Karador LRPG Version 1 Book 2

Character Creation

Races

Humans
Enough said. Humans may be any class they desire. Humans have no other advantages or disadvantages. They make up the bulk of most fantasy game populations, and as such, are the standard by which other races are compared.

Elf
Elves are thin and agile. They may have no facial hair and must have elf ears. Elves may be Warriors, Thieves, Mages, Bards, Druids, or Rangers. Elves may also be clerics or paladins, though in order to be such they must sacrifice some of the armor allowed to them by their class by not wearing any plate mail armor. Regardless of class, Elves gain 2 level-one Druid spells per day. If they are of a class that casts druid spells, consider this an additional 2 first-level spells they may memorize in a day. Elves are noted to be archers of excellent talent. As such, any blow that is struck by one of their bows inflicts an additional 1 point of damage.

Half-Elves
Half-elves are the product of a human and an elf mating. They must have elf ears, but may have facial hair. Half-Elves may be any class they desire, and are ultimately very human-like. Half-elves do maintain some power over the forces of the wood due to their present, yet thin, sprite blood. Half-elves gain 1 level-one Druid spell per day. If they are of a class that casts druid spells, consider this an additional first-level spell they may memorize each day.

Dwarf
Dwarves are much like squat, hearty humans. They must be under 5 1/2 ft. tall, and they must have facial hair (yes even the females). Dwarves gain +2 to their total Hit points per level. Dwarves may be Warriors, Thieves (tricksters), Psionicists or Clerics.

Ork
Orks are creatures that look slightly pig-like with green skin. To play an ork, you must wear a pig nose. Ork characters get a +2 to their Total Hit points per level. Orks may be Warriors, Thieves (spies), Druids (shamans), Mages (warlocks) or Clerics (necrolites).

Halfling
Halflings are very similar to short humans. They must be under 5 1/2 ft. tall. Halflings may be Warriors, Thieves, Mages, Druids, Bards, Rangers and Psionicists. Nobody runs away like a scared halfling. Each day a halfling gets 2 "Escape" cards that allow him to escape a battle without pursuit. These are used just like a spell card.

Drow
Drow are the dark elves which live primarily underground. Drow are rather nasty and have a bad reputation that they have mostly earned. This reputation would be worse if the humans and elves had half an idea of all the things the drow are doing that have yet to be discovered. Drow must have dark black skin. They must have pointy elf ears. Drow may have facial hair unlike elves, but all hair must be white /silver, or something of a mix. Drow males may be fighters, thieves or rangers. Drow females may be fighters, thieves, rangers, mages, clerics, or psionicists. Drow may gain each day either two level one mage spells, or one level 2, which may only be cast at night. drow are magic resistant, and suffer only half the HP damage any HP damaging spell hurting them. Drow who are of any class that casts spell require twice the count to cast them during the day.

Half Ogre
Half Ogres are relatively uncommon, yet do exist in civilized lands. They generally look like large strong humans who as a little less intelligent and civilized then their human brothers. Half-Ogre characters may only be played by players who are relatively tall and large. Simply, you must have the GM's approval. Half-ogres are restricted to the fighter class, but perform within it exceptionally. Because of their high endurance, half ogres gain an additional +1 HP per level. In addition to This, Half-Ogres gain a bonus of +2 to any damage they inflict as a result of any weapon they swing or hurl.


Classes

Warrior
A Warrior is your standard fighter or soldier. They may cast no magic, but have no other limitations. They may use any weapon or shield, any armor, any missile weapon, and any paired weapons if they so desire. Warriors Have 10 hit-points per level.

Thief
A thief is a character who makes his living using his cunning and abilities at stealth. Thieves may wear leather armor. Thieves gain no spells, yet get one "Escape" card per level per day. In addition to this, the first blow (and only the first) a thief lands in a battle will inflict double it's normal damage. Thieves may use daggers, thrown daggers, bows, blowguns, short swords, and long swords, as well as paired weapons if they wish. Thieves gain 7 hit-points per level.

Mage
Mages are wizards. They may wear leather armor if they chose. They may use daggers, staves and thrown daggers. No shields are allowed to them, but they may use paired daggers if they wish. Mages have 7 hit-points per level. Mages have spell casting abilities as described in the magic section of these rules.

Bard
Bards are adventuring jacks of all trades. They study both magic and sword play. Bards have 8 hit-points for every level they have. Bards may wear leather armor, and use daggers, thrown daggers, Blowguns, short swords, and long swords. They may not use shields, but may use paired weapons (only one may ever be a long sword). Bards have spell casting abilities as described in the magic section of these rules as well as gaining 1 "escape" card per day as a thief. Bards are expected to entertain by means of song, dance, tail or show with some frequency.

Cleric
A cleric is a member of a religious order who is granted divine powers by his/her god. Clerics are required to choose a god from the world book, and follow the tenants described there in. Clerics have 7 hit-points per level. Clerics may employ weapons and armor as dictated by the religion they choose. Clerics cast magic spells as described in the magic section of the rule book. Their choice of spells is also limited as defined by their religion. Clerics are expected to live up to and play the role of their chosen god. They are expected to present the attitude, and follow the virtue of their faith. Furthermore, they are expected to dress the part of their religion as described in the world book. Finally, Clerics are always looking to preach the word of their deity and spread their faith.

Paladin
A paladin is much like a cleric who is more a warrior than a clerical spell caster. Paladins like clerics are required to choose a god from the world book, and follow the tenants described of that god. Paladins are strong and honorable; they will never lie, cheat, or steal. They will also be sure to protect all good people they encounter. Paladins have 9 hit-points for each level they have obtained. Paladins, unless otherwise stated in the description of their god, may use any weapon they desire except for those that launch at a range ( thrown spears, daggers, bows, blowguns, etc.). They may wear any armor and any shield they desire, yet may not use paired weapons. Paladins cast spells as described in the magic section of the rule book, but are subject to the allowable spell choices of their religion by their god. Regardless of religion, paladins may never employ poisons.

Druid
A druid is a priest of nature. Druids have 7 hit-points per level. They may use thrown daggers, spears, blowguns, staves, and daggers. They may wear hide or leather armor. They may not use a shield, but may use paired daggers. Druids are spell casters as described in the magic section of these rules.

Ranger
A ranger is a warrior of the woods. Rangers have 9 hit-points per level. They are allowed to wear leather, hide or chain armor. They may carry daggers, short swords, long swords, blowguns, staves and bows. Rangers may wield paired weapons if they so desire. Rangers do one extra point of damage when using a bow and arrow. Rangers are spell casters as described in the magic section of these rules.

Psionicist
A psionicist is a character who has developed vast mental powers far beyond what any normal person is capable of. Psionicists as a function of their great mental control, can actually effect the material world by force of their will. Psionicists gain 8 hit-points for each level they have achieved. A psionicist my wear hide or leather armor. They may wield any sword they like, or a mace, flail, dagger, blowgun or staff. They may not use shields, nor may they use paired weapons. Psionicists gain spell-like powers as described in the magic section of these rules.


Spell Tables

What follows below are the tables that indicate the number of spells a spell caster of a particular level gets per day Running along the vertical axis is the level of the character in question. Along the horazontal are the various spell levels availiavbe. The data on the table tell how many of each they get. A first level mage would for example get 5 first, 3 second and 1 third level spell each day. Note that these spells must be chosen at the beginning of each day, and may not be altered until the next. Specifics of how to cast spells are located in the "Rules of Engagement" book.

Mage Table (number of mage spells per day)
Level of spell   1st 2nd 3rd 4th 5th 6th 7th 8th
                 --- --- --- --- --- --- --- ---   
Mage Level 1      5   3   1   N   N   N   N   N 
Mage Level 2      5   4   2   N   N   N   N   N
Mage Level 3      5   4   3   1   N   N   N   N
Mage Level 4      5   4   3   2   1   N   N   N
Mage Level 5      6   5   3   2   1   1   N   N
Mage Level 6      6   5   4   2   2   1   1   N
Mage Level 7      6   6   4   2   2   2   1   1


Bard Table  (number of mage spells per day)
Level of spell   1st 2nd 3rd 4th 5th  
                 --- --- --- --- ---
Bard Level 1      2   1   N   N   N    
Bard Level 2      2   1   1   N   N   
Bard Level 3      3   2   1   N   N   
Bard Level 4      4   2   2   N   N    
Bard Level 5      4   3   2   1   N    
Bard Level 6      5   3   3   1   N 
Bard Level 7      5   4   3   2   1

Cleric Table  (number of cleric spells per day)
Level of spell   1st 2nd 3rd 4th 5th 6th 7th 8th
                 --- --- --- --- --- --- --- ---   
Cleric Level 1    4   2   1   N   N   N   N   N 
Cleric Level 2    4   3   2   N   N   N   N   N
Cleric Level 3    4   3   3   1   N   N   N   N
Cleric Level 4    4   3   3   2   1   N   N   N
Cleric Level 5    5   4   3   2   1   1   N   N
Cleric Level 6    5   4   4   2   2   1   1   N
Cleric Level 7    5   5   4   2   2   2   1   1


Paladin Table  (number of cleric spells per day)
Level of spell   1st 2nd 3rd 4th 5th  
                 --- --- --- --- ---    
Paladin Level 1   2   1   N   N   N    
Paladin Level 2   2   1   1   N   N   
Paladin Level 3   3   2   1   N   N   
Paladin Level 4   4   2   2   N   N    
Paladin Level 5   4   3   2   1   N    
Paladin Level 6   5   3   3   1   N 
Paladin Level 7   5   4   3   2   1


Druid Table  (number of druid spells per day)
Level of spell   1st 2nd 3rd 4th 5th 6th 7th 8th
                 --- --- --- --- --- --- --- ---   
Druid Level 1     4   2   1   N   N   N   N   N 
Druid Level 2     4   3   2   N   N   N   N   N
Druid Level 3     4   3   3   1   N   N   N   N
Druid Level 4     4   3   3   2   1   N   N   N
Druid Level 5     5   4   3   2   1   1   N   N
Druid Level 6     5   4   4   2   2   1   1   N
Druid Level 7     5   5   4   2   2   2   1   1


Ranger Table  (number of druid spells per day)
Level of spell   1st 2nd 3rd 4th 5th  
                 --- --- --- --- ---    
Ranger Level 1    2   1   N   N   N    
Ranger Level 2    2   1   1   N   N   
Ranger Level 3    3   2   1   N   N   
Ranger Level 4    4   2   2   N   N    
Ranger Level 5    4   3   2   1   N    
Ranger Level 6    5   3   3   1   N 
Ranger Level 7    5   4   3   2   1


Psionicists Table  (number of psionic powers per day)
Level of spell   1st 2nd 3rd 4th 5th 6th 7th 8th
                 --- --- --- --- --- --- --- ---
Psi Level 1       4   2   1   N   N   N   N   N 
Psi Level 2       4   3   2   N   N   N   N   N
Psi Level 3       4   3   3   1   N   N   N   N
Psi Level 4       4   3   3   2   1   N   N   N
Psi Level 5       5   4   3   2   1   1   N   N
Psi Level 6       5   4   4   2   2   1   1   N
Psi Level 7       5   5   4   2   2   2   1   1



Mage Spells

Cipher - Level 1, Count 10.
When cast near the GM, he will read to you the translation of any one source (page, stone, etc.) of written material. It will be read only once, at a normal talking speed.

Identify - Level 1, Count 120.
If this spell is cast at camp on an object with a judge around, the judge will tell you what the object is and does.

Magic Missile - Level 1, Count 4.
A magic missile spell will do 4 HPs of damage to any single target it's caster chooses within his eye sight.

Lock - Level 1, Count 10.
A mage can cast this on any door, zipper, container, etc. (except for the bathroom) to keep others out. When this is done, he must inform a judge who will place a lock ribbon around the locked thing. This lock may be opened by a knock, dispel magic, cancel magic, stop the unnatural, or disjunction spell. A thief or bard escape card as well also will open it.

Blast Hand - Level 2, Count 4.
A single target player within eye sight of caster must throw an item he is carrying in his hand, of the caster's choice as far as he can in a direction of the caster's choosing. The target need not unattach some thing like a strap that holds that piece of equipment to him. Even blasting shields is nearly useless because of the strap around the fore arm.

Knock - Level 2, Count 5.
Using this spell a mage can negate the presence of either the lock spell, or a normal mechanical lock. Inform a judge when this spell is used.

Armor - Level 2, Count instant.
Just after a blow has been landed on a mage, with this spell, he may cast it by simply saying " Armor". The spell is used, and the blow does no damage to the mage. Only works against weapon attacks. (not spells or other assaults)

Repel Missiles - Level 2, Count 6.
After this spell is cast, no projectile weapons may do damage to the caster for the rest of the current battle. This spell does not prevent damage from small, large, or chemical siege weapon shells, but will stop scatter shot.

Push - Level 2, Count 1.
This spell simply forces any person or creature under 3 levels to run 20 paces in any direction of the casters choice. If this runs the target out of bounds, into water very thick woods, or hazzardus terain, he/she may/must stop when they get to that point. An abbrupt stop does 1 HP to the target.

Dispel Magic - Level 2, Count instant.
After another spell caster has cast a spell, a Mage with this spell may use this to negate it's effects. Simply call "Dispel Magic", and inform the caster his spell didn't work. Both Spells are used up as usual.

Fire Swarm - Level 3, Count 8.
Fire swarm will strike all people that the caster chooses within his sight for 4 hit points of fire damage.

Fortify - Level 3, Count 10.
This spell needs to be cast in front of a judge. When this spell is cast upon a structure, the structure becomes magically resilient to attacks. This effect lasts until the sun rises from night till day. When attacked by a siege weapon, a structure protected by this spell counts as one category higher than it is. Effects are not accumulative. Tents act as buildings, and buildings become "indestructible", and those within take only half the damage they should. Fortify does not keep people out of tents.

Flame Shield - Level 3, Count 6.
After this spell is cast, any melee blow that hits the caster will also do 2 Hit-points of damage to his assailant. This effect lasts only for the duration of the current battle that spell is cast during.

Scroll - Level 3, Count 1/2 hour.
For this spell to work, the mage must tell the judge. The wizard casts the "scroll" spell, and then another spell he has. The second spell that is cast will be placed into the scroll, and may be kept until used (unlike normal remaining spells that are traded in the next day). This scroll also becomes a magic item that may be given, taken, sold, and used by people other than the caster. Casting scroll does not require a count hor a half hour, but rather that the mage sit undesterbed at a table.

Spell Potency - Level 4, Count +2.
This spell must be cast in conjunction with another spell. To do so, hold this spell card up with the other being cast, and add an additional 2 seconds to the count of the other spell. This other spell nor it's effects may be negated by the following spells; dispel magic, cancel magic and stop the unnatural.

Neamen's Blast - Level 4, Count 5.
After this spell is cast, the wizard throws any single projectile weapon he likes. For that single attack, that weapon strikes as a small artillery projectile. This will do 12 hp to a person struck, destroy tents and injure those within for 7 points, or destroy buildings if the strike seemed solid against it doing 5 HPs to all within.

Ice Shards - Level 4, Count 6.
By casting this spell, the wizard calls into being a furry of sharp, fast moving shards of ice. These shards inflict 2 points of damage per level of the caster to any and all creatures he/she desires that are within sight.

Enchant Item - Level 5, Count 1 hour.
Reciting song lyrics. Casting this spell will also require the caster to permanently sacrifice 4 hit points and spell levels. These are forever subtracted from the characters starting hit points and spell levels. The item will be written up and decorated at the judges camp. A simple set of rules will vbe available at the judges camp to design the powers of this new item.

Spell Shield - Level 5, Count 6.
When cast, a mage renders himself invulnerable to the following spells for the duration of a single battle. Magic Missile, Blast Hand, Push, Fire Swarm, Fire Shield, Ice Shards, Divine Blast, Turn Undead, Fear, Dispel Evil, Hornet's Strike, Entangle, Lightning Bolt, Rust, Animate Land and Neamen's Blast (all offensive mage cleric and druid spells level 4 or less).

Protection From Normal Weapons - Level 5, Count 5.
The mage envelops himself in a field which alters a small portion of the universe around him. For the duration of a single battle, the mage my no longer take damage from any weapon that is not enchanted to harm creatures protected from normal weapons.

Bane Strike - Level 5, Count 6.
When cast, the mage calls into being a rain of fire, rock and magma which strikes any opponents he/she desires within his/her eyesight for 3 hit points of damage per level the caster has. Furthermore, some protections allow people to take no or half damage from some kinds of attacks. In order to get these bonuses, that person must be protect from both fire and earth attacks.

Disjunction - Level 6, Count instant.
This spell when cast will negate absolutely any mage, cleric, druid or psionic power either as it is being employed, or as it's effects are still functioning. Furthermore it can be used to destroy nearly any magic item.

Death Spell - Level 6, Count 12.
This spell will out-right kill any creature of level 2 or less.


Cleric Spells

Blessing Of Health - Level 1, Count 2.
This spell will give two hit-points to any target the caster chooses. In the field, you may simply write the name of the person and character on which the spell has been cast on the back of the card. That player may then carry and use this card like a Hit-Point card worth 2 Hit-points. At the judges camp, this spell may be cast, and the judge will trade it for 2 hit-point cards.

Bless - Level 1, Count 3.
This spell should be cast in the presence of the GM, and it's effects could greatly vary. Do not cast it expecting it to have a particular result. P.S.: It will never do the same thing twice; repeated use will bring about no results.

Divine Blast - Level 1, Count 3.
This spell will do 2 hit-points of damage to a single target within eyesight of the caster.

Lord, Should I - Level 1, Count 10.
Simple spell when cast in the presence of a judge of G.M will allow the caster to confer briefly about a desired course of action as to if it will offend or please his/her deity.

Saving Grace - Level 2, Count instant.
By the grace of your god, a blow that has just struck you does no damage. Used like the mage spell, Armor.

Turn Undead - Level 2, Count 4.
When this is cast, three levels worth of undead creatures that the caster chooses must turn and run from the caster until they get away. They must not seek him out for at least 10 minuets.

Asking the Lord - Level 2, Count 10.
When this spell is cast near the GM, he will do his best to answer truthfully any one yes/no question the character may ask This question is answered from the perspective if his/her god.

Healing Word - Level 2, Count 2.
When this spell is cast, the recipient receives up to 5 of his/her lost Hps back. If a judge is not present, you may right the name of the character upon whom this spell was cast on the spell card's back and use it just like a HP card.

Neutralize Poison - Level 2, Count 3.
When cast in a judges presence, this spell will eliminate the poisoned status of a character. This spell does not heal or fix any damage already done by poison to a victem.

Cancel Magic - Level 2, Count say "cancel magic".
A character with this spell may negate the effects of any spell just cast by another character by using this spell.

Fear - Level 3, Count 5.
When this spell is cast, two levels worth of targets of the casters choice must flee from the caster until they get away. These targets may not seek out the caster for at least 10 minutes.

Salvation - Level 3, Count instant.
This spell allows the caster to instantly ignore the damaging effects of any one attack that has just struck him. Unlike saving grace which only saves from weapon blows, Salvation can prevent damage from weapons, spells, and creature special attacks. Note that it only prevents HP damage and not immunity to other effects, unless those effects are based upon HP damage being done.

Dispel Evil - Level 4, Count 5.
When cast in a judges presence, this may destroy a particularly evil object. If cast in combat, it may completely destroy (possessions and all) any one evil creature of the caster's choice within his/her eyesight. Creatures on their record sheet will have a spot to tell if they can be effected by this spell.

Commune - Level 4, Count 60.
Casting this spell allows the cleric a 1 minute conversation with his/her god. In order to have this conversation, contact the GM, and he will play that part.

Reincarnate - Level 4, Count 120.
Reincarnate is like a lesser version of raise dead. If a character is slain, reincarnate can bring that character back to life, but not until the next LRPG, and even than at a one level less than when he died.

Raise Dead - Level 5, Count 10 minutes.
When this spell is cast at the judges camp, a single character of the casters choice will be brought back to life with one hit-point and the spells he had at his death.

Slay Living - Level 5, Count 7.
This spell out right kills any one target of caster's choice within his eyesight, so long as that target is level 3 or less. Some creatures are naturally immune to this type of attack of course.

Mass Heal - Level 5, Count sing a religious song for 5 minutes.
When this spell is begun, up to 2 people per level of the caster may hold hands in a circle with the caster. At the end of the five minute song, all participating gain 2 hit points back per level of the caster.

Blessed Feast - Level 6, Count 5 minutes of song.
Up to two people per level of the caster may sit in a circle around the cleric and some item of food. After the song is over, any person who was in the circle that is feed the food by the cleric will recover all lost hit points, and be cured of any affliction.


Druid Spells

Know the Nature - Level 1, Count 120.
When this spell is cast on an object at the judges camp, the judge will inform the caster of the nature (what is used for, and how) of the item. This is not an identify spell, and will not inforn the caster of how to use magic items that are not "druidical" in make and design. Also unlike the mage spell, it is very useful on mundain/non magic items, being able to let them know a bit about any item in question.

Hornet Strike - Level 1, Count 5.
Hornet strike will do three Hit Points of damage to a single target of caster's choice within his eyesight.

Entangle - Level 2, Count 4.
This spell may be cast on one opponent within eyesight of caster. The target may not move his feet for the rest of the battle. Note the rules in "rules of engagement" about escaping entangles.

Nature's Life - Level 2, Count 5.
When cast upon a recipient, that person gains back 4 lost HPs. In the field, you may simply write the name of the recipient on the back of the spell card and use it just like a HP card.

Nature's Martyr - Level 2, Count instant.
This spell may be employed directly after it's owner has been struck by a weapon blow. This spell calls forth a small, fuzzy animal to jump from the wood, and take the blow for him. Thus the caster is unharmed by the blow.

Barkskin - Level 2, Count 2.
When cast, the caster will suffer one less point of damage from any physical blow (melee or missile) that strikes him/her for the remainder of the battle during which this spell was cast.

One With The Woods - Level 2, Count instant.
When this spell is cast, the caster is allowed to flee from a battle without being chased. When you use this spell durring a combat, please actually flee from it, or try to hide yourself rather than just standing there saying "I'm gone".

Commune with Plants - Level 3 count 60.
This spell must be cast on a plant in the presence of the GM. It will allow the caster to hold a brief conversation with the GM playing the part of that plant.

Lightning Bolt - Level 3, Count 6.
This spell will do 8 hit-points of damage to a single target within eyesight of the caster.

Natures Sanctuary - Level 3, Count 2.
For the remainder of the battle during which this spell is cast, the caster will be immune to the effects of the following spells: Animate the land, Rust, Lightning bolt, and Entangle.

Stop the Unnatural - Level 3, Count instant.
The casting of this spell will negate the effects of another spell just cast by another character. This spell does not stop druid spells.

Rust - Level 4, Count 6.
When this spell is cast, 1 metal, non magical item within eyesight of the caster will turn to rust, and must be discarded. If the loss of this item may affect your character's hit points, spell levels, etc., see a judge. (metal objects refer to objects that are meant to be metal, like a foam sword). Rusted objects are put into the judges custody for the rest of the game.

Animate The Land - Level 4, Count 6.
When this spell is cast, the land features or the local area animate and attack all of the casters enemies within his eyesight. They will each take 3 hit points of damage.

Assertion of Nature - Level 5, Count 6.
When this spell is cast, the forces of nature are called upon to stop any further casting of level 4 or less mage and clerical spells in a current battle. Thus any attempt to cast these spells will result in the caster taking 1 Hit Point of damage as he tries to concentrate on any casting.


Psionic Powers

Induce Weakness - Level 1, Count 3.
This power may be used on one target within eyesight of the caster. The person affected must, for the duration of the current battle, subtract one from the damage of any melee blow he lands. The effects of this power can not be accumulated by using it on a single target multiple times.

Cleansing Spirit - Level 1, Count 120.
When a psionic uses this power of cleansing spirit, he eliminates any poison from his own body that may cause him ill effects in the future. This power will not change poison effects that have already harmed him, but will negate any that have a lengthy onset time.

Mind Thrust - Level 1, Count 1.
This spell will inflict three points of damage to any single target of the user's choice that is within his eyesight. This ability does no damage to any target that is itself psionic.

Mental Barrier - Level 1, Count instant.
When this power is employed, it grants immunity to one of the following powers/spells used against the user of Mental barrier. Mind thrust, Induce weakness, Id induced empathy, and Fear.
Id Insinuated Empathy - Level 1, Count 1.

When this power is used, the user may no longer have any detrimental effect (spell or weapon blow) done to him/her by anybody of the same race and opposite gender. Thus, a male elf could no longer be attacked by female elves. If any involved are "half" races, they count as both. Thus, a female half-elf could not be attacked male elves, humans, or half-elves. Drow count as Drow, not elves.

Reformation - Level 2, Count 30.
When this power is used, the psionicist's body begins to heal itself. At the end of the casting, the psionicist will have recovered three of his lost hit-points.

Read - Level 2, Count 60.
This power allows a psionicist to "read" one physical, spiritual, or otherwise existing object, including auras, places, events, etc. This reading will tell something about the true nature of that thing. Ultimately it is up to the game master to decide what is readable at the time, and what will be discerned. The user of this power may ask the GM if something is "readable" before using this power. Despite the insight that Read may give a psionicist, it is not an Identify spell. It will not teach a Psionicist to use a magic item or the like.

Mental Blast - Level 3, Count instant.
Mental blast is a wide band mental attack that jumps from one mind to another, destroying the synapses of the brain. Mental blast does a total of 4 HPs of damage per level of experience that the psionicist has (thus a level 3 psionicist will do 12 HPs of damage). This damage may and must be divided up among multiple targets of the user's choice within his/her line of sight. This damage can be divided among as many targets as the user wants, but it must affect at least 2. Damage can be assigned among these targets by the user, but no single target may ever take more than 50% of the total damage.

Astral Projection - Level 4, Count 30.
This spell allows the caster to leave all his material possessions save clothing behind in a heap as he travels insubstancially. The astral character may remain this way for up to a half hour, or until he decides to materialize by picking up his equipment. Astral characters may travel in that form however they choose but may not fight, cast psionic powers, or even touch things. They are made immune for this time to non-magical weapons, and the following spells: fire swarm, push, entangle, and lightning bolt, hornet strike, animate the land, ice shards and bane strike, (as well as elemental blasts from magic items).


Multi-Classed Characters

Some players will desire to play characters that are "Multi-Classed" and trained in more than one career. Multi-Classed characters start out more powerful, with the "best of both worlds", but require a much greater effort and amount of time to advance in their ability. Some of the combinations lend themselves together much more easily than others. Paladins for example must be so engrossed in their affairs that they have no time for a second career if they are devoted to their gods work as they should be. Clerics too have this problem, save that there are gods who push their clergy to other careers that the deity is fond of. Ultimately there are a limited possible number of allowed multi-classed possibilities, and they and their details are listed later. If deciding to be multi classed, you must also pay attention to your racial allowments. If you want to play a Multi-Class and only one (or none at all) of those classes is allowed to you race, sorry!

Characters who are first created as Multi-Classed have it relatively easy. They read the Class descriptions later in the chapter and play the character appropriately. Advancement however is limited. Characters who have started out as one class, gained some levels, and now want a new career have it a bit more of a difficult time. What they must do is stop character advancement in their first class and become the new Multi-Class. At this point, they receive abilities and powers of a level 1 of their new Multi-class. They do retain their old HPs, and abilities of the class through which they have already progressed. From this point on however, they must follow the new rules of the Multi-Class. If per chance an acceptable weapon or armor type is lost, that has to be heeded from this point on. The character now will no longer progress until his general experience as a Multi-Class is about equal to that of his original single class. Only at that point will he/she become a full Multi-class character of a level equal to that of his/her original single class.

Allowable Multi-classed possibilities are as follows.

Fighter/Thief
This Multi-class gives a character 10 HPs per level. They gain 1 Thief escape card per level, as well as having a thieves back stabbing ability which does double damage on the first blow they strike in any fight. Fighter Thieves may use any weapon they desire, but only receive the backstab X2 damage attack with weapons of the thief profession ( Daggers, Bows, Blowguns, short swords and Long swords). They may use paired weapons or a shield if they wish. Fighter/Thieves are however prevented from using plate mail armor if they don't want to loose their backstab and escape cards.

Fighter/Mage
This Multi-Class gains 10 HPs per level. Those of this class gain spell casting ability equal to a mage of an equal level. They may use any weapon they desire, and are allowed to pair their weapons or use a shield. Fighter/mages may wear any armor they choose, but the wearing of plate mail will prevent spell casting

Cleric/Fighter*
Cleric/Fighter is an option only if the faith of the cleric as described in the world book allows it. Fighter Clerics gain 10 HPs per level. and may wear any armor they choose. They may wield paired weapons or use a shield. Cleric/Fighters gain spell casting abilities identical to those of a cleric of the same level. A Cleric/Fighters weapon choice is still however limited to the tenants of their faith.

Fighter/Psionicist
This Multi-Class grants 10 HPs per level, in addition to use of unlimited weapons and armor. Fighter/Psionicists may fight with any weapon combination they wish such as paired or shield use. Fighter/Psionicists can Psionic "spell casting" ability identical to a Psionicist of the same level.

Mage/Thief
Mage/Thieves gain 7 HPs per level. They are allowed the use of daggers, bows, blowguns, short swords, staves and longswords. They may wear up to leather armor, and may fight with paired weapons, but are excluded from shield use. Mage/Thieves gain a X2 damage attack from a backstab on the first blow the land in any fight. They gain 1 thief escape card per level, as well as spell casting that is identical to a mage of equal level.

Cleric/Thief*
Cleric Thief is a Multi-Class allowed only to clerics of a religion as described in the world book as allowing such. Cleric/Thieves gain 7 HPs per level. Cleric Thieves may use weapons as appropriate to their religion. They may wear up to chain armor, and are allowed to fight with paired weapons or with a shield if they wish. Cleric/Thieves gain a X2 damage attack from a backstab on the first blow the land in any fight. They gain 1 thief escape card per level, as well as spell casting that is identical to a cleric of equal level.

Druid/Thief
This Multi-Class gains 7 HPs per level. They may wear hide or leather armor. They are allowed the use of a spear, staff, dagger or blow gun. They may use paired daggers. Druid/Thieves gain and cast spells identically to a druid of the same level. Druid/Thieves gain a X2 damage attack from a backstab on the first blow the land in any fight, and gain 1 thief escape card per level.

Ranger/Thief
These Multi-Classed characters gain 9 HPs per level. They may leather, hide or chain armor. They may wield daggers, shortswords, long swords, blowguns, staves and bows. They may use paired weapons if they wish, but not shields. Ranger/Thieves gain 1 escape card per level. Ranger thieves gain a +1 to damage wit bows as do rangers. Ranger Thieves gain a X2 damage bonus on the first blow they land in any fight as a backstab. ( please remember to multiply bow damage first then add +1 if your first blow is an arrow shot). Ranger/thieves also get druid spells identical as a ranger of the same level

Psionicist/Thief
This Multi-Class gains 8HPs per level. Characters may use daggers, short swords, long swords, bows, blowguns, bastard sword, mace, flail or staff. They may use paired weapons if they choose, but may not use a shield. They may wear hide or leather armor. Psionicist/Thieves gain Spell casting abilities as a psionic of the same level. They gain 1 escape card per level, and get a X2 bonus on the first blow they strike in a fight as a backstab.

Cleric/Mage*
Cleric/Mage is a class only allowed to those of a religion from the world book which specifically encourages such a thing. They gain 7 Hps per level. Cleric mages may wear any armor they choose and a shield. They may wield weapons allowed to them by their religion. Cleric/Mages may not use paired weapons. Cleric/Mages gain the spells both of a cleric and a mage of equal level as they are.

Mage/Psionicist
This Multi-class is both exceptionally rare and powerful. They gain 8 Hps per level, and are allowed hide or leather armor. No shield is allowed, nor are paired weapons. In battle they may Employ any sword they choose, as well as a mace, staff or dagger. The mage psionicist gains spells of both a mage and a psionicist of equal level.

Bard/Psionicist
Bard/Psionics gain 8 HPs per level they obtain. They may wear only up to leather and hide armor. They may use daggers, blowguns, short swords and long swords. They may use paired weapons if they choose, but only one may ever be a long sword, Bard/Psionicists may not use shields. Bard psionicists gain 1 escape card per day, as well as spell casting abilities as a bards and psionicists of the same level.

Druid/Ranger
This Multi-class gains 9 HPs per level. They may wear leather or hide armors. Their weapon selections include daggers, short swords, long swords, blowguns, staves, bows and spears. They may use paired weapons, but not shields. They gain an additional +1 to damage with any bow attack. Druid/Rangers gains spells identically to a druid of the same level.

Druid/Psionicist
Druid Psionicists gain 8 HPs per level of experience. Druid psionicists are limited to the use of leather and hide armor. They may wield only spears, daggers, staves and blowguns. They may use their daggers as paired weapons, buy may not use a shield. Druid/Psionicists gains spells identically as both Druids and Psionicists of equal level.

Ranger/Psionicist
Ranger/Psionicists have 9 HPs per level of experience. They may wear only leather and hide armor, and may not use a shield. Their weapon selection includes daggers, short swords, long swords, bastard swords, blowguns, staves bows, mace and flail. They may use paired weapons if they desire. Ranger/Psionicists gain a +1 to damage with any bow shot they land. They also gain spell casting abilities identical to both Rangers and Psionicists of the same level.

Journeyman / Fighter - Character Gains 10 HPs per level, and may wear any armor including a shield if they so wish. They may make use of any weapon that pleases them and use them paired if they desire. They begin with 9 skills and gain an additional one each level.

Thief / Journeyman - Character gains 7 HPs per level, and may wear leather armor if he chooses. Though they may not use shields, they may arm themselves with daggers, thrown daggers, blowguns, bows, short swords, longswords, staves and maces. They may also use paired weapons if they so choose. They gain 1 "escape" card per level, as well are allowed to make a backstab / surprise attack which inflicts double damage on the first attack they make in a battle. Due to their study of locks, they gain 1 lock combination per level. They begin with 9 skills and gain an additional one each level.

Mage / Journeyman - Character gains 7 HPs per level, and is allowed to wear leather armor. Though no shield is allowed, character may arm themselves with daggers, staves, thrown daggers, blowguns, short swords and long swords. Character casts spells as a mage on the mage table and they begins with 9 skills and gain an additional one each level.

Bard / Journeyman - The ultimate jack of all trades. Character gains 8 HPs per level. They are allowed use of leather armor, but no shields. Their selection of weapons includes Daggers, Thrown daggers, Blowguns. Short swords and Long swords, staves and maces. Bards are allowed the use of paired weapons, though only one long sword at a time. A Bard / Journeyman casts mage spells as per the bard table. They obtain one "thief escape card per day, as well as half their number of levels in lock combinations. A Bard / Journeyman begins with 9 skills at level one, and obtains an additional one each level. Bard / Journeyman are expected to perform in some way as a bard would.

Cleric / Journeyman - Cleric / Journeymen gain 7 HPs per level. Like all clerics, the Cleric / Journeyman must have a religion based upon a deity worshipped. These characters have weapon, armor and shield selection based upon the dictates of their Deity and religion. Cleric / Journeymen are also required to follow and promote the tenants and ideology of their deity. Cleric / Journeymen are expected to adorn themselves with the trappings of their religion including vestments, holy symbol, and any other adornment appropriate to their religion Cleric / Journeymen receive Cleric spells based upon the Cleric table, but only those cleric spells granted to followers of their particular deity. These characters gain 9 skills starting at level 1, and an additional each level.

Druid / Journeyman - Character gains 7 HPs per level and is allowed to wear hide or leather armor. They are allowed use of daggers thrown daggers, spears, blowguns and staves. They may not use shields, but may fight with a dagger in their off hand if they wish. Their spell use is like that of the druid, using the druid's table. These characters start with 9 skills at level one, and gain an additional each level thereafter. Druids are worshipers of the forces of nature, and are expected to serve in the good of those forces. Druids will not act in a way such that destroys or violates natural law.

Ranger / Journeyman - Character gains 9 HPs per level and is allowed to wear hide, leather or chain armor. Though shields are not allowed, the use of paired weapons is. Weapon selection includes daggers, thrown daggers, short swords, longswords, blowguns, staves and bows. Rangers / Journeymen are spell casters similar to druids, save that they use the ranger table for obtaining spells. When using a bow, they inflict an additional +1 point of damage due to their expertise with that weapon. Ranger / Journeymen begin level 1 with 9 skills, and obtain an additional one every level. Like Druids, Ranger / Journeymen are protectors of nature and devote their lives to acting on it's behalf.

Journeyman / Psionicist - character gains 8 HPs per level, and is allowed to wear hide or leather armor. They are allowed neither shield or paired weapon use. In combat they may employ daggers, thrown daggers, maces, flails, blowguns, staves, short swords, long swords, bastard swords or two handed swords. They have mental abilities like a psionicist, and gain them as per the psionicist's table. Like Journeymen, they begin level 1 with 9 skills, and gain an additional each level.

* Bows- Any character who can use a bow may use any, including crossbow.
** Daggers- Characters allowed daggers are considered to be allowed thrown daggers as well.


Changing Class

If per chance you have played a character before that has had inclination to be a new class, that is possible. Simply talk to the GM. This type of drastic change is generally only allowed during portions of the campaign where that character is assumed to have time to go off and train. Once you have switched class, you simply start as a level 1 in that class, and follow all new restrictions and gain all benefits. You progress normally. There is one nice exception. You do maintain the old HPs of your previous class and level. These remain the same until such a time as the HPs of you new class would be a larger amount. At that time, you start to use those instead. If you decide that class is not for you, you may go back to your original class instantly, at any time you choose, starting at the level you were before.


Changing Religion


Most characters have a religion of some sort. Many people worship entire pantheons or a rather diverse group of gods. Clerics and paladins are a bit different. Though they are allowed to acknowledge and even respect gods other than their own, they are required to be devout to theirs. There are times when clerics and paladins have a change in heart and want to convert to a different religion. This is a touchy situation. Once a character decided to do this, he must inform the GM. At that point it is most common for a cleric or paladin to loose all their spell casting abilities and special powers. Clerics and paladins may simply opt to stop following what ever religious tenants they want ( weapon, armor and ethical restrictions). At this point their really little more than fighters. From this point they may consider another career, or attempt to appease another god to take them under their wing. This is a odd situation. They are clerics with no powers or restrictions. If they partition a god, and that god likes them they may immediately become a cleric of paladin again following those new tenants and gaining those new powers. At this point it is up to the desecration of the new god at what level they will be. Sometimes these wayward clerics and paladins without a god are shunned buy many gods who see them as unreliable. Other times gods compete for their worship and service by making them offers.


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