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SOVEREIGN
SCROLLS
v3.0.1 - A Medieval Fantasy LARP -
Page 1
Sovereign Scrolls
And the Campaign World of Ya’Ria Founded by
Thomas Rocap, Erin DeLeon, and Ben Braddock With the excellent support of their family Tony, Cheyenne, and Colt
Rules Director and Editor Wesly Powers
Current Rules Team Adam Able Joe Snyder Johnathan “Soap” Montgomery Steven Neel Tom “FitzChivalry” Mefford Micah “Sam Houston’’ Montgomery
Previous Rules Contributors Albert Smith Blaise Dileo Seph Wolf Tim “Gath” Johnson
Special Thanks Erin Ambelina Mefford Hope Powers Jennifer Smith Lynne McGee Manfred Wolf
Page 2
Contents Rules of Play ..................................................... 20
Age Limits ..................................................... 20
Cost to Play ................................................... 20
NPC Shift ....................................................... 20
Advancement ............................................... 20
Level ............................................................. 21
Rules of Arms ................................................... 21
Weapon Size, Damage, & Length ................. 21
Weapon Construction .................................. 21
Homemade Guidelines ................................. 21
Special Weapons ...................................... 22
Ranged Attack Packets ............................. 22
Shields ...................................................... 22
Bows ......................................................... 22
Arrows ...................................................... 23
Rules of Safe Combat ....................................... 23
Point Blank ................................................... 24
Constant and Maximum Weapon Damage... 24
Weapons Types ............................................ 24
Standard Weapons ................................... 24
Silver Weapons ......................................... 24
Steel Weapons.......................................... 24
Mythril Weapons ...................................... 24
Magic Weapons ........................................ 25
Shields .......................................................... 25
Armor ........................................................... 25
Armor Definition ........................................... 25
Cloth Armor .............................................. 25
Leather ..................................................... 25
Hard Leather ............................................. 25
Studded Leather ....................................... 26
Thick Leather ............................................ 26
Chainmail ................................................. 26
Scale Mail ................................................. 26
Brigandine ................................................ 26
Lamellar and Plate .................................... 26
Armor Bonuses and Penalties ...................... 26
Evaluating Armor ......................................... 26
Armor & Waylay ........................................... 26
Armor by Class ............................................. 26
Multi-Classing & Armor ................................ 27
Immersion Effect .......................................... 27
Armor Repair ................................................ 27
Soak .............................................................. 27
Rules of Magic .................................................. 27
Spells ............................................................ 27
Rituals .......................................................... 28
Scrolls ........................................................... 29
Crafting ........................................................ 29
Active Effects, Latent Spells, and Stacking ... 30
Baptism ........................................................ 30
Types of Effects ................................................ 31
Area Effects .................................................. 31
Attunements ................................................ 31
Break, Sever, Shatter Effects ........................ 31
ON BODIES ............................................... 31
ON ITEMS ................................................. 31
Channeled Effects ........................................ 31
Imprisonment and Sanctuary Effects ........... 32
Mind Effects ................................................. 32
Movement Effects ........................................ 32
Over-Time Effects......................................... 32
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Pins and Binds .............................................. 32
Pool Effects ................................................... 32
Sleep ............................................................. 33
Stances ......................................................... 33
Stealth Effects .............................................. 33
Stun .............................................................. 33
Surprise Effects ............................................. 33
Teleportation Effects .................................... 33
Unconsciousness .......................................... 33
Wards ........................................................... 34
Life and Death .................................................. 34
Essence ......................................................... 34
Death Count ................................................. 34
Dead ............................................................. 35
Permanent Death ......................................... 35
Character Creation ........................................... 35
Step One: Determine Starting Build ............. 35
Step Two: Choose a Race ............................. 35
Step Three: Choose a Class ........................... 35
Step Four: Choose a Subclass (if desired) ..... 36
Step Five: Flesh out your Character .............. 36
Multi-Classing ............................................... 36
Old god classes ......................................... 36
New god classes ....................................... 36
Nature god classes ................................... 36
Character Cards and Tags ............................. 36
Life Tag ......................................................... 37
Armor Tag ..................................................... 37
Mana and Vigor Tags .................................... 37
Races of Man .................................................... 37
Dwarf ............................................................ 37
Hill Dwarf .................................................. 37
Shield Dwarf ............................................. 37
Deep Dwarf .............................................. 37
Dwarf Skill List .............................................. 38
Stone Footing ........................................... 38
Resist Alchemy ......................................... 38
Suppress Magic ........................................ 38
Call Ranks ................................................. 38
Elf ................................................................. 38
High Elf ..................................................... 38
Wild Elf ..................................................... 38
Wood Elf................................................... 38
Dark Elf ..................................................... 39
Elf Skill List .................................................... 39
Founder of the Written Word .................. 39
Mana Flow................................................ 39
Resist Alchemy ......................................... 39
(Racial) Sanctuary ..................................... 39
LORE ......................................................... 40
Domination .............................................. 40
Human ......................................................... 40
Citizen ...................................................... 40
Arcan ........................................................ 40
Barbarian .................................................. 40
Gypsy ........................................................ 40
Human Skill List ............................................ 40
Call to Arms .............................................. 41
Call Ranks ................................................. 41
Suppress Magic ........................................ 41
Touch of Magic ......................................... 41
LORE ......................................................... 41
Master of Diplomacy ................................ 41
Races of the Gods ............................................ 41
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Djinn ............................................................. 41
Efreet ........................................................ 41
Djann ........................................................ 41
Marid ........................................................ 42
Silat ........................................................... 42
Djinn Skill List ................................................ 42
Ancient Pact ............................................. 42
Fiend Skin ................................................. 42
Grip of Torment ........................................ 42
Tools of War ............................................. 42
LORE ......................................................... 42
Titem's Breath .......................................... 42
Gargoyle ....................................................... 43
Gargoyle Skill List .......................................... 43
Resist Alchemy ......................................... 43
Stone Flesh ............................................... 43
Stone Footing ........................................... 43
Stone Sanctuary........................................ 43
Halfling ......................................................... 43
Wandering Halfling ................................... 43
Settled Halfling ......................................... 43
Halfling Skill List ............................................ 44
Quick Reflexes .......................................... 44
Stubborn ................................................... 44
Throw ....................................................... 44
Wanderer's Knowledge ............................ 44
Races of Magic ................................................. 44
Amalgam ...................................................... 44
Warbeast .................................................. 44
Domestic .................................................. 44
Amalgam Skill List ......................................... 45
Quick Reflexes .......................................... 45
Poison Claw .............................................. 45
Feral Instinct ............................................ 45
Piercing Claws .......................................... 45
LORE ......................................................... 45
Feral ......................................................... 45
Orc ............................................................... 45
Orc Skill List .................................................. 46
Hard Headed ............................................ 46
Savage Fortitude ...................................... 46
Torn from Servitude ................................. 46
Unnatural Resilience ................................ 46
LORE ......................................................... 46
Terrifying Presence .................................. 46
CLASSES ............................................................ 46
Arcane Class ................................................. 46
Elder Priest Class .......................................... 46
Martial Class ................................................. 46
Nature Priest Class ....................................... 46
Young Priest Class ........................................ 47
Sub-Class ...................................................... 47
Bard .................................................................. 47
Bard Base Skills ............................................. 47
Armor Proficiency – Light ......................... 47
Backstab I, II ............................................. 47
Bard Spell ................................................. 47
Bardic Knowledge..................................... 47
1 Essence.................................................. 47
Evaluate Item ........................................... 49
Florentine ................................................. 49
Florentine Master .................................... 49
Florentine Proficiency I, II......................... 49
Literacy ..................................................... 49
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Mana ........................................................ 49
Meditate ................................................... 50
Missile Master .......................................... 50
One-Handed Weaponry ........................... 50
Performer ................................................. 50
Pick Pocket ............................................... 50
Teach ........................................................ 50
Utilize Component .................................... 50
Vigor ......................................................... 51
Weapon Proficiency I, II ............................ 51
Bard Vigor Skills ............................................ 51
Block ......................................................... 51
Bypass Armor ........................................... 51
Conceal Item ............................................ 51
Disarm ...................................................... 51
Dodge ....................................................... 51
Escape Bonds ............................................ 52
Escape Magical Bonds .............................. 52
Pick Locks ................................................. 52
Retain ....................................................... 52
Stun .......................................................... 52
Bard Performance Skills ................................ 52
Empathic Performance ............................. 53
Magical Performance ............................... 53
Motivating Performance .......................... 53
Purifying Performance .............................. 53
Essence Pool ............................................. 53
Mana Pool ................................................ 53
Vigor Pool ................................................. 53
The following is the build cost for all 3 Pools: ........................................................ 53
Bard Battle Performances - Anthem of Arms ................................................................. 53
1st Rank Spells ............................................. 53
Call Forth a Light ...................................... 53
Charm Your Mind ..................................... 53
Lull You to Sleep ....................................... 54
Stunning Shout ......................................... 54
2nd Rank Spells ............................................ 54
Cast You Away .......................................... 54
Create a Sonic Shield ................................ 54
Disarm You ............................................... 54
Grant a Heal ............................................. 54
3rd Rank Spells ............................................. 54
Knock ........................................................ 54
Shatter Your Weapon ............................... 54
Sonic Blast ................................................ 55
War Cry .................................................... 55
4th Rank Spells ............................................. 55
Cause You Terror ...................................... 55
Greater Knock .......................................... 55
Hold You in Trance ................................... 55
Slow Your Weapon ................................... 55
5th Rank Spells ............................................. 55
Hysteria .................................................... 55
Mimic Ability ............................................ 55
DeadCaller ........................................................ 55
Dead Caller Base Skills .................................. 56
Commune with Spirits .............................. 56
Concentration .......................................... 56
Consecration ............................................ 56
Dagger ...................................................... 57
Dead Caller Ritual ..................................... 57
Dead Caller Spell ...................................... 57
Death Lord ............................................... 58
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1 Essence .................................................. 58
Literacy ..................................................... 59
Mana ........................................................ 59
Meditate ................................................... 59
Soul Gem .................................................. 59
Soul Hook ................................................. 59
Staves ....................................................... 59
Summoner ................................................ 59
Teach ........................................................ 60
Utilize Component .................................... 60
Vigor ......................................................... 60
Warden of the Dead ................................. 60
Dead Caller Vigor Skills ................................. 61
Interrogate ............................................... 61
Resist Interrogation .................................. 61
Cantrip .......................................................... 61
1st Rank Spells .............................................. 61
Detect Unlife ............................................ 61
Feign Death .............................................. 61
Grant Shield of the Virtuous ..................... 62
Hear Death’s Voice ................................... 62
Repel Undead ........................................... 62
Siphon Your Soul ...................................... 62
Siphon Your Strength................................ 62
2nd Rank Spells............................................. 62
Bestow Death's Grasp .............................. 62
Borrow Your Knowledge ........................... 62
Command Lesser Undead ........................ 62
Grant Soul Shield ...................................... 63
Shred Your Soul ........................................ 63
Turn Undead............................................. 63
Summon Skeleton .................................... 63
3rd Rank Spells ............................................. 63
Command Undead ................................... 63
Destroy Undead ....................................... 64
Extend Your Service ................................. 64
Grant You the Blood of Rakus .................. 64
Heal Unlife ................................................ 64
Siphon Your Might.................................... 64
Share Your Soul ........................................ 64
4th Rank Spells ......................................... 64
Borrow Your Skill ...................................... 64
Create a Barrier to Undeath ..................... 64
Create a Death Tether .............................. 65
Purge the Dead ........................................ 65
Summon Death's Exhaustion ................... 65
Summon a Skeletal Champion.................. 65
5th Rank Spells ............................................. 66
Command Greater Undead ...................... 66
Grant Knowledge of the Ages .................. 66
Ravage the Dead ...................................... 66
Spirit Tether ............................................. 66
Swallow Your Soul .................................... 66
Dead Caller Rituals ....................................... 67
1st Rank Rituals ............................................ 67
Death Armor ............................................ 67
Ritual of Death ......................................... 67
Zombie Summoning ................................. 67
2nd Rank Rituals ........................................... 68
Ghoul Summoning.................................... 68
Render Soul .............................................. 68
Ritual of Necromancy ............................... 68
3rd Rank Rituals ........................................... 69
Banshee Summoning ............................... 69
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Rakus's Touch ........................................... 69
4th Rank Rituals ............................................ 69
Ritual of Nether Weapon .......................... 69
Wraith Summoning .................................. 70
5th Rank Rituals ............................................ 70
Mummy Summoning ................................ 70
Séance ...................................................... 71
Druid ................................................................. 71
Druid Base Skills ............................................ 71
Armor Proficiency – Light ......................... 71
Champion of the Elements ....................... 72
Concentration ........................................... 72
Dagger ...................................................... 72
Druid Ritual ............................................... 72
Druid Spell ................................................ 72
Elemental Attunement ............................. 73
1 Essence .................................................. 73
Literacy ..................................................... 73
Mana ........................................................ 73
Meditate ................................................... 73
Sanctify Grove .......................................... 74
Staves ....................................................... 74
Teach ........................................................ 74
Utilize Component .................................... 74
Vigor ......................................................... 75
Cantrip .......................................................... 75
1st Rank Spells .............................................. 75
Create Bark Skin ....................................... 75
Feather Fall ............................................... 75
Grant a Lesser Heal................................... 75
Rust This Lock ........................................... 75
Root Your Leg ........................................... 75
Bestow Stone Blood ................................. 75
Strike You With (Element) ........................ 75
2nd Rank Spells ............................................ 76
Call a Pulling Gust ..................................... 76
Bloom Component ................................... 76
Create Stones of (Element) ...................... 76
Mend Limb ............................................... 76
Root Your Weapon / Shield ...................... 76
Shield You From (Element) ....................... 76
Summon Fog ............................................ 76
3rd Rank Spell .............................................. 76
Blast You With (Element) ......................... 76
Command Elemental ................................ 76
Entangle You ............................................ 77
Freeze Your Shield .................................... 77
Freeze Your Weapon ................................ 77
Grant a Greater Heal ................................ 77
Rust Your Weapon ................................... 77
4th Rank Spells ............................................. 77
Bind to the Earth ...................................... 77
Create a Blade of (Element) ..................... 77
Extend Your Service ................................. 77
Heat Metal ............................................... 77
Summon a Gust of Wind .......................... 78
Transform Component ............................. 78
Encase You in Ice ...................................... 78
5th Rank Spells ............................................. 78
Bestow Codladh’s Shield .......................... 78
Rust Armor ............................................... 78
Summon a Whirlwind ............................... 78
Titem’s Fury ............................................. 78
Druid Rituals ................................................. 79
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1st Rank Rituals ............................................ 79
Blade of the Elemental ............................. 79
Incantation of the Element ....................... 79
Lesser Elemental Summoning (Water) ..... 79
2nd Rank Rituals ........................................... 79
Shield of the Elemental ............................ 79
Lesser Elemental Summoning (Air) ........... 79
3rd Rank Rituals ............................................ 80
Feast of the Druids ................................... 80
Lesser Elemental Summoning (Earth) ....... 80
4th Rank Rituals ............................................ 80
Bow of the Elements ................................ 80
Lesser Elemental Summoning (Fire) ......... 81
5th Rank Rituals ............................................ 81
Greater Elemental Summoning ................ 81
Living Armor ............................................. 81
Evoker ............................................................... 82
Evoker Base Skills ......................................... 82
Arcane Dervish ......................................... 82
Concentration ........................................... 82
Dagger ...................................................... 83
1 Essence .................................................. 83
Evoker Spells ............................................. 83
Literacy ..................................................... 83
Mana ........................................................ 83
Sorcerer’s Tools ........................................ 83
Staves ....................................................... 84
Teach ........................................................ 84
Utilize Component .................................... 84
Vigor ......................................................... 84
War Mage ................................................. 84
Wellspring of Magic .................................. 84
Vigor Skills .................................................... 84
Block ......................................................... 84
Withdraw Power ...................................... 84
Cantrip ......................................................... 85
Sliver of Force .......................................... 85
1st Rank Spells ............................................. 85
Channel Magic.......................................... 85
Destroy Light ............................................ 85
Empower Your Strike................................ 85
Release You .............................................. 85
Return Your Damage ................................ 85
Summon a Lesser Damage Shield ............ 85
Summon an Iron Bolt ............................... 85
2nd Rank Spells ............................................ 85
Burn Your Enchantments ......................... 85
Cast You Away .......................................... 85
Destroy Your Concentration ..................... 86
Negate Your Defense ............................... 86
Shatter Your Weapon ............................... 86
Summon a Scarring Light.......................... 86
Summon a Steel Bolt ................................ 86
3rd Rank Spells ............................................. 86
Drain Your Mana/Vigor ............................ 86
Greater Damage Shield ............................ 86
Scar Your Flesh ......................................... 86
Shatter Your Limb .................................... 86
Shock Your Mana / Vigor .......................... 86
Strip Your Stamina .................................... 86
Summon a Shard of Silver ........................ 87
4th Rank Spells ............................................. 87
Displace Myself ........................................ 87
Shock Your Armor .................................... 87
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Splinter Your Shield .................................. 87
Summon a Conduit of Magic .................... 87
Summon a Shard of Magic........................ 87
Summon Armor of Destruction ................ 87
5th Rank Spells ............................................. 87
Bestow Strength of Vigor.......................... 87
Drain Your Mana/Vigor ............................. 87
Obliterate Your Sanctuary ........................ 88
Strike You with a Shard of Light ................ 88
Summon an Arcane Storm ........................ 88
Fel Knight .......................................................... 88
Fel Knight Base Skills ..................................... 88
Armor Proficiency – Light ......................... 88
Armor Proficiency – Medium ................... 88
Backstab I ................................................. 88
Bladed Weaponry ..................................... 89
Blade of War ............................................. 90
1 Essence .................................................. 90
Fel Knight Rituals ...................................... 90
Fel Knight Spells ........................................ 90
Florentine ................................................. 91
Florentine Master ..................................... 91
Florentine Grand Master .......................... 91
Florentine Proficiency I, II, III, IV ............... 91
Literacy ..................................................... 91
Mana ........................................................ 91
Stamina..................................................... 91
Teach ........................................................ 91
Utilize Component .................................... 92
Vigor ......................................................... 92
Weapon Proficiency I, II, III, IV .................. 92
Fel Knight Vigor Skills .................................... 92
Break Limb ............................................... 92
Break Shield ............................................. 92
Break Weapon .......................................... 92
Bypass Armor ........................................... 92
Critical Strike ............................................ 93
Disarm ...................................................... 93
Interrogate ............................................... 93
Resist Interrogation .................................. 93
Retain ....................................................... 93
Sever Limb ................................................ 93
Stun .......................................................... 94
Waylay...................................................... 94
Withdraw Power ...................................... 94
Fel Knight Spells ........................................... 94
Weapon Casting ....................................... 94
1st Rank Spells ............................................. 94
Create a Blade Aura: Steel ........................ 94
Create a Blade of Precision ...................... 95
Grim Coil .................................................. 95
Incite You to Battle ................................... 95
Sap Strength ............................................. 95
2nd Rank Spells ............................................ 95
Create a Blade Aura: Silver ....................... 95
Block Healing ............................................ 95
Create a Life Tap ...................................... 95
Create Desperate Measures ..................... 95
3rd Rank Spell .............................................. 95
Create a Blade Aura: Iron ......................... 95
Drain Your Vigor ....................................... 95
Hold You Still ............................................ 96
Killing Strike .............................................. 96
4th Rank Spells ............................................. 96
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Create a Blade Aura: Mithral .................... 96
Riposte...................................................... 96
Pierce Sanctuary ....................................... 96
Channel Death's Rending.......................... 96
5th Rank Spells ............................................. 96
Create a Blade Aura: Magic ...................... 96
Stop Your Mana/Vigor .............................. 96
Weaken Shield .......................................... 96
1st Rank Rituals ............................................ 97
Render Soul .............................................. 97
Ritual of Death .......................................... 97
2nd Rank Rituals ........................................... 97
Slayer's Stance .......................................... 97
Spear of Reparations ................................ 97
3rd Rank Rituals ............................................ 97
Dark Stand ................................................ 97
Gladiator's Stance ..................................... 97
4th Rank Rituals ............................................ 98
Ritual of Blood Armor ............................... 98
Ritual of the Blood Knight ......................... 98
5th Rank Rituals ............................................ 98
Blade of Dark Blessings ............................. 98
Strike of the Life Stealer ........................... 98
Healer ............................................................... 98
Healer Base Skills .......................................... 99
Armor Proficiency – Light ......................... 99
Armor Proficiency – Medium ................... 99
Commune with Spirit ................................ 99
Consecration .......................................... 100
1 Essence ................................................ 100
Healer Ritual ........................................... 101
Healer Spell ................................................ 101
Link Minds .............................................. 101
Literacy ................................................... 101
Mana ...................................................... 101
Shield ..................................................... 101
Requires Shield ....................................... 101
Staves ..................................................... 101
Teach ...................................................... 101
Utilize Component ................................. 102
Vigor ....................................................... 102
Healer Vigor Skills ....................................... 102
Block ....................................................... 102
Perfect Aim ............................................ 102
Healer Spells ............................................... 102
Cantrips ...................................................... 102
Bless You ................................................ 102
Grant you Light....................................... 102
Purify this Food/Drink ............................ 102
Create Holy Water.................................. 103
Invoke a Prayer....................................... 103
1st Rank Spells ........................................... 103
Bestow Healer's Grace ........................... 103
Create an Enchanted Flask ..................... 103
Cure Disease........................................... 103
Grant Lesser Heal ................................... 103
Grant Mercy's Strength .......................... 103
Halt Death's Embrace ............................. 103
Repel You ............................................... 103
2nd Rank Spells .......................................... 103
Bestow Flowing Health ........................... 104
Cause You to Lose Your Grip .................. 104
Cause You to Sleep ................................. 104
Grant You Tarry ...................................... 104
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Grant a Heal ........................................... 104
Make You Calm ....................................... 104
Mend This Limb ...................................... 104
3rd Rank Spells ........................................... 104
Grant a Greater Heal .............................. 104
Grant Esmara's Sanctuary ....................... 104
Regenerate Limb .................................... 105
Cure Blindness ........................................ 105
Bestow Blessed Endurance ..................... 105
4th Rank Spells ........................................... 105
Bestow Defender’s Blessing ................... 105
Cleanse Your Mind ................................. 105
Grant You Resurrection .......................... 105
Grant Vhundaris' Gift .............................. 105
Seal These Wounds ................................ 105
5th Rank Spells ........................................... 106
Regenerate All ........................................ 106
Revive You .............................................. 106
Summon Vhundaris' Reach ..................... 106
1st Rank Rituals .......................................... 106
Death Watch .......................................... 106
Field Resurrection .................................. 106
Symbol of Tithing .................................... 106
2nd Rank Rituals ......................................... 106
Generosity of the Faithful ....................... 106
Shield of Warding ................................... 107
Symbol of Light ....................................... 107
3rd Rank Rituals .......................................... 107
Spell Shielding ........................................ 107
Symbol of Sundering .............................. 107
True Resurrection ................................... 107
4th Rank Rituals .......................................... 107
Esmara’s Blessing ................................... 107
Ethereal Armor ....................................... 107
Ward of the Safe Heart .......................... 107
5th Rank Rituals ......................................... 108
Font of Healing ....................................... 108
Protect the Flock .................................... 108
Mesmer .......................................................... 108
Mesmer Base Skills ..................................... 108
Concentration ........................................ 108
Dagger .................................................... 108
1 Essence................................................ 108
Link Minds .............................................. 108
Literacy ................................................... 109
Mana ...................................................... 109
Meditate ................................................ 109
Mesmer Ritual ........................................ 109
Mesmer Spell ......................................... 109
Teach ...................................................... 110
Utilize Component ................................. 110
Vigor ....................................................... 111
Mesmer Vigor Skills .................................... 111
Willpower ............................................... 111
Cantrip ....................................................... 111
Dagger of Secrets ................................... 111
1st Rank Spells ........................................... 111
Charm Your Mind ................................... 111
Create an Audible Glamour .................... 111
Create a Light of the Beyond .................. 111
Create a Sword of Shadows ................... 112
Erase/Restore Page ................................ 112
Grant You Slumber ................................. 112
Slow Your Speech ................................... 112
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2nd Rank Spells........................................... 112
Create Tendrils of Despair ...................... 112
Cure My Vision ....................................... 112
Dim Your Vision ...................................... 112
Implant Command .................................. 112
Make You Quiet ...................................... 112
Mask Your Wounds ................................ 113
Mental Block ........................................... 113
3rd Rank Spells ........................................... 113
Bestow a Mental Fortress ....................... 113
Hold You in Thrall ................................... 113
Illusionary Resistance ............................. 113
Slow Your Weapon ................................. 113
Summon a Lance of Darkness ................. 113
Suppress Proficiency............................... 113
Write Thought ........................................ 114
4th Rank Spells ........................................... 114
Bestow Domination ................................ 114
Break Channeling .................................... 114
Break Your Will ....................................... 114
Condemn You to Shouting ...................... 114
Grant You an Illiterate Mind ................... 114
Meld With Shadow ................................. 114
Steal Ritual .............................................. 114
5th Rank Spells ........................................... 115
Bestow Greater Domination ................... 115
Grant You Spell Inefficiency .................... 115
Mind Cloud ............................................. 115
Summon a Dreaming Ally ....................... 115
Summon Caster's Bane ........................... 115
Summon a Knowledge Barrier ................ 115
1st Rank Rituals .......................................... 115
Ritual to Find the Way ............................ 115
Shadow’s Reach ..................................... 115
Shadow’s Whisper .................................. 116
2nd Rank Rituals ......................................... 116
Ritual of the Fatespinner ........................ 116
Ritual of the Dreamwalker ..................... 116
Watchful Eyes ........................................ 116
3rd Rank Rituals ......................................... 116
Illusionary Race ...................................... 116
Ritual of Divine Intervention .................. 116
Trade Knowledge ................................... 116
4th Rank Rituals ......................................... 116
Ritual of Memory Lock ........................... 116
Ritual of Second Sight ............................ 116
Shadow Stalker ....................................... 117
5th Rank Rituals ......................................... 117
Phantasmal Transformation ................... 117
Ritual of the Nightmare Mind ................ 117
Ritual of Shadow Calling. ........................ 117
Paladin ........................................................... 117
Paladin Base Skills ...................................... 117
Armor Proficiency – Light ....................... 117
Armor Proficiency – Medium ................. 118
Armor Proficiency – Heavy ..................... 119
Aura of Courage ..................................... 119
Divine Health .......................................... 119
Divine Stamina ....................................... 120
1 Essence................................................ 120
Literacy ................................................... 120
Mana ...................................................... 120
One-Handed Weaponry ......................... 120
Paladin Rituals ........................................ 120
Page 13
Paladin Spells .......................................... 120
Shield ...................................................... 120
Shield Proficiency ................................... 120
Teach ...................................................... 121
Two-Handed Weaponry ......................... 121
Utilize Component .................................. 121
Vigor ....................................................... 121
Weapon Proficiency I, II .......................... 121
Vigor Skills .................................................. 121
Armor Patch ........................................... 121
Block ....................................................... 121
Critical Strike .......................................... 122
Disarm .................................................... 122
Knockback .............................................. 122
Intercede ................................................ 122
Interrogate ............................................. 122
Parry ....................................................... 122
Retain ..................................................... 123
Stun ........................................................ 123
Paladin Spells .............................................. 123
1st Rank Spells ............................................ 123
Charge .................................................... 123
Grant Mercy's Strength .......................... 123
Immovable Stance .................................. 123
Lesser Heal ............................................. 123
Repel Beast ............................................. 123
2nd Rank Spells........................................... 124
Command You to Attack Me .................. 124
Defensive Stance .................................... 124
Silence Beast .......................................... 124
Smite Beast ............................................. 124
3rd Rank Spells ........................................... 124
Divine Judgment..................................... 124
Protector’s Stance .................................. 124
Purge ...................................................... 124
Rally ........................................................ 124
4th Rank Spells ........................................... 125
Essence Shield ........................................ 125
Holy Armor ............................................. 125
Holy Weapon of the Light ...................... 125
Meditative Stance .................................. 125
5th Rank Spells ........................................... 125
Hero’s Mercy .......................................... 125
Holy Strength ......................................... 125
Vanguard Stance .................................... 125
1st Rank Rituals .......................................... 125
Oath of Allied Command ........................ 126
Ritual of Blessed Guidance ..................... 126
2nd Rank Rituals ......................................... 126
Oath of Honor Combat ........................... 126
Ritual of Blessed Protection ................... 126
3rd Rank Rituals ......................................... 126
Oath of Blessed Resolve ......................... 126
Ritual of Divine Intervention .................. 126
4th Rank Rituals ......................................... 126
Oath of Blessed Victory .......................... 126
Ritual of Divine Resurgence ................... 127
5th Rank Rituals ......................................... 127
Ritual of Blessed Restoration ................. 127
Rogue ............................................................. 127
Rogue Base Skills ........................................ 127
Armor Proficiency – Light ....................... 127
Armor Proficiency – Medium ................. 127
Backstab I, II, III, IV ................................. 127
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Blind Fighting .......................................... 128
Disarm Traps ........................................... 128
1 Essence ................................................ 128
Evaluate Item ......................................... 129
Feint ....................................................... 129
Florentine ............................................... 129
Florentine Master ................................... 129
Florentine Proficiency I ........................... 130
Literacy ................................................... 130
Mana ...................................................... 130
Missile Master ........................................ 130
One-Handed Weaponry ......................... 130
Pick Pockets ............................................ 130
Poison Immunity..................................... 130
Syndiliss’ Kiss .......................................... 130
Teach ...................................................... 131
Tricks of the Trade .................................. 131
Utilize Component .................................. 131
Vigor ....................................................... 131
Weapon Proficiency I.............................. 131
Rogue Vigor Skills ....................................... 131
Break Concealment ................................ 131
Bypass Armor ......................................... 131
Conceal Item .......................................... 132
Counter Strike ........................................ 132
Critical Strike .......................................... 132
Disarm .................................................... 132
Dodge ..................................................... 132
Escape Bonds .......................................... 132
Escape Magical Bonds ............................ 133
Evade ...................................................... 133
Hamstring ............................................... 133
Interrogate ............................................. 133
Master Concealment .............................. 133
Master Disarm ........................................ 133
Pick Locks ............................................... 133
Quick Search .......................................... 134
Resist Interrogation ................................ 134
Retain ..................................................... 134
Shadow Strike ........................................ 134
Stun ........................................................ 134
Trap Dodge ............................................. 135
Trip ......................................................... 135
Use Poison .............................................. 135
Waylay.................................................... 135
Warrior ........................................................... 135
Warrior Base Skills ...................................... 136
2 Essence................................................ 136
Armor Efficiency ..................................... 136
Armor Proficiency - Light ........................ 136
Armor Proficiency – Medium ................. 137
Armor Proficiency – Heavy ..................... 138
Bastard Proficiency I, II, III ...................... 138
Blind Fighting ......................................... 138
Feint ....................................................... 138
Florentine ............................................... 138
Florentine Master .................................. 138
Florentine Grand Master ........................ 138
Florentine Proficiency I, II, III .................. 138
Literacy ................................................... 139
Mana ...................................................... 139
Missile Master ........................................ 139
Shield ..................................................... 139
Shield Proficiency ................................... 139
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Strength +1 ............................................. 139
Sundered Arms ....................................... 139
Teach ...................................................... 139
Utilize Component .................................. 139
Vigor ....................................................... 140
Warrior’s Stamina ................................... 140
Weapon Master ...................................... 140
Weapon Proficiency I, II, III ..................... 140
Warrior Vigor Skills ..................................... 140
Armor Patch ........................................... 140
Block ....................................................... 140
Break Limb .............................................. 140
Break Shield ............................................ 141
Break Weapon ........................................ 141
Bypass Armor ......................................... 141
Cleave Armor .......................................... 141
Critical Strike .......................................... 141
Disarm .................................................... 141
Feat of Strength ...................................... 142
Hamstring ............................................... 142
Intercede ................................................ 142
Knockback .............................................. 142
Lock Weapon .......................................... 142
Master Disarm ........................................ 142
Parry ....................................................... 143
Power Strike ........................................... 143
Retain ..................................................... 143
Riposte.................................................... 143
Sever Limb .............................................. 143
Shield Bash ............................................. 143
Stun ........................................................ 144
Sure Shot ................................................ 144
Willpower ............................................... 144
Warrior Kata Skills ...................................... 144
Kata of Essence ...................................... 144
Kata of Martial Expertise ........................ 144
Kata of Skill ............................................. 145
Kata of Vigor ........................................... 145
Wizard ............................................................ 145
Wizard Base Skills ....................................... 145
Concentration ........................................ 145
Dagger .................................................... 145
Discipline of Direfang ............................. 145
1 Essence................................................ 145
Evaluate Item ......................................... 146
Literacy ................................................... 146
Mana ...................................................... 146
Meditate ................................................ 146
Ritual Efficiency ...................................... 146
Staves ..................................................... 146
Teach ...................................................... 147
Utilize Component ................................. 148
Vigor ....................................................... 148
Wizard Ritual .......................................... 148
Wizard Spell ........................................... 148
Cantrips ...................................................... 148
Create Wizard’s Armor ........................... 148
Call a Dart of Mana ................................ 148
Knock ...................................................... 148
Sense Magic ........................................... 149
Summon Light ........................................ 149
Tie/Untie Knots ...................................... 149
Wizard’s Mark/Unmark .......................... 149
1st Rank Spells ........................................... 149
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Create a Wizard’s Lock ........................... 149
Detect Magic .......................................... 149
Enhance Your Defense ........................... 149
Pin Your Leg ............................................ 150
Stay Your Distance .................................. 150
Summon a Mana Bolt ............................. 150
2nd Rank Spells........................................... 150
Become a Mana/Vigor Bridge ................. 150
Bestow Shimmering Skin ........................ 150
Bind Your Limbs ...................................... 150
Create an Aura of Defense ..................... 150
Seal This Scroll to Memory ..................... 150
Summon a Mana Ball .............................. 150
3rd Rank Spells ........................................... 151
Bestow Backlash of the Arcane .............. 151
Bestow Titan’s Strength.......................... 151
Fortify Your Defenses ............................. 151
Grant Mana/Vigor Shield ........................ 151
Shatter Your Weapon ............................. 151
Summon a Mana Blast ............................ 151
4th Rank Spells ........................................... 151
Create an Imprisonment ........................ 151
Dispel Magic ........................................... 151
Energize This Blade ................................. 152
Make You Fumbled Tongued .................. 152
Steal Your Sanctuary ............................... 152
Summon a Mana Storm .......................... 152
5th Rank Spells ........................................... 152
Become a Bridge of Latency ................... 152
Create a Charm of Following .................. 152
Force You to Use Your Defenses ............ 152
Mimic Your Spell ..................................... 152
Spell Lock ............................................... 152
1st Rank Rituals .......................................... 153
Bolster Your Mana.................................. 153
Enchant Item .......................................... 153
Ritual of Entry......................................... 153
Stone of Resurrection ............................ 153
Transform Aura ...................................... 153
2nd Rank Rituals ......................................... 153
Dispel Ritual ........................................... 153
Mana Font .............................................. 154
Revitalize Ritual ...................................... 154
Ritual of Attunement ............................. 154
Ritual of Recharge .................................. 154
3rd Rank Rituals ......................................... 154
Dissipate Energy ..................................... 154
Enchant Gem .......................................... 154
Greater Enchant Item ............................. 154
Ritual of Recall........................................ 155
Ward of Barring ...................................... 155
4th Rank Rituals ......................................... 155
Enchant Gem of the War Mage .............. 155
Magical Beacon ...................................... 155
Magical Blade ......................................... 155
Ritual of Lingering Enchantment ............ 155
Ward Your Magic ................................... 156
5th Rank Rituals ......................................... 156
Armor of the Magus ............................... 156
Astral Projection ..................................... 156
Ritual of Destruction .............................. 156
Ward of Blocking .................................... 156
DEMONBLADE ................................................ 156
1st Circle of the Sword ............................... 157
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Detect Demon ........................................ 157
Call the Glow of Na'ia ............................. 157
Call forth Demon Fire ............................. 157
Ritual of Lord Atritoc .............................. 157
2nd Circle of the Sword .............................. 157
Invoke the Demon’s Grip ........................ 157
Request an Infernal Boon ....................... 157
Tether a Lesser Demon........................... 157
Ritual of Lord Surkrel .............................. 158
3rd Circle of the Sword ............................... 158
Hold you at Bay ...................................... 158
Invoke the Blood Pact ............................. 158
Ritual of Lord Milamber .......................... 158
Demon Slayer ......................................... 158
4th Circle of the Sword ............................... 158
Bestow an Abyssal Blade ........................ 158
Cast an Infernal Reflection ..................... 159
Ritual of Lord D'ivertine .......................... 159
5th Circle of the Sword ............................... 159
Banish the Corrupting Foe ...................... 159
Possess the Inconyu Mind ...................... 159
Ritual of Lady Gorthra ............................ 159
Master Demon Slayer ............................. 159
LOREKEEPER ................................................... 159
Novice......................................................... 159
Scrivener ................................................. 160
Detect Magic .......................................... 160
Apprentice .................................................. 160
Scribe ...................................................... 160
Decipher Script ....................................... 160
Identify Magic ......................................... 160
Journeyman ................................................ 160
Historian ................................................. 160
Copy Scroll.............................................. 160
Bestow Invulnerability ............................ 160
Expert ......................................................... 160
Chronicler ............................................... 160
Scroll of Inspiration ................................ 161
Bestow Negation .................................... 161
Master ........................................................ 161
Archivist ................................................. 161
Replicate Recipe ..................................... 161
Bestow Absorption ................................. 161
PHYSICIAN ...................................................... 161
Novice Skills ................................................ 161
Medicine ................................................ 161
First Aid .................................................. 161
Stabilize .................................................. 162
Apprentice Skills ......................................... 162
Awaken .................................................. 162
Bind Wounds .......................................... 162
Examination ........................................... 162
Journeyman Skills ....................................... 162
Create Poultice ....................................... 162
Diagnosis ................................................ 162
Set Limb ................................................. 162
Treat Disease .......................................... 163
Expert Skills ................................................ 163
Cure Poison ............................................ 163
Forensics ................................................ 163
Preventative Medicine ........................... 163
Reattach Limb ........................................ 163
Master Skills ............................................... 163
Master of Anatomy ................................ 163
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Reattach Head ........................................ 163
Resuscitate ............................................. 164
Tireless Surgeon ..................................... 164
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Rules of Play Age Limits Players must be 18 years old to play without a consent form and at least 15 with a parent permission form and owner approval. Children 11-15 are allowed to play with a responsible parent on site and owner approval. Children 10 and under may attend but are considered non-combatants and must remain with a guardian at all times. People with medical conditions must report them to the owner. We reserve the right to refuse service to anyone.
Cost to Play Admission is based on the amount of time spent in game. Players can also purchase an additional build each event.
Cost of Play Chart
+1 Build may be purchased at each event for $5
+10 Build may be purchased once per character for $50. May be purchased in smaller increments.
All purchased build is permanently gained to character slot. Should your character in that slot permanently die, or become retired, all purchased build will carry over to the new character. Build from events, service points, and special awards will not carry over to the new character.
Any player can purchase the full event no matter the time.
Players may play more than one PC over the course of an event. They must play each of the characters for a full tag ring. Your total tag rings for the event are divided amongst the characters. The fee to do this is $10 administration fee in addition to their event fee.
Items, coin, or any IG items cannot be transferred between characters
NPC Shift There are two types of characters. Player characters or PCs are the people who play the game. The second group is more important to the game. These are the NPCs or Non-player characters. NPCs provide the rich conflicts of the game through combat and role play. NPCs are so vital to the game that all players are required to NPC for a portion of the weekend. We will have non-combat NPC positions for those people who want to play but not fight. Playing a NPC is a great way to learn the world of Sovereign Scrolls. One can act, fight, and learn without risking one's PC. Subplot NPC lead positions are available, as are long term NPC contracts
Advancement As a person's character interacts with the world his/her character will grow in power and influence. This is represented by build. All skills are purchased in-game with build. New Characters begin the game with 30 build. Players coming to Sovereign Scrolls from other systems will receive an additional 5 build for their first character. This is a thank you to the LARPing community for its support. Each event PCed has a potential for receiving 4 build. (1 for the Event, 1 for NPC Shift, 1 purchased for $5, 1 for spending 50 service points)
NPCing can gain you 5 build. (1 For the Event, 2 for NPCing, +1 purchased for $5, +1 for spending 50 service points) NPCing costs $10
FULL EVENT 2/3 EVENT 1/3 EVENT
15+ hours 9-14 hours less than 9 hours
Requires 5 hours NPC
Requires 3 hours NPC
Requires no NPC
Cost $45 Cost $35 Cost $25 3 Tag Rings 2 Tag Rings 1 Tag Ring
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Level A character’s level is defined as Total Build -5 divided by 10. 25-34 Build is 2nd Level. 35-44 is 3rd Level, 45-54 is 4th level, and 415-424 Build would be 41st level.
Rules of Arms Weapon Size, Damage, & Length The following chart shows the various types of weapons you will find in the game, their base damage, and their minimum/maximum size. In a case where a weapon’s damage is listed as 2/3, the 2 indicates damage if the weapon is wielded in one hand and the 3 is the damage when it is used in two hands.
Weapon Damage Min/Max Small Weapon 1 12 / 24 One-Handed 2 24 / 46 Bastard 2 / 3 44 / 49 Two-Handed 3 45 / 62 Bow / Crossbow 4 See Description Small Claws 1 18 / 24 Large Claws 2 24 / 46 Pole Arm* 3 / 2 60 / 78 Bastard Spear 2 / 3 40 / 60 Staff 2 60 / 72 Thrown Weapon 1 6 / 18
Weapon Chart
When using the blade end of a pole arm, it will swing for 3 damage. When striking with an approved combat pommel, the pole arm will strike for 2 damage. The pommel must be strike legal if it is intended to be used in this manner.
Weapon Construction Latex weapons will be judged on a case by case basis by a safety marshal at check-in. If your weapon has not been approved, then it is not allowed to be used in combat until such time. Proper safe use of latex is the responsibility of the player, if not observed, the use of latex
weapons will be banned for that player until such a time as they prove to understand the proper and safe usage of such weapons.
At Sovereign Scrolls, we encourage creative design in weapons and shield, but reserve the right to fail any weapon or shield that is not deemed fit and safe for combat use. All weapons and shields must be approved by a safety marshal before used in combat.
Homemade Guidelines All weapons must be built using these following rules:
Acceptable weapons cores include fiberglass tubes and rods, carbon tubes and rods, PVC, bamboo, graphite golf shaft. Other options will be examined and considered. All cores must be capped on both ends with alternating layers of tape and/or foam until it is decidedly dull.
Strike legal portions of a weapon must have a minimum of 3/4" closed cell foam. The strike legal padding depth may never be less than the diameter of the weapon core. The minimum strike legal surface for a slashing weapon is 12". Minimum strike legal length for a stabbing weapon is only 6". All portions of the weapon above the handle that are not strike legal must be courtesy padded with at least 1/2" of closed cell foam. These sections will not be allowed to deliver a legal shot.
All stab tips must have a minimum of 1/2" closed cell foam plus 2" of open cell, or 1" of closed cell past the core. Two-handed weapons, but not bastards, require one inch of closed cell foam plus two inches of open cell or 1.5" closed cell.
Handles on weapons may be up to 14" or 1/3 of the weapons length, whichever is greater. Weapons more than 60" in length may have a handle that is 2/3 its length. Stab only weapons less than 60" may have 30" handles. Pommels must be 1.25" in width and covered on the sides
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and end with a minimum of 1/2" of closed cell foam. Crossguards must meet this diameter requirement and may not have a rigid core.
Basket hilts and such on any weapon are allowed as long as they do not exceed maximum shield dimensions. These must be padded with at least 1/2" of closed cell foam. These weapons will never be considered shields for the purposes of armor points. Any weapon may have a stab legal pommel. This pommel must have an appropriate stab tip and must be 6" of strike legal surface.
Special Weapons Specially designed weapons may be thrown by characters with the appropriate skills. Throwing weapons must be 2.5" in diameter at minimum. These may be from 6" to 18" of strike legal surface. Only weapons approved as throwing weapons may be thrown at other players in combat.
Staves are special weapons of 5' to 8' that must have 12 inches of Strike-legal surface on both ends with proper tips. Each end must be padded at least 1/3rd the total length of the staff.
Flails are special weapons with a single articulating head. The chain of a flail is not a legal striking edge and must be wrapped in foam with less than half an inch of the rope exposed at any point. The combined rope and striking edge may not exceed 18 inches in length and the total length of the weapon may not exceed 36 inches. The top half of the non-rope and Strike-legal portion of the weapon must be padded.
Ranged Attack Packets Packets are used to deliver a variety of attacks. Packets must be filled with fine birdseed which does not contain overly large or rough seeds. The seed must be wrapped in fabric and bound by a rubber band. The amount of seed must be
between 1oz. and 3oz. The preferable fabric to be used would be a biodegradable fabric such as cotton. In the event that a specific site does not allow birdseed for environmental reasons, biodegradable airsoft pellets are an acceptable substitute at these sites only.
Shields Shields may be made out of such materials as plastic, wood, foam, or aluminum snow disks. Please use common sense when selecting shield material, anything too brittle or unsafe will be denied for combat use. Any edges must be rendered dull and then covered with at least 1/2" of closed cell foam. No bolts, wing-nuts, or protrusions may be exposed on the outer facing. Any bolt heads or washers on the outer facing must be smooth and dull; no more than 1/4" tall. The minimum shield size is 12 inches as the shortest length or width. The maximum shield size can be no larger than 42 Inches in length or width. The maximum considers all vertical and horizontal dimensions as well as cutouts as part of the measurement.
Bows We allow actual bows and crossbows with strict rules and guidelines. They are accepted on a case by case for safety of everyone involved. For safety reasons, a bow cannot be used to block weapon attacks. Any unintentional blocks will deliver the damage to the player as if struck in the forearm.
The maximum limit for a bow‘s pull is 35 pounds with a maximum 28-inch draw length. Bows may not be pulled past 28". Crossbows are limited to no more than 450 foot-pounds. No compound bows are allowed. Broken or mended arrows are not to be used. A bow should only be drawn halfway if target is within 20 feet and you may not shoot at a target that is within 10 feet. Crossbows may be fired within 20 feet, but not within 10.
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Arrows Acceptable arrows are limited to those made of graphite, carbon or aluminum. All arrows must have fletching and nocks in good repair and may not be bent. Arrowheads must be removed from the arrow shaft, with a special cap in its place. The arrow tip must be built up and capped with a sufficiently strong material, such as a washer, bottle cap, or penny, to at least 3/4". Strike legal arrowheads must have a minimum of 2" of closed cell foam past the cap and at least 2.5" in diameter. The arrowhead may not protrude more than 1.5" through a 2.5" ring.
It is suggested that a layer of open cell foam or closed cell of a lower density, like a stress ball, is used to reduce the recoil of the arrow when it strikes a solid surface. The arrowhead must be cloth covered and securely fastened to the arrow in such a way that movement is minimal.
All arrows must be clearly labeled with their owner’s name on the shaft or fletching. Arrows may not be drawn beyond 28 inches, and must have a stopper in place if they are longer. Any arrows that are not constructed properly will not be allowed to be carried into game, so if you have doubts ask questions before an event.
Rules of Safe Combat Weapon shots must be thrown from a 60 degree angle at minimum. Shots may be thrown in as quick a succession as a player can call the damage clearly. Repeated shots to the exact same spot in succession beyond the second are not valid.
Weapons may not be wielded by the strike legal portion. Only one weapon or shield may be
wielded in a hand. Dusts (poisons) may not be held in a hand wielding a weapon. Strikes to an item held that is not being wielded will result in the strike carrying to the lower arm.
Lightest touch from projectiles and packets must be taken. However, projectiles that strike only shields or garb that would not have struck true do not count. Packet delivered attacks count as long as they touch anything the player is carrying or wearing no matter how lightly. Bounces never count on either projectiles or packets.
Packets that strike any item worn, carried, or wielded by a player, or that strike ANY part of a player are valid.
It is the discretion of the receiving player whether to take shots to the groin.
Valid hit locations are defined as anywhere below the neck. A shot to the area below the ankle of a foot in contact with the ground will not register a valid hit. A shot to the hand which is wielding either a weapon or a shield will not register a valid hit.
Deflections off of an illegal target to a legal target (such as the head to the shoulder) do not count as legal hits. Simultaneous strikes to both a legal and illegal target do not count as valid hits. Deflections from a legal target that continue on to strike an illegal target will count for the legal target strike. Deliberate blocking with illegal targets is prohibited.
Shots that are blocked still count if 50 percent of the shot carries through to a legal target. If you are unsure whether a shot was "good enough," it was. Shots that knock aside a block and then strike also count as valid hits.
Physical role-play in a safe manner with permission is acceptable. No grappling, rough, shield-bashing, or physical contact without the
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express consent of all people involved will be allowed. Violation of this rule can easily result in a player being removed from combat.
The tunic area is defined as the area above the knee above the elbow and below the neck. This definition excludes the head, lower arms and lower legs.
Point Blank Point Blank is a special rule that any archer may use if he is being charged or risks shooting an arrow where it cannot be recovered (i.e. lakes, fire). Since an archer may not shoot at a target that is within 10 feet of them, they may call Point Blank “Damage”. Point Blank means that the target is hit for that damage without an arrow being shot. The strike automatically hits regardless of shields. Note that an appropriate defensive effect will still be effective. Point Blank may only be called if the archer already had an arrow nocked when the person came within 10 feet. This rule may not be combined with any skills that use vigor, but proficiencies are still applied. Point Blank may only be used once every minute.
Constant and Maximum Weapon Damage Every weapon has a maximum amount of constant damage that it can strike a target for. Constant damage can be defined as the amount of damage dealt by a weapon type for consecutive blows that range over a minute without the expenditure of Mana or Vigor. The amount of damage that is able to be constantly swung is determined by a combination of factors.
1. Weapon Type 2. Constant permanent strength 3. Weapon Proficiencies determined by
class.
A player may further enhance the amount of constant damage done with a weapon through use of enchantments, alchemy and mundane effects. However, a player may only increase their constant damage through these methods in an additional two ways. After that any damage enhancing effects that will raise a player’s damage will fail.
Weapons Types As a world at war, common weapons lie available to all people in need. These weapons are shoddy of make, unable to hold together in the face of real power.
Standard Weapons Standard weapons require no tag, but if broken must be taken back to an armory or forge to be replaced for no cost. Standard weapons deal base weapon damage in "Normal" damage. The constant damage of a Standard weapon cannot increase more than 1 point from any source.
Silver Weapons Silver weapons are treated as tagged Standard weapons dealing "Silver" damage. As a tagged item, Silver weapons are only available from proper in game sources.
Steel Weapons Steel Weapons are tagged weapons dealing "Normal" damage. Steel weapons are sturdy and well-made allowing full use of constant damage bonuses as per the rules of constant damage. As a tagged item, Steel weapons are only available from proper in game sources.
Mythril Weapons Mythril weapons are treated as Steel weapons dealing "Mythril" damage. As a tagged item, Mythril weapons are only available from proper in game sources.
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Magic Weapons Magic Weapons have special properties and deal "Magic" damage. Magic weapons allow all constant damage bonuses per the constant damage rules. Magic weapons are special and require an item tag, a Mana tag, or a ritual note with tags.
Shields Besides keeping harmful strikes from reaching you, certain shields give armor points if you have the training. Reinforced shields require the skill Shield Proficiency and grant 10 armor points. The armor that is granted by the shield does not count towards the armor totals required by the armor proficiency skills for soaks. A shield that is struck with a damaging swing does not reduce the armor points awarded for the shield. Also, if the armor that was awarded by the shield is expended, that shield is still usable as a shield. In order to repair the armor points of a shield, it must undergo the same process as normal armor
Armor Even the heartiest of adventures appreciates some protection from his enemies’ blows. Armor provides this protection by granting an additional amount of damage the character can take. While wearing armor, the breast and back pieces provide the major part of the protection. This is demonstrated by the amount of armor points provided by wearing armor that covers both of these sections. Every section of armor worn after the chest piece will provide more protection.
Sections considered for armor purposes:
• Torso (which counts as five spots if front, back and shoulders are covered.)
• Upper Arms • Lower Arms • Upper Legs
• Lower Legs
One Optional Section: Head and Neck, Hands, or Feet.
The following table shows the armor’s rank which corresponds with the armor point values per section. The max value indicated is for class limitations on maximum armor points wearable.
Armor Type Rank Max Value Cloth or Fur 0 5 Soft Leather 1 20 Heavy or Studded 2 30 Chain or Scale 3 40 Plate or Brigandine 4 50
Armor Chart
To gain full points for a section, a player must have at least 3/4 of the area covered. To gain the full bonus for lower legs the player must be wearing two greaves that cover at least 3/4s of the front 180 degrees of the shin. If only one greave is worn, then the player will only be awarded half of the armor value for that section. The final armor total must be a whole number, any remaining value less than 1 is rounded down.
Armor Definition Cloth Armor Two layers of cloth sewn together with padding in the middle (quilted) or four layers of a cloth with denim type thickness sewn together. Fur is defined as actual animal hide that is light and flexible. It may have hair attached or be actual suede.
Leather A minimum 1/8" thick animal hide.
Hard Leather Hard Leather is leather at minimum of 1/8" thick that has been harded by boiling, soaking in wax, etc and is no longer flexible.
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Studded Leather Studded Leather is Leather 1/8" thick that has been studded with metal no further than 2" apart.
Thick Leather Thick Leather is leather with a 3/8" thickness or more.
Chainmail Metal rings woven together with a minimum size of 18g. Riveted or welded rings are exempt from this size requirement.
Scale Mail 20g minimum plates woven into chainmail that overlap. If this requirement is met, these sections automatically garner the +1 bonus.
Brigandine Metal plates at least 20g in thickness attached to either Cloth, Fur, or Leather garments that are held in contact, and cover the majority of the garment area.
Lamellar and Plate 20g or thicker metal plates that overlap to cover or are shaped in such a way to cover the entire area. If these requirements are met, these areas automatically garner the +1 bonus.
Armor Bonuses and Penalties Any armor may receive a bonus by being of exceptional construction or quality, by being of a greater thickness than the minimum, by wearing cloth, fur or soft leather armor underneath or above it, or by being studded with metal studs no more than 2" apart. The bonus will be a maximum of one point per section, resulting in the value being that of the next higher armor level, but it will still count as the original armor level. For example, a wizard may wear studded cloth armor and receive the points that leather would usually garner. This will not allow plate or lamellar totals to exceed the maximum total of
50. Any Armor may receive a penalty for being a detraction from immersion, if it doesn’t look like it armor at all, or is being below the minimum requirements. This penalty will never result in the armor getting more than one negative point per section. Upon first inspection, the penalty may be waived for up to three months to allow for improvement.
Evaluating Armor Armor will be evaluated by starting with the score of the armor it is or it most closely resembles. Consideration will be given based greatly on aesthetic value, as well as protective value. Armor may only be evaluated by a weapon marshal or Staff member. Each Character will be issued an armor card that must be carried to use the armor points. If the player has a dispute with their armor total awarded a second marshal may be asked to review the armor total under the supervision of a Director who was not involved in the original evaluation. Should this award a different armor total than the original evaluation, the Director will modify the existing armor card and sign off on it.
Armor & Waylay The Waylay skill can be prevented by wearing chain head and neck protection or better. The head and neck must be covered in at least chain armor to prevent waylay. The waylay protection is granted from the worn protection, mystical armors and virtual armor rules will not provide the waylay protection.
Armor by Class Each class is limited in the armor type they can wear. Each classes’ highest armor available to them:
Bard Leather 20 Dead Caller Leather 20 Druid Hard/Thick Leather 30 Evoker Cloth 5
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Fel Knight Chain 40 Healer Chain 40 Mesmer Leather 20 Paladin Plate 50 Rogue Studded/Heavy Thick Leather 30 Warrior Plate 50 Wizard Cloth 5
Armor by Class Chart
Multi-Classing & Armor A character that purchases a multiclass option will have their effective armor rank changed. The character will always be able to wear the best type of armor that any of their classes allow, but when they do they will not be able to use abilities of the more limited classes. Due to their diverse training, they are able wear an average of armor rank across all classes trained.
For example, if a Warrior were to multiclass with a Healer, they could wear the average of armor of the two classes. Plate armor is considered rank 4 armor, whereas Chain is considered rank 3 armor. The average of the two armors equals 3.5, which rounds down to 3. If the player were to continue to wear armor higher than rank 4 armor, the character would lose all casting abilities associated with that class. However, that player may invoke any latent effects that they already possess. The Average of the armor ranking is rounded down.
Immersion Effect By being a true part of the world of Ya'Ria, characters that are both a visual and experience addition to the game are granted a benefit for helping make the world of Sovereign Scrolls a more immersive and enjoyable experience. For having good costuming and appropriate racial make-up, you gain 5 points of magical armor. This armor is not affected by anything that targets or requires armor or an armor value. This armor can only be repaired through 5 minutes of in-game interaction. This armor does not count
towards the armor totals required by the armor proficiency skills for soaks.
Armor Repair Armor is destined to fall to pieces, saving the wearer from a similarly gruesome fate. When the inevitable comes to pass, armor wearers may seek out a forge or workshop to repair the damage to their equipment. It costs 1vigor and 1 griffon per 5 points of armor repaired. In addition, it takes 1 minute of role-play per 5 points repaired. This role-play can include, but is not limited to, reforging armor pieces, sewing back straps, and reworking the links and ties.
Soak Soak reduces a physical numeric damage by 1. This reduction counts only for Weapon, Thrown Weapon, and Archery Delivered attacks. Soak does not apply to spell damage, essence damage, poisons, or packet delivered damage. Every strike will still do a minimum of 1damage, regardless of the defender’s total soak.
The minimum total for soak armor skills are as follows:
Amor Proficiency 1 20 points minimum Amor Proficiency 2 30 points minimum Amor Proficiency 3 40 points minimum
Soak Chart
Rules of Magic Spells Spells are the end result of a caster’s extreme will and command over the flows of magic. The style in which a spell is cast is dependent on the class of the caster and the concept behind their magic. For example, the Wizard class has precise formulas, whereas a Mesmer has a more natural affinity that is closely connected to their strength of personality. Whatever the origin or style, spells are tools for any caster.
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To cast a spell, one must first possess Mana. Mana is the measure of the connection a character has to the flows of magic in the world. The more Mana a character possesses the more spells that character may cast. However, when a caster depletes their reservoir of Mana, also commonly known as their Mana Pool, they can no longer cast spells. If a caster attempts to cast a spell, this spell is known as “Overdraw”. Overdraw is where the caster draws power from their very life to cast one last spell. The consequences of this casting, is that the caster will immediately drop into the critical stage of the Death Count. Note: A character may only receive a life effect once an event – please see section on Life & Death.
Once the caster has Mana to spend, they must call forth the spell by loudly calling the spell’s incant. To be valid, the incant must be as loud as normal speaking volume, and the target must be able to hear the spell being cast. Once you have said the incant of the spell and the spell’s name, you must throw the spell packet at the target. If the spell packet misses the target, no effect is taken by the target, but Mana is still spent from casting of the spell. The spell packet is considered a hit on anything attached to the target including capes, clothing, shields, and weapons.
If a caster is hit for any damage during the casting of a spell, the spell will fail. This is unless the caster is wearing armor, then once the armor is bypassed will the spell then fail. Casters may defend themselves while casting.
If a spell does damage in its description, the damage a spell will do is normal damage unless otherwise stated. The highest level damaging spell in the list of the class is considered their tier damage spell. This spell will deal “magic” damage to the target.
Spells must be learned in order and in columns. In order to get a 2nd rank spell you must first learn a 1st rank spell. If you want to learn a second 2nd rank spell, you must also learn a second 1st rank spell
All Spells or Effects that deal numeric damage or healing must include the amount of dealt at the end of the call or incant. If it is normal spell damage, only the number need be said. If it deals a special damage flavor that is not listed in the spell name, then the damage flavor must be called as well.
Rituals Rituals are spells of longer durations, or greater utility than a normal spell. These rituals take longer to cast and are encouraged to be customized by each player for individual castings. The term "ritual” is intended to include rituals, sacraments, and some other special skills that are specified as belonging to this group. Unless otherwise specified, casting rituals requires that the character is able to fulfill all of the same requirements of spell casting. This means the character must be able to read and write, speak, move freely, think clearly, and the character must not be interrupted during the casting of the ritual with damage or another effect that would cause interruption.
Rituals often have additional requirements beyond the normal requirements for spells. Unless otherwise specified, all ritual abilities require one minute per rank of the ritual to cast. Most rituals require one mana per rank of the ritual to cast. In addition, rank one, two, and three rituals will require one vigor and essence, rank four and five rituals will require two vigor and essence. Essence costs paid for rituals are considered aggravated unless otherwise specified. Some rituals may require different costs, but in these cases, the description of that
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skill will specify what should be spent instead of these standard costs.
Instead of a simple verbal component or packet, any appropriate words or actions can be used to cast a ritual. Players should have their characters role-play the casting of rituals. At least some words must be spoken at normal volume during the casting, and some other motions must be made. If an offensive effect is delivered, it must be by packet as per spell casting rules unless otherwise specified. If rituals require additional components like physical markers, make up, or in-game props to be complete, these must all be present and in place before the ritual will have any in-game effect. When characters have rituals cast on them, they should note the name of the ritual, the effects, the caster of the ritual, the time the ritual was cast, and the duration of the ritual on the back of their character cards. When a ritual is cast on an object, a card or note with this information should be kept with the item and item card. When a ritual is cast in a location, this information should be written down and attached to or next to the area notes
Rituals take 1 minute per level of the Ritual being cast. There are also additional costs to casting Rituals. Rituals cost Essence, Mana, and Vigor to cast.
To invoke the use of a Ritual granted effect, you must state, “Invoke” and the name of the ritual or effect given by said Ritual. Unless specifically stated in the Ritual’s description, no one may invoke an effect while unconscious or in any kind of sleeping state.
Players are again encouraged to create their own casting methods of their Rituals. The casting methods of all Rituals should be presented to the Rules Committee or a Marshall for validation. The player must also perform their Rituals at least once, to show that they do
understand their own Ritual and casting of the ritual.
Rituals must be learned in order and in columns. In order to get a 2nd rank ritual you must first learn a 1st rank ritual. If you want to learn a second 2nd rank ritual, you must also learn a second 1st rank ritual. In addition, the character must have enough mana, vigor, and essence to cast the ritual without enhancement to be able to learn a ritual.
Scrolls Scrolls are Spells or Rituals that people have scribed to parchment and empowered. Any person, who is literate, may read and cast scrolls, so long as the scroll has Mana or Vigor Tags attached. If the scroll is that of a Ritual, then the Essence cost of the Ritual will be fueled by the reader of the scroll. There must also be enough light to read the scroll to cast from a scroll. Once all uses of the scroll are used, the scroll is destroyed.
Scrolls can be used, unless otherwise stated, to learn the spell or ritual contained on the scroll so long as the player meets all the prerequisites. See Lore Keeper subclass for additional types of scrolls.
Crafting The world of Ya'Ria has a myriad of items from mundane to mythical which may be crafted by the characters. To craft any item the character must obtain the appropriate recipe; these can take many forms from scribbled cooking notes to complex molds. All special needs for the crafting of the item will be listed upon the recipe.
Once the recipe and materials have been obtained, the proper workstation to craft the goods must be obtained to finalize the work. As a standard, there will be a coin and time cost for the most mundane of items, while the most
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impressive of creations may require hard to find relics. For all crafting, a staff member must be notified for the first time crafting of a recipe. Advanced recipes will list if a staff member or specific staff member must be present for the production of the item.
Active Effects, Latent Spells, and Stacking No character may keep more than one active or latent spell of the same effect at one time. Therefore, a person may stack negation and resist charm effects, but they may not stack 2 different types of strength enhancing spells. If an active or latent affect is on a person and they are the target of a duplicate affect, it does not take hold, unless the effect is from a higher level spell than what granted the original affect.
Each character is limited to a number of total effects active on their person. These include active and latent effects. All characters are limited to TEN total effects. Equipped items do not count against your total number of effects, equipped items include all enchanted and crafted items.
Baptism Many skills in game are specialized abilities of priestly professions that follow the teachings of a particular god or goddess. The prayers and sacraments of these professions have certain special prerequisites that apply before they can be learned.
When a character learns any prayer or sacrament from one of these professions or buys into the profession, the character gains an “affinity” for the pantheon to which that profession belongs. Characters may never buy into professions or buy skills from professions belonging to pantheons that conflict. There are pantheons that do not necessarily conflict with others.
Characters may only learn spells or rituals of up to the second rank without getting a baptism to the god or goddess to whom the profession belongs.
Once a character is baptized to a god or goddess specified by a particular profession, that character can learn any rank of prayer or sacrament according to normal rules. Player characters can never perform baptisms. These must be performed by plot approved characters. Characters who receive a baptism to a god or goddess gain an affinity to that pantheon even if they have not bought into a profession or learned any skills belonging to that deity’s profession.
In addition to learning skills through traditional means, characters sometimes find ways to learn skills even if they do not belong to a profession. In these cases, assume that a character cannot learn the skills of a pantheon that conflicts with any affinities they have, unless a specific skill or effect states otherwise.
If a character knows a skill but later gains an affinity that conflicts after learning it, then she loses access to this skill as long as she has that affinity. There are also some skills that may require a character to have an affinity before learning any skills of a given pantheon, which will be specified in the skill description.
Characters attempting to use items that grant the use of skills belonging to a particular pantheon may only use those items if they do not have an affinity that conflicts with the type of skill granted by the item. For example, a ring that grants a healing prayer of the light church cannot be used by a member of the dark church, but could be used by a magic user of the (non-conflicting) arcane professions.
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Types of Effects This list includes many of the effects and the ways they work, or ways that characters can react to them. Many of these categories of effects encompass skills of a similar nature, which cannot be “stacked,” or added together for compounding effects unless otherwise specified.
Area Effects Area effects occur in one of two ways. First, an effect like a spell or trap may work on multiple targets in a specified area range. These effects are described in game, and usually measured with an easy marker like weapon range from a caster. Area effects cannot be defended against unless a defense specifically allows this. Trap dodge is meant for this purpose, and evade may sometimes work. Total defenses like negation and invulnerability will often work against area effects. Second, effects may apply to anyone within an in game area like a building or room, or in an area that is clearly specified with markers. These effects should be described on “area notes” left in that area, or by a marshal if one is present.
Attunements An attunement is a magical connection between an object and a character. When an object is attuned to a character, it cannot be removed from that character’s presence by any means. The object must remain within arm’s reach of the character at all times. A character may choose to put down or hand off an attuned item unless specified otherwise, but the character loses all benefits of attunement until the item is picked up again. If disarmed, a character must drop an attuned weapon, but it cannot be taken away. Should a character die and become a spirit, the object will enter spirit form with the
character, and if the character is resurrected it will reform with the character.
Break, Sever, Shatter Effects ON BODIES Break effects on body parts like limbs will reduce the limbs effectiveness. Broken arms perform tasks that require time half as fast, and inflict half damage with weapons or claws (round down). One broken leg will cause a character to move slowly, at a heel-to-toe rate. Two broken legs will cause a character to be unable to walk. Players with broken legs should stand in place during combat. Severed limbs are useless. Severed arms cannot perform any tasks, and a character with any severed legs cannot walk or use skills that require mobility (like dodge, evade, etc.). Characters with severed heads cannot receive healing effects. Break or Sever effects will wake someone from waylay.
ON ITEMS Break effects on weapons, shields, and armor will cause these items to be destroyed in game, rendering them useless. Armor that has only lost armor points needs to be repaired, but is not broken and can still be used with skills like soaks. These items cannot be used in combat and grant no benefits. Items that are tempered will resist one break effect at the expense of the tempering.
Channeled Effects Channeled effects are any type of effect that requires continuous maintenance on the part of the character that created the effect. The requirements for maintaining the effect must be continuously performed for the duration of the effect to stay active. If the requirements are not fulfilled at any point during the duration, the duration and effect immediately end.
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Imprisonment and Sanctuary Effects Imprisonment and Sanctuary effects encase a character or target in a type of energy in such a way that they are blocked off from the rest of the in-game world. Characters may only be affected by one imprisonment or sanctuary effect at a time.
Mind Effects Some skills in the game are classified as “mind effects,” which indicates that they affect a character’s conscious thoughts in some way. Some defenses (like willpower) or immunities apply only to mind effects, and some creatures that have no sentient thought of their own are unaffected by mind effects. Unless a creature template specifies it is not affected by mind effects, assume that it is. Furthermore, unless a given skill specifies that it is a mind effect, assume that it is not. Defenses against mind effects do not need to be called out loud unless the mind effect skill requires the defense to be called, though a marshal may ask for a clarification.
Movement Effects Movement effects force a target to move in a particular direction, for a given distance, and/or to a particular location by making the target physically move through the space between the points. This type of effect is usually caused by a force that knocks a target back or pulls a target forward. Movement effects will relocate characters under the effects of pins or binds, but after the character is relocated the pin or bind effect continues normally in the new spot.
Over-Time Effects Many effects take place over time. For most effects, a simple duration of the effect is specified as a part of the skill description, and these effects take place continuously for the duration of the skill. In some cases, effects may
be triggered at specified intervals throughout the duration of a skill or effect.
Pins and Binds Pin effects will hold a character’s foot in place on the ground. The character may still pivot, but may not move or lift the foot from that spot on the ground. Bind effects more heavily restrict a character’s movement. Bound characters may not move their arms, which are held in place. Bound characters may still speak and make noise unless a skill specifies otherwise. Unless a skill specifies otherwise, the use of +2 strength will break any pin or bind effect. Characters may only be affected by one pin or bind effect at a time.
Pool Effects There are three types of effects that can increase a character’s mana, vigor, or essence pools.
The first is a healing or damage effect, which will restore points to or subtract points from the appropriate pool, though most healing effects will not raise a character’s pool above her maximum cap unless otherwise specified. The second is a temporary increasing effect, which will add an amount to a character’s pool even above her normal cap, but once the additional points are gone they cannot be restored unless a new temporary effect is granted. The third is a healable increasing effect, which raises the characters maximum cap in that pool and allows effects like healing effects to restore points to the pool including these additional points if spent. Most healing effects are instant. Characters may only be affected by one temporary effect for each pool at a time. Characters may also be affected by only one healable effect for each pool at a time.
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Sleep There are two types of sleep in the game. Natural sleep means any time a character is sleeping in-game because the player of that character is actually asleep out-of-game. A character is only woken up from natural sleep when a player is also successfully woken up from sleeping. Magical sleep is created through the use of in-game effects, and a character can be sleeping due to a magical effect even if the player is not asleep. The player must role play sleeping, and the character is not aware of anything happening in her physical environment while magically asleep. Generally, characters can be woken from magical sleep through loud noises or damage, though some skills may prevent this as described by the skill or effect. Sleep effects are not necessarily considered mind effects unless a skill specifies that it is a mind effect. Characters may only be affected by one sleep effect at a time.
Stances Stances are effects that allow a character to assume a particular style of combat or tactics. Each stance grants unique benefits depending on the type of situation in which it is employed. Stances will specify their benefits for each individual stance skill. Characters may only assume one stance at a time.
Stealth Effects Stealth effects cause a character to blend into the surroundings of an area, usually into the shadows. Characters under a stealth effect cannot be specifically identified, though characters can tell there is someone or something in the area. Characters under stealth effects can only be targeted by skills that penetrate stealth, or that will specifically end that stealth effect. Stealth effects are indicated by green headbands. Characters may only be affected by one stealth effect at a time.
Stun A stunned character cannot take any offensive action in combat, nor can the character use any skills in a defensive manner. The stunned character may defend them self, but not use any skills that take mana or vigor. Stunned characters may invoke latent defenses. Most stun effects end if a character takes any kind of damage. Characters may only be affected by one stun effect at a time.
Surprise Effects Effects delivered from surprise are rare. These effects must actually take effect on a target when the target is not expecting the effect. An unconscious character is always considered surprised. Surprise effects cannot be defended against with active defenses unless they specifically specify they can be used against surprise. Latent defenses may only be invoked if they would successfully stop the surprise attack. Latent effects that invoke automatically will still trigger on a surprise attack. Once a person has been the target of a surprise attack, they cannot be surprised again for the next minute.
Teleportation Effects Teleportation effects cause a target to travel from one location to another without traversing the physical space between the two points. Instead, the target moves out of game between the two points, seeming to disappear from the point of origin and appear at the destination. This takes as much time in game as it takes the target to move out of game. Characters moving with teleportation effects must wear a white headband while traveling between the two points.
Unconsciousness A character can be rendered unconscious in a number of ways. The most common form of unconsciousness takes place when a character
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suffers more damage than her essence total. While dying a character is unconscious unless an effect would somehow prevent this. Characters can also be knocked unconscious for a time without taking damage through certain skills, like waylay. While unconscious, a character cannot use any skills and is completely unaware of things happening in her in-game surroundings. Characters may only be rendered unconscious by one effect at a time, though unconsciousness due to damage is not considered an effect.
Wards Wards are a special type of area effect that causes an effect on all targets present within the ward’s area at any time during its duration. Alternatively, a ward may simply prevent any target that does not satisfy certain prerequisites from entering the specified area at all. Wards may be placed on a particular room or small, open structure. Alternatively, wards can be established an open or outdoor area (10’x10’ unless otherwise specified). For a room, note and a lit marking must be placed at each door to the room to show that there is a ward. Outdoors a marker and lighting must clearly denote the full area affected. The ward can be raised and lowered with a password set by the caster. The password must be kept on the closed section of the area notes.
Life and Death Essence
Base Class Starting E Bard 8 Dead Caller 8 Druid 8 Evoker 6 Fel Knight 10 Healer 8 Mesmer 6
Paladin 10 Rogue 8 Warrior 12 Wizard 6
Essence Chart
Additional essence can be purchased at any time. It is considered a self-taught skill. The cost to buy additional essence is dictated by your PRIMARY class and can be found on the class skill list.
When your total essence reaches 0 or less you fall unconscious and at least one knee must touch the ground and all weapons must be dropped to the ground. If left unconscious at 0 for one minute, you regain 1 essence. ( Note that unconsciousness induced by a waylay attack does not bring the target’s essence to 0.) If you are attempting to feign death, you may only do so by falling down and may not do so while taking a knee. You may go down on one knee and then fall over but you may not stay kneeling. If a damaging attack would drop you below 0 essence, your essence total drops to -1 and the death count begins. Your essence cannot be dropped below -1 Essence unless a specific spell or effect forces it below -1.
Death Count At this point you must begin what is known as a death count. The death count is broken up into two stages. The first lasts for 2 minutes and the second lasts 4 minutes.
The first stage of the death count is considered the noncritical stage. During this time, you can be healed by any means – alchemical, magical, or practical that exists in game.
The second stage of the death count is referred to as the critical stage. During this time, only a life type effect can save you. You may only receive ONE Magical, Physical, and Alchemical
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life giving effect every event, so travel with caution.
Please keep in mind that a person may be forced to the second stage of their death count if a killing blow has been performed. A killing blow is done by being in contact with your target and saying, “killing blow 1, killing blow 2, killing blow 3,” followed by the weapon’s damage call. Also a person may not be affected by a revive type skill unless their head is attached to their body.
Dead At the end of your second stage of your death count the character is considered dead. You may remain with your body as long as you wish. However, when your spirit leaves your body, it will turn to ash and at that time you must put on a red headband and drop all of your in game items. A character wearing a red headband is considered to be a spirit and can only be seen by player character with the see spirit skill. The dead body left behind dematerializes and no longer exists in the game world. Spirits can wander aimlessly as long as they wish, though once revived will remember nothing of their experiences. When ready, the spirit should find its way to a director or to game logistics where a director will record the death and issue a new life tag provided the player is able to be resurrected. Players who suffer a death will retain full memory of all events leading up to their death unless other precautions take place. The most common method for resurrection is a visit to the local resurrection stone. This is a magical site located somewhere within the camp. Once the spirit finds its way to the site, resurrection is immediate. Players may also choose to be resurrected by another player. In this case, the time to resurrect is dictated by the actual spell used. Please note no player can be forced to resurrect.
Permanent Death “The only truth of Ya’Ria is every one must face The Reliquary, Rakus' judge of the underworld.”
If the player is unable to be resurrected, then it is time to create a new persona.
Character Creation Step One: Determine Starting Build All new players begin the game with a total of 30 build to spend in whichever way they choose. Players who come from other gaming systems start with 35. Players may purchase an additional ten build for 50 dollars. This build may be used at character creation. Players may purchase this build at any time during their characters lifespan. This build may only be bought once per character.
Step Two: Choose a Race There are many racial options. Racial skills can be purchased from the various racial skill lists. Please refer to the Races section of the role book for further information. All races begin the game with a unique “free” racial ability. This ability costs no build to purchase. Players may choose to purchase up to three additional racial skills.
Step Three: Choose a Class Players may choose to start with any of the primary classes. Please see the class section of the rulebook for more information. This class costs no build to purchase. Additional classes can be purchased using the rules for multi-classing. The cost to buy abilities is listed in the skill set of each class. Please keep in mind the rules for spell advancement when purchasing spells.
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Step Four: Choose a Subclass (if desired) Sovereign Scrolls offers a unique class type known as a subclass. Subclasses are open to all players and can be purchased at any time. Note that players can only have two subclasses per character. There may be “hidden” subclasses that are not listed in the rulebook. These subclasses can only be discovered in-game so plan accordingly.
Step Five: Flesh out your Character There is more to your character than numbers and statistics.
Players should also take time to create a unique story for their character. What drives her? What are her fears hopes and flaws? Why did He/she come to Freedom's March? Or perhaps she an outcast with nowhere else to turn; the choice is yours. The more elaborate your character, the more rewarding your experience at Sovereign Scrolls will be.
Multi-Classing A player may decide that one class or sub-class is not enough. In these cases, a player may decide to purchase a second or even a third class. The following rules apply to multi-classed characters.
Additional class classes may be purchased at a cost of 5 build each. Skills on the second or third class will cost +2 build over the list cost to purchase. Fourth or Fifth classes will cost +3 build over the original list cost per skill. Additionally, sub-classes may be purchased. A character may only have 2 subclasses.
Note that once you have taken a class that has a divine connection to a specific pantheon of gods, you may not multiclass into any class that affiliated with another pantheon. The pantheons are as follows:
Old god classes Fel Knight, Dead Caller, and Mesmer
New god classes Paladin and Healer
Nature god classes Druid
Character Cards and Tags Your character card is a map of your character. It lists all the skills that your character knows as well as the total amount of essence, vigor and Mana he/she has at full. Character Cards must be carried at all times.
A tag ring allows the character to keep track of how much essence, Mana and vigor they possess at any given time. Each time a spell is cast or skill used a player must remove those tags from their ring. The more time you’ve purchased to play – the more tag rings you will have and thus the more abilities you will be able to use in the game.
Upon check in players will receive as many tag rings as purchased, with a maximum of three. The player may only use the tags from one ring at a given time. When a person wants to replenish his tags, the player may choose to visit the Mana font in order to access the Mana and vigor on his next tag ring. A player then loses whatever tags were left on the previous ring. This allows players to freely use their abilities as they wish throughout the weekend. But be warned, a spell caster with no Mana on Saturday night will be a very sad spell caster! Plan accordingly.
Any skill that is learned at an event must be noted on the card so that the card may be updated properly. A player has not learned a skill until it is marked on the card and signed off by a teacher. At the end of the event, both the
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character card and tag rings must be handed in to Logistics.
Life Tag This tag shows that your character is alive. If a player is killed, they must present their life tag to a marshal to be updated with the death. Should a player lose their permanent life tag may get a new life tag issued at logistics for $5.
Armor Tag These tags represent the amount of protection that a person’s armor gives them in its current state. These tags do not represent any soaks that are given by the armor. All armor tags must be filled out and signed by an approved armor marshal.
Mana and Vigor Tags These tags represent how much energy a person possesses. Every time a spell or skill is used, the player must deduct the points spent from their tag ring. Also, if a player bestows a latent effect on someone they must write the effect on the back of their character card with the time cast and duration.
Races of Man Dwarf Hill Dwarf Description: These dwarves are more tribal than Shield Dwarves. This is not to say that they don’t have a clan system, more like they prefer to have strong leaders. These practical dwarves gave up the worship of their gods. They now worship only gold. These are the dwarves that inspired the phrase, “Greedy as a Dwarf.”
Costume Requirements: Male Hill Dwarves must wear a beard. The common colors are dark red, black, and dark brown. Female dwarves may wear paint to simulate stubble or a goatee.
Free Racial: Hill dwarves have a close relationship with all forms of wealth. They have put aside their belief in the gods for a belief in the fruits of the earth. A fool and their money are soon parted, Hill Dwarves are no fools. They get the skill Evaluate Item and the use of Willpower once per tag.
Shield Dwarf Description: These noble followers of the Younger Gods have closed their border with the Empire. For this reason only a few of these clans are seen. They are known as great smiths and for having impenetrable mountain fortresses.
Costume Requirements: Males must wear a beard. The common colors are red, blonde, and light brown. Women may wear paint to simulate stubble or a goatee.
Free Racial: Shield Dwarves are masters of finely crafted armors. From a young age they know how to tweak even shoddy metal armors to wear better. Shield dwarves are considered a warrior for armor purposes, if they have another class with a different armor allowance, they are treated as a multiclassed warrior. In addition, when wearing armor of chain value or higher they gain an additional point of armor per slot location worn.
Deep Dwarf Description: The Elder Gods sent these dwarves after the Dark Elves to keep an eye on them. They trade heavily with their subterranean neighbors. The years of living underground have changed them into a more brutal society. They run their mines with slaves, captured or bought. Their sense of humor is dry and cruel.
Costume Requirements: Males have black skin and must wear a beard. The common colors are black, and white. Women have black skin and have short beards or goatees.
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Free Racial: Deep Dwarves have adjusted to their subterranean homes and dark attitudes that come with the territory. They receive the Interrogate and Blind Fighting skills as a result. Deep Dwarves are also vulnerable in the sun due to their underground adaptations. This gives them a -2 Essence in sunlight and a +2 Essence underground or in the dark.
Dwarf Skill List These skills are purchasable at any time at or after character creation. Only 3 may be purchased by a character and each skill is only available once per character. The Lore Racial must be obtained in game and does not count against the total number of racial skills allowed.
These skills can be self-taught.
Stone Footing • 2 Build • 2 Vigor / 5 Minutes
This ability allows the dwarf to stand their ground against any attack that would move them from that spot. This includes Knockback, Cast you Away, etc...
Resist Alchemy • 3 Build
Once every tag ring, the Dwarf is able to stop an alchemical compound from affecting them, be it a poison, dust or other, it will have no effect.
Suppress Magic • 3 Build
Because of the amount of time spent in Arcainium's caves, Magic has little effect on dwarves. Using this ability, a dwarf can stop any one magical effect as it affects them. This works as the Lorekeeper spell Negation. Suppress Magic may be used once per tag ring.
Call Ranks • 5 Build • Duration: 5 Minutes
Once per tag, the dwarf is able to focus on one task to the exclusion of all else. This dedication can be translated into times of war. Once per tag, they can activate this ability, and all vigor skills cost 1 less vigor to use. No skill may be reduced below 1 vigor. This will stack with any other ability that lowers the vigor used by skills.
Elf High Elf Description: High Elves are the chosen of Arcainium. They are creatures of magic and the use of magic is ingrained in them.
Costume Requirements: A High Elf must wear ear tips and have a gem embedded in their forehead and at the corner of each eye.
Free Racial: High Elves are introduced to magic at a young age, even if they choose another profession later in life. This gives them five Cantrips from the Wizard’s Spell list for free.
Wild Elf Description: These were the elven tribes that sided with the Blood God. They have a tribal society where the strong rule.
Costume Requirements: Wild Elves must wear ear tips and have blue, red, or black woad (face paint) or tattoos on their faces. Furs or leather is recommended but not mandatory.
Free Racial: Because of all the time spent fighting, Wild Elves start with +3 Essence and Weapon Master Skill (as in the warrior skill list)
Wood Elf Description: Wood elves are the guardians of the forest. They are unsurpassed Rangers. This is not to say they only live in the woods. Those who leave their cities in the woods are considered
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stricken with the wanderlust of the young or have some calling they are answering.
Costume Requirements: Wood Elves must wear ear tips and have green, brown, or gold tattoos on their faces.
Free Racial: Bow Mastery – Grants the ability to wield bows with a Base damage of 5
Dark Elf Description: These were the elves that abstained from getting involved with the God War. They went underground and have slowly adapted to a subterranean environment.
Costume Requirements: Dark Elves must wear ear tips and are black in color. White Hair is recommended but not required.
Free Racial: Dark Elves are used to moving in complete darkness. They receive the Blind Fighting Skill and Backstab I Skill. Dark Elves are also vulnerable in the sun due to their underground adaptations. This gives them a -2 Essence in sunlight and a +2 Essence underground or in the dark.
Elf Skill List These skills are purchasable at any time at or after character creation. Only 3 may be purchased by a character and each skill is only available once per character. The Lore Racial must be obtained in game and does not count against the total number of racial skills allowed.
These skills can be self-taught.
Founder of the Written Word • Requires Literacy • 2 Build
In their eternal lives, the elves learn how to read into written word as others learn to read body language. Their deep connection with knowledge, they see the connections with other knowledge they have obtained, able to grasp
quickly the words before them. This skill will allow the Elf to delve deeper into written word and reveal additional information, if it is available, about a place, item, or person in the story. The Elf should announce the use of this ability to the Marshall, or to plot, and if information is available they will give it to the Elf. This may also be used to obtain a single hint towards solving a cipher.
Mana Flow • 5 Build • Duration: 5 Minutes
Once per tag ring, the Elf can cause Mana to flow through himself. While this ability is in effect, every spell that they cast will cost 1 less Mana, to a minimum of 1 Mana. This will stack with any other ability that decreases the Mana cost of spells.
Resist Alchemy • 3 Build
Once per tag ring, the elf is able to stop an alchemical compound from affecting them, being a poison, dust, or other, it will have no effect.
(Racial) Sanctuary • 4 Build
High Elf grants Arcane Sanctuary, Wild Elf grants Blood Sanctuary, Wood Elf grants Oaken Sanctuary, and Dark Elf grants Shadow Sanctuary.
Once per tag ring, an elf is capable of drawing upon the magic at the core of their being to protect them self. While in this state the elf is immune to all effects and spells. While in this state, the Elf may only walk at a heel/toe rate. The Elf must keep his/her hand at a right angle palm up for the duration of the effect. Dropping the hand ends the effect.
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LORE Domination Elven Lore Racial
• 3 Build • Duration: 30 Minutes
Once per tag ring the elf can command one of his opponents to help him. This ability forces the target to protect the elf. Otherwise the target behaves as normal. Being hit by the caster will break this effect. This effect is considered a spell type of effect and a spell packet is needed to cast this spell. This is a mind effect.
Human Citizen Description: These are the privileged of the Imperial Empire. Given the right for them and their descendants to vote, they have power in the Empire.
Costume Requirements: These people always look their best because they never know who may be watching. Citizens must wear “Fine” clothing. Haughty attitude recommended but not required.
Free Racial: Being brought up through the Empire’s minor education system, all citizens are able to read and write, and have very strong opinions. This gives them the benefits of the Literacy Skill and the use of Willpower Skill once per tag.
Arcan Description: These are the commoners of the Imperial Empire. They are diversified in their jobs, way of lives, and even their attitudes could well be anything. These people do not have the right to vote within the Empire.
Costume Requirements: None, but recommended common clothing.
Free Racial: Arcans begin with +3 vigor and +3 Mana at character creation.
Barbarian Description: Members of the tribes that follow the blood god, these men and women respect strength above all else. They are honorable in their interactions. They interact with empire but find that most of the citizens are soft and weak.
Costume Requirements: The Tribesmen wear leather and furs. Woad may be worn to show strength or prowess. Tattoos are recommended, but not required.
Free Racial: Being born into one of the tribes of barbarians, gives the notion of a tough upbringing. This is correct. Due to the survival of the strongest, barbarians are considerably toughened up through their youth. This grants barbarians +5 Essence.
Gypsy Description: These wanderers are said to be nobility driven from their homes. They are committed to each other and each has a road name they share with outsiders. Thought to be thieves and scoundrels they have their own code of ethics.
Costume Requirements: Gypsies wear bright colors and garnish combinations. Bells and coin belts are highly recommended, but not required.
Free Racial: The gypsies are natural traders and cut deals so good you would think the merchandise was stolen; however fighting their way out of a bad deal is a way of life. They gain the skill Evaluate Item and can use daggers with a base damage of 2. (Dagger Mastery)
Human Skill List These skills are purchasable at any time at or after character creation. Only 3 may be purchased by a character and each skill is only available once per character. The Lore Racial
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must be obtained in game and does not count against the total number of racial skills allowed.
These skills can be self-taught.
Call to Arms • 2 Build
This ability will allow a human to wield any melee weapon. That weapon will do 1 point of damage unless they are trained to use it. Using this skill will only allow the human to use one weapon at a time.
Call Ranks • 5 Build • Duration: 5 Minutes
Once per tag cycle, the human can read into the formations of battle. During this time, they are able to anticipate some of the moves of the battle. This allows each skill that the human uses during that time to tire him slightly less. This is represented by all vigor skills costing 1 less vigor to use during the duration: no skill may be reduced below 1 vigor. This will stack with any other ability that lowers the vigor used by skills.
Suppress Magic • 3 Build
The magic flows through the veins of every human and sometimes that is the best place for it. Using this ability, a human can stop any one magical effect as it affects them. This works as the Lorekeeper spell Negation. Suppress Magic may be used once per tag ring.
Touch of Magic • 6 Build
Humans were among the first to be touched by the lore of magic. This ability represents this touch, allowing the human to learn any 1 first or second rank spell of Wizard or Evoker. They can then cast that spell from their own Mana pool.
LORE Master of Diplomacy Human Lore Racial
• 3 Build • 3 Vigor
Humans are everywhere; it is a fact of life on Ya’Ria. However, this is not through luck and force alone. It is said that a single human can create a nation with nothing but a little time and a chance to talk. The Human calls out "Master of Diplomacy; Calm your Mind." This is a packet thrown ability that will cause the target to be unable to attack the Human unless the Human attacks it first. Attack includes any harmful action that uses weapon, spell or alchemy. A Human may only affect one target at a time with this ability. The target may still attack anyone else besides the caster. This is a mind effect.
Duration: 5 Minutes
Races of the Gods Djinn Description: The Djinn are a vibrant, emotional people with a culture that is as rich as it is enigmatic. The Djinn were shaped from the raw force of nature and the wrath of Titem herself. As unstoppable as the seasons, they shrug off the bindings of the world. The suffering on Na'ia has made them hardy and given them unnatural power. There were 4 clans of Djinn at the time of the God War.
Efreet- Fire Djinni- These volatile free spirits are quick to anger and quick to love.
Djann- Air Djinni- These wanderers are inquisitive always looking for what is over the next hill.
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Marid- Water Djinni- The most rational of all the Djinni, they are cool and collected until riled.
Silat- Earth Djinni- These Djinni are slow to anger but are a force once they get there. They often press through problems fiercely.
Costume Requirements: Djinn skin coloring is as varied as any humans, though crimson hues are also common. Djinn have tattooed marking on their face that covers at least 25% of the skin. These markings are made in black, red, or gold. Djinn also have horns.
Free Racial: The Djinn were shaped from the raw force of nature and the wrath of Titem herself. As unstoppable as the seasons, they shrug off the bindings of the world. The suffering of Na'ia has made them hardy and given them unnatural power.
Once per tag ring, the Djinn may negate any 1 attack that directly damages their Essence. This will not stop a normal spell or weapon blow that damages one’s Essence, only attacks that deal direct Essence damage, such as a Dead Caller’s Siphon Your Soul.
The Djinn cannot be completely stopped by a pin effect. The Djinn will slow to half whatever speed he was at when struck with this effect.
Djinn Skill List These skills are purchasable at any time at or after character creation. Only 3 may be purchased by a character and each skill is only available once per character. The Lore Racial must be obtained in game and does not count against the total number of racial skills allowed.
These skills can be self-taught.
Ancient Pact • 4 Build
The Djinn is now able to tap into their ancient heritage and draw power from their own life
force. The Djinn may use his essence to cast or fight, taking 1 point of aggravated essence for every point of Mana or vigor that would be spent. Essence used in this way may not be healed for 1 hour, instead of the standard 6 hours. Temporary Essence cannot be used to fuel this skill, as aggravated damage cannot be applied to temporary essence.
Fiend Skin • 2 Build
The torture of eons with the demons hardened the Djinn. They are a hardier people, represented by this ability which grants the Djinn +5 Essence.
Grip of Torment • 3 Build • 2 Vigor
The Djinn is able to summon the raw torment of Naia through his hands. This will summon a blade of Infernal fire into the Djinn’s hand that swings +0 infernal and is immune to break weapon. If the weapon leaves the Djinn's hand this effect stops.
Duration: 30 Minutes
Tools of War • 3 build
The Djinn have been fighting their overlords for a thousand years. This eternity of conflict fight has taught the Djinn how to make use of what they can get their hands on. This skill grants the Djinn the ability to use of all one handed weapons.
LORE Titem's Breath Djinn Lore Racial
• 5 Build
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Roiling inside the Djinn is a tempest of Elemental power. By learning to tap into this, the Djinn is able to breath out a blast of elemental damage. This attack is a packet delivered attack that deals 4 damage of the Djinn's elemental (Fire, Ice, Lightning, or Stone) type per point of Vigor spent.
Gargoyle Description: According to Dwarven Lore, Gargoyles were the 3rd race created. Unlike Dwarves (the first by their estimation) and Elves (the first by elven lore) Gargoyles were created from the living stone of Arcainium's cave by the first dwarves. Incredibly long-lived the Gargoyles are immensely strong and resolute. They are often taciturn and emotionless.
Costume Requirements: The gargoyle is light to dark gray with cracks and lines throughout. Horns and wings are recommended but not mandatory.
Free Racial: Gargoyles all possess +1 Strength
Gargoyle Skill List These skills are purchasable at any time at or after character creation. Only 3 may be purchased by a character and each skill is only available once per character. The Lore Racial must be obtained in game and does not count against the total number of racial skills allowed.
These skills can be self-taught.
Resist Alchemy • 3 Build
Once every tag ring, the Gargoyle is able to stop an alchemical compound from affecting them, be it a poison, dust or other, it will have no effect.
Stone Flesh • 2 Build
This skill grants the Gargoyle +5 essence.
Stone Footing • 2 Build • 2 Vigor/5 minutes
This ability allows the gargoyle to stand their ground against any attack that would move them from that spot. This includes Knockback, repel, etc.
Stone Sanctuary • 4 Build
Once per tag ring, a gargoyle is capable of changing his/her body into unyielding stone. While in this state the gargoyle is immune to all effects and spells. While in this form the Gargoyle may only walk at a heel/toe rate. The gargoyle must keep his/her hand at a right angle palm up for the duration of the effect. Dropping the hand ends the effect.
Halfling Wandering Halfling Description: These halflings have taken with the wanderlust. They are completely fearless and curious. The Wandering halflings sense of property ownership is weak at best.
Costume Requirements: Halflings have furry hands, feet, and thick sideburns. Topknots are recommended but not required.
Free Racial: These halflings are fearless. They are Immune to Fear-based attacks and once per tag they can use the Willpower skill.
Settled Halfling Description: These halflings love their creature comforts. Skilled craftsmen and artisans they live closely with humans and dwarves. They shake their heads about any poor souls with the wanderlust (and secretly envy their adventures)
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Costume Requirements: Halflings have furry hands, feet, and thick sideburns.
Free Racial: Settled Halflings are adaptable, capable of learning a 3rd Sub-Class, this diverse knowledge is taxing and costs 3 extra build per rank. In addition, settled halflings can natural Utilize Components.
Halfling Skill List These skills are purchasable at any time at or after character creation. Only 3 may be purchased by a character and each skill is only available once per character. The Lore Racial must be obtained in game and does not count against the total number of racial skills allowed.
These skills can be self-taught.
Quick Reflexes • 4 Build
The halfling reacts just before being struck. Purchasing this skill grants the halfling 1 Dodge per tag ring.
Stubborn • 3 Build
This skill represents the stubbornness of halflings. Purchasing this skill grants the halfling one use of Willpower per tag ring.
Throw • 1 Build
This skill allows the use of thrown weapons.
Wanderer's Knowledge • 2 Build
Tales told by the fire are as old as adventuring itself. Tales of halfling heroes, the places they've seen, and the things that they've done are mother's milk to the halfling. This skill will allow the Halfling to delve into those tales and reveal additional information, if it is available, about a
place, item, or person. The halfling should announce the use of this ability to the Marshall, or to plot, and if information is available they will give it to the halfling.
Races of Magic Amalgam Warbeast Description: These creatures were created during the God War. These half predator animal, half men were shock troops on both sides. They are trying to build cultures of their own but are viewed as second-class citizens in the empire.
Costume Requirements: WarBeasts must wear face paint or a mask to phys rep their animal component. Each animal will be approved on a case by case basis.
Free Racial: Designed to be living weapons, WarBeast were given claws. The character can use 2 long claw reps. Claws do not confer the Florentine skill and may not be used in conjunction with weapons. Weapon Proficiency may be purchased to increase the damage of the Amalgam’s primary claw, Florentine training is required to increase off-hand damage. Vigor Skills and Weapon Strike Spells may be used with claws as well. Claws are immune to disarm and break weapon. Claws cannot have poisons applied to or become enchanted.
Your claw reps must be built as standard one-handed weapons, red in color. These claws deal base 2 damage per swing.
Domestic Description: These creatures were created during the God War as slave labor on both sides. These cross-breeds of prey animal and human are treated as second-class citizens of the empire.
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Costume Requirements: Domestics must wear face paint or a mask to phys rep their animal component. Each animal will be approved on a case by case basis.
Free Racial: Domestic Amalgam are adaptable capable of learning a 3rd Sub-Class, this diverse knowledge is taxing and costs 3 extra build per rank. They also gain the use of 2 dagger length claw reps. Claws do not confer the Florentine skill and may not be used in conjunction with weapons. Weapon Proficiency may be purchased to increase the damage of the Amalgam’s primary claw, Florentine training is required to increase off-hand damage. Vigor Skills and Weapon Strike Spells may be used with claws as well. Claws are immune to disarm and break weapon. Claws cannot have poisons applied to or become enchanted.
Your claw reps must be built as standard small weapons, red in color. These claws deal base 1 damage per swing.
Amalgam Skill List These skills are purchasable at any time at or after character creation. Only 3 may be purchased by a character and each skill is only available once per character. The Lore Racial must be obtained in game and does not count against the total number of racial skills allowed.
These skills can be self-taught.
Quick Reflexes • 4 Build
The amalgam reacts just before being struck. Purchasing this ability grants them 1 Dodge per tag ring.
Poison Claw • 3 Build
The lore learned with this ability allows the amalgam to use blade poisons on their claws as if they were weapons.
Feral Instinct • 5 Build
The amalgam has a supernatural ability to react to attacks before they strike, seeming to be impossible to surprise. Purchasing this ability grants the amalgam 1 use of Evade per tag ring.
Piercing Claws • 4 Build • Duration: 3 strikes
Once every tag ring, the amalgam may aim their claws in just the right way to pierce through any armor that their target may be wearing. For 3 consecutive strikes, the amalgam may call essence damage
LORE Feral Amalgam Lore Racial
• 5 Build • Duration: 5 minutes.
Amalgams were created by the arcane blending of man and beast. The nature of the beast sits close to the surface waiting to be exposed. Once this racial is used the amalgam gains +1 Strength and +1 Soak. The Amalgam will attack any foe within sight. If there is no foe in sight, then the Amalgam will attack anyone who approaches, who is not an Amalgam.
This skill is usable once per event.
Orc Description: Some say Orcs are Monsters who speak like men and some say they are men who are monstrous, whichever way applies they are terrible foes. The Orcs of Ya’Ria have a dark past, formed during the Mage War. They were a
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failed creation that was cast off, resulting in their barbaric culture. A deep connection to the tribe shows their devotion to something deeper than the violence that they show to the world.
Costume Requirements: Dark Green to Black Skin coloration, tusks are optional.
Free Racial: An Orc has trained with large weapons and has learned their use. This grants the use of Bastard and Two-Handed weaponry. The Orc can also deliver a sweeping strike once per tag ring that knocks all targets within melee weapon’s reach in a forward arc back 10 feet. The call for this is ‘Sweeping Knockback’.
Orc Skill List These skills are purchasable at any time at or after character creation. Only 3 may be purchased by a character and each skill is only available once per character. The Lore Racial must be obtained in game and does not count against the total number of racial skills allowed.
These skills can be self-taught.
Hard Headed • 3 Build
Once per tag ring, the Orc may call a ‘No Effect’ to a single Waylay effect
Savage Fortitude • 4 Build
The Orc gains a Soak of 1. This Ability may be stacked with any other Skill that raises Soak, provided the Soak is not raised above 2 by this means. Temporary increases to soak from spells and skills will stack with this soak.
Torn from Servitude • 3 Build
Once per tag ring, the Orc may dispel a Dominate effect from any other Target. This may
not be cast on self. The Dominate must be active for this Ability to affect it.
Unnatural Resilience • 3 Build • 1 Essence 1 Vigor
As Orcs prepare for battle, they mark themselves up with war paint and blood. These markings empower the Orc to take blows that would fell a lesser being. An Orc with Unnatural Resilience understands the power in their blood and can spend a minute of ritual preparation marking them self with warpaint and blood to grant 10 points of Non-Repairable armor.
Duration: 1 Hour
LORE Terrifying Presence Orc Lore Racial
• 4 Build
Orcs are known to deal a sweeping strike that bowls over all foes before them. This powerful strike gives the Orc a surge of resolve in taking out those weaker foes. For the next minute, the Orc gains an additional soak that stacks with all other forms of soak.
CLASSES Arcane Class Bard, Evoker, Wizard
Elder Priest Class Dead Caller, Fel Knight, Mesmer
Martial Class Rogue, Warrior
Nature Priest Class Druid
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Young Priest Class Healer, Paladin
Sub-Class Demon Blade, Lore Keeper, Physician, Ranger
Bard Every adventurer has a story to tell, and the Bard spends his days collecting and retelling them all. Traveling the roads and forests, finding adventures and stories to tell in a roadside tavern, this is the heart of a true Bard. A true traveler, Bards have little interest in the ways of the Gods, though most will choose to follow the path of a one of the Elder or younger Gods. The road of a traveler is a wrought with danger, and to survive the Bard has plenty of tricks up his sleeve.
• Armor Use: Leather • Starting Essence: 8
Note: This is one of the few classes that has an In Game Role-Playing Requirements other than being able to say verbal incants. Plot and members of the Bard’s Guild require that all aspiring Bards give a performance to show that they can handle the role-playing requirements of the bard. To show that you can become a bard, one must first compose an original performance.
Bard Base Skills Armor Proficiency – Light
• 4 Build
Even after a piece of armor is beaten to a pulp, it still protects the wearer, if they have the skill to use it. If the armor that the Bard is wearing totals 10 points or more (before modification for Armor Efficiency or magical enhancements) that armor will always provide an added effect of 1
points LESS damage. No matter what a person is swinging, the Bard will always take 1 point of damage, no matter their soak. This means if a person were hit for 6 points of damage, they would take 5 points of damage.
Backstab I, II • Requires One Handed Weaponry • 6, 8 Build
Knowing where to strike is just as important as striking with more force. With this skill, the Bard is able to strike his opponent’s back for one extra point of damage. Note: The blow must strike the back to have the extra damage, even if delivered from the side.
Bard Spell • 2, 3, 4, 5, 6 Build
This is the representation of a Bard’s ability to learn and cast spells.
Bardic Knowledge • 2 Build
Through the Bard’s travels, he picks up local lore and keeps track of it to enhance his repertoire for his performances. This skill will allow the Bard to delve into those tales and reveal additional information, if it is available, about a place, item, or person. The Bard should announce the use of this ability to the Marshall, or to plot, and if information is available they will give it to the Bard.
1 Essence • 2 Build
Essence is the way to measure the physical stamina that a person possesses. As a person is damaged, be it through a spell effect or by a weapon, their body takes injuries and their stamina goes down. Essence represents the amount of damage that a body may take before falling in death. A Bard starts with 8 Essence and
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may purchase essence every level starting at first.
Bards Base Skill Chart
Skill Build Vigor Prerequisites Block 3 3 Weapon or Shield Skill Bypass Armor 3 2 Weapon Proficiency I Conceal Item 3 1 None Disarm 2 2 Weapon Proficiency I Dodge 5 4 Escape Bonds Escape Bonds 2 1 Conceal Item Escape Magical Bonds 3 2 Escape Bonds Pick Locks 1,2,2,3,3 Varies Conceal Item Retain 3 1 Weapon Proficiency I Stun 3 2 Weapon Skill
Bard Vigor Skill Charts
Skill Build Prerequisites Empathic Performance 3 Performer Magical Performance 3 Performer Motivating Performance 3 Performer Purifying Performance 6 Any Performance Essence Pool 1 Performer, Empathic Performance Mana Pool 1 Performer, Motivating Performance Vigor Pool 1 Performer, Magical Performance
Skill Build Prerequisites Backstab I, II 6, 8 One Handed Weaponry Bard Spell 2, 3, 4, 5, 6 Literacy Bardic Knowledge 2 None Essence 2 Once per level Evaluate Item 4 None Florentine 3 One-Handed Weaponry Florentine Master 4 Florentine and Weapon Proficiency Florentine Proficiency I, II 4, 5 Equal Weapon Proficiency Literacy 2 None Mana 1 1 for 1 Build up to 50 Mana 2 1 for 2 Build up to 100 Meditate 4 None Missile Master 4 None One-Handed Weaponry 3 None Performer 5 Requires Plot Approval (Audition) Pick Pocket 6 Conceal Item Teach 0 *Plot approval Utilize Component 3 None Vigor 1 1 for 1 Build up to 50 Vigor 2 1 for 2 Build up to 100 Weapon Proficiency I, II 10,12 Weapon Skill
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Bard Performance Skills Chart
Skill Build Use Prerequisites Anthem of Arms 5 1Essence, 1 M, 1 Vigor Performer, 5th Rank Bard Spell
Bard Battle Performances Charts
Spell Build Mana 1st Rank Spells
Call Forth a Light 2 1 Charm Your Mind 2 1 Lull You to Sleep 2 1 Stunning Shout 2 1
2nd Rank Spells Cast You Away 3 2 Create a Sonic Shield 3 2 Disarm You 3 2 Grant a Lesser Heal 3 2
3rd Rank Spells Knock 4 3 Shatter Your Weapon 4 3 Sonic Blast 4 3 War Cry 4 3
4th Rank Spells Cause You Terror 5 4 Greater Knock 5 4 Hold You in Trance 5 4 Slow Your Weapon 5 4
5th Rank Spells Bestow Hysteria 6 5 Mimic Ability 6 5
Bard Spell Chart
Evaluate Item • 4 Build
This skill allows the Bard to accurately evaluate the value of items such as gems. These items are identifiable by the code that they will possess and the player will be given the information to decode the values of the items.
Florentine • Requires One Handed Weaponry • 3 Build
Many Bards find it beneficial to wield two weapons at a time. This ability allows exactly that. Florentine allows the wielder to use both a
1-handed size and a small weapon at the same time. They may use both weapons in both an offensive and defensive manner.
Florentine Master • Requires Florentine • 4 Build
Once the Bard has mastered the skills of fighting with a 1 handed weapon and a small weapon, they may move on to fighting with a pair of one-handed weapons. These weapons may be used both offensively and defensively.
Florentine Proficiency I, II • Requires Equal Weapon Proficiency • 4, 5 Build
This skill will allow the Bard to wield a weapon in his second hand for 1 extra point of damage. The available weapons are small and one-handed.
Literacy • 2 Build
This skill grants a character to the ability to read and write the common language.
Mana Mana is the power that every character possesses that may be used to cast spells. The amount of Mana a person possesses determines the size of that character’s power pool. The cost of Mana rises as the player’s power pool grows. Mana cost increases as follows:
• (1 – 50) 1 build each • (51 – 100) 2 build each
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Meditate • 4 Build
This skill allows for the caster to spend 5 minutes in deep concentration, during which the caster may use no in game skills. Any disruption, including talking, voids this skill use and it must be restarted. Upon completing meditation, the caster regains the Mana of all spells that missed within the last half hour.
Missile Master • 4 Build
Training in this art will allow the Bard the ability to use any ranged weapon. From bow, to crossbow, to throwing axes, to even the simplest stones this training covers it all.
One-Handed Weaponry • 3 Build
This skill will allow the Bard to use any one-handed weapons. This will not allow the use of Bastard weapons such as Bastard Swords and Spears.
Performer • Requires Plot Approval (Audition) • 5 Build
Inspiration is the Bard’s greatest achievement, but first he must learn how to share this great gift for others to enjoy. This skill is the first that a Bard must learn so he may entertain and soothe others. The performance given by the Bard may be any type of performance that entertains. Any talent the Bard wishes to use as a performance must be approved by the Bard’s Guild and Rules Marshals. A performance must target an audience of two or more people and the points expended from the Bard’s pools are based upon the audience size, not the number receiving benefit from the Performance. This skill also gives the Bard a starting 10 points in either Vigor Pool or Mana Pool, or 50 points in Essence Pool.
These points do not count towards build costs when buying points from the pools.
Pick Pocket • Requires Conceal Item • 6 Build
What easier way to obtain wealth, than to just let someone else do all the work and let it fall out of their pocket and into yours? This skill allows just that. Using a black clothespin to mark the pouch or pocket picked, the Bard can steal an item from it. The clothespin must remain in place for at least 15 seconds for the pick to be successful. At that time, the Bard may send someone out of game to request an item from the target. The Bard may specify a general type of item (i.e. Coin, gem, ring, and vial) but if it is not available, a random item was pilfered.
Teach • Requires Plot Approval • 0 Build
This ability will allow a person to teach any skill that they know. Higher skills and lists as well as hidden subclasses cannot be taught. A player with this ability may teach a class, however, such things as Baptisms, creation of Mystic crystals etc., are skills that reside on hidden or higher lists and cannot be bestowed or created. Lost lore can be taught once learned. To learn this skill, the Bard must be approved by plot and be knowledgeable in the rules for Bard.
Utilize Component • 3 Build
Scattered throughout the land are various magical herbs and plants. These can be harvested by any character. The most common type of nodes contains support components, which take the place of Mana and Vigor. To use a component, a character with this skill must spend one minute per point to absorb the Mana
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or Vigor from component. Afterwards, the player need simply add the component tags to his or her tag ring. These tags can be traded between players, however all components without an expiration date wither at the end of a standard weekend.
Vigor Vigor is a measure of physical action that a player can make before becoming tired. It can be sometimes used to aide in rituals. Vigor costs increase as the pool grows.
• (1 – 50) 1 Build each • (51 – 100) 2 Build each
Weapon Proficiency I, II • Requires Weapon Skill • 10, 12 Build
This skill will allow the Bard to wield his weapon for 1 extra point of damage. Each purchase of this skill will add 1 point to a certain type of weapon. The available types of weapons are small weapons, 1-handed weapons, 2 handed weapons, and ranged. The build cost is for each type of weapon. If the Bard were using a bastard weapon, the proficiencies in the style they are using it in (1 or 2 handed) would apply. The build cost progression is for each type of weapon.
Bard Vigor Skills Block
• Requires Weapon or Shield Skill • 3 Build • 3 Vigor
This skill will stop any one physical strike that hits the player that is not delivered from behind. This skill may be used in conjunction with a weapon.
Bypass Armor • Requires Weapon Proficiency I • 3 Build
• 2 Vigor
This strike will allow a Bard to find their target’s weakness in their armor and strike for essence damage for one strike. This skill may not be used in conjunction with any damage enhancing effects.
Conceal Item • 3 Build • 1 Vigor
Using this skill, a Bard can hide an item being searched for. It will delay an item from being found for 1 minute. This will only work for an item of fist size or smaller while on the Bard’s body. A detect magic on a magic item will break the concealment. This skill may be used in succession to maintain concealment.
Disarm • Requires Weapon Proficiency I • 2 Build • 2 Vigor
There is no better way to make sure you win a battle then to make sure that your enemy’s weapon is on the ground. To this end, Bards found ways to relieve a foe of their weapon in combat. By striking the arm that holds the weapon, they are able to knock the weapon to the ground. The target of this skill that just lost his weapon must drop it to the ground in front of him. If the target is wielding a two-handed weapon, this will cause the target to remove that hand for 5 seconds.
Dodge • Requires Escape Bonds • 5 Build • 4 Vigor
Bards have a combination of things working in their favor when trying to avoid the effects of an attack. Call it nimbleness, a sixth sense for danger, or a highly developed sense of
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cowardice; most Bards have a knack of getting out of the way of danger in just the right moment. If any attack is delivered to anywhere but the back of the Bard, they may use this skill to avoid it altogether. The person delivering the attack will still expend all appropriate points. This may not be used on a trap.
Escape Bonds • Requires Conceal Item • 2 Build • 1 Vigor
Every once in a while a Bard will find himself in the position of having been captured and constrained with physical bonds. This skill will allow them to escape these bonds and go on their merry way.
Escape Magical Bonds • Requires Escape Bonds • 3 Build • 2 Vigor
This skill will allow the Bard to escape binding effects as well as magical constraints. This will not allow escape from the spell imprisonment
Pick Locks • Requires Conceal Item • 1, 2, 2, 3, 3 Build • 1 Vigor per rank of the lock
Locks come in many types and complexities. Each rank of this skill allows the Bard to open a lock of a slightly more complex nature. When a Bard sits to open a lock, they determine the rank that they believe it to be and spend an amount of vigor equal to that rank. After 15 seconds per rank that they chose they may then check the marshal notes for the actual rank of the lock. If the lock was equal or lower in rank than what they chose, the lock opens. If not, it remains closed. At times, it may be possible for a second Bard or Rogue to assist opening an extremely
complex lock. Another Bard or Rogue with the Pick Locks skill (min rank 1) may increase the skill of the Bard attempting to open a lock. To do this, they each must spend the amount of vigor equal to the rank that they guess. With the two working together, this guessed number may be up to 1 rank higher than the primary Bard. A Bard can attempt to naturally pick any lock for 1vigor. While picking a lock a Bard will gain knowledge of the rank.
Retain • Requires Weapon Proficiency • 3 Build • 1 Vigor
This ability allows a Bard to hold onto the only thing keeping them alive when an effect attempts to disarm them. This will stop both physical and magical effects that would cause a rogue to drop their weapon. However, this will not stop or allow a hold to be called if a Bard drops their weapon or is naturally disarmed (not using a skill or spell).
Stun • Requires Weapon Skill • 3 Build • 2 Vigor
Striking the enemy in just the right part of the tunic area will daze them just long enough for an extra attack or two. By striking the target in the tunic area, they will become stunned for 5 seconds. During this time they may not attack, call defensive skills, however they may defend normally. Any successful attack will break this effect. Any active abilities will continue as normal. This blow must be landed in the tunic area.
Bard Performance Skills Purchasing a second Performance skill reduces the performance time from 30 to 20 seconds. A
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third performance skill will reduce that time even further to only 10 seconds.
Empathic Performance • Requires Performer • 3 Build
For each 30 seconds that the Bard performs this type of performance, anyone watching can be healed 1 point of essence.
Magical Performance • Requires Performer • 3 Build
For each 30 seconds that the Bard performs this type of performance, anyone watching will recover 1 point of Mana.
Motivating Performance • Requires Performer • 3 Build
For each 30 seconds that the Bard performs this type of performance, anyone watching will recover 1 point of Vigor.
Purifying Performance • Requires Any Other Performance Skill • 6 Build
This will restore 1 point of aggravated damage of a pool the bard can restore. This restoration will heal 1 aggravated damage for 3 points of performance healing.
Essence Pool • Requires Performer, Empathic
Performance
This is the pool used to restore Essence to another during performance.
Mana Pool • Requires Performer, Motivating
Performance
This is the pool used to restore Mana to another during performance.
Vigor Pool • Requires Performer, Magical
Performance
This is the pool used to restore Vigor to another during performance.
The following is the build cost for all 3 Pools:
• 1 Build per 4 Pool Points up to 100
Bard Battle Performances - Anthem of Arms • Requires Performance and a 5th Rank
Bard Spell • 5 Build • 1 Vigor, 1 Mana, 1 Essence
This performance grants the Bard the capability to boost the potential of combatants. This performance grants those the Bard perceives as friends with a +1 damage enhancement to their weapon calls. This damage enhancement does not stack with other spells or effects that grant damage bonus.
Duration: Invoked/ 5 Minutes/ 6 Hours
Bard Spells 1st Rank Spells
• 2 Build Each • 1 Mana per Casting
Call Forth a Light This spell will allow the Bard to create a colored light of their choosing. This light will last as long as the Bard wishes or until 6 hours.
Duration: 6 hours or Until Light turned off
Charm Your Mind This will charm the target to treat the caster as someone not to be harmed. It will not cause the
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target to do anything out of their nature but only the caster is considered an ally. The target is not required to follow any commands. This spell will break if the caster attacks the target. This is a mind effect.
Duration: 30 Minute
Lull You to Sleep This spell will drop the target Unconscious. For the duration of this spell, any physical contact with the sleeping person’s body or weapon (if held) will wake him. The target must drop down at least to 1 knee before rising. This includes all kinds of damage including the start of a killing blow. This spell will only work on conscious targets. This is a mind effect.
Duration: 1 Minute
Stunning Shout Some Bards have the capability to shake the very soul of men with their songs. This spell allows the Bard to Stun a Target for 5 Seconds. During this time they may not attack, call defensive skills, however they may defend normally. Any successful attack will break this effect. Any active abilities will continue as normal.
Duration: 5 Seconds
2nd Rank Spells • 3 Build Each • 2 Mana per Casting
Cast You Away This spell will throw the target back 10 feet away from them. This does not mean that the target must move to a place 10 feet from the caster, but rather 10 additional feet away from him. As soon as the target moves that distance they may move freely.
Duration: Instant
Create a Sonic Shield This spell grants the target a shield that may be invoked to when the bard suffers a physical strike that will affect the weapon that struck them with a shatter weapon effect. This effect occurs after the strike hits the bard, and the bard takes the damage or effect delivered by the weapon.
Duration: 6 Hours/ invoked
Disarm You This Spell will cause the target to drop any weapon that they are holding in one hand to the ground. The target of this Spell may not pick up the weapon for 5 seconds.
Duration: 5 seconds
Grant a Heal This spell allows the Bard to cure a target for 10 Essence. This spell will not allow the target to exceed their maximum essence.
Duration: Instant
3rd Rank Spells • 4 Build Each • 3 Mana per Casting
Knock This will allow a Bard to unlock a rank 1 or 2 lock instantly.
Duration: Instant
Shatter Your Weapon Using a flow of sheer magic, a Bard is able to destroy a weapon of any size from the smallest thrown weapon to the greatest pole arm. This spell however will not affect a shield. Any weapon destroyed in this way is completely useless. A weapon with an active enchantment on it cannot be shattered through use of this spell.
Duration: Instant
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Sonic Blast This spell will inflict 15 points of magic damage to the target.
Duration: Instant
War Cry This spell grants the Bard 15 armor that is non-repairable. This is the first armor lost in combat.
Duration: 6 Hours
4th Rank Spells • 5 Build Each • 4 Mana per Casting
Cause You Terror This spell causes the target to flee the bard until line of sight has been broken for at least 10 seconds. This is a mind effect.
Duration: 10 seconds of broken line of sight
Greater Knock This spell will allow the bard to unlock a rank 3 or 4 Lock instantly
Duration: Instant
Hold You in Trance This Spell will allow the Bard to hold their target in stunned state for an extended period of time. As long as the Bard holds his arms out towards the target, that target may not cast, fight, defend, or move. If either the Bard or the target is damaged, the Spell is broken. This duration will not last for more than 30 minutes. This is a mind effect.
Duration: 30 Minutes / Until Bard Lowers Arms
Slow Your Weapon This Spell will slow the rate at which their target may attack. If affected, the target may only swing a weapon once every 5 seconds. For those with the use of Florentine only one attack may
be used every 5 seconds regardless of the weapon.
Duration: 1 Minute
5th Rank Spells • 6 Build Each • 5 Mana per Casting
Hysteria This will cause the target to fall to the ground on both knees, dropping anything in their hands and cowering for 30 seconds. No skills may be used during this time and the target may not defend. This is a mind effect
Duration: 30 Seconds
Mimic Ability This spell will allow the bard to use any non-spell ability that he saw the target last use. The Bard must pay the cost of the ability from his own vigor pool. This must be cast within 30 seconds of seeing the ability. They will hold the knowledge of this ability for the next 30 Minutes.
Duration: 30 Minutes
DeadCaller Rakus’ disciples are known for death magic and raising undead to do their bidding. Their affinity with the dead allows some Dead Callers able to see and communicate with spirits, which is sometimes misinterpreted as the Dead caller speaking to themselves.
Rakus is the eldest of the Gods of Ya'Ria. He was created by the fear all creatures have of life's end. He was tricked into giving heroes multiple chances at life by his sibling Syndiliss. The terms of their bet have never been told, but Syndiliss has been barred from the NetherRealm ever since. Rakus cannot walk the world as his very
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touch corrupts Ya'Ria. He allows spirits to be pulled from the NetherRealm by dead callers. This maintains the fear that he thrives on. He does not condone the creation of permanent undead as those souls slip his judgment.
• Base Essence: 8 • Armor Use: Leather
Skill Build Prerequisites Commune with Spirits 4 None Concentration 5 5th Rank Dead Caller Spell Consecration 5 5th Rank Dead Caller Ritual Dagger 1 None Dead Caller Ritual 3, 4, 5, 6, 7 Literacy Dead Caller Spell 2, 3, 4, 5, 6 Literacy Death Lord 9 Requires Warden of the Dead Essence 2 May Purchase once every odd level Literacy 2 None Mana 1 1 for 1 Build up to 50 Mana 2 1 for 2 Build up to 100 Meditate 4 None Soul Gem 3 1st Rank Dead Caller Ritual Soul Hook 3 Soul Hook Staves 2 None Summoner 3 Requires Ritual: Summon Zombie Teach 0 *Plot approval Utilize Component 3 None Vigor 1 1 for 1 Build up to 50 Vigor 2 1 for 2 Build up to 100 Warden of the Dead 6 Requires Summoner
Dead Caller Base Skills Chart
Skill Build Vigor Prerequisites Interrogate 5 1 None Resist Interrogation 2 1 Interrogate
Dead Caller Base Vigor Skills Chart
Dead Caller Base Skills Commune with Spirits
• 4 Build
This skill allows the Dead Caller to speak with a spirit. Only the Dead Caller may hear what the spirit says. The spirit will whisper its answers so that only the Dead Caller can hear them. The spirit cannot be forced to answer, or answer truthfully.
Concentration • Requires 5th Rank Dead Caller Spell • 5 Build
Your powers of concentration are so great you are able to manipulate Mana and energies even while sustaining essence damage. This spell allows you to continue casting your spell even if you are struck for essence damage during the incanting of a spell.
Consecration • Requires 5th Rank Dead Caller Ritual • 5 Build
Through a long and detailed ritual that must involve a series of specific components including
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candles and incense, the priest may dedicate a location to Rakus making it holy ground to the Dark pantheon. This ritual takes at least one hour and may only be cast after a series of dedications to the pantheon at that location.
Spell Build Mana Cantrips
Sliver of Death 2 0 1st Rank Spells
Detect Unlife 2 1 Feign Death 2 1 Grant Shield of the Virtuous 2 1 Hear Death’s Voice 2 1 Repel Undead 2 1 Siphon Your Soul 2 1 Siphon Your Strength 2 1
2nd Rank Spells Bestow Death's Grasp 3 2 Borrow Your Knowledge 3 2 Command Lesser Undead 3 2 Grant Soul Shield 3 2 Shred Your Soul 3 2 Summon Skeleton 3 2 Turn Undead 3 2
3rd Rank Spells Command Undead 4 3 Destroy Undead 4 3 Extend Your Service 4 3 Grant You the Blood of Rakus 4 3 Heal Unlife 4 3 Siphon Your Might 4 3 Share Your Soul 4 3
4th Rank Spells Borrow Your Skill 5 4 Create a Barrier of Undeath 5 4 Create a Death Tether 5 4 Purge The Dead 5 4 Summon Death's Exhaustion 5 4 Summon a Skeletal Champion 5 4
5th Rank Spells Command Greater Undead 6 5 Grant Knowledge of the Ages 6 5 Ravage the Dead 6 5 Spirit Tether 6 5 Swallow Your Soul 6 5
Dead Caller Spell Chart
Ritual Build Use Cost 1st Rank Rituals
Death Armor 3 1 M, 1 V, 1 E Ritual of Death 3 1 M, 1 V, 1 E Zombie Summoning 3 1 M, 1 V, 1 E
2nd Rank Rituals Ghoul Summoning 4 2 M, 1 V, 1 E Necromancy 4 2 M, 1 V, 1 E Render Soul 4 2 M, 1 V, 1 E
3rd Rank Rituals Banshee Summoning 5 3 M, 1 V, 1 E Rakus's Touch 5 3 M, 1 V, 1 E
4th Rank Rituals Wraith Summoning 6 4 M, 2 V, 2 E Nether Weapon 6 4 M, 2 V, 2 E
5th Rank Rituals Mummy Summoning 7 5 M, 2 V, 2 E Séance 7 5 M, 2 V, 2 E
Dead Caller Ritual Chart
Dagger • 1 Build
This ability will allow the user to use dagger type weaponry.
Dead Caller Ritual • Requires Literacy • 3, 4, 5, 6, 7 Build
This represents the ability of the Dead Caller to cast ritual type spells. Rituals require an amount of Mana equal to the rank of the ritual. All rank 1-3 rituals also require 1 Essence and 1 Vigor from the caster. All rank 4 and 5 rituals require 2 Essence and 2 Vigor. If a ritual requires multiple people to cast, the people aiding must be baptized to one of the Elder Gods. That person must also be prepared to donate Essence, Vigor and/or Mana. Rituals also take 1 minute per rank to perform. Essence, Vigor, and Mana used in the casting of a Ritual is an Aggravated loss and cannot be restored for 6 hours.
Dead Caller Spell • Requires Literacy
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• 2, 3, 4, 5, 6 Build
This is the representation of the Dead Caller’s ability to learn and cast spells. For each purchase of this skill, the Dead Caller learns one spell of the rank purchased. The cost of the spells is Rank of the spell +1 in Build.
Death Lord • Requires Warden of the Dead • 9 Build
This skill grants knowledge of multiple unique abilities that modify undead summoned by the Dead Caller. These spells may be cast as part of the ritual summoning of the undead minion by paying the additional mana cost of the spell with the ritual cost.
Incant – “I Draw Upon Rakus' Realm Eternal to…”
Bestow Teachings of the Known World • 3 Mana
This spell will grant a minion any spell that the Dead Caller has been trained in, even if it is not of the Dead caller teachings. Furthermore, the Dead Caller may also grant the knowledge of a scroll to his minion, if the scroll is not of another Pantheon. This will expend the scroll in the granting of the spell. When bestowed, the Dead Caller may also give its creation up to 40 Mana from their pool. When the duration of this spell is over, the Dead Caller gains back the lost spell, but any mana transferred to the minion is lost. If the undead creation cannot normally speak, speech must also be bestowed for this spell to work. This can be used with the Borrow your Knowledge spell.
Duration: End of Summoning
Bestow Rakus' Servant • 3 Mana
This spell, when cast on a Dead Caller’s minion, will allow the servant to protect its master by taking 2 blows that was meant for its beloved master. The servant must be within 5 feet of the caster for this to work. This will stop either a spell or physical attack. The Dead Caller will always determine what attack is intercepted.
Duration: End of Summoning / 2 Charges
Grant Endless Death • 3 Mana
This spell, when cast on a Dead Caller’s minion, will increase the servant’s maximum mana or vigor pool by 10. This is chosen upon the casting of this spell. This spell may only be cast during the summoning of the Undead.
Duration: End of Summoning
Grant You My Blessings
• 3 Mana
This spell will allow the Dead Caller to transfer a creature of his making any or all beneficial effects that are currently on the Dead Caller, be they active or invoked. The duration of the effects is the same as it was on the original target. At the end of the duration of the Minion, all effects transferred are lost.
Duration: Special
1 Essence • 2 Build
Essence is the way to measure the physical stamina that a person possesses. As a person is damaged, be it through a spell effect or by a weapon, their body takes injuries and their stamina goes down. Essence represents the amount of damage that a body may take before falling in death. Dead Callers start with a base of 6 Essence and may purchase an additional essence at every odd level starting at first.
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Literacy • 2 Build
This skill will allow the Dead Caller to read and write the common language.
Mana Mana is the power that every character possesses that may be used to cast spells. The amount of Mana a person possesses determines the size of that character’s power pool. The cost of Mana rises as the player’s power pool grows. Mana cost increases as follows:
• (1 – 50) 1 build each • (51 – 100) 2 build each
Meditate 4 Build
This skill allows for the caster to spend 5 minutes in deep concentration, during which the caster may use no in game skills. Any disruption, including talking, voids this skill use and it must be restarted. Upon completing meditation, the caster regains the Mana of all spells that missed within the last half hour.
Soul Gem • Requires 1st Rank Dead Caller Ritual • 3 Build
This ability allows the Dead Caller to target a willing ally with an undead summoning ritual.
Soul Hook • Requires Soul Hook • 3 Build
This ability allows the Dead Caller to forcibly raise an unwilling target as their minion. A Dead Caller may only have one forcibly raised minion at a time.
Staves • 2 Build
This skill will allow the Dead caller the ability to use Staff weapons.
Summoner • Requires Ritual: Zombie Summoning • 3 Build
This skill grants knowledge of multiple unique abilities that modify undead summoned by the Dead Caller. These spells may be cast as part of the ritual summoning of the undead minion by paying the additional mana cost of the spell with the ritual cost.
Incant – “I Draw Upon Rakus' Realm to…”
Bestow Guise of the Living • 1 Mana
This spell will allow any undead to appear as a living person. The undead will detect as alive to all life detection skills and effects
Duration: End of Summoning
Grant Armor of Death • 1 Mana
This spell will grant 5 points of non-repairable armor to an undead target.
Duration: 6 Hours
Grant Speech • 1 Mana
This will give any undead the ability of speech. Any undead of the first 3 circles will only repeat what their creator told them to say whereas an Undead of circle 4 or higher has independent thought and may carry on full conversations without guidance from their creators.
Duration: End of Summoning
Grant Speed to the Soulless • 1 Mana
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This spell will allow Dead Caller creations to move at a running pace no matter what speed they can normally move at. This does not affect creatures that move at normal speed.
Duration: End of Summoning
Teach • Requires Plot Approval • 0 Build
This ability will allow a person to teach any skill that they know. Higher skills and lists as well as hidden subclasses cannot be taught. A player with this ability may teach a class, however, such things as Baptisms, creation of Mystic crystals etc., are skills that reside on hidden or higher lists and cannot be bestowed or created. Lost lore can be taught once learned. To learn this skill the Dead Caller must be approved by plot and be knowledgeable in his/her class.
Utilize Component • 3 Build
Scattered throughout the land are various magical herbs and plants. These can be harvested by any character. The most common type of nodes contains support components, which take the place of Mana and Vigor. To use a component, a character with this skill must spend one minute per point to absorb the Mana or Vigor from component. Afterwards, the player need simply add the component tags to his or her tag ring. These tags can be traded between players, however all components without an expiration date wither at the end of a standard weekend.
Vigor Vigor is a measure of physical action that a player can make before becoming tired. It can be sometimes used to aide in rituals. Vigor costs increase as the pool grows.
• (1 – 50) 1 Build each
• (51 – 100) 2 Build each
Warden of the Dead • Requires Summoner • 6 Build
This skill grants knowledge of multiple unique abilities that modify undead summoned by the Dead Caller. These spells may be cast as part of the ritual summoning of the undead minion by paying the additional mana cost of the spell with the ritual cost.
Bestow Death’s Endurance • 2 Mana
This spell, when cast on a Dead Caller’s minion, will increase the servant’s maximum Essence pool by 10. This spell may only be cast during the summoning of the Undead.
Duration: End of Summoning
Bestow My Knowledge • 2 Mana
This spell, will grant a Dead Caller’s minion any Dead Caller spell that the Dead Caller knows. When the priest bestows this knowledge upon a minion, the Dead Caller will lose use of that spell for the duration of this spell. When bestowed, the Dead Caller may also give its creation up to 20 Mana from their own pool. When the duration of this spell is over, the Dead Caller gains back the lost spell, but any manna transferred to the minion is lost. If the undead creation cannot normally speak, speech must also be bestowed for this spell to work. This can be used with the Borrow your Knowledge spell.
Duration: End of Summoning
Grant Strength of Bone • 2 Mana
Dead Caller’s creations are known for their fighting prowess. This spell grants a creation +1
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strength. This strength cannot be stacked with any other strength giving spell or effects. It will add to any natural strength of the creation.
Duration: End of Summoning
Grant Vision of Death • 2 Mana
This spell will allow the Dead Caller to see through the eyes of his minions. The Dead Caller is not granted this sight until his minion reports it to him. Radios and video cameras are allowed for this if the Dead Caller decides to use them and supplies them. If the Undead is killed, its spirit will report what happened to the Dead Caller.
Duration: End of Summoning
Dead Caller Vigor Skills Interrogate
• 5 Build • 1 Vigor
A Dead Caller can use various means to persuade a target to tell him what they want. After 1 minute, the mark must truthfully answer any one yes/no question. This is a Mind effect.
Resist Interrogation • Requires Interrogate • 2 Build • 1 Vigor
You know how to get into their mind, to break them down, to get them to say what you need to hear. Learning how to break a person down teaches you how to hold yourself together. Use of this skill allows you to either refuse to answer with the call of 'Resist' or give a false answer to the yes/no question from the Interrogate skill.
Dead Caller Spells
Cantrip • 2 Build Each • 0 Mana per Casting
Incant - “I draw upon Rakus a Sliver of Death, 1 Essence.”
Deals 1 point of Essence Damage.
Duration: Instant
This skill may not be purchased at character creation. This skill may only be purchased if Dead Caller is your starting class.
1st Rank Spells • 2 Build Each • 1 Mana per Casting
Incant – “I Draw Upon Rakus' Realm to…”
Detect Unlife With this spell, a Dead caller may detect if a body is alive, dead, or undead by making contact with it and concentrating for 5 seconds.
Duration: 1 Hour
Feign Death When this spell is invoked, the target who invoked it will fall unconscious. During this time, they are unable to take damage and immune to killing blow, as if they were in the final stage of their death count, but are susceptible to having their head removed and any effects that will affect the dead, including Necromancy. The invoker may end this spell at any time by moving of their own accord. This spell causes the target to appear as dead to all detections. Any detect or assess life skills will determine that the target of this spell is dead. This spell is pre-cast and may be invoked within 6 hours.
Duration: 6 Hours / Invoked / Until target moves on his own or 1 hour
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Grant Shield of the Virtuous This spell will allow the target to resist an attempt to be forcibly raised (via Soul Hook skill) by one target for 5 minutes. Once the 5 minutes have expired, that target can be forcibly raised. This spell is invoked automatically by the first person that attempts to forcibly raise the target. This spell may be cast on living as well as undead targets.
Duration: Invoked/6 Hours
Hear Death’s Voice This spell allows the Dead Caller to grant the ability to speak with a spirit. Only the target Caller may hear what the spirit says. The spirit will whisper its answers so that only the target can hear them. The spirit cannot be forced to answer, or answer truthfully.
Duration: 1 Hour
Repel Undead There are some undead that do not respect the Dead Callers. This spell will cause the undead to stay out of melee weapon’s reach from the caster. The Dead Caller must first call upon the powers and cast this spell, as well as hit the target with a spell packet. The target is then kept out of reach until 1 minute has passed.
Duration: 1 Minute
Siphon Your Soul One of the many reasons Dead Callers are widely feared is due to their reputation to steal or harm a person’s Essence. This spell allows a Dead Caller to harm a target for 5 Essence damage. Furthermore, when the Dead Caller harms their target, they steal some of the beings Essence and use this force to heal themselves for 2 Essence. The target of this spell that is harmed must be at a minimum of +1 essence for this spell to work.
Duration: Instant
Siphon Your Strength This spell allows the Dead Caller to steal a target’s strength. The target will swing -1 damage while the Dead Caller will swing for +1 damage. If the Dead Caller is in physical contact with an Undead under their command, they may transfer this +1 strength to their minion at the time of casting. A person may not be drained below ability to swing 1 damage. The Dead Caller may not combine strength gained in this way with any other strength giving effect or a Siphon Your Might spell.
Duration: 1 Minute
2nd Rank Spells • 3 Build Each • 2 Mana per Casting
Incant – “I Draw Upon Rakus' Realm to…”
Bestow Death's Grasp The horrors of the grave can stop someone dead in their tracks. This spell will cause the target to be paralyzed from the waist down. This is a mind effect.
Duration: 1 Minute
Borrow Your Knowledge This spell allows the Dead Caller to steal a spell from an unconscious being. The Dead Caller must know the name of the spell that they are targeting at the time of casting. The Dead Caller must cast the spell from his own Mana pool or components. The poor person who has been the target of this spell may only be under one of these at any given time. The target of this spell cannot use the given spell while under the duration of this spell
Duration: 30 Minutes
Command Lesser Undead Dead Callers just have a way with the undead. This spell will allow the Dead Caller to command
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any lesser undead. The Dead Caller may only have one undead under their command at a time from this spell. A lesser undead is a zombie or skeleton.
Duration: 30 minutes
Grant Soul Shield This spell allows the target to negate any 1 attack that directly damages their Essence. This will not stop a normal spell or weapon blow that damages one’s Essence, only attacks that deal direct Essence damage, such as a Dead Caller’s Siphon Your Soul.
Duration: 6 Hours / invoked
Shred Your Soul This spell allows a Dead Caller to harm a target for 10 essence damage. Furthermore, when the Dead Caller harms their tar- get, they steal some of the beings essence and use this force to heal themselves for 5 essence. The target harmed by this spell must be at +1 essence for this spell to work.
Duration: Instant
Turn Undead Once hit by this spell, any lesser undead (Zombie, Skeleton) must turn and flee for the duration of the spell until out of line of sight of the caster. If they return to line of sight before the duration ends, they must flee again. If there is nowhere to flee, they will cower in a corner, but still defend themselves.
Duration: 1 Minute
Summon Skeleton This spell will allow the Dead Caller to raise a fallen person as a skeleton. Being raised as an undead will stop the person’s death count. The death count will resume where it left off at the end of the spell's duration or when the undead is killed.
Duration: 30 Minutes
Skeleton Stats Essence: 20 Mana: 0 Vigor: 14 Attack: 2 with Long Claws or Base Damage with weapons Defenses: None Skills: One-Handed Weaponry, Shield, and Master Florentine Vigor Skills: Block (3 Vigor), Critical Strike (2 Vigor), Stun (2 Vigor) Qualities: Mindless – Undead cannot be affected by mind effects. Cannot be dropped Unconscious Staggered Gait – The Undead cannot be completely stopped by a pin effect. The Undead will slow to half whatever speed he was at when struck with these effects. Tear Limb – 1 Vigor
After 30 seconds a skeleton can tear a limb from an unmoving victim. The limb can be used to replace broken or severed limbs. The limb can also be used to feed a zombie or ghoul, healing either for 5 Essence. Weaknesses: Takes +1 Melee / +5 Spell damage from Stone effects. Takes Double damage from Summon Bane, Death Bane, Skeletal Bane.
3rd Rank Spells • 4 Build Each • 3 Mana per Casting
Incant – “I Draw Upon Rakus' Realm Eternal to…”
Command Undead This spell will allow the Dead Caller to command an undead target. The Dead Caller may only have one undead under their command at a time from this spell. This spell will affect skeletal champions, ghouls, and weaker undead.
Duration: 30 minutes
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Destroy Undead This spell does 20 Essence damage to target undead creature.
Duration: Instant
Extend Your Service This spell will extend the life of a Dead Caller’s minion for 30 minutes. This spell will not affect minions forced to the Dead Caller’s service unwillingly.
Duration: 30 Minutes
Grant You the Blood of Rakus This spell, when invoked, will allow the target to stop the effects of a single alchemy.
Duration: 6 Hours / invoked
Heal Unlife Creatures of death get hurt too. This spell allows the Dead Caller to heal his undead creations for 15 Essence.
Duration: Instant
Siphon Your Might This spell will steal the very force of its target. This will allow the Dead Caller to steal half the damage that its target swings with a weapon and use that force himself. A person may not be drained below ability to swing 1 damage. The Dead Caller may not combine the damage enhancement gained in this way with any other damage enhancing effect. The amount that is stolen is always rounded down. The poor person who has been the target of this spell may only be under one of these at any given time.
Duration: 1 Minute
Share Your Soul This spell allows a Dead Caller to harm a target for 10 Essence damage. Furthermore, when the Dead Caller harms their target, they steal some of the being’s essence and use this force to heal
people other than themselves for 15 Essence. The Dead Caller may hold the healing energy for up to 30 seconds to determine who he is healing before the energy is lost. The target that is to be damaged by this spell must be at a minimum +1 Essence for this spell to work. The Dead Caller may throw a spell packet to redirect the stolen essence. This spell will not heal undead.
Duration: Instant
4th Rank Spells • 5 Build Each • 4 Mana per Casting
Incant – “I Draw Upon Rakus' Realm Eternal to…”
Borrow Your Skill This spell allows the Dead Caller to steal a skill from an unconscious being. If the skill requires vigor to use, the Dead Caller must use the skill from their own vigor pool. A Dead Caller may not steal any type of Weapon Proficiency or knowledge of how to use a weapon. The target of this spell may only be under one of these at any given time. The target of this spell cannot use the given ability while under the duration of this spell.
Duration: 30 Minutes
Create a Barrier to Undeath This spell will allow the Dead Caller to prevent any lesser undead from entering a room. This barrier will remain standing for a half hour or as long as the Dead Caller keeps his arm extended with the palm out, whichever is first. The Dead Caller may move at a heel to toe rate while inside. If used in a room where the Dead Caller cannot see all entrances, the undead may enter but not come within line of sight of the Dead Caller.
Duration: 30 Minutes / Until caster lowers arm or falls unconscious
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Create a Death Tether This spell will allow the Dead Caller to summon into a target an undead that will remain dormant till such a time that the tar- get falls to -1 Essence. The Dead Caller must give the target all tags associated with the summoning and mark on the tags what undead was summoned. The undead spirit may have been given any beneficial Dead Caller spell at this time, but again, the tags must be given to the target with the name of the spell written on them. Those spells may not be used until the spirit is invoked. At the end of this spell, the target will continue a death count from the point where it was left off at. If the Dead Caller is using a ritual undead, the Dead Caller must perform the ritual like normal after this spell has been cast.
Duration: Invoked / 6 Hours
Purge the Dead The Dead Caller holds high a focus or relic of Rakus (must be phys-repped recommended it contains a light so it may be seen at night); For as long as the dead caller uses one hand to lift the relic above his/her head, no undead may enter within 10 feet of the relic. Every 10 seconds, the Dead Caller must shout out “Purge the Dead!” The caster may only walk at a heel-to-toe rate, but may cast other spells (except for other channeled spells (i.e. Ravage Undead)
Duration: 10 minutes / caster lowers focus
Summon Death's Exhaustion This spell will harm the target for 5 points of Vigor.
Duration: Instant
Summon a Skeletal Champion This spell allows the Dead Caller to raise a fallen person as a powerful skeleton. Being raised as an undead will stop the person’s death count. The death count will resume where it left off at
the end of the spell's duration or when the undead is killed. The Dead caller chooses between the Champion or Arcanist upon casting
Duration: 5 Minutes
Skeletal Champion Essence: 40 Mana: 0 Vigor: 30 Attack: 5 with Claws / Base +3 with weapons Defenses: Soak 2 Skills: Weapon Master, Master Florentine, and Shield Vigor Skills: Block (3 Vigor), Break Limb (3 Vigor), Critical Strike (3 Vigor), Power Strike (5 Vigor), Stun (2 Vigor) Qualities: Strength +3 Mindless – Undead cannot be affected by mind effects. Cannot be dropped Unconscious Staggered Gait – The Undead cannot be completely stopped by a pin effect. The Undead will slow to half whatever speed he was at when struck with these effects Tear Limb – 1 Vigor After 30 seconds a skeleton can tear a limb from an unmoving victim. The limb can be used to replace broken or severed limbs. The limb can also be used to feed a zombie or ghoul, healing either for 5 Essence. Weaknesses: Takes +1 Melee / +5 Spell damage from Stone effects. Takes Double damage from Summon Bane, Death Bane, Skeletal Bane.
Skeletal Arcanist Essence: 15 Mana: 30 Vigor: 5 Attack: 2 with Long Claws Spells: “By the will of Rakus I…” Create a Sword of Shadows – 1 Mana Dim Your Vision – 2 Mana Return Your Damage – 1 Mana
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Slow Your Weapon – 3 Mana Summon a Scarring Light – 2 Mana Ritual of Sharpness – 1 Mana, 1 Vigor, 1 Essence Grants +1 damage to bladed weapon for 6hrs/30 min invoked Ritual of Augmentation – 2 Mana, 1 Vigor, 1 Essence This Ritual will grant the Target 5 healable Essence. Duration: 6 Hours Qualities: Mindless – Undead cannot be affected by mind effects. Staggered Gait – The Undead cannot be completely stopped by a pin effect. The Undead will slow to half whatever speed he was at when struck with these effects. Cannot be dropped Unconscious Tear Limb – 1 Vigor After 30 seconds a skeleton can tear a limb from an unmoving victim. The limb can be used to replace broken or severed limbs. The limb can also be used to feed a zombie or ghoul, healing either for 5 Essence. Weaknesses: Takes +1 Melee / +5 Spell damage from Stone effects. Takes Double damage from Summon Bane, Death Bane, Skeletal Bane.
5th Rank Spells • 6 Build Each • 5 Mana per Casting
Incant – “I Break the Cycle of Life and Death Eternal to…”
Command Greater Undead This spell will allow the Dead Caller to command the undead target. The Dead Caller may only have one undead under their command at a time from this spell. This spell will affect. Wraiths, Banshees, and weaker undead.
Duration: 30 minutes
Grant Knowledge of the Ages This spell allows the Dead Caller to steal a skill from an unconscious being and transfer it to another target. If the skill requires vigor to use, the target must use the skill from their vigor pool or components. A Dead Caller may not steal any type of Weapon Proficiency or knowledge of how to use a weapon. The poor person who has been the target of this spell may only be under one of these at any given time. The person who has had a skill stolen cannot use that skill for the duration of this spell.
Duration: 30 Minutes
Ravage the Dead Once cast, the Dead Caller can channel forth the raw power of Rakus' Realm and hurl it at undead for 10 damage for as long as the caster continues to chant the incant and keeps his / her feet planted on the ground. The incant is “I Break the Cycle of Life and Death Unending and Eternal to Ravage Undead 10 damage, Ravage Undead 10 damage, Ravage Undead 10 damage.”
Duration: Until caster moves their feet
Spirit Tether All beneficial spells or rituals that the target had upon them at death will remain after resurrection.
Duration: 6 Hours / Invoked when target resurrects
Swallow Your Soul This spell allows a Dead Caller to harm a target for 20 essence damage. Furthermore, when the Dead Caller harms their target, they steal some of the beings essence and use this force to heal themselves for 12 essence. The target harmed by this spell must be at +1 essence for this spell to work.
Duration: instant
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Dead Caller Rituals For All Summoning Rituals: Ritual Summons are unable to speak of their own will, only able to utter the invocations of magic. During the Ritual Summoning, appropriate makeup and costuming is applied. If the Summon is not properly repped with a visibly identifiable difference, then the ritual fails. All undead summons are still equipped with their worn gear, but will not use special items without direction.
1st Rank Rituals • 3 Build Each • 1 Mana, 1 Vigor, 1 Essence per Casting
Death Armor Dead Callers are renowned for their intimacy with as well as control over death. This ritual, allows the target of this ritual to absorb a killing blow without actually being forced into the critical stage of their death count. The killing blow will have no effect. If the dead caller has Feign Death active, the killing blow will restore the Dead Caller to 0 Essence and invoke Feign Death. This will not stop decapitation effects, having your heart ripped out, or other life taking effects. This will only stop one killing blow and will work on both the living as well as undead.
Duration: 6 Hours
Ritual of Death For every killing blow that a Dead Caller performs successfully, the Dead Caller may choose to gain one essence, vigor, or Mana back to their pool. A Dead Caller may not exceed their total maximum power or life through this Ritual. The Dead Caller may choose each time what they will regain.
Duration: 6 Hours
Zombie Summoning Dead Callers are known by everyone for one thing, and that is their ability to make the dead
walk the Earth again. This ritual will allow the Dead Caller to do just that.
Duration: 2 Hours
Zombie Undead Mask, Disheveled Clothing. Short Black Claws as weapons
Essence: 20 Mana: 0 Vigor: 8 Attack: 2 Normal with short claws Defenses: Soak 3 Vigor Skills: Stun (2 Vigor) Qualities: Devour – Heals 10 Essence after devouring an unconscious victim for 30 seconds. Counts as a Killing Blow. A target devoured by a zombie will rise as a Zombie, this new zombie has no master and will attack the nearest living thing until it dies or the effect ends (1 Hour). Tear Limb – 1 Vigor After 30 seconds a zombie can tear a limb from an unmoving victim. The limb can be used to replace broken or severed limbs. The limb can also be used to feed a zombie or ghoul, healing either for 5 Essence. Mindless - Undead cannot be affected by mind effects. Shambling Gait – Cannot run, may groan but may not speak. Staggered Gait – The Undead cannot be completely stopped by a pin effect. The Undead will slow to half whatever speed he was at when struck with these effects. Cannot be dropped Unconscious Immune to Alchemy and Healing Weaknesses: Takes +1 Melee/+5 Spell Damage from Flame effects
The target of this ritual must be at any stage of their death count. Beginning to cast this ritual will stop the person's death count for the duration of the ritual casting. Being raised as an
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undead will stop the person’s death count. The death count will resume where it left off at the end of the spell's duration or when the undead is brought to 0 essence, which ends the ritual.
2nd Rank Rituals • 4 Build Each • 2 Mana, 1 Vigor, 1 Essence per Casting
Ghoul Summoning This Ritual allows the Dead Caller to raise a fallen person as a Ghoul. Being raised as an undead will stop the person’s death count. The death count will resume where it left off at the end of the spell's duration or when the undead is killed.
This may only be cast once per tag ring.
Duration: 2 Hours
Ghoul Stats Undead Mask, Disheveled clothing
Essence: 45 Mana: 0 Vigor: 0 Attack: 3 Normal with Long Claws (4 Normal From Behind) Skills: Back Stab I, Claw Proficiency I Vigor skills: Block (3 Essence), Critical Strike (3 Essence), Disarm (2 Essence), Stun (2 Essence), Waylay (4 Essence) Qualities: Mindless - Undead cannot be affected by mind effects. Cannot be dropped Unconscious Staggered Gait - The Undead cannot be completely stopped by a pin effect. The Undead will slow to half whatever speed he was at when struck with these effects. Drink Blood - Can absorb essence on contact with an unmoving target at a rate of 1 essence every 3 count seconds. “I drink your blood 1, I drink your blood 2, I drink your blood 3”. This can be used to boost the ghoul’s Essence over
its maximum, not to exceed double. Not usable against undead. Blood Bond - Gain any one racial and all active alchemy for any target that is drained for at least 10 Essence. Devour - Heals 10 Essence after devouring an unconscious victim for 30 seconds. Counts as a Killing Blow. Tear Limb – 1 Essence After 30 seconds a ghoul can tear a limb from an unmoving victim. The limb can be used to replace broken or severed limbs. The limb can also be used to feed a zombie or ghoul, healing either for 5 Essence. Immune to Healing and Waylay Weaknesses Takes +1 Melee/+5 Spell Damage from Flame effects.
The target of this ritual must be at any stage of their death count. Beginning to cast this ritual will stop the person's death count for the duration of the ritual casting. Being raised as an undead will stop the person’s death count. The death count will resume where it left off at the end of the spell's duration or when the undead is brought to 0 essence, which ends the ritual.
Render Soul This Ritual will change the caster or a target's creature type to Undead. This will allow a Dead Caller to cast undead enhancing spells or Rituals on the target. If the duration of the Dead Caller effect is until the end of summoning, it will last for 1 hour.
Duration: 6 Hours
Ritual of Necromancy The Dead Caller performs this ritual in order to delve deep into the mind of a deceased sentient creature. In order for this ritual to work, the target of the ritual must be either fully deceased or within the critical stage of its death count. Starting this ritual will prevent the spirit from
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leaving the body until the ritual duration ends. At the completion of this ritual, the Dead Caller may ask the target of the ritual three questions in which the target must answer to the best of its ability. The target cannot be forced to reveal which deity they worship. The answers to these questions are heard by the Dead Caller and anyone in the area with the ability to Commune with Spirits. At the completion of the ritual, the target suffers a “sever-head” effect, as the Dead Caller must deal such damage to the corpse that it may not be raised without preparation. It is also of note that this ritual is considered to cause a tremendous amount of existential pain to the spirit of the target. Anyone who observes the ritual will bear witness to this.
Duration: 10 Minutes
3rd Rank Rituals • 5 Build Each • 3 Mana, 1 Vigor, 1 Essence per Casting
Banshee Summoning This Ritual will allow the Dead Caller to summon forth the spirit of a Banshee. This may only be cast once per tag ring.
Duration: 2 Hours
Banshee Stats White Tabard and white faces. Essence: 30 Mana: 25 Vigor: 0 Attack: 2 Essence with Short Claws Defenses: Minimal from Normal Spells: “By the will of Rakus I…” Charm You – 1 Mana Command Lesser Undead – 1 Mana Make You Quiet – 2 Mana Shred Your Soul – 2 Mana “By the will and call of Rakus I…” Create a Wall of Shadows – 3 Mana Hold You in Thrall – 3 Mana
Qualities: Banshee Wail – 1 Mana The Banshee wails calling out ‘Banshee Wail’ and throws a spell packet at their target. The target will be stunned for 30 seconds. Only one person may be affected by this spell at a time. Any type of offensive attack will end this effect. Drink Soul – While the Banshee has a target in thrall, they may incant “By the will and call of Rakus I Drink your Soul, 1 Mana” upon the target of their thrall. This drains the target of 1 Mana and restores the banshee 1 Mana up to double the banshee’s maximum. Cannot be dropped Unconscious Immune to Alchemy, Healing, Mind effecting, Strength Stealing, Binding, Break Limb, and Sever Limb Effects Weaknesses: Takes +1 Melee / +5 Spell damage from Silver effects.
The target of this ritual must be at any stage of their death count. Beginning to cast this ritual will stop the person's death count for the duration of the ritual casting. Being raised as an undead will stop the person’s death count. The death count will resume where it left off at the end of the spell's duration or when the undead is brought to 0 essence, which ends the ritual.
Rakus's Touch The Dead Caller’s long association with the Lord of Pain and Death has armored him from harm. This ritual will protect the caster from any 1 numerical damage attack. This ritual may not be invoked to stop a surprise attack.
Duration: 6 hours / Invoked
4th Rank Rituals • 6 Build Each • 4 Mana, 2 Vigor, 2 Essence per Casting
Ritual of Nether Weapon This ritual will allow a weapon to be enchanted in such a way that it will swing for Essence
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damage. Essence damage is not stopped by armor but directly affects the target’s Essence total. The weapon also becomes unbreakable for the duration of the ritual.
Duration: 30 Minutes
Wraith Summoning Allows the Dead Caller to summon a Wraith. This may only be cast once per tag ring.
Duration: 2 Hours
Wraith Stats Black Tabard and hood Essence: 50 Mana: 10 Vigor: 20 Attack: 3 Essence with long claws (5 Essence From Behind) Defenses: Minimal from Normal Skills: Back Stab II, +1 Strength Vigor Skills: Dodge (4 Vigor), Resist Stun (1 Vigor), Waylay (4 Vigor) Qualities: Possession – 3 Mana This ability may only be used 3 times per summoning. The wraith hits a target with a packet. If the possession takes place the Wraith becomes a spirit contained in the target for 1 minute or until the target is dropped. The wraith will dictate verbally how to fight any opponents and the target must use the skills that the wraith dictates. The target must fight to the best of their ability, but does not have to call skills unless directed to do so by the wraith. This is a Mind effect. Touch of Death – 1 Mana This is a claw cast spell that must strike the target in the tunic area. Target must drop to a knee and shiver for 30 seconds dropping anything in their hands and unable to move or defend. Taking damage will end this effect Cannot be dropped Unconscious
Immune to Alchemy, Healing, Mind effecting, Strength Stealing, Binding, Break Limb, and Sever Limb Effects Weaknesses: Takes +1 Melee / +5 Spell damage from Silver effects. Takes Double damage from Light.
The target of this ritual must be at any stage of their death count. Beginning to cast this ritual will stop the person's death count for the duration of the ritual casting. Being raised as an undead will stop the person’s death count. The death count will resume where it left off at the end of the spell's duration or when the undead is brought to 0 essence, which ends the ritual.
5th Rank Rituals • 3 Build Each • 5 Mana, 2 Vigor, 2 Essence per Casting
Mummy Summoning This Ritual will summon a Mummy into the service of the Dead Caller. This may only be cast once per tag ring.
Duration: 2 Hours
Mummy Stats Essence: 60 Mana: 20 Vigor: 20 Attack: 5 Normal with Claws Defense: Soak 3 Skills: +3 Strength Vigor Skills: Block (3 Vigor), Parry (5 Vigor) Spells: “From the Ancient Darkness I…” Pin You – 1 Mana Shred Your Soul – 2 Mana “From the depths of the Ancient Darkness I…” Slow your Speech – 3 Mana Cause you Terror – 4 Mana Qualities: Choke - Contact to the tunic area with BOTH claws (one at a time, damage can be called with both), and target is now paralyzed and may not act or move. As long
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as both claws are in contact, 1 damage is dealt per second (stated as choke 1 damage) healing the mummy for 1 essence per invocation. This can be used to boost the ghoul’s Essence over its maximum, not to exceed double. The claws cannot be removed from the target without exceeding the Mummy’s strength to break the effect. This can be achieved by a number of additional people equal to the Mummy’s strength pulling upon the target of the choke, each +1 strength the group has reduces the number of additional people required. Command Lesser Undead – Can command Skeletons and Zombies by voice. Though unable to speak normally, the Mummy can issue basic commands to lesser undead. Cannot be dropped Unconscious Immune to Alchemy, Healing, Strength Stealing, and Mind Effects. Weaknesses: Takes +1 Melee / +5 Spell damage from Flame Effects.
The target of this ritual must be at any stage of their death count. Beginning to cast this ritual will stop the person's death count for the duration of the ritual casting. Being raised as an undead will stop the person’s death count. The death count will resume where it left off at the end of the spell's duration or when the undead is brought to 0 essence, which ends the ritual.
Séance This ritual will allow a Dead Caller to channel a spirit so that an entire room may interact with it. The spirit cannot be forced to answer a summons nor forced to tell the truth. The Dead Caller will retain full memory of everything that transpired while this ritual has taken place
Duration: 30 Minutes
Druid Druids are caretakers of nature and masters of the elements. By being at balance with the base elements of creation, the Druid can will them into helping his allies or striking out against his foes. These followers of the nature gods, Codladh and Titem, can be as much a force of creation as they are for destruction.
Codladh was the first of the Younger Gods. Peaceful, serene, beautiful, Codladh loved any and all he saw. He was attacked by Haun-Taurus and had no defense. He was struck down and in that moment he changed. His temper rose and The youngest of the Elder Gods was born, the Goddess Titem. She truly loved her other half but their love was doomed for as one turned to the other they could never meet. They removed themselves from the other pantheons and set themselves up as a neutral third party. Syndiliss and Esmara went to Arcainium on their behalf asking if there was anything that could be done to bring them together and Arcainium created rainbows. Rainbows connected the power of the storm with the beauty of nature and created a home for Codladh and Titem.
• Armor Use: Hard Leather • Starting Essence: 8
Druid Base Skills Armor Proficiency – Light
• 4 Build
Even after a piece of armor is beaten to a pulp, it still protects the wearer, if they have the skill to use it. If the armor that the Druid is wearing totals 10 points or more (before modification for Armor Efficiency or magical enhancements) that armor will always provide an added effect of 1 points LESS damage. No matter what a person is swinging, the Druid will always take 1 point of damage, no matter their soak. This means if a
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person were hit for 6 points of damage, they would take 5 points of damage.
Skill Build Prerequisite Armor Proficiency – Light 4 None Concentration 5 5th Rank Druid Spell Champion of the Elements 3 1st Rank Druid Ritual Dagger 1 None Druid Ritual 3, 4, 5, 6, 7 Literacy Druid Spell 2, 3, 4, 5, 6 Literacy Elemental Attunement 10 None Essence 2 May purchase once every odd level Literacy 2 None Mana 1 1 for 1 Build up to 50 Mana 2 1 for 2 Build up to 100 Meditate 4 None Sanctify Grove 5 5th Rank Druid Ritual Staves 2 None Teach 0 *Plot approval Utilize Component 3 None Vigor 1 1 for 1 Build up to 50 Vigor 2 1 for 2 Build up to 100
Druid Base Skills Chart
Champion of the Elements • Requires 1st Rank Druid Ritual • 3 Build
The druid may become the target of their own summoning rituals.
Concentration • Requires 5th Rank Druid Spell • 5 Build
Your powers of concentration are so great you are able to manipulate Mana and energies even while sustaining essence damage. This spell allows you to continue casting your spell even if you are struck for essence damage during the incanting of a spell.
Dagger • 1 Build
Allows the Druid to use Dagger Weapons.
Druid Ritual • Requires Literacy • 3, 4, 5, 6, 7 Build
This represents the ability of the Druid to cast ritual type spells. Rituals require an amount of Mana equal to the rank of the ritual. All rank 1-3 rituals also require 1 Essence and 1 Vigor from the caster. All rank 4 and 5 rituals require 2 Essence and 2 Vigor. If a ritual requires multiple people to cast, the people aiding must be baptized to one of the Nature Gods. That person must also be prepared to donate Essence, Vigor and/or Mana. Rituals also take 1 minute per rank to perform. Essence, Vigor, and Mana used in the casting of a Ritual is an Aggravated loss and cannot be restored for 6 hours.
Druid Spell • Requires Literacy • 2, 3, 4, 5, 6 Build
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This is the representation of the Druid’s ability to learn and cast spells. For each purchase of this skill, the Druid learns one spell of the rank purchased. The cost of the spells is Rank of the spell +1 in Build.
Spell Build Mana Cantrip
Sliver of (Element) 2 0 1st Rank Spells
Create Bark Skin 2 1 Feather Fall 2 1 Grant Lesser Heal 2 1 Rust Lock 2 1 Root Your Leg 2 1 Stone Blood 2 1 Strike You With (Element) 2 1
2nd Rank Spells Call a Pulling Gust 3 2 Component Bloom 3 2 Create Stones of (Element) 3 2 Mend Limb 3 2 Root Grip 3 2 Shield You From (Element) 3 2 Summon Fog 3 2
3rd Rank Spell Blast You With (Element) 4 3 Command Elemental 4 3 Entangle You 4 3 Freeze Your Shield 4 3 Freeze Your Weapon 4 3 Grant Greater Heal 4 3 Rust Your Weapon 4 3
4th Rank Spells Bind to the Earth 5 4 Create a Blade of (Element) 5 4 Encase you in Ice 5 4 Heat Metal 5 4 Summon Blast of Wind 5 4 Transform Component 5 4
5th Rank Spells Bestow Codladh’s Shield 6 5 Rust Armor 6 5 Summon a Whirlwind 6 5 Titem’s Fury 6 5
Druid Spells Chart
Elemental Attunement • 10 Build
Some druid’s turn from the balance and dedicate their will to a single element. A druid purchasing this skill must select a single element when the skill is purchased. The Druid increases the set numeric damage value of any druid spell that deals the selected type of elemental damage by one point per rank of the spell.
1 Essence • 2 Build
Essence is the way to measure the physical stamina that a person possesses. As a person is damaged, be it through a spell effect or by a weapon, their body takes injuries and their stamina goes down. Essence represents the amount of damage that a body may take before falling in death. A Druid starts with 6 Essence and may purchase essence every odd level starting at first.
Literacy • 2 Build
This skill allows the Druid to read and write in the common language.
Mana Mana is the power that every character possesses that may be used to cast spells. The amount of Mana a person possesses determines the size of that character’s power pool. The cost of Mana rises as the player’s power pool grows. Mana cost increases as follows:
• (1 – 50) 1 build each • (51 – 100) 2 build each
Meditate • 4 Build
This skill allows for the caster to spend 5 minutes in deep concentration, during which the
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caster may use no in game skills. Any disruption, including talking, voids this skill use and it must be restarted. Upon completing meditation, the
caster regains the Mana of all spells that missed within the last half hour.
Ritual Build Use 1st Rank Rituals
Blade of the Elemental 3 1 M, 1 V, 1 E Incantation of the Element 3 1 M, 1 V, 1 E Lesser Elemental Summoning (Water) 3 1 M, 1 V, 1 E
2nd Rank Rituals Lesser Elemental Summoning (Air) 4 2 M, 1 V, 1 E Shield of the Elemental 4 2 M, 1 V, 1 E
3rd Rank Rituals Lesser Elemental Summoning (Stone) 5 3 M, 1Vigor, 1 E Feast of the Druids 5 3 M, 1Vigor, 1 E
4th Rank Rituals Bow of the Elements 6 4 M, 2 V, 2 E Lesser Elemental Summoning (Fire) 6 4 M, 2 V, 2 E
5th Rank Rituals Greater Elemental Summoning 7 5 M, 2 V, 2 E Living Armor 7 5 M, 2 V, 2 E
Druid Ritual Chart
Sanctify Grove • Requires 5th Rank Druid Ritual • 5 Build
Through a long and detailed ritual that must involve a series of specific components including candles and incense, the Druid may dedicate a location making it a sacred grove to Codladh/Titem. This ritual takes at least one hour and may only be cast after a series of dedications to the pantheon at the location.
Staves • 2 Build
This skill allows the Druid to use Staff Weapons.
Teach • Requires Plot Approval • 0 Build
This ability will allow a person to teach any skill that they know. Higher skills and lists as well as hidden subclasses cannot be taught. A player
with this ability may teach a class, however, such things as Baptisms, creation of Mystic crystals etc., are skills that reside on hidden or higher lists and cannot be bestowed or created. Lost lore can be taught once learned. To learn this skill, the Druid must be approved by plot and be knowledgeable in his/her class.
Utilize Component • 3 Build
Scattered throughout the land are various magical herbs and plants. These can be harvested by any character. The most common type of nodes contains support components, which take the place of Mana and Vigor. To use a component, a character with this skill must spend one minute per point to absorb the Mana or Vigor from component. Afterwards, the player need simply add the component tags to his or her tag ring. These tags can be traded between players, however all components
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without an expiration date wither at the end of a standard weekend.
Vigor Vigor is a measure of physical action that a player can make before becoming tired. It can be sometimes used to aide in rituals. Vigor costs increase as the pool grows.
• (1 – 50) 1 Build each • (51 – 100) 2 Build each
Druid Spells Cantrip
• 2 Build • 0 Mana
Incant – “By Titem, I call a sliver of (element), 1 (element)"
Deals 1 point of of ice, flame, lightning, or stone damage to its target. The druid may choose the damage type when the spell is cast, replacing (element) with the damage flavor.
Duration: Instant
This skill may not be purchased at character creation. This skill may only be purchased if Druid is your starting class.
1st Rank Spells • 2 Build Each • 1 Mana per Casting
Incant – “By the power of Titem I...”
Create Bark Skin This spell will grant the target with 5 points of non-repairable armor. This armor cannot be repaired and is the first armor destroyed in combat.
Duration: 6 Hours
Feather Fall This invoked spell will allow the target to fall for a period of up to 1 minute. If they hit the ground during that time, no damage from the impact will befall them. They may move 1 foot per second to role-play moving.
Duration: Invoked / 1 Minute / 6 Hours
Grant a Lesser Heal This spell will cure a target for 5 Essence. This may not allow target to exceed their maximum Essence cap.
Duration: Instant
Rust This Lock This spell will rust any lock. This rust will cause the lock to function as 1 rank lower to a minimum of rank 1. No lock may be affected by more than one of this spell. No racial skill will work in conjunction with this spell.
Duration: Instant
Root Your Leg This spell will pin one of the target’s feet in place. Target may break this pin with +2 Strength.
Duration: 1 Minute
Bestow Stone Blood This spell will grant the target +5 non-healable Essence. This is the first Essence lost from damage.
Duration: 6 Hours
Strike You With (Element) This spell does 5 points of ice, flame, lightning, or stone damage to its target. The druid may choose the damage type when the spell is cast, replacing (element) with the damage flavor.
Duration: Instant
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2nd Rank Spells • 3 Build Each • 2 Mana per Casting
Incant – “By the power of Titem I...”
Call a Pulling Gust This spell will draw a target 10 feet closer to the Druid.
Duration: Instant
Bloom Component This spell will bring a component nearing the end of its life back to bloom. By doing this, the component will last for 1 additional month before it expires. Any single component may only be affected by this spell once in its life. Once this spell is cast, sign the tag with the caster’s name and the new expiration date.
Duration: 1 Month
Create Stones of (Element) Calling the elements is the expertise of the Druids. 10 small stones are summoned that will deal a single point of the elemental damage. The druid may choose the damage type when the spell is cast, replacing (element) with the damage flavor. All 10 stones must be thrown within 30 minutes or are lost. These stones are a packet delivered attack that and may be thrown by the druid or anyone with the skill to throw weapons.
Duration: 30 Minute
Mend Limb This spell will allow a Druid to mend 1 broken limb. For this spell to work, the limb must still be attached to the body.
Duration: Instant
Root Your Weapon / Shield The magic’s of the earth are not only able to hold ones foot to the ground, but if properly
summoned may also be able to reach up to grab onto a shield or weapon. Once affected, the target must put the effected item in contact with the ground, and it must remain so for the duration. Any target may only be affected by one of this spell at a time. A + 2 strength will break this spell.
Duration: 1 Minute
Shield You From (Element) This latent spell will protect the target from any one elemental attack. The particular element that the spell will protect from must be chosen at the time of casting. Any target may only have one of these at a time.
Duration: Invoked / 6 Hours
Summon Fog A cloud of mist can make it very hard to see, and this is no different. The target of this spell cannot make any attack from outside of melee range. This includes spells. They may cast spells if they are in weapon’s reach of their target.
Duration: 1 Minute
3rd Rank Spell • 4 Build Each • 3 Mana per Casting
Incant – “By the power and fury of Titem I...”
Blast You With (Element) This spell does 15 points of ice, flame, lightning, or stone damage to its target. The druid may choose the damage type when the spell is cast, replacing (element) with the damage flavor.
Duration: Instant
Command Elemental Being the heralds of the elements, the Druids also have some ability to control them. This spell will work on many natural elementals, though some are simply too powerful to control. This
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spell will not work on any of the gargoyle’s abilities to turn to stone.
Duration: 30 Minutes
Entangle You A Druid is able to summon roots from the very ground. Using this magic, he can hold both of his target’s feet in place. The target may not move either foot, but can still turn at the waist or make any other motion. Use of +2 Strength will break this effect.
Duration: 1 Minute
Freeze Your Shield This spell will encase a shield in the most bitter of cold ices. If the shield is struck while effected, it will shatter and become useless.
Duration: 1 Minute
Freeze Your Weapon This spell will encase a weapon in the most bitter of cold ices. If that weapon is used to strike an offensive blow it will immediately shatter and become useless. The weapon may be used to defend without any ill effect.
Duration: 1 Minute
Grant a Greater Heal This spell allows the Druid to cure a target for 15 essence. This spell will not allow the target to exceed their maximum essence.
Duration: Instant
Rust Your Weapon Druids hold the powers of water and earth. By using them together, they can cause an enemy’s weapon to rust. This Spell will reduce the damage that can be done with the affected weapon by 2 points. This will even affect Magic and Mythril weapons. This spell is strong enough that it will also affect wooden weapons with a type of temporary rot. Both rot and rust will
fade in 1 minute and the weapons will return to normal. Summoned weapons are immune to Rust.
Duration: 1 Minute
4th Rank Spells • 5 Build Each • 4 Mana per Casting
Incant – “By the power and fury of Titem I...”
Bind to the Earth Similar to Earth Grip, this will cause a binding between an inanimate object and the ground. For this to spell to work the item must be in contact with the ground only; no living thing may be touching it. Once that is met, the spell may be cast. For the next hour, the item may not be moved from that spot. +4 strength will break this spell.
Duration: 1 Hour
Create a Blade of (Element) This spell will create a weapon holding the power of the elements within it. The blade erupts in the target handmade of the element and swings for +1 damage of the chosen element. The druid may choose the damage type when the spell is cast, replacing (element) with the damage flavor.
Duration: 30 Minutes
Extend Your Service This spell will extend the summoning of a Druid’s elemental by 30 minutes. This spell will not affect elementals forced to the Druid’s service unwillingly.
Duration: 30 Minutes
Heat Metal Normally weapons, shields and armor cannot be reformed once broken. This spell will allow the heat of the forge to reach such extremes that a
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properly trained Smith will be able to work the metal again. This spell will work for as long as it takes for the Smith to finish his work. This spell will allow an item broken by a spell or skill to be repaired at an appropriate workshop. This effect must be used the same weekend that the item was broken and requires a marshal to complete the effect.
Duration: Special
Summon a Gust of Wind This latent spell will allow the target to control the powers of air. The spell allows the target to cancel the effect of any single physical ranged attack, this includes Dusts, as well as Arrows. This spell grants one use per casting.
Duration: Invoked / 6 Hours
Transform Component On occasion, it is found that there are many Mana components when all you need is a little Vigor or vice versa. This spell of the Druids allows this to be fixed. When cast upon no more than 5 components at a time, this spell will convert any Mana component to a Vigor component, and any Vigor component to a Mana component. Any components not of this nature will be unaffected. When this spell is cast, the Druid must sign the component marking the change. The rep for the component should be traded out at your soonest convenience. The change is permanent.
Duration: Permanent
Encase You in Ice This Spell will turn any creature into a frozen statue for 3 minute. During that time they are completely immovable. They can also not move at all or fight, nor can they be damaged. This is an Imprison effect. Dispel magic will remove the imprison.
Duration: 3 Minute
5th Rank Spells • 6 Build Each • 5 Mana per Casting
Incant – “By the power and fury of Titem’s True Will I...”
Bestow Codladh’s Shield As the Dragon is able to summon the elements, her hide can protect from them as well. This latent spell will provide protection from any 1 element that the Druid chooses. All damage from that element will be reduced to 1 point for the duration. This spell can be cast on anyone.
Duration: Invoked / 30 Minutes / 6 Hours
Rust Armor Druids hold the powers of water and earth. By using them together, they can rust an enemy’s armor. This Spell will reduce the damage that can be soaked by any armor to 0. This will even affect magic and Mythril armor. The rust will fade in 5 minutes and the armor will return to normal.
Duration: 5 minutes
Summon a Whirlwind The Druid can summon a torrent of wind right around him. In that area, all ranged weapons will only do minimal damage. Any dart skills or dusts thrown into that area will also have no effect. This Whirlwind will not only affect the Druid, but also anyone else touching the Druid. This spell will last as long as the Druid holds both arms over his head. The Druid cannot move while this spell is in effect.
Duration: 30 Minutes / Until Arms Lowered
Titem’s Fury This spell will double the numerical damage value of any skill or spell. This effect must be used within 5 minutes or be wasted.
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Duration: 5 Minutes
Druid Rituals For All Summoning Rituals: Ritual Summons are unable to speak of their own will, only able to utter the invocations of magic. During the Ritual Summoning, appropriate makeup and costuming is applied. If the Summon is not properly repped with a visibly identifiable difference, then the ritual fails. Transforming into an elemental shrouds all the targets equipment preventing items from being used or targeted by effects.
1st Rank Rituals • 3 Build Each • 1 Mana, 1 Vigor, 1 Essence per Casting
Blade of the Elemental This Ritual will allow the Druid to summon his element into a weapon. For the next 2 hours, that weapon will deal +1 damage of the element of the Druid’s choice.
Duration: 2 Hours
Incantation of the Element This Ritual will allow the Druid to impart a little piece of elemental power into a caster. The target may choose to use the elemental damage type granted by this ritual in place of whatever type his damage spells would normally deal.
Duration: 6 Hours
Lesser Elemental Summoning (Water) Elementals can be called to temporarily inhabit the bodies of mortals. Elementals may be healed by normal means. The target of this Ritual must be willing. The elementals must use the verbal to cast spells. These stats replace the target’s stats until the elemental is destroyed, or duration ends, whereupon the target resumes his/her stats as before becoming the elemental. This ritual may only be cast once per tag ring.
Duration: 2 Hours
Ice Elemental Blue Tabard and Mask Essence: 20 Mana: 25 Vigor: 5 Attack: 3 Ice with Short Claws, 1 Ice with Packet Defense: Minimal from Lightning and Stone Skills: Claw Proficiency I Vigor Skill: Block (3 Vigor), Intercede (2 Vigor) Spells: “By the Elements I…” Strike You with Ice – 1 Mana Root Your Leg – 1 Mana Halt Death’s Embrace – 1 Mana Cause You to Lose Your Grip – 2 Mana Blast your with Ice – 3 Mana Tarry You – 4 Mana Qualities: Immune to Alchemy Weaknesses: Takes +1 Melee / +5 Spell damage from Fire
2nd Rank Rituals • 4 Build Each • 2 Mana, 1 Vigor, 1 Essence per Casting
Shield of the Elemental This Ritual will allow the Druid to summon into a shield the attribute of an elemental. For the remainder of 6 hours, any elemental (Fire, Ice, Lightning, or Stone) damage that strikes the shield will have no effect. This includes spells.
Duration: 6 Hours
Lesser Elemental Summoning (Air) Elementals can be called to temporarily inhabit the bodies of mortals. Elementals may be healed by normal means. The target of this Ritual must be willing. The elementals must use the verbal to cast spells. These stats replace the target’s stats until the elemental is destroyed, or duration ends, whereupon the target resumes his/her stats as before becoming the elemental. This ritual may only be cast once per tag ring.
Duration: 2 Hours
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Air Elemental White Tabard and Mask Essence: 30 Mana: 15 Vigor: 20 Attack: 2 Lightning with Short Claws (5 Lightning from Behind) Defense: 1 soak from all physical, Minimal from Lightning, Fire, Ice, Stone, and Ranged Weapons Skills: Backstab III Vigor Skills: Critical Backstab (2 Vigor), Dodge (4 Vigor), Trap Dodge (2 Vigor), Evade (5 Vigor), Waylay (4 Vigor) Spells: “By the Elements I…” Strike You with Lightning – 1 Mana Cast You Away – 2 Mana Call a Pulling Gust – 2 Mana Quality: Ethereal Form – Once per Ritual, the Elemental Can pass through any non-magical objects for 15 seconds. The elemental is immune to physical damage and may not strike physically while ethereal. Immune to Alchemy, Binding, Darts, and Dust Weaknesses:
3rd Rank Rituals • 5 Build Each • 3 Mana, 1 Vigor, 1 Essence per Casting
Feast of the Druids The Druids are known not only for controlling the elements, but also for enjoying the bounty of what they offer. By working as a group, the Druids may provide a great feast for many to share in. Everyone partaking in the feast will be granted 1 point of non-healable essence for every person that took part in the Ritual.
Duration: 6 Hours
Lesser Elemental Summoning (Earth) Elementals can be called to temporarily inhabit the bodies of mortals. Elementals may be healed by normal means. The target of this Ritual must
be willing. The elementals must use the verbal to cast spells. These stats replace the target’s stats until the elemental is destroyed, or duration ends, whereupon the target resumes his/her stats as before becoming the elemental. This ritual may only be cast once per tag ring.
Duration: 2 Hours
Earth Elemental Brown Tabard and Mask Essence: 40 Mana: 10 Vigor: 30 Attack: 4 Stone with Long Claws Defense: Minimal from Normal, Silver, Fire, Ice, and Stone Skills: +2 Strength Vigor Skills: Block (3 Vigor), Critical Strike (3 Vigor), Knockback (3 Vigor), Stun (2 Vigor), Willpower (3 Vigor) Spells: “By the Elements I…” Strike You with Stone – 1 Mana Root Your Leg – 1 Mana Bestow Stone Blood – 1 Mana Quality: Earthen Shield – May generate a natural weapon shield on a ten count. This is shield grants the elemental 20 points of Armor. This is also a natural weapon and cannot be disarmed. If broken, it may be reformed restoring the armor. The elemental cannot banish the shield to resummon it for the armor repair, the shield must be broken for it to be restored. Immune to Alchemy and Lightning
4th Rank Rituals • 6 Build Each • 4 Mana, 2 Vigor, 2 Essence per Casting
Bow of the Elements The Druids are ever learning and developing their skills. Their ties to the Wardens have allowed them to glean some of these martial skills. The Druid performs this elemental
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summoning to create themselves a weapon of their elemental path- The Bow of Element (Fire, Air, Water, Earth). The player must provide their own phys reps for both bow and arrows. Their arrows deal 3 points of elemental damage. In addition, the element channeled into the bow will allow them to cause additional point blank effects, as well. Anyone may use this summoned weapon, someone skilled in Archery will do their normal damage.
Fire: Fire Damage, Point Blank Blast You with Fire Earth: Stone Damage, Point Blank Entangle Water: Ice Damage, Point Blank Freeze Weapon Air: Lightning Damage, Point Blank Pulling Gust
Duration: 6 Hours
Lesser Elemental Summoning (Fire) Elementals can be called to temporarily inhabit the bodies of mortals. Elementals may be healed by normal means. The target of this Ritual must be willing. The elementals must use the verbal to cast spells. These stats replace the target’s stats until the elemental is destroyed, or duration ends, whereupon the target resumes his/her stats as before becoming the elemental. This ritual may only be cast once per tag ring.
Duration: 2 Hours
Fire Elemental Red Tabard and Mask Essence: 40 Mana: 25 Vigor: 25 Attack: 4 Fire with Single Bastard Spear Claw, 2 Fire with Packets Defense: Minimal from Lightning & Stone Skills: War Mage, Arcane Dervish Vigor Skills: Critical Strike (3 Vigor), Escape Bonds (1 Vigor), Willpower (3 Vigor)
Spells: “By the Elements I…” Strike You with Fire – 1 Mana Grant a Lesser Damage Shield – 1 Mana Burn Your Enchantments – 2 Mana Greater Damage Shield – 3 Mana Qualities: Healed by Fire Damage Weaknesses: Takes +1 Melee / +5 Spell damage from Ice
5th Rank Rituals • 7 Build Each • 5 Mana, 2 Vigor, 2 Essence per Casting
Greater Elemental Summoning Elementals can be called to temporarily inhabit the bodies of mortals. Elementals may be healed by normal means. The target of this Ritual must be willing. The elementals must use the druid verbal to cast spells. These stats replace the target’s stats until the elemental is destroyed, or duration ends, whereupon the target resumes his/her stats as before becoming the elemental. This may only be cast once per tag ring.
The druid summons an elemental of their choice, using the stats from the appropriate lower rank ritual. The elemental gains a bonus amount of Essence equal to its Essence Total, +10 to its maximum Mana and Vigor, +2 Strength, and +1 Soak.
Duration: 2 Hours
Living Armor This Ritual will breathe life into the armor it is cast upon. Once this is cast, the armor may be healed as if it were a creature of its own. The armor may not be healed for more than what the armor was at when this Ritual was cast.
Duration: 2 Hours
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Evoker To Evokers, Magic is energy that constantly swirls around them. They seem surprised that everyone can't see the thrumming power of the world all around. Ley lines, pools of magic, and the energy of all living things is theirs for the grasping. If the Wizard is an engineer, then the Evoker is an artist. They intuitively channel magic to create the effects they want. But to
control this power, they must craft a focus. If the Evoker loses the object they use to focus (their crystal, amulet, etc.) they are unable to properly harness the power around them. Before a new item is found and attuned, any spells of will cost essence damage equal to the Mana cost to cast.
• Armor Use: Cloth • Starting Essence: 6
Skill Build Prerequisite Arcane Dervish 10 War Mage Concentration 5 5th Rank Spell Dagger 1 None Essence 2 May Purchase every other level Evoker Spells 2, 3, 4, 5, 6 Literacy Literacy 2 None Mana 1 1 for 1 Build up to 50 Mana 1 1 for 2 Build up to 100 Sorcerer’s Tools 3 Evoker must be Starting Class Staves 2 None Teach 0 *Plot approval Utilize Component 3 None Vigor 1 1 for 1 Build up to 50 Vigor 2 1 for 2 Build up to 100 War Mage 10 Sorcerer’s Tools Wellspring of Magic 4 Evoker must be Starting Class
Evoker Base Skills Chart
Skill Build Vigor Prerequisite Block 3 3 A Weapon Skill Withdraw Power 4 2 5th Rank Evoker Spells
Evoker Vigor Skills Chart
Evoker Base Skills Arcane Dervish
• Requires War Mage • 10 Build
Truly at one with the ebb and flow of magic, the Evoker may use magic to guide their weapons to strike true. The evoker gains a +1 proficiency bonus with their attuned weapon.
Concentration • Requires 5th Rank Spell • 5 Build
Your powers of concentration are so great you are able to manipulate Mana and energies even while sustaining essence damage. This spell allows you to continue casting your spell even if you are struck for essence damage during the incanting of a spell.
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Dagger • 1 Build
This ability will allow the user the ability to wield a dagger.
Spell Build Mana Cantrip
Sliver of Force 2 0 1st Rank Spells
Channel Magic 2 1 Destroy Light 2 1 Empower Your Strike 2 1 Release You 2 1 Return Your Damage 2 1 Summon a Lesser Damage Shield 2 1 Summon an Iron Bolt 2 1
2nd Rank Spells Burn Your Enchantments 3 2 Cast You Away 3 2 Destroy Your Concentration 3 3 Negate Your Defense 3 2 Shatter Your Weapon 3 2 Summon a Scarring Light 3 2 Summon a Steel Bolt 3 2
3rd Rank Spell Drain Your/ Vigor 4 3 Greater Damage Shield 4 3 Scar Your Flesh 4 3 Shatter Your Limb 4 3 Shock Your / Vigor 4 3 Strip Your Stamina 4 3 Summon a Shard of Silver 4 3
4th Rank Spells Displacement 5 4 Shock Your Armor 5 4 Splinter Your Shield 5 4 Summon a Conduit of Magic 5 4 Summon a Shard of Magic 5 4 Summon Armor of Destruction 5 4
5th Rank Spells Bestow Strength of Vigor 6 5 Drain Your/ Vigor 6 5 Obliterate Your Sanctuary 6 5 Summon a Shard of Light 6 5 Summon an Arcane Storm 6 5
Evoker Spell Chart
1 Essence • 2 Build
Essence is the way to measure the physical stamina that a person possesses. As a person is damaged, be it through a spell effect or by a weapon, their body takes injuries and their stamina goes down. Essence represents the amount of damage that a body may take before falling in death. An Evoker starts with 6 Essence and may purchase essence every odd level starting at first.
Evoker Spells • Requires Literacy • 2, 3, 4, 5, 6 Build
This is the representation of the Evoker’s ability to learn and cast spells.
Literacy • 2 Build
This skill grants the Evoker the ability to read and write the common language.
Mana Mana is the power that every character possesses that may be used to cast spells. The amount of Mana a person possesses determines the size of that character’s power pool. The cost of Mana rises as the player’s power pool grows. Mana cost increases as follows:
• (1 – 50) 1 build each • (51 – 100) 2 build each
Sorcerer’s Tools • 4 Build
An evoker is first and foremost a battle mage. They have studied war and the application of magic in the waging of it. This skill grants the use of dagger, short sword, bastard spear, and staff.
To purchase this skill Evoker must be your starting class.
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Staves • 2 Build
This skill will allow the Evoker the ability to use Staff weapons.
Teach • 0 Build
This ability will allow a person to teach any skill that they know. Higher skills and lists as well as hidden subclasses cannot be taught. A player with this ability may teach a class, however, such things as Baptisms, creation of Mystic crystals etc., are skills that reside on hidden or higher lists and cannot be bestowed or created. Lost lore can be taught once learned. To learn this skill the Evoker must be approved by plot and be knowledgeable in his/her class
Utilize Component • 3 Build
Scattered throughout the land are various magical herbs and plants. These can be harvested by any character. The most common type of nodes contains support components, which take the place of Mana and Vigor. To use a component, a character with this skill must spend one minute per point to absorb the Mana or Vigor from component. Afterwards, the player need simply add the component tags to his or her tag ring. These tags can be traded between players, however all components without an expiration date wither at the end of a standard weekend.
Vigor Vigor is a measure of physical action that a player can make before becoming tired. It can be sometimes used to aide in rituals. Vigor costs increase as the pool grows.
• (1 – 50) 1 Build each • (51 – 100) 2 Build each
War Mage • Requires Sorcerer’s Tools • 10 Build
The evoker specializes in mixing magic and martial skill, making it an art form. The evoker may spend 5 minutes attuning his weapon to the flow of the arcane and empower both their combat skills and spells with power. Only Bastard Spears, Daggers, Short Swords, and Staves may be attuned. While wielding an attuned weapon, the Evoker increases the damage dealt by all Evoker spells with a set numeric value by one per spell rank.
Wellspring of Magic • 4 Build
This skill increases the Evoker’s Mana by 10. These points do not count towards build costs when buying Mana.
Evoker must be your starting class to purchase this skill.
Vigor Skills Block
• Requires a Weapon Skill • 3 Build • 3 Vigor
This skill will stop any one physical strike that hits the player that is not delivered from behind. This skill may be used in conjunction with a weapon or shield.
Withdraw Power • Requires 5th Rank Evoker Spell • 4 Build • 2 Vigor
This skill allows the Evoker to recover Mana from a spell that was not landed.
Evoker Spells
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Cantrip • 2 Build
Sliver of Force Incant – “I channel the power of a sliver of force, 1 damage”
Deals 1 Point of damage
Duration: Instant
This spell may not be bought at character creation. This spell may only be purchased if Evoker is your starting class.
1st Rank Spells • 2 Build Each • 1 Mana per Casting
Incant – “I Channel the Power to…”
Channel Magic This spell will allow the Evoker to use as much Mana as they have to bestow damage upon their target. For each point of Mana spent, this spell will strike for 3 points of magical damage. The Evoker may not spend more Mana in this way then they currently have.
Duration: Instant
Destroy Light This spell will extinguish any magical light source. It will not stop any natural light provided by something like a candle, fire, or the sun.
Duration: Instant
Empower Your Strike Once invoked, one damaging attack or spell of the target’s choice will strike for an additional 5 damage. This will not change the type of damage that is being used. This will only work with any attack that strikes for numerical damage. The damage added cannot be multiplied in any way.
Duration: Invoked / 6 Hours
Release You This spell will destroy any binding type effect. As a result of that destruction, the target will also take 5 points of direct Essence damage.
Duration: Instant
Return Your Damage This spell will force someone wielding a weapon to take the effect of whatever the last strike they delivered was. This will work for only numerical damage.
Duration: Instant
Summon a Lesser Damage Shield The next person, who strikes the target of this spell, will take 5 damage.
Duration: Next Strike / 6 Hours
Summon an Iron Bolt This spell will inflict 5 points of Iron damage upon its target.
Duration: Instant
2nd Rank Spells • 3 Build Each • 2 Mana per Casting
Incant – “I Channel the Power to…”
Burn Your Enchantments This spell will cause the magic upon the target to burn their essence. The target will take 5 points of damage for each latent as well as active beneficial spell or ritual on the target or target’s items that they have upon them.
Duration: Instant
Cast You Away This spell will throw the target back 10 feet away from them. This does not mean that the target must move to a place 10 feet from the caster,
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but rather 10 additional feet away from him. As soon as the target moves that distance they may move freely.
Duration: Instant
Destroy Your Concentration This spell will disrupt any spell that requires concentration, be it a wall, thrall, charm or any other effect. This will not function on magical sanctuaries since the spell cannot reach the target through the shell.
Duration: Instant
Negate Your Defense This spell is able to dispel a latent type effect. Target determines what defense is dispelled.
Duration: Instant
Shatter Your Weapon This spell will destroy any one weapon that the target is holding. Any weapons with an active enchantment will not be affected by this spell. If the target is holding more than one weapon, the caster of this spell determines what weapon will break.
Duration: Instant
Summon a Scarring Light Once this spell is cast, the Evoker must keep line of sight on the target and hold his arm fully extended. This spell allows the caster to repeat the verbal for no mana cost to do one damage for each utterance of the incant.
Duration: Special
Summon a Steel Bolt This spell will inflict 10 points of damage upon its target.
Duration: Instant
3rd Rank Spells • 4 Build
• 3 Mana per Casting
Incant – “I Channel the Raw Power of Creation to…”
Drain Your Mana/Vigor This spell will lower the target’s Mana or Vigor pool by 5 points.
Duration: Instant
Greater Damage Shield The next person, who strikes the target of this spell, will take 15 points of damage.
Duration: Next Strike / 6 Hours
Scar Your Flesh This spell will inflict 10 points of direct essence damage upon its target.
Duration: Instant
Shatter Your Limb This spell will shatter the target’s limb to the point that they cannot fight with it or stand on it. A bone-mending spell will reverse this effect. The limb to be shattered must be called at the time of casting. A broken limb will cause a target to swing half damage if an arm is called or to walk at a heel to toe rate for a leg.
Duration: Instant
Shock Your Mana / Vigor This spell will harm the target for an amount of damage that is equal to their current Mana or Vigor total. The caster of the spell determines if Mana or Vigor is used for determining the amount of damage when casting this spell.
Duration: Instant
Strip Your Stamina This spell will reduce the target’s essence pool by 1 point. This point may not be gained back in the normal means until the end of 6 hours. This kind of damage is known as aggravated damage.
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Duration: 6 Hours
Summon a Shard of Silver This spell will inflict 15 points of silver damage upon its target.
Duration: Instant
4th Rank Spells • 5 Build Each • 4 Mana per Casting
Incant – “I Channel the Raw Power of Creation to…”
Displace Myself The fog of war has often save a soldier from an untimely death. The evoker uses this to his/her advantage. This spell can only be cast upon the Evoker. If any attack is delivered the Evoker, they may use this skill to avoid it altogether. This cannot be evoked against attack from behind the Evoker or Surprise attacks. The person delivering the attack will still expend all appropriate points. This may not be used against a trap.
Duration: 6 Hours / Invoked
Shock Your Armor This spell will cause the target to take amount of damage equal to their current armor total. This is essence damage.
Duration: Instant
Splinter Your Shield This spell will destroy the target’s shield, rendering it useless.
Duration: Instant
Summon a Conduit of Magic Once cast, the Evoker must plant their feet with their weapon presented before them. Every spell that they cast after that will cost one less Mana, minimum of one. They may still cast while
this concentration is being maintained. Moving their feet or losing contact with their weapon will end this effect.
Duration: Special
Summon a Shard of Magic This spell will inflict 20 points of Magic damage upon its target.
Duration: Instant
Summon Armor of Destruction This latent spell will protect the target from those harmful things called weapons. It won’t actually stop the damage that they do, but it will break the weapon as a “Shatter your Weapon” spell would. If the weapon is immune to “Shatter Your Weapon”, the Armor of Destruction lashes out with a 20 point Damage Shield effect.
Duration: Invoked / 6 Hours
5th Rank Spells • 6 Build Each • 5 Mana per Casting
Incant – “I Channel and Amplify the Raw Power of Creation to…”
Bestow Strength of Vigor This spell will allow the target to exert himself to deal extra damage. On each swing that they make, the target may spend any amount of vigor that they have. For each point of vigor spent, the blow will deal an added 3 points of damage. This spell does not alter the type of damage dealt.
Duration: 1 Minute
Drain Your Mana/Vigor This spell will damage the target’s Mana or Vigor pool by 10 points.
Duration: Instant
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Obliterate Your Sanctuary This spell is used to destroy any magical sanctuary or imprisonment-type spell or effect.
Duration: Instant
Strike You with a Shard of Light This spell will inflict 25 points of light damage upon its target.
Duration: Instant
Summon an Arcane Storm Once Cast, an Evoker can summon forth orbs of energy and throw them for 5 points of magic damage. This spell will last as long as the caster keeps his/her feet planted on the ground. Standard rules for spell interruption apply, as well as the casting of another spell will end this effect. Activation of a latent spell and use of a vigor skill will not end this spell. The incant is “I Channel and Amplify the Raw Power of Creation to Summon an Arcane Storm 5 magic, Arcane Storm 5 magic...etc.”
Duration: Special
Fel Knight War Priests of Haun-Taurus; the God of War. These fierce fighters unleash powerful attacks while calling on their God to aid them in battle.
Haun-Taurus was born in battle. He was created for war and as war. He is known to remain calm in battle and have great control. Short-tempered, he is curt and military in bearing. He values wisdom, battle prowess, intelligence, and personal strength. He has even rewarded fallen paladins who hold these qualities with a place in Valhalla, the elevated realm for honored dead. Often depicted wielding a spear in one hand and a sword in the other.
• Armor Use: Chain
• Starting Essence: 10
Fel Knight Base Skills Armor Proficiency – Light
• 4 Build
Even after a piece of armor is beaten to a pulp, it still protects its wearer, if they have the skill to use it. If the armor that the Fel Knight is wearing totals 10 points or more (before modifications for Armor Efficiency or magical enhancements) that armor will always provide an added effect of a 1-point soak. This soak means that every physical attack that does numerical damage to the Fel Knight will do 1 point LESS damage. Every strike will still do a minimum of 1 damage.
Armor Proficiency – Medium • Requires Armor Proficiency - Light • 5 Build
If the armor that the Fel Knight is wearing totals 20 points or more (before modifications for Armor Efficiency or magical enhancements) that armor will always provide an added effect of a 2-point soak. This soak means that every physical attack that does numerical damage to the Fel Knight will do 2 points LESS damage. No matter what a person is swinging, the Fel Knight will always take 1 damage, no matter soak. This means if a person were hit for 6 damage they would take 4 damage. If a person was hit for 2 damage, they will still take 1 damage.
Backstab I • Requires Weapon Proficiency • 6 Build
Knowing where to strike is just as important as striking with more force. With this skill, the Fel Knight is able to strike his opponent’s back for one extra point of damage. Note: The blow must strike the back to have the extra damage, even if delivered from the side. The attack cannot be made from in front of the opponent
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for the bonus damage to apply, even if the attack hits their back.
Skill Build Prerequisite Armor Proficiency – Light 4 None Armor Proficiency – Medium 5 Armor Proficiency – Light Backstab I 6 Weapon Proficiency Blade of War 4 Blade Aura: Steel, Silver, Iron, Mithral, Magic Bladed Weaponry 3 None Essence 2 Purchasable once every level Fel Knight Rituals 3, 4, 5, 6, 7 Literacy Fel Knight Spells 2, 3, 4, 5, 6 Literacy Florentine 3 Any Melee Weapon Skill Florentine Master 4 Florentine Florentine Grandmaster 5 Florentine Master Florentine Proficiency I, II, III, IV 4, 5, 6, 7 Equal number of profs in main hand Literacy 2 None Mana 1 1 for 1 Build up to 50 Mana 2 1 for 2 Build up to 100 Stamina 3 None Teach 0 *Plot approval Utilize Component 3 None Vigor 1 1 for 1 Build up to 50 Vigor 2 1 for 2 Build up to 100 Weapon Proficiency I, II, III, IV 10, 12, 14, 16 Any Weapon Skill
Fel Knight Base Skills Chart
Skill Build Vigor Prerequisite Break Limb 4 3 Stun Break Shield 6 4 Break Weapon Bypass Armor 3 2 Backstab, Critical Strike Break Weapon 4 4 Weapon Proficiency Critical Strike 3 3 Weapon Proficiency Disarm 2 2 Weapon Proficiency Interrogate 5 1 None Resist Interrogate 2 1 Interrogate Retain 3 1 Weapon Proficiency Sever Limb 6 5 Break Limb Stun 3 2 Any Weapon Skill Waylay 5 4 Backstab Withdraw Power 4 2 1st Rank Fel Knight Ritual
Fel Knight Vigor Skills Chart
Bladed Weaponry • 3 Build
This skill allows a person to use any Bladed weapon.
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Blade of War • Requires Blade Aura: Steel, Silver, Iron,
Mithral, Magic • 4 Build
This skill reduces the Mana costs of all Blade Aura spells by 1 Mana, to a minimum of 1 Mana. It also gives any
Blade aura spell a +1 constant damage modifier to the blade.
Spell Build Mana 1st Rank Spells
Create a Blade Aura: Steel 2 1 Create a Blade of Precision 2 1 Grim Coil 2 1 Incite You to Battle 2 1 Sap Strength 2 1
2nd Rank Spells Create a Blade Aura: Silver 3 2 Block Healing 3 2 Cast Lesser Life Tap 3 2 Create Desperate Measures 3 2
3rd Rank Spell Create a Blade Aura: Iron 4 3 Drain Your Vigor 4 3 Hold You Still 4 3 Killing Strike 4 3
4th Rank Spells Create a Blade Aura: Mithral 5 4 Riposte 5 4 Pierce Sanctuary 5 4 Channel Death's Rending 5 4
5th Rank Spells Create a Blade Aura: Magic 6 5 Stop Your Mana/ Vigor 6 5 Weaken Shield 6 5
Fel Knight Spells Chart
1 Essence • 2 Build
Essence is the way to measure the physical stamina that a person possesses. As a person is damaged, be it through a spell effect or by a weapon, their body takes injuries and their
stamina goes down. Essence represents the amount of damage that a body may take before falling in death. A Fel Knight starts with 10 Essence and may purchase essence every level starting at first.
Ritual Build Use 1st Rank Rituals
Render Soul 3 1 M, 1 V, 1 E Ritual of Death 3 1 M, 1 V, 1 E
2nd Rank Rituals Slayer's Stance 4 2 M, 1 V, 1 E Spear of Reparations 4 2 M, 1 V, 1 E
3rd Rank Rituals Dark Stand 5 3 M, 1 V, 1 E Gladiator's Stance 5 3 M, 1 V, 1 E
4th Rank Rituals Ritual of Blood Armor 6 4 M, 2 V, 2 E Ritual of the Blood Knight 6 4 M, 2 V, 2 E
5th Rank Rituals Blade of Dark Blessings 7 5 M, 2 V, 2 E Strike of the Life Stealer 7 5 M, 2 V, 2 E
Fel Knight Ritual Chart
Fel Knight Rituals • Requires Literacy • 3, 4, 5, 6, 7 Build
This represents the ability of the Fel Knight to cast ritual type spells. Rituals require an amount of Mana equal to the rank of the ritual. All rank 1-3 rituals also require 1 Essence and 1 Vigor from the caster. All rank 4 and 5 rituals require 2 Essence and 2 Vigor. If a ritual requires multiple people to cast, the people aiding must be baptized to one of the Elder Gods. That person must also be prepared to donate Essence, Vigor and/or Mana. Rituals also take 1 minute per rank to perform. Essence, Vigor, and Mana used in the casting of a Ritual is an Aggravated loss and cannot be restored for 6 hours.
Fel Knight Spells • Requires Literacy • 2, 3, 4, 5, 6 Build
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This is the representation of the Fel Knight’s ability to learn and cast spells. For each purchase of this skill, the Fel Knight learns one spell of the rank purchased. The cost of the spells is Rank of the spell +1 in Build.
Florentine • Requires a Weapon Skill • 3 Build
Many Fel Knights find it beneficial to wield multiple weapons at a time. This ability allows exactly that. Florentine allows the wielder to use both a one-handed size and a small weapon at the same time. They may use both weapons in both an offensive and defensive manner.
Florentine Master • Requires Florentine • 4 Build
Once the Fel Knight has mastered the skills of fighting with a 1 handed weapon and a small weapon, they may move on to fighting with a pair of one-handed weapons. These weapons may be used both offensively and defensively.
Florentine Grand Master • Requires Master Florentine • 5 Build
A skilled Fel Knight may want to keep his enemy guessing. A good way of doing that is to use several weapons that normally fit together. Be it fighting with a halberd and dagger or a pair of bastard maces, this skill allows the Fel Knight to do it. Unfortunately even the most skilled warriors cannot wield the larger weapons in such a way to do damage with one hand, thus only weapons that can be wielded one-handed may strike for damage.
Florentine Proficiency I, II, III, IV • Requires Equal number of profs in main
hand • 4, 5, 6, 7 Build
This skill will allow the Fel Knight to wield a weapon in his second hand for 1 extra point of damage. The available weapons are small, One-Handed, or Bastard.
Literacy • 2 Build
This skill will allow the Fel Knight to read and write the common language.
Mana Mana is the power that every character possesses that may be used to cast spells. The amount of Mana a person possesses determines the size of that character’s power pool. The cost of Mana rises as the player’s power pool grows. Mana cost increases as follows:
• (1 – 50) 1 build each • (51 – 100) 2 build each
Stamina • 3 Build
Training to endure pain will allow the Fel Knight to take a bit of extra damage. This training will grant the Fel Knight 5 extra Essence points.
This skill may only be purchased if Fel Knight is your first (primary) class.
Teach • Requires Plot Approval • 0 Build
This ability will allow a person to teach any skill that they know. Higher skills and lists as well as hidden subclasses cannot be taught. A player with this ability may teach a class, however, such things as Baptisms, creation of Mystic crystals etc., are skills that reside on hidden or higher lists and cannot be bestowed or created. Lost lore can be taught once learned. To learn this skill, the Fel Knight must be approved by plot and be knowledgeable in his/her class.
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Utilize Component • 3 Build
Scattered throughout the land are various magical herbs and plants. These can be harvested by any character. The most common type of nodes contains support components, which take the place of Mana and Vigor. To use a component, a character with this skill must spend one minute per point to absorb the Mana or Vigor from component. Afterwards, the player need simply add the component tags to his or her tag ring. These tags can be traded between players, however all components without an expiration date wither at the end of a standard weekend.
Vigor Vigor is a measure of physical action that a player can make before becoming tired. It can be sometimes used to aide in rituals. Vigor costs increase as the pool grows.
• (1 – 50) 1 Build each • (51 – 100) 2 Build each
Weapon Proficiency I, II, III, IV • Requires Any Weapon Skill • 10, 12, 14, 16 Build
This skill will allow the Fel Knight to wield his weapon for 1 extra point of damage. Each purchase of this skill will add 1 point to a certain type of weapon. The available types of weapons are small weapon, 1-handed weapon, 2-handed weapon or ranged weapon. If the Fel Knight were using a bastard weapon, the proficiencies in the style they are using it in (1 or 2 handed) would apply. The build cost progression is for each type of weapon.
Fel Knight Vigor Skills Break Limb
• Requires Stun • 4 Build
• 3 Vigor
This skill will allow the Fel Knight to break a target’s limb. If struck on an arm with this skill, that arm will now strike for half damage rounded down with a weapon. If a target is struck in the leg with this skill, the target may only move at a walking pace.
Break Shield • Requires Break Weapon • 6 Build • 4 Vigor
By finding the proper weakness in a shield, the Fel Knight may cleave it into pieces. Once the Fel Knight strikes the shield using this ability, the target must drop their now useless shield. Some shields might be immune to this effect due to other in game effects.
Break Weapon • Requires Weapon Proficiency • 4 Build • 4 Vigor
Like shields, every weapon has a weak point. By finding and exploiting that point, a Fel Knight can shatter even the mightiest of weapons. This is done by striking the target’s weapon and invoking this ability. Some weapons are immune to this effect due to materials they are made of or enchantments placed upon them.
Bypass Armor • Requires Backstab, Critical Strike • 3 Build • 2 Vigor
This strike will allow a Fel Knight to find their target’s weakness in their armor and strike for essence damage for one strike. This skill may not be used in conjunction with any damage enhancing effects.
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Critical Strike • Requires Weapon Proficiency • 3 Build • 3 Vigor
When in the heat of battle it sometimes becomes apparent that there is an opening for a powerful attack. By exploiting this opening the Fel Knight can inflict twice the damage that he would normally. By striking the tunic area, the Fel Knight may then call Crit “X” damage, where “X” is twice the amount of damage that they would normally deal. No temporary damage additions will be doubled with the use of this skill, the bonus is added after the multiplier. This blow must be landed in the tunic area.
Disarm • Requires Weapon Proficiency • 2 Build • 2 Vigor
There is no better way to make sure you win a battle then to make sure that your enemy’s weapon is on the ground. To this end, Fel Knight’s long ago found ways to relieve a foe of their weapon in combat. By striking the arm that holds the weapon, they are able to knock the weapon to the ground. The target of this skill that just lost his weapon must drop it to the ground in front of him. The weapon affected by this skill cannot be picked up for 5 seconds. If the target is using a two-handed weapon, they must take the struck hand off for 5 seconds.
Interrogate • 5 Build • 1 Vigor
A Fel Knight can use various means to persuade a target to tell him what they want. After 1 minute, the mark must truthfully answer any one yes/no question. This is a Mind effect.
Resist Interrogation • Requires Interrogate • 2 Build • 1 Vigor
You know how to get into their mind, to break them down, to get them to say what you need to hear. Learning how to break a person down teaches you how to hold yourself together. Use of this skill allows you to either refuse to answer with the call of 'Resist' or give a false answer to the yes/no question from the Interrogate skill.
Retain • Requires Weapon Proficiency • 3 Build • 1 Vigor
As was found when the first Fel Knight learned the art of Disarm, the fastest way to find an early death was to drop your weapon. This ability allows a Fel Knight to hold onto the only thing keeping them alive when an effect attempts to disarm them. This will stop both physical and magical effects that would cause a warrior to drop their weapon. However, this will not stop or allow a hold to be called if a Fel Knight drops their weapon or is naturally disarmed (not using a skill or spell).
Sever Limb • Requires Break Limb • 6 Build • 5 Vigor
The only thing a Fel Knight thinks is better than an opponent with a limp limb at their side causing them agony, or a leg that is so shattered that it cannot support their weight is seeing that limb lying on the ground in front of them. A bit more difficult to heal, cutting a limb off is a powerful tool for the Fel Knight to use on his enemy. Cutting off a limb is also a useful tactic for getting the item out of their hand. This skill is used by hitting the limb and calling “Sever
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Limb”. If an arm is cut off using this skill, the target must drop any possessions in that hand at their feet.
Stun • Requires Any Weapon Skill • 3 Build • 2 Vigor
Striking the enemy in just the right part of the tunic area will daze them just long enough for an extra attack or two. By striking the target in the tunic area, they will become stunned for 5 seconds. During this time they may not attack, or use any skills, however they may invoke latent defenses. 1 point of damage or any offensive action will break this effect. Any active abilities will continue as normal. This blow must be landed in the tunic area.
Waylay • Requires Backstab • 5 Build • 4 Vigor
Sometimes it is not the purpose of a Fel Knight to kill their mark, just relieve them of some of that heavy extra loot they are carrying around. By striking their target in just the right part of the neck with a weapon they are able to knock them unconscious. Hitting the target between the shoulder blades represents this strike. After being affected by this attack, they will remain unconscious for 5 minutes. A person can be awoken from this unconsciousness by taking a total of at least 15 points of damage from any source, or having a limb broken or severed. If a killing blow is delivered during this time, the killing effect will not work, but the damage still takes effect. A person wearing a helm and neck protection constructed of at least chain will not be affected by this attack. This is a surprise attack. Once a person has been the target of a
surprise attack, they cannot be surprised again for the next minute.
Withdraw Power • Requires 1st Rank Fel Knight Ritual • 4 Build • 2 Vigor
This skill allows Fel Knight to recover Mana from a spell that was not landed.
Fel Knight Spells Weapon Casting All Fel Knight’s Spells are weapon cast. This means that no spell packet is used but the Spell is cast through the weapon. The strike of the weapon must make contact with the target’s body or armor for the Spell to take effect. Once the verbal and Spell name have been said, the Fel Knight will have 5 seconds to land the Spell. During this 5 second interval, a Fel Knight may strike for damage or use a vigor skill while the Spell is being held. Any damage received while casting the Spell will interrupt the Spell, however damage received after the Spell is cast but before the Spell is delivered will not interrupt the casting of the Spell. Block, parry, and negation effects will stop a Fel Knight’s Spells.
1st Rank Spells • 2 Build Each • 1 Mana per Casting
Incant – “In Haun-Taurus’ Name I…”
Create a Blade Aura: Steel At home on any field of war, the Fel Knight has begun to master the soul of his weapon. In his hands, the aura of the blade alters to mask any special properties of the blade. For 5 Minutes the Fel Knight's damage flavor changes to Normal.
Duration: 5 Minutes
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Create a Blade of Precision This Spell, when invoked, will cause the weapon to swing +1 damage for the next 10 strikes.
Duration: Invoked / 6 Hours
Grim Coil Once invoked, this spell will prevent the Fel Knight’s weapon from being disarmed through any means for the next 1 minute. This will stop any spell or skill from disarming the weapon.
Duration: Invoked/ 6 Hours
Incite You to Battle This Spell will cause the target to attack only the Fel Knight for the next minute. If the Fel Knight turns his back on the target, this Spell will end. This is a mind effect.
Duration: 1 Minute
Sap Strength The Fel Knight who uses this Spell can steal the strength of a target so that the target swings -1 damage and the Fel Knight may swing +1 damage. A target may never be drained below the ability to swing 1 damage with any given weapon.
Duration: 1 Minute
2nd Rank Spells • 3 Build Each • 2 Mana per Casting
Incant – “In Haun-Taurus’ Name I…”
Create a Blade Aura: Silver At home on any field of war, the Fel Knight has mastered the soul of his weapon. In his hands, the aura of the blade alters drawing upon the astral threads to emboss the blade. For 5 Minutes the Fel Knight's damage flavor changes to Silver
Duration: 5 Minutes
Block Healing This Spell will cause the target to not be healed through any magical means.
Duration: 1 Minute
Create a Life Tap This Spell allows a Fel Knight to harm a target for 10 essence damage. Furthermore, when the Fel Knight harms their target, they steal some of the beings essence and use this force to heal themselves for 5 Essence. The target of this spell must be at +1 essence for this Spell to work.
Duration: Instant
Create Desperate Measures This Spell will allow the Fel Knight to have all damage effect his vigor pool instead of his essence pool. When the Fel Knight runs out of vigor, all damage that Fel Knight suffers will affect his essence total. This Spell can only be self-cast
Duration: 5 minutes
3rd Rank Spell • 4 Build Each • 3 Mana per Casting
Incant – “In Haun-Taurus’ Dark and Bloody Name I…”
Create a Blade Aura: Iron At home on the field of war, the Fel Knight has mastered the very soul of his weapon. In his hands, the aura of the blade alters in such a way that it becomes void of any magical aura. For 5 Minutes the Fel Knight's damage flavor changes to Iron.
Duration: 5 Minutes
Drain Your Vigor This Spell will drain the target of 5 vigor. The Fel Knight may absorb 2 points of that vigor to their
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own pool. This Spell will not allow the Fel Knight to exceed his total maximum vigor.
Duration: Instant
Hold You Still This Spell will cause the target to be unable to take any action for 30 seconds. During this time, the target cannot attack or defend. However if the target of this Spell is hit for any type of damage, this Spell will break.
Duration: 30 Seconds
Killing Strike This spell will kill a target in the first stage of their death count. This spell will return the Fel Knight to full health.
Duration: Instant
4th Rank Spells • 5 Build Each • 4 Mana per Casting
Incant – “In Haun-Taurus’ Dark and Bloody Name I…”
Create a Blade Aura: Mithral At home on any field of war, the Fel Knight has mastered the power of his own soul. In his hands, the aura of the blade alters to a blessed blade that will strike true upon his foes. For 5 Minutes, the Fel Knight's damage flavor changes to Mithral.
Duration: 5 minutes
Riposte This spell will stop 1 physical strike that hits the caster that is not delivered from behind. The caster may then use the momentum of their opponents strike to deliver it back to them.
Duration: Invoked / 6 Hours
Pierce Sanctuary This Spell will allow the Fel Knight to affect a target that is inside of a sanctuary or imprison type of effect. All damage that the Fel Knight swings is normal damage and may be augmented by skills. This Spell must be cast on the Sanctuary itself.
Duration: 1 Minute / 1 Strike
Channel Death's Rending This Spell allows a Fel Knight to harm a target for 20 points of Essence Damage
Duration: Instant
5th Rank Spells • 6 Build Each • 5 Mana per Casting
Incant – “In Haun-Taurus’ Dark, Powerful, and Bloody Name I…”
Create a Blade Aura: Magic At home on any field of war, the Fel Knight has mastered the power of his own soul. In his hands, the aura of the blade alters to a blessed blade that will strike true upon his foes. For 5 Minutes the Fel Knight's damage flavor changes to Magic.
Duration: 5 minutes
Stop Your Mana/Vigor This Spell will cause the target to be unable to use any skill that has a Mana or Vigor cost for 1 minute. Whether you block mana or vigor is chosen at the casting of this spell. This will not stop a racial ability.
Duration: 1 Minute
Weaken Shield When the Fel Knight hits a target’s shield with this Spell, the target will take 1 damage every time a damaging strike is blocked with that shield.
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Duration: 1 Minute
Fel Knight Rituals 1st Rank Rituals
• 3 Build Each • 1 Mana, 1 Vigor, 1 Essence per Casting
Render Soul This Ritual will change the caster’s creature type to Undead. This will allow a Dead Caller to cast undead enhancing spells or Rituals on the Fel Knight. If the duration of the Dead Caller effect is until the end of summoning, it will last for 1 hour.
Duration: 6 Hours
Ritual of Death For every killing blow that a Fel Knight performs successfully, the Fel Knight may choose to gain one Essence, Vigor, or Mana back to their pool. A Fel Knight may not exceed their total maximum power or life through this Ritual. The Fel Knight may choose each time what they will regain.
Duration: 6 Hours
2nd Rank Rituals • 4 Build Each • 2 Mana, 1 Vigor, 1 Essence per Casting
Slayer's Stance A master of armed combat, the Fel Knight understands the most basic concept of battle perfectly, Slay your enemies. Upon entering the Slayer's stance, the Fel Knight will now deal an additional 5 points of damage upon use of the Critical Strike skill.
Duration: 6 hours / invoked / 1 minute
Spear of Reparations Once this Ritual has been cast it allows anyone to donate Vigor to the Fel Knight simply by
touching the enchanted spear or pole arm and willing the power to the Fel Knight. The caster may not exceed their maximum Vigor in this way
Duration: 6 Hours
3rd Rank Rituals • 5 Build Each • 3 Mana, 1 Vigor, 1 Essence per Casting
Dark Stand When a Fel Knight reaches 0 Essence this Ritual will take effect. The Fel Knight may continue to keep fighting until they reach -50 Essence. At that time, they fall to the ground at negative 50 Essence and in their first stage of a death count. To be brought back to life, they may either receive 50 points of healing or a revive effect. Lesser Healing, first aid, as well as regenerate all effects will have no effect while the Fel Knight is below -1 Essence. If the Fel Knight has a positive Essence total, it will fall to -1, 5 minutes after invocation of this ritual, regardless of his essence total. This Ritual may only be used once per tag ring.
Duration: 6 Hours / Invoked
Gladiator's Stance Truly a master of the field, the Fel Knight may make their Arena anywhere they choose. By use of the spell ‘Incite you to Battle’, the Fel Knight gains a resurgence of power sealing that foe's fate. The Fel Knight gains 10 Mana and 10 Vigor when ‘Incite you to Battle’ is successfully cast. This Mana and vigor gained will allow the Fel Knight to exceed their normal limits, but may only be gained from one active ‘Incite you to Battle’. For the duration of Tether You to Darkness, the Fel Knight may only attack the target of the tether. When the target dies, or the duration of the spell ends, any excess Vigor or Mana gained by this ritual, that was unused, is lost.
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Durations: 6 Hours / Invoked / 5 Minutes
4th Rank Rituals • 7 Build Each • 4 Mana, 2 Vigor, 2 Essence per Casting
Ritual of Blood Armor The followers of Haun-Taurus have worn the blood of their enemies for eons. This relationship with the blood of their foes has armored them from harm. Once per tag ring the Fel Knight can cast this ritual granting them 5 non-healable armor on a successful killing blow. The maximum armor gained from this ritual is 30 armor. The Fel Knight is encouraged to wear blood to phys rep this effect
Duration: 6 Hours
Ritual of the Blood Knight Victory in Death. As a Fel Knight’s life blood spills out, it calls the flesh back to battle once more to reap vengeance upon his foes. This ritual is invoked automatically when the Fel Knight enters the Critical Stage of his death count.
Ritual of the Blood Knight grants the following bonus:
Restore to Max Essence + 40 Essence
+1 Strength
Cannot be dropped Unconscious
Immune to Alchemy, Binding, Disarm, Repel, and mind effects.
Then the 5 minute duration ends, the Fel Knight loses all bonuses granted by this ritual. If the loss of 40 Essence would drop the Fel Knight below 0 Essence, they immediately enter the Critical Stage of their death count, as if Killing Blown.
Duration: Invoked / 5 Minutes / 6 Hours
5th Rank Rituals • 7 Build Each • 5 Mana, 2 Vigor, 2 Essence per Casting
Blade of Dark Blessings This Ritual, when invoked, will allow a weapon to swing +0 for any of the following damage types: Normal, Silver, Iron, Mythril, Magic, or Essence. This is a Blade Aura.
Duration: Invoked / 30 Minutes
Strike of the Life Stealer When this Ritual is invoked the Fel Knight may strike a target once for direct Essence, Vigor, or Mana. The Fel Knight is healed or restored for the amount of damage called. Any skill or Spell may be used in conjunction with this Ritual to augment the damage. A Fel Knight may not absorb an amount of any attribute that will place them over their natural limit. The Fel Knight will only be able use this ritual once per 6 hours. The Fel Knight chooses which attribute they will steal upon invoking this ritual. Once invoked, it will last for 1 minute.
Duration: Invoked / 1 minute / 6 Hours
Healer Drawing power from the goddess Esmara, Healers aid their allies in battle. Esmara is the youngest of the Gods, but as the closest to Arcainium's creations she is often viewed as one of the most powerful. She is horrible to behold when her children are in danger. It is often her Husband Vhundarus who steadies her in those trying time. She is a favorite of all of the Gods and is rumored to have taught Haun-Taurus how to heal.
• Armor Use: Chain • Starting Essence: 8
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Healer Base Skills Armor Proficiency – Light
• 4 Build
Even after a piece of armor is beaten to a pulp, it still protects the wearer, if they have the skill to use it. If the armor that the Healer is wearing
totals 10 points or more (before modification for Armor Efficiency or magical enhancements) that armor will always provide an added effect of 1 points LESS damage. No matter what a person is swinging, the Healer will always take 1 point of damage, no matter their soak. This means if a person were hit for 6 points of damage, they would take 5 points of damage.
Skill Build Prerequisites Armor Proficiency – Light 4 None Armor Proficiency - Medium 5 Armor Proficiency – Light Commune with Spirit 4 None Consecration 5 5th Rank Ritual Essence 2 May Purchase once every odd level Healer Ritual 3, 4, 5, 6, 7 Literacy Healer Spell 2, 3, 4, 5, 6 Literacy Link Minds 4 Spell: Cleanse Your Mind Literacy 2 None Mana 1 1 for 1 up to 50 Mana 2 1 for 2 up to 100 See Spirits 3 None Shield 5 None Shield Proficiency 5 Shield Staves 2 None Teach 0 *Plot approval Utilize Component 3 None Vigor 1 1 for 1 up to 50 Vigor 2 1 for 2 up to 100
Healer Base Skills Chart
Skill Build Vigor Prerequisite Block 3 3 Shield or Staves Perfect Aim 6 4 5th Rank Spell and 5th Rank Ritual
Healer Base Vigor Skill Chart
Armor Proficiency – Medium • Requires Armor Proficiency - Light • 5 Build
Even after a piece of armor is beaten to a pulp, it still protects the wearer, if they have the skill to use it. If the armor that the Healer is wearing totals 20 points or more (before modification for Armor Efficiency or magical enhancements) that armor will always provide an added effect of 2
points LESS damage. No matter what a person is swinging the Healer will always take at least 1 point of damage no matter their soak. This means if a person were hit for 6 points of damage, they would take 4 points of damage. If a person was hit for 2 points of damage, they will still take 1 point of damage.
Commune with Spirit • 4 Build
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This spell allows the Healer to speak with a spirit. Only the Healer may hear what the spirit says. The spirit will whisper its answers so that only the Healer can hear them. The spirit cannot be forced to answer, or answer truthfully.
Spell Build Mana Cantrips
Bless You 2 0 Create Holy Water 2 0 Grant you Light 2 0 Purify this Food/Drink 2 0 Invoke a Prayer 2 0
1st Rank Spells Bestow Healer's Grace 2 1 Create an Enchanted Flask 2 1 Cure Disease 2 1 Grant Lesser Heal 2 1 Grant Mercy's Strength 2 1 Halt Death's Embrace 2 1 Repel You 2 1
2nd Rank Spells Bestow Flowing Health 3 2 Cause You to Lose Your Grip 3 2 Cause You to Sleep 3 2 Grant a Heal 3 2 Grant You Tarry 3 2 Make You Calm 3 2 Mend This Limb 3 2
3rd Rank Spell Grant a Greater Heal 4 3 Grant Esmara's Sanctuary 4 3 Regenerate Limb 4 3 Cure Blindness 4 3 Bestow Blessed Endurance 4 3
4th Rank Spells Bestow a Defender’s Blessing 5 4 Cleanse Your Mind 5 4 Grant Vhundaris' Gift 5 4 Grant You Resurrection 5 4 Seal These Wounds 5 4
5th Rank Spells Regenerate All 6 5 Revive You 6 5 Summon Vhundaris' Reach 6 5
Healer Spell Chart
Consecration • Requires 5th Rank Ritual • 5 Build
Through a long and detailed ritual that must involve a series of specific components including candles and incense, the priest may dedicate a location to Esmara making it holy ground to the Light. This ritual takes at least one hour and may only be cast after a series of dedications to the pantheon at that location.
Ritual Build Use 1st Rank Rituals
Death Watch 3 1 M, 1 V, 1 E Field Resurrection 3 1 M, 1 V, 1 E Symbol of Tithing 3 1 M, 1 V, 1 E
2nd Rank Rituals Generosity of the Faithful 4 2 M, 1 V, 1 E Shield of Warding 4 2 M, 1 V, 1 E Symbol of Light 4 2 M, 1 V, 1 E
3rd Rank Rituals Spell Shielding 5 3 M, 1 V, 1 E Symbol of Sundering 5 3 M, 1 V, 1 E True Resurrection 5 3 M, 1 V, 1 E
4th Rank Rituals Esmara’s Blessing 6 4 M, 2 V, 2 E Ethereal Armor 6 4 M, 2 V, 2 E Ward of the Safe Heart 6 4 M, 2 V, 2 E
5th Rank Rituals Font of Healing 7 5 M, 2 V, 2 E Protect the Flock 7 5 M, 2 V, 2 E
Healer Ritual Chart
1 Essence • 2 Build
Essence is the way to measure the physical stamina that a person possesses. As a person is damaged, be it through a spell effect or by a weapon, their body takes injuries and their stamina goes down. Essence represents the amount of damage that a body may take before falling in death. A Healer starts with 8 Essence and may purchase essence every odd level starting at first.
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Healer Ritual • Requires Literacy • 3, 4, 5, 6, 7 Build
This represents the ability of the Healer to cast ritual type spells. Rituals require an amount of Mana equal to the rank of the ritual. All rank 1-3 rituals also require 1 Essence and 1 Vigor from the caster. All rank 4 and 5 rituals require 2 Essence and 2 Vigor. If a ritual requires multiple people to cast, the people aiding must be baptized to one of the Young Gods. That person must also be prepared to donate Essence, Vigor and/or Mana. Rituals also take 1 minute per rank to perform. Essence, Vigor, and Mana used in the casting of a Ritual is an Aggravated loss and cannot be restored for 6 hours.
Healer Spell • Requires Literacy • 2, 3, 4, 5, 6 Build
This is the representation of the Healer’s ability to learn and cast spells.
Link Minds • Requires Spell: Cleanse Your Mind • 4 Build
With this skill, a Healer may link minds with other casters who have meditate in order to shorten the process. For each participant, the time for meditation is reduced by one minute to a minimum 1 minute.
This skill also allows for the Healer to make mental contact with a willing target, or group of targets.
Literacy • 2 Build
This skill will allow the Healer to read and write the common language.
Mana Mana is the power that every character possesses that may be used to cast spells. The amount of Mana a person possesses determines the size of that character’s power pool. The cost of Mana rises as the player’s power pool grows. Mana cost increases as follows:
• (1 – 50) 1 build each • (51 – 100) 2 build each
Shield • 5 Build
From the smallest buckler to a three and a half foot kite shield, this skill will allow a Healer to enjoy the comfort of having a broad piece of wood or metal between him and the thing trying to kill him.
Shield Proficiency
Requires Shield • 5 Build
Through constant training and use of the shield, the Healer has found a way to use the shield to better protect them. This skill represents the Healer gaining 10 extra armor points to their armor total.
Staves • 2 Build
This skill will allow the Healer the ability to use Staff weapons.
Teach • 0 Build
This ability will allow a person to teach any skill that they know. Higher skills and lists as well as hidden subclasses cannot be taught. A player with this ability may teach a class, however, such things as Baptisms, creation of Mystic crystals etc., are skills that reside on hidden or higher lists and cannot be bestowed or created. Lost
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lore can be taught once learned. To learn this skill, the Healer must be approved by plot and be knowledgeable in his/her class.
Utilize Component • 3 Build
Scattered throughout the land are various magical herbs and plants. These can be harvested by any character. The most common type of nodes contains support components, which take the place of Mana and Vigor. To use a component, a character with this skill must spend one minute per point to absorb the Mana or Vigor from component. Afterwards, the player need simply add the component tags to his or her tag ring. These tags can be traded between players, however all components without an expiration date wither at the end of a standard weekend.
Vigor Vigor is a measure of physical action that a player can make before becoming tired. It can be sometimes used to aide in rituals. Vigor costs increase as the pool grows.
• (1 – 50) 1 Build each • (51 – 100) 2 Build each
Healer Vigor Skills Block
• Requires Shield • 3 Build • 3 Vigor
This skill will stop any one physical strike that hits the player that is not delivered from behind. This skill may be used in conjunction with a weapon or shield.
Perfect Aim • Requires 5th Rank Spell and 5th Rank
Ritual • 6 Build
• 4 Vigor
This skill allows the Healer to use their healing abilities at great distances. As long as the target is in line of sight and can hear the caster, the Healer can use perfect aim to automatically hit their target. This will only work on healing type spells. No other spells from the Healer’s list will function through this ability. If another spell is attempted to be cast in this method it will fail.
Healer Spells A Healer casts spells from the blessings of Esmara. Esmara does not permit those channeling her powers to be holding a weapon, for she does not believe in violence.
Cantrips • 2 Build Each • 0 Mana per Casting
Incant – “By the Hand of Esmara I…”
Bless You Those Blessed by Esmara feel bolstered against the trial they must face. This may only be cast on a conscious target and grants +1 Non-Healable Essence.
Duration: 6 hours
Grant you Light This Spell allows the Healer to summon a mote of holy light to see with. The light may be a glow stick or a small flashlight with a cloth, gel, or plastic cover over the head.
Duration: 30 minutes
Purify this Food/Drink This spell will cleanse the portion of food or drink of all poisons.
Duration: Instant
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Create Holy Water The waters of life flow through this world and a Healer of Esmara can grant them holy power. With 5 minutes of prayer after casting this cantrip and the Healer creates a globe that may be packet delivered for 'Holy Water 5' which damages undead and demons. This cantrip may only be cast on Holy Ground and the globe lasts 6 hours. The healer must provide tags and reps for each globe of holy water created.
Duration: 6 Hours
Invoke a Prayer After casting of this cantrip, the Healer must remain in contact with the target and pray over them for One Minute. If contact is broken or the prayer interrupted the spell fails. After the minute, the target touched heals 5 essence.
This cantrip may only be purchased if Healer is your starting class.
Duration: Instant
1st Rank Spells • 2 Build Each • 1 Mana per Casting
Incant – “By the Guiding Hand of Esmara I…”
Bestow Healer's Grace This spell will grant the target +5 non-healable Essence. This essence is the first to be removed from a character’s total after armor is destroyed.
Duration: 6 Hours
Create an Enchanted Flask This spell will allow the Healer to double the effect of any numerical Essence healing potion. This potion must be consumed within one minute or it will turn to ash.
Duration: Instant / 1 Minute
Cure Disease This spell will allow the Healer to cure any lesser disease.
Duration: Instant
Grant Lesser Heal This spell allows the Healer to cure a target for 5 Essence. This spell will not allow the target to exceed their maximum essence.
Duration: Instant
Grant Mercy's Strength This spell will bless the Healer’s target with +1 strength for his next 10 strikes. This spell will also allow the target to carry or lift double normal human strength for 15 seconds
Duration: Instant
Halt Death's Embrace This spell will allow the target to add one minute to their non-critical death count the next time they fall below one Essence.
Duration: 6 Hours / Used when target reaches their non-critical death count
Repel You There are some beings that are not respectful to Healers. This spell will cause the target to stay out of weapon’s reach from the Healer. The Healer must first call upon the powers and cast this spell as well as hit the target with a spell packet. The target is then kept out of reach of the Healer until 1 minute has passed or the Healer takes offensive action against the target of this spell
Duration: 1 Minute
2nd Rank Spells • 3 Build Each • 2 Mana per Casting
Incant – “By the Guiding Hand of Esmara I…”
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Bestow Flowing Health A Healer who casts this spell on a target must maintain physical contact with the person. The healer may then cast Grant Lesser Heal on the target for one minute with no power cost or incant. If the Healer losses contact with their target, this spell is broken. If the recipient falls unconscious the spell ends. The incant is “By the Guiding Hand of Esmara I Bestow Flowing Health. Lesser Heal 5, Lesser Heal 5, Lesser Heal 5 … etc.”
Duration: 1 Minute
Cause You to Lose Your Grip This spell will cause the target to drop any weapon that they are holding in one hand to the ground. The target of this spell may not pick up the weapon for 5 seconds.
Duration: Instant
Cause You to Sleep This spell will drop the target into a very light sleep. For the duration of this spell, any physical contact with the sleeping person’s body or weapon (if held) will wake him. The target must drop down at least to 1 knee before rising. This includes all kinds of damage including the start of a killing blow. This spell will only work on conscious targets. This is a mind effect.
Duration: 1 Minute
Grant You Tarry This spell will allow the Healer to stop someone from reaching the end of their life. If cast during their death count, the target will remain at that point until either healed or the Healer breaks contact. If the Healer breaks contact, the target will resume their death count at the point that it was stopped.
Duration: So long as contact is maintained
Grant a Heal This spell allows the Healer to cure a target for 10 essence. This spell will not allow the target to exceed their maximum essence.
Duration: Instant
Make You Calm This spell will cause the target to be unable to attack the Healer unless the Healer attacks it first. Attack includes any harmful action that uses weapon, spell or alchemy. A Healer may only affect one target at a time with this spell. The target may still attack anyone else besides the caster. This is a mind effect.
Duration: 5 Minutes
Mend This Limb This spell will allow a Healer to mend 1 broken limb. For this spell to work, the limb must still be attached to the body.
Duration: Instant
3rd Rank Spells • 4 Build Each • 3 Mana per Casting
Incant – “By the Guiding Hand of the Goddess Esmara I…”
Grant a Greater Heal This spell allows the Healer to cure a target for 15 essence. This spell will not allow the target to exceed their maximum essence.
Duration: Instant
Grant Esmara's Sanctuary This spell will allow the Healer to raise a protective barrier that spells, weapons or alchemy cannot pass through. When cast the Healer must hold her arm unsupported at a ninety-degree angle with the palm open. If the Healer lowers her arm, or once thirty minutes has passed, this spell will end. The Healer may
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only move at a heel to toe rate while in this state. This barrier is only around the Healer. This spell also prevents you from interacting with the outside world. A trap will affect you within a sanctuary.
Duration: 30 Minutes / Until Healer Lowers Hand
Regenerate Limb This spell will allow the Healer to regenerate a limb that a target has lost. This spell will not regenerate a target’s head.
Duration: Instant
Cure Blindness This spell grants a person who is blind the ability to see. This will also cause a target that has lost their eyes to regain them.
Duration: Instant
Bestow Blessed Endurance This spell will heal the target for 3 Vigor. This spell will not allow the target to exceed their maximum Vigor.
Duration: Instant
4th Rank Spells • 5 Build Each • 4 Mana per Casting
Incant – “By the Guiding Hand of the Goddess Esmara I…”
Bestow Defender’s Blessing This defense must be cast upon a shield. When the shield is struck for any attack, this can be invoked to heal the holder of the shield. It will then heal the wielder for the effect that just struck the shield. Example: If the shield was struck for 4 damage, the wielder would be healed 4 Essence; if it was a break limb, the wielder would have a limb healed if they needed it. This Ritual may be invoked after any strike that lands on the shield. This will only heal the
character, not any of their equipment, such as if a break weapon or cleave armor was blocked with the shield. This has only 1 use per casting
Duration: Invoked / 6 Hours
Cleanse Your Mind This spell will allow the Healer to rid a target of all negative effects that are plaguing a person’s mind. This may not work on certain powerful effects.
Duration: Instant
Grant You Resurrection This spell will allow the Healer to bring the dead back to life. Once the target has past the end of their death count this spell will raise them back to full Essence and whatever Mana and Vigor they had before their unfortunate demise. This will not cancel the death, which must be marked on the target’s card. Once cast, the target will have one hour to find a marshal to find out if they could be resurrected.
Duration: Instant
Grant Vhundaris' Gift This spell will allow the Healer to raise a protective barrier that spells, weapons or alchemy cannot pass through on another target. When cast the target must hold her arm unsupported at a ninety-degree angle with the palm open. If the target lowers her arm, or once thirty minutes has passed, this spell will end. The target may only move at a heel to toe rate while in this state.
Duration: 30 Minutes / Until Target Lowers Hand
Seal These Wounds This spell will heal all essence damage of a target. This spell will not allow the target to exceed their maximum Essence.
Duration: Instant
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5th Rank Spells • 6 Build Each • 5 Mana per Casting
Incant – “By the Sheltering and Guiding Hand of the Goddess Esmara I…”
Regenerate All This spell will restore all essence damage, limbs, diseases, etc. This spell will not re-grow a missing head. It does not cure poison or heal aggravated damage.
Duration: Instant
Revive You This spell will allow a Healer to return a character to consciousness even if they are in the critical stage of their death count. The target of this spell will rise at full Essence.
Duration: Instant
Summon Vhundaris' Reach When cast, this spell allows the Healer to reach through any type of magical barrier to cast a healing spell. Only spells that heal can be used. The Healer may not reach beyond their shoulder to cast this healing, nor may they pull anything past the barrier that they reached through.
Duration: Instant
Healer Rituals 1st Rank Rituals
• 3 Build Each • 1 Mana, 1 Vigor, 1 Essence per Casting
Death Watch This ritual allows the healer to see the very life essence of his/her flock. When the Healer concentrates the healer can assess the amount of essence the target is down. This assessment takes 5 seconds of concentration. If the healer is
in contact with the target the assessment is instant. This ritual will not allow the caster to discover an undead. This ritual can also be used to identify what stage of the death count, but not the amount of time remaining, by touch.
Duration: 6 Hours
Field Resurrection The Healer is able to bring the dead back to life. After casting this Ritual the target will return to life at full Essence and exactly as much Mana and Vigor they had just before they died. The Healer is responsible for marking the death upon their target’s card. The target is then responsible for going to logistics for a new life tag. Once cast, the target will have one hour to find a marshal to find out if they can be resurrected.
Duration: Instant
Symbol of Tithing This ritual will enchant a shield or staff with a divine symbol that will allow others to donate mana to the Healer. Once this Ritual has been cast it allows anyone to donate Mana to the Healer simply by touching the enchanted shield or staff and willing the power to the Healer. The Healer may not exceed their maximum Mana in this way.
Duration: 6 Hours
2nd Rank Rituals • 4 Build Each • 2 Mana, 1 Vigor, 1 Essence per Casting
Generosity of the Faithful This Ritual will allow the Healer to grant anyone one of his/her Healer’s spells. The target of this Ritual may then cast the spell as if it were his/her own with Mana from their own pool. The healer loses the spell traded for the next 6 hours.
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Duration: 6 Hours
Shield of Warding Once invoked, this Ritual will allow the targets shield to stop the effects of any spell or ability that drains Mana, Vigor, or Essence. This Ritual is active for 30 minutes after it has been invoked.
Duration: Invoked / 30 Minutes / 6 Hours
Symbol of Light This ritual surrounds the healer in mystical motes of light that will absorb the next offensive magic that strikes the Healer. The next offensive spell that strikes the healer is blocked. If the Healer is carrying a shield the spell may be packet delivered to a new target. If the healer is wielding a staff, the spell is absorbed in the staff and may be weapon delivered in the next 15 seconds.
Duration: Next Spell that Hits the Healer / 6 Hours
3rd Rank Rituals • 5 Build Each • 3 Mana, 1 Vigor, 1 Essence per Casting
Spell Shielding Once this Ritual has been cast on the shield, the next three spells that strike the shield will have no effect. Any uses not consumed by the end of 6 hours will be lost.
Duration: Next 3 spells that hit the shield / 6 Hours
Symbol of Sundering This Ritual must be cast upon a shield or staff. If the enchanted item is struck with a weapon, the wielder of the item may invoke the Ritual to break the striking weapon. The enchanted shield or staff is unbreakable until the ritual is invoked. Once invoked, this Ritual has one use.
Duration: 6 Hours / Invoked
True Resurrection The Healer is able to bring the dead back to life. After casting this Ritual the target will return to life at full Essence, Mana, and Vigor. The Healer is responsible for marking the death upon their target’s card. Once cast, the target will have one hour to find a marshal to confirm the validity of the resurrection.
Duration: Instant
4th Rank Rituals • 6 Build Each • 4 Mana, 2 Vigor, 2 Essence per Casting
Esmara’s Blessing This Ritual will allow the Healer to bestow +10 healable essence points. These may lift the target above their normal essence limit. Additional people can assist in the casting of this ritual if they are baptized to the Young Pantheon. Each additional person involved in the casting of this ritual must donate 1 mana or vigor to the casting. With this donation, the additional caster may grant Esmara’s Blessing to an additional target.
Duration: 6 Hours
Ethereal Armor Cast upon a person, invoking this Ritual will provide protection from any effects that will damage the target’s essence. Any essence attacks will still do 1 point of damage. This protection will last for 30 minutes once invoked, or will expire at the end of 6 hours if not used.
Duration: 6 Hours/ Invoked/ 30 Minutes
Ward of the Safe Heart This ward will circle a full room. While in that room no one can be the target of a killing blow. This ward must be marked on all major entrances to the room.
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Duration: 6 Hours
5th Rank Rituals • 3 Build Each • 5 Mana, 2 Vigor, 2 Essence per Casting
Font of Healing When the Healer has completed the casting of this Ritual, the Healer must lift both hands over his head and remain stationary. For the duration of the ritual, any other caster who casts a younger god (light church) healing spell while touching the Healer has the casting cost of that spell reduced to 1 Mana.
Duration: 30 Minutes / Until Healer moves or lowers one or both hands.
Protect the Flock Sometimes a Healer must do all in her power to protect her flock. This allows the healer to transform themselves into a Paladin with the same build. This transformation occurs when invoked and lasts 30 minutes. The healer spends the build at the time of the casting and must keep a copy of the new stats with him/her. When spending the build towards the creation of the paladin, rituals, lost lore, and higher list skills may not be purchased. At the end of the invocation, all spell and ritual effects on the character end. This skill may be invoked only once per event.
Duration: Invoked / 30 Minutes / 6 Hours
Mesmer Spell casters who specialize in manipulating the mind, a Mesmer is a dangerous foe who will not only beat you... but make you like it.
Syndiliss is the second of the Elder Gods of Ya'Ria. Syndiliss is the only God/dess who refused to sign the covenant of Arcainium.(not that Syndiliss would be bound by it). None know
Syndiliss's face or even gender. Syndiliss wanders across Ya'Ria, telling of the future. Syndiliss was said to have seen the truth of reality and was unhinged by it.
• Armor Use: Leather • Starting Essence: 6
Mesmer Base Skills Concentration
• Requires 5th Rank Spell • 5 Build
Your powers of concentration are so great you are able to manipulate Mana and energies even while sustaining essence damage. This spell allows you to continue casting your spell even if you are struck for essence damage during the incanting of a spell.
Dagger • 1 Build
This skill allows the Mesmer the ability to use daggers.
1 Essence • 2 Build
Essence is the way to measure the physical stamina that a person possesses. As a person is damaged, be it through a spell effect or by a weapon, their body takes injuries and their stamina goes down. Essence represents the amount of damage that a body may take before falling in death. A Mesmer starts with 6 Essence and may purchase essence every odd level starting at first.
Link Minds • Requires Meditate • 2 Build
With this skill, a Mesmer may link minds with other casters who have meditate in order to shorten the process. For each participant, the
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time for meditation is reduced by one minute to a minimum 1 minute. It costs 1 Vigor per Participant past the Mesmer.
This skill also allows for the Mesmer to make mental contact with a willing target, or group of targets
Skill Build Prerequisites Concentration 5 5th Rank Spell Dagger 1 None Essence 2 May purchase once every odd level Literacy 2 None Link Minds 2 Meditate Mana 1 1 for 1 up to 50 Mana 2 1 for 2 up to 100 Meditate 4 None Mesmer Ritual 3, 4, 5, 6, 7 Literacy Mesmer Spell 2, 3, 4, 5, 6 Literacy Teach 0 *Plot approval Utilize Component 3 None Vigor 1 1 for 1 up to 50 Vigor 2 1 for 2 up to 100 Willpower 5 / 3 Vigor 5th Rank Mesmer Spell or Ritual
Mesmer Base Skill Chart
Literacy • 2 Build
This skill grants the Mesmer the ability to read and write the common language.
Mana Mana is the power that every character possesses that may be used to cast spells. The amount of Mana a person possesses determines the size of that character’s power pool. The cost of Mana rises as the player’s power pool grows. Mana cost increases as follows:
• (1 – 50) 1 build each • (51 – 100) 2 build each
Meditate • 4 Build
This skill allows for the caster to spend 5 minutes in deep concentration, during which the caster may use no in game skills. Any disruption, including talking, voids this skill use and it must be restarted. Upon completing meditation, the
caster regains the Mana of all spells that missed within the last half hour.
Mesmer Ritual • Requires Literacy • 3, 4, 5, 6, 7 Build
This represents the ability of the Mesmer to cast ritual type spells. Rituals require an amount of Mana equal to the rank of the ritual. All rank 1-3 rituals also require 1 Essence and 1 Vigor from the caster. All rank 4 and 5 rituals require 2 Essence and 2 Vigor. If a ritual requires multiple people to cast, the people aiding must be baptized to one of the Young Gods. That person must also be prepared to donate Essence, Vigor and/or Mana. Rituals also take 1 minute per rank to perform. Essence, Vigor, and Mana used in the casting of a Ritual is an Aggravated loss and cannot be restored for 6 hours.
Mesmer Spell • Requires Literacy • 2, 3, 4, 5, 6 Build
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This is the representation of the Mesmer’s ability to learn and cast spells.
Spell Build Mana 1st Rank Spells
Charm Your Mind 2 1 Create an Audible Glamour 2 1 Create a Light of the Beyond 2 1 Create a Sword of Shadows 2 1 Erase/Restore Page 2 1 Grant You Slumber 2 1 Slow Your Speech 2 1
2nd Rank Spells Create Tendrils of Despair 3 2 Cure My Vision 3 2 Dim Your Vision 3 2 Implant Command 3 2 Make You Quiet 3 2 Mask Your Wounds 3 2 Mental Block 3 2
3rd Rank Spell Bestow a Mental Fortress 4 3 Hold You in Thrall 4 3 Illusionary Resistance 4 3 Slow Your Weapon 4 3 Summon a Lance of Darkness 4 3 Suppress Proficiency 4 3 Write Thought 4 3
4th Rank Spells Bestow Domination 5 4 Break Channeling 5 4 Break Your Will 5 4 Condemn You to Shouting 5 4 Grant You an Illiterate Mind 5 4 Meld With Shadow 5 4 Steal Ritual 5 4
5th Rank Spells Bestow Greater Domination 6 5 Grant You Spell Inefficiency 6 5 Mind Cloud 6 5 Summon A Dreaming Ally 6 5 Summon Caster's Bane 6 5 Summon a Knowledge Barrier 6 5
Mesmer Spells Chart
Teach • Requires Plot Approval
• 0 Build
This ability will allow a person to teach any skill that they know. Higher skills and lists as well as hidden subclasses cannot be taught. A player with this ability may teach a class, however, such things as Baptisms, creation of Mystic crystals etc., are skills that reside on hidden or higher lists and cannot be bestowed or created. Lost lore can be taught once learned. To learn this skill, the Mesmer must be approved by plot and be knowledgeable in his/her class.
Ritual Build Use 1st Rank Rituals
Ritual to Find the Way 3 1 M, 1 V, 1 E Shadow’s Reach 3 1 M, 1 V, 1 E Shadow’s Whisper 3 1 M, 1 V, 1 E
2nd Rank Rituals Ritual of the Fatespinner 4 2 M, 1 V, 1 E Ritual of the Dream Walker 4 2 M, 1 V, 1 E Watchful Eyes 4 2 M, 1 V, 1 E
3rd Rank Rituals Illusionary Race 5 3 M, 1 V, 1 E Ritual of Divine Intervention
5 3 M, 1 V, 1 E
Trade Knowledge 5 3 M, 1 V, 1 E 4th Rank Rituals
Ritual of Memory Lock 6 4 M, 2 V, 2 E Ritual of Second Sight 6 4 M, 2 V, 2 E Shadow Stalker 6 4 M, 2 V, 2 E
5th Rank Rituals Phantasmal Transformation
7 5 M, 2 V, 2 E
Ritual of Shadow Calling 7 5 M, 2 V, 2 E Ritual of the Nightmare Mind
7 5 M, 2 V, 2 E
Mesmer Rituals Chart
Utilize Component • 3 Build
Scattered throughout the land are various magical herbs and plants. These can be harvested by any character. The most common type of nodes contains support components, which take the place of Mana and Vigor. To use
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a component, a character with this skill must spend one minute per point to absorb the Mana or Vigor from component. Afterwards, the player need simply add the component tags to his or her tag ring. These tags can be traded between players, however all components without an expiration date wither at the end of a standard weekend.
Vigor Vigor is a measure of physical action that a player can make before becoming tired. It can be sometimes used to aide in rituals. Vigor costs increase as the pool grows.
• (1 – 50) 1 Build each • (51 – 100) 2 Build each
Mesmer Vigor Skills Willpower
• Requires 5th Rank Mesmer Spell Or Ritual
• 5 Build • 3 Vigor
At times there are powers that attempt to gain the favor or control of a powerful Mesmer. This ability will allow them to fend off such an attempt and keep their free will. Unlike many other abilities, the Mesmer does not need to make it known that he has used the Willpower ability, simply make note of it and deduct the vigor points from his pool. This will often catch the attacker unaware that their ability did not work as intended. This skill will prevent any one Mind effect
Mesmer Spells Cantrip
• 2 Build • 0 Mana
Dagger of Secrets Incant – “ I invoke the shadows for a Dagger of Secrets, 1 Damage.”
Deals 1 point of damage.
Duration: Instant
This skill may not be purchased at character creation. This skill may only be purchased if Mesmer is your starting class.
1st Rank Spells • 2 Build Each • 1 Mana per Casting
Incant – “I Invoke the Shadows of Darkness to…”
Charm Your Mind This will charm the target to treat the caster as someone not to be harmed. It will not cause the target to do anything out of their nature but only the caster is considered an ally. The target is not required to follow any commands. This Spell will break if the caster attacks the target. This counts as a mind effect.
Duration: 30 Minutes
Create an Audible Glamour This Spell will allow the target to scream for 5 seconds when they fall to 0 essence or are waylaid. This will automatically occur the first time that they fall.
Duration: 6 Hours / Invoked / 5 Seconds
Create a Light of the Beyond This Spell will allow the Mesmer to create a red light. This light will last as long as the Mesmer wishes or until 6 hours.
Duration: 6 Hours / Until turned off
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Create a Sword of Shadows This spell launches a sword materialized from the shadows that does 5 points of damage to its target.
Duration: Instant
Erase/Restore Page This Spell will cause any single page of text (including scrolls) to appear to be blank. This may be represented by a blank page of paper used in place of the erased page. At no time may a page be ripped from a book without expressed permission. The reverse of this Spell may also be used to return the markings on a page.
Duration: Permanent / Until Removed
Grant You Slumber This spell will drop the target into a very light sleep. For the duration of this spell, any physical contact with the sleeping person’s body or weapon (if held) will wake him. The target must drop down at least to 1 knee before rising. This includes all kinds of damage including the start of a killing blow. This spell will only work on conscious targets. This is a Mind Effect.
Duration: 1 Minute
Slow Your Speech This Spell will hinder the target’s ability to speak. When under the effect of this Spell, the target may only speak 1 word every 3 seconds. This does not pertain to out of game speech such as calling damage
Duration: 1 Minute
2nd Rank Spells • 3 Build Each • 2 Mana per Casting
Incant – “I Invoke the Shadows of Darkness to…”
Create Tendrils of Despair This Spell will stop the target from moving, speaking, or performing any other action for the duration. This does not prevent the invocation of latent effects. If the target is damaged in any way the effect ends. This is a Mind Effect.
Duration: 15 seconds
Cure My Vision This Spell will cure any blinding effect that is affecting the target. This will not change any real world restrictions such as darkness.
Duration: Instant
Dim Your Vision This Spell will darken the targets sight to the point that they cannot see anything.
Duration: 1 Minute
Implant Command This Spell must be cast on a target when they are sleeping. As soon as the target wakes up, they must perform one simple command. Multiple castings can lead to a more complex command, as commands will be carried out in the order of casting. This Spell will not cause the target to kill themselves or another person. When the Command is implanted, a note is to be left with the associated power for the Spell. This Spell will work with magically induced sleep however it will not work if the target is unconscious. This spell does not wake up a sleeping target.
Duration: Special / 1 Hour
Make You Quiet This Spell will paralyze the vocal cords of the target, thus preventing any vocalizations the target could possibly make. They may not speak, grunt, moan or any other such vocalization. This does not pertain to out of game speech such as calling damage
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Duration: 1 Minute
Mask Your Wounds Once cast, this Spell will cause the target to tell anyone performing first aid that they are within the first two minutes of their death count. If the target is not unconscious at the time, it will take effect the next time the target falls below 0 Essence. This Spell will function for the entire 6 minutes of the victim’s death count.
Duration: 6 Hours / 5 Minutes
Mental Block This Spell will erase the last 5 minutes of memory. This Spell may be cast in succession to remove up to 30 minutes of memory. It may also be used to erase less than 5 minutes of memory but the casting cost will remain the same. This is a mind effect.
Duration: Permanent
3rd Rank Spells • 4 Build • 3 Mana per Casting
Incant – “I Invoke the Shadows of Darkness and Deceit to…”
Bestow a Mental Fortress This latent Spell will allow the recipient to stop any single mind controlling effect when invoked. This can be used to break an active effect if cast upon a target under influence of a Mind effect.
Duration: 6 Hours / Invoked / Instant
Hold You in Thrall This Spell will allow the Mesmer to hold their target in stunned state for an extended period of time. As long as the Mesmer holds his arms out towards the target, that target may not cast, fight, defend, or move. If either the Mesmer or the target is damaged, the Spell is broken. This
duration will not last for more than 30 minutes. This is a mind effect.
Duration: 30 Minutes / Until Mesmer Lowers Arms
Illusionary Resistance Once this Spell is invoked, it will allow the target to call “No Effect” on any 3 attacks of their choosing during the following 5 minutes. Those effects will still be fully functional, only the call of “No Effect” will happen. The Illusion will mask the effect, though it will still be in place. Example: Illusionary resistance is used on a sever limb. No effect is called. The arm appears normal but the Mesmer loses all use of that limb.
Duration: 6 Hours / Invoked / 5 Minutes
Slow Your Weapon This Spell will slow the rate at which their target may attack. If affected, the target may only swing a weapon once every 5 seconds. For those with the use of Florentine only one attack may be used every 5 seconds regardless of the weapon.
Duration: 1 Minute
Summon a Lance of Darkness This Spell launches a lance materialized from shadows which does 10 points of magic damage to its target.
Duration: Instant
Suppress Proficiency This Spell will temporarily block the little bit of knowledge that the target has that allows them to deal as much damage with a weapon. If affected, the target will deal 1 less damage with each weapon strike for the duration. This Spell will work with a weakness effect. This Spell will not work if the target does not have a proficiency skill. At no time may the target be
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reduced to below 1 damage. This is a mind effect.
Duration: 1 Minute
Write Thought This Spell will allow the Mesmer to create a new memory of up to 5 minutes. This Spell may be cast in series to create a memory of up to 30 minutes. The target must have had their memory erased by the Mental Block spell or there will be no effect. This is a Mind effect.
Duration: Permanent
4th Rank Spells • 5 Build Each • 4 Mana per Casting
Incant – “I Invoke the Shadows of Darkness and Deceit to…”
Bestow Domination This Spell will grant full control of the target to the Mesmer. The target must follow any and all commands with the exception of killing themselves or standing idle while allowing themselves to be killed. Unless otherwise told, they may act as normal. The target may defend themselves from being killed. They will not attack the caster unless commanded to do so. The Mesmer may only have 1 target under domination at a time. This is a Mind effect.
Duration: 30 Minutes
Break Channeling This Spell will permanently end all channeled Spells and abilities. Further it will prevent channeled skills for 1minute. This will not pierce a sanctuary type of effect. This is a mind effect.
Duration: Instant / 1 Minute
Break Your Will By use of this Spell, the Mesmer can suppress use of the willpower ability for 5 seconds.
Duration: 5 Seconds
Condemn You to Shouting This Spell will require the target to shout any phrase up to 10 words long every minute for the duration of the Spell. This is a mind effect.
Duration: 30 Minutes
Grant You an Illiterate Mind The target of this Spell may not read for the duration. This includes casting spells or Spells from scrolls. This is a mind effect.
Duration: 5 Minutes
Meld With Shadow This Spell allows the Mesmer to become one with the shadows. During this time they may not move or speak. They are visible only as a dark form. This Spell is dispelled as normal or with a light spell. While in this state, the Mesmer cannot be harmed by anything on the mortal plane. A green headband must be worn. The Mesmer can drop this at any time.
Duration: 1 Hour
Steal Ritual This Spell allows the Mesmer to strip a ritual off of the target. The target will lose all benefits of the ritual that was targeted while the Mesmer will gain them. The Mesmer must announce the ritual that they are targeting. If the target does not have that ritual upon them, the Spell has no effect. If the ritual in question cannot normally be cast on the Mesmer, it may be stolen by these means. The Mesmer may only gain the effect of this Spell once per tag ring. Any target may only be affected by this Spell once per tag ring. If the ritual is cast upon an item the Mesmer must have another valid target for the ritual. Permanent may not be stolen in this way.
Duration: 6 Hours
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5th Rank Spells • 6 Build Each • 5 Mana per Casting
Incant – “I Invoke the Shadows of Darkness and Deceit Unfathomed to…”
Bestow Greater Domination This Spell will grant full control of the target to the Mesmer. The target must follow any and all commands with the exception of killing themselves or standing idle while allowing themselves to be killed. Unless otherwise told, they may act as normal. They will not attack the caster unless commanded to do so. This Spell can be used to dominate a second target once the Mesmer already has a target under the effects of the bestow Domination Spell. A player does not have to have a target already dominated to cast this Spell. The Mesmer cannot control more than 2 beings at a time. The Mesmer must be informed if willpower is used to counter the effect. This is a mind effect.
Duration: 30 Minute
Grant You Spell Inefficiency The target of this Spell must spend double the normal Mana costs to cast any spells for the duration this is a mind effect
Duration: 5 Minute
Mind Cloud This Spell will stop the target from casting any 1st or 2nd rank spells for the duration. Any scrolls cast will still function as normal. This is a mind effect.
Duration: 30 Minutes
Summon a Dreaming Ally This Spell must be cast on the target while they are sleeping. Once they wake up, they may not attack the Mesmer for the next 6 hours. A note
with Mana tags must be used for this Spell to function.
Duration: 6 Hours
Summon Caster's Bane As long as the Mesmer holds his arm pointing at his target, neither the Mesmer nor the target may use any abilities that require Mana.
Duration: Until Arm is Lowered
Summon a Knowledge Barrier This Spell will allow the Mesmer to stop the target from using a single given vigor skill or spell. When the Spell is cast the ability to be blocked must be announced. This is a mind effect.
Duration: 30 Minutes
Mesmer Rituals 1st Rank Rituals
• 3 Build Each • 1 Mana, 1 Vigor, 1 Essence per Casting
Ritual to Find the Way The will of Syndillis guides her most devout to the secrets of the world. By use of this ritual, the Mesmer may ask a question during the casting of the ritual. Upon completion, they are given a feeling or direction where they may find the answer to their question.
Duration: Instant
Shadow’s Reach Once this Ritual has been cast it allows the target to invoke the Ritual to be able to reach through a ward. A target may not reach through any ward past their waist. This Ritual will last for 5 minutes once invoked
Duration: 6 Hours / Invoked / 5 Minutes
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Shadow’s Whisper This Ritual will allow the Mesmer to create a link between him and another. After the Ritual is cast, they may communicate using a walkie-talkie. The same Mesmer may bring additional targets into this communication with added castings of the Ritual. Players must provide their own radios.
Duration: 6 Hours
2nd Rank Rituals • 4 Build • 2 Mana, 1 Vigor, 1 Essence per Casting
Ritual of the Fatespinner Twisting upon the winds of fate lie an endless flow of secrets which the Mesmer may now just begin to gleam understanding. By use of this ritual, the caster may ask a simple question that must be answerable with a simple yes or no. Upon completion, indication of a yes or no is given, such as a coin flipping to heads to indicate a yes.
Duration: Instant
Ritual of the Dreamwalker The Mesmer and a number of additional targets at the cost of 1 Mana each may enter the Dreams of a sleeping target. The Target need not stay asleep for the duration of this ritual and is unaware of the invaders of their subconscious. When the spell ends, the caster and those brought into the Dream return to the location where the ritual was cast. This is a Mind Effect.
Duration: 1 Hour
Watchful Eyes This Ritual will allow the Mesmer to put a barrier around all entrances to a room. Unlike most barriers, it will not stop anyone from passing through it. Instead, anyone who does pass through the Ward must write their name on the area notes for the room.
Duration: 6 Hours
3rd Rank Rituals • 5 Build • 3 Mana, 1 Vigor, 1 Essence per Casting
Illusionary Race This Ritual will allow the Mesmer to change their target to appear to be any other race. This Ritual will not grant the target any racials of that new race.
Duration: 6 Hours
Ritual of Divine Intervention Sometimes, luck just happens to smile upon a person. Mesmers understand how to tips the scales in their favor. The Mesmer may invoke this ritual to prevent 1 attack. This may be used against surprise attacks.
Durations: 6 Hours / Invoked / Instant
Trade Knowledge This Ritual will allow the Mesmer to let two targets to exchange spells of the same rank. They may then each cast the ability that they just gained with their own Mana pool. This Ritual may not be used to grant a follower of one pantheon a Spell of the other.
Duration: 6 Hours
4th Rank Rituals • 6 Build • 4 Mana, 2 Vigor, 2 Essence per Casting
Ritual of Memory Lock The Mesmer is immune to Mental Block and Write Thought for the duration of this ritual.
Duration: 6 Hours
Ritual of Second Sight Looking deep enough into the shadows, the truth beyond the lines begins to take shape. The caster of this ritual asks a question unto Syndillis
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and is “gifted” a vision in answer. This vision may be any number of things, but will always have a relation to the question asked.
Duration: Instant / Length of Vision
Shadow Stalker This Ritual requires the Mesmer and another target. At the completion of the Ritual, either the Mesmer or the target will become a Shadow Stalker. The Shadow Stalker is a shadow creature that can be seen, but cannot touch or be touched by anything in the normal world; however, it may not pass through any physical barriers. A green headband must be worn while in this form. The ritual participant that did not become the Shadow Stalker will then carry the spirit of both. If he or she should die, both will die. The Shadow Stalker has 1 Essence, and is immune to most harm (Special creatures not withstanding). The non-shadow has double their normal Essence for the duration.
Duration: 1 Hour
5th Rank Rituals • 7 Build • 5 Mana, 2 Vigor, 2 Essence per Casting
Phantasmal Transformation This Ritual will allow 2 willing targets to exchange forms with each other. Each will gain the abilities that the other had and will be playing the other target’s character. When this Ritual is cast, it must be understood that any actions the other player takes as your character will be considered your actions, this includes dying. This Ritual will also grant the targets 2 new forms. Thus while swapped, they may take appearance of any type of player race they wish.
Duration: 6 Hours
Ritual of the Nightmare Mind So familiar with the workings of the mind, the Mesmer can set up wards against foreign
intrusion. The next 3 mind effects to strike the mesmer do nothing, and the Mesmer may call out “Sureshot Fear” unto the caster of the mind effect. The recipient of the fear flee from the Mesmer until line of sight has been broken for at least 10 seconds
Duration: 6 Hours / invoked
Ritual of Shadow Calling. Through this ritual, the Mesmer summons from beyond the mortal realm a spirit teeming with knowledge. This knowledge is available to the Mesmer, for a price.
Duration: 30 minutes
Paladin Long ago the light of the world shone bright. These stalwart soldiers of the god of light were forced into hiding when the land was lost to the corruption of the Arch-Prelate. Though in seclusion, the Paladins spend their lives dedicated to protecting the weak and the helpless. Bonded by oath and measure, these fierce warriors are often found traveling the lands with like-minded adventurers.
Because their beliefs are forbidden, followers of the light are often forced to hide their true nature. Paladins are no exception, relying on their martial skills and fighting against the darkness. Skills and abilities often pass from teacher to student individually, and it is not surprising to find a Paladin indebted as a squire to another more elder warrior of the light.
• Armor Use: Plate • Starting Essence: 10
Paladin Base Skills Armor Proficiency – Light
• 4 Build
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Even after a piece of armor is beaten to a pulp, it still protects the wearer, if they have the skill to use it. If the armor that the Paladin is wearing totals 10 points or more (before modification for Armor Efficiency or magical enhancements) that armor will always provide an added effect of 1
points LESS damage. No matter what a person is swinging, the Paladin will always take 1 point of damage, no matter their soak. This means if a person were hit for 6 points of damage, they would take 5 points of damage.
Skill Build Prerequisite Armor Proficiency – Light 4 None Armor Proficiency – Medium 5 Armor Proficiency – Light Armor Proficiency – Heavy 6 Armor Proficiency - Medium Aura of Courage * 3 Spell: Rally Divine Health * 3 Spell: Purge Essence 2 May purchase once per level Literacy 2 None Mana ( 1 – 50 ) 1 1 for 1 Build up to 50 Mana ( 51 – 100 ) 2 1 for 2 Build up to 100 One-Handed Weaponry 3 None Paladin Ritual 3, 4, 5, 6, 7 Literacy Paladin Spell 2, 3, 4, 5, 6 Literacy Shield 5 None Shield Proficiency 5 Shield Divine Stamina 3 None Teach 0 *Plot approval Two-Handed Weaponry 4 None Utilize Components 3 None Vigor ( 1 – 50 ) 1 1 for 1 Build up to 50 Vigor ( 51 – 100 ) 2 1 for 2 Build up to 100 Weapon Proficiency I, II 10, 12 Weapon Skill
Paladin Base Skills Chart
Skill Build Vigor Prerequisite Armor Patch* 5 2 Armor Proficiency – Light Block 3 3 Weapon or Shield Skill Critical Strike 3 3 Weapon Proficiency Disarm 2 2 Weapon Proficiency Knockback 3 3 Stun Intercede 3 2 Block Interrogate 5 1 None Parry* 6 5 Block Retain 3 1 Weapon Proficiency Stun 3 2 Weapon Skill
Paladin Vigor Skills Chart
Armor Proficiency – Medium • Requires Armor Proficiency - Light • 5 Build
Even after a piece of armor is beaten to a pulp, it still protects the wearer, if they have the skill to use it. If the armor that the Paladin is wearing
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totals 20 points or more (before modification for Armor Efficiency or magical enhancements) that armor will always provide an added effect of 2 points LESS damage. No matter what a person is swinging the Paladin will always take at least 1 point of damage no matter their soak. This means if a person were hit for 6 points of damage, they would take 4 points of damage. If a person was hit for 2 points of damage, they will still take 1 point of damage.
Spell Build Mana 1st Rank Spells
Charge 2 1 Grant Mercy's Strength 2 1 Immovable Stance 2 1 Lesser Heal 2 1 Repel Beast 2 1
2nd Rank Spells Command You to Attack Me 3 2 Defensive Stance 3 2 Silence Beast 3 2 Smite Beast 3 2
3rd Rank Spell Divine Judgment 4 3 Protector’s Stance 4 3 Purge 4 3 Rally 4 3
4th Rank Spells Essence Shield 5 4 Holy Armor 5 4 Holy Weapon of the Light 5 4 Meditative Stance 5 4
5th Rank Spells Hero’s Mercy 6 5 Holy Strength 6 5 Vanguard Stance 6 5
Paladin Spells Chart
Armor Proficiency – Heavy • Requires Armor Proficiency - Medium • 6 Build
Even after a piece of armor is beaten to a pulp, it still protects the wearer, if they have the skill to use it. If the armor that the Paladin is wearing
totals 40 points or more (before modification for Armor Efficiency or magical enhancements) that armor will always provide an added effect of 3 points LESS damage. No matter what a person is swinging, the Paladin will always take 1 point damage, no matter their soak. This means if a person were hit for 6 points of damage, they would take 3 points of damage.
Ritual Build Use 1st Rank Rituals
Oath of Allied Command 3 1 M, 1 V, 1 E Ritual of Blessed Guidance
3 1 M, 1 V, 1 E
2nd Rank Rituals Oath of Honor Combat 4 2 M, 1 V, 1 E Ritual of Blessed Protection
4 2 M, 1 V, 1 E
3rd Rank Rituals Oath of Blessed Resolve 5 3Mana, 1 V, 1 E Ritual of Divine Intervention
5 3Mana, 1 V, 1 E
4th Rank Rituals Oath of Victory 6 4 M, 2 V, 2 E Ritual of Divine Resurgence
6 4 M, 2 V, 2 E
5th Rank Rituals Ritual of Divine Restoration
7 5 M, 2 V, 2 E
Paladin Rituals Chart
Aura of Courage • Requires Spell: Rally • 3 Build
Filled with divine will, not even the most fearsome of beasts can make a paladin back down. The Paladin is Immune to Fear and may break Fear by touch.
Divine Health • Requires Spell: Purge • 3 Build
Righteous of faith, pure of body; The paladin has become filled with a holy force that purges out disease. The Paladin is Immune to Disease.
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Divine Stamina • Requires Paladin as Starting Class • 3 Build
The Paladin has learned how to better endure more hardships through their training. This skill grants the Paladin an additional 10 Essence.
This skill may only be purchased if Paladin is your first (primary) class.
1 Essence • 2 Build
Essence is the way to measure the physical stamina that a person possesses. As a person is damaged, be it through a spell effect or by a weapon, their body takes injuries and their stamina goes down. Essence represents the amount of damage that a body may take before falling in death. A Paladin starts with 10 Essence and may purchase essence every level starting at first.
Literacy • 2 Build
This skill will allow the Paladin to read and write the common language.
Mana Mana is the power that every character possesses that may be used to cast spells. The amount of Mana a person possesses determines the size of that character’s power pool. The cost of Mana rises as the player’s power pool grows. Mana cost increases as follows:
• (1 – 50) 1 build each • (51 – 100) 2 build each
One-Handed Weaponry • 3 Build
This will allow the Paladin to use any one-handed weapons. This will not allow the use of
Bastard weapons such as Bastard Swords and Spears.
Paladin Rituals • Requires Literacy • 3, 4, 5, 6, 7 Build
This represents the ability of the Paladin to cast ritual type spells. Rituals require an amount of Mana equal to the rank of the ritual. All rank 1-3 rituals also require 1 Essence and 1 Vigor from the caster. All rank 4 and 5 rituals require 2 Essence and 2 Vigor. If a ritual requires multiple people to cast, the people aiding must be baptized to one of the Young Gods. That person must also be prepared to donate Essence, Vigor and/or Mana. Rituals also take 1 minute per rank to perform. Essence, Vigor, and Mana used in the casting of a Ritual is an Aggravated loss and cannot be restored for 6 hours.
Paladin Spells • Requires Literacy • 2, 3, 4, 5, 6 Build
This is the representation of the Paladin’s ability to learn and cast spells. For each purchase of this skill, the Paladin learns one spell of the rank purchased. The cost of the spells is Rank of the spell +1 in Build.
Shield • 5 Build
From the smallest buckler to a three and a half foot kite shield, this skill will allow a Paladin to enjoy the comfort of having a broad piece of wood or metal between him and the thing trying to kill him.
Shield Proficiency • Requires Shield • 5 Build
Through constant training and use of the shield, the Paladin has found a way to use the shield to
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better protect them. Each time this skill is bought, the Paladin gaining 10 extra armor points to their armor total.
Teach • Requires Plot Approval • 0 Build
This ability will allow a person to teach any skill that they know. Higher skills and lists as well as hidden subclasses cannot be taught. A player with this ability may teach a class, however, such things as Baptisms, creation of Mystic crystals etc., are skills that reside on hidden or higher lists and cannot be bestowed or created. Lost lore can be taught once learned. To learn this skill, the Paladin must be approved by plot and be knowledgeable in his/her class.
Two-Handed Weaponry • 4 Build
This skill allows a person to use any Two-Handed weapons. This will not allow use of great weapons such as spears and halberds.
Utilize Component • 3 Build
Scattered throughout the land are various magical herbs and plants. These can be harvested by any character. The most common type of nodes contains support components, which take the place of Mana and Vigor. To use a component, a character with this skill must spend one minute per point to absorb the Mana or Vigor from component. Afterwards, the player need simply add the component tags to his or her tag ring. These tags can be traded between players, however all components without an expiration date wither at the end of a standard weekend.
Vigor Vigor is a measure of physical action that a player can make before becoming tired. It can
be sometimes used to aide in rituals. Vigor costs increase as the pool grows.
• (1 – 50) 1 Build each • (51 – 100) 2 Build each
Weapon Proficiency I, II • Requires a Weapon Skill • 10, 12 Build
This skill will allow the Paladin to wield his weapon for 1 extra point of damage. Each purchase of this skill will add 1 point to a certain type of weapon. The available types of weapons are small weapon, 1-handed weapon, or 2-handed weapon. If the Paladin were using a bastard weapon, the proficiencies in the style they are using it in (1 or 2 handed) would apply. The build cost progression is for each type of weapon.
Vigor Skills Armor Patch
• Requires Armor Proficiency - Light • 5 Build • 2 Vigor
As the Paladin knows how to wear his armor most effectively when it is new, he also knows how to strap it together after the pains of battle. This skill will allow the Paladin to sit for 1 minute in order to arrange and strap what is left of his armor to the most effective configuration. Even if there are no armor points left, this will return 25% of the armor value to the armor. This skill can be used up to 2 times to raise the Paladin’s armor points to 50% of the armor total. Once this skill is used, the next time the armor is repaired; it must be for the full value of the armor.
Block • Requires a Weapon Skill or Shield • 3 Build • 3 Vigor
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This skill will stop any one physical strike that hits the player that is not delivered from behind. This skill may be used in conjunction with a weapon or shield.
Critical Strike • Requires Weapon Proficiency I • 3 Build • 3 Vigor
When in the heat of battle it sometimes becomes apparent that there is an opening for a powerful attack. By exploiting this opening the Paladin can inflict twice the normal wound that he would normally. By striking the tunic area, the Paladin may then call Critical “X” damage, where “X” is twice the amount of damage that they would normally deal. No temporary damage additions will be doubled with the use of this skill. This skill does not apply to magical enhancements. This blow must be landed in the tunic area.
Disarm • Requires Weapon Proficiency I • 2 Vigor • 2 Build
There is no better way to make sure you win a battle then to make sure that your enemy’s weapon is on the ground. To this end, Warrior’s long ago found ways to relieve a foe of their weapon in combat. By striking the arm that holds the weapon, they are able to knock the weapon to the ground. The target of this skill that just lost his weapon must drop it to the ground in front of him. This weapon may not be picked up for 5 seconds. If the target is wielding a two-handed weapon, this will cause the target to remove that hand for 5 seconds.
Knockback • Requires Stun • 3 Vigor • 3 Build
Even a great Paladin knows when he’s beaten. That same great Paladin also knows that shoving your enemy your back could quickly bring his life to an end. However, shoving your enemy back 10 feet is much less hazardous. By throwing a bit of extra force into an attack at just the right time the Paladin can drive their opponent back 10 feet. That opponent may promptly resume the attack, but it often gives a lesser Paladin time to tuck tail and run and a greater Paladin a chance to press the charge.. There are a few other neat tricks that some Paladins have found to do with this as well. This skill is used by striking the target in the tunic area or shield with your weapon and calling Knock Back.
Intercede • Requires Block • 3 Build • 2 Vigor
A time comes in every Paladin’s life when they are responsible for someone else’s life. With this training the Paladin is able to put himself in harm’s way to keep his mark safe. As long as he is within weapon reach of the target, the Paladin may use this skill to take the effect of any physical or magical attack that is delivered. The Paladin may then use any defense at his disposal to attempt to prevent taking that effect. This skill must be used for each attack to be stopped. This skill is called after the original attack has been called and landed.
Interrogate • 5 Build • 1 Vigor
A Paladin can use various means to persuade a target to tell him what they want. After 1 minute, the mark must truthfully answer any one yes/no question. This is a Mind effect.
Parry • Requires Block
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• 6 Build • 5 Vigor
This skill will stop any one physical strike that hits the player that is not a surprise attack. Parry will stop blows that are delivered from the front or behind. This skill may be used in conjunction with a weapon or shield.
Retain • Requires Weapon Proficiency I • 3 Build • 1 Vigor
As was found when the first Warrior learned the art of Disarm, the fastest way to find an early death was to drop your weapon. This ability allows a Paladin to hold onto the only thing keeping them alive when an effect attempts to disarm them. This will stop both physical and magical effects that would cause a warrior to drop their weapon. However, this will not stop or allow a hold to be called if a Paladin drops their weapon or is naturally disarmed (not using a skill or spell).
Stun • Requires a Weapon Skill • 3 Build • 2 Vigor
Striking the enemy in just the right part of the tunic area will daze them just long enough for an extra attack or two. By striking the target in the tunic area, they will become stunned for 5 seconds. During this time they may not attack, block, or use any skills, however they may invoke latent defenses. 1 point of damage or any offensive action will break this effect. Any active abilities will continue as normal. This blow must be landed in the tunic area.
Paladin Spells Paladin spells do not require verbal incants as other spell casters do. However, the Paladin
must still state the name of the spell as loudly as normally required to cast a spell. If a Paladin is “silenced”, then he is unable to cast as well.
1st Rank Spells • 2 Build Each • 1 Mana per Casting
Charge This spell will allow the Paladin to break a root type of effect that they are under as long as they can still cast.
Duration: Instant
Grant Mercy's Strength This spell will bless the Paladin’s target with +1 strength for his next 10 strikes. This spell will also allow the target to carry or lift double normal human strength for 15 seconds
Duration: Instant.
Immovable Stance This spell will cause the caster to become locked into a 2-foot radius. They may attack and defend and act as normal but not move from the spot they are standing at. This Spell protects the Paladin from knock back as well as repel.
Duration: 5 Minutes
Lesser Heal This spell allows the Paladin to heal a target for 5 Essence. This Spell will not allow the target to exceed their maximum Essence.
Duration: Instant
Repel Beast This Spell will cause the target demon or undead to stay out of weapon’s reach from the Paladin. The Paladin must first call upon the powers and cast this Spell as well as hit the target with a spell packet. The target is then kept away from the Paladin until 1 minute has passed. If the Paladin turns his back on the foe, this effect
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ends. The Paladin may not move towards the target of this spell.
Duration: 1 Minute
2nd Rank Spells • 3 Build Each • 2 Mana per Casting
Command You to Attack Me This Spell will cause the target to attack the Paladin before any other target. This Spell will not force the target to attack the Paladin; just make the Paladin his first target in case of combat. If the target is already engaged in combat he will stop attacking that target and attack the Paladin. This Spell can be cast with a spell packet. This Spell is considered a Mind Effect. The target is free to turn and attack any other person who attacks him.
Duration: 5 Minutes
Defensive Stance Once cast this spell will allow the Paladin to grant himself + 5 Armor every time he calls the Block Skill. This armor will stack with multiple armor bonuses granted by this stance. The armor gained by this spell will dissipate when the duration of this spell is over.
Duration: 30 Minutes
Silence Beast There is nothing as satisfying as quieting idle threats being flung at you. This Spell will stop the speech ability of demons as well as undead. This Spell will even stop the casting abilities of these creatures as well. This Spell can be cast with a spell packet.
Duration: 1 Minute
Smite Beast This Spell will do 15 damage to demons, undead, and other summoned creatures regardless of
resistances. This spell must be delivered via a weapon strike.
Duration: Instant
3rd Rank Spells • 4 Build Each • 3 Mana per Casting
Divine Judgment This Spell reduces the target's melee damage potential When struck by this Spell the target will be unable to swing more than 5 melee damage against the Paladin regardless of skills or weapon proficiencies. The target will swing normally against all other targets. A Paladin may only place Divine Judgment on one target at a time. This Spell does not affect Spells or Rituals.
Duration: 5 Minute
Protector’s Stance The Paladin may use now use the Intercede skill at no vigor cost.
Duration: 5 Minutes
Purge This spell will allow the Paladin to cure any lesser disease or poison upon themselves, even allowing the paladin to purge poisons and diseases that prevent skill use.
Duration: Instant
Rally At times, there are powers that attempt to gain the favor or control of a powerful Paladin. This ability will allow them to break any such an attempt and keep their free will. This skill will break any one Mind Effect as long as the Paladin can still cast. This may be used when struck by an effect to prevent the effect from landing.
Duration: Instant
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4th Rank Spells • 5 Build Each • 4 Mana per Casting
Essence Shield This Spell will allow the target to treat any Essence damaging attack as normal damage for 5 minutes. Therefore, if the Paladin is hit with a weapon strike that drains 2 Essence, the attack would become becomes 2 normal damage. The Paladin must have this defense active for this defense to work.
Duration: 5 Minutes
Holy Armor This Spell will grant a Paladin +1 soak. This cannot be stacked with any other soak enhancing effects or spells.
Duration: 5 Minutes
Holy Weapon of the Light This Spell will allow a weapon swing for magic damage for 5 minutes. In addition, the wielder of the weapon gains a +1 damage proficiency with a Holy Weapon. This Spell is cast on the weapon, not the person, thus anyone swinging the weapon once this Spell is invoked, will be swinging magic damage. The weapon is also considered unbreakable for the duration of the spell.
Duration: 5 Minutes
Meditative Stance Taking time to reflect on their struggles, the Paladin finds their faith bolstered and are ready for battle once more. Once the stance is entered, the paladin must stay immobile and undisturbed for 5 minutes. The Paladin cannot engage in combat, take damage, use skills, or converse with others for this time. If this meditation is interrupted, the Stance must be re-cast to start the meditation once more. At the end of the meditation, the Paladin's Essence is
healed completely and their Armor is restored to one half of its repairable value.
Duration: 5 minutes / instant
5th Rank Spells • 6 Build Each • 5 Mana per Casting
Hero’s Mercy This Spell will allow the Paladin to raise a fallen target from either stage of the death count at full essence; however, the Paladin takes the death count onto them and starts their own death count from where the target stopped at. This will not count as a life giving effect if the target was in their critical stage.
Duration: Special
Holy Strength This Spell allows the Paladin to channel their faith into a powerful strike. By striking the tunic area, the Paladin may then call Holy Strength “X” magic damage, where “X” is three times the amount of damage that they would normally deal plus 5. No temporary damage additions will be tripled with the use of this skill. This blow must be landed in the tunic area.
Duration: Instant
Vanguard Stance The Paladin enters a stance which empowers their defensive abilities with Holy resolve. The Paladin may use block or parry to negate any magical effect as well as physical, the appropriate call is Divine Block or Divine Parry.
Duration: 5 Minutes
Paladin Rituals 1st Rank Rituals
• 3 Build Each • 1 Mana, 1 Vigor, 1 Essence per Casting
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Oath of Allied Command The Paladin swears an oath to command and protect a group of his allies standing before them. Up to 3 targets involved in this ritual are marked by the Paladin's Oath for the duration of the ritual. Additional targets may be added to this ritual by participating in the ritual and expending 1 mana to become a target. All marked allies may be effected by beneficial spells of the paladin by voice with the paladin expending three times the cost of the spell to cast it and adding ‘By my voice, allies of (Paladin’s Name)”.
Duration: 6 Hours
Ritual of Blessed Guidance The Paladin seeks guidance from the divines through this Ritual. This Ritual fills the Paladin with enduring faith and boosts his endurance. This grants the Paladin +6 Healable Essence.
Duration: 6 Hours
2nd Rank Rituals • 4 Build Each • 2 Mana, 1 Vigor, 1 Essence per Casting
Oath of Honor Combat When the Paladin invokes this Ritual, he has 30 seconds to strike one successful blow on his target. After that, both the Paladin and the target are involved in combat and ignore the rest of the world. This means that both targets can only affect or be affected by each other; all damage from an outside source is negated to 0 as are all spells and Spells, including beneficial effects. This Ritual ends one of the locked people falls to negative one. This ritual may be cast at an earlier point and invoked by stating Invoke Honor Combat.
Duration: Invoked / Special / 6 Hours
Ritual of Blessed Protection This Ritual will allow the Paladin to convert Mana to Non-Repairable Armor at the rate of 1 Mana for 5 armor points. A Paladin may convert up to 20 Mana into armor this way. This Ritual may only be used once per tag ring and only on Paladins.
Duration: Invoked/ 30 Minutes/ 6 hours
3rd Rank Rituals • 5 Build Each • 3 Mana, 1 Vigor, 1 Essence per Casting
Oath of Blessed Resolve By infusing his comrades with the resolve of his faith, the Paladin may grant them an amazing strength of will. This ritual will effect up to 3 targets granting them one use of the skill Willpower, preventing a mind effect upon them. Additional targets may be added to the ritual by participating in the casting and expending 1 mana during the ritual process.
Duration: 6 Hours/ Invoked
Ritual of Divine Intervention Sometimes, luck just happens to smile upon a person. Paladins believe that the deities protect them, even if by minor coincidences. This Ritual will allow the Paladin to invoke this Ritual against one 1 attack against them and prevent that attack. This can be used against surprise attacks.
Duration: 6 Hours / Invoked
4th Rank Rituals • 6 Build Each • 4 Mana, 2 Vigor, 2 Essence per Casting
Oath of Blessed Victory When the Paladin invokes this Ritual, he has 30 seconds to strike one successful blow on his target. After that, the target is marked by the Paladin as his sworn foe. The Paladin increases
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all called damage by 2 points against this foe. In addition, no effect can prevent the paladin from pursuing his foe, allowing the paladin free use of Charge and immunity to Charm and Repel effects from his marked foe. The Paladin may not attack another foe until his sworn foe is slain.
Duration: 6 Hours/ 30 Minutes/ Invoked
Ritual of Divine Resurgence Even in their darkest moments, the Paladin may find strength in their faith. Through this ritual, the Paladin prays for divine guidance and support. When in need, the paladin will feel the divine resurgence of the Light filling their very being. This grants the Paladin +12 Essence, +24 Mana, +12 Vigor, and +10 Armor over maximum. This may only be invoked once per tag ring.
Duration: 6 Hours/ 10 Minutes/ Invoked
5th Rank Rituals • 7 Build Each • 5 Mana, 2 Vigor, 2 Essence per Casting
Ritual of Blessed Restoration This Ritual will cause the Paladin to constantly shrug off any one debilitating effect, which is not numerical damage. This healing will take place once every 10 seconds removing one condition. This ritual will not remove spiritual conditions.
Duration: Invoked/ 15 minutes/ 6 Hours
Rogue The Rogue faces combat with a cunning mind and a bag of tricks, their attacks can be devastating and ruthless. The rogue’s wit will help them survive more than any armor and their special skills can aid any party of adventurers.
• Armor Use: Hard & Studded Leather
• Starting Essence: 8 Essence
Rogue Base Skills Armor Proficiency – Light
• 4 Build
Even after a piece of armor is beaten to a pulp, it still protects the wearer, if they have the skill to use it. If the armor that the Rogue is wearing totals 10 points or more (before modification for Armor Efficiency or magical enhancements) that armor will always provide an added effect of 1 points LESS damage. No matter what a person is swinging, the Rogue will always take 1 point of damage, no matter their soak. This means if a person were hit for 6 points of damage, they would take 5 points of damage.
Armor Proficiency – Medium • Requires Armor Proficiency - Light • 5 Build
Even after a piece of armor is beaten to a pulp, it still protects the wearer, if they have the skill to use it. If the armor that the Rogue is wearing totals 20 points or more (before modification for Armor Efficiency or magical enhancements) that armor will always provide an added effect of 2 points LESS damage. No matter what a person is swinging the Rogue will always take at least 1 point of damage no matter their soak. This means if a person were hit for 6 points of damage, they would take 4 points of damage. If a person was hit for 2 points of damage, they will still take 1 point of damage.
Backstab I, II, III, IV • Requires A Weapon Skill • 6, 8, 10, 12 Build
Knowing where to strike is just as important as striking with more force. With this skill, the Rogue is able to strike his opponent’s back for one extra point of damage. The blow must strike
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the back to have the extra damage, even if delivered from the side.
Skill Build Prerequisites Armor Proficiency – Light 4 None Armor Proficiency – Medium 5 Armor Proficiency – Light Backstab I, II, III, IV 6, 8, 10, 12 A Weapon Skill Blind Fighting 6 Stun Disarm Traps 4 None Essence 2 May purchase once each level Evaluate Item 3 None Feint 8 Counterstrike Florentine 4 A Weapon Skill Master Florentine 5 Florentine Florentine Proficiency I 4 Florentine & Weapon Proficiency I Literacy 2 None Mana 1 1 for 1 Build up to 50 Mana 2 1 for 2 Build up to 100 Missile Master 4 None One-Handed Weaponry 3 None Pick Pockets 4 Quick Search Poison Immunity 2, 3, 4 Use Poison Syndiliss’ Kiss 3 Literacy Teach 0 *Plot approval Tricks of the Trade 2 None Utilize Component 3 None Vigor 1 1 for 1 Build up to 50 Vigor 2 1 for 2 Build up to 100 Weapon Proficiency I 10 A Weapon Skill
Rogue Base Skills Chart
Blind Fighting • Requires Stun • 6 Build
This ability allows a person to fight in any condition that they cannot see. This includes, but not limited to, total darkness (unless it is simply real world dark) or any ability that causes blindness. This does not allow the person to see anything in the dark or when blind, only to react and engage in combat once it is initiated.
Disarm Traps • 4 Build
This skill will allow a Rogue to disarm a trap. To disarm a trap a rogue must physically disarm the trap. Handling a trap without this skill will cause it to go off.
1 Essence • 2 Build
Essence is the way to measure the physical stamina that a person possesses. As a person is damaged, be it through a spell effect or by a weapon, their body takes injuries and their stamina goes down. Essence represents the amount of damage that a body may take before falling in death. A Rogue starts with 8 Essence
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and may purchase essence every level starting at first.
Skill Build Vigor Prerequisite Break Concealment 3 3 Conceal Item Bypass Armor 3 2 Critical Strike Conceal Item 3 1 Quick Search Counter Strike 4 3 Master Disarm Critical Strike 3 3 Backstab I Disarm 2 2 Stun Dodge 5 4 Escape Bonds Escape Bonds 2 1 Conceal Item Escape Magical Bonds 3 2 Escape Bonds Evade 7 5 Dodge Hamstring 3 2 Stun Interrogate 5 1 None Master Concealment 5 3 Break Concealment Master Disarm 5 3 Disarm Pick Locks 1, 1, 2, 2, 3 Varies None Quick Search 3 1 None Resist Interrogation 2 1 Interrogate Retain 3 1 Weapon Proficiency I Shadow Strike 6 5 Waylay Stun 3 2 A Weapon Skill Trap Dodge 4 2 Dodge Trip 6 5 Disarm & Hamstring Use Poison 5 1 Conceal Item & Interrogate Waylay 5 4 Critical Strike
Rogue Vigor Skill Chart
Evaluate Item • 3 Build
This skill allows the Rogue to accurately evaluate the value of items such as gems. These items are identifiable by the code that they will possess and the player will be given the information to decode the values of the items.
Feint • Requires Counter Strike • 8 Build
Through use of this skill, the Rogue may retain 2 vigor from any skill that does not land on his target for a minimum of 1 vigor. Possible reasons for non-effect could be the use of
dodge, parry, invulnerability, or simply a missed attack.
Florentine • Requires A Weapon Skill • 3 Build
Many Rogues find it beneficial to wield multiple weapons at a time. This ability allows exactly that. Florentine allows the wielder to use both a 1-handed size and a small weapon at the same time. They may use both weapons in both an offensive and defensive manner.
Florentine Master • Requires Florentine • 4 Build
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Once the Rogue has mastered the skills of fighting with a one handed weapon and a small weapon, they move on to fighting with a pair of one handed weapons. These weapons may be used both offensively and defensively.
Florentine Proficiency I • Requires Florentine and Weapon
Proficiency • 4 Build
This skill will allow the Rogue to wield a weapon in his second hand for 1 extra point of damage. The available weapons are small or one handed.
Literacy • 2 Build
This skill will allow the Rogue to read and write the common language.
Mana Mana is the power that every character possesses that may be used to cast spells. The amount of Mana a person possesses determines the size of that character’s power pool. The cost of Mana rises as the player’s power pool grows. Mana cost increases as follows:
• (1 – 50) 1 build each • (51 – 100) 2 build each
Missile Master • 4 Build
Training in this art will allow the Rogue the ability to use any ranged weapon. From bow, to crossbow, to throwing axes, to even the simplest stones this training covers it all.
One-Handed Weaponry • 3 Build
This will allow the Rogue the ability to use any One-Handed Weapons. This will not allow the use of Bastard weapons such as Bastard Swords and Spears.
Pick Pockets • Requires Quick Search • 4 Build
What easier ways to obtain wealth than to just let someone else do all the work and let it fall out of their pocket and into yours? This skill allows just that. Using a black clothespin to mark the pouch or pocket picked, the Rogue can steal an item from it. The clothespin must remain in place for at least 15 seconds for the pick to be successful. At that time, the Rogue may send someone out of game to request an item from the target. The Rogue may specify a general type of item (i.e. Coin, gem, ring, vial) but if it is not available, a random item was pilfered.
Poison Immunity • Requires Use Poison • 2, 3, 4 Build
By exposing one’s self to a given poison over and over again, the body can build up a tolerance to it. With enough exposures, the body just ceases to take any effect from it. In order to train your body to do this, the chosen poison must be taken 3 times within one weekend and have endured the full effect of the poison. The tags for each dose of the poison must be submitted to the teacher of the skill. After that has been done, the Rogue will be completely immune to that poison ever having effect again.
Syndiliss’ Kiss • Requires Literacy • 3 Build
None know Syndiliss' true form but the God's mark is irrefutable. Syndiliss marks all Rogues with the ability to steal spells themselves. Rogues with this skill can buy spells of the first rank. Each purchase grants 1 spell. If the Rogue is baptized, they may purchase spells related to that baptism of either the light pantheons or the dark pantheons.
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Incant: “Marked by Darkness of Syndiliss I...”
Teach • Requires Plot Approval • 0 Build
This ability will allow a person to teach any skill that they know. Higher skills and lists as well as hidden subclasses cannot be taught. A player with this ability may teach a class, however, such things as Baptisms, creation of Mystic crystals etc., are skills that reside on hidden or higher lists and cannot be bestowed or created. Lost lore can be taught once learned. To learn this skill the Rogue must be approved by plot and be knowledgeable in his/her class.
Tricks of the Trade • Requires Rogue as Starting Class • 2 Build
Resourcefulness is ever a good Rogue’s greatest strength. The rogue gains 5 vigor that doesn't count against their max vigor total.
This skill may only be bought if Rogue is the character's starting class.
Utilize Component • 3 Build
Scattered throughout the land are various magical herbs and plants. These can be harvested by any character. The most common type of nodes contains support components, which take the place of Mana and Vigor. To use a component, a character with this skill must spend one minute per point to absorb the Mana or Vigor from component. Afterwards, the player need simply add the component tags to his or her tag ring. These tags can be traded between players, however all components without an expiration date wither at the end of a standard weekend.
Vigor Vigor is a measure of physical action that a player can make before becoming tired. It can be sometimes used to aide in rituals. Vigor costs increase as the pool grows.
• (1 – 50) 1 Build each • (51 – 100) 2 Build each
Weapon Proficiency I • Requires A Weapon Skill • 10 Build
This skill will allow the Rogue to wield his weapon for 1 extra point of damage. Each purchase of this skill will add 1 point to a certain type of weapon. The available types of weapons are small weapon, 1-handed weapon, or 2-handed weapon. If the Rogue were using a bastard weapon, the proficiencies in the style they are using it in (1 or 2 handed) would apply. The build cost progression is for each type of weapon.
Rogue Vigor Skills Break Concealment
• Requires Conceal Item • 3 Build • 3 Vigor
When a Rogue is hiding something, you can look for it for a very long time and hope you find it, or find a Rogue of your own. With his knowledge of how and where to hide things, the Rogue can immediately bring an item out of hiding.
Bypass Armor • Requires Critical Strike • 3 Build • 2 Vigor
This strike will allow a Rogue to find their target’s weakness in their armor and strike for essence damage. This skill may not be used in
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conjunction with any damage enhancing effects, although it is often used to deliver a poison.
Conceal Item • Requires Quick Search • 3 Build • 1 Vigor
Using this skill, a Rogue can hide an item being searched for. It will delay an item from being found for 1 minute. This will only work for an item of fist size or smaller while on the rogue’s body. A detect magic on a magic item will break the concealment. This skill may be used in succession to maintain concealment.
Counter Strike • Requires Master Disarm • 4 Build • 3 Vigor
This skill will allow the rogue to bypass the skills "Dodge", "Evade", "Block," and "Parry”. This means that when a block, parry, dodge, or evade is called to defend against an attack, the rogue may call counterstrike. This ability will pierce the defense called and the attack will go through. The person defending may not call an additional defense. Counterstrike may only be used in conjunction with skills that were purchased off the rogue’s skill list.
Critical Strike • Requires Backstab I • 3 Build • 3 Vigor
When in the heat of battle it sometimes becomes apparent that there is an opening for a powerful attack. By exploiting this opening the Fel Knight can inflict twice the damage that he would normally. By striking the tunic area, the Fel Knight may then call Crit “X” damage, where “X” is twice the amount of damage that they would normally deal. No temporary damage
additions will be doubled with the use of this skill, the bonus is added after the multiplier. This blow must be landed in the tunic area.
Disarm • Requires Stun • 2 Build • 2 Vigor
There is no better way to make sure you win a battle then to make sure that your enemy’s weapon is on the ground. To this end, Rogue’s long ago found ways to relieve a foe of their weapon in combat. By striking the arm that holds the weapon, they are able to knock the weapon to the ground. The target of this skill that just lost his weapon must drop it to the ground in in from of them.
Dodge • Requires Escape Bonds • 5 Build • 4 Vigor
Rogues have a combination of things working in their favor when trying to avoid the effects of an attack. Call it nimbleness, a sixth sense for danger, or a highly developed sense of cowardice; most Rogues have a knack of getting out of the way of danger in just the right moment. If any attack is delivered to anywhere but the back of the Rogue, they may use this skill to avoid it altogether. The person delivering the attack will still expend all appropriate points. This may not be used against a trap.
Escape Bonds • Requires Conceal Item • 2 Build • 1 Vigor
Every once in a while a Rogue will find himself in the position of having been captured and constrained with physical bonds. This skill will
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allow them to escape these bonds and go on their merry way.
Escape Magical Bonds • Requires Escape Bonds • 3 Build • 2 Vigor
This skill will allow the rogue to escape binding effects as well as magical constraints. This will not allow escape from the spell imprisonment.
Evade • Require Dodge • 7 Build • 5 Vigor
Similar to Dodge, this skill is more akin to the sixth sense. Even when being attacked from behind, the Rogue has a gut feeling of how and when to move to avoid an attack from behind. This will even work against surprise attacks. The person delivering the attack will still expend all appropriate points. This may not be used against a trap.
Hamstring • Requires Stun • 3 Build • 2 Vigor
When hit in the leg with this skill the target will only be able to walk at a heel to toe rate for 1 minute.
Interrogate • 5 Build • 1 Vigor
Finding out what is not meant to be known is a great trait of a Rogue. When all goes well it is as easy as stealing the right piece of parchment. Sometimes however the information that is needed is in someone’s mind. There are rumors that there are means a Dead Caller has of removing the piece of brain to read the
information directly, but most find that a bit distasteful. A Rogue can use various means to persuade a mark to tell him what they want. After 1 minute, the mark must truthfully answer any one yes/no question. This is a Mind Effect.
Master Concealment • Requires Conceal Item • 5 Build • 3 Vigor
Using this skill, a Rogue can hide an item being searched for. It will delay an item from being found for 1 minute. This will only work for an item of fist size. The item can be anywhere in a room. A detect magic on a magic item will break the concealment. If the Rogue is in the room, she can keep this effect active as long as she continues to pay 3 Vigor every minute.
Master Disarm • Requires Disarm • 5 Build • 3 Vigor
More advanced than Disarm, this skill allows an extremely talented Rogue to knock the weapon from his opponent’s hand by striking the weapon instead of their arm. The weapon will still fall to the ground at the target’s feet. This weapon may not be picked up for 5 seconds. If the target is wielding a two-handed weapon, this will cause the target to remove that hand for 5 seconds.
Pick Locks • 1, 1, 2, 2, 3 Build • 1 Vigor per Rank of the Lock
Locks come in many types and complexities. Each rank of this skill allows the Rogue to open a lock of a slightly more complex nature. When a Rogue sits to open a lock, they determine the rank that they believe it to be and spend an amount of Vigor equal to that rank. After 15
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seconds per rank that they chose they may then check the marshal notes for the actual rank of the lock. If the lock was equal or lower in rank than what they chose, the lock opens. If not, it remains closed. At times, it may be possible for a second Bard or Rogue to assist opening an extremely complex lock. Another Bard or Rogue with the Pick Locks skill (min rank 1) may increase the skill of the Rogue attempting to open a lock. To do this, they each must spend the amount of vigor equal to the rank that they guess. With the two working together, this guessed number may be up to 1 rank higher than the primary Rogue. A rogue can attempt to naturally pick any lock for 1 Vigor. While picking a lock a Rogue will gain knowledge of the rank. This skill requires the Rogue to have a lock pick phys. Rep.
Quick Search • 3 Build • 1 Vigor
Why spend all of the time to wait for a body to vanish after death, or the mess of searching every possible pocket and orifice? This skill allows the Rogue to find the best parts to hide something and search them quickly. With a 3 count of “Quick Search 1, Quick Search 2, Quick Search 3”, the Rogue can find anything of value on a target. Each concealed item will still take 1 minute per item to find.
Resist Interrogation • Requires Interrogate • 2 Build • 1 Vigor
You know how to get into their mind, to break them down, to get them to say what you need to hear. Learning how to break a person down teaches you how to hold yourself together. Use of this skill allows you to either refuse to answer with the call of 'Resist' or give a false answer to the yes/no question from the Interrogate skill.
Retain • Requires Weapon Proficiency I • 3 Build • 1 Vigor
This ability allows a Rogue to hold onto the only thing keeping them alive when an effect attempts to disarm them. This will stop both physical and magical effects that would cause a rogue to drop their weapon. However, this will not stop or allow a hold to be called if a Rogue drops their weapon or is naturally disarmed (not using a skill or spell).
Shadow Strike • Requires Waylay • 6 Build • 5 Vigor
When surprising a target it is often opportune to pick a nearly ideal strike, but some make a blade in the dark an art form. If the rogue is able to strike the back of his target, this skill will allow him to do five times the normal damage. All of the weapon’s base damage, and any backstabs that Rogue may know are multiplied. Spell enhancements and proficiencies are factored into the damage. Shadow Strike is not inherently a Surprise attack, but if the target is susceptible to a surprise attack, this attack is considered a surprise attack. An unconscious target is always susceptible to surprise attacks.
Stun • Requires a Weapon Skill • 3 Build • 2 Vigor
Striking the enemy in just the right part of the tunic area will daze them just long enough for an extra attack or two. By striking the target in the tunic area, they will become stunned for 5 seconds. During this time they may not attack, block, or use any skills, however they may invoke latent defenses. 1 point of damage or any
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offensive action will break this effect. Any active abilities will continue as normal. This blow must be landed in the tunic area.
Trap Dodge • Requires Dodge • 4 Build • 2 Vigor
Unlike Dodge and Evade, this skill has a lot less to do with sensing an attack. Rather this skill is based on the Rogues knowledge of traps and the way that they work. Even when trying to disarm a trap, the Rogue knows that there is inherent danger, and where it might be coming from. If the Rogue happens to set off a trap, this skill will allow him to avoid any of its effects. This may not always work, a marshal may rule that due to actions of the Rogue, there was no way to dodge the trapping mechanism (example; picking up a massive gem covered in poison would not be able to be dodged since it was the Rogue’s action that directly set off the “trap”).
Trip • Requires Disarm and Hamstring • 6 Build • 5 Vigor
A strike to the legs that forces the target struck to put a knee and both hands to the ground before they can stand.
Use Poison • Requires Conceal Item and Interrogate • 5 Build • 1 Vigor
Alchemists are capable of making so many types of poisons, and any common adventurer can rub a blade poison onto a weapon. It takes someone special to apply any poison onto a weapon and have it work. Using this skill, the Rogue can apply any type of poison to their weapon and use it as a blade poison.
Waylay • Requires Critical Strike • 5 Build • 4 Vigor
Sometimes it is not the purpose of a Rogue to kill their mark, just relieve them of some of that heavy extra loot they are carrying around. By striking their target in just the right part of the neck with a weapon they are able to knock them unconscious. Hitting the target between the shoulder blades represents this strike. After being affected by this attack, they will remain unconscious for 5 minutes. A person can be awoken from this unconsciousness by taking a total of at least 15 points of damage from any source, or having a limb broken or severed. If a killing blow is delivered during this time, the killing effect will not work, but the damage still takes effect. A person wearing a helm and neck protection constructed of at least chain will not be affected by this attack. This is a surprise attack. Once a person has been the target of a surprise attack, they cannot be surprised again for the next minute.
Warrior Heroes, villains, guards, or henchmen, Warriors make up the fighting backbone of the empire. From swashbuckling duelists to heavy dragoons, Warriors all share the same culture: “Live by the sword, and die by the sword.” These brave men and women fight and die every day. Warriors are adventurers questing for gold in dark dungeons and spending that gold in fire-lit taverns. First and foremost this character is a fighter.
• Armor Use: Plate • Starting Essence: 12
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Warrior Base Skills 2 Essence
• 2 Build
Essence is the way to measure the physical stamina that a person possesses. As a person is
damaged, be it through a spell effect or by a weapon, their body takes injuries and their stamina goes down. Essence represents the amount of damage that a body may take before falling in death. A Warrior starts with 12 Essence and may purchase essence every level starting at first.
Skill Build Prerequisites Essence 2 Every Level Armor Efficiency 4 None Armor Proficiency – Light 4 None Armor Proficiency – Medium 5 Armor Proficiency – Light Armor Proficiency – Heavy 6 Armor Proficiency - Medium Bastard Proficiency I, II, III 2, 3, 4 Equal Proficiency Blind Fighting 6 Critical Strike & Stun Feint 8 Break Limb Florentine 3 Weapon Master Florentine Master 4 Florentine Florentine Grand Master 5 Florentine Master Florentine Proficiency I, II, III 4, 5, 6 Equal Proficiency Literacy 2 None Mana 1 1 for 1 build up to 50 Mana 2 1 for 2 build from 51 to 100 Missile Master 4 None Shield 5 None Shield Proficiency 5 Shield Strength +1 15 Weapon Proficiency II Sundered Arms 4 Weapon Proficiency II Teach 0 *Plot approval Utilize Component 3 None Vigor 1 1 for 1 Build up to 50 Vigor 2 1 for 2 Build from 51 to 100 Warrior’s Stamina 3 None Weapon Master 3 None Weapon Proficiency 10, 12, 14 A Weapon Skill
Warrior Base Skills Chart
Armor Efficiency • 4 Build
This represents the Warrior’s ability to properly place and wear armor to its maximum effectiveness. By purchasing this ability, the Warrior’s armor total will be 25% higher for everything they wear.
Armor Proficiency - Light • 4 Build
Even after a piece of armor is beaten to a pulp, it still protects the wearer, if they have the skill to use it. If the armor that the Warrior is wearing totals 10 points or more (before modification for Armor Efficiency or magical enhancements) that
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armor will always provide an added effect of 1 points LESS damage. No matter what a person is swinging, the Warrior will always take 1 point of
damage, no matter their soak. This means if a person were hit for 6 points of damage, they would take 5 points of damage.
Skill Build Vigor Prerequisite Armor Patch 5 2 Armor Efficiency Block 3 3 Shield or A Weapon Skill Break Limb 4 3 Stun Break Shield 6 4 Break Weapon Break Weapon 4 4 Weapon Proficiency I Bypass Armor 3 2 Cleave Armor & Critical Strike Cleave Armor 6 4 Weapon Proficiency I Critical Strike 3 2 Weapon Proficiency I Disarm 2 2 Weapon Proficiency I Feat of Strength 4 2 Strength +1 Hamstring 3 2 Stun Intercede 3 2 Block Knockback 3 3 Block & Stun Lock Weapon 4 3 Master Disarm Master Disarm 5 3 Disarm Parry 5 5 Block Power Strike 5 5 Weapon Proficiency II & Critical Strike Retain 3 1 Weapon Proficiency I Riposte 6 4 Block Sever Limb 6 5 Break Limb Shield Bash 4 3 Shield & Stun Stun 3 2 A Weapon Skill Sure Shot 2 2 Ranged Proficiency II Willpower 5 3 Block
Warrior Vigor Skills Chart
Skill Build Vigor Prerequisites Kata of Essence 5 4 None Kata of Martial Expertise 5 4 Kata of Skill Kata of Skill 5 4 Kata of Vigor Kata of Vigor 5 4 Kata of Essence
Warrior Katas Chart
Armor Proficiency – Medium • Requires Armor Proficiency - Light • 5 Build
Even after a piece of armor is beaten to a pulp, it still protects the wearer, if they have the skill to use it. If the armor that the Warrior is wearing totals 20 points or more (before modification for Armor Efficiency or magical enhancements) that
armor will always provide an added effect of 2 points LESS damage. No matter what a person is swinging the Warrior will always take at least 1 point of damage no matter their soak. This means if a person were hit for 6 points of damage, they would take 4 points of damage. If a person was hit for 2 points of damage, they will still take 1 point of damage.
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Armor Proficiency – Heavy • Requires Armor Proficiency - Medium • 6 Build
Even after a piece of armor is beaten to a pulp, it still protects the wearer, if they have the skill to use it. If the armor that the Warrior is wearing totals 40 points or more (before modification for Armor Efficiency or magical enhancements) that armor will always provide an added effect of 3 points LESS damage. No matter what a person is swinging, the Warrior will always take 1 point damage, no matter their soak. This means if a person were hit for 6 points of damage, they would take 3 points of damage.
Bastard Proficiency I, II, III • Requires Equal Weapon Proficiency • 2, 3, 4 Build
Though a master of defense, a wise Warrior knows when to throw down his shield and strike with all his might. A bastard proficiency allows the paladin to use a Weapon Proficiency with a bastard weapon with both one and two hands.
Blind Fighting • Requires Blind Fighting and Stun • 6 Build
This ability allows a person to fight in any condition that they cannot see. This includes, but not limited to, total darkness (unless it is simply real world dark) or any ability that causes blindness. This does not allow the person to see anything in the dark or when blind, only to react and engage in combat once it is initiated.
Feint • Requires Break Limb • 8 Build
Through use of this skill, the Warrior may retain 2 vigor from any skill that does not land on his target for a minimum of 1 vigor. Possible reasons for non-effect could be the use of
dodge, parry, invulnerability, or simply a missed attack.
Florentine • Requires Weapon Master • 3 Build
Many Warriors find it beneficial to wield multiple weapons at a time. This ability allows exactly that. Florentine allows the wielder to use both a 1-handed size and a small weapon at the same time. They may use both weapons in both an offensive and defensive manner.
Florentine Master • Requires Florentine • 4 Build
Once the Warrior has mastered the skills of fighting with a one handed weapon and a small weapon, they move on to fighting with a pair of one handed weapons. These weapons may be used both offensively and defensively.
Florentine Grand Master • Requires Florentine Master • 5 Build
A skilled Warrior may want to keep his enemy guessing. A good way of doing that is to use several weapons that normally fit together. Be it fighting with a halberd and dagger or a pair of bastard maces, this skill allows the Warrior to do it. Unfortunately even the most skilled warriors cannot wield the larger weapons in such a way to do damage with one hand, thus only weapons that can be wielded one-handed may strike for damage.
Florentine Proficiency I, II, III • Requires Equal Weapon Proficiency • 4, 5, 6 Build
This skill will allow the Warrior to wield a weapon in his second hand for 1 extra point of
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damage. The available weapons are small, or one handed.
Literacy • 2 Build
This skill will allow the warrior to read and write the common language.
Mana Mana is the power that every character possesses that may be used to cast spells. The amount of Mana a person possesses determines the size of that character’s power pool. The cost of Mana rises as the player’s power pool grows. Mana cost increases as follows:
• (1 - 50) 1 build each • (51 - 100) 2 build each
Missile Master • 4 Build
Training in this art will allow the warrior the ability to use any ranged weapon. From bow, to crossbow, to throwing axes, to even the simplest stones this training covers it all.
Shield • 5 Build
From the smallest buckler to a three and a half foot kite shield, this skill will allow a Warrior to enjoy the comfort of having a broad piece of wood or metal between him and the thing trying to kill him.
Shield Proficiency • Requires Shield • 5 Build
Through constant training and use of the shield, the Warrior has found a way to use the shield to better protect them. This skill represents the Warrior gaining 10 extra armor points to their armor total while wielding a Reinforced Shield.
Strength +1 • Requires Weapon Proficiency II • 15 Build
The ways of a warrior will instill power in their body. After long enough they will be as strong as two men. This skill allows the Warrior to harness that extra power to be able to do 1 extra point of damage with all weapon strikes. There are also some situations where as extra point of strength will aid with carrying of heavy objects and the like.
Sundered Arms • Requires Weapon Proficiency II • 4 Build
This skill will allow the Warrior to fight with a weapon that has received a break weapon effect. During this time, the weapon will strike for half damage (halving profs/ Strength as well rounded down) and cannot have any new spells cast upon it. If the weapon is struck with a second break, it will shatter beyond use.
Teach • Requires Plot Approval • 0 Build
This ability will allow a person to teach any skill that they know. Higher skills and lists as well as hidden subclasses cannot be taught. A player with this ability may teach a class, however, such things as Baptisms, creation of Mystic crystals etc., are skills that reside on hidden or higher lists and cannot be bestowed or created. Lost lore can be taught once learned. To learn this skill the Warrior must be approved by plot and be knowledgeable in his/her class.
Utilize Component • 3 Build
Scattered throughout the land are various magical herbs and plants. These can be harvested by any character. The most common
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type of nodes contains support components, which take the place of Mana and Vigor. To use a component, a character with this skill must spend one minute per point to absorb the Mana or Vigor from component. Afterwards, the player need simply add the component tags to his or her tag ring. These tags can be traded between players, however all components without an expiration date wither at the end of a standard weekend.
Vigor Vigor is a measure of physical action that a player can make before becoming tired. It can be sometimes used to aide in rituals. Vigor costs increase as the pool grows.
• (1 – 50) 1 Build each • (51 – 100) 2 Build each
Warrior’s Stamina • Requires Warrior as Starting Class • 3 Build
Training to endure pain will allow the Warrior to take a bit of extra damage. This training will grant the Warrior 10 extra Essence points. This skill may only be purchased if Warrior is your first (primary) class.
Weapon Master • 3 Build
Training in the art of arms, the Warrior quickly will learn how to pick up any melee weapon and use it effectively. Melee weapons are any 1 handed, 2 handed, Bastard, Great, or small weapons regardless of construction or striking type.
Weapon Proficiency I, II, III • Requires a Weapon Skill • 10, 12, 14 Build
This skill will allow the Warrior to wield his weapon for 1 extra point of damage. Each
purchase of this skill will add 1 point to a certain type of weapon. The available types of weapons are small weapon, 1-handed weapon, 2-handed weapon, or ranged weapon. If the Warrior were using a bastard weapon, the proficiencies in the style they are using it in (1 or 2 handed) would apply. The build cost progression is for each type of weapon.
Warrior Vigor Skills Armor Patch
• Requires Armor Efficiency • 5 Build • 2 Vigor
As the Warrior knows how to wear his armor most effectively when it is new, he also knows how to strap it together after the pains of battle. This skill will allow the Warrior to sit for 1 minute in order to arrange and strap what is left of his armor to the most effective configuration. Even if there are no armor points left, this will return 25% of the armor value to the armor. This skill can be used up to 2 times to raise the Warrior’s armor points to 50% of the armor total. Once this skill is used, the next time the armor is repaired; it must be for the full value of the armor.
Block • Requires Shield or a Weapon Skill • 3 Build • 3 Vigor
This skill will stop any one physical strike that hits the player that is not delivered from behind. This skill may be used in conjunction with a weapon or shield.
Break Limb • Requires Stun • 4 Build • 3 Vigor
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With a mighty blow, the Warrior is able to break the limb of his target. If struck on an arm with this skill, that arm will now strike for half damage rounded down with a weapon as well as be unable to throw spells. If a target is struck in the leg with this skill, the target may only move at a walking pace
Break Shield • Requires Break Weapon • 6 Build • 4 Vigor
By finding the proper weakness in a shield, the Warrior may cleave it into pieces. Once the Warrior strikes the shield and uses this ability, the target must drop their now useless shield. Some shields are immune to this effect due to materials they are made of or enchantments placed upon them.
Break Weapon • Requires Weapon Proficiency I • 4 Build • 4 Vigor
Like shields, every weapon has a weak point. By finding and exploiting that point, a Warrior can shatter even the mightiest of weapons. This is done by striking the target’s weapon and invoking this ability. Some weapons are immune to this effect due to materials they are made of or enchantments placed upon them.
Bypass Armor • Requires Cleave Armor • 3 Build • 2 Vigor
This strike will allow a Warrior to find their target’s weakness in their armor and strike for Essence damage for one strike. This skill may not be used in conjunction with any damage enhancing effects.
Cleave Armor • Requires Weapon Proficiency I • 6 Build • 4 Vigor
With a single strike intended to weaken the defense of the target, the Warrior can inflict horrible damage to a target’s armor. This attack will do an amount of damage to the targets armor that is equal to half the value of the target’s armor when it is at full repair. Even if the armor does not have that many points left, it will do no damage to the wearer. To use this ability, the Warrior must strike the target in the tunic area and call “Cleave Armor”.
Critical Strike • Requires Weapon Proficiency I • 2 Build • 3 Vigor
When in the heat of battle it sometimes becomes apparent that there is an opening for a powerful attack. By exploiting this opening the Warrior can inflict twice the normal wound that he would normally. By striking the tunic area, the Warrior may then call Crit “X” damage, where “X” is twice the amount of damage that they would normally deal. No temporary damage additions will be doubled with the use of this skill. This skill does not apply to magical enhancements. This blow must be landed in the tunic area.
Disarm • Requires Weapon Proficiency I • 2 Build • 2 Vigor
There is no better way to make sure you win a battle then to make sure that your enemy’s weapon is on the ground. To this end, Warrior’s long ago found ways to relieve a foe of their weapon in combat. By striking the arm that holds the weapon, they are able to knock the
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weapon to the ground. The target of this skill that just lost his weapon must drop it to the ground in front of him. This weapon may not be picked up for 5 seconds. If the target is wielding a two-handed weapon, this will cause the target to remove that hand for 5 seconds.
Feat of Strength • Requires Strength +1 • 4 Build • 2 Vigor
This skill will grant the Warrior +1 strength for 1 minute. This +1 strength will be in addition to any other strength giving ability.
Hamstring • Requires Stun • 3 Build • 2 Vigor
When hit in the leg with this skill the target will only be able to walk at a heel to toe rate for 1 minute.
Intercede • Requires Block • 3 Build • 2 Vigor
A time comes in every Warrior’s life when they are responsible for someone else’s life. With this training the Warrior is able to put himself in harm’s way to keep his mark safe. As long as he is within weapon reach of the target, the Warrior may use this skill to take the effect of any physical or magical attack that is delivered. The Warrior may then use any defense at his disposal to attempt to prevent taking that effect. This skill must be used for each attack to be stopped. This skill is called after the original attack has been called and landed.
Knockback • Requires Block and Stun
• 3 Build • 3 Vigor
Even a great Warrior knows when he’s beaten. That same great Warrior also knows that showing your enemy your back could quickly bring his life to an end. However, showing your enemy back 10 feet is much less hazardous. By throwing a bit of extra force into an attack at just the right time the Warrior can drive their opponent back 10 feet. That opponent may promptly resume the attack, but it often gives the lesser Warrior time to tuck tail and run. There are a few other neat tricks that some Warriors have found to do with this as well. This skill is used by striking the target in the tunic area or shield with your weapon and calling Knock Back.
Lock Weapon • Requires Disarm Master • 4 Build • 3 Vigor
The Warrior can lock one of his weapons with one of his targets preventing either combatant from taking any action with that weapon. This ability will last for 30 seconds however the Warrior may end this effect at any time he wishes. For the duration of the effect the weapon used for this skill as well as the weapon locked cannot be used for skills, to attack, or defend.
Master Disarm • Requires Disarm • 5 Build • 3 Vigor
More advanced than Disarm, this skill allows an extremely talented Warrior to knock the weapon from his opponent’s hand by striking the weapon instead of their arm. The weapon will still fall to the ground at the target’s feet. This weapon may not be picked up for 5
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seconds. If the target is wielding a two-handed weapon, this will cause the target to remove that hand for 5 seconds.
Parry • Requires Block • 5 Build • 5 Vigor
This skill will stop any one physical strike that hits the player that is not a surprise attack. Parry will stop blows that are delivered from the front or behind. This skill may be used in conjunction with a weapon or shield.
Power Strike • Requires Critical Strike and Weapon
Proficiency II • 5 Build • 5 Vigor
When in the heat of battle it sometimes becomes apparent that there is an opening for a powerful attack. By exploiting this opening the Warrior can inflict triple the normal wound that he would normally. By striking the tunic area, the Warrior may then call Power “X” damage, where “X” is three times the amount of damage that they would normally deal. No temporary damage additions will be tripled with the use of this skill. This blow must be landed in the tunic area.
Retain • Requires Weapon Proficiency I • 3 Build • 1 Vigor
As was found when the first Warrior learned the art of Disarm, the fastest way to find an early death was to drop your weapon. This ability allows a Warrior to hold onto the only thing keeping them alive when an effect attempts to disarm them. This will stop both physical and magical effects that would cause a warrior to
drop their weapon. However, this will not stop or allow a hold to be called if a Warrior drops their weapon or is naturally disarmed (not using a skill or spell).
Riposte • Requires Block • 6 Build • 4 Vigor
When a Warrior can see a strike coming they can oftentimes stop it from hurting them. This skill will stop 1 physical strike that hits the Warrior that is not delivered from behind. The Warrior may then use the momentum of their opponents strike to deliver it back to them.
Sever Limb • Requires Break Limb • 6 Build • 5 Vigor
The only thing a Warrior thinks is better than an opponent with a limp limb at their side causing them agony, or a leg that is so shattered that it cannot support their weight is seeing that limb lying on the ground in front of them. A bit more difficult to heal, cutting a limb off is a powerful tool for the Warrior to use on his enemy. Cutting off a limb is also a useful tactic for getting the item out of their hand. This skill is used by hitting the limb and calling “Sever Limb”. If an arm is cut off using this skill, the target must drop any possessions in that hand at their feet.
Shield Bash • Requires Shield • 4 Build • 3 Vigor
This skill will allow the Warrior to bash his target with a shield. The Warrior may throw a spell packet at the target in weapon reach that will stun the target for 5 seconds. Any offensive
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strike will break this effect. At no time may someone bash another player with their shield.
Stun • Requires a Weapon Skill • 2 Build • 3 Vigor
Striking the enemy in just the right part of the tunic area will daze them just long enough for an extra attack or two. By striking the target in the tunic area, they will become stunned for 5 seconds. During this time they may not attack, block, or use any skills, however they may invoke latent defenses. 1 point of damage or any offensive action will break this effect. Any active abilities will continue as normal. This blow must be landed in the tunic area.
Sure Shot • Requires Ranged Proficiency II • 5 Build • 2 Vigor
By use of this skill, someone wielding a bow or crossbow can aim unerringly at a target that is within their normal range. With this shot, they will do base damage of the weapon plus any enchantments, proficiencies learned in bow/crossbow, and strength. Similar to "Point Blank" the arrow must then be dropped and another nocked before the skill can be used again. The arrow will not be able to be retrieved until the end of the combat
Willpower • Requires Block • 5 Build • 3 Vigor
At times there are powers that attempt to gain the favor or control of a powerful Warrior. This ability will allow them to fend off such an attempt and keep their free will. Unlike many other abilities, the Warrior does not need to
make it known that he has used the Willpower ability, simply make note of it and deduct the vigor points from his pool. This will often catch the attacker unaware that their ability did not work as intended. This skill will prevent any one Mind Effect
Warrior Kata Skills Warrior Katas may be performed with only the Warriors and a number of additional people equal to the number of Warriors involved in the Kata. The benefits gained through these disciplines will stack with an effect that grants the same benefit. All benefits last 6 hours unless otherwise stated. The warrior will create his own kata which need to last at least 1 minute. Vigor expended in performing the kata is non-healable until a tag reset, or when the duration of the kata has expired.
Kata of Essence • 5 Build • 4 Vigor
Training is an important part of the life of Warrior. At the completion of the Discipline, everyone participating will benefit from 5-extra healable Essence.
Duration: 6 hours.
Kata of Martial Expertise • Requires Kata of Skill • 5 Build • 4 Vigor
Training is an important part of the life of Warrior. At the completion of the Discipline, everyone participating will benefit from being able to use a single skill that they know 3 times in a row while only expending the Vigor for a single use.
The skill must be one that the Warrior knows naturally, and not gained through any other means including the font.
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Duration: 6 Hours/ Invoked/ Instant
Kata of Skill • Requires Kata of Vigor • 5 Build • 4 Vigor
Training is an important part of the life of Warrior. At the completion of the Discipline, everyone participating will then be able to use a single skill that the leader of the Discipline was focusing on from their own vigor pool. This knowledge lasts for 6 Hours. The skill given knowledge of must be one that the Warrior knows naturally, and not gained through any other means including the font.
Duration: 6 Hours
Kata of Vigor • Requires Kata of Essence • 5 Build • 4 Vigor
Training is an important part of the life of Warrior. At the completion of the Discipline, everyone participating will gain 5-extra healable vigor. This Vigor gained this way can exceed anyone’s max vigor amount.
Duration: 6 Hours
Wizard “To follow the Arcane is to reject the Gods business. The Wizards and evokers don't doubt the Gods existence; they just doubt their day to day use. ”
To the Wizards Magic is a force and spells are ways to focus that force into useful ways. Physiks is the study of applied magical and mathematical theory. Wizards design the architecture, infrastructure, and layout of the Empire and its cities. They create rituals and
spells to help Citizens live in comfort and privilege. Many of the richest Citizens have a wizard on hand to aid them. The College of Physikal Theory in Arcan's Moot is renowned for its graduate’s talent.
• Armor Use: Cloth • Starting Essence: 6
Wizard Base Skills Concentration
• Requires a 5th Rank Wizard Spell • 5 Build
Your powers of concentration are so great you are able to manipulate Mana and energies even while sustaining essence damage. This spell allows you to continue casting your spell even if you are struck for essence damage during the incanting of a spell.
Dagger • 1 Build
This ability will allow the user to use dagger type weaponry.
Discipline of Direfang • Requires a 1st Rank Wizard Spell • 5 Build
This skill will allow the Wizard to replace the essence requirement of any Wizard Ritual on their list with Vigor at the rate of one for one. This can be used with the Ritual Efficiency skill.
1 Essence • 2 Build
Essence is the way to measure the physical stamina that a person possesses. As a person is damaged, be it through a spell effect or by a weapon, their body takes injuries and their stamina goes down. Essence represents the amount of damage that a body may take before falling in death. A Wizard starts with 6 Essence
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and may purchase essence every odd level starting at first.
Skill Build Prerequisite Concentration 5 5th Rank Spell Dagger 1 None Discipline of Direfang 5 1st Rank Wizard Ritual Essence 2 Purchasable every odd level Evaluate Item 3 None Literacy 2 None Mana 1 1 for 1 Build up to 50 Mana 2 1 for 2 Build up to 100 Meditate 4 None Ritual Efficiency 3 4th Rank Wizard Ritual Staves 3 None Teach 0 *Plot approval Utilize Component 3 None Vigor 1 1 for 1 Build up to 50 Vigor 2 1 for 2 Build up to 100 Wizard Ritual 3, 4, 5, 6, 7 Literacy Wizard Spell 2, 3, 4, 5, 6 Literacy
Wizard Base Skills Chart
Evaluate Item • 3 Build
This skill allows the Wizard to accurately evaluate the value of items such as gems. These items are identifiable by the code that they will possess and the player will be given the information to decode the values of the items.
Literacy • 2 Build
This skill will allow the Wizard to read and write the common language.
Mana Mana is the power that every character possesses that may be used to cast spells. The amount of Mana a person possesses determines the size of that character’s power pool. The cost of Mana rises as the player’s power pool grows. Mana cost increases as follows:
• (1 – 50) 1 build each
• (51 – 100) 2 build each
Meditate • 4 Build
This skill allows for the caster to spend 5 minutes in deep concentration, during which the caster may use no in game skills. Any disruption, including talking, voids this skill use and it must be restarted. Upon completing meditation, the caster regains the Mana of all spells that missed within the last half hour.
Ritual Efficiency • Requires a 4th Rank Wizard Ritual • 3 Build
This skill will allow the Wizard to lower the Essence cost of any Wizard Ritual to 1 essence.
Staves • 3 Build
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This skill allows the Wizard the ability to use staff weapons.
Spell Build Mana Cantrips
Create Wizard’s Armor 2 0 Knock 2 0 Sense Magic 2 0 Summon Light 2 0 Tie / Untie Knots 2 0 Wizard’s Mark / Unmark 2 0
1st Rank Spells Create a Mana Path 2 1 Create a Wizard’s Lock 2 1 Detect Magic 2 1 Enhance Your Defense 2 1 Pin Your Leg 2 1 Stay Your Distance 2 1 Summon a Mana Bolt 2 1
2nd Rank Spells Bestow Shimmering Skin 3 2 Become a Vigor Bridge 3 2 Bind Your Limbs 3 2 Create an Aura of Defense 3 2 Seal This Scroll to Memory 3 2 Summon a Mana Ball 3 2
3rd Rank Spell Bestow Backlash of the Arcane 4 3 Bestow Titan’s Strength 4 3 Fortify Your Defenses 4 3 Grant Mana / Vigor Shield 4 3 Shatter Your Weapon 4 3 Summon a Mana Blast 4 3
4th Rank Spells Create an Imprisonment 5 4 Dispel Magic 5 4 Energize This Blade 5 4 Make You Fumbled Tongue 5 4 Steal Your Sanctuary 5 4 Summon a Mana Storm 5 4
5th Rank Spells Become a Bridge of Latency 6 5 Create a Charm of Following 6 5 Force You to Use Your Defenses 6 5 Mimic Your Spell 6 5 Spell Lock 6 5
Wizard Spells Chart
Ritual Build Use 1st Rank Rituals
Bolster Your Mana 3 1 M, 1 V, 1 E Enchant Item 3 1 M, 1 V, 1 E Ritual of Entry 3 1 M, 1 V, 1 E Stone of Resurrection 3 1 M, 1 V, 1 E Transform Aura 3 1 M, 1 V, 1 E
2nd Rank Rituals Dispel Ritual 4 2 M, 1 V, 1 E Mana Font 4 2 M, 1 V, 1 E Revitalize Ritual 4 2 M, 1 V, 1 E Ritual of Attunement 4 2 M, 1 V, 1 E Ritual of Recharge 4 2 M, 1 V, 1 E
3rd Rank Rituals Dissipate Energy 5 3 M, 1 V, 1 E Enchant Gem 5 3 M, 1 V, 1 E Greater Enchant Item 5 3 M, 1 V, 1 E Ritual of Recall 5 3 M, 1 V, 1 E Ward of Barring 5 3 M, 1 V, 1 E
4th Rank Rituals Enchant Gem of the War Mage
6 4 M, 2 V, 2 E
Magical Beacon 6 4 M, 2 V, 2 E Magical Blade 6 4 M, 2 V, 2 E Ritual of Lingering Enchantment
6 4 M, 2 V, 2 E
Ward Your Magic 6 4 M, 2 V, 2 E 5th Rank Rituals
Armor of the Magus 7 5 M, 2 V, 2 E Astral Projection 7 5 M, 2 V, 2 E Ritual of Destruction 7 5 M, 2 V, 2 E Ward of Blocking 7 5 M, 2 V, 2 E
Wizard Rituals Chart
Teach • 0 Build
This ability will allow a person to teach any skill that they know. Higher skills and lists as well as hidden subclasses cannot be taught. A player with this ability may teach a class, however, such things as Baptisms, creation of Mystic crystals etc., are skills that reside on hidden or higher lists and cannot be bestowed or created. Lost lore can be taught once learned. To learn this
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skill the Wizard must be approved by plot and be knowledgeable in his/her class.
Utilize Component • 3 Build
Scattered throughout the land are various magical herbs and plants. These can be harvested by any character. The most common type of nodes contains support components, which take the place of Mana and Vigor. To use a component, a character with this skill must spend one minute per point to absorb the Mana or Vigor from component. Afterwards, the player need simply add the component tags to his or her tag ring. These tags can be traded between players, however all components without an expiration date wither at the end of a standard weekend.
Vigor Vigor is a measure of physical action that a player can make before becoming tired. It can be sometimes used to aide in rituals. Vigor costs increase as the pool grows.
• (1 – 50) 1 Build each • (51 – 100) 2 Build each
Wizard Ritual • Requires Literacy • 3, 4, 5, 6, 7 Build
This represents the ability of the Wizard to cast ritual type spells. Rituals require an amount of Mana equal to the rank of the ritual. All rank 1-3 rituals also require 1 Essence and 1 Vigor from the caster. All rank 4 and 5 rituals require 2 Essence and 2 Vigor. If a ritual requires multiple people to cast, the people aiding need not be baptized to any of the Gods. That person must also be prepared to donate Essence, Vigor and/or Mana. Rituals also take 1 minute per rank to perform. Essence, Vigor, and Mana used in the casting of a Ritual is an Aggravated loss and
cannot be restored for 6 hours Rituals also take 1 minute per rank to perform.
Wizard Spell • Requires Literacy • 2, 3, 4, 5, 6 Build
This is the representation of a Wizard’s ability to learn and cast spells. Each spell is purchased individually, granting the knowledge of the spell purchased.
Wizard Spells Cantrips
• 2 Build Each • 0 Mana per Casting
Incant – “By my will alone, I…”
Cantrips require no Mana to cast, but require either a physical item held or an additional gesture to cast.
Create Wizard’s Armor This spell will grant the target 1 point of non-repairable armor. This will be the first point of armor destroyed in battle and may not be repaired.
Duration: 6 Hours
Requirement: Physical Focus - Strip of Leather
Call a Dart of Mana This spell will inflict 1 point of damage on its target.
Duration: Instant
This spell may not be purchased at character creation. This may only be learned if Wizard is your starting class.
Knock This spell will dispel a Wizard’s Lock.
Duration: Instant
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Requirement: Physical Gesture - Character must knock three times upon the object.
Sense Magic This cantrip allows a Wizard to touch an item and feel if it has a magical aura or not. This spell will not tell the Wizard the identity or even nature of the magic upon the item. The person using this spell must touch the item and concentrate for one minute.
Duration: Instant
Summon Light This Spell allows the Wizard to summon a light to see. The light may be a glow stick or a small flashlight with a cloth, gel, or plastic cover over the head.
Duration: 30 minutes
Requirement: Physical Focus - The character must have some kind of source from which the light will come. Glow stick, flashlight, or other items are fine and will serve as the focus of the cantrip.
Tie/Untie Knots This spell will allow the Wizard to magically tie knots. These knots can’t be untied through mundane efforts for they are magically reinforced. However a character with +2 strength may break the knots. This cantrip may also be used to untie knots that have been tied with Tie Knots.
Duration: 30 Minutes
Requirements: Physical Focus - Length of Rope. This may be the same length of rope in which you are tying the target up with.
Requirements: Hand Gesture - Character must make a slashing motion with one finger across the rope.
Wizard’s Mark/Unmark This spell places an invisible mark that is only visible to other wizards. This mark will be placed on the item card for any item the wizard wishes to place his mark on. The mark may only be removed by a higher level wizard.
Duration: Permanent / Until Removed
Requirements: Item - The item to be marked must be held by the Wizard. The time it takes to make the mark is how long it takes to cast the spell.
1st Rank Spells • 2 Build Each • 1 Mana per Casting
Incant: “By my will and knowledge alone, I”
Create a Wizard’s Lock Use of this spell will function as a 1st Rank lock. It may be picked as a normal lock, but when picked it is dispelled. A Wizard’s Lock may not be placed on an item with a mundane lock. Once cast, only the caster can open the lock.
Duration: 6 Hours
Detect Magic This spell allows a Wizard to tell if an item is magical or not. This spell will not tell the Wizard the identity or even nature of the magic upon the item. The person using this spell must touch or hit the item with a spell packet.
Duration: Instant
Enhance Your Defense This spell will bestow 5 points of armor protection upon the target. These will be the first armor points to be destroyed when in battle and may not be repaired.
Duration: 6 Hours
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Pin Your Leg The Wizard is able to summon the magic from the very ground. Using this magic, he can then hold one of his target’s feet in place. The target may still pivot and move, just cannot move that single foot from where it was pinned. Use of +2 Strength will break this pin.
Duration: 5 Minutes
Stay Your Distance Wizards are not the heartiest of people. Not being the type that like carrying shields as Warriors do, they had to find another way to hold those wishing to do them harm at bay. By using a magical force, a Wizard may keep their opponent out of weapon’s reach feet from them. The caster may not force the target back, nor advance upon them. The target may not advance to closer than weapon’s reach and may not make any movements that would bring them closer to the caster.
Duration: 5 Minutes
Summon a Mana Bolt This spell will inflict 5 points of damage upon its target.
Duration: Instant
2nd Rank Spells • 3 Build Each • 2 Mana per Casting
Incant: “By my will and knowledge alone, I…”
Become a Mana/Vigor Bridge This spell will allow the caster to become a conduit of power. By touching two other characters when this spell is cast, the caster may allow one to transfer vigor or mana points to the other. This vigor transfer may be done willingly and will take a full minute regardless of the amount transferred.
Duration: 1 Minute
Bestow Shimmering Skin This spell will infuse the target’s very skin with magic. This magic will protect the target and grant them an added 10 Essence that cannot be healed. This Essence is the first to be lost after armor when damage is taken. The target must be conscious for this spell to take effect.
Duration: Instant
Bind Your Limbs A Wizard is able to summon magical chains to bind his foes. This binds the targets arms at the elbow and wrist to straight down their sides. The target may still have normal use of their legs, but may not move their arms. Use of +2 Strength will break this bind. This does not prevent skill use in any way.
Duration: 1 Minute
Create an Aura of Defense This latent effect allows the target to defend against the most powerful spells that may target them. Starting when it is invoked, this defense will allow the target to stop the effects of any one 4th or 5th Rank spell every minute.
Duration: Invoked / 5 Minutes / 6 Hours
Seal This Scroll to Memory Wizards are masters of collecting all sorts of things “just in case” they are ever needed. Casting this spell will allow the wizard to use one use of a scroll and commit it to memory for the next 6 hours. The wizard may then cast that spell off their own Mana pool as if they knew the spell.
Duration: 6 Hours
Summon a Mana Ball This spell will inflict 10 points of damage upon its target.
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Duration: Instant
3rd Rank Spells • 4 Build Each • 3 Mana per Casting
Incant: “By my will and ancient knowledge alone, I…”
Bestow Backlash of the Arcane Not everyone has the ability to cast magic. However, this spell will allow anyone to use a magical type effect. Cast upon a target it will then allow the target to invoke a 10 - Essence damage spell at any person who strikes them. This ability may be used only once per casting.
Duration: Invoked / 6 Hours
Bestow Titan’s Strength Once invoked, this spell will grant the target +1 strength for the next 5 minutes. This will allow the target to swing one added point of damage with any weapon that they hold or perform any actions that may require some added strength during that time. May not be stacked with any other strength enhancing spells or effects.
Duration: 6 hours/Invoked/5 minutes
Fortify Your Defenses This spell will bestow 15 points of armor protection upon the target. These will be the first armor points to be destroyed when in battle and may not be repaired.
Duration: 6 Hours
Grant Mana/Vigor Shield Without his Mana, a Wizard is nothing. This defense was devised to make sure that they keep it. This protection will activate when the recipient’s Mana or vigor is attacked. This defense will prevent any Mana or vigor from being drained for the next 1 minute. The
determination if Mana or vigor is to be protected is determined at the time of casting.
Duration: 1 Minute / 6 Hours
Shatter Your Weapon Using a flow of sheer magic, a Wizard is able to destroy a weapon of any size from the smallest thrown weapon to the greatest pole arm. This spell however will not affect a shield. Any weapon destroyed in this way is completely useless. A weapon with an active enchantment on it cannot be shattered through use of this spell.
Duration: Instant
Summon a Mana Blast This spell will inflict 15 points of damage upon its target.
Duration: Instant
4th Rank Spells • 5 Build Each • 4 Mana per Casting
Incant: “By my will and ancient knowledge alone, I”
Create an Imprisonment This spell will encase a target in magic, rendering them completely immune from most attacks and spells. On the downside, they are also completely unable to move, including speaking, casting, and fighting. They also may not be picked up or moved in any way.
Duration: 3 Minute
Dispel Magic This spell will allow a Wizard to remove the effects of any spell of Rank 1 through 5. It will not remove or destroy any ritual. This works on latent spells or spells with a duration.
Duration: Instant
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Energize This Blade Not all creatures are affected by normal metals. This spell will allow a Wizard to enchant a blade to swing for “Magic” damage for 30 minutes. The weapon also becomes unbreakable for the duration of the spell.
Duration: 30 Minutes
Make You Fumbled Tongued This spell renders the target a fool. However even a fool can cast spells if trained properly. It will however be more difficult for them to cast. Before throwing a spell packet, the effected caster must say the spell verbal 3 times.
Duration: 1 Minute
Steal Your Sanctuary Although Wizards have not learned the lore of raising a magical sanctuary, they have figured out a way to use them. This spell will allow a member to pull a magical sanctuary off of the person holding it up and protect himself with it. As soon as the sanctuary is stolen, the thief must lift their hand into the appropriate position for the duration of the spell. The duration of the stolen sanctuary resets to a full 15 minutes or until the Wizard lowers his hand.
Duration: Instant / 15 Minutes / Until Arm Lowered
Summon a Mana Storm This spell will inflict 20 points of magic damage upon its target.
Duration: Instant
5th Rank Spells • 6 Build Each • 5 Mana per Casting
Incant: “By my force of will and ancient knowledge alone, I…”
Become a Bridge of Latency This spell will allow a Wizard to become a conduit of latent magics. By touching two other characters when this spell is cast, the caster may allow one to transfer latent spells to the other. This spell transfer must be done willingly and will take a full minute regardless of the amount transferred. The spells transferred can be outside the bounds of what is normally allowed.
Duration: 1 Minute
Create a Charm of Following On occasion either an ally or enemy may teleport to somewhere that you want to be, or you just don’t want them to be alone when they get there for whatever reason. This spell will allow a Wizard to follow the teleportation ability and appear right next to the creature that initiated the teleportation. This must be cast within 10 seconds of the teleportation happening or it will have no effect.
Duration: Instant
Force You to Use Your Defenses This spell will cause any latent spells or rituals with a duration on the target to become active.
Duration: Instant
Mimic Your Spell Sometimes a Wizard can’t cast everything that he would ever want to, but he knows how to mold Mana to his liking. By casting this spell, the Wizard may replicate the last spell that his target cast. No added Mana needs to be spent nor does a verbal need to be said. This must be used within 5 minutes of the original casting.
Duration: Instant
Spell Lock A Wizard has great powers to wield magic, they also have the powers to take it away. By casting this spell, the Wizard will hinder the targets
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ability to cast spells. The target of this spell may cast each spell that they have knowledge of only once during the duration of this spell. Any attempt to cast the same spell a second time will fail.
Duration: 30 Minutes
Wizard Rituals 1st Rank Rituals
• 3 Build Each • 1 Mana, 1 Vigor, 1 Essence per Casting
Bolster Your Mana The Wizard is able to cast this Ritual to transfer some of his Mana to another. Unlike the Mana Bridge spell, this Ritual will also transfer the amount of Mana a person may have. The Wizard may choose to increase the maximum amount of Mana that a target may have by decreasing his own cap. The caster would then be unable to regain the Mana transferred in this way and the target may regain it after it has been spent.
Duration: 6 Hours
Enchant Item This will make a non-food, and non-shield item able to hold up to one charge of a spell. The spell that is placed inside the item requires the casting cost of the spell to be spent when the enchantment is placed on the item. A Wizard may work in conjunction with any other class to enchant the item. When working in conjunction with another class, the helper spends normal casting cost for the spell being held within the item. When this item is invoked, the verbal must be said (cast as normal for 0 Mana) for the held spell as well as the user may not be hit for any damage or the invocation will not succeed. However, the person invoking the item does not need to spend Mana. The object holding the enchantment being laced within does not have
to be enchantment quality. Also, the item becomes unbreakable (immune to Break Weapon type skills) until the spell is invoked or the ritual's duration ends.
Duration: Invoked / 6 Hours
Ritual of Entry This Ritual is cast to hold a door open. It will not open the door; only hold it open for a period of an hour. If the door is closed when this ritual is cast and opened, the Ritual will then take effect.
Duration: 1 Hour
Stone of Resurrection The ability to resurrect came about from the fonts of magic and the stones that surround them. Wizard Mages have found a way to create a small stone that can mimic the powers of resurrection that the font has. By creating this stone, the target of the Ritual will then be able to resurrect at it if they should die later in the weekend.
Duration: All Weekend
Transform Aura For the time that this Ritual is in place, the target will detect as either demon, fey, or mundane. The type of aura to be given must be decided at the time the Ritual is cast. This will not alter physical appearance.
Duration: 1 Hour
2nd Rank Rituals • 4 Build Each • 2 Mana, 1 Vigor, 1 Essence per Casting
Dispel Ritual This ritual will dispel any rank 1-5 nonpermanent ritual
Duration: Instant
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Mana Font By tracking the Ley Lines, the rivers of magic upon this world, a Wizard may find a node. At this Node the Wizard may place a vessel that will allow others to recover their power. Through the casting of this ritual, the Wizard Places a physical vessel upon the ground and creates a Mana Font, which allows people to move to their next tag ring through a one minute ritual. This mana font lasts as long as the Wizard leaves the vessel upon the ground, but no more than 6 hours. No other person can move the vessel while the ritual is in effect.
Duration: 6 Hours
Revitalize Ritual Some creatures are rude enough to find it necessary to dispel a Ritual for no good reason. This Ritual will repair that dispelled Ritual and make it last for its original duration. Since the creation of this Ritual, Wizards have also found that casting this in the first hour after the magic has faded from a Ritual will strengthen it to last for another 6 hours if already a full 6 hour ritual.
Duration: 6 Hours
Ritual of Attunement This ritual will prevent 1 item from being removed for the target person. Item must be named and present at the casting of this ritual. If the person was to die, they will resurrect with the item as long as the resurrection takes place before the ritual ends. The item cannot be stolen, however in the case of a weapon, it may still be disarmed however, once dropped it may not be kicked away etc. Ritual of Attunement may be cast upon multiple items in the person’s possession, but will only count as one effect on the person, not matter how many items are attuned.
Duration: 6 Hours
Ritual of Recharge This ritual will allow the user to recharge magic items. After paying the cost of the ritual, the Wizard must then expend the Mana needed to cast the item’s spell for each use to be recharged. Magic items must have 1 charge left to for this ritual to work.
Duration: Instant
3rd Rank Rituals • 5 Build Each • 3 Mana, 1 Vigor, 1 Essence per Casting
Dissipate Energy Once invoked, this Ritual will protect the recipient from having any skills or spells returned to them. The lessened strength of the returned skill or spell is more easily turned aside then the original. This will work on such things as riposte and reflection, and perhaps others.
Duration: Invoked / 30 Minutes
Enchant Gem This ritual will allow a gem to be used by any person to store Mana or vigor. Any Mana or vigor that is stored in this gem may not be regained by any means until the end of 6 hours in which it was stored. A maximum of 30 points of power may be stored within. The power that is placed inside the gem must be placed in at the time this imbuing takes place. Any person may work in conjunction with the Wizard to store power within the gem. Any players may then remove the power placed inside to use as their own.*
Duration: Until End of Event
Greater Enchant Item This will make a non-food, and non-shield item able to hold up to three charges of a single spell. The spell that is placed inside the item requires the casting cost of the spell to be spent once when the enchantment is placed on the item. A
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Wizard may work in conjunction with any other class to enchant the item. When working in conjunction with another class, the helper spends normal casting cost for the spell being held within the item. When this item is invoked, (cast as normal, no Mana) the verbal must be said for the held spell however the user may be hit for damage without disrupting the contained spell. No Mana is spent when the item is invoked. * Also, the item becomes unbreakable until all charges of the spell are invoked or the ritual's duration ends.
Duration: 6 Hours / until invoked
Ritual of Recall This ritual must first be cast at a place that the target will want to recall to. At any time throughout the next 6 hours, the target may then invoke this ritual by saying, “As the ritual Commands I weave this ancient rite of eldritch power to recall and return to the original chosen spot.” A personal effect item with the targets initials must be left in the area that will be recalled to. When a player has cast this ritual, they must mark the recall point on their card. When invoked to recall, the player must put on a white headband and go directly to the predetermined spot and appear in game.
Duration: 6 Hours
Ward of Barring This ritual will create a ward that none may pass who are below level 20. A glow stick must be placed above the door of the room on both sides to show that there is a ward. The password must be kept on the closed section of the area notes. The password must be set upon creation and be used to lower and raise the ward. This ward affects an entire room.
Duration: 7 Days
4th Rank Rituals • 6 Build Each • 4 Mana, 2 Vigor, 2 Essence per Casting
Enchant Gem of the War Mage This ritual will allow a gem to be imbued in such way that a spell may be placed within it. A Wizard may work with any other class to place the spell inside of the gem. Once placed inside, the owner of the spell loses all ability to cast that one spell for the duration of the ritual. The spell that is inside this item will allow the user to cast the spell using their own vigor pool, not Mana. When this item is invoked, (normal casting, 0 Mana) the verbal must be said for the held spell as well as the user may not be hit for any damage or the invocation will not succeed.
Duration: 6 Hours
Magical Beacon This Ritual will allow the target to become an attractive force of magic. It binds 2 characters together. At the time of casting one is chosen to be the beacon. For the next hour, all magical spells that hit either of them affect the beacon as long as they are within 10 feet of each other. The beacon will not function if either party is unconscious.
Duration: 1 Hour
Magical Blade Casting this Ritual will enchant a weapon to swing for “magic” damage for the next 6 hours. Also, the weapon becomes unbreakable for the duration of the ritual.
Duration: 6 Hours
Ritual of Lingering Enchantment This ritual will extend the duration of any 6 hour enchantment to 3 months. The Wizard as well as any person who aided in the casting must both touch the item once per month or the imbuing will fade. The casting cost for the imbuing is only
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spent upon creation. Wards may not be extended.
Duration: 3 Months
Ward Your Magic This ritual ward is cast upon a room. Any person inside the room cannot cast any spells or Rituals of Rank 3 or higher.
Duration: 6 Hours
5th Rank Rituals • 3 Build Each • 5 Mana, 2 Vigor, 2 Essence per Casting
Armor of the Magus The Armor of the Magus comes in many odd forms and shapes, but it all has one thing in common, a near complete resistance to magic. Any numerical magic damage will be reduced to 1. This protection is effective whether it is a spell or magical weapon that strikes.
Duration: 1 Hour
Astral Projection The wizard has discovered a way to explore another plane of existence, the Astral Plane. This Ritual allows the Wizard to separate his from his body and roam the Astral Plane. While on this journey the Wizard can see and hear everything on the Material Plane, but may not affect it in any way. The Wizard must don a blue colored headband to show he is on the Astral Plane.
Duration: 1 Hour
Ritual of Destruction This ritual will destroy any one item. Please note that some higher-level artifacts may be immune to this ritual.
Duration: Instant
Ward of Blocking This ritual will allow the caster to create an impassable barrier upon one room. None may pass through the doors, walls, or windows, which is lower in level then the caster. For each person who aids in the casting of this ritual by contributing one Mana as well as one essence, the level to pass this ward is increased by 2. Any person who helps cast this ward is automatically attuned to this ward and may drop it without saying any type of password. A glow stick must be placed above the door of the room on both sides to show that there is a ward. The password must be kept on the closed section of the area notes. The password must be set upon creation and be used to lower and raise the ward by those who are not attuned to it. The password must be spoken at an audible level to raise or lower the ward. If something or someone is on the ward when it is raised, they must move to the most populated side of the ward.
Duration: 7 Days
SUBCLASSES
DEMONBLADE When the Mad God saw he was losing the God War he violated a law set down at the dawn of time. He opened a door to the realm of Demons. No one knows who created these beings of power, but they are beyond evil and in most cases deadly. Throughout time however there have been demons willing to help Arcainium's children. We call them the Inconyu, or outsiders. These teachers have taught us the harnessing of our soulfire to power our blades.
Demonblades have the unique and uncanny ability to summon the powers of Na'ia into their blades. This ability is called the Inconyu, after
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those Demons who helped us. Inconyu blades are unbreakable and last for two hours. Inconyu blades can be disarmed and will be disenchanted if they are separated from the Demonblade for more than 10 minutes. Demonblades can pass their Inconyu blades to other Demonblades, but the blade will still become disenchanted after being away from its original wielder for more than 10 minutes. Only 1 Inconyu Blade effect may be active at any one time.
1st Circle of the Sword • 4 Build
All spells of this circle cost 1 vigor to cast.
All Rituals of this circle cost 2 vigor and 1 essence to cast and take 1 minute to cast.
1st Circle Spell Incant – “Against the rising darkness I...”
Detect Demon This spell will allow a Demonblade to determine if their target is a demon. This will not pierce the illusions that are associated with greater demons.
Duration: Instant
Call the Glow of Na'ia This spell will allow the caster to summon a red light. A flashlight with a red gel covering the beam is what is suggested to be used when this spell is cast.
Duration: 1 hour
Call forth Demon Fire This spell will allow the Demonblade to summon forth a bolt of energy that will do 5 points of infernal damage to the target.
Duration: Instant
Ritual of Lord Atritoc This ritual enchants the Demonblade’s sword with the power of Lord Atritoc. This allows the Demonblade to swing for +0 Infernal damage while wielding the Inconyu blade. Additionally, this ritual grants the Demonblade the power to cast spells through the Inconyu blade itself. This is an Inconyu Blade effect.
Duration: 6 Hours/ Invoked/ 2 Hours
2nd Circle of the Sword • 8 Build
All spells of this circle cost 2 vigor to cast.
All Rituals of this Circle cost 3 vigor and 1 essence to cast and take 2 minutes to cast.
2nd Circle Spell Incant – “Against the rising darkness I...”
Invoke the Demon’s Grip This spell will prevent all attacks that will cause the target to be disarmed.
Duration: 6 hours/Invoked/1 minute
Request an Infernal Boon By means of this spell, a Demonblade can increase the efficiency of any vigor components he uses. For the duration of the spell, any vigor components used by the Demonblade will work for double vigor.
Duration: 5 minutes
Tether a Lesser Demon The spell lashes a demon to the Demonblade. The demon will act to defend the Demonblade and will fight alongside him. The demon is aware of his enslavement and does not regard the Demonblade as friend. The demon cannot move further than 10 feet away from the Demonblade and the Demonblade can only have one demon tethered to him at any time.
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Duration: 5 minutes
Ritual of Lord Surkrel This ritual enchants the Demonblade’s sword with the power of Lord Surkrel. This allows the Demonblade to swing for +0 silver damage while wielding the Inconyu blade. Additionally, this ritual summons a silver dagger into the Demonblade’s hands, and grants the Demonblade use of the Florentine ability. The shimmering silver coating adorning these blades have the ability to deflect incoming spells, giving the Demonblade the ability to “bat” away spell packets. This is an Inconyu Blade effect.
Duration: 6 Hours/ Invoked/ 2 Hours
3rd Circle of the Sword • 12 Build
All spells of this circle cost 3 vigor to cast.
All Rituals of this Circle cost 4 vigor and 1 essence to cast and take 3 minutes to cast.
3rd Circle Spell Incant– “Against the rising darkness of Na'ia I...”
Hold you at Bay This spell will keep all demons 10 feet away from the caster. The Demonblade must keep one arm extended with palm out to maintain this spell and the Demonblade can only advance at a heel to toe rate. All demons in front of the caster must stay ten feet away from the Demonblade. Should the Demon be closer than 10 feet at any point while this spell is active, they must retreat to 10 feet away at no slower than a heel to toe pace.
Duration: 30 Minutes or until caster lowers arm
Invoke the Blood Pact This spell allows a Demonblade to convert his vigor into essence. The Demonblade can transfer vigor at a rate of 1 vigor for every 3
points of essence regained. The amount of essence gained in this manner may not exceed the Demonblade's total essence. This spell may be used once per hour.
Duration: Instant
Ritual of Lord Milamber This ritual enchants the Demonblade’s sword with the power of Lord Milamber. This enchantment allows the Demonblade to swing for +1 magic damage while wielding the Inconyu blade. Additionally, this ritual summons a second blade to the casters off hand, granting him the Master Florentine ability. This is an Inconyu Blade effect.
Duration: 6 Hours/ Invoked/ 2 Hours
Demon Slayer A Demonblade has received special mystical training through his Inconyu blade. This training instructs the Demonblade on how to damage his primary enemy: demons. The Demonblade gains +1 to his melee damage against demons when using any of his Inconyu blades.
4th Circle of the Sword • 16 Build
All spells of this circle cost 4 Vigor to cast.
All rank 4 Rituals cost 5 Vigor and 2 Essence to cast and take 4 minutes to cast.
4th Circle Spell Incant - “Against the rising darkness of Na'ia I...”
Bestow an Abyssal Blade This spell will enhance the damage the target is able to inflict on others. When cast on a bladed weapon, this spell will make the weapon swing for + 2 damage for the duration of the spell. This spell is only effective when cast on bladed weapons.
Duration: 6 Hours/ 5 minutes/Invoked
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Cast an Infernal Reflection When invoked, this spell will enable the target to reflect one numerical melee damage attack back on the attacker. In addition, it will reflect any spell that is cast by demon back onto the original caster. The target that invokes this spell does not take the damage directed against him.
Duration: 6 Hours/ Instant/ Invoked
Ritual of Lord D'ivertine This ritual enchants the Demonblade’s sword with the power of Lord D’ivertine. This allows the Demonblade to swing for + 1 Mythril damage while wielding the Inconyu blade. Additionally, this ritual summons a shield for the Demonblade to use, as well as the necessary skill to wield it. Finally, this ritual also grants the Demonblade the Block vigor skill at 2 vigor per use. This is an Inconyu Blade effect.
Duration: 6 Hours/ Invoked/ 2 Hours
5th Circle of the Sword • 20 Build
All spells of this circle cost 5 vigor to cast.
All rank 5 Rituals cost 6 vigor and 2 essence to cast and take5 minutes to cast.
5th Circle Verbal – “Against the rising darkness of Na'ia and the horde I…”
Banish the Corrupting Foe Those who are corrupted by demon kind are doomed to a life of torment and grief. This spell allows a Demonblade to exorcise any demonic influences inhabiting the target. This spell will take 1 minute to cast. At the end of the minute, any Demonic Possession is cast out, demonic taint is purged out. Any being of demonic origin, including Djinn and Demon Blades cannot use their mana or vigor skills for 5 minutes.
Duration: 1 minute
Possess the Inconyu Mind Working closely with the Inconyu has given powerful Spellswords the ability to reach into the infernal
Mind and control it. This spell will dominate the will of lesser demons forcing them to obey the commands of the Demonblade. This spell grants the Demonblade ‘Command Lesser Demons’ By Voice.
Duration: 30 minutes
Ritual of Lady Gorthra This ritual enchants the Demonblade’s sword with the power of Lady Gorthra. This Inconyu blade will swing +2 demon bane damage against demon kind. Bane damage specifically targets the Demonblade’s greatest enemy forcing them to take full effect from the Demonblade attacks. The Demonblade must call out bane damage. (e.g. 5 Demon Bane!) This is an Inconyu Blade effect.
Duration: 6 Hours/ Invoked/ 2 Hours
Master Demon Slayer A Demonblade has received the final special mystical training with his Inconyu blade. This training instructs the Demonblade on how to severely damage his primary enemy: demons. Tthe Demonblade gains +2 to his melee damage against demons when using any of his Inconyu blades.
LOREKEEPER For All Spells Granted by the Subclass
Spell Incant – “I unlock the secrets of the ancient and forgotten past to...”
Novice • 3 Build
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Scrivener This skill allows for the creation of a Basic Scroll. This Basic Scroll allows someone who is trained in the spell written upon the scroll to cast it for one less mana cost. The Spell must be read from the scroll, increasing the casting time to 1 minute of reading, then the incant. Basic scrolls last 3 months from the date created.
Detect Magic • Rank 1 Spell
This spell allows a caster to tell if a target is magical or not. This spell will not reveal the nature of the magic or how it works, only the presence of a magical aura. This may be cast by touch or packet delivered.
Duration: Instant
Apprentice • 6 Build
Scribe This skill allows for the creation of a Minor Scroll. The creation of a minor scroll has the additional cost in mana equal to the cost of casting the spell. A Minor Scroll allows someone trained in the spell written upon the scroll to expend the scroll to cast the spell at no mana cost. Minor Scrolls last for 3 months.
Decipher Script Lorekeepers have a deep understanding of linguistics and writing. They are able to identify most origins of written script and what language it is based upon. This also allows the Lorekeeper to request one hint towards the cipher of an encrypted message
Identify Magic • Rank 2 Spell
This spell grants the caster the knowledge of the magical properties of an item. This may not work on advanced or hidden properties.
Duration: Instant
Journeyman • 9 Build
Historian This skill allows for the creation of Scrolls. The creation of a scroll has the additional cost in mana equal to the cost of casting the spell. A Scroll allows anyone trained in literacy to expend the scroll to cast the spell written upon it for no mana cost. A Scroll will last for only 3 months
Copy Scroll A Journeyman Lorekeeper is skilled in maintaining knowledge as well as sharing it. The lorekeeper may draw all remaining magic out of an existing scroll to use that power in the creation of a copy of the original scroll. The new scroll may be of any type the Lorekeeper is capable of producing, treating the original scroll as a known spell. It takes one minute to draw the power out of the old scroll, then follows the standard rules for scroll creation.
Bestow Invulnerability • Rank 3 Spell
This spell will stop any one physical effect, including one delivered by surprise.
Duration: 6 hours/ Invoked/ Instant
Expert • 12 Build
Chronicler This skill allows for the creation of a Major Scroll. An amount of mana is used in the creation of this scroll of any number as long as it is in a multiple of the spell rank written, to a minimum of the spell rank in mana. A Major Scroll allows someone trained in the spell to cast it from the scroll using the scroll's mana pool instead of their own. A major scroll will last for only 3
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months and the mana does not recover when used.
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Scroll of Inspiration An expert Lorekeeper can channel arcane energies into the writing of a story or song that will inspire those that read it. The Lorekeeper must spend 10 points of mana, vigor, or essence from one of their bardic pools in the creation of this scroll. It takes 5 minutes to write a Scroll of Inspiration. It takes 5 minutes to read a Scroll of Inspiration and it restores the points invested in its creation to the reader as if the reader had been affected by a bardic performance. You must have the Literacy skill to read a scroll.
Bestow Negation • Rank 4 Spell
This spell will stop any one magical effect
Duration: 6 hours/ Invoked/ Instant
Master • 15 Build
Archivist This skill allows for the creation of a Master's Scroll. An amount of mana is used in the creation of this scroll of any number as long as it is in a multiple of the spell rank written, to a minimum of the spell rank in mana. A Master's Scroll allows anyone trained in the skill Literacy to cast it from the scroll using the scroll's mana pool instead of their own. A Master's Scroll will last for only 3 months and the mana does not recover when used.
Replicate Recipe • 3 Mana, 3 Vigor
By spending 30 minutes inspecting and duplicating the information from a Recipe sheet, the Loremaster may create a single use Recipe
that will last 3 months. This will even allow copying of single use Recipes, unless the recipe specifically states it cannot be duplicated.
Bestow Absorption • Rank 5 Spell
This spell will stop any one magical effect as well as heal the user an amount of mana equal to the casting cost of the effect stopped.
Duration: 6 Hours/ Invoked/ Instant
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PHYSICIAN Novice Skills
• 4 Build
Medicine The first thing that a physician must learn is the proper difference between things that are good and bad for the body. When it comes to a big piece of metal being shoved between your ribs, it’s easy to tell. But, a vial of liquid is a bit more difficult. This skill allows the physician to tell if a given alchemy is harmful or helpful, but will not allow the physician to know what the alchemy is. The physician’s knowledge of alchemy lets them often garner more useable materials from an alchemically harvestable body or location.
First Aid The ability to tend wounds at any time is a much-needed skill. This skill will allow you to tend a victim’s wounds. The physician must announce the use of this skill by saying: “First Aid 1, First Aid 2, First Aid 3. . .” If they are in the first stage of their death count, this will stop their death count and bring them to 1 essence after 1 minute. If they are in the critical stage there will be no effect and the patient will call “No effect” after 3 seconds.
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Stabilize • 1 Vigor / min
While in contact with his patient, the Physician is able to stop their first or critical death count where it is. This can be maintained for as long as the physician stays in contact with the unconscious target. This may not be used on a headless target. A Physician may use another physician skill while maintaining Stabilize on their target, by expending the Vigor for both skills.
Apprentice Skills • 8 Build
Awaken • 2 Vigor
A simple smack isn’t enough, but it’s close. This skill represents the ability to bring someone out of being waylaid or asleep without doing damage.
Bind Wounds • 1 Vigor / min
This skill represents the physician’s ability to bind wounds and heal his patient (could be himself). For every minute a physician tends to that patient, he may heal up to 10 essence
Examination A physician is only as good as his attention to detail. This skill represents a physician’s basic knowledge of the signs of life and death as well as common status effects. The physician must announce the use of this skill by saying: “Examining 1, Examining 2, Examining 3” while role playing examining the object of his attention. At the end of the 3 count, he will know what stage of the death count the object of his attention is in, or whether the object of his attention is alive. This skill can be fooled by the Deadcaller’s Feign Death spell or other like
effects. In addition to this, the physician will also know whether his/her patient is under the effects of a status effect (disease, poison, waylay, sleep, paralysis, undead, etc.) This does not include mind effects such as Charm, Dominate, etc. Finally, if the patient is currently alive, the physician can determine how much of his/her essence has been lost.
Journeyman Skills • 12 Build
Create Poultice • 1 Vigor / Variable
This skill allows the physician to create a poultice that will heal a target for 5 essence for every point of vigor spent creating the poultice. The creation of the poultice requires a bandage phys-rep as well as one minute of time spent for every point of vigor spent creating the poultice. The phys-rep must have the amount of essence healed written onto it as well as the physician’s signature. The phys-rep must be at least a 6 inch by 6 inch square made from any sort of soft paper (i.e. tissues/toilet paper/paper towel/actual bandages). Anyone who has a poultice may apply it to him/herself or someone else with a 30 count. After one use, the poultice is destroyed. The poultice is only usable during the gather that it is created.
Diagnosis After 1 minute of examining a target, the physician can identify the specific disease of a patient (if it is specific and not just a general disease effect). This skill also allows the physician to tell exactly what a given piece of alchemy is in any form, pure or applied.
Set Limb • 2 Vigor
After 1 minute of using this skill the medic can make a broken limb fully functional.
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Treat Disease • 2 Vigor
This skill allows the physician to identify and treat a patient’s identified disease. For lesser diseases, this is a 1 minute count at a cost of 2 vigor. For anything more severe than lesser, this skill requires that the physician treats the patient three times at 2 vigor each. Each treatment takes one minute and staves off the effects of the disease for one half hour. When dealing with severe diseases, the physician cannot treat a patient more than once per half hour with this skill. In addition to this, if a patient goes without the additional necessary treatments for more than one half hour past the initial half hour (i.e., one full hour since the last treatment), the patient relapses and the disease treatment must be restarted. A physician can treat him/herself with this skill.
Expert Skills • 16 Build
Cure Poison • 3 Vigor
Once poisoned, it is most common to just ride it out and hope a Healer comes by to help you. Using proper ingredients, physicians have found the means to treat the poison before the duration has run its course. Once treated for 1 minute, the effect of a poison will end and have no further effects on the patient. (Can use on self)
Forensics The physician is a master of anatomy and injury. With this in mind, an expert physician has mastered the many ways a person can be killed. By studying a corpse for ten seconds, the physician can determine the cause of death. By studying the corpse for twenty seconds, the physician can determine the general time of death. By studying the corpse for thirty seconds,
the physician can determine what spell, if any, killed the object of his/her attention. Finally, by studying the corpse for a full minute, the physician can determine an approximate amount of essence the object of his/her attention had.
Preventative Medicine • 3 Vigor
The physician does not merely fix his patients as they get hurt, but he also learns how to prevent his patients from getting hurt in the first place. By spending a 60 count with his patient, a physician can grant his patient +5 healable essence for the next 6 hours. This skill does not stack with other uses of Preventative Medicine. The physician can use this skill on him/herself.
Reattach Limb • 2 Vigor
After using this skill for 1 minute, the physician can reattach a severed limb. The limb will count as broken for 1 hour, after which it will be fully functional. The Set Limb skill may be used before the hour is over.
Master Skills • 20 Build
Master of Anatomy A master level physician is so in tune with the workings of anything with a coherent anatomy that he or she knows precisely where to strike with a small blade. This skill allows the physician to call +1 damage with any dagger-type weapon. In addition, the physician reduces the amount of time it takes to perform any Physician skill that takes 1 minute or longer by half. This will allow skills such as Bind Wounds to heal every 30 seconds.
Reattach Head • 3 Vigor
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After using this skill for 1 minute, the physician can reattach a severed head. This skill will not bring them back to life, but will allow the body to be brought back to life with the proper spells or skills. If somehow the patient is still in one of their death counts, this will pause the count where it is.
Resuscitate • 4 Vigor
After using this skill for 1 minute, the physician can bring a patient out of their critical death count, and bring them to 1 Essence.
Tireless Surgeon After spending countless hours in surgery and even more in study, a master level physician has learned to keep going when others would fail. This grants the Physician 15 points of Vigor that may only be used for Physician skills.
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