Version 1 Book 3
This year we will be using strands of ribbon rather than hit point cards. These strands will be marked with lines which mark off individual hit points. When hit points are lost, they will simply be cut off the ribbon. Most monsters will carry scissors to accomplish this task. The HP ribbons will be white, and should be worn hanging from a character's waist.
In the past, extra hit points have been awarded for Armor. They still
will be, but in a different way. Characters wearing armor will gain extra
HPs, but these will be denoted on a separate blue ribbon. Finally, it is
possible for extra hit points to be obtained from some magical spell effects
placed upon a target. These will be denoted on a yellow ribbon. After a
battle is over, the amount of damage done to a target should be taken equally
from each of the ribbons he wears. If an armored character were to take
4 HPs of damage, 2 would be cut from the white ribbon, and 2 from the blue.
In cases in which the numbers do not divide equally, cut the most from
the longest ribbon.
Yes, We have finally broken down and are allowing saving throws vs some spells and effects. For those of you not familiar with the concept of a saving throw, it is basically a chance that you will escape the wrath of something bad with less or even no harm to yourself. Because of the playability factor, we are only allowing saving throws against particularly damaging or harmful effects. In this and any future publication, any effect with a possible saving throw will include such information in its description. An addendum will be presented in the back of this book as Appendix I which will list which spells from the "The Races, The Classes, and The Magic" have been altered and how to accommodate this new system. Any spell not listed there is assumed to be unchanged (which is most of them).
Saving throws will be made when appropriate as follows. The person required to make the saving throw (he may choose to fail if he/she wishes) will enter into a series of "Rock, Paper, Scissors" matches with either a judge or person using the ability to be saved against. The person making the save must win a number of matches out or a number of matches as described on the table below based upon the victim's level. Ties (like both drawing a rock) are ignored and done over. To successfully save, you must win the appropriate ratio of matches. Some effects to be saved against are either particularly strong or weak. Against these effects, characters will be required to save as if they were a determined number of levels higher or lower than they were. ( example: Drao the god of the dead comes down and wishes to use his death power against John the 5 th level thief. Drao's death magic is VERY potent, and all saving must do so at 3 levels less. John saves as a 2nd level character, needing to win 2 out of 2 maches rather than his normal 2 out of 3.
| Level 0 | 4 out of 4 - (about 6%) |
| Level 1 | 3 out of 3 - (about 12%) |
| Level 2 | 2 out of 2 - (about 25%) |
| Level 3 | 4 out of 6 - (about 30%) |
| Level 4 | 1 out of 1 - (50%) |
| Level 5 | 2 out of 3 - (about 60%) |
| Level 6 | 1 out of 2 - (75%) |
| Level 7 | 1 out of 3 - (about 87%) |
* Saving throws will be allowed to only PCs and important NPCs and monsters. There will be no need to take the time to do a save if you decide to blow off a poor ork with a death spell.
No longer will casting a spell at a person be a simple matter of seeing
them. We have realized you can see a person a very long ways away. Often
you can see a person, and have no way to inform them that they have just
been cast upon. Eyesight will now have a range. Like spells are supposed
to have, now there will be a simple material component. This will be a
brightly colored and soft ball like "Marker". At the beginning
of any ranged spell casting encounter, the spell caster is required to
throw the marker. Spells may be cast at a range to which the marker can
be thrown. Whenever there is question as to range, throw the marker. Obviously
there are cases when throwing the marker need not happen, such as when
a person is just a few yards from you. Spell casters will be required to
recover their marker after an encounter. Other people can not take a spell
caster's marker. Creatures retreating to just outside of a caster's range
to harass them is not allowed, because you can assume the mage can move
forward and cast, and that monsters do not have a visual "safe zone"
indicator .
Chasing a fleeing thief or halfling has just gotten a bit more realistic.
First of all, a thief may use one of his own thief cards to chase down
a fleeing thief. Thieves may keep spending escape cards to escape and pursue.
This can go on until one gives up or runs out of cards. Note that only
the chasing thief catches up, and not his entire party. Secondly, to use
a card to run away, a thief or halfling must begin physically running,
and have at least a 10 ft lead on any chasers. If the thief/halfling is
unable to get this distance between he/she and the foe, and additional
escape card must be played. One to escape, one to run.
People heal naturally in both the real world and in a fantasy game.
In time, provided the person survives, most wounds close, heal and repair.
Even modern medicine does little to heal the body, rather, it supports
life and protects against infection during the body's natural healing process.
In terms of LRPG play, characters will receive one HP back in the morning
after rest for each experience level they have. Thus a second level character
would heal back 2 lost hit points each morning naturally. This rate of
healing can be increased as described in the healing and herbalism skills.
This type of healing can only recover natural HPs, as in those gained from
class and race. Armor and spell effect HPs can not be gained in this way.
(white ribbon only)
For every half hour in play that a character with the armorer skill
works on armor, he may repair 5 hit points of damage that have been lost
from it,. Working on a suit of armor requires that the armorer be in possession
of that armor, and that it not be worn by its owner. Repairing the armor
should consist of sitting down and holding the armor being repaired. Obviously
a person whose armor is being repaired does not get to wear it during this
process, so he does not receive the protection conferred from its use.
From now on, the X2 backstab damage done by a thief will be different
than it has been in the past. Rather than doing twice the normal damage
on the first blow, thieves will inflict twice then normal damage on only
the first swing in any combat. This makes a bit more sense in representing
the surprise attack. No more of a thief fighting for a minute making several
missed and parried swings, then hitting with the surprise hit. Furthermore,
because this attack is surprise, it may not be auto dodged/parried. Spell
effects like armor, nature's martyr and saving grace will still work. As
an extra new advantage to thieves who reach level 3 and higher, a rule
changes for them for the purpose of their backstab. In "rules of engagement"
it states that in a case where a damage has both a multiplier and a addition,
you must do the multiplication first then add the addition (Order of operations).
For the sake of a thief's one backstab swing per fight it works the other
way. Add first, then multiply.
Some characters and creatures become resistant to damage (take half
damage, round up) from various sources by various means. Some of the most
common means are temporary spell effects, magic items carried, the resistance
skill, etc. Thus comes the inevitable question, "what happens it you
have multiple resistance to the same thing?" For example, consider
a character resistant to fire from a skill, who then has a spell cast upon
him which does the same thing. Is damage cut into a forth? No. Stacked
resistances do next to nothing. Only one small benefit is conferred by
having multiple (stacked ) resistances to a single thing. That is, you
get to round halved damage down rather than up. Big benefit I know, but
hey.
All characters will now be allowed to choose 4 secondary skills from the list below. Please note that many skills cost more than one skill slot to purchase. Others may be purchased at a ranking of between one and five. Characters obtain one extra skill at levels 3, 5 and 7.
Ritual Magic
A character skilled in ritual magic may in fact cast any ritual spell
they find and learn to use. Ritual magic may be possessed and used by any
character regardless of race of class. Some rituals found however will
have restrictions in terms of who can enact them. The ritual magic skill
has five levels of rank. Each time this skill is purchased, its rank increases
by one. The initial purchase of this skill is at rank 1. All rituals will
have a rank minimum requirement, even if only 1. Most ritual spells will
have a lengthy casting time, and a number of material components. You must
have literacy to have this skill
Weapon Smith
This skill allows it owner to craft weapons. Generally this is not
a common skill used in to course of play, though it does have it's uses.
First of all, this skill will allow a character to repair any damage done
to a weapon. The extent of the damage that can be repaired, and how long
it will take is up to the GM. Furthermore, in the time between games, a
character can make weapons from any unusual materials which he comes into
the possession of during LRPGs. lastly, a character with this skill who
makes a LRPG weapon that is strong, skillfully made, and attractively decorated
will be considered suitable for enchantment.
Strength
A character with this skill is rather strong, and in such cases when
a judge is present, may wish to say something like "I use my great
strength to hold ____ down" Since grappling is generally not allowed,
Strength allows "grappling without actual contact"
Armorer
This skill allows a character to repair damaged armor. For every half
hour in play that a character works on his armor, he may regain 5 hit points
of damage that have been lost from it,. Working on a suit of armor requires
that the armorer be in possession of that armor, and that it not be worn
by it's owner. Repairing the armor should consist of sitting down holding
the armor being repaired. Obviously a person who's armor is being repaired
does not get to were it during this process, so he does not receive the
protection conferred from it's use.
Ancient History
Ancient history is another skill that has a rank of between one and
three. Each rank is gained by purchasing it with the skills slots a character
is given. A character in possession of this skill may feel free to ask
the GM questions about the histories of people, places, and things. The
GM will decide how much information is forthcoming based upon character
history, rank of the skill, and obscurity of the knowledge being sought.
Note that you are to ask the GM, not the judges.
Healing
The healing skill allows a character with it to care for the wounds
of a person over an extended period of time, and as such help speed their
recovery. The healing skill has three ranks at which it may be purchased.
Each rank costs one skill. A person being tended to by a character with
the healing skill heals an additional 1 hp per level of the recipient per
night of sleep. This is in addition to those which he gains naturally.
Thus a second level character cared for by a healer receives 4 HPs back
after a night of sleep. Two are natural healing, two are from this skills
assistance. A person with the healing skill may tend to as many patients
as he/she has experience levels times the rank at which he/she has the
healing skill. The increased healing from this skill is commutative to
any effects from herbalism as well.
Herbalism
Herbalism is a knowledge of plants, and often helps in identifying
their medicinal value. Like most skills, it can be purchased at a level
of between rank 1 and 3. A character trained in herbalism may help in the
healing process of himself and other wounded characters. Any wounded person
under the care of an herbalist for a night will receive 1 extra hp per
night per level of the recipient. A herbalist may car for as many recipient
as he/she has levels. This is a relatively low number compared to what
a skilled healer can do, but the work of a herbalist is far more demanding.
Multiple herbalists can not help a single recipient to heal more quickly.
A healer and a herbalist can combine their efforts on a single recipient
however. Furthermore, a herbalist can recognize and treat poison. Treating
poison requires 20 minutes, If the client dies before then, oh well. Treating
poison does not repair anything damaged, but does halt future damage. The
odds of successfully treating poison depend upon the rank of this skill.
Weapon Specialization
A character with this skill must pick one type of weapon at which to
be particularly skilled in. Whenever using this weapon, the character inflicts
an additional 1 hp of damage. This skill has no rank, yet requires the
expenditure of two skills to take.
Divination
A character skilled in this has a knowledge of how to use various divinational
techniques like astrology, throwing runes, reading hands, doing tarot and
watching flames. In order to obtain useful information, the character with
this skill is required to spend a half hour applying one of these crafts,
and then approach the GM and ask him about a particular topic. This skill
does not answer questions. It gives the player so some bits of information
about a topic that could be very riddle like, yet still of potential value.
The amount and usefulness of this skill use is determined based upon the
difficulty of the topic, and the rank of the skill This skill has ranking
of between 1 and 3
Toxicology
Toxicology is the study of poisons. It has ranks between 1 and 3. A
toxicologist may produce poisons of his own, assuming he is able to came
across it's recipe and required materials. Toxicologists can immediately
identify a poison if a judge is present to ask. Finally, a toxicologist
may treat a person suffering from a poison effect. This treatment required
10 minutes, and if the victim dies in that time, oh well. Treatment does
not fix damage already done, but does stop further damage from occurring.
Likelihood of success treating poison is based upon the rank at which the
user has it. A character having both herbalism and toxicology is free to
make 2 checks to cure a poison, one for each. note that the proper time
must be spent on each skill check.
Alchemy
Alchemy is the study of magical Elixirs and potions. Alchemy has up
to three levels of competency, each costing 1 skill. Using alchemy, it
is possible that a character can deduce the function of a potion he has
in his possession for a period of time. Given a proper resource to study,
and proper materials, the alchemist could also produce some potions himself.
Literacy
Literacy simply allows a character to read. Though all characters are
assumed to be able to read basic things like basic signs and the like,
this skill is required if complicated reading is necessary as in casting
a scroll, learning a spell from a spell book, or learning a ritual. Literacy
has only one level of competency.
Religion
A character with this skill has some good knowledge of religion- This
skill has three ranks, and it's knowledge allows a character to ask the
GM more specific questions about various religions. The answer the character
will receive will depend upon the rank at which the skill is at, and how
rare the knowledge is.
Charmed
Character makes all saving throws as though he/she were one level higher.
Tough/Very Tough
The tough skill means just that. The character has had a hard life
that has made him more resilient. being tough costs one skill and gives
one extra Hp per level. Being Very Tough cost two, and gives 2 per level.
Snaring
Character is relatively skilled in catching projectile weapons in his
hands. Any such weapon shot/thrown at him may be grabbed at. Any shot that
misses yet, still misses. Any shot that was almost caught, yet is touched
and drops does half damage (round up). Any shot caught does no damage.
Ultimately this is a great skill for those who cant use a shield, or for
those wish to protect friends.
Dodge
This skill represents a character who is good at getting out of the
way. He/she has generally had much practice at the fine art of evasion.
A character skilled in this gains one auto dodge card per day per rank
this skill is purchased at. Dodge may be used against any physical blow
like a bow shot or sword swing, but not magic spells or effects. This skill
costs two skill per rank.
Resistant
Character with this skill has spent a good amount of time being exposed
to unusual conditions such as arctic colds or a burning hot forge. For
three skill points, a character is allowed to choose one of these conditions
(fire, ice, earth, water, air, lightning, negative energy, chemical, sonic
or pure magic,) Character suffers only half damage (round up) from any
spell or effect that does damage from such.
The Journeyman
This character gains 7 HPs per level, and is allowed the use of leather
armor. His/her weapon selection is limited to daggers, short sword, blowgun,
bow, long sword, mace, and staff. Character is not allowed the use of paired
weapons. They are also forbidden the use of shields. What journeymen do
get is nine skills rather than the usual 4. In addition to this, they gain
another skill each time they obtain a level. A Journeyman may be of any
race. Journeymen often call themselves other titles, generally more reflective
of the skills they have chosen.
What follows are a listing, along with descriptions of some legendary spells well known to exist. Mages and bards who wish to cast these spells must in some way find them and learn them. Finding such a spell can come about in many ways, but in order to memorize one in the morning, you must present to the judge proof in the form of a formula that you did in fact have access to the materials which would allow you to learn the spell. Also note that these are simply a sample of the spells that may exist. Water Blast - Level 1, Count 2. When spell is cast, a single target of caster's choice within his/her eyesight suffers 4 HPs of damage. The Source of this damage is water.
Wraith Touch - Level 1, Count 2. When spell is cast, a single target of caster's choice within his/her eyesight suffers 5 HPs of damage. The Source of this damage is negative energy.
Curse of Dadre - Level 2, Count 5 minutes. This spell inflicts 5 HPs of damage to a single target of caster's choice. Caster need not see the target at time of casting, but must have seen him at one time, and know a name he/she is commonly known by. Target injured will not know the source of the attack and only feel a pain in his/her chest. Source of this damage is pure magic.
Sonic Blast - Level 2, Count 4. When spell is cast, a single target of caster's choice within his/her eyesight suffers 8 HPs of damage. The Source of this damage is sonic.
Wind Rush - Level 2, Count 3. When spell is cast, a single target of caster's choice within his/her eyesight suffers 7 HPs of damage. The Source of this damage is air.
Dadre's Grasp - Level 3, Count 5 minutes. This spell inflicts 5 HPs of damage to a single target of caster's choice. Caster need not see the target at time of casting, but must know a name target is commonly known by. Target injured will not know the source of the attack and only feel a pain in his/her chest. Source of this damage is pure magic.
Acid Spray - Level 3, Count 5.
When spell is cast, a single target of caster's choice within his/her eyesight
suffers 10 HPs of damage. The Source of this damage is chemical.
Stone Skin - Level 4, Count 3.
When spell is cast, mage may ignore the damage from the next 3 weapon blows
that land upon his person. This does not stop incoming damage from enchanted
weapons, yet these blows do subtract from the 3 blocks allowed.
Lightning Strike - Level 4, Count 5.
When spell is cast, a single target of caster's choice within his/her eyesight
suffers 15 HPs of damage. The Source of this damage is electricity.
Teleport - Level 4, Count 5.
After spell is cast, Caster may travel to any place he/she desires, and
all around him must pause and wait for him. This spell can be used to leave
a battle in a hurry, or simpley gain advantageous positioning.
Vampirc Strike - Level 4, Count 5.
When spell is cast, a single target of caster's choice is struck for 2
HPs of damage per level of the caster. The source of this damage is pure
magic. This HP damage is done directly to the white ribbon. Any points
of damage done, apply as healing to the caster of the spell.
Phantom Images - Level 5, Count 4.
After spell is cast, caster gains 1 auto dodge per level he has experience
to use in current battle.
Stone Grasp - Level 5, Count 4.
When spell is cast, a single target of caster's choice within his/her eyesight
suffers 18 HPs of damage. The Source of this damage is earth.
Chain Lightning - Level 5, Count 6.
When spell is cast, a bolt of energy flies from the hands of the caster.
It strikes for 7 HPs of damage. This bolt bounces from target to target,
at the choice of the caster. It strikes and hits as many targets as the
caster has levels. In this bouncing it can not strike the same target twice
in a row, but may strike a target twice. Inanimate objects may be struck.
Thus,( Bob, Tim, Bob, Tim) is ok, so is (Bob, tree, Bob, tree). however,
(Bob, Bob, Bob, Bob) is not. Source of this damage is electricity.
Tarden's Salvation - Level 5, Count 60.
When spell is cast upon a person (it may be the caster), that person becomes
enchanted for the rest of the day. If at any point in time during that
day the recipient dies (not is knocked out, poisoned, captured, or anything
else like that) his body and all of his equipment teleport to a place he/she
chose when the spell was cast.
Ice Bolt - Level 5, Count 6.
When spell is cast, a single target of caster's choice within his/her eyesight
suffers 25 HPs of damage. The Source of this damage is ice.
Enchant Weapon - Level 5, Count 1 hour.
To cast this spell, caster must have a weapon suitable for enchantment.
Casting this spell will make that weapon do +1 damage and affect creatures
only hit by magic weapons for as long as that weapon survives. The cost
to the caster is the permanent sacrifice of 3 HPs and 2 spell levels.
Envenerate - Level 6, Count 8.
When spell is cast, a single target of caster's choice within his eyesight
looses a level instantly, along with any abilities or powers that came
with that level. A save against this spell is allowed.
Wraith Form - Level 6, Count 6.
For the duration of an encounter, caster becomes insubstantial. As such
he may not attack with weapons, yet may still launch spells. In such a
form, he is immune to normal weapon attacks, as well as spell effects from
earth, air, fire, water, ice, chemical, electricity, blast hand, push,
entangles, illnesses, and disintegrates. magical weapons still do damage.
Furthermore, barriers do not stop him.
Summon the Hunter - Level 6, Count 40.
Spell may only be cast at night. When spell is cast, a target must be chosen
and told to a judge. Target must be known to the caster. Spell sends a
creature or force of some nature to kill the target upon whom it is sent.
Spell Turning - Level 6, Count instant.
Cast immediately after another spell caster casts a spell. Do a round of
rock, paper scissors. If you win or tie, the spell the other person has
just cast is directed directly back at him. If he wins, spell goes off
as normal.
Time Stop - Level 7, Count 10.
After spell is cast, all within the immediate area of caster must close
their eyes, cover their ears, and not move for the next 15 seconds. During
this time, caster may do anything he desires. Casting of spells, making
attacks, moving, looting. anything. Upon time beginning again, the results
of anything the wizard did in that time occur.
Trap Soul - Level 7, Count 30.
When spell is cast, a single target of caster's choice within his eyesight
has his soul sucked and placed into an object of caster's choice. That
object then becomes unbreakable. Victim upon obtaining item can rend his
soul from it. Effects of not having a soul are more in game than having
combat or rule significance.
Disintegrate - Level 7, Count 8.
When spell is cast, a single target within eyesight of the caster, or any
object of caster's choice is simply dispersed into oblivion. A save is
allowed against this spell. If used against an item, the item may survive
it if it is immune to disjunstion. If used against a person, everything
he carries is also destroyed, save for items immune to disjunction.
Here is an expansion of the basic psionic powers in the second book. They may be memorized at will.
Focus the Blade - Level 1, Count 3.
Upon casting the spell, psionicist uses his inner control to focus his
force through a weapon. Any melee blow he lands for the duration of a battle
will be increased by one.
Lesser Telekinesis - Level 2, Count 2.
When spell is cast, a single item held by a person, or immediately accessible
(such as a dagger hanging from a belt, or an arrow in a quiver) can be
manipulated by the caster in one of two ways. First, the caster may choose
that the item targeted be tossed to (not at) himself. Otherwise, he may
select to have that item thrown in a direction of his choosing. Items magically
immune to blast hand are immune to this.
Read Aura - Level 2, Count instant.
When spell is used, Psionicist may go to a judge or GM of his/her choice
and ask for a bit of a personal opinion of the kind of person 1 character
of the caster's choosing is.
Detect Lie - Level 2, Count instant.
When spell is cast, it forces another person who psionicist is speaking
to to , to if he/she is lying, or being intentionally deceptive.
Anger - Level 3, Count 4.
When spell is cast, A single target of caster's choice will be instantly
provoked into attacking the character in a method that is most direct and
physically damaging. Once the character is provoked into action, he is
again free to do as he chooses.
See Me Not - Level 3, Count instant.
When spell is cast. A single target of casters choice is forced to ignore
and forget the presence of the caster for the duration of one encounter.
A brief time after this event takes place, the targets memory of the event
is regained. A psioinicist relies on opening his mind to pacify the target.
Thus any plan to cause harm to the target will eliminate this power from
functioning.
Purge Vileness - Level 3, Count 30.
When spell is cast, the caster may relieve himself of the condition of
either being poisoned or diseased.
Warp - Level 3, Count 4.
When spell is cast, it takes one physical object and psioniclally twists
it into a useless form. Magical items are immune to this effect. Weapons
and armor must be cast aside or ignored. The effects of this spell are
not so dramatic however that they are beyond the repair of a skilled smith.
Truth - Level 3, Count instant.
Forces 1 subject that psionicist is speaking to, to tell only the truth.
Target realizes that he may not lie or mislead, though that does not mean
he most speak on a topic. He/she may simply avoid conversation, or converse
truthfully about a topic of his choice.
Psychic Surgery - Level 4, Count 120.
When spell is cast, Psionicist will be able to intervene for one person
he chooses to act upon and relieve them of a condition of being poisoned
of diseased. This operation can not be performed upon one's self.
Iron Will - Level 4, Count instant.
When power is activated, Caster becomes immune to any psionic or mind effecting
spell of level 3 or less. This includes anything considered mental assault
or mental manipulation. Fears, turnings, charms and empathys are also included
Fortify The Body - Level 4, Count 4.
When spell is cast, caster becomes resistant to a type of assault of his
choice. See the resistance skill for more information. Effect lasts the
duration of a single battle.
Ego Whip - Level 4, Count 3.
When Spell is cast, a single target of caster's choice suffers 15 HPs of
damage. The source of this damage should be considered mental assault
Intellect Fortress - Level 5, Count instant.
When power is activated, Caster becomes immune to any psionic or mind effecting
spell of level 4 or less. This include anything considered mental assault
or mental manipulation. Fears, turnings, charms and empathys are also included.
Friends of the caster receive protection from all psionic powers of level
2 or 1.
Psychic Crush - Level 5 Count 2.
When Spell is cast, all opponents that caster chooses suffer 10 HPs of
damage from a wave of psychic energy. The source of this damage should
be considered mental assault.
Telekinetic Shield - Level 5, Count 3.
After this spell is cast, psionicist gains a number of autoparries equal
to half his level (round down) to use at his discretion for the duration
of that battle.
Nightmare - Level 6, Count 10 minutes.
Nightmare may be cast upon any person caster chooses so long as caster
knows him/her to some degree. Target of this spell need not be seen to
have this spell cast upon him. Target of this spell will not know he is
under effect of this spell. Target is allowed a save. If saving is a failure,
Character's sleep will be filled with violent, horrific nightmares. Though
his body will be well rested (sleep is not interrupted), his mind will
be disorientated, thus he will be unable to regain any spell like powers
(spells too) that morning. This continues until some sort of remove curse
is used, or other power at the GMs discretion.
Psionic Blast - Level 6, Count 3.
When spell is cast, a single target of caster's choice suffers 25 HPs of
damage from a surge of psychic energy. The Source of this damage is mental
assault.
These are the new druid spells made for this book, and to further augment the powers of the druid and ranger. Note that elves may not gain these spells as their racial spells. Hope you guys enjoy them.
Protection from Charm - Level 1, Count instant.
When spell is cast, the effects of any charm/empathy spell used upon the
druid is instantly stopped. Any attempt to further use a similar power
upon the druid for the remainder of an encounter will be useless. This
spell protects from charm/empathy, not mental manipulation.
Cure Poison - Level 2, Count 30.
When spell is cast upon any target of caster's choice, including himself
potentially, that target is cured of any poisoned condition which may exist.
Protection from Fire - Level 2, Count 3.
When spell is chat, druid gains resistance to fire attacks (suffers only
half HP damage) for the remainder of a current battle/encounter.
Protection from Lightning - Level 2, Count 3.
When spell is cast, druid gains resistance to energy attacks (suffers only
half HP damage) for the remainder of a current battle/encounter.
Cure Disease - Level 3, Count 30.
When spell is cast upon any target of caster's choice, including himself
potentially, that target is cured of any diseased condition which may exist.
Whirlwind - Level 4, Count 6.
When spell is cast, a single target of caster's choice is instantly caught
up in a small version of a tornado. Target suffers 15 HPs of damage and
is thrown away from the caster 10 paces (those immune to push don't suffer
this) Source of damage is air.
Meld Into Earth - Level 4, Count 3.
When spell is cast, caster and all of his/her belongings sink down into
the earth below. Druid may stay there as long as he/she desires, but may
only move that spot by resurfacing. Druid is aware of what is occurring
above. When in the earth the only thing that does damage is area of effect
earth spells, which do 2 times what they normally would. A spell which
stops magical effects will spit the druid back to the surface.
Tree Cage - Level 4, Count 5.
When spell is cast, all of the trees around the area druid are in intertwine
their branches. and keep all in that general area in. In essence, everybody
near druid are stuck in a huge cage together. Trees may close up enough
to block a path or road if trees are on both sides, but could not enclose
a person with a large clearing or amount of water at one of his sides.
Treecage lasts as long as caster is inside and desires it to exist. Death
of druid drops the cage. Dealing 20 HPs of fire, earth or electrical damage
will break the cage allowing exit.
Drown - Level 5, Count 5.
When spell is cast, a single target of caster's choice within his eyesight
has a gout of water rushed down his mouth and throat. Victim suffers 20
HPs of damage and must fall to the ground for 3 seconds. The source of
this damage is water. Creatures who need not breath, or who breath water
suffer only 5 HPs of damage from the violent nature of the rush.
Insect Plague - Level 5, Count 5.
When spell is cast, the general vicinity of the caster begins to fill with
insects of all sorts that begin to swarm all within. Each time caster is
able to say " Insects Bite everybody for 1 HP of damage" without
being interrupted, they do just that. Everybody except druid gets hit.
Source of damage is chemical. Spell lasts as long as druid stays in that
general area and is conscious.
Feeblemind - Level 5, Count 5.
When spell is cast upon a single target of casters's choice within his
eyesight, that person must make a save or be struck stupid. From that point
on, character will be unable to cast or memorize spells, use any skills
(yes specialization too), or any special powers of their class. (thought
thieves cant use escape cards, halflings can still run like hell). Effect
lasts until a curse is removed. A save is allowed each morning to recover
from effect.
Creeping Doom - Level 6, Count 60.
When spell is cast, a single target that caster knows well, though not
necessarily present has the forces of nature set upon him. Until such time
as he dies, caster dies, or somebody casts a spell that stops magic on
the caster with the specific intention of stopping this hunt, the target
will be plagued with all sort of natural hazard. Wild animal attacks and
snake and scorpion stings in the night are all common and persistent.
Flame Strike - Level 6, Count 7.
Spell may be cast in two ways. First, it can be mage to inflict 12 HPs
of damage to all of a caster's foes in a battle, or to strike down 1 target
with 25 Ps of damage. The source of this damage is fire.
Rotting Flesh - Level 1, Count 4.
When cast, a single target within eyesight of the caster will suffer 6
HPs of damage. The source of this attack should be considered chemical.
The Body Infested - Level 2, Count 4.
When cast, the cleric's body changes into an unusual substance, infused
with the corruption of whitehand. For the duration of the current battle,
Caster suffers 1 less HP off damage form any blow that strikes him.
Pestilence - Level 3, Count 5.
When spell is cast, all enemies of the caster within a current encounter
suffer 7 HPs of damage from an instant out break of plague and decay. The
source of this attack is considered to be chemical.
Corruption of the Body - Level 4, Count 5.
When spell is cast, a single target of caster's choice within his eyesight
becomes cursed and infested with an awful illness. Target becomes weak
and broken. Until this affliction is lifted, target will have his maximum
HPs divided in half (white ribbon only). As well, upon being inflicted,
he/she will instantly loose half of the HPs he/she has (white ribbon).
Furthermore, any damage that character inflicts with a weapon will be reduced
in half. Effects last until cured. Cure may be enacted by any spell that
negates cures or sickness. furthermore, any healing spell of level 4 or
more will also do the trick.
Steal Life - Level 5, Count 6.
Upon casting this spell, a single target of caster's choice within his
eyesight will be stricken down a level of experience. All benefits of that
level will immediately leave him/her. A saving throw against this spell
will be allowed.
Grumish receives no additional special clerical spells to be detailed
in this book
Steechus receives no additional special clerical spells to be detailed
in this book
Holy Ale - Level 1, Count 20.
When spell is cast, a tankard of ale becomes the Kleftin equivalent of
holy water.
Inebriatious Brew - Level 2, Count 60.
When Spell is cast, an tankard of ale becomes very potent. Any person drinking
whom the tankard will become drunk, and required to act as such. Any person
drinking or the entire tankard will pass out. A save will prevent a character
from passing out. Characters beginning to drink will be aware of the potency
of the drink even upon it's first taste. Characters passed out will remain
so until something awakens them.
Tankard of Camaraderie - Level 2, Count 40.
Upon casting this spell, the contents of a tankard of ale becomes magically
enchanted. Any person sharing of that brew will regard any others who do
as close friends for the duration of a lenghty encounter like an evening
around a fire or such.
Gluttonous Healing - Level 3, Count 60.
Spell is to be cast upon a large meal. Any single character consuming the
entire meal in one sitting receives 4 HPs back, applied to the white ribbon,
for each level of the caster.
Mass Revelry - Level 4, Count 6.
Upon casting the spell, cleric must shout "Praise Kleftin" Upon
doing this, everybody in the general vicinity who is not adamantly opposed,
lack understanding of the language, or are otherwise controlled will feel
compelled to join the caster in drinking, eating and merriment for about
10 minutes.
Assassin's Bane - Level 1, Count Instant.
Spell may be cast when either yourself or a friend has suffered a backstab
attack. With the casting of this spell, the blow still strikes, but the
warning and intervention prevents it from doing backstab damage. Furthermore,
because this spell gives early warning, other spells or abilities like
an auto parry may be used to fully negate the attack, as is not the case
with a normal backstab.
Know Ownership - Level 2, Count 5.
When spell is cast, cleric may ask a judge if a person they have meet is
in possession of an item they know a bit about. Pending upon the whim of
the judge, information such as does own, has owned, and even has been in
contact with can be discerned.
Know Rogues - Level 3, Count 4.
When spell is cast, Cleric may ask the game master about a specific character
he has questions about. The judge will truthfully (unless protective magics
are in play) tell the caster if that character is a thief, bard, or neither.
Safe Camp - Level 4, Count 3.
When spell is cast at night, the camp becomes difficult to find by traveling
monsters. Most smaller and lesser intelligent creatures will be unable
to happen upon the camp, and may not even find it if they are looking.
When you cast this Spell, tell the GM.
Harth and Home - Level 3, Count 60.
After spell is cast, a camp sight becomes enchanted. Any person sleeping
there automatically gets a good night sleep, and wounds heal better. A
character will naturally heal an additional 2 hp in the morning.
Old Wives Tale - Level 1, Count 4.
When spell is cast, any character in the general vicinity who is not currently
hostile to a point of combat must stop and listen to the caster gave a
talk on any topic she so chooses. Characters are forced to listen quietly
and respectfully for a few minutes.
Fey Aura - Level 3, Count 4.
After casting this spell, cleric becomes resistant (Takes half damage)
from a single source of magical attack chosen at the casting of this spell.
Duration of this effect it the length of a single encounter.
Farie Dust - Level 3, Count 4.
When spell is cast, a normal creature such as a demihuman (human, elf,
dwarf, halfling, etc) or animal of level 2 or less becomes instantly peaceful
of dosile.
Will o' the Wisp - Level 4, Count 7.
Cleric Summons up the Spectrial likelneess of the creature of the same
name. Along with this come a mass confusion which allows any person friendly
to the caleri, and the cleric as well to flee a battle form any creature
under level 6 who in not immune to Mental invasion.
Enrapture - Level 3, instant.
When spell is cast, a cleric may choose a single target who is elven, human,
or halfelven, and of the opposit gender. If traget is less than 1 level
higher than caster he is allowed a save. If he/she is more than a level
higher, character is immune. If effect is successful, target will be do
under the power of the caster that the caster may playfully do anything
he/she pleases ( steal from, tie up, etc) to the subjuct short of injuring
him/her so long as it is done playfully and flirtasiously.
Hunter's Strike - Level 1, Count instant.
Spell can only be cast by saying "Hunter's Strike" when shooting
a bow. If the arrow strikes successfully, it will do X3 its base damage.
In addition to this, the strike will affect creatures normally only effected
by magic weapons.
Robbing the Serpent's Sting - Level 3, Count 4.
When spell is cast, a single target of casters choice will loose it's ability
to poison creatures if in fact that poison is a natural weapon of the creature.
Day of the Hunt - Level 4, Count 60.
After spell is cast, a single target of casters choice (which may be the
caster) will gain the ability to do an additional +1 Hp of damage with
any bow shot he lands for the remainder of the day.
Mancier recieves no additional special clerical spells to be detailed
in this book
Holy Water - Level 1, Count 10.
This spell allows a cleric to turn normal water into holy water as described
elsewhere in this book
Lend Health - Level 1, Count 4.
When this spell is cast, a cleric may heal another by giving the target
some of his/her own HPs. Cleric may choose to transfer as many as desired,
but target can only recieve up to his/her maximum on the white ribbon.
Cleric giving, can only give from her/his white ribbon.
Reconstitution - Level 2, Count 15.
When Spell is cast, a single subject is cured of any effects that have
magically drained strength, perminant HP loss, etc. Effects like this which
are the result of a curse however may not be lifted. Effects like this
from poison may.
Sanctuary - Level 3, Count 4.
When spell is cast, cleric falls under the effect of a protective aura.
Deimhumans (humans, orks, ogres, dwarves, elves, etc) of level 3 or less
must leave cleric alone so long as she/he does nothing to threaten them.
Full Healing - Level 4, Count 60.
When Spell is cast, a single target of caster's choice gains back full
hit ponits on their white ribbon
Restoration - Level 5, Count 30.
Spell may be cast upon a single person. Target will regain a lost level
that has been taken by some source.
Holy Water - Level 1, Count 10.
This spell allows a cleric to turn normal water into holy water as described
elsewhere in this book
Speak With Dead - Level 2, Count 20.
Cleric may have a few miniute discussion with a fallen person. Subject
may be no more than a few miniutes deadSubject speaks as he did in life,
thus having the same language barriers, not to mention willingness to cooperate.
Destroy Undead - Level 3, Count 10.
When spell is cast, up to 6 levels worth of undead are instantly destroyed.
destruction begins with the lowest level of undead present. This Spell
efects only creatures affectable by turning without the level restriction.
Drao's Death Spell - Level 4, Count 6.
When cast, a single target of level 5 or less will instantly be struck
dead. A save is allowed against this attack. Creatures immune to death
magic are immune to this.
Wind of Death - Level 5, Count 10.
When spell is cast, all present in a battle who are level 2 or less are
instantly struck dead. A save is allowed. Creatures imune to death magic
are obcourse immune to this.. Note that this spell is not selectivr Everybody.
Holy Water - Level 1, Count 10.
This spell allows a cleric to turn normal water into holy water as described
elsewhere in this book
See Other's Path - Level 1, Count 5.
When this spell is cast, Cleric may approach a judge and learn from him/her
the class of any single character or NPC.
Shooting Star - Level 2, Count 3.
When spell is cast, a single target of caster's choice suffers 7 Hps of
damage from a star like ball which shoots from cleric's hand. The source
of this damage is considered to be both earth and fire. target must be
resistant to both to reduce damage.
Comet Shield - Level 3, Count 4.
When Spell is cast, Cleric becomes encircled by an orbit of circiling little
comets. Any person attacking the cleric (successful or not) suffers 1 HP
of damage from the come impacts. Victem must be resistant to both earth
and fire attacks to reduce damage (reduced damage rounded down to 0). Effect
lasts for the duration of a single battle.
Blessed Water - Level 1, Count 10.
This spell allows a cleric to turn normal water into holy water as described
elsewhere in this book
Coat of Arms - Level 2, Count 10.
Spell creates a spirit suit of armor mail about it's reciepient. This Armor
confers an additional 4 HPs per level of the caster. No person may ever
wear more than one of these suits at once. Spell lasts either till the
sun rises or falls.
Avar's Shield Maidens - Level 3, Count 4.
After spell is cast, a hoast of etherial angles decend into the battle
to aid the cleric and his friends. The effect of this is that each of the
cleric's friends and himself gain 1 auto parry to use in this battle.
Sacred Stand - Level 3, Count 4.
After spell is cast in a battle, cleric may fight in that battle to as
many negative HPs as he desires. Cleric simply will not fall from HP loss.
If after battle is over the cleric has fewer than -5 HPs left, he dies
instantly. Note that this spell does not keep cleric from dieng, simply
from dieng from HP loss.
Barrier of the White Rune - Level 4, Count 10.
To ennact the barrier, cleric must kneal and count as normal. After casting
count, cleric may kneel and sing loudly for as long as he wishes, For as
long as he persists at this, nobody who is not already near, and under
level 5 may come within 30 ft of the cleric. Furthermore, no normal missile
weapon may enter it, nor any spell effect under level 3.
Intervention - Level 5, Count instant.
Spell will emediatly stop one single harmful effect form occuring. This
effect can be from any source (blow, spell, breathweapon, gaze attack etc),
that may have been intended for any number of targets. effect actually
happens, but those the cleric chooses simply and mirraculasly stand unharmed.
Hail - Level 2, Count 4.
When cast, all enemies of the cleric in a curren t battle suffer 2 hps
of damage per level of the caster. The source of this damage is considered
to be ice
Lightning Strike - Level 2, Count 5.
A single target of caster's choice within his eyesight suffers 3 HPs of
damage per level of the caster. Source of this damage is electricity.
Wave - Level 3, Count 4.
When spell is cast, all opponents cleric is facing fuffer 3 Hps of damage
per level of the caster. The source of this damage is water. If the fight
taking place happens to be on the shore of a body of water, that damage
is increased to 4 HPs per level of the caster.
Tremor - Level 4, Count 4.
When Spell is cast, all people present at the battle (friend and foe alike)
must make a guick bout of Rock, Paper , Scisiors with the caster...Doing
it in mass is fine. Any person who's result does not beat the caster (a
loss or tie) will be thwoen to the ground for 5 seconds. Furthermore, any
item held by any person effected that is not protected from "blast
hand" must be thrown in a direction as far as user can. Creatures
immune to push for reasons other than level are not effected by this spell.
Holy Water - Level 1, Count 10.
This spell allows a cleric to turn normal water into holy water as described
elsewhere in this book
Remove Curse - Level 4, Count 30.
Spell negates any curse effect bestowed by cleric or creature, so long
as the caster's level is higher than that of the bestower of the curse.
Our Lord, Omnipotent - Level 6, Count 60.
When spell is cast in the presence of a judge, the cleric recieves a spell
card of his choice, of level 3 or less form any of the special spells of
any of the gods of good.
War Song - Level 2, Count 5.
When spell is cast, all friendly characters to the caster do an additional
1 hp of damage to any foe they strike in melee. This effect last for as
long as the battle persists, and the cleric and those recieving the benefits
of the spell are singing together.
Engine of Distruction - Level 2, Count 5.
When spell is cast, a seige weapon becomes stronger. The next weapon it
throws will count as a class higher than it actually is. It can still shoot
is normal amount, but anything that gets hit takes the damage as if it
had ben struck by a greater weapon.
Holy War - Level 3, Count 5.
For the duration of the battle durring which this sopell is cast, any companions
of the caster and the caster himself will have their weapons strike magical
creatures af if they effected magical creatures.
Mend the Metal - Level 1, Count 100.
Casting this spell upon a person (or rather his armor) will repair 2 Hps
worth of it per level of the cleric casting the spell. Spell can instead
be used to repair damaged weapons
Quenching Water of God's Forge - Level 1, Count 10.
This spell allows a cleric to turn normal water into holy water as described
elsewhere in this book
New Temper For Old Blades - Level 1, Count 5.
When spell is cast upon a single weapon of caster's choice, it becomes
+1 for the duration of a single battle. Weapon inflicts an additional 1
HP of damage, and affects creatures only struck by magic.
Mail of the Elder Souls - Level 3, Count 10.
Spell creates a spirit suit of armor mail about it's resiepient. This Armor
confers an additional 4 HPs per level of the caster. No person may ever
wear more than one of these suits at once. Spell lasts either till the
sun rises or falls.
Cosmic Forge - Level 5, Count, 1 hour of forging an item.
This spell requites that a cleric have an item suitable for enchantment.
If the casting of ths spell is successful, a magic item will be created.
Rules for creating the item are as describe in this book, and cleric gets
1.5 enchantment points per his level (round down). The cost of casting
this spell is the loss of one level of experience.
Water Like the Kahma - Level 1, Count 10.
This spell allows a cleric to turn normal water into holy water as described
elsewhere in this book
Dominate Nature - Level 2, Count 4.
This spell may be cast upon a single target of caster's choice within his
eyesight. This target may no longer cast any further druid spells for the
remainder of an encounter.
Words From Beyond - Level 3, Count 10.
When cast, a Cleric may begin a brief conversation with a dead subject.
Caster may choose the subject, so loang as he either knew that subject
in life, or has a posession of that subject. Unlike other spell that allow
the communication with the deceast, this can be done without a body. Cleric
must actually be able to speak in the same language as subject to communicate.
Let Osiris Save Me - Level 3, Count 5.
When spell is cast, caster becomes immune to any spell effect of druidical
nature.
The Sun Born Anew - Level 5, Count 60.
When spell is cast, a single character is brought back from death. Cleric
casting this spell need not even have the body, a new one will be made!
Character is buck naked, but at full hit points. Any special things gained
from skills or class will be present. (thief cards, psionic powers, etc)
Character will not have any spells prayed for or memorized, but is well
rested enough to do that imediatly at full complement. Characters recreation
like this is a bit of an abomination, and as such will have to preform
some cosmic quest to set things in ballance again.
Water Like the Kahma - Level 1, Count 10.
This spell allows a cleric to trun normal water into holy water as described
elsewhere in this book
Let Nothing Stop Vengance - Level 1, Count 3.
When spell is cast, casters weapon attacks become unable to be blocked
or stopped by means of auto paries/dodges or similar spell effects that
pervent strikes that have actually hit from "hitting". This spell
may also be cast upon another granting him hese benefits.
Vengance Shall Be Mine - Level 2, Count instant.
Casting this spell allows cleric to chase a fleeing target who has played
an escape card of some sort (thief, halfling, "one with the woods",
etc). After this casting, that target ma never again flee from the cleric
for the duration of a LARP. Note that target may flee everybody except
for the cleric
With My Last Breath - Level 2, Cout Instant.
If cleric is knocked unconsious or killed, he may use this spell before
he falls. Cleric remains consious and standing long enought to make one
more weapon swing. If that swing hits, it inflicts 5 Hp per level of the
caster.
Tears for the Fallen - Level 3, Count 4.
This spell can only be cast in a battle during which one or more of the
cleric's traveling companions have fallen (went unconsious, died, or otherwise
incapasateded, though not webbed, entanleg or otherwise only held). When
cast, each standing enemey in that battle suffers 4 HPs of damage from
a Pure Magic rain per each of the clerich friends who have fallen in this
battle.
Blood for Blood - Level 4, Count 3.
After the casting of this spell, any melee blow that strikes the caster
will inflict equal damage upon the attacker. The source of this damage
is considered to be Pure Magic.
Water Like the Kahma - Level 1, Count 10.
This spell allows a cleric to trun normal water into holy water as described
elsewhere in this book
Magic Bind - Level 2, Count 5.
When this spell is cast, the cleric may select one target within eyesight.
This target for the remainder of the battle will be unable to cast mage
spells at all. Thi only effects mage spells cast. It will not psionic powers,
druid of cleric spells. It will not stop magic items, even scrolls, from
functioning. Only the casting of mage spells. Effects last for the duration
of a battle. Spells that negate magic can instantly end this effect.
Words of the Sorceress - Level 4 Count 10.
When this spell is cast, the cleric mag go to the judge's camp and trade
this spell card in for any mage spell of level 1-3 he/she desires.
Mage Curse of Isis - Level 4, Count 5.
When this spell is cast upon a single target of caster's choice within
his/her eyesight, that target becomes cursed. This target will be unable
to cast mage spells at all until the curse is lifted This only effects
mage spells cast. It will not psionic powers, druid of cleric spells. It
will not stop magic items, even scrolls, from functioning. lifting the
curse requires that a dispel magic, stop the unnatural or cancil magic
spell. At the judges discretion, other forms of lifting teh curse may as
well help.
Water Like the Kahma - Level 1, Count 10.
This spell allows a cleric to trun normal water into holy water as described
elsewhere in this book
Ra's Light - Level 2, Count 4.
When spell is cast, Cleric shoots two bolts of Pure Magic. Each one may
strike a single target within casters eyesight. each beam does 5 hps of
damage. each of these beams may strkie diffrent or the same targets. Against
undead, these beams each do 10 damage rather than 5.
Pharaoh Above All Others - Level 3.
Count 4 When this spell is cast durring any encounter, be it a battle,
a dinner, a holy service, whatetever, Any cleric or paladin of the Eptuian
(Egyptian) pantheon will be unable to cast any spells at all. Clerics of
Ra still maintain their full casting ability. Clerics of Osiris maintain
the ability to cast spells of level 2 and 1 only.
Body Like Father the Sun - Level 4, Count 3.
When Spell is cast, Cleric body becomes like raidiant glowing plasma. Creatures
harmed/ afraid of sunlight will be unable to approach him. Any nom magic
weapons that strike him will render 1 point of damage and be destroyed.
magic weapons will do only 1 point in addition to their plus to damage
and remain intact. Cleric becomes compleatly immune to fire based attacks,
yet water based ones will do twice their normal damage.
Snake of the Appai - Level 1, Count 3.
Spell will effect a single target of caster's choice within his eyesignt
who is carrying a long stick like weapon like a staff, spear, halaberd,
etc. When spell is cast, weapon turnes into a snake for the remainder of
the battle and strkies it's holder once for 4 hps of damage. weapon is
not usable for the remainder of the battle, after which it will revert
back. Because the damage is from a bite, it may be avoided with a dodge,
auto parry, armor spell etc. Its damage can also be reduced by any effect
that reduced damage done my melee blows
Black Skin of Set - Level 2, Count 4.
Upon the casting of this spell, cleric's skin becomes black and higlyu
posionous. Any person striking striking him in melee will suffer 1 hp of
damage from poison that is sent flying. Any person, grappeling, holding,
or touching the cleric will suffer 3 hps of damage per second. Cleric is
rendered immune to any poison that is aquired by touch
Curse of Set - Level 3, Count 4.
When spell is cast, a single target of casters choice within his eyesight
will be struck with a curse. From this point on, any blow that lands upon
him will do an additional 1 hp of damage. Furthermore, any blow that cursed
person lands will do 1 hp of damage less. Two ways of ending this curse
is to have a bless spell cast upon you, or to drink holy water. Other cure
are at the discretion of the GM
Spectral Scorpion - Level 4, Count 5.
When spell is cast, a giant spectral/invisible scorpion is called to the
battle. From that point in the battle, each time the caster is able to
say "Great Set, I beg that you command your minion to strike him"
whyle standing still and pointing at a target without being hit, that target
will suffer 3 HPs of damage and do one less hp of damage with any melee
blow he strikes. These effects are commulative with multiple stings. The
scorpion can be sent away by means of a dispel evil spell or similar effect
at a judges discretion.
Dragon's Tounge - Level 1, Count 4.
When cast, The character is allowed to communicate with any dragon, or
creature familiar with that language
Sanctified Water - Level 1, Count 1 minute.
When cast, a container of water becomes sanctified water.
Gaze of Truth - Level 2, Count 4.
When the spell is cast, caster chooses one targer who he is looking at.
For as long as caster looks at target, target will be unable to look him
in the eyes and tell a lie. Target is fully aware of this, and may choose
to evade in any way.
Dragon's breath - Level 2, Count 4.
When cast, up to 3 targets of casters choosing within his eyesight will
suffer 5 Hps of damage. The source of this damage may be Fire, Ice, Lightning,
Chemical or Sonic.
Aura of Ritchesness - Level 3, Count 4.
After being cast, Caster does and additional 1 hp of damage to any foe
he strikes in melee. Furthermore, he suffers 1 less point of damage from
any blow that lands upon him. Finally, Caster chooses 1 form of blast from
which to be resistant (take only half damage from). Effects last for the
duration of current encounter
Word of the Ancients - Level 4, Count say "acba-yith".
All foes under level 4 are required to flee from the battle.
Sanctified Water - Level 1, Count 1 minute.
When cast, a container of water becomes sanctified water.
Dragon's Tounge - Level 1, Count 4.
When cast, The character is allowed to communicate with any dragon, or
creature familiar with that language
Cromatic Gout - Level 2, Count 4.
When spell is cast, 1 target of casters choice within his eyesight will
suffer 8 HPs of damage. The source of this damage may be either chemical,
lightning, fire or ice, as the choice of the caster as it is being cast.
Breath of the Mother - Level 4, Count 4.
When cast, 5 blasts of strike any targets or target of caster's choice
within his eyesight. Each blast will do 4 hps of damage. 2 will be cheimica,
1 lightning, 1 fire, 1 ice. Each of these blasts go off simultaniousley,
and the caster gets to decide which blasts hit which targets. More than
one blast may strike a single target.
Incarnate of the Wyrm - Level 5, Count 5.
After thsi spell is cast, cleric becomes partially dragon. For the ramainder
of a curren battle, caster does an additioanal 1 Hp of damage for every
melee blow he strikes, Suffers 1 point of damage less for every blow that
lads upon him. May throw an unlimited number of magic blasts doing 5 hp
of damage with a count of 8. The source of thsi damage may be chemical,
Ice, Fire or Lighting (caster's choice, but all bolts must be the same
kind) and finally, a resistance (takes half damage) from any blast similar
to those the caster throws as a result of this spell.
Said the spider to the Fly - Level 1, Count instant.
Forces one humanoid who understands what you are saying to come within
melee range of cast despite his/her wishes. Target opponent will not be
odffensive to the caster, but may take defencive actions. A save is allowed
against this spell in this manner
Lolth's Web - Level 3, Count 3.
When this spell is cast, up to three opponents of caster's choosing within
his/her eyesight will be held in their place in a way similar to the entangel
spell. Opponents must be mansized. Unlike the entangel spell, no pulling
of hacking will free the victems. Fortunatley, any exposure to fire will
instantly free any held in this way. Those held will be free after an encounter
ends.
Queen's Venom - Level 3, Count 4.
A single target within the casters range of sight will be struck with a
deadly poison. If that person is not somehow cured within an hour, he/she
will die. This spell will not kill large creatures, but will weaken them
of do damage.
Bitter Escape - Level 4, Count instant.
After casting this spell, the cleric turns himslef into a large hoard of
spiders that flee in every direction. In doing so, the cleric may escape
any battle and inflict 5 HPs of damage to any and all foes presnet that
he chooses.The draw back is that the cleric must drop every bit of equipment
he owns. Cleric may reconstitute himself at any place he wishes.
Blood Frenzy - Level 1, Count 3.
After casting this spell, cleric goes into a rage, being able to inflict
1 additional Hp of damage with every melee blow he lands.
Strength of the Brute - Level 1, Count 2.
After this spell is cast, cleric will function as if he did infact have
the strength skill as described in the skill section for a limited duration.
Hide of the Beast - Level 2, Count 3.
After casting this spell, cleric skin becomes tough like that of a troll.
For the remainder of the battle, the cleric suffers 2 less points of damage
from each physical blow that lands upon him. This is not so from any attack
that somehow has fire connected with it.
Brother the Troll - Level 3, Count5.
When this spell is cast, the cleric becomes half troll, and half what he
was before. Because of this new state, if he survives the battle he is
currently in, he will recover all of the hit points lost from his white
ribbon so quickly, that they need not be clipped off at all. Damage done
from any type of fire attack however will negate this spell being on.
At the beginning of any morning, a clerical spell caster may choose
to ask his/her god for a quest spell. by sacrificing one first level spell
they might normally get, their god (in their infinite wisdom) may or may
not grant a spell that is completely unusual to them to their cleric to
help handle situations even yet unexpected.
It is possible for a spellcaster to create magic items from this point on in a LRPG by means of various enchantment spells. Enchanting an item is indeed costly. The exact loss will depend upon the spell being used to enchant the item. In general, it will require a lengthy amount of time, obtaining a fine item to be enchanted, and often the permanent sacrifice of spell levels or hit points. The effects gained from such a sacrifice in the form of a magic item can often be well worth it however. When a character decides to cast the spell. He should set about the casting someplace other than the judges camp, with the item in hand to be enchanted. The judge should be informed that this process has begun, and will return after the casting is finished to set about the creation. The player will go back to the judge's camp and design to item using the system below. Designing the item is done by spending enchantment points to buy the item powers. A spell caster may choose what powers and abilities the item will have so long as they have the enchantment points to do it. Depending on the description of the spell used, many such spells may be layered upon an item. For each time the spell is cast on an single item, the caster will gain an appropriate number of enchantment points to put into the powers of that item. A spellcaster will get a number of enchantment points as determined by the enchantment spell they are using. Enchantment points may not be split up among multiple items.. As follows is a list of enchantments that may be placed on a item, and the number of enchantment points it will take to do it. Bonuses are accumulative unless otherwise stated.
| 1 pt | Allows a weapon to affect creatures only hit by magic weapons |
| 2 pts | +1 to a weapon's damage from a blow (1) |
| 1 pts | +1 to damage a particular type of creature from a blow (2) |
| 3 pts | Item may be used by a class that could otherwise not use it. |
| 1 pt | Adds +1 Hit Point like armor does |
| 2 pts | Magic Blast, once per battle for 1D3+1 HPs damage with a count of 1D6+5 (3) |
| 1 pt | Subtract 1 from the count of a magic blast ability |
| 1 pt | Add 1 to the damage of a magic blast ability |
| 2 pts | Magic blast made usable an additional 1 time per battle |
| 5 pts | Magic blast made usable unlimited times per battle. |
| 3 pts | User may subtract 1 from the count of any spells he casts of a certain type (4) |
| 2 pts | Confers one auto dodge/parry per battle |
| 2 pts | Confers user immunity to magic blasts from other items {from one source (5)} |
| 1 pt | Gives the user an additional +1 spell levels per day (choose which) |
| 2 pts | Gives user immunity to a single spell chosen during item creation |
| 1 pt | Item is not affected by the "Rust" spell |
| 2 pts | Dispels either clerical, wizard or druid spellcasting once per battle (6) |
| 3 pts | Dispels magic spells being cast once per battle (spells under level 3 only) |
| 2 pts | Accurate (auto parries and dodges are negated) (7) |
| (9) pt | Replicates an existing spell once per day (8) |
| (10)pt | Replicates and existing spell once per battle. (8) |
| 1 pt | Held item can not be affected by a "Blast Hand" spell. |
| 1 pt | Item is made immune to rust spell |
| 2 pts | Item is enchanted against disjunction and other powerful destruction spells. |
| Magical Blast - A magical blast ability works
just like a normal damaging spell that effects a single target within eyesight
of the user. Just like a magic spell, there is a count required during
which the item must be held up in the air. at the end of the count, assuming
the casting was uninterrupted, the spell takes it's effect on the chosen
target. The use of this power can be stopped by any spell, ability, blow
or effect that would otherwise stop a spellcaster from casting. A magic
blast is considered to be a second level spell in terms of what can be
stopped. When an item is designed with a magical blast, a source must be
chosen. Possible sources are Earth, Air, Fire, Water, Ice, Electricity,
Negative energy, Chemical, Sonic, or Pure magic. Be sure to tell a target
the source of the damage
Auto parry/dodge- It is not possible in the real world to make an item like a sword or shield which will add to the players ability to block or dodge magically. In order to represent this in play, some items contain the ability of Auto dodge/parry. An item with this ability simply allows a character using it to tell a foe that has just struck him that the blow in fact missed. Obviously the amount of times this works is limited. Auto dodges/parries only help against actual blows like sword swings and bow shots. (1) This ability automatically allows a weapon to hit creatures only struck by magic weapons without having to buy that ability extra. (2) Multiples of this ability may not be purchased to make (+4, +6, etc.) These bonuses are in addition to any plus to damage gained from other abilities. (3) Magic Blast is used just like a spell is but no card is needed. All rules for spell casting apply to this action including not moving feet, and the possibility to be dispelled. Dice are rolled when item is made, and those are the numbers used from that point on. (4) Type must be Mage, Clerical, or Druidical, and is chosen when item is designed. (5) Choose a source like Earth, Fire, Air, Water, Ice, Negative energy, Electricity, Chemical, Sonic or Pure magic. (6) Clerical, wizard or druid magic must be chosen when the item is made. Only dispels spells of level 1-3 (7) Nothing can auto parry/dodge or dodge an attack made by this weapon. (8) When enchanting an item, you can pay a number of enchantment points to cast a spell you have into it. From that point on, the item will be able to activate that spell as if the caster were casting it. Note that this requires the casting count and any other requirements (9) Enchantment point cost is level of spell X2 (10) Enchantment point cost is level of spell X3 |
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Several clerical spells allow for the creation of holy/sanctified water. The process is a bit more complicated than this however. First, the water to be blessed must be gotten and contained in a container that seems appropriate for the god. Such things as fine glass goblets, golden cups and such are fine. Things like waterskins and buckets are not. The spell that blesses the water must be cast upon it in the presence of a judge. From this point on, the water must stay in it's container, and be treated with respect, held in a place of honor when possible.
Holy / Sanctified water has many possible effects depending upon how
it is used. For example, throwing it on an ork is practically useless.
Throwing it at a vampire could do a great deal of damage. Holy water is
also known to keep some beings/creatures at bay, be a necessary component
in some potions, or be required in Some high magic ceremonies.
Spells that in the past did not have saving throws that now do. Any spells in "The Races, The Classes and The Magic" not on this list are considered not to have a save.
Death Spell - Character is allowed a save as one level less than they are, or will die.
Slay Living - Character is allowed a save as one level less than they are, or will die.