ten minutes one body point. If you are brought below zero, your
current total is -1, and you begin to bleed to death. You can never be less than -1. This is called bleeding
out, and is covered under Life and Death later in this section.
Charging
Charging is when a player intentionally or unintentionally runs into another player. Any physical
contact during combat is prohibited. If a player is running out of control and cannot stop or has body
contact with another player, that is considered charging, and is illegal.

52

Crowding
Crowding is when any person or group crowd and another participant in such a way to make it
difficult or impossible for him to safely wield his weapon or move without making physical contact; for
example, would be cornering a player indoors (so they cannot back up or move out of the way) and
getting too close for him to swing his weapon. If a player is capable of backing off or moving aside, this is
not crowding. However, if a group surrounds another player, even outdoors, and they cannot move
safely nor swing their weapon legally, this is crowding. When in combat, all combatants must give each
other enough room to fight safely. Due to issues, offenses of crowding and charging are serious.
Crowding also includes intentionally moving into another player's way to prevent them from attacking
someone. While this is the staple of such heroic fantasy, you must accept that you are intentionally
placing yourself in a position where physical contact may result.
Defenses
In combat there are a number of abilities, skills, and spells that allow a character to defend
against other abilities, skills and spells. Some examples of these are Fire Shield, Parry, Evade, Capture
Magic, and Resist Poison. Each of these has specific abilities, spells, or skills that they will directly
counter. If you possess any of these special defenses and are hit with something that they counter, you
have three seconds from the time of effect to call the appropriate defense. You must also make this call
before you deal any other attacks or put up another defense. If a person has a defense and does not call
the appropriate defense at the time of effect, then the defense is used and does not protect the character.
This applies to spell defenses that automatically protect the character from the next appropriate attack,
not abilities nor skills that the character can choose when to activate. Certain special circumstances,
such as a large combat in which one cannot hear another's calls, makes the calling of defenses difficult
and both sides must understand. Under normal conditions, a character will take damage in this order:
Armor/Natural Armor (including Barkskin and Blood Armor)
Armor Protectives (Greater Armor then Armor)
Body Protectives (Empower then Aid spells)
Body
Also, spell defenses are always lost in the order of most general to the most specific. For
example, a Magic Shield that will block any spell will always be lost before a Fire Shield that only blocks
fire spells.
Fate of Party
This is similar to the Run Rule except that it is not specific to fleeing. If for any reason you cannot
continue an adventure or encounter and your character cannot leave the adventure in game, your
character can be considered still with the party even though you are not. However, the worst fate of any
character in that party is assumed to happen to your character also. If you take the Fate of Party and a
member of that party is captured or killed, then your character has also been captured or killed. You
cannot Fate of Party to someone that is doing a physical challenge to get something done.
Holds
A hold is a call that immediately stops game. Whenever the word Hold is called, everyone that
hears the call should repeat it and immediately freeze in place until everyone stops. Game stops the
moment a hold is called, and all actions that occur after the hold is called did not occur. If someone
approaches an area that is in a hold, inform them of the hold.
A hold can be called for specific reasons. The most important reason to call a hold is safety. A
hold can be called for any situation that could be potentially dangerous to any player. This could be if
player is about to back into a table, trip, step on someone, or anything that could be harmful to any
player. This includes damage to property as well, as stepping on someone's shield, or someones contact
or eyeglasses. A hold can also be called when a Plot is needed for a rules clarification; you are unsure of
the effects of a spell; someone is claiming outrageous abilities that you want verified; or someone is
fighting in such a manner that can be dangerous to other players, such a person should be reported to a
Head Plot for disciplinary action.
During a hold the game is stopped. Your character is suspended in time. Don't be looking around
to see if anyone is sneaking up behind you. Talking to companions in game, planning strategy, pointing
53

out items to companions, or otherwise taking advantage of the hold is cheating. This brand of cheating is
called meta-gaming and will not be tolerated. The only topics of discussion during a hold should be the
reason the hold was called. When the hold is resolved, everyone returns to position before the hold was
called. When everyone is ready to resume play, the person who called the hold or a Plot will call the lay-
on. Announcing "3...2...1...Lay-on!" loud enough for everyone to hear, and play will continue.
Honor Duels
Honor Duels are a single combat fight between two characters with something to prove. No one
is required to accept an honor duel, but in many cases it is looked upon as an act of cowardice to decline
the challenge. If the duel is accepted, the person challenged generally sets the rules. These duels are
typically to the blood or to the death. To cheat or break the rules of an honor duel can have serious
social repercussions and word does tend to get around of this lack of honor. If a person uninvolved in
the duel intervenes, then honor is broken and rules of the duel are off.
Killing Blows
Once an opponent is completely helpless or immobile, He can be killing blowed. There are
several ways to render an opponent completely helpless: spells, poisons, tying them up physically
making them immobile from the neck down, or hitting them until they are unconscious. Once they have
been incapacitated, they can be killing blowed. This kills the opponent and puts him beyond help of
healing spells. A Killing Blow can be delivered by anyone whether they have a weapon or not. You must
stand over the victim placing your weapon or your hand their torso and remain that way while you
recite, Killing Blow one; Killing Blow two; Killing blow three." If anyone strikes you during the count or
knocks your weapon away then the Killing Blow is interrupted and does not kill the person. The killing
blow only counts as one strike. Once you have been given a Killing Blow, you first turn over your life tag
to whoever killed you or a Plot. If that person is forced to flee the scene by the tides of battle, you must
find that person or a Plot as soon as possible and give him your life tag. Failure to do so is cheating and
will be dealt with as cheating. When a character is affected by a Killing Blow, active spells and poison
effects which do not require a specific antidote or have no antidote i.e. most High Magic, Love 9 poison,
Enslave effects, etc. are removed.
Legal Targets
There are some parts of the body that are not considered safe targets in boffer combat, therefore
strike to one of these areas will not count if struck. These areas are the head, including face, neck, and
throat; the hands from the wrist out, and groin. Anywhere else on the body is a legal. Repeated strikes in
off-limit areas will result in removal of the weapon skill or other punitive action.
On the same note, a player cannot block any blow with a restricted area of the body. However,
no area of the body is restricted from spell packets. Anywhere is a legal strike with a spell packet. This
DOES NOT mean that you can aim for someone's head or groin with a spell packet to gain an advantage
over them or as they recover from the effects. This is unsafe. Accidents will happen, but repeat offenses
will result in punitive actions. This is intended to be a fun and safe game.
A legal hit is any strike that is not blocked nor deflected. It is this area where the honor of the
player comes to call. It is a judgment call if any particular blow hit the shoulder, or was it really the neck,
if it hit the ground before hitting the foot. People will notice if all judgments are in your favor. Other
players will quickly realize if you are counting your hits, claiming valid blows were not legal hits, or
otherwise playing with honor. Be honest, else no one will be honest with you, and don't cheat.
Life and Death
Your character is dead one-minute after you are brought to -1 body point (you bleed to death)
or you are killing blowed. Any amount of healing during this minute will bring you up to 0 and you will
no longer be bleeding out. From there, you can be healed again up to your full body.
A Renew spell will restore your character to life. But if your character does not receive a Renew
spell within 4 minutes of being killing blowed or bleeding to death, your character must go resurrect.
Character resurrection is simple. Once your character has died, and the time limit for a life spell
has passed, you must put all your game items on the spot where you died and put on a white headband
indicating you are out of game. At that time you can choose where to resurrect. Your spirit can only
travel up to three days (no more than 200 miles if moving non-stop) before your spirit becomes too
54

weak to any type of resurrection. You must know of someone who can resurrect you. If you have
allegiances to the White Mages, you can try to find a White Mage, or if you have allegiances to the Druids,
you may attempt to find a Druid, for them to resurrect you. If you are resurrected, you restart with all
unused game skills and full body. All active spells, monster and poison effects, which do not specifically
state that they follow character's spirit, are removed from the character. Or you can find a Plot and
resurrect anywhere (the Plot will decide if you find someone with the ability to perform the
resurrection). A person with the Path of Spirit and the skill Field Resurrection may perform a
Resurrection that takes 10 minutes, instead of an hour, but the character would lose all their in-game
skills, Mana, (for one day) and resurrect with 1 body point. The people who will do Resurrections are the
Druids or any other character with Path of Life and can cast the Resurrection spell, or a Plot. They will
ask for your character card and assemble a pick bag. There will be 10 white stones, minus the number of
deaths your character has taken, but with a minimum of one white, and a single black stone. You make a
pick, if it is white your character returns to life with memory up to the point of unconsciousness, unless
precautions were taken such as poisons, or if you pick a black stone, your character has permanently
died and you must create a new character. There will always be at least one white giving your character
a minimum of a 50% chance returning to life.
Magic Items
Magical artifacts such as wands, scrolls, swords, etcetera, can be found as treasure, bought,
traded or in some way acquired, and even made, by players. A scroll is used when a character with the
appropriate path of magic reads aloud from a scroll in his possession. This action activates the magic in
the scroll and allows the spell to be cast without using any Mana from the caster's Mana pool.
A potion is used when all of the contents of the container are consumed at' once. This releases
the magic of the potion and the spell effect occurs upon the one who drank the potion. The effects of
potions bypass spell defenses such as Fire Shield. Resists and other "smart" effects can still be used to
stop the effect. A potion attached to a phys-rep can be immediately used, as quickly as the player can
motion drinking the phys-rep. If for some reason the potion tag is not attached to a phys-rep. a three
count must be performed before the potion can be consumed.
Magical items come in a variety of forms and types. One type of magical item is the "Times Ever"
item. This type of magic item allows the character to cast a particular spell or create a specific effect a
limited number of times ever. This item does not recharge or regain its magical abilities. "Times Ever"
items are used when the character says. "Activate <Spell Name or Effect Name>".
Another type of magical item is the "Times per <Period of Time>." This type of magical item
stores specific spells or effects that are usable a number of times per hour, day, week, etc. This type of
magical item does regain its magic according to its cycle. "Times per < Period of Time >" items are used
when a character says. "Activate <Spell Name or Effect Name>."
A third type of magical item is a Mana item. This item stores raw Mana, which may be used to
fuel any spell, or specific Mana, such as Fire Mana, which can only be used to fuel fire spells. Mana items
may or may not be rechargeable.
A fourth type of magical item is a continuous use item that while activated provides a skill, spell,
or effect for a predetermined amount of time. For example, a staff that grants the character +1 skill for
24 hours.
The last types of magical items are permanent items. These items generate an effect that is always in
operation. This is the case with a magical sword or a belt of strength.
Physical Contact
At no time should any player come into direct physical contact with another player. The only
type of contact allowed is by spell packet or by boffer weapon. This means that hitting, kicking, punching
shoving, tripping etc. are all strictly illegal within the combat rules for obvious safety reasons. Therefore
all PCs and NPCs must have boffer weapons; even those weapons are representing claws or fists. These
natural type weapons cannot be disarmed by spell or skill. The only exception is if you clearly ask if they
accept your request for physical roleplay and they accept.


55

Pinning and Trapping Weapons
Because physical contact in combat is illegal, the pinning of weapons is restricted. Most of the
moves to free your weapon, such as hilt bashing, shoving or kicking, are illegal or dangerous in combat.
Pinning of weapons can only be done with another weapon, and only outdoors. The limited
mobility indoors creates an unnecessary chance of injury trying to free a weapon. If your weapon is
pinned, you may pull the weapon straight back to free it. Backing up is fine, but shoving the person back
or charging is not allowed.
Weapons shaped in such a way as to trap weapons, accidentally or by design, are forbidden,
unless you have the skill Capture Weapon. Any weapon that is reported as trapping weapons will be
removed from game. The Plots have the right to reject any weapon.
Repairing Armor
Manufactured armor may be refitted or repaired. The refitting of armor that has not taken a
breach takes one minute. This is armor that is not at its full armor value but still has at least one point of
armor left. A character that is refitting armor cannot cast spells, throw poisons, run, or engage in combat
in any way without restarting his count from the beginning. When the count is finished successfully, the
armor will have its maximum armor value. Repairing armor involves a suit of armor that has no armor
points remaining. This is called a breach and will permanently remove three points of armor from the
suit. A character can combine two suits of armor to repair the damage, gaining one suit of armor with
more armor points. A character doing this adds 1/2 the value of the smaller suit to the maximum value
of the greater suit. The most common method of repairing armor is through the production of Breach
tags. A Breach tag has the exact same costs and prerequisites as a 6-pt suit of armor. After a suit has
been breached then any Armor Smith can spend one minute repairing the armor and expend a Breach
tag fixing one breach (3 points) in the original suit of armor. The Armor Smith can repeat the process to
repair more than one breach. Enhanced suits of armor may require special Breach tags created from the
either 6 Ore 2s or 6 Ore 3s components as specified by armor. The last method of repairing
manufactured armor is through spells such as Restore and Mend. The use of these spells upon a suit of
all armor will instantly bring the suit to its maximum value.
Running From Combat
If a player wishes to leave a fight they must call Running away 1, running away 2, running away
3. If the count is successfully completed without interruption (stopping the count or being hit by a
weapon, spell, etc), the character has fled. If the enemy calls Pursuit! after the 3-count is completed,
Plot will call a hold and arrange the players according to encumbrance and other miscellaneous effects.
Plot will then call a lay on and the players will resume combat. If the retreating character is considered
vastly quicker than the pursuing opponent, then Plot may deem a pursuit to be impossible. If the
pursued character is able to run away again, then a tracking pick will be required to find them again.
Run Rule
If any player is physically unable to run do to an injury or another reason, that player has the
option to invoke the Run Rule. This allows the player to link their life to another character. If that
character is captured and their stuff is taken, it is assumed that the same happens to the character that
invoked the rule. The run rule only applies when the party or member of the party is leaving the
adventure, going away, or otherwise trying to escape. You cannot invoke the run rule because you are a
slow runner; only a physical inability to run qualifies.
Tag Rings
When the character begins an event, the player will have a set of permanent tags that he must
keep track of their character's status. There are two main types of tags in the permanent set: the active
and the inactive. Anything that is actively on the character, such as Body points, active spells, unused the
Special abilities and per day skills are stored on your active ring. All other permanent tags are stored on
the inactive ring. So that when they are restored, (i.e., the beginning of a new game day, when the any
character is healed or given spell protections) the character can move the appropriate tags from the
inactive ring onto the active ring. In a similar fashion, after a combat, the character will update his active
ring removing any used skills or damage from the active ring to the inactive ring. It is very important to
maintain these rings when you have the opportunity. Other tags that the character may receive during
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an event are temporary tags. These tags include armor, poisons, spells, and Mana. These tags represent
the character's possessions and certain skills. Like the permanent tags, the character should update
these when they have the opportunity (i.e. ripping off type breached armor, used Mana and other
possessions). A player may carry and use one extra tag above and beyond what he is capable of phys-
repping. This tag can only be for an item that the player is the carrying the phys-rep for. For example, a
character is carrying a suit of armor, carrying a bow, a long sword, and a shield. This character may
carry an extra suit of armor or an extra bow or an extra long sword or an extra shield. He may only carry
one of the above. Though, the character may not carry an extra pole arm because it is too large. This
does not apply to breach tags, arrows, darts or other very small thrown objects.
Underwater Combat
In some specific instances, characters must travel under the water and adventure under the
waves. When this is necessary, there are rules that govern interaction under the water.
A character may hold his breath for two minutes. This is regardless of how much activity the
character undertakes. If the character possesses the skill Underwater Combat, then they may hold their
breath for an additional two minutes, for total of four minutes. At the end of this time the character falls
unconscious, and then begins a count as if they were -1 total body. They do not actually lose any body or
protectives if the character is revived before the one-minute has ended. At the end of the count, the
character is considered dead (affected by a successful Killing Blow).
While in combat, all creatures regardless of their origin move at full speed (at whatever speed
the player can move). When fleeing combat or for general movement, creatures (monsters) native to the
water are the fastest. The second fastest creatures (humanoids) are those who are native to the water
and possess the skill of Underwater Combat. The third fastest creatures (humanoids) are those not
native to the water with Underwater Combat skill or those native to the water that do not possess the
skill. The slowest of creature is that which is not native to and does not possess the skill of Underwater
Combat.
In combat under the water, creatures native to the water (monsters) call normal damage as they
are assumed to possess the skill of Underwater Combat innately. Player Characters and others with
Underwater Combat skill may call full damage with their weapons while under the water. However, the
type of weapon the character is using may modify that damage call. Blunt weapons have no base damage
under the water. Normally, the NPCs are briefed to take half damage from all attacks except for spells,
natural attacks, and poisons. The characters with the Underwater Combat skill and using crossbows or
spears are asked to call double damage. Other characters just call their normal total damage.
Gas poisons do not work unless the character possesses the Underwater Combat skill. All other
poisons work normally.
Blunt weapons have no base damage and still inflict half damage. Crossbows and spears cause
full damage even if the character does not possess the Underwater Combat skill. All other weapons
inflict half damage.
Most spells function normally underwater. If there is a difference in the effect then it will be
noted in the spell description.

MAGIC
The Workings of Magic
Magic in the Aldeon game is based on Mana, ambient energy that flows through the entire
universe, inhabiting all life and forms, manipulation of this energy is known as Magic. Magic is divided
into a number of Paths, ways of understanding and qualifying the ebb and flow of ether through the
universe. Each Path deals with one aspect or element, making it easier for the magician deal with the
raw Mana. When purchasing Mana, his character is really enhancing his ability to channel and control
Mana, allowing him to create more or greater magical effects.
Magic is simulated using small squares of cloth filled with birdseed. To cast a magical spell, the
caster must know the spell in question, have enough Mana to fuel the spell, speak the incant aloud, and
have one hand free to cast the spell. The incant must be completed successfully without the caster taking
body damage, being rendered immobile, knocked unconscious, or killed. Upon successfully completing
57

the incant, the caster then has three seconds to throw the packet at his target else the spell is wasted.
The incant, or the spells verbal component is in game and be understood by anyone who hears it. When
the packet is thrown and hits the target (perhaps an unintentional target), the spell is cast successfully
on the target. If the target successfully dodges or counters the spell with an appropriate skill or the
incant is incomplete or incorrect, the spell fails. The whole body of the opponent is legal target; even
their clothes, weapons, and shields, or anything the target is holding or wearing.
A character does not have to memorize a spell each day to cast that spell, but the character must
still commit each spell to memory at some point, so he can cast it. Each spell that a character knows will
be listed on his spell knowledge character sheet. When a character wishes to commit a new spell to
memory must have access to a scroll with that spell on it. He reads the scroll, using up the magic of the
scroll and the scroll is destroyed to imprint the knowledge of that spell to his memory.
Each spell or magical effect requires a specific amount of Mana to power it. This Mana either
comes from the character's Mana Pool or from a magical item. Each day, the character's Mana Pool is
replenished with the rest of his skills. And, each spell has a duration of effect specified in the spell
description.
When a character is first created and buys their initial path(s), that character gets randomly
picked spells for each path to begin with. For the first path the character buys with the initial 25
character points, the character starts with 4 plus their level spells. If that path has a damage effect (or
healing effect in Spirit) the character automatically receives it automatically and it counts as one the
picks. And, each additional path afterwards, the spells known will be one less than the previous path
chosen. Paths obtained after the initial 25 character points will have only the damage (or healing effect)
effect if the path. The other spells must be learned in game from scrolls. Some spells and paths are not
available to beginning PCs and must be learned in game; all such spells are indicated by being italicized.
Spell Crafting Lab:
To research new spells you must have access to a crafting lab. These labs cost 30 gp to stock and
set up. As with other labs, there are 3 slots in the spell-crafting lab. If the lab is used for any other
purpose the spell crafting must be restarted from scratch. A spell-crafting lab is good for only one path
of magic. For each path added to the labs capability it costs an additional 10 gold in materials.
For a player to research a new spell, he will need a Spell Research Lab of the appropriate path. It
will cost the player one silver per level of the spell, and take one week per level of the spell. At the end of
research a bag pick will determine if the research was successful. The bag pick may be affected as
follows:

Level of spell higher than player--------+1 failure per level difference
Level of player higher than spell--------+1 success per level difference
Extra spell caster researching------------+1 success per spell caster
Paths of magic known to spell caster---+1 success per path

A slot in the lab is required for each spell caster researching the spell. The cost of research is
increased by 50% for each spell caster after the original spell researcher. For example, a mage decides to
research a 7th level fire spell. Plot pre-approves the spell, the player gets another mage with path of fire
to assist research, arranges two slots in a lab with path of fire, and pays 10.5 silver to start research.
After seven weeks, Plot makes the bag pick to determine success. In the bag go three black beads, one
plus two for 7th level spell vs. 5th level mage; 6 white beads, two white beads plus, three beads the mage
knows three spell paths, and one bead for the extra researcher.
Learning New Paths/Spells:
A spell caster may learn a new path of magic or an in game spell with a spell research lab. The
spell or path must be in the Labs library. It will take one week per level and cost one silver per level for a
spell. For a new path it will cost one gold and take four weeks to complete the study. The player will
need the character points to buy the new path of magic. To place a spell in a labs library, it will cost the
mage two silver per level of the spell, and take one week per level of the spell.

58

SPELL CLASSIFICATIONS
Aura
This type of spell creates a protective field around the recipient that will activate under a
defined set of, circumstances, such as the first legal melee-weapon strike on the target.
Berserk
This effect causes the target to fly into a rage, attacking the nearest creature until either the
target or the creature is unconscious. The target will continue to attack any creature nearby, friend or
enemy, until the duration ends.
Binding
This type of spell creates a quasi-physical force with the magical energy preventing part or the
entire target from moving. These spells can be overcome with raw physical power. Creatures attempting
this must have an Extraordinary Strength attribute or spell that duplicates the effect equal or greater
than the level of the Binding spell and must perform a 3 count. This causes damage of the appropriate
type equal to the level of the spell.
Blade
This type of spell creates a magic effect that the creature can later call upon to enhance their
weapon, natural or manufactured, damage.
Command
This type of spell compels another creature to obey the next command given by the caster. The
type of creature affected by the magic, types of commands that can be given, and the appropriate
defenses are listed under the given spell. This type of spell does not grant the ability to communicate
with the target unless it specifically states in the spell description.
Curative
This type of spell restores the health, body points, or limbs of living creatures upon which the
spell is cast. The specific damage or maladies that the spells are effective against will be listed under that
spell description.
Kill
This type of spell causes the target of the spell to suffer an effect or damage so extreme that the
being is reduced to negative body points and instantly killing blowed. Some powerful creatures are not
instantly slain by these spells but suffer great damage from them.
Deprive:
This type of spell deprives the target of their ability, sense, or skill. The ability, sense, or skill will
be specified by the spell and will be listed under the spell description.
Destroy
This type of spell will render any item up to and including a door (8' by 5') useless. The item
affected by the spell is considered to be demolished to the point where it can be put to no real use. This
spell will not create a hole in a larger structure or object. If this spell is used on a gas globe, the gas globe
will not affect anyone because it has not been properly activated. This does not apply to gas inside traps.
This type of spell cannot destroy a body until it is beyond a life spell unless specified in the spell
description.
Destroy Weapon
This type of spell will render an item up to and including a shield (36" by 36") useless. This
includes any item produced by the Weapon Smith skill regardless of the actual size. It does not include
armor as a whole, but can be used to destroy pieces of armor individually. The item affected by the spell
is considered to be demolished to the point where it can be put to no real use. This spell will not create a
hole in a larger structure or object. If this spell is used on a gas globe, the gas globe will not affect anyone
because it has not been properly activated. This does not apply to gases inside traps. This type of spell
cannot destroy a body until it is beyond a life spell unless specified in the spell description.
Destroy 10'
This type of spell will render any item up to a 10' by 10' by 10' useless. This spell affects only
non-living, inanimate objects. . The item affected by the spell is considered to be demolished to the point
where it can be put to no structure or object. If this spell is used on a gas globe, the gas globe will not
59

affect anyone because it has not been properly activated. This does not apply to gases inside traps. This
type of spell cannot destroy a body until it is beyond a life spell unless specified in the spell description,
Detect
This type of spell allows the caster to sense the presence of a specific item, condition or energy.
The spell works on a single area, object or person per casting of the spell, multiple castings of the spell
on the same target by the caster may gather more specific information about the nature of the item,
condition or energy.
Disarm
This type of spell forces the target of the spell to drop specific items from his hand or hands, as
the case may be. The target may not be able to retrieve the item lost to the spell for a count. Limitations
on the size or type of items will be listed in the spell descriptions.
Dispel
This type of spell will permanently remove all non-permanent enchantments or effects of a
specific type from the target creature or item. It may also do damage to specific types of creatures
closely linked to the type of magic being dispelled.
Fear
This type of spell forces the target creature to regard the caster as his greatest fear. This will
cause the target to flee the area of the caster as quickly as possible.
Feeble mind
This type of spell robs the target of the ability to use any in-game skills or items and reduces him
to the mentality of an average 3-year old child for the duration of the spell or effect.
Forget: This type of spell wipes out the memories of the target for the amount of time specified in the
spells description. Usually, this loss is permanent unless the target can get the appropriate counter spell
or effect within 1 minute of the casting of the original spell or effect that removed the memories.
Form
This type of spell either transforms the target into another substance or energy, which imbues
him with certain immunities and abilities while the spell is in effect. If anyone in a form that is not
affected by an attack deliberately blocks an attack from hitting someone else, the intended target
automatically takes the effect. This is the Plots call. A being that is alive or is still within the time of a life
spell cannot be taken into a form with another being.
Glyph
This type of spell involves the caster inscribing a magical symbol on an object and possibly
imbuing it with certain spells. Glyphs cannot be moved more than 5' from the original casting position
even if the command word is known.
Immobilize
This type of spell prevents the target from moving all or part of his body. This spell does not
utilize binding effects which can be negated by makes the person's own power.
Life
This type of spell will restore to life a character that has not been dead for more than 4 minutes.
Light
This type of spell will generate lights that will last 24 hours or until exposed to Sunlight.
Mending
This type of spell fixes damage or restores an item that has been damaged.
Protective
This type of spell will help protect a recipient from physical or magical damage, usually by
adding bonus points to body or armor.
Rune:
This type of spell is similar to a Glyph except that the Rune is either in constant operation from
the moment it is cast or it is activated by a specific is command word. A Rune may be moved from its
original position without destroying the magic or setting off the effect.
Sever
This type of spell or effect renders a limb useless, or removed from the body.
60

Shield
This type of spell blocks the next spell to effect specific to that shield that strikes the recipient.
This is automatic and cannot be turned off. No shield will protect against an alchemical attack unless
specifically stated in its description.
Sleep
This type of spell will place the target in a deep magical slumber from which he must be
Awakened, Dispelled, Suppressed, or shaken for a full minute to awake from.
Stun
This type of spell will render the target unconscious or insensate for a period of time designated
in the spell description. The victim of this spell cannot be Awakened or shaken awake.
Summoning
This type of spell will summon a person or creature specified by the spell. That person or
creature is not required to answer the summoning. Most creatures that answer the summoning will be
required to perform the first command given by the caster. Although, the decision as to whether or not a
summons works is in the hands of Plot. The caster is responsible for providing the NPCs necessary to
complete the spell if it is successful.
Trample
This type of attack allows a massive creature to do damage by running over/through characters.
The NPC spreads their arms and calls damage or effect, Trample and charge foreword in a safe manner
All who a touched by the area take the damage effect. For example a bull charges with the call 8 knock
back any in the area take 8 points of normal damage and are thrown three feet sideways. A woolly
Mammoth played by two NPCs may call 50 maim Trample and every player struck would take the effect
from each NPC that they would come in contact with. Trample is mostly uni-directional.
Travel
This type of spell will enable or disable travel as described in the spell.
Utility
This type of spell has a specific effect that does not fall into any of the other categories.
Wall
This type of spell will create a wall or barrier. The size of the wall, the duration, and other
properties will be listed in the spell description. No Walls are solid. If the wall does not inflict damage,
any creature or object in the way when the wall is cast will be gently moved to the side of the wall
furthest from the caster.
Weakness
This type of spell will make a creature swing for less damage than normal. This type of spell
does not alter the total strength of the creature for the creature.

61

PATHS OF MAGIC
ELEMENTAL FAMILY
Path of Air
I Call Upon the Power of Air to
Level Spell
1 Light of Wind
2 Feather Fall
3 Gust
4 Saber
5 Air Shield
6 Vortex
7 Wall of Air
8 Disperse Air
9 Wind Barrier
9 Gaseous Form
10 Air Strike
11 Whirlwind
11 Gas Shield
12 Vacuum
13 Command Elemental
13 Cyclone
14 Storm
15 Summon Elemental
Air Damage: I Call Upon (#x5) Air.

Light of Wind 1 Day 1 Mana
I Call Upon the Power of Air to Light my Way.
This spell creates a light source (glow stick or muted
flashlight) which the caster can use until sunlight
touches the physical representation of the spell or 24
hours have passed, whichever comes first.

Feather Fall Instant 2 Mana
I Call Upon the Power of Air to Feather Fall.
This spell allows the recipient to fall from any height
without taking any damage. This also allows the
recipient to choose their location at the end of a
Whirlwind, if the spell is activated in the form of an
item or is a natural ability.

Gust Instant 3 Mana
I Call Upon the Power of Air to Create a Gust.
This spell blasts the target with a gust of wind that
causes them to drop all items held in their hands.
The spell affects the item for 5 seconds, after which
the items come to rest and can be retrieved.

Wind Blade Indefinite 4 Mana
I Call Upon the Power of Air to Create a Wind Blade.
This blade spell is cast upon a person, allowing them
to deliver +5 air damage on one strike of a weapon.
For example, if a character with no weapon skill used
a dagger to deliver this effect, they would call 6 air.
Up to 4 blade spells can be active on a person at one
time. Since the spell modifies the damage call of a
strike, once the call with additional damage is made
the effect is expended whether the strike is
successful or not. Only one blade spell can be used
per strike.

Air Shield Indefinite 5 Mana
I Call Upon the Power of Air to Create a Shield.
This spell creates a protective field that will negate
the first Path of Air spell or effect successfully cast
upon the recipient.

Vortex Line of Sight 6 Mana
I Call Upon the Power of Air to Create a Vortex.
This spell surrounds the target in a cyclone of
powerful wind, holding them in one position. The
target can speak but cannot move or cast spells
except for Path of Mind, which require thought alone.
Any attempt to break the Vortex forces the target
back to their original position, preventing escape
unless the target possesses +6 or better strength.
Breaking free will cause 6 points of air damage and
requires a three count. While under a Vortex effect
the target is vulnerable to killing blows. The target
of this spell can be searched while under its effects
but cannot be moved.

Wall of Air 1 Day 7 Mana
I Call Upon the Power of Air to Create a Wall.
This spell creates a wall of strong wind up to 10
across which expands from the point of origin until it
reaches 10 in length or is stopped by a barrier. Any
weapon or object that passes through the wall will
be affected as if hit by a Gust of Air spell. Creatures
that attempt to cross the wall will be thrown 20
away from the wall, taking no damage. Any creature
standing on the phys rep of the wall when the spell is
cast will take the effect from the wall and must
decide which side of the wall to land on. Any
creature that has an active Air Shield is completely
protected from the negative effects of the wall and
may decide which side of the wall to end up on. If
they do not immediately move out of contact with
the Wall, the Shield will be expended and the target
will take all Wall effects normally. Spells pass freely
through the Wall. This spell requires that a length of
rope or tape (preferably white) be used to mark the
position of the wall.

Disperse Air Instant 8 Mana
I Call Upon the Power of Air to Disperse Air.
This spell causes all Air effects still existing on the
target to be negated. An Air Shield will stop this
spell, but will be expended in the process. This spell
causes 50 points of damage to creatures of elemental
air or Gaseous Forms, but not to air-aspected Faerie.
It will negate one gas attack or Gas poison if cast
upon an alchemy globe or similar container.
62

Wind Barrier Indefinite 9 Mana
I Call Upon the Power of Air to Create a Wind Barrier.
This spell creates a barrier of wind around the target,
which makes the next person that hits the target with
a legal weapon strike (natural or artificial) to take 20
points of magical air damage. If the attacker is still
conscious afterwards, the damage from the attack is
delivered normally. The spell is used on the first
successful strike with a legal weapon (even
thrown/missile weapons). This spell will not stack
with a Fire Aura or Deflect Weapons.

Gaseous Form 10 Minutes 9 Mana
I Call Upon the Power of Air to Create a Gaseous
Form.
This spell turns the targets body into a mass of
vapor. In this form, the target is immune to all
physical attacks and most spells. Vortex, Whirlwind,
Disperse Air, Vacuum, Glyphs, Wizard Lock, Stasis,
Time Stop, Dispel Enchantments, Circle, Path of Mind
spells and effects, and Wall spells except for Wall of
Fire, Wall of Ice, and Wall of Earth effect Gaseous
Form normally. The target can pass through the
smallest of openings effortlessly. The Form actually
floats and allows the target to cross pits and other
such obstacles safely. If submerged, the Form is
forcibly ejected from the liquid, taking no damage,
nor can the Form enter a body of water. While in
Gaseous Form the target must use this hand gesture:
hands crossed down against the torso until they wish
to end the spell. While in Gaseous Form, the target is
unable to attack.

Air Strike Instant 10 Mana
I Call Upon the Power of Air to Create an Air Strike.
This spell causes the target to be stunned for 10
minutes unless protected by an Air Shield or immune
to Air effects. While stunned, the target is vulnerable
to a killing blow and cannot move or use any in-game
skills.

Whirlwind Instant 11 Mana
I Call Upon the Power of Air to Create a Whirlwind.
This spell creates a great wind that picks up the
target and hurls him/her 100 in a direction chosen
by the caster. If there isnt enough room to complete
the 100 the target takes 20 points of Massive
damage. Another character hit by a character under
the effects of this spell takes 20 points of Massive
damage as well. If the target can travel 100 without
striking another object, then no damage is caused. If
the character is under the effect of a binding spell or
effect, the character is not freed and takes the 20
points of Massive damage. If the character is being
held by a binding strike, the creature and the
character both take the 20 points of Massive damage.
A Feather Fall spell or effect will prevent damage.

Gas Shield Indefinite 11 Mana
I Call Upon the Power of Air to Create a Gas Shield.
This spell creates a protective field around the target
which will negate the first successful alchemical gas
attack against the target. This may not be stacked
with an Alchemy Shield, and will not protect from
Natural poison attacks unless the word gas is used in
the attack.

Vacuum Instant 12 Mana
I Call Upon the Power of Air to Create a Vacuum.
This spell removes all air from around the target.
The resulting vacuum reduces the targets current
body, armor, and protections to -1 total, unless
protected by a Wind Shield. This spell acts as a
killing blow, but the target is still affected by life
spells and Spirit Anchor.

Command Elemental 1 Hour 13 Mana
I Call Upon the Power of Air to Command Elemental.
This spell allows the caster to issue one command to
an air or lightning elemental that it must obey
immediately and to the best of its ability, including
self-destructive orders.

Cyclone 10 Minutes 13 Mana
I Call Upon the Power of Air to Create a Cyclone.
This spell creates a swirling tunnel of wind around the
target, which will prevent the passage of thrown
weapons, gases, arrows, and bolts either in or out of
the spell. It has no effect on creatures, hand-held
weapons, or spells.

Storm Line of Sight 14 Mana
I Call Upon the Power of Air to Create a Storm.
This spell creates a barrier preventing flying creatures
and objects from making their escape by air. It causes
all beings that used the air to escape to return to the
land. Once the spell is invoked the caster must plant
his right foot and incant the Storm spell for every
packet then thrown. This can be done an unlimited
number of times provided no other spells are cast and
the casters right foot stays planted. Only creatures hit
by a packet are affected by the spell.

Summon Elemental 1 Hour 15 Mana
I Call Upon the Power of Air to Summon Elemental.
This spell summons a minor elemental of air or
lightning to perform one task for the caster. This spell
lasts until the task is completed, the elemental is
destroyed, or 1 hour has elapsed. This spell is not
always successful in summoning an elemental; see
Plot. This spell will never succeed in combat.
63


Air Damage Instant (any) Mana
I Call upon # Air.
This spell allows the caster to call forth sharp blades
of air and direct them at an opponent. # is the
damage caused and is equal to 5x the spell points
used in the attack. No matter how much damage is
inflicted at once, it is still negated by an active Air
Shield.

Path of Earth
I Call Upon the Power of Earth to
Level Spell
1 Sunstone
2 Detect Precious Minerals
3 Brittle
4 Root
5 Earth Shield
6 Crush
7 Wall of Earth
8 Bind
9 Stone Skin
10 Earthquake
10 Pass Wall
11 Flesh to Stone
11 Gauntlet
12 Entomb
13 Command Elemental
14 Solidify
14 Rock to Mud
14 Mud to Rock
15 Summon Elemental
Earth Damage: I Call Upon (#x5) Earth.

Sunstone 1 Day 1 Mana
I Call Upon the Power of Earth to Light my Way.
This spell turns a small, non-living piece of rock or
stone into a light source (glow stick or muted
flashlight) which the caster can use until sunlight
touches the physical representation of the spell or 24
hours have passed, whichever comes first.

Detect Precious Minerals Instant 2 Mana
I Call Upon the Power of Earth to Detect Precious
Minerals.
This spell allows the caster to detect the nature or
presence of precious or valuable minerals on the
target. If this spell is cast on a person, an active
Earth Shield will prevent the spell from functioning
but will be used up in the process. The caster will not
be informed of the use of the Shield. The spell does
not identify the specific type of mineral, and affects
one target creature or a 10x10x10 area of
inanimate material.


Brittle Instant 3 Mana
I Call Upon the Power of Earth to Make <ITEM>
Brittle.
This spell causes the item named by the caster to
become brittle and crumble to pieces. This will
render any one item the size of a shield useless. It
will not create a shield-sized hole in a larger
structure.

Root Line of Sight 4 Mana
I Call Upon the Power of Earth to Root You.
This spell causes the target to be pinned to one spot
on the ground. The target must keep their right foot
in the same place until the caster is out of sight or
unconscious for a period of ten seconds. This spell
may be broken by a creature with +4 strength or
better, which will cause them 4 points of damage and
requires a 3 count to perform. The victim cannot be
killing blowed or searched while under the effect
unless the target is otherwise incapacitated.

Earth Shield Indefinite 5 Mana
I Call Upon the Power of Earth to Create a Shield.
This spell creates a protective field that will negate
the first Path of Earth spell or effect successfully cast
upon the recipient.

Crush Instant 6 Mana
I Call Upon the Power of Earth to Crush <ITEM>.
This spell causes the item named by the caster to be
crushed and become useless. This spell can affect an
object up to and including the size of a door. This
will not create a door-sized hole in a larger structure.

Wall of Earth 1 Day 7 Mana
I Call Upon the Power of Earth to Create a Wall.
This spell creates a wall of stone up to 10 across
which expands from the point of origin until it
reaches 10 in length or is stopped by a barrier. This
wall can be tunneled through in 1 hour with proper
mining tools. The wall is also affected by spells that
affect up to 10 of inanimate material, Dispel
Enchantments, Rock to Mud, and Suppress
Enchantments. No other spells or effects have any
affect. Any creature standing on the phys rep of the
wall when the spell is cast will be forced to the side
away from the caster. Any creature that has an
active Earth Shield is completely protected from the
negative effects of the wall and may decide which
side of the wall to end up on. If they do not
immediately move out of contact with the Wall, the
Shield will be expended and the target will take all
Wall effects normally. This spell requires that a
length of rope or tape (preferably brown) be used to
mark the position of the wall.

64

Bind Line of Sight 8 Mana
I Call Upon the Power of Earth to Bind You
This spell causes a large hand of Earth to rise from
the earth and hold the target in one position. The
target can speak but cannot move or cast spells
except from the Path of Mind, which requires
thought alone. The spell can be broken by a +8 or
better strength, which causes 8 points of Earth
damage and requires a three count to accomplish.
The victim can be killing blowed while under the
effect.

Stone Skin 10 Minutes 9 Mana
I Call Upon the Power of Earth to Create Stone Skin.
This causes the targets skin to become as hard as
stone. While this is the case, the target is immune to
normal, silver, and magical weapon attacks. The
recipient is also immune to all Natural attacks,
including those that duplicate spell effects that
would normally affect the target. Spells affect the
target normally; in addition, the target cannot cast
spells or attack in any way without breaking the
spell. The recipient still needs to breathe and is
affected normally by gas poisons, but contact poisons
and carrier attacks do not affect the recipient. While
invoking this effect, the recipient must use this hand
gesture: both fists touching in front of their torso.

Earthquake Instant 10 Mana
I Call Upon the Power of Earth to Create an
Earthquake.
This spell causes the ground beneath the target to
shake, stunning them for 10 minutes unless
protected by an Earth Shield of immune to Earth
effects. While stunned, the target cannot move or
use any in-game skills and is vulnerable to a killing
blow.

Pass Wall 10 minutes 10 Mana
I Call Upon the Power of Earth to Create a Pass wall.
This spell creates a 10x10x10 corridor through
solid earthen or stone material. It creates a perfectly
smooth and navigable passage through the material.
If an object or person is caught within the corridor
when the spell ends, that object or person will be
ejected from the corridor to a random side
(determined by Plot).

Flesh to Stone 1Hour 11 Mana
I Call Upon the Power of Earth to Turn Flesh to
Stone.
This turns a living target into a statue. In this form,
the target is immune to harm, but cannot be moved
at all. In addition, the target is unaware of their
surroundings while in stone form. The stone form is
negated by a Dispel or Suppress Enchantments. If
used on a creature of stone or earth elemental, this
spell will remove all natural armor points and allow
most to be harmed by normal weapons.

Gauntlet 10 Minutes 11 Mana
I Call Upon the Power of Earth to Create a Gauntlet.
This spell changes the limb of the target chosen by the
caster into that of a minor earth elemental. For the
duration, this gives the target the ability to use the
arm as a Natural Weapon with a base damage of 5. It
may also be used to block as a Monsters Claw. It
cannot, however, be used for casting spells, throwing
poisons, using weapons, or any task requiring fine
manipulation while the spell is active.

Entomb Instant 12 Mana
I Call Upon the Power of Earth to Entomb You.
This spell completely encases the target in earth,
crushing them and instantly reducing all body,
armor, and protectives to -1 unless protected by an
Earth Shield or immune to Earth effects. This spell
acts as a killing blow, but the target is still affected by
life spells and Anchor.

Command Elemental 1 Hour 13 Mana
I Call Upon the Power of Earth to Command
Elemental.
This spell allows the caster to issue one command to
an Earth Elemental that it must obey immediately and
to the best of its ability, including self-destructive
orders.

Solidify Instant 14 Mana
I Call Upon the Power of Earth to Solidify the Earth.
This spell creates a barrier preventing creatures from
making their escape through the earth. This spell
causes all beings that used the earth to escape to
return to the surface. Once the spell effect is begun,
the caster must plant their right foot and incant
Solidify for each packet thrown. They may cast an
unlimited amount of packets provided no other spells
are cast and their right foot stays planted.

Rock to Mud Instant 14 Mana
I Call Upon the Power of Earth to Turn Rock to Mud.
This spell causes a 10x10x10 volume of non-living,
inanimate stone or rock to mud. It will destroy a Wall
of Earth, Root, Bind, or a being of Earth, including one
under the effects of Flesh to Stone.

Mud to Rock Instant 14 Mana
I Call Upon the Power of Earth to Turn Mud to Rock.
This spell causes a 10x10x10 volume of non-living,
inanimate mud to rock or stone. It will act as a Wall of
Earth, Root, Bind, or as a Renew on a being of Earth.

65

Summon Elemental 1 Hour 15 Mana
I Call Upon the Power of Earth to Summon Elemental.
This spell will summon a minor earth elemental to
perform one task for the caster. This spell lasts until
the task in completed, the elemental is destroyed, or 1
hour has elapsed. This spell is not always successful in
summoning an elemental; see Plot. This spell will
never succeed in combat.

Earth Damage Instant (any) Mana
I Call Upon # Earth.
This spell allows the caster to call forth large pieces
of earth direct them at an opponent. # is the
damage caused and is equal to 5x the spell points
used in the attack. No matter how much damage is
inflicted at once, it is still negated by an active Earth
Shield.

Path of Fire
I Call Upon the Power of Fire to
Level Spell
1 Create Flame
2 Enflame
3 Melt
4 Flame Strike
5 Fire Shield
6 Enshroud
6 Smoke
7 Wall of Fire
8 Quench Flame
9 Fire Aura
10 Heat Wave
11 See Heat
12 Incinerate
13 Command Elemental
14 Combust
14 Inferno
15 Forge
15 Summon Elemental
Fire Damage: I Call Upon (#x5) Fire.

Create a Flame 1 Day 1 Mana
I Call Upon the Power of Fire to Create a Flame.
This spell creates a light source (glow stick or muted
flashlight) which the caster can use until sunlight
touches the physical representation or 24 hours have
passed, whichever comes first.

Enflame Instant 2 Mana
I Call Upon the Power of Fire to Enflame <Item>.
This spell causes the item named by the caster to
ignite in flames, causing no damage but making the
item too hot to hold. The target must drop the item
and the item cannot be held again until 5 seconds
have passed, allowing the item to cool. This spell will
work on an item up to the size of a 500 in
2
shield that
is held in the targets hands.

Melt Instant 3Mana
I Call Upon the Power of Fire to Melt <Item>.
This spell causes the item named by the caster to
melt, causing no damage to the wielder. The spell
renders one 500 in
2
or smaller object useless. It will
not create a hole in a larger item or structure.

Flame Strike Indefinite 4 Mana
I Call Upon the Power of Fire to Strike Flame.
This blade spell is cast upon a person, allowing them
to deliver +5 fire damage on one strike of a weapon.
For example, if a character with no weapon skill used
a dagger to deliver this effect, they would call 6 fire.
Up to 4 blade spells can be active on a person at one
time. Since the spell modifies the damage call of a
strike, once the call with additional damage is made
the effect is expended whether the strike is
successful or not. Only one blade spell can be used
per strike.

Create a Fire Shield Indefinite 5 Mana
I Call Upon the Power of Fire to Create a Shield.
This spell creates a protective field that will negate
the first Fire spell or effect successfully cast upon the
recipient.

Enshroud Line of Sight 6 Mana
I Call Upon the Power of Fire to Enshroud You.
This spell envelops the target in a field of flame,
holding them in one position. The target can speak,
but cannot move or cast spells unless it can be cast
without speaking. Breaking free requires strength of
+6 or better, takes a three count, and doing so causes
6 points of fire damage. The victim cannot be moved
while under the effects of the spell, however the
victim can be killing blowed while under its effects.

Smoke 5 Minutes 6 Mana
I Call Upon the Power of Fire to Create Smoke.
This spell creates a billowing cloud of smoke that
surrounds the targets head, preventing the target
from seeing anything but the smoke, rendering it blind
for the duration of the spell. The skill Blind Fighting or
the Quench Flame spell will negate the effect.

Wall of Fire 2 Hours 7 Mana
This spell creates a wall of flame up to 10 across and
10 high which expands from where the packet lands
until it reaches maximum length or prevented from
continuing by a barrier. Any weapon or object
smaller than armor that passes through the wall will
be melted as per the melt spell. Living beings that
attempt to go through the wall will take 20 points of
66

fire damage as well as having their possessions
melted. Any creature standing on the physical
representation of the wall when the spell is cast will
take the effect from the wall and will be moved to the
side of the wall closest to the caster. Any creature
that has an active Fire Shield that comes in contact
with the Wall of Fire is protected from the negative
effects of the wall and may decide which side of the
wall to end up on, but this will use up their Fire
Shield. This spell requires a length of rope or tape
(preferably red) to be used for marking the position
of the wall.

Quench Flame Instant 8 Mana
I Call Upon the Power of Fire to Quench Flame.
This spell causes all fire effects still existing on the
target to be negated. A Fire Shield will stop this spell
if cast on a person, but the shield will be consumed in
the process. It causes 50 points of damage to
creatures of elemental fire, but not to beings of
magical fire.

Fire Aura Indefinite 9 Mana
This spell causes a bright aura of flame to envelop
the target. The Aura will cause the next weapon that
strikes the recipient to melt before it can do damage.
If the next attack is a natural weapon, the attacker
suffers 20 points of magical fire damage before
delivering damage. The spell is used up on the first
successful hit with a legal weapon, and will not stack
with other Aura spells. The Aura does not block
magical attacks.

Heat Wave Instant 10 Mana
This spell causes the target to be blatantly stunned
for 10 minutes unless protected by a Fire Shield, is
immune to Fire, or can resist Fire effects. While
stunned the target is vulnerable to a killing blow and
cannot move or use any in-game skills.

See Heat 1 Hour 11 Mana
This spell allows the target to see any heat that may
be radiating from an unseen living opponent or
construct replicating a living being. Corporeal undead
tend to be the same temperature as their surroundings
and thus cannot be seen with this spell. Incorporeal
undead will show up as patches of black, icy cold.

Incinerate Instant 12 Mana
This spell causes the target to explode in flames. The
resulting explosion reduces the targets current
body, armor, and protections to -1 total, unless
protected by a Fire Shield, immune to Fire, or able to
resist. This spell acts as a killing blow.


Command Elemental 1 Hour 13 Mana
This spell allows the caster to issue one command to a
fire elemental that it must obey immediately and to
the best of its ability, including self-destructive orders.

Combust Instant 14 Mana
This spell allows the caster to destroy up to 10 ft
3
of
non-living, inanimate material. It affects one target
per casting, and will not make a 10 hole on a larger
structure. This spell can be used on a body that has
been killing blowed in order to prevent resurrection


Inferno 10 Minutes 14 Mana
This spell creates an aura of glowing flame around the
target that acts as a continuous Fire Aura effect for all
attacks against the target for the duration of the spell.
The target must use this hand gesture: both hands
against their chest touching both thumbs together and
both index fingers together in a triangle for the
duration of the spell. However, this spell can be
stopped by a Quench Flame spell.

Forge Indefinite 15X Mana
This spell allows the caster to forge a weapon or
armor from raw common ore components. The caster
must have all the ore components necessary for the
item in hand while the spell is spoken. The caster must
have spent a number of Mana points equal to the
number of ore components necessary to create the
item plus the initial cost of the spell (15).

Summon Elemental 1 Hour 15 Mana
This spell summons a minor fire elemental to perform
one task for the caster. This spell lasts until the task is
completed, the elemental is destroyed, or 1 hour has
elapsed. This spell is not always successful in
summoning an elemental; see a Plot. This spell will
never succeed in combat.

Fire Damage Instant (any) Mana
I Call Upon # Fire.
This spell allows the caster to call forth masses of fire
and direct them at an opponent. # is the damage
caused and is equal to 5x the number of spell points
used in the casting. No matter how much damage is
inflicted at once, it is still negated by an active Fire
Shield.

67

Path of Water
I call upon the Power of Water to
Level Spell
1 Liquid Light
2 Identify Liquid
3 Chill
4 Breathe Liquid
4 Ice Blade
5 Water Shield
6 Purify Liquid
7 Wall of Ice
8 Evaporate
8 Frostbite
9 Water Form
10 Freeze
11 Bridge
12 Dehydrate
13 Command Elemental
14 Summon Elemental
Ice Damage: I call upon #x5 Ice.

Liquid Light 1 hour 1 Mana
I Call Upon the Power of Water to Light My Way
This spell causes a body of water to emit a bright
glow, allowing those around to see clearly within a 5
foot radius of the water. The body of water must be
smaller than a 2 foot radius, but no smaller than a
handful.

Identify Liquid Instant 2 Mana
I Call Upon the Power of Water to Identify Liquid.
This spell allows the caster to roughly identify any
liquid. Using this spell will give them a simple
answer, such as potion, poison, water, etc. If the
player has placed a CP into Alchemy or Potion
Making, this will allow them to have a more definite
answer, such as the level or type of the liquid.

Chill Instant 3 Mana
I Call Upon the Power of Water to Chill [Item]
This causes the target of the spell to freeze, becoming
weak and easily broken. The target may be no larger
than 500 in
2
. Hitting the item will shatter it, but will
cause no damage to the one holding the item.

Breathe Liquid 1 day 4 Mana
I Call Upon the Power of Water to Breathe Liquid
This spell allows the target to temporarily gain the
skill Underwater Breathing, which allows them to
breathe both on land and while submerged. They do
not gain the Underwater Combat or Swim skills.

Ice Blade Indefinite 4 Mana
I Call Upon the Power of Water to Create an Ice Blade
This spell causes one weapon to become coated in a
layer of magical ice, allowing it to have additional
effects for one strike. Ice Blade will allow the user to
call +5 Ice damage on top of their usual damage until
they successfully land a hit with the weapon. Upon
hitting, the ice will shatter and the weapons damage
call will return to normal. Blade spells do not stack
on one weapon.

Water Shield Indefinite 5 Mana
I Call Upon the Power of Water to Create a Shield
This spell creates a protective field that will negate
the first Water spell or effect successfully cast upon
the recipient.

Purify Liquid Instant 6 Mana
I Call Upon the Power of Water to Purify Liquid
This spell allows the user to rid the target of any one
poison, disease, or potion effect. It can affect a
maximum of one target per casting and can purify up
to 50 gallons of liquid. This spell will also negate
certain Path of Fire effects, as noted in the spell
description. If this spell is used on a liquid in a
container, the liquid is turned to pure water.

Wall of Ice 1 day 7 Mana
I Call Upon the Power of Water to Create a Wall of Ice
This spell causes a wall of ice to expand from the
point that the packet lands in a 10 foot long, 10 foot
tall line. The wall will expand to those dimensions
unless stopped by an outside force. This wall acts as
a solid barrier and is resistant to damage. The ice
acts as elemental ice, meaning it can be melted.
However, it takes an hour to create a hole large
enough for a man to go through. This spell will be
physically represented by a length of rope or tape
(preferably blue).

Evaporate Instant 8 Mana
I Call Upon the Power of Water to Evaporate You
This spell causes all water spell or natural ability
effects existing on the target to be negated. Water
Shield will stop this spell, but it will be used up in the
process. Evaporate causes 50 points of damage to
creatures of elemental water, including those in
Water Form, but not to creatures with simple natural
water abilities. This spell will destroy potions, elixirs,
and poisons only if specifically used on them.

Frostbite Instant 8 Mana
I Call Upon the Power of Water to Frostbite Your
<limb>
This spell creates a numbing cold which causes the
target to lose the ability to use the named limb until it
is cured with a Regenerate spell, or until the target
dies and is resurrected. This does not affect creatures
that are healed by or immune to water spells/effects.
68

It does not affect creatures without a metabolism and
is stopped by an active Water Shield.

Water Form 1 hour 9 Mana
I Call Upon the Power of Water to Create a Form
This spell causes the targets body to become living
water. While in this form, the recipient is immune to
most spells and weapons. They can still be affected
by magic weapons, and certain spells as listed in
their description. A person in Water Form can seep
through rough, small openings with a three count. A
character in Water Form will stay as a cohesive
whole fitting into a single container. A Water Form
cannot be used to drown another character. While in
Water Form characters must use the following hand
gesture: hands laid flat against the chest with middle
fingertips touching until they wish to end the spell or
time runs out. The character cannot attack while in
Water Form. A character in Water Form while in
water can use the skill Hide at will for the duration of
the spell.

Freeze 3 hours 10 Mana
I Call Upon the Power of Water to Freeze You
This spell covers the target with a layer of ice,
preventing any movement. The ice covers the target
from the neck down, allowing speech but not spell
casting. Any damage done to the ice sheath causes
damage to the victim. The sheath can be broken by
+10 or better strength, but causes the victim 10
points of ice damage and requires a three count to
accomplish. The victim can be killing-blowed while
under the effects of this spell, but cannot be
searched.

Bridge Indefinite 11 Mana
I Call Upon the Power of Water to Create a Bridge
This spell allows the caster and those touching the
caster to move across a liquid as if it was a solid. The
bridge moves along with the caster in whichever
direction, and the spell is stopped as soon as land is
touched again by any in the group.

Dehydrate You Instant 12 Mana
I Call Upon the Power of Water to Dehydrate You
This spell drains away all the water in the target,
reducing their current armor, body, and protections
to -1 total unless protected by a Water Shield or
immune to Water effects. This spell acts as a killing
blow, but the target is still affected by Path of Life
spells and resurrection skills.





Command Elemental 1 hour 13 Mana
I Call Upon the Power of Water to Command
Elemental
This spell allows the caster to issue one command to a
water or ice elemental that it must obey immediately
and to the best of its ability, including self-destructive
orders. If the elemental cannot complete the task
within 1 hour, it returns to its original task.

Summon Elemental 1 hour 14 Mana
I Call Upon the Power of Water to Summon Elemental
This spell calls forth a minor ice or water elemental to
perform one command for the caster. The elemental
will perform the task as efficiently as possible unless it
is destroyed or 1 hour has passed. However, the art of
summoning elementals is imperfect, and the spell may
not be successful. A Plot will give further instruction.

Ice Damage Instant (any) Mana
I Call Upon # Ice.
This spell allows the caster to call forth shards of ice
and direct them at an opponent. # is the damage
caused and is equal to 5x the number of spell points
used in the casting. No matter how much damage is
inflicted at once, it is still negated by an active Water
Shield.

BALANCE FAMILY
Path of Body
I Summon the Power Within to
Level Spell
1 Repel
2 Displace
3 Shatter
4 Create Key
5 Body Shield
6 Destroy
6 Trap
7 Deflect Weapons
7 Wall of Force
8 Refract
9 Confine
10 Wizard Lock
10 Body Weapon
11 Mend
12 Imprison
13 Detonate
14 Force Field
15 Circle
Body Damage: I Summon (#x5) Force.

Repel Concentration 1 Mana
I Summon the Power Within to Repel You.
This spell summons a magical force that keeps the
target 10 away from the caster. It doesnt force the
target away if closer than 10 when affected, but it
69

does prevent the target from moving any closer. If
the caster moves closer, the target is not required to
move away. Casters can keep the target repelled for
as long as they maintain concentration, but this
precludes any other spell casting. Please note that
any targets of Limited Massive size or larger are
simply too large to be affected by this spell.

Displace Instant 2 Mana
I Summon the Power Within to displace <item>.
This spell creates a burst of power that opens the
targets hands and forces them to drop the item
named by the caster. The target must drop the named
item and cannot pick it back up for five seconds.
Another character CAN pick up the item within this
time. This spell will work on any one item in the
targets hands, but will be negated by an active Force
Shield.

Shatter Instant 3 Mana
I Summon the Power Within to Shatter <item>.
This spell causes the item named by the caster to
shatter into hundreds of pieces, causing no damage
to the wielder. This will render one object the size of
a shield useless, but will not create a shield-sized
hole in another structure. Objects that are
Unshatterable are unaffected by this spell.

Create Key Instant 4 Mana
I Summon the Power Within to Create a Key.
This spell creates a magical key to open any game
lock. It will not open magical locks, only physical
mechanisms. This will not disarm any traps attached
to the lock.

Body Shield Indefinite 5 Mana
I Summon the Power Within to Create a Shield.
This creates a protective field that will negate the
first Body spell successfully cast upon the recipient.

Destroy Instant 6 Mana
I Summon the Power Within to Destroy <item>.
This spell is a stronger form of the Shatter spell,
affecting objects up to and including the size of a
door. It will not create a door-sized hole in a larger
structure.

Trap Line of Sight 6 Mana
I Summon the Power Within to trap your <limb>.
This spell creates an invisible construct that will
immobilize one of the targets limbs. The affected
limbs cannot be used for movement, combat, spell
casting, or anything else. Targets with a +6 strength
or better may rip free of the spell with a three count,
but will take 6 points of damage doing so. The target
is not vulnerable to a killing blow, and may be
searched if the target cannot prevent it.

Deflect Weapons Indefinite 7 Mana
I Summon the Power Within to Deflect Weapons.
This spell creates a protective field that will block the
first attack from a game weapon, no matter what
damage the weapon causes. It will not, however, block
Massive damage. The target must call Deflect to let
their opponent know that they had that effect to block
the strike. This spell is not stackable with Fire Aura or
Wind Barrier.

Wall of Force 1 Day 7 Mana
I Summon the Power Within to Create a Wall.
This spell creates a wall of invisible power up to 10
across which expands from the point of origin until it
reaches 10 in length or is stopped by a barrier. No
weapon or object may pass through the Wall. All
physical creatures are also prevented from crossing
the barrier. Any creature standing on the phys rep of
the wall when the spell is cast will be forced to the
side away from the caster. Any creature that has an
active Body Shield may decide which side of the wall
to end up on, but this expends the Shield. All spells
are stopped by the Wall as by a solid object save for
Dispel Enchantments and Refract, which will destroy
the Wall. This spell requires that a length of rope or
tape (preferably orange) be used to mark the
position of the wall.

Refract Instant 8 Mana
I Summon the Power Within to Refract
This spell causes all Body effects still existing on the
target to be negated. A Body Shield will stop this
spell, but be used up in the process. Refract will
cause 50 points of damage to constructs of Body.

Confine Line of Sight 9 Mana
I Summon the Power Within to Confine You.
This spell surrounds the target from the neck down
in an invisible field of power that immobilizes them
and makes them vulnerable to killing blows. The
target can still speak, activate items in hand and cast
spells from the Path of Mind to free him or herself.
This spell can be broken by a +9 or greater strength,
causing the target 9 points of damage and requiring a
three count to accomplish. The spell lasts until line
of sight is broken for 10 seconds, it is dispelled, or
the character dies. The target can be searched while
under this spell.

Wizard Lock 7 Days 10 Mana
I Summon the Power Within to Create a Wizard Lock.
This spell surrounds an entire permanent structure
(minimum of 10x10 to a maximum of 100x100)
70

with a magical force. A lock (one per spell) and a key
must be placed adjacent to a door or other opening
that can open and close. When the key is in the lock,
the door may be opened and closed. When the key
isnt in the lock, the door may not be opened or
closed until the key is in place. This applies to doors
that open to the outside of a structure. Those portals
that open to the inside of a structure can be opened
and closed without opening the Wizard Lock. When
the spell goes up, anything and anyone wholly or
partially in the entryway is ejected outside the
structure, taking no damage. Nothing, including
Gaseous Forms and Spirit Forms may enter the
structure. If the spell is cast multiple times with the
key in the lock and in the casters possession within
the first minute of the original spell being cast, a
duplicate key will be created in the lock it was cast
upon for each casting. Only one active Wizard Lock
may be in place on a given structure at a time. Note:
Plot may deem that a structure is permanent or not
so for out-of-game reasons. They may also
determine that a structure actually represents more
than one structure for out-of-game purposes (most
likely to phys rep a particular setting).

Body Weapon 1 Hour 10 Mana
I Summon the Power Within to create a <weapon>.
This spell creates a weapon out of magical force that
will act as a normal, Unshatterable weapon for the
duration of the spell. The Body Weapon only exists in
the hands of the caster or the hands of the target of
the spell. If the weapon is disarmed, dropped, or
otherwise leaves the casters/targets grasp, the spell
ends. The weapons used as phys reps of a Body
Weapon should be marked with orange tape. The
weapons are vulnerable to Refract Force, Dispel
Magic, and Suppress Enchantment.

Mend Instant 11 Mana
I Summon the Power Within to mend <item>.
This spell will repair any inanimate item that was
damaged or destroyed up to and including the size of a
door. This spell may be used to reconstitute a body
that has been affected by some type of Destruction
effect.

Imprison 1 Hour 12 Mana
I Summon the Power Within to Imprison You.
This spell surrounds the target with an impenetrable
field of Force that prevents the target from moving,
speaking, casting spells, or using magical items. This
spell can be broken by using a +12 or better strength,
causing the target to take 50 points of damage and
requiring a three count to accomplish. While under
the effect of this spell, the target is vulnerable to a
killing blow from the caster only and cannot be
searched, but is invulnerable to general physical
attacks and most spells. The spell lasts for the
duration or until the caster touches the effect and
wills it to end. This spell is negated by Refract,
Suppress Enchantments, and Dispel Enchantments.

Detonate Instant 13 Mana
I Summon the Power Within to Detonate <item>.
This spell destroys up to one 10 cube of non-living,
inanimate material. It only affects one target per
casting, and will not make a10 cubic hole in a larger
structure. This spell may be used on a dead body that
cannot be affected by a Life spell.

Force Field 10 Minutes 14 Mana
I Summon the Power Within to Create a Field.
This spell creates a mobile Imprison effect. The
recipient must use this hand gesture: hold their fists to
their shoulders, right fist to right shoulder etc... Until
the spell ends. The recipient can will the spell to end or
the spell can be negated by Refract, Dispel
Enchantments, or Suppress Enchantments.

Circle 1 Hour 15 Mana
I Summon the Power Within to Create a Circle.
This creates a circular Wall of Body up to 10 in
diameter, marked as a normal Wall of Body. The
caster can allow beings through the circle while it is in
operation by stating <Name> is recognized by the
Circle. This is a conscious effort, must be vocalized,
and can be revoked by saying <Name> is no longer
recognized by the Circle. Revoking recognition does
NOT eject the being from the Circle. Only one being
may be recognized at a time. This spell is not negated
by Refract, Dispel Enchantments, or Suppress
Enchantments spells.

Path of Body Damage Instant (any) Mana
I Summon # Force.
This spell allows the caster to call forth an internal
force and direct it at an opponent. # is the damage
caused and is equal to 5x the spell points used in the
attack. No matter how much damage is inflicted at
once, it is still negated by an active Body Shield.

71

Path of Chaos
By the forces of chaos, I
Level Spell
1 Attract
2 Detect Law
3 Warp
4 Chaos Edge
5 Chaos Shield
6 Tongues
7 Tongue of Chaos
7 Destroy Wall
8 Warp Mind
9 Chaos Aura
10 Chaos Blade
11 Warp Strike
12 Sunder
13 Rift
14 Cloak of Chaos
15 Fatal Rage
Chaos Damage: I call upon (#x5) Chaos.

Attract Concentration 1 Mana
By the forces of chaos, I attract you.
This spell calls upon a chaotic force that keeps the
target within 10 of the caster. Targets of Limited
Massive size or larger are too large to be effected by
this spell.

Detect Law Instant 2 Mana
By the forces of chaos, I detect law.
This spell allows the caster to determine if the target is
affected by Law.

Warp Instant 3 Mana
By the forces of chaos, I warp your <Item>.
This spell causes the item named by the caster to warp
its shape until it shatters. This will render any one
item the size of a shield useless. It will not make a
shield sized hole in a larger structure.

Chaos Edge Indefinite 4 Mana
By the forces of chaos, I create a chaos edge.
This blade spell is cast upon a person, allowing them
to change their damage to any flavor for one strike of
a weapon. Up to 4 blade spells can be active on a
person at one time. Once the call with altered damage
is made the effect is expended whether the strike is
successful or not. Only one blade spell may be used per
strike.

Law Shield Indefinite 5 Mana
By the forces of chaos, I create a shield.
This spell creates a protective field that will negate the
first Law spell or effect successfully cast upon the
recipient.

Tongues 1 Hour 6 Mana
By the forces of chaos, I make you speak <language>.
For an hour after casting this spell, the target is forced
to speak the language designated by the caster of the
spell. The language must be one known by the caster
of this spell.

Words of Chaos 1 Hour 7 Mana
By the forces of chaos, I twist your words.
This spell will make the target lie every time they
speak for an hour. If the target is commanded to tell
the truth through magic, it will break the spell. If the
target was first commanded through magic to tell the
truth, this spell will override the command.

Destroy Wall Instant 7 Mana
By the forces of chaos, I destroy wall.
This spell will remove the targeted wall spell. The
caster must cast the spell through the area
representing the wall.

Warp Mind 10 Minutes 8 Mana
By the forces of chaos, I warp your mind.
This spell causes the target to fly into a blind rage,
attacking the nearest creature until either the target
or the creature is unconscious. The target will
continue to attack the next creature it sees until the 10
minutes has elapsed, the spell is removed, or the target
is dead.

Chaos Aura Indefinite 9 Mana
By the forces of chaos, I create a chaos aura.
This spell creates a chaotic field that will return the
first attack from a game weapon, no matter what
damage the weapon causes. This causes both the
target of the attack and the attacker to take the
weapons full damage. The target must call Chaos
Aura to let their opponent know that they had the
effect to reflect the strike. This spell is not stackable
with Fire Aura, Lightning Barrier, or Deflect Weapons.

Chaos Blade 1 Hour 10 Mana
By the forces of chaos, I create a chaos <weapon>.
This spell creates a weapon of chaos that will act as a
normal weapon for the duration of the spell, with the
exception that the weapon can be of any damage
flavor. Once the damage flavor is called, it is set and
cannot be changed without recasting the spell. The
chaos weapon only exists in the hands of the target of
the spell. If the weapon leaves the targets grasp, the
spell ends. The weapon is vulnerable to Dispel Magic
and Suppress Enchantments.




72

Warp Strike Indefinite 11 Mana
By the forces of chaos, I warp your strike.
This blade spell is cast upon a person, allowing them
to change their damage type to massive for one strike
of a weapon. Only 1 Warp Strike can be active on a
person at a time. Once the call with altered damage is
made the effect is expended whether the strike is
successful or not. If the attack is successful, the
weapon takes a destroy effect. While Warp Strike is
active on a person, they can have only 3 other blade
spells active. Only one blade spell may be used per
strike.

Sunder Instant 12 Mana
By the forces of chaos, I sunder you.
This spell causes the target to be torn asunder by
chaotic forces, instantly reducing all body, armor, and
protective to -1 unless protected by a Chaos Shield or
immune to Chaos effects. This spell acts as a killing
blow, but the target is still affected by life spells and
Anchor.

Rift 10 Minutes 13 Mana
By the forces of chaos, I create a rift.
This spell tears open a 10 by 10 rift in space, allowing
instant passage to a location up to 1 mile away.
Anything that enters the rift must have an active
Chaos Shield or Law Shield or else take the effects of
the Sunder and Destroy spells before making it to the
other side.

Cloak of Chaos 1 Hour 14 Mana
By the forces of chaos, I create a cloak.
This spell will shroud the target in a cloak of chaos
that scatters the light and sound around them, hiding
them and making them undetectable. While under the
effects of this spell, the target cannot move, speak, or
perform any action without breaking the spell.

Fatal Rage 10 Minutes 15 Mana
By the forces of chaos, I cause Fatal Rage.
This spell sends the target into a fit of intense rage,
causing them to pulse with chaotic energy. The target
gains +5 damage with all weapons he/she wields, +20
stamina, +30 Body Points, can cast spells while taking
damage, and gains immunity to Fear, Sleep, Stun,
Command, and Feeble Mind effects. After 10 minutes
has elapsed the characters body is so damaged that
the spirit requires a resurrection. The character will
attack the first target it sees.

Chaos Damage Instant (any) Mana
I call upon # Chaos.
This spell allows the caster to call forth a mass of
chaotic energy and direct it at an opponent. # is the
damage caused and is equal to 5x the number of Mana
used in the casting. No matter how much damage is
inflicted at once, it is still negated by an active Chaos
Shield.

Path of Law
By the power of law, I
Level Spell
1 Sense Truth
2 Detect Chaos
3 Clear Mind
4 Restore
5 Law Shield
6 Armor of Law
6 Fatigue
7 Compel Truth
8 Order
9 Detain
10 Inhibit
11 Combat Focus
12 Judgment
13 Command Servant
14 Purge
15 Summon Servant of Law

Sense Truth Instant 1 Mana
By the power of law, I sense truth.
This spell will allow the caster to determine if the last
phrase said by the target was true.

Detect Chaos Instant 2 Mana
By the power of law, I detect chaos.
This spell allows the caster to determine if the target is
affected by Chaos.

Clear Mind Instant 3 Mana
By the power of law, I clear your mind.
This spell will stop most Chaos or Law effects or
abilities on the target. The spells are Attract, Words of
Chaos, Warp Mind, Compel Truth, Detain, Inhibit,
Tongues, and Order.

Restore Instant 4 Mana
By the power of law, I restore <item>.
This spell will restore any non-magical properties of a
shield sized object that has been destroyed. It will not
close a shield sized hole in a wall.

Chaos Shield Indefinite 5 Mana
By the power of law, I create a shield.
This spell creates a protective field that will negate the
first Chaos spell or effect successfully cast upon the
recipient.




73

Armor of Law Indefinite 6 Mana
By the power of law, I create Armor of Law.
This spell creates a magical armor, granting the
target 15 points of natural armor until it is destroyed.
Once these points are destroyed, the spell ends. A
target may have only one Armor of Law on at a time
and it does not stack with Barkskin or Blood Armor. If
a second Armor of Law is cast on the target the first
spell dissipates.

Fatigue 1 Hour 6 Mana
By the power of law, I fatigue you.
This spell causes the target to become fatigued,
removing up to 5 stamina from the targets stamina
pool for 1 hour. Once the hour is over, the target
regains the stamina that was removed by this spell.
Repeated castings of this spell on the same target will
not remove more stamina but will prolong the fatigue
for an extra hour per casting.

Compel Truth 1 Hour 7 Mana
By the power of law, I compel truth.
This spell causes the target to willingly tell the whole
truth. A character under the effects of this spell will
not attempt to hide information by bending the truth
or dodging the question.

Order 1 Hour 8 Mana
By the power of law, I order you.
This spell causes the target to obey the next command
given by the caster. The target must attempt to
immediately complete the task. The target will obey all
commands given except for those which will result in an
immediate & certain death. The spell lasts until the task is
completed, the target is killed, the spell is broken or 1 hour
has passed, whichever comes first.

Detain Line of Sight 9Mana
By the power of law, I detain you.
This spell creates a magical barrier that immobilizes the
target and makes them vulnerable to killing blows. The
target can still speak, activate items in hand and cast
spells from the Path of Mind to free him or herself. This
spell can be broken by a +9 or greater strength, causing
the target 9 points of damage and requiring a three count
to accomplish. The spell lasts until line of sight is broken
for 10 seconds, it is dispelled, or the character dies. The
target can be searched while under this spell.

Inhibit 1 Hour 10 Mana
By the power of law, I inhibit you
This spell causes the target to be prohibited from
making aggressive actions. The target cannot wield a
weapon, cast spells, throw poisons, or engage in
combat until the spell is removed. This will not work
on creatures of Limited Massive or Larger size.

Combat Focus Variable 11 Mana
By the power of law, I grant combat focus.
This spell grants the target 3 damage reduction for a
combat scene or 5 minutes, whichever comes first.
This spell does not stack with other forms of damage
reduction. If the target has damage reduction from
another source, it takes the better of the two values.

Final Judgment Instant 12 Mana
By the power of law, I bring final judgment.
This spell causes the target to be crushed by the
weight of its crimes, instantly reducing all body,
armor, and protective to -1 unless protected by a Law
Shield or immune to Law effects. This spell acts as a
killing blow, but the target is still affected by life spells
and Spirit Anchor.

Command Servant 1 Hour 13 Mana
By the power of law, I Command Servant.
This spell allows the caster to issue one command to a
Servant of Law that must obey immediately and to the
best of its ability, including self-destructive orders.

Purge Instant 14 Mana
By the power of law, I purge you.
This spell negates all non-permanent magical shields, plus
armor, plus body, and natural armor provided by spells
such as Barkskin, Blood Armor, or Armor of Law. An
active Law Shield will prevent this from occurring, but will
be used up in the process. This spell can target an item to
suppress all permanent magical effects on an item for 24
hours.

Summon Servant 1 Hour 15 Mana
By the power of law, I summon a Servant of Law.
This spell summons a servant of law to perform one
task for the caster. This spell lasts until the task is
complete, the Servant is destroyed, or 1 hour has
passed. This spell will not always be successful in
summoning a Servant; see a Plot. This spell will never
succeed in combat.

74

Path of Mind
With the Power of my Mind
Level Spell
1 Empathy
2 Detect Mind
3 Weaken
4 Clear
5 Mind Shield
6 Dream
7 Blind
8 Shock
9 Control
10 Stun
11 Forget
12 Slay
13 Remember
14 Mesmerize
14 Forbid
Mind Damage: With my mind, I cause #x3 body.

Empathy Instant 1 Mana
With the Power of my Mind, I Create Empathy
This power allows the caster to determine the
emotional condition of the target. Empathy detects
the specific emotions and their level of intensity at
time of casting. The target of the emotions can be
determined by a second use of this power. However,
the origin of the emotions (Natural, Magical, Psionic,
or Alchemical) is not revealed by the use of this
power, nor are any thoughts; no matter how intense
they are, transmitted by this power.

Detect Mind Instant 2 Mana
With the Power of my Mind, I Detect Mind
This power allows the caster to determine whether
or not the target possesses a mind. Detect Mind will
reveal if the target is Sentient, Self-willed, Instinctual,
Programmed, or Non-Sentient. It will also reveal the
presence of multiple minds occupying the same form
or a link to a Group Mind. Specific thoughts, levels of
intelligence, or origins are not revealed by this
power.

Weaken Line of Sight 3 Mana
With the Power of my Mind, I Weaken You
This power allows the caster to interfere with the
target's reflexes, fighting skills, reducing his
effectiveness with a weapon. The target of this
power must reduce his damage with any weapon by -
5 so long as the power is in effect. This power is not
cumulative with other weakness effects. This is a
mind affecting power.




Clear Instant 4 Mana
With the Power of my Mind, I Clear Your Mind
This power allows the caster to rid a mind of
external influences. This will free a person of
Command, Sleep, Enthrall, Rage, Enrage, Slumber,
Control, Weaken, and other mind influencing affects,
whether magical, alchemical, or psionic. This power
functions as an awaken spell for these purposes.

Mind Shield Indefinite 5 Mana
With the Power of my Mind, I Create a Shield
This power allows the caster to create a protective
field around the target that will protect the target
from the first Mind power or effect successfully used
on the recipient. This is announced Mind Shield.

Dream 10 Minutes 6 Mana
With the Power of my Mind, I Create a Dream
This power allows the caster to force a target into a
deep sleep. The target will remain asleep for 10
minutes unless an Awaken or Clear is used upon
them or someone takes one minute to shake them
rigorously and shout at them. While under the effects
this power, the target is vulnerable to a killing blow.

Blind Line of Sight 7 Mana
With the Power of my Mind, I Blind You
This power allows the caster to prevent the target
from using his sense of sight to guide him or recognize
anything. The affect is simulated by a loss all weapon
combat skills. The target may cast spells or use
alchemy but must keep his eyes closed. Movement is
possible with a guide. The target may not be killing
blowed unless first rendered unconscious or immobile.
A character with the skill Blind Fighting may ignore
the effect of this power.

Stun 10 Minutes 8 Mana
With the Power of my Mind, I Stun You
This power causes the target to become rigid, unable
to move. While under the effects of this power, the
target is vulnerable to a killing blow. In addition, the
target is unable to speak, use any physical in-game
skills or magical items. This is not a binding power.
The target of this power can be searched.

Control 1 Hour 9 Mana
With the Power of my Mind, I Control You
This power causes the target to obey the next
command given to him by the caster. The target must
immediately attempt to complete the task. The target
will obey all commands except those that are
obviously self-destructive in nature. The power lasts
until the command is completed, the duration ends,
the power is broken, or the target is killed.

75

Shock 10 Minutes 10 Mana
With the Power of my Mind, I Shock You
This power causes the target to go into shock,
rendering the target immobile unless protected by
an active Mind Shield or immune to Mind effects.
While stunned, the target is vulnerable to a killing
blow, cannot move or use any game skills.

Forget Indefinite 11 Mana
With the Power of my Mind, I Make You Forget
This power allows the caster to remove the last 15
minutes of the target's memory, causing him to forget
the events of that time. If a Clear is used upon the
target within 5 minutes of being affected, the effects
are reversed. If not, the power's affects are permanent.

Slay Instant 12 Mana
With the Power of my Mind, I Slay You
This power allows the caster to send a massive surge
of mental energy into the target's mind, killing him
instantly. The use of this power reduces the victim's
total body and protectives to -1 total, unless protected
by a Mind Shield or immune to psionic affects. This
power acts as a killing blow; however, the target is
still affected by a Renew or Anchor.

Remember Instant 13 Mana
With the Power of my Mind, I Make You Remember
This power allows the caster to reverse the effects of
memory effecting poisons, powers, and spells that
have been used on the target within the last 24
hours. This power will reverse the effects of one such
power, poison, or spell for each use. This will reverse
a Forget spell, if it was used in the last 24 hours.

Mesmerize 1 Hour 14 Mana
With the Power of my Mind, I Mesmerize You
This power allows the caster to place the target under
his complete control. The target will not do anything
without the caster's orders. While under the effects of
this power the target must obey all the commands of
the caster, even self-destructive orders. However, the
target is not required to use spells, poisons, skills, or
items unless the caster specifically directs the target to
do so. When fighting with a weapon, the target is not
required to call more than base damage with the
weapon. The target fights like an automaton with no
sense of self-preservation. This spell lasts until the
duration is up, the power is negated, or the target dies.

Forbid 1 Day 14 Mana
With the Power of my Mind, I forbid you to <skill>.
This power allows the caster to restrict the target
from using one specific skill. That skill cannot be
used by the target until he resurrects, a Clear, Dispel
Enchantments, or 3 Mind Touches are used to negate
the effects. This does not affect skills dependent on
the skill that has been nulled; however, any skill that
directly uses the forbidden skill cannot be used as
well. For example, forbidding Read & Write will stop
someone from being able to produce poisons or
scrolls, but does not prevent the target from using
those items. If a weapon damage skill or backstab is
forbidden, then the targets maximum damage is
reduced by the one skill. This power cannot be used
against racial abilities that are in continuous effect
nor to forbid the target from using Mana.

Mind Damage Instant (ANY) Mana
With my Mind, I Cause # Body
This power allows the caster to send a surge of
psionic power into the mind of another creature
causing the amount of body damage equal to 3x
amount of amount the Mana used in the attack. No
matter how much damage the attack causes, an
active Mind Shield will block the attack.

CYCLE FAMILY
Path of Blood
Level Spell
By Your Heart's Beating, I
# Heal # Wounds
# Cause # Wounds
2 Detect Taint
3 Weaken
4 Stop
5 Blood Shield
6 Taint
7 Enrage
8 Cleanse
9 Paralysis
10 Blood Armor
11 Blood Rage
12 Slay
13 Waste
14 Forbid [Skill]
15 Blood Gloat

Heal Wounds Instant (ANY) Mana
By Your Blood, I Heal # Wounds
This spell allows the caster to heal the wounds of
another character whether caused by damage,
poison, or, magic. # is equal to the Mana used.

Cause Wounds Instant (ANY) Mana
By Your Blood, I Cause # Wounds
This spell allows the caster to do # body damage to a
target. The target must have a metabolism. # is
equal to the spell points used.



76

Detect Taint Instant 2 Mana
By Your Heart's Beating, I Detect Taint
This spell allows a caster to determine if Alchemy or
Path of Blood affects a body or object. Multiple
castings of the spell will determine what the effect is.

Weaken Line of Sight 3 Mana
By Your Heart's Beating, I Weaken You
This spell causes a target to become weak, forcing
them to cause 5 points of damage with all weapon
attacks. The lowest damage that anyone can do is 0
damage. This effect is not stackable. The spell will
remain until Dispel Enchantments is cast or target
breaks line of sight for 10 seconds. The target of the
spell must have a metabolism.

Stop Line of Sight 4 Mana
By Your Heart's Beating, I Stop You
This spell causes a target to lose the ability to walk,
or run. The target may not move their legs while
under this spell. The spell lasts until the caster loses
line of sight for ten seconds. Others may move the
target under the spell and the target may still fight,
speak, or cast spells. The target must have a
metabolism.

Blood Shield Indefinite 5 Mana
By Your Heart's Beating, I Create a Shield
This spell creates a protective field that will negate
the first blood spell or effect that strikes the
recipient. The spell is announced Blood Shield.

Taint 1 Hour 6 Mana
By Your Heart's Beating, I Taint You
This spell causes the target to come under a
powerful taint that prevents the target from wielding
a weapon, casting spells, throwing poisons, engaging
in combat or running until cured. This spell can be
cured by a Purify Liquid, Cleanse, Heal, or
Rejuvenate. The target must have a metabolism.

Enrage 10 Minutes 7 Mana
By Your Heart's Beating, I Enrage You
This spell sends the target into a fit of rage. The
target will attack the nearest opponent until they run
out of opponents. The caster may direct the target at
the start of the spell if they can communicate. The
target must have a metabolism.

Cleanse Instant 8 Mana
By Your Heart's Beating, I Cleanse You
This spell negates the effects of most magical or
alchemical poisons. Cleanse cures many carrier
effects such as paralysis, poison, or nausea. It does
not remove damage done by these effects.

Paralysis 10 Minutes 9 Mana
By Your Heart's Beating, I Paralyze You
This spell causes the target to become rigid and
unable to move. The target is unable fight or cast
spells. Others may move the target. The target may
receive a killing blow. The target must have a
metabolism.

Blood Armor Indefinite 10 Mana
By Your Heart's Beating, I Create Blood Armor
The spell creates a magical aura that that grants the
recipient 20 points of natural armor until it is
destroyed. Once these points are destroyed, the spell
ends. A target may have only one Blood Armor on at
a time, and it does not stack with Barkskin. If a
second Blood Armor is cast on a target the first spell
dissipates. The target must have a metabolism.

Blood Rage 10 Minutes 11 Mana
By Your Heart's Beating, I Blood Rage You
This spell sends the target into a fit of Blood Rage.
The target gains the benefits of Blood Rage as per the
skill. At the end of combat or when 10 minutes has
elapsed the character falls dead and begins his death
count. The character will attack anyone. The target
must have a metabolism.

Slay Instant 12 Mana
By Your Heart's Beating, I Slay You
This spell stops a target's heart from beating. This
spell counts as a killing blow. Blood Shield or Magic
Armor may block the spell. The target of this spell
must have a metabolism.

Waste Instant 13 Mana
By Your Heart's Beating, I Waste You
This spell causes the target to lose the use of its arms
and legs for the purposes of locomotion, manipulation,
wielding weapons, or any other Objects. This spell will
not function on creatures with any type of massive size
ability or that have more than four limbs. This spell is
negated by Regenerate, Restore, or Cleanse for each
limb or a single Dispel Enchantments will give the
target the use of limbs again.

Forbid 1 Day 14 Mana
By Your Heart's Beating, I forbid you to <Skill>
This power allows the caster to restrict the target
from using one specific skill. That skill cannot be
used by the target until he resurrects, a Clear, or
Dispel Enchantments, This does not affect skills
dependent on the skill that has been nulled;
however, any skill that directly uses the forbidden
skill cannot be used as well. For example, forbidding
Read & Write will someone from being able to
produce poisons or scrolls, but does not prevent the
77

target from using those items. If a weapon damage
skill or backstab is forbidden, then the targets
maximum damage is reduced by the one skill. This
power cannot be used against racial abilities that are
in continuous effect nor to forbid the target from
using Mana.

Blood Gloat 10 Minutes 15 Mana
By Your Heart's Beating, I Create a Blood Gloat
This spell causes all creatures within a 5 radius to go
into Battle Rage. Each target gains 10 body and does
+2 damage on their attacks. Those affected will
attack all standing opponents until they see no more
targets. The only ones the targets will not attack are
those under the same spell and the caster. At the end
of the spell those under the spell will go to 0 body.
The targets must have a metabolism.

Path of Death
By the Dark Grip of Death, I
Level Spell
1 Darken
2 Detect Life
3 Weakness
4 Silence
5 Life Shield
6 Blindness
6 Defile
7 Ruin
8 Remove Curse
8 Create Zombie
9 Command Undead
10 Agony
11 Create Skeleton
11 Rage
12 Kill
13 Decay
14 Undeath
15 Create Ghoul
15 Death
Death Damage: By Deaths Grip I cause (#x3)
wounds.

Darken Instant 1 Mana
By the Dark Grip of Death, I Darken the Light
This spell allows the caster to negate the target light
provided by either an alchemical, magical or natural
light source, such as a torch. The owner of light must
extinguish the light or otherwise render the glow
from the light source inert. This spell will not work
on permanent light sources.

Detect Life Instant 2 Mana
By the Dark Grip of Death, I Detect Life.
This spell allows the caster to determine if a body is
alive. This spell will not reveal the nature of the
target, only if the target is alive or not. This spell will
reveal to the caster if the being is a construct,
undead, elemental, or animated. It will not reveal the
target's lifespan. This spell will tell if the target is
alive, dying or dead.

Weakness Line of Sight 3 Mana
By the Dark Grip of Death, I Cause Weakness.
This spell causes the target to become weak, forcing
them to cause -5 points of damage with all weapon
attacks. The lowest damage that anyone under a
Weakness will call is zero. This effect is not
stackable. The curse will remain until a Remove
Curse is cast on them or until the target can break
line of sight for 10 seconds. This spell is not
cumulative with other damage reducing spells or
effects.

Silence Line of Sight 4 Mana
By the Dark Grip of Death, I Silence You.
This spell causes the target to lose the ability to
speak. Silence will prevent the use of spells, magic
items that duplicate spells, and scrolls. This curse
does not affect the calling of damage from a weapon
or alchemical effects.

Life Shield Indefinite 5 Mana
By the Dark Grip of Death, I Create a Shield.
This spell creates a protective field around the target
that will negate the first LIFE spell or effect that is
successfully cast upon the recipient. This is
announced Life Shield.

Blindness Line of Sight 6 Mana
By the Dark Grip of Death, I cause Blindness.
This spell causes the target to lose the ability to see.
This effect is simulated by the loss of all weapon
combat skills. The target may cast spells but must do
so with their eyes closed. Movement is possible with a
guide. The target may not be killing blowed unless
first rendered immobile or unconscious. A person with
the skill Blind Fighting can ignore this effect and fight
normally.

Defile 10 Minutes 6 Mana
By the Dark Grip of Death, I Defile You.
This spell causes the target unable to wield weapons,
cast spells, throw gases, run, nor use any other skills
until the target is cured. This spell is negated by a
Heal, Vitalize, Rejuvenate, or Purify Liquid spells.

Ruin 7 Days 7 Mana
By the Dark Grip of Death, I cause Ruin.
This spell causes the target to take double damage
from any spell or weapon attack. This effect remains
until removed or the duration ends.
78

Remove Curse Instant 8 Mana
By the Dark Grip of Death, I Remove Your Curse.
This spell removes all Death spells and effects from a
target. An active Death Shield will prevent the curse
from being removed but will be used up in the
process.

Create Zombie Indefinite 8 Mana
By the Dark Grip of Death, I Create a Zombie.
This spell animates a dead, non-animate, possessed corpse,
making into a zombie under the control of the caster. A
zombie created in this manner is able to use any of the
skills or abilities the character possessed in life. It can
wield weapons, doing base damage plus modifiers. The
corpse is in all other respects a normal zombie. This is
considered a minor undead.

Command Undead Indefinite 9 Mana
By the Dark Grip of Death, I Command Undead.
This spell allows the caster to command an uncontrolled
undead. The caster may issue one command to the
target, a minor undead will obey any command, even
self-destructive ones; an intelligent undead will obey
non-self-destructive commands; major undead are
unaffected this spell. This spell forces the target to
immediately attempt to complete the given task. This
spell will last until the task is completed, the spell is
broken or the target is destroyed, whichever comes first.

Agony 10 Minutes 10 Mana
By the Dark Grip of Death, I Create Agony.
This spell causes the target to experience pain
throughout their entire body, stunning the target for 10
minutes, unless protected by a Death Shield or immune
Death effects. While the character is stunned, the
character is vulnerable to a killing blow and cannot move
or use any skills.
Create Skeleton Indefinite 11 Mana
By the Dark Grip of Death, I Create a Skeleton
This spell animates a dead, non-animate, possessed
skeleton, making into a skeleton under the control of
the caster. A skeleton created in this manner is able to
use any of the skills or abilities the character possessed
in life. It can wield weapons, doing base damage plus
modifiers. The corpse is in all other respects a normal
skeleton. This is considered a minor undead.

Rage 10 Minute 11 Mana
By the Dark Grip of Death, I Cause Rage.
This spell causes the target to fly into a blind rage,
attacking the nearest creature until either the target
or the creature is unconscious. The target will
continue to attack the next creature he sees until 10
minutes has elapsed, the spell Remove Curse is
cast, or the target is dead.

Kill Instant 12 Mana
By the Dark Grip of Death, I Kill You.
This spell separates the target's soul from their
physical body, reducing their current Body and
protective spells to -1 total. This spell acts as a killing
blow and requires a Path of Life spell to cure.

Decay Instant 13 Mana
By the Dark Grip of Death, I Decay <item>.
This spell allows the caster to destroy any item up to
10' by 10' by 10' of non-living matter. Decay only
affects one target per casting. It will not make a 10'
hole in a larger structure. This spell can be used on a
body that has received a killing blow to make it
unaffected by a Renew or Anchor spell.

Undeath Indefinite 14 Mana
By the Dark Grip of Death, I Cause Undeath
This spell causes the target to rise as a zombie after a
killing blow has affected them and the time for a Life
spell has passed. The zombie will attack living beings
until it is destroyed. This curse lasts until it is activated
or Remove Curses is cast.

Create Ghoul Indefinite 15 Mana
By the Dark Grip of Death, I Create a Ghoul.
This spell animates a dead, non-animated or possessed
corpse, making into a ghoul under the control of the
caster for 1 Hour. A ghoul created in this manner is
not able to use any of the skills or abilities the
character possessed in life. It can wield weapons,
doing base weapon damage plus modifiers. The corpse
in all other respects is a normal ghoul. This is
considered minor undead.

Death Indefinite 15 Mana
By the Darkness of Death, I Cause Death
This spell causes the target's body to be destroyed,
when the next killing blow or killing blow effect is
administered to the target. This prevents a life spell
from affecting the target. This curse lasts until it is
activated or Remove Curse is cast. The recipient of this
curse instinctively knows that he has been affected.

Cause Wounds Instant (ANY) Mana
By the Grip of Death, I Cause (#x3) Wounds
This spell allows the caster to cause Body damage to
the target. The amount of damage caused by this
magic is 3x the Mana used in the casting of the spell.
No matter how many points are used in the casting
of the spell. It is still negated by an active Death
Shield.


79

Path of Life
By the Light of my Life I
Level Spell
1 Aid
2 Strengthen
3 Empower
4 Cure
5 Death Shield
6 Energize
7 Regenerate
8 Heal
9 Sanctuary
10 Spark of Life
11 Remove Pain
12 Renew
13 Vitalize
14 Summon Life Spirit
15 Self-Resurrect
Life Healing: By my Life I heal (#x3) wounds.

Aid Indefinite 1 Mana
By the Light of My Life, I Aid You.
This spell adds three points to the targets Body total.
They are the first Body points that the target loses
for any reason.

Strengthen Indefinite 2 Mana
By the Light of My Life, I Strengthen You.
This blade spell makes the target hit harder with a
weapon, doing 3 extra points of damage to any
undead. A person may possess up to 4 blade spells
total on themselves at any one time. Only one blade
spell can be used per strike.

Empower Indefinite 3 Mana
By the Light of My Life, I Empower You.
This is a more powerful form of the Aid spell, adding
6 body points to the targets Body total. These are
the first body points that the target loses to any
attack, even before the points from an Aid spell.

Cure Instant 4 Mana
By the Light of My Life, I Cure You.
This spell will cure recipients of all types of disease
and infection. It will not restore any Body points or
parts lost to the effects of disease, but will remove
any penalties caused by the disease.


Death Shield Indefinite 5 Mana
By the Light of My Life, I Create a Shield.
This shield will block the first Path of Death spell to
hit the target. Once it negates a spell, the shield is
used up and must be cast again. A person can have
one of each kind of shield active at one time.


Energize Instant 6 Mana
By the Light of My Life, I Energize You.
This spell instantly cures resurrection sickness on a
target and restores them to half health if they were
below it when the spell was cast.

Regenerate <Limb> Instant 7 Mana
By the Light of My Life, I Regenerate Your <Limb>.
This spell re-grows or heals the targets body part,
no matter what spell or effect was used to render the
limb useless.

Heal Instant 8 Mana
By the Light of My Life, I Heal You.
This spell heals the targets body of most poisons,
alchemical, magical and natural. It will also cure the
recipient of many carrier effects, such as Paralyze,
Poison, and Nausea. It will not, however, remove
damage done by those effects.

Sanctuary 1 Hour 9 Mana
By the Light of My Life, I Create a Sanctuary.
The spell creates a 5 diameter circle around the
target, which prevents minor undead creatures from
approaching the target. Minor undead creatures
already within this circle when the spell is cast are
pushed away with no damage. Affected creatures
cannot physically, alchemically, or magically attack
the target. While this spell is in effect, the target must
keep both hands above the head, palms together with
the fingers pointing up but not entwined. The target
may move, but any attack or spell casting by the
target negates the protective field as will disruption of
the in-game hand gesture.

Spark of Life 5 Minutes 10 Mana
By the Light of My Life, I Spark your Life
This spell uses the residual energies of a body whose
soul has recently evacuated to temporarily bring the
body back to life. The resurrected body is, for all
intents and purposes, the same being that it was
before it died and is considered a fully living being and
not undead. The target can use any of its in-game
skills. This spell lasts for either five minutes, until the
bodys soul is resurrected or lost, or until the
resurrected body takes any damage to its natural body
points.

Remove Pain 5 minutes 11 Mana
By the Light of My Life, I Remove Pain.
This spell will grant the target 5 damage reduction for
a combat scene or the next 5 minutes, whichever
comes first. With this spell active, the target may not
make any aggressive actions. Aggressive actions will
cause the target to fall unconscious. The target is
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aware of the repercussions of aggressive actions. If the
target already has a damage reduction, the target will
take the better of the two reductions.

Renew Instant 12 Mana
By the Light of My Life, I Renew You.
This spell will restore to life a person who has died
from damage, poisons, or spells within the last five
minutes. It will restore the soul to its original body if
there is still a body to which the soul can return. The
target of the spell is brought back with 1 Body Point
and no protective or enchantments in play.

Vitalize Instant 13 Mana
By the Light of My Life, I Vitalize You.
This spell cures the target of any physical or magical
damage (such as damage or a missing limb), or effect
(such as a poison or curse that has no specific
antidote). It will heal a creature to full body and
natural armor, no matter how much it possesses.

Summon Life Spirit 1 day 14 Mana
By the Light of My Life, I Summon a Spirit.
This spell will create an incorporeal spirit creature
that will perform 1 task for the caster. The spell will
not cause harm to any living being nor will it destroy
inanimate material. The creature can be used to heal
you in combat. The creature will disappear after 1
hour has passed.

Self-Resurrect Indefinite 15 Mana
By the Light of My Life, I Assure Resurrection.
Once this spell is cast, if the caster dies, they will be
resurrected at the end of the normal resurrection
period. Yashua will call forth their spirit just before it
enters the Abyss and restore it to wherever the body
was left. If the body was destroyed, a new body will be
formed exactly where the body was destroyed. This
spell acts as a full resurrection and can only be cast
upon oneself.

Life Healing Instant (Any) Mana
By my Life I heal (#x3) wounds.
This spell allows the caster to heal body damage
done to the target. The amount of damage healed by
this spell is 3x the Mana used in the casting of the
spell. No matter how many points are used in the
casting of the spell, it is still negated by an active Life
Shield.

Path of Soul
By the strength of my soul I
Level Spell
1 Detect Souls
2 Read Soul
3 Cleanse
4 Hold
5 Soul Shield
6 Calm
7 Dismiss Soul
7 Direct
8 Protect Soul
9 Spirit Form
10 Anchor
10 Exorcise
11 Realign
12 Return
14 Remove
15 Split

Detect Souls Instant 1 Mana
By the Strength of My Soul, I Detect Souls.
This spell allows the caster to detect any soul within
30 feet of them. It will not tell the caster the nature of
the soul in question. An active Soul Shield will stop
this for that individual person, but the shield is not
used up.

Read Soul Instant 2 Mana
By the Strength of My Soul, I Read Your Soul.
This spell will allow the caster to read the nature of
one soul. This will tell the caster the types of magic
the target associates with as well as their alignment
along one axis. The caster must touch the target. It
cannot be cast on something whose spirit has left the
area. If cast a second time, the spell will give more
information at Plots discretion.

Cleanse Soul Instant 3 Mana
By the Strength of My Soul, I Cleanse Your Soul.
Casting this spell will cleanse a beings soul of any
magical effects except for auras, blade spells, or
shields. This spell will only stop a possession while it is
happening. It will not remove a foreign soul after it
has already completed the possession.

Hold Line of Sight 4 Mana
By the Strength of My Soul, I Hold You.
This spell will grasp a targets soul and hold them in
place. It can be broken out of with a +3 strength or
better. Those who do not meet the strength
requirement may still move their body so long as
both feet remain planted. The target cannot be killing
blowed during this time, and still takes damage
normally.

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Soul Shield Indefinite 5 Mana
By the Strength of My Soul, I Create a Shield.
This spell creates an invisible shield around a person
that will stop the first Path of Soul spell to come in
contact with them. Once it negates a spell, the shield
is used up and must be cast again. A person can have
one of each kind of shield active at one time.

Calm 10 minutes 6 Mana
By the Strength of My Soul, I Calm Your Soul.
This spell will instantly calm the target, causing them
to sit peacefully for the next 10 minutes. They are
still completely aware of their surroundings, but
have simply lost any will to take aggressive actions.
This spell will end a Battle Rage, causing the target to
take the normal effects associated with ending a
Battle Rage.

Dismiss Soul Instant 7 Mana
By the Strength of My Soul, I Dismiss Soul.
This spell will immediately remove any foreign soul
from anothers body. If there is no foreign soul
within the target, the spell has no effect and the
Mana is expended. It acts as a kill spell for undead,
who have no natural souls.

Direct 30 Minutes 7 Mana
By the Strength of My Soul, I Direct You.
This spell will allow the caster to issue one command
to the target, which they must follow immediately
and to the best of their ability. The target will obey
all commands except those that are obviously self-
destructive in nature. The power lasts until the
command is completed, the duration ends, the power
is broken, or the target is killed.

Protect my Soul 5 minutes 8 Mana
By the Strength of My Soul, I Protect my Soul.
This spell causes the caster to become immune to any
death effects for 5 minutes or a combat scene,
whichever comes first. This spell is still stopped the
first time if the user has a Soul Shield active, and the
shield will need to be recast once the 5 minutes has
passed.

Create a Spirit Form 1 hour 9 Mana
By the Strength of My Soul, I Create a Form.
This causes the body of the caster to become an
immaterial spirit. While in this form the caster is
immune to all physical attacks and spells. In this
form, the caster may pass through normal walls not
more than 3 thick and other obstructions with little
effort. The Spirit Form cannot pass through Wall of
Force, Circle of Force, or Wizard Lock. While in Spirit
Form the recipient must use this hand gesture: hands
folded in front against the torso in an X until they
wish to break the spell or the spell ends.

Anchor Instant 10 Mana
By the Light of My Life, I Anchor You
This spell strengthens the bond between a soul and
its body. It will not return a being who has been
killing blowed to life, but it will allow for a field
resurrection (which takes 10 minutes), bringing the
target back to life without the usual side effects.

Exorcise You Instant 10 Mana
By the Strength of My Soul, I Exorcise You.
This spell will evict a foreign spirit from a body,
including animated constructs (if they possess a
spirit), victims of possession, and spirits bound to
places or objects. It will banish extra-dimensional
spirits back to their plane of origin. The use of this
spell on a creature in Spirit Form will remove the
Spirit Form.

Realign You 1 day 11 Mana
This spell allows the caster to choose a new
alignment for the target for the next 24 hours. The
target will retain knowledge of events they choose to
do during this time. The caster chooses the new
alignment along a certain axis, not the specific actions
that will take place while the target is under the
effects of this spell. Alignments cross Good, Neutral,
and Evil with Lawful, Neutral, and Chaotic. Elves and
Faerie will fluctuate between Seelie and Unseelie.

Return Soul Instant 12 Mana
By the Strength of My Soul, I Return Your Soul.
This acts as a true revive spell. During this time, the
casters spirit will enter into the Umbra and call forth
the targets soul. The time this takes varies depending
upon how long the target has been dead. This spell
does not always work, and the caster must not be
interrupted during this time. A soul successfully
affected by this spell will immediately begin a new
death count, allowing for a Renew spell to be cast. If
the count ends without the target being stabilized, the
soul will be immediately banished to the Abyss with no
chance of resurrection. If properly revived, the death
will not be counted against the soul.

Remove Your Soul Instant 14 Mana
By the Strength of My Soul, I Remove Your Soul.
This spell causes the targets soul to be ripped from its
body and thrown far into the Umbra. The body will die,
but has a small chance of being inhabited by a random
Umbral Creature right when the original soul is
removed. It will not work on creatures of massive size.

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Split my Soul Indefinite 15 Mana
One of the most highly forbidden spells, this causes the
casters soul to split and for that piece to be put into
an object of the casters choice. The caster must be
holding the object during this time. The item will act
as an instant, personal resurrection stone if the caster
dies. The caster may choose to use a normal
resurrection stone rather than their enchanted item.
The danger of this spell is that if the item is destroyed,
the caster will not know it and the item will no longer
function. Each time a soul is split, the chances of it
being able to successfully navigate the Umbra lessen
by half, meaning that creatures will attempt to take
over the body or attack the soul on the way to a
resurrection stone. If the caster permanently dies after
using this spell, they are considered damned.
In order to increase chances of resurrection
once again, a player with this spell may
anchor the soul of a recently deceased being
within its Final Death count to their own soul
for one additional good bead towards their
own pick. The player cannot have more than
10 good beads at one time.

FAERIE FAMILY
Path of Charms
By the Strength of my Will, I
Level Spell
1 Dancing Light
2 Detect Enchantment
3 Enhance Strength
4 Awaken
4 Invisibility
5 Charm Shield
6 Sleep
7 Enchant Weapon
8 Command
9 Fascinate
9 Frighten
10 Unveil
10 Giant Strength
11 Enrage
12 Define Enchantments
12 Enfeeble
13 Dispel Enchantments
14 Enthrall
15 Summon Phantasm


Dancing Light 1 Day 1 Mana
By the Strength of my Will, I Light my Way.
This spell creates a light source (glow stick or muted
flashlight) which the caster can use until sunlight
touches the physical representation of the spell or 24
hours have passed, whichever comes first.


Detect Enchantment Instant 2 Mana
By the Strength of my Will, I Detect Enchantment.
This spell allows the caster to detect the presence of
magical energy on the target. If cast upon a person,
an active Charm Shield will prevent the spell, but will
be used in the process. The spell will determine the
specific path involved and specific abilities of
temporary magic items with multiple castings. The
first casting will determine if the item is magical.
The second and subsequent castings determine the
first path, second, etc. until all paths have been
determined. Additional castings will determine the
first to last spell effects. The last aspect of the item
to be determined is duration. Permanent items
cannot be detected beyond the Paths contained.

Enhance Strength Indefinite 3 Mana
By the Strength of my Will, I Enhance your Strength.
This blade spell makes the target hit harder with a
weapon, doing 3 extra points of damage. It also
allows a target to perform a single feat of strength,
such as throwing a boulder or ripping out of an effect
needing a +3 strength or less. It can also be used to
move great weights (90lbs.), or carry someone or
something heavy for a ten count. It cannot be used to
enhance jumps in combat or to maneuver. A person
may possess up to 4 blade spells total on themselves
at any one time. Only one blade spell can be used per
strike.

Awaken Instant 4 Mana
By the Strength of my Will, I awaken you.
This spell will break many Charm effects or abilities
on the target. The spells are Sleep, Command,
Frighten, Enrage, Enfeeble, & Enthrall, and includes
monster abilities that duplicate the spells or
alchemical substances that list Awaken as a cure.

Invisibility 24 Hours 4 Mana
By the Strength of my Will, I render you Invisible
This spell causes the target and his gear to vanish
from sight and be undetectable to normal vision or
even keen sight. The target is not magically silenced so
they may still be detected in that manner. Creatures
with advanced senses such as Keen Senses may sense
where the target is located, but cannot actually see
them. Items dropped or put down become visible and
items picked up disappear only if placed inside a
pouch or tucked into clothing. Light never becomes
invisible but the light source may do so. This spell
remains active until magically broken or dispelled, the
target attacks any creature, or 24 Hours have elapsed.
This means the recipient can still open doors, talk, eat,
climb stairs, cast non-aggressive spells, et cetera. Non-
aggressive spells are spells that do not have any
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adverse effect on the target such as healing, protective
or detect spells. This spell breaks if the user casts a
spell that breaks a shield.

Charm Shield Indefinite 5 Mana
By the Strength of my Will, I Create a Shield.
This spell creates a protective field that will negate
the first Charms spell or effect successfully cast upon
the target.

Sleep 10 Minutes 6 Mana
By the Strength of my Will, I Sleep You.
This spell causes the target to fall into a deep sleep
and stay that way for 10 minutes unless an Awaken
is cast upon them or someone takes one minute to
shake them vigorously and shout. While asleep, the
target is vulnerable to a killing blow.

Enchant Weapon 10 Minutes 7 Mana
By the Strength of my Will, I Enchant your Weapon.
This makes the target weapon swing as a magical
weapon for the duration of a battle or 10 minutes,
whichever comes first. If the weapon is dropped or
destroyed the spell ends. This spell may be used on
natural weapons such as fists or claws, causing them
to do Magic damage as well.

Command 1 Hour 8 Mana
By the Strength of my Will, I Command You.
This spell causes the target to obey the next
command given by the caster. The target must
attempt to immediately complete the task. The
target will obey all commands given except for those
which are self-destructive in nature. The spell lasts
until the task is completed, the target is killed, the
spell is broken, or 1 hour has passed, whichever
comes first.

Fascinate 10 Minutes 8 Mana
By the Strength of my Will, I Fascinate You.
This spell causes the target to become transfixed with
the first person, creature, or object he sees. The target
is unable to use any game skills or communicate
things to others. The target will follow and stare at
the person, object or creature for 10 minutes, until the
spell is negated, or the target is killed. The target of
this spell is unable to cat in any way but follow the
object of Fascination, even if the object is in danger.

Frighten 10 Minutes 9 Mana
By the Strength of my Will, I Frighten You.
This causes the target to see the caster as the
embodiment of their greatest fear. The target will
immediately leave the area using the fastest manner
available to them. However, once out of sight the
target may act normally unless the caster comes back
into view again before the spell ends. If this occurs,
the target must continue to flee.

Unveil Instant 10 Mana
By the Strength of my Will, I Unveil You.
This creates a magical cascade that envelops the
target and reveals a shape changers natural form. It
does not force a change of shape, but reveals an image
of the true form. It will also dispel any illusionary
effects that obscure the targets true form so long as
those effects are present on the target, not the area in
which the target is.

Giant Strength Indefinite 10 Mana
By the Strength of my Will, I Create Giant Strength.
This blade spell allows the target to do an extra +6
damage with a weapon. It also allows the target to
perform one feat of Giant Strength such as breaking
confining spells of level 6 and below, with the usual
penalties. It can also be used to move great weights
(1800lbs.) and carry someone/something heavy for up
to a ten count. Giant Strength jumps cannot be used in
combat or to maneuver. Up to 4 blade spells can be
active on a person at one time. Only one Blade spell
can be used per strike.

Enrage 10 Minutes 11 Mana
By the Strength of my Will, I Enrage You.
This spell causes the target to fly into a blind rage,
attacking the nearest creature until the either the
target or the creature is unconscious. The target will
continue to attack the next creature it sees until 10
minutes have passed the spell is broken, or all
targets are dead.

Define Enchantment Instant 12 Mana
By the Strength of my Will, I Define Enchantment.
This spell allows the caster to better define the
particular enchantments placed upon an item or
person. Once a Detect Enchantment is cast upon a
person or object, a Define Enchantment by the same
caster will allow the character to better narrow the
scope of research for a permanent item. Or in the case
of items that last only for a short amount of time, it
will determine the nature of the enchantments placed
upon the item or person. This spell is blocked by an
active Charm Shield, but the Shield will be used in the
process.

Enfeeble 1 Hour 12 Mana
By the Strength of my Will, I Enfeeble your Mind.
This spell causes the target to forget all in-game
skills and regress to the mentality of a child for an
hour. The target cannot wield a weapon, cast any
spells, or think coherently until the spell effect is
dispelled, has ended, or the target dies. The target
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will not remember anything that happens while
enfeebled.

Dispel Enchantments Instant 13 Mana
By the Strength of my Will, I Dispel Enchantments.
This spell negates all non-permanent magical spells
and effects on a target. An active Charm Shield will
prevent this from occurring, but will be used up in
the process. This spell will cause 50 points of
damage to magical constructs like golems.
Permanent magical items are unaffected by this spell
and instant effects cannot be dispelled.

Enthrall 1 Week 14 Mana
By the Strength of my Will, I Enthrall You.
This places the target under the casters control. The
target can do nothing without the casters orders
while under this spell, and must obey all commands
the caster gives, even self-destructive ones. However,
the target is not required to cast spells, special attacks
poisons, or items unless the caster specifically directs
the target to do so. When fighting with a weapon, the
target is not required to call more than base damage,
and fights like an automaton with no sense of self-
preservation. The spell lasts until it is dispelled,
removed, the target dies, or 1 week has passed.

Summon Phantasm 1 Hour 15 Mana
By the Strength of my Will, I Summon Phantasm.
This allows the caster to summon a Phantasm to
perform one task for the caster. This spell lasts until
the task is complete, the Phantasm is destroyed, or 1
hour has passed. This spell will not always be
successful in summoning a Phantasm; see a Plot. This
spell will never succeed in combat.

Path of Cosmic
By the Eternal Cosmos, I
Level Spell
1 Timekeeper
2 Detect Age
3 Slow
4 Hasten
5 Cosmic Shield
6 Crumble
7 Barrier
8 Shrivel
9 Time Break
10 Stasis
11 Time Lapse
12 Age
12 Seal Fate
13 Restore
14 Stop Time
15 Disintegrate

Timekeeper Other 1 Mana
By the Eternal Cosmos, I Create a Timekeeper.
This spell allows the caster to learn the duration of
any spell effect. To use this spell the player must
have a timepiece or must find one. This spell can be
used to tell the caster when a spell is going to expire
or how far along a person is on their death count.

Detect Age Instant 2 Mana
By the Eternal Cosmos, I Detect Age.
This spell tells the caster the age of a person or
object targeted by the spell. It tells the exact amount
of time that has passed since the persons birth or
the objects creation. If cast upon a person, an active
Time Shield will prevent Detect Age from
functioning, but be used up in the process.

Slow Line of Sight 3 Mana
By the Eternal Cosmos, I Slow Your Body.
This spell slows a targets blows, reducing the
damage of all weapon attacks by 5 points, to a
minimum of zero. The spell remains until a Time
Break is cast or line of sight is broken for 10 seconds.
This spell will not stack with other damage reducing
spells or effects.

Hasten Indefinite 4 Mana
By the Eternal Cosmos, I Hasten Your Body.
This blade spell is cast upon a person, speeding their
blows and allowing them to deliver +5 damage on
one strike of a weapon. For example, if a character
with no weapon skill used a dagger to deliver this
effect, they would call 6 normal. Up to 4 blade
spells can be active on a person at one time. Since
the spell modifies the damage call of a strike, once
the call with additional damage is made the effect is
expended whether the strike is successful or not.
Only one blade spell can be used per strike.

Cosmic Shield Indefinite 5 Mana
By the Eternal Cosmos, I Create a Shield.
This spell creates a protective field that will negate
the first Cosmic spell or effect successfully cast on
the target.

Crumble Instant 6 Mana
By the Eternal Cosmos, I Crumble <ITEM>.
This spell speeds up time on an object, causing it to
age, rust, erode or weaken and become useless. This
spell destroys one item up to the size of a door, but
will not create a door-sized hole in a larger object.

Barrier 2 Hours 7 Mana
By the Eternal Cosmos, I Create a Barrier.
This spell creates a wall of temporal distortion up to
10 across which expands from the point of origin
85

until it reaches 10 in length or is stopped by an
outside force. All physical objects passing through
will be subjected to a Crumble effect. A creature with
an active Cosmic Shield is completely protected from
the negative effects of the wall and may decide which
side of the wall to end up on. If they do not
immediately move out of contact with the Wall, the
Shield will be expended and the target will take the
Wall effects normally. This spell requires that a
length of rope or tape (preferably pink) be used to
mark the position of the wall. Dispel Enchantments
or Time Break will negate the barrier.

Shrivel Instant 8 Mana
By the Eternal Cosmos, I Shrivel Your <LIMB>.
This spell ages the named limb until it is rendered
infirm and useless. No weapon may be used by that
limb; in addition, that limb may not be used to cast
spells or for locomotion. This spell is negated by
Regenerate, Restore, Time Break, or Dispel
Enchantments.

Time Break Instant 9 Mana
By the Eternal Cosmos, I Create a Time Break.
This spell causes all Time effects still existing on the
target to be negated. An active Time Shield will
negate this spell but be used up in the process. Time
Break causes 50 points of damage to creatures linked
to Time magics.

Stasis 10 Minutes 10 Mana
By the Eternal Cosmos, I Create Stasis.
This spell stops the target in time, causing them to
become rigid and immobile. The target is still
movable by others and is vulnerable to a killing blow.
The target is unable to speak, use items, skills, or
spells, but is still affected by spells normally. This
spell lasts for 10 minutes or until the target receives
a Time Break or Dispel Enchantments. This is not a
binding spell, and the victim can be searched and
killing blowed. This spell has no effect on creatures
without a metabolism.

Time Lapse Instant 11 Mana
By the Eternal Cosmos, I Create a Time Lapse.
This spell causes the target to forget the last 15
minutes of time and all the events that occurred in
them. If a Time Break is cast upon the target within
10 minutes, the effects are reversed. If not, the
effects of the spell are permanent.

Age Instant 12 Mana
By the Eternal Cosmos, I Age You.
This spell instantly ages the target beyond the limit
of its natural lifespan, instantly reducing the targets
total Body points, Armor, and protectives to -1
unless protected by a Cosmic Shield. This spell acts
as a killing blow, but the target is still affected by life
spells and Spirit Anchor.

Seal Fate Instant 12 Mana
By the Eternal Cosmos, I Seal Your Fate.
This spell will restore to life a person who has died
from damage, poison, or spell within the last four
minutes. It will restore the soul to its original body if
there is still a body to which the soul can return. The
target of the spell is brought back with 1 Body Point
and no protectives or enchantments in play.

Restore Instant 13 Mana
By the Eternal Cosmos, I Restore <ITEM>
This spell will repair any object that has been
damaged or destroyed in the last five minutes. This
spell will affect any object up to and including the size
of a door, but it will not return Body points or Natural
Armor to a damaged creature. It will, however,
reverse the effects of the Shrivel spell.

Stop Time 10 minutes 14 Mana
By the Eternal Cosmos, I Stop Time.
His spell will completely stop a person in time, making
them rigid and unable to move or be moved. The
target is immune to all spells and physical damage,
and cannot be killing blowed. This spell stops ALL
time for the target, including the time needed to take
damage or receive a healing/life spell. This spell lasts
for 10 minutes or until the target is hit by a Time
Break, Suppress Enchantments or Dispel
Enchantments.

Disintegrate Instant 15 Mana
By the Eternal Cosmos, I Disintegrate <ITEM>.
This spell totally destroys up to 10 cubic of non-living,
inanimate matter, one target per casting. It will not
make a 10 hole in a larger structure. This spell may
be used on a body that has been killing blowed to
make it unaffectable by a life spell or Spirit Anchor.
Restore and Mend have no effect.

86

Path of Nature
By the Forces of Nature I. . .
Level Spell
1 Sense Taint
2 Find/Hide Path
3 Rot
3 Messenger
4 Entangle
5 Nature Shield
6 Venom
7 Wall of Thorns
8 Barkskin
9 Freedom
10 Command Animal
11 Command Plant
12 Revive
13 Rejuvenate
14 Conceal
15 Summon Guardian

Sense Taint Instant 1 Mana
By the Forces of Nature I Sense Taint
This spell allows the caster to determine if a person
or object is tainted with unnatural powers. This spell
will not reveal the exact nature of the taint, but
subsequent spells may reveal the strength or general
nature of the taint.

Find/Hide Path Instant 2 Mana
By the Forces of Nature I <Find/Hide> the Path
This spell will allow the caster to increase or
decrease the chances of a character with tracking a
particular quarry. FIND PATH allows a character to
track with level 1 skill or adds 2 successes to another
persons Tracking Pick. HIDE PATH allows the
character to counter track with level 1 skill or add 2
failures to a Tracking Pick. A Plot must be informed if
this spell is cast before a Tracking Pick is made.

Rot Instant 3 Mana
By the Forces of Nature I Rot <ITEM>
This spell causes one item named by the caster to rot
and rust, making the item useless and weak. This
spell affects one object up to and including the size of
a shield per casting. It will not rot a shield-sized hole
in a larger structure or affect living materials.

Messenger 1 Day 3 Mana
By the Forces of Nature I Create a Messenger
This spell allows the caster to imprint a message of up
to 12 words upon any small animal, which will then
travel for up to one day to the person of the casters
choosing. The animal may be as small as a mouse or as
large as a crow. If no animal is near the caster the
spell fails. The animal must also be able to make
sounds with its throat; a fish would not be able to
communicate its message. If the target of the spell is
too far away, the messenger will travel for a day and
then wander off. Only the recipient of the spell will
understand the message (Plot will deliver the
message).

Entangle Line of Sight 4 Mana
By the Forces of Nature I Entangle You
This spell causes vegetation, such as weeds, plants,
and grasses to grow and entangle the target
immobilizing the target. The target cannot move
from the point of the entanglement; however, the
target can move his arms and wield his weapons,
cast spells, or use magical items. This spell may be
broken with +4 Strength or better, causing four
points of damage and requiring a three count.

Nature Shield Indefinite 5 Mana
By the Forces of Nature I Create a Shield
This spell creates a protective field around the
recipient that will negate the first Nature spell or
Natural effect successfully cast upon the recipient.
This spell will not block alchemical substances
unless the call begins with Natural. For example,
this will block Natural Sleep Poison, as will an
Alchemy Shield. Since the Nature Shield is the more
general protective, it is used first. This spell is
announced Nature Shield.

Venom 10 Minutes 6 Mana
By the Forces of Nature I Create Venom
This spell causes the target to come under the effects
of powerful venom that prevents the target from
wielding a weapon, casting spells, throwing poisons,
engaging in combat, or running until cured. This spell
is cured by Purify Liquids, Heal, and Rejuvenate.

Wall of Thorns 2 Hours 7 Mana
By the Forces of Nature I Create a Wall
This spell creates a wall of thorns up to 10' across
which expands from the origin until 10' or prevented
from continuing by a barrier. Any weapon or object,
that comes in contact with or passes through the
wall will become stuck to the wall and cannot be
freed without +6 or better strength, a spell, or the
destruction of the wall. Any creature that attempts to
pass through the wall will suffer 20 points of damage
from the thorns and all of his possessions will be
stuck. Spells may not pass through the wall. The wall
is affected by spells that affect up to 10' of inanimate
material. The wall is negated by a Dispel
Enchantments or Suppress Enchantments. All other
spells and affects have no effect. If a creature is
standing on the physical representation of the wall
when the wall spell is cast, that creature is forced
(taking no damage) to the side of the wall away from
87

the caster. Any hole made in the wall will re-grow
immediately after it is made. The spell requires that
a length of rope or tape be used to mark the position
of the wall (preferably green).

Barkskin Indefinite 8 Mana
By the Forces of Nature I Create a Barkskin
This spell causes the recipient 's skin to toughen and
strengthen to the toughness of bark, it grants the
recipient 20 points of natural armor until it is destroyed,
Once these points are destroyed, the spell ends. The
protection acts in all ways like natural armor, but it is not
healable and cannot be repaired in any way. No more
than one Barkskin can be active on a target at one time,
and does not stack with Blood Armor. The recipient of a
Barkskin cannot wear any physical armor while the spell
is in effect.

Freedom Instant 9 Mana
By the Forces of Nature I Free You
This spell will release a target from any bonds or
influences, magical or physical. This spell will free the
target from manacles or binding magic. It will also dispel
mind influencing spells or effects, such as Charm magic.

Command Animal 1 Hour 10 Mana
By the Forces of Nature I Command Animal
This spell allows the caster to give the target animal one
command that the animal will attempt to complete
immediately. The target will obey all commands except
those of a self-destructive nature. This spell does not allow
further communication between the caster and the
animal. The spell lasts until the task is complete, the
animal is dead, or 1 hour has passed, whichever comes
first.

Command Plant 1 Hour 11 Mana
By the Forces of Nature I Command Plant
This spell allows the caster to give the target plant one
command that the plant will understand and attempt to
complete immediately. The target will obey all commands
except those of an obviously self-destructive nature. This
spell does not allow further communication between the
caster and the plant or impart the plant with any abilities
it does not normally possess. The spell lasts until the task is
complete, the plant is dead, or 1 hour has passed,
whichever comes first.

Revive Instant 12 Mana
By the Forces of Nature I Revive You
This spell will restore to life a person who has died
from damage, poisons, or spell within the last 4
minutes. Revive will restore a soul to his body if the
body is in intact for the soul to return to. A person
who has died and brought back to life with this spell
will return the character to 1 Body Point with no
protectives or enchantments in place.

Rejuvenate Instant 13 Mana
By the Forces of Nature I Rejuvenate You.
This spell will cure the target creature of any physical
or magical damage (such as damage or missing
limbs), or effect (such as a poison or curse which does
not have a specific antidote). This spell will heal a
target to full body and natural armor, no matter how
much he possesses.

Conceal 1 Hour 14 Mana
By the Forces of Nature I Conceal You
This spell will change the targets appearance to that
of any natural object such as a tree or large rock. This
change affects everything, including the targets
appearance, texture, and scent. While under the
effects of this spell, the target cannot move, speak, or
perform any action without breaking the spell.

Summon Guardian 1 Hour 15 Mana
By the Forces of Nature I Summon Guardian.
This spell sends out a special signal to the nearest
Guardian. The Guardian can then choose to respond to
the summons or ignore it as he pleases. This spell
cannot be cast in combat.

Path of Sound
I Summon the Might of Sound to . . .
Level Spell
1 Hear Noise
2 Vibrate
3 Splinter
4 Quiet
5 Sound Shield
6 Slumber
6 Harmony
7 Wall of Sound
8 Resonate
9 Trance
10 Shockwave
11 Sound Net
12 Keening
13 Echo
14 Suggestion
15 Quiver
SOUND DAMAGE: I Summon (#x5) Sound

Hear Noise Concentration 1 Mana
I Summon the Might of Sound to Hear Noise
This spell allows the character to detect the presence
of sound behind a door or down a corridor that the
character could not normally hear, such as breathing
or a faint whisper. Loud noises will cause the
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character to lose his hearing until a Restore or a Heal
is cast upon him.

Vibrate Instant 2 Mana
I Summon the Might of Sound to Vibrate <item>
This spell causes the item named by the caster to
shake uncontrollably, causing no damage, but
making the item impossible to hold the target must
drop the item and cannot hold it again for full 5
seconds, when the item comes to rest. This spell will
work on an item up to and including the size of a
shield that is held in the targets hand.

Splinter Instant 3 Mana
I Summon the Might of Sound to Splinter <ITEM>
This spell causes the item named by the caster to
break into hundreds of pieces, causing no damage to
the wielder. This spell renders one object up to and
including the size of a shield Useless. It will not
create a shield-sized hole in a larger structure.

Quiet 10 Minutes 4 Mana
I Summon the Might of Sound to Quiet You
This spell negates any attempt to verbally
communicate by the target. Quiet prevents the target
from casting spells, activating magical items that
must be activated by a command word, or casting
from scrolls. This spell does not affect the calling of
damage from a weapon or the calling of alchemies.

Sound Shield Indefinite 5 Mana
I Summon the Might of Sound to Create a Shield
This spell creates a protective field around the target
that will negate the first Sound spell or effect
successfully cast upon the recipient. This is
announced Sound Shield. This spell is not stackable
with ECHO.

Slumber 10 Minutes 6 Mana
I Summon the Might of Sound to Create a Slumber
This spell causes the target to fall into a deep sleep.
The target will remain asleep for 10 minutes, a
Resonate, Dispel Enchantments, or an Awaken is cast
upon the target, or someone spends one minute
shaking the victim and shouting. While asleep, the
target is vulnerable to a killing blow.

Harmony Instant 6 Mana
I Summon the Might of Sound to Create Harmony
This spell creates sound that calms the hearts and
minds of those who are affected by it. The target of the
Harmony spell will experience a peaceful sensation
that will remove the effects of a Battle Rage. This spell
will remove a person from Battle Rage with no adverse
side effects.

Wall of Sound 2 Hours 7 Mana
I Summon the Might of Sound to Create a Wall
This spell creates a wall of sound up to 10' across,
which expands from the point of origin to 10' or
prevented from continuing by a barrier. Any weapon
or object that passes through the wall will be-
splintered. Creatures that attempt to cross the wall
will take 20 points of sound damage as well as
having all of their possessions splintered. Any
creature standing on the physical representation of
the wall when the spell is cast will take the effect
from the wall and must decide which side of the wall
to land on. Any creature that has an active Sound
Shield that comes in contact with the wall is
completely protected from the negative effects of the
wall and may decide which side of the wall he wishes
to end up on. If the individual does not immediately
move out of contact with the wall, the shield will be
used and he will take all effects normally. This spell
requires a length of rope or tape be used to mark the
position of the wall (preferably black).

Resonate Instant 8 Mana
I Summon the Might of Sound to Resonate You
This spell causes all sound effects existing on the
target to be negated. A Sound Shield will stop this
spell if cast upon a person but will be used up in the
process. Resonate causes 50 points of damage to
constructs and golems.

Trance 1 Hour 9 Mana
I Summon the Might of Sound to Create a Trance
This spell causes the target to obey the next
command given to him by the caster. The target must
attempt to immediately complete the task given to
him. The target will obey all commands except self-
destructive ones. The spell lasts until the task is
complete, the target is killed, the spell is broken, or 1
hour has passed, whichever comes first.

Shockwave Instant 10 Mana
I Summon the Might of Sound to Create a Shockwave
This spell causes the target to be stunned for 10
minutes unless protected by a Sound Shield or
immune to Sound effects. While stunned the target is
vulnerable to a killing blow and cannot move, speak,
or use any in-game skills.

Sound Net Line of Sight 11 Mana
I Summon the Might of Sound to Create a Sound Net
This spell envelops the target in a field of sound
holding him fast in one position. The target cannot
move from his position, cast spells, use poisons, scrolls,
or potions. While in the Sound Net, the target is
vulnerable to a killing blow can be searched. The
target cannot be moved while under the effects of this
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spell. This spell can be broken by a +11 or greater
strength, causing the target to take 11 points of
damage and requiring a three count.

Keening Instant 12 Mana
I Summon the Might of Sound to Create the Keening
This spell creates a horrifying sound that will
frighten the target to death. The targets current
body and protectives are reduced to -1 total, unless
protected by a Sound Shield or immune to Sound
effects. This spell acts as a killing blow; however, the
target is still affected by a life spell or Anchor.

Echo Indefinite 13 Mana
I Summon the Might of Sound to Create an Echo
This spell creates a protective field around the target
that will cause the next sound spell or effect
successfully cast upon the recipient to reflect back
upon the caster. This spell is not stackable with Sound
Shield. This spell is announced Echo.

Suggestion 1 Day 14 Mana
I Summon the Might of Sound to Create a Suggestion
This spell allows the caster to give the target a
twelve-word suggestion that the target must attempt
to carry out immediately. In addition, the target will
not remember the suggestion or the spell being cast
upon them. The suggestion will remain in the effect
until the suggestion is carried out, a Dispel
Enchantments, Suppress Enchantments, Awaken,
Clear, Freedom, Purge, or a Resonate is cast, or the
duration runs out.

Quiver Instant 15 Mana
I Summon the Might of Sound to Quiver
This spell creates intense vibrations that will destroy
up to 10' of inanimate, non-living material. If cast
upon a living being, this spell has no effect. This spell
affects only one target per casting. It will not create a
hole in a larger structure. Quiver can be used on a
body that has been killing blowed.

Sound Damage Instant (ANY) Mana
I Summon # Sound
This spell allows the caster to call forth sonic energy
and direct it at an opponent. The damage caused is
equal to five times the amount of Mana used in the
attack. No matter how much damage is inflicted at
once, an active Sound Shield negates it.

ANCIENT FAMILY
Path of Arcane
I Focus Arcane Power To...
Level Spell
1 Detect Magic
2 Create Focus
3 Blast
4 Charge Weapon
5 Arcane Shield
5 Message
6 Lock Magic
7 Wall of Magic
8 Burn Mana
9 Mage Armor
10 Learn Spell
11 Mana Well
12 Arcane Might
13 Wizards Fire
14 Scry Magic
15 Mana Flare
Magic Damage: I Focus (#x5) magic

Detect Magic Instant 1 Mana
I Focus Arcane Power to Detect magic
This spell will determine if the target has any magical
effects on them at the moment. One casting will give a
simple yes or no, but multiple castings will give more
information at Plots discretion.

Create Focus 10 minutes 2 Mana
I Focus Arcane Power to Create a Focus
This spell allows the target to cast one Path of magic
as though they had the appropriate focus in their
hand. They must know the Path they wish to cast from,
and they may only cast spells they already know.

Blast Instant 3 Mana
I Focus Arcane power to Blast <item>
This spell creates a burst of magic energy, causing the
affected item to be thrown away, as per the Greater
Disarm effect. This spell causes no damage to the
items holder.

Charge Weapon Indefinite 4 Mana
I Focus Arcane Power to Charge Your Weapon
This spell fills the targets weapon with magical
energy, allowing them to swing for +5 magic damage
for one hit. Only four blade spells of any kind can be
active on a person at one time.

Arcane Shield Indefinite 5 Mana
I Focus Arcane Power to Create a Shield
This spell creates a protective field around the target
that will negate the first Arcane spell or effect
successfully cast upon the recipient. This is announced
Arcane Shield.
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Message Instant 5 Mana
I Focus Arcane Power to Create a Message
This spell creates a message to travel through the
infinite flows of ether to reach its target. The message
can be no longer than 12 words. The recipient of the
message must have access to Mana in order for the
spell to function. If the message is sent to someone
without Mana, the spell fails and the Mana is wasted.
This spell is limited to less than 20 miles.

Lock Magic 1 hour 6 Mana
I Focus Arcane Power to Lock Magic
This spell suppresses all magical abilities in the target.
While under the effects of this spell, the target loses
access to Mana as well as Magical abilities. This
includes Psychic abilities and spells. Freedom, Dispel
Enchantments, and Suppress Enchantments will
remove the effect.

Wall of Magic 2 Hours 7 Mana
I Focus Arcane Power to Create a Wall
This spell creates a 10'x10 wall of sparkling magic.
Spells are not able to cross this wall. Anyone who
comes into contact with the wall takes 20 points of
Magic damage and takes a Blast effect to all held
items. Any creature standing on the phys rep of the
wall when the spell is cast will be forced to the side
away from the caster. Any creature that has an active
Arcane Shield is completely protected from the
negative effects of the wall and may decide which side
of the wall to end up on. If they do not immediately
move out of contact with the Wall, the Shield will be
expended and the target will take all Wall effects
normally. This spell requires that a length of rope or
tape (preferably silver) be used to mark the position of
the wall.

Burn Mana Instant 8 Mana
I Focus Arcane Power to Burn Mana
This spell causes the targets inner Mana to ignite, and
burning away 10 points of their current Mana total. If
the target does not have access to Mana, the spell has
no effect and the Mana is wasted. The target can never
go below 0 Mana. Creatures of magic and constructs
hit with this spell take 50 points of magic damage.

Mage Armor 10 Minutes 9 Mana
I Focus Arcane Power to Create Mage Armor
This spell creates a protective field around the target
that will cause any spell or effect successfully cast
upon the recipient to reflect back upon the caster.
While the spell is active, the target must stand with
their fingers laced in front of the chest with the palms
facing outward. They may not move or take any
actions or the spell will be broken and still take
physical damage as normal.

Learn Spell Instant 10 Mana
I Focus Arcane Power to Learn Spell
This spell allows the caster a chance to learn a spell
that has been placed upon another character, as long
as the caster knows the Path to which the spell
belongs. The Mana for this spell is wasted if the caster
does not have the proper Path of magic. The chances
of learning the spell varies based on rarity, experience
with the Path, environmental factors, and level of
spell; see Plot.

Mana Well 30 Minutes 11 Mana
I Focus Arcane Power to Create a Mana Well
This spell creates an immobile, magical point at a
target location. The focal point can hold up to 50
points of Mana. Anything with Mana may choose to
give Mana to the well by touching it and incanting "By
Arcane Rite, I Sacrifice X Mana to the well". To take
Mana out of the well, one must reach into it and incant
"By Arcane Rite, I Claim X Mana". Any Mana users that
know the rite can use it; they do not have to have Path
of Arcane. Any Mana left in the pool when the spell
ends is wasted. The Mana Well will start with 0 Mana
when summoned.

Arcane Might Indefinite 12 Mana
I Focus Arcane Power to Create Arcane Might
This spell fills the target with unrivaled strength for a
brief moment. This spell grants the target +8 strength
for a single swing or an action lasting no more than
one minute. This effect cannot stack with Enhance
Strength, or Giant Strength. You may only have 1
Arcane Might active on you at one time. You may only
have 4 blade spells active on you at any time.

Wizard's Fire Instant 13 Mana
I Focus Arcane Power to Create Wizards Fire
This spell creates an inferno of destructive, prismatic
fire. The fire consumes all equipment on any person it
touches, magical or otherwise. If the fire hits an object
of 10 feet
3
or smaller, the object burns to ash. It will
not create a hole in a larger object. If cast on a living
creature, the spell will burn everything except for the
targets body alone.

Scry Magic Concentration 14 Mana
I Focus Arcane Power to Scry Magic
This spell puts the caster into a meditative trance,
allowing them to sense magical effects. The spell
functions like Commune with Nature, except that the
caster monitors magical influences, noting their size,
intensity, and general source.

91

Mana Flare Instant 15 Mana
I Focus Arcane Power to Create a Mana Flare
This spell causes the Mana within the target to erupt
violently and totally. The spell causes the target to
explode, killing them instantly. The explosion causes
Magic damage equal to the targets current available
Mana to everything within a 5 radius. If the target
had no Mana, the target still takes the kill effect, but
no additional damage is done.

Magic Damage Instant (ANY) Mana
I Focus # Magic
This spell allows the caster to call forth powerful
arcane energy and direct it at an opponent. # is the
damage caused and is equal to 5x the spell points used
in the attack. No matter how much damage is inflicted
at once, it is still negated by an active Arcane Shield.

Path of Lunar
By the Light of the Moon...
Level Spell
1 Moonbeam
2 Detect Mark
3 Depression
4 Lunar Strike
4 Lunar Blindness
5 Lunar Shield
6 Tranquility
7 Lunar Wall
8 Eclipse
9 Purge
10 Lunacy
11 Call the Beast
12 Meteor Storm
13 Lunar Sight
14 Tide
15 Summon Guardian

Moonbeam 1 Day 1 Mana
By the Light of the Moon, I Light My Way
This spell creates a light source (glow stick or muted
flashlight), which the caster can use until the dawn, or
sunlight touches the physical representation,
whichever comes first.

Detect Mark Instant 2 Mana
By the Light of the Moon, I Detect Mark
This spell allows the caster to detect the presence of
magical marks upon the target. If cast on a person, an
active Moon Shield will prevent it from working but
will be used up in the process. Detect Mark will
determine whether a mark is magical or not. The
origin and possible connections of the mark may be
revealed with multiple castings. Multiple castings can
be used to detect types of glyphs, what Path a focus
tattoo belongs to, etc.

Depression Line of Sight 3 Mana
By the Light of the Moon, I Create Depression
This spell forces the target into a deep depression that
affects him physically. The target is physically
weakened and unable to fight with full effectiveness,
giving a -5 to damage with weapons while that caster
is in line of the sight. This spell lasts until the target is
dead, line of sight is broken, or a successful Eclipse,
Dispel Enchantments, or Suppress Enchantments is
cast upon the target.

Lunar Strike Indefinite 4 Mana
By the Light of the Moon, I Create a Lunar Strike
This blade spell is cast upon a person, allowing him to
deliver +5 Silver damage with one strike of a weapon.
This spell surrounds the weapon with a glow similar to
that of moonlight. Up to 4 blade spells can be active on
a person at one time. The wielder has the choice to use
this spell on any one strike whether the strike is
successful or not. Only one blade spell can be used per
strike.

Lunar Blindness Line of sight 4 Mana
By the Light of the Moon, I Blind You.
This spell causes targets eyes to glow with silver light,
blinding the target. The target must have eyes to be
affected by this spell. Movement is allowed with a
guide. The skill Blind Fighting allows the target to use
fighting skills. Other actions are not possible without a
guide.

Lunar Shield Indefinite 5 Mana
By the Light of the Moon, I Create a Shield
This spell creates a protective field around the
recipient that will negate the first Lunar spell or effect
successfully cast upon the recipient. This is called
"Lunar Shield.

Tranquility 10 Minutes 6 Mana
By the Light of the Moon, I Create Tranquility
This spell prevents the target from taking offensive
actions for 10 minutes. The target is still able to act
normally, running, casting non-attack spells, and
using non-offensive poisons and skills. A character
under the effects of Tranquility can still give orders
and defend himself with his weapons and skills. This
spell is negated by an Eclipse, Awaken, Clear, Dispel
Enchantments, Purge, or Freedom.

Lunar Wall 1 Day 7 Mana
By the Light of the Moon, I Create a Wall
This spell creates a wall of moonlight up to 10 across
which expands from the point of origin until l0' or
prevented from continuing by a barrier. Any creature
that comes into contact with the wall will suffer the
92

effects of the Lunar Blindness spell. Any creature that
has an active Lunar Shield that comes in contact with
the wall is completely protected from the negative
effects of the wall and may decide which side of the
wall he wishes to be on. If the individual does not
immediately move out of contact with the wall, the
shield will be used and they will take all effects
normally. Spells pass harmlessly through the wall, as
do thrown weapons and gases. This spell requires that
a length of rope or tape (preferably purple) be used to
mark the location of the wall. Dispel Enchantments
and Eclipse will negate this wall. This spell lasts for 1
day.

Eclipse Instant 8 Mana
By the Light of the Moon, I Create an Eclipse
This spell causes all Lunar effects still existing on the
target to be negated. An active Lunar Shield will stop
this spell if cast on a person, but will be used up in the
process. Eclipse will cause 50 points of damage to
creatures linked to the moon, such as Lycanthropes.

Purge Instant 9 Mana
By the Light of the Moon, I Purge You
This spell will release a target from any bonds or
influences, magical or physical, and will free the
character from manacles or binding magics. It will
also dispel mind influencing spells or effects that do
not require a specific antidote, such as Charm magic.

Lunacy 10 Minutes 10 Mana
By the Light of the Moon, I Create Lunacy
This spell causes the target to be consumed by sheer
madness, stunning them for the next 10 minutes unless
protected by an active Lunar Shield or immune to
Lunar effects or Mind effects. While stunned, the target
is vulnerable to a killing blow and cannot move or use
any in-game skills.

Call the Beast 10 Minutes 11 Mana
By the Light of the Moon, I Call the Beast
This spell cause the target to fly into a blind rage,
attacking the nearest creature until either the target
or the creature is unconscious, if the target of this spell
has a Battle Rage skill that is unused; the spell will
activate that Battle Rage, and the target will continue
to attack the next creature see until 10 minutes have
elapsed; the spell is negated, or the target dead.

Meteor Storm Instant 12 Mana
By the Light of the Moon, I Create a Meteor Storm
This spell creates a volley of speeding flaming stones
which all strike the target, causing massive physical
destruction to his body. The target is immediately
reduced to -1 total body, unless protected by an active
Lunar Shield or immune to Lunar spells and effects.
This spell acts as killing blow; however, the target is
still affected by Anchor or life spells.

Lunar Sight 1 Night 13 Mana
By the Light of the Moon, I Create Lunar Sight
This spell allows the recipient to see better at night.
The recipient of this spell is considered to possess the
advantage of Keen Sight and is able to see the true
form of creatures they focus on (using a 10 count), for
the rest of the night. This spell lasts until negated by
death of the recipient, a Dispel or Suppress
Enchantments, Eclipse, or the sun rises.

Tide Line of Sight 14 Mana
By the Light of the Moon, I Create a Tide
This spell creates a magical force that prevents ships
and creatures native to the water from making their
escape by a body of water. This spell causes all beings
that use the water to escape to return to land nearest
to the caster. Once the spell effect is invoked, the caster
must plant his right foot and incant Tide for each
packet thrown. The caster can throw an unlimited
amount of packets. Only creatures that are hit by a
packet are affected.

Summon Guardian 1 Hour 15 Mana
By the Light of the Moon, I Summon a Guardian
This spell sends out a special signal to the nearest
Guardian. The Guardian can then choose to respond to
the summons or ignore it as he pleases. This spell
cannot be cast in combat.


Path of Solar
By the Suns Bright Rays I
Level Spell
1 Shining Path
2 Detect Purity
3 Flash
4 Bright Blade
5 Solar Shield
6 Chains of Sun
7 Wall of Sun
8 Solar Flare
9 Sun Aura
10 Solar Burst
11 Bright Vision
12 Solar Blade
13 Chariot of Sun
14 Prism Armor
15 Summon Guardian
Solar Damage: I Cast (#x5) Sun.




93

Shining Path 1 Day 1 Mana
By the Suns Bright Rays, I Light my Way
This spell creates a shining pathway, leading towards
a location specified by the caster. The spell will only
lead the caster to places they have physically been
before, and is only visible to the caster.

Detect Purity Instant 2 Mana
By the Suns Bright Rays, I Detect Purity
This spell allows the user to determine whether the
target is good or evil. Multiple castings will tell the
targets alignment, purity of motives, etc.

Flash Instant 3 Mana
By the Suns Bright Rays, I Create a Flash
This spell creates a bright flash of sunlight to surround
the target, startling them and causing them to drop
items in their hands. The items can be retrieved
normally after a 5 count.

Bright Blade Indefinite 4 Mana
By the Suns Bright Rays, I Brighten my Blade
This blade spell is cast upon a person, allowing him to
deliver +5 Solar damage with one strike of a weapon.
This spell surrounds the weapon with a shining light.
Up to 4 blade spells can be active on a person at one
time. The wielder has the choice to use this spell on
any one strike whether the strike is successful or not.
Only one blade spell can be used per strike.

Solar Shield Indefinite 5 Mana
By the Suns Bright Rays, I Create a Shield
This spell creates a protective field around the
recipient that will negate the first Solar spell or effect
successfully cast upon the recipient. This is called
"Solar Shield.

Chains of Sun 10 Minutes 6 Mana
By the Suns Bright Rays, I Bind You
This spell creates chains made of bright sunlight to
wrap around the target, rendering them immobile for
10 minutes. Breaking free requires +3 strength, takes
a three count, and doing so causes 5 points of Solar
damage. Undead creatures may be killing blowed
while under the effects of this spell.

Wall of Light 1 Hour 7 Mana
By the Suns Bright Rays, I Create a Wall
This spell creates a wall of pure sunlight up to 10
across which expands from the point of origin until it
reaches l0' or is prevented from continuing by a
barrier. Any creature that comes into contact with the
wall will suffer a 30 second blindness effect. Undead
creatures that come into contact with the wall take 40
points of Solar damage. Any creature that has an
active Solar Shield that comes in contact with the wall
is completely protected from the negative effects of the
wall and may decide which side of the wall he wishes
to be on. If the individual does not immediately move
out of contact with the wall, the shield will be used and
they will take all effects normally. Spells pass
harmlessly through the wall, as do thrown weapons
and gases. This spell requires that a length of rope or
tape (preferably yellow) be used to mark the location
of the wall. Dispel Enchantments, Suppress
Enchantments, will negate this wall.

Solar Flare Instant 8 Mana
By the Suns Bright Rays, I Create a Flare
This spell does 50 points of damage to creatures
directly linked to darkness, the Umbra, or the night.

Sun Aura Indefinite 9 Mana
(By the Suns Bright Rays, I create an aura)
This spell creates an aura of sunlight around the
target which protects them from undead. Any undead
creature that attacks the target takes an immediate
100 points of Solar damage. Only one Sun Aura may be
active on a person at one time.

Solar Burst 10 Minutes 10 Mana
By the Suns Bright Rays, I Create a Solar Burst
This spell causes a burst of sunlight to erupt from the
caster, stunning the target for the next 10 minutes
unless protected by an active Solar Shield or immune
to Solar effects. While stunned, the target is vulnerable
to a killing blow and cannot move or use any in-game
skills.

Bright Vision 1 Hour 11 Mana
(By the Suns Bright Rays, I Brighten my Vision)
This spell allows the user to gain the skill Blind
Fighting. This spell lasts until negated by death of the
target, or a successful Dispel or Suppress
Enchantments is cast.

Solar Blade 30 Minutes 12 Mana
By the Suns Bright Rays, I Create a Blade
This spell creates a weapon of sunlight that will act as
a Solar weapon for the duration of the spell. It deals
the base damage of that weapon with no additional
modifiers and swings for Solar damage. The weapon
only exists in the hands of the caster or the hands of
the target of the spell. If the weapon is disarmed,
dropped, or otherwise leaves the casters/targets
grasp, the spell ends. The weapons used as phys reps
of a Body Weapon should be marked with yellow tape.
The weapon is vulnerable to Dispel and Suppress
Enchantments.



94

Chariot of Sun 10 Minutes 13 Mana
By the Suns Bright Rays, I Call a Chariot
This spell creates a chariot of sunlight which can be
used to transport up to 500 pounds of material to a
location. The caster must have physically visited the
location in order for them to send the chariot. Living
beings who attempt to touch the chariot feel nothing
but warm air and pass right through it. At the end of
the 10 minutes or when the caster wills it, the chariot
will disappear and reappear instantly at the casters
chosen location, as long as it is within 10 miles. Upon
arrival, the chariot will dissipate, leaving all held
items at the location.

Prism Armor 10 Minutes 14 Mana
By the Suns Bright Rays, I Create Prism Armor
This spell creates a shining armor around the target
that will cause any spell or effect successfully cast
upon the recipient to be negated, and all normal
damage to be reduced to 0. While the spell is active,
the target must stand with both arms crossed above
their head. They may not move or take any actions or
the spell will be broken. This spell is negated by a
Dispel or Suppress Enchantments.

Summon Guardian 1 Hour 15 Mana
By the Suns Bright Rays, I Summon a Guardian
This spell sends out a special signal to the nearest
Guardian. The Guardian can then choose to respond to
the summons or ignore it as he pleases. This spell
cannot be cast in combat.

Solar Damage Instant (ANY) Mana
I cast # Sun.
This spell allows the caster to call forth a mass of
blinding light and direct it at the opponent. # is the
damage caused and is equal to 5x the number of spell
points used in the casting. No matter how much
damage is inflicted at once, it is still negated by an
active Solar Shield.

Path of Warding
I Call Upon Eldritch Power to
Level Spell
1 Armor
2 Detect Glyphs
3 Greater Armor
4 Glyph of Warding
5 Elemental Glyph
7 Message Glyph
8 Glyph of Power
9 Glyph of Might
10 Magic Armor
10 Rune of Strength
11 Magic Shield
12 Glyph of Destruction
12 Eldritch Rune
13 Erase Glyph
13 Elemental Rune
14 Glyph of Protection
15 Null Rune
15 Suppress Enchantments

Glyphs
Most glyphs are activated in the way described below.
The sole exception is Glyph of Protection, as described
in its listing. Only a construct, elemental, or living
being may set off a Glyph. Glyphs are activated if
someone touches the protected object without first
saying the command word, destroys the object, or
moves the object more than 5' from its original
location even if the command word is known. The
command word is a single word chosen at the time of
casting. Once set off, the Glyph must be recast to be
used again, but need not be redrawn unless the
markings have been changed or erased. The original
casting requires that the caster draw the glyph on the
object before the spell is cast. The Glyph must be at
least 3 square inches in size but cannot be more than 5
inches from the center of the design in any direction.
The area of effect for any Glyph is measured from the
center of the Glyph outward, and is a 5' radius unless
otherwise noted in the description. The area of effect
of 2 Glyphs cannot overlap. If one Glyph is moved into
the area of effect of another Glyph, the Glyph that was
moved is negated.

Glyphs can only be charged by touching the item with
the Glyph on it and casting the spell into the Glyph.
Anyone with the appropriate spells may recharge a
Glyph after its initial activation. The Glyph's command
word and effects should be written into the Plot's notes
at the time of casting, including the necessary Mana.




95

Armor Indefinite 1 Mana
I Call Upon Eldritch Power to Create Armor.
This spell gives the target 3 extra Armor points. As
long as the points remain and the damage of an attack
doesnt exceed the remaining points, a character may
cast a spell while taking damage. These are the last
armor points lost to damage, but will not protect a
suit of armor against a breach. Armor spells cannot
stack with other Armor spells.

Detect Glyphs Instant 2 Mana
I Call Upon Eldritch Power to Detect Glyphs.
This allows the caster to tell if an area
(door/wall/floor) or an item (chest, etc...) is glyphed.
It wont tell what type of Glyph, just if ones there or
not.

Greater Armor Indefinite 3 Mana
I Call Upon Eldritch Power to Create Greater Armor.
This is a more powerful version of the Armor spell,
granting 6 points of additional Armor, but otherwise
acting just the same. It will stack with an Armor spell,
but not another Greater Armor spell.

Glyph of Warning 7 Days 4 Mana
I Call Upon Eldritch Power to Create a Glyph of
Warning.
This creates a Glyph that can be placed on an object,
which will create a loud sound three times when
activated. For example, it can be made to announce
Thief, Thief, Thief! as loud as the Plot can speak. The
glyph must be silver in color and have 4 distinct lines
and marks (dot, letter, etc...), no more and no less.

Elemental Glyph 7 Days 5 Mana
I Call Upon Eldritch Power to Create an Elemental
Glyph.
This spell creates a Glyph that the caster can place
upon an object. When activated, it will inflict an
amount and type of elemental damage that was cast
into it when it was created to everything in a 5' radius.
Both the Glyph and the Elemental Damage spell are
separate castings, so account for the Mana of both
spells.
Example: a Mage creates the Glyph and a 20 point Fire
attack (costing 4 more Mana) is cast into the glyph.
When activated, the Glyph will inflict 20 Fire on
everything in a 5 radius. This Glyph must have 5
distinct lines and marks (dot, letter, etc), no more
and no less. The glyph must be the appropriate color
for the generated effect (fire=red, water=blue,
air=white, earth=brown).




Message Glyph 7 Days 7 Mana
I Call Upon Eldritch Power to Create a Message Glyph.
This spell creates a magical symbol that the caster can
place on an object. The glyph will announce a twelve-
word message when activated. This glyph is silver in
color and must have seven distinct lines and two
distinct characters.

Glyph of Power 7 Days 8 Mana
I Call Upon Eldritch Power to Create a Glyph of Power.
This glyph will generate a non-damage spell effect
from an elemental path that is cast into the glyph
when it is created. Example: A Mage creates the Glyph
and casts a Vacuum spell into it. When activated, the
Glyph will cast a Vacuum spell on the person who
triggered the Glyph. Only that person is affected. This
Glyph must have 8 distinct lines and 2 distinct marks
(dot, letter, etc) and be the appropriate color for the
effect it generates (fire=red, etc)

Glyph of Might 7 Days 9 Mana
I Call Upon Eldritch Power to Create a Glyph of Might.
This Glyph is the same as a Glyph of Power, but it can
be imbued with a non-elemental spell effect. The
Glyph must have 9 distinct lines and 2 distinct marks,
no more & no less. The Glyph must be silver in color.

Magic Armor Indefinite 10 Mana
I Call Upon Eldritch Power to Create Magic Armor.
This spell surrounds the recipient with a protective
field that will guard against the effects of a Waylay,
Death Strike, or Execute. A Waylay will still deal
normal damage, but not render the target
unconscious. A Death Strike or Execute will make the
target lose all protective spells, armor, and natural
armor and be reduced to 1 body point, but not die
outright. In either case, the spell is used up.

Rune of Strength 1 Hour 10 Mana
I Call Upon Eldritch Power to Create a Rune of
Strength.
This rune will create a protective field around an
inanimate object that will allow the object to resist
any attempt to destroy it for the duration of the spell.
This rune must have 8 distinct lines and two distinct
marks (dot, letter, etc), no more and no less. This
rune is gold in color. Please note that any object this
rune is placed on will be consumed one hour after the
Rune is cast. This Rune cannot be drawn on an
indestructible object.

Magic Shield Indefinite 11 Mana
I Call Upon Eldritch Power to Create a Shield.
This spell creates a protective field around the target
that will negate the first magical spell or effect
successfully cast upon the recipient. This spell will be
96

used before any other Shield spell. Example: If the
target is hit with a Fire spell and has both a Magic
Shield and a Fire Shield, the Magic Shield is used up
first.

Glyph of Destruction 7 days 12 Mana
I Call Upon Eldritch Power to Create a Glyph of
Destruction.
This Glyph, placed on an inanimate object, will destroy
all non-permanent items in a 5 radius when activated.
This glyph must have 12 distinct lines and 3 distinct
marks (dot, letter, etc), no more or less, and be silver
in color. An active Body Shield will block the effect of
this Glyph.

Eldritch Rune 1 Hour 12 Mana
I Call Upon Eldritch Power to Create an Eldritch Rune.
When placed on a weapon, this Rune allows a weapon
so empowered to swing Magic damage for the
duration of the Rune. This rune must have 10 distinct
lines and 3 distinct marks (dot, letter, etc), no more
or less and be gold in color. The object so empowered
will be consumed by the magic when the spell expires.
An Eldritch Rune may be etched into an indestructible
object at the time of the objects creation by the
objects creator as long as the creator can cast the
Rune. In this case, the weapon is not destroyed.

Erase Glyph Instant 13 Mana
I Call Upon Eldritch Power to Erase Glyph.
This spell allows a caster to destroy a glyph that
he/she is aware of. The caster must know what type of
Glyph is present to erase it. The Glyph is completely
removed, and must be redrawn to be reused.

Elemental Rune 1 Hour 13 Mana
I Call Upon Eldritch Power to Create an Elemental
Rune.
This Rune is placed on an object (weapon). It will
create an Elemental Aura around the weapon, which
will allow the weapon to strike for <elemental>
damage for the duration of this rune. The Rune must
have 12 distinct lines and 4 distinct marks (dots,
letters, etc), no more and no less, and be gold in
color. The object affected by the Rune will be
consumed by the magic when the Rune expires. An
Elemental Rune may be etched into an indestructible
object at the time of the objects creation by the
objects creator as long as the creator can cast the
Rune. In this case, the weapon is not destroyed.


Glyph of Protection 1 Day 14 Mana
I Call Upon Eldritch Power to Create a Glyph of
Protection.
This glyph, placed on an object, will prevent a specific
type of creature from approaching within a 10 radius
of the Glyph. Example: the caster of this Glyph
specifies Orc, so for 1 day no Orc or Orc-kin can
approach within 10 of the glyph. The glyph can be
destroyed without harm to the person destroying it. It
can be negated as simply as being wiped off by
another type of creature. A special component
required is the blood of a creature of the type to be
warded against. The glyph cannot be moved after
casting without disrupting the spell and ending the
magic. The glyph must have 13 distinct lines and 3
distinct marks (dots, letters, etc), no more and no
less, and be red in color.

Null Rune 1 Hour 15 Mana
I Call Upon Eldritch Power to Create a Null Rune.
This creates a symbol that negates all magics affected
by a Suppress Enchantments upon an item for the
duration of the spell. This Rune may still be affected
by an Erase Glyph, Dispel Enchantments, or Suppress
Enchantments spell or effect. This rune will only affect
the object it is cast upon and will fade away
harmlessly at the end of its effect. This Rune must be
gold in color, and contain 15 distinct lines and 15
distinct marks.

Suppress Enchantments Line of Sight 15 Mana
I Call Upon Eldritch Power to Suppress Enchantments.
This spell causes all magic on a target to be
temporarily dispelled. It will Suppress all protective
spells and enchantments, and prevent the use of magic
items but not spell casting until it is dispelled or line of
sight is broken for 10 seconds. This will work on
Glyphs and Walls and will repel all magical creatures
of any size without concentration. All protectives,
blade spells, forms, auras, shields, glyphs and Runes
cast on a suppressed target will have no effect.













97

MISCELLANEOUS INFORMATION
Alchemizing Poisons
A character can attempt to decipher an alchemical recipe from existing doses of any normal poison. The
character must have Herbalist 10 and Alchemy of sufficient level to produce the highest grade of that poison. He
will also need five non- masked doses of the highest grade of that poison, if applicable, sole use of a poison lab for
two consecutive production days, five times the cost of the poison to produce in herbals for experimentation, and
the funds necessary to write the formula. The five doses of the poison and the herbals are used up during the
research process.
Bag Picks
Some skills allow you to do a bag pick to see if your character can successfully Track or Disable a Device.
Any game skill that requires a random pick or allows one will use this system of assembling the Pick Bag.
There are 2 success picks
There are is 1 failure pick
For each level of skill in excess of the Difficulty Level add 1 success
For each level of Difficulty in excess of the skill level add 1 failure







TRACKING MODIFIERS LOCK MODIFIERS
Keen Scent +2 success Good lock picks +1 success
Keen Sight +1 success Makeshift lock picks +2 failures
Recent Rain (muddy terrain) +1 success No lock picks +4 failures
Thick brush +1 success Character bound (hands) +1 failures
Small Party (2-5) +1 success Character bound (full) +3 failures
Large Party (6+) +2 success Unfavorable conditions +1 failures
Other character w/Tracking +1 success Each additional try +1 failures
Across snow +2 success Pick Wizard Lock +6 failures
Trail crosses water +2 failures
Trail intersects another trail +1 failure TRAP MODIFIERS
At night/ poor lighting +1 failure Good tools +1 success
Track on stone surface +2 failures Another character w/ Disarm +1 success
Track through town +5 failures Makeshift tools +2 failures
In a storm +1 failure No tools +4 failures
After 1 hour +1 failure Unfavorable conditions +2 failures
Per 4 hours after tracks made +1 failure Magical Trap +1 to +10 failures
Non-corporeal +7 failures Glyph +1 to +6 failures

SUMMONING MODIFIERS LOW MAGIC ENCHANTING
Opposed philosophy +4 failures Times
Without research +4 failures per year +1 failure
Speak common language +1 success per month +2 failures
Does not speak language +2 failures per week +4 failures
Hostile Environment +2 failures per day +8 failures
Communing +2 successes 1 additional charge +1 failures
Meditation +1 success per hour 2 additional charge +3 failures
3 additional charge +6 failures
4 additional charge +10 failures
If Communing +1 successes
with High Magic Communing +2 successes(+3
cumulative)
Soul is above required level +1 success per level
Enchanter has Scholar (Soulcraft) +1 success
98

Alcohol
There is not to be any alcohol on site at any time under any circumstances. At the tavern, non-alcoholic
beverages may be available. Other than this, any player found with alcohol on site will be acted against. This is
serious, please report anyone drinking alcohol or using any controlled or illegal substances.
Checking Character Sheets
Any Plot has the right to check any PC's character sheet, tags, remaining body, etc. This means that the
Plot can look at the actual sheet and tags. A PC can demand a Plot to verify the NPCs stats. This is to prevent the
PC from learning the NPCs weaknesses out-of-game and exploiting them, known as meta-gaming or cheating.
Plots
A Plot is someone who makes judgment calls or runs part of the storyline in Aldeon. There are two Head
Plots, who are for the most part permanent, and create the deep underlying stories of Aldeon. The two Head Plots
work together to take care of players, run games, settle disputes, and call meetings. Each year they take turns
serving 8 month shifts, with a 4 month overlap in which both Head Plots will be running the game. When a Head
Plot is not on shift, they may play as a character but are limited on the actions they can take so as not to ruin
secret storyline.
Under the Head Plots, there are a number of Co-Plots serving to help the Head Plot where necessary.
They may help write small modules, organize character sheets, keep players in line, or other odd jobs while the
Head Plot is busy. Co-Plots will not be informed of deep storyline, but can create their own story arcs while they
are on shift. The number of Co-Plots serving is up to the Head Plots, though each Co-Plot will serve for 4 months
before returning to their character. At the end of these months, they will be rewarded with XP.
NPC
An NPC is a non-player character. NPCs are acted out by players who are not busy at the time of the event.
They take on the parts of monsters, bad guys, occasionally good guys (you can never tell), and basically make the
game more interesting for the players.
Out-Of-Game
This is a term used to describe someone or something that is not present in the game scenario. A person
that is out of game will be wearing a white headband or will have a hand placed on top of their head. Plots will
usually be out of game as they direct NPCs, make clarifications, and judgments, and guide the story and the game
as a whole. NPCs can be out-of-game after they die, as they move from one area to another for an encounter, etc.
Players not part of the current scenario can also be out-of-game. Anyone not a Plot CANNOT interfere with the
happenings in-game whatsoever. This means any kind of interaction, the giving of information, items, etc. is not
allowed. Also, the use of any information, items, etcetera, gained while out-of-game is forbidden. This is called
meta-gaming.
Sleeping Out of Game
You have the option of choosing to sleep out of game. This is done for your convenience so that can sleep
at night if you want to. However, monsters raid your sleeping place and you are out of game you stay out of game.
Until the encounter is over, when all perpetrators have left, you cannot come back in game. You must also
indicate to Plot if you wish to sleep out-of-game.
Smoking
Smoking is not allowed on Aldeon grounds for any reason. If you are found to be smoking on Aldeon
grounds, you will be asked to put it out or leave the game, depending on the number of offenses.
Real Weapons
Aldeon does not allow or condone participants bringing real weapons to its events even if these weapons
are only for decoration, show and tell etc. It is not permissible to bring weapons to an event. Peace-bonds, dull or
unfinished blades, other attempts to make weapons "harmless" does not excuse you or the weapon. If you bring a
weapon, you will be asked to secure it, remove it from the camp, or leave.
Experience Points
Experience Points are one way that Plot rewards those players who help in the running of the game by
volunteering time, props, playing NPCs, helping clean areas for Aldeon, writing plot lines, and generally making
the game more enjoyable for everyone. Experience Points can be used for number of different in and out of game
reasons. Experience Points can be turned in instead of or in addition to in game money to earn a character
experience points. This is also done on a one Experience Point per one Silver Piece ratio.
In-Game Items
Experience Points can be used to purchase in game items for a character. The ratio of Experience Points
needed to purchase a particular depends upon the items components. For Component Is, its 1-to-1 ratio; for
Component IIs, its 10-to-1, and for Component IIIs, it is 100-to-1. Or experience points equal to the items
99

production, whichever is higher. In addition, a player purchasing the scroll his character must have the spell he
wants to purchase already in memory. You may not produce scrolls, potions, and alchemy that are italicized. For
silver weapons, a number of Experience Points must be used equal to the number of silver necessary to create the
in weapon. Plot may refuse to let a player buy an in game item.
Bribing Plot
Experience Points can be used to "Bribe Plot." There are a couple of ways to "Bribe Plot." One common
way to bribe Plot is to request a special teacher for a new skill that your character wishes to learn but cannot find
a teacher in game or will not learn from any of the teachers in game. This method of bribing Plot costs thirty
Experience Points per Character Point that the skill costs, times two if the skill is italicized. Spells cost ten
Experience Points per level of spell, also times two if the spell is italicized. Other, more risky methods of bribing
Plot involve attempting to pass a character history or element of that character history which Plot would not
normally approve. Largely the number of headaches the proposed history will cause determines the cost for this
type of bribe. These costs and ratios are subject to updates and changes. Aldeon will attempt to notify the players
of any changes in these uses or costs before they take effect.
Retirement Option
A player can choose to 'retire' a character. This means that the character permanently becomes an NPC
completely under the control of Plot. This can be done with a character that currently lives, or has just died but
before a pick is made for resurrection. Characters that are under criminal sentence, outstanding fines, deaths, or
slavery sentences cannot be retired until all sentences have been carried out and/or paid in full. The player that
makes this choice will receive half that character's total character points towards making a new character. For
example, a player decides to retire a character with 80 total character points. His new character has 40 total
character points; this is not in addition to a starting player's initial 25 points. All of the retired character's
possessions will go with the retired character. A player cannot "unretire" a character. The decision to retire a
character is final; there are no exceptions. This is not available to characters that have already permanently died.
Rogues
In this world of high fantasy, rogues and thieves can thrive. Theft can be a respectable, if illegal,
profession, and is not very uncommon. There are; however, restrictions and very strict rules governing theft
within the game.
Only in-game objects can be stolen. These marked with a permanent Identification Tags for weapons and
other items. All such items a character has should be kept with other in-game equipment that the character owns.
All of these are the property of Aldeon. Personal property and personal physical representation of in-games items
should be marked belonging to that player; an example would be swords or armor. These are both in-game items
belong solely to the player. Therefore, a thief cannot take these items, only the take the tag that represents them.
A Plot must be present to witness the theft, and to inform the victim that their item is missing if it ever becomes
apparent to them. Any of the Phys-Rep items that are taken must be returned to the player.
A character can find his fortune and his death searching sleeping areas. To search any place, a character
or NPC must have a Plot present at all times. A player caught stealing without a Plot present is subject to
immediate permanent expulsion from game and any charges the other player wishes to bring against guilty
player. This is to ensure the safety of personal items during a game where in-game theft is committed. Players
may protect their sleeping areas with spell traps. A Plot must be informed of such protections in order to judge if
the thief is successful in disarming or bypassing them. All out-of-game items may not be disturbed. Upon
completing the task, the thief must show the stolen items to the Plot. The Plot may reward the thief with
experience for exceptional burgling.
Searching Bodies
To search a fallen character, you merely go to that character and say, "Looting body 1, looting body 2,
looting body 3." That character must then either hand over all game items or ask for a more detailed search. For a
more detailed search you would describe what you are doing. Such, take off your boots, search your vest pockets,
search in your pouch," etc. If an item is hidden on the body, it must actually be hidden there. If you want silver
hidden in a secret pocket in your cloak, it must be in a secret pocket in your cloak. Once the container of treasure
has been determined, the searching of that area takes as long as it takes the character to take out the treasure.
This does not mean a player can take extra time to take out treasure attempting to do harm in this manner to the
looting players.


100

TERMS
Here are some of the definitions of terms found in the game. These terms may have meanings that are not
found in the real world.
Body Damage
Any attack that does damage to the character's natural body, not including protectives, such as Aid and
Empower, does body damage.
Carrier Attack
Any attribute that is appended to the end of a weapon call. There are two types. One type describes the
type of damage, such as 5 Fire. The other indicates an effect that will affect the character once the attack has
done body damage to the character, such as 5 Sleep.
Concentration
This is used to describe the duration of an effect that relies upon the caster's or the recipient's
concentration. This is usually represented by a hand gesture. If the hand gesture is broken or the character
maintaining the concentration is rendered unconscious; then, the concentration is broken
Count
This is used to count an action. There are many different counted actions in the game. They vary in length
and effect; the effect and the number must both be said aloud, For example: "Killing Blow One, Killing Blow
two...." If two counts of similar length begin then it is the person who began their count first who wins as long as
all other factors are equal. There are two types of counts: ones that can be interrupted and ones that cannot. A
killing blow may be interrupted. If someone interrupts a killing blow then the count must begin again. Burrow is a
count that cannot be interrupted. If a burrowing creature is struck while counting, it may continue the count
useless it is killed or rendered unable to.
Detect
This word is used to mean that the ability, skill, or spell allows the character using it to find the specified
substance or effect on the target or in the defined area of effect. It does not allow the character to determine the
exact a nature or cause of the specified substance or effect. A Detect only grants the character awareness of a
substance or effect's presence.
Door-Sized
This phrase is used to define any object, which falls within the dimensions of 8' by 4'. This term also
applies to any item made with the skills, Weapon Smith, Armor Smith, Scroll Making, or Potion Making, Alchemy,
and certain items that made with the Trap Making skill whose physical representation is smaller than the 8' by 4'
area.
Hand Gestures
These are out of game representations of particular game effects. They indicate the concentration
necessary to maintain the skill or the effect. You cannot use these hand gestures without having the spell or skill
active. The effect or skill is only active as long as the hand gesture maintained or until the skill or spell duration
ended.
Harvest
This word is to mean the ability whether natural or skilled base actually remove useful components or
products, as poisons or potions, from a creature or a place. The act of harvesting requires 30 full seconds
otherwise specified.
Helpless
This word is to refer to a state in which someone cannot cast, resist, or act in any appreciable manner to
themselves. This includes, but is not limited to, who are sleeping, stunned, dead, bound, or enfeebled.
Identify
This word is to mean that the ability, skill, or spell to allow a character using it to determine more
information on the specified substance or effect on the target or in the area. In other words, the presence of the
effect must be determined before it can be identified. Depending on the actual ability, skill, spell, the character
may find varying levels of information. This may also occur with the several detect spells (i.e. the Detect
Enchantments spell). This ability does not allow a character initially detect the substance or effect unless
otherwise specified.
IG/ In-Game
This is used to describe any place or item that is considered to be part of the game that is in use.
Indefinite
This term is used to describe an effect that will remain active until used, dispelled, condition is met, such
as a killing blow removing blade spells and protectives.
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Instant
This term is used to describe an effect that occurs immediately and ends immediately. This type of effect
cannot be dispelled nor suppressed any way.
Legal Strike
A legal strike is any strike that is not blocked, and does not strike the illegal areas: head, neck, throat,
groin, or hands from the wrist out.
Line Of Sight
This term is used to describe an effect that persists as long as the originator remains sight of the target.
This does not mean the originator must be looking at the target, but target or the originator face each other and
can see each other, then Line of Sight is maintained. The originator of the effect must be conscious for Line of
Sight to be maintained. Line of Sight persists for a 10 count once actual line of sight is broken. If actual of sight is
reestablished within that ten count, the effect remains active.
Machine Gunning
This term is used to describe the action of striking your opponent too fast to annunciate your damage
call. This is also known as drum rolling. A player may only strike his target once per full damage call. This strike
must involve a movement of the weapon of greater than 90 degrees or the changing of the target. For example,
three successive strikes to the right leg are permissible if each one involves a movement of the weapon of greater
than 90 degrees. - If you slur your damage call, you are considered to be machine gunning.
OOG/Out-of-Game
This is used to describe any person, place, or item that is not considered to be part of the current game.
This includes Plots, props not being used, costumes, and other players whose characters are not part of the
current scenario.
Recognition
This is used to describe the method in which the owner of an effect can allow beings through/into/out of
the effect while it is in operation. The owner must be in contact with the effect and state "<Name> is recognized
by the <Effect>" to allow that person only passage. This is by conscious effort and must be vocalized. The being
allowed passage could take no other action when crossing the boundary of the effect and must cross it fully but
otherwise can take actions normally. The owner may revoke this recognition by being in contact with the effect
and stating, "<Name> is no longer recognized by the <Effect>". Revoking recognition does NOT eject the being
from the effect once they have completely crossed the boundary. If a being is partially within the boundary, the
being is ejected away from the owner. Only one being may be recognized at a time.
Shield Sized
This phrase is used to define any object that falls within the dimensions of 500 in
2
. This term also applies
to any item made with the following skills: Weapon Smith, Scroll making. Potion making. Alchemy, and to certain
items made with the Trap making skill whose physical representation is smaller than 500 in
2
.
Spells and Effects
This is used to refer to a grouping of effects that follow a common theme, such as Charm spells and
effects, or binding spells and effects. The effects can be of any type, natural, magical or alchemical but must be
listed as particular type of effect such as binding or must bear the same name as an existing spell, such as
"Natural Sleep."
Touch Cast
This type of casting is where the caster with the permission of the recipient touches the recipient with a
packet and casts the spell. The spell packet is not thrown.

MONSTER SKILLS
Absorb
This ability allows the creature to absorb a limited amount of a specific effect (i.e. Weapon, damage, fire
damage, spells, etc.). This limit and type is detailed on the creature's card. The creature will announce "Absorb" to
denote that the creature's body absorbed the effect. This is visibly different from immunity, although damage or
spells that are absorbed have no effect on the creature. Once the limit has been reached, the creature will take
normal damage from further attacks of the same type.
Altered Metabolism
This ability means that a creature possesses a metabolism different enough to be unaffected by certain
conventional effects. There are a few different degrees of Altered Metabolism. The first is the most common that
makes the creature immune to all gas poisons except fire, frost and acid gas. There are other types of Altered
Metabolism that make creatures immune to contact or ingested poisons or certain paths and/or spells. The
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creature will announce "No Effect" for anything to which they are immune. Specific abilities will be listed in the
monster's card.
Amorphous
This is a form of non-corporeal in which the creature is actually a physical entity but lacks a skeletal
structure or any definable form. This grants the creature added resistance to weapon damage, either reducing the
effects or ignoring the damage altogether. This type of creature is generally immune to binding spells and effects,
except for Imprison. Amorphous beings are capable of feats like those of a Water Form. They are capable of
squeezing their entire body through a very small opening, requiring a counted action. These creatures are
immune to Force damage.
Aura
This ability allows the creature to deliver an effect when struck by a legal boffer weapon. The attack does
not need to cause damage in order to trigger the aura (for example, the attack strikes the creatures weapon or
shield). This effect can be natural, magical, or alchemical. This ability acts as a smart defense; the creature can
choose when to use it. A natural effect can be block by the appropriate shield, a weapon ward, a parry or other
appropriate defense. A magical effect can be blocked by a resist magic, appropriate shield, spell block, ricochet, or
other appropriate defense. A resist poison, alchemy shield, or other appropriate defense can block an alchemical
effect.
Binding Strike
This ability allows a creature to entangle another creature with its limbs or body, much like a snake
coiling or a bear hug. The creature must strike a legal blow with a boffer weapon that would normally cause
damage while announcing "Binding Strike." This ability is used whether or not the strike actually lands. If the
strike lands, the target is held immobile by the creature as the creature begins its count. Normally, a creature
cannot do anything else during the count (unless specified on the creature card). When the count is done, the
victim is effectively killing blowed. Creatures with greater strength than the creature delivering the Binding
Strike may break free of the attack with a three count taking damage equal to their own strength. Breaking free of
the attack stops the Binding Strike when the count is begun. The creature can stop the binding strike at any time,
but it is used in the process.
Breath Weapon
This ability allows a creature to deliver a devastating attack of some type (magical. natural. 1 alchemical)
by throwing a number of packets at the same time while announcing the effect. All of the packets included in the
attack deliver the same affect or damage that is called in the attack. Whether a target is struck by a number of
packets or just one, the same damage or effect is taken, and a single defense a will stop the entire attack. This
multi packet attack can affect multiple characters.
Burst attack
This ability allows a creature to deliver a single packet or Breath Weapon attack of some type i.e. magical,
natural, and alchemical. If a character struck by any of the packets possesses an appropriate protective, shield,
the defense is used and the character still receives the damage or effect. A character cannot resist this effect. The
only defenses are Agility, Evade, Phase, and Immunity.
Capture <Effect>
This ability allows the creature to capture Mana, skills, or other effects specified on the creature's card
from the attacking creature. The creature will announce the amount or type of ability captured. The duration of
the loss is typically one day. The ability is considered used until the character regains the ability normally or one
day has passed. The creature gains what the victim of the attack loses from the attack. Some creatures have a
more powerful draining attack with a longer duration. This duration will be listed on the creature's card.
Carrier Attack
This ability allows the creature to deliver a natural effect through its weapons (natural or her
manufactured). The creature will announce, Natural <Effect>. This ability functions just as Natural Attack/Effect
except that the effect is only delivered on body contact (not including protective spells and skills). Another type of
weapon delivered natural effect is an attack such as "# Fire" or "# Ice." Creatures are never healed from these
attacks.
Channel
Channel allows a creature to channel a spell or effect through a single weapon strike. The creature must
still say the incant for the spell and make any contact with the weapon.
Counts
All counts are individual to the creature and will be listed on the creature's card. Counts should be
announced as "<Ability> 1; <Ability>2; <Ability>; etc."
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Damage Cap
This ability allows the creature to take damage from great attacks. The creature is simply too powerful,
healthy, large, etc. to be greatly affected. A Damage Cap is the maximum amount of damage that a single physical
(sometimes magical or alchemical) attack can possibly cause to the creature. For example, a creature with a
Damage Cap of 5 is hit for 10 normal. The creature takes only 5 points of damage from the attack. If on the other
hand, the creature is hit for 2 points of damage, it takes 2 point of damage.
Destruction Attack
This ability allows the creature to destroy (i.e. render useless) any non-permanent or indestructible
object up to a specific size (depending on the creature) that the creature strikes with a boffer weapon. The
creature must actually strike the object that is being targeted by the attack for it to succeed. The creature cannot
destroy a target that it cannot hit with a boffer weapon. The creature will announce, Destroy <Item> or the
appropriate effect. A defense that prevents the attack from connecting or a parry skill can be used to stop the
attack.
Drain Mana/Skill
This ability allows the creature to drain Mana or skills from the target of the attack. This ability works on
contact with the victim's body (not including protective spells). The amount or type of ability drained will be
announced in the attack (i.e. 10 Mana drain). The duration of the loss is typically one day. The ability is
considered used until the character regains the ability normally or one day has passed. The creature does not
gain the ability lost to this power. It is considered lost or used. Some creatures have a more powerful draining
attack with a longer duration. This duration will be listed on the creature's card.
Engulf
This ability allows the creature to absorb their victim into themselves in preparation for some effect. The
victim's body will remain with the creature for a specific amount of time, at which point the effect of the engulf
will occur. Usually, this involves the destruction of the victim's body, forcing a resurrection. While under the
effects of an engulf the victim is helpless and unaware (unable to use any game skills, magical items, or natural
abilities until freed of the engulf. If used within 3 seconds of being engulfed, an Escape Bonds will free the victim.
The specific effect and the amount of time necessary will be listed on the monster's card.
Fade
This ability allows a creature to magically transport itself (sometimes with others) to another plane of
existence that it has been to before. The use of this ability requires a count.
Feed
This is a type of Drain attack that either sustains the creature (like food), or acts as a fueled regeneration
that would allow the creature to regain body, Mana, or per day abilities. A typical feeding reduces the target to a
maximum of 1/2 body, a maximum of 1/2 Mana, prevents him from wearing more than 1/2 his maximum
allowed armor, and forces him to call 1/2 his total damage with a weapon. These missing abilities will return at
reset unless otherwise specified. Other side effects can also occur, such as curse effects. The specific effects will be
listed on the monster card. This is a counted action.
Flight, Burrow, Swim
Some creatures have the ability to travel either naturally or magically through the air, water, or earth.
Creatures with these abilities are able to retreat from combat using these abilities and a count, placing them out
of reach by weapon, spell, or attack.
Gaze Attack
This ability allows the creature to deliver a spell or other effect through a gaze. A Gaze attack is delivered
by the creature meeting the target's gaze for a duration of time equal to the count on the creature's card. Once
this is done, the creature says, <appropriate effect> gaze attack. Physical barriers do not stop these attacks as
long as the gaze time is completed. The appropriate shields still function in the case of spells or magical effects.
Group Mind
This ability allows creatures to communicate through thought instantly with any other creature included
in the Group Mind. This ability grants the creature immunity to mind affecting magic, natural abilities and
poisons. Specific abilities will be listed in the monster's card.
Healed by Effect
Some effects are beneficial to some creatures and heal instead of harm them. The creature will announce
"Healed" Or, in the case of a particularly nasty NPC "Thank You".



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Knock Back
This ability allows the creature to knock an opponent back 3 feet per Strength plus it has over its opponent upon
delivering a strike. If the attack is blocked, then the target takes no damage but is pushed back. The call is
[damage] Knock Back or just Knock Back
Lethal Damage
This carrier attack functions when the target is reduced to -1 total Body Points. If the target takes lethal
Damage that reduces his total Body Points to 0 or 1, then the target suffers the effect of an instant Killing Blow.
Normal means of saving someone who has been Killing Blowed apply.
Massive Damage
This ability allows a creature to inflict damage though shields and weapons that are used to block their
attacks. This damage affects characters normally, causing damage to armor first then to body.
Massive Size
This ability comes in two forms: Limited and Full Massive Size.
Limited Massive Size: This ability grants the creature the benefit of taking 100 points of damage from
death spells and effects, such as Death Strike. If the creature is multi- NPC (more than one NPC is playing it) then
binding spells only affect the portion of the creature, which they hit, not the whole creature. Another option is
that the creature is more resistant to binding magic (gaining a specific number of resists for binding magic).
Creatures with this advantage are immune to Repel, Waylay, Sleep, Weakness, Sloth, and Stun effects.
Full Massive Size: This ability grants the creature the benefit of taking 100 points of damage from death
spells and effects. In addition, the creature does not need to count to break out of binding spells. The creature
takes the appropriate amount of damage as if it ripped out of the spell without performing a counted action.
Creatures with this advantage are immune to Repel, Waylay, Sleep, Weakness, Sloth, and Stun effects.
Metamorphosis
This ability allows a creature to forcefully change another helpless (vulnerable to a killing blow) being
into another creature. This ability affects the victim's t spirit and is not cured upon resurrection. The amount of
time it takes to perform a metamorphosis and the type of creature the victim becomes will be listed on the
monster's card. Only a polymorph ritual or a specific cure will free the victim.
Natural Ability / Attack
This ability allows the creature to use a specified spell or effect as a Natural effect. This ability can be
resisted by the appropriate Resist <Effect>. This ability can be used while taking damage. Natural Abilities can be
blocked by the appropriate Shields and by weapon shields so long as the ability does not target the shield. This
ability cannot be Dispelled or Suppressed. For natural Death Strikes and similar attacks, the call is "Natural Death
Strike".
Natural Weapons
This ability allows the creature to attack with natural weapons such as a bite, claw, tentacles etc. The base
damage of natural weapons varies from creature to creature; most begin at damage of 2 normal. These natural
weapons are capable of blocking any amount of damage without causing damage to the creature. These weapons
cannot be disarmed or destroyed but they can be severed.
No Metabolism
This ability means that a creature either possesses no metabolism (such as a golem), a metabolism too
alien or powerful to be affected (such as a Dragon) by conventional means. A creature with no metabolism is
immune to all poisons save fire gas, frost gas and it acid gas, most spirit spells, most time spells and effects, and
most Charm spells and effects. These creatures are also immune to waylay and other stunning effects. The
creature will announce "No Effect" for anything to which they are immune.
Non-Corporeal
This ability means that a creature possesses no physical form, similar to a Spirit or Gaseous Form. The
creature can be made up primarily of magic, energy, or some other force. While in this form the creature is
immune to normal weapons and all binding magic or effects. The creature can travel through non-living objects,
but cannot fly, burrow, or otherwise propel itself vertically in any direction, unless otherwise stated on the
monster's card.
Phase
This ability allows a creature to instantly and temporarily become intangible by shunting most of its form
into another plane, becoming transparent. A Phase will work against any single attack unless otherwise stated in
the attacks description. The creature will call "Phase" in response to the attack.


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Poison attack
This ability allows the creature to generate an alchemical substance that acts as a poison. This ability is
called just as a normal poison attack. It does not require special packets and is a natural substance that cannot be
stolen from the creature.
Portal
This ability allows the creature to create a magical doorway to another plane of existence. Opening and
Closing a Portal usually requires a count. Often, a Portal only allows one-way transport.
Possession
This is the ability to completely suppress a target's spirit, seizing control of his body. An active Death
Shield blocks this ability. Sometimes possession grants the target additional abilities. Any additional abilities and
the duration will be listed on the monster's card. This is a counted action.
Recharge
This ability allows the creature to regain a specified amount of its Body, Natural and/or Magical abilities
at a specific time or under specific conditions. The exact amount and abilities are listed on the monsters card.
Reduced Damage
This ability allows a creature to suffer reduced effects from certain types of attacks. Some creature will
suffer half, quarter or minimal (1 point) damage from certain types of attacks. This is called "Reduced."
Regenerate
There are two forms of the Regenerate ability: the first form allows a creature to recover its abilities
body, skills, or effects upon a certain condition or amount of time, the specific effects that can be Regenerated and
the conditions that regenerate then will be listed on the monster's card. The second form of this ability allows a
creature to return to life and health unless a certain condition is met. The condition that prevents this will be
listed on the monster's card.
Resist <Effect>
This ability allows a creature to prevent a certain type of attack or effect, such as Fire, Magic, or Poison
The effect of a Resist is visible as the creature begins to take the effect and is able to shrug it off. This is visibly
different from Immunity. The creature will call "Resist <Effect>".
Rift
This ability allows a creature to create destructive rip in the fabric of the universe allowing two way
access to other planes and dimension usually, rifting requires a count to open or close.
Shred
This ability allows the creature to reduce a target's armor to zero armor and breached. The call for this
ability is Prepare to be shredded, shred armor. The creature must then land a legal blow.
Spectral
This is a non-corporeal state. Creatures in this form are immune to normal weapons and all binding
magic or effects. These creatures are also in the same phase as Spirit Form, and can affect Spirit Form with
natural weapons (such as claws).
Spell Cap
This ability allows the creature to take damage from great attacks. The creature is simply too powerful,
healthy, large, etc., to be greatly affected A Spell Cap is the maximum amount of damage that single magical attack
can possibly cause to creature. For example, a creature with a Spell Cap 20 is hit for Magical 50 Lightning. The
creature takes only 20 points of damage from the attack. If creature is hit with Magical 5 Lightning, the creature
takes all 5 points of damage. This ability occurs before other creature defenses or weaknesses.
Superhuman Strength
This ability allows a creature to inflict more damage with a weapon or natural weapons or perform feats
of strength. Superhuman Strength is divided equally between both hands when determining how much extra
damage a creature inflicts with the weapon. Superhuman Strength cannot be used in combat or to maneuver. The
amount of Strength depends on the individual creature and will be listed on the creature's card.
Teleport
This ability allows a creature to magically transport itself (sometimes with others) to another location
anywhere on the same plane of existence he that it has been before. The use of this ability requires a count.
Transformation
This ability allows the creature to infect a helpless (vulnerable to a killing blow) being with a magical
curse/disease/effect that will transform the victim into a like creature (usually minor). This is a physical change
that lasts as long as the victim lives or until a specific cure is administered. Victims of transformations usually
resurrect as their normal race and are no longer infected. Until cured or freed of the infection, the character is
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completely under the control of Plot. The amount of time it takes to transform a victim and the specifics of the
transformation will be listed on the monster's card.
<Terrain> Travel
This ability allows the creature to move from a specified environment, object, or condition without
passing through the space in between. This ability is a called "<Terrain> Travel" and requires the amount of time
in-game that it takes for the person to move to the other end of the Travel. Entering the <Terrain> Travel
requires a counted action, the length of which will be listed on the monster's card. Exiting <Terrain> Travel
requires the same counted action. This ability must be announced on both ends, unless the creature also
possesses the Surprise ability.
<Terrain> Walk
This ability allows the creature to move through a specified environment or obstacle without performing
a special count (other creatures must). It also negates any combat penalties associated with the environment or
obstacle for the creature. This must be called once at the beginning of the encounter, not for each use.
Voice Control <Creature>
This ability allows a creature to control all specified creatures within the sound of his voice. This ability
works like an Enslavement on those types of creatures that the ability specifies. The duration of the control will
be listed on the monster's card. Resist Charm, Sound Shield, or similar ability can block this ability.
Volley
This ability allows the creature to reflect a spell or effect cast upon the creature back upon the original
caster of the spell. The caster is automatically struck by the spell. The creature does not need to throw a packet at
the caster. In addition, the creature becomes the caster of the spell for duration and spell description
requirements. This is called "Volley."
Weapon Trap
This ability allows a creature to either literally catch a hand-held weapon or absorb the weapon into their
body, making it unusable to the wielder. Some creatures are capable of destroying the weapons trapped in this
manner while others are not. Weapons that are coated with an oil of slipperiness are able to resist the trap once.
The weapons affected by a weapon trap ability are considered bound to the creature. A Freedom spell or effect
will free the weapon from the creature (other fixes may apply depending on the creature).
Web
This ability allows a creature to project a web or other entangling attack from its body. This ability
prevents the target from moving any part of its body from the neck down. The target may still speak and activate
items, but cannot move or be moved. The target may be searched while under the effects. This ability is
announced as "Web #. The number following the call is the strength required to rip free of the web with a three
count. The creature ripping out of the web takes damage equal to the strength required. If no number is stated a
minimum of +1 strength is needed to rip out, but no damage is caused. Another person cutting a creature out on a
three count causes five times the strength required in damage to the target (a minimum of 5 points). The target
can be cut free in one minute (60 count) without taking damage.
Web Walk
This ability allows a creature to move freely through an area covered with webs, both natural and
monster generated. If a creature with Web Walk is struck with a natural web, then the creature may perform a
three count to slip out of the web even if it does not have enhanced strength or anyone to cut them out. This is a
specific form of <Terrain> Walk.

THE MASTERS
The Masters are well known and highly respected across the land. Even tribes solely based upon fighting without
magic know of at least some of the 20 Masters and their lore. Many worship these beings as gods, though there
are also many that believe them to just be elemental lords. Mankind knows that there may be more than 20 flows
of ether, and the most knowledgeable scholars are constantly working to find them. Monks fervently worship a
Master of their choosing, and are blessed differently than other followers.
Tzu-Mok
The Master of Fire, he encourages aggressive action over words and encourages strong
leadership. Anyone that refuses a challenge against their leadership is unworthy of his power or praise.
He is the most merciless of the Masters and harsh in his judgment of those he deems weak.



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Lir
The Master of Water wishes balance upon those that follow him. He blesses those who stop to
think on all possible options and keep an open mind. Lir rarely gets upset or angered, as he understands
the order of life. His followers are expected to forgive easily and maintain a calm head.
Ra-Seko
He is the Master over the Path of Earth. Very stubborn and straightforward, he expects his
followers to move forward without hesitation in whatever way they see fit. While kind, those who
attempt to stand in his way will be crushed. Those who bow down or use sneaky words to get what they
want disgust him.
Venti
Master of Air, Venti is the most carefree of the Masters. He enjoys his freedom and encourages his
followers to do what they want. Those who cherish material possessions above all else will find no help
from him in times of need. As a whimsical and inconsistent Master, his actions and blessings are
unpredictable.
Msevin-see
As the Master of Chaos, she revels in causing trouble for all but her closest allies. She rejoices
when her followers succeed in both combat and wordplay, and always makes sure they are rewarded in
some way. She may bless those that do not follow her, but sometimes the outcome causes more trouble
than good.
Maat
The Master of Law is perhaps the strictest and least lenient of the Masters. She takes immense
satisfaction when the world is in order. Maat is the Master that inspires those in power to create laws
and punishes them harshly if they shame their position through unlawful or unfair acts. She has a respect
for the Master of Fire.
Lenus
He is the Master of Mind, an especially silver-tongued Master. He knows the thoughts of anyone
at any moment, except for his fellow Masters, and enjoys listening to these thoughts, gaining knowledge
that may be useful to him in order to shape the world in the way the Masters see fit. He often stays quiet,
listening to the thoughts of others, but when he does speak, those listening find it hard to argue.
Ta-Bitjet
As the Master of Body, Ta-Bitjet is concerned with the strength and wellness of those in our
world. While her husband Yashua, the Master of Life, is concerned with healing, Ta-Bitjet knows the body
can be used as a mighty force. She gives the blessing of her ether to those who are strong-willed and
physically able.
Yashua
The Master of Life is Yashua. He is naturally a peaceful Master and encourages healing and
helping, especially to those that are less fortunate. He helps Ta-Bitjet heal the sick and warns the other
Masters when an epidemic may be on the horizon.
Erida
She is the Master of Death, ruler of the Nine Hells, and is seen by humans as the cruelest of the
Masters. With a sharp tongue, she carries out her side of the natural order of things with a swift and
clever hand. The Master of Water gave her the nickname of O dura veritatem, meaning Harsh Reality.
She encourages her followers to use logic and to look at the bigger picture when making decisions.
Hama
While the Master of Death may be seen as the cruelest Master by human standards, Hama, the
Master of Blood, is the least accepted among her peers. She takes no consideration for others and
encourages her followers to take action without fearing for consequences, relying on power instead.
Hama will harshly curse those who annoy her and she expects her followers to do the same. She is madly
in love with the Master of Fire because of his aggressive attitude.
Dendalt
He is the Master of Soul, and the guardian of spirits. He rules over the Umbra, and guides souls
who are being called to a resurrection stone. Humans caught in the Umbra pray to him, as he is the only
Master who truly understands the nature of the Umbra and the creatures within it.
Breksta
The Master of Cosmic ether, Breksta inspires her followers with ways of determining the future
as a way to better humankind. It is said that her left eye is on the future, while the right is in the present.
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She speaks by aligning the stars and planets for all to see. Her followers are a quiet few that understand
the flow of time and always seem to be staring up at the night sky. She gave Yashua the ability to see
major epidemics that may be coming for humankind.
Nahn
As humans call her; Nahn is Mother Nature. As the Master of Nature, she is less concerned about
the fate of humankind as she is about the fate of nature and natural order. She encourages humans to live
in harmony with the world, as violence and bloodshed sicken her and disrupt the natural order of life. She
has a great respect for the Masters of Life and Death. Her followers are expected to respect and live
alongside nature to protect it at any cost.
Lu-Modae
The Master of Illusion, he prides himself in deceiving those frail-minded enough to fall for his
tricks. He especially enjoys manipulating enemies against one another. Physical prowess has never been
his strong suit, therefore he teaches his followers how to use a persons own mind against them. He has a
strong respect for the Master of Mind, though Lu-Modae is much more chaotic in his use of power.
Bramm
The Master of Sound is seen as one of the stranger Masters. Though her hearing was originally
powerful enough to pick up even heartbeats, she wished for her power to grow. Using the ether around
her, she altered herself to completely remove her other senses. Her hearing extends to all corners of the
world, though she does not use the information she learns selfishly. Her Path of ether takes her
understanding of sounds and amplifies it, creating a physical weapon for her chosen followers to use
carefully. She dislikes violence, and wishes for her followers to listen and think carefully before they act.
Chand
Master of Lunar ether, he watches over the moon and tides. Brother of the Master of Water and
lover of the Master of Solar ether, he is a fickle Master. Chand goes through personality changes and
equally blesses and curses the human race. The Master of the Cosmos placed the moon into the sky as a
signal to mankind of Chands cycle. Those who follow him learn to be suspicious and to expect the
unexpected.
Leox
As the Master of Solar ether, Leox serves as a bright signal of hope to humankind. She imbues all
humans with her ether, warming them and boosting their life force. She gives her full blessing to only a
select few, because it is both a beautiful and harsh force. Leox encourages honor and loyalty within
humankind as well as the protection of those less fortunate. Liars and cheats have no place among her
followers.
Vor-tanox
The Master of Warding is perhaps the most mysterious of the Masters and is the husband of
Panthalia, the Master of Arcane. He allows those that are level-headed and calm to learn his Path of ether.
He is steady in his work, keeping the other Masters from too much conflict. He is the Master that guides
leaders of war in order to eventually bring it to an end. He is incredibly neutral, and guides his followers
with a gentle hand to a life of intelligence and compassion. As the second oldest of the Masters, he has an
in-depth knowledge of the flow of ether and is able to contort it as he sees fit.
Panthalia
The oldest of the known Masters, Panthalia is the Master of Arcane and ruler of the Abyss. Some
say that the Abyss was an abandoned attempt of creating another world. She enjoys speaking with the
Masters of Cosmic and Water ether, as they interest her and provide well thought out information. She is
the Master that created the first flow of ether and taught her fellow Masters to do the same. Only the few
mages who spend a good deal of their lives studying and gaining knowledge are blessed by her, most
often with great luck and wisdom.

PLANAR REGIONS
Death is a part of the natural order, and is treated with reverence. In the lore of men, there are two types
of souls. One is the white souls. These are essentially non-intelligent life forms such as most animals and plants.
Upon death, these souls fade away and cannot be resurrected or healed. The other is black souls. Any being of
intelligence will enter into the Umbra upon death. Their souls will stay around their bodies for 4 minutes before
beginning the journey through the Umbra. After 3 days, if no resurrection spell is cast and no resurrection stone
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is within 200 miles, the soul will descend into the Abyss or into one of the Nine Hells if they were cursed or
damned in life.
The world that players are actively living in every day is simply the realm of the living. However, the
other planes may open up or perhaps produce creatures that players must be aware of.

The Umbra
This is the realm of spirits and mystery. Any living being that has died ends up in the Umbra. If a living
person attempts to navigate the Umbra without special training or help from a Master, they will eventually starve
to death or go insane, as the Umbra is a desolate, dead place. Occasionally, if a portal is open, an Umbral creature
may escape and wreak havoc upon the living world.

The Nine Hells
This is the realm of demons and devils. Ruled by the Master of Death, any soul that has been damned or
cursed will appear in one of the Nine Rings, each Ring holding a new form of torture or agony. If a living being
managed to make it through a portal to Hell, there is no way to tell which ring of Hell they will appear in, and they
must suffer alongside the souls of the damned. If you enter into any of the first 3 rings, you can fight your way out.
The only ways to escape any ring past those are to make a deal with the demons living there or to be blessed by a
Master.

The Masters Realm
A fantastical realm of peace and balance. This is the realm that Panthalia set aside for the Masters in
order to watch over our world. The Masters have only ever allowed one living man to set foot inside their realm,
and he will not speak of its glory. Prophets and Messengers of the Masters may be sent here eventually after they
die.

The Abyss
An unexplored and dangerous realm filled with both fantastical treasures and terrible beasts. The very
air is said to be poison, as the only knowledge known of this realm has come from the ravings of madmen who
escaped its clutches. Upon a black souls true death, they descend from the Umbra to appear here and can never
be called back.


THE LEGEND OF MEKUMADE
Long, long ago there was the ether of the universe and that was all. The ether is the stuff of magic, the
substance which powers the processes of creation and destruction in the universe. After an eternity of this state
of balance and harmony, a portal to another realm was opened. From this portal the Masters, our gods, emerged
to find our realm as it was. They brought with them seeds with which to plant a new cosmos. Seeds of life, seeds
of death, seeds of the elements, seeds of body and soul and all the things that spring from these. With these seeds
they planted the beginnings of our world and all things which can be seen in the night sky. They manipulated
ether of our realm and shaped and grew the seeds, thus imbuing them with the powers of the ether, what we call
Mana. With the seeds grown, the Masters watched over their creation and saw it was good. Finding their work
satisfying, they dubbed the land Mekumade and left for their own realm, where they entered the Slumber of the
Ages.
Over the course of the millennia the cosmos progressed peacefully and all of the creatures of our world
lived, died, fought, and bore offspring in the natural order of things. Men slowly worked towards creating the vast
kingdoms and empires of our time, dividing the land into many countries. Slowly, men learned to influence Mana
as the Masters had before them. The strongest at this practice among the kingdoms of men was Ika, land of
wizards and prosperity. This was the way of things for scores of years until more portals opened in our realm.
From these portals poured fantastical creatures all of whom were able to manipulate Mana with as much or more
skill than even the Ikans. Over time, the elves and faerie from this portal were contained to the North and the
Ikans sealed the portal for eternity. This proved to be a grave mistake, as the closure of the portal tore a rift in the
ether which evaporated the Mana out of all the Ikans. Thus the world was thrown into turmoil.
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The destruction of the magic in the area created a disruption in the ether so severe that it was felt by the
Masters in their own realm and they were abruptly roused from their slumber. Now the most powerful mages in
our realm, the elves and faerie were able to spread across the continent and open many more portals similar to
the one in Ika. Mankind feared for their race, and grouped in countries which were untouched by elves or faerie.
Eventually, after much bloodshed and misunderstanding, the elves and men were able to come to a peace through
the direct intervention of the Masters who were angered that their precious creation was on the road to self-
destruction. A period of rebuilding then took place in which men, elves, faerie, new races and old races were able
to grow and prosper in their lands of choice.
With the help of the Masters, the world soon returned to a balanced state. The Masters returned to their
realm, seeing that the world was on a stable path, but this time they stayed awake. This was fortuitous, as there
was another disruptive event on the horizon. The last remaining Ikan wizard from the island to the west had been
driven mad by the decay that had beset his civilization and blamed this decline on the elves. He took it upon
himself to destroy the elves and take control of Ika to rebuild it to its former glory. He opened a portal to the Nine
Hells on the western coast of Ika and released a horde of demons upon the continent in hopes of steering them
with his will. At first, his plan seemed to be working as the demons were obeying him. However, soon the
stronger demons arrived and the horde turned on him. The demonic generals took command, seeking to take the
whole of the continent for themselves. The Masters saw this, and began using their power to further shape the
fates in an attempt to stop the eventual war from coming and further damaging their creation. The Masters then
came together and banished this mans name from the tongues and minds of men forever.
- Frulamin Silverkin; Ika 432 C.E.














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