The QuestFRP Player's Handbook

INTRODUCTION

INTRODUCTION


[1.1.1]

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


[3.1.1]

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


[4.1.10]

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%.

[4.1.20]

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

[4.1.40]

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


[4.2.5]

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.

[4.2.10]

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.

[4.2.20]

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.

[4.2.25]

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

[4.2.30]

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.

[4.2.35]

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

[4.2.40]

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.

[4.2.45]

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

[4.2.50]

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.

[4.2.60]

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.

[4.2.70]

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?

[4.2.80]

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.

[4.2.100]

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


[4.3.1]

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.

[4.3.2]

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.

[4.3.3]

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.

[4.3.4]

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.

[4.3.5]

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.

[4.3.6]

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


[4.4.1]

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.

[4.4.11]

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.

[4.4.12]

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.

[4.4.15]

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.

[4.4.16]

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.

[4.4.16.5]

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

[4.4.17]

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.

[4.4.18]

Choose Handedness

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

[4.4.22]

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.

[4.4.23]

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

[4.4.24]

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).

[4.4.25]

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

[4.4.26.5]

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)

[4.4.27]

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.

[4.4.28]

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.

[4.4.29]

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

[4.4.30]

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.

[4.4.31]

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.

[4.4.32]

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:

[4.4.34]

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

[4.4.35]

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:

[4.4.36]

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

[4.4.37]

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

[4.4.38]

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.

[4.4.39]

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

[4.4.40]

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.

[4.4.41]

Terry now calculates the calculated Statistics for her Character.

[4.4.42]

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

[4.4.43]

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

[4.4.45]

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.

[4.4.46]

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).

[4.4.47]

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


[5.1.1]

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).

[5.1.2]

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.

[5.1.3]

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.

[5.1.4]

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.

[5.1.5]

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.

[5.1.6]

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]


[5.2.1]

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]

[5.2.2]

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]

[5.2.3]

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:600
Faith save or -2/-10% to rolls.

Prerequisites: Twist [Display prerequisites graphically]

[5.2.3]

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]

[5.2.4]

DoM 4) Heal / Harm
Learning Rate: + ( Agility )+ ( Intellect )+ ( Faith* 2 )+ ( Will )
CT: 100 pulses R: 30 metersD: NoneST: 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]

[5.2.5]

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]

[5.2.7]

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]

[5.2.8]

DoM 8) Archonize
Learning Rate: + ( Agility )+ ( Intellect )+ ( Faith* 2 )+ ( Will )
CT: 5 pulses R: 30 metersD: NoneST: 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]

[5.2.9]

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]

[5.2.10]

DoM 10) Exchange Life
Learning Rate: + ( Agility )+ ( Intellect )+ ( Faith* 2 )+ ( Will )
CT: 50 minutes R: TouchD: NoneST: 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]

[5.2.100]


Balance Tree
Balance Tree: displays prerequisite relationships.


BLESSINGS

[Display Tree]


[5.3.1]

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]

[5.3.1]

DoM 1) Create Holy Water
Learning Rate: + ( Faith* 3 )+ ( Will* 2 )
CT: 5 minutes R: TouchD: PermanentST: 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]

[5.3.2]

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]

[5.3.3]

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]

[5.3.4]

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]

[5.3.5]

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]

[5.3.6]

DoM 2) Gods Arm
Learning Rate: + ( Faith* 3 )+ ( Will* 2 )
CT: 100 pulses R: TouchD: 60 minutes ST: None
The recipient of this Spell recieves +8 Strength.
Base:200
+8 Strength

Prerequisites: Reinforce, Fortune [Display prerequisites graphically]

[5.3.7]

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