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CRO

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

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

Introduction What is CRO? CRO is the Creative Roleplaying Organization, it is a unique LARP that takes place in a universe unique to the game. It incorporates aspects of classic fantasy like elves, dwarves, and magic but has many aspects that you wont find in other fantasy settings. The rules system used by CRO in this version, 5.0, is different from any other system that you will find. It is designed to give each player the ability to create any character they could want to and to give flexibility in every aspect of the game. CRO isnt just a game that meets once a month for a weekend though, CRO is a family of likeminded individuals that all enjoy LARPing. Who Can Play? Anyone can play CRO. We dont discriminate for any reason. The only things that will stop you from being able to participate in a CRO event are if you have been suspended from the game for any reason or if you are under 18 and dont have permission to play from a parent or guardian. We reserve the right to suspend any player, at any time, for any reason. What Should I Bring With Me? Here is a list of things that you should bring to every CRO event you attend, whether you are a player or a staff member: Costuming Weapon(s) Spell packets(if your character uses them) Warm sleeping gear(sleeping bag, pillows, blankets, etc) Extra dry clothes Extra socks and footwear Rain gear(something that isnt modern-looking) Food(we feed you breakfast and dinner on Saturday but that isnt enough to carry you through an entire weekend in the woods) Personal hygiene items Weapon repair materials(duct tape, foam, scissors, etc) Personal effects for cabin/personal space decoration Bug spray and first aid kit Pencil and paper or other writing implement Emergency flashlight(something small only for emergency situations)

Event Schedule CRO typically has 9 weekend-long events each year, with other smaller gatherings scheduled over the year. The event schedule can be found online at the CRO website. Each event takes hours of setup to get our game world ready for play. If you show up early and decide to help us set up you will be rewarded with Gems (which can be exchanged for experience and other things). Once setup is complete players begin to line up for check-in, which will always be marked. At check-in, each player will sign a waiver, pay for the event if they havent pre-registered, receive his or her updated character sheet, and have his or her armor and weapons checked for safety. During check-in, the cast (NPCs) will be meeting in other locations at the site to help set up and meet with the Game Masters

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Dwarves developed a blue/green complexion and beard (blue and green make-up). However, due to their shared beginnings, all dwarves share several personality traits: 1. They will not lie, steal or cheat any other dwarf. 2. Any dwarf, regardless of loyalties to any group or team, will very rarely side against other dwarves. However, they are extremely useful to find a nonviolent way to end a conflict with other dwarves. 3. All dwarves fervently believe in the King of the Mountain Legend. 4. Dwarves of all sub-cultures hold to the laws set forth by the one dwarven king.

Dwarven Hierarchy While Deep Dwarves and Sea Dwarves are only compromised of one clan, the Dwarves are separated into eight clans: Firebeard, Ironrod, Hammerfist, Bloodbringer, Silversmith, RuneWeaver, Mithralsniffer and Peacekeeper. The Dwarven King is the only royalty found within this race, but he does have a cabinet of advisors made-up of one representative from each of the Dwarven clans. The Sea Dwarves and the Deep Dwarves are NOT represented within this cabinet. Each of the eight dwarven clans are renowed for a particular trait or skill set. Firebeard clan is widely known as rambunctious drinkers, and rumored to be one of the oldest clans. They are the rabble-rousers, and IF there were trouble for the king it would start with this clan. They are easily recognizable by their fire-red beards. The Ironrod clan are recognized for their masonry and stonecutting capability. They oversaw the construction of the Great Wall, and are highly respected as the engineers of greatest of the dwarven constructions. Hammerfist clan, is the clan of the King and proudly wear heavy metal gauntlets. Its rumored that the clan name came from their ability to defeat any opponent without the use of weapons. Bloodbringer clansmen are renowned beserkers, feared by all other dwarves in battle sometimes for their own safety. These fighters are neither tacticians nor strategists, they are a hurricane of pain and rage; unleashed in the direction of the enemy. The Silversmith clan is the most sought after craftsmen, among all dwarves. While all dwarves can develop some skill with weapon and armor crafting, Silversmiths are the masters of ALL crafting. They are the ONLY craftsmen capable of creating anything for the dwarven king. Due to their high demand, and higher prices, Silversmith crafted items are VERY rare and those that exist are guarded extensively. RuneWeavers are the enchanters of the dwarven realm. ALL enchanted weaponry and armor that has passed through their capable hands are stronger and enchantments long-lasting. The RuneWeaver magiks never fade.

While miners are found in all clans of the dwarven race, Mithralsniffers are heralded as the most effective divining rode of ore. They ALWAYS return with the purest and rarest. The Peacekeeper clan are physically larger than the rest of the race. They serve as the Kings personal guard, as well as the hammer of the Kings justice. Peacekeepers are the most heavily armored, and almost always shield defenders. Its rumored that it would be easier to slam your way through 20 feet of solid mithral, than to break a defensive line made up of this clan. King of the Mountain So it is believed, all dwarves begin and end in the hall of the King of the Mountain. The King of the Mountain is the first Dwarf, the Father, and the Sage. He is their heart and their strength; and dwarves will return to his hall upon their death. Common Expressions Sandstone!! light swear Dagger Maker teasing insult among dwarves ONLY Bearded Elf Insult among dwarves ONLY Oath-Breaker THIS WILL DEFINITELY START A FIGHT. Dwarf Friend or OathKepper Rare title bestowed to certain people OUTSIDE the dwarven race. Celt

Costume Requirements All exposed skin is blue Racial Bonus Immune to magic(all spells and magic effects, even touch spells) Note: Celts are not immune to damage and effects delivered by enchanted weapons and are not immune to creature effects. Celts may not purchase any skills or spells from the Arcane or Divine lists and cannot purchase spells from the Fortune or Ranger lists and sublists. Magic items will not function for a Celt and they cannot purchase the skill Read Magic. Some rituals will effect Celts. Race Info Celts started out as an experiment. An experiment by a high mage that they see as their god. His name was Yeineon Hescer . The idea was two take the sentience from a human and put it in a blade. The concept was that instead of creating a consciousness, which was a magical feat that only a couple of mages had ever been able to do (and then there was no telling if what you made would be evil or not), You would take one you already knew. But the only change that happened was the victim would loose all color, and within a day or two turn a shade of blue. He had done 5 for these experiments, 2 men 3 women, all Warriors, all freinds. On the sixth time he tried it, he killed one of them, a young boy named jake. He rest of them asked him to stop, before this he had convinced them that

the experiments were not dangerous, and as time when on and no one got hurt, he was proven right, I mean they were blue, but it was for a good cause.. But he would not stop, as he prepared again to try and remove the consciousness from the last one of them. The warrior risked there lives to safe him. As they attacked the mage, who was ready for such a problem, there were bombarded with spells that could kill anything. But the spells did not touch them. It was the last question the mage had the second before he died. The other thing that they had noticed as time passed was that they could have children, but with each other. They were not well taken by the outside world an lived together in a family for generations. The tribe grew to about aver 100 when the plague comes. 10 died the first day and one was sent to find a healer that would help them. By the time the healer got there 40 were dead. As the healer started to cast on them, he felt that his strength was not dropping; he did not understand that until he saw that he was not healing them. That day he left to get more help, 10 more had died before he got back there with potions, and doctors. After the they thought was a plague, come to find out it was just to many people living in a village with no care for clean water or waist. The mage stayed with them to try to find out why magic had no affect on them. After hearing the old stories about what happened, and all of convincing, some of them finally agreed to have tested done. It took the mage 15 years to finally solve the puzzle; it was not the sentience that the experiment removed from them but the link to magic. Not the link to cast, or to a god as most people think, but the link that lets magic see you as a sentient being!! The long as the short of it is, as far as magic is concerned you may as well be casting on a wall, or a rock. Since than there has been little heard of from this clan, they are very rare. Orc

Costume Requirements All exposed skin is green, prosthetic tusks on bottom row of teeth Racial Bonus - +1 Hit Point per 2 character levels, 1 hand blunt weapon proficiency Race Info Appearance: Very near to a Human, only more massive. An Orc is easily as tall as an average Human, and likely taller were he to stand up straight. A broad range of greenish hues make up the color of their skin and their hair tends to be dark, thin and straight or nonexistent; indeed m any Orcs are completely bald their entire lives. Jutting jaws and large lower canines give off a brutish perception to other races, which they have done little to dispel. Habitat: Orcs make fantastic survivors and are capable of sustaining themselves in nearly any environment. Despite this, Orcs are found in the greatest numbers in regions with wide plains or grasslands capable of sustaining the herd animals they feed on.

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

Curses: Yak drop (bullshit) Phrases: Drop a bone code for knocking someone out. Slang: Pinky / Pinkies refers to both Humans and Elves interchangeably Greetings: Any sort of motion with the fist; in the air, on the chest, fist bump etc.

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

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

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

passing of tradition/history? History and stories are passed down through verbal storytelling and occasionally dance. historical figures?

world location historically/now?

Historically satyrs lived in groups on the outskirts of other civilizations. Now they live along trade routes (rivers and major roads), almost always partying with passers-by and even sometimes assisting them should they need it. enemies/allies? Satyrs do no make enemies with anyone except undead, but often other creatures make enemies with satyrs. They see no particular race as highly evolved enough costume requirements? Small horns, some representation of goat legs, peach-ish colored pattern on back (makeup or liquid latex). favored gods? Cheynal and Kia are the gods most often worshipped by satyrs. favored weapons? Longswords are considered the favorite weapon of most satyrs, however almost all of them have a dagger hidden on their person. attitudes about money? Money is great! But not having any has never stopped them from doing what they want anyway.

Raksha Costume Requirements Cat ears, cat tail, face makeup or facial prosthetic Racial Bonus Claw proficiency Race Info Appearance: Rakshas are an anthropomorphic cross between a humanoid and a feline. They feel at their best when they live up to their physical potential and so tend to be sleek, slender, and athletic. Many simply enjoy the ability to perform acrobatic feats at will far too much to let themselves become wide and slow, and yet there are some that indulge a bit too much in an urge that is perhaps the most alluring vice to all Rakshas: laziness. Habitat: Originally, any area with some variety of trees, be it a deciduous forest, pine forest, or even an expansive savannah-like environment, they often tend to live near rivers or lakes; these types of environments provide the Raksha with favorable hunting conditions as well as plenty of places to make shelter. Nowadays Raksha are a bit more widespread into civilized lands, but many still remain in the wilds. Racial Interactions: Many tend to be very proud of their heritage, and some races think overly so. Often Rakshas can come across as conceited, and this tends to irk races like the Gaols and Orcs, who typically aren't nearly as concerned with their heritage and are more than willing to admit to being born in the dirt. Also, many Dwarves do not care for the prideful ways of Rakshas, for they have a very different view on how and why one should be honored to be part of a certain race.

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

Allies: Rakshas have a natural affinity for those races who are often described as "freespirited", so races like the Satyrs and Wood Elves are often found to be constant companions of many a troupe of Rakshas. Costume Requirements: Face makeup and / or prosthetic in feline design of choice, cat ears. Optional: tail, furry bits, claws Favored Gods: Due to their aloof nature and a tendency to shun restrictive codes of behavior, some Rakshas prefer to follow Cheynal through Osku and Rachana because of their love of celebration with one another. Favored Weapons: Naturally, Rakshas are most adept with the weapons they bring to every fight; their claws. As an extension of this, many also prefer to fight with florentine blades. Family Hierarchy: To the outward observer, it appears to be a patriarchal arrangement, and indeed those males who prefer to be in the spotlight do seem to carry some weight among their groups. However, every Raksha knows that they wouldn't be nearly so puffed up and ready to make a show of themselves if they didn't have a female around to impress. It is truly the females who hold all the cards among the Rakshas, as those around them will undoubtedly do their utmost to gain her approval and attention and through this, accomplish what ends she sees fit. Attitudes about Money: Rakshas have integrated money fully into their daily lives and use it often and well to obtain what they want and sell what they know others want. A savvy Raksha merchant is a thing to be feared among the easily swindled. Regional Landmarks: None widely known.

Gaol Costume Requirements Dog ears, dog tail, face makeup or facial prosthetic Racial Bonus Claw proficiency Race Info Appearance: Gaols are an upright canine humanoid race. The fur that covers their bodies can range through many colors that favor earthy tones, and there are some that are but one uniform color throughout. A great range of appearance exists among the Gaols; some are very feral-looking with lupine features, others are large, flopping, slobbering beasts, and others still are smaller, shorter-furred, and calm with pointed features. Habitat: Gaols originally were found living in the pine forests of colder climates. As time progressed, however, more and more Gaol manifestations became known throughout the world in nearly every geographic location. Racial Interactions: When relaxed, Gaols are very mildly tempered and very easy to get along with. When provoked, however, Gaols can be fiercely single-minded and will often push the issue beyond what is reasonable, unless reigned in. This makes them natural targets for races like Rakshas and Nagendrans, who are only too willing to make the proper remark to push their buttons. Gaols and Orcs get along quite well, as both tend to enjoy a good-natured tussle with one another. However, this tends to strain the Orc's relationship

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

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

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

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

be the head of the family regardless of sex. This is not a permanent arrangement however, it is expected that all family members are simultaneously subject to and actively engaging in a never ending cycle of performance evaluation, creating a nearly constantly shifting totem pole of standings in the family unit. This is believed to be the best way to foster active minds, which the Pterans believe must be exercised like a muscle, lest it become slack. Attitudes about Money: Pterans love money, or more accurately the concept of money more so than the purchasing power it holds. Many are fascinated by the varieties within an economy and the varieties between kingdoms and nations and the way it is passed from hand to hand. This has led to a high number of Pterans lending out their services as personal accountants to other races. Regional Landmarks: None widely known.

Mastican Costume Requirements Hooves, horns for males, face makeup or facial prosthetic Racial Bonus - +1 Hit Point per 2 character levels Race Info Appearance: Masticans look to be a humanoid herd animal or grazer, in that they are hoofed, horned beings. This has led many to confuse a Mastican for a Minotaur, but the similarities are only skin-deep. Although many are quite large and bulky, such as those who resemble their oxen brethren, others still are slimmer and more graceful, like those with equine or even deer-like features. Habitat: Any low-lying area with large sprawls of grassy vegetation, shrubbery, or grains growing in abundance. Rarely are Masticans found in the forests, but exceptions do occur. Interactions w/other races: Historically, the Masticans have had the most enduring contact with the Orcs because their preferred environments are one in the same. This has rarely been a stable relationship, for the unpredictability of the Orcs and the stubbornness of the Masticans has led to a number of conflicts over the years. In better times, trade between the two is brisk and healthy and a mixed band of hunters from each race is a common sight. Class / Skill Specialty: Neutral Cleric Natural Enemies: At times, the Orcs have been bitter enemies, but the Masticans natural aptitude for a peaceful life coupled with an indifference to exploration has kept them out of regular contact with most other races. Lifespan: The long, healthy life of many a Mastican can be attributed to a mostly quiet life and good diet. The most ancient of Masticans can live in excess of 300 years. Age Increments: The Masticans have what some consider to be an unnecessarily long childhood, and indeed many do stay with their parental figures for many years beyond what other races may feel is necessary. This longstanding relationship leads to an intensely

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

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

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

Afterlife: Nymoreans hold no belief in a life beyond this. They are often quite content with this one and see little need to prolong what is typically a comfortable life. Entertainment: To list everything that entertains a Nymorean would be far too long, but what they really get a kick out of is practical jokes. Nothing pleases them more than to watch another tear out it hair looking for an item that the Nymorean has moved to an obvious yet easily overlooked spot. Passing of Tradition / History: Nymoreans love a good yarn, and so most of their tales consist of embellished stories, songs and epics that they animatedly act out while reciting. Racial Expressions: mischief. Curses: Nuts Phrases: (so and so) got his tail clipped meaning caught making

Slang: Greetings:

World Location: See: Habitat. Enemies: Occasionally, a Nymorean will pull a prank on the wrong person and then the headhunt begins. Other than this, Nymoreans have none and have gained no animosity from any race. Allies: Nymoreans are quick to trust and so are easy friends. Costume Requirements: Tail and face paint or mask to suit base animal Favored Gods: None, Nymoreans worship a wide variety of deities. Favored Weapons: Anything without an edge, with the exception of daggers. Family Hierarchy: Very similar to humans; Mother and Father are in charge and the children run about and cause trouble. Attitudes about Money: Nymoreans have a tendency towards hoarding, they typically save up every copper they can until the day when the right purchase comes along and then theyre back to zero. Regional Landmarks: None widely known.

Nagendran Costume Requirements Scaled skin, lizard tail Racial Bonus Claw proficiency

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

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

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

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

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

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

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

Privilege Races: What is a Privilege Race? A Privilege Race is a race that is available to all players to play as that has extra benefits in the form of skills, spells, and/or attributes that are gained as part of being that race. When you first begin your character as a Privilege Race you are what is known as a hatchling of that race, meaning that you are barely showing your racial powers, though you are displaying all of the physical features of your race. As your character level increases you will gain the skills listed at each character level of your race. They are cumulative, so if you gain Least Drain Life at each level form 1 through 5 it means that at level 5 you will have 5 uses per refresh of Least Drain Life. Privilege Races carry much heavier costuming requirements than the other races do, so dont play one if you dont think you can meet the appropriate costuming requirements. Playing a Privilege Race also has its downfalls: until you reach the full potential of your race(either level 8 or 10 depending on your race) you only receive half of the XP you earn every game to spend yourself. Half is automatically spent for you on your Privilege Race. You still gain levels and accrue total XP at the same rate but can only spend half until you reach the highest level of that race and gain the True Monster attribute. At that point you can spend all of your XP that you earn each event but you dont get the points that were spent for you back; they are considered to be spent on the racial abilities you have gained. Once you have reached True Monster you have the option of spending your XP that you earn each event on more racial abilities, which are denoted in each race entry along with their XP cost.

Dhampir
Dhampir Character Level 1 2 3 4 5 6 7 8 9 10

Skill 1 Unarmed Least Drain Life Lesser Drain Life Lesser Drain Life Least Strength Minor Drain Life Minor Drain Life Least Strength Silver Affinity Gaze Charm Person

Skill 2 Least Drain Life Least Drain Life Lesser Drain Life Drinking Lesser Drain Life Minor Drain Life Minor Drain Life True Monster

Skill 3 Holy Vulnerability

Skill 4 Day Restrictions

Can be bought at Level 10+ (Cost) Least Drain Life(10) Lesser Drain Life(20) Minor Drain Life(30) Moderate Drain Life(50) Least Strength(40) Gaze Charm Person(80)

Drain Life Type: Drain Life(Weapon) These are single uses of drain life of varying degrees that can only be used when the Dhampir is striking with an Unarmed boffer. These are not magical abilities. These abilities cannot be modified by any Strike, Specialization, Magical/Natural Strength, or other skill or spell. OOG Statement: Drain Life or X Drain Life Holy Vulnerability This attribute means that the Dhampir always takes double damage from any numerical Holy source(enchanted weapon, spell damage, mundane damage, etc). Day Restrictions

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

Race Info Dhampir are

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

Wolfkin
Wolfkin Character Level 1 2 3 4 5 6 7 8 9 10

Skill 1 Claws Lesser Reduction Resist Disease Minor Reduction Minor Reduction Minor Reduction Resist Fear Moderate Reduction Silver Affinity Moderate Reduction

Skill 2 Lesser Reduction

Skill 3 Pain Vulnerability

Toughness Moderate Reduction Resist Disease True Monster

Can be bought at Level 10+ Lesser Reduction(20) Minor Reduction(30) Moderate Reduction(50) Resist Disease(20) Resist Fear(30) Toughness(40)

Reduction These are uses of the corresponding Reduction skills. Each is once per refresh. OOG Statement: Reduce X Pain Vulnerability This attribute means that whenever a Wolfkin is targeted by a Pain or Agony effect they cannot resist it by any means(if they have an immunity they can still call No Effect to it but can never call Resist to it for any reason.) Instead of falling to the ground for 10 seconds or 1 minute, respectively, the Wolfkin will rage uncontrollably for that amount of time, attacking whatever creatures are closest to him. Toughness This is the skill Toughness listed in the Skills chapter. Resist Disease This is the skill Resist Disease listed in the Miscellaneous Skills table. Resist Fear This skill allows a Wolfkin to call Resist and be unaffected by the first Fear or Intimidate effect used against him each refresh.

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

Troll
Troll Character Level 1 2 3 4 5 6 7 8 9 10

Skill 1 Claws Least Heal Self Resist Toxin Regeneration 1 Lesser Heal Self Minor Heal Self Regeneration 2 Minor Heal Self Ironwood Affinity Regeneration 3

Skill 2 Least Heal Self Least Heal Self

Skill 3 Fire Vulnerability

Lesser Heal Self

Resist Toxin True Monster

Can be bought at 10+(Cost) Least Heal Self(10) Lesser Heal Self(20) Minor Heal Self(30) Moderate Heal Self(50) Resist Toxin(20)

Heal Self Type: Healing(Self Only) These skills function identically to the spells of the same name but have no incantation and are mundane abilities. OOG Statement: X Heal Self Regeneration 1 This attribute grants a Troll regeneration at a rate of 1 hit point every 10 minutes. A Troll will not regenerate when dead but will regenerate when unconscious or bleeding out. A Troll will regenerate a disabled limb in 10 seconds.

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

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

Curses: Phrases: Slang: Greetings:

World Locations: Many regions have environments that seem to spawn a Troll of one variety or another, although some variations in form exist, the base Troll types are found throughout.

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

Dragonkin

Dragonkin Character Level 1 2 3 4 5 6 7 8 9 10

Skill 1 Claws Least Elemental Attack Lesser Elemental Attack Least Elemental Reduction Least Strength Intimidate Lesser Elemental Reduction Elemental Infusion Gold Affinity True Monster

Skill 2 Least Elemental Attack

Skill 3 Elemental Vulnerability

Lesser Elemental Attack Minor Elemental Attack

Elemental Immunity

Can be bought at 10+(Cost) Least Elemental Attack(10) Lesser Elemental Attack(20) Minor Elemental Attack(30) Moderate Elemental Attack(50) Leap(70) Intimidate(50) Least Strength(40)

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

True Monster This attribute confers two benefits. The first is that the Dragonkin is now no longer a hatchling and is a true member of his race so he is no longer affected by Charm Person or Dominate, he must be affected by Charm Monster or True Dominate. The second is that the Dragonkin gains two uses per refresh of each of his Elemental Attack skills instead of one for each pick he has of it.

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

1. Will have a strong resemblance to the human race 2. Much smaller wings

3. Will not possess the full strength of a true dragon yet they are stronger than an average human 4. Do have an innate magical ability, yet gold must be worn in order for the natural affinity to help strengthen them. 5. Life span is largely reduced.
Due to these differences, when a Human Dragon is hatched, it does not spend the same amount of time sequestered as a true dragon. Often, the parents will re-introduce themselves much earlier in order to best teach them about their differences, limitations, and ways to cope with them. Human Dragons have been known to maintain similar personality traits as a true dragon, but often more lenient of other races and can be found among them.

The Rememberer She is the only known being possessing the full Lore and Histories of all races. Once a hatchling (human or true) has left her instruction, she is no longer obligated to continue any dialogue with them. Over the ages, numerous scholars of ALL races have made the pilgrimage to her lair, in the hopes of getting a singular answer. Of those that survive, most are never entertained. Of the recorded scholars to receive an audience, all indicate an OBSCENE amount of gold is required.

Minotaur

Minotaur Character Level 1 2 3 4 5 6 7 8 9 10

Skill 1 Unarmed Least Strike Lesser Strike Lesser Strike Least Strength Maul Minor Strike Shun Immunity Adamantine Affinity True Monster

Skill 2 Least Strike Lesser Strike Lesser Strike

Minor Strike Minor Strike Least Strength Maul

Can be bought at 10+(Cost) Least Strike(10) Lesser Strike(20) Minor Strike(30) Maul(50) Least Strength(40)

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

Living Construct
Living Construct Character Level 1 2 3 4 5 6 7

Skill 1 Unarmed/Claws Natural Armor Unliving Form 1 Armor Reduction 1 Spell Reduction 1 Unliving Form 2 Armor Reduction 2 True Monster

Skill 2

Skill 3

Natural Armor

Natural Armor

Natural Armor

Adamantine Affinity

Can be bought at 10+(Cost) Armor Reduction 3(50) Armor Reduction 4(50) Spell Reduction 2(30) Spell Reduction 3(30) Spell Reduction 4(30) Natural Armor(30)

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

Changeling
Changeling Character Level 1 2 3 4 5 6 7 8

Skill 1 Fae Magic 1 Fae Magic 1 Fae Magic 2 Fae Magic 2 Fae Magic 3 Fae Magic 3 Fae Magic 4 Fae Magic 4

Skill 2

Skill 3

Gold Affinity

True Monster

Can be bought at 10+(Cost) Fae Magic 1(10) Fae Magic 2(30) Fae Magic 3(50) Fae Magic 4(70)

Fae Magic 1 The Changeling may choose one of the two following spells to cast once per pick of this skill: Fumble and Trip. They may cast a different spell each time but have a total number of castings equal to their number of picks. Changelings cast their inherent spells By the magic of the Fae Fae Magic 2 The Changeling may choose one of the two following spells to cast once per pick of this skill: Confuse and Knock. They may cast a different spell each time but have a total number of castings equal to their number of picks. Changelings cast their inherent spells By the magic of the Fae They may also use this casting for any spell they may cast by Fae Magic 1. Fae Magic 3 The Changeling may choose one of the two following spells to cast once per pick of this skill: Sleep and Suggestion. They may cast a different spell each time but have a total number of castings equal to their number of picks. Changelings cast their inherent spells By the magic of the Fae They may also use this casting for any spell they may cast by Fae Magic 1 or 2.

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

Cherubim
Cherubim Character Level 1 2 3 4 5 6 7 8

Skill 1 Celestial Magic 1 Celestial Magic 1 Celestial Magic 2 Celestial Magic 2 Celestial Magic 3 Celestial Magic 3 Celestial Magic 4 Celestial Magic 4

Skill 2

Skill 3

Soul Affinity

True Monster

Can be bought at 10+(Cost) Celestial Magic 1(10) Celestial Magic 2(30) Celestial Magic 3(50) Celestial Magic 4(70)

Celestial Magic 1 The Cherubim may choose one of the two following spells to cast once per pick of this skill: Lesser Heal and Stabilize Self. They may cast a different spell each time but have a total number of castings equal to their number of picks. Cherubim cast their inherent spells By my righteous blood Celestial Magic 2 The Cherubim may choose one of the two following spells to cast once per pick of this skill: Holy Weapon Enchantment and Minor Armor. They may cast a different spell each time but have a total number of castings equal to their number of picks. Cherubim cast their inherent spells By my righteous blood They may also use this casting for any spell they may cast by Celestial Magic 1.

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

Nephilim
Nephilim Character Level 1 2 3 4 5 6 7 8

Skill 1 Infernal Magic 1 Infernal Magic 1 Infernal Magic 2 Infernal Magic 2 Infernal Magic 3 Infernal Magic 3 Infernal Magic 4 Infernal Magic 4

Skill 2

Skill 3

Soul Affinity

True Monster

Can be bought at 10+(Cost) Infernal Magic 1(10) Infernal Magic 2(30) Infernal Magic 3(50) Infernal Magic 4(70)

Infernal Magic 1 The Nephilim may choose one of the two following spells to cast once per pick of this skill: Blade Poison Shun and Lesser Unholy Attack. They may cast a different spell each time but have a total number of castings equal to their number of picks. Nephilim cast their inherent spells By my accursed blood Infernal Magic 2 The Nephilim may choose one of the two following spells to cast once per pick of this skill: Pain and Unholy Weapon Enchantment. They may cast a different spell each time but have a total number of castings equal to their number of picks. Nephilim cast their inherent spells By my accursed blood They may also use this casting for any spell they may cast by Infernal Magic 1. Infernal Magic 3 The Nephilim may choose one of the two following spells to cast once per pick of this skill: Blade Poison Sleep and Charm Person. They may cast a different spell each time

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

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

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

him more and finds an appropriate teacher to learn these skills from. Further branches happen at higher skill levels, culminating in final choices at varying levels depending on various lists. Not all lists branch at the same levels, and not all branches represent similar bifurcated decisions, they are merely different paths that are derived from similar prior knowledge and ability. Taking one branch does not mean that a character cannot take the other branch as well, but a character must have a separate set of prerequisites to go up the list again, starting at level 1. This means that a character that wants to know Native magic and be a Fire Mage must purchase 2 unique level 1, 2, 3, and 4 skills for his Native training and 2 unique level 1, 2, 3, and 4 skills for his Fire Mage training. This benefits low-level characters who are unsure of which option they want to take, meaning that up until they purchase a skill from that level they may still change their mind and choose the other branch instead. Once a skill from a branch is purchased, the decision may not be changed. Skill and Spell Costs Skills and spells that are in the 4 core Pyramids follow the same rules for how much they cost. A skill or spells level multiplied by 10 is the cost of that skill. This means that a level 1 skill costs 10 XP to purchase, a level 2 costs 20, and so on until level 10 where a skill or spell of level 10 costs 100 XP to purchase. Any skill or spell that is not Epic and is not an attribute may be purchased any number of times. The Global Number Progression The Global Number Progression is the advancement for numerical effects in CRO5. If you memorize this short list of numbers you will be able to discern the numbers of every skill and spell you have. The list is as follows and all skills and spells in the game are numbered using this system:
Name Least Lesser Minor Moderate Major Serious Critical Supreme Number 1 2 4 7 10 15 20 25

Epic Skills and spells You will notice in this rulebook that there are skill and spell . The Epic type is used for skills that are incredibly entries that have the type Epic powerful or useful in some way or another. Epic skills are different from normal skills in the following ways: An Epic skill may only be purchased once by a character. This means that a character can never use an Epic skill more than once per refresh. Epic spells may only be cast once per refresh and cost double the mana cost of a normal spell of that level. This means that an Epic spell can never be cast more than once per refresh and, for example, that a level 10 Epic spell would cost 20 mana to cast instead of the normal 10 that a level 10 spell costs.

Epic skills and spells still cost the same amount of XP to purchase as any other skill or spell of that level. In this sense they are not different from normal skills. Fighting Note A character receives 2 extra hit points for each level of fighting skills that they have at least one of. This bonus is only received once for each level, up to a maximum of 20 extra hit points when a character has at least one level 10 fighting skill. Prerequisites The prerequisites for learning any Fighting are the skills Moderate Armor and proficiency with any weapon type. Those trained in the beginning aspects of fighting are considered Fighters in the most basic sense of the word. They understand the simple concepts of fighting an enemy faceto-face, but they still have much to learn in advanced forms of combat.
Level Fighting 1 Disarm Iron Grip Least Strike Lesser Feat of 2 Strength Stun Surefooted Offensive

Defensive

Fighting branches into Offensive and Defensive after its first two levels. Offensive Those trained in the ways of Offensive fighting begin to learn techniques to aid them in dealing with enemies in an aggressive manner, sacrificing defensive techniques at the expense of being able to harm their opponents.
Level Offensive 3 Disable Florentine Minor Strike 4 Parry Stabilize Toughness Offensive Power

Offensive Finesse

Offensive branches into Offensive Power and Offensive Finesse.

Defensive Those trained in the ways of Defensive fighting begin to learn techniques to aid them in protecting themselves during a fight. They sacrifice the ability to outright harm their foes in exchange for learning how to better avoid attacks and take a beating.

Level Defensive 3 Minor Reduce Parry Toughness 4 Disable Minor Strike Stabilize Defensive Power

Defensive Finesse

Defensive branches into Defensive Power and Defensive Finesse. Offensive Power Fighters trained in Offensive Power techniques are the most adept in dealing damage and effects to their enemies quickly with their weapon. They have minimal abilities in negating attacks used against them, but they are a veritable force in any face-to-face fight.
Level Offensive Power 5 Berzerker Rage Break Bone Least W eapon Specialization 6 Moderate Health Major Strike Moderate Reduce 7 Intimidate Swift Strike Weapon Master 8 Maim Major Feat of Strength Shatter 9 Critical Strike Swift Parry Lesser W eapon Specialization Myrmidon Champion

Offensive Power branches into Myrmidon and Champion.

Offensive Finesse Fighters trained in Offensive Finesse techniques balance offensive and defensive fighting to some extent with a focus on the ability to disable their enemies with their attacks and deal with them after they are ill-equipped to fight.

Offensive Level Finesse Backstab 5 Strike Break Bone Least W eapon Specialization Parry as 6 Dodge Swift Strike Weapon Master 7 Major Strike Riposte Swift Parry 8 Slay Supreme Disable Supreme Disarm 9 Counter Attack Serious Strike Lesser Weapon Specialization Swashbuckler

Luckblade

Offensive Finesse branches into Swashbuckler and Luckblade

Defensive Power Fighters trained in Defensive Power techniques can take a physical beating like no one else can. Their specialty is standing up to any foe, though they are not always equipped to deliver the final strike to an enemy. Level
5 Defensive Power Moderate Health Moderate Reduce Resist Physical Effect Defensive Stance Intimidate Least Weapon

Specialization Break Bone Major Reduce Swift Parry Major Strike Serious Reduce Weapon Master Critical Reduce Resist Death Shatter Devoted Defender

Juggernaut

Defensive Power branches into Juggernaut and Devoted Defender. Defensive Finesse Fighters trained in Defensive Finesse techniques balance offensive and defensive fighting to some extent with a focus on the ability to avoid effects used against them and be troublesome to any creature dumb enough to fight them face-to-face.
Level Defensive Finesse 5 Florentine Parry as Dodge Swift Parry 6 Moderate Reduce Resist Physical Effect Riposte 7 Counter Attack Break Bone Least Weapon Specialization 8 Major Reduce Swift Strike Weapon Master 9 Slay Swift Parry as Swift Dodge Swift Riposte Blade Dancer

Duelist

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

Myrmidons are a one-man army, able to deal with multiple foes simultaneously and deal death to their enemies with a single strike. Myrmidons always serve a higher power, whether it be a Lord that they have sworn fielty to or a God that they have pledged their life to or a group that shares their ideals. The favored weapon of the Myrmidon is a Polearm.
Myrmidon 10 Cleave Death Strike Mass Break Leg Mass Intimidate Undying Challenge

Champion Champions are leaders, they are always at the front of the charge and inspire everyone around them to fight. They are difficult to kill and can always effect their foes when they need to. The favored weapon of Champions is a Great Sword.
Champion 10 Call to Arms Inspire Courage Resist Death Effect Supreme Feat of Strength Ultimate Commander

Swashbuckler Swashbucklers focus more on the defensive aspect of fighting than other offensive finesse fighters and are known for the tricks that they keep up their sleeves. They strike quickly and move quickly. The favored weapon of Swashbucklers is a Long Sword, almost always wielded without a second weapon.
Swashbuckler 10 Accuracy Strike Head Butt Swift Parry as Swift Dodge Swift Riposte Unlimited Parry

Luckblade Luckblades are tricky, they rely on the fickle hand of fortune to guide them through a fight. They are very powerful, but are not always entirely in control of their abilities, luck is funny like that. The favored weapon of Luckblades is the Bastard Sword.
Luckblade 10 Cheat Death Oops You Died Toss Sword Trade Fortune You Know W hat Would Be Really Nice Right About Now?

Juggernaut No one in the world can take a beating like a Juggernaut can. They know how to roll with every blow they take, especially when protected under a suit of impenetrable plate armor. The favored weapon of Juggernauts is a Two-Handed Maul or Hammer.
Juggernaut 10 Maim No Effect Potent Least Reduction Reduction Specialization Shatter All

Devoted Defender Devoted Defenders specialize in protecting those around them. They can use abilities that allow them to take effects instead of those they are trying to protect and are even willing to Martyr themselves for their cause if it means success. The favored weapon of the Devoted Defender is a Shield in one hand and any weapon in their other.
Devoted Defender 10 Bodyguard Break the Line Lesser W eapon Specialization Martyrdom Untouchable

Blade Dancer Do not let the title of Blade Dancer fool you, they are a veritable force in a fight. When they begin their dances they are nearly untouchable and are amazingly dangerous at the same time. The favored weapon of the Blade Dancer is a Long Sword in one hand and a Short Sword in the other.
Blade Dancer 10 Blade Barrier Disarm Barrier Momentum Strike Two as One Unlimited Dodge

Duelist Duelists specialize in fighting opponents one-on-one. They know all the tricks of dueling and how to best manipulate their opponents so that they can escape from a fight literally unharmed or ignore everyone attacking them except their target. The favored weapon of a Duelist is a Short Sword in one hand and a Dagger in the other.

Duelist 10 Avoid Bleed Duelists Challenge Heightened Senses Paralyze Strike

Stealth Prerequisites The prerequisites for learning any Stealth are the skills Evaluate Item and proficiency with any weapon. Those who study the ways of stealth are considered Survivalists. They know how to best deal with situations in a way that will keep them safe and their enemies in danger.
Level Stealth 1 Least Backstab Least Clockworks Least Inhibit 2 Least Escape Lesser Clockworks Waylay

Relaxed Stealth

Active Stealth

Stealth branches into Relaxed Stealth and Active Stealth.

Relaxed Stealth An oxymoron of sorts, Relaxed Stealth is the way of the Bard and the Augur. They are not trained as heavily in the ways of martial matters as their Active Stealth counterparts, but they are very much in tune with making their way through the shadows and accomplishing their goals without others figuring them out.
Level Relaxed Stealth 3 Lesser Escape Minor Clockworks Rumors 4 Dodge Minor Backstab Minor Escape Bard

Fortune

Relaxed Stealth branches into Bard and Fortune. Active Stealth Active Stealth students specialize in offensive powers and being in the fray without getting themselves killed. Ranger and Rogue abilities are derived from Active Stealth study.
Level Active Stealth 3 Dodge Florentine Minor Backstab 4 Lesser Escape Lesser Inhibit Minor Clockworks Ranger

Rogue

Active Stealth branches into Ranger and Rogue Bard Bards are skilled musicians that can bend the very sound waves of music to emulate magical effects and empower their allies or take power form their enemies. On top of all this, they are trained to a minor extent in the ways of all Stealth and Fighting via their Jack of all Trades abilities.
Level Bard 5 Least Song of

Strength Jack of All Trades 1 Song of Plenty Capoeira Song of Charm Song of Inspiration Dirge

Troubador

Bard branches into Troubador and Dirge. Troubador Troubadors are Bards specifically trained in the ways of aiding their allies. They can heal their allies, empower them, and fascinate enemies, all without the aid of magic. Troubadors favor singing over all other forms of music, but many of them also play wind instruments(flute, etc).
Level Troubador 7 Jack of All Trades 2 Mass Song of Lesser Healing Stroll Singing 8 Harmonize Improvise Mass Song of Plenty 9 Jack of All Trades 3 Lay on Hands Song of Fascination 10 Healthful Lullaby Jam Session Song of Minor Strength

Dirge Dirges are an oddity among Bards, their music has power over the dead and their lamentations can drive even the sanest man to the brink of self-destruction. Dirges favor string instruments(guitar, lute, harp, violin, etc) and percussion instruments(drums, etc) of any form, but still must sing their lamentations as well.
Level Dirge 7 Lamentation of Animation Lamentation of Control Lamentation of Hurting 8 Jack of All Trades 2 Lamentation of Suggestion Stroll Singing 9 Dance of Harming Lamentation of Awakening Lamentation of Pain 10 Jack of All Trades 3 Mass Lamentation of Slumber Morality Undone

Fortune Augurs are those who study the ways of manipulating fortune around them. They keep learning some of the Stealth abilities that they have acquired from their prior training and also learn unique spells to assist them in their endeavors. All Augurs bear the Mark of Fortune: a symbol that is viewed as an omen, both good and bad. Augurs cast their spells By the fortune of this world Note: Spells from the Fortune list do not grant mana to the purchaser when they are purchased. Instead, Fortune spells are purchased per day in the same way that Ranger spells are, meaning that their spells are purchased the same way as all their other skills, granting a number of uses per refresh equal to the number of times it has been purchased. The Fortune spells are listed here and in the Fatespinner and Luck Master entries in italics, all other listings are skills.
Level Fortune 5 Affect Luck Feign Death Florentine Force Weapon 6 Enchantment Mark of Fortune Moderate Natural Armor Moderate 7 Clockworks Resist Anything Swift Dodge 8 Alacrity Moderate Escape Resist Death Luck Master

Fate Spinner

Fortune branches into Luck Master and Fate Spinner. Luck Master Luck Masters are Augurs who turn their studies to the power of chance and view the world as the odds that they play with every action they perform. They are in tune with the natural balance inherent in all things but know how to tip the odds in their favor or against others favor when they need to. Luck Masters cast their spells By my lucky hand Note: All Epic spells may only be purchased once.
Level Luck Master 9 Avoid Major Escape Remove Curse 10 Forceful Personality Unlimited Dodge You Know W hat Would Be Really Nice Right About Now?

Fate Spinner Fate Spinners are Augurs who have turned their backs on Fortune to instead embrace Fate. They understand the inevitabilities of all things in the world and manipulate powers that bring this inevitability to all things. They dont play the odds as much as they know the outcome of the game before it is played. Fate Spinners cast their spells By the threads of fate Note: All Epic spells may only be purchased once.
Level Fate Spinner 9 Curse of Misfortune Major Escape Remove Curse 10 Avoid Mark of Fate Threads of Fate

Ranger Rangers are in tune with Nature and their God(if they worship one.) Rangers either specialize in combat using a bow or Florentine fighting. They draw their spells from either the very Nature around them or their God, but do not use mana to cast them. Rangers pick either the Arcane Nature list or the list of their God to choose their spells from. They purchase their spells in per day slots as they would any other skill and cast by the appropriate prefix. If Arcane Nature is chosen, they branch as normal at the appropriate spell levels. Any Ranger, Hunter, or Dervish may teach any other Ranger, Hunter, or Dervish regardless of the casting ability they have chosen.
Level Ranger 5 Moderate Strike Tracking 3rd Level Spell 6 Favored Enemy Minor Inhibit 4th Level Spell Hunter

Dervish

Ranger branches into Hunter and Dervish. Hunter Hunters are Rangers that specialize in combat with a Bow and tracking down their enemies or those who have wronged Nature or their God. They are very adept at disabling targets without killing them, all the while a safe distance away. Hunter skills may only be used with a bow, crossbow, or gun.
Level Hunter 7 Pin Limbs

Swift Strike 5th Level Spell 8 Major Inhibit Critical Strike 6th Level Spell 9 Slay Supreme Tracking 7th Level Spell 10 Swift Dodge Thrill of the Hunt 8th Level Spell

Dervish Dervishes are Rangers that specialize in combat with two weapons in the Florentine style. They are powerful fighters that also can cast a limited number of spells, making them always formidable opponents.
Level Dervish 7 Major Strike Triple Parry 5th Level Spell 8 Swift Parry Least W eapon Specialization 6th Level Spell 9 Critical Strike Swift Strike 7th Level Spell 10 Death Strike Two as one 8th Level Spell

Rogue A Rogue is a Rogue. They sneak through the shadows and are at their best when they are unseen. They are the most skilled at escaping and infiltrating, as well as dealing powerful single attacks to their enemies. Rogues are the most adept at avoiding attacks of all forms.
Level Rogue Least Backstab 5 Specialization Minor Escape Moderate Backstab 6 Feign Death

Moderate Clockworks Swift Dodge Assassin Shadow Walker

Rogue branches into Assassin and Shadow Walker. Assassin Assassins are death-dealers in the most basic sense. They deliver single strikes and kill their opponents, making sure they stay dead. They are adept at delivering difficult-toavoid attacks as well as being able to avoid any attack used against them.
Level Assassin 7 Moderate Escape Poison Immunity Serious Backstab 8 Lesser Backstab Specialization Critical Backstab Major Clockworks 9 Assassinate Avoid Serious Clockworks 10 Death Touch Major Escape Unlimited Dodge

Shadow Walker Shadow Walkers are at home in the darkness of the night and the underground. They draw power from the shadows around them and are skilled at being entirely unnoticed when they need to be. Nothing can keep a skilled Shadow Walker in or out of anywhere.

Level Shadow Walker 7 Major Backstab Major Clockworks Moderate Escape 8 Avoid Major Escape Serious Clockworks 9 Critical Clockworks Serious Backstab Unlimited Dodge 10 Shadow Step Slay Umbral Form

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

Relaxed Stealth Rogue Shadow Walker Stealth Swashbuckler Troubador

Rst Rog Shw Stl Swb Trb

Accuracy Strike SwB10 Type: Epic This skill is used in conjunction with any other weapon skill or weapon numerical damage. Both skills are spent, but the skill used gains the Accuracy descriptor, making it harder to avoid. An Accuracy skill can only be dodged with the skill Avoid. This skill can only be used if the Swashbuckler has a long sword in one hand and nothing in the other. This skill can only be purchased once. OOG Statement: Accuracy (skill or X damage) Affect Luck Frt5 Type: Attribute This skill grants a number of free castings of the spell Stabilize per refresh equal to your character level. Assassinate Ass9 Type: Death Assassins master the art of dealing death to their enemies. With a single well placed strike, an Assassin can end the life of a living target. This strike must be delivered to the torso of the target and the Assassin must be behind the target to deliver this strike(behind the mid-line of their body), which means the only legal targets for Assassinate are the back and under the arms of the target. Assassinate cannot be used on a target that is running and cannot be used if the user or target are in combat. Assassinate is always an Accuracy strike. Assassinate has no effect against targets that are not alive. Assassinate may also be used as the skill Slay(see the Slay description in this chapter.)

OOG Statement: Accuracy Assassinate or Swift Slay Avoid Ass9, Due10, Fts10, Lkm9, Shw8 This skill allows the user to negate a single attack or spell used against them, even Accuracy effects, mass effects, and Automatic effects. Avoid cannot be used against touch effects and cannot be used while unconscious, dead, or paralyzed but may be used while partially immobilized, even if the user doesnt have legs or arms. OOG Statement: Avoid Backstab, Least Stl1 Type: Skill This skill allows the user to make a single backstab attack against a target, adding an extra 1 damage to the attack. A backstab cannot be parried by the skill parry(swift parry can be used) but may be dodged by the skill dodge. A backstab attack must strike the torso of the target, but may only be used from behind the target(must strike the back or underarm area). OOG Statement: X+1 Backstab Backstab, Minor ASt3, RSt4 Type: Skill This skill functions identically to Least Backstab except it adds 4 damage to a single weapon strike. OOG Statement: X+4 Backstab Backstab, Moderate Rog5 Type: Skill This skill functions identically to Least Backstab except it adds 7 damage to a single weapon strike. OOG Statement: X+7 Backstab

Backstab, Major ShW7 Type: Skill This skill functions identically to Least Backstab except for the following two changes: it adds 10 damage to a single weapon strike and is a Swift Backstab strike instead of a regular Backstab. A Swift Backstab can be avoided by the skills Swift Parry, Swift Dodge, and Avoid. OOG Statement: X+10 Swift Backstab Backstab, Serious Ass7, ShW9 Type: Skill This skill functions identically to Major Backstab except it adds 15 damage to a single weapon strike. OOG Statement: X+15 Swift Backstab Backstab, Critical Ass8 Type: Skill This skill functions identically to Major Backstab except it adds 20 damage to a single weapon strike. OOG Statement: X+20 Swift Backstab Backstab Specialization, Least Rog5 Prerequisite: Proficiency with chosen weapon type Type: Attribute This skill grants a Rogue unlimited uses of the skill Least Backstab with a single weapon type, chosen at the time of purchase. Backstab Specialization, Lesser Ass8

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

bonus to damage. Keep in mind that the +1 natural strength from being berserk will not stack with any other natural strength that would give the user more than +4 natural strength. While berserk, the user is immune to mind-effects. If no conscious enemies are within line of sight or 10 minutes has passed, the user falls unconscious with 0 hit points and begins their bleed count. If the user is knocked unconscious while using Berserker Rage it ends immediately. IG Statement: Berserker Rage! Blade Barrier BlD10 Duration: 1 minute Type: Epic Dance A Blade Dancer with this ability can prepare himself for attacks such that anyone who strikes him with a melee weapon is also struck by him, for 1 minute. The amount of damage dealt is equal to the base damage of the weapon he is wielding with the higher base damage plus any non-instantaneous strength bonus he has at the time. He must state Flashback X Damage(or an energy type if wielding an enchanted weapon) to each attacker and the flashback damage does not start until then, but he may then clarify to them that each time they strike him they will take X damage. In that case he must also inform them when Blade Barrier has ended. The Blade Dancer is immune to Disarm and Fumble effects for this minute(not supreme disarm). This skill may only be used if the Blade Dancer has a sword in each hand and will end if the user is not wielding both of these at any point during the minute. This skill cannot be used in conjunction with Two as One. This skill may only be purchased once.

OOG Statement: Flashback X Damage Bleed Due10 Type: Epic Physical Duration: 10 minutes A Duelist can strike a foe with such accuracy that each time they are struck after that they will take double damage from any numerical source. He must strike the target in the torso for this skill to be effective. After that the target takes double damage from any numerical damage source for the next 10 minutes. A Supreme Regrow Limb or Supreme Heal effect will negate this skill, as it restores all of the bodys exterior, closing the targets visible wounds. This skill will only be effective against a living target with discernable anatomy. This skill may only be used if the Duelist has a sword in one hand and a dagger in the other. This skill may only be purchased once. OOG Statement: Accuracy Bleed Strike Bodyguard DvD 10 Duration: 10 minutes A Devoted Defender can guard a single target from any possible attack. They choose a single target and for the next 10 minutes, as long as they are within 5 feet of that target, they are affected by anything that would affect the target instead of the target being affected. This skill ends if the user or target reach 0 Hit Points or if the user is rendered unconscious or paralyzed. IG Statement: I will guard you from all attacks Break Bone OPw 5, OFn 5, DPw 7

Type: Physical A limb struck with this skill is considered broken. A broken arm cannot be used to hold an item unless it is strapped to the arm, and must hang limp. A broken leg cannot be stood upon but the knee can be dragged along the ground to move. You cannot hop on one leg to move. OOG Statement: Break Bone Break the Line DvD10 Type: Epic Skill/Specialization/Natural Strength Duration: Maximum 1 minute A Devoted Defender using this skill can walk in a straight line for up to a minute and no force can impede him. He begins this by walking in a straight line with his shield held up in front of him. He may not change direction during this movement(if he does, Break the Line ends). He may not move his shield while using this skill, but may still defend himself normally with a weapon that he is holding. He cannot use any offensive skills during Break the Line but may still use defensive skills as normal and may attack using the base damage of his weapon(he cannot benefit from Skill, Specialization, or Natural Strength bonuses). He must call No Effect to any physical effect that would impede his movement. He may still be controlled or effected by mind-effects but he will continue to move in his straight line for a minute, unimpeded(though me may be asleep or controlled to attack his allies while moving.) The only things that can impede movement during Break the Line are walls, locked doors(the user may break them down if he has adequate strength to do so), or a Wall of Force. If he would run into a creature he should

clarify to them that he is under the effect of Break the Line and they must let him pass. This skill may only be used if the Devoted Defender is wielding a shield in one hand and anything in his other hand. This skill may only be purchased once. OOG Statement: No Effect or Break the Line Call to Arms Cmp10 Type: Epic Mass-Effect A Champion can inspire all of his allies to join the fight, even those that are reluctant or scared. Everyone within the sound of the Champions voice that views him as an ally must fight alongside him in whatever way they view as most helpful. In addition, all of his allies gain a single use of the skill Major Strike that must be used on their next weapon strike. A Champion can only use this skill if they are wielding a Two-Handed Sword. This skill may only be purchased once. IG Statement: I issue a call to arms to all of my allies, everyone must fight! Out of game, mass bestow major strike on your next attack. Capoeira Brd6 Type: Attribute This skill represents a bards attunement to rhythm and the inherent skills that come with it. The bard gains Florentine and Unarmed if they dont already have them when they purchase this skill. Cheat Death LkB 10 Duration: Instant or Up to 10 minutes This skill has two possible uses: 1) This skill may be used as the Stealth skill Avoid, but only against a Death effect. 2) This skill may be used to negate one

Killing Blow. If used in the second way the target wakes up immediately with 1 hit point. The user may play possum and not get up immediately. Until the user moves they have no vitals(as if they were dead) and cannot be subject to another Killing Blow or Death effect. If used in the second way, the user may play possum for up to 10 minutes. OOG Statement: Avoid or None Cleave Myr10 Type: Epic This skill allows a Myrmidon to cut through his enemies without losing any momentum or force. This skill is used in conjunction with any numerical damage weapon strike. This skill can only be activated when a Myrmidon successfully connects with a numerical damage weapon strike and the enemy is reduced to zero hit points(if they fall down or disappear, etc). If these conditions are met, the Myrmidon can keep swinging that same damage at other enemies, as long as each strike kills one of them. The damage swung cannot be raised by using additional skill or strength bonuses to augment it but may be reduced if the user is subject to negative magical strength. The Myrmidon can only take, at most, one step between each strike and no strike may be made more than 10 seconds after the one before it. This skill ends if the Myrmidon takes more than one step between swings or goes 10 seconds without successfully striking an enemy. If one of these damaging strikes is negated by a skill(parry, dodge, etc) or physically blocked with a boffer weapon or shield this skill will end. This skill will not be ended by physically missing an enemy unless the Myrmidon takes more than one step or goes 10 seconds without successfully

striking an enemy. A Myrmidon can only use this skill while wielding a Polearm. This skill may only be purchased once. OOG Statement: X (swift) damage, X (swift) damage, X (swift) damage Clockworks, Least Stl1 Type: Attribute This skill allows the user to open locks or disarm traps of Least quality. To do this he must have Lock Picks and it takes 10 seconds to open any lock or disarm any trap unless the effect card states otherwise. Clockworks may only be used once per refresh per character level but each clockworks use is equal to the highest level of clockworks the user has. Clockworks, Lesser Stl2 Type: Attribute Prerequisite: Least Clockworks This skill allows the user to open lesser quality locks and disarm lesser quality traps. Clockworks, Minor ASt4, RSt3 Type: Attribute Prerequisite: Lesser Clockworks This skill allows the user to open minor quality locks and disarm minor quality traps. Clockworks, Moderate Frt7, Rog6 Type: Attribute Prerequisite: Minor Clockworks This skill allows the user to open moderate quality locks and disarm moderate quality traps. Clockworks, Major

Asn8, ShW7 Type: Attribute Prerequisite: Moderate Clockworks This skill allows the user to open major quality locks and disarm major quality traps. Clockworks, Serious Asn9, ShW8 Type: Attribute Prerequisite: Major Clockworks This skill allows the user to open serious quality locks and disarm serious quality traps. Clockworks, Critical ShW9 Type: Attribute Prerequisite: Serious Clockworks This skill allows the user to open critical quality locks and disarm critical quality traps. Counter Attack DFn7, OFn9 This skill parries an attack and delivers an attack automatically against the attacker. The attack must be able to be parried by using Parry or Swift Parry. The attack is parried. The user states a Fighting skill or damage call(either their base damage or damage augmented by a fighting skill that is not a Feat of Strength unless the user has stated Feat of Strength before struck with the attack that he is using Counter Attack against) and it is considered to hit whoever struck them in the arm that the attacker is holding their weapon. If the target is holding a single weapon in both hands the user of this skill may decide which arm the attack strikes(if pertinent.) This skill cannot be used against a spell, backstab, or ranged weapon strike. This skill cannot be used while wielding a ranged weapon.

OOG Statement: Counter Attack (state skill or damage) Dance of Harming Drg9 Type: Epic Dance/Skill Duration: Up to 10 minutes This skill allows a Dirge to launch himself into a dance which has the sole purposing of causing harm to others. The Dirge sets himself into a trance and begins attacking the closest target that he knows is alive. He may kill targets that he drops, but only if he decides to. During this dance he may only fight with Unarmed boffers and swings 2 unholy with each attack he makes. He also gains Least Reduction against all attacks used against him. After 10 minutes or when the Dirge chooses to end his trance he falls unconscious for 1 minute and cannot be awoken by any means. This skill may only be purchased once. IG Statement: (Singing)My lamentation sets me into a trance of harming Death Fts9 This is the spell Death. Refer to the spell entry in the Spells chapter. Death Strike Drv10, Myr 10 Type: Death When struck in the torso with this skill, a living target is reduced to 0 hit points and dealt a Killing Blow without damaging the targets armor. Death Strike is always a Swift strike, but the skill Swift Strike need not be used. OOG Statement: Swift Death Strike Death Touch Ass10 Type: Epic Death

Duration: 1 day(24 hours(lasts through refreshes)) Sometimes an Assassin needs to make absolutely certain that his target will die. In this case he can deliver a Death Touch to his target in advance of killing them, making sure that there will be almost no way for them to be saved. A Death Touch is delivered through contact with a living creature. The user need not make skin contact with the target but they must be touching the target anywhere on their body(grabbing onto their clothes does not count). A target under the effects of Death Touch will, next time they die, be subject to a True Death instead of a normal Death. This skill may also be used on a dead creature with discernable anatomy to make them Truly Dead. True Death means that only the spell True Resurrection can resurrect you. This skill may only be purchased once. OOG Statement: Death Touch Defensive Stance DPw6 Duration: Up to 1 minute This skill allows the user to plant his feet and become incredibly resilient to damage and lesser physical effects. As long as the user doesnt move his feet, up to 1 minute, he becomes immune to Disarm, Fumble, Trip, Stun, Smash, and Disable effects from any source. During this minute he may also use any Armor Reduction he may have as normal Reduction, but he must make the appropriate OOG statement for that reduction. OOG Statement: No Effect/Reduce X Disable Off 3, Def 4 Type: Physical Duration: 1 minute A limb struck with this skill is considered disabled for 1 minute. A disabled arm cannot hold an item unless it is strapped to the arm and must hang limp. A disabled leg cannot be used to

stand, but the knee can be dragged along the ground to move. You cannot hop on one leg to move. OOG Statement: Disable Disable, Supreme OFn 8 Type: Physical Duration: 10 seconds/1 minute This skill grants the user 4 swings of Swift Disable against a single target. The user may take no more than 1 step between each swing and the 4 uses must be the next 4 attacks he makes. If these 4 uses arent used within 10 secondsthey will be lost. If the user makes an attack against a second target any of the 4 uses that are left are lost. OOG Statement: Swift Disable, Swift Disable, Swift Disable, Swift Disable Disarm Fgt 1 Type: Physical A weapon struck with this skill is disarmed. A disarmed weapon must be dropped 5 feet away from the body(Be careful and do not throw a boffer.) A shield may not be disarmed with this skill. A non-shield item may be disarmed if it is being held in a hand, but the arm that is holding the item must be struck, not the item itself. A disarmed item must be dropped 5 feet from the body unless the item is breakable, in which case the item should be placed on the ground 5 feet from the target OR if the item should not be placed on the ground it is handed to the user of this skill. In the case of disarming an item via arm strike the OOG statement changes to Disarm Item. OOG Statement: Disarm (Item) Disarming Barrier BlD10 Type: Epic Dance Duration: 1 minute A Blade Dancer with this ability can prepare himself for attacks such that anyone who strikes him with a melee

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

one hand and a shortsword in the other. This skill may only be purchased once. OOG Statement: Flashback Disarm Disarm, Supreme OFn 8 Type: Physical This skill may be used as the skill Disarm or may be used in the following two ways: 1) This skill may be used to disarm a shield, even if it is strapped to the arm(dont OOG strap your shield to your arm in case this skill is used against you.) A disarmed shield must be dropped 5 feet from the body. 2) A weapon struck with this skill is transferred from the targets hand to the users hand, assuming the user has enough free hands to hold the weapon. A one-handed weapon requires one free hand in order to use this skill and a twohanded weapon requires two free hands in order to use this skill(In almost every case this requires the user to be fighting unarmed.) A weapon transferred in this way should be handed to the user of this skill, a boffer weapon can never be thrown. OOG Statement: Swift Disarm Shield or Swift Supreme Disarm Dodge ASt3, RSt4 This skill allows the user to avoid a single attack of any one of the following types: any weapon strike(including backstabs) that is not Swift or Accuracy, any numerical damage packet(spell or otherwise) that is up to, and including, 10 damage. Dodge cannot be used if the user does not have use of both of their legs. Dodge may not be used if the user is wearing metal armor or is using a shield larger than a buckler. OOG Statement: Dodge

Dodge, Swift Frt7, Hnt10, Rog6 This skill allows the user to avoid a single attack of any one of the following types: any weapon strike that is not Accuracy, any packet effect(spell or mundane), or anything that Dodge can avoid. Swift Dodge cannot be used if the user does not have use of both of their legs. Swift Dodge may not be used if the user is wearing metal armor or is using a shield larger than a buckler. OOG Statement: Swift Dodge Duelists Challenge Due10 Type: Epic Health/Natural Strength/Reduction Duration: 10 minutes or until death or until target dies This skill reflects a Duelists ability to fight with incredible efficacy against a single target. To begin the challenge the Duelist must point at his target and say the IG statement. The user of this effect and their target may not fight any creature except each other for the duration of the challenge. They are also forced to fight each other(this may mean different things to different creatures, spell casting is acceptable.) During the challenge neither the user or the target may be affected by anything outside of the challenge except for Undeniable and Mass effects. When the effect is initiated the Duelists hit points are restored and doubled(these will not stack with any other temporary hit points). During the challenge, the Duelist has unlimited uses of the skill Minor Reduction and Lesser Strike. The challenge ends when the target dies, the Duelist decides to end the effect, the Duelist dies, or 1 hour passes. This skill may only be purchased once.

IG Statement: I issue you a Duelists challenge! Fight me! Escape, Least Stl2 Type: Attribute This skill allows the user to escape restraint, whether physical or magical. Least Escape allows the user to escape from the spell Entangle as well as any restraint caused by Least Inhibit. Escaping either of these restraints is instantaneous and requires no OOG statement. Escape may only be used once per refresh per character level, but each use of escape is equal to the highest level of escape the user has. Escape, Lesser ASt4, RSt3 Type: Attribute Prerequisite: Least Escape This skill allows the user to escape from Lesser Inhibit and Bind. Escape, Minor Rog5, RSt4 Type: Attribute Prerequisite: Least Escape This skill allows the user to escape from Minor Inhibit and Web. Escape, Moderate Asn7, Frt8, ShW7 Type: Attribute Prerequisite: Minor Escape This skill allows the user to escape from Moderate Inhibit and Paralyze from any source. Escape, Major Asn10, Fts9, Lkm9, Shw8 Type: Attribute Prerequisite: Moderate Escape This skill allows the user to escape from Major Inhibit and escape through any

form of wall spell without being subject to the walls effect(except a Wall of Force) without taking the associated effect. Favored Enemy Rng6 Type: Attribute(Natural Strength) This skill allows a Ranger to choose a single type of foe that they are adept at facing in combat. The Ranger benefits from a +1 natural strength bonus to all attacks made against a creature of the chosen type. Possible choices include: Goblin, Elemental, Skeleton, Zombie, Ghoul, etc Feat of Strength, Least Type: Natural Strength This skill grants the user +1 strength for one action. The action may be an attack or an action in which extra strength would be useful to the user. If used for an attack that deals numerical damage, that damage is increased by 1 for each Least Feat of Strength used. Strength granted by Feat of Strength is considered a Natural Strength bonus. Multiple Least Feat of Strength skills can be used together to give the user a maximum of +4 natural strength for a single action. OOG Statement: Feat of Strength then X+1 Damage or +1 Strength Feat of Strength, Lesser Fgt 2 Type: Natural Strength This skill grants the user +2 strength for one action. The action may be an attack or an action in which extra strength would be useful to the user. If used for an attack that deals numerical damage, that damage is increased by 2 for each Lesser Feat of Strength used(up to a maximum of 4 damage). Strength granted by Feat of Strength is considered

a Natural Strength bonus. Multiple Lesser Feat of Strength skills can be used together to give the user a maximum of +4 natural strength for a single action. OOG Statement: Feat of Strength then X+2 Damage or +2 Strength Feat of Strength, Major OPw 8 Type: Natural Strength This skill functions like Least Feat of Strength but instead grants a +10 bonus to strength. This is considered a Natural Strength bonus and will not stack with any other Natural Strength bonuses because it allows you to exceed the normal maximum. OOG Statement: Feat of Strength then X+10 Damage or +10 Strength Feat of Strength, Supreme Cmp 10 Type: Natural Strength This skill functions like Least Feat of Strength but instead grants a +25 bonus to strength. This is considered a Natural Strength bonus and will not stack with any other Natural Strength bonuses because it allows you to exceed the normal maximum. OOG Statement: Feat of Strength then X+25 Damage or +25 Strength Feign Death Frt5, Rog6 Duration: 10 minutes or until used The user of this skill has their vitals masked for 10 minutes, meaning anyone that checks their vitals will get a no for an answer. At any point in these 10 minutes the user may drop to the ground and play dead. Once they drop they must remain motionless for 10 seconds

to finish setting themselves into their possum state. Until the user moves again they are immune to killing blows, magic, poison, and disease but there is no OOG statement for resisting them. He cannot have his hit points reduced below 1 by numerical damage. The user is still effected normally by all other death effects(including Slay, which will put him at 0 hit points and start his bleed count). The user is not aware of his surroundings during this time. Once the user moves after setting themselves into their possum state, or 10 minutes have passed since the use of this skill, Feign Death ends. Florentine ASt3, DFn 5, Frt5, Off3 Type: Attribute This skill allows the use of a one-handed weapon in each hand. Force Weapon Enchantment Frt6 This is the spell Force Weapon Enchantment. Refer to the entry in the spells chapter. Forceful Personality Lkm10 Type: Attribute This skill makes it so that any weapon wielded will swing Force energy as if you were constantly under the effect of Force Imbuement. If targeted by a Disjunction spell, this attribute is deactivated for 10 minutes. Harmonize Trb8 Type: Attribute This ability allows the user to sing two songs at once. All the normal rules for singing songs apply, such as minimum singing time before a song effect is used.

Head Butt SwB10 Type: Epic Physical A Swashbuckler can use this skill to knock an enemy flat on their back, knocking everything out their hands with a fierce head butt. This skill can only be used in melee range but is represented by the Swashbuckler pointing at his opponent with his free hand and stating Swift Stun. This skill can only be used with a longsword in one hand and nothing in the other. This skill may only be purchased once. OOG Statement: Swift Stun Health, Moderate DPw5, OPw6 Type: Health Duration: 10 minutes or until used The user of this skill gains 7 temporary hit points. These hit points will take him above his normal maximum, but these temporary hit points cannot be stacked with any other temporary hit points. The user must be conscious to use this skill, but it may be used immediately when the user reaches 0 hit points to retain consciousness. OOG Statement: Health Healthful Lullaby Trb10 Type: Epic(Song)Mind-Effect Duration: 10 minutes A Troubador that sings this song puts a single willing target to sleep for 10 minutes. If the target sleeps for all 10 minutes and the Troubador plays for all 10 minutes, uninterrupted, while the target sleeps, the target awakens and is affected by a mundane Supreme Heal effect and they have a single used skill of their choice restored. Spells and mana cannot be restored using Healthful

Lullaby. An Epic skill can be refreshed with Healthful Lullaby. This song may only be purchased once. IG Statement: My song causes you to sleep and awaken refreshed. Heightened Senses Due 10 Type: Epic Duration: 1 minute The user of this skill gains unlimited uses of the skill Minor Reduction for 1 minute. This skill may only be purchased once. OOG Statement: Reduce 4, Reduce 4, Reduce 4 Improvise Trb8 Type: Attribute This skill allows a Troubadour to use any song he knows as any other song he knows of equal or lesser level. Inhibit, Least Stl1 Type: Attribute This skill allows the user to detain one unconscious, sleeping, willing, dead, or otherwise totally immobilized target with some sort of physical bonds(rope, chains, etc). The target must use Least Escape or +1 strength to escape these bonds, no matter what type of bonds are used. One use of Inhibit may be used to bind a creatures hand/arms and feet/legs. Inhibit may be used once per refresh per character level but each use of inhibit is equal to the highest level of inhibit the user has. Do not actually tie someone up OOG, hand them the rope or chains to hold instead. OOG Statement: Least Inhibit Inhibit, Lesser ASt4

Type: Attribute Prerequisite: Least Inhibit This skill allows the user to restrain a creature, as per Least Inhibit, such that they must use Lesser Escape or +2 strength to escape. OOG Statement: Lesser Inhibit Inhibit, Minor Rng6 Type: Attribute Prerequisite: Lesser Inhibit This skill allows the user to restrain a creature, as per Least Inhibit, such that they must use Minor Escape or +4 strength to escape. OOG Statement: Minor Inhibit Inhibit, Major Hnt8 Type: Attribute Prerequisite: Minor Inhibit This skill allows the user to restrain a creature, as per Least Inhibit, such that they must use Major Escape or +10 strength to escape. OOG Statement: Major Inhibit Inspire Courage Cmp 10 Type: Mass Effect Health Duration: 10 minutes A Champion leads others fearlessly into combat, and this skill represents their ability to do so. This skill removes all fear effects(fear and intimidate) from all of the users allies and grants 10 temporary hit points to all of their allies as well. These temporary Hit Points will not stack with other temporary Hit Points from any source. IG Statement: I inspire courage to my allies! Out of Game: Mass Remove Fear and 10 temporary hit points Intimidate

OPw 7, DPw 6 Type: Mind Effect Duration: 1 minute The user of this skill intimidates a target such that they are subject to a fear effect. To use this skill, the user must make an aggressive action toward his target who must be able to either see or hear him. If effective, the target must attempt to move 50 feet away from the target. If within 50 feet of the user, the target must cower in fear of the target and will not approach them. This effect lasts for 1 minute. The strength of this skill is determined by the highest level fighting skill the user has, they can effect a target with up to their highest level fighting skill multiplied by 5 hit points. Temporary hit points count when the target is resisting this, and the targets maximum hit points are used, not their current hit points. Temporary hit points only count if the target has over their maximum hit points, otherwise they are not counted. OOG Statement: Intimidate, X Hit Points! Iron Grip Fgt 1 This skill allows the user to call Resist and be unaffected by a single disarm or fumble effect, whether skill or spell. OOG Statement: Resist Jack of all Trades 1 Brd5 Type: As emulated skill This skill allows the bard a single use of Lesser Clockworks, Least escape, Waylay, Least Inhibit, Least Backstab, Disarm, Iron Grip, Least Strike, Least Feat of Strength, Stun, or Surefooted. OOG Statement: As emulated skill Jack of all Trades 2

Drg8, Trb7 Type: As emulated skill This skill allows the bard a single use of Minor Clockworks, Lesser Inhibit, Minor Backstab, Lesser Escape, Dodge, Parry, Disable, Minor Strike, Stabilize, Minor Reduce, or any skill Jack of all Trades 1 allows. OOG Statement: As emulated skill Jack of all Trades 3 Drg10, Trb9 Type: As emulated skill This skill allows the bard a single use of Swift Parry, Swift Dodge, Moderate Backstab, Moderate Strike, Moderate Clockworks, Minor Escape, Feign Death, or any skill Jack of all Trades 2 allows. OOG Statement: As emulated skill Jam Session Trb10 Type: Epic(Song)Immunity/Protection Duration: Up to 10 minutes This song allows a Troubador to lead any number of other bards in a jam session. Each participating bard must have at least a single skill from the 5th level of bard skills. The bards form a circle and play music(preferably together in some way) and as long as they are playing(up to 10 minutes) they are invulnerable, as per the spell Invulnerability. The jam session may also protect a number of extra people equal to the number of bards playing in the circle, but these people must remain in the circle of bards and if they leave they lose the benefits of this song. No one may join the circle once it is formed. This song may only be purchased once. IG Statement: (Singing)My song inspires a jam session Lamentation of Agony Drg9

Type: (Song)Mind-Effect Duration: Up to 1 minute This lamentation allows a Dirge to fill his targets body with excruciating pain. A target affected by pain must fall to the ground, screaming in agony. They may take no offensive actions, but may defend themselves normally. IG Statement: (Singing)My lamentation causes you to fall in agony Lamentation of Animation Drg7 Type: (Song)Necromancy Duration: Up to 1 hour This lamentation allows a Dirge to animate a single corpse as per the spell Major Animate Corpse. The animated zombie will have 10 hit points The animated corpse will be completely under the users control, as long as the user continues to sing or play. Any commands the user gives must be verbal and must be sung as part of his song. Though this song emulates a spell effect, this is not a spell-like ability. IG Statement: (Singing)My lamentation animates this corpse, Out of Game, 10 hit point zombie Lamentation of Awakening Drg9 Type: (Song)Necromancy Duration: Up to 10 minutes This lamentation allows a Dirge to grant a mind to a mindless creature. This song cannot be used on an inanimate object to grant it a mind, it must be animated by some means to be able to be affected by this song. The Dirge may use this song on an undead creature he has animated without having to end his Lamentation of Animation. If used on an undead creature the Dirge has animated or controlled that undead creature is

empowered as per the spell Empower Undead. IG Statement: (Singing)My lamentation grants a mind to this mindless being Lamentation of Control Drg7 Type: (Song)Necromancy Duration: Up to 10 minutes This lamentation allows a Dirge to control a single undead creature for up to 10 minutes. The user must sing his verbal commands that are given to the controlled creature. Though this song emulates a spell effect, it is not magic. The undead creature does not need to be able to understand the users language for this song to be effective. This song may not be effective against certain undead creatures. IG Statement: (Singing)My lamentation controls this undead creature before me Lamentation of Morality Undone Drg10 Type: Epic(Song)Death Duration: As long as it takes This lamentation allows a Dirge to fill his targets soul with horrible thoughts that drive them to commit equally horrible acts. The target of this song will attempt to murder, steal from, and otherwise just do horrible things to anyone they care about that is closest to them. They will wander off out of the range of the song if there is no appropriate target close enough, but the songs effects do not end until the target is knocked unconscious, at which point the target suffers a True Death effect, meaning they can only be resurrected by the spell True Resurrection. If there are no appropriate targets for this spell to attack at all, they kill themselves instead

and cannot be resurrected by any means, even True Resurrection. This song may only be purchased once. IG Statement: (Singing)My lamentation tempts you to commit horrific acts that end with your own death. Lamentation of Pain Drg7 Type: (Song)Mind-Effect Duration: Up to 10 seconds This lamentation allows a Dirge to fill his targets body with excruciating pain. A target affected by pain must fall to the ground, screaming in agony. They may take no offensive actions, but may defend themselves normally. IG Statement: (Singing)My lamentation causes you great pain Lamentation of Suggestion Drg8 Type: (Song)Mind-Effect Duration: Up to 10 minutes This lamentation allows a Dirge to fill his targets mind with thoughts of a single word emotion for up to 10 minutes, as per the spell Suggestion. Though this song emulates a spell effect, it is not magic. IG Statement: (Singing)My lamentation fills your mind with thoughts of (single word emotion) Lay on Hands Trb9 Type: (Song)Healing(Attribute) This ability allows the Troubador to use a song version of Lesser Heal a number of times per Gift equal to his character level. To do this he must make physical contact with his target and sing for the appropriate amount of time and then state the IG statement. This is not a spell-like ability, it is entirely mundane.

The Troubador may not use this ability on himself. IG Statement: My song mends your wounds, 2 mundane heal Maim Jug10, OPw 8 Type: Physical Effect A limb struck with this skill is considered maimed. In addition to the maim effect is a 10 second pain effect. A maimed limb is gone for all IG purposes. That limb cannot be used to hold anything and cannot be stood upon. A character with a maimed leg cannot stand, even on one leg, without assistance from another character and a maimed leg cannot be used to support the body at all, meaning with a maimed leg you may only lie on the ground. They may still try to move around using just their arms and their good leg(unless both are incapacitated.) OOG Statement: Swift Maim Mark of Fortune Frt6 Type: Attribute Prerequisite: Affect Luck This skill allows the extra uses of Stabilize granted by Affect Luck to instead be used as the spell Stabilize Self, but only up to half of the uses of Affect Luck(rounded up) per refresh may be used in this way, the other uses must be used to stabilize others. Mark of Fate Fts10 Type: Attribute Prerequisite: Mark of Fortune This attribute grants immunity to all death magic. Magic death effects include Slay and Death. This skill does nothing to protect from non-magic death

effects or magic/non-magic True Death effects. Martyrdom DvD 10 Type: Epic Skill/Specialization/Natural Strength/Health Duration: 1 hour or until deed is accomplished A Devoted Defender is able to put his cause ahead of his own life. In doing so, he gains great power from his resolve, but knows that he will inevitably give his life for his cause. To activate this he must make the IG statement. This skill must be used in presence of a GM who will approve or disapprove of the activation. If the activation is not approved the skill is used but the user gains no benefit. If the activation is approved the users stats become the following: Hit points are restored and doubled. Any armor being worn is instantly repaired to its normal maximum. Gains +1 natural strength. Gains Least Weapon Specialization with any weapon he is wielding if he does not already have the skill. Gains a number of uses equal to his character level of the skill Health. Gains immunity to normal weapons, mind effects, and death effects(except Killing Blows). Swings Magic with any weapon he wields. May still be killed by True Death Effects. Once the deed is accomplished(defending the person, group, or cause stated) or

1 hour has passed the user suffers a True Death, meaning he may only be resurrected by the spell True Resurrection. IG Statement: I martyr myself in the name of (state name of person or group) or I martyr myself for the cause of (state cause) Mass Break Leg Myr 10 Type: Epic Physical(Mass Effect) A Myrmidon using this skill plunges his trident into the ground with such force that all creatures within the reach of his trident have one of their legs broken. All creatures within the reach of his weapon when he begins the OOG statement and touches the ground with his weapon are effected, even if they move further away during the statement. The user chooses whether the break bone effect is against the right or left leg. This skill may only be used if the Myrmidon is wielding a Polearm. This skill may only be purchased once. OOG Statement: All within my reach, swift break right/left leg. Mass Intimidate Myr 10 Type: Mind-Effect(Mass Effect) Duration: 1 minute This skill functions in the same way as Intimidate, but affects all targets within the sound of the users voice. Any target more than 50 feet from the user when the skill is used need not move away or cower, but if they are later within 50 feet they must react appropriately. The user can restate the out of game call for this minute but should clarify End Mass Intimidate when his minute is up. OOG Statement: All within the sound of my voice, Mass Intimidate, X Hit Points!

Mass Song of Healing, Lesser Trb7 Type: (Song)Healing(Mass-Effect) This song heals the wounds of everyone within the sound of the casters voice by 2 hit points. IG Statement: (singing)My song heals everyones wounds, mass mundane heal 2 Mass Song of Plenty Trb8 Type: (Song)Mind-Effect(Mass Effect) This song forces everyone within the sound of the users song to hand over 1 coin of the lowest denomination that they have to the user. They are happy and willing to do this if affected. IG Statement: (singing)My song empties everyone within the sound of my voices pockets Mass Lamentation of Slumber Drg10 Type: (Song)Mind-Effect(Mass Effect) Duration: Up to 10 minutes This lamentation forces everyone within the sound of the Dirges voice to fall asleep for up to 10 minutes. As long as the Dirge plays his song, these targets cannot be awoken by any means, whether physical or magical. The Dirge cannot choose to end this effect on specific affected creatures. The Dirge may deliver a Killing Blow to targets affected by this song without breaking his song. IG Statement: (Singing)My lamentation sets everyone within the sounds of my voice to sleep Momentum Strike Bld10 Type: Skill/Natural Strength Duration: 1 minute

This skill allows the user to gain momentum with each successful attack they make against another creature. For 1 minute, each time the user successfully damages an opponent with a melee attack they gain an additional point of damage on their next attack. This bonus stops if one of their attacks is physically blocked or a skill is used to avoid the attack(dodge, parry, etc). If this happens, they must then start over at their base damage again. OOG Statement: X damage, X+1 damage, X+2 damage, X+3 damage, etc Natural Armor, Moderate Frt6 This is the spell Moderate Natural Armor. Refer to the spell entry in the Spells chapter. No Effect Jug 10 This skill represents a Juggernauts ability to completely shrug off any one effect or attack used against him. He may call Resist to any one skill or spell(unless otherwise stated). This ability can only be used while the Juggernaut is conscious. He may use this even while immobilized. OOG Statement: Resist Oops You Died LkB 10 This skill represents a Luckblades ability to bend fortune to his whim when needed. This skill functions as a Swift Death Strike, but must be followed by some sort of quip(witty or otherwise) such as Oopsyou died. Feel free to come up with your own quip to use. It is considered good roleplaying to not have your character have complete control over this skill, as it is not totally under

the control of anyone that uses it. It is left up to the player to use their better discretion. OOG Statement: Swift Death Strike Paralyze Strike Due10 Type: Epic Duration: 10 minutes A Duelist can strike a foe with such accuracy that their entire body is paralyzed for 10 minutes. This strike must connect with the torso of the target and this effect will only work on a living target with discernable anatomy. This is not considered a physical effect. This skill may only be used if the Duelist has a shortsword in one hand a dagger in the other. This skill may only be purchased once. OOG Statement: Accuracy Paralyze Strike Parry Def 3, Off 4 This skill allows the user to avoid any of the following effects: any numerical weapon damage(melee or ranged) that does not have the Swift or Accuracy descriptor, any combat skill that does not have the Swift or Accuracy descriptor, or any creature effect or spell-like ability delivered by a melee weapon that does not have the Swift or Accuracy descriptor. Parry cannot be used to negate a Backstab attack(Out of Game statement: Backstab X). The user must have a weapon they are proficient with in their hand(both hands if it is a two-handed weapon), must be conscious, and must have use of the arm(s) holding the weapon. OOG Statement: Parry Parry, Triple Drv7

This skill is the equivalent of purchasing the skill Parry three times. Three times per gift per time purchased the user can use the skill Parry. Parry, Swift OPw9, OFn7, DPw7, DFn5, Drv8 This skill allows the user to avoid anything that parry would allow him to as well as any of the following effects: any melee or ranged weapon strike with the swift descriptor, any numerical spell damage packet up to, and including, 10 damage, and any Backstab or Swift Backstab attack. This skill has the same restrictions for use as parry. OOG Statement: Swift Parry Parry as Dodge OFn 6, DFn 5 Each purchase of this skill allows two parries that the character has to be used as dodges. This skill does nothing for a Swift Parry. The dodges granted by this skill require the user to follow all the same restrictions for use as parry(having a proficient weapon in hand, etc). OOG Statement: Parry as Dodge Parry as Dodge, Swift SwB 10, DFn 9 Each purchase of this skill allows two Swift Parries that the player has to be used as Swift Dodges. The swift dodges granted by this skill require the user to follow all the same restrictions for use as swift parry(having a proficient weapon in hand, etc). OOG Statement: Swift Parry as Swift Dodge Pin Limbs Hnt7 Type: Attribute A Hunter can pin his preys arms and legs to disable them. The Hunter gains a

number of uses of the skill Disable each refresh equal to his character level. These may only be used with a bow, and the arrow need not strike the stated limb, it may strike the target anywhere and will affect the stated limb. OOG Statement: Disable Right/Left Arm/Leg Poison Immunity Ass7 Type: Attribute This attribute grants immunity to all poisons. Potent Least Reduction Jug10 Duration: 10 minutes This skill grants the user unlimited uses of the skill Least Reduction for 10 minutes. OOG Statement: Reduce 1 Reduction, Minor Def3 This skill reduces the numerical damage taken by 4. This can only be applied to damage against hit points, not armor(magic or physical.) This reduction will reduce damage to a minimum or 0. OOG Statement: Reduce 4 Reduction, Moderate DPw5, OPw6 This skill functions just like Least Reduction except it reduces 7 points of damage instead of 1. OOG Statement: Reduce 7 Reduction, Major DPw7 This skill reduces the numerical damage taken by 10. This can only be applied to damage against hit points, not armor(magic or physical.) This

reduction will reduce damage to a minimum of 0. OOG Statement: Reduce 10 Reduction, Serious DPw 8 This skill reduces the numerical damage taken by 15. This can only be applied to damage against hit points, not armor(magic or physical.) This reduction will reduce damage to a minimum or 0. OOG Statement: Reduce 15 Reduction, Critical DPw9 This skill functions just like Least Reduction except it reduces 20 points of damage instead of 1. OOG Statement: Reduce 20 Reduction Specialization Jug10 Type: Attribute This skill grants a Juggernaut one use per refresh per character level of the skill Minor Reduction. Remove Curse Fts9, Lkm9 Type: Epic This is the spell Remove Curse. Refer to the spell entry in the Spells chapter. Resist Anything Frt7 This is the spell Resist Anything. Refer to the spell entry in the Spells chapter. Resist Death DPw9, Cmp10, Frt8 This skill allows the user to resist one death effect of their choice. This resistance skill can be used against spells that bypass protections, because it is not of the type Protection.

OOG Statement: Resist Resist Physical Effect DPw 5, DFn 6 Type: Protection This skill allows the user to resist one physical effect of their choice. This resistance skill can be used against spells that bypass protections, because it is not of the type Protection. OOG Statement: Resist Riposte OFn 7, DFn 6 Type: Attribute Duration: 10 seconds This skill allows the user to riposte an attack that he would instead Parry a number of times per refresh equal to half his character level. Any time the skill parry is used, the user may then swing whatever attack was used against them back at their target. This may only be used with fighting skills, never creature effects, spell-like abilities, or backstabs. After the user calls Parry, the next attack they make must be the parried skill or damage call and it must be swung back against the attacker, not any other target. If another skill is parried before then, the first skill is lost. The swing must be made within 10 seconds or the skill is lost. This skill cannot be used with Dodge or Parry as Dodge. OOG Statement: Parry then Skill or damage call Riposte, Swift SwB 10 Type: Attribute

Duration: 10 seconds Prerequisite: Riposte This skill allows the user to riposte an attack that he would instead Swift Parry. It works just like Riposte except it applies when Swift Parry is used against a fighting skill or damage call. If an attack with the Swift modifier is parried, the Swift modifier is maintained in the riposte attack. OOG Statement: Swift Parry then Skill or damage call Rumors RSt3 This skill denotes the users ability to gain access to information others do not have access to. This is represented by OOG information that the user will receive at check-in each game. The user will receive one piece of information at check-in for each time they purchase this skill. Shadow Step ShW10 Type: Attribute This skill allows a Shadow Walker to meld into the very shadows around him as per the spell Shadow Step. This is not a magic effect, though it follows all the same rules as the spell of the same name. They may use this ability once per level per refresh. OOG Statement: None Shatter OPw 8, DPw 9 Type: Physical Effect A weapon, shield, or item struck with this ability is considered shattered/broken if struck by a weapon of equal or greater hardness. The skill Shatter is always a Swift strike, but does not require a use of the skill Swift Strike.

Shatter will function as a break bone if it strikes a limb. OOG Statement: Swift Shatter Shatter All Jug10 Type: Epic Physical Effect This skill shatters all weapons, shields, and armor that the target has that are of equal or lesser hardness than the used weapon. This skill need not strike the targets body and may strike the targets weapon or shield to be effective. This skill may only be used if the Juggernaut is wielding a Two-Handed Hafted weapon. This skill may only be purchased once. OOG Statement: Swift Shatter All Slay OFn 8, DFn 9, Hnt9, ShW10 Type: Death/Physical Striking the torso with this skill renders the target unconscious and reduces them to 0 hit points. This skill does nothing to damage armor(magical or physical.) Slay is always a Swift strike, the skill Swift Strike need not be used. Slay is a Death effect and a Physical effect, meaning that it can be resisted as a Death or Physical effect to negate it. OOG Statement: Swift Slay Song of Charm Brd6 Type: (Song)Mind-Effect Duration: Up to 10 minutes This song causes a single creature to view the user as a friend, as per the spell Charm Monster. This song will have no effect if the target does not understand the users language. This song lasts up to 10 minutes or until the user stops playing or has his song interrupted. IG Statement: (singing)My song makes us best friends.

Song of Fascination Trb9 Type: (Song)Mind-Effect Duration: Up to 10 minutes This song entirely fascinates a single target, making them unable to take any action, they may only listen to the Troubadors song. If the target is attacked they may defend themselves with skills and the fascination is broken. IG Statement: (singing)My song utterly fascinates and enthralls you. Song of Inspiration Brd6 Type: (Song)Mind-Effect Duration: Up to 10 minutes This song causes a single creature to become inspired by the users song such that they cannot resist breaking into dance. A dancing target must dance to the song and may not attack, but may defend themselves normally. This song lasts for up to 10 minutes or until the user stops playing or has his song interrupted. IG Statement: (singing)My song inspires you to dance uncontrollably. Song of Plenty Brd5 Type: (Song)Mind-Effect When this song is played, a single target hands over a single coin in their possession of the lowest denomination they have. The target is happy to do so and does it seemingly willingly, even if they reflect on the situation later. IG Statement: (singing)My song empties your pockets Song of Strength, Least Brd5 Type: (Song)Natural Strength Duration: Up to 10 minutes

As long as this song is sung, the user cannot make any offensive actions but a single target is granted +1 natural strength for up to 10 minutes or until the user stops playing or has his song interrupted. IG Statement: (singing)My song fills you with least strength. Song of Strength, Lesser Trb10 Type: (Song)Natural Strength Duration: Up to 10 minutes As long as this song is sung, the user cannot make any offensive actions but a single target is granted +2 natural strength for up to 10 minutes or until the user stops playing or has his song interrupted. IG Statement: (singing)My song fills you with lesser strength. Spell, Level 3 Rng5 Type: As spell Rangers have a connection to either their God or the very nature around them. Because of this they can purchase a single spell off either their Gods list or the Nature Arcane Magic list at each level of skills. If the Ranger chooses the Arcane Magic Nature list they branch normally as if they were buying spells off that Arcane list. This skill allows purchases of a single 3rd level spell. The Ranger purchases per day uses of their one spell per level, and does not have a mana total associated with these spells. If they have mana from another source, it can never be used to cast these spells. You may not choose an Epic spell or an Attribute as your spell. Incant: As spell Spell, Level 4 Rng6

Type: As spell This skill functions identically to Level 3 Spell except the Ranger chooses a 4th level spell from the appropriate list instead of a 3rd level spell. You may not choose an Epic spell or an Attribute as your spell. Incant: As spell Spell, Level 5 Drv7, Hnt7 Type: As spell This skill functions identically to Level 3 Spell except the Ranger chooses a 5th level spell from the appropriate list instead of a 3rd level spell. If Nature was chosen instead of a Divine list, you branch into either Death or Earth at this point. You may not choose an Epic spell or an Attribute as your spell. Incant: As spell Spell, Level 6 Drv8, Hnt8 Type: As spell This skill functions identically to Level 3 Spell except the Ranger chooses a 6th level spell from the appropriate list instead of a 3rd level spell. You may not choose an Epic spell or an Attribute as your spell. Incant: As spell Spell, Level 7 Drv9, Hnt9 Type: As spell This skill functions identically to Level 3 Spell except the Ranger chooses a 7th level spell from the appropriate list instead of a 3rd level spell. You may not choose an Epic spell or an Attribute as your spell. Incant: As spell Spell, Level 8 Drv10, Hnt10

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

Strike, Major Drv7, OPw6 Type: Skill This skill works just like Least Strike except it adds 10 damage to a single strike instead of 1. OOG Statement: (x+10) Damage Strike, Serious OFn 9 Type: Skill Bonus This skill works just like Least Strike except it adds 15 damage to a single strike instead of 1. OOG Statement: (x+15) Damage Strike, Critical Drv9, OPw 9 Type: Skill Bonus This skill works just like Least Strike except it adds 20 damage to a single strike instead of 1. OOG Statement: (x+20) damage Strike, Supreme Myr 10 Type: Skill Bonus This skill works just like Least Strike except it adds 25 damage to a single strike instead of 1. OOG Statement: (x+25) Damage Stroll Singing Drg8, Trb7 Type: Attribute This skill allows the user to walk around while they are performing a song. One foot must remain on the ground at all times(so no running, jumping, etc) or their song is interrupted as would normally be caused by not staying stationary. Stun Fgt 2 Type: Physical Effect

Striking the torso with this skill knocks the target off their feet and causes them to drop anything being held in their hands that isnt strapped to their arm. The targets back or stomach must touch the ground before they can stand back up. OOG Statement: Stun Surefooted Fgt 2 This skill allows the user to call Resist to, and be unaffected by, one trip, stun, or smash effect. OOG Statement: Resist Swift Strike DFn 8, Drv9, Hnt7, OFn 6, OPw 7 This skill is used in conjunction with any other weapon skill(even Parry) or weapon numerical damage. Both skills are spent, but the skill used gains the Swift descriptor, making it harder to avoid. A Swift skill can only be dodged or parried by a Swift Dodge, Swift Parry, or Avoid. OOG Statement: Swift (skill or X damage) Threads of Fate Fts10 Type: Epic This is the spell Threads of Fate. Refer to the entry in the Spells chapter. Thrill of the Hunt Hnt10 Type: Epic Natural Strength Duration: 1 hour or until apprehension of target This skill allows a Hunter to mark a single target and hunt them. To mark a target, the Hunter need not be able to see or hear his target, but must have seen the target at least once ever to know what his prey looks like. The Hunter gains the following benefits when hunting his

marked target: +2 natural strength bonus to all arrows fired at the target, 1 free use of the skill Slay against the target, and when he initially marks his target he may ask a GM for the location of his target and will be told(if the location is known). This skill may only be purchased once. OOG Statement: I mark (state person or creatures name) as my prey. Toss Sword LkB10 Type: Epic Death A Luckblade using this skill throws his Bastard Sword at an enemy in an effort to kill them with a single lucky strike. The Luckblade throws a spell packet to represent his sword being thrown(dont throw a boffer weapon) and cannot use his sword again until he retrieves the spell packet from the ground wherever it falls, unless the attack is successful, in which case it must be retrieved from the corpse of the target. If the packet connects with a targets torso they are affected with a Swift Death Strike, which delivers a Killing Blow instantly without damaging armor. This skill can only be used if the Luckblade is wielding a Bastard Sword and nothing else. This skill may only be purchased once. OOG Statement: Swift Deathstrike Toughness Def 3, Off 4 Each purchase of this skill grants a permanent +1 hit point to the buyers maximum hit points. Tracking Rng5 Type: Attribute

This skill allows a Ranger to track a creature by its footprints. This skill is intended for use between games to follow or find a specific creature and may not be used during game unless you are told otherwise by a GM. Tracking, Supreme Hnt9 Type: Attribute Prerequisite: Tracking This skill allows a Hunter to track his prey through unconventional means(scent, magical aura, etc). He may use this skill to stalk a single target in between events that he would be able to find and follow. This skill may not be used during game unless you are told otherwise by a GM. Trade Fortune LkB10 Type: Epic This skill allows the user to sustain a death effect instead of someone else. They must be within line of sight for this ability to be activated, must witness the death effect being delivered, and it can only be activated when the target is delivered a death effect that is not a True Death(Slay, Death, Death Strike, Assassinate, etc). The target regains consciousness with full hit points and the user suffers an undeniable True Death. This skill does nothing against effects that emulate death but are not death effects(Lamentation of Morality Undone, Enervating Attack, etc). This skill may only be purchased once. OOG Statement: Trade Fortune. Two as One Drv10 Type: Epic Natural Strength Duration: 10 minutes

This skill allows a Dervish to combine the power of each of their strikes with the weapon they are wielding in each hand so that each attack they make is as powerful as if they had struck with both blades at once. For 10 minutes the Dervish adds the base damage of each weapon he is wielding and each weapon swings that sum instead of swinging its normal base damage. This skill may only be used if the user is wielding two weapons. This skill may only be purchased once. Example: Past the Clueless is wielding two short swords. Their base damage is normally 1, but he has Least Weapon Specialization (OneHanded Edge) so their base damage is 2. For 10 minutes he swings a base of 4 damage with each short sword. If he obtained a temporary strength bonus that provides a bonus for a duration longer than one action, like the spell Least Strength, he would add that from each hand as a bonus as well. In this case with the specialization and the least strength he would swing 6 damage base with each weapon for 10 minutes. Two as One may only be purchased once. Ultimate Commander Cmp10 Type: Epic Weapon Enchantment/Imbuement Duration: 10 minutes This skill, when activated, allows the user to swing Swift Force damage for 10 minutes. Only numerical damage may benefit from this effect, it does nothing for any skill that does not provide a Skill, Specialization, or Strength bonus(whether magical or natural.) Because this skill provides an Enchantment and Imbuement bonus it will not stack with any Enchantment or Imbuement effects from any source. This skill may only be purchased once.

OOG Statement: X Swift Force Umbral Form ShW10 Type: Attribute This skill grants immunity to all effects from traps. Though you are immune to traps, you do not even set them off. You must still disarm a trap if you want it to not go off for the next person that would set it off. Though you will not set off a mass effect trap, if someone else sets one off you are still affected normally by the mass effect. If you willingly set off a trap instead of disarming it Umbral Form will not protect you from that trap. If you accidentally set a trap off(one that cannot be immediately reset) you have the option to immediately disarm it if you have the ability to do so, otherwise the trap affects you as normal. Undying Challenge Myr 10 Type: Epic Health/Natural Strength Duration: 10 minutes or until ended or until target is dead This skill reflects a Myrmidons ability to keep fighting until their target is dead, even if his own life is sacrificed in the process. To begin the challenge the Myrmidon must point at his target and say the IG statement. The user of this effect and their target may not fight any creature except each other for the duration of the challenge. They are also forced to fight each other(this may mean different things to different creatures, spell casting is acceptable.) During the challenge neither the user or the target may be affected by anything outside of the challenge except for Undeniable and Mass effects. When the effect is initiated the Myrmidons hit points are restored and doubled(these will not stack with any other temporary hit points). If

the Myrmidon dies during an Undying Challenge he has an immediate decision to make(as soon as he hits the ground from a death effect or is delivered a killing blow); these are his two options: 1) He may die normally and Undying Challenge ends. 2) When he is subject to a death effect from any source he is immediately revived with his maximum Hit Points(not the double maximum granted at the beginning of the effect.) The challenge ends when the target dies, the Myrmidon decides to end the effect, or 1 hour passes. When the effect ends, if the Myrmidon died during the challenge he immediately falls to the ground and begins his fade count. If the Myrmidon suffered more than one death during the challenge he is dead with no chance of resurrection(even from a True Resurrection effect), but may still be animated. When the user goes to Death he will suffer the penalty for each death he took during the challenge(so keep track!). This skill may only be purchased once. IG Statement: (While pointing at the target) I issue you an undying challenge!...Fight Me! Unlimited Dodge Ass10, Lkm10, ShW9 Duration: 10 minutes This skill grants unlimited uses of the skill Dodge for 10 minutes. OOG Statement: Dodge, dodge, dodge, etc Unlimited Parry SwB 10 Duration: 10 minutes This skill grants unlimited uses of the skill Parry for 10 minutes. OOG Statement: Parry, parry, parry, etc

Unlimited Parry as Dodge Bld10 Duration: 10 minutes This skill grants unlimited uses of the skill Parry for 10 minutes. The user of this skill is considered to have unlimited uses of the skill Parry as Dodge during this time. OOG Statement: Parry as Dodge or Parry Untouchable DvD10 Type: Epic Duration: 1 minute A Devoted Defender with this skill can make himself nearly untouchable for 1 minute. During this minute he gains unlimited uses of Counter Attack Stun This skill may only be used if the Devoted Defender has a shield in one hand and anything in the other. This skill may only be purchased once. OOG Statement: Counter Attack Stun, Counter Attack Stun, Counter Attack Stun Waylay Stl2 Type: Physical Duration: 10 minutes This skill allows the user to knock the target unconscious for 10 minutes. To do this he must strike the target between the shoulder blades with his weapon(do it softly, lightest touch is best). If affected, the target is unconscious for 10 minutes, leaving them completely vulnerable. Numerical damage will not awaken the target, and the target may be delivered a Killing Blow while unconscious from Waylay. Waylay may only be used with a claw, unarmed, or small weapon boffer. OOG Statement: Waylay Weapon Master DFn 8, DPw 8, OFn 6, OPw 7

Type: Proficiency This skill grants proficiency with all weapon types(including Florentine, Shield, and Unarmed) except for certain exotic weapons not listed in the rulebook. Weapon Specialization, Least DPw 6, DFn 7, Drv8, OFn 5, OPw 5 Prerequisite: Proficiency With Chosen Weapon Type Type: Specialization This skill grants a permanent +1 specialization bonus to damage with a single weapon type. This skill may be purchased multiple times, but each time it must be purchased for a different weapon type that you are proficient with. OOG Statement: (X+1) Damage Weapon Specialization, Lesser DvD 10, OPw 9, OFn 9 Prerequisite: Least Weapon Specialization With Chosen Weapon Type Type: Specialization This skill grants a permanent +2 specialization bonus to damage with a single weapon type. This skill may be purchased multiple times, but each time

it must be purchased for a different weapon type that you have Least Weapon Specialization with. Specialization bonuses never stack, the highest one takes precedence. OOG Statement: (X+2) Damage You Know What Would Be Really Nice Right About Now? Lkb10, Lkm10 Type: Epic (Appropriate Effect Type) Sometimes a Luckblade just gets really, really lucky for no good reason. This skill represents their ability to pull a solution to a sticky situation out of nowhere. Here are some possible uses of this skill: Full heal for the user, Restore the users mana to half(if you have 40 maximum mana it makes your mana total 20, it does not restore 20 mana), Mass 10 mundane heal, Mass 10 armor, Grant 25 magic armor to the user. To use this skill in any way other than these the proposed usage must be submitted to staff between events. This skill may only be purchased once. IG Statement: You know what would be really nice right about now?(state effect)

Chapter 5 Spells What is a Spell? Spells are magical abilities that are cast to produce various effects. There are all different kinds of magic in the world of CRO5, and they all draw on different kinds of power. All magic is divided into two categories: Arcane and Divine. Arcane magic comes from all different sources: the various Planes of the CRO5 world, from the forces of all the different kinds of magic that exist, and can even be manifested by individuals using their mind or soul. Divine magic is granted by the Gods of the CRO5 world to their followers and worshippers. Purchasing Spells Spells are purchased in the same way that skills are purchased, with a few differences. Any spell may only ever be purchased once. You always buy specific spells from a level, and never the entire spell level at once, though you may purchase all the spells of a certain level if you wish. Once you have purchased a spell, your character is considered to know that spell and may cast it. You must purchase 2 spells of a given level before your character can learn and purchase spells of the next level. How much mana do I have? Your characters mana is determined based on the number of spells of each level that he knows. The following table tells how much mana your character receives for each spell you purchase:
Mana per Spell Spell Level Purchased 1 2 2 2 3 3 4 3 5 4 6 4 7 5 8 5 9 6 10 6

A character does not receive any mana for purchasing a skill or attribute. How do I cast a spell? Casting a spell is simple, you first determine what type of spell it is you are casting, of which there are a few types: Packet, Touch, Self Only, Mass Effect, and Wall. Packet spells require a legal spell packet to be thrown and the spell is effective if it connects with the targets body. Touch spells require you to be making physical contact with the person you are casting the spell on(if the target is not comfortable with you making physical contact with them then you may either touch a spell packet to them or be within range of physical contact and hover your hand over their body). Self Only spells may only target the caster of the spell and no spell packet is required to cast them. Mass Effect spells affect all targets within the sound of the casters voice. Wall spells are represented by a rope of some sort with spell packets tied to each

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

Arcane Magic Listings which are skills or attributes are listed in Italics

Prerequisites The prerequisites for learning any Arcane Magic are the skills Literate and Magic Literate. Magic Magic-Users are trained in the most simple of Arcane technique. They draw their power from the combined forces of all magic, unable to draw on any specific power. They cast their spells By the forces of magic
Level Magic 1 Detect Magic Least Armor Least Magic Attack Stabilize Internal

External

Magic branches into Internal and External Internal Internalists are in tune with the forces within them, the Mind and the Soul. They can draw on these powers to cast magics that effect the Minds and Souls of others. They cast their spells By my own forces
Level Internal 2 Discern Malady Lesser Heal Self Shun Stabilize Self Mind

Spirit

Internal branches into Mind and Spirit. External Externalists draw on the forces around them, whether it be the forces of nature or arcane forces. They affect the external aspects of creatures. They cast their spells By the forces around me
Level External 2 Entangle Lesser Armor Lesser Magic Attack Trip Nature

Arcane

External branches into Nature and Arcane. Mind

Psions are those who are trained in the ability to use their own Mind and Will to assault the Minds and Wills of other creatures. They are at a disadvantage when facing enemies that do not have a mind, but are trained in manifesting their Will into powerful Force energy. They cast their spells By the force of my will
Level Mind 3 Confuse Fumble Least Silence Pain 4 Fear Knock Minor Force Attack Minor Heal Self Air

Manipulation

The following spells change when an Internalist becomes a Psion: Least Magic Attack becomes Least Force Attack Mind branches into Air and Manipulation. Spirit Spiritualists are those who are trained in the ability to use their own Soul to assault and aid the Souls of others. They can grant temporary health to others by empowering their Souls as well as manifesting their Soul in the form of Unholy energy. They cast their spells By the force of my soul
Level Spirit 3 Minor Heal Self Minor Health Minor Unholy Attack Remove Disease 4 Fear Resist Disease Restore Limb Tether Water

Evil

The following spells change when an Internalist becomes a Spiritualist: Least Magic Attack becomes Least Unholy Attack Spirit branches into Water and Evil. Nature Naturalists are trained in drawing on the natural forces of the world around them. They use the life energy of every plant and animal as well as the inherent magical forces contained within all things. Their focus is on the four elements: air, earth, fire, and water

as well as life and death, as those are also natural, inevitable things. They cast their spells By the natural forces
Level Nature Elemental Weapon 3 Enchantment Minor Elemental Attack Restore Limb Smash 4 Disable Minor Elemental Reduction Minor Blade Poison Resist Physical Magic Earth

Death

The following spells change when an Externalist becomes a Naturalist: Least Magic Attack becomes Least Elemental Attack Lesser Magic Attack becomes Lesser Elemental Attack Nature branches into Earth and Death. Arcane Arcanists are trained in drawing on the arcane forces, the intersection of all magic that allows it to flow through living things that have spent the time to study the ways to call it. They cast their spells By the arcane forces
Level Arcane 3 Grant Least Feat of Strength Heat Metal Minor Magic Attack Resist Major Damage 4 Bind Knock Magic Weapon Enchantment Minor Arcane Mark of Fire Native

Fire

Arcane branches into Native and Fire. Air Air Mages begin their studies as Psions and progress to a level where they are able to make a connection with the Plane of Air. The Plane of Air is linked to mind-effects and the element of lightning. They cast their spells By the Plane of Air
Level Air 5 Air Weapon Enchantment Moderate Air Attack

Resist Mind Effect Silence 6 Moderate Heal Self Least Weakness Sleep Suggestion 7 Air Imbuement Blind Immunity to Air Major Air Attack 8 Air Specialization Charm Monster Immunity to Mind Effects Serious Air Attack 9 Air Shield Lesser W eakness Paralyze Serious Heal Self 10 Air Elemental Form Chain Lightning Critical Air Attack Immunity to Magic

The following spells change when a Psion becomes an Air Mage: Least Force Attack becomes Least Air Attack Minor Force Attack becomes Minor Air Attack Manipulation Diplomancers employ the use of the forces of Manipulation to reach their ends. They have major control over the minds of other creatures, and can implant suggestions and even control them to an extent. They also learn how to better manifest their Will as Force energy. They cast their spells By manipulation
Level Manipulation 5 Minor Mana Burn Moderate Force Attack Resist Mind Effect Silence 6 Charm Person Least Weakness Sleep Suggestion 7 Blind Create Nightmare Feign Death Moderate Mana Burn Truth

Lies

Manipulation branches into Truth and Lies Water Water Mages begin their studies as Spiritualists and progress to a level where they are able to make a connection with the Plane of Water. The Plane of Water is linked to protection and the element of ice. They cast their spells By the Plane of Water
Level Water Ice Weapon 5 Enchantment Mass Stabilize Moderate Heal Moderate Health 6 Major Armor Moderate Ice Attack Repair Limb Resist Magic 7 Dispel Magic Immunity to Fire Mass Lesser Heal Major Health 8 Break Bone Ice Imbuement Serious Armor Serious Heal Self 9 Critical Health Regrow Limb Resurrection Water Specialization 10 Invulnerability Paralyze Supreme Armor Water Elemental Form

The following spells change when a Spiritualist becomes a Water Mage: Least Unholy Attack becomes Least Ice Attack Minor Unholy Attack becomes Minor Ice Attack Evil Occultists give into the darkness in their Souls and embrace it, empowering themselves through the very corruption that consumes them. They have power over Death and Undeath and manifest their Souls in the form of Unholy energy that can even drain the life force from other creatures. They cast their spells By the sins of my ruined soul This list is hidden. Evil branches into Necromancy and Infernalism.

Earth Earth Mages being their studies as Naturalists and progress to a level where they are able to make a connection with the Plane of Earth. The Plane of Earth is linked to physical power and the ability to call on all different elements. They cast their spells By the Plane of Earth
Level Earth Magic Weapon 5 Enchantment Minor Feat of Strength Moderate Armor Nullify Toxin 6 Moderate Elemental Attack Moderate Health Resist Magic Resist Toxin 7 Immunity to Elements Major Armor Mending Moderate Feat of Strength 8 Elemental Imbuement Ironwood Specialization Least Strength Serious Health 9 Earth Specialization Magic Imbuement Major Feat of Strength Serious Elemental Attack 10 Earth Elemental Form Regenerate Armor Regeneration Mass Magic Weapon Enchantment

Death Mortumancers are Naturalists who concentrate their studies on the cycle of death and learn to gain the power of death itself. They specialize in creating poisons through magical means, dealing death to their enemies, and drawing on any element they need to manipulate. Do not confuse a Mortumancer with a Necromancer, the former has power of death while the latter has power over undeath. They cast their spells Against the cycle of life
Level Death 5 Minor Drain Life Moderate Blade Poison Moderate Elemental Attack

Tether Blade Poison Pain Break Bone Dispel Magic Resist Death Magic Deaths Deliverance Major Elemental Attack Slay Transfer Limb Curse

Shadow

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

Native

Nativists concentrate their studies on general arcane power that is native to the world around them and read the books of magic from ages long past and increase their connection to the nexus of all magic forces. They have much utility in the spells they can cast, but are not specialized in any single aspect. They cast their spells By the native forces
Level Native 5 Dispel Magic Moderate Air Attack Resist Magic Silence 6 Magic Imbuement Major Armor Major Earth Attack Web Arcane Mark of 7 Major Fire Mending Serious Ice Attack Spell Turning Abjuration

Evocation

Native branches into Abjuration and Evocation.

Truth Theurges are Diplomancers who focus their studies on preserving truth in the world as well as protecting themselves using their Will. The control they have over their own Will is vast and can control the Will of others to a high degree. They cast their spells By the truths of this world
Level Truth 8 Greater Silence Immunity to Mind Effects Paralyze True Speech 9 Charm Monster Harmony Major Knock Mass Silence 10 Dominate Mana Retention Mind Quickening Serious Force Attack

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

Death
10 Critical Elemental Attack Curse of Tragedy Curse of Vulnerability Resurrection

Shadow

Nyctomancers control the power of the shadows of nature. They draw on the darkness that others cannot see. Every shadow around them gives them great strength and they can draw powerful Force energy from these shadows around them. They cast their spells By the shadows of nature
Level Shadow Force Weapon 8 Enchantment Serious Force Attack Shadow Force Conversion Shadow Step Critical Force 9 Attack Death Shadow Force Specialization Wall of Force 10 Disjunction Penumbral Form Shadow Force Infusion Supreme Force Attack

Abjuration Abjurers are Nativists who learn how to cast their spells in opposition to all other magic. The energies they manipulate are similar to Force energy but they have the ability to destroy all other forms of magic. The Anti-Magic that they wield is very dangerous, but is also incredibly powerful. They cast their spells Against the arcane forces
Level Abjuration 8 Anti-Magic Ray Arcane Mark of Dispel Magic Double Resist Magic Serious Force Attack 9 Disjunction Immunity to Normal Weapons Mass Dispel Magic Wall of Force 10 Anti-Magic Zone Immunity to Magic Invulnerability Wall of Disjunction

Evocation

Evokers are Nativists that concentrate their studies on drawing power from all the Planes to fuel their magics. They can call on virtually any power necessary to harm any foe in the most effective way. They also learn how to specialize in specific energies and grant protection from the energies they draw on. They cast their spells By Evoking Forces
Level Evocation 8 Double Resist Magic Mass Minor Fire Attack Transformation Weapon Channeling 9 Critical Air Attack Energy Specialization Evocation Specialization Immunity to Energy Mass Moderate Earth 10 Attack Quadruple Minor Ice Attack Supreme Fire Attack Supreme Transformation

Divine Magic Prerequisites The prerequisite for learning any Divine Magic is Divine Favor. How is Divine Magic different from Arcane Magic There arent many differences between Arcane and Divine Magic. Divine Magic is power granted by a God or DemiGod to their followers. Mana is gained in the same progression as for Arcane Magic. Divine Magic is split into 7 lists with variations on each list depending on the Demi-Gods that preside underneath the Gods. The Demi-Gods lists are the same as the Major Gods lists except for the skills/spells that have another skill/spell listed next to them underneath

a Demi-Gods heading. Those spells are available instead of the Gods spell that occupies that slot. Otherwise, Divine Magic costs the same amount of XP to learn as Arcane Magic does, but there are no branches in Divine Magic. Note Entries in italics are skills or attributes. Liche(lie-SHAY) Life By the virtue of Liche Liche is the Mother Goddess, the bringer of life. Her followers hold life sacred over all other things. Osane(o-SAH-nay) Healing By the virtue of Osane Osane is the DemiGoddess of Healing. Her followers seek to aid the injured, sick, and helpless.

Sharma(SHAR-muh) Protection By the virtue of Sharma Sharma is the Demi-Goddess of Protection. Her followers protect those that cannot protect themselves.

Level Lichey 1 Detect Poison Discern Malady Least Armor Least Heal 2 Lesser Heal Shun Stabilize Self Turn Undead 3 Minor Armor Minor Heal Remove Disease Restore Limb 4 Minor Health Nullify Toxin Resist Disease Tether Mass Least Heal Moderate Heal Repair Limb Resist Toxin Identify Malady Licheys Blessing Major Heal Moderate Health Major Health Regrow Limb

Osane

Sharma

Minor Heal Self

Lesser Armor

Moderate Heal Self

Moderate Armor

Osanes Blessing

Sharmas Blessing

Resist Physical Magic Serious Heal 8 Immunity to Unholy Resist Magic Resurrection Serious Armor 9 Critical Heal Immunity to Normal Weapons Mass Remove Disease Supreme Regrow Limb 10 Licheys Gift Mass Major Heal Supreme Heal True Resurrection

Resist Anything Restoration

Osanes Gift

Sharmas Gift

Emassen(eh-MASS-in) Order By the truths of Emassen Emassen is the God of Order, the Lawbringer. His followers bring law and order with them and seek to put an end to chaos. Amittai(AH-mi-tie) - Truth By the truths of Amittai Amittai is the Demi-God of Truth. His followers spread his word throughout the world and fight against all forms of falsities. Lamont(luh-MAHNT) Justice By the truths of Lamont Lamont is the Demi-God of Justice. His followers are instruments of his hand and bring justice to those who would disobey order.

Level Emassen 1 Detect Magic Detect Poison Least Armor Least Holy Attack 2 Entangle Lesser Heal Lesser Holy Strike Stabilize Self 3 Discern Malady Minor Armor Minor Holy Attack Turn Undead 4 Bind Holy Weapon Enchant Knock

Amittai

Lamont

Magic Bonds

Least Inhibit

Sleep

Lesser Inhibit

Minor Heal Moderate Armor Moderate Holy Strike Remove Mind Effect Silence 6 Emassens Blessing Major Holy Strike Moderate Heal Resist Mind Effect 7 Holy Imbuement Major Armor Major Holy Attack Web 8 Dispel Magic Greater Silence Resist Death Magic Serious Armor Immunity to Mind 9 Effects Immunity to Unholy Major Knock Resurrection 10 Critical Armor Critical Holy Strike Emassens Gift Holy Aura 5

Amittais Blessing

Lamonts Blessing

Suggestion

Minor Inhibit

Amittais Gift

Lamonts Gift

Tallain(tuh-LAYN) War By the vigor of Tallain Tallain is the God of War. His followers are warriors, generals, and anyone that likes a good fight. His followers are known for their ability to bring the fight with them. Brand(BRAND) - Strategy By the vigor of Brand Bulwark(BULL-wark) - Brutality By the vigor of Bulwark

Lev el Tallain 1 Least Armor Least Magic Attack Stabilize Stabilize Self 2 Fumble Lesser Feat of Strength Lesser Heal Trip

Brand

Bulwark

Grant Least Feat of Strength Lesser Strike

3 Heat Metal Magic Weapon Enchant Minor Armor Smash 4 Disable Minor Feat of Strength Minor Heal Resist Major Damage 5 Moderate Armor Moderate Magic Attack Parry Restore Limb 6 Berserker Rage Resist Physical Magic Revenance Tallains Blessing 7 Break Bone Major Armor Major Magic Attack Moderate Heal 8 Least Strength Magic Imbuement Major Feat of Strength Serious Armor Immunity to Mind 9 Effects Maim Resist Magic Serious Magic Attack 10 Serious Heal Resurrection Tallains Gift Vengeful Aura Grant Lesser Feat of Strength Minor Strike

Brands Blessing

Bulwarks Blessing

Mass Magic Weapon Enchant Major Strike

Brands Gift

Bulwarks Gift

Kia(KAI-uh) Nature By the forces of Kia The Griffin - Hunter By the forces of The Griffin The Kraken - Ocean By the forces of The Kraken The Roc - Skies By the forces of The Roc

The Unicorn Protector/Preserver By the forces of The Unicorn

Leve l 1

Kia Detect Poison Least Armor Least Elemental Attack Least Heal Discern malady Entangle Lesser Elemental Attack Turn Elemental Elemental Weapon Enchantment Minor Elemental Attack Minor Elemental Reduction Minor Heal Bind

Griffin

Kraken

Roc

Unicorn

Ice Weapon Enchantment Lesser Strike(Ranged Weapon Only)

Air Weapon Enchantment

Lesser Armor

Heat Metal Minor Armor Nullify Toxin Moderate Elemental Attack Moderate Heal Resist Toxin Restore Limb Elemental Imbuement Kia's Blessing Moderate Armor Web Double Minor Elemental Attack Major Elemental Attack Major Heal Repair Limb Charm Monster Elemental Shield Elemental

Minor Strike(Ranged Weapon Only) Resist Ice Resist Air

Resist Physical Magic

Griffins Blessing

Krakens Blessing

Rocs Blessing

Unicorns Blessing

Major

Ice

Air

Immunity to

Mastery Immunity to Elements 9 Least Strength Resurrection Serious Elemental Attack Wall of Elements Critical Elemental 10 Attack Curse of Nature Kias Gift Regeneration

Strike(Ranged Weapon Only)

Specialization

Specialization

Normal Weapons

Griffins Gift

Krakens Gift

Rocs Gift

Unicorns Gift

Cheynal(shay-NAHL) Luck By the fortune of Cheynal Aspacio(eh-SPA-si-oh) - Hospitality By the fortune of Aspacio Bedlam(BED-lum) - Insanity By the fortune of Bedlam Osku(OH-sku) - Revelry By the fortune of Osku Rachana(ra-SHA-na) - Artistry By the fortune of Rachana
Level Cheynal 1 Detect Magic Least Armor Least Heal Self Stabilize 2 Lesser Armor Shun Stabilize Self Trip Fear Least Silence Resist Disease Smash Confuse Holy Weapon Enchantment Knock Restore Limb Magic Weapon Enchant Moderate Heal Aspacio Bedlam Osku Rachana

Lesser Heal Pain

Poison Intoxicate

Arcane Mark of Minor Fire

Remove Disease Unholy Weapon Enchantment

Resist Toxin

Arcane Mark of Confuse

Self Nullify Toxin Silence Cheynals Blessing Force Weapon Enchantment Fortunate Deliverance Resist Magic Major Armor Mass Stabilize Remove Mind Effect Resist Mind Effect Dispel Magic Holy Imbuement Resist Anything Serious Heal Self Alacrity Force Imbuement Force Shield Resurrection Alter Fortune Cheynals Gift Disjunction Remove Curse

Aspacios Blessing

Bedlams Blessing

Oskus Blessing

Rachanas Blessing

Restoration Unholy Imbuement

Mass Poison Intoxicate

Arcane Mark of Dispel Magic

10

Aspacios Gift

Bedlams Gift

Oskus Gift

Rachanas Gift

Balruune(bahl-RUNE) Undeath By the might of Balruune Argider(AR-jih-der) - Preservation By the might of Argider Yersinia(yer-SIH-ni-uh) - Plague By the might of Yersinia
Level Balruune 1 Least Armor Least Unholy Attack Stabilize Stabilize Self 2 Lesser Armor Lesser Unholy Attack Rebuke Undead Trip Minor Animate 3 Corpse Argider Yersinia

Lesser Drain Life

Lesser Diseases

Minor Armor Minor Unholy Attack Repair Undead Minor Drain Life Resist Disease Tether Unholy Weapon Enchant Resist Physical Magic

Minor Diseases

This list is hidden from level 5 up.

Nalith(NAH-lith) Death/Deception By the shadows of Nalith Conium(KO-ni-um) - Poison By the shadows of Conium Itzal(ITZ-uhl) - Shadows By the shadows of Itzal

Level Nalith 1 Least Air Attack Least Blade Poison Least Unholy Attack Stabilize 2 Fumble Lesser Heal Self Lesser Unholy Attack Stabilize Self Minor Air Attack Minor Blade Poison Minor Unholy Attack Turn Undead Blade Poison Silence Minor Drain Life Pain Unholy Weapon Enchant

Conium

Itzal

Blade Poison Shun Lesser Force Attack

Force Weapon Enchant Blade Poison Pain

This list is hidden from level 5 up.

Name Abjuration Air Amittai Arcane Argider Aspacio Balruune Bedlam Brand Bulwark Cheynal Conium Curse Death Earth Emassen Evil Evocation External Fire Griffin Infernalism Internal Itzal Kia Kraken Lamont Liche Lies Magic Manipulation Mind Nalith Native Nature Necromancy Osane Osku Rachana Roc

Abbreviation Abj Air Amt Arc Arg Asp Bal Bed Bra Bul Chy Con Crs Dth Ert Ems Evl Evk Ext Fir Grf Inf Int Itz Kia Krk Lmt Lic Lie Mag Mnp Mnd Nth Ntv Nat Nec Osn Osk Rch Roc

Shadow Sharma Spirit Tallain Truth Unicorn Water Yersinia

Shd Shm Spt Tln Trt Uni Wtr Yrs

Air Attack, Least (Air1) Type: (Air)Damage(Packet) The target of this spell takes 1 point of lightning damage. Incant: I electrocute you, 1 Lightning. Air Attack, Minor (Air4) Type: (Air)Damage(Packet) The target of this spell takes 4 points of lightning damage. Incant: I electrocute you, 4 lightning. Air Attack, Moderate Air5, Ntv5 Type: (Air)Damage(Packet) The target of this spell takes 7 points of lightning damage. Incant: I electrocute you, 7 lightning. Agony Type: Mind-Effect(Packet) Duration: 1 minute The target of this spell is overcome with great pain for 1 minute. The target must drop to the ground, screaming in agony. The target can take no offensive actions of any kind but may defend themselves normally. Incant: I cause you to fall in agony. Air Attack, Major Air7 Type: (Air)Damage(Packet) The target of this spell takes 10 points of lightning damage. Incant: I electrocute you, 10 lightning. Air Attack, Serious Air8 Type: (Air)Damage(Packet)

The target of this spell takes 15 points of lightning damage. Incant: I electrocute you, 15 lightning. Air Attack, Critical Air10, Evk9 Type: (Air)Damage(Packet) The target of this spell takes 20 points of lightning damage. Incant: I electrocute you, 20 lightning. Air Elemental Form Air10 Type: Epic(Air)Form(Self-Only) Duration: 1 hour The caster of this spell transforms themselves into an air elemental for 1 hour. Their stats become the following: Their hit points are restored and doubled. They gain claws that swing mundane lightning They gain immunity to normal weapons and weapons enchanted with Lightning They gain immunity to Mind Effects Earth damage from any source deals double damage to them They can throw packets for 4 mundane lightning a number of times equal to their character level(these cannot be used to heal the caster) Any spell or mundane Lightning damage that would deal damage to them instead heals them the same number of hit points They cannot cast any spells except for: Least Silence, Silence, Charm Monster, Air Weapon Enchant, Air Imbuement, and Fear. These spells are cast as quickened spells.

If the caster is reduced to 0 hit points, they immediately revert to their normal form and are unconscious, bleeding out, at 0 hit points. They cannot be woken up for 10 minutes even if healed to more than 0 hit points. The spell Disjunction will end this spell immediately and leave the caster dead The caster of this spell must don an appropriate costume(at least a mask) and can only use their claws for the duration of this spell(which they must have with them when they cast this spell). If the caster cannot fulfill these requirements, they cannot cast this spell. At the time of casting, all of the casters possessions become intangible and cannot be taken from them, or used by them, for the duration of this spell(this includes magic items except for those specifically designed to function for elementals). This spell costs double the normal mana cost for a level 10 spell for the caster This spell may only be cast once per refresh Incant: I assume the form of an air elemental. Air Imbuement Air7 Type: (Air)Imbuement(Touch) The target of this spell will swing Lightning with any weapon they wield for 10 minutes. This effect will stack with a weapon enchantment so that a person can swing two energy types with a single weapon. Incant: I imbue my/your body with lightning.

Air Mastery Roc8 Type: Attribute This attribute grants +1 damage with all Air Attack spells cast. Air Shield Air9 Type: (Air)Armor(Self Only) Duration: 10 minutes or Until Used This spell grants the caster 10 armor. Any time this armor is damaged by a melee attack, the attacker is damaged by 7 lightning. The call for this is Flashback, 7 lightning. The fire is mundane but the source is magic, so flashback damage bypasses protections but not immunities. A lightning shield is a very visible effect so it should be clarified that you have it to anyone that did not hear it be cast. A creature does not start being affected by the flashback damage until you inform them of it(you cant say Oh, flashback, 7 fire to all that.) When the armor is all destroyed, or 10 minutes pass, this spell ends. Incant: I shield myself with radiant Lightning. Air Specialization Air8 Type: Attribute This skill represents and Air Mages mastery of control over the Plane of Air. One per day per character level the purchaser of this skill can cast Fear without spending any mana to cast it. This attribute also grants the Air Mage permanent immunity to magical Fear effects. Air Weapon Enchantment Air5, Roc2 Type: (Air)Enchantment(Touch) Duration: 10 minutes

This spell enchants a single weapon with lightning for 10 minutes. This weapon will remain enchanted if disarmed, dropped, or given to someone else, but the enchantment will end if the weapon is shattered. A weapon can never be enchanted with more than one energy type. Incant: I enchant this weapon with lightning. Alter Fortune Chy10 Type: Healing(Touch) The target of this spell must have suffered a True Death to be targeted by this spell. After having this spell cast on them the target is treated as if they suffered a normal death instead of a True Death. This means that they can be brought back to life by the spell Resurrection instead of needing True Resurrection. Incant: I alter your fate to save you from being truly dead. Amittais Blessing Amt6 Type: Attribute This skill grants a worshipper of Ammitai True Speech(please refer to the True Speech entry). Amittais Gift Amt10 Type: Attribute This skill grants a worshipper of Ammitai the ability to commune with his God and receive an answer to a single question. This communing must be done between games and the player is allowed to submit a single question to the staff for which he will receive an answer at check-in of the following event.

Animate Corpse, Minor Bal3 Type: Necromancy(Touch) Duration: 10 minutes This spell will animate a single corpse as a 4 hit point zombie. Because it is freshly animated, it will move at a regular speed, though it cannot run. It has none of the skills, spells, or attributes of the creature that it was, and swings base damage with whatever weapon it wields(it can wield whatever weapon(s) the creature has.) When the zombie reaches 0 hit points, it falls to the ground dead and the spell is ended. If targeted with a Resurrection effect while this spell is active, the creature turns to dust(go to Death immediately.) Incant: I animate this corpse as a zombie, n 4 hit points. Anti-Magic Ray Abj8 Type: Anti-Magic(Packet) Duration: 10 minutes The target of this spell cannot cast any spells or use any spell-like abilities for 10 minutes. In addition this spell functions as Dispel Magic against the target. Incant: I suppress your casting abilities and magic. Anti-Magic Zone Abj10 Type: Epic Anti-Magic(Mass-Effect) Duration: 10 minutes The caster of this spell creates a zone of anti-magic that suppresses all spell casting, spell-like abilities, magic effects, rituals, and magic items within the sound of their voice for 10 minutes. This includes his own casting abilities(except for the ability to maintain this spell.) This is an undeniable effect, meaning that it bypasses all protections and

immunities(they are also suppressed by the anti-magic zones effects.) This zone persists for 10 minutes and the caster cannot move his feet for these 10 minutes or the zone is dispelled. It should be stated every minute or when someone new enters the zone that there is an Anti-Magic Zone in effect. AntiMagic Zone may only be cast once per Gift and costs double the normal mana cost. Incant: I create an anti-magic zone, undeniable. Arcane Mark of Confuse Rac4 Type: Mind-Effect(Touch) Duration: Until Used/1 minute This spell allows the caster to imbe a single arcane mark that they have drawn(a single large, ornate symbol) with the ability to confuse the first living thing that views it that is not the caster. See Chapter ??? for more information on Arcane Marks. Incant: I imbue this arcane mark with confuse. Arcane Mark of Dispel Magic Abj8, Rac8 Type: Anti-Magic(Touch) Duration: Until Used This spell allows the caster to imbue a single arcane mark that they have drawn(a single, large, ornate symbol) with the ability to dispel magic on the first living thing that views it that is not the caster. See Chapter ??? for more information on Arcane Marks. Incant: I imbue this arcane mark with dispel magic. Arcane Mark of Fire, Minor Arc4, Rac2 Type: (Fire)Damage(Touch) Duration: Until Used

This spell allows the caster to imbue a single arcane mark that they have drawn(a single, large, ornate symbol) with the ability to deal 4 mundane fire damage to the first living thing that views it that is not the caster. See Chapter ??? for more information on Arcane Marks. Incant: I imbue this arcane mark with minor fire. Arcane Mark of Fire, Moderate Fir6 Type: (Fire)Damage(Touch) Duration: Until Used(lasts through Gift) This spell allows the caster to imbue a single arcane mark that they have drawn(a single, large, ornate symbol) with the ability to deal 7 mundane fire damage to the first living thing that views it that is not the caster. See Chapter ??? for more information on Arcane Marks. Incant: I imbue this arcane mark with moderate fire. Arcane Mark of Fire, Major Ntv7 Type: Damage(Touch) Duration: Until Used(lasts through Gift) This spell allows the caster to imbue a single arcane mark that they have drawn(a single, large, ornate symbol) with the ability to deal 10 mundane fire damage to the first living thing that views it that is not the caster. See Chapter ??? for more information on Arcane Marks.Incant: I imbue this arcane mark with major fire. Arcane Mark of Fire, Serious Fir8 Type: (Fire)Damage(Touch)

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

This spell functions identically to Least Armor except it grants 7 armor instead of 1. Incant: I shield myself/you, 7 armor. Armor, Major Chy7, Ems7, Ert7, Ntv6, Tln7, Wtr6 Type: Armor(Touch) This spell functions identically to Least Armor except it grants 10 armor instead of 1. Incant: I shield myself/you, 10 armor. Armor, Serious Bnd8, Ems8, Lic8*, Shm8, Tln8*, Wtr8 Type: Armor(Touch) This spell functions identically to Least Armor except it grants 15 armor instead of 1. Incant: I shield myself/you, 15 armor. Armor, Critical Ems10 Type: Armor(Touch) This spell functions identically to Least Armor except it grants 20 armor instead of 1. Incant: I shield myself/you, 20 armor. Armor, Supreme Wtr10 Type: Armor(Touch) This spell functions identically to Least Armor except it grants 25 armor instead of 1. Incant: I shield myself/you, 25 armor. Aspacios Blessing Asp6 Type: Attribute

This skill grants a worshipper of Aspacio the skill Lay on Hands, as per the Troubador ability(please refer to the Lay on Hands entry in the skills section.) The user is not required to sing or play any sort of music when they use this and their IG statement changes to By the fortune of Aspacio your wounds mend, 2 mundane heal. This effect is not a spell. Aspacios Gift Asp10 Type: Attribute This skill grants a worshipper of Aspacio the ability to remove adverse effects from those around him. Once per refresh per character level he may cast one of the following spells: Nullify Toxin, Remove Disease, Remove Mind Effect, Repair Limb, Restore Limb. All of these spells are cast By the fortune of Aspacio Bedlams Blessing Bed6 Type: Attribute This skill grants a worshipper of Bedlam the gift of Wild Magic. At check-in and at each refresh the user of this skill rolls a die to determine an energy type. They then gain a number of castings of Lesser energy Attack equal to their character level until their next refresh. Bedlams Gift Bed10 Type: Attribute This skill grants a worshipper of Bedlam the gift of Wild Invulnerability. At check-in and at each refresh the user of this skill rolls a die to determine an effect type. The user gains immunity to that effect type until their next refresh. This immunity counts as an attribute immunity, so they may stack this with other immunities.

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

Incant: I coat this weapon with moderate poison. Blade Poison, Death Crs9 Type: (Poison)(Touch) Duration: Until Used This spell functions identically to Least Blade Poison except it coats a single weapon with poison that will deal Poison Death. Incant: I coat this weapon with death poison. Blade Poison, Pain Con4, Dth6 Type: (Poison)(Touch) Duration: Until Used This spell functions identically to Least Blade Poison except it coats a single weapon with poison that will deal Poison Pain. Incant: I coat this weapon with pain poison. Blade Poison, Shun Con2 Type: (Poison)(Touch) Duration: Until Used This spell functions identically to Least Blade Poison except it coats a single weapon with poison that will deal Poison Shun. Incant: I coat this weapon with shun poison. Blade Poison, Silence Con4, Nth4* Type: (Poison)(Touch) Duration: Until Used This spell functions identically to Least Blade Poison except it coats a single weapon with poison that will deal Poison Silence. Incant: I coat this weapon with silence poison.

Blind Air7, Mnp7 Type: Mind-Effect(Packet) Duration: 1 minute The target of this spell is stricken blind for 1 minute. They cannot take any offensive actions. In fact, they cannot even wield a boffer weapon in an effort to protect themselves. They may hold onto a shield if they have one but must keep it stationary, close to their body. They may still cast spells that do not require a packet to be thrown, but may not use any defensive skills. It is considered good roleplaying to Out of Game close your eyes to emulate the effect of being blind, but if a situation is unsafe, it is acceptable to open your eyes. Incant: I blind you. Brands Blessing Bra6 Type: Attribute This skill grants a worshipper of Brand the ability to cast the spell Minor Armor a number of times per refresh equal to his character level without spending any mana. Brands Gift Bra10 Type: Attribute This skill grants a worshipper of Brand the ability to cast the spell Magic Imbuement a number of times per refresh equal to his character level without spending any mana. Break Bone Dth6, Wtr8 Type: (Water)Physical(Packet) The target of this spell has a single, stated limb broken as if by the skill break bone. Incant: I break your right/left arm/leg.

Bulwarks Blessing Bul6 Type: Attribute This skill grants a worshipper of Bulwark the ability to use the skill Lesser Strike a number of times per refresh equal to his character level. Bulwarks Gift Bul10 Type: Attribute This skill grants a worshipper of Bulwark Least Weapon Specialization with a weapon type of his choice. Chain Lightning Air10 Type: Epic(Air)(Packet) Duration: 1 minute or until expended The caster of this spell calls on mundane lightning and channels it through their body. The caster is able to throw packets for 7 mundane lightning equal to their character level. These packets cannot be resisted as magic, because they are mundane lightning. If all of these packets are not used within a minute, the remaining unused packets are lost. Chain lightning may only be cast once per refresh and costs double mana to cast. Incant: I call upon chain lightning, 7 mundane lightning, 7 mundane lightning, 7 mundane lightning, etc Charm Monster Air8, Chy8, Kia8, Trt9 Type: Mind-Effect(Packet) Duration: 10 minutes The target of this spell, as long as it has a mind, will treat the caster as an ally for 10 minutes. The creature will follow basic commands, but is not entirely under the control of the caster. The target will not attack its friends or do

anything that would harm itself or its allies. If the caster attacks the target, this spell ends. Incant: I charm this creature to be my ally. Charm Person Chy6, Kia6, Mnp6 Type: Mind-Effect(Packet) Duration: 10 minutes The target of this spell, as long as it has a mind, will treat the caster as an ally for 10 minutes. The creature will follow basic commands, but is not entirely under the control of the caster. The target will not attack its friends or do anything that would harm itself or its allies. If the caster attacks the target, this spell ends. This spell will only affect a humanoid(PC race). Incant: I charm this humanoid to be my ally. Cheynals Blessing Chy6 Type: Attribute This skill grants a worshipper of Cheynal a number of free castings per refresh equal to his character level. These free castings may only be used with the spells Lesser Armor, Stabilize, and Stabilize Self, but may be any combination of these spells. Cheynals Gift Chy10 Type: Attribute This skill grants a worshipper of Cheynal immense luck. He will experience various benefits of being so lucky, the most prominent one being that Death will always look favorably upon him when he dies. Confuse Bed4, Chy4*, Mnd3

Type: Mind-Effect(Packet) Duration: 1 minute The target of this spell is utterly confused for 1 minute. The target cannot take any offensive actions for this minute, but if attacked, defensive skills can be used and the confusion is broken. Incant: I utterly confuse you. Corrupt Type: (Unholy)(Packet) Duration: 10 minutes The target of this spell takes double damage from any numerical unholy or hellfire source(spell damage, enchanted weapon strikes, etc) for 10 minutes. This spell will only function against living targets that have a soul. Incant: I make you vulnerable with corruption. Create Nightmare Mnp7 Type: Mind-Effect(Touch) Duration: 10 minutes This spell can only be cast on a sleeping target. The target of this spell awakens from sleep and must roleplay the nightmare that they are given for 10 minutes. Since the target is not technically asleep, damage will not end this effect. Incant: I create this nightmare in your mind(state nightmare). Curse of Forbearance Crs9 Type: Epic Curse(Packet) Duration: Permanent The target of this spell loses the ability to use their highest level of skills and spells. This means that the highest numerical level of skills the target possesses become totally unusable. If the target has two lists of skills that are the same level they lose the use of the highest level of both lists. This curse does not affect the targets mana total, the target only loses the ability to use spells. Skills lost to this curse are still restored at each refresh such that

when the curse is removed if the target had uses of those skills left they can still use them. This curse does not affect attributes. Incant: I grant you a forbearing curse, out of game, you cannot use your highest level skills and spells. Curse of Nature Crs8, Kia10 Type: Epic Curse(Packet) Duration: Until Removed The target of this spell is unable to receive magical healing effects until this curse is removed. They may still benefit from non-magical healing, such as that from potions. Like all curses, Curse of Nature may only be cast once per Gift and costs double mana. Incant: I grant you natures curse, out of game, no effect from magical healing. Curse of Tragedy Crs10 Type: Epic Curse(Packet) Duration: Until Removed The target of this spell is reduced to 1 hit point and cannot have more than 1 hit point for any reason. They may not benefit from any numerical healing spells and cannot be granted any type of temporary hit points. They may benefit from all t ypes of armor as normal. In addition, there are roleplaying implications involved with this, and anyone that successfully casts this spell must inform a GM, at their soonest convenience, of who they cast it on. Like all curses, Curse of Tragedy may only be cast once per Gift and costs double mana. Incant: I grant you a curse that makes your life tragic, out of game, your hit points cannot be raised above 1. Curse of Vulnerability Crs10 Type: Epic Curse(Packet) Duration: Until Removed

The target of this spell takes double damage from any numerical source that damages him. In addition, every effect used against the target is considered Accuracy, meaning that no avoidance skill other than Avoid may be used to negate the effect. Like all curses, Curse of Vulnerability may only be cast once per Gift and costs double mana. Incant: I grant you a curse that makes you completely vulnerable, out of game, take double damage and all effects are accuracy. Curse Specialization Crs9 Type: Attribute This skill grants a Hexer the ability to cast Disable or Elemental Weapon Enchant once per day per character level without spending any mana. These spells can be cast in any combination, but the number of free castings is equal to the characters level. Death Crs9, Fts9, Shd9 Type: Death(Packet) This spell delivers a Killing Blow to a living target instantly without damaging any of their armor. Incant: I grant you death. Deaths Deliverance Dth7 Type: Necromancy(Touch) This spell, when cast on a dead target that has a soul, will immediately send its soul to Death(go OOG and seek Death[see chapter ??? on Death].) Incant: I deliver your soul directly to Death. Detect Magic Chy1, Ems1, Mag1 Type: (Touch)

This spell can either be used on a creature or an item. In either case, you will receive a yes or no answer if there is or is not magic currently in effect on the creature or item. Incant: I detect magic upon you/this item. Detect Poison Ems1, Kia1, Lic1 Type: (Touch) This spell can either be used on a creature or an item. In either case, the caster will receive a yes or no answer if there is or is not poison is currently on/in the creature or item. Incant: I detect poison within you/this item. Disable Fir5, Nat4 Type: Physical(Packet) Duration: 1 minute The target of this spell has a single stated limb disabled for 1 minute as per the skill disable. Incant: I disable your right/left arm/leg. Discern Malady Ems3, Grf2, Int2, Kia2*, Lic1, Nat4, Unc2 Type: (Touch) This spell will reveal if there is each of the following types of maladies on the target: Disease, Poison, Curse, Physical Effect, Mind Effect. This spell will merely provide a yes or no answer for each category. If the target is under the effect of a spell other than these categories it will not be revealed. Incant: I discern your maladies. Diseases, Lesser Yrs2 Type: Disease(Packet)

Duration: Until Removed This spell afflicts the target with either Thin Blood or Wasting Sickness. This spell may be resisted as a disease or as magic. Incant: I disease you with Thin Blood/Wasting Sickness. Diseases, Minor Yrs4 Type: Disease(Packet) Duration: Until Removed This spell afflicts the target with either Bone Pox or Waking Death. This spell may be resisted as a disease or as magic. Incant: I disease you with Bone Pox/Waking Death. Disintegrate Fir10 Type: Epic(Packet) This spell delivers a Killing Blow to any target with a tangible form. The target and all of their possessions(even magic items) are sublimed(turned from solid state to gaseous state.) The target of this spell immediately goes to death with no chance of resurrection. The target retains all of their items, Death is nice enough to gather all the vapors together. This spell may only be cast once per refresh and costs double mana. Incant: I disintegrate your entire body. Out of game, no resurrection Disjunction Abj9, Chy10, Ert10, Shd10 Type: Anti-Magic(Packet) Duration: Instant or 10 minutes This spell will remove all spell effects from a target, as long as the duration is shorter than permanent and longer than instant(except for very specific cases.) This spell bypasses all protection and immunity spells and will remove them. This spell will dispel Invulnerability but

will not remove any other effects on the target if this is the case. This spell may also be used to suppress all rituals or magic items on a target for 10 minutes, but if used in either of these ways, it does not function in the normal way as well and does not bypass protections or immunities. Incant: I disjunct all magic upon you, bypass protections and immunities Or I disjunct all rituals upon you. Or I disjunct all your magic items. Dispel Magic Bed8, Chy8*, Dth6, Ems8, Fir7, Ntv5, Wtr7 Type: Anti-Magic(Packet) This spell will remove all spell effects from a target that have a duration shorter than permanent and longer than instant. Dispel magic will not remove any immunity spells, curses, poisons, diseases, or alchemical effects. Effects that will be dispelled are: Protection, Magical Strength, Health, Armor, Weapon Enchantments(for any weapon the target is holding or carrying), Imbuements, and Mind Effects caused by magic. Resist Magic will resist this spell and no other effects will be dispelled. Incant: I dispel magic upon you. Dominate Trt10 Type: Mind-Effect(Packet) Duration: 10 minutes The target of this spell, as long as it has a mind and is a humanoid creature(PC race), will completely follow the casters commands for 10 minutes, with very few exceptions. The target will not hand over any of its possessions willingly, and the target cannot be forced to tell the truth. It will be reluctant to answer any

questions, not just those it does not want to answer. Otherwise, the creature will follow every order it is given, including attacking its allies or killing itself. This spell is not removed by the spell Remove Mind-Effect or Dispel Magic. Incant: I dominate your humanoid mind. Dominate, True Type: Mind-Effect(Packet) Duration: 10 minutes This spell functions identically to Dominate except it can target any creature, not just humanoids. This spell is not removed by the spell Remove Mind-Effect or Dispel Magic. Incant: I dominate your mind completely. Drain Life, Lesser Arg2 Type: (Life Drain)Damage(Packet) The target of this spell is dealt 2 hit points of damage and the caster is healed 2 hit points. This spell has no effect on creatures that are not living. Incant: I deplete you, 2 drain life. Drain Life, Minor Arg4, Bal4*, Dth5, Evl5, Nth4*, Itz4 Type: (Life Drain)Damage(Packet) The target of this spell is dealt 4 hit points of damage and the caster is healed 4 hit points. This spell has no effect on creatures that are not living. Incant: I deplete you, 4 drain life. Earth Attack, Major Ntv6 Type: (Earth)Damage(Packet) The target of this spell takes 10 points of earth damage. Incant: I crush you, 10 earth.

Earth Elemental Form Ert10 Type: Epic(Earth)Form(Self-Only) Duration: 1 hour The caster of this spell transforms themselves into an earth elemental for 1 hour. Their stats become the following: Their hit points are restored and doubled They gain natural armor equal to their normal hit point total They gain claws that swing 2 mundane earth They gain immunity to normal weapons and weapons enchanted with Earth Lightning damage from any source deals double damage to them They gain one use per character level of Disable as a skill or spell-like ability. These may be thrown as packets or swung with claws. If used as a weapon swing the call is Disable. If thrown as a packet the call is Disable Right/Left Arm/Leg, Magic. Any effect that would deal earth damage instead heals them the same number of hit points They cannot cast any spells except for: Disable, Entangle, Earth Weapon Enchantment, Earth Imbuement. They cast these spells as quickened spells. If the caster is reduced to 0 hit points, they immediately revert to their normal form and are unconscious at 0 hit points. They cannot be woken up for 10 minutes even if healed to more than 0 hit points. The spell Disjunction will send the caster to Death instantly

The caster of this spell must don an appropriate costume(at least a mask) and can only use their claws for the duration of this spell(which they must have with them when they cast this spell). If the caster cannot fulfill these requirements, they cannot cast this spell. At the time of casting, all of the casters possessions become intangible and cannot be taken from them, or used by them, for the duration of this spell(this includes magic items except for those specifically designed to function for elementals). This spell costs double the normal mana cost for a level 10 spell for the caster This spell may only be cast once per refresh Incant: I assume the form of an earth elemental. Earth Specialization Ert9 Type: Attribute This skill grants the ability to cast the spell Minor Elemental Attack or Smash once per refresh per character level without spending any mana. In addition, the Earth Mage becomes immune to Disable spells(not skills). Elemental Attack, Least Kia1, (Nat1) Type: (Element) Damage(Packet) The target of this spell takes 1 point of damage of whatever element is chosen when the spell is cast. Incant: I burn/chill/electrocute/crush you, 1 fire/ice/lightning/earth. Elemental Attack, Lesser

Kia2*, Krk2, (Nat2), Roc2 Type: (Element) Damage(Packet) The target of this spell takes 2 points of damage of whatever element is chosen when the spell is cast. Incant: I burn/chill/electrocute/crush you, 2 fire/ice/lightning/earth. Elemental Attack, Minor Kia3, Nat3 Type: (Element) Damage(Packet) The target of this spell takes 4 points of damage of whatever element is chosen when the spell is cast. Incant: I burn/chill/electrocute/crush you, 4 fire/ice/lightning/earth. Elemental Attack, Moderate Dth5, Ert6, Kia5 Type: (Element)Damage(Packet) The target of this spell takes 7 points of damage of whatever element is chosen when the spell is cast. Incant: I burn/chill/electrocute/crush you, 7 fire/ice/lightning/earth. Elemental Attack, Major Dth7, Kia7 Type: (Element)Damage(Packet) The target of this spell takes 10 points of damage of whatever element is chosen when the spell is cast. Incant: I burn/chill/electrocute/crush you, 10 fire/ice/lightning/earth. Elemental Attack, Serious Crs8, Ert9, Kia9 Type: (Element)Damage(Packet) The target of this spell takes 15 points of damage of whatever element is chosen when the spell is cast.

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

The target of this spell reduces 4 points of all damage they take from the chosen element. This spell will not reduce any damage that is dealt by an enchanted weapon, because the weapon underneath is still dealing damage. This spell does protect from natural attacks that are of the selected element(an elementals claws, etc) as well as numerical spell damage of the chosen element(meaning that it will reduce Mundane element damage). The target of this spell must state Reduce X after each attack that he is reducing strikes him, where X is the amount he reduces. This spell reduces 4 total points of damage and is then dispelled. Incant: I grant myself/you minor reduction against air/fire/earth/water. Elemental Mastery Kia8* Type: Attribute A character with this attribute chooses an element at the time of purchase. He then gains +1 damage with each packet spell he casts of the chosen element. Elemental Shield Kia8 Type: (Element)Armor(Self Only) Duration: 10 minutes or until used This spell grants the caster 10 armor. Any time this armor is damaged by a melee attack, the attacker is damaged by 7 earth/fire/ice/lighting. The call for this is Flashback, 7 [element]. The damaging energy is mundane but the source is magic, so flashback damage bypasses protections but not immunities. An elemental shield is a very visible effect so it should be clarified that you have it to anyone that did not hear it be cast. A creature does not start being effected by the flashback damage until

you inform them of it(you cant say Oh, flashback, 7 fire to all that.) When the armor is all destroyed, or 10 minutes pass, this spell ends. This spell may be any of the 4 elements but it is chosen at the time of casting and cannot be changed. Incant: I shield myself with radiant earth/fire/ice/lightning. Elemental Weapon Enchantment Kia3, Nat3 Type: (Element)Enchantment(Touch) Duration: 10 minutes This spell enchants a single weapon with fire/ice/lightning/earth for 10 minutes. This weapon will remain enchanted if disarmed, dropped, or given to someone else, but the enchantment will end if the weapon is shattered. A weapon can never be enchanted with more than one energy type. Incant: I enchant this weapon with fire/ice/lightning/earth. Emassens Blessing Ems6 Type: Attribute This skill grants a worshipper of Emassen a number of castings of Minor Holy Attack each refresh equal to his character level. He need not spend any mana for these castings. Emassens Gift Ems10 Type: Attribute This skill grants a character immunity to fear, charm, and dominate from all sources. Energy Specialization Evk9 Type: Attribute When this skill is purchased, the caster chooses one of the following energy

types(Earth, Fire, Ice, Lightning, or Magic.) Numerical damage packet spells of the chosen energy t ype cost the caster 1 less mana each to cast(to a minimum of 1 mana.) This may be combined with Transformation so the Evoker can reduce the cost of any numerical damage packet spell he casts. Entangle Chy3, Ems2*, Ext2, Kia2 Type: Physical(Packet) Duration: 1 minute The targets feet are entangled together and to the ground. +1 strength or Least Escape will overcome this effect. Incant: I entangle your feet. Evocation Specialization Evk9 Type: Attribute This skill allows the caster to deal an extra +1 damage with every numerical damage packet spell he casts as long as that spell is cast using its native energy type. Example: A Moderate Fire Attack spell deals 8 damage if cast as a Fire spell but if it is transformed into Ice it only deals the normal 7 damage. Fear Chy3, Mnd4, Spt4 Type: (Air)Mind-Effect(Packet) Duration: 1 minute The target of this spell fears the caster for 1 minute. If within 50 feet of the caster, the target will attempt to get at least 50 feet away. If the target cannot get at least 50 feet away for any reason, they must cower, unable to take offensive actions. A target affected by fear may still defend themselves normally. Incant: I cause you to fear approaching me.

Feat of Strength, Minor Ert5, Tln3 Feat of Strength, Moderate Ert7 Feat of Strength, Major Tln8 Fecundity Crs8 Type: Skill This skill allows a Hexer to siphon life force from one willing body into another. First, it allows him to cast the spell Transfer Limb with two creatures other than himself. Second, it allows him to once per refresh siphon the entire life force of one living creature into a dead creature. This results in a death for the giving creature and a resurrection for the dead creature. Both targets must be willing for him to use this second ability. Feign Death Mnp7 Type: (Self-Only) Duration: 10 minutes or until used The caster of this spell is affected as if they used the skill Feign Death but their 10 minutes starts as soon as they cast the spell. Disjunction will end this effect immediately. Incant: I set my body into a death-like trance. Fire Attack, Least (Fir1) Type: (Fire)Damage(Packet) The target of this spell takes 1 point of fire damage. Incant: I burn you, 1 fire. Fire Attack, Lesser (Fir2) Type: (Fire)Damage(Packet)

The target of this spell takes 2 points of fire damage. Incant: I burn you, 2 fire. Fire Attack, Minor (Fir3) Type: (Fire)Damage(Packet) The target of this spell takes 4 points of fire damage. Incant: I burn you, 4 fire. Fire Attack, Moderate Fir5 Type: (Fire)Damage(Packet) The target of this spell takes 7 points of fire damage. Incant: I burn you, 7 fire. Fire Attack, Major Fir7 Type: (Fire)Damage(Packet) The target of this spell takes 10 points of fire damage. Incant: I burn you, 10 fire. Fire Attack, Critical Fir9 Type: (Fire)Damage(Packet) The target of this spell takes 20 points of fire damage. Incant: I burn you, 20 fire. Fire Attack, Supreme Evk10, Fir10 Type: (Fire)Damage(Packet) The target of this spell takes 25 points of fire damage. Incant: I burn you, 25 fire. Fire Attack, Double Minor Fir6 Type: (Fire)Damage(Packet) This spell allows the caster to throw 2 packets for 4 fire. These packets must be thrown within 10 seconds of casting

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

to their normal form and are unconscious at 0 hit points. They cannot be woken up for 10 minutes even if healed to more than 0 hit points. The spell Disjunction will send the caster to Death instantly The caster of this spell must don an appropriate costume(at least a mask) and can only use their claws for the duration of this spell(which they must have with them when they cast this spell). If the caster cannot fulfill these requirements, they cannot cast this spell. At the time of casting, all of the casters possessions become intangible and cannot be taken from them, or used by them, for the duration of this spell(this includes magic items except for those specifically designed to function for elementals). This spell costs double the normal mana cost for a level 10 spell for the caster This spell may only be cast once per Gift Incant: I assume the form of a fire elemental. Fire Imbuement Fir7 Type: (Fire)Imbuement(Touch) Duration: 10 minutes The target of this spell will swing Fire with any weapon they wield for 10 minutes. This effect will stack with a weapon enchantment so that a person can swing two energy types with a single weapon. Incant: I imbue my/your body with fire. Fire Quickening

Fir9 Type: Attribute A fire mage with this skill has the option of casting any of his Fire Attack spells as quickened spells. To do this, he spends 2 extra mana when he casts the spell and only states the OOG portion of the incantation. Example: Namfoodel the Insane is backed into a corner by water elementals and decides to cast some Major Fire Attacks as quickened spells. He spends 9 mana per spell(7 for the spell + 2 more for quickening) and throws packets, stating 10 fire, magic each time he throws one. Fire Shield Fir8 Type: (Fire)Armor(Self Only) Duration: 10 minutes or Until Used This spell grants the caster 10 armor. Any time this armor is damaged by a melee attack, the attacker is damaged by 7 fire. The call for this is Flashback, 7 fire. The fire is mundane but the source is magic, so flashback damage bypasses protections but not immunities. A fire shield is a very visible effect so it should be clarified that you have it to anyone that did not hear it be cast. A creature does not start being affected by the flashback damage until you inform them of it(you cant say Oh, flashback, 7 fire to all that.) When the armor is all destroyed, or 10 minutes pass, this spell ends. Incant: I shield myself with radiant fire. Fire Specialization Fir8 Type: Attribute This skill allows the user to cast Moderate Fire Attack once per refresh per character level without spending any

mana. He also gains immunity to heat metal from any source. Fire Weapon Enchantment (Fir4) Type: (Fire)(Touch) Duration: 10 minutes This spell enchants a single weapon with fire for 10 minutes. This weapon will remain enchanted if disarmed, dropped, or given to someone else, but the enchantment will end if the weapon is shattered. A weapon can never be enchanted with more than one energy type. Magic weapons are an exception to this rule. Incant: I enchant this weapon with fire. Force Attack, Least (Mnd1) Type: Force Damage(Packet) The target of this spell takes 1 point of force damage. Incant: I disrupt you, 1 force. Force Attack, Lesser Itz2 Type: Force Damage(Packet) The target of this spell takes 2 point of force damage. Incant: I disrupt you, 2 force. Force Attack, Minor Mnd4 Type: Force Damage(Packet) The target of this spell takes 4 points of force damage. Incant: I disrupt you, 4 force. Force Attack, Moderate Mnp5 Type: Force Damage(Packet) The target of this spell takes 7 points of force damage. Incant: I disrupt you, 7 force.

Force Attack, Serious Abj8, Shd8, Trt10 Type: Force Damage(Packet) The target of this spell takes 15 points of force damage. Incant: I disrupt you, 15 force. Force Attack, Critical Shd9 Type: Force Damage(Packet) The target of this spell takes 20 points of force damage. Incant: I disrupt you, 20 force. Force Attack, Supreme Shd10 Type: Force Damage(Packet) The target of this spell takes 25 points of force damage. Incant: I disrupt you, 25 force. Force Imbuement Chy9 Type: Force Imbuement(Touch) Duration: 10 minutes The target of this spell will swing Force with any weapon they wield for 10 minutes. This effect will stack with a weapon enchantment so that a person can swing two energy types with a single weapon. Incant: I imbue my/your body with force energy. Force Shield Chy9 Type: (Force)Armor(Self Only) Duration: 10 minutes or Until Used This spell grants the caster 10 armor. Any time this armor is damaged by a melee attack, the attacker is damaged by 7 force. The call for this is Flashback, 7 force. The force is mundane but the source is magic, so flashback damage bypasses protections but not immunities.

A force shield is a very visible effect so it should be clarified that you have it to anyone that did not hear it be cast. A creature does not start being affected by the flashback damage until you inform them of it(you cant say Oh, flashback, 7 fire to all that.) When the armor is all destroyed, or 10 minutes pass, this spell ends. Incant: I shield myself with radiant force. Force Weapon Enchantment Chy6, Frt6, Itz4, Shd8 Type: (Force)(Touch) Duration: 10 minutes This spell enchants a single weapon with force for 10 minutes. This weapon will remain enchanted if disarmed, dropped, or given to someone else, but the enchantment will end if the weapon is shattered. A weapon can never be enchanted with more than one energy type. Magic weapons are an exception to this rule. Incant: I enchant this weapon with force energy. Fortunate Deliverance Chy6 Type: Necromancy(Touch) This spell, when cast on a dead target that has a soul, will immediately send its soul to Death(go OOG and seek Death[see chapter ??? on Death].) This spell will only work on a willing target and can always be resisted if the target chooses. If the target does not resist this spell then they proceed directly to Death, but Death will look upon them more favorably. Incant: I willingly deliver your soul directly to Death under fortunate circumstances. Fumble

Itz2, Mnd3, Nth2*, Tln2 Type: Physical(Packet) The target of this spell drops the stated item at least 5 feet from their body as per the skill disarm(do not throw a boffer weapon or any item.) If the item is breakable it should be placed on the ground instead of dropped. Incant: I cause you to fumble your (weapon/item). Grant Feat of Strength, Least Arc3, Bnd2 Type: Natural Strength(Touch) Duration: 10 minutes or Until Used The target of this spell gains a single use of Least Feat of Strength. See the skill descriptions for a complete description of Least Feat of Strength. Though the feat of strength granted by this spell is magical, the strength it grants is natural, meaning that it follows all the rules for stacking natural strength. Dispel magic will dispel the skill if it is unused, but will not dispel the temporary strength bonus if the feat of strength has already been used. The caster of this spell may not cast it on themselves. Incant: I conjure might to grant you a single use of least feat of strength. Grant Feat of Strength, Lesser Bnd4 Type: Natural Strength(Touch) Duration: 10 minutes or Until Used The target of this spell gains a single use of Lesser Feat of Strength. See the skill description for a complete description of Lesser Feat of Strength. Though the feat of strength granted by this spell is magical, the strength it grants is natural, meaning that it follows all the rules for stacking natural strength. Dispel magic will dispel the skill if it is unused, but will not dispel the temporary strength

bonus if the feat of strength has already been used. The caster of this spell may not cast it on themselves. Incant: I conjure might to grant you a single use of lesser feat of strength. Griffins Blessing Grf6 Type: Attribute This skill grants a worshipper of The Griffin the skill Tracking(see the Tracking entry in the Skills chapter). Griffins Gift Grf10 Type: Attribute This skill grants a worshipper of The Griffin the skill Supreme Tracking(see the Supreme Tracking entry in the Skills chapter.) Harmony Trt9 Type: Epic Protection/Immunity(Self Only) Duration: Up to 10 minutes The caster of this spell sets themselves into perfect harmony with the world, granting them immunity to all attacks. For the duration of this spell the target may not move at all or the spell is broken. This includes talking. They may choose to be aware of what is going on around them but their eyes must be closed. This spell can only be cast once per refresh and costs double mana. Incant: I set myself in harmony with the world around me to grant myself immunity to all attacks against my body, mind, and soul. Heal, Least Kia1, Lic1 Type: Healing(Packet/Touch)

The target of this spell is healed 1 hit point. This spell will deal 1 point of damage to an undead creature. Incant: I mend my/your wounds, 1 heal. Heal, Lesser Asp2, Bnd2, Ems2, Lic2, Tln2* Type: Healing(Packet/Touch) The target of this spell is healed 2 hit points. This spell will deal 2 points of damage to an undead creature. Incant: I mend my/your wounds, 2 heal. Heal, Minor Bnd4, Ems4, Kia3, Lic3, Tln4* Type: Healing(Packet/Touch) The target of this spell is healed 4 hit points. This spell will deal 4 points of damage to an undead creature. Incant: I mend my/your wounds, 4 heal. Heal, Moderate Ems6, Kia5, Lic5, Tln7, Wtr5 Type: Healing(Packet/Touch) The target of this spell is healed 7 hit points. Incant: ...I mend my/your wounds, 7 heal. Heal, Major Kia7, Lic6 Type: Healing(Packet/Touch) The target of this spell is healed 10 hit points. Incant: ...I mend my/your wounds, 10 heal. Heal, Serious Ems10, Lic7, Tln10 Type: Healing(Packet) The target of this spell is healed 15 hit points.

Incant: ...I mend my/your wounds, 15 heal. Heal, Critical Lic9 Type: Healing(Packet/Touch) The target of this spell is healed 20 hit points. Incant: ...I mend my/your wounds, 20 heal. Heal, Supreme Lic10 Type: Healing(Packet/Touch) The target of this spell is healed 25 hit points. Incant: ...I mend my/your wounds, 25 heal. Heal Self, Least Chy1 Type: Healing(Self Only) The caster of this spell is healed 1 hit points. Incant: ...I mend my wounds, 1 heal. Heal Self, Lesser Int2, Nth2 Type: Healing(Self Only) The caster of this spell is healed 2 hit points. Incant: ...I mend my wounds, 2 heal. Heal Self, Minor Chy3, Mnd4, Osn2, Spt3 Type: Healing(Self Only) The caster of this spell is healed 4 hit points. Incant: I mend my wounds, 4 heal. Heal Self, Moderate Air6, Chy5, Nth6, Osn4 Type: Healing(Self Only)

The caster of this spell is healed 7 hit points. Incant: I mend my wounds, 7 heal. Heal Self, Major Chy7 Type: Healing(Self Only) The caster of this spell is healed 10 hit points. Incant: I mend my wounds, 10 heal. Heal Self, Serious Air9, Chy8, Wtr8 Type: Healing(Self Only) The caster of this spell is healed 15 hit points. Incant: I mend my wounds, 15 heal. Health, Minor Bal4, Lic4*, Spt3 Type: Health(Touch) Duration: Until Used The target of this spell is granted 4 temporary hit points. These hit points allow the target to exceed their maximum hit points, but no health effect may be stacked with any other health effect. Temporary hit points are damaged after all armor points but before regular hit points. Incant: I grant you temporary health, 4 hit points. Health, Moderate Ert6, Lic6, Wtr5 Type: Health(Touch) This spell functions identically to Minor Health, except it grants 7 hit points instead of 4. Incant: I grant you temporary health, 7 hit points. Health, Major

Lic7, Wtr7 Type: Health(Touch) This spell functions identically to Minor Health, except it grants 10 hit points instead of 4. Incant: I grant you temporary health, 10 hit points. Health, Serious Ert8 Type: Health(Touch) This spell functions identically to Minor Health, except it grants 15 hit points instead of 4. Incant: I grant you temporary health, 15 hit points. Health, Critical Wtr9 Type: Health(Touch) This spell functions identically to Minor Health, except it grants 20 hit points instead of 4. Incant: I grant you temporary health, 20 hit points. Heat Metal Arc3, Kia4*, Krk4, Roc4, Tln3 Type: (Fire)(Packet) Duration: 1 minute This spell will make a single weapon or shield too hot to hold. If the target insists on holding the item, unless they have reduction to fire or immunity to fire, they suffer a disable effect on the limb that is holding the item for the duration of the spell and even if the item is dropped the disable effect lasts a full minute. Normal reduction to damage will not negate this effect and Iron Grip will not protect from this effect. This spell can only be used on metal weapons and shields. Incant: I heat your (weapon/shield).

Holy Attack, Least Ems1 Type: (Holy)Damage(Packet) The target of this spell takes 1 point of holy damage. Incant: I bless you, 1 holy. Holy Attack, Minor Ems3 Type: (Holy)Damage(Packet) The target of this spell takes 4 points of holy damage. Incant: I bless you, 4 holy. Holy Attack, Major Ems7 Type: (Holy)Damage(Packet) The target of this spell takes 10 points of holy damage. Incant: I bless you, 10 holy. Holy Imbuement Asp8, Chy8*, Ems7, Osk8, Rac8 Type: (Holy)Imbuement(Touch) Duration: 10 minutes The target of this spell will swing Holy with any weapon they wield for 10 minutes. This effect will stack with a weapon enchantment so that a person can swing two energy types with a single weapon. Incant: I imbue my/your body with holy for 10 minutes. Holy Strike, Lesser Ems2 Type: (Holy)Skill This is the skill Lesser Strike, but it is always made as if the weapon used were enchanted with holy energy. This does not count as a spell and purchasing it grants no mana, but it may be purchased any number of times. OOG Statement: X+2 Holy

Holy Strike, Moderate Ems5 Type: (Holy)Skill This skill functions identically to Lesser Holy Strike except it deals an extra 7 points of damage instead of 2. OOG Statement: X+7 Holy Holy Strike, Major Ems6 Type: (Holy)Skill This skill functions identically to Lesser Holy Strike except it deals an extra 10 points of damage instead of 2. OOG Statement: X+10 Holy Holy Strike, Critical Ems10 Type: (Holy)Skill This skill functions identically to Lesser Holy Strike except it deals an extra 20 points of damage instead of 2. OOG Statement: X+20 Holy Holy Weapon Enchantment Asp4, Chy4*, Ems4, Osk4, Rac4 Type: (Holy)(Touch) Duration: 10 minutes This spell enchants a single weapon with holy for 10 minutes. This weapon will remain enchanted if disarmed, dropped, or given to someone else, but the enchantment will end if the weapon is shattered. A weapon can never be enchanted with more than one energy type. Magic weapons are an exception to this rule. Incant: I enchant this weapon with holiness. Ice Attack, Least (Wtr1) Type: Ice Damage(Packet) The target of this spell takes 1 point of ice damage. Incant: I freeze you, 1 ice.

Ice Attack, Minor (Wtr3) Type: Ice Damage(Packet) The target of this spell takes 4 points of ice damage. Incant: I freeze you, 4 ice. Ice Attack, Moderate Wtr6 Type: Ice Damage(Packet) The target of this spell takes 7 points of ice damage. Incant: I freeze you, 7 ice. Ice Attack, Serious Ntv7 Type: Ice Damage(Packet) The target of this spell takes 15 points of ice damage. Incant: I freeze you, 15 ice. Ice Attack, Quadruple Minor Evk10 Type: (Ice)Damage(Packet) This spell allows the caster to throw 4 packets for 4 ice. These packets must be thrown within 10 seconds of casting the spell and the caster may not move his feet between throwing the two packets. Incant: I freeze you four times, 4 ice, 4 ice, 4 ice, 4 ice. Ice Imbuement Wtr8 Type: (Ice)Imbuement(Touch) Duration: 10 minutes The target of this spell will swing Ice with any weapon they wield for 10 minutes. This effect will stack with a weapon enchantment so that a person can swing two energy types with a single weapon. Incant: I imbue my/your body with ice for 10 minutes.

Ice Mastery Krk8 Type: Attribute This attribute grants +1 damage to all Ice Attack spells that are cast. Ice Weapon Enchantment Krk2, Wtr5 Type: (Ice)Enchantment(Touch) Duration: 10 minutes This spell enchants a single weapon with ice for 10 minutes. This weapon will remain enchanted if disarmed, dropped, or given to someone else, but the enchantment will end if the weapon is shattered. A weapon can never be enchanted with more than one energy type. Incant: I enchant this weapon with ice. Identify Malady Lic6 Type: (Touch) Prerequisite: Discern Malady This spell may only be cast after the spell Discern Malady is cast. The caster then may cast this spell on the same target and identify a specific type of malady the target is being effected with. This will tell the type of disease, poison, physical, curse or mind effect malady that the target is afflicted with. This will only reveal the name of the malady, not what it does. This means if you are cursed you give the name of the curse and not the effect of the curse. Incant: I identify your curse/physical malady/alchemical malady/disease/minds malady. Immunity to Air Air7 Type: Immunity(Self Only) Duration: 10 minutes

The caster of this spell calls No Effect to all natural lightning sources(spells, mundane lightning, etc) for 10 minutes. This immunity does not protect the target from weapons enchanted with lightning, as the weapon underneath the enchantment is still damaging them. This spell also grants the target immunity to all magical fear effects for 10 minutes. Incant: I grant myself immunity to air attacks. Immunity to Elements Ert7, Kia8 Type: Immunity(Self Only) Duration: 10 minutes The caster of this spell calls No Effect to all pure energy sources of the chosen element(air, earth, fire, or water). This immunity does not protect the target from weapons enchanted with the chosen energy t ype, as the weapon underneath the enchantment is still damaging them. This spell also grants the target immunity to one of the following based on the immunity chosen: All sleep effects for Air, All disable effects for Earth, All heat metal effects for Fire, All break bone effects for Water. Incant: I grant myself immunity to air/earth/fire/water attacks. Immunity to Energy Abj8, Evk9 Type: Immunity(Self Only) Duration: 10 minutes The caster of this spell calls No Effect to all pure energy sources of the chosen energy type(air, earth, fire, water, magic, holy, unholy, force, or hellfire). This immunity does not protect the target from weapons enchanted with the chosen energy t ype, as the weapon underneath the enchantment is still

damaging them. This spell also grants the target immunity to one of the following based on the immunity chosen: All sleep effects for Air, All disable effects for Earth, All heat metal effects for Fire, All break bone effects for Water, all Corruption effects for Unholy, all Shun effects for Holy, all Dispel Magic effects for Magic, and confers no extra benefits if used to grant immunity to Force or Hellfire energy. Incant: I grant myself immunity to air/earth/fire/water/holy/unholy/force/ hellfire/magic attacks. Immunity to Fire Fir6, Wtr7 Type: Immunity(Self Only) Duration: 10 minutes The target of this spell calls No Effect to all pure fire sources(spells, mundane fire, etc) for 10 minutes. This immunity does not protect the target from weapons enchanted with fire, as the weapon underneath the enchantment is still damaging them. This spell also grants the target immunity to all heat metal effects for items they are holding, as well as granting them the ability to hold a heated item. Incant: I grant myself immunity to fire attacks. Immunity to Magic Abj10, Air10 Type: Immunity(Self-Only) Duration: 10 minutes The caster of this spell is immune to all non-Touch, non-Self Only magic effects for 10 minutes. The caster should call No Effect to all magic effects that target him for the duration of this spell. They may still cast all spells normally, but only Touch spells and Self Only spells will affect them. Disjunction will

remove this spell and all other spells currently on the caster. Incant: I grant myself immunity to magic. Immunity to Mind-Effects Air8, Ems9, Lie9, Trt8 Type: Immunity(Self-Only) Duration: 10 minutes The caster of this spell gains immunity to all mind-effects for 10 minutes. The caster should call No Effect to all mind-effects that target him for the duration of this spell. This spell will protect the caster from mind-effects from any source. Incant: I grant myself immunity to mind attacks. Immunity to Normal Weapons Abj9, Lic9, Unc8 Type: Immunity(Self-Only) Duration: 10 minutes The caster of this spell gains immunity to all non-enchanted weapons for 10 minutes. They must call No Effect to any non-enchanted weapon strike. Blade poison and disease must be delivered by an enchanted weapon to affect him. Incant: I grant myself immunity to mundane weapons. Immunity to Unholy Ems9, Lic8 Type: Immunity(Self Only) Duration: 10 minutes The target of this spell calls No Effect to all unholy sources(spells, drain life, harm, etc) for 10 minutes. This immunity does not protect the target from weapons enchanted with unholy or life draining, as the weapon underneath the enchantment is still damaging them. This spell also grants the target immunity to all corrupt effects.

Incant: I grant myself immunity to unholy attacks. Invulnerability Abj10, Wtr10 Type: Epic Protection(Self-Only) Duration: 1 minute The caster of this spell creates a magical barrier that no energy or force can get into or out of. The caster cannot be effected by, nor effect, anything(including themselves) for the duration of this spell. The caster should call No Effect to any effect used against them for the duration of the spell. For all purposes of attempting to block a doorway or weapon strike the caster is intangible, meaning you cannot block a doorway or weapon strike intentionally. Undeniable effects will still effect the caster normally. If the spell disjunction is cast on them it will remove only Invulnerability, and not any other spells or effects. This spell can only be cast once per refresh and costs double mana. Incant: I grant myself a magical barrier of invulnerability. Ironwood Specialization Ert8 Type: Skill(Attribute) An Earth Mage with this attribute naturally makes any entirely wooden weapon they wield have minor hardness. Kias Blessing Kia6 Type: Attribute This skill grants a worshipper of Kia a number of castings per refresh equal to their character level. These castings may be used on the spells Lesser Heal or Lesser Elemental Attack. They may be used in any combination of those two spells. These castings cost the caster no mana to cast.

Kias Gift Kia10 Type: Attribute This skill grants a worshipper of Kia Least Reduction against all elemental damage(Earth, Fire, Ice, or Lightning). This reduction will not reduce damage done by an enchanted weapon, but will reduce all spell and mundane damage of any of the 4 elements. Knock Arc4, Chy4, Ems4, Mnd4 Type: (Touch) Duration: Instant This spell allows the caster to instantly open one mundane lock of up to lesser quality that they are physically touching. Incant: I open this lock of up to lesser quality. Knock, Major Ems9, Trt9 Type: (Touch) Duration: Instant This spell functions identically to Knock expect it will open one physical lock of up to major quality. Incant: I open this lock of up to major quality. Krakens Blessing Krk6 Type: Attribute This skill grants a worshipper of The Kraken a number of castings per refresh of the spell Ice Weapon Enchantment. These castings cost the caster no mana to cast. Krakens Gift Krk10 Type: Attribute This skill grants a worshipper of The Kraken Lesser Reduction against all Ice

damage they would take. This reduction will not reduce damage done by an enchanted weapon. Lamonts Blessing Lmt6 Type: Attribute This skill grants a worshipper of Lamont a number of free castings equal to their character level each refresh of the spell Entangle. Lamonts Gift Lmt10 Prerequisite: Lamonts Blessing, Minor Inhibit Type: Attribute This skill grants a worshipper of Lamont the skill Moderate Inhibit(see Moderate Inhibit in the Skills chapter) as well as allowing him to use his free castings of Entangle as either Entangle or Bind. Liches Blessing Lic6 Type: Attribute This skill grants a worshipper of Liche a number of free castings per refresh of the spell Minor Health equal to their character level. Liches Gift Lic10 Prerequisite: Resurrection Type: Attribute This skill grants a worshipper of Liche an augmentation to Resurrection. Normally a Resurrection takes 1 minute to perform. With this skill, the caster may perform Resurrection without having to wait the minute. The incantation for the spell changes to I restore life to this body instantly.

Magic Attack, Least Mag1, Tln1 Type: Magic Damage(Packet) The target of this spell takes 1 point of magic damage. Incant: I strike you, 1 Magic. Magic Attack, Lesser Ext2 Type: Magic Damage(Packet) The target of this spell takes 2 points of magic damage. Incant: I strike you, 2 Magic. Magic Attack, Minor Arc3 Type: (Magic)Damage(Packet) The target of this spell takes 4 points of magic damage. Incant: I strike you, 4 Magic. Magic Attack, Moderate Tln5 Type: (Magic)Damage(Packet) The target of this spell takes 7 points of magic damage. Incant: I strike you, 7 Magic. Magic Attack, Major Tln7 Type: (Magic)Damage(Packet) The target of this spell takes 10 points of magic damage. Incant: I strike you, 10 Magic. Magic Attack, Serious Tln9 Type: (Magic)Damage(Packet) The target of this spell takes 15 points of magic damage. Incant: I strike you, 15 Magic. Magic Bonds Amt2 Type: Physical(Packet) Duration: 1 minute

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

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

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

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

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

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

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

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

Nullify Toxin Chy5, Ert5, Kia4, Lic4 Type: Healing(Touch) This spell will nullify all poisons affecting someone that have a duration longer than instant and shorter than permanent. Incant: I nullify all poisons in your body. Osanes Blessing Osn6 Type: Attribute This skill grants a worshipper of Osane a number of free castings per refresh equal to his character level of the spell Minor Armor. Osanes Gift Osn10 Type: Attribute This skill grants a worshipper of Osane the ability to stack protections on himself. This means that at any time he may have two protection spells active and two immunity spells active, but never more than two of each at any t ime. Oskus Blessing

Osk6 Type: Attribute This skill grants a worshipper of Osku the ability to be as drunk or sober as they want to be. Any t ime he consumes an alcoholic beverage he may have it effect him as if it had Intoxicate Poison in it. He may also neutralize any Intoxicate Poison in his body at will, making him willingly immune to Intoxicate Poison. Oskus Gift Osk10 Type: Attribute This skill grants a worshipper of Osku the ability to fill any beverage they touch with Intoxicate Poison. There is no incantation required to do this, but he must provide his own poison tags to do so. Pain Bed2, Mnd3, Nth4 Type: Mind-Effect(Packet) Duration: 10 seconds The target of this spell is overcome with great pain for 10 seconds. The target must drop to the ground, screaming in agony. The target can take no offensive actions of any kind but may defend themselves normally. Incant: I cause you great pain. Paralyze Air9, Trt8, Wtr9 Type: Physical(Packet) Duration: 1 minute The target of this spell has their body entirely paralyzed. They can make no IG movements of any kind(no blinking, coughing, sneezing, etc). If they must make a movement OOG, they should clarify that it was an OOG movement. A paralyzed creature may be delivered a Killing Blow.

Incant: I paralyze your entire body. Penumbral Form Shd10 Type: Attribute This skill represents a Nyctomancers ability to phase their tangible form through the shadows of nature. First, it grants them the ability to freely pass through a Wall of Force that they have created. Also, once per day per character level the Nyctomancer can temporarily phase out of existence to escape any magical(not physical) personal bonds(entangle, bind, web). This skill may also be used to pass through a Wall of Force that the Nyctomancer has not created, but each time the Nyctomancer passes through uses this skill one time. These escapes can only be used at night(sundown to sunup). Poison Intoxicate Osk2 Type: Poison(Touch) Duration: Until Used This spell will fill a single drink with enough poison to intoxicate a single creature. The poison affects the first person to drink the beverage and will not affect anyone after that, even if resisted. Intoxicate poison makes the imbiber act as if they were drunk for 1 minute. This includes stumbling around clumsily and having difficulty speaking and acting properly. Incant: I fill this drink with intoxicate poison. Rachanas Blessing Rch6 Type: Attribute This skill grants a worshipper of Rachana immunity to all Arcane Marks.

He may view them but does not set them off. They may still affect others that view them and he is still effected by a mass effect triggered off an Arcane Mark. Rachanas Gift Rch10 Type: Attribute This skill grants a worshipper of Rachana the ability of Divine Artistry. With this skill he may scribe any one of his spells as an Arcane Mark, given he has the proper materials. There is a specific process for scribing Arcane Marks of different types of spells and each of these methods must be learned in game. Upon purchasing this skill a character gains knowledge of one method used for scribing one kind of Arcane Mark. Rebuke Undead Bal2 Type: Skill Duration: 1 minute or instant The user of this skill rebukes all undead within the sound of his voice. To use this, he must hold his holy symbol over his head in one of his hands and say the IG statement. The hit point totals stated determine which undead creatures will be turned(fear effect) or controlled. The hit points stated represent the maximum hit points of the undead creature, not its current hit points. The hit point number is figured in the following way: the maximum level of spells the user knows multiplied by 3 is the number of hit points for fear and that number divided by 2(rounded up) is the number for undead creatures that will be controlled. Undead creatures controlled in this way must be given verbal commands and are only controlled for 1 minute or until the user falls unconscious or otherwise stops

holding up his holy symbol. Only undead that can see and hear the user are effected by this, but the fear effect can effect creatures that were not within the effect when it started as long as the user is still holding their holy symbol up. This skill can be purchased more than once, and can be used once per Gift per time purchased. IG Statement: I rebuke all undead within the sound of my voice, fear X hit points, control X/2 hit points Regenerate Armor Ert9 Type: (Touch) Duration: 10 minutes This spell causes all of the physical armor that a single target is wearing to naturally regenerate. The armor will regenerate at a rate of 1 point every 10 seconds for 10 minutes. The armor will regenerate to its normal maximum armor point value but not over that maximum. This spell will enchant all armor worn by a single person that they are currently benefiting from. If the armor is removed at any point during the duration of this spell this spell will end. Incant: I cause this armor to regenerate. Regeneration Ert10, Kia10 Type: Epic Healing(Self-Only) Duration: 10 minutes The caster of this spell will regenerate for the next 10 minutes. He will gain 1 hit point every 10 seconds for the duration of the spell, but will not exceed his normal hit point total. Because this is a constant healing effect, he cannot be affected by any other healing type spells while regenerating. He will regenerate a disabled limb in 10 seconds, a broken limb in 30 seconds, and a maimed limb

in one minute. Only one of each of these will be regenerated at a time, meaning that if the caster has a disabled arm, a broken arm, and two maimed legs, it will take 10 seconds for his arm to be restored, then 30 more seconds to regenerate his other arm, 1 more minute to regrow one leg, and 1 more minute to regrow the last leg. This spell makes the caster immune to normal Killing Blows but not to effects that deliver a Killing Blow(Death, Assassinate, Death Strike, etc). In the case of the caster being affected by a Killing Blow through one of these effects, Regeneration will end but the caster will stabilize at 1 hit point after 1 minute of being dead. Dispel Magic will not dispel this effect but Disjunction will end the effect immediately. If the caster is subject to a True Death effect Regeneration will end and they will be truly dead and need to be resurrected by True Resurrection. This spell can only be cast once per refresh and costs double mana. Incant: I grant myself the ability to regenerate. Regrow Limb Lic7, Wtr9 Type: Healing(Touch) This spell will fix a single stated, maimed limb. Incant: I regrow your right/left arm/leg. Regrow Limb, Supreme Lic9 Type: Epic Healing(Touch) The target of this spell has all of their limbs restored, whether they are disabled, broken, or maimed. This spell can only be cast once per refresh and costs double mana. Incant: I restore, repair, and regrow all of your limbs.

Remove Curse Chy10, Fts9, Lkm9 Type: Epic Healing(Touch) The target of this spell has all of their curses removed. This spell may not work on certain ritual curses, but will work on any and all curses listed in the rulebook. This spell may only be cast once per day and costs double mana. Incant: I remove all of your curses. Remove Disease Lic3, Rac4, Spt3 Type: Healing(Touch) The target of this spell has all diseases removed from their body. While casting this spell, the caster is not affected by any diseases their target may have. Incant: I remove all diseases from my/your body. Remove Mind-Effect Chy7, Ems5 Type: Healing(Touch) The target of this spell has all of the mind-effects affecting them removed. There are certain effects that this spell will not remove. The only ones in the rulebook that cannot be removed are Dominate and True Dominate. The caster of this spell cannot cast it on themselves. Incant: I remove all my/your mind-effects. Repair Limb Kia7, Lic5, Wtr6 Type: Healing(Touch) This spell will fix one broken limb on the target. Incant: I repair your right/left arm/leg. Repair Undead

Bal3 Type: Necromancy(Touch) This spell will completely repair all of an undead creatures limbs no matter what condition they are in(even if they are maimed.) Incant: I repair all of this undead creatures limbs. Resist Air Roc4 Type: Protection(Touch) Duration: Until Used This spell allows the target to call Resist and be unaffected by the first Fear spell or Lightning damage spell used against them. This spell does nothing against fear from a non-magic source or Mundane Lightning damage from any source. Incant: I grant myself/you resistance to the first air attack used against me/you. Resist Anything Chy8, Frt7, Shm8 Type: Protection(Touch) Duration: Until Used The target of this skill will call Resist and be unaffected by the next effect used against them, whether magic or mundane. This protection is always used against the next non-touch non-self only effect used against the target that has an Out of Game statement, even if it is numerical damage or is a 1 damage weapon strike made with an enchanted weapon. Incant: I grant myself/you resistance to the first attack used against me/you. Resist Damage, Major Arc3, Tln4 Type: Protection(Touch) Duration: Until Used

This spell allows the target to call Resist and be unaffected by the first damaging magic effect that would affect them, up to, and including, 10 damage of any type. This will not protect against a damaging weapon strike, but will protect against a spell-like ability that is in packet form. This spell does nothing to protect against Mundane damage from any source. Incant: I grant myself/you resistance to the first damaging magic attack used against me/you, up to 10 damage. Resist Damage, Supreme Fir7 Type: Protection(Touch) Duration: Until Used This spells allows the target to call Resist and be unaffected by the first damaging magic effect that would affect them, no matter how much damage it would deal. This will not protect against a damaging weapon strike, but will protect against a spell-like ability in packet form. This spell does nothing to protect against Mundane damage from any source. Incant: I grant myself/you resistance to the first damaging magic attack used against me/you. Resist Death Magic Dth6, Ems8 Type: Protection(Self-Only) Duration: Until Used This spell allows the caster to call Resist and be unaffected by the first death effect that would affect them. Death effects include: Slay, Death. Incant: I grant myself resistance to the first death magic used against me. Resist Disease

Bal4*, Chy3, Lic4, Spt4, Yrs4 Type: Protection(Touch) Duration: Until Used This spells allows the target to call Resist and be unaffected by the first disease effect that would affect them. Incant: I grant myself/you resistance to the first disease used against me/you. Resist Ice Krk4 Type: Protection(Touch) This spell allows the target to call Resist and be unaffected by the first Break Bone spell or packet damage Ice spell. This spell does nothing against the skill Break Bone or against Mundane Ice damage from any source. Incant: I grant myself/you resistance to the first ice attack used against me/you. Resist Magic Chy6, Ert6, Lic7, Ntv5, Osn8, Tln9, Wtr6 Type: Protection(Touch) Duration: Until Used This spell allows the target to call Resist and be unaffected by the first spell or spell-like ability used against them. Resist Magic will not protect against a Self Only or Touch spell. Disjunction will bypass and dispel this spell. Incant: I grant myself/you resistance to the first magic attack used against me/you. Resist Magic, Double Abj8, Evk8 Type: Protection(Self-Only) Duration: Until Used This allows the caster to call Resist and be unaffected by the first two spells or spell-like abilities used against him.

Disjunction will bypass and dispel both of these resistances. Incant: I grant myself resistance to the first two magic attacks used against me. Resist Mind-Effect Air5, Chy7, Ems6, Mnp5 Type: Protection(Touch) Duration: Until Used This spell allows the target to call Resist and be unaffected by the first mind-effect that would affect them. This will protect against mind-effects from magical and mundane sources, but is always used against the first one that targets the target. Incant: I grant myself/you resistance to the first mind attack used against me/you. Resist Physical Magic Arg4, Lic8, Nat4, Tln6, Unc4 Type: Protection(Touch) Duration: Until Used This spell allows the target to call Resist and be unaffected by the first physical magic effect used against them. Examples of physical magic effects are Fumble, Disable, Break Bone, Maim, etc but only when cast as a spell or used as a spell-like ability. Incant: I grant myself/you resistance to the first physical magic attack used against me/you. Resist Toxin Ert6, Kia5, Lic5, Osk4 Type: Protection(Touch) Duration: Until Used This spell allows the target to call Resist and be unaffected by the first poison that would affect them. Incant: I grant myself/you resistance to the first poison attack used against me/you.

Restoration Asp8, Osn8 Type: Epic Healing(Touch) The target of this spell is affected by the spells Remove Disease, Neutralize Toxin, Restore Limb, Repair Limb, and Regrow Limb. Each limb-restoring spell only affects the target once, so a target with 2 maimed limbs will only have one of them regrown. This spell may only be cast once per refresh and costs double mana. Incant: I restore you of diseases and toxins, restore one limb, repair one limb, and regrow one limb. Restore Limb Chy4, Kia5, Lic3, Nat3, Spt4, Tln5 Type: Healing(Touch) This spell will remove one disable effect from a single limb. Incant: I restore your right/left arm/leg. Resurrection Chy9, Crs10, Ems9, Kia9, Lic8, Tln10, Wtr9 Type:Attribute Healing(Packet)/(Touch) This attribute allows the user to cast Resurrection once per event. This spell will return a dead creature to life or utterly destroy an undead creature. If a creature is returned to life, this spell takes 1 uninterrupted minute to cast after which a dead body with a soul in it is returned to life at 1 Hit Point. If the caster is interrupted while performing a Resurrection, the spell is not spent and they must start the 1 minute casting over. Incant: I restore life to this body. Resurrection, True Lic10 Type: Epic Healing(Packet)/(Touch) This spell will return a dead creature to life or utterly destroy an undead creature(even most greater undead creatures.) The target also has all of their hit points restored to them and is

instantly returned to consciousness. True Resurrection is the only spell that will resurrect a creature that has been subject to a True Death effect. This spell can only be cast once per Gift and costs double mana. Incant: I return true life to this body. Revenance Crs8, Tln7 Type: Curse(Touch) Duration: 10 minutes or Until Redeath The target of this spell is temporarily returned to life so that it may take revenge against its enemies. The target is returned to life instantly as though it had not died, and all of its hit points are restored, as well as all of its limbs. If the target is killed again they instantly fade and go to Death. If they are not engaged in combat for more than 10 seconds, they instantly fade and go to Death. If the target is subject to the spell Resurrection while this spell is active, when the spell ends they will be subject to the Resurrection effect, starting their 1 minute unconsciousness. Incant: I grant this body revenance against its foes. Rocs Blessing Roc6 Type: Attribute This skill grants a worshipper of The Roc a number of free castings equal to his character level each refresh of the spell Air Weapon Enchantment. Rocs Gift Roc10 Type: Attribute This skill grants a worshipper of The Roc Lesser Reduction against Lightning

damage. This skill does nothing to protect from enchanted weapons. Shadow Force Conversion Shd8 Type: Skill This skill allows the user to convert any numerical damage packet spell they cast From the shadows of nature into force energy instead of the normal energy type. In this case the incant changes to I disrupt you, X Force. Shadow Force Infusion Shd10 Type: Attribute A character with this skill is permanently imbued with Force energy. As such, any weapon they wield is always enchanted with Force energy. Shadow Force Specialization Shd9 Type: Attribute This skill grants a Nyctomancer free castings of the spell Moderate Force Attack equal to his character level each refresh. Shadow Step Shd9 Type: (Self-Only) Duration: 10 steps The caster of this spell melds with the very shadows around them, disappearing and then reappearing in another shadow within 10 steps of where they cast the spell. Once cast, the caster MUST begin walking at a normal pace(with hand over head to denote that they are OOG) to another shadow that they can see from where they are that is within 10 normal steps of them. Once they stop walking they must immediately remove their hand from over their head and they are wherever they happen to be standing.

During this teleportation the caster is unaware of his surroundings, he only knows that he wanted to be over there instead of wherever he was. You must be able to see your destination to shadow step to it. You may shadow step through a wall of force or a locked door as long as you can see the other side. You may also shadow step out of any detainment(magical or mundane) as long as you are in a shadow and can see another shadow within 10 steps that you can teleport to. If for some reason the shadow you are trying to teleport to is too far away or that shadow disappears for whatever reason, you are trapped within the very shadows you are stepping through and should report to a GM immediately before going back IG. Incant: I meld with the darkness around me. Sharmas Blessing Shm6 Type: Attribute This skill grants a worshipper of Sharma a number of free castings equal to their character level each refresh of the spell Minor Heal. Sharmas Gift Shm10 Prerequisite: Resurrection Type: Attribute This skill grants a worshipper of Sharma an augmentation of the spell Resurrection. When they resurrect someone they also completely heal their body. The Resurrection still takes 1 minute to perform. Their incantation becomes I restore life to this body and heal you completely. Shun Chy2, Int2, Lic2*

Type: Mind-Effect(Packet) Duration: 1 minute The target of this spell finds themselves unable to attack the caster for 1 minute. They may still defend themselves normally and attack anyone that is not the caster. If the caster attacks the target, this spell is broken, but the caster must first inform the target that they are releasing the spell before they can attack them(state the targets name, either In Game or Out of Game and then end shun). The user cannot have more than one target under the effects of shun at a time. Incant: I command you to shun me. Silence, Least Chy3, Mnd3 Type: Mind-Effect(Packet) Duration: 10 seconds The target of this spell cannot speak for 10 seconds. The target cannot cast any spells for these 10 seconds except for quickened spells or spells without an In Game statement. Incant: I silence you, 10 seconds. Silence Air5, Chy5, Ems5, Mnp5, Nth4, Ntv5 Type: Mind-Effect(Packet) Duration: 1 minute The target of this spell cannot speak for 1 minute. The target cannot cast any spells for this minute except for quickened spells or spells without an In Game statement. Incant: I silence you, 1 minute. Silence, Greater Ems8*, Trt8 Type: Mind-Effect(Packet) Duration: 10 minutes The target of this spell cannot speak for 10 minutes. The target cannot cast any

spells for these 10 minutes except for quickened spells or spells without an In Game statement. Incant: I silence you, 10 minutes. Slay Dth7 Type: Death/Physical(Packet) The target of this spell is reduced to 0 Hit Points without having any of their armor(physical or magical) damaged. This spell has not effect on a target that is not living. Because Slay is both a Death and Physical effect it can be resisted as either a Death or Physical effect. Incant: I call upon darkness to slay you. Sleep Air6, Amt4, Mnp6 Type: (Air)Mind-Effect(Packet) Duration: 10 minutes The target of this spell is set into a magical sleep for 10 minutes. A sleeping target is woken by any numerical damage dealt to them, but they may be delivered a Killing Blow without waking them up. Incant: I set you to sleep. Smash Chy3, Nat3, Tln3 Type: Physical(Packet) The target of this spell is knocked off their feet and drops everything in their hands that isnt strapped to an arm. Once the targets back or stomach has touched the ground and they have dropped everything in their hands they may then get back up as normal. Incant: I smash you to the ground. Spell Turning Ntv7

Type: Protection(Self-Only) Duration: Until Used The caster of this spell will call Spell Turn to the first spell of spell-like effect used on them. A spell turned spell effects the caster of the spell in the same way it would have affected the target. Incant: I will turn the next spell effect used on me. Stabilize Bal1, Chy1, Mag1, Nth1, Tln1 Type: Healing(Touch) A living, unconscious target of this spell with 0 hit points is restored to consciousness with 1 hit point. Incant: I stabilize your vitals. Stabilize Self Asp2, Bal1, Chy2*, Ems2, Int2, Lic2, Nth2, Osk2, Rac2, Tln1 Type: Protection(Self-Only) Duration: Until Used The caster of this spell will stabilize instead of bleeding out the next time he would bleed out and become dead, at the end of his 10 minute bleed count. This spell offers no protection against a Killing Blow. Since this is a protection spell it cannot be stacked with any spell. Resist Incant: my vitals will stabilize. Statue Ert7 Type: (Self-Only) Duration: 10 minutes The caster of this spell turns themselves and all their possession to stone for 10 minutes. This statue cannot be harmed expect by a weapon with minor hardness using the skill shatter. It takes 4 people to move a statue. One person can be replaced by +1 strength, meaning that a single person with +1 strength counts as two people.

Incant: I turn my body to stone to protect myself. Strength, Least Ert8, Kia9, Tln8 Type: Magical Strength(Touch) Duration: 10 minutes The target of this spell is granted +1 magical strength for 10 minutes. This magical strength will stack with any natural strength, even natural strength that breaks the normal limit. +1 strength means that the target will swing +1 damage with every attack they make and has +1 strength for all noncombat purposes as well. Incant: I grant myself/you least magical strength. Suggestion Air6, Amt8, Mnp6 Type: Mind-Effect(Packet) Duration: 1 minute This spell allows the caster to implant a single word emotion in the targets mind that will dictate the targets actions for 1 minute. The single word must be a noun. Examples of acceptable words are: Rage, Fear, Hatred, Happiness, Despair etc It is left up to the target to roleplay the effect properly. Incant: I fill your mind with thoughts of (state emotion). Tallains Blessing Tln6 Type: Attribute This skill grants a worshipper of Tallain the ability to instantly regain consciousness when brought back to life by the spell Resurrection. He must state Tallains Blessing when he does so. He is also brought back to life with his full hit points instead of being at 1 hit point.

Tallains Gift Tln10 Type: Attribute This skill grants a worshipper of Tallain the ability of Combat Casting. This means that his spells are not interrupted by being affected by an offensive action while he is stating his incant. An effect that would cause him to lose consciousness for any reason while he is incanting will still interrupt his spell. He is also able to cast spells on himself without having a free hand to do so and may even cast these spells if he doesnt have arms. He may use this once per day per refresh. Tether Bal4, Dth5, Lic4, Spt4 Type: Necromancy(Touch) This spell may only target a dead body that still has a soul in it. The soul may stay within the body for up to 10 extra minutes in addition to however much time they have left before they fade. A single body cannot receive the benefit of this spell more than once. This spell does not force a soul to stay in a body, it merely provides the option. This spell does nothing to protect against Deaths Hand or a similar effect. Incant: I tether your soul to your body, up to 10 extra minutes. Threads of Fate Fts10 Type: Epic Healing/True Death(Touch/Packet) This spell may either be cast as True Resurrection or as True Death. It may only be used as one, not both. In the case of True Death, which is not listed anywhere else in the rulebook, the description is as follows: The target of this spell is delivered a Killing Blow without damaging their armor. The

target of this spell cannot be resurrected except by the spell True Resurrection. This spell may only be purchased once. Incant: I return true life to this body. Or I conjure darkness to grant you true death. Transfer Limb Dth7 Type: Necromancy(Touch) This spell allows the caster and a willing, unconscious, paralyzed, sleeping, or dead creature to exchange limbs. Any effect that was on the casters limb is now effecting the target and vice versa. This spell cannot be used on certain targets that would not have an arm that would fit on the casters body(you cant take a giants arm or leg.) But, if used on certain creatures the caster may experience benefits. In this case, those benefits last until the next refresh for the caster or until the transferred limb is maimed. Incant: I exchange our right/left arms/legs.(inform target of anything effecting your limb) Transformation Evk8 Type: Attribute This skill allows the user to transform any numerical damage spell he casts into any of the following energy types: Earth, Fire, Ice, Lightning, or Magic. This may only be done for spells from the school this skill is purchased in(any spell cast by the prefix of the school they bought it in: Evokers can use this for any spell they cast By evoking forces). Transformation, Supreme Evk10 Prerequisite: Transformation Type: Attribute This skill allows the user to transform any numerical damage spell he casts into

any of the following energy types: Force, Holy, Unholy. Each spell cast in this way costs an extra 2 mana to cast. This may only be done for spells from the school this skill is purchased in(any spell cast by the prefix of the school they bought it in: Evokers can use this for any spell they cast By evoking forces). Trip Bal2, Chy2, Ext2, Tln2 Type: Physical(Packet) The target of this spell is knocked off their feet. The targets back or stomach must touch the ground. They may then act normally. Incant: I trip you off your feet. True Speech Trt8 Type: Attribute This skill allows the user to always speak the truth. This means he is immune to Least Silence, Silence, Greater Silence, and Programmed Amnesia. Turn Elemental Kia2 Type: Skill Duration: 1 minute or instant The user of this skill turns all elementals within the sound of his voice. To use this, he must hold his holy symbol over his head in one of his hands and say the IG statement. The hit point totals stated determine which elementals will be turned(fear effect) or destroyed. The hit points stated represent the maximum hit points of the elemental, not its current hit points. The hit point number is figured in the following way: the maximum level of spells the user knows multiplied by 3 is the number of hit points for fear and that number divided by 2(rounded up) is the number for elementals that

will be destroyed outright. Only elementals that can see and hear the user are effected by this, but the fear effect can effect creatures that were not within the effect when it started as long as the user is still holding their holy symbol up. This skill can be purchased more than once, and can be used once per Gift per time purchased. IG Statement: I turn all elementals within the sound of my voice, fear X HP, destroy X/2 HP Turn Undead Ems3, Lic2, Nth3 Type: Skill Duration: 1 minute or instant The user of this skill turns all undead within the sound of his voice. To use this, he must hold his holy symbol over his head in one of his hands and say the IG statement. The hit point totals stated determine which undead creatures will be turned(fear effect) or destroyed. The hit points stated represent the maximum hit points of the undead creature, not its current hit points. The hit point number is figured in the following way: the maximum level of spells the user knows multiplied by 2 is the number of hit points for fear and that number divided by 2 is the number for undead creatures that will be destroyed outright. Only undead that can see and hear the user are affected by this, but the fear effect can affect creatures that were not within the effect when it started as long as the user is still holding their holy symbol up. This skill can be purchased more than once, and can be used once per refresh per time purchased. IG Statement: I turn all undead within the sound of my voice, fear X Hit Points, destroy X/2 Hit Points Unholy Attack, Least

Bal1, Nth1, (Spt1) Type: (Unholy)Damage(Packet) The target of this spell takes 1 point of unholy damage. Incant: I harm you, 1 unholy. Unholy Attack, Lesser Bal2, Con2, Nth2 Type: (Unholy)Damage(Packet) The target of this spell takes 2 points of unholy damage. Incant: I harm you, 2 unholy. Unholy Attack, Minor Bal3, Nth3, (Spt3) Type: (Unholy)Damage(Packet) The target of this spell takes 4 points of unholy damage. Incant: I harm you, 4 unholy. Unholy Imbuement Bed8 Type: (Unholy)Imbuement(Touch) Duration: 10 minutes The target of this spell will swing Unholy with any weapon they wield for 10 minutes. This effect will stack with a weapon enchantment so that a creature can swing two energy types with a single weapon. Incant: I imbue my/your body with unholiness. Unholy Weapon Enchantment Bal4, Bed4, Nth4 Type: (Unholy)Enchantment(Touch) Duration: 10 minutes This spell enchants a single weapon with unholy for 10 minutes. This weapon will remain enchanted if disarmed, dropped, or given to someone else, but the enchantment will end if the weapon is shattered. A weapon can never be enchanted with more than one energy type.

Incant: I enchant this weapon with unholiness. Unicorns Blessing Uni6 Type: Attribute This skill grants a worshipper of The Unicorn a number of free castings equal to his character level per refresh of the spell Minor Armor. Unicorns Gift Uni10 Type: Attribute This skill grants a worshipper of The Unicorn a single use per refresh of the skill Bodyguard(see description in the Skills chapter). This skill may only be used to defend a female or a child. Vengeful Aura Tln10 Type: Epic(Magic)Form(Self-Only) Duration: 1 hour This spell grants the caster 15 armor. Any time this armor is damaged by a melee attack, the attacker is damaged by 7 magic. The call for this is Flashback, 7 magic. The energy is mundane but the source is magic, so flashback damage bypasses protections but not immunities. In addition, if killed within this hour the caster is immediately affected by the spell Revenance. While under the effect of Revenance the caster may cast the spell Resurrection on themselves, following all the standard rules for being resurrected. Incant: I grant myself an aura of vengeance. Wall of Disjunction Abj10 Type: Epic Anti-Magic(Wall) Duration: 10 minutes

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

which is what must be targeted(touched or hit with a spell packet) for a disjunction spell to dispel the wall. A wall of any kind is a very visible effect and should be clarified to anyone that is not around at the time of casting as to what it is. Incant: I create a wall of earth/fire/ice/lightning. Wall of Fire Fir8 Type: (Fire)Damage(Wall) Duration: 10 minutes This spell allows the caster to create a wall of fire. The wall may be up to 10 feet long and is represented by a length of rope up to 10 feet in length that has spell packets tied to each end of it. The rope may either be placed on the ground or thrown when the wall is created(do not throw the rope at a person under any circumstances.) Any creature that passes through the wall(steps over the rope) is subject to 10 mundane fire damage. The source of the fire is magical and is represented by the rope, which is what must be targeted(touched or hit with a spell packet) for a disjunction spell to dispel the wall. A wall of any kind is a very visible effect and should be clarified to anyone that is not around at the time of casting as to what it is. Incant: I create a wall of fire. Wall of Force Abj9, Shd9 Type: Epic Anti-Magic(Wall) Duration: 10 minutes This spell allows the caster to create a wall of force. The wall may be up to 10 feet long and is represented by a length of rope up to 10 feet in length that has spell packets tied to each end of it. This rope may either be placed on the ground or thrown when the wall is created(do

not throw the rope at a person under any circumstances.) A Wall of Force is impassable by almost all normal means and is unable to be destroyed by any normal means. No one may pass through the wall, not even the caster. A wall of any kind is a very visible effect and should be clarified to anyone that is not around at the time of casting as to what it is. Wall of Force may only be cast once per Gift and costs double mana. Incant: I create a wall of force. Water Elemental Form Wtr10 Type: Epic(Ice)Form(Self-Only) Duration: 1 hour The caster of this spell transforms themselves into an water elemental for 1 hour. Their stats become the following: Their hit points are restored and doubled They gain 25 magic armor(overrides any other magic armor on the caster) They gain claws that swing natural ice They gain immunity to normal weapons and weapons enchant with Ice Fire damage deals double damage to them They can throw packets for 2 ice, magic once per character level Any spell that would deal ice damage to them instead heals them the same number of hit points They cannot cast any spells except for: Heal Self, Heal, Resurrection, Restore Limb, Repair Limb, and Regrow Limb. They cast these spells as quickened spells.

If the caster is reduced to 0 hit points, they immediately revert to their normal form and are unconscious at 0 hit points. They cannot be woken up for 10 minutes even if healed to more than 0 hit points. The spell Disjunction will send the caster to Death instantly The caster of this spell must don an appropriate costume(at least a mask) and can only use their claws for the duration of this spell(which they must have with them when they cast this spell). If the caster cannot fulfill these requirements, they cannot cast this spell. At the time of casting, all of the casters possessions become intangible and cannot be taken from them, or used by them, for the duration of this spell(this includes magic items except for those specifically designed to function for elementals). This spell costs double the normal mana cost for a level 10 spell for the caster This spell may only be cast once per Gift Incant: I assume the form of a water elemental. Water Specialization Wtr9 Type: Attribute This skill grants extra casting of Lesser Ice Attack and Lesser Heal. You gain a total number of castings equal to your character level every refresh to be split any way you choose between the two spells. Weakness, Least Air6, Mnp6

Type: Magical Strength(Packet) Duration: 10 minutes The target of this spell is granted -1 magical strength. This means that the target swings 1 less damage and any natural strength used by the target is reduced by 1. Negative magical strength will negate and override positive magical strength, but positive magical strength will only dispel negative magical strength if the positive strength is equal to or greater than the negative strength. This means that a target under the effect of Least Strength that is targeted by Least Weakness has their Least Strength dispelled and is now under the effect of Least Weakness. A target under the effect of Least Weakness that is targeted by Least Strength has Least Weakness dispelled but gains no benefit from Least Strength. A target under the effect of Lesser Strength(not a spell but it could happen) that is targeted by Least Weakness has their Lesser Strength dispelled and is now under the effect of Least Weakness. A target under the effect of Lesser Weakness that is targeted by Least Strength has no change in their strength and is still under the full effect of Lesser Weakness. Incant: I grant you magical weakness, -1 strength. Weakness, Lesser Air9 Type: Magical Strength(Packet) Duration: 10 minutes The target of this spell is granted -2 magical strength. This means that the target swings 2 less damage and any natural strength used by the target is reduced by 2. Negative magical strength will negate and override positive magical strength, but positive magical strength will only dispel negative

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

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

Chapter 6 Character Advancement What is Character Level? Every character in the world of CRO5 has a character level. Your character level represents your characters overall power and ability. Character level does not restrict any Player Character from taking any skills or spells, and there are very few skills in the game that have any dependency on Character Level. Hit Point Total A characters hit points are dependent on their character level. There are other ways that a characters maximum hit points can be increased, but a Character Level always grants a character 2 hit points added to their maximum(including level 0, meaning a level 1 character starts with 4 hit points). What is my Character Level? A characters level is determined by the total number of XP that character has earned, whether it is used or unused. A character uses unused XP to purchase skills, at which point those XP become used. Refer to the following chart to see what character level your character is:
Level 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Total XP 0 100 120 160 220 300 400 520 660 820 1000 1200 1420 1660 1920 2200 2500 2820 3160 3520 3900

Earning XP XP is awarded to all players that attend an event and is awarded in the following way: Every player that attends an event is awarded 50 XP as a blanket; this is what you earn for paying for the event. Every player that attends an event has the potential of earning extra XP on top of their blanket for good roleplaying. This number will be based on the number of positive and negative reports that NPCs and GMs have about your character. Things that will increase this number include good roleplaying by

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

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

Weapon Name Claw/Unarmed Small Weapon One-Handed Sword One-Handed Axe One-Handed Hammer Two-Handed Sword Two-Handed Axe Two-Handed Hammer Staff Polearm Bastard Sword

XP Cos t 40 10 20 20 20 40 40 40 30 40 40

Shield

40

None

Buckler

10

None

Chapter 8 Armor Wearing armor isnt just an awesome addition to any costume, it carries protective benefits as well. Physical armor will protect the wearer from numerical damage before it damages their hit points. Any character may wear armor and benefit from it as long as they have purchased the appropriate skill. Wearing armor heavier than light armor(proficiency provided by Moderate Armor) interferes with the somatic component of Arcane spell-casting. This means that you cannot cast Arcane spells wearing medium or heavy armor without the appropriate skill to do so. Armor Chart This chart tells the benefits of wearing the listed type of armor. More points for armor are given the more armor you are actually wearing(up to 1.5 times the normal amount for that armor). A breastplate, greaves, and a helmet will always grant you more armor than just a breastplate.

Armor Type Fur or Padded Leather or Hide Studded Leather Scale Mail Chain Mail Splint Mail Plate Mail

Max Armor Points Skill Required 2 4 7 10 15 20 25 Moderate Armor Moderate Armor Moderate Armor Serious Armor Serious Armor Supreme Armor Supreme Armor

Repairing Armor Once damaged, armor must be repaired for it to confer its protection again. Armor that requires Moderate Armor to wear can only be repaired by a Tailor. Armor that requires Serious or Supreme Armor to wear can only be repaired by a Blacksmith. See the Economic chapter of the rulebook(Chapter ???) for more information on repairing armor. Armor Safety Metal armor is potentially very dangerous during boffer combat. Because of this, no spikes, chains, or any piece of armor that could catch or damage a weapon is allowed to be worn. If it is observed that a piece of armor is dangerous in any way or in any way violates these rules, CRO reserves the right to have any player remove that piece of armor. Armor Reduction Wearing large amounts of armor confers an extra bonus of Armor Reduction to the wearer. For every 10 points of armor a character is wearing they gain Armor Reduction 1 against physical attacks(not spell damage or backstab damage.) This means that 10+ points confers Armor Reduction 1, 20+ confers Armor Reduction 2, and 30+ confers Armor Reduction 3. Unlike normal Reduction, Armor Reduction reduces

damage to a minimum of 1 instead of 0. This Reduction is lost when the armor is completely damaged and is not restored until the armor is fully repaired.

Chapter 9 Miscellaneous Skills Now you have seen all sorts of skills that your character is able to purchase. You have become acquainted with the 4 main lists as well as weapons and armor. Now its time to take a look at some other skills that are available to your character: Miscellaneous skills, Economic Skills, and Alchemy. Adding these lists brings us to the total list of basic skills that are purchasable. Miscellaneous Skills Table The Miscellaneous Skills table is a list of skills that arent on other lists in the rulebook, even though some of them require you to have skills that are on other tables in the rulebook. Some of these skills are prerequisites for taking other lists in the game as well.
Skill Name Alchemy Armor, Moderate Armor, Serious Armor, Supreme Armor Mastery, Serious Armor Mastery, Supreme Create Magic Item Create Recipe Create Skill Create Spell Divine Favor Economic Evaluate Item First Aid Forage Foreign Literate Learn Literate Magic Literate Piety 1 Piety 2 Piety 3 Resist Disease Resist Toxin Ritual Casting Ritual Focus 1 Ritual Focus 2 Ritual Focus 3 Ritual Research Scribe Scroll Prerequisites Forage None Moderate Armor Serious Armor Serious Armor Serious Armor Mastery & Supreme Armor Ritual Casting Level 10 Alchemy Recipe Level 10 Fighting or Stealth Level 10 Arcane or Divine Literate None None None None Literate None None Literate None Piety 1 Piety 3 None None Magic Literate, Level 7 Spell Ritual Casting, Level 8 Spell Ritual Focus 1, Level 9 Spell Ritual Focus 2, Level 10 Spell Ritual Casting, Level 8 Spell Magic Literate, Level 1 Spell Teaching? Y N N N N N Y N N N Y Y Y Y Y Y N Y Y N N N N N Y Y Y Y N Y Cost 40 20 20 20 20 20 40 40 40 40 40 30 20 30 40 30 20 0 40 30 60 90 30 30 40 40 40 40 40 40

Teach Thick Skin

None None

N N

10 30

Alchemy Misc Requires Teaching Prerequisite: Forage Type: Attribute This skill represents a characters knowledge of brewing potions and poisons using ingredients that are acquired in various ways. Upon purchasing this skill a character gains 4 level 1 recipes. Further recipes are learned in the same way that other skills and spells are learned. A recipe costs 10 times the recipe level in XP to purchase and you must have at least 2 recipes of a level before you can learn recipes of the next level. A character will receive, at check-in, a number of potions equal to the number of recipes they know(one of each potion they know how to make.) Further potions can be crafted between games if the alchemist has the components needed to do so. See Chapter ??? for more information on Alchemy. Armor, Moderate Misc Type: Attribute A character with this skill may wear armor that will grant up to 7 Armor Points worth of protection. This skill provides the ability to wear Fur, Padded, Leather, Hide, or Studded Leather Armor. Additional Armor Points may be given for armor that covers more than just the torso. Armor, Serious Misc Prerequisite: Moderate Armor Type: Attribute

A character with this skill may wear armor that will grant up to 15 Armor Points worth of protection. This skill provides the ability to wear Scale Mail or Chain Mail armor. Additional Armor Points may be given for armor that covers more than just the torso. Armor, Supreme Misc Prerequisite: Serious Armor Type: Attribute A character with this skill may wear armor that will grant up to 25 Armor Points worth of protection. This skill provides the ability to wear Splint Mail or Plate armor. Additional Armor Points may be given for armor that covers more than just the torso. Armor Mastery, Serious Misc Prerequisite: Serious Armor Type: Attribute This skill allows a character to cast Arcane spells while wearing medium armor. Normally a character wearing medium armor cannot cast Arcane spells. Armor Mastery, Supreme Misc Prerequisites: Serious Armor Master & Supreme Armor Type: Attribute This skill allows a character to cast Arcane spells while wearing heavy armor. Normally a character wearing heavy armor cannot cast Arcane spells. Create Magic Item Misc Requires Teaching Prerequisite: Ritual Casting Type: Attribute

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

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

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

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

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

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

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

God Balruune Cheynal Emassen Kia Lichey Nalith Tallain

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

Piety 3 Misc Prerequisite: Piety 2 Type: Attribute This skill grants a worshipper of a God the third and final power their God grants to their most pious followers. The third Piety ability is a high level spell or skill from that Gods magic list that may be cast or used once per refresh. This means that when Piety 3 is obtained a character will have 2 spells that they can cast once each per refresh and 1 dumb resistance against a single effect type per refresh. Piety abilities are cast By my Piousness and may be used by and will affect Celts. Piety powers may be taken away from a worshipper if they act in a way that is contradictory to their God. They may be regained by atoning for their transgressions. The following is a list of the spells granted by Piety 3, listed alphabetically by God:
God Amittai Argider Aspacio Balruune Bedlam Brand Bulwark Cheynal Conium Emassen Griffin Itzal Kia Kraken Lamont Liche Nalith Osane Osku Rachana Piety 3 Greater Silence Major Drain Life Dispel Magic Major Animate Corpse Paralyze Magic Imbuement Moderate Feat of Strength(skill) Resist Anything Major Blade Poison Major Holy Attack Web Force Weapon Enchantment Major Elemental Attack Ice Imbuement Web Major Health Major Air Attack Major Armor Mass Poison Intoxicate Major Arcane Mark of Fire

Roc Sharma Tallain Unicorn Yersinia

Air Imbuement Major Heal Major Magic Attack Major Armor Zombie Rot Disease

Resist Disease Misc This skill allows a character to resist the first disease used against them each refresh. The user must call resist and be unaffected by the first disease that would affect them each refresh. This is a dumb resistance but it may be stacked with any other protections. This skill may be purchased multiple times. Resist Toxin Misc This skill allows a character to resist the first poison used against them each refresh. The user must call resist and be unaffected by the first poison that would affect them each refresh. The user is still effected by any other effect that accompanies the poison. Example: You are struck with 5 damage poison sleep. You have a Resist Toxin so you call Resist Poison(to clarify that you are only resisting the poison effect) and are unaffected by the poison but you still take the 5 damage from the attack. This is a dumb resistance but it may be stacked with any other protections. This skill may be purchased multiple times. Ritual Casting Misc Requires Teaching Prerequisite: Magic Literate, A Level 7 Arcane or Divine Spell This skill allows a character to perform rituals. Not all rituals are able to be performed by all spell casters. Most rituals have a restriction on what type of spell caster may cast them. Each ritual

also has a level to denote the difficulty of casting the ritual. Ritual Casting grants the ability to cast Apprentice level rituals. See Chapter ??? for more information on casting rituals. Ritual Focus, Journeyman Misc Requires Teaching Prerequisite: Ritual Casting, A Level 8 Arcane or Divine Spell This skill allows a character to cast Journeyman level rituals. Ritual Focus, Master Misc Requires Teaching Prerequisite: Journeyman Ritual Focus, A Level 9 Arcane or Divine Spell This skill allows a character to cast Master level rituals. Ritual Focus, Grandmaster Misc Requires Teaching Prerequisite: Master Ritual Focus, A Level 10 Arcane or Divine Spell This skill allows a character to cast Grandmaster level rituals. Ritual Research Misc Prerequisite: Ritual Casting, A Level 8 Arcane or Divine Spell This skill allows a character to begin researching and developing rituals of their own that they can scribe with the proper materials. This research may only be done between events and must be submitted to the staff at least one week before the event. You will receive updated information on your research at check-in. Scribe Scroll Misc Requires Teaching Prerequisite: Magic Literate, A Level 1 Arcane or Divine Spell

This skill allows a character to scribe scrolls if they have the proper materials. Magic ink of the proper level is required to scribe a scroll. Scrolls may only be created during game and take the amount of mana that it would take to cast the spell to create the scroll. Epic spells cannot be scribed with this skill. Teach Misc Normally a character may only give one lesson per event to another character. With this skill, a character may teach one additional skill to any character during an event. There will be a section on your character sheet for the extra lesson that you can give. This skill may be purchased multiple times. Thick Skin Misc This skill allows a character to resist one waylay used against them each refresh. The user must call resist and be unaffected by the first waylay used against them each refresh. This is a dumb resistance but it may be stacked with any other protections. This skill may be purchased multiple times.

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

Blacksmith A Blacksmith specializes in working with metals to create weapons, armor, jewelry, and other metal objects. Blacksmith branches into Armorer and Whitesmith. Armorers specialize specifically in creating weapons and armor while Whitesmiths specialize in creating jewelry and other fine metal items.
1 2 3 4 5 6 7 8 9 10 Blacksmith Create 1 Repair 1 Repair 2 Create 2 Repair 3 Armorer Create 3 Repair 4 Create 4

Whitesmith Create 3 Repair 4 Create 4

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

One-handed Blunt Head Two-handed Blunt Head One Point of Metal Armor 100 square inches of Shield Necklace, Ring, Bracelet, Earrings, Broach Amulet, Circlet, Crown

4 Pounds of Metal 6 Pounds of Metal .2 Pound of Metal 2 Pounds of Metal 8 Ounces of Metal 1 Pound of Metal

1 Day 1 Day 1 Day .5 Day 1 Day 2 Days

Outfitter An Outfitter creates clothing and light armor of various kinds. Outfitter branches into Leatherworker and Tailor. Leatherworkers specifically specialize in creating items out of leather, fur, and hide, whether it be armor, boots, or otherwise. Tailors specialize in making clothing, whether it be shirts, pants, cloaks, hats, or otherwise.
Outfitter Create 1 Repair 1 Repair 2 Create 2 Repair 3 Leatherworker Create 3 Repair 4 Create 4

1 2 3 4 5 6 7 8 9 10

Tailor Create 3 Repair 4 Create 4

Create 1 This skill allows creation of items on the Outfitter item creation table using Fur, Leather, Hide, or Wool. Repair 1 This skill allows the repair of any item that is able to be created with the skill Create 1. This skill allows for the repair of Light armor at a rate of 1 point every 3 minutes. Repairing an item requires the proper tools(needle and thread, etc). Repair 2 This skill allows for Light armor to be repaired at a rate of 1 point every 2 minutes. Create 2 This skill allows creation of items on the Outfitter item creation table using more exotic Leather, Fur, or Hide as well as Cotton and Silk. Repair 3 This skill allows the repair of any item that is able to be created with the skill Create 2. This skill allows for the repair of Light armor at a rate of 1 point every 1 minute. Create 3 This skill allows creation of items on the Outfitter item creation table using any available Fur, Leather, Hide(for Leatherworker), or Fabric(for Tailor).

Repair 4 This skill allows for the repair of any item that is able to be created with the skill Create 3. This skill allows for the repair of Light armor at a rate of 1 point every 30 seconds. Create 4 This skill allows for the creation of Masterwork items that are able to them be enchanted as Magic Items. The recipes and creation methods of these items must be discovered In Game. Leatherworkers can create items out of Leather, Hide, and Fur while Tailors can create items out of Fabric.
Ite m Shirt or Pants Cloak or Robe Boots Hat or Gloves One Point of Light Armor Materials 2 yards of Fabric 5 yards of Fabric 4 pounds of Leather 2 pounds of Leather 3 pounds of Material Time to Make .5 Day 1 Day 3 Days 1 Day 1 Day Valu e

Merchant A Merchant is a dealer of goods of all kinds. They can acquire and find buyers for various goods that they may have on hand or need to get their hands on. Merchant branches into Legitimate and Black Market. A Legitimate Merchant can acquire the finest goods that money can buy. A Black Market Merchant can acquire the finest goods that money shouldnt be able to buy.
Merchant Sell 1 Acquire 1 Sell 2 Acquire 2 Black Market Acquire 3 Sell 3 Acquire 4

1 2 3 4 5 6 7 8 9 10

Legitimate Acquire 3 Sell 3 Acquire 4

Sell 1 This skill allows for the finding of a buyer for a single item the Merchant has in his possession. He may not be able to find a buyer for certain rare or valuable items. Acquire 1 This skill allows for the acquisition of specific common items between events. These items are purchased at current market value(which may be higher or lower than normal). There is no set limit to how many items a Merchant can acquire, but they may not be able to acquire all the items they wish.

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

1 2 3 4 5 6 7 8 9 10

Locksmith Create 3 Design 2 Repair 3 Create 4

Create 1 - This skill allows creation of items on the Tinkerer item creation table using Least and Lesser Components as well as creating extra keys to any lock he has created.

Repair 1 - This skill allows the repair of any item that is able to be created with the skill Create 1. Repairing a lock takes 1 minute for a least quality lock and 2 minutes for a lesser quality lock. Create 2 - This skill allows creation of items on the Tinkerer item creation table using Minor and Moderate Components. Repair 2 - This skill allows the repair of any item that is able to be created with the skill Create 2. Repairing a lock takes 4 minutes for a minor quality lock and 7 minutes for a moderate quality lock. Design 1 This skill allows a Tinkerer to attempt to create their own plans for an item to create. This new plan must be submitted to the Staff at least 1 week before the event and the Staff will decide what the exact function and creation components are appropriate for the item. Design 1 allows for simple machines to be designed. Create 3 - This skill allows creation of items on the Tinkerer item creation table using Major and Serious Components for a Locksmith, as well as the creation of keys for locks other than their own. For a Gunsmith, this skill allows for the creation of a flintlock pistol or rifle as well as ammunition. Design 2 - This skill allows a Tinkerer to attempt to create their own plans for an item to create. This new plan must be submitted to the Staff at least 1 week before the event and the Staff will decide what the exact function and creation components are appropriate for the item. Design 2 allows for more complex machines to be designed than Design 1 allows. Repair 3 This skill allows the repair of any item that is able to be created with the skill Create 3. Repairing a lock takes 10 minutes for a major quality lock and 15 minutes for a serious quality lock. Repairing a flintlock pistol or rifle requires 10 minutes. Ammunition cannot be repaired. Create 4 - This skill allows for the creation of Masterwork items that are able to them be enchanted as Magic Items or that have extra abilities. The recipes and creation methods of these items must be discovered In Game.
Item Least Quality Lock Lesser Quality Lock Minor Quality Lock Moderate Quality Lock Materials Least Tumblers & 4 ounces of Metal Lesser Tumblers & 8 ounces of Metal Minor Tumblers & 12 ounces of Metal Moderate Tumblers & 1 pound of Metal Major Tumblers & 1 pound 4 ounces of Metal Serious Tumblers & 1.5 pounds of Metal Critical Tumblers & 2 pounds of Metal Time to Make 1 Day 2 Days 4 Days 7 Days Value

Major Quality Lock Serious Quality Lock Critical Quality Lock

10 Days 15 Days 20 Days

Key Key(to a lock that is not yours) Least Quality Trap Lesser Quality Trap Minor Quality Trap Moderate Quality Trap Major Quality Trap Serious Quality Trap Critical Quality Trap

1 ounce of Metal and Key 1 ounce of Metal, 1 ounce of wax 8 ounces of Metal 12 ounces of Metal 1 pound of Metal 1 pound 4 ounces of Metal 1 pound 8 ounces of Metal 2 pounds of Metal 3 pounds of Metal Flint and Steel, 5 pounds of Metal, 2 pounds of Gathered Wood Flint and Steel, 10 pounds of Metal, 4 pounds of Gathered Wood

1 Day 2 Days 1 Day 2 Days 4 Days 7 Days 10 Days 15 Days 20 Days

Pistol

20 Days

Rifle

Manacles Lock Picks

1 set of Tumblers, 2 pounds of Metal 8 ounces of Metal 4 ounces of Metal + 4 ounces of Black Powder

30 Days Lock of equivalent quality + 1 Day 4 Days

Bullet(1)

.5 Day

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

Researcher Research 1

9 10

Research 2

Research 2

Observe 1 This skill allows a scholar to analyze things in a way that a normal person wouldnt. This is represented by a single observation that the Scholar has picked up on that is given to them at check-in each game. Observe 2 This skill improves the information given to a Scholar at check-in each game. Observe 3 This skill improves the information given to a Scholar at check-in each game. Research 1 This skill allows a Historian to research past events or a Researcher to research current events. This request is submitted to the Staff at least 1 week before game and the researcher will receive a response to whatever they are researching(usually a paragraph). The same subject can be researched multiple times and the researcher will always receive new information. The Historian or Researcher must have the means to do research on the topic they choose, so they must list the research method as long as the topic they are researching. Research 2 This skill improves the information gained from doing research(2 paragraphs instead of 1). Surgeon A Surgeon has minor knowledge of humanoid anatomy and the techniques that will aid in healing the body. Surgeon branches into Doctor and Witch Doctor. Doctors have extensive knowledge of humanoid anatomy and the possible ailments that can affect it and how to cure those ailments. Witch Doctors are faith healers that draw their power from somewhere other than science.
Surgeon 1 2 3 4 5 6 7 8 9 10 Discern Malady 3 First Aid 3 Discern Malady 3 First Aid 3 First Aid 1 Discern Malady 1 Discern Malady 2 First Aid 2 Doctor

With Doctor

First Aid 1 This skill reduces the amount of time it takes to use First Aid on a target from 1 minute to 50 seconds. Discern Malady 1 This skill allows a Surgeon to attempt to discern a malady that their patient may have. This skill requires 1 minute to

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

1 2 3 4 5 6 7 8 9

10

Repair 4

Repair 4

Create 1 - This skill allows creation of items on the Fletcher item creation table using Gathered Wood. Repair 1 This skill allows the repair of any item that is able to be created with the skill Create 1. Repairing a wooden item or weapon takes 10 minutes. Wooden arrows take 1 minute each to repair. Create 2 This skill allows creation of items on the Fletcher item creation table using Ironwood. Repair 2 This skill allows the repair of any item that is able to be created with the skill Create 2. Repairing an Ironwood item requires the proper material components. Create 3 This skill allows creation of items on the Fletcher item creation table using exotic woods that possess special properties. Bowyers can create bows out of special materials while Knappers can create arrows, both shafts and heads, out of special woods and metals. Repair 3 - This skill allows the repair of any item that is able to be created with the skill Create 3. Repairing exotic items requires the proper material components. Create 4 - This skill allows for the creation of Masterwork items that are able to them be enchanted as Magic Items. The recipes and creation methods of these items must be discovered In Game. Bowyers can create Masterwork bows while Knappers can create Masterwork arrows. Repair 4 This skill allows the repair of any item that is able to be created with the skill Create 4. Magic items always have a specific method of repair that must be discovered In Game.
Item Arrow Heads (10) Arrow Shafts (10) Materials 1 pound of Metal Any Wood (Free) 4 pounds of Gathered Wood, 1 Bow String 5 pounds of Gathered Wood, 1 Bow String Time to Make 1 Day 1 Day Value

Bow

10 Days

Crossbow

15 Days

Cook A Cook makes food and drink of all different kinds. Some food that a Cook creates may have special properties if made using a special recipe and the proper components. Cook branches into Chef and Brewer. Chefs specialize in creating food of a superior quality. Brewers specialize in creating drinks of all different kinds, both alcoholic and non-alcoholic.
Cook 1 2 3 Create 1

4 5 6 7 8 9 10

Create 2 Create 3 Chef Create 3 Create 4

Brewer Create 3 Create 4

Create 1 This skill allows creation of basic food and drink(bread, ale, stew, etc) that a Cook can sell for In Game money. Without this skill it is considered bad roleplaying to sell food or drink for In Game money. Create 2 This skill allows creation of more complex food and drink(wine, pie, etc..), some of which may have special properties if crafted using a recipe and the proper components. Create 3 This skill allows creation of exquisite food(for Chef) and drink(for Brewer) that will have special properties if made using a recipe and the proper components. Create 4 This skill allows creation of magical food(Chef) and drink(Brewer) that will have special properties but requires a recipe and the proper components to create. Provider Classes There are 3 Provider classes in CRO. These classes dont branch at all but still have 10 levels each. Gathering improves at every odd level and level 10. These classes also dont provide a standard income. What these classes do provide is raw materials that can be used by other Economic classes to create items. The better the Gather skill, the better your chances of acquiring rare materials. You always have the choice of gathering a lesser component than what you would be gathering. Lumberjack A Lumberjack gathers wood of different kinds by cutting down trees. At level 1 a Lumberjack always receives 1 pound of Gathered Wood. At level 10 they have a 33% chance of getting Masterwork quality wood and alchemical components. Miner A Miner gathers ore and gems from mines and deposits found all over the world. At level 1 a Miner always receives 1 pound of Steel. At level 10 they have a 33% chance of getting Masterwork quality metal and gems. Trapper A Trapper gathers meat, fur, and leather from various animals that he traps and hunts in the wilderness. At level 1 a Trapper always receives 1 pound of Leather. At level 10 they have a 33% chance of getting Masterwork quality leather and meat.

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

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

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

Supreme Mundane Elemental 10 Attack

Poison Dominate

Major Feat of Strength

Supreme Heal

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

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

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

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

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

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

Any boffer weapon strike without the "Swift", Backstab, or "Accuracy" descriptor

Any boffer weapon strike with the "Swift" and/or "Backstab" descriptor, Any numerical damage packet that deals up to 10 damage

Any boffer weapon strike with no descriptor or with only the "Backstab" descriptor, Any numerical damage packet that deals up to 10 damage.

Any boffer weapon strike with the "Swift" descriptor, Any packet, Any trap effect

Any boffer weapon strike with the "Accuracy" descriptor, Any Mass Effect, Any Song Effect

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

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

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

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

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

actually hurting the creature you cant be quite sure how much damage they are reducing. Intangible This statement is used when an attack entirely passed through a creature without affecting them. Flashback, X Damage/Energy This statement is used when a creature being struck is striking back with some sort of effect. The creature is still taking the full effect of whatever that are being targeted with but the attacker is also affected by whatever the flashback effect is. This may mean that they are fast enough to strike you when you are striking them or that they are surrounded by radiant energy that is flaring at you as you attack them. Flashback damage is always considered to be mundane, no matter what the energy type.

Chapter 13 Playing the Game Whats in this Section? This chapter contains all the information you need to use and react to the different effects and situations that you will encounter while playing CRO. Locks At some point when you are playing CRO you will encounter a lock, whether mundane or magical. The rules for magical and mundane locks are nearly identical, so if you know how one works you know how the other works. Mundane Locks A mundane lock has a lock card on it with information that you will need to read in order to know how that specific lock works. A lock card has the level of the lock on it, as well as a lock number. The level of the lock determines what quality of clockworks skill is needed to open it. Lock qualities are Least, Lesser, Minor, Moderate, Major, Serious, and Critical. If you have an equal or greater clockworks skill available to

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

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

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

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

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

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

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

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

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

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

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

Chapter 14: The World

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