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Cambrion Adventures

Live Action Role Playing Game


5th Edition (Version 4)
Use of this document is granted solely in conjunction with the Cambrion Adventures
Role Playing system. All other use is strictly prohibited. Conversion of this document
into a non-pdf format is strictly prohibited, with the exception of printed copies for the
player's personal use in conjunction with the Cambrion Adventures Role Playing system.
_________________________________________

© 1993-2005 Carolyn and Robert McNeal

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Table of Contents
5th Edition Changes (new to version 5.4)....................................................................... 4
5th Edition Changes (new to version 5.3)....................................................................... 5
5th Edition Changes (new to version 5.2)....................................................................... 6
5th Edition Changes (new to version 5.1)....................................................................... 8
Role-Playing..................................................................................................................10
Campaign Information.................................................................................................. 16
Character Races.............................................................................................................16
Alignments.................................................................................................................... 20
General.......................................................................................................................... 23
Damage......................................................................................................................... 24
Healing.......................................................................................................................... 28
General.......................................................................................................................... 30
Armor............................................................................................................................ 32
Weapons........................................................................................................................34
Strength (and Weakness) Categories............................................................................ 38
General.......................................................................................................................... 40
Experience Point Costs................................................................................................. 44
Skill Descriptions.......................................................................................................... 69
General........................................................................................................................ 103
Spell Lists....................................................................................................................113
Spell Descriptions....................................................................................................... 118
General........................................................................................................................ 169
Invocation Lists...........................................................................................................178
Invocation Descriptions.............................................................................................. 182
2.2.2.General............................................................................................................... 237
000Weapon Sizes........................................................................................................ 240
000Weapon Construction............................................................................................242
Good............................................................................................................................246
Neutral.........................................................................................................................247
Evil.............................................................................................................................. 247
General Alignment Test.............................................................................................. 249

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Updates

5th Edition Changes (new to version 5.4)

General
• Changed Skill: First Aid, removed TL damaged caused by Tourniquet.
• Changed Skill: First Aid, only tourniquet can stop bleeding of a severed limb.
• Changed Skill: First Aid, added the ability to rebreak bone into the Reset Broken Bone skill.
• Added “Forced Alignment Change” policy.
• Added to Combat Safety: “No use of bows/crossbows within 10 feet of a target individual.
(Simply call the damage and drop the arrow/bolt.)”

Magic
• Changed Spell: Speak with ..., reduced casting time to 5 minutes, except Cognition (which
remains at 15 minutes).
• Changed Spell: Teleport (Esoteric), cannot be Delayed and the target is a component of the
spell, so it must be present during casting.
• New Spell: Stasis (Esoteric), a rank based immobilization spell.
• Changed Spell: Magic Sight (Common), added levels 4 and 5.

Power
• Changed Invocation: Create Undead, added the following: "At a minimum, the corpse must
have a skull, half a torso, and 2 limbs".
• Changed Invocation: Speak with Dead (Necromancer), reduced casting time to 5 minutes.
• Renamed Invocation: Strike Undead to Undead Strike (Light Initiate).
• Changed Invocation: Create Undead (Necromancer), Ambidexterity and Shield abilities.
• Clarified Invocation: Create Undead (Necromancer), Beneficial Spells/Invocations (Strength,
etc) cannot be used on Undead; however, detrimental affects (Weakness, etc) work normally.
• Changed Invocation: Power Sight (Common), added levels 4 and 5.
• Changed Invocation: Repel (Good, Evil, Life, Undead), Added level 3 (20 feet).
• Changed Invocation: Prolong Life (Necromancer), Expanded the benefit to work with Head
and Torso locations.
• Changed Invocation: Moved Detect Primary Power and Identify Primary Sect from Iron
Fist to Grey Initiate (Primary Sect Only)
5th Edition Changes (new to version 5.3)

General
• Miscellaneous format changes.
• Added the ability to some skills to determine the age (in days) of poison (Diagnose Poison,
Identify), disease (Diagnose Disease, Identify), wounds (Evaluate Wounds, Identify), and tracks
(Tracking, Identify).

Magic-User
• The Duration for Magic Sight is Instantaneous (General)
• Clarification: Detect/Recognize Magic: (This spell does not disclose the form/shape of the Magic
item.) (General)
• Changed spell: Endurance (levels 4 and 5) increased affect (Battle and Grey)

Power-User
• Non-damage Invocations that cannot affect separate targets (ie. Summon Spirits) are Touch, not
Touch (2 handed). (General)
• Detect Power can not detect (Summoned or Living) Spirits. (General)
• The Duration for Power Sight is Instantaneous (General)
• Clarification: Detect/Recognize Power: (This spell does not disclose the form/shape of the Magic
item.) (General)
• New Invocation: Recognize Life (Healer)
• Added level 4 Stop Bleeding (Area) (Healer)
• Changed Invocation: Sanctify: No longer 2hand Touch (Light Initiates)
• New Invocation: Recognize Spirit (Iron Fist)
• New Invocation: Forestall Spirit (Iron Fist)
• Renamed Discern Primary Power to Detect Primary Power (Iron Fist)
• New Invocation: Identify Primary Power (Iron Fist)
• New Invocation: Recognize Primary Power (Iron Fist)
• New Invocation: Recognize Ward (Warden)
• Changed Invocation: Repair Undead (lvl 5) decreased affect (24 to 20) (Dark Initiates)
• Changed Invocation: Power Drain changed from 2-handed to 1-handed and progression
(Dark Initiates)

© 1993-2005 Carolyn and Robert McNeal 5


5th Edition Changes (new to version 5.2)

General
• Starvation cannot be avoided (Endurance) or Healed (Heal Wounds)
• Standardize all Detect Skills to 15 seconds (except Detect Magic/Power)
• Added Shield size standards
• Standardized weapon/armor colors
• Added Combination (hammer/axe combination) weapon explanation
• Added Duel Use (ie. Bastard Sword) weapon type explanation
• Standardized ALL Detect, Diagnoses, and Tracking Skills
• Added Recognize (level 2) to Detect and Diagnose Skills
• Individuals start feeling the affects of poisons and diseases halfway before they feel the
affects.
• Mundane (non-magic) fire damage for cauterized wounds is taken at a 1 per sec
• Evaluate Wouds (Standard Detect skill progression) is now its own skill (Power-User/Rogue Primary)
• Changed Skill: First Aid; remove Evaluate Wounds, increased base xp to 4 (Power-User/Fighter
Primary)
• Changed the XP cost for all (17) Detect type skills by 1 pt. (This reduces the total cost of the skill
by half)
• Skill Added: Direction Sense (Fighter/Rogue)

Fighter
• Skill changed: Bow skill split into 2 skills (Short and Long Bow)
• Renamed Weapon Specialization to Weapon Proficiency
• Shield must be purchased per type (Small, Medium, Large)

Magic-User
• Changed the XP cost for School, Each (from Demi, Human, Oid to Demi, Oid, Human)
• Changed the XP cost for Recall (from Demi, Human, Oid to Oid, Human, Demi)
• Renamed spell: Haste to Dexterity (Air)
• Changed Spell: Added level 1 (touch) to Slip and Trip
• Protect, Shatter, and Warp affect 1 cubic foot of material
• Changed Spell: Endurance does not require consent (only magic armor, protection, shield, and blur)
• Changed Spell: Conceal Portal, added detail (level 3-5) (Illusion)
• Removed Spell: Reveal Magic (Seer)
• Removed Awaken (White)

© 1993-2005 Carolyn and Robert McNeal 6


Power-User
• Changed the XP cost for Sect, Each (from Human, Oid, Demi to Human, Demi, Oid)
• Changed the XP cost for Meditate (from Human, Oid, Demi to Oid, Demi, Human)
• Renamed Invocation: Power Armor to Power Protection (Templar, Iron Fist)
• Replaced Invocation: Control Undead (Grey Inititate) with Protect vs Undead (Grey Initiate)
• Added Invocation: Remove Bless (Dark Initiates)
• Removed Invocation: Flowing Wounds (Dark Initiates)
• Added Invocation: Flowing Wounds (Black Dragon)
• Removed Invocation: Curse (Black Dragon)
• Changed Sickness (Sleeping and Wasting) levels to lvl 2-5
• Added Invocation: Control Undead (Dark Initiates)
• Changed Invocation: Inflict Wounds to Impose Wounds and reduced the damage (Grey
Initiate)
• Changed Invocation: Cause Wounds to Inflict Wounds and reduced the damage (Dark
Initiate)
• Changed the XP cost for Diagnose Poison (Moved Power-User to Secondary)
• Added Invocation: Fear Undead (Iron Fist)

Rogue
• Use Poison must be purchased per Form
• Added Skill: Detect Disguise

© 1993-2005 Carolyn and Robert McNeal 7


5th Edition Changes (new to version 5.1)

General
• Wolfen is no longer a playable character race (by a player)
• Added Change Alignment (requires 1 year of not playing the character)
• Added Point of Death (“Death's Door”) rule
• Added Strength categories (and effects)
• Changed language XP system
• Added some detail to learning skills
• Reduced the affect of Poison and Disease (DOTs Only)
• Changed the casting time for “Speak with” spells/invocation (to 15 minutes)
• Changed xp cost (secondary races only) to Strength, Agility, Recall, and Meditate

Fighter
• Lowered the cost for the Thrown Weapon skill.
• Changed the Primary race for the dagger skill (from Demi, Human, Oid to Human, Demi, Oid)
• Renamed Weapon Proficiency to Weapon Specialization.
• Added Weapon Generalization (Bladed and Blunt) Skills

Magic-User
• Added the Detect Magic skill (Magic-Users only)
• Changed the cost (races only) for the Parry skill
• Changed the cost (race and secondary) for Recall Skill
• Corrected the xp costs for Identify Power Potion
• Specialist spell can no longer be Dispelled.
• Changed Spell: Detect Magic (Touch, 20 feet, and Area)
• New spell: Recognize Magic (Touch, 20 feet, and Area) (was part of Detect Magic)
• Removed spell: Sense Magic spell (moved it to Detect and Recognize Magic)
• Changed Skill description: School of Magic, Each
• Changed Skill description: Spell level, each School
• Changed Skill prerequisite: Each Spell Point
• Renamed Bind type spells (From Bind, Weld to Bind 1, Bind 2, etc)
• Renamed Unlock to Knock (Esoteric)
• Renamed Magic Lock to Lock (Esoteric)
• Moved Identify Magic From Esoteric to Arcane
• Added Gust of Wind to Esoteric
• Added Locate to Esoteric
• Changed Pass without Trace; no longer Specialist (Nature)
• Removed Spell: Beguile (Nature)
• New spell: Animal Empathy (Nature)

© 1993-2005 Carolyn and Robert McNeal 8


Power-User
• Added the Detect Power skill (Power-Users only)
• Lowered the cost for the Dagger skill (Power-User only)
• Made 1 Invocation per Sect, usable by Primary Sect Only: Heal Wounds, Give
• Power, Summon Good Spirit; Halt, Share Power, Dismiss Spirit; Ghoul's Touch, Power Drain,
• Summon Evil Spirit
• Changed Skill description: Power, Each
• Changed Skill description: Sect, Each
• Changed Skill description: Invocation Level, Each Sect
• Changes/Clarification of Spirits
• Reduce the affectiveness of DOT diseases (Dark Initiates, Necromancer)
• Added the Sanctify Invocation (Light Initiate)
• Added the Taint Invocation (Dark Initiates)
• Renamed Function at 0 Power to Prolong Consciousness (Iron Fist)
• New Invocation: Prolong Life (Necromancer)
• Changed Invocation: Detect Power (All)
• New Invocation: Recognize Power (All)
• Removed Invocation: Sense Power (All)
• Changed Invocation: Detect Undead (Light Initiates, Grey Initiates, Necromancer)
• New Invocation: Recognize Undead (Light Initiates, Grey Initiates, Necromancer)
• Removed Invocation: Sense Undead (Light Initiates, Grey Initiates, Necromancer)
• Changed Invocation: Detect Undead (Healers, Necromancers)
• Removed Invocation: Sense Life (Healers, Necromancers)
• Changed Invocation: Detect Good (Black Dragon)
• Removed Invocation: Sense Good (Black Dragon)
• Changed Invocation: Detect Evil (Templars)
• Removed Invocation: Sense Evil (Templars)
• Changed Invocation: Summon Good Spirit (Templars)
• Changed Invocation: Detect Poison (Grey Initiates)
• Removed Invocation: Sense Poison (Grey Initiates)
• New Invocation: Recognize Poison (Grey Initiates)
• New Invocation: Detect Spirit (Iron Fist)
• New Invocation: Detect Ward (Warden)
• New Ward characteristic: Invert Ward (Warden)
• Removed Invocation: Befriend (Healer)
• New Invocation: Sanctuary (Healer)
• New Invocation: Might (Templar, Iron Fist, Black Dragon)
• Changed Invocation: Summon Evil Spirit (Black Dragon)

Rogue
• Lowered the cost for the Thrown Weapon skill.
• Changed the Primary race for the dagger skill (from Demi, Human, Oid to Human, Demi, Oid)

© 1993-2005 Carolyn and Robert McNeal 9


Introduction

Role-Playing
What is it and how do you do it? My dictionary defines it as the action of acting out a role. A
simple statement, but not necessarily a simple thing to do. Actors and actresses do this thing called
role-playing all the time. One of the things many gamers seem to forget is that the role-playing actors
and actresses do is the very same role-playing they are doing. The fact that gamers include statistics
and sometimes dice sometimes seems to bury the fact that it is still simply the act of portraying a role.
All the numbers, all the dice, all the statistics are simply props as much as the sword you wield or the
costume you wear. So take a step back. Go back to the roots of role-playing and look at your character
as a role you are going to step into and not just the means to blast, bash or slash your way to fame and
fortune in a system.

Where to begin ?
When most people create their characters, they create them with a clear general concept in mind
of what they want to be. Did you want to be a mage? A warrior? A healer? Is it your goal to have your
character vanquish the minions of undeath or were you intending to spread chaos through underhanded
dealings and deceit? These things help us decide what skills and abilities we're going to choose for our
character and these are usually the first things that are chosen, thus this is our beginning. Just don't also
make it an ending. Use it as a building point and develop your character around it from there.

How ?
It is not as hard as it may seem to some. So you want to be a necromancer and raise undead.
Start with the simple questions.

Why ?
Necromancy is evil, illegal and dangerous. Hmm, none of these scream good career decision to
me. So why does your character want to be a necromancer? Were they led to it at an early and
innocent age, unknowingly treading the path to evil? Did they grow up close to another necromancer
and see only the raw power wielded by that person and aspire to it, heedless of the dangers? Are they
simply twisted, having little care or regard for concepts such as compassion and love?

© 1993-2005 Carolyn and Robert McNeal 10


What did this do to your character ?
If you were unknowingly led at a tender age down the path of evil, at what point did you first
realize you were no longer an innocent in this world of good and evil and that you worked for the
darker forces? Were you now a being of twisted goals and desires or does your character feel that they
are lost to the light and, forsaken of hope, continue on careless of the cost to yourself? Is your character
resentful of those who were lucky enough to walk in the light of goodness and feels that they were
given chances he/she never was and that the forces of good should have tried harder to rescue them at
an early age? That the forces of light failed them and, thus, are really no better than the forces of
darkness who, at least, have promised your character power for obedience whereas the light left you to
the darkness?

Don't Stop There


Now take what you've concocted and consider what it would do to your character's personality
as you play them. A character who feels forsaken by the light is very unlikely to perform any act of
kindness. Remember, they're forsaken by the light and feel betrayed. Hiding isn't an issue, getting
revenge and taking it out on others is. You also don't have to be stupid about it and murder everyone in
site. That character may laugh at the pains of others and actively work to increase the misery of others,
but being intelligent they also obey the laws. When another character is hurt in combat they laugh at
their mistakes and, while they may heal others so they don't have to face the next encounter alone, they
are none too gentle about it. So long as your character doesn't actively attack others and obeys the laws
there is no reason for them to be arrested for their actions.

What about the reverse, if your character is warrior of the Light ?


Why? Did you suffer a terrifying experience, nearly ravaged by a minion of undeath at a young
age scarring you for life? Or are you the product of a long line of Templars and you feel it your
responsibility to continue the task of your forefathers? How does your character feel about this? Do
they suffer any deep-rooted fears? If you fail, will you prove yourself a coward for succumbing to the
forces of evil? If you fail, do you feel that whatever happened to drive you to the life of a warrior of the
light will happen to another and they will be scarred for life, knowing the terrors you did? Do you feel
honor in your task or do you feel forced into the role simply because its your heritage? Would you
rather be doing something else?

Take this to the next step


How does your character's feelings about their actions translate into what they say and do on the
trail? What are your character's attitudes towards other players in similar situations or who have gotten
out of them ?

© 1993-2005 Carolyn and Robert McNeal 11


What about simpler characters ?
So your parents were pig farmers; what drives your character to place himself in harm's way
time and again? It couldn't be the money. Most farmers get by on 4 gold a month and need little more
than they already have or produce. Your character can easily earn 5 or more gold on each mission they
attend. That much gold in a single day is a fortune by a farmer's standards. After your character has
earned about 50 gold or so what drives them to continue on risking their life in combat? They could
just as easily settle down to on the farm and live a simple, safe life with a tidy fortune already in hand.
Was your character running from something? Did something happen that drove them away or were
they just the black sheep of the family? The possibilities are virtually limitless.
Remember: although you play an Elf Magic-User or a Barbarian fighter, those are your out-of-
game statistics, not your job. In Armoria, a great many people are mercenaries. Just about everyone
signing a contract in Armoria is a mercenary by nature of the Duchy and the situation. That doesn't
mean you have to be a mercenary. There's a whole set of "professional skills" available that you can
use to help here. Most people tend to get a professional skill simply to practice an added profession and
earn a little extra money. Think about it in terms of being a profession. Just because the local herbalist
is known for having a good supply of hard to find herbs, it doesn't mean that they don't wield a wicked
looking axe in combat while on militia patrol; and here you knew them only as a herbalist. That's
because that's their profession. Sure, their character sheet would show them to be a Human Fighter, but
their job adds a whole new dimension to the "character" of their character.

What about your own character ?


So you sign a contract with a mercenary company and you become a professional mercenary.
Later on, you decide to spend some experience points on a professional skill and want to use it to earn
money as well; how are you able to do this? Do you work for your company during the day and
perform occasional night work for a full-time professional in town to pick up some extra money? How
do you explain those long absences while on tours of duty? What quirky activity does your job require
you to do? Are you constantly assessing the quality of the local metals or looking for a new supplier
for your part-time boss ?

A Word of Caution
While we don't have any problems with characters coming from families of wealth and means,
I'd try to avoid walking too deeply down this trail. The more powerful you are, the less control you
have over your character. Certain decisions will be made for your character and certain options will
not be available to your character. Likewise, your character is expected to live up to a higher standard
and may possibly be the target of assassination by those jealous of your status. While the line is still
fuzzy, there is also a limit to what the Referees will allow. You certainly cannot be the long lost heir to
the Overlord, nor could you come into the game playing a Baron of some estate. If you were a Baron,
or any landowner, you would be too busy caring for your land to be off adventuring all over the realm.
There's also no way to begin the game with money or powerful items. If you're the son of a wealthy
merchant, you'll need to explain why it is you don't have the protection of good armor and plenty of
spending cash.

© 1993-2005 Carolyn and Robert McNeal 12


Something To Avoid
A popular character history that is overdone and can lead you to a great many troubles can be
briefly described as follows.
Hi, my name is Joe-character. I am either the heir to someone very powerful or the only
remaining member of a powerful family. I was robbed of my birthright when a usurper came in and
overthrew my family. I am only here to receive training whilst in hiding and bide my time until I can
return and reclaim my birthright.
While there is nothing wrong with this character history, bear in mind it has been frequently
used. There are also several other problems with this. Just as your rank is not a static thing (it progresses
over time), neither is the rank of an NPC a static thing. I sincerely doubt a usurper that overthrew the
head of your family (someone who was at least rank 20 at the time, and probably higher if a "birthright" is involved)
will still be only that rank when you get there. By the time you are rank 20, they will probably have
progressed 20 ranks as well. This also raises another problem. Let's say you get powerful enough to
go back and manage to reclaim your family's heritage? What then? Were you just planning on leaving
your family by choice this time and coming back to town or did you truly intend to make a character
with a limited span of playability? What if it's not such a drastic history and you merely mean to go
back and show the town bully that you've grown and are better then they are? After so many years
away, are you even certain the town bully is still alive? Perhaps they grew up to become the local
mayor and you'll only get yourself hanged for assaulting an official? Or perhaps they saw the error of
their ways, and by killing them you merely doom the lives of many people now depending on him for
their survival. Once you turn in your character history it is out of your control and it may develop in
ways unexpected to you.
OK, you've finished the easy questions and given your character some definition. Now it's time
to flesh out some of the little details that round out a character. There are few things as inconvenient as
having to stop a game for 5 minutes while someone tries to figure out something about their character.
Let's look at an example:
The party decides to charge the evil dark mage. The vile spellcaster utters a few arcane words
and suddenly each party member is assaulted by their deepest fear, as the mage attempts to make his
escape. The Referees call a quick “time-out” to determine if an undead or some arch-nemesis suddenly
appears in front of each character. When the time comes and a Referee asks you what your character
fears most, what are you going to answer? Are you going to stand there for a few minutes
contemplating what your character's motivations are and what it is they most fear?

© 1993-2005 Carolyn and Robert McNeal 13


The most common answer is "umm…. Well….. I suppose he's afraid of dying." Really? That
certainly doesn't explain why your character is out here week after week facing death time and again.
If my greatest fear was dying, I know I wouldn't decide to be a mercenary and fight other people with
sharp swords and pointy arrows. Wouldn't it be much more impressive to know why exactly your
character has suddenly chosen to go running screaming in terror? When your companions finally do
catch up to you, quivering in terror hiding behind a bush, what would you rather say? Oh, I was
afraid? Or would you rather rattle off a tale of the frightening Field Commander Luskad and his
company of the One Hundred Companions, most practiced in the darker arts of power and magic. Of
how you faced them once and your best friend was turned on you in combat and you had to kill him,
barely managing to escape, scarred for life by the experience and bearing a deep fear that he is hunting
you still? That you were certain you saw Luskad again and that his minions were even now combing
the woods for the survivors, doing unspeakable things to any that still showed signs of life? How
deviously fun is it when you, in your abject terror, manage to convince other party members that this
phantasm forced on you by the dark mage is actually occurring and now you have a companion hiding
in terror beside you and the rest of the party is now searching for a couple party members rather than
just you? I think its safe to say your companions will know something more about your character as
well, something they'll remember and that will make that adventure all that more memorable.
It's a fair bet you won't ever think up answers to all the questions, but having some of them
thought out makes it that much easier when an unexpected question comes up. Ok, so we know you
fear Field Commander Luskad and his Hundred Companions but you haven't told us how you feel
about facing skeletons. Well, If it comes up unexpectedly and you need a quick answer, it's an easy
exercise in on-the-spot character development to make the mental leap from… 'Well, the Hundred
Companions were skilled in Dark Power and Black Magic, so they probably had Necromancers with
them.' You probably faced skeletons in that fateful battle. Either skeletons are going to scare the heck
out of you, reminding you of this deep-set terror; or you've conquered that fear, having faced them
before, and take great joy in destroying undead as a way of taking out your aggression towards Luskad
and what happened. (Knowing on a subconscious level that your character wants to face Luskad down but is too
terrified to ever succeed at this point.)

Now you've gone through and begun to develop your character history. You have a start on the
issue of role-playing that character. You should have a bit of the background and the basis for
determining how they act, what they will do in various situations, and the essence of their "character".
What you have developed here is a basis for the character. It has a start, where your character began,
and an end, where your character enters play. It is up to you to continue developing the character based
on the experiences your character has while playing. While the character history is finite, the character
development is infinite and will not end until either you choose to stop playing that character or the
character dies its final death. You should be able to continue developing your character's personality
and plans as each crucial event occurs in their life.

© 1993-2005 Carolyn and Robert McNeal 14


Here are a few really simple questions to mull over. You don't need to answer them all or you
may want to think up more. But these are all good questions to help round out some of the simple
things about your character that may come up. They may also provide you with building points to
answer other questions later on.
Questions that Referees will periodically ask:
• What is your character's full, true name ?
• What are your character's fears ?
• Is your character inherently Good, Evil, or Neutral ?
Character development questions:
• Where and when was your character born ?
• What are your character's parents' names ?
• Did your character have any siblings when you last saw your family ?
• Does your family live nearby and do you see them often ?
• What are your character's likes and dislikes ?
• Did your character leave home?
• Why did your character leave home/start adventuring/join a mercenary company?
• If something had happened to drive you into exile, why haven't they tracked you down ?
• If you're in town only to accomplish something, what happens when you do ?
• What is it that your character hopes to accomplish ?
• How does your character feel about other races ?
• How does your character feel about Magic/Power ?
The list could go on for pages. Think up more questions for yourself. It may help for you to
write them down. Come back a few days later and see if you can add a few more questions and
answers of your own to your list. Think about them a bit. Later on, some of these same things will
change due to events that happen during game play. Some of them, primarily details about your past,
won't ever change. Most of all, remember to have fun with it. This is just one tool of many that can
help you develop your character's role to be one you have fun playing.
Use it all and have fun.

© 1993-2005 Carolyn and Robert McNeal 15


Campaign Information

Campaign and Geography information can be found on the Cambrion Adventures web site
(www.cambrion.com).

Character Races
The Land of Cambrion is inhabited by many races. Players of non-Human characters should
get a fact sheet for their character's race from a Referee. Anyone wanting to play one of the uncommon
races - Drow, Duergar, or any unusual Half-race combination - must get permission from a Referee
first.
People should be able to recognize a character's race on sight. (Attempting to circumvent costume
requirements will result in a Referee dictating a character's race.)

© 1993-2005 Carolyn and Robert McNeal 16


General Races
Those races most common to the campaign environment.

Human
Humans make up the largest and most diverse race in the Land of Cambrion. The Human
language is the Common tongue used by all. Humans excel in the use of Power. Humans have a
maximum lifespan of 80 years.
Skill Table: Human
Make-up requirement: None

Barbarian
Similar in many ways to the humans, this race has lived in the Western Mountains and Plains
long before humans came to live in the lands now known as the Empire. While similar in appearance
and nature to humans the barbarian races have evolved into a distinctly separate race from normal
humans. The Plains Barbarians can be described as Humans that dwell in remote areas, most
commonly the Plains, far from Human cities and are generally considered crude and uncouth by
civilized people. The Highland Barbarians (from Dunoon) can be modeled after Scottish highlanders.
Both types of Barbarians owe their greatest loyalty to their Clan. They also have a great distrust of
Magic (See Appendix X). Magic Users are considered outcasts and are extremely rare among the Clans.
Barbarians are great Fighters. Barbarians have a maximum lifespan of 60 years.
Skill Table: Humanoid
Make-up requirement: Barbarian-style costume(kit/plaid for highlanders or leathers/furs, beads, feathers
and/or tribal make-up for plainsmen).

© 1993-2005 Carolyn and Robert McNeal 17


Dwarf
Wharves dwell in the mountains bordering the Land of Cambrion on the East and West. They
frequently live underground. Dwarves are great Fighters. They make competent Power-users, but do
not normally use Magic. Dwarves have a maximum lifespan of 150 years.
Skill Table: Humanoid
Make-up requirement: All Dwarves wear beards. Dwarves must wear fake beards. There is no
height restriction for players of Dwarven characters.

Elf
Elves inhabit the heavily forested regions East and South of the Land of Cambrion Elves excel
as Magic-users and Rogues. They do not possess a great deal of innate Power. Elves have a
maximum lifespan of 400 years.
Skill Table: Demi-Human
Make-up requirement: Pointed ears and upswept eyebrows.

Orc
Orcs are found throughout the Land of Cambrion, most frequently in regions not completely
under Human control. They are good Fighters, but Magic is difficult for them to master. Orcs have a
maximum lifespan of 40 years.
Skill Table: Humanoid
Make-up requirement: Orcs must have 2 of the following characteristics: Bushy eyebrows, snout, or
tusks. Orcs speak in a harsh, gravelly tone of voice.

© 1993-2005 Carolyn and Robert McNeal 18


Special Races
All special races require Referee approval prior to playing the race. Submission of a complete
character history will also be required prior to being permitted to play the race. This will require an
understanding of how the requested race fits into the realm and time spent working out the character
with the Referees and may take quite a bit of time to set up. Do not expect to be able to bring a request
and a character history and just start playing one of the special races.

Drow (Dark Elf)


Drow live deep underground and shun the surface and those who dwell there. The average
person is most likely to think of the Drow as mythical or imaginary beings. Like surface-dwelling
Elves, Drow make great Magic-users. Drow have a maximum lifespan of 400 years.
Skill Table: Demi-Human
Make-up requirement: Black make-up covering all exposed skin, white wig or hair coloring, pointed
ears.

Duergar (Dark Dwarf)


Duergar make their homes deep under the mountain ranges of the Land of Cambrion Few non-
Dwarves have even heard of the existence of the Duergar. Like the Dwarves, Duergar make great
fighters and can be competent Power-users. Duergar have a maximum lifespan of 150 years.
Skill Table: Humanoid
Make-up requirement: Grey make-up covering all exposed skin. All Duergar wear beards. Duergar
must wear fake beards. There is no height restriction for players of Duergar characters.

Half-Races
This is a broad category that contains all characters with mixed parentage. (Playable half-races are
one half human and one half non-human.)The most common are Half-Elves and Half-Orcs. All Half-race
characters bear traits from their non-Human parent - it is not possible for a Half-race character to
appear completely Human. Half-Elves and Half-Orcs have maximum lifespans of 200 and 60 years,
respectively.
Skill Table: Non-Human Parent's
Make-up requirement: Same as the non-Human parent (may be slightly modified). Half-Elves must
have pointed elven ears but may not have upswept eyebrows. Half-Orcs are must have one and only
one of the Orc makeup requirements and must also use the gravelly tone of voice. Referee approval is
required to play any other half-race type character.

© 1993-2005 Carolyn and Robert McNeal 19


Alignments
Alignments (Good, Neutral, and Evil) are universal. All sentient beings fall into one of the three
alignments. An alignment is the basis for a creature's moral code and beliefs. Once chosen, a
character's alignment is very difficult to change. A Power-User's abilities are directly related to the
nature of their alignment. For example, those who are Good are given the abilities to Heal and
Preserve, while those who are Evil gain the ability to Harm and Destroy. (See Appendix C for guideline
about alignments.)

Good
• Great respect for life.
• Supports/encourages the welfare/well-being of others.
• Reluctantly inflicts (directly/indirectly) pain or harm and only with sufficient cause.
• Light Power and White Magic are aligned with Good.

Neutral (Non-aligned or True Neutral)


• Centered on serving ones self or community.
• Some respect for life.
• Inflicts (directly/indirectly) pain or harm only when required.
• Grey Power and Grey Magic are aligned with (True) Neutral.

Evil
• No respect for life.
• Enjoys inflicting (directly/indirectly) pain or harm.
• Dark Power and Black Magic are aligned with Evil.

Many races/creatures may change their alignment; However, not all races/creatures can. There
are creatures that are inherently Evil. These creatures cannot change their alignment.

While those of Good alignment value Life, they are permitted to take life, when required. The
most noted example is of an inherently Evil creature (ie. Troll) about to cause harm (ie. Death) to others.
(This is one of the few cases in which a Healer will assist in the taking of a Life.)

© 1993-2005 Carolyn and Robert McNeal 20


Changing Alignments
In order to change a character’s alignment, it takes a great of effort and dedication (in and out-of-
game). This must be voluntary (it cannot be forced.) Alignments can only be changed in one of the
following ways: Good to Neutral, Evil to Neutral, Neutral to Good, or Neutral to Evil.
The following are the requirements for changing a character’s alignment:
• The character cannot be played for one full year. It is during this time that the change in the
person’s nature is achieved.

• No changes to skills or XP will result from the change of the character’s alignment. As
certain Schools (Black and White) and Sects (Light and Dark Power) have alignment requirements,
changing alignment may make casting certain Spells/Invocations impossible. While the
character may not have the ability to cast the Spells/Invocations, they still have detailed
knowledge of them.

• While transitioning between alignments, no alignment-based Spells/Invocations can be


used. Using an alignment-based Spell/Invocation will nullify any progress made in
changing alignment and the process must start over.

© 1993-2005 Carolyn and Robert McNeal 21


Forced Alignment Change
All Characters have a chosen alignment (good, neutral, evil) and must act in an appropriate manner
based on which of the three are chosen by the player at the creation of the character. If a character
continually acts in a manner that is directly against their alignment they will become under
consideration of a forced alignment change by the Referees.

Typically for a character to change their alignment, they must follow the guidelines listed in the
rulebook and spend 1 year OOG. A forced alignment change happens IG however but has serious
detriments to prevent abuse. An IG forced alignment change has the effect of knocking the mind and
body out of alignment since the proper meditations and life-changes where not made. The
misalignment will begin with small shifts in skill level and will slowly become more and more severe.
For example, a Caster may start to see some of their spells fizzle, or become harder to cast, then they
will lose the ability to cast their highest level of invocations/spells. A warrior may suddenly find that
they are more clumsy than usual landing blows less effectively or getting hit more squarely/harder than
others are from time to time.

Warnings will be seen as IG effects, such as spell-fizzling at first (power/spell points spent but with
no actual effect),
then as the character begins to descend or ascend, as the case may be, into a different
alignment they will lose one level of every skill they have including fighter and rogue skills. At this
point IG atonement is still possible and will restore all skill levels lost in conjunction with the
alignment shift. If however the character continues to act against their alignment, they will eventually
be 'snapped' into the next alignment on the chart, at which point all of the character’s skills will be
'effectively' dropped by a total of two levels.

IG atonement occurs when the player makes a particularly concerted effort to demonstrate that
they are acting in accordance with their “correct” alignment. This must be something the Referees can
see being done for it to be effective and must be seen often and long enough or the Referees to
determine that the character is no longer prey to their deviant behavior. It is up to the Referees to
determine when a character has satisfactorily atoned.

As certain Schools and Sects have alignment requirements, forced alignment change may make
casting these schools/sects impossible. Lost skills effectively don’t exist for the character any longer. A
character who had sword skill at basic who loses that skill due to a forced alignment change no longer
has “sword skill” and can not use a weapon to fight or parry any longer as they are too misaligned and
ineffective at this point.

Even at the point of the forced alignment change the character is still playable albeit in a
diminished role and will not be forced out-of-game. A character can only offset the loss of skills
attributed to a forced alignment change by spending a year OOG to re-transition back to their original
alignment. If the character wishes to remain in the alignment they were forced into by a forced
alignment change without skill loss they must spend a year OOG to return to their original alignment
first to regain the lost skills then they may spend a year OOG to shift alignments to the alignment they
wish to change to.

© 1993-2005 Carolyn and Robert McNeal 22


Damage and Healing

General
There are various methods of both inflicting and healing damage.

Total Life & Location Points


There are two types of Hit Points - Total Life Points and Location Points. Total Life Points
indicate the overall health of the character. Location Points denote the condition of a particular
location or limb. All characters start with 12 Total Life Points. All characters must be age 12 or older.
(Children are born with 1 TL. Children gain 1 TL per year.)

There are six locations (Head, Body (torso/back), each Arm, and each Leg). The character's Location
Points are determined by the character's Total Life Points. Location Points equal one third of the
character's Total Life Points rounded down (except Body, which receives two thirds). All characters start with
the following Total Life and Location Points:
Location Points Total Life (PoD)
Points
Head 4 12 -1
Body 8
R/L Arm 4
R/L Leg 4

Point of Death (PoD)


Point of Death (PoD) is the point at which the character is no longer living. This varies from
character to character. A character dies if their Total Life should fall to their Point of Death. Initial
PoD is 1 TL below 0. PoD is lowered by 1 TL for every 20 Ranks OR every 6 additional TL,
whichever is more beneficial. (An easy way to determine PoD is negative (TL / 6) + 1 or negative(Rank / 20) - 1,
whichever is more beneficial (lower).)

For example:
A Rank 2 character with 12 TL has a PoD of –1 TL
A Rank 20 character with 24 TL has a PoD of –3 TL (-2 TL for Rank OR –3 TL for additional TL)
A Rank 45 character with 20 TL has a PoD of –3 TL (-3 TL for Rank OR –2 TL for additional TL.)
A Rank 60 character with 60 TL has a PoD of –9 TL (-4 TL for Rank OR –9 TL for additional TL.)

© 1993-2005 Carolyn and Robert McNeal 23


Damage
Not all damage is the result of combat. It can be inflicted by traps, starvation, suffocation, etc.

Death
Death can occur one of three ways:
• The character's Total Life (TL) Points are reduced to their Point of Death (PoD).
• The character's Head or Body Locations are severed.
• A Spell or Invocation causes the character to die.

Corpses
Because corpses once contained a living Spirit and have the possibility of again containing one,
they are treated specially relative to several Spells and Invocations. Sanctify, Taint, and Create Undead
are specially designed to operate only on corpses. Corpses are also considered a living person for the
purposes of Teleport.

Unconsciousness
Unconsciousness may occur for several different reasons:
• The character's Total Life Points are reduced to zero or below, but not to PoD.
• The character's Location Points for the Head or Body are reduced to or below zero.
• The character's Power is reduced to zero. (Consciousness returns after 15 minutes as 1 Power point is
regained.)
• The character is Pummeled sufficiently to bring their head location to or below zero (See
Pummel Skill).
• A Spell or Invocation causes the character to fall unconscious.
• The character drinks too much (alcohol – See Appendix E - Alcohol Rules).
The character can be revived by undoing the condition that caused the unconsciousness, such
as, Heal, Give Power, etc. Detect Power and Evaluate Wounds assist greatly in determining the cause
of unconsciousness.

© 1993-2005 Carolyn and Robert McNeal 24


Damaged Locations
A location is no longer functional when its Location Points are reduced to or below 0. Healing
will restore use of the location, provided the location is not broken or severed.

A broken bone occurs when its Location Points are reduced to negative the number of starting
points for that location. For example, a character with 12 Total Life Points would suffer a broken bone
if the location (leg, arm, or head) reached -4, or, in the case of the back (Body) at -8. The Set Broken Bone
skill and Healing (10 points of healing from a single Invocation to the effected location) are needed to restore a
broken bone (See the Set Broken Bone Skill).

A location is severed when its Location Points are reduced to negative the number of starting
points for that location, doubled. For example, a character with 12 Total Life Points would suffer a
severed limb if the location reached -8 (except the Body which would be severed at -16). Healing (20 points of
Healing from a single Invocation to the effected location) is needed to repair a severed location.

Bleeding Damage
Bleeding damage occurs when a character takes damage from a bladed weapon. For every 15
minutes of bleeding, the character will take damage equal to the original wound. Bleeding damage is
subtracted from Total Life, not from the wound's location. Bleeding will continue until the character
bleeds to death (Point of Death) or the wound is Bound or Healed. The Bind Wounds skill stops bleeding
as long as the bandage remains in place; if it falls off or is removed before the wound can be Healed,
bleeding will resume. One point of healing will stop bleeding to the location healed.
Joe-Average is attacked by an Orc. Joe-Average kills the Orc, but is stabbed in the arm with a sword in the process. The
sword does 2 points of damage to the Location and to Total Life. Joe-Average is now at 2 Location Points on the arm and
10 points of Total Life. Unless the wound is bound, in 15 minutes Joe-Average will take another 2 points of damage to
Total Life, bringing him to 8 Total Life. This will continue until Joe-Average's Total Life goes to 0 and he falls
unconscious. 15 minutes later he will take another 2 points from Total Life and die.

© 1993-2005 Carolyn and Robert McNeal 25


Subdual Damage
Subdual damage allows a character to attempt to incapacitate, rather than kill, their opponent.
Subdual damage inflicts temporary damage to stun or subdue an opponent. Unconscious opponents are
unaffected by Subdual damage, as they can no longer be stunned. The temporary damage may be
Healed, just like regular Physical damage, or the victim may recover from the temporary damage after
15 minutes. It is possible to sustain permanent damage from being subdued. A quarter of the subdual
damage remains after 15 minutes. Note that even if the victim sustains enough temporary damage to
bring their Total Life below Point of Death (PoD), they are only unconscious, not dead, unless they also
take enough permanent damage to kill them.

The maximum subdual damage inflicted by a blunt weapon, without special training, is one half
the regular damage the character is able to inflict. The maximum subdual damage inflicted by a bladed
weapon, without special training, is one quarter the regular damage the character is able to inflict.

A quarter of all Subdual damage is retained as normal damage even after the affects of Subdual
subside.

The player may choose to do less Subdual damage than the maximum. Characters who want to
do additional subdual damage may learn the Subdual skill. (See the skill descriptions.)

Undead, Created, or Summoned creatures are unaffected by subdual damage.

Internal Damage
Internal damage includes any damage not originating from an external source. Internal damage
includes damage from disease, poison, Summoned Spirit (with a malicious Invocation), bleeding,
suffocation, and starvation. This type of damage does not disrupt casting, resting, or sleeping. Most
damage of this type (disease, poison, bleeding) can be prevented (through the use of Endurance spells) or Healed.

Suffocation/Drowning Damage
Suffocation damage occurs when a character cannot breathe. One point of damage is taken
every five seconds. The damage is to TL (Total Life). The damage is treated as subdual damage until
the character dies (PoD). The damage will stop when the cause of the character not breathing ends or
the character dies. It cannot be prevented (through the use of Endurance spells).

© 1993-2005 Carolyn and Robert McNeal 26


Starvation Damage
Starvation damage occurs when a character does not get sufficient sustenance (food and water).
One point of damage is taken each day without sufficient food and water. The damage is to TL (Total
Life). The damage will stop when the character dies (PoD). Starvation damage can neither be prevented
(Endurance) nor healed (Heal Wounds). Only sufficient sustenance will restore TL (1 point per day) lost in
this manner.

© 1993-2005 Carolyn and Robert McNeal 27


Healing
By far, the fastest and easiest way to heal someone’s wounds is through the use of Power.
Healing invocations are present in both the Light (Healer and Light Initiates) and Grey Powers (Grey
Initiates). As may be expected, the Healers Sect is most effective at healing wounds, as well as curing
other ailments.

Treating Bleeding Wounds


Bleeding damage occurs when a character takes damage from a bladed weapon (dagger, sword,
etc). Bleeding damage will continue until it is treated or the character dies. There are several ways to
treat bleeding damage: Healing invocation, Stop Bleeding invocation, Bind Wounds skill, Tourniquet
skill, and Cauterization.

Heal Wounds Invocation


The most common method of healing wounds is through the use of Power. There are several
invocations that heal wounds and restore TL to a character. Only characters trained in the use of Light
and Grey Power can cast these invocations: Heal Wounds (Healer), Repair Wounds (Light Initiates), Treat
Wounds (Grey Initiates).

Stop Bleeding Invocation


Healers have an invocation that will stop all bleeding wounds on a single target: Stop Bleeding.
This is a fast and simple invocation.

Bind Wounds Skill


The Bind Wounds skill allows a character to stop a bleeding wound by applying a bandage to
the specific wound. Each wound must be bound separately, so it may take some time to complete.
(Characters with many wounds treated in this matter also tend to look like mummies after a while.)

© 1993-2005 Carolyn and Robert McNeal 28


Tourniquet Skill
The Tourniquet skill allows a character to stop bleeding to an entire limb (arm or leg only). This is
fast, but it severely weakens the limb and causes damage to the limb over time. It is also the only way
to stop bleeding of a severed limb with a bandage. (See the Tourniquet Skill description for details).

Cauterization
The last method to stop bleeding from a wound is to cauterize it. Cauterization is the least
preferable way of stopping a bleeding wound. To cauterize a bleeding wound, fire based damage is
applied to the wound. For each point of damage inflicted, one point of bleeding damage stops
bleeding. The damage inflicted must be fire based (Burning Hands, burning brand, heated metal). Non-magic
fire based damaged is inflicted at a rate of 1 point per second. As may be expected, this method is
harsh and can leave a character scarred.

Natural Healing
A character can heal naturally from most wounds, given time. Characters relying on natural
healing regain a certain number of life points per week, based on their Total Life divided by 12
(rounded). For example, a character with 12 Total Life will regain 1 life point per week. They regain
points to each Location at the same time as the points to Total Life. For example, a character with a
Total Life of 30 will regain 3 points to Total Life and to each Location per week. A character cannot
regain more points than their Total Life through healing.

Resurrection
Resurrection is an Invocation that attempts to heal the body and return the Spirit therein. It is a
difficult (and expensive) undertaking. Each time a character’s spirit is returned to the body in this
manner, it becomes weaker. This weakness will affect further Resurrections, requiring stronger
Invocations to be used in each subsequent Resurrection.

Characters’ spirits are strong enough to allow Resurrections to occur no more than 5 times. It is
also important to note that the amount of time a spirit is separated from a dead body is important. The
longer the spirit is away, the more difficult it is to return it to body. Approximately 30 days after death,
the chances of returning the spirit begin to diminish with each passing day.

There are several circumstances that may destroy or corrupt a body, making more than a single
resurrection chance.

© 1993-2005 Carolyn and Robert McNeal 29


Combat

General
Cambrion Adventures' combat system is designed to allow anyone the opportunity to engage in
combat. Personal skill is less important than the skills of the character.

Calling Damage
Each weapon type does a certain amount of base damage. However, different characters (or
may have skills that allow them to do additional damage. When a player strikes with a
monsters/NPCs)
weapon, they call out the number of points of damage they do so that their opponent can hear them.
For example, if a character could do 2 points of damage with a sword, the player would call out
"TWO" each time an opponent was hit.

The following table lists the basic weapon classifications and base damage for each:
Weapon Type Base Damage
Dagger/Thrown 1
One-Handed*/Short Bow 2
Two-Handed/Long Bow 3
*Including Staff

Certain Magic spells or Power invocations can be cast on a weapon to enable it to do Magic or
Power damage. The player calls out the Physical damage first, then the damage done by the spell or
invocation. For example, a character using a weapon that causes two points of Physical damage or one
point of Power damage would call out, "TWO, Power ONE". The target of an Empowered weapon
attack takes only the Physical damage or only the Power damage, whichever affects them more. They
do not take both sets of damage called. The same applies for Enchanted (Magic) weapon attacks.

© 1993-2005 Carolyn and Robert McNeal 30


Combat Safety
Safety is of paramount importance. Players may lose the use of weapons or be ejected from the
game if verbal warnings from the referees go unheeded.
• Hit just hard enough so your opponent can feel it; "pull your blows" so they do not hurt an
opponent.
• No stabbing/jabbing. (Thrusting is not allowed. Weapons are not designed for thrusting, except arrows.)
• No hits to the head, except the Pummel skill, Touch Spells/Invocations, and under
controlled (non-combat) situations. (If an single accidental hit to the head occurs, the damage is counted
as applicable; otherwise, the damage can be ignored.)
• No use of bows/crossbows within 10 feet of a target individual. (Simply call the damage and
drop the arrow/bolt.)
• No grappling or other physical contact. (This includes all weapons and shields; these may not be
grabbed or hooked. Shields may not be pressed into the shieldbearer.)
• No charging or attempting to overbear your opponent.
• No offensive combat while blinded. Defensive combat is permitted. However, special
caution must be taken.
• When "Time Out" is called, all participants immediately stop what they are doing and listen
for instructions from the referee.
• "Time Out" may be called by any participant in case of injury or if the situation appears
unsafe.
• Follow directions of the referees.
• Use "Common Sense". (It's only a game.)

© 1993-2005 Carolyn and Robert McNeal 31


Armor
There are three types of armor; Physical, Magical, and Power. Each provides protection from
damage of the same type - Physical, Magical, or Power. The amount of protection that a character
receives is expressed as their Armor Class (AC). An Armor Class of 0, or AC 0, is a character with no
armor. They take full damage from any attack. The higher the AC, the better the character is protected
(See Appendix B for Armor Standards).

Physical Armor
Physical armor is the actual physrep armor worn by a player, such as, leather bracers or a chain
mail shirt. No skill is required by a character in order to wear armor. With Physical armor, each
body location has its own Armor Class (AC) - a character wearing a chain mail shirt and leather bracers
has a high AC for the body (covered by the mail shirt), a lower AC for the lower arms (covered by the bracers),
and a Physical AC of 0 for the legs and head (where there is no Physical armor protection).

The following table lists the different types of armor and the AC for each:
Armor Armor Class
Leather/Fur 1
Chain mail 2
Plate mail 3
Players must wear physrep armor to receive Physical armor protection (See Appendix B). In the
case of an armor physrep that only covers part of a location, (for example, bracers that cover the lower arm but
not the upper arm) only the area actually covered by the physrep is protected. Physical armor only
protects against Physical damage - Magic and Power attacks go right through Physical armor.

For the sake of playability, taking damage from weapons does not destroy Physical armor.
However, there are several Magic spells that can destroy Physical armor.

© 1993-2005 Carolyn and Robert McNeal 32


Magic Armor/Magic Protection
There are two Magic spells that protect against Magic damage: Magic Protection and Magic
Shield.

The spell Magic Armor creates an invisible Armor providing physical protection. Magic Armor
AC nullifies the recipient's normal Physical AC including Armor Proficiencies, Dodge, and Physical
armor (leather, chain, etc). Magic Armor covers all areas of the body. Magic Armor is invisible to normal
sight. Magic Armor only protects against Physical damage - Magic and Power attacks go through
Magic Armor.

The Magic Protection spell creates an invisible barrier providing Protection against Magical
Damage. This spell does not interfere with the operations of Physical armor, skills (including Armor
Proficiency and Dodge), or Invocations. Magic Protection does not protect against all spells, for example,
it will not protect against the effects of a Sleep or Petrify spell. Magic Protection is invisible to normal
sight. Magic Protection only protects against Magic damage - physical and Power attacks go through
Magic Armor.

Power Protection
Power Protection provides protection against Power attacks, such as Cause Wounds,
Empowered weapons, Ghoul's Touch, etc. However, Power Protection does not protect against all
Invocations, For example, it will not protect against the effects of a Cause Disease or Repel Invocation.
Power Protection gives a Power AC, which covers all areas of the body. Power Protection is invisible
to normal sight. Power Protection only protects against Power damage - Magic and physical attacks go
through Power Protection.

© 1993-2005 Carolyn and Robert McNeal 33


Weapons

Standard Weapons
Standard weapons are weapons commonly found throughout the campaign. (See Appendix A for
weapon sizes.) The following is the list of standard weapons:

Weapon (Damage Type) Weapon Skill to Use Actual Weapon Use


Axe (Bladed)
Small Axe 1-Handed 1-Handed
Battle Axe 1-Handed 1-Handed
War Axe 1 or 2-Handed 1 or 2-Handed
Great Axe 2-Handed 2-Handed
Club (Blunt)
Small Club 1-Handed 1-Handed
Club 1-Handed 1-Handed
Staff 1-Handed 2-Handed
Hammer (Blunt)
Small Hammer 1-Handed 1-Handed
Battle Hammer 1-Handed 1-Handed
War Hammer 1 or 2-Handed 1 or 2-Handed
Great Hammer 2-Handed 2-Handed
Mace (Blunt)
Small Mace 1-Handed 1-Handed
Battle Mace 1-Handed 1-Handed
War Mace 1 or 2-Handed 1 or 2-Handed
Great Mace 2-Handed 2-Handed
Sword (Bladed)
Short Sword 1-Handed 1-Handed
Long Sword 1-Handed 1-Handed
Bastard Sword 1 or 2-Handed 1 or 2-Handed
Great Sword 2-Handed 2-Handed

© 1993-2005 Carolyn and Robert McNeal 34


Arrows
Arrows must be taken along on patrols if they are to be used. Arrows are required to be safe.
Therefore, they are constructed with large soft heads. This prevents injury. Normal arrow heads (non-
Bodkin) cannot be brown (See Bodkin Arrows).

Arrow Blanks
Because arrow heads must be constructed with large soft heads, it increases the room required
to carry each arrow, reducing the number of arrows carried. The reduced number of arrows, and the
monster’s inclination to break arrows fired at them, leaves archers with very few available arrows.

In lieu of carrying additional arrows, “arrow blanks” (dowels) may be carried. Arrow blanks are
unfletched, unnotched, unheaded arrows that cannot be fired. However, they will represent additional
arrows carried.

Once combat has been concluded, any arrows broken (by monsters or otherwise) will be substituted
for arrow blanks. That is, the archer will hand over dowels to the monsters (to be carried with the monster
equipment) in equal number to the number of arrows broken during combat. Combat will never be
stopped to trade arrows back to the archer. If the archer has no live arrows to fire, he must wait until
combat is concluded.
Joe-archer has 4 live arrows and 12 arrow blanks. He uses 3 (live) arrows to kill a goblin. During combat, the goblin
broke 2 arrows. After combat has been concluded, the archer hands 2 arrow blanks to the monsters to simulate the loss of
the 2 arrows.

Bodkin Arrows
Bodkin arrows are blunt arrows specifically designed not to inflict physical damage, instead
they inflict Subdual damage (equal to normal damage). Bodkin arrows cannot be enchanted with the
Enchant Arrow Spell or empowered with the Empower Weapon Invocation. Since all phys-rep arrows
have large soft heads, only Bodkin arrow heads can be brown in color.

Finding Temporary (wooden) Weapons


Occasionally wooden weapons (clubs and staves) will be made unusable (warped or destroyed) during
combat. It may be possible to find a usable substitute by searching a wooded area. 5 minutes of
searching will yield a weapon usable for a single combat. 15 minutes of searching will yield a weapon
usable for a day (24 hours). Weapons found in this manner will not withstand strong use and will do 1
less damage. That is, this should only be used to temporarily recover a usable weapon, not to avoid
buying one from a merchant. To make a standard wooden weapon requires time. The time is needed
to find, shape, dry, and otherwise prepare the wood for its intended use.

© 1993-2005 Carolyn and Robert McNeal 35


Combination Weapons
Combination weapons are weapons constructed in such a manner as to be used by multiple
weapon skills, such as a hammer with an axe blade. These weapons are strictly prohibited. This does
not apply to Dual Use weapons.

Dual Use Weapons


Duel Use Weapons are weapons large enough to be used with either 1 or 2 hands (See Appendix A
– Weapon Standards). They include War Axe, War Club, War Mace, and Bastard Sword. While the
weapon itself can be used with multiple weapon skills, weapon skills must be purchased separately to
use these weapons (1-handed and 2-handed proficiency).
For example, a Bastard Sword can be wielded 1-handed by an individual with the Long Sword or Bastard Sword
(1-handed) weapon proficiencies. It can also be wielded 2-handed with the Bastard Sword (2-handed) or Great Sword
weapon proficiencies.

Special Weapons
Special weapons are non-standard weapons. The size, shape, or weight may be non-
standard on a special weapon. Oriental and other non-European weapons are considered special, as are
non-standard items used as weapons, such as a broken beer bottles. To become proficient in the proper
use of a special weapon, a character must either find a trainer for the weapon or teach themselves (at 4
times the XP cost).

© 1993-2005 Carolyn and Robert McNeal 36


Unique Weapon Construction
In an effort to make a character unique, characters are sometimes restricted to using
special weapons or to use a weapon specific to their character history. Unique weapons are those
crafted from a non-standard material (ie. Bone dagger or wooden sword). (Referee approval is required before using
the special weapon.) It is assumed that the weapon has been crafted (cured, dried, bleached, enameled, etc), so
that it will not immediately fall apart.

Unique weapons do not require any special skill to learn, provided that the weapon is the
general weight and shape of the standard weapon. The appropriate weapon skill is required to use the
weapon.

Unique weapons do ½ the damage of a similar metal weapon. If the character can call 4's with
a dagger, they can do 2 with a bone/wooden dagger. The damage is rounded, so a character doing 2
with a dagger can do 1 with a bone dagger. A character doing 1 with a metal dagger would not be able
to do any damage at all with a bone dagger, which is to say they may bruise or scrape their target.

If a unique weapon strikes anything harder than leather/fur (ie metal armor, rocks, trees, etc) it
shatters. If the unique weapon is parried, parried with, or is intentionally struck with a metal weapon, it
will break. The only way to prevent it from breaking in such a manner is to have the weapon protected
through Magic or Power.

Unique weapons must be covered/made to look like the material they are made of (white or tan for
bone, brown for wood). The weapon cannot be intentionally made to look like another material (this includes
the use of dyes). It must be obvious for what it is on sight and should be so in and out of game.

© 1993-2005 Carolyn and Robert McNeal 37


Strength (and Weakness) Categories
Strength through whatever means (Skill, Spell, or Invocation) increases the character’s physical
Strength. This in turn increases the damage done with melee and thrown weapons. It also allows the
recipient to carry living people (maximum of 2 people) relatively unencumbered (simulated by holding on to the
person, who walks along instead of actually being carried), and lets the recipient physically restrain average
people in non-combat situations, for example, restraining a prisoner. (While the character is able to carry
heavy loads (to include more than 2 corpses), they can only move at a walk, not run.) Different mechanisms cannot
be used in conjunction to increase a character’s strength (that is, the Strength skill does not work in conjunction
with the Strength Spell or the Inner Strength Invocation). Strength does not increase the character’s movement
speed or any armor proficiencies (Armor Proficiency or Dodge).

Weakness through whatever means (Spell, Invocation, or other situation) decreases the character’s
physical Strength. This in turn decreases the damage done with melee weapons (excluding bows).
Weakness can decrease the character’s movement speed and diminish many armor proficiencies.

The Agility skill equates to Strength categories of the same level (only for escaping people, traps, and
bind type spells).

The table below describes the Strength categories with their corresponding effects. Speed refers
to movement, combat speed, and armor skills (Dodge and Armor Proficiency), but not speaking (or vocals).
The number in parenthesis is the maximum weight (in pounds) that can be carried over long distances
(walking, not running). The maximum weight that can be carried while running is half the amount shown.

Strength Name Damage Strength of Speed/Fight Cast


Category Modifier* “Average”
Person**
2 Double Strength +2 4 (300) Normal Normal
1 Strength +1 2 (150) Normal Normal
0 Average 0 0 (75) Normal Normal
-1 Weakened -1 ½ (37) Half (no Normal
running)/Half
-2 Double Weakened -2 ¼ (19) Quarter (slow Half Speed
walk)/Quarter
* Melee weapons only (not bows)
** Weight (in pounds) that can be carried over long distances.

© 1993-2005 Carolyn and Robert McNeal 38


Many spells (Bind, Entangle, Grasping Hands) can hold a character to the ground. If the spell effect
is stronger than the character's strength (category), the character is held. If the spell effect and characters
strength are equal, the character can escape (5 seconds per location held). If the spell effect is weaker than
the character strength, the character can escape (2 seconds per location held).
Strength Category* Spell Effect Result*
(Strength Category)
Strength Category Lesser Spell Effect Held
Strength Category Equal Spell Effect 5 seconds
Strength Category Greater Spell Effect 2 seconds
* per each held location

© 1993-2005 Carolyn and Robert McNeal 39


Skills
General

Skills are the simulated abilities of characters. They may have little or no correspondence with
the player's real-life abilities. Skills are simulated either by acting out the abilities and/or by calling out
the effect, such as using a weapon and calling out the damage, evaluating the extent of a wound, or
translating a scroll. Once a character has a skill, they may use it whenever and as often as they wish.
There are few skill restrictions, thus any character can possess nearly any skill. For example, Fighters
may learn to cast Spells and Invocations. Characters are more than just a collection of skills. Each
character also has a central character concept and beliefs. It is the combination of skills and role-
playing that makes each character unique.

Each skill is "bought" with experience points (XP). That is, a character becomes more skilled
the more experienced they are. Experience points are gained by adventuring. The cost for each skill
differs for each race and class. For instance, Humanoids (Orcs, Dwarves, Barbarians, etc.) are
acknowledged to be the best Fighters, Demi-Humans (Elves and Drow) are understood to be the best
Magic-Users, and Humans are known to be the best Power-Users.

There are several categories of skills. Language skills include general languages; this includes
a few special languages (Drow, Duergar, and Gaziantep). Armor skills enable characters to better utilize
Physical armor. First Aid skills provide some level of healing without the use of Power. Stealth skills
require surprise. Thief skills are skills such as Pick Locks and Poison Use. Weapon skills enable
characters to learn the basics about wielding weapons. Miscellaneous skills (such as extra Life points,
Strength, and Agility) are those skills that do not readily belong to any other category.

Classes
There are four classes that a character must choose from: Fighter, Magic-User, Power-User, and
Rogue. A character can only choose one class. The chosen class represents the types of skills they can
learn most easily. The cost of skills varies for each class, for example, a Magic-User will find weapons
skills have a high cost, while Magical abilities have a low cost. A Fighter's costs will be just the
opposite. In game terms, the character's class will determine which skills the character will excel at, as
well as the skills that the character will find more difficult to learn.

Class is an out-of-game term - a character may call themselves whatever they wish, for
example, a mage, healer, warrior, guard, mercenary, farmer, etc.

© 1993-2005 Carolyn and Robert McNeal 40


Experience Points
Experience Points (XP) represent a character's overall skill or knowledge. XP are used to "buy"
skills, that is, as a character adventures, trains, or studies, they gain abilities and skills. Experience
points are awarded for the time the character is adventuring - an average of 1 XP per hour of
adventuring is awarded.

Characters start with 20 XP. This represents the sum total of the collective knowledge the
character has gained in life, before entering the campaign.

Rank
"Rank" is an out-of-game term used to indicate how experienced, tough, or skillful a character
is. The higher the character's Rank, the more experience points that character has earned. Rank is
necessary for determining whether a character will succumb to certain spell or invocation effects,
whether a character is experienced enough to learn a particular skill, or just to lord it over characters of
lesser Rank. A character's Rank is equal to the total number of experience points a character has
earned divided by 10 (experience points/10). All characters start at Rank 2 (20 xp / 10 = Rank 2).

Divided Damage
There are several instances where damage or a skill's effectiveness is divided. In cases where
something is divided, all resulting numbers will be rounded. (That is, if the resulting number is half or greater
the number is incremented by one, if the result is less than half the number stays the same and all fractions are dropped.)
Where damage is divided and the target has some form of protection (armor, spell, or invocation), the
protection is considered first, then the damage.
Joe-Rogue's (with a Dodge of 5) left leg is bound to the ground while he is being attacked. Since Dodge is halved per
location bound, Joe-Rogues affective Dodge is 3 (5 divided by 2 is 2.5, 2.5 rounded is 3). If Joe-Rogue's other leg was then
bound, their effective Dodge would then go to 1 (5 divided by 2 is 2.5 (first leg) and 2.5 divided by 2 is 1.25 (second leg),
1.25 rounded is 1.)

© 1993-2005 Carolyn and Robert McNeal 41


Failed Stealth Attacks
Stealth attacks (Throatslit, Backstab, or Pummel) fail when the target being attacked is not surprised
by the attack. Surprise attacks must come so swiftly, quietly, and unexpectedly, that the target is
caught off guard and has no time to react. When a stealth attack fails, the damage inflicted is half the
damage called. This is because both Backstab and Throatslit attacks are compounded by the attacker's
Dagger skill. There is no way of determining the attacker’s dagger skill when the damage is called. So
in order for the target to make a quick determination of the damage inflicted from a failed stealth
attack, the damage taken is half the damage called.

Advanced Skills
The skills listed herein are the commonly known skills and abilities of the game world. There
are lesser-known advanced skills that trainers consider “trade secrets”. These skills and abilities are
only taught to those who merit the training. Advanced skills can only be obtained by characters who
have attained 20th rank and above.

Training

When a character acquires a skill, they are representing training or studying to master the skill.
Skills take a character a week to learn. Exceptions to the time requirement are skills that are acquired
naturally (Extra Life Points, additional Spell Points, and additional Power points), Languages, and self taught skills
(see below). Naturally acquired skills do not require training and therefore, do not have self taught
penalty (see below). Each language skill takes 1 month to learn.

Self Taught Skills

It is possible to learn skills without being taught. It costs 4 times the normal XP cost to teach
yourself a skill. However, It takes 1 month per level of the skill to learn it on your own. This reflects
the considerable time and effort it takes to learn a skill by trial and error. (Referee approval is required.)

Training Periods

Training in a specific skill does not have to be accomplished all at once. The training can be
accomplished over several sessions. However, training can only be accomplished in one skill at a time
(with the exception of natural and language skills). Each training session must be a minimum of 1 training day.

© 1993-2005 Carolyn and Robert McNeal 42


Training Days

Training days are 24 hours. No other activities can be accomplished during this time (to include
professions, company duties, adventuring, etc).
The exception to the 24 hour training day is for languages.
Language skills can be learned a few hours at a time. However, since other skills require strict training
time (24 hours per day), it is not possible to train in a skill and a language skill in the same day. (It is not
possible to train in multiple language skills simultaneously.)

Waiting Period between Skills

There must be 2 weeks between training in the same skill (Strength, Weapon skill, a specific School of
Magic, a specific Sect in Power, etc). This time is to acclimate a character to possessing the skill. This time
is not included in the training time.

© 1993-2005 Carolyn and Robert McNeal 43


Experience Point Costs
Armor Skills
Skill Fighter Magic-User Power-User Rogue

Armor Proficiency
Basic
Human 6 18 12 18
Demihuman 8 24 16 24
Humanoid 10 30 20 30
Practiced
Human 12 36 24 36
Demihuman 16 48 32 48
Humanoid 20 60 40 60
Proficient
Human 18 54 36 54
Demihuman 24 72 48 72
Humanoid 30 90 60 90
Experienced
Human 24 72 48 72
Demihuman 32 96 64 96
Humanoid 40 120 80 120
Mastery
Human 30 90 60 90
Demihuman 40 120 80 120
Humanoid 50 150 100 150

© 1993-2005 Carolyn and Robert McNeal 44


Skill Fighter Magic-User Power-User Rogue

Dodge
Basic (AC 1)
Human 16 24 24 8
Demihuman 12 18 18 6
Humanoid 20 30 30 10
Practiced (AC 2)
Human 32 48 48 16
Demihuman 24 36 36 12
Humanoid 40 60 60 20
Proficient (AC 3)
Human 48 72 72 24
Demihuman 36 54 54 18
Humanoid 60 90 90 30
Experienced (AC 4)
Human 64 96 96 32
Demihuman 48 72 72 24
Humanoid 80 120 120 40
Mastery (AC 5)
Human 80 120 120 40
Demihuman 60 90 90 30
Humanoid 100 150 150 50

Shield (per type)


Basic
Human 4 12 8 8
Demihuman 6 18 12 12
Humanoid 5 15 10 10

© 1993-2005 Carolyn and Robert McNeal 45


Detect Skills
Skill Fighter Magic-User Power-User Rogue

Detect Disguise
Detect
Human 6 9 9 3
Demihuman 8 12 12 4
Humanoid 10 15 15 5
Recognize
Human 12 18 18 6
Demihuman 16 24 24 8
Humanoid 20 30 30 10
Identify
Human 18 27 27 9
Demihuman 24 36 36 12
Humanoid 30 45 45 15

Detect Herbal Potion


Detect
Human 4 12 12 8
Demihuman 5 15 15 10
Humanoid 3 9 9 6
Recognize
Human 8 24 24 16
Demihuman 10 30 30 20
Humanoid 6 18 18 12
Identify
Human 12 36 36 24
Demihuman 15 45 45 30
Humanoid 9 27 27 18

Detect Magic (Magic-User only)


Human - 4 - -
Demihuman - 3 - -
Humanoid - 5 - -

© 1993-2005 Carolyn and Robert McNeal 46


Skill Fighter Magic-User Power-User Rogue

Detect Magic Potion


Detect
Human 12 4 8 12
Demihuman 9 3 6 9
Humanoid 15 5 10 15
Recognize
Human 24 8 16 24
Demihuman 18 6 12 18
Humanoid 30 10 20 30
Identify
Human 36 12 24 36
Demihuman 27 9 18 27
Humanoid 45 15 30 45

Detect Poison
Detect
Human 8 12 12 4
Demihuman 10 15 15 5
Humanoid 6 9 9 3
Recognize
Human 16 24 24 8
Demihuman 20 30 30 10
Humanoid 12 18 18 6
Identify
Human 16 36 36 12
Demihuman 20 45 45 15
Humanoid 12 18 18 9

© 1993-2005 Carolyn and Robert McNeal 47


Skill Fighter Magic-User Power-User Rogue

Detect Power (Power-User only)


Human - - 3 -
Demihuman - - 5 -
Humanoid - - 4 -

Detect Power Potion


Detect
Human 9 6 3 9
Demihuman 15 10 5 15
Humanoid 12 8 4 12
Recognize
Human 18 12 6 18
Demihuman 30 20 10 30
Humanoid 24 16 8 24
Identify
Human 27 18 9 27
Demihuman 45 30 15 45
Humanoid 36 24 12 36

Detect Scent
Detect
Human 10 15 15 5
Demihuman 8 12 12 4
Humanoid 6 9 9 3
Recognize
Human 20 30 30 10
Demihuman 16 24 24 8
Humanoid 12 18 18 6
Identify
Human 30 45 45 15
Demihuman 24 36 36 12
Humanoid 18 27 27 9

© 1993-2005 Carolyn and Robert McNeal 48


Skill Fighter Magic-User Power-User Rogue

Detect Traps
Detect
Human 10 15 15 5
Demihuman 6 9 9 3
Humanoid 8 12 12 4
Recognize
Human 20 30 30 10
Demihuman 12 18 18 6
Humanoid 16 24 24 8
Identify
Human 30 45 45 15
Demihuman 18 27 27 9
Humanoid 24 36 36 12

Direction Sense (Fighter and Rogue only)


Human 5 - - 5
Demihuman 4 - - 4
Humanoid 3 - - 3

© 1993-2005 Carolyn and Robert McNeal 49


Fighter Skills
Skill Fighter Magic-User Power-User Rogue

Strength
Human 26 78 78 52
Demihuman 32 96 96 64
Humanoid 20 60 60 40
Double Strength
Human 52 156 156 104
Demihuman 64 192 192 128
Humanoid 40 120 120 80

© 1993-2005 Carolyn and Robert McNeal 50


First Aid Skills
Skill Fighter Magic-User Power-User Rogue

Diagnose Disease
Detect
Human 12 8 4 12
Demihuman 15 10 5 15
Humanoid 9 6 3 9
Recognize
Human 24 16 8 24
Demihuman 30 20 10 30
Humanoid 18 12 6 18
Identify
Human 36 24 12 36
Demihuman 45 30 15 45
Humanoid 27 18 9 27

Diagnose Poison
Detect
Human 15 10 5 5
Demihuman 12 8 4 4
Humanoid 9 6 3 3
Recognize
Human 30 20 10 10
Demihuman 24 16 8 8
Humanoid 18 12 6 6
Identify
Human 45 30 15 15
Demihuman 36 24 12 12
Humanoid 27 18 9 9

© 1993-2005 Carolyn and Robert McNeal 51


Skill Fighter Magic-User Power-User Rogue

Evaluate Wounds
Detect
Human 10 15 5 5
Demihuman 6 9 3 3
Humanoid 8 12 4 4
Recognize
Human 20 30 10 10
Demihuman 12 18 6 6
Humanoid 16 24 8 8
Identify
Human 30 45 15 15
Demihuman 18 27 9 9
Humanoid 24 36 12 12

First Aid
Bind Wounds, Basic
Human 4 12 4 8
Demihuman 5 15 5 10
Humanoid 6 18 6 12
Tourniquet
Human 8 24 8 16
Demihuman 10 30 10 20
Humanoid 12 36 12 24
Bind Wounds, Proficient
Human 12 36 12 24
Demihuman 15 45 15 30
Humanoid 18 54 18 36
Set Broken Bone
Human 16 48 16 32
Demihuman 20 60 20 40
Humanoid 24 72 24 48
Bind Wounds, Mastery
Human 20 60 20 40
Demihuman 25 75 25 50
Humanoid 30 90 30 60

© 1993-2005 Carolyn and Robert McNeal 52


Language Skills
Skill Fighter Magic-User Power-User Rogue

Dwarf based (Dwarven (Eastern Dwarven), Dwarvish (Western Dwarf), and Duergar(Dark Dwarf)*)
1st Language
Human 8 4 4 8
Demihuman 6 3 3 6
Humanoid 4 2 2 4
2nd Language
Human 16 8 8 16
Demihuman 12 6 6 12
Humanoid 8 4 4 8
rd
3 Language
Human 24 12 12 24
Demihuman 18 9 9 18
Humanoid 12 6 6 12
*Referee approval required for learning Duergar

Elven based (Elven and Drow(Dark Elf)*)


1st Language
Human 6 3 3 6
Demihuman 4 2 2 4
Humanoid 8 4 4 8
2nd Language
Human 12 6 6 12
Demihuman 8 4 4 8
Humanoid 16 8 8 16
*Referee approval required for learning Drow

Human based (Common and Tazian*)


1st Language
Human 4 2 2 4
Demihuman 8 4 4 8
Humanoid 6 3 3 6
nd
2 Language
Human 8 4 4 8
Demihuman 16 8 8 16
Humanoid 12 6 6 12
*Referee approval required for learning Tazian

© 1993-2005 Carolyn and Robert McNeal 53


Skill Fighter Magic-User Power-User Rogue

Read/Write Magic Script


Human 9 3 6 6
Demihuman 6 2 4 4
Humanoid 12 4 8 8

Read/Write Power Runes


Human 6 4 2 4
Demihuman 12 8 4 8
Humanoid 9 6 3 6

© 1993-2005 Carolyn and Robert McNeal 54


Magic Skills
Skill Fighter Magic-User Power-User Rogue

Focus
Basic
Human 42 14 28 42
Demihuman 36 12 24 36
Humanoid 30 10 20 30
Practiced
Human 84 28 56 84
Demihuman 72 24 48 72
Humanoid 60 20 40 60
Proficient
Human 126 42 84 126
Demihuman 108 36 72 108
Humanoid 90 30 60 90

Recall
Human 78 26 52 52
Demihuman 96 32 64 64
Humanoid 60 20 40 40

School of Magic, Each


Human 9 3 6 6
Demihuman 6 2 4 4
Humanoid 4 1 2 2

© 1993-2005 Carolyn and Robert McNeal 55


Skill Fighter Magic-User Power-User Rogue

Spell Level, Each School


1st Level
Human 3 1 2 2
Demihuman 6 2 4 4
Humanoid 9 3 6 6
2nd Level
Human 6 2 4 4
Demihuman 9 3 6 6
Humanoid 12 4 8 8
3rd Level
Human 9 3 6 6
Demihuman 12 4 8 8
Humanoid 15 5 10 10
4th Level
Human 12 4 8 8
Demihuman 15 5 10 10
Humanoid 18 6 12 12
th
5 Level
Human 15 5 10 10
Demihuman 18 6 12 12
Humanoid 21 7 14 14

Transference
Basic (level 1)
Human 6 2 4 4
Demihuman 9 3 6 6
Humanoid 3 1 2 2
Practiced (level 2)
Human 9 3 6 6
Demihuman 12 4 8 8
Humanoid 6 2 4 4
Proficient (level 3)
Human 12 4 8 8
Demihuman 15 5 10 10
Humanoid 9 3 6 6
Experienced (level 4)
Human 15 5 10 10
Demihuman 18 6 12 12
Humanoid 12 4 8 8

© 1993-2005 Carolyn and Robert McNeal 56


Natural Skills
Skill Fighter Magic-User Power-User Rogue

Extra AP (Alcohol) Point


Human 2 3 3 2
Demihuman 3 4 4 3
Humanoid 1 2 2 1

Extra TL (Total Life) Point


Human 3 5 4 4
Demihuman 4 6 5 5
Humanoid 2 4 3 3

Extra Power Point


Human 3 2 1 2
Demihuman 5 4 3 4
Humanoid 4 3 2 3

Spell Point, Each


Human 4 2 3 3
Demihuman 3 1 2 2
Humanoid 5 3 4 4

© 1993-2005 Carolyn and Robert McNeal 57


Power Skills
Skill Fighter Magic-User Power-User Rogue

Center
Basic
Human 36 24 12 36
Demihuman 30 20 10 30
Humanoid 42 28 14 42
Practiced
Human 72 48 24 72
Demihuman 60 40 20 60
Humanoid 84 56 28 84
Proficient
Human 108 72 36 108
Demihuman 90 60 30 90
Humanoid 126 84 42 126

Invocation Level, Each Sect


1st Level
Human 9 6 3 6
Demihuman 12 8 4 8
Humanoid 6 4 2 4
2nd Level
Human 12 8 4 8
Demihuman 10 10 5 10
Humanoid 9 6 3 6
3rd Level
Human 15 10 5 10
Demihuman 18 12 6 12
Humanoid 12 8 4 8
4th Level
Human 18 12 6 12
Demihuman 21 14 7 14
Humanoid 15 10 5 10
th
5 Level
Human 21 14 7 14
Demihuman 24 16 8 16
Humanoid 18 12 6 12

© 1993-2005 Carolyn and Robert McNeal 58


Skill Fighter Magic-User Power-User Rogue
Meditate
Human 96 64 32 64
Demihuman 60 40 20 40
Humanoid 78 52 26 52

Powers, Each
1st Power
Human 15 10 5 10
Demihuman 12 8 4 8
Humanoid 18 12 6 12
2nd Power
Human 30 20 10 20
Demihuman 24 16 8 16
Humanoid 36 24 12 24

Sects, Each
1st Sect
Human 9 6 3 6
Demihuman 6 4 2 4
Humanoid 12 8 4 8
nd
2 Sect
Human 18 12 6 12
Demihuman 12 8 4 8
Humanoid 24 16 8 16
3rd Sect
Human - - 9 -
Demihuman - - 6 -
Humanoid - - 12 -

Transcendence
1st Level
Human 36 24 12 36
Demihuman 24 16 8 24
Humanoid 30 20 10 30
nd
2 Level
Human 72 48 24 72
Demihuman 48 32 16 48
Humanoid 60 40 20 60
rd
3 Level
Human 108 72 36 108
Demihuman 72 48 24 72
Humanoid 90 60 30 90

© 1993-2005 Carolyn and Robert McNeal 59


Rogue Skills
Skill Fighter Magic-User Power-User Rogue

Agility
Human 52 78 78 26
Demihuman 40 60 60 20
Humanoid 64 96 96 32
Double Agility
Human 104 156 156 52
Demihuman 80 120 120 40
Humanoid 128 192 192 64

Ambidexterity
Human 10 15 15 5
Demihuman 8 12 12 4
Humanoid 12 18 18 6

Disarm Traps
Basic
Human 10 15 15 5
Demihuman 12 18 18 6
Humanoid 14 21 21 7
Practiced
Human 20 30 30 10
Demihuman 24 36 36 12
Humanoid 28 42 42 14
Proficient
Human 30 45 45 15
Demihuman 36 54 54 18
Humanoid 42 63 63 21

© 1993-2005 Carolyn and Robert McNeal 60


Skill Fighter Magic-User Power-User Rogue

Disguise
Basic
Human 8 12 12 4
Demihuman 10 15 15 5
Humanoid 12 18 18 6
Practiced
Human 16 24 24 8
Demihuman 20 30 30 10
Humanoid 24 36 36 12
Proficient
Human 24 36 36 12
Demihuman 30 45 45 15
Humanoid 36 54 54 18

Evaluate Treasure
Basic
Human 6 9 9 3
Demihuman 10 15 15 5
Humanoid 8 12 12 4
Practiced
Human 12 18 18 6
Demihuman 20 30 30 10
Humanoid 16 24 24 8
Proficient
Human 18 27 27 9
Demihuman 30 45 45 15
Humanoid 24 36 36 12

Pick Locks
Basic
Human 8 12 12 4
Demihuman 10 15 15 5
Humanoid 12 18 18 6
Practiced
Human 16 24 24 8
Demihuman 20 30 30 10
Humanoid 24 36 36 12
Proficient
Human 24 36 36 12
Demihuman 30 45 45 15
Humanoid 36 54 54 18

© 1993-2005 Carolyn and Robert McNeal 61


Skill Fighter Magic-User Power-User Rogue

Reset Traps
Basic
Human 12 18 18 6
Demihuman 14 21 21 7
Humanoid 10 15 15 5
Practiced
Human 24 26 36 12
Demihuman 28 42 42 14
Humanoid 20 30 30 10
Proficient
Human 36 54 54 18
Demihuman 42 63 63 21
Humanoid 30 45 45 15

Tracking
Detect
Human 10 15 15 5
Demihuman 8 12 12 4
Humanoid 6 9 9 3
Recognize
Human 20 30 30 10
Demihuman 16 24 24 8
Humanoid 12 18 18 6
Identify
Human 30 45 45 15
Demihuman 24 36 36 12
Humanoid 18 27 27 9

Use Poison (per Form)


Human 16 24 24 8
Demihuman 20 30 30 10
Humanoid 12 18 18 6

© 1993-2005 Carolyn and Robert McNeal 62


Stealth Skills
Skill Fighter Magic-User Power-User Rogue

Backstab
Basic
Human 12 18 18 6
Demihuman 10 15 15 5
Humanoid 14 21 21 7
Practiced
Human 24 36 36 12
Demihuman 20 30 30 10
Humanoid 28 42 42 14
Proficient
Human 36 54 54 18
Demihuman 30 45 45 15
Humanoid 42 63 63 21

Pummel
Basic
Human 16 24 24 8
Demihuman 14 21 21 7
Humanoid 12 18 18 6
Practiced
Human 32 48 48 16
Demihuman 28 42 42 14
Humanoid 24 36 36 12
Proficient
Human 48 72 72 24
Demihuman 42 63 63 21
Humanoid 36 54 54 18

© 1993-2005 Carolyn and Robert McNeal 63


Skill Fighter Magic-User Power-User Rogue

Throatslit
Basic
Human 10 15 15 5
Demihuman 12 18 18 6
Humanoid 14 21 21 7
Practiced
Human 20 30 30 10
Demihuman 24 36 36 12
Humanoid 28 42 42 14
Proficient
Human 30 45 45 15
Demihuman 36 54 54 18
Humanoid 42 63 63 21

© 1993-2005 Carolyn and Robert McNeal 64


Weapon Skills
Skill Fighter Magic-User Power-User Rogue

Bow, Long
Basic
Human 10 30 30 20
Demihuman 6 18 18 12
Humanoid 8 24 24 16
Practiced
Human 20 60 60 40
Demihuman 12 36 36 24
Humanoid 16 48 48 32
Proficient
Human 30 90 90 60
Demihuman 18 54 54 36
Humanoid 24 72 72 48

Bow, Short
Basic
Human 5 15 15 10
Demihuman 4 12 12 8
Humanoid 6 18 18 12
Practiced
Human 10 30 30 20
Demihuman 8 24 24 16
Humanoid 12 36 36 24
Proficient
Human 15 45 45 30
Demihuman 12 36 36 24
Humanoid 18 54 54 36

© 1993-2005 Carolyn and Robert McNeal 65


Skill Fighter Magic-User Power-User Rogue

Dagger
Basic
Human 6 12 12 6
Demihuman 5 10 10 5
Humanoid 4 8 8 4
Practiced
Human 12 24 24 12
Demihuman 10 20 20 10
Humanoid 8 16 16 8
Proficient
Human 18 36 36 18
Demihuman 15 30 30 15
Humanoid 12 24 24 12

Parry
Human 4 4 8 8
Demihuman 6 6 12 12
Humanoid 5 5 10 10

Subdual (per weapon type)


Basic
Human 4 12 4 8
Demihuman 3 9 3 6
Humanoid 5 15 5 10
Practiced
Human 8 24 8 16
Demihuman 6 18 6 12
Humanoid 10 30 10 20
Proficient
Human 12 36 12 24
Demihuman 9 27 9 18
Humanoid 15 45 15 30

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Skill Fighter Magic-User Power-User Rogue

Thrown Weapon (per weapon type)


Basic
Human 4 8 12 4
Demihuman 5 10 15 5
Humanoid 6 12 18 6
Practiced
Human 8 16 24 8
Demihuman 10 20 30 10
Humanoid 12 24 36 12
Proficient
Human 12 24 36 12
Demihuman 15 30 45 15
Humanoid 18 36 54 18

Weapon Generalization – Bladed


Basic
Human 14 42 42 28
Demihuman 10 30 30 20
Humanoid 12 36 36 24
Practiced
Human 28 84 84 56
Demihuman 20 60 60 40
Humanoid 24 72 72 48
Proficient
Human 42 126 126 84
Demihuman 30 90 90 60
Humanoid 36 108 108 72

Weapon Generalization – Blunt


Basic
Human 14 42 42 28
Demihuman 10 30 30 20
Humanoid 12 36 36 24
Practiced
Human 28 84 84 56
Demihuman 20 60 60 40
Humanoid 24 72 72 48
Proficient
Human 42 126 126 84
Demihuman 30 90 90 60
Humanoid 36 108 108 72

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Skill Fighter Magic-User Power-User Rogue

Weapon Proficiency – One-Handed (per weapon type)


Basic
Human 8 24 16 16
Demihuman 10 30 20 20
Humanoid 6 18 12 12
Practiced
Human 16 48 32 32
Demihuman 20 60 40 40
Humanoid 12 36 24 24
Proficient
Human 24 72 48 48
Demihuman 30 90 60 60
Humanoid 18 54 36 36

Weapon Proficiency – Two-Handed (per weapon type)


Basic
Human 10 30 20 20
Demihuman 12 36 24 24
Humanoid 8 24 16 16
Practiced
Human 20 60 40 40
Demihuman 24 72 48 48
Humanoid 16 48 32 32
Proficient
Human 30 90 60 60
Demihuman 36 108 72 72
Humanoid 24 72 48 48

© 1993-2005 Carolyn and Robert McNeal 68


Skill Descriptions

Skill descriptions include detailed information about each skill.

Skill Name

Skill Name refers to the name of a skill. Even if a skill has many levels or degrees (Detect
Poison/Identify Poison),
the name of the skill remains the same.

Training

Most skills require formal training. That is, it is much easier to be taught a skill than to learn it
on your own. There are 4 skills that can be acquired with formal training: Alcohol Points, Power
Points, Spell Points, and Total Life.

Maximum levels

Most skills have many different skill levels. Not all skill descriptions or levels are listed in this
book. There are many skills available only to characters at Rank 20 or above. The Maximum level
specifies how many levels of an individual skill a character can obtain prior to Rank 20.

Prerequisite Skills

Many skills require knowledge of a different related skill before the skill may be acquired.

Conjunctive Skills

Many skills work in conjunction with other skills in increase their effectiveness. (Weapon skills
only)

© 1993-2005 Carolyn and Robert McNeal 69


Armor Skills
Armor skills afford protection from physical attacks. This includes skills include using armor,
shields, and avoiding attacks altogether. A character that does not have any Armor skills can wear
armor, but will not be as well protected as a character who knows how to make the best use of their
armor.

Armor Proficiency
Maximum levels: 5
Prerequisite Skills: None
Conjunctive Skills: Agility (of equal or lower level to the Armor Proficiency)
Allows the character to make maximum use of their Physical armor (any type). The character has
trained in the use of armor and knows the subtle ways to turn or move so that the armor will absorb or
deflect more of the damage. This skill does not provide any protection against Magic or Power.

The protection afforded by the Armor Proficiency skill is added directly to the physical armor
class of any given point. (For example, a location with Leather (AC 1) and Chain (AC 2) armor has a physical AC 3.
The armor proficiency is applied to the AC 3, not the individual armor types (leather and chain).) The maximum
amount of Armor Proficiency that is applied is equal to the AC of the physical armor. (For example, a
location with Chain (AC 2) armor can apply a maximum of 2 levels of the Armor Proficiency skill. This would afford a
total AC of 4.) Armor Proficiency does not work in conjunction with the Dodge skill.

If the character is surprised, has no room in which to move, incapacitated, Paralyzed, Halted,
etc, the Armor Proficiency skill does not work. For each location immobilized (for example, by a Bind or
Entangle spell) or non-functional, Armor Proficiency no longer functions for that location. The character
need not see the attack to take advantage of this skill.

Skill Category Additional AC


Basic +1
Practiced +2
Proficient +3
Experienced +4
Mastery +5

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Dodge
Maximum levels: 5
Prerequisite Skills: None
Conjunctive Skills: Agility (of equal or lower level to the Dodge skill)
Enables the character reduce the amount of damage taken in an attack by Dodging, moving the
body to avoid full impact, etc. The character can Dodge physical, Magical, or Power damage. If
multiple types of damage (Physical, Magic, or Power) are being called, they are each applied against the
Dodge skill and only the highest damage is taken. Dodge does not work against touch attacks
(Spells/Invocations, not melee weapons).

The Dodge skill is a defensive skill, and can only be used in defense. Characters with the
Dodge skill cannot charge an opponent, then fight them toe to toe and expect to be able to Dodge
successfully. Characters can attack and Dodge as long as they are moving away from the direction of
the attack.

Dodge skill cannot be used to Dodge touch range attacks by Magic-Users, Power-Users, or
monsters. (For example, Burning Hands Spells, Cause Wounds Invocations, or Ghoul's attacks cannot be Dodged.) The
skill cannot be used to Dodge arrows. Of course, the player can attempt to physically dodge arrows or
hand attacks, as opposed to role-playing the Dodge skill. If the attack is actually avoided, no damage is
taken. The skill can be used to Dodge Magic Bolts.

This skill is not automatic. In order to Dodge an attack:


• The attack must be seen
• The character must have freedom of movement
• The character must be able to react
• The character must be moving away (backing, not running) from the attacker
• The player must role-play Dodging effectively

If the character is surprised, attacked from behind, has no room in which to move, etc, Dodge
does not work. If the player does not role-play Dodging, for example, stands with both feet planted,
the Dodge skill does not work.

For each location immobilized (for example, by a Bind or Entangle spell) or non-functional, the Dodge
ability is halved (rounded). Dodge does not work in conjunction with Magic Armor, Physical armor
(except a single layer of leather armor), Armor Proficiency, or any other skill (except Agility and buckler (small
shield)). Dodge will work in conjunction with Magic Protection (not Magic Shield) and Power Protection.

Skill Category Additional AC


Basic +1
Practiced +2
Proficient +3
Experienced +4
Mastery +5

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Shield (per type)
Maximum levels: 1
Prerequisite Skills: None
Enables the character to use one type of Shield (small, medium, or large). This skill may be bought
more than once to allow the use of different types of Shields. When a shield is being used, the shield
hand cannot use a weapon or cast.

© 1993-2005 Carolyn and Robert McNeal 72


Detect Skills
These skills are for the cautious and wary.

Detect Disguise
Maximum levels: 3
Prerequisite Skills: None
Enables a character to Detect whether an individual is wearing a disguise. 15 seconds time is
required to use this skill. (1 minute is required in the dark.)

Skill Category Benefit


Detect Determine whether an individual is Disguised.
Recognize Determine the race of a Disguised individual.
Identify Determine the identity (if already known) of a Disguised
individual.

Detect Herbal Potion


Maximum levels: 3
Prerequisite Skills: None
Enables a character to Detect the presence of an Herbal Potion through smell, sight, or touch.
The character Detecting for a Herbal Potion must be able to examine an item closely (for example, put a
bottle to their nose, hold a bottle up to the light, etc). 15 seconds time is required to use this skill. (1 minute is
required in the dark.)

Skill Category Benefit


Detect Determine whether a potion is an Herbal Potion.
Recognize Determine the level of a Herbal Potion.
Identify Determine the type (affects) of a Herbal Potion.

Detect Magic
Maximum levels: 1
Prerequisite Skills: Magic-User only
Lets the character detect the presence of Magic within 1 inch of their hand. This skill requires 2
seconds of concentration to perform. This skill can be performed as long as the caster concentrates on
it. It is also possible to walk while Detecting for Magic; however, the rate of movement is 1 foot per 5
seconds. Caution should be used while doing this. During this time, the magic-user is unable to hear
or speak, due to the required concentration.

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Detect Magic Potion
Maximum levels: 3
Prerequisite Skills: None
Enables a character to Detect the presence of a magic Potion through smell, sight, or touch.
The character Detecting for a Magic Potion must be able to examine an item closely (for example, put a
bottle to their nose, hold a bottle up to the light, etc). 15 seconds time is required to use this skill. (1 minute is
required in the dark.)

Skill Category Benefit


Detect Determine whether a potion is a Magic Potion.
Recognize Determine the level of a Magic Potion.
Identify Determine the type (affects) of a Magic Potion.

Detect Poison
Maximum levels: 3
Prerequisite Skills: None

Enables a character to Detect the presence of an applied or bottled Poison through smell, sight,
or touch. This skill cannot be used to determine whether someone is suffering from the affects of
poison. The character Detecting for Poison must be able to examine an item closely (for example, put a
bowl of soup to their nose, hold a bottle up to the light, etc). (Alcohol is considered a poison because it adversely affects the
body’s performance.) 15 seconds time is required to use this skill. (1 minute is required in the dark.)

Skill Category Benefit


Detect Determine whether an item contains or is coated with
Poison.
Recognize Determine the level of Poison.
Identify Determine the type (affects) of Potion.
Joe-Rogue is shot with an arrow. Once the arrow is extracted, Joe-Rogue is not feeling very well. Joe-Rogue examines the
arrow closely and discovers a slight green film covering the arrowhead. Joe-Rogue knows that he has been poisoned (and
is in big trouble).

Detect Power
Maximum levels: 1
Prerequisite Skills: Power-User Only

Lets the character detect the presence of Power within 1 inch of their hand. This skill requires 2
seconds of concentration to perform. This skill can be performed as long as the caster concentrates on
it. It is also possible to walk while Detecting for Power; however, the rate of movement is 1 foot per 5
seconds. Caution should be used while doing this. During this time, the Power-User is unable to hear
or speak, due to the required concentration.

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Detect Power Potion
Maximum levels: 3
Prerequisite Skills: None
Enables a character to Detect the presence of a Power Potion through smell, sight, or touch.
The character Detecting for a Power Potion must be able to examine an item closely (for example, put a
bottle to their nose, hold a bottle up to the light, etc). 15 seconds time is required to use this skill. (1 minute is
required in the dark.)

Skill Category Benefit


Detect Determine whether a potion is a Power Potion.
Recognize Determine the level of a Power Potion.
Identify Determine the type (affects) of a Power Potion.

Detect Scent
Maximum levels: 3
Prerequisite Skills: None
Conjunctive Skills: None
Enables a character to identify creatures by their scent. This skill is only useful up to
approximately 20 feet. This skill only identifies creatures or individuals that the character has already
encountered (after obtaining the Detect Scent skill). Any creature within 20 feet of the character will respond
with their Race. The character cannot identify creatures that they have never encountered before,
specific creatures/people, or creatures that have no scent (ie. an elemental or golem). 15 seconds time is
required to use this skill.

Skill Category Benefit


Detect Determine the presence of a scent.
Recognize Determine a creature’s race.
Identify Determine an individual's identity (if known).
Note: Each race is defined in Chapter 1. (Therefore, Barbarians are their own race.)

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Detect Traps
Maximum levels: 3
Prerequisite Skills: None
Enables a character to find mechanical traps (on doors, treasure chests, etc). Detect Traps will not
detect Magical or Power traps. The skill is not automatic - if the player fails to notice a trap the referee
does not point it out. Characters who do not have this skill will not be able to look for traps. Unless
the trap is in plain sight, characters must not look for traps. (A good practice to use when traps are thought to
be in the area is to mentally plot a character path. Then actively ignore traps and follow the plotted path.) 15 seconds
time is required to use this skill.

Skill Category Benefit


Detect Find traps when searching.
Recognize Determine the level of a trap. (The level of a trap can be
determined by the number of knots on the trap.)
Identify Determine the type (affect) of a trap.
Joe-Fighter walks along a trail and suddenly steps across a tripwire stretched across the trail. The tripwire releases a rock
which falls on Joe-Fighter's head. A few minutes later Joe-Fighter, continuing on the same trail, steps across another
tripwire. (Even though the character knows there may be more traps along the trail, they cannot actively look for them.)

Direction Sense
Maximum levels: 1
Prerequisite Skills: Fighter and Rogue only
Lets the character determine the 4 cardinal directions (North, South, East, and West). This only
works outdoors on partly to completely sunny days. To perform this skill, the character must have an
unobstructed view of a portion of blue sky. (This skill does not operate at night – no sun.) (To use this skill,
simply ask a ref.)

© 1993-2005 Carolyn and Robert McNeal 76


Fighter Skills
These skills are the tricks of the trade for fighters, warriors, and brutes.

Strength
Maximum levels: 2
Prerequisite Skills: None
Gives the character increased Strength: adds damage (See below) done in any physical attack
(except with a bow), allows the character to carry a person virtually unencumbered (simulated by holding on to
the person, who walks beside them instead of actually being carried), and lets the character physically restrain (in
non-combat situations) people of lesser Strength, for example, restraining a prisoner. For safety, those
with Strength may not grab opponent's weapons, grapple opponents, or attempt to restrain an opponent
during combat.

Strength Name Damage Strength of “Average” Person


Category Modifier* (Max weigh carried)
2 Double Strength +2 4 (300)
1 Strength +1 2 (150)
* Melee weapons only (not bows)

Joe-Fighter is strong by normal standards (has Strength). During an encounter, one of Joe's companions is slain. Instead
of actually carrying the slain person back to town (yes, actually carry), Joe-Fighter (being strong) can just hold the person
by the shoulder and the person can walk (not run) normally, back to town.

© 1993-2005 Carolyn and Robert McNeal 77


First Aid Skills
First Aid skills are those skills that enable characters to treat, and possibly heal, wounds without
the use of Power. (Note: Consent is required to properly employ any First-Aid skill.)

Diagnose Disease
Maximum levels: 3
Prerequisite Skills: Evaluate Wounds (Same Level)
Enables a character to determine if a person (including corpses) is suffering from the effects of
Disease. This skill cannot be used to determine the presence of Disease on items. This skill may be
able to determine the type, level, and effect of the disease at a higher level. 15 seconds time is required
to use this skill. (1 minute is required in the dark.)

Skill Category Benefit


Detect Determine whether someone is suffering from the effects of
a Disease.
Recognize Determine the level of the Disease.
Identify Determine the effect (type) of the Disease. Determine the
age of the affliction (in days) (less than 1 week).

Diagnose Poison
Maximum levels: 3
Prerequisite Skills: Evaluate Wounds (Same Level)
Enables a character to determine if a person (including corpses) is suffering from the effects of
poison. This skill cannot be used to determine the presence of Poison on items. This skill may be able
to determine the type, level, and effect of the poison at a higher level. (Alcohol is considered a poison
because it adversely affects the body’s performance.) 15 seconds time is required to use this skill. (1 minute is
required in the dark.)

Skill Category Benefit


Detect Determine whether someone is suffering from the effects of
poison.
Recognize Determine the level of poison.
Identify Determine the affect (type) of poison. Determine the age of
the affliction (in days) (less than 1 week).
Joe-Rogue happens upon two people (one living and one not). Upon examination, Joe-Rogue discovers that both of the
people have been poisoned. Further examination shows that the poison was ingested.

© 1993-2005 Carolyn and Robert McNeal 78


Evaluate Wounds
Maximum levels: 3
Prerequisite Skills: None
Lets a character determine the exact extent of a wound. Examination of a wounded character
must be close, within two feet. Note that Evaluate Wounds cannot be used to determine how many
Total Life points an unwounded character has. 15 seconds time is required to use this skill. (1 minute is
required in the dark.)

Skill Category Benefit


Detect Provides the amount of damage sustained to each Location
and Total Life, as well as, the maximum number of points
per Location and Total Life (essentially the same information a
battleboard gives).
Recognize Determine the nature of the damage (Physical, Magic, or Power).
This will not identify the specific Spell/Invocation used to
inflict the damage. This skill can be used in conjunction
with Diagnose Disease/Poison to determine the amount of
damage inflicted from Disease/Poison.
Identify Determine the specific weapon type used to inflict damage
to a wounded location. This will not enable the character to
identify the specific weapon, only the weapon type (Long
Sword vs Great Sword, etc).Determine the age of a wound (in
days) (less than 1 week).

Joe-Magic-User is stabbed in the leg. Joe-Power-User, upon examining the wound, determines that the Location is
currently at 3 Location points (with a maximum 4). The wound is not very serious, but should be bound.

© 1993-2005 Carolyn and Robert McNeal 79


First Aid
Maximum levels: 5
Prerequisite Skills: Evaluate Wounds (Detect)

Skill Category Benefit


Bind Wounds, Basic Stops bleeding damage from a single (normal bleeding) wound. A physrep
bandage is required. (There are special circumstances under which this skill will not
stop all bleeding.)

Tourniquet Stops bleeding on all wounds of a location. While a tourniquet is applied,


a limb will effectively be in an extremely weakened state, losing a
Strength category every 5 minutes. (Once the Tourniquet is removed, the location
will regain lost Strength at the same rate it was lost.) It will also take damage (1
Location point, not TL, per 15 minutes from loss of circulation). Damage taken in
this manner will persist until the tourniqueted location becoems severed.
Tourniquets can only be applied to arms and legs. If a tourniquet is
removed and the wounds have not been healed, bleeding damage is
immediately taken from each wound. (This skill cannot be used offensively or
otherwise to disable or weaken an opponent.) (Note: Only a tourniquet can stop the
bleeding of a severed limb.) A physrep bandage is required.

Bind Wounds, Proficient Stops bleeding damage from a single (normal bleeding) wound. 1 Loc and
TL is recovered, as long as the bandage is in place. A physrep bandage is
required. (There are special circumstances under which this skill will not stop all
bleeding.)

Set Broken Bone Lets a character Set Broken Bones. (It is not possible to Set bones located in one's
own head or torso.) Once the bone is Set, the location can be normally
Healed. If the broken bone is not Set, the location will remain useless (at a
maximum of 0 points for that location). No matter how much the location is
Healed. A Level 5 Mend Wounds (Light Initiates) or Level 3 Heal Wounds
(Healers) will automatically Set a broken bone. If a broken bone is Healed
without being Set, the bone Heals improperly. In order for this to be
corrected, the bone must be rebroken, Set correctly, then Healed. (Note that
a broken bone occurs when a limb reaches negative its original number of location points.
See Damage - Damaged Locations for additional details.)
This skill also enables a character to rebreak an improperly healed broken
bone. In order to rebreak an improperly healed broken bone, a blunt
weapon is required (no weapon skill is required). When the location is
rebroken, the location is reduced to a broken state (limb reaches negative its
original number of location points). The bone can then be Set correctly and
healed normally.

© 1993-2005 Carolyn and Robert McNeal 80


Skill Category Benefit
Bind Wounds, Mastery Stops bleeding damage from a single (normal bleeding) wound. 2 Loc and
TL is recovered, as long as the bandage is in place. A physrep bandage is
required. (There are special circumstances under which this skill will not stop all
bleeding.)

© 1993-2005 Carolyn and Robert McNeal 81


Language Skills
Any sufficiently advanced society will have a common written language. In the campaign
environment, all characters are assumed to speak and understand Common (Human).

For the sake of game play, a simple substitution method is used for each language (other than
Common). Each language has its own alphabet; therefore, each language has its own cipher (simple
substitution). Language translation cards are used to convert the Non-Common language into something
the player can read. There is no way to adequately simulate speaking a different language, however,
knowing how to read/write a language also allows a character to speak the language.

Since each cipher represents a complex language, it cannot be decyphered/translated without


the appropriate language skill. (Referees will not translate Languages for players who have forgotten to bring their
translation card.)

Dwarf based (Dwarven, Dwarvish, and Duergar)


Maximum levels: 3
Prerequisite Skills: None
Allows a character to Read/Write Dwarf based languages. Dwarf based languages are:
Dwarven, Dwarvish, and Duergar. Dwarven is the language of the Dwarves of the Eastern Mountains.
Dwarvish is the language of the Dwarves of the Western Mountains. Referee approval is required to
learn Duergar. (A strong in-game rationale must be provided.)

Elf based (Elven and Drow)


Maximum levels: 2
Prerequisite Skills: None
Allows a character to Read/Write Elven based languages. Elven based languages are: Elven
and Drow. Referee approval is required to learn Drow. (A strong in-game rationale must be provided.)

Human based (Common and Gaziantep)


Maximum levels: 2
Prerequisite Skills: None

Allows a character to Read/Write Human based languages. Human based languages are:
Common (represented by English) and Gaziantep. (All characters are assumed to be able to speak Common.)
Referee approval is required to learn Gaziantep. (A strong in-game rationale must be provided.)

© 1993-2005 Carolyn and Robert McNeal 82


Read/Write Magic Script
Maximum levels: 1
Prerequisite Skills: A language skill (other than Power Runes)

Allows the character to Read/Write Magic Script. Magic Script is the language of Magic. Read
Magic Script is necessary in order to learn Magic or read Magic scrolls. All Magic scrolls and spell
books are written in Magic Script. Magic Script has its own cipher (simple substitution). Players who
acquire Read/Write Magic Script get a card with the code that allows the character to translate Magic
Script. Since the cipher represents a complex language, it cannot be deciphered/translated without this
skill. (This skill is not automatic; referees will not translate Magic Script for players who have forgotten to bring their
translation card.)

Read/Write Power Runes


Maximum levels: 1
Prerequisite Skills: A language (other than Magic Script)

Allows the character to Read/Write Power Runes. Power Runes are the language of Power. It
is unnecessary to learn Read Power Runes in order to cast Power; however, it is necessary in order to
read and cast Power scrolls. Power Runes has its own cipher (simple substitution). Players who acquire
Read/Write Power Runes get a card with the code that allows the character to translate Power Runes.
Since the cipher represents a complex language, it cannot be deciphered/translated without this skill.
(This skill is not automatic; referees will not translate Power Runes for players who have forgotten to bring their translation
card.)

© 1993-2005 Carolyn and Robert McNeal 83


Magic Skills
These skills provide casters with abilities that don't require casting.

Focus
Maximum levels: 4
Prerequisite Skills: Special (See Below)

Enables a caster to memorize a single spell at an increased rate. Normally, spells are
memorized at a rate of 15 minutes per spell level. (For example, a level 1 spell slot can be gained normally in 15
minutes, whereas a level 3 spell slot requires 45 minutes of study.) The level of the regained spell slot is
Dependant upon the caster's proficiency in this skill. The level of the regained spell slot is equal to the
level of Focus proficiency plus 1. (For example, a caster with Focus, Practiced could regain a level 3 (or below)
spell slot in 15 minutes, as opposed to 45 minutes.)

This skill only operates in full 15 minute increments. A spellbook is required as normal to
regaining spell slots. If the caster is disturbed prematurely, no spell slots are regained. This is not a
passive skill. When the caster is employing this skill, they are in a trance like state (completely unaware of
their surroundings). In order to rouse a caster from studying in this fashion, they must be physically
disrupted (no damage is required). Transference does not work in conjunction with this skill.
Skill Category Spell Slot Regained Prerequisite Skill
Basic Level 2 Level 2 spells
Practiced Level 3 Level 3 spells
Proficient Level 4 Level 4 spells
Experienced Level 5 Level 5 spells

Recall
Maximum levels: 1
Prerequisite Skills: A School of Magic and Magic Points

Allows the spell caster to regain all of their spell slots in one half-hour of study. The spell
caster can Recall all of the spells written in their spell book once per 24 hours. While Recalling,
casters are in a semi-meditative state (memorizing from their spellbooks) and completely unaware of their
surroundings. Casters can be roused from Recalling by a rough shake (no damage is required). If a
caster is disrupted, they will regain spell slots proportional to the amount of time Recalling.

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School of Magic, Each
Maximum levels: 9
Prerequisite Skills: Read/Write Magic Script

This skill provides basic training in a specific School of Magic. Training in a School provides
the basic knowledge and fundamental principles required for learning Magic relating to the specific
School. This training provides a character with knowledge of Spells within the School. (This knowledge
is equivalent to the first sentence of the spell description.) This training does not enable a character to cast spells
without further training (Spell Level).

Spell Level, Each School


Maximum levels: 5
Prerequisite Skills: The pertinent school of Magic

This skill provides the ability and detailed knowledge enabling a character to cast Spells within
a particular School. The detailed knowledge includes the full spell description, as well as the specific
effects (amount of damage/protection, Ranks affected, etc). Note that only specialists may cast specialist
Spells, for example, a non-specialist with level 2 spells in the school of Water may cast Extinguish,
Magic Armor, Slip, and Warp, but not Freeze, because Freeze is a specialist spell. Spell levels must be
purchased independently for each school. The character must have bought the lower level of Spells
before buying the next higher level of spells.

Transference
Maximum levels: 4
Prerequisite Skills: A School of Magic (level 2), Spell Points

Enables a Magic-User to transfer a spell slot to a higher or lower level. Through 15 minutes of
study (as with regaining spell slots), a Magic-User can either upgrade a single spell slot 1 level (for example, a
single spell slot from level 3 to level 4) or downgrade a single spell slot 1 level (for example, a single spell slot from
level 4 to level 3).

The use of this skill to upgrade a spell slot will appropriately reduce the number of available
spell points by one, so an unused spell point must be available. Use of this skill to downgrade a spell
slot will automatically increase the number of level 1 spell slots.

The highest level a spell slot can be transferred into or from is equal to the character’s
proficiency in Transference plus 1. (For example, the highest-level spell slot a character with Transference
(Practiced) can transfer a spell slot into is level 3 (practiced + 1 = 3).) The spell slot is transferred at the end of the
15 minutes. If the character is disrupted while transferring a spell slot, the spell slot is not lost, but
remains unchanged.
For example, the maximum spell slot a character with transference (Proficient) can either upgrade to is (from level 3 to)
level 4 or downgrade from level 4 to level 3 (with the addition of a level 1 spell slot).

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Natural Skills
These skills can be gained naturally (without the use of formal training).

Extra AP (Alcohol Point)


Maximum levels: Special
Prerequisite Skills: None
Adds 1 point to a character's Alcohol Points (AP – See Alcohol rules).

Extra TL (Total Life) Point


Maximum levels: Special
Prerequisite Skills: None

Adds 1 point to a character's Total Life (TL). For every 3 points added to Total Life, 1 point is
added to each Location and 2 points are added to the Body.
Joe-Fighter (TL 12, Location 4, Body 8) has come close to death on numerous occasions and has vowed to toughen himself
up. The character then spends XP on 6 Extra Life Points. The character now has 18 Total Life, 6 per Location, and 12
Body. Joe-Fighter is now tougher.

Extra Power Point


Maximum levels: Special
Prerequisite Skills: None

Adds 1 point to the total number of Power Points that the character has. Power Points are
necessary to cast Power invocations.

Spell Point, Each


Maximum levels: Special
Prerequisite Skills: Any School of Magic

Adds 1 point to the total number of Spell Points that the character has. Spell Points are used to
cast spells. The more Spell Points a character has, the more spells they can cast. Spell Points are used
at a rate of one point per level of the spell. For example, a level 3 spell would require 3 Spell Points.

The character uses their Spell Points by transferring them into "spell slots". Rather than
memorizing a specific spell, a spell slot is used to represent all Magic spells of the same level as the
blank. Usually at the beginning of an Adventure the Magic-user tells the referee what spell slots they
have memorized. During the Adventure, the Magic-user uses the blanks to cast whatever spells they
choose. This allows more freedom than trying to guess which specific spells to memorize for use on an
Adventure.

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Power Skills
These skills provide casters with abilities that don't require casting.

Center
Maximum levels: 4
Prerequisite Skills: Special (See Below)

Enables a caster to regain Power points at an increased rate. Normally, Power points are
regained at a rate 1 point per 15 minutes. The number of Power points regained is Dependant upon
the casters proficiency in this skill. The Power points regained is equal to the level of Center
proficiency plus 1. (For example, a caster with Center, Practiced could regain a 3 Power points in 15 minutes, as
opposed to 45 minutes.)

This skill only operates in full 15 minute increments. If the caster is disturbed prematurely, no
Power points are regained. This is not a passive skill. When the caster is employing this skill, they are
in a trance like state (completely unaware of their surroundings). In order to rouse a caster from regaining
Power in this fashion, they must be physically disrupted (no damage is required).
Skill Category Power Points Regained Prerequisite Skill
Basic 2 Level 2 Invocations
Practiced 3 Level 3 Invocations
Proficient 4 Level 4 Invocations
Experienced 5 Level 5 Invocations

Invocation Level, Each Sect


Maximum levels: 5
Prerequisite Skills: The pertinent Sect

This skill provides the ability and detailed knowledge enabling a character to cast Invocations
within a particular Sect. The detailed knowledge includes the full Invocation description, as well as the
specific effects (amount of damage/protection, Ranks affected, etc). Invocation levels must be purchased
independently for each Sect. The character must have bought the lower level of Invocations before
buying the next higher level of Invocations.

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Meditate
Maximum levels: 1
Prerequisite Skills: The pertinent Sect and level

Allows an invocation caster to regain all of their Power points in one half-hour of meditating.
The invocation caster can Meditate once per 24 hours. During Meditation, the caster is completely
unaware of their surroundings.

Powers, Each
Maximum levels: 2
Prerequisite Skills: None

To cast Power invocations, the character chooses a Power (Light, Grey, Dark) to follow. Each
Power has a different world view (only a Good aligned character can learn Light Power and only an Evil aligned
characters can learn Dark Power). Indoctrination into a Power provides the basic knowledge of Sect Law
within the Power (all Sects).

Sects, Each
Maximum levels: 1
Prerequisite Skills: The pertinent Power (Light, Grey, Or Dark)

This skill provides basic training in a specific Sect. Training in a Sect provides the basic
knowledge and fundamental principles required for learning Power relating to the specific Sect. This
training provides a character with knowledge of Invocations within the Sect. (This knowledge is equivalent
to the first sentence of the invocation description.) Each Sect has its own list of Invocations, which fit its
particular world view. This training does not enable a character to cast Invocations without further
training (Sect Level).

Transcendence
Maximum levels: 3
Prerequisite Skills: Primary and Secondary Sect (within the same Power)

This skill allows the caster access (cast) to the Primary Sect Invocation in their Secondary Sect.
The maximum level of the Primary Invocation is equal to the level of Transcendence. For example,
Transcendence (Practiced) will allow the caster to cast up to 2nd level Primary Sect Invocations.

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Rogue Skills
These skills are the tricks of the trade for scouts, thieves, and assassins.

Agility
Maximum levels: 2
Prerequisite Skills: None
Gives the character additional nimbleness and flexibility: adds 1 point to the damage done in
physical attacks, adds 1 point to Dodge or Armor Proficiency skills, and allows the character escape
from some ropes, some spells (Bind, Entangle, and Grasping Hands as with Strength), and people’s grasps (as
with the Strength skill).

Skill Category Additional Damage Additional AC


Agility +1 +1
Double Agility +2 +2

Ambidexterity
Maximum levels: 1
Prerequisite Skills: None
Enables a character to use each hand equally well. A weapon may be used in each hand (one-
handed weapons only). Ambidexterity allows Magic and Power-users to cast with either hand (useful if one's
casting arm is broken, Entangled, etc.)

Joe-Fighter knows how to use a long sword (Long Sword, Basic) and dagger (Dagger, Practiced) and would like to use two
weapons (one in each hand). Joe-Fighter learns Ambidexterity. Joe-Fighter can now use both hands equally well. He can
use any weapon he is skilled in equally well in either hand (Long Sword/Long Sword, Long Sword/Dagger,
Dagger/Dagger).

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Disarm Traps
Maximum levels: 5
Prerequisite Skills: Detect Traps (Detect for Basic, Recognized for Proficient, Identify for Mastery)
Enables a character attempt to Disarm Traps. Every mechanical trap physrep includes
the possibility for disarming the trap (ie. a simple box trap that is triggered when the lid is lifted may be represented
by a piece of thread taped between the box and the lid - to Disarm the trap, one may have to cut the thread before fully
raising the lid). Characters who do not have this skill will not be able to Disarm Traps. The level of the
trap is equal to the number of knots on the string attached to it. You are able to Disarm Traps with a
level equal to your Disarm skill or lower.
Joe-Rogue, having recently passed Joe-Fighter with a rock on his head on the trail, suspects that there are traps on the
trail. He continues cautiously along the trail looking for traps. Soon, Joe-Rogue Detects a tripwire across the trail. After
examining the trap, Joe-Rogue decides to be a good Samaritan and Disarm the trap. Joe-Rogue cuts the tripwire. The trap
is now Disarmed.

Disguise
Maximum levels: 3
Prerequisite Skills: None
Enables a character to Disguise themselves or others. This is done by applying makeup and
training in acting. (A physrep disguise must be used, for example, different clothes, make-up, false ears, etc.)
Disguised characters should change their voice, mannerisms, way of moving, etc, as it is possible for
other people to recognize a character who is wearing a disguise if they give themselves away by poor
role-playing. Disguises generally begin to deteriorate badly after four hours (fake beards begin to fall off,
make-up begins to smear or run, etc.). This will make detection of the disguise much more likely, even by
those who do not have the Recognize Disguise skill. It takes five minutes to apply or repair a disguise.

Self – Apply a Disguise to oneself.

Other – Apply a Disguise to another person. As this is not a subtle skill, thus requires consent of the
individual being Disguised. If the individual is unconscious (or dead), the time required to apply the
Disguise is 15 minutes.

Skill Category Subject Duration


Basic Self 4 hours
Practiced Other 4 hours
Proficient Self 8 hours

Joe-Rogue, being on generally bad terms with everyone he knows, has decided to take cover for a while. Unfortunately, he
also needs some money, so he elects to sign onto a patrol. Unfortunately, someone he owes money to is also on the patrol.
Rather than face an ugly situation, Joe-Rogue elects to Disguise himself for the length of the patrol. Joe-Rogue also takes
this opportunity to attempt to borrow even more money from the person he borrowed from before. So long as nothing
happens to the disguise and he can keep up the act, no one should discover Joe-Rogue's true identity.

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Evaluate Treasure
Maximum levels: 3
Prerequisite Skills: None
Enables a character to determine the approximate value of an object. This usually includes
gems, jewelry, weapons, clothes, household items, etc. Evaluate Treasure does not identify whether an
item is Enchanted or Empowered, nor any properties of the item. This skill does not convey the value
of special, rare, customized, or sentimental items. The character is simply aware of the market value
for the item under ordinary circumstances.

This skill will only give an estimate of the value of items. Keep in mind that the amount
determined is only an approximation. To accurately determine the value of non-mundane (Magic, Power,
Herbal, Poison, etc) items (Potions, Scrolls, Powders) knowledge of the level of the item is required. This skill
requires 15 seconds. (1 minute is required in the dark.)

Skill Category Benefit Max Value


Basic Estimates the value of mundane items within 50% of it's 200 gp
value.
Practiced Estimates the value of mundane items within 40% of it's 400 gp
value.
Proficient Estimates the value of mundane and non-mundane (Magic, 600 gp
Power, Herbal, Poison, etc) Potions, Scrolls, and Powders (level 1-2)
items within 30% of it's value.
Jo-Rogue (using Evaluate Treasure, Basic) is offered her choice between a large chipped gem and several gold necklaces.
Upon close examination, Jo-Rogue determines that even though the gem is in less than perfect condition, its value is
greater than 200 gold coins (but she cannot determine how much greater), while the combined worth of the necklaces is
only about 50 gold coins.

Pick Locks
Maximum levels: 5
Prerequisite Skills: None
Enables the character to Pick Locks. It is normal for the level of a lock to be marked by a
number of knots (1-5, 1 for each level of the lock). If there are no indicators to the locks level, ask a
Referee.

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Reset Traps
Maximum levels: 5
Prerequisite Skills: Disarm Trap (at the same level)
Enables the character to Reset a mechanical trap. The character must actually Reset the trap,
which may be difficult - for example, a trap involving a large boulder which drops from the ceiling is
going to involve a lot of hard work to Reset ! It is possible that in attempting to reset the trap, the
character actually triggers it. The level of the trap is equal to the number of knots on the string attached
to it. You are able to Reset Traps with a level equal to your Reset skill or lower.
Joe-Rogue, a less than honest individual, discovers that someone's wooden chest is in his possession. Struck by a sudden
case of conscience, Joe-Rogue decides to place the chest back where it came from, but not without examining the contents
first. Upon close examination, Joe-Rogue determines that there are two traps on the chest. After a little effort, Joe-Rogue
is able to liberate the contents of the chest. Not wanting the box's owner to become suspicious, Joe-Rogue attempts to reset
the traps before returning the box. Unfortunately, he sets off the first trap, which releases a cloud of poisonous gas. (A
referee is on hand to specify the effects of the trap.)

Tracking
Maximum levels: 3
Prerequisite Skills: None
Enables a character to find trails and follow tracks left by others. 15 seconds time is required to
use this skill. An adequate amount of light is required to perform this skill.

The character may examine the ground for tracks and call “Detect Tracks” (assuming a Referee is in
or the Referee may mark trails and "tracks" in advance using flour (or some other marker). The
the area)
player will not be told about the tracks. This means that if the player does not see the flour, the
character does not see the tracks. (Characters who do not have Tracking must ignore the flour trail.) This does
not mean that characters not trained in Tracking cannot follow real tracks if they see them. For
example, if monsters leave a trail of footprints down a muddy path, it should be obvious to anyone
which way the monsters went!

Skill Category Benefit


Detect Detect presence of tracks. It will not provide any other
information about the tracks.
Recognize Determine the race which made detected tracks.
Identify Identify the individual (if known) which make detected
tracks. Determine the age of tracks (in days) (less than 1 week).
Note: Each race is defined in Chapter 1. (Therefore, Barbarians are their own race.)

Joe-Rogue is scouting for a group of mercenaries. Joe-Rogue sees the trail in an area that looks like an ideal place for an
ambush. Joe-Rogue knows that something has been here recently, and so goes wide around the ambush site and discovers
a group of bandits waiting.

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Use Poison (per form)
Maximum levels: 3
Prerequisite Skills: None
Enables a character to Use Poison. This includes any special care a poison may require (such as,
limited exposure to sunlight or keeping moist). Without this skill, a character may not use poison. Even with
the Use Poison skill care must be taken when handling Poisons. Characters can inadvertently poison
themselves. Characters that do not have the Use Poison skill cannot apply poison. However, another
person (with the Use Poison skill) can apply poison to a weapon for another character to use. Applied
poison generally lasts 24 hours or one use.

Poison comes in 3 forms: Blade Venom, Contact Poison, and Ingestive poison. The Use Poison
skill needs to be acquired for each type. Physrep poison must be used to simulate poison. (Dishwashing
detergent has the correct color and consistency for use as Contact poison or Blade Venom. Juice or colored water is
acceptable for ingestive poison.)

Poison Form Use


Blade Venom Bladed weapons, normal arrows, and many types of
mechanical traps. (In order to be effective, the weapon must
physically damage the target.)
Contact Blunt weapons, Bodkin arrows, and many non-mechanical
traps. (Contact poison does not penetrate areas with a physical AC.)
Ingestive Food, water, and low grade gruel.
Jo-Rogue wants to experiment with poison. So, she goes to the local Thieves Guild and buys some contact poison. Jo-
Rogue, not a very nice person, decides to put the poison on a coin and leave the coin in the street and watch what happens.
Unfortunately, when she was resealing the vial, Jo-Rogue inadvertently wiped some of the poison on her hand.

© 1993-2005 Carolyn and Robert McNeal 93


Stealth Skills
All Stealth skills can only be performed successfully if the target is surprised (See Failed stealth
attacks).That is, the attack must come so swiftly, quietly, and unexpectedly, that the target is caught off
guard and has no time to react. Unlike normal attacks, only the first attack (hit) applies as a Stealth
attack, until the attacker is in a position to surprise the target again. Additional attacks are not
considered failed stealth attacks, but attacks with normal weapon skills. Both Strength and Agility
work in conjunction with Stealth attacks.

Backstab
Maximum levels: 5
Prerequisite Skills: Dagger (any Conjunctive Skills apply, but are not required)
Conjunctive Skills: None
Enables a character to do additional damage to an opponent when attacking from behind. The
attack must come from behind and the opponent must be surprised by the attack. Backstab is only
effective the first time the opponent is struck - after the first blow, the advantage of surprise is lost.
Only one weapon may be used to Backstab at a time, even if the character has the Ambidexterity skill.
Daggers are the only weapons that may be used for a Backstab.

Skill Category Additional Damage


Basic +1
Practiced +2
Proficient +3
Experienced +4
Mastery +5
Joe-Rogue, armed with a short sword and dagger has successfully moved into position to attack someone from behind. It
appears that the target has not noticed Joe-Rogue. Just before Joe-Rogue can plant the dagger into the back of the target,
the target glances over their shoulder and sees Joe-Rogue. Joe-Rogue Backstabs the target anyway. The Backstab is not
counted as a successful Backstab (only half of the damage called is counted), because even though the target did not have
time to move, their body's reflexes tensed key muscles in their back, thus foiling the Backstab and allowing the target to
pursue Joe-Rogue.

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Pummel
Maximum levels: 5
Prerequisite Skills: None
Conjunctive Skills: Agility (of equal or lower level to the Pummel skill)
Strength (of equal level or lower to the Pummel skill)
Enables the character to attempt to knock an opponent unconscious with a surprise attack. The
attack must come from behind the opponent and the opponent must be surprised by the attack. The
attacker attempting to Pummel an opponent hits the opponent in the back of the head (not neck) with a
specially designed weapon (no core). (Note that this is the only situation where a hit to the head is allowed. For
safety, players using Pummel must be extra careful to pull their blows. Physrep clubs designed just for Pummeling are the
only weapons allowed for Pummeling attacks - See Appendix A.) Pummel is only effective the first time the
opponent is struck - after the first blow, the advantage of surprise is lost. The Pummel skill is not a
substitute for a weapon skill. Unconscious opponents are unaffected by Pummel.

Pummel attacks cannot be made from the front unless the opponent is Paralyzed or Halted.

The victim of a Pummeling attack is stunned (temporary damage). Temporary damage may be
Healed like regular damage, or the victim may recover from the temporary damage after 15 minutes.
(Note that even if the victim sustains enough temporary damage to bring their total life below PoD, they are only
unconscious, not dead.)

The damage called for a Pummeling attack is "Pummel 4" or "Pummel 8" (See damage chart
below). Only one weapon may be used to Pummel at a time, even if the character has ambidexterity.

Skill Category Temporary


(Permanent) Damage
Basic 4 (1)
Practiced 8 (2)
Proficient 12 (3)
Experienced 16 (4)
Mastery 20 (5)
Joe-Rogue Pummels an unsuspecting traveller. Joe-Rogue is Practiced at Pummeling, so he calls "Pummel 8". The victim
takes 8 points of temporary damage to the head and falls unconscious. After 15 minutes, the victim recovers from the
temporary damage and discovers that his valuables have been removed and he is suffering from a nasty (2 points of
damage to Head and TL) headache.

© 1993-2005 Carolyn and Robert McNeal 95


Throatslit
Maximum levels: 5
Prerequisite Skills: Dagger (any Conjunctive Skills apply, but are not required)
Conjunctive Skills: None
Allows a character to attempt to slit an opponent's throat. The attack must come from behind
the opponent and the opponent must be surprised by the attack. To be effective, the dagger must slice
from ear to ear - for safety, players attempting a Throatslit must be especially careful to pull their
blows. Throatslit adds to the damage done with a dagger. Daggers are the only weapons that may be
used to Throatslit.

An individual that has had their throat slit cannot speak and takes one point of damage per five
seconds to Total Life from bleeding (See Damage- Bleeding Damage). Once Total Life is reduced to zero,
the character falls unconscious. When Total Life is reduced to PoD, the character is dead, and damage
from blood loss stops.

Throatslit attacks cannot be made from the front unless the opponent is unconscious, Paralyzed,
Halted, asleep, or completely immobile.

Once the bleeding is stopped (through Bind Wounds, Healing, Stop Bleeding Invocation, etc), the target
can again speak, cast, etc.

Skill Category Additional Damage


Basic +1
Practiced +2
Proficient +3
Experienced +4
Mastery +5

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Weapon Skills
These are the skills of warriors. They allow a character to inflict damage through the skill of
arms. Strength and Agility work in conjunction with most weapon skills. Strength does not work in
conjunction with the Bow skill.

Bow, Long
Maximum levels: 5
Prerequisite Skills: None
Conjunctive Skills: Agility (of equal or lower level to the Long Bow skill)
Allows the character to use a Bow or Crossbow (See Appendix B for weapon size). (Note: Strength does
not work in conjunction with the Bow skill, although Agility does.) Characters may not use the Dodge skill to
avoid or reduce damage from arrows – the character must physically dodge the arrow or take the
damage. Arrows cannot be deflected using a weapon. If a weapon is used to deliberately deflect an
arrow, the arm holding the weapon will take the damage. (If an arrow accidentally strikes a weapon, the weapon
arm will not be damaged. Accidents happen.)

Skill Category Base Damage


Basic 3
Practiced 4
Proficient 5
Experienced 6
Mastery 7

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Bow, Short
Maximum levels: 5
Prerequisite Skills: None
Conjunctive Skills: Agility (of equal or lower level to the Short Bow skill)
Allows the character to use a Short Bow (See Appendix B for weapon size). (Note: Strength does not
work in conjunction with the Bow skill, although Agility does.) Characters may not use the Dodge skill to avoid
or reduce damage from arrows – the character must physically dodge the arrow or take the damage.
Arrows cannot be deflected using a weapon. If a weapon is used to deliberately deflect an arrow, the
arm holding the weapon will take the damage. (If an arrow accidentally strikes a weapon, the weapon arm will not
be damaged. Accidents happen.)

Skill Category Base Damage


Basic 2
Practiced 3
Proficient 4
Experienced 5
Mastery 6

Dagger
Maximum levels: 5
Prerequisite Skills: None
Conjunctive Skills: Agility (of equal or lower level to the Dagger skill)
Strength (of equal level or lower to the Dagger skill)
Allows the character to use a Dagger (or knife) in hand to hand combat. (Throwing a dagger to do
damage requires the Thrown Weapon skill and a special “no core” weapon.)

Skill Category Base Damage


Basic 1
Practiced 2
Proficient 3
Experienced 4
Mastery 5
Joe-Fighter has had their sword Shattered by a disagreeable Magic-User. Undaunted, Joe-Fighter pulls out his trusty
knife and attempts to show his displeasure to the Magic-User.

Parry
Maximum levels: 1
Prerequisite Skills: None
Conjunctive Skills: None
Allows the character to use a Staff in defense. This skill cannot be used to Subdue. Only a staff
can be used with this skill. There is no need for Strength or Agility to work in conjunction with this
skill as this skill cannot be used to inflict damage.

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Subdual (Per weapon type)
Maximum levels: 5
Prerequisite Skills: Weapon Proficiency (Specialization or Generalization) (of equal or greater level to the
Subdual skill)
Conjunctive Skills: None
Enables a character to do additional subdual damage (See Subdual rules). (Determine the normal
subdual damage (including Strength, Agility, etc), then add additional Subdual from using this skill.) Any character can
attempt to subdue an opponent without killing them. With the Subdual skill, the character has refined
their ability to do subdual damage, letting them subdue the opponent more quickly and efficiently. The
character must be proficient (proficiency or generalization) with a weapon to get the Subdual skill. The
Subdual skill must be bought separately for each weapon type (ie. Short Sword, staff, Battle Mace, etc). The
degree of training in Subdual cannot exceed training in the normal use of a weapon. The Subdual
damage cannot exceed the normal damage called.

Subdual damage inflicts temporary (and permanent) damage to stun or subdue an opponent. The
temporary damage may be Healed, just like regular Physical damage, or the victim may recover from
the temporary damage after 15 minutes. Permanent damage is a quarter (rounded) of the Temporary
damage inflicted.

Unconscious opponents are unaffected by Subdual damage, as they can no longer be stunned.
This skill does not affect Undead, Created, or Summoned creatures. Even if a victim sustains enough
temporary damage to bring their Total Life below Point-of-Death (PoD), they are only unconscious, not
dead.

Without the Subdual skill, the maximum subdual damage inflicted by a blunt weapon is one
half the regular damage the character is able to inflict. The maximum subdual damage inflicted by a
bladed weapon is one quarter the regular damage the character is able to inflict. The character may
choose to do less damage than the maximum.

Skill Category Additional Subdual


damage
Basic +1
Practiced +2
Proficient +3
Experienced +4
Mastery +5
Joe-Fighter is experienced in the use of swords (calling 5). Normally, Joe-Fighter would only be able to call Subdual 1.
However, Joe-Fighter also has the Subdual (practiced) skill. Joe-Fighter is now able call Subdual 3.

© 1993-2005 Carolyn and Robert McNeal 99


Thrown Weapon (Per weapon type)
Maximum levels: 5
Prerequisite Skills: None
Conjunctive Skills: Agility (of equal or lower level to the Thrown Weapon skill)
Strength (of equal level or lower to the Thrown Weapon skill)
Enables a character to use Thrown Weapons (each type of weapon must be attained separately). Only
the following weapon types can be used as Thrown Weapons: dagger, throwing axe, shuriken, or
"rocks". (Specially designed (no core) Physrep weapons/rocks are the only weapons allowed for Thrown Weapon
attacks.) Thrown Weapon skill is independent of other weapon skills (ie. if a character has the Dagger skill, it
does not mean they know how to throw a dagger, and just because they can throw a dagger doesn't mean they can use it in
hand to hand combat.)

Skill Category Base Damage


Basic 1
Practiced 2
Proficient 3
Experienced 4
Mastery 5

Weapon Generalization, Bladed


Maximum levels: 5
Prerequisite Skills: None
Conjunctive Skills: Agility (of equal or lower level to the Weapon Generalization skill)
Strength (of equal level or lower to the Weapon Generalization skill)
Allows a character to use any standard One-handed bladed melee weapon in combat. Weapon
Proficiency does not work in conjunction with this skill.

Skill Category Base Damage


Basic 1
Practiced 2
Proficient 3
Experienced 4
Mastery 5

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Weapon Generalization, Blunt
Maximum levels: 5
Prerequisite Skills: None
Conjunctive Skills: Agility (of equal or lower level to the Weapon Generalization skill)
Strength (of equal level or lower to the Weapon Generalization skill)
Allows a character to use any standard One-handed blunt melee weapon in combat. Weapon
Proficiency does not work in conjunction with this skill.

Skill Category Base Damage


Basic 1
Practiced 2
Proficient 3
Experienced 4
Mastery 5

Weapon Proficiency, One Handed (Per weapon type)


Maximum levels: 5
Prerequisite Skills: None
Conjunctive Skills: Agility (of equal or lower level to the Weapon Proficiency skill)
Strength (of equal level or lower to the Weapon Proficiency skill)
Allows a character to use a specific One-handed Weapon type in combat. This skill must be
bought for each type of One-handed Weapon the character wants to use (see Combat:Standard Weapon
rules). Staff can also be learned with this skill. Weapon Generalization does not work in conjunction
with this skill.

Skill Category Base Damage


Basic 2
Practiced 3
Proficient 4
Experienced 5
Mastery 6

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Weapon Proficiency, Two Handed (Per weapon type)
Maximum levels: 5
Prerequisite Skills: None
Conjunctive Skills: Agility (of equal or lower level to the Weapon Proficiency skill)
Strength (of equal level or lower to the Weapon Proficiency skill)
Allows a character to use a specific Two-handed Weapon type in combat. This skill must be
bought for each type of Two-handed Weapon the character wants to use (see Combat:Standard Weapon
rules). Strength and Agility work in conjunction with this skill. Weapon Generalization does not work
in conjunction with this skill.

The shaft of a two-handed weapon may be used as a staff if the head of the weapon becomes
damaged. This applies to any two-handed weapon that consists of a metal or stone weapon head
attached to a wooden shaft, such as a Polearm, Great Hammer, Great Axe, etc. The wielder of a
makeshift staff made from a two-handed weapon shaft can do base damage for a staff (which is 2 points)
even if they do not have proficiency with a staff.

Skill Category Base Damage


Basic 3
Practiced 4
Proficient 5
Experienced 6
Mastery 7
Jo-Barbarian is tired of going to the local tavern for a keg or two and having to put up with jokes about her wardrobe. She
becomes skilled with a really big two-handed axe and intimidates the tavern's patrons into silence.

© 1993-2005 Carolyn and Robert McNeal 102


Magic

General
Magic is the practice of manipulating Magical forces. The use of Magic is divided into 2 major
Disciplines that are in turn subdivided into 13 Schools.

Elemental Celestial
Air Arcane
Earth Battle
Fire Black
Nature Esoteric
Water Grey
Illusion
Seer
White
The study of Magic is very time consuming. Prior to studying any Magic, a character must first
be literate. The character must know how to read and write a spoken language (Read/Write Language), as
well as the language of Magic (Read/Write Magic Script).
Once literate, the character must choose which School of Magic to learn. There are many
differences between each School of Magic. Not only are the spells different, but in many cases, the
way Magic is used is different. For this reason, there are a few restrictions to the Schools of Magic that
an individual can learn. One example is White Magic or Black Magic - it is impossible for a character
to learn to cast both of these schools. Magic-Users able to cast Black Magic must be Evil (aligned) and
Magic-Users able to cast White Magic must be Good (aligned).
Characters just starting to study Magic will learn the simplest (1st level) spells first. However, as
the character's studies progress, they will be taught stronger spells. The character must spend
experience points to obtain each level of spells. Purchase of a level allows the Magic-user to cast all
spells at that level in one particular School (with the possible exception of Specialist spells). Spell levels must
be purchased independently for each School.

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Characters use their Spell Points by transferring them into "spell slots". Rather than
memorizing a specific spell (ie. Sleep), a spell slot is used to represent all Magic spells of the same level
as the spell slot. At the beginning of an Adventure, the Magic-user tells the referee how many spell
slots of each level they have memorized. During the Adventure, the Magic-user uses the spell slots to
cast whatever spells they choose. This allows more freedom than trying to guess which specific spells
to memorize for use on an Adventure.

Joe-Magic-User can cast 1st and 2nd level spells. He has 9 Spell Points to memorize into spells. Joe-
Magic-User can choose to memorize nine 1st level spells (spell slots), or seven 1st level and one 2nd level
spell, or five 1st level and two 2nd level, etc. He may use each of his spell slots to cast any spell of the
same level that he knows.
Spell Points Spell Slots
9 9 1st level
7 1st level and 1 2nd level
5 1st level and 2 2nd level
3 1st level and 3 2nd level
1 1st level and 4 2nd level
Magic-Users study their spell book to transfer their available Spell Points into usable spell slots.
It takes 15 minutes of study per level to memorize a spell slot. Once a Magic-User casts a spell, the
spell points from that spell are again available - the Magic-user has the option of memorizing another
spell slot as soon as they have the time.

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Spell Casting
Spell casters must have their casting hand free and be able to speak to cast Magic spells. The
spell vocals must be audible - at minimum, recited in a normal speaking voice (audible at least 10 feet away)
- and word perfect. If the caster is interrupted, the spell fails.

The caster usually calls out the damage, Rank the spell affects, or other information to the
target. This information is not part of the spell vocals. Spells do not fail if a Magic-user is interrupted
while giving the target the information needed to react to the spell.

The caster has 5 seconds after completing the vocals to release a range spell before the spell
dissipates. Spell casters have less than 15 seconds to release a held (touch range) spell before it
dissipates.

Magic-users may wear metal armor, but cannot cast any spells while doing so - the metal
disrupts the Magical energies, causing the spell to fail. Leather armor, including studded leather, may
be worn with no adverse effect on spell casting. The total amount of metal that can be worn by a caster
and still be able to gather the energies necessary to perform a spell is the equivalent to a chain mail
sleeve. This includes all metal in close proximity (1 inch) to the caster, including: buckles, grommets (in
footwear or elsewhere), weapons, jewelry, buttons, etc.

Most spells require a standard number of lines of vocals (1 line per level of the spell being cast) to
successfully cast a spell. A select few (Change Appearance, Teleport, etc) require a longer casting period.
Due to the complexity of these spells, the caster must remain in one location. They cannot cast and
move at the same time. This is also true for Studying, Recalling, and Transferring spell slots (through the
Tranferrance skill).

Vocals

Vocals consist of one line per level of the Spell. Standard vocals for casting Magic are, "Into
my hand, I call forth Magic", repeated as many times as the level of the Spell they are casting. Vocals
must be in English (or some other mundane language).

Spells with standard vocals (1 line per level) can take no longer than 5 seconds per line of Spell. If
longer than 5 seconds is taken in casting a line of vocals, the Spell dissipates. Spells requiring
additional casting time (5 or 15 minutes) do not follow the standard 1 line per levels for casting. Each line
of casting for these spells must be recited at least once per minute and can take no longer than 30
seconds per line to cast.

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Disruption

Casting is disrupted by failure to recite vocals correctly, by damage, being physically hit (for
damage, being physically hit for no damage does not disrupt casting),
or by wearing metal armor. If the caster
takes any damage while casting, whether Magic, Power, or Physical damage, the spell is interrupted
and fails. If the caster is hit by a weapon (whether it does damage or not), the spell is disrupted and fails. If
the caster mumbles, makes a mistake, is startled, or stops casting before the vocals are complete, the
spell is interrupted and fails. If the flow of vocals is interrupted for any reason, the spell fails.

Downcasting

Downcasting is the technique of casting a spell at a lower level of effectiveness in order to


extend the duration. The spell must be available at a lower level to be Downcastable. For every level a
spell is Downcast, the spell duration is multiplied by four.
For example, a caster uses a 5th level spell slot to cast a 5th level Magic Armor spell, but Downcasts it to 3rd level. Thus, the
Magic Armor is effectively 3rd level, but the duration is increased from 15 minutes to 4 hours. So, a 5th level spell
Downcast to 4th would have a duration 4 times that of the original - 1 hour. 5th level Downcast to 3rd would have a
duration 16 times that of the original - 4 hours.

For example, a caster uses a 5th level spell slot to cast a 5th level Double Bind spell, but Downcasts it to 3rd level Bind spell.
Thus, the Bind is effectively 3rd level, but the duration is increased from 15 minutes to 1 hour. So, a 5th level spell
Downcast to 3rd would have a duration 4 times that of the original - 1 hour. There is no 4th level Bind spell, so only the
spell levels that exists (5th and 3rd) are counted for the purpose of Downcasting.

Not all spells can be Downcast - check the description for each spell. Note that a Downcasted
spell is Dispelled at the effective (Downcasted) level. For example, a 3rd level spell downcast to 2nd can
be Dispelled by a 2nd level Dispel.

Casting with Incorrect Spell slots

Occasionally, a Magic-User will exhaust their supply of available spells of a certain level. It is
then permissible to use a higher level spell slot instead. That is, the next available higher level spell
slot will be used.

In situations where there are no available higher level spell slots to draw from, lower level spell
slots are used. The highest level slots will be used until the accumulated level of the used slots is equal
to the spell used. Additionally, the caster takes damage (to TL) equal to the level of the spell cast. If
there are not an adequate number of spell slots to compensate for the spell, the character will die
(immediately dropped to PoD regardless of Spells or Invocations on the caster), due to the generated energies
coming from their own body instead of gathered externally.

Joe mage has 1 1st, 2nd, 3rd, and 4th level spell slots, but no 5th level spells available. The need arises to cast a 5th level spell.
The mage casts the 5th level spell (and takes 5 pts of magic damage to TL). The slots used will be 1 4th and 1 3rd level spells.
If two 4th levels spells were available, the second 4th would have been used instead of the remaining 3rd.

© 1993-2005 Carolyn and Robert McNeal 106


Spell Books
All characters casting Magic receive a spell book from their first School. (For Magic-Users, this
All of the spells known by the caster are written in this book. If a caster is
spell book is given at no charge.)
unfortunate enough to lose their spell book, they are responsible for the cost of a new spell book and
replacement of their spells, which can be considerable. Spell casters are not required to bring their
spell books along while Adventuring, but without a spell book, the caster can't memorize additional
spell slots. The caster's vocals are written in their spell book (in Magic Script).

There are two types of spell books: Main and Traveling. The main spell book normally
contains all of the caster’s spells, whereas a traveling spell book may only contain the caster’s most
common spells for use while adventuring.

Anyone with the ability to Read Magic Script can cast spells directly from a Travelling spell
book (provided they are not wearing metal armor). This has the unfortunate side effect of removing the spell
from the book.

Spell Book levels

As with other magic items, spell books have different levels. The level of the spell book
indicates the highest level spell the spell book is able to store. Spells that are higher level than the spell
book remove themselves upon completion of the spell being transcribed into the spell book.

Alignment

As with any other Magic/Power item, spell books radiate Good or Evil if White or Black spells
are stored within.

Singularity

Spell books cannot store spells from opposing Schools (Black-White, Fire-Water, Earth-Air). Only 1
of any specific spell (spell and level) can be placed into a spell book. That is, only 1 lvl 1 Sleep, etc.

© 1993-2005 Carolyn and Robert McNeal 107


Physical description

While spell books can be big and clumsy, their external appearance is at the caster’s discretion
(provided the size is correct and it still appears to be a book, no spiral binding, etc). Spell vocals must be inscribed
in Magic Script. Other notes and diagrams should be in the caster's native language (ie. Elven, Common,
etc). Also, each caster records spells differently. It is much easier for an instructor to differentiate
student’s spells than their handwriting.
Main Travelling
Size Min: 8’ x 11’ Min: 5’ x 8’
Max: 32’ x 44’ Max: 10’ x 16’

Recognizing Spells

Spells within a spell book can be identified in several ways. Casting Identify Magic on the spell
book will identify a random spell. Casting Identify Magic on a specific page will Identify the spell on
that page. A caster can identify spells (effect and level) from Main spell books by examining the spell, if
they are trained in the same School as the spell. Casters can identify spells from Travelling spell books
by examining the spell, if they know the spell themselves.
Main Travelling
Identifying spells (from book) Yes; Must know School Yes; Must know spell (at level)

Removing Spells

Spell books are special magic items. As the spell book is a single item (storing several spells), it
can be Concealed using a single spell (at the level of the spell book). Also, Detect Magic Area will only
detect the single item. Detect Magic Area will only detect the level of the spell book as a single item
and will not detect the presence of the individual spells contained therein or their levels. The contents
can be removed via Dispel Magic; the book itself cannot, nor can it be physically damaged. If Dispel
Magic is cast on a spell book, the Dispel will attempt to Dispel the first spell in the book or the page
which the book is open to. Specific spells can be Dispelled, however, the book must be opened to the
page containing the specific spell.
Main Travelling
Use as a scroll ? No; Yes (Anyone with R/W Magic);
There is too much information to Removes the spell from the book
successfully cast.
Can spells be removed ? Yes; Dispel Magic each spell Yes; Read or Dispel Magic each
spell

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Transcribe (copy a spell)

Transcribing a spell is not a simple matter of copying text from one book to another; there are
arcane actions involved unique to each individual spell. That is, there are actions involved transcribing
Grasping Hands (level 2) that are different from transcribing Grasping Hands (Level 3).
Main Travelling
Time to transcribe a known spell ? Yes; 2 hrs per spell level Yes; 1 hr per spell level (from
own main spell book)
Can an unknown spell be No No
transcribed ?
Cost to scribe a spell ? 20 gp per level 15 gp per level
Can transcribe from ? Yes (if spell is known) No

Learning Spells

Normally, spells are taught by trainers. During this training, casters record the spell into their
main spell book. However, it is possible to learn new spells from spell books.
Main Travelling
Learn new spells ? Yes; No
1 day per lvl per spell
2 days per lvl per spell (Specialist)
Learn new skills ? Yes; (x3 xp modifier) No
Recall from ? Yes; 30 minutes Yes; 30 minutes

Restrictions to Learning Schools


There are few restrictions as to which Schools of Magic a character can learn. There are two
simple restrictions. First, Elemental Magic in two opposing Schools cannot be learned. That is,
characters casting Fire Magic cannot learn to cast Water Magic and vice versa, because the two
elements are opposed to one another. Likewise, Air Magic and Earth Magic are opposed. Second,
Magic with an alignment opposed to the casters cannot be learned. Evil aligned characters cannot learn
White Magic and Good aligned cannot learn Black Magic.

© 1993-2005 Carolyn and Robert McNeal 109


Maximum Schools
Non-Magic-user characters are limited in the number of schools of Magic that they may join.
The schools restrict training given to non-Magic-users as well as Magic-users who are members of
rival schools, so spells may only be learned to 5th level in some cases.

The table below shows the maximum number of schools and the number of schools in which
spells above 5th level can be learned:
Class Maximum Number Number of Schools
Of Schools Greater than 5th
Magic-Users 10 5
Non-Magic-User 6 3

Minimum Rank Requirements


A character must meet minimum Rank requirements to learn spells at certain levels and to learn
additional schools of Magic. The table below shows the minimum Rank requirements to learn Magic
spells at each level. Note that these are the minimum, and that a School may, for some reason,
withhold or delay training, usually due to a character's poor performance.
Spell Level Rank
1 2
2 4
3 6
4 8
5 10

The table below shows the minimum Rank required for a character to learn schools of Magic.
For example, a 5th Rank Power-User may learn two schools of Magic, but must then wait until they are
6th Rank to learn a 3rd school.
Number of School Learned
Class 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Magic-User 2 2 3 4 5 6 7 8 9
Non-Magic-User 2 4 6 8 10 12 - - -

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Miscellaneous

Specializing

Magic-Users are the only class that can specialize in a School of Magic. Specialization allows
the caster access to special spells within the school. In order to specialize in a particular school, the
Magic-user must apply in writing to the head of the school for permission to specialize. Magic-users
who want to specialize in a school may learn other schools of Magic as well, as long as the school they
are specializing in is their best school - the school in which they have learned their highest level of
spells.

A Magic-user is expected (but not required) to choose a school in which to specialize by the time
they are able to learn 4th level spells. It is possible not to choose a school in which to specialize, but
the availability of spells will diminish the higher the spell level.
Joe-Magic-User wants to specialize in the Earth school of Magic, in which he has learned to cast spells up to 4th level. She
has also studied Fire Magic and Esoteric Magic, achieving the ability to cast 2nd level spells in each of these other schools.
Once permission is granted for Joe-Magic-User to become an Earth Magic specialist, she can continue to learn Fire,
Esoteric, and even other schools of Magic, as long as she keeps up her studies in Earth Magic so that her Earth spells are
higher level than, or equal to, the level of spells that she can cast in any other school.

Specialist Spells

Specialist spells generally have stronger effects than non-specialist spells. Their nature is also
stronger than normal, making them more difficult to Dispel. For this reason, Specialist spells require a
Dispel Magic level higher than the level of the Specialist Spell. (For example, a level 2 Dispel Magic is
required to Dispel a level 1 specialist spell.)

Spell Effectiveness and Caster Consciousness

Magic-user consciousness has no effect on the duration or continued success of any spells cast.
If a Magic-user falls unconscious or dies, any spells they have cast remain in effect for their normal
duration. Magic is an external force. Once started by a spell, it continues until its duration expires.

Rituals and Greater Magics

Spell levels 1 through 5 are considered Combat Magic, because they are easiest to cast during
combat. Great Magics exist at greater than level 5. These Magics are taught only to those who have
proven themselves capable and understand their use. When a character believes that they are ready
(minimum Rank 20), they submit a written petition to their masters with their request to access the Greater
Magics. Greater Magics are taught individually, unlike Combat magic. This arises from the fact that
each new Ritual is complex and has the capacity to kill the caster and others nearby.

© 1993-2005 Carolyn and Robert McNeal 111


Stasis

There are times when something, commonly magic, completely segregates an item or individual
from it’s surroundings. Freeze and Petrify are common examples of this. Those affected by this Stasis
are outside of normal time. When a being is in Stasis, time for them stops. This is not just a matter of
perception, but a fact - time actually stops for them. This means that they no longer take damage from
bleeding, poison, disease, etc. It also means that it is impossible to Detect, Recognize, or Identify any
but visual information about the target. However, information may be determined about the spell or
affect causing the Stasis.

It is not possible to physically damage, harm, affect, or move an individual or item in Stasis.
Spells and Invocations do not affect a target that is in Stasis. Spells and Invocations cast on a target in
stasis will immediately dissipate (as if cast on a non-appropriate target, ie Destroy on a living target, Shocking Grasp
to a rock). However, it may be possible to Dispel the spell holding the target in Stasis.

As with everything else during Stasis, Spell/Invocation effects are suspended. That is, the
duration of a Spell/Invocation that had been cast on the target before it was placed in Stasis is
temporarily suspended. The durations continue normally when the period of Stasis is over.

Gathered energies from Spells/Invocations that have not yet been unleashed by the target
dissipate. That is, if the target was casting or completed a Spell/Invocation but has not yet released it,
and is put into Stasis, the Spell/Invocation dissipates.

Created and Summoned Creatures

After years of training, some mages have the ability to Summon or Create magic creatures.
Even though the creatures were created by magic or possess magic properties, a normal Dispel spell
cannot be used to destroy them.

© 1993-2005 Carolyn and Robert McNeal 112


Spell Lists

Elemental Magic

Air
Spell Name Level Other Schools
Deflect Object* 1 2 3 4 5
Dexterity 4 5
Gust of Wind 1
Lightning Bolt 1 2 3 4 5 Nature
Magic Armor 2 3 4 5 Grey, Water
Trip 1 2

Earth
Spell Name Level Other Schools
Bind 2 3 4 5
Magic Stone 1 2 3 4 5
Pass without Trace 4 Nature
Petrify* 1 2 3 4 5
Shatter 1 2
Speak With Stone* 3 5
Strength 4 5
* Specialist Only

© 1993-2005 Carolyn and Robert McNeal 113


Fire
Spell Name Level Other Schools
Burning Hands 1 2 3 4 5
Enchant Weapon* 1 2 3 4 5 Battle
Fire Bolt 1 2 3 4 5
Ignite 1 2
Repair Metal 1 2

Nature
Spell Name Level Other Schools
Protection from Animals* 1 2 3 4 5
Entangle 2 3 4 5
Lightning Bolt 1 2 3 4 5 Air
Pass without Trace 4 Earth
Repair Wood 1 2
Speak with Animals* 2 4
Speak with Plants* 3 5

Water
Spell Name Level Other Schools
Extinguish 1 2
Freeze* 1 2 3 4 5
Magic Armor 2 3 4 5 Air, Grey
Magic Protection 2 3 4 5 Arcane, White
Slip 1 2
Warp 1 2
* Specialist Spell

© 1993-2005 Carolyn and Robert McNeal 114


Celestial Magic

Arcane
Spell Name Level Other Schools
Deflect Spell* 1 2 3 4 5
Identify Magic 3 Seer
Magic Protection 2 3 4 5 Water, White
Magic Shield 1 2 3 4 5

Battle
Spell Name Level Other Schools
Enchant Weapon* 1 2 3 4 5 Fire
Endurance 1 2 3 4 5 Grey
Magic Arrow 1 2 3 4 5
General Proficiency* 1 2 3 4 5
Weapon Proficiency 1 2 3 4 5

Black
Spell Name Level Other Schools
Control* 1 2 3 4 5
Darkness 1 2 Illusion
Destroy Object 2 3
Force the Truth 1 2 3 4 5
Shocking Grasp 1 2 3 4 5
* Specialist Spell

© 1993-2005 Carolyn and Robert McNeal 115


Esoteric
Spell Name Level Other Schools
Gust of Wind 1 Air
Hold Portal 1 2 3 4 5
Knock 2 3 4 5
Protect Structure 1 2 3 4 5
Seal Object 1 2 3 4 5
Teleport* 4 5

Grey
Spell Name Level Other Schools
Endurance 1 2 3 4 5 Battle
Geas* 1 2 3 4 5
Magic Armor 2 3 4 5 Air, Water
Protect Object 1 2 3 4 5
Speak the Truth 1 2 3 4 5 White
Weakness 4 5

Illusion
Spell Name Level Other Schools
Blind Sight* 1 2 3 4 5
Blur 3 5
Change Appearance 2 3 4 5
Conceal Portal* 3 4 5
Darkness 1 2 Black
Grasping Hands 2 3 4 5
Light 1 White

Seer
Spell Name Level Other Schools
Cognition* 4 5
Conceal Magic* 1 2 3 4 5
Detect Lies 3
Identify Magic 3 Arcane
Locate 1 3 5
Oculate 1 2 3 4 5
* Specialist Spell

© 1993-2005 Carolyn and Robert McNeal 116


White
Spell Name Level Other Schools
Light 1 Illusion
Magic Protection 2 3 4 5 Arcane, Water
Restore Object 2 3
Sleep* 1 2 3 4 5
Speak the Truth 1 2 3 4 5 Grey

Spells Commons To All Schools


Spell Name Other Schools

Detect Magic 1 2 4 All


Dispel Magic 1 2 3 4 5 All
Magic Sight 3 4 5 All
Recognize Magic 2 3 5 All
* Specialist Spell

© 1993-2005 Carolyn and Robert McNeal 117


Spell Descriptions

Spell descriptions include detailed information about each spell.

Spell Name

Spell Name refers to the name of a spell. Even if a spell has many levels (Bind, Magic Armor), the
name of the spell remains the same.

School

Many spells are available to more than one School of Magic. This section will identify the
Schools a particular spell fall into.

Level

Level describes the strength of a spell. Not all spells are available at all levels.

Range

Range specifies the maximum distance a target can be affected. The standard ranges are: Touch
and 20 feet. Spells that have a range of Touch, the caster must actually touch the target/recipient for
the spell to take affect. Spells that have a range of 20 feet effect targets within 20 of the caster.
Normally, specified by the caster.

Duration

Spells normally last 15 minutes. Many spells can be downcast to extend the duration.

Affect

This describes how the spell (or it’s effects) can be seen. There are 3 types of affects: Internal,
External, and Visible. Internal effects cannot be seen with normal or Magic Sight. The effects are
without the recipient. External effects lie on the outside surface of the target, but require Magic Sight
to be seen. Visible effects are effects that are visible with normal (and Magic) sight. The visible effects
of each spell are provided.

© 1993-2005 Carolyn and Robert McNeal 118


Elemental Magic

Air
Spell Name Level Other Schools
Deflect Object* 1 2 3 4 5
Dexterity 4 5
Gust of Wind 1
Lightning Bolt 1 2 3 4 5 Nature
Magic Armor 2 3 4 5 Grey, Water
Trip 1 2

Deflect Object
School: Air (Specialist Only)
Level: 1-5
Range: 1 foot
Duration: 15 minutes (Downcastable)
Affect: External
Allows the recipient to Deflect physical attacks from thrown weapons, rocks, and arrows. The
amount of damage Deflected is equal to twice the level of the Deflect Object spell. Deflect Object is
applied toward the physical damage of an object. The recipient must be able to see the attack coming
and have one hand free. To Deflect an object, the recipient raises one hand in the direction of the
approaching object. It is not necessary to physically stop the object with the raised hand, only to role-
play the directing of the forces of air Deflecting the object. If the spell is unable to Deflect all damage
from an incoming object, the damage is reduced an amount Deflected.

© 1993-2005 Carolyn and Robert McNeal 119


Deflect Object (Continued)
Deflect Object can be used to Deflect the enchanted objects used with Magic Stone and Magic
Arrow spells. If the person using the Magic Stone/Arrow fails to call Physical damage, the Physical
damage is assumed to be zero. If the recipient of the Deflect Object spell takes any physical damage
while attempting to Deflect an enchanted Stone or Arrow, they will take all of the Magic damage,
unless they have some form of protection against magic.

Level Damage Deflected


1 2
2 4
3 6
4 8
5 10

Dexterity
School: Air
Level: 4-5
Range: Touch, 20 feet
Duration: 15 minutes
Affect: Internal
Enables the recipient to increase the nimbleness and flexibility of their movements in combat:
adds 1 point to the damage done in any physical attack and add 1 point to Dodge or Armor Proficiency
skills. (This spell works identically to the Agility skill.) This spell will in no way contribute to escaping (out
running) an opponent. This spell may allow the recipient to escape from restraint type spells (Bind,
Entangle, and Grasping Hands). This spell cannot be used in conjunction with another Dexterity spell or the
Agility skill. The range of this spell is touch (4th level) and 20 feet (5th level).

Gust of Wind
School: Air, Esoteric
Level: 1
Range: 20 feet
Duration: 1 second
Affect: External
Creates a Gust of Wind capable of blowing out candles, scattering the remains of Destroyed or
Shattered items, etc within the range of the spell. The caster must face in the direction that they want
the wind to travel. This spell does not interfere with movement, sight, hearing, or any other normal
actions.

© 1993-2005 Carolyn and Robert McNeal 120


Lightning Bolt
School: Air, Nature
Level: 1-5
Range: 20 feet
Duration: Instantaneous
Affect: Visible – A small bolt of lightning flies from the casters hand to a target
Creates a Bolt of lightning which the caster directs at a target. The Bolt automatically hits,
although a target with Dodge may attempt to Dodge it. The Bolt goes through Physical and Power
Armor, doing damage to the body and to Total life. If the spell caster can see any part of the target's
body, the spell will be effective. For example, if someone tries to hide behind a tree or wall with only
their head showing, the Bolt passes right through the tree or wall and strikes the target in the body.

Level Magic Damage


1 1
2 2
3 4
4 8
5 16

Magic Armor
School: Air, Grey, Water
Level: 2-5
Range: Touch
Duration: 15 minutes (Downcastable)
Affect: External
Creates an invisible Armor providing physical protection. Magic Armor AC nullifies the
recipient's normal Physical AC including Armor Proficiencies, Dodge, and Physical armor (leather, chain,
etc.) This spell will operate in conjunction with most other spells and invocations. The person
receiving this spell must do so voluntarily (note that unconsciousness implies consent).

Level Physical AC
2 1
3 2
4 3
5 4

© 1993-2005 Carolyn and Robert McNeal 121


Trip
School: Air
Level: 1-2
Range: Touch, 20 feet
Duration: Instantaneous
Affect: External
Causes the target to Trip - two body locations, either hands or knees, or one of each, must touch
the ground. Standing still, jumping or Dodging will double the effect of Trip - four locations must
touch the ground.

Level Range
1 Touch
2 20 feet

© 1993-2005 Carolyn and Robert McNeal 122


Earth
Spell Name Level Other Schools
Bind 2 3 4 5
Magic Stone 1 2 3 4 5
Pass without Trace 4 Nature
Petrify* 1 2 3 4 5
Shatter 1 2
Speak With Stone* 3 5
Strength 4 5

Bind
School: Earth
Level: 2-5
Range: Touch, 20 Feet
Duration: 15 minutes (Downcastable)
Affect: Visible – The earth (and stone) moves to grasp and hold a target
Binds the target to the ground or to any surface made of stone or earth (ie. dirt, sand, etc). The
target must have at least one body location touching either the earth or stone (grass or vegetation does not
interfere with the Bind). Dodge proficiency is halved (rounded) by each location Bound. Armor skill is
nullified on the Bound location. (For example, if a target's leg is Bound the Dodge Proficiency is halved, whereas the
Armor Proficiency is nullified on that leg, but no other location. If both legs were Bound, Dodge would be quartered and
Armor proficiency would be nullified on both legs, etc.)

© 1993-2005 Carolyn and Robert McNeal 123


Bind (Continued)
Bind can be removed by digging or cutting - this takes 10 minutes for one person, 5 minutes for
two (maximum) working together. In order to escape using Strength/Agility, the character's
Strength/Agility must equal the affect called, this requires 5 seconds per location. Strength/Agility
exceeding the called affect requires 2 seconds per location to escape.

Level Spell effect to Call Spell Range


2 Bind Touch
3 Bind 20 feet
4 Double Bind Touch
5 Double Bind 20 feet

Magic Stone
School: Earth
Level: 1-5
Range: Special (Thrown)
Duration: 15 minutes or until used (Downcastable)
Affect: External
Allows the caster to enchant a small stone. The stone can then be thrown at opponents. The
stone causes magical damage (to the Location hit and Total Life). Once enchanted, the stone must stay in the
hand it was cast into. (It is possible to have another person hold a stone while the Magic-User casts the spell onto the
stone.) If the enchanted stone is moved to another hand, dropped, or is Dispelled, it is no longer
enchanted. (Touching someone with the stone will not inflict the damage. The stone must be thrown or dropped.)
Note: The Thrown Weapon skill is not needed to use the Magic Stone spell; However, it is necessary to call any Physical
damage done from having the Thrown Weapon skill. Only the higher of the two damages will be effective. Stone physreps
(bean bags, foam rocks, etc) are required for use with this spell. (The physreps should be 1 cubic inch to 1 cubic foot.)

Level Magic Damage


1 2
2 4
3 6
4 8
5 10

© 1993-2005 Carolyn and Robert McNeal 124


Pass without Trace
School: Nature, Earth
Level: 4
Range: Touch
Duration: 15 minutes
Affect: Internal
Makes the recipient impossible to track by non-Magical means. They can walk down a muddy
trail or through a dust covered room and not leave any foot/hand/paw prints. The recipient is affected
by traps (physical and magical). The recipient is still visible and moves normally. This spell will not
conceal deliberate noticeable actions (for example, breaking doors or leaving written messages).

Petrify
School: Earth (Specialist Only)
Level: 1-5
Range: Touch, 20 feet
Duration: 15 minutes (Downcastable)
Affect: Visible – A creature (and their immediate possessions) turns to stone

Temporarily turns the target creature and all of their immediate possession to stone, during
which time the passage of time stops for them (See Stasis). They cannot perceive anything around them.
Spells, Invocations, and Physical damage do not affect the Petrified target. Petrified targets cannot be
moved with Strength.
Rank Affected
Level Touch 20 Feet
1 2 -
2 4 2
3 8 4
4 16 8
5 32 16

© 1993-2005 Carolyn and Robert McNeal 125


Shatter
School: Earth
Level: 1-2
Range: Touch, 20 feet
Duration: Instantaneous
Affect: Visible – An item falls into small pieces upon the ground
Causes a metal item to Shatter into tiny pieces. The item must be the size of a two-handed
weapon or smaller, or, if larger, the caster must indicate what portion is affected (only 1 cubic foot of
material is affected). Enchanted, Empowered, or Protected items are not affected by Shatter.

Level Range
1 Touch
2 20 feet

Speak with Stone


School: Earth (Specialist Only)
Level: 3, 5
Range: Touch
Duration: 15 minutes or 3 questions
Affect: Internal
Allows the caster to ask up to 3 questions of a stone or item made of stone and understand the
stone's answers. The caster is the only one who can hear the stone's answers. The stone cannot be
refined metal and must be at least 1 cubic inch in size.
Note: Casting time for this spell is 5 minutes. (The caster cannot move while the spell is being cast.) This will help referees
get information from other players in order to answer the caster's questions. (This is out of game and players must answer
the referee to the best of their knowledge.)

Level Response
3 Yes/No
5 One word

© 1993-2005 Carolyn and Robert McNeal 126


Strength
School: Earth
Level: 4-5
Range: Touch, 20 feet
Duration: 15 minutes
Affect: Internal
Gives the recipient the Strength of two average people (See Strength Categories): adds 1 point to
the damage done in any physical attack except with a bow, allows the recipient to carry a person
virtually unencumbered (simulated by holding on to the person, who walks along instead of actually being carried),
may allow the recipient to escape from restraint type spells (Bind, Entangle, and Grasping Hands), and lets
the recipient physically restrain average people in non-combat situations, for example, restraining a
prisoner. This spell cannot be used in conjunction with another Strength spell, invocation, or skill.
The range of this spell is touch (4th level) and 20 feet (5th level).

Strength Category Name Damage Strength of “Average” Person**


Modifier*
1 Strength +1 2 (150)
* Melle weapons only (not bows)
** Weight (in pounds) that the character can carry over a long period of time.

© 1993-2005 Carolyn and Robert McNeal 127


Fire
Spell Name Level Other Schools
Burning Hands 1 2 3 4 5
Enchant Weapon* 1 2 3 4 5 Battle
Fire Bolt 1 2 3 4 5
Ignite 1 2
Repair Metal 1 2

Burning Hands
School: Fire
Level: 1-5
Range: Touch (Two Hands)
Duration: Instantaneous
Affect: Visible – Fire covers the casters hands and target area
Allows the caster to do Magic damage with their hands. (Half of the damage is inflicted per hand.) If
only one hand is used the damage is halved. Burning Hands goes through Physical and Power Armor,
doing damage to the Location(s) touched and to Total Life. If two separate Locations or creatures are
touched, each takes half the damage.

Level Magic Damage


1 2 (1 per hand)
2 4 (2 per hand)
3 8 (4 per hand)
4 16 (8 per hand)
5 24 (12 per hand)

© 1993-2005 Carolyn and Robert McNeal 128


Enchant Weapon
School: Fire (Specialist Only), Battle (Specialist Only)
Level: 1-5
Range: Touch
Duration: 15 minutes (Downcastable)
Affect: External
Enables bladed weapons to inflict Magic damage. Damage from an Enchanted weapon will go
through both Physical and Power AC. Weapons that have been Empowered or Protected cannot be
Enchanted. When using an Enchanted blade, the wielder should call out the Physical damage first, then
the Magic damage - for example, "4, Magic 1": 4 points Physical and 1 point Magic damage. The
victim takes either physical or Magic damage, whichever affects them more. Enchant Weapon does
not provide the character any ability to use a weapon.

Level Magic Damage


1 1
2 2
3 3
4 4
5 5

Fire Bolt
School: Fire
Level: 1-5
Range: 20 feet
Duration: Instantaneous
Affect: Visible – A small bolt of fire flies from the casters hand to the target
Creates a Bolt of fire which the caster directs at a target. The Bolt automatically hits, although
a target with Dodge may attempt to Dodge it. The Bolt goes through Physical and Power Armor, doing
damage to the body and to Total life. If the spell caster can see any part of the target's body, the spell
will be effective. For example, if someone tries to hide behind a tree or wall with only their head
showing, the Bolt passes right through the tree or wall and strikes the target in the body.

Level Magic Damage


1 1
2 2
3 4
4 8
5 16

© 1993-2005 Carolyn and Robert McNeal 129


Ignite
School: Fire
Level: 1-2
Range: Touch, 20 feet
Duration: Instantaneous
Affect: Visible – A spark extends from the casters hand to the target
Causes flame to Ignite in a 1 inch area indicated by the caster. The flame will not continue to
burn unless the spell has been cast onto flammable material. Ignite causes 1 point of magic damage to
the location if cast on a person/creature.

Level Range
1 Touch
2 20 feet

Repair Metal
School: Fire
Level: 1-2
Range: Touch (1 inch), 20 feet
Duration: Instantaneous
Affect: Visible – Pieces on a broken item rebuild themselves into the original
Repairs any non-Magical metal item that has been damaged, Destroyed, or Shattered. If the
item is larger than a two-handed weapon, more than one spell may be needed to Repair it. All of the
damaged pieces must be present in order for Repair Metal to work. (This spell does not reverse the effects of
rust, because portions of the metal are consumed (missing) by the rust.) If cast on an item composed of metal and
other materials, only the metal is Repaired.

Level Range
1 Touch (1 inch)
2 20 feet

© 1993-2005 Carolyn and Robert McNeal 130


Nature
Spell Name Level Other Schools
Entangle 2 3 4 5
Lightning Bolt 1 2 3 4 5 Air
Pass without Trace 4
Protection from Animals* 1 2 3 4 5
Repair Wood 1 2
Speak with Animals* 2 4
Speak with Plants* 3 5

Entangle
School: Nature
Level: 2-5
Range: Touch, 20 feet
Duration: 15 minutes (Downcastable)
Affect: Visible – Plants move to grasp and hold a target
Causes plants to magically grow to Entangle a target. The target must have at least one body
location within 6 inches of vegetation for the spell to work. Any and all parts of the target within reach
of the plants are Entangled and unable to move. Dodge proficiency is halved (rounded) by each location
Entangled. Armor skill is nullified on the entangled location. (For example, if a target's leg is Entangled the
Dodge Proficiency is halved, whereas the Armor skill is nullified on that leg, but no other location. If both legs were bound,
Dodge would be quartered and Armor proficiency would be nullified on both legs, etc.)

© 1993-2005 Carolyn and Robert McNeal 131


Entangle (Continued)
Entangle can be removed by cutting - this takes 10 minutes for one person, 5 minutes for two
(maximum) working together. In order to escape using Strength/Agility, the character's Strength/Agility
must equal the affect called, this requires 5 seconds per location. Strength/Agility exceeding the called
affect requires 2 seconds per location to escape.

Level Spell effect to Call Spell Range


2 Entangle Touch
3 Entangle 20 feet
4 Double Entangle Touch
5 Double Entangle 20 feet

Lightning Bolt
School: Nature, Air
Level: 1-5
Range: 20 feet
Duration: Instantaneous
Affect: Visible – A small bolt of lightning flies from the caster to the target
Creates a Bolt of lightning which the caster directs at a target. The Bolt automatically hits,
although a target with Dodge may attempt to Dodge it. The Bolt goes through Physical and Power
Armor, doing damage to the body and to Total life. If the spell caster can see any part of the target's
body, the spell will be effective. For example, if someone tries to hide behind a tree or wall with only
their head showing, the Bolt passes right through the tree or wall and strikes the target in the body.

Level Magic Damage


1 1
2 2
3 4
4 8
5 16

Pass without Trace


School: Nature, Earth
Level: 4
Range: Touch
Duration: 15 minutes
Affect: Internal

Makes the recipient impossible to track by non-Magical means. They can walk down a muddy
trail or through a dust covered room and not leave any foot/hand/paw prints. The recipient is affected
by traps (physical and magical). The recipient is still visible and moves normally. This spell will not
conceal deliberate noticeable actions (for example, breaking doors or leaving written messages).

© 1993-2005 Carolyn and Robert McNeal 132


Protection from Animals
School: Nature
Level: 1-5
Range: Touch, 20 feet
Duration: 15 minutes (Downcastable)
Affect: Internal
Prevents the target creature (with animal intelligence) from causing direct or indirect harm to (or
touching) the caster (and their immediate possessions). This does not require the target creature to protect the
caster, but prevents them from ordering others to harm the caster. The spell is immediately broken if
the caster attacks (directly or indirectly) (or touches) the target creature. The target is completely aware of
their surroundings, as well as some force preventing their actions (if they attempt to harm the caster). This
spell does not affect Created, Summoned, or Undead creatures.
Rank Affected
Level Touch 20 Feet
1 2 -
2 4 2
3 8 4
4 16 8
5 32 16

Repair Wood
School: Nature
Level: 1-2
Range: Touch (1 inch), 20 feet
Duration: Instantaneous
Affect: Visible – Damaged wood moves into it’s original shape
Repairs any non-Magical wooden item that has been damaged, Destroyed, or Warped. If the
item is larger than a two-handed weapon, more than one spell may be needed to Repair it. All of the
damaged pieces must be present in order for Repair Wood to work. If cast on an item composed of
wood and other materials, only the wood is Repaired.

Level Range
1 Touch (1 inch)
2 20 feet

© 1993-2005 Carolyn and Robert McNeal 133


Speak with Animals
School: Nature (Specialist Only)
Level: 2, 4
Range: 20 feet
Duration: 15 minutes or 3 questions
Affect: Internal
Allows the caster to ask up to 3 questions of an animal and understand the animal's answers.
The caster is the only one who can hear the stone's answers. The animal must be a vertebrate (no
worms, grubs, bugs, etc) and be of animal intelligence.
Note: Casting time for this spell is 5 minutes. (The caster cannot move while the spell is being cast.) This will help referees
get information from other players in order to answer the caster's questions. (This is out of game and players must answer
the referee to the best of their knowledge.)

Level Response
2 Yes/No
4 One word

Speak with Plants


School: Nature (Specialist Only)
Level: 3, 5
Range: Touch
Duration: 15 minutes or 3 questions
Affect: Internal
Allows the caster to ask up to 3 questions of a living plant and understand the plant's answers.
The caster is the only one who can hear the plant's answers. The plant must be at least 1 foot tall - no
moss or fungus.
Note: Casting time for this spell is 5 minutes. (The caster cannot move while the spell is being cast.) This will help referees
get information from other players in order to answer the caster's questions. (This is out of game and players must answer
the referee to the best of their knowledge.)

Level Response
3 Yes/No
5 One word

© 1993-2005 Carolyn and Robert McNeal 134


Water
Spell Name Level Other Schools
Extinguish 1 2
Freeze* 1 2 3 4 5
Magic Armor 2 3 4 5 Air, Grey
Magic Protection 2 3 4 5 Arcane, White
Slip 1 2
Warp 1 2

Extinguish
School: Water
Level: 1-2
Range: Touch (1 inch), 20 feet
Duration: Instantaneous
Affect: Visible – A flame goes out
Extinguishes a non-Magical flame, torch sized or smaller.

Level Range
1 Touch (1 inch)
2 20 feet

© 1993-2005 Carolyn and Robert McNeal 135


Freeze
School: Water (Specialist Only)
Level: 1-5
Range: Touch, 20 feet
Duration: 15 minutes (Downcastable)
Affect: Visible – A creature turns into a statue of Ice
Temporarily turns the target creature and all of their equipment to ice, during which time the
passage of time stops for them (See Stasis). They cannot perceive anything around them. Most spells,
invocations, and Physical damage do not affect the Frozen target. Frozen targets cannot be moved with
Strength.
Rank Affected
Level Touch 20 Feet
1 2 -
2 4 2
3 8 4
4 16 8
5 32 16

Magic Armor
School: Air, Grey, Water
Level: 2-5
Range: Touch
Duration: 15 minutes (Downcastable)
Affect: External
Creates an invisible Armor providing physical protection. Magic Armor AC nullifies the
recipient's normal Physical AC including Armor Proficiencies, Dodge, and Physical armor (leather, chain,
etc.). This spell will operate in conjunction with most other spells and invocations. The person
receiving this spell must do so voluntarily (note that unconsciousness implies consent).

Level Physical AC
2 1
3 2
4 3
5 4

© 1993-2005 Carolyn and Robert McNeal 136


Magic Protection
School: Arcane, Water, White
Level: 2-5
Range: Touch
Duration: 15 minutes (Downcastable)
Affect: External
Creates an invisible barrier providing Protection against Magical Damage. This spell does not
interfere with the operations of Physical armor, skills (including Dodge), or invocations. The person
receiving this spell must do so voluntarily (note that unconsciousness implies consent.)

Only one Magic Protection (or Magic Shield) spell can affect an individual at a time. In the event
an additional Magic Protection is cast on an individual, only the higher level spell will be affective. If
both spells are of equal level, the newer spell will become the active spell.

Level Magic AC
2 1
3 2
4 4
5 8

Slip
School: Water
Level: 1-2
Range: Touch, 20 feet
Duration: Instantaneous
Affect: Visible – A target creature slips

Causes the target to Slip - two body locations, either hands or knees, or one of each, must touch
the ground. Standing still will not prevent Slip. Jumping or Dodging will double the effect of Slip -
four locations must touch the ground.

Level Range
1 Touch
2 20 feet

© 1993-2005 Carolyn and Robert McNeal 137


Warp
School: Water
Level: 1-2
Range: Touch, 20 feet
Duration: Instantaneous
Affect: Visible – A piece of wood bends
Causes a wooden item to Warp so badly as to be completely unusable. The item must be the
size of a two-handed weapon or smaller, or, if larger, the caster must indicate what portion is affected
(only 1 cubic foot of material is affected). Enchanted, Empowered, or Protected items are not affected by
Warp.

Level Range
1 Touch
2 20 feet

© 1993-2005 Carolyn and Robert McNeal 138


Celestial Magic

Arcane
Spell Name Level Other Schools
Deflect Spell* 1 2 3 4 5
Identify Magic 3 Seer
Magic Protection 2 3 4 5 Water, White
Magic Shield 1 2 3 4 5

Deflect Spell
School: Arcane (Specialist Only)
Level: 1-5
Range: 1 foot (Self Only)
Duration: 15 minutes/first spell deflected (Downcastable)
Affect: External
Allows the recipient to Deflect one spell. The recipient must know that the spell they want to
Deflect is coming at them - usually by being able to see the opposing caster - and must have one hand
directed at the opposing caster to Deflect the spell. The caster must call "Deflect" while deflecting the
spell. If the recipient does not raise their hand, the spell is not Deflected. Deflect will not stop a spell
that is of a higher level than the Deflect. Deflect does not work on "area of effect" spells (Gust of Wind,
Magic Sight, etc.) or spells aimed at others near the recipient.

Level Level of Spell Deflected


1 1
2 2
3 3
4 4
5 5

© 1993-2005 Carolyn and Robert McNeal 139


Identify Magic
School: Arcane, Seer
Level: 3
Range: Touch (1 inch)
Duration: Instantaneous
Affect: Internal
Allows the caster to identify one characteristic of a Magic item or spell. Characteristics are
disclosed in the following order: presence of magic, spell level, school, spell name or effect, number of
charges, and additional information. Characteristics from an item can be determined using other spells
(Detect Magic to determine the presence of Magic and Recognize Magic to determine the strength (level) of Magic).

Magic Protection
School: Arcane, Water, White
Level: 2-5
Range: Touch
Duration: 15 minutes (Downcastable)
Affect: External
Creates an invisible barrier providing Protection against Magical Damage. This spell does not
interfere with the operations of Physical armor, skills (including Dodge), or invocations. The person
receiving this spell must do so voluntarily (note that unconsciousness implies consent.)

Only one Magic Protection (or Magic Shield) spell can affect an individual at a time. In the event
an additional Magic Protection is cast on an individual, only the higher level spell will be affective. If
both spells are of equal level, the newer spell will become the active spell.

Level Magic AC
2 1
3 2
4 4
5 8

© 1993-2005 Carolyn and Robert McNeal 140


Magic Shield
School: Arcane
Level: 1-5
Range: Touch
Duration: 15 minutes (Downcastable)
Affect: External
Creates an invisible barrier providing Magical protection around the recipient. Magic Shield
AC nullifies the recipient's Physical AC including Armor Proficiencies and Dodge. This does not
negate the use of a shield or weapons to block/parry. The person receiving this spell must do so
voluntarily (note that unconsciousness implies consent.) This spell does not work in conjunction with Magic
Protection.

Level Magic AC
1 1
2 2
3 4
4 8
5 12

© 1993-2005 Carolyn and Robert McNeal 141


Battle
Spell Name Level Other Schools
Enchant Weapon* 1 2 3 4 5 Fire
Endurance 1 2 3 4 5 Grey
General Proficiency* 1 2 3 4 5
Magic Arrow 1 2 3 4 5
Weapon Proficiency 1 2 3 4 5

Enchant Weapon
School: Battle (Specialist Only), Fire
Level: 1-5
Range: Touch
Duration: 15 minutes (Downcastable)
Affect: External
Enables bladed weapons to inflict Magic damage. Damage from an Enchanted weapon will go
through both Physical and Power AC. Weapons that have been Empowered or Protected cannot be
Enchanted. When using an Enchanted blade, the wielder should call out the Physical damage first, then
the Magic damage - for example, "4, Magic 1": 4 points Physical and 1 point Magic damage. The
victim takes either physical or Magic damage, whichever affects them more. Enchant Weapon does
not provide the character any ability to use a weapon.

Level Magic Damage


1 1
2 2
3 3
4 4
5 5

© 1993-2005 Carolyn and Robert McNeal 142


Endurance
School: Battle, Grey
Level: 1-5
Range: Touch
Duration: 15 minutes or until temporary Life Points are used (Downcastable)
Affect: Internal
Temporarily gives the recipient extra Life Points. These extra Life points are the first ones to
be lost when damage is taken. These points are applied to both Location and Total Life. The loss of
these temporary Life Points do not cause the recipient pain. Only one Endurance spell can be active on
a person at any given time. The additional life points is applied to any new damage; however, these
additional points will not be added to existing points. In other words, if Endurance is cast on someone
who is unconscious, (Total Life at 0) they will remain unconscious. (Note: consent is not required for this spell.)

Level Temporary Life Points


1 1
2 2
3 4
4 8
5 12

General Proficiency
School: Battle (Specialist Only)
Level: 1-5
Range: Touch
Duration: 15 minutes (Downcastable)
Affect: Internal

Gives the caster the ability to wield any melee weapon. Unlike Weapon Proficiency , the caster
is not required to hold a weapon in their hand. The caster may only have one Weapon Proficiency or
General Proficiency active at one time.
Damage Called Per Level
Spell Level
Weapon 1 2 3 4 5
Dagger 1 2 3 4 5
1 Handed Weapon (and Staff) 2 3 4 5
2 Handed Weapon 3 4 5

© 1993-2005 Carolyn and Robert McNeal 143


Magic Arrow
School: Battle
Level: 1-5
Range: Touch
Duration: 15 minutes or until used
Affect: External
Allows the caster to enchant an (normal) arrow or crossbow bolt. The arrow can then be fired at
opponents. The arrow causes Magical damage (to the Location hit and Total Life). Once enchanted, the
arrow is enchanted until used (or the spell dissipates).
Note: The Bow skill is required to fire Magic Arrows. The Physical damage from the arrow must be called as well as the
Magical damage. (For example, "Two, Magic 2." Only the higher of the two damages will be effective).

Level Magic Damage


1 2
2 4
3 6
4 8
5 10

Weapon Proficiency
School: Battle
Level: 1-5
Range: Touch
Duration: 15 minutes (Downcastable)
Affect: Internal
Gives the recipient the ability to wield a weapon. While the spell is cast, the recipient must
hold the weapon type they want to gain Proficiency with in their hand. (For example, any two-handed sword,
or any two-handed axe, etc.) Only one Weapon Proficiency spell can be active on a person at any given
time. The recipient may wield two weapons (of the same type) if they have the Ambidexterity skill.
General Proficiency cannot be used in conjunction with this spell.

Downcasting this spell takes special attention. This spell is downcast based on weapon
proficiency, not solely on spell level. That is, in order for Weapon proficiency to be downcast, the
weapon proficiency must exist at a lower level. For example, 4th level weapon proficiency (1 handed
weapon) can only be downcast to 2nd level, because that is then next equivalent weapon type.

Damage Called Per Level


Spell Level
Weapon 1 2 3 4 5
Dagger 1 2 3
1 Handed Weapon (and Staff) 2 3
2 Handed Weapon 3 4

© 1993-2005 Carolyn and Robert McNeal 144


Black
Spell Name Level Other Schools
Control* 1 2 3 4 5
Darkness 1 2 Illusion
Destroy Object 2 3
Force the Truth 1 2 3 4 5
Shocking Grasp 1 2 3 4 5

Control
School: Black (Specialist only)
Level: 1-5
Range: Touch
Duration: 15 minutes (Downcastable)
Affect: Internal
The target must obey any command given by the caster to the best of their ability. The target is
totally unable to act or speak, other than as commanded by the caster. That is, upon becoming
Controlled, the target must immediately stop all actions unless otherwise specified by the caster. When
commanded to speak, the target can only response with “Yes” or “No”. However, the target may cast
normally (although a bit slowed) to comply with commands by the caster to caster Spells/Invocations. The
target's movement speed is reduced by half. This behavior resembles that of a zombie. The target’s
Dodge and Agility is effectively halved.
Rank Affected
Level Touch 20 Feet
1 2 -
2 4 2
3 8 4
4 16 8
5 32 16

© 1993-2005 Carolyn and Robert McNeal 145


Darkness
School: Black, Illusion
Level: 1-2
Range: Touch (1 inch), 20 feet
Duration: Instantaneous
Affect: Visible – A light source goes out
Nullifies a Magical or non-Magical light source, torch size or smaller. (This spell cannot be used to
blind characters, monsters, etc.)

Level Range
1 Touch (1 inch)
2 20 feet

Destroy Object
School: Black
Level: 2-3
Range: Touch, 20 feet
Duration: Instantaneous
Affect: Visible – An item falls into small pieces
Blasts an inanimate item into tiny pieces. The item must be the size of a two-handed weapon or
smaller, or, if larger, the caster must indicate which portion of the item is affected. Enchanted,
Empowered, or Protected items are not affected by Destroy.

Level Range
2 Touch
3 20 feet

© 1993-2005 Carolyn and Robert McNeal 146


Force the Truth
School: Black
Level: 1-5
Range: Touch
Duration: 15 minutes (Downcastable)
Affect: External
Compels a target to answer a single (Yes/No) question truthfully. The target must immediately
(within 2 seconds) respond to the next (Yes/No) question asked by the caster. The target may speak, act,
and cast normally until such time as the caster asks the question. Once the caster asks a question (any
(Yes/No) question within hearing of the target), the target may only respond with the following: “Yes”, “No”,
or cast (Spell/Invocation). While casting is in no way impaired, it does not qualify as a response to the
caster's question. (This does not interfere with the target's actions, other than speech.) The target's response must
be audible within 10 feet. The caster need not hear the answer.

Level Rank Affected


1 2
2 4
3 4
4 16
5 32

Shocking Grasp
School: Black
Level: 1-5
Range: Touch (Two Hands)
Duration: Instantaneous
Affect: External
Allows the caster to do Magic damage with their hands. (Half of the damage is inflicted per hand.) If
only one hand is used the damage is halved. Shocking Grasp goes through Physical and Power Armor,
doing damage to the Location(s) touched and to Total Life. If two separate Locations or creatures are
touched, each takes half the damage.

Level Magic Damage


1 2 (1 per hand)
2 4 (2 per hand)
3 8 (4 per hand)
4 16 (8 per hand)
5 24 (12 per hand)

© 1993-2005 Carolyn and Robert McNeal 147


Esoteric
Spell Name Level Other Schools
Gust of Wind 1 Air
Hold Portal 1 2 3 4 5
Knock 2 3 4 5
Protect Structure 1 2 3 4 5
Seal Object 1 2 3 4 5
Teleport* 4 5

Gust of Wind
School: Esoteric, Air
Level: 1
Range: 20 feet
Duration: 1 second
Affect: External
Creates a Gust of Wind capable of blowing out all candles, scattering the remains of Destroyed
or Shattered items, etc within the range of the spell. The caster must face in the direction that they
want the wind to travel. This spell does not interfere with movement, sight, hearing, or any other
normal actions.

© 1993-2005 Carolyn and Robert McNeal 148


Hold Portal
School: Esoteric
Level: 1-5
Range: Touch
Duration: 15 minutes (Downcastable)
Affect: External
Causes a portal (door or window) to be magically held. This spell will not affect containers.
Neither Strength nor Agility will help in opening a magically held Portal. Hold Portal acts as a Protect
Object spell in reference to destructive spells (for example Shatter, Warp, or Destroy Object) and physical
damage. This spell can be used in conjunction with Protect Structure.

Knock
School: Esoteric
Level: 2-5
Range: Touch, 20 feet
Duration: Instantaneous
Affect: Visible – A door, window, or other portal opens
Causes a secured (held or stuck) door, window, or other portal to forcibly open. This spell affects
portals of certain degrees of effort. This spell does not damage the portal being opened. If the portal is
being physically held closed, the force of this spell is sufficient to throw any objects (to include people)
holding the portal away 10 feet (the affect is similar to Repel (See Power Invocation)). This spell will not affect
portals Held with the Hold Portal spell.
Strength Equivalent
Level Touch 20 Feet
2 Strength -
3 - Strength
4 Double Strength -
5 - Double Strength

© 1993-2005 Carolyn and Robert McNeal 149


Protect Structure
School: Esoteric
Level: 1-5
Range: Touch
Duration: 15 minutes (Downcastable)
Affect: External
Protects the walls, floor, and ceiling from various forms of (Physical, Magic, and Power) damage.
The effects of this spell include attached portions of the structure (doors and windows). Magic cannot pass
through portions of a structure protected by this spell (for example, Lightning Bolt through a window).

Protect Structure does not in any way impede the proper use of the structure (doors and windows
operate normally). Although doors and windows are affected by this spell, the Hold Portal spell can still
be cast on them.

This spell does not affect, influence, or protect items within the structure that are not part of the
operation of the structure (ie, lamps hanging from a protected ceiling, pictures attached to walls, rugs on the floor, bars
attached to the wall, etc).

This spell cannot be used to protect non-structure items, living items (trees), or ground outside of
an enclosed structure. Structure is defined as something constructed to provide shelter (from the
elements); this includes natural structures (tunnels and caves), as well as buildings (and tents). (Platforms,
fences, bare walls, bare ground, and pits are not affected by this spell.)

This spell affects up to 1 foot into the wall or the thickness of the wall. The section of the
structure touched is the center of the area affected.

Level Area Affected


1 20 sq ft
2 40 sq ft
3 80 sq ft
4 160 sq ft
5 240 sq ft

© 1993-2005 Carolyn and Robert McNeal 150


Seal Object
School: Esoteric
Level: 1-5
Range: Touch
Duration: 15 minutes (Downcastable)
Affect: External
Causes a container (object that is designed to be opened and closed; for example, pouch, bag, book, or similar
object) to be magically held. This spell will not affect containers such as cups (which cannot be closed) or
doors and portals (See Hold Portal). Neither Strength nor Agility will help in opening a magically held
object. Seal Object acts as a Protect Object spell in reference to destructive spells (for example Shatter,
Warp, or Destroy Object) and physical damage. Enchanted, Empowered, and protected objects cannot be
be Sealed (to include spell books).

Stasis
School: Esoteric (Specialist Only)
Level: 1-5
Range: Touch, 20 feet
Duration: 15 minutes (Downcastable)
Affect: Visible – A target is stationary and incorporeal
Immobilizes the target creature, and their immediate possessions, by “shifting” them out of
phase with their surroundings. This causes the target to become incorporeal (without physical substance).
(Physical objects pass through the affects of Stasis. Physical objects left within a target under the affects of Stasis are
moved upon the expiration of the spell.)

While in a state of Stasis, time and it's affects stop for the target: the target does not perceive
the passage of time or space, the duration of Spells/Invocations/Poisons/Diseases/bleeding freeze for
the duration of the effects of this spell. Spells, Invocations, and Physical damage do not affect the
target within Stasis. Targets of Stasis cannot be moved.
Rank Affected
Level Touch 20 Feet
1 2 -
2 4 2
3 8 4
4 16 8
5 32 16

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Teleport
School: Esoteric (Specialist Only)
Level: 4-5
Range: Touch
Duration: Instantaneous
Affect: Visible – A person/creature appears or disappears
Causes the target (and their immediate possessions) to instantly Teleport (move from one location to
another). For each additional person Teleported with the original target, the range is halved. The spell
will not Teleport the recipient(s) into a solid object, but will come as close as possible to the desired
location. The target must also be Teleported onto a solid surface. Note: Casting time for this spell is
15 minutes and the caster cannot move while the spell is being cast.

Targets are required components of this spell. As such, they must be present (close enough to
touch) while the spell is being cast. If the target were to leave during casting, the spell would continue
uninterrupted, but the target would not be affected when the spell was completed.

Targets can be Teleported very short distances (1 inch); however, for determining the number of
targets being Teleported, 20 feet is the minimum distance.

Inanimate objects cannot be Teleported alone (without a target creature). Corpses, Summoned or
Created creatures, and Undead are each considered creatures for the purposes of this spell (they can be
teleported alone). Individuals may be teleported with 100 pounds of equipment. The equipment cannot
be attached to immovable objects (ie. A door or wall).

Level Distance (in feet)


4 2560 (about ¼ mile)
5 10240 (2 miles)

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Grey
Spell Name Level Other Schools
Endurance 1 2 3 4 5 Battle
Geas* 1 2 3 4 5
Magic Armor 2 3 4 5 Air, Water
Protect Object 1 2 3 4 5
Speak the Truth 1 2 3 4 5 White
Weakness 4 5

Endurance
School: Grey, Battle
Level: 1-5
Range: Touch
Duration: 15 minutes or until temporary Life Points are used (Downcastable)
Affect: Internal
Temporarily gives the recipient extra Life Points. These extra Life points are the first ones to
be lost when damage is taken. These points are applied to both Location and Total Life. The loss of
these temporary Life Points do not cause the recipient pain. Only one Endurance spell can be active on
a person at any given time. The additional life points is applied to any new damage; however, these
additional points will not be added to existing points. In other words, if Endurance is cast on someone
who is unconscious, (Total Life at 0) they will remain unconscious. (Note: consent is not required for this spell.)

Level Temporary Life Points


1 1
2 2
3 4
4 8
5 12

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Geas
School: Grey (Specialist Only)
Level: 1-5
Range: Touch, 20 feet
Duration: 15 minutes (Downcastable)
Affect: External
Prevents the target from causing direct or indirect harm to (or touching) the caster (and their
immediate possessions). This does not require the target to protect the caster, but prevents them from
ordering others to harm, hinder, or restrain the caster. The Spell is immediately broken if the caster
attacks (directly or indirectly) (or touches) the target. The target is completely aware of their surroundings,
as well as some force preventing their actions (if they attempt to harm the caster). For example, a
Necromancer could not order their Undead to kill or capture the caster. However, the Necromancer is
not required to stop the Undead if they already had orders to attack. This spell does not affect Created,
Summoned, or Undead creatures.
Rank Affected
Level Touch 20 Feet
1 2 -
2 4 2
3 8 4
4 16 8
5 32 16

Magic Armor
School: Grey, Air, Water
Level: 2-5
Range: Touch
Duration: 15 minutes (Downcastable)
Affect: External
Creates an invisible Armor providing physical protection. Magic Armor AC nullifies the
recipient's normal Physical AC including Armor Proficiencies, Dodge, and Physical armor (leather, chain,
etc). This spell will operate in conjunction with most other spells and invocations. The person
receiving this spell must do so voluntarily (note that unconsciousness implies consent).

Level Physical AC
2 1
3 2
4 3
5 4

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Protect Object
School: Grey, White
Level: 1-5
Range: Touch
Duration: 15 minutes (Downcastable)
Affect: External
Protects an inanimate item from the effects of destructive Magics (Destroy, Shatter, Warp, or other
types of magical effects), Physical damage (breaking), and Power Invocations (Bless, Curse, etc). The item
must be the size of a two-handed weapon or smaller, or, if larger, the caster must indicate what portion
is affected (only 1 cubic foot of material is affected).

Speak the Truth


School: Grey, White
Level: 1-5
Range: Touch
Duration: 15 minutes (or until a response is provided) (Downcastable)
Affect: Internal
Allows the caster to direct the target to truthfully answer a single (Yes/No) question. The target
must immediately (within 2 seconds) respond to the next (Yes/No) question asked by the caster. The target
may speak, act, and cast normally until such time as the caster asks the question. Once the caster asks a
question (any (Yes/No) question within hearing of the target), the target may only respond with the following:
“Yes”, “No”, “I refuse”, or cast (Spell/Invocation). While casting is in no way impaired, it does not
qualify as a response to the caster's question. (This does not interfere with the target's actions, other than speech.)
The target's reponse must be audible within 10 feet.

Level Rank Affected


1 2
2 4
3 4
4 16
5 32

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Weakness
School: Grey
Level: 4-5
Range: Touch, 20 feet
Duration: 15 minutes
Affect: Internal
The target's strength is reduced by one category (For example, Double Strength is reduced to Strength,
Strength is reduced to average, and average is reduced to a Weakened state. See Strength categories.) The affects of
multiple Weaknesses do not exaggerate the effects.

Level Range
4 Touch
5 20 feet

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Illusion
Spell Name Level Other Schools
Blind Sight* 1 2 3 4 5
Blur 3 5
Change Appearance 2 3 4 5
Conceal Portal* 3 4 5
Darkness 1 2 Black
Grasping Hands 2 3 4 5
Light 1 White

Blind Sight
School: Illusion (Specialist only)
Level: 1-5
Range: Touch, 20 feet
Duration: 15 minutes (Downcastable)
Affect: Internal
Temporarily Blinds the target. The effect of this spell cannot be removed by the Cure
Blindness Invocation. This Spell does not affect Undead, Summoned or Created creatures.
Rank Affected
Level Touch 20 Feet
1 2 -
2 4 2
3 8 4
4 16 8
5 32 16

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Blur
School: Illusion
Level: 3, 5
Range: Touch
Duration: 15 minutes (Downcastable)
Affect: Visible – A creature’s outline appears to shift when touched
Blurs the recipient's outline, making them harder to hit with physical attacks. Blur is not added
to Magic or Power AC. This spell will work in conjunction with all other spells and skills that increase
Physical AC. The person receiving this spell must do so voluntarily (note that unconsciousness implies
consent). This affects of this spell provide no protection against physical traps; However, it does
provide protection against Undead, Summoned and Created creatures.

Level Additional Physical AC


3 1
5 2

Change Appearance
School: Illusion
Level: 2-5
Range: Touch
Duration: 15 minutes (Downcastable)
Affect: Visible – A creature appears as another
Changes the recipient's features, hair, ears, skin, etc. to appear like another humanoid form.
The recipient's size remains the same, and their clothing, equipment, skills, voice, and knowledge are
not affected by the spell. Make-up, fake ears, a mask, etc. are necessary to simulate the spell effect.
Note that casting time is 5 minutes. This Spell can not be applied to nor does it affect Undead,
Summoned or Created creatures.

This spell not only affects a person’s sense of sight, but also touch. The spell cannot be
detected by touching the recipient in an attempt to distinguish their true features. However, this spell
does not affect the recipient’s scent. Therefore, their race and/or identity can be detected with the
Detect Scent skill.

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Conceal Portal
School: Illusion (Specialist only)
Level: 3-5
Range: Touch, 20 feet
Duration: 15 minutes (Downcastable)
Affect: Visible – A portal becomes as a wall
This spell will Conceal a normal door, window, or doorway concealing it for normal sight. The
area Concealed is approximately 4'x 7'. The portal cannot be detected by non-Magical means (for
example, feeling around for it). Both sides of the portal are Concealed. If a Concealed portal is detected (for
example, observing someone walking through it), anyone who knows its whereabouts can pass through it
(assuming it is not locked). Characters must close their eyes while going through a Concealed portal to
simulate the spell effect. This Spell does not affect Undead, Summoned or Created creatures.

Level Target effected Spell Range


3 Door or window Touch
4 Door or window 20 feet
5 Doorway or opening Touch

Darkness
School: Illusion, Black
Level: 1-2
Range: Touch (1 inch), 20 feet
Duration: Instantaneous
Affect: Visible – Everything gets dark
Nullifies a Magical or non-Magical light source, torch size or smaller. (This spell cannot be used to
blind characters, monsters, etc.)

Level Range
1 Touch (1 inch)
2 20 feet

© 1993-2005 Carolyn and Robert McNeal 159


Grasping Hands
School: Illusion
Level: 2-5
Range: Touch, 20 feet
Duration: 15 minutes (Downcastable)
Affect: External
Skeletal hands emerge from the ground and grasp the target around the ankles (or any other
locations in close proximity to the ground) attempting to pull them underground. The hands are invisible to all
but the target. Unless otherwise being directly attacked, the target must concentrate all their attention
on battling the hands. Spell casting is still possible while battling the hands. Dodge proficiency is
halved (rounded) by each location held. Armor skill is nullified on the held location. (For example, if a
target's leg is held the Dodge Proficiency is halved, whereas the Armor Proficiency is nullified on that leg, but no other
location. If both legs were held, Dodge would be quartered and Armor proficiency would be nullified on both legs, etc.)
This Spell does not affect Undead, Summoned or Created creatures.

The hands are unaffected by any physical/power attacks. However, targets of this spell can be
removed by digging or cutting - this takes 10 minutes for one person, 5 minutes for two (maximum)
working together. While the illusion cannot be physically damaged, digging out appears to be
damaging the hands until the target can escape.

In order to escape using Strength/Agility, the character's Strength/Agility must equal the affect
called, this requires 5 seconds per location. Strength/Agility exceeding the called affect requires 2
seconds per location to escape.

Level Spell Effect to Call Spell Range


2 Grasping Hands Touch
3 Grasping Hands 20 feet
4 Double Grasping Hands Touch
5 Double Grasping Hands 20 feet

Light
School: Illusion, White
Level: 1
Range: Self only
Duration: 15 minutes
Affect: Visible – A small light appears in a casters hand
Creates a Magical Light in the caster's hand. (A small flashlight or chemlite is used to simulate the spell
effect. The light must be non-directional.) The Light cannot be used to blind others. The light source must
stay in the hand of the caster at all times. The light cannot be switched between hands, placed on the
ground, or given to another person.

© 1993-2005 Carolyn and Robert McNeal 160


Seer
Spell Name Level Other Schools
Cognition* 4 5
Conceal Magic* 1 2 3 4 5
Detect Lies 3
Identify Magic 3 Arcane
Locate 1 3 5
Oculate 1 2 3 4 5

Cognition
School: Seer (Specialist only)
Level: 4-5
Range: Self only
Duration: 15 minutes or 3 Questions
Affect: Internal

Allows the caster to obtain or confirm information about present and past events. Cognition
does not give knowledge of the future. The caster may ask up to 3 questions. The caster is the only
one who can hear the answers. Cognition (each level) may be cast only once per day (24 hours). It is
possible to get no response to a question, usually due to the caster phrasing the question incorrectly.
This spell cannot be used to determine detailed knowledge of creature’s skills, abilities, Spells,
Invocations. Nor can it be used to teach the caster new Spells, Skills, or Invocations. A material
component - a mirror, crystal, or similar reflective surface (at least 1 square inch) is required to cast this
spell.
Note: Casting time for this spell is 15 minutes. (The caster cannot move while the spell is being cast.) This will help
referees get information from other players in order to answer the caster's questions. (This is out of game and players must
answer the referee to the best of their knowledge.)

Level Response
4 Yes/No
5 One word

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Conceal Magic
School: Seer (Specialist only)
Level: 1-5
Range: Touch
Duration: 15 minutes (Downcastable)
Affect: Special
Conceals the presence of a single spell from Magical detection (for example, Detect Magic, Magic
Sight, Identify, etc). The Concealed spell will not radiate Magic for the duration of the Conceal Magic
spell. The level of the Conceal Magic spell must be of equal or higher than the Magic being
Concealed.

Detect Lie
School: Seer
Level: 3
Range: Self only
Duration: 15 minutes or 3 Statements
Affect: Internal
Allows the caster to Detect if a statement that they hear is true or not. The spell must be cast
prior to hearing the statement. The spell will work in determining the truthfulness of 3 statements. The
caster must personally hear each statement. A referee tells the caster "true" or "false" for each
statement to simulate the spell effect. (Note that the referee may have to ask other players if they were lying in
order to answer the caster. This is out of game and players must answer the referee to the best of their knowledge.) An
answer of "true" may occur for a false statement if Detect Lies is used on someone who sincerely
believes that they are speaking the truth.

Identify Magic
School: Seer, Arcane
Level: 3
Range: Touch (1 inch)
Duration: Instantaneous
Affect: Internal
Allows the caster to identify one characteristic of a Magic item or spell. Characteristics are
disclosed in the following order: presence of magic, spell level, school, spell name or effect, number of
charges, and additional information. Characteristics from an item can be determined using other spells
(Detect Magic to determine the presence of Magic and Recognize Magic to determine the strength (level) of Magic).

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Locate
School: Seer
Level: 1, 3, 5
Range: Self only
Duration: Instantaneous
Affect: Internal
Can be used to Locate a type of creature (1st level), specific item (3rd level), or specific person (5th
level). The spell indicates the direction of the target "as the crow flies". The caster must have seen the
target before. If Locate is cast to find the whereabouts of a type of creature, as opposed to a specific
creature, the closest creature of that type will be Located. A material component - a mirror, crystal, or
similar reflective surface, at least 1"x1", is required to cast this spell.
Note: Each race is defined in Chapter 1. (Therefore, Barbarians are their own race.)

Level Item Located


1 Race
3 Item
5 Individual

Oculate
School: Esoteric
Level: 1-5
Range: Self only
Duration: Instantaneous
Affect: Internal
Allows the caster to determine the general distance of a type of creature (1st level), specific item
(3rd level), or specific person (5th level). The caster is the only one who can see the answer (from the
component). The spell indicates the general distance (see below) of the target "as the crow flies". The
caster must have seen the target before. The response of this spell is “Yes” or “No”. (For example, level 2
will determine whether a race type is within 160 feet of the caster.) If Oculate is cast to find the whereabouts of a
type of creature (race), as opposed to a specific individual, the closest creature of that type will be
Located. A material component - a clear crystal, at least 1"x1", is required to cast this spell.
This spell can be cast in such a manner as to determine the distance of items at a closer distance
(at normal distance intervals – see below). (For example, level 4 can determine whether an Item or Race is within 40, 160,
640, or half mile of the caster. Level 5 can determine whether an Individual, Item, or Race is within 40, 160, 640, half mile,
or 2 miles of the caster.)
Note: Each race is defined in Chapter 1. (Therefore, Barbarians are their own race.)

Level Item Located Distance (within)


1 Race 40 feet
2 Race 160 feet
3 Item or Race 640 feet
4 Item or Race 1/2 mile
5 Individual, Item, or Race 2 miles

© 1993-2005 Carolyn and Robert McNeal 163


White
Spell Name Level Other Schools
Light 1 Illusion
Magic Protection 2 3 4 5 Arcane, Water
Restore Object 2 3
Sleep* 1 2 3 4 5
Speak the Truth 1 2 3 4 5 Grey

Light
School: White, Illusion
Level: 1
Range: Self only
Duration: 15 minutes
Affect: Internal
Creates a Magical Light in the caster's hand. (A small flashlight or chemlite is used to simulate the spell
effect. The light must be non-directional.) The Light cannot be used to blind others. The light source must
stay in the hand of the caster at all times. The light cannot be switched between hands, placed on the
ground, or given to another person.

© 1993-2005 Carolyn and Robert McNeal 164


Magic Protection
School: White, Arcane, Water
Level: 2-5
Range: Touch
Duration: 15 minutes (Downcastable)
Affect: External
Creates an invisible barrier providing Protection against Magical Damage. This spell does not
interfere with the operations of Physical armor, armor skills (including Dodge), or invocations. The
person receiving this spell must do so voluntarily (note that unconsciousness implies consent.)

Only one Magic Protection (or ) spell can affect an individual at a time. In the event an
additional Magic Protection is cast on an individual, only the higher level spell will be affective. If
both spells are of equal level, the newer spell will become the active spell.

Level Magic AC
2 1
3 2
4 4
5 8

Restore Object
School: White
Level: 2-3
Range: Touch (1 inch), 20 feet
Duration: Instantaneous
Affect: Visible – Pieces on a broken item rebuild themselves into the original
Restores any non-Magical item that has been damaged, Destroyed, Shattered, or Warped. If the
item is larger than a two-handed weapon, more than one spell may be needed to Restore it. All of the
damaged pieces must be present in order for Restore Item to work. (This spell does not reverse the effects of
rust, because portions of the metal are consumed (missing) by the rust.)

Level Range
2 Touch (1 inch)
3 20 feet

© 1993-2005 Carolyn and Robert McNeal 165


Sleep
School: White (Specialist only)
Level: 1-5
Range: Touch, 20 feet
Duration: 15 minutes (Downcastable)
Affect: Internal
Causes the target to fall into a Magical Sleep. Attempting to awaken a Sleeping target by
damaging them is not sufficient to awaken them.
Rank Affected
Level Touch 20 Feet
1 2 -
2 4 2
3 8 4
4 16 8
5 32 16

Speak the Truth


School: White, Grey
Level: 1-5
Range: Touch
Duration: 15 minutes (Downcastable)
Affect: Internal
Allows the caster to direct the target to truthfully answer a single (Yes/No) question. The target
must immediately (within 2 seconds) respond to the next (Yes/No) question asked by the caster. The target
may speak, act, and cast normally until such time as the caster asks the question. Once the caster asks a
question (any (Yes/No) question within hearing of the target), the target may only respond with the following:
“Yes”, “No”, “I refuse”, or cast (Spell/Invocation). While casting is in no way impaired, it does not
qualify as a response to the caster's question. (This does not interfere with the target's actions, other than speech.)
The target's response must be audible within 10 feet.

Level Rank Affected


1 2
2 4
3 4
4 16
5 32

© 1993-2005 Carolyn and Robert McNeal 166


Spells Common to All Schools
Spell Name Level Other Schools
Detect Magic 1 2 4 All
Dispel Magic 1 2 3 4 5 All
Magic Sight 3 4 5 All
Recognize Magic 2 3 5 All

Detect Magic
School: All
Level: 1-2, 4
Range: Touch (1 inch), 20 feet, 20 foot radius (centered on the caster)
Duration: Instantaneous
Affect: Internal
Lets the caster detect the presence of Magic. A target must be specified (except Area). (This spell
does not disclose the form/shape of the Magic item.)

Level Range
1 Touch (1 inch)
2 20 feet
4 20 foot radius (call “Detect Magic Area”)

Dispel Magic
School: All
Level: 1-5
Range: 20 feet
Duration: Instantaneous
Affect: Special
Enables the caster to stop the effects of a spell. Dispel Magic can dispel non-Specialist spells of
equal or lower (effective) level. Specialist spells require that the Dispel Magic spell be greater than the
effective level of the Specialist spell being Dispelled.

Since characters often have multiple spells in effect (Magic Armor, Endurance, Protect Item, etc.) the
caster must call out what spell or area they want to be affected by the Dispel: "Dispel Armor 2",
"Dispel 1 that Sword", "Dispel 4". Note that the level of the Dispel is also called so that the caster's
opponent can determine whether their spell is still in effect or Dispelled. A Dispel only works on one
spell - if the target has multiple spells in effect and the caster does not indicate which spell they want
Dispelled, the target may choose which of their spells is affected by the Dispel. Inanimate objects not
in the possession of a character are dispelled in order from the last spell cast on them (for example, Protect,
Conceal Magic, etc.) to first.

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Magic Sight
School: All
Level: 3-5
Range: Special (Line of sight)
Duration: Special
Affect: Internal
The caster sees the presence of Magic on items, areas, people, or creatures. The range is line of
sight - if the caster is able to see something, no matter the range, they can tell whether there is Magic
present. Magic Sight does not show the presence of all spells - Weapon Proficiency, Sleep, Beguile,
etc, are not revealed by Magic Sight because they affect a target internally and cannot be seen by the
caster.

Level Duration
3 Instantaneous
4 5 seconds
5 15 seconds

Recognize Magic
School: All
Level: 2-3, 5
Range: Touch (1 inch), 20 feet, 20 foot radius (centered on the caster)
Duration: Instantaneous
Affect: Internal
Lets the caster determine the strength (Level) of Magic on an item. A target must be specified
(except Area). (This spell does not disclose the form/shape of the Magic item.)

Level Range
2 Touch (1 inch)
3 20 feet
5 20 foot radius (call “Recognize Magic Area”)

© 1993-2005 Carolyn and Robert McNeal 168


Power

General

Power is divided among the 3 Powers that are in turn subdivided into 9 sects.

Light Sects Grey Sects Dark Sects


Initiates Initiates Initiates
Healers Wardens Necromancers
Templars Iron Fist Black Dragon
To cast Power Invocations, the character selects a Power - Light, Grey, or Dark - and then joins
a sect within that Power to receive training. Power-users may select any sect to start in, but non-
Power-users must start with the Initiate Sect within the chosen Power.

The character then buys the first level of Invocations. Purchase of a level allows the Power-
user to cast all Invocations at that level in one particular sect. Invocation levels must be purchased
independently for each sect.

The character then buys Power points - the more Power points a character has, the more
Invocations they can cast. Power points are used to cast Invocations. Power points are used at a rate of
one point of Power per level of the Invocation. For example, a level 3 Invocation would require 3
Power points.

Innate Power
All living beings possess Power to some degree - Humans have the most innate Power,
Demihumans (Elves, Drow, etc) the least. Creatures are born with their base Power.

Race Type Race Power


Human Human 5
Demihuman Drow, Elf 3
Humanoid Barbarian, Duergar, Dwarf, Orc 4
Characters can regain lost Power points by resting. One Power point is regained for each 15
minutes of uninterrupted rest. If a character uses (or loses) all of their Power points they fall
unconscious for 15 minutes (the time it takes to regain 1 Power point) or until they are Given one point of
Power. A character must be conscious upon completing an Invocation for that Invocation to be
effective.

Read/Write Power Runes is not necessary to cast the first or subsequent levels of Invocations,
nor is it necessary for a Power-user to have a book of Invocations.

© 1993-2005 Carolyn and Robert McNeal 169


Casting Invocations
To cast Invocations, casters must have their casting hand free and be able to speak to cast
Invocations. The Invocation vocals must be audible - at minimum, recited in a normal speaking voice
(audible at least 10 feet away) - and word perfect. If the caster is interrupted, the Invocation fails.

The caster usually calls out the damage, Rank the spell affects, or other information to the
target. This information is not part of the spell vocals. Spells do not fail if a Magic-user is interrupted
while giving the target the information needed to react to the spell.

The caster has 5 seconds after completing the vocals to release a range Invocation before the
Invocation dissipates. Casters have 15 seconds to release a held (touch range) Invocation before it
dissipates.

Power-users may wear metal armor, without any affect on their Invocations.

Invocation vocals may take no longer than 5 seconds per line of spell. If longer than 5 seconds
is taken in casting a line of vocals, the gathered energies for the Invocation dissipate and the Invocation
fails.

Vocals

Vocals consist of one line per level of the Invocation. Standard vocals for casting Power are,
"Into my hand, I call forth Power", repeated as many times as the level of the Invocation they are
casting. Vocals must be in English (or some other mundane language).

Invocations with standard vocals (1 line per level) can take no longer than 5 seconds per line of
Invocation. If longer than 5 seconds is taken in casting a line of vocals, the Invocaion dissipates.
Invocations requiring additional casting time (5 or 15 minutes) do not follow the standard 1 line per
levels for casting. Each line of casting for these Invocations must be recited at least once per minute
and can take no longer than 30 seconds per line to cast.

Disruption

Casting is disrupted by failure to recite vocals correctly, by damage, or by being physically hit.
If the caster takes any damage while casting, whether Magic, Power, or Physical damage, the spell is
interrupted and fails. If the caster is hit by a weapon (whether it does damage or not), the spell is disrupted
and fails. If the caster mumbles, makes a mistake, is startled, or stops casting before the vocals are
complete, the Invocation is interrupted and fails. If the flow of vocals is interrupted for any reason, the
Invocation fails. Once a caster is disrupted, Power points equal to the level of the Invocation being cast
are lost.

© 1993-2005 Carolyn and Robert McNeal 170


Downcasting

Downcasting is the technique of casting an Invocation at a lower level of effectiveness in order


to extend the duration. The Invocation must be available at a lower level to be Downcastable, for
example, Power Protection. The caster uses 5 power points to cast a 5th level Power Protection
Invocation, but Downcasts it to 3rd level. Thus, the Power Protection is effectively 3rd level, but the
duration is increased from 15 minutes to 4 hours. For every level an Invocation is Downcast (5th to 4th, 4th
to 3rd, etc.), the duration is multiplied by four. So a 5th level Invocationl Downcast to 4th would have a
duration 4 times that of the original - 1 hour. 5th level Downcast to 3rd would have a duration 8 times
that of the original - 4 hours. Not all Invocations can be Downcast (check the description for each Invocation).

© 1993-2005 Carolyn and Robert McNeal 171


Restrictions to Learning Powers
Any character can learn two of the three Powers. A character learning Light Power cannot also
learn Dark Power, and vice versa. A character learning Grey Power can also learn either Light or Dark
Power, but not both.

Power-users may choose any Sect as their first Sect. If the character learns a second Power,
they must learn the Initiate Sect within the second Power before progressing to any other sects within
the second Power. Non-Power-Users must learn the Initiate Sect of any Power as their first Sect.

The table below shows the 9 Sects of Power in relation to one another. When learning
additional Sects, the character must progress from one to another following the lines below. Non-
Power-users must always take the Initiate Sect as their first Sect within any Power they choose to learn.

Non-Power-Users may only learn or increase their knowledge in a single Sect per character
Rank (every 10 xp). That is, a character that is not within the Power-User class can only learn an
Invocation level once per Rank.

© 1993-2005 Carolyn and Robert McNeal 172


Maximum Powers and Sects
Characters are limited in the number of Powers they may make use of and the number of sects
that they may join. The sects restrict training given to non-Power-users as well as to members of rival
sects, so Invocations may only be learned to a certain level.

The table below shows the maximum number of sects and the number of sects in which
Invocations above 5th level can be learned:

Class Maximum Sects Sects Greater than 5th


level
Power-Users 3 3
Non-Power-Users 2 2

Minimum Rank Requirements


A character must meet minimum Rank requirements to learn Invocations at certain levels and to
join additional sects of Power. The table below shows the minimum Rank requirements to learn Power
Invocations at each level. Note that these are the minimum, and that a sect may, for some reason,
withhold or delay training, usually due to a character's disobedience or poor performance.
Minimum Rank of Caster
Invocation Level Rank
1 2
2 4
3 6
4 8
5 10

The table below shows the minimum Ranks for a character to join Power sects. For example, a
4th Rank Magic-user may join one Sect, but must then wait until they are 8th Rank to join a 2nd Sect.
Minimum Rank of Caster
Sects Learned
Class 1st 2nd 3rd
Power-User 2 4 8
Non-Power-User 2 8 -

© 1993-2005 Carolyn and Robert McNeal 173


Primary Sects
A Primary Sect is the Sect whose values and ideas the caster most closely follows and to whom
they owe their greatest allegiance. The Power-user will follow the rules and teachings of their Primary
Sect above all others. For example, a character who chooses the Healers as their Primary Sect will not
use a weapon except to defend, and never to inflict damage on another living creature, even if that
character is also a member of the Templars (a military Sect). Power-users must maintain their Primary
Sect as the Sect in which they have learned their highest level of Invocations.

Upon learning their first Sect, Power-Users dedicate themselves to that Sect. This will be their
Primary Sect. Since non-Power-users first Sect is the Initiate Sect, non-Power-Users Primary Sect will
be the Initiate Sect.

Each Sect has an Invocation that is only available to casters with that Sect as their Primary Sect.
(For example, the Give Power Invocation is only available to those with the Light Initiate Sect as their Primary Sect.)

Jo-Power-User chooses the Grey Initiates as her primary Sect, in which she has learned to cast Invocations up to 4th level.
She has also studied with the Wardens, achieving the ability to cast 2nd level Invocations. She can continue to learn
Warden and even one other sect of Power, as long as she keeps up her studies with the Grey Initiates so that her Grey
Initiate Invocations are higher level than, or equal to, the level of Invocations that she can cast in any other Sect.

Secondary Sects
As can be expected, the Secondary Sect is the Sect in which the casters devotion is subordinate
to the Primary Sects. The level of the Secondary Sect may be equal, but not exceed the level of
Primary Sects. Tertiary Sects (for true Power-Users) may be equal to the Primary and Secondary Sects,
but cannot exceed them. Secondary Sects must be adjacent to Primary Sects.

Sect Teachings/Law
Sects are ideological groupings within each Power. Each Sect has it’s own set of beliefs. Every
member of a Sect should strictly follow these teachings. (See Appendix E for Sect Teachings/Law. It'll be
moved back here upon completion.)

© 1993-2005 Carolyn and Robert McNeal 174


Miscellaneous

Regaining Power

The most common way that innate Power is regained is by resting. Power is regained at a rate
of 1 power point per 15 minutes. Power can be regained faster by sleeping. However, this increased
rejuvenation of Power does not start until the beginning of the third hour of sleep, at which time, the
rate in which Power is regained is 4 points per 15 minutes. All Power (with certain exceptions), regardless
of the amount, is regained with 8 hours of relatively uninterrupted sleep. (Relatively uninterrupted means no
standing, walking, talking, or casting while sleeping.)

While most Power can be regained through rest, sleep, or Meditation skill, there are a few
exceptions. Any Power used in Invocations (Empower Weapon, Inner Strength, etc) remains invested in
those Invocations and cannot be regained until they terminate or the caster releases the Power. If an
Invocation is Sustained, the Power used in the Sustain Invocation can be regained normally, but not the
Invocation being Sustained. This is not the case for Invocations with special (indefinite) durations, such
as Summoned (Good/Evil) Spirits, Diseases, and Undead. (In the case of Summoned Spirits, neither the Power
from the Invocations nor from the Summoned Spirit can be regained until after the Spirit is activated or released.)

Invocation Effectiveness and Caster Consciousness

If a Power-User dies, the effects of any Invocations they have cast stop, due to the innate
relationship between the caster's life force and the Power used to cast the Invocations. At the time of
the caster's death, the Power is immediately released from the Invocations, thus stopping their effects.

A character may voluntarily release the Power they have put into an Invocation, which removes
the Invocation before the normal duration has expired. The caster simply says, "Power, I release thee"
and the Invocation is removed. Note that the Power points used in an Invocation do not return to the
caster when an Invocation is released - they must be regained through rest or meditation. Sustained
Invocations cannot be released in this manner.

The Sustain Invocation will keep Invocations active in the event of the caster's death.

Diseases

Several Invocations have especially long durations, these Invocations are: Flowing Wounds,
Wasting Sickness (Damage Disease), and Sleeping Sickness (Power Drain Disease). The affects of these
Invocations will normally dissipate after 24 hours. These Invocations are automatically sustained and
cannot be released normally. Only one (the stronger) disease of each type (Damage, Drain, or Flowing
Wounds) can affect a target creature at a time.

Individuals normally start feeling uncomfortable halfway between when the Disease is received
it starts affecting the individual. For example, if an individual is afflicted with a level 3 Disease (1 pt per
30 minutes), the individual will start feeling uncomfortable 15 minutes after being afflicted.

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Spirits

There are 2 categories of Spirits, Triggered and Non-Triggered. Triggered Spirits are those
Spirits that hold other Invocations and are activated (triggered) by the completion of specified events.
Summoned (Good/Evil) Spirits and Wards are Triggered Spirits. Triggers are normally simple
instructions. (Wards are normally triggered on encountering a (living or Undead) Spirit.) The non-Triggered
Spirits are Undead, Sustain, and an individual’s natural Spirit (soul). All Spirits, except Living and
Sustain, can be released normally by their caster.

Triggered Spirits

There are 2 Spirits that contain triggers (Summoned Good/Evil and Wards). Triggered Spirits are in
effect holding an Invocation. When an event occurs to activate the trigger, and release the Invocation,
the Invocation held by the Spirit is released onto the target (person the Spirit was in). While a Spirit itself
cannot be detected with Detect Power, the held Invocation can. (The Invocation held by a Summoned
Good/Evil Spirit will appear as an internal Invocation.)

Automatically Sustained Invocations

The affects of most Invocations cease when the caster dies. This is not true for Spirits or
Diseases. The following Invocations are automatically Sustained: Summon Good/Evil Spirit, Create
Undead, Create Ward, Repair Ward, and Diseases (Sleeping Sickness, Wasting Sickness, and Flowing Wounds).
Normally, sustained Invocations cannot be released by the caster. This is not the case with Spirits
(Automatically Sustained Invocations). All Spirits (Summoned, Undead, and Wards) can be released normally by
their caster. (Casters must have control of their Undead in order to release the Spirit.)

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Undead
All Undead are created from Human, Demi-human, or Humanoid corpses. A spirit is called
into the dead body to animate it. The Create Undead Invocation decays the corpse to the required
degree - for example, a freshly killed body will be rotted to bare bones to create a Skeleton. (Zombies
and Ghouls cannot be made from Skeletons.) Undead cannot be created in direct sunlight. The Undead must
remain in shadow unless the Necromancer can devote additional points during creation to creating
Undead that can tolerate full sunlight. Undead created with no additional abilities (see Create Undead
Invocation) will have 12 Total Life and weapon proficiency with any weapon.

The Spirits inhabiting Undead are destructive by nature. If left on its own, an Undead will
attempt to kill all living creatures.

Undead receive skills and abilities upon creation, therefore, Spells/Invocations that beneficially
alter the Undead stats cannot affect them (directly), this includes, but not limited to: Magic Armor,
Magic Protect, Power Protection, Blur, Bless, Change Appearance, Strength. Spells/Invocations that
adversely affect the Undead work normally, this includes, but is not limited to: Weakness and Curse.

Zombie

Zombies are able to follow one simple command at a time. They move very slowly and
clumsily (about half normal speed), and make moaning noises. Zombies appear as slightly decayed corpses
- but may still be recognized by those who knew them when they were alive.

Skeleton

Skeletons are able to follow (two) simple commands - they take everything literally, as do all
lower level undead. They are affected by blunt weapons normally, but take only marginal damage
from bladed weapons (one quarter normal damage, damage divided by 4 rounded, so that a dagger would do no damage
and a sword would do 1 point of damage). Skeletons are corpses that are decayed to nothing but bones. Once
a corpse has been raised as a Skeleton, it can no longer be raised as a zombie or Ghoul (because it has no
flesh remaining).

Ghoul

Ghouls can follow slightly more complex commands (with three directives). They make hissing
sounds and move in a hunched loping gait (no sprinting). They have long claws which inflict Power
damage. Any opponent taking damage from a ghoul will be paralyzed for 15 minutes. A Ghoul's
appearance is monstrous - so changed is the corpse by the Invocation that it is unrecognizable.

© 1993-2005 Carolyn and Robert McNeal 177


Invocation Lists
Light Power
Light Initiates
Invocation Name Level Other Sects
Detect Undead 1 2 4 Grey Initiates, Necromancers
Dismiss Undead 1 2 3 4 5
Give Power* 1 2 3 4 5
Identify Undead 3 Grey Initiates, Necromancers
Mend Wounds 1 2 3 4 5
Recognize Undead 2 3 5 Grey Initiates, Necromancers
Remove Curse 3 4 5
Remove Fear 1 2 3 4 5
Repel Undead 3 5
Sanctify 1 2 3 4 5
Undead Strike 1 2 3 4 5
Healers
Invocation Name Level Other Sects
Cure Blindness 1 2 3 4 5
Cure Disease 1 2 3 4 5
Detect Life 1 2 4
Heal Wounds* 1 2 3 4 5
Identify Life 3
Reduce Pain 2 4
Remove Paralysis 1 2 3 4 5
Remove Poison 1 2 3 4 5
Sanctuary 1 2 3 4 5
Stop Bleeding 1 2 4
Treat Wounds, Range 1 2 3 4 5
Templars
Invocation Name Level Other Sects
Bless 3 4 5
Courage 1 2 3 4 5
Detect Evil 1 2 4
Empower Weapon 1 2 3 4 5 Black Dragon
Inner Strength 4 Iron Fist, Black Dragon
Might 5 Iron Fist, Black Dragon
Power Protection 1 2 3 4 5 Iron Fist
Repel Evil 3 5
Summon Good Spirit* 1 2 3 4 5
* Primary Sect Only

© 1993-2005 Carolyn and Robert McNeal 178


Grey Power
Grey Initiates
Invocation Name Level Other Sects
Detect Primary Power* 1 2 4
Detect Poison 1 2 4
Detect Undead 1 2 4 Light Initiates, Necromancers
Identify Power 3
Identify Primary Sect* 3
Identify Undead 3 Light Initiates, Necromancers
Inflict Wounds 1 2 3 4 5
Protection from Undead 1 2 3 4 5
Recognize Poison 2 3 5
Recognize Undead 2 3 5 Light Initiates, Necromancers
Share Power* 1 2 3 4 5
Treat Wounds 1 2 3 4 5
Wardens
Invocation Name Level Other Sects
Create Ward* 1 2 3 4 5
Detect Ward 1 2 4
Dismiss Ward 1 2 3 4 5
Halt 1 2 3 4 5
Identify Ward 3
Pass Ward 1 2 3 4 5
Protection from Halt 1 2 3 4 5
Recognize Ward 2 3 5
Repair Ward 2 3 4 5
Sense Ward 4 5
Iron Fist
Invocation Name Level Other Sects
Detect Spirit 1 2 4
Dismiss Spirit* 1 2 3 4 5
Fear Undead 1 2 3 4 5
Forestall Spirit 1 2 3 4 5
Identify Spirit 3
Inner Strength 4 Templars, Black Dragon
Might 5 Templars, Black Dragon
Power Protection 1 2 3 4 5 Templars
Power Strike 1 2 3 4 5 Black Dragon
Prolong Consciousness 4
Recognize Spirit 2 3 5
* Primary Sect Only

© 1993-2005 Carolyn and Robert McNeal 179


Dark Power
Dark Initiates
Invocation Name Level Other Sects
Cause Blindness 1 2 3 4 5
Control Undead 1 2 3 4 5 Necromancers
Curse 3 4 5
Inflict Wounds 1 2 3 4 5
Power Drain* 1 2 3 4 5
Remove Bless 3 4 5
Repair Undead 1 2 3 4 5
Sleeping Sickness 2 3 4 5
Taint 1 2 3 4 5
Necromancer
Invocation Name Level Other Sects
Create Undead* 1 2 3 4 5
Control Undead 1 2 3 4 5 Dark Initiates
Detect Life 1 2 4 Healers
Detect Undead 1 2 4 Light Initiates, Grey Initiates
Ghoul’s Touch 3 4 5
Heal Undead 1 2 3 4 5
Identify Undead 3 Light Initiates, Grey Initiates
Recognize Undead 2 3 5 Light Initiates, Grey Initiates
Repel Life 3 5
Speak with Dead 4 5
Wasting Sickness 2 3 4 5
Black Dragon
Invocation Name Level Other Sects
Cause Fear 1 2 3 4 5
Cause Wounds 1 2 3 4 5 Dark Initiates
Detect Good 1 2 4
Empower Weapon 1 2 3 4 5 Templars
Flowing Wounds 3 5
Inner Strength 4 Iron Fist, Templars
Might 5 Iron Fist, Templars
Power Strike 1 2 3 4 5 Iron Fist
Repel Good 3 5
Summon Evil Spirit* 1 2 3 4 5
* Primary Sect Only

© 1993-2005 Carolyn and Robert McNeal 180


Invocations Common

Invocations Common to All Sects


Invocation Name Level Other Sects
Detect Power 1 2 4 All
Power Sight 3 4 5 All
Recognize Power 2 3 5 All
Sustain 1 2 3 4 5 All

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Invocation Descriptions

Invocation descriptions include detailed information about each Invocation.

Invocation Name

Invocation Name refers to the name of an Invocation. Even if an Invocation has many levels
(Heal Wounds or Cause Wounds),
the name of the Invocation remains the same.

Sect

Many Invocations are available to more than one Sect of Power. This section will identify the
Sects a particular Invocation falls into.

Level

Level describes the strength of an Invocation. Not all Invocations are available at all levels.

Range

Range specifies the maximum distance a target can be affected. The standard ranges are: Touch
and 20 feet. Invocations that have a range of Touch, the caster must actually touch the target/recipient
for the Invocation to take affect. Invocations that have a range of 20 feet effect targets within 20 of the
caster. Normally, specified by the caster.

Duration

Invocations normally last 15 minutes, unless otherwise specified. Many Invocations can be
downcast to extend the duration.

Affect

This describes how the Invocation (or it’s effects) can be seen. There are 3 types of affects:
Internal, External, and Visible. Internal effects cannot be seen with normal or Power Sight. The
effects are without the recipient. External effects lie on the outside surface of the target, but require
Power Sight to be seen. Visible effects are effects that are visible with normal (and Invocation) sight.
The visible effects of each Invocation are provided.

© 1993-2005 Carolyn and Robert McNeal 182


Light Power

Light Initiates
Invocation Name Level Other Sects
Detect Undead 1 2 4 Grey Initiates, Necromancers
Dismiss Undead 1 2 2 4 5
Give Power* 1 2 3 4 5
Identify Undead 3 Grey Initiates, Necromancers
Mend Wounds 1 2 3 4 5
Recognize Undead 2 3 5 Grey Initiates, Necromancers
Remove Curse 3 4 5
Remove Fear 1 2 3 4 5
Repel Undead 3 5
Sanctify 1 2 3 4 5
Undead Strike 1 2 3 4 5
* Primary Sect Only

Detect Undead
Sect: Light Initiates, Grey Initiates, Necromancers
Level: 1-2, 4
Range: Touch (1 inch), 20 feet, 20 foot radius (centered on the caster)
Duration: Instantaneous
Affect: Internal
Lets the caster detect the presence of Undead.

Level Range
1 Touch (1 inch)
2 20 feet
4 20 foot radius (call “Detect Undead Area”)

© 1993-2005 Carolyn and Robert McNeal 183


Dismiss Undead
Sect: Light Initiate
Level: 1-5
Range: 20 feet
Duration: Instantaneous
Affect: Visible – An Undead becomes an ordinary corpse
Causes an Undead to collapse and return to being an ordinary corpse. The level of Undead
affected is equal to or lower level than the level of the Invocation.

Give Power
Sect: Light Initiates (Primary Sect Only)
Level: 1-5
Range: Touch
Duration: Special
Affect: Internal
Lets the caster give some of their own available Power points to another willing person. (Note
that unconsciousness implies consent.) The duration of the Invocation is the time necessary to exchange the
amount of Power Given by the caster. Give Power requires concentration so the caster and recipient
must be stationary for the duration of the Invocation (neither character may engage in combat during the
exchange of Power). It is not possible to give a character more Power points than they normally possess.
It is necessary for the caster and recipient to remain in physical contact for the duration of the
Invocation. Once contact is lost, the Invocation is disrupted and the transfer of Power is stopped.

Level Power Transferred


1 2 pts/min (1 pt/30 sec)
2 4 pts/min (1 pt/15 sec)
3 6 pts/min (1 pt/10 sec)
4 8 pts/min (1 pt/8 sec)
5 10 pts/min (1 pt/6 sec)

Identify Undead
Sect: Light Initiates, Grey Initiates, Necromancers
Level: 3
Range: 20 feet
Duration: Instantaneous
Affect: Internal
Lets the caster identify the type and level of an Undead. Identify Undead identifies only one
target. The person playing the Undead tells the caster their type and level. This Invocation does not
disclose the abilities of an Undead.

© 1993-2005 Carolyn and Robert McNeal 184


Mend Wounds
Sect: Light Initiates
Level: 1-5
Range: Touch (Two Hands)
Duration: Instantaneous
Affect: Visible - Wounds close and heal
Heals damage to a Location and to Total Life. 1 point of Healing stops bleeding to all wounds
on the affected location, even if the wound is not totally Healed. A minimum of 10 points of Healing
done all at once is required to heal a broken bone properly (without the Set Broken Bone skill). The full 10
points must be applied to the same area in order to mend bones correctly. Note that a lower level Heal
(less then 5th level) may mend broken bones in the wrong position (making the location useless until properly
reset). (see Set Broken Bone skill). Use “Heal Wounds” when calling the affect of this Invocation.

Level Damage Healed


1 2 (1 per hand)
2 4 (2 per hand)
3 6 (3 per hand)
4 8 (4 per hand)
5 10 (5 per hand)

Recognize Undead
Sect: Light Initiates, Grey Initiates, Necromancers
Level: 2-3, 5
Range: Touch (1 inch), 20 feet, 20 foot radius (centered on the caster)
Duration: Instantaneous
Affect: Internal
Lets the caster determine the strength (Level) of an Undead. A target must be specified (except
Area).

Level Range
2 Touch (1 inch)
3 20 feet
5 20 foot radius (call “Recognize Undead Area”)

© 1993-2005 Carolyn and Robert McNeal 185


Remove Curse
Sect: Light Initiates
Level: 3-5
Range: Touch, 20 feet
Duration: Instantaneous
Affect: External
Removes the effect of a Curse. Remove Curse is only affective if it is cast on an item or person
that has already been Cursed. It cannot be used defensively (before the target has been Cursed).
Effect
Level Touch 20 Feet
3 1 -
4 - 1
5 2 -

Remove Fear
Sect: Light Initiates
Level: 1-5
Range: Touch
Duration: Instantaneous
Affect: Internal
Removes the effect of a Fear Invocation. The Remove Fear Invocation must be of equal or
higher level than the affective level of the Fear Invocation to be effective.

Effect
Level Touch 20 Feet
1 1 -
2 2 1
3 3 2
4 4 3
5 5 4

Repel Undead
Sect: Light Initiates
Level: 3, 5
Range: 20 feet, 20 foot radius (centered on the caster)
Duration: Instantaneous
Affect: External
Repels Undead creatures. The Repelled Undead are thrown back 10 feet directly away from the
caster. This Invocation causes no damage to the Undead and they may return after being Repelled. No
amount of Strength will prevent a suitable target from being repelled.

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Sanctify
Sect: Light Initiates
Level: 1-5
Range: Touch
Duration: 15 minutes (Downcastable)
Affect: Internal
Protects a body (living or dead) from being raised as an Undead. This Invocation does not provide
any other protections.

Undead Strike
Sect: Light Initiates
Level: 1-5
Range: 20 feet
Duration: Instantaneous
Affect: External
Creates an invisible Bolt of Power which the caster directs at an Undead target. The Bolt
automatically hits. The Bolt goes through Physical Armor and Physical/Magic resistances, doing
damage to Total Life only. An Undead's resistance to Power damage reduces the affect of this
Invocation. If the caster can see any part of the Undead's body, the Invocation will strike the target
Undead. Note: The affect of this Invocation is invisible to normal sight, but can be seen using Power
Sight.

Level Power Damage


1 2
2 4
3 6
4 8
5 10

© 1993-2005 Carolyn and Robert McNeal 187


Healers
Invocation Name Level Other Sects
Cure Blindness 1 2 3 4 5
Cure Disease 1 2 3 4 5
Detect Life 1 2 4 Necromancers
Heal Wounds* 1 2 3 4 5
Identify Life 3
Reduce Pain 2 4
Remove Paralysis 1 2 3 4 5
Remove Poison 1 2 3 4 5
Sanctuary 1 2 3 4 5
Stop Bleeding 1 2 4
Treat Wounds, Range 1 2 3 4 5
* Primary Sect Only

Cure Blindness
Sect: Healers
Level: 1-5
Range: Touch, 20 feet
Duration: Instantaneous
Affect: Internal
Cures the effects of most types of Blindness (not to include magical sources). The Cure Blindness
Invocation must be of equal or higher level than the Cause Blindness Invocation being cured.
Level of Blindness Effected
Level Touch 20 Feet
1 1 -
2 2 1
3 3 2
4 4 3
5 5 4

© 1993-2005 Carolyn and Robert McNeal 188


Cure Disease
Sect: Healers
Level: 1-5
Range: Touch
Duration: Instantaneous
Affect: Internal
Cures the effect of a Disease. The Cure Disease Invocation must be of equal or higher level to
be effective. If the Disease being Cured is contagious, this Invocation also protects the caster from
being infected while Curing an infected person. This protect is contingent upon the strength of the
Cure Disease Invocation being sufficient to Cure the Disease, otherwise the caster contracts the disease
as well. It also removes contagion from the possessions of the person being Cured.

Detect Life
Sect: Healer, Necromancers
Level: 1-2, 4
Range: Touch (1 inch), 20 feet, 20 foot radius (centered on the caster)
Duration: Instantaneous
Affect: Internal
Lets the caster detect the presence of Life. A target must be specified (except Area).

Level Range
1 Touch (1 inch)
2 20 feet
4 20 foot radius (call “Detect Life Area”)

© 1993-2005 Carolyn and Robert McNeal 189


Heal Wounds
Sect: Healers (Primary Sect Only)
Level: 1-5
Range: Touch (Two Hands)
Duration: Instantaneous
Affect: Visible - Wounds close and heal
Heals damage to a Location and to Total Life. Two hands must be used to apply Heal Wounds,
therefore, two Locations can be Healed with one casting of this Invocation. Half the healing is done by
each hand. 1 point of Healing stops bleeding to all wounds on the affected location, even if the wound
is not totally Healed. At least, 10 points of Healing done all at once is required to heal a broken bone
properly (without the Set Broken Bone skill). The full 10 points must be applied to the same area in order to
mend bones correctly. At least, 20 points of Healing done all at once is required to reattach a severed
limb. The full 20 points must be applied to the same area in order to reattach a limb. Note that a lower
level Heal (less then 3rd level) may mend broken bones in the wrong position (making the location useless until
properly reset). (see Set Broken Bone skill). Use “Heal Wounds” when calling the affect of this Invocation.

Level Damage Healed


1 4 (2 per hand)
2 8 (4 per hand)
3 12 (6 per hand)
4 16 (8 per hand)
5 20 (10 per hand)

Identify Life
Sect: Healers
Level: 3
Range: Touch
Duration: Instantaneous
Affect: Internal
Lets the caster identify the Life (Total Life) of a corpse. (This only works on recently living creatures
The person playing the corpse tells the caster their current Total Life.
whose TL is at or below their PoD.)
This Invocation does not disclose the Location points of any location, nor the TL of the corpse when
fully healed, nor how long the corpse has been dead, nor does it work on Undead.

The is a very sensitive Invocation. It only works within 1 minute of the corpses death.
Therefore, if this Invocation does not provide any information, the creature has been dead longer than 1
minute.

© 1993-2005 Carolyn and Robert McNeal 190


Reduce Pain
Sect: Healers
Level: 2, 4
Range: Touch
Duration: Special
Affect: Internal
Significantly reduces Pain (ie. wounds, broken bones, poison, disease, etc). This Invocation does not
repair any damage. This Invocation simply reduces the amount of pain felt from wounds, nothing
more. (It does not render that target numb.) This Invocation cannot be downcast.

Level Duration
2 15 minutes
4 1 hour

Remove Paralysis
Sect: Healers
Level: 1-5
Range: Touch
Duration: Instantaneous
Affect: Internal
Removes the effects of most types of Paralysis. The Remove Paralysis Invocation must be of
equal or higher level then the Paralysis being removed.

Remove Poison
Sect: Healers
Level: 1-5
Range: Touch
Duration: Instantaneous
Affect: Internal
Removes the effects of Poison from a creature or item. The level of the Remove Poison
Invocation must be of equal or higher level than that of the Poison. This Invocation will Remove the
Poison from a victim's system, however, it will not repair any damage already caused by the Poison.
(This Invocation can be used to nullify poison (in bottles, on traps and blades.)

© 1993-2005 Carolyn and Robert McNeal 191


Sanctuary
Sect: Healers
Level: 1-5
Range: Touch, 20 Feet
Duration: 15 Minutes (Downcastable)
Affect: Internal
This Invocation prevents the target from causing direct or indirect harm to (or touching) the caster
(and their immediate possessions). This does not require the target to protect the caster, but prevents them
from ordering others to harm, hinder, or restrain the caster. The Invocation is immediately broken if
the caster attacks (directly or indirectly) (or touches) the target. The target is completely aware of their
surroundings, as well as some force preventing their actions (if they attempt to harm the caster). For
example, a Necromancer could not order their Undead to kill or capture the caster. However, the
Necromancer is not required to stop the Undead if they already had orders to attack.
Rank Affected
Level Touch 20 Feet
1 2 -
2 4 2
3 8 4
4 16 8
5 32 16

Stop Bleeding
Sect: Healers
Level: 1-2, 4
Range: Touch, 20 feet, 20 foot radius (centered on the caster)
Duration: Instantaneous
Affect: Visible - Wounds stop bleeding
Stops the Bleeding of all the recipient's wounds, regardless of Location or severity, assuming
that the recipient is still living. Stop Bleeding does not Heal any wounds, it only stops bleeding
(preventing bleeding damage).

Level Range
1 Touch
2 20 feet
4 20 foot radius (call “Stop Bleeding Area”)

© 1993-2005 Carolyn and Robert McNeal 192


Treat Wounds, Range
Sect: Healers
Level: 1-5
Range: 20 feet
Duration: Instantaneous
Affect: Visible – Wounds close and heal
Heals 1 point of damage per level of the Invocation. The damage Healed is to a Location and to
Total Life. Calling the effect of this Invocation should include the name and level of Invocation, as
well as, the Location being healed. (For example, "Heal Wounds 2, Right Leg".) 1 point of Healing stops
bleeding to all wounds on the affected Location, even if the wound is not totally Healed. Broken bones
cannot be not mended by this Invocation. Use “Heal Wounds” when calling the affect of this
Invocation.

© 1993-2005 Carolyn and Robert McNeal 193


Templars
Invocation Name Level Other Sects
Bless 3 4 5
Courage 1 2 3 4 5
Detect Evil 1 2 4
Empower Weapon 1 2 3 4 5 Black Dragon
Inner Strength 4 Iron Fist, Black Dragon
Might 5 Iron Fist, Black Dragon
Power Protection 1 2 3 4 5 Iron Fist
Repel Evil 3 5
Summon Good Spirit* 1 2 3 4 5
* Primary Sect Only

Bless
Sect: Templars
Level: 3-5
Range: Touch, 20 feet
Duration: 15 minutes (Downcastable)
Affect: Internal
Improves the recipient's physical AC or Physical damage. This Invocation will work in
conjunction with all other skills, spells, and Invocations (except additional Bless Invocations). Multiple Bless
Invocations cannot work in conjunction with each other. An object can only have one Bless. Bless
cast on a weapon will increase the amount Physical damage caused by that weapon. Bless cast on
armor will increase the effectiveness (physical AC) of that armor. Bless cast on an individual (to increase
damage) and on that individual's weapon to increase damage will not work together.

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Bless (Continued)

Blessed objects are not affected by Destroy, Warp, or Shatter type spells. However, Blessed items (or
individuals) can be Cursed. Individuals (including corpses) that have been Blessed cannot be raised as
Undead while the Invocation is in effect.

Effect
Level Touch 20 Feet
3 1 -
4 - 1
5 2 -

Courage
Sect: Templars
Level: 1-5
Range: Touch
Duration: 15 minutes (Downcastable)
Affect: Internal
Protects the recipient from the effect of a Fear Invocation of equal or lower level.

Detect Evil
Sect: Templars
Level: 1-2, 4
Range: Touch (1 inch), 20 feet, 20 foot radius (centered on the caster)
Duration: Instantaneous
Affect: Internal
Lets the caster detect the presence of Evil. A target subject must be specified (except Area).

Level Range
1 Touch (1 inch)
2 20 feet
4 20 foot radius (call “Detect Evil Area”)

© 1993-2005 Carolyn and Robert McNeal 195


Empower Weapon
Sect: Templars, Black Dragon
Level: 1-5
Range: Touch
Duration: 15 minutes (Downcastable)
Affect: External
Enables weapons to inflict Power damage. The Power damage inflicted is equal to the level of
the Invocation. Damage from an Empowered weapon will go through both Physical and Magic AC.
Only blunt weapons and daggers may be Empowered. Only one Empower Weapon Invocation may be
in effect on a weapon at any one time. When using an Empowered weapon, the wielder should call out
the Physical damage first, then the Power damage -for example, "4, Power 1": 4 points Physical and 1
point Power damage. The target takes either physical or Power damage, whichever affects them more.

Inner Strength
Sect: Templars, Iron Fist, Black Dragon
Level: 4
Range: Touch (Self Only)
Duration: 15 minutes
Affect: Internal
Gives the character increased Strength: adds damage (See below) done in any physical attack
(except with a bow), allows the character to carry a person virtually unencumbered (simulated by holding on to
the person, who walks beside them instead of actually being carried), and lets the character physically restrain (in
non-combat situations) people of lesser Strength, for example, restraining a prisoner. For safety, those
with Strength may not grab opponent's weapons, grapple opponents, or attempt to restrain an opponent
during combat.

Strength Category Name Damage Strength of “Average” Person**


Modifier*
1 Strength +1 2 (150)
* Melee weapons only (not bows)
** Weight (in pounds) that the character can carry over a long period of time.

© 1993-2005 Carolyn and Robert McNeal 196


Might
Sect: Templars, Iron Fist, Black Dragon
Level: 5
Range: Touch (Self Only)
Duration: 15 minutes
Affect: External
Increases the caster's ability to wield melee weapons. The ability is increased by one damage
category (ie, basic to practiced, practiced to proficient, etc). When the Invocation is cast, the caster must hold
the weapon type they want to increase Proficiency with in their hand. Only one Might Invocation can
be active on a person at any given time. A weapon skill must be known in order to utilize this
Invocation. This Invocation cannot be used in conjunction with the Weapon Proficiency spell.

Power Protection
Sect: Templars, Iron Fist
Level: 1-5
Range: Touch
Duration: 15 minutes (Downcastable)
Affect: External

Creates an invisible Armor providing a Power AC. The Power AC bestowed is equal to the
level of the Invocation. Power Protection does not affect the recipient's Physical or Magic AC,
including Armor Proficiencies and Dodge. The person receiving this Invocation must do so
voluntarily. Note that unconsciousness implies consent.

Repel Evil
Sect: Templars
Level: 3, 5
Range: 20 feet, 20 foot radius (centered on the caster)
Duration: Instantaneous
Affect: Visible – Creatures/items are flung away from the caster
Repels target creature(s) and item(s) of Evil alignment. The Repelled target(s) are thrown back
(away from the caster) 10 feet. This Invocation causes no damage and the affected creatures may
return after being Repelled. This Invocation will affect Undead. Anyone with the ability to cast Dark
Power or Black Magic will be affected by Repel Evil. No amount of Strength will prevent a suitable
target from being repelled.

© 1993-2005 Carolyn and Robert McNeal 197


Summon Good Spirit
Sect: Templars (Primary Sect Only)
Level: 1-5
Range: Touch (Two Hands)
Duration: Special (automatically sustained)
Affect: Internal
Enables the caster to Summon a Good Spirit that can hold a Light Power Invocation within the
recipient. The strength of the Spirit depends on the level of the Invocation. The caster may only use
Power points less than or equal to the level of Summoned Spirit. This Invocation is held until a certain
requirement (trigger) is met or the caster releases the Spirit. The caster first Summons the Spirit, then
casts the Invocation(s) that is to be held by the Spirit, then immediately instructs the Spirit on the
circumstances for activation.

The caster must be able to cast the Invocation they want the Good Spirit to hold. For example,
a common Invocation held by a Summoned spirit is Treat Wounds, to be activated when the recipient's
Total Life falls to or below zero. This tactic has saved scores of members of the Templars.

The caster can release the Spirit at any time with the phrase, "Spirit, I Release thee." (Include the
name or description of the character with the Summoned Spirit, if necessary). The Power points used in the
Invocation held by the Spirit and those necessary to Summon the Spirit cannot be regained until the
Invocation is activated or the Spirit released. Only one Spirit may be held by a recipient at any one
time. Summomed Spirits are automatically Sustained and continue to function even if the summoner
dies - a Sustain Invocation is not necessary. Summon Good Spirit cannot be used on an Undead.

The wording for the activation trigger is very important. There can only be one trigger that
activates the Spirit. The trigger must be a single sentence, without conjunctions, such as “or” or
“and”.

It is not the intent for Summon Spirit to give individuals the ability to cast Invocations without
being able to do so themselves. Therefore, only internal or touch ranged Invocations will function
correctly. (That is, Invocations trigged by Spirits act as Self Only.)

© 1993-2005 Carolyn and Robert McNeal 198


Grey Power

Grey Initiates
Invocation Name Level Other Sects
Detect Poison 1 2 4
Detect Primary Power* 1 2 4
Detect Undead 1 2 4 Light Initiates, Necromancer
Identify Poison 3
Identify Power 3
Identify Primary Sect* 3
Identify Undead 3 Light Initiates, Necromancer
Impose Wounds 1 2 3 4 5
Protection from Undead 1 2 3 4 5
Recognize Poison 2 3 5
Recognize Undead 2 3 5 Light Initiates, Necromancer
Share Power* 1 2 3 4 5
Treat Wounds 1 2 3 4 5
* Primary Sect Only

Detect Poison
Sect: Grey Initiates
Level: 1-2, 4
Range: Touch (1 inch), 20 feet, 20 foot radius (centered on the caster)
Duration: Instantaneous
Affect: Internal
Lets the caster detect the presence of Poison. This Invocation is unable to determine whether a
person is suffering from the effects of poison. It will only determine whether an object, substance,
food, or liquid is poisoned. A target must be specified (except Area).
Level Range
1 Touch (1 inch)
2 20 feet
4 20 foot radius (call “Detect Poison Area”)

© 1993-2005 Carolyn and Robert McNeal 199


Detect Primary Power
Sect: Grey Initiates (Primary Sect Only)
Level: 1-2, 4
Range: Touch (1 inch), 20 feet, 20 foot radius (centered on the caster)
Duration: Instantaneous
Affect: Internal
Lets the caster determine the Primary Power of a person, creature, or item. The Primary Power
is generally the first Power the target learned. A target must be specified (except Area).

Level Range
1 Touch (1 inch)
2 20 feet
4 20 foot radius (call “Detect Primary Power Area”)

Detect Undead
Sect: Grey Initiates, Light Initiates, Necromancers
Level: 1-2, 4
Range: Touch (1 inch), 20 feet, 20 foot radius (centered on the caster)
Duration: Instantaneous
Affect: Internal
Lets the caster detect the presence of Undead. A target subject must be specified (except Area).

Level Range
1 Touch (1 inch)
2 20 feet
4 20 foot radius (call “Detect Undead Area”)

Identify Poison
Sect: Grey Initiates
Level: 3
Range: Touch (1 inch)
Duration: Instantaneous
Affect: Internal
Allows the caster to identify one characteristic of a poison. Characteristics are disclosed in the
following order: presence of poison, poison level, effect, and additional information.

© 1993-2005 Carolyn and Robert McNeal 200


Identify Power
Sect: Grey Initiates
Level: 3
Range: Touch (1 inch)
Duration: Instantaneous
Affect: Internal
Allows the caster to identify one characteristic of a Power item or Invocation. Characteristics
are disclosed in the following order: presence of Power, Power (Light/Grey/Dark), Sect, Invocation level,
Invocation name or effect, and additional information. (Detect Power to determine the presence of Power,
Detect Good to determine the presence of Good, Detect Evil to determine the presence of Evil, and Recognize Power to
determine the strength (level) of Power).

Identify Primary Sect


Sect: Grey Initiates (Primary Sect Only)
Level: 3
Range: Touch (1 inch)
Duration: Instantaneous
Affect: Internal
Lets the caster determine the Primary Sect of a person, creature, or item. The Primary Sect is
the first Sect the target learned.

Identify Undead
Sect: Grey Initiates, Light Initiates, Necromancers
Level: 3
Range: 20 feet
Duration: Instantaneous
Affect: Internal
Lets the caster identify the type and level of an Undead. Identify Undead identifies only one
target. The person playing the Undead tells the caster their type and level. This Invocation does not
disclose the abilities of an Undead.

© 1993-2005 Carolyn and Robert McNeal 201


Impose Wounds
Sect: Grey Initiates
Level: 1-5
Range: Touch
Duration: Instantaneous
Affect: Visible – Smoldering, blistering wounds open
Allows the caster to do Power damage with their hands. Impose Wounds goes through Physical
and Magic Armor, doing damage to the location(s) touched and to Total Life.

Level Power Damage


1 1
2 2
3 3
4 4
5 5

Protection from Undead


Sect: Grey Initiates
Level: 1-5
Range: 20 feet
Duration: 15 minutes (Downcastable)
Affect: Internal
Prevents the target Undead creature from causing direct or indirect harm (or touching) to the
caster (and their immediate possessions). The level of Undead affected is equal to or lower level than the
level of the Invocation. This does not require the target creature to protect the caster, but prevents them
from ordering others to harm the caster. The Invocation is immediately broken if the caster attacks
(directly or indirectly) (or touches) the target creature.

Recognize Poison
Sect: Grey Initiates
Level: 2-3, 5
Range: Touch (1 inch), 20 feet, 20 foot radius (centered on the caster)
Duration: Instantaneous
Affect: Internal

Lets the caster determine the strength (Level) of a Poison. A target must be specified (except Area)

Level Range
2 Touch (1 inch)
3 20 feet
5 20 foot radius (call “Recognize Poison Area”)

© 1993-2005 Carolyn and Robert McNeal 202


Recognize Undead
Sect: Grey Initiates, Light Initiates, Necromancers
Level: 2-3, 5
Range: Touch (1 inch), 20 feet, 20 foot radius (centered on the caster)
Duration: Instantaneous
Affect: Internal
Lets the caster determine the strength (Level) of an Undead. A target must be specified (except
Area).

Level Range
2 Touch (1 inch)
3 20 feet
4 20 foot radius (call “Recognize Undead Area”)

Share Power
Sect: Grey Initiates (Primary Sect Only)
Level: 1-5
Range: Touch
Duration: Special
Affect: Internal
Lets the caster transfer available Power points from a willing person to himself or herself. Note
that unconsciousness implies consent. The duration of the Invocation is the time necessary to transfer
the Power. Share Power requires concentration, so the caster and donor must be stationary for the
duration of the Invocation. (Neither character may engage in combat during the exchange of Power). It is not
possible to take more Power than the donor possesses at the time of the Invocation. It is not possible to
exceed the caster’s maximum Power. It is necessary for the caster and donor to remain in physical
contact for the duration of the Invocation. Once contact is lost, the Invocation is disrupted. The donor
may stop transfer of Power at any time.

Level Power Transferred


1 2 pts/min (1 pt/30 sec)
2 4 pts/min (1 pt/15 sec)
3 6 pts/min (1 pt/10 sec)
4 8 pts/min (1 pt/8 sec)
5 10 pts/min (1 pt/6 sec)

© 1993-2005 Carolyn and Robert McNeal 203


Treat Wounds
Sect: Grey Initiates
Level: 1-5
Range: Touch
Duration: Instantaneous
Affect: Visible – Wounds close and heal
Heals 1 point of damage per level of the Invocation to the Location touched and to Total Life. 1
point of Healing stops bleeding to all wounds on the affected location, even if the wound is not totally
Healed. Note that this Invocation will mend broken bones in the wrong position (making the location
useless until properly reset - see Set Broken Bone skill). “Heal Wounds” is called when using this Invocation.

© 1993-2005 Carolyn and Robert McNeal 204


Wardens
Invocation Name Level Other Sects
Create Ward* 1 2 3 4 5
Detect Ward 1 2 4
Dismiss Ward 1 2 3 4 5
Halt 1 2 3 4 5
Identify Ward 3 Grey Initiates
Pass Ward 1 2 3 4 5
Protection from Halt 1 2 3 4 5
Recognize Ward 2 3 5
Repair Ward 2 3 4 5
* Primary Sect Only

Create Ward
Sect: Wardens (Primary Sect Only)
Level: 1-5
Range: Touch
Duration: 15 minutes (Downcastable - automatically sustained)
Affect: External
Allows the caster to Create various types of Wards. A Ward is a wall of Power that is invisible
to normal sight. (A Ward is 20 feet long/wide and 10 feet high. All Wards are vertical.) The type and strength
(level) of the Ward depends on the level of the Invocation. The caster chooses from the list below,
using only as many Power points as the level of Invocation. For example, at 1st level, the warden may
only create one of the 4 Wards that require one point of Power. To Create a Ward, the caster first
chooses the desired level of the Create Ward Invocation. The caster then allocates the Power points
used to cast the Invocation to create the different characteristics of the Ward, using the table below.

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Create Ward (Continued)

Points needed Characteristic


1 A Barrier to Rank 2 and below *
2 A Barrier to Rank 4 and below *
3 A Barrier to Rank 8 and below *
4 A Barrier to Rank 16 and below *
5 A Barrier to Rank 32 and below *
1 Halts Rank 2 and below (Initial charge) **
2 Halts Rank 4 and below (Initial charge) **
3 Halts Rank 8 and below (Initial charge) **
4 Halts Rank 16 and below (Initial charge) **
5 Halts Rank 32 and below (Initial charge) **
1 1 point of Power Damage per point (Initial charge) **
1 1 point of Power Drain per point (Initial charge) **
1 One additional charge (for characteristics that require charges) **
1 Invert (Conceal) Ward
Note: more than one point may be allocated to additional charges.

* The Power barrier characteristic can only be chosen once for each Ward. It will continue to
operate for the duration of the Invocation.
** Each of these characteristics use charges. Each charge is triggered by a sentient/animated
creature (containing a Spirit) coming in contact with the Ward, whether they are affected by the
characteristic or not. The order of the characteristics triggered is specified by the caster at the time the
Ward is created.

Wards are a type of triggered Spirit. That is, a special type of Spirit holds the Invocations and
charges of the Ward until it is triggered. The trigger for Wards is contact with a Spirit, this includes
Living Spirits (to include summoned creatures) and Undead Spirits.

The caster may be affected by their own Ward. The Power points used in the creation of a
Ward return to the caster once the Ward is dismissed or its duration expires. Wards are automatically
sustained. However, a Warden can still release their own Ward.

Wards can be created in different shapes, although creating a straight Ward is simplest. When a
Warden creates a straight Ward, they simply cast the Invocation and the Ward extents 10 feet in both
directions and slightly in front of the caster. To create a shaped Ward, the caster must create the Ward
while following the path of the Ward. (The surface of Wards cannot be within one foot of another Ward.)

While the Spirit holding the Ward cannot be detected (without the use of a Detect Ward Invocation),
the Power/Invocation the Spirit is holding can be. However, Wardens can expend 1 characteristic in
the creation of the Ward to Invert the Power of the Invocation back into the Spirit. This technique
basically conceals the Power of the Invocation held by the Spirit.

© 1993-2005 Carolyn and Robert McNeal 206


Detect Ward
Sect: Warden
Level: 1-2, 4
Range: Touch (1 inch), 20 feet, 20 foot radius (centered on the caster)
Duration: Instantaneous
Affect: Internal
Lets the caster detect the presence of a Ward. A direction must be specified (except Area).

Level Range
1 Touch (1 inch)
2 20 feet
4 20 foot radius (call “Detect Ward Area”)

Dismiss Ward
Sect: Wardens
Level: 1-5
Range: Touch (1 Inch)
Duration: Instantaneous
Affect: External
Allows the caster to Dismiss a Ward of equal or lower level.

Halt
Sect: Wardens
Level: 1-5
Range: 20 feet
Duration: 15 seconds (or 1 point of damage)
Affect: Internal
Causes a target to be held in place for 15 seconds or until they take 1 point of damage. The
target is conscious of events around them while Halted, but must remain perfectly still for the duration
of the Invocation. To cast a Halt Invocation of any level requires only 1 line of vocals, "By Grey
Power, I Halt Thee.". Halt has no affect on Undead, Summoned, or Created creatures.

Level Rank Affected


1 2
2 4
3 8
4 16
5 32

© 1993-2005 Carolyn and Robert McNeal 207


Identify Ward
Sect: Wardens
Level: 3
Range: Touch (1 inch)
Duration: Instantaneous
Affect: Internal
Allows the caster to identify one characteristic of a Ward. Characteristics are disclosed in the
following order: presence of Power, Power level, Ward characteristic, number of charges, and
additional information. Because a Ward may have several characteristics, the number of charges will
follow the characteristic (for example, barrier 4, Power Drain 2, 1 charge, Halt Rank 2, 1 charge).

Pass Ward
Sect: Wardens
Level: 1-5
Range: Touch
Duration: 15 seconds
Affect: External
Allows the recipient to pass through a ward of equal or lesser level than the Pass Ward
Invocation. This will only allow the recipient to pass through a single ward once, in a single direction,
without triggering the Ward.

Protection from Halt


Sect: Wardens
Level: 1-5
Range: Touch
Duration: 15 minutes (Downcastable)
Affect: External
Protects the recipient from the effect of a Halt Invocation (or Ward affect) of equal or lower
effective level.

© 1993-2005 Carolyn and Robert McNeal 208


Recognize Ward
Sect: Wardens
Level: 2-3, 5
Range: Touch (1 inch), 20 feet, 20 foot radius (centered on the caster)
Duration: Instantaneous
Affect: Internal
Lets the caster determine the strength (Level) of a Ward. A direction must be specified (except
Area).

Level Range
2 Touch (1 inch)
3 20 feet
4 20 foot radius (call “Recognize Ward Area”)

Repair Ward
Sect: Wardens
Level: 2-5
Range: Touch (1 inch)
Duration: 15 minutes (Downcastable – Automatically Sustained)
Effect: External
Allows the caster to add characteristics into an existing Ward. The total characteristics of the
Ward cannot exceed the maximum (See Create Ward Invocation). The Ward does not have to be that of the
caster's. The amount of Power that can be infused into the Ward is equal to the level of the invocation.
This Invocation will not change the existing characteristics of a Ward. Power from this Invocation is
automatically Sustain and therefore cannot be regained until the Invocation is used. This Invocation
dissipates when the duration of the existing Ward expires or the Ward's charges are depleted.

© 1993-2005 Carolyn and Robert McNeal 209


Iron Fist
Invocation Name Level Other Sects
Detect Spirit 1 2 4
Dismiss Spirit* 1 2 3 4 5
Fear Undead 1 2 3 4 5
Forestall Spirit 1 2 3 4 5
Identify Spirit 3
Inner Strength 4 Templars, Black Dragon
Might 5 Templars, Black Dragon
Power Protection 1 2 3 4 5 Templars
Power Strike 1 2 3 4 5 Black Dragon
Prolong Consciousness 4
Recognize Spirit 2 3 5

Detect Spirit
Sect: Iron Fist
Level: 1-2, 4
Range: Touch (1 inch), 20 feet, 20 foot radius (centered on the caster)
Duration: Instantaneous
Affect: Internal
Lets the caster detect the presence of a Summoned Spirit within an target (creature or object).
A target must be specified (except Area). Detect Spirit will not detect the presence of Undead or Wards.

Level Range
1 Touch (1 inch)
2 20 feet
4 20 foot radius (call “Detect Spirit Area”)

© 1993-2005 Carolyn and Robert McNeal 210


Dismiss Spirit
Sect: Iron Fist (Primary Sect Only)
Level: 1-5
Range: Touch (Two hands)
Duration: Instantaneous
Affect: Internal
Allows the caster to Dismiss a Summoned Spirit. (See descriptions of the Invocations Summon
When the Spirit is Dismissed the Invocation it was holding is activated on the caster of
Good/Evil Spirit.)
the Dismiss Spirit Invocation, rather than the intended recipient of the Spirit.

This Invocation can also be used to Dismiss the Sustain Invocation. (See description of the Sustain
Invocation.) Removing Sustained Invocations from other Invocations does not affect the Invocation
being Sustained, nor does it bestow any affects on the caster.

Dismiss Spirit does not tell what Invocation is held by the Spirit. Dismiss Spirit has no affect
on Undead or Wards.

Fear Undead
Sect: Iron Fist
Level: 1-5
Range: 20 feet
Duration: 15 minutes (Downcastable)
Affect: Internal
Causes the target Undead to flee the caster in utter terror. The level of Undead affected is equal
to or lower level than the level of the Invocation. The target may take no action other than to run away
to the best of their ability. For practical purposes, players should not run off in a straight line for 15
minutes - they should get out of sight of the caster and remain out of sight for the duration of the
Invocation. Fear Undead has no affect on creatures other than Undead.

© 1993-2005 Carolyn and Robert McNeal 211


Forestall Spirit
Sect: Iron Fist
Level: 1-5
Range: Touch
Duration: 15 minutes (Downcastable)
Affect: Internal
Delays the triggering of a Summoned Spirit. During the duration of the Forestall Spirit
Invocation, a Summoned Spirit cannot be triggered upon the recipient. Once the duration of this
Invocation expires, the Summoned Spirit, if triggered, will affect the recipient normally. (Note: This
Invocation does not protect the recipient from receiving a Summoned Spirit.)

Identify Spirit
Sect: Iron Fist
Level: 3
Range: Touch (1 inch)
Duration: Instantaneous
Affect: Internal
Allows the caster to identify one characteristic held by a Summoned Spirit. (See descriptions of the
Invocations Summon Good/Evil Spirit.) Characteristics are disclosed in the following order: presence of
Summoned, Power (Light/Dark), Invocation level, Sect, Invocation name or effect, and additional
information (such as trigger).

Inner Strength
Sect: Iron Fist, Templars, Black Dragon
Level: 4
Range: Self Only
Duration: 15 minutes
Affect: Internal
Gives the character increased Strength: adds damage (See below) done in any physical attack
(except with a bow), allows the character to carry a person virtually unencumbered (simulated by holding on to
the person, who walks beside them instead of actually being carried), and lets the character physically restrain (in
non-combat situations) people of lesser Strength, for example, restraining a prisoner. For safety, those
with Strength may not grab opponent's weapons, grapple opponents, or attempt to restrain an opponent
during combat.

Strength Category Name Damage Strength of “Average” Person**


Modifier*
1 Strength +1 2 (150)
* Melee weapons only (not bows)
** Weight (in pounds) that can be carried long distances

© 1993-2005 Carolyn and Robert McNeal 212


Might
Sect: Templars, Iron Fist, Black Dragon
Level: 5
Range: Touch (Self Only)
Duration: 15 minutes
Affect: External
Increases the caster's ability to wield melee weapons. The ability is increased by one damage
category (ie, basic to practiced, practiced to proficient, etc). When the Invocation is cast, the caster must hold
the weapon type they want to increase Proficiency with in their hand. Only one Might Invocation can
be active on a person at any given time. A weapon skill must be known in order to utilize this
Invocation. This Invocation cannot be used in conjunction with the Weapon Proficiency spell.

Power Protection
Sect: Iron Fist, Templars
Level: 1-5
Range: Touch
Duration: 15 minutes (Downcastable)
Affect: External
Creates an invisible Armor providing a Power AC. Power Protection does not affect Physical
or Magic AC, including Armor Proficiencies and Dodge. The person receiving this Invocation must do
so voluntarily. Note that unconsciousness implies consent.

Level Power AC
1 1
2 2
3 3
4 4
5 5

© 1993-2005 Carolyn and Robert McNeal 213


Power Strike
Sect: Iron Fist, Black Dragon
Level: 1-5
Range: 20 feet
Duration: Instantaneous
Affect: External
Creates an invisible Bolt of Power which the caster directs at a target. The Bolt automatically
hits, although a target with Dodge may attempt to Dodge it (if they can see it). The Bolt goes through
Physical and Magic Armor, doing damage to Total Life only. If the caster can see any part of the
target's body, the Invocation will be effective. For example, if someone tries to hide behind a tree or
wall with only their head showing, the Bolt passes right through the tree or wall and strikes the target.
Note: Power Strikes are normally invisible, but can be seen using Power Sight.

Level Power Damage


1 2
2 4
3 6
4 8
5 10

Prolong Consciousness
Sect: Iron Fist
Level: 4
Range: Touch
Duration: 15 minutes
Affect: Internal
Lets the recipient remain conscious and function normally when they have 0 Power points.
This Invocation must be cast before the recipient's Power drops to Zero. If the recipient has Zero
Power at the end of this Invocation's duration, they will immediately fall unconscious. Prolong
Consciousness will not bring someone whose Power points had dropped to zero before the Invocation
was cast back to consciousness.

© 1993-2005 Carolyn and Robert McNeal 214


Recognize Spirit
Sect: Iron Fist
Level: 2-3, 5
Range: Touch (1 inch), 20 feet, 20 foot radius (centered on the caster)
Duration: Instantaneous
Affect: Internal
Lets the caster determine the strength (Level) of a Summoned Spirit (not the levels of the held
Invocations). A target must be specified (except Area). This Invocation does not function on Undead.

Level Range
2 Touch (1 inch)
3 20 feet
4 20 foot radius (call “Recognize Spirit Area”)

© 1993-2005 Carolyn and Robert McNeal 215


Dark Power

Dark Initiates
Invocation Name Level Other Sects
Cause Blindness 1 2 3 4 5
Control Undead 1 2 3 4 5 Necromancer
Curse 3 4 5
Inflict Wounds 1 2 3 4 5
Power Drain* 1 2 3 4 5
Remove Bless 3 4 5
Repair Undead 1 2 3 4 5
Sleeping Sickness 2 3 4 5
Taint 1 2 3 4 5
* Primary Sect Only

Cause Blindness
Sect: Dark Initiates
Level: 1-5
Range: Touch, 20 feet
Duration: 15 minutes (Downcastable)
Affect: Internal
Temporarily Blinds the target. (Blinded targets cannot conduct offensive physical combat for safety
reasons.)

Rank Affected
Level Touch 20 Feet
1 2 -
2 4 2
3 8 4
4 16 8
5 32 16

© 1993-2005 Carolyn and Robert McNeal 216


Control Undead
Sect: Dark Initiates, Necromancers
Level: 1-5
Range: 20 feet
Duration: 15 minutes (Downcastable)
Affect: Internal
Allows the caster to Control an Undead. The Control Undead must be equal or higher than the
level of the Undead to be affective. Control of the Undead may be regained or taken by another by
casting an equal or higher level Control Undead Invocation.

Curse
Sect: Dark Initiates
Level: 3-5
Range: Touch, 20 feet
Duration: 15 minutes (Downcastable)
Affect: External
Curse reduces the effectiveness of weapons, armor, or an individual's skill (weapon skill or physical
AC). Only one Curse can be in effect on a target (item or individual) at a time (multiple Curses do not work in
conjunction with one another – ie. to attempt to reduce the damage of a weapon and an individuals weapon skill will not
work).

Damage from weapons can be dropped below 0, but this is only used for determining the net
value of damage dealt. Weapons doing damage less than 0 are effectively doing 0 damage.

Armor values can be dropped below 0. This does not mean the person is taking constant
damage. This does mean any damage done can exceed its given amount. e.g. A person with a -1 AC
getting hit for 3 damage will actually take 4 points of damage.
Effect
Level Touch 20 Feet
3 -1 -
4 - -1
5 -2 -

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Power Drain
Sect: Dark Initiates (Primary Sect Only)
Level: 1-5
Range: Touch, 20 feet
Duration: Instantaneous
Affect: Internal
Lets the caster Drain Power from a target. The target cannot be Drained of more Power than
they possess, in other words, below 0 Power points. (A Power AC reduces the affect of this Invocation.) The
Power points are not available for use by the caster - they are Drained away from the target and
dispersed. Power Drain has no affect on Undead or Created creatures.
Power Points Drained
Level Touch 20 Feet
1 2 -
2 4 2
3 6 4
4 8 6
5 10 8

Inflict Wounds
Sect: Dark Initiates
Level: 1-5
Range: Touch (Two hands)
Duration: Instantaneous
Affect: Visible - Smoldering, blistering wounds open
Allows the caster to do Power damage with their hands. If one hand only is used the damage is
halved. Inflict Wounds goes through Physical and Magic Armor, doing damage to the location(s)
touched and to Total Life. If two separate locations are touched, each takes half the damage.

Level Power Damage


1 2 (1 per hand)
2 4 (2 per hand)
3 6 (3 per hand)
4 8 (4 per hand)
5 10 (5 per hand)

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Remove Bless
Sect: Dark Initiates
Level: 3-5
Range: Touch, 20 feet
Duration: Instantaneous
Affect: Internal
Removes the effect of a Bless. The Remove Bless Invocation must be of equal or higher level
than the Bless to be affective. Remove Bless is only affective if it is cast on an item or person that has
already been Blessed. It cannot be used defensively (before the target has been Blessed).
Effect
Level Touch 20 Feet
3 1 -
4 - 1
5 2 -

Repair Undead
Sect: Dark Initiates
Level: 1-5
Range: Touch (Two Hands)
Duration: Instantaneous
Effect: Visible - Wounds close and heal
Heals damage to an Undead (to a Location and to Total Life). This Invocation only heals Undead
(not corpses).This Invocation has no affect on the Undead appearance of the Undead.

A minimum of 10 points of Healing done all at once is required to heal a broken bone properly
(without the Set Broken Bone skill). The full 10 points must be applied to the same area in order to mend
bones correctly. Note that a lower level Heal Undead (less then 3rd level) may mend broken bones in the
wrong position (making the location useless until properly reset). (The First Aid skill, Set Broken Bone can be used on
Undead) Call “Head Undead” when using this Invocation.

Level Damage Healed


1 4 (2 per hand)
2 8 (4 per hand)
3 12 (6 per hand)
4 16 (8 per hand)
5 20 (10 per hand)

© 1993-2005 Carolyn and Robert McNeal 219


Sleeping Sickness
Sect: Dark Initiates
Level: 2-5
Range: Touch
Duration: 24 hours (downcastable)
Affect: Internal
Causes the target to be stricken with a disease. The target will receive a Power Drain until their
Power points reach zero (at which time they fall unconscious). The effects of a Disease are internal,
therefore, external ACs will not forestall the effects. The effects of the Disease are applied to Power.
The effects of this Invocation expire after 24 hours.

Level Power Drain


2 1 point/1 hour
3 1 point/30 minutes
4 1 point/15 minutes
5 1 point/5 minutes

Taint
Sect: Dark Initiates
Level: 1-5
Range: Touch
Duration: 15 minutes (Downcastable)
Affect: Internal
Prevents life from being returned to a corpse. This Invocation can be cast on a body (living or
dead). This Invocations does not prevent healing, only the use of Elixirs of Life and Resurrections.
This Invocation does not provide any other protections.

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Necromancer
Invocation Name Level Other Sects
Create Undead* 1 2 3 4 5
Control Undead 1 2 3 4 5 Dark Initiates
Detect Life 1 2 4 Healers
Detect Undead 1 2 4 Light Initiates, Grey Initiates
Ghoul’s Touch 3 4 5
Heal Undead 1 2 3 4 5
Identify Undead 3 Light Initiates, Grey Initiates
Prolong Life 4
Recognize Undead 2 3 5 Light Initiates, Grey Initiates
Repel Life 3 5
Speak with Dead 4 5
Wasting Sickness 2 3 4 5
* Primary Sect Only

Create Undead
Sect: Necromancers (Primary Sect Only)
Level: 1-5
Range: Touch
Duration: Special
Affect: Visible – A corpse begins to move on it’s own
Allows the caster to Create various types of Undead creatures from corpses. (The corpse must be
human, demihuman, or humanoid in nature. At a minimum, the corpse must have a skull, half a torso, and 2 limbs.) The
type and strength of the Undead depends on the level of the Invocation. The caster chooses the type of
Undead from the list below. Once the Invocation is cast, the caster has creation points (equal to the level
of the Invocation) to construct the Undead. Creation points are used to instill skills and abilities into the
Undead. Creation points must first be used to choose the type of Undead being Created.
Undead cannot be animated in direct sunlight or other bright light sources. The Power points
used in Creating the Undead can be regained normally only when the Undead is destroyed or the spirit
animating it is released.
The caster can release the spirit at any time with the phrase, "I release the spirit I have
summoned" or "Spirit, I release thee". (Indicate which Undead, if necessary.) No one but the caster may
release an animating spirit. Undead continue to function even if their creator dies - a Sustain
Invocation is not necessary.

Base Level Creation Points Undead*


1 1 Zombie
2 2 Skeleton
3 3 Ghoul
* Only one type of Undead may be chosen. (see Types of Undead)

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Undead Ability Table

Offense
Points Total Life Points Physical Damage
1 +12 Total Life 1 +1 Damage (with a weapon)
2 +24 Total Life 2 +2 Damage (with a weapon)
3 +36 Total Life 3 +3 Damage (with a weapon)
4 +48 Total Life 4 +4 Damage (with a weapon)

Points Strength Points Miscellaneosus


2 +1 Strength Category 1 Ambidexterity
4 +2 Strength Categories 1 Shield Use
Defense
Point Power Defense Point Physical Defense
1 Power AC 1 1 Physical AC 2
2 Power AC 2 2 Physical AC 4
3 Power AC 3 3 Physical AC 6
4 Power AC 4 4 Physical AC 8

Point Magic Defense


1 Magic AC 4 1 Tolerates sunlight
2 Magic AC 8
3 Magic AC 12
4 Magic AC 16
Susceptibilities
Point Power Susceptibilities Point Physical Susceptibilities
-1 +1 damage from Power -1 +2 damage from Physical
-2 +2 damage from Power -2 +4 damage from Physical
-3 +3 damage from Power -3 +6 damage from Physical
-4 +4 damage from Power -4 +8 damage from Physical

Point Magic Susceptibilities


-1 +4 damage from Magic -1 Double Susceptibility to
-2 +8 damage from Magic sunlight (1 pt damage per sec)
-3 +12 damage from Magic
-4 +16 damage from Magic
Double benefit rule - creation points cannot be applied to Both the benefit (AC or Defense) and
susceptibility of the same area (ie Physical, Magic, or Power).

The number of points of Susceptibilities cannot exceed the level of the Undead. (For example, a level 3
skeleton can only have 3 points of Susceptibilities (ie +1 damage from Power and +2 damage from physical.))

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Base Undead Statistics

Zombie
Base Level: 1 Base TL: 12 Power: -
Physical AC: 0 Magic AC: 0 Power AC: 0
Benefit Detriment
Call base (+1 from Strength) with any weapon Slow
Strength Damaged in Sunlight (1 pt per 5 sec)

Skeleton
Base Level: 2 Base TL: 12 Power: -
Physical AC: 0 Magic AC: 0 Power AC: 0
Benefit Detriment
Call base damage with any weapon Damaged in Sunlight (1 pt per 5 sec)
Reduced (quartered) from bladed weapons

Ghoul
Base Level: 3 Base TL: 12 Power: -
Physical AC: 0 Magic AC: 0 Power AC: 0
Benefit Detriment
Call Power/Paralysis with claws (Power damage Cannot do additional Power Damage
equal to level) Damaged in Sunlight (1 pt per 5 sec)
Each type of Undead has different inherent abilities and weaknesses. All Undead are
susceptible to damage from the light of day (1 point per 5 seconds).

Zombies are the simplest type of Undead. They are unnaturally strong by nature. However,
they have the disadvantage of moving at half normal speed. They cannot run. Skeletons are animated
corpses whose flesh has been removed. Once a corpse has been raised as a skeleton, it can no longer
be raised as a zombie or ghoul (or other undead requiring the corpse to be fleshed).

© 1993-2005 Carolyn and Robert McNeal 223


Control Undead
Sect: Necromancers, Dark Initiates
Level: 1-5
Range: 20 feet
Duration: 15 minutes (Downcastable)
Affect: Internal
Allows the caster to Control an Undead. The Control Undead must be equal or higher than the
level of the Undead to be affective. Control of the Undead may be regained or taken by another by
casting an equal or higher level Control Undead Invocation.

Detect Life
Sect: Necromancers, Healers
Level: 1-2, 4
Range: Touch (1 inch), 20 feet, 20 foot radius (centered on the caster)
Duration: Instantaneous
Affect: Internal
Lets the caster detect the presence of Life. A target must be specified (except Area).

Level Range
1 Touch (1 inch)
2 20 feet
4 20 foot radius (call “Detect Life Area”)

Detect Undead
Sect: Necromancers, Light Initiates, Grey Initiates
Level: 1-2, 4
Range: Touch (1 inch), 20 feet, 20 foot radius (centered on the caster)
Duration: Instantaneous
Affect: Internal
Lets the caster detect the presence of Undead. A target must be specified (except Area).

Level Range
1 Touch (1 inch)
2 20 feet
4 20 foot radius (call “Detect Undead Area”)

© 1993-2005 Carolyn and Robert McNeal 224


Ghoul’s Touch
Sect: Necromancers
Level: 3-5
Range: Touch
Duration: 15 minutes (Downcastable)
Affect: Internal
Enables the caster to cause a target to become paralyzed. Paralyzed individuals are completely
aware of their surroundings, but unable to move a muscle. (Involuntary muscles still function normally.)
When using this Invocation, the caster calls the degree of paralysis (ie "Paralysis 4"). If the target cannot
defend against the paralysis (Power based Invocation) called, they are paralyzed. (Power Protection provides
protection from Ghoul's Touch.) Ghoul's Touch does not cause Power damage. Ghoul's Touch has no affect
on Undead, Summoned, or Created creatures.

Level Paralysis
3 2
4 4
5 6

Heal Undead
Sect: Necromancers
Level: 1-5
Range: Touch (Two Hands)
Duration: Instantaneous
Effect: Visible - Wounds close and heal
Heals damage to an Undead (to a Location and to Total Life). This Invocation only heals Undead
(not corpses). This Invocation has no affect on the Undead appearance of the Undead.

A minimum of 10 points of Healing done all at once is required to heal a broken bone properly
(without the Set Broken Bone skill). The full 10 points must be applied to the same area in order to mend
bones correctly. Note that a lower level Heal Undead (less then 2nd level) may mend broken bones in the
wrong position (making the location useless until properly reset). (The First Aid skill, Set Broken Bone can be used on
Undead)

Level Damage Healed


1 8 (4 per hand)
2 16 (8 per hand)
3 24 (12 per hand)
4 32 (16 per hand)
5 40 (20 per hand)

© 1993-2005 Carolyn and Robert McNeal 225


Identify Undead
Sect: Necromancers, Grey Initiates, Light Initiates
Level: 3
Range: 20 feet
Duration: Instantaneous
Affect: Internal
Lets the caster identify the type and level of an Undead. Identify Undead identifies only one
target. The person playing the Undead tells the caster their type and level. This Invocation does not
disclose the abilities of an Undead.

Prolong Life
Sect: Necromancer
Level: 4
Range: Touch
Duration: 15 minutes
Affect: Internal
Lets the recipient remain conscious when they have 0 or less Total Life or when their Head
and/or torso location is at 0 or less. If the recipient reaches their Point of Death they will die. If the
recipient's head or torso location is severed they will die.

In order to be effective, this Invocation must be cast before the recipient's Total Life or
(head/torso) location drops to or below Zero. If the recipient has 0 or fewer Total Life (or 0 or less
head/torso location points) at the end of this Invocation's duration, they will immediately fall unconscious.
Prolong Life will not bring someone back to consciousness if their Total Life (or head/torso location)
points drop to or below zero before the Invocation is cast.

Recognize Undead
Sect: Necromancer, Light Initiates, Grey Initiates
Level: 2-3, 5
Range: Touch (1 inch), 20 feet, 20 foot radius (centered on the caster)
Duration: Instantaneous
Affect: Internal
Lets the caster determine the strength (Level) of an Undead. A target must be specified (except
Area).

Level Range
2 Touch (1 inch)
3 20 feet
5 20 foot radius (call “Recognize Undead Area”)

© 1993-2005 Carolyn and Robert McNeal 226


Repel Life
Sect: Necromancers
Level: 3, 5
Range: 20 feet, 20 foot radius (centered on the caster)
Duration: Instantaneous
Affect: Visible – Living creatures are flung away from the caster
Repels Living creature(s). The Repelled target(s) are thrown back (away from the caster) 10
feet. This Invocation causes no damage to the creatures and they may return after being repelled.
Repel Life does not affect plant life. No amount of Strength will prevent a suitable target from being
repelled.

Speak With Dead


Sect: Necromancers
Level: 4-5
Range: Touch (Two hands)
Duration: 15 minutes or 3 questions
Affect: Internal
Allows the caster to obtain or confirm information from a corpse. Speak with Dead does not
give knowledge that the corpse, when living, did not know. The caster asks up to 3 questions - a
referee gives the answers to simulate the Invocation effect. (Note that the referee may have to get information
from other players in order to answer the caster. This is out of game and players must answer the referee to the best of their
knowledge.) This Invocation forces a response from the Dead, so that the response must be truthful (to the
best knowledge of the Dead).

The caster is the only one who can hear the answers. It is possible to get no response to a
question, usually due to the caster phrasing the question incorrectly or the dead not knowing the
answer. This Invocation will not work if the corpse has been dead for a number of days greater than
the Rank of the caster or if the corpse's Spirit has been return to it's body (or somehow contained elsewhere).
A material component - the corpse (must include the skull) - is required to cast this Invocation.
Note: Casting time for this Invocation is 5 minutes. (The caster cannot move while the Invocation is being cast.) This will
help referees get information from other players in order to answer the caster's questions. (This is out of game and players
must answer the referee to the best of their knowledge.)

Level Response
4 Yes/No
5 One Word

© 1993-2005 Carolyn and Robert McNeal 227


Wasting Sickness
Sect: Necromancer
Level: 2-5
Range: Touch
Duration: 24 hours (Downcastable)
Affect: Internal
Causes the target to be stricken with a disease. The target will receive a Power Damage until
they die (PoD). The effects of a Disease are internal; therefore, physical and power ACs will not
forestall the effects. The effects of the Disease are applied to TL begin immediately upon being
affected. The effects of this Invocation expire after 24 hours. This type of damage will not disrupt
casting, meditating, Recall, or sleep.

Level Power Damage


2 1 point/1 hour
3 1 point/30 minutes
4 1 point/15 minutes
5 1 point/5 minutes

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Black Dragon
Invocation Name Level Other Sects
Cause Fear 1 2 3 4 5
Cause Wounds 1 2 3 4 5
Detect Good 1 2 4
Empower Weapon 1 2 3 4 5 Templars
Flowing Wounds 3 5
Inner Strength 4 Iron Fist, Templars
Might 5 Iron Fist, Templars
Power Strike 1 2 3 4 5 Iron Fist
Repel Good 3 5
Summon Evil Spirit* 5
* Primary Sect Only

Cause Fear
Sect: Black Dragon
Level: 1-5
Range: Touch, 20 feet
Duration: 15 minutes (Downcastable)
Affect: Internal

Causes the target to flee the caster in utter terror. The target believes that the caster will destroy
them or is something very terrible. The target may take no action against the caster for the duration of
the Invocation. The target must put as much distance between themselves and the caster as possible
(run away to the best of their ability) knowing that if the caster finds them, they (the target) will die. (For
practical purposes, players should not run off in a straight line for 15 minutes - they should get out of sight of the caster and
remain out of sight for the duration of the Invocation.)

© 1993-2005 Carolyn and Robert McNeal 229


Cause Fear (Continued)

Victims of Fear cannot be persuaded to engage in combat against the caster, (except in self-defense)
even from a distance. This Invocation has no affect on Undead, Summoned, or Created creatures.

Rank Affected
Level Touch 20 Feet
1 2 -
2 4 2
3 8 4
4 16 8
5 32 16

Cause Wounds
Sect: Black Dragon, Dark Initiates
Level: 1-5
Range: Touch (Two hands)
Duration: Instantaneous
Affect: Visible – Smoldering, blistering wounds open
Allows the caster to do Power damage with their hands. Both hands are used for this
Invocation. If one hand only is used the damage is halved. Cause Wounds goes through Physical and
Magic Armor, doing damage to the location(s) touched and to Total Life. If two separate locations are
touched, each takes half the damage.

Level Power Damage


1 4 (2 per hand)
2 8 (4 per hand)
3 12 (6 per hand)
4 16 (8 per hand)
5 20 (10 per hand)
Detect Good
Sect: Black Dragon
Level: 1-2, 4
Range: Touch (1 inch), 20 feet, 20 foot radius (center on the caster)
Duration: Instantaneous
Affect: Internal
Lets the caster detect the presence of Good. A target must be specified (except Area).
Level Range
1 Touch (1 inch)
2 20 feet
4 20 foot radius (call “Detect Good Area”)

© 1993-2005 Carolyn and Robert McNeal 230


Empower Weapon
Sect: Black Dragon, Templars
Level: 1-5
Range: Touch
Duration: 15 minutes (Downcastable)
Affect: External
Enables weapons to inflict Power damage. The Power damage inflict is equal to the level of the
Invocation. Damage from an Empowered weapon will go through both Physical and Magic AC. Only
blunt weapons and daggers may be Empowered. Only one Empower Weapon Invocation may be in
effect on a weapon at any one time. When using an Empowered weapon, the wielder should call out
the Physical damage first, then the Power damage -for example, "4, Power 1": 4 points Physical and 1
point Power damage. The target takes either physical or Power damage, whichever affects them more.

Flowing Wounds
Sect: Black Dragon
Level: 3, 5
Range: Touch
Duration: 15 minutes (Downcastable)
Affect: Internal
Causes the target to be stricken with a disease. Causes a target’s bleeding wounds to continue
bleeding. Only bleeding wounds received during the duration of the Invocation (15 minutes) will
continue bleeding. Bleeding wounds can be completely healed; however, after 15 minutes (normal
duration for bleeding damage), the wound will reopen and bleeding damage will occur. The amount of
bleeding damage received from each wound is depended upon the level of the Flowing Wounds
Invocation. The effects of this Invocation (bleeding damage) expire after 24 hours

Wounds affected by this Invocation are resistant to most types of healing (including Stop Bleeding,
Heal Wounds, Treat Wounds, Mend Wounds Invocations, as well as, the Bind Wounds skill). Cure Disease,
Tourniquet, and Cauterization will stop bleeding damage caused by this Invocation.

Level Bleeding Damage


3 1
5 2

© 1993-2005 Carolyn and Robert McNeal 231


Inner Strength
Sect: Black Dragon, Iron Fist, Templars
Level: 4
Range: Self only
Duration: 15 minutes
Affect: Internal
Gives the character increased Strength: adds damage (See below) done in any physical attack
(except with a bow), allows the character to carry a person virtually unencumbered (simulated by holding on to
the person, who walks beside them instead of actually being carried), and lets the character physically restrain (in
non-combat situations) people of lesser Strength, for example, restraining a prisoner. For safety, those
with Strength may not grab opponent's weapons, grapple opponents, or attempt to restrain an opponent
during combat.

Strength Category Name Damage Strength of “Average” Person**


Modifier*
1 Strength +1 2 (150)
* Melee weapons only (not bows)
** Weight (in pounds) carried over long distances

Might
Sect: Templars, Iron Fist, Black Dragon
Level: 5
Range: Touch (Self Only)
Duration: 15 minutes
Affect: External
Increases the caster's ability to wield melee weapons. The ability is increased by one damage
category (ie, basic to practiced, practiced to proficient, etc). When the Invocation is cast, the caster must hold
the weapon type they want to increase Proficiency with in their hand. Only one Might Invocation can
be active on a person at any given time. A weapon skill must be known in order to utilize this
Invocation. This Invocation cannot be used in conjunction with the Weapon Proficiency spell.

© 1993-2005 Carolyn and Robert McNeal 232


Power Strike
Sect: Black Dragon, Iron Fist
Level: 1-5
Range: 20 feet
Duration: Instantaneous
Affect: External
Creates an invisible Bolt of Power which the caster directs at a target. The Bolt automatically
hits, although a target with Dodge may attempt to Dodge it (if they can see it). The Bolt goes through
Physical and Magic Armor, doing damage to Total Life only. If the caster can see any part of the
target's body, the Invocation will be effective. For example, if someone tries to hide behind a tree or
wall with only their head showing, the Bolt passes right through the tree or wall and strikes the target.
Note: Power Strikes are normally invisible, but can be seen using Power Sight.

Level Power Damage


1 2
2 4
3 6
4 8
5 10

Repel Good
Sect: Black Dragon
Level: 3, 5
Range: 20 feet, 20 food radius (centered on the caster)
Duration: Instantaneous
Affect: Visible - Creatures/items are flung away from the caster
Repels target creature(s) and item(s) of Good alignment. The Repelled target(s) are thrown
back (away from the caster) 10 feet. Anyone with the ability to use Light Power or the White school of
Magic is affected. Those Repelled are thrown back from the caster 10 feet. This Invocation causes no
damage and the creatures may return after being repelled. No amount of Strength will prevent a
suitable target from being repelled.

© 1993-2005 Carolyn and Robert McNeal 233


Summon Evil Spirit
Sect: Black Dragon (Primary Sect Only)
Level: 1-5
Range: Touch (Two hands)
Duration: Special (automatically sustained)
Affect: Internal
Enables the caster to Summon a Evil Spirit that can hold a Dark Power Invocation within the
recipient. The strength of the Spirit depends on the level of the Invocation. The caster may only use
Power points less than or equal to the level of Summoned Spirit. This Invocation is held until a certain
requirement (trigger) is met or the caster releases the Spirit. The caster first Summons the Spirit, then
casts the Invocation(s) that is to be held by the Spirit, then immediately instructs the Spirit on the
circumstances for activation.

The caster must be able to cast the Invocation they want the Evil Spirit to hold. For example, a
common Invocation held by a Summoned spirit is Cause Wounds, to be activated when the recipient
disobeys the caster. This is a common training technique for Black Dragons.

The caster can release the Spirit at any time with the phrase, "Spirit, I Release thee." (Include the
name or description of the character with the Summoned Spirit, if necessary). The Power points used in the
Invocation held by the Spirit and those necessary to Summon the Spirit cannot be regained until the
Invocation is activated or the Spirit released. Only one Spirit may be held by a recipient at any one
time. Summomed Spirits are automatically Sustained and continue to function even if the summoner
dies - a Sustain Invocation is not necessary. Summon Evil Spirit cannot be used on an Undead.

The wording for the activation trigger is very important. There can only be one trigger that
activates the Spirit. The trigger must be a single sentence, without conjunctions, such as “or” or
“and”.

It is not the intent for Summon Spirit to give individuals the ability to cast Invocations without
being able to do so themselves. Therefore, only internal or touch ranged Invocations will function
correctly. (That is, Invocations trigged by Spirits act as Self Only.)

© 1993-2005 Carolyn and Robert McNeal 234


Common Invocations
Invocations Common To All Sects
Invocation Name Level Other Sects
Detect Power 1 2 4 All
Power Sight 3 4 5 All
Recognize Power 2 3 5 All
Sustain 1 2 3 4 5 All

Detect Power
Sect: All
Level: 1-2, 4
Range: Touch (1 inch), 20 feet, 20 foot radius (centered on the caster)
Duration: Instantaneous
Affect: Internal
Lets the caster detect the presence of Power. A target must be specified (except Area). (This
This Invocation will not detect Wards, Undead,
Invocation does not disclose the form/shape of the Power item.)
or (Summoned or Living) Spirits.

Level Range
1 Touch (1 inch)
2 20 feet
4 20 foot radius (call “Detect Power Area”)

Power Sight
Sect: All
Level: 3-5
Range: Line of Sight
Duration: Instantaneous
Affect: Internal
The caster sees the presence of Power on items, areas, people, or creatures. The range is line of
sight - if the caster is able to see something, no matter the range, they can tell whether there is Power
present, but not the amount or strength of that Power.

Level Duration
3 Instantaneous
4 5 seconds
5 15 seconds

© 1993-2005 Carolyn and Robert McNeal 235


Recognize Power
Sect: All
Level: 2-3, 5
Range: Touch (1 inch), 20 feet, 20 foot radius (centered on the caster)
Duration: Instantaneous
Affect: Internal
Lets the caster determine the strength (Level) of Power on an item. A target must be specified
(except Area). (This Invocation does not disclose the form/shape of the Power item.) This Invocation will not
recognize Wards, Undead, or (Summoned or Living) Spirits.

Level Range
2 Touch (1 inch)
3 20 feet
4 20 foot radius (call “Recognize Power Area”)

Sustain
Sect: All
Level: 1-5
Range: Self only
Duration: 15 minutes (Downcastable)
Affect: Special
Lets the caster ground an active Invocation, of equal or lower level, so that it will continue to
function, even if the caster were to die. The caster first casts the Invocation they want to Sustain, and
then the Sustain Invocation. Once an Invocation is Sustained, the caster cannot release the Power
contained in the Invocation. It must continue for its normal duration. Power from active Invocations
cannot be regained; however, Power used for the Sustain Invocation, can be regained. (Also see
Automatically Sustained Invocation Rules.)

© 1993-2005 Carolyn and Robert McNeal 236


• Professions

2. General

Characters may choose a non-adventuring profession at any time. Only those characters
without guilds, companies, or other pursuits that require a majority of their time may utilize a
profession immediately. Characters belonging to a guild, company, etc must wait until they are 10th
Rank before they can earn a monthly income from their profession. (At lower Ranks, characters with
guilds/companies are too busy studying, training, and working to dedicate the time necessary to pursue a second career.)
Only one profession can be utilized at a time.

Characters are not required to take a non-adventuring profession - they are optional. Players
may want to choose a profession that fits in with their character concept or history. For example, a
Dwarven character that loves precious stones and gold might want to choose Goldsmith or Gemcutter
as a profession. A character might choose Weaver as a profession because their parents were weavers
and taught them the craft as a child.

There are 5 general profession types: Laborer, Soldier, Scholar, Craftsmen, and Merchant.
Laborer is the least skilled profession and includes those professions that require manual labor.
Soldiers are the higher paid skilled laborers that require additional formal training. Scholars include
those professions that require learning. Craftsmen are those professions that require years of training
and produce a physical product. Merchants are professions that operate businesses. (Contact a referee if
you are unsure of which category a profession belongs to.)

1. Experience Point Costs


1. Skill Laborer Soldier Scholar Craftsmen Merchant
2. Basic 2 4 6 8 10
Practiced 4 8 12 16 20
Proficient 6 12 18 24 30
Experienced 8 16 24 32 40
Master 10 20 30 40 50
Mastery 1 12 24 36 48 60
Mastery 2 14 28 42 56 70
Mastery 3 16 32 48 64 80
Mastery 4 18 36 54 72 90
Mastery 5 20 40 60 80 100

© 1993-2005 Carolyn and Robert McNeal 237


2. Income
The income received from having and using a profession is dependent upon the level of skill in
that profession. Moneys earned with a profession are paid on a monthly basis (assuming the character
is employed and spends time working their profession).

1. Monthly Income (in Gold)

2. Skill Laborer Soldier Scholar Craftsmen Merchant


3. Basic 2 4 6 8 10
Practiced 4 8 12 16 20
Proficient 6 12 18 24 30
Experienced 8 16 24 32 40
Master 10 20 30 40 50
Mastery 1 12 24 36 48 60
Mastery 2 14 28 42 56 70
Mastery 3 16 32 48 64 80
Mastery 4 18 36 54 72 90
Mastery 5 20 40 60 80 100

3. Goods

The goal of many professions is to produce goods: farmers produce food, armor smiths produce
armor, weapon smiths produce weapons, etc. A character with a profession that produces goods may
bring some of those goods into the game. These goods will be in lieu of their monthly income in gold.
The amount of goods brought in-game is limited to the character’s monthly income. Goods produced
by a character can only be brought in-game once per month. (Not all professions produce goods.)

4. Employment
For a character to fully utilize their profession, the character must be employed. The place of
employment should have some reasonable relationship to the profession. (See a referee for employment.)
Character’s should remember that a profession requires time and it may impact their adventuring.

© 1993-2005 Carolyn and Robert McNeal 238


5. Formal Professions
Formal professions (Craftsmen and Merchant) require formal training and documentation
before a character can begin to practice their trade. This is especially true when starting to practice a
trade in a new city or town. No documentation is needed to start apprenticing (Level 1) a profession.

Skill Level Title


1 Apprentice
3 Novice
5 Journeyman
7 Junior Master
9 Master

6. Common Professions
Below are some examples of assorted occupations and which profession they fall into.

Laborer - Farmer, Forester, Ditch Digger, Fisherman, Hunter, Miner, Shepard, Shrubber

Soldier - Animal Trainer (Groom), Bodyguard, Entertainer (Dancer, Singer, Musician), Mason, Pirate,
Professional Soldier

Scholar - Alchemist, Bookkeeper, Herald, Herbalist, Scribe

Craftsmen - Artist, Armorer, Blacksmith, Bowyer, Brewer, Carpenter, Cobbler, Cook, Gemcutter,
Jeweler, Leatherworker, Potter, Tailor, Weaver, Weaponsmith

Merchant - Moneylender, Shopkeeper, Nobility (See Appendix H for Nobility)

© 1993-2005 Carolyn and Robert McNeal 239


• Appendix A – Weapon Standards

• Weapon Sizes

Weapon Type Length


Minimum Maximum
Bows (Maximum 30 pound pull)
Short Bow >36 in <48 in
Long Bow >48 in <72 in
Crossbow >24 in <40 in

Dagger or Knife >6 in <16 in


Pummel >10 in <14 in
Throwing Rock > 2 in diameter < 4 in diameter

One-Handed Weapons 16 in 38 in
Axe
Small Axe >16 in <24 in
Battle Axe >24 in <34 in
Club
Small Club >16 in <26 in
Club >26 in <38 in
Hammer
Small Hammer >16 in <24 in
Battle Hammer >24 in <34 in
Mace
Small Mace >16 in <24 in
Battle Mace >24 in <34 in
Sword
Short Sword >16 in <26 in
Long Sword >26 in <38 in

Duel Use Weapons (Use as 1 or 2-handed weapon) 32 in 50 in


War Axe >32 in <44 in
War Hammer >32 in <44 in
War Mace >32 in <44 in
Bastard Sword >36 in <50 in

Two-Handed Weapons 40 in 96 in
Great Axe >42 in <64 in
Great Hammer >42 in <64 in
Great Mace >42 in <64 in

© 1993-2005 Carolyn and Robert McNeal 240


Great Polearm >60 in
Staff >40 in
Great Sword (Two handed) >48 in <60 in

© 1993-2005 Carolyn and Robert McNeal 241


• Weapon Construction

7. Materials
There are a few companies making physrep weapons for Live Role-playing, but most players
make their own or buy hand made weapons from fellow Live Role-players. It is a good idea to look at
some examples of hand made weapons and get some advice from experienced weapon makers before
starting to make your own weapons. The following is just a list of materials for making safe weapon
physreps and a few tips.

Core Material
Bamboo Good for short weapons and reinforcing long pieces of PVC pipe
½ inch PVC pipe Good for short weapons
¾ inch PVC pipe Good for longer weapons
Closed Cell Foam
- Plywood and metal cores are not allowed

Adhesive
Contact Cement Good for joining pieces of foam
Caulk Ordinary bathtub caulk works well as an adhesive but is heavy - too much
caulk makes a weapon too heavy - it is good for adding weight to handles,
etc. to make a balanced weapon

Padding
Pipe Insulation Good for padding polearms, clubs, staves, edges of shields - pipe insulation
is made of closed cell foam
Open Cell Foam Soft foam - good to use where extra padding is needed, such as over pipe
insulation
Closed Cell Foam Firmer foam - easier to work with but may not always be soft enough by
itself

Tape
Duct Tape
Cloth Tape
Electrician's Tape
Strapping Tape Strapping tape is good for reinforcing stress points, but can make the
weapon too hard.
- If too much is used tape should not be so tightly wrapped that the foam is compressed and hard

© 1993-2005 Carolyn and Robert McNeal 242


8. Safety Standards
1. Hand-held Weapons

As a general guideline, you should be willing to be hit with your own weapon.

All parts of the weapon must be padded with at least 1/2" of foam. This includes shaft, handle,
quillions, etc.

Weapons must be one piece - no hinged weapons (nunchucks, morningstars, flails, etc).

Weapon tips must have padding at least 1" beyond the core of the weapon. Remember, no
stabbing is allowed, but the extra padding is still required since accidents do happen. Note that some
Live Role-playing games require more padding - if you plan to use your weapon for other game
systems, make it to the strictest safety standard required.

Weapons that are whippy - that wobble on impact - are not allowed. A whippy weapon can hit
much harder than intended.

Weapons that are too heavy are not allowed because they are difficult to control. No specific
weight is given because a weapon that one person can handle safely may be unsafe in the hands of
someone who is smaller or not as strong. Keep in mind that players do not always pull their blows
sufficiently to handle a heavy weapon safely.

No extra weights such as pennies, batteries, etc. are allowed. Extra tape, caulk, longer handles,
etc. can be used to create a weapon with good balance.

The color of the weapon must correspond to its in-game material.


Metal – Black, Gray, Silver
Wood - Brown
Painted Items - Staves (Wood), armor (Metal), and Shields (Metal)

2. Thrown Weapons

Physrep "rocks", shuriken, etc. must be at least 2" in diameter

All thrown weapons are made of foam and tape only - no core. (Caulk works well to add enough
weight without being too hard.)

Beanbags may be used as "rock" physreps. Do not fill beanbags more than 3/4 full or they will
be too hard. Beanbags used as rocks should not be ridiculously brightly colored.

© 1993-2005 Carolyn and Robert McNeal 243


3. Bows/Arrows

Bow (and crossbow) strength is limited to 30 lbs of pull. No real compound bows or crossbows
allowed. Despite actual composition, in-game bow construction is wood.

Arrow heads must be at least 2" in diameter and padded enough to be soft on impact. The only
permissible material for arrow/bolt construction is wood (no aluminum or fiberglass shafts are permitted).

Toy bows can generally be made safe for Live Role-playing - some padding on the ends of the
bow may be necessary. Toy arrows or darts are generally not safe for Live Role-playing because they
are either too hard or the arrow heads are too small or both. Plan to either modify toy arrows or make
your own.

Note that Bows/Arrows are not allowed on some sites because of site rules - check with a
referee

4. Pummeling Weapons

The only weapons allowed for pummeling are clubs made with no core. The easiest way to do
this is to cut pipe insulation to the desired length.

© 1993-2005 Carolyn and Robert McNeal 244


Appendix B – Armor Standards

This section will describe armor usable within Cambrion Adventures. This information is not
yet complete. It will be available in a future update.

© 1993-2005 Carolyn and Robert McNeal 245


Appendix C- Alignment
General

Rules (game mechanics) define how the in-game universe works (Physical, Magic, and Power). A lot
of effort has gone into the idea that the rules should not dictate how players should play their
characters. However, since everyone has their own concepts of Good and Evil, some clarification is in
order.

An alignment is a natural disposition to or interacting with others. That is how a person views
the world. Their alignment dictates how they conduct themselves and interact with those around them.
The idea of ethics (a set of principles of morally correct conduct/behavior) is applied to a greater or lesser extent
for each Alignment.

Good

The definition of Good is a natural inclination to do what is morally correct and relieve the
suffering of others with little regard for one's self. The need to alleviate the suffering of others is the
source of Good's reverence toward life. The following are the primary traits, and their definitions,
which are attributed to Good:

Moral: Conforming to standards of what is morally right or just in behavior; virtuous.


Virtue: A particularly good or beneficial quality. Moral excellence and righteousness. (Acts or beliefs
that either promote the welfare, safety, and well-being of others or that oppose Evil.)
Selfless: Motivated by no concern for one's self.
Compassion/Mercy: Awareness of the suffering of others and the wish to relieve it.
Kind: Generous/Liberal, Humane/Considerate, Understanding (empathy).

© 1993-2005 Carolyn and Robert McNeal 246


Neutral

The concept of Neutrality takes 2 forms: True Neutral and Non-aligned.

True Neutral is respecting the beliefs of others and safeguarding the community as a whole
with little regard for one's self. The community is not defined as an individual Company, race, or
group, but the character's world view. The concept of community is key to the idea of True Neutral.
This concept does not automatically allow True Neutral characters to accept the actions of all other
people, but requires them to view and/or respond to actions based on how those actions would
influence or affect the community.

Non-aligned Neutrality is defined as the conscious decision to set a concept or idea before the
those of Good or Evil or an outright refusal to follow the aspects of Good or Evil. This behavior is
usually self motived in nature. That is not to say that characters with this alignment are necessarily
greedy, only that some other concept or idea takes precedence over the concepts of Good/Evil; For
example, duty, loyalty, dedication, study, friendship, money, influence, success, etc

The following are the primary traits, and their definitions, which are attributed to Neutral:

Amoral: Not admitting of moral distinctions or judgments; neither moral nor immoral.
Tolerance: The practice of respecting the practices, values, or beliefs of others.
Compassionless: Disregard for the suffering of others.
Selfless: Motivated by little or no concern for one's self. (True Neutral)
Selfish: Concerned primarily with one's self. Primary with one's gratification with little or no regard
for others' interests. (Non-aligned)
Harsh: Unpleasant, but not cruel. (Non-aligned) Keeps suffering to a minimum. (True Neutral)

Evil

The definition of Evil is a natural inclination to do what is morally incorrect and finding
enjoyment or satisfaction in (causing) the suffering of others. This is the epitomy of selfishness. Those
of this alignment have absolutely no regard for the well-being of others. The following are the primary
traits, and their definitions, which are attributed to Evil:

Immoral: Contrary to established moral principles.


Vice: An Evil, degrading, or immoral conduct/behavior, practice, or habit. (Acts or beliefs/desires that a
person will indulge in, even at the expense of others' well-being.)
Selfish: Concerned primarily with one's self. Primary with one's gratification with little or no regard
for others' interests.
Merciless: Disregard for the suffering of others (or taking enjoyment from the suffering of others/promoting it).
Cruel: Disposed to inflict suffering and pain

© 1993-2005 Carolyn and Robert McNeal 247


Malice: A desire to harm others or to see others suffer.

© 1993-2005 Carolyn and Robert McNeal 248


General Alignment Test

Below is a simple test that may help determine how to role-play a specific character. This test
is not definitive. It is simply an indication on how a character may be viewed (by themselves or others).

Answer the 4 questions below with the following: Never (0), Occasionally (1), Usually (2),
Mostly (3), and Always (4). The questions should be answered as a specific character.

A. I care more about others than myself


B. I do not desire (personal) wealth and/or power
C. I hate to see others harmed
D. I never go back on my promises or my word

Add the totals from the answers (above) and apply the results to the scale below.

Score Alignment
0-5 points Evil
6-10 points Neutral
11-16 points Good

© 1993-2005 Carolyn and Robert McNeal 249


Appendix D – Sects and Sect Law

This section will describe each Sect and the short list of Laws that govern each Sects. This
information is not yet complete. It will be available in a future update.

© 1993-2005 Carolyn and Robert McNeal 250


Appendix E – Alcohol Rules

This section will describe the in-game mechanics of alcohol. Until such time as this section is
complete, use the following:

All character start with 12 Alcohol Points (AP).


AP are lost at a rate of 1 per 5 minutes.
AP are regained at a rate of 1 per 15 minutes.
Once a character's AP reach 0, they fall unconscious.
Death cannot occur from Alcohol Poisoning.

For the time being, this is simply for role-playing purposes.

© 1993-2005 Carolyn and Robert McNeal 251


Appendix F – Barbarians and Magic

This section will describe the guideline to how Barbarians view Magic. This is primarily for
role-playing purposes; However, it is necessary to understand this in order to properly play the Race.

This information is not yet complete. It will be available in a future update.

© 1993-2005 Carolyn and Robert McNeal 252


Appendix G – Housing

While the campaign environment is not a perfect world, it has solved the problem of
homelessness. Any individual willing to work (with or without a profession or company) has enough
resources to maintain lodging and food for themselves. The amount and style of these resources is
commensurate upon the character's Professional skill (if any). Room and Board is either provided by a
company or an individual. Individuals cannot gain any extra money by not using these benefits. That
is, someone that is already gaining these benefits (Room and Board) from a company, cannot gain any
money from unused benefits from utilizing a profession (because the character does not have the time required to
generate the resources that provide these benefits). The same applies to those exercising Professions, without
the benefit of a company. While individuals have extra time, it is used to generate the funds to pay for
these benefits. They cannot be sold (cashed in) for any reason (“I'm staying with someone else.”).

A Noble's benefits of room and board are sufficient to include themselves and any
servants/retainers that accompany their position. It also includes sufficient resources to house a guest
for a few days (less than a week). (This cannot be used to permanently house other characters.)

Characters housing (private or in company compounds) are off-limits to other characters unless
specifically invited. (This is to maintain a balanced environment in-game.) This is not to say that a character's
accommodations are outside the scope of NPCs. For example, if a character states that they have stolen
something and that it is under their bed (in their room). Other characters cannot go there and steal it (back).
However, other characters can report it to the Civil Guard or hire someone else to steal it. More
importantly, characters cannot ambush and kill characters out-of-game.

© 1993-2005 Carolyn and Robert McNeal 253


Appendix H – Nobility

This section will describe the guidelines for Nobility with the Human Empire (Cambron) and
Elven Empires (Sylvan Home). This information is not yet complete. It will be available in a future
update.

© 1993-2005 Carolyn and Robert McNeal 254

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