The QuestFRP Player's Handbook

INTRODUCTION

INTRODUCTION


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This fantasy role playing game, Quest, is designed to be an open-ended game system in which you, the Player, design your own Character conception. Virtually any fantasy concept is reproducible using Quest, although this may not seem to be the case at first glance. What makes Quest truly open-ended is the interaction between abilities. Imagination and cleverness are the watchwords for Quest. Along with some d6 and d20. We are constantly trying to improve the system, and any suggestions you have are welcome.

The precise effects of Spells and abilities are, for the most part, left up to the discretion of the Game Master. This philosophy will allow the Game Master to control the game more easily, and will allow the Game Master to tailor the rules to his or her campaign. Some of the effects are discussed in detail, because of their importance to game balance. The Game Master may use these as a guide for making decisions concerning other effects, but he or she should not feel constrained by these discussions.

Potential Players and Game Masters should note that unlike most fantasy role playing games, reasonably high levels of technology are possible within the system. If the Game Master or Players feel too uncomfortable, they may, of course, agree to eliminate the Technical skills, although this is NOT recommended. The Game Master could set the campaign upon a mineral-poor world as a limit the technological expansion, but technology adds a great deal to a game and is necessary when reproducing some fantasy concepts.

As the above paragraph implies, it is possible to eliminate whole sections of skills without too severely damaging the rules system. Another example of deleting bodies of skills would be to eliminate the fantasy elements and play in some historical time period (for the purposes of technological development) of the real world. A realistic representation of the European Middle Ages would require the Game Master to limit the Technical Disciplines to the third Degree of Mastery (see the glossary below) and delete Fencing, oriental Disciplines, and all Spell Lists from the game. Be prepared for a bloody game! There will be no magical healing and the medical services will be poor. There are good possibilities for tailoring the game to a specific campaign.

by Michael Greenholdt, Gene Masters, Todd Richmond, and Michael Behrman

A final word. Quest is the sort of game system that will absorb as much work as you want to put into it. It can function reasonably well with just a little time devoted to your world, but it also has the guidelines for letting the Game Master get as detailed as possible.

TABLE OF CONTENTS

  Discipline Location
INTRODUCTION[display section]
  INTRODUCTION 1.1
TABLE OF CONTENTS[display section]
  TABLE OF CONTENTS 2.1
GLOSSARY[display section]
  GLOSSARY 3.1
HOW TO CREATE A CHARACTER[display section]
  LEARNING SKILLS AND EXPERIENCE POINTS 4.1
  STATISTICS 4.2
  SPECIES 4.3
  CREATING A CHARACTER 4.4
CLERIC SKILLS[display section]
  INTRODUCTION TO CLERICAL SKILL CLASS 5.1
  BALANCE 5.2
  BLESSINGS 5.3
  COMBAT 5.4
  COMMUNICATIONS 5.5
  CREATION 5.6
  DARKNESS 5.7
  GENERAL CLERIC 5.8
  HEALING 5.9
  MAGIC 5.10
  NATURE 5.11
  PRAYER 5.12
  PROTECTION 5.13
  TRAVEL 5.14
  TRICKERY 5.15
  WAR 5.16
  WISDOM 5.17
FIGHTER SKILLS[display section]
  INTRODUCTION TO FIGHTER SKILL CLASS 6.1
  BOW WEAPON 6.2
  GENERAL FIGHTER SKILLS 6.3
  HANDHELD WEAPON 6.4
  MAGE CR 6.5
  MANIPULATION BLOWS 6.6
  MECHANICAL WEAPON 6.7
  STATISTICS IMPROVEMENTS 6.8
  THROWN WEAPON 6.9
MAGE SKILLS[display section]
  INTRODUCTION TO MAGE SKILL CLASS 7.1
  AIR 7.2
  BLIGHT 7.3
  CHAOS 7.4
  DETECTION 7.5
  DIMENSIONAL MAGIC 7.6
  EARTH 7.7
  ENCHANTMENTS 7.8
  ENHANCEMENT 7.9
  FIRE 7.10
  LIGHT/DARK 7.11
  MENTALISM 7.12
  MYSTIC THEORY 7.13
  ORDER 7.14
  PROTECTIONS 7.15
  SPELL CASTING 7.16
  SUMMONING 7.17
  TIME 7.18
  WATER 7.19
MUNDANE SKILLS[display section]
  INTRODUCTION TO MUNDANE SKILL CLASS 8.1
  ACROBATICS 8.2
  ANIMAL TRAINING 8.3
  ARTIST 8.4
  ASSASSIN 8.5
  ASTRONOMY AND NAVIGATION 8.6
  BARBER/CHIRURGEON 8.7
  BOWYER/FLETCHER 8.8
  BUSINESS 8.9
  CALLIGRAPHY 8.10
  CARTOGRAPHER 8.11
  CHEMISTRY 8.12
  CONFIDENCE 8.13
  CRAFTSMAN 8.14
  ELECTRICAL ENGINEERING 8.15
  EXPLORER 8.16
  FENCE 8.17
  GENERAL TECHNICIAN 8.18
  GENERAL THIEF 8.19
  GLASS WORKER 8.20
  HORSEMANSHIP 8.21
  JEWELER 8.22
  LANGUAGE 8.23
  LIFE SCIENCES 8.24
  MECHANICAL ENGINEERING 8.25
  METALLURGY 8.26
  MILITARY SCIENCE 8.27
  MUSIC 8.28
  NATURALIST 8.29
  NAUTICAL SCIENCE 8.30
  ORDNANCE ENGINEERING 8.31
  OUTDOORSMAN 8.32
  SECURITY SYSTEMS 8.33
  SIEGE ENGINEER 8.34
  SLEIGHT OF HAND 8.35
  SOCIAL SCIENCE 8.36
  STEALTH 8.37
  TERRESTRIAL SCIENCES 8.38
  THEATRICS 8.39
  BACKGROUND SKILLS 8.40
EQUIPMENT[display section]
  EQUIPMENT 9.1
  ARMOR 9.2
  ARMS 9.3
APPENDIX[display section]
  EXAMPLE CHARACTERS 10.1

GLOSSARY

GLOSSARY


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GLOSSARY

TERM DEFINITION
AGILITY This Statistic represents foot speed, dodging ability, and quickness. See the Statistics section for more detail.
ASSESSMENT STATISTIC This aggregate statistic is used as a base in your Assessment Roll (see GMG), the larger the number the slower you are to assess a situation. Assessment Statistic = 20 - Intellect
BASE HIT POINTS Base Hit Points are used to determine the Character's Blood Points and the hit points for various body parts. For a breakdown of the Hit Points for each body part see page. Damage effects vary with the specific body part damaged. Damage effects are found on the Character Sheet and in the Operations Manual. Base Hit Points are calculated as follows: BHP = 3*Constitution + 2*Will
BLOOD POINTS Blood Points are equal to the Character's Base Hit Points and represent the amount of blood the Character may lose before dying of blood loss.
BLOW A Blow is the basic measurement of a Character's actions. An active use of a weapon, whether to parry or attack, will generally require one Blow. All Characters may use one Blow per Melee Round. Additional Blows are gained with specific weapons, or attack modes as the Character increases his or her Degree of Mastery in the relevant Discipline.
BOOSTING Boosting is the procedure for modifying spell effects, such as reducing a target's Saving Throw or increasing Spell range, duration, or damage, by the expenditure of additional Spell Power Points (SPP), above and beyond the SPP needed to cast the Spell. To reduce a target's saving throw, a -1 penalty to the target's Saving Throw and to the Character's Cast Chance is assessed for every 2 additional SPP used to Boost the Spell. The amount that a Spell may be boosted is determined a Mage's DoM in Spell Casting. To increase range, duration or damage, the SPP cost of the Spell is doubled. The magnitude of the increase is dependent on the Caster's DoM in Spell Casting. Other effects that Boosting can have are explained in the particular spell lists. This is explained in further detail in the Mage section.
CAST CHANCE This number refers to the probability the Character has of casting either a Clerical or Magical Spell. It is a d100 roll. The Cast Chance formulas is as follows: Cast Chance = ((Base Statistics Number) + Bonus) - (10% * DoM of Spell). The Bonus refers to the increased Cast Chance received from Prayer or Mystic Theory, as appropriate, as well as other pluses gained from spells and spell-casting aids. Mystic Theory is used for Mage Spells, and Theology is used for Clerical Spells.
CHARACTER The term "Character" refers to the Player's fantasy individual or persona.
COMBAT RATING (CR) Combat Rating (CR) is the measure of the Character's ability to strike an opponent in combat. It will vary from weapon to weapon, depending upon the Character's Degree of Mastery with the particular weapon's Discipline, the weapon's craftsmanship, magical bonuses, etc. Characters begin with a base CR of 0.
CONSTITUTION Constitution represents the hardiness of a Character. See the Statistics section for more detail.
DAMAGE BONUS Derived from the Character's Strength. Each point of Damage Bonus adds an additional dice of damage to hand-to-hand attacks and reduces the inherent DR penalty for wearing armor by 1/3 of a point. If the Character has a Damage Penalty, the reverse of above is true. See Strength for formula for calculating Damage Bonus.
DEFENSIVE RATING (DR) Defensive Rating (DR) is the measure of a Character's ability to avoid being struck in combat. DR is increased in melee by the use of a shield, and by the Degree of Mastery (DoM) the Character has with his or her weapon Discipline. Characters begin with a base DR of 0.
DEGREE OF MASTERY (DoM) The Degree of Mastery (DoM) refers to the relative degree of difficulty of skills or spells. Beginning difficulty skills or spells begin a DoM 1. DoM 3 and 4 are generally considered to be the normal level for practicing craftsmen, spellcasters and clerics. DoM 5 and 6 represent master level, while higher level DoMs represent very difficult and uncommon skills and spells.
DEXTERITY Dexterity represents the Character's hand-eye coordination, nimbleness of hands and fingers, and reaction time. See the Statistics section for more details.
DISCIPLINE The Disciplines are the heart of the system. A Discipline represents a body of knowledge that the Character will gain greater expertise with as the Character gains experience in the Discipline. Disciplines are grouped into skill and spell trees such as Clerical Healing, Fire Magics, CR Fighting Skill, and Confidence.
DODGE A Dodge is a combat maneuver that expends one Blow, adds the Character's Dodge bonus to the Character's DR, and subtracts 3 from the Character's CR. A Character's Dodge bonus is equal to Agility/5.
EXPERIENCE Experience points are the abstract measure of how much a Character has worked on, or been exposed to, a Discipline. A Character earns Experience by studying a, working in, or using a Discipline. All Disciplines require the same Base Experience per DoM. The Learning Rate will determine how Experience earned in a Discipline counts towards achieving the next DoM of a Discipline.
FAITH Faith is a measure of both the Character's devotion to a chosen god or goddess, and the strength of his or her link with the chosen deity. See the Statistics section for more details.
HANDEDNESS The Character's "dominant" hand. When a Character uses his or her "off" hand, he or she is subject to a -3 penalty to CR and PR, and is at -2 Physical Strength. If the Character is ambidextrous, he or she suffers no penalty when using the "off" hand.
IMMEDIATE An Immediate is a Spell that is Cast very quickly, with a word and/or a gesture. Mages may cast Spells as Immediates after learning the Powerword version of each Spell. Some cleric spells are naturally cast as Immediates.
INTELLECT This Statistic represents the Character's IQ and problem solving ability. See the Statistics section for more details.
LEARNING RATE The Learning Rate is a measure of how quickly one can learn a Discipline. Learning Rates are calculated as a sum of five Statistics expressed as a Percentage. A Learning Rate of 80% means that a DoM 2 Skill or Spell, which (under normal circumstances) requires 200 Base Experience Points to master, would require 200/0.80 or 250 Experience Points. More examples are given below in the Character Generation section.
MAGIC TALENT This is the Character's ability to manipulate magical energy. See the Statistics section for more details.
MELEE The 30 sub-phases of the Round during which a Character may perform Actions, expend Blows, or cast Spells.
PARRY A parry is a defensive Blow which has a chance of deflecting successful melee attacks, and in case of some General Fighter skills, missile attacks can be deflected as well.
PARRY RATING (PR) Parry Rating is the measure of an individual's ability to execute a parry. The Character's PR will vary depending upon the Character's DoM in the weapon's Discipline and on the particular weapon being used. Beginning Characters have a base PR of 0
POISON ADJUSTMENT A Character's Poison Adjustment is equal to 1/5 of the Character's Base Hit Points. It is subtracted from a poison's Toxicity Level (see Game Master's Handbook for handling of poisons).
ROUND The Round is the basic unit of time in a fight. It represents 3 seconds and divided into 30 sections, also called subphases or pulses. A more complete description may be found in the Operations Manual.
SAVING THROW A Saving Throw is a roll of a d20 against some Statistic to avoid some harmful effect. Saving Throws are usually made against Spell effects, and a Saving Throw can be modified by many factors.
SKILL ROLL This is the number a Character must roll, equal to or less than, on a d100, in order to perform some action in a Discipline. The base Skill Roll is equal to the Base Statistics Number, as modified in the Discipline description. The Skill Roll will increase as the Character's DoM in the Discipline increases. The Roll may also be modified by the difficulty of the maneuver. Not all Disciplines require Skill Rolls.
SPELL A Spell is a Magical or Clerical effect upon the normal world. Note when the term "magic" is used generically, it refers to both types of Spells.
SPELL FUMBLE A Spell Fumble occurs when a Mage fails his or her Cast Chance by 25% or more (for Table see the Game Master's Handbook). It represents a severe lapse in concentration. Clerics are subject to fumbles only if they Boost a Spell.
SPELL POWER POINTS (SPP) Spell Power Points (SPP) represent the quantity of magical (Mage) or divine (Cleric) power to which the Character has access. A Character receives Clerical or Mage SPP only if he or she has at least DoM 1 in Prayer/Mystic Theory. When a Character gets DoM 1 in either of these Disciplines he or she receives SPP equal to his or her Faith/Magic Talent. Thereafter, the Character receives an additional 50% of his or her Faith/Magic Talent in SPP per DoM of Theology/Magic Talent. SPP are used to pay the cost of the Spell, 1 SPP per DoM of the Spell attempted. If a Character is both a Mage and a Cleric, he or she has both sets of SPP. SPP are regained by prayer (Clerics) or meditation (Mages). A Character without Prayer or Mystic Theory has 50% of their Faith for Clerical SPP and 50% of their Magic Talent for Mage SPP and regain SPP at the rate of 1 SPP every 24 hours.
SPELL TREE A Spell Tree is a Mage or Clerical Discipline consisting partially or entirely of Spells, generally related by a common theme.
STATISTIC A Statistic is a numerical representation of some physical or mental attribute of a Character. There are eight Statistics that are initially determined in creating a Character: Strength, Dexterity, Agility and Constitution (the four physical Statistics) and Intellect, Magical Talent, Faith, and Will (the four mental Statistics). From these eight, a number of other Statistics are determined, including: Base Hit Points, Combat Rating (CR), Defensive Rating (DR), Parry Rating (PR), and Spell Power Points (SPP) if the Character is a Mage and/or Cleric. The eight Statistics also used to determine the Learning Rates for all of a Character's Disciplines.
STRENGTH A measure of the characters physical power. See the Statistics section for more details.
SUBPHASE A subphase (also called a pulse) is a subsection of a Round. There are 30 subphases in a Melee Round and actions may be taken at each subphase. Each subphase is 0.1 second. The Game Master's Handbook has a detailed list of actions and the number of subphases required to complete each action.
WILL This Statistic represents the Character's willpower and mental strength. See the Statistics section for more detail.

HOW TO CREATE A CHARACTER

LEARNING SKILLS AND EXPERIENCE POINTS


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How does a Character learn Skills: Disciplines, Degrees Of Mastery And Experience

When a Character is created, he or she receives a quantity of starting experience with which the Character may learn varying Degrees of Mastery (DoMs) in Disciplines. Thereafter, a Character may improve his or her current Disciplines, or learn new Disciplines, only by devoting experience towards a specific Discipline. All Disciplines have a Learning Rate based on the Character's Statisics. The Learning Rate is a numerical expression of how well a Character may understand and learn a specific Discipline. The Learning Rate is equal to the Base Statistics Number of the Discipline. Learning Rates may be improved by bonuses from other Disciplines, bonuses from Enchanted Items, Spells, or by other special circumstances. Disciplines that are relatively easy to learn have a Learning Rate/Base Statistics Number equal to the addition of 5 Statistics. For example, Hand Held Weapons has a Learning Rate of Strength*2+Dexterity*2+Agility. A human with perfect physical stats would have a Learning Rate of 100%. Most humans, however, will learn this list less effectively. More difficult Disciplines use four Statistics, and the most difficult Disciplines may use only three Statistics. Thus, for the most difficult Disciplines, even with perfect Statistics, a Character would have a beginning Learning Rate of 60%.

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LEARNING/EXPERIENCE TABLE
DoMBase58%72%86%
1100172139116
2200345278233
3300517417349
4400690556465
5500862694581
66001034833698
77001207972814
880013791111930
9900155212501047
101000172413891163

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Types Of Experience

There are three categories of awarded or earned experience. There is experience earned in a Discipline. This experience may only be used in the Discipline in which it was earned. The next type of experience is adventure experience. This experience may be used in any Discipline that one already posesses and has used during the adventure. Lastly, there is general experience. This experience may be used in any Discipline or in the General Disciplines. There are three major ways of gaining experience. A Character may study a Discipline, with a teacher who is more proficient in the Discipline, or by his- or herself. All such experience is Discipline specific. A Character will also gain experience working at some Disciplines, especially Technical or Mage Creation Disciplines. Again the experience is Discipline specific. The third manner is by adventuring, going out and risking life and limb in pursuit of some goal. It is usually this third way that Skill Class and General experience are earned. A detailed explanation of awarding experience and gaining experience from training and adventuring can be found in the Game Master's Handbook.

STATISTICS


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Overview of QuestFRP Statistics

The statistics are the center of a character. They indicate what the character does or does not do well well, and gives a framework for determining what these things are. Statistics, when well used, should indicate to a player how a character should be role-played - the use of the statistics are not just limited to the wrote rules given below.

There are many ways in which statistics are used in QuestFRP (refer to appropriate sections for in-depth discussion). These include determining special skills, or calculated statistics (such as cast chance or extra damage from great strength). Learning rates for disciplines are also based on statistics, as are many saving throws for getting through difficult situations. If you choose an extremely low or high value for a statistic there are likely to be effects. In QuestFRP the average adventurer has a 14, and the average person a 12 in their statistics. Species do have different highs and lows, but the averages are the same between species.

For an in-depth discussion of how to choose statistics for your character see the creating a character section.

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Strength

This Statistic represents the Character's ability to lift, carry and to impart force to a physical attack.

Damage Bonus: for every two points above 15 (round down) a damage bonus is gained. Damage bonuses transform into extra dice which are added to weapon based damage rolls. One damage bonus gives a character an extra d4, two an extra d6, three an extra d8, four an extra d10, and five an extra d10 + d4 (and continue in a like manner cycling the d4 up through the dice). So, a 16-17 Strength gives a d4 damage bonus, 18-19 gives d6, 20-21 gives d8, 22-23 gives d10, and 24-25 gives d10 + d4.

Damage Penalty: for every two points below 10 (round up) a Character suffers a damage penalty. Damage penalties transform into extra dice which are subtracted from weapon based damage rolls. One damage penalty causes a character to subtract d4, two to subtract d6, three to subtract d8, and four to subtract d10. So, a 9-8 Strength gives a d4 damage penalty, 7-6 gives d6, 5-4 gives d8, 3 gives d10 damage penalty.

In addition, every weapon has a minimum Strength needed to wield the weapon. If a Character's Strength is less than the minimum needed to wield the weapon, the Character loses one CR and one dice of damage for every point he or she is below that minimum. For example, a longsword requires an 11 Strength to wield normally, and it does a 3d6. A Character with a 10 Strength would suffer a -1 CR penalty and do a 2d6 for damage. A Character with a 17 Strength gains no CR bonus but does 3d6 plus d4 damage with a longsword.

Low Strength: if a character has a strength of less than three he or she is not able to move their naked body.

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Dexterity

Dexterity represents the Character's hand-eye coordination, nimbleness of hands and fingers, and reaction time. It is the Statistic used to determine all manual activities such as drawing weapons and retrieving fallen objects from the ground.

Equip time modifiers: below are the modifiers to the time it takes to equip (become ready to strike with) a weapon for combat based on dexterity. These modifiers are also applied in the rules governing picking up a dropped weapon.

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EQUIP TIME MODIFIERS
DexterityModifier
3+20
4+15
5+12
6+9
7+7
8+5
9+3
10+1
11-12+0
13-14-1
15-16-2
17-3
18-4
19-5
20-6

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Agility

This Statistic represents foot speed, dodging ability, and quickness. Having an agility below 3 means that the Character is incapable of movement on their own power.

Agility determines movement speeds in combat (see Movement in GMG). It also determines movement speeds overland, though in general a person does not move at full walking speed on long journeys.

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OVERLAND MOVEMENT
AgilitySpeed on Road
3-41 km/hr
5-62 km/hr
7-93 km/hr
10-124 km/hr
13-155 km/hr
16-186 km/hr
19+7 km/hr

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Constitution

Constitution represents the hardiness of a Character. In concert with the Character's Will, it is used to generate the Character's Base Hit Points. It also determines how well a Character stands up to disease, fatigue, and injuries. A Character with a Constitution below 3 must live their lives in a bubble because exposure to the outside world is too dangerous to their health.

A Character's Constitution determines how long they are able to move above a walking speed in combat (see Movement in GMG). It also effects how many hours a day a character may walk (table below). For every hour a Character overwalks their max travel time the following day they travel and make Saving Throws as if they had 1 point less of Constitution.

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MAX TRAVELING TIME
ConstitutionMax Traveling Time
31 hr
42 hr
53 hr
6-74 hr
8-95 hr
10-116 hr
12-137 hr
14-158 hr
16-179 hr
18-1910 hr
20+11 hr

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Intellect

This Statistic represents the Character's IQ and problem solving ability as well as their instinctual abilities. Intellect determines the Assessment Statistic, of vital importance in combat, and is very important in calculating Cast Chance for Mages. More than anything else Intellect needs to be kept in mind while role-playing a Character. A Character with a 16 Intelligence is much more likely to come up with those great ideas, while one with an 8 Intelligence might be a bit on the slow side to make connections (even if you, as the Player, would make them). Try to make the Intellect roughly equal to some conception of the Character that you have so that it is not completely off base. If the GM feels a Player is overplaying a Character's Intellect a good way to curb the behavior is to enforce Intelligence saves.

In terms of concrete penalties a person with a 6 or 7 Intellect would be known as the "village idiot" and can only be told directly what to do (if it is not something they've practiced an Intelligence Save is needed). A person with an 8 or 9 Intellect can never learn to read well and is unlikely to come up with complex connections on their own. Having an Intellect of 5 makes you as smart as an average Bear or other large mammal, while something less than that puts you on par with a large mammalian grazer or a reptile. Such people may not be taken adventuring except as "pets" to be blindly loosed upon an enemy and can only understand simple queues and commands in the same way that a dog or cat might.

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Magic Talent

This is the Character's ability to manipulate magical energy. It is used to generate initial SPP for Mage Spells, determines how many SPP the Mage receives per DoM of Mystic Theory, and is of great importance in determining Mage Discipline Check Rolls. For non-magic users it is important in a number of Saving Throws against various spells and other magical effects.

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Faith

Faith is a measure of both the Character's devotion to a chosen god or goddess, and the strength of his or her link with the chosen deity. Faith is used to generate initial SPP for Clerics, determine how many SPP the Cleric receives per DoM of Theology, and is of great importance in determining Clerical Discipline Check Rolls. For Characters who are not Clerics, Faith is important in defending against Clerical attacks. Faith is also important in a number of resurrection methods, and having a Faith below 6 may stop such attempts altogether - after all, why should a god care whether or not you're alive?

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Will

This Statistic represents the Character's willpower and mental strength. It is of prime importance in determining a Character's Base Hit Points. It is also often a constituent in Mage and Clerical Check Rolls. A Will Saving Throw is usually needed to avoid the more dire consequences of injury (unconsciousness versus death). Furthermore Will plays into how capable a Mage is in regaining their SPP. Will is also often a component in Learning Rates, and as such having an especially low Will generally causes a character to be a slow learner.

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Calculated Statistics

Calculated Statistics are all based upon the core Statistics outlined above. Calculated statistics that appear at the top of the Character Sheet such as Base Hit Points, Damage Bonus, and Poison Adjustment are explained in the Glossary and detailed for in-game use in the Game Master's Guide.

SPECIES


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Dwarf

As a species, Dwarves are noted for building in stone and for fine craftsmanship. They delight in creating magic and Dwarven Mages are by no means rare. For fighting, Dwarves favor heavy armor and axes. Dwarves have excellent night vision and can see in all but total darkness. Dwarves live to be about 250 years old. Players should note that basic Statistics and abilities might vary, depending on the Game Master and campaign.

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Half-Elves

Half-Elves are the result of matings between Fairie/Elves and Humans. They will breed true, depending on their mates. Half-Elf/Human alliances produce Humans, Half-Elf/Fairie alliances produce Fairie, and two Half-Elves produce Half-Elves. Half-Elves are too diverse to make any generalizations about species preferences, although they will generally adopt the habits of their parent Human race, unless they are raised among Fairie.

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Elves/Fairie

Elves are the Elder Race of the world. They have slight builds, are extremely skilled in handwork, and are close to nature. Traditionally, they are fair skinned and fair haired, nimble and quick. Elves have excellent night vision and can see in all but total darkness. Elves may be immortal, as none are known to have died of old age. Players should note that these Statistics and abilities may vary depending upon the Game Master and the campaign.

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Humans

Humans are the base species in Quest. All of their statistics are limited to a maximum of 18 and a minimum of 3 for starting characters. GameMasters may choose to have different races or cultures in their campaigns/worlds, with different Statistic modifiers or limitations.

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Minimum and Maximum Statistics

The following table lists the species minimum and maximum values for each statistic as well as the height and weight ranges for each species. The minimum and maximums are absolute unless magical means are used to go beyond them for the given race.

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Species Statistics
SpeciesHumans minHumans maxHalflings minHalflings maxElves minElves maxDwarves minDwarves max
Physical Strength318316314320
Manual Dexterity318519520318
Agility318520520315
Constitution318318316920
Intelligence318318318318
Magic Talent318520922318
Faith318316312314
Will318318318318
Height (cm)100200801806016060130
Weight (kg)4012035100309025150

CREATING A CHARACTER


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The process of creating a character in Quest is not designed to reflect the population as a whole. The assumption is that Characters have above average Statistics and talents, and are not representative of the general public. The adjustment of Statistics and application of Floating Statistics Points represent the Character's natural talents and aptitudes.

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Beginning The Character Generation Process: Form A Character Concept

Looking at the Skill Classes, Disciplines, and species, you should determine what you want your Character to be, i.e., form a Character conception. Think about the skills and spells you want your Character to have, keeping in mind that your Character will grow. Try to determine all of the Disciplines that you think your Character may want to learn in his or her lifetime. This will be important in adjusting your Character's Statistics. For example, your Character may start out with only one or two Fighter and Open Disciplines, but your eventual goal may be for the Character to learn some Mage Skills. It is important to make sure that your Character has a reasonable Intellect and Magic Talent, even though they may not be important for the starting Disciplines, so that learning those skills is not prohibitively difficult in the future.

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Species, Sex, And Beginning Statistics

Choose your species. There are four base species in Quest, although individual campaigns may have more or less. The four species are Human, Elf, Half-Elf, and Dwarf. Any limits resulting from belonging to a certain species are detailed above, in the section on Species and Races.

No matter what species you choose, start with an 11 for each of the following Statistics: Strength, Dexterity, Agility, Constitution, Intellect, Magic Talent, Faith, and Will. Choose the sex of your character as well. This is for role-playing only, as the basic rules do not impose any statistic differences between males and females, although individual Game Masters may come up with their own advantages/disadvantages based on sex. If adjustments are used they should not result in Statistics of less than the minimum specie statistic or greater than maximum species statistic.

Next determine your Character's age. Most beginning characters should start at age 18 to 20 years (young adults). There are presently no age-based Statistics modifiers in Quest.

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Choose and Adjust Your Statistics

Adjust your Statistics to fit your character concept (i.e. adjust your Statistics so that the Character's Learning Rates are optimized for your chosen Disciplines - see the learning skills and experience point section above). Each character is given 30 floating statistic points (floaters). These extra statistic points represent the difference between you - a future Hero - and the average peasant scum. You may add these points to your eight base Statistics (Strength, Dexterity, Agility, etc.). In addition, you may switch points between statistics. To do so, take one point out of any statistic or out of your floaters and add one to any other statistic. It is a good idea to reference the Statistics section above while doing this since there are various good and bad effects to having high and low numbers in any given statistic.

Note: to raise a statistic to within one point of the species maximum you must pay two points. To raise a statistic to the species maximum costs four points. Other than by using magical means no statistic may be raised higher than the species maximum. To see your species minimum and maximum statistics reference the species section above.

The Character may also become ambidextrous by expending 3 floating points.

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Calculate Your Base Hit Points (BHP)

Your Base Hit Points are how much damage your character can sustain before injury or death. Your Hit Points are calculated using the following formula: BHP = 3*Constitution + 2*Will

The hit point distribution table below is used to calculate how many hit points each limb gets (round the calculated figure), based on your BHP. It is useful to see whether gaining an extra BHP will effect an important limb statistic, such as your head, when you are deciding your Constitution and Will statistic values.

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HIT POINT DISTRIBUTION
Body PartHit Points
HeadBHP * 0.15
ChestBHP * 0.40
AbdomenBHP * 0.30
GroinBHP * 0.20
Right LegBHP * 0.20
Left LegBHP * 0.20
Weapon Arm*BHP * 0.15
Shield Arm*BHP * 0.15
BloodBHP

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Choose Height, Weight, and Body Build Type

Choose any combination of height and weight that fits your Character conception (short and thick, tall and thin, medium, whatever) limited only by the species maximum and minimum. QuestFRP deliberately disassociates height and weight from BHP and how much damage a Character can take so as to allow the most flexibility in character concept.

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Choose Handedness

Choose your Character's handedness, either left-handed or right-handed. To become ambidextrous you must expend 3 of your floaters.

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Language

Your Character also receives a number of "Language Points" to buy language Discipline(s). Each point is the equivalent of 1 DoM in a language. If possible, a Character must begin the game fluent (DoM 3) in a language, this being his or her native tongue. The remainder of the language points may be used as the Player sees fit. Any unused Language points are lost.

For more information, see the Language discipline in Mundane Skills.

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LANGUAGE POINT TABLE
IntellectLanguage Points
4 or less1
5 to 82
9 to 113
12 to 154
16 to 195
20 or more6

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Calculated Statistics

Using your Character's Statistics, calculate Base Hit Points, Dodge, Poison Adjustment, Damage Bonus/Penalty, and SPP for Mage and/or Cleric (see STATISTICS above, or the example of Character generation below).

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CALCULATED STATISTICS
Statistic NameCalculation
Base Hit Points =3*Constitution + 2*Will
Cleric Spell Power Points (SPP) =Faith + 0.5 * Faith per DoM of additional Prayer (0.5 * Faith if no Prayer)
Cleric Cast Chance (CC) =5*Faith + 10% per DoM of additional Prayer (0 if no Prayer)
Combat Rating (CR) =0
Damage Bonus =as per the Strength rules (see STATISTICS)
Defensive Rating (DR) =0
Dodge Bonus =Agility/5
Mage Spell Power Point (SPP) =Magic Talent + 0.5*Magic Talent per DoM of additional Mystic Theory (0.5*Magic Talent if no Mystic Theory)
Mage Cast Chance (CC) =5*Magic Talent + 10% per DoM of additional Mystic Theory (0 if no Mystic Theory)
Parry Rating (PR) =0
Poison Adjustment =BHP/5

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Choosing Disciplines and Calculating Learning Rates

Chose the disciplines that you want your Character to start with and examine the Learning Rates for the skills/spells within those Disciplines. You will want to have an idea of what Statistics are important for the beginning Disciplines, as well as future Disciplines that the Character may wish to learn.

Determine the Learning Rates for the various starting skills/Spells in those Disciplines and decide what Degree of Mastery to obtain. A Character starts with 3000 experience points. For a detailed example of calculating Learning Rates, choosing Degrees of Mastery, and allotting experience see 'How does a Character learn Skills' section above. No character should start with a list higher than DoM 3 with starting experience. At this time, the Character must also choose a specific weapon for each weapon Discipline. Unused starting experience is saved as general experience.

The player may also pick up to five background skills from the MUNDANE SKILLS - BACKGROUND SKILLS section. These are not deep skills (perhaps on the level of a high school course) and should reflect the character's background to some extent. (Coming from a fishing village would give Knot Tying and Small Boat Sailing, a pig farmer would know Animal Science and Mammal Studies, etc)

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Outfitting The Character

Generate your Character's starting funds, and outfit him or her. The average starting funds for a Character are equal to about 3000 Copper Pence. Equipment lists can be found at the end of the Player's Handbook. The Player should not expect this amount, this is a guideline and the Game Master may alter starting funds with impunity.

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Adjustments To DR Due To Shields And Armor

When your Character wears armor and/or uses a shield, his or her DR will change. Penalties for wearing armor are noted in the Armor section. Shields add a DR bonus; these are noted in the Arms section. There are lines on the Character record sheet for adjusted DR while using shield and armor.

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Example of Character Generation

What follows is a comprehensive example of an individual's efforts to create a QuestFRP Character, using the Character generation process described above. We will call our example player Terry. The paragraph headings correspond with the descriptive paragraphs above, and show step-by-step how to put together a beginning QuestFRP Character

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Character Concept

Terry forms her Character conception. Terry decides she wants her Character, Elidora, to be an half-elven woodsman/ranger. She wants Elidora to have a wide range of skills, but mostly Mage skills to start with. Terry has no plans for her Character to become a Cleric, or learn Clerical Spells, so she decides to start Elidora with a low Faith when allocatting Statistics Points later.

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Species, Sex And Beginning Statistics

As stated above, Terry chooses to be a Half-Elf. This has no effect on her starting Statistics so she starts with a 11 for each of the eight Statistics, which are: Strength = S; Dexterity = D; Agility = A; Constitution = C; Intellect = I; Magic Talent = M; Faith = F; Will = W. Terry chooses her sex as female since she feels more comfortable playing a female Character. With the consent of the GM, she chooses her Character's age to be 18.

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Height And Weight Determination

Since body weight and height do not influence her Character's Physical Statistics or ability to take damage, Terry decides she would like her Half-elf to be tall and of medium build. She chooses a height of 173 cm, and a weight of 70 kg. Elidora now looks like this, where HT = height and WT = weight:

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Elidora: Height and Weight Calculations
S: 11I: 11HT: 173 cm
D: 11M: 11WT: 70 kg
A: 11F: 11
C: 11W: 11

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Choosing Disciplines, Calculating Learning Rates, And Adjusting Statistics

Terry starts with a total of 30 Floating Statistic Points (known as "floaters", among Quest Players). Looking over the Disciplines she knows she wants her Character to start with and those that she eventually wants her Character to learn, she decides to add points to Physical Statistics, in order to boost her effectiveness as a fighter, and add points to Magic Talent and Intellect to boost her Mage skills. Terry now allocates her "floaters" and redistributes her statistics. She uses her "floaters" as follows: +9 points to Strength (+3 from 11 to 14, +2 from 14 to 15, and +4 from 15 to 16, since the species maximum strength for a halfling is 16); +4 points to Dexterity; +3 points to Agility; +5 points to Constitution; +3 points to Intelligence; +6 point to Magic Talent; and +3 points to Will. She also subtracts 3 points from Faith, swapping them into Strength. Terry could have reserved one or more floaters to use later in the process. Elidora now look like this:

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Elidora: Adjusted Statistics
S: 16I: 14HT: 173 cm
D: 15M: 17WT: 70 kg
A: 14F: 8
C: 16W: 14

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Terry must now determine the handedness of Elidora. Terry chooses to have her be left handed, having not reserved 3 floaters to become ambidextrous.

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Next Terry chooses Elidora's Disciplines. She chooses a Battle Axe as her weapon, and chooses to learn 2 DoMs of CR, 1 DoM of DR, 1 DoM of PR, and 2 DoMs of blows with the Battle Axe. The Battle Axe has a modification to her learning rates (see the weapons tables) of: +10% to CR, -15% to DR, -25% to PR (it is not a good parrying weapon) and 0% to Blows.

She wishes Elidora to have three Mage Spells: Simple Self Healing, Detect Movement, and Mystic Shields. All three of these spells have prerequisites. When Terry looks at the "Display Prerequisites Graphically" link in the spell description, she sees that both Simple Self Healing and Detect Movement have a single prerequisite of Mystic Theory I, while Mystic Shields has a string of prerequisites: Minor Bindings, Mend and Mystic Theory I. Of course, Elidora only has to learn Mystic Theory I once.

Terry now calculates the Learning Rates for Elidora's starting Disciplines (see table below). She has 3000 starting experience, and uses 2957 experience to give Elidora the Disciplines that she wants. Terry records the extra 43 experience as General Experience, which she may use to help learn another Skill or Spell at a later time.

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Elidora: Disciplines
SkillLearning RateNumbersBase LRDoMExperience CalculationExperience Required
Handheld Weapon - CRS*2 + D*2 + A +1016*2 + 15*2 + 14 +1086%2(100 + 200) / 0.86349
Handheld Weapon - DRS*2 + D*2 + A -1516*2 + 15*2 + 14 -1561%1100 / 0.61164
Handheld Weapon - PRS*2 + D*2 + A -2516*2 + 15*2 + 14 -2551%1100 / 0.51196
Handheld Weapon - BlowsS*2 + D*2 + A +016*2 + 15*2 + 14 +076%2(300 + 600) / 0.761184
Simple Self HealingI + M + W*314 + 17 + 14*373%1100 / 0.73137
Mystic Theory II*3 + M*214*3 + 17*276%1100 / 0.76132
Mystic ShieldsM*2 + W*317*2 + 14*376%2200 / 0.76132
Minor BindingsM*2 + W*317*2 + 14*376%2200 / 0.76263
MendM*2 + W*317*2 + 14*376%1100 / 0.76132
Detect MovementI*3 + M + W14*3 + 17 + 1473%1100 / 0.73137
Total2957

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For Elidora's Background Skills, Terry chooses to have them all fit with Elidora's background of coming from a seashore village. So she chooses: Rowing, Small Boat Sailing, Fishing, Knot Tying, and Weather.

For her Language skills, Elidora's Intellect of 14 gives her 4 language points. Terry uses those points to give Elidora DoM 3 (Fluent) in the common language of her Character's world, and DoM 1 (Tyro) in Elvish, as she hopes to have Elidora travel in the Elven lands.

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Terry now calculates the calculated Statistics for her Character.

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Elidora's Calculated Statistics
Statistic NameCalculationSample NumbersValue
Base Hit Points =3*C + 2*W = 3*16 + 2*14= 76
Cleric Spell Power Points (SPP) =Faith + 0.5 * Faith per DoM of additional Prayer (0.5 * Faith if no Prayer)= 0.5 * 14= 7 SPP
Cleric Cast Chance (CC) =5*Faith + 10% per DoM of additional Prayer (0 if no Prayer)= 0= 0 CC
Damage Bonus =as per Strength rules (see STATISTICS)= 16 PS= +d4 damage douse
Dodge Bonus =A/5= 14/5= 3
Mage Spell Power Point (SPP) =M + M*0.5 per DoM of additional Mystic Theory= 17 +17*0.5*1= 25.5 SPP
Mage Cast Chance (CC) =5*Magic Talent + 10% per DoM of additional Mystic Theory (0 if no Mystic Theory)= 5*17 +10*1= 95% CC
Poison Adjustment =BHP/5= 76/5= 15.2 = 15
Combat Rating (CR) =0 +2 with Battle Axe= 2= 2
Defensive Rating (DR) =0 +1 with Battle Axe= 1= 1
Parry Rating =0 +1 with Battle Axe= 1= 1

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Elidora's Hit Point Distribution
Body PartTerry's Character
Head76 * 0.15= 11
Chest76 * 0.40= 30
Abdomen76 * 0.30= 23
Groin76 * 0.20= 15
Right Leg76 * 0.20= 15
Left Leg76 * 0.20= 15
Weapon Arm76 * 0.15= 11
Shield Arm76 * 0.15= 11
Blood76 * 1.00= 76

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Outfitting The Character

Elidora starts out with 250 silver shilling (2500 copper). She buys a leather cuirass (100 SS), arming bracers and buskins (30 SS), a leather cap (25 copper), a kite shield (50 SS), and a battle axe (50 SS). These basic accoutrements costs her 2325 copper, leaving her 175 copper for backpacks, camping gear, food, living expenses, etc.

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Adjustments To DR Due To Shields And Armor

Terry must now calculate her Elidora's DR while wearing armor and using her shield. While using a kite shield, she has a base DR of 3. None of her armor has any DR penalties, so her Base DR remains 3. With her Battle Axe in hand, which gives her a 1 weapons DR, she has a total DR of 4.

Elidora's DR from the front and left side is a 4, because of her kite shield and Battle Axe. Her PR with a Battle Axe is a 1, because of her DoM 1 PR skill with the weapon. She has 4 points of armor on her chest, abdomen, and groin, and 4 points of armor on her head, arms and legs. Her kite shield adds 2 points of armor on her shield arm (and on 3 other conjoined body parts against missile attacks, such as chest, abdomen, groin).

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Elidora's Character Sheet

Check the Player's Handbook Appendix: Example Character Sheets for Elidora's final Character Sheet.

CLERIC SKILLS

INTRODUCTION TO CLERICAL SKILL CLASS


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Casting Clerical Spells

Spells are cast by the expenditure of time and Spell Power Points. The more potent the Spell the more power it takes to cast. One Spell Power Point is expended per Degree of Mastery needed to cast the Spell (i.e., if a Spell of the fifth Degree of Mastery is cast, 5 Spell Power Points are expended). To successfully cast a Spell, a d100 is rolled against Cast Chance which is calculated as follows:
Cast Chance = (Prayer Base Statistic Number + Cast Chance Bonus )- (10% * DoM of the Spell)
The Cast Chance Bonus is the total of the Bonus from Prayer, Spellcasting aids such as Enchanted Items, and any additional pluses from other Spells. A roll equal to or less than the Cast Chance results in the Spell being successfully cast. If the casting roll fails by 1% or more, the Spell fails to be cast, though the Spell Power Points are still expended. Regardless of final figured Cast Chance, a percentage roll of 100% always fails. A Cleric must be able to speak and have the free use of one hand in order to cast Spells. If a Cleric has a Focus on his or her person, the Cleric does not need a free hand.

Clerical SPP are regained by prayer. The Cleric regains one fifth of his or her total SPP per hour of prayer.

There are several basic differences between Clerical and Mage Magic. The Clerical Spells generally tend to take longer to cast, have longer durations, and often may affect multiple targets. While Cleric spells may not be Boosted, they cannot Fumble nor do they cause Spell Casting Fatigue.

There are several skills and Spells that can help a Cleric's usefulness. The first is the Bequest skill. After learning DoM 3 Prayer, a Cleric may elect to learn Bequest - a skill that allows the Cleric to cast Spells in the morning (during morning prayers, for example) and hold those Spells for quick release at some point in the next 24 hours. The second is the ability to declare individuals as Companions (see description below).

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Touch Spells

Many of the Clerical Spell ranges are listed as "Touch or Companions". For clerical lists, Touch is as many people as the Cleric can touch with hands or Focus, or who can touch the Cleric's body or focus, up to the number of DoMs he or she has in Prayer. For example, a Cleric with DoM 5 Prayer could cast a "Touch" range Spell on up to 5 people, if they could manage to touch each other at the time the Spell is cast.

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Companions

The Companion Symbol Spell allows the Cleric to "declare" a holy symbol as a clear identifier for his or her friends or fellow travelers. For example, if the Cleric's personal holy symbol was a circle with arrows crossing it, an amulet could be fashioned in that shape, as could a tattoo. The cleric does not have to make the symbol, merely consecrate the symbol using the Companions Symbol Spell. Once an individual bears the Cleric's personal symbol, all clerical Spells that have the terms "or companions" in the description may affect anyone bearing one of the symbols, if they are within 1 kilometer of the Cleric when the Spell is cast. A Cleric may affect as many Companions as they have DoMs of Prayer; a Cleric with DoM 5 Prayer could cast a "Touch or companions" Spell on any 5 of his or her Companions within a 1 kilometer radius.

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Clerical magical items

Instead of permanent magic items, clerics can create holy objects (rosearys, mitres, rings, etc.) capable of storing Clerical Spells, which may be released quickly when needed. Each item may store Spells from only one Clerical Spell Tree such as Healing, Creation, Nature, etc. The creation of a such a storage item requires the Create Clerical Storage Item Skill (DoM 4, Prayer) and at least some knowledge of the desired Spell Tree. For each Spell DoM to be stored, the cleric must spend 100 hours in prayer. Additional Clerics may assist with the creation, each adding hours of prayer. As an extreme example, 100 Clerics praying together could create an item capable of holding a single Spell DoM in one hour. It would not be unusual for conclaves of Clerics to assemble to assist each other in the creation of such holy storage items. After the item is created, any Cleric can recharge it by simply casting the spells into the item. The Cleric must be of the same religion/pantheon as the creating Clerics. To release a stored Spell, the holder of the item must concentrate for a moment on the desired Spell. If the Spell is stored within the item, it will be released in 10 pulses. No roll is necessary to activate the item or release the Spell.

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Example

Four Clerics begin the process of creating a shepherds crook capable of holding Spells of the Healing Spell Tree. They decide that they would like it to hold 10 DoMs of Healing Spells. This will require 1000 prayer hours. For the four Clerics, this means that each must devote 250 hours in prayer to creating the item, over a period of multiple weeks or months. Once finished, the crook can hold any combination of Healing Spells. That might be 10 Simple Heals (DoM 1) or 6 Simple Heals and 2 Clots (DoM 2), or 1 Knit Fracture (DoM 5), 2 Clots, and 1 Simple Heal, or any other combination that adds up to 10 total DoMs. Once any of the Spells are used, any Cleric with Healing Spells of the same religion may recharge the item with the same Spell, or any Healing Spell of an equivalent DoM or less.

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Spell Explanations

If the Saving Throw has an additional subtraction after the Statistic (i.e. Will-4), this means that the Saving Throw Roll is that much harder.

BALANCE

[Display Tree]


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DoM 1) Switch
Learning Rate: + ( Agility )+ ( Intellect )+ ( Faith* 2 )+ ( Will )
CT: 30 seconds R: Touch And/Or CompanionsD: 60 minutes ST: None
The target will exchange 2 points of CR for 2 points of DR (either direction).
Base:100
Exchange 2 points of CR for DR.

Prerequisites: Prayer I [Display prerequisites graphically]

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DoM 2) Twist
Learning Rate: + ( Agility )+ ( Intellect )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: Touch And/Or CompanionsD: 60 minutes ST: None
The target may exchange 2 hit points for 1 point of CR or DR, up to the total of the target's skill in CR plus DR (before any spell enhancements). Example: The target has 80 hit points, a CR of 5 and a DR of 4 with her sword. Desiring greater CR, she exchanges 8 HP, giving her a CR of 9, DR of 4, and 72 HP for the duration of the Spell.
Base:200
Exchange hit points for CR or DR

Prerequisites: Switch [Display prerequisites graphically]

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DoM 3) Hold
Learning Rate: + ( Agility )+ ( Intellect )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: 30 metersD: 2 hours ST: Faith
Any foes within the radius of effect must save versus Faith or operate at a -2 or -10% penalty in any attack (including Spell Casting) against the Cleric or his or her minions.
Base:300
Faith save or -2/-10% to rolls.

Prerequisites: Twist [Display prerequisites graphically]

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DoM 3) Toughen
Learning Rate: + ( Agility )+ ( Intellect )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: Touch And/Or CompanionsD: 60 minutes ST: None
The target may add +4 to all Will, Intellect and Faith Saving Throws.
Base:300
+4 to all Will, Intellect and Faith Saving Throws

Prerequisites: Twist [Display prerequisites graphically]

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DoM 4) Heal / Harm
Learning Rate: + ( Agility )+ ( Intellect )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: 30 metersD: None ST: Faith
This Spell represents the dual aspect of nature, both that of life and destruction. With this Spell the Cleric casts a bolt of lightning. He or she must roll to hit the target with a +3 CR bonus. The bolt does 3d8+2 worth of damage, not stopped by nonmagical armor. However much damage this bolt does through armor to the target acts as Healing on the Cleric.
Base:400
Lightning hurts foe, heals cleric.

Prerequisites: Toughen [Display prerequisites graphically]

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DoM 5) Reflect
Learning Rate: + ( Agility )+ ( Intellect )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: Touch And/Or CompanionsD: 60 minutes ST: None
As long as the target is under the influence of this Spell, any and all damage taken by the Character will be divided in half, with the Character taking 1/2 and the inflicter of the damage taking 1/2. The inflicter of the damage receives a Saving Throw to avoid taking the damage, although even if a Saving Throw is made, the target still takes only 1/2 damage. The damage is applied to the same body part on both the target and the inflicter of the damage.
Base:500
Self damage is halved, rest reflected onto inflicter.

Prerequisites: Heal / Harm [Display prerequisites graphically]

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DoM 7) Form Change
Learning Rate: + ( Agility )+ ( Intellect )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: Touch And/Or CompanionsD: 60 minutes ST: None
The Cleric may change his or her form into that of any other humanoid. Such duplication is near perfect. Individual magic powers are not duplicated, although generic species powers are duplicated. That is, if the Cleric takes on the form of a powerful Mage, the Cleric will gain none of the Mage's Spell abilities, but if the Cleric becomes a birdman, he or she will be able to fly.
Base:700
Change to any humanoid, can use species abilities (like flight)

Prerequisites: Hold [Display prerequisites graphically]

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DoM 8) Archonize
Learning Rate: + ( Agility )+ ( Intellect )+ ( Faith* 2 )+ ( Will )
CT: 5 pulses R: 30 metersD: None ST: Faith
This is a very risky Spell! The Cleric casts the Spell and then compares his or her current SPP (either Mage or Cleric) with that of the target. If the Cleric's is higher, then the target is destroyed. If the target's SPP total is higher, then the Cleric is destroyed. No Saving Throw is allowed in this case. If the target has no SPP (i.e., is not a spell Caster), then there is no comparison, but the target does receive a Saving Throw against either Magic Talent or Faith, whichever is higher.
Base:800
Compare SPP to target, lesser is destroyed.

Prerequisites: Form Change [Display prerequisites graphically]

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DoM 9) Freedom
Learning Rate: + ( Agility )+ ( Intellect )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: 15 metersD: 60 minutes ST: Faith
When this Spell is thrown upon non-believers, and the target fails its Saving Throw, it will be paralyzed for the duration of the Spell. If cast upon a believer, it will release all bonds, both mental and physical, on the target.
Base:900
Target paralyzed/freed.

Prerequisites: Archonize [Display prerequisites graphically]

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DoM 10) Exchange Life
Learning Rate: + ( Agility )+ ( Intellect )+ ( Faith* 2 )+ ( Will )
CT: 60 minutes R: TouchD: None ST: Faith
The Cleric may raise any true follower of his/her beliefs from the dead, with no ill effects for the target, or any Saving Throws needed as long as a non-believer is sacrificed. The non-believer must be another humanoid.
Base:1000
Believer raised, non-believer sacrificed.

Prerequisites: Heal / Harm [Display prerequisites graphically]

unedited: [5.2.11][Edit location][Edit 7156][Edit XSL]


Balance Tree
Balance Tree: displays prerequisite relationships.


BLESSINGS

[Display Tree]


preliminary: [5.3.1][Edit location][Edit 7296][Edit XSL]

DoM 1) Bounty
Learning Rate: + ( Faith* 3 )+ ( Will* 2 )
CT: 5 minutes R: SpecialD: 180 days ST: None
This Spell will increase the yield of gardens, farm fields, orchards, rivers, lakes and other agricultural areas by 10%. Only one instance of the Spell may be cast on an area at any one time. The Cleric may affect 10000 square meters per DoM of prayer.
Base:100
+10% to the harvest

Prerequisites: Fortune [Display prerequisites graphically]

preliminary: [5.3.2][Edit location][Edit 7302][Edit XSL]

DoM 1) Create Holy Water
Learning Rate: + ( Faith* 3 )+ ( Will* 2 )
CT: 5 minutes R: TouchD: Permanent ST: None
This ritual consecrates fresh water or sea water, creating a holy substance that can be used to annoint, heal or harm. A Cleric may create 1 liter of Holy Water per DoM of Prayer. A sprinkling of Holy Water on a follower of the faith will act as an Annoint Spell (Blessings, DoM 2) for 24 hours. A standard dose of Holy water (100 mls) will Clot a bleeding wound or heal 10 pts of damage if the recipient makes a Faith save. Used against a demon or undead, a standard dose will do 10 pts of damage to the affected body part (roll to hit on +3 column on the Melee Hit Chart).
Base:100
Create Holy Water; heal/harm 10 pts

Prerequisites: Prayer I [Display prerequisites graphically]

preliminary: [5.3.3][Edit location][Edit 7295][Edit XSL]

DoM 1) Fortune
Learning Rate: + ( Faith* 3 )+ ( Will* 2 )
CT: 5 minutes R: TouchD: 30 days ST: None
Characters under the influence of this Spell will find that circumstances tend to favor them. There is less chance of unfavorable random encounters, and a greater chance of good things happening to the Character. For example, if shopping, the Character will be more likely to find things they are looking for, and be more likely pay less for it. If walking through a city, the Character is likely to have their purse stolen, or encounter hostile guards. This Spell does not affect Character skills or spells.
Base:100
+/-5% for chance encounters

Prerequisites: Prayer I [Display prerequisites graphically]

preliminary: [5.3.4][Edit location][Edit 7297][Edit XSL]

DoM 1) Guiding Hand
Learning Rate: + ( Faith* 3 )+ ( Will* 2 )
CT: 100 pulses R: TouchD: 60 minutes ST: None
The recipient of this Spell will recieve +2 CR to melee and missile weapons.
Base:100
+2 CR

Prerequisites: Reinforce, Fortune [Display prerequisites graphically]

preliminary: [5.3.5][Edit location][Edit 7294][Edit XSL]

DoM 1) Reinforce
Learning Rate: + ( Faith* 3 )+ ( Will* 2 )
CT: 5 minutes R: TouchD: 180 days ST: None
This Spell may be cast on any item to reinforce it and help prevent it from breaking. If the owner of the item makes a Faith save, an item that would normally break will remain intact. The Cleric may affect 10 items per DoM of Prayer.
Base:100
No break on Faith save

Prerequisites: Prayer I [Display prerequisites graphically]

preliminary: [5.3.6][Edit location][Edit 7301][Edit XSL]

DoM 2) Annoint
Learning Rate: + ( Faith* 3 )+ ( Will* 2 )
CT: 5 minutes R: TouchD: Permanent ST: None
This ritual will "mark" the followers of the faith in such a way that any cleric with DoM 3 prayer will recognize the recipient. The ritual normally requires a material component of Holy Water and/or special scented oils. Clerics of the same faith may cast Spells that are normally touch only as a ranged Spell (up to 10 meters). The annointed mark will disappear if the follower acts against the principles and edicts of the faith.
Base:200
Mark follower

Prerequisites: Reinforce, Create Holy Water [Display prerequisites graphically]

preliminary: [5.3.7][Edit location][Edit 7300][Edit XSL]

DoM 2) Endurance
Learning Rate: + ( Faith* 3 )+ ( Will* 2 )
CT: 100 pulses R: TouchD: 24 hours ST: None
The recipient of this Spell will have incredible endurance. While the Spell is running, the recipient will not have to eat or sleep and may labor, walk, or trot tirelessly under normal conditions. The recipient is +3 Constitution, which will affect the Character's BHP. This may have consequences when the Spell ends. However, at the conclusion of the Spell, the recipient will pay no other penalties for the being under the influence of the Spell; they will be just as tired or hungry as they were before the Spell was cast.
Base:200
+3 Constitution; no need for food or sleep.

Prerequisites: Godspeed, Gods Arm [Display prerequisites graphically]

final: [5.3.8][Edit location][Edit 7299][Edit XSL]

DoM 2) Gods Arm
Learning Rate: + ( Faith* 3 )+ ( Will* 2 )
CT: 100 pulses R: SelfD: 60 minutes ST: None
The Cleric receives +8 Strength.
Base:200
+8 Strength

Prerequisites: Reinforce, Fortune [Display prerequisites graphically]

preliminary: [5.3.9][Edit location][Edit 7298][Edit XSL]

DoM 2) Godspeed
Learning Rate: + ( Faith* 3 )+ ( Will* 2 )
CT: 100 pulses R: TouchD: 60 minutes ST: None
The recipient of this Spell gains +8 Agility and +2 DR in combat.
Base:200
+8 Agility; +2 DR

Prerequisites: Reinforce, Fortune [Display prerequisites graphically]

preliminary: [5.3.10][Edit location][Edit 7307][Edit XSL]

DoM 2) Remove Curse
Learning Rate: + ( Faith* 3 )+ ( Will* 2 )
CT: 5 minutes R: TouchD: Permanent ST: None
This Spell will remove any curse currently on the target.
Base:200
Remove any curse

Prerequisites: Fortune, Create Holy Water [Display prerequisites graphically]

preliminary: [5.3.11][Edit location][Edit 7304][Edit XSL]

DoM 4) Last Rites
Learning Rate: + ( Faith* 3 )+ ( Will* 2 )
CT: 50 pulses R: SelfD: Permanent ST: Special
When cast upon a corpse, this Spell will prevent it from being re-animated, resurrected, or possessed. If cast upon a Minor undead, it will immediately destroy the target. Destroying moderate or greater undead requires a "Faith Challenge". Every second, both the Cleric and the target make a Faith Save. The Cleric and the target each calculate the difference between their d20 roll and their Faith, and add it to a cumulative total. Treat negative differences as zero. Whoever reaches a total of 100 first wins the Faith Challenge. If the Cleric makes reaches 100 first, the spirit is forced from the host body or the entity from this plane. If the target reaches a total of 100 first, the Cleric must make a Will Save or go unconscious. If either the Cleric or the target is involved in combat or has other distractions, their Faith Save will be at - 2 for each roll. The Cleric may choose to break off the Spell at any time.
Base:400
Destroy undead; prevent re-animation

Prerequisites: Annoint [Display prerequisites graphically]

preliminary: [5.3.12][Edit location][Edit 7305][Edit XSL]

DoM 4) Sanctify
Learning Rate: + ( Faith* 3 )+ ( Will* 2 )
CT: 5 minutes R: TouchD: 8 hours ST: Faith-5
This Spell creates a temporary holy place that will repel undead and summoned creatures. Those creatures must make a Faith Save at -5 in order to enter the area. The Cleric may affect 25 square meters per DoM of Prayer.
Base:400
Faith Save-5 for undead/summoned to enter

Prerequisites: Holy Aura [Display prerequisites graphically]

preliminary: [5.3.13][Edit location][Edit 7308][Edit XSL]

DoM 5) Magic Abatement
Learning Rate: + ( Faith* 3 )+ ( Will* 2 )
CT: 5 minutes R: TouchD: Permanent ST: None
The Cleric may attempt to dispel any magical effect. The Cast Chance is equal to the Cleric's Base cast chance - 50% - the DoM of the target spell or item * -10%. To abate a DoM 3 Spell, the Cleric's Cast Chance penalty would be -50% + -10% * 3 = -80%. Magical items cannot be dispelled, but a Magic Abatement will shut down continual Spell affects for 30 seconds. Potions and scrolls cannot be dispelled, though the Spell effects from them can be.
Base:500
Abate magic

Prerequisites: Remove Curse [Display prerequisites graphically]

preliminary: [5.3.14][Edit location][Edit 7309][Edit XSL]

DoM 6) Banish
Learning Rate: + ( Faith* 3 )+ ( Will* 2 )
CT: 60 seconds R: TouchD: Permanent ST: Special
This Spell is used to return demons, elementals, and other summoned creatures back to their original plane of existence. It will also expel spirits possessing a body and return the host spirit or soul to its original condition. To banish the entities requires a "Faith Challenge". Every second, both the Cleric and the target make a Faith Save. The Cleric and the target each calculate the difference between their d20 roll and their Faith, and add it to a cumulative total. Treat negative differences as zero. Whoever reaches a total of 100 first wins the Faith Challenge. If the Cleric makes reaches 100 first, the spirit is forced from the host body or the entity from this plane. If the target reaches a total of 100 first, the Cleric must make a Will Save or go unconscious. If either the Cleric or the target is involved in combat or has other distractions, their Faith Save will be at - 2 for each roll. The Cleric may choose to break off the Spell at any time.
Base:600
Banish spirits

Prerequisites: Forbiddance, Magic Abatement [Display prerequisites graphically]

preliminary: [5.3.15][Edit location][Edit 7311][Edit XSL]

DoM 6) Consecration
Learning Rate: + ( Faith* 3 )+ ( Will* 2 )
CT: 8 hours R: SpecialD: 360 days ST: None
This Spell requires at least three clerics to cast. It will create a holy place that will unconditionally bar the entrance of undead or summoned creatures. A sense of peace and tranquility will fill all within the area of effect, and no harm may be done to anyone within the Consecrated space. All Healing Spells have +2 to each die roll. The area covered by the Spell is delimited by the position of the casting clerics; it will cover 1000 cubic meters per cummulative DoM of Prayer of the clerics.
Base:600
No harm; +2 healing die

Prerequisites: Prayer VI, Forbiddance [Display prerequisites graphically]

preliminary: [5.3.16][Edit location][Edit 7306][Edit XSL]

DoM 6) Forbiddance
Learning Rate: + ( Faith* 3 )+ ( Will* 2 )
CT: 5 minutes R: TouchD: 24 hours ST: None
This Spell creates a place of refuge where no living creature, undead or summoned creature may enter unless specifically invited by the casting Cleric. The Cleric may affect a fixed area equal to 10 square meters per DoM of Prayer.
Base:600
Enter by invitation only.

Prerequisites: Holy Aura [Display prerequisites graphically]

final: [5.3.17][Edit location][Edit 7310][Edit XSL]

DoM 8) Holy Word
Learning Rate: + ( Faith* 3 )+ ( Will* 2 )
CT: 3 pulses R: 10 metersD: 30 minutes ST: None
With the utterance of a single word, the Cleric may bolster himself and his allies. Each person must make a Faith Save to see how the Spell affects them. Characters are either +1 to all Physical Stats, or +5% Cast Chance and +1 Saving Throw, for each point they make their Faith Save by (Character's choice), up to a maximum of +20. So a Character that makes a Faith Save by 10 would be +10 Strength, +10 Dexterity, +10 Agility and +10 Constitution, or +50% Cast Chance and +10 Saving Throws. Pluses to Constitution do not affect Blood Hit Points, but will increase resistance to poisons and increase Saving Throws.
Base:800
Pluses to Physical Stats or CC and Saving Throws

Prerequisites: Guiding Hand, Godspeed, Gods Arm, Holy Aura [Display prerequisites graphically]

preliminary: [5.3.18][Edit location][Edit 7312][Edit XSL]

DoM 10) Refuge
Learning Rate: + ( Faith* 3 )+ ( Will* 2 )
CT: 60 minutes R: SpecialD: 30 days ST: None
This Spell will allow the Cleric to create an item which may be given to others. When the item is activated, the possessor will be instantly transported to the current location of the creating Cleric. Nothing will imped the transport, and the possessor is guaranteed to arrive safely.
Base:1000
Instantly transport to cleric

Prerequisites: Banish, Consecration [Display prerequisites graphically]

final: [5.3.19][Edit location][Edit 7166][Edit XSL]


Blessings Tree
Blessings Tree: displays prerequisite relationships.


COMBAT

[Display Tree]


final: [5.4.0][Edit location][Edit 1458][Edit XSL]

Unlike the other Cleric Spell Trees, Combat Spells may be maintained without recasting the Spell. When the Spell is initially cast, the duration is 30 minutes. The Cleric may continue the Spell's effects without recasting the Spell, by paying the DoM of the Spell in SPP to gain another 30 minutes at any time during the last few seconds of the spell. The Cleric may extend the Spell's duration until he or she runs out of SPP. Note that Combat spells are not cumulative. The Spells in Combat Spell Tree are Internal Spells. That is, the Cleric does not have to chant or move his or her hands to cast a Combat Spell. Only concentration is required.

final: [5.4.2][Edit location][Edit 6953][Edit XSL]

DoM 1) Club Fist
Learning Rate: + ( Strength )+ ( Constitution )+ ( Faith )+ ( Will* 2 )
CT: 50 pulses R: SelfD: 30 minutes ST: None
This Spell gives the punches and hand strikes of the Cleric the equivalent of 1-handed club damage. In addition the Cleric will take no damage when striking rigid and/or metal armor.
Base:100
Treat punch as club

Prerequisites: Combat III [Display prerequisites graphically]

final: [5.4.3][Edit location][Edit 1852][Edit XSL]

DoM 1) Combat I
Learning Rate: + ( Constitution* 2 )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: SelfD: 30 minutes ST: None
This Spell will increase the Cleric's CR, DR and PR by +1. The Cleric's ability to assess a combat situation is increased (-2 to Assessment rolls). The Cleric also has a chance to treat a damage result calling for the Cleric to become stunned or unconscious as no effect. Ignore Stun: 10%; Ignore Unconscious:5%.
Base:100
+1 CR,DR,PR;Ignore Stun;10%;Unc:5%;-2 Assess

Prerequisites: Prayer I [Display prerequisites graphically]

final: [5.4.4][Edit location][Edit 1853][Edit XSL]

DoM 2) Combat II
Learning Rate: + ( Constitution* 2 )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: SelfD: 30 minutes ST: None
The Cleric may add +1 to CR, DR, and PR when fighting. The Cleric may also add +1 to Strength, Dexterity, and Agility. The Cleric may substract 4 from Assessment rolls. Ignore Stun: 20%; Ignore Unconscious: 10%.
Base:200
+1 CR,DR,PR; +1 S,D,A; Ignore Stun:20%;Unc:10%; -4 Assess

Prerequisites: Combat I [Display prerequisites graphically]

final: [5.4.5][Edit location][Edit 6954][Edit XSL]

DoM 3) Axe Kick
Learning Rate: + ( Constitution* 2 )+ ( Faith* 2 )+ ( Will )
CT: 50 pulses R: SelfD: 30 minutes ST: None
This Spell will allow the Cleric to kick with the damage of a 1-handed battle-axe. In addition the Cleric will take no damage when striking rigid and/or metal armor.
Base:300
Treat kick as battle-axe.

Prerequisites: Combat III [Display prerequisites graphically]

final: [5.4.6][Edit location][Edit 1854][Edit XSL]

DoM 3) Combat III
Learning Rate: + ( Constitution* 2 )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: SelfD: 30 minutes ST: None
The Cleric may add +1 to CR, DR, and PR when fighting. The Cleric may also add +1 to Strength, Dexterity, and Agility. The Cleric may substract 6 from Assessment rolls. In addition, the Cleric gains the ability to heal. For the duration of the Spell, the Cleric will heal 2 points of damage every 3 seconds. The effects of the healing will be as the DoM 1 Simple Healing Spell. Ignore Stun: 30%; Ignore Unconscious: 15%.
Base:300
+1 CR,DR,PR; +1 S,D,A; Ignore Stun:30%;Unc:15%; -6 Assess; Heal 2 pts/3 seconds.

Prerequisites: Combat II [Display prerequisites graphically]

final: [5.4.7][Edit location][Edit 1855][Edit XSL]

DoM 4) Combat IV
Learning Rate: + ( Constitution* 2 )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: SelfD: 30 minutes ST: None
The Cleric may add +2 to CR, DR, and PR when fighting. The Cleric may also add +1 to Strength, Dexterity, and Agility. The Cleric may substract 8 from Assessment rolls. In addition, the Cleric gains the ability to heal. For the duration of the Spell, the Cleric will heal 2 points of damage every 3 seconds. The effects of the healing will be as the DoM 1 Simple Healing Spell. Ignore Stun: 40%; Ignore Unconscious: 20%.
Base:400
+2 CR,DR,PR; +1 S,D,A; Ignore Stun:40%;Unc:20%; -8 Assess; Heal 2 pts/3 seconds.

Prerequisites: Combat III [Display prerequisites graphically]

final: [5.4.8][Edit location][Edit 6955][Edit XSL]

DoM 4) Iron Skin
Learning Rate: + ( Constitution* 2 )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: SelfD: 30 minutes ST: None
The skin of the Cleric is magically hardened to chain mail equivalent. Normal physical armor may be worn as well, but the additional protection does not layer with the Spell; only the best protection applies.
Base:400
Chain mail skin.

Prerequisites: Club Fist, Axe Kick [Display prerequisites graphically]

final: [5.4.9][Edit location][Edit 1856][Edit XSL]

DoM 5) Combat V
Learning Rate: + ( Constitution* 2 )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: SelfD: 30 minutes ST: None
The Cleric may add +2 to CR, DR, and PR when fighting. The Cleric may also add +2 to Strength, Dexterity, and Agility. The Cleric may substract 10 from Assessment rolls. In addition, the Cleric gains the ability to heal. For the duration of the Spell, the Cleric will heal 2 points of damage every 3 seconds. The effects of the healing will be as the DoM 1 Simple Healing Spell. Instead of healing, the Cleric may clot 2 points of bleeding. Multiple applications may be necessary for severe bleeding wounds. Ignore Stun: 50%; Ignore Unconscious: 25%.
Base:500
+2 CR,DR,PR; +2 S,D,A; Ignore Stun:50%;Unc:25%; -10 Assess; Heal 2 pts/3 seconds; Clot

Prerequisites: Combat IV [Display prerequisites graphically]

final: [5.4.10][Edit location][Edit 1857][Edit XSL]

DoM 6) Combat VI
Learning Rate: + ( Constitution* 2 )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: SelfD: 30 minutes ST: None
The Cleric may add +2 to CR, DR, and PR when fighting. The Cleric may also add +2 to Strength, Dexterity, and Agility. The Cleric may substract 12 from Assessment rolls. In addition, the Cleric gains the ability to heal. For the duration of the Spell, the Cleric will heal 3 points of damage every 3 seconds. The effects of the healing will be as the DoM 1 Simple Healing Spell. Instead of healing, the Cleric may clot 2 points of bleeding. Multiple applications may be necessary for severe bleeding wounds. The Cleric's senses (vision, hearing, smell, balance, and taste) are heightened to the pinnacle of human norms. Ignore Stun: 60%; Ignore Unconscious: 30%.
Base:600
+2 CR,DR,PR; +2 S,D,A; Ignore Stun:60%;Unc:30%; -12 Assess; Heal 3 pts/3 seconds; Clot; Senses

Prerequisites: Combat V [Display prerequisites graphically]

final: [5.4.11][Edit location][Edit 1858][Edit XSL]

DoM 7) Combat VII
Learning Rate: + ( Constitution* 2 )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: SelfD: 30 minutes ST: None
The Cleric may add +3 to CR, DR, and PR when fighting. The Cleric may also add +2 to Strength, Dexterity, and Agility. The Cleric may substract 14 from Assessment rolls. In addition, the Cleric gains the ability to heal. For the duration of the Spell, the Cleric will heal 3 points of damage every 3 seconds. The effects of the healing will be as the DoM 1 Simple Healing Spell. Instead of healing, the Cleric may clot 2 points of bleeding. Multiple applications may be necessary for severe bleeding wounds. The Cleric may now dedicate points to healing Blood Points or detoxifying poisons. Two points of healing are required to heal 1 Blood Point or detoxify 1 point of poison. The Cleric's senses (vision, hearing, smell, balance, and taste) are heightened to the pinnacle of human norms. Ignore Stun: 70%; Ignore Unconscious: 35%.
Base:700
+3 CR,DR,PR; +2 S,D,A; Ignore Stun:70%;Unc:35%; -14 Assess; Heal 3 pts/3 seconds; Clot; Senses; Blood

Prerequisites: Combat VI [Display prerequisites graphically]

final: [5.4.12][Edit location][Edit 1859][Edit XSL]

DoM 8) Combat VIII
Learning Rate: + ( Constitution* 2 )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: SelfD: 30 minutes ST: None
The Cleric may add +3 to CR, DR, and PR when fighting. The Cleric may also add +3 to Strength, Dexterity, and Agility. The Cleric may substract 16 from Assessment rolls. In addition, the Cleric gains the ability to heal. For the duration of the Spell, the Cleric will heal 3 points of damage every 3 seconds. The effects of the healing will be as the DoM 1 Simple Healing Spell. Instead of healing, the Cleric may clot 2 points of bleeding. Multiple applications may be necessary for severe bleeding wounds. The Cleric may now dedicate points to healing Blood Points or detoxifying poisons. Two points of healing are required to heal 1 Blood Point or detoxify 1 point of poison. The Cleric's senses (vision, hearing, smell, balance, and taste) are heightened to the pinnacle of human norms. Ignore Stun: 80%; Ignore Unconscious: 40%.
Base:800
+3 CR,DR,PR; +3 S,D,A; Ignore Stun:80%;Unc:40%; -16 Assess; Heal 3 pts/3 seconds; Clot; Senses; Blood

Prerequisites: Combat VII [Display prerequisites graphically]

final: [5.4.13][Edit location][Edit 1860][Edit XSL]

DoM 9) Combat IX
Learning Rate: + ( Constitution* 2 )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: SelfD: 30 minutes ST: None
The Cleric may add +3 to CR, DR, and PR when fighting. The Cleric may also add +3 to Strength, Dexterity, and Agility. The Cleric may substract 18 from Assessment rolls. In addition, the Cleric gains the ability to heal. For the duration of the Spell, the Cleric will heal 4 points of damage every 3 seconds. The effects of the healing will be as the DoM 1 Simple Healing Spell. Instead of healing, the Cleric may clot 2 points of bleeding. Multiple applications may be necessary for severe bleeding wounds. The Cleric may now dedicate points to healing Blood Points, detoxifying poisons, or healing fractures. Two points of healing are required to heal 1 Blood Point or detoxify 1 point of poison. Four points of healing are required to heal one point of fracture damage. The Cleric's senses (vision, hearing, smell, balance, and taste) are heightened to the pinnacle of human norms. Ignore Stun: 90%; Ignore Unconscious: 45%.
Base:900
+3 CR,DR,PR; +3 S,D,A; Ignore Stun:90%;Unc:45%; -18 Assess; Heal 4 pts/3 seconds; Clot; Senses; Blood; Fractures

Prerequisites: Combat VIII [Display prerequisites graphically]

final: [5.4.14][Edit location][Edit 1861][Edit XSL]

DoM 10) Combat X
Learning Rate: + ( Constitution* 2 )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: SelfD: 30 minutes ST: None
The Cleric may add +4 to CR, DR, and PR when fighting. The Cleric may also add +3 to Strength, Dexterity, and Agility. The Cleric may add +1 Blow. The Cleric may substract 20 from Assessment rolls. In addition, the Cleric gains the ability to heal. For the duration of the Spell, the Cleric will heal 4 points of damage every 3 seconds. The effects of the healing will be as the DoM 1 Simple Healing Spell. Instead of healing, the Cleric may clot 2 points of bleeding. Multiple applications may be necessary for severe bleeding wounds. The Cleric may now dedicate points to healing Blood Points, detoxifying poisons, or healing fractures. Two points of healing are required to heal 1 Blood Point or detoxify 1 point of poison. Four points of healing are required to heal one point of fracture damage. The Cleric's senses (vision, hearing, smell, balance, and taste) are heightened to the pinnacle of human norms. Ignore Stun: 100%; Ignore Unconscious: 50%.
Base:1000
+4 CR,DR,PR; +3 S,D,A; +1 Blow; Ignore Stun:100%;Unc:50%; -20 Assess; Heal 4 pts/3 seconds; Clot; Senses; Blood; Fractures

Prerequisites: Combat IX [Display prerequisites graphically]

final: [5.4.15][Edit location][Edit 7167][Edit XSL]


Combat Tree
Combat Tree: displays prerequisite relationships.


COMMUNICATIONS

[Display Tree]


unedited: [5.5.1][Edit location][Edit 1648][Edit XSL]

DoM 1) Pigeon
Learning Rate: + ( Dexterity )+ ( Agility )+ ( Intellect )+ ( Faith* 2 )
CT: 100 pulses R: SpecialD: Special ST: Faith
The Cleric may summon any natural animal in the area, and imbue it with a message (up to 40 words). The animal will then travel to anyone the Cleric designates, and when in contact with the target, will deliver the message directly to the target's mind, reagrdless of language differences. This Spell in no way guarantees that the animal will survive to reach the target.
Base:100
Summon animal,send 40 word message.

Prerequisites: Prayer I [Display prerequisites graphically]

unedited: [5.5.2][Edit location][Edit 1726][Edit XSL]

DoM 1) Rosetta Stone
Learning Rate: + ( Dexterity )+ ( Agility )+ ( Intellect )+ ( Faith* 2 )
CT: 100 pulses R: TouchD: 30 days ST: None
This Spell allows the Cleric to create a complex message on an inanimate object (like a scroll, signpost, rock face, or wall of a building). This message can appear differently to different groups of people (companions see the signpost pointing left to Far Rockaway, while others see it as Riverdale).
Base:100
Differential message on object.

Prerequisites: Pigeon [Display prerequisites graphically]

unedited: [5.5.3][Edit location][Edit 1677][Edit XSL]

DoM 1) Truth Tell
Learning Rate: + ( Dexterity )+ ( Agility )+ ( Intellect )+ ( Faith* 2 )
CT: 100 pulses R: SelfD: 8 hours ST: None
The Cleric will be able to discern if anyone speaking to him or her is telling the truth. This Spell will only indicate intentional falsehoods.
Base:100
Detect intentional lies.

Prerequisites: Prayer I [Display prerequisites graphically]

unedited: [5.5.4][Edit location][Edit 1678][Edit XSL]

DoM 2) Clairaudience
Learning Rate: + ( Dexterity )+ ( Agility )+ ( Intellect )+ ( Faith* 2 )
CT: 100 pulses R: SelfD: 8 hours ST: None
This Spell allows the Cleric to hear distant sounds up to 20m away as if he or she was standing at the focal point of the Spell. It will operate through solid matter, although materials imbued with magic, such as Enchanted items, or matter that has had a DoM 10 Elemental Command Spell cast on it, will block the Spell. The Cleric may increase the range by expending additional SPP; 20 meters for every additional 2 SPP expended
Base:200
Remote hearing, 20m.

Prerequisites: Truth Tell [Display prerequisites graphically]

unedited: [5.5.5][Edit location][Edit 1780][Edit XSL]

DoM 3) Teaching
Learning Rate: + ( Dexterity )+ ( Agility )+ ( Intellect )+ ( Faith* 2 )
CT: 100 pulses R: TouchD: 8 hours ST: None
When the Cleric is instructing a Clerical student, the student will gain 40 experience points per day. The teaching Cleric and the student must be fluent in a common language, and the Cleric and student must be in a quiet setting and remain reasonably undisturbed
Base:300
Teach for 40 experience points/day.

Prerequisites: Truth Tell [Display prerequisites graphically]

unedited: [5.5.6][Edit location][Edit 1679][Edit XSL]

DoM 4) Clairvoyance
Learning Rate: + ( Dexterity )+ ( Agility )+ ( Intellect )+ ( Faith* 2 )
CT: 100 pulses R: SelfD: 8 hours ST: None
This Spell allows the Cleric to see as if he or she were standing at the focal point of the Spell for up to 20m in the direction of concentration. It will operate through solid matter, although materials imbued with magic, such as Enchanted items, or Elemental Commanded material, will block the spell.
Base:400
Remote seeing, 20m.

Prerequisites: Clairaudience [Display prerequisites graphically]

unedited: [5.5.7][Edit location][Edit 1869][Edit XSL]

DoM 6) Babel
Learning Rate: + ( Dexterity )+ ( Agility )+ ( Intellect )+ ( Faith* 2 )
CT: 60 minutes R: 1 kilometerD: 8 hours ST: Faith
This Spell completely disrupts communications in a radius up to 1 kilometer, except for touch or companions. No two beings will be able to understand each other through speech, signing, telepathy, or writing for the duration of the Spell. They have a 5% chance of being able to read materials written before the Spell was cast.
Base:600
Completely disrupts communications.

Prerequisites: Rosetta Stone [Display prerequisites graphically]

unedited: [5.5.8][Edit location][Edit 1815][Edit XSL]

DoM 6) Group Mind
Learning Rate: + ( Dexterity )+ ( Agility )+ ( Intellect )+ ( Faith* 2 )
CT: 100 pulses R: Touch And/Or CompanionsD: 60 minutes ST: None
This is the Spell of unity and coordination. Any of the Cleric's comrades within 20 meters of him or her may communicate at any time, even during a fight, to consult and plan actions. Advice and suggestions may be freely given without penalty and without the Characters speaking.
Base:600
Party shares thoughts.

Prerequisites: Telepathy [Display prerequisites graphically]

unedited: [5.5.9][Edit location][Edit 1630][Edit XSL]

DoM 6) Telepathy
Learning Rate: + ( Dexterity )+ ( Agility )+ ( Intellect )+ ( Faith* 2 )
CT: 100 pulses R: 30 metersD: 8 hours ST: Faith
This Spell allows the Cleric to read the mind of any sentient. Language differences are no barrier. In all other respects, this Spell acts as the DoM 8 Mage Spell from the Mentalism Spell List.
Base:600
Read the mind of any sentient.

Prerequisites: Clairvoyance [Display prerequisites graphically]

unedited: [5.5.10][Edit location][Edit 1660][Edit XSL]

DoM 6) Tongues
Learning Rate: + ( Dexterity )+ ( Agility )+ ( Intellect )+ ( Faith* 2 )
CT: 100 pulses R: SelfD: 30 days ST: None
The Cleric can use and understand all languages, whether spoken or written.
Base:600
Use and understand all languages.

Prerequisites: Telepathy, Babel [Display prerequisites graphically]

unedited: [5.5.11][Edit location][Edit 7168][Edit XSL]


Communications Tree
Communications Tree: displays prerequisite relationships.


CREATION

[Display Tree]


preliminary: [5.6.1][Edit location][Edit 1801][Edit XSL]

DoM 1) Water
Learning Rate: + ( Intellect )+ ( Magic talent )+ ( Faith )+ ( Will* 2 )
CT: 100 pulses R: TouchD: Permanent ST: None
The Cleric may create enough water to supply the needs of one human-sized individual per DoM of Prayer of the casting Cleric.
Base:100
water/DoM Prayer

Prerequisites: Prayer I [Display prerequisites graphically]

preliminary: [5.6.2][Edit location][Edit 6867][Edit XSL]

DoM 2) Elemental Appeal
Learning Rate: + ( Intellect )+ ( Magic talent )+ ( Faith )+ ( Will* 2 )
CT: 100 pulses R: 15 metersD: 5 minutes ST: None
The Cleric may create up to 1 kg (or 0.03 cubic meters, whichever is smaller) of a basic element (Air, Earth, Fire, Water). The fire, if created around a person will do 2d6 Fire damage (half armor), CR 3. Other elements will do similar damage if circumstances grant it at GM may use discretion.
Base:200
Create 1kg/0.03m^3

Prerequisites: Water [Display prerequisites graphically]

preliminary: [5.6.3][Edit location][Edit 1802][Edit XSL]

DoM 2) Meal
Learning Rate: + ( Intellect )+ ( Magic talent )+ ( Faith )+ ( Will* 2 )
CT: 100 pulses R: TouchD: Permanent ST: Constition-2
This Spell will provide a human sized animal internally with a full, normal meal, including drink. If repeated within a minute the target will begin violently throwing up, forcing them to stop offensive activity, for 10 seconds. The target can still defend themselves, cast powerword or bequested spells, and dodge. Further spells during this time will be ineffective.
Base:200
full meal, repeat disable 10 sec

Prerequisites: Water [Display prerequisites graphically]

unedited: [5.6.4][Edit location][Edit 6987][Edit XSL]

DoM 3) Air Spirits
Learning Rate: + ( Intellect )+ ( Magic talent )+ ( Faith )+ ( Will* 2 )
CT: 100 pulses R: Touch And/Or CompanionsD: 60 minutes ST: None
Summons 6 small air spirits who will protect the target by creating whirlwind around them. While the swarm is protecting the target they add +4 DR against missiles and +2 DR against melee attacks. They also halve all electrical and air based attacks. The Cleric (and only the Cleric) may also command his or her own swarm to distract a target. A target under attack by an air spirit suffers a -2 CR penalty (multiple spirits on one target do not increase this penalty). The air spirits have 10 HP, 6 DR, move at 60 kph, and may only be hurt by magic (but are immune to air magic). Multiple types of elemental spirits may not be used defensively at once.
Base:300
dfnd:+4 missile DR/+2 melee DR or -2 CR

Prerequisites: Elemental Appeal [Display prerequisites graphically]

unedited: [5.6.5][Edit location][Edit 6988][Edit XSL]

DoM 3) Create Simple Being
Learning Rate: + ( Intellect )+ ( Magic talent )+ ( Faith )+ ( Will* 2 )
CT: 10 minutes R: 15 metersD: 24 hours ST: None
The Cleric has been given the power to create simple life-forms. These beings are slug-like forms that attack via the toxic juices in their bodies. They move at 6 kph, weigh 20 kg, and have CR 3, DR 0, PR 0, and 30 BHP (all in the Chest). Their acid attack does 3d6, halve armor. After the duration of the spell these creatures fold in on themselves into puddles of muck, having used the energy the gods gave them to maintain life.
Base:300
slug:30 BHP/CR 3/3d6 acid dmg/6 kph

Prerequisites: Minor Organic Creation [Display prerequisites graphically]

unedited: [5.6.6][Edit location][Edit 6872][Edit XSL]

DoM 3) Earth Spirits
Learning Rate: + ( Intellect )+ ( Magic talent )+ ( Faith )+ ( Will* 2 )
CT: 100 pulses R: Touch And/Or CompanionsD: 60 minutes ST: None
Summons 4 small earth spirits who will protect the target by spreading their bodies over the targets body to create an armor of earth. While the swarm is protecting the target they add +4 to damage absorption and half damage from earth based attacks. The armor is considered normal, not magical, but will stack with other armor. The Cleric (and only the Cleric) may also command his or her own swarm to attack a target by sending one of his earth spirits to attack (a 3 pulse action). When the earth spirits attack they expend themselves by turning themselves into bolts of stone with CR 3 and doing 3d8 damage to a target within 30 meters. Each attack reduces the armor absorption around the Cleric by 1. Multiple types of elemental spirits may not be used defensively at once.
Base:300
dfnd:+4; attk:3d8 (-1 dfnd)

Prerequisites: Elemental Appeal [Display prerequisites graphically]

preliminary: [5.6.7][Edit location][Edit 1816][Edit XSL]

DoM 3) Fire Spirits
Learning Rate: + ( Intellect )+ ( Magic talent )+ ( Faith )+ ( Will* 2 )
CT: 100 pulses R: Touch And/Or CompanionsD: 60 minutes ST: None
Summons a swarm of 6 small fire spirits who will protect the target. While the swarm is protecting the target they add +1 to his or her DR against all types of attacks, and anyone striking the target in melee with a weapon less than a meter in length (the length of a broadsword), will take a d8 worth of damage to the limb used in the attack, not stopped by non-magical armor. The Spell also halves all fire, and water-based damage. The Cleric (and only the Cleric) may also command his or her own swarm swarm to attack a target. The swarm will do 2d6 fire damage (half mundane armor) every 30 pulses until the target dies or the Cleric recalls them. The swarm must stay within 30 meters of the Cleric or it will lose contact and leave. The fire spirits have a 3 DR, 10 HP, and no armor when they are seperated from the Cleric and attacking. Multiple types of elemental spirits may not be used defensively at once.
Base:300
dfnd:+1DR,d8; attk:2d6

Prerequisites: Elemental Appeal [Display prerequisites graphically]

preliminary: [5.6.8][Edit location][Edit 1539][Edit XSL]

DoM 3) Minor Pattern
Learning Rate: + ( Constitution )+ ( Intellect )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: 3 metersD: 30 minutes ST: None
The Mage may affect 300 kg of non-living material, temporarily changing the material's nature. The change cannot be extreme and should conform to the original nature of the material, such as sand into glass. The greater the change, the more difficult the Spell, and the Game Master should assign a penalty modifier to the Cast Chance based on the degree of difficulty.
Base:300
Pattern 300 kg material.

Prerequisites: Prayer III [Display prerequisites graphically]

unedited: [5.6.9][Edit location][Edit 6986][Edit XSL]

DoM 3) Water Spirits
Learning Rate: + ( Intellect )+ ( Magic talent )+ ( Faith )+ ( Will* 2 )
CT: 100 pulses R: Touch And/Or CompanionsD: 60 minutes ST: None
Summons 4 small water spirits who will protect the target by spreading their bodies over the targets body to create an ice shield. While the swarm is protecting the target they add +4 to damage absorption, half damage from water and fire based attacks, and allow the target to breath underwater. The armor is considered normal, not magical, but will stack with other armor. In addition, all creatures within a meter of the Mage take d6 of damage, with only magical damage absorption as protection, to the body part entering the field (a person standing unprotected in the cold field would take damage every 15 seconds). Creatures attacking the Mage should take damage to attacking limbs. The Cleric (and only the Cleric) may also command his or her own swarm to attack a target by sending one of her water spirits to attack (a 3 pulse action). When the water spirits attack they expend themselves by turning themselves into bolts of ice with CR 3 and doing 3d6 damage to a target within 30 meters. Each attack reduces the armor absorption around the Cleric by 1. Multiple elemental types of spirits may not be used defensively at once.
Base:300
dfnd:+4 dmg abs; attk:3d6 (-1 dfnd/atk)

Prerequisites: Elemental Appeal [Display prerequisites graphically]

preliminary: [5.6.10][Edit location][Edit 1538][Edit XSL]

DoM 4) Minor Organic Creation
Learning Rate: + ( Intellect )+ ( Magic talent )+ ( Faith )+ ( Will* 2 )
CT: 100 pulses R: 15 metersD: Permanent ST: None
The Cleric may create 1 kg of non-living, non-magic organic material or cause an example of any such organic material to multiply 3-fold.
Base:400
Create 1kg, 3X

Prerequisites: Meal [Display prerequisites graphically]

preliminary: [5.6.11][Edit location][Edit 1540][Edit XSL]

DoM 5) Patternings
Learning Rate: + ( Constitution )+ ( Intellect )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: 3 metersD: 30 minutes ST: None
This Spell operates as Minor Pattern, but can affect 300 kg of animate material or 3000 kg of inanimate material. This Spell will repair breaks in the target's bones, as the Clerical Healing Spell, Knit Simple Fracture, and can also act as the Clerical Healing Spell, Bodily Healing I.
Base:500
Pattern 300 kg animate/3000 kg inanimate

Prerequisites: Minor Pattern [Display prerequisites graphically]

preliminary: [5.6.12][Edit location][Edit 6866][Edit XSL]

DoM 5) Poison
Learning Rate: + ( Intellect )+ ( Magic talent )+ ( Faith )+ ( Will* 2 )
CT: 100 pulses R: TouchD: Permanent ST: Faith-5
This Spell will create poison within the targets stomache, bypassing external defenses. The poison created is "Death" poison (see GM, Poison).
Base:500
poisons target

Prerequisites: Meal [Display prerequisites graphically]

preliminary: [5.6.13][Edit location][Edit 1543][Edit XSL]

DoM 6) Organic Creation
Learning Rate: + ( Intellect )+ ( Magic talent )+ ( Faith )+ ( Will* 2 )
CT: 100 pulses R: 15 metersD: Permanent ST: None
The Cleric may create 30 kg of non-living, non-magic organic material or cause an example of any such organic material to multiply 30-fold.
Base:600
Create 30kg, 30X

Prerequisites: Minor Organic Creation [Display prerequisites graphically]

unedited: [5.6.14][Edit location][Edit 1817][Edit XSL]

DoM 7) Elemental Command
Learning Rate: + ( Intellect )+ ( Magic talent )+ ( Faith )+ ( Will* 2 )
CT: 100 pulses R: Touch And/Or CompanionsD: 60 minutes ST: None
This Spell combines the Elemental Appeal (DoM 2) and the four Elemental Spirits (DoM 3). When the Cleric casts this Spell, he or she has Elemental Appeal operating and has summoned each of the four Elemental Spirits to protect the target simultaneously. The Cleric (and only the Cleric) may also command the spirits summoned to her or himself, as described in each Elemental Spirit Spell.
Base:700
All Elemental Appeals/Spirits

Prerequisites: Fire Spirits, Earth Spirits, Water Spirits, Air Spirits [Display prerequisites graphically]

unedited: [5.6.15][Edit location][Edit 2179][Edit XSL]

DoM 8) Golem
Learning Rate: + ( Intellect )+ ( Magic talent )+ ( Faith )+ ( Will* 2 )
CT: 7 days R: TouchD: Permanent ST: None
The Cleric must first create a giant humanoid figure out of clay. This will require 1 week. The creature (a Golem) will be brought to life when the Cleric writes the cosmic word for Truth (emet) on the Golem's brow. This requires 30 seconds. To deactivate the Golem, the Cleric must erase the first letter of (emet), converting the word to (met) (dead). This also requires 30 seconds. The Golem is 275 cm tall with 300 Basic Hit Points and a Strength of 24. Its CR is 7, DR is 2, PR is 5, and armor value equal to 10. It will strike three Blows per Round for 3d10 damage. The Golem is considered to have a Saving Throw of 18, unless a Strength Saving Throw is called for, in which case the Golem uses its 24 Strength. The Golem will only fight for a cause aligned with the religion of the creating cleric. Only the creating Cleric can heal the Golem.
Base:800
Create Golem.

Prerequisites: Minor Organic Creation, Elemental Command [Display prerequisites graphically]

unedited: [5.6.17][Edit location][Edit 1639][Edit XSL]

DoM 10) Change True Name
Learning Rate: + ( Constitution )+ ( Intellect )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: 30 metersD: Permanent ST: Faith
This formidable Spell will alter the True Name of any creature or object. The target will conform in all respects to its new True Name. The Cleric must know both the target's old and new True Name in order to throw the Spell.
Base:1000
Alter the True Name of creature/object.

Prerequisites: Organic Manipulation [Display prerequisites graphically]

unedited: [5.6.18][Edit location][Edit 1818][Edit XSL]

DoM 10) Elemental Shield
Learning Rate: + ( Intellect )+ ( Magic talent )+ ( Faith )+ ( Will* 2 )
CT: 100 pulses R: Touch And/Or CompanionsD: 60 minutes ST: None
All Elemental damage (Air, Earth, Fire, or Water) is stopped, and the shield may emulate any one of the four elemental Shield Spells (DoM 2). The Cleric must decide what shield effects will be expressed at the start of the casting of the Spell.
Base:1000
One shield,stops all elemental dmg

Prerequisites: Golem [Display prerequisites graphically]

unedited: [5.6.19][Edit location][Edit 7169][Edit XSL]


Creation Tree
Creation Tree: displays prerequisite relationships.


DARKNESS

[Display Tree]


unedited: [5.7.1][Edit location][Edit 1914][Edit XSL]

DoM 1) Begin the Dark Road
Learning Rate: + ( Constitution* 2 )+ ( Intellect )+ ( Faith )+ ( Will )
CT: 60 minutes R: SelfD: Special ST: None
No Demon will harm the Cleric, even involuntarily. This protection does not, of course, extend to the Cleric's companions. The Cleric may contact a Demon Knight and bargain for its aid. If agreeable, the Knight will always appear in person. Or, The Cleric formally makes a pact with Hell. Once a Cleric has pacted with these powers, he or she may never be raised from the dead. In return, the Cleric receives a familiar (a specialized imp in the form of a small animal). As long as the familiar is within 5 meters of the Cleric, he or she may add +3 to Magic Talent and +3 to Faith. The Cleric must fast and pray for several days in order to gain the familiar.
Base:100
You be bad. No soup for you.

Prerequisites: Prayer I [Display prerequisites graphically]

unedited: [5.7.2][Edit location][Edit 7674][Edit XSL]

DoM 2) Contact Minor Demon
Learning Rate: + ( Constitution* 2 )+ ( Intellect )+ ( Faith )+ ( Will )
CT: 100 pulses R: NoneD: None ST: None
The Cleric may contact any of the minor demons (Demon warriors, imps, succubi, etc.) and bargain for its aid. If agreeable, the demon will always appear in person.
Base:200
Bargain with minor demon.

Prerequisites: Begin the Dark Road [Display prerequisites graphically]

unedited: [5.7.3][Edit location][Edit 1821][Edit XSL]

DoM 2) Dark Armor
Learning Rate: + ( Constitution* 2 )+ ( Intellect )+ ( Faith )+ ( Will )
CT: 100 pulses R: Touch And/Or CompanionsD: 60 minutes ST: None
As long as the Cleric is in darkness, his or her armor absorption is increased by +4. If the Cleric is in normal light (indoors, cloudy day), his or her armor value is increased by +1. When in bright light, the Cleric's armor value is decreased by -1. In addition, any light-based Spells do an additional +2 points of damage, or the Cleric incurs a Saving Throw penalty of -2.
Base:200
+4 Armor in dark

Prerequisites: Begin the Dark Road [Display prerequisites graphically]

unedited: [5.7.4][Edit location][Edit 1542][Edit XSL]

DoM 2) Disease
Learning Rate: + ( Constitution )+ ( Intellect )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: 15 metersD: Permanent ST: Faith
The Cleric may inflict any disease the Caster knows of on the target. The disease will be at an advanced state and will generally be non-communicable. The effects of the disease are left to the discretion of the Game Master, although there is a section in the GameMaster's Manual.
Base:200
Inflict any known disease on target.

Prerequisites: Minor Curse [Display prerequisites graphically]

preliminary: [5.7.5][Edit location][Edit 1526][Edit XSL]

DoM 2) Minor Curse
Learning Rate: + ( Dexterity )+ ( Intellect* 2 )+ ( Faith* 2 )
CT: 100 pulses R: 10 meters @D: 60 minutes ST: Faith
Any and all creatures within the ambiance of this Spell must make a Saving Throw or suffer ill fortune. A -1 penalty on d20 rolls and a -5% penalty on d100 rolls are exacted. This area of ill fortune moves with the Cleric and a Saving Throw is allowed each time a creature enters the field unless already under the influence of this Spell.
Base:200
Any and all creatures within the ambiance of this Spell must make a Saving Throw or suffer ill fortune. A -1 penalty on d20 rolls and a -5% penalty on d100 rolls are exacted. This area of ill fortune moves with the Cleric and a Saving Throw is allowed each time a creature enters the field unless already under the influence of this Spell.

Prerequisites: Begin the Dark Road [Display prerequisites graphically]

unedited: [5.7.6][Edit location][Edit 1628][Edit XSL]

DoM 3) Blind
Learning Rate: + ( Constitution* 2 )+ ( Intellect )+ ( Faith )+ ( Will )
CT: 100 pulses R: 30 metersD: 60 minutes ST: Faith
This Spell will strike any one sighted foe completely blind.
Base:300
Blind foe

Prerequisites: Disease [Display prerequisites graphically]

unedited: [5.7.7][Edit location][Edit 7675][Edit XSL]

DoM 3) Contact Demon Knight
Learning Rate: + ( Constitution* 2 )+ ( Intellect )+ ( Faith )+ ( Will )
CT: 100 pulses R: NoneD: None ST: None
The Cleric may contact a Demon Knight and bargain for its aid. If agreeable, the Knight will always appear in person.
Base:300
Bargain with Demon Knight.

Prerequisites: Contact Minor Demon [Display prerequisites graphically]

unedited: [5.7.8][Edit location][Edit 1537][Edit XSL]

DoM 3) Sloth
Learning Rate: + ( Constitution )+ ( Intellect )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: 15 metersD: 60 minutes ST: Faith
When cast upon a foe, this Spell will slow the opponent down. The foe will move at half speed and will lose a Blow. If the opponent only receives one Blow per Round, then it receives one Blow every other Round.
Base:300
Foe moves at 1/2 speed and -1 Blow.

Prerequisites: Minor Curse [Display prerequisites graphically]

unedited: [5.7.9][Edit location][Edit 1819][Edit XSL]

DoM 4) Attunement
Learning Rate: + ( Constitution* 2 )+ ( Intellect )+ ( Faith )+ ( Will )
CT: 100 pulses R: Touch And/Or CompanionsD: 60 minutes ST: None
The Cleric becomes attuned to the powers of darkness and night. He or she is not harmed or hampered by anything that is darkness-based. Darkness Attunement gives immunity to several dark-related Spells and the ability to see in total darkness. In addition, the Cleric may add +3 to his or her Stealth Rolls when in darkness, even if he or she lacks the Stealth Discipline.
Base:400
Darkness powers

Prerequisites: Dark Armor [Display prerequisites graphically]

unedited: [5.7.10][Edit location][Edit 1657][Edit XSL]

DoM 4) Contact Power
Learning Rate: + ( Constitution* 2 )+ ( Intellect )+ ( Faith )+ ( Will )
CT: 100 pulses R: NoneD: None ST: None
The Cleric may contact one of the Powers detailed in the Monstrous Manual and bargain for its aid. The Demon will usually just cast a few Spells through the link (they can only affect the Cleric), although it may appear in person.
Base:400
Bargain for aid of a Power.

Prerequisites: Contact Demon Knight [Display prerequisites graphically]

unedited: [5.7.11][Edit location][Edit 1820][Edit XSL]

DoM 4) Fear
Learning Rate: + ( Constitution* 2 )+ ( Intellect )+ ( Faith )+ ( Will )
CT: 100 pulses R: Touch And/Or CompanionsD: 60 minutes ST: None
Any and all creatures which come within 3 meters of the Cleric must make a Saving Throw or flee from the Cleric's presence (so that the creature can no longer see or be affected by the Cleric). Creatures which are Undead or nocturnal will ignore this Spell.
Base:400
3m Fear

Prerequisites: Attunement [Display prerequisites graphically]

unedited: [5.7.12][Edit location][Edit 1751][Edit XSL]

DoM 4) Pain
Learning Rate: + ( Constitution )+ ( Intellect )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: TouchD: 60 minutes ST: Will-6 (to halve effects)
The touch of the Caster causes great pain in the target. If the target fails its initial Saving Throw, the target must make a Saving Throw against Will at -6 to act (even then acting with a -3 penalty to CR and Cast Chance).
Base:400
Will at -6 to act, with -3 CR/Cast Chance.

Prerequisites: Blind [Display prerequisites graphically]

unedited: [5.7.13][Edit location][Edit 1524][Edit XSL]

DoM 4) Weakness
Learning Rate: + ( Constitution )+ ( Intellect )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: 10 meters @D: 60 minutes ST: None
Waves of weakness emanate from the Caster. Anyone in the radius of effect when the Spell is first cast and any who enter the radius during the Spell duration must make a Saving Throw or have their Strength drop to 2, leaving them too weak to move
Base:400
Saving throw or STR drops to 2.

Prerequisites: Sloth [Display prerequisites graphically]

unedited: [5.7.14][Edit location][Edit 7666][Edit XSL]

DoM 5) Contact Principality
Learning Rate: + ( Constitution* 2 )+ ( Intellect )+ ( Faith )+ ( Will )
CT: 100 pulses R: 30 metersD: 60 minutes ST: Faith
The Cleric may contact one of the Principalities detailed in the Monstrous Manual and bargain for its aid. The Demon will usually just cast a few Spells through the link (they can only affect the Cleric), although it may appear in person.
Base:500
Bargain with a Principality

Prerequisites: Contact Power [Display prerequisites graphically]

unedited: [5.7.15][Edit location][Edit 1506][Edit XSL]

DoM 5) Drain Strength
Learning Rate: + ( Constitution )+ ( Intellect )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: 10 metersD: 60 minutes ST: Faith
When this Spell is cast, the target must save or lose 1/3 of its Strength for the duration of the Spell (e.g. a target with a 15 Strength would lose 5 points of Strength, and would operate with a 10 Strength for the duration of the spell.
Base:500
Target loses 1/3 STR.

Prerequisites: Weakness [Display prerequisites graphically]

unedited: [5.7.16][Edit location][Edit 7668][Edit XSL]

DoM 6) Contact Dominion
Learning Rate: + ( Constitution* 2 )+ ( Intellect )+ ( Faith )+ ( Will )
CT: 100 pulses R: 30 metersD: Special ST: None
The Cleric may contact one of the Dominions detailed in the Monstrous Manual and bargain for its aid. The Demon will usually just cast a few Spells through the link (they can only affect the Cleric), although it may appear in person.
Base:600
Bargain with Dominion

Prerequisites: Contact Principality [Display prerequisites graphically]

unedited: [5.7.17][Edit location][Edit 7669][Edit XSL]

DoM 7) Contact Throne
Learning Rate: + ( Constitution* 2 )+ ( Intellect )+ ( Faith )+ ( Will )
CT: 100 pulses R: Touch And/Or CompanionsD: 60 minutes ST: None
The Cleric may contact one of the Thrones detailed in the Monstrous Manual and bargain for its aid. The Demon will usually just cast a few Spells through the link, although it may appear in person.
Base:700
Bargain with Throne

Prerequisites: Contact Dominion [Display prerequisites graphically]

unedited: [5.7.18][Edit location][Edit 1541][Edit XSL]

DoM 8) Bleed
Learning Rate: + ( Constitution )+ ( Intellect )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: 15 metersD: None ST: Faith
The target must make a Saving Throw or lose half of his or her total blood points. Two applications of this Spell (with failed Saving Throws) will kill the target.
Base:800
Target loses 1/2 of total blood points.

Prerequisites: Drain Strength, Pain [Display prerequisites graphically]

unedited: [5.7.19][Edit location][Edit 7670][Edit XSL]

DoM 8) Contact Cherub
Learning Rate: + ( Constitution* 2 )+ ( Intellect )+ ( Faith )+ ( Will )
CT: 100 pulses R: Touch And/Or CompanionsD: 60 minutes ST: None
The Cleric may contact one of the Cherubim detailed in the Monstrous Manual and bargain for its aid. The Demon will usually just cast a few Spells through the link, although it may appear in person.
Base:800
Bargain with Cherub.

Prerequisites: Contact Throne [Display prerequisites graphically]

unedited: [5.7.20][Edit location][Edit 1733][Edit XSL]

DoM 8) Life Drain
Learning Rate: + ( Constitution* 2 )+ ( Intellect )+ ( Faith )+ ( Will )
CT: 100 pulses R: TouchD: 10 seconds ST: Faith-6
Once the Caster touches the target, the Witch begins to drain 1/10 of the vitality of the target per second. The target must make a Saving Throw against Faith-6 when the Caster first touches them in order to act. If the target fails to make his or her Saving Throw, they are helpless to act for the remainder of the Spell. The drained blood points will replenish the Witch's blood (up to the normal maximum) and if the target has any Spell Power Points, these will be drained as well, adding to the Caster's total (up to the normal maximum). When the target is totally drained, it dies and the Spell ends. If the Spell is interrupted, by being abated or by someone forcing the Caster away from their target, the Spell ends at whatever stage of draining was attained.
Base:800
Absorb blood/SPP from target.

Prerequisites: Bleed [Display prerequisites graphically]

unedited: [5.7.21][Edit location][Edit 7671][Edit XSL]

DoM 9) Contact Seraph
Learning Rate: + ( Constitution* 2 )+ ( Intellect )+ ( Faith )+ ( Will )
CT: 100 pulses R: Touch And/Or CompanionsD: 60 minutes ST: None
The Cleric may contact one of the Seraphim detailed in the Monstrous Manual and bargain for its aid. The Demon will usually just cast a few Spells through the link, although it may appear in person.
Base:900
Bargain w/Seraph.

Prerequisites: Contact Cherub [Display prerequisites graphically]

unedited: [5.7.22][Edit location][Edit 1485][Edit XSL]

DoM 10) Slay Living
Learning Rate: + ( Constitution* 2 )+ ( Intellect )+ ( Faith )+ ( Will )
CT: 100 pulses R: 50 kilometerD: Permanent ST: Faith
With this Spell the Cleric may slay any living creature by touching them. If he or she has some example of the target's body (i.e. fingernail, hair, etc.) the witch may slay the target from as far as 50 km away. Note that the remote application of this Spell will not work against targets which are Cloaked (Illusions, DoM 8), hidden from Divinatory Magic, or shielded by Elementally Commanded or Enchanted material.
Base:1000
Target w/in 50 km, save or die.

Prerequisites: Life Drain [Display prerequisites graphically]

unedited: [5.7.23][Edit location][Edit 7172][Edit XSL]


Darkness Tree
Darkness Tree: displays prerequisite relationships.


GENERAL CLERIC

[Display Tree]


unedited: [5.8.1][Edit location][Edit 1766][Edit XSL]

DoM 1) Light
Learning Rate: + ( Constitution )+ ( Intellect )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: TouchD: 8 hours ST: None
The Cleric may create a 10 cm diameter ball of cool, white light that will shine with the strength of a 60-watt light bulb. The sphere of light is almost weightless and may not be thrown any distance. This Spell may be Boosted for both duration and effect. When Boosting for duration, every 2 additional SPP put into the Spell will increase the duration by two-fold. For every 2 additional SPP spent Boosting the Spell for effect, an additional 60-watt light bulb equivalent is added. If the Spell is Boosted nine times for effect, the resulting sphere of light will be equivalent to a 600 watt light bulb. As with other Spells, the Cleric is limited to the number of Boosts equal to their DoM in Prayer and suffers an additional -1 Cast Chance for each Boost.
Base:100
60-watt light bulb.

Prerequisites: Prayer I [Display prerequisites graphically]

unedited: [5.8.2][Edit location][Edit 1671][Edit XSL]

DoM 2) Learn Heal
Learning Rate: + ( Constitution )+ ( Intellect )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: SelfD: 60 minutes ST: None
The Cleric's God enables the Cleric to add +10% Cast Chance and +10% Learning Rate to the Clerical Healing List, and add +2 to all healing die (this includes all healing Spells).
Base:200
+10% CC, +10% LR, +2 healing die.

Prerequisites: Light [Display prerequisites graphically]

unedited: [5.8.3][Edit location][Edit 1717][Edit XSL]

DoM 3) Information (sk)
Learning Rate: + ( Constitution )+ ( Intellect )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: SelfD: None ST: None
The god will pass on information that is relevant to the Cleric. To receive the information, the Cleric must roll under his or her Base Statistic number on a d20.
Base:300
The god gives relevant information.

Prerequisites: Learn Heal [Display prerequisites graphically]

unedited: [5.8.4][Edit location][Edit 1647][Edit XSL]

DoM 4) Curse/Remove Curse
Learning Rate: + ( Constitution )+ ( Intellect )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: 30 metersD: Special ST: Faith
The Cleric actually learns two Spells at this DoM. He or she may blight fields and cattle, make a woman barren or a man impotent, make anyone hideous in appearance, or curse the target with -2 to CR, DR or cast chance. Alternatively, the Cleric could cause three targets to suffer from the effects of a Minor Curse (see General Mage). A target may not be cursed more than once for any given attribute, though multiple attributes may be cursed. The Cleric may also attempt to remove any type of curse using the second set of Spell parameters. When attempting to remove a curse, the Cleric must subtract the DoM of the Curse from his or her Cast Chance, in addition to any other penalties.
Base:400
Inflict bad things/stop bad things.

Prerequisites: Information (sk) [Display prerequisites graphically]

unedited: [5.8.5][Edit location][Edit 1824][Edit XSL]

DoM 4) Magic Weapon
Learning Rate: + ( Intellect )+ ( Magic talent )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: Touch And/Or CompanionsD: 60 minutes ST: None
This Spell will make any weapon perform as if it were a +1 Damage, +1 CR magic weapon. In addition, the weapon's wielder may once during the duration of the Spell, cast one DoM 3 missile Spell from any Mage Elemental Spell List. The casting takes no time and no Spell Cast Chance is made. The DoM 3 Spell is automatically fired.
Base:400
+1 Damage, +1 CR magic weapon.

Prerequisites: Atmospherics [Display prerequisites graphically]

unedited: [5.8.7][Edit location][Edit 1823][Edit XSL]

DoM 3) Practice
Learning Rate: + ( Constitution )+ ( Intellect )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: Touch And/Or CompanionsD: 60 minutes ST: None
As long as the Cleric is under the influence of this Spell, he or she will accrue a cumulative +1 or +5% bonus when repeating an action (i.e., attacking the same opponent or casting the same Spell). If a Cleric, for example, attempts the same Spell four times, failing the first three times, the fourth attempt would be at +15%.
Base:300
Gain bonuses to repeated tasks.

Prerequisites: Light [Display prerequisites graphically]

preliminary: [5.8.8][Edit location][Edit 2129][Edit XSL]

DoM 8) Holy Word
Learning Rate: + ( Constitution )+ ( Intellect )+ ( Faith* 2 )+ ( Will )
CT: 5 pulses R: 30 metersD: None ST: Faith
When the Cleric utters this potent phrase, he or she may direct it against any target that is not of the Cleric's religion. If the target fails its Saving Throw, it will be stunned for 9 seconds plus 3 additional seconds per point by which the target failed its Saving Throw. That is, if the target needed a 9 or less to Save, and rolled a 12, it would be stunned for 18 seconds.
Base:800
Stun for 9 seconds plus save miss * 3.

Prerequisites: Curse/Remove Curse [Display prerequisites graphically]

unedited: [5.8.9][Edit location][Edit 1651][Edit XSL]

DoM 9) Wrath of God
Learning Rate: + ( Constitution )+ ( Intellect )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: 30 metersD: None ST: None
The Cleric calls down the wrath of his or her god or goddess upon a specified area. The Spell acts as one of the four area-of-effect Elemental Magic Spells (Tornado (Air), Flechettes (Earth), Fire Storm (Fire), Tsunami (Water)). The specific Spell is determined by the Cleric's religion, and the Game Master should choose appropriately. The Elemental Magic Spell will function exactly as the Mage Spell of the same type. A Cleric of a pacifistic religion may elect to receive Bodily Healing II (DoM 7 Healing) here for all companions instead of Wrath of God.
Base:900
God lays waste/heals an area.

Prerequisites: Holy Word [Display prerequisites graphically]

unedited: [5.8.10][Edit location][Edit 1932][Edit XSL]

DoM 10) Restore True Name
Learning Rate: + ( Constitution )+ ( Intellect )+ ( Faith* 2 )+ ( Will )
CT: 60 minutes R: TouchD: None ST: Faith
With this Spell, the Cleric can restore the target's True Name and dissolve any and all magical Spells/Spells that are currently affecting the target.
Base:1000
Restore target to factory specs.

Prerequisites: Wrath of God [Display prerequisites graphically]

unedited: [5.8.11][Edit location][Edit 7174][Edit XSL]


General Cleric Tree
General Cleric Tree: displays prerequisite relationships.


HEALING

[Display Tree]


preliminary: [5.9.1][Edit location][Edit 1793][Edit XSL]

DoM 1) Simple Healing
Learning Rate: + ( Constitution )+ ( Magic talent )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: TouchD: None ST: None
The Cleric may heal 3d6 worth of damage to any one injured body part. This Spell will not restore lost Blood Points and will not heal fractures. Any excess healing is lost after the selected body part is healed. For example, if the Cleric were to heal a Character's arm which has taken 4 point of damage, and rolls a 6 the extra points are lost.
Base:100
Heals 3d6

Prerequisites: Prayer I [Display prerequisites graphically]

preliminary: [5.9.2][Edit location][Edit 2124][Edit XSL]

DoM 2) Clot
Learning Rate: + ( Constitution )+ ( Magic talent )+ ( Faith* 2 )+ ( Will )
CT: 5 pulses R: 3 metersD: None ST: None
The Cleric may stop one wound from bleeding. This Spell will stop the blood flow, no matter how severe the injury, even amputation. Note a bleeding wound must be stanched somehow, before any other healing can be done to that body part. Violent actions or further injury may reopen a clotted wound.
Base:200
Clot wound.

Prerequisites: Simple Healing [Display prerequisites graphically]

unedited: [5.9.3][Edit location][Edit 6970][Edit XSL]

DoM 2) Healing Touch
Learning Rate: + ( Constitution )+ ( Magic talent )+ ( Faith* 2 )+ ( Will )
CT: 3 pulses R: TouchD: None ST: None
The Cleric may heal 2d6 worth of damage to any one injured body part. This Spell will not restore lost Blood Points and will not heal fractures. Any excess healing is lost after the selected body part is healed. For example, if the Cleric were to heal a Character's arm which has taken 4 point of damage, and rolls a 6 the extra points are lost.
Base:200
Heals 2d6

Prerequisites: Simple Healing [Display prerequisites graphically]

unedited: [5.9.4][Edit location][Edit 2125][Edit XSL]

DoM 3) Anti-Shock
Learning Rate: + ( Constitution )+ ( Magic talent )+ ( Faith* 2 )+ ( Will )
CT: 5 pulses R: 3 metersD: None ST: None
This Spell will cancel any stun time (as detailed in the Damage Effects Chart) the target has remaining. It will also halve the time the target remains unconscious. Successive casting will continue to halve the time remaining. For example, if a Character were knocked unconscious for 5 minutes, a Cleric could cast Anti-Shock seven times on the Character and reduce the time spent unconscious to less than 3 seconds (150 seconds to 75 to 37.5 to 18.25 to 9 to 4.5 to 2.25 seconds).
Base:300
Remove stun. 1/2 KO time.

Prerequisites: Simple Healing [Display prerequisites graphically]

unedited: [5.9.5][Edit location][Edit 2047][Edit XSL]

DoM 3) Cure Disease
Learning Rate: + ( Constitution )+ ( Magic talent )+ ( Faith* 2 )+ ( Will )
CT: 30 seconds R: TouchD: None ST: Special
The Cleric may cure any one disease the target may suffer from, including blood poisoning and magically induced diseases. Note that some Game Masters may have magic-resistant diseases in their campaigns.
Base:300
Cure one disease.

Prerequisites: Simple Healing [Display prerequisites graphically]

unedited: [5.9.6][Edit location][Edit 6424][Edit XSL]

DoM 3) Detoxify
Learning Rate: + ( Constitution )+ ( Magic talent )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: TouchD: None ST: None
The Cleric may reduce the toxicity of poisons by 5d10+5, with each pip on the dice reducing the toxicity level by 1. The points are first used to reduce poison points in the victims body, and secondarily applied to reduce the toxicity of the dose unless explicitly declared otherwise. Blood damage due to Death poisons can be cured with this Spell.
Base:300
5d10+5 poison reduction.

Prerequisites: Simple Healing [Display prerequisites graphically]

unedited: [5.9.7][Edit location][Edit 1794][Edit XSL]

DoM 4) Bodily Healing I
Learning Rate: + ( Constitution )+ ( Magic talent )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: TouchD: None ST: None
The Cleric may heal 4d6+4 worth of damage. The cure affects the entire body and will heal different body parts with the same Spell, starting with the most badly damaged portion and healing wounds until none of the initially rolled points are left unused (this includes Blood Points). Bodily Healing may be used to stop bleeding wounds, 1 point of healing stopping 1 point of bleeding. The Cleric must give this Spell one of two priorities when casting the Spell: 1) Heal body damage and any left over points restore Blood Points; 2) Restores lost Blood Points and any remainder heals body damage.
Base:400
4d6+4 healing.

Prerequisites: Clot [Display prerequisites graphically]

unedited: [5.9.8][Edit location][Edit 2046][Edit XSL]

DoM 5) Knit Fracture
Learning Rate: + ( Constitution )+ ( Magic talent )+ ( Faith* 2 )+ ( Will )
CT: 30 seconds R: TouchD: None ST: None
This Spell allows the Cleric to heal any fracture, in any limb, including the head. When the fracture is repaired, the healed limb will regain hit points equal to the amount required to fracture the limb. For example, if a 4 point arm is compound fractured by 10 points of damage, the Knit Fracture Spell will heal the fracture and replace 8 hit points in the arm, leaving an additional 2 points that must be healed by other means. This Spell will have no effect on a non-fractured limb.
Base:500
Heal fracture.

Prerequisites: Bodily Healing I [Display prerequisites graphically]

preliminary: [5.9.9][Edit location][Edit 1795][Edit XSL]

DoM 6) Bodily Healing II
Learning Rate: + ( Constitution )+ ( Magic talent )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: TouchD: None ST: None
This Spell operate as Bodily Healing I save that it cures 8d6+8 worth of damage.
Base:600
Heal 8d6+8.

Prerequisites: Bodily Healing I [Display prerequisites graphically]

unedited: [5.9.10][Edit location][Edit 1929][Edit XSL]

DoM 6) Limb Restoration
Learning Rate: + ( Constitution )+ ( Magic talent )+ ( Faith* 2 )+ ( Will )
CT: 60 minutes R: TouchD: None ST: None
The Cleric may re-attach, repair, or regenerate any mangled or severed limb (as per the Damage Effects Table) so that the limb will regain full function in one day. This Spell will heal brain damage, out eyes, etc.
Base:600
Repairs limbs.

Prerequisites: Knit Fracture [Display prerequisites graphically]

unedited: [5.9.11][Edit location][Edit 1481][Edit XSL]

DoM 8) Group Health
Learning Rate: + ( Constitution )+ ( Magic talent )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: TouchD: None ST: None
With this spell, a group of adventurers share their overall health, whether the change is caused by damage or healing. The sharing of damage happens after any special damage effects (such as stun, break, etc). For example, the Cleric casts the spell on herself and four others (therefore five total in the group). The fighter bravely stands in front and takes 12 points to his weapon arm. This does no special damage, so the damge is spread thoughout the group as follows: 3 people in the group take 2 points of damage, and 2 people (the fighter and the person nearest him) take 3 points of damage to their weapon arms. The fighter's damage therefore reduces to 3. The Cleric casts Simple Healing on any member of the group (such as herself). She rolls a 9 for the amount of healing, doing 2 points to 4 people in the group, and 1 point to 1 person for a total of 9 distributed healing points. Later in the combat, the fighter takes 22 points to his shield arm (he has 12 point arms). His arm breaks. He keeps all the damage needed to break his arm ( 12 x 1.5 = 18) and the remaining points ( 22 - 18 = 4) are distributed among the group, with 4 people taking 1 point. The Cleric will need to cast Fracture Repair on the fighter to heal the fighter's arm.
Base:800
Group shares healing and damage.

Prerequisites: Bodily Healing I [Display prerequisites graphically]

unedited: [5.9.12][Edit location][Edit 6423][Edit XSL]

DoM 9) Full Heal
Learning Rate: + ( Constitution )+ ( Magic talent )+ ( Faith* 2 )+ ( Will )
CT: 10 minutes R: TouchD: None ST: None
The Cleric may heal all of the target's physical and mental ills. No saving throw.
Base:900
Heal everything but death.

Prerequisites: Bodily Healing II, Cure Disease, Anti-Shock, Detoxify [Display prerequisites graphically]

unedited: [5.9.13][Edit location][Edit 1988][Edit XSL]

DoM 10) Raise Dead
Learning Rate: + ( Constitution )+ ( Magic talent )+ ( Faith* 2 )+ ( Will )
CT: 10 minutes R: TouchD: None ST: Faith/Constitution
The Cleric may revive any one target from the dead, healing all damage the target may have suffered. The target must make two Saving Throws, one against Faith and one against Constitution. The target subtracts -1 from both Saving Throws each time this Spell fails through Saving Throw failure, and subtracts an additional -1 from the Constitution Saving Throw for every three full days the target has been dead. A variable penalty to the Constitution Saving Throw may be assessed depending on the physical damage the body has suffered. A Cleric of a differing religion from the caster suffers a -4 Faith penalty. A body cannot be revived if the brain has been destroyed. No DoM penalties or Saving Throw bonuses apply. This Spell may be Boosted to INCREASE the target's Saving Throw.
Base:1000
Restore life to the dead.

Prerequisites: Group Health [Display prerequisites graphically]

unedited: [5.9.14][Edit location][Edit 7175][Edit XSL]


Healing Tree
Healing Tree: displays prerequisite relationships.


MAGIC

[Display Tree]


preliminary: [5.10.1][Edit location][Edit 7678][Edit XSL]

DoM 1) Enhance Mage Casting
Learning Rate: + ( Intellect )+ ( Magic talent )+ ( Faith* 2 )+ ( Will )
CT: 5 minutes R: SelfD: 8 hours ST: None
The Cleric will add +10% to the Cleric's Mage Cast Chance.
Base:100
+10% Mage CC

Prerequisites: Enhance Magical Learning [Display prerequisites graphically]

preliminary: [5.10.2][Edit location][Edit 746][Edit XSL]

DoM 1) Enhance Magical Learning
Learning Rate: + ( Intellect )+ ( Magic talent )+ ( Faith* 2 )+ ( Will )
CT: 60 minutes R: SelfD: Permanent ST: None
The Cleric will add +10% to the Learning Rate for Mystic Theory and Spell Casting.
Base:100
+10% LR for Mystic Theory and Spell Casting

Prerequisites: Prayer I [Display prerequisites graphically]

preliminary: [5.10.3][Edit location][Edit 1754][Edit XSL]

DoM 2) Transfer SPP
Learning Rate: + ( Intellect )+ ( Magic talent )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: TouchD: 5 minutes ST: None
may transfer Mage or Clerical SPP to another target, up to 10 SPP per casting. The Cleric may cast the Spell on his or her own person, or facilitate the transfer between two volunteers. Thus a Cleric with both Mage and Clerical SPP could effectively transfer 8 SPP between Mage or Cleric SPP pools per casting.
Base:200
Transfer 10 SPP per casting.

Prerequisites: Enhance Magical Learning [Display prerequisites graphically]

preliminary: [5.10.4][Edit location][Edit 1680][Edit XSL]

DoM 3) Atmospherics
Learning Rate: + ( Intellect )+ ( Magic talent )+ ( Faith* 2 )+ ( Will )
CT: 60 seconds R: 10 m radiusD: 60 minutes ST: None
When this Spell is cast, the Cleric will detect the presence of any evil, magical, or spiritual entities, and its approximate power. Storage Wards and operating Spells are included. Different types of magic may (at the discretion of the Game Master) appear differently, such as Enchanted items glowing green, and Wards glowing yellow.
Base:300
Detect evil, magical, or spiritual entities, and approximate power.

Prerequisites: Enhance Magical Learning [Display prerequisites graphically]

preliminary: [5.10.5][Edit location][Edit 1825][Edit XSL]

DoM 4) Contemplation
Learning Rate: + ( Intellect )+ ( Magic talent )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: Touch And/Or CompanionsD: 60 minutes ST: None
This Spell is one of perfect contemplation. While under its influence, the Cleric may ignore any penalties to Cast Chance from damage taken, distractions, or poison.
Base:400
No penalties to Cast Chance.

Prerequisites: Enhance Mage Casting [Display prerequisites graphically]

preliminary: [5.10.6][Edit location][Edit 7681][Edit XSL]

DoM 4) Reverse Spell
Learning Rate: + ( Intellect )+ ( Magic talent )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: 100 metersD: None ST: None
The Cleric may reverse (or if not applicable, negate) the effects of a single Mage Spell that he or she knows. In addition, to the normal Cast Chance penalty, the Cast Chance penalty of the base Mage Spell is subtracted as well.
Base:400
Reverse or negate Mage Spell.

Prerequisites: Magic Abatement [Display prerequisites graphically]

preliminary: [5.10.7][Edit location][Edit 7680][Edit XSL]

DoM 4) Store SPP
Learning Rate: + ( Intellect )+ ( Magic talent )+ ( Faith* 2 )+ ( Will )
CT: 5 minutes R: TouchD: 12 hours ST: None
This Spell allows the Cleric to temporarily store SPP in Blessed item. The Cleric may store 5 SPP per DoM of Prayer.
Base:400
Temporarily store SPP; 5 SPP/DoM Prayer.

Prerequisites: Transfer SPP [Display prerequisites graphically]

preliminary: [5.10.8][Edit location][Edit 7679][Edit XSL]

DoM 5) Buffer
Learning Rate: + ( Intellect )+ ( Magic talent )+ ( Faith* 2 )+ ( Will )
CT: 60 seconds R: SelfD: 60 minutes ST: None
Under the influence of this Spell, the Cleric cannot fumble Mage Spells. The Cleric's diety will absorb the consequences of a magical spell fumble and prevent harm coming to the mage.
Base:500
No Mage Spell fumbles.

Prerequisites: Contemplation [Display prerequisites graphically]

preliminary: [5.10.9][Edit location][Edit 7682][Edit XSL]

DoM 6) Cloak Magic
Learning Rate: + ( Intellect )+ ( Magic talent )+ ( Faith* 2 )+ ( Will )
CT: 5 minutes R: 10 metersD: 60 minutes ST: None
This Spell will allow Cleric to mask the presence of magic from detection in a 10 meter radius of effect.
Base:600
Mask magic from detection.

Prerequisites: Reverse Spell [Display prerequisites graphically]

preliminary: [5.10.10][Edit location][Edit 1586][Edit XSL]

DoM 6) Magic Abatement
Learning Rate: + ( Intellect )+ ( Magic talent )+ ( Faith* 2 )+ ( Will )
CT: 60 seconds R: 20 metersD: Permanent ST: Faith
When a Cleric attempts to dispel a magical effect, he or she must subtract the DoM of the Spell from his or her Cast Chance, in addition to any other penalties. If the Cleric successfully casts the Magic Abatement, the target Spell is dispelled. Enchanted Items cannot be dispelled, although their effects can be negated for 30 seconds. Alchemy potions and Runic scrolls cannot be dispelled, but once they are activated, the Spell effect can be dispelled as if it were a normal Spell.
Base:600
Dispel a magical effect.

Prerequisites: Atmospherics [Display prerequisites graphically]

preliminary: [5.10.11][Edit location][Edit 1525][Edit XSL]

DoM 7) Limit
Learning Rate: + ( Intellect )+ ( Magic talent )+ ( Faith* 2 )+ ( Will )
CT: 5 minutes R: 10 meters @D: 60 minutes ST: None
No Spell or skill of higher than the 6th DoM may be employed in the radius of effect of this Spell. It applies to all within the radius, including the Cleric.
Base:700
No Spell or skill of higher than the 6th DoM.

Prerequisites: Magic Abatement [Display prerequisites graphically]

unedited: [5.10.12][Edit location][Edit 7177][Edit XSL]


Magic Tree
Magic Tree: displays prerequisite relationships.


NATURE

[Display Tree]


final: [5.11.1][Edit location][Edit 1670][Edit XSL]

DoM 1) Animal Enhancement
Learning Rate: + ( Strength )+ ( Dexterity )+ ( Agility )+ ( Constitution )+ ( Faith )
CT: 100 pulses R: TouchD: 60 minutes ST: None
This Spell will also allow the target to assume the one most characteristic aspect of any mammal known to the Cleric. Some examples of the effect are: Squirrel: +3 Agility; Cat: +15% Stealth; Bear: +3 Strength; Monkey: +3 Dexterity. The effect will generally be +3 to a Physical Statistic or +15% to a Skill. The Spell may be cast multiple times for multiple effects.
Base:100
+15% Skill or +3 to Physical Stat

Prerequisites: Attune [Display prerequisites graphically]

final: [5.11.2][Edit location][Edit 1682][Edit XSL]

DoM 1) Attune
Learning Rate: + ( Agility )+ ( Constitution )+ ( Intellect )+ ( Faith* 2 )
CT: 5 minutes R: SelfD: 24 hours ST: None
The Cleric is brought into harmony with the natural world. No natural animal, plant or phenomenon will voluntarily harm the Cleric. Likewise, the Cleric may not harm such creatures. This Spell will not effect supernatural creatures or phenomenon, nor will the Cleric be aware of such through this Spell.
Base:100
Nothing natural will harm caster.

Prerequisites: Prayer I [Display prerequisites graphically]

final: [5.11.3][Edit location][Edit 1822][Edit XSL]

DoM 1) Predict Weather
Learning Rate: + ( Agility )+ ( Constitution )+ ( Intellect )+ ( Faith* 2 )
CT: 5 minutes R: 100 kilometersD: None ST: None
This Spell grants the Cleric knowledge of all weather phenomena for 100 kilometers surrounding the casting point for the following 72 hours.
Base:100
Know weather for 3 days.

Prerequisites: Attune [Display prerequisites graphically]

final: [5.11.4][Edit location][Edit 1483][Edit XSL]

DoM 1) Summon Animal Companion
Learning Rate: + ( Agility )+ ( Constitution )+ ( Intellect )+ ( Faith* 2 )
CT: 5 minutes R: 1 kilometerD: 24 hours ST: None
the Cleric may attract one animal to him or herself and make this animal serve the Cleric faithfully for the duration of the Spell. The creature will obey any reasonable command or request from the Cleric. This Spell will establish basic communication between the Cleric and the animal. Alternatively, this Spell will allow the Cleric to summon his or her totem animal as a permanent companion. This animal will be a prime specimen. It is intelligent, will obey all of the Cleric's commands, and act as a familiar. As long as the totem animal is within 5 meters of the Cleric, he or she may add +3 to Magic Talent and +3 to Faith. The Cleric must fast and pray for several days in order to gain the companion.
Base:100
Summon totem animal, +3 MT/FTH.

Prerequisites: Summon Common Creatures [Display prerequisites graphically]

final: [5.11.5][Edit location][Edit 1669][Edit XSL]

DoM 2) Nature's Cloak
Learning Rate: + ( Agility )+ ( Constitution )+ ( Intellect )+ ( Faith* 2 )
CT: 100 pulses R: SelfD: 60 minutes ST: None
This Spell will completely protect the target from all natural effects of weather, including heat, cold, rain, hail, snow and lightning. The Spell will not completely stop extreme heat or cold, as from fires or Spells, but it will still half the damage.
Base:200
Protect target from natural effects.

Prerequisites: Predict Weather [Display prerequisites graphically]

final: [5.11.6][Edit location][Edit 6981][Edit XSL]

DoM 2) Nature's Shroud
Learning Rate: + ( Agility )+ ( Constitution )+ ( Intellect )+ ( Faith* 2 )
CT: 100 pulses R: SelfD: 60 minutes ST: None
In a natural setting, this Spell will make the target extremely difficult to detect without Spells or extraordinary means. Normal senses will find the target only 1% of the time.
Base:200
Hide target in natural setting.

Prerequisites: Nature's Cloak [Display prerequisites graphically]

final: [5.11.7][Edit location][Edit 6976][Edit XSL]

DoM 2) Nature's Trail
Learning Rate: + ( Intellect )+ ( Faith* 2 )+ ( Will* 2 )
CT: 5 minutes R: SelfD: 60 minutes ST: None
The Cleric may easily forge a trail through any natural setting at a normal walking pace. Nature spirits assist in forging the trail, creating a passable zone of 5 meters surrounding the Cleric. The Cleric may choose to leave the trail open, or have the spirits close the trail after his or her passing.
Base:200
Forge trail through natural setting.

Prerequisites: Summon Nature Spirit [Display prerequisites graphically]

final: [5.11.8][Edit location][Edit 6980][Edit XSL]

DoM 2) Repel Common Creatures
Learning Rate: + ( Intellect )+ ( Faith* 2 )+ ( Will* 2 )
CT: 100 pulses R: 100 metersD: 60 minutes ST: Faith
This Spell will repel any combination of common creatues from the vicinity of the Cleric. Upon casting, up to 15*Cleric's Will number of creatures will begin moving away from the Cleric at maximum speed. The Spell does not affect sentient creatures.
Base:200
Repel 15*Will natural creatures.

Prerequisites: Attune [Display prerequisites graphically]

final: [5.11.9][Edit location][Edit 6982][Edit XSL]

DoM 2) Shelter
Learning Rate: + ( Agility )+ ( Constitution )+ ( Intellect )+ ( Faith* 2 )
CT: 5 minutes R: SelfD: 60 minutes ST: None
The Cleric may weave vegetation and/or shape earth or rock into a secure, weatherproof shelter. The shelter may accomodate up to 6 people plus 1 additional person per DoM of prayer. The Cleric is assisted in the creation of the shelter by various nature spirits.
Base:200
Create shelter.

Prerequisites: Nature's Cloak, Summon Nature Spirit [Display prerequisites graphically]

final: [5.11.10][Edit location][Edit 6979][Edit XSL]

DoM 2) Summon Common Creatures
Learning Rate: + ( Intellect )+ ( Faith* 2 )+ ( Will* 2 )
CT: 5 minutes R: 10 kilometersD: 8 hours ST: None
This Spell will allow the Cleric to summon natural creatures. Upon the casting of the Spell, natural creatures of the Cleric's choosing within the range of the Spell will begin to make their way to the Cleric. The animals will gather at the point of casting, before being released to their own free will. The Spell grants no control to the Cleric, just brings the creatures to a single point.
Base:200
Summon natural creatures.

Prerequisites: Attune [Display prerequisites graphically]

final: [5.11.11][Edit location][Edit 6977][Edit XSL]

DoM 3) Spirit Trail
Learning Rate: + ( Intellect )+ ( Faith* 2 )+ ( Will* 2 )
CT: 5 minutes R: SelfD: 60 minutes ST: None
The Cleric may easily forge a trail through any natural or supernatural setting, including a magically entangled forest, at a normal walking pace. Nature spirits assist in forging the trail, creating a passable zone of 5 meters surrounding the Cleric. The Cleric may choose to leave the trail open, or have the spirits close the trail after his or her passing.
Base:300
Forge trail through all settings.

Prerequisites: Nature's Trail [Display prerequisites graphically]

final: [5.11.12][Edit location][Edit 6975][Edit XSL]

DoM 3) Summon Nature Spirit
Learning Rate: + ( Agility )+ ( Constitution )+ ( Intellect )+ ( Faith* 2 )
CT: 5 minutes R: SelfD: 24 hours ST: None
With this Spell the Cleric can summon and control a nature minor spirit. It is invisible, has 10 Base Hit Points, no armor, and may cast the first four DoMs of one of the four Mage Elemental Magic Spell Lists. The spirit has 27 SPP and a 15 Magic Talent with +5 bonus from Mystic Theory. The summoning Cleric may decide which Elemental Spell List the spirit possesses. The spirit will serve the Cleric for one day or until slain.
Base:300
Summon minor nature spirit

Prerequisites: Summon Common Creatures [Display prerequisites graphically]

final: [5.11.13][Edit location][Edit 6984][Edit XSL]

DoM 4) Entangle
Learning Rate: + ( Intellect )+ ( Magic talent )+ ( Faith* 2 )+ ( Will )
CT: 5 minutes R: SpecialD: 24 hours ST: None
With the help of nature spirits, the Cleric may create a barrier of vines and vegetation, which will slow and entangle anyone who attempt to follow or approach the Cleric. An area 100 meters in radius per DoM of Prayer of the Cleric will be affected by the Spell. Every 3 meters, there is a 25% chance of the creature being ensnared and held. If cast in combination with Thorns, the chance of being ensnared rises to 50%. To break free, the creature must make a Strength Save at -5 to break free. An attempt to break free may be made every 30 seconds. There must be some natural vegetation present for the Spell to operate. The vines will not be obvious until creatures attempt to force their way through the barrier.
Base:400
Entangling vegetation.

Prerequisites: Nature's Trail [Display prerequisites graphically]

final: [5.11.14][Edit location][Edit 1549][Edit XSL]

DoM 4) Fog
Learning Rate: + ( Constitution )+ ( Intellect )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: 500 metersD: 8 hours ST: Faith
When the Cleric casts this Spell, a heavy ("pea-soup") fog is created within a radius of 500 meters surrouding the Cleric. This fog may only be seen through by the Cleric and his/her Companions.
Base:400
Heavy fog; clear to Cleric and companions.

Prerequisites: Spirit Trail [Display prerequisites graphically]

final: [5.11.15][Edit location][Edit 1847][Edit XSL]

DoM 4) Shape Change
Learning Rate: + ( Agility )+ ( Constitution )+ ( Intellect )+ ( Faith* 2 )
CT: 5 minutes R: Touch And/Or CompanionsD: 8 hours ST: None
Upon casting this Spell, the targets may assume the shape and abilities of any natural mammal, bird, fish or tree for the duration of the Spell. The targets will retain human intelligence. The targets will be able to alter their shapes repeatedly while under the influence of this Spell, with each alteration taking 30 seconds. The animal may be no larger than 2 times the size of the Cleric and no smaller than 25% of the Clerics size.
Base:400
Shape Change to natural organism.

Prerequisites: Animal Enhancement [Display prerequisites graphically]

final: [5.11.16][Edit location][Edit 6983][Edit XSL]

DoM 4) Thorns
Learning Rate: + ( Intellect )+ ( Magic talent )+ ( Faith* 2 )+ ( Will )
CT: 5 minutes R: SpecialD: 24 hours ST: None
With the help of nature spirits, the Cleric may create a barrier of thorny vegetation, which will slow and possibly damage anyone attempting to follow or approach the Cleric. An area 100 meters in radius per DoM of Prayer of the Cleric will be affected by the Spell. The thorns move with the Cleric and will do 2 points of damage for each DoM of Prayer of the casting cleric for every 3 meters of barrier thickness that an approacher passes through. In addition, forward progress through the thorns will be a one quarter speed. There must be some natural vegetation present for the Spell to operate. The thorns will not be obvious until creatures attempt to force their way through the barrier.
Base:400
Barrier of thorns.

Prerequisites: Entangle [Display prerequisites graphically]

final: [5.11.17][Edit location][Edit 1546][Edit XSL]

DoM 4) Thunderclap
Learning Rate: + ( Constitution )+ ( Intellect )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: 15 meters @D: None ST: Faith
When this Spell is cast, everyone within 15 meters of the Cleric, including the Cleric, must make a Saving Throw as a tremendous thunderclap goes off. If the Saving Throw is made, the target experiences a ringing in the ears. If the Saving Throw is failed, the target is deafened for 15 to 30 minutes. If the target fails its Saving Throw by 5 or more, then the target is knocked unconscious for 15 to 30 minutes, and has a 30% chance of waking up permanently deafened.
Base:400
Deafen area.

Prerequisites: Summon Nature Spirit [Display prerequisites graphically]

final: [5.11.18][Edit location][Edit 1848][Edit XSL]

DoM 5) Become Great Beast
Learning Rate: + ( Agility )+ ( Constitution )+ ( Intellect )+ ( Faith* 2 )
CT: 5 minutes R: TouchD: 8 hours ST: None
Upon casting this Spell, the targets may assume the shape and abilities of any of the great Beasts as detailed in the Monstrous Manual, for the duration of the Spell. These include the Great Wolf, Great Lion, and Great Bear. The targets will retain human intelligence.
Base:500
Become great Beast.

Prerequisites: Shape Change [Display prerequisites graphically]

final: [5.11.19][Edit location][Edit 1484][Edit XSL]

DoM 6) Summon Great Beast
Learning Rate: + ( Agility )+ ( Constitution )+ ( Intellect )+ ( Faith* 2 )
CT: 5 minutes R: 10 kilometersD: 24 hours ST: Will
The Cleric may summon and control one of the great Beasts as detailed in the Monstrous Manual. These include the Great Wolf, Great Lion, and Great Bear. The summoned animal will obey all of the Cleric's commands. The Cleric can also use this Spell to attempt to control a normally occurring Great Beast. In this case, the Great Beast gets a Saving Throw vs. Will.
Base:600
Summon great Beast

Prerequisites: Summon Nature Spirit [Display prerequisites graphically]

final: [5.11.19][Edit location][Edit 1638][Edit XSL]

DoM 6) Organic Manipulation
Learning Rate: + ( Constitution )+ ( Intellect )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: 100 metersD: 30 minutes ST: None
The Cleric may affect 100 kg of the natural world per DoM of Prayer per minute and the material affected will remain in the shape chosen by the Cleric until dispelled or reworked. This Spell will allow the Mage to do things like create dwellings inside living trees, fashion mazes of carnivorous plants, and other items of fantasy. This Spell may be used to heal diseased vegetation.
Base:600
Shape 100 kg of natural world per Prayer DoM per min.

Prerequisites: Thorns [Display prerequisites graphically]

final: [5.11.20][Edit location][Edit 1488][Edit XSL]

DoM 7) Control Weather
Learning Rate: + ( Constitution )+ ( Intellect )+ ( Faith* 2 )+ ( Will )
CT: 5 minutes R: 10 kilometersD: 8 hours ST: None
The Cleric may control the weather in a 10 kilometer radius around the Cleric. He or she may speed up or slow down natural patterns.
Base:700
Control weather in 10 km radius.

Prerequisites: Summon Great Nature Spirit [Display prerequisites graphically]

final: [5.11.21][Edit location][Edit 1849][Edit XSL]

DoM 7) Lycanthropy
Learning Rate: + ( Agility )+ ( Constitution )+ ( Intellect )+ ( Faith* 2 )
CT: 5 minutes R: TouchD: 8 hours ST: None
This Spell imparts true, controllable Lycanthropy to the target. While in animal form, the targets may only be harmed by silver, fire, and magic. The target may choose the form of any animal that is not more than four times or less than one-quarter the weight of the targets' natural form.
Base:700
True, controllable Lycanthropy

Prerequisites: Become Great Beast [Display prerequisites graphically]

final: [5.11.22][Edit location][Edit 7331][Edit XSL]

DoM 8) Summon Great Nature Spirit
Learning Rate: + ( Agility )+ ( Constitution )+ ( Intellect )+ ( Faith* 2 )
CT: 5 minutes R: SelfD: 24 hours ST: None
With this Spell the Cleric can summon and control a great nature spirit. It is invisible, has 100 Base Hit Points, no armor, and may cast up to 30 DoMs of one of the four Mage Elemental Magic Spell Lists (see example in Monster Manual). The spirit has 120 SPP, a 20 Magic Talent, and a Base Cast Chance of 160%. The summoning Cleric may decide which Elemental Spell List the spirit possesses. The spirit will serve the Cleric for one day or until slain.
Base:800
Summon great nature spirit

Prerequisites: Summon Great Beast [Display prerequisites graphically]

final: [5.11.23][Edit location][Edit 1882][Edit XSL]

DoM 10) Nature's Wrath
Learning Rate: + ( Agility )+ ( Constitution )+ ( Intellect )+ ( Faith* 2 )
CT: 5 minutes R: 2 kilometers @D: 24 hours ST: None
The Cleric calls upon the natural world to attack his/her enemies. This can generate an enchanted forest where all the plants and animals attempt to destroy intruders, or cause quicksand to appear throughout the area, or cause rocks to roll about tripping, breaking shins, etc.
Base:1000
Nature attacks.

Prerequisites: Organic Manipulation [Display prerequisites graphically]

final: [5.11.24][Edit location][Edit 7173][Edit XSL]


Nature Tree
Nature Tree: displays prerequisite relationships.


PRAYER

[Display Tree]


unedited: [5.12.0][Edit location][Edit 1441][Edit XSL]

A Cleric's Cast Chance (CC) is equal to 5*Faith + 10*[DoM in Prayer]. Their SPP is equal to Faith + 0.5*Faith*[DoM in Prayer]

There is no upper limit to Prayer. The Cleric may continue to gain DoMs after DoM 10, gaining 50% of his or her Faith (F) in SPP and adding +10% to his or her Cast Chance (CC) per DoM.

unedited: [5.12.2][Edit location][Edit 267][Edit XSL]

DoM 1) Prayer I
Learning Rate: + ( Intellect* 3 )+ ( Faith* 2 )
CT: None R: NoneD: None ST:
The Cleric may add +50% SPP, +10% Cast Chance
Base:100
+50% SPP, +10% CC

unedited: [5.12.3][Edit location][Edit 541][Edit XSL]

DoM 2) Prayer II
Learning Rate: + ( Intellect* 3 )+ ( Faith* 2 )
CT: None R: NoneD: None ST:
The Cleric may add +100% SPP, +20% Cast Chance
Base:200
+100% SPP, +20% CC

Prerequisites: Prayer I [Display prerequisites graphically]

unedited: [5.12.4][Edit location][Edit 6655][Edit XSL]

DoM 3) Bequest
Learning Rate: + ( Intellect* 3 )+ ( Faith* 2 )
CT: None R: NoneD: None ST:
This skill allows the Cleric to cast Spells and hold them for up to 24 hours. The Cleric may hold up to 2 times her DoM in Prayer Spell DoMs ready at Bequest, so a Cleric with DoM 6 Prayer could hold 12 DoMs at Bequest. The held Spells take 3 pulses to cast once they are wanted.
Base:300
2*Prayer DoMs with CT=3

Prerequisites: Prayer I [Display prerequisites graphically]

unedited: [5.12.5][Edit location][Edit 543][Edit XSL]

DoM 3) Prayer III
Learning Rate: + ( Intellect* 3 )+ ( Faith* 2 )
CT: None R: NoneD: None ST:
The Cleric may add +150% SPP, +30% Cast Chance
Base:300
+150% SPP, +30% CC

Prerequisites: Prayer II [Display prerequisites graphically]

final: [5.12.6][Edit location][Edit 7333][Edit XSL]

DoM 4) Create Clerical Storage Item
Learning Rate: + ( Intellect )+ ( Magic talent )+ ( Faith* 2 )+ ( Will )
CT: 60 minutes R: TouchD: Permanent ST: None
This skill allows the Cleric to participate in the creation of items that can store Clerical spells. For details, see the introduction to the Clerical Skill Class.
Base:400
Create clerical storage item

Prerequisites: Prayer IV, Bequest [Display prerequisites graphically]

unedited: [5.12.7][Edit location][Edit 545][Edit XSL]

DoM 4) Prayer IV
Learning Rate: + ( Intellect* 3 )+ ( Faith* 2 )
CT: None R: NoneD: None ST:
The Cleric may add +200% SPP, +40% Cast Chance
Base:400
+200% SPP, +40% CC

Prerequisites: Prayer III [Display prerequisites graphically]

unedited: [5.12.8][Edit location][Edit 547][Edit XSL]

DoM 5) Prayer V
Learning Rate: + ( Intellect* 3 )+ ( Faith* 2 )
CT: None R: NoneD: None ST:
The Cleric may add +250% SPP, +50% Cast Chance
Base:500
+250% SPP, +50% CC

Prerequisites: Prayer IV [Display prerequisites graphically]

final: [5.12.9][Edit location][Edit 2101][Edit XSL]

DoM 6) Companion Symbol
Learning Rate: + ( Constitution )+ ( Intellect )+ ( Faith* 2 )+ ( Will )
CT: 60 minutes R: TouchD: Permanent ST: None
This Spell allows the Cleric to "declare" a holy symbol which becomes a clear identifier for his fellow companions. All clerical Spells that have the terms "or companions" in the description may affect a person bearing one of the symbols, if they are within 1 kilometer of the Cleric when the Spell is cast. The Cleric will also know the location of those symbols within the 1 kilometer radius, unless blocked by Cloak, Commanded Materials, etc.
Base:600
Create holy symbol

Prerequisites: Prayer V [Display prerequisites graphically]

unedited: [5.12.10][Edit location][Edit 6971][Edit XSL]

DoM 6) Greater Bequest
Learning Rate: + ( Intellect* 3 )+ ( Faith* 2 )
CT: None R: NoneD: None ST:
As Bequest except that the Cleric may now hold 4 times their DoM in Prayer.
Base:600
4*Prayer DoMs with CT=3

Prerequisites: Bequest [Display prerequisites graphically]

unedited: [5.12.11][Edit location][Edit 548][Edit XSL]

DoM 6) Prayer VI
Learning Rate: + ( Intellect* 3 )+ ( Faith* 2 )
CT: None R: NoneD: None ST:
The Cleric may add +300% SPP, +60% Cast Chance
Base:600
+300% SPP, +60% CC

Prerequisites: Prayer V [Display prerequisites graphically]

unedited: [5.12.12][Edit location][Edit 549][Edit XSL]

DoM 7) Prayer VII
Learning Rate: + ( Intellect* 3 )+ ( Faith* 2 )
CT: None R: NoneD: None ST:
The Cleric may add +350% SPP, +70% Cast Chance
Base:700
+350% SPP, +70% CC

Prerequisites: Prayer VI [Display prerequisites graphically]

unedited: [5.12.13][Edit location][Edit 550][Edit XSL]

DoM 8) Prayer VIII
Learning Rate: + ( Intellect* 3 )+ ( Faith* 2 )
CT: None R: NoneD: None ST:
The Cleric may add +400% SPP, +80% Cast Chance
Base:800
+400% SPP, +80% CC

Prerequisites: Prayer VII [Display prerequisites graphically]

unedited: [5.12.14][Edit location][Edit 551][Edit XSL]

DoM 9) Prayer IX
Learning Rate: + ( Intellect* 3 )+ ( Faith* 2 )
CT: None R: NoneD: None ST:
The Cleric may add +450% SPP, +90% Cast Chance
Base:900
+450% SPP, +90% CC

Prerequisites: Prayer VIII [Display prerequisites graphically]

unedited: [5.12.15][Edit location][Edit 552][Edit XSL]

DoM 10) Prayer X
Learning Rate: + ( Intellect* 3 )+ ( Faith* 2 )
CT: None R: NoneD: None ST:
The Cleric may add +500% SPP, +100% Cast Chance
Base:1000
+500% SPP, +100% CC

Prerequisites: Prayer IX [Display prerequisites graphically]

unedited: [5.12.16][Edit location][Edit 7178][Edit XSL]


Prayer Tree
Prayer Tree: displays prerequisite relationships.


PROTECTION

[Display Tree]


unedited: [5.13.1][Edit location][Edit 1826][Edit XSL]

DoM 1) Shielding Hand
Learning Rate: + ( Constitution* 2 )+ ( Intellect )+ ( Faith )+ ( Will )
CT: 100 pulses R: Touch And/Or CompanionsD: 60 minutes ST: None
The shielding hand Symbol will add +1 to the target's DR.
Base:100
+1 DR.

Prerequisites: Prayer I [Display prerequisites graphically]

unedited: [5.13.2][Edit location][Edit 1910][Edit XSL]

DoM 2) Mind Screen
Learning Rate: + ( Constitution* 2 )+ ( Intellect )+ ( Faith )+ ( Will )
CT: 60 minutes R: SelfD: Permanent ST: None
The Cleric may add +4 to Saving Throws against mental attacks and intrusions.
Base:200
The Cleric may add +4 to Saving Throws against mental attacks and intrusions.

Prerequisites: Shielding Hand [Display prerequisites graphically]

unedited: [5.13.3][Edit location][Edit 1843][Edit XSL]

DoM 2) Protection from Cold
Learning Rate: + ( Constitution )+ ( Intellect )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: Touch And/Or CompanionsD: 60 minutes ST: None
The target of this Spell takes 1/2 damage from magical cold and ice, and may ignore the effects of normal cold. Note - Substances like liquid nitrogen or dry ice do not constitute "normal cold" and this Spell will only half damage from those substances.
Base:200
Protection from cold and ice.

Prerequisites: Shielding Hand [Display prerequisites graphically]

unedited: [5.13.4][Edit location][Edit 1844][Edit XSL]

DoM 2) Protection from Heat
Learning Rate: + ( Constitution )+ ( Intellect )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: Touch And/Or CompanionsD: 60 minutes ST: None
The target of this Spell will be protected from fire and heat. The target will takes 1/2 damage from magical fire, and ignores the effects of normal fire and heat. Note - Substances like molten metal or lava, or flames from acetylene torches do not constitute "normal heat", and this Spell will only half damage from those sources.
Base:200
Protection from fire and heat.

Prerequisites: Protection from Cold [Display prerequisites graphically]

unedited: [5.13.5][Edit location][Edit 1829][Edit XSL]

DoM 3) Aid
Learning Rate: + ( Constitution* 2 )+ ( Intellect )+ ( Faith )+ ( Will )
CT: 100 pulses R: Touch And/Or CompanionsD: 60 minutes ST: None
The Cleric calls upon the power of his or her god or goddess to safeguard the target's person. The target adds +2 to his or her armor absorption, Cast Chance, and Saving Throws.
Base:300
+2 armor, Cast Chance, and Saving Throws.

Prerequisites: Shielding Hand [Display prerequisites graphically]

unedited: [5.13.6][Edit location][Edit 1827][Edit XSL]

DoM 3) Defend
Learning Rate: + ( Constitution* 2 )+ ( Intellect )+ ( Faith )+ ( Will )
CT: 100 pulses R: Touch And/Or CompanionsD: 60 minutes ST: None
This Spell will increase the target's DR by +4.
Base:300
+4 DR

Prerequisites: Aid [Display prerequisites graphically]

unedited: [5.13.7][Edit location][Edit 1814][Edit XSL]

DoM 3) Heroic Aura
Learning Rate: + ( Constitution )+ ( Intellect )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: Touch And/Or CompanionsD: 60 minutes ST: None
All of the strength of the Cleric's heros is channeled through him or her. The target may add +1 to CR, DR, PR, damage, and +10% to Cast Chance.
Base:300
Add +1 CR/DR/PR/damage/+10% Cast Chance.

Prerequisites: Shimmer [Display prerequisites graphically]

unedited: [5.13.8][Edit location][Edit 7702][Edit XSL]

DoM 3) Missile Shield
Learning Rate: + ( Constitution* 2 )+ ( Intellect )+ ( Faith )+ ( Will )
CT: 100 pulses R: SelfD: 60 minutes ST: None
Creates a dome of around the Cleric (10m radius) that will slow the flight of arrows, bolts, bullets, and any other physical projectile that travels through the air. It will quarter damage from arrows, bolts and other hand-powered projectiles, and will half damage from other sources (i.e. rifles and pistols). Those within the dome will have their physical projectiles going out slowed as well.
Base:300
Decrease damage from missiles.

Prerequisites: Protection from Air [Display prerequisites graphically]

unedited: [5.13.9][Edit location][Edit 7698][Edit XSL]

DoM 3) Protection from Air
Learning Rate: + ( Constitution* 2 )+ ( Intellect )+ ( Faith )+ ( Will )
CT: 100 pulses R: Touch And/Or CompanionsD: 60 minutes ST: None
Will protect the cleric from suffocation and pressure effects. Will half damage from normal or magical buffetting effects.
Base:300
Protection from Air.

Prerequisites: Protection from Earth [Display prerequisites graphically]

unedited: [5.13.10][Edit location][Edit 7697][Edit XSL]

DoM 3) Protection from Earth
Learning Rate: + ( Constitution* 2 )+ ( Intellect )+ ( Faith )+ ( Will )
CT: 100 pulses R: Touch And/Or CompanionsD: 60 minutes ST: None
Will protect the cleric from suffocation and crushing effects. Will half damge from normal or magical attacks with stone or earth.
Base:300
Protection from earth.

Prerequisites: Protection from Water [Display prerequisites graphically]

unedited: [5.13.11][Edit location][Edit 7696][Edit XSL]

DoM 3) Protection from Water
Learning Rate: + ( Constitution* 2 )+ ( Intellect )+ ( Faith )+ ( Will )
CT: 100 pulses R: Touch And/Or CompanionsD: 60 minutes ST: None
will protect the cleric from suffocation effects. Will prevent water from touching the Cleric (including anything with a water base like Unholy Water, acids, poisons etc.) Will half damage from normal or magical attacks with water.
Base:300
Protection from Water.

Prerequisites: Shielding Hand [Display prerequisites graphically]

unedited: [5.13.12][Edit location][Edit 7705][Edit XSL]

DoM 4) Defense Against Chaos
Learning Rate: + ( Constitution* 2 )+ ( Intellect )+ ( Faith )+ ( Will )
CT: 100 pulses R: Touch And/Or CompanionsD: 60 minutes ST: None
When cast on a target, will halve damage from Chaos based Spells, and add +6 to Saving Throws against Chaos based Spells. If cast upon a weapon, will reduce the effectiveness of Chaos Armor by 1/2.
Base:400
Reduce Chaos effects.

Prerequisites: Protection from Electricity, Defense Against Summoned Creatures [Display prerequisites graphically]

unedited: [5.13.13][Edit location][Edit 7701][Edit XSL]

DoM 4) Defense Against Summoned Creatures
Learning Rate: + ( Constitution* 2 )+ ( Intellect )+ ( Faith )+ ( Will )
CT: 100 pulses R: 3 meters @D: 60 minutes ST: Faith
No Summoned creature may approach closer than 3 meters to the Cleric without a Saving Throw against Will with a -6 penalty. The Summoned creatures may cast a spell, or use some other ranged attack, at anyone in the radius of the Spell's effect.
Base:400
Summoned creatures may not touch.

Prerequisites: Defense Against Undead [Display prerequisites graphically]

unedited: [5.13.14][Edit location][Edit 1622][Edit XSL]

DoM 4) Defense Against Undead
Learning Rate: + ( Constitution* 2 )+ ( Intellect )+ ( Faith )+ ( Will )
CT: 100 pulses R: 3 meters @D: 60 minutes ST: Faith
No Undead creature may approach closer than 3 meters to the Cleric without a Saving Throw against Will with a -6 penalty. The Undead creatures may cast a spell, or use some other ranged attack, at anyone in the radius of the Spell's effect.
Base:400
Undeads may not touch.

Prerequisites: Defend [Display prerequisites graphically]

preliminary: [5.13.15][Edit location][Edit 7303][Edit XSL]

DoM 4) Holy Aura
Learning Rate: + ( Faith* 3 )+ ( Will* 2 )
CT: 50 pulses R: SelfD: 60 seconds ST: Faith-5
This Spell will surround the Cleric in a bright, white light that will force summoned creatures or undead to flee if they make a fail to Faith Save at -5. It will partially blind mundane opponents, effectively giving the Cleric +5 DR against missle and melee attacks. Only followers of the faith (those that have been Annointed) and the Cleric's Companions are immune to the effects of the Spell.
Base:400
Force summoned creatures/undead to flee; +5 DR

Prerequisites: Heroic Aura [Display prerequisites graphically]

preliminary: [5.13.16][Edit location][Edit 1833][Edit XSL]

DoM 4) Innocence
Learning Rate: + ( Dexterity )+ ( Intellect* 2 )+ ( Faith* 2 )
CT: 100 pulses R: Touch And/Or CompanionsD: 60 minutes ST: None
As long as the target does not perform any action that could be construed as an attack, any and all foes must save vs Faith to attack the target.
Base:400
Save vs Faith to attack the target.

Prerequisites: Prayer I [Display prerequisites graphically]

unedited: [5.13.17][Edit location][Edit 7700][Edit XSL]

DoM 4) Mind Shield
Learning Rate: + ( Constitution* 2 )+ ( Intellect )+ ( Faith )+ ( Will )
CT: 100 pulses R: Touch And/Or CompanionsD: 60 minutes ST: None
Recipient is immune to mental attacks and intrusions from DoM 6 spells or less, otherwise the Spell adds +8 to the recipient's Saving Throw
Base:400
+8 save or immune to mental attacks.

Prerequisites: Mind Screen [Display prerequisites graphically]

unedited: [5.13.18][Edit location][Edit 7699][Edit XSL]

DoM 4) Protection from Electricity
Learning Rate: + ( Constitution* 2 )+ ( Intellect )+ ( Faith )+ ( Will )
CT: 100 pulses R: Touch And/Or CompanionsD: 60 minutes ST: None
Protects the target completely from normal and magical lightning and electricity.
Base:400
Protection from Electricity

Prerequisites: Protection from Air [Display prerequisites graphically]

unedited: [5.13.19][Edit location][Edit 7703][Edit XSL]

DoM 6) Barrier
Learning Rate: + ( Constitution* 2 )+ ( Intellect )+ ( Faith )+ ( Will )
CT: 100 pulses R: SelfD: 60 minutes ST: None
Creates an impenetrable shell around the Cleric at a range up to 10 meters away. The dome will prevent any physical object or creature from approaching the Cleric, or anyone within the dome. The barrier is one-way and anyone within the dome may leave freely or fire physical projectiles through the barrier.
Base:600
One way protection against physical things.

Prerequisites: Missile Shield [Display prerequisites graphically]

unedited: [5.13.20][Edit location][Edit 1828][Edit XSL]

DoM 6) Shimmer
Learning Rate: + ( Constitution* 2 )+ ( Intellect )+ ( Faith )+ ( Will )
CT: 100 pulses R: Touch And/Or CompanionsD: 60 minutes ST: None
The target's DR vs. missile weapons will increase by +10 for the duration of the Spell. It will effect area-of-effect missile spells.
Base:600
+10 DR vs. missile weapons.

Prerequisites: Defend [Display prerequisites graphically]

unedited: [5.13.21][Edit location][Edit 2136][Edit XSL]

DoM 6) Summon Protector
Learning Rate: + ( Constitution* 2 )+ ( Intellect )+ ( Faith )+ ( Will )
CT: 5 pulses R: NoneD: None ST: None
The Cleric may request the assistance of any of a great spirit guardian. The Cleric would never summon a guardian frivolously or impose on it unless the situation is of the most critical nature. The guardian will aid the Cleric with some enhancement as decided by the Game Master, based on the guardian summoned. The guardians should fit the Cleric's emphasis on their religion and have powers similar to those of the Cherubim Demons.
Base:600
Summon spirit guardian.

Prerequisites: Shimmer [Display prerequisites graphically]

unedited: [5.13.22][Edit location][Edit 7704][Edit XSL]

DoM 8) Magical Barrier
Learning Rate: + ( Constitution* 2 )+ ( Intellect )+ ( Faith )+ ( Will )
CT: 100 pulses R: SelfD: 10 minutes ST: None
As with Barrier, but will prevent all magic from entering, as well as any creatures with non-corporeal form.
Base:800
Protection from everything.

Prerequisites: Barrier [Display prerequisites graphically]

unedited: [5.13.100][Edit location][Edit 7179][Edit XSL]


Protection Tree
Protection Tree: displays prerequisite relationships.


TRAVEL

[Display Tree]


preliminary: [5.14.1][Edit location][Edit 7662][Edit XSL]

DoM 1) Fortitude
Learning Rate: + ( Agility )+ ( Constitution )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: Touch And/Or CompanionsD: 24 hours ST: None
This Spell prevents common traveler ailments related to food or water. It will prevent food poisoning, allegeries, and other adverse reactions to food or water. It will half the toxicity of real poisons. While it will not change the taste or appearance of exotic food and drink, it will prevent the target from being adversely affected by them.
Base:100
Prevent traveler ailments.

Prerequisites: Guide [Display prerequisites graphically]

preliminary: [5.14.2][Edit location][Edit 1476][Edit XSL]

DoM 1) Guide
Learning Rate: + ( Agility )+ ( Constitution )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: SelfD: 8 hours ST: None
While under the influence of this Spell, the Cleric knows the direction and distance to any familiar location.
Base:100
Guide to known location.

Prerequisites: Prayer I [Display prerequisites graphically]

preliminary: [5.14.3][Edit location][Edit 7665][Edit XSL]

DoM 1) Lock
Learning Rate: + ( Agility )+ ( Constitution )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: TouchD: 12 hours ST: None
This Spell will lock a door, window, pouch, backpack, trunk, etc. preventing opening by anyone other than the Cleric. This Spell will not prevent entry by other means like breaking through the door or a wall, slicing open a pouch or backpack, or smashing a trunk.
Base:100
Open only by Cleric.

Prerequisites: Pest Defense [Display prerequisites graphically]

preliminary: [5.14.4][Edit location][Edit 7661][Edit XSL]

DoM 1) Pest Defense
Learning Rate: + ( Agility )+ ( Constitution )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: Touch And/Or CompanionsD: 24 hours ST: None
This Spell will prevent insects, rodents, snakes, and other pests from approaching within 3 meters of the recipient of the Spell. If the recipient moves into an area with existing pests, the pests will immediately attempt to move out of range.
Base:100
Keeps small pests away.

Prerequisites: Guide [Display prerequisites graphically]

preliminary: [5.14.5][Edit location][Edit 7663][Edit XSL]

DoM 1) Stability
Learning Rate: + ( Agility )+ ( Constitution )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: Touch And/Or CompanionsD: 24 hours ST: None
This Spell prevents common traveler ailments related to motion or heights. It will prevent motion sickness, nausea, and vertigo.
Base:100
Prevent motion sickness.

Prerequisites: Guide [Display prerequisites graphically]

preliminary: [5.14.6][Edit location][Edit 1804][Edit XSL]

DoM 2) Canter
Learning Rate: + ( Agility )+ ( Constitution )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: Touch And/Or CompanionsD: 60 minutes ST: None
This Spell will allow the target to move at the same speed as a light warhorse, giving the target an effective Agility for movement purposes of 36.
Base:200
Movement Agility of 36.

Prerequisites: Endurance [Display prerequisites graphically]

preliminary: [5.14.7][Edit location][Edit 1850][Edit XSL]

DoM 2) Endurance
Learning Rate: + ( Agility )+ ( Constitution )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: Touch And/Or CompanionsD: 12 hours ST: None
This Spell imparts incredible endurance to the target. The target will have neither to sleep nor eat for the duration of the Spell. In addition, the target's stamina becomes superhuman. He or she may hold his or her breath for 10 or 15 minutes, fight for hours, or walk continuously.
Base:200
Superhuman stamina.

Prerequisites: Fortitude [Display prerequisites graphically]

preliminary: [5.14.8][Edit location][Edit 560][Edit XSL]

DoM 2) Lands
Learning Rate: + ( Agility )+ ( Constitution )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: SelfD: 24 hours ST: None
The Cleric always knows where he or she is located on land and in what relation to relevant landmarks. The Cleric cannot get lost, even if teleported.
Base:200
Cleric cannot get lost on land.

Prerequisites: Stability [Display prerequisites graphically]

final: [5.14.9][Edit location][Edit 7664][Edit XSL]

DoM 3) Shelter
Learning Rate: + ( Agility )+ ( Constitution )+ ( Faith* 2 )+ ( Will )
CT: 5 minutes R: Touch And/Or CompanionsD: 12 hours ST: None
This Spell will create a small hut out of available materials which is waterproof and maintains a comfortable environment for the Cleric. The durability of the hut will depend on the available materials (stone, wood, sod, etc.). When the Spell ends, the hut will remain, though the water exclusion and environmental control will end. The hut will comfortably sleep two individuals.
Base:300
Small, comfortable hut.

Prerequisites: Lock [Display prerequisites graphically]

preliminary: [5.14.10][Edit location][Edit 562][Edit XSL]

DoM 3) Water
Learning Rate: + ( Agility )+ ( Constitution )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: SelfD: 24 hours ST: None
The Cleric always knows where he or she is located on water and in what relation to relevant landmarks. The Cleric cannot get lost, even if teleported.
Base:300
Cleric cannot get lost on water.

Prerequisites: Lands [Display prerequisites graphically]

preliminary: [5.14.11][Edit location][Edit 1805][Edit XSL]

DoM 3) Water Walking
Learning Rate: + ( Agility )+ ( Constitution )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: Touch And/Or CompanionsD: 60 minutes ST: None
The Cleric may walk on liquid water as if it were solid ground. Note that disturbances in the water's surface will not upset the Cleric's balance.
Base:300
Cleric may walk on liquid water.

Prerequisites: Water [Display prerequisites graphically]

preliminary: [5.14.12][Edit location][Edit 7676][Edit XSL]

DoM 4) Swim
Learning Rate: + ( Agility )+ ( Constitution )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: Touch And/Or CompanionsD: 60 minutes ST: None
This Spell will allow the target to breathe underwater and move effortlessly under the water at 20 kph. The target and their possessions will be protected from the water and will emerge dry from the water.
Base:400
Swim effortlessly; 20kph.

Prerequisites: Water Walking [Display prerequisites graphically]

preliminary: [5.14.13][Edit location][Edit 1654][Edit XSL]

DoM 5) Location
Learning Rate: + ( Agility )+ ( Constitution )+ ( Faith* 2 )+ ( Will )
CT: 5 minutes R: 50 kilometersD: 24 hours ST: None
The Caster can sense the exact location of any distinctive object, animal or person. The Cleric must either know the object, animal or person very well, or must have a piece of the thing, animal or person to be located. The caster will continue to be aware of the exact location of the target for the next 24 hours, or until the target moves out of range of the Spell. Note that several Spells (Atmospherics, Sensitivity) may alert a person being Located (and allow them to track down the Cleric locating them). Only one Location Spell may be cast at a time.
Base:500
Sense the exact location.

Prerequisites: Water [Display prerequisites graphically]

preliminary: [5.14.14][Edit location][Edit 7667][Edit XSL]

DoM 5) Security
Learning Rate: + ( Agility )+ ( Constitution )+ ( Faith* 2 )+ ( Will )
CT: 5 minutes R: 10 metersD: 12 hours ST: None
This Spell will unconditionally bar anyone other than the Cleric, or others present at the casting of the Spell, from entering an area (up to 100 square meters) designated by the Cleric. Meant to secure an existing space, the Spell will reinforce walls, floors, ceilings, doors and windows, making them unbreakable by normal, mundane means.
Base:500
Allow only Cleric to enter.

Prerequisites: Shelter [Display prerequisites graphically]

preliminary: [5.14.15][Edit location][Edit 1806][Edit XSL]

DoM 6) Flight
Learning Rate: + ( Agility )+ ( Constitution )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: Touch And/Or CompanionsD: 60 minutes ST: None
This Spell will allow the recipient to fly through the air at a speed of 40 kilometers per hour for the duration of the Spell. The targets flight speed is not affected by the weight he or she carries, but the target can only carry 1/3 of his or her body weight.
Base:600
40 kph flight.

Prerequisites: Lands [Display prerequisites graphically]

final: [5.14.16][Edit location][Edit 1658][Edit XSL]

DoM 8) Astral Body
Learning Rate: + ( Agility )+ ( Constitution )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: SelfD: 60 minutes ST: None
The Cleric may disassociate his or her spirit from his or her body. This spirit or astral body is able to travel at great speeds and no normal material can impede it, though like the Clairaudience and Clairvoyance Spells, magically imbued materials will stop the astral body. Any damage taken by the astral body will be reproduced on the Cleric's physical body. If the Cleric's physical body dies due to damage done to the astral body, the astral body also dies. If the physical body is slain independently of the astral body, the Cleric becomes a disembodied spirit. The Cleric may not affect the material world while a spirit, except via Internal Spells.
Base:800
Travel astrally.

Prerequisites: Flight [Display prerequisites graphically]

preliminary: [5.14.17][Edit location][Edit 1715][Edit XSL]

DoM 10) Space
Learning Rate: + ( Agility )+ ( Constitution )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: SelfD: None ST: None
The Cleric may teleport his or her body and personal effects instantaneously to any location in the world which the Cleric knows.
Base:1000
Teleport self and personal effects.

Prerequisites: Location, Astral Body [Display prerequisites graphically]

unedited: [5.14.18][Edit location][Edit 7180][Edit XSL]


Travel Tree
Travel Tree: displays prerequisite relationships.


TRICKERY

[Display Tree]


preliminary: [5.15.1][Edit location][Edit 7706][Edit XSL]

DoM 1) Costume
Learning Rate: + ( Dexterity )+ ( Intellect* 2 )+ ( Faith* 2 )
CT: 5 minutes R: TouchD: 60 minutes ST: Faith
This Spell will cloak the target in the appearance of the garb of the Cleric's choosing. This is a visual illusion only, and will not stand physical inspection.
Base:100
Visual illusion of costume

Prerequisites: Prayer I [Display prerequisites graphically]

preliminary: [5.15.2][Edit location][Edit 2109][Edit XSL]

DoM 1) Evil Eye
Learning Rate: + ( Dexterity )+ ( Intellect* 2 )+ ( Faith* 2 )
CT: 5 pulses R: 10 metersD: 60 minutes ST: Faith
With this Spell the Cleric may cast a curse of misfortune upon the target. The target will incur a -1 penalty to all d20 die rolls and a -5% penalty to all percentile die rolls (d100).
Base:100
-1 to d20 rolls;-5% penalty to d100 rolls.

Prerequisites: Prayer I [Display prerequisites graphically]

preliminary: [5.15.3][Edit location][Edit 1832][Edit XSL]

DoM 2) Blend
Learning Rate: + ( Dexterity )+ ( Intellect* 2 )+ ( Faith* 2 )
CT: 100 pulses R: Touch And/Or CompanionsD: 60 minutes ST: None
This Spell allows the Cleric to blend into a large crowd of creatures without being noticed. This is a minor Illusion, and Spells which aid against Illusions will act against this Spell. A Saving Throw is allowed only if someone is specifically looking for the recipient of the Spell.
Base:200
Blend into a large crowd.

Prerequisites: Costume [Display prerequisites graphically]

preliminary: [5.15.4][Edit location][Edit 7711][Edit XSL]

DoM 2) Phantom Hand
Learning Rate: + ( Constitution )+ ( Intellect )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: SelfD: 30 minutes ST: None
This Spell gives the Cleric limited telekinetic ability. The Spell allows the Cleric to project a phantom hand up to 5 meters that mimics the motions of one of the hands of the Cleric. The projected hand will have the same strength and dexterity as the physical hand, but lacking the full strength and leverage. The phantom hand may manipulate physical objects, and may be used to retrieve items and return them to the Cleric. The Spell may be cast twice to allow usage of both hands.
Base:200
Telekinetic hand; same strength and dexterity as Cleric.

Prerequisites: Prayer I [Display prerequisites graphically]

preliminary: [5.15.5][Edit location][Edit 7710][Edit XSL]

DoM 3) Falsehood
Learning Rate: + ( Constitution )+ ( Intellect )+ ( Faith* 2 )+ ( Will )
CT: 60 seconds R: SelfD: 8 hours ST: None
Under the influence of this Spell, the target may freely lie to interogators and be entirely convincing. The target may not be compelled to tell the truth, and any truth reading spell will report that the target is being completely truthful. Lower level mentalism spells (DoM 3 or less) will also be ineffective, though higher level mentalism spells will reveal the truth.
Base:300
Lie freely

Prerequisites: Mind Cloud [Display prerequisites graphically]

preliminary: [5.15.6][Edit location][Edit 1590][Edit XSL]

DoM 3) Fumble
Learning Rate: + ( Dexterity )+ ( Intellect* 2 )+ ( Faith* 2 )
CT: 100 pulses R: 20 meters @D: 60 minutes ST: Faith
Any Mages not friendly to the Cleric will fumble their spells if they fail their Cast Chance by more than one. That is, if a Mage casts a spell on a 85% or less, the Mage would fumble the spell if he or she rolled a 90% or greater.
Base:300
Mages fumble if they miss by more than 5%

Prerequisites: Evil Eye [Display prerequisites graphically]

unedited: [5.15.7][Edit location][Edit 1563][Edit XSL]

DoM 3) Indecision
Learning Rate: + ( Constitution )+ ( Intellect )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: 20 metersD: 60 seconds ST: Faith
The target of the Spell must make a Saving Throw or become paralyzed by indecision for the duration of the Spell. The target will defend itself, but take no other action.
Base:300
No attack.

Prerequisites: Mind Cloud [Display prerequisites graphically]

preliminary: [5.15.8][Edit location][Edit 1507][Edit XSL]

DoM 3) Mind Cloud
Learning Rate: + ( Constitution )+ ( Intellect )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: 10 metersD: Special ST: Faith
While the target's mind is clouded, it is -3 CR, DR, and PR, and suffers a -40% Cast Chance penalty. The target loses one Blow or action per Round. If the target has only Blow or Action, they may take a Blow or Action every other Round. The target's mind is clouded 3 seconds for each point that the target missed its Saving Throw.
Base:300
Cloud for 3 seconds * missed save.

Prerequisites: Evil Eye [Display prerequisites graphically]

preliminary: [5.15.9][Edit location][Edit 7707][Edit XSL]

DoM 3) Mirror Image
Learning Rate: + ( Dexterity )+ ( Intellect* 2 )+ ( Faith* 2 )
CT: 100 pulses R: SelfD: 30 minutes ST: None
This Spell masks the Cleric from sight and makes a duplicate image appear up to 3 meters away from the Cleric. The Cleric has complete control over the placement of the image, though the movements of the image will mirror those of the Cleric.
Base:300
Hide and create mirror image

Prerequisites: Costume [Display prerequisites graphically]

preliminary: [5.15.10][Edit location][Edit 7708][Edit XSL]

DoM 4) Familiarity
Learning Rate: + ( Dexterity )+ ( Intellect* 2 )+ ( Faith* 2 )
CT: 100 pulses R: SelfD: 60 minutes ST: None
Under the influence of this Spell, the target will appear to others as someone familiar to them. This will allow the target to wander through an enemy stronghold under casual observation. If questioned or closely observed, the illusion of familiarity will drop and the target will be recognized as a stranger.
Base:400
Appear as familiar person

Prerequisites: Blend [Display prerequisites graphically]

preliminary: [5.15.11][Edit location][Edit 7709][Edit XSL]

DoM 4) Influence
Learning Rate: + ( Dexterity )+ ( Intellect* 2 )+ ( Faith* 2 )
CT: 100 pulses R: 10 metersD: 60 minutes ST: Faith
The target of this Spell will be compelled to complete a single task of the Cleric's choosing. The target will not persue tasks that will cause physical or mental harm to him- or herself, but otherwise will attempt to complete the task to the best of their ability.
Base:400
Complete task for cleric

Prerequisites: Indecision [Display prerequisites graphically]

preliminary: [5.15.12][Edit location][Edit 1527][Edit XSL]

DoM 4) Major Curse
Learning Rate: + ( Dexterity )+ ( Intellect* 2 )+ ( Faith* 2 )
CT: 50 pulses R: 10 metersD: Until Dis. ST: Faith
All creatures within the radius of effect of this Spell must save vs. Faith or suffer a -2 penalty to CR, DR, PR and -10 % Cast Chance and Skill Rolls for the duration of the Spell.
Base:400
-2 CR, DR, PR; -10% Cast Chance and Skill Rolls

Prerequisites: Fumble [Display prerequisites graphically]

preliminary: [5.15.13][Edit location][Edit 1835][Edit XSL]

DoM 5) Freedom
Learning Rate: + ( Dexterity )+ ( Intellect* 2 )+ ( Faith* 2 )
CT: 100 pulses R: Touch And/Or CompanionsD: 60 minutes ST: None
When this Spell is in effect, the Character will be aided by circumstances when they are imprisoned or held against their wills, in such a way that the Characters are freed.
Base:500
Characters will be aided by circumstances.

Prerequisites: Familiarity [Display prerequisites graphically]

preliminary: [5.15.14][Edit location][Edit 1834][Edit XSL]

DoM 6) Avoidance
Learning Rate: + ( Dexterity )+ ( Intellect* 2 )+ ( Faith* 2 )
CT: 100 pulses R: Touch And/Or CompanionsD: 60 minutes ST: None
This Spell will render the target undetectable by sight, hearing and smell as long as the target does nothing that in ordinary circumstances would call attention to him or her, such as attacking an individual.
Base:600
Render the target undetectable by sight, hearing and smell.

Prerequisites: Mirror Image [Display prerequisites graphically]

preliminary: [5.15.15][Edit location][Edit 1544][Edit XSL]

DoM 6) Charm
Learning Rate: + ( Constitution )+ ( Intellect )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: 15 meters @D: 10 minutes ST: Faith
All creatures within 20 meters of the Cleric when this Spell is cast must save vs. Faith or do absolutely nothing for the duration of the Spell. This includes friends, foes and even the Cleric (if s/he can see themselves in a mirror!)
Base:600
All in sight save or do nothing.

Prerequisites: Indecision [Display prerequisites graphically]

preliminary: [5.15.16][Edit location][Edit 1681][Edit XSL]

DoM 6) Cloak
Learning Rate: + ( Dexterity )+ ( Intellect* 2 )+ ( Faith* 2 )
CT: 100 pulses R: SelfD: 8 hours ST: None
This Spell will block all attempts to magically detect or trace the Cleric. In combination with Avoidance (Clerical Trickery, DoM 6) the Cleric will be virtually undetectable.
Base:600
Block all attempts to magically trace the Cleric.

Prerequisites: Avoidance [Display prerequisites graphically]

preliminary: [5.15.17][Edit location][Edit 1917][Edit XSL]

DoM 6) Magic Mirror
Learning Rate: + ( Constitution )+ ( Intellect )+ ( Faith* 2 )+ ( Will )
CT: 5 minutes R: TouchD: 7 days ST: Faith
With this Spell the Cleric may enspell any mirror (it must be a silver/glass mirror, or something that reflects just as well as one) and turn it into an entrapping device. Any creature who looks into the mirror will be held captive, looking into the mirror (if they fail their Saving Throw) until the Spell is removed, the mirror is destroyed or they are forcefully stopped from looking at the mirror. Note that while a person is still looking at the mirror they will move as close as they safely can to the mirror and then not move from that spot (they will eat and drink what they have there, but they will not move around in order to gather more food or drink). Note that this Spell does not impart any special endurance to the victim - if they fall asleep, their line-of-sight is broken, though they may fall under the influence of the mirror again if they catch sight of the mirror upon awakening.
Base:600
Create enchanting mirror.

Prerequisites: Mind Cloud [Display prerequisites graphically]

preliminary: [5.15.18][Edit location][Edit 1564][Edit XSL]

DoM 8) Euphoria
Learning Rate: + ( Constitution )+ ( Intellect )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: 20 metersD: 8 hours ST: Faith
The target of this Spell must make a Saving Throw or be overwhelmed by euphoria. No meaningful action may be undertaken while under the influence of this Spell. Creatures that do not have pleasure centers, or a normal biochemical system, such as Undead, Elementals, Spirits or insects, are immune to this Spell. Once the target is overwhelmed, they will follow even complex suggestions given them by the Cleric (such as: 'protect me from any harm').
Base:800
Complex suggestions to target.

Prerequisites: Charm, Influence [Display prerequisites graphically]

preliminary: [5.15.19][Edit location][Edit 1905][Edit XSL]

DoM 10) Radiant Beauty
Learning Rate: + ( Constitution )+ ( Intellect )+ ( Faith* 2 )+ ( Will )
CT: 5 minutes R: SelfD: 8 hours ST: None
The Cleric becomes incredibly beautiful, while still looking like the Cleric. To members of the same species and compatible sex, the cleric can exert the influence of the Mind Cloud Spell at will, once every 3 seconds. The cleric will win any popularity contests or political elections.
Base:1000
Cleric is beautiful, can use Mind Cloud at will

Prerequisites: Euphoria [Display prerequisites graphically]

unedited: [5.15.20][Edit location][Edit 7181][Edit XSL]


Trickery Tree
Trickery Tree: displays prerequisite relationships.


WAR

[Display Tree]


preliminary: [5.16.1][Edit location][Edit 1837][Edit XSL]

DoM 1) Blessing of War
Learning Rate: + ( Constitution )+ ( Faith* 2 )+ ( Will* 2 )
CT: 100 pulses R: Touch And/Or CompanionsD: 30 minutes ST: None
When the Cleric casts this appeal, the Cleric receives 2 points of magical armor.
Base:100
2pts magical armor

Prerequisites: Prayer I [Display prerequisites graphically]

unedited: [5.16.2][Edit location][Edit 1629][Edit XSL]

DoM 2) Arrows of War
Learning Rate: + ( Constitution )+ ( Intellect )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: 30 metersD: 60 minutes ST: None
The Cleric may enhance up to 10 arrows per Spell so that they are +1 CR and +1 damage.
Base:200
10 arrows are +1 CR/+1 damage.

Prerequisites: Blessing of War [Display prerequisites graphically]

unedited: [5.16.2][Edit location][Edit 6864][Edit XSL]

DoM 2) Bless Weapon
Learning Rate: + ( Constitution )+ ( Faith* 2 )+ ( Will* 2 )
CT: 100 pulses R: Touch And/Or CompanionsD: 5 minutes ST: None
Blesses the target's melee weapons to do +2 dmg. This does not make the weapons magical for breakage purposes, the spell effects the person, not the weapon.
Base:200
+2 dmg in melee

Prerequisites: Blessing of War [Display prerequisites graphically]

preliminary: [5.16.3][Edit location][Edit 1838][Edit XSL]

DoM 3) Armor of Faith
Learning Rate: + ( Constitution )+ ( Faith* 2 )+ ( Will* 2 )
CT: 100 pulses R: Touch And/Or CompanionsD: 30 minutes ST: None
The Cleric invokes the might of his/her God for protective aid. The target receives 10 points of mundane armor on his/her entire body. This spell does not layer with other armor. This spell may not be boosted.
Base:300
10 pt mundane armor

Prerequisites: Blessing of War [Display prerequisites graphically]

preliminary: [5.16.4][Edit location][Edit 1839][Edit XSL]

DoM 3) Lion
Learning Rate: + ( Constitution )+ ( Faith* 2 )+ ( Will* 2 )
CT: 100 pulses R: Touch And/Or CompanionsD: 5 minutes ST: None
This appeal places the symbol of a lion on the recipients forheads. For the duration of the appeal the recipient will gain +2 Strength, +2 Will, and +2 CR.
Base:300
+2 Str, Will, CR

Prerequisites: Blessing of War [Display prerequisites graphically]

preliminary: [5.16.5][Edit location][Edit 1851][Edit XSL]

DoM 4) Might of War
Learning Rate: + ( Constitution )+ ( Faith* 2 )+ ( Will* 2 )
CT: 100 pulses R: Touch And/Or CompanionsD: Special ST: None
The Cleric invokes the might of his/her God. The target receives a +2 to all Saving Throws, +4 damage, and +2 CR for the duration of one battle. If the target does not enter a battle within 24 hours the effect will leave him or her and the target will lose all benefits. This spell may not be boosted.
Base:400
+2 ST, +2 CR, +4 dmg for 1 battle

Prerequisites: Lion, Bless Weapon [Display prerequisites graphically]

preliminary: [5.16.6][Edit location][Edit 1841][Edit XSL]

DoM 5) Divine Intervention
Learning Rate: + ( Constitution )+ ( Faith* 2 )+ ( Will* 2 )
CT: 100 pulses R: Touch And/Or CompanionsD: 60 minutes ST: None
This Spell will absorb the next 50 hit points that strike the target from any source. The Intervention blocks all incoming damage before any armor. Once 50 points of damage have been absorbed the Intervention is over.
Base:500
abs 50 dmg

Prerequisites: Armor of Faith [Display prerequisites graphically]

preliminary: [5.16.7][Edit location][Edit 6865][Edit XSL]

DoM 5) Essence of War
Learning Rate: + ( Constitution )+ ( Faith* 2 )+ ( Will* 2 )
CT: 100 pulses R: Touch And/Or CompanionsD: 60 minutes ST: None
Instills fear of God in everyone facing the target. For the duration of the spell all actions of enemies attempting to hurt the target are at -10%/-2. This includes but is not limited to spell casting, damage, combat rolls. The general rule is that if the action is intended to harm the target it should be taken with these penalties.
Base:500
enemies at -10%/-2

Prerequisites: Might of War [Display prerequisites graphically]

preliminary: [5.16.8][Edit location][Edit 1911][Edit XSL]

DoM 5) Stat Increase
Learning Rate: + ( Constitution )+ ( Faith* 2 )+ ( Will* 2 )
CT: 60 minutes R: SelfD: Permanent ST: None
The Cleric gains +1 Strength, Dexterity and Will, permanently. This Spell may be cast only once.
Base:500
+1 S, D, and W.

Prerequisites: Lion [Display prerequisites graphically]

preliminary: [5.16.9][Edit location][Edit 1840][Edit XSL]

DoM 6) Holy Armor
Learning Rate: + ( Constitution )+ ( Faith* 2 )+ ( Will* 2 )
CT: 100 pulses R: Touch And/Or CompanionsD: 60 minutes ST: None
The Cleric will gain +8 points of additional armor vs. any weapon or Spell except for one substance, which the Game Master decides upon. The chosen substance should be uncommon or unusual ("Traditionally", this substance was mistletoe). This substance will cause an additional +8 points of damage, and the +8 additional armor will not count against the damage.
Base:600
+8 dmg abs

Prerequisites: Armor of Faith [Display prerequisites graphically]

preliminary: [5.16.10][Edit location][Edit 1842][Edit XSL]

DoM 8) Greater Divine Intervention
Learning Rate: + ( Constitution )+ ( Faith* 2 )+ ( Will* 2 )
CT: 100 pulses R: Touch And/Or CompanionsD: 60 minutes ST: None
Each time the Cleric is struck by a physical weapon (not a Spell or Spell) causing damage, he or she will take only half normal damage from the Blow.
Base:800
1/2 all dmg

Prerequisites: Divine Intervention [Display prerequisites graphically]

preliminary: [5.16.11][Edit location][Edit 1672][Edit XSL]

DoM 9) Invulnerability
Learning Rate: + ( Constitution )+ ( Faith* 2 )+ ( Will* 2 )
CT: 100 pulses R: SelfD: 60 minutes ST: None
This Spell will stop 25 points of cumulative damage which penetrate the Cleric's armor (all other armor is activated first), every 5 pulses it is in effect, from any and all sources. The Cleric takes no damage until the 25 point limit is exceeded in 5 pulses.
Base:900
25 dmg abs/5 pulses

Prerequisites: Greater Divine Intervention [Display prerequisites graphically]

preliminary: [5.16.12][Edit location][Edit 1862][Edit XSL]

DoM 10) War God's Might
Learning Rate: + ( Constitution )+ ( Faith* 2 )+ ( Will* 2 )
CT: 100 pulses R: Touch And/Or CompanionsD: 8 hours ST: None
The mantle of the War God will cover the target so that he or she will add +2 to Saving Throw, CR, DR, PR, Strength, and +4 dmg. All who mean to harm the target receive -10%/-2 to their rolls due to the fear the Mantle inspires, which visibly appears on the shoulders of the target. At no time may the recipient of this Spell run away or display cowardice or the Mantle will go away. Also, anyone fighting on the side of the Cleric who have seen him/her within the last half hour with the Mantle on will be +2 CR and willingly press an attack as long as the spell stays up.
Base:1000
+2 ST,CR,DR,PR,Str,+4dmg,enemies -10%/-2

Prerequisites: Essence of War [Display prerequisites graphically]

unedited: [5.16.13][Edit location][Edit 7182][Edit XSL]


War Tree
War Tree: displays prerequisite relationships.


WISDOM

[Display Tree]


preliminary: [5.17.1][Edit location][Edit 2161][Edit XSL]

DoM 1) Insight
Learning Rate: + ( Intellect* 2 )+ ( Faith* 2 )+ ( Will )
CT: 3 pulses R: SelfD: None ST: None
When this Spell is cast, the Cleric receives a one or two word comment that will aid him or her in the urgent situation. For example, if the Mage is about to open a door and casts Insight, the words received might be "Duck!"
Base:100
One or two word comment

Prerequisites: Mental Focus [Display prerequisites graphically]

preliminary: [5.17.2][Edit location][Edit 7689][Edit XSL]

DoM 1) Isolation
Learning Rate: + ( Intellect* 2 )+ ( Faith* 2 )+ ( Will )
CT: 5 minutes R: 3 metersD: 8 hours ST: Will
This Spell creates an area of comfortable temperature and humidity, which excludes outside noise, suitable for study and teaching. Anyone wishing to disturb the Cleric must make a Will Saving Throw in order to approach.
Base:100
Creates study area.

Prerequisites: Mental Focus [Display prerequisites graphically]

preliminary: [5.17.2][Edit location][Edit 7688][Edit XSL]

DoM 1) Memory of Former Lives
Learning Rate: + ( Intellect* 2 )+ ( Faith* 2 )+ ( Will )
CT: 3 hours R: SelfD: Permanent ST: None
Gives the Caster 3 DoM 1 spells or skills (chosen randomly) that the Caster does not already have. This spell may only be cast once per person.
Base:100
Access to former lives.

Prerequisites: Mental Focus [Display prerequisites graphically]

preliminary: [5.17.3][Edit location][Edit 7684][Edit XSL]

DoM 1) Mental Focus
Learning Rate: + ( Intellect* 2 )+ ( Faith* 2 )+ ( Will )
CT: 5 minutes R: SelfD: 8 hours ST: None
Under the influence of this Spell, the Cleric is +2 Intellect and +2 Will.
Base:100
+2 Intellect; +2 Will

Prerequisites: Prayer I [Display prerequisites graphically]

preliminary: [5.17.4][Edit location][Edit 7692][Edit XSL]

DoM 1) Truth Tell
Learning Rate: + ( Dexterity )+ ( Agility )+ ( Intellect )+ ( Faith* 2 )
CT: 100 pulses R: SelfD: 8 hours ST: None
The Cleric will be able to discern if anyone speaking to him or her is telling the truth. This Spell will only indicate intentional falsehoods.
Base:100
Detect intentional lies.

Prerequisites: Insight [Display prerequisites graphically]

preliminary: [5.17.5][Edit location][Edit 1716][Edit XSL]

DoM 2) Deity's Will
Learning Rate: + ( Intellect* 2 )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: SelfD: None ST: None
Upon casting this Spell, the Cleric will receive some indirect sign from his or her deity concerning the Cleric's expected action(s). Note that many courses of action are of no concern to the deity and so no sign will be given.
Base:200
Indirect sign from deity.

Prerequisites: Insight [Display prerequisites graphically]

preliminary: [5.17.6][Edit location][Edit 1845][Edit XSL]

DoM 2) Observation
Learning Rate: + ( Intellect* 2 )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: Touch And/Or CompanionsD: 60 minutes ST: None
Through this Spell, the target's hearing and eyesight are sharpened to the maximum of human norms for the duration of the Spell. This Spell will also increase the Cleric's powers of observation and contemplation. All Will Saving Throws are increased by +1 and any roll made for perception, whether through a skill or not, is increased by +10%.
Base:200
Hearing and eyesight sharpened; +1 Will; +10% observation.

Prerequisites: Mental Focus [Display prerequisites graphically]

preliminary: [5.17.7][Edit location][Edit 7695][Edit XSL]

DoM 3) Compel Truth
Learning Rate: + ( Dexterity )+ ( Agility )+ ( Intellect )+ ( Faith* 2 )
CT: 100 pulses R: TouchD: 60 minutes ST: Faith-5
While under the influence of this Spell, the target will feel compelled to answer the Cleric's questions and must only speak the truth.
Base:300
Subject must speak the truth.

Prerequisites: Truth Tell [Display prerequisites graphically]

preliminary: [5.17.8][Edit location][Edit 7685][Edit XSL]

DoM 3) Concentration
Learning Rate: + ( Intellect* 2 )+ ( Faith* 2 )+ ( Will )
CT: 5 minutes R: SelfD: 8 hours ST: None
Under the influence of this Spell, the Cleric may learn at the rate of 25 experience points per day rather than the normal 15 experience points per day. This bonus only applies to intellectual taks.
Base:300
25 pts per day learning.

Prerequisites: Mental Focus [Display prerequisites graphically]

preliminary: [5.17.9][Edit location][Edit 7690][Edit XSL]

DoM 3) Teaching
Learning Rate: + ( Dexterity )+ ( Agility )+ ( Intellect )+ ( Faith* 2 )
CT: 100 pulses R: TouchD: 8 hours ST: None
When the Cleric is instructing a Clerical student, the student will gain 40 experience points per day. The teaching Cleric and the student must be fluent in a common language, and the Cleric and student must be in a quiet setting and remain reasonably undisturbed
Base:300
Teach for 40 experience points/day.

Prerequisites: Isolation [Display prerequisites graphically]

preliminary: [5.17.10][Edit location][Edit 7686][Edit XSL]

DoM 4) Memorization
Learning Rate: + ( Intellect* 2 )+ ( Faith* 2 )+ ( Will )
CT: 5 minutes R: SelfD: 8 hours ST: None
While under the influence of this Spell, the Cleric may rapidly scan through documents and books and perfectly retain the information. This Spell is meant for information searches and studies. At the conclusion of the Spell, the Cleric has only a 10% chance of retaining any single piece of information, though all the information may be accessed using Recall (Clerical Wisdom; DoM 5).
Base:400
Scan and remember information.

Prerequisites: Concentration [Display prerequisites graphically]

preliminary: [5.17.11][Edit location][Edit 1846][Edit XSL]

DoM 4) Alter Fate
Learning Rate: + ( Intellect* 2 )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: AwarenessD: 60 minutes ST: None
This Spell allows the Cleric to force a reroll of the last dice roll at the table. This effect may be invoked once at any time within the spell duration.
Base:400
Reroll an event.

Prerequisites: Insight [Display prerequisites graphically]

preliminary: [5.17.12][Edit location][Edit 7691][Edit XSL]

DoM 5) Alter Time
Learning Rate: + ( Intellect* 2 )+ ( Faith* 2 )+ ( Will )
CT: 60 seconds R: TouchD: 8 hours ST: None
With this Spell, the Cleric may slow or speed time in a region up to 100 square meters at 4 times the normal rate. In the affected region, for every 8 hours in the affected area 2 hours will pass in the normal world, or vice versa. To outside observers, those in the affected area will seem to be moving slower or faster, dependent on the time differential. The area of affected time is fixed at the casting of the Spell. The Cleric may terminate this Spell at any time. The listed duration is for the insiders perspective.
Base:500
Slow or speed time.

Prerequisites: Teaching [Display prerequisites graphically]

preliminary: [5.17.13][Edit location][Edit 1514][Edit XSL]

DoM 5) Character Analysis
Learning Rate: + ( Intellect* 2 )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: 10 metersD: None ST: None
When this Spell is cast, the Cleric gains a general knowledge of the target's personality, morals, and foibles. The Cleric will also gain an estimate of each of the Statistics of the target, in terms of very low, low, medium, high or very high.
Base:500
General knowledge of personality, morals, foibles, and stats.

Prerequisites: Insight [Display prerequisites graphically]

preliminary: [5.17.14][Edit location][Edit 7693][Edit XSL]

DoM 5) Clear Sight
Learning Rate: + ( Intellect* 2 )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: 100 metersD: 60 minutes ST: None
This Spell will allow the Cleric to see through Light/Dark Illusions and Spells, and add +50% to observation rolls. This bonus is cumulative with Observation (Clerical Wisdom, DoM 3).
Base:500
See through Illusions, +50% to observation rolls.

Prerequisites: Observation [Display prerequisites graphically]

preliminary: [5.17.15][Edit location][Edit 7687][Edit XSL]

DoM 5) Recall
Learning Rate: + ( Intellect* 2 )+ ( Faith* 2 )+ ( Will )
CT: 5 minutes R: SelfD: 8 hours ST: None
While under the influence of this Spell, the Cleric has the ability to access all of his or her memories, remembering every detail of past experiences. This Spell is often used with the Memorization (Clerical Wisdom; DoM 4).
Base:500
Total recall of memories.

Prerequisites: Memorization [Display prerequisites graphically]

preliminary: [5.17.16][Edit location][Edit 1515][Edit XSL]

DoM 6) Magic Analysis
Learning Rate: + ( Intellect* 2 )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: 10 metersD: None ST: None
With this Spell, the Cleric will gain exact information concerning the magical nature of any one object or creature. This knowledge would include Enchantment bonuses and Spell Inscriptions. The Game Master should give detailed information. Animate creatures receive a Magic Talent Saving Throw.
Base:600
Exact informationof magical nature.

Prerequisites: Clear Sight [Display prerequisites graphically]

preliminary: [5.17.18][Edit location][Edit 7694][Edit XSL]

DoM 6) Unveil
Learning Rate: + ( Intellect* 2 )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: 30 metersD: None ST: None
When cast, this Spell will strip away all illusions or cloaking magic within 30 meters of the Cleric.
Base:600
Strip away illusions.

Prerequisites: Magic Analysis [Display prerequisites graphically]

preliminary: [5.17.19][Edit location][Edit 1908][Edit XSL]

DoM 8) Post-Cognition
Learning Rate: + ( Intellect* 2 )+ ( Faith* 2 )+ ( Will )
CT: 60 minutes R: SelfD: 2 hours ST: None
The Cleric becomes aware of the past events that occurred around the spot on which the Cleric is standing. The Cleric may "see" one day back in time. For each -1 penalty to Cast Chance the Cleric takes, the length of time that may be seen back is doubled.
Base:800
Aware of the past events.

Prerequisites: Alter Fate [Display prerequisites graphically]

preliminary: [5.17.20][Edit location][Edit 1656][Edit XSL]

DoM 9) Discover True Name
Learning Rate: + ( Intellect* 2 )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: SpecialD: None ST: Faith
In order to cast this Spell, the Cleric must either be able to see a creature or have some body part from the creature. If the creature fails the Saving Throw, the Cleric discovers the creature's True Name. If the Caster does not possess a body part of the target, the target adds +4 to its Saving Throw. Once a Spellcaster knows a target's True Name, the target's Saving Throw is decreased by -8 for any other effects the Spellcaster visits upon the target.
Base:900
Find True Name; Target -8 Saving Throw.

Prerequisites: Character Analysis, Unveil [Display prerequisites graphically]

preliminary: [5.17.21][Edit location][Edit 1528][Edit XSL]

DoM 10) Time
Learning Rate: + ( Intellect* 2 )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: 10 meters @D: 15 minutes ST: None
When this Spell is in operation, all time stops in a sphere 10 meters around the Cleric for 15 minutes, as perceived by the Cleric. Anything entering the sphere is frozen. A Saving Throw against Agility is allowed for those around the fringes of the effect to jump clear. Once in the sphere no Saving Throw is allowed. While frozen in the sphere, all present are immune to all effects. The Cleric may operate normally, casting Spells or taking actions, although even the Cleric cannot affect creatures frozen in the sphere, If the Cleric moves such that a creature is no longer in the sphere, that creature is released and acts normally.
Base:1000
Stop time for 15 minutes.

Prerequisites: Alter Time [Display prerequisites graphically]

unedited: [5.17.22][Edit location][Edit 7184][Edit XSL]


Wisdom Tree
Wisdom Tree: displays prerequisite relationships.


FIGHTER SKILLS

INTRODUCTION TO FIGHTER SKILL CLASS


preliminary: [6.1.1][Edit location][Edit 1325][Edit XSL]

The Fighter Skill Class is primarily concerned with weapons handling and attendant specializations. When a Character acquires a Weapons Discipline, the Character must choose one weapon in the list of weapons detailed for that Discipline as the primary weapon. The primary weapon receives all the bonuses detailed in the Degrees of Mastery of the Discipline. The Character may use similar weapons at a -2 CR penalty (similarity is decided by the GM). If a Character is completely unskilled with a weapon it is used at a -4 CR, -2 DR, -2 PR penalty.

unedited: [6.1.2][Edit location][Edit 1299][Edit XSL]

Some explanation of how Fighter Disciplines Function. Both the DR bonus and the PR bonus function only in hand-to-hand (not missile) combat unless otherwise noted. All weapons have a regular number of times the Character may attack or parry with them, called Blows. All Characters may strike a Blow, and will gain further Blows as they advance in specific Disciplines. The Non-Bow Missile Weapons typically require more than one Blow to reload. As more Blows are added through Degrees of Mastery, the Character may attack and/or parry more frequently. At each DoM of the weapons Disciplines, the CR, DR, PR bonuses and the Blows a Character can strike are given. These are not additive with the previous DoM of that weapons Discipline, but represent what the Character has at that DoM. If no mention is made of a specific total, it remains unchanged from the previous DoM. The bonuses and extra Blows are taken only with the specific weapon the Character has chosen.

unedited: [6.1.3][Edit location][Edit 6418][Edit XSL]

Melee/Missile Combat Example

Two fighters - Baltar, a human, and Wally, a dwarf, are walking along a plain minding their own business when from a hilltop about 100 meters away two annoying archers decide to kill them. Both of them are wearing iron chain hauberks (12 damage absorption) and iron battle helms (12 damage absorption). The first Baltar and Wally see of these archers are the two arrows coming down on them. Since they weren't aware of the arrows neither of them have any DR. The archers have a CR of 6 with their long bows, are firing from medium range (-1 CR) with a height advantage (+1 CR). So 6 CR - 0 DR = 6, and hits are looked up on the +6 column of the melee/missile chart by the GM. Archer 1 (Dirk) rolls is attacking Baltar and rolls a 92 on d100, resulting in a head hit. He rolls 15 on 3d8, but Baltar has a 12 points of protection on his head so only 3 goes through, but it certainly gets his attention. Archer 2 (Guido) also has a 6 CR and rolls a 34 on d100 hitting Wally in the Weapon Arm for 12 damage. Since the arrow is a thrusting weapon Wally's chain is at 1/2 effectiveness (12/2 = 6) and he takes 6 damage through to his arm.

With their arrows released Dirk and Guido quickly move to reload. Both of them have 4 Blows with the Long Bow, so they can fire an arrow every 7 seconds (70 subphases). In the mean time Baltar and Wally make Assessment Rolls to see how quickly they evaluate the situation. Baltar has an Assessment Statistic of 12 and rolls a 14 on 3d6, so he takes 12 + 14 = 26 subphases before he starts reacting. Wally being both more intelligent (he has an Assessment Statistic of 5) and lucky rolls a 9 on 3d6, so he takes 5 + 9 = 14 subphases to react. So, while Baltar is still standing there with a silly look on his face Wally starts charging up the hill 1.4 seconds after the arrow hit him. He keeps a careful eye on the archers in case of future shots coming his way, going into a Broken Field Sprint. About a second later Baltar gets his kite shield off his back and onto his arm. The Equip Time for a Kite Shield (on the back) is 120 subphases, since Baltar has a Dexterity of 16 he has a Equip Time Modifier of -2, making the shield take 120-2 = 118 subphases to equip (the modifier may be useless with a shield, but it comes in handy drawing a sword). Baltar declares that it is covering his Chest, Abdomen, and Groin, as well as his Shield Arm from missile attacks. He then starts up the hill after Wally at a Sprint, with a spear in hand and his sword girthed about his waist (he would not be able to sprint safely over the rocky ground if his shield were up over his head).

Meanwhile Wally had started up towards the archers at a Trot (versus a Run or a Sprint) so that he could keep his eyes out for incoming arrows. Wally has an Agility of 12, so he may Trot at 12*(1/5) = 2.4 meters/sec. Baltar has an Agility of 16, so he may Sprint at 16*(1/2) = 8 meters/sec. So, 7 seconds after the first arrows hit Baltar has been running for 2.4 seconds, covering 19.2 meters. And Wally has been running for 5.6 seconds, covering 13.4 meters.

Dirk and Guido, seeing the mindless fighters charging towards them each loose an arrow towards their chosen target. Dirk fires at Baltar again, who is now in short range giving Dirk a CR of 7 (+1 height advantage). Dirk rolls a 41 on d100, striking Baltar in the left leg (missing his shield) on the +7 chart, for 12 on 3d8 damage. Baltar has chain as well so his effective armor is 12/6 = 6 absorption against arrows, and 6 points get through. Wally is still in the medium range of Guido's long bow and he is actively Dodging which gives him 1/5 his Agility (1/5 * 12 = 2.4 = 2) as Missile DR. Guido fires his arrow, rolling a Since Wally is in medium range he first attempts to side-step the arrow by making a 52 on d100. Since Wally is in medium range and is Dodging he may try to side-step the arrow by making a Save vs. Agility. He rolls a 8 on d20, successfully side-stepping the arrow (which falls harmlessly to the ground). If Wally had not side-stepped Guido would have been on the +4 Chart (CR of 6 - DR of 2) and would have hit Wally in the left leg.

7 seconds later Baltar has covered 75.2 of the 100 meters to the archers. Meanwhile Wally has only covered 30.2 meters at his Trot. Both Dirk and Guido decide to shoot Baltar. Dirk rolls a 34 on the +7 Chart striking Baltar in the left leg again for 11 points of damage, 11 - 6 = 5 goes through. Guido rolls a 67 on the +7 Chart striking Baltar in the Abdomen for 17 points of damage. Baltar had declared his shield was over his Abdomen. His shield absorbs 12 points of damage plus his 12 point chain (1/2 against piercing), giving him 18 points of damage absorption and stopping the arrow. After shooting their arrows Dirk and Guido each expend a Blow to drop their bows and draw their Rapiers. Both Dirk and Guido have 4 Blows with their Rapiers, so this action takes 8 subphases. They both also start moving acrobatically (Acrobatics III) which adds +1 DR. Both of them have a skill roll of 86 in acrobatics. Dirk makes his acrobatics skill roll with a 73 on d100. Guido makes his acrobatics skill roll with a 12 on d100. Each of them has a DR of 5 with the Rapier and now they each have a DR 6 during the combat.

Wally makes a reaction rolls to see how quickly he realizes the bows are no longer a threat. He rolls a 16, so he takes (16 - (0.5*8)) + 10 = 22 subphases before he can realize this and start Sprinting. As such (assuming nothing changes his mind) Wally will reach Dirk and Guido after another 22 subphases at a Trot (35.5 meters away) and the other 64.5 meters at a Sprint. Wally Sprints at 6 meters/second so he will take 107 subphases to cover that distance.

Baltar continues sprinting up the hill until he is 5 meters away from Dirk and Guido. This takes until 25 subphases (giving Dirk and Guido time to draw their Rapiers). He then launches the spear at Guido with a CR of 4. Since this is a missile weapon Guido only has his 1 DR from Acrobatics and Baltar rolls a 83 on the +3 Chart hitting Guido in the Chest for 8 (on 2d10) damage. Both Dirk and Guido are wearing a Norman Helm (10 absorption), Reinforced Buskins (6 absorption, legs), Leather Cuirass (4 absorption, torso), and a Splinted Bracer (8 absorption) on their Shield Arm with an Arm Plate (14 absorption) on their Weapon Arm. The sum DR adjustment for this armor is -0.25, which rounds to 0. As such Baltar's spear hits Guido in his least defended place for 8-4 = 4 damage through. This is declared as zeros on the Melee Round chart (e.g. the 0th subphase on the chart).

From zeros Wally will arrive at subphase 107-25 = 82.

Baltar then stops and draws his sword, which takes 8 subphases. Meanwhile Dirk and Guido make reaction rolls (16 Intelligences) to see how quickly they can react to this new information that Baltar is no longer charging. Dirk rolls a 6 on d20 and Guido a 1 on d20. So Dirk takes (6 - (0.5*16)) + 10 = 8 subphases and Guido takes (1 - (0.5*16)) + 10 = 3 subphases to react. 3 subphases later Guido takes off at a Sprint towards Baltar, trying to get to him before he can draw his sword. Guido has a 16 Agility making his sprinting speed equal to Baltar's 8 meters/sec = 16*(1/2) = 8/10 of a meter per subphase. So Guido will reach Baltar in 5 meters / 0.8 meters/sec = 6.25 = 6 subphases, which is the 6+3 = 9th subphase of the combat. Baltar takes 8 subphases to draw his weapon. Guido gains a Blow at subphase 9 since he had been holding his Blow for Baltar ever since he had taken his sword out, which was over 3 seconds ago (25+9 = 34 subphases ago). Dirk will arrive with his held Blow at subphase 6+8 = 14 (he also has an Agility of 16). Baltar doesn't have any held Blow since he used his in his spear attack and only just drew his sword.

Dirk and Guido both have a 5 CR with the Rapier and Baltar has a 3 DR with his longsword. So Guido strikes at subphase 9 on the +2 Chart with a roll of 100, hitting Baltar in the Head. Baltar decides this would be a good time to Parry and "pulls" his next Blow as a Parry. He has a PR of 3, so he is on the 3-5 = -2 Chart for parrying. He rolls a 85 resulting in a Block. But Guido goes again at subphase 12 and rolls a 99 on the +2 Chart resulting in another Head hit. Since Baltar had already pulled his Blow at subphase 12 he now must pull his Blow at subphase 19 (which only just became accessable to him) in order to Parry. He does so and rolls a 81 on the -2 Chart resulting in another Block. But Dirk was close behind and at subphase 14 Dirk strikes, also on the +2 Chart. He however rolls a 3 resulting in a broken weapon.

Wally's now only had to run 59.5 meters to reach the battle, so he will arrive at subphase 73.

BOW WEAPON

[Display Tree]


unedited: [6.2.0.5][Edit location][Edit 7147][Edit XSL]

Bow Blows work differently from Handheld Blows. Instead of blows being resolved on a per Round basis they are resolved on a per second basis (for more information about melee combat and blow resolution see the Game Masters Guide: Melee). A character unskilled in Bow Blows fires a bow at the rate of 1 arrow per 10 seconds. For every DoM of Bow Blows gained the character fires a bow 1 second faster. As such at DoM 1 Bow Blows the rate is 1 arrow per 9 seconds, at DoM 9 it is 1 arrow per second. If the GM allows it, DoMs higher than 9 halve the firing time, so that a DoM 10 Bow Blows archer shoots every 5 pulses.

unedited: [6.2.1][Edit location][Edit 6193][Edit XSL]

DoM 1) BOW WEAPON BLOWS I
Base Cost: 100Learning Rate: + (Strength) + (Dexterity * 2) + (Constitution) + (Will)
Long Description: The Character is +1 BLOWS, 9 sec/arrow.
Short Description: 9 sec/arrow

unedited: [6.2.2][Edit location][Edit 6194][Edit XSL]

DoM 2) BOW WEAPON BLOWS II
Base Cost: 200Learning Rate: + (Strength) + (Dexterity * 2) + (Constitution) + (Will)
Long Description: The Character is +2 BLOWS, 8 sec/arrow.
Short Description: 8 sec/arrow
Prerequisites: BOW WEAPON BLOWS I [Display prerequisites graphically]

unedited: [6.2.3][Edit location][Edit 6195][Edit XSL]

DoM 3) BOW WEAPON BLOWS III
Base Cost: 300Learning Rate: + (Strength) + (Dexterity * 2) + (Constitution) + (Will)
Long Description: The Character is +3 BLOWS, 7 sec/arrow.
Short Description: 7 sec/arrow
Prerequisites: BOW WEAPON BLOWS II [Display prerequisites graphically]

unedited: [6.2.4][Edit location][Edit 6196][Edit XSL]

DoM 4) BOW WEAPON BLOWS IV
Base Cost: 400Learning Rate: + (Strength) + (Dexterity * 2) + (Constitution) + (Will)
Long Description: The Character is +4 BLOWS, 6 sec/arrow.
Short Description: 6 sec/arrow
Prerequisites: BOW WEAPON BLOWS III [Display prerequisites graphically]

unedited: [6.2.5][Edit location][Edit 6197][Edit XSL]

DoM 5) BOW WEAPON BLOWS V
Base Cost: 500Learning Rate: + (Strength) + (Dexterity * 2) + (Constitution) + (Will)
Long Description: The Character is +5 BLOWS, 5 sec/arrow.
Short Description: 5 sec/arrow
Prerequisites: BOW WEAPON BLOWS IV [Display prerequisites graphically]

unedited: [6.2.6][Edit location][Edit 6198][Edit XSL]

DoM 6) BOW WEAPON BLOWS VI
Base Cost: 600Learning Rate: + (Strength) + (Dexterity * 2) + (Constitution) + (Will)
Long Description: The Character is +6 BLOWS, 4 sec/arrow.
Short Description: 4 sec/arrow
Prerequisites: BOW WEAPON BLOWS V [Display prerequisites graphically]

unedited: [6.2.7][Edit location][Edit 6199][Edit XSL]

DoM 7) BOW WEAPON BLOWS VII
Base Cost: 700Learning Rate: + (Strength) + (Dexterity * 2) + (Constitution) + (Will)
Long Description: The Character is +7 BLOWS, 3 sec/arrow.
Short Description: 3 sec/arrow
Prerequisites: BOW WEAPON BLOWS VI [Display prerequisites graphically]

unedited: [6.2.8][Edit location][Edit 6200][Edit XSL]

DoM 8) BOW WEAPON BLOWS VIII
Base Cost: 800Learning Rate: + (Strength) + (Dexterity * 2) + (Constitution) + (Will)
Long Description: The Character is +8 BLOWS, 2 sec/arrow.
Short Description: 2 sec/arrow
Prerequisites: BOW WEAPON BLOWS VII [Display prerequisites graphically]

unedited: [6.2.9][Edit location][Edit 6201][Edit XSL]

DoM 9) BOW WEAPON BLOWS IX
Base Cost: 900Learning Rate: + (Strength) + (Dexterity * 2) + (Constitution) + (Will)
Long Description: The Character is +9 BLOWS, 1 sec/arrow.
Short Description: 1 sec/arrow
Prerequisites: BOW WEAPON BLOWS VIII [Display prerequisites graphically]

unedited: [6.2.10][Edit location][Edit 6202][Edit XSL]

DoM 10) BOW WEAPON BLOWS X
Base Cost: 1000Learning Rate: + (Strength) + (Dexterity * 2) + (Constitution) + (Will)
Long Description: The Character is +10 BLOWS, 5 pulses/arrow.
Short Description: 5 pulses/arrow
Prerequisites: BOW WEAPON BLOWS IX [Display prerequisites graphically]

unedited: [6.2.11][Edit location][Edit 6203][Edit XSL]

DoM 1) BOW WEAPON CR I
Base Cost: 100Learning Rate: + (Strength) + (Dexterity * 2) + (Constitution) + (Will)
Long Description: The Character is +1 CR
Short Description: +1 CR

unedited: [6.2.12][Edit location][Edit 6204][Edit XSL]

DoM 2) BOW WEAPON CR II
Base Cost: 200Learning Rate: + (Strength) + (Dexterity * 2) + (Constitution) + (Will)
Long Description: The Character is +2 CR
Short Description: +2 CR
Prerequisites: BOW WEAPON CR I [Display prerequisites graphically]

unedited: [6.2.13][Edit location][Edit 6205][Edit XSL]

DoM 3) BOW WEAPON CR III
Base Cost: 300Learning Rate: + (Strength) + (Dexterity * 2) + (Constitution) + (Will)
Long Description: The Character is +3 CR
Short Description: +3 CR
Prerequisites: BOW WEAPON CR II [Display prerequisites graphically]

unedited: [6.2.14][Edit location][Edit 6206][Edit XSL]

DoM 4) BOW WEAPON CR IV
Base Cost: 400Learning Rate: + (Strength) + (Dexterity * 2) + (Constitution) + (Will)
Long Description: The Character is +4 CR
Short Description: +4 CR
Prerequisites: BOW WEAPON CR III [Display prerequisites graphically]

unedited: [6.2.15][Edit location][Edit 6207][Edit XSL]

DoM 5) BOW WEAPON CR V
Base Cost: 500Learning Rate: + (Strength) + (Dexterity * 2) + (Constitution) + (Will)
Long Description: The Character is +5 CR
Short Description: +5 CR
Prerequisites: BOW WEAPON CR IV [Display prerequisites graphically]

unedited: [6.2.16][Edit location][Edit 6208][Edit XSL]

DoM 6) BOW WEAPON CR VI
Base Cost: 600Learning Rate: + (Strength) + (Dexterity * 2) + (Constitution) + (Will)
Long Description: The Character is +6 CR
Short Description: +6 CR
Prerequisites: BOW WEAPON CR V [Display prerequisites graphically]

unedited: [6.2.17][Edit location][Edit 6209][Edit XSL]

DoM 7) BOW WEAPON CR VII
Base Cost: 700Learning Rate: + (Strength) + (Dexterity * 2) + (Constitution) + (Will)
Long Description: The Character is +7 CR
Short Description: +7 CR
Prerequisites: BOW WEAPON CR VI [Display prerequisites graphically]

unedited: [6.2.18][Edit location][Edit 6210][Edit XSL]

DoM 8) BOW WEAPON CR VIII
Base Cost: 800Learning Rate: + (Strength) + (Dexterity * 2) + (Constitution) + (Will)
Long Description: The Character is +8 CR
Short Description: +8 CR
Prerequisites: BOW WEAPON CR VII [Display prerequisites graphically]

unedited: [6.2.19][Edit location][Edit 6211][Edit XSL]

DoM 9) BOW WEAPON CR IX
Base Cost: 900Learning Rate: + (Strength) + (Dexterity * 2) + (Constitution) + (Will)
Long Description: The Character is +9 CR
Short Description: +9 CR
Prerequisites: BOW WEAPON CR VIII [Display prerequisites graphically]

unedited: [6.2.20][Edit location][Edit 6212][Edit XSL]

DoM 10) BOW WEAPON CR X
Base Cost: 1000Learning Rate: + (Strength) + (Dexterity * 2) + (Constitution) + (Will)
Long Description: The Character is +10 CR
Short Description: +10 CR
Prerequisites: BOW WEAPON CR IX [Display prerequisites graphically]

unedited: [6.2.100][Edit location][Edit 7185][Edit XSL]


Bow Weapon Tree
Bow Weapon Tree: displays prerequisite relationships.


GENERAL FIGHTER SKILLS

[Display Tree]


unedited: [6.3.1][Edit location][Edit 6339][Edit XSL]

DoM 1) Initiative I
Base Cost: 100Learning Rate: + (Dexterity * 3) + (Agility) + (Constitution)
Long Description: The Character gains -5 Assessment Roll for the purposes of determining initiative in melee.
Short Description: -5 Assessment Roll
Prerequisites: HANDHELD WEAPON CR I [Display prerequisites graphically]

unedited: [6.3.2][Edit location][Edit 6352][Edit XSL]

DoM 1) Quick Draw
Base Cost: 100Learning Rate: + (Dexterity * 3) + (Agility) + (Constitution)
Long Description: The Fencer has learned the art of quick drawing, and may attempt to strike or parry from a sheathed position with a bonus of +2 CR or PR. This skill works by surprising an opponent and thus it will work only once per combat.
Short Description: +2 CR or PR from sheathed position
Prerequisites: Initiative II [Display prerequisites graphically]

unedited: [6.3.3][Edit location][Edit 6344][Edit XSL]

DoM 2) Parry Missile Weapons I
Base Cost: 200Learning Rate: + (Dexterity * 3) + (Will * 2)
Long Description: The Character may parry any missile weapon using any handheld weapon at -2 PR
Short Description: Parry any missile weapon at -2 PR
Prerequisites: Parry Thrown Weapons I [Display prerequisites graphically]

unedited: [6.3.4][Edit location][Edit 6347][Edit XSL]

DoM 2) Parry Thrown Weapons I
Base Cost: 200Learning Rate: + (Dexterity * 3) + (Will * 2)
Long Description: The Character may parry any thrown weapon using any handheld weapon at -3 PR
Short Description: Parry any thrown weapon at -3 PR
Prerequisites: HANDHELD WEAPON PR IV [Display prerequisites graphically]

unedited: [6.3.5][Edit location][Edit 6353][Edit XSL]

DoM 2) Side step
Base Cost: 200Learning Rate: + (Strength) + (Dexterity) + (Agility * 2) + (Will)
Long Description: The Character may skirt advancing opponents, adding +1 CR when attacking from the side.
Short Description: +1 CR when attacking from the side.
Prerequisites: HANDHELD WEAPON DR II [Display prerequisites graphically]

unedited: [6.3.6][Edit location][Edit 6357][Edit XSL]

DoM 2) Stop Thrust
Base Cost: 200Learning Rate: + (Strength) + (Dexterity * 2) + (Agility) + (Will)
Long Description: When using any handheld weapon with a point on an advancing opponent, the Character may add an additional damage die to their damage roll.
Short Description: Add an additional damage die against advancing opponent
Prerequisites: HANDHELD WEAPON DR II [Display prerequisites graphically]

unedited: [6.3.7][Edit location][Edit 6359][Edit XSL]

DoM 3) Armor Expertise
Base Cost: 300Learning Rate: + (Dexterity * 2) + (Intellect * 3)
Long Description: The Character becomes adept at striking the more vulnerable sections of armor and subtracts 2 from his or her opponent's armor protection values. This ability will only function against physical armor with which the fighter is familiar and does not function against armor protection given by a Spell.
Short Description: -2 from opponent's armor

unedited: [6.3.8][Edit location][Edit 6333][Edit XSL]

DoM 3) Armor Familiarity
Base Cost: 300Learning Rate: + (Strength * 2) + (Agility) + (Constitution)
Long Description: The Character has become so accustomed to wearing armor that he or she may ignore 1 point of DR penalty from the wearing of armor.
Short Description: -1 armor DR penalty

unedited: [6.3.9][Edit location][Edit 6340][Edit XSL]

DoM 3) Initiative II
Base Cost: 300Learning Rate: + (Dexterity * 3) + (Agility) + (Constitution)
Long Description: The Character gains -10 Assessment Roll for the purposes of determining initiative in melee.
Short Description: -10 Assessment Roll
Prerequisites: HANDHELD WEAPON CR III, Initiative I [Display prerequisites graphically]

unedited: [6.3.10][Edit location][Edit 6358][Edit XSL]

DoM 3) Sweep Attack
Base Cost: 300Learning Rate: + (Strength) + (Dexterity * 2) + (Agility) + (Constitution)
Long Description: The Character may attempt a sweep attack in the following manner: An attack is rolled on the opponent's weapon, treating the weapon's DR bonus due to the opponent's DoM with it as its DR. If this attack is successful - hitting higher than a half-weapon arm hit, the Character may attack the opponent, ignoring their weapon DR. The opponent may still attempt to parry the attack at -2 PR.
Short Description: Attack weapon; if successful ignore weapon DR
Prerequisites: HANDHELD WEAPON CR III [Display prerequisites graphically]

unedited: [6.3.11][Edit location][Edit 6334][Edit XSL]

DoM 4) Blind Fighting I
Base Cost: 400Learning Rate: + (Dexterity) + (Agility) + (Intellect) + (Will * 2)
Long Description: The Character may fight in total darkness with a -2 penalty to CR,DR,PR.
Short Description: Fight in darkness at -2 CR,DR,PR.
Prerequisites: HANDHELD WEAPON CR IV, Situational Awareness [Display prerequisites graphically]

unedited: [6.3.12][Edit location][Edit 6345][Edit XSL]

DoM 4) Parry Missile Weapons II
Base Cost: 400Learning Rate: + (Dexterity * 3) + (Will * 2)
Long Description: The Character may parry any missile weapon using any handheld weapon with no penalty
Short Description: Parry any missile weapon - no penalty
Prerequisites: Parry Missile Weapons I, Parry Thrown Weapons II [Display prerequisites graphically]

unedited: [6.3.13][Edit location][Edit 6348][Edit XSL]

DoM 4) Parry Thrown Weapons II
Base Cost: 400Learning Rate: + (Dexterity * 3) + (Will * 2)
Long Description: The Character may parry any thrown weapon using any handheld weapon at -2 PR
Short Description: Parry any thrown weapon at -2 PR
Prerequisites: HANDHELD WEAPON PR VI, Parry Thrown Weapons I [Display prerequisites graphically]

unedited: [6.3.14][Edit location][Edit 6350][Edit XSL]

DoM 4) Parry-Riposte
Base Cost: 400Learning Rate: + (Dexterity * 3) + (Agility) + (Will)
Long Description: On a successful parry, the Character receives a free attack against the attacking opponent.
Short Description: Free attack with parry
Prerequisites: HANDHELD WEAPON PR VI [Display prerequisites graphically]

preliminary: [6.3.15][Edit location][Edit 6407][Edit XSL]

DoM 4) Quick Throw
Base Cost: 400Learning Rate: + (Dexterity * 2) + (Agility * 2) + (Constitution)
Long Description: The Character must have +6 CR in Throws before taking this skill. This skill allows the Character to perform 'quick throws', which allows the fighter to attempt two throws per Blow and do no physical damage. A quick throw has the normal chances of knocking an opponent over.
Short Description: Two quick throws per Blow
Prerequisites: HANDHELD WEAPON CR VI [Display prerequisites graphically]

unedited: [6.3.16][Edit location][Edit 6355][Edit XSL]

DoM 4) Special Attack/Trick Shot
Base Cost: 400Learning Rate: + (Dexterity) + (Agility) + (Constitution) + (Intellect) + (Will)
Long Description: This skill encompasses special maneuvers and attacks, like firing two arrows at a time, flipping weapons from hand-to-hand, or throwing a longsword. The Player and GM should work out appropriate prerequisites and special attack bonuses. This skill may be taken multiple times.
Short Description: Special maneuvers and attacks

unedited: [6.3.17][Edit location][Edit 6335][Edit XSL]

DoM 5) Blind Fighting II
Base Cost: 500Learning Rate: + (Dexterity) + (Agility) + (Intellect) + (Will * 2)
Long Description: The Character may fight in total darkness with a -1 penalty to CR,DR,PR.
Short Description: Fight in darkness at -1 CR,DR,PR.
Prerequisites: Blind Fighting I [Display prerequisites graphically]

unedited: [6.3.18][Edit location][Edit 6341][Edit XSL]

DoM 5) Initiative III
Base Cost: 500Learning Rate: + (Dexterity * 3) + (Agility) + (Constitution)
Long Description: The Character gains -15 Assessment Roll for the purposes of determining initiative in melee.
Short Description: -15 Assessment Roll
Prerequisites: HANDHELD WEAPON CR V, Initiative II [Display prerequisites graphically]

preliminary: [6.3.19][Edit location][Edit 6342][Edit XSL]

DoM 5) Instinct
Base Cost: 500Learning Rate: + (Dexterity) + (Agility * 3) + (Will)
Long Description: By rolling with Blows taken in melee combat, the Character will take two less points of damage from melee attacks.
Short Description: -2 damage from melee attacks.
Prerequisites: HANDHELD WEAPON DR IV, Situational Awareness [Display prerequisites graphically]

preliminary: [6.3.20][Edit location][Edit 6859][Edit XSL]

DoM 5) Precision I
Base Cost: 500Learning Rate: + (Dexterity * 2) + (Agility) + (Intellect * 2)
Long Description: The Character gains has enough finesse in combat situations to become more precise in the amount of damage she does. Every attack the character may choose one die of damage to reroll. The new roll counts as the final roll to be included in the total whether it shifted the damage in the intended direction or not.
Short Description: reroll 1 damage die
Prerequisites: HANDHELD WEAPON CR VII, Situational Awareness, Armor Expertise [Display prerequisites graphically]

unedited: [6.3.21][Edit location][Edit 6354][Edit XSL]

DoM 5) Situational Awareness
Base Cost: 500Learning Rate: + (Dexterity) + (Intellect * 3) + (Will)
Long Description: The Character's mental discipline is such that his or her senses are heightened to the pinnacle of human norms. The Character becomes very difficult to surprise, and may attack and defend against all opponents as if they were directly in front of him or her.
Short Description: Senses pinnacle of human norms.

unedited: [6.3.22][Edit location][Edit 6336][Edit XSL]

DoM 6) Blind Fighting III
Base Cost: 600Learning Rate: + (Dexterity) + (Agility) + (Intellect) + (Will * 2)
Long Description: The Character may fight in total darkness without penalty.
Short Description: Fight in darkness - no penalty.
Prerequisites: Blind Fighting II [Display prerequisites graphically]

unedited: [6.3.23][Edit location][Edit 6337][Edit XSL]

DoM 6) Disarm
Base Cost: 600Learning Rate: + (Strength) + (Dexterity * 3) + (Intellect)
Long Description: The Character may strike to disarm his or her opponent, if that opponent is attacking with a weapon. A blow is attempted at -2 CR, and if the attack roll scores a torso hit or higher on the Melee-Missile chart, the disarm is successful. The weapon will be removed from the opponent's hand(s) and generally land one to two meters away.
Short Description: Strike to disarm at -2 CR
Prerequisites: HANDHELD WEAPON CR VI [Display prerequisites graphically]

unedited: [6.3.24][Edit location][Edit 6343][Edit XSL]

DoM 6) Limited Hit Selection
Base Cost: 600Learning Rate: + (Dexterity * 2) + (Agility) + (Intellect) + (Will)
Long Description: The Character may choose the target just below that which he or she actually rolled on the Melee-Missile chart. For example, if what the Character rolled indicated that the opponent was hit in the groin, the fighter could choose to hit the opponent in the right leg or in the groin.
Short Description: Choose one lower target on Melee-Missile chart
Prerequisites: HANDHELD WEAPON CR VI [Display prerequisites graphically]

unedited: [6.3.25][Edit location][Edit 6346][Edit XSL]

DoM 6) Parry Missile Weapons III
Base Cost: 600Learning Rate: + (Dexterity * 3) + (Will * 2)
Long Description: The Character may parry any missile weapon using any handheld weapon at +2 PR
Short Description: Parry any missile weapon at +2 PR
Prerequisites: Parry Missile Weapons II, Parry Thrown Weapons III [Display prerequisites graphically]

unedited: [6.3.26][Edit location][Edit 6349][Edit XSL]

DoM 6) Parry Thrown Weapons III
Base Cost: 600Learning Rate: + (Dexterity * 3) + (Will * 2)
Long Description: The Character may parry any thrown weapon using any handheld weapon at -1 PR
Short Description: Parry any thrown weapon at -1 PR
Prerequisites: HANDHELD WEAPON PR VIII, Parry Thrown Weapons II [Display prerequisites graphically]

unedited: [6.3.27][Edit location][Edit 6356][Edit XSL]

DoM 6) Split Parries
Base Cost: 600Learning Rate: + (Dexterity * 3) + (Agility) + (Constitution)
Long Description: When using light handheld weapons (two damage dice), the Character may split Parries, parrying two attacks with a single Blow.
Short Description: Double parries with light handheld weapons (two damage dice)
Prerequisites: HANDHELD WEAPON PR V [Display prerequisites graphically]

unedited: [6.3.28][Edit location][Edit 6360][Edit XSL]

DoM 6) Weapons Master
Base Cost: 600Learning Rate: + (Strength) + (Dexterity) + (Agility) + (Constitution) + (Intellect)
Long Description: This skill represents the familiarity gained with the weapons after long years of training. The Character effectively has DoM 2 CR,DR, and PR with any handheld weapon of his or her culture.
Short Description: DoM 2 CR,DR, and PR with any handheld weapon
Prerequisites: HANDHELD WEAPON CR VI, HANDHELD WEAPON DR VI, HANDHELD WEAPON PR VI [Display prerequisites graphically]

unedited: [6.3.29][Edit location][Edit 6338][Edit XSL]

DoM 8) Hit Selection
Base Cost: 800Learning Rate: + (Dexterity * 2) + (Agility) + (Intellect) + (Will)
Long Description: The Character may choose any target below that which he or she actually rolled on the Melee-Missile chart. For example, if what the Character rolled indicated that the opponent was hit in the groin, the fighter could choose to hit the opponent in either arm for full or half damage, in either leg or in the groin.
Short Description: Choose lower target on Melee-Missile Chart
Prerequisites: HANDHELD WEAPON CR VIII, Limited Hit Selection [Display prerequisites graphically]

unedited: [6.3.30][Edit location][Edit 6351][Edit XSL]

DoM 10) Pressure Points
Base Cost: 1000Learning Rate: + (Dexterity) + (Constitution) + (Intellect * 2) + (Will)
Long Description: The Character has learned the location of the various nerve pressure points throughout the body of his or her native species. On a successful limb strike the Character has a 25% chance of incapacitating the limb, rendering it useless for 1 to 10 minutes. On a successful head or torso hit, the Character has a 25% chance of stunning the opponent. The Character may choose not to inflict normal damage with the attacking blow, concentrating only on the pressure point hit, increasing their chances for success by an additional 15%.
Short Description: 25% chance of incapacitating the limb; stun on torso/head
Prerequisites: HANDHELD WEAPON CR IX [Display prerequisites graphically]

unedited: [6.3.31][Edit location][Edit 7186][Edit XSL]


General Fighter Tree
General Fighter Tree: displays prerequisite relationships.


HANDHELD WEAPON

[Display Tree]


unedited: [6.4.1][Edit location][Edit 6213][Edit XSL]

DoM 1) HANDHELD WEAPON BLOWS I
Base Cost: 300Learning Rate: + (Strength * 2) + (Dexterity * 2) + (Agility)
Long Description: The Character is +1 BLOWS
Short Description: +1 BLOWS

unedited: [6.4.2][Edit location][Edit 6214][Edit XSL]

DoM 2) HANDHELD WEAPON BLOWS II
Base Cost: 600Learning Rate: + (Strength * 2) + (Dexterity * 2) + (Agility)
Long Description: The Character is +2 BLOWS
Short Description: +2 BLOWS
Prerequisites: HANDHELD WEAPON BLOWS I [Display prerequisites graphically]

unedited: [6.4.3][Edit location][Edit 6215][Edit XSL]

DoM 3) HANDHELD WEAPON BLOWS III
Base Cost: 900Learning Rate: + (Strength * 2) + (Dexterity * 2) + (Agility)
Long Description: The Character is +3 BLOWS
Short Description: +3 BLOWS
Prerequisites: HANDHELD WEAPON BLOWS II [Display prerequisites graphically]

unedited: [6.4.4][Edit location][Edit 6216][Edit XSL]

DoM 4) HANDHELD WEAPON BLOWS IV
Base Cost: 1200Learning Rate: + (Strength * 2) + (Dexterity * 2) + (Agility)
Long Description: The Character is +4 BLOWS
Short Description: +4 BLOWS
Prerequisites: HANDHELD WEAPON BLOWS III [Display prerequisites graphically]

unedited: [6.4.5][Edit location][Edit 6217][Edit XSL]

DoM 5) HANDHELD WEAPON BLOWS V
Base Cost: 1500Learning Rate: + (Strength * 2) + (Dexterity * 2) + (Agility)
Long Description: The Character is +5 BLOWS
Short Description: +5 BLOWS
Prerequisites: HANDHELD WEAPON BLOWS IV [Display prerequisites graphically]

unedited: [6.4.6][Edit location][Edit 6218][Edit XSL]

DoM 6) HANDHELD WEAPON BLOWS VI
Base Cost: 1800Learning Rate: + (Strength * 2) + (Dexterity * 2) + (Agility)
Long Description: The Character is +6 BLOWS
Short Description: +6 BLOWS
Prerequisites: HANDHELD WEAPON BLOWS V [Display prerequisites graphically]

unedited: [6.4.7][Edit location][Edit 6219][Edit XSL]

DoM 7) HANDHELD WEAPON BLOWS VII
Base Cost: 2100Learning Rate: + (Strength * 2) + (Dexterity * 2) + (Agility)
Long Description: The Character is +7 BLOWS
Short Description: +7 BLOWS
Prerequisites: HANDHELD WEAPON BLOWS VI [Display prerequisites graphically]

unedited: [6.4.8][Edit location][Edit 6220][Edit XSL]

DoM 8) HANDHELD WEAPON BLOWS VIII
Base Cost: 2400Learning Rate: + (Strength * 2) + (Dexterity * 2) + (Agility)
Long Description: The Character is +8 BLOWS
Short Description: +8 BLOWS
Prerequisites: HANDHELD WEAPON BLOWS VII [Display prerequisites graphically]

unedited: [6.4.9][Edit location][Edit 6221][Edit XSL]

DoM 9) HANDHELD WEAPON BLOWS IX
Base Cost: 2700Learning Rate: + (Strength * 2) + (Dexterity * 2) + (Agility)
Long Description: The Character is +9 BLOWS
Short Description: +9 BLOWS
Prerequisites: HANDHELD WEAPON BLOWS VIII [Display prerequisites graphically]

unedited: [6.4.10][Edit location][Edit 6222][Edit XSL]

DoM 10) HANDHELD WEAPON BLOWS X
Base Cost: 3000Learning Rate: + (Strength * 2) + (Dexterity * 2) + (Agility)
Long Description: The Character is +10 BLOWS
Short Description: +10 BLOWS
Prerequisites: HANDHELD WEAPON BLOWS IX [Display prerequisites graphically]

unedited: [6.4.11][Edit location][Edit 6223][Edit XSL]

DoM 1) HANDHELD WEAPON CR I
Base Cost: 100Learning Rate: + (Strength * 2) + (Dexterity * 2) + (Agility)
Long Description: The Character is +1 CR
Short Description: +1 CR

unedited: [6.4.12][Edit location][Edit 6224][Edit XSL]

DoM 2) HANDHELD WEAPON CR II
Base Cost: 200Learning Rate: + (Strength * 2) + (Dexterity * 2) + (Agility)
Long Description: The Character is +2 CR
Short Description: +2 CR
Prerequisites: HANDHELD WEAPON CR I [Display prerequisites graphically]

unedited: [6.4.13][Edit location][Edit 6225][Edit XSL]

DoM 3) HANDHELD WEAPON CR III
Base Cost: 300Learning Rate: + (Strength * 2) + (Dexterity * 2) + (Agility)
Long Description: The Character is +3 CR
Short Description: +3 CR
Prerequisites: HANDHELD WEAPON CR II [Display prerequisites graphically]

unedited: [6.4.14][Edit location][Edit 6226][Edit XSL]

DoM 4) HANDHELD WEAPON CR IV
Base Cost: 400Learning Rate: + (Strength * 2) + (Dexterity * 2) + (Agility)
Long Description: The Character is +4 CR
Short Description: +4 CR
Prerequisites: HANDHELD WEAPON CR III [Display prerequisites graphically]

unedited: [6.4.15][Edit location][Edit 6227][Edit XSL]

DoM 5) HANDHELD WEAPON CR V
Base Cost: 500Learning Rate: + (Strength * 2) + (Dexterity * 2) + (Agility)
Long Description: The Character is +5 CR
Short Description: +5 CR
Prerequisites: HANDHELD WEAPON CR IV [Display prerequisites graphically]

unedited: [6.4.16][Edit location][Edit 6228][Edit XSL]

DoM 6) HANDHELD WEAPON CR VI
Base Cost: 600Learning Rate: + (Strength * 2) + (Dexterity * 2) + (Agility)
Long Description: The Character is +6 CR
Short Description: +6 CR
Prerequisites: HANDHELD WEAPON CR V [Display prerequisites graphically]

unedited: [6.4.17][Edit location][Edit 6229][Edit XSL]

DoM 7) HANDHELD WEAPON CR VII
Base Cost: 700Learning Rate: + (Strength * 2) + (Dexterity * 2) + (Agility)
Long Description: The Character is +7 CR
Short Description: +7 CR
Prerequisites: HANDHELD WEAPON CR VI [Display prerequisites graphically]

unedited: [6.4.18][Edit location][Edit 6230][Edit XSL]

DoM 8) HANDHELD WEAPON CR VIII
Base Cost: 800Learning Rate: + (Strength * 2) + (Dexterity * 2) + (Agility)
Long Description: The Character is +8 CR
Short Description: +8 CR
Prerequisites: HANDHELD WEAPON CR VII [Display prerequisites graphically]

unedited: [6.4.19][Edit location][Edit 6231][Edit XSL]

DoM 9) HANDHELD WEAPON CR IX
Base Cost: 900Learning Rate: + (Strength * 2) + (Dexterity * 2) + (Agility)
Long Description: The Character is +9 CR
Short Description: +9 CR
Prerequisites: HANDHELD WEAPON CR VIII [Display prerequisites graphically]

unedited: [6.4.20][Edit location][Edit 6232][Edit XSL]

DoM 10) HANDHELD WEAPON CR X
Base Cost: 1000Learning Rate: + (Strength * 2) + (Dexterity * 2) + (Agility)
Long Description: The Character is +10 CR
Short Description: +10 CR
Prerequisites: HANDHELD WEAPON CR IX [Display prerequisites graphically]

unedited: [6.4.21][Edit location][Edit 6233][Edit XSL]

DoM 1) HANDHELD WEAPON DR I
Base Cost: 100Learning Rate: + (Strength * 2) + (Dexterity * 2) + (Agility)
Long Description: The Character is +1 DR
Short Description: +1 DR

unedited: [6.4.22][Edit location][Edit 6234][Edit XSL]

DoM 2) HANDHELD WEAPON DR II
Base Cost: 200Learning Rate: + (Strength * 2) + (Dexterity * 2) + (Agility)
Long Description: The Character is +2 DR
Short Description: +2 DR
Prerequisites: HANDHELD WEAPON DR I [Display prerequisites graphically]

unedited: [6.4.23][Edit location][Edit 6235][Edit XSL]

DoM 3) HANDHELD WEAPON DR III
Base Cost: 300Learning Rate: + (Strength * 2) + (Dexterity * 2) + (Agility)
Long Description: The Character is +3 DR
Short Description: +3 DR
Prerequisites: HANDHELD WEAPON DR II [Display prerequisites graphically]

unedited: [6.4.24][Edit location][Edit 6236][Edit XSL]

DoM 4) HANDHELD WEAPON DR IV
Base Cost: 400Learning Rate: + (Strength * 2) + (Dexterity * 2) + (Agility)
Long Description: The Character is +4 DR
Short Description: +4 DR
Prerequisites: HANDHELD WEAPON DR III [Display prerequisites graphically]

unedited: [6.4.25][Edit location][Edit 6237][Edit XSL]

DoM 5) HANDHELD WEAPON DR V
Base Cost: 500Learning Rate: + (Strength * 2) + (Dexterity * 2) + (Agility)
Long Description: The Character is +5 DR
Short Description: +5 DR
Prerequisites: HANDHELD WEAPON DR IV [Display prerequisites graphically]

unedited: [6.4.26][Edit location][Edit 6238][Edit XSL]

DoM 6) HANDHELD WEAPON DR VI
Base Cost: 600Learning Rate: + (Strength * 2) + (Dexterity * 2) + (Agility)
Long Description: The Character is +6 DR
Short Description: +6 DR
Prerequisites: HANDHELD WEAPON DR V [Display prerequisites graphically]

unedited: [6.4.27][Edit location][Edit 6239][Edit XSL]

DoM 7) HANDHELD WEAPON DR VII
Base Cost: 700Learning Rate: + (Strength * 2) + (Dexterity * 2) + (Agility)
Long Description: The Character is +7 DR
Short Description: +7 DR
Prerequisites: HANDHELD WEAPON DR VI [Display prerequisites graphically]

unedited: [6.4.28][Edit location][Edit 6240][Edit XSL]

DoM 8) HANDHELD WEAPON DR VIII
Base Cost: 800Learning Rate: + (Strength * 2) + (Dexterity * 2) + (Agility)
Long Description: The Character is +8 DR
Short Description: +8 DR
Prerequisites: HANDHELD WEAPON DR VII [Display prerequisites graphically]

unedited: [6.4.29][Edit location][Edit 6241][Edit XSL]

DoM 9) HANDHELD WEAPON DR IX
Base Cost: 900Learning Rate: + (Strength * 2) + (Dexterity * 2) + (Agility)
Long Description: The Character is +9 DR
Short Description: +9 DR
Prerequisites: HANDHELD WEAPON DR VIII [Display prerequisites graphically]

unedited: [6.4.30][Edit location][Edit 6242][Edit XSL]

DoM 10) HANDHELD WEAPON DR X
Base Cost: 1000Learning Rate: + (Strength * 2) + (Dexterity * 2) + (Agility)
Long Description: The Character is +10 DR
Short Description: +10 DR
Prerequisites: HANDHELD WEAPON DR IX [Display prerequisites graphically]

unedited: [6.4.31][Edit location][Edit 6243][Edit XSL]

DoM 1) HANDHELD WEAPON PR I
Base Cost: 100Learning Rate: + (Strength * 2) + (Dexterity * 2) + (Agility)
Long Description: The Character is +1 PR
Short Description: +1 PR

unedited: [6.4.32][Edit location][Edit 6244][Edit XSL]

DoM 2) HANDHELD WEAPON PR II
Base Cost: 200Learning Rate: + (Strength * 2) + (Dexterity * 2) + (Agility)
Long Description: The Character is +2 PR
Short Description: +2 PR
Prerequisites: HANDHELD WEAPON PR I [Display prerequisites graphically]

unedited: [6.4.33][Edit location][Edit 6245][Edit XSL]

DoM 3) HANDHELD WEAPON PR III
Base Cost: 300Learning Rate: + (Strength * 2) + (Dexterity * 2) + (Agility)
Long Description: The Character is +3 PR
Short Description: +3 PR
Prerequisites: HANDHELD WEAPON PR II [Display prerequisites graphically]

unedited: [6.4.34][Edit location][Edit 6246][Edit XSL]

DoM 4) HANDHELD WEAPON PR IV
Base Cost: 400Learning Rate: + (Strength * 2) + (Dexterity * 2) + (Agility)
Long Description: The Character is +4 PR
Short Description: +4 PR
Prerequisites: HANDHELD WEAPON PR III [Display prerequisites graphically]

unedited: [6.4.35][Edit location][Edit 6247][Edit XSL]

DoM 5) HANDHELD WEAPON PR V
Base Cost: 500Learning Rate: + (Strength * 2) + (Dexterity * 2) + (Agility)
Long Description: The Character is +5 PR
Short Description: +5 PR
Prerequisites: HANDHELD WEAPON PR IV [Display prerequisites graphically]

unedited: [6.4.36][Edit location][Edit 6248][Edit XSL]

DoM 6) HANDHELD WEAPON PR VI
Base Cost: 600Learning Rate: + (Strength * 2) + (Dexterity * 2) + (Agility)
Long Description: The Character is +6 PR
Short Description: +6 PR
Prerequisites: HANDHELD WEAPON PR V [Display prerequisites graphically]

unedited: [6.4.37][Edit location][Edit 6249][Edit XSL]

DoM 7) HANDHELD WEAPON PR VII
Base Cost: 700Learning Rate: + (Strength * 2) + (Dexterity * 2) + (Agility)
Long Description: The Character is +7 PR
Short Description: +7 PR
Prerequisites: HANDHELD WEAPON PR VI [Display prerequisites graphically]

unedited: [6.4.38][Edit location][Edit 6250][Edit XSL]

DoM 8) HANDHELD WEAPON PR VIII
Base Cost: 800Learning Rate: + (Strength * 2) + (Dexterity * 2) + (Agility)
Long Description: The Character is +8 PR
Short Description: +8 PR
Prerequisites: HANDHELD WEAPON PR VII [Display prerequisites graphically]

unedited: [6.4.39][Edit location][Edit 6251][Edit XSL]

DoM 9) HANDHELD WEAPON PR IX
Base Cost: 900Learning Rate: + (Strength * 2) + (Dexterity * 2) + (Agility)
Long Description: The Character is +9 PR
Short Description: +9 PR
Prerequisites: HANDHELD WEAPON PR VIII [Display prerequisites graphically]

unedited: [6.4.40][Edit location][Edit 6252][Edit XSL]

DoM 10) HANDHELD WEAPON PR X
Base Cost: 1000Learning Rate: + (Strength * 2) + (Dexterity * 2) + (Agility)
Long Description: The Character is +10 PR
Short Description: +10 PR
Prerequisites: HANDHELD WEAPON PR IX [Display prerequisites graphically]

unedited: [6.4.100][Edit location][Edit 7187][Edit XSL]


Handheld Weapon Tree
Handheld Weapon Tree: displays prerequisite relationships.


MAGE CR

[Display Tree]


unedited: [6.5.5][Edit location][Edit 6777][Edit XSL]

These lists deal with the Mage's use of spells in combat situations. They are skills, not spells themselves. The Mage CR is used when the Mage is casting Missile Spells (such as Stone Bolt or Light Spear) or using a weapon held by Telekinesis and is additive with any base CR that such a spell might have.

unedited: [6.5.110][Edit location][Edit 6767][Edit XSL]

DoM 1) MAGE CR I
Base Cost: 100Learning Rate: + (Dexterity * 2) + (Intellect) + (Magic talent * 2)
Long Description: The Character is +1 CR
Short Description: +1 CR

unedited: [6.5.120][Edit location][Edit 6768][Edit XSL]

DoM 2) MAGE CR II
Base Cost: 200Learning Rate: + (Dexterity * 2) + (Intellect) + (Magic talent * 2)
Long Description: The Character is +2 CR
Short Description: +2 CR
Prerequisites: MAGE CR I [Display prerequisites graphically]

unedited: [6.5.130][Edit location][Edit 6769][Edit XSL]

DoM 3) MAGE CR III
Base Cost: 300Learning Rate: + (Dexterity * 2) + (Intellect) + (Magic talent * 2)
Long Description: The Character is +3 CR
Short Description: +3 CR
Prerequisites: MAGE CR II [Display prerequisites graphically]

unedited: [6.5.140][Edit location][Edit 6770][Edit XSL]

DoM 4) MAGE CR IV
Base Cost: 400Learning Rate: + (Dexterity * 2) + (Intellect) + (Magic talent * 2)
Long Description: The Character is +4 CR
Short Description: +4 CR
Prerequisites: MAGE CR III [Display prerequisites graphically]

unedited: [6.5.150][Edit location][Edit 6771][Edit XSL]

DoM 5) MAGE CR V
Base Cost: 500Learning Rate: + (Dexterity * 2) + (Intellect) + (Magic talent * 2)
Long Description: The Character is +5 CR
Short Description: +5 CR
Prerequisites: MAGE CR IV [Display prerequisites graphically]

unedited: [6.5.160][Edit location][Edit 6772][Edit XSL]

DoM 6) MAGE CR VI
Base Cost: 600Learning Rate: + (Dexterity * 2) + (Intellect) + (Magic talent * 2)
Long Description: The Character is +6 CR
Short Description: +6 CR
Prerequisites: MAGE CR V [Display prerequisites graphically]

unedited: [6.5.170][Edit location][Edit 6773][Edit XSL]

DoM 7) MAGE CR VII
Base Cost: 700Learning Rate: + (Dexterity * 2) + (Intellect) + (Magic talent * 2)
Long Description: The Character is +7 CR
Short Description: +7 CR
Prerequisites: MAGE CR VI [Display prerequisites graphically]

unedited: [6.5.180][Edit location][Edit 6774][Edit XSL]

DoM 8) MAGE CR VIII
Base Cost: 800Learning Rate: + (Dexterity * 2) + (Intellect) + (Magic talent * 2)
Long Description: The Character is +8 CR
Short Description: +8 CR
Prerequisites: MAGE CR VII [Display prerequisites graphically]

unedited: [6.5.190][Edit location][Edit 6775][Edit XSL]

DoM 9) MAGE CR IX
Base Cost: 900Learning Rate: + (Dexterity * 2) + (Intellect) + (Magic talent * 2)
Long Description: The Character is +9 CR
Short Description: +9 CR
Prerequisites: MAGE CR VIII [Display prerequisites graphically]

unedited: [6.5.200][Edit location][Edit 6776][Edit XSL]

DoM 10) MAGE CR X
Base Cost: 1000Learning Rate: + (Dexterity * 2) + (Intellect) + (Magic talent * 2)
Long Description: The Character is +10 CR
Short Description: +10 CR
Prerequisites: MAGE CR IX [Display prerequisites graphically]

unedited: [6.5.1000][Edit location][Edit 7188][Edit XSL]


Mage CR Tree
Mage CR Tree: displays prerequisite relationships.


MANIPULATION BLOWS

[Display Tree]


unedited: [6.6.5][Edit location][Edit 6873][Edit XSL]

These lists deal with the Mage's use of spells in combat situations. They are skills, not spells themselves. The Manipulation Blows portions below determine how rapidly a Mage may use one of the Elemental Manipulations or Telekinesis.

unedited: [6.6.10][Edit location][Edit 6757][Edit XSL]

DoM 1) MANIPULATION BLOWS I
Base Cost: 300Learning Rate: + (Dexterity) + (Intellect) + (Magic talent * 2) + (Will)
Long Description: The Character is +1 BLOWS
Short Description: +1 BLOWS

unedited: [6.6.20][Edit location][Edit 6758][Edit XSL]

DoM 2) MANIPULATION BLOWS II
Base Cost: 600Learning Rate: + (Dexterity) + (Intellect) + (Magic talent * 2) + (Will)
Long Description: The Character is +2 BLOWS
Short Description: +2 BLOWS
Prerequisites: MANIPULATION BLOWS I [Display prerequisites graphically]

unedited: [6.6.30][Edit location][Edit 6759][Edit XSL]

DoM 3) MANIPULATION BLOWS III
Base Cost: 900Learning Rate: + (Dexterity) + (Intellect) + (Magic talent * 2) + (Will)
Long Description: The Character is +3 BLOWS
Short Description: +3 BLOWS
Prerequisites: MANIPULATION BLOWS II [Display prerequisites graphically]

unedited: [6.6.40][Edit location][Edit 6760][Edit XSL]

DoM 4) MANIPULATION BLOWS IV
Base Cost: 1200Learning Rate: + (Dexterity) + (Intellect) + (Magic talent * 2) + (Will)
Long Description: The Character is +4 BLOWS
Short Description: +4 BLOWS
Prerequisites: MANIPULATION BLOWS III [Display prerequisites graphically]

unedited: [6.6.50][Edit location][Edit 6761][Edit XSL]

DoM 5) MANIPULATION BLOWS V
Base Cost: 1500Learning Rate: + (Dexterity) + (Intellect) + (Magic talent * 2) + (Will)
Long Description: The Character is +5 BLOWS
Short Description: +5 BLOWS
Prerequisites: MANIPULATION BLOWS IV [Display prerequisites graphically]

unedited: [6.6.60][Edit location][Edit 6762][Edit XSL]

DoM 6) MANIPULATION BLOWS VI
Base Cost: 1800Learning Rate: + (Dexterity) + (Intellect) + (Magic talent * 2) + (Will)
Long Description: The Character is +6 BLOWS
Short Description: +6 BLOWS
Prerequisites: MANIPULATION BLOWS V [Display prerequisites graphically]

unedited: [6.6.70][Edit location][Edit 6763][Edit XSL]

DoM 7) MANIPULATION BLOWS VII
Base Cost: 2100Learning Rate: + (Dexterity) + (Intellect) + (Magic talent * 2) + (Will)
Long Description: The Character is +7 BLOWS
Short Description: +7 BLOWS
Prerequisites: MANIPULATION BLOWS VI [Display prerequisites graphically]

unedited: [6.6.80][Edit location][Edit 6764][Edit XSL]

DoM 8) MANIPULATION BLOWS VIII
Base Cost: 2400Learning Rate: + (Dexterity) + (Intellect) + (Magic talent * 2) + (Will)
Long Description: The Character is +8 BLOWS
Short Description: +8 BLOWS
Prerequisites: MANIPULATION BLOWS VII [Display prerequisites graphically]

unedited: [6.6.90][Edit location][Edit 6765][Edit XSL]

DoM 9) MANIPULATION BLOWS IX
Base Cost: 2700Learning Rate: + (Dexterity) + (Intellect) + (Magic talent * 2) + (Will)
Long Description: The Character is +9 BLOWS
Short Description: +9 BLOWS
Prerequisites: MANIPULATION BLOWS VIII [Display prerequisites graphically]

unedited: [6.6.100][Edit location][Edit 6766][Edit XSL]

DoM 10) MANIPULATION BLOWS X
Base Cost: 3000Learning Rate: + (Dexterity) + (Intellect) + (Magic talent * 2) + (Will)
Long Description: The Character is +10 BLOWS
Short Description: +10 BLOWS
Prerequisites: MANIPULATION BLOWS IX [Display prerequisites graphically]

unedited: [6.6.1000][Edit location][Edit 7189][Edit XSL]


Manipulation Blows Tree
Manipulation Blows Tree: displays prerequisite relationships.


MECHANICAL WEAPON

[Display Tree]


final: [6.7.0.5][Edit location][Edit 7165][Edit XSL]

Mechanical Blows work differently from Handheld Blows. Instead of Blows being resolved on a per Round basis they are resolved on a per second basis (for more information about melee combat and Blow resolution see the Game Master's Guide: Melee). A character unskilled in Mechanical Blows fires a their weapon at the rate of 1 shot per [reload time] seconds, where reload time is determined on a per weapon basis. For every DoM of Mechanical Blows gained the character fires [reload improvement time] seconds faster, where reload time is determined on a per weapon basis. As such at DoM 1 Mechanical Blows the rate with a light crossbow is 1 quarrel per 13 seconds, at DoM 5 it is 1 quarrel per 5 seconds. The fastest any Mechanical Weapon may be shot is the reload improvement time for that weapon. So a character with DoM 7 Mechanical Blows with the light crossbow would shoot at 1 quarrel per 2 seconds, and there could be no improvement past that point.

In the case of weapons with more than one shot, such as a revolver, the character fires on the appropriate melee blow for their number of blows until they need to reload. Reloading takes place at the noted speed for reloading with the weapon as explained above.

unedited: [6.7.1][Edit location][Edit 6253][Edit XSL]

DoM 1) MECHANICAL WEAPON BLOWS I
Base Cost: 300Learning Rate: + (Dexterity * 2) + (Intellect) + (Will * 2)
Long Description: The Character is +1 BLOWS
Short Description: +1 BLOWS

unedited: [6.7.2][Edit location][Edit 6254][Edit XSL]

DoM 2) MECHANICAL WEAPON BLOWS II
Base Cost: 600Learning Rate: + (Dexterity * 2) + (Intellect) + (Will * 2)
Long Description: The Character is +2 BLOWS
Short Description: +2 BLOWS
Prerequisites: MECHANICAL WEAPON BLOWS I [Display prerequisites graphically]

unedited: [6.7.3][Edit location][Edit 6255][Edit XSL]

DoM 3) MECHANICAL WEAPON BLOWS III
Base Cost: 900Learning Rate: + (Dexterity * 2) + (Intellect) + (Will * 2)
Long Description: The Character is +3 BLOWS
Short Description: +3 BLOWS
Prerequisites: MECHANICAL WEAPON BLOWS II [Display prerequisites graphically]

unedited: [6.7.4][Edit location][Edit 6256][Edit XSL]

DoM 4) MECHANICAL WEAPON BLOWS IV
Base Cost: 1200Learning Rate: + (Dexterity * 2) + (Intellect) + (Will * 2)
Long Description: The Character is +4 BLOWS
Short Description: +4 BLOWS
Prerequisites: MECHANICAL WEAPON BLOWS III [Display prerequisites graphically]

unedited: [6.7.5][Edit location][Edit 6257][Edit XSL]

DoM 5) MECHANICAL WEAPON BLOWS V
Base Cost: 1500Learning Rate: + (Dexterity * 2) + (Intellect) + (Will * 2)
Long Description: The Character is +5 BLOWS
Short Description: +5 BLOWS
Prerequisites: MECHANICAL WEAPON BLOWS IV [Display prerequisites graphically]

unedited: [6.7.6][Edit location][Edit 6258][Edit XSL]

DoM 6) MECHANICAL WEAPON BLOWS VI
Base Cost: 1800Learning Rate: + (Dexterity * 2) + (Intellect) + (Will * 2)
Long Description: The Character is +6 BLOWS
Short Description: +6 BLOWS
Prerequisites: MECHANICAL WEAPON BLOWS V [Display prerequisites graphically]

unedited: [6.7.7][Edit location][Edit 6259][Edit XSL]

DoM 7) MECHANICAL WEAPON BLOWS VII
Base Cost: 2100Learning Rate: + (Dexterity * 2) + (Intellect) + (Will * 2)
Long Description: The Character is +7 BLOWS
Short Description: +7 BLOWS
Prerequisites: MECHANICAL WEAPON BLOWS VI [Display prerequisites graphically]

unedited: [6.7.8][Edit location][Edit 6260][Edit XSL]

DoM 8) MECHANICAL WEAPON BLOWS VIII
Base Cost: 2400Learning Rate: + (Dexterity * 2) + (Intellect) + (Will * 2)
Long Description: The Character is +8 BLOWS
Short Description: +8 BLOWS
Prerequisites: MECHANICAL WEAPON BLOWS VII [Display prerequisites graphically]

unedited: [6.7.9][Edit location][Edit 6261][Edit XSL]

DoM 9) MECHANICAL WEAPON BLOWS IX
Base Cost: 2700Learning Rate: + (Dexterity * 2) + (Intellect) + (Will * 2)
Long Description: The Character is +9 BLOWS
Short Description: +9 BLOWS
Prerequisites: MECHANICAL WEAPON BLOWS VIII [Display prerequisites graphically]

unedited: [6.7.10][Edit location][Edit 6262][Edit XSL]

DoM 10) MECHANICAL WEAPON BLOWS X
Base Cost: 3000Learning Rate: + (Dexterity * 2) + (Intellect) + (Will * 2)
Long Description: The Character is +10 BLOWS
Short Description: +10 BLOWS
Prerequisites: MECHANICAL WEAPON BLOWS IX [Display prerequisites graphically]

unedited: [6.7.11][Edit location][Edit 6263][Edit XSL]

DoM 1) MECHANICAL WEAPON CR I
Base Cost: 100Learning Rate: + (Dexterity * 2) + (Intellect) + (Will * 2)
Long Description: The Character is +1 CR
Short Description: +1 CR

unedited: [6.7.12][Edit location][Edit 6264][Edit XSL]

DoM 2) MECHANICAL WEAPON CR II
Base Cost: 200Learning Rate: + (Dexterity * 2) + (Intellect) + (Will * 2)
Long Description: The Character is +2 CR
Short Description: +2 CR
Prerequisites: MECHANICAL WEAPON CR I [Display prerequisites graphically]

unedited: [6.7.13][Edit location][Edit 6265][Edit XSL]

DoM 3) MECHANICAL WEAPON CR III
Base Cost: 300Learning Rate: + (Dexterity * 2) + (Intellect) + (Will * 2)
Long Description: The Character is +3 CR
Short Description: +3 CR
Prerequisites: MECHANICAL WEAPON CR II [Display prerequisites graphically]

unedited: [6.7.14][Edit location][Edit 6266][Edit XSL]

DoM 4) MECHANICAL WEAPON CR IV
Base Cost: 400Learning Rate: + (Dexterity * 2) + (Intellect) + (Will * 2)
Long Description: The Character is +4 CR
Short Description: +4 CR
Prerequisites: MECHANICAL WEAPON CR III [Display prerequisites graphically]

unedited: [6.7.15][Edit location][Edit 6267][Edit XSL]

DoM 5) MECHANICAL WEAPON CR V
Base Cost: 500Learning Rate: + (Dexterity * 2) + (Intellect) + (Will * 2)
Long Description: The Character is +5 CR
Short Description: +5 CR
Prerequisites: MECHANICAL WEAPON CR IV [Display prerequisites graphically]

unedited: [6.7.16][Edit location][Edit 6268][Edit XSL]

DoM 6) MECHANICAL WEAPON CR VI
Base Cost: 600Learning Rate: + (Dexterity * 2) + (Intellect) + (Will * 2)
Long Description: The Character is +6 CR
Short Description: +6 CR
Prerequisites: MECHANICAL WEAPON CR V [Display prerequisites graphically]

unedited: [6.7.17][Edit location][Edit 6269][Edit XSL]

DoM 7) MECHANICAL WEAPON CR VII
Base Cost: 700Learning Rate: + (Dexterity * 2) + (Intellect) + (Will * 2)
Long Description: The Character is +7 CR
Short Description: +7 CR
Prerequisites: MECHANICAL WEAPON CR VI [Display prerequisites graphically]

unedited: [6.7.18][Edit location][Edit 6270][Edit XSL]

DoM 8) MECHANICAL WEAPON CR VIII
Base Cost: 800Learning Rate: + (Dexterity * 2) + (Intellect) + (Will * 2)
Long Description: The Character is +8 CR
Short Description: +8 CR
Prerequisites: MECHANICAL WEAPON CR VII [Display prerequisites graphically]

unedited: [6.7.19][Edit location][Edit 6271][Edit XSL]

DoM 9) MECHANICAL WEAPON CR IX
Base Cost: 900Learning Rate: + (Dexterity * 2) + (Intellect) + (Will * 2)
Long Description: The Character is +9 CR
Short Description: +9 CR
Prerequisites: MECHANICAL WEAPON CR VIII [Display prerequisites graphically]

unedited: [6.7.20][Edit location][Edit 6272][Edit XSL]

DoM 10) MECHANICAL WEAPON CR X
Base Cost: 1000Learning Rate: + (Dexterity * 2) + (Intellect) + (Will * 2)
Long Description: The Character is +10 CR
Short Description: +10 CR
Prerequisites: MECHANICAL WEAPON CR IX [Display prerequisites graphically]

unedited: [6.7.1000][Edit location][Edit 7190][Edit XSL]


Mechanical Weapon Tree
Mechanical Weapon Tree: displays prerequisite relationships.


STATISTICS IMPROVEMENTS

[Display Tree]


unedited: [6.8.1][Edit location][Edit 6273][Edit XSL]

DoM 1) STATISTICS IMPROVEMENTS AGILITY I
Base Cost: 500Learning Rate: + (Agility) + (Constitution * 2) + (Will * 2)
Long Description: The Character is +1 AGILITY
Short Description: +1 AGILITY

unedited: [6.8.2][Edit location][Edit 6274][Edit XSL]

DoM 2) STATISTICS IMPROVEMENTS AGILITY II
Base Cost: 1000Learning Rate: + (Agility) + (Constitution * 2) + (Will * 2)
Long Description: The Character is +2 AGILITY
Short Description: +2 AGILITY
Prerequisites: STATISTICS IMPROVEMENTS AGILITY I [Display prerequisites graphically]

unedited: [6.8.3][Edit location][Edit 6275][Edit XSL]

DoM 3) STATISTICS IMPROVEMENTS AGILITY III
Base Cost: 1500Learning Rate: + (Agility) + (Constitution * 2) + (Will * 2)
Long Description: The Character is +3 AGILITY
Short Description: +3 AGILITY
Prerequisites: STATISTICS IMPROVEMENTS AGILITY II [Display prerequisites graphically]

unedited: [6.8.4][Edit location][Edit 6276][Edit XSL]

DoM 4) STATISTICS IMPROVEMENTS AGILITY IV
Base Cost: 2000Learning Rate: + (Agility) + (Constitution * 2) + (Will * 2)
Long Description: The Character is +4 AGILITY
Short Description: +4 AGILITY
Prerequisites: STATISTICS IMPROVEMENTS AGILITY III [Display prerequisites graphically]

unedited: [6.8.5][Edit location][Edit 6277][Edit XSL]

DoM 5) STATISTICS IMPROVEMENTS AGILITY V
Base Cost: 2500Learning Rate: + (Agility) + (Constitution * 2) + (Will * 2)
Long Description: The Character is +5 AGILITY
Short Description: +5 AGILITY
Prerequisites: STATISTICS IMPROVEMENTS AGILITY IV [Display prerequisites graphically]

unedited: [6.8.6][Edit location][Edit 6278][Edit XSL]

DoM 6) STATISTICS IMPROVEMENTS AGILITY VI
Base Cost: 3000Learning Rate: + (Agility) + (Constitution * 2) + (Will * 2)
Long Description: The Character is +6 AGILITY
Short Description: +6 AGILITY
Prerequisites: STATISTICS IMPROVEMENTS AGILITY V [Display prerequisites graphically]

unedited: [6.8.7][Edit location][Edit 6279][Edit XSL]

DoM 7) STATISTICS IMPROVEMENTS AGILITY VII
Base Cost: 3500Learning Rate: + (Agility) + (Constitution * 2) + (Will * 2)
Long Description: The Character is +7 AGILITY
Short Description: +7 AGILITY
Prerequisites: STATISTICS IMPROVEMENTS AGILITY VI [Display prerequisites graphically]

unedited: [6.8.8][Edit location][Edit 6280][Edit XSL]

DoM 8) STATISTICS IMPROVEMENTS AGILITY VIII
Base Cost: 4000Learning Rate: + (Agility) + (Constitution * 2) + (Will * 2)
Long Description: The Character is +8 AGILITY
Short Description: +8 AGILITY
Prerequisites: STATISTICS IMPROVEMENTS AGILITY VII [Display prerequisites graphically]

unedited: [6.8.9][Edit location][Edit 6281][Edit XSL]

DoM 9) STATISTICS IMPROVEMENTS AGILITY IX
Base Cost: 4500Learning Rate: + (Agility) + (Constitution * 2) + (Will * 2)
Long Description: The Character is +9 AGILITY
Short Description: +9 AGILITY
Prerequisites: STATISTICS IMPROVEMENTS AGILITY VIII [Display prerequisites graphically]

unedited: [6.8.10][Edit location][Edit 6282][Edit XSL]

DoM 10) STATISTICS IMPROVEMENTS AGILITY X
Base Cost: 5000Learning Rate: + (Agility) + (Constitution * 2) + (Will * 2)
Long Description: The Character is +10 AGILITY
Short Description: +10 AGILITY
Prerequisites: STATISTICS IMPROVEMENTS AGILITY IX [Display prerequisites graphically]

unedited: [6.8.11][Edit location][Edit 6283][Edit XSL]

DoM 1) STATISTICS IMPROVEMENTS CONSTITUTION I
Base Cost: 500Learning Rate: + (Constitution * 2) + (Will * 3)
Long Description: The Character is +1 CONSTITUTION
Short Description: +1 CONSTITUTION

unedited: [6.8.12][Edit location][Edit 6284][Edit XSL]

DoM 2) STATISTICS IMPROVEMENTS CONSTITUTION II
Base Cost: 1000Learning Rate: + (Constitution * 2) + (Will * 3)
Long Description: The Character is +2 CONSTITUTION
Short Description: +2 CONSTITUTION
Prerequisites: STATISTICS IMPROVEMENTS CONSTITUTION I [Display prerequisites graphically]

unedited: [6.8.13][Edit location][Edit 6285][Edit XSL]

DoM 3) STATISTICS IMPROVEMENTS CONSTITUTION III
Base Cost: 1500Learning Rate: + (Constitution * 2) + (Will * 3)
Long Description: The Character is +3 CONSTITUTION
Short Description: +3 CONSTITUTION
Prerequisites: STATISTICS IMPROVEMENTS CONSTITUTION II [Display prerequisites graphically]

unedited: [6.8.14][Edit location][Edit 6286][Edit XSL]

DoM 4) STATISTICS IMPROVEMENTS CONSTITUTION IV
Base Cost: 2000Learning Rate: + (Constitution * 2) + (Will * 3)
Long Description: The Character is +4 CONSTITUTION
Short Description: +4 CONSTITUTION
Prerequisites: STATISTICS IMPROVEMENTS CONSTITUTION III [Display prerequisites graphically]

unedited: [6.8.15][Edit location][Edit 6287][Edit XSL]

DoM 5) STATISTICS IMPROVEMENTS CONSTITUTION V
Base Cost: 2500Learning Rate: + (Constitution * 2) + (Will * 3)
Long Description: The Character is +5 CONSTITUTION
Short Description: +5 CONSTITUTION
Prerequisites: STATISTICS IMPROVEMENTS CONSTITUTION IV [Display prerequisites graphically]

unedited: [6.8.16][Edit location][Edit 6288][Edit XSL]

DoM 6) STATISTICS IMPROVEMENTS CONSTITUTION VI
Base Cost: 3000Learning Rate: + (Constitution * 2) + (Will * 3)
Long Description: The Character is +6 CONSTITUTION
Short Description: +6 CONSTITUTION
Prerequisites: STATISTICS IMPROVEMENTS CONSTITUTION V [Display prerequisites graphically]

unedited: [6.8.17][Edit location][Edit 6289][Edit XSL]

DoM 7) STATISTICS IMPROVEMENTS CONSTITUTION VII
Base Cost: 3500Learning Rate: + (Constitution * 2) + (Will * 3)
Long Description: The Character is +7 CONSTITUTION
Short Description: +7 CONSTITUTION
Prerequisites: STATISTICS IMPROVEMENTS CONSTITUTION VI [Display prerequisites graphically]

unedited: [6.8.18][Edit location][Edit 6290][Edit XSL]

DoM 8) STATISTICS IMPROVEMENTS CONSTITUTION VIII
Base Cost: 4000Learning Rate: + (Constitution * 2) + (Will * 3)
Long Description: The Character is +8 CONSTITUTION
Short Description: +8 CONSTITUTION
Prerequisites: STATISTICS IMPROVEMENTS CONSTITUTION VII [Display prerequisites graphically]

unedited: [6.8.19][Edit location][Edit 6291][Edit XSL]

DoM 9) STATISTICS IMPROVEMENTS CONSTITUTION IX
Base Cost: 4500Learning Rate: + (Constitution * 2) + (Will * 3)
Long Description: The Character is +9 CONSTITUTION
Short Description: +9 CONSTITUTION
Prerequisites: STATISTICS IMPROVEMENTS CONSTITUTION VIII [Display prerequisites graphically]

unedited: [6.8.20][Edit location][Edit 6292][Edit XSL]

DoM 10) STATISTICS IMPROVEMENTS CONSTITUTION X
Base Cost: 5000Learning Rate: + (Constitution * 2) + (Will * 3)
Long Description: The Character is +10 CONSTITUTION
Short Description: +10 CONSTITUTION
Prerequisites: STATISTICS IMPROVEMENTS CONSTITUTION IX [Display prerequisites graphically]

unedited: [6.8.21][Edit location][Edit 6293][Edit XSL]

DoM 1) STATISTICS IMPROVEMENTS DEXTERITY I
Base Cost: 500Learning Rate: + (Dexterity) + (Constitution * 2) + (Will * 2)
Long Description: The Character is +1 DEXTERITY
Short Description: +1 DEXTERITY

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DoM 2) STATISTICS IMPROVEMENTS DEXTERITY II
Base Cost: 1000Learning Rate: + (Dexterity) + (Constitution * 2) + (Will * 2)
Long Description: The Character is +2 DEXTERITY
Short Description: +2 DEXTERITY
Prerequisites: STATISTICS IMPROVEMENTS DEXTERITY I [Display prerequisites graphically]

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DoM 3) STATISTICS IMPROVEMENTS DEXTERITY III
Base Cost: 1500Learning Rate: + (Dexterity) + (Constitution * 2) + (Will * 2)
Long Description: The Character is +3 DEXTERITY
Short Description: +3 DEXTERITY
Prerequisites: STATISTICS IMPROVEMENTS DEXTERITY II [Display prerequisites graphically]

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DoM 4) STATISTICS IMPROVEMENTS DEXTERITY IV
Base Cost: 2000Learning Rate: + (Dexterity) + (Constitution * 2) + (Will * 2)
Long Description: The Character is +4 DEXTERITY
Short Description: +4 DEXTERITY
Prerequisites: STATISTICS IMPROVEMENTS DEXTERITY III [Display prerequisites graphically]

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DoM 5) STATISTICS IMPROVEMENTS DEXTERITY V
Base Cost: 2500Learning Rate: + (Dexterity) + (Constitution * 2) + (Will * 2)
Long Description: The Character is +5 DEXTERITY
Short Description: +5 DEXTERITY
Prerequisites: STATISTICS IMPROVEMENTS DEXTERITY IV [Display prerequisites graphically]

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DoM 6) STATISTICS IMPROVEMENTS DEXTERITY VI
Base Cost: 3000Learning Rate: + (Dexterity) + (Constitution * 2) + (Will * 2)
Long Description: The Character is +6 DEXTERITY
Short Description: +6 DEXTERITY
Prerequisites: STATISTICS IMPROVEMENTS DEXTERITY V [Display prerequisites graphically]

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DoM 7) STATISTICS IMPROVEMENTS DEXTERITY VII
Base Cost: 3500Learning Rate: + (Dexterity) + (Constitution * 2) + (Will * 2)
Long Description: The Character is +7 DEXTERITY
Short Description: +7 DEXTERITY
Prerequisites: STATISTICS IMPROVEMENTS DEXTERITY VI [Display prerequisites graphically]

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DoM 8) STATISTICS IMPROVEMENTS DEXTERITY VIII
Base Cost: 4000Learning Rate: + (Dexterity) + (Constitution * 2) + (Will * 2)
Long Description: The Character is +8 DEXTERITY
Short Description: +8 DEXTERITY
Prerequisites: STATISTICS IMPROVEMENTS DEXTERITY VII [Display prerequisites graphically]

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DoM 9) STATISTICS IMPROVEMENTS DEXTERITY IX
Base Cost: 4500Learning Rate: + (Dexterity) + (Constitution * 2) + (Will * 2)
Long Description: The Character is +9 DEXTERITY
Short Description: +9 DEXTERITY
Prerequisites: STATISTICS IMPROVEMENTS DEXTERITY VIII [Display prerequisites graphically]

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DoM 10) STATISTICS IMPROVEMENTS DEXTERITY X
Base Cost: 5000Learning Rate: + (Dexterity) + (Constitution * 2) + (Will * 2)
Long Description: The Character is +10 DEXTERITY
Short Description: +10 DEXTERITY
Prerequisites: STATISTICS IMPROVEMENTS DEXTERITY IX [Display prerequisites graphically]

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DoM 1) STATISTICS IMPROVEMENTS STRENGTH I
Base Cost: 500Learning Rate: + (Strength) + (Constitution * 2) + (Will * 2)
Long Description: The Character is +1 STRENGTH
Short Description: +1 STRENGTH

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DoM 2) STATISTICS IMPROVEMENTS STRENGTH II
Base Cost: 1000Learning Rate: + (Strength) + (Constitution * 2) + (Will * 2)
Long Description: The Character is +2 STRENGTH
Short Description: +2 STRENGTH
Prerequisites: STATISTICS IMPROVEMENTS STRENGTH I [Display prerequisites graphically]

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DoM 3) STATISTICS IMPROVEMENTS STRENGTH III
Base Cost: 1500Learning Rate: + (Strength) + (Constitution * 2) + (Will * 2)
Long Description: The Character is +3 STRENGTH
Short Description: +3 STRENGTH
Prerequisites: STATISTICS IMPROVEMENTS STRENGTH II [Display prerequisites graphically]

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DoM 4) STATISTICS IMPROVEMENTS STRENGTH IV
Base Cost: 2000Learning Rate: + (Strength) + (Constitution * 2) + (Will * 2)
Long Description: The Character is +4 STRENGTH
Short Description: +4 STRENGTH
Prerequisites: STATISTICS IMPROVEMENTS STRENGTH III [Display prerequisites graphically]

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DoM 5) STATISTICS IMPROVEMENTS STRENGTH V
Base Cost: 2500Learning Rate: + (Strength) + (Constitution * 2) + (Will * 2)
Long Description: The Character is +5 STRENGTH
Short Description: +5 STRENGTH
Prerequisites: STATISTICS IMPROVEMENTS STRENGTH IV [Display prerequisites graphically]

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DoM 6) STATISTICS IMPROVEMENTS STRENGTH VI
Base Cost: 3000Learning Rate: + (Strength) + (Constitution * 2) + (Will * 2)
Long Description: The Character is +6 STRENGTH
Short Description: +6 STRENGTH
Prerequisites: STATISTICS IMPROVEMENTS STRENGTH V [Display prerequisites graphically]

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DoM 7) STATISTICS IMPROVEMENTS STRENGTH VII
Base Cost: 3500Learning Rate: + (Strength) + (Constitution * 2) + (Will * 2)
Long Description: The Character is +7 STRENGTH
Short Description: +7 STRENGTH
Prerequisites: STATISTICS IMPROVEMENTS STRENGTH VI [Display prerequisites graphically]

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DoM 8) STATISTICS IMPROVEMENTS STRENGTH VIII
Base Cost: 4000Learning Rate: + (Strength) + (Constitution * 2) + (Will * 2)
Long Description: The Character is +8 STRENGTH
Short Description: +8 STRENGTH
Prerequisites: STATISTICS IMPROVEMENTS STRENGTH VII [Display prerequisites graphically]

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DoM 9) STATISTICS IMPROVEMENTS STRENGTH IX
Base Cost: 4500Learning Rate: + (Strength) + (Constitution * 2) + (Will * 2)
Long Description: The Character is +9 STRENGTH
Short Description: +9 STRENGTH
Prerequisites: STATISTICS IMPROVEMENTS STRENGTH VIII [Display prerequisites graphically]

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DoM 10) STATISTICS IMPROVEMENTS STRENGTH X
Base Cost: 5000Learning Rate: + (Strength) + (Constitution * 2) + (Will * 2)
Long Description: The Character is +10 STRENGTH
Short Description: +10 STRENGTH
Prerequisites: STATISTICS IMPROVEMENTS STRENGTH IX [Display prerequisites graphically]

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Statistics Improvements Tree
Statistics Improvements Tree: displays prerequisite relationships.


THROWN WEAPON

[Display Tree]


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DoM 1) THROWN WEAPON BLOWS I
Base Cost: 300Learning Rate: + (Strength) + (Dexterity * 2) + (Agility) + (Will)
Long Description: The Character is +1 BLOWS
Short Description: +1 BLOWS

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DoM 2) THROWN WEAPON BLOWS II
Base Cost: 600Learning Rate: + (Strength) + (Dexterity * 2) + (Agility) + (Will)
Long Description: The Character is +2 BLOWS
Short Description: +2 BLOWS
Prerequisites: THROWN WEAPON BLOWS I [Display prerequisites graphically]

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DoM 3) THROWN WEAPON BLOWS III
Base Cost: 900Learning Rate: + (Strength) + (Dexterity * 2) + (Agility) + (Will)
Long Description: The Character is +3 BLOWS
Short Description: +3 BLOWS
Prerequisites: THROWN WEAPON BLOWS II [Display prerequisites graphically]

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DoM 4) THROWN WEAPON BLOWS IV
Base Cost: 1200Learning Rate: + (Strength) + (Dexterity * 2) + (Agility) + (Will)
Long Description: The Character is +4 BLOWS
Short Description: +4 BLOWS
Prerequisites: THROWN WEAPON BLOWS III [Display prerequisites graphically]

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DoM 5) THROWN WEAPON BLOWS V
Base Cost: 1500Learning Rate: + (Strength) + (Dexterity * 2) + (Agility) + (Will)
Long Description: The Character is +5 BLOWS
Short Description: +5 BLOWS
Prerequisites: THROWN WEAPON BLOWS IV [Display prerequisites graphically]

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DoM 6) THROWN WEAPON BLOWS VI
Base Cost: 1800Learning Rate: + (Strength) + (Dexterity * 2) + (Agility) + (Will)
Long Description: The Character is +6 BLOWS
Short Description: +6 BLOWS
Prerequisites: THROWN WEAPON BLOWS V [Display prerequisites graphically]

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DoM 7) THROWN WEAPON BLOWS VII
Base Cost: 2100Learning Rate: + (Strength) + (Dexterity * 2) + (Agility) + (Will)
Long Description: The Character is +7 BLOWS
Short Description: +7 BLOWS
Prerequisites: THROWN WEAPON BLOWS VI [Display prerequisites graphically]

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DoM 8) THROWN WEAPON BLOWS VIII
Base Cost: 2400Learning Rate: + (Strength) + (Dexterity * 2) + (Agility) + (Will)
Long Description: The Character is +8 BLOWS
Short Description: +8 BLOWS
Prerequisites: THROWN WEAPON BLOWS VII [Display prerequisites graphically]

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DoM 9) THROWN WEAPON BLOWS IX
Base Cost: 2700Learning Rate: + (Strength) + (Dexterity * 2) + (Agility) + (Will)
Long Description: The Character is +9 BLOWS
Short Description: +9 BLOWS
Prerequisites: THROWN WEAPON BLOWS VIII [Display prerequisites graphically]

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DoM 10) THROWN WEAPON BLOWS X
Base Cost: 3000Learning Rate: + (Strength) + (Dexterity * 2) + (Agility) + (Will)
Long Description: The Character is +10 BLOWS
Short Description: +10 BLOWS
Prerequisites: THROWN WEAPON BLOWS IX [Display prerequisites graphically]

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DoM 1) THROWN WEAPON CR I
Base Cost: 100Learning Rate: + (Strength) + (Dexterity * 2) + (Agility) + (Will)
Long Description: The Character is +1 CR
Short Description: +1 CR

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DoM 2) THROWN WEAPON CR II
Base Cost: 200Learning Rate: + (Strength) + (Dexterity * 2) + (Agility) + (Will)
Long Description: The Character is +2 CR
Short Description: +2 CR
Prerequisites: THROWN WEAPON CR I [Display prerequisites graphically]

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DoM 3) THROWN WEAPON CR III
Base Cost: 300Learning Rate: + (Strength) + (Dexterity * 2) + (Agility) + (Will)
Long Description: The Character is +3 CR
Short Description: +3 CR
Prerequisites: THROWN WEAPON CR II [Display prerequisites graphically]

unedited: [6.9.14][Edit location][Edit 6326][Edit XSL]

DoM 4) THROWN WEAPON CR IV
Base Cost: 400Learning Rate: + (Strength) + (Dexterity * 2) + (Agility) + (Will)
Long Description: The Character is +4 CR
Short Description: +4 CR
Prerequisites: THROWN WEAPON CR III [Display prerequisites graphically]

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DoM 5) THROWN WEAPON CR V
Base Cost: 500Learning Rate: + (Strength) + (Dexterity * 2) + (Agility) + (Will)
Long Description: The Character is +5 CR
Short Description: +5 CR
Prerequisites: THROWN WEAPON CR IV [Display prerequisites graphically]

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DoM 6) THROWN WEAPON CR VI
Base Cost: 600Learning Rate: + (Strength) + (Dexterity * 2) + (Agility) + (Will)
Long Description: The Character is +6 CR
Short Description: +6 CR
Prerequisites: THROWN WEAPON CR V [Display prerequisites graphically]

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DoM 7) THROWN WEAPON CR VII
Base Cost: 700Learning Rate: + (Strength) + (Dexterity * 2) + (Agility) + (Will)
Long Description: The Character is +7 CR
Short Description: +7 CR
Prerequisites: THROWN WEAPON CR VI [Display prerequisites graphically]

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DoM 8) THROWN WEAPON CR VIII
Base Cost: 800Learning Rate: + (Strength) + (Dexterity * 2) + (Agility) + (Will)
Long Description: The Character is +8 CR
Short Description: +8 CR
Prerequisites: THROWN WEAPON CR VII [Display prerequisites graphically]

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DoM 9) THROWN WEAPON CR IX
Base Cost: 900Learning Rate: + (Strength) + (Dexterity * 2) + (Agility) + (Will)
Long Description: The Character is +9 CR
Short Description: +9 CR
Prerequisites: THROWN WEAPON CR VIII [Display prerequisites graphically]

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DoM 10) THROWN WEAPON CR X
Base Cost: 1000Learning Rate: + (Strength) + (Dexterity * 2) + (Agility) + (Will)
Long Description: The Character is +10 CR
Short Description: +10 CR
Prerequisites: THROWN WEAPON CR IX [Display prerequisites graphically]

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Thrown Weapon Tree
Thrown Weapon Tree: displays prerequisite relationships.


MAGE SKILLS

INTRODUCTION TO MAGE SKILL CLASS


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Casting Spells

Spells are cast by the expenditure of time and Spell Power Points. The more potent the Spell the more power it takes to cast. One Spell Power Point is expended per Degree of Mastery needed to cast the Spell (i.e., if a Spell of the fifth Degree of Mastery is cast, 5 Spell Power Points are expended). To successfully cast a Spell, a d100 is rolled against Cast Chance which is calculated as follows:
Cast Chance = (Mystic Theory Base Statistic Number + Cast Chance Bonus )- (10% * DoM of the Spell)
The Cast Chance Bonus is the total of the Bonus from Mystic Theory, Spellcasting aids such as Enchanted Items, and any additional pluses from other Spells. If the casting roll fails by 1% to 24%, the Spell fails to be cast (commonly referred to as the spell 'clicks'). Regardless of final calculated Cast Chance, a roll of 100% always results in Spell failure. If the casting roll fails by 25% or more, a Spell Fumble occurs (see below)

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Mage Spell Casting Styles

There are 8 different ways to cast spells. They are: Base, Powerword, Runic, Internal, Glyph, Potion, Enchantments, and Glyph Enchantments. The differences are described below:

Base: The 'normal' method of spell casting. A Mage must be able to speak and have free use of one hand in order to cast Spells, unless she has a familiar or a Focus (see Enchantments). This method must be learned by the Mage before learning any other of the casting styles, except Potion. Cast Times are as shown in the spell descriptions are for this type of casting.

Powerword: With this casting style, the Mage learns an accelerated version of the Spell. The spell can be cast and released in three pulses. The experience cost to learn the Powerword version of the Spell is dependent on the casting time of the Base style. A Mage must be able to speak in order to cast Powerword Spells. This method must be learned by the Mage before learning the Glyph casting styles.

Internal: The Mage may cast the spell by mental effort alone; there is no external sign that the Mage is casting a Spell. The cast time is the same as Base. If the mage knows the Powerword version of the Spell, that may be cast using this style as well, at the same accelerated speed.

Runic: With this casting style, the Mage may write out a form of the Spell onto a scroll, so that anyone who can read the scroll may cast it. (See Scroll Creation Rules in GM Guide). Not all Mage Spells may be cast in the Runic style. This method must be learned by the Mage before learning the Enchantments or Glyph casting styles.

Glyph: A Glyph is a single complex character that is written in glowing script by the mage's finger or Focus. Glyphs take 5 minutes to write. Upon completion of the Glyph, the Mage may choose to allow the Glyph character to fade from sight, or remain glowing. The Glyph holds the Spell which is activated by conditions set by the Mage (see below). When the Glyph activates, the Spell is cast as if the Mage cast the Spell at that time. Glyphs are long duration Spells that cannot move. A Glyph is cast in a particular area, not on a specific item. For example, to protect a door with a Glyph, the Glyph is placed in front of the door. To touch the door, a person would have to pass their hand through the Glyph, thus activating it. A Glyph normally lasts for 30 days. It may be Boosted for duration. Each Boost increases the duration by 30 days.

A Glyph is activated under certain circumstances defined by the Mage. Glyphs have no reasoning ability, so activation must be triggered by physical properties or by True Name(s). They can be set to recognize species, individuals, or voice commands.

Examples of legitimate activation triggers include:

Examples of illegal triggers:

A Glyph is the easiest way to cast a spell on another person, though not all Mage Spells may be cast as Glyphs. Glyphs can serve a number of purposes: they can be used to hold a Juggernaut to discourage would-be thieves, or they can be used to hold Healing Spells that can act as emergency first aid kits. A common practice, once a party has a Mage capable of casting the Glyph version of Spells, is to set up camp at night with a series of Glyphs next to each person's bedroll. These Glyphs can contain Spells like Force Field or Flight, which are useful if the camp is attacked in the middle of the night.

This method must be learned by the Mage before learning the Glyph Enchantments casting style.

Enchantments: This is the method for making permanent magic items that allow individuals to cast the Spell as if they were a Mage. The Spell is inscribed onto an item, often incorporating the use of precious metals and/or gems (see the introduction to the Enchantments Spell Tree for complete details on the creation of Enchanted items). Once an Inscribed item is made, the Spell may be released from the item by concentrating on the item for 10 seconds and rolling a d100 to activate. On a roll of 75 or less, the item activates and the spell is cast. This form of casting is suitable for constructing larger magic items where there is sufficient room to write out the full inscription representation of the Spell. For smaller items, Glyph Enchantments must be used. This method of casting must be learned by the Mage before learning the Glyph Enchantments casting style.

Glyph Enchantments:Same as Enchantments, except that a Glyph Enchantment is far smaller so that smaller items (such as rings and amulets) can be made.

Potion: This casting style allows the Mage to capture the affects of the Spell in a potion. The Spell is released by drinking the potion, which takes 15 seconds, and rolling a d100 to activate. Normal potions activate on a roll of 80 or less. All Potions require specific ingredients, some common, some rare. Unless an ingredient is specifically listed with a Spell, or defined by the GameMaster, ingredients should be considered commonly available (see the GM guide for complete details of potion creation).

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Counterspells

In addition to the casting methods above, every Spell has a Counterspell that specifically abates, cancels or negates that spell. The cost for learning a Counterspell is half of the cost required to learn to cast the Spell. There is no requirement to learn the normal casting styles for the Spell, though normal prerequisites must be met. In other words, to learn the Counterspell for a higher DoM Spell, the Mage must either know the Base casting styles or the Counterspells for all of the prerequisites for that Spell. If a Mage wanted to learn Powerword Counterspell Force Field (to quickly remove an opponent's Force Field Spell as they approach) she would need to learn the Base casting for 250 points (500 / 2) plus the Powerword casting for another 250 (500 / 2), for a total of 500 experience. In addition, the Mage must know the Base casting style or the Counterspell for the prerequisites for Force Field: Mystic Shields, Minor Bindings, and Mend.

The effect of the Counterspell can vary. A Counterspell against a shield Spell would have the effect of immediately removing the opponent's shield. Since the range of a shield spell is usually self or touch, which would not be very useful for a Counterspell, the range of these type of Counterspells is 3 meters per DoM of Spell Casting that the Mage possesses. A Counterspell against a missile spell would protect the Mage against the next instance of that missile striking the Mage (or target). In such a case, the Counterspell should have a finite duration (usually 24 hours) before it would expire and have to be cast again. For detection spells, the Counterspell could be used to hide the Mage against the original Spell, or to remove an instance of that Spell currently running on an opponent.

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Spell Fumbles

If a Spellcasting roll fails by 25% or more, a Spell Fumble occurs, and the Spell Fumble chart given in the Game Master's Handbook is used. When resolving a Spell Fumble, a d20 is rolled, the Degree of Mastery of the Spell is added to the roll, and the Spell Fumble table is consulted. While some of the Fumbles dictate additional SPP cost, no Spell Fumble can bring the Mage's SPP total below 0. Any additional SPP expenditure called for by the table will bring the Mage to 0 SPP if he or she has insufficient SPP to cover the extra. If a Boosted Spell is fumbled, the DoM of the Spell is added to the d20 roll, with any result over 20 being treated as a 20. This number is then added to the DoM of the Spell, and the table below is consulted. Thus, fumbling a Boosted Spell will tend to give the worst results possible for that DoM, while not allowing any more catastrophic results.

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Example

Jason is a Mage with an Initial Cast Chance of 80% (5 times his Magic Talent) and DoM 5 Mystic Theory, which gives him a +50% bonus to Cast Chance. He attempts to cast a Juggernaut (DoM 6 Earth Magics). His Cast Chance is equal to 80% (Initial) plus 50% (Bonus) minus 60% (10% times the DoM of the Spell), for a final Cast Chance of 70%. He fails to cast the Spell on a d100 roll of 71% through 94%, and fumbles on a 95% through 100%. He rolls a 97%, a Spell Fumble and must roll on the Spell Fumble Chart. He rolls a seven on his d20 and adds the DoM of the Spell to this roll to give a total of 13. Consulting the table, the Game Master determines the result,'Spell fails; Mage expends 4 times normal SPP'; Jason must expend a total of 24 SPP for the failed Spell. Had Jason attempted to Boost the Spell (which would have reduced his Cast Chance to 40%!), the roll of seven would have resulted in a 19 result on the Spell Fumble table (a roll of 7 plus 6 for the DoM of the Spell plus another 6 because the Spell was Boosted). A 19 result is 'The Spell affects the mage if harmful, or an opponent if beneficial, but at double effect', which would have been a roll on the +3 column of the Melee/Missile Chart with a double-strength Boosted Juggernaut, with himself as the target!

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Spell Fatigue

Mages experience Fatigue when casting spells. Fatigue is related to the amount of energy being used to cast the spell, and how fast that magically energy is used. Each Spell description in the sections that follow give the Fatigue cost of the Spell. All spells cost at least the raw SPP cost of the spell (the amount the spell would need if the Mage had no spell cost cutting items or other benefits) in Fatigue Points. Internal Spells, those that have a range of self like shield Spells and detection Spells, are less fatiguing than those that have an external effect, like missile Spells and Dimensional Magics. External Spells generally add an additional DoM of the Spell worth of Fatigue. Speaking the Spell as a PowerWord doubles the Fatigue. Mages have a number of Fatigue Points equal to their SPP (Spell Power Points) and Fatigue Points recover at the rate of one per minute. When a Mage does not have enough Fatigue Points remaining to cast a spell, she cannot cast. The discipline Mystic Theory reduces the amount of Fatigue Points each spell costs.

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Example

Oogah the Ogre Mage has 45 SPP and, therefore, 45 Fatigue points, and a 50% Spell Cost Cutter amulet. The Spell Cost Cutter effectively doubles his SPP to a total of 90 SPP, but his Fatigue points still remain the same. At the beginning of combat, he casts a Boosted, Powerword Mystic Shield Spell (DoM 2). The Spell costs him 4 SPP (DoM 2 Spell * 2 for the Boost). His fatigue is 8 (4 for the raw SPP cost of the spell * 2 for the PowerWord). When he casts a Boosted, Powerword Icicle (DoM 2) at his opponent, the SPP cost is still again 4, but the Fatigue cost is an additional 4 (the raw cast cost again) because the spell is not being cast on himself, for a total fatigue cost of 12. Obviously, he can only cast a couple more rapid spells before he is too fatigued to cast at all.

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Spell Power Point Regeneration

Magical SPP are regained by meditation. The Mage must find a quiet place to meditate uninterrupted. While meditating the Mage may regenerate 20% of their total SPP per hour. There is no limit to how many SPP a Mage may recover per day. Therefore a Mage can use all her Spell Points in a flurry of spell casting, meditate, use them all again, and then meditate some more, use them again ... Of course, she can only do that a couple of times per day before she is out of hours in the day, and if there are other things going on in the world, she would not be able to devote all her time to meditation.

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Boosting

Once a Mage has learned DoM 3 Spellcasting or higher, they gain the ability to Boost Mage Spells. Boosting enhances one or more aspects of a Spell, at the cost of additional SPP. Boosting can affect the range, duration or effect of the Spell. Depending on the Mage's DoM of Spell Casting, any one aspect can be Boosted by 150%-250% by expending twice the normal SPP cost, with an additional Cast Chance penalty of -5% per DoM of the Spell. Boosting can also be used to reduce an opponent's Saving Throw. This can be done by expending an additional 2 SPP for each -1 to the target's Saving Throw, with a -5% penalty to Cast Chance per -1 to Saving Throw. The Mage cannot gain a greater penalty to the target's Saving Throw than his or her DoM in Mystic Theory. For example, a Mage with DoM 5 in Mystic Theory could Boost no higher than -5, expending 10 SPP.

final: [7.1.10][Edit location][Edit 7329][Edit XSL]

Example

An opponent is attempting to escape from battle and Ira has spotted him. Unfortunately he is just out of range of Ira's Powerword Stone Bolt, so Ira decides to Boost the range of the Stone Bolt. He also decides to Boost the damage, so that if it hits, it's sure to take the opponent down. Ira's Base Cast Chance is 130%, but casting a double Boosted Stone Bolt adjusts that to 130% - 3 * 10% - 3 * 5% (range Boost) - 3 * 5% (damage Boost) = 70%. Casting the Stone Bolt will cost him 3 SPP for the base Spell plus 3 SPP for the range Boost plus 3 SPP for the damage boost, doubled because it is cast as a Powerword, for a total of 18 SPP. The damage of the Stone Bolt is now 3d8 * 1.5, and the range of his spell is increased from 30 meters to 45 meters. His fatigue cost for the Spell, however, is 6 base * 2 for the Powerword * 2 for the Boost for a total of 24 Fatigue points.

unedited: [7.1.10.5][Edit location][Edit 6969][Edit XSL]

Spell Fatigue Rules

Fatigue cost = final SPP cost of spell

Fatigue cost is doubled (* 2) for boosted or pushed spell

Fatigue points is doubled (* 2) for powerword

Spells that have an internal effect are less fatiguing

Recover 1 fatigue point per minute

preliminary: [7.1.15][Edit location][Edit 6753][Edit XSL]

Shield Spells

The following holds for all magical damage absorbing spells, unless otherwise noted -- All magical damage absorption stack their effects with Enchanted and Mundane armor. Magical damage absorption from different spells does not stack, instead the most powerful effects are used (e.g. you take the damage absorption from Force Field and the Saving Throw bonus from Mystic Shields if you have both running). Magical armor reducing attacks, such as Fire attacks, are reduced by the full power of magical damage absorption, as are Mundane armor reducing attacks, such as Firearm attacks. Shield spells represent the first layer of defense, and subtract their damage absorption from an attack before Mundane armor.

AIR

[Display Tree]


final: [7.2.1][Edit location][Edit 3493][Edit XSL]

DoM 1 ) Audible Glamour
Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 )
CT: 60 pulsesR: 30 metersD: VariesST: NoneFatigue: 2
Long Description
The Mage may cause the air to vibrate, producing sound. The sounds have a limit of 60 decibels (normal speaking voices are 50 decibels), and will not cause injury. The spell may lie dormant for up to one week, and the sound be activated by a spoken key word (mage's choice). The Spell may thus be used to deliver a short message.
Short Description
Produce sound on keyword.
Base:100Powerword:400Runic:100Internal:100
Glyph:100Potion:100Enchantments:100Glyph Enchantments:100
Prerequisites: Minor Air Manipulation [Display prerequisites graphically]

final: [7.2.2][Edit location][Edit 3028][Edit XSL]

DoM 1 ) Minor Air Manipulation
Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 )
CT: 50 pulsesR: 10 metersD: 5 minutesST: Agility (usually)Fatigue: 2
Long Description
The Caster may manipulate up to 0.03 cubic meters of air per Blow. Mages who have not learned additional Blows for Mage Spells may use one manipulation every 30 seconds. The Mage may input a certain amount of energy into the manipulated air. This energy is enough to make still air become a miniature wind storm, or vice versa. The exact effects depend upon the situation. For example, a windstorm around an opponent's head with no debris would cause 2d4 points of damage, stopped by armor. The Saving Throw is based on the situation, but it is usually Agility or Dexterity.
Short Description
Manipulate 0.03 m^3, 2d4 damage.
Base:100Powerword:100Runic:100Internal:100
Glyph:100Potion:100Enchantments:100Glyph Enchantments:100
Prerequisites: Mystic Theory I [Display prerequisites graphically]

final: [7.2.3][Edit location][Edit 3066][Edit XSL]

DoM 2 ) Air Shield
Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 )
CT: 100 pulsesR: SelfD: 30 minutesST: NoneFatigue: 2
Long Description
This Spell creates a swirling zone of air around the Mage. The Mage adds +4 to his or her DR against missiles and +2 DR against melee attacks. Also, the Mage takes half damage from electrical or air attacks. The Mage may have only one type of Elemental Shield on his or her person at a time.
Short Description
+4 DR missiles, +2 DR melee.
Base:200Powerword:300Runic:200Internal:200
Glyph:200Potion:200Enchantments:200Glyph Enchantments:200
Prerequisites: Minor Air Manipulation, Minor Bindings [Display prerequisites graphically]

final: [7.2.4][Edit location][Edit 3496][Edit XSL]

DoM 3 ) Layered Air Shield
Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 )
CT: 100 pulsesR: SelfD: 30 minutesST: NoneFatigue: 3
Long Description
An Air Shield that may be used simultaneously with other layered elemental shields.
Short Description
Air Shield that layers.
Base:300Powerword:450Runic:300Internal:300
Glyph:300Potion:300Enchantments:300Glyph Enchantments:300
Prerequisites: Air Shield [Display prerequisites graphically]

final: [7.2.5][Edit location][Edit 3054][Edit XSL]

DoM 3 ) Major Air Manipulation
Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 )
CT: 50 pulsesR: 30 metersD: 5 minutesST: Agility (usually)Fatigue: 6
Long Description
This Spell resembles Minor Air Manipulation save that the quantity controllable is increased 10-fold; that is the Mage can control 0.3 cubic meters of air per Blow granted by Spell Blows. For example, if an opponent is caught in a windstorm, 3d6 would be done to a random part of the target's body as he or she is thrown about (as determined on the +5 column of the Melee/Missile table).
Short Description
Manipulate 0.3 m^3, 3d6 damage.
Base:300Powerword:300Runic:300Internal:300
Glyph:300Potion:300Enchantments:300Glyph Enchantments:300
Prerequisites: Minor Air Manipulation [Display prerequisites graphically]

final: [7.2.6][Edit location][Edit 3494][Edit XSL]

DoM 4 ) Deafen
Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 )
CT: 50 pulsesR: 30 meters @D: NoneST: ConstitutionFatigue: 8
Long Description
As audible glamour, but the sounds produced may be loud enough to temporarily deafen individuals, for a deafness duration of 5d10 minutes if the Constitution Save is missed, or 5d10 seconds if the Constitution Save is made.
Short Description
Deafen in area for 5d10 minutes (second w/ save).
Base:400Powerword:400Runic:400Internal:400
Glyph:400Potion:400Enchantments:400Glyph Enchantments:400
Prerequisites: Audible Glamour [Display prerequisites graphically]

final: [7.2.7][Edit location][Edit 3495][Edit XSL]

DoM 4 ) Silence
Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 )
CT: 50 pulsesR: 10 meters @D: 5 minutesST: NoneFatigue: 8
Long Description
The Mage may prevent air from vibrating, so that sound may not propagate. It will prevent the casting of any spell that has a verbal component. The area of effect moves with the Mage.
Short Description
Stops all sound in an area.
Base:400Powerword:400Runic:400Internal:400
Glyph:400Potion:N/AEnchantments:400Glyph Enchantments:400
Prerequisites: Major Air Manipulation, Deafen [Display prerequisites graphically]

final: [7.2.8][Edit location][Edit 3185][Edit XSL]

DoM 5 ) Flight
Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 )
CT: 100 pulsesR: SelfD: 1 hourST: NoneFatigue: 5
Long Description
This Spell allows the target to fly for 1 hour at a speed of 40 kph. Note that the Spell does not give the target the skill to fly well (though someone with the ability to cast flight will instinctually fly well). For each 5 kilograms the target weighs over 75 kilograms, the target's flight speed decreases by 2 kph. Conversely, for each 5 kilograms the target weighs under 75 kilograms, the target's speed increases by 2 kph. This Spell may be Boosted for speed: each 2 SPP and -5% Cast Chance penalty taken will add 2 kph to the base speed of 40 kph. As with other Spells, the Mage may only Boost once for each DoM of Mystic Theory.
Short Description
Fly at 40 kph.
Base:500Powerword:750Runic:500Internal:500
Glyph:500Potion:500Enchantments:500Glyph Enchantments:500
Prerequisites: Major Air Manipulation [Display prerequisites graphically]

final: [7.2.9][Edit location][Edit 3644][Edit XSL]

DoM 6 ) Air Fist
Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 )
CT: 50 pulsesR: 50 metersD: 5 minutesST: Agility-10Fatigue: 12
Long Description
The Mage rapidly increases the air pressure around the intended target, preventing them from breathing or from moving from the target region. Unless the Spell is dispelled or the target is forcibly displaced (external force, Strength-10), the target will suffocate in 4 minutes. The mage must maintain concentration for the duration of the attack.
Short Description
Contain and suffocate target in 4 min
Base:600Powerword:600Runic:600Internal:600
Glyph:600Potion:600Enchantments:600Glyph Enchantments:600
Prerequisites: Major Air Manipulation [Display prerequisites graphically]

final: [7.2.10][Edit location][Edit 3161][Edit XSL]

DoM 7 ) Greater Air Manipulation
Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 )
CT: 50 pulsesR: 100 metersD: 5 minutesST: Agility (usually)Fatigue: 14
Long Description
The Mage may affect the air as in Major Air Manipulation but he or she affects 3 cubic meters per Blow and the air affected will remain in the shape chosen by the Mage as long as the Mage maintains concentration on it, so that a bridge of air, for example, can be formed for the party to cross a chasm. When used as an attack, a 6d6 would be done to a random part of the target's body as he or she is thrown about (as determined on the +5 column of the Melee/Missile table).
Short Description
Manipulate 3 m^3, 6d6 damage.
Base:700Powerword:700Runic:700Internal:700
Glyph:700Potion:700Enchantments:700Glyph Enchantments:700
Prerequisites: Major Air Manipulation [Display prerequisites graphically]

final: [7.2.11][Edit location][Edit 3179][Edit XSL]

DoM 8 ) Resist Air
Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 )
CT: 100 pulsesR: SelfD: 1 hourST: NoneFatigue: 8
Long Description
Upon casting this Spell, the Mage becomes immune to all air effects, including suffocation, and air pressure. This Spell will only protect the Spell Caster, who may only benefit from one Resist Element Spell at any one time.
Short Description
Immune to air damage.
Base:800Powerword:1200Runic:800Internal:800
Glyph:800Potion:800Enchantments:800Glyph Enchantments:800
Prerequisites: Major Air Manipulation, Layered Air Shield [Display prerequisites graphically]

final: [7.2.12][Edit location][Edit 3646][Edit XSL]

DoM 9 ) Explosive Decompression
Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 )
CT: 100 pulsesR: 50 metersD: 5 minutesST: NoneFatigue: 18
Long Description
The Mage rapidly lowers the air pressure around the intended target, causing 1d6 of damage per DoM of Spellcasting to the target's chest, not stopped by armor. When the spell is cast on an enclosed area, it will remove 1 cubic meter/second for the duration of the spell.
Short Description
1d6 damage per DoM Spellcasting
Base:900Powerword:3600Runic:900Internal:900
Glyph:900Potion:N/AEnchantments:900Glyph Enchantments:900
Prerequisites: Air Fist [Display prerequisites graphically]

final: [7.2.13][Edit location][Edit 3498][Edit XSL]

DoM 10 ) Tornado
Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 )
CT: 1 minuteR: 500 metersD: 30 minutesST: NoneFatigue: 20
Long Description
Any creature within the area of effect is buffeted with air and debris and every 3 seconds 3d6 of damage is done to a random body part, not stopped by normal armor. The area of effect is equal to 5 meters of diameter per DoM of Spellcasting. The tornado may be controlled by the Mage and will move at a maximum of 2 meters per second. If uncontrolled, the tornado will move with the local winds.
Short Description
3d6 damage every 3 seconds.
Base:1000Powerword:6000Runic:1000Internal:1000
Glyph:1000Potion:N/AEnchantments:1000Glyph Enchantments:1000
Prerequisites: Greater Air Manipulation [Display prerequisites graphically]

final: [7.2.14][Edit location][Edit 6752][Edit XSL]

DoM 12 ) Air Command
Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 )
CT: 100 pulsesR: 100 metersD: Until DispelledST: Agility (usually)Fatigue: 24
Long Description
The Mage may affect the air as in Greater Air Manipulation but he or she affects 3 cubic meters per Blow and the air affected will remain in the shape chosen by the Mage until dispelled or reworked. This Spell will allow the Mage to make permanent storms, castles on clouds, and other such staples of the fantastic. In addition, the Mage may cast this Spell upon him or herself and gain the effects of a permanent Minor Air Manipulation, at will, with no expenditure of SPP.
Short Description
Manipulate 3 m^3.
Base:1200Powerword:1800Runic:1200Internal:1200
Glyph:1200Potion:1200Enchantments:1200Glyph Enchantments:1200
Prerequisites: Great Pattern, Greater Air Manipulation [Display prerequisites graphically]

unedited: [7.2.15][Edit location][Edit 7193][Edit XSL]


Air Tree
Air Tree: displays prerequisite relationships.


BLIGHT

[Display Tree]


final: [7.3.1][Edit location][Edit 3211][Edit XSL]

DoM 1 ) Evil Eye
Learning Rate:+ ( Magic talent* 4 )+ ( Will )
CT: 50 pulsesR: 20 metersD: 1 dayST: WillFatigue: 2
Long Description
With this Spell, the Mage may cast a curse of misfortune on the target. The target will incur a -1 penalty to CR and -5% to Cast Chance.
Short Description
-1 CR, -5%Cast Chance.
Base:100Powerword:100Runic:100Internal:100
Glyph:100Potion:100Enchantments:100Glyph Enchantments:100
Prerequisites: Mystic Theory I [Display prerequisites graphically]

final: [7.3.2][Edit location][Edit 3231][Edit XSL]

DoM 2 ) Curse
Learning Rate:+ ( Magic talent* 4 )+ ( Will )
CT: 50 pulsesR: 10 metersD: Until DispelledST: Magic Talent -2Fatigue: 4
Long Description
Curse is a fast casting spell with which the Mage may curse an entity with -1 to CR, DR, damage, Cast Chance, or Saving Throws, or -5% Skill Rolls. The target receives a Magic Talent Saving Throw.
Short Description
-1 to CR, DR, damage, Cast Chance, or Saving Throws, or -5% Skill Rolls.
Base:200Powerword:200Runic:200Internal:200
Glyph:200Potion:200Enchantments:200Glyph Enchantments:200
Prerequisites: Evil Eye [Display prerequisites graphically]

unedited: [7.3.3][Edit location][Edit 3198][Edit XSL]

DoM 2 ) Speak to the Dead
Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 )
CT: 1 minuteR: 3 metersD: 30 minutesST: NoneFatigue: 2
Long Description
This Spell allows the Mage to speak to any dead, sapient individual as long as the Mage has a piece of the creature's corporeal remains, is in the place where the creature died, or is in the place where the creatures remains reside. The Mage must speak to a specific creature and cannot cast the Spell at a spot and communicate with anyone that had died at the spot, without knowing who had died there. If the dead is reluctant to answer, the mage can compel by winning an opposed will roll. If the mage fails to win the will roll, he may try again after 24 hours. If the dead is Sinbad, he will be compelled to answer all questions fully and truthfully.
Short Description
Communicate with dead being.
Base:200Powerword:1200Runic:200Internal:200
Glyph:200Potion:200Enchantments:200Glyph Enchantments:200
Prerequisites: Create Minor Undead [Display prerequisites graphically]

unedited: [7.3.4][Edit location][Edit 3204][Edit XSL]

DoM 3 ) Create Minor Undead
Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 )
CT: 1 hourR: 3 metersD: PermanentST: NoneFatigue: 6
Long Description
As long as the necessary raw material (i.e., corpses) are available, the Mage may create Minor Undead: skeletons and zombies. Any Undead created are not controlled and the Mage must control them by making a will save to have any command over the newly created Undead. Zombies and skeletons are immune to fear, poison, cold, stun results, being rendered unconscious, and blood loss.
Short Description
Turn corpse into skeleton or zombie.
Base:300Powerword:N/ARunic:N/AInternal:N/A
Glyph:N/APotion:N/AEnchantments:N/AGlyph Enchantments:N/A
Prerequisites: Curse, Pocket [Display prerequisites graphically]

final: [7.3.8][Edit location][Edit 3510][Edit XSL]

DoM 3 ) Moment of Weakness
Learning Rate:+ ( Magic talent* 4 )+ ( Will )
CT: 50 pulsesR: 10 metersD: 60 secondsST: Magic Talent -3Fatigue: 6
Long Description
This spell may be cast in one of four ways. Either: The target's Strength is halved for one minute. Damage is adjusted accordingly, and if they no longer have the strength to lift their weapon they drop it immediately. OR The target's Intelligence is halved for one minute. The target forgets what they are doing and must spend two seconds to figure out what he should do next. If the target was casting a spell, it is aborted. OR The target's Agility is halved for one minute. The target must immediately make an agility save (at the new half agility) or fall down. OR The target's Dexterity is halved for one minute. The target must immediately make a Dexterity save (at their new half-dexterity) or drop their weapon.
Short Description
A statistic is halved.
Base:300Powerword:300Runic:300Internal:300
Glyph:300Potion:300Enchantments:300Glyph Enchantments:300
Prerequisites: Curse [Display prerequisites graphically]

final: [7.3.9][Edit location][Edit 3506][Edit XSL]

DoM 4 ) Demoralization
Learning Rate:+ ( Magic talent* 4 )+ ( Will )
CT: 100 pulsesR: SpecialD: 5 minutesST: Magic Talent -4Fatigue: 8
Long Description
All targets save versus Magic Talent or have their Will drop by 1/3. All within the radius must make a single Will Save at their new Will or leave the radius of effect as fast as they can. Radius of effect is 5 meters per DoM in Spell Casting. Creatures who are either not sentient enough to fear extinction or are Undead will ignore this Spell.
Short Description
-1/3 Will, radius 5m*Spell Casting
Base:400Powerword:600Runic:400Internal:400
Glyph:400Potion:400Enchantments:400Glyph Enchantments:400
Prerequisites: Curse [Display prerequisites graphically]

unedited: [7.3.10][Edit location][Edit 3205][Edit XSL]

DoM 5 ) Create Moderate Undead
Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 )
CT: 1 hourR: 3 metersD: PermanentST: NoneFatigue: 10
Long Description
If this Spell is cast upon a corpse, the Mage may create a ghoul. If it is cast on a still living person, when that person dies, he or she will become a wight. Any Undead created are not controlled and the Mage must control them by making a will save at -2 in order to have any command over the newly created Undead. A Character who becomes a ghoul loses all previous abilities and Statistics, and uses the ghoul Statistics. A Character who becomes a wight gains a 20 Strength and Constitution. A wight takes 24 hours to reanimate. A wight Character retains all previous Disciplines and experience, and may continue to gain experience at 1/4 the normal rate. The Disciplines of a wight depend upon the person who is transformed. Statistics for a typical wight (based on a fighter) are given in the Monstrous Manual. Ghouls and wights are immune to fear, poison, stun results, being rendered unconscious, and cold.
Short Description
Corpse become ghoul, living become wight.
Base:500Powerword:N/ARunic:N/AInternal:N/A
Glyph:N/APotion:N/AEnchantments:N/AGlyph Enchantments:N/A
Prerequisites: Create Minor Undead [Display prerequisites graphically]

final: [7.3.11][Edit location][Edit 3515][Edit XSL]

DoM 6 ) Brain Freeze
Learning Rate:+ ( Magic talent* 4 )+ ( Will )
CT: 100 pulsesR: 30 metersD: 1 hourST: Magic Talent -6Fatigue: 12
Long Description
Target's Intelligence and magic talent is halved for the duration of the spell.
Short Description
Mages are screwed.
Base:600Powerword:900Runic:600Internal:600
Glyph:600Potion:600Enchantments:600Glyph Enchantments:600
Prerequisites: Moment of Weakness [Display prerequisites graphically]

final: [7.3.12][Edit location][Edit 3050][Edit XSL]

DoM 6 ) Fear
Learning Rate:+ ( Magic talent* 4 )+ ( Will )
CT: 100 pulsesR: SpecialD: 5 minutesST: Will-6Fatigue: 12
Long Description
Any and all creatures who come within the radius of effect of this Spell must make a Saving Throw or flee from the Mage's presence (until the creature drops from exhaustion). The radius of effect is 5 meters per DoM in Spell Casting. Creatures who are either not sentient enough to fear extinction or are Undead will ignore this Spell.
Short Description
All creatures flee the Mage.
Base:600Powerword:900Runic:600Internal:600
Glyph:600Potion:600Enchantments:600Glyph Enchantments:600
Prerequisites: Demoralization [Display prerequisites graphically]

final: [7.3.13][Edit location][Edit 3513][Edit XSL]

DoM 6 ) Paralysis
Learning Rate:+ ( Magic talent* 4 )+ ( Will )
CT: 100 pulsesR: 30 metersD: 1 hourST: Magic Talent -6Fatigue: 12
Long Description
The target's voluntary muscles are frozen in place for the duration of this spell.
Short Description
Target cannot move.
Base:600Powerword:900Runic:600Internal:600
Glyph:600Potion:600Enchantments:600Glyph Enchantments:600
Prerequisites: Moment of Weakness [Display prerequisites graphically]

unedited: [7.3.14][Edit location][Edit 3206][Edit XSL]

DoM 7 ) Create Greater Undead
Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 )
CT: 1 hourR: 3 metersD: Until DispelledST: NoneFatigue: 14
Long Description
If this Spell is cast upon a corpse, the Mage may create a wraith. If it is cast on a still living person, when that person dies, he or she will become a vampire. Specters are created when a wraith absorbs sufficient life energy to become corporeal. Any Undead created are not controlled and the Mage must control them using the Control Spell in order to have any command over the newly created Undead. A Character who becomes a wraith or specter loses all previous talents and abilities, and uses those of the wraith or specter. A wraith begins with Base Hit Points equal to the original Character's Constitution. A wraith will become a specter when it absorbs enough life energy from Characters with SPP to increase the wraith's BHP to 39. When a Character becomes a vampire, his or her Strength becomes a 24, Constitution a 20, and the Character adds +4 to his or her Will, Dexterity and Agility. Wraiths, specter, and vampires are immune to fear, poison, stun results, being rendered unconscious, and cold. In addition, wraiths may only be damage by magic, specters may be harmed only by magic and fire, and vampire may be harmed only by wood, sunlight, fire, and magic.
Short Description
Corpse becomes wraith, living become vampire.
Base:700Powerword:N/ARunic:N/AInternal:N/A
Glyph:N/APotion:N/AEnchantments:N/AGlyph Enchantments:N/A
Prerequisites: Create Moderate Undead [Display prerequisites graphically]

final: [7.3.16][Edit location][Edit 3516][Edit XSL]

DoM 8 ) Feeble Mind
Learning Rate:+ ( Magic talent* 4 )+ ( Will )
CT: 100 pulsesR: 30 metersD: Until DispelledST: Magic Talent -8Fatigue: 16
Long Description
Target's Intelligence is reduced to 5 until dispelled. With a 5 Intelligence the target has an Intelligence of a rather slow dog who does not obey commands well.
Short Description
Intelligence is reduced to 5.
Base:800Powerword:1200Runic:800Internal:800
Glyph:800Potion:800Enchantments:800Glyph Enchantments:800
Prerequisites: Paralysis, Brain Freeze [Display prerequisites graphically]

final: [7.3.17][Edit location][Edit 3514][Edit XSL]

DoM 8 ) Sleep
Learning Rate:+ ( Magic talent* 4 )+ ( Will )
CT: 100 pulsesR: SpecialD: 1 hourST: NoneFatigue: 16
Long Description
Any target in the area of effect who fails his/her Magic Talent Save falls into a normal sleep for an hour. The radius of effect is 5 meters per DoM in Spell Casting.
Short Description
Area of effect sleep.
Base:800Powerword:1200Runic:800Internal:800
Glyph:800Potion:800Enchantments:800Glyph Enchantments:800
Prerequisites: Paralysis [Display prerequisites graphically]

unedited: [7.3.18][Edit location][Edit 3025][Edit XSL]

DoM 10 ) Become Lich
Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 )
CT: 8 hoursR: SelfD: PermanentST: NoneFatigue: 10
Long Description
When this ritual is enacted the Mage will become one of the Undead, although independent. The Game Master should require certain rare or hard-to-come-by materials for the Mage to complete this ritual. The Mage will retain all of his or her knowledge and abilities, although all further experience gained will be divided by 4. The Mage's Constitution will rise to 20, his or her Strength will rise to 18, his or her Magic Talent, Will, and Faith will increase by +3, and his or her command abilities will rise with respect to those creatures led through fear. Of course, the Mage no longer needs to eat or sleep, and is tireless. During the night, a Lich may mimic any of the other Undead's powers and appearance. The Mage's main concern is healing of injury. Although the Mage is immune to disease, his or her normal healing processes have also stopped. Once damaged, the Mage will stay damaged. Clerical Spells will not heal the Mage and Technical medicine will aid the Mage little since medicine is concerned with letting the body heal itself, something now impossible for the Mage. Only the various Spells from the Enhancements and Order Spell Lists will restore the Mage.
Short Description
Mage turns self into Lich.
Base:1000Powerword:N/ARunic:N/AInternal:N/A
Glyph:N/APotion:N/AEnchantments:N/AGlyph Enchantments:N/A
Prerequisites: Create Greater Undead [Display prerequisites graphically]

final: [7.3.19][Edit location][Edit 3508][Edit XSL]

DoM 12 ) Death
Learning Rate:+ ( Magic talent* 4 )+ ( Will )
CT: 1 minuteR: 100 metersD: 60 secondsST: Magic Talent-12Fatigue: 24
Long Description
Any target within range may be targeted by the Mage. The target's heart stops beating instantaneously and they will die within 4 minutes if the spell is not abated. Even if the spell is abated the target will die unless a Body Healing I or better is cast upon them, or is resuscitated with technological means.
Short Description
Kill target, few save.
Base:1200Powerword:4800Runic:1200Internal:1200
Glyph:1200Potion:1200Enchantments:1000Glyph Enchantments:1000
Prerequisites: Fear, Feeble Mind, Projective Telepathy [Display prerequisites graphically]

unedited: [7.3.20][Edit location][Edit 7289][Edit XSL]


Blight Tree
Blight Tree: displays prerequisite relationships.


CHAOS

[Display Tree]


final: [7.4.1][Edit location][Edit 3081][Edit XSL]

DoM 1 ) Weapon Energize I
Learning Rate:+ ( Magic talent* 4 )+ ( Will )
CT: 50 pulsesR: TouchD: 5 minutesST: NoneFatigue: 2
Long Description
This Spell will imbue any weapon with a magical aura so that it will do +2 damage. This increase in damage is cumulative with damage bonuses gained through the Enchantment list. The magical aura takes the form of a glowing, electric blue field surrounding the weapon. Note that hands and feet, table legs, glass bottles, etc. may all have Weapon Energize cast on them. If cast on a person or creature, the entire body will be imbued with the magical aura (up to 10 square meters).
Short Description
+2 damage.
Base:100Powerword:100Runic:100Internal:100
Glyph:100Potion:100Enchantments:100Glyph Enchantments:100
Prerequisites: Mystic Theory I [Display prerequisites graphically]

unedited: [7.4.2][Edit location][Edit 3093][Edit XSL]

DoM 2 ) Chaos Shield
Learning Rate:+ ( Magic talent* 4 )+ ( Will )
CT: 100 pulsesR: SelfD: 30 minutesST: NoneFatigue: 2
Long Description
With this Spell, the Mage may create a glowing silver magic shield, in whatever shape the Mage chooses, up to 3 square meters in size. The shield will function as melee shield, stopping 6 points of damage (normally). All six points are treated as magical for the purpose of stopping damage. In addition, the shield fluctuates chaotically. Every time the shield is struck, there is a 15% chance (85-100 on a d100) that the shield will stop all damage (magical and physical), and a 15% chance (01-15) that the shield will stop no damage at all.
Short Description
Tower shield, 6 points of armor.
Base:200Powerword:300Runic:200Internal:200
Glyph:200Potion:200Enchantments:200Glyph Enchantments:200
Prerequisites: Chaos Lock [Display prerequisites graphically]

final: [7.4.3][Edit location][Edit 3097][Edit XSL]

DoM 3 ) Chaos Lock
Learning Rate:+ ( Magic talent* 4 )+ ( Will )
CT: 1 minuteR: TouchD: Until DispelledST: NoneFatigue: 3
Long Description
This Spell will create a magical trap which may be placed on pouches, letters, books, trunks, doors, etc. The Mage must set the trigger to activate in the circumstances under which the Storage Ward will activate. The trigger may be as large as a 1/2 meter sphere and as small as a 1 cm sphere. Upon activation, a bolt of raw magical energy will strike the limb or object triggering the ward, doing a d6+8 of damage. This damage is not stopped by normal armor. The ward activates on a 15 or less rolled on a D20, and fumbles on a 20. The ward may be modified by the following: 1) The ward may be boosted. Each 2 SPP of boost will affect the size or duration by a factor of 2, and decrease the Cast Chance by -1 per 2 SPP. 2) The chance of activation may be increased. To do this, the spell must be Boosted for this effect, and then 3 SPP per point of increase must be boosted in. For example, to have the ward go off on an 17 or less, the spell must be Boosted (costing 3+3=6 SPP) at a -9 cast chance, and then an additional 6 SPP must be boosted in, for a total cost of 12 SPP.
Short Description
Trap doing d6+8 damage.
Base:300Powerword:1200Runic:300Internal:300
Glyph:300Potion:300Enchantments:300Glyph Enchantments:300
Prerequisites: Mystic Theory I [Display prerequisites graphically]

final: [7.4.4][Edit location][Edit 3059][Edit XSL]

DoM 3 ) Lightning Bolt
Learning Rate:+ ( Magic talent* 4 )+ ( Will )
CT: 50 pulsesR: 30 metersD: NoneST: NoneFatigue: 6
Long Description
A bolt of lightning springs from the Mage's fingertips. He or she must roll to hit the target with a +3 CR bonus. The bolt does 2d6 worth of damage, not stopped by nonmagical armor.
Short Description
2d6 worth of damage, +3 CR.
Base:300Powerword:300Runic:300Internal:300
Glyph:300Potion:N/AEnchantments:300Glyph Enchantments:300
Prerequisites: Weapon Energize I [Display prerequisites graphically]

final: [7.4.5][Edit location][Edit 3084][Edit XSL]

DoM 3 ) Magic Weapon
Learning Rate:+ ( Magic talent* 4 )+ ( Will )
CT: 50 pulsesR: TouchD: 5 minutesST: NoneFatigue: 6
Long Description
This Spell will create a glowing silver magical weapon, in whatever shape the Mage chooses. No matter what the size and shape of the weapon, it will do a 3d6+2 of damage, with the +2 treated as magical damage, not stopped by normal armor. The Weapons Energize Spell is not cumulative with this Spell. This spell may not be boosted for increased damage.
Short Description
Weapon, 3d6+2 of damage.
Base:300Powerword:300Runic:300Internal:300
Glyph:300Potion:300Enchantments:300Glyph Enchantments:300
Prerequisites: Lightning Bolt, Chaos Lock [Display prerequisites graphically]

final: [7.4.6][Edit location][Edit 3512][Edit XSL]

DoM 4 ) Incapacitate
Learning Rate:+ ( Magic talent* 4 )+ ( Will )
CT: 100 pulsesR: 10 metersD: 60 secondsST: Magic Talent-2Fatigue: 8
Long Description
The Character may move no faster than a walk, CR, DR, and PR suffer a -8 penalty , and a penalty of -80% to Cast Chance and Skill Rolls is incurred. The incapacitation lasts for the duration of the spell.
Short Description
-8 CR, DR, and PR, -80% to Cast Chance.
Base:400Powerword:600Runic:400Internal:400
Glyph:400Potion:400Enchantments:400Glyph Enchantments:400
Prerequisites: Stun [Display prerequisites graphically]

final: [7.4.7][Edit location][Edit 3505][Edit XSL]

DoM 5 ) Chaos Armor
Learning Rate:+ ( Magic talent* 4 )+ ( Will )
CT: 100 pulsesR: SelfD: 1 hourST: NoneFatigue: 5
Long Description
This Spell surrounds the recipient with a glowing electric-rainbow shimmering field that will increase the recipient's armor absorption. It is cumulative with Enchanted armor. The armor absorption from this Spell is not reduced by firearms, lightning (or other magic only attacks), flame, or superior steels. Every time this armor is struck, it absorbs an amount of damage equal to 1d12 (rolled anew for each hit).
Short Description
1d12 magical armor.
Base:500Powerword:750Runic:500Internal:500
Glyph:500Potion:500Enchantments:500Glyph Enchantments:500
Prerequisites: Chaos Shield [Display prerequisites graphically]

final: [7.4.8][Edit location][Edit 3045][Edit XSL]

DoM 6 ) Energy Tap
Learning Rate:+ ( Magic talent* 4 )+ ( Will )
CT: 100 pulsesR: 50 metersD: NoneST: NoneFatigue: 12
Long Description
The Mage may strike a target down with raw magical power. The Mage will do 4d6 of damage, with a +4 to damage for every 3 additional SPP (and Fatigue Points) he or she devotes to the Spell, up to twice the Mage's DoM in Mystic Theory. Therefore a Mage with DoM 10 Mystic Theory could do (4d6) + 80 points of damage at a total cost of 66 SPP and 72 Fatigue (6 SPP for the Spell itself and 60 SPP for the additional damage, 12 Fatigue base plus 60 for the additional damage). The damage is not stopped by normal armor. The Mage must roll to hit with +3 CR. This Spell may not be Boosted for multiplying effect.
Short Description
4d6 dmg (+4 per boost)
Base:600Powerword:900Runic:600Internal:600
Glyph:600Potion:N/AEnchantments:600Glyph Enchantments:600
Prerequisites: Magic Weapon [Display prerequisites graphically]

final: [7.4.9][Edit location][Edit 3088][Edit XSL]

DoM 6 ) Magic Bow
Learning Rate:+ ( Magic talent* 4 )+ ( Will )
CT: 100 pulsesR: TouchD: 10 minutesST: NoneFatigue: 12
Long Description
This Spell will create a glowing silver bow or crossbow that may be used as a normal melee weapon. The weapon will fire silver arrows or bolts capable of traveling 100 meters and doing 4d6+4 of damage, with the +4 treated as magical damage, not stopped by normal armor. The Character must roll to hit as normal, with a +3 CR bonus to the Character's normal skill with a blow. The archer may fire twice as fast as their skill normally allows them, as they need not place an arrow on the string. This spell may not be boosted for increased damage. The Weapons Energize Spell is not cumulative with this Spell.
Short Description
Bow appears. 4d6+4 damage, +3 CR.
Base:600Powerword:900Runic:600Internal:600
Glyph:600Potion:N/AEnchantments:600Glyph Enchantments:600
Prerequisites: Magic Weapon [Display prerequisites graphically]

unedited: [7.4.10][Edit location][Edit 7274][Edit XSL]

DoM 6 ) Spell Unraveller
Learning Rate:+ ( Magic talent* 3 )+ ( Will* 2 )
CT: 100 pulsesR: 10 metersD: NoneST: NoneFatigue: 6
Long Description
This spell is intended to abate other magical spells. If the spell is successfully cast, it will affect the target spell. On a percentile die roll of 1 - 50: Spell abates gently. 51 - 65 Spell becomes less powerful (all effects 1/2x). 66 - 75 Spell abates explosively (3d8 damage not stopped by armor applied 3 times on the +5 melee table to everyone within DoM of the spell being abated times 3 meters ). 76 - 85 Spell reverses effect. 86 - 94 Spell becomes more powerful (all effects 2x). 95 - 100 Spell release causes a spell fumble (see fumble chart).
Short Description
Abate magic perilously
Base:600Powerword:1200Runic:600Internal:600
Glyph:600Potion:600Enchantments:600Glyph Enchantments:600
Prerequisites: Chaos Armor [Display prerequisites graphically]

final: [7.4.11][Edit location][Edit 3033][Edit XSL]

DoM 6 ) Thunder Bolt
Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 )
CT: 50 pulsesR: 100 metersD: NoneST: NoneFatigue: 12
Long Description
A tremendous bolt of lightning springs from the Mage's fingertips. He or she must roll to hit the target with a +3 CR bonus. The bolt does 3d8+2 worth of damage, not stopped by nonmagical armor.
Short Description
3d8+2 lightning damage
Base:600Powerword:600Runic:600Internal:600
Glyph:600Potion:N/AEnchantments:600Glyph Enchantments:600
Prerequisites: Lightning Bolt [Display prerequisites graphically]

final: [7.4.12][Edit location][Edit 3063][Edit XSL]

DoM 9 ) Lightning Storm
Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 )
CT: 50 pulsesR: 100 metersD: NoneST: NoneFatigue: 18
Long Description
The Mage may create a cylinder of lightning bolts with its center within 30 meters of the Mage. The cylinder has a radius of 10 meters and is 15 meters wide. All entities (assuming human size) within the cylinder are attacked by 3 lightning bolts (per the DoM 3 Lightning Bolt Spell) on the +5 attack number column, regardless of the target's DR.
Short Description
3 Lightning bolts per target, 5 CR
Base:900Powerword:900Runic:900Internal:900
Glyph:900Potion:N/AEnchantments:900Glyph Enchantments:900
Prerequisites: Thunder Bolt [Display prerequisites graphically]

unedited: [7.4.13][Edit location][Edit 7194][Edit XSL]


Chaos Tree
Chaos Tree: displays prerequisite relationships.


DETECTION

[Display Tree]


final: [7.5.1][Edit location][Edit 3611][Edit XSL]

DoM 1 ) Detect Movement
Learning Rate:+ ( Intellect* 3 )+ ( Magic talent )+ ( Will )
CT: 1 minuteR: 30 meters @D: 1 hourST: NoneFatigue: 1
Long Description
Allows the Mage to detect movement within the area of effect. The Mage may set size and/or mass exclusion limits.
Short Description
Detect movement within area.
Base:100Powerword:400Runic:100Internal:100
Glyph:100Potion:100Enchantments:100Glyph Enchantments:100
Prerequisites: Mystic Theory I [Display prerequisites graphically]

final: [7.5.2][Edit location][Edit 3612][Edit XSL]

DoM 1 ) Detect Rift
Learning Rate:+ ( Intellect* 3 )+ ( Magic talent )+ ( Will )
CT: 1 minuteR: 2 kilometers @D: 1 hourST: NoneFatigue: 1
Long Description
This Spell, centered on the Mage, allows the Mage to detect any open dimensional rift within the area of effect. This will alert the Mage to the use of any Spell which uses dimensional magic in any way.
Short Description
Detect any rifts within area.
Base:100Powerword:400Runic:100Internal:100
Glyph:100Potion:100Enchantments:100Glyph Enchantments:100
Prerequisites: Mystic Theory I [Display prerequisites graphically]

final: [7.5.3][Edit location][Edit 3192][Edit XSL]

DoM 1 ) Dowsing
Learning Rate:+ ( Intellect* 3 )+ ( Magic talent )+ ( Will )
CT: 1 minuteR: 10 metersD: 1 hourST: NoneFatigue: 1
Long Description
Using a forked stick made of hazel or willow, the Mage may detect the location of a specific material if it is within range. While the Spell lasts the Mage is concentrating intensely and may do little but walk slowly unless the Mage gives up the search.
Short Description
Detect the location of a specific material.
Base:100Powerword:400Runic:100Internal:100
Glyph:100Potion:100Enchantments:100Glyph Enchantments:100
Prerequisites: Mystic Theory I [Display prerequisites graphically]

final: [7.5.4][Edit location][Edit 3138][Edit XSL]

DoM 1 ) Sensitivity
Learning Rate:+ ( Intellect* 3 )+ ( Magic talent )+ ( Will )
CT: 1 minuteR: 15 cmD: 1 hourST: NoneFatigue: 1
Long Description
When the mage casts this spell, he or she may feel magical vibrations within 15 cm of his or her hands. The mage is only informed of whether an object is magical or not. He or she will receive only a vague indication of power level.
Short Description
Detects any Mage or Clerical magic and power level.
Base:100Powerword:400Runic:100Internal:100
Glyph:100Potion:100Enchantments:100Glyph Enchantments:100
Prerequisites: Mystic Theory I [Display prerequisites graphically]

final: [7.5.5][Edit location][Edit 3618][Edit XSL]