




                            ==============================
                            =                            =
                            =   THE GUIDE TO ADVENTURE   =
                            =                            =
                            ==============================



                                  Players' Handbook
                 

                                   
                                     Version 5.1


                               Written By Michael Ball

                               bd097@freenet.carleton.ca



=========
COPYRIGHT
=========

COPYRIGHT NOTICE

This electronic document is Copyright 1996 by Michael Ball
All rights reserved.
You are granted the following rights:
I. To make copies of this work, so long as
     (a) the copies are exact and complete;
     (b) the copies include the copyright notice and these       
         paragraphs in their entirety;
     (c) the copies give obvious credit to the authors;
II. To distribute this work, or copies made under the provisions
above, so long as
     (a) you do not charge a fee for copying or for distribution;
     (b) you ensure that the distributed form includes the
copyright notice, this paragraph, and credit to the authors;
     (c) the distributed form is not in an electronic magazine or
within computer software (prior explicit permission may be
obtained from the authors);
These rights are temporary and revocable upon written, oral, or
other notice by the authors. This copyright notice shall be
governed by the laws of Canada and the Berne Copyright Agreement.



==============
=            =
=  CONTENTS  =
=            =
==============


INTRODUCTION

   Author's
   Contacts
   Internet
   There is More
   Preamble
   New Players
   Preparing to Play
   Fractions
   Dice
   Advice to the Player
   Who Wins?


GLOSSARY

   Abbreviations
   Glossary


CHARACTERS

   Race and Gender
   Physical Appearance
   Age
   Racial Abilities
   Quirk
   Phobia
   Outlooks
   History
   The Attributes
   The Attribute Scores
   Magic Resistance
   Magic Affinity
   Religion
   Social Standing 
   Skill Section 
   Assigning Skills
   Combat Data Sheet
   Equipment Sheet


RACES

   Dwarf
   Elf
   Gnome
   Half-Elf
   Halfling
   Human
   Reptiliad
 

LIVELIHOOD

   Realm of Fighting
   Sphere of Knowledge
   Religious Orders
   Guild of Thieving 
   Circle of Magic


SKILLS

   Skill Purchasing
   Skill Mastery
   Skill Saving Throw (SST)
   Attribute Saving Throw (AST)
   Improving Skills
   Maximum Improvement
   Learning Skills
   Dwindling Skills
   Unique Skills
   Combat Skills
   Education Skills
   General Skills
   Guild Skills
   Magic Skills
   Special Skills
   Wilderness Skills
   Skill Advancement Table
   Skill Mastery Table
   Skill Summary Table


MAGIC

   Magic Resistance
   The Guild
   Rank
   Power Channelling
   Source of Power
   Multiple Power Sources
   Magic Flux
   Power Costs for Spells
   Negative Power
   Power Boosting
   Transferring Power
   Regaining Lost Power Points
   Spells Are Skills
   The Spell Lists
   Altering the Parameters
   Procedure for Casting Spells
   Failed Spells
   Restrictions on Spell Casting
   Spells and Damage
   Example of Spell Use
   Spell Summary Table


SPELLS

   Black Spells
   Blue Spells
   Crystal Spells
   Cyan Spells
   Gray Spells
   Green Spells
   Orange Spells
   Purple Spells
   Red Spells
   White Spells
   Yellow Spells


RELIGION

   Livelihood
   Hierarchy
   Deities
   Divine Intervention
   Divine Guidance
   Clerical Invocations
   Maximum Invocations 
   Ritual Points
   Failed Invocations
   Clerical Services
   Invocations
   Invocation Summary Table


DEITIES

   Deities and Demi-Gods
   Creating Deities
   The Deities
   Deity Summary Table


PSIONICS

   Psionic Skills
   Using Talents
   Talents 
   Psionics Summary Table


PRICE

   Monetary System
   Money Changers
   Occupational Rewards
   Haggling
   Selling Treasure
   Price List
   Suggested Equipment Lists
   Weights and Measures
   Price of Items


ARMS AND ARMOUR
   
   Weapon Tables
   Weapon Notes
   Determining the Damage Value (DV)
   Weapon Quality
   Armour
   Armour Types
   Resistance to Damage Value (RDV)
   Encumbrance
   Combat Data Sheet
   Shields
   Helmets
   Damaging Armour
   Armour Encumbrance Table
   Body Balance Modifier
   Weapon Table


INDEX


REFERENCE SHEETS

   Character Combat Data Sheet
   Character Equipment Sheet
   Character Invocation Summary Sheet
   Character Psionic and Skill Summary Sheet
   Character Record Sheet
   Character Spell Summary Sheet



==================
=                =
=  INTRODUCTION  =
=                =
==================


Thank you for downloading a copy of my game, The Guide to
Adventure. I am glad you have taken the time to printout and
organize the game. What follows is some history into my
role-playing experiences and how I came about writing The Guide.
     I received the Dungeons and Dragons basic set for Christmas
1981 while I was in highschool. I finally managed to gather
together some friends and after totally misunderstanding the
rules and concept of the game (I thought elves received one spell
only forever!) we played our first module (Keep on the
Borderlands). Basically your "hack n' slash", Monty Haul dungeon
(do not be intimidated with these terms after a few years
of gaming you will understand what I am talking about). After a
year of playing Basic/Expert I changed to Advanced Dungeons and
Dragons and played this for 3-4 years. Most of the people I still
have contact with today (or at least know very well) are from
these gaming days. 
     I also travelled to a couple of GenCons (I think 15 and 16)
and at that time the hobby was really flourishing. It was also a
time before the bombardment of slick published games (most of
them looking great on the outside, but terrible games). There
were people selling games in zip-lock bags (remember KABAL). The
industry was still intimate and most people knew everyone I
thought I did anyway. There was only the big three hard cover
AD&D books and the old yellow stripped corner modules. A1-A4 is
still the best modules I have ever seen. I also owned a gaming
store.
     In 1985 I grew tired of the same system. I had also been
reading Lord of the Rings (for the first time I know, a little
LATE). I liked the idea that there was this group of characters
from all different backgrounds with a variety of skills and
experiences, that could function together. The hobbits were
rather inexperienced but could alter the outcome of major events
and fight and do things as well as anybody. Major heros like
Aragorn and Boromir were still afraid of beings like orcs and
magic. Gandalf too was afraid of many things. I thought, if this
was a AD&D group, the hobbits would 1-3 level, Aragorn and
Boromir around 10th level and Gandalf 15-20th level. This would
be really hard to gamemaster. Also, higher level characters would
not be worried about a couple of orcs like Boromir was (who,
as we alL know, was killed by orc arrows). I never liked letting
my characters get too powerful, but there was always a point
where monsters and magic were, well, humdrum for the players.
Even going to slay a dragon was looked at as fun. After trying
some other Role-playing systems, I figured I could do better. You
will be the judge of that. 
     I started to write The Guide while I was in college around
1985. A friend of mine provided ideas for combat and magic and
the first edition was completed in late 1986. It sucked. After
many re-writes the second edition came out and my gaming group
played that for over a year or so. I also contacted RAFM company
from Cambridge, Ontario to include their line of figures into the
game. The Reptiliad is a line of metal miniatures that RAFM
created and produced. Thank you RAFM. After a brief third
edition, I wrote a fourth edition. It was around 1990-1 when this
4th edition was completed and at the time the industry had
changed drastically. It was no longer a cottage industry. You
needed big bucks, slick artwork, and cool typesetting. All of
which I could not afford. I was making The Guide on my home
Macintosh and printing it out at a computer store that had a
laser printer. I bound it at a local quick-print shop and sold a
few copies to friends and play-testers around Canada. In 1991 I
took an ad out in Dragon magazine (#172). So if you have this
issue, look in the back pages for my ad! 
     Nothing happened.
     With no money and a bunch of unsold books, I got out of the
game business.
     So my game sat around on old Macintosh diskettes for 5
years. After playing around with the world wide web and the
internet, I figured it was time to re-release The Guide to
Adventure. I decided to re-edit the game and offer it free to
anyone who wanted to download the game. With the advancements in
IBM-PC desktop publishing, laser printer technology and software
like CorelDraw!, I converted the format and made a
presentable product. 
      Here it is. The 5th edition. I hope you enjoy it.

                    Michael Ball
                    Thunder Bay, Ontario, Canada
                    February, 1996

CONTACTS
I offer this game to you free of charge. You have to print it,
punch it, cut it out and ready it for play it was the least I
could do... so I did it. It would be nice though, if you like the
game to send a token of your appreciation. If you don't feel like
sending money, please send me some character record sheets that
you created. I would really like to see people playing my
game and get the enjoyment out of it that I do.
     This game is copyrighted and in no way should be
sold to anyone.
     I would also like to hear your ideas for spells, skills,
magic, combat, cards, rule changes and any other things that
comes to mind. I may even publish and provide a supplement based
on unofficial suggestions by fans of the game. Send to:

Michael Ball
5-400 West Arthur Street
Thunder Bay  Ontario  Canada
P7E 5R2
bd097@freenet.carleton.ca     http://www.ncf.carleton.ca/~bd097/

INTERNET
I would like to think that many people will download and
try my game. If this happens (hey... it might!), can
someone set up a mailing list or newsgroup (or
homepage) to discuss the game, give ideas and make
rule changes. I have internet access so you could get
answers right from the source.

THERE IS MORE
The Guide to Adventure was designed as a generic role-playing
game (way before GURPS, etc.) I have a modern combat supplement
and an alien supplement (called Alien Dawn). The rules are
identical and you can bring characters from one genre to the
next. If you are interested in these or other products, let me
know. If enough interest is made, I will re-edit Alien Dawn
and offer it in the same way as The Guide.

PREAMBLE
The Guide to Adventure is a Fantasy Role-Playing Game played with
3 or more people. The game is set in a world inhabited by elves,
gnomes, dragons, magic, danger, sword fights, villains, heroes
and treasure. All of the above is conceived by the imagination of
the players who create characters to explore this fantastic
world. Miniature lead figures and boards may help visualize what
is happening and enhance play.
     Each player, except the gamemaster, creates acharacter and
plays the role of that character, much like an actor in a movie
or play. The character will have unique attributes and skills and
together with the other characters form the adventuring party.
The players control all the actions of the character and will
interact with each other to solve problems and achieve a goal.
Adventures, or scenarios, are like the scripts for the players to
follow and provide the goal for the characters. Unlike an actor,
players do not have to follow the plot and can ad lib anytime.
For example, the characters were commissioned by a king to slay a
dragon for some gold. Upon realizing the extent of the deed they
decide to leave the task for someone else. Thus the script was
written but the players dictated what their characters would do
in that situation. The gamemaster also plays but his or her part
is greater than the players. The gamemaster must control all
people, plaCes and things the characters encounter as well as the
adventures the characters will participate in. They must judge
and referee the game resolving conflicts when they arise.
     The game continues as gamemaster and players converse with
each other. The gamemaster supplying the situations and the
players reacting. Because characters can basically do what they
please, rules and guidelines are needed.
     Presented within The Guide to Adventure are rules covering
character generation, combat, mishaps, magic, religion and
monsters. Dice are used to generate random results and cards are
employed to enhance play and add the realism required to control
the physical aspects of the role-playing. 

NEW PLAYERS
When reading The Guide to Adventure for the first time, skim the
rules in the Players Handbook to get a general feel for the
layout and location of sections. Do not try to comprehend all the
rules at once. After the initial glancing over, re-read the Race
and the Skills sections. You should be ready to create a
character with only minor references to the Psionic, Magic, and
Religion sections.

PREPARING FOR PLAY
A few preparations must be made prior to playing the game. The
damage, hit location, magic, phase sequence, attack/defend cards
must be cut apart and separated into their respective piles. The
cards will be shuffled constantly throughout the game.
     The character record sheet, combat data sheet, spell,
psionic and invocation record sheets should be photocopied for
each player. Numerous 6 sided dice are needed for play.

FRACTIONS
Unless otherwise specified, round .499 down and .500 up.

DICE
The game uses 6 sided dice (d6) to aid play. When a rule asks for
a 1d6, 2d6, 3d6, 4d6, etc. dice roll, the number before the d
indicates the quantity of dice to roll. If more than one die is
rolled add the result of the dice to gain the total.
     Unless otherwise instructed, all modifiers in the game alter
the chance, not the die or dice rolls. This way, penalties are
negative numbers and bonuses are positive modifiers.
     When instructed to roll d66, roll two different coloured six
sided dice. One die will represent the tens and one die will
represent the units (ones). For example, a red die is tens and a
white die is ones. A roll of 3 for the red die and 5 for the
white die would indicate 35. 

ADVICE TO THE PLAYER
There are a few things to keep in mind when playing The Guide to
Adventure. I wrote this game from many years of role-playing and
have designed the game from my experiences and methods for
running a campaign. By passing these ideas on to you at this
time, you will receive a better feel for what the game is about
and why things are designed that way. Here is the list of key
play design features:
* the characters are the number one priority and thus, receive
that majority of rules character design is flexible to suit any
style of play and player imagination
* characters should be able to perform any actions (skills,
combat, magic, etc.) and not be hindered by rules or design
limitations   
* there are no professions, classes, experience levels, hit
points, complex to-hit tables, or anything else that greatly
restricts what a character can and cannot do   
* play is designed for long term character development and small
number of players
* characters can never be too powerful and must always be aware
of their actions and position within a fantasy world
     Although character generation helps the player make a
character, it is up to the individual to complete him. The player
should write a history and create a personality for his or her
character.  The fun of role-playing is to play a character (role)
you could not do normally. A player should forget they are in the
twentieth century and concentrate on  medieval society and
culture. Remember, what happens to your character is within the
scope of the game. It is not personally happening to the player.
Don't let the players personal feelings dictate the actions of
the character. Some personalities of the character will be
developed when the character is generated. Others will develop
over time as the character travels,  adventures and interacts
with other characters and people. 
     Most adventures will take place in kingdoms that
have laws and The Guide To Adventure assumes the characters have
respect for the king or head of the state. A good gamemaster
should exploit disrespect, so don't give him or her the
opportunity. It is this respect for kingdoms, peoples and
properties that prevent a gaming sessions or campaign from
completely getting out of control. Because punishment (death?)
can come swiftly in The Guide, characters should be aware of all
their actions and consequences. Killing a town guard will
definitely bring the town constables and militia out to apprehend
the guilty party. Of course, the rest of the characters within
the group may disassociate themselves from the guilty member
(maybe even turning him or her in). Such is the events of role-
playing. To let something like this go with no consequences, will
quickly undermine the game. 
     When creating a character avoid power gaming. A power gamer
is one who picks a weapon because it does more damage, chooses a
race because of its bonuses, corrects the gamemaster on rules
(the rules are not written in stone), picks skills that gain the
most benefits even though they are not logical for the race or
culture, generally abuses the rules and does not enjoy the flow
of the game. This type of player is rarely into the character
they have created. Avoid cheating. With dice rolls being made and
cards picked, there is amble opportunity to cheat. For example, a
player will call the red die as tens, then because of a bad dice
roll, explain that the white die was always tens. There should be
no need to cheat. A good gamemaster will not take a bad dice roll
(or any other action) as final outcome to a situation when the
character has done everything right and is playing within the
structure of the campaign and world. A gamemaster always has ways
of saving characters or altering the flow of the scenario around
good play. 
     Please listen to the gamemaster. He or she already has
enough to do without repeating descriptions over again. Be
organized, especially in combat which could take hours to play if
players are not prepared. Elect a caller to relay all information
to the gamemaster. If everyone shouts at the gamemaster,
important information may be missed and the fate of a character
may rely on it.
     Avoid splitting the party up. This can be time consuming and
the players not participating may become bored.
     Trust the gamemaster. He or she should not have to explain
why things happen. The gamemaster is playing too and does not
like to see the party eliminated. Compete against the scenario
not the gamemaster it is not their fault you went left when the
riddle said right.
      Avoid needless combat. A character may perish quickly if
too much combat is performed. If a character is killed, all is
not lost. The character may be resurrected or a new one created.
     Finally, it may be necessary to oust unruly or power gaming
players from the game. This is usually a last resort but is
sometimes necessary for the good of the game and friendships. 
     Remember it is only a game to have fun and enjoy.

WHO WINS?
Well, that is a tough question. In a role-playing game, unlike a
conventional boardgame, the players are not competing against one
another. Victories are shared individually or amongst the entire
group and are measured in a varying degree of success. Saving an
entire kingdom may be considered winning while stopping a thief
from mugging a peasant is also a victory. It all depends on
personal taste and goals.


===================
=                 =
=  ABBREVIATIONS  =
=                 =
===================

ABBREVIATIONS

AGL  Agility
AS   Attribute Score
AST  Attribute Saving Throw
BDP  Body Damage Points
COR  Coordination
cp   Copper Piece
d    Dice
d6   A six sided die
xd6  Roll x number of 6 sided dice, add results
d66  Roll two different coloured 6 sided dice
DEX  Dexterity
DV   Damage Value
Enc  Encumbrance
EDC  Education
EDP  Endurance Damage Points
EDV  Effective Damage Value
END  Endurance
FRP  Fantasy Role-Playing (Game)
GM   Gamemaster
gp   Gold Piece
gs   Gold Sovereign
HLH  Health
INT  Intuition
LAB  Learning Ability
MAG  Magic Affinity
MAP  Movement Action Phase
MR   Magic Resistance
MU   Magic-User
n/a  Not Applicable
NPC  Non-Player Character
OBS  Observation
PC   Player Character
PER  Perception
PP   Power Points
RAP  Random Action Phase
RDV  Resistance to Damage Value
RMR  Racial Magic Resistance
RP   Ritual Points
SAP  Skill Action Phase
SL   Skill Level
sp   Silver Piece
SP   Skill Points
SST  Skill Saving Throw
STR  Strength
TGTA The Guide To Adventure
WDP  Willpower Damage Points
WIL  Willpower

==============
=            =
=  GLOSSARY  =
=            =
==============

GLOSSARY

Agility (AGL): An attribute. The ability to move quick and nimble
plus body control and balance. 
Armour: Any protective clothing which reduces the damage a
character receives from an attack. Armour includes helmets and
shields as well.
Attribute: Each character has 13 inherit qualities and
distinguishing features that indicate their mental, magical  and
physical characteristics.
Attribute Saving Throw (AST): A 2d6 dice roll is used to
determine if a character utilizes an attribute successfully.
Rolling less than or equal to the attribute score equals success.
Attribute Score (AS): A number from 2-12 that is a relative
indication of a character's attribute. The higher this number the
more strength or agility a character has for example.
Body Damage Points (BDP): The amount of damage a creature can
receive before dying, based on height and weight. 
Campaign: A series of sessions played with the same characters
over a long period of time.
Character: Also called Player Character (PC). Each character is
created by a player and have skills, personalities, and racial
abilities which differentiate them from other characters.
Coordination (COR): An attribute. A measure of hand-eye
coordination and depth perception.
Copper Piece (cp): The smallest denomination of money equalling
one tenth of a silver piece and two hundredth of a gold piece.
One thousand copper pieces equal one gold sovereign. Copper
pieces can also be cut in half to make « copper pieces.
Damage Value (DV): A relative number that indicates the amount of
damage a weapon, spell or mishap can inflict on a character.  The
higher the number the more chance a character has of being
knocked unconscious or killed. 
Dexterity (DEX): An attribute. Represents the skill in using the
hands.
Education (EDC): An attribute. Education represents the amount of
a scholarly training your character has received.
Endurance (END): An attribute. The ability to remain conscious
after taking damage. The power to endure and keep moving.
Endurance Damage Points (EDP): The amount of damage a creature
can receive before falling unconscious and is based on the health
and endurance attributes.
Gamemaster (GM): The judge and referee of the game. He or she is
responsible for scenario design, rule interpretation, plays
non-player characters and resolves conflicts.
Gold Piece (gp): The second largest denomination of money. One
gold piece equals 20 silver pieces equals 200 copper pieces. Five
gold pieces equal one gold sovereign.
Gold Sovereign (gs): Also call gold crown. The highest
denomination of money. Equal to 5 gold pieces, 100 silver pieces
and 1000 copper pieces. Equal to 113 grains in weight.
Health (HLH): An attribute. How well a character fights off
disease and poison.
Intuition (INT): An attribute. The character's sixth sense.
Invocation: A special skill group relating to deities and
religion. The ability to conjure deity powers to cast "spells".
Learning Ability (LAB): An attribute. The speed at which your
character absorbs information and the degree of understanding.
Magic Affinity (MAG): An attribute. The characters ability to
control magic and form spells.
Magic Resistance (MR): The natural ability to resist certain
spells based on willpower, race and magic affinity.
Magic-User (MU): Any character capable of casting spells. More
specifically, any character belonging to the guild of magic.
Movement Action Phase (MAP): The time during a turn when a
character may move.
Non-Player Character (NPC): A creature controlled by the
gamemaster that the characters encounter. Such NPC's are shop
keepers, kings, orcs, etc.
Observation (OBS): An attribute. This represents the eyesight of
the character. Also, how observant a character is. Although your
character's eyesight is functioning at all times, this attribute
is used to notice specific things or events.
Party: A group of characters.
Perception (PER): An attribute. This is the measure of the other
4 senses of the character: hearing, taste, touch and smell.
Perception is treated like observation with regards to use.
Phase: A period of time equal to one second. 60 phases equal one
turn.
Phase Sequence Cards: A deck of cards that dictates the
sequential order of events within a turn.
Player: The person controlling the actions of the character.
Player Character (PC): Longer form of character.
Power Points: Points used to cast magic spells.
Racial Magic Resistance (RMR): Each race has an inborn ability to
resist magic. The higher the number, the more resistant to magic
a certain race is.
Random Action Phase (RAP): The time during a turn when a
character may perform a miscellaneous action (like lighting a
torch) and is equal to the character's dexterity attribute score.
Resistance to Damage Value (RDV): All armour types stop certain
forms of damage easier than others. The higher the RDV the more
protection the armour offers for that type of attack.
Ritual Points: Points gained by paying homage to a deity. Used to
cast clerical invocations.
Session: A single gathering to play.
Silver Piece (sp): A denomination of currency. One silver piece
equals 10 copper pieces or one twentieth of a gold piece. One
hundred silver pieces equal one gold sovereign.
Skill: A particular craft or ability.
Skill Action Phase (SAP): The time during a turn when a character
may utilize his or her  skills.
Skill level (SL): A number which indicates the level of expertise
in a skill.  The higher the better.
Skill Saving Throw (SST): A 2d6 dice roll used to determine if a
character performs a skill successfully.
Strength (STR): An attribute. A measure of a character's body and
muscular power.
The Guide: Short form for The Guide to Adventure.
Turn: A turn is equal to one minute in duration and is divided
into 60 phases.
Willpower (WIL): An attribute, The ability to continue on. Mind
over body.
Willpower Damage Points (WDP): The amount of damage a creature
can receive before expiring from over exertion. Based on the
willpower attribute.

==========================
=                        =
=  CHARACTER GENERATION  =
=                        =
==========================

When creating a character, a player may choose any combination of
race and skills. A gamemaster may place restrictions on this
depending on his or her campaign. When designing a character, the
player should have some idea of the livelihood that the character
will pursue. Having a livelihood in mind helps the player
concentrate on attribute and skill development during the
character generation. The livelihood section provides ideas for a
variety of livelihoods. It includes recommended attributes that
should be above average in scores and skills common to that
livelihood. This in no way should hinder any character generation
or development once play has begun. Deciding on a livelihood is
especially important if the character plans to use magic or
invocations. These types of skills are particularly difficult to
obtain once play has begun. 

RACE AND GENDER
A player should record their character's name, race, gender on
the character record sheet.

PHYSICAL APPEARANCE
The height and weight, hair and eye colour and complexion of the
character should be selected using the racial descriptions as
guidelines. The player is free to embellish hair style (curly,
straight, pony tail). Physical build should be noted under
appearance (e.g. stocky, thin). Roll 2d6 and consult the physical
table for any unique physical traits.

          2d6 Dice Roll    Physical
               2           Limp
               3-5         Birthmark or scar
               6-9         None
               10          Reoccurring illness
               11          Left Handed
               12          Curse

Limp: reduce agility attribute score by one.
Birthmark or Scar: the gamemaster and player should decide upon
some sort of unique birthmark or scar
Re-occurring Illness: flue, cold, any annoying illness
Left Handed: + 1 dexterity attribute score
Curse: the type of curse may be subtle (bad luck, poor timing,
etc.) or more apparent (use the hex invocation for curse ideas)

AGE
A character should record the birthdate and birthplace of their
character as dictated by the campaign world.
The character's starting age is determined below.
     A player may add years to their character's age in order to
gain starting wealth and skill points. The table below indicates
how many skill points and wealth a character receives per aging
interval. A character may only age themselves a maximum number of
years as indicated in the table. As a character ages, attribute
scores will begin to diminish. For example, an elf would receive
16 skills points and 120 cp if they were aged 26 years.

    Race              Starting Age
    Dwarf              75 + 2d6
    Elf               200 + d66
    Gnome              60 + 2d6
    Half-Elf           50 + d66
    Halfling           40 + 1d6
    Human              15 + 1d6
    Reptiliad          25 + 1d6

          Aging      Skill             Maximum
Race      Intervals  Points  Wealth    Years Added
Dwarf     2 years      8     70 cp     24 years
Elf       13 years     8     60 cp     130 years
Gnome     2 years      9     65 cp     20 years
Half-Elf  5 years     10     55 cp     50 years
Halfling  1 year       7     45 cp     14 years
Human     1 year      10     50 cp     10 years
Reptiliad 1 year       9     80 cp     11 years

RACIAL ABILITIES
In the race section describes special abilities that are inherent
for that race. Record these abilities on the character record
sheet.

QUIRK
Roll a d66 to determine if the character has any distinguishing
characteristics. Quirks are general personality traits and should
not control the character all of the time.

                        d66 
                     Dice Roll    Quirk
                         11       Womanizer 
                         12       Misogynist
                         13       Paranoid 
                         14       Snob
                         15       Saviour
                         16       Gambler
                         21       Duellist
                         22       Drinker
                         23       Braggart
                         24       Truthful
                         25       Liar
                         26       Generous
                         31       Miserly
                         32       Promiscuous
                         33       Glutton
                         34       Good Mannered
                         35       Bad Mannered
                         36       Honest
                         41       Cheat
                         42       Insomniac
                         43       Lout
                         44       Boring
                         45       Prankster
                         46       Lazy
                         51       Immature
                         52       Self-Centred
                         53       Perfectionist
                        54-66     None

PHOBIA
A player should roll on the phobia table to determine how many
phobias a character has. If a character has one or more phobias,
roll a d66 and consult the phobia table to determine the type of
phobia.

                    2d6 Dice roll    Number of Phobias
                        2-9          No Phobia
                        10           one phobia
                        11           two phobias
                        12           three phobias

                   d66 Rice Roll         PHOBIA
                         11    Acrophobia (fear of height)
                         12    Agoraphobia (fear of open spaces)
                         13    Aichmophobia (fear of sharp instruments)      
                         14    Ailurophobia (fear of cats)
                         15    Anthropobia (fear of humans)
                         16    Arachniphobia (fear of spiders)
                         21    Astraphobia (fear of thunderstorms)
                         22    Autophobia (fear of being alone)
                         23    Bathophobia (fear of chasms)
                         24    Caudophobia (fear of reptiliads)
                         25    Claustrophobia (fear of closed spaces)
                         26    Cynophobia (fear of dogs)
                         31    Demophobia (fear of large crowds)
                         32    Dromophobia (fear of crossing roads)
                         33    Florophobia (fear of plants)
                         34    Genophobia (fear of sex)
                         35    Gimonophobia (fear of gnomes)
                         36    Glaciophobia (fear of ice)
                         41    Hemophobia (fear of blood)
                         42    Hobbophobia (fear of halflings)
                         43    Hydrophobia (fear of water)
                         44    Khuzdophobi (fear of dwarves)
                         45    Kronophobia (fear of aging)
                         46    Microphobia (fear of germs)
                         51    Musophobia (fear of rodents)
                         52    Mysophobia (fear or dirt/filth)
                         53    Neophobia (fear of new things)
                         54    Nyctophobia (fear of the dark)
                         55    Ophidiophobia (fear of snakes)
                         56    Phobophobia (fear of fear)
                         61    Photophobia (fear of bright light)
                         62    Pyrophobia (fear of fire)
                         63    Sindophobia (fear of elves)
                         64    Thanatophobia (fear of death)
                         65    Xenophobia (fear of strangers)
                         66    Zoophobia (fear of animals)
                          

OUTLOOKS
The player should record a view reflecting the attitude of the
character towards religion, wealth, fame/glory,
power, honour and courage. Such views may be "power hungry",
courageous, brave, valiant, devout,
greedy, spendthrift, highly regarded and so on. These outlooks
may change over a long period of time as
the character develops. Outlooks are general guidelines for
character development and are not binding all
the time.



HISTORY
All characters have a past. The player may write a history of the
character as detailed as they see fit. Items
to include in the history: how the character became skilled, how
they met the other characters, family and
relatives, training, goals and ambitions. A 2d6 roll on the
special past table is optional but may assist new
players in creating a history.

Dice Roll   SPECIAL PAST
 2          Prince/Princess: The character is the son/daughter of 
            a king/queen. Roll 2d6 for position in line for throne.
 3          Arch Enemy: For reasons known or unknown, a non-player 
            character regards the character as a mortal enemy.
 4          Debt: The character owes a favour to or is in debt to 
            a on-player character.
 5          Escaped Slave/Serf: An escaped character is in 
            constant danger of being recaptured.
 6-8        None
 9          Inheritance: Character has received or will receive 
            the lands, possessions or money of someone who has or 
            will die.
 10         Favour: A non-player character is in debt or owes a    
            favour to the character.
 11         Special Friend: The character has a mentor or influential friend.
 12         Son/Daughter of Nobility: The character's father/mother is a
            high ranking official as determined by a 1d6 die roll.
                          1    Lord Justice
                          2    Mayor
                          3    Baron/Baroness
                          4    Earl/Countess
                          5    Duke/Duchess
                          6    Sheriff

THE ATTRIBUTES
Each character has certain attributes which relate to physical,
mental and magical abilities. The attributes
are as follows:
Agility (AGL): The ability to move quick and nimble plus body
control and balance.
Coordination (COR): A measure of hand-eye coordination and depth
perception.
Dexterity (DEX): Represents the skill in using the hands.
Education (EDC): Education represent the amount of a scholarly
training your character has received.
Endurance (END): The ability to remain conscious after taking
damage. The power to endure and keep
moving.
Health (HLH): How well a character fights off disease and poison.
Intuition (INT): The character's sixth sense.
Learning Ability (LAB): The speed at which your character absorbs
information and the degree of
understanding.
Magic Affinity (MAG): The character's ability to perceive the
mystical stream.
Observation (OBS): This represents the eyesight of the character.
Although your character's eyesight is
functioning at all times, this attribute is used to notice
specific things or events.
Perception (PER): This is the measure of the other 4 senses of
the character - hearing, taste, touch and
smell. Perception is treated like observation with regards to
use.
Strength (STR): A measure of a character's body and muscular
power.
Willpower (WIL): The ability to continue on. Mind over body.

THE ATTRIBUTE SCORES
All characters have a common set of attributes to indicate how
strong, quick, agile, observant, a character
is when compared to other characters. Characters start with 94 +
2d6 attribute points to assign to all 13
attributes. Human characters start with 96 + 2d6 attribute
points. The attribute score must be at least 2 and
no more than the maximum attribute score for the race as
indicated below. The higher the attribute score
the better. When deciding where to assign points, characters
should be above average in attributes
associated with their starting skills.


MAGIC RESISTANCE
To determine the magic resistance (MR) of the
character, subtract the magic affinity attribute score
from 10, add this to the willpower attribute score and the racial magic
resistance (RMR) as shown below. Certain magic items and spells 
will alter this  number. Add or subtract any modifiers for spells 
or magic items to achieve the magic resistance

MR = (10 - MAG) + WIL + RMR + Bonus/Penalty

Race                     Racial Magic Resistance
Dwarf                               6
Elf                                12
Gnome                              17
Half-Elf                           10
Halfling                           15
Human                               8
Reptiliad                           2

MAGIC AFFINITY
A player must record at this time the primary colour his or her
character is attuned to.  Roll d66 and consult
the table below. If a player rolls 63-66 the gamemaster may allow
them to re-roll.

Dice Roll   Colour
 11         White
 12         Gray
13-15       Purple
16-22       Green
23-25       Blue
26-32       Cyan
33-35       Red
36-42       Yellow
43-45       Orange
 46         Gray
 51         Black
52-56       Re-Roll
61-62       Player's Choice
63-66       None (re-roll)

RELIGION
Under deity, record the god/goddess worshipped by the character.
Space is provided to include the title, focus, place of worship, 
colour and symbol of the deity. Roll 1d6 to determine the size 
of the character's religion. This is important for divine intervention. 
Record the base divine intervention (D.I.) number.

  2d6 Dice Roll      Size     Divine Intervention
      2-3            Small         6  
      4-7            Medium        5
     8-11            Large         4
      12             Enormous      3

SOCIAL STANDING
The starting social standing of a character is based on their
education attribute score. Magic-Users who
belong to the guild of magic, use this ranking as the social
standing. Characters following the livelihood of
a cleric, will use their piety skill mastery as their starting
social standing. 

Education AS    Starting Social Standing
 2-4            1
 5-7            2
 8-9            3
 10             4

SOCIAL STANDING
1  Lower Lower Class (LLC): serf, slave, thief
2  Middle Lower Class (MLC): acolyte, apprentice, peasant, freeman, 
   yeoman, warrior, barbarian 
3  Upper Lower Class (ULC): novice, initiate of the first circle, 
   initiate of the second circle, journeyman, martialist, bard, druid,
   buccaneer, bailiff, sergeant
4  Lower Middle Class (LMC): curate, initiate of the third circle, 
   initiate of the fourth circle, ranger, physician, sheriff, mayor,
   guildmaster, constable
5  Middle Middle Class (MMC): priest, initiate of the fifth circle, 
   mercantyler, knight (landless)
6  Upper Middle Class (UMC): high priest, initiate of the sixth circle, 
   knight
7  Lower Upper Class (LUC): bishop, initiate of the seventh circle, baron
8  Middle Upper Class (MUC): arch bishop, initiate of the eighth circle, 
   earl, lord justice 
9  Upper Upper Class (UUC): primate, initiate of the ninth circle, prince, 
   duke
10 king, cardinal, master of the circle

SKILL SECTION
Each skill is recorded in the skill section. Following the name,
is the mastery (based on the skill level), the amount of skill 
points to achieve the next skill level (NL), the amount of current 
skill points (SP), the skill level (SL), the attribute scores for 
the skill (AS), and the skill saving throw. Each skill has a mastery name
associated with it based on the skill level and column used. The
amount of skill points required to advance skill levels is dependent 
on the column used in the skill advancement table. The attribute 
associated with each skill may be found beside the skill name in 
parenthesis in the skill section or on the master skill, invocation, 
spell tables. Record the attribute score (AS) on the record sheet. 
If more than one attribute is associated with the skill, average the 
two scores. To determine the skill saving throw take the average of
the skill level and the attribute score(s) and record this under
SST.

ASSIGNING SKILLS
Characters will have starting skills based on a variety of
circumstances. These will depend on the race, background, 
occupation and religion of the character. Characters will also 
have skills based on the type of livelihood the character will pursue.
Racial: Certain races gain special starting skills. Record these
skills on the record sheet. The starting skill points are determined 
by a d66 dice roll.
Background: All characters receive one general skill with d66 +
20 skill points and one general skill with d66 skill points
Occupation: A character begins with one skill from the guild
list. The starting skill points are determined by a d66 dice roll. 
Free: Every character receives the skill climb rope.
The skill points are determined by a d66 + 5 dice roll.
All characters begin the game with the skill draw
weapon. The starting skill points are determined by a
4d6 dice roll. Roll d66 to determine the moving in
armour staring skill points.
Religious: Consulting the deity summary pages in the
Religion section, characters will receive free skills
based on the deity. The starting skill points is listed
by each skill. No skill may start with less than one
skill point.
Psionic Skill: If a player rolls a 12 on 2d6, the
character receives one psionic skill. The chance is
lowered to 11 if the character has a minimum attribute
score of 10 in either intuition or willpower. The starting
skill points are determined by a d66 dice roll.

Livelihood: Players should have a basic idea of what
style of character they want to play. Since magic,
psionic and clerical skills are difficult to obtain once
play has begun, these type of skills should be chosen
now.  Players receive 4 times the character's learning ability
attribute score, plus 200, plus a d66 dice roll in total skill 
points to assign to any skill. Players may also get more skill points 
from aging the character. Players may assign some points to skills
previously obtained. Players must use up all points at this time. 
No skill may be purchased or improved above the skill level of 5. 
For example, any A column skill could not have more than 30 points 
assigned to it. Starting skills determined previously, with skill levels
equal to or greater than 5, are left unchanged and may not have
more points assigned to them. 

    Livelihood Skill Points: (4 X LAB AS) + 200 + d66

Once all skills are purchased, consult the mastery
table for each skill and record the mastery name on
the character sheet. Record the amount of skill points
required for the next skill level (NL) for each skill.
Calculate all the skill saving throws for each skill
based on the average of the attribute scores(s) and
the skill level. Record the skill saving throws (SST) on
the character sheet. 

COMBAT DATA  SHEET
The combat data sheet includes areas to record
armour types, weapons and damage. This record
sheet is consulted when the character enters combat.
Movement Number: Roll 1d6 and add this to the
character's intuition attribute score. Record this result
under movement number. The higher the number the
better. This number may be re-rolled once per week
(or new gaming session).
Feet per MAP: Add the endurance and strength
attribute scores together and multiply the result by 3.
Reptiliads add 10 to the total. Dwarves subtract 5.
Gnomes and halflings subtract 10. The final result rounded up to
the nearest 5 indicates the amount of feet
a character may move per movement action phase.
Random Action Phase: Record in this box the dexterity attribute
score.
Maximum Armour Weight: Record in this box the maximum armour
weight the character may wear. To
determine this number, consult the table on Arms and
Armour, page 5. Look down the column based on the
character's saving throw in moving in armour. The last
modifier, in most cases -11,  will yield the maximum
encumbrance. No character may wear more than 500
encumbrance worth of armour.
Armour Weight (worn): This is the total armour weight
(encumbrance) for all hit locations.
Body Balance Modifier (first): Cross reference the total
encumbrance and the character's moving in armour
skill saving throw using the table on Arms and Armour, page 5. 
The result will yield any modifiers to body balance checks. 
Record the modifier in the box. 
Armour Weight (worn + shield): This is the total armour
weight (encumbrance) for all hit locations and the shield
encumbrance. 
Body Balance Modifier (second): This second modifier is
used for shield and armour weight. The reason for two
modifiers is that a character may decide to employ or not
employ their shield during combat. It may also be
destroyed during a fight, thus altering the total
encumbrance. By determining weights and modifiers for
shield encumbrance now, play will not be slowed as
combat situations change. Record the modifier in the box.
Body Balance: The armour column uses the first body balance
modifier through all calculations. The first
box, stability, is the moving in armour skill saving throw minus
the body balance modifier. The second box
in the column is the dodge number. It is one less than the
stability number. The retreat number is 2 less.
The disengage number is 3 less. The armour and shield column uses
the second body balance modifier
and is calculated as above for each body balance number. No
number may be lowered to less than 2.
Riding Ability: The same calculations are applied to these boxes
except the riding ability skill saving throw
is used in place of the moving in armour skill saving throw.
Primary Weapon: Record the character's primary weapon.
Secondary Weapon: Record any secondary (off hand) weapon.
Shield Type: Record the shield type.
Defence: Record the shield defence number.
Shield Damage: Record here any damage the shield sustains in
combat.
Points: The hits-to-destroy number for the shield.
Helmet Type: If a character is wearing one.
Defence: The helmet's defence number.
Armour: Consult the Arms and Armour section for determining
armour types, weight and protection (RDV).
Weapons: Consult the Arms and Armour section for details on
filling in the weapon's section. All players
should record the unarmed statistics for their characters.
Endurance Damage Points (EDP): Add the health attribute score to
two times the endurance attribute
score to determine the character's maximum endurance damage
points. Elves receive an additional 4 EDP.
Record the EDP an the combat data sheet.
Body Damage Points (BDP): Consult the table below and add the
strength attribute score of the character
to this number. The result is the character's maximum body damage
points. Record this total on the combat
record sheet.

Race        Base Body Damage Points
Dwarf       97
Elf         73
Gnome       35
Half-Elf    85
Halfling    46
Human       95
Reptiliad   170

Willpower Damage Points (WDP): Multiply the
willpower attribute score by 3 to determine the willpower
damage points. Halflings multiply this number by 4. Record this
amount on the combat data sheet.
Other Ailments: Poisons, diseases, hexes, reoccurring illnesses,
etc.

EQUIPMENT SHEET
Characters begin the game with basic clothing only (shirt, pants,
belt and shoes). To determine the starting
wealth of the character use: 

  (4d6 + social standing number) X 100

This equals the amount of copper pieces a character has to
purchase equipment from the equipment lists
in the Price section. Players may also add starting wealth to the
character by aging them. Any wealth left
over after purchasing equipment is retained by the character.

HERE WE GO...
The character has been generated and is ready for play! 


EXAMPLE OF CHARACTER GENERATION

Bob decides to play a halfling character with combat skills and some
magic. He rolls a 6 on 2d6 and receives 100 points (94 + 6) to assign to
the halfling's attribute scores. Bob distributes the 100 points as
follows:
Strength       7         Coordination        8
Health         9         Agility             8
Endurance      7         Dexterity           7
Willpower      6         Learning Ability    10
Observation    8         Education           10
Perception     8         Magic Affinity      6
Intuition      6         

Argrass' magic resistance is calculated by subtracting his magical
affinity attribute score of 6 from 10, adding this to his willpower
score of 6 and finally adding the racial magic resistance of 15 for a
total of 25 ((10-6) + 6 + 15 = 25).  A dice roll of 37 means Argrass'
primary magic affinity colour is yellow.

Farming and stealth are Argrass' racial skills. The starting points are
rolled and a 21 comes up for farming and a 63 for stealth. Next are
background skills and Bob picks cooking for the d66 + 20 skill points
and rolls 24. Therefore, 44 points are recorded for this skill. The
second background skill is riding and a 12 is rolled on d66 for the
starting skill points. The occupation skill is fletcher and a d66 is
rolled yielding a 51 for the skill points. The climb rope skill points
are 19 as a 14 was rolled on d66 (14 + 5). The starting skill points for
draw weapon is 22 on a 4d6 dice roll. Moving in armour is rolled on d66
and he gets a 23. Since Argrass worships Loma, Goddess of Childbirth, he
receives the skills general medicine and disease. Both are determined by
a d66 dice roll. A roll of 32 and 45 is made for the general medicine
and disease starting skills points respectively. Bob checks to see if
Argrass has any inborn psionic talent. The chance of 12 on 2d6 is not
altered as Argrass' intuition and willpower attribute scores are below
10. Bob rolls an 8 and no free psionic talents are recorded. Consulting
the skill advancement table for each skill, Argrass's starting skill
points and levels look like this.
Skill              Skill Points    Skill Level
Farming                 21              4
Stealth                 63              6
Cooking                 44              6
Riding                  12              3
Fletcher                51              6
Climb Rope              19              4
Draw Weapon             22              4
Moving in Armour        23              3
General Medicine        32              4
Disease                 45              5


Livelihood skill points are determined next. Multiplying the Argrass'
learning ability attribute score of 10 by 4, add 200 and add 23 from a
d66 dice roll. This yields 263 skill points. Bob decides to spend some
points on his skills already received. Since stealth, cooking, fletcher,
and disease are already at skill level 5 or above, no points may be
spent on those skills. Bob decides to increase Argrass' general medicine
skill. One point is all that can be spent as the number of skill points
to reach level 5 is 33. Bob now has 262 points left. He also spends 10
points on riding increasing it from 12 to 22. This yields a skill level
of 4. Argrass will do some magic, so points will be spent on magical
skills and spells. Argrass chooses the skill power channelling
(necessary for all spell casting) and puts 27 points on it. The skill
level is 4. He also decides to pick the spell detect life. That is an E
column skill and spending 9 points on it gets the skill at level 1.
Argrass buys the skill hafted weapon at skill level 5 using 41 points.
He also buys tracking and weather watching at skill level 5 using 33
points each. Argrass purchases a psionic skill psionic attack at skill
level 5 using 62 points (H column skill). Argrass has 47 points left. He
buys herb lore at skill level 4 (21 points) and places the remaining 26
points on pole-arm weapon skill. Consulting the table, this indicates a
skill level of 3.

Bob rolls a 3 and records Argrass' movement number of 9 (6 + 3). The
feet per MAP is calculated as follows: (7 + 7) x 3 = 42. Round down to
40. Subtract 10. The final movement allowance is 30 feet per movement
action phase. The random action phase number is 7, Argrass' dexterity
attribute score.

Argrass purchases some leather and quilt armour. The total encumbrance
is 183. He also has a wooden round shield, encumbrance 30. Argrass'
skill saving throw in moving in armour is 6. The SST was determined by 
averaging the attribute scores of 8 for strength and 7 for agility ((8
+ 7) / 2 = 8) and then calculating the skill saving throw from the skill
level of 3 ((8 + 3) / 2 = 6). Consulting the table, the maximum armour
encumbrance is 440 points. The total armour weight (worn) is 183. This
results in a body balance modifier of  -1. The shield and armour weight
is 213, resulting in a  -2 modifier.

Argrass' moving in armour skill saving throw is 6. The riding skill
saving throw is also 6. Body balance (armour) stability is 6 minus 1
armour modifier resulting in 5. With the -1 armour modifier and the -2
armour + shield modifier, the table would look like this. 

                    Body Balance     Ridging Ability
                  Armour   Armour   Armour   Armour
                           Shield            Shield
   Stability         5        3        5       3
   Dodge             4        2        4       2  
   Retreat/Advance   3        2        3       2
   Disengage         2        2        2       2

Argrass' attribute scores required for the damage point calculations:
Strength: 7    Health: 9
Endurance: 7 Willpower: 6
Argrass' EDP is calculated as follows: 2 x 7 + 9 = 23. His WDP are 4 x
6 = 24. The body damage points are: 46 + 7 = 53.

Argrass is finished!
----------------------

=============
=           =
=   RACES   =
=           =
=============


Players have seven races to choose from when creating a character. Each
race has its own unique physical, social and cultural behaviours. The
racial description provides only a brief outline of the race and should
be used as a guideline when creating a character or when encountering
them.

DWARF
Dwarves average four and a half feet in height and 150 pounds in weight.
Their eyes and hair colour varies but their skin is always light brown.
Although short, dwarves are stronger, healthier and have more endurance
than humans. Dwarves have been known at times to run great distances
without rest and lift objects too heavy for humans. Dwarven males have
a fondness for beards. Females usually allow their hair to grow long
preferring braids and elaborate ponytails. Female warriors will coil the
ponytails on their heads to use as helmet padding.
 Dwarves are superior miners and stoneworkers. They are always
tunnelling for precious metals to fashion into armour, weapons or other
items of beauty. They are excellent smiths and spend most of their day
working around forges. Dwarves speak their own native language plus
common. The average life span of a dwarf is 200-250 years.
        Dwarves are tireless workers who think nothing of toiling for days or
even years to accomplish a task. In all aspects of their work they
strive for excellence no matter how much effort is required to achieve
it. They tend to be loyal and trustworthy allies and tenacious foes.
Dwarves have no great concerns over the friendliness or unfriendliness
of any nearby neighbours since dwarven cities tend to be impenetrable
mountain strongholds. For all their seeming dedication to endless
labour, dwarves do enjoy a good time. Their favourite pastimes involve
loud boisterous singing and the telling of tales. Although dwarves do
not often play music or dance, they enjoy watching others do so. Because
of this, many entertainers have made great fortunes within the dwarven
cities.
        Dwarven society consists of numerous independent city states, each
governed by one individual family. The head of this family is called the
Lord and his or her descendants fill required government positions. The
councillor families decisions are rarely disagreed with but if they are,
then the dissenters will move lock, stock and barrel and build another
city.

Special Traits: Dwarves have enhanced vision in total darkness. Indoors,
they can clearly see up to 100 feet without a light source, while
outdoors this range is 200 feet. Dwarves start the game with the skills
smithing and caving. The starting skill points for each skill is
determined by a d66 dice roll. Because of the intense heat of the great
forges, dwarves have built up a resistance to flame. Any fire attack
which affects a dwarf is lowered by 2d6 damage value.

ELF
The fairest race are elves. Elves average six and a half feet tall yet
have a slimmer build than humans, weighing only 180 pounds. Although not
as strong as humans, they tend to be healthier. Poisons and diseases
rarely kill an elf even in the coldest of weather, they wear light
clothing. Their skin colour is lighter than normal and hair colour
varies from blonde to dark brown. Elven ears extend to a point and their
other facial features are sharp as well.
        Elven clothing varies from green and brown pastel to colourful silks
of gold and silver. Elves are fond of cloaks and robes. Elves speak
their own language as well as the common language of the land. The life
span of an elf is centuries.
        Elves are peaceful and secretive and they take great pride in
themselves. Their placid appearance sometimes hides belligerent
intentions.
        Mistrusting outsiders, elves tend to stay within their forest retreats
ignoring the happenings of the rest of the world. Elves are quick to
anger when their pride or heritage is insulted. Many elves fall victim
to unnecessary war and corruption defending their cultural roots and may
even fight amongst themselves in such instances. Elves which practice
deception and corruption which results in another elf's death or
disgrace are called "Dark" elves. A term which reflects their intentions
not their appearance. These dark elves are quick to be ousted from the
elven kingdoms.
        Elves are divided into groups or bands headed by one person. Although
no true name exists in the elven language, men refer to them as "kings".
        As time passed, the elves separated into distinct cultures and were
named as follows. The high elves are the elder elves, the first-comers.
They are the wisest of all elves. The wood elves are the most common
elves and populate most of the wooded realms. The sea elves build ships
and travel the great seas and oceans. The gray elves live within
mountain strongholds and are the closest friends to the dwarves of all
the elves. There is also the aforementioned dark elves. 
        Twice a year the elves gather to celebrate the spring and fall Equinox.
For seven days before and after Equinox, the elves play musical
instruments and sing beautiful melodies. The merriment can be heard for
leagues around and peace is within the forest. No other race is usually
invited to this festival although reptiliads are allowed to participate
on special occasions. The elves also celebrate other events throughout
the year but at less intensity. Elves excel in crafts of all kinds and
make most objects for the Equinox.
        The relationship between elves and humans or dwarves is poor and most
are captured and questioned upon entering the forest. Gnomes are
considered a whimsical race and non-threatening and are occasionally
welcomed into the forest. Elves always enjoy the company of halflings.
Reptiliads are aided in battle and welcome guests, but in general are
watched carefully because of their warlike tendencies.

Special Traits: Elven characters have four extra endurance damage
points. Elves see at night better than they do in the daylight. Because
of the enhanced vision, elves gain a +2 observation bonus at night. This
modifier does not apply indoors or when there is artificial light. All
elves have the skill artistry and bow. The starting skill points are
equal to a d66 dice roll.

GNOME
Gnomes stand three feet tall and weigh 20-40 pounds. They are easily
mistaken for halflings (some think they descended from common lines) but
unlike their short friends, gnomes usually sport beards. Gnomes have
round facial features and sun weathered skin. Their hair colour varies
from red-brown to gray while their eyes are usually blue or green.
Gnomes are very magical and produce many naturalists. An orange spell
rarely affects a gnome. Although not as strong as humans, gnomes can be
taught new things easily and adapt well to most situations, pleasant or
not. Gnomes are at home in the forest. They tend to wear clothing that
matches the season. Greens in the summer, red and gold in the fall and
gray in the winter and spring.  When a gnome wishes not to be found in
the woods, he can bewilder even the best of rangers. Gnomes speak common
and gnomish. 
        Gnomes are prone to indecision. They will suddenly change their mind
only to change it again. It is a wonder how anything is accomplished at
all. Many people who view gnomes in action are dumbfounded by this
peculiar behaviour. Being so whimsical, they pose no great concern to
any neighbours. 
                The entire gnome culture revolves around nature, especially trees.
Gnomes are bound to the forest and must return to this forest at least
once a year on their tree-day. When a gnome is born, the tree-day, a
seedling is planted. As the tree grows, so does the gnome and should the
tree die, the gnome dies. Gnomes have a varying life span but usually do
not live past 200 years because of this unique relationship. Since the
gnomes are so few in number, they created tromes to guard the forest
from enemies who seek to destroy them or their trees. No one knows
exactly where tromes come from, but legend states that if a gnome is
buried where his tree dies there is a chance, if he served the forest
well, that a trome will grow in its place. Tromes can move, speak and
perform various tasks and sometimes will leave in search of masters who
were killed outside the forest. Gnomes are always tending gardens and
performing tree mining. Druids and Naturalists are abundant within the
forest.
                Gnomes build their houses within the trees. Since the trees in the
Boreal Forest grow so gigantic, entire villages can be interconnected so
that its inhabitants do not have to touch the ground when passing
between houses. The gnomes have developed a method of keeping the tree
alive while mining and all furniture in the rooms are part of the tree.
                Gnomes have a simple form of government which handles only important
affairs. The head of each village is called an Arbre and is usually
elected for life. This chief is all the gnomes need to handle diplomatic
situations as each person within the village will aid any other person
in times of need and the entire village is self sufficient.

Special Traits: The gnomes have a special ability bestowed upon them
from centuries of life in the forest. When within a forest or similar
wooded area, gnomes recover double the normal amount of damage points
from regular healing and one and a half times from magical healing or
herbs. Gnomes travel extremely light-footed in the forest and any
character tracking them suffers a penalty of -3 to the tracking skill
saving throw. Gnome characters begin the game with the camouflage skill.
The starting skill points are equal to a d66 dice roll.

HALF-ELF
A half-elf is a cross between an elf and a human. Because of this,
half-elves will vary greatly in appearance. Half-Elves average six feet
tall and 190 pounds and will have the same type of build as a human but
retain the facial features of an elf. Sometimes it is difficult to tell
a half-elf from an elf or human.
                Half-Elves are found within human cities and the elven kingdoms. If a
half-elf is with elves, they will tend to take on the clothing and
lifestyle of the elven culture. Conversely, if a half-elf is raised
within human kingdoms, their lifestyle will reflect a human background.
                Half-Elves speak common and may speak elven as well. They tend to live
longer than humans, as much as 400 years old.

Special Traits: To determine the traits the half-elf has acquired, roll
2d6 and consult the following table. A low roll means the half-elf has
more elven characteristics. A high roll, more human characteristics. All
half-elven starting skill points are determined by a d66 dice roll for
each skill listed below.

               Half-Elven Traits

    Dice Roll  Trait
       2-3     language - speak elven
               language - write elven
               artistry
               +3 endurance damage points
               vision +2 at night

       4-5     language - speak elven
               language - write elven
               artistry
               +2 endurance damage points

       6-8     speak elven
               1 general skill

      9-10     95 attribute points
               1 general skill

      11-12    96 attribute points
               1 general skill
               1 guild skill


HALFLING
Halflings average 2-4 feet in height and weigh 30-50 pounds. They
resemble humans in every respect, except for size, and have pointed ears
like elves. Their hair and eye colour can be of any mixture and their
skin is fair to tan. Halflings are nimble and very dexterous and move
with great stealth. Because of these abilities, enhanced by their short
stature, halflings make superb thieves of every kind. What halflings
lack in strength, they make up for in incredible willpower. Halflings
can travel long distances without rest and during times of war, are used
as messengers and scouts. Halflings wear practical linen clothing
(shirts, pants) and rarely wear shoes.
 Halflings speak their own language plus common. The average halfling
lives to be 120 years old.
 Halflings are not aggressive but highly inquisitive. They tend to be
cheerful and peaceful and shy away from strange happenings. Once they
set their minds to do something, they hardly fail. Halflings enjoy
talking over a fine meal to all the different races learning about far
away lands and adventure.
 Halfling kingdoms are divided into counties and each county is
represented by a sheriff who keeps law and order. Each village has a
mayor that is elected once every 3 years.
 Since most halflings are farmers, they celebrate the harvest. Birthdays
are also a special time to rejoice.

Special Traits: Halflings receive four times their willpower attribute
score in willpower damage points. Halfling characters begin the game
with the skills farming and stealth with starting skill points
determined by a d66 dice roll.

HUMAN
Of all the races, humans are the most diverse. Not only in appearance
but culture and behaviour as well. Humans average 5'10" tall and weigh
200 pounds. All humans live on the average 80 years and speak the common
language.

Special Traits: All human characters receive 1 general skill and 1 guild
skill. Both starting skill points are determined by a d66 dice roll.
Humans also receive 96 + 2d6 attribute points to begin with instead of
94 + 2d6.


REPTILIAD
The reptiliads resemble a cross between a human and a lizard.
Physically, the reptiliads are larger than humans and have varying skin
colours, from green to yellow to brick red. At 8 feet tall and weighing
340 pounds, they are superior in strength and endurance making them
excellent warriors. For some unknown reason, reptiliads are unable to
view the crystal stream of mystical energy as well as other races. Thus,
a reptiliad's magical affinity is generally low, making magic-users
rare. Since they are cold blooded, reptiliad activity is slowed by a
decline in temperatures as indicated by the following strength and
endurance attribute score modifier.
           80  F+1
           70  F 0
           60  F-1
           50  F-3
           40  F-5
           32  F-7
    Below freezing they become dormant. 
Reptiliads eyes are located on opposite sides of the skull. The long
flexible neck they possess gives them near perfect peripheral vision.
Their depth perception is quite poor.
 Reptiliads have their own complex dialect which is difficult for other
races to imitate. They can speak other languages, although it is not
always easily understood. Most reptiliads speak common.
 In the heart of the reptiliad society is the fact that every member is
utterly determined to surpass his or her peers. Disputes and duels
amongst keenly ambitious rivals are frequent. The main influence keeping
a lid on this explosive situation is simply the great variety of ways
that the reptiliads have found of achieving this individual excellence.
In keeping with this situation, a bewildering list of awards and marks
of distinction exist to give recognition to all sorts of achievements.
 Reptiliads will do battle with orcs anytime unless greatly outnumbered.
They are suspicious of men and seek them only in time of trade.
Reptiliads will rarely see a gnome, dwarf or halfling. Elves are their
closest associates. The elven music is pleasing to them and great
musical festivals are held many times a year. The elves will often help
the reptiliads in war against the orcs.
 The reptiliads are ambitious builders. Cities and shipping have
developed to a high level. Music and art have also been highly
developed. Although music is purely instrumental, only the elves surpass
it in beauty. Reptiliads do not dance but admire guests who do so. A
visitor that declines to dance for them when requested is subject to
dire consequences.
 The Reptiliads divide themselves into clans. These clans are very
competitive and jealous of one another and conflicts, both great and
small are continuous. Clans are headed by Hathas, but are not governed
by them. Order is kept by tradition regarding decorous behaviour and
most other considerations are left to the chances of local and personal
whim.
 Every reptiliad sees the world as a series of circles radiating out
from himself. Each successively more distant ring has potentially less
trustworthy and more hostile characters in it. The first circle contains
family and close allies, the second is the super-family and general
associates. The third consists of Sub-Clan and/or neighbourhood and the
fourth is the clan as a whole.

Special Traits: The reptiliad's skin is very tough giving them an
overall protection equal to leather armour. Reptiliads have infravision,
allowing them to "see" temperature differences. Hot things are red, warm
things are orange, cool things are gray and cold things are lack. Thus
they can track warm blooded creatures by this ability as well as view
objects that are cooler or warmer than the surrounding temperature.
Illumination from a torch or other light source spoils infravision.
Reptiliads may switch between normal and infravision at any time.
Reptiliad characters begin the game with the skill trident. The starting
skill points are determined by a d66 dice roll.



==================
=                =
=   LIVELIHOOD   =
=                =
==================


Characters are defined by the skills that are chosen during character
generation. As a character develops, skills are gained and attitudes
become apparent. It is this combination of skills and lifestyle that
represents the livelihood of the character. Livelihoods may always
change during game play.
   Players may have an idea of the kind of livelihood their characters
will follow from the beginning. Ideas may come from movies, books or
past experiences. Having a good concept of the character's livelihood
will assist the player in choosing skills the character will receive
during character generation. This is especially important if the
character is to be a magic-user or a cleric. Skills associated with
those type of livelihoods are hard to obtain once play has begun.
   This section covers some example character livelihoods. Each livelihood
has skills that may be picked during character generation if a player
decides to design their character after that particular role. Players
are not bound by these livelihoods and skills when creating a character.
Livelihoods are also useful for the gamemaster in creating non-player
characters. The livelihood summaries also help when describing non-
player characters.
   Beneath the livelihood example name is a list of key attributes. This
list represents the attributes primarily used by the skills for that
type of role.
   
REALM OF FIGHTING
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BARBARIAN
[AGL, COR, INT, OBS, WIL]
Barbarians are fierce fighters and lust for battle. Barbarians are
experienced outdoorsmen and prefer to travel light.
   Battle Rage    Finding Direction   Foraging
   Weapon Skill   Riding              Unarmed Melee

KNIGHT
[AGL, COR, EDC, STR]
Knights are fearless and honourable fighters and will always be above
average in those outlooks. Knights give allegiance to their king and in
return are granted fiefs. Some knights do not have fiefs but seek other
means in which to employ themselves. Within the fief is a manor and
farmland cultivated by serfs and freemen and protected by yeomen. Serfs
are bound to the land and may not leave. Freemen may sell their land and
leave if they have permission. Yeomen hold land in return for military
service to the knight. Knights may be called away to war by their king
and are trained to ride, fight and to understand the histories and
heraldries of other kingdoms. For various reasons knights have been
known to band together to form groups. Some of these groups are
sponsored by the church and form fighting orders.
   Heraldry  History        Melee Weapon
   Riding                   Moving in Armour

MARTIALIST
[AGL, COR, DEX, EDC, INT, OBS]
The martialist concentrates on unarmed melee attacks.  These peaceful
people prefer to think their way out of situations rather than fight.
But if combat cannot be prevented, they employ quick and painful
attacks. Martialists tend to wear light clothing, unusual for fighters,
relying on superb defensive capabilities instead. Martialists may not
wear metal armour.
   Deflection     Disarming      Martial Arts
   Stun Lore      Stealth        Sweeps and Throws   

RANGER
[AGL, COR, INT, OBS, STR]
A ranger is trained in outdoor and combat skills. Rangers usually stay
within a certain region but may venture forth on missions of spying and
scouting. They have been known to hire themselves out as guides for
hunting parties or adventurers.
   Tracking       Finding Direction   Foraging
   Weapon Skill   Moving in Armour    Weather Watching



WARRIOR
[AGL, COR, STR]
The background of a warrior may be the most diverse of all fighting
professions. His or her history may vary from a former yeomen to a
released gladiator. Unlike the other fighting professions, the warrior
is limited in the variety of profession skills. The skill bow may be
replaced with crossbow.
   Bow            Weapon Skill   Moving in Armour
   Unarmed Melee  


SPHERE OF KNOWLEDGE
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ALCHEMIST
[EDC, OBS, INT]
The alchemist deals in the fine art of potion making by chemistry. The
alchemist also studies many educational skills.
   Alchemy   Education Skill     Embalming
   Foraging  Herb Lore Runes

BARD
[COR, DEX, EDC, INT, PER]
A favourite at inns, the bard deals with legends, storytelling, singing
and music. The bard travels the countryside in search of a song to
compose or a poem to write. Reptiliad bards do not sing but instead
excel in the art.
   Entertainment  History        Legend Lore
   Melee Weapon   Music-Play     Music-Sing (Artistry)

BUCCANEER
[AGL, COR, EDC, INT, STR]
Buccaneers are adventurers of the high seas. They command the great
seas, travel the mighty oceans and explore lost worlds. Although most
buccaneers spend their lives on ships, a few join up with fellow
adventurers to embark on quests to seek the riches of the mainlands.
Buccaneers who raid inland seas are called Corsairs.
    Finding Directions
    Geography
    Melee Weapon
    Seamanship
    Swimming
    Weather Watching
    Evaluate Goods

DRUID
[EDC, INT]
A druid spends much of their time outdoors where plant and animal life
is abundant. Druids belong to a group whose aim is to preserve nature
and some are employed to care for forests and groves.
   Farming        Finding Direction   Herb Lore
   Train Animal   Veterinary          Weather Watching

PHYSICIAN
[EDC]
A physician practices the ancient art of mending and binding wounds. The
physician trains mainly in education skills.
   Disease   Embalming       General Medicine
   Herb Lore Language-Speak  Veterinary


RELIGIOUS ORDERS
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CLERIC
[EDC, INT, OBS, PER, WIL]
A cleric is a person who belongs to a specific religion promoting the
theology of that religion. He or she performs ceremonies, attends mass,
officiates over a congregation and performs tasks and quests for the
church or deity. See the Religion section for information concerning
deities. A player should look at the deity's main focus and design the
character around that focus. If the deity is one that heals and
protects, then healing spells or general medicine should be chosen. If
the deity is the "God of War" then combat skills may be appropriate.
   Ceremony  Education Skill     Piety
   Prayer         


GUILD OF THIEVING
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Note on the Guild: All thieves belong to a guild within their area of
operation. The cost for a membership is 50% of the thief's yearly
earnings. For each year of membership the cost is reduced by 10% with a
final minimum of 1%. This helps regulate the amount of theft within a
region as top guild members can quell over ambitious thieves. In return
for this payment the guild can offer a hideout, information or a place
to unload stolen goods. Thieves who do not belong to a guild are dealt
with accordingly.

ASSASSIN
[AGL, COR, EDC, INT]
An assassin is a hired killer and their profession skills reflect this.
Contrary to popular belief, there is no set fees for the service.
   Alchemy   Ambush         Disguise
   Herb Lore Melee Weapon   Stealth

BRIGAND/HIGHWAYMAN
[AGL, COR, INT, WIL]
Brigands are found roving the roads looking for rich caravans or unarmed
travellers. Brigands are skilled in outdoor and combat skills as well as
thieving skills.  
   Ambush         Camouflage     Disguise
   Evaluate Goods Melee Weapon   Riding

BURGLAR
[AGL, DEX, INT, STR]
The profession skills of the burglar are used for breaking into
buildings and obtaining goods. This second story person has the
following skills. 
   Contortion     Stealth        Evaluate Goods
   Forgery        Lock Picking   Climb Sheer Surfaces

CUTPURSE
[AGL, COR, DEX, INT]
This type of thief is found lurking in dark alleys where sole wanderers
foolishly travel or amongst crowded market squares where rich purses
tempt even the least skilled pick pockets. 
   Ambush         Evaluate Goods  Melee Weapon
   Pick Pockets   Stealth         Unarmed Melee 

FREEBOOTER
[AGL, COR, DEX, EDC, INT, OBS, STR]
As well as having thieving skills, the freebooter can attack and defend
as well as any fighter.
Detect Hidden Traps    Lock Picking        Melee Weapon
Moving in Armour       Set/Disarm Traps    Runes


CIRCLE OF MAGIC
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CONJUROR
[DEX, EDC, MAG]
The conjuror is involved with the movement of objects, characters or
themselves. Yellow is the primary magic affinity colour.


HEALER
[DEX, EDC, MAG]
The healer cures and heals but also provides protection for themselves
and the party. White is the primary magic affinity colour.

ILLUSIONIST
[DEX, EDC, MAG]
The illusionist deals with deception and trickery. Gray is the primary
magic affinity colour.

MAGE
[DEX, EDC, MAG]
The mage concentrates on magic which disrupts other magical spells.
Purple is the primary magic affinity colour.

MAGICIAN
[DEX, EDC, MAG]
The magician has a wide assortment of spells to choose from.  Most are
of a practical nature used to assist the party in difficult situations.
The magician's primary colour affinity is cyan.

MYSTIC
[DEX, EDC, MAG]
Controlling and probing people's minds is the gift of the mystic. Orange
is the mystic's primary colour affinity.

NATURALIST
[DEX, EDC, MAG]
The naturalist's spells affect plants and animals. The naturalist has
green as the primary magic affinity colour. 

NECROMANCER
[DEX, EDC, MAG]
The necromancer enjoys animating objects and giving them life-like
qualities. Red is the primary colour.

SEER
[DEX, EDC, MAG]
The soothsayer is usually found in cities or castles where services are
in constant demand. Unfortunately there are fake seers who discredit the
actual magic-users. Blue is a seer's primary colour.

SORCERER
[DEX, EDC, MAG]
The sorcerer spells deal with destruction and damage. Black is the
primary magic affinity colour of a sorcerer.

WIZARD
[DEX, EDC, MAG]
This type of magic-user has spent the most time in training. As a result
of this they are more attuned to the magic.


==============
=            =
=   SKILLS   =
=            =
==============

All characters begin the game with certain skills based on background,
race, and previous occupations. A character will also have skills based on
the type of livelihood the character will lead. Characters may learn new
skills once play has begun although a gamemaster may disallow certain
skills based on his or her campaign. There is no limitation to the
combination or amount of skills a character may possess.

SKILL PURCHASING
Players receive skill points when creating a character and as the character
adventures. Skill points are used to buy skill levels. Consulting the
particular skill, there will be a letter associated with it referring to
the column in the skill advancement table. This column indicates how many
skill points it takes to advance skill levels. Easier skills are under the
A column and the most difficult skills are under the I column. For example,
it takes 23 points to buy a C level skill at skill level 4. The skill point
column to use for each skill is listed beside the skill in the master skill
table.

SKILL MASTERY
Each skill level has a term associated with it to reflect the mastery of
the skill. The skill mastery column to use for each skill is listed beside
the skill on the master skill table. Cross reference the skill level with
the column to determine the skill mastery. For example, the mastery for a
skill level of 2 in the skill history would be pupil.

SKILL SAVING THROW 
All skills have an attribute (next its name in parenthesis) and a skill
level associated with it. It is this combination of physical ability and
training which make up the skill saving throw (SST). The skill saving throw
represents the chance of doing that skill and is found by averaging the
skill level and the attribute score(s). A 2d6 dice roll equal to or less
than the skill saving throw constitutes a success. A gamemaster may modify
this SST depending on the situation. No SST may go above 11.


ATTRIBUTE
SAVING THROW
When a character requires to do an action not covered by a skill, he or she
may use an attribute instead.  If the total of 2d6 is less than or equal
to the attribute score, the character succeeds in the action. The chance
of success should be modified depending on the situation.

IMPROVING SKILLS
At certain times during an adventure, the gamemaster will give out skill
points to characters for improving skills. This will usually be 5-10 points
given at the end of a successful mission or journey.  These points may only 
go towards existing skills (i.e. they may not be used on skill level 0 
skills).
If a character has used a particular skill repeatedly over a period of an
adventure, they may make an attribute saving throw versus their learning
ability. If successful, they gain 1d6 extra skill points for that skill only.
The gamemeaster may also reward characters who make exceptional use of
their skills with bonus skill points.
Saving Throws: If a character rolls a 2 while making a skill saving throw
they gain 1d6 / 2 skill points in that skill. If they roll a 12 while
making a skill saving throw, the skill points are reduced by 1d6 - 2.
Practice: For each month spent practising a particular skill, a character
may make a saving throw versus learning ability. If successful, they will
receive one skill point for that skill. Only one skill may be practiced at
one time. Characters may improve skill level 0 skills with this method.
Skills that cannot be used at 0 level may not be improved by this method.

MAXIMUM IMPROVEMENT
Skill levels can be improved forever. Certain skills, magic spells, psionic
talents and clerical invocations take advantage of higher skill levels. As
well, low attribute scores, which reduce the skill saving throw, may be
augmented by a high skill level. The skill advancement table indicates how
many points are required to raise a skill above level 11. For example, to
get to level 12 in geography skill, it would take 4 more skill points
(using column B). Skill saving throws may not be increased above 11 no
matter what the skill level.

LEARNING SKILLS
There are two methods for learning new skills once the character has been
created and play begun.
Trial and Error: A character may attempt to try a skill at skill level 0.
The gamemaster may decide that the skill cannot be tried at 0 level
depending on the situation and the campaign. As well, there are certain
skills that cannot be tried at 0 level as stated in their description.
Magic spells, psionic talents and clerical invocations cannot be attempted
at skill level 0. The skill and everything associated with it, attribute
score, skill level, SST, skill advancement column and mastery (unskilled)
are recorded on the character record sheet. If the character makes a
successful skill saving throw they receive one skill point in that skill
and instantly record this on the character record sheet. Once enough skill
points are acquired to raise the skill level to 1, the character has gain
proficiency in that skill and improve it normally. See Improving Skills to
further advance skills above level 1.
Instruction: This involves someone teaching the character a new skill. The
teacher must have a skill level of 10 in the skill being taught to the
character. At the end of each week of training the character makes an
attribute saving throw against his or her learning ability. If successful
the character receives one half a skill point to purchase the skill with.
If the dice roll is 5 less than learning ability attribute score then 1
full point is received. The cost for purchasing a skill is the indicated
on the skill advancement table. Teachers may be found in large urban areas
or appropriate locations (e.g. druids, rangers forests, knights castles).
The cost for training is dependant on the skill type. If a character stops
training for the skill all points are lost and cannot be routed to other
skills. A character may only train in one skill at a time.

                 Skill Advancement Column  Cost Per Week
                             A               1 sp
                             B               3 sp
                             C              10 sp
                             D              15 sp
                             E               1 gp
                             F               2 gp
                             G               5 gp
                             H               7 gp
                             I              10 gp


DWINDLING SKILLS
A character may lose proficiency in a skill that is not used frequently.
Every three months, any unused skills should be checked to see if they have
deteriorated. The character must make an attribute saving throw versus
learning ability for each skill. If they fail, the skill is reduced by 2d6
skill points. A gamemaster may also reduce skill points as they see fit.

UNIQUE SKILLS
All spells, invocations and psionic talents are treated like skills with
regards to purchasing with skill points, skill levels, skill saving throw,
improving and dwindling skills. No character may cast a spell, use an
invocation or perform a psionic talent if they have a skill level of 0 in
it. Therefore a character may never learn this type of skill through trial
and error. 

COMBAT SKILLS
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BATTLE CRY (WIL)
This war cry is usually passed on from generation to generation. Upon
yelling (and making the skill saving throw) all friendly foes, including
the character uttering the battle cry, within hearing range will inflict
an additional +1 to their damage value. The shouter will lose 1d6 willpower
damage points whether or not the skill saving throw was successful.

BATTLE RAGE (WIL)
It takes 1 minute of preparation before a character can enter battle rage.
If a successful skill saving throw is made the character enters battle
rage. While raging, he or she may not be stunned and 3 is added to their
strength and endurance attribute scores. The added bonuses will result in
more damage value and endurance damage points (raised by 6). The character
will also inflict an additional 1d6 DV for the entire length of the rage.
The rage lasts for one turn per skill level. When the duration ends or if
the character fails the SST, they must sit and rest for 3d6 turns. If the
character decides to rage again before the required resting period, they
will receive 4d6 willpower damage points whether or not the skill saving
throw was successful.

BLOW GUN (COR, END)
The ability to use a blow gun.

BOLA (COR)
The ability to use a bola

BOW (COR)
The ability to fire a shortbow and longbow.

CROSSBOW (COR, STR)
The ability to fire a heavy and light crossbow.

DEFLECTION (AGL, COR)
The ability to deflect arrows, bolts or thrown weapons that are hurled at
the character. A successful SST indicates the object was harmlessly
deflected away. A character may deflect a maximum number of missiles per
turn equal to the skill level.

DISARMING (DEX)
If a character successfully parries an attack, he or she may use this skill
to disarm an opponent. The character may also use this skill instead of
attacking the target.

DRAW WEAPON (DEX)
The ability to draw a weapon in a combat situation. A penalty of -2 should
be applied to the skill saving throw when drawing bows and crossbows.

FLEXIBLE WEAPON (COR, DEX, STR)
The ability to use a flexible weapon such as a flail.

HAFTED WEAPON (COR, STR)
The ability to use a hafted weapon (sword).

MARTIAL ARTS (AGL, COR, STR)
Characters using this skill cannot wear metal armour. Characters receive
a damage value bonus to their kick punch attacks based on the skill level.
Closed hand damage type is impact and does more damage value. If the
character switches to an open hand attack the damage type is edge. The
parrying penalties are also reduced based on the skill level.

Skill  Closed Hand   Open Hand     Kick   Parry Modifier
Level  Damage Bonus  Damage Bonus  Bonus  Kick/Punch
1      +1            +1           +1     -5/-4
2      +2            +1           +1     -5/-3
3      +3            +1           +1     -4/-3
4      +3            +2           +1     -4/-3
5      +4            +2           +2     -3/-2
6      +5            +2           +2     -3/-1
7      +6            +3           +3     -3/-1
8      +7            +3           +3     -2/-1
9      +8            +4           +4     -2/0
10     +9            +4           +4     -1/0
+1     +1            +1           +1      0/0

MOVING IN ARMOUR (AGL, STR)
The ability to manoeuvre in armour and body balance.

POLE-ARM (COR, STR)
The ability to use a pole-arm.

QUARTERSTAFF (COR, DEX)
The ability to use a quarterstaff.
                                          
SIEGE ENGINEER (COR, EDC)
The ability to operate siege equipment like onagers, trebuchets and
ballistas.

SLING (COR)
The ability to use a sling.

SPEAR (COR)
The ability to use a spear, javelin or lance.

STUN LORE (EDC, INT, OBS)
The ability to automatically stun an opponent. When a successful punch/kick
is made, a character may employ this stunning technique. If a successful
SST is made a 1d6 die should be rolled. A roll of 1-4 means 1 stun and a
5-6 means 2 stuns are afflicted on the target. A character may not use
martial arts damage bonuses with this skill.

SWEEPS AND THROWS (COR, DEX, STR)
If a character strikes an opponent low, he or she may employ a sweep in an
attempt to knock the target over. A successful sweep SST means the target
has fallen prone. There is no damage from the low hit when sweeping an
opponent. If a character strikes successfully high or central, he or she
may try to throw the opponent. A successful sweep and throw SST indicates
the target has been lifted and tossed a certain number of combat squares
as determined by a 1d6 die roll. If the player rolled even, they may pick
the direction of the throw, otherwise use a scatter table to determine the
target's direction. A modified die roll less than one is equal to one. The
target may resist the throw by successfully making an attribute saving
throw versus strength. The target will miss their next combat action phase
for resisting the throw. A thrown target will receive 3 DV per square
travelled in impact damage.

Thrower's Strength Number Of Squares Thrown
     1-3           1d6-4      (1-2)
     4-6           1d6-3      (1-3)
     7-8           1d6-2      (1-4)
    9-10           1d6-1      (1-5)
    11-12          1d6        (1-6)
     +1            1d6+1      (2+ to 7+)

THROWN WEAPON (COR, STR)
The ability to throw a melee weapon. This skill includes throwing axes and
daggers.

UNARMED MELEE (COR, STR)
This skill involves punching, kicking and overbearing (grappling and
tackling). Unlike two-fisted fighting, in unarmed melee the primary weapons
are the hands and the secondary weapons are the feet. This skill
encompasses other hand to hand combat like shield smashes, using a sap or
furniture.

WEIGHTED WEAPON (COR, STR)
The ability to use a weighted weapon such as a mace.

WHIP (COR)
The ability to use a whip.


EDUCATION SKILLS
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 

ALCHEMY (EDC, INT)
Medieval chemistry. This skill is used to make non-magical potions and
poisons from herbs and plants. It takes 2d6 + 1 day to brew a potion.

ANIMAL LORE (EDC, INT)
The medical treatment of animals. This skill combines diseases and general
medicine together. Also, the ability to train an animal to perform useful
tasks. The effectiveness and time required to train an animal depends on
the skill saving throw. At the end of the base time period the trainer must
make an SST. If successful the animal is trained. If not, the extra time
must be taken and at the end of it a new SST is made. If successful the
animal is trained otherwise the above process is continued until the animal
is trained.

Animal       Base Time         Extra time
Bear         250 + 2d6 days    40 + 3d6 days
Dog          70 + 1d6 days     6d6 days
Falcon       150 + 4d6 days    10 + 4d6 days
Horse (war)  400 + 10d6 days   50 + 6d6 days
Monkey       70 + 2d6          25 + 3d6 days

ARCHITECTURE (EDC)
The knowledge of buildings, and styles. The ability to design and layout
plans for buildings.

ASTRONOMY (INT, PER)
The study of the stars and planets.

CARTOGRAPHY (EDC, DEX, OBS)
The ability to draw and decipher maps.

CEREMONY (INT, PER)
The ability to perform religious ceremonies. Such ceremonies are death
rites, marriages, officiate over a congregation, baptisms, communion, etc.
This skill may not be used at skill level 0.

CURSE LORE (EDC)
This is the knowledge of curse removal and invoking. The exact nature of
the curse and its medium are up to the character who places it. Some
examples of curses are: Character has bad breath, character smells, animals
die if they come within 3 feet of the character, plants die if they come
within three feet of the character, character turns a colour when he does
an action (lie, steal, drink, etc.), character can only walk backwards,
character's facial or normal hair does not stop growing and cannot be cut,
character cannot sleep. The gamemaster must determine a suitable
restriction on the curse plus the toll it will take on the character
placing it. This skill is also used to find the cure of curse placed on a
character through a hex invocation. There is always a way to break a curse
and the spell remove curse will reveal it. The invocation extract curse
will completely remove the curse upon a character. 

DISEASE (EDC)
The knowledge if diseases and poisons and how to treat them.

EMBALMING (EDC)
The skill in preserving dead bodies with herbs.

GENERAL MEDICINE (EDC)
This skill is used when binding wounds of any severity and other practical
medicinal needs.

GEOGRAPHY (EDC)
The knowledge of the world's surface, climates, kingdoms, and races.

HERALDRY (EDC)
The knowledge of coats of arms and the ability to trace family ancestries.

HERB LORE (EDC)
This skill is used to identify and determine the effects of plants.

HISTORY (EDC) 
The ability to make a systematic, chronological account of important
events.

LANGUAGE-READ/WRITE (EDC, OBS)
This is the ability to read and write a language other than the character's
own racial language. The skill level determines the level of understanding
as shown below.

LANGUAGE SPEAK (EDC, PER)
The ability to speak another language. The skill level determines the level
of understanding as shown below.

A note on Languages
All characters can speak the common language (human). Races other than
human will speak, read and write their racial language. Listed below are
the languages most likely to be encountered while adventuring. Obscure
languages cost twice as many points to increase a skill level than
traditional  languages.
Traditional languages: common, dwarvish, elvish, gnomish, halfling,
hobgoblin, orcish, troglodyte and reptiliad.
Obscure languages: centaur, gargoyle, giantish, goblin, harpy, medusan,
minotaur, troll.

SKILL READ/WRITE                     SPEAK
LEVEL ABILITY                        ABILITY
1     Recognition of language        Recognition of language
2-3   Read/Write simple words        Speak simple words
4-5   Read/Write short sentences     Speak short phrases
6-7   Average read/write ability     Average speaking ability
8-9   Advanced read/write ability    Total language fluency
10    Distinguish different dialects Distinguish different  dialects
+1*   Design own dialects            Design own Dialects

*For every skill level above 10, 1 is subtracted from the characters skill
level when trying to speak or read/write the langauge.

LEGEND LORE (EDC, INT)
The knowledge of the myths and cultures surrounding legends. This skill is
useful when distinguishing actual historical facts from legends.

LITIGATION (EDC, INT)
The ability to carry on legal contests through judicial means and the
knowledge of laws.

PIETY (INT, OBS)
The character's level of devotion and dedication to his or her deity. This
skill is used to determine which skill action phase a clerical invocation
can be cast. This skill may not be used at skill level 0.

PHILOSOPHY (EDC)
The study of the truths and principles of being, conduct and knowledge. A
philosopher may converse with theologians or scholars.

PRAYER (EDC, WIL)
The ability to pray to the character's deity. The skill is used to gain
ritual points. This skill may not be used at skill level 0.

RUNES (EDC, OBS)
The ability to read and inscribe runes. A character may have to have
different rune reading abilities depending on the runes being translated.

TRADITIONS (EDC)
The knowledge of the customs and traditions of  the peoples of the world.


GENERAL SKILLS
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 

ACROBATICS (AGL)
The ability to perform gymnastic feats such as flips, tumbling or swinging.
A character with acrobatics can fall 3 feet per skill level without
suffering damage if they make a successful SST. The maximum distance is 50
feet.

ARTISTRY (DEX)
The ability to draw and paint pictures and sculpt statues.

CLIMB ROPE (AGL, STR)
The ability to climb and descend a rope.

CONVIVIALITY (END, PER)
The ability to consume large quantities of alcohol.

COOKING (INT)
The ability to prepare and serve foods.

DANCE (AGL)
The ability to perform and move rhythmically to music.

DIVING (AGL)
The ability to perform safe dives from high platforms such as cliffs.

ENTERTAINMENT (AGL, DEX, INT)
The ability to dance, stage act, juggle and perform other entertaining
skills.

FARMING (EDC, INT)
The ability to grow crops and raise livestock.

FISHING (INT)
The ability to catch fish. A SST may be made every 15 minutes to determine
if anything is caught.

FIRST-AID (DEX, EDC)
The ability to bind minor wounds.

MUSIC-PLAY (DEX, PER)
The ability to play a specific musical instrument.

MUSIC-SING (INT, PER)
The ability to sing.

RIDING (AGL)
The ability to ride a horse or similar animal.

SEAMANSHIP (EDC)
The knowledge of ship operation, navigation and nautical terms.

SWIMMING (AGL, STR)
To swim, a character must have at least a skill level of one.


GUILD SKILLS
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 

BREWER (INT, PER)
The skill in brewing beer and wines.

CARPENTRY (DEX)
The skill in building wooden structures, etc...

CHANDLER (DEX)
The skill in making soap and candles.

CLOTHIER (DEX, OBS)
The making, buying and selling of cloth.

COOPER (DEX)
The skill in making barrels, casks and wooden tubs.

FLETCHER (DEX)
The skill of arrow making and bow repair.

GLASSBLOWER (DEX, INT)
The skill of making glass items.

HUSBANDRY (INT, WIL)
The care and handling of animals.

MASONRY (DEX)
The skill of brick work.

MERCANTYLER (EDC, INT)
The skill of trading, buying and selling goods. Storekeeping.

MILLER (INT, OBS)
The skill of grinding grain.

SHIPWRIGHT (EDC, INT, OBS)
The ability to build ships and related rigging.

SMITHING (COR, DEX, STR)
The skill of working with metals.

TANNER (DEX, STR)
The skill of converting hides into leather.

TAILOR (DEX)
The skill of making and repairing clothes.

WEAVER (DEX)
The skill of making cloth (or similar) from yarn.

WOODCARVER (DEX)
The ability to design and make ornate wood carvings.


MAGICAL SKILLS
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 

DETECT RESISTANCE (INT, MAG)
This is the ability to correctly determine a person's magic resistance. The
target may be up to 10 feet per skill level away from the character
attempting the detection. A failed SST will result in a false magic
resistance being detected. A character may be performing no other actions
while using this skill. This skill may not be used at skill level 0. A
character may only try this skill once on a target.

POWER CHANNELLING (MAG)
This skill is used to direct the crystal stream of energy and form it into
spells. This skill is also used to determine when a character may cast a
spell in a combat round. This single skill saving throw alone is used to
determine the skill action phase for all spells known by a character. This
skill is also used when a magic-user is preparing to cast a spell. This
skill cannot be used at skill level 0.

SUCCOUR (MAG)
This skill is used to add +1 to the skill saving throw of another
magic-user casting a spell. The character giving the aid must be touching
the spell caster. Only one character may give aid to another magic-user and
no more than +1 can ever be gained. This skill may not be used at skill
level 0.


SPECIAL SKILLS
 ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 

AMBUSH (AGL)
The ability to surprise and strike a target in a vital area inflicting
double endurance and body damage.

CLIMB SHEER SURFACES (AGL, STR)
This is the ability to scale sheer surfaces without the use of ropes or
hooks. Such surfaces can be walls, wells and buildings. Modifiers should
apply for wet or smooth surfaces.

CONTORTION (AGL)
This is the ability to bend and distort your body into odd and unnatural
positions. This skills is useful when attempting to squeeze between bars
or slip out of ropes.

DETECT HIDDEN TRAPS (INT, OBS)
The ability to find traps and determine what will happen if they are
triggered.

DISGUISE (INT)
The ability to change your appearance and costume in order to look
different.

EVALUATE GOODS (INT)
The ability to determine the worth of items.

FORGERY (DEX, OBS)
The ability to forge signatures and documents. If the forger fails his or
her skill saving throw then anyone viewing the document must make a
successful observation attribute saving throw to notice the mistake.

GAMBLING (INT)
The knowledge of games of chance and how to play them. If the gambler has
lost a game, a successful skill saving throw means they have won instead.

HYPNOSIS (WIL)
The skill of placing a character in a hypnotic state. The hypnotized person
is very susceptible to suggestion and has no will of their own. The amount
of time needed to extract information is equal to 2 x 6d6  minutes. A
person may resist being hypnotized by making a successful attribute saving
throw versus willpower.

LOCK PICKING (DEX)
The ability to open various locks with the appropriate tools. Lock picking
can take from one skill action phase to multiple turns depending on the
complexity of the lock.

PICK POCKETS (DEX)
The ability to pick pockets. The person being picked may notice the attempt
by using their observation if the thief failed the skill saving throw.

READ LIPS (OBS)
The ability to read lips. The amount of understanding is the skill level
of spoken linguistics the reader has in the language. There is a -1 skill
level penalty in the language skill of the reader for every 10 feet away
from the target.

STEALTH (AGL, INT)
The ability to move silently and remain hidden amongst shadows, crowds,
etc.

TRAP LORE (DEX, INT)
A dangerous skill which involves the setting and disarming of mechanical
traps. A failed SST when setting a trap can cause 1 of 2 things to happen.
1) The trap fails to function when activated. 2) The trap goes off while
the character was setting it. When disarming traps a failed SST indicates
the trap is sprung.


WILDERNESS SKILLS
 ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 

CAMOUFLAGE (INT,WIL)
This skill enables a character to camouflage themselves, another person or
an object so as not to be detected.

CAVING (INT)
The knowledge of caves and their structures. The caving skill can be used
to determine depth underground, sloping passages and direction (assuming
the character has a reference point).

FINDING DIRECTION (INT, OBS)
This skill is used for obtaining direction by use of familiar signs such
as stars and moss. A failed SST will result in false bearings gained.

FORAGING (INT, OBS)
The ability to find plants or herbs and to catch small game. A skill saving
throw is made every hour of foraging to determine success.

MOUNTAINEERING (AGL, STR)
The ability to climb cliffs or large rock formations with the aid of rope,
hooks and spikes.

TRACKING (INT, OBS)
The ability to follow tracks made by other people or things in an outdoor
setting. The tracking skill can also be used to determine a number of
things being tracked, type of tracks and for covering tracks. Each requires
a separate skill roll. The following modifiers are applied depending on the
situation.

Tracking Situation                                       SST Modifier
Tracks successfully covered                                    -4
Per thing above 1 being tracked                                +1
Larger than reptiliad size                                     +1
Smaller than gnome size                                        -1
Hurried pace (tracker)                                         -1
Slower pace (tracker)                                          +1
Per hour of rain                                               -2
Dawn/twilight                                                  -2
Tracking a gnome                                               -3
In snow (reduced by 1 per hour)                                +7

WEATHER WATCHING (INT, OBS)
A successful weather watching skill saving throw will correctly indicate
the weather for the next 2 hours. This skill may only be used once every
2 hours. A failed SST will result in misinformation.


==========================================================
                  SKILL ADVANCEMENT TABLE
Skill
Level   A    B    C    D    E    F    G    H    I
----------------------------------------------------------
0       0    0    0    0    0    0    0    0    0
1       2    4    5    7    9    10  12   15   17
2       5    7    8    11   13   15  17   21   23
3       11   13   14   18   20   23  25   30   32
4       19   21   23   27   30   35  38   44   47
5       30   33   36   41   45   51  55   62   67
6       44   48   52   58   63   71  75   84   90
7       61   66   71   78   85   95  100  110  118
8       75   81   87   95   104  116 121  140  150
9       86   92   100  111  122  136 141  172  185
10      94   100  109  117  139  156 161  206  225
11      100  106  115  127  151  170 176  223  245
+1      +3   +4   +4   +5   +6   +6  +7   +7   +8
===========================================================


======================================================================
                            SKILL MASTERY TABLE (part 1)
Skill
Level I                     II                  III
----------------------------------------------------------------------
0     Unskilled             Unskilled           Unskilled 
1     Apprentice I          Learner             Recruit   
2     Apprentice II         Pupil               Tenderfoot     
3     Apprentice III        Student I           Apprentice     
4     Apprentice IV         Student II          Student I 
5     Journeyman I          Student III         Student II     
6     Journeyman II         Graduate            Scout     
7     Journeyman III        Postgraduate        Guide I   
8     Journeyman IV         Professor           Guide II  
9     Journeyman V          Don                 Master    
10    Master I              Scholar I           Loremaster I   
11    Master II             Scholar II          Loremaster II  
+1    Master +1             Scholar +1          Loremaster +1

======================================================================
      SKILL MASTERY TABLE (part 2)
Skill
Level IV                    V                   VI
----------------------------------------------------------------------
0     Unskilled             Unskilled
1     Recruit               Recruit             Novice
2     Pupil                 Myrmidon            Student I
3     Cheat                 Student I           Student II
4     Decoy                 Student II          Guide
5     Trickster             Freelance I         Medium
6     Rogue                 Freelance II        Medium II
7     Knave                 Combatant           Seer
8     Deceiver I            Armsman             Controller
9     Deceiver II           Veteran             Mesmerist
10    Master I              Weaponmaster I      Master I
11    Master II             Weaponmaster II     Master II
+1    Master +1             Weaponmaster +1     Master +1
======================================================================


======================================================================
      SKILL MASTERY TABLE (part 3)
Skill
Level VII                    VIII
----------------------------------------------------------------------
0     None                   None
1     Acolyte I              Apprentice
2     Acolyte II             Initiate of the First Circle
3     Novice I               Initiate of the First Circle
4     Novice II              Initiate of the First Circle
5     Curate I               Initiate of the First Circle
6     Curate II              Initiate of the Second Circle
7     Priest I               Initiate of the Second Circle
8     Priest II              Initiate of the Second Circle
9     Priest III             Initiate of the Second Circle
10    High Priest            Initiate of the Third Circle
11    High Priest            Initiate of the Third Circle
+1    See Religion           See Magic
======================================================================


-----------------------------------------------------------------------
Skill Name      Discipline      Attribute      Skill       Skill 
                                            Adv. Column    Mastery
-----------------------------------------------------------------------
Acrobatics      General Skill   AGL              A            I
Alchemy         Education Skill EDC, INT         B            II
Ambush          Special Skill   AGL              C            IV
Animal Lore     Education Skill EDC, INT         B            II
Architecture    Education Skill EDC              B            II
Artistry        General Skill   DEX              A            I
Astronomy       Education Skill INT, PER         B            II
Battle Rage     Combat Skill    WIL              D            V
Battle Cry      Combat Skill    WIL              D            V
Blow Gun        Combat Skill    COR, END         D            V
Bola            Combat Skill    COR              D            V
Bow             Combat Skill    COR              D            V
Brewer          Guild Skill     INT, PER         A            I
Camouflage      Wilderness      INT, WIL         B            III
Carpentry       Guild Skill     DEX              A            I
Cartography     Education Skill EDC, DEX, OBS    B            II
Caving          Wilderness      INT              B            III
Ceremony        Education Skill INT, PER         B            VII
Chandler        Guild Skill     DEX              A            I
Climb Sheer S.  Special Skill   AGL, STR         C            IV
Climb Rope      General Skill   AGL, STR         A            I
Clothier        Guild Skill     DEX, OBS         A            I
Contortion      Special Skill   AGL              C            IV
Conviviality    General Skill   END, PER         A            I
Cooking         General Skill   INT              A            I
Cooper          Guild Skill     DEX              A            I
Crossbow        Combat Skill    COR, STR         D            V
Curse Lore      Education Skill EDC              C            II
Dance           General Skill   AGL              A            I
Deflection      Combat Skill    AGL, COR         D            V
Detect Res.     Magical Skill   INT, MAG         C            II
Detect Hidden T Special Skill   INT, OBS         C            IV
Disarming       Combat Skill    DEX              D            V
Disease         Education Skill EDC              B            II
Disguise        Special Skill   INT              C            IV
Diving          General Skill   AGL              A            I
Draw Weapon     Combat Skill    DEX              B            V
Embalming       Education Skill EDC              B            II
Entertainment   General Skill   AGL, DEX, INT    A            I
Evaluate Goods  Special Skill   INT              C            IV
Farming         General Skill   EDC, INT         A            I
Finding Dir.    Wilderness      INT, OBS         B            III
First Aid       General Skill   DEX, EDC         A            I
Fishing         General Skill   INT              A            I
Fletcher        Guild Skill     DEX              A            I
Flexible Weapon Combat Skill    COR, DEX, STR    D            V
Foraging        Wilderness      INT, OBS         B            III
Forgery         Special Skill   DEX, OBS         C            IV
Gambling        Special Skill   INT              C            IV
General Med.    Education Skill EDC              B            II
Geography       Education Skill EDC              B            II
Glassblower     Guild Skill     DEX, INT         A            I
Hafted Weapon   Combat Skill    COR, STR         D            V
Heraldry        Education Skill EDC              B            II
Herb Lore       Education Skill EDC              B            II
History         Education Skill EDC              B            II
Husbandry       Guild Skill     INT, WIL         A            I
Hypnosis        Special Skill   WIL              C            IV
Languages - Read/Write          
                Education Skill EDC, OBS         B            II
Languages - Speak               
                Education Skill EDC, PER         B            II
Legend Lore     Education Skill EDC, INT         B            II
Lock Picking    Special Skill   DEX              C            IV
Masonry         Guild Skill     DEX              A            I
Mercantyler     Guild Skill     EDC, INT         A            I
Miller          Guild Skill     INT, OBS         A            I
Mountaineering  Wilderness      AGL, STR         B            III
Moving in Arm.  Combat Skill    AGL, STR         D            V
Music - Play    General Skill   DEX              A            I
Music - Sing    General Skill   INT, PER         A            I
Net             Combat Skill    COR              D            V
Philosophy      Education Skill EDC              B            II
Pick Pockets    Special Skill   DEX              C            IV
Piety           Education Skill INT, OBS         C            VII
Pole-Arm Weapon Combat Skill    COR, STR         D            V
Power Chan.     Magical Skill   MAG              D            II
Prayer          Education Skill EDC, WIL         B            VII
Quarterstaff    Combat Skill    COR              D            V
Read Lips       Special Skill   OBS              C            IV
Riding          General Skill   AGL              A            I
Runes           Education Skill EDC, OBS         B            II
Seamanship      General Skill   EDC              A            I
Shipwright      Guild Skill     EDC, INT, OBS    A            I
Siege Engineer  Combat Skill    COR, EDC         C            V
Sling           Combat Skill    COR              D            V
Smithing        Guild Skill     COR, DEX, STR    A            I
Spear           Combat Skill    COR              D            V
Stealth         Special Skill   AGL, INT         C            IV
Stun Lore       Combat Skill    EDC, INT, OBS    D            V
Succour         Magical Skill   MAG              C            II
Sweeps & Throws Combat Skill    DEX, COR, STR    D            V
Swimming        General Skill   AGL, STR         A            I
Tanner          Guild Skill     DEX, STR         A            I
Tailor          Guild Skill     DEX              A            I
Thrown Weapon   Combat Skill    COR, STR         D            V
Tracking        Wilderness      INT, OBS         B            III
Traditions      Education Skill EDC              B            II
Trap Lore       Special Skill   DEX, INT         C            IV
Trident         Combat Skill    COR              D            V
Unarmed Melee   Combat Skill    COR, STR         B            V
Weather Watch   Wilderness      INT, OBS         B            III
Weaver          Guild Skill     DEX              A            I
Weighted Weapon Combat Skill    COR, STR         D            V
Whip            Combat Skill    COR              D            V
Woodcarver      Guild Skill     DEX              A            I


=============
=           =
=   MAGIC   =
=           =
=============


Magic is the conscious control of the mystical energies which bind,
control and direct the shape of reality. Any sentient creature which is
attuned to the mystical energies can, by effort of will, cause them to
shift position or take a new path, thereby causing a change in reality
to occur. This change is called a spell.
  The energies appear, to those attuned to their existence, as streams,
ribbons or wires of various different colours. Each of these different
streams of colour affect only certain aspects of reality. For example,
the yellow stream effects the positions of objects and persons in
relation to the planet and each other. Magic-users are capable of seeing
all the mystical energies and naturally can affect all energy streams.
Most characters are more attuned to one colour of magic, called the
primary affinity, and receive a bonus because of this.
  The effort of the will required to alter these energy flows demands a
great deal of power. Most magic-users utilize a source of power of some
form to supply the required energy. The source of power is connected to
the mystical energy flow known as the crystal stream. The crystal
stream's energy is capable of affecting the other mystical energies and
is generally considered to be the source of all magical energies.
Because of this fact, magic-users store energy from the crystal stream
in their source of power and use it to power the spells they cast.

COLOUR    INFLUENCE                          LIVELIHOOD
Black     Destruction                        Sorcerer
Blue      Divination                         Seer
Crystal   Enchantment , Spells               None
Cyan      Jack-of-all-Trade, Utility         Magician
Gray      Illusion, Confusion, Misdirection  Illusionist
Green     Nature, Environment                Naturalist
Orange    Mind Control                       Mystic
Purple    Alteration, Nullification          Mage
Red       Animation                          Necromancer
White     Heal, Protect                      Healer
Yellow    Movement                           Conjurer

MAGIC RESISTANCE (MR)
Some types of spells rely on the targets inborn affinity to magic to
produce the desired effect. In general these types of spells work well
versus people with high magical affinities and less effectively against
people with low magic affinities. Creatures with magic affinities of
zero are totally unaffected by these types of spells.
 Most sentient, which is to say human level intelligence,
beings do have an affinity to magic of some degree and are therefore
subject to the spell's effect. But since all persons are not created
equal, it follows that different persons have different levels of
resistance. This resistance is referred to as the character's magic
resistance and is based upon their race, willpower and magic affinity.
 Magic resistance can completely prevent the effects of certain
spells and operates automatically without conscious control.

THE GUILD
The Circle of Magic is the guild for true magic-users. True magic-users
are character who have dedicated their livelihood to magic and spells.
Non-members may be taught spells (e.g. fighters, thieves, scholars,
etc.), but not at the intensity that guild members receive. Thus it is
uncommon for people other than magic-users to be casting spells (this is
reflected by the high skill point cost when generating a character). All
magic using characters receive their source of power from the guild and
can only obtain second or more sources from there. All magic-users must
prove they are worthy of receiving another source before it is given to
them.
 To prevent magic from overcoming the world, the Masters of The
Guild have placed guild halls across the world. These guilds monitor the
strength of magic within a region and deal with people who abuse magical
power. The guild also provide magic-users with supplies, sources of
power (although rare) and perform services within a region (e.g.
soothsaying, healing, identifying) for various fees and conditions.

RANK
The character's rank within the magic guild is based on the skill level
of the power channelling skill. All people who begin training are
assigned the rank of apprentice. If they remain long enough to gain a
magic-using profession they will graduate with the rank of initiate of
the first circle.
 Magic-Users may advance in the circle by performing services
for the guild, paying tithes and demonstrating great wisdom in the use
of magic. As their power channelling skill level increases, so does the
rank within the guild and the ability to cast greater spell levels.
Spell casters must return to a guild house to acquire or train in the
power channelling skill or spells. Members of the Circle of Magic may
advance to master level while non-members are restricted to initiate of
the third circle.
  
POWER CHANNELLING                                 MAXIMUM
 SKILL LEVEL       RANK                         SPELL LEVEL
      1            Apprentice                       10
     2-5           Initiate of the First Circle     15
     6-9           Initiate of the Second Circle    30
    10-15          Initiate of the Third Circle     50
    16-20          Initiate of the Fourth Circle    75
    21-30          Initiate of the Fifth Circle     110
    31-40          Initiate of the Sixth Circle     150
    41-50          Initiate of the Seventh Circle   200
    51-80          Initiate of the Eighth Circle    275
   81-120          Initiate of the Ninth Circle     375
   120-150         Initiate of the Tenth Circle     400
    150+           Master of the Circle             Unlimited

POWER CHANNELLING
Channelling is the actual directing of power to a selected energy stream
which causes it to change position or direction. Thus power channelling
is the most important element in the spell. No one without the power
channelling skill is capable of performing magic. The power channelling
skill saving throw is used to determine when a magic user can cast a
spell during the turn.  The Time and Actions section details action
sequence.

SOURCE OF POWER
Every magic-user must have a source of power to create their spells.
Each source of power confers 700 power points. The maximum is increased
by 5 per skill level above 10 in power channelling. The Rod is the only
exception as detailed in its description. The types of sources are
outlined below. 
Secret:  The magic-user has tied some deep dark secret to the crystal
flow as a power source. If the secret is discovered by someone else and
verbalized in the magic-user's presence, the source of power is
destroyed leaving the magic-user powerless. There are numerous ways that
a secret may be found out. Spies or jealous apprentices may sell the
secret to outsiders.
Place:  The power is tied to some geographical location on the world
(like a tower, cottage or cave). The magic-user does not have to be
present at the place to utilize the power supplied by it. The magic-user
must travel to their place of power at intervals not exceeding twice the
magic affinity attribute score in months. If they fails to do this, or
stay less than one week, the power dissipates. Discovery of the place or
its destruction by a means other than overload, does not damage the
magic-user although he or she is left powerless.  
Object:  The magic-user's power is invested in some physical object
which he or she wears or carries. The object is indestructible and
cannot be used by anyone but its owner. The character must physically
touch or wear the item to receive the power.
Familiar: The character's source of power is a pet. The familiar can be
any type of living creature with the exception of insects or human level
intelligence creatures. A familiar has a telepathic link to the
magic-user.  This enables the magic-user to control the familiar's mind
and utilize its senses when concentrating  (i.e. the magic-user sees
what it sees). The power supplied by the familiar and the telepathic
link are only available while it is within one mile of the magic-user.
Death of the familiar will cause the magic-user to become unconscious
for 2d6 days. A character may not will themselves conscious when this
happens. The familiar has 30 endurance damage points, 200 body damage
points, 40 willpower damage points and a 100M magic resistance. A
familiar cannot be affected by magic spells from the owning magic-user's
primary affinity colour.
Rod: This special source of power may never be picked by a magic-user
when they initially begin play and can never picked by a non Circle of
Magic character. The rod is only given to a magic-user who has met four
conditions. 1) He or she must return to the guild and purchase the rod
for not less than 100 gold pieces. 2) They must give up the old source
of power and may never use it again. 3) The character must have found a
place in which the rod will be planted and never be moved. 4) The spell
caster has attained the rank of initiate of the seventh circle. Once all
four conditions are met the magic-user takes the rod to the place and
implants it into the ground. The implanting takes 2d6 months and during
this time the magic-user may not use its power when casting spells. Any
power loss for spells cast will have to come from the magic-user's
endurance damage points. When it is finally planted the rod will give
2000 power points for the spell caster to use if he or she is within 1
mile per magic affinity attribute score and 600 power points beyond that
range. The rod glows the same colour as the magic-user's number one
magic affinity colour and  cannot be destroyed.
Endurance: Though not truly a source of power, the magic-user may, if
desired, use their own endurance exactly as if it were a source of
power. Due to the possibility of killing yourself by driving the
endurance negative, this is not usually done. The magic card has the
endurance damage point loss for endurance spell casting.

MULTIPLE POWER SOURCES
Magic-users cannot have more than one source of power at a time. If
something occurs to destroy the power source the magic-user must choose
a different type of source to replace it. For example, if the source was
a place the character could choose either a secret, object or familiar
but not another place. If a magic-user's familiar is killed, they may
choose another familiar of a different form. For example, if the first
familiar was a mammal the magic-user could not choose another mammal. In
the unlikely event of an object source being destroyed, the magic-user
may use a new object. The object is 100 points less powerful than the
previous object. If a secret is discovered, the magic-user may not
choose secret as the new source of power.

MAGIC FLUX
Around the world the crystal stream of magic fluctuates creating high,
low and dead zones of magic. A character may gain or lose power points
from their source or even be rendered powerless. An example of a high
zone may add +300 to a spell caster's source of power. A dead zone may
reduce all sources to zero power points. A magic-user may still cast
spells using their endurance as the source. The zones can be any area in
size and location. 

POWER COSTS FOR SPELLS
Whenever a character casts a spell he or she must expend power. The
amount of power used is determined by the spell's level and draw of a
magic card. The power cost is subtracted from the character's source of
power. If the character is using his or her endurance to cast a spell,
there is a special section for this type of loss.
 Character's who cast a spell under their primary affinity colour may
draw two cards and take the lower power point loss. For every 10 skill
levels in the power channelling skill, the character may draw one
additional magic card and apply the power loss from any card.
 The power cost for a spell is determined by using the formula on the
magic card. These points are subtracted from the source of power. For,
example, on the card below, a 30th level spell would cost 70 power
points.
 The endurance lose shown on the card is for every 10 spell levels cast
(rounded to the next higher level). On the card below a 30th level spell
would 3 x (1d6 + 2).
 The cards should be shuffled each time before drawing.

NEGATIVE POWER
If the magic-user's source of power is reduced to a negative value it
will cease functioning for 2d6 days and possibly become destroyed.
During this time the source cannot be used. Roll 2d6 and consult the
following table. If the roll is greater than the number, the source
explodes with a DV equal to its maximum power points divided by 10. All
persons within the blast zone will suffer damage. The blast DV drops by
10 for every 5 feet from the centre the target is. The effect of
severity on the damage card does not apply to this explosion. The
magic-user automatically collapses into a deep sleep for 3d6 days. The
source is destroyed when this happens. A place source will usually not
be destroyed. The place may become cursed, haunted or possessed.


                      NEGATIVE POWER    SAVING THROW
                         -1 to -30          11
                         -31 to -40         10
                         -41 to -50         9
                         -51 to -60         8
                         -61 to -70         7
                         -71 to -80         6
                         -81 to -100        5
                         -101 to -120       4
                         -121 to -160       3
                         -161 and below     2

POWER BOOSTING
If a source of power is running low or a particularly high level spell
is to be cast, a magic-user may need to boost his or her power points.
This is accomplished by performing one or more of the following
activities:
Incense: Burning a stick of incense yields an additional 20 points.  The
burning takes 10 minutes and each stick is usable only once.
Magic Book: This special book cost 1 gp per page. Each page requires one
hour to read and yields 5 power points. When the entire book is read, a
magic-user cannot re-read the book until the spell is cast and the power
is used. A magic-user does not have to read the entire book to gain
power points (a 100 page book read to page 40 provides an additional 200
power points). A magic-user may only read 10 hours a day and may
continue the next day where he or she left off.
Magic Dust: Magic dust is thrown into the air and is usable but once.
This method yields 20 power points instantly.
Magic Powder: Magic powder must be thrown into a fire source. A cloud of
power fills a 5' by 5' area and all within receive an extra 20 power
points. Magic powder may also be used for cells when summoning
creatures.
Mystical Brew:  A unique mixture that cooks for a day yields 5 power
points. The brew may cook for any amount of time. The ingredients
generally have some kind of connection to the spell being cast. For
example, a brew for the fly spell might contain two albatross wings,
four eagle eyes and a griffin's tail feather. The character will decant
the brew into some container and drink it when necessary.
All bonus points are cumulative and power points may exceed the source's
maximum. Burning 2 sticks of incense (40 points), reading 10 pages of a
magic book (50 points) and brewing for 6 days (30 points) yield a total
of 120 extra power points which are added to the current power point
level. Points gained are only good for the next spell cast. As well, if
no spell is cast within 1d6 x 10 turns the extra power will perish.
After the spell is cast, any unused bonus points are lost.

TRANSFERRING POWER
Certain situations may arise where a magic-user needs extra power fast
and cannot afford the time or expense to boost power. A magic-user may
call upon an ally to lend some of their power. This extra power is added
to the magic-user's current power point total. Power must be transferred
in groups of 35 and the lender may not bring his or her source negative.
For every 35 points transferred, the lender loses willpower damage
points as indicated on the table. The lender then subtracts 35 power
points from their source and the receiver adds 35 to their source. This
addition may bring the total points above 700 but no more than 350
points may be gained through this method. 
 The time to transfer each group of 35 is 30 seconds. The transferring
magic-user must touch the receiving magic-user while exchanging power
points.
 The transferred power points will begin to dissipate immediately. Every
hour the extra power will be reduced 10 points.
 Power loss from spells must come from this extra power first. Any
remaining power loss is deducted from the normal source power points.
When the magic-user casts a spell with this extra power he or she must
make a power transfer saving throw. This saving throw is rolled for
every time a spell is cast with the extra power until the power is used
up. A 2d6 dice roll must be equal to or less than the number opposite
the ranges of extra power to be successful. Failure of the saving throw
means the source of power is rendered useless for 2d6 hours.

                         POWER TRANSFER SAVING THROW

 Extra Power          Saving Throw        Willpower Damage
   1-35                    11                  1d6 - 2
   36-70                   10                  1d6 - 1
  71-105                    9                    1d6
  106-140                   8                  1d6 + 1
  141-175                   7                  1d6 + 2
  176-210                   6                  1d6 + 4
  211-245                   5                    2d6
  246-280                   4                  2d6 + 1
  281-315                   3                  2d6 + 4
  316-350                   2                    3d6


**EXAMPLE** Kanthos the sorcerer requires 105 extra power points as he
has only 32 power points left. His companion Seth offers to transfer
some of his power to Kanthos as he has 570 points remaining. The
transfer takes 90 seconds and Seth will lose 1d6 willpower damage
points. Seth's source is lowered from 570 to 465. Kanthos' source of
power is raised from 32 to 137 points. To cast the next spell, Kanthos
must make his power transfer saving throw of 9 as the extra 105 points
falls between 71 and 105. He rolls an 8 on 2d6. Kanthos then
successfully casts a 10th level ice bolt spell. He draws card #23, a
critical, and takes 60 off of his source reducing it to 77 (40 of that
77 is still extra power). His saving throw is 10 as 40 falls between 36
and 70. He rolls a 6 and can cast another spell. After a successful
casting another 10th level spell, the power loss is 50 as he draws a
critical, card #22. His source is reduced to 27 points. All extra power
is used up and he does not have to make a transfer saving throw when
casting spells.

REGAINING LOST POWER POINTS
A magic-user's source of power regains lost power points automatically
as per the following schedule. 
Magic-User is active: 10/hour
Magic-User is sleeping: 60/hour
A source may not exceed its initial starting point total. Regained
points last until a spell is cast, thus using them up. A rod source of
power regains 100 power points back per hour regardless of the
magic-user's actions.

SPELLS ARE SKILLS
Spells are skills and as so, are treated just like skills with regards
to purchasing, improving, skill levels, skill points, and skill saving
throw. Most spells are picked when a character is created. A character
may only learn spells after the character has been created if the
character receives instruction by a guild master of a skill level 10 or
better (see Learning Skills for more detail). A character must have a
skill level of least one to use any spell.
 All spells are used during a combat turn during the power channelling
skill action phase.
 
THE SPELL LISTS
Every spell has 4 common headings (parameters) which indicates the level
at which the spell may be cast, the range to which it may extend, the
duration and the area of effect of the spell. The headings and spell
descriptions may refer to skill level or spell level. The skill level is
the skill level of the spell being cast. The spell level may be chosen
or predetermined depending on the spell type.
Type: This tells us what level the spell may be cast at. Any level
indicates the spell may be cast at level one or higher. Level followed
by a number indicates that the spell must be cast at that specific level
only. For a magic resistance spell to have an effect, it must be cast
successfully at a level equal to or greater than the target's magic
resistance.
Range: A magic-user does not have to cast the spell at the maximum
range. A range of self indicates the magic-user may only cast the spell
on him or herself.
Duration: A magic-user may cancel at any time the duration of a spell
they have cast. He or she cannot cancel spells which have a permanent
duration.
Area of Effect: A magic-user does not have to extend the spell to its
fullest area of effect unless the area is set. The control light spell,
for example, has a set 20 foot radius area of effect. All within the
area of effect will be affected unless the spells states otherwise.

ALTERING THE PARAMETERS
All spell parameters (range, duration and area of effect) were designed
by the Masters for optimum power consumption. Sometimes it is desirable
to alter these parameters by increasing the power loss. A spell caster
may double, triple, and so on, one, two or three of the spell parameters
if he or she desires.
  All parameters are assumed to be multiplied by 1. For each additional
multiplier there is a 50% increase in the spell level. This effective
level is used for power loss only and is not the true spell level. Thus
a x2 multiplier causes a 50% increase, a x3 multiplier causes a 100%
increase, x4 150% increase and so on. Changes to different parameters
are cumulative and a final effective level is determined before the
damage card is drawn for power loss from a successfully cast spell.
  Instantaneous and permanent duration and zero or self range may not be
affected by this method.

**EXAMPLE** Gerth wished to extend the range of his detect life spell to
reach a body within a prison cell. The range for the detect  life spell
is 20 feet and the spell level is 15. By increasing the spell level to
23 (a 50% increase in the spell level) the range may be doubled to 40
feet.

**EXAMPLE** Samantha decides to double the range and triple the duration
of a poisonous cloud spell. She wants the spell to be cast at 20th level
inflicting 2d6 EDP to all within its area of effect. The spell is cast
at 50th level since the 50% increase for range and a 100% increase for
duration increases the base spell level. (20x150%+20=50). After
successfully casting the spell she draws card #03, a light, and takes 50
points from her source of power. The spell still  inflicts 2d6 EDP even
though it was cast at 50th level.

PROCEDURE FOR CASTING SPELLS
The following is a step by step procedure for casting a spell when the
power channelling skill saving throw is called on the phase sequence
chart.
1) Choose the desired spell from the character's list of skills.
2) Determine appropriate spell level as indicated by the spell type
shown in the spell description. Any alterations to the parameters are
decided now. Magic-Users cannot cast a spell if the spell level exceeds
the character's maximum spell level.
3) Decide whether to prepare the spell. In order to gain the +1 bonus
for preparing, the magic-user must make a successful power channelling
skill saving throw. Preparing takes the entire phase. A magic-user may
prepare for a maximum of three power channelling skill action phases and
any failure in the skill saving throw results in all preparation bonuses
lost. If a magic-user is not in combat (i.e. not using the phase
sequence deck) and there is no time limitations, a gamemaster should
allow the +3 bonus for preparing to speed play along instead of rolling
until all the bonuses are gained. If no preparations are performed,
proceed to step four. Otherwise, the magic-user must wait until the next
power channelling skill action phase to cast the spell.
4) Decide to use incantations. Incanting takes one power channelling
skill action phase and will alert all creatures within hearing range
that a spell is being cast. If no incantation are performed, proceed to
step five. Otherwise, the magic-user must wait until the next power
channelling skill action phase to cast the spell.
5) The magic-user may use hand gestures to aid in casting the spell.
Depending on the situation, the magic-user may use none, one or both
hands. A gesture is performed in the same phase as casting the spell and
therefore does not use up a skill action phase.
6) Cast the spell. Roll 2d6 and compare this to the skill saving throw
of the spell applying the following modifiers to the SST.

ACTION                               MODIFIER
No Action at all                        -3
One handed gesture only                 -2
One handed gestures and incantations    -1
Two handed gestures only                -1
Two handed gestures and incantations     0
Person aiding                           +1*
Each week a special brew is cooked      +1*
Each power channelling skill action
phase spent preparing                   +1*
Note: A magic-user must have a dexterity attribute score of 8 or more to
gain the bonus for using gestures.
Note: Actions marked with * are bonuses to the previous actions. That
is, doing no actions at all and being aided is not +1 to the SST but -2 
(-3+1).

7) If the dice roll is less than or equal to the modified skill saving
throw the spell succeeds. If the dice roll is greater the spell fails.
8) Apply the results of successful spells, subtracting required power
from the source.
9) Subtract endurance from the character's endurance damage points if
the spell fails and apply the effect of severity, if any, to the
magic-user.

FAILED SPELLS
If the magic-user fails the modified skill saving throw when casting the
spell, he or she is subject to dire consequences. A damage card is drawn
and the spell level is used in place of the damage value. Endurance
damage is taken as well as the effect of severity. The caster suffers no
body damage. Use the modified BDP based on the spell level for the
effect of severity. 

** EXAMPLE ** Gerth fails an 8th level spell. He loses 11 endurance
damage points and is stunned (8 + 7 = 15) as damage card #18 was drawn.

RESTRICTIONS ON CASTING SPELLS
The magic-user must adhere to the following restriction when casting
spells.
1) A magic-user may not cast a spell while wearing metal armour or
helmets, is bound with metal shackles or holding metal weapons or
shields.
2) A magic-user may not cast a spell while engaged in melee combat.
Since all action within a phase is simultaneous, a magic-user who casts
a spell in the same phase as being engaged can still cast that spell.
3) A magic-user may not move while preparing to cast a spell. Doing so
cancels any preparation and the magic-user must start over again from
the new location.
4) A magic-user cannot cast a spell in a phase in which he or she
prepared or used incantations. They can cast a spell in a phase when
using gestures.

SPELLS AND DAMAGE
Any spell which causes damage, (e.g. fire, ice, sonic disruption), has
a limitation to the amount of damage value that may inflicted. The
damage value of any spell may not exceed the skill level in that spell.
A magic-user may incur a -1 penalty to the skill saving throw in the
spell for every 10 damage values that exceed the skill level maximum.
For example, a skill level of 8 in the fire spell would mean a maximum
of 8 damage value (an 8th spell level fire bolt, 16th spell level fire
ball). If the magic-user wanted to increase the damage value to 12, they
would incur a -1 penalty to skill saving throw.
 When a spell damages a target it will fall into 1 of 2 categories,
directed physical attacks and undirected physical or subversive attacks.
If damage card #25 is drawn, severe blow!!, regardless of the type, the
damage value of any spell should be divided by three when rolling 3d6
against it as instructed on the card.
Directed: Directed physical spells include elemental bolt spells and the
thrown version of Tetharian's Rock. If the spell is successful, a hit
location card is drawn using the random result. A magic-user may take
additional penalties to the skill saving throw to direct the attack.
Instead of the random hit a magic-user may go for a general or aimed
hit. The type of attack must be announced prior to casting the spell and
rolling the dice. A general hit incurs a -3 penalty to the skill saving
throw but if successful, the magic-user may choose the level of the
attack, high, central or low and apply the hit location from that level.
Aiming means the magic-user can pick the exact hit location if the spell
is cast successfully. The effect of severity modifier is +1d6. The aimed
hit incurs a -5 penalty to the skill saving throw.
Undirected: Undirected physical spells include elemental ball spells and
wards. Subversive damage spells include mind blast, sonic disruption and
Tharda's bane. A hit location card is drawn only to use the random
effect of severity modifier. A damage card is drawn and results applied
using the modified damage value.

EXAMPLE OF SPELL USE
Sarb the magic-user has become separated from the rest of his party. He
finds himself in a dungeon corridor awaiting the arrival of 4 orcs. Sarb
has 16 endurance damage points, a 10 skill saving throw in power
channelling, a magic affinity  attribute of 8, a magic resistance of 16
and the following spells, skill levels and skill saving throws:
SKILL            SL   SST
Control Light     7    8
Haste             7    8
Sonic Disruption  5    6
Ward             10    9
Sarb's source of power has been reduced to 300 power points after
casting numerous spells. He decides to place a ward spell between him
and the orcs. The spell can be cast at any level and he decides on a
17th level damage ward.  He chooses to use two handed gestures and a
verbal incantation leaving his skill saving throw unchanged at 9. Since
the phase sequence deck is not being used, Sarb can incant without using
a skill action phase. He decides not to prepare, as he is unsure of how
far the orcs are away. He rolls a 3 and a 4 on 2d6 and succeeds in
placing the ward. Drawing magic card #27, Sarb loses 17 x 10 + 20 or a
total of 190 from his source of power. This reduces it to 110 from 300.
One orc rounds the corner of the corridor. The gamemaster decides the
phase sequence deck should be used to conduct the order of sequence.  A
10 is drawn from the deck which is Sarb's power channelling action phase
(he has a 10 skill saving throw). Sarb decides to cast a sonic
disruption spell at the orc. The orc is 75 feet away, well within Sarb's
100 foot range (20 x 5 = 100 feet). Since sonic disruption is an any
level spell, he chooses to cast it at 10th level. This will inflict 5 DV
to anyone within its' area of effect. Sarb needs a 6 or less to succeed
in casting the spell. Unfortunately he panics upon seeing the orc and
forgets to announce the use of gestures. Since he is casting in this
action phase he cannot use incantations. He now needs a 3 (-3 for no
actions) or less to succeed.  Rolling an 11, Sarb fails the spell and
draws damage card #5, a light. This reduces his endurance points by 2. 
There is no effect of severity as the 11 (10th level spell + 1 BDP
modifier) yields no result. The orc is far away from Sarb and cannot act
when its number was drawn from the deck. The action numbers are drawn
from the phase sequence deck and on the next 10, Sarb decides to prepare
a control light spell to cover his retreat. He needs a 10 or less to
gain the +1 bonus for preparing. He rolls a 6 and makes the preparation.
Another 10 is drawn and Sarb decides to incant which uses up that entire
phase. On the movement phase to follow the other three orcs round the
corner and the initial orc moves closer. Another 10 is drawn from the
deck and Sarb casts the control light spell using two handed gestures.
Sarb needs an 9 or less to succeed with this spell as he used
incantations, two handed gestures and a +1 bonus for preparing one
action phase. He rolls a 5 and creates darkness that will last for 7
turns, ample time to cover his escape. He draws card #10, a moderate,
and takes 10 + 25, total 35, from his source of power. This lowers his
source of power down to 75. Another 10 is drawn from the deck and Sarb
decides to beat a  quick retreat with a haste spell. Being a magic
resistance type spell, he must cast the spell at a level greater than or
equal to his magic resistance. Wanting to waste no additional power, he
casts the spell at 16th level. He rolls a 4 on 2d6 and successfully
casts the spell. Sarb unfortunately draws card #26, a critical, which
drives his source of power to a negative value. The power cost is 170
(16 x 10 + 10), reducing the source to -95. Consulting the negative
power table we see that -95 needs a 5 or less to prevent the source from
exploding. Sarb rolls a 4 on 2d6 and does not destroy the source,
although it is rendered useless for 2d6 days. Sarb turns to run but is
hit in the head from behind by a sneaky orc that came from another
passageway. The damage value of the mace is 11 and the effect of
severity modifier is 0. The orc draws a critical and uses the unadjusted
DV of 11. Sarb is knocked unconscious from the effect of severity and
takes 15 endurance damage, 20 body damage from card #22. Sarb does get
the last laugh as the first orc runs into his ward and takes the 17
damage value. The random hit location was left elbow from hit location
card #47. The effect of severity modifier was -3. This lowers the 17 DV
to 14 DV.  The orc was critically wounded with card #23 and takes 18
endurance damage, 23 body damage and the effect of severity is death
(22+ is death from effect of severity).



-----------------------------------------------------------------------
Skill Name          Discipline    Attribute  Skill         Skill
                                             Adv. Column   Mastery
-----------------------------------------------------------------------
Acheron's Guardian  White Spell   MAG          H           VIII
Alteration          Purple Spell  MAG          H           VIII
Animate Dead        Red Spell     MAG          F           VIII
Animate Object      Red Spell     MAG          F           VIII
Anticipation        Blue Spell    MAG          E           VIII
Bewilderment        Gray Spell    MAG          G           VIII
Bolster             Cyan Spell    MAG          F           VIII
Boron's Bidding     Yellow Spell  MAG          G           VIII
Call of the Wild    Green Spell   MAG          F           VIII
Celestial Weave     Blue Spell    MAG          F           VIII
Charm Person        Orange Spell  MAG          F           VIII
Control Light       Gray Spell    MAG          F           VIII
Conversion          Purple Spell  MAG          G           VIII
Crystal Death       Blue Spell    MAG          H           VIII
Cure                White Spell   MAG          G           VIII
Deadly Weapon       Black Spell   MAG          H           VIII
Death's Tale        Red Spell     MAG          E           VIII
Demonic Possession  Red Spell     MAG          H           VIII
Derangement         Orange Spell  MAG          G           VIII
Detect Magic        Crystal Spell MAG          F           VIII
Detect Life         Red Spell     MAG          E           VIII
Disablement         Orange Spell  MAG          F           VIII
Discover            Purple Spell  MAG          F           VIII
Disintegration      Black Spell   MAG          I           VIII
Dispel Magic        Crystal Spell MAG          H           VIII
Displacement        Yellow Spell  MAG          F           VIII
Elemental Prot.     White Spell   MAG          E           VIII
Enchantment         Crystal Spell MAG          G           VIII
Eyes of True Seeing Cyan Spell    MAG          E           VIII
Falin's Sponge      Green Spell   MAG          E           VIII
False Magic         Purple Spell  MAG          F           VIII
Familiar (minor)    Crystal Spell MAG          G           VIII
Fear                Orange Spell  MAG          F           VIII
Feign Death         Red Spell     MAG          E           VIII
Fire                Black Spell   MAG          I           VIII
Fly                 Yellow Spell  MAG          F           VIII
Forget              Orange Spell  MAG          F           VIII
Fortitude           White Spell   MAG          F           VIII
Fury                Blue Spell    MAG          E           VIII
Ghost Walking       Yellow Spell  MAG          F           VIII
Haste               Cyan Spell    MAG          F           VIII
Heal                White Spell   MAG          I           VIII
Ice                 Black Spell   MAG          I           VIII
Illusion            Gray Spell    MAG          H           VIII
Illusionary Dream   Gray Spell    MAG          G           VIII
Images              Gray Spell    MAG          G           VIII
Ignore              Orange Spell  MAG          F           VIII
Invisibility        Gray Spell    MAG          I           VIII
Invisible Wall      White Spell   MAG          G           VIII
Lethargy            Purple Spell  MAG          G           VIII
Levitation          Yellow Spell  MAG          E           VIII
Lightening          Black Spell   MAG          I           VIII
Liturgy             White Spell   MAG          H           VIII
Locate              Blue Spell    MAG          E           VIII
Lofty Movement      Yellow Spell  MAG          E           VIII
Long Hand           Yellow Spell  MAG          E           VIII
Lord of the Flora   Green Spell   MAG          G           VIII
Lungs               Cyan Spell    MAG          E           VIII
Matter Manipulation Black Spell   MAG          G           VIII
Metamorphosis       Gray Spell    MAG          H           VIII
Mind Blast          Orange Spell  MAG          H           VIII
Mintora's Glamour   Cyan Spell    MAG          F           VIII
Mystical Armour     White Spell   MAG          H           VIII
Paralysis           Orange Spell  MAG          F           VIII
Path Lore           Green Spell   MAG          E           VIII
Permanent           Crystal Spell MAG          I           VIII
Perseverance        Red Spell     MAG          E           VIII
Plant Tell          Green Spell   MAG          E           VIII
Poisonous Cloud     Black Spell   MAG          H           VIII
Prophetic Trance    Blue Spell    MAG          E           VIII
Protective Wall     Purple Spell  MAG          F           VIII
Presence            Blue Spell    MAG          E           VIII
Purification        White Spell   MAG          F           VIII
Query               Orange Spell  MAG          E           VIII
Quest               Yellow Spell  MAG          G           VIII
Quivering Doom      Gray Spell    MAG          I           VIII
Raise Resistance    Purple Spell  MAG          E           VIII
Ram of Destruction  Black Spell   MAG          G           VIII
Read Magic Scroll   Crystal Spell MAG          H           VIII
Remove Curse        Blue Spell    MAG          E           VIII
Recollection        Blue Spell    MAG          E           VIII
Resurrection        White Spell   MAG          I           VIII
Sanctuary           White Spell   MAG          F           VIII
Self Protection     Purple Spell  MAG          G           VIII
Sending             Orange Spell  MAG          E           VIII
Sentinel of Downs   Green Spell   MAG          F           VIII
Shifty States       Gray Spell    MAG          H           VIII
Silence             Cyan Spell    MAG          E           VIII
Sleep               Orange Spell  MAG          G           VIII
Sonic Disruption    Cyan Spell    MAG          H           VIII
Speak With Animals  Green Spell   MAG          E           VIII
Spectral Gaze       Crystal Spell MAG          F           VIII
Speculum            Purple Spell  MAG          G           VIII
Springy Legs        Yellow Spell  MAG          F           VIII
Spy                 Blue Spell    MAG          F           VIII
Stasis              White Spell   MAG          G           VIII
Stunning Blow       Black Spell   MAG          H           VIII
Summon              Yellow Spell  MAG          H           VIII
Sustenance          Cyan Spell    MAG          E           VIII
Symbol              Crystal Spell MAG          G           VIII
Talismanic Probe    Crystal Spell MAG          H           VIII
Teleportation       Yellow Spell  MAG          H           VIII
Tetharian's Rock    Green Spell   MAG          H           VIII
Tharda's Bane       Black Spell   MAG          I           VIII
Time Travel         Purple Spell  MAG          H           VIII
Transliteration     Cyan Spell    MAG          E           VIII
Transmutation       Red Spell     MAG          E           VIII
Tree Door           Green Spell   MAG          G           VIII
Tridlitain's Arms   Black Spell   MAG          I           VIII
True Skill          Cyan Spell    MAG          F           VIII
Tunnel              Red Spell     MAG          E           VIII
Utterance           Red Spell     MAG          E           VIII
Valkyr's Find       Red Spell     MAG          E           VIII
Ventriloquism       Gray Spell    MAG          F           VIII
Vernacular          Orange Spell  MAG          E           VIII
Vision              Cyan Spell    MAG          F           VIII
Volth's Demise      White Spell   MAG          H           VIII
Wall of Fog         Gray Spell    MAG          G           VIII
Ward                Crystal Spell MAG          G           VIII
Weather Call        Green Spell   MAG          F           VIII
Whirlwind           Green Spell   MAG          F           VIII
Willpower Drain     Red Spell     MAG          G           VIII
Write Magic Scroll  Crystal Spell MAG          I           VIII
------------------------------------------------------------------------


==============
=            =
=   SPELLS   =
=            =
==============


The Masters created the spells that are known
today but more are being created as the need
arises. The name of the spell in the spell list
is more of a technical name rather than the
actual name of the spell. The name may vary
from person to person and only the Master who created
it knows the actual pronunciation.


BLACK SPELLS 
 ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 

DEADLY WEAPON
Type: any level
Range: touch     
Duration: 6 phases per skill level or until used (see description)
Area of Effect: 1 item
The spell transfers mystical energy into a weapon
which increases the damage it inflicts. The spell level
cast gives a damage value bonus on any melee or
missile weapon. The duration of the spell is a
determined by one of two casting methods. Only one
deadly weapon spell may be placed on an item at one
time.
Bular: If each spell level cast equals the damage value, then the
duration is equal to 6 phases per skill level.
Thorum: If every 5 spell levels equals 1 damage value, then the spell
lasts until the weapon scores a hit.

DISINTEGRATION
Type: any level
Range: touch     
Duration: permanent
Area of Effect: 1 item or surface
The sorcerer can destroy up to 1 pound per spell level.
The sorcerer may also destroy a square 3" x 3" x 1" per
spell level if they decide to cast the spell in this
manner. Therefore a second level spell will destroy two
pounds of an object or 6" x 3" x 1" (or 3" x 3" x 2") of
a surface. Magic items may not be destroyed by this
spell.

FIRE
Type: any level     
Range: 100 feet + 10 feet per skill level
Duration: 2 or 3 turns per skill level or instantaneous (see description)
Area of Effect: special
By casting this spell, the character summons black fire
which explodes from their hands and destroys the
target. Any flammable clothing which is struck by the
fire spell has a 50% chance of catching fire. A person
who is on fire will take 2 DV damage per movement
action phase. The fire will last for 1d6 turns. For
mystical armour the spell is considered to be fire
damage type. The fire spell can be used in five different
ways.
Kishon: A great wall of fire appears before the spell caster. The spell
level cast equals the damage value (DV) of the fire wall. Anyone
touching or passing through the wall will be damaged. The wall fills
5' x 5' x 1' deep cube per skill level and lasts for 3 turns per skill
level. The wall may be placed horizontally or vertically.
Zaltium: A 3 foot bolt of fire forms in the magic-user's hand and then
thrown at the target. The spell level cast equals the damage value (DV)
of the fire bolt. The bolt attacks as  an "edge" damage type and effects
only one target. The duration is instantaneous.
Lokin: A 6 inch diameter fire ball forms in the sorcerer's hand and is
hurled towards the target. Every two spell levels cast equals 1
damage value of the fire ball. The ball attacks as an "impact" damage
type. The area effect for the ball is up to a 5 foot radius per skill level.
The duration is instantaneous.
Partuin: A ring of fire encircles the magic-user and up to one
additional person per skill level. The fire ring has a damage value equal 
to one  third of the spell level. The ring lasts two turns per skill level.
Langed: This is used when a sorcerer wishes to light a torch or start
a campfire. The gamemaster will decide upon the spell level needed
to succeed in the required action.

ICE
Type: any level     
Range: 100 feet plus 5 feet per skill level
Duration: depends on type cast (see fire spell)
Area of Effect: depends on type cast (see fire spell)
This spell operates exactly as the fire spell except the
bolt spell type is treated as impact instead of edge. An
ice wall is impassable and has 20 structure points per
skill level of the sorcerer. The spell level when casting
the wall version is 25.

LIGHTNING
Type: any level
Range: 80 feet plus 15 feet per skill level
Duration: depends on type cast (see fire spell)
Area of Effect: depends on type cast (see fire spell)
This spell operates exactly as the fire spell. If the target
is wearing metal armour he or she receives an
additional 1d6 damage value added to the damage
value of the spell. 

MATTER MANIPULATION
Type: any level 
Range: 5 feet per skill level
Duration: 5 turns plus 1 turn per skill level
Area of Effect: 1 cubic foot per spell level
This spell causes a substance to change its state.
Water can become ice or steam, earth turns to powder,
etc. The sorcerer must stay within the laws of physics
(e.g. stone cannot be turned to water).

POISONOUS CLOUD
Type: any level
Range: 100 feet
Duration: 1 turn
Area of Effect: 30' x 30' x 10' cloud
This spell creates a yellow-green cloud that is
poisonous to all that are in its area of effect. For every
10 spell levels cast, 1d6 endurance damage points are
taken by all who fail their health attribute saving throw.
The cloud's direction of movement is determined by a
1d6 die roll using the scatter chart and travels 30 feet
per movement action phase. The cloud moves first
before all other movement. A strong gust of wind or a
whirlwind spell will dissipate the cloud before the 1 turn
duration. The cloud is heavier than air and will sink to
the lowest level of ground.

RAM OF DESTRUCTION
Type: any level
Range: 200 feet
Duration: 1 hit per skill level
Area of Effect: 10' x 2' x 2' ram
This spell creates a magical battering ram. The damage
value of the ram equals the level cast. The ram strikes
once on the movement phase. The ram may take on
any appearance limited only by the sorcerer's
imagination.

STUNNING BLOW
Type: any level
Range: 10 feet per skill level     
Duration: instantaneous
Area of Effect: 1 person
The recipient of the stunning blow will be struck in the
head by a glowing fist 3 feet wide. The effect of the hit
will cause the victim to be stunned. For every 15 spell
levels cast, the target will be stunned once. Thus, a
30th level stunning blow will cause 2 body balance or
riding ability stability checks and two stun cards. When
the spell ends the fist disappears.

THARDA'S BANE
Type: any level     
Range: 20 feet  + 15 feet per skill level
Duration: instantaneous
Area of Effect: 30 foot radius
Only those creatures specified by the sorcerer within
the area of effect will suffer damage from Tharda's
bane. The targets will receive a tingling sensation
throughout their body prior to receiving the damage. For
every 4 spell levels cast, the target(s) will suffer 1
damage value. A 40th level spell, for example, will inflict
10 DV to those people unfortunate enough to picked by
the caster.
 
TRIDLITAIN'S MASSIVE ARMS
Type: any level
Range: 100 feet plus 10 feet per skill level
Duration: special
Area of Effect: 30 foot radius
The caster creates fantastic seven foot tall arms that
grow instantly from the ground. The arms are black with
large yellow claws. The arms have a slash, thrust and
hack attack types and an edge damage type. The arms
attack on the base SST of the spell. The caster may
create only a certain number of arms as shown below
based on the caster's skill level. Also listed is the
maximum number of arms per target, the minimum and
maximum damage value for each arm and the body
damage points of each arm. When an arm reaches
zero damage points it disappears. An arm may be
stunned. Treat unconscious as a stun result. An effect
of severity of death causes the arm to be destroyed. All
arms must have the same damage value. The spell
level is determined by adding up the total damage
value of all arms. The arms may be placed anywhere
within the area of effect but the caster must see all the
arms when they are created. The caster may not move
or cast other spells while the spell is in duration. If the
spell caster's concentration is broken the spell ends.
Once a target is engaged with an arm, they may not
retreat or disengage unless the arm is killed. The arms
may not move. If an new opponent comes with 5 feet
they will engage that opponent under the direction of
the spell caster.

Skill   Number    Maximum    Minimum/Maximum    BDP
Level   of Arms   Per Person Damage Value
1       1         1                1/2          10
2       1         1                1/4          10
3       2         1                1/6          20
4       2         1                1/8          20
5       3         2                2/10         20
6       4         2                3/12         20
7       5         2                4/14         30
8       6         3                4/16         30
9       7         3                5/18         40
10      8         4                5/20         50
+5     +1        +1               +1/+2        +10     

BLUE SPELLS
 ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 

ANTICIPATION
Type: level 20
Range: touch
Duration: 1 turn
Area of Effect: person touched
The spell enables the recipient to anticipate melee
offensive attacks. Prior to picking a defence, the spell
recipient makes an attribute saving throw against their
intuition. If the AST is successful, the attacker must
state their attack, allowing the defender to act
accordingly.

CELESTIAL WEAVE
Type: level 20 
Range: 2 feet per skill level
Duration: instantaneous
Area of Effect: 10 foot radius
Upon casting this spell the character will get a good or
bad feeling as to the outcome of a particular action. For
example, if the seer was to pass through a door or
open a chest, the spell would tell if something good or
bad was to happen.

CRYSTAL DEATH
Type: level 90
Range 40 feet
Duration: instantaneous
Area of Effect: 1 target
The seer is able to project in the target's mind its future
death. The image is so powerful the target will actually 
begin to die. The target of the spell will take 10 damage
value every movement action phase until they are dead
or the spell has been dispelled. The effect of severity
modifier is zero. When the target dies the body will
crystallize making resurrecting the body difficult (an
additional 50 spell levels should be added to a
resurrection spell and double the cost for life giving).
Great care must be taken when moving a victim of a
crystal death spell (you don't want to shatter them!).
 
FURY
Type: level 25     
Range: 20 feet per skill level     
Duration: 2d6 x 20 phases
Area of Effect: 15 foot radius per skill level
The seer, upon casting this spell, calls forth the power
of the deity of war and battles to boost the characters'
morale. The effect is that the melee weapon, unarmed
melee, crossbow and bow skill saving throws of all
friendly targets within the area of effect are increased
by one. All foes within the area of effect will have their
respective skill saving throws decreased by one.

LOCATE
Type: any level
Range: 10 feet per spell level 
Duration: instantaneous
Area of Effect: none
The locate spell is used to find familiar objects. If the
object is within range and the spell is cast successfully,
an arrow visible only to the character will point the way
to the object.

PRESENCE
Type: magic resistance
Range: zero
Duration: instantaneous
Area of Effect: 10 foot radius per skill level
Upon casting the spell, the character will detect all
beings whose magic resistance is equal to or less than
the spell level. The area of effect is centred on the
caster and radiates outwards. The spell will "see"
through walls and the like. The spell does not confer
type of creature found but does give location and
quantities.

PROPHETIC TRANCE
Type: level 30
Range: 10 feet
Duration: 1d6 x 10 turns
Area of Effect: self
The character must have a device to look into or onto
which enables them to view a prophecy of upcoming
events. The device may be a crystal ball, pool of water
or a mirror. When the seer is in the trance, he or she
will see a vision of upcoming events. The vision is
never made exactly clear and usually takes the form of
riddles and pictures of places yet to be visited or
images of things to come. While in the trance the
character cannot be interrupted.

RECOLLECTION     
Type: any level
Range: touch
Duration: 2 turns per hour recalled
Area of Effect: one person
The spell allows the character to search the target's
mind to recall information up to one hour per spell level
cast. The target must be living and the information
extracted will be in the form of pictures of what they
saw and did.

REMOVE CURSE
Type: level 60
Range: touch
Duration: instantaneous
Area of Effect: thing touched
This spell gives the caster a vision detailing how to
remove a curse placed upon a person or object. Since
curses are non-magical, the means for removing one is
usually non-magical.

SPY
Type: any level
Range: touch
Duration: special
Area of Effect: object touched
The caster requires two objects prior to the casting of
the spell. The first object (a crystal ball or pool of water)
is used for viewing while the second object is used to
determine the location of the place to be viewed. The
character casts the spy spell on the second object,
which cannot be greater than 2 pounds. Within 10 days
of casting the spell the character may activate the
object. Everything that could normally be seen by the
seer within a 50' x 50' square centred on the object will
be shown within the viewing device. The duration of
spying is 5 turns per spell level. Once the second
object is activated it cannot be activated again. A
character may not have more than one object per skill
level under the influence of a spy spell.


CRYSTAL SPELLS
 ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 

DETECT MAGIC
Type: level 10 or 60
Range: 20 feet
Duration: 1 turn
Area of Effect: 5' x 5' x 5' area
This spell causes all magic within the area of effect to
glow. The glow is visible only to the caster. A 60th level
detect magic spell will reveal if a false magic spell has
been placed on one item only. The item must be
touched. A detect magic spell will also reveal if another
spell is functioning on someone (e.g. metamorphosis,
invisibility, charm, etc.).

DISPEL MAGIC
Type: any level     
Range: 10 feet per skill level
Duration: instantaneous
Area of Effect: 30 foot cube
This spell causes all magic in a 10' x 10' x 10' cube to
cease. To work successfully the level of the dispel
magic spell must be greater than or equal to the
target's magic spell level.

ENCHANTMENT
Type: any level
Range: touch
Duration: 1 turn per spell level
Area of Effect: 1 item
This spell will magically enchant one object with the
powers from the crystal stream. The item receives no
damage bonuses or other special powers but will satisfy
the condition for creatures struck only by magic or
enchanted weapons. The item will glow if a detect
magic spell is used.

FAMILIAR (MINOR)
Type: any level
Range: touch
Duration: 10 minutes per spell level
Area of Effect: one animal
A familiar can be any animal except insects. The minor
familiar will have a telepathic link to the magic-user. 
This enables the magic-user to control its mind and
utilize its senses (the magic-user can see what the
familiar sees and so on) as long as the animal remains
within a 1 mile radius. A magic-user gains no power
from this type of familiar. A minor familiar has 100
endurance damage points, 20 body damage points and
18 willpower damage points. The magic resistance is
30M.

PERMANENT
Type: level 200     
Range: touch
Duration: permanent
Area of Effect: 1 spell
By means of this spell, the duration of a second spell
will become permanent. The second spell must be cast
within a half hour per skill level of the casting of the
permanent spell. Only the following spells may be made
permanent: animate dead, animate object, control light,
elemental protection, familiar, fire (wall only), fly, ice
(wall only), illusion, invisible wall, lightning (wall only),
lungs, lofty movement, metamorphosis, protective wall,
raise resistance, silence, Tetharian's rock (wall only),
tree door, tunnel and vision.

READ MAGIC SCROLL
Type: level 20     
Range: touch
Duration: instantaneous
Area of Effect: 1 scroll
This spell allows a magic-user to decipher the spell
placed on a magic-scroll by another magic-user. The
deciphering does not unleash the spell, it simply
explains its purpose and allows the magic-user to utilize
the spell at a later date. When a spell is cast from a
scroll it draws no power from the magic-user and
cannot be re-used. Any person may cast a spell from a
scroll once it has been deciphered even if he or she
has no skill in that type of spell. To use a scroll, a
character must have a magic attribute score of 7 or
more. If the scroll is of the character's primary colour,
they need only a 5 magic affinity attribute score. There
is a 1 in 6 chance that a scroll will fail when read if the
spell is not of the character's primary colour. The scroll
will be rendered useless if this happens.

SPECTRAL GAZE
Type: level 20
Range: 150 feet plus 10 feet per skill level
Duration: instantaneous
Area of Effect: 1 target
The caster of the spectral gaze will see the primary
magic affinity colour of the target. The colour is only
visible to the caster and the target will be unaware that
such a spell has been cast upon them.

SYMBOL
Type: level 80+
Range: none
Duration: permanent
Area of Effect: 1 spell
The spell to be symbolized must be cast within one
hour per skill level of casting the symbol spell. A
symbolized spell is only triggered when someone views
the symbol. Once triggered, a symbolized spell will
behave exactly as per its spell description with regards
to range, area of effect, and duration. The symbolized
spell is not expanded but is released each time the
symbol is gazed upon. There is a limit to the number of
times the spell is released during a day. For every
additional 20 spell level of 80, the symbolized spell will
be released one additional time. For example, a symbol
spell cast at 120th level can be activated 3 times per
day.

TALISMANIC PROBE
Type: level 30
Range: touch
Duration: instantaneous
Area of Effect: 1 item
Upon casting this spell and touching an item, the
magic-user will receive a picture in their mind of the
purpose and qualities of the item. Each distinct feature
requires a separate casting of the spell.

WARD
Type: any level     
Range: 20 feet
Duration: special
Area of Effect: 10' x 10' area
This spell is used to create an invisible barrier designed
to keep unwanted things out. The ward may be set up
one of two different ways.
Jeezro: Each spell level equals the damage value of the ward. A 15th
level ward spell will create a ward that inflicts 15 DV to anything
touching it. Once it is touched, the ward is dissipates.
Pamger: The magic fence only allows characters whose magic
resistance is greater than the spell level of the ward to pass through.
A 20th level magic fence will only allow characters with a 21 or
greater magic resistance to pass. This type of ward does not dissipate
if someone passes through it. The duration of this ward is 10 turns
per skill level.

WRITE MAGIC SCROLL
Type: any level     
Range: touch     
Duration: until used
Area of Effect: 1 scroll
This spell is used to bestow another spell onto a piece
of paper so it may be used later at no power cost. The
magic-user must have a skill level of 10 in the spell
being embedded onto the paper. Thus all limitations of
the written spell based on the skill level are assumed to
at least 10th skill level. The spell to be placed on the
scroll does not have to be cast separately it is
considered to be cast simultaneously with the write
magic scroll spell. Added to the base spell level of 100,
is the spell level of the spell being enchanted. The final
sum is the spell level of the write magic scroll spell. Any
spell may be placed onto a scroll. Once written, the
scroll cannot be read by anyone but the magic-user
who wrote the scroll unless a read magic scroll spell is
cast upon the scroll to decipher it. Paper for making
scrolls may not be reused and is rendered useless after
the spell is cast off the scroll. The ink needed to write
the scroll is specially made and is usable only once for
the 300 copper piece price. It takes a magic-user 1d6
days to write a scroll.

CYAN SPELLS
 ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 

BOLSTER
Type: any level     
Range: touch
Duration: 5 + 1d6 turns
Area of Effects: 1 person
This spell bolsters a character's attributes so that they
may perform great feats. Every 10 spell levels cast
raises an attribute score one point. No single attribute
may be under the effects of more than one bolster
spell. A person may have multiple bolster spells cast on
them on different attributes. The character should adjust
their  skill saving throws based on the new attribute.

EYES OF TRUE SEEING
Type: level 15     
Range: 50 feet
Duration: instantaneous
Area of Effect: special
When this spell is cast upon an object, person, 10' x 10'
wall or floor, the magician will see its true form. This
spell will detect poison, illusion, change
(metamorphosis, were-creatures), invisibility, charm,
disguises and secret doors.

HASTE
Type: magic resistance
Range: touch
Duration: half turn per skill level
Area of Effect: 1 person
The recipient of this spell is hasted for half a turn per
skill level doing twice as many attacks per skill action
phase. The target will also move twice as far per
movement phase. When the spell ceases duration, the
person will attack and move at half normal for 1d6
turns.

LUNGS
Type: any level
Range: touch     
Duration: 1 turn per spell level
Area of Effect: person touched
This spell allows the recipient to breath in an
atmosphere which is harmful to human life: underwater,
poisonous gas, etc.

MINTORA'S GLAMOUR
Type: any level     
Range: 30 feet     
Duration: special
Area of Effect: 1 door or similar
This spell is used two different ways.
Keplange: If used as a magic key, the spell will open any barred or
locked door, portcullis, or chest lid. The level of the spell is 10. If the
device is being held by a magic wedge spell, the level of the magic
key spell must be equal to or greater than the magic wedge spell
level to unlock it.
Kerundge: If used as a wedge, the spell will hold open or keep
closed any door, portcullis or chest lid. A person must have a strength
attribute score greater than the level of the magic wedge spell to open
the device. When used in this manner the duration of the spell is 1
turn per skill level.

SILENCE
Type: level 15     
Range: 10 feet per skill level     
Duration: 1 turn per skill level
Area of Effect: 10 foot radius
Upon casting this spell sound will not penetrate into or
out of the area of effect. Since all sound is stopped, no
conversation or incantations are possible and a penalty
of -2 is applied to any invocation skill saving throw.

SONIC DISRUPTION
Type: any level
Range: 20 feet per skill level
Duration: instantaneous
Area of Effect: 2 foot radius per skill level
The spell creates a high pitch sound causing all who
can hear inside the area of effect to suffer damage. The
spell level cast equals one half the damage value of the
sound blast. A 30th level sonic disruption would have a
damage value of 15. Apply the random effect of
severity modifier.

SUSTENANCE
Type: level 5     
Range: 5 feet
Duration: until consumed
Area of Effect: 1 meal
This spell will create enough food and water to feed
one person one meal.

TRANSLITERATION
Type: any level
Range: 3 feet     
Duration: 1 page
Area of Effect: 1 page
By means of this spell a magician may read or write
messages, pages and so on in any normal language
(e.g. orcish, halfling, elvish, etc.). The magician may
also create his or her own unique writing and decipher
other magic writings. When the spell is cast the
magician must state which of the four variations of the
spell they will use. When the spell is cast a glowing
quill about 10 inches long forms in the magic-user's
hand. The magic-user merely passes the quill over a
blank piece of paper and the words are formed.
Therefore, when reading a language and deciphering it,
the magician must have an extra piece of paper to write
the translated words onto. When the page is written the
quill disappears.
Shundin: To read any normal language the spell level is 10 per page.
Shoohin: To write a normal language the spell level is 15 per page.
Shookun: A magician may also create a magic language readable
only to themselves and possibly to others. The spell level when
writing the magic language determines the amount of protection
placed on it. A magician may write, for example, a 30th level magic
language. The spell is good for only one page.
Souven: Any magician casting a transliteration spell on the magic
writing created in Shookun version must have cast it at a level equal
to or greater than the protection level to decipher the writing. Of
course a magician may read their own magic writing without
translating it.

TRUE SKILL
Type: any level (30)
Range: touch
Duration: 1 turn per skill level
Area of Effect: 1 person
This spell will cause a target's next skill saving throw to
be increased by one for every ten spell levels cast. The
spell has a maximum spell level of 30, giving a +3
bonus to the SST. A person may only be under the
effect of one true skill spell at a time. The spell ends
after the skill saving throw is made or the duration of
the spell ends.

VISION
Type: level 10
Range: touch
Duration: 1d6 hours
Area of Effect: 1 person
This spell will give the recipient 1 of 2 vision types
depending on caster's choice. The user of the spell may
switch between his normal vision and the vision spell
any time during its duration.
Infagon: A character is bestowed with a vision which allows them to
see temperature differences (infravision). Red is hot, orange is warm,
gray is cool and black is cold.
Ninagon: A character with night vision sees at night as if it were
dusk. The character will not suffer any penalties for observing at
night.


GRAY SPELLS
 ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 

BEWILDERMENT
Type: magic resistance     
Range: 30 feet plus 10 feet per skill level
Duration: 1 turn per skill level
Area of Effect: 1 creature
The recipient of the bewilderment spell begins to doubt
his or her own actions. While under the affect of the
spell the confused target must make a willpower
attribute saving throw prior to performing any action. If
successful the target may function normally for that
action only. Otherwise, they will stay and think about it
for 10 phases. After the 10 phases have past, the same
or different action may be attempted but again a
willpower saving throw is checked for.

CONTROL LIGHT
Type: level 10     
Range: 40 feet
Duration: 1 turn per skill level
Area of Effect: 20 foot radius
This spell can be used to create darkness or light. If
used to create darkness, normal vision, infravision,
nightvision, torches and other light sources are useless
within the area of effect. Only a dispel magic, another
control light spell or a starburst invocation will dispel the
darkness.  If cast to create light, illumination equal to a
lantern will fill the area of effect.

ILLUSION
Type: any level
Range: 30 feet per skill level
Duration: special
Area of Effect: 1' x 1' x 1' per spell level
This spell creates an illusion of anything the illusionist
desires, although the gamemaster may place limitations
to the spell. The illusion will have sound, smell, radiate
heat or cold, but no substance. If the illusion was
touched, the character's hand would pass through it. 
Thus an illusionary lightning bolt would cause no
damage. A person cannot walk across an illusionary
bridge or fall into an illusionary pit. The idea of an
illusion is to deceive the target into believing something
that is presented to them. If the spell was cast at a
level less than twice the skill level, then the spell will
last for five plus one turn per skill level. During this time
both the magic-user and illusion may move. Otherwise,
the illusionist must concentrate on the illusion. The
illusion can move within the range restrictions while the
illusionist concentrates and there is no limit to the
duration. An attack on the illusionist or movement will
cause loss of concentration and the spell ends. The
illusionist may end the spell at any time.

ILLUSIONARY DREAM
Type: magic resistance
Range: 1 mile per skill level
Duration: special
Area of Effect: 1 target
The recipient of an illusionary dream must be asleep
and within range of the spell caster to be affected. The
dream created by the illusionist will seem real to the
target in every way including interaction with other
player characters. The dream may be used to forewarn,
scare or give clues to an adventure. The duration of the
dream is 1 hour per skill level but the dream only takes
10 minutes of real time.


IMAGES
Type: any level      (35)
Range: self     
Duration: 5 phases per skill level
Area of Effect: 5 foot radius
This spell creates one duplicate of the illusionist per 5
spell levels. Each duplicate image will do exactly what
the illusionist does. If the image is struck in combat it
will react as if it was the illusionist.  The images move
around the caster making it hard to determine which is
the image or the actual illusionist. The more images
present, the more difficult it is to hit the illusionist. The
table below indicates the chance that the caster will be
struck in combat. A 2d6 roll equal to or less than the
chance means the illusionist was hit. The illusionist may
cast spells or use invocations while engaged in combat
at a -2 penalty to the skill saving throw. If a character
is struck, all spell preparations are lost.

  Spell   Number of   Chance of 
  Level    Images   Hitting Caster
    5         1           11
   10         2           10
   15         3            9
   20         4            8
   25         5            7
   30         6            6
   35         7            5

INVISIBILITY
Type: level 30
Range: touch
Duration: 9 turns plus 1 turn per skill level
Area of Effect: thing touched
The recipient of this spell and all their possessions will
disappear from sight. An invisible person still makes
noise and cannot walk through walls. If the invisible
character attacks or casts a spell he or she will become
visible for 10 phases.

METAMORPHOSIS
Type: any level     
Range: touch
Duration: 5 turns per spell level
Area of Effect: character touched
The metamorphosis spell enables the illusionist to
change the physical properties of a character. For each
skill level an illusionist can vary the height and/or
weight of the recipient by 10%. An illusionist with a skill
level of 5 can make a 130 pound character 195 pounds
(130 x 1.5) or 65 pounds (130 x .5) or any weight in
between. The illusionist can only change the recipient
of the spell into a creature they have seen. All physical
benefits of the new creature is gained by the character.
No skills are gained though.

QUIVERING DOOM
Type: level 50     
Range: 5 feet per skill level     
Duration: 3d6 phases
Area of Effect: 1 humanoid
The target of a quivering doom spell will see a creature
appear before them so hideous and fearsome they will
begin to tremble. The creature can only be seen by the
recipient of the spell. While the target is quivering they
can perform no actions. He or she will be so engrossed
with the creature, even being struck in melee combat
will not make them take their eyes off of it. After the
3d6 phases have passed, the target must make an
attribute saving throw versus intuition as the creature
attacks the character. A failed attribute saving throw
indicates the character has died instantly from fright. A
successful saving throw means the image disappears
and the character returns to normal.

SHIFTY STATES
Type: any level
Range: touch     
Duration: 1d6 turns
Area of Effect: creature touched
The recipient of this spell will seem blurred to all that
view them. Images will phase out of time around the
recipient. This blurring effect will cause a -1 to-hit or
skill saving throw penalty per 15 spell levels cast.

VENTRILOQUISM
Type: any level
Range: touch     
Duration: 1 turn per skill level
Area of Effect: creature touched
The illusionist can project his or her voice up to 2 feet
per spell level to any place (e.g. a trunk, hallway,
another person etc).

WALL OF FOG
Type: level 20
Range: 150 feet     
Duration: 1 turn per skill level
Area of Effect: 20' x 20' x 10' per      skill level
This spell creates a wall of fog which obscures all
vision. A whirlwind spell will dissipate the fog before the
duration ends.


GREEN SPELLS
 ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 

CALL OF THE WILD
Type: Level 10+          
Range: 100 feet          
Duration: 10 + 2 turns per skill level
Area of Effect: 1 mile radius
This spell will call a wild animal within the area of effect
to come to the spell caster. The animal will stay for ten
plus two turns per skill level and will arrive in 1d6 x 20
phases. The type of animal is determined by a 3d6 dice
roll. For every additional 10 spell levels, +1 is added to
the roll. The animal will not be hostile to the character
and should the animal be killed it will turn to dust. This
spell may only be cast outdoors. The spell does not
bestow the ability to communicate to the animal.

   Dice Roll     Animal
      3-5        Nothing
      6-7        Rat
       8         Rabbit
       9         Porcupine
      10         Beaver
     11-12       Raccoon
     13-14       Fox
      15         Deer (1-4 Stag, 5-6 Doe)
      16         Boar
      17         Mountain Lion
     18-19       Wolf
     20-21       Bear
      21+        Great Wolf

FALIN'S SPONGE
Type: level 15
Range: touch
Duration: 3d6 turns plus 10 turns
Area of Effect: 10' x 10' x 10' per skill level
The caster will cause the temporary evaporation of
water. If the area of the water exceeds the area of the
spell, the caster may part the water instead using the
spell like a tunnel.

LORD OF THE FLORA
Type: level 15
Range: 100 feet
Duration: permanent
Area of Effect: 10' x 10' per skill level
This spell enables a naturalist to cause plants to grow
and entangle to form a barrier. Depending on the plant
a naturalist may cause it to entwine around people or
to block passages. If the plant is big enough, like a tree
root, then it may be used to crush rocks or the like. A
plant used to block a passage will have 4 BDP per skill
level of the spell. Entangling vines will have 10 BDP
each. A target will get attacked by 1d6 vines and must
make a saving throw versus agility for each vine to
avoid being tangled.

PATH LORE
Type: level 10     
Range: touch     
Duration: instantaneous
Area of Effect: 1 path
Upon touching a path a naturalist can find out 1 of 2
things about the path depending on how the spell was
cast.
Floranda: The exact destination of the path. The naturalist will get a
vision of the point where the path ends. If a path splits into two or
more new paths, the vision will be of the fork.
Faunada: The number and type of creatures who have travelled on
the path. Any creature, starting with the most recent, who travelled on
the path within 2 hours per skill level of the spell will be seen in the
vision.

PLANT TELL
Type: any level
Range: 20 feet     
Duration: 1 answer
Area of Effect: 1 plant
The naturalist may ask one plant a question which will
be answered by a yes or a no. The length of the
question determines the spell level cast. Each word in
the question is equal to one spell level. The question
will be answered to the best of the plant's knowledge.

SENTINEL OF THE DOWNS
Type: level 25 plus 5 per extra person
Range: 50 feet plus 10 feet per skill level
Duration: 1 hour per skill level
Area of Effect: 20 foot radius per skill level
The caster must choose the spot the sentinel spell is to
be centred. After casting the spell on the spot, anything
that comes within the area of effect will set off the
sentinel. The caster will be notified as to how many
things have come within the area of effect. The spell is
powerful enough to awaken the spell caster if he or she
is sleeping. The character must make a roll equal to or
less than their intuition on 2d6 to wake up. The sentinel
will not be set off by animals. For every five extra spell
levels, the caster may include another person to be
notified by the sentinel. These additional people must
also make an attribute saving throw versus intuition to
be notified by the sentinel. All persons, including the
caster, must be within the area of effect of the spell.
The sentinel will most likely be in the form of some
small animal or bird. Most common sentinels are owls.
The spell lasts for one hour per skill level.

SPEAK WITH ANIMALS
Type: level 15
Range: 10 feet
Duration: 1 turn
Area of Effect: 1 animal
This spell allows a character to converse with any
animal for 1 turn including creatures with "A" for magic
resistance.

TETHARIAN'S ROCK
Type: any level or 30
Range: 100 feet
Duration: instantaneous
Area of Effect: 1 stone or wall
This spell creates a magic stone that forms in the
caster's hand. The stone can be thrown at a target with
a damage value equal to one third the spell level cast. 
The stone is equal to an "impact" damage type. A
character may also place a stone wall that is 10' x 10'
per skill level in area and 1 foot thick. The wall has 60
BDP per skill level of the spell. The wall may be placed
vertically or horizontally and the level of the spell is 30.

TREE DOOR
Type: level 35
Range: touch
Duration: 1 day per skill level
Area of Effect: 1 tree
This spell creates a teleport receiver or transmitter in a
tree large enough to fit the caster. A second tree door
spell must be cast on another tree within 300 feet to
complete the teleporter. The character can then simply
step "into" the tree and appear at the other tree. No
more than one transmitter or receiver may be placed
within a tree at a time.

WEATHER CALL
Type: level 20+     
Range: none     
Duration: special
Area of Effect: special
By means of this spell, a character may call forth any
type of weather that is suited for the season or region. 
The weather will arrive in 6d6 turns but certain signs
(clouds, temperature change) will begin to show prior to
the weather called. The weather will last up to any
amount of time depending on the type. For rain, snow
or similar, the naturalist must draw a magic card for
their source of power once every hour that the storm
persists. On average a storm lasts 6d6 hours. Roll 1d6
and consult the following table to determine the severity
of the storm. For each additional 20 spell levels, add
one to the die roll.

     Die Roll     Severity
         1        Mild
        2-3       Moderate
        4-5       Heavy
         6        Gale
        7+        Extreme

WHIRLWIND
Type: level 15
Range: 30 feet per skill level
Duration: 1/2 turn per skill level
Area of Effect: 60 foot diameter
The spell causes air at the target spot to begin to blow
violently. All combat, spell casting or similar must stop. 
Every 10 phases, anyone within the area of effect must
make an attribute saving throw versus agility to remain
standing. This spell can only be used outdoors.


ORANGE SPELLS
 ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 

CHARM PERSON
Type: magic resistance     
Range: 75 Feet     
Duration: 1d6 days
Area of Effect: 1 humanoid
The recipient of the charm spell will treat the mystic as
a trusted friend. The charmed person will obey orders
as long as they can understand the mystic. Orders
which strongly oppose the creatures ethics will break
the charm, as well as the mystic attacking the creature.
This spell will not work on animals or creatures with
animal-like intelligence.

DERANGEMENT
Type: magic resistance
Range: 10 feet per skill level
     Duration: 1 hour per skill level
     Area of Effect: 1 creature
The recipient of this spell will be affected by a mental
disorder. The type of disorder is determine by a 1d6 die
roll. When the spell ends, there is a chance the target
will be permanently affected by the spell. A roll of 2 on
2d6 means the target has succumbed to a permanent
derangement.

Die Roll     Insanity          Effects
       1     Paranoid          - does not trust other people
                               - thinks others will harm them
       2     Hallucinatory     - views illusionary objects
       3     Idiocy            - education and learning ability lowered to 2
                               - target has uncontrollable urge to be stupid 
                                 and pass their finger over his or her lips
       4     Delirium          - targets talks out of control and is very 
                                 excitable
       5     Obsessed          - target is driven to complete a specific task at all cost
       6     Maniacal          - target swings from one emotion to the next 
                                 followed by depression
                               - uncontrolled and violent

DISABLEMENT
Type: any level
Range: 20 feet per skill level
Duration: 1 hour per skill level
Area of Effect: 1 being
For every 5 spell levels, the observation, perception or
intuition of the target will go down temporarily by one
point.

FEAR
Type: magic resistance
Range: 15 feet per skill level     
Duration: 3 turns
Area of Effect: 30 foot radius
Any persons within the area of effect whose magic
resistance is less than or equal to the spell level cast,
will begin to fear the magic-user and flee at best speed
away from them.

FORGET
Type: magic resistance
Range: 30 feet
Duration: instantaneous
Area of Effect: 1 person
The recipient of the spell will forget all actions that
happened to them up to 10 turns past per skill level of
the spell.

IGNORE
Type: any level
Range: self
Duration: 5 turns per skill level
Area of Effect: self
Anyone viewing the caster whose magic resistance is
greater than the spell level cast will normally see them.
All others will simply ignore the mystic to such a point
as not to even remember he or she was there. If the
mystic talks to a person, that person will remember him
normally. A mystic under the effect of an ignore spell
can cast query spells though and not be remembered.

MIND BLAST
Type: any level
Range: 50 feet per skill level
Duration: instantaneous
Area of Effect: 1 target
The mystics sends a wave of energy so powerful that
it causes damage to the target. For every two spell
levels cast, the damage value of the mind blast is one
(e.g. a 30th level mind blast spell will do 15 DV to a
target).

PARALYSIS
Type: magic resistance 
Range: 100 feet
Duration: 2 turns + 1 turn per skill level 
Area of Effect: 1 person
The target of a paralysis spell will be unable to move by
their own locomotion from the spot where the spell took
place. The person held can perform no physical actions
but can cast spells (with no incantations or hand
gestures) and use psionics. A character cannot cast
invocations.

QUERY
Type: any level
Range: 20 Feet
Duration: 1 answer
Area of Effect: 1 person
The mystic may ask one person a question which will
be answered by a yes or no. The length of the question
determines the spell level cast. Each word in question
is equal to one spell level. The question will be
answered to the person's best knowledge.

SENDING
Type: any level
Range: unlimited
Duration: 1 message
Area of Effect: 1 person
The mystic can send telepathic messages to any
person he or she wishes. The mystic is not aware if the
message was received. Each word in the message is
equal to one spell level.

SLEEP
Type: any level
Range: 20 feet per skill level
Duration: 1d6 turns per skill level
Area of Effect: 30 foot radius
For every spell level put into the sleep spell, 3 slumber
points are created.  Starting with the lowest magic
resistance in the area of effect, this character uses up
1 slumber point for every point of magic resistance. 
When his magic resistance is equalled or succeeded,
the character will fall into a deep sleep so powerful that
only physical contact, like slapping, will awaken the
person.  This continues until all slumber points are
used.  If the slumber points do not completely equal the
character's magic resistance, those points are lost.

VERNACULAR
Type: any level
Range: 30 feet + 10 feet per skill level
Duration: 1 turn per spell level
Area of Effect: 20' x 20' area
The spell enables the mystic to understand any
language spoken within the area of effect. The mystic
may also cast the spell on himself or others enabling
them to speak and understand a specific language.


PURPLE SPELLS
 ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 

ALTERATION
Type: 5+
Range: 15 feet per skill level
Duration: half a turn per skill level
Area of Effect: 1 item
This spell causes an object to temporarily change to a
different form. The spell level is five plus 1 per pound.

CONVERSION
Type: any level
Range: 30 feet per skill level
Duration: special
Area of Effect: special
This spell converts the intent of any spell cast. If it is a
harm spell it will heal and so on. To work successfully,
the conversion spell must be cast at a level greater
than or equal to the target's spell level. If the character
casts the spell on themselves, it will last for 1d6 turns. 

DISCOVER
Type: level 30     
Range: 1 mile per skill level     
Duration: instantaneous
Area of Effect: circle
This spell is centred on the spell caster and radiates
outwards 1 mile per skill level. Any high or low magic
zones will be discovered by the magic-user. Only the
general direction and distance is given with regards to
the location of the zone. The spell does not confer the
amount of power gained or lost at the zone.

FALSE MAGIC
Type: level 100
Range: touch
Duration: permanent
Area of Effect: 1 item
When this spell is cast on an item, any person casting
a detect magic spell on it will see it glow normally. Only
a 60th level detect magic will reveal its non-magical
state.

LETHARGY
Type: any level
Range: 20 feet per skill level
Duration: special
Area of Effect: 1 person
This spell draws energy from a person by draining their
source of power. The source is drained 5 power points
for every spell level cast. A source of power can not be
driven negative by this spell. The source will recover
the lost points normally.

PROTECTIVE WALL
Type: any level
Range: 10 feet per skill level
Duration: half a turn per skill level
Area of Effect: 20 square feet per skill level
The protective wall spell creates a wall in which magic
will only pass through if it is a greater spell level than
the spell level of the wall. The wall may be cast
vertically or horizontally.

RAISE RESISTANCE
Type: any level
Range: touch
Duration: 5 turns + 3d6
Area of Effect: 1 person
For every 5 spell levels cast, the magic resistance of a
person will be raised by one. A person may only be
under the affect of one raise resistance spell at a time.

SELF PROTECTION
Type: any level
Range: touch
Duration: 2d6 turns
Area of Effect: 1 person
The self protection forms a anti-magic film overtop of
the character. This film prevents spells from affecting
the person. For every 15 levels of self protection cast,
a character may choose one colour to guard against.
No spell of that colour will affect the caster in any way.
Thus a 45th level self protection spell will allow a pick
of 3 colours (e.g. blue, black, and crystal). Only one self
protection spell may be placed on a person at one time.
When the spell ends the film breaks releasing a small
amount of smoke.

SPECULUM
Type: any level
Range: self
Duration: 1 turn per skill level
Area of Effect: self
While under the effects of a speculum spell, the
character can deflect a spell cast upon them back at
the caster. The chance of successfully sending the spell
back is based on the spell level. A successful 2d6 roll
less than or equal to the chance means the spell
deflects back and the caster suffers full consequences.
A failed roll means the character will suffer the effects
of the spell. The magic-user may cast other spells while
under the influence of the speculum. The character
under the influence of this spell must consciously allow
a spell to effect them.

                 Chance to Deflect    Spell Level
                           2              5
                           3             10
                           4             15
                           5             20
                           6             30
                           7             40
                           8             50
                           9             75
                          10             100
                          11             150

                       
TIME TRAVEL
Type: any level
Range: self
Duration: instantaneous
Area of Effect: self
By means of this spell a character is able to touch the
crystal stream and propel themselves forward or
backward in time. The amount of time gained or lost is
based on the level cast. For each spell level, 1 minute
of time passes. Once the level of the spell reaches 60
(i.e. the character wishes to travel 1 hour back in time)
or more, the amount of time travelled increases per
spell level. The new cost is 10 minutes per spell level.
Thus to travel 4 hours back in time the caster must cast
a 90th level time travel spell. Because of the stress
placed on the body of the character, any successful
spell casting will prompt a 1d6 dice roll consulting the
table below. The caster takes the damage after going
backward or forward in time.
 Die Roll Effect
     1    The character cannot hold onto the stream and
          moves one second through time.
     2    Character loses 6d6 willpower damage points.
          Spell successful.
     3    Character loses 4d6 willpower damage points.
          Spell successful.
     4    Character loses 2d6 willpower damage points.
          Spell successful.
     5    Character loses 1d6 willpower damage points.
          Spell successful.
     6    No damage and the spell is successful.

Gamemaster Note: Because of the paradoxes created by travelling
through time, problems may arise. A simple method of handling time
travel is to allow only the mind of the character to travel.  Thus there
will be no double characters. A character will simply begin play where
his character originally was or is going to be.  Example: A character
is travelling in a ship across the sea. After an hour of leaving port the
crew mutinies and throws the character into a cell. After successfully
casting a 60th level time travel spell, the character decides to send
himself backwards by one hour. Thus the character finds himself
standing before the ship just before it is going to leave shore. The
character knows it will be mutinied and decides not to board the ship.
If a character travels forward in time and has been killed by some
means (other than the willpower damage), then the spell will not
function. If the character dies from the willpower damage, it will be a
mystery to all who see him, as the character simply collapses to the
floor and expires in the new time. 


RED SPELLS
 ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 

ANIMATE DEAD
Type: level 15
Range: 50 feet
Duration: 1 turn per skill level
Area of Effect: 1 humanoid
The necromancer can animate any dead humanoid as
long as it is in some sort of form. The animated
humanoid will obey the necromancer and fight with any
weaponry they possess. The caster may have up to 1
animated creature per skill level.

ANIMATE OBJECT
Type: any level
Range: 50 feet
Duration: 2 turns per skill level
Area of Effect: 1 object
This spell is used to animate an object up to 3 pounds
per spell level. The object will obey all commands given
by the character. The speed at which an animated
object moves depends on the type of locomotion. A
chair moves 20 feet per MAP while a pedestal which
rocks back and forth moves at 5 feet per MAP. If the
object has appendages it may attack with a weapon.
The object's weapon skill saving throw will be that of
the caster's skill saving throw in the type of weapon
being used.

DEATH'S TALE
Type: any level     
Range: touch
Duration: 1 turn
Area of Effect: 1 body
Upon touching a corpse, the caster will get a vision of
the events surrounding the victim's death. The
character will notice who killed the victim even if struck
from behind. The victim may be dead for only 5 turns
per spell level for the tale to be told.

DEMONIC POSSESSION
Type: level 200
Range: 5' per skill level
Duration: instantaneous
Area of Effect: 1 person
The recipient of a demonic possession spell will have
a demon from Netherworld possess them. Depending
on the type of demon, the target will perform tasks
based on the deity it serves. The tasks will be completed to the best of
the target's ability. Failure to complete the task within the time
allowed will result in the target taking 5d6 willpower damage
points. The target can fight off the task by making a successful
attribute saving throw versus willpower. The target will suffer 2d6
willpower damage points loss in the attempt. The willpower attribute score
will be lowered by one. The demon may call on the target daily, weekly,
monthly or yearly depending on the 2d6 die roll as shown below. 
Should the recipient of the spell perish will trying to complete the 
task, they will become a servant to that demon. A possessed person may have
the demon exorcised from their body.

 Dice Roll     Deity          Type Of tasks
     5         Bauth          - death, killing
                              - sacrifices
     6         Dekken         - serve evil creature
                              - aid beasts
     8         Ed‰            - any evil task
     7         Fatalymity     - complete some evil task not covered by the
                                other deities
     9         Jurik          - destroy something of value or beauty
    2,4        Rochen         - do something to harm oneself
   3,11        Swarth         - destroy forests, animals
                              - kill gnomes
   10,12       Vulth          - get undead servants
                              - serve undead masters

 Dice Roll   Task Occurrence   Time Allowed
     2          Daily          4d6 hours
    3-6        Weekly          1d6 days
   7-11        Monthly         4d6 weeks
    12         Yearly          2d6 months

DETECT LIFE
Type: level 10
Range: 20 feet
Duration: instantaneous
Area of Effect: 1 person
The caster can detect life in a person. This spell will
reveal life masked by the feign death spell.


FEIGN DEATH
Type: any level
Range: touch
Duration: 1 turn per spell level
Area of Effect: 1 person
The caster will appear dead when the feign death spell
is cast. The necromancer can hear what is going on
around them but cannot see. The necromancer may
come out of the spell when desired.

PERSEVERANCE
Type: any level
Range: 15 feet per skill level
Duration: instantaneous
Area of Effect: 1 person
The recipient of the perseverance spell will regain 1d6
willpower damage points for every 25 spell levels as
they regain their self-control and strength of mind.

TRANSMUTATION
Type: level 100 + MR
Range: 30 feet per skill level
Duration: permanent
Area of Effect: 1 creature
The target of a transmutation spell can be turned into
stone, wood or any other solid substance (no water,
sand, etc). All possessions on the target will be
transmuted as well. While in the other form the person
remains in suspended animation. The character has not
actually died and will not age. The spell can be worked
in reverse to turn a person back from stone or similar
substances. After turning back to flesh, the character
will suffer 5d6 willpower damage points. The person's
possessions will also turn back to their normal state.
The  level of the spell is equal to 100 plus the magic
resistance of the target.

TUNNEL
Type: any level
Range: 5 feet per skill level
Duration: 1 turn per skill level
Area of Effect: 3 foot diameter tunnel
This spell will cause any object to animate and create
a hole in itself. The tunnel will extend one foot per spell
level and is 3 feet in diameter. The minimum spell level
is 5 although the tunnel does not have to extend five
feet. The spell will not affect living things. A tunnel may
not collapse around a living object and will slowly force
the object at the rate of 2 feet per movement action
phase back to the entrance of the tunnel.

UTTERANCE
Type: any level
Range: touch
Duration: special
Area of Effect: one item
Upon casting utterance upon an item, the item will
retain a message, that when activated, will be told. The
message can be any length and costs two spell levels
per word. The item will animate to form a of a face to
speak the words. By doubling the spell level, the
message can be re-told a second time, tripling the spell
level and the message can be re-told three times and
so on. To trigger the utterance spell the character must
touch the item or part of the item (a door handle for a
door, a sword hilt for the sword). The spell lasts until all
activations are used up.


VALKYR'S FIND
Type: any level
Range: touch
Duration: 1 answer
Area of Effect: 1 object
The necromancer may ask an object or dead body a
question which will be answered by a yes or no. The
length of the question determines the spell level cast.
Each word in the question will be one spell level. The
question will be answered to the best of the object's or
body's knowledge.

WILLPOWER DRAIN
Type: magic resistance     
Range: 10 feet per skill level
Duration: instantaneous
Area of Effect: 1 creature
The recipient of the willpower drain will momentarily
view his surroundings as being in the worst possible
situation. Friends may appear dead, all hope lost and
a sudden feeling of remorse overcomes the character.
If cast successfully, the destitute target will lose 1d6
from his or her willpower damage points.

WHITE SPELLS
 ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 

ACHERON'S GUARDIAN
Type: level 25
Range: self
Duration: 1d6 turns
Area of Effect: 5 foot radius per skill level
When cast, guardians to the gates of Acheron are sent
to surround the caster. No evil beings may enter within
the circle while the spell lasts. Any evil beings within
the circle will be forced out. The caster may have one
additional person within the circle per skill level of the
spell. The caster may move and cast spells while the
spell is operating.

CURE
Type: level 15
Range: touch
Duration: permanent
Area of Effect: character touched
This spell will cure a particular type of ailment affecting
a character. Ailments might be poison or diseases.
Each cure spell will restore 1d6 endurance damage
points caused by disease or poisons and stop the
affects of any ailment.

ELEMENTAL PROTECTION
Type: any level 
Range: touch
Duration: 1 turn per spell level
Area of Effect:  1 character
The elemental protection spell allows the recipient to
endure temperatures ranging from -40  F to +250  F
with no adverse affects. Magical flames and ice spells
are lowered by 3d6 damage value while the character
is under the affect of the elemental protection spell.

FORTITUDE
Type: level 10
Range: touch
Duration: 2 turns
Area of Effect: 1 person
The recipient of a fortitude spell will be unafraid and
withstand some affects of combat blows. The spell
prevents the recipient from being stunned by any
combat result or spell for two turns. No fear, quivering
doom or similar spells will affect the character.

HEAL
Type: any level
Range: touch
Duration: permanent
Area of Effect: character touched
This spell will heal a particular type of damage inflicted
upon a character. When healing body damage, the
amount restored is equal to the spell level cast. When
healing endurance damage, the character receives one
endurance point back for every 3 spell levels cast.
When healing burn damage, every 10 spell levels will
heal a burn degree. A third degree burn requires a 30th
level heal spell. This method is also used for cold
damage. When healing broken bones a 30th level heal
spell completely mends the bone with no recovery time.
A 100th level heal spell will restore a lost limb. A 200th
level heal spell will regenerate a lost limb.

INVISIBLE WALL
Type: level 10
Range: 10 feet per skill level     
Duration: 1/2 turn per skill level
Area of Effect: 20 sq.ft. per skill level
The wall, when created, will not allow any physical
object to pass through it. Even elemental magic cannot
go through the wall. The spell may be cast vertically or
horizontally.

LITURGY
Type: any level
Range: 100 feet + 5 feet     
Duration: permanent
Area of Effect: 40 foot diameter  per skill level
A character who casts this spell must spend the one
phase incanting. Upon successfully casting the spell,
any targets within the area of effect may be healed.
The caster may heal up to one target per skill level.
The healer counts as one target if they are in the area
of effect and want to be healed. A caster may not heal
endurance and body damage at the same time but may
allocate different levels to each target.

          Number     Cost Per Cost Per
       of Targets      BDP      EDP
           1-5          2        3
          6-10          3        4
           +1          +3       +2

MYSTICAL ARMOUR
Type: any level
Range: self
Duration: until destroyed
Area of Effect: self
When this spell is cast it creates an armour of particular
type (see below) around the spell caster covering all hit
locations. The caster has two options when casting the
spell. With the first option, the armour absorbs 1
endurance point per spell level and is visible at all
times. With the second option, the armour absorbs 1
endurance point for every two spell levels, but is visible
only when hit. The armour glows faintly when visible
alerting all who view the caster of this magical mail. No
endurance loss, body damage, effect of severity or
instant stun is taken by the wearer until the armour is
destroyed. Should endurance loss from a hit bring the
armour below zero, thus rendering it useless, the
remaining endurance loss is taken by the wearer with
no other effects from the damage card. No armour can
be combined with another armour type. The armour has
no encumbrance.


     Armour Type     Absorbs
     Stone           Edge attacks
     Bark            Puncture attacks
     Moss            Impact Attacks
     Mental Shield   Mind Blasts
     Deafness        Sonic Disruptions
     Fire            Water/Ice Attacks
     Water           Fire attacks
     Lightning       Stone/Earth Attacks
     Earth           Lightning Attacks

PURIFICATION
Type: level 15
Range: 10 feet
Duration: permanent
Area of Effect: 2 foot radius
When the spell is cast any contaminated food or liquid
within the area of effect becomes pure. Therefore any
poison, disease or other harmful substance is
neutralized.

RESURRECTION
Type: 100 + magic resistance + 10 per day
Range: touch
Duration: permanent
Area of Effect: 1 person
The caster can restore life to any person that has been
dead for no more than two days per skill level.  For
each day that the person is dead, 10 (or 5 if embalmed)
is added to the spell level. The spell takes a
considerable toll on both the healer and the recipient.
For each day that the person was dead, they must
spend a 10 days in bed resting while the caster must
spend a week in bed resting. If the revived character
was dead for less than a day they must spend 10 days
resting.

SANCTUARY
Type: level 10+
Range: 30 feet
Duration: 2 hours per skill level
Area of Effect: 20' x 20' x 10'
By means of this spell the character may create a
fortress with a base no bigger than 20 feet by 20 feet
and 10 feet high. The shelter may hold only one person
per skill level of the spell. For each person above the
healer who will enter the sanctuary, the spell level is
increased by 5. Thus a 3 person shelter requires a 20th
level spell. The shelter is strong enough to withstand
any weather. The fortress make take on any shape of
form as long as it remains within the area of effect.

STASIS
Type: level 50
Range: 75 feet     
Duration: 3d6 turns
Area of Effect: 1 target
The target of a stasis spell will feel their heart beat
slow, their blood will cease to flow and their breathing
will stop. The character will be unable to move or act
but cannot be acted upon when in stasis. The target of
the spell will not perish from the effects of the
temporary stasis. A recipient of a stasis spell may resist
the effects by making a successful attribute saving
throw versus willpower. The target will be aware of the
events taking place around them.

VULTH'S  DEMISE
Type: magic resistance
Range: 50 feet
Duration: 1 turn per skill level
Area of Effect: 20 foot diameter
When the Vulth's Demise is cast, all undead creatures
within the area of effect and whose magic resistance is
equal to or less than the spell level, will be brought into
the world of light and in doing so, will move away from
the caster.  The affected creatures may move out of
sight of the caster and range of the spell and still be
under the influence of the Vulth's Demise.


YELLOW SPELLS
 ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 

BORON'S BIDDING
Type: magic resistance+
Range: 20 feet per skill level
     Duration: 2 turns
     Area of Effect: one target
The character, upon casting this spell, will gain control
of a particular target's feet. Therefore a character may
make a target come or go away from them. A creature
under the influence of a Boron's Bidding spell may not
make any dodge or retreat defences (unless, of course,
the conjuror wishes so). If the caster adds an additional
twenty spell levels atop the base magic resistance, they
will gain control of the entire body except the mind. The
caster could then can use the body to attack (using its
skills and skill saving throws) or perform other tasks.

DISPLACEMENT
Type: any level     
Range: self     
Duration: 10 + 3 turns per skill level
Area of Effect: self
While under the effects of a displacement spell, the
character may at any time, move up to 10 feet per skill
level away from the spot he or she was just standing in.
For every 10 spells levels cast into the spell, the
character may save up 1 displacement. The character
may not be under the effects of more than one
displacement spell at a time. The conjuror may not
save up displacements in excess of twice their skill
level. 

FLY
Type: level 15
Range: self
Duration: 3 turns per skill level
Area of Effect: self
This spell enables the caster to fly at the speed of 75
feet per movement action phase. The caster may not
cast spells, fire missiles or throw weapons while flying.

GHOST WALKER
Type: level 15     
Range: self     
Duration: 2 turns per skill level
Area of Effect: self
The caster and all their possessions become
incorporeal allowing them to pass through any solid
object. The caster is still visible but will leave no trace
of passage. The caster may not use spells while under
the effect of the ghost walker.

LEVITATION
Type: magic resistance     
Range: 10 feet per skill level     
Duration: 1 turn per skill level
Area of Effect: 1 person
The recipient of this spell will rise vertically at the rate
of 20 feet per movement action phase. The levitated
person will rise 10 feet when initially affected by the
spell and automatically rises without the conjuror's
concentration. A levitated person cannot be raised
above 150 feet. Missile combat and spells may be
performed at a -2 penalty to the skill saving throw. The
spell does not confer horizontal movement. The caster
may only lift 50 pounds per skill level.

LOFTY MOVEMENT
Type: level 10
Range: touch     
Duration: 1 turn per skill level
Area of Effect: 1 creature
The recipient of this spell is able to move up or across
surfaces which are normally unwalkable. Such surfaces
could be water, quicksand, walls, ceilings, etc., but not
air.

LONG HAND
Type: level 15
Range: 10 feet per skill level     
Duration: 1 turn
Area of Effect: 1 hand
This spell creates a visible glowing extension of the
caster's hand. The hand has the same strength as the
character. The hand can open/close chests (unless
locked), pull levers, get jailer's keys, etc. and can
extend and contract within its range. Since the hand is
magical it cannot be physically or magically harmed
(unless dispelled).

QUEST
Type: magic resistance
Range: touch     
Duration: until fulfilled
Area of Effect: character touched
The quested character must fulfil a service and return
to the caster with proof that the quest was completed.
Until the quest is completed the conjuror may only rest.
The caster can cancel the spell at any time. Since the
quest does not effect the mind, the recipient of the spell
may decide not to fulfil the quest. At that point, the
character will begin to lose 1 point of agility per day
until the agility attribute drops to zero. The agility will
not come back until the quest is completed. A character
with a zero agility cannot move by their owns means.



SPRINGY LEGS
Type: 5+
Range: touch
Duration: 1 turn per spell level
Area of Effect: 1 person
The recipient of the spell may fall or jump down from
any height without suffering damage. The caster may
also leap vertically to a height of 10 feet plus 4 feet/skill
level. The spell level is 5 plus 1 per turn of duration.

SUMMON
Type: any level
Range: 100 feet     
Duration: 10 turns per skill  level
Area of Effect: 1 creature
By means of this spell a magic-user may summon forth
a creature of their choosing. The character must have
seen the creature before to be successful. The cost for
the spell is equal to the creature's body damage points
divided by 10. By doubling the spell level, twice as
many creatures may be summoned. For example, to
summon a skeleton the caster would cast a 5th level
spell. To summon 3 skeletons simultaneously the
magic-user would have to cast a 15th level spell.
Summoned creatures are only sent back by death, 
dispel magic or when the duration of the spell ends. A
summoned creature is not controlled by the conjuror
and will act independently. There are however many
ways to control a summoned creature. The spells
charm person and boron's bidding, for example, are
quite effective. If the caster triples the spell level, they
will have control over the creature. The caster may also
decide to control the creature by means of a magic cell.
The cell is created by using magic powder. The magic-
user pours the powder onto the floor making an outline
of a cell. The creature is then summoned into the cell
and the powder lit. The creature may not cross the
freshly etched barrier. The summoner receives the extra
power points of the enhancing powder. From then on
the caster will lose 20 power points per hour and gain
none from normal recovery. The duration of the spell is
increased to one day per skill level when using the cell.

TELEPORTATION
Type: level  20+
Range: line of sight
Duration: instantaneous
Area of Effect: 10 foot diameter
This spell enables the caster to teleport to a place he
or she can clearly see.The character may take up to
one additional person per skill level at an increased
cost of 2 spell levels per person. Thus the caster and
3 characters would be a 26th level spell.  


================
=              =
=   RELIGION   =
=              =
================
                

Across the world are many religions with varying deities and beliefs.
The majority of people and creatures believe in a deity and belong to a
religion. Most religions have churches or other sanctuaries within their
area of influence. The church can be a powerful force when decisions are
made by governing leaders and play a vital role in keeping the common
people united.
  Religions are broken down into four group sizes based on the number of
followers. The sizes are small, medium, large and enormous. This size is
used as a guide to determine the power and influence of the church. The
number of followers in each group are not given because it is all
relative within the race or society. The gnomes have less people than
the humans so their large group may only equal a small human group in
actual number of followers. This size of the religion may change over
periods of time. To reflect this change, every year a 1d6 is rolled. A
roll of 1 moves the religion down on group size. A roll of 6 moves the
religion up one group size. Group sizes may not exceed small or enormous
by this method.

     2d6 Dice Roll   Size
          2-3        Small
          4-7        Medium
          8-11       Large
           12        Enormous

LIVELIHOOD
When creating a character, players may pick clerical skills (ceremony,
piety, prayer) and invocations and not follow the livelihood of a cleric
(i.e. someone who is devoted to the church). For example, a character
how prefers fighting skills may choose some clerical skills but
concentrate their development in fighting and combat. No matter how
limited a character is in clerical skills, they will have to prove some
devotion to their deity to gain the benefits of those skills. Characters
who do devote themselves to the church and focus their skills on
clerical duties and their deity will benefit more. This is especially
true when casting clerical invocations and gaining ritual points (the
power needed for invocations).  It will also aid in divine intervention
and guidance. It is up to player to decide how much the role of the
deity will play in their character's lives.

HIERARCHY
Religions have strict hierarchies which they follow. Clerics are
promoted up the standing based on service to the church and the deity.
Services are detailed further. The hierarchy of most human churches is
given below. The piety skill level will determine the rank of a cleric
within the church. 
Acolyte: Altar boy or girl. Performs chores for the church. (skill
levels 1-2)
Novice: The character has yet to take his or her vows. (skill levels 3-
4)
Curate/Nun/(Friar): A member of the clergy who assists the priest
(monk). (skill levels 5-6)
Priest/(Monk): Officiates over the congregation. Performs ceremonies.
(skill levels 7-9)
High Priest/(Abbot): Head of all the priests. (skill levels 10-14)
Bishop: Head of all high priests within an area. This area is called an
diocese. (skill levels 15-29)
Archbishop: Head of all bishops within an area called an archdiocese.
(skill levels 30-59)
Primate: Head of all archbishops. (skill levels 60-119)
Cardinal: The highest ranking member of the church, standing just below
the deity themselves. He or she has the most contact with the deity and
overseas the running of the church. (skill level 120+)

DEITIES
All characters may choose a deity to worship and follow. There are
numerous deities for each race with humans having the most. Characters
may only chose the deity if their race is under the deity's sphere of
control. Some deities have adopted multiple races under its sphere of
control. Each character will gain a certain set of skills when creating
the character based on the type of deity worshipped 

DIVINE INTERVENTION
Any character may call upon his or her deity to perform some task to
directly or indirectly aid the character. Should the deity come to the
plea for assistance, he or she will do the least amount of work
necessary to help the character. The type of help received should
reflect the deity's main focus (e.g. healing, combat, protection, etc.).
After helping, the deity will extract a toll from the character. This
payment may be in the form of a service, a showing of devotion or a
personal offering. A character may only call for his or her deity a
number of times per month equal to half their piety skill level. If they
have no skill in piety, they may call once every two months. A 3d6 dice
roll equal to or less than the number shown in the table below means the
deity will come and assist the character. A character who has ritual
points may use them to raise the chance of success. For each 125 points
spent, the chance is raised by 1.

                             Small:    6
                             Medium:   5
                             Large:    4
                             Enormous: 3

Once the deity has arrived and performed some miracle, 1d6 should be
rolled to determine the toll the intervention has taken on the
character. 
1  The deity has sent the character on a quest. The character receives
   no ritual points from this type of quest. The gamemaster must decide
   on the details of the quest.
2  The character must convert/gather 1d6 people in 1d6 weeks to join the
   character's religion.
3  The character is stripped of all magic spell and invocation casting
   ability for 2d6 weeks. If the character has no spells or invocations
   he or she must lower a skill by 5d6 skill points.
4  All the character's attributes are halved for 1d6 plus 3 days and one
   attribute point is permanently lost from a random attribute.
5  All the character's skill saving throws are halved for 2d6 + 3 days.
6  The deity looks favourably upon the character. The piety skill is
   increased by one skill level and one other skill must be lowered by
   4 skill levels.


** EXAMPLE ** Cederick finds himself surrounded by 10 orcs. He decides
to call upon his deity to assist him. He belongs to a medium sized
religion with a base chance of 5. He decides to use up 125 of his 376
ritual points to raise the chance by 1. Therefore he needs a 6 or less
on 3d6 to receive help.

DIVINE GUIDANCE
There are times when a character may call upon his or her deity for some
guidance in completing a goal or accomplishing some great task. A
character may ask for guidance whenever he or she desires, as long as
they have at least 100 ritual points. The base chance for the deity to
answer the character's plea for help is 2. For every additional 50
ritual points spent, the chance increases by 1. If a 2d6 dice roll is
less than or equal to the chance, the deity has heard the character's
call for assistance and will answer one question. The answer to the
question will never be said outright but will be in some form of
proverb, picture or riddle. There is no toll for this type of divine
intervention but a cleric should not bother a deity too many times
fearing the wrath of the deity.

CLERICAL INVOCATIONS
Invocations are powers that the character may summon from the deity in
a form similar to a magic spell. Although these invocations are
comparable in design and function to magic-user spells, they are not
true magic spells. They cannot be altered by purple or crystal spells
and cannot be dispelled (except by the character casting them) or
detected through magical means.
 Invocations are skills and as so, are treated just like skills with
regards to purchasing, improving, skill levels, skill points, and skill
saving throw. Most invocations are picked when a character is created.
A character may only learn invocations after the character has been
created if the deity itself grants such skills for services or great
devotion. The character may also seek out a place of worship and gain
instruction by a priest who has a piety of 10 or better (see Learning
Skills for more detail). A character must have a piety skill level of
least one to use any invocation.
 The character uses the piety skill in similar manner to the power
channelling skill. All invocations are cast during a combat turn during
the piety skill action phase.
 The mastery name for all invocations that a character has is based on
the mastery name of the piety skill.
 Characters must have their hands free when casting an invocation and
will usually mutter the deity's title in some awe inspiring way.
 Clerics do not have a magic-user type of source of power to cast spells
with. Instead they rely on ritual points gained through doing services
and showing devotion to their deity.

MAXIMUM INVOCATIONS
The maximum number of clerical invocations a character can have is based
on the rank of the character as shown in the chart below. A character's
rank is determined by the skill level in the piety skill. 

Piety Skill level      Rank       Maximum Invocations
1-2                    Acolyte                  1
3-4                    Novice                   2
5-6                    Curate                   3
7-9                    Priest                   4
10-14                  High Priest              4
15-29                  Bishop                   5
30-59                  Arch-Bishop              5
59-119                 Primate                  6
120+                   Cardinal                 7+

RITUAL POINTS
Characters gain ritual points from praying, performing ceremonies,
completing tasks or quests for the church or deity and attending mass.
The smaller the religion, the less chance a cleric will have of gaining
ritual points as there are fewer churches across the lands. Only one
type of point gain method may be performed at a time. The maximum ritual
points a character may have is 1000, plus 20 per piety skill level over
10. A character uses up ritual points each time they cast an invocation.
The amount of points used is different for each invocation. If the cost
of the invocation exceeds the remaining ritual points, all points are
lost and the invocation fails.
Reading Holy Scripture: Any character reading the holy scripture of a
deity will receive 2 ritual points per hour. The maximum number of hours
per day a character may read is equal to a 1d6 +  3 die roll.
Praying: The character must spend one hour praying and make a successful
prayer skill saving throw to gain 20 ritual points. A character may only
pray for a maximum of 5 hours per day.
Ceremonies: The characters performs some type of ceremony (marriage,
officiate over a congregation) that takes 1-4 hours in time.
     Ceremony       Time         Points
     Baptism        1 hour      20 + 1d6
     Confirmation   3 hours     40 + 3d6
     Communion      2 hours     20 + 2d6
     Last Rites     1 hour      10 + 3d6
     Ordination     4 hours     100 + d66
     Matrimony      1 hour      15 + 2d6
The number of people to attend the ceremony is equal to the skill level
in piety times 1d6. A successful skill saving throw in piety means the
number has increased to the skill level times 2d6 + 2. At least 1d6
people will always attend. After the service, a character must make a
successful ceremony skill saving throw to determine if the points are
gained.
Fasting: If a character fasts for one day they will gain 10 ritual
points. During this time their maximum endurance damage points will be
reduced by 1d6. It takes a day of none fasting to recover the lost
endurance damage points.
Attend High Mass: The cleric who attends a mass of his or her peers for
not less than 4 hours receives 150 points.
Tasks: Perform a mission for the church. The amount gained is equal to
the work done. Such tasks are cleaning the stables, holding candles,
running errands and so on. The amount gained should not exceed 5 points
per task.
Quest: The church or deity has sent the character on a quest. The amount
of power gained from the quest should not exceed 1000 power points. This
does not include quests sent by a deity for divine intervention. That
type of quest yields no power points.

FAILED INVOCATIONS
Should a character cast an invocation and fail the skill saving throw
their piety skill points are reduced by 1d6 as the character loses faith
in the deity. If a character rolls a 12 they will also lose 1 willpower
damage point and suffer the consequences of losing the skill points in
that particular skill (see Improving Skills). The character will also
lose an amount of ritual points as indicated with invocation under
failed point cost.

CLERICAL SERVICES
Characters may call upon the services of clerics at a place of worship
to receive invocations. The most common services being laying of the
hands, remedy or blessings. The cost of such services is equal to 5 cp
per ritual point spent. Exorcism is 1 sp per ritual point and life
giving is 1 gp per ritual point. This offering is donated to the church.

INVOCATIONS
Every invocation has some a common set of parameters associated with it.
Name: The name of the invocation. Beside the name are the attributes
used to determine the skill saving throw. 
Ritual Points: The cost of the ritual if successful.
Failed Point Cost: The amount of ritual points lost if the skill saving
throw failed.
Range: The maximum distance the invocation can be cast.
Duration: The amount of time the invocation will last.
Area of Effect: The character casting the invocation spell does not have
to extend the area of effect to the maximum listed. If a minimum area of
effect is listed, the area must be set at least to this size.

BANISHMENT (END, WIL)
Ritual Point Cost: 2 per banishment number
Failed Point Cost: 1 per banishment number
Range: 20 feet per skill level
Duration: instantaneous
Area of Effect: 2 foot radius per skill level
A character who casts this invocation will try to repel, send away or
destroy undead creatures. Each undead creature has a banishment number.
Using enough ritual points to exceed the banishment number will cause
the creature to turn and flee from the character. The amount of fleeing
is 1 turn per skill level. If the ritual points exceed double the
banishment number the creature is sent back to its plane of existence
and cannot return for 10 turns per skill level. If the amount of ritual
points used exceeds three times the banishment number, the undead
creature will be destroyed. If there are more than one type of undead
creature in the area of effect, points are used up evenly between all
creatures starting with the creature with the lowest points. Left over
points (indicating all creature will flee), are applied again to all
creatures. Any creatures who have double their banishment points will be
sent back. If all points are used up a second time (all creatures are
sent back), a third distribution of points is made. Any undead creature
with more than three times their banishment points are instantly
destroyed. Unused points are lost.

BLESSING (EDC, DEX)
Ritual Point Cost: 30 + 1d6
Failed Point Cost: 5
Range: touch
Duration: 1/2 day per skill level
Area of Effect: one person
This invocation instills a blessing on an item. Certain items may
require a blessing to attack or use against creatures that can only be
effected by divinely blessed items.

BLOOD LETTING (DEX, EDC)
Ritual Point Cost: special
Failed Point Cost: 1/2 ritual point cost
Range: 20 feet per skill level
Duration: instantaneous
Area of Effect: one target per four skill levels
The recipient of this invocation will start to internally bleed. They
will immediately lose an amount of body damage as indicated below. They
will also lose body damage over a period of time. This body damage loss
will only be stopped by a laying of the hands (200 RP), general medicine
(only one attempt) or a heal spell (50th level). A target may only be
under the influence of one blood letting invocation at any one time.

Ritual Points          BDP       Suffering
30                     1d6       1 BDP per month
100                    2d6 + 5   1 BDP every 2 weeks
300                    4d6 + 10  1 BDP per day
500                    d66       1 BDP per hour
1000                   d66 + 10  1 per turn

CONVERSE WITH ANIMALS (PER)
Ritual Point Cost: 10 per turn
Failed Point Cost: 20
Range: 30 feet
Duration: one turn per 10 ritual points
Area of Effect: one animal
This invocation will allow the character to converse with an animal or
creature with an animal type class.

EXORCISM (EDC, INT)
Ritual Point Cost: 100+
Failed Point Cost: 1000
Range: 10 feet
Duration: permanent
Area of Effect: one person
A character may perform an exorcism on a thing that has been possessed
by a demon. The exorcism is an involved process that takes no less than
1d6 + 2 days to complete. The cleric must constantly be praying and
performing ceremonies over the character. There is no ritual points gain
from performing these tasks. After the time period the character will
call upon his or her deity to rid the demon from the character's body.
The cleric has a base chance of the SST in exorcism minus 10. For every
100 ritual points used by the character, the chance is increased by 1.
If a successful exorcism SST is made, the demon has fled to the
character. The character casting the invocation will lose 4d6 + 3
willpower damage points. The character who was exorcised will lose 2d6
+ 1 willpower damage points.

EXTRACT CURSE (INT, WIL)
Ritual Point Cost: 500 + d66
Failed Point Cost: 60
Range: touch
Duration: one cure
Area of Effect: one person
This invocation will allow the character to remove a curse/hex that has
been placed on a being. 

FIRE SWARM (COR)
Ritual Point Cost: 5 per damage value
Failed Point Cost: 1 per damage value
Range: 10 feet per skill level
Duration: instantaneous
Area of Effect: one target per four skill levels
This invocation will create a molten glob of fire that is hurled at the
target. Each glob can split in flight hitting up to one target per four
skill levels. The damage value is equal to one per five ritual points
and must be calculated separately for each glob. Globs may vary in
damage value. The maximum amount of damage value for each glob is equal
to the skill level. The damage type is impact.

GRAVE WALKER (OBS, WIL)
Ritual Point Cost: d66 X 3
Failed Point Cost: 300
Range: 20 feet per skill level
Duration: instantaneous
Area of Effect: one target
The target will lose 2d6 willpower damage points.

HEX (WIL)
Ritual Point Cost: 15 points per day duration
Failed Point Cost: 10 points per day duration
Range: 5 feet per skill level
Duration: one day per 15 ritual points
Area of Effect: one person
This invocation will place a hex on a character. The character casting
the hex invocation can specify what type of attack they wish to use;
physical attribute, mental attribute, magical, or a curse. A 1d6 dice
roll will determine the which attribute score or curse type will be
afflicted upon the character. The attribute affected will have the
attribute score reduced by 1d6 for the duration of the hex. No attribute
score may be reduced below 2. If a 2 is rolled while making the hex
skill saving throw the effect is permanent. A remove curse spell or
curse lore skill determines how to remove the hex or a extract curse
invocation is used.

Physical Attribute
1             weakness - strength attribute
2             frailty - health attribute 
3             exhaustion - endurance attribute
4             clumsy - dexterity attribute
5             spastic - agility attribute
6             bungler - coordination attribute

Mental Attribute
1             stupidity - education attribute
2             slowness - learning ability
3             feeble minded - intuition attribute
4             blind - observation attribute
5             deafness - perception attribute
6             hopelessness - willpower attribute

Magical Attribute/Resistance
1 - 3         unearthly - magic affinity attribute
4             dampening - magic resistance (lowered by 2d6)
5 - 6         no effect (invocation fails)

Curse
1             character smells bad (no amount of washing will make this
              go away)
2             bad breath and teeth blacken, 1d6 - 3 teeth have rotted
              out
3             hair falls out (will regrow at the end of the duration)
              (a roll of 1 on 1d6 means all body hair has fallen out!)
4             character has pox marks,  and festering pustules, quite
              disgusting!
5             character's hair grows at an alarming rate (a roll of 1
              on 1d6 means all body hair grows!)
6             rashes, character must constantly itch, this hex causes
              1 willpower damage point lost per turn not itching (wow!)

INSECT PLAGUE (END, OBS)
Ritual Point Cost: 400 + d66
Failed Point Cost: 150
Range: 20 feet per skill level
Duration: 1 turn per skill level
Area of Effect: 10 + 1 foot per skill level
The character will summon insects to a specific area in an attempt to
drive off or hamper the target(s). The type of insect summoned and its
effect are stated below. The insects will take 3d6 phases to gather with
enough force to cause the desired effect. A character may not alter the
centre point of the area of effect once the invocation has been cast.

Die Roll  Insects and Effects
1         Bees, Wasps, Hornets: all combat SST are halved and characters
          take 1 endurance damage point and 1d6 body damage points per
          phase within the swarm.
2         Spiders: Characters must make a saving throw versus agility
          every 4th phase while in the area of effect or slip. 
3-4       Crickets: All combat is hampered in the area of effect.
          Characters wishing to attack must make a successful willpower
          AST to fight.
5-6       Cockroaches: Must make a willpower save or flee for 3d6
          phases.

LAYING OF THE HANDS (DEX)
Ritual Point Cost: special
Failed Point Cost: 30
Range: touch
Duration: permanent
Area of Effect: one person
A character with this skill will heal damage on another person or
animal. The ritual point cost depends on the type of healing. A
character restoring another person's limbs must rest for 2d6 days after
the invocation is cast.

    Type of Healing          Ritual Point Cost
    Detect Life                      5
    Endurance                 2 / EDP healed
    Body                      5 / BDP healed
    Willpower                 30 / WDP healed
    Broken Bone                     100
    Burns                           30
    Stop Blood Letting              200
    Restore Limbs                   700

LIFE GIVING (WIL)
Ritual Point Cost: 1000
Failed Point Cost: 1000
Range: touch
Duration: permanent
Area of Effect: one person
A character who receives a life giving invocation will lose 1 point
permanently from their maximum willpower damage points. They must also
rest for 3d6 days. A character casting a life giving invocation must
rest for 1d6 months. A character may roll on the divine intervention
table instead of having to rest for 1d6 months.

LIGHTNING CLOUD (COR)
Ritual Point Cost: 20 per damage value
Failed Point Cost: 10 per damage value
Range: 15 feet per skill level
Duration: 1 phase per 3 skill levels (minimum 1 phase)
Area of Effect: one target
This invocation will cause a cloud of lightning to envelope the target.
Each phase the target is within the cloud they will receive 1 damage
value for every 20 ritual points spent on the cloud. The damage type is
edge and the location random. The maximum damage value is equal to the
skill level.

MUSTER (WIL)
Ritual Point Cost: 40 + 2d6
Failed Point Cost: 80
Range: 20 feet per skill level
Duration: 1 turn skill level
Area of Effect: one target
This invocation will raise a specific physical attribute by 1 point. The
invocation cannot be used to raise the same attribute but may be used on
different attributes on the same target.

REMEDY (EDC)
Ritual Point Cost: 50 + 3d6
Failed Point Cost: 25
Range: touch
Duration: permanent
Area of Effect: one person
The recipient of a remedy invocation will have any disease cured or
poison cleansed from the body.

SACRED GUARDIAN (WIL)
Ritual Point Cost: 500 + d66
Failed Point Cost: 200
Range: 30 feet per skill level
Duration: 1 day per skill level
Area of Effect: 1 foot radius per skill level
A character that steps into an area that has a sacred guardian
invocation on it must make a successful willpower attribute saving throw
to avoid fleeing. A character will feel cold and weak and flee for 10
phases. A character will not return to the spot that has a sacred
guardian upon it. A character casting the sacred guardian can specify 1
person per skill level that is unaffected by this invocation.

STAR BURST (DEX, OBS)
Ritual Point Cost: 40 + 2d6
Failed Point Cost: 10
Range: 10 feet per skill level
Duration: 1 turn per skill level
Area of Effect: 5 foot radius per skill level
This invocation will create light. It will nullify a control light spell
and most other forms of magical and non-magical darkness.

THRESHOLD (INT, WIL)
Ritual Point Cost: special
Failed Point Cost: 50
Range: 30 feet per skill level
Duration: 10 turns per skill level
Area of Effect: 1 foot radius per skill level
A being cannot pass a specific area of effect without making a
successful willpower attribute saving throw. The saving throw is
modified by the amount of ritual points used in the casting of the
invocation. Each attempt at passing throw the threshold will cost the
target 1d6 willpower damage points.

 Ritual Points                             Modifier
       5                                       0
      10                                      -1
      20                                      -2
      50                                      -3
      100                                     -4
      250                                     -5
      500                                     -6
      650                                     -7
      800                                     -8
     1000                                     -9

VEXATION (WIL)
Ritual Point Cost: 170 + d66
Failed Point Cost: 100
Range: 5 feet per skill level
Duration: 1 turn per skill level
Area of Effect: 1 target
The invocation will cause the target to become annoyed and angry. In
doing so they will inflict an extra 1d6 + 2 damage value (determined
once when cast). At the end of the duration the target will suffer 1d6 -
 2 willpower damage point loss.

VICTUALS (EDC)
Ritual Point Cost: 50 + 3d6
Failed Point Cost: 25
Range: 5 feet
Duration: Permanent
Area of Effect: n/a
This invocation will create enough food for one person for one day.


------------------------------------------------------------------------
Skill Name             Discipline  Attribute     Skill      Skill 
                                              Adv. Column   Mastery
------------------------------------------------------------------------
Banishment             Invocation  END, WIL        H          VII
Blessing               Invocation  DEX, EDC        E          VII
Blood Letting          Invocation  DEX, EDC        I          VII
Converse with Animals  Invocation  PER             E          VII
Exorcism               Invocation  EDC, INT        F          VII
Extract Curse          Invocation  INT, WIL        F          VII
Fire Swarm             Invocation  COR             H          VII
Grave Walker           Invocation  OBS, WIL        G          VII
Hex                    Invocation  WIL             H          VII
Insect Plague          Invocation  END, OBS        H          VII
Laying of the Hands    Invocation  DEX             H          VII
Life Giving            Invocation  WIL             I          VII
Lightning Cloud        Invocation  COR             H          VII
Muster                 Invocation  WIL             F          VII
Remedy                 Invocation  EDC             G          VII
Sacred Guardian        Invocation  WIL             G          VII
Star Burst             Invocation  DEX, OBS        E          VII
Threshold              Invocation  INT, WIL        F          VII
Vexation               Invocation  WIL             G          VII
Victuals               Invocation  EDC             E          VII
------------------------------------------------------------------------



=============================
=                           =
=   DEITIES AND DEMI-GODS   =
=                           =
=============================



DEITIES AND DEMI-GODS
All the deities have a common set of parameters.
Name: Deities listed in italics are evil deities and may not be
worshipped by the characters.
Title: Common names used by followers of that deity. Also shouted when
the character is in need of some divine intervention.
Focus: The deity's realm of knowledge.
Sphere of Control: The deity's principle followers. Where more than one
race is listed, the first race is the deity's prime followers. Other
races have adopted the deity out of necessity.
Place of Worship: The place were your deity likes you to pray to him or
her.
Colour: The deity's favourite colour usually worn by the characters
worshipping that deity.
Symbol: As above. Also displayed on temple and garments.
Skills: The skills a character receives when creating a character.
Following each skill is a d66 dice roll indicating the amount of skill
points received for that skill. Any d66 dice roll adjustments will not
bring the starting points below 1.

CREATING DEITIES
Gamemasters and players may design there own religions and deities using
the deities found in this section as a guide. Below are example listings
for the common titles, focuses, spheres of control, colours, places of
worship and symbols.

ADDRESSES and TITLES
Bearer              Mage
Bringer             Maker 
Brother/Sister      Master
Emperor/Empress     Prince/Princess
Father/Mother       Sage
Guardian            Son/Daughter
Hero/Heroine        Spawner
Keeper              Spirit
King/Queen          The ....
Knower              Tyrant
Lord/Lady           Wielder

SPHERE OF CONTROL
Dwarf
Elf
Half-Elf
Gnome
Halfling
Human
Reptiliad

PLACES OF WORSHIP
Battlefields
Fields
Gardens
Meadows

COLOURS
Amber                              Ivory
Blue                               Light Blue
Bronze                             Lime Green
Brown                              Orange
Black                              Purple
Crimson                            Red
Cyan                               Scarlet
Dark Red                           Silver
Emerald                            Tan
Gold                               White
Gray                               Yellow
Green                              

SYMBOLS
Animal                             Letter
Armour                             Musical Instrument
Astronomy                          Mythical Beast
Body Part (hand, foot, etc.)       Number
Creature                           Plant
Element                            Shield
Food                               Tool
Herb                               Weapon

FOCUS
Agriculture                        Love
Air                                Magic
Animals                            Moon
Archery                            Mountains
Astronomy                          Music
Beasts                             Poetry
Causes                             Protection
Childbirth                         Rivers
Chivalry                           Rogues
Courage                            Sea
Crafts                             Sky
Darkness                           Sleep
Death                              Thieves
Destruction                        Thunder
Earth                              Time
Evil                               Undead
Fire                               Underworld
Growing Things                     Vagabonds
Hate                               War
Healing                            Water
Hunting                            Weather
Ice                                Wine and Wild Behaviour
Knowledge                          Wisdom
Lakes                              
Life                               
Lightning

AFLAY
Seer Overlord, Oul's Keeper, Master of the Four Corners, Bringer of
Fortunes
Focus: God of astronomy
Sphere of Control: humans
Place of Worship: temples
Colour: silver
Symbol: three stars
Skills: astronomy (d66)

AGLIN
Guardian of the Sacred Arrow of Balboa, Emperor of the Ilit Valley,
Hydra's Worry
Focus: God of hunting
Sphere of Control: humans
Place of Worship: outdoors
Colour: blood red                  
Symbol: bow
Skills: tracking (d66 - 10),  bow (d66 - 15) 

ALYDUS
Knule's Daughter, Queen Alchemist, Stealer of Hearts and Minds, Breaker
of Will
Focus: Goddess of love
Sphere of Control: humans, halflings
Place of Worship: temples
Colour: scarlet                    
Symbol: mistletoe
Skills: herb lore (d66) and alchemy (d66)

AMBYR
Holder of the Darknest Pass, Proud Leader of the League of Five, Oh
Steadfast One, Builder of Synthia's Tomb
Focus: God of the cause
Sphere of Control: halflings
Place of Worship: temples
Colour: cyan
Symbol: shield
Skills: throw weapon (d66 - 20)

ARN
Lord Master of the Seven Glaciers, Hero of the Battle of Jhern, Driver
of the Silver Sleigh
Focus: God of ice
Sphere of Control: humans          
Place of Worship: marble temples
Colour: blue and silver            
Symbol: white bear
Skills: foraging (d66)

AVITOR
Lord Spirit, Wind Master, Elevated One, Bringer of Gradual Change
Focus: God of the sky and weather
Sphere of Control: humans, gnomes
Place of Worship: any high place
Colour: blue and white    
Symbol: pegasus
Skills: weather watching (d66)

BAUTH
The Great Tormenter, Deliverer of the Last Cataclysm, Mocking Wielder of
the Flame Whip, Mist Killer
Focus: God of death
Sphere of Control: all    
Place of Worship: temples
Colour: gold    
Symbol: raven
Skills: fire storm (d66)

BULAR
Timemaster, The Passive Sage, Overlord of the Five Planes, Watcher of
the Gate
Focus: God of time
Sphere of Control: humans 
Place of Worship: temples
Colour: ivory   
Symbol: lion
Skills: 1 education skill (d66)

CALIDBRINDAR
Forgotten Child in the House of Elterindar, Searcher for the Lands of
Old, The Downfallen One
Focus: God of just battles
Sphere of Control: elves  
Place of Worship: temples
Colour: dark green
Symbol: broken sword 
Skills: disarming (d66 - 10)

CAPELLA
The Dexterous Player of the Seven Instruments, The Sorrowful Widow, The
Peerless Soother
Focus: Goddess of music and art
Sphere of Control: humans 
Place of Worship: temples
Colour: lime green
Symbol: horse
Skills: music-play (d66 - 15), music-sing (d66 - 15), artistry (d66)

CARLYSUS
Kytra, Mover of Clouds, Life's Saviour
Focus: Goddess of air
Sphere of Control: humans
Place of Worship: lofty shrines
Colour: bronze
Symbol: clouds
Skills: weather watching (d66)

CAS
Maker of Many Things, Lord of the Fourth Flame, Guider of Hands
Focus: God of crafts
Sphere of Control: elves, humans
Place of Worship: Woods
Colour: yellow  
Symbol: two hands entwined
Skills: artistry (d66), 1  guild skill (d66)

CEARACINDAR
Keeper of the Fallen Star, Guider of the Lost, Mournful Mage of Terinear
Focus: God of astronomy
Sphere of Control: elves
Place of Worship: shrines
Colour: silver
Symbol: star
Skills: astronomy (d66), weather watching (d66 - 20)

CHRONIUM
Lord of the Great Hall, Bringer of the Lost Chest of Mur, Slayer of
Kraken
Focus: God of war
Sphere of Control: dwarves
Place of Worship: temples
Colour: bronze
Symbol: hammer
Skills: unarmed melee (d66)

DEKKEN
Vengeful Spawner of Lesser Ones, Prime Master of the Mogantah, Ever
Present Spirit
Focus: Goddess of beasts
Sphere of Control: evil things
Place of Worship: none
Colour: purple
Symbol: none
Skills: animal lore (d66), hex (d66)

DOSHINDA
The Crowning Silent One, Maker of the Conundrum, Nobles' Vexation
Focus: God of thieves and vagabonds
Sphere of Control: humans
Place of Worship: temples
Colour: dark red
Symbol: dagger
Skills: 1 special skill (d66 - 5)

DURIN
All Knowing, Bearer of the Weighted Shoulder, Fremlock's Punisher
Focus: God of wisdom
Sphere of Control: dwarves
Place of Worship: temples
Colour: gray
Symbol: mountain goat
Skills: philosophy (d66), tradition (d66)

EDE (Ed‰)
The Relentless Ruler of the Abyss, Hades Keeper, Pretentious Owner of
Queven's Quill
Focus: God of the underworld
Sphere of Control: all
Place of Worship: temples
Colour: dark blue
Symbol: An "X"
Skills: hex (d66), insect plague (d66)

ENADOW
Bringer of Pleasant Thought, Restorer of Will, Swath's Worry
Focus: Goddess of sleep and dreams
Sphere of Control: humans, halflings
Place of Worship: temples
Colour: silver
Symbol: clouds
Skills: philosophy (d66)

FAIREND
Sustainer of Life, Bringer of Eternal Hope, Bearer of the Emerald Wreath
Focus: God of healing
Sphere of Control: elves
    Place of Worship: wooden shrines
Colour: emerald
Symbol: nightingale
Skills: laying of the hands (d66 - 20), remedy (d66 / 2)

FATALYMITY
Master of the Three Spirits, Navigator of Acheron, The Skeletal Warrior
Focus: God of evil
Sphere of Control: all
Place of Worship: temples
Colour: none    
Symbol: none
Skills: blood letting (d66), grave walking (d66 + 10)

FIRMINIUM
Digger of Tunnels, The Crusher of Stone, Father of Gurthison, Mighty
Warrior of the Downfall
Focus: God of the earth
Sphere of Control: gnomes
Place of Worship: stone temples
Colour: brown and gray
Symbol: pick and shovel
Skills: caving (d66 + 10)

FORGIN
Master of the Four Realms, Lofty King of the Seven Heavens, Spirit of
the Ever Change
Focus: God of the wind 
Sphere of Control: gnomes
Place of Worship: temple
Colour: blue
Symbol: blue jay 
Skills:  weather watching (d66)

GAAVOUR
Farmer's Delight, Over Watcher of the Harvest, Keeper of the Unending
Basket
Focus: God of agriculture
Sphere of Control: humans
Place of Worship: fields
Colour: yellow
Symbol: sickle
Skills: farming (d66), herb lore (d66 / 2)

GARGOTH-FORN
Mighty Wielder of the Great Halberd, Orc's Bane, Death Bringer
Focus: God of war 
Sphere of Control: reptiliads  
Place of Worship: great hall
Colour: emerald
Symbol: halberd
Skills: pole-arm  weapon (d66 - 20) 

GENINA
Bringer of the Harvest, Mother of Nature, Queen of the Hardinian
Festival
Focus: Goddess of weather 
Sphere of Control: gnomes
Place of Worship: outdoors
Colour: gold    
Symbol: lightning bolt
Skills: weather watching (d66)

HALFINDOLIN
King of the Eastern Ones, Strong Handed Lord of the Seven Lands, Life
Blood, Haroque's Ouster
Focus: God of courage
Sphere of Control: elves
Place of Worship: temples
Colour: blue and silver        
Symbol: winged cat
Skills: battle cry (d66)

HOKINAL
Master of the Flora, Keeper of the Golden Leaf of Karnsoff, Tall One
Focus: God of things that grow
Sphere of Control: gnomes, elves
Place of Worship: forest
Colour: green and brown
Symbol: bundle of wheat
Skills: farming (d66 ), herb lore (d66 - 10)

ILITHIAN
Warrior's Delectation, The All Merciful, The Miraculous Hero of the
Downfall
Focus: God of healing
Sphere of Control: humans    
Place of Worship: temples
Colour: white                
Symbol: wreath
Skills: laying of the hands (d66 - 10), remedy (d66 - 20)

JURIK
Father of the Exordium, The Wicked Oppressor, Sitter on the Throne of
Benderium, The Dark Ruler
Focus: God of destruction
Sphere of Control: humans    
Place of Worship: none
Colour: ebon
Symbol: sceptre
Skills: lightning cloud (d66), hex (d66 + 10)

KATHRINA
Holder of Lox's Balance, The Unforgotten Heroine, Wielder of the
Banished Mace, Everlasting Sentinel of the Portal of Boron
Focus: Goddess of chivalry and courage
Sphere of Control: humans
Place of Worship: battlefields,     shrines
Colour: deep red             
Symbol: hawk
Skills: hafted weapon ( d66 - 30), disarming (d66 / 2)

KORE
Brother of Jurik, The Unyielding Guardian, Builder of Roque's Ward
Focus: God of protection
Sphere of Control: humans    
Place of Worship: stone temples
Colour: tan                  
Symbol: shield
Skills: threshold (d66), banishment (d66 - 30)

KRUME
Master of the Overwhelming Forge, Deft Craftsman of Metal, Lord of the
Stone
Focus: God of fire
Sphere of Control: dwarves
Place of Worship: lava cave
Colour: red                  
Symbol: hand
Skills: fire storm (d66)

LANDYS
Flowing Spirit of Tel-Mimbor, Overlord of Atlantia, Seaman's Plague
Focus: God of rivers and lakes
Sphere of Control: halflings, humans
Place of Worship: temples
Colour: blue
Symbol: rainbow
Skills: fishing (d66), diving (d66), swimming (d66)

LICA-RAISH
Spirit of the Old, Lady of Life, Keeper of the Inner Circle
Focus: Goddess of life
Sphere of Control: reptiliads
Place of Worship: shrines
Colour: yellow and blue
Symbol: yellow bands  
Skills: life giving (d66), laying of the hands (d66 - 10)

LOMA
Deliverer of Life, Infants' Saviour, The Peaceful Maiden
Focus: Goddess of childbirth
Sphere of Control: humans    , halflings, gnomes
Place of Worship: temples, gardens
Colour: white
Symbol: two circles joined by a smaller circle
Skills: general medicine (d66),  disease (d66)

LUPIEN
Solus' Bane, Master of the Canines, Thunder the Wolf
Focus: God of the moon
Sphere of Control: humans, gnomes
Place of Worship: temples
Colour: amber
Symbol: crescent moon
Skills: astronomy (d66 + 10)

LUMTHER
Quester of the Sacred Arrow of Balboa, The Enchanting Brother of Aglin,
The Great Fletcher, Master of the Bow
Focus: God of archery
Sphere of Control: humans, halflings
Place of Worship: temples
Colour: cyan
Symbol: golden bow
Skills: bow (d66 - 20), 1 general skill (d66)

MANDUKA
Slayer of Pauch's Son, The Fiery Champion of Goth-On-Cimbor, Flagon's
Helot, The Eternal Mercenary
Focus: God of war
Sphere of Control: humans 
Place of Worship: battles, temples
Colour: purple
Symbol: sword and mace
Skills: weighted weapon (d66 -25)

NIMIS
Bearer of the God Cup, Maker of Pleasantries, Courtesans' Delight,
Vindera's Lover
Focus: God of wine and wild behaviour
Sphere of Control: humans, dwarves
Place of Worship: temples
Colour: cherry
Symbol: goblet or similar
Skills: conviviality (d66 +10), 1 general skill (d66)

NOREZ
The Lonely Shepherd, Father of Flocks and Herds, The Astute Rider of
Galt, Murnich
Focus: God of animals
Sphere of Control: humans, halflings
Place of Worship: temples
Colour: ivory
Symbol: quill
Skills: 1 education skill (d66), animal lore (d66 + 10)

ONYSUS
Creator of the Penultimate Tablets, The All Knowing, Daughter of Ure
Focus: Goddess of wisdom
Sphere of Control: humans    
Place of Worship: temples
Colour: emerald
Symbol: owl
Skills: 2 education skills (d66 each)

OVAK-SHAR
Bone Crusher, Death's Friend, Wielder of the Gungar's Foe
Focus: God of war
Sphere of Control: reptiliads     
Place of Worship: battles, temples
Colour: brick red
Symbol: staff
Skills: quarterstaff (d66 - 10)

OVET-TAR-SHIMM
Keeper of Shaul's Bands, Forger of Weapons, Hero of Gremdock's Demise
Focus: God of strength
Sphere of Control: reptiliads
Place of Worship: temples
Colour: bronze
Symbol: trident
Skills: moving in armour (d66 + 10)

PAXTON
Thermae The Exalted, Scintilla the Dragon, Master of the Flaming Orb
Focus: God of fire
Sphere of Control: humans
Place of Worship: temples
Colour: red
Symbol: lizard
Skills: fire swarm (d66 -30)

PEANUR
Leader of the Lost Company, Zarknok's Bane, Friend of Thurundir, Light
Winged Bringer of Peace
Focus: God of air
Sphere of Control: elves
Place of Worship: temples
Colour: white
Symbol: eagle
Skills: stealth (d66), astronomy (d66)

QUEVEN
Mother of Elven Bards, Gracious Lady of Ilve-Avon, The Eternal Mourner,
Scribe of Gildragon's  Ballad
Focus: Goddess of music and poetry
Sphere of Control: elves
Place of Worship: halls
Colour: light blue
Symbol: harp
Skills: music-play (d66), artistry (+2d6)

REDYL
Master of the Three Oceans, Keeper of the Rancorous Siren, Thetis, The
Billowy Emperor of Neptous
Focus: God of the sea
Sphere of Control: humans
Place of Worship: temples, island shrines
Colour: aqua
Symbol: mermaid
Skills: swimming (d66), seamanship (d66)

REGIMM
Hero of the Arden Tournament, Bearer of Hope and Courage, High Lord of
the East, The Grand Master
Focus: God of Battle
Sphere of Control: gnomes 
Place of Worship: forests
Colour: amber
Symbol: shrub
Skills: laying of the hands (d66 -40), spear (d66 - 10)

ROCHEN
Man's Worry, Slayer of Boron, The Covetous Tyrant
Focus: Goddes of hate
Sphere of Control: all
Place of Worship: temples
Colour: dark green
Symbol: puma
Skills: insect plague (d66), hex (d66), blood letting (d66)

SCANELLUM
Father of Tharda and Davin, Master of the Ten Ways, Builder of the
Imperishable Structure, The Supreme Wizard
Focus: God of magic
Sphere of Control: humans
Place of Worship: towers
Colour: all magic colours 
Symbol: unicorn
Skills: succour (d66 - 10), astronomy (d66)

SHULE-ANNON
Lord Jester, Master of a Thousand Ways, Maker of King's Feast
Focus: God of dance and music
Sphere of Control: reptiliads  
Place of Worship: temples
Colour: dark green
Symbol: drum
Skills: dance (d66 - 10), music-play (d66)

SOLUS
Luminous, Chaser of Lupien, Bronze Footed King of Aurora
Focus: God of the sun
Sphere of Control: all    
Place of Worship: open temples
Colour: bright yellow
Symbol: phoenix
Skills: 1 survival skill (d66), star burst (d66 - 10)

STROLUMIN
Lord of Metals, Maker of the Forgotten Hammer, Chosen Inscriber of the
Sacrosanct Oath
Focus: God of metal and earth
Sphere of Control: dwarves
Place of Worship: caves
Colour: charcoal and red
Symbol: hammer
Skills: smithing (+2d6), runes (d66)

SWARTH
Killer of the Tromes of Boria, The Haunting Shadow, The Dark Sage
Focus: God of darkness
Sphere of Control: all
Place of Worship: black temples
Colour: dark gray or dark blue
Symbol: raven
Skills: camouflage (d66), grave walker (d66)

SYNTHINA
Visionary Daughter of Wadorin, Weilder of the Golden Thrusher, Lady of
the Forever Field
Focus: Goddess of the harvest
Sphere of Control: halflings
Place of Worship: fields
Colour: green
Symbol: sickle
Skills: farming (d66), weather watching (d66 - 20)

TERRAN
Watcher of the Barrows, The Isthmus, The Earthly Prince of Faldoin, The
Perennial Tiller
Focus: God of the earth
Sphere of Control: humans 
Place of Worship: underground caves
Colour: brass   
Symbol: triangle
Skills: caving (d66), 1 education skill (d66 - 10)

THORES
Wielder of the Forgotten Hammer, Slayer of Hoginfer, The Fearful One,
Producer of Omens
Focus: God of thunder and lightning
Sphere of Control: humans
Place of Worship: temples
Colour: black and silver
Symbol: two lightning bolts crossing over a cloud
Skills: weighted weapon (d66 - 10)

TORLON
Lord of the Mighty Alpines, The Unavailing King of Redow, The Cumbrous
User of Falix's Shield
Focus: God of mountains
Sphere of Control: humans, dwarves
Place of Worship: temples
Colour: amber
Symbol: eagle
Skills: mountaineering (d66), geography (d66)

URE
The Elated Driver of the Navensek, Maker of the Gratis Elixir, Bringer
of Good Fortune
Focus: God of life
Sphere of Control: all
Place of Worship: temples
Colour: orange
Symbol: chariot pulled by a three lions
Skills: embalming (d66), life giving (d66 - 15)

VERGE
Grandmaster Father of Seers, Riddler's Bane, Seeker of the Great Truth
Focus: God of knowledge
Sphere of Control: humans, elves
Place of Worship: temples
Colour: white and yellow
Symbol: scroll
Skills: 2 education skills (d66 each)

VULTH
Death's Acolyte, Wearer of the Crown of Doth, Ure's Nemesis, Breaker of
Hurn's Circle
Focus: Ruler of the undead
Sphere of Control: undead
Place of Worship: temples
Colour: crimson
Symbol: solid half circle
Skills: hex (d66), banishment (d66 + 30), grave walker (d66 + 10)

WADORIN
Strong One of the Final Battle, Hero of the Forsaken Battle, Slayer of
Korik, Filler of the Lake of Tears
Focus: God of protection
Sphere of Control: halflings
Place of Worship: temples
Colour: red
Symbol: sword, sling
Skills: threshold (d66 - 15), disarming (d66 - 30), flexible weapon (d66
/ 2)

ZAR
Lady of Light, All Giving, Durin's Saviour, Gifted Child of the First
One
Focus: Goddess of Life
Sphere of Control: dwarves
Place of Worship: temples
Colour: purple
Symbol: urn
Skills: life giving (d66 - 30), laying of the hands (d66)


================
=              =
=   PSIONICS   =
=              =
================


Psionic talents are powers that the character may possess in a form
similar to a magic spell. Psionic talents use the character's mental
power to alter and change reality. Although these talents are comparable
in design and function to magic-user spells, they are not true magic
spells. They cannot be altered by purple or crystal spells and cannot be
dispelled (except by the character using them) or detected through
magical means. Talents can only be affected by other talents. Some
orange spells can alter psionic talents and are stated in the spell
description.

PSIONIC SKILLS
Talents are skills and as so, are treated just like skills with regards
to purchasing, improving, skill levels, skill points, and skill saving
throw. Most talents are picked when a character is created and there is
a chance that a character will begin the game with one free talent. A
character may only learn talents after the character has been created if
the characters gains instruction by a master of a skill level 10 or
better (see Learning Skills for more detail). A character must have a
skill level of least one to use any talent.
 All talents are used during a combat turn during the specific talent's
skill action phase.
 The only limitation on using a talent is that the character cannot be
doing anything else at the time.

USING TALENTS
Characters do not have a source of power like ritual points or magic
sources to use psionic talents. Instead they rely on their own willpower
and endurance. Beside each talent is the point cost for using the
talent.
 If the character fails the skill saving throw while trying to use a
talent, they will still lose the endurance damage points and 1 willpower
damage point.

TALENTS
Every talent has some a common set of parameters associated with it.
Name: The name of the talent. Beside the name are the attributes used to
determine the skill saving throw. 
Willpower Damage Point Cost: The cost to the character using the talent
in willpower damage if the talent is  successful.
Endurance Damage Point Cost: The cost to the character using the talent
endurance damage whether or not the talent was successful.
Range: The maximum distance the talent can be used.
Duration: The amount of time the talent will last. The character may end
the talent at any time.
Area of Effect: The character using the talent does not have to extend
the area of effect to the maximum listed. If a minimum area of effect is
listed, the area must be set at least to this size.

CLAIRAUDIENCE (PER, WIL)
Willpower Damage Point Cost: 1d6
Endurance Damage Point Cost: 2d6
Range: special
Duration: 1 turn
Area of Effect: 1 thing or area
The power to hear something not present to the ear but regarded as
having objective reality.

CLAIRVOYANCE (OBS, WIL)
Willpower Damage Point Cost: 1d6
Endurance Damage Point Cost: 2d6
Range: special
Duration: 1 turn
Area of Effect: 1 thing or area
Allows the user to locate or see things that are out of sight. The
ability to perceive matters beyond the range of ordinary vision.

ESP (INT, WIL)
Willpower Damage Point Cost: 1d6
Endurance Damage Point Cost: 2 per turn
Range: 10 feet per skill level
Duration: 1 turn per 2 EDP
Area of Effect: 1 target
The ability to read the thoughts of another being. After the thoughts
have been read, 2d6 is rolled. If a 2 is rolled the target of the ESP is
aware that they are being probed.

HEMISPHERIC ANNIHILATION (END, STR)
Willpower Damage Point Cost: 3d6 + 6
Endurance Damage Point Cost: 4d6 + 3
Range: 20 feet per skill level
Duration: instantaneous and 2 phases per skill level
Area of Effect: 1 target
This psionic talent causes massive internal pain and haemorrhaging
within the target's brain. If the target fails a saving throw versus
willpower, they will stop all actions and fall to the ground clutching
their head. The target will stay on the ground for 2 phases per skill
level. The saving throw is modified by -1 per 3 skill levels in the
talent. The target of the attack will also suffer 2d6 + 1 per skill
level willpower damage points and lose 3d6 endurance damage points.
There is a chance that if the victim survives the attack, they will
become affected in some manner. Roll d66 and consult the table below.

                      Dice roll     Result
                         11         Target is a complete vegetable
                         12         Target becomes paranoid
                         13         Target becomes schizophrenic
                         14         Target becomes  psychopathic
                         15         Target becomes delusional
                         16         Target suffers a nervous breakdown
                        21-26       Target loses memory of 4d6 previous weeks
                        31-66       Nothing

MATERIALIZATION (EDC, INT)
Willpower Damage Point Cost: 4d6 + 2
Endurance Damage Point Cost: 1d6 per turn
Range: 15 feet per skill level
Duration: instantaneous + 1 turn per 1d6 EDP
Area of Effect: 5 feet per skill level
The talent will cause any sprit to materialize. If the sprit is
friendly, the character may converse and interact with the ghost. If the
character is holding a seance, the willpower cost is reduced to 2d6 + 4.

MENTAL BLEND (EDC, INT)
Willpower Damage Point Cost: special
Endurance Damage Point Cost: special
Range: 1 foot per skill level
Duration: instantaneous
Area of Effect: 1 target
This talent allows the user to heal damage on a character. The amount of
damage is dependant on the willpower and endurance costs.

  Healing Type                          Cost
  Heal one Body Damage Point            1 WDP + 6 EDP
  Heal five Endurance Damage Points     1 WDP + 1d6 EDP
  Mend Broken Bone                      3d6 WDP + 4d6 EDP
  Restore 1 Willpower Damage Point      1d6 / 2 WDP + 10 EDP


MIND SHIELD (STR, WIL)
Willpower Damage Point Cost: 1d6 + 1 per hour
Endurance Damage Point Cost: 3 per hour
Range: self
Duration: 1 hour plus 1 hour per willpower damage point
Area of Effect: self
The psionic talent will stop any psionic based skill from affecting the
character. If a psionic talent is used on a character with an operating
mind shield, there is a 1 in 6 chance (1d6) that the target will be
aware that they are under attack. The character cannot regain endurance
damage points while operating the mind shield. The shield will operate
for 1 hour plus 1 hour per willpower damage point. This point cost can
be spent at any time during the spell to lengthen the duration.

PREMONITION (INT)
Willpower Damage Point Cost: 1d6
Endurance Damage Point Cost: 1d6
Range: 20 feet per skill level
Duration: 1 turn per skill level
Area of Effect: 2 foot radius per skill level
The character will receive warnings and notices regarding the outcome of
actions taken by them or the group. The anticipation of the event will
come automatically while the talent is functioning.

PSIONIC WRACK (END, WIL)
Willpower Damage Point Cost: 2d6 
Endurance Damage Point Cost: 5 plus 3 per damage point
Range: 10 feet per skill level
Duration: instantaneous
Area of Effect: 1 target
The target of psionic wrack will suffer 1d6 + 2 willpower damage points
loss. If the target fails a willpower attribute saving throw, they will
also suffer 1 additional willpower damage point loss per 3 endurance
points spent on the attack.

PSYCHOMETRY (DEX, INT)
Willpower Damage Point Cost: 1d6 + 5
Endurance Damage Point Cost: 2d6
Range: 1 foot per skill level
Duration: 1 turn per skill level
Area of Effect: 1 object
The ability to discern facts and events surrounding an object or its
owner through close contact with the object.

TELEKINESIS (STR, WIL)
Willpower Damage Point Cost: 1d6 + 1
Endurance Damage Point Cost: 1 per oz
Range: 20 feet per skill level
Duration: 1 turn per skill level
Area of Effect: 1 item
The ability to move objects and bend items without physical contact. The
wielder of this talent can move 1 ounce per skill level.

TELEPATHY (INT, PER)
Willpower Damage Point Cost: 1d6 / 2 plus 1 per 5 words
Endurance Damage Point Cost: 2 per word
Range: 1 mile per skill level
Duration: special
Area of Effect: 1 target
The user of this psionic talent can send a message to another person
through extrasensory means. The length of the message is dependent on
the amount of willpower and endurance damage points spent. For willpower
point cost, the amount required to send the message is always rounded up
to the next higher level. For example, sending a 6 word message would
cost (1d6 / 2) plus 2 WDP and 12 EDP.

WILL PUPPET (INT, WIL)
Willpower Damage Point Cost: special
Endurance Damage Point Cost: special
Range: 30 feet per skill level
Duration: half turn per skill level
Area of Effect: 1 target
Through the use of this psionic talent, a character can control the
actions of the other being. In order to do so, they must use enough
points to overcome the characters willpower attribute score. A
successful intuition attribute saving throw will reveal the target's
willpower attribute score prior to using this talent. The target will
not perform any actions strongly against its morals (e.g. kill
themselves, etc...)

   Willpower Attribute Score       WDP       EDP
              2-5                  1d6       1d6
              6-8                  1d6 + 2   2d6
               9                   1d6 + 3   2d6 + 2
              10                   1d6 + 4   2d6 + 4
            +1 (n)                 2d6  + n  3d6 +  n
            
========================================================================
Skill                                         Skill      Skill
Name              Discipline     Attribute Advancement  Mastery
------------------------------------------------------------------------
Clairaudience     Psionic Talent PER, WIL       H         VI
Clairvoyance      Psionic Talent OBS, WIL       H         VI
ESP               Psionic Talent INT, WIL       H         VI
Hemispheric Ann.  Psionic Talent END, STR       I         VI
Materialization   Psionic Talent EDC, INT       H         VI
Mental Blend      Psionic Talent EDC, INT       I         VI
Mind Shield       Psionic Talent STR, WIL       H         VI
Premonition       Psionic Talent INT            H         VI
Psionic Wrack     Psionic Talent END, WIL       I         VI
Psychometry       Psionic Talent DEX, INT       H         VI
Telekinesis       Psionic Talent STR, WIL       I         VI
Telepathy         Psionic Talent INT, PER       I         VI
Will Puppet       Psionic Talent INT, WIL       I         VI
=======================================================================

==========================================================
                  SKILL ADVANCEMENT TABLE
Skill
Level   A    B    C    D    E    F    G    H    I
----------------------------------------------------------
0       0    0    0    0    0    0    0    0    0
1       2    4    5    7    9    10  12   15   17
2       5    7    8    11   13   15  17   21   23
3       11   13   14   18   20   23  25   30   32
4       19   21   23   27   30   35  38   44   47
5       30   33   36   41   45   51  55   62   67
6       44   48   52   58   63   71  75   84   90
7       61   66   71   78   85   95  100  110  118
8       75   81   87   95   104  116 121  140  150
9       86   92   100  111  122  136 141  172  185
10      94   100  109  117  139  156 161  206  225
11      100  106  115  127  151  170 176  223  245
+1      +3   +4   +4   +5   +6   +6  +7   +7   +8
===========================================================

===========
=         =
=  PRICE  =
=         =
===========


In a medieval society, goods would primarily exchange hands
through bartering or the offering of services. Coins would be
scarce and too cumbersome (heavy) to carry around for practical
day to day needs. In a fantasy game, we can assume coins are
abundant and payment of good and services is primarily made
through the use of coins. Without this, play would be become too
time consuming. Imagine spending the entire gaming session trying
to purchase goods when the merchant has no coins and the
character has to barter, perform or extract services. Then
multiply this by each shop each character must visit. There would
be no time for adventuring!
 There is though, a limitation on coins. Gold pieces and gold
sovereigns are rare indeed and not in common circulation.
Merchants may be hard pressed to break (and not desire) such high
domination of coins. 

MONETARY SYSTEM

              5  gold pieces  =  1  gold sovereign (gs)

          100  silver pieces  =  1  gold sovereign (gs)
           20  silver pieces  =  1  gold piece (gp)

         1000  copper pieces  =  1  gold sovereign (gs)
          200  copper pieces  =  1  gold piece (gp)
           10  copper pieces  =  1  silver piece (sp)

         2 1/2 copper pieces  =  1  copper piece (cp)

MONEY CHANGERS
Throughout kingdoms and lands, coins are usually minted by local
(royal) mints. Coins from one area are usually not accepted in
other areas. The exception is the gold sovereign (crown). This
gold crown is accepted anywhere. Copper, silver and gold pieces
will usually have to be exchanged within the kingdom or land for
the currency of that land. Money changers are special merchants
who will exchange foreign coins for local coins. The cost to
perform this service will vary but fall between 1-5% of the
amount of coins converted.

OCCUPATIONAL REWARDS
A character begins the game with basic clothing only (shirt,
pants, belt and shoes). A character will also receive starting
money based on a dice roll, social rank and any additional aging
when character is created. This represents money and items
accumulated from the characters previous occupation and past.
Characters will usually make money from adventuring or completing
tasks or missions of great importance. When times are tough,
characters may make money by resorting to their occupational
(guild) skills. Below is the rate of pay per day based on the
character's guild mastery. This assumes the character can find a
guildhall and sign up to work for a guild master. The cost to
sign up (guild fee) is also indicated.

Mastery                    Guild Fee      Base Pay per Day
Apprentice                 2 cp           1/2 cp
Apprentice II              3 cp           1 cp
Apprentice III             4 cp1          1/2 cp
Apprentice IV              5 cp           2 cp
Journeyman                 6 cp           4 cp
Journeyman II              6 cp           5 cp
Journeyman III             7 cp           6 cp
Journeyman IV              7 cp           7 cp
Journeyman V               1 sp           9 cp
Master I                   3 sp           1 sp
Master +1                  +1 sp          +1 sp

HAGGLING
Costs for items on the price list are rough estimates. Some
regions may have an abundance of items or raw materials and
therefore would have lower prices. Conversely, other items may be
more expensive if the shops are low on goods. The price list is
rough guide and can be changed accordingly. Characters are free
to haggle over the price for any item. Again, gamemasters may
reduce or speed this process along or entire sessions may be
spent on buying equipment. Although some amount of haggling is
fun and part of the nature of role-playing games.

SELLING TREASURE
Merchants will purchase gems and jewellery at a third of the
selling price. In these instances it is best to trade for other
items. It is even more difficult to find buyers for magic items
or potions. Magic users or alchemists usually do not advertise
their locations or presence within cities. Discretion should be
taken by both parties when magical objects are concerned.

PRICE LIST
The prices on the equipment list are given in copper pieces.
Armour: The price for armour is given as a number times its
encumbrance value. Cross indexing the body location with the type
of armour will yield the encumbrance weight. For example, a
laminated stomach piece weighs 22. To purchase a plate groin
piece would cost the character 300 (50 x 6) copper pieces. A
chainmail half-helm would cost 200 copper pieces (40 x 10 x 1/2).
Studs must be affixed to either leather or quilt. Scalemail must
be sewn to cloth, padding or quilt. Ringmail must be affixed to
leather, quilt or cloth. There is no encumbrance for cloth.
Weapons: Add an additional 50% on the cost of the weapon for a
silver coating (e.g. a 1400 cp sword would cost 2100 cp if it was
silver coated). Superior or inferior craftsmanship modifiers are
figured last. The above sword of superior craftsmanship would be
worth 8400 cp (2100 x 4).
Horses: The extra cost of 1000 copper pieces may be added to any
type of horse to make it a warhorse.

MODIFIERS

Clothing
Average Quality      x1
Good Quality         x2
Poor Quality         x1/2

Weapons
Average Craftsmanship        x1    
Inferior Craftsmanship       x1/2
Superior Craftsmanship       x4    
Silver Arrow                 +25 cp 
Silver Bolt                  +40 cp 
Silver Sling Bullet          +20 cp  
Silver Weapon (coating)      x1.5
+1 DV                        +500 cp
+2 DV                        +1000 cp
+3 DV (mithril)              +2000 cp
-1 DV                        -100 cp
-2 DV                        -300 cp
-3 DV                        -500 cp


Helmets
Coif (3/4 Helm)      x3/4
Full Helm            x1
Great Helm           x2
Half Helm            x1/2

SUGGESTED EQUIPMENT LISTS
Below are some suggested equipment packs and bundles. Gamemasters
may want to use these lists as  guidelines for non-player
characters.

Standard Pack: backpack, bedroll, cloak, needle and thread,
pouches (2), 2 weeks rations, 50 feet of rope, sack, soap, knife,
fork, plate, cup, tinder
box, tinder/flint/steel, torches (5), waterskin, soap, spikes (5)
(total cost: 332 cp)

Extra Clothing: shirt, pants, belt and shoes (total cost: 37 cp)

Herb Pack 1: quickheal (2), tangy leaf (2), hunder nut (1) (total
cost: 315 cp)
Herb Pack 2: thyrmus (1) , segna (1) (total cost: 430 cp)
Herb Pack 3: sprog (1), plute moss (1), dwarf lotus (1) (total
cost: 1630 cp)

Additions
Alchemist: herbs, pouches (3), candle
Assassin: pouch, poisons
Barbarian: leather boots, hatchet, all weather cloak, scabbard,
weapon 
Bard: musical instrument, scroll tube, ink, inkwell, quill, paper
Brigand: scabbard, weapon
Buccaneer: scabbard, weapon
Burglar: chisel, extra rope, grappling hook, wedge, chalk, sack
(2), lock pick tool
Cleric: cross, beads, vial filled with holy (blessed) water
Cutpurse: extra clothing, cloak 
Druid: pouches (3), herbs, lantern
Freebooter: scabbard, weapon, extra rope, lock pick tool
Knight: shield (kite), horse, bit, bridle, reins, saddle, saddle
blanket, horse (medium), surcoat
Magic-User: scroll tubes, ink, inkwell, quill, incense, vial,
paper 
Martialist: leather armour 
Physician: pouches (2), herbs, cloth
Ranger: leather boots, bow and 20 arrows, quiver, all weather
cloak, scabbard, weapon 
Warrior: armour, shield (round-metal), scabbard, weapon 

WEIGHTS and MEASURES
Below is a list of common units. Weights are broken down using
the apothecaries' system of measuring.

WEIGHT
     
UNIT                        SYMBOL      EQUIVALENT
ton, short                  t           20 short hundredweight
ton, long                   t           20 long hundredweight
hundredweight, short                    100 pounds
hundredweight, long                     112 pounds
pound                       lb          12 ounces
ounce                       oz          8 drams
dram                        dr          3 scruples
scruple                     s           20 grains
grain                       gr          0.05 scruple

CAPACITY
      
UNIT                        SYMBOL      EQUIVALENT
bushel                      bu          4 pecks
peck                        pk          2 gallons
gallon                      gal         4 quarts
quart                       qt          2 pints
pint                        pt          4 gills
gill                        gi          5 fluidounces
fluidounce                  fl oz       30 fluidrams
fluidram                    fl dr       60 minims
minim                       min         1/60 fluidram

LENGTH
       
UNIT                        SYMBOL      EQUIVALENT
league                      lg          3 miles
mile                        mi          5280 feet, 320 rods
                                        1760 yards
rod                         rd          5.50 yards, 16.5 feet
yard                        yd          3 feet, 36 inches
foot                        ft or '     12 inches
inch                        in or "     1/12 foot

AREA
       
UNIT                        SYMBOL      EQUIVALENT
acre                        a           4840 square yards
                                        43560 square feet

ARMOUR
Barding, Chainmail . . . . . . . . . . . . . . . . . 13000
Barding, Leather . . . . . . . . . . . . . . . . . . .1400
Breast Plate (plate armour). . . . . . . . . . . . . .2600
Buckler (metal). . . . . . . . . . . . . . . . . . . . 350
Chainmail (armour) . . . . . . . . . . . . . . . . .40xEnc
Coif (chainmail) . . . . . . . . . . . . . . . . . . . 300
Cowl (chainmail) . . . . . . . . . . . . . . . . . . . 500
Fur (armour) . . . . . . . . . . . . . . . . . . . . 8xEnc
Gauntlet (plate armour). . . . . . . . . . . . . . . . 150
Gorget (plate armour). . . . . . . . . . . . . . . . . 300
Grieve, Calf (plate armour). . . . . . . . . . . . . . 600
Grieve, Lower Arm (plate armour) . . . . . . . . . . . 550
Habergeon (chain). . . . . . . . . . . . . . . . . . .7000
Habergeon (leather). . . . . . . . . . . . . . . . . . 690
Habergeon (padding). . . . . . . . . . . . . . . . . . 455
Hauberk (chain). . . . . . . . . . . . . . . . . . . .8200
Hauberk (leather). . . . . . . . . . . . . . . . . . . 830
Hauberk (padding). . . . . . . . . . . . . . . . . . . 605
Helmet, Cap (plate armour « helm). . . . . . . . . . . 300
Helmet, Full Helm (plate armour) . . . . . . . . . . . 600
Helmet, Great Helm (plate armour). . . . . . . . . . .1200
Laminated (armour) . . . . . . . . . . . . . . . . .45xEnc
Leather (armour) . . . . . . . . . . . . . . . . . .10xEnc
Leggings, Half (leather) . . . . . . . . . . . . . . . 120
Leggings, Full (leather) . . . . . . . . . . . . . . . 340
Mithril (chain - armour) . . . . . . . . . . . . . 160xEnc
Mitten (chainmail) . . . . . . . . . . . . . . . . . . 120
Padding (armour) . . . . . . . . . . . . . . . . . . 5xEnc
Plate (armour) . . . . . . . . . . . . . . . . . . .50xEnc
Quilt (armour) . . . . . . . . . . . . . . . . . . .15xEnc
Ring (armour). . . . . . . . . . . . . . . . . . . .25xEnc
Roundel (plate armour) . . . . . . . . . . . . . . . . 100
Scale (armour) . . . . . . . . . . . . . . . . . . .30xEnc
Shield, Round (wood) . . . . . . . . . . . . . . . . . 200
Shield, Round (metal). . . . . . . . . . . . . . . . .1300
Shield, Kite (metal) . . . . . . . . . . . . . . . . .2600
Shield, Wall (wood). . . . . . . . . . . . . . . . . . 650
Shield, Repairing. . . . . . . . . . . . . . . .55 per hit
Shirt, Long Sleeve (chain) . . . . . . . . . . . . . .5360
Shirt, Long Sleeve (fur) . . . . . . . . . . . . . . . 384
Shirt, Long Sleeve (leather) . . . . . . . . . . . . . 550
Shirt, Long Sleeve (padding) . . . . . . . . . . . . . 350
Shirt, Long Sleeve (plate) . . . . . . . . . . . . . .8100
Shirt, Long Sleeve (quilt) . . . . . . . . . . . . . . 660
Shirt, Long Sleeve (ring/cloth). . . . . . . . . . . .1115
Shirt, Long Sleeve (ring/leather). . . . . . . . . . .1650
Shirt, Long Sleeve (ring/quilt). . . . . . . . . . . .1760
Shirt, Long Sleeve (scale/cloth) . . . . . . . . . . .1725
Shirt, Long Sleeve (scale/padding) . . . . . . . . . .2060
Shirt, Long Sleeve (scale/quilt) . . . . . . . . . . .2370
Shirt, Long Sleeve (splint). . . . . . . . . . . . . .1860
Shirt, Long Sleeve (studs/cloth) . . . . . . . . . . . 335
Shirt, Long Sleeve (studs/leather) . . . . . . . . . . 950
Shirt, Short Sleeve (chain). . . . . . . . . . . . . .4560
Shirt, Short Sleeve (fur). . . . . . . . . . . . . . . 320
Shirt, Short Sleeve (laminated). . . . . . . . . . . .5130
Shirt, Short Sleeve (leather). . . . . . . . . . . . . 450
Shirt, Short Sleeve (padding). . . . . . . . . . . . . 290
Shirt, Short Sleeve (plate). . . . . . . . . . . . . .6800
Shirt, Short Sleeve (quilt). . . . . . . . . . . . . . 540
Shirt, Short Sleeve (ring/cloth) . . . . . . . . . . . 910
Shirt, Short Sleeve (ring/leather) . . . . . . . . . .1350
Shirt, Short Sleeve (ring/quilt) . . . . . . . . . . .1440
Shirt, Short Sleeve (scale/cloth). . . . . . . . . . .1420
Shirt, Short Sleeve (scale/padding). . . . . . . . . .1700
Shirt, Short Sleeve (scale/quilt). . . . . . . . . . .1950
Shirt, Short Sleeve (splint) . . . . . . . . . . . . .1560
Shirt, Short Sleeve (stud/cloth) . . . . . . . . . . . 320
Shirt, Short Sleeve (studs/leather). . . . . . . . . . 770
Splint (armour). . . . . . . . . . . . . . . . . . .30xEnc
Studs (armour) . . . . . . . . . . . . . . . . . . .20xEnc
Suit, Armour (plate) . . . . . . . . . . . . . . . . 14400

CLOTHING
Belt . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Boots, Heavy . . . . . . . . . . . . . . . . . . . . . .95
Boots, Leather . . . . . . . . . . . . . . . . . . . . .60
Boots, Riding. . . . . . . . . . . . . . . . . . . . . 115
Cape . . . . . . . . . . . . . . . . . . . . . . . . . .12
Cloak  . . . . . . . . . . . . . . . . . . . . . . . . .17
Cloak (all weather). . . . . . . . . . . . . . . . . . .45
Coat . . . . . . . . . . . . . . . . . . . . . . . . . .23
Gloves . . . . . . . . . . . . . . . . . . . . . . . . .28
Gown . . . . . . . . . . . . . . . . . . . . . . . . . .10
Hat. . . . . . . . . . . . . . . . . . . . . . . . . . .25
Needle . . . . . . . . . . . . . . . . . . . . . . . . . 2
Quiver (holds 20 arrows) . . . . . . . . . . . . . . . .20
Pants. . . . . . . . . . . . . . . . . . . . . . . . . .10
Pouch. . . . . . . . . . . . . . . . . . . . . . . . . . 3
Robes. . . . . . . . . . . . . . . . . . . . . . . . . .20
Sandals. . . . . . . . . . . . . . . . . . . . . . . . .18
Scabbard . . . . . . . . . . . . . . . . . . . . . . . .25
Sheath (dagger). . . . . . . . . . . . . . . . . . . . .15
Shirt. . . . . . . . . . . . . . . . . . . . . . . . . .10
Stockings. . . . . . . . . . . . . . . . . . . . . . . . 9
Surcoat. . . . . . . . . . . . . . . . . . . . . . . . .15
Thread (100'). . . . . . . . . . . . . . . . . . . . . . 1
Thread, Coloured (50') . . . . . . . . . . . . . . . . . 2
Thread, Gold (25') . . . . . . . . . . . . . . . . . . . 4
Thread, Silver (50') . . . . . . . . . . . . . . . . . . 3
Tunic. . . . . . . . . . . . . . . . . . . . . . . . . .13

FOOD and LODGING
Ale (barrel) . . . . . . . . . . . . . . . . . . . . . 200
Ale (pint) . . . . . . . . . . . . . . . . . . . . . . . 1
Barley (1 bushel). . . . . . . . . . . . . . . . . . . . 2
Brandy (1 oz). . . . . . . . . . . . . . . . . . . . . . 8
Bread (loaf) . . . . . . . . . . . . . . . . . . . . . . 2
Cheese (6 oz). . . . . . . . . . . . . . . . . . . . . . 2
Cider (pint) . . . . . . . . . . . . . . . . . . . . . . 1
Corn ( 1 bushel) . . . . . . . . . . . . . . . . . . . . 2
Eggs (12). . . . . . . . . . . . . . . . . . . . . . . . 3
Flax (1 bushel). . . . . . . . . . . . . . . . . . . . . 9
Flour (1lb). . . . . . . . . . . . . . . . . . . . . . . 2
Hay (1 bushel) . . . . . . . . . . . . . . . . . . . . . 1
Lodging (common) . . . . . . . . . . . . . . . . 7 per day
Lodging (room) . . . . . . . . . . . . . . . . .20 per day
Lodging (single) . . . . . . . . . . . . . . . 45+ per day
Mead (pint). . . . . . . . . . . . . . . . . . . . . . . 5
Meal (excellent) . . . . . . . . . . . . . . . . . . . . 7
Meal (heavy) . . . . . . . . . . . . . . . . . . . . . . 4
Meal (light) . . . . . . . . . . . . . . . . . . . . . . 2
Oats (1 bushel). . . . . . . . . . . . . . . . . . . . . 2
Oil, Cooking (1 oz). . . . . . . . . . . . . . . . . . . 2
Rations (1 week) . . . . . . . . . . . . . . . . . . . .70
Rye (1 bushel) . . . . . . . . . . . . . . . . . . . . . 2
Salt (pound) . . . . . . . . . . . . . . . . . . . . . . 2
Spices . . . . . . . . . . . . . . . . . . . . 1-10 per oz
Vegetables (lb). . . . . . . . . . . . . . . . . . . . 1-8
Wheat (1 bushel) . . . . . . . . . . . . . . . . . . . . 3
Wine (glass) . . . . . . . . . . . . . . . . . . . . . . 4
Wine (2 pints) . . . . . . . . . . . . . . . . . . . . .15

FURNITURE
Bed. . . . . . . . . . . . . . . . . . . . . . . . . . .70
Bench. . . . . . . . . . . . . . . . . . . . . . . . . .27
Chair. . . . . . . . . . . . . . . . . . . . . . . . . .35
Chesterfield . . . . . . . . . . . . . . . . . . . . . 120
Cushion, Chair . . . . . . . . . . . . . . . . . . . . .15
Cushion, Chesterfield. . . . . . . . . . . . . . . . . .25
Desk . . . . . . . . . . . . . . . . . . . . . . . . . 135
Table. . . . . . . . . . . . . . . . . . . . . . . . . .60
Throne . . . . . . . . . . . . . . . . . . . . . . . . 800

HERBS
Achnyr (herb). . . . . . . . . . . . . . . . . . . . . 450
Alta (herb). . . . . . . . . . . . . . . . . . . . . . 360
Car-Turn (herb). . . . . . . . . . . . . . . . . . . . 300
Dwarf Lotus (herb) . . . . . . . . . . . . . . . . . . 700
Goldenroot (herb). . . . . . . . . . . . . . . . . . .1000
Hunder (herb). . . . . . . . . . . . . . . . . . . . . .75
Jasperite (herb) . . . . . . . . . . . . . . . . . . . 360
Larin (herb) . . . . . . . . . . . . . . . . . . . . .1500
Mistletoe (sprig). . . . . . . . . . . . . . . . . . . .90
Nerak (herb) . . . . . . . . . . . . . . . . . . . . . 500
Phylamprite (herb) . . . . . . . . . . . . . . . . . .1250
Plute Moss (herb). . . . . . . . . . . . . . . . . . . 430
Quick Heal (herb). . . . . . . . . . . . . . . . . . . 100
Rothe Bread (herb) . . . . . . . . . . . . . . . . . . 150
Sagebite (herb). . . . . . . . . . . . . . . . . . . .2000
Segna (herb) . . . . . . . . . . . . . . . . . . . . . 130
Sprog (herb) . . . . . . . . . . . . . . . . . . . . . 500
Tangy Leaf (herb). . . . . . . . . . . . . . . . . . . 220
Taygna (herb). . . . . . . . . . . . . . . . . . . . .1000
Thyrmus (herb) . . . . . . . . . . . . . . . . . . . . 300
Toulven (herb) . . . . . . . . . . . . . . . . . . . . 200
Vanan (herb) . . . . . . . . . . . . . . . . . . . . . 590
Water Molic (herb) . . . . . . . . . . . . . . . . . . 360
Yyergin (herb) . . . . . . . . . . . . . . . . . . . . 600
Zeredith (herb). . . . . . . . . . . . . . . . . . . . 275

LIVESTOCK
Bear . . . . . . . . . . . . . . . . . . . . . . . . . 700
Bear (trained) . . . . . . . . . . . . . . . . . . . .1500
Boar . . . . . . . . . . . . . . . . . . . . . . . . . .30
Bull . . . . . . . . . . . . . . . . . . . . . . . . .100+
Calf . . . . . . . . . . . . . . . . . . . . . . . . . .75
Chicken. . . . . . . . . . . . . . . . . . . . . . . . . 2
Cow. . . . . . . . . . . . . . . . . . . . . . . . . . 150
Dog. . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Dog (trained). . . . . . . . . . . . . . . . . . . . . 100
Duck . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Falcon . . . . . . . . . . . . . . . . . . . . . . . . 170
Falcon (trained) . . . . . . . . . . . . . . . . . . . 300
Goat . . . . . . . . . . . . . . . . . . . . . . . . . .25
Goose. . . . . . . . . . . . . . . . . . . . . . . . . . 7
Monkey . . . . . . . . . . . . . . . . . . . . . . . .1000
Monkey (trained) . . . . . . . . . . . . . . . . . . .2500
Pheasant . . . . . . . . . . . . . . . . . . . . . . . .10
Pig. . . . . . . . . . . . . . . . . . . . . . . . . . .35
Rabbit . . . . . . . . . . . . . . . . . . . . . . . . . 3
Sheep. . . . . . . . . . . . . . . . . . . . . . . . . .50
Swan . . . . . . . . . . . . . . . . . . . . . . . . . .10

MAGIC
Crystal Ball . . . . . . . . . . . . . . . . . . . . .1250
Incense, Magic . . . . . . . . . . . . . . . . . . . . .45
Magic Book . . . . . . . . . . . . . . . . . .100 per page
Magic Dust . . . . . . . . . . . . . . . . . . . . . . 300
Magic Powder . . . . . . . . . . . . . . . . . . . . . 150
Magic Source of Power, Familiar. . . . . . . . . . . .2000
Magic Source of Power, Object. . . . . . . . . . . . .2500
Magic Source of Power, Place . . . . . . . . . . . . .1000
Magic Source of Power, Rod . . . . . . . . . . . . .100000
Magic Source of Power, Secret. . . . . . . . . . . . .3500
Potion Liquid. . . . . . . . . . . . . . . . . . . . .1000
Scroll Ink . . . . . . . . . . . . . . . . . . . . . .300+

MERCANTILE
Backpack . . . . . . . . . . . . . . . . . . . . . . . .10
Barrel (31 gal.) . . . . . . . . . . . . . . . . . . . .65
Bedroll. . . . . . . . . . . . . . . . . . . . . . . . .25
Blanket, Linen . . . . . . . . . . . . . . . . . . . . .10
Blanket, Wool. . . . . . . . . . . . . . . . . . . . . 140
Box (iron - 1'x1'x1'). . . . . . . . . . . . . . . . . 250
Box (iron - 6"x3"x3"). . . . . . . . . . . . . . . . . 100
Box (wood - 6"x3"x3"). . . . . . . . . . . . . . . . . .25
Bucket (2 gal.). . . . . . . . . . . . . . . . . . . . .10
Candelabra, Iron . . . . . . . . . . . . . . . . . . . .50
Candelabra, Silver . . . . . . . . . . . . . . . . . . 300
Candelabra, Wood . . . . . . . . . . . . . . . . . . . .35
Candle . . . . . . . . . . . . . . . . . . . . . . . . . 1
Candle Holder (tin). . . . . . . . . . . . . . . . . . . 4
Canopic Jar. . . . . . . . . . . . . . . . . . . . . . 300
Cask (20 gal.) . . . . . . . . . . . . . . . . . . . . .90
Chain. . . . . . . . . . . . . . . . . . . . . 30 per foot
Charcoal (pound) . . . . . . . . . . . . . . . . . . . . 2
Chest (2'x2'x1') . . . . . . . . . . . . . . . . . . . 100
Cup (pint) . . . . . . . . . . . . . . . . . . . . . . . 2
Demijohn (1 gal.). . . . . . . . . . . . . . . . . . . .30
Demijohn (5 gal.). . . . . . . . . . . . . . . . . . . 120
Fishing Hook and Line. . . . . . . . . . . . . . . . . . 8
Flask (ceramic - 2 oz) . . . . . . . . . . . . . . . . .25
Fork . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Glass. . . . . . . . . . . . . . . . . . . . . . . . . .80
Goblet, Gold . . . . . . . . . . . . . . . . . . . . . 600
Goblet, Pewter . . . . . . . . . . . . . . . . . . . . .75
Goblet, Silver . . . . . . . . . . . . . . . . . . . . 200
Horn . . . . . . . . . . . . . . . . . . . . . . . . .1000
Hourglass. . . . . . . . . . . . . . . . . . . . . . . 235
Incense, Normal. . . . . . . . . . . . . . . . . . . . . 5
Key. . . . . . . . . . . . . . . . . . . . . . . . . . .30
Knife. . . . . . . . . . . . . . . . . . . . . . . . . . 2
Ladder . . . . . . . . . . . . . . . . . . . . . . . . .23
Lantern (6 oz) . . . . . . . . . . . . . . . . . . . . .10
Lantern (12 oz). . . . . . . . . . . . . . . . . . . . .15
Lantern, Bullseye (9 oz) . . . . . . . . . . . . . . . .45
Lock (average) . . . . . . . . . . . . . . . . . . . . 100
Lock (excellent) . . . . . . . . . . . . . . . . . . . 300
Lock Pick Tool . . . . . . . . . . . . . . . . . . . . 40+
Mirror . . . . . . . . . . . . . . . . . . . . . . . . 100
Nails (pound). . . . . . . . . . . . . . . . . . . . . . 2
Net, Fishing . . . . . . . . . . . . . . . . . . . . . .30
Oil, Fuel (1 oz) . . . . . . . . . . . . . . . . . . . .10
Pan. . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Pipe . . . . . . . . . . . . . . . . . . . . . . . . . .36
Plank (2"x4"x8') . . . . . . . . . . . . . . . . . . . . 2
Plate. . . . . . . . . . . . . . . . . . . . . . . . . . 1
Pot (1 quart). . . . . . . . . . . . . . . . . . . . . .10
Pot (3 quart). . . . . . . . . . . . . . . . . . . . . .25
Rope . . . . . . . . . . . . . . . . . . . . . .1 per foot
Sack . . . . . . . . . . . . . . . . . . . . . . . . . .10
Soap . . . . . . . . . . . . . . . . . . . . . . . . . . 1
Spoon. . . . . . . . . . . . . . . . . . . . . . . . . . 3
Spoon, Wooden. . . . . . . . . . . . . . . . . . . . . . 2
Stone (1'x1'x1') . . . . . . . . . . . . . . . . . . . . 5
String . . . . . . . . . . . . . . . . . . . . .1 per yard
Tarp (canvas - 3'x3'). . . . . . . . . . . . . . . . . . 8
Tent, 1 Person . . . . . . . . . . . . . . . . . . . . .40
Tent, 2 Person . . . . . . . . . . . . . . . . . . . . .70
Tent, 4 Person . . . . . . . . . . . . . . . . . . . . 130
Tinder Box . . . . . . . . . . . . . . . . . . . . . . .15
Tinder/Flint/Steel . . . . . . . . . . . . . . . . . . .30
Tobacco (1 oz) . . . . . . . . . . . . . . . . . . . . . 3
Torch. . . . . . . . . . . . . . . . . . . . . . . . . . 1
Vial (glass - 1 oz). . . . . . . . . . . . . . . . . . 100
Waterskin (2 pints). . . . . . . . . . . . . . . . . . .10

MUSICAL
Drum . . . . . . . . . . . . . . . . . . . . . . . . . 750
Flute. . . . . . . . . . . . . . . . . . . . . . . . . 300
Lute . . . . . . . . . . . . . . . . . . . . . . . . .1750
Lyre . . . . . . . . . . . . . . . . . . . . . . . . .1500
Rebec. . . . . . . . . . . . . . . . . . . . . . . . .2000
Harp . . . . . . . . . . . . . . . . . . . . . . . . .3000

RELIGIOUS
Beads. . . . . . . . . . . . . . . . . . . . . . . .3 each
Cross (iron) . . . . . . . . . . . . . . . . . . . . . .55
Cross (wood) . . . . . . . . . . . . . . . . . . . . . .10
Holy Water . . . . . . . . . . . . . . . . . . . . . . 30+
Holy Scripture . . . . . . . . . . . . . . . . . .400-1000
Sacred Tablet. . . . . . . . . . . . . . . . . . . . . 500

SIEGE EQUIPMENT
Arbalest . . . . . . . . . . . . . . . . . . . . . . .4000
Ballista . . . . . . . . . . . . . . . . . . . . . . .6500
Catapult . . . . . . . . . . . . . . . . . . . . . . 10000
Onager . . . . . . . . . . . . . . . . . . . . . . . .8000
Screw. . . . . . . . . . . . . . . . . . . . . . . . . 700
Springal . . . . . . . . . . . . . . . . . . . . . . .6000

TOOLS
Anvil. . . . . . . . . . . . . . . . . . . . . . . . . 120
Auger. . . . . . . . . . . . . . . . . . . . . . . . . 160
Axe. . . . . . . . . . . . . . . . . . . . . . . . . . 130
Bellows, Hand. . . . . . . . . . . . . . . . . . . . . .30
Bellows, Large . . . . . . . . . . . . . . . . . . . . 125
Branding Iron. . . . . . . . . . . . . . . . . . . . . .65
Brazier. . . . . . . . . . . . . . . . . . . . . . . . 210
Cauldron . . . . . . . . . . . . . . . . . . . . . . . 270
Chisel . . . . . . . . . . . . . . . . . . . . . . . . .12
Crowbar. . . . . . . . . . . . . . . . . . . . . . . . .80
Forge. . . . . . . . . . . . . . . . . . . . . . . . . 200
Grappling Hook . . . . . . . . . . . . . . . . . . . . .60
Grindstone . . . . . . . . . . . . . . . . . . . . . . .30
Hammer . . . . . . . . . . . . . . . . . . . . . . . . .10
Hatchet. . . . . . . . . . . . . . . . . . . . . . . . .65
Pick . . . . . . . . . . . . . . . . . . . . . . . . . 110
Pitchfork. . . . . . . . . . . . . . . . . . . . . . . . 5
Plough . . . . . . . . . . . . . . . . . . . . . . . . 100
Rake . . . . . . . . . . . . . . . . . . . . . . . . . .10
Saw. . . . . . . . . . . . . . . . . . . . . . . . . . .10
Shears . . . . . . . . . . . . . . . . . . . . . . . . .11
Shovel . . . . . . . . . . . . . . . . . . . . . . . . .90
Spade. . . . . . . . . . . . . . . . . . . . . . . . . .75
Spike. . . . . . . . . . . . . . . . . . . . . . . . . . 1
Wedge. . . . . . . . . . . . . . . . . . . . . . . . . . 1

TRANSPORTATION
Anchor, Large. . . . . . . . . . . . . . . . . . . . . 300
Anchor, Small. . . . . . . . . . . . . . . . . . . . . 130
Bit. . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Bridle . . . . . . . . . . . . . . . . . . . . . . . . .11
Camel. . . . . . . . . . . . . . . . . . . . . . . . . 850
Cart . . . . . . . . . . . . . . . . . . . . . . . . . 100
Coach. . . . . . . . . . . . . . . . . . . . . . . . 2000+
Donkey . . . . . . . . . . . . . . . . . . . . . . . . .50
Elephant . . . . . . . . . . . . . . . . . . . . . . .1750
Harness. . . . . . . . . . . . . . . . . . . . . . . . .45
Horse, Draft . . . . . . . . . . . . . . . . . . . . . 800
Horse, Heavy . . . . . . . . . . . . . . . . . . . . .1200
Horse, Light . . . . . . . . . . . . . . . . . . . . . 700
Horse, Medium. . . . . . . . . . . . . . . . . . . . . 900
Horse, War . . . . . . . . . . . . . . . . . . . . . .+100
Horse Collar . . . . . . . . . . . . . . . . . . . . . .75
Horseshoe. . . . . . . . . . . . . . . . . . . . . . . . 3
Mule . . . . . . . . . . . . . . . . . . . . . . . . . 100
Nosebag (horse). . . . . . . . . . . . . . . . . . . . . 1
Oar. . . . . . . . . . . . . . . . . . . . . . . . . . .20
Ox . . . . . . . . . . . . . . . . . . . . . . . . . . 210
Ox Yoke. . . . . . . . . . . . . . . . . . . . . . . . .50
Paddle . . . . . . . . . . . . . . . . . . . . . . . . .10
Passage, Coach (land). . . . . . . . . . . . . 10+ per day
Passage, Ship (hold) . . . . . . . . . . . . . .5+ per day
Passage, Ship (room) . . . . . . . . . . . . .100+ per day
Pony . . . . . . . . . . . . . . . . . . . . . . . . . 300
Reins. . . . . . . . . . . . . . . . . . . . . . . . . .12
Rowboat. . . . . . . . . . . . . . . . . . . . . . . . 400
Saddle Bag . . . . . . . . . . . . . . . . . . . . . . .45
Saddle . . . . . . . . . . . . . . . . . . . . . . . . 300
Saddle Blanket . . . . . . . . . . . . . . . . . . . . .25
Sail, Small (rowboat). . . . . . . . . . . . . . . . . .40
Sail, Large (ship) . . . . . . . . . . . . . . . . . . 200
Ship . . . . . . . . . . . . . . . . . . . . 500+ per foot
Stabling . . . . . . . . . . . . . . . . . . . . 5 per day
Wagon. . . . . . . . . . . . . . . . . . . . . . . . . 200

WEAPONS
Arrow. . . . . . . . . . . . . . . . . . . . . . . . . . 2
Arrow (sliver) . . . . . . . . . . . . . . . . . . . . .27
Axe, Battle. . . . . . . . . . . . . . . . . . . . . .1050
Axe, Broad . . . . . . . . . . . . . . . . . . . . . .1050
Axe, Hand. . . . . . . . . . . . . . . . . . . . . . . 130
Axe, Pole. . . . . . . . . . . . . . . . . . . . . . .1000
Axe, Throwing. . . . . . . . . . . . . . . . . . . . . .80
Ball and Chain . . . . . . . . . . . . . . . . . . . .1000
Bed De Corbin. . . . . . . . . . . . . . . . . . . . .1000
Berdiche . . . . . . . . . . . . . . . . . . . . . . .1350
Bill . . . . . . . . . . . . . . . . . . . . . . . . .1200
Blow Gun . . . . . . . . . . . . . . . . . . . . . . . 150
Bodkin . . . . . . . . . . . . . . . . . . . . . . . . 200
Bola . . . . . . . . . . . . . . . . . . . . . . . . . 200
Bolt, Crossbow . . . . . . . . . . . . . . . . . . . . . 5
Bolt, Crossbow (silver). . . . . . . . . . . . . . . . .45
Bow, Long. . . . . . . . . . . . . . . . . . . . . . . 800
Bow, Short . . . . . . . . . . . . . . . . . . . . . . 450
Bow String . . . . . . . . . . . . . . . . . . . . . . . 5
Bullet, Sling. . . . . . . . . . . . . . . . . . . . . . 5
Bullet, Sling (silver) . . . . . . . . . . . . . . . . .25
Caltrop. . . . . . . . . . . . . . . . . . . . . . . . .75
Cat O' Nine Tails. . . . . . . . . . . . . . . . . . . 300
Catch-Pole . . . . . . . . . . . . . . . . . . . . . . 350
Club . . . . . . . . . . . . . . . . . . . . . . . . . 300
Crossbow, Heavy. . . . . . . . . . . . . . . . . . . .1500
Crossbow, Light. . . . . . . . . . . . . . . . . . . .1000
Cudgel . . . . . . . . . . . . . . . . . . . . . . . . 250
Cutlass. . . . . . . . . . . . . . . . . . . . . . . .1000
Dagger . . . . . . . . . . . . . . . . . . . . . . . . 200
Dart (blow gun). . . . . . . . . . . . . . . . . . . . .15
Falchion . . . . . . . . . . . . . . . . . . . . . . .1600
Fauchard . . . . . . . . . . . . . . . . . . . . . . .1100
Flail. . . . . . . . . . . . . . . . . . . . . . . . . 900
Glaive . . . . . . . . . . . . . . . . . . . . . . . .1050
Halberd. . . . . . . . . . . . . . . . . . . . . . . .1100
Hammer, Horseman's . . . . . . . . . . . . . . . . . .1200
Hammer, Lucerne. . . . . . . . . . . . . . . . . . . .1000
Javelin. . . . . . . . . . . . . . . . . . . . . . . . 200
Lance. . . . . . . . . . . . . . . . . . . . . . . . .1500
Mace . . . . . . . . . . . . . . . . . . . . . . . . .1400
Mace and Chain . . . . . . . . . . . . . . . . . . . .1200
Main Gauche. . . . . . . . . . . . . . . . . . . . . . 400
Military Fork. . . . . . . . . . . . . . . . . . . . . 900
Morning Star . . . . . . . . . . . . . . . . . . . . .1500
Net, Combat (throwing) . . . . . . . . . . . . . . . . 275
Pike . . . . . . . . . . . . . . . . . . . . . . . . . 850
Pike-Awl . . . . . . . . . . . . . . . . . . . . . . . 600
Quarterstaff . . . . . . . . . . . . . . . . . . . . . 300
Rapier . . . . . . . . . . . . . . . . . . . . . . . . 800
Sap. . . . . . . . . . . . . . . . . . . . . . . . . . 150
Scorpion . . . . . . . . . . . . . . . . . . . . . . .1050
Scythe . . . . . . . . . . . . . . . . . . . . . . . .1050
Sling. . . . . . . . . . . . . . . . . . . . . . . . . 125
Spear. . . . . . . . . . . . . . . . . . . . . . . . . 300
Spetum . . . . . . . . . . . . . . . . . . . . . . . .1050
Sword, Bastard . . . . . . . . . . . . . . . . . . . .1600
Sword, Broad . . . . . . . . . . . . . . . . . . . . .1400
Sword, Long. . . . . . . . . . . . . . . . . . . . . .1600
Sword, Short . . . . . . . . . . . . . . . . . . . . . 800
Sword, Two Handed. . . . . . . . . . . . . . . . . . .2200
Trident. . . . . . . . . . . . . . . . . . . . . . . . 900
Voulge . . . . . . . . . . . . . . . . . . . . . . . .1200
War Hammer . . . . . . . . . . . . . . . . . . . . . .1100
Whip . . . . . . . . . . . . . . . . . . . . . . . . . 355

WRITING MATERIALS
Book Cover (leather) . . . . . . . . . . . . . . . . . 200
Chalk. . . . . . . . . . . . . . . . . . . . . . . . . . 2
Ink (1 oz) . . . . . . . . . . . . . . . . . . . . . . .10
Ink, Coloured (1 oz) . . . . . . . . . . . . . . . . . .30
Ink, Gold (1 oz) . . . . . . . . . . . . . . . . . . . .35
Inkwell (4 oz) . . . . . . . . . . . . . . . . . . . . .25
Map, City. . . . . . . . . . . . . . . . . . . . . . . 500
Map, Kingdom . . . . . . . . . . . . . . . . . . . . 1000+
Paper. . . . . . . . . . . . . . . . . . . . . . . . . .10
Parchment. . . . . . . . . . . . . . . . . . . . . . . . 5
Quill. . . . . . . . . . . . . . . . . . . . . . . . . . 5
Scroll Ink . . . . . . . . . . . . . . . . . . . . . .300+
Scroll Tube (bone) . . . . . . . . . . . . . . . . . . .46
Scroll Tube (leather). . . . . . . . . . . . . . . . . .20
Scroll Tube (wood) . . . . . . . . . . . . . . . . . . .12
Seal . . . . . . . . . . . . . . . . . . . . . . . . . .28
Sealing Ribbon (gold). . . . . . . . . . . . . . . . . .20
Sealing Ribbon (red) . . . . . . . . . . . . . . . . . . 7
Sealing Wax (red). . . . . . . . . . . . . . . . . . . .15
Slate Tablet . . . . . . . . . . . . . . . . . . . . . .50


=======================
=                     =
=   ARMS AND ARMOUR   =
=                     =
=======================


WEAPON TABLES
Explained below are the terms found on the missile/thrown and melee
weapon tables.
Weapon Name: The common name for that type of weapon.
Weapon Skill: The skill used to wield that weapon. Similar weapons are
grouped by a common skill name.
Damage Value Modifier: This number is added or subtracted from the
character's strength to determine the damage value for each attack type.
Attack Type:  There are four types of attacks which can be used in melee
combat. Not all weapons can use each type as indicated in the column.
The attack types are:
 Hack (H): a nearly vertical upswing or downswing.
 Slash (Sl): a horizontal attack performed by one-handed weapons or
 long weapons within 5 feet.
 Swing (Sw): a horizontal attack performed by two-handed weapons at a
 range of 5 to 10 feet.
 Thrust (T): an attack which comes straight towards the opponent with
 the point of the weapon.
Damage Type: All weapons inflict their damage by different methods. The
three methods of causing damage are:
 Edge: damage is caused by a sharp cutting edge.
 Impact: damage is caused by a blunt striking surface.
 Puncture: this type of damage is usually inflicted by arrows and
 bolts.
Parry Modifier: The parry modifier is a relative indication of the
weapon's defensive capabilities. This number is subtracted from the
weapon's skill saving throw to determine the chance of parrying.
Break Save: After a successful parry, all weapons must check for
breakage. A 2d6 dice less than or equal to this number indicates the
weapon has broken.
Range: A missile or thrown weapon's chance to successfully hit a target
varies with range. All ranges are given in feet. 
Notes: Weapons which require two hands are indicated here. 

WEAPON NOTES
Bastard Sword:  A bastard sword used one handed loses the swing attack
type.
Bodkin: The bodkin is a long sharp thrusting weapon and ignores the
resistance to damage value of metal armour.
Bola: If a bola hits a target in the legs, the target is entangled and
falls down. Anywhere else results in normal damage.
Catch-Pole: A successful hit other than arm, indicates the target is
caught in the catch-pole. The stronger of the attacker or defender will
control the pole.
Crossbow: A light crossbow takes one complete skill action phase to
reload while a heavy crossbow takes 2. The damage value of a crossbow
is not adjusted using the character's strength. It uses a preset value.
Pole-Arms (P): All pole-arms have a range of 10 feet.
Quarter Staff: A quarterstaff may swing and hack a target that is ten
feet away.
Two-Handed Sword: The two-handed sword may be used up to 10 feet away.

DETERMINING THE DAMAGE VALUE
All weapons have a damage value (DV) used to determine the amount of
injury the target receives after a successful hit. The higher the damage
value the greater the chance of injuring the defender. Regardless of how
the damage value is calculated, all damage values are adjusted by the
effect of severity from the hit location card prior to applying the
results from the damage card. See the Card and Combat sections.
 To determine the damage value a melee, missile or unarmed (punch or
kick) weapon inflicts, add or subtract the damage value modifier found
on the melee weapon table from the character's strength attribute score.
This result is the damage value of the weapon. Secondary weapons use
only half of a character's strength attribute score and two handed
weapons use one and a half times the strength attribute score. For every
3 skill levels above 10, the character will inflict an additional 1 DV
on all attack types.

** EXAMPLE ** Assume that Thwuk has a 10 strength and employs an average
bastard sword. The damage value modifier is +1 for hack (11 DV), -3 for
slash (7 DV), and +3 for thrust (13 DV). If used two handed the DV would
be: hack 16 (15 + 1), slash 12, swing 16 and thrust 18. If used as a
secondary weapon the DV would be: hack 6 (5 + 1), slash 2 and thrust 8.

WEAPON QUALITY
A character may purchase weapons of varying craftsmanship. Weapons may
be inferior, average or superior in construction and balance. An
inferior weapon indicates the blacksmith failed his or her smithing SST.
A superior weapon means the smith rolled a 2 when making the SST. To
reflect this varying craftsmanship, break and parry modifiers are
indicated below.

 Smithing       Parry Modifier        Break Modifier
 poor                 -1                    +1
 average               0                     0
 superior             +1                    -1

A weapon forged of exceptional or inferior metal may incur bonuses or
penalties to the base DV. Bonuses or penalties to the base DV may never
exceed plus or minus 3. A weapon's cost increases or decreases per DV
change. For example, a mithril metal sword would increase the DV of a
weapon by +3 and raise the cost by 2000 cp.
Silver Coating: Weapons may be coated with silver. The reason may be
ornamental and perhaps life-saving, as some creatures can only be
injured from silver weapons. Arrows, bolts and sling stones may also be
silver coated.

ARMOUR
Characters may place armour on any location in any combination. For
example, the character may wear a breast plate piece, a chain sleeve on
their right arm and leather leggings. The player will decide what is
best for encumbrance, protection and cost.
 Presented below are some armour terms.
Barding (BA): armour for a horse or other mounts.
Breast Plate (BP): a single piece of metal armour covering the chest and
stomach but not the back.
Coif (CF): a hooded shaped cap usually made of chain mail armour.
Cowl (CL): an enhanced version of the coif that extends to cover the
neck.
Gauntlet (GN): a plate metal arm guard covering the lower arm and hand.
Gorget (GR): a neck piece.
Grieve (GE): covers the lower arm or shin (calf).
Haubergeon (HGN): a set of armour covering the chest, stomach,
shoulders, upper arms, groin, hip and thigh.
Hauberk (HK): a set of armour that covers the chest, stomach, shoulders,
upper arms, elbow, lower arms, groin, hip, thigh and knee.
Leggings (FL or HL): leather armour that covers the hip, thigh, knee and
calf if full leggings and only knee and calf if half leggings.
Mittens (MI): chainmail gloves.
Roundel (RO): covers the armpit.
Shirt (LS or SS): covers the chest, stomach, shoulder, upper arm, elbow
and lower arm. A short sleeve shirt does not cover the elbow and lower
arm.
Surcoat: outer clothing worn over top of armour which usually displays
the character's heraldry. Also worn to reduce the over-heating effect
caused from wearing metal armour in hot climates.
Tunic: a cloth undergarment.

ARMOUR TYPES
There are 11 different types of armour found on the armour table, each
with its own unique encumbrance and protection from damage. The purchase
costs, encumbrance value and RDV of ringmail, scalemail and studs do not
include the backing (e.g. leather, cloth, quilt, padding). Mithril
chainmail armour had the same protective properties of chainmail (RDV)
but is half the encumbrance. The types of armour are as follows:
Chainmail: small interlocking rings forming a metal mesh.
Fur: typically wolf fur.
Laminated: consists of overlapping metal strips.
Leather: hardened boiled leather.
Padding: usually placed beneath metal armour to absorb impact blows.
Plate: large pieces of metal armour. To prevent chaffing, padding, quilt
or cloth is usually worn underneath plate armour.
Quilt: looks similar to a bed quilt.
Ringmail: metal rings sewn onto leather, quilt or cloth.
Scalemail: overlapping metal scales (like those of a fish) sewn onto
cloth, padding or quilt.
Splintmail: vertical pieces of metal plates tied together.
Studs: small metal studs which are affixed to either leather or cloth.

RESISTANCE TO DAMAGE VALUE
The protection armour offers is based on the material as well as the
damage type of the weapon striking it. Metal is good for stopping edged
attacks while padding offers protection from blunt (impact) weapons.
This protection is referred to as the resistance to damage value (RDV).
The resistance to damage value is listed for each layer of armour for
three types of attacks, edge, impact and puncture. Multiple armour
layers in one location should be added together within their respected
groups (impact, edge, puncture) to yield the resistance to damage value
for that location.
 The protection offered to the character is determined by subtracting
the RDV number from the damage value (DV) of the weapon based on the
weapon's attack type. If the difference is 0 or less, the armour has
absorbed the damage. A damage card is drawn using a damage value of one.
The character only loses endurance damage (no body damage or effect of
severity), representing the force of the blow. If the difference is
greater than 0, the armour did not completely absorb the damage. The
unabsorbed difference represents the new  damage value which is applied
to your character.  Subtracting the hit location modifier yields the
effective damage value that is applied to the damage card.

** EXAMPLE ** Targ hacks Nary in the chest with his mace. Nary is
wearing chainmail over quilt, encumbrance 29 (22 + 7), in that location.
The following are the RDVs; impact: 1 (0 + 1), edge: 9 (8 + 1),
puncture: 4 (4 + 0). The mace is an impact damage type and its damage
value is 7 (7 strength + 0 damage value modifier). Therefore only 6 DV
affects Nary.

ENCUMBRANCE
Cross indexing the body location with the type of armour will yield the
encumbrance weight as shown on the armour table, Arms and Armour page
4. For example, a laminated stomach piece weighs 22. Characters may wear
any combination of the same or different types of armour on any location
as long as it does not exceed the maximum encumbrance for that location.
Once all armour is recorded, add up the all the weight from each
location. The total, plus the shield encumbrance, are used to determine
any modifiers to the body balance or riding ability numbers. 
 Consult the body balance and riding ability modifier table, Arms and
Armour page 5. The table will determine the maximum armour the character
can wear. For example, a moving in armour skill saving throw of 5 would
yield a maximum encumbrance of 410. Any body balance penalties based on
the encumbrance of the armour worn and shield weight are also determined
by cross-referencing the armour encumbrance and the skills saving throw.
 For every five skill levels above 10 in moving in armour, the moving
in armour penalty is reduced by 1.

COMBAT DATA SHEET
On the combat data sheet there is room for recording the armour types
and locations covered. The maximum armour weight based on the moving in
armour skill saving throw is recorded on the combat data sheet.
 The total armour weight (without shield) is recorded in the box marked
Armour Weight (worn). Determine any penalty for the armour weight from
the body balance and riding ability modifier table. The armour weight
modifier is determined by cross referencing the total armour weight that
the character is wearing and the skill saving throw in moving in armour.
For example, a character wearing 200 points of armour and has a skill
saving throw of 3 in moving in armour has a -7 penalty. Record the
armour weight and shield weight if the character is using a shield in
the box provided. Determine any penalty for the armour and shield weight
from the body balance and riding ability modifier table.
 

SHIELDS
If a character has a shield, the shield may stop the attack.  The attack
may be melee, missile or physical spells and invocations (e.g. lightning
bolt). The size of the shield dictates its base chance to stop an
attack. A roll of 2d6 equal to or less than the number indicates a
successful blocking of the attack. Shield encumbrance counts towards the
total armour weight a character may manoeuvre in.
 A shield may also be damaged beyond use. Each time a shield stops on
attack, the hits-to-destroy amount is reduced by one. When this reaches
0, the shield is destroyed beyond use.

 Type             Chance     Encumbrance    Hits
 Buckler             5           20          10
 Round (wood)        7           30          15
 Round               7           50          30
 Kite                9           75          50

HELMETS
Any attack which strikes the head of a character wearing a helmet or
coif has a chance of hitting the helmet as indicated below. A 2d6 dice
roll less than or equal to this number indicates the attack struck the
helmet.

         Half Helm(cap)     5
         3/4 Helm(coif)     8
         Full Helm         10
         Great Helm        11

The resistance to damage value of a helmet does not apply to attacks
which do not hit it. The observation and perception (hearing only)
attribute scores are lowered by 3 when wearing a full and great helm.
Character's wearing a 3/4 helm when struck in the head from behind are
fully protected by the helmet.

DAMAGING ARMOUR
All armour can be damaged beyond usefulness. If a critical attack
strikes a piece of armour, a roll of 1-3 on a 1d6 means the armour is
damage and is no longer effective at stopping attacks. A roll of 1 on
a 1d6 will ruin armour if it takes a serious hit.
 Smiths can repair damage to armour and shields. Non-Metal armour is
usually discarded. The base cost to repair a piece of metal armour is
half the value if purchasing it, plus 4d6 copper pieces.     The cost to
regain one hit on a shield is 55 cp. The smith may charge an additional
1d6 cp over the cost of repairing the entire shield.


======================================================================
                         ARMOUR ENCUMBRANCE
                                                                    S 
                       C    L                        S              P
             M         H    A              R         C              L
             a         A    M    L         I    P    A              I
             x         I    I    E         N    A    L    Q         N
                       N    N    A    P    G    D    E    T    S    T
                       M    A    T    L    M    D    M    U    T    M
             E    F    A    T    H    A    A    I    A    I    U    A
             n    U    I    E    E    T    I    N    I    L    D    I
             c    R    L*   D    R    E    L    G    L    T    S    L
----------------------------------------------------------------------
Impact RDV        1    0    1    0    1    0    3    0    1    0    0
Edge RDV          1    8    10   1    12   6    0    7    1    2    7
Puncture RDV      0    7    4    0    4    2    0    5    0    1    4
----------------------------------------------------------------------
Head         23   4    10   10   4    12   3    8    4    3    1    5
Neck         11   2    5    5    2    6    2    3    2    2    1    2
Chest        50   8    22   22   8    26   7    11   9    7    3    10
Stomach      50   8    22   22   8    26   7    11   9    7    3    10
Back         100  16   44   44   17   52   14   22   17   14   6    20 
Shoulder     9    1    4    4    2    5    1    2    2    1    1    2
Upper Arm    21   3    9    9    4    11   3    5    4    3    1    4
Elbow        3    1    1    1    1    2    1    1    1    1    1    1
Lower Arm    20   3    9    9    4    11   3    5    4    3    1    4
Hand         5    1    3    3    1    2    1    1    1    1    1    1
Groin        10   2    5    5    2    6    2    3    2    2    1    2
Hip          11   2    5    5    2    6    2    3    2    2    1    2
Thigh        52   8    23   23   9    27   7    12   9    7    3    11
Knee         10   2    2    5    2    6    2    3    4    2    1    2 
Calf         23   4    4    10   4    12   3    5    4    3    1    5 
Foot         11   2    2    5    2    6    2    3    2    2    1    2 
----------------------------------------------------------------------
Cost              8x   40x  45x  10x  50x  25x  5x   30x  15x  20x  30x

*Mithril Chainmail costs 160x, weighs 1/2




======================================================================
                  BODY BALANCE/RIDING ABILITY MODIFIER
Armour
Encumbrance  Moving in Armour Skill Saving Throw
----------------------------------------------------------------------
             1    2    3    4    5    6    7    8    9    10   11
10                                                             
20                                                             
30           -1                                                
40           -2                                                
50           -3                                                
60           -4   -1                                           
70           -5   -2                                           
80           -6   -3                                           
90           -7   -4   -1                                      
100          -8   -5   -2                                      
120          -9   -6   -3                                      
140          -10  -7   -4   -1                                 
160          -11  -8   -5   -2   -1                            
180               -9   -6   -3   -2   -1                       
200               -10  -7   -4   -3   -2   -1                  
220               -11  -8   -5   -4   -3   -2   -1             
240                    -9   -6   -5   -4   -3   -2   -1        
260                    -10  -7   -6   -5   -4   -3   -2   -1   
290                    -11  -8   -7   -6   -5   -4   -3   -2   -1
320                         -9   -8   -7   -6   -5   -4   -3   -2
350                         -10  -9   -8   -7   -6   -5   -4   -3
380                         -11  -10  -9   -8   -7   -6   -5   -4
410                              -11  -10  -9   -8   -7   -6   -5
440                                   -11  -10  -9   -8   -7   -6
470                                        -11  -10  -9   -8   -7
500                                             -11  -10  -9   -8
----------------------------------------------------------------------
For every 5 skill levels above 10 in moving in armour, reduce this
penalty by 1.
======================================================================

======================================================================
                    |   Damage Value    |             M
                    |     Modifiers     |             o
                    |                T  |  D          d
                 S  |     S    S     h  |  a        P i   B    
                 k  | H   l    w     r  |  m T      a f   r S      
                 i  | a   a    i     u  |  a y      r i   e a  
                 l  | c   s    n     s  |  g p      r e   a v      
Name             l  | k   h    g     t  |  e e      y r   k e  Notes
-----------------------------------------------------------------------
Axe, Battle      W    0  -5    0    -2     Edge     -3    4    2H
Axe, Broad       W   +1   0   n/a   -2     Edge     -3    4
Axe, Hand        W   -2  -2   n/a   -2     Edge     -3    4
Axe, Pole        P    0  -5    0    +2     Edge     -3    5    2H
Ball and Chain   F   -2  -2   n/a   -5     Impact   -3    4    
Bec De Corban    W   -1  -6   n/a   +1     Edge     -3    3
Berdiche         P    0  -4    0    -4     Edge     -4    5    2H
Bill             P    0  -5    0    -4     Edge     -2    5    2H
Bodkin           H   -3  -4   n/a   -2     Edge     -3    3
Caltrop         n/a  n/a n/a  n/a   n/a    Edge    n/a   n/a
Catch-Pole       P   -4  -7   -4    -2     Impact   -3    5    2H
Cat O' Nine Tail F   -2  -4   n/a   -5     Impact   -4    4
Club             W   -2  -2   n/a   -4     Impact   -3    3
Cudgel           W   -2  -2   n/a   -4     Impact   -3    4
Cutlass          H    0   0   n/a   -3     Edge     -4    3
Dagger           H   -3  -2   n/a   -1     Edge     -2    3         
Falchion         H   +2  +1   n/a   -2     Edge     -2    3
Fauchard         P   +1  -6   -1    +1     Edge     -3    5    2H
Flail            F   -2  -2   -2    -5     Impact   -4    4
Furniture        U   -2  -2   n/a   -1     Impact   -5    5
Glaive           P   -1  -5   -1    +1     Edge     -2    5    2H
Halberd          P   -1  -5   -1    +1     Edge     -3    5    2H
Hammer, Horseman W    0   0   n/a   -2     Impact   -3    4    2H
Hammer, Lucerne  P   -1  -6   -2    +1     Edge     -2    5    2H
Javelin          S    0  -3   n/a   +2     Edge     -3    5         
Kick             U   -4  -5   n/a   -2     Impact   -5    n/a
Lance            S   -8  -8   n/a   +2     Edge     -6    5  
Mace             W    0   0   n/a   -2     Impact   -3    5    
Mace & Chain     F   -1  -1   n/a   -4     Impact   -4    3
Main Guache      H   -2  -6   n/a    0     Edge     -3    3
Military Fork    P   -1  -5   -1    +1     Edge     -2    5    2H
Morning Star     W   +1   0   n/a   -1     Impact   -3    3    
Pike             P   -1  -6   -1    +1     Edge     -5    5    2H
Pike-Awl         P   -4  -7   -4    -2     Edge     -4    5    2H
Punch            U   -5  -5   n/a   -3     Impact   -4    n/a  
Quarterstaff     Q   -3  -3   -3    -1     Impact   -3    5    1/2H
Rapier           H    0   0    0    -2     Edge     -3    4
Sap              U   -2  -3   n/a   -1     Impact   -4    n/a
Scorpion         P   -1  -5   -1    +1     Edge     -2    5    2H
Scythe           P   -2  -6   -2     0     Edge     -3    5    2H 
Shield Smash B   U   -2  -2   n/a    0     Impact   n/a   n/a  
Shield Smash K   U   -1  -1   n/a   +1     Impact   n/a   n/a  
Shield Smash R   U    0   0   n/a   +2     Impact   n/a   n/a  
Spear            S    0  -3   n/a   +2     Edge     -3    5    1/2H
Spetum           P    0  -4    0    +2     Edge     -2    5    2H
Sword, Bastard   H    0  -3   +1    +3     Edge     -2    3    1/2H
Sword, Broad     H   +1  -3   n/a   +3     Edge     -2    3         
Sword, Long      H   +2  -2   n/a   +4     Edge     -2    3         
Sword, Short     H    0  -4   n/a   +2     Edge     -2    3         
Sword, 2 Handed  H   +2  -2   +1    +3     Edge     -3    3    2H
Trident          T    0   0   n/a   +2     Edge     -3    4    1/2H
Voulge           P   +1  -6   +1    +3     Edge     -2    5    2H
War Hammer       W   -1  -1   n/a   -3     Impact   -2    4    2H
Whip            Wh   -3  -3   -3    -5     Impact   -5    3    
======================================================================


======================================================================
                        M               - Range in Feet
                        o                                     M
                        d    D                     M          a
                  S   D i    a          P B   S    e          x
                  k     f    m T        o l   h    d    L     i
                  i   V i    a y        i a   o    i    o     m
                  l     e    g p        n n   r    u    n     u
Name              l     r    e e        t k   t    m    g     m
-----------------------------------------------------------------------
Axe              Tw    -2    Edge        5   15   30   45    60 
Bola             Bo    -2    Impact      5   15   30   45    60 
Blow Gun         Bg    -4    Edge        5   15   30   45    60 
Bow, Long       Bow    +1    Puncture   30  135  270  510   750 
Bow, Short      Bow    -1    Puncture   30  135  270  435   600 
Crossbow, Heavy  CB    15    Puncture   15   75  150  510   750 
Crossbow, Light  CB    10    Puncture   15   60  120  435   600 
Dagger           Tw    -3    Edge        5   15   30   45    60 
Furniture        Tw    -5    Impact      5   10   15   20    25 
Javelin           S     0    Edge       10   30   60   90   120 
Net              Ne    -6    Impact     10   15   30   40    50 
Sling            Sl    -2    Edge       15   75  150  225   300 
Spear             S     0    Edge       10   20   60   90   120 
Trident           T    +1    Edge       10   25   40   60    80 
Weapon           Tw    -5    Edge        5   10   20   30    50
-----------------------------------------------------------------------
          
Skill:    Bg - blow gun
          Bo - bola
          Bow - bow
          CB - crossbow
          F - flexible
          H - hafted
          Ne - net
          S - spear
          Sl -sling
          P - pole-arm
          T - trident
          Tw - throw weapon
          U - unarmed
          W - weighted
          Wh - whip

Notes: 2H two handed
       1/2H one or two handed


----------------------------
End of the Player's Handbook
----------------------------
