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Realms of Conflict Beta Copyright © Endless Dreams 2007, 2008, 2009, 2010, 2011, 2012. All rights reserved. 1 of 220 Rev: 11/12/2012 Realms of Conflict Rules only. Contains rules published as of January 2016. Please note this is a draft copy, there is editing work to be done and clarifications to be made. This copy is made to be worked in PDF. If a rules change significantly affects your character build, you may speak to Plot at an event to discuss whether you might be able to change your build choices. This rules document is official. By: Joe Levine & Marcus Slawinski, With help from the Rules Team: Adam Peterson, Daniel Rodrigues, Derek Sheeman, Graham Hine, Jason Thomas, Joseph Torres, Justin Collins With thanks to those who paved the way: Mark, Shawn, Steve and all the folks we forgot to mention And those who, at every game, create the Realms of Conflict: The Plot Team, Staff, and NPCs Copyright © Endless Dream Productions, 2007, 2008, 2009, 2010, 2011, 2012 http://www.roclarp.com/ http://games.groups.yahoo.com/group/Realmsofconflictlarp/ http://realmsofconflict.freeforums.org/index.php

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Page 1: Realms of Conflict · Grand Master Arcanist ... Revision History Date Changes ... Realms of Conflict Beta Copyright © Endless Dreams 2007, 2008, 2009,

Realms of Conflict Beta

Copyright © Endless Dreams 2007, 2008, 2009, 2010, 2011, 2012. All rights reserved.

1 of 220 Rev: 11/12/2012

Realms of Conflict

Rules only.

Contains rules published as of January 2016.

Please note this is a draft copy, there is editing work to be done and clarifications to be made. This copy is made to be

worked in PDF.

If a rules change significantly affects your character build, you may speak to Plot at an

event to discuss whether you might be able to change your build choices.

This rules document is official.

By:

Joe Levine & Marcus Slawinski,

With help from the Rules Team:

Adam Peterson, Daniel Rodrigues, Derek Sheeman, Graham Hine, Jason Thomas, Joseph Torres, Justin Collins

With thanks to those who paved the way:

Mark, Shawn, Steve and all the folks we forgot to mention

And those who, at every game, create the Realms of Conflict:

The Plot Team, Staff, and NPCs

Copyright © Endless Dream Productions, 2007, 2008, 2009, 2010, 2011, 2012

http://www.roclarp.com/

http://games.groups.yahoo.com/group/Realmsofconflictlarp/

http://realmsofconflict.freeforums.org/index.php

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2 of 220 Rev: 11/12/2012

Table of Contents

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Table of Contents......................................................................................................................................................................... 2

Revision History .......................................................................................................................................................................... 7

Game Basics .............................................................................................................................................................................. 12

Quick Start ....................................................................................................................................................................... 12

Character Experience – Buying Skills and Abilities ........................................................................................................ 12

Questing ........................................................................................................................................................................... 12

Questing and Training Difficulty ..................................................................................................................................... 13

Training ............................................................................................................................................................................ 13

Character Background ...................................................................................................................................................... 14

Races ................................................................................................................................................................................ 14

Secondary Characters and Rebuilding after Dying .......................................................................................................... 14

God Strikes ....................................................................................................................................................................... 17

Taking Damage ................................................................................................................................................................ 17

Delivering Damage .......................................................................................................................................................... 17

Wounds ............................................................................................................................................................................ 17

Normal Wounds .......................................................................................................................................................... 18

Savage Wounds ........................................................................................................................................................... 18

Mortal Wounds ............................................................................................................................................................ 18

Sealed Wounds ............................................................................................................................................................ 18

Dying from Wounds .................................................................................................................................................... 18

Going Unconscious from Wounds .............................................................................................................................. 18

Death ........................................................................................................................................................................... 18

The Downside of Death ............................................................................................................................................... 19

Starting Over ............................................................................................................................................................... 19

PC (Player Character) ...................................................................................................................................................... 20

NPC (Non-Player Character) ........................................................................................................................................... 20

NPC Captain .................................................................................................................................................................... 20

Marshals ........................................................................................................................................................................... 21

Plot ................................................................................................................................................................................... 21

Owners ............................................................................................................................................................................. 21

Supporting Groups ........................................................................................................................................................... 21

Rules Committee ......................................................................................................................................................... 21

Core Rules ................................................................................................................................................................................. 22

The Hold Rule .................................................................................................................................................................. 22

Safety Holds ................................................................................................................................................................ 23

Story Holds/Game Effect Holds .................................................................................................................................. 23

Personal Holds............................................................................................................................................................. 23

Cheating ........................................................................................................................................................................... 23

Metagaming ..................................................................................................................................................................... 23

Respect Other Players ...................................................................................................................................................... 24

Harassment ....................................................................................................................................................................... 24

Player Holdings ................................................................................................................................................................ 24

NPC Holdings .................................................................................................................................................................. 24

Looting ............................................................................................................................................................................. 24

Tags and Phys-Reps ......................................................................................................................................................... 25

Basic Equipment .............................................................................................................................................................. 25

Boffer ............................................................................................................................................................................... 25

The -DOs- ........................................................................................................................................................................ 25

The -DO NOTs- ............................................................................................................................................................... 26

Weapon Tests ................................................................................................................................................................... 26

Suggestions ...................................................................................................................................................................... 26

The Races of Ith ......................................................................................................................................................................... 29

Dark Fae ........................................................................................................................................................................... 29

Dendrytes (Nature’s Enforcers, Keepers) ........................................................................................................................ 29

Dryads/Satyrs (Nature’s Defenders) ................................................................................................................................ 30

Elves ................................................................................................................................................................................. 30

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Fae .................................................................................................................................................................................... 31

Glyches ............................................................................................................................................................................ 31

Humans ............................................................................................................................................................................ 32

Korgahn............................................................................................................................................................................ 32

Minotaur ........................................................................................................................................................................... 32

Ogres ................................................................................................................................................................................ 33

Orcs .................................................................................................................................................................................. 33

Shades .............................................................................................................................................................................. 34

Trolls ................................................................................................................................................................................ 34

The Changed .................................................................................................................................................................... 35

The Shifted ....................................................................................................................................................................... 35

The Touched .................................................................................................................................................................... 36

Advantages and Disadvantages ................................................................................................................................................. 37

Backgrounds .............................................................................................................................................................................. 46

Titles .......................................................................................................................................................................................... 48

1: Warden or Courier ....................................................................................................................................................... 48

2: Deputy or Bounty Hunter ............................................................................................................................................. 48

3: Sheriff or Barrister ....................................................................................................................................................... 48

4: Marshal or Judge .......................................................................................................................................................... 49

5: Judicar or Magistrate .................................................................................................................................................... 49

1: Gentry .......................................................................................................................................................................... 50

2: Lord or Lady ................................................................................................................................................................ 50

3: Baron or Baroness ........................................................................................................................................................ 50

4: Count or Countess ........................................................................................................................................................ 51

5: Duke or Duchess .......................................................................................................................................................... 51

1: Man at Arms ................................................................................................................................................................ 52

2: Squire .......................................................................................................................................................................... 52

3: Knight .......................................................................................................................................................................... 52

4: Champion ..................................................................................................................................................................... 52

5: Commander .................................................................................................................................................................. 53

Character Attributes .................................................................................................................................................................. 54

Will Abilities .................................................................................................................................................................... 56

Talents ....................................................................................................................................................................................... 58

Torture.............................................................................................................................................................................. 61

Interrogation ..................................................................................................................................................................... 61

Knowledge ................................................................................................................................................................................. 63

Weapon Skills and Maneuvers .................................................................................................................................................. 66

Weapon Maneuver Types ................................................................................................................................................ 69

General Maneuver Rules .................................................................................................................................................. 69

Edged Weapon Maneuvers....................................................................................................................................... 70

Hack Weapon Maneuvers ........................................................................................................................................ 70

Blunt Weapon Maneuvers ........................................................................................................................................ 70

Spear/Staff Weapon Maneuvers ............................................................................................................................... 71

Great Weapon Maneuvers ........................................................................................................................................ 71

Ranged Weapon Maneuvers..................................................................................................................................... 72

Shield Weapon Maneuvers ...................................................................................................................................... 72

Hand-to-Hand Damage .................................................................................................................................................... 73

Hand-to-Hand Maneuvers ................................................................................................................................................ 73

Level 1 – Adept Maneuvers ..................................................................................................................................... 74

Level 2– Expert Maneuvers ..................................................................................................................................... 74

Level 3– Master Maneuvers ..................................................................................................................................... 75

Paths .......................................................................................................................................................................................... 77

Student Arcanist - Level 1 ....................................................................................................................................... 77

Adept Arcanist - Level 2 .......................................................................................................................................... 77

Expert Arcanist - Level 3 ......................................................................................................................................... 78

Master Arcanist - Level 4 ......................................................................................................................................... 78

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Grand Master Arcanist - Level 5 ............................................................................................................................. 78

Student Assassin - Level 1 ....................................................................................................................................... 79

Adept Assassin - Level 2 .......................................................................................................................................... 79

Expert Assassin - Level 3 ......................................................................................................................................... 80

Master Assassin - Level 4 ........................................................................................................................................ 80

Grand Master Assassin - Level 5 ............................................................................................................................. 81

Student Avenger - Level 1 ....................................................................................................................................... 81

Adept Avenger - Level 2 .......................................................................................................................................... 82

Expert Avenger - Level 3 ........................................................................................................................................ 82

Master Avenger - Level 4 ........................................................................................................................................ 82

Grand Master Avenger - Level 5 .............................................................................................................................. 83

Student Berserker - Level 1 ...................................................................................................................................... 83

Adept Berserker - Level 2 ........................................................................................................................................ 84

Expert Berserker - Level 3 ....................................................................................................................................... 84

Master Berserker - Level 4 ...................................................................................................................................... 85

Grand Master Berserker - Level 5 ............................................................................................................................ 85

Student Protector - Level 1 ...................................................................................................................................... 86

Adept Protector - Level 2 ........................................................................................................................................ 86

Expert Protector - Level 3 ........................................................................................................................................ 86

Master Protector - Level 4 ........................................................................................................................................ 87

Grand Master Protector - Level 5 Ability ............................................................................................................... 87

Heroism ..................................................................................................................................................................................... 88

Student Hero - Level 1 ............................................................................................................................................. 88

Adept Hero - Level 2................................................................................................................................................ 88

Expert Hero - Level 3 ............................................................................................................................................... 89

Master Hero - Level 4 .............................................................................................................................................. 89

Grand Master Hero - Level 5 ................................................................................................................................... 90

Production.................................................................................................................................................................................. 91

Refinement Creation ........................................................................................................................................................ 93

Refinement Costs ............................................................................................................................................................. 94

Refinements ..................................................................................................................................................................... 94

Armor Smith .................................................................................................................................................................... 97

Repairing Broken or Degraded Armor ........................................................................................................................ 97

Rebuilding Destroyed Armor ...................................................................................................................................... 98

Rebuilding Magical Armor ......................................................................................................................................... 98

Creating Magical Armor ............................................................................................................................................. 98

Master Crafted Armor ................................................................................................................................................. 98

Weapon Smith .................................................................................................................................................................. 98

Repairing Broken Weapons ......................................................................................................................................... 98

Rebuilding Destroyed Weapons .................................................................................................................................. 99

Rebuilding Magical Weapons ..................................................................................................................................... 99

Creating Magical Weapons ......................................................................................................................................... 99

Item Cost Production ................................................................................................................................................... 99

Master Crafted Weapons ............................................................................................................................................. 99

Traps ........................................................................................................................................................................................ 100

Trigger Descriptions ...................................................................................................................................................... 102

Targeting Descriptions ................................................................................................................................................... 102

Trap Effect Descriptions ................................................................................................................................................ 103

Alchemy .................................................................................................................................................................................. 106

Batch Concocting .......................................................................................................................................................... 107

Concocting During Game ............................................................................................................................................. 107

Concocting Skill and Abilities ...................................................................................................................................... 107

Lesser Experiments ........................................................................................................................................................ 109

Greater Experiments ...................................................................................................................................................... 110

Tonics ............................................................................................................................................................................. 111

Gels ................................................................................................................................................................................ 111

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Gel on Weapons ............................................................................................................................................................. 111

Vapors ............................................................................................................................................................................ 111

Alchemy and Poison Calls ............................................................................................................................................. 112

Level 1 ................................................................................................................................................................... 113

Level 2 ................................................................................................................................................................... 113

Level 3 ................................................................................................................................................................... 113

Level 4 ................................................................................................................................................................... 114

Level 5 ................................................................................................................................................................... 114

Level 6 ................................................................................................................................................................... 115

Level 7 ................................................................................................................................................................... 115

Level 8 ................................................................................................................................................................... 116

Level 9 ................................................................................................................................................................... 116

Level 10 ................................................................................................................................................................. 117

Imbuing- Scrolls and Potions................................................................................................................................................... 118

Spell Casting ............................................................................................................................................................................ 119

Sample Wizard Build ..................................................................................................................................................... 121

Sorcery ..................................................................................................................................................................................... 161

Cantrip Rituals ............................................................................................................................................................... 162

Air Rituals ...................................................................................................................................................................... 163

Chaos Rituals ................................................................................................................................................................. 166

Death Rituals .................................................................................................................................................................. 168

Earth Rituals .................................................................................................................................................................. 172

Fire Rituals ..................................................................................................................................................................... 175

Life Rituals ..................................................................................................................................................................... 178

Mind Rituals ................................................................................................................................................................... 181

Nature Rituals ............................................................................................................................................................... 185

Order Rituals .................................................................................................................................................................. 189

Water Rituals ................................................................................................................................................................. 193

Magic Items ............................................................................................................................................................................. 198

Activating Spells from Lesser Magic Items ................................................................................................................... 198

Stat and Ability Bonus Chart ......................................................................................................................................... 199

Spells in Greater Magic Items ........................................................................................................................................ 200

Activating Spells in Greater Magic Items ................................................................................................................. 200

Maneuvers in Greater Magic Items ................................................................................................................................ 200

Activating Maneuvers in Greater Magic Items ......................................................................................................... 200

Faith ......................................................................................................................................................................................... 202

Rank 1: Follower ................................................................................................................................................... 204

Rank 2: Disciple .................................................................................................................................................... 204

Rank 3: Acolyte .................................................................................................................................................... 205

Rank 4: Priest / Priestess ....................................................................................................................................... 206

Rank 5: Abbott/Abbess ......................................................................................................................................... 206

Rank 6: Zealot ....................................................................................................................................................... 207

Rank 7: Augur ....................................................................................................................................................... 207

Rank 8: Prelate ...................................................................................................................................................... 208

Ranks 9: Archon .................................................................................................................................................... 209

Level 10 Invoker: Oracle ...................................................................................................................................... 209

Effects and Modifiers .............................................................................................................................................................. 211

Glossary ................................................................................................................................................................................... 213

Points Chart ............................................................................................................................................................................. 215

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Revision History

Date Changes

1/2016 Refinement rewrite, please review

Ritual rewrite please review many changes, much better

Toughness has been removed, and is now only available as an advantage, All abilities/ Spells/ etc etc

related to toughness, have changed- Please review, Fortitude is now the base defense against wounds.

Hide has been removed from the system replaced with natural armor.

Gouge is removed from the system, replaced with new maneuver

Chop by passes armor and shields now

Pierce has been removed, now just wound, all spell effects for wound are now school carrier and then

wound effect.

Protector path redux - please review

Magical item limit per character is now 5 total, for lesser, greater and superior, not including

refinements, wand, rod, orbs, legacy, relics, and plot items.

Many Dis advantages and Advantages have changed please review

New level 2 order spell

New level 9 mind spell, pyshic fury has changed

Masteries have officially been added into the rule book

Pick lock is now officially replaced with engineering.

On reaching 6th level concocting alchemists now generate free alchemy per event- please review

section- Personal stash

First aid update several changes made, bandages cost reduced on some items.

Summon the fallen is no longer LoS, just SoV

Self attunement is in ! please review

Diamond skin, balanced lost taken, just magical carapace.

Bleed out times standard no difference for limbs from torso.

Alchemical healing is no longer specifically races, but racial groups to make more useful.

Steal magic spell can no longer use arcane abilities on stolen spells.

New - Armor resists, wearing armor types grants a once per combat free resist against some effects,

please review

Period and wearing actually heavy armor costuming and props can now grant small endurance bonus,

please review.

Regeneration now heals fortitudes after combats based off level, please review.

It is now clear what is needed to be done to un-doom some one.

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Game Basics

Game Basics: Character Creation

Quick Start

1) Get your experience point total from Plot. New players start with 100 points plus a local character adjustment.

Returning players may start with more points, depending on their previous involvement.

2) Figure out your background. Your skill and attribute selections should shape and be shaped by your background. To

start play, you must submit a written character background.

3) Pick your race and decide if you want to be Changed, Shifted, Touched, or normal.

4) Pick Advantages and Disadvantages, up to 10 points in either. See Game Basics: Character Creation for details on

how these are bought.

NOTE: Some skills can only be quested for in-game, and are not available at character creation. These are

marked with colored backgrounds on the points cost sheet.

5) Pick Physical Attributes. These affect how resistant your character is to damage and effects.

6) Now, there are many ways you can spend your remaining build. You can focus on one area of expertise, or you can

spread it around.

7) If you want to cast magical spells, pick your caster type (Book, Gem or Natural), pick your school(s), pick your

spells, and do not forget to buy some Mysticism (Mana)!

8) If you want to invoke divine power, pick your god, your rank, and talk to Plot about what gifts you can have.

9) If you are going to use weapons, buy the damage skill for the type of weapon you’ll use, buy some maneuvers and

enough Stamina to use them, and consider either armor or a shield for defense.

10) Finally consider some secondary skill sets like Alchemy and production, or some talents.

Plot and other players can help you build your character. Figuring out a strategy that works for you can be a bit tricky at first,

so don’t hesitate to ask!

Character Experience – Buying Skills and Abilities

New characters get 100 experience points (XP) plus local chapter adjustments. See your Chapter’s Manual or local plot team

for details. These points are used to purchase skills, abilities, and attributes. Returning players may get more points, and

should speak to Plot.

Most points are spent directly on skills, expending points against the cost of the skills. See the Points Chart for the list of skill

costs.

Some skills have prerequisites, which are described with the particular ability.

There are limits to purchasing Advantages and Disadvantages. Characters may take up to -10 points in Disadvantages.

Choosing a Disadvantage effectively increases the experience points available to spend on other skills. Characters may

choose to take between -11 and -20 points in Disadvantages, but the points beyond -10 must be used to purchase Advantages.

Similarly a character can purchase 10 points in Advantages. If a character spends between 11 and 20 points in Advantages,

they must offset them by taking Disadvantages. In no case may a character have more than -20 points in Disadvantages, or 20

points in Advantages.

See Game Basics: Experience Points for details on how characters gain Experience Points.

Questing

On the character points sheet you will see some skills marked as requiring a quest to acquire. These skills may not be bought

at character creation. Characters that do not send in character backgrounds will not be allowed to embark on quests until they

do so. If you complete a quest for a skill you do not have points to buy, you must wait until you have enough points to buy

the skill in order to use it. In fact, it must be the next thing you spend points on.

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The character must find another character during game who is able and willing to teach them quest skills. In order to prove

worthy, the student must complete the quest specified by the trainer. It is possible to fail a quest, and there are negative

consequences associated with failure. More powerful abilities may require more challenging quests. A character can typically

only quest for 1 skill at a time, but if you’ve been on the same quest for more than 2 games, you can petition to add an

additional quest but this may make it harder to complete either quest.

NOTE: Players need to be proactive in game with pursuing their questing and training. This includes following up each game

with their quest givers. The responsibility for successful questing falls on both the plot team and the players. Be sure to

follow up with plot to avoid miscommunication about the status of a current quest.

Questing and Training Difficulty

The following table is a guideline for how difficult a quest is expected to be. Please remember that much of the difficulty is

in the player’s hands. If you fail to follow through with a lead, or if you fail a step of the quest, or if you simply choose

poorly, a quest can get very difficult very quickly and may take substantially longer. By the same token, players can be very

clever or skilled and can solve some quests in a short period of time.

Note that higher level quests will likely require your character to get assistance and can often require involvement of a large

portion of the player base in order to be successful. Don’t expect, for example, to become a Champion of a Knightly Order

without showing you can lead a large, coordinated force in a desperate series of missions to achieve a goal of major

importance to your Order. Finally, please be aware that this is a guideline – time served is no guarantee of success.

Level Title Magic Weapon Faith Other Difficulty

1 Rank 1 7th Level

Spells*,

Sorcery

Master Damage

Master Maneuvers

Rank 5 All Training

1-2 Games – Easy

2 Rank 2 8th Level Spells

Path 1

GM Hand-2-Hand 1

Path 2

Rank 6 2-4 Games – Moderate

3 9th Level Spells Path 3

Path 4

Heroism 2

Rank 7

Rank 8

4-6 Games – Challenging

(potentially fatal)

4 Rank 3 10th Level

Spells

Path 5

Heroism 1 (yes)

Heroism 3

Heroism 4

Rank 9 6 Games - 1 year – Very difficult

and will shake the foundation of

your character. Collateral damage

should be expected.

5 Rank 4 Heroism 5

Rank

10

Years - If you need to ask, you

can’t do it. Be sure you have a

competent, committed team of

allies to attempt this.

*If you quest for your 7th-10th level spells, you need only perform one quest per spell level for a given school. So when you

finish your quest for 7th level Fire, you may buy both 7th level Fire spells.

Self-Training:

Self-Training: Characters can instead of questing for an ability or skill can use down time and an increased points cost to

learn the skill or ability. The cost is varied based on how difficult the quest is. The Character will need to spend half of their

total Production for a number of games and the ability will have an increased points cost. Note that all buy-able skills or

abilities that are gained via Self- Training have their cost increased. For example, Neil the necromancer Self teaches himself

level 9 death magic. Both death spells will cost him 39 points to learn. 9 points for the spell and 30 points as per the chart

below. Lastly anything learned from self-training is lost if the character rebuilds or rewrites for whatever reason.

Training: 1 game ½ production + 10 build

level 1 quest: 2 games ½ production + 10 build

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level 2 quest: 4 games ½ production + 20 build

level 3 quest: 6 games ½ production + 30 build

Training

Some slots on the character points sheet are marked as requiring in-game training to acquire. These abilities and skills cannot

be purchased without satisfying some kind of prerequisite. This can be finding an instruction manual, or a recipe, or simply

finding someone who knows the ability. Plot must approve any addition of a trained ability to your character sheet. If you

wish training in a skill, notify Plot when you RSVP for an event. There’s no guarantee that you’ll get the training, but the

chances improve if you make sure to ask… and if you make sure to expend some in-game effort to find the trainer. Unlike

quests, you can undertake multiple training efforts at once.

Character Background

The Realms of Conflict has what we call “open world content.” This means that our players can help us build the world, and

should feel free to invent and add to the world’s setting and background. This allows players massive freedom during

character creation. Most players come to us with some gaming experience and will be able to fill in their own character

background, but help is available from other players and from Plot if needed. Before going into play, all backgrounds must

be approved by Plot, and no character can enter game without an approved background. Yes, this means you must write a

background before starting play. Written backgrounds should be at least half a page in length.

Despite the open world content, there are some restrictions on backgrounds, most of which fall within the purview of

common sense. Don’t claim outrageous power or political rank…no princes, princesses, or evil warlords in hiding please.

Don’t expect Plot to invent reasons for your character to stick around.

Races

All characters need to pick one of the races on the list to play. If a character wishes to play something other than what is

listed, come to Plot and we will work on possibly slightly modifying one of the races to fit your needs. There are some things

characters cannot be, such as undead, demon or an angel or a dragon. You will find that the races and the kits were created in

such a way that would allow our characters to create almost anything.

Game Basics: Experience Points

New characters get 100 experience points, plus a local chapter adjustment. See your Chapter Manual or local chapter plot

team for details.

More experience points are gained by attending events and fighter practices.

Local chapters may have different policies for how experience points are awarded. The following is the policy for the San

Francisco Bay Area chapter RoC Prime. RoC Evermore uses their own experience table.

Starting characters begin with 150 experience (100 + 50 point RoC Prime chapter adjustment).

The first time a character attends a full event, they earn 25 experience points. Subsequently, RoC Prime players earn

experience per the following table (RoC Evermore uses a different experience chart):

Character XP Total Earned at Overnight Event Earned at Day Event

Less than 250 16 10

251-450 14 7

451-750 12 6

751-1000 10 5

1000+ 8 4

Players who serve as staff for an event may also earn experience towards one of their characters. General Cast and NPCs

typically earn half the experience points they would have earned by playing their character.

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Secondary Characters and Rebuilding after Dying

Players may choose to create and play a secondary character, particularly if their primary character dies. Their secondary

character experience point total is calculated by adding 75% of their primary character’s earned experience points to the

current base experience point total for a beginning character. Earned experience points are experience points added after

character creation, including event awards and Plot awards.

If you have two characters, the character with the most points is your primary. The primary only gains experience when it is

played. The secondary may either gain experience by being played, or by recalculating its build using the formula above.

In general, you cannot have more than two characters alive at any time. There may be special circumstances (player disability

making it impossible for them to play their fighters) that permit a third character, subject to owner approval.

Example: Simian the Unlucky fell into the Pit of Slimy Doom and perished. Simian had 250 experience points, with 10 more

to be awarded at the end of the event. When Simian began play, he started with 100 points to spend, so he has earned 150

plus 10 for his current event. The current beginning character base is 100 experience points. Simian’s player adds 75% of

160 (150+10) to the base of 100: 0.75*(150+10) + 100 = 220. So, Simian’s player creates Ursine the Slightly More

Fortunate using 220 experience points.

After an Event

After an event, you can spend the experience points earned and complete downtime actions. Downtime actions are any

actions you wish your character to make between games. Here is the list of things you can do during downtime and

associated rules:

1) If you don’t write a downtime before the RSVP deadline for the next game, your character didn’t accomplish

anything other than to use your normal production (but even that should be submitted in your RSVP if possible).

2) Activities described in your write-up take time that can take away from your ability to spend production. For

example, traveling to a city more than a week away will use half your time and expend half your production.

3) You may only derive game benefit (information from plot, etc.) from resources that are established during game

play, such as item tags, spent character (background) points or, in-game discoveries. This might be an NPC your

character knows well in game, a secret underground library you found during a dungeon crawl, a magic fountain of

scrying you came across during game, and so on. You cannot simply assume access to knowledge or NPCs in your

write-ups.

Downtime submissions: Downtime actions are limited. You may submit a downtime to the Plot team and inform them what

your character is trying to do in-between games. We ask that you limit your downtime submissions to 500 words, as the Plot

team often gets many of them and there can be lots of information for us to process and respond to. In addition to your

downtime submission you can always use any downtime mechanics which are listed below. Your character may also write

in-game letters to anyone they know on top of a downtime submission. However, there is no guarantee that letters will have

any effect, depending of who you write to and what you write. Remember that letters are in-game documents, and will effect

how people interact with you.

Down Time submissions need to be formatted so that they use the following skills:

There are mechanics for Contacts, Research, Investigation, and Travel. Refer to Research and Lore (page 67) or ask Plot for

details.

Investigation – Anyone can spend production between games, in blocks of 10, to investigate a topic. It differs from Research

in that it is rather broad in scope. As with Research, means and methods matter and affect the results.

Your downtime write up is a proposal for what your character tries to do. What actually happens is always up to Plot.

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Game Basics: Calls

If someone does something to you using in-game abilities, they will usually indicate what’s happening by making a “call.” A

call describes what’s happening to you, and the way it is made lets you figure out if you are affected by the attempt. A call

should be spoken clearly at a normal speaking volume or louder and in the common language spoken at game, i.e. English.

All calls take the form: <Ability><Damage> <Type> <Modifier> <Effects> <Magnitude>. Most calls will have only one or

some of these components.

<Ability> may or may not be required, and is typically the name of the maneuver or spell.

<Damage> is a number used to determine if the attack caused a wound.

<Type> describes the kind of effect: Natural, Magic, Physical, Alchemy, and planar types such as Fire, Order, Air, etc. If

you’re hit by a weapon (ranged or melee) and no type is called, assume it is Physical. If you are hit with anything else and no

type is called, assume it is Magic. You may only have one Type at a time.

<Modifiers> change the defenses that can be used against the attack, but are not effects in and of themselves.

<Effects> are in-game effects. A given call can have more than one effect.

<Magnitude> some effects have a magnitude, like the distance of a knockback, or the duration of a stun.

Complication:

If a weapon blow has both <Damage> and <Effects> in the call then the damage must cause a wound for the effect to be

delivered. For example, if someone hits you with “5 Slice,” figure out if the 5 caused a wound. If it did, then you must

resolve the Slice.

If anything else has both <Damage> and <Effects> in the call, then the damage and the effect are resolved separately. So if

you are hit with a spell with the call “3 Freeze,” you must resolve the Freeze even if the 3 didn’t cause a wound.

Game Basics: Defenses

There are several effects and abilities that defend against various attacks. Some are used at the player’s discretion, and these

are considered Smart Defenses. Others are used when certain conditions are met, and these are considered Simple Defenses.

In all cases, when multiple defenses apply, the player may select the one the wish to use. This is important because some

defenses are expended when used, while others persist.

Game Basics: Combat

Below is the general flow of physical combat. If you have any questions about the mechanics of fighting, please contact a

GM (Plot).

The first step is to gauge if a strike was valid or not. A valid blow is one that lands soundly on your body. The neck, groin,

hands, and feet are not valid targets and blows that land on them can be ignored. Grazing shots (such as those that skip off

your sword and just touch your arm) should not be counted, and it is polite to call “Graze.” If you're not immediately sure if

a swing was valid or not, take the hit. If a GM hasn't shown you what a valid hit is, please find one before the game to

demonstrate it to you. Also, if your opponent doesn't seem to be counting blows that you consider valid, talk to a GM. It is

possible the character has a special protection on them, or maybe they made a mistake. The GM will work it out.

If someone hits you but it doesn't affect you (due to armor, magic ability, natural ability, etc.) you must inform that player

why the attack didn't work. If someone hits an armored area, you can say "armor," but if the weapon won't ever do damage to

you for some reason say "no effect." This will stop a player from upping the strength of the shot at you, thinking that you're

just not feeling it. Also, if a shot is good, say so, such as in the case of Fortitude or losing a limb.

Now, you won't be expected to respond to every hit you take, especially in a mass melee, but if you can make the response,

do so.

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If a weapon's Damage Value is greater than the Armor rating of the area struck, then that area now has an Open Wound (see

Taking Damage below). If you get struck by a weapon and didn't hear the damage that was called out, assume it was a three-

point hit.

You may block a weapon attack with either a weapon or shield. A block occurs if you move your weapon or shield so that

the striking surface of a weapon does not contact you. Simply touching the attacking weapon with a defending weapon does

not constitute a block if the striking surface still hits you. However, a block is not a contest of strength: If the attacker is

shoving your blocking weapon or shield around, please inform them that they are testing your strength and do not take the

hit.

NOTE: Some effects make it so you can’t use your weapon or shield, and in many cases call for you to drop your weapon.

For example, your arm is wounded, or Severed, you’re hit with a Disarm, or your shield is detonated. If for whatever reason

you’re unable to drop the weapon or shield, you must stop using it to fight with in any way, and move it so it does not

accidentally block a strike that would otherwise land on you. If you fail to do so, you should take a wound to the location,

and if already wounded in the location, take a wound to the torso. That said, you are not expected to instantly drop your

weapon or shield, and a rapid-fire sequence of wounds (or other effects) to a location does not automatically blow through to

the torso. This is a sportsmanship ruling, not a license to take advantage of someone who can’t drop their shield in a fight.

There are a few restrictions to combat:

1) No power swings - If a GM sees you winding up to hit a player, you will be asked to drop the weapon and finish the

combat unarmed.

2) No fast taps - Some players keep striking the same area repeatedly with short, quick swings (sometimes called 'double

tapping' or 'machine-gunning'). Any double taps should be ignored. The first blow is the one that counted. Characters who

wish to swing at the same location again and again must wait longer than 1 second.

3) No physical contact - Opponents should only contact one another with boffer weapons, not each other's body parts. No

tripping, elbowing or wrestling is allowed. Spell casters may only lightly tap a friendly character during combat with their

hand in order to cast Touch spells. Touch spells cast on foes during combat must be delivered with a Hand-to-Hand Baton. If

you run or charge at another opponent, stop in plenty of time so as not to run into them.

4) No tests of strength - At any time, if you find yourself pitting your own physical strength against someone else’s, you

must back off. This can happen when you lock weapons with someone else, or if you are swinging hard and pushing through

someone else’s block. It can also happen if you both grab the same object, in which case the first person to touch it gets it.

God Strikes

Sometimes in the heat of battle, some players may fail to acknowledge a good hit. This is the sort of thing God Strikes are

for. Marshals and plot members carry with them weapons and packets. If they see something they think the player needed to

acknowledge but didn’t, they will either tap the person with the staff or throw a packet at the player and say "God Strike!"

The player may NOT argue the call at that time. They must immediately remove themselves from combat, go out of game,

and await instruction from the Marshal. The Marshal will approach the player when the flow of the game allows and resolve

the situation with the player. This is not necessarily a punitive measure, but may be used as a mechanism to address an

imbalance or unusual situation.

Taking Damage

If a character is hit for damage in a location, they must resolve the damage to determine if they are wounded.

There are five locations, torso, left arm, right arm, left leg, and right leg. Damage that isn’t defended against causes a wound

in the location. If a location already has a wound, it can’t be wounded again. (Exception: See Fortitude.)

There are many defenses against damage, including armor,, various magic, maneuvers, and alchemical defenses as well as

simply blocking the hit with a weapon or physically avoiding the attack.

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Delivering Damage

When swinging a weapon, casting a direct damage spell, or otherwise doing damage to an opponent, the attacker calls a

number that represents their ability to bypass armor and shields and cause a wound. If the number called is higher than the

victim’s armor rating in the location struck, it results in a wound. An attacker’s skill, weapon, and strength determine the

called number.

Special Case: Subdue Damage is non-lethal damage that any character with Student level damage skill can deliver instead

of wounding damage. Instead of calling the damage number, simply call “Subdue.” Subdue cannot be combined with other

maneuvers or effects. Any Armor,Carapace or the use of Fortitude will negate the effects of Subdue. A single limb hit by

Subdue will be useless for the duration. Three separate limb hits, or a single hit on the torso will make the victim Helpless for

the duration. Any healing effect will cure subdue damage. The duration of Subdue is one (1) minute.

Wounds

There are three kinds of wounds: Normal, Savage, and Mortal.

Treatment for a wound can either Seal or Heal the wound. Depending on their Resilience level (See Resilience Section),

when a character has suffered a wound they will bleed to death if the wound is not sealed or healed.

Normal Wounds

In addition to the risks of unconsciousness and death, wounds are debilitating.

A wound to an arm will prevent a character from using that arm. Drop anything carried in that hand and hold the arm limp or

behind your back.

A wound to a leg will prevent a character from running, and ideally the player should limp heavily or kneel. Two leg wounds

will cause a character to fall to the ground, unable to stand.

Savage Wounds

Savage Wounds act like normal wounds except that a Savage Wound bleeds rapidly and will cause death more quickly. The

victim’s Resilience counts as 0. Savage Wounds are not sealed by the Clotting ability, but other effects that seal wounds will

seal them such as magic, first aid and alchemy.

Mortal Wounds

Some damage is so extreme it will cause death in mere moments.

Mortal Wounds act like normal wounds, except a Mortal Wound will cause the victim to die in 10 seconds. Fortitude may not

be used against Mortal Wounds. Players are encouraged to count these 10 seconds out loud. Do not use this as a way to

summon healers from across the field.

Sealed Wounds

Sealing a wound will wake a character unconscious from that wound, and will stop that character from dying from the

wound. Sealed wounds heal in 1 hour if unassisted by alchemy, first aid, regeneration, or a spell. A sealed wound is not

healed, and it can easily reopen. Sealed wounds will reopen if the character uses physical in-game skills or abilities, spell

casting, if the character moves faster than a walk, or lifts something larger than the size of their hand. If a character that

chooses to attack or perform a strenuous task with sealed wounds, the sealed round will re-open immediately after

performing the task. If a character casts a heal on his/her sealed wounds, the wounds become healed instead of reopening.

Dying from Wounds

Wounded characters can die from their wounds. The amount of time it takes to “bleed out” is determined by the character’s

Resilience and the type of wound. A player whose character has bled out should seek out a GM after spending an appropriate

amount of time role-playing the death (and giving other players or characters a chance to deal with the dead body).

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Going Unconscious from Wounds

This is also called the “10 Minute Rule.” Three separate limb wounds or a single chest wound will knock a character out for

ten minutes. The character wakes after ten minutes (if they haven’t bled out), if the wounds that caused unconsciousness are

sealed or healed, or if affected by an Awaken. If the wounds are still untreated after waking up, the character will still be

Helpless.

Exception: See the “Hardened” advantage.

Death

Many effects can cause a character to die. A few can bring a character back from death. By-and-large, however, a dead

character is gone from the game and the player should begin working on their next character. Once killed, a player should

remain where their character was killed long enough to facilitate role-play relating to the death, then the player should leave

all their in-game items at the site of their dead body and report to Plot. Some items are exceptions (see Soul Linked and Soul

Locked).

If you die, even if you are brought back by some means, you should report the event to Plot at the earliest opportunity. Until

you do so, you will be unable to do anything but walk and talk.

Dead bodies (or Helpless bodies, for that matter) can be carried at a walking pace by one person who has nothing in their

hands. Two people can carry a body at a run. There are specific effects that can destroy a dead body, which can make

resurrection more difficult.

If there is a question as to who has possession of a dead body, the player of the deceased decides.

The Downside of Death

If killed and brought back with Resuscitate, Revive or another similar ability, you will be drastically weaker than when you

died. The more times this happens, the worse it gets. The ill effects last until the next Flux. Remember that you can only walk

and talk until you talk to Plot. If your character suffers a death effect, you must have a plot member mark down the death on

your character sheet. This can be done after combat or as soon as convenient.

Times brought

back this Flux

Effect

First Your pools drop to half the value they were at before you were killed. Their maximum is

now half the previous maximum.

Second Any damaging ability you possess does half damage, round up.

Third All your pools drop to zero and that is now your maximum.

Fourth and

more

You can only walk and talk until the next Flux. Your character is utterly exhausted and

you should role-play appropriately.

If a character dies more then 5 times in a single Astral Conjunction, their soul becomes stuck in the Plane of Death and must

be ritually resurrected.

Rituals and plot effects are not covered by this rule. They are described individually.

The Nature Ritual, Restoration, can reduce these effects.

Starting Over

A player whose character has died may apply some earned experience towards a new character if they choose to make one.

See Game Basics: Experience Points for details.

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Death Blow General Ability

Call: Death Blow 1, Death Blow 2, Death Blow 3 [<Type>]

This ability represents a character violently and permanently ending the life of another character. It is not a quick, quiet, or

pretty thing. Anyone can use this ability if they have a hand free. The attacker touches the torso of an Unresisting or Helpless

target with a hand-to-hand baton, or weapon and begins a three-second call of, “Death Blow 1 [<Type>], Death Blow 2,

Death Blow 3.” After “Death Blow 1 [<Type>],” the victim takes a wound to the torso. After “Death Blow 3,” the victim is

Dead. [<Type>] is the damage type of the weapon being used. If the damage type is Physical, it can be omitted from the call.

If the victim is immune to the damage type, they are immune to the Death Blow.

Game Basics: Approximations in LARP

Many things in these rules are precise, but we recognize that in many cases precision falls by the wayside. In those

circumstances, sportsmanship must take over. Players should be as honest as possible, both for themselves and for their

fellows. That said, we understand that approximations are both understood and acceptable. Here are a few we’ve thought of,

with an acknowledgment that there may well be others we haven’t.

Packet hits to the fringes of baggy clothing can safely be ignored, but if they’d have hit you naked, or if they’re

close to the silhouette of your body, take the hit. This doesn’t mean you can block with a cape.

Distances are often very specific. In general people will approximate distances with a nod towards sportsmanship.

Intent is often more important than precise execution of the rules, so if you know what someone intended, you

should accept the result.

Time is generally measured or counted in one’s head to the best of one’s ability. If you have a watch, great, if not,

try to count precisely.

Armor generally covers the locations that the phys-rep does a decent job of covering. So if you have a vambrace on

your forearm, but take a shot to the upper arm, the armor shouldn’t be considered to have protected you. But if you

take a shot on the inside of the wrist, or elbow, you can consider that area protected. If there is any doubt as to what

exactly is covered, please ask Plot.

Game Basics: Time and Durations

Time progresses in-game largely as it does out-of-game with a few exceptions. Plot may, in a tightly controlled way, take a

group of players to another time. This will generally be carefully explained and managed, and this ability may be used to

manage things that cannot be easily handled in another fashion.

Many abilities and effects have durations. Some are limited in how frequently they can be used. In addition to hours,

minutes, and seconds you will see references to day, Flux, and Astral Conjunction (formerly Event).

Per combat Timer: For the sake of limiting the number of things a person has to count, we have a timer that is per combat.

This means that the effect or buff will last for the duration of a single combat. When a combat starts, the Plot member will

tell you that a combat situation is about to begin. Anything listed with a per combat timer will last until used or all the

fighting is done. If your character isn't in a combat there will be a duration listed. Plot members will always determine

whether your character can be considered in combat or not, even watching or being near others fighting may qualify you for

this.

A day begins and ends at midnight.

Flux occurs at noon and midnight every day. Abilities that are “once a Flux” are used at most once during the 12 hour period

between Fluxes. Flux is sometimes referred to as Mana Flux.

An Astral Conjunction typically occurs before an event, so effects that are once per Astral Conjunction are typically only

usable once during a standard overnight event, beginning on Friday and ending on Sunday. Plot may call an Astral

Conjunction at any time, and when they do, all abilities with this frequency are reset.

An event is a full game session, from “Game On” to “Game Off.” Most Realms of Conflict games last from Friday night

until Sunday afternoon.

A character that undergoes a five-hour period with no in-game skills used is considered to have had a “Full Night” of rest.

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Game Basics: Organization

PC (Player Character)

Player Characters participate in the game as characters they direct and are free to make choices on their own. They must

accept the story crafted by Plot, but they are free to play their characters as they like.

NPC (Non-Player Character)

Non-Player Characters comprise the participants who take on a multitude of roles under the direction of Plot. They may be

goblins one minute and a cadre of visiting nobles the next. NPCs follow the directions of their NPC Captains and Plot. They

pay only a nominal fee for the event and in exchange must make themselves available to assist Plot and follow directions.

NPCs do not have the authority to take on an in-game role without permission and direction from Plot.

NPC Captain

NPCs sent out in a group will often have an NPC Captain chosen from among them by Plot. The NPC Captain is responsible

for ensuring the NPCs act in accordance with Plot’s directions, and for resolving issues that might arise during the NPC’s

mission.

Marshals

Marshals may have different areas of responsibility. They are selected by Plot and Owners and may be either PCs or NPCs.

Some Marshals can help oversee a Ritual or Miracle, and some are responsible for rules interpretations and enforcement

during game. Marshals and their areas of responsibility will be identified at Listen-Up. They defer to Plot and the Owners.

Plot

The Plot Team (a.k.a. “Plot”) writes and runs the story at an event. Plot will be identified at Listen-Up at each event, and

during the event they have authority to make binding decisions. They defer only to Owners.

Owners

The Owners of the game are in charge of all aspects of the organization. Any decision made by an Owner is authoritative. As

with all groups with authority at a game, seeking to overturn the decision of one Owner by going to another (mommy-

daddying) is seriously frowned upon.

Supporting Groups

Rules Committee

The Rules Committee assists in writing and editing the rules of the game under the direction of the Owners. They do not have

authority or responsibility during events.

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Core Rules

Spirit of the Game

The main focus of a LARP is to create a world and story in which characters interact. Maintaining the flow of the game is of

paramount concern and participants should keep in mind the following points.

Large interruptions of the story or role-playing are not allowed. Do not, for example, shout a rules question at the top of your

lungs and bring story to a halt. Don’t bring out-of-game frustration to the hill. Don’t break character in important scenes. In

general, be conscious of the story being told and do not let your out-of-game concerns break the atmosphere.

Arguing with Plot, Marshals or Owners while game is flowing is strictly disallowed. Every game participant must graciously

and immediately obey instructions from those running the game. If you feel uneasy or disagree with a choice or action that

Plot makes, you will be given a chance to sit down and discuss the matter in a logical and adult fashion at a time that does not

break the flow of the game.

We understand it is impossible to stay in character all game long. Often people need to take breaks from game as we run non-

stop for days at a time. These breaks should be taken in out-of-game areas, and out-of-game people should stay away from

the common areas of game play. Participants who are out of character may be asked to relocate away from in-game activity.

We expect our players to maintain an air of civility and maturity in all out-of-game interactions. There is no tolerance for

those who are exploitative of the rules or for those who use the rules as a blunt instrument. Be a good sport, accept Plot’s

guidance with good grace, and you will be welcome at the game. Throw tantrums, rules-lawyer or mistreat other players and

NPCs, and you will be asked to leave.

In general, players and NPCs are expected to both know and adhere to the rules, but as an immersive live-action game,

bending the rules for an intense scene or good role-play is considered acceptable (though generally only Plot should assume

any real liberty with the rules).

Safety

Our game is a contact sport with intense role-play and a lot of physical activity. Physical safety is therefore of utmost

concern.

Protect Yourself

Know your limits and do not exceed them. Do not enter unsafe situations. Leave situations that become unsafe. Wear

protective gear (face, neck, groin and other shots happen and you can and should wear protection to guard yourself). You can

always make another character, but you can't make another you. If you are reckless with your own safety, you will be

removed from the game.

Protect Others

If you see an unsafe situation, call a Hold (see below) and remedy the threat. Your character is fighting, but you are just

playing a game; never let yourself get carried away. Control your weapon swings and your packet throws. If you fight in an

uncontrolled manner, your combat privileges will be revoked and you will have to be re-qualified by a fighting Marshal

before you can again enter combat. If this happens repeatedly, you will be removed from game.

The Hold Rule

The Hold Rule is our way of pausing game; think of it like watching a movie and hitting the pause button. Everything stops.

To call a hold, shout out “Hold” loudly. If you hear a hold, stop what you are doing and make sure those around you are

aware of the Hold and have also stopped (repeat the “Hold” call if necessary). Crouch down or take a knee, be quiet, and do

not move until instructed to do so by whoever called the Hold or an encounter leader. When the situation is resolved, the

encounter leader or the person who called the Hold will ask people to resume positions then call, “3, 2, 1. Lay on!” At that

point, the game resumes at the point it left off.

Don’t call a Hold if:

A. A monster jumps you and you’re not ready for the fight, and you want time to prepare.

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B. A player jumps you and you disagree with what they’re doing.

C. You have to go to the bathroom in the middle of a fight.

D. Someone hits you with a game effect and you don’t know what it does. In this case, politely ask the person who hit

you to explain the effect.

This is not an exhaustive list of unacceptable reasons to call a Hold. Use common sense.

Safety Holds

Call a Hold if you or someone enters a dangerous situation or is hurt. If you call a Hold for someone else and they say they’re

okay and to keep going, allow them to make that choice unless they truly do not recognize the threat.

Examples: A safety hold may be called if someone is fighting and about to fall off a cliff, if someone trips and lands hard on

something or if someone’s glasses get knocked off their face in the middle of combat.

Story Holds/Game Effect Holds

Sometimes a storyline requires the Plot team to call a Hold to explain game effects or a story. Players are only allowed to call

a Hold for rules information on abilities which state in the rule book that you may do so. If there is mass confusion about a

game effect or rules question, it is up to the Owners, Plot team or Marshals to call a Hold and clarify.

Personal Holds

We use this term to explain a situation where a person needs a breather or to otherwise excuse themselves from combat

without stopping the game. This may be done for safety or health reasons, personal reasons or for important rules questions.

During a personal Hold, place your hand on your head to indicate you are out-of-game. If you need to step out of combat

place your hand on your head and leave the combat area. If you need to ask a question, place your hand on your head and ask

the person who hit you with the effect or ability for the information you need. If you see someone in a personal Hold, or

explaining a game effect or rule to another player, DO NOT ATTACK THEM. Wait for them to resolve the issues and carry

on.

Abuse of the Hold rules for personal gain or advantage is not allowed at all. Staff reserves the right to pull your character

back into game. People found abusing the Hold or personal Hold rule are considered to be cheating and are subject to

disciplinary action.

The Honor System

We expect that players honorably police themselves and adhere to the rules. As you read these rules you will find many areas

where it is quite easy to cheat by lying or not keeping track of the proper information. While we do have Rules Marshals and

Plot members occasionally policing and enforcing the rules, we ask that at all times players and staff act with a high standard

of personal honor and integrity.

Cheating

This is both a game and a sport, and people who intentionally cheat are not tolerated. Cheaters will be caught and punished,

up to and including expulsion from the game. If you are called for cheating by a Marshal or Owner, the issue is not up for

debate. You must accept whatever ruling they make and preserve the flow of the game. You will be given an opportunity to

explain yourself or your actions at a time that does not interrupt the game. Ignorance of the rules is not an acceptable excuse.

Metagaming

This is a common form of cheating at LARPs that involves the use of using out-of-game information for the betterment of

your character.

Some examples of metagaming:

While in a bathroom you overhear someone talking about how they are going to kill someone else and you go warn

that person out-of-game.

After game you go out for pizza with the game staff and you hear a Plot line for the next game and use the

information on it.

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During game you see a bunch of staff dressing up for a fight as undead and then you run into town and tell everyone

the undead are coming and to get ready.

Respect Other Players

Players should not make personal physical contact with other people in the game area without explicit prior permission.

Respect personal space, bodies, and possessions. We often camp together for events, and you may share sleeping and living

areas with other people. Be respectful of others by not touching, ogling or commenting on personal matters. Similarly, if you

are sharing a sleeping area, maintain your personal hygiene and keep your space reasonably tidy.

Harassment

We may be at a game to play a fantasy story with monsters and magic, but harassment of other players will not be tolerated

and will result in expulsion from the game. We are particularly intolerant of those who engage in uninvited and unwanted

sexual advances.

Character Creation, Growth and Death

Once your character is made and your character points are spent, you have three games to move around points before your

character is locked in. After that point you cannot change your character’s background or move character points. If there is a

rules update or new rules edition, the staff will tell you if you have the option to adjust your character points or re-spend new

points. After each game you complete, you will be awarded new character points with which you may buy new skills or

abilities for your character. Different sections of the rule book have different rules on when and what you are allowed to buy

with your points. Every game you attend you should bring two (2) copies of your up-to-date character sheet with you. One

copy for us and one copy for you. During game check-in you will turn in a copy of your updated character sheet to us.

Non–Combatants and Age to Play

Our game deals with intense role-play and is physically challenging. Most of our content is intended for a mature audience.

Thus, to engage in our LARP combat you must be at least 16 years of age. If you are under this age and wish to participate,

you and your guardian must contact an Owner.

If someone at the game is a non-combatant for age, health, safety or disciplinary reasons, we will make every effort to make

the conditions of their combat status known. Typically, non-combative status is indicated by a pink headband. Non-

combatants must make all reasonable effort to avoid combat situations and combatants must make all reasonable efforts to

avoid striking the non-combatant. That said, the only real way to avoid getting struck with weapons or spells at a LARP is to

stay away from the LARP.

Items, Tags and Holdings

Player Holdings

Player Holdings are items a player has on them that are just part of their costume which have no in game effect. These

include clothing, belts, pouches, jewelry and shoes. These items are not considered part of the game and cannot be targeted

or removed by another player without the owner’s permission. If an in-game item is placed in a holding then that holding is

now in-game and people may ask you to remove it or give it to them under appropriate circumstances.

NPC Holdings

In many games players commonly loot monsters for equipment or other rewards. However, in a LARP it becomes difficult to

realistically represent the items one may loot off a monster, so in our game NPCs that players defeat may hand over coin

equal in value to their holdings. Some NPCs will have nothing, particularly if the monster or creature is poor. Items worth

value, such as ritual components, magic items and potions will have tags or physical representation.

Looting

To search a defeated character, step up to them and announce “I search you” and begin miming the act of searching the

character (without physically touching them) for a minimum of 10 seconds. The person being searched may then relinquish

all their in-game items or request a “physical search.” Requesting a physical search gives the searcher permission to come

into physical contact with their victim. Nevertheless, people should not hide items in unsanitary or highly personal areas, nor

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should searchers treat this as an invitation to grope. Searching someone takes at least 10 seconds, and may take longer to

locate all of the victim's valuables.

Tags and Phys-Reps

“Phys-rep” is shorthand for “physical representation” and is a general term for an out-of-game representation of an in-game

item. Tags are pieces of paper with descriptions of an in-game item, authorizing signature and other descriptive information.

In most cases a phys-rep will be accompanied by a tag, but possession of the phys-rep trumps possession of the tag. For

example: you have a tag in your pocket for a weapon or item, but the phys-rep is in your hand. A monster then comes along

and takes the phys-rep from you, but the tag remains in your pocket. In this case you would need to provide the monster with

the tag for the item as soon as possible.

Different types of items tags and magical items

Some items require identification to be use, such as alchemy, magical potions and magical items. The general rule is that if

the item is not normal and or made with a trade skill the item must be identified in order to be used. Each section of the rules

will tell you how those items can be identified and used in game. Some items such as relics will require special abilities to

identify them. A good example of this is essences which cannot be used or identified by nor sorcerers. There is a limit to

how many items a character can use at a single time

Magical items: A Character may only wear and use 5 magic items of the following type: Lesser, Greater, and Superior. A

character many have and use as many Relics, artifacts, Wands, Orbs, Rods, Plot items and legacy items as they want. For

more information about magical items please see that section of the rules.

Refinements: a character may only wear and benefit from 5 worn refinements for more information about refinements please

see that section of the rule book.

Carry bags: Due to the fact that a number of items are handed out as tags rather than actual physical items. Players may

group together all these items in a “Carry bag” representing a sack of their loot, belongings and spoils. The Carry bag must

be worn on the characters. If you have any questions about this please see a plot member to make sure the amount of stuff

your character is carrying is actually reasonable. Players should not just carry around stacks and stacks of tags in their

pockets.

Basic Equipment

Your basic equipment, armor and weapons you have phys-repped are generally not tagged. When you come into game with

the phys-rep you effectively have the item. There are, however, a number of effects and events that will break or destroy your

equipment. When this happens, you must either have a tagged replacement item, another phys-rep (not your original), or you

must find a replacement on the battlefield. (Items merely broken can be repaired by some in-game effects.) To find one on a

battlefield, you must spot an NPC using an item that you want to use and then arrange to take it from them. When they are

defeated, you may announce “I am taking your <item>” instead of searching them for coin. At that point you may resume

using your original phys-rep.

Boffer

The term “boffer” refers to a representation of an object that is used in combat for fighting and spell casting to deliver blows

or spells to other people in game. A “boffer sword” is a foam-covered sword used for combat. Packets are small throwing

objects which are made to be safely thrown at other people in game to deliver game effects. Boffer weapons must be

inspected for safety and approved by an Owner or weapons Marshal. If your weapon or packets are unsafe you will be asked

not to use them at our game.

Weapon Construction

The Realms of Conflict game system is not a light-touch LARP. Most fighters strike with force, stopping short of driving

with body mechanics (without arms, hips or shoulder leverage). As a consequence, weapons must be constructed to reduce

the chances of real harm. The following guidelines will help ensure that weapons you construct will be accepted for use.

It is important to remember that safety is ultimately the responsibility of the wielder of the weapon and when misused, even

the most carefully made weapon can cause injury.

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The -DOs-

Weapons must be constructed such that any Realms of Conflict LARP fighter can pick them up and use them safely.

Weapons need to be able to forcefully strike at someone without causing injury.

Weapons must have defined striking surfaces. These are the only part of the weapon that will do damage or deliver

maneuvers.

Weapons must be of a type defined in the rulebook.

Nondescript, baseball-bat style weapons must be approved as a particular type when they pass weapon inspection.

Weapons should be made so that anyone familiar with the game can identify the type of weapon.

Weapons must conform to size and type guidelines defined in the rulebook.

All weapons must have thrusting/striking tips on them. This is made of composite layers of foam, with a larger piece

of soft open-cell foam on the outside. These prevent injuries and help with weapon control. Weapons without a soft

thrusting tip will not pass.

Weapons may not have ANY exposed core (or other unyielding components) on them, except on the handle of the

weapon. Weapon hafts on weapons such as pole arms must have a minimum padding on their hafts.

Pommels must be padded to prevent injuries. In most cases foam should be used, but some single handed weapon

cores like golf clubs may use rubber.

Weapons must have a minimum of 5/8” foam covering the core. Some professionally-made weapons may be

excepted from this rule (such as those made by Iron Liege).

The -DO NOTs-

Solid wooden cores (such as dowels) may not be used.

Metal cores may not be used unless you are a professional weapon builder or in rare cases such as a golf club. These

may make passable weapons but often break and fail more easily than the graphite or carbon-fiber cores.

Avoid attempting to weight your weapon your first few times making weapons.

Avoid coating the weapon in latex. Most latex formulations will harden over time or in the cold. Most latex or

rubbers that are used by professionals to coat weapons have other things mixed into them. If you need advice on

where to buy proper coatings, feel free to ask.

Avoid coating the weapon’s striking surfaces with a thick layer of duct tape, as it adds weight to the weapon and

makes it hit harder.

Weapon Tests

Weapons will be tested in the following ways to verify their safety. This is not an exhaustive list, and a weapon inspector

may fail a weapon that passes these tests if they judge another aspect to be unsafe or inappropriate.

Construction: The weapon will be inspected for an exposed core and any unyielding surfaces.

Normal Strikes: The weapon should able to safely and consistently deliver normal RoC style blows.

Hard Striking: When the weapon strikes someone VERY hard, how much damage is caused? If your weapon

leaves bruising or breaks skin, it will fail.

Thrusting: The core of the weapon may not be felt when the weapon’s tip foam is manually compressed. The

weapon must have a thrusting tip.

Durability: The weapon will be checked to see how easy it will break. Is the construction method durable, or likely

to come apart with use? Is it likely the core will break or shatter?

Basic Sparring: Sometimes if we are uncertain about passing a weapon, we will take it and do some basic combat

with the weapon.

The 5-minute Beating: We reserve the right to beat you with your own weapon for 5 minutes. Why? We figure

that if you don’t want to be beaten with your own weapon for 5 minutes, no one else wants to be hit with it.

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Suggestions

What follows is a short list of recommended materials. It is not exhaustive, and using these materials does not guarantee

acceptance, but it’s a good place to start.

Cores:

Carbon Fiber tubing. Spiral wound or woven tubes are very light but can be expensive. Pultruded (uni-

directional) carbon cores work well, but can be crushed.

Graphite (graphite is just carbon by another name) is sometimes available as a ski-pole or golf club.

Bamboo

PVC pipe

Padding:

Pipe foam insulation, such as that used to insulate copper plumbing

Polyethylene foam

Soft camping-mat foam

Thicker mats, such as those used for yoga

Coatings:

Stretchy, soft cloth such as lycra or spandex (thick socks or tights work for swords)

Pliable duct tape (if used sparingly)

Nylon kite tape

The following materials are rarely, if ever, okay for use in weapon construction.

Thin fiberglass

Aluminum cores

Solid dowels such as rattan

The pipe foam insulation that is sold at Home Depot that is more neoprene than foam. This material is

meant for heat/cold insulation and as such has only rudimentary shock absorption ability. Therefore,

weapons made out of this material will fail.

Nylon webbing is not to be used to cover the inside of the core. This material hardens with glue and

actually helps cut the core apart from the inside with repeated use.

Thick floor padding

There are many techniques to safe and sane weapon construction. Do not be disappointed if your first few weapons fail. Keep

at it and ask for help. Some of us have been doing this too long.

Clean up

All participants are responsible for the maintenance of the game site including set-up, clean-up, and tidying during game.

They must clean up their sleeping areas and help clean up common areas. Some events will have sign-up sheets where

participants sign up for chores or clean up. If you do not do your fair share of clean up and do not handle the chores you sign

up for, you may not receive any experience for the event and you may be asked to not return. The old maxim, “many hands

make light work” holds particularly true for LARPs and the corollary that nothing irritates Plot like cleaning up after messy

players also holds true.

Roles and Spectators

In general people attending the event are expected to perform a role, either in-game or out-of-game. Spectators are generally

not welcome for more than a single game, after which time they are expected to help out or participate in some way. Adults

supervising youths are welcome.

NPCing

NPC is short for “Non-Player Character,” as described under Game Basics: Organization. NPCs play the backdrop and

“monster” characters at an event. NPCs operate under Plot instructions and should be familiar with the rules, the NPC

guidebook, and should learn and act out the roles given to them by Plot.

Check in, Check out, Listen-up

Everyone arriving at game must check in with logistics. During check in they must:

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1) Pay any fees due.

2) Provide two copies of their character sheet.

3) Handle any production they submitted before game.

4) Access their item bag.

5) Update their contact information.

6) Sign up for clean-up chores.

7) Tell Plot of any health or medical issues.

Everyone leaving the game must check out with logistics. During check out they must:

1) Hand over their coin and item tags.

2) Sign out.

Staff will call “Listen Up” at the start and end of the event. Everyone is expected to attend listen-up if they are at the game at

the time it is called. If they arrive at some other time, they must ask what was covered at listen-up. Listen-up is used to

communicate important safety, site and game issues, and is not optional.

Zero Tolerance for Drugs and Booze

No illegal drugs or alcohol may be taken by any participant. Anyone under the influence at an event will be removed from

game. If you are on prescription medicine that you expect to take at a game, you must notify Plot at check in.

Smoking

Many camp sites have smoking areas. It is your responsibility to know where these areas are and you may only smoke in

those areas. Smokers must police their own butts. If you’re caught littering or not policing your butts or cigarettes, or if you

smoke outside designated areas, you WILL be asked to leave the camp site.

Player vs. Player

Also called PvP, player vs. player conflict is a part of the game that can be extremely exciting and rewarding, but it also can

be very tense and prone to causing out-of-game conflict. Players are always expected to act with maturity and honesty, even

if their characters are monstrous and vicious. Allegations of cheating and metagaming are taken very seriously, and players

participating in PvP should hold themselves to the highest standards. It is suggested that players expecting to engage in PvP

attempt to have a Marshal observe key interactions.

Card System (Discipline)

In general, discipline issues are handled by staff during game. Participants must adhere to staff and Marshal rulings

immediately and without argument. Opportunities to discuss disciplinary rulings will happen outside the flow of game, and

might not occur until after an encounter. In some cases, staff may opt to use a sports-like card system as follows:

Yellow Card – You did something wrong. Don’t do it again and correct your behavior as instructed.

Red Card – You did something wrong. Step out of game until Plot or a Marshal can talk to you about what

happened and put you back in game. Repeated red cards may cause you to be removed from the game.

Green Card – Reward System – Exceptional play, sportsmanship and participation should be recognized. Players

and staff may nominate a player for a green card. Plot will review the nominations and select an appropriate reward.

Out of Game Areas

Some areas are out-of-game for different reasons. You may never retreat into an out-of-game area to avoid in-game

consequences, and you may not use them as a sanctuary. Bathrooms are always considered out-of-game. The kitchen is out-

of-game for combat, though basic role-play may happen in the kitchen. NPC central, logistics areas and Plot rooms are also

out-of-game.

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The Races of Ith

Some races gain Advantages or Disadvantages. The character point costs (or refunds) have been factored into the cost of the

race and are not counted separately. For example, Trolls gain Hotheaded 1. They get no more points for this, but if they want

to get Hotheaded 2, they gain the difference in point values between 1 and 2.

Dark Fae

The opposite of the Arcadian Fae, these creatures hail from the twisted realm of Darkadia. All Dark Fae are infected with a

magical disease known as Blood Vine. This disease turns the normally lighthearted Fae it infects into twisted parodies of

their former selves. They tend to embody concepts, but they are opposites of those of the Fae: death, loss, depression, greed,

darkness, decay, storms, addiction, etc. Most Dark Fae worship or associate themselves with the god Imbolis, who embodies

Blood Vine.

Costume and makeup requirements: Dark Fae must wear wings and have a creative use of makeup, including eyeliner.

They must have some kind of magical marking on their face to suggest Blood Vine. The marking can change from day to

day. Dark Fae tend to dress in dark and gloomy colors. On the whole, Dark Fae are still highly magical creatures and must

look as such.

Cannot be book casters.

Can buy Regeneration up to level 3.

Making poisons cost half the normal production point costs.

May resist one poison effect per Flux calling out “resist Dark Fae.”

Their Magical Disease Resistance is two levels higher than the base as they are infected with Blood Vine. So if they

purchase “Disease Resistance” to level 5, they will have Normal Disease Resistance 5, Magical Disease Resistance

5. If they do not purchase it at all, they will have zero Normal Disease Resistance and 2 Magical Disease Resistance.

Learning Sneaking costs half character points.

Gain the first level of Concocting and Chemistry for free.

Get the first level of Resilience for free.

Gain the “Wings” physical advantage for free.

Can read, write and speak Faerie for free.

Cannot take the Protector Path.

Dendrytes (Nature’s Enforcers, Keepers)

Dendrytes are a race of tree and plant folk, charged with the protection and keeping of the forests and wilderness. Sometimes

they perform more destructive roles as Nature’s Enforcers, taking their guidance directly from the natural world. As the

embodiments of trees and plants, their personalities often derive from the type of plant they mirror. These nature spirits are

more common in the mortal realm, though most come from either the Deep Forest or from Arcadia.

Costume and makeup requirements: Heavy costuming for a tree or plant person, may include body suits or heavy

makeup. Possibly includes branches, leaves, flowers, moss or bark patterned costuming.

Can buy Regeneration up to 5.

Gain first four levels of Carapace for free.

Can buy Carapace up to level 10.

Carapace recovers at the rate of 1 level in 15 minutes of non-use, instead of the normal time.

May use the spell Camouflage twice a Flux for free.

Can only be natural casters.

Once a day, they can perform the Tree Friend spell, using themselves as the target for the spell. The Dendryte is

unable to move for the duration of the spell. If they take a wound, the effect ends.

Get the “Claws” physical advantage for free.

May only use wooden Staff/Thrusting or Blunt weapons, and wooden shields.

Cannot buy Armor.

Any first aid skills require twice as many bandages when used on a Dendryte.

Dendrytes are immune to the Lethal effect, meaning they ignore the carrier however they must resolve the rest of the

attack or effect as normal.

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Once a Flux they may activate an ability, Take Root. They call, “Take Root.” Until they call “Unroot,” they cannot

be moved or knocked to the ground by anything short of a Plot effect and should call, “Rooted.” While this ability

is active they may not move their feet.

Dendrytes can read, write and speak Wild Speech for free.

Dryads/Satyrs (Nature’s Defenders)

Races as old as the forests themselves, Dryads and Satyrs are charged with the task of guarding important items and

locations. Most come from the Deep Forest, though some call Arcadia their home. They tend to be very friendly and sociable

creatures, though many maintain wild, mischievous and fickle natures.

Costume and makeup requirements: Male players are Satyrs, and female players are Dryads. Satyrs need fuzzy leggings,

small horns and a short tail. Dryads need to wear plants and flowers. Both are magical creatures and should have magical

markings and tattoos on their bodies.

“Stash Spot” Advantage for free.

Dryads cannot cast Spiritual magic.

Satyrs cannot cast Elemental magic.

Charm: They may cast a Charm effect, similar to the spell. This Charm cannot be used on the same target more than

once per Astral Conjunction. Creatures not affected by Mind magic are immune to this effect. This Charm is a

touch-range ability. On touching a target the target becomes highly friendly to the Dryad or Satyr, but is not under

their command. The call is “Magical Charm, Lethal.” Only a single target may be charmed at a time. The charmed

effect lasts until the next Flux. Trolls, Undead, elementals and other types of monsters may not be charmed.

Can cast Tree Teleport once a Flux for free, and move twice normal distance.

Cannot wear armor.

Can buy Natural armor up to 3.

Can buy Regeneration up to 4.

Get a free extra Toxin Resist, on top of any Toxin Resists bought normally with points. This means a Dryad or Satyr

can have a total of 4 Toxin Resists if the player buys all 3.

If an invoker, they may only worship a god with an elemental domain.

Nature’s Guardian: Pick a natural location or item to defend. This must be approved by Plot, and tied into the

character’s background.

Dryads and Satyrs can read, write and speak Wild Speech for free.

Cannot take the Assassination Path.

Elves

The wise and noble elves are believed to be the oldest race. Elves are known for their grace and deep understanding of magic.

There is an elven homeland to the North of Talar, but in this country they are widely intermingled with the general populace.

They are by no means common, but most Talarian have met or personally know elves. While all technically of the same race,

scholars generally distinguish three groups: Common or High Elves, Feral or Wild Elves, and the Dark Elves whose practices

and proclivities are widely abhorred by their brethren. None of these groups can be distinguished by physical features – the

differences are cultural.

Costume and makeup requirements: Elves must wear pointed ear prosthetics.

Gain the first level of Athletics for free.

Get the “Nimble” or “Mystic Savant” Advantage for free.

Cannot buy more than one level of Fortitude.

Cannot buy Regeneration.

Disease Resistance and Toxin Resists cost an extra 2 points per level to buy.

Cannot be gem casters.

Magic schools cost elves 2 points less each.

Elven Wisdom: Once a game, elves may ask a lore question on any topic.

Elves can buy two Channel Higher Magic and two Spell Potency arcane abilities.

Elves can read, write and speak Elvish for free.

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Fae

Fae are innately magical creatures from the realm of Arcadia. Those that dwell with mortals often seem alien and strange,

with beliefs and behaviors that are often inscrutable. Fae tend to be highly magical and able to manipulate and interact with

and manipulate magic with ease. Almost all Fae tend to be lighthearted and playful with other races and often associate

themselves with the nature spirits that share their home of Arcadia. Because of their innate strangeness, mortals often distrust

Fae, which typically only prompts the Fae to more enthusiastically strange actions. Fae must embody a concept appropriate

to Arcadia, for example: flowers, sunlight, happiness, sharing and other such abstract concepts.

Costume and makeup requirements: Fae must wear wings and have a creative use of glitter. They must have some kind of

marking on their face with the glitter. The marking can change from day to day. Fae tend to dress in lighter and bright colors.

On the whole, Fae are highly magical creatures and must look as such.

Cannot be book casters.

Get three Mana for every character point put into Mysticism.

They cannot be invokers of any kind.

They can buy Regeneration up to level 3.

Get the “Wings” physical advantage for free.

Rituals performed by a Fae cannot have assistants, but their casting time is reduced by one third.

Once per Flux a Fae may assist someone else’s ritual (unless the lead is another Fae), even if they are not a Sorcerer.

If they are actually a Sorcerer, they can assist normally.

Learning Arcane Abilities costs 2 fewer character points per level.

Fae can read, write and speak Faerie for free.

Cannot take the Avenger or Assassination Paths.

Glyches

Glyches are an enigmatic race of tinkers and inventors. While not nearly as physically powerful as most other races, they

typically have brilliant minds and sharp wit. Scholars believe them to be one of the youngest races in Talar, but there are

astonishingly few stories or legends that detail their ancestry. Some even believe they are simply a cultural offshoot of

Humans or Elves. Their focus on technologies and crafts is so intense that most of them neglect physical prowess. There’s

little in the way of political structure in Glych culture, though they frequently form craft or project teams.

Costume and makeup requirements: Glyches are packrats by nature, so their costumes must represent that. They also

carry around large bags, lots of pouches and tools for their trade. Their costume should generally be more steampunk era than

the medieval look of the other races

.

-1 to all weapon damage, to a minimum of 1.Get the first level of Will for free.

Gain “Industrious” advantage for free.

Cannot be natural casters.

Cannot use two handed weapons. Can use bows, crossbows and hand-and-a-half weapons, but do not receive the

bonus damage for wielding a weapon in two hands.

Get the first level of productivity for free.

Masters of Crafting: With all production-based skills, Glyches have a 10% chance to produce extra items when they

expend production. This chance is calculated by Plot before game and based on preregistration.

Tinkering: Once an Astral Conjunction they can use their creative ingenuity to rebuild any single destroyed item

that they have created. Tinkering requires 15 minutes of the Glych role-playing the repair of the destroyed item.

This can apply to magical items depending on the Glyches’ role play and method for rebuilding the item.

Learn the first level in any one trade skill for free (Weapon Smith, Armor Smith, Trapping, Concocting or Imbuing).

Can buy Regeneration up to level 1.

Twice a Flux they can use their creative ingenuity to repair any broken non-magical item. This tinkering requires 5

minutes of role-playing.

Cannot buy more than one level of Fortitude.

Cannot buy the “Precise” advantage.

Can read and write Glychian and Common for free.

Cannot take the Berserker path.

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Humans

Humans populate a large part of the world and adapt quickly; they can be as savage as an ogre or as wise as an elf. They are

widely intermingled with other races and can be found in just about every major population center, but the nation of Talar is

believed to be the center of Human culture.

Costume and makeup requirements: None

Can buy Regeneration up to level 1.

Start with 5 bonus character points unless they take a Race Modification Kit.

Cannot buy any heightened senses.

Cannot buy physical advantages.

Humans can read, write and speak Common for free.

Korgahn

The Korgahn are a strong race that lives deep within the mountains, sometimes referred to as stone people. Korgahn are a

sturdy and hearty people and many believe them to be as strong and tough as the stone they make their homes from. The

Korgahn tell legends of their birth in the forges of the Titans who had sought succor deep in the bones of the earth, of the

seven Lords of the Korgahn and their underground kingdoms. The core values instilled in them by their ancestors include a

strong sense of personal duty, stoic perseverance and strength.

Costume and makeup requirements: Stone and tribal jewelry. Grayish skin tone, noticeable red hair.

Can only be gem casters.

Any level of armor they wear counts as one level higher to a maximum of 5 (6 if Master Crafted).

Once a Flux a Korghan may resist an effect which would breach or break either their armor, or shield. The call for

this is “racial resist.”

They get a free bonus Magic Resist that does not count against their per Flux limit.

Can buy Regeneration up to level 1.

Learning Athletics costs double character points.

Learning Sneaking and Tracking costs two extra character points per level.

Flux Attunement costs an extra 2 points per level to buy.

Korgahn can read, write and speak Koraguese for free.

Korgahn start with either the first level of Weapon Smith or Armor Smith for free.

The Toughness advantage has a reduced cost of 8 points for Korgahn

Minotaur

Prior to the Age of Reckoning, Minotaur were considered monsters by all the “civilized” races, but as the Ancient Ones

threatened the world, the Minotaur poured forth from their remote homes and joined the war against their evil. None have

ever known a Minotaur to join the cult of an Ancient One, and despite their continued savagery, the civilized races have

accepted them into society. An adult Minotaur is widely feared as one of the most dangerous combatants on two legs. Their

brutal strength is legendary.

Costume and makeup requirements: Brown or black face/body paint, bull horns, fur/cow leggings, cow nose or an

approved Minotaur Mask.

Can buy Regeneration up to level 1.

Cannot buy the “Industrious” advantage.

All production costs are doubled.

Start with Natural Armor level 2 for free, and may buy Natural Armor up to level 5.

Minotaur Strength maneuver: costs 2 Endurance, used to break free from the Quick Sand, Freeze and Root Foot

spells, or the monster ability “Web” or shrug off the effects of Slow, Chill, Snare or Slow Poison. The call is

“Minotaur Strength.”

Cannot be Grabbed except by other Minotaur or creatures with Monstrous Strength.

Magic Resists cost double character points.

Toxin Resists cost an extra 2 points per level to buy.

+2 to all swung weapon damage.

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Minotaurs have a special lore called Maze Mind. This lore helps them solve puzzles or find their way. This can

help them avoid traps or prevent them from getting lost.

Trapping costs Minotaurs 2 points less per level.

The Toughness advantage has a reduced cost of 8 points for Minotaurs.

Cannot use magic or magic items that require item activation. However, they can still use potions and refinements.

Cannot use ranged weapons.

Cannot resist the Berserk spell.

Cannot buy Sneaking.

Frenzy: Once per day a Minotaur calls “Frenzy” and becomes immune to all Mind and Will based spells. All

maneuvers performed during Frenzy have their Endurance pool cost reduced by 2, to a minimum of 1. During

Frenzy, Minotaurs are immune to stun effects. Frenzy lasts 1 minute.

“Horns” physical advantage and the Gore maneuver for free.

Cannot start with political title.

Can read, write and speak Savage Tongue for free.

Cannot take the Marksman or Arcanist Paths.

Ogres

Descended from the long deceased, proud and noble Titans of Ith, the Ogres are the byproduct of generations of Titan

inbreeding. True Titans have not been seen roaming Ith for hundreds of years, leaving Ogres behind as the proud, yet not-so-

noble legacy to their namesake. Ogres are generally very crude and rough-natured, and as a society are extremely destructive.

A region occupied by Ogres will be trampled and ravaged by their brutish settlement.

Costume and makeup requirements: Tusks and tribal markings.

Cannot be book casters.

One Taken a day, as per the Berserker ability.

Learning Dual-Wield costs double character points.

Immune to all mundane disarming effects including Disarm, and Seize.

Reading and Writing costs double character points.

Cannot buy Athletics.

Learning Sneaking costs double character points.

Get first level of Disease Resistance for free.

“Toughness” advantage for free.

Ogres start with a free Fortitude which does not count against their maximum.

Can buy Regeneration up to level 2.

Ogres can read, write and speak Titan for free.

Cannot take the Assassination Path.

Orcs

The warrior race of Orcs leads a savage and brutal existence. Orcs live for fighting and combat. Some of the more feral Orcs

will fight anyone, anytime, while more “civilized” Orcs seek the perfection that can be achieved in battle. Some of the more

civilized Orcs (as civilized as an Orc can be) form deadly armed units, and are well respected on any battlefield. The Orc

nation is south of Talar, and the capitol City of War is both admired and feared for its commitment to the glory of battle.

Costume and makeup requirements: Green face/body paint with approved Orc mask or Orc snout.

“Pain Tolerance” Advantage Level 2 (Immune to Torture) for free.

+1 to all swung weapon damage.

6 Endurance Pool for every level in Stamina.

The Toughness advantage has a reduced cost of 8 points for Orcs.

Can buy regeneration up to 3.

Cannot be book casters.

The Productivity skill costs five extra character points per level.

Must have the “Superstitious” disadvantage level 2.

Learning First Aid costs two extra character points per level.

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Learning Languages cost double character points.

Orcs can read, write and speak Orcish for free.

Shades

Shades are a new race to the world which began to show up directly after the Age of Reckoning. Very few know the origin of

this race, but scholarly accounts of their appearance agree that they did not exist in earlier times. Shades are striking in

appearance, and often confused for some type of undead. Indeed, many of the first Shades to appear were attacked and

persecuted by fearful citizens. Shades have a much harder time channeling magic than any other race. They are naturally

distrustful in nature and tend to stick to their own kind. They are very rare, but some have been accepted as citizens and

accorded the rights of civilization.

Costume and makeup requirements: Black and/or white face/body paint and must only dress in white, grey and black.

Any gear they use must also be this color.

When a Shade buys Mysticism, they only get one Mana point for every point they put into it.

Can buy Regeneration up to level 4.

Cannot buy backgrounds at character creation.

Get one Shadow Meld per Flux – on a three count they can “fade” out of this reality. In order to properly shadow

meld the player must stay still in the same spot and not move, holding a white piece of cloth over their head. The

player may stay in shadow meld for as long as they wish to, however while faded the player cannot be affected by

anything short of a Plot effect. If the player moves or drops the white cloth the shadow meld ends.

One Natural Phase per Flux. The Shade calls “Natural Phase.” This effect is described under the Mind spell, Phase.

One Natural Shadow Jump per Flux. The shade enters any shadow larger than their body, and calls “Natural Shadow

Jump.” The Shade then places their hand on their head and may move up to 150 feet before exiting out of any

shadow at least the same size as their body. If the Shade does not exit from a shadow within 1 minute, they are

forced out of the nearest shadow and will lose this ability for the rest of the game.

Immune to alchemy that can be resisted. See the Resist Alchemy ability description. Note that Shades are immune to

alchemical healing.

Shades start with the first level of Toxin Resist and Disease Resistance for free.

Immune to Fear Effects.

The control undead spell will work on Shades, however the spell becomes a Command spell. This control is not

complete, and commands such as killing themselves or their allies will break this control. Simple commands like

“defend me,” “attack him,” or “bring me a soda,” often work the best. This spell works more like a charm spell then

a total control.

First Aid costs double bandages to use on Shades.

Shades can read, write and speak Abyssal for free.

All Shades have the “Amnesia” disadvantage, Level 1.

Cannot take the Arcanist path.

Trolls

Trolls are extremely individualistic and vary greatly in appearance and manner. They are often loners or hermits who will

claim an area and refuse to interact with others. Those few who interact with society often have a small group of friends or

companions who act as their refuge. They are known for their temper, and everyone knows that taunting a Troll is a one-way

street. Trolls have a lack of culture or society and will generally adopt a version of the society they encounter.

Costume and makeup requirements: Pick a skin color and a contrasting hair color, small horns on face and/or body, or an

approved troll mask.

Cannot buy the Productivity skill.

Cannot be affected by the Bloodlust spell.

Cannot be gem casters.

Have the “Hotheaded” Disadvantage Level 1.

Learning Fighter Paths cost 5 extra character points per level.

All maneuvers they use have their Endurance Pool cost reduced by 1, to a minimum of 1.

Can buy Regeneration up to level 5.

The first five levels of Resilience are free.

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Cannot be affected by any effect that contains the call, “Charm.”

The Toughness advantage has a reduced cost of 8 points for Trolls.

Trolls may read, write and speak either Wild Speech or Savage Tongue for free.

Trolls cannot take Arcanist Path.

Race Modification Kits

Some races can take one of the following Racial Modification Kits, which stack on top of any normal Racial Abilities.

Racial costuming and makeup requirements must be fulfilled in addition to any requirements for the Race Modification Kit.

The Changed

Changed is actually a term used to cover a huge number of races which are a hybrid between an animal and another race.

These races retain their humanoid form, but share characteristics of both races.

Costuming and makeup requirements: Heavy costuming requirements based on the animal type.

The following races can be Changed: Dark Fae, Dryad, Elf, Fae, Glych, Human, Korgahn, Ogre and Orc.

Will costs 3 extra points per level.

Depending on the type of changed, may buy Regeneration level 2-4.

Get the first level of all resistances for free (Disease, Toxin and Magic).

Get a GM Special for free. This must be negotiated with staff during character creation.

All physical advantages bought at character creation cost half, except for Natural Armor.

Cannot buy Political Title at character creation. It must be earned in game.

All Changed start with either level 2 Natural Armor or level 4 Carapace for free, depending on the type of Changed

the character is playing. This may be able to be bought up depending on the type of Changed.

Research and Lore skills cost them double character points to buy.

Most Changed have extra abilities representing their animal powers. If the character wishes additional abilities, such

as a web ability for a spider Changed, they should work it out with Plot and buy GM Special Advantages to

represent the ability. The points cost of these extra abilities of varies and is based on the creature type and the

costuming the player provides for their Changed.

All Changed gain a special skill called “Scrounging.” This is a production-based skill. A Changed may spend as

much of their production in Scrounging in-between games as they wish. Scrounging represents that most Changed

are able to use their animal half to help them find things. The items are that found with Scrounging are given at

random, and sometimes may result in worthless items being found. The more production spent on Scrounging

between games, the greater the chance of more valuable loot being found.

The Shifted

A Shifted is a normal race infused with magical essence, or a hybrid of a planar creature or elemental and a normal race.

Shifted of the following Planes exist: Fire, Water, Air, Earth, Life, Death, Chaos, Order, Dream, Nightmare, The Garden, and

The Pit.

Costume and makeup requirements: Heavy costuming required based on the element or creature chosen.

The following races can be shifted: Elf, Glych, Human, Korgahn, Minotaur, Ogre, Orc, Satyr and Troll.

Can buy Regeneration up to level 3.

Their bleed out timer is doubled.

The Banish spell acts as a Rend spell.

During character creation, the player must pick one of the 8 primary planes to be from and what manner of creature

hybrid they are. They may also be from the Dream or Nightmare Realms, or from the Pit or the Garden and Plot will

select the element they channel.

Whatever plane they choose, they may identify essences only of that plane as if they were a Sorcerer.

They get a GM special to fit their character and what type of planar creature they are (to be worked out with Plot).

Whatever plane they are from, they get one special resist per Flux. This resist may be used on spells that are from

same plane of magic that they are from.

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Planar Strike: Shifted gain the ability to channel the energy from their plane and use it to strike out. Once per

Astral Conjunction, Shifted may add the carrier of their school to all their weapon damage for 15 minutes.

Shifted may not resist spells from their opposite magic plane (listed below). Shifted also do not gain positive effects

of spells from that school if the spell is cast on them as an incant.

o Fire-Water

o Earth-Air

o Life-Death

o Order-Chaos

The Touched

Many who are Touched by a God consider it to be a blessing, but just as many consider it a curse. Either way, the deity has

taken a close interest in the character’s life. It is believed that Gods have plans for their Touched. The character's background

must include an in-depth story on what God or higher power touched their character’s life and why the character is important

to the God.

Costuming and makeup requirements: None.

The following Races can be Touched: Dark Fae, Dendryte, Dryad, Elf, Glych, Human, Korgahn, Minotaur, Ogre, Orc, Satyr,

Shade and Troll.

Cannot buy Regeneration.

Cannot buy Resilience, and spells that affect Resilience or clotting have no effect.

Cannot be resurrected through magical rituals or miracles of Faith.

Can only be brought back to life through a Resuscitate spell, first aid or divine intervention.

Receive one disadvantage and advantage, assigned by Plot that they do not receive or pay the points for. The

disadvantage cannot be bought off with character points.

At character creation, choose a weapon type. The character automatically does student weapon damage, and gets the

first level weapon maneuver for free. Any type of weapon damage other than their chosen weapon type costs double

character points to increase.

Get 1 free Righteousness per day that will stack with bought righteousness.

Get first level of Magic Resist, Toxin Resist or Disease Resistance of their choice for free.

Pick one pool (Faith, Endurance or Mana), and regenerate that pool at one and a half times the normal rate whenever

they would normally regenerate that pool. However, this does not increase instant effects such as scrolls, potions

and spells.

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Advantages and Disadvantages

Advantages are traits bought to round out a character’s personality or to help better define and explain a physical aptitude or

ability a character possesses. Advantages may never be bought or improved after character creation, but may be awarded by

Plot.

Disadvantages add points to a character's build total.

Advantages cost points as normal.

Physical advantages cost normal character points but are only limited by race and the racial mod kits. The reasons they are

included in the advantages section is because you can only buy them at character creation. The exception is Natural Armor,

which only requires a character to buy one level at creation in order to put more points into it later on. The limits described

below do not include points spent into physical advantages.

Characters can only take a total 20 extra points in disadvantages, the first 10 points of these may be spent anywhere, any

other points taken in disadvantages after the first 10 must be spent into advantages. Points after the first 10 that are NOT

spent in advantages at character creation are wasted.

Characters can spend 10 points into advantages; a character can choose to spend up to another 10 points into advantages for a

max total of 20. However these additional points (11-20) must be points that were gained from taking disadvantages.

Examples:

1) You buy a 12 point disadvantage and a 3 point one for a total gain of 15 points. 10 of these may be added to the starting

character points and spent where ever you like. The extra 5 may only be spent in advantages; if not, they are wasted.

2) You buy a 12 point advantage and a 2 point advantage for a total of 14 points spent into advantages. At least 4 of these

points MUST be bought by gaining points from disadvantages.

3) You buy an even amount of disadvantages and advantages, such as gaining 20 from disadvantages and then spending it all

on advantages so it evens out. You still have your normal starting 100 to spend wherever you'd like.

Advantages

Cost: 5 Apothecary Advantage

A character with this advantage is considered to be an exceptionally efficient healer and receives fifteen bandages per level in

the First Aid skill, rather than ten.

Cost: 5 Brawny Advantage

Characters that are brawny are stronger than normal characters, which grants them access to a unique maneuver, Rip-Free.

Brawny characters cannot take the “Feeble” disadvantage.

Rip-Free General Maneuver

Level: “Brawny” advantage Endurance: 2 Call: I rip free one…I rip free ten

The character has great strength and can rip free of mundane metal shackles, rope bonds or webs. The character

expends Endurance, then calls “I rip free one, I rip free two…” all the way to “I rip free ten!” Once the count

reaches 10, the character has ripped free from the web or bonds. The character may also rip others free of such

bonds without the use of a weapon or tools through use of this maneuver.

Cost: 7 Centered Advantage

A centered character gains one extra Will Ability at the level of their current Will. It recovers when your Will recovers. It

does not consume a Will point to use, but it may only be used once until your Will recovers.

Cost: 13 Chosen Advantage

A character that has been chosen by their deity is blessed with an additional Faith gift at each level, at no cost. The extra gift

is bestowed once the other three have been purchased. This gift is chosen for the character by Plot.

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Cost: 10 Combat Veteran Advantage

The character has been trained in the general use of all martial weaponry, gaining the ability to use any Weapon Damage

group (including Hand to Hand) as if they had Student skill level. Additionally, when buying up a particular weapon damage

skill, the points cost of the first level (Novice) is refunded.

Cost: 3 Cunning Advantage

The cunning character can resist 1 Truth Serum, Confess or truth spell/invocation per day. This resistance is not detectable by

the mage or invoker and can be used against effects with the Lethal carrier. Characters that are cunning cannot buy the

“Complete Honesty” Disadvantage.

Cost: 2 Empathy Advantage

Characters with empathy can instantly sense the emotions of any living creature they touch. (Remember to touch with a

hand-to-hand baton or ask out of game first. MAKE SURE it is okay before you touch ANYONE!) On touching a target, the

character announces “Empathy,” and the target must relay his or her immediate emotional state to the character with

Empathy. This spell can be dangerous to use on certain creatures (e.g. elementals, undead, etc.). This spell cannot determine

if a target is lying.

Cost: 10 Enlightened Advantage

An enlightened character has a deeper connection to their deity than other invokers and has a Faith Pool of 20 per invoker

rank.

Cost: 2, 5 or 8 Favor Advantage

This favor is similar to a background. Someone owes the character a favor. Who the person is and why they owe the

character must be explained in their background and approved by Plot. People who owe the character favors generally will

not put themselves in physical harm, but may be persuaded to break the law for the character. The more a character wishes a

person to do a favor that is grossly against that person’s moral code, the less likely the person is to perform the task well.

Favors are good for one use.

Minor Favor – They will use their influence to help you in a situation.

Major Favor – Character may send you some gold or show up in person to help you.

Life Debt – They will greatly aid you in some way.

Cost: 6 Focused Advantage

The Focused character regains one (1) additional Mana for each five (5) minutes of Trance.

Cost: 2 Friend Advantage

This advantage changes one of a character’s background “contacts” into a “friend.” Just like the background “contacts,” this

advantage must be explained in the character’s background and must be approved by Plot. Friends will go to much greater

lengths to aid the character, including putting themselves in danger, especially if the friend agrees with the character’s

actions. The friend’s stats and actions are completely up to Plot and/or the NPC playing the character. Just like the

background, “contacts” a character’s relationship with their friend can change depending on the actions of the character.

Cost: 3 Good Memory Advantage

The character has a better than average ability to retain information. The player may carry a notebook, with which they may

record notes regarding in-game information. This notebook is considered to be out of game and cannot be removed from the

player character. The player may refer to this notebook at any time during game. Writing in the notebook is considered to be

the act of committing the information to memory. Once anything has been committed to memory, it cannot be altered or

erased.

Cost: 4 Hardened Advantage

The Hardened character does not fall unconscious when he or she receives three limb wounds or a torso wound. Upon taking

these wounds, the character falls to the ground just like anyone else, but is conscious and can call out. The injuries prevent

the character from performing any action other than talking or crawling, or the use of the first aid skill on themselves. Upon

receiving another wound, the character will fall unconscious from their wounds (see the section on Wounds).

Cost: 3 Heightened Senses – Hearing Advantage

Allows a character to listen to conversations up to thirty feet away. This skill is not “always on.” The player must activate

this ability. While using this ability, the character cannot use any in-game skills, as the focus required to use it is great. The

player may approach any characters within range and listen to whatever is being said. The player is considered out of game

while listening, but must mark where their character is standing with a packet, chalk mark, etc. If a character with this

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advantage misses a part of the conversation due to distraction or outside noise, they may not ask the targets to repeat

themselves. This ability may not be used in combat.

Cost: 3 Heightened Senses – Sight Advantage

This advantage allows a player to ask, “What do I see?” and be answered honestly by anyone in clear line of sight. This

advantage is most handy during nighttime, and can be used if you see something, but cannot tell who or what it is.

Cost: 3 Heightened Senses – Smell Advantage

A character with this advantage has the ability to detect sneaking creatures within thirty feet, and may be able to use this to

their benefit while tracking. A GM is required for the use of this advantage while tracking.

Cost: 5 Heightened Senses – Taste Advantage

This advantage allows a character to identify magical potions and alchemical tonics with only the smallest taste. A character

with this advantage may ask a GM if a plate of food or a drink is poisoned/diseased without taking any harmful effect.

Cost: 12 Industrious Advantage

A character with this advantage has double the amount of production to spend during downtime than their level in

productivity would normally allow.

Cost: 3 Influential Advantage

A character with this advantage has a positive association with an eminent personage or cause. This association gives the

character one extra vote in official matters.

Cost: 12 Mystic Savant Advantage

The character with this advantage is no longer limited in their choice of spell schools. The character must still choose a

primary sphere (elemental or spiritual) and school (Fire, Earth, Life, etc.), but may buy spells from any school after achieving

mastery in their primary school.

Cost: 7 Nimble Advantage

A nimble character expends less Endurance pool to perform Athletics Maneuvers.

Balance - 1 Endurance

Writhe - 1 Endurance

Intercept - 3 Endurance

Redirect - 6 Endurance

Evade - 8 Endurance

Cost: 15 Old World Mage Advantage

A character with this Advantage may buy Sorcery and rituals without buying any of the magic pre-requirements.

All rituals remain trained for the character. If the Ritual is based off the caster’s primary school, they have none.

However all rituals themselves cost double their normal points for the character to buy.

Cost: 3 or 6 Pain Tolerance Advantage

3 points – Will loss due to successful Torture is reduced to one point instead of two.

6 points – The character is immune to Torture.

Cost: 5 Privileged Advantage

This allows the character to buy up to the second rank of any one of the three title paths during character creation. The

character must still pay the point cost of the second level. A character must have a legitimate reason to carry this title (written

into their background), and be approved by Plot.

Cost: 8 Sneaky Advantage

Characters with this advantage are quicker and more subtle than most, and may take double the number of steps that their

level in the sneaking ability will allow. The character must still take these steps in the duration allowed by their sneaking

level.

Cost: 2 Spiritual Awareness Advantage

A character with spiritual awareness can sense a ghost, spirit or other incorporeal entity whenever one passes within 15 feet

of them. The character is only informed of the entity's presence, but will be unable to see, locate or otherwise communicate

with the entity.

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Cost: 5 Stash Spot Advantage

The character with this advantage has a secure space in which to store a limited amount of items, as determined by Plot. This

space is only accessible to the character. If the character accesses the Stash Spot during an event there is a chance it may be

discovered. To use a Stash Spot, contact Plot and arrange its location with Plot. The items are then handed over to Plot. If the

Stash Spot is used during downtime, the items will only be accessible by Plot or the character.

Cost: 3 Telepathy Advantage

Once every Flux, the character can concentrate for one minute to send a message to a character of their choice, as long as

they know the character’s name. The message must be short, no longer than 30 words. The message is given to a marshal

who will deliver the message within 30 minutes.

Cost: 12 Toughness Advantage

Characters that have toughness gain a special defense ability that they may use once per day when the character takes

damage, or an effect that would cause, stun, incapacitation, damage or death the character then ignores that effect. Toughness

does not work against lethal attacks. When using this advantage, the character must call “Toughness!” in response to the

attack. For Korrighan, Orcs, Trolls, Minotuars this advantage cost 8 pts.

Cost: 14 True Mage Advantage

A character with this advantage has undertaken a path of rigorous study, which allows them to master the art of magic

completely. However, progression is slow, and reaching mastery will take a long time. The caster is neither a Spiritual nor

Elemental mage, having earned the title of “True Mage.” For 20 experience points (in addition to the advantage) the

character learns all Schools, and both spheres and all schools are considered Primary. However, the character may not

advance to the next level in any school until they have learned at least one of the spells in every school of magic for the level

before it. At levels 1-6, this includes at least two universal spells as well.

Cost: 12 Weapon focus Advantage

A character with this advantage is exceptionally deadly with one weapon type, which must be chosen upon acquisition of this

advantage. The character automatically gains expert level damage skill with that weapon. Once per Day, a character may use

the “Precision” Maneuver with the chosen weapon type. This advantage may only be bought once.

Precision Weapon Maneuver

Level: “Precise” Advantage Endurance: 6 Call: <Damage> Lethal

A character may use this maneuver to add the “Lethal Wound” carrier to a weapon strike. This maneuver may only

be used with the weapon type chosen with the “Precise” advantage.

Cost: Varies (1 to 10) GM Special Advantage

This is a unique advantage of some kind that you believe your character would have that is not covered in our system. GM

specials must be approved by Plot and submitted before game, not at game. This is a very open ended way for people to

personalize their characters.

Examples of approved GM specials: Joe the Orc bartender has the unique ability to guess any person he meets’ favorite

drink. Mike the elf is a ninja that has been trained to fight blindfolded and is immune to blind. Denied examples of GM

specials: My character is trained by the super ninjas of the Rako Clan so I can do +3 damage with a weapon.

Physical Advantages

Physical Advantages can only be taken if a race explicitly allows them, or by a Changed whose type makes sense with the

advantage (in general, they can only be taken if they make sense with the character’s race, kit and costume.)

All Physical Advantages must be appropriately costumed.

Cost: 6 Antennae Physical Advantage

Characters with antennae can activate the light spell whenever they want, phys-repped by a small LED or light-stick. They

can also sense sneaking, invisible, and camouflaged targets within 30 feet. They do not know the location or number of

hidden creatures, but they know something is in the area. If the antennae are removed, the character cannot use the light until

they are restored. Antennae can be torn out on a three-second count and any ability that fixes a removed limb will restore

removed antennae. The antennae must be exposed and not covered with a hood or shawl to function. Player can turn their

lights on and off at will.

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Cost: 2 per level Carapace Physical Advantage

Characters with carapace have several layers of shell-like protection that will negate an attack, then break off. Carapace has

10 levels, each costing 2 points. This Advantage must be fully costumed every game, with the majority of the body covered

in thick insect-like carapace. (No covering 95% of your body in clothes and having just your hands and a little bit of face

made up, either!) Characters that buy insect carapace can NEVER wear armor. Carapace will negate one damage-dealing

attack per level of the advantage. For every half-hour of rest, your carapace regenerates one level. In addition a characters

outside of combat with regeneration will heal a level of carapace if all the character’s wounds are healed. For example a

character with level 4 regeneration with no wounds would heal a level of carapace every 5 minutes.

Cost: 6 Claws Physical Advantage

A character with claws has natural weaponry they can use to attack their foes. This is phys-repped by a pair of red hand-to-

hand batons. These claws increase the character’s hand-to-hand damage by one, and allow the character to block weapon

attacks without taking damage. Claws are immune to Disarm or Break effects. However, if the claws are ever cut off or

destroyed through the use of a spell or maneuver, they must be re-grown through magic or reattached through surgery. Hand-

to-hand maneuvers can be performed with Claws.

Cost: 2 Fangs, Tusks Physical Advantage

Characters with fangs and tusks can perform a vicious hand-to-hand weapon maneuver called “Bite.”

Bite (Master) Weapon Maneuver

Level: “Fangs, Tusks” advantage Endurance: 4 Call: Bite!

Type: Hand-to-Hand

The character expends Endurance and calls “Bite” while striking with a hand-to-hand baton. If the attack hits an

unarmored location, it causes a Savage Wound.

Cost: 5 per level Natural Armor Physical Advantage

Natural Armor such as Hide, thick fur or scale prevents damage of its level or less from causing a wound. This Advantage

must be fully costumed every game, with the majority of the body covered in thick scales or fur. (No covering 95% of your

body in clothes and having 2 inches of fur or scales on your hands or just a little bit of make-up around the eyes, either!), but

is vulnerable to certain maneuvers. Characters with Natural Armor May choose to buy armor and wear armor in additional to

Natural Armor, however the character must actual wear both or loose the benefit of Natural Armor in all Locations.

Cost: 4 Horns Physical Advantage

Characters with horns can perform a vicious hand-to-hand maneuver called “Gore.” If the horns are torn out, Gore cannot be

used and the resulting pain causes the character’s spells and maneuvers to cost double until the horns are restored, regardless

of any pain relieving spells. Horns can be torn out on a three second count and any ability that fixes a removed limb will

restore removed horns. The horns on the character’s costume must be larger than 2 inches long.

Gore (Master) Weapon Maneuver

Level: “Horns” advantage Endurance: 6 Call: Gore, Wound

Type: Hand-to-hand

The character with Horns expends Endurance, strikes a target with a hand-to-hand baton and calls “Gore, Wound!”

See the Wounds section for a description of the effect.

Cost: 2 Tail Physical Advantage

Characters with the tail advantage gain access to the maneuver “Tail Swipe.” If a tail is somehow removed, the character

cannot use either of these maneuvers until the tail is replaced. A tail can be replaced through use of any effect that will

restore a limb. A character with a tail may use the “Balance” maneuver against area of effect spells.

Tail Swipe (Master)Weapon Maneuver

Level: “Tail” advantage Endurance: 2 Call: Knockdown

Type: Hand-to-hand

The character has a tail that can be used to trip opponents. The character strikes an opponent’s leg with a hand-to-

hand baton, expends Endurance and calls “Knockdown!” The target instantly falls over, but can get up immediately.

If the tail swipe strikes any location other than a target’s leg, the maneuver fails and the Endurance is lost.

Endurance must be used to tail swipe again.

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Cost: 3 Wings Physical Advantage

Characters with wings are capable of the Limited Flight maneuver. If the wings are torn off, the character cannot fly. Any

ability that fixes a removed limb will restore removed wings. Characters cannot dive-bomb at people with this ability.

Characters cannot land on the top of the roof of a structure. A character with this advantage cannot cover their wings, such as

with a cloak or jacket. Wings cannot be “tucked” or otherwise held closed.

Limited flight (Master) General Maneuver

Level: “Wings” advantage Endurance: 4 Call: I take flight one… I take flight three.

After performing the three-count, a character with this maneuver must point straight above their head to show that

they are in the air. During this time the character cannot be attacked, except by ranged attacks such as arrows,

packet spells or vaporous alchemy. The character may take up to 30 steps while flying, but all of the steps must be

taken within one minute after initiating the maneuver, at which point the character must land. If the character is

wounded while initiating this maneuver or takes a wound while in flight, the maneuver ends and the character must

land. If the character falls unconscious while in flight, they land immediately and begin bleeding out. This maneuver

cannot be performed indoors.

Disadvantages

Disadvantages are unique aspects of a character that make life on Ith more difficult. Characters do not “purchase”

disadvantages. Characters choose disadvantages and are awarded experience points to spend in other areas. Each

disadvantage has a point value that is awarded to a character when the disadvantage is chosen. A character cannot have more

than 10 points total awarded for choosing disadvantages, unless the extra points are spent on advantages. If the extra points

are not spent on advantages, only the first 10 points spent on disadvantages are awarded.

Value: -2,-5 or -8 Allergy Disadvantage

At any level, exposure to the allergen requires the character to expend a Will point every five minutes, or stay at least thirty

feet from the item in question. If this drops your Will to zero, you will run from the item. Extended exposure to the item may

have lasting effects, as determined by a GM.

At level one, Allergy is ingested reaction only; if you discover you have imbibed the item you are Allergic to, you

suffer an unresistable 'deadly poison and silence" effect, as you begin to choke

At level two Allergy keeps the effects from level 1, plus the allergy is also on contact; You suffer a lethal wound

whenever you touch the subject of your allergy, as you break out in dangerous hives.

At level three, the character is considered helpless while in the presence of the item and the Will expenditure is three

points every five minutes. If the character is reduced to zero Will, they will fall unconscious until ten minutes after

the time when the item is taken away.

Value: -2, -4 Amnesia Disadvantage

Your memory is damaged, and you cannot recall much, if any, of your past.

Level one is partial amnesia. Your character background has a few major holes, including the recent past.

Level two is complete amnesia. Plot is essentially in charge of your background, which may include one or two

disadvantages for which you will not receive points.

Do not take this disadvantage lightly, as life may become very hard, very fast.

Value: -12 Brittle Disadvantage

The character has extremely weak bones. Any damage that wounds a limb causes the limb to be Severed.

Value: -4 Bumbling Disadvantage

The character is notoriously clumsy and cannot use any alchemy or arcane abilities. Talent skills are bought at double cost.

Value: -4 Chronic Illness Disadvantage

Character has an incurable, non-contagious disease. The type of disease and effects must be approved by Plot. In addition,

the character with a chronic illness cannot buy Disease Resistance.

Value: -2 Complete Honesty / Pathological Liar Disadvantage

The character chooses whether or not to be a pathological liar or completely honest. The pathological liar cannot tell the truth

when asked a question, unless forced to with magic or invocations. The completely honest character cannot tell a lie or allow

someone to be deceived while in his or her presence. Completely honest characters cannot purchase the “Cunning”

advantage.

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Value: -5 Cowardice Disadvantage

The character will NEVER accept a personal challenge from anyone, and will always run from any one-on-one fight. The

coward will never adventure out of town limits alone. Players who take this will generally never opt to be alone, even if

assured of safety.

Value: -17 Dark Destiny Disadvantage

The character is destined to suffer a terrible fate. The character will die in some horribly violent way within a year. The

character has some idea that this is true. Resurrection is unlikely and Plot may disallow player attempts to resurrect.

Value: -1, -3 or -5 Debt Disadvantage

The character owes someone a favor. This favor may come up at any time, and if the character refuses, there will be

consequences. If the character complies, the Debt is paid. Favors are asked for at Plot’s discretion.

Minor Favor – The character will use their influences to help in a situation.

Favor – The character may send some gold or show up in person to help.

Life Debt – You owe your life to someone. This can be called upon at any time. You will go out of your way,

including throwing yourself in harm’s way, to protect them.

Value: -4 Feeble Disadvantage

The feeble character’s swung damage with any weapon is reduced by one, to a minimum of subdue. The feeble character can

also never wear armor heavier than leather. Feeble characters cannot purchase the “Brawny” advantage.

Value: -5 Forgetful Disadvantage

The character is extremely forgetful. At the beginning of every game day, the player must come to Plot to find out what they

have forgotten that day. All day, the character will be UNABLE to remember the forgotten subject no matter how many

times they are reminded of it. One day, the character might forget his or her spouse’s name; the next day, the character may

forget how to cast Fireball. What is forgotten is completely up to Plot. A character with this disadvantage cant not resist

forget or thought sauce effects unless they burn a will power to do so

Value: -6 Frail Disadvantage

The character cannot handle damage and pain as well as others. The character falls unconscious after taking 1 torso wound or

2 limb wounds (instead of 3). The frail character can never buy Fortitude.

Value: -2 Friend Disadvantage

This disadvantage works just like the advantage of the same name, however the friend in question is a rather dark figure. This

friend is not well liked by very many people and has more than a few enemies. Your association with this person does have

benefits, but may bring dire consequences at some point.

Value: -6 Hemophilia Disadvantage

The character bleeds profusely from the smallest of injuries. The character can never buy resilience or regeneration. Any

limb wound the character receives will cause the character to bleed to death in 15 minutes. If the character receives a torso or

3 limb wounds, he or she will bleed out in 150 seconds. No effect may increase the character’s resilience or regeneration.

Value: -5 or -10 Heretic Disadvantage

You once belonged to a specific Faith, and you left the church on bad terms. Censure, excommunication, or an impending

execution was your punishment. For 5 points, the followers of one deity will go out of their way to make life difficult for

you, as appropriate to the specific Faith. For 10 points, you gain the attention of both the followers AND their god. Don't

expect life to be easy.

Value: -2, -5 Honor-Bound Disadvantage

This character is restricted by the rules of honorable combat. They may never strike a foe in the back, will not fight an

unarmed foe, and will look poorly on those who do. Spells count as a weapon for both the character and their foe. If the

character belongs to any organization or group, they will follow those orders without question. If the higher level of Honor-

Bound is bought the character will need to work out a more restrictive code of honor with their plot team.

Value: -2 or -5 Hothead Disadvantage

There are two levels to the Hothead disadvantage.

Level 1: Your temper frequently gets away from you and you have buttons that can be pushed which will send you into a

rage. You might not lose control of your temper, but it bubbles close to the surface. You may not resist a berserk

effect unless they burn a will power to do so.

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Level 2: You are very quick to anger, provoke easily and have trouble controlling your temper. You will respond to verbal

attacks with overt threats and will escalate to physical violence after a second provocation. You may warn the

offending party after the first insult, but must attack them if they persist. If attacked physically, you will

immediately respond in kind. You may not resist a berserk or betrayal effect.

Players with this disadvantage may not take the “Pacifist” disadvantage.

Value: -4, -8 or -12 Hunted Disadvantage

The character is actively being hunted. The person or group hunting a character must be approved by Plot. Hunting comes in

three levels of severity, which typically determine the power and/or number of individuals hunting the character.

Value: -6 Illiterate Disadvantage

The character cannot read anything, they cannot learn new spoken languages other than those they start with (racial and

common). They cannot be gem or book caster and they cannot take concocting. Characters with this disadvantage can only

understand basic signs and very simple written math, they cannot spell at all.

Value: -1 Impoverished Disadvantage

The character cannot start game with any money or holdings other than the clothes on their back. In addition, the character

cannot spend production on his or her first game.

Value: -3 Inefficient Disadvantage

You are either lazy or counterproductive, and you only generate half the production a normal character would during

downtime. This affects all productivity levels purchased.

Value: -8 Inert Disadvantage

The character cannot cast spells, cannot buy Mysticism, and cannot use magic items, potions, or scrolls. The character can

still use a magic sword, or block with a magic shield, but cannot use the magic in the item. Enchantment spells will still work

on an inert character.

Value: -3 Mark of Shame Disadvantage

The character bears a physical mark of social stigma, usually given as part of punishment for a heinous crime. The character

loses the right to vote in any official matter, and cannot hold title. Attempting to remove or hide the mark is punishable by

law, depending on the lengths taken to do so. A character bearing this mark will be put to death if caught violating this ban.

(Unlike other disadvantages, this one can never be bought off!)

Value: -5 Narcolepsy Disadvantage

You lose consciousness suddenly, and often at inopportune times. At any point in game, a GM may tell you that you fall

asleep. You fall Unconscious for 10 minutes and only effects that bring you out of Unconsciousness will wake you sooner. In

addition, the character may not resist any sleep effects, unless they burn a will power to do so.

Value: -6 Nervous Disadvantage

The character is nervous and shaky. The character’s casting time for all invocations and spells are doubled, and the time it

takes the character to perform any talents are doubled.

Value: -1 or -3 Night Blindness Disadvantage

The first level of this disadvantage prevents a character from running at night, unless the character is holding a light source.

The second level of this disadvantage requires a character to walk at half speed (one step every other second) if without a

light source, and may only walk at a normal speed if carrying a light source. Characters with this disadvantage cannot take

the “Heightened Sense: Sight” advantage.

Value: -2 Nightmares Disadvantage

The character has vivid nightmares that can sometimes affect the character during their waking hours. The worst part is that

sometimes the nasty nightmares come true. When the character wakes, he or she should come to Plot to find out if that

night’s rest counted as rest for regaining pools. Plot may notify you during that night to come to us before you go to bed that

we need to talk to you about your nightmare that night. You may not resist a "Death Gaze sleep" effect unless they burn a

will power to do so.

Value: -4 Offensive Disadvantage

The character’s presence instigates violence from a certain type of monster or creature. For some reason, this type of monster

will go out of its way to harm this character as soon as the monster is aware of the character’s presence. The type of monster

that finds the character offensive must be approved by Plot. Undead is not an applicable choice.

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Value: -4, -8 or -12 Outlaw Disadvantage

The character has run afoul of the law and is wanted for a serious crime by authorities who are actively seeking them. If

caught and brought to justice, you risk a death sentence. The level of this disadvantage defines the power of the legal

authorities seeking to bring them to justice.

Level 1: Small town or community.

Level 2: A Talarian City or a Foreign Nation.

Level 3: The Talarian National (or the Nation of your game setting) authorities.

Value: -4 or -8 Pacifist Disadvantage

The character will never use any ability that causes death to another living creature, even if cornered and attacked. At 4

points the character always looks for a peaceful way to end situations, but if cornered they will defend themselves. The

character may escape or incapacitate the attacker, but will NEVER injure another unless controlled by spells or invocations.

The character can use subdue damage to incapacitate attackers. At 8 points, the character may no longer do damage to any

living creature, even in defense of their own or others' lives.

Value: -3, -6 or -9 Mild, Moderate, or Severe Phobia Disadvantage

The character has an intense and unreasonable fear towards a certain thing. Closing your eyes or “actively disbelieving” does

not protect against the object of the phobia. The source of the phobia must be approved by Plot.

Level 1, Mild Phobia: The character cannot engage the target of their phobia unless attacked by it. If you are

attacked by it, you will retaliate with extreme force.

Level 2, Moderate Phobia: On sight you will suffer Panic until the source of the phobia is gone.

Level 3, Severe Phobia: If the character sees the source of the phobia, the character will fall into a whimpering,

catatonic-like state until it’s gone.

Value: -7, - 13 Possessed Disadvantage

The character is possessed by some kind of malevolent spirit. Every now and then, the spirit will take control of the

character. During this state, the character has no awareness of the situation. The spirit can stay in control of the character for

various amounts of time. If the spirit forces the character to use any of the character’s in-game abilities like casting spells,

using a weapon, maneuver or Alchemy, the trance breaks immediately after the ability was used and the character regains

consciousness and control. Plot decides when a spirit takes control and what the spirit does or says while the character is

being controlled. This spirit does not want the character dead and will not try to get the character killed, but that does not

mean that a possessed character is not held responsible for the spirit’s actions. In addition, the character is unable to resist

command effects without the use of will power. Characters with this may not resist any command effects with out spending

willpower to do so. A take who has major possession ( the 13 point verison, has not limits of what they will or will not do

while possessed. They must carry out plots instructions when given. This may include lying, murder, stealing and betrayal of

friends. Do not take this disadvantage lightly ! Plot may also limit what a person remembers while possessed.

Value: -1, -2, -3 or -4 Regret Disadvantage

The character with this disadvantage has performed some horrible deed for which they feel great remorse. The details are

typically personal, but the effect of your deed may have further repercussions than you know.

Value: -1, -2 or -3 Superstitious Disadvantage

The character adheres to strange superstitions, which may range from the innocuous to the inane. Your exact set of

superstitions must be worked out with Plot, the penalties for failing to adhere to them, and the point value of the

disadvantage.

Value: -5 Susceptible to Alchemy Disadvantage

The character can never buy Toxin Resists.

Value: -5 Susceptible to Magic Disadvantage

The character can never buy Magic Resists. Will is still used to determine whether certain spells affect the character.

Value: -5 Useless limb Disadvantage

The character has a malformed or irreparably damaged limb. The limb cannot be healed in any way. If the limb is a leg, the

character cannot run, and must limp. If the limb is an arm, it is too weak to be able to carry anything heavier than a plate of

food.

Value: -10 Weak Stomach Disadvantage

Certain situations cause the character to have to spend a Will point to keep from role playing exterme sickness and vomiting:

Whenever a person takes a wound within 10 feet of the character.

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Whenever the character witnesses someone being tortured.

Whenever the character sees someone vomit.

When ever plots feels the situation would effect the characters weak stomach.

If the character is effected by this disadvantage, they cannot use any of their skills for 30 seconds and must role-play rolling

over with intense physical pain, sickness, and throwing up. After being affected by this disadvantage you cannot be affected

again for 1 minute. The character must them exit the immediate area, or burn a willpower to stay for the duration of the

combat or role play encounter.

Value: -3 Weakness to a School of Magic Disadvantage

The character cannot use Magic Resists to resist a particular school of magic. Resists granted by a spell will still benefit the

character. Life magic and Universal magic cannot be picked as a school of weakness.

Value: -8 Wimpy Disadvantage

You are easy to push around, both mentally and physically. You cannot buy Will above level 1, or more then one fortitude. .

You cannot gain the benefit from magical items, alchemy, or spell buffs that would raise these.

Value: Varies (-1 up to -10) GM Special Disadvantage

This is a unique and original disadvantage that the player comes up with for their character. It cannot mimic or enhance a

disadvantage already in our rules, and must be approved by Plot, who will assign the point value for the disadvantage.

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Backgrounds

All characters at creation are required to have a story background. These “background skills” represent the aspects in a

character’s background that affect his or her life in our game. A character does not have to purchase backgrounds, but if he or

she opts to, the purchased backgrounds must have a storyline as to how they fit in with the life of the character. All

backgrounds MUST be approved by Plot. Backgrounds change as characters do. Most backgrounds can be altered by the

character’s actions in-game. Backgrounds can only be purchased at CHARACTER CREATION. Backgrounds can only be

earned AFTER the character creation process by Plot’s decree. Backgrounds are controlled exclusively by Plot.

Affiliation Background

This background explains which guilds or groups the character is associated with. Examples of these are bandit groups,

churches, guilds, governmental agencies, town guard, military, etc. Each affiliation must be in the character’s written

background and also must be approved by Plot. A character’s affiliations may sometimes send a representative to visit the

character to deliver news, information, jobs and/or assignments for the character. Affiliations cost 2 points per affiliation.

Contacts Background

Contacts are people in various walks of life that the character knows. These contacts know and are generally in good standing

with the character. Like the Affiliation background, the contact may either visit himself/herself or send a messenger with

news, information, jobs and/or assignments. Likewise, a character may send a message (via Whispering Wind or otherwise)

to attempt to attain information. Generally contacts do not put themselves in danger to aid a character. Each contact must be

explained in the character’s background and approved by Plot. Each contact costs 2 points. Players must understand that once

these contacts have been designed, they belong completely to Plot to use in any way. Contacts may also be contacted during

downtime. Only NPCs approved by Plot can be bought as contacts. After character creation, a character will need to develop

relationships with the NPCs in game. The level of a contact represents how useful they might be to a character, and how

strong the relationship is between the characters.

Level 1: Might be an old friend or casual acquaintance. Able to provide a little information now and again on subjects

relevant to the contact, and may be able to point the character to other sources for help.

Level 2: The contact is able to sell wares to the character, or direct others do so on their behalf. The contact may also be well

schooled in an area or subject in which the character may be able to ask for advice.

Level 3: The contact is an expert in some field, or a very loyal friend who will help the character however they can.

Level 4: The contact is an important person, whose libraries are filled with may finely bound leather books.

GM Special Background

For characters with unusual backgrounds, this represents some facet of your character not covered by our existing

backgrounds system. You may propose a special background of some sort that must be approved by Plot, who will assign a

cost.

Reputation Background

Reputation ranges from level 1-5 and determines the level of reputation, of a certain type, a character has. Reputations must

be approved by Plot. Example: Mike the Elf has a reputation in bounty hunting. Some bounty hunters might come into town

and have some information and/or jobs for Mike. On the other hand, Joe, the Orc, who has a bounty on his head, might not

like Mike the Elf so much. Reputation is how most people know of a character’s skill in their trade. The character must have

written in their background how he or she gained this reputation. The character’s reputation is subject to change at Plot’s

discretion, depending on the character’s actions in game. Reputation costs 2, 4, 6, 8 and 10 pts per levels 1 to 5. A character

writes up their own Reputation summary for plot approval, and this will be given to players of which the in-game knowledge

would be relevant to. Reputation will effect how relevant npcs will interact with the character and may reap it’s own benefit

or detriment.

Level 1: The Reputation is known throughout the town.

Level 2: The Reputation is known throughout this and any neighboring towns.

Level 3: The Reputation is known throughout the Duchy.

Level 4: The Reputation is known throughout the land ruled by the council.

Level 5: The Reputation is known throughout multiple kingdoms around the world.

Wealth Background

Wealth is how much starting cash the character enters game with. Wealth costs experience points per level, except for level

zero, which is automatic. Each level of Wealth will give characters extra starting gold and then additional gold each game.

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After character creation your wealth level can only be raised or lowered by in-game activities such as gaining titles or a job.

However, Wealth can also be lost through in-game actives. Please note that creating new characters and “harvesting” their

Wealth will be severely frowned upon by Plot. Wealth must be justified with each character in their background and

approved during the character creation process by Plot. Starting characters may only buy up to level 3 Wealth at creation. If

they take a noble title they may start with a maximum of level 4, even with the “Privileged” advantage.

Level XP Base Silver value Per Event Income Copper

0 0 3 Nothing.

1 3 10 5

2 6 20 10

3 9 30 20

4 12 50 (most you can get at

character creation)

40

5 15 75 (earned in game) 100

6 NA 100 (earned in game) 200

7 NA 150 (earned in game) 300

8 NA 200 (earned in game) 400

9 NA 250 (earned in game) 500

10 NA 300 (earned in game) 600

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Titles

The three kinds of titles are judicial, political, and military. Each carries different influences and power. There are five ranks

within each category, but the fourth rank is the highest that any player can attain.

No player may start the game higher than rank one in any of the categories of titles unless it has been approved by Plot,

though the advantage “Privileged” allows a character to start with a level 2 Title (still pending Plot approval).

Players who wish to start with a title must work it into their background and have it approved by Plot. Titles are unique in

that they require work and heavy role-play to maintain. If a player fails to maintain their title by meeting its in-game

requirements, it may be stripped or its rank reduced, and the points that were spent are lost (though the player can endeavor

to win back the title, and won’t have to re-spend the points).

Note that if you are granted a title in game, you must spend the points cost of the title to enjoy its benefits and gain

recognition for your efforts. For example, if you are made Deputy, you cannot draw a salary until you spend the appropriate

character build points.

Titles are generally specific to the Republic of Talar (the game’s setting). However, check with your chapter about playing a

character with titles from another land or realm.

There are additionally two non-specific titles, listed below.

Commoner - A person who holds no title.

Marked - The term for a person who cannot hold title of any kind and cannot vote, as acquired by the “Marked”

disadvantage.

The powers listed below are progressive, meaning that a person of a higher rank has all the powers of the lower-listed ranks.

Judicial Titles

1: Warden or Courier

Wardens are guardsmen or militia for a given area, and answer to Deputies. Couriers have the authority to handle and deliver

legal documents, and can bear witness to such transactions as a notary can. Couriers answer to barristers, and are often the

bearers of messages and official correspondence. Wardens are under the charge of Barons, Knights and Deputies, and may

only act on their orders. Couriers are entrusted with official business of the government, and they are trusted with

confidential information and can assist with keeping records and information for the township or government. This title is

recognized only across Talar.

2: Deputy or Bounty Hunter

A Deputy answers to a Sheriff, and may be given command over a number of Wardens. Deputies can make arrests with the

assistance of Wardens. Bounty Hunters are licensed and recognized by the higher-ranking members of the judicial hierarchy

to pursue legally posted bounties and to assist local law enforcement in the apprehension of said criminals. To collect their

bounties, they must turn the criminal in to the established law of the area. Deputies may act as the Sheriff if the Sheriff is

unable, perhaps dead or out of the area. They may only act on the law set by the Sheriff or the local government, they may

not alter the law or the punishments. Deputies have no authority over the nobility, and they may only take law or order title-

holders in custody if they immediately hand them over to others for judgment or punishment. A Deputy title is only

recognized inside the duchy in which it was given. The Bounty Hunter title is recognized all over Talar.

3: Sheriff or Barrister

A Sheriff answers to the Marshal of a given area, and may be given command over a number of Deputies. A Sheriff handles

all local matters concerning law enforcement in a given township or area defined by the ruler of the duchy in which he

serves. A Marshal may override the rulings of a Sheriff, but that is very rare, as a sheriff is given much leeway in his manner

of enforcement. A Sheriff’s title only carries authority in the duchy for which he serves, however most Sheriff titles are given

some respect in the other duchies.

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Barristers represent and prosecute criminals and plead their cases before the courts of law. Barristers have the authority to

draft contracts (deeds and the like) with legal witnesses. They are typically given a number of Couriers as assistants, to

witness and deliver the documents that they draft. A Barrister’s title has authority all over Talar, and while Barristers do not

officially enforce laws, they can detain and hold people for trial or until judgment has passed. In the absence of a Sheriff, a

Barrister can take over his responsibilities.

Sheriffs may only enforce laws set by the local government, but they (Sheriffs and Barristers) can enact temporary laws so

long as their actions uphold the best interests of both the ruling body of Talar and the general public of the local area. They

may sentence others to punishments set by the local ruling body, however they have no justification to change punishment

for crimes and may only rule on crimes on which they have authority to act on. Sheriffs may only subdue a Man at Arms and

bring them before their commanding officers for punishment.

Both the Sheriff and Barrister receive two votes in any matter, due to their standing in society. They may hold Lords and

Ladies for trial. If someone professes innocence to a crime, they may not carry out a sentence of death until a judge finds the

person guilty. Sheriffs and Barristers are able to issue writs (death, land, wills, ownership, contracts).

4: Marshal or Judge

Marshals answer only to the Judicar of a Duchy and may be given command of a number of Sheriffs to oversee law in their

district. Marshals have the authority to overturn a Sheriff’s decisions, and oversee a large area which often encompasses

several towns. Only a Marshal can summon a Judicar to deal with a problem in his district. A Marshal’s authority is

recognized all over Talar.

Judges are answerable to the Magistrate of his area. They preside over the trials of important criminals and important figures

and then, based on the evidence set before them, give sentence. A Judge’s authority is recognized all over Talar. Only a

Judge may make a citizen of Talar Marked (see “Marked” disadvantage).

Marshals and Judges may place lords, squires and commoners on trial for crimes against Talar and they may write new laws

and have them passed until the ruling body of their area can enact their will on them. They are able to sentence others to

death, may alter punishments for crimes other than the standard, may issues warrants (alive) and bounties (dead), are able to

pay out warrants or bounties, and finally may over turn a Sheriff's ruling. Both Marshals and Judges and have 4 votes in any

matter due to their standing in society.

5: Judicar or Magistrate

A Judicar is the final say in law enforcement. He has authority over any Marshal and all those in the Marshal's command.

There is one Judicar for every duchy in Talar. Their attention is called only in the most dire or extreme of circumstances, but

they have been known to take a personal interest in even the most minor of cases. When a criminal has been sentenced with

execution for his crimes, the Judicar is called to enact this punishment.

Magistrates are the arbiters of law throughout the land. They may override decisions made by Judges and all those beneath

them. They are also responsible for enacting new laws and approving documents drafted by Barristers.

They may bring Barons and Knights on charges before their peers. They may write new laws that do not need to be voted

on, may issue state of emergency orders (such as curfews and harsh laws for the protection of the people), and may make a

Sheriff into a Marshal. They can remove any type of title from willing characters.

Political Titles

The Council of Talar is made of a vast number of noble houses and the land is divided up in to a number of duchies which a

Duke overseers.

On creation of a character with Title, you can write up and submit a noble house you wish to be a part of. If you need help

with this, simply ask ahead of time. If you wish to join a house already in game, email us and we can send you a list of

houses already in play, both plot-created and player-created.

Alternatively, the Republic of Talar recognizes bodies of leadership from other factions. The Fae court rules over the realms

of the Fae; nature and forest folks have their own hierarchies and politics; the Korghan Kingdoms exist inside Talar but

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aren’t actually a part of the Republic; north of Talar lie the Elven lands and to the south are found the nation of the Orcs.

Playing a noble from any of these governments is acceptable. You might have a different title in your lands, but Talar would

translate it into their own equivalent. In essence, the Talar government recognizes your government's power, and awards you

honors in Talar of relatively equivalent political power.

Lastly a character can choose to be an emissary or ambassador from a far off land or maybe one of the magical planes or

realms if it fits into your character background. However, this must be approved by Plot.

It is possible for a character to hold up to 2 political titles given that each one is from a different land or nation.

In general, nobles vote on all important things and decide how things are run. Nobles may accuse nobles of their same rank

of crimes or inaction only in the best interest of Talar. Within the form of government in which a township operates under,

nobles should support and/or participate in local government, dealing and resolving issues for the public relating to but not

limited to: governing laws, trades, social issues, matters of town safety, relations between the township and other local bodies

and governments, and representation of the town and their house. Only Counts and Dukes may interfere with nobles from

other houses.

1: Gentry

One under this classification is considered to be in the service of a particular Lord or Lady, oftentimes as a member of their

entourage. Anytime a vote is taken on any matter, you get two votes due to your good standing in society. Gentries may not

attend a court of noble meeting unless accompanied by a Lord or higher as they cannot represent the house, but are only a

part of it.

Gentries should wear a badge with the house symbol or house colors. Being a member of the Gentry gives you a level of

Wealth.

2: Lord or Lady

Lords and Ladies are subordinate to Barons and Baronesses, and are considered the lesser nobility due to their recent

establishment in a noble house. Having greater pull in society allows them four votes in any matter. Lords and Ladies may

raise willing souls from the common ranks into the seats of the Gentry in exchange for service. Lords and Ladies represent

their houses at all time, and are considered an official representative of that house. Being a Lord means that a player can

always attend local courts but not higher ones unless invited. Lords and Ladies also are considered to be a part of the

Talarian government, thus all actions they take have this weight on them. This also means that they can represent the local

government is some fashion. Once a player earns the title of Lord or Lady (and all titles following it) they may no longer

spend Production in their chosen Profession (see Production: Professions) due to their obligations to the House.

You may wear a plain circlet for everyday wear, and your noble house dress at courts, and Lords and Ladies should always

wear a badge with the house symbol or be marked in some way so that people can tell who they are. Being a Lord/Lady gives

a character one additional level of Wealth.

3: Baron or Baroness

Barons and Baronesses are the lowest level of noble that can create a noble house. They also can be placed in charge of

lands and citizens by creating a barony and are then considered a higher level of nobility. The respect and loyalty they

command allow them six votes in any matter. They are often the head of a coterie of Lords and Ladies that serve the Counts

and Countesses and their interests. Their powers also include the right to raise Lords and Ladies from the Gentry to serve in

their coterie, and likewise have the right to demote those in their service to the least rank or remove affiliations to their noble

house entirely. Barons and Baronesses may make a new noble house, provided proper backing, and may appoint a Sheriff if

the area in question does not provide a process for electing one, or if in a state of emergency. Barons may grant a merchant

lease to allow one to set up shop and have protection, or set up areas of peace and areas of trade. They can submit requests to

the guilds as a banking representative. Barons gain the right to attend High Court. They are also able to make trade contracts

between towns, groups and communities and may issues orders to Wardens and Deputes so long as those orders do not

interfere with their official capacity. May issues orders to Man at Arms so long as those orders do not interfere with orders

given to them by members of their order and can make someone a Lord in their own house. Barons should at all times

represent their houses in wear and actions.

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You may wear a gemmed circlet and should proudly display your house symbols, colors and livery. Being a Baron gives a

character an additional level of Wealth.

4: Count or Countess

The highest form of nobility before those who sit on the ruling council of Talar, Counts and Countesses are vassals to a Duke

or Duchess, in exchange for their House to be recognized as noble. It bears saying, then, that if one were to fall out of favor

with those in power and be removed from this rank, that their house would be disbanded. A Count or Countess enjoys the

service of several coteries headed by their Barons and Baronesses and all those that swear fealty unto them. This power and

immense respect gives them the authority equal to eight common-born people in any matter put to vote. Their wide range of

assets nets them a tidy sum of fifteen (15) silver per month. Counts and Countesses enjoy the right to elevate those of the

lower nobility to Baron or Baroness in order to head a coterie in their service. Counts may enact rights that allow them to call

a militant order into service, request the presence of a Judicar, officially represent Talar as an ambassador to foreign bodies,

make someone a Baron in their own house, or grant a lordship title to one that does not have a house and issue decrees

(temporary law) to be approved by a Marshal or Judge (so long as that law does not interfere with Militant Orders). Counts

and Countesses may order around and use gentry of other houses, and may remove titles from a Lord or Gentry (with proper

reason) outside of their own house.

You may wear a crown with a single gem. You may wear personal heraldry on top of house colors at any noble court. Being

a Count gives a character an additional level of Wealth.

5: Duke or Duchess

These are the highest ranking nobles in any land. They are governors of states of land or overseers of the largest cities or

leaders of the most powerful noble houses. They run and oversee the guilds.

This title is required to be elected to the ruling council of Talar. Dukes and Duchesses answer only to their own hierarchy.

They may elevate those who prove themselves by leading a coterie with impressive results. They are responsible for the

creation and disbanding of noble houses, by bestowing and removing the coveted title of Count or Countess. If a Duke or

Duchess deigns to bestow their opinion upon the masses, their vote is often lofty. The wealth at the fingertips of a Duke or

Duchess may almost be beyond counting, but you can be sure they have a few Gentries working on it. Dukes are able to own

lands of the populace and rule over those lands. Though some lands are owned by a Count, all lands are overseen by a Duke

to make sure that they are being kept and ruled in the best interest of Talar. They may attend Council of Talar meetings and

make rulings, decrees and Knights. They may also order around and use Gentry, Lords and Barons of other houses and have

the power to remove any of these titles (with proper reason) outside of their own houses.

Dukes wear gemmed crowns.

Militant Orders

All of the Militant Orders work off of decrees set by the Council of Talar, or they are a knightly organization that has been

officially backed to operate within a government (in this case Talar) and its lands. Each order has its own powers and

responsibilities. Only Dukes can promote someone out of their own Order or make someone a general Knight of Talar.

There are other equivalents to Talar’s knightly orders in other places in the world; if you choose to be a member with these,

you must check with Plot.

"Knightly”-The term “knightly” defines one as having ownership of this title’s personal degree of judgment and trust-

worthiness, to act on their own accord to protect and serve the people of Talar (or their home land), if not the entirety of Ith.

The person must also be a person of action and thought in which they uphold not only their own personal honor, but the

honor of their Order and that of the people. They must be willful enough to take action when action need be taken.

Knights may always act off their Order's powers and decrees as each Order has an Ordous Offical, a statement which defines

their purpose for existence (see each Order’s description).

Members of an Order are almost always given to their own Order for punishment and often it is worse than what would be

levied to them under the local laws.

Nobles of less than a Count may never interfere with Orders or their actions unless there are extreme extenuating

circumstances.

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Law may only interfere with a member of an Order when that member acts outside of their Order's responsibility. Only a

Judge or Judicar may bring a Squire up on charges, while Knights can only be held accountable by fellow Knights and

Champions are untouchable except by Dukes and other Champions.

1: Man at Arms

The most basic members of the Militant Order, they often work as the eyes and ears of the Order. Man at Arms may only

follow orders given by proper parties. Each Militant Order’s Man at Arms will have the most basic duties for them to follow

and that will change from one Order to the next. Man at Arms are not law enforcers and do not yet carry the authority of

their Order. Man at Arms must wear a basic symbol or colors of their Order while on duty or function. Man at Arms must

prove themselves before being able to advance in their Order. Man at Arms can receive only the most basic of supplies and

training from their Order.

2: Squire

Those that have proven their worth and advanced in their Order, they are now considered a full member of the Order. They

report to a Knight and are often assigned duties over a given area or subject. The exact role of a Squire varies between

Orders. Squires will have many duties that they are tasked with from their Order and must do their best to fulfill them.

Squires can attend local noble court as a representative of their Order. They may issue commands to Men at Arms of their

own Order. Squires cannot be held accountable for their actions (of official matters that deal with the Order) without consent

of their Militant Order, except by a Knight, Marshal, Judge or Duke. Squires should always wear colors and symbols of their

Order so that they may be identified by others. Squires are often supplied well by their Order and can receive advanced

training (such as paths or higher level magic).

Squires gain Military Tactics Lore level 1 for free.

3: Knight

Knights are treated with great respect in the kingdom of Talar, for they have earned the right to be a full representative of

their Order. They are responsible for choosing Men at Arms who are worthy to serve as Squires. A Knight can have from one

to three Squires appointed to him to train and test., as well as a number of Men at Arms to who will report to and be under

the command of the Knight. They have two votes in any matter. Knights, Champions and Commanders are addressed with

respect as “Sir” or “Dame.” A Knight has access to a trainer for any one fighter path which he sets as his goal. Knights are

seen as the primary enforcers of law for the Order.

Knights gain Military Tactics Lore level 2 for free.

Knights gain the title of “Knightly,” which allows them to act as a Lord and a Rank 2 judicial official (Deputy or Bounty

Hunter).

You may emblazon your Order’s colors with your own and may wear a silver chain necklace.

4: Champion

Only the most impressive members of an Order who have served faithfully for years may be elevated to the rank of

Champion. Champions have access to trainers in anything that their Order will teach. A Champion can be assigned Knights,

with accompanying retinues of Squires and Men at Arms. A Champion is typically given broad access to tools and

equipment from the quartermasters of his Order, including unstable potions and scrolls. Champions have the equivalent of

three votes in any matter to which they put forth their opinion. Only Champions may choose who is worthy of Knighthood

from the ranks of the Squires. Champions are respected or feared even by Political and Judicial authorities.

Knightly title now permits them to act as a Baron and a Sheriff.

Champions gain Military Tactics Lore level 4 for free.

You may wear the gold chain of a Champion.

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5: Commander

Commanders are the supreme authority in their Militant Order. Commanders are masters of warfare and their Order's charges

and often have decades of experience. They direct the military efforts of their Order and lead battles and wars. They answer

to none save their Liege or the Council of Talar. They direct their Champions to achieve their objectives and may appoint

new Champions from the ranks of Knights. They are the true owners of the equipment available to their armies, and thus

have a formidable arsenal at their fingertips. Commanders often wear golden embellishments to their Order's symbols, and

golden chains.

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Character Attributes

All Player Characters (PCs) in our game have a metabolism. Character Attributes are a set of passive skills that determine a

character’s physical condition and generally how long a character will live versus the antagonistic forces of the world. All

starting characters automatically start game with all of the Character Attribute skills at level zero unless purchased at creation

or thereafter.

Fortitude

When a character takes a wound to a location, they may use a Fortitude to ignore all the negative effects for 30 minutes.

After taking a wound the character calls “Fortitude”. This does mean using fortitude the character can be wounded multiple

times in the same location. . If unhealed, the wound’s debilitating effects begin at the end of 30 minutes. If a player forgets

where their wound was fortitude, the wound counts as a chest wound.

Healing & Fortitude: Some effects heal one wound in each location. This has special implications for someone with

Fortitude who might have several wounds on their torso, and these effects would only heal one of these torso wounds. After a

Fortituded wound is healed, the Fortitude is available to be used on the next wound sustained.

Level 1: Ignore the effects of 1 wound for 30 minutes.

Level 2: Ignore the effects of up to 2 wounds, each for 30 minutes.

Level 3: Ignore the effects of up to 3 wounds, each for 30 minutes.

Level 4: Ignore the effects of up to 4 wounds, each for 30 minutes.

Level 5: Ignore the effects of up to 5 wounds, each for 30 minutes.

Resilience

Resilience ranges from 0-10 and determines how long a wounded character takes to die from bleeding out.

Level Wound Bleed Out*

0 5 minutes

1 6 minutes

2 7 minutes

3 8 minutes

4 9 minutes

5 10 minutes

6 11 minutes

7 12 minutes

8 13 minutes

9 14 minutes

10 15 minutes

* NOTE: If the character has three or more limb wounds, use the Chest Wound Bleed Out timer.

Clotting

Prerequisite: Resilience 10

You cannot bleed to death from Normal Wounds. 15 minutes after suffering a Normal Wound, it will seal unaided. 30

minutes after suffering a Savage Wound, it will seal unaided. Note that these wounds are only sealed; the time it takes for

them to fully heal unaided is determined by Regeneration.

Regeneration

Regeneration alters how long it takes for a wound to heal naturally. If a wound is opened or the area wounded again before it

is completely healed, the regeneration process starts over. Only a single wound regenerates at a time. Players with multiple

wounds may pick which wound will heal in whatever order they wish. Regeneration does not mend severed limbs, nor will it

heal savage wounds.

Regeneration level 0: A wound fully heals after 1 hour.

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Regeneration level 1: A wound fully heals after 20 minutes. 5 Minutes after a combat a single fortitude will heal

it’s self

Regeneration level 2: A wound fully heals after 15 minutes. . 5 Minutes after a combat two fortitudes will heal

themselves .

Regeneration level 3: A wound fully heals after 10 minutes. 5 Minutes after a combat three fortitudes will heal

themselves

Regeneration level 4: A wound fully heals after 5 minutes. . 5 Minutes after a combat 3 fortitudes will heal it’s self

Regeneration level 5: A wound fully heals after 1 minute. 5 Minutes after a combat three fortitudes will heal

themselves

Disease Resistance

The Disease Resistance skill allows a character to resist diseases of their skill level or lower. It ranges from level 1 to 5. This

is a simple comparison: if your Disease Resistance is equal to or higher than the level of a disease effect that strikes you, call

“Immune,” and do not take the effect.

Level 1: You gain level one Non-Magical Disease Resistance.

Level 2: You gain level two Non-Magical Disease Resistance.

Level 3: You gain level three Non-Magical Disease Resistance and level 1 Magical Disease Resistance.

Level 4: You gain level four Non-Magical Disease Resistance and level 2 Magical Disease Resistance.

Level 5: You gain level five Non-Magical Disease Resistance, making you immune to most Non-Magical Diseases

and level 3 Magical Disease Resistance.

Diseases

Diseases are harmful inflictions which can plague characters. There are two types of Diseases, Non-Magical Diseases and

Magical Diseases. Diseases range from levels 1-5 and your level of Disease Resistance will determine how you are affected

by them. Higher level Diseases can kill characters if not cured. Diseases are always delivered with tags explaining how they

affect you. Often they will have some specific effects. Diseases infect a target and infected characters are carriers of the

Disease and may spread the Disease to others. The call is simply, “Disease <Level>.” It may be delivered by whatever

mechanism is defined by Plot for the Disease.

There are guidelines for how diseases might work in-game, but in all cases a player should check with Plot to be certain.

Magic Diseases may affect a character, regardless of racial immunities or Disease Resistance.

Unless otherwise instructed by Plot, Diseases typically don’t last past the end of an Astral Conjunction, however

Magical Diseases might.

Some Diseases might have an incubation period where their effects are delayed. This may be intentional, where Plot

tells you to wait, or unintentional if Plot is not around to tell you what’s wrong.

Toxin Resist

The Toxin Resist skill allows a conscious character to resist one Alchemy or Poison effect per Day per level. They restore

after a full night's rest. It may be purchased up to level 3. Spells, magic items and other effects or abilities may add more

Toxin Resists, but only up to a maximum of 5 at any given time. The call to indicate use of this skill is, “Resist.” This is a

Smart Defense. Toxin Resists may not be used against effects that affect objects that you are holding or wearing, or against

damage-causing Alchemy.

Magic Resist

The Magic Resist skill allows a conscious character to resist one magic effect per Day per level. They restore after a full

night's rest. It may be purchased up to level 3. Spells, magic items and other effects or abilities may add more Magic Resists,

but only up to a maximum of 5 at any given time. The call to indicate use of this skill is, “Resist.” This is a Smart Defense.

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Stamina

Stamina defines a character’s maximum Endurance Pool. Endurance Pool is expended in order to execute Maneuvers. Every

level of Stamina grants the character 5 Endurance Pool (6 for Orcs). Endurance Pool regenerates at the rate of 5 Endurance

Pool (6 for Orcs) for every thirty (30) minutes of rest. Note: Endurance Pool is alternately just called “Endurance.”

Counter General Maneuver

Level: Special Endurance: As maneuver to be countered Call: Counter

If you have the ability and means to perform a Maneuver, you can Counter that Maneuver’s carrier effect on you if it is

used against you. You must be wielding a weapon of the same type and be able to perform the Maneuver in order to

Counter. Spend the Endurance cost for one use of the appropriate Maneuver and call, “Counter.” The effect of the

Maneuver is negated, but any damage delivered by the attack must be resolved as normal, unless Countering the

Maneuver would negate the shot entirely (i.e. Countering Called Shot). If a Maneuver has a limitation on how often it

may be used, Countering it will count as having used the Maneuver. For example: Joe the Orc hits Marcus the Troll in

the torso with an axe for “7 Chop!” Unbeknownst to Joe, Marcus also knows a few axe maneuvers, and calls “Counter!”

However, Joe still swung an axe at Marcus’ chest. He must resolve the hit to the chest.

Will

Will (or Willpower) ranges from 1-5 and represents the character’s mental strength. Will is used to invoke a “Will Ability”

(see below). It is also used to resist Torture/Interrogation and some forms of Alchemy. Will may be temporarily expended or

burned by various effects and abilities.

Temporary Will power: Extra Will gained from abilities and effects counts only as Temporary Will. This Will can only be

used for the level one Will Ability, Burn Will, to resist a mental effect and does not stack on the character’s existing Will.

Willpower gained from Refinements or magical items do not refresh after a full night’s sleep. These Willpower points are

always used first whenever Will is used.

The term Willpower is often used instead of Will. These two terms are interchangeable within these rules.

Your current Will recovers with a full night’s rest.

Will Abilities

When you spend a Will point, you may evoke a Will Ability of the level of that Will point’s level or lower. You must make

the call “ Burn Will,” followed by the effect that you're burning the Willpower point for.

Level Will Ability

1 Burn Will - Resist a Mental Effect

There are three mental effect types: Fear, Command and Sleep. You may burn one Will to resist a single type of

effect of these three. This cannot be used against Lethal or Unresistable effects.

2 Burn Will - (name of spell or Maneuver)

The character expends Will to use a single Maneuver or spell without paying its pool cost. All other rules for usage

of the Maneuver or spell must still be followed, such as having the appropriate weapon in hand or foci present. A

spell cast in this manner must still be incanted and cannot be used in conjunction with Arcane Abilities, with the

exception of Improved Spell. That is, you cannot Burn Will to cast a Channel Higher Magic spell or use Spell

Potency on the spell cast, etc, but you can cast an Improved Spell for free.

3 Burn Will - Harden Self

This ability can be used to give the character the “Hardened” Advantage. They will not become unconscious from

taking three limb wounds or a chest wound. Alternately, this ability can be used to awaken a character who has

already become unconscious from wounds.

4 Burn Will - Self-Righteousness

Use as a Righteousness to defend against a Faith effect once per Astral Conjunction. The call is “Self

Righteousness.”

5 Burn Will - Solid Mind <Mental Effect>

The character chooses one of the mental effects (Sleep, Command, Fear or a Phobia). The character becomes

Immune to that effect type for 15 minutes.

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Talents

Talents are abilities or skills that character has developed over time. These skills allow the character to disarm traps, pick

locks, perform surgery, etc.

Teaching

Teacher Skill

This ability is purchased once, and those who have it can design training plans and quest challenges to teach others skills

they have learned via training or quests. The plans must be written out and approved by Plot prior to an event, and the plan

must be executed as written. Ultimately, the decision as to whether the student can add the ability to their character sheet is

up to Plot, and Plot may refuse if they feel the training or quest was in any way inadequate.

First Aid

First Aid is the skill by which characters may treat the many maladies that can befall an adventurer in the world of Ith. While

Life magic may be more efficient than First Aid, First Aid is invaluable to those that cannot (or will not) devote the time to

master magic. A character with First Aid receives ten bandages per level in the skill, which are used for the many different

treatments it can provide. If the character has the “Apothecary” advantage, they receive five extra bandages per level. These

bandages are unstable, and expire at the end of the event at which they were issued. First Aid costs its level in experience

points, and a starting character cannot attain higher than seventh level.

Level 1 Diagnose Skill

The character with this level in First Aid can discover much more information about their target than just whether they

have been wounded and where. After ten seconds of the character examining the target, they may then ask any or all of

the following questions, which the target must answer as directed in the table below:

Question Answer

Are you going to die in a minute or less? Yes or no.

What inflicted your wounds? Weapon type(s), magic school(s), or skill used to inflict the

wound, i.e. Fire, Edged, Claws, etc…

Are you regenerating? Yes or no.

Are you poisoned? Yes or no.

Are you diseased? Yes or no.

Are you under the effect of Alchemy? Yes or no.

Level 2 Apply Bandage Skill

The character may now seal a wound by applying a bandage phys-rep (supplied by the player), and performing a ten

count. The target of this ability must wear the bandage phys-rep until the wound is healed, magically or otherwise. This

ability costs one bandage to use. This will not work on Savage wounds.

Level 3 Suture Skill

The character may now seal any Normal, Savage or Mortal Wound. This ability costs two bandages to use, but is

otherwise the same as Apply Bandage.

Level 4 Stabilize Skill

The character may now prevent a target from dying due to blood loss. While stabilizing a target, the character expends

one bandage. During this time, the target’s bleed-out timer is paused. The character must keep both hands on the target

while stabilizing, as the target will resume bleeding once contact is broken. This ability may be used on Mortal Wounds.

If the character uses Stabilize, and then follows it up immediately with another Frist aid ability the Bandage cost of that

is reduced by 1 to a minimum of 1.

Level 5 Treat Poison Skill

The character may now flush any poisons affecting a target out of their system. This costs the poison’s level in bandages

and the character must perform a ten count before the poison is removed from the target. This ability cannot reverse the

effects of a Drain poison, and has no effect on Bane poison.

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Level 6 Treat Wounds Skill

The character has reached the point in the skill where they may alleviate the effects of a target’s wounds completely.

This ability requires 20 seconds of the character role-playing the treatment process. It costs three bandages to heal a limb

wound, and found to heal a torso wound.

Level 7 Restore Limb Skill

The character can now repair a limb that has been severed or otherwise damaged beyond normal healing. This takes ten

minutes of role-play and six (6) bandages. If the character does not have the lost limb, it takes twelve (12) bandages and

a large chunk of meat.

Level 8 Treat Disease Skill

A character that has reached this level of First Aid can alleviate the life-threatening effects of a Disease. The player must

first identify the Disease, if they have not done so already. It takes 2 bandages and 5 minutes to identify the Disease.

Once the Disease is known by the characters, they may be able to treat it. Each Disease will need to be treated in its own

way and often a Magical Disease will require time to study. Alternately, a character can choose to suppress a Disease’s

effects on another character. For an Non-Magical Disease It will cost 1 bandage per level of the Disease. A suppressed

Disease will not affect the character it’s on until the next Flux. Magical Diseases cannot be suppressed until a character

studies them and figures out how to treat them.

Level 9 Surgery Skill

This level of skill allows the character to perform complex surgeries. Surgery could be almost anything that the character

could reasonably conceive of doing with the tools at their disposal. However, the bandage cost and time required to

perform the surgery is determined by a GM, based on the player’s intentions. The GM may alter the end result of the

surgery based on the quality of role-play during the surgery process. Either form of surgery requires another participant

with at least fourth-level First Aid to stabilize the patient at a cost of one bandage per minute, which can be taken from

either the surgeon or the assistant.

Level 10 Revive Skill

If a character has bled to death within the last 10 minutes, this ability can bring that character back to life and seals all

wounds. This takes a ten (10) count and ten (10) bandages. Note that this can only be used if the subject has bled to

death or from Mortal wounds. It does not work for any other cause of death, such as death-blows, magic death, etc.

Revived characters do not suffer the Downsides of Death. (See The Downside of Deathabove above).

Pickpockets

Pickpockets Skill

This skill ranges from 1-3 and determines how many times a day a character can attempt to pick pockets. The player receives

one small metallic binder clip for every level in Pickpockets. If the player can place the binder clip on an object without the

owner noticing, the object is considered taken. The item cannot be strapped on the body, such as armor or jewelry. If the

target notices while the character is applying the clip, the character has been caught. Clips placed on pouches indicate any

single item in the pouch is missing. The pickpocket should have a Game Marshal get the item in order to remain anonymous.

In the case of a pouch, the GM will simply reach in and take out the first in-game item he grabs. If the item clipped was or

contained only out-of-game items and was not clearly marked, the GM may take another in-game item of their choice. Clips

can only be placed upon pouches, bags or pockets. If someone sees you put a clip onto that which you are stealing, you lose a

clip. Once the GM has dealt with the pickpocketing, they may return the clip to the player.

Level 1: One clip at a time.

Level 2: Two clips at a time.

Level 3: Three clips at a time.

Tracking

Tracking Skill

This is a character’s ability to follow a character that has already fled an area. Tracking Player Characters this way is difficult

to facilitate, so unfortunately there are no guarantees for Player Characters who wish to track other Player Characters. We

will have to ask players to be patient in this regard. Tracking NPCs works differently. All NPCs have a stealth rating ranging

from 0-5 that determines how hard it is to track that NPC. A player with tracking can opt to follow NPCs within 3 hours of

that NPC leaving an area. The tracker comes to Plot Central and tells logistics who he or she is tracking. If the character has a

greater tracking rating than the NPC’s stealth rating, then the character will overtake that NPC if within the 3-hour limit. If

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outside of the 3-hour limit or the NPC’s stealth is equal to the tracking of the Player Character, the character can still follow

the NPC, but overtaking the NPC is impossible unless the NPC stops for periods of time. If the stealth rating of the NPC

exceeds the player’s tracking, the player loses the trail. In the cases of players overtaking NPCs, we will set up the encounter

or handle it in role play. Again, it may take some time to do this, so player patience is appreciated. After 12 hours, there is no

guarantee for a tracker to find a target, regardless of tracking level. Certain skills allow for increases in tracking.

Scavenging: Trackers are experts at being able to search and notice small details that others often overlook. After a combat or

relevant situation, a tracker may go to a plot member and inform them that they are scavenging the area. The plot member

will take into consideration all factors, and may reward additional loot or information to the player. Note that multiple

players can perform this together. Once an area has been scavenged, it may not be done again.

Lore: Local Area: A character with tracking also gains half (rounding up) levels of a lore called local area. This lore

represents a character using the trails and knowing the local area due to their tracking experience. This lore can be used in

the following ways: asking if a certain type of creature has been seen in the area or where it may be found, asking if you

know an area or will be able to find an area locally if described to you, being able to tell if a type of plant grows in the local

area, and possibly where it might be found. This lore may also be used when attempting to find local landmarks like a mine,

certain cave or water feature. To use this lore a character must have at least played one game before in the area of that game’s

setting or spend a period of 4 hours doing reconnaissance.

Tracking 5: At tracking 5, the character can choose to specialize in tracking a certain type of monster or creature, They will

work with their in-game trainer on this, and may choose to attempt to track something that normally would be very hard to

track (such as a flying creature or monster which moves through the shadow realm).

Stealth is included with tracking levels and it is how well a character can travel without being tracked. Stealth is passive, and

anyone tracking a target must match the target’s stealth rating to follow that target. Keep in mind that tracking of Player

Characters is difficult to facilitate because we do not know where all players are at all times, so this skill finds more power in

keeping NPCs from tracking Player Characters. Players who have not purchased stealth are considered to have a stealth

rating of 0. If a player who has Stealth wants to cover the tracks of other people, for each person their stealth rating drops a

point.

Level 1: Can follow targets of a stealth rating of 1 and overtake targets with a stealth rating of 0.

Level 2: Can follow targets of a stealth rating of 2 and overtake targets with a stealth rating of 1.

Level 3: Can follow targets of a stealth rating of 3 and overtake targets with a stealth rating of 2.

Level 4: Can follow targets of a stealth rating of 4 and overtake targets with a stealth rating of 3.

Level 5: Can follow targets of a stealth rating of 5 and overtake targets with a stealth rating of 4.

Sneaking

Sneaking Skill

This skill makes you invisible but not silent and is shown by holding an orange sash over your head. To use this skill you

have to be out of sight and say “Sneaking one, sneaking two, sneaking three.” If someone spots you while saying “Sneaking

one…” they can point at you and say “Spotted,” meaning that you will have to start over again. You have one minute per

level to take your allotted steps and must slowly walk. You are not allowed to hold any weapons in your hands while

sneaking. The ability may not be used again until after the cooldown time listed below. You may not sneak with active Sash

spells.

Level 1: 5 steps and 5 minute cool down

Level 2: 10 steps and 4 minute cool down

Level 3: 15 steps and 3 minute cool down

Level 4: 20 steps and 2 minute cool down

Level 5: 25 steps and 1 minute cool down

Torture and Interrogation

Torture & Interrogation Skill

This skill ranges from 1-5 and allows a character to act as either Torturer or Interrogator. A skilled individual can inflict

pain, gain information and subject someone to their will.

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Torture

As Torturer, this skill represents character’s ability to crush the mind of a target over time through the careful application of

non-lethal, extremely painful damage. Torture causes extreme trauma and every level allows the target to spend 4 minutes

role-playing a torture session to reduce a target’s current Will by 1. That means that with a level 5 in Torture/Interrogation, a

character can perform 5 sessions of Torture to reduce a target’s Will by 5 within 20 minutes. A Torturer cannot Torture a

particular target more times than their level in Torture in one day. If the Torturer uses all his levels on a target and the target

still has Will, the target is too tough for the current Torturer.

In order to initiate torture, the subject must helpless, bound, or willing and under the control of the Torturer. The Torturer

must have access to tools or equipment to facilitate the torture. This can be as simple as a dagger, but most Torturers prefer to

use more menacing tools. Torturing then takes the amount of time listed above. If the Torturer breaks the target (brings them

to zero Will) they may choose to inflict long-term physical or mental damage, with options listed below. To gain a second

effect, they must perform another session of Torture.

Level Effects

1 Force the victim to answer up to your level in questions.

Alternately, may give the character the “Nightmares” disadvantage permanently.

2 Lower the victim's maximum Will by 1. Lower one of their pool maximums by 10%. This lasts the Torturer’s

level in Fluxes.

3 Maim a limb such that it cannot be used or healed for the Torturer’s level in Fluxes.

The victim is mentally blocked from using one of their skills or abilities for the Torturer’s level in Fluxes.

4 Give the victim a phobia (as per the “Phobia” disadvantage) permanently, or another disadvantage (approved by

plot) for the Torturer’s level in Fluxes.

5 The victim is so broken by the torture, that they become desperate to obey the Torturer.

Alternatively, the Torturer can implant a subconscious suggestion that will be followed by the subject at a later

time.

IMPORTANT NOTE:

While torture may be role-played between mature players who are comfortable with the topic, participants must consider

people’s comfort level both involved with and observing the torture. No one can be forced to role-play torture, and if the

person is truly uncomfortable, the Torturer should simply state the type of torture rather than role-play it. Remember, in the

Realms of Conflict, there is NO RAPE role-play or inferences allowed of any kind. This is a ZERO TOLERANCE RULE.

Please obey it. Also Remember, you MUST NOT touch people without consent!

Interrogation

Interrogation is a hostile interview to get information from someone. To Interrogate someone, you must first compare the

current unmodified Willpower of the Interrogator and the subject. If the subject’s Willpower is less than the Interrogator's, it

will take 2 minutes per level of Willpower. If their Willpower is equal to or higher than the Interrogator's, then the

Interrogation will take 5 minutes per point of Willpower the subject has. At the end of the Interrogation, OUT OF GAME the

Interrogator gets to ask the subject questions equal to his level of this skill in Interrogation. The target must answer the

questions to the best of their ability.

Subvert: An Interrogator may attempt to subversively Interrogate a target. To do this you must get a Game Marshal and then

go and find the target. You may then enter conversation with them for a period of time. The Marshal determines how long it

takes for the Interrogation to be successful and when that time is reached, the Marshal declares whether the Interrogation was

successful based on the role-play. If it was successful, the interrogator gets to ask their level in questions and the target must

answer completely and truthfully.

Conditions: To Interrogate a subject, both the subject and the Interrogator need to be able to speak the same language. They

must remain in the same area and must talk. If the subject chooses not to speak at all, the Interrogation fails. The Interrogator

has their level in minutes to make the subject speak.

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Engineering

Engineering Skill

Engineering: Engineering is the talent which represents those tinkers and builders who build and create small devices. They

are able to combine the natural magical elements of the world and science with a meticulous thought process.

(Gm Note: Engineering is not to be used as a reason to modern technology in RoC. It’s intent is to allow players to combine

skills together, and also play a character who is more sciencific about their skills and how they approach the world around

them)

The following are listed as trade skills, and will work with Engineering, here is the list of skills: first aid, trapping, armor-

smithing, weapon-smithing, alchemy, imbuing, refinements, rituals

At each level of Engineering the Engineer gains the abilities or skills listed below.

Level one Engineering

Engineering: Engineers learn how to build things by studying and following plans. Plans are recipes for building items. To

build Plans it will require various in-game items, and abilites. To learn a plan the Engineer will need to study it for a

minimum of the plan’s “study time.” A Study time can vary from a few minutes to production spent in between games There

are two types of plans: stable and unstable. Stable plans can be studied again and again. Unstable plans can be studied once

and are consumed in the process. Plans:

Plan parts: Plan level: 1-5 This is the required level of the engineer to build the plan. Engineers can read and understand plans up to two

levels higher than their current level but will be unable to make them. Required skills: The plan might have a required talents, languages or skills in order to use it, or read it. Stable or unstable plan: a stable plan can be used over and over again so long as it is in the possession of the Engineer.

Unstable plans are usable once once, and may create unstable items which may last a short period of time. Duration: either time for an ingame plan or production for a down time plan Implements: a list of things needed for the plan that will not be consumed in the process Components: Things that are consumed during the use of the plan Created: The item or process that is created by execution of this plan. Plans Safety Box: The engineer’s first plan is how to make a safety box. The level of the lock is the level of the Engineer’s

Engineering level. PLan level :1 Stable Required skill: Engineering 1, Smithing 5 ( if the engineer is not a smith they will need one to help them during the duration) Duration:15 minutes. Implements: a working forge, blacksmithing tools Components: (physical box of some sort with plot approval, no bigger than a shoebox, A flawed Ruby, a flawed Citrine, a

Flawed Diamond, a Flawed Opal, 5 Silver in Base Material cost. Created: The Engineer creates a small lock box, The lock box is immune to the break and destroy effects of Spells while

closed and the lock is closed. The box comes with a Level 1 Lock built into it. If the Engineer does not provide a physical

lock for the box, a Tag may be attached to the outside of the lid in it’s place. The Engineer must provide plot with a copy of

the Key, or lock combination on creation of the box.

Level two Engineering

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Reverse Engineer: The engineer can now study something and figure out how it was made or what happened to it. This

talent will factor in all the engineer’s in-game knowledges and skills. The base time for Reverse Engineering is 15 minutes,

Plot may alter this time for simpler or more complex things. Lock picking: The engineer learns the mechanics of locks and how to bypass them. On finding a lock the Engineer will

inform a marshal, and depending on the engineer’s Engineering levels, will help the engineer bypass the lock. Lock Picking ranges from 1-5 and deals with picking mundane locks. Every mundane lock ranges from 1-5 in security that is

equal to the quality of the lock. Every level of Lock Picking allows the character to pick locks of security that is equal or

lower than his or her Lock Picking skill. If the security is equal, it will take 15 minutes to unlock that lock, but if the security

is lower, the lock will take less time. If the security of the lock is higher than the Lock Picker’s skill, he or she is unable to

pick that lock. Level 1- Security 1 in 15 minutes Level 2- Security 2 in 15 minutes, Security 1 in 5 Level 3- Security 3 in 15 minutes, 2 in 10 minutes, and 1 in 5 minutes Level 4- Security 4 in 15 minutes, 3 in ten minutes, 2 and 1 in 5 minutes Level 5- Security 5 in 15 minutes, 4 in 10 minutes, 3 and 2 in 5 minutes and level 1 instantly. This is the standard lockpicking rules, plot at their discretion may use puzzle lock or complex trap-like locks with puzzles

attached to them for the lock-picker to figure out. In these types of locks the Higher ranking the lock pick skill, the more

attempts or clues the lock picker will get to solve the puzzle lock.

Plans: Lockpicking Tools Plan level :2 Stable Required skill: Engineering 2, Smithing 3 ( if the engineer is not a smith they will need one to help them during the duration),

Refining 5 ( if the engineer is not a smith they will need one to help them during the duration) Duration:15 minutes. Implements: a working forge, blacksmithing tools Components:( plot approval phys-reps for the tools) 2 Gold in materials,a crushed flawless Citrine, a crushed flawless Opal Created: The Engineer Creates a Set of lock picking tools. These tools are a small set of fine items used to bypass locks. If

character does not have lockpicking skill, with these tools they will count as having level 1 lock picking. If the character

using them already has the lockpicking skill, they decrease the time It takes by 5 minutes, to a minimum of 1 minute. Light is

needed to use the tools. Plans Locks: Plan level :2 Stable Required skill: Engineering 2, Smithing 5 ( if the engineer is not a smith they will need one to help them during the duration),

Refining 3 ( if the engineer is not a smith they will need one to help them during the duration) Duration: Level 2 lock - 15 minutes. Implements: a working forge, blacksmithing tools Components:( plot approval phys-reps for the lock) 1 Gold in materials,a crushed brilliant Citrine,a Crushed brilliant

Diamond Created: The engineer creates a Lock and is able to install the lock onto a location. The lock created is a level 2 Lock. If the

location is a in game location such as a cabin door, the lock wil be a card attached to the door. If the lock is physically

attached to an in-game item, such as a chest, the plot team must be give a copy of the key or combination to the lock at it’s

creation. The base time to create a lock is 15 minute then the lock can be installed on an item such as a door, or

chest. Installation costs are 3 silver and at least a crushed brilliant opal and Citrine. The time, of the installation will vary on

the size of the object having the lock attached to it. Once Attached the lock and the attached object are immune to all non-

lethal break and destroy effects.

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Level three Engineering

Fixer: The engineer can now fix with speed anything they could normally make. The Engineer can expend 2 endurance and

after 30 seconds of uninterrupted work, the item will be repaired that suffered a break effect. Combat Engineer: By spending 5 minutes of uninterrupted work, an Engineer can Bypass a door, wall (including magical

walls), moat, river, some traps, or other obstacle. They may bring one person per level of Engineer with them (1 additional

person at level 1). This ability may have an Endurance cost determined by the Marshal, and the Engineer must describe the

method they use to Bypass the object. If there are no reasonable resources available to attempt the Bypass, the Marshal may

deny the attempt. Siegecraft: A Combat Engineer can construct large barriers and other objects (such as portable barricades) that few, other

than the Combat Engineer, can move or destroy. The object must be properly phys-repped (approved by plot).

Level four Engineering

Break Down: The engineer can now break down, any time the engineer performs salvaging with one of their trade skills, the

production rate or coin can now be used with any production, or crafting based skill. Create plan: The engineer can now attempt to create a plan from scratch, they will need to work with plot. ( please

remember when designing something to keep it in the flavor of a high fantasy medieval world, for example no guns, or steam

powered wagons.) Bombs: The Engineer can now make a special plan known as Grenade. Each Flux, the Engineer may create five stable

Grenades for no cost and up to five times their Engineering level more at a cost of 2 copper per Grenade. Throw the Grenade

as a packet attack and call, “6 Fire.” This cannot be made in batches. Once The Engineer makes their Grenade, they should

make special packets that are marked with a “G” on them. Trapping: Grenades may also be made into a basic trap, so long as the physical trap is set up in game. This costs no

production or further coin.

Level five Engineering

Fail safe: (Activates when killed). It costs 1 gold and 50 production and a stable alchemy or scroll or magical potion. The

alchemy can, at the Engineer’s discretion, be delivered to the alchemist or to the person who struck the Engineer down. This

cannot be dispelled, cleansed, purged or removed from the Engineer. This Fail Safe lasts until used. You may construct more

than one. You may only have one active at a time. You may only activate one per Flux. Master engineer: The Engineer can now once a flux substitute their levels of engineering for another production based skill

for a single purpose. The Master engineer will purpose an effect or item they are trying to make to plot and components tags

and items. Plot will then tell the master engineer if it is possible or if other things are needed. Once plot approves use of this

Ability then the Engineer will follow their plan and create the effect.

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Knowledge

Research Skill During downtime, a player may send Research requests to Plot. Several factors affect the quality of the result and Plot

reserves the right to reject a Research request. The answer may be delivered by email, one-on-one conversation at game, or in

any other way Plot deems appropriate.

A Research request must include:

1) What is being researched.

2) How much production they will spend.

3) How (in-game) they are conducting the research.

Factors that influence the Research Quality (see table below):

5 production raises the quality of the answer by 1 level. (Minimum 1.)

1 level of appropriate Lore raises the quality of the answer by 1 level.

Other factors, like the character’s access to help, books, etc., and the difficulty of the topic can raise or lower

the quality by +/- 2 levels.

Research Quality: 1 2 3 4 5 6 7 8 9 10

Good Information 10% 20% 30% 40% 50% 60% 70% 80% 90% 99%

Misleading Information 10% 9% 8% 7% 6% 5% 4% 3% 2% 1%

Table: Research Quality

Research and Lore

Successful Research of a topic may suffice as the quest required to learn it as a Lore skill.

Lore Skill There are many different types of Lore, and each one is a separate skill with varying levels from one (1) to five (5). Each

level in a particular Lore skill permits a player to ask a GM a single question per game and affects the quality of the answer.

Any Lore skills not chosen at character creation must be quested for in-game. In addition to asking the question, Plot may

volunteer information if they are aware of your Lore skill (and it is okay to remind them, if you think it appropriate).

The following are approved Lore topics. If you wish to select another kind of Lore, please get approval from Plot.

Undead Religion Demonology Planes (pick one)

Constructs The Natural World Geography Racial History (pick one)

Wilderness Survival Politics Nobility World History

Alchemy Magic Items & Artifacts The Fates Ancient History

Monster (pick a type) Law Militant Orders Crime

Note that magical knowledge serves as Lore of half their level (round up) for the magical theory.

Note also that while there is a general Religion Lore, a follower of a particular god will know a great deal about that god’s

church.

Military Tactics can be studied as a Lore, but it must be earned in-game through questing. Members of Militant Orders gain

this Lore as part of their training, one per rank after Man at Arms, so a Knight would automatically have 2 levels of Military

Tactics Lore. This Lore can be used prior to combat for strategic planning purposes, or during combat to ask about the

tactical situation (but this must be done without interrupting game flow). The more information the player collects through

other means (like scouting the opponent, previous experience fighting this opponent, etc.), the better the result of the lore

question.

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Appraisal Skill This skill allows a character to inspect items in order to know more about them and know their average worth. This skill will

not tell a character whether the item is magical but it will tell the Appraiser if the item is made of the appropriate materials to

be made magical. This skill can be bought once.

Languages

Every character can read, write and speak their racial language (if they have one), and they can speak Common. To read and

write Common costs two character points. Additional languages can be purchased at character creation for three points each,

which will include the ability to read, write and speak that language.

After character creation, characters must spend 100 production points per language in addition to the point costs listed above.

A character must also have a reasonable explanation as to what source the language is being learned from. Example

languages are listed below. Other languages might exist, subject to consultation with Plot.

Language Description Language Description

Common A highly fractured language that has

become the lingua franca of the known

world.

Allurian The common language of the continent of

Allure. If you are from Allure, this is your

common tongue and you must purchase the

common tongue of Talar.

Savage Tongue Spoken widely but not exclusively

among the savage races (Orcs, Trolls,

Ogres, Goblins, etc.).

Orcish Related to the Savage Tongue, this is the

language spoken in the Orcish Nation.

Faerie The language of Fae, Dark Fae and

certain other magical entities. This is

also the standard language of Arcadia.

Elvish The ancient language of the Elven people.

Many magical tomes are penned in Elvish.

Koraguese Related to Titan, this language has

evolved among the Korgahn and has

become their native tongue.

Draklyn Perhaps the most ancient language, spoken

by the Dragon, his followers and kin. Heavily

used in magical study.

Glychian The highly complex mathematical and

symbolic language of Glyches. It is not

vocalized, existing only in written

form. Glyches speak Common and

write in Glychian.

Anarchic The native language of the plane of chaos, its

beings and spirits. Spoken by masters of

chaos magic.

Wild Speech Beings tied closely to the natural world

speak this tongue – Satyrs, Dendrytes,

Dryads, Changed and some Trolls.

Animals may be able to communicate

in primitive versions of this language.

Spoken by masters of nature magic.

Abyssal The language of death, spoken by beings of

the plane of death, Shades, undead, and

masters of death magic.

Titan The language of the Titans, preserved

as a spoken tongue by Ogres and

Korgahn.

Aerodon The native language of the plane of air, its

beings and spirits. Spoken by masters of air

magic.

Pyron The native language of the plane of

fire, its beings and spirits. Spoken by

masters of fire magic.

Harmonic The native language of the plane of order.

Spoken by masters of order magic.

Geodon The native language of the plane of

earth, its beings and spirits. Spoken by

masters of earth magic.

Seraphic The language of the plane of life, its beings

and spirits. Spoken by masters of life magic.

Hydron The native language of the plane of

water, its beings and spirits. Spoken by

masters of water magic.

Misteria More an emotion than a language, you must

have a depth of emotional maturity to speak

this heartfelt and meaningful tongue. Spoken

by masters of mind and creatures of the plane

of mind.

Angelic The language of the Garden, angels and

their ilk.

Demonic The language of the Pit, spoken by demons

and their ilk.

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To indicate a particular language is being spoken, hold two fingers up, spread apart, next to your chin. Name the language

you are speaking and then speak normally. Players seeing another player with their fingers held up in this sign should ignore

what is said unless they are sure they know the language being spoken.

Reading and Writing in Common Skill You can read and write in Common which is the standard language for the kingdom and the natural language for humans.

Common is the English language.

Reading and Writing in at least one language is mandatory for Mages, Alchemists, Faith practitioners, Refiners, and is useful

for most characters regardless of skills. Without reading, a character cannot use Magic Scrolls. In order for a character to

read and write any language, this skill must be purchased.

Reading and Writing in Languages Other than Common Skill Each race has a specific language and in order to speak that language you must buy it. Reading and Writing costs 3 points per

language. There are several ways to phys-rep writing in another language. The first is to simply print the language on the top

of the letter. The other way is to actually write in a strange language, with the English version printed on the back (which is

out of game). The type of language should still be labeled on the top of the letter. The character should keep in mind the

lengthy learning process to learning new languages after character creation with the research talent.

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Weapon Skills and Maneuvers

With weapons and with bare hands, skilled characters can do damage or perform Maneuvers. Each size class of weapon

requires a different Weapon Damage skill. Maneuver skills are grouped by the kind of weapon: Edged, Hack, Blunt, hand-to-

hand and so on. There are also skills, such as Armor Use, Dual Wield and Blocking that affect what equipment a character

can use and how.

Weapon Damage Skill There are six weapon damage classes, and this skill is bought separately for each class. The skill level affects how much

damage one can do with a weapon and is a prerequisite for learning more advanced skills. Once the student skill level is

bought with a weapon, the character can attack for “subdue” at any time with that weapon type.

Size

Category

Weapon

Damage

Skill

Size

Limits

(inches)

Hands

Damage by Weapon Damage Skill Level

Novice Student Adept Expert Master

Tiny Single

Handed 0-25 1 1 1 2 3 4

Short Single

Handed 25-35 1 or 2 1 1 2 3 4

Long Single

Handed 35-45 1 or 2 1 2 3 4 5

Hand-and-a-

Half

Hand-and-a-

Half 45-55 1 1 2 3 4 5

Hand-and-a-

Half

Hand-and-a-

Half 45-55 2 2 3 4 5 6

Half Thrusts /

Staves

Pole Arms /

Staves 48-60 1 1 2 3 4 5

Half Thrusts /

Staves

Pole Arms /

Staves 48-60 2 2 3 4 5 6

Two-handed

Thrust /

Staves

Pole Arms /

Staves 61-80 2 2 3 4 5 6

Great

Weapons

Great

Weapons 55-72 2 3 4 5 6 7

Hand-to-

Hand

Hand-to-

Hand 12-20 1 Grab Subdue 1 2 3

Arrow (Bow)

or Bolt

(Crossbow)*

Ranged 36-40 2 1 2 3 4 5

Arrow from a

Full-Sized

(real) Bow*

Ranged Special 2 2 3 4 5 6

Throwing

Weapons** Ranged 6-12 1 None 1 2 3 4

Javelins Ranged 40 1 1 2 3 4 5

Small

Throwing

Weapons**

Ranged Packet *** 1 None None None 1 2

* Bows must be 25 lbs draw or less, and must be approved by a Game Marshal.

** Maneuvers cannot be used with Throwing Weapons or Small Throwing Weapons.

*** Throwing Weapon packets must have 6-inch tails, be silver, and have a black X on the face of the packet.

Weapon Damage Skill Groups

Single Handed: Those with Single Handed Weapon Damage may use Single Handed Edged, Single Handed Hack and

Single Handed Blunt weapons to do damage. These weapons may be short or long, but their length determines base damage.

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Pole Arms / Staves: These weapons have two lengths, the first length is a weapon that can be wielded with one hand or two

and in conjunction with a shield; the second type may only be wielded with two hands. If the character is wounded in one

arm, they may only block with a two handed weapon using their unwounded arm to do so.

Ranged: This group includes javelins, bows, crossbows and thrown weapons. This skill allows the use of any of these

ranged weapons. Base damage varies from weapon to weapon. We hold ourselves and our players to a high standard for

ranged weapon safety. In order to use any shooting weapon, a participant must pass a ranged weapon safety test. We do not

allow packet bows. We do allow Nerf crossbows and bows as a cheap alternative. Core-less boffer throwing weapons may be

allowed after being inspected and accepted by an Owner. Upon reaching Expert skill level, a character can now use small

throwing weapons which are represented with small silver packets with long tails and which do a single point of damage.

These are special packets as they represent in-game items (as opposed to spells). A character may start every game with 10 of

these throwing weapon packets. Upon reaching Master weapon damage skill the character will now do 2 points of damage

with small throwing weapons.

Great Weapon: All Great Weapons are either Edged, Hack or Blunt. On buying levels in Great Weapon Damage, a

character will be able to do increasing damage with all Great Weapons. A character may only attack for damage and

Maneuvers with Great Weapons if both of their arms are uninjured. If a character’s arm is wounded they may only use a two

handed weapon to block with their unwounded arm.

Hand-and-a-Half: Hand-and-a-Half weapons may be wielded with either one or two hands. They do one more point of

damage when used with two hands. All Hand-and-a-Half weapons are also one of the following type: Edged, Hack or Blunt.

Hand-to-Hand: Individuals trained in hand-to-hand combat can use their own bodies as weapons. They can inflict serious

damage with their hands, elbows, knees and feet. To represent this type of combat, players use hand to hand batons, small

boffer weapons covered in yellow cloth or tape. Hand-to-hand batons cannot be disarmed (or subject to other similar effects)

and do not count as a weapon for any other Maneuvers or spells. Hand-to-hand batons may never be taken away from a

character, as they are out-of-game items. Attacks from any non-hand-to-hand baton weapons blocked by a hand-to-hand

baton are automatically counted as landing on the arm that is wielding the baton. Characters that have claws will buy this

skill to determine what their damage is for their claws and to buy Maneuvers. A character can always dual wield two hand-to

-hand batons even without buying the dual wield skill.

Dual Wield Skill In order to use two weapons at the same time, one must purchase this skill. Higher skill levels permit larger weapons and

more use of Maneuvers.

Level Weapons Allowed Maneuvers Allowed

1 Short Tiny No Maneuvers with either hand.

2 Short Short Player picks a single hand (mark on character sheet) and can

only do Maneuvers with that hand.

3 Long Short Same as level 2.

4 Long Long Maneuvers with both hands.

5 Hand and a

Half Long Maneuvers with both hands.

Shields

Blocking Skill Blocking is the skill in our game that allows players to use shields. Without this skill, you cannot use a shield to block. There

are 7 levels of Blocking, and the level that a character has bought is equal to the amount of damage that can be blocked with

a shield. (Example: If Pete buys level 6 Blocking he may block any melee or ranged weapon attacks for up to 6 damage with

his shield, but any blows higher than 6 blocked by Pete’s shield will cause a wound to his arm.) Characters can never block

10 without the use of the Improved Block Maneuver.

Blocking is a measure of a character’s ability to deflect blows with a shield. This skill ranges from rating 1 to 7. A character

with this skill can block weapon blows and numerical damage spells with a damage rating equal to or less than their Blocking

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rating. A character may only wield one shield on one arm at a time. Burst spells, the “Wound” call, the “Faith” call, and any

non-numerical damage spell cannot be blocked with a shield. A shield’s maximum size is tailored to the individual wielding

it. Tower shields cannot be taller than two thirds of the wielder’s height (measured from the collarbone to the bottom of the

foot), by two and a half feet. Round shields can have a diameter measuring no more than half of the wielder’s height

(measured from the collarbone to the bottom of the foot). Shields must be padded on the edges, especially in the case of

wooden or hard plastic shields. When using a shield, the character’s Blocking rating supersedes the armor rating on that arm.

For example, Ravage the Minotaur has a natural armor of 6, but only has a Blocking rating of 4. Adam the Fae strikes

Ravage’s shield with his shiny new two-handed sword for 5 damage, which is higher than Ravage’s Blocking rating. This

strike is resolved as a wound, because while the damage isn’t enough to bypass Ravage’s hide, it is more damage than

Ravage can block with a shield. Ravage, on seeing Adam the Fae with his great sword, should have dropped his shield. A

shield may be worn on the back, but the character cannot use the shield for protection or Maneuvers until it is worn on an

arm.

Armor

Armor ranges from levels 1 to 9, and acts as protection against melee and missile damage, direct damage spells and

invocations. No ability, equipment, spell or effect can grant armor over level 9. All armor that is worn has an armor rating. In

order for attacks to penetrate armor and affect characters, the attack must be of a higher level than the character’s armor

rating. Attacks that have a lower damage than the armor rating of targets have no effect on the character as the blow merely

bounces off the armor. If a character is struck with an attack that has a lower rating than the armor, the attack has no effect,

and the character simply calls “Armor!”

Armor only protects the areas actually covered by the armor phys-rep. It must be represented by either real armor or fully

functional armor (such as SCA plastic armor). Very well costumed armor may be rated higher than its base material would

normally allow. Poorly costumed armor may be rated lower than normal. All armor representations must be approved by an

Owner-approved marshal who will write the armor value and locations covered on your character sheet and who has final say

on the value of the armor. Using clothing with a metal or chain print on it will not count as armor.

Padded armor is made by Armor Smiths and has an armor rating of 0. The only type of damage padded armor can stop is

Subdue.

Natural armor is heavy hide, scales or fur of creatures which protect them from damage. The call for Natural Armor is

“Armor”

Any Effect or call which would bypass Armor also by-passes Natural Armor. Some spells may only effect woren armor or

natural armor. These effects specifically will target one type of armor and not the other.

Armor Use Skill

Armor Use ranges from 1-5, and determines the type of armor a character can wear. There are 5 locations that armor can be

worn on, each leg, torso and each arm. Players may buy up to level 5 armor for any location. Characters may have different

types of armor in different locations.

Level 1: Character can wear Light Leather armor providing a basic armor rating of 1.

Level 2: Character can wear Studded leather, Heavy Leather and Thick Hide providing an armor rating of 2.

Level 3: Character can wear Chain-Mail armor and Hardened Leather providing an armor rating of 3.

Level 4: Character can wear Brigandine, Scale-Mail or Splint armors providing an armor rating of 4.

Level 5: Character can wear Plate armor enforced with chain or leather providing a armor rating of 5.

Armor resists:

Wearing Armor grants a free resist per-combat These resist are called “Armor resist”. You may only use an Armor resist if

you have worn the armor for the complete combat. If the effect is damage you must be wearing armor in the location stuck to

use the resist. Despite wearing multiple types of armor a character may only ever use one armor resist per combat.

Level 1: stun, slow, trip

Level 2: stun, slow, trip, knock down

Level 3: Sever or Wound

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Level 4: a wounding effect or damage

Level 5: full plate armor: flatten, any type of wound or mortal wound

Helms: Armored helms grant a half stun duration for combat, full helms grant a resist to a sleep effect. Wearing a helm

requires armor use level 3 for any helm and level 5 for a full helm.

Real armor bonus: If a player wears real period or heavy actual armor. They may be entitled to an endurance bonus per

piece of armor. This is to reward players who are willing to spend the time and energy playing in real armor. A real armor

bonus is awarded per piece of armor and ranges from 1-3.

1: Light armor, heavy leather or chain shirt, 2: full chain, light plate, scale brig, plate. 3: wearing multiple types of armor in

one location. Additional plot may award up to 5 additional stamina for exceptional armor costuming. Players must present

themselves to plot at the start of an event for their event armor bonus. This bonus is unique to each event. If players change

their armor props or remove a piece of armor they must check back in with plot for a modified bonus.

Note that Armor Use defines the type of armor a character can use. If the armor is Master Crafted it will have a higher

rating.

Body and Armor Locations

Weapon Maneuvers

The following is a list of all weapon maneuvers grouped by weapon type. Characters need to have Student skill with a

weapon before they can buy maneuvers for it. Each level of damage skill a character buys for a weapon unlocks the

corresponding maneuver at the same level.

Weapon Damage Skill Level Maneuver Skill Level Allowed

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1: Novice No maneuvers

2: Student No maneuvers

3: Adept Level 1 Adept maneuvers

4: Expert Level 2 Expert Maneuvers

5: Master Level 3 Master Maneuvers

Weapon Maneuver Types

Edged: Swords of all types, knives, daggers, any bladed or slicing weapons

Hack: Axes, cleavers, chopping weapons

Blunt: Maces, war hammers, mauls, clubs, saps, smashing and bashing weapons

Great Weapons: Weapons that require the use of two hands to use, normally to cause massive damage. All Great

Weapons are special as they are also one of following types: Edge, Blunt or Hack. Great Weapon users can buy and

use both Great Weapon Maneuvers, and maneuvers from either Edge, Blunt or Hack depending on the weapon.

Thrusting and Staves: Spears all of all types, staffs, quarter staffs, most pole arms

Shields: Bucklers and blocking maneuvers

General Maneuver Rules

Endurance costs are spent when a Maneuver is attempted, and are spent whether the attempt succeeds or fails.

Calls for attack Maneuvers must be made during the attempted Maneuver. You cannot pre-call a Maneuver then

wait for the opportunity to strike, nor can you strike then decide to make the Maneuver call.

Unless specified otherwise in the Maneuver description, you cannot stack multiple Maneuvers into a single attack.

Maneuvers labeled as Master <type> Maneuver, such as Master Weapon Maneuvers can be used once per combat at

no pool cost. When used in this way, the player must add “Master” to the end of the Maneuver call. After using a

Maneuver this way, the character must wait for an hour after the combat ends before they can use it again.

Edged Weapon Maneuvers

Slice Weapon Maneuver

Level: Adept (1) Endurance: 2 Call: <Damage+2> Slice

The adept sword wielder delivers vicious bleeding wounds. The wielder expends Endurance and adds 2 damage to their

normal weapon damage for the next strike. If the blow successfully lands on the target, they are effected by a savage wound.

If the strike misses, is blocked, or strikes a superior armor value, the Maneuver fails. Endurance must be spent to use Slice

again.

Disarm Weapon Maneuver

Level: Expert (2) Endurance: 4 Call: Disarm

The blade wielder can now disarm opponents of their weapons. The wielder expends Endurance, strikes the target’s weapon,

and calls “Disarm.” The target must immediately drop their weapon, but can pick it up 3 seconds after it hits the ground. If

the blade wielder misses, or strikes any other location other than the target’s weapon, the Maneuver fails, and Endurance

must be spent to use Disarm again. Single-Handed Disarm only works on Single-Handed and Hand-and-a-Half weapons.

When performed with a Great Weapon, it works against any weapon including a shield.

Parry Master Weapon Maneuver

Level: Master (3) Endurance: 6 Call: Parry

The master has progressed to a level capable of blocking Maneuvers. The master must have the Edged weapon unsheathed

and in hand to use this Maneuver. Parry defends against Maneuvers or blows that take effect by landing on you, including

those that are Lethal, but not against Maneuvers with the Heroic or Monster carrier attached to them. Parry cannot be used

against magical or Faith effects. Parry does not work against War Cry, Arcane Challenge, Stand Ground, Marked for Death,

Dueling Blow, Rupture or Annihilating Strike. The Endurance cost of Parry may not be reduced, it will always cost 6

Endurance to use.

Hack Weapon Maneuvers

Chop Weapon Maneuver

Level: Adept (1) Endurance: 2 Call: < Damage> Chop

The axe wielder has progressed to the level of being able to deliver powerful, devastating blows with their axes. The axe

wielder expends Endurance and adds the carrier “Chop” to their normal weapon damage for the next strike. If the strike lands

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on the target it will ignore all armor ratings. If the Chop misses or is blocked, the Maneuver fails, and Endurance must be

spent to use Chop again.

Break Weapon Maneuver

Level: Expert (2) Endurance: 4 Call: Break <Item>

The expert axe wielder can now render weapons and shields incapable of working. The wielder strikes a target’s

weapon/shield, expends Endurance, and calls “Break <Item>”. The target’s weapon/shield is Broken.

Sever Master Weapon Maneuver

Level: Master (3) Endurance: 6 Call: Sever

The axe wielder has mastered the destructive power of the axe and is able to chop off an enemy's limbs with a single blow.

The axe wielder strikes an enemy's limb and calls "Sever." The target must resolve the Sever effect to the limb struck.

Blunt Weapon Maneuvers

Smite Weapon Maneuver

Level: Adept (1) Endurance: 2 Call: Smite Knockdown

The blunt weapon wielder is now at the level to be able to deliver blows that can knock targets to the ground. Upon striking a

target's torso, limb or shield, the attacker expends Endurance and calls “Smite Knockdown.” The target is immediately

knocked to their ground. If the wielder misses or the blow is blocked, the Maneuver fails and Endurance must be spent to use

Smite again.

Daze Weapon Maneuver

Level: Expert (2) Endurance: 4 Call: Daze Stun

The attacker expends Endurance, strikes the torso or limbs of the target, and calls “Daze Stun.” The target is Stunned. Stun

effect and duration is described in the Effects section.

Pulverize Master Weapon Maneuver

Level: Master (3) Endurance: 6 Call: Pulverize

The master of the blunt weapon can now destroy armor and injure limbs in a single blow. The master expends Endurance and

calls “Pulverize!” on their next strike. If the blow lands on a target’s limb or torso, any mundane armor and shield on that

location is broken instantly. The blow also immediately delivers a wound to that location, whether or not it also broken an

item. If the blow is blocked, the Maneuver fails and the Endurance cost must be spent to use Pulverize again.

Spear/Staff Weapon Maneuvers

Trip Weapon Maneuver

Level: Adept (1) Endurance: 2 Call: Trip Knockdown

Adept spear wielders can trip targets. The spear wielder strikes the target’s legs, expends Endurance and calls “Knockdown!”

The target instantly falls over, but can get up immediately. If the Trip strikes any location other than a target’s leg, the Trip

fails and Endurance must be used to Trip again.

Check Weapon Maneuver

Level: Expert (2) Endurance: 4 Call: Check Knockback 5

Expert spear and staff wielders can control the battleground by forcing their opponents backwards. They strike their

opponent anywhere on their weapon, body or shield and the opponent must resolve a Knockback 5 effect.

Impale Master Weapon Maneuver

Level: Master (3) Endurance: 6 Call: <Damage> Impale

The master of the spear has maximized the spear’s power and can kill targets in a single blow. The wielder expends

Endurance adds the carrier “Impale!” to their current damage call for the next strike. If the damage causes a torso wound, that

wound will be a Mortal Wound. If the damage causes a limb wound, that wound will only be a normal wound. Example: Joe

the Orc decides to impale Mike the Elf. Joe expends Endurance and calls “5 Impale!” with his spear. Joe misses the torso but

strikes Mike’s leg. The weapon maneuver has failed to kill Mike, but Mike still must resolve the damage (5) to his leg.

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Great Weapon Maneuvers

Cripple Weapon Maneuver

Level: Adept (1) Endurance: 2 Call: Cripple Slow

Those adept in the use of Great Weapons who land a blow on an opponent’s legs, torso or shield with their heavy weapon

can reduce their opponent’s ability to move. The opponent must resolve a five minute Slow effect.

Demolish Weapon Maneuver

Level: Expert (2) Endurance: 4 Call: Demolish Break <Item>

The Great Weapon expert can now Break weapons, items, armor and shields. The expert expends Endurance and calls

“Demolish Break <Item>” for their next strike. Any item, weapon or shield that is named and struck will be broken and

cannot be used until repaired.

Cleave Master Weapon Maneuver

Level: Master (3) Endurance: 6 Call: <Damage> Cleave

The master has maximized the power of the Great Weapon and can kill targets in a single blow. They expend Endurance and

add the carrier “Cleave!” to their normal damage call for the next strike. If the damage causes a torso wound, that wound will

be a Mortal Wound. If the damage causes a limb wound, that wound will only be a Normal Wound. Example: Joe the Orc

decides to Impale Mike the Elf. Joe expends Endurance and calls “5 Cleave!” with his Greatsword. Joe misses the torso but

strikes Mike’s leg. The Maneuver has failed to kill Mike, but Mike still must resolve the damage (5) to his leg

Ranged Weapon Maneuvers

Pierce Weapon Maneuver

Level: Adept (1) Endurance: 2 Call: Wound

The adept expends Endurance and uses the modifier “Wound” to their ranged weapon damage for the next strike only. See

the Wounds section for a description of the effect.

Called Shot Weapon Maneuver

Level: Expert (2) Endurance: 4 Call: Called Shot <Damage> <Location>

The expert Designates a target within 100 feet, expends Endurance and adds a location carrier to their next strike. Acceptable

location carriers are “Right leg/arm,” “left leg/arm,” or “torso.” Called Shot has a 1 minute cooldown.

Slay Master Weapon Maneuver

Level: Master (3) Endurance: 6 Call: <Damage> Slay

The master of ranged weapons can kill targets at a distance. The grand master expends Endurance and adds the carrier “Slay”

to their weapon damage for the next strike. If the damage causes any wound, that wound will be a Mortal Wound.

Shield Weapon Maneuvers

Bash Weapon Maneuver

Level: Adept (1) Endurance: 2 Call: Bash Knockback 5

The adept has learned how to bash targets away by smashing them with a shield. The shield user expends Endurance,

chooses a target no farther than arm’s length* away, and calls “Bash Knockback 5” The target is knocked back 5 feet from

the shield bearer. Characters and monsters that are immune to Knockback are not affected by this Maneuver.

* Arm’s length is defined as being able to reach out with an arm (without moving your feet) and touch your target.

Improved Block Weapon Maneuver

Level: Expert (2) Endurance: 4 Call: Block

The expert with the shield has learned how to use his shield to block damaging effects which would normally bypass his

shield. When the character's shield blocks or is struck by a weapon blow or spell that would normally bypass the shield, the

character may expend 4 Endurance and call “Block.” The attack must hit the shield. This Maneuver can be used to block

attacks which have a higher damage value then the character could normally block. Pulverize and Wound are examples of

effects which Improved Block can be used to stop.

Spell Block Master Weapon Maneuver

Level: Master (3) Endurance: 6 Call: Spell Block

The Master with the shield has learned how to use his shield to deflect ranged spells. This Maneuver only works on packet

and 30ft AoE spells. The shield bearer may expend Endurance and call “Spell Block” and ignore the effects of the packet that

hit him. The shield bearer must expend Endurance for EVERY packet that he wishes to ignore the effects of. For burst spells

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the shield bearer will only need to expend Endurance once to ignore the effects of all the packets of the burst spell. The

shield bearer must have his shield on an unwounded arm to use this Maneuver. Any effects which would either target,

destroy or break the shield may not be Spell Blocked.

Hand-to-Hand Fighting: Martial Arts

This is the skill of fighting with one’s natural weaponry. If a character does not have a rating in this skill, they cannot use

hand-to-hand batons to strike another character unless delivering a touch spell. Hand-to-hand batons, if used to block a strike

from any weapon other than another hand-to-hand baton must resolve the strike as a wound to the arm used to block the

attack. There are two skill groups that govern Hand-to-Hand fighting: Hand-to-Hand Damage and Hand-to-Hand Maneuvers.

Hand-to-Hand Damage

Hand-to-Hand Damage works a bit differently from other damage skills. At the first level, the martial artist can use the Grab

Maneuver. At the second level, base damage is “Subdue.” Beyond that, the Martial Artist can cause potentially wounding

damage.

Level Title Damage Maneuvers Allowed

1 Novice 0* Grab

2 Student Subdue Block

3 Adept 1 Adept

4 Expert 2 Expert

5 Master 3 Master

*Every Hand-to-Hand fighter gains the Grab Maneuver when they purchase Novice damage.

Grab Hand-to-Hand Maneuver

Level: Novice (1) Endurance: 1 Call: Grab <Current Endurance Pool>

The fighter must land a blow on the target with a hand-to-hand baton and call "Grab <Current Endurance Pool>." <Current

Endurance Pool> is the remaining amount of Endurance your character has at the moment of the call (after paying for the

Grab). The defender wins in the case of a tie. Monster Strength may add to this number defensively. Once a Grab attempt

lands, is released or escaped from, the fighter may not attempt to Grab that target again for one minute. The arms of a

Grabbed target are considered to be pinned, immobilized, or otherwise unavailable for use and they can’t walk, run or crawl.

Therefore, a Grabbed target cannot deliver touch spells against the Martial Artist.

Grab ends 10 seconds after initiation, if the attacker takes a wound, or if the attacker disengages.

If the Martial Artist wishes to follow the Grab with one of the Maneuvers that requires a Grab, the endurance cost of the

Grab is deducted.

Block Hand-to-Hand Maneuver

Level: Student (2) Endurance: 1 Call: Block

Block a blow with your hand-to-hand baton as if it were a normal weapon.

Hand-to-Hand Maneuvers

At each level purchased, a Hand-to-Hand fighter picks a Maneuver from that level or lower. Once a person has completed

their Master level quest, they may embark on a quest for Grand Master level, which permits them access to a second series of

Hand-to-Hand Maneuvers.

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Level Title Maneuvers Gained Prerequisite

1 Student Block H2H Damage Level 2

2 Adept Level 1 H2H Damage Level 3

3 Expert Level 2 H2H Damage Level 4

4 Master Level 3 H2H Damage Level 5

5 Grand Master Level 1, 2, 3 H2H Damage Level 5

Level 1 – Adept Maneuvers

Throw Hand-to-Hand Maneuver

Level: Adept (1) Endurance: 2 Call: Throw <Direction>

This Maneuver may only be used against an opponent the Martial Artist has successfully Grabbed. You deliver a hand-to-

hand blow to the Grabbed target's torso and hurl them 15 feet (about 6 steps) in the direction of your choosing.

Shove Hand-to-Hand Maneuver

Level: Adept (1) Endurance: 2 Call: Shove Knockback

The Martial Artist must land a blow on the target. This knocks the target back 15 feet (about 6 steps).

Throat Punch Hand-to-Hand Maneuver

Level: Adept (1) Endurance: 2 Call: Throat Punch, Silence 1 Minute

The Martial Artist must land a blow on the target’s torso to silence them. The silence lasts one minute.

Superior Grab Hand-to-Hand Maneuver

Level: Adept (1) Endurance: 2 Call: Superior Grab <Current Endurance Pool>

A Superior Grab is similar to Grab except that it lasts for a maximum of 20 seconds and the Writhe Maneuver (see Athletics)

is ineffective against it. Superior Grab can be Countered.

Palm Strike Hand-to-Hand Maneuver

Level: Adept (1) Endurance: 2 Call: Palm Strike, Stun

If the Martial Artist lands this blow on the target’s torso, then the target is Stunned.

Level 2– Expert Maneuvers

Iron Fist Hand-to-Hand Maneuver

Level: Expert (2) Endurance: 4 Call: Iron Fist, wound

This makes the Martial Artists next attack by-pass armor, carapace and shields.

Side Step Hand-to-Hand Maneuver

Level: Expert (2) Endurance: 4 Call: Side Step

The Martial Artist may dodge any blow delivered in hand-to-hand combat. Weapon blows, Missile weapons, and touch-

delivered spells are included, but weapon Maneuvers are not. Ranged spells cannot be dodged with this Maneuver.

Contain Hand-to-Hand Maneuver

Level: Expert (2) Endurance: 4 Call: Contain, Helpless

This Maneuver may only be used against an opponent the Martial Artist has successfully Grabbed. Upon its use, the Grabbed

opponent is made Helpless for up to 5 minutes. The Martial Artist is immobilized for the duration of this effect. At the end of

5 minutes, the Martial Artist may expend 4 more Endurance to continue the Contain for 5 more minutes, or they must release

the target. The Martial Artist may end this Maneuver at any time.

Seize Hand-to-Hand Maneuver

Level: Expert (2) Endurance: 4 Call: Seize, Take Weapon

The Martial Artist strikes the target weapon or the arm holding it and calls “Seize, Take Weapon.” Any Single-Handed

weapon so struck must be immediately given to the Martial Artist.

Cloud Leap Hand-to-Hand Maneuver

Level: Expert (2) Endurance: 4 Call: Cloud Leap

The Martial Artist is able to leap fantastic distances. Upon making the call, the Martial Artist points one hand-to-hand baton

straight up (similar to Limited Flight per the “Wings” Advantage) and may move 30 feet (about 12 steps) within 10 seconds.

Within 3 seconds of landing, you may make one Hand-to-Hand attack that will deal double damage (maximum 10). If you do

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not land within 10 seconds, you immediately take a knockdown effect. While leaping, the character cannot be attacked except

by ranged attacks such as arrows, packet spells and vaporous alchemy. This Maneuver has a 1 minute cooldown.

Level 3– Master Maneuvers

Flurry Master Hand-to-Hand Maneuver

Level: Master (3) Endurance: 6 Call: <Damage> Flurry

The Martial Artist must land a blow on the target’s body. If it lands, they gain the Flurry effect with their strike.

Knockout Master Hand-to-Hand Maneuver

Level: Master (3) Endurance: 6 Call: <Damage> Sleep

The Martial Artist must land a blow on the target’s torso. If the blow causes a wound, then the target is unconscious for 5

minutes.

Break Neck Master Hand-to-Hand Maneuver

Level: Master (3) Endurance: 6 Call: Break Neck <Damage+2> Mortal Torso

This Maneuver may only be used against an opponent the Martial Artist has successfully Grabbed. The Martial Artist

delivers a Mortal Wound to the Grabbed target's torso. This damage may be defended against like any normal blow.

Chi Blast Master Hand-to-Hand Maneuver

Level: Master (3) Endurance: 6 Call: Chi Blast, Wound

The Martial Artist may hurl 5 packets of Wound (as a burst spell) at one opponent. The Martial Artist must wait one minute

after hurling a Chi Blast before throwing another.

Ghost Strike Master Hand-to-Hand Maneuver

Level: Master (3) Endurance: 6 Call: Ghost Strike <Damage> <Type>

The Martial Artist strikes his foe without touching them. All magical defenses on the target are inapplicable against the blow

if it lands. The Martial Artist is not affected by any retaliatory type sash spell effects, such as Shroud of the Damned. The

Martial Artist may also add any one of the magical damage types to their blow. Using Ghost Strike, one may also strike

through any of the wall spells without being affected by the wall. (This does not protect you when passing through a wall.)

Athletics Maneuvers

Athletics is a subset of abilities that run off of Endurance. There are no prerequisites for Athletics and any character can buy

the maneuvers. Athletics abilities beyond level 3 are only available in-game through quests, and cannot be purchased at

character creation or during down time.

Balance Athletics Maneuver

Level: Student (1) Endurance: 1 Call: Balance

This ability allows the character to avoid falling from effects that knock characters down. Anytime a character is struck with

a knockdown effect, the character expends Endurance and calls “Balance!” Balance cannot defend against Area of Effect

spells and abilities or the Flatten effect.

Writhe Athletics Maneuver

Level: Adept (2) Endurance: 2 Call: Writhe

This ability allows the athlete to wriggle free of mundane ropes and bonds and Hand-to-Hand Grabs. The Grabbed or bound

Athlete expends Endurance and calls “Writhe.” They subsequently escape the bonds on a three-count, or the Grab

immediately. You cannot Writhe out of full immobilization, such as the Web effect.

Intercept Athletics Maneuver

Level: Expert (3) Endurance: 4 Call: Intercept <Target>

The Athlete has gained the ability to intercept and block attacks or spells that were meant for others. When another character

within arm’s reach is attacked, the Athlete expends Endurance, calling “Intercept!” The affected character can then ignore the

previous attack or spell. The Athlete now takes the game effect that they Intercepted just as if the attack had landed on them

instead of the original target. If the Athlete waits longer than 5 seconds before attempting the Intercept, the Maneuver fails.

The Athlete cannot use any Maneuver, Resist, ability or effect that prevents effects from landing (such as Blink) on an effect

which is Intercepted. Armoror Carapace will work. This ability cannot be used to protect others from effects that target an

area.

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Redirect Athletics Maneuver

Level: Master (4) Endurance: 6 Call: Redirect <Location>

The Athlete has gained the ability to redirect attacks that have landed from one body location (torso, left arm, right arm, left

leg, right leg) to a different location. The location that the attack is being redirected to must be stated in the call and it cannot

be a location already made useless by a wound. Attacks that target something other than a body location (like Disarm, which

targets a weapon), cannot be Redirected, nor can you Redirect attacks that target specific or multiple locations in the call (e.g.

Fireball, Flurry, etc.). The Athlete also must be able to see the attack coming. Upon being struck with a direct damage spell,

invocation, or melee attack, the Athlete expends Endurance and calls “Redirect <Location>.”

Evade Athletics Maneuver

Level: Grand Master (5) Endurance: 10 Call: Evade

The Athlete has mastered the ability to dodge all forms of attack, except for area of effect spells and the Assassinate

Maneuver. Upon being struck with anything, the Athlete expends Endurance and calls “Evade!” The attack is considered not

to have landed on the athlete. Diving into strikes to protect another character cannot be Evaded. Note that one must

separately Evade each packet of a burst effect.

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Paths

A character who has reached Master level with any weapon (i.e. +3 damage) and Expert with at least one group of weapon

Maneuvers (Blunt, Hack, Edged, Thrust, Great Weapon, Hand-to-Hand or Ranged) may choose to take a Path. Each level of

these Paths requires a quest. Each Path also has prerequisites that must be met before the character may take the Path. A

character may only start a new Path after he has reached level five of the Path that he is currently on.

Prerequisites: Ability to cast 5th level spells. 90 points spent in magic Knowledge, spells and weapon Maneuvers.

Student Arcanist - Level 1

The Arcanist learns Create Arcane Weapon and chooses either Improved Meditation or Silencing Strike.

Create Arcane Weapon Ability

The Arcanist constructs the tool of their craft, the Arcane Weapon. The Arcanist expends half their maximum Mana pool and

half their maximum Endurance pool, spends 10 minutes Meditating, selects a school they can cast spells from, and marks a

non-magical, non-Master Crafted weapon (or gloves or hand wraps, in the case of Martial Artists) with a personal glyph.

That weapon is created and becomes an item that only the Arcanist can use. To any other user, the weapon has no special

abilities. For the Arcanist, its damage type is the one associated with the school selected. The weapon can only be destroyed

or damaged by effects that would destroy or damage a magical item. The Arcanist can have only one Arcane Weapon at a

time. When a new Arcane Weapon is created, the previous one returns to its former state. Arcanists can now perform the

Maneuver Arcane Spell with their Arcane Weapon.

Arcane Spell Path Maneuver

Level 1 Endurance: 2 Call: See below

For each Arcanist level, the Arcanist chooses one spell they can cast that is either a touch or single packet spell. These spells

can now be delivered as Arcane Spells with the Arcanist Weapon. The spell choices must be made at check-in, and cannot be

changed during game.

Arcane Spells deliver their effect with a melee or ranged weapon attack made with the Arcanist Weapon. They cost Mana

pool as if they were cast normally. The Arcanist must incant the spell, then make the call and swing the weapon. This incant

is performed as if the caster were a Natural Caster, and Mana is spent as if the caster were a Gem Caster.

Improved Meditation Ability

Once per Flux the Arcanist may Meditate for 5 minutes and exchange Mana and Endurance at a rate of 1 Endurance for 4

Mana and vice-versa.

Silencing Strike Path Maneuver

Level 1 Endurance: 2 Call: Silence

The Arcanist can silence characters by striking them. If the Arcanist lands a blow on the target’s body, the target is silenced

for 5 minutes.

Adept Arcanist - Level 2

Arcane Study Ability

This ability confers multiple benefits. Once per Astral Conjunction the Arcanist can reset their Lore questions. Once per

Astral Conjunction the Arcanist can learn one of the languages listed in the Races section, and Read, Write and Speak that

language for the remainder of the Astral Conjunction. The Arcanist can meditate with an item or components for 1 minute

and Identify it.

Arcane Accuracy Master Path Maneuver

Level 2 Endurance: 4 Call: Arcane Accuracy Called Shot <Spell Call> <Location>

The Arcanist casts a single packet incantation without using any Arcane Abilities, expends Endurance, Designates a target

and calls “Arcane Accuracy Called Shot” followed by the spell’s call and a location. If the target is within 30 feet and in the

caster’s line of sight, the spell lands on the target location without the caster having to hit with a packet. This ability has a

one (1) minute cooldown.

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Expert Arcanist - Level 3

Magic Resist Path Maneuver

Level 3 Endurance: 6 + Mana: 6 Call: Arcanist Resist

The Arcanist can now more easily resist spells. The Arcanist can now expend Endurance and Mana to resist a spell as if they

had used a Magic Resist. The call for this is “Arcanist Resist.”

Counter Spell Path Maneuver

Level 3 Endurance: 6 Call: Counter Spell

The Arcanist can now focus to Counter Spells. The Arcanist can expend 6 Endurance for a Counter Spell as per the Arcane

ability.

Spell Sling Path Maneuver

Level 3 Endurance: 6 Call: Spell Sling

The Arcanist can now expend energy to hurl spells. The Arcanist can expend 6 Endurance for a Spell Sling as per the Arcane

ability.

Master Arcanist - Level 4

Master Arcane Weapon Ability

The Arcanist can now change the damage type of their Arcane Weapon to any school they can cast spells from by spending 5

minutes of meditation. Additionally, the Arcane Weapon becomes Soul Linked to the Arcanist does + 1 damage and counts

as a Master Crafted weapon. The Arcanist also gains the Arcane Arsenal Maneuver which they can perform with their

Arcane Weapon.

Arcane Arsenal Ability

The Arcanist holds out their Arcane Weapon and calls, “Arcane Arsenal.” Up to 5 people who are touching the Arcane

Weapon with a weapon, claw, or hand-to-hand baton gain +1 to damage and the damage type of the Arcanist’s weapon for

the next hour with that weapon. This damage bonus stacks with other bonuses. This may be done once per Flux.

Magic Storm Master Path Maneuver

Level 4 Endurance: 8 + Mana: 8 Call: <Type> Storm, everyone within 30 feet take 6 <School> torso

The Arcanist expends Endurance and Mana and calls, “<Type> Storm, everyone within 30ft take 6 <School> torso.”

<School> is the damage type for a school of magic they can cast spells from. This can be resisted by Magic Resist.

Grand Master Arcanist - Level 5

Overwhelming Magic Ability

Once per Astral Conjunction the Arcanist can add the Lethal modifier to a spell they cast. This ability cannot be used with

Arcane Abilities or any Maneuvers.

Arcane Challenge Path Maneuver

Level 5 Endurance: 10 + Mana: 10 Call: Arcane Challenge, Lethal Dispel

Duration: 15 Minutes Cooldown: 1 minute

The Grand Master Arcanist Designates a target within 100 feet, expends Endurance and Mana, and calls, “Arcane Challenge,

Lethal Dispel.” For the duration, both the Arcanist and target must make their best efforts to either attack each other or flee,

and the Arcanist may add the “Wound” modifier to their damage calls against the target with their Arcane Weapon. Both the

Arcanist and target may defend themselves, but should not attack others. If either decides to flee, they must make their best

effort to get far away from their foe for the duration.

Arcane Torrent Master Path Maneuver

Level 5 Endurance: 10 Call: Varies (see below)

Once a Arcanist has been in an area for 5 minutes, they may spend 10 Endurance and inform a Marshal that they have placed

an Arcane Torrent in the area and they may begin to use this ability in the area that the Marshal agrees is primed for the

Torrent. At this point, Sorcerers or level 3 and higher Trackers may request to know if an area has been Torrented. Areas

under the effects of an Arcane Torrent expire at Flux and must be reset.

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An Arcanist may detonate the Torrent under the intended target for 6 Endurance. The target must be within 30 feet of the

primed area. The Arcanist must place at least one free hand on the ground and then call out one of four effects. Torrent

effects may not be Parried, but they can be Resisted. Detonating an Arcane Torrent has a 10 second cooldown before the

Arcanist can use another one. The four effects which can be called are:

“Arcane Torrent, Called Shot, Sever both Legs, <Target>.”

“Arcane Torrent, Called Shot, 8 Magic Flurry, <Target>.”

“Arcane Torrent, Called Shot, Magic Sleep, <Target>.”

“Arcane Torrent, Called Shot, Greater Heal, <Target>.”

The Assassin Path

Characters that choose this Path focus on stealth and subterfuge as ways of warfare. They find weaknesses in their opponents

and use them to finish things quickly. Assassination skills are often used by scouts, spies and assassins. Assassination

Maneuvers may not be performed with Great Weapons or Pole Arms.

Prerequisites: The character must spend 90 build points between these skills: alchemy poisons, Sneaking, Pick Pockets,

Athletic and weapon Maneuvers.

Student Assassin - Level 1

The Assassin chooses two of the following abilities to learn: Improved Sneaking, Sap or Weaken.

Improved Sneaking Ability

The Assassin may now move at any speed while Sneaking.

Sap Path Maneuver

Level 1 Endurance: 2 Call: Sap, Sleep

The Assassin strikes a character in the torso from behind, expends Endurance and calls “Sap, Sleep.” The victim is rendered

Unconscious for 5 minutes.

Weaken Path Maneuver

Level 1 Endurance: 2 Call: “Weaken -1 Damage"

The Assassin strikes the target, draining away their strength. The Assassin expends 2 Endurance and strikes the target on

either their torso or their arms, and calls “Weaken -1 damage.” All the target’s weapon and Hand-to-Hand damage is reduced

numerically by one. This Maneuver stacks with itself and other weaken effects.

Adept Assassin - Level 2

The Assassin gains the Maneuvers Backstab and Bypass.

Backstab Path Maneuver

Level 2 Endurance: 4 Call: X Backstab

The character expends Endurance and strikes their victim from behind. They call double their current damage (up to 10) with

the “Backstab” carrier. Behind, for the purposes of this ability, means that the majority of the attacker’s body and their

weapon hand(s) are behind a line drawn through the shoulders of the victim.

Bypass Path Maneuver

Level 2 Endurance: 4 Call: Bypass

The Assassin gains the ability to Bypass traps and magical walls. For traps, this works just like the Trapping skill, Bypass

Traps, except for the Endurance cost and call. For magical walls, the Assassin must make the call and expend the Endurance

before touching the wall, and then may step through or around the wall.

Expert Assassin - Level 3

The Assassin picks two of the following to learn Execute, Lurk and Trick Shot.

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Trick Shot Master Path Maneuver

Level 3 Endurance: 4 Call: Trick Shot <Damage> <Location> Pin

or Call: Trick Shot <Damage> <Location> Wound

or Call: Trick Shot <Damage> <Location> Disarm <Item>

With a ranged or throwing weapon, the Assassin expends Endurance, Designates a target and calls, “Trick Shot <Damage>

<Location>” and either “Pin,” “Wound ,” or “Disarm <Item>.” The target takes the effect as if struck by a weapon in the

named location, and resolves both the damage and the specified effect. Pin, Wound, and Disarm are described elsewhere.

This may only be used once per minute. Note that this does not require line of sight and it can bypass a wall.

Lurk Path Maneuver

Level 3 Endurance: 6 Call: Lurk

The Assassin expends Endurance, holds a ribbon over their head and calls, “Lurk.” The ribbon must be orange with black

stripes. For the next five minutes, while the ribbon is held, the Assassin is hard to detect, as if they were Sneaking. The

Assassin may only walk or talk while this ability is active, but they can hold a weapon. This ability can only be used

outdoors. Once the Lurk ends, the Assassin must wait 5 minutes before Lurking again.

Execute Path Maneuver

Level 3 Endurance: 6 Call: Execute

The Assassin has learned to instantly kill helpless targets. The Assassin strikes an unresisting target or someone who is

sleeping, expends Endurance and calls “Execute.” The target suffers a successful Death Blow.

Master Assassin - Level 4

Natural Smoke Bomb Ability

Once per day, the Assassin gains the ability to disappear. This ability functions just like the alchemy Smoke Bomb. However,

the Assassin does not need to carry a phys-rep for this Smoke Bomb. The call is “Natural Smoke Bomb.”

Rupture Master Path Maneuver

Level 4 Endurance: 8 Call: Special

By carefully planning his or her attack, the Assassin can cause vicious internal injuries that have no outward sign. The

Assassin uses a red metal binder clip (of the approved type) and fastens it somewhere on the victim’s person. That target is

now Ruptured. The Assassin must tell a Game Marshal who they have Ruptured, which Rupture effect they used, and the

time when the Rupture will activate (at least five minutes from when they tell the Marshal). The Marshal will make his best

effort to ensure the victim is told to take the effect at the appointed time.

A victim who finds a red clip on themselves must find a Marshal before they can remove the clip.

Few things prevent a Rupture from taking effect once the clip has been placed. Abilities such as “Negation,” “Dissipation,”

“Harmony,” or effects that would make you immune to Maneuvers will work.

If you spot the clip being placed, you can defend as if defending against a Maneuver that must land.

1) Nervous System Strike: The target will be locked in paralysis for 5 minutes when affected by the Rupture.

2) Hemorrhage: The character suffers massive internal bleeding. Specifically, the target takes a wound to each

location. These wounds can be defended against with Fortitude and can be healed.

3) Mental Strike: The target’s neurological pathways are damaged. The Assassin chooses to drain either the target’s

current Mana or Endurance pool by half at the selected time.

Rupture may also be used as a Maneuver.

Level 4 Endurance: 8 Call: Wound Slow

The Assassin expends Endurance and calls, Wound Slow” with one hand-to-hand baton, ranged, or melee weapon attack.

The Slow effect is described in the Effects section.

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Grand Master Assassin - Level 5

The Grand Master Assassin learns two of the following: Negation, Assassinate or Relentless Assault.

Assassinate Master Path Maneuver

Level 5 Endurance: 10 Call: Assassinate

The Assassin has learned how to kill characters instantly with a single blow. The Assassin must be behind an opponent for

this Maneuver to work. The Assassin expends Endurance, strikes the target in the back, and calls “Assassinate!” The target

dies instantly; this attack will only be stopped by Parry, Negation, or the Taken ability.

Relentless Assault Path Maneuver

Level 5 Endurance: 10 Call: Relentless Barrage

The Assassin expends Endurance and calls, “Relentless Assault.” For the next ten minutes, all of the Assassin’s Maneuvers

cost half Endurance, rounded up, and the Assassin’s cooldowns for Lurk and Trick Shot are reduced to 30 seconds. This

Maneuver may only be used once per Flux.

Negation Ability

Once a day, the Assassin can become completely immune to the effects of any one game effect, including ones with the

“Lethal” or “Faith” carriers. The call is “Negation.” The use of this ability will cost the Assassin 25% of their total

Endurance to use. They may use this ability at any time, even if they would not normally be able to use a Maneuver or have

access to their Endurance pool.

The Avenger Path

Avengers are those who champion the cause of a god. Their weapons become the will of their deity. They are fearsome

opponents who imbue their attacks with their god’s holy fury.

Prerequisites:

In order to begin training in the Avenger Path, a player must reach Divine Rank 4 and have 60 points spent between: Divine

Rank, Righteousness, Faith Gifts and weapon Maneuvers.

Student Avenger - Level 1

The Student Avenger may choose to learn two of the following: Righteous Path, Slam, or Divine Haven.

Righteous Path Ability

The Student Avenger gains a bonus level of Righteousness at no cost. In addition, for each level the Avenger gains in the

Avenger Path, they may purchase an additional Righteousness for the normal XP cost. The Avenger’s level in Righteousness

can thus be equal to their Divine Rank plus Avenger Path level.

Slam Path Maneuver

Level 1 Endurance: 2 + Faith: 1 Call: Slam, Flatten

The Avenger expends Endurance and Faith, strikes the target on the body or shield with a melee attack, and calls “Slam,

Flatten.”

Divine Haven Path Maneuver

Level 1 Endurance: 2 + Faith: 2 Call: Haven

The Avenger expends Endurance and Faith pool and calls “Haven.” They need to clasp their hands together over their head.

This effect is exactly like the Universal spell Haven, but the Avenger may have packets, hand-to-hand batons, or a shield in

their hands while using Haven. Divine Haven has a cooldown of 5 minutes.

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Adept Avenger - Level 2

Restful Prayer Ability

Whenever the Avenger would regain Faith from attending a service or praying, the Avenger can choose to instead regain the

same amount of Endurance.

Divine Strike Path Maneuver

Level 2 Endurance: 4 + Faith: 2 Call: Divine Strike <Damage> Faith

The Avenger expends Endurance and Faith to add the “Faith” carrier to their next melee or ranged attack. The Endurance

cost of Divine Strike may never be reduced.

Expert Avenger - Level 3

The Avenger learns two of the following: Body Cleansing, Avenger’s Shield, or Battle Shrine.

Body Cleansing Path Maneuver

Level 3 Endurance: 6 Call: Cleanse Toxin or Heal Wound

The Avenger may center himself to focus his strength inward. He takes a knee and then expends 6 Endurance. The Avenger

must then remain still for 15 seconds (counted out). If the count is successful, the Avenger may remove a Toxin effect or heal

a wound on himself (these effects cannot be delivered to others), but if he is interrupted the Endurance is lost. This Maneuver

cannot be used if the Avenger is helpless, asleep, or knocked out. Use of this Maneuver does not open sealed wounds. The

Endurance cost of this Maneuver can never be reduced.

Battle Shrine Path Maneuver

Level 3 Endurance: 6 + Faith: 15 Call: Battle Shrine

The Avenger has the power to invoke their god's will to create a Battle Shrine. Battle Shrines are marked with a yellow rope

circle up to 10 feet in diameter. A Battle Shrine functions as a Personal Shrine (see Faith section) and only members of the

same faith or those invited by the Avenger may enter it. Battle Shrines last 30 minutes or until the combat is over. Battle

Shrines may be destroyed by anyone who can create a shrine.

Avenger’s Shield Path Maneuver

Level 3 Endurance: 6 + Faith* Call: Avenger’s Shield

The Avenger can now summon a shield of faith to ward off blows and attacks. To use this Maneuver, the Avenger expends

Endurance and calls “Avenger’s Shield.” The Avenger gains 2 layers of Magic Carapace (see Effects). This carapace is used

before any other defenses. This defense fades after 1 hour if not used up.

*When using this Magic Carapace, the Avenger calls, “Magic Carapace” and expends 3 Faith Pool. If the Avenger has no

more Faith Pool they may not use the Magic Carapace and the Maneuver ends.

Master Avenger - Level 4

Divine Blast Master Path Maneuver

Level 4 Endurance: 8 + 1 Faith Pool per packet Call: Divine Blast, 6 Flatten Faith

This Maneuver is a burst effect. The Avenger may choose between 1 and 10 packets to use. The Avenger calls “Divine

Blast,” expends Endurance and 1 Faith Pool per packet, and then throws the packets and calls, “6 Flatten Faith.” For rules on

using burst spells see spell casting.

Divine Courage Ability

The Avenger becomes immune to Death Gaze, Fear, Panic and Roar.

Grand Master Avenger - Level 5

The Grand Master Avenger picks and learns two of the following Retribution (both), Marked for Judgment, or Rebirth.

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Retribution Master Path Maneuver

Level 5 Endurance: 10 + Faith: 5 Call: Retribution, Rend Faith

The Avenger expends the Endurance and Faith Pool costs and calls, “Retribution, Rend Faith” on their next melee or ranged

weapon attack only.

Retribution – Will of the God Prayer

Level 5 Cost: 1 Righteousness

Once per event, the Avenger may go to a shrine of their god and pray for at least five minutes. While in prayer they will mark

one target whose location and name is known to the Avenger for retribution by their god. At the end of the prayer the

Avenger must inform Plot of their target for Retribution. Plot will inform the target of the Retribution. The target‘s Faith

Pool then drops to zero. The target may expend a Righteousness to only lose half their current Faith pool.

Marked for Judgment Ability

Once per Flux, the Grand Master Avenger Designates a target within 30 feet and line of sight and calls, “Marked for

Judgement Slow.” The Avenger can now call, “Counter <ability>” to prevent the target from using any of the following

abilities: Earth Meld, Tree Teleport, Smoke Bomb, Shadow Jump, Shadow Walk, Invisibility, Teleport, Shadow Meld, Blink

Strike, Lurk, Sneaking, and Limited Flight for the next five (5) minutes. The Avenger must remain within 30 feet of the

target, who is Slowed.

Rebirth Ability

The first time an Avenger dies each Astral Conjunction, there is a chance their god will return them to life. After the Avenger

dies, their body and all possessions they had on them at the time of death disappear (report to Plot). The Avenger must check

in with Plot any time up to 30 minutes after they suffer a death for Rebirth to work.

The Berserker Path

Those who wish follow this Path embrace the fury of combat and will either become tough and ferocious enough to survive,

or perish in the attempt. Berserkers are frequently found at the front line of a fight, attacking their enemies with barbarous

fury. They are brutal combatants who have learned to unlock a terrible inner strength.

Berserker Maneuvers may used with any weapons or hand-to-hand batons.

Prerequisites: The character must spend 90 character build between these skills: weapon Maneuvers, Dual Wield, Magic or

Toxin Resists and Stamina.

Student Berserker - Level 1

The Berserker chooses two of the following to learn: War Cry, Battle Scarred, or Master Grappler.

Battle Scarred Ability

The Berserker becomes Immune to all subdue effects and picks one of the two following abilities to gain as well.

Thick Hide: Gain Natural Armor 1 as per the Physical Advantage. If they already possess Natural Armor, its value increases

by one.

Brawler: Attacks made with bare hands or claws do +1 damage and the Berserker can use 24-inch hand-to-hand batons.

War Cry Path Maneuver

Level 1 Endurance: 2 Call: War Cry, every ally within 30 ft restore Fortitude

Call: War Cry, every one in 30 ft Cleanse Fear

Call: War Cry, every one in 30 ft Cleanse Command

The Berserker lets out a savage war cry, rallying allies. The Berserker picks one of three effects:

Rally: This is a 30ft Sound of Voice effect. All Allies within 30ft of the Berserker have 1 single used fortitude

healed.

Fearless: This 30ft effect will Cleanse fear effects from everyone within 30 ft of the Berserker.

Freedom: This 30ft Sound of Voice effect will Cleanse all Commands from everyone within 30ft of the Berseker

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Once the Berserker has used this Maneuver to deliver one of the three above effects, they may not use that effect for 5

minutes.

Master Grappler Ability

The Berserker can now Grapple up to two targets at once with one hand-to-hand baton on each target. A Berserker will never

Grapple for less than half of his starting maximum Endurance pool (calculated at check-in with Plot). The Berserker may

also use the Block Maneuver for free.

Adept Berserker - Level 2

Enrage Path Maneuver

Level 2 Endurance: Variable Call: <Damage> Enrage

The Berserker expends as much Endurance as he wishes and the Endurance is converted into damage at a ratio of one to one

for a single swing. The Berserker may never swing for more than 10 damage. This Maneuver does not stack with any other

Maneuvers. This Maneuver cannot be Countered.

Combo Strike Path Maneuver

Level 2 Endurance: Varies Call: Varies, see below

The Berserker has learned to combine different strikes together as a powerful blow. He picks two hand-to-hand, weapon or

Berserker path Maneuvers he knows and then combines the Maneuvers into a single blow. The Endurance cost is the cost of

each Maneuver added together, plus 2. Grab Maneuvers may not be used in a Combo Strike. The Endurance cost is (1st

Maneuver cost) + (2nd Maneuver cost) + 2 = total cost of this Maneuver. The call for this Maneuver is the effects and/or

damage of the blow. Grand Master Path Maneuvers may not be combined

Expert Berserker - Level 3

The Berserker chooses to gain two of the following: Whirlwind/Rapid Fire, Mighty Grasp, or Undying Rage.

Whirlwind Master Path Maneuver

Level 3 Endurance: 6 Call: Whirlwind <Damage> Flurry

The Berserker has learned how to unleash his rage and strike a target with a whirlwind of blows. The Berserker adds the

Flurry modifier to a single attack. Whenever using the hand-to-hand Flurry, he adds an extra point of damage to his call for

that Maneuver. If the Berserker has a ranged weapon in his hand he instead uses the Rapid Fire Maneuver (see below).

Rapid Fire Path Maneuver

Level 3 Endurance: 6 Call: Rapid Fire <Damage> <Damage>…

The Berserker expends Endurance, calls, “Rapid Fire,” and then can throw ten (10) arrow packets for their current ranged

damage. These packets must have a six inch tail. This Maneuver cannot deliver effects other than damage. All packets must

be thrown within two minutes. Once this Maneuver has ended, the Berserker must wait for one minute before using it again.

Mighty Grasp Ability

The Berserker’s years of fighting have earned him thick layers of muscles. The Berserker can now wield a Greatsword or

Pole Arm with a single hand. If a Berserker uses a Hand-and-a-Half weapon, they use a base damage of three instead of two

if using the weapon in one hand. Additionally, the Berserker can now dual wield weapons that you may not normally dual-

wield, such as two Hand-and-a-Half weapons or a Hand-and-a-Half and a small Spear. (GM Note: To use this ability, you

must be able to safely wield these large weapons.)

Undying Rage Ability

A Berserker's rage is ever lasting and combat fuels then even more.. A Berserker will always regain 3 Endurance each half an

hour if there are not resting.

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Master Berserker - Level 4

Taken Path Maneuver

Level 4 Endurance: 8 Call: Taken

When the Berserker is struck with any Maneuver or an effect that would cause a wound or death, the Berserker can expend

Endurance and make the defensive call, “Taken.” This can be used against the above effects that are Lethal. This Maneuver

can never have its Endurance cost lowered by any other effect, spell, magic item, or ability. When applied against Lethal,

Unresistable, or Faith effects it causes the Berserker to become Fatigued for 1 minute.

Battle Adaptability Master Path Maneuver

Level 4 Endurance: 8 Call: Varies

The Berserker becomes adaptable in any combat, and is able to learn new styles and evolve to meet any situation. The

Berserker chooses to learn any one Master Weapon, Shield or Hand-to-Hand Maneuver. To learn a Maneuver, it will cost the

Berserker 8 Endurance to learn and 6 Endurance for each use of the Maneuver. The Berserker will know the Maneuver until

the next Flux. The Maneuver must be shown to the Berserker by someone who already knows it; this takes 5 minutes of in-

game roleplay, at the end of which the Berserker expends 8 Endurance and informs a Marshal.

Grand Master Berserker - Level 5

Combat Monster Ability

Master weapon Maneuvers now cost 1 less Endurance, and have an additional +1 damage bonus when used. The Berserker

may now use any known weapon Maneuver with any type of weapon, except for ranged weapons, shields, or hand-to-hand

batons. The Berserker may now improvise weapons from available materials: logs, limbs, rocks, frying pans, and so on.

Improvised weapons swing -1 the Berserker’s damage based on the size category. The player is responsible for having an

appropriate and approved phys-rep for the improvised weapon. Note that you cannot use Counter unless you are using the

proper weapon.

Murder Master Path Maneuver

Level 5 Endurance: 10 Call: <Damage+2> Murder

The Berserker expends Endurance and calls “Murder” to his next strike. If the blow lands on the target’s chest and causes a

wound, that wound causes immediate death. If the Berserker strikes any location other than the chest, the target must resolve

the damage, but it is not fatal. If the Berserker is dual-wielding weapons, then he may swing both weapons simultaneously

for no additional Endurance cost. Both hits must be resolved as separate Murder attacks.

Devastator Path Maneuver

Level 5 Endurance: 10 Call: X+2 Lethal

The Berserker has perfected a strike that is almost impossible to defend against. The strike may not be combined with other

Maneuvers. The Berserker adds the lethal carrier and +2 damage to a single attack. For an additional 4 Endurance, the

Berserker may add either the “Wound” or “Ghost Strike” carrier to this Maneuver.

The Protector Path

Protectors are those few that have dedicated their lives to the protection of people and places. Knights, bodyguards, royal

guards and battlefield commanders are often Protectors. Sometimes Protectors make squads of die-hard shock troops, using

their abilities to form a nearly invincible front line.

Prerequisites: The character must spend 90 character build between these skills: Blocking, Shield Maneuvers, Armor,

Fortitude and weapon Maneuvers.

Student Protector - Level 1

The Protector chooses to learn two of the following: Mock, Bodyguard, or Fortify.

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Mock Path Maneuver

Level 1 Endurance: 2 Call: Command Mock

The Protector can Mock targets, causing them to attack him. The Protector expends Endurance and calls “Command Mock”

on their next melee attack. If the attack lands on the target’s body, the target must attack and try their best to damage the

Protector for 30 seconds, or until the Protector is rendered Helpless. The target can defend against other attackers while

Mocked. This is a Command effect.

Bodyguard Ability

The Protector chooses, at any time, a single person to guard and announces “I am your Bodyguard.” As long as that person

stays within 30 feet of the Protector, they gain a bonus Fortitude. If the person steps away from the Protector, or if the

Protector becomes Helpless, or if the Protector says to them, “You’re on your own,” the Fortitude is lost and a wound

absorbed by this bonus Fortitude becomes Sealed. When the ability ends, the Protector must wait at least 10 minutes before

using Bodyguard on that person again. Multiple Bodyguards will grant multiple Fortitudes. You cannot Bodyguard yourself.

Fortify Ability

The Protector may ignore the effects of a single attack that would bypass, break or destroy his armor or his shield. Effects

with the Lethal or Faith modifier may not be resisted with this ability. When struck, the Protector calls, “Protector Resist.”

This ability can be used once a Combat. In addition, the Protector may fortify either one piece of armor or shield, this ability

takes 5 minutes and costs 2 silver in materials. The armor or shield’s rating is increased by one ( up to a maximum of 9).

Each protector may only Fortify one item, if that item is destroyed the protector may fortify another.

Adept Protector - Level 2

Second Wind Path Maneuver

Level 2 Endurance: 4 Call: Second Wind

Once a Combat a protector may take a knee and count to ten. At the end of their un-interrupted count, all wounds are healed,

all toxins are removed, any spell effects they wish are cleansed as per the order spell.

Grace Ability

The Protector has learned perfect balance. The Protector becomes Immune to all non-lethal Knockdown effects (magic, AoE,

normal, etc) and may treat a Flatten as knockback or knockdown, at their discretion.

Expert Protector - Level 3

The Protector chooses to learn two of the following: Shield Mastery, Take Weapon, or Piercing Strike.

Shield Mastery Ability

Any shield the Protector is using can only be damaged as if it were magical and it cannot be disarmed or otherwise knocked

from the Protector’s grasp. While holding any shield the protector shield’s block rating is increase by one.

Take Weapon Master Path Maneuver

Level 3 Endurance: 6 Call: Take Weapon

The Protector can now deny their opponent the advantage of a weapon. To use this Maneuver, the Protector must have a

Single Handed weapon in one hand, and the other hand free or wielding a shield. The Protector must strike either the weapon

or the arm holding it and call “Take Weapon.” The opponent must then surrender the weapon to the Protector, who is free to

do with it as they wish. If the target has monstrous strength or protection against disarms, the Maneuver will have no effect.

Piercing Strike Master Path Maneuver

Level 3 Endurance: 6 Call: Wound

The Protector has learned how to always find the weak points in their target’s defenses. The Protector expends 6 Endurance

and adds the Wound carrier to their next attack.

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Master Protector - Level 4

Protector Intercept Master Path Maneuver

Level 4 Endurance: 8 Call: Protector Intercept

The Protector has gained the ability to intercept and block attacks or spells that were meant for others. When another

character is attacked, the Protector expends Endurance and strikes that character, calling “Protector Intercept!” The affected

character can then ignore the previous attack or spell and the Protector takes the effect that they Intercepted just as if the

attack had landed on them instead of the original target. If the Protector misses, or waits longer than 5 seconds before

attempting the Intercept, the Maneuver fails. The Protector cannot use any Maneuver on an effect which is Intercepted.

Stand Ground Master Path Maneuver

Level 4 Endurance: 8 Call: Stand Ground

The Protector must be standing in place to use this Maneuver. The Protector calls “Stand Ground” and is now under the

effects of the spell Immovable Object. The Protector then has two uses of the Maneuvers Parry, Improved block, Spell Block

or Second Wind at the cost of zero Endurance. While Standing Ground, the Protector cannot move their feet and may only

pivot in place. If the Protector willingly moves, it ends this Maneuver and its benefits. Once both Maneuvers are used, this

Maneuver ends.

Grand Master Protector - Level 5

Guardian Path Maneuver

Level 5 Endurance: 10 Call: Guardian

The Protector picks a building, item, person or location, expends Endurance and calls out “Guardian.” They then gain a

Guardian Pool with points equal to double their current Will. The Protector may expend a Guardian Point to resist a weapon

Maneuver, perform a weapon Maneuver, or gain a Magic Resist, Toxin Resist or an additional Fortitude. When expending a

Guardian Point, they must call “Guard.” This Maneuver and the effects of the Guardian Pool last for 10 minutes. This

Maneuver has a six hour cooldown.

Perfect Evasion Ability

The Protector may instead use their Evade Maneuver with the defense Phase, as per the Mind spell.

Riposte Path Maneuver

Level 5 Endurance: 10 Call: Riposte

The Protector can defend against any non-lethal or Faith Maneuver that is delivered with a weapon blow, and then strike for

that Maneuver. Riposte cannot be Countered. The Riposted Maneuver must be delivered immediately with the next weapon

strike the Protector makes. Riposted Maneuvers may not be Evaded or Parried. This Maneuver costs 10 Endurance.

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Heroism

Once a character has reached Grand Master in a Path or Master in all six Damage skills they may begin questing for levels of

Heroism. Even for those with such mastery, Heroism is extremely challenging to achieve (players be warned).

For each level of Heroism, the character gains the following abilities (see table below). For the “choose a Maneuver” ability,

the Hero chooses from a Heroic Maneuver or a Maneuver or ability from their path, which they did not learn previously.

Level 1: Heroic Maneuver, Heroic Strength and Mighty Blow

Level 2: Martial Instructor and Choose a Maneuver

Level 3: Martydom and choose a Maneuver

Level 4: Walk It Off and choose a Maneuver

Level 5: Fate Parry/Void Strike and choose a Maneuver

Student Hero - Level 1

Heroic Maneuver Heroic Ability

All Heroes get this ability when they gain the first level of Heroism, in addition to both of the skills listed below. They pick

one Maneuver they already know and make it Heroic. The Maneuver is improved in a unique way, to be negotiated with Plot.

It could get a reduced Endurance cost, increased duration, improved effect or other enhancement.

Heroic Strength Heroic Maneuver

Level 1 Endurance: 3 Call: Heroic Strength

The character can use Endurance to perform feats of heroic strength. Such feats include: breaking free of bonds, resisting a

bash or disarm, or ripping free from a spell effect such as Root Foot or Quicksand. Heroic Strength will defeat a Grab or

Superior Grab, or when used with those Maneuvers you are assumed to have higher Endurance than your victim. If a player

has a question about whether or not they can use Heroic Strength for a certain purpose, they should ask a GM before

performing the Maneuver. When using the ability to resist an effect, the character should call “Heroic Strength.”

Mighty Blow Heroic Maneuver

Level 1 Endurance: 3 Call: <Damage+2>

The Hero has learned how to deliver blows of heroic scale. The Hero expends Endurance and adds +2 damage to his next

blow. This may be used in combination with another weapon Maneuver that adds damage, but does not stack with itself.

Adept Hero - Level 2

Heroic War Cry Inspiration or Rally Heroic Maneuver

Level 2 Endurance: 6 Call: Heroic Inspiration! Allies within 30 feet do +1 damage.

Call: Heroic Rally! Allies within 30 feet restore a Fortitude

Cooldown: 1 Hour

The Hero chooses to inspire or rally his allies. This Maneuver may be completed in two ways. To inspire, the Hero expends

Endurance and calls, “Heroic Inspiration! Allies within 30 feet do +1 damage.” All allies within the area of effect do an

additional point of damage with hand-to-hand and weapon skills for one hour. You can only benefit from one Heroic

Inspiration at a time. Alternately, to rally his allies, t

he Hero expends Endurance and calls, “Heroic Rally! Allies within 30 feet gain a Fortitude.” All allies within 30 feet gain an

additional level of Fortitude for the next hour. This Maneuver does not stack with itself.

Spell Parry Heroic Maneuver

Level 2 Endurance: 3 Call: Spell Parry

The Hero has learned how to use his weapon to deflect ranged spells. This Maneuver only works on packet spells. The Hero

expends Endurance and calls “Spell Parry” and ignores the effects of a packet that hit him. The Hero must expend Endurance

for EVERY packet that he wishes to defend against. For burst spells, the Hero will only need to expend Endurance once to

ignore the effects of all the packets of the burst spell. The Hero must have his weapon in hand to use this Maneuver. Heroes

may only Spell Parry packets thrown by a target that they are facing. Any effects which would destroy or break the weapon

may not be Spell Parried.

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Dueling Blow Heroic Maneuver

Level 2 Endurance: Varies Call: Dueling Blow Drain X Endurance

The Hero has learned a fighting technique to drain away another’s Endurance at the cost of their own. The Hero chooses how

much Endurance to drain away from their target and must then land a blow on the target’s body. No Maneuvers or

Endurance-based abilities may be used by the target to avoid this Maneuver from landing. If Dueling Blow lands on the

target, the target loses the amount of Endurance chosen by the Hero. This Maneuver costs the Hero the same amount of

Endurance that he is draining from his opponent. If the Hero causes death to the target in the same combat, he regains half

the amount spent on this Maneuver (with Marshal approval).

Martial Instructor Heroic Ability

Level 2

All expert Heroes gain this ability. The Martial Instructor takes a student under his wing and inspires his student to new

heights. The student must be in the process of learning a Path (not necessarily Heroism). While in the presence of the

Instructor (can get to the Instructor within 30 seconds), the student can use an ability one level higher than their skills

normally permit. The Martial Instructor must have the ability they are helping their student with.

Expert Hero - Level 3

Heroic Haste Heroic Maneuver

Level 3 Endurance: 0 to start, 2 per use Call: Heroic Haste (see below)

Cooldown: 1 Hour

The Hero calls “Heroic Haste” and for the next 15 minutes, he may expend 2 Endurance to instantly Blink Strike for double

the base distance, or Lurk (may be used indoors). He invokes the effect by calling either “Heroic Blink Strike” or “Heroic

Lurk.”

Titan’s Blade Heroic Maneuver

Level 3 Endurance: 9 Call: Titan’s Blade

Cooldown: 1 Hour

The Hero expends Endurance and calls, “Titan’s Blade.” For 15 minutes thereafter, Student, Adept and Expert Weapon or

Hand-to-Hand Maneuvers (but not Path Maneuvers) cost the Hero no Endurance to use. Additionally, the Hero’s weapon

cannot be knocked out of his grip and cannot be damaged for the duration. This ability has a cooldown of one hour.

Martyrdom Heroic Maneuver

Level 3 Endurance: 9 Call: Martyrdom

Cooldown: 1 Hour

If someone dies near the Hero, the Hero may, within one minute of the death, call “Martyrdom.” The effect then lands on the

Hero and is negated on the original target. The Hero cannot defend against the death effect.

Dragon’s Hide Heroic Maneuver

Level 3 Endurance: 9 Call: Dragon’s Hide

The Hero expends Endurance and calls, “Dragon’s Hide.” For 15 minutes thereafter, the Hero can block any attack or spell

with his shield and all Student and Adept Shield Maneuvers cost the Hero no Endurance. Additionally, the Hero’s shield

cannot be knocked out of his grip and cannot be damaged or destroyed for the duration. This ability has a cooldown of one

hour.

Master Hero - Level 4

Walk It Off Heroic Maneuver

Level 4 Endurance: 15 Call: Walk It Off

The Hero takes a ten-count to rest, calls “Walk It Off,” and receives a Full Heal and a Regrowth to each limb. This Maneuver

may be used even while Unconscious. This Maneuver has a one hour cooldown.

Lethality Heroic Maneuver

Level 4 Endurance: 12 Call: <Damage> Lethal

The Hero has learned the ancient secrets of always being able to strike a target. The Hero expends Endurance and adds the

call “Lethal” to his next attack. This Maneuver cannot be combined with any other Maneuver.

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Death Dealer Heroic Maneuver

Level 4 Endurance: 12 Call: Death

The Hero expends Endurance and calls “Death” for their next attack only. If the attack lands on the character’s torso, they

immediately die. This Maneuver stacks with other Maneuvers.

Annihilating Strike Heroic Maneuver

Level 4 Endurance: 12 Call: Detonate

Even magical items cannot withstand the Hero’s wrath. The Hero expends Endurance and calls “Detonate” for their next

ranged weapon or melee attack only. See the description of the Detonate spell for an explanation of the effect.

Grand Master Hero - Level 5

Titan’s Grace Heroic Maneuver

Level 5 Endurance: 15 Call: Titan’s Grace

The Hero has progressed to a point where he can take massive amounts of physical damage and continue fighting as if

uninjured. Once activated, the Hero can only use Maneuvers, Path abilities and weapon skills. The Hero activates the power

by spending Endurance and calling “Titan’s Grace.” For 5 minutes, the Hero will become immune to the effects of any

attacks other than a God Strike. During this time the Hero should call “Immune” when struck. Once the 5 minutes has

expired, the Hero will become weak as a child, unable to do anything other than walk and talk for 15 minutes. This ability

may only be used once per day.

Dragon’s Rage Heroic Maneuver

Level 5 Endurance: 15 Call: Dragon’s Rage

The Hero expends Endurance and calls “Dragon’s Rage.” For five minutes thereafter, the Hero may swing for “Wound” with

any weapon, claw, or hand-to-hand baton. The Hero is immune to effects that restrict their movement. After the five minutes

are up, the Hero will become weak as a child, unable to do anything other than walk and talk for 15 minutes. This ability may

only be used once per day.

Shadows of Death Heroic Maneuver

Level 5 Endurance: 15 Call: Shadows of Death

For 5 minutes you can Shadow Step on a 3-count and come out of the shadow instantly (instead of on a 3-count). You can

also Blink Strike once every 30 seconds. This ability may only be used once per day.

Fate Parry/Void Strike Heroic Maneuver

Level 5 Endurance: 25% of max pool Call: Fate Parry or Void Strike

The Hero has learned one of these two Maneuvers: Fate Parry or Void Strike. The Endurance cost of this is calculated at

check in, and based off your character’s total Endurance with refinements and magic items. Fate Parry and Void Strike may

only be used once per day.

Void Strike: The Hero can add the Void carrier to any one strike. This may not be stacked with any other ability or

Maneuver. Void Strike can be used to end a ritual. This Maneuver destroys the object used to deliver the Void Strike.

Fate Parry: This Maneuver can be used to ignore a single game effect, including those that have the Fate or Void carrier

attached to them.

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Production

Production represents the time and effort spent working towards crafting various items, researching varied topics, or any

other skill which requires its expenditure. Production may only be spent during downtime, which is the space of time

between events. A character may spend Production on a skill over time by designating the task as a “Project.” A character

may take as long as they need to complete the Project, but may only have one Project at any time.

Productivity

This skill is the means by which a character can increase the amount of Production they can spend during downtime. There

are four levels to this skill. Each level adds a cumulative bonus to a character’s inherent level of Production. All characters

begin with a base of 20 Production points that they can spend on various skills during downtime. By purchasing this skill, a

character effectively increases their ability to efficiently manage their time. Characters with high levels in this skill simply

accomplish more in less time.

Production Points per Downtime

Base 20

Level 1 40

Level 2 60

Level 3 80

Level 4 100

Profession

A Profession is a skill a character may take up in order to generate income through the expenditure of Production during

downtime. Professions can range from menial tasks such as mining, fishing, and carpentry, to more artistic endeavors such as

singing, painting and dancing. When a character spends Production in their Profession, it represents the time and effort put

into their chosen field during the time between events. As one might expect, a character will receive payment for their work.

The amount of payment received is directly related to the amount of Production spent in a Profession. A character may only

have one Profession, unless the character possesses the “Industrious” advantage, in which case they may have two.

Industrious characters may only buy their second Profession after they have reached tenth level in their first. A character may

only spend as much Production in their Profession as their level allows, but may spend less. If a character spends less

Production than their maximum, they receive the income from the level equal to the amount of Production spent. Characters

with First Aid, Armor Smith, Weapon Smith, Refining, Imbuing, Alchemy, and Trapping count as having Profession equal

to the level of their respective craft.

Production Income

Level 1 10 5 Copper

Level 2 20 1 Silver

Level 3 30 1 Silver, 5 Copper

Level 4 40 2 Silver

Level 5 50 2 Silver, 5 Copper

Level 6 60 3 Silver

Level 7 70 4 Silver

Level 8 80 6 Silver

Level 9 90 8 Silver

Level 10 100 1 Gold

Salvaging

The following Professions gain an ability called Salvaging: Alchemy, Imbuing, Tracking, Refining, Armor Smithing, and

Weapon Smithing. Salvaging allows the character to take either a corpse or item and reduce it back down to its base

components for either coin or Production value for the character to be used later. This process takes 10 minutes, during

which the character will need to roleplay breaking down or searching whatever they are Salvaging. Salvaging requires a

space of at least 5ft x 5ft and props to represent tools of their trade to complete the Salvage. Successful Salvaging will yield a

tag for either any of the following:

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A. Components used to make the object Salvaged (represented by tags)

B. A tag that is useable only by the character who performed the Salvaging for Production value that they can use later

C. Coin value

There must be a GM present to use this ability. Salvaging is random and often Salvaging two identical things can yield

different results. Salvaging can only be used on an item, or the corpse of a monster or creature that makes sense to the

Profession. Salvaging must be done on a complete or whole object, not one that is not destroyed.

Once the Salvaging is complete, the target of the Salvage is completely destroyed and may not be Salvaged again. In order to

Salvage an object it needs to make sense for your character’s Profession.

Refining Refining is the process of changing a mundane item into a minor magic item. Items that can receive a Refinement start as

simple jewelry, belts, hats, cloaks, gloves and other various sundries. A Refiner uses this skill to embellish these mundane

items with magic to bestow a unique physical enhancement upon the wearer. Refinements are less powerful than most magic

items created by Order rituals, but they are cheaper to create and therefore are more common. Refining is an art that

combines mundane crafting skills, magic and alchemical science.

In game terms, refinements are worn items or other tagged items which can be used. In rough terms a worn refinement

cannot be worn in the same location of the same type. For example, if a character had two hat refinements they can only

benefit from one of the refinement effects of one of the hats, even if the character actually literally wears two hats at the same

time. A character may only benefit from 5 worn refinements at a time.

There are Five levels to the Refining skill. Each level has five recipes, which the Refiner learns on reaching that plateau.

Once a Refinement is placed on an item, it is considered to be a viable target for in-game skills and abilities, and is

considered to be part of the game’s economy. Bonuses from Refinements are not cumulative; having multiple Refinements of

the same type on different items has no additional effect. For example, having a Refinement of +6 Mana on a ring, and a

refinement of +15 Mana on a necklace, does not stack for +21 Mana. The player would only gain +15 Mana, since it is the

higher-level Refinement.

Refinements do not act as a substitute for character point expenditures for the purposes of satisfying a prerequisite. For

example, a character has Resilience 9 and is wearing a belt with a refinement of +1 Resilience, raising his Resilience to 10

while wearing the belt. He may not buy the Clotting ability until he spends character points to raise his Resilience to 10.

Refinements only affect a character if the item is actually being worn in the proper place. As soon as the item is removed

from the proper place, the Refinement bonus is lost. For example if a +1 Will hat is in a player’s backpack and not on his

head, he is not granted the additional +1 Will until he puts the hat on his head.

Attunement: Worn refinements must attune to a character in order for the character to gain benefit from it’s effects, A

character which starts the game with a refinement is attuned to it. If a character is holding a refinement during a fluxing

hour(12-1) at the end of the hour they are attuned to it. A character may also stand in any ritual square for the duration of a

ritual casting, at the end of the casting the character should check with the ritual marshal and the refinement will attune to

them.

Fixing refinements: a refiner can fix any broken refinements that they could normally make. The cost to fix a refinement is 1

silver per level and 5 minutes.

Restoring destroyed refinements: A refiner can restore a destroyed refinement, the cost is half the base coin cost of the item

and original blood required, also a refiner can only restore refinements that they can make. .

Refinements are normal items, and do not count as magical items for purposes of the game. However to their subtle nature,

unless the specifically targeted by an effect, they are nonspecific effected.

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An item with a Refinement on it can never gain another Refinement (with the exception of the binding Refinement). Items

that have been Refined cannot be enchanted through ritual magic or any other means.

Refinement Creation

Refining can only be performed during game. As a result, no Production is required to create Refinements. Refiners use

various tools to implement their craft. Players choosing to take this skill for their character should equip their character with

props to represent these tools so they can properly roleplay crafting the Refinement. Such items may include a mortar and

pestle, magnifying glass, tweezers, jeweler’s tools, carving tools, sewing needle and thread, etc.

To get an item Refined, the player must locate a GM and present the item they are wishing to Refine along with all the

ingredients that the desired Refinement recipe calls for, including the monetary cost in order for them to actually be able to

use this skill. After that is done the player must begin crafting the item in game. The duration of this role-play is based on the

Refinement's level (see table below). Once the process is completed and all costs have been paid, the GM will create a tag for

the item and hand it back to the player who did the Refinement. Once the tag is written, the item is now subject to being

stolen, destroyed, sold or traded. The players must provide their own props for the Refinements and if the item gets destroyed

the player cannot use that prop in game any longer. If that item gets stolen or is sold/traded to another character the owner of

the Refined item has the choice to surrender the prop to that individual or they can give that individual the tag for the item

and retire that prop from game.

As stated before, in addition to the monetary costs, each Refinement has a unique recipe. These recipes require a combination

of potions, scrolls, gemstones, a particular blood type and/or various alchemical elixirs. The potions and scrolls listed in these

recipes are derived from the Imbuing skill. (Unstable versions of these items created through the casting of the universal

magic spell create scroll/potion cannot be used to satisfy the recipe requirements listed for Refinements). Some componets

may be replaced with a coin cost, this is listed next to each item. Each type of Refinement requires a different type of blood.

This blood must be fresh. Fresh blood is considered to be an unstable item, meaning that its usefulness for purposes of

Refining only lasts to the end of the game it was acquired. Acquiring the blood can be done in a few ways. An individual can

harvest the blood from a corpse that is less than 1 hour old. The blood may also be attained from a conscious willing subject.

In order to harvest the blood from a live subject, a wound must first be inflicted to any one of the five locations; torso, left

leg, right leg, right arm or left arm. This wound will yield one usable vial of fresh blood. Drawing the blood from a wound is

done on a ten count. (I withdraw your blood one, I withdraw your blood two…etc.) Once withdrawn, a GM should be

notified so that a tag may be made for the vial of blood. Blood may also be withdrawn from a helpless target. The method is

the same as if the target were conscious, meaning that a wound must still be delivered and a ten count must still be

performed.

Upgrading Refinements - A Refiner may take a lower level Refinement and upgrade it to a higher level Refinement of the

same type. The process for doing this will destroy the lower level Refinement in the creation of the higher level one, but the

monetary cost of the lesser Refinement is subtracted from the new one. All other materials must still be used.

Level Refinement -Cost - Time Level 1- 2 Silver- 5 mins Level 2- 4 Silver- 5 Mins Level 3- 2 Gold- 10 mins Level 4- 4 Gold- 10 mins Level 5- 8 Gold- 15 mins

Refinement Costs

Monetary Cost Time to Create

Level 1 2 Silver 5 Minutes

Level 2 4 Silver 5 Minutes

Level 3 2 Gold 10Minutes

Level 4 4 Gold 10 Minutes

Level 5 8 Gold 15 Minutes

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Refinements

Stable Bandages Refinement

Bandages enhanced with this Refinement become stable, meaning they last until used.

Mana Refinement

Once attuned, objects carrying this Refinement enhance the wearer's Mana Pool by the listed rating.

Endurance/Stamina Refinement

Once attuned, objects carrying this Refinement enhance the wearer's Endurance Pool or Stamina level by the listed rating.

Disease Resistance Refinement

Once attuned, objects carrying this Refinement enhance the wearer's Disease Resistance by the listed rating up to a maximum

of 4.

Padded Armor Refinement

A character who wears this Refinement may call Armor against Subdue level damage.

Willpower Refinement

Once attuned, objects carrying this Refinement increase the bearer’s Will by one.

Carapace Refinement

Once attuned, this Refinement will enhance your natural Carapace rating by the listed amount. The wearer does not gain any

benefit from this Refinement unless they already have the “Carapace” advantage.

Faith Refinement

Once attuned, objects carrying this Refinement enhance the wearer's Faith Pool by the listed rating.

Blood Bottle Refinement

A blood bottle allows a character to store one wound’s worth of blood to be used later. Blood stored in the blood bottle is

stable and will last until used. Only a single wound of a single creature type or race may be store in the bottle at a time. Once

created the blood bottle becomes a tagged item, and the Refiner must present an approved phys-rep for the item on its

creation.

Magic Bag Refinement

The magic bag is a magic Item that protects the items inside of it. Items inside of it cannot be Pick Pocketed, Destroyed, or

Broken. If the magic bag is damaged, all items inside of it must resolve the same effect that affected the bag (the same is true

for any container). The maximum size of a magic bag is 10” by 10” by 10”. The phys-rep must be approved by a GM on

creation.

Fighter’s Gloves Refinement

This Refinement can only be placed on a pair of gloves or hand wrappings. It functions as a Master Crafted weapon for

Hand-to-Hand Maneuvers. All of the Martial Artist’s Hand-to-Hand Maneuvers performed while wearing the gloves have

their Endurance cost reduced by 1 to a minimum of 1. This bonus does not stack with any other Master Craft bonuses.

Armor Refinement

Once attuned, this Refinement increases the rating of a piece of armor by 1, to a maximum of 9. This Refinement only

applies to the Armor rating of the location on which it is worn. This Refinement can only be placed on armor with a rating of

1 or higher. This Refinement does not stack with any spells which increase Armor rating. If the character does receive one,

they may choose which effect applies.

Natural Armor Refinement

Once attuned, this Refinement increases the rating of a user’s Natural Armorby 1, to a maximum of 9. This Refinement only

applies to the Natural Armor rating of the location on which it is worn. The character must already have the “Natural Armor”

advantage in order to benefit from this Refinement. This Refinement does not stack with any spells which increase Natural

Armor rating. If the character does receive one, they may choose which effect applies.

Arcane scroll Refinement

Imbuers can use a stable scroll to scroll a spell, the stable scroll is not used up after use. Or produces a single piece of paper

which counts as a lesser magical item. To use a Stable scroll, a mage casts a spell at x3 cost into the scroll, it then follows all

the normal rules for using scrolls.

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Harden Vial Refinement

Imbuers can use to make magic potions, or alchemist can use to store gels or tonics. Stable potion vials are not used up after

use. Empty harden Vials also count as lesser magical items and can contain substances which may otherwise destroy normal

vials.

Magical Rub Refinement

Makes non tagged items immune to non-lethal destroy/ Break effects such as clothing or hand- held items.

Healer’s Kit Refinement

This Refinement must be placed on a First Aid healing kit. All of the bandage costs of the user are reduced by 1 to a

minimum of 1.

Crafter’s Gloves Refinement

Once attuned, this Refinement reduces all of the user’s in-game production time by half for the following skills: Armor

Smith, Weapon Smith, Refining, as well as the Create Unstable Potion/Scroll spell. Also increases the user’s Bandages per

their First Aid level by 2.

Magic Resist Refinement

Once attuned, this Refinement gives the character an additional Magic Resist per Day.

Toxin Resist Refinement

Once attuned, this Refinement gives the character an additional Toxin Resist per Day.

Regeneration Refinement

Once attuned, this Refinement increases the character’s Regeneration level by 1 to a maximum of 5.

Weapon Damage Refinement

This Refinement must be placed on a weapon. It increases the damage of the weapon by 1 to a maximum of 10.

Righteousness Refinement

Once attuned, this Refinement gives the character an additional Righteousness per Astral Conjunction. Making this

Refinement will destroy the Sacred Symbol required in the list of components.

Fortitude Refinement

Once attuned, this Refinement grants the character an extra level of Fortitude. A player may not exceed 5 Fortitudes total

from this refinement

Level Refinement Cost

1 Stable bandages (10) 20 unstable bandages, blood (any)

1 Disease Resistance +1

Shade blood, Changed blood, Remedy Potion, crushed Flawed Emerald

1 Mana +6 Fae blood, Serum of Insight, crushed Flawed Citrine

1 Endurance +2 Orc blood, Burning Soul Potion, crushed Flawed Topaz

1 Padded Armor (1 Human blood, Harden Scroll, Stone Skin Potion

1 Carapace +2 Dendrite blood, Barkskin Potion, crushed Brilliant Emerald, Augment Scroll

2 Will +1 Glyche blood, crushed Flawless Amethyst, Burning Soul Potion, ashes of a Strip Will

Scroll

2 Faith +5 Touched blood, Sacred Symbol of a god other than the one worshipped by the holder,

two flawed gems of opposing schools

2 Blood Bottle A 6 oz or larger bottle, blood from at least 5 different races or kits, 20 additional silver

2 Arcane Scroll Fea blood, a fine piece of paper

2 Harden Vial Korgahn blood, a vial

2 Magic Rub Shifted blood, fea dust

3 Stamina +1 Orc blood, Burning Soul Potion, crushed Brilliant Topaz

3 Mana +15 Fae blood, Serum of Insight, crushed Brilliant Citrine

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3 Magic Bag A bag, one brilliant gem of each school

3 Fighter’s Gloves Minotaur blood, Troll blood, Orc blood, Bloodlust Potion, crushed Brilliant Amethyst

3 Armor +1 in 1 location Korgahn blood, Reinforce Armor Potion, crushed Brilliant Diamond, ashes of a Strip

Armor Scroll

3 Natural Armor +1 in 1

location

Dryad/Satyr blood, Glacier Skin Potion, crushed Brilliant Sapphire, Augment Scroll

4 Regeneration +1 Troll blood, Dendrite blood, Reconstruct Scroll, crushed Flawless Emerald, Valor

Scroll, Alchemy Full Restore Tonic

4 Healer’s Gloves Shifted blood, 3 crushed Flawless Pearls, Blood Thickening Tonic

4 Crafter’s gloves Blood of an Order-Shifted, Rebuild Gel, ashes of a Melt Scroll, 2 Uncommon Essences

4 Magic resist Korgahn blood, any Flawless Gem, Resist Magic Potion, Reflect Potion

4 Toxin resist Satyr blood, any 9th or 10th Level Alchemy, Resist Alchemy Potion, Shield of Winds

Potion

4 Carapace +4 Dendryte blood, Changed blood, Barkskin Potion, crushed Flawless Emerald, Augment

Scroll, Re-growth Scroll

5 Faith +10 Touched blood, Sacred Symbol of a god other than the one worshipped by the holder,

two brilliant gems of opposing schools

5 Stamina +2 Orc blood, Troll blood, Liquid Endurance Tonic, crushed Flawless Topaz

5 Righteousness +1 Touched blood, blood of a Zealot of a deity opposing the one of the holder, Sacred

Symbol of another deity than the one that the individual receiving the Refinement

worships, ashes of a Sacred Tome of a deity other than that of the holder

5 Fortitude +1 Ogre blood, Troll blood, Orc blood, Petrify Scroll, Morph Potion, crushed Flawless

Diamond, Boost Fortitude Tonic

5 Mana +30 Fae blood, Elf blood, Serum of Insight, crushed Flawless Citrine, Liquid Mana Tonic

5 Weapon damage +1 Minotaur blood, Juggernaut Elixir, crushed Flawless Ruby, Alchemy Explosive,

Blazing Weapon Potion, Empower Potion

Smith

Smith in our game comes in two forms, Weapon Smith and Armor Smith. These skills allow for the creation of a variety of

items in both a typical form and eventually a Master Crafted version, which bestows a specific benefit depending on the type

of item. A starting character cannot begin our game knowing how to make Master Crafted items, and must apprentice to a

Master Smith in order to advance. This Master can be an NPC, or a PC with the Teaching skill. If the Master is an NPC, it is

up to the player to satisfy any tasks they require in order to be accepted as an apprentice. These tasks can include presenting

examples of your work, crafting a specific set of items, or any other task the Master deems appropriate. If the Master is

pleased with your performance and agrees to teach you the skill, then you may buy the next level of your chosen craft.

In the skills below, the ability to repair broken or destroyed items are granted. All of these abilities have an in game time

requirement. This time should be spent enacting and roleplaying the actions you are taking as a Smith.

Armor Smith

Armor Smith is a skill which is used to make armor pieces. It ranges from levels 1 to 10 and each level allows the Armor

Smith to make a new type or quality of armor. Armor is made using production and has a monetary cost. At level 6 Armor

Smith, the Armor Smith now can make Master Crafted armor.

Players which create armor with this skill must supply their own armor to wear. Any armor brought into game this way must

be cleared with a GM.

Repairing Broken or Degraded Armor

An Armor Smith may repair or fix any type of armor. If the Armor Smith can make that type of armor already, it will take 5

minutes to repair one piece of armor. If the Armor Smith wishes to repair a type of armor they cannot make with their skill, it

will take 10 minutes to repair one piece of armor.

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Rebuilding Destroyed Armor

Some effects completely destroy armor. An Armor Smith can rebuild any single piece of armor that has been destroyed, so

long as they have the skill to make that piece of armor.

To Rebuild a destroyed armor piece, the Armor Smith must spend 2 minutes per skill level required to normally make the

armor. There is also a cost of 2 copper per level of the repaired piece. This monetary cost represents materials needed to

Rebuild the piece. If the Smith wishes to Rebuild armor, they must inform a GM that they are going to do so and hand in the

coins at that time. Some armor pieces are so far gone that they cannot be Rebuilt. Effects which completely annihilate the

armor, such as the Incinerate and Disintegrate spells, are examples of effects that destroy armor in a fashion where it cannot

be Rebuilt.

Rebuilding Magical Armor

Rebuilding any piece of destroyed magical armor requires GM approval. An Armor Smith can only Rebuild magical armor

that they can make Master Crafted versions of. Rebuilding a piece of magic armor requires a piece of Levinium. The Smith

must spend 10 minutes per skill level required to make the Master Crafted piece of armor to make these repairs.

Creating Magical Armor

On attaining level 10, the Armor Smith gains the ability to make special armors out of magical components. Examples

include skins or furs of a magical creature, magic ores, and/or working Levinium into the armor. These recipes must be found

or learned in game, as each recipe and the materials required to make it are unique.

Magical Armor set: At level 10 a smith may take a set of armor magic pieces, and gear. worn by a character and turn all the

pieces into a suit of magical armor. This process takes 10 minutes and cost 1 gold. The Smith will check with plot to make

sure the armor pieces count as Armor set. Once the smith completes this process now all the armor will only count as a single

magical item when worn by that character. All other magical equipment and armor other then this set will still count towards

the normal limit for that character.

Item Cost / Limb Prod. Cost / Torso Prod.

Level 1 Leather, Padded* 5 Copper 1/piece 1 Silver*, 2 Silver 2/piece

Level 2 Studded and Heavy

Leather, Ring Mail

1 Silver 2/piece 4 Silver 4/piece

Level 3 Chainmail, Hardened

Leather

1 Silver, 5 Copper 4/piece 6 Silver 8/piece

Level 4 Scale Mail, Splint

Mail, Brigandine

2 Silver 6/piece 8 Silver 12/piece

Level 5 Plate Mail 2 Silver, 5 Copper 8/piece 1 Gold 16/piece

Level 6 Master Craft of Level 1

(excluding Padded)

2 Silver, 5 Copper 8/piece 1 Gold 16/piece

Level 7 Master Craft of Level 2 5 Silver 10/piece 2 Gold 20/piece

Level 8 Master Craft of Level 3 7 Silver, 5 Copper 15/piece 3 Gold 30/piece

Level 9 Master Craft of Level 4 1 Gold 20/piece 4 Gold 40/piece

Level 10 Master Craft of Level 5 1 Gold, 2 Silver, 5

Copper

25/piece 5 Gold 50/piece

*Padded Armor is made for all locations, but only costs 1 production for a pair of arm or leg pieces, and 1 silver for the torso.

Padded Armor cannot be Master Crafted.

Master Crafted Armor

Master Crafted armor pieces have an armor rating that is 1 higher than the standard for its type.

Weapon Smith

Weapon Smith is the skill used to create any weapon found in our game. A Weapon Smith may spend Production and

currency during downtime to craft any weapon he is high enough level to create. A character may not begin game knowing

higher than level 5 Weapon Smith.

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Repairing Broken Weapons

A Weapon Smith may repair any type of weapon. If the Weapon Smith can make that type of weapon, then it will take 5

minutes to repair it. If the Weapon Smith wishes to repair a type of weapon they cannot make, then it will take 10 minutes to

repair the weapon.

Rebuilding Destroyed Weapons

Some effects completely destroy weapons. A Weapon Smith can Rebuild any single weapon that has been destroyed so long

as they could make that type of weapon. To Rebuild destroyed weapons it takes 5 minutes per skill level required to normally

make the weapon. It will also cost the Smith 2 copper per level. This cost represents materials needed to Rebuild the weapon.

If the Smith wishes to Rebuild a weapon, they must inform a GM that they are going to do so and hand in the coins at that

time. Some weapons are so far gone that they cannot be Rebuilt. Effects which completely annihilate the weapon, such as the

Incinerate and Disintegrate spells, are examples of effects that destroy a weapon in a fashion where it cannot be Rebuilt.

Rebuilding Magical Weapons

A magical weapon that has been destroyed must be approved by a GM before the Smith may attempt to Rebuild it. Smiths

can only Rebuild magical weapons that they could only make Master Craft versions of. Rebuilding all magic weapons

require a piece of Levinium. It will also take the Smith a minimum time of 10 minutes per skill level of the item.

Creating Magical Weapons

Upon attaining level 10, the Weapon Smith gains the ability to make special weapons out of magical components. Examples

include the bones of a magical creature, magical ores, and/or working Levinium into a weapon. These recipes must be found

or learned in game, as each recipe and the materials required to make it are unique.

Item Cost Production

Item Cost Production

Level 1 Thrown Weapons, Javelins, Arrows, Bolts, Daggers* 5 Copper/ batch of 6 5/batch of 6

Level 2 Short Edged, Blunt, Hacking and Shields 1 Silver, 5 Copper each 10 each

Level 3 Long Edged, Blunt, Hacking and Bows 3 Silver each 20 each

Level 4 Hand-and-a-Half Edged, Blunt, Hacking, Short Thrusting

and Crossbows

4 Silver, 5 Copper each 30 each

Level 5 Great Edged, Blunt, Hacking, and Long Thrusting 5 Silver Each 40 each

Level 6 Master Craft of level 1** 1 Gold/batch of 6 55/batch of 6

Level 7 Master Craft of level 2 2 Gold each 60 each

Level 8 Master Craft of level 3 3 Gold each 70 each

Level 9 Master Craft of level 4 4 Gold each 80 each

Level 10 Master Craft of level 5 5 Gold each 90 each

*Daggers are not created in batches of 6, and cost 5 production each to craft.

**Master Crafted ammunition does not reduce Endurance costs from Maneuvers.

Master Crafted Weapons

Master Crafted weapons are perfectly balanced, and their ease of use makes them highly sought after. These weapons allow a

character to use a free Maneuver per combat for that weapon type. To use this, the character adds the call “Master Craft” to

the end of the Maneuver call.

Magical weapon set at level 10 smithing a weapon smith can take a set of weapons and or a shield and make it count as a

single magical item for purposes of the magical item limit. This process takes ten minutes and cost 1 gold in materials. These

weapons must be the primary weapons used by the character. It is limited to any two weapons and one shield per character.

All other magical weapons other then the set will still count towards the magical item limit.

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Traps

Traps are mechanisms or devices that deliver effects to their victims. They can range from simple alarm traps that make

noise, to huge detonations that mortally wound everyone in their range.

Characters with the Trapping skill can set traps, manipulate traps, and even avoid the worst effects of traps they accidentally

trigger.

Traps have Triggers, Targeting and Effects. Triggers define how a trap goes off. Targeting defines who or what is affected

when it goes off. Effects define what happens to those affected.

General Trap Rules

Trap level: The level of the trap, which is used to figure out how long it takes to set up, is the highest level of any trigger,

targeting, or effect used in the trap.

Setting traps: Traps take 1 minute per level to set, or the time to physically set up the trap, whichever is greater. When the

trap is set, mark the kit tag as “set” and attach it to the trap mechanism. The tag shouldn’t give away the location of the trap,

but it should be obvious and easily found when the trap is triggered.

Moving traps: Traps, once armed, are immovable except through use of the Transport Live Trap ability.

Producing traps: During downtime production, you make a trap kit which you can later set up. You must get your trap kit

and setup approved and tagged before you can set it up. Traps must have a substantial physical object that represents their

mechanism, and the object must be appropriate to the trap type and approved by Plot.

Chain reactions: A trap going off does not trigger other traps within its area (complex triggers could be an exception,

depending on their construction).

Finding a trap: What can you do when you find a trap?

1) If you, the player, spot a trap, your character has also spotted the trap and knows it is there.

2) You cannot, without the Trapping skill, interact with the trap other than to set it off with your person or items.

3) You can’t throw rocks, sticks, or other things at the trap. If you do, and you set off the trap, you take the trap effect

even if you would normally be out of its range.

4) You can avoid the area with the trap entirely, but you must actually do so.

5) You may use the Trapping skill abilities to interact with the trap, and if you have the Trapping skill you may declare

what ability you are using, and then look at the level of the trap on the trap tag.

6) Most traps are very difficult to actually destroy, and attempts to destroy them (by hitting them or throwing spells at

them) will set them off. It is up to Plot to determine if an attempt to destroy a particular trap is successful.

Trapping Skill

The Trapping skill may be purchased up to level 10 and is required in order to attempt to manipulate traps. Levels 8, 9 and 10

require in-game training to obtain. Each level provides a different ability or Maneuver.

Disarm Trap Trapping 1 General Maneuver

Level: 1 Endurance: 2 Call: Disarm Trap

If you can physically disable the basic triggering mechanism for a trap, the trap becomes inert, but it still cannot be

harvested. This takes as long as it takes to actually disable the trap, and the Trapper will likely want to carry a set of tools for

this purpose. On disarming the Trap the Trapper expends endurance, if the trapper fails to disarm and sets off the trap or has

no endurance left the trap goes off and the cost of this maneuver is one.

Bypass Trap Trapping 2 General Maneuver

Level: 2 Endurance: 2 Call: Bypass Trap

By expending Endurance, the Trapper who spots a trap can safely move past the trap without a chance of triggering it. This

does not allow the Trapper to open a trapped door, box, or otherwise manipulate the trap. This cannot be used to avoid the

effect of a trap that has already been set off, so you must declare the ability before interacting with the trap.

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Identify Trap Trapping 3 Ability

By spending one minute of concentration studying the trap, the Trapper may identify any trap they have skill to make,

allowing them to learn its trigger, targeting and effects.

Trigger Trap Remotely Trapping 4 Ability

The Trapper may affix and use a means of remotely triggering a basic trap. The method must actually fire the trigger, and

must remain under the Trapper’s control.

Bypass Trap (Other) Trapping 5 General Maneuver

Level: 5 Endurance: 4 Call: Bypass Trap <name>

By expending Endurance, the Trapper may safely help another person to move past a trap without a chance of triggering it.

This does not allow the person to open a trapped door, box, or otherwise manipulate the trap.

Free Entrapped Trapping 6 General Maneuver

Level: 6 Endurance: 4 Call: Free Entrapped

The Trapper may free items or persons who have been Entrapped by a trap. One use of this Maneuver frees everyone and

everything entrapped by a single trap.

Avoid Trap Trapping 7 General Maneuver

Level: 7 Endurance: 8 Call: Avoid Trap

If the Trapper triggers a trap, they may expend Endurance and avoid the effects of the trap. This cannot be used against traps

with Perfect Triggers. Note that you cannot trigger a trap intentionally and avoid the effect.

Disarm Magic, Hidden or Complex Trap Trapping 8 General Maneuver

Level: 8 Endurance: 4 Call: Disarm Trap

By spending one minute per level of the trap with both hands on the trap or trapped object and expending Endurance, the

Trapper may disarm any magical, hidden or complex trap trigger. The disarmed trap becomes inert but cannot be removed.

Disarmed traps can be re-armed by someone with sufficient skill to create the trap.

Transport Live Trap Trapping 9 General Maneuver

Level: 9 Endurance: 1 per 10 feet (about 4 steps) Call: None

If the Trapper can physically carry an intact, armed trap, they may expend Endurance to slowly walk ten feet (no more than 1

step per second). If the trigger goes off, the trap goes off. The Trapper may carry the trap in any way they wish, even

possibly leaving their hands free. They may use other abilities while transporting the trap, except for other transportation

abilities (Flight, Teleport, Shadow Step, Burrow, etc.). Without this Maneuver active (such as when this ability ends), if the

trap moves at all, it is automatically triggered. If the trap is struck by any weapon or packet ability, it is triggered.

Protect Other from Trap Trapping 10 General Maneuver

Level: 10 Endurance: 10 Call: Protect

If a person within arm’s reach of the Trapper is affected by a trap, the Trapper may respond with this ability by calling

“Protect from Trap.” The person they designate takes no effects from the trap.

Dismantle Trap Trapping 10 Ability

After successfully disarming a trap, the Trapper may attempt to take that trap. This takes one additional minute per level of

the trap and does not work on Magical or Perfect Triggers. (Note that both this and the Protect Other from Trap Maneuver

are gained upon buying Trapping skill level 10.)

Trap Types

Level Triggers Targeting Effects

1 Basic Closest Location Noise, Damage

2 --- --- Slow, Mark, Savage Damage

3 Pit --- Entrap Item, Entrap Limb

4 --- Targeted Location Break Item, Sever Limb

5 Magic --- Wound, Destroy Item

6 --- 5ft Radius Location Entrap Body, Deliver Poison

7 Hidden Flurry Deliver Disease

8 Resetting Complex Detonate Item

9 Complex 5ft Radius Flurry Deliver Alchemy

10 Perfect 30ft Radius Location Deliver Spell, Damage Mortal Wound

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Trigger Descriptions

Basic Trigger Level 1 Trap Trigger

Basic Triggers are mechanical or simple triggering mechanisms. They may not be constructed with any electronics more

sophisticated than a light, switch and buzzer. They must have both audible and visual indicators that they were triggered, and

they must latch onto the trap. Once triggered, the trap is destroyed. These traps must have a marked center of effect within 10

inches of the trigger. Defenses that prevent a blow from landing will work against a Basic Trigger.

Pit Trigger Level 3 Trap Trigger

Pit Triggers are areas marked out that take effect when an individual sets their weight within the marked area. The area may

be up to the level of the Tracker, squared, in square feet. Pit traps remain in effect even after they are triggered, but spell,

alchemy and poison effects only affect the first victim. Victims, if they are able, must spend 10 seconds to climb out of the

pit. The center of effect of these traps is the physical center of the marked area. Defenses that prevent a blow from landing do

not work to prevent damage caused by Pit Triggers.

Magic Trigger Level 5 Trap Trigger

Magical Triggers can use technology such as optical sensors, motion sensors, pressure sensors and other methods to simulate

a magic trigger. They must have both audible and visual indicators that they were triggered, and they must latch on. Once

triggered, the trap is destroyed. These traps must have a marked center of effect. Defenses that prevent a blow from landing

will work against a Magic Trigger.

Hidden Trigger Level 7 Trap Trigger

These traps do not require a physical trigger and take effect when a simple condition set by the Trapper is met. These traps

must have a marked center of effect. They may require a GM to use, and they require GM approval and the GM will

determine what defenses will work.

Examples:

The person who opens this door.

The person who opens this chest.

The next person who touches the golden idol.

Resetting Trigger Level 8 Trap Trigger

Resetting Triggers go off every time their condition is met. For example, a Hidden Resetting Trigger on a door might go off

every time the door is opened.

Complex Trigger Level 9 Trap Trigger

These traps do not require a physical trigger and can have a set of complex conditions that must be met to trigger the effect.

These traps must have a marked center of effect. They may require a GM to use and they require GM approval and the GM

will determine what defenses will work.

Example: This trap will wait for the next healing spell to go off, then detonate.

Perfect Trigger Level 10 Trap Trigger

This must be combined with any other trigger and this trap cannot be Disarmed, Bypassed, Avoided, destroyed, Evaded, or

Dismantled.

Targeting Descriptions

Closest Location Level 1 Trap Targeting

The body location closest to the center of effect takes the trap effects. Can be Evaded.

Targeted Location Level 4 Trap Targeting

The person closest to the trap takes the trap effect to the location set by the Trapper. Can be Evaded.

5ft Radius Location Level 6 Trap Targeting

Everyone within 5 feet of the trap takes the trap effect to the specified location. Cannot be Evaded.

Flurry Level 7 Trap Targeting

The person closest to the trap takes the effect to each body location. Cannot be Evaded.

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Complex Level 8 Trap Targeting

The Trapper may set a variety of conditions for the targeting, including a particular individual, members of a race or religion,

or other creative conditions. Complex targeting must be approved by Plot. For example, a Complex Flurry targeting may

cause a Flurry of the effect on the nearest Fae within 30 feet.

5ft Radius Flurry Level 9 Trap Targeting

Everyone within 5 feet of the trap takes the effect to each body location. Cannot be Evaded.

30ft Radius Location Level 10 Trap Targeting

Everyone within 30 feet of the trap takes the effect to the specified location. Damage is halved for traps with this trigger.

Cannot be Evaded.

Trap Effect Descriptions

Noise Level 1 Trap Effect

Triggers Allowed: Any Duration: Until silenced. Targeting Allowed: None required.

These traps make noise. The trap mechanism generally produces the noise and might be bells, an electronic buzzer, a whistle,

a bang, or whatever other sound the Trapper builds into their trap (within reasonable limits imposed by Plot). These traps do

not require targeting and if they use a Basic Trigger, the trigger need not be paid for separately. Consequently, these are by

far the least expensive traps to make. A Trapper can use their Disarm ability to silence an alarm, but they must actually

silence it. Others cannot silence such a trap.

Damage Level 1 Trap Effect

Triggers Allowed: Any Duration: Instant Targeting Allowed: Any

Physical Damage equal to the Trapping Skill Level of the Trapper is dealt to the target as if a blow had landed.

Slow Level 2 Trap Effect

Triggers Allowed: Any Duration: 5 Minutes Targeting Allowed: Any

A Slow effect is delivered to the target. See the Effects list for a description.

Mark Level 2 Trap Effect

Triggers Allowed: Any Duration: Astral Conjunction Targeting Allowed: Any

The trap marks the target which sets it off, so that the Trapper who set the trap will know who set the trap off. There is no

way for anyone else to identify or know that the target that is marked. Targets marked by such a trap must notify Plot. The

Trapper who set the trap may ask Plot to point out who has been marked and Plot will attempt to do so.

Savage Damage Level 2 Trap Effect

Triggers Allowed: Any Duration: Instant Targeting Allowed: Any

Savage Damage equal to the Trapping skill level of the Trapper is dealt to the target as if a blow had landed.

Entrap Item Level 3 Trap Effect

Triggers Allowed: Any Duration: Until freed Targeting Allowed: Location Only

All items on the targeted location are stuck in the trap and can only be removed by utilizing the Free Entrapped ability.

Entrap Limb Level 3 Trap Effect

Triggers Allowed: Any Duration: 30 Minutes or Until Freed Targeting Allowed: Location Only

The location targeted by this trap (must be a limb) is stuck in the trap and can only be removed by utilizing the Trapper’s

Free Entrapped ability. Characters with their limbs entrapped can have them severed by anyone with a blade by using a 10-

count. At the conclusion of the 10-count, the limb is Severed.

Break Item Level 4 Trap Effect

Triggers Allowed: Any Duration: Instant Targeting Allowed: Location Only

All items on the targeted location take a Break effect.

Sever Limb Level 4 Trap Effect

Triggers Allowed: Any Duration: Instant Targeting Allowed: Location Only

The location targeted by this trap (must be a limb) is Severed.

Wound Level 5 Trap Effect

Triggers Allowed: Any Duration: Instant Targeting Allowed: Any

The target takes a blow with the Wound effect.

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Destroy Item Level 5 Trap Effect

Triggers Allowed: Any Duration: Instant Targeting Allowed: Location Only

All items on the targeted location take a Destroy effect.

Entrap Body Level 6 Trap Effect

Triggers Allowed: Any Duration: 30 Minutes or Until Freed Targeting Allowed: Location Only

The characters targeted by this trap become Helpless and are stuck in the trap. They can only escape by using the Writhe

Maneuver (see Athletics), if someone disarms the trap or utilizes the Free Entrapped ability on them.

Deliver Poison Level 7 Trap Effect

Triggers Allowed: Any Duration: As the Poison Targeting Allowed: No AoE

The trap delivers a Poison Effect to the target. Area of effect targeting (5ft and 30ft radius) cannot be used. If Flurry targeting

is used, each location takes a dose of the poison. The poison tag must be affixed to the trap. The Trapper must be able to

create and use the poison in order to put it into the trap.

Deliver Disease Level 7 Trap Effect

Triggers Allowed: Any Duration: As the disease Targeting Allowed: No AoE

The trap delivers a Disease effect to the target. Area of effect targeting (5ft and 30ft radius) cannot be used. If Flurry

targeting is used, each location takes the Disease’s effect. The disease tag must be affixed to the trap. The Trapper must have

access to a vial that contains the disease.

Detonate Item Level 8 Trap Effect

Triggers Allowed: Any Duration: Instant Targeting Allowed: Location Only

All items on the targeted location take a Detonate effect.

Deliver Alchemy Level 9 Trap Effect

Triggers Allowed: Any Duration: As the alchemy Targeting Allowed: No AoE

The trap delivers an Alchemy effect to the target. Area of effect targeting (5ft and 30ft radius) cannot be used. If Flurry

targeting is used, each location takes the alchemy’s effect. The alchemy tag must be affixed to the trap. The Trapper must be

able to create and use the alchemy in order to put it in a trap.

Deliver Spell Level 10 Trap Effect

Triggers Allowed: Any Duration: As the spell Targeting Allowed: No AoE

The trap delivers a spell effect to the target. Area of effect targeting (5ft and 30ft radius) cannot be used. If Flurry targeting is

used, each location takes the spell’s effect. The spell must be cast by the Trapper as the final step in setting the trap.

Damage Mortal Wound Level 10 Trap Effect

Triggers Allowed: Any Duration: Instant Targeting Allowed: Any

Deals a mortal wound to the torso of the target(s).

Trap Costs

A given trap can consist of one trigger, one targeting type and multiple effects. Add the cost of the trigger level, the cost of

the targeting level, and the cost of each effect level.

For example: Let’s construct a trap with a Magic Trigger with Flurry Targeting that delivers Wound and Slow effects.

That’s levels 6, 8, 5 and 2. Adding production costs from the table below gets us 12+16+10+4=42 production and adding

coin costs gets us 20+50+15+4=89 copper. We’ll describe the mechanism we plan to use to Plot when we check in, and get

issued a Trap Kit tag. The Trap Kit will take 8 minutes to set (the highest level from the list).

Level Production

cost

Cost (copper)

1 2 2c

2 4 4c

3 6 6c

4 8 10c

5 10 15c

6 12 20c

7 14 30c

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Level Production

cost

Cost (copper)

8 16 50c

9 18 70c

10 20 100c

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Alchemy

Alchemy is the chemical science of combining various mundane ingredients to produce a quasi-magical effect. This man-

made science attempts to accomplish goals that the arcane arts alone cannot achieve. Some of the effects produced through

this science mimic the functionality of certain spells. Most of these effects are unique, which caused alchemy to become

popular amongst both the common folk and the nobility. At its inception, alchemy was considered crude and thought of as

the lazy man’s magic. It is now considered a high art, and is practiced by many scholars throughout Ith.

Alchemical recipes can create Tonics, Gels and Vapors with various quasi-magical effects.

Alchemical experiments are powerful effects that can only be attempted by those who have mastered the art of Alchemy.

Racial based: Some alchemy requires racial type for targeting. Racial groups are as follows below.

Humaniod: Humans, elves, glycthes, Korrighan,

Savage: Orcs, Trolls, Minoutars, Ogres and Changed

Nature Spirits: Fea, Dendrytes, Satyrs & Dryaids and Dark Fea

Undead: Undead and Shades

Elemental: Elemental and shifted

Poisoning

Poisoning is a subset of alchemy and is used only to harm or kill living things. A character may choose to be a Poisoner, in

which case they may only buy the Poison recipes at each level. This removes the prerequisite of learning Concocting and

needing two recipes per level before advancement, but the character will be unable to use any alchemy except poisons.The

character will still need to buy Chemistry at each level as normal. At any point, a character who is a Poisoner can choose to

buy Concocting equal to or lower than their level of Chemistry and two Alchemy Recipes per level up to their current level

of Concocting.

If you see something that has a Poison tag on it, you must have at least 1 level of the Chemistry skill to know that the item is

coated with a Poison gel. Also, you can identify any Poison that you can create simply by examining it.

If you touch a weapon or object coated in Poison gel, and you do not have the Chemistry skill, you take the effect. This does

not use up the poison. If someone touches you with a weapon coated with a Poison gel, and it’s not a legal swing with a

proper call, you do not take the effect of the poison.

Learning Alchemy

To begin using Alchemy, a character must first learn the basics of Chemistry and then buy/train Concoting. To create

alchemy, the character must find and study the recipe; after studying a recipe, it becomes known and can be made at any time

the character wishes. The following are a list of rules and limitations regarding Alchemy:

Your Chemistry level must be equal to or higher than your Concocting level.

You cannot study recipes higher than your Concocting level.

You cannot study a new recipe until you have studied at least two recipes from one level lower.

The quest to learn the high levels of Concocting is to find a recipe of the same level in-game.

You cannot learn Experimentation until you have learned two level 10 recipes.

Creating Alchemy

Most alchemy is created during downtime using the Concocting skill, production, and coin. Notify Plot prior to the game of

what alchemy you intend to create.

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Concocting Skill

You may concoct any alchemy, as long as you know the recipe and your Concocting is equal to or higher than the recipe.

Such alchemy may only be created during downtime and requires both production and coin as per the following chart.

Cost Tonic Gel Vapor

Level 1 2 Copper 1 Prod. 2 Prod. 3 Prod.

Level 2 4 Copper 2 Prod. 4 Prod. 6 Prod.

Level 3 6 Copper 3 Prod. 6 Prod. 9 Prod.

Level 4 8 Copper 4 Prod. 8 Prod. 12 Prod.

Level 5 1 Silver 5 Prod. 10 Prod. 15 Prod.

Level 6 2 Silver 6 Prod. 12 Prod. 18 Prod.

Level 7 4 Silver 7 Prod. 14 Prod. 21 Prod.

Level 8 6 Silver 8 Prod. 16 Prod. 24 Prod.

Level 9 8 Silver 9 Prod. 18 Prod. 27 Prod.

Level 10 1 Gold 10 Prod. 20 Prod. 30 Prod.

Batch Concocting

This allows an Alchemist to create a batch of a single recipe and type. A batch consists of quantities of 4. The Alchemist

pays the monetary and production costs listed below, and creates 4 alchemies of that type.

Cost Tonic Gel Vapor

Level 1 6 Copper 2 Prod. 4 Prod. 6 Prod.

Level 2 12 Copper 4 Prod. 8 Prod. 12 Prod.

Level 3 18 Copper 6 Prod. 12 Prod. 18 Prod.

Level 4 24 Copper 8 Prod. 16 Prod. 24 Prod.

Level 5 3 Silver 10 Prod. 20 Prod. 30 Prod.

Level 6 6 Silver 12 Prod. 24 Prod. 36 Prod.

Level 7 12 Silver 14 Prod. 28 Prod. 42 Prod.

Level 8 18 Silver 16 Prod. 32 Prod. 48 Prod.

Level 9 24 Silver 18 Prod. 36 Prod. 54 Prod.

Level 10 3 Gold 20 Prod. 40 Prod. 60 Prod.

Concocting During Game

An Alchemist may spend time and coin during game to produce more Alchemy. This takes 1 minutes per level of Alchemy.

You may not use Batch Concocting in game unless it is done at an Alchemical Lab, in which case it takes 15 minutes per

Batch. The Alchemist may not make more alchemy than they have total Production for during an Astral Conjunction. The act

of making the alchemy must be appropriately roleplayed and physically represented, such as mixing colored fluids, preparing

vials of herbs, grinding minerals and stirring powders. The alchemy created is Unstable and lasts until the end of the

following event. You must inform a member of Plot that you are Concocting during the game.

Concocting Skill and Abilities

Concocting

Level

Granted Ability

1 Extraction

2 Self-medication

3 Alchemy Lab

4 Jug

5

6 Master Alchemist:Personal Stash

7 Universal Transmutation

8 Hasty Brew

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9 Grand Master Alchemist Abilities

10 Greater Experiments

Extraction: An Alchemist can break down a stable vapor, gel or tonic to recover components in the form of extra Production

points or coin. He also has the capability to Salvage useful components off of some kinds of slain creatures or monsters. In

both cases, the higher the Alchemist’s Concocting skill, the better the results will be. Only one vapor, gel, tonic or creature

can be processed for Extraction at a time. Extraction takes 10 minutes

Self-medication: The Alchemist may now benefit from any race-restricted alchemy that they have created, no matter what

race it was concocted for.

Alchemy Lab: Preparing an Alchemy Lab requires 10 minutes of set up time. When preparing an unstable Alchemy using an

Alchemy Lab, it takes half the normal time requirement (minimum 1 minute per dose). An Alchemy Lab is required to

perform any Alchemical Experiments and for use with other abilities as listed in their descriptions. Characters must have a

prop for their Alchemy Lab and it must be physically set up during the game. Poorly represented Alchemy Labs can often

lead to dangerous results.

Jug: Once per Flux, an Alchemist may take a single dose of a stable tonic of level 7 or lower and use it to fill their Jug. This

process takes 10 minutes to perform and produces 5 doses of the tonic used. These doses are unstable and stay contained

within the Alchemist’s Jug. Two identical tonics may be used instead to produce 10 doses in the Jug. Only the Alchemist

may administer doses of the tonic from their Jug. Only one Jug may be filled at a time. The Jug must have a physical

representation as it is an in game item, and should be of a size appropriate to hold at least 10 fluid ounces of liquid. Jugs can

only be filled at a Alchemy Lab.

Lesser Experiments: The Alchemist may now train for Lesser Experiments.

Master Alchemist Abilities: The Alchemist gains a single use of one Master Alchemist Ability at no point cost and may

purchase any others with character build.

Masters Alchemist: The Alchemist becomes a master Alchemist and can now buy master Alchemist abilities. They also gain

the Skill personal Stash:

Personal Stash: At the start of each event the Alchemist Generates Alchemy pool, Alchemy pool is equal to the total

points that an alchemist has spent in all alchemy related abilities and skills ( total List goes here : )

Alchemy pool must be spent before the alchemist starts game, The alchemist can make any alchemy they know, paying the

production cost from their alchemy pool, with no coin cost. No more than 5 of any alchemy can be made in this way. Any

alchemy made from the Alchemy pool can be used only by the alchemist themselves, although they may feed tonics to other

characters, or coat weapons for other characters to use as per normal rules. The alchemist is responsible for creating a list of

all alchemys in a trackable format and must track their usage during the event. Personal Stash alchemy is not lootable and

may not be transferred to another character. Nor may it be Diluted.

Universal Transmutation: Once per Flux the Alchemist may Transmute one object into another object of a similar type.

Magical objects cannot be Transmuted. Examples include, but are not limited to, a Death essence into a Life essence, or a

ruby into an emerald. This process takes 15 minutes and requires an Alchemy Lab to complete. Any individual

Transmutation must be approved by Plot and the experiment may take extra materials (coin) as determined by Plot.

Hasty Brew: Once per Astral Conjunction, for a period of one hour, an Alchemist may Concoct any Alchemical Recipes

they can normally make at a rate of one dose per minute or one batch per four minutes. Aside from the time requirements,

this functions identically to the normal rules of concocting alchemy during game. Hasty Brew can only be done at an

Alchemy Lab.

Grand Master Alchemist Abilities: The Alchemist gains one Grand Master Alchemist ability of their choice and may not

quest for additional abilities.

Greater Experiments: The Alchemist may now train for Greater Experiments.

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Master Alchemist Abilities

Each Master Alchemist Ability may be used once per rank purchased per day, unless otherwise specified in its description.

Dilute – An Alchemist may convert 1 stable alchemy into 3 unstable ones. You must inform a member of Plot when using

this ability. It takes a 60 second count to Dilute an alchemy, at which point you should have new tags created for the unstable

alchemy and the original alchemy tag turned in to a member of Plot. An unstable Diluted alchemy lasts only 3 hours. No

alchemy of 8th level or above may be Diluted.

Flash Prep – The prep time to throw a vapor or drink a tonic drops to zero. The Alchemist simply states the call of the

alchemy used, followed by the name of this ability (e.g. Smoke Bomb, Flash Prep).

Catch – When struck by a vapor, the Alchemist can call “Catch.” This counters the alchemy that struck them. The Alchemist

may then throw the same vapor within 5 seconds of the call.

Condense – Doubles the duration of an alchemy.

Extra Strength – The Alchemist may spend one minute preparing a gel or vapor to make the effects become Lethal. This

ability may only be used once per Astral Conjunction.

Grand Master Alchemist Abilities

Rain Maker – Once per Flux, a Grand Master Alchemist may pull the cap off of a bottle of an alchemy vapor and unleash its

contents. For 15 minutes, all alchemy vapors have a 1 second prep time. Lethal effects may not be used with this ability. The

Grand Master Alchemist must hold a phys-rep for this bottle in one hand for the duration of this ability. Being disarmed of

this phys-rep does not end the effect. This Ability may be bought twice.

Toxic Blade – Once per hour, the Grand Master may take extra special care in applying an Alchemy gel to a weapon for

their own use. This gel will survive three landed blows before it is expended. Lethal and Soul Burn effects may not be used

with this ability. This ability may be bought twice.

Cure All – The Grand Master Alchemist may prepare any level 7 tonic (normal production and coin costs apply) and may

only have one such tonic in existence at a time. When quaffed, this tonic removes all alchemy effects, and grants its maker

complete immunity to all alchemy effects, except those that deliver damage (ex. Alchemy Explosive or Alchemy Subdue).

This ability may be bought twice. The second time allows for a second tonic to be created by the Alchemist.

Improve Recipe – The Grand Master Alchemist improves a recipe they already know in some way. The details of this

improvement should be worked out with a member of Plot. This ability may be bought up to 5 times.

Master of Concocting – The Alchemist becomes a master of alchemical efficiency. All Production costs involved in

creating alchemy are reduced by 15% (rounded down), to a minimum of 1 production per dose or batch. This ability may

only be bought once.

Experimentation

Alchemical Experiments each have a unique monetary cost and preparation time. The materials cost must be paid to a GM,

who must then be informed as to the time and place the Experiment will be performed. Once begun, preparation must not be

interrupted or it will fail. If the Alchemist suffers a wound, falls unconscious, travels more than 30 feet from the location they

started, or chooses to end the process, half of their materials are lost. If the process is attempted again during the event, they

only need to pay half the cost. Materials bought for alchemical processes expire at the end of the event they were bought. All

Experiments require a functioning Alchemy Lab to be present.

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Lesser Experiments

Alchemic Identification Lesser Experiment

Cost: 1 Silver Preparation: 10 minutes

This process fully identifies an item of the Alchemist’s choice. It reveals all functions, magical or mundane, the creator of the

item, as well as the owner of the item, from the item’s point of view. This process will also reveal any spells currently

affecting it, or the last spell to affect it.

Levinium Transmutation Lesser Experiment

Cost: 1 Silver per Gold transmuted Preparation: 10 Minutes

This process was created to temper pure gold into a suitable vessel that can contain arcane energies and emit them efficiently.

During this process, the Alchemist taps into the primal essence of the Flux itself to Transmute gold into an amount of the

magical metal, Levinium. It takes two gold to create one piece of Levinium.

Alchemical Bomb Lesser Experiment

Cost: 1 – 10 Silver Preparation: 5 minutes

This process creates a bomb which can be applied to a lock, clasp or latch, which must be attached to some openable object,

such as a book, door or chest. The person who opens the item takes damage equal to the amount of silver spent to every

location. This damage causes savage wounds, cannot be Evadedcannot be used to negate it. It takes as long to attach the

bomb to an item as it does to securely attach the tag to the item.

Alchemic Lure/Repellant Lesser Experiment

Cost: 1 Gold, plus special material Preparation: 10 minutes

Lure:

This process creates an unstable compound which must be used rather quickly. It takes five minutes to apply the compound,

and the target must be Unresisting. A person or item affected by this process will attract a certain type of creature for six

hours. The creator determines the type of creature when the process begins, must have a piece of the type of creature’s body,

and an item the creature is drawn to. No target may be affected by more than one Lure, and only one Lure may be applied to

a target per day. Any further attempts to apply a Lure will waste the compound used. The Lure will expire at the end of the

event it was created.

Repellant:

This process creates an unstable compound which must be used rather quickly. It takes five minutes to apply the Repellent,

and the target must be Unresisting. A person or item affected by this process will repel a certain type of creature for one

hour. The creator determines the type of creature when the process begins, must have a piece of the type of creature’s body,

and an item the creature fears or finds horribly offensive. No target may be affected by more than one Repellant, and only

one may be applied to a target per day. Any further attempts to apply a Repellant will expend the compound used. The

Repellant will expire at the end of the event it was created. A person or creature Repelled will attempt to keep at least 30 feet

away from the target.

Culture / Cure Disease Lesser Experiment

Cost: Varies Preparation: Varies

Diseases vary greatly in the world of Ith. Some diseases are simple, and may be cured through magic. Others are more

complex, more unusual, and more deadly. Also, magic may not remove all signs of a disease, only the life-threatening ones.

Alchemists with this process are capable of removing all signs and symptoms of a disease through its use, especially if

combined with the ministrations of Life magic. The cost and preparation time are determined by the strength of the disease,

and whether the target had his disease cured by magic beforehand. This process can also be used to create a new, unique

disease. The disease must be created by the player, including the strength, signs, and game effects. This will determine the

cost and preparation time.

Alchemical Instruction Lesser Experiment

Cost: 5 silver per recipe Preparation: Varies

The Alchemist may now document their recipes in such a way that they can be given to another Alchemist. Furthermore, the

Alchemist may provide training in any alchemy ability he possesses (Plot approval required).

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Greater Experiments

Universal Component Greater Experiment

Cost: 3 Gold Preparation: 15 Minutes

This process creates a suitable replacement component for a sorcery ritual. The replacement must resemble the component

being replaced (ex: Raven Feather replaces a Phoenix Feather after being treated by the process). If this process is

interrupted, the replacement component is destroyed. This process cannot replace Void, Fate, Blessed or Tainted essences.

Lethal Impact Gel Greater Experiment

Cost: 2 Gold Preparation: 10 minutes

This process creates the ultimate weapon coating, allowing the wielder of the coated weapon to add the Lethal carrier to their

next attack with that weapon. The coat lasts for one hour or until a blow with the weapon lands on a target. Any character

with Chemistry 10 can apply this gel to a weapon. The gel created by this process is unstable and will expire at the end of the

event it was created.

Alchemical Dissolving Agent Greater Experiment

Cost: 5 Gold Preparation: 15 minutes

This process cleanses and removes all alchemy, Alchemical Processes, Magical, Ritual or Faith-based temporary effects. It

does not have any effect on permanent effects. It takes five minutes to apply to a person, object or area, or may be imbibed as

a tonic.

Alchemic Metamorphosis Greater Experiment

Cost: 10 Gold plus special materials Preparation: 30 minutes

This Experiment is the only known way to change from one race to another or to modify a character’s race after creation. The

experience is so traumatic that any attempt to change a second time results in death. This process must be performed on a

completely willing target. The Alchemist must possess a fresh, intact brain, heart and soul sphere of the race the target wishes

to attain. If the character wishes to become a Changed, they need only an intact corpse of the animal they wish to resemble. If

the character wishes to become a Shifted, they must have one foci gem of each quality rank (flawed, brilliant, flawless) for

the type of magic tied to the plane, and blood or essence of a creature from that plane. A target may not become a Fae, Dark

Fae, Shade, or Touched. The metamorphosis can remove the Changed and Shifted templates, but the Touched template may

never be removed by way of this process. Fae and Dark Fae may undergo this process if they choose. Shades cannot undergo

Metamorphosis, as they are immune to alchemy. When the process begins, the character undergoing Metamorphosis falls

unconscious, and remains so for the duration. If the process is interrupted, the target of the Metamorphosis begins bleeding

out immediately. After the target undergoes the change, they are incapacitated for two Fluxes after the process is completed,

after which the character comes back into game with the new race’s abilities. The player must pay the experience point cost

for the new race or template during this period, and this is the only instance in which experience may be spent during game.

If a character switches from one race to another race with a lower point cost, the difference is not refunded in any way. A

Human changing to another race or template must pay an additional five experience points. This experience must have been

earned prior to undergoing the procedure, not including any earned experience from the event it took place. Any race change

that creates an illegal combination of race and skills causes those skills to become unusable. The points spent on those skills

are not refunded. Any knowledge or skill-related benefits are retained (ex: a Human Avatar of Chaos loses a bet, undergoes a

Metamorphosis, and transforms into a Minotaur. He can no longer cast spells, but is still immune to Chaos magic, as he is

still an Avatar of Chaos). The Metamorphosis process is not to be taken lightly, and is a serious undertaking. It is required

that the player who wishes their character to undergo this Metamorphosis have the required costuming for their new race

passed by a GM before the event starts.

Alchemical Innovation Greater Experiment

Cost: Varies Preparation: Varies

The Alchemist can invent a new and unique recipe. Details of the recipe should be worked out with the Plot team. This

Experiment may be taken multiple times, each time inventing a different recipe.

Using Alchemy

To use Alchemy, you must have the Chemistry skill.

Chemistry Skill

This skill allows a character to use and identify alchemies of a level equal to their rating.

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Tonics

Call: Drinking tonic one, drinking tonic two, drinking tonic three.

Action: Must act like you are drinking from the phys-rep.

Phys-Rep: An approved bottle of ½ oz volume or greater and a tag.

Tonics are vials of alchemical substances that impose their effect onto the character that ingests the tonic.

To use an alchemy tonic, a character must have the tag for the alchemy in their hand and must verbally state that they are

using the alchemy.

Any character may use an alchemy tonic and may feed tonics to other players so long as the target is Unresisting. If a poison

tonic is ingested, its effects are lethal.

Gels

Call: Applying gel one, applying gel two, applying gel three.

Action: Must act out coating the target object with the gel.

Phys-Rep: An approved container of ½ oz volume or greater and a tag.

The gel tag is attached to a single item and coats an area with a radius not larger than 6 inches. The next person who touches

the item must resolve the gel effect (or if the target is an unresisting person, they must immediately resolve the effect), at

which time the tag is destroyed. Some gels modify their target in other ways, and their individual descriptions take

precedence. The tag is also destroyed at the end of game.

Gel on Weapons

A gel may be applied to a weapon. When this is done, the next swing of the weapon will deliver the effect of the alchemical

or poison gel. The call for the toxin replaces the normal damage call of the weapon. Swings which miss or are prevented

from landing by a defense (such as Evade or a Blink spell), or are blocked by another weapon do not expend the coating of

gel from the weapon and it may be swung again. An alchemical gel may be applied to an arrow or other thrown weapon, but

in this case it is expended whether the shot lands or not.

Saving gels- Gel can be applied to weapons before a combat, however in this case you will need to attach the tag to each

weapon or item for later use. During a combat you may coat a weapon following the rules above, and so long as the weapon

coating is used within 5 minutes you do not need to attach a tag.

Vapors

Call: Preparing vapor one, preparing vapor two, preparing vapor three.

Action: Throw packet.

Phys-Rep: Vapor tag and a packet.

To deliver an alchemical vapor, it must first be prepared with a three count, as per the call listed above. You must have

Chemistry skill equal to or higher than the level of the alchemy vapor being prepared. The phys-rep for that vapor may then

be held ready for up to one hour before it is thrown, but once prepared the packet must be kept in the Alchemist's hand and

they may not have anything else in that hand. If the vapor is not used within that hour, or it is dropped, put down, or handed

to someone else, it is lost. A character may only have a single prepared vapor at any time. Vapors are thrown as packets and

deliver their effect to the target struck. Unless you witness an alchemist preparing and then palming the vapor, you cannot

assume you know they have a vapor and you cannot interact with the vapor unless it’s thrown at you.

Alchemy and Poison Calls

Many Alchemical Recipes and poisons will have a call associated with delivery. Any such effect should appropriately be

prefixed with “Alchemy” or “Poison” so the target understands what type of effect is being used. For example, Jon throws a

prepared Awaken vapor at Jason and calls, “Alchemy Awaken.” For poisons it is similar, Tony swings a sword coated with

Slow Poison at Jon and calls “Poison Slow” for the effect.

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Alchemical Recipes

Level 1

Blood Thickening

Form(s): Tonic Duration: 30 minutes (Combat buff)

Call: None

This elixir adds +2 to the user’s Resilience. Will not work

on someone with a Resilience rating of 10.

Awaken

Form(s): All Duration: Instant

Call: Alchemy Awaken

This elixir awakens any Unconscious or sleeping

individual. Note that if they were Unconscious from

wounds, they may still be Incapacitated.

Paranoia

Form(s): All Duration: 30 minutes

Call: None

This elixir causes the target to become paranoid and

suspicious of all characters for the duration. The target

must roleplay being nervous and untrusting around people

or in crowds, this includes close friends and allies.

Dream Cream

Form(s): Tonic Duration: 12 hours

Call: None

This alchemy will induce a nightmare or dream of a

predetermined type the next time the subject falls asleep.

If the subject does not sleep during the duration, the elixir

will not take effect.

Alchemical Dye

Form(s): Gel Duration: 1 Day

Call: None

This gel changes the color of the target’s hair.

Slow (Poison)

Form(s): All Duration: 5 minutes

Call: Poison Slow

The target is Slowed as per the Slow effect.

Level 2

Coagulate

Form(s): All Duration: Instant

Call: Clot all Wounds <Race>

When created, the race to be affected must be specified.

Only targets of that race are affected. When applied, all

wounds on the target are sealed.

Animate Dead

Form(s): All Duration: 15 minutes

Call: None

The target for this elixir must be a corpse. Once applied,

the corpse will follow the applier for 15 minutes and then

fall over. The corpse is not considered an undead and

cannot communicate in any way or use skills of any kind.

Alchemical Glue

Form(s): Gel Duration: 15 minutes (Combat buff)

Call: None

This alchemy can be used in one of two ways: it may be

placed on a shield or weapon, or may be put on any other

item worn by a character. If a weapon or shield, it may

not be disarmed or taken (defender should call

“Immune”), however it may not be put down for the

duration of the alchemy. If put on another item, the item

cannot be looted or taken from the character. Alchemical

Glue will not protect against disarming or removal effects

with the Lethal carrier.

Laughing Gas

Form(s): All Duration: 5 minutes

Call: Laugh 5 minutes

Causes the target to laugh uncontrollably for the duration.

The target will need to roleplay uncontrollable laughter.

Invoking and incanting durations are doubled while under

the effect of this alchemy.

Alchemy Subdue (Poison)

Form(s): All Duration: Instant

Call: Poison Subdue

The target takes a subdue effect to the struck location.

The tonic form targets the torso.

Weakness (Poison)

Form(s): Tonic, Gel Duration: 5 minutes

Call: Weaken

The target’s melee damage is reduced by 1 for the

duration. This effect will stack.

Level 3

Euphoria

Form(s): All Duration: 30 minutes

Call:None

A popular substitute for alcohol, this elixir induces a

relaxed feeling in the drinker. This elixir will negate any

induced emotions in the target from magic, faith, or

alchemical effects. This alchemy will also negate a

character’s phobia for duration of the alchemy. The

effected character must role play being in a euphoric state

for the duration.

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Feign Death

Form(s): Tonic Duration: 15 minutes (Combat buff)

Call: None

Upon drinking this tonic, the target is rendered

unconscious and for all intents and purposes appears as a

corpse. Only magical means such as Death Craft and Life

Touch spells will reveal that the target is not deceased.

Any spell that affects a corpse will not work, and the

target should call, “No effect.” The target cannot end the

effects of this elixir prematurely. Other characters must

act as if they have found any normal corpse and treat it

appropriately. For example, it is inappropriate to continue

dealing weapon damage to a corpse in most cases, but

attempting to Cremate the corpse would be quite normal.

Alchemical Acid

Form(s): Gel or Vapor Duration: Instant

Call: Break <target>

This vapor form of this recipe will Break any armor,

shield, weapon or mundane object (such as a rope, chain,

or a non-magical object that would fit in a 2 foot cube)

that is struck.

The gel form of this recipe can be applied to any armor,

shield, weapon or other mundane object (such as a rope,

chain, or a non-magical object that would fit in a 2 foot

cube). A single application will Break the target. Two

applications will Destroy the target.

Mending

Form(s): All Duration: Instant

Call: Heal one wound <race>

This recipe heals a single wound of the target’s choice.

The creator of this alchemy must pick a single race of

which to effect with this alchemy.

Catatonic Refresher

Form(s): Tonic Duration: 5 Minutes

Call: None

The target is rendered Unconscious and granted a

Regeneration of 5 for the duration. Only effects that

would remove alchemy effects will wake the target.

Strip Endurance (Poison)

Form(s): Tonic, Gel Duration: 5 minutes

Call: Strip endurance

The target cannot use Endurance for the duration.

Level 4

Truth Serum

Form(s): Tonic and Vapor Duration: 5 minutes

Call: None

The next three questions that the target answers must be

answered truthfully. The target is not compelled to speak

by this alchemy. If the target chooses to communicate in

any way in response to a question, it will be as the

truthful answer to that question.

Tenacity

Form(s): Tonic Duration: 30 minutes (Combat buff)

Call: Alchemy Restore fortitude

Refreshes the drinker’s fortitudes immediately after it is

used. This will heal all wounds which are fortitude but

does not heal any other wounds.. The imbiber should call

“Alchemy Restore Fortitude” when the effect triggers.

You can only benefit from one Tenacity tonic per combat

at a time.

Thought Sauce

Form(s): Any Duration: Instant

Call: Forget 15 minutes

The target affected by this alchemy loses the last 15

minutes of their memory. Their memories will be

rearranged to make sense of the gap and it will not be

obvious to them. If proof of memory loss is provided by

another person, the target may eventually be convinced of

the gap but will still never regain the lost memory. The

only memories not affected are those written in the book

of someone with the “Good Memory” Advantage or the

Memory spell.

Rebuild

Form(s): Gel or Vapor Duration: Instant

Call: Repair <item>

This elixir will repair any broken or damaged item, but

has no effect on destroyed items.

Elixir of Protection, Alchemy

Form(s): Tonic Duration: 1 Hour (Combat buff)

Call: None

This elixir will automatically resist the next alchemy that

would affect the character, whether that alchemy is

beneficial or not. A character may only benefit from this

alchemy once per hour.

Strip Mana (Poison)

Form(s): Tonic, Gel Duration: 5 minutes

Call: Strip Mana

The target cannot use Mana for the duration.

Level 5

Drain Will

Form(s): Any Duration: Instant

Call: Drain 1 Willpower

The target’s current Willpower is drained by 1.

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Forget-Me-Not

Form(s): Tonic Duration: Instant

Call :None

This alchemy is used to help characters remember an in-

game piece of information that they have forgotten out-

of-game. A GM must be present to use this alchemy.

Poison Antidote

Form(s): Tonic or Vapor Duration: Instant

Call: Alchemy Cure Poison

This alchemy cures a single poison of the targets choice.

Impact Gel

Form(s): Gel Duration: 1 hour or until used

Call: None

This gel adds +2 to the target weapon's swung damage.

The effect remains on the weapon for 1 hour or until your

first connecting blow to a target.

Elixir of Protection, Magic

Form(s): Tonic Duration: 1 Hour

Call: None

When created the school of magic to be protected against

is selected and will be specified on the tag. The target

gains an additional Magic Resist effective against the

specified school for the duration. A character may only

benefit from this alchemy once per hour.

Wounding (Poison)

Form(s): Tonic, Gel Duration: Instant

Call: Wound

Will open a wound on the location touched with the gel.

For tonics, this will always open a lethal savage chest

wound.

Level 6

Suspend Fortitude Elixir

Form(s): All Duration: 5 minutes

Call: Strip Fortitude

Target cannot use Fortitude while under the effects of

this alchemy.

Sleep

Form(s): All Duration: 5 minutes

Call: Alchemy Sleep

The target instantly falls into a deep slumber and will not

awaken if a wound is taken or if struck with a Death

Blow. The Awaken effect and those that remove Alchemy

will wake the target.

Tongues

Form(s): Tonic Duration: 30 minutes

Call: None

This potent alchemy grants the subject the ability to speak

and understand any language for its duration. This tonic

does not allow the target to read any language.

Alchemical Reinforcement

Form(s): Gel Duration: 30 minutes (Combat buff)

Call: None

This alchemy reinforces one item. This item will resist the

next break or destroy effect it suffers.

Strip Resistance (Toxin or Magic)

Form(s): All Duration: 5 minutes

Call: Strip Magic Resist or Strip Toxin Resist

The type of Resistance to be stripped is specified when

the Alchemy is created. This effect lowers the specified

resistance of the target to zero (0) for the duration.

Paralyze (Poison)

Form(s): Tonic, Gel Duration: 5 minutes

Call: Paralyze

The target is Paralyzed for 5 minutes and is considered

helpless in spot.

Level 7

Recuperate

Form(s): Any Duration: Instant

Call: Greater Heal <race>

Consumption of this alchemy will heal one wound on

each location on the target, or heal any 2 wounds on the

torso, whichever the target chooses. This tonic must be

made to affect only one of the races.

Liquid Courage

Form(s): Tonic Duration: 30 minutes (Combat buff)

Call: None

Upon consumption this elixir replenishes one (1) Will and

becomes immune to all mental Fear or Panic effects for 30

minutes. A target may not gain this effect more than once

per day. This tonic will protect against a lethal effect, but

doing so ends its effects.

Alchemical Antidote

Form(s): Any Duration: Instant

Call: Cleanse all Alchemy

The target is instantly cleansed of all alchemic effects,

positive or negative.

Gibberish

Form(s): Tonic or vapor Duration: 5 minutes

Call: Silence

For the duration of this alchemy, no one can understand

the target. The target cannot cast magic or invoke Faith.

All words spoken or written will be gibberish.

Transmutation

Form(s): Gel Duration: Instant

Call: None

This will change one common, uncommon or rare essence

type to another, as long as they are of the same quality.

For example, you may convert an Uncommon Death

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Essence into an Uncommon Life Essence. The actual item

is not changed.

Deadly (poison)

Form(s): All Duration: 1 minute

Call: Deadly

The target will die in 60 seconds once effected by Deadly

poison.

Level 8

Alchemy Explosive

Form: Vapor Duration: Instant

Call: 8 Fire

The alchemist creates a small explosive that detonates on

impact.

Liquid Endurance or Liquid Mana

Form(s): Tonic Duration: Instant

Call: Restore 10 Endurance or Restore 20 Mana

This potent tonic instantly restores 10 Endurance or 20

Mana to the subject. A subject can’t be affected more than

once an hour by this alchemy.

Booster Fortitude

Form(s): Tonic Duration: 30 minutes (Combat buff)

Call: None

Upon consumption of this tonic the subject gains an

additional Fortitude for an hour.

Unbinding

Form(s): Gel Duration: Instant

Call: None

This elixir will remove the “Soul Linked” descriptor

when applied to an item.

Sacred Water

Form(s): Tonic Duration: Instant

Call: Restore 20 faith

This restores 20 Faith Pool to Invoker. It may only be

used once per Flux by a particular Invoker.

Weakness to Magic (Poison)

Form(s): Tonic, Gel Duration: 1 hour (Combat buff)

Call: Weakness to <school>

When created, a school of magic is selected. The target

gains the “Weakness to Magic” Disadvantage for that

school for the duration. This poison cannot be cured and

always lasts the full duration.

Level 9

Impact Gel Wound

Form(s): Gel Duration: 1 hour or until used

Call: None

The next weapon swing with the weapon is delivered with

a Wound effect in addition to other effects.

Smoke Bomb

Form(s): Vapor Duration: 30 seconds

Call: Smoke Bomb

Smoke Bomb vapors do not require preparation to use.

When under the effects of this alchemy the user places

their hand on their head, and can freely walk or run to a

location of their choosing. During this time they are

undetectable and cannot be affected by anything short of a

Plot effect. At the end of the duration the user reappears

on a 3-count whereever they may be at that time. During

the phase-in process the user is helpless. This alchemy

cannot be used to force a target to disappear.

Alchemy Full Restore

Form(s): Tonic Duration: Instant

Call: Full Heal and Reconstruct all Limbs <race>

This elixir will deliver a Full Heal and restore Severed

limbs on the target. On creation of this alchemy, it must

be made to affect only one race.

Pacify

Form(s): Any Duration: 1 hour (Combat buff)

Call: None

This elixir causes the target to cease all hostile activities.

For its duration the target cannot engage in violent and

destructive activities.

Rage

Form(s): Tonic or VaporDuration: 30 Minutes (Combat buff)

Call: None

The target will gain +2 to their melee damage and the

Hothead Disadvantage for the duration, but it will not

stack with damage buffs. For one hour after the effects of

the tonic end, the target will be -2 to their melee weapon

damage. This damage loss cannot be cured.

Bane (Poison)

Form(s): Tonic, Gel Duration: Instant

Call: Death <race>

When created, the poison master selects a race. The target

of that race dies when poisoned.

Level 10

Zombify

Form(s): Any Duration: 1 hour

Call: None

This elixir causes the target to become mindless and

completely under the control of the creator of this

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alchemy. Once affected, the effects of this alchemy

cannot be removed in any fashion and will always last the

duration.

Preservation

Form(s): Gel Duration: Varies

Call: None

When this alchemy is applied to a dead character within

30 minutes of that character's demise, it will cause that

body to enter a stasis of sorts that allows high level Life

magic more time to bring to bring that character back to

life. This causes the character's normal time limit for a

Resuscitate spell to be extended until midnight of the first

day of the next overnight event.

Second Chance

Form(s): Tonic Duration: 12 Hours

Call: None

The target can only consume a single Second Chance

elixir per day, starting at the moment of ingestion. While

under the effects of this elixir, the target will resist the

next death they receive. The target will immediately be

healed of all wounds, and cannot be wounded for one

minute afterward. Once a character has taken the elixir,

the effects may not be removed, but a character can only

use Second Chance to resist a death once per day. The

character still suffers from the effects of the death.

Juggernaut

Form(s): Tonic Duration: 1 minute

Call: None

This elixir, when imbibed, will first cleanse the target of

all poison, magical, faith-based, and alchemical effects.

The target then will become immune to all damage,

magical, alchemical, poison, Maneuvers and Faith effects.

After the duration, the imbiber must resolve one Savage

Wound to each location as separate effects. Fortitude

cannot be used to avoid this effect. Regeneration will still

function as normal. A character may only be effected by a

juggernaut elixir once per combat.

Behemoth

Form(s): Tonic Duration: 1 Hour (Combat buff)

Call: None

The target gains a Taken (per the Berserker ability) for

the duration. A target may only gain the benefit of this

alchemy once per Flux.

Soulburn (Poison)

Form(s): Tonic, Gel Duration: 1 hour

Call: None

Targets under the effects of this poison cannot be returned

to life by any means short of a Plot Effect if they are

killed within the duration. No soul sphere can be created

from the victim. This poison cannot be cured.

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Imbuing- Scrolls and Potions

Imbuing is the skill by which mages can create scrolls and

potions. An imbuer may only create scrolls or potions

from spells that they know and can cast (you cannot

imbue spells you have Absorbed or received via Magic

Transfer). Spells that can be imbued are indicated in their

descriptions with either an (S) for scrolls or a (P) for

potions. When using a potion or scroll, it is important that

players use the proper phys-rep, but the wrong one does

not cause the use of the item to fail (i.e. if you grab the

wrong potion bottle and successfully complete the three-

count to drink it, you take the unintended effect). Both

potions and scrolls must be properly phys-repped,

labeled, and tagged. After using a potion or scroll, the tag

must be turned in to a GM. Scrolls must be pieces of

paper at least 40 square inches (about half a normal

sheet). Potions must be small bottles, approved by Plot

for safety reasons, and at least half an ounce in volume.

Scrolls are rolled lengths of paper, tied or sealed. The

scroll must have the incant for the spell intended written

on it, including any calls made, or other decisions that

must be made on casting the spell. Incants written on

scrolls should be ten words or longer. After the scroll has

been sealed, the name of the spell must be written on the

outside. In order to use a scroll, a character must be able

to cast a school of magic (including universal) of

equivalent level to the spell on the scroll. It is possible to

use scrolls of an opposing school. Scrolls do not require

any Mana to cast, but are expended on the use of the

scroll. Casting a spell from a scroll requires the user to

stand with both feet planted and the scroll in one hand,

leaving the other hand free to touch, throw a packet, etc.

The incant must still be 3 seconds long when activating a

scroll. If the spell on the scroll is already known to the

caster (on his spell list) then he does not need to read

from the scroll; instead, he may simply hold or be

touching the scroll and incant as normal, but the scroll is

expended instead of the caster's Mana pool.

Potions are small bottles of liquid imbued with a spell

effect. A potion must have a label either attached or

affixed to it somehow. A potion must be imbibed on a

three-count, which if interrupted, causes the potion to be

spilled and lost. No skill is required to use a potion. A

potion may be force-fed to a helpless target on a three-

count.

Imbuers can also make blank spellbooks, which can be

made into Book Caster foci with the spell Create

Focus/Spellbook (Universal 6). To make a blank

spellbook in downtime, the Imbuer needs 1 gold

(representative of materials used) and uses 20 Production.

If the Imbuer wishes to make a blank spellbook during

game, it requires 2 gold and 15 minutes of roleplay.

Batch Imbuing

This allows an Imbuer to create a batch of a single scroll

or potion. A batch consists of quantities of 4. They pay

the monetary and Production costs listed on the table

below, and can create 4 potions or scrolls of that type.

Cost Cost Batch Cost

Level 1 2 Copper 2 6 Copper

Level 2 4 Copper 4 12 Copper

Level 3 6 Copper 6 18 Copper

Level 4 8 Copper 8 24 Copper

Level 5 1 Silver 10 3 Silver

Level 6 2 Silver 12 6 Silver

Level 7 4 Silver 14 12 Silver

Level 8 6 Silver 16 18 Silver

Level 9 8 Silver 18 24 Silver

Level 10 1 Gold 20 3 Gold

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Spell Casting

5 Quick Steps to Building a Mage

1. Choose your type of wizardry (Book, Gem or

Natural) and purchase the first level of Wizardry.

Make sure your choice does not conflict with

your chosen race.

2. Choose a Sphere of magic, Spiritual or

Elemental, which will be your Primary Sphere.

Make sure it does not conflict with your chosen

race.

3. Chose a school in that type that will be your

Primary School and buy it. If you wish to have

more than one school, purchase those schools

too as long as they are not opposing schools.

4. Purchase some Mysticism (Mana) and one or

more levels of Flux Attunement (Mana

recovery).

5. Purchase Universal and school spells.

Spheres of Magic

There are two Spheres of magic in Realms of Conflict,

Spiritual and Elemental. Spiritual magic contains the

schools of Death, Chaos, Mind, Life and Order.

Elemental magic contains the schools of Fire, Earth,

Nature, Water and Air. Every mage must choose which

Sphere of magic is to be their Primary when they begin

learning magic (with the exception of a True Mage; see

“True Mage” Advantage). There is also Universal magic,

spells that do not fall within Spiritual or Elemental types.

Occasionally there are mages who have learned some

Universal magic and have not yet chosen which type of

magic they will learn. They must choose before learning

spells in any school other than Universal.

Spiritual Elemental

Schools of Magic

Within your chosen Primary Sphere of magic, a Primary

School must also be chosen. Similarly, if you wish to

advance within your Secondary Sphere of magic, a

Second Primary School must be chosen from that Sphere.

You must achieve mastery by learning a 6th level spell

within your First Primary School of magic before you

may begin learning schools within your Secondary

Sphere of magic. Each school corresponds to a different

plane of existence and has two opposing schools that

cannot be learned (see charts above). If you wish to be

able to cast all schools of magic there are two Advantages

available, Mystic Savant and True Mage (see Advantages

section).

Example: Theo has chosen to be a Spiritual Book Caster

and has chosen Order magic as his Primary School. He

has achieved mastery by learning his first 6th level spell in

Order. Now he wishes to learn some Elemental magic, so

he chooses Nature as his Second Primary School.

Example: Beru has chosen Life magic as her Primary

School of magic and hence may not learn Death or Chaos

magic.

Wizardry

There are three different types of casters in our game,

Book, Gem and Natural. Each has their own set of rules

for casting magic. Caster types may be restricted by race

(see race section). Upon becoming a mage, a level of

Wizardry must be bought and a primary casting method

chosen. You may gain other casting methods by questing

to advance Wizardry. In the RoC world, a person with

Wizardry can be referred to as a spellcaster, incanter,

mage, magi or wizard.

Wizardry has three levels, one for each caster type. Your

first level is considered your base caster type and must be

determined upon purchase. Additional levels of Wizardry

are learned through in-game questing and grant additional

caster types. At the start of game and at each Mana Flux,

a Wizard with multiple levels of Wizardry may spend 15

minutes focusing himself and change to another caster

type he knows. This cannot be done at any other time.

Book Caster - Book Casters store and focus their power

through a spellbook. While casting, Book Casters must

have their spellbook in their hand and open. They also

may not move their feet or focus their body on doing

anything else (such as dodging packets or attacks). If the

Book Caster moves, he must restart the incant from the

beginning. Any negative game effects that affect the Book

Caster while incanting will interrupt the incant. Book

Casters may only hold their spellbook, components,

wands, rods or out-of-game items (such as packets or

hand-to-hand batons) in their hands while casting.

Each spell the Book Caster knows will take up one page

in his book. Book Casters need another book mage to

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Gems

Fire - Ruby

Air - Topaz

Water -

Sapphire

Earth - Diamond

Nature -

Emerald

Death -

Obsidian

Order - Citrine

Chaos - Opal

Life - Pearl

Mind -

Amethyst

Universal - Any

teach them each new spell they wish to learn, either by

having the teacher write it in their spellbook or by

copying it from their teacher’s book. Book Caster spells

cost half their spell level (rounded up) in Mana to cast.

Spellbooks - Spellbooks are the books that Book

Casters need to cast spells. They count as

magical items, so only effects that destroy magic

items will destroy them. Only book mages may

write in spellbooks. Spellbooks cannot be burned

by non-magical fire. Props for spellbooks must

be bigger than your hand, held out flat. All Book

Casters start with a single spellbook. Additional

books must be acquired in game. A single

spellbook will hold all a caster’s spells

regardless of school or level, provided that book

has enough pages to do so. Blank spellbooks are

made through Imbuing and Sorcery.

Gem Caster - This type of caster uses gems as foci to

cast their spells. Each school of magic uses a different

gem focus and the caster must have the proper focus to

cast spells from that school. Gem Casters must have their

focus present while casting the spell. The gem must be

clearly visible during spell casting. The gem can either be

in the caster’s hand or present on the character in the form

of a ring, necklace, circlet, bracelet or anything similar so

long as it is clearly visible. If you have any questions

about this, please ask a Plot member. Gem foci are in-

game items and count as magical, thus only spells and

effects that destroy magic items will affect them. There

are three gem quality levels. Flawed gems can be used for

1st-3rd level spells, brilliant for 1st-6th level, and flawless

for 1st–9th level. Starting characters may have gems for all

schools of magic that they can cast, but only one brilliant

for their highest school of magic.

Gem Casters must have at least single hand free while

casting, only their foci, components, or out-of-game items

(such as packets or hand-to-hand batons) may be held in

that free hand. Gem Caster incants may be interrupted.

All game effects that either cause the caster to move (such

as knockback or knockdown) or wound the caster, will

interrupt the incant. Once the incant is stopped, it must be

started again from the beginning, but the Mana is not lost.

Gem Casters may not run while casting spells, but may

move at a walking pace. Gem Caster spells cost their level

in Mana to cast.

Example: If the Gem Caster has armor 4 and is hit for 3

damage, that does not interrupt the incant as the weapon

blow did not affect the caster by either wounding or

moving him. The caster may finish his incant and then

call “armor” on the blow.

If the caster has no armor and is hit by 3 damage, he must

stop incanting and resolve the wound.

Natural Caster- Natural Casters are those that channel

magic naturally through their own nature or mental force.

Natural Casters do not need foci or books to cast spells.

This grants them great freedom while casting spells and

enables them to run, fight or do anything they want while

casting spells, as long as they can clearly incant. Their

incant is only interrupted by loss of consciousness or

speech. Natural Caster spells cost double their spell level

in Mana to cast.

Learning Magic

The Wizardry skill is required to be able to cast any

school of magic and must be learned to level 1 before

other magic skills can be purchased. With the purchase of

Wizardry, the character gains their primary caster type

(Book, Gem or Natural), and gains the Trance ability.

Trance (Ability)- Every Wizard can Trance to

recover Mana at the rate of three (3) Mana per

five (5) minutes. The “Focused” Advantage,

holding a Mana Orb, and the “Improved Trance”

ability all increase this rate. To Trance, a mage

must spend some alone time focusing. During a

trance the mage may

not engage in

conversations with

others. Humming,

chanting, or silent

meditation are all

acceptable forms of

trancing. You may eat

while trancing provided

that it is a solitary act.

A mage may use their

focui or study a magical

tome while trancing as

well. If a mage trances

for more than 30

minutes, they must

inform a Game

Marshal. You may not trance while sleeping or

napping. A trancing character may respond to a

GM’s instructions or call a hold for safety

reasons without interrupting their trance.

Characters who hold a Mana Orb while Trancing

will gain an extra 1 Mana for every 5 minutes

they Trance, yielding a total of 8 Mana in 10

minutes (or 10 Mana in 10 minutes to a Focused

character, or 12 mana in 10 minutes to a Focused

character with Improved Trance).

It is possible that a character may find

locations which are magically tied to the

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planes that will increase the amount of mana

recovered while trancing.

A wizard may then purchase their Primary Sphere of

magic, Primary School, and any other schools of magic

that they can cast as allowed by their choice of Primary

School. The purchase of any school of magic grants the

ability to Read, Write and Speak the language of that

school. It also grants a Lore of that school of magic equal

to half the highest level of spell that you know within that

school (round down).

Elemental

Title School Language

Pyromancy Fire Pyron

Hydromancy Water Hydron

Meteorology Air Aerodon

Geomancy Earth Geodon

Naturism Nature Wild Speech

Spiritual

Title School Language

Thaumaturgy Life Seraphic

Necromancy Death Abyssal

Anarchism Chaos Anarchic

Cosmology Order Harmonic

Mentalism Mind Misteria

Example: Jason wants to be a Fire mage, so he purchases

Pyromancy. He buys up to 6th level Fire spells as well, so

not only does he now know how to Read, Write and Speak

in Pyron, but he also has Pyromancy Lore level 3 (half of

6).

Once a school of magic is known, spells may then be

purchased from within that school. To advance spells

within any given school of magic beyond first, at least

one lower level spell within that school must first be

learned. Additionally, two spells of Universal magic must

be known at the previous level before a higher level

Spiritual or Elemental spell is purchased. To advance to

7th or higher level spells, only one 6th level Universal spell

is required to be known as there are no Universal spells

above 6th level.

Your Secondary Sphere of magic can be purchased once

you achieve mastery (6th level spells) in your Primary

School of magic. The first school you purchase in your

Secondary Sphere will become your Second Primary

School and determine which schools are available to you

(see the Schools of Magic diagrams). Schools within

your Secondary Sphere of magic cost twice as much to

learn as your Primary Sphere schools, but the spells

within those schools cost the same to purchase.

Learning spells level 7t through 10 requires a teacher and

a quest. For each school, once the first spell of the level

has been quested for, the second spell of that level (within

that school) may be learned without an additional quest.

Example: Jason quests and learns the 7th level Fire spell

Immolate from his teacher. He then purchases the other

7th level Fire spell, Summon Fire Elemental, without an

additional quest. To learn an 8th level spell, such as

Inferno, he must then go through another quest to prove

himself to his teacher.

Sample Wizard Build

Joe has decided that he wants to play a wizard. He likes

the idea of being an Order mage and is playing a Human.

First, he chooses to be a Gem Caster Wizard:

Wizardry level 1 (Gem) 5 points

Next, he decides on a Primary Sphere of magic:

Spiritual 5 points

Then he needs to pick his Primary School of magic and

chooses Order:

Cosmology 5 points

He also wants to buy some spells from Life and Death

magic, so he purchases those schools next.

Thaumaturgy 5 points

Necromancy 5 points

Now Joe wants to have some Mana so he can cast spells

and Flux Attunement so he doesn’t have to Trance to get

all of his Mana back during a game.

40 Mysticism (80 Mana) 40 points

Flux Attunement 3 (60%) 18 points

Next he wants every Order spell up to level four, just one

spell per level in Life up to level 3, and just two first level

spells in Death magic. All school spells cost their level in

points to learn.

Order spells, 2 at level 1, 2 at level 2, 2 at level 3 and 2 at

level 4 – (1+1+2+2+3+3+4+4) = 20 points

Life spells, 1 at level 1, 1 at level 2 and 1 at level 3 –

(1+2+3) = 6 points

Death spells, 2 at level 1 – (1+1) = 2 points

He’s not done, however. To learn his level 4 Order spells,

Joe must first have at least two level 3 Universal spells.

He looks through the list and decides to buy three level 1

Universal spells, 4 at level 2, 4 at level 3, and 2 at level 4.

Universal spells cost half their level (round up) so:

Universal spells: (1+1+1+1+1+1+1+2+2+2+2+2+2) =

19 points

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In the end, Joe now has a beginning Gem Caster Order

mage. His schools grant him three languages: Harmonic,

Abyssal and Seraphic. They also grant him Cosmology

Lore 2 and Thaumaturgy Lore 1. Everything together

costs him 125 points (130 minus 5 for being Human).

Avatars

Upon reaching 10th level of a school of magic, the caster

becomes an Avatar of that school of magic. They become

immune to all harmful effects from that school for magic

as well as the carrier associated with that school. If struck

with a spell or carrier from that school the caster simply

calls “Immune.” This immunity does not extend to effects

that have the “Lethal” or “Faith” carriers, but instead may

now use their Magic Resists to overcome them by calling

“Avatar Resist.” Life Avatars may pick any one other

school of magic to be immune to on becoming an Avatar.

Avatar spell casting rules also change. These rules only

apply to the school a person becomes an Avatar of.

Book Casters - The Book Caster gains a magical tome.

The tome is completely indestructible and is Soul Linked

to the mage (it can only be freely given). Book Casters do

not need the tome open to cast spells, but it must be on

their person. They may also move at a walking pace while

casting. This tome may not contain spells outside of their

Avatar school.

Gem Casters - Their gem foci become permanently fused

to their body and cannot be removed or destroyed. They

do not need to have a free hand to cast spells.

Natural casters - The cost for casting spells is reduced to

only the spell level.

Casting Magic

Mana Pool: Mana is the power that mages use to cast

their spells. Mana is bought by putting character points

into Mysticism, which gives two points of Mana pool per

level unless otherwise stated in a race packet. Players start

each game with their Mana pool full. Each spell and

certain rituals cost Mana, which is then deducted from the

character’s current Mana pool. Mana normally refreshes

only by Trancing or at Flux, but there are some effects

that can restore Mana, like potions, spells and magical

items.

Mana Flux: Mana Flux occurs at noon and midnight

(12:00am and 12:00pm). Mages who buy the skill Flux

Attunement regenerate Mana during Flux. Each level of

Attunement restores a percentage of the mage’s total

Mana pool. While the Attunement happens exactly at

noon or midnight, many believe that the hour following

Mana Flux has special magical significance. Some call it

the witching hour, and some Sorcerers make a point of

performing their rituals at this time.

Spell Range Categories

Self: These spells work on the caster only. At the end of

the incant, the spell goes off automatically on the caster.

Touch: At the end of the incant, the mage must touch a

target in order for the spell effect to take place. For safety

reasons, all touch spells must be delivered to the target

with a hand-to-hand baton. If you ask a person, and they

agree, you may use your physical hand to deliver a touch

spell. Upon delivering a touch spell, you must call the

effect of the spell. Touch spells must touch the person’s

body, not weapons or shields.

Packet: Packet spells are used to represent ranged spells.

At the end of a mage’s incant, the mage throws their

packet at a target. If the packet hits the target anywhere

but the head or fringes of baggy clothing or costume, the

target must resolve the effect. If the spell does damage,

such as Fire Spike or the Wound spell, the target takes a

wound to the location that was hit. If the packet hits a

shield, the target takes the effect on the arm that the shield

is worn on. Weapons hit with packets are not affected by

the spell unless the spell affects weapons, such as Heat

Weapon. If you do not have a packet to throw, you may

not cast the spell. The packet must travel in the air even if

it’s only a few inches. Single packet spells have the

option to be used as touch spells (see Spell Ranges:

touch). Packets are out-of-game boffer items that are

lightweight and soft throwing objects. Like all boffer

items, an Owner must check packets at check-in before

they can be used in game.

Multiple Packet: Some spells use multiple packets to hit

targets. The spell description will list how many packets

the caster may throw. These packets may be thrown at a

single target or at different targets. Once the spell is cast,

the caster has 5 seconds per packet to throw all the

packets. For example, if a spell

has three packets the caster has

15 seconds to throw all the

packets. At the end of the total

time, any unused packets are

wasted and may not be thrown.

The mage may not cast any other

spells during this time. The mage

can choose to end the spell at any

time. The caster must have at

least 1 packet to cast these spells

and all the rules pertaining to packet spells apply.

Mana Flux

Attunement

Level 1 - 10%

Level 2 - 20%

Level 3 - 40%

Level 4 60%

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Self Attunement: This skill allows mages, to focus on

their internal recovery of mana by tapping into the world

around them. Level 1: A mage may now eat in groups while tracing. If

a mage now trances longer than 20 minutes uninterrupted

they will regain an additional 5 mana per every 20

minutes of tracing. Level 2: Improved Trace: a Mage will now recover 1

additional mana for every 5 minutes of trancing. Level 3: A mage will now regain 20% of their natural -

unbuffed mana pool on completing a full nights rest( 5

hours) on doing so they must check in with a marshal. Level 4: While conducting or assisting in a ritual a Mage

counts as trancing Level 5: Master trancing, a mage may now Walk, talk in

low tones or discuss rituals or other things of the arcane

nature while trancing so long as they hold either an Orb,

staff(the magic kind), or flawless foci gem of their primary school in one hand while doing so.

Sustained Packet: Sustained packet spells are special

high level spells. They follow the rules for multiple

packet spells and packet spells as listed before. However,

upon casting the spell the mage is gifted with the number

of packets as listed under the spell for the duration of

time. Once the spell has been cast, the caster has the

duration listed under the spell to use all the packets. The

mage may take other actions during this time, such as cast

other spells or fight. A character may only ever have one

sustained spell cast on them at a time. If the mage casts

another sustained spell on him or herself, their previous

sustained spell is cancelled. At the end of the duration of

the sustained spell, any unused packets are wasted.

Burst Packet: Burst spells represent powerful, large

blasts of magic in one area. Burst spells fall within the

category of packet spells, but grant the caster groups of 5,

10, 15 or 20 packets. These packets are thrown in

handfuls of as many as you can throw at a time, in a

single direction, to create a shotgun-like effect. Any

location hit by a single packet is affected by the spell, but

each location on a character may only be affected once

per burst spell. If the character has less than the total

number of packets for the spell, the caster may choose to

use less packets, down to a minimum of two. Characters

unable to throw all of the packets at once can break the

packets into groups, but they must be thrown in the same

direction as the first throw and as fast as possible.

Defenses: If a defense negates the spell (such as Magic

Resist or Spell Block), then a single use of the defense

will prevent the effect of all packets. However defenses

which merely defend against a single effect that lands

(such as Evade, Blink or Carapace) must be expended for

each packet that strikes.

Area of Effect 30ft (AoE): All targets within 30ft of the

caster are affected, except the caster. Players should use

their best judgment to gauge whether they are in range or

not. If you are unsure whether or not you are within

range, take the spell effect and double check later. Players

should never stop the flow of game to check the range of

the spell. If necessary, the caster may call a hold to

explain the effects of the spell, but casters should not do

this every time they cast the spell. At the end of the

incant, the mage must call out, “Every one in 30 feet take

<Effect>,” <Effect> being the effect of the spell. Players

should get in the habit of listening for this phrase, as it is

often used for AoE spells. Players should communicate to

each other when these spells are cast to maintain the flow

of game.

Wall: The caster places a rope up to twenty (20) feet

long, performs their incant and casts the spell by touching

the rope. A Game Marshal must be present to manage the

effect of the wall and in most cases the caster must

Marshal their own wall. Walls are generally straight, but

may have a single bend up to 90 degrees. The caster may

pass through the wall without taking any effect. Resist

Magic cannot be used to defeat a wall’s effects. The rope

used must be marked as specified below. Specific wall

spell descriptions may deviate from these general rules.

Ranged effects will not pass through a wall.

Sound of Voice: Sound of voice spells are some of the

most powerful spells in the game. The range is limited

only by the volume of the caster’s voice. They function

just as AoE 30ft spells, except the range of the spell is

whatever the caster chooses. The caster may whisper the

effect of the spell to the target, or shout it at the top of

their lungs. At the end of their incant, they must use the

phrase “Everyone in the sound of my voice take

<Effect>,” <Effect> being the effect of the spell. Players

should get in the habit of listening for this phrase, as it is

used often for sound of voice spells. Players should

communicate to each other when these spells are cast to

maintain the flow of game. If you are unsure of if you are

within range, take the spell effect and double check later.

Players should never stop the flow of game to check the

range of the spell. The caster may call a hold to explain

the effects of the spell, but only if they deem it is

necessary. Players should not do this every time they cast

the spell.

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Sound of Voice/Line of Sight: This follows the same

rules as sound of voice, but requires the targets to be

within line of sight. Only major obstacles will stop the

spell: walls, trees (at least five feet in diameter),

buildings, etc.

Incant and Spell Delivery

All casters must use an incantation or “incant” to cast a

spell.

Incants are between 15-30 words long, a minimum of

three seconds when spoken and must include the name of

the spell and its school. Incants must be made at a

normal volume and make it clear to all those around the

caster that they are casting magic. Casters are not allowed

to mumble or whisper incants. If a caster’s incant is

interrupted, the spell fails and must be started from the

beginning. Mana is not lost if your incant is interrupted.

Different things will interrupt your casting (see your

caster type for details). Once the incant is finished, the

Mana for the spell is spent, and the caster has up to 5

seconds to use the spell (i.e. throw the packet, touch the

target, or use the AoE effect). Self-spell effects

automatically happen at the end of the incant. In order to

deliver a touch or packet spell you must have at least one

unimpaired arm. If your arms are wounded, bound,

severed, or otherwise immobilized you may not deliver a

packet or touch spell. If the five seconds pass without the

spell being delivered, the magic energies fade and the

spell is lost.

Components: These are the items that are needed to cast

spells. A character must have the proper components

before he begins to cast these spells. Single packet spells

may be delievered with a packet or hand-to-hand baton.

Multi-Packet spells MUST be delivered with packets.

Wall spells require a rope to represent the wall. Buff

spells sometimes need sashes. Packets are out-of-game

components and are normally made out of cloth and

birdseed.

Sashes: Sashes are large pieces of fabric that are

components for certain buff spells. They

represent a noticeable change to the subject’s

appearance. A sash must be a minimum of 6

inches wide and long enough to be worn across

the chest and over one shoulder (we encourage

our players to make large, very visible toga-style

sashes). Sashes must have the school of magic

that they belong to written on them large enough

that it is clearly displayed across the chest of the

person wearing the sash. A character may never

receive the benefit of more than one sash spell at

a time, but may willingly take on the effect of

another sash spell, negating the earlier effect.

Sashes need to be clearly different from the

player’s normal costuming and cannot be worn

as a part of a normal costume. All sashes need to

be cleared by a Plot member or Owner before

their use in game. Note that a sash spell’s effects

do not begin until the sash is put on, and the sash

must be put on either during or immediately after

the incant.

Using things like glitter, gems or paint can be

great ways to add flavor and really make the sash

stand out. The bottom line is that sashes need to

clearly show that a sash spell is currently active

to everyone who sees the character. The

following is a list of schools that have sash spells

and a description of what the sash should look

like.

Sash of Fire: red, with colors of flame

and fire.

Sash of Water: blue, with colors of

water and ice

Sash of Earth: brown, with colors of

stone and earth

Sash of Air: yellow, with colors of the

sky and clouds

Sash of Nature: green, with colors of

nature and plants

Sash of Order: orange, with colors of

white and gold

Sash of Death: purple, with symbols of

death such as skulls

Sash of Chaos: pink, with colors of red

Ropes: These are used with wall spells. They

mark the area in which the wall is laid and if

stepped over, the spell effects take place.

Rope of Fire: red and orange cloth on

the rope

Rope of Earth: brown and black cloth of

the rope

Rope of Air: yellow and white cloth on

the rope

Rope of Water: blue and green cloth on

the rope

Rope of Mind: purple and grey cloth on

the rope

Spell Crafting

Avatars of a particular school of magic can create new

spells for that school, combining effects from spells they

know in any school they have mastered (reached Level 6).

For example, Justin the Avatar of Air has also mastered

Fire and knows the spells “Flame Burst” and “Air Jet.”

He creates the spell “Blowtorch” which causes “4 Fire

knockback,” and completes a quest to learn it and write it

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into his spell book. The Avatar can also design spells that

are simply more powerful versions of another spell, but

these will often be set to 10th level or otherwise limited by

Plot.

The steps to craft a spell are:

1. Design your spell’s proposed effects and level.

2. Name the spell and submit it to Plot for

approval. Plot may approve, reject, or modify the

spell.

3. Creating the spell in-game will require your

character to Quest.

4. Once you character completes the quest, pay the

character point cost and add the spell to your

repertoire.

General Spell Rules

Stacking: Unless otherwise specified, the benefits of buff

spells do not stack with other applications of the same

spell, but will restart the duration. Certain spells will state

in the spell description that they do not stack with other

spells.

Only one sash spell may be active on a target at a time.

Only 5 (five) buff and sash spells may be active on a

character at a time.

Arcane Abilities

These are abilities for mages to buy which will in some

way alter their spells or casting ability. On reaching 6th

level in a school of magic a mage may buy any of them.

Under each one it will list how many times you may use

it, and if it is per day or per Astral Conjunction. Most of

them have a Mana cost that must be paid when they are

used. Only one arcane ability may be used to modify a

particular spell casting. For example, you cannot “Flash

Cast Rend, Multicast Rend.” You could, however, take

the time to incant Rend, call “Rend, Multicast Rend,” and

then Flash Cast your next Rend spell.

Absorb Magic Arcane Ability

Once per day, the caster can absorb the ability to cast a

spell that they cannot normally cast. To do this they must

get a willing mage to show them the spell. Outside of

combat, the teacher mage casts the spell in front of the

student. The student then can cast that spell a single time

before the next Flux at double Mana cost. The caster must

be able to cast a spell of the same level as the spell they

are absorbing. Level 10 spells cannot be Absorbed.

Example: Caster A goes to Caster B and has Caster B

cast Fireball on Caster A. Caster A calls “Absorb

Magic” and now has until the next Flux to cast the

Fireball spell for double Mana. A caster may Absorb only

one spell at any given time.

Channel Higher Magic Arcane Ability

Once per Astral Conjunction, by performing a ten-second

incant and spending double Mana, you can cast a spell

that is one level higher than your skill. The specific spell

must be cleared with a GM before it is cast, meaning

some planning is required to use this skill. This cannot be

used to cast 10th level spells. This may only be purchased

once.

Counter Spell Arcane Ability

Once per day the caster can call “Counter Spell <Spell>”

in response to any spell they witness being cast as long as

they know the spell and can cast it themselves.

Countering a spell costs double the Mana cost of the spell

countered, and must be done within 5 seconds of the

initial cast. <Spell> is the name of the spell you’re

Countering. A Countered spell has no effect. This may be

purchased up to ten (10) times.

Extend Spell Arcane Ability

Once per day, the caster may increase the duration of a

spell they cast. 5-minute spells, such as sash spells, will

last for 30 minutes or per combat. Buffs last until the next

Flux.. The caster will incant as normal, but add

“Extended” to the spell call. A Marshal must be informed

when a buff spell is extended this way and they will make

a note on the character sheet.

Flash Cast Arcane Ability

Once per day, a caster may reduce their incant time to

instant by spending double the Mana cost. The incant is

removed, and the caster calls “Flash Cast <Spell>,” where

<Spell> is the spell’s call.

Improved Spell Arcane Ability

Pick one spell in your spell list and that spell will be

improved in some fashion. The exact improvement is

negotiated between the player and Plot, and the point cost

will vary depending on the improvement. Options such as

decreased Mana cost, increased duration, and increased

damage are examples of what might be done. A player

may only ever improve 3 spells.

Innate Magical Ability Arcane Ability

The caster can cast a spell not of their school as if it were

part of their spell list. The player must negotiate the spell

choice with Plot. The spell cannot exceed 7th level. The

caster must be able to cast a spell one level higher than

the spell they originally chose (i.e. if Wound is chosen

they must be able to cast 8th level magic). They will pay

normal points to buy this spell. This may only be bought

for up to three spells.

Multicast Arcane Ability

Once per day, a caster can cast the same spell twice in a

row, but the second casting costs no Mana and its incant

is reduced to “Multicast <Spell>.” This cannot be used

with multi-packet, sound of voice, or level 10 spells. The

Multicast must be called within 5 seconds of the casting

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of the original spell. For example: Teyar the Water mage

calls, “Durka, Durka, I am Teyar the Moist! Fear me and

my dripping watery fury! Freeze!” Teyar then throws a

packet with the call, “Freeze.” He then readies a second

packet and calls, “Multicast, Freeze!” and hurls a second

packet.

Spell Potency Arcane Ability

Once per day, the caster can perform a one-minute incant

and pay double the normal Mana cost of a single spell to

add the Lethal modifier to it. The arcane ability is spent

even if the effect is Resisted, dodged, etc. The Lethal

carrier is only added to the actual incantation, not

subsequent “buffed” effects. For example, Blazing

Weapon Lethal does not allow the user to swing Lethal

with each weapon attack. Spell Potency will not work on

a spell that has an unlimited number of uses, such as Air

Jet or Immolate. This may only be purchased once.

Spell Sling Arcane Ability

Once per day the mage can turn any touch spell they

know into a ranged spell. The mage gets a single packet

to throw for the call of the spell. For that single cast the

spell will follow all the rules for packet spells. This can

be purchased up to ten (10) times.

Masteries: On reaching 6th level magic, the character gains access to

that school’s masteries. For each mastery a mage has

they may pick a mastery to benefit from. Masteries are

chosen at check in and may be altered during flux. A

mage can only benefit from up to 2 masteries at once.

Once a mage is an avatar of that school of magic they

pick one that school’s masteries and gain it permanently. (

giving them 2 masteries plus one for each avatar) During a flux a mage choose to change which masteries

they are going to use, This can only be done during the

flux hour (12-1). The mage must meditate for 5 minutes

to switch masteries. On doing so inform a GM about your

new masteries you’ve selected to use. Buffs provided by masteries do not count as normal spells

Buffs, and can not be targeted for removal from the

character. However they do not function if the character

loses their ability to incant magic, of if the character

enters an area in which magic can not be cast. When using an mastery or spell which has been altered

with mastery the mage will add the call Mastery. Some

masteries have different calls, please see below. Neil the death mage, has both death masteries chosen for

the Flux. In combat he choose he incants the death spell

Rend, at the end of his incant he a Packet with the call “

Rend- mastery !” The packet hits a guy in the chest, he

takes the rend effect and falls over. Neil walks over, and

takes out a dagger and delivers a death blow the guy. At

the end of the deathblow Neil calls “ Death Mastery” He

then recovers one mana. Universal Masteries Offensive: two spell slings per combat Defensive: 1 free counter spell per combat Self: extend one non sash spell per combat Mana Mastery: +10% Flux attunement, If this mastery is

chosen it may not be switched out during the event. Life Light of Soul: Passively gain clotting, if have clotting

gain +1 regen (over racial limit, max level 5) Channel life: After casting, both you and the target take a

knee and a 10 count,greater heal becomes full heal Call:

Life mastery: full heal Death Shadows of death: any spiritual spell, that is a touch can

now be a packet at double mana Reaper:+1 mana on a successful death blow Call: Death

mastery Mind Fortress of mind: Immune to fear and command for a

single combat “ Immune Mastery”

Loan Knowledge : The mind mage has gained the ability

to implant any skill they have learned into the mind of

another. Give a target access to any talent or production

skill you know. You lose access to this skill for the

duration costs 7 mana, and last for 1 hour or combat

whichever is longer. If the target is a mage they may loan

them a spell. Level 10 spells may not be loaned out.

Chaos Mirror of chaos: When you magic resist a spell, once per

combat you may Mirror the spell (you don’t take the

effect) Call : Resist, Mastery Mirror Chaos Shift: Can target self with Warp once per combat”

Chaos Mastery Order

Enlightenment of thought: Gain an extra buff slot

Orderly precision: All spiritual rituals take 5 less

minutes, to a minimum of 5 minutes

Elemental Masteries: Fire:

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Fury of the elements: all Elemental packet spells can

multicast at double mana Call: normal spell with

“Mastery” add at the end all Elemental spells can be spell slung for double mana

Call: normal spell with “Mastery” add at the end

Nature: Body of the wild : Gain + 1 regen. Overrides racial limits

except touched

Circle of nature: Any nature spell 3rd level and over

when cast heals one wound on caster Earth:

Juggernaut of Earth: Stuns have half durations.

Mountain stance :Caster gains the Immovable object buff,

that doesn’t count towards their spell buffs, Also

earthquake no longer knocks them down. Call: Earth

Mastery

Water:

Attunement of the Deep: All elemental rituals take 5 less

minutes to a minimum of 5 mins

Freeze Magic: Counter any Elemental spell, which you

know, up to level 9, at double mana cost. call: as normal

with Mastery added in Air:

Elemental tempest: Once per combat can change any

elemental AoE into a SoV for triple mana Call: SOV

Hold Effect, Air mastery”

Darting Air: When you use your defense blink, you may

instantly cast and use either blink strike

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Rule #1

BECAUSE I SAID SO

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Air Spells

Control Air

Level: Air 1

Range: Self or Touch

Type: A) Utility, B) Buff

Focus: Flawed Yellow Topaz

Duration: A) Instant, B) 30 minutes

Call: None or “Featherweight”

The caster can control air to produce one of the following

effects:

A) This spell can be used to identify any alchemical

vapor.

B) When cast on a body, the target will become light

enough to carry at a jogging pace. The target must

weigh less than 500 pounds. Upon finishing the

incant, the caster may carry the target at a jogging

pace. While carrying the target, the caster may not

engage in combat or cast any spells. If the caster does

so, the spell is dropped and so is the target.

Control Lightning

Level: Air 1

Range: Touch

Type: A) Direct Damage, B) Utility

Focus: Flawed Yellow Topaz

Duration: A) Instant, B) 30 Minutes

Call: 1 Air

This spell has multiple ways it can be cast. The caster

must choose one of the following effects:

A) Electricity courses through the fingertips of the caster,

shocking the target for "1 Air" direct magic damage.

B) This spell will enchant an item with a shocking aura.

This aura prevents the item from being picking up or

grasped. This spell may only be cast on an item that

is not currently being held or attached to a person. A

Magic Resist can be spent to negate this effect.

However, this item is still charged for its duration,

and effects will resolve normally on the next holder.

A note or tag must be left with the item if the item is

going to be left unattended. The tag should list the

time the effect ends.

Whispering Wind (S)

Level: Air 2

Range: 10 Miles

Type: Utility

Focus: Flawed Yellow Topaz

Duration: Instant

Call: None

This spell sends an audible message in the caster's voice

to the target of their choice. The target must be within 10

miles of the caster (effectively, Plot determines if

someone is in range). The message sent must be no longer

than 20 words. This spell can take up to an hour to reach

the intended target. If the target is deaf, the spell will have

no effect. This spell cannot be dispelled and the caster

will know if it is resisted. The caster must contact Plot

after casting this spell in order to get the message

delivered.

Fatigue (S)

Level: Air 2

Range: Packet (1)

Type: Debuff

Focus: Flawed Yellow Topaz

Duration: 5 minutes

Call: Fatigue

The target is Fatigued for the duration.

Stun (S)

Level: Air 3

Range: Packet (1)

Type: Debuff

Focus: Flawed Yellow Topaz

Duration: 10 seconds

Call: Stun

The target is Stunned. Stun effect and duration is

described in the Effects section.

Cloud Form (P)

Level: Air 3

Range: Self

Type: Sash

Focus: Flawed Yellow Topaz

Duration: 5 minutes

Call: None

The caster of this spell becomes a cloud of air for its

duration. The caster is free to move, becoming able to

pass through any space that air could fit into. The phys-

rep for this spell is a sash of air, which must be worn by

the caster for the duration. While in this form, the caster

remains visible, but is unaffected by most damage, magi,

and alchemy. Effects with the Faith carrier, area of effect

effects and alchemical vapors will work and you may

only use resistances to defend against them. Resists are

the only in-game ability that the caster can use while in

this state. Cloud Form may be Dispelled, Cleansed, or

ended at the caster’s discretion or if the caster is

Incapacitated.

Shock

Level: Air 4

Range: Self

Type: Buff

Focus: Brilliant Yellow Topaz

Duration: 30 minutes or until used (Combat buff)

Call: Magic Disarm

The caster’s weapon becomes magically charged with

lightning.

Once during the duration, the caster may swing their

melee weapon and call “Magic Disarm.” This is not the

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Maneuver and may not be Countered, but can otherwise

be defended against as a spell. See the “Disarm”

Maneuver.

Air Jet (P)

Level: Air 4

Range: Self

Type: Buff

Focus: Brilliant Yellow Topaz

Duration: 5 minutes

Call: Knockback

Upon casting this spell the caster chooses an arm, and can

now deliver the effect through the palm of that hand.

During this spell the caster can move at a walking pace.

The caster stands and points their palm at a target and

announces "Knockback." The target is then knocked back

and cannot approach the caster as long as the caster keeps

pointing their hand at the target. The caster can choose

another target by standing still and performing a three-

count. If a target is struck with Air Jet while they are

invoking, incanting or attacking, their action is

interrupted. If the target uses a Magic Resist to defeat this

effect, the caster cannot select them again as a target

without recasting the spell.

Lightning Bolt (S)

Level: Air 5

Range: Packet (1)

Type: Direct Damage

Focus: Brilliant Yellow Topaz

Duration: Instant

Call: Air Wound

The caster harnesses the power of lightning to throw a

packet for " Air,Wound" direct magic damage (see the

Wound modifier).

Air Strike (P)

Level: Air 5

Range: Touch

Type: Buff

Focus: Brilliant Yellow Topaz

Duration: 30 minutes (Combat buff)

Call: None

The caster enchants the target's ranged weapon attacks

with Air magic, adding +1 damage and the “Air” carrier

to ranged weapon attacks for the duration. This spell does

not effect incantations, invocations, or effects originating

from magical items.

Shield of Winds (P)

Level: Air 6

Range: Self

Type: Buff

Focus: Brilliant Yellow Topaz

Duration: 30 minutes or until used (Combat buff)

Call: Shield of Winds

This spell negates the effects of a single ranged weapon

attack or alchemical vapor that hits the caster during the

duration.

Choke

Level: Air 6

Range: Packet (1)

Type: Debuff

Focus: Brilliant Yellow Topaz

Duration: 5 minutes

Call: Stun, Stun… Stun.

Target is Stunned. Once they have hit the target with this

spell, the caster may stand in place, hold their hand up

with a choking gesture, and can call “Stun” at will against

the target. If a Stun effect ends, then the spell ends. (See

Stun in the Effects section.)

Force Blast (S)

Level: Air 7

Range: 30ft radius

Type: Debuff

Focus: Flawless Yellow Topaz

Duration: 5 minutes

Call: Everyone within 30 feet, Knockback,

Fatigue

By harnessing the power of Air, everyone within 30 feet

of the caster is knocked back and then suffers the Fatigue

effect.

Summon/Command Air Elemental

Level: Air 7

Range: Touch

Type: Summoning

Focus: Flawless Yellow Topaz

Duration: A) One Flux, B) Plot discretion, C)

Debuff

Call: Summon Air Elemental

The caster can either summon a minor elemental from the

plane of Air who will serve the caster’s wishes, or seek

the assistance of a more powerful, intelligent creature

from that plane.

A) When summoning a minor elemental, the player of the

caster finds a friend or asks Plot for the service of an

NPC. That person then becomes the Air elemental for

the duration. The caster must provide costuming for

the elemental, at least consisting of a tabard and

either face paint or a mask. See Plot for the appendix

of summoned creature stats.

B) When seeking the assistance of a powerful elemental,

the caster must find Plot before casting the spell. The

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response to the summons is entirely at Plot’s

discretion, but the summoned entity will typically be

friendly to the caster, and will generally not stick

around for more than an hour.

C) The caster may target any elemental belonging to the

Plane of Air, or creature from the Plane of Air with a

Command spell

Teleport

Level: Air 8

Range: Self

Type: Buff

Focus: Flawless Yellow Topaz

Duration: Instant

Call: Teleport

Upon finishing the incant, the caster puts their hand on

their head and immediately walks at a normal pace or

faster up to 150 feet (approximately 60 steps) in any

direction without pause, then reappears. While walking

with their hand on their head, the character cannot be

affected by anything short of a Plot effect.

Wall of Storms (S)

Level: Air 8

Range: Touch

Type: Wall

Focus: Flawless Yellow Topaz

Duration: 30 minutes (Combat buff)

Call: Magic Disarm, Flatten

This spell creates a 20 ft long wall of rushing air and

electricity. Anyone coming into contact with the wall

suffers a Magic Disarm to any weapons or shields in their

hands, followed by a Flatten. The phys-rep for this spell

is a rope of air, up to 20 feet long.

Tornado

Level: Air 9

Range: Packet (1)

Type: Debuff

Focus: Flawless Yellow Topaz

Duration: Instant

Call: A) Tornado, Stun 5, B) Cleanse <Spell>

A) The target of this spell is trapped in a magical Tornado

and is stunned for 5 minutes. While under the effects

of this spell, the target may be not targeted or

affected by any in-game abilities or effects except

those that would end the duration of this spell or a

Plot effect. Casting another Tornado, Petrify or

Drown on a character under the effects of this spell

will end its duration.

B) This spell may be cast to Cleanse the effects of a

Drown, Petrify or Tornado on a target.

Chain Lightning (S)

Level: Air 9

Range: Packet (6)

Type: Multi-Packet/Direct Damage

Focus: Flawless Yellow Topaz

Duration: Instant

Call: Air Wound

This spell grants the caster the ability to hurl six (6)

lightning bolts at several targets for “Air wound.”

Thunderclap (S)

Level: Air 10

Range: A) 30ft radius, B) Packet (1)

Type: Alteration

Focus: None

Duration: 5 minutes

Call: A) Everyone in 30 Feet, Knockdown,

Stun 5 Minutes, B) Dispel Lethal

This spell has multiple ways it can be cast. The caster

must choose one of the following effects:

A) This spell knocks down and stuns all creatures within

30 feet of the caster. The caster is not stunned by

their Thunderclap.

B) This spell will thunderclap a single target, removing

all spell effects on them. This version can be used to

end the effects of an Entomb spell.

Tempest

Level: Air 10

Range: Sound of Voice/Line of Sight

Type: Debuff

Focus: None

Duration: 15 minutes

Call: Hold, Tempest, Unresistable

A violent storm wracks the sky and everyone within the

sound of the caster's voice is lifted by a strong gust of

wind. The affected characters place their hands on their

heads and stand in place for the duration. During that

time, the caster can point to any of the affected characters,

and move them to any point within the caster's line of

sight. At the end of the duration, the Hold ends and all

affected characters return to play immediately, whether

they have been placed by the Avatar or not. The caster

may choose to end the spell at any time during the

duration with a three count (three, two, one, lay on). This

spell may only be cast once every Flux. Only a Plot effect

can affect a character being moved by Tempest.

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Chaos Spells

Chaos Script

Level: Chaos 1

Range: Self

Type: Utility

Focus: Flawed Pink Opal

Duration: Permanent

Call: Chaos Script

This spell allows the caster to write messages using

completely unintelligible and random markings in place

of letters and numbers. Chaos Script may only be read by

those who can cast the spell. Anything written in Chaos

Script must be labeled at the top of the document as such.

A decoded version of the letter must be written and

available upon player or Plot request. One casting of this

spell will allow the caster to write one page of Chaos

Script.

Alter Tracks (P)

Level: Chaos 1

Range: Self

Type: Buff

Focus: Flawed Pink Opal

Duration: 30 minutes

Call: Alter Tracks

This spell changes the caster's tracks to resemble that of

an animal of the caster's choice. The majority of the time,

this makes tracking the caster nearly impossible. When

using this spell, the player must inform Plot. If the tracks

made by this spell are detected as magical, they can be

dispelled or cleansed. The modified tracks last until the

next Astral Conjunction.

Chaotic Feedback (S)

Level: Chaos 2

Range: Touch

Type: Debuff/GM

Focus: Flawed Pink Opal

Duration: Instant (triggers after

completion/cessation of ritual)

Call: Chaotic Feedback

This spell allows the caster to alter rituals and their

outcomes. Chaotic Feedback can alter the outcome of

rituals dramatically. Chaotic Feedback triggers after the

completion of the ritual. Its affects may or may not be

known or felt immediately and the ritual's outcome will

be random. This spell will not affect a ritual that has been

successfully aborted. Upon a successful cast of this spell

the caster must report to Plot and tell them that they have

cast this spell. The minimum Mana cost for this spell is

equal to the level of ritual that you are trying to feedback.

Strip Fortitude (S)

Level: Chaos 2

Range: Touch

Type: Debuff

Focus: Flawed Pink Opal

Duration: 5 minutes

Call: Strip Fortitude

This spell will remove a target’s Fortitudes for the

duration. Any effect that restores Fortitude will negate

this spell instantly. This spell does not reopen wounds

which have already been Fortituded.

Drain Will (S)

Level: Chaos 3

Range: Touch

Type: Debuff

Focus: Flawed Pink Opal

Duration: Instant

Call: Drain 1 Will

This spell will reduce the target’s current Will by one (1)

as if they had expended the Will.

Shatter (S)

Level: Chaos 3

Range: Packet (1)

Type: Debuff

Focus: Flawed Pink Opal

Duration: Instant

Call: Break <Item>

The specified non-magical armor, weapon, shield, or

other item that would fit within a 4-foot cube is Broken

unless it is Master Crafted.

Forked Tongue

Level: Chaos 4

Range: Packet (1)

Type: Debuff/Mental Effect: Command

Focus: Brilliant Pink Opal

Duration: 5 minutes

Call: Forked Tongue, Command

A target affected by this spell will have their casting times

for incantations and invocations doubled. In addition,

whenever asked a question while under the influence of

this spell the target must respond with false information.

A target cannot stay silent when asked the question, they

must respond.

Strip Armor (S)

Level: Chaos 4

Range: Packet (1)

Type: Debuff

Focus: Brilliant Pink Opal

Duration: 5 minutes

Call: A) Strip Armor,

Any armor or natural armor location struck by this spell

will have the armor rating on that location reduced to zero

for the spell’s duration.

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Dispel (S)

Level: Chaos 5

Range: Touch

Type: Debuff

Focus: Brilliant Pink Opal

Duration: Instant

Call: Dispel

This spell will remove any and all active magic on the

target, including all spells active on the target’s weapons

or items. Any magic items in possession of the target that

carry unused charges will not be affected by this spell.

Summoned items, elementals, and walls cannot be

dispelled.

Sever Link

Level: Chaos 5

Range: Touch

Type: Debuff/Mental Effect: Command

Focus: Brilliant Pink Opal

Duration: 5 minutes

Call: Sever Link, Command

This spell temporarily causes Invokers to lose their ability

to expend Faith pool for the duration. Relics and Faith-

based items are not affected by this spell. If an Invoker is

struck by this spell while attempting to perform a miracle,

the casting of the miracle will be interrupted and it must

be restarted.

Destroy Focus

Level: Chaos 6

Range: Packet (1)

Type: Debuff

Focus: Brilliant Pink Opal

Duration: Instant

Call: Destroy <Focus>

This powerful Chaos spell allows the caster to destroy

any called gem or spellbook on a target. The type of focus

must be stated in the call (i.e. “...Incant.., Destroy brilliant

ruby!”) and specific enough to convey which type of

focus you are targeting. This spell only destroys one focus

per casting.

Warp

Level: Chaos 6

Range: Packet (1)

Type: Utility

Focus: Brilliant Pink Opal

Duration: Instant

Call: Warp <point>

Upon striking a target with this spell, the caster must

point in a direction of their choice. The target of the spell,

upon being struck by the packet, immediately warps out

of reality and must walk at least at a normal walking pace

125 feet (about 50 steps) in the direction that the caster

chose. The caster may not be the target of this spell.

Drain/Siphon Mana

Level: Chaos 7

Range: Packet (1)/Touch

Type: Debuff

Focus: Flawless Pink Opal

Duration: Instant

Call: Drain/Siphon 14 Mana

This spell has two effects. If cast as “Drain Mana,” then

the spell's range is considered packet. When target is

struck the caster burns 14 Mana from the target’s Mana

pool. If this spell is cast as “Siphon Mana,” the spell's

range is touch. Upon finishing this incant while touching

the intended target, the caster will siphon 14 Mana from

the target's Mana pool into their own. This spell always

costs 7 Mana to cast, regardless of caster type.

Strip Magic (S)

Level: Chaos 7

Range: Packet (1)

Type: Debuff

Focus: Flawless Pink Opal

Duration: 5 minutes

Call: Strip Magic <Item>

Turns one magical item into a non-magical item for

duration of spell. The caster calls the item they wish to

strip. The magic item turns into a normal item, and all

spells or abilities that it had are lost for the duration of

this spell.

Morph (P)

Level: Chaos 8

Range: Self

Type: Utility/Sash/GM

Focus: Flawless Pink Opal

Duration: Flux

Call: None

Allows caster to change their physical appearance (i.e.

skin tone, hair or eye color) for the duration of spell. The

caster cannot change size, voice or skill set. When a

character wishes to cast Morph, a GM must be present. It

is possible the winds of Chaos will bless them with

abilities of the race they Morph into. The Morph spell can

also have interesting side effects on the character if used

too often. Characters who wish to cast Morph must bring

the appropriate makeup and costuming with them to game

so that they can better represent and role-play this effect

or may wear a Chaos sash.

Mirror (P)

Level: Chaos 8

Range: Self

Type: Buff

Focus: Flawless Pink Opal

Duration: 30 minutes or until used (Combat buff)

Call: Mirror <Spell> Unresistable

This spell is the caster’s last laugh against other spell

casters. Known as the Mirror effect, this spell forces an

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attacking spell caster to suffer the effects of their spell,

but makes the defender take the effects as well. Unless a

Magic Resist is used, Mirror triggers at the caster’s

discretion before any other in-game abilities can be used.

Once this effect is triggered, both characters must then

resolve the effects of the spell as if the effect had landed

on the same location. A Mirrored spell can be Mirrored,

which will cause the defending character to resolve the

attacking spell twice. Spells with an area of effect, or

spells with a range of sound of voice will not trigger

Mirror.

Detonate

Level: Chaos 9

Range: Packet (1)

Type: Debuff

Focus: Flawless Pink Opal

Duration: Instant

Call: Detonate <Item>, 8 Chaos Torso

Upon casting this spell, the intended in-game item for

detonation must be named in the incant. If un-resisted, the

target must also resolve 8 Chaos direct damage to the

torso. If successful, targeted non-magical and Master

Crafted items will be destroyed, and any magical item

that is targeted by this spell will only be broken and can

be repaired.

Steal Magic (P)

Level: Chaos 9

Range: Touch

Type: Buff

Focus: Flawless Pink Opal

Duration: 30 minutes (Combat buff)

Call: Steal Magic <Spell>

In order to steal a spell, the caster must have firsthand

knowledge that the target can cast that spell. The

character must then cast Steal Magic and touch the target.

Upon touching the target the caster must name the spell

they are stealing. The target of this spell still retains the

ability to cast the Stolen Spell. For the duration, the caster

may cast the Stolen Spell as if it were a level 9 spell on

their list. Spells stolen may not benefit from arcane

abilities or other effects that modify them. A character

may only have one Stolen Spell at a time. Level 10 spells

cannot be stolen in this manner.

Disintegrate (S)

Level: Chaos 10

Range: Packet (1)

Type: Instant Death Effect

Focus: None

Duration: Instant

Call: Disintegrate

Any character struck with a Disintegrate spell is

immediately vaporized, leaving no trace of the target’s

body or any of the items that they were carrying. A

character that has been Disintegrated cannot be

Resuscitated through the use of magic or Faith, and

cannot be Revived through the use of First Aid, because

there is no body. This spell is so formidable that even

powerful Life Resurrection rituals have trouble bringing

back characters that have been Disintegrated. A

Disintegrated character can only be ritually resurrected

within three months.

Requiem of Chaos

Level: Chaos 10

Range: Sound of Voice

Type: Debuff

Focus: None

Duration: 5 minutes

Call: Requiem of Chaos, Unresistable

When this spell is cast, all affected targets have their

Mana and Endurance pools reduced to zero. Any active

magical effects in the area are Dispelled. All affected

targets have their melee and ranged weapon damage

reduced to subdue for the duration of this spell. All magic

items in the area will be considered non-magical for the

duration of this spell. The caster of this spell is

unaffected. This spell may only be cast once a Flux.

Requiem effects may not be Dispelled.

Death Spells

Death Tongue (P)

Level: Death 1

Range: Self

Type: Buff

Focus: Flawed Obsidian

Duration: 30 minutes

Call: Death Tongue

This spell allows a caster to see and speak to any spirits or

ghosts within his line of sight. Conversations with ghosts

and spirits can yield varying results, as many ghosts are

insane, violent, stupid, confused, cursed or controlled.

Only the caster can understand the spirits. Ghosts and

spirits are marked with yellow headbands.

Death Craft (S)

Level: Death 1

Range: Touch

Type: Utility

Focus: Flawed Obsidian

Duration: Instant

Call: Death Craft

Upon touching any unanimated corpse, the caster will

know the approximate time the creature died. This spell

cannot be cast on the corpse of an incorporeal creature.

This spell will inform the caster whether an inanimate

corpse was killed with poison, disease, Faith, magic,

alchemy or wounds. This spell will NOT inform the

caster of the type of weapon, alchemy, level of poison or

disease, or the spell or school of magic or Faith used to

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kill the corpse. This spell cannot be used on constructs or

summoned creatures.

Hasten/Stay Death

Level: Death 2

Range: Touch

Type: Debuff/Buff (Combat buff)

Focus: Flawed Obsidian

Duration: Varies on target

Call: A) Hasten Death, B) Stay Death

The caster calls on the power of death to alter the target's

death timers. This spell can be cast one of two ways. As

Stay Death, the target’s current death timers (the time it

takes to die from an effect or wound) are doubled. When

cast as Hasten Death, the target's current death timers are

cut in half. This spell can be cast multiple times on one

target, stacking its effects. This does not affect Doom’s

timer.

Weaken (S)

Level: Death 2

Range: Touch

Type: Debuff

Focus: Flawed Obsidian

Duration: 5 minutes

Call: Weaken, -1 Damage

The target of Weaken immediately reduces all weapon

damage by one (1) for the spell’s duration. This spell can

be cast multiple times on the same target to increase its

effect. A target’s damage cannot be reduced below 1 by

this spell.

Life Tap

Level: Death 3

Range: Touch

Type: Instant Damage

Focus: Flawed Obsidian

Duration: Instant

Call: Life Tap, Wound <location>

The caster may transfer one wound from their body to any

location on an Unresisting target that can be wounded. If

the spell successfully wounds the target, the wound on the

caster is healed.

Eyes of the Dead (P)

Level: Death 3

Range: Touch

Type: Buff/GM

Focus: Flawed Obsidian

Duration: Instant

Call: Eyes of the Dead

The caster can look into the eyes of any unanimated

corpse within 30 minutes of the creature’s death and

instantly experience the last minutes of the target’s life,

from their point of view, including all pain and suffering

it might have felt. This spell can yield varying results.

This spell cannot be cast without a GM present.

Heal Undead (S)

Level: Death 4

Range: Touch

Type: Restoration

Focus: Brilliant Obsidian

Duration: Instant

Call: Heal Undead

This spell will repair any single limb or torso wound of a

corporeal Lesser or Greater Undead. This undead will

regain use of the limb immediately. This will not work on

undead that have been destroyed or dismembered.

Death Gaze

Level: Death 4

Range: Packet (1)

Type: Debuff/Mental Effect: Sleep

Focus: Brilliant Obsidian

Duration: 5 minutes

Call: Death Gaze, Sleep

The spirit of death flies from the caster’s hand, wracking

any living target with extremely vivid and painful visions

of their death and destruction. The target is unable to do

anything but fall to the ground screaming and/or gurgling

for the duration of the spell. Undead and constructs are

immune to this spell. If the target is wounded, the spell is

negated and the target is free of the Death Gaze.

Control Undead (S)

Level: Death 5

Range: Packet (1)

Type: Debuff

Focus: Brilliant Obsidian

Duration: 5 minutes

Call: Control Undead

All Lesser and most Greater Undead struck by this spell

will obey commands from the caster for the duration.

Very powerful Greater Undead will resist the control

spell. A given caster may only have a single undead under

the effect of this spell at a time. If the person who created

the undead is exceptionally powerful, this spell might not

effect the undead.

Rend

Level: Death 5

Range: Touch

Type: Instant Damage

Focus: Brilliant Obsidian

Duration: Instant

Call: Rend

The target takes a wound to every location of the body.

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Jinx

Level: Death 6

Range: Packet (1)

Type: Debuff

Focus: Brilliant Obsidian

Duration: 5 Minutes

Call: None

This spell jinxes many of the target’s skills to failure.

While under the effects of the spell, the target cannot use

Maneuvers, poisons, Sneaking, alchemy, traps or First

Aid.

Shadow Walk (P)

Level: Death 6

Range: Self

Type: Buff

Focus: Brilliant Obsidian

Duration: 5 minutes

Call: Shadow Walk

The caster must step into a shadow larger than his body

for this spell to function. Upon the finish of the call, the

caster is teleported into the shadow realm. The caster puts

his hand on his head and can then walk up to 100 ft to any

shadow larger than himself and exit the shadow realm on

a three-second count. After leaving the shadow realm, the

spell ends. While in the shadow realm, the mage cannot

affect the real world and cannot see or hear any creatures

that are not in the shadow realm. The phys-rep for being

in the shadow realm is a hand on top of the head. The

caster cannot bring anyone with them into the shadow

realm. Creatures in the shadow realm are not typically

happy to see visitors, and may attack on sight.

Wound (S)

Level: Death 7

Range: Packet (3)

Type: Instant Damage

Focus: Flawless Obsidian

Duration: Instant

Call: Shadow Wound

The caster has three (3) packets to throw for "Shadow

Wound." Each packet immediately opens a wound on the

location struck.

Wither Limb (S)

Level: Death 7

Range: Packet (1)

Type: Conjuration

Focus: Flawless Obsidian

Duration: Instant

Call: Sever <Limb>

When struck by this spell, the specified limb on the target

becomes useless until healed by effects capable of

restoring a lost limb.

Hand of the Reaper (P)

Level: Death 8

Range: Touch

Type: Buff

Focus: Flawless Obsidian

Duration: 5 minutes or until used

Call: Hand of the Reaper

The caster can cast this spell on any melee weapon,

granting the use of the Murder Maneuver with the next

swing of that weapon. The call “Murder” is added to the

damage call (i.e. “5 Murder”) for that swing. As with the

Berserker Maneuver, if the strike causes a torso wound,

the target immediately dies. Note that because this is

delivered as a Maneuver, not a spell, it cannot be stopped

by Magic Resist. The weapon must penetrate the

armor/Carapace and cause a wound on the target or the

spell is ineffective and dissipates.

Shroud of the Damned

Level: Death 8

Range: Self

Type: Sash

Focus: Flawless Obsidian

Duration: 5 minutes

Call: Magic Sever

The caster becomes immune to all non-magical weapon

or hand-to-hand attacks for the duration. This spell will

also Sever the limbs of anyone who lands a non-ranged

blow on the caster. Upon being struck, the caster

announces, “Magic Sever!” This spell always affects the

limb(s) used to strike the caster.

Obliterate

Level: Death 9

Range: Packet (1)

Type: Instant Death

Focus: Flawless Obsidian

Duration: Instant

Call: Obliterate

The power of death is mastered to such a degree that the

caster can end someone’s life from a distance. The target

hit by this spell immediately dies. Obliterate ignores

shields, armor, and Carapace. Incorporeal creatures,

undead and constructs are not affected by this spell.

Howl of the Damned (S)

Level: Death 9

Range: 30ft radius

Type: Instant Damage

Focus: Flawless Obsidian

Duration: Instant

Call: Everyone within 30 feet take one

wound to the torso

Everyone within range takes a wound to the torso.

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Doom (S)

Level: Death 10

Range: Touch

Type: Debuff/GM

Focus: None

Duration: 24 hours

Call: Doom

The Avatar of Death has the ability to seal a character’s

fate.

Upon the finish of the incant, the target is doomed to die

in exactly 24 hours. The only person who can remove the

effect is the caster of the spell ( by casting it again with

the call I un-doom X). This spell only works on corporeal

living creatures. The caster must inform a GM when they

Doom a character. It is nearly impossible to restore life to

a character that has succumbed to the effects of this spell.

Upon the Doomed character’s death, their soul will

immediately seek out the caster of the spell, and

crystallize into a soul sphere in the palm of the caster’s

hand. Soul spheres are used in various necromantic

rituals.

Life to Unlife/Death to Undeath

Level: Death 10

Range: Sound of Voice/Area of Effect

Type: Debuff

Focus: None

Duration: 1 Hour

Call: A) Life to Unlife, Unresistable, B)

Death to Undeath

This spell can only be cast once per Flux and may be cast

in either of the following ways:

A) The caster calls out “Life to Unlife” and then the

target's common name. The target of this spell is

instantly killed and made into a Lesser Undead with

the same statistics they had in life. The target is

enslaved for the duration and will obey all commands

and protect the master, but will remain undead after

the spell expires. Note: If the undead is killed within

30 minutes of having been raised as Undead, they

can be Resuscitated and brought back to life. For

effects that work off of time of death, the timer begins

when this spell lands.

B) The caster calls “Death to Undeath” and all corpses

within range rise as Lesser Undead with the same

statistics they had in life. All lesser or greater undead

and all corpses raised in range will be fully healed

and fall under the command of the caster for the

duration.

Earth Spells

Control Earth

Level: Earth 1

Range: Touch

Type: Utility

Focus: Flawed Colorless Diamond

Duration: Instant

Call: A) Create Soil, B) Sense Trail

This spell has two ways that it can be cast and the mage

will need to pick one when casting the spell.

A) Create Soil will create a handful (1 pound) of fresh,

clean soil. The soil is suitable to sustain plant life.

B) Sense Trail will locate trails for tracking purposes.

This spell does not need to be used if the tracker

witnesses the target leaving the vicinity. The caster

must know exactly what type of creature they are

tracking. This spell is more effective the more

familiar the caster is with the specific target being

tracked. This spell can also be used to find a trail that

a tracker has lost. If the tracks being followed with

this spell have been affected by the spell Alter

Tracks, the caster will know, but will not be able to

discern the original tracks.

Locate (S)

Level: Earth 1

Range: None

Type: Utility/GM

Focus: Flawed Colorless Diamond

Duration: Instant

Call: Locate

The caster taps into the earth and helps locate items

buried in the earth. If the caster is looking for a specific

thing, it may let them know the location of it, or if it is

near them. On casting this spell the player should find a

GM. Repeated castings of this spell could help to narrow

the search area for a specific target. This spell is far from

exact, so results may vary. This spell has a range of 1

mile.

Repair Armor (S)

Level: Earth 2

Range: Touch

Type: Utility

Focus: Flawed Colorless Diamond

Duration: Instant

Call: Repair <Location>

The caster has learned to meld metals and earth together

using his hands. This will repair a single location of

armor that has been broken.

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Hurl (P)

Level: Earth 2

Range: Touch

Type: Utility

Focus: Flawed Colorless Diamond

Duration: Instant

Call: Hurl

The caster can hurl any object no bigger than their

outstretched hand one mile in any direction. The caster

will have no idea where the item lands, only the direction

they threw it. May not be used to throw an object at

anyone and may not be used in combat.

Earth Meld (P)

Level: Earth 3

Range: Self

Type: Alteration

Focus: Flawed Colorless Diamond

Duration: 30 minutes (Combat buff)

Call: Earth Meld

Upon completing the spell, the caster’s body becomes one

with the dirt beneath them.

The caster cannot be affected by anything, including

Lethal effects, short of a Plot effect while melded. The

caster must be standing on earth or stone for this spell to

succeed. After the incant, the character places his hand on

his head. The caster can come out of the earth at will, but

can only sense characters directly overhead, as

represented by them being within arm’s reach. The caster

may perform no actions other than the Burrow spell while

this spell is active.

Reinforce Armor (P)

Level: Earth 3

Range: Touch

Type: Buff

Focus: Flawed Colorless Diamond

Duration: 30 minutes (Combat buff)

Call: Reinforce <Location>

The caster has learned how to reinforce armor with Earth

magic. On casting this spell, the caster touches a single

armor location and its rating increases by 1. The character

wearing the armor may resist the first effect that would

break their armor. The extra armor rating granted by this

spell is damaged first, and is not deducted from the armor

piece after the spell has ended.

Throw Stones (S)

Level: Earth 4

Range: Packet (3)

Type: Direct Damage

Focus: Brilliant Colorless Diamond

Duration: Instant

Call: 2 Earth

Throw three packets for “2 Earth” each.

Quicksand

Level: Earth 4

Range: Packet (1)

Type: Debuff

Focus: Brilliant Colorless Diamond

Duration: 5 minutes

Call: Quicksand

The affected target falls to their knees and cannot move

from that location. The target may still attack and defend,

and may pivot and turn on their knees in the same spot.

Burrow

Level: Earth 5

Range: Self

Type: Alteration

Focus: Brilliant Colorless Diamond

Duration: 5 minutes, 30 steps

Call: Burrow

This spell may only be cast by a character who is under

the effects of an Earth Meld. For the duration, the

character may move at a walking pace up to 30 steps. As

long as the Earth Meld also remains active, they may

recast Burrow. When cast on an Earth Melded character,

he becomes unaware of his surroundings and what is

going on above him until the Burrow has ended.

Earth’s Embrace

Level: Earth 5

Range: Self

Type: Buff

Focus: Brilliant Colorless Diamond

Duration: 30 minutes (Combat buff)

Call: Earth’s Embrace

Gives the caster a Resilience rating of 10 and Clotting for

the duration. This spell has no effect on Touched

characters.

Stone Skin (P)

Level: Earth 6

Range: Self

Type: Sash

Focus: Brilliant Colorless Diamond

Duration: 5 minutes

Call: Stone Skin

The caster cannot be wounded by physical damage. When

hit, the caster should call “Stone Skin.”

Stone Item (S)

Level: Earth 6

Range: Touch

Type: Debuff

Focus: Brilliant Colorless Diamond

Duration: 30 Minutes (Combat buff)

Call: Stone (Target)

The targeted item becomes a stone for the duration of the

spell, indistinguishable from any other stone. It reverts to

normal at the end of the duration. The item can only be as

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big as something the caster can hold in one hand or

smaller. This spell will never work on Relics, and has

varying results on Artifacts.

Earthquake (S)

Level: Earth 7

Range: 30ft Radius

Type: Sustained Buff

Focus: Flawless Colorless Diamond

Duration: 5 Minutes

Call: Everyone within 30 feet, Knockdown,

Stun

For the duration, the caster may make the spell call up to

three times. After the third time or if the caster moves

from their starting location, the Earthquake ends.

Summon/Command Earth Elemental

Level: Earth 7

Range: Touch

Type: Summoning/GM

Focus: Flawless Colorless Diamond

Duration: A) One Flux, B) Plot discretion, C) Debuff

Call: Summon Earth Elemental

The caster can either summon a minor elemental from the

plane of Earth who will serve the caster’s wishes, or seek

the assistance of a more powerful, intelligent creature

from that plane.

A) When summoning a minor elemental, the player of the

caster finds a friend or asks Plot for the service of an

NPC. That person then becomes the Earth elemental

for the duration. The caster must provide costuming

for the elemental at least consisting of a tabard and

either face paint or a mask. See Plot for the appendix

of summoned creature stats.

B) When seeking the assistance of a powerful elemental,

the caster must seek out Plot before casting the spell.

The response to the summons is entirely at Plot’s

discretion, but the summoned entity will typically be

friendly to the caster and will generally not stick

around for more than an hour.

C). The caster may target any elemental belonging to the

Plane of Earth, or creature from the Plane of Earth

with a Command spell.

Wall of Granite (S)

Level: Earth 8

Range: Touch

Type: Wall

Focus: Flawless Colorless Diamond

Duration: 30 minutes (Combat buff)

Call: Wall of Granite

The caster creates a wall that is impassable and

indestructible. The caster is not impeded by the wall, but

cannot see through it. AoE effects do not penetrate the

wall (but Sound of Voice spells do). The caster may allow

one person at a time to pass through the wall on a three-

count.

Rockslide

Level: Earth 8

Range: Burst (20)

Type: Direct Damage

Focus: Flawless Colorless Diamond

Duration: Instant

Call: 4 Earth

Upon learning this spell, the caster can call down a

Rockslide to strike his foes. The caster gets 20 packets to

throw for 4 Earth Damage. Unlike most Burst spells, the

packets may be thrown in groups or individually. The

caster has 30 seconds to throw all the packets; any un-

thrown packets at the end of the spell are lost.

Petrify/Un-Petrify (S)

Level: Earth 9

Range: Touch

Type: Debuff

Focus: Flawless Colorless Diamond

Duration: Instant

Call: A) Petrify/Un-Petrify, B) Cleanse

<Spell>

A) The target of a Petrify is permanently turned into stone

and all of their bleed out timers are stopped. The

character is Unconscious, unable to act, and is

immune to everything but a Plot effect, Un-Petrify,

Tornado or Drown. A Petrify may also be used to end

the duration of a Tornado or Drown spell. When cast

as Un-Petrify, it will return a Petrified target to

normal.

B) B) This spell may be cast to Cleanse the effects of a

Drown, Petrify or Tornado on a target.

Diamond Skin

Level: Earth 9

Range: Self

Type: Sash

Focus: Flawless Colorless Diamond

Duration: 5 minutes

Call: Magic Carapace

The caster gets 5 layers of Magic Carapace (see Effects)..

The spell ends when the layers are exhausted or the

duration expires.

Entomb (S)

Level: Earth 10

Range: Packet (1)

Type: Instant Death

Focus: None

Duration: Instant

Call: Entomb

This spell has multiple ways it can be cast. The caster

must choose one of the following effects:

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A) The target of this spell is killed. Their body and

everything on it becomes unreachable by anything

except Thunderclap or a Plot effect. The target of the

spell must be standing on earth or stone for the spell

to work. Entombed characters may be ritually

Resurrected.

B) The target is placed in a magical Tomb of Earth that

protects their spirit. While in the Entomb, the target

counts as having died, however they have until the

next Flux to be targeted by the Resuscitate spell.

Fissure

Level: Earth 10

Range: Sound of Voice/Area of Effect

Type: Debuff/Instant Wound

Focus: None

Duration: 10 minutes

Call: Fissure Unresistable, Hold

Everyone the caster designates during the Hold within

their sound of voice resolves wounds to both legs and

suffers the effect of the Quicksand spell for the duration.

Undesignated targets within range will be Stunned. This

spell may only be cast once a Flux.

Fire Spells

Control Fire

Level: Fire 1

Range: See Below

Type: Utility

Focus: Flawed Red Ruby

Duration: See Below

Call: Control Fire

This spell gives the caster control over flame and heat.

This spell may be cast in the following ways:

A) This spell will ignite or extinguish any extremely dry

flammables in a 1ft by 1ft area. Clothing, hair and

flesh are not valid targets for igniting purposes. The

fire will burn for one minute.

B) The caster can mold shapes out of a campfire-sized

flame or smaller. The shapes cannot leave the

confines of the original fire. The flame can be

manipulated to resemble anything, but the shapes

lack extensive depth or detail. (Ex: the caster could

shape a campfire to look like a dragon, but it would

be no bigger than the campfire, and individual details

like scales would not be distinguishable.)

C) The caster casts this spell on a campfire already set

ablaze. The fire now generates extreme heat making

it hot enough to act as a forge. As long as the caster

stays next to the fire and channels the spell, the fire

will become a workable forge. A smith can use this

effect to halve the repair time of armor and weapons.

Smoke (S)

Level: Fire 1

Range: Self

Type: Utility

Focus: Flawed Red Ruby

Duration: Instant

Call: Smoke

The caster can strengthen his power over the flame to be

able to manipulate it enough control the smoke. This spell

may be cast in the following ways:

A) The caster creates a large amount of smoke to cover

his tracks. This spell will be cast as the mage is

entering or leaving an area. It will add +1 to their

Stealth rating. This spell may have more significant

effects upon creatures that only use their sense of

smell to track.

B) The caster may send a smoke signal to a target of their

choice. The caster must know the name of the

intended target. 1-5 still-life images made of smoke

drift their way to the target and materialize in the

order sent. The smoke signal can take up to 30

minutes to reach its target. The player must find a

Plot member and let them who the signal was sent to,

a description of their images, and the intent of the

message. The Plot member will deliver the message.

The Smoke Signal travels too quickly for anyone to

follow it. A player can resist the materialization of

the Smoke Signal, but the caster will know if the

spell is resisted. The signal can only reach areas

where smoke can successfully traverse. Please note

that there must also be available space for the signal

to depict the images of its message properly for this

spell to take effect.

Fire Spike (S)

Level: Fire 2

Range: Packet (1)

Type: Direct Damage

Focus: Flawed Red Ruby

Duration: Instant

Call: 4 Fire

A smoldering spike of fire is hurled at the enemy for "4

Fire" direct magic damage.

Cremate (S)

Level: Fire 2

Range: Touch

Type: Utility

Focus: Brilliant Red Ruby

Duration: Instant

Call: Cremate

Destroys any non-animated corpse instantly. The corpse

must be dead and made of flesh or a burnable substance

for the spell to have any effect. A cremated body has no

remains for the purposes of effects that affect remains.

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Heat Weapon (S)

Level: Fire 3

Range: Packet (1)

Type: Debuff

Focus: Flawed Red Ruby

Duration: Instant

Call: Magic Disarm <Weapon>

Disarms the target weapon or shield. For a description of

the Disarm effect, see the Edged weapon Maneuver of the

same name.

Cauterize (S)

Level: Fire 3

Range: Touch

Type: Restoration

Focus: Flawed Red Ruby

Duration: Instant

Call: Cauterize <Location>

This will Seal a Normal, Savage, or Mortal Wound

designated by the caster on the target character. This

effect causes extreme pain.

Burning Soul (P)

Level: Fire 4

Range: Touch

Type: Buff

Focus: Flawed Red Ruby

Duration: 30 minutes (Combat buff)

Call: A) Gain 5 Endurance, B) Boost Will 1

The caster either increases the target’s Endurance pool or

grants a single temporary Will. A given target may only

receive the benefit of this spell once per hour.

Flame Burst

Level: Fire 4

Range: Burst (10)

Type: Direct Damage

Focus: Brilliant Red Ruby

Duration: Instant

Call: 4 Fire

The caster gains a ten (10) packet burst attack for “4

Fire.”

Boil Blood

Level: Fire 5

Range: Touch

Type: Debuff

Focus: Brilliant Red Ruby

Duration: 5 minutes

Call: Boil Blood

Living targets with both blood and a metabolism cannot

use Endurance while under the effects of this spell.

Melt (S)

Level: Fire 5

Range: Packet (1)

Type: Debuff

Focus: Brilliant Red Ruby

Duration: Instant

Call: Break <Item>

The specified non-magical armor, weapon, shield, or

other item that would fit within a 4 foot cube is Broken.

Blazing Weapon (P)

Level: Fire 6

Range: Touch

Type: Buff

Focus: Brilliant Red Ruby

Duration: 30 minutes (Combat buff)

Call: Blazing Weapon

For the duration of the spell, the target weapon will swing

for +1 damage and add the “Fire” damage type.

Fireball (S)

Level: Fire 6

Range: Packet (1)

Type: Direct Damage

Focus: Flawless Red Ruby

Duration: Instant

Call: 7 Fire Torso

The target resolves “7 Fire” to their torso.

Immolate

Level: Fire 7

Range: Self

Type: Sash

Focus: Flawless Red Ruby

Duration: 5 minutes

Call: Sash: Immolate, Packets: 3 Fire

The caster is Slowed and may throw an unlimited number

of packets, one at a time, for “3 Fire” direct magic

damage.

Summon/Command Elemental of Fire

Level: Fire 7

Range: Touch

Type: Summoning

Focus: Flawless Red Ruby

Duration: A) One Flux, B) Plot discretion, C)

Debuff

Call: Summon Fire Elemental

The caster can either summon a minor elemental from the

plane of Fire who will serve the caster’s wishes, or seek

the assistance of a more powerful, intelligent creature

from that plane.

A) When summoning a minor elemental, the player of the

caster finds a friend or asks Plot for the service of an

NPC. That person then becomes the Fire elemental

for the duration. The caster must provide costuming

for the elemental at least consisting of a tabard and

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either face paint or a mask. See Plot for the appendix

of summoned creature stats.

B) When seeking the assistance of a powerful elemental,

the caster must seek out Plot before casting the spell.

The response to the summons is entirely at Plot’s

discretion, but the summoned entity will typically be

friendly to the caster, and will generally not stick

around for more than an hour.

C) The caster may target any elemental belonging to the

Plane of Fire, or creature from the Plane of Fire with

a Command spell.

Wall of Lava (S)

Level: Fire 8

Range: Wall

Type: Wall

Focus: Flawless Red Ruby

Duration: 30 minutes (Combat buff)

Call: 7 Fire Flurry Magic Disarm

Unresistable

The Wall of Lava burns any character who touches it,

causing 7 Fire to each location and causes them to drop

weapons in either hand. See the description of sall spells.

Inferno

Level: Fire 8

Range: Packet (5)

Type: Direct Damage/Sustained

Focus: Flawless Red Ruby

Duration: 5 minutes

Call: 7 Fire or Cauterize

The caster conjures powerful flames with which he

can strike his foes at will.

The caster gets 5 packets to throw for either "7 Fire" as

direct damage or Cauterize as the 3rd level spell.

Harness Magma (P)

Level: Fire 9

Range: A) Self, B) Burst (5)

Type: Sash

Focus: Flawless Red Ruby

Duration: 5 Minutes

Call: A) Magma Shield, Destroy <Item>, B)

Destroy <Item>

This spell gives the caster control over Magma. This spell

can be cast in the following ways:

A) The caster summons a shield of magma that swirls

around him and protects him from all non-magical

attacks.

The caster is Slowed, immune to ranged weapon

attacks, non-magical attacks and vaporous alchemy.

Any non-magical item (including weapons, shields

and vaporous alchemy) that lands an attack on the

caster resolves a Destroy effect. If the Destroy effect

is resisted or otherwise negated, the caster must

resolve the hit.

B) The caster conjures raw magma to strike his targets

with. Any items struck by a packet must resolve a

Destroy effect.

Rain of Fire

Level: Fire 9

Range: 30ft radius

Type: Area of Effect/Direct Damage

Focus: Flawless Red Ruby

Duration: Instant

Call: Everyone in 30 ft take 7 Fire Flurry

The caster calls forth a blistering rain of fire, searing

enemy and ally alike.

Everyone within 30ft of the caster must resolve 7 Fire

damage to every location.

Incinerate (S)

Level: Fire 10

Range: Packet (1)

Type: Conjuration

Focus: None

Duration: Instant

Call: A) Incinerate, B) Cleanse Sash Lethal

This spell has 2 ways it can be cast and the caster chooses

which one will be cast.

A) The caster hurtles a powerful stream of flame that

completely engulfs the target in magical fire, turning

them and all their non-magical possessions into ash.

The target is instantly killed and their body and all of

their non-magical possessions turned to ash. Targets

killed can only be returned to life with a ritual or the

Resuscitate effect.

B) The caster targets a magical sash spell and burns it

away. The target suffers a Lethal Cleanse effect on

any sash spell that they have active.

Armageddon

Level: Fire 10

Range: Area of Effect/Sound of Voice

Type: Direct Damage/Debuff

Focus: None

Duration: Instant

Call: Armageddon Unresistable, Hold

Invoking the destructive properties of fire, the caster

conjures a massive explosion to attack all targets

within the sound of their voice.

Targets within range resolve 10 Fire to each location and

a Melt spell to all non-magical weapons, armor, shields,

or items that would fit in a four (4) foot cube that are

close to an affected character. Potions, scrolls and

refinements are all destroyed by the Armageddon. As

soon as the incant is finished, the caster must call a Hold

and explain the effects. The caster controls the range of

the spell by adjusting their volume. This spell can only be

cast once per Flux.

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Life Spells

Clot (P)

Level: Life 1

Range: Touch

Type: Restoration

Focus: Flawed White Pearl

Duration: Instant

Call: Seal <Target Wound>

This will Seal a Normal, Savage, or Mortal Wound on the

target character. The caster selects the wound, not the

target.

Life Touch

Level: Life 1

Range: Touch

Type: Utility

Focus: Flawed White Pearl

Duration: Instant

Call: Life Touch

Upon touching the target, the caster will know exactly

how long they have left to live. If the target is dying as

the result of multiple effects, the caster will be told the

time for whatever effect is going to kill the target first.

This spell also allows the caster to touch any living target

and know its age and race, but will not tell the caster the

target’s birth date.

Everliving (P)

Level: Life 2

Range: Touch

Type: Buff (Combat buff)

Focus: Flawed White Pearl

Duration: Instant

Call: Everliving

This spell will add 5 levels to the target's Resilience

rating. If the target already has level 10 Resilience, it will

instead grant them Clotting.

Sense Unnatural (S)

Level: Life 2

Range: Packet (1)

Type: Utility

Focus: Flawed White Pearl

Duration: Instant

Call: Sense Unnatural

A successful casting of this spell will reveal if an item or

defined area is cursed or haunted. If cast on an item, the

spell will also reveal if a spirit is bound to it.

Heal Wound (P)

Level: Life 3

Range: Touch

Type: Restoration

Focus: Flawed White Pearl

Duration: Instant

Call: Heal <Target Wound>

This will Heal a Normal, Savage, or Mortal Wound on the

target character. The caster selects the wound, not the

target.

Toxin or Disease Barrier

Level: Life 3

Range: Touch

Type: Buff

Focus: Brilliant White Pearl

Duration: 30 minutes (Combat buff)

Call: Toxin Barrier or Disease Barrier

This spell forms a simple defense that defends against the

next disease or toxin to affect the target. A target may

only benefit from this spell once every half hour or a

combat.

Cure Toxin

Level: Life 4

Range: Packet

Type: Restoration

Focus: Flawed White Pearl

Duration: Instant

Call: Cure <Toxin>

This spell will remove a single toxin effecting the target.

If the caster does not specify which toxin is removed by

this spell, it is up to the target to decide.

Manipulate Spirit (S)

Level: Life 4

Range: Touch

Type: Debuff

Focus: Brilliant White Pearl

Duration: Instant

Call: Materialize Spirit or Release Spirit

This spell can be cast to force a target that is incorporeal

to physically manifest. Once manifested, a spirit will

become vulnerable to mundane attacks. If the target was

invisible at the casting of the spell, it will then be made

visible for all to see. The spell can also be cast on a

willing target to release them from a binding effect.

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Bless (P)

Level: Life 5

Range: Self

Type: Buff

Focus: Brilliant White Pearl

Duration: 30 minutes (Combat buff)

Call: Bless

This spell provides the caster with a smart defense. At

any time during the duration, the Life caster can bring

forth a magical barrier that prevents a single ranged

weapon, melee, or alchemy attack from landing. This

spell will not protect the caster from any spell effects.

Destroy Undead

Level: Life 5

Range: Packet (1)

Type: Instant Death

Focus: Brilliant White Pearl

Duration: Instant

Call: Destroy Undead

Any Lesser or Greater Undead that are struck with this

spell will be destroyed. Very powerful undead will take a

single wound from this spell.

Greater Heal (P)

Level: Life 6

Range: Touch

Type: Restoration

Focus: Brilliant White Pearl

Duration: Instant

Call: Greater Heal

Upon the finish of the incant, this spell will heal a single

wound on each of the five locations of the target.

Alternatively, at the target’s discretion, it will heal two

wounds in one location.

Cure Disease

Level: Life 6

Range: Touch

Type: Restoration

Focus: Brilliant White Pearl

Duration: Instant

Call: Cure Disease

This spell completely cures level 3 Non-magical Diseases

and lower. Effects of level 4 and 5 Diseases will be

suppressed until the next Flux. Magical Disease effects

will only be suppressed for an hour.

Reconstruct (S)

Level: Life 7

Range: Touch

Type: Restoration

Focus: Flawless White Pearl

Duration: Instant

Call: Reconstruct <Target Limb>

This spell will restore to perfect condition any single limb

that is missing or has been Severed. Alternately, it may be

used to restore two levels of expended Carapace on the

target.

Merciful Heart (S)

Level: Life 7

Range: Touch

Type: Debuff/Buff

Focus: Flawless White Pearl

Duration: 30 minutes (Combat buff)

Call: Merciful Heart

The target of this spell is prohibited from delivering any

Instant Death effects, Mortal Wounds or Deadly poison.

While under the effects of this spell, the target will allow

a fleeing enemy to retreat. The target also gains +2

Regeneration (to a maximum of 5).

Will to Live

Level: Life 8

Range: Touch

Type: Buff

Focus: Flawless White Pearl

Duration: 30 minutes (Combat buff)

Call: Will to Live

The target of this spell gains Clotting and all Mortal and

Savage wounds are treated as Normal.

Blissful Radiance (S)

Level: Life 8

Range: 30ft radius

Type: Restoration

Focus: Flawless White Pearl

Duration: Instant

Call: Everyone within 30ft Heal one Wound

Everyone within 30ft of the caster Heals one wound in a

location of their choice.

Resuscitate

Level: Life 9

Range: Touch

Type: Restoration

Focus: Flawless White Pearl

Duration: Instant

Call: Resuscitate

This spell, if cast within 30 minutes of the target’s death,

will return them to life with all their wounds Sealed. In

addition, this spell removes all poison, disease and

alchemy from the target. This spell requires the remains

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of the intended target. See The Downside of Death

abovefor the effects of dying and coming back.

Retribution (S)

Level: Life 9

Range: Packet (4) Sustained

Type: Restoration/Instant Death

Focus: Flawless White Pearl

Duration: 5 minutes

Call: A) Heal One Wound, B) Destroy

Undead

The caster gets 4 packets they can throw for to either Heal

One Wound (of the target’s choice), or Destroy Undead

as the fifth level spell.

Summon The Fallen (S)

Level: Life 10

Range: Sound of Voice, LoS

Type: Utility/GM

Focus: None

Duration: Instant

Call: I Summon <Name of Target>

This spell, if cast on a target that is unconscious from

wounds or has died within 30 minutes will immediately

transport them to the caster. In order to cast this spell, the

caster must know the target’s common name and the

target must be able to hear them. If the target cannot

clearly hear the call of the spell, this spell has no effect.

Boon of the Heavens

Level: Life 10

Range: Area of Effect/Sound of Voice

Type: Restoration/Instant Death

Focus: None

Duration: Instant

Call: Boon of the Heavens Unresistable,

Hold

When cast, all affected undead must resolve a Destroy

Undead effect as the Life spell. All living targets receive

the effects of a Full Heal, Detoxify, Cure Poison, Cure

Disease, and Reconstruct to each limb. In addition, Will is

fully restored, and any target that has been dead for less

than 30 minutes is Resuscitated without any death

penalties. This spell may only be used once per Flux.

Mind Spells

Memory

Level: Mind 1

Range: Self

Type: Utility

Focus: Flawed Purple Amethyst

Duration: None

Call: Memory

This spell allows the mage to commit information to a

near-perfect memory. The phys-rep for this spell is a

small notebook (no larger than 4 by 4 inches) that the

character may write in. Anything the character writes in

the notebook is stored in the mage's permanent memory,

and can only be accessed willingly by the mage. The

memory can be forced from the mage with the mind spell

"Hypnotize" and other Monster Abilities. The contents of

a mage's memory cannot be erased by the Forget spell.

The notebook and writing utensil are out-of-game and

should be labeled as "OOG." Only things that are written

in the notebook are committed to Memory. This spell is

considered one of the best ways to deliver "unpolluted"

information and most mages who have this spell use it

often. The mage can access his own memory at any time

unless unconscious. Spirits cannot access memory, and

mages who have died must be Resurrected or

Resuscitated before their "Memory" will return. Memory

can be altered and damaged through intense trauma, and

sometimes parts of Memory can be permanently lost

when the mage is killed. Each time the caster writes in the

notebook it will cost the caster 1 Mana for every 5

minutes of writing.

Awaken (P)

Level: Mind 1

Range: Touch

Type: Utility

Focus: Flawed Purple Amethyst

Duration: Instant

Call: Awaken

This spell will wake up any target that is asleep or

unconscious. If the target is unconscious due to wounds,

then they remain Helpless.

Fear (S)

Level: Mind 2

Range: Packet (1)

Type: Debuff/Mental Effect: Fear

Focus: Flawed Purple Amethyst

Duration: 5 Minutes

Call: Fear

The target suffers from the Fear effect for the duration.

Dizzy

Level: Mind 2

Range: Touch

Type: Debuff

Focus: Flawed Purple Amethyst

Duration: 10 seconds

Call: Stun

The caster unleashes a jolt of psychic energy from their

fingertips, sending the mind of their target reeling for a

brief moment.

The target is Stunned. Stun effect and duration is

described in the Effects section.

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Sleep

Level: Mind 3

Range: Packet (1)

Type: Debuff/Mental Effect: Sleep

Focus: Flawed Purple Amethyst

Duration: 5 Minutes

Call: Sleep

The target falls into a magic sleep, becoming

Unconscious for the duration of the spell.

Bloodlust (P)

Level: Mind 3

Range: Touch

Type: Buff

Focus: Flawed Purple Amethyst

Duration: 30 minutes (Combat buff)

Call: Bloodlust

The target gains a single free Maneuver per combat that

they can use for no Endurance cost. To use this free

Maneuver, call “Bloodlust” at the end of the standard

Maneuver call. Characters who use their free Maneuver

via this spell will not benefit from repeated castings of

this spell during a single combat. If a character is under

the continuous effects of a Bloodlust spell for over an

hour of combat they may check in with a Marshal at the

end of the combat to restore 5 Endurance.

Charm (S)

Level: Mind 4

Range: Touch

Type: Buff/Mental Effect: Command

Focus: Brilliant Purple Amethyst

Duration: 30 minutes

Call: Command Charm

A Charmed target immediately forgets that the Charm

spell has been cast upon them. They become affable to the

caster and will generally treat and respond to them as if

they were loyal friends or a prospective lover. If the caster

takes hostile actions towards the target, it will end the

effects of this spell.

Forget (P)

Level: Mind 4

Range: Touch

Type: Debuff /Mental Effect: Command

Focus: Brilliant Purple Amethyst

Duration: Permanent

Call: Command Forget

The target of this spell forgets everything that has

happened to them in the last 5 minutes. Any spells or

skills the target learned would be forgotten until the

memories have been retrieved. The caster of this spell

cannot cast Forget on himself.

Command (S)

Level: Mind 5

Range: Packet (1)

Type: Debuff/Mental Effect: Command

Focus: Brilliant Purple Amethyst

Duration: 5 minutes

Call: Command

The caster can issue any single command to the target of

this spell. Immediately upon being affected by this spell,

the target will obey that command to the best of their

ability. The target will obey any command except suicide.

This will not stop the target from entering extremely

dangerous situations or Commands to murder. Depending

on the intelligence of the target, certain orders will be

interpreted differently. The command should be simple,

such as "Defend me," "Kill John” or "Fall to the ground."

If the target is hit with multiple Command spells, the

latest overrides all previous Commands.

Silence (S)

Level: Mind 5

Range: Packet (1)

Type: Debuff

Focus: Brilliant Purple Amethyst

Duration: 5 minutes

Call: Silence 5 minutes

The target of this spell may not speak or even utter a

sound. This prevents all incantations and invocations

from being cast. The Silenced character must still make

calls as needed.

Strip Will (S)

Level: Mind 6

Range: Packet (1)

Type: Debuff

Focus: Brilliant Purple Amethyst

Duration: 5 minutes

Call: Strip Will

The target may not use Will Abilities for the duration of

this spell.

Mind Blast

Level: Mind 6

Range: Packet (1)

Type: Direct Damage

Focus: Brilliant Purple Amethyst

Duration: Instant

Call: Mind Wound

The caster manifests a single bolt of raw psychic energy,

which does Mind Wound.

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Heart of Carnage (S)

Level: Mind 7

Range: Touch

Type: Debuff/Buff

Focus: Flawless Purple Amethyst

Duration: 30 minutes (Combat buff)

Call: Heart of Carnage

The target will be compelled to Death Blow any enemy

that he engages. Any time the target strikes at an enemy

for damage, the target will be forced to Death Blow the

enemy as soon as it is dropped. The target afflicted with

Heart of Carnage does not have to attack enemies, but

must Death Blow any enemy they do attack, whether the

attack is successful or not. If the target does successfully

death blow a target while under the effects of Heart of

Carnage they heal one wound of their choice.

Barrier of Will

Level: Mind 7

Range: Wall

Type: Wall

Focus: Flawless Purple Amethyst

Duration: 30 minutes (Combat buff)

Call: Strip Will

Once the wall is set, anyone besides the caster who passes

through must burn a Will and then suffers the effects of a

Strip Will.

Phase (P)

Level: Mind 8

Range: Self

Type: Buff

Focus: Flawless Purple Amethyst

Duration: 30 minutes (Combat buff)

Call: Phase

The caster's body ripples in and out of reality, phasing in

and out of the material realm.

This Smart Defense may be used to prevent any one

effect from landing. Cannot be used against Unresistable

or Lethal effects.

Betrayal

Level: Mind 8

Range: Touch

Type: Debuff/Mental Effect: Command

Focus: Flawless Purple Amethyst

Duration: 5 minutes

Call: Command Betrayal

The target of this spell will attack the nearest ally (other

than the caster) with a +2 melee damage modifier. The

target of this spell will attack the nearest ally until they

are dropped and then will move on to attack the next

nearest ally. The caster of Betrayal is not a valid ally. The

target will continue this for the duration of the spell or

until made unconscious or debilitated magically. This

spell has no effect on targets that are alone (no valid

targets within sight).

Mind Wipe

Level: Mind 9

Range: Touch

Type: Debuff/Mental Effect: Command

Focus: Flawless Purple Amethyst

Duration: See below

Call: Command Mind Wipe

This superior form of the "Forget" spell destroys all

memory of any events that have taken place in the last 24

hours. This spell has no effect on the spell "Memory.”

However, this spell will cause the target to forget

activating their "Memory.” Any spells or skills the target

learned would be forgotten until the memories have been

retrieved. The target will have total amnesia for 1 hour

and at the end of the hour, the targets’ memory prior to

the last 24 hours will return.

Psychic Fury (S)

Level: Mind 9

Range: Packet (4)

Type: Sustained packet :Direct Damage,

Command

Focus: Flawless Purple Amethyst

Duration: Instant

Call: Wound Mind, Command or free

The caster unleashes a mighty wave of psychic energy

against all nearby.

The caster gains 4 packets which they can use for the

following effect, Wound Mind, Command or Fear.

Possession

Level: Mind 10

Range: Touch

Type: Debuff

Focus: None

Duration: 1 hour

Call: Possession Unresistable

At the finish of the incant, the Mind mage's body

becomes non-corporeal and enters the mind of the target.

The Mind mage goes out-of-game immediately (white

headband) and shadows the target. The caster has absolute

control over everything the target does, and the target will

NOT disobey the Mind mage, even if the orders are

murder or suicide. The Possession will hold until the

target is killed or the spell ends. If the target is killed

during the Possession, the caster immediately

rematerializes. The target of Possession has full

awareness of their actions during the Possession, but is

unable to control what happens. The caster, while

Possessing a target, only has access to the target’s skill

list and not their own. At the end of the duration, the

mage re-materializes either next to the target or at the

point of the casting of Possession. The target retains full

memory after the Possession ends. This spell can only be

cast once a Flux. Possession cannot be Dispelled.

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Unstoppable Force (S)

Level: Mind 10

Range: Touch

Type: Buff

Focus: None

Duration: 5 minutes

Call: Unstoppable Force

The target becomes an unstoppable force, their body

totally driven by their mind.

The target of the spell is immune to all damage and any

effect that would cause a wound for the duration of the

spell. Any weapon Maneuvers used while in this state

have their cost reduced to 1. However, the target can't

focus enough to perform Master or Grand Master Level

Maneuvers. Any target other than the caster may only

benefit from this spell once a Flux.

Nature Spells

Heart of the Woods

Level: Nature 1

Range: Self

Type: Utility/GM

Focus: Flawed Green Emerald

Duration: Instant

Call: Heart of the Woods

This spell will inform the caster of any unnatural state

that might exist in the surrounding woodland area.

Snare (S)

Level: Nature 1

Range: Packet (1)

Type: Debuff

Focus: Flawed Green Emerald

Duration: 5 minute

Call: Slow

The target of this spell is Slowed.

Control/Summon Beast (S)

Level: Nature 2

Range: A) Touch, B) Self

Type: A) Command, B) Summoning

Focus: Flawed Green Emerald

Duration: Special/5 minutes

Call: A) Command Control <Target>, B)

Summon <Target>

The caster will need to pick one effect when casting the

spell. The caster can speak to animals for the duration.

This spell will not allow the caster to speak to monsters,

undead, or extra-planar creatures.

A) The caster can attempt to control a larger animal such

as a bear or wolf, in this case the caster’s Will must

be higher than the animal's. If the caster succeeds,

then the animal will be under their control for the

duration.

B) The caster can summon a small animal or beast to

him; the caster should find a GM and tell him which

animal they wish to summon. The animal will only

follow simple commands and give little information,

like a small child might.

Roar (P)

Level: Nature 2

Range: Packet (1)

Type: Debuff/Mental Effect: Fear

Focus: Flawed Green Emerald

Duration: 5 minutes

Call: Roar! Fear

The target suffers from the Fear effect for the duration.

Camouflage (P)

Level: Nature 3

Range: Self

Type: Buff

Focus: Flawed Green Emerald

Duration: 30 minutes (Combat buff)

Call: Camouflage

The caster becomes Invisible and other characters should

role-play that they have no awareness of the caster. To

remain invisible, they:

Must hold both hands over their head with a bright

blue ribbon between them. Unlike the Invisibility

spell, they may have in-game items in hand as long

as it does not obscure the ribbon.

Must remain silent, outside of in-game calls.

Cannot spend pools.

Cannot use items.

Must stand still.

Bark Skin (P)

Level: Nature 3

Range: Self

Type: Sash/Restoration

Focus: Flawed Green Emerald

Duration: 5 minutes/Instant

Call: Bark Skin

This spell grants the caster two levels of Carapace. If it is

cast upon a target that has natural Carapace it will restore

one level of expended Carapace instead.

Root Foot (S)

Level: Nature 4

Range: Packet (1)

Type: Debuff

Focus: Brilliant Green Emerald

Duration: 5 minutes

Call: Root Foot

The target has a single foot stuck to the ground. The

target may rotate, but may not move. A subsequent

successful casting will cause the remaining foot to also be

stuck.

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Tree Teleport

Level: Nature 4

Range: Self

Type: Utility

Focus: Brilliant Green Emerald

Duration: Instant

Call: Tree Teleport

The caster must target a living tree rooted in the earth that

is taller that themselves. They must touch the tree and put

their hand on their head and immediately walk at least at a

normal walking pace up to 150 feet (approximately 60

steps) and find another tree with the same specifications.

The caster exits on a three-count, re-entering game. Only

a Plot effect can affect the character while they are

teleporting.

Nature’s Touch (S)

Level: Nature 5

Range: Touch

Type: Restoration

Focus: Brilliant Green Emerald

Duration: Instant

Call: Heal <Target Wound>

This will Heal a Normal, Savage, or Mortal Wound on the

target character. The caster selects the wound, not the

target.

Insect Swarm (S)

Level: Nature 5

Range: Packet 1

Type: Debuff

Focus: Brilliant Green Emerald

Duration: 5 minutes

Call: Insect Swarm

The target can do nothing but try to keep the insects

away. The target must continually role-play the effect.

They may try to run away from the insects, but may not

otherwise act intentionally.

Tree Friend

Level: Nature 6

Range: Touch

Type: Restoration

Focus: Brilliant Green Emerald

Duration: 30 minutes (Combat buff)

Call: Tree Friend

The caster targets any living tree rooted in the earth taller

than themselves. The caster must mark the tree targeted

with a green rope or ribbon long enough to be tied around

the trunk. Anyone who touches the Tree Friend can

choose to benefit from the spell, becoming Unconscious

for 30 seconds per wound on their body. Upon falling

unconscious, bleed-out and Mortal wound timers are

halted. As each 30 seconds passes, one wound of the

target’s choice will heal. A Tree Friend can support a

maximum of five characters at once. If the duration

expires while there are still characters benefiting from the

Tree Friend, they have all of their wounds sealed.

Remedy (P)

Level: Nature 6

Range: Touch

Type: Restoration

Focus: Brilliant Green Emerald

Duration: Instant

Call: Remedy

This spell removes all toxins on the target. It will halt any

non-magical Diseases affecting the character until the

next Flux and magical Diseases for one hour, but

characters may still be contagious.

Regrowth (S)

Level: Nature 7

Range: Touch

Type: Restoration

Focus: Flawless Green Emerald

Duration: Instant

Call: Regrowth

This spell will restore to perfect condition any single limb

that has been severed or wounded on a target. Alternately,

it may be used to restore two levels of expended Carapace

on the target.

Summon Force of Nature

Level: Nature 7

Range: Touch

Type: Summoning

Focus: Flawless Green Emerald

Duration: A) One Flux, B) Plot discretion

Call: Summon Force of Nature

The caster can either summon a minor being of Nature

from the depths of the forest who will serve the caster’s

wishes, or seek the assistance of a more powerful,

intelligent creature from that area.

A) When summoning a minor being of Nature, the player

of the caster finds a friend or asks Plot for the service

of an NPC. That person then becomes the Force of

Nature for the duration. The caster must provide

costuming for the creature at least consisting of a

tabard and either face paint or a mask. See Plot for

the appendix of summoned creature stats.

B) When seeking the assistance of a powerful creature,

the caster must seek out Plot before casting the spell.

The response to the summons is entirely at Plot’s

discretion, but the summoned entity will typically be

friendly to the caster, and will generally not stick

around for more than an hour.

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Nature’s Champion

Level: Nature 8

Range: Touch

Type: Buff

Focus: Flawless Green Emerald

Duration: 30 minutes (Combat buff)

Call: Nature’s Champion

The target gains +1 to weapon damage, and adds the

“Nature” damage type to their physical attacks. The target

also gains a temporary Fortitude. Any target excluding the

caster may only benefit from this spell once per hour, or

once per combat whichever is greater.

Entangle

Level: Nature 8

Range: 30ft radius

Type: Debuff

Focus: Flawless Green Emerald

Duration: 5 minutes

Call: Everyone within 30ft, Root Foot

Any target struck with this spell must resolve a Root Foot

effect.

Primal Fury

Level: Nature 9

Range: A) Self, B) Burst (5)

Type: A) Summoning/Buff, B) Direct Damage

Focus: Flawless Green Emerald

Duration: One Flux

Call: A) Primal Fury, B) 7 Nature Flurry

This spell has two ways that it can be cast. The mage will

need to pick one on casting the spell.

A) The raw essence of nature is raised by the arcane

power of the caster, drawing the caster into its bosom

and sending forth a champion of Primal Fury to stand

in their place.

When a character obtains this spell, they will receive

their Primal Fury creature card. When cast, the caster

of this spell must immediately go out-of-game.

While out-of-game they must fulfill the costume

requirement for their primal creature as dictated by

Plot. They must then re-enter game on a three-count

from the nearest large group of plants. If the Primal

Fury is killed, the caster should speak with a GM to

determine what happens to their character. The caster

can end the spell by returning to the point of

summoning and spend 15 minutes meditating to

appease the Fury.

B): The caster summons primordial nature energy to their

hand and strikes out with it.

Any one struck by a packet must resolve 7 Nature

Flurry.

Hibernate (S)

Level: Nature 9

Range: Touch

Type: A) Debuff/Mental Effect: Sleep, B)

Restoration

Focus: Flawless Green Emerald

Duration: A) Two Fluxes, B) One minute

Call: A) Hibernate, Sleep, B) Hibernate, Full

Heal

This spell has two ways that it can be cast; the mage will

need to pick one on casting the spell.

A) The target of the spell will instantly fall asleep,

becoming Unconscious until two Fluxes have passed.

There is no means to wake up someone who is under

the effect of this spell, but someone who knows and

can cast Hibernate may choose to wake the target.

The victim of this spell should report to Plot at their

earliest opportunity.

B) The target is placed in a magical sleep for 60 seconds,

and at the end of the duration the target has all of

their wounds healed. If the sleep is ended before the

duration, no wounds are heal.

Gift of Nature

Level: Nature 10

Range: A) Area of Effect/Sound of Voice, B)

Touch

Type: Restoration/GM

Focus: None

Duration: Instant

Call: A) Gift of Nature, Hold, B) Resuscitate

This spell has two ways that it can be cast. The mage will

need to pick one on casting the spell.

A) Everyone within the sound of the caster’s voice

receives a Full Heal and Regrowth effect to each

limb. In addition, all broken or damaged items are

repaired. Toxin and Magic Resists are replenished to

full. This spell may only be cast once per Flux.

B) This spell acts as a Resuscitate effect and, if cast

within 30 minutes of the target’s death, will return

them to life with all their wounds Sealed. In addition,

this spell removes all poison, disease and alchemy

from the target. This spell requires the remains of the

intended target. See The Downside of Death above

qfor the effects of dying and coming back.

Wrath of Nature (S)

Level: Nature 10

Range: Special

Type: Special/GM

Focus: None

Duration: Varies

Call: Wrath of Nature, Unresistable

The caster must Designate a single item, structure or

person as cursed for destruction by nature. The caster has

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30 minutes to inform the target or owner of the item or

building that they have been targeted for Wrath of Nature.

This spell may only be cast once every 24 hours, and the

caster must get Plot’s permission to use it.

Order Spells

Identify (S)

Level: Order 1

Range: Touch

Type: Utility

Focus: Flawed Orange Citrine

Duration: Instant

Call: Identify

This spell will determine the function and material

makeup of an item, mundane or magical. Details

concerning who made the item and who has used the item

are not revealed by this spell.

Confess

Level: Order 1

Range: Touch

Type: Debuff/Mental Effect: Command

Focus: Flawed Orange Citrine

Duration: 5 minutes or until used

Call: Confess Command

The target MUST answer the next question they hear

truthfully. You must burn a Will point to use this spell.

Harden (S)

Level: Order 2

Range: Touch

Type: Buff

Focus: Flawed Orange Citrine

Duration: 30 minutes (Combat buff)

Call: Harden <Item>

The target item gains a single Resist, effective against

Break or Destroy effects. On using this Resist, the target

of the Break or Destroy must call out “Resist Harden.”

Replicate (P)

Level: Order 2

Range: Self

Type: instant

Focus: Flawed Orange Citrine

Duration: instant

Call: "Replicate X"

This spell is based off the last spell or maneuver the order

mage used with in the last 10 seconds. That spell or

maneuver must have failed to land or take effect. The

Order mage casts Replicate and may attempt that exact

same spell or Maneuver again with only the mana pool

cost of 2. This will not work on spells countered, or single

use spell or maneuvers. Replicated spells will not benefit

from any other effect or then the base call of the last spell

or manevuer used.

True Sight

Level: Order 3

Range: Self

Type: Sash

Focus: Brilliant Orange Citrine

Duration: 5 Minutes

Call: True Sight

This spells allows the caster to see all things invisible or

magically hidden, as well as able to see through the

Morph spell.

Empower (P)

Level: Order 3

Range: Touch

Type: Buff

Focus: Flawed Orange Citrine

Duration: 30 minutes (Combat buff)

Call: Empower

The target of this spell now adds the “Order” damage type

to any melee attacks.

Restore Fortitude (P)

Level: Order 4

Range: Touch

Type: Restoration

Focus: Brilliant Orange Citrine

Duration: Instant

Call: Restore Fortitude

This spell will restore one used fortitude

Cleanse (S)

Level: Order 4

Range: Packet (1)

Type: Utility

Focus: Brilliant Orange Citrine

Duration: Instant

Call: Cleanse <Spell>

This spell will remove any single active spell on a target.

The caster must name the spell they wish to Cleanse. Any

spell that summons or creates something may not be

Cleansed, such as walls, elementals or items. This spell

has no effect against level ten spells.

Augment (S)

Level: Order 5

Range: Touch

Type: Buff

Focus: Brilliant Orange Citrine

Duration: 30 minutes

Call: A) Boost Natural Armor, B) Boost

Carapace 2

The spell increases physical forms of protection. The

target of this spell must have, Natural Armor or Carapace

to benefit from it. The caster picks one of the two to

augment. Natural Armor is increased by 1 in a single

location , Carapace is increased by 2. This spell does not

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stack with any other spells that increase Natural Armor or

Carapace.

Rejuvenate

Level: Order 5

Range: Touch

Type: Utility

Focus: Brilliant Orange Citrine

Duration: Instant

Call: Transfer Mana <Mana>

On casting this spell, the caster decides how much Mana

he wishes to transfer to the target, in multiples of 5. There

is no initial Mana cost to this spell, however the caster

must expend 1 Mana for every 5 Mana transferred

regardless of caster type.

Duplicate

Level: Order 6

Range: Self

Type: Buff (Combat buff)

Focus: Brilliant Orange Citrine

Duration: 30 minutes

Call: Duplicate, Magic <Effect>

This smart defense protects the caster from a single melee

attack or Maneuver. The caster may then throw a packet

with the same damage call and/or Maneuver at any legal

target. The caster only gets a single packet and must

Duplicate the attack within 10 seconds of being struck.

The Duplicated attack may be resisted as a spell.

Reflect (P)

Level: Order 6

Range: Self

Type: Buff

Focus: Brilliant Orange Citrine

Duration: 30 minutes (Combat buff)

Call: Reflect, <Reflected Spell>

This Simple Defense will reflect the next spell cast at

them, detrimental or otherwise. The caster may then

throw a packet with the same effect as the original spell at

any legal target. Area of effect and sound of voice spells

cannot be Reflected. The caster has 10 seconds from the

time he was hit with the spell to Reflect it.

Inhabit Item

Level: Order 7

Range: Touch

Type: Utility

Focus: Flawless Orange Citrine

Duration: 30 minutes (Combat buff)

Call: Inhabit Item

The caster may enter any item that is no smaller than the

palm of their hand. The caster then goes out-of-game, and

follows wherever the item goes. The caster is completely

aware of their surroundings and can end the spell at any

time. Once ended, the caster appears within 5 feet from

the item. If the item the caster currently inhabits is

broken, the caster will appear near where the item was

and takes a wound to each location. If the item is

destroyed, the caster’s dead body will appear near where

the item was. Player holdings may not be targeted for an

inhabited items.

Recall (S)

Level: Order 7

Range: Touch

Type: Utility/GM

Focus: Flawless Orange Citrine

Duration: Variable

Call: Recall

After targeting a specific item with the spell, the caster

can ask 3 questions regarding the item and have them

answered. The quality of the answers varies based on the

item and the questions.

Armor of the Gods

Level: Order 8

Range: Touch

Type: Sash

Focus: Flawless Orange Citrine

Duration: 15 minutes

Call: Armor of the Gods

This spell adds 2 to all physical armor worn by the target

for the duration. If the target has no armor in a location,

the target gets Armor 5 in all locations. This spell will not

increase an armor rating higher than 9. This spell also

grants a single temporary Fortitude to the target. Any

armor piece affected by this spell cannot be damaged,

broken or destroyed by any means short of a Plot effect.

Banish (S)

Level: Order 8

Range: Packet (1)

Type: Debuff

Focus: Flawless Orange Citrine

Duration: Instant

Call: Banish Command

This spell will banish any creature not native to the

current plane to their plane of origin. This includes

conjured and summoned creatures. If a creature is

successfully Banished, they must go out-of-game

immediately and tell a GM. Banish may also be used on

any of the elemental wall spells.

Mana Cannon

Level: Order 9

Range: Packet (1)

Type: Direct Damage

Focus: Flawless Orange Citrine

Duration: Instant

Call: <Damage> Order Flatten

The caster may throw a packet for 1 to 10 direct damage,

spending Mana equal to double the damage of the spell

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regardless of caster type. If the target is wounded by the

spell, they are Flattened.

Valor (S)

Level: Order 9

Range: Touch

Type: Buff

Focus: Flawless Orange Citrine

Duration: 30 minutes (Combat buff)

Call: Valor

When the target would normally die, they are instead

revived with their Fortitudes restored, all their wounds

healed, and they may apply a Cleanse to any spells

currently affecting them. Once a Valor is cast on a target

it may not be removed unless targeted by a ritual or plot

effect. Once a Valor activates on a character that

character may not beneft form another Valor for the Flux.

Harmony (S)

Level: Order 10

Range: Self

Type: Sash

Focus: None

Duration: 5 minutes

Call: Harmony

Once this spell is cast, all active magical effects on the

caster are Dispelled. While affected by this spell, the

caster is unaffected by any magic, Faith or alchemy,

including their own. While this spell is active, the caster

is immune to all sources of damage with the exception of

non-magical, physical damage. In addition, the caster of

this spell may only cast Order magic and deal physical

attacks while under the effects of this spell. The caster

cannot be killed while under the effects of this spell. Any

wounds incurred while under its effects will begin

bleeding once the spell ends. This spell cannot be

Dispelled or removed by any means.

Symphony of Order

Level: Order 10

Range: Sound of Voice

Type: Line of Sight

Focus: None

Duration: Instant

Call: Symphony of Order, Hold (explanation

of effects)

After casting this spell, all magical effects active on any

target of this spell has its duration refreshed as if the spell

had just been cast. Then, 50 % Endurance and 50% Mana

pools are refilled, and their Fortitudes are refreshed. This

spell can only be cast once every 24 hours.

Water Spells

Control Water

Level: Water 1

Range: Touch

Type: Utility

Focus: Flawed Blue Sapphire

Duration: Varies

Call: A) Purify Water B) Douse C) Locate

Water

This spell can be cast in 3 different ways:

A) Will purify any bucket or pail-sized container of water

of any alchemical tonics, poisons, diseases or potions.

B) Will douse any fire no larger than a campfire.

C) Caster will be pointed to the nearest surface water

source. Caster will have no indication of the distance

of the water source.

Identify Solution (S)

Level: Water 1

Range: Touch

Type: Utility

Focus: Flawed Blue Sapphire

Duration: Instant

Call: Identify Solution

Identifies any liquid potion or alchemical tonic the caster

holds. The actual liquid-potion must be visible. Certain

special potions may require that the caster spend more

time examining its contents before it may be identified.

Chill

Level: Water 2

Range: Touch

Type: Debuff

Focus: Flawed Blue Sapphire

Duration: 5 minutes

Call: Chill

The target is Slowed.

Slip (S)

Level: Water 2

Range: Packet (1)

Type: Debuff

Focus: Flawed Blue Sapphire

Duration: Instant

Call: Knockdown

The caster conjures a thin sheet of ice under the target’s

feet, causing them to slip and fall down.

The target is Knocked down.

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Icy Grasp (P)

Level: Water 3

Range: Touch

Type: Buff

Focus: Flawed Blue Sapphire

Duration: 30 minutes(Combatbuff)

Call: Icy Grasp

The target’s hand is frozen to the weapon, making them

immune to Disarm effects. The target will not be able to

let go of the weapon for the entire duration of the spell. If

struck with a Disarm effect, the target should call “Icy

Grasp.”

Rust

Level: Water 3

Range: Packet (1)

Type: Debuff

Focus: Flawed Blue Sapphire

Duration: Permanent

Call: Break Armor

The caster emits a stream of corrosive energy, which

permanently degrades all non-magical armor.

Rust breaks a single piece of armor. Rust does not affect

magical armors, orCarapace.

Glacier Skin (P)

Level: Water 4

Range: Self

Type: Sash

Focus: Brilliant Blue Sapphire

Duration: 5 minutes

Call: Armor

A thick sheet of ice covers the target’s body.

The caster gains a Natural Armor of 4

Snow Blind (S)

Level: Water 4

Range: Touch

Type: Debuff

Focus: Brilliant Blue Sapphire

Duration: 5 minutes

Call: Blind

The caster harnesses the power of ice to spray tiny shards

of ice at the enemy, blinding them.

The target is Blinded and may only use spells, potions,

Faith or alchemy on themselves. They are unable to use

spells and alchemy on others and cannot attack.

Freeze/Thaw (S)

Level: Water 5

Range: Packet (1)

Type: Debuff

Focus: Brilliant Blue Sapphire

Duration: 5 minutes

Call: A) Freeze, B) Thaw

The caster encases the target in a block of magical ice.

A) While frozen, the target is immobilized, completely

unaware of their surroundings, cannot perform any

actions, and any timers currently affecting the target

are paused until the spell ends. Only creatures with

Heroic, Monstrous or Minotaur Strength or spells

over 5th level that move a target can move someone

who has been Frozen. Someone with a weapon that

does a magic type of damage can chip the frozen

target free on a slow ten-count. Otherwise, the Frozen

target can only be affected by 10th level spells and

AoE effects. If Dispelled or removed by another

effect, all protections and hindrances of the Freeze

spell end instantly.

B) Alternately, this spell can also be cast as “Thaw,”

which instantly removes all Freeze effects on the

target.

Hydro Cannon (S)

Level: Water 5

Range: Burst (20)

Type: Debuff

Focus: Brilliant Blue Sapphire

Duration: Instant

Call: Knockdown

The mage summons a power burst of water from their

hand, knocking foes to the ground.

Targets are Knocked-down.

Create Serum of Vitality/Insight

Level: Water 6

Range: Touch

Type: Summon

Focus: Brilliant Blue Sapphire

Duration: 30 minutes

Call: Create Serum of Vitality/Insight

The mage creates a serum of magically pure water. The

caster must have an empty container/potion bottle to cast

the spell into. A person may drink a potion created by this

spell once a day. On casting the spell, the mage chooses

which effect the potion has.

Vitality: Removes all Toxins affecting the drinker and

restores a Fortitude and 5 Endurance.

Insight: Restores 10 Mana and replenishes one use of an

Arcane Ability (except Channel Higher Magic and Spell

Potency).

The potion created by this spell is highly unstable and

expires after 30 minutes.

Cleanse Wound (P)

Level: Water 6

Range: Touch

Type: Restoration

Focus: Brilliant Blue Sapphire

Duration: Instant

Call: Heal <Target Wound>

This spell Heals one wound of the caster’s choice. This

spell only works on living targets.

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Pools of Vision (P)

Level: Water 7

Range: Self

Type: Utility/GM

Focus: Flawless Blue Sapphire

Duration: Special

Call: Pools of Vision

The caster reaches down into the depths of the plane of

water in his search.

This spell takes 5 minutes to cast. Upon casting, the caster

asks a single question to a pool of water. Within 2 hours

of casting, the caster will either be given an answer or a

place to find the answer. This spell can be used to find the

location of hidden items, or information about a person or

a certain topic.

Summon/Command Water Elemental

Level: Water 7

Range: Touch

Type: Summoning/GM

Focus: Flawless Blue Sapphire

Duration: A) One Flux, B) Plot discretion, C)

Debuff

Call: Summon Water Elemental

The caster can either summon a minor elemental from the

plane of Water who will serve the caster’s wishes, or seek

the assistance of a more powerful, intelligent creature

from that plane.

A) When summoning a minor elemental, the player of the

caster finds a friend or asks Plot for the service of an

NPC. That person then becomes the Water elemental

for the duration. The caster must provide costuming

for the elemental at least consisting of a tabard and

either face paint or a mask. See Plot for the appendix

of summoned creature stats.

B) When seeking the assistance of a powerful elemental,

the caster must seek out Plot before casting the spell.

The response to the summons is entirely at Plot’s

discretion, but the summoned entity will typically be

friendly to the caster, and will generally not stick

around for more than an hour.

C). The caster may target any elemental belonging to the

plane of Water or creature from the plane of Water

and target them with a command spell

Wall of Frostbite (S)

Level: Water 8

Range: Wall

Type: Wall

Focus: Flawless Blue Sapphire

Duration: 30 minutes (Combatbuff)

Call: Stun, Chill, Weaken -1 Damage

Frozen vapor wreaths anyone who touches this wall,

weakening and leeching energy from them.

The effects Stun, Chill and Weaken -1 Damage are

delivered to all who touch or pass through this wall.

Please note that the Weaken effect stacks each time the

target passes through the wall. The caster may pass

through the wall without taking any effect.

Tidal Wave

Level: Water 8

Range: Line of Sight in front of the caster 30 ft

Type: Debuff

Focus: Flawless Blue Sapphire

Duration: 10 seconds

Call: Everyone Within 30ft in front of me

Flatten, Stun

The caster summons a massive tidal wave to smite all

those in front of him and knock them away.

Everyone in front of the caster within 30 ft is Flattened

and Stunned.

Ice Form (P)

Level: Water 9

Range: A) Self, B) Touch

Type: A) Sash, B) Restoration

Focus: Flawless Blue Sapphire

Duration: A) 5 minutes, B) 10 seconds

Call: A) Ice Form, B) Stun, Heal 4 Wounds

This spell has two ways it can be cast and the caster

chooses which one will take effect.

A) The caster encases his body in water, which freezes

like a hard crystal.

This spell grants the caster level 6 armor in every

location. This spell will not stack with any other

armor. If the caster is wearing armor, use the higher

of the two values in each location. Anyone who lands

a non-ranged attack on the caster must resolve a

Freeze effect, which may be resisted. Ice Form

cannot be damaged and the caster resists the effects

of the Melt spell. While in Ice Form, all of the

caster's Water spells have their pool cost reduced by

1, to a minimum of 1.

B) The caster flash freezes the target, encasing them in

magical ice until their wounds are healed.

The target is Stunned and at the end of the stun, 4 of

their wounds are healed.

Drown (S)

Level: Water 9

Range: Packet (1)

Type: Debuff/Death

Focus: Flawless Blue Sapphire

Duration: 5 minutes

Call: A) Drown, B) Cleanse <Spell>

This spell has two ways it can be cast and the caster

chooses which one will take effect.

A) The target falls to the ground stunned, clutching their

chest and gasping for air.

After the duration, the target dies. The drowning

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victim can be saved if Dispel or Cleanse is cast on

them before the first minute. If the spell is removed

via Dispel, the character cannot use in-game abilities

for however long they were affected by Drown. The

caster of the spell can call off the effects at any time

before the duration has ended.

B) The caster uses water to Drown out another spell

effect.

This spell may be cast on someone under the effects

of either a Drown, Tornado or Petrify Spell. If so, it

will end the effects of that spell.

Blizzard

Level: Water 10

Range: Area of Effect/Sound of Voice

Type: A) Debuff/Restoration, B)

Debuff/Debuff

Focus: None

Duration: A) 5 minutes, B) 5 minutes + 5 minutes

Call: Everyone Within the Sound of my

Voice, Blizzard Unresistable, Hold

(explain effects)

The caster calls forth howling winds, freezing rain, snow,

and ice to encase those around them in blocks of magical

ice.

This spell may be cast once per Flux (regardless of which

variation is cast) and may be cast in the following two

ways:

A) The caster charges the blocks of ice with the cleansing

power of water.

All enemies within the sound of the caster's voice, or

anyone they care to designate within range, are

encased in a super cold block of ice. They receive the

unresistable effects of the Freeze spell and the effects

of a full heal.

B) The caster charges the blocks of ice with a bitter

magical cold.

All enemies within the sound of the caster's voice, or

anyone they care to designate within range, are

encased in a super cold block of ice. They receive the

unresistable effects of the Freeze spell and when the

Freeze is removed, they take a Lethal Fatigue for 5

minutes from the time they are released from the

Freeze effect.

Ice Spear (S)

Level: Water 10

Range: Packet Burst(5)

Type: A) Direct Damage, B) Debuff

Focus: None

Duration: 5 minutes

Call: A) Water Wound, Pin, B) Cleanse Sash

Lethal

This spell has two ways it can be cast and the caster

chooses which one will take effect.

A) The caster throws a spear of ice that will impale the

target, Freezing them to the ground

The caster throws a packet for Water Wound, Pin (as

the ranged Maneuver) direct magic damage. The

target is pinned to the ground if the spell lands,

regardless of whether or not they are actually

wounded.

B) The caster throws a spear of ice, destroying an active

sash by Freezing and shattering the magic.

The target suffers a Lethal Cleanse effect on any sash

spell that they have active.

Universal Spells

Detect Magic

Level: Universal 1

Range: Touch

Type: Utility

Focus: Any Flawed Gem

Duration: Instant

Call: Detect Magic

This spell will determine whether an item is magical, but

will not determine its function or the type of magic

contained within.

Light (S)

Level: Universal 1

Range: Self

Type: Utility

Focus: Any Flawed Gem

Duration: 1 hour

Call: Light

This spell makes a small magical light for the mage. The

phys-rep is a glow stick. Flashlights and other sources

must have Plot approval.

Decipher

Level: Universal 1

Range: Touch

Type: Utility/GM

Focus: Any Flawed Gem

Duration: Instant

Call: Decipher

When trying to understand languages or symbols of an

unknown nature, Decipher is an extremely useful spell.

This spell can be cast on a symbol, word or letter, and

will tell the mage something about the meaning of that

particular target. Casting this spell multiple times on the

same target will not improve the results. Some text or

runes may not be Decipherable.

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Daydream (P)

Level: Universal 1

Range: Self

Type: Utility/GM

Focus: Any Flawed Gem

Duration: 15 minutes

Call: Daydream

The caster enters a magical sleep and becomes

Unconscious for the duration. During that time they may

only be awakened through magical means. During this

sleep, the player will experience vivid dreams. The dream

may include riddles, history, symbolism or other forms of

information. The daydream may or may not contain

information pertinent to current events.

Purify Food/Drink (S)

Level: Universal 1

Range: Touch

Type: Utility

Focus: Any Flawed Gem

Duration: Instant

Call: Purify Food/Drink

This spell will purify any plate of food or glass of liquid

of any alchemy, poisons or impurities.

Magic Touch

Level: Universal 2

Range: Touch

Type: Utility

Focus: Any Flawed Gem

Duration: Special

Call: Magic Touch

This spell allows the caster to channel spells and cast

them through a melee weapon.

Any touch spell may be altered using this spell. Ranged

weapons cannot be targeted by this spell. The caster must

target a weapon, then cast Magic Touch. Within ten

seconds of casting the spell, the caster must then target

the weapon with a touch spell. The caster then has 30

seconds to deliver the touch spell with the weapon. The

caster only has a single attempt to “touch” the target with

the weapon. No weapon damage or Maneuvers may be

called on the delivery of this spell. Magic Touch may not

be used on spells of the seventh level or higher.

Truth

Level: Universal 2

Range: Touch

Type: Debuff/Mental Effect: Command

Focus: Any Flawed Gem

Duration: 5 minutes

Call: Truth, Command

The caster can force a single target to answer 3 questions

truthfully. The target is not forced to speak and may

remain silent for the duration of the spell. However, if the

target does speak, they must answer the questions as

honestly and forthrightly as possible.

Calm (P)

Level: Universal 2

Range: Touch

Type: Command

Focus: Any Flawed Gem

Duration: 30 minutes(Combatbuff)

Call: Calm

This spell may be used to calm frightened townspeople,

mentally unstable individuals, or savage beasts.

Calm suppresses any emotional or mental problems in the

target such as phobia, depression, fear and other mental

effects to levels that targets can manage for short periods

of time. This spell can reduce the debilitating effects of

negative emotions in the target for up to 30 minutes,

however any trauma or extreme behavior near the target

will negate this spell. Calm will negate the effects of

Death Gaze, Berserk, Paranoia, Roar, Fear and Laugh.

Bend

Level: Universal 2

Range: Touch

Type: Utility

Focus: Any Flawed Gem

Duration: Instant

Call: Bend

The target may bend his or her body in any way to escape

non-magical bonds instantly, or to wriggle through a hole

or space no smaller than 4 inches in any direction (such as

prison bars, a small window, small cave, etc.).

Create Unstable Scroll/Potion

Level: Universal 2

Range: Touch

Type: Utility/GM

Focus: Any Flawed Gem

Duration: One Event

Call: Create Unstable Scroll/Potion

This spell is used to make unstable scrolls and potions,

which have a substantially shorter lifespan than the more

stable versions created by the Imbuing skill.

The caster may only create unstable scrolls and potions of

spells that they know and can cast. First, the caster spends

Mana to prepare the proper vessel to receive the spell.

The caster must then immediately cast the desired spell,

paying double the proper Mana cost. The casting time for

this spell is equal to the level of the desired spell in

minutes and the caster is considered to be incanting for

this time. The items created from this spell follow the

same rules as their stable counterparts. The caster must

pay half of the monetary cost to produce the stable

version (see Trade Skills: Imbuing). Characters with

sufficient Imbuing skill to create the item pay half the

total Mana cost and take half the time for the creation.

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Identify Poison/Alchemy (S)

Level: Universal 3

Range: Packet (1)

Type: Utility

Focus: Any Flawed Gem

Duration: Instant

Call: Identify Poison/Alchemy

Mystical forces reveal the presence and nature of any

alchemies or poisons.

This spell targets a single meal, drink or item. The caster

will identify any alchemy or poison present.

Resist Magic/Toxin (P)

Level: Universal 3

Range: Touch

Type: Buff

Focus: Any Flawed Gem

Duration: 30 Minutes(Combatbuff)

Call: Resist Magic/Toxin

The caster grants the target either a Magic or Toxin

Resist. This spell may only be cast on any one target once

per hour or per combat which ever is greater..

Attune

Level: Universal 3

Range: Touch

Type: Utility/GM

Focus: Any Flawed Gem

Duration: Instant

Call: Attune

This spell allows the caster to attune to an item they are

touching.

The caster becomes aware of the last 30 minutes of the

item’s history, from the item’s perspective. The

information gained from this spell varies and is up to the

GM present.

Detect/Reveal Hidden (S)

Level: Universal 3

Range: Self

Type: Debuff

Focus: Any Flawed Gem

Duration: Instant

Call: Detect Hidden…Reveal

This spell allows the caster to momentarily see invisible

or camouflaged creatures, and potentially remove their

disguise.

There must be some indication that an invisible or

camouflaged creature is nearby, or the spell cannot be

cast. The caster may then point at any one detected target

and call “Reveal,” which counteracts Invisibility or

Camouflage and ends this spell.

Magic Lock/Unlock

Level: Universal 3

Range: Touch

Type: Utility

Focus: Any Flawed Gem

Duration: One Flux

Call: Magic Lock/Unlock

This spell will magically lock or unlock any container

that can be closed or latched, including doors and books.

There must be a tag stating that there is a magical lock on

the item. This spell cannot be used to unlock mundane

locks. The caster does not have to cast Magic Unlock on

any magic lock he has placed. Any magic lock not placed

by the caster must be opened with the Magic Unlock

spell. Once an item with a Magic Lock has been opened,

the Magic Lock spell must be recast to Magically Lock

the item again. Pick Lock skill does not work on Magic

Locks.

Magic Transfer

Level: Universal 4

Range: Self

Type: Buff

Focus: Any Brilliant Gem

Duration: 30 seconds

Call: Magic Transfer <Target Spell>

This powerful spell allows the caster to transfer self spells

to other people.

After casting this spell, the caster then has the duration to

cast another spell with a range of self, but must touch

another as the target. This spell does not function on

spells higher than the sixth level and casting such a spell

will end the duration of Magic Transfer.

Repair (S)

Level: Universal 4

Range: Touch

Type: Utility

Focus: Any Brilliant Gem

Duration: Instant

Call: Repair <Target Item>

Mystic energies mend torn clothes, re-forge broken

swords and restore shattered armors.

This spell will repair items that have been broken. This

includes effects that lower armor ratings, such as Dent,

Rust and Alchemy Acid. Destroyed items are unaffected.

Haven

Level: Universal 4

Range: Self

Type: Buff

Focus: Any Brilliant Gem

Duration: 5 minutes

Call: Haven

The mage summons a powerful magic ward that protects

them from harm.

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On casting this spell the caster must clasp their hands

over their head and call out “Haven.” The caster must

have nothing in their hands. The caster will not be

affected by any damage, weapon Maneuvers, Faith

abilities or alchemy. The mage may only walk, not run.

The caster may not take offensive actions (such as

blocking someone’s path) or engage in physical role-play.

If the caster drops their hands, runs or take an offensive

action, it ends the spell. Haven will not stop lethal effects.

Haven can be removed with the spells Cleanse, Dispel

and Requiem of Chaos.

Mana Shield (P)

Level: Universal 4

Range: Self

Type: Buff

Focus: Any Brilliant Gem

Duration: 30 minutes(Combatbuff)

Call: Mana Shield

The caster bends their Mana to make a magic shield

around their body.

The caster gains a single use of the Carapace defense.

Fling

Level: Universal 4

Range: Packet (1)

Type: Debuff/Mental Effect: Command

Focus: Any Brilliant Gem

Duration: Instant

Call: Disarm <Target Item>, Command

This delivers a Disarm effect to the target item.

Energy Bolt

Level: Universal 5

Range: Packet (1)

Type: Direct Damage

Focus: Any Brilliant Gem

Duration: Instant

Call: <Damage> Magic

The mage summons a single powerful bolt of raw Mana.

The mage chooses the damage that the spell inflicts, from

1-3 damage. The Mana cost for this spell is double the

amount of damage the mage chooses, regardless of caster

type.

Invisibility (P)

Level: Universal 5

Range: Self

Type: Buff

Focus: Any Brilliant Gem

Duration: 5 minutes

Call: Invisibility

The caster is cloaked in powerful magic, becoming

completely invisible to the naked eye.

The caster becomes invisible and other characters should

role-play that they have no awareness of the caster.

To maintain their invisibility, a character:

Must hold both hands over their head with a bright

blue ribbon held between them. No in-game items

may be held in their hands.

Must remain silent, outside of normal footsteps and

in-game calls.

Cannot spend pools.

Cannot use items.

Summon Magical Weapon or Shield (S)

School/ Level: Universal 5

Range: Self

Type: Buff

Focus: Any Brilliant Gem

Duration: 30 minutes(Combatbuff)

Call: None

A short sword, long sword or shield is created. Only one

such item may be created at a time. Only the caster may

use the item. This spell cannot be Magic Transferred. The

summoned item cannot be disarmed or destroyed, nor can

it benefit from buffs. If the caster willingly puts the

summoned item down, it ends the spell. The mage must

have the phys-rep for this spell before they cast it. The

phys-reps may be carried by the caster, but are out-of-

game, and cannot be used except during the duration of

this spell.

The shield grants the caster a block rating of 6. Its phys-

rep is white with a yellow strip on its face.

The weapon grants the user Adept skill with one-handed

weapons, its base damage is as a one handed sword, and it

can be the target of Magic Touch. Its phys-rep is a white,

single-handed long or short sword with a yellow strip tied

above the cross guard.

Berserk

School: Universal 5

Type: Debuff/Mental Effect: Command

Range: Touch

Focus: Any Brilliant Gem

Duration: 5 minutes

Call: Berserk, Command

Their will overcome, the target loses the ability to

distinguish friend from foe and is flooded by rage,

causing them to lash out at the nearest target.

The target attacks the first person they see relentlessly

until that target is incapacitated, then picks the next target

they see and attacks them in the same manner until all

targets are defeated or the effect ends. Minotaurs cannot

resist this spell.

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Blink

Level: Universal 5

Type: Buff

Range: Self

Focus: Any Brilliant Gem

Duration: 30 Minutes(Combatbuff)

Call: Magic Evade

The caster automatically Evades the next effect that is

possible to Evade (see the Maneuver). This is a simple

defense.

Energy Burst

Level: Universal 6

Type: Direct Damage

Range: Burst (10)

Focus: Any Brilliant Gem

Duration: Instant

Call: 1 Magic

A large burst of energy flies from the caster, causing

magical damage to anyone unfortunate enough to be

caught in its swath.

This spell does direct damage to targets affected by the

burst.

Immovable Object (P)

Level: Universal 6

Type: Buff

Range: Self

Focus: Any Brilliant Gem

Duration: 30 Minutes (Combat buff)

Call: Immovable Object

This spell grants the caster Immunity to Flatten,

Knockback and Knockdown effects. However, spells that

do not specifically target the subject (such as area of

effect and sound of voice spells) retain their effect.

Power Word

Level: Universal 6

Type: Buff

Range: Self

Focus: Any Brilliant Gem

Duration: 30 minutes (Combat buff)

Call: Power Word <Target Spell>

This spell allows the mage to prepare a single spell of

level 6 or lower to be cast instantly. A caster may only

have a single spell prepared with Power Word at a time.

To use this spell:

1. Cast Power Word.

2. Within 10 seconds, cast the target spell.

3. Inscribe the name of the target spell on a piece of

paper.

4. Within the duration, call “Power Word <Target

Spell>” then the spell’s call, and then deliver the

effect. The paper should then be torn, at the casters

connivance

Create Focus/Spellbook

Level: Universal 6

Type: Utility/GM

Range: Touch

Focus: Any Brilliant Gem

Duration: Instant

Call: None

This spell creates magical foci and spellbooks, as used by

gem and book casters. In order to do this, the caster must

have a gem or blank spellbook (as created through

Imbuing or Sorcery), which must be acquired in game. On

casting this spell, the caster will align the focus to one

school of magic, or make the book viable for use as a

spellbook. When creating a focus, 3 Mana is spent for a

flawed gem, 6 Mana for a brilliant gem, and 9 Mana for a

flawless gem. Making a blank book into a spellbook costs

10 Mana.The caster will need to get an item tag from Plot

for the item before it can be used in game.

Blink Strike (P)

Level: Universal 6

Type: Buff

Range: Self

Focus: Any Brilliant Gem

Duration: Instant

Call: None

Upon finishing the incant, the caster puts their hand on

their head and immediately walks at least at normal pace

up to 20 feet (approximately 8 steps) in the direction they

were facing when they finished the incant, then reappears.

While moving with their hand on their head, the character

cannot be affected by anything short of a Plot effect. In

addition,

the next melee strike delivered by the caster will swing

for +1 damage if it is made less than ten seconds after

reappearing. If the strike misses, the damage bonus is lost.

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Sorcery Sorcery is the skill used by mages to perform rituals. Sorcery is much less intuitive than mere spellcasting, so a character

must have achieved mastery (6th level) of at least one school of magic other than universal before they may buy sorcery.

Sorcery need only be purchased once and it grants the three Cantrip rituals (level 1 Universal rituals) and the ability to learn

rituals in any school that has been mastered. The level of ritual a character can be trained in and use is dependent on their

incanting level. Incanter level 1-2- rituals level 1 Incanter levels 3-4- ritual level 2 Incanter level 5-6 ritual level 3 Incanter level 7-8 ritual level 4 Incanter level 9-10 ritual level 5 Grand Sorcerery On learning a 5th level Ritual a Sorcerer may quest for grand Sorcerery. Grand Sorcerery allows for sorcerers to write their own rituals, as well grants them access to Grand Sorcerery abilities which help and modify rituals. Please see the Grand Sorcerery write up for more information. Approved rituals: Below this list are a number of pre approved rituals that any sorcerer can train and buy assuming they can cast a ritual of the same level and school. As new rituals are written by either players or staff they will be added to the Approved ritual list. Approved ritual lists are chapter specific. Rituals require preparation and time on the part of the Sorcerer, and require a Marshal’s assistance in order to determine the ritual’s success or failure. To learn a ritual, a character must find a Sorcerer to train them in game. Learning a ritual from a mage's Primary Sphere costs experience points equal to its level, while rituals from their Secondary Sphere cost experience points equal to double their level. Performing a ritual requires a ritual square, components, and a lead Sorcerer. The player performing the ritual must inform a GM at least 15 minutes to an hour before beginning. When beginning a ritual, the lead Sorcerer must present all required components and essences to the supervising Marshal. Then, the Marshal must be informed of the intent of the ritual, its target, and any assistants involved. The lead Sorcerer may

designate up to two assistant Sorcerers. Having assistants reduces the performance time of the ritual by one‐third of the base time (unless the lead Sorcerer is a Fae). However, if an assistant leaves the ritual square or is incapacitated, it automatically causes ritual feedback. Rituals with a base time of less than five minutes receive no benefit from assistance. Player Ritual Marshal: another player or NPC who has intimate knowledge of the ritual system can be tested to become a Player Ritual Marshal. Once approved they may marshal rituals in place of a plot or staff member. Either the Player Ritual Marshal or the ritualist can inform a plot staff member about the ritual. If plot is unavailable after all best efforts are made to find them the Player Ritual Marshal may give the ok to perform the ritual, but plot must be found and informed as soon as possible after its completion. Generally a Player Ritual Marshal for integrity reasons will judge a ritual more harshly than a plot marshal. Feedback is what happens when the energies of a ritual are prematurely discharged through improper casting or disruption. The effects of feedback are unpredictable and usually catastrophic. Every ritual has steps, which must be performed properly. If any of these steps are performed improperly, the ritual fails and has a chance to feedback. When a ritual suffers from feedback, it is the Marshal’s discretion as to its effect, but it will usually be related to the intended purpose of the ritual. Common causes of feedback include (but are not limited to): the lead Sorcerer dying or falling unconscious from wounds, failure to do the required ritual steps, and essences, implements, or required targets being removed from the ritual area. (If a ritual fails, the essences usually are not consumed, and may be recollected and used in another attempt.) There are two ways to cast a ritual, the first is the standard ritual casting as outlined below and the second is havoc. Standard ritual casting follows the listed steps exactly, resulting in the standard effect listed in the ritual. A standard casting has little chance of feedback if the steps are followed properly. Havoc casting allows players to try to improve a ritual through the addition of more flare, role playing or props. There are fewer minimum requirements, but whether or not the ritual succeeds is wholly dependent on the player’s actions and the final result is up to the marshal. Havoc rituals must be approved by a plot member to begin. All rituals require some basic items: a ritual square, school icons, and components. These items are described below, as well as the steps necessary for the two types of casting. A ritual square must have its outer edges clearly defined, typically with a rope on the ground or a ritual mat. The square must be either 5 or 10 feet to a side, unless otherwise stated in the ritual description. School icons are representations of the schools of magic. Spiritual rituals require icons for the schools of Chaos, Death, Life and Order while elemental rituals require icons for Air, Earth, Fire and Water. Items chosen as icons are typically of personal value to the Sorcerer, and vary greatly. The lead Sorcerer of the ritual represents the school of Mind for spiritual rituals, and the land around them represents the school of Nature in the case of elemental rituals, so there is no need for icons relating to these schools. Icons are placed in the four corners of the ritual square at the beginning of a ritual. Components are specific to each ritual (see individual ritual descriptions) and come in two types: essences and implements. Essences are distilled power that has been attuned to either a plane (as represented by the schools) or sphere of magic and are consumed at the end of a ritual. Essences tied to the planes of magic are generally of equivalent power levels to each other, but essences tied to the spheres of magic

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have different levels of power and may be considered common, uncommon, or rare. There are also Tainted, Blessed, Void and Fate essences. These additional essences are very hard to find and are only used in the most powerful rituals. Essences can be almost any object, but are such unique representations that only a person instructed in Sorcery can tell between it and another example of the item. Implements are items that are required for certain steps in each ritual, and are not consumed at the end. Implements must be found in game (never in down time). For example, if you are looking for a snake for a ritual, you could cast the nature spell Control/Summon Beast and then put the “live” snake in a box for the ritual. Inform plot of your actions and they will issue you a tag for the item if necessary. Ritual components must be inside the ritual square for the entire duration of the ritual—removal of them prematurely may result in feedback. Standard Ritual Casting: For a standard ritual, the lead Sorcerer must prime their ritual square before they begin. Priming the area anchors the material plane to the other planes of magic represented, so that the five planes will work in conjunction to focus the ritual magic. To prime the square, the lead Sorcerer will place their school icons in the corners of the square and as each icon is placed, the lead Sorcerer must state, “Hail to the keeper of the gateway to (school).” Icons may be placed in any order. After placing the last icon, the lead Sorcerer must stand in the center of the square and say, “Hail to the keepers of the (spirits/elements), I (lead Sorcerer’s name) seek your aid.” The ritual then proceeds with the lead Sorcerer speaking an incant that includes the name of the ritual to be cast, the discipline from which the school draws its power (Necromancy, Cosmology, Pyromancy, etc), and their intent to begin the ritual. For example, Jason the elemental Sorcerer has begun his very first pyromantic ritual. He has primed his square and is ready to begin his incant. He yells, “I draw upon my knowledge of Pyromancy and begin to Commune with Fire!” Completion of this incant triggers the start of the ritual, and denotes the time when the steps of the ritual must begin to be carried out by the lead Sorcerer and any assistants. A ritual’s steps are indicated in its description and must be followed explicitly for a standard ritual casting. A ritual is finished after all steps necessary have been fulfilled and the required duration has passed, at which point the lead Sorcerer must state that the ritual has come to a close. For example, “I bring this ritual to a close and return these essences to the universe.” At this point, if the ritual was successfully performed, the essences are consumed. Havoc casting: A Sorcerer may choose to havoc cast a ritual in an attempt to improve its results by the addition of extra flare, role-playing, or props. To havoc cast a ritual, the lead Sorcerer needs to have their ritual square and school icons and they still need to perform the required steps of the ritual as outlined in the ritual description. It is also recommended that the Sorcerer have the exact required components. However, with havoc casting, the Sorcerer may choose how to open and close their ritual, as there is no required template for what to say. A member of plot must marshal havoc rituals. The fate and outcome of the ritual will be completely left up to the ritual marshal’s judgment of the player’s performance, use of role-play, and physical actions taken during the ritual casting. GM note: It should be clear that if a Sorcerer Chooses to Havoc cast a ritual they are setting themselves up to be tested and judged by the plot team. A good way to think about it would be like this : A normal ritual performed perfectly would yield a result on 7/10 for effects. Havoc casting a ritual even with all the same exact methods, items and actions as a normal casting would be a 5/10. So bring your jazz hands, Rp skills, items, tags and everything you got if your trying to get an 9/10 or 10/10 effect from the ritual. Canceling a Ritual: The lead Sorcerer of a ritual may abort the ritual at any point by stating, “Forgive me, keepers, I cannot continue.” Ending a ritual in this fashion will generally not result in any penalty, unless the supervising ritual marshal has already determined that feedback will occur. There are several situations that will cause a ritual to fail or feedback:

1. If the essences for the ritual are removed from the ritual square or damaged in some way.

2. If the steps of the ritual are performed incorrectly.

3. If the lead Sorcerer or any assistants leave the ritual square.

4. If the lead Sorcerer or any assistants are incapacitated.

5. If the lead Sorcerer decides to abort the ritual and the supervising ritual marshal has determined that feedback shall occur.

Ritual buffs: There are two types of ritual buffs, lesser and greater. A character may have as many lesser ritual buffs as they would like, whereas a character may only have one greater ritual buff unless they have the ability to cast that ritual themselves in which case the limit is three maximum greater ritual buffs. All ritual buffs should be marked on the target's character sheet at the end of the ritual. Activation: Some rituals have durations that begin upon activation. The effects of those rituals remain dormant until the lead Sorcerer touches the target and says, “I activate (Ritual Name).” Activation must occur during the same game event the ritual was cast. Portable: Some rituals prepare an object or scroll upon the completion of the ritual for a later activation of their effects. Rituals that allow this will be noted as such. Once the portable object or effect is used, it is considered the final activation of that ritual. If there is to be a feedback effect, it will take place upon completion of the ritual, not when the portable object is activated later. Portable rituals are unstable and their effects fade at the end of an Astral Conjunction unless stated otherwise. Scrolls or objects containing a ritual require a tag be collected from Plot before they can be used.

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Universal Rituals: Universal Rituals can be learned by any Sorcerer regardless of school. On learning Sorcery the character gains all three level one Cantrips. They may train the remaining Universal rituals as normal.

Artificer: Artificer rituals deal with the making and unmaking of magical items. As with Universal rituals, any Sorcerer may learn them as normal. Artificers can create and summon magical items that last for either a brief time or permanently.

Universal Rituals

Cantrip Rituals

All Sorcerers know the following 3 Cantrip rituals. These are performed like any other rituals, but they cost no components to cast and may not have any assistants. Cantrip Combine / Break Essences Essences: See Below Implement: None Casting Time: 5 minutes Required Steps: Any number of essences are placed inside the ritual area. Description: The sorcerer can combine magic essences of the same type and power together to create greater essences. Alternatively, they may break essences down into lesser essences. Essences of different spheres or power cannot be combined. 3 common essences of the same sphere combine to 1 uncommon 3 uncommon essences of the same sphere combine into 1 rare 1 rare essence breaks into 2 uncommon essences of the same sphere 1 uncommon essence breaks into 2 common essences of the same sphere Cantrip Transmute Essences and Gems Essences: See Below Implement: None Casting Time: 5 minutes Required Steps: Any number of gems or essences are placed in the ritual area. Description: The Sorcerer can transmute two essences into a gem or two gems into an essence. Gems and essences transmute into the according school of magic. See the chart below for possible combinations. 2 flawed gems transmute into 1 common essence 2 brilliant gems transmute into 1 uncommon essence 2 flawless gems transmute into 1 rare essence 2 common essences transmute into 1 flawed gem 2 uncommon essences transmute into 1 brilliant gem 2 rare essences transmute into 1 flawless gem 5 essences (one of each school in a Sphere) transmute into 1 blank spell book Cantrip Harvest Essences Essences: None Implement: The body of a magic creature Casting Time: 5 minutes ( +1 minute for each additional creature) Required Steps: The body must be inside of the ritual area during the ritual. Description: The Sorcerer can harvest a magical creature for essences. The Sorcerer will need to have most of the corpse and cannot pick through it for parts beforehand. The more powerful the creature, the more powerful and larger number of possible essences that can be gained. Normally at least one essence will be gained. It is possible that no essences can be gained. It is also possible for the Sorcerer to harvest two creatures of the same type and get different result each time. Hand in hand with this, the Sorcerer can ask a plot member if the corpse of a creature can be harvested. Whether or not the creature can be harvested is situational. This Cantrip cannot be used on a magical items, but does work on creatures made from magic, such as Undead or Golems. The Sorcerer can if they choose harvest multiple creatures of the same type for each additional creature harvested will increase the time of this ritual by 1 minute. Level 2: Commune Essences: One of your school, and 3 commons of your sphere Casting time: 10 minutes Required steps: Varies: Description: For each school of magic the sorcerer is a master of they may Commune with that school. At the start of their ritual the sorcerer will pick a single school to Commune with. After successfully completing the ritual, the Sorcerers performing the ritual may split an amount of Mana equal to 25% of the lead Sorcerer’s maximum un-buffed Mana pool and the Sorcerer will be informed as to the general nature of the plane in the area. The Sorcerer may also send a message to any mage of sixth level or higher of that school that they have met, or to a creature currently on or of that plane that the Sorcerer knows the name of. Mind: The target of this ritual must be an individual the lead Sorcerer has met personally. After completing the ritual, the Sorcerer may send a message to the target in the form of a dream or nightmare. Events and messages may be conveyed in this manner, and what the target experiences is completely up to the Sorcerer. If the target is sent a nightmare, they must enter a contest of Will against the Sorcerer. Even if the Sorcerer loses, the target may be subject to one of a number of effects, ranging from reduced benefits from resting to ‘dream combat’ that inflicts real wounds. If the caster wins, the target can be subject to much greater effects.

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Nature: The Sorcerer summons a horde of small woodland creatures, which can communicate with the Sorcerer and are eager to share news. This news can vary from the mundane details of animal life to reports of enemy troop movements, or clues to where an object of value might be hidden. Even after the initial summoning, the Sorcerer retains some influence over the animals, and may command them as per the nature spell Summon/Control Beast. The animals are much easier to converse with through this ritual, so they are capable of much more in terms of complex orders.

Death: Harvest: The target of this spell is either a dying creature (or one that has died in the last 30 minutes) or a soul sphere. A dying target must be bleeding to death or recently dead from a wound to the chest. After successfully performing the ritual, the lead Sorcerer gains 40 Mana, which he may divide among any assistants. The lead Sorcerer also heals any wounds and regains an expended Magic and Toxin Resist. Mummification: This form of the ritual must be performed on a corpse that has been dead for no longer than six hours. After the ritual's completion, the corpse is preserved indefinitely and is suitable for use in rituals which require a mummified corpse. Level 3: Summon Planar Creature Essences: Essence of their plane, and 1 common, uncommon, and rare of their sphere Implement: A special essence obtained from an Elemental of the Plane Casting Time: 15 minutes Duration: Until the Flux after the summoned entity arrives. Required Steps: If the Sorcerer is summoning an Avatar of of their school they must call out their name and request their presence. Description: On casting this ritual the sorcerer picks a single school they are a master of. The Sorcerer summons one of the following: a Minion from the Plane, an Avatar of that school, or a planar being who is known to them. If a Minion is summoned, it will appear at the site of the ritual, typically within an hour of the completion of the ritual (subject to NPC availability) and will be bound to the will of the Sorcerer until the next Flux (after which time the Minion is free to act as it wishes and may stay or return to the Plane). For an Avatar or a planar being, their presence must be requested and if they consent to appear, they will appear at the site of the ritual within an hour of the completion of the ritual (subject to NPC availability). The being summoned in this way is not bound to the Sorcerer. Level 4 Soul Link/Link Soul or Bind Elemental- If the Sorcerer is a Elemental Sorcerer then they learn Bind Elemental, If the Sorcerer is a spiritual Sorcerer then they learn Soul Link/Link Soul. Essences: 1 of their primary School’s type, 1 Death, 1 Life, 1 Uncommon Spiritual Implement: A finely made silver chain, a body that was died in the last hour (Link Soul), a piece of a greater Elemental given willingly (Bind elemental) Casting Time: 15 minutes Required Steps: Soul Link:The person and the item must be in the square for the duration of the ritual. The silver chain is used to link the two.

Link Soul: The body’s hands are wrapped in silver chain, and silver coins are placed over the eyes. Bind Elemental: The target consumes a small piece of the Elemental and wraps the silver chain on their wrist.

Description: Soul Link: A character is the target of the ritual, along with an item that the character wants to become Soul Linked as per the rules.

Link Soul: This ritual is used on the body of someone that has died within 1 hour. The body is preserved and the target will be affected by effects that target someone who has died within the last 30 minutes, such as a Resuscitate spell. This effect lasts for two Astral Conjunctions, or until the body is destroyed or the Silver chain is removed from the body. Bind Elemental (Greater Ritual Buff): The Sorcerer makes a compact with an elemental being to borrow some of its planar power and energy. The base effect of this ritual is that the target will gain the following effects: 3 extra resistances to any spells or effects with that planar creature’s type to it, and all their melee damage will gain that school’s carrier. The Sorcerer may bargain with the elemental, or add additional essences to this ritual in an attempt to gain further ritual buffs from this ritual. This effect lasts for 12 hours.

Possible Feedback: A target’s or participant’s soul is placed inside the item or another plane. . Level 5: Open/Close Portal Essences: 1 Essence of their School, 3 Rare Essences of their Sphere Implement: A knife forged with the element or essence of the target realm Casting Time: 25 minutes Required Steps: Mark the verges of the portal clearly and symbolically cut the veil between the realms with the implement. Description: Open/Close Portal allows the Sorcerer to open or close a portal to The plane of magic of their primary casting school or any school they are an avatar of. Any being wishing to use portal must have the Sorcerer premession to access it.Travel to another plane can be dangerous, and often Sorcerers should plan ahead or make connections with beings there. Possible Feedback: The worlds collide and merge, creatures from both sides spilling into either realm. This is generally considered bad.

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Air Rituals

Level 1: Gathering of Fog Essences: 1 water, 3 common elemental Implement: A small bag of sea salt Casting Time: 10 minutes Duration: 3 hours Required Steps: The Sorcerer must throw a portion of the salt over their left shoulder when the ritual begins. Description: This ritual has two possible effects, on starting the ritual the sorcerer informs the marshal which effect they are going for.

1. The Sorcerer cloaks the ritual area with a thick, magical fog which persists for the duration. No one outside of the fog can see into the ritual area and any sounds within are muffled considerably. Only the lead Sorcerer and any assistants may ignore the effects of the fog, and any others that enter the fog will not be able to see or hear anything that happens in or out of the fog. The ritual square may be 10’ by 10’ or 20’ by 20’. Any ritual or spell investigation effect targeting an area under this Ritual will show only haze and fog. Portable: The effects of this ritual may be imbued into a scroll for later use. The scroll must detail the effects and steps to set out the 10’ by 10’ or 20’ by 20’ area demarcations for its final Activation.

2) The sorcerer becomes clouded in fog making them more resilient. the sorcerer may activate this effect an any time during the rest of the AC during this time, they are immune to all nonmagical and alchemical damage for either one hour or a combat duration what ever is longer. An Air sash must be worn during this time. This effect is a ritual buff

Possible Feedback: An ocean elemental appears within the ritual square and attacks the lead Sorcerer and any assistants. Level 2: Boons of the sky and wind. Essences: 1 Air, 2 Common elemental, 1 Uncommon elemental Implement: A copper tube big enough to look through and A pouch of the ashes of used ritual essences Casting Time: 10 minutes Duration: Up to 30 minutes + 15 minutes per assistant (the ritual performance must continue for the duration) Required Steps: The sorcerer must be holding the metal tube up to one eye while viewing the target. Description: This ritual allows the caster to tap in to the energies of the sky and air. This ritual has two effects, on casting this ritual the sorcerer picks which effect they would like the ritual to have an inform the Marshal

1. The Sorcerer picks a single location, item, or person that is known to them, and that they have had personal contact with before. After the first 5 minutes of the performance, the caster will be able to view the target of the ritual as if they were there in person for up to 25 more minutes. For every assistant that helps in the ritual, the performance is extended by 15 minutes, instead of the normal benefit. In most cases, the targets being viewed by this ritual have no way to tell that they are being watched.

Possible Feedback: The lead Sorcerer is struck blind for 24 hours. 2) The Air Sorcerer uses the element of wind to track down a single item. The Sorcerer or someone in the ritual square who is willing to help must have seen the item up close and handled it enough to become familiar with. At the end of the ritual the Air Sorcerer will know the exact location of the item as long as it is within ten miles of the air Sorcerer. If the item has been hidden using ritual magic the Sorcerer will know what school of magic was used.

Level 3: Electrify Essences: 1 Air, 1 Uncommon spiritual, 2 Uncommon Elemental Implement: A bronze rod Casting Time: 15 minutes Duration: 6 hours Required Steps: The sorcerer must touch the item with the rod and then hold it high overhead while completing the ritual. Description: The sorcerer may target either themselves or an item with this ritual. They must inform the marshal which they are doing Item:The Air Sorcerer charges a single item with electricity. No one but the Sorcerer, assistants, or a person the item is Soul Linked or Soul Locked to may handle the item. Anyone else attempting to handle or use the item will take Air Wound to the location touching the item and must immediately drop the item no matter what. If the item is a weapon, it will contain six charges of the Air spell Shock (which may be activated like a magic item) and it will swing for +1 Air for the duration of the ritual. Person: (Greater ritual buff) The Air Sorcerer Charges themselves or an assistant. The person may now swing for 3 air instead of their normal hand to hand or claw damage. If their damage would normally be higher than this they now swing for +1 air. They can not be grabbed or carried. They are immune to non faith or lethal grab or superior grab maneuvers. Any one who attempts to pick up their body takes 3 air damage lethal.

Possible Feedback: The caster is struck by lightning and takes Air Wound Flurry and loses 30 Mana as the electricity combusts their Mana.

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Level 4: Harness Elusive Forces of Air Essences: 1 Air, 1 Uncommon Elemental , 1 uncommon spiritual, 1 Rare Elemental Implement: Ground that was struck by a hurricane, Casting Time: 20 Minutes Duration: 12 Hours Required Steps: The caster must lay the ground down during the ritual and the target of the ritual must on stand on it. Description: The Sorcerer imbues the grace and speed of air on a single target. At the end of the ritual the target of the ritual gains 4 Natural Evades that may be used at no Endurance cost and do not require the Athletics skill. The target of the ritual must stand inside the ritual area during the performance of the ritual. The target also becomes immune to alchemical vapors for the duration.( greater ritual buff) Possible Feedback: The Sorcerer and any assistants are slowed and silenced for 1 hour and are drained of 20 Endurance.

. Level 5: Gift of the Skies Essences: 1 Void Essence, 2 Rare Elemental, Air Implement: A fan made of the feathers from at least four different mythical flying creatures. Casting Time: 25 minutes Duration: Three hours after Activation Required Steps: The Sorcerer must completely surrender to the energies of Air. Description: The Air Sorcerer transforms, becoming one with the element of Air and can strike with lighting precision. The air Sorcerer gains the “Wings” Advantage, and may use the Limited Flight Maneuver with no Endurance cost. All melee attacks the caster makes with any weapon or hand-to-hand baton will add the carrier Lethal. Once this ritual is Activated it lasts for 3 hours. Possible Feedback: The caster is sent to the most hostile part of the plane of Air.( Greater ritual buff)

Chaos Rituals

Level 1: Chaotic Trap Essences: Chaos, 3 Common Spiritual, Implement: An animal trap Casting Time: 5 minutes Duration: 24 hours, or 1 hour after having been sprung Required Steps: At the beginning of the ritual, the lead Sorcerer must set the animal trap after the initial incant. When the ritual is completed, the lead Sorcerer must spring the trap somehow. Description: This ritual creates a trapped area which lasts for twenty four hours, or until the trap is sprung. When a creature enters the area on which the ritual was performed, they are held within that area for one hour. While trapped, the character is helpless and cannot use any in-game abilities execpt for those that negate ritual effects.. The character is not physically bound, but cannot leave the confines of the ritual square. Portable: The effects of this ritual may be imbued into a scroll for later use. The scroll must detail the effects and steps to set up the 5’ by 5’ or 10’ by 10’ area demarcations for its final Activation. The 24-hour duration begins upon this Activation. Possible Feedback: The lead Sorcerer and any assistants are trapped for the duration.

Level 2: Ritual of Unmaking Essences: Chaos, 2 Common Spiritual, , 1 Uncommon Spiritual Implement: Vial of Acid Casting Time: Equal to the base time of the targeted ritual square Required Steps: The ritual square must surround the target ritual square. To end the ritual, the lead Sorcerer must drip some of the contents of the vial of acid onto the target ritual square. Description: The square for the Ritual of Unmaking is unique in that its minimum size is 10' to a side, and may also be 20' to a side. This ritual removes any lasting effect produced by or contained within a ritual square. Possible Feedback: All Sorcerers involved in this ritual may not perform rituals for a number of events equal to half the level of the target ritual, rounded up. Level 3: Force Chaos Essences: 1 Chaos, 3 uncommon spiritual Implement: Something personal that belongs to the target and blood of their race. Casting Time: 15 Minutes ( any the amount of time it takes for the target to change costume) Duration: The Hex lasts until the bad luck is used up, at GM discretion Required Steps: The Sorcerer must call out the name and why they must send the winds of chaos on them. Description: The Sorcerer harnesses the forces of chaos to either hex a target or change the shape of a target. On casting the ritual the sorcerer inform the marshal which at the start of the ritual Hex: The Sorcerer gives the target the evil eye and the GMs are all notified that the target has been Hexed. It is then up to the GMs to determine the ways in which this Hex manifests. It is possible to get different magnitudes of effects based on how much access you have to the target and what Implement you use. Shape change: The lead Sorcerer or a ritual assistant shape is changed to look and sound like another humanoid creature. They retain their approximate size and mass, so changing into something huge or tiny is impossible. This change always lasts for its duration and the effect

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cannot be ended sooner. If the Change is to one of the standard races, the character loses their Race Kit and gains that of their new form. They cannot respend character points during the Change. You can gain the Shifted or Changed attributes of the target form, but you can’t gain (or lose) Touched. Changing into another kind of creature may cause you to gain or lose abilities as determined by the GM. Possible Feedback: Random Shape Change. The duration is randomly extended or shortened. Level 4: Ritual of Chaotic Mutation Essences: 1 Chaos, 2 Rare Spiritual, 1 uncommon spiritual. (optional 1 Tainted) Implement: The freshly slain body of an incredibly powerful creature. Casting Time: 20 minutes Duration: AC or Preamient Required Steps: The willing target is killed during the course of the ritual. The body of a magical or planar body of the creature is offered to the Winds of Chaos. The Sorcerer attempts to remake the dead target. If the Sorcerer targets himself, an Assistant must help in this process. Description: The Lead Sorcerer harvests the magical energies or powers from a magical Creature. The sorcerer must have the body of a creature that has died during this Astral conjunction or a preserved body. These mutations are very powerful boons of Chaos placed upon the target. The target is physically and visibly altered by the mutation. The target of the ritual will be mutated and gain powers based off the magical creature used as the Implement of this ritual. On casting this ritual the sorcerer may imbue it with additional essences to make the effect ever- lasting. The minimum cost of this effect is 1 tainted essence. the chaos sorcerer will need to consult plot and/or offer up additional components or essences to improve the effects of this ritual. A chracter should proved their own costuming and make up for the mutation, otherwise they will be at the flickle mercy of the plot team. ( Players should research particular mutations they wish to perform before attempting this ritual, otherwise the mutation is completely random and determined by the Marshal) Possible Feedback: The target’s soul is claimed by Chaos.

Level 5: Ritual of Chaotic Nullification Essences: 1 Chaos, 2 Spiritual, 1 Tainited. Implement: Three to five stakes made from the bones of a Master Mage for the Zone of Null Magic, Zealot for the Zone of Unbelief, or a Hero for the Zone of Savagery Casting Time: 25 minutes Duration: 6 hours after completion of the ritual or 1 hour when tied to a trap trigger (once triggered, it lasts for 5 minutes; the trigger can only last for one Astral Conjunction) Required Steps: At the end of the ritual one of the participating Sorcerers takes 3, 4 or 5 stakes in hand. They then have sixty seconds to place the stakes, which must be visible from each other. The polygon marked by the stakes becomes the area of effect of the area of Suppression. Description: One of three Zones of Suppression are created by this ritual, as selected by the Sorcerer. A Sorcerer can only maintain one Zone at a time. Zone of Null Magic: Those inside the Zone become Inert as per the Disadvantage. Rituals cast or being cast in the zone automatic feedback, active ritual effects which duration are less than this ritual end. The Sorcerer is immune to this effect. Zone of Unbelief: Those inside the Zone are severed from their Deity and cannot use Faith abilities or any effects that require Faith pool, Relics do not function inside a Zone of Unbelief, lesser or greater shrines are unmade. The lead sorcerer, their assistants( if the lead sorcerer allows) and followers of the unmaker are immune to this effect. Zone of Savagery: Those inside the Zone cannot be healed of wounds, disease, poison or be Resurrected. Regeneration will not work, but Clotting and Resilience will. While in this zone the lead sorcerer has regeneration 6 ( wounds heal in 30 seconds) and can not be killed short of a plot effect or disintegration Possible Feedback: The Zone implodes, creating a small area of Void.

Death Rituals

Level 1: Bind/Summon Soul Essences: 1 Death, 3 Common Spiritual Implements: Manacles Casting Time: 5 minutes ( sorcerer may need to wait longer on plot’s discretion for the spirit or soul to be summoned) Required Steps: The Sorcerer must have at least one hand attached to the manacles for the duration of the ritual. If the Sorcerer is performing Bind Soul, the other end must be attached to the target. If the Sorcerer is performing Summon Soul, the spirit appears, chained to the Sorcerer. Description: This ritual is a further refinement on the necromantic Sorcerer’s skill with manipulating souls. Bind Soul: This ritual tears the soul from a recently dead or dying target. A dying target must be bleeding from a chest wound, and a dead target must have died within 1 hour of the beginning of the ritual. Successful completion of the ritual tears the target's soul from their body and

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forms a soul sphere in the lead Sorcerer's hand. Soul Spheres are used for a variety of rituals. As so long as the caster has both the Soul Sphere and the body of the target, the target may be effected by a resuscitate effect. Summon Soul: This summons and allows communication with the spirit of someone who has died. The spirit may or may not be happy to speak with the living, and the dead tend to be vague in their statements about the world of the living. Possible Feedback: The lead Sorcerer suffers the effect of a Lethal Life Tap spell, originating from the target of the ritual. Level 2: Create/Command Undead Essences: Varies, Zombie- 1 Death, 2 Common Spiritual, and 1 Uncommon Spiritual and a body Implements: A humanoid thighbone Casting Time: 10 minutes for zombie ( varies) Required Steps: The lead sorcerer must walk counter‐clockwise along the square’s perimeter for the duration of the ritual, pointing the thighbone at the center of the square, Then at the end of the ritual, say the words “ Rise my undead minion” Description: The Necromantic Sorcerer has progressed beyond the ephemeral and insubstantial soul, and can gain rudimentary control over a dead corporeal body. The sorcerer can use this ritual to create or control undead. The Sorcerer on learning this ritual will learn how to make Zombies. Each type of undead after that will need to learn (trained) in events. What type of undead a Sorcerer can make is limited to their Ritualist level. Please see the document, creating undead for more information. Level 2: zombies( Lesser undead) Level 3: Ghouls and skeletons ( Lesser undead) Level 4: Death knights, Wraths and Shadow Stalkers( Greater undead) Level 5: Vampires, Mummies and liches.( superior undead) Create Lesser Undead: Details on the creation of undead will be disclosed to those who have reached the appropriate level of Sorcery. Here are three common undead that can be crafted with this ritual: Zombie: The least powerful of all the undead and little more than walking, rotting corpses with a craving for living flesh, they can barely follow orders and are more like loyal dogs than soldiers. Zombies are incapable of any sort of rational thought, but are difficult to kill. They may be made out of any corpse, no matter how old it is, as long as most of the pieces are there. Control Lesser Undead: The ritual square becomes a trap that targets the first Lesser Undead to enter its area. The target undead comes under the control of the lead Sorcerer for one hour. Possible Feedback: The Created or Controlled Undead attacks the Sorcerer, ignoring all others. Level 3: Curse/ Uncurse Essences: 1 Death, 3 Uncommon Spiritual Implement: A pen made from the bone of a thousand year old corpse, blood from the lead Sorcerer, vellum made from the flesh of

someone the lead Sorcerer has murdered Casting Time: 15 minutes( plot required) Required Steps: Curse The lead Sorcerer must ink the name of the target of the Curse and the specifics of the Curse upon the vellum

during the ritual. Upon completion, the vellum shrivels and turns to fine ash before disappearing. Uncurse: The Sorcerer will write the nature of the curse and if unable to remove it will be given steps to do so. Description: The Sorcerer either curses a target or examines a cursed object/ undead or person and will attempt to removed or study

it. Places a death Curse upon an item or person. The sorcerer may either pick one of the following effects or create their ownmorepowerful

cures. If they create a more powerful one, extra essences or implements may be required. The exact nature of the Curse must be approved by Plot.The Sorcerer picks one of the following while casting this ritual: Poison, Alchemy,

Disease or Magic. They curse one person with a weakness to the chosen type. For the duration, the target will be unable to resist any effects of the chosen type. The target is told by a GM that they have been It is made more powerful depending on the level of access the Sorcerer has to the target. If the target is actually in the ritual square, the effect could be almost any horrible thing.

Possible Feedback: All ritual participants suffer an curse

Level 4: Necromantic mastery Essences: 1 Death, 1 Uncommon spiritual, 2 Rare Spiritual Implement: The weapons of an executioner that have seen more than a decade of service, the corpse or Soul Sphere of the target of the ritual Casting Time: 20 Minutes( Plot required) Required Steps: The corpse or Soul Sphere must be in the square for the casting time. The participants physically destroy the Soul Sphere or corpse using the executioner weapons. Description: This ritual may be used one of two ways, The caster picks which of the ways on casting it and informs their marshal

Oblivion: Completely destroys the target soul in the corpse or Soul Sphere, preventing the soul from ever being Resurrected.

Borrowed time: This ritual brings back a single person who has died, ever. The soul must still exist somewhere and the effects of the ritual may vary greatly depending on how long the individual has been dead, how they died, and what may have happened to the soul afterwards. The person brought back only lives until the end of the event, at which point their soul goes back to its resting place. This ritual may only be cast once per soul or suffer the wrath of the Exarch of death.

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. Level 5: Extinguish Life Essences: 1 Fate Essence, 1 Death, 2 Rare Spiritual Implement: An Item used by either Mordath or the Exarch of Death, a goblet used to kill a person with poison, a knife used to cut a throat, a hang man’s noose, a dead man’s eyes, blood of a wrongly executed person Casting Time: 25 minutes Required Steps: The blood is poured into the goblet and then poured over each of the other Implements during the ritual as the Death Reaver is summoned. Description: The lead Sorcerer summons a Death Reaver from the Plane of Death and gives it a single person to reap and take to the Plane of Death. If the ritual is successful, the target and their soul is removed from Ith. Once this has happened, the target will be unable to be brought to the mortal plane without divine help. The more relation the lead Sorcerer has with the Plane of Death, Mordath or the Exarch of Death, the more interaction they can have with Death Reaver and may even attempt to command it. The ritual must take place within 5 miles of the target they wish to Extinguish. Possible Feedback: The lead Sorcerer is taken to the Plane of Death instead of the target.

Earth Rituals

Level 1: Manipulate Earth Essences: 1 Earth, 3 Common Elemental Implement: A chunk of an earth elemental, a Y shaped stick Casting Time: 5 minutes Required Steps: The lead Sorcerer must pace the outline of the ritual area, moving clockwise. Description: The Sorcerer manipulates and moves earth for earthy purpose This ritual allows the lead Sorcerer to track a single target that they have met personally. Successful performance of the ritual reveals the target’s current location, and the most direct path the Sorcerer can take to them. This ritual will find targets, regardless of any spell cast or the target’s sneaking level. The duration of this effect can last for a random amount of time, but will usually get the Sorcerer close enough to find the target. If the target is outside of 10 miles from the Sorcerer the Ritual will take them to edge of this rituals range. This ritual creates a grave, specially prepared to either protect any remains placed in it, or destroy an undead creature. The grave is large enough for a single target, which is magically buried within the ritual square upon completion. Any corpse placed inside the grave cannot be raised as an undead creature unless the effect of this ritual is somehow removed. Most undead placed inside the grave are completely destroyed at the end of the ritual. The corpse or undead creature must be inside the ritual square for the entire performance. Portable: This ritual may be imbued into a scroll for later use. The scroll must detail the effects and steps to set up the 5’ by 5’ or 10’ by 10’ area demarcations for its final activation. Possible Feedback: The body is animated as a lesser undead, and attacks the lead Sorcerer and any assistants. Level 2: Vault of Stone Essences: 1 Earth, 2 Uncommon Spiritual, 1 Common Spiritual Implement: An iron lock Casting Time: 10 Minutes Duration: Until the end of the event Required Steps: The Lead Sorcerer must trace out the area of the Vault during the ritual and mark the entrance with the lock. Description: The Sorcerer creates a solid block of stone the size of ritual area. Any items placed inside of the Vault, become sealed and may only be accessed by the Sorcerer or the ritual assistants who created the Vault. The Sorcerer may open the Vault for any other single person at time, but the Sorcerer must be within 5 feet of the Vault to open it for someone else. The Vault takes up no space and is assumed to be inside the ground where the ritual was cast. No people or bodies may be placed inside the Vault. At the End of the Astral conjunction, the sorcerer may expend a single earth essence ( with plots approval) to extend vault to the next event. Possible Feedback: The lead Sorcerer and any assistants are trapped within the earth for two hours.

Level 3: Crystallize Armor or Shield Essences: 1 Earth, 1 Uncommon Earth, 1 Uncommon Order, 1 Uncommon Fire Implement: A piece of a Crystal Elemental, Casting Time: 15 Minutes Duration: 12 hours Required Steps: The piece of crystal is pressed into a piece of armor or shield Description: The Earth Sorcerer taps into a single piece of armor or a shield, and changes the properties and ore, hardening them to be indestructible. The target piece of armor or shield will count as Master Crafted, and becomes immune to all destroy or break effects short of a plot effect. Possible Feedback: All armor and shields in the square are Destroyed.

Level 4: Harness Protective Forces of Earth

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Essences: 1 Uncommon Earth, 1 Uncommon Fire, 1 Rare Nature , 1 Rare Earth Implement: A brooch in the shape of a shield made from shards from a shield or armor from a hero of great war, Earth Ritual Sash. Casting Time: 20 minutes Duration: 6 Hours Required Steps: The brooch must be placed on the person and the protective energies must be called from the brooch to the person. Description: The Target of the ritual gains the protective forces of earth. All numerical damage they take is reduced by 4. If struck in combat the Target of the Ritual should call “Reduce Damage,” but should only explain the effect outside of combat. This does not reduce damage with a Lethal carrier. Possible Feedback: The caster is stripped of all protectives for a period of time. . Level 5: Gift of the Gargoyle Essences: 1 Earth, 1 Void Essence , 2 Rare spiritual Essences Implement: A forged hammer from the Plane of Earth encrusted with four unique rare earth gems. Casting Time: 25 minutes Duration: 3 hours after Activation Required Steps: The Sorcerer forges and crushes up the essences into stones then the Sorcerer coats their body with the mixture. (Sorcerer must change into their Gargoyle Costume or put on the Earth Ritual Sash.) Description: For the duration, the Sorcerer takes on the form of a powerful Earth Gargoyle with a hide of diamond and crystal and VERY powerful combative skills and abilities. The gargoyle can use any weapon and swing for Master damage with it. However, the Gargoyle can only cast Earth magic and cannot use alchemy, poisons, traps and other skills. Possible Feedback: The lead Sorcerer and any assistants are permanently turned into stone statues.

Fire Rituals Level 1: Brand Essences: 1 Fire, 3 Common Elementals, Implement: A piece of charcoal Casting Time: 5 minutes Required Steps: The Sorcerer must draw their symbol on the item with the charcoal at the end of the ritual. Description: The Sorcerer brands a single item with a magical brand of fire. This brand cannot be removed. Every Sorcerer has a unique brand, which is about size of a quarter. The Sorcerer will be able to locate any item that they have Branded by standing in a ritual square and expending 5 Mana. The Sorcerer will know the exact location of the item in relation to his current position as so long as the sorcerer is within 10 miles of the item, the further away the sorcerer is from the item. Only items or constructs maybe Branded. Possible Feedback: The item must resolve a destroy effect as the energies of the ritual go out of control. Level 2: Furnace Essences: 1fire, 2 Common Elemental, 1 uncommon elemental Implement: A fire-pit or fireplace Casting Time: 15 minutes Required Steps: The lead Sorcerer must stand in the center of the fire pit or in front of the fireplace for the duration of the ritual. Description: The Sorcerer channels an intense and all-consuming heat, There are two ways in which this ritual way be used, one casting the ritual the ritualist informs the marshal.

1. Destruction: All non-magical items, a single designated magic item, and any corpses inside the ritual area are destroyed at the end of the ritual. These items must be placed inside the ritual square before the ritual begins, and must stay inside for the duration. At the end of the ritual, anyone besides the lead Sorcerer and any assistants must resolve an “8 fire” attack to each location. One minute after the ritual is complete, an even more intense fire will erupt, burning anyone left inside to ash. This fire rages for five minutes. Also, the intense flames heal those who are attuned with elemental fire, healing all wounds on the lead Sorcerer and any assistants at the end of the ritual.

2. Creation: The Sorcerer Tempers a single weapon or shield in magic fire, hardening the weapon beyond mundane means. The weapon becomes Master Crafted and gains +1 Fire damage. Shields gain +2 bloacking ratings and become mastercrafted. The Item is indestructible for the duration, but after that the Item is consumed by the magical fires that hold it together and is utterly destroyed.

Level 3: Searing Barrier Essences: 1 Fire, 3 uncommon Elemental Implement: A 50ft rope of fire Casting Time: 15 minutes Duration: 6 hours Required Steps: The Sorcerer must lay the rope out during the ritual, and at the end, the rope turns into the Searing Barrier. The rope may have up to one bend in it and must otherwise remain straight. Description: The Lead Sorcerer creates an impassible barrier of super-heated steam which no one may pass through (unless the Lead Sorcerer allows them to) using a rope of fire of up to 50ft. The Searing Barrier blocks flight, teleportation, shadow realm travel, burrow

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spells, insubstantial or incorporeal beings, and anything short of a plot effect or an appropriate Immunity. The Lead Sorcerer must be within 50ft and in line of sight of the rope to allow someone passage. Ranged weapons and magic do not penetrate the barrier. The magic flames from the barrier renew fire mages. Any fire mage trancing near the barrier will recover 1.5 times their normal rate. Characters can see through the barrier. Note the ritualist must stay within 50ft to marshal it’s effects or the ritual deactivates itself, until the Ritualist comes back and calls “ From Fire i summon my Barrier once more” while touching the rope. Portable: This ritual may be imbued into a simple 50ft length of rope for later activation. To activate it, one of the participating Sorcerers in the ritual must lay down the rope with intent of activation. Once the rope has been placed, its effects activate immediately. Possible Feedback: The sorcerer is terribly burned by super-heated steam Level 4: Harness Destructive Forces of Fire Essences: 1 Fire, 2 Rare Elemental, 1 uncommon Implement: Ashes of a town that has burned to the ground, Fire Ritual Sash Casting Time: 20 minutes Duration: 6 Hours after Activation Required Steps: The ashes are spread around on the ground and used to mark the Target of the ritual. Description: This ritual targets up to 2 characters. The Sorcerer imbues the destructive forces of fire inside of the targets, enhancing all damage they cause. At the end of the ritual all of the targets' damage is increased by one, including melee damage, invocations and incantations. Any ability the character uses to cause damage has its pool cost (Mana, Faith or Endurance) reduced by one to a minimum of one. This does not allow the character to add the Fire or Magic carrier to any attack. Possible Feedback: The Sorcerer or an assistant are burned to ash. Level 10: Gift of the Phoenix Essences: 1 Fire, 2 Rare Elemental, 1 Blessed Essence Implement: A Phoenix feather given willingly, Red Dust from the Plane of Fire, Ashes of an Angel, a Demon, and a Greater Fire Salamander, Fire Ritual Sash Casting Time: 25 Minutes Duration: Astral Conjunction or until Reborn Required Steps: The Sorcerer must outline the ritual area with ashes and dust to begin and call out praise the phoenix who gave the feather throughout the ritual. Description: The Sorcerer gains the powers of the legendary phoenix until the end of the Astral Conjunction., While under the effects of this ritual, if the caster dies they will be reborn out of a nearby fire, negating all the effects of death. When reborn, they are fully regenerated, with all pools and resistances re-filled, and all other abilities and skills restored as if they had just started game. In addition, all spells the caster uses while in this state gain +1 fire damage. Possible Feedback: The Sorcerer is slain and the Phoenix claims their soul.

LIFE RITUALS Level 1: Metabolic Fury Essences: 1 Life, 3 Common spiritual Implement: A piece of fruit Casting Time: 15 minutes Duration: 3 hours after Activation Required Steps: During the ritual, the tree begins to bear a single fruit. At the end of the ritual, the target must take a bite from the fruit. Description: The target of this ritual gains a Resilience rating of 10, the Clotting ability and Regeneration level 5 for the duration. Possible Feedback: The target must resolve an ingested poison with a rating determined by the supervising GM. Level 2: Create Well of Healing Essences: 1 life, 1 Common Spiritual,, 2 Uncommon Spiritual Implement: Pure water, a large bucket Casting Time: 15 minutes Duration: 12 hours or until empty Required Steps: The water must be poured into the bucket. Description: This ritual creates a Well of Healing that can be used by the Sorcerer or up to two assistants to heal those around them. To access the well, the Sorcerer must be within 15 feet of the Well. Only a single person at a time may be healed by the well, and only one Sorcerer can use the well at a time. To use the Well, the Sorcerer must touch the target and declare how many wounds they are healing on the target. Targets not affected by healing life magic may not be healed by the Well. The Well has 50 wounds in it as a base, but additional life, nature, or water essences can be added to yield more wounds on creation (to a maximum of 150). Once created, the bucket cannot be moved. Portable: This ritual may imbue a vessel and scroll with its power for later activation. The vessel must be able to hold at least one gallon of water. The scroll must detail the effects of the ritual (the pool of wounds available must be noted). Once the vessel is placed and the Sorcerer so commands it, it activates and becomes immobile from that point on. Possible Feedback: The Sorcerer and or assistants suffer a savage wound to every location. Level 3: Thermatic master Essences: 1 life, 3 Uncommon spiritual Implement: A piece of paper with the name of the person being summoned written on it, a candle, gold necklace. Casting Time: 15 minutes

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Required Steps: The paper with the person’s name on it is burned and the candle is blown out at the end of the ritual. Description: The Sorcerer, reaches out and uses the force of life to touch a soul driectly, there are two ways in which this

1)ritual may be cast and the sorcerer picks which way and informs the marshal at the start of the riutal: Summon another person to you. The target must have a metabolism and must be willing. The summoning is not always i mmediately effective as it is subject to the availability of the player of the subject. Once Plot notifies the person being summoned, they will fade from view over 1 minute, during which time they may see, speak and listen but they cannot be otherwise affected by game effects. After the minute is up, they will go out of game and walk directly to the lead Sorcerer of the summoning ritual. They will then, over a 10 count, fade back into view under the same rules as the fade-out.

2)This ritual protects the soul of the person from being forcefully removed from them and also shields them from ritual magic. The target of the ritual becomes immune to the following effects: Doom, Soul Burn poison, and other effects that would take the target's soul.

Possible Feedback: The Sorcerer is transported randomly across the land, or you summon the wrong person.

Level 4: Soul Purification Essences: 1 Life, 3 rare Spiritual, Implement: The core of a Greater Life Elemental and a knife made of silver Casting Time: 15 minutes Required Steps: During the ritual the Lead Sorcerer must role play removing the curse from the object or being. Sometimes the Sorcerer must do battle with the Curse using the silver knife. Description: This powerful ritual removed and cleanse effects from a target’s soul it can either removed curses, magic diseases or return undead back to the living. this ritual may require additional components or Essences if the effect to be removed from the target.

1)This ritual removes curses and possibly other effects from people, locations and items. It can also lay more powerful spirits and cursed creatures to rest. If for some reason this ritual does not work, it will instead lay specific steps for the Sorcerer to follow to remove or slay a cursed being.

2)This ritual turns an Undead target into the living version of themself. This removes all benefits and negatives of the undead state. The target retains all memories from their undeath and may regain physical abilities of their restored race or form. The target of this ritual must be willing or Helpless for the entire casting time of this ritual.

Possible Feedback: The target is destroyed or the Lead Sorcerer becomes an undead. Level 5: Ritual Resurrection Essences: 1 Life, 2 Rare spiritual, 1 Blessed Implement: A cup fashioned in Arcadia, a drop of blood willingly given by an Angel, Essence of a Life Wisp, tears of a Phoenix, a seed from the Plane of Life Casting Time: 45 minutes Required Steps: The blood is placed on the essence of the wisp which rests in the cup with the other Implements, the Wisp reanimates and the Sorcerer informs the wisp of the name of the person they wish to be Resurrected. Description: This can bring back someone who has died in the last year. The target of the Resurrection must be willing to be Resurrected, and some game effects may have put the subject beyond even the reach of this ritual. If the ritual fails for either of these reasons, the components are not consumed. The revived individual is almost always traumatized by having been dead, and some report strange memories and feelings. Ritual Resurrection is extremely demanding, and at least two people must support the Lead Sorcerer (though they need not be Sorcerers themselves). All participants in a successful Resurrection, including the target, will have their current Will dropped to 0 and their Faith, Mana, and Endurance pools are drained to half of what they were at the beginning of the ritual (round down). Possible Feedback: The wrong person is Resurrected or the Sorcerer's soul is taken away by the Wisp.

Mind Rituals

Level 1: Hypnotize Essences: 2 Common Mind, 1 Common Order, 1 Common Life Implement: A pendulum Casting Time: 10 minutes Required Steps: At the beginning of the ritual, the lead sorcerer must begin swinging the pendulum back and forth in front of the target. The pendulum must remain in motion for the duration of the casting. Description: After successfully performing the ritual, the lead Sorcerer will be aware of any mind‐altering Alchemy, spells, or other effects the target has suffered during the last 12 months. The Sorcerer will know when the effects took place, but not who caused them. As the sorcerer increases their level in mind rituals, so more powerful additional effects can be applied with Hypontize Level 3: Sculpt Mind:Undo the effects of a mind-altering alchemy from the target.

2. Remove the effects of a Mind spell currently affecting the target. 3. Attempt to detect if the target is affected by a current mind ritual. 4. Stay any physiological effects on the target for 12 hours, such as phobias and conditions. 5. Attempt to remove the effects of a mind ritual already on the target (this can be difficult if the level of the Sorcerer that placed the effect on the target is higher than the Lead Sorcerer's).

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6. Change 5 minutes of the target's memory. Level 5: Enslave/freemind The Lead Sorcerer must have the Target inside the ritual area during the duration of the ritual. If successfully completed, at the end of the ritual the Lead Sorcerer will have complete control over the target. The Lead Sorcerer can issue any command (follow rules for the command spell) and the target must obey them, and make their best effort to intelligently follow all orders given. Once the ritual starts, the Target’s Willpower is drained away. Every 5 minutes, 1 point of Willpower is drained from the target. Once the target reaches zero Willpower, the Sorcerer will control them. The target will not be aware they have been enslaved unless the Sorcerer informs them, nor will they submit to anyone removing the collar (it is magically held in place). Only the lead Sorcerer or assistants may remove the collar. If the collar is removed, the ritual ends. At the end of 6 hours the collar's magic unlocks it and it appears in the Sorcerer’s hand.

Possible Feedback: The lead Sorcerer and any assistants suffer the effects of a random memory altering effect. Level 2: Create Blood Doll Essences: 1 Common Life, 1 Common Death, 2 Uncommon Mind Implement: A humanoid doll, item from the target's body, ritual dagger Casting Time: 15 minutes Required Steps: During the ritual, the lead Sorcerer must attach the pieces of the target to the doll in some fashion. Description: This ritual is intended to create a means by which to injure a target from afar. The lead Sorcerer must have at least one item collected from the target’s body, like hair, skin, or clothing. After completing the ritual, the lead Sorcerer creates a Blood Doll, which is linked spiritually to the target. The Sorcerer may perform an act on the doll, such as stabbing it with a pin, setting it on fire, or twisting its limbs. The more of the target’s personal effects used in the casting of this ritual allows the sorcerer to inflict greater harm upon the target, ranging from wounds and severed limbs to crippling pain that increases pool costs. You cannot kill or maim the target in this manner, and spells cast on the blood doll do not affect the target. The major injury effects must be performed upon completion of the ritual. The Blood Doll is a minor magical item, it can be used once a Flux to cause the minor effects described above on the target it is linked to for a period of five (5) minutes once a Flux. A GM should be contacted to deliver the effects to the target. At level 4: the sorcerer can expend an additional mind essence, and 2 spiritual essences for the following effect of a blood doll they already possess On completion, this ritual gives the Lead Sorcerer complete control over the target’s mind. The Sorcerer may go out of game and control them, or may issue what they wish done to a plot member. Once started, the Sorcerer has up to 6 hours to control the target. After the control is over, the target will be unaware of their actions. No means of detection short of ritual magic will be able to show what happened. Instead of controlling the target, the Lead Sorcerer may choose to play with the mind of the target. Manipulating and rewriting pieces of their mind, bestowing dreams or nightmares, having a conversation with the target in their sleep. In this case the Sorcerer should submit what they intend to do to plot for approval and have a marshal go with them to deliver the effects. Possible Feedback: When attempting to injure the target, the lead Sorcerer and any assistants are affected instead. . Level 3: Ritual of Benevolence/Malevolence Essences: 1 Rare mind, 3 uncommon spiritual Implement: An existing blood doll, incense of mind, a piece of cloth or skin from the same person as the Blood Doll, ritual dagger Casting Time: 15 minutes Duration: Instant or 1 Flux Required Steps: The target whose Blood Doll is being targeted must be within 5 miles of the ritual area. The Lead Sorcerer ignites the incense and wraps the piece of skin or cloth around the Blood Doll. When a spell is cast on the Blood Doll, the ritual dagger must touch the Doll. Description: This ritual allows the Sorcerer to target a Blood Doll with magic spells of 8 th level and lower. This ritual can be cast in one of two ways.

- The Sorcerer primes the Blood Doll and can now cast spells at the Doll, and the person whose Blood Doll it

is will take the effect. The lead Sorcerer can cast one spell for every level of mind rituals they know. The spell will cost the Sorcerer double Mana. Once a spell is cast, the Lead Sorcerer must wait 30 minutes before another spell is cast. The Target will be aware that they are being targeted by a Blood Doll. The Sorcerer they may tell the target the effects of the spell. Except for Improved Spell or Innate Magical Ability, Arcane Abilities may not be used in conjunction with a spell cast on a blood doll in this way. - At the end of the ritual the Sorcerer casts a single spell on the target blood doll which costs 4x Mana

andits effect is Lethal. The Target will be fully aware that someone has targeted them with a Blood Doll. Possible Feedback: The Sorcerer is targeted with the effects of the ritual, or the results delivered to the Blood Doll are opposite of the desired effect. . Level 4: Mimic Soul Essences: 1 Mind, 3 Rare Spiritual Implement: An empty Soul Sphere, Fang of a Sphinx Casting Time: 20 minutes Duration: 3 Hours Required Steps: The Sorcerer places the soul sphere in the middle of the ritual area, and then draws runes of mind on the ground with the Sphinx fang, and then wears the fang on their person at the ritual’s completion.

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Description: The Sorcerer fractures their own soul and plays with the weaves of fate. Once completed, the Sorcerer has until the next Flux to use this ritual. To use this ritual the Lead Sorcerer must touch a target and say Mimic Soul. For the next 3 hours all effects on the Sorcerer instead effect the target of the Mimic Soul. This effect ends if the target dies. If they die their soul appears in the soul sphere used for the ritual. Understand it may become difficult to Marshal the effects of this ritual, and should be openly communicated to all those present that the effects are being redirected. Possible Feedback: The Sorcerer’s soul is lost. Possible Feedback: The Lead Sorcerer’s mind is wiped and they forget all Mind magic and Sorcery. Level 5: Clone Essences: 1 Blessed essence, 1 Mind, 2 Rare Spiritual Implement: A Greater Mind Elemental fragment, and a personal item once used by the Champion of Mind, Madina or Annoth, costuming for the clone, a Mind Ritual Sash Casting Time: 45 minutes Duration: 12 hours Required Steps: The target to be Cloned must remove all in game items from their person and leave them outside the ritual square and lay in the center for the duration of the ritual. Description: You clone someone. Their clone has all of their abilities and skills, lasts 12 hours, and there is no way at all to tell the clone from the real person. The only person who will be able to tell the two apart is the creator. The clone is convinced he is the real one. The clone is freethinking, and will attempt to act like the person themselves. Both the clone and the original person must be killed in order for the person to die. Plot will find a suitable person to play the clone. They will be marked with appropriate costuming and a Mind Ritual Sash. Possible Feedback: The caster’s soul is lost but the Clone lives, and it’s evil or good depending on which is worse for you.

Nature Rituals

Level 1: Restoration Essences: 1 Nature, 3 Common Elemental Implement: A pouch filled with herbs from Arcadia Casting Time: 5 minutes Duration: 12 hours Required Steps: The caster must sprinkle some of the herbs from the pouch at each corner of the ritual square at some point in the ritual, going clockwise. Description: The Sorcerer creates a magical area inside the ritual square, imbuing it with the restorative powers of nature. The ground in the square becomes thick with undergrowth and vines. For the duration, the area will accept the body of a character that has died within 60 minutes. The Sorcerer must lay the body in the ritual area, which is immediately covered and wrapped with vines and moss and taken into the earth. 30 minutes after their body is taken into the earth, the character will be brought back to life, fully healed of all their wounds, and all limbs restored. This ritual only works on characters that die from bleeding out or from Mortal Wounds but not from instant death effects such as Assassinate, Murder, Doom and Wrath of Nature. An alternative use of the square of Restoration is to reduce the negative effects of having been brought back to life on one target. See “The Downside of Death” under Game Basics. A character brought within the ritual square has their ailments reduced by one level 30 minutes after entering the square. Portable: The power of this ritual may be imbued into a large nut or pouch of seeds for later use. The sorcerer must place the nut upon open ground and demarcate the 5’ by 5’ area with a rope or other appropriate prop. Once this is complete, the ritual activates at that location and remains there for its duration. Possible Feedback: The corpse is absorbed into the earth, and the character must be resurrected by another means that does not require a body. Level 2: One with Nature Essences: 1Nature, 1 Uncommon Spiritual, 2 Common Elemental Implement: Bark from an ancient Dendryte Casting Time: 10 minutes Required Steps: The Lead Sorcerer holds the Bark in their hands while softy chanting throughout the ritual. Description: This ritual allows the Sorcerer to communicate with nature. During this ritual the Sorcerer enters a deep trace, connects his spirit to the spirits of nature in the area and summons them to him. After the ritual is cast, the Sorcerer will be able to talk to the ancient Nature spirits of the area. These spirits have lived in the area for hundreds if not thousands of years. They will be willing to help the Nature Sorcerer, and answer any questions they may have. These Nature spirits are often excellent witness to any events that have occurred in that area. During this trance state, the Sorcerer’s body will remain inside the ritual area, while their spirit converses with Nature. If the ritual is performed successfully the Lead Sorcerer will regain 25% of their normal unbuffed Mana pool (this can be split between the Lead Sorcerer any Assistants). Possible Feedback: Nature becomes angry with the Sorcerer, sending dangerous animals to attack the Sorcerer and any Assistants at random for the remainder of the event.

Level 3: Animal Aspect

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Essences: 1 Nature, 3 Uncommon Elemental Implement: 4 masks fashioned to look like any of the animals listed below. Each mask must be marked with a gem of nature. Casting Time: 15 minutes Duration: 12 hours Required Steps: The Lead Sorcerer must call on the might of the animals of nature and asks for their blessing. Each target of the ritual will call out which aspect they wish to receive. The masks must be worn by the Sorcerer or Assistants unless they are changed themselves. Everyone eats an animal cracker at the ritual’s completion. Description: The Nature Sorcerer can now gift themself and one other person with a powerful animal aspect. The targets of this ritual must stay inside the ritual area during the casting of this ritual, and at the end of the ritual they will gain a buff that lasts for 12 hours. Each person beyond the first (besides the Sorcerer) to gain an animal aspect will cost additional 2 Nature essences. This ritual may only target up to the same number as the Sorcerer’s level of nature rituals. · Strength of the Bear – The character gains +2 to all melee weapons or hand-to-hand batons damage (doesn’t stack with Minotaur strength) . · Spirit of the Wolf – The character is granted an unnatural tracking ability that will allow them to track almost anything. · Slight of the Raccoon – The character gains the Pickpocket ability with 5 clips to use. · Guile of the Fox – The character’s sneaking will greatly increase; doubles steps and durations of Sneaking. · Intellect of the Raven – At the next Flux, all of the character's used Arcane Abilities refresh and the character will be able to use them again, one of each type, expect for the once per game abilities. · Hide of the Rhino – This aspect only works on characters with natural hide. Their hide becomes thick and reinforced, making them immune to the Wound effect. · Tenacity of the Mongoose – The character gains 2 extra Endurance per level of Stamina they have. · Wisdom of the Owl – Increases the character’s base Mana pool by 20%. · Shell of the Turtle – Allows a character with the shield skill to block the Wound effect. · Ferocity of the Tiger – This aspect may only be given to characters with natural claws. They will now swing for “wound” instead of their normal damage. · Essence of the Starfish – The character that chooses this aspect will have their current Regeneration timer halved and any limb that is Severed will re-grow in 1 minute. · Heart of the Lion – The character becomes immune to all fear effects or other Will Challenge abilities that would cause you lose control of yourself, including fear, Roar, Death Gaze, Command, Betrayal, Berserk, Possession and others. Possible Feedback: The targets of the ritual become possessed by savage animal spirits which are highly violent. Level 4: Swarm Bringer Essences: 1 Nature, 3 Rare Elemental Implement: Perfect fangs of a spider-Changed, pristine man-sized insect wings, carapace willing given by a magical insect, a handful of various insects (props work, no need for actual insects), a small wooden bowl. Casting Time: 20 minutes Duration: 6 hours Required Steps: The fangs and insects are placed in the wooden bowl. The wings are placed beside them and the caster breaks off a small piece of the carapace and eats it as they call on the blessing of the swarms for their power. The Sorcerer must wear a Nature Ritual Sash while under the effects of this ritual and should add to their costume to represent the insects covering their body. Description: The Sorcerer summons all sorts of insects, bugs, and spiders to them. These insects swarm to the target in the hundreds. At the end of the ritual they will swarm and protect the target. Once summoned, the Sorcerer may direct these insects until all charges of Swarm Bringer are used. Only the Lead Sorcerer or an Assistant may be the target of this ritual. This ritual has fifty charges that may be expended as follows: 1 charge may be used to give the Sorcerer a use of Carapace. Carapace gained from this is used before any other defensive spells or abilities with the call, “Swarm Carapace.” 1 charge may be used to throw a Natural Insect Swarm packet. 2 charges may be used to heal one wound on any target touched. The Sorcerer may throw a packet for any type of poison except for Bane poison or Soul Burn poison, expending a number of charges equal to the level of the poison used. Possible Feedback: The insects attack and eat the Sorcerers alive!!! (ouch) Level 5: Cocoon Essences: 1 Fate essence, 1 Nature, 2 Rare Spiritual Implement: An unused seed from the Fae tree in Arcadia, a plant infected with bloodvine from Darkadia, rare raw white thick silk spun by a very old fae, a Relic of a deity somehow connected to the target Casting Time: 60 minutes Required Steps: The target of the ritual is placed in the center, the Relic is held in their hands, they ingest the seed and bloodvine, and the webbing is wrapped around them. Description: This is the ritual of remaking. This ritual is cast on a single person; during the ritual, the Nature Sorcerer wraps the person in rare raw white thick silk. As the Nature Sorcerer chants ancient nature rites of rebirth. The character inside the Cocoon is remade. Having this ritual cast on a player will let the character to re-spend their character points, this will allow the character to change any aspect of their character except their race, thoughts and memories—all those will remain the same. There is often difficultly in convincing a nature caster to use this ritual on a character, as a character will need to convince nature to allow this ritual to be cast. The logistics of a person remaking their character and re-spending their points cost is subject to Plot approval, and credit for training and quests will be worked out on a per-person basis. This ritual without Divine help may only ever cast once on a character. Possible Feedback: The character’s points are respent by Plot, or they are slain inside the cocoon and an undead is unleashed upon the Sorcerers.

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Order Rituals

Level 1: Scrutinize Essences: 1 Order,3 Common Spiritual Implement: A large chunk of quartz crystal Casting Time: 5 minutes ( Base) plus Required Steps: At the end of the ritual, the Lead Sorcerer must touch the crystal to the item they are securitizing. Description: The order sorcerer uses order magic to analyze one item, able to tell how it was made, it’s uses. The amount of information and the quality of the information depends on the order mage’s lores, and in game knowledges. When conducting this ritual the order sorcerer may Also deduce possible uses for an item, or what could be made from the item if the item is raw materials. General information is as follows: How old is the item, Identify the item, What race made the item, What is the items intended uses, If the item is broken, or damaged how it might be fixed. Additional information will depend on lores as stated above. Possible Feedback: The target’s Mana pool drains to zero, and the crystal shatters. Level 2: Manipulate Mana Essences: 1 Order, 1 Uncommon Spiritual, 2 Common Spiritual Implement: A large chunk of quartz crystal and a bucket Casting Time: 10 minutes Required Steps: At the end of the ritual, the Lead Sorcerer must touch the crystal to the forehead of the target, or their own if creating a mana well. Description: When Casting this ritual the Sorcerer many either create a Crystal to store mana in to be used for later use or create a Mana Well. Mana Crystyal: This ritual can target any individual within the ritual square when it begins. The target must remain within the confines of the ritual square for the duration. During the ritual, the Lead Sorcerer is aware of the current and maximum Mana pool of the target. At the end of the ritual, the Lead Sorcerer determines how much of the target’s Mana pool is funneled into the crystal. The crystal may only be used by the target of this ritual, but it is not bound to the target in any way and may be stolen or destroyed. The crystal is unstable, and the Mana will dissipate at the end of the Astral Conjunction at which it was created.

Mana Well :This ritual creates a Well from which anyone can draw Mana up to their maximum until the well is exhausted. To do so, they must touch the well and count out loud how much Mana they are drawing. No other in-game action may be performed while drawing Mana from the well. The lead caster or an assistant must attend the Well for it to operate (and out-of-game, they must track the remaining Mana). The well has a base of 200 Mana, plus additional Mana up to a maximum of 800 as more Order, Chaos or Mind essences are used, as per the following table:

Essence Extra Mana

Common 20

Uncommon 60

Rare 180

Void 600

Portable: This ritual may imbue a vessel and scroll with its power for later activation. The vessel must be able to hold at least one gallon of water. The scroll must detail the effects of the ritual (the pool of Mana available must be noted). Once the vessel is placed and the Sorcerer so commands it, it activates and becomes immobile from that point on. Possible Feedback: A vortex opens up in the center of the ritual square, and begins to drain Mana from all characters within 30 feet, at a count performed by the supervising GM.

Level 3: Sanctuary Essences: 1 Order, 1 Common Order, 2 Uncommon Spiritual Implement: A large bell, a white and silver rope to mark the boundary of the Sanctuary Casting Time: 15 minutes Duration: 6 hours or until the Sorcerer moves more than 50 feet away from the Sanctuary or dies. Required Steps: The Sorcerer or an assistant must ring the bell once at the beginning of the ritual, and once again at every five‐minute interval, and at the end of the ritual. Description: This ritual creates a zone of safety. While inside the area occupied by the ritual square or rope, a character cannot be affected by any controlling, hostile or harmful actions originating outside of it. Characters inside the square may not take hostile or harmful actions against any others inside or outside the Sanctuary. The Sanctuary is large enough to protect ten (10) individuals at any one time. Sorcery may not be performed inside a Sanctuary. The Lead Sorcerer is charged with marshalling the Sanctuary. Portable: This ritual may be imbued into a simple rope up to 50’ in length for later activation. To activate it, one of the participating Sorcerers in the ritual must lay down the rope with intent of activation. Once the rope has been placed and its ends meet, the ritual activates. Possible Feedback: The square protects characters as normal, but also causes them to fall unconscious as they enter.

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Level 4: Harness Raw Magic Essences: 1 Order, 3 Rare Spiritual Implement: Fragments of a Void Elemental, blacksmith tongs, A mirror. Casting Time: 20 minutes Duration: 1 day (area), 2 hours (person or target) Required Steps: The Lead Sorcerer prepares the fragments, taking care to handle them only with the tongs, laying them along the outside edges of the ritual area. He then begins removing everything that can be taken from the square, except for the ritual materials themselves. All Sorcerers participating in the ritual must remain absolutely silent for the last five minutes of the casting. If cast on a particular target or person, the fragments must be crushed and painted on the target or person. Description: The Sorcerer Harnesses the raw magical power of the universe, they either may create magic void or focus the magic as an attack. On casting the Ritual the Sorcerer picks one of the effects and informed the marshal. Magical void: Makes either the ritual area into an area where magic or rituals cannot be cast, or if cast on a person, that target is immune to all magical effects and incanted spells for the duration. Invoked spells will still function. Portable: A cord of up to 50’ in length may be imbued with the area power of this ritual for later use. To activate it, the Sorcerer must lay out the cord with intention to activate. When the ends of the cord meet, the area effects activate immediately. Mana Lance: The Lead Sorcerer can direct this ritual to focus on a single target, or to devastate an area around a particular target. Pure Mana is wrested from the Flux and directed to the target, using the symbolic mirror. Single target: One target within 5 miles is struck for “10 Order Lethal Flurry Savage Wounds,” five times in a row. Area effect: A single target within 5 miles is struck for “10 Order Flurry” five times in a row. Also, everyone within sound of voice of that target is struck for “10 Order Flurry Flatten.” Possible Feedback: The focusing apparatus explodes and rampaging Mana Flux energy is unleashed. Everyone within Sound of Voice loses half their Mana pool immediately, and suffers 10 Order Flatten Flurry. . Level 5: Open/Close Portal, Create Gate Stones Essences: 1 Order, 2 Rare Spiritual, 1 Fate Implement: A knife forged with the element or essence of the target realm Casting Time: 20 minutes Required Steps: Mark the verges of the portal clearly and symbolically cut the veil between the realms with the implement. Description: This Ritual has one of two ways it can be cast.Open/Close Portal allows the Sorcerer to open or close a portal to anywhere they wish, including other planes. Travel to another plane can be dangerous, and often Sorcerers should plan ahead or make connections with beings there. Create Gate Stones allows the Sorcerer to create a pair of Gate Stones. Gate Stones, are magical items that Order Sorcerers make which allow the Sorcerer to travel between two points. To cast this ritual, the Sorcerer needs two stones of pure order. One of the stones is placed in the ground on the spot the ritual is cast, the second stone is carried by the Sorcerer. At any time the Sorcerer can expend 20 Mana and cast the spell Open Gate on the second stone, which will bring the caster to the marker stone. The Order Sorcerer can bring another living person with them through the gate, at the cost of 5 Mana and 1 Order essence. If the Sorcerer wishes to travel outside the bounds of the normal game play area they must get Plot's permission as the will of the fates can be flickle things. Possible Feedback: The worlds collide and merge, creatures from both sides spilling into either realm. This is generally considered bad.

Water Rituals Level 1: Elemental Transmute Essences: 1 Water, 3 Common Elemental essences Implement: A small stirring rod crafted from iron Casting Time: 5 minutes Required Steps: The caster must touch the rod to each of item they wish to transmute Description: The sorcerer uses the power of water to change, the sorcerer may only transmute one type to another type. For example you can change essences, potions, alchemy, gems, or refinements. You may change as many of the same type of items as the sorcerer wishes. the items must be changed into an equal item of the same value or level whichever is applicable. The sorcerer might be able to change other items potions: This ritual alters the makeup of up to five (5) magical potions or alchemies (the Sorcerer picks one type), which can be any variety up to level eight (8) or alters up to two (2) potions of level 9 or 10. The Lead Sorcerer may change the target potions into any other of its level or lower. Possible Feedback: The potions vaporize, and the Lead Sorcerer and any assistants must resolve their effects. Level 2: Craft of Frost and Ice Essences: 1 Water, 2 common Elemental, 1 Uncommon Elemental Implement: 3 small blue pillows or a tiny cage Casting Time: 10 minutes Duration: 6 hours Required Steps: The ritual square should be outlined with a Rope of Water and the pillows should be arranged evenly about the area.

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Description: This rituals has two ways in which can be cast the ritualist picks which effect on casting and informs the marshal on casting. Cage of Ice: The Sorcerer creates a large diamond-hard cage of magical ice, the size of the ritual area. Such is the coldness of the icy prison that no means may be used to escape it. Teleporting spells work going into the prison but not out of it. Only the Sorcerer or Assistants of the ritual may open a door in the prison, sized enough for one person to fit through at a time. Once created, the prison lasts for 6 hours. Spell effects do not pass through the cage. Slumber of Frost :This ritual creates a magical zone that is imbued with the healing power of water and the preservative effects of ice. Any who enter the area will instantly fall asleep, and all timers currently affecting them will pause. This ritual cannot affect the Lead Sorcerer or any assistants. Once under the effects of this ritual, targets enter a deep sleep, and cannot be woken up unless removed from the ritual area, or thirty minutes pass. At 5 minutes, all wounds are healed and harmful effects generated by spells of level 9 or lower are removed. At 15 minutes, all poisons and alchemy are removed. At 30 minutes, the sleeper gains the benefit of 1 hour of rest and recovers 30 Mana. Once created, the area lasts for six hours, but the ritual may affect only three characters at a time. If any more than three people (not counting the Sorcerer or Assistants) enter the area at one time, the ritual ends immediately and the sleepers all awaken. Once a character has entered, they may not benefit from the same ritual square again. Portable: The power of this ritual may be imbued into the blue pillows for later use. To activate, the Sorcerer lays down the pillows within 5’ of each other and then commands them to activate. The effects activate immediately. Possible Feedback: Characters entering the zone fall asleep as normal, but their timers continue. They do not benefit from any of the square’s normal effects, but are still roused after 30 minutes. Level 3: Pools of Revelation Essences: 1 Water, 2 Uncommon Elemental,1 Common Elemental. Implement: A bronze dish, Pure Water Casting Time: 15 minutes Required Steps: The dish should be filled with the water and allowed to become calm through the course of the ritual. Description: The Pools of Revelation may show the likely fate of a described decision or action to be taken in the near future. The more specific the description of the decision or actions, the more likely the information seen will be useful. Alternatively this ritual will provide a Lore level of 5 on a specific topic for one hour after the completion of the ritual or until the dish of water is disturbed. Possible Feedback: Believable but misleading information is provided to the Sorcerer. Level 4: Harness Purifying Forces of Water Essences: 1 Water, 1 Rare Elemental 2 Uncommon Nature, 1 Uncommon Mind Implement: Pure water from the elemental Plane of Water, 2 large shells, Water Ritual Sash Casting Time: 20 minutes Duration: 12 hours Required Steps: The targets must drink a shell full of water at the beginning, middle, and end of the ritual. Description: The Sorcerer empowers two targets with the Purifying Forces of Water. They become immune to all toxins and diseases (normal and magical). Their wounds also heal faster, they gain +1 to their level of Regeneration (maximum 5) or Regeneration 4, whichever is greater. Possible Feedback: The targets become allergic to Alchemy and lose all resistance to Poison and Disease.

Level 10: Gift of the Deep Essences: 1 Water, 2 Rare Elemental, 1 Tainted Essence Implement: Eye of an Ancient Hydra, Heart of a Glacier Elemental, Pearl from the Plane of Water, favor given by a willing Mermaid, bowl made of coral or shells, Water Ritual Sash Casting Time: 25 minutes Duration: 6 Hours Required Steps: The favor must be worn by the Lead Sorcerer while the other implements are placed in the bowl and used to cleanse the Tainted Essence, releasing the power within to complete the ritual. Description: The Sorcerer takes on the form of pure deep water. While in this form, the Sorcerer may add the knockback call to any

swing with a Single Handed weapon or Hand to Hand baton for the cost of 2 Mana per swing. They also become immune to all non-magical or Faith-based damage or effects. They may turn into water on a three count, able to move and go anywhere water can go. While in this form, the Sorcerer can only be affected by Area of Effect abilities and spells. The Sorcerer can re-form on a three count as well. While in this state, the Sorcerer may not use any in-game ability or speak in any language other than Hydron.

Possible Feedback: The Sorcerer turns into pure, plain, drinkable water.

Artificer Artificer Level 1: Create refinements Essences: One essence of the sorcerer’s primary school Implement: A cauldron Casting Time: 5 minutes

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Required Steps: The Sorcerer must put the required components for the ritual into the cauldron at the beginning of the ritual, and then place the item to be enchanted inside at the end. Description: The Sorcerer can now create refinements, which are small items with slight amounts of magical power. The Sorcerer may make any of the refinements as listed in the refinements section of the rules. For each level of Artificer the Sorcerer has, they many make that Corresponding Refinement. The Components for each refinement are listed in the refinements section, all the Components listed for each refinement count as the required components for this ritual. The only exception is that any of the Faith refinements may not be made in the fashion.

Artificer Level 2: Create/Dismantle Lesser Magical Item Essences: One essence of the sorcerer’s primary school Implement: A cauldron Casting Time: 10 minutes Required Steps: The Sorcerer must put the required components for the ritual into the cauldron at the beginning of the ritual, and then place the item to be enchanted inside at the end. Description: The artificer now has the knowledge to infuse an item with magic, allowing it to store a limited amount of spells. Items suitable for magical infusion can be any Master-Crafted item that can be worn or held in one hand. Weapons cannot be made into Lesser Magic Items. To use a Lesser Magic Item, the user must touch the item with a hand and call “Activate <Spell Name>, <Spell Call>,” followed with any other calls pertaining to the spell. lesser items Contain charges, when the charges are spent the item may be recharged at any time, by any Artificer. To recharge the item an Artificer will need to stand in an active ritual and then cast one spell into the item at double mana cost. They many cast spells in this fashion up to the number charges that the item can hold.

Create: In addition to the required essences and Implement, this ritual requires one piece of Levinium, and a number of focus gems equal to the charges placed within the item. These focus gems must be appropriate to the school and level of the spell placed within the item. A Lesser Magic Item cannot contain spells above the 8th level. A Lesser Magic Item may have up to 5 charges of any one spell that either the Lead Sorcerer or Assistant knows. The item must recharge for one minute between uses. If all of the item’s charges are used, the item loses any ability to hold magic, and must be put through the ritual process again. The item must attune to an owner, which takes until the next Flux. The forumal is as follows: 1 item, 1 Piece of Levinium, Then you will need to decide which spell level you would like the item to contain. Spell Levels 1-3- 1 Flawed gem or common essence per slot Spells levels 4-6- 1 Brilliant gem or uncommon essence per slot Spells Levels 7-8 1 Flawless or rare Essence per slot. Dismantle: This form of the ritual does not require essences or an implement, and is used to take apart an unwanted lesser magic item. The item must stay within the ritual square for the duration. At the end of the ritual, the item is destroyed, and the Lead Sorcerer will receive a portion of the components used to create the item, as determined by the supervising GM. Possible Feedback: All components used in the ritual are lost, and the item can never receive enchantment of any kind. Level 3: Create Construct/ Store Soul Essences: Construc: 1 Order, 1 Earth, 1 uncommon Spiritual, 1 uncommon Elemental Implement: Effigy of the Golem to be made, appropriate material for the Golem’s body, Golem costume Casting Time: 15 minutes Required Steps: The Lead Sorcerer constructs the Golem from the material, consumes the Life Essences and breathes them into the mouth of the Golem. Description: There are two ways this ritual may be cast, The Sorcerer may either create a Golem that will be Fully under their control(a) alternately they may repair a Golem they have already made the details and the length of the repair will be wholly worked out with plot. The Second way this Ritual is Cast is to Allow a Sorcerer to place a willing Character inside a Golem with Store soul. A Golem under the control of the Lead Sorcerer is created. As constructed creatures, Golems do not have independent will or conscience, they must be commanded by their creator. Typically, they only understand simple, literal commands. Golems are either Weak, Exceptional or Elite, and this determines both their approximate power level and sophistication. Their nature is also largely defined by the material of their construction, as listed below. When a Sorcerer creates a Golem, the materials, essences, performance of the ritual, and quality of the costuming all impact the eventual Golem’s potency, as judged by the Ritual Marshal. A Monster Template is provided to the Sorcerer along with a number of character points that can be spent to craft the Golem’s abilities. Generally The sorcerer will learn to make a Single Golem type on learning this ritual. Learning Additional Golem types will need to be learned and are trained in game. Golem Types:

Type Description Special Materials Classes Pool

Gold Gold Golems are created in the image of a deity, and dedicated to the service of that deity.

Creator must give up his Sacred Symbol

Elite Faith

Silver Designed to destroy monsters, they have devastating attacks. Programmed to fight a monster type.

Heart of the type of monster Exceptional Elite

Endurance

Copper Very resistant to magic and able to cast spells. 100 copper pieces Weak Exceptional

Mana

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Levinium Immune to magic. Extremely powerful and hard to destroy. A Levinium statue of at least 10 units

Elite Mana

Flesh Flesh Golems look like living beings. Five well-preserved bodies Weak Exceptional Elite

Endurance

Clay Shape-shifting Golems that can form natural weapons. Clay from the ground in Arcadia Weak Exceptional

Endurance

Stone Highly armored and very strong. A large stone struck by natural lightning

Weak Exceptional Elite

Endurance

Iron Heavy fighter Golems. A stack of well-used iron weapons Weak Exceptional Elite

Endurance

Gem Embody the magical powers of a particular school. An iconic gem of the appropriate type

Exceptional Elite

Mana

Crystal Encased in heavy crystal, this Golem’s crystalline structure acts as carapace.

Large chunks of crystal from the Plane of Earth

Exceptional Elite

Mana

Notes: · Each Golem gets about 50 points of base abilities. In addition, based on the class of the Golem, you get 250 character points to build a Weak Golem. Exceptional get 450. Elite get 650. · Weak Golems cost the equivalent of 5 gold in materials. · Exceptional cost 15 gold in materials with a couple of rare components. · Elite cost 30 gold and something exceptionally rare. Golem pools (Faith, Endurance, and Mana) do not recover normally. However, they can be fed essences to recover their pools. If a Golem’s primary pool hits zero, they shut down and become unconscious.

Faith Endurance Mana

Common 10 4 10

Uncommon 25 12 25

Rare 75 36 75

Soul Store: This ritual may be performed on a Golem that is not currently Broken or destroyed. The Lead Sorcerer will Willing place a another person inside the Golem. During this duration the character will need to change into the Golem Costume and make up. For the duration they will swap character cards, Only Lores and backgrounds and titles will transfer. The character Will remain in the Golem until the End of the AC. If the Golem Dies, the corpse of the character will “pop” out of the Golem. A death Delivered this way is Lethal and the character will began their 30 minute death timer. Possible Feedback: The Golem animates and is insane with rage and pain, attacking or running off uncontrolled to wreak havoc.

Level 4: Create/Dismantle Greater Magic Item, Wand, Orb, Rod or Summon Item Essences: 1 Order, 1 Earth, 1 uncommon Spiritual, 1 Uncommon Elemental Implement: Gold Cauldron Casting Time: 20 minutes Required Steps: The sorcerer must put the required components for the ritual into the cauldron at the beginning of the ritual, and then place the item to be enchanted inside at the end. Description: The artificer now has the knowledge to infuse an item with magic, making it a Greater Magic Item, Wand, Orb or Rod. Alternatively they summon a temporary magical item for use. Greater Magic Items: Can be activated to evoke spells or Maneuvers, and they can provide permanent bonuses to character stats or skills. To place stats or skills in an item with this ritual the caster or an assistant must have it themselves, if that stats or skill is placed in the item it is drained from the caster for a period of 12 hours. See the chapter on Magic Items for descriptions and creation rules. Wands: Hold arcane abilities and are linked to a specific school Rods: Hold spells up to 7th level and are usable by any Incanter who can cast spells up to that level. Orbs: Hold Mana which can be accessed by any Incanter. Create: In addition to the required essences and Implement, this ritual requires one piece of Levinium and additional materials. See the Magic Items chapter for rules on creating Greater Magic Items.

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Dismantle: This form of the ritual does not require components, and is used to take apart an unwanted Greater Magic Item. The item must stay within the ritual square for the duration. At the end of the ritual, the item is destroyed, and the Lead Sorcerer will receive a portion of the components used to create the item, as determined by the supervising GM. Summon Item: The artificer, can craft a temporary magic item, The sorcerer will gain access to summon an item base what on their Primary school is. For each school of magic there will be a unique item, This item is gifted to any one character at the end of the ritual. There will be a unique implement for each item required to Summon it. It must be worn on the character for the duration of the ritual or until all the charges of the item are used. Example items for schools of magic Air: the Mantle of the Storm Lord: The Mantle has 4 charges of the spell Chain Lighting, as well as a single charge of a spell known as Wrath of the Storm Lord, a single packet spell which causes 10 Air Lethal Flatten. Earth: Treads of the Rock Lord, The treads have 5 charges of the spell Earthquake, as well as a single charge of a spell know as Wrath of the Earth Lord, a 20 packet burst spell that has the call “Earth Wound.” Fire: The Circlet of the Fire lord The circlet has 12 charges of the spell Fireball, as well as a single charge of a spell known as Wrath of the Fire Lord, a single packet spell which causes 10 Fire Flurry Lethal. Possible Feedback: The magic item explodes, wounding everyone in the area. Level 5: Create/Dismantle Superior Magic Item, Staff or Summon Planar Artifact Essences: 1 Order, 1 essence of your primary school Implement: Gold cauldron lined with Levinium Casting Time: 30 minutes Required Steps: The Sorcerer must put the required components for the ritual into the cauldron at the beginning of the ritual, and then place the item to be enchanted inside at the end. Description: The Cosmological Sorcerer now has the knowledge to infuse an item with magic, making it a Superior Magic Item or Staff. Superior Magic Items: These potent items carry always-on effects or stackable stat bonuses. Staves: These very powerful magic items are tied to a single school of magic. They combine effects of Superior Magic Items, Rods, Orbs and Wands. Staves are only usable by masters of the same school of magic that the staff belongs too. Create: Items of this potency take a great deal of research and effort to produce. Before attempting creation in a ritual, the Sorcerer must spend time in research and investigation in order to understand the balance of magics required. In addition to the required essences and implement, this ritual requires one piece of Levinium and additional materials. See the Magic Items chapter for rules for creating Superior Magic Items and Staves. Summon Artifact: The artificer can now summon a powerful artifact from their plane. The Sorcerer will need to plan and research before attempting to summon an item is such fashion. This ritual will or may require extra implements or essences. Dismantle: This form of the ritual does not require components, and is used to take apart an unwanted superior magic item. The item must stay within the ritual square for the duration. At the end of the ritual, the item is destroyed, and the Lead Sorcerer will receive a portion of the components used to create the item, as determined by the supervising GM. Possible Feedback: Not only is there a chance of catastrophic magical damage, casters who fail this ritual risk damage to their own casting capabilities

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Magic Items

Refinements

Refinements are minor magic items, but they do not require Sorcery or Miracles to create. Instead, they are crafted by skilled

individuals who have learned the special techniques required. See the Production chapter for details on how Refinements are

made and used. Refinements can be destroyed from effects which destroy normal items and any effects which break magical

items destroy refinements.

Lesser Magic Items

Lesser Magic Items contain spells that can be activated up to ten times ever. Items suitable for magical infusion can be any

Master-Crafted item that can be worn or held in one hand. Weapons cannot be made into Lesser Magic Items. The user must

wait one minute between activations of a Lesser Magic Item.

Activating Spells from Lesser Magic Items

In order to activate a spell from a Lesser Magic Item, you must touch the item with a hand and call “Activate <Spell Name>,

<Spell Call>,” followed by any other calls required by the spell. You must mark the item’s tag to indicate that the use has

been expended. Spells with variables such as Will use the owner’s value, and spells that target “self” target the one who

activated the item.

Greater Magic Items – General Rules

Stat and ability bonuses from Greater Magic Items do not stack with those from other Greater Magic Items or

Refinements, unless they specifically state otherwise. For example: If you have a ring of +1 Fortitude and +2

Magic Resists, and another ring of +2 Fortitude and +1 Will, you would gain in total: +2 Fortitude, +2 Magic

Resists and +1 Will.

Stat and ability bonuses can only be used by someone who has the prerequisites. Spells enchanted into Greater

Magic Items can be activated a number of times per Flux, Day, or Astral Conjunction, depending on the cost paid

when the item was created.

Maneuvers enchanted into Greater Magic Items can be used a number of times per Flux, Day, or Astral Conjunction

depending on the cost paid when the item was created. They do not grant the ability to Counter the Maneuver unless

the Counter Maneuver is also enchanted into the item.

Crafting Greater Magic Items

Step 1) Prepare the magic item you want to create and get it approved by plot.

Step 2) Gather the materials, including the proposed prop.

Step 3) Perform the 6th Level Order Ritual: Create Greater Magic Item.

The following factors may either improve or harm the results of the attempt to make a magic item:

1) The quality and performance of the ritual.

2) The quality and appropriateness of the prop.

3) If the magic item is deemed exploitive of the creation rules or system.

Rods

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Stat and Ability Bonus Chart

NOTE: All items have a base cost of 1 Levinium per Stat effected.

Stat Description Cost Stacks?

Fortitude Bearer gains an additional Fortitude for each level of the

enchantment. This can increase Fortitude beyond the character's

normal maximum.

10g: +1

20g: +2

30g: +3 (max)

No

Will Increases Will statistic by the specified amount, up to a maximum

total of 5.

10g +1

20g +2

No

Disease

Resistance

Increases Disease Resistance by the specified amount, up to a

maximum total of 5.

6g: +1

15g: +2

No

Toxin Resist Bearer gains an additional Toxin Resist for each level of the

enchantment. This can increase Toxin Resist beyond the character's

normal maximum.

10g: +1

20g: +2 (max)

Yes

Magic Resist Bearer gains an additional Magic Resist for each level of the

enchantment. This can increase Magic Resist beyond the character's

normal maximum.

10g: +1

20g: +2 (max)

Yes

Flux

Attunement

Increases Flux Attunement by the specified amount, up to a

maximum total of 5.

8g: +1

12g: +2 (max)

No

Arcane

Abilities

Bearer gains the specified Arcane Abilities. This can be used for any

Arcane Ability except Spell Potency or Channel Higher Magic.

Note that these do stack with other items or effects that grant

additional Arcane Abilities. For example, if you have two Flash

Cast items, you may use Flash Cast from items twice.

3g: +1

6g: +2

12g: +3

18g: +4

27g: +5 (max)

Yes

Regeneratio

n

Increases Regeneration by the specified amount, up to a maximum

total of 5.

5g: +1

15g: +2

30g: +3 (max)

No

Resilience Increases Resilience statistic by the specified amount, up to a

maximum total of 10.

3g per +1 No

Clotting Adds the Clotting ability.

Prerequisite: Resilience 10

5g No

Tracking Increases Tracking by the specified amount, up to a maximum total

of 5.

4g: +1

8g: +2 (max)

No

Sneaking Increases Sneaking by the specified amount, up to a maximum total

of 5.

4g: +1

8g: +2 (max)

No

Mana Pool Increases the Mana Pool of the user by 5 per level. No maximum. 3g for +5

3.5g more for +10

4g more for +15

And so on…

Yes

Stamina Increases the Stamina statistic by the specified amount. No

maximum.

6g for +1

7g more for +2

8g more for +3

And so on…

Yes

Faith Pool Greater Magic Items cannot bolster Faith or Righteousness, but if

this ritual is performed as a Miracle, it might be possible.

NA NA

Spells in Greater Magic Items

Spells in Greater Magic Items can be activated a number of times per Astral Conjunction, Day, or Flux. Each charge permits

one use of the spell. The frequency determines how often the spell may be used. Creation costs are detailed in the following

tables.

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Frequency Cost

Per Astral Conjunction 1 Levinium

Per Day 2 Levinium

Per Flux 4 Levinium

Table: Spell and Maneuver Frequency Costs

Spell Level Cost per Charge

1-3 1 Uncommon Essence

or

1 Brilliant Gem

4-7 1 Rare Essence

or

1 Flawless Gem

Table: Spell Charge Cost

Activating Spells in Greater Magic Items

In order to activate a spell from a Greater Magic Item, you must touch the item with a hand and call “Activate <Spell Name>,

<Spell Call>,” followed with any other calls required by the spell. Spells with variables such as Will use the owner’s value,

and spells that target “self” target the one who activated the item.

Maneuvers in Greater Magic Items

Only weapon and physical Maneuvers may be placed inside Greater Magic Items. Path Maneuvers may be placed in

Superior Magic Items. During the creation ritual of an item, someone must be able to perform the Maneuver and

must hold the item and perform the Maneuver at 3 times the normal Endurance cost, for each charge.

Maneuver

Level

Cost per Charge

1 1g

2 2g

3 3g

4 4g

5 5g

Table: Maneuver Level Cost

Activating Maneuvers in Greater Magic Items

Maneuvers may be used by having the Greater Magic Item on one’s person, attuned, and wielding a weapon that is capable

of performing the Maneuver. The wielder calls “Activate” and then the Maneuver name and call as usual along with any

required strikes or steps of the Maneuver. The wielder does not have to spend any pool costs – those are borne by the item.

Wands

Wands grant a caster Arcane Abilities to use with a specific school of magic. The caster must hold the wand in hand while

using the Arcane Ability by calling its name. Wand phys-reps must be approved by Plot.

Wands are created with a number of Arcane Ability charges per Astral Conjunction stored in them and function only with a

specific school of magic other than Universal. The Incanter must keep track of the charges expended, so when the Wand is

handed to another person, they know how many charges are left. If you do not know how many charges have been used,

assume they all have been used until you confirm otherwise.

The following table describes the materials that are expended in the creation of a Wand. In addition to the implements and

essences required to perform the ritual, expendable materials must be used. The first charge of a wand always costs the Base

Cost. Additional charges cost more resources, as specified in the table.

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Arcane Ability Expendables Per Additional Charge Max Charges

BASE COST 2 Levinium, Piece of Wood from Arcadia, 1 Flawless Gem of the Wand’s School NA

Spell Sling 1 Levinium, 1 Uncommon Essence of the Wand’s School 6

Extend spell 1 Levinium, 1 Uncommon Essence of the Wand’s School 6

Flash Cast 1 Levinium, 1 Rare Essence of the Wand’s School 6

Multicast 1 Levinium, 1 Rare Essence of the Wand’s School 6

Counterspell 1 Levinium, 1 Rare Essence of the Wand’s School 6

Spell Potency 2 Levinium, 1 Rare and 1 Uncommon Essence of the Wand’s School 3

Channel Higher

Magic

2 Levinium, 1 Rare and 1 Uncommon Essence of the Wand’s School 3

Rods

Rods store the ability to cast particular spells a number of times per Flux. The spell is incanted as defined by your casting

type, but costs no Mana (the Rod acts as a book, for a book caster). Arcane Abilities cannot be used in conjunction with

spells cast from Rods. In order to use a Rod, you must be able to cast spells of a level equivalent to the stored spell and you

must hold the Rod in hand. Rods only hold spells 7th level and lower in them. Rod phys-reps must be approved by Plot.

To create a Rod, one of the Sorcerers in the ritual area will need to know the spell the Lead Sorcerer wishes to place in the

Rod. That spell must be cast on the Rod, 5 times on the Rod PER charge. Rods may only hold a maximum of 5 charges of a

spell.

Materials to create:

Spells level 1-3: Base – 1 piece of Levinium, 1 flawless gem of that school of magic; Per charge – 1 common essence of the

same school, 1 flawed gem of that school

Spells level 4-6: Base – 1 piece of Levinium, 1 flawless gem of that school of magic; Per charge – 1 uncommon essence of

that same school, 1 brilliant gem of that school

Spells level 7: Base – 2 pieces of Levinium, 1 flawless gem of that school of magic; Per charge – 1 rare essence, 1 flawless

gem of that school

Orbs

Orbs hold Mana that can be used by any character with a Mysticism score. To remove Mana, the mage simply touches the

Orb, calls the amount of Mana removed, and is instantly granted that Mana. To put Mana back into the orb, the mage touches

the Orb, calls the amount of Mana put into the Orb, and expends twice that amount of Mana. Orbs will have a maximum

capacity, and they will recharge to full each Astral Conjunction. The player in possession of the Orb is responsible for

tracking the Orb’s current capacity. If you do not know how much Mana an Orb has, it has zero until the amount is learned.

Orb phys-reps must be approved by Plot.

Orbs – There at 3 levels of Orbs a Sorcerer can choose to make, on creation of the Orb, an amount of Mana must be drained

from the Sorcerer casting the ritual.

Level 1 Orbs hold 25 Mana (Materials – 5 pieces of Levinium, 1 Uncommon Order essence, 100 Mana); at Flux a level 1

Orb will restore 10 Mana to itself or the caster holding it.

Level 2 Orbs hold 50 Mana (Materials – 10 pieces of Levinium, 1 Rare Order essence, 200 Mana); at Flux a level 2 Orb

will restore 20 Mana to either itself or the caster holding it.

Level 3 Orbs hold 100 Mana (Materials – 20 pieces of Levinium, 1 Void essence, 400 Mana); at Flux a level 3 Orb will

restore 30 Mana to either itself or the caster holding it.

Staves

A staff is a Superior Magic Item. In order to use a staff, you must be a Master of the Staff’s particular school of magic and

you must hold it in your hand. They combine the abilities of Wands, Rods and Orbs. You can only draw on one function of a

staff at one time, so the staff’s Arcane Ability cannot be used to cast the Staff’s spell. Staves can hold spells up to Level 10.

It is possible that Staves can be constructed in such a way that they require other prerequisites to be met to use them.

Each Staff must be researched in detail to determine what is necessary in its construction.

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Faith

Just about everyone in the world of Ith recognizes that there are extremely powerful entities that call themselves Gods and

Goddesses. The faithful have pledged themselves to the worship of a particular deity and pay at least lip service to the tenets

of that deity. From a game system perspective, a character can purchase either Divine Rank or the Worshiper title to become

a follower of a particular God or Goddess. In return for worship, the deity grants the character particular abilities. Gods and

Goddesses have expectations of their followers, however, and the higher one’s Divine Rank, the more closely one is expected

to follow the deity’s teachings.

Worshiper Title

A Worshiper is a character who worships a Deity and is a member of the church, but has not committed their soul to the way

of an Invoker. Worshipers do not gain the ability to use spells (Gifts), divine abilities, or Miracles. Worshipers are considered

members of a church for abilities that make that distinction (e.g. services, Heal the Faithful). This title can be purchased at

any time, either at character creation or afterward. In either case, it should have a role-play justification. Any Invoker with

Divine Rank is automatically considered a Worshiper of their deity and need not separately purchase this title.

If a Worshiper later purchases Divine Rank, the points spent on Worshiper can be applied to their Divine Rank.

A character may only worship one deity.

To change faith to another deity, the character must undergo “Metanoia.” See the Divine Ability of that name.

Invoking

Invoking is the act of drawing upon the power of a deity to produce a magical effect. Those that choose to devote themselves

to a deity are referred to as “Invokers.” These individuals are ruled by set guidelines for advancement in their spirituality, and

they are dedicated to a certain way of life. The manner in which they lead their lives is governed by tenets set forth by their

deity, and enforced by those within the clergy that have earned the power to do so. The various clergies have a set system of

self-regulated organization.

Divine Rank Title

Every Invoker has a title indicating their rank within the clergy. This title is known as their Divine Rank. Not every religious

order refers to the rankings by the same title, however the major pantheon of Ith unilaterally recognizes these ranks. There

are ten established ranks in the commonly recognized structure of religious hierarchy. The rules for a Worshiper also apply to

those with Divine Rank.

Each rank provides the Invoker with unique abilities that help them to fulfill their obligations to their Faith. These powers are

known as Divine Abilities. The list of Divine Abilities is below, along with descriptions of each Rank.

Most Divine Abilities are granted automatically upon attaining the rank, but some are listed as Purchased Divine Abilities

and must be bought separately with character points. A character must purchase lower rank Divine Abilities before they may

buy higher level Abilities.

Invokers expend Faith Pool to cast their invocations. Every level of Divine Rank attained increases the Invoker’s Faith Pool

capacity by 15 (or 20 if the character has the “Chosen” Advantage). Players who choose to be an Invoker start each game

with their Faith Pool at maximum capacity. Faith Pool is otherwise restored through the use of specific abilities.

Players may buy up to Divine Rank of 5 at character creation and must quest in game for higher ranks. After character

creation, Divine Rank 1 can be granted to the character via the Spiritual Mentor Divine Ability. Divine Rank levels 2-4

require training, while levels 5-10 require quests.

Once an invoker reaches 9th rank, they may now began to quest for Divine Exalted paths. Ask your local plot team for a copy

of that document.

From a role-play perspective, in order to progress from rank to rank, the Invoker will have their Faith tested. Members of the

clergy who hold the rank of Augur or higher give these tests. Upon successfully completing these tests, the Invoker will be

allowed to progress to the next rank.

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Once an Invoker has reached Divine Rank 6, they may quest for their first Miracle. Subsequent Miracles can be earned

through role-play (count as trained).

Gifts of Faith Divine Ability

Gifts of Faith are the spells that the Invoker can cast. The Invoker’s level in Gifts of Faith may not exceed their Divine Rank.

The magical effects produced by the applications of these Gifts are known as Invocations. The list of Invocations is the same

as the magical spell list. In most respects, Invocations act as spells for the purposes of resistances and other defenses.

Players may request the Gifts they would like their character to receive when they buy a level of Gifts of Faith, but Plot must

approve the Gifts granted and will often give different Gifts than the ones requested by players. Each level of Gifts of Faith

grants 3 Gifts (or 4 if the character has the “Enlightened” Advantage) at the spell level equal to the level of Gifts of Faith.

Gifts are always chosen from the Domains of the deity.

Invokers follow the Gem Caster rules for incanting, mobility, and interruption. See Spell Casting.

Righteousness Divine Ability

This ability represents a character’s powerful internal conviction, and is in many ways the core of a person’s holy strength.

For every level in Divine Rank, and for every level of Avenger Path, a character may buy a level of Righteousness.

Righteousness refreshes at the beginning of each game and through specific abilities.

Righteousness acts as a pool, and a character may use a level of Righteousness for one of the following effects:

1. A player may use a Righteousness to negate any effect with “Faith” in the call. When Righteousness is used this

way, you must call “Righteousness” to resolve the effect. Note that the entire effect (attack) is negated, not just the

Faith component.

2. A player may use a Righteousness to add the “Faith” carrier to an invocation or weapon attack. The Righteousness

is spent whether the effect was resisted, dodged, etc. When applied to invocations, the Faith carrier is only added to

the actual invocation, not subsequent buffed effects. For example, Blazing Weapon Faith does not allow the user to

swing Faith with each weapon attack. Righteousness will not work on a spell that has an unlimited number of uses,

such as Air Jet or Immolate, but it will work for limited multi-packet or burst effects.

3. The player may use a Righteousness to gain 10 Faith Pool. This expenditure cannot bring the Invoker’s Faith Pool

above the limit determined by their Divine Rank.

4. Flash Invoke a single invocation. This is as a same as Flash Cast. The call for this is “Flash Righteous <Spell

Name>.”

Miracle Divine Buy Ability

On reaching Divine Rank 6, Invokers gain access to Miracles. When an invoker’s deity decides to grant a Miracle, they will

send a messenger to inform them, as well as train them how to perform the necessary steps. The character’s deity (Plot)

chooses which Miracles they receive, and players have no say in what Miracle they get. The specific Miracle awarded can

vary in level, and is picked from the arcane domains of the Invoker’s deity. An invoker may receive one Miracle per level in

Divine Rank.

From a game-mechanic perspective, players should inform plot that they seek to be granted a Miracle from their Deity. This

does not guarantee the Miracle will be granted, but if the Miracle is granted the character points must be spent before the

following game.

Miracles require no base components to cast, but creation rituals will still require the implements and possibly components.

For example, creating a magic item with a Miracle would still require the Levinium, items and other creation costs.

A Miracle is very similar to a ritual in that it requires time and an expenditure of power from the invoker performing it.

Miracles cost 5 times the equivalent ritual’s level in Faith Pool, but do not require any essences or other components. An

Invoker may have up to three assistants to perform the Miracle, who must follow the lead Invoker’s instructions exactly or it

will fail. Assistants must have achieved the rank of Zealot in the same Faith as the Lead Invoker to participate. The Faith

Pool cost of the Miracle can be divided among all participants, but the Lead Invoker must pay the largest share.

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Miracles must be performed in a circular area marked by a twenty or forty foot rope. The Invoker must have their Sacred

Symbol prominently displayed on their person, and their Sacred Tome in hand for the entire casting of the Miracle. A GM

must be present for any Miracle to be performed, and the player performing it must inform Plot at least a half-hour to an hour

in advance.

To begin, the Lead Invoker must say, “By the power of (your god), I will now perform the Miracle of (name of ritual).” At

this point, the Lead Invoker and any assistants must pay the full Faith Pool cost of the Miracle. Completion of the incant

triggers the start of the Miracle, and denotes the time when the steps of the Miracle must begin to be carried out by the Lead

Invoker and any assistants. A Miracle’s steps are indicated in its description, and must be followed explicitly.

It is up to the Lead Invoker to add elements to the Miracle for flavor and role-play, which may incur a benefit (at the

observing GM’s discretion). A Miracle is finished after all steps required have been fulfilled and the required duration has

passed, at which point the Invoker must state that the Miracle has come to a close. If the Lead Invoker possesses a Sacred

Scepter, they may discharge all uses currently available and a Righteousness to halve the casting time of the Miracle. The

Lead Invoker must declare the discharging of the Scepter and Righteousness expenditure immediately after spending the

Faith Pool cost to perform the Miracle.

Miracles are both spiritually and physically draining, so as the Invoker advances past the rank of Zealot, they may call upon

Miracles more often as follows:

Zealot (Rank 6): One Miracle per 12 hours

Augur (Rank 7): One Miracle every 6 hours

Prelate (Rank 8): One Miracle every 3 hours

Archon (Rank 9): One Miracle every hour

Oracle (Rank 10): One Miracle at a time

Divine Ranks and Abilities

Rank 1: Follower

Pray Divine Ability

This allows the Invoker to regain Faith Pool. Every five minutes spent Praying gives the Invoker two Faith Pool back. In

order for the prayer to be successful, the Invoker must not be interrupted at all during the process.

Create Sacred Symbol 10 Faith Pool Divine Ability

While holding their Sacred Symbol during an invocation, the Faith Pool cost of all invocations is reduced by one. However,

it will not reduce first level invocations, they still have a casting cost of one pool. You must create your Sacred Symbol

before you will be allowed to progress to the next Rank. Creation of a Sacred Symbol is a personal and meaningful process.

The item that will become the Symbol must somehow reflect the deity it represents, but the form the Symbol takes is a choice

that is up to the invoker creating it. Invokers may only ever own a single Sacred Symbol at one time. At the end of the prayer

to create a Sacred Symbol, the Invoker must say, “By the power of (your god), I infuse and sanctify this symbol with sacred

might.” After completing their Sacred Symbol, the player must inform a GM, and get the item tagged. Characters may begin

game with a Sacred Symbol. Sacred Symbols may be broken or destroyed as a mundane item, unless the item is Master

Crafted or magical. Players wishing to create a Sacred Symbol should notify Plot so the tag can be prepared, and it is

possible for the process to fail if the role play is not appropriate.

Sense Faith: Belief 1 Faith Pool Divine Ability

The Invoker can determine whether an individual is an Invoker or Worshiper. To use this power, they must hold their Sacred

Symbol towards the target and expend 1 Faith Pool. The Invoker must be within 15 feet of the target.

Grace of Faith 5 Faith Pool / Once per hour Purchased Divine Ability

Once an hour, the follower may touch their Sacred Symbol to themselves or another member of their religion to clot all of

their wounds. The invoker must say “ By the Grace of <Deity>, I clot your wounds.”

Rank 2: Disciple

Cleanse Food and Drink 2 Faith Pool Divine Ability

The Invoker may cleanse food of all toxins. Each time this power is used, it purifies a single cup of liquid and plate of food.

The Invoker touches the food/drink with their Sacred Symbol and says, “By the power of <Deity>, I purify this meal.”

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Communicate with Deity Once a day Divine Ability

The invoker can send a message directly to their god. The god may or may not respond or may choose to send a sign to

represent the god’s answer. The player must inform a GM that they are using this power when they send the message or

question.

Summon Divine Light 2 Faith Pool Divine Ability

The Invoker may summon a small light source, powered by their Faith. This light can be no brighter than a glow stick. The

glow stick may be given to another or thrown, but one person cannot be in possession of more than one Divine Light at any

given time. As usual, players must furnish their own glow sticks.

Create Personal Shrine 10 Faith Pool Purchased Divine Ability

In order to create a Shrine, the invoker must first sanctify the ground on which they wish to build the shrine by Praying on it.

This process takes 15 minutes and costs 10 Faith. Once the ceremony is complete, the Invoker must physically erect the

shrine. The base area of the shrine is a 5ft radius. A player may only have a single Personal Shrine up at a time.

All shrines must be physically represented with props of an appropriate nature. Poorly represented shrines can result in a

deity’s divine wrath. Use a yellow cloth or rope to outline the shrine area.

The Invoker who built the Personal Shrine may Pray there and gain 6 Faith Pool every 10 minutes.

Personal Shrines are permanent until destroyed, but the player is responsible for putting up the phys-rep at each game.

Circle of Protection 10 Faith Pool / Once per day Divine Ability

Once a day for the cost of 10 Faith, the Invoker that built a shrine can tap into its power to raise a Circle of Protection around

that shrine. The circle is no bigger than 5ft in all directions from the perimeter of the shrine. This protective circle will last

for one hour. The Invoker must stay in the circle for the duration of the effect. If the Invoker leaves, then the circle falls.

The Invoker must mark the perimeter of the Circle with a yellow ribbon or rope and call “Divine Circle of Protection” while

touching their Shrine to cast the Circle of Protection.

When cast, all those who are not members of the Shrine’s Faith are immediately expelled from the Circle by the shortest safe

path. Only those invited into the Circle by the Invoker may enter. Once invited, they may enter or leave at will. In order for

the Invoker to invite someone, they must say the following: “By the power of <Deity>, I protect you from harm” and they

must spend 1 Faith.

Those that are not invited into the Circle cannot enter the circle. No spells, invocations, or attacks can be made through the

circle to affect either side. No offensive actions of any type may be made while inside the circle. Invocations and spells

cannot be cast while inside the circle, although Miracles may be performed normally. A player may only be invited into one

Circle a day.

Destroy Shrine Casting time: 30 minutes Divine Ability

Once an Invoker can create a particular Shrine or Chapel, they also gain the ability to destroy it.

The invoker has learned how to truly destroy a shrine by spiritually cleansing the ground the Shrine was built on. This is the

ONLY way to completely destroy a shrine. Cleansing a shrine requires a half-hour ceremony performed within the shrine to

be destroyed. If the ceremony is completed, the shrine is spiritually destroyed and will no longer yield its benefits to

members of the Faith for which it stood, even if the shrine is physically unharmed. If a shrine is destroyed through physical

means (i.e. knocked down, broken, etc.), the spirit of the shrine will remain until cleansed. If a shrine is physically destroyed

but not spiritually cleansed, a member of that shrine’s Faith can simply rebuild the shrine on the premises, and the benefits of

the shrine will return. Once the process of destroying a shrine begins, the person who built the shrine will become aware that

someone is attempting to destroy their shrine. Players must inform Plot before they attempt to destroy a shrine.

At Plot’s discretion, the creator of a shrine will be notified that they sense something happening once the process of

destruction begins.

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Rank 3: Acolyte

Spiritual Mentor 5 Faith Pool Divine Ability

The Invoker may induct others into their Faith. The subject has to be willing and in complete control of their faculties for this

ability to take effect. The target becomes a Rank 1 Invoker with no Gifts and an empty Faith Pool. If the target is a PC, they

must then buy the first rank in Invoking during downtime for the next game. Once this ability has been used, the target

cannot change their mind, and must undergo Metanoia in order to change to another deity.

Sense Faith: Devotion 4 Faith Pool Divine Ability

The Acolyte can determine what divine rank the target has attained. The divine ability “Sense Faith: Belief” must be used

prior to the use of this ability. This power cannot be used on targets that are not Invokers. The Invoker must present their

Sacred Symbol within 15 feet of the target and call, “Command, Sense Devotion.”. If the Invoker's attempt to Sense

Devotion is not resisted, the target must reveal their divine rank (if any) to the invoker.

Repel 6 Faith Pool Divine Ability

The Invoker may brandish their Sacred Text at a single target, and say the phrase “By the power of (your deity), I repel you.”

The target must then stay at least 15 feet away from the Invoker and may take no offensive actions toward them. The invoker

must still resolve any effect produced by the target that does not specifically target them, such as Area of Effect spells. The

effect lasts for up to ten minutes, or until the Invoker lowers the Sacred Text. The invoker may only Repel one target at a

time. The invoker must keep their feet planted for the duration, or the effect will end. A target can only be affected by the

invoker’s Repel once per day.

Create Sacred Text 5 Faith Pool Purchased Divine Ability

A Sacred Text is a collection of religious writings written by the Invoker. Sacred Texts are used for many rites, and must

contain prayers to destroy and create shrines, at least one ceremony and service, and the decrees and transgressions of their

deity. This Sacred Text is required to conduct services and perform ceremonies. An Invoker who uses their Sacred Text

while Praying gains 1 extra Faith pool per 10 minutes. This stacks with other benefits.

Rank 4: Priest/Priestess

Inspire the Chosen 2 Faith Pool per Person Divine Ability

The Invoker may use the power of his Faith to bolster the Will of his allies. On touching the target with their Sacred Symbol,

the invoker says the phrase, “By the power of (your god), I grant you inspiration.” This grants the target one temporary Will

for one hour. The Invoker can only use this ability once a day per person.

Conduct Service Once per Flux Divine Ability

The invoker can now conduct services for their god. A service must be at least 20 minutes and must include at least 2

participants and the Conductor. The Conductor gets 20% of their total Faith pool back for conducting a service, plus 5% for

each participant over 2, up to a maximum of 50% of their Faith pool. An Invoker can Conduct Service once per Flux.

Participants who follow the same god as the Conductor regain 50% of the Faith pool regained by the Conductor, and those

who follow other gods regain 25% of the Faith pool gained by the Conductor. You may benefit from participating in up to 2

services per Flux. If the Invoker uses their Sacred Text during the Service, they gain a base amount of double their Invoker

level in Faith pool.

Players must stay and help the role play of the service for the entire duration of 20 minutes. If the service is interrupted, or

the Conductor stops for any reason, the service ends and no Faith is awarded. If the number of people participating in the

service drops under 2, it ends. Players attending a service may use no in game skills other than invocations, and may not

conduct or attend another service simultaneously.

Example: Augur (Faith Rank 7) Joetor of the Essence Dragon holds a service. Follower Maharg of the Dragon, Priest Ren

of Mordath, and 6 other characters participate. Joetor regains 50% of his total faith pool (105*50% = 52.5 round up to 53).

Maharg would then gain 27, but maxes out at 15. Ren gains 14. Note that you round up.

Perform Ceremony Divine Ability

The Invoker can now perform legally binding ceremonies such as marriages, funerals, annulments, divorces, naming

ceremonies and groundbreaking ceremonies. Often these Ceremonies are seen to have the blessing of the god of the priest.

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Heal the Faithful 10 Faith Pool Purchased Divine Ability

The Invoker may reward those that are of his Faith with divine healing. The invoker must say, “By the power of <Deity>,

<Name> be healed, Full Heal, Faith!” and spend Faith Pool. This ability may only be used on those that follow the same

deity as the Invoker using it, and may only be used once every 6 hours on any given follower.

Rank 5: Abbott/Abbess

Spiritual Authority Divine Ability

The Invoker is now viewed as a foremost authority on the Decrees and viewpoints of their deity. The invoker can be called

upon by government agencies and officials to comment on the temple's stance on matters of importance, etc. Their comments

are rarely challenged in these circumstances.

Create or Destroy Sacred Sigil 10 Faith Pool Divine Ability

The invoker has learned how to create and destroy Sacred Sigils of mind, body, and soul. Creating and destroying Sigils

requires a ten-minute ceremony and an expenditure of Faith Pool. An Invoker cannot have more than one Sigil active at any

time. The effect remains for 6 hours after the ceremony is performed, but the process can be repeated at each six-hour

interval.

A Sigil is represented by the symbol of the Invoker’s deity drawn or somehow placed on the target.

A Sigil of Mind can be inscribed on an object that can be opened, such as a door, chest, or pouch. The Sigil prevents the

opening of the target object by anyone not of the caster’s Faith unless that individual burns a Will to resist its effect.

Righteousness may be spent to resist this effect.

A Sigil of Body is drawn onto an object that can be worn or carried, and binds it to the Invoker. The object cannot be

removed from the Invoker’s person by any means until the duration expires, the Sigil is destroyed, removed or the Invoker

dies. If the Invoker wishes to leave the item’s presence before the duration expires, they may remove the Sigil.

A Sigil of Soul is drawn on the forehead of any character other than the Invoker. This Sigil provides the target with an

additional level of Fortitude. If the target already has the maximum level in Fortitude, they get a “Taken” for the duration. If

the target dies while under the effect of this Sigil, the target’s body disappears on a three count. The target’s body reappears

at the shrine of the Invoker who created the Sigil on a three count.

Sense Faith: Deity 7 Faith Pool Divine Ability

The Invoker can determine what deity the target worships. The divine ability “Sense Faith: Belief” must be used prior to the

use of this ability. This power cannot be used on targets that are not Invokers. The Invoker must present their Sacred Symbol

within 15 feet of the target. The target may expend a Righteousness to resist this effect. If the effect is resisted in this way,

the ability cannot be used on that particular target again for 24 hours.

Create Greater Shrine 15 Faith Pool Purchased Divine Ability

A Greater Shrine is a larger and more potent version of the Personal Shrine. It can be between 5 and 10 feet in radius, and

anyone of the same Faith as the Shrine may pray within the Shrine and gain 7 Faith Pool every 10 minutes. Otherwise it

follows the same rules as the Personal Shrine.

The Invoker who built the Shrine may use the Circle of Protection Divine Ability as described above.

Greater Shrines are permanent until destroyed, but the player is responsible for putting up the phys-rep at each game.

Rank 6: Zealot

Spirit Walk 10 Faith Pool Divine Ability

The Zealot may transport themselves from anywhere on Ith back to their shrine. The Invoker must say, “By the power of

(deity here), I Spirit Walk,” and spend 10 Faith Pool. The Invoker then goes out of game, informs a GM that they have used

the power, then goes back into game at their shrine. This ability can be used only once an Astral Conjunction.

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Purge 8 Faith Pool Divine Ability

Once a Flux, per person the invoker can dispel all Faith effects placed upon an individual or item. In order to Purge a target,

the Invoker must touch the target with their Sacred Symbol and state, “By the power of (your deity), I Purge your spirit.”

Purge will not affect a Ward.

Divine Contract Divine Ability

The Zealot has the ability to draw up a sacred contract between two or more parties. If the Invoker is one of the parties in the

contract, and they have failed their end of the contract, they are immediately Censured (see Censure, Divine Rank 9). If any

other party fails to live up to their end of the contract, the Invoker’s deity will mark the character as an oath-breaker. An

individual who bears this mark will be a hated enemy of that deity’s followers. How each Faith deals with their most hated

enemies is different from Faith to Faith, but is never good. The mark can only be removed by the person that the deal was

made with, an oracle of that Faith, or by the deity of the Invoker who drew the contract.

Shield of Faith 10 Faith Pool/Once per Flux Purchased Divine Ability

Once a flux, a Zealot can expend Faith Pool to Phase a single effect as the Phase spell.

Rank 7: Augur

Issue Tests of Faith Divine Ability

The Invoker is now invested with the authority to issue quests to increase Divine Rank. The Invoker must work with Plot in

devising any quests given to another player character, and may give quests for up to their own Divine Rank.

Omen Once per Astral Conjunction Divine Ability

Once an Astral Conjunction, the invoker may ask their deity to send him or her a vision. These visions will be about some

future event and can be informational, warnings or advice. The player must seek out a Plot member and inform them before

using this ability, and the timing and nature of the answer is entirely up to Plot.

Ward Versus Magic School 15 Faith Pool Divine Ability

The Invoker can create a Ward against a selected Magic School upon themselves or an item or structure once a day. They

may conversely use this ability to destroy another Ward. When created, the Ward can be activated within a day and when

activated, it will last up to three hours. As long as the Ward is up, no spells of the selected magic school can affect the item or

person. If cast on a structure, no spell of that school can be cast inside of it, or affect those inside. Wards can only be

removed by an Invoker who possesses this ability or by the Invoker who placed the Ward initially. It takes 15 minutes of

prayer and role-playing to prepare a Ward or take one down. After the 15 minute ceremony, the Invoker must say, “By the

power of (your god), I ward this (target) from (magic school).” If the Invoker is removing a Ward, they must say, “By the

power of (your god), I remove this Ward.” An Invoker or item or building may only be Warded once a day. If you are struck

with a spell and are protected by a Ward, call “Immune.” Spells with the Lethal or Faith carrier will bypass the Ward.

Create Sacred Scepter Variable Faith Pool Purchased Divine Ability

The Invoker may now create a potent receptacle of divine power. The Invoker must spend 15 minutes performing a ceremony

for the creation of the Sacred Scepter. The Scepter may hold up to three of the Gifts that the Invoker knows, and may have up

to three uses of each Gift. The Invoker must spend three times the Gift’s Faith Pool cost, plus one for each charge they wish

the Sacred Scepter to hold. Tenth level Gifts cannot be stored in a Sacred Scepter. The Invoker may add the Faith carrier to

an effect produced with a Scepter by spending a level of Righteousness, just like a normal casting of a Gift. Once all of the

Scepter’s uses have been expended, the Invoker may recharge it by holding a service, during which the Scepter regains a

charge. At the end of the service, the invoker may choose to spend a Righteousness and refresh all charges in it. The Scepter

is considered a magic item for the purpose of receiving Refinements, being broken or destroyed and being affected by spells

and abilities. The only person who can use the Scepter’s abilities are Invokers of the same Faith. An Invoker may only have

one Scepter at any time.

Rank 8: Prelate

Metanoia 10 Faith Pool Divine Ability

This ability allows the Invoker to convert an Invoker of a different Faith to his or her own. The convert must undergo three

trials of devotion to prove his or her worthiness.

Once an Invoker decides they wish to convert to another Faith, they seek out a Prelate or higher ranked Invoker of that Faith.

Once they are approved, the Metanoia process begins. At this point, the convert can no longer use his or her old Faith Gifts

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or divine abilities associated with their old ranking. The convert is immediately considered censured by his or her previous

Faith’s hierarchy.

The three trials of devotion consist of a Trial of Mind, a Trial of Body, and a Trial of Soul. All three trials must be completed

to the satisfaction of the tester for Metanoia to be successful. If the convert fails any of the trials, then they do not

successfully convert. Upon failure, the convert must have their censure removed to regain access to their Faith Gifts and

divine abilities again, or they must retest and reapply to the new Faith of their choice. The difficulty of the trials is based on

the desired divinity ranking the convert wishes to maintain. For example, if the convert is an Oracle, and wishes to maintain

that rank, then his or her trials are going to be far more difficult than one whom is a Zealot attempting to convert.

An Invoker may choose to convert to a lower divine rank than they previously had. If the Invoker chooses this option and

their conversion is successful, then the difference in character points are lost. An Invoker cannot convert to a greater divine

rank than the current ranking they have. Upon a successful conversion, the Invoker is granted the Divine Rank her or she was

attempting to attain, and is granted an equal level of Faith Gifts by their new deity, appropriate to the new rank. Due to the

fact that Divine Ranks cannot be attained without completing the appropriate number of tests of Faith, the terms of

conversion are solely based on Divine Rank. The reaction from the old Faith varies from temple to temple on what they do to

those that leave.

Sacred Quest of Mind Divine Ability

The Invoker may now embark on a quest to receive a relic from their deity. Relics are extremely potent items that are

embodiments of divine power. The nature of the item in question will be determined by Plot.

Spirit Form 8 Faith Pool/Once per 12 hours Divine Ability

The Invoker may shed his material form temporarily, becoming a spirit for a short time. The Invoker may gain the benefit of

being a spirit for up to one hour. The Invoker cannot be seen, heard or affected by any effect that does not specifically target

spirits. However, while in spirit form, the Invoker can affect and be affected by other spirits as if he were material.

Conviction Once per Astral Conjunction Divine Ability

Once per Astral Conjunction the Prelate can enter a state of Conviction. The character must inform a GM that they are using

this ability, and must pray at a shrine created by a follower of their deity for ten minutes. At the end the prayer, all

invocations and divine abilities are half of their normal Faith Pool cost for one hour.

Shepherd the Flock 6 Faith Pool Purchased Divine Ability

With a swift prayer, the Invoker may imbue an ally with the power of Righteousness. The target gains a level of

Righteousness, which lasts until used or the next Flux. The target also gains Resilience 10 for the duration. A player may

only be Shepherded once a Flux, and only by a single Faith for an event. You cannot target yourself with this ability. The

target must place their hand on your Sacred Symbol and you state “By the power of (your god), I shield you with

Righteousness.”

Ranks 9: Archon

Issue Sacred Quest of Mind Divine Ability

The Invoker may now issue the Sacred Quest of Mind, providing they have completed their own.

Summon Guardian 20 Faith Pool Divine Ability

The Invoker may summon a powerful servant of their deity to defend a location, object, or person. The ceremony to summon

a guardian must be performed at the shrine of the Invoker using the ability. The guardian will then find the caster within an

hour of the summoning ceremony. The guardian will remain at the location or with the item or person until the guardian has

decided that its task is finished. Summoning a guardian for a trivial reason or task is considered a transgression by most

deities. This ability may be used only once per Astral Conjunction. In general, the player must find a player to take on the

role of the Guardian, Plot typically cannot provide NPCs for this purpose.

Revelation Once per 24 hours Divine Ability

The Invoker can ask their deity a single question about any one particular topic. The deity will answer in the way that the

deity sees fit, but it will always answer. Plot must be contacted by the player when this ability is used.

Censure 10 Faith Pool Divine Ability

The Archon gains the ability to strip a lower-ranking Invoker of their Faith from using the Gifts and abilities granted by their

deity. Once Censured, the target’s Faith Pool drops to zero, and they lose all access to their invocations and divine abilities.

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An Archon may use this ability freely on any members of their clergy of Prelate level or lower. An Archon can only use this

ability on another Archon if they have permission from an Oracle of their clergy. Oracles may only be Censured by the

Herald of their god, or by the deity itself. Abuse of this ability may result in the offender receiving a Godstrike. The only way

that Censure can be removed is by an Archon or higher of that Faith. Archons cannot be forced to Censure. In order to use

this ability, the target must be in line of sight, and able to hear the Archon. The Archon must state, “By the power of (your

deity), I censure you.” A GM must be informed before this power can be used.

Create Chapel 15 Faith Pool Purchased Divine Ability

The Chapel must be laid out in a space between 10 and 20 feet in radius, and marked with a yellow rope or ribbon on its

border. This is the highest level Shrine. People of your faith gain 8 Faith Pool every 10 minutes when praying within the

Chapel. Members of other faiths may be invited to pray to their god at your shrine but only gain 6 Faith Pool every 10

minutes.

The Chapel may serve as a location for the Circle of Power Divine Ability and otherwise acts as a Greater Shrine.

Once an Astral Conjunction, the Invoker may declare that the Chapel is a Sanctuary. Until the next Flux, only members of

the Chapel’s faith may be invited to enter. To invite a character inside the sanctuary, the builder spends 5 Faith Pool. Once

invited, the character may enter and exit at their leisure.

Chapels are permanent until destroyed, but the player is responsible for putting up the phys-rep at each game.

Level 10 Invoker: Oracle

Vessel of God Divine Ability

The Oracle’s deity may possess them at any time, and the duration of this possession is completely up to the deity. However,

while the Oracle is possessed, they cannot be killed. This is considered an ultimate honor and is a lifelong goal of many

Invokers. Oracles that have had this happen to them are revered and respected even by Oracles of other Faiths.

Divine Radiance Once per Astral Conjunction Divine Ability

The Oracle may channel raw power from their deity for a short time. After declaring the use of this power, all invocations

and melee strikes made by the Invoker have the Faith carrier added to them for ten minutes. This power can only be used

once per Astral Conjunction.

Word of God 10 Faith Pool/Once per 24 Hours Divine Ability

The Oracle may lend one of their divine Gifts to an individual of their choosing, allowing them to cast an invocation the

Oracle knows. The target retains the use of the invocation for one hour. When the recipient uses the power, they must follow

all rules of casting the invocation. When used, the invocation has the Faith carrier. The Oracle must touch the recipient and

say, “By the power of (your god), I grant you the gift of <Spell>,” <Spell> being the invocation lent. This ability can be used

once every 24 hours.

Suppress Relic 30 Faith Pool Divine Ability

The Oracle may temporarily suppress a relic possessed by an Invoker of another Faith. The invoker must say, “By the power

of (your deity), I suppress your (relic).” The Invoker must then present their Sacred Symbol and hit the target with a packet.

The Oracle may not target themselves with this ability. The Invoker must call which relic they are suppressing. The target

relic cannot be used for an hour after being affected by this ability. A target can only be affected by the Suppress Relic ability

of one Oracle per Faith at a time.

For example: John the Oracle of Desegrahl is terrorizing the countryside. Ryan the Oracle of Orm and Cookie the Oracle of

Seraphina want to bring him down. When they find him, they see that he is wearing his Armor of Murder, and wielding his

Scythe of Sacrifice. They both present their holy symbols, and use their Suppress Relic power.

Expansive Faith Divine Ability

Oracles may now buy Faith pool, at the rate of 2 experience points per 3 Faith pool.

Glossary of Faith Terms

Invoker: the name given to the practitioners of Faith. Practitioners of Faith may only receive Gifts or relics from one god,

and may only gain Divine Rank in one religion.

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Gifts: Gifts are the invocations bestowed upon an Invoker by their god when they accomplish their tests of Faith. Invocations

are similar to spells, but cost Faith Pool to use. At each of the ten Divine Ranks, the player receives three Gifts, which they

must buy all at once. Players may choose which Gifts they can cast from their deity’s arcane domains, which are the schools

of magic the deity has access to. Players should choose lists based on their character, and a god may not allow their followers

to know certain Gifts. All Gift selections must be approved by Plot. Players should prepare multiple lists of Gifts. A player

may not use their Gifts until their list has been approved, even if they have reached that level of Divine Rank. (Example: Raz

the Invoker reaches Divine Rank 4, and sees that his god's domains are Fire and Order. He then goes through the level 4 Fire

and Order spells and picks those that he wants. He then gives that list to Plot to get approved.)

Sacred Quests: All Invokers may receive three sacred quests at certain divine ranks. These quests are always perilous, and

force the Invoker beyond their limits. The first is the Sacred Quest of Mind, and is given to the Invoker when he or she has

achieved the rank of Prelate. The second is the Sacred Quest of Body and is given to the Invoker at the rank of Archon. The

third is the Sacred Quest of Soul, and is given to the Invoker at the rank of Oracle. These quests yield relics created by the

Invoker’s deity.

Relics: Relics are the items that are given to an Invoker when their Sacred Quests are completed. Each Sacred Quest yields a

relic more powerful than the last. Relics are Soul Linked to the Invoker. See the Glossary for the definition of Soul Link.

There is no way to destroy a relic known by mortals, and if the deities know, they keep it well hidden. Relics are capable of

any effect in the game, and the powers of the relics given for the Sacred Quests are up to the god.

Divine Rank: This is the Invoker’s ranking within their religious order’s hierarchy. Once a character has bought their Gifts

for their current Divine Rank, they may undergo a test of Faith to buy the next. Not every religious order refers to the

rankings by the same title.

Miracles: Faith-based rituals.

Worshiper: A worshiper has either purchased the Worshiper Title or has Divine Rank with a particular Deity.

Divinity in the world of Ith is immediate and present in the lives of its populace. Gods grant miracles, and their devoted

worshipers wield tremendous power. Gods have even walked on the world itself and gone to war. Many mortals pay token

homage to one or many gods, a few deny that these entities' godhood, and others are truly devout, but none deny their power.

In the sections below, you will find listings of the most prominent deities, angels, devils, and demons.

Universal Gods

Annoth-God of Nightmares

Arcane Aspects: Mind, Death, Fire, and Chaos Domain: Realm of the Mists

Sacred Symbol: A black circle with a purple ring around it with a light grey web inside of the circle; this represents the

weaving of nightmares in sleep.

Sacred animal: Spiders

Once lovers with Medina, Annoth is responsible for the nightmares of mortals. Purportedly born of the hopes and fears of the

mortal races the couple once sought to help the mortal races cope with the pressures and fears of the world, however

disagreements on the best way to do so caused a rift between the two. Now Annoth is rarely heard from directly and instead

his herald Reaver, a Pain Demon and Annoth's 10 Nightmare lieutenants oversee nightmares, which are not meant to just

frighten, but heal the mind and ease fears.

Aquinius –God of Water and the Sea

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Arcane Aspects: Water, Life, Chaos, Nature Domain: Plane of Water

Sacred Symbol: The tip of a Trident spear against the blue waves of the ocean

Sacred Animal: Mantas

Often called upon to bless those who are traveling by ship, Aquinius is one of the oldest Gods. He is a complicated God with

many sides to him and is said to be as old as the seas themselves. He can be destructive, wise, and lifesaving as water has

these all and they have all been attributed to water itself: violent tidal waves, reflective pools where on thinks deep thoughts,

and water is itself life's blood. More than any other God, Aquinius walks among the mortal races cavorting with them and

sometimes these interactions become romantic. In fact, it is said that Aquinius has a soft spot for love and will aid lovers.

Perhaps it is the fact that he seeks courtship with Seraphina, the Goddess of Life and Healing.

Cazandir – God of Luck, Fortune, Chance, and Friendship

Arcane Aspects: Chaos, Mind, Life, Water Domain: Realm of fortune and chance, trickery and luck where nothing is as it

seems and everything is what it isn’t.

Sacred Symbol: The symbol of Cazandir is a coin in front of a dagger. Most followers choose to have this made into a pin

that is worn on the collar.

Sacred Animal: Dogs

Little is known about Cazandir, but some stories and legends tell of Cazandir once being a man who wandered the land when

the world was new and men made their own luck. The stories say that Cazandir stumbled upon much fortune and wealth,

through his travels he shared all that was his with everyone that would accept his charity, until one day, he had just given

away everything when a man came along and wanted everything. This had been the one time Cazandir had nothing to give

but his wits and a witty remark. This was not good enough for the man and he brutally killed and cursed Cazandir for all

time. Upon his death, Cazandir somehow became a god, the exact way this has happened is unknown, and some say he was

just that lucky.

Desegrahl/Daekkon –God of Murder, Mayhem, and Vengeance/God of Murder, Revenge, and Conviction

Arcane Aspects: Death, Chaos, and Mind

Sacred Symbol: Desegrahl: A red bloodshot eye, crying blood. Deakkon: A bloody dagger or shiv, often depicted with

symbols of chains and blood.

Sacred Animal: Sharks

Desegrahl was once a mortal human assassin who had found the power to consume the life-force of other sentient beings

through a violent sacrificial ritual. He had become a whispered name among assassin’s guilds and necromancer’s cabals.

Desegrahl’s rivals set him up to devour the essence of a minor deity. While this gave him tremendous power, it also bound

him to the rules set by the Fates for all deities to follow. Desegrahl swore vengeance on those that set him in his state. Since

then he is known to empower on those that seek vengeance. Desegrahl was angered, for he had little power for not many

murderers live for that long or worship him, so Desegrahl became the Patron for vengeance as well, increasing his followers

and thus his power.

However, what most did not know is that Desegrahl had found a way to absorb more power from souls as anyone he touched

or anyone of his bloodline was cursed and on their death would go to Desegrahl, who would defeat them and consume their

soul. This continued on for ages until a direct bloodline descendant of Desegrahl named Daekkon, who was a criminal and

convict, became aware of his curse and set out on a mission to gain enough power to defeat Desegrahl so his soul would not

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be consumed on his death. He did so and defeated Desegrahl, but instead of destroying him he placed him in an ancient soul

prison. Now Daekkon oversees the realm of murder, leaving Desegrahl to forever be the imprisoned god of murder. Daekkon

acts as the Herald for the religion and the warden over Desegrahl for all time.

Erianna – Goddess of Peace, Fertility, and Tranquillity

Arcane Aspects: Life, Water, Nature and Mind Domain: Realm of Tranquility

Sacred Symbol: A circular symbol with a cat sitting on water between a sun and a moon.

Sacred Animal: Cats

Erianna’s origin is unknown; her followers have each their own tale of how she came to be. It is known that Erianna was at

one point an Elf Ambassador who traveled the lands bringing peace and tranquility to her people.

The Essence Dragon – The God of Magic

Arcane Aspects: All ten schools of magic, but not Universal Magic

Domain: Domain: Everywhere there is magic. The Essence Dragon lives on Ith somewhere in the Earth, and his being is

powerful enough to exist in all the planes

Sacred Symbol: Any representation of a Dragon is considered acceptable.

Sacred Animal: Dragons

A long time ago Ith was filled with a race of powerful dragons. They called Ith their home. They were beings of awesome

power and could naturally channel magic. These dragons had enemies, ancient evil beings that transcended time and space.

These Ancient Ones found Ith with its young races, wishing to feed on their essences. The Dragons locked in a great war

with these Ancient Ones. Many of the dragons died defending Ith. The dragons knew that the Ancient Ones may return, and

began to teach the young races of the world magic in order to defend Ith, using their own essence to power the magic of the

young races. The dragons originally planned to take turns as the sources of power, yet over the years the young races’ drain

on the dragons became too much, and it began to damage the fabric of reality. Thus, the dragons made the ultimate sacrifice.

Together they ascended to form a single being known as The Essence Dragon. The Essence Dragon supplies magic to the

world without predjudice, allowing all Ith’s beings to use it.

Falkir—God of Benevolence, Hope, and Chari ty

Arcane Aspects: Water, Life, Mind, and Order Domain: The Realm of Hope

Sacred Symbol: A depiction of an open hand with fingers downwards as if outstretched in an offer of aid.

Sacred Animal: Reindeer

As a mortal, Falkir was born into a wealthy noble family. His father was cruel, greedy, and heartless and this left a bitter taste

in the boy’s mouth. The only child of the house, he inherited everything upon his fathers’ death. From that day forth, Falkir

began giving back to all of that which his father had taken. He founded orphanages throughout the lands, went to great

lengths to help those in the most desperate of need. Over the years, his reputation grew. His name became synonymous with

charity and giving. He inspired giving in others, traveling from place to place, convincing rulers to give back to their people.

So great was his renown that upon his death, there was a tremendous outpouring of charity in his name. So many praised his

life upon his passing that his spirit was elevated to godhood and the Fates granted him dominion over the Realm of Hope.

Ilivara— Goddess of Pain and Destruction

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Arcane Aspects: Chaos, Death, Mind, and Air Domains: The Realms of Pain and Destruction

Sacred Symbol: A studded cat of nine tails with a black lightning bolt behind it

Sacred Animal: Scorpions

Although many gods can be considered mad, Ilivara is one that is truly insane. She believes that to fully understand

something, you need to take it apart and look at it through its base components. To fully understand someone, you need to

strip away all of the facades and even the lies that one tells oneself to reveal the true person underneath. Nothing does this

like pain. Born a human child of a physician, she was quite macabre. When she was but 9 years old she came to the attention

of Kallaballak who noted that even the most deprived mortal could become a god and with a casual toss of his hand gave

Ilivara the most fundamental properties of a deity. She grew and learned and acted on her depravity and by the Age of

Reckoning the other gods had grown weary of her antics and imprisoned her. Kallaballak freed her and set her against the

Ancient Ones. The goddess unleashed a torrent of pain and destruction, but the twisted souls of these foes were a dangerous

match for this minor deity and she was nearly destroyed several times. The War of the Age of Reckoning aged Ilivara

greatly, and by the end of it she had gained a sense of wisdom and maturity she previously lacked. Recognizing her

newfound stature, the Fates offered Ilivara true godhood. Accepting this elevation, she replaced Darkwin in the pantheon of

greater deities. As a prize for his pet’s “debut,” Kallaballak gifted her with the Realm of Destruction and the Realm of Pain,

which were attached his Plane of Chaos.

Jardan— God of Truth, Justice, and Judgement

Arcane Aspects: Order, Mind, Death, and Universal Domain: The Realm of Truth

Sacred Symbol: A gavel Sacred Animal: Lions

Jardan began life as a human, son of a renowned investigator famous for turning around the most hopeless cases. While

working a murder case, Jardan’s father himself was murdered. The case was too volatile, rife with corruption and no other

investigator would take up the cause, so Jardan himself did.The road was arduous, with many twists and turns, but through it

all, Jardan believed that the truth would prevail. After a long journey, Jardan proved the accused's innocence and the true

criminal was punished. Jardan’s singular goal became finding the truth. He became more famous than his father and led a

long, successful life. The gods, impressed with Jardan’s fervor and skill, elevated him to godhood and charged him with

ensuring that truth and justice would always prevail in the world.

Kaiah – Goddess of Battle, Ferocity, and Hunters

Arcane Aspects: Chaos, Fire, and Nature Domain: Realm of Battle and Hunt

Sacred Symbol: A red sun rising over black mountaintops with a black silhouette of a hand holding a bow (or your weapon)

against the sun.

Sacred Animal: Wolves

Elven legend tells of the old Elven God of Battle and Ferocity who fell long ago fighting the Ancient Ones, fighting side by

side with the Dragons. During the Age of Reckoning, a young Elf huntress named Kaiah gave her services to the kingdom of

Talar. She was ferocious in battle against the corrupted beats of the Ancients. One day she was approached by a stranger and

the two duel for days. She was defeated, but the stranger didn't kill her, but instead explained she was the Elven God of

Battle reborn. She created the Realm of Battle so that she could teach the most faithful of her the way of the fighter. Once

every few years, Kaiah goes on the Great Hunt, hunting and fighting the best beasts that the realm has to offer.

Kala Ash – Chaos Lord of War and Brutality, Redeemer of the Forsaken

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Arcane Aspects: Fire, Chaos, Order, Death, and Universal Domain: Unknown

Sacred Symbol: A demonic rune, on a bone skull mask surrounded by chains

Sacred Animal: Unknown

As a young man Kala Ash was tricked by Azrael into selling his soul. Kala Ash was then trained for years and slaughtered

his way to the top of Azrael’s command. Kala Ash was then return to Ith, in human lands to the south of Talar. Kala Then

began to gather mortal armies for Azrael. The human nation put out a call to arms to all the nations and forces of the world

for help. Each nation put together a single champion to help them defeat Kala Ash. He approached them and told them he

was under Azrael's control, but if they let him win he would defeat Azrael. Some believed him and others did not. In the end

he did win and when Azrael asked him to name his prize, he asked for the power to destroy Azrael. The demon now tricked

had no choice but to acquiesce. An epic battle ensued, but Azrael used treachery to escape. Kala Ash disappeared from

history, only rumors of his, and only the tales of his treachery remained as he was nowhere to be found. Some speak that he

leads an unholy war against all demon kind, waiting the day he can kill Azrael.

Kallaballak – God of Chaos, the Unmaker

Arcane Aspects: Chaos, Air, Fire, and Death ` Domain: Plane of Chaos

Sacred Symbol: A red lightning bolt, for its purely chaotic and powerful nature.

Sacred Animal: Chimeras

Formerly the king of evil spirits, he was trapped inside the mind of one of the first gods, the ancient god of order, He Who

Hath No Name ascended after tricking several heroes to perform a ritual to set him free from the confines of God’s Mind.

After laying waste to large portions of Ith, he was banished to the plane of Chaos, where he then decided to make his home,

and has ruled there longer than most can remember. He is now one of the most powerful Gods and has almost rewritten the

history of the world more than once.

Madina – Goddess of Dreams

Arcane Aspects: Mind, Order, Life, and Universal Domain: Realm of Mists

Sacred Symbols: A grey circle with a light blue ring around it, with a light purple web inside of the circle

Sacred Animal: Moths and Butterflies

Once lovers with Anoth, Madina is responsible for the dreams of mortals. Purportedly born of the hopes and fears of the

mortal races the couple once sought to help the mortal races cope with the pressures and fears of the world, however

disagreements on the best way to do so caused a rift between the two. Madina is rarely seen on the mortal plane and her 10

dream lieutenants, created to combat Anoth's 10 Nightmare lieutenants, conduct most of her business.

Marrova— Goddess of Love, Loyalty, and Devotion

Arcane Aspects: Life, Mind, Chaos, and Fire Domain: Realm of Love

Sacred Symbol: An oval shaped pendent depicting a woman in a chiton and himation who is holding a bird. There is a vial

over her head and the sun is in the background. No matter what color or material the symbol is made out of, it has some sort

of golden embellishment, whether it be the string or some painting detail or an embedded stone where the sun is.

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Sacred Animal: Swans and Finches

Born of a mortal and an angel, Marrova devoted her life to Pluchera, the old goddess of love. One day a small, sick bird took

shelter in the temple. Marrova found it upon the alter and began nursing it back to health. While the bird only grew weaker

and weaker, Marrova never gave up hope. The bird was, in fact, the dying Pluchera who with her last breath passed on into

Marrova her mantle making her the new goddess of love, loyalty, and devotion.

Mordath – God of Death

Arcane Aspects: Death, Life, Fire, and Earth (Mordath does not bestow healing magic to his followers)

Domain: The Plane of Death

Scared Symbol: A black skull on top of a white circle with a black outline. Sometimes more ornate symbols of Mordath will

have a circle of thorns around the skull, or images of graves.

Sacred Animal: Bats and ravens.

The mortal Mordath was driven mad in his quest for immortality and in his last attempt he performed a flawed ritual

rendering him indeed immortal, but as a hideous undead creature. His rage was great and he slew all he found and destroyed

all he could. Eventually his anguished mind craved only the peace of death, but none could slay him. He came to the notice

of Thain, then the God of Death who went to the mortal plane to destroy Mordath but the Essence Dragon intervened.

Instead Mordath was banished to the Void. It is known to most of us that during the Age of Reckoning Thrain bent the laws

of death itself, abusing his power as a deity and left the Plane of Death in ruin. The Fates came to Mordath and elevated him

to godhood and charged him with righting the Plane of Death and he did. Mordath champions the Laws of Death and

demands that they are followed by all and he and his servants serve as psychopomps.

Nillayan – God of Honor, Humility, and Protection. The Last Titan

Arcane Aspects: Mind, Earth, Water, and Order Domain: Nillayan, is found over all of Ith, he is known to

travel into the planes and realms as well

Sacred Symbol: A grey shield embossed with a golden large “N.” Sometimes Nillayan is represented as a golden Eagle

holding a stone “N”.

Sacred Animal: Eagle

Nillayan is said to be the Titan who was in charge of protecting the nexus gates between the planes and the material world.

When the Ancient Ones first came to Ith, Nillayan and his fellow titans fought valiantly to protect the gateway, knowing that

they could not reach the planes otherwise they would be impossible to stop. Many titans fell, however Nillayan survived and

was able to keep the portal safe, but because of his commitment to the portal he was unable to help anywhere else on Ith. He

had a hand in helping with the creation of the Korgahn, which elevated him to godhood. Sometimes Korgahn view Nillayan

as one of their deities. He is also the most educated in the manners of planer travel and opening and closing of gateways and

portals. His aid and teaching is often sought in the matters. Nillayan is worshiped all over Ith for his ideals.

Orm-God of the Void and Keeper of Elemental Harmony

Arcane Aspects: Fire, Air, Water, Earth, and Nature (often gives a little bit of each.)

Domain: The Void

Sacred Symbol: The colors of the four primal elements spiraling into a green circle, all on a black field.

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Sacred Animal: Frogs

During the creation of the world, the fates found that many of the forces under their purview could not tolerate each other.

The gods of the elements used their power to pursue their own personal need for dominance over the other elements. To

ensure balance between the elements, the consciousness known as Orm was created.

Pondera – God of Order

Arcane Aspects: Order, Mind, Life Domain: Plane of Order

Sacred symbol: A perfect white and orange orb against a grey shield representing the defense and upholding of Order.

Sacred Animal: Ants

Pondera was the Herald of the Old God of Order, At the end of the Age of Reckoning when the god disappeared, it is

assumed that he gave himself up to repair some of the damage done to the world by the Ancient Ones. Pondera took his place

as the new god of order.

Qivina –Goddess of Laughter and Sadness, Muse of the Fates\

Arcane Aspects: Mind, Life, and Death Domain: Mortal Plane\

Sacred Symbol: The Twin masks of sadness and happiness; each with half black and white

Sacred Animal: Mantis

Once an elf, Quivina was said to be the greatest performer in all of Ith. She and her lover were enslaved by greedy king. For

a month of work the king would allow Quivina a day with her lover. For years she was kept this way. Her love attempted to

escape and was killed. Refusing to perform or speak any more she was kept in a tower until the king died. There she sat until

a young woman came seeking aid with her love. Quivina, not wishing this young woman to lose her love as she had, went

with her. She performed a play without words, only laughter, crying, and emotions. The lovers were united, but the man's

former lover killed Quivina is a jealous rage. Instead of her soul going to the plane of death, she appeared before the fates.

They offered her a great responsibility, godhood. Since this time Quivina has wandered all of the planes and Ith performing.

She appears at random with inspirational messages, plays, and songs.

Rok'Hova – Goddess of the Moon, Night, and Space

Arcane Aspects: Universal, Water, Death, and Air Domain: The Realm of TwilightSacred Symbol: A crescent moon with

stars Sacred Animal: Fireflies

Rok’hova, in ancient Elvish, means keeper of time. She is one of the original elven gods and one of the world’s oldest

deities. Over the millennia since her deification her following has grown and she is worshipped all over Ith. Rok’hova is

worshiped in many places as the goddess of the moon, while others see her as the goddess of the vast power of space.

As elven mortals, Rok'hova and Ya'el defeated a powerful wizard whose magics were destroying reality itself. However,

before he was slain he had performed a ritual that was about to complete that would unravel all of space and time. The two

scarified themselves to destroy the ritual before it could finish. It is said that the dragons pulled their spirits from the void,

and proclaimed them protectors of time and space. Ya’el said that he would protect the sun and help bring light and warmth

into the world so that all the races might grow, while Rok’hova would guard the darkness and space to keep others from

attempting from falling or going too far as what the mage had almost done.

Seraphina— Goddess of Life and Healing

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Arcane Aspects: Life, Water, Nature, Mind (no damaging spells or effects)

Domain: Plane of Life

Sacred Symbol: Representation of a tree in any of its stages of life Sacred Animal: Starfish

There has always been a Goddess of Life for as long as time can remember and just like death, she rules over the use of Life

Magic to make sure that it not over used to upset the balance of the world. It is rumored that Seraphina’s powers came to be

from the Essence Dragon himself. There had been a lapse from the last goddess; the Dragon found a being that cared for

other lives even more then her own life. So much so, that she often collapsed from exhaustion while helping and healing

others. Once, as she collapsed from healing innocents hurt during a great battle, Seraphina lay there passing from this world;

it was then that she had proved her worth and the Essence Dragon ascended her to a Goddess. Seraphina is one of the oldest

gods.

Sho- God of Freedom, Personal Mind, Combat, and Instructor of the Paths

Arcane Aspects: Mind, Fire, and Water Domain: The Portal of Damnation

Sacred Symbol: An ancient rune for honor etched with ten orbs Sacred Animal: Hawk

The tale of Sho's life is a long and detailed one. As a mortal he was a student of warfare and combat, he traveled the lands

after an epic of journey to help save the world. He learned all he could. He found the Sword of Fire and for a time became the

Exarch of Fire, and then Mind, working directly with the fates and maintaining balance among the Exarchs. Sho founded the

fighter paths and installed their teachings, which are still in practice to this day. During the War of the Ancients, long after all

thought Sho had died, he would take the fight to the Ancient Ones themselves in their twisted other realm. He assumed the

mantle of godhood, taking the powers from all those who praised him over the years for instruction and selfless mentorships.

Armed with the god-slaying weapons known as the Infinity Blades, he entered into the portal. Those that worship and honor

him send him their strength in prayer, fueling his unending fight against the Ancient Ones themselves. It is said that his

followers who are brave and worthy enough can enter the portal with him and join their master in his endless combat.

Stratos – God of Sky, Storms, and Air

Arcane Aspects: Air, Water, Chaos and Nature Domain: Plane of Air

Sacred Symbol: An eye of a storm, represented by the forces of air swirling together.

Sacred Animal: Falcon

No one knows how truly ancient Stratos truly is, but legends place him at the very verge of creation. He is one of the few

titans left alive and has long since transcended to godhood. Though his beard is long and grey, his might has not faded. After

the First War the remaining Titans vowed to watch over and guard the elements. Stratos took charge of storms, controlling

the weather, and helping the people of Ith. Stratos, seeing the unprotected Plane of Air, took up residence. Over the years

Stratos slowly assumed responsibility for the Plane of Air. During the Age of Reckoning Stratos brought down a holy war

against Ancient One cults. At the end of the age of Reckoning Stratos told his followers that he had spoken to the fates and

his title was finally officially changed to Lord of Storms, God of the Air and Sky.

Tarpanrion – God of Nature, Forests, and Earth

Arcane Aspects: Earth, Nature, Water, and Life Domain: The Deep Forests, the Plane of Earth.

Sacred Symbol: A bone horn wreathed in vines. Sacred Animal: Bears and Stags

Tarpanrion, the Great God of Nature, oversees the forests of Ith and all beings that live there and call them home. Tarpanrion

is a powerful nature spirit and has existed for longer than even some deities can remember. Tarpanrion sets the laws of

natural order into place for all beings of the wilderness. In the Age of Chaos where Arcadia was corrupted by bloodvine, all

the Nature spirits fled. They were welcomed into groves Tarpanrion had made. In the age of Reckoning Tarpanrion ascended

the tallest mountain in Ith, carrying the fabled Horn of Nature. The horn called all the nature spirits to him and even the fey

that would answer its call. Dendrytes arose from all over Ith, waking form their deep slumber. Satyr and Dryads left their

hiding places along with all other spirits of nature. They were to restore the order of nature, even if the younger races of Ith

fail to preserve the balance, so were they charged by the fates. He charged the Satyrs and Dryads with defending the sacred

spots of nature, preserving them. The Dendrytes would be nature’s enforces - keepers of the Forests. Tarpanrion led these

great beings in a righteous war against the Ancient Ones, however Tarpanrion himself however was not seen at the end of the

Age of Reckoning. The Fates asked him to watch over the plane of Earth and help purge the corruption that had taken root

there. Tarpanrion took only his most mighty warriors and devoted followers, departing the mortal plane for Earth. There they

battled the corruption, driving it away and freeing the earth elementals.

Tarsus— God of Indulgence

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Arcane Aspects: Life, Chaos, Mind, and Nature Domain: Tarsus makes no one plane his home but instead

likes to stay close to his followers, reveling in their happiness.

Sacred Symbol: An inverted triangle crossed near the point with two long lines making an "x" above a letter v which is

slashed across each stem with a line with a curly end.

Sacred Animal: Boars and Pigs

It is said that Tarsus was created by the wants of the races. He was once a spirit, bound to no plane, who simply wanted the

races to give in to his carnal desires. He felt that a person should never feel guilty for doing the things he is meant to do, and

so inspired people to give in to their every desire. The more people that followed his lead, the more power he acquired, thus

eventually becoming a god.

Tiana – Goddess of Thought and Inspiration

Arcane Aspects: Mind, Order, and Chaos Domain: Realm of Knowledge

Sacred Symbol: Scroll and quill Sacred Animal: Rabbits

Tiana was a brilliant mortal woman whose inspiration and drive to gather knowledge led her to discover the secrets of

ascending to godhood. Her mind was so strong that she used these secrets to become a goddess.

Vexsar – God of Fire and Forge

Arcane Aspects: Fire, Air, Earth and Order Domain: Plane of Fire

Sacred Symbol: A scaled Hand grasping upwards burning with flame and fire.

Sacred Animal: Phoenixes and Fire Salamanders

Vexsar is a great four-armed fire salamander who spoke of being consumed with rage and wishing only destruction on all

those that crossed his path. He spent hundreds of years creating a trail of ruin through the plane of Fire. Then a human

appeared before him. Furious, Vexsar unleashed his greatest rage and flame on the stranger, but was unable to harm him with

either flame or sword. For weeks Vexsar fought, until exhausted. His rage passed and he had a moment of clarity. The

stranger spoke to him, saying “all you know is rage and destruction, but now I will show you a new path; one of renewal and

creation”. Since that day, Vexsar has stood as the God of Fire, watching over all beings of fire, making sure that their rage

and destruction is not too great, so no being shall fall the same way he had.

Xilluvia – Goddess of Deception, Secrets, Corruption, and Seduction

Arcane Aspects: Mind, Chaos, and Nature Domain: Realm of Conflict

Scared Symbol: A beautiful woman’s eye with purple and black mixed in the Iris. Or set of eyes.

Sacred Animal: Snakes

The old God of Deception gave up his power during the Age of Reckoning in battle against the Ancient Ones. In his absence,

several beings bid for his domain and fought against each other. Xilluvia finally won over Gri’lek, Ilivara and Braxis. She

then took over the plane of conflict and amassed enough power to subjugate the other gods to her rule. It is rumored that she

was aided by two of the Demonic Lords, which allowed her to do so. Little is known about Xilluvia before she began her

arise to power, though she is known to be a stunningly beautiful Elven woman, it is said that on the eve of her transformation

to a deity she stormed the Libraries of the Elven capital city and stole massive volumes of ancient texts with her followers so

that their knowledge would only be hers. It is assumed that her ascension to godhood was in correlation to the information

she stole.

Ya'el— The God of the Day, Sun, and Time

Arcane Aspects: Fire, Life, Air, and Universal Domain: The Realm of Light and Sun that exists in

the Plane of Life

Sacred Symbol: A yellow and orange sun against a blue sky

Sacred Animal: Roosters

Ya’el, means “Maker of Light” in Elven. Ya’el is one of the oldest Gods and was one of the original Elven Gods. Ya’el is

protector of the light; and the sun provides the world with life. Over the many years, his Faith has spread to the other races of

the world.

As elven mortals, Rok'hova and Ya'el defeated a powerful wizard whose magics were destroying reality itself. However,

before he was slain he had performed a ritual that was about to complete that would unravel all of space and time. The two

scarified themselves to destroy the ritual before it could finish. It is said that the dragons pulled their spirits from the void,

and proclaimed them protectors of time and space. Ya’el said that he would protect the sun and help bring light and warmth

into the world so that all the races might grow, while Rok’hova would guard the darkness and space to keep others from

attempting from falling or going too far as what the mage had almost done.

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Racial Deities

These gods, for the most part, may only be worshipped by the race stated. This is not to say that all members of the race must

worship this god, but that their race forms the entirety of the church. Not all races have their own patron deity, instead

enjoying the oversight of many or all of the universal gods.

Hildar – Glyche God of Efficiency, Prosperity, and Labor

Arcane Aspects: Order, Earth, Mind, Nature, and Universal Domain: Realm of Knowledge

Sacred Symbol: A ten toothed gear of rust red upon a sable background is the primarily sacred symbol. A common

alternative is an oversized wrench that can be used to ‘persuade’ machines and heretics.

Sacred Animal: Bees

Hildar rose from creation as dust and ash called forth by tension between the Void and Fate. He teaches that he was created

from nothing so it is his follower’s duty to create from nothing. Hildar proposes that the value of a life is weighed by that

which it has created. Hildar created the Glyche race by accident when attempting to create the most perfectly life-like Golem.

As Hildar created more and more within his realm he sought to create the perfect Golem assistants to help with his Grand

Design. When asked by a visitor what the creatures running around his realm were, he answered ‘A small Glyche.’ At a

certain point, Hildar released his people onto Ith to find their own path and way. He expects great works from his people and

to that end certain levels of the priesthood have been renamed. The head of the church is known as the Fabricator General.

Imbolis – Dark Fae God of Corruption, the Soul Twister

Arcane Aspects: Chaos, Nature, and Death Domain: The Twisted Realm/ formerly Arcadia, which is now

called Darkcadia

Sacred Symbol: A black, spiked vine Sacred Animal: Rats

Long, long ago Blood Vine infected the land and Arcadia. The Fae were affected more than others, eventually transforming

into Dark Fae. One Fey was unaware that she had been infected with Blood vine, and gave birth to Imbolis. Imbolis was

living Blood Vine. He then went out and conquered the twisted realm that was once Arcadia, Imbolis reshaped the realm into

a place for all abominations and hated, vile creatures. With another undisclosed god’s help, Imbolis ascended to godhood.

After failing to be able to make the Dark-Fey fertile, Imbolis helped the goddess of life re-grow the last seed from the Fairies

Tree of Life in a lush forest realm within the new plane of Arcadia so that the fey may live as normal. In return, Imbolis

receives in secret fey-children to be given to dark-fey families who on the day of adulthood receive “The Touch of Imbolis”,

and become Dark Fey, immortal and “perfected”. In return for these children Imbolis has reshaped the blood vine so that it

no long infects any one unless it is his will.

Karteros – Korgahn God of Might and Perseverance

Arcane Aspects: Earth, Order, Life and Fire Domain: The Deep Kingdom

Sacred Symbol: A hammer against 7 mountain peaks, sometimes small symbols will just be mountain peaks against the

horizon.

Sacred Animal: Rams

Karteros was the first Korgahn to be given life by the Titans. He was a mighty warrior made to serve the titans while they

rested attempting to free themselves of the taint placed on them by the Ancient Ones. He had many adventures and led the

Korgahn while the Titans slept. He eventually earned godhood after defeating the Dark Titans with his Korgahn army.

Lylandria – Elven Goddess of Knowledge and Wisdom

Arcane Aspects: All schools of magic, so long as at least 2 are opposite.

Sacred Symbol: A diamond with a crescent moon on its side against it.

Sacred Animal: Owls

Lylandria and Tyrendal are the original Elven gods and by historic records were the first two beings that were taught magic

by the Dragons. Lylandria is mistress of all magic, and is now thought to be the penultimate authority of magic, second only

to the Essence Dragon. Before her ascension to godhood was the ruler of the elven kingdom. Tyrendal was the leader of the

Elven armies and a great warlord and warrior himself of mighty skill. Together they united the different elven feral factions

and brought a unity to their people that they had never known. They built a great society, but then they were caught in the

Great War. Lylandria used her great magics to aid the dragons and Titans. At the end of the Age of Strife, the dragons

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realized that they would need to empower the mortal races of Ith in case the Ancient Ones returned. It was only logical that

they empower the leaders of the Elf race. Lylandria and Tyrendal have set an example for their people to follow.

Tyrendal—Elven God of War, Intuition, and Tactics

Arcane Aspects: Universal, Air, Order, and Nature

Sacred Symbol: A diamond with a elven sword against it. Sacred Animal: Foxes

Lylandria and Tyrendal are the original Elven gods and by historic records were the first two beings that were taught magic

by the Dragons. Lylandria is mistress of all magic, and is now thought to be the penultimate authority of magic, second only

to the Essence Dragon. Before her ascension to godhood was the ruler of the elven kingdom. Tyrendal was the leader of the

Elven armies and a great warlord and warrior himself of mighty skill. Together they united the different elven feral factions

and brought a unity to their people that they had never known. They built a great society, but then they were caught in the

Great War. Tyrendal lead many attacks alongside the dragons and Titans. At the end of the Age of Strife, the dragons

realized that they would need to empower the mortal races of Ith in case the Ancient Ones returned. It was only logical that

they empower the leaders of the Elf race. Lylandria and Tyrendal have set an example for their people to follow.

Ulagh— The Savage God, Blood Father of the Minotaur

Arcane Aspects: Nature, Chaos, Earth, and Fire Domain: Ith, deep in the jungles and forests stalking

about.

Sacred Symbol: His common symbol is a bull's head, often more ornate symbols are kept at shrines that include a bulls head

on a red sun over the woods.

Sacred Animal: Bulls

For a long time Ulagh was thought to merely be a powerful evil nature spirit that roamed the deep forests and jungles of the

world. Ulagh’s origin is unknown, but it is known that long ago he created the Minotaur, a savage race, in his image. They

were brutal, powerful monsters who wanted to spill blood. At the beginning of the Age of Reckoning, Ulagh let forth a

massive roar that was heard from all edges of the land. It called all the Minotaur from all places in the land to take the field of

battle. They appeared in greater numbers than ever before. He commanded his children and worshipers to take weapons

against crush the Ancient Ones and any who followed them until nothing remained.

Winchakah— Orc Goddess of War and Courage, Mother of All Orcs

Arcane Aspects: Fire, Earth, Nature, Air, and Life Domain: Realm of Victory

Sacred Symbol: A green triangle with a female orc eye inside of it. Sometimes this is just a green triangle (Orcs are pretty

simple)

Sacred Animal: Tigers

Winchakah is the solitary main deity of the Orcs, however unlike most gods, the orcs hold two very different viewpoints of

what she represents and how she is to be worshiped. Since Orcs are one of the oldest races to exist on Ith and they have no

written history, it is almost impossible to tell which version is true. Some believe she gave up some of her power to create

Orcs, but they were cursed by the Ancient ones with rage and bloodlust. Others believe that she was seeking a mate, and

unimpressed by Dragons and Titans created her own warrior race who would fight each other for supremacy and the right to

be her mate. This Orc would be the leader of all Orcs and she would take him and together they would lead all Orcs to glory

and battle. Who knows which is true?

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Effects and Modifiers

Blind Effect

The target will be unable to attack, use ranged or touch spells, and Alchemy. The blinded character may only use spells,

potions, Faith or Alchemy on themselves but may cast AoE spells.

Break Effect

Break can target weapons, armor, shields or mundane objects. A broken weapon may be used for blocking, but cannot be

used to attack or perform Maneuvers. A broken shield cannot be used to block or perform Maneuvers. Broken armor

provides no protection. A broken item cannot be used or activated.

Death Effect

Attacks with the Death carrier cause instant death if the target takes a wound from the attack.

Drain Effect

Attacks with the Drain carrier will include a number and a pool effected. If struck, that pool loses the indicated number of

points.

Example: A wraith strikes Joseph for Drain Mana 10. Joseph loses 10 Mana from his Mana pool.

Faith Modifier

Spell effects with the Faith carrier cannot be Magic Resisted. Faith Maneuvers and damage cannot be absorbed by Fortitude,

and wounds caused by Faith damage cannot be Regenerated.

Fate and Void Modifier

Fate and Void indicate cosmic effects on the power level of a deity. No game defenses will work against Fate or Void and/or

additional effects delivered with them. Fate and Void override immunities. Additionally, if struck with a Fate or Void effect,

you should seek out a Plot member before any effects delivered go away.

Only defenses which specifically state that they work against Fate or Void will apply.

Fatigue Effect

The target cannot run and their pool (Faith, Mana, Endurance) costs are doubled for the duration.

Fear Effect

The target of this effect must role-play being afraid of the source of the Fear. They must make every effort to stay at least 30

feet away, and may not take hostile actions or even aid others who are being hostile towards the source. If they cannot get 30

feet away (backed into a corner), then they must cower and can take no offensive actions at all. For example, Aries is struck

by Fear delivered by the Ambassador. Borsen steps in to attack the Ambassador, and asks Aries to cast Empower on him.

Aries refuses because he is afraid to further anger the Ambassador.

Flatten <Distance in Feet> Effect

Characters must immediately move back <Distance in Feet> and should either properly (and safely) role play being knocked

down or put one knee and one hand on the ground for a three count. If <Distance in Feet> is not specified, it is 15 feet.

Abilities or immunities that protect against Knockback or Knockdown do not protect against Flatten.

Flurry Modifier

The attack must land on the torso to take effect. The attack is resolved as if the target was hit once in each of the five

locations and each wound is resolved separately. The sequence is up to the defender. Flurry cannot be applied to any effect

other than damage nor can it be applied to any effect that modifies damage for only one blow.

Full Heal Effect

This effect heals all Normal, Savage, and Mortal wounds on the target.

Heroic Modifier

This call is used by players to indicate that they are using an ability that has been modified in some fashion. For example,

someone might call Heroic Evade in response to an Area of Effect. Those hearing the call would know that it is not a normal

Evade.

Knockback <Distance in Feet> Effect

Characters must immediately move the <Distance in Feet> directly away from the source of the effect. If the distance is not

specified, it is 15 feet. While moving from a knockback effect, a character can only defend.

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Knockdown Effect

Characters are knocked from their feet, and should either properly (and safely) role play being knocked down or put one knee

and one hand on the ground for a three count.

Lethal Modifier

Lethal effects bypass any defense that does not explicitly state otherwise, such as Parry or Negation. Armor will defend

against Lethal attacks, but shields, and Carapacewill not. Fortitude cannot absorb a wound caused by Lethal damage. Lethal

does not override an immunity.

Magic Carapace Effect

A Magic Carapace is a single use Simple Defense that mitigates the effects of a single weapon strike, non-Sound of Voice

spells, Maneuvers, Alchemy, trap, or poison directed against the user. The Faith, Lethal, and Unresistable carriers will bypass

Magic Carapace. Characters may have multiple “layers” of Magic Carapace, similar to the “Carapace” Advantage.

Monster Modifier

As with “Heroic,” this call is used by Plot and NPCs to indicate that an ability has been modified in some fashion. For

example, someone might call Monster Taken in response to an attack. Those hearing the call would know it is not a normal

Taken.

Panic <Duration> Effect

The target must immediately cease all actions, role-play extreme panic and terror, and get away from the source of the effect

as quickly as possible. They are unable to think about doing anything other than getting away from the source of their Panic

for the duration. If the character is unable to retreat, they must fall to the ground in a cower and are considered Helpless. If

omitted from the call, the default duration is 30 seconds.

Sever Effect

Sever makes a specific limb unusable. The limb is effectively gone, and cannot be healed as if it were merely a wound. Upon

taking the effect on an arm, the target must drop anything they are carrying in that arm and should hold the arm out of the

way. If taken on a leg, they can only hop, kneel, or crawl. The limb can only be restored by specific abilities.

Slow Effect

Character cannot move faster than a walk.

Strip Effect

Attacks with the Strip carrier suppress abilities on the target. The ability being suppressed will be indicated with the call.

Example: Derek is struck with a Sever Link, Strip Faith. Until the spell expires or is removed, he cannot spend Faith pool.

Stun <Duration> Effect

A stunned person can only take the actions listed below, but the state ends after ten (10) seconds (unless another duration is

specified), or the character is wounded, or someone starts a Death Blow. In the last case, the character does not take any

effect from the Death Blow.

Permitted actions are: Righteousness Faith Resist, Resist Magic, Resist Toxin, Resist Disease, Armor,, , Fortitude, Carapace,

and Simple spell defenses that are active such as Blink, Magma Skin, etc.

Taken Defense

This defensive call is used to indicate that the effect that was delivered was shrugged off as ineffectual.

Web <Duration in Minutes> Effect

A webbed person cannot move their arms or legs for the duration. They are vulnerable to Death Blow. The default duration is

five (5) minutes, unless otherwise specified. The victim can be released from the web by someone with a sharp weapon, who

performs a ten count, “I cut you out one, I cut you out two, … I cut you out ten.”

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Glossary

Arm’s Reach ............. Targets are considered within “arm’s reach” if you can touch them with your hand without moving

your feet.

Cooldown .................. If an ability has a cooldown, the user must wait the duration specified between uses of the ability.

Designate .................. To Designate a target, a player uses their voice and gestures to get the target’s attention. This is

typically done by calling the target’s name, if known. Abilities that require a target to be Designated

are not expended if the target’s attention cannot be reasonably gained.

Helpless ..................... A helpless character cannot run, walk, or crawl. They may not use any in game skills, abilities, or

items. They may be able to speak or cry out. They are vulnerable to Death Blow. A character that is

merely bound is not necessarily Helpless.

Immune ..................... No effects of the specified type will work against the Immune target. Individual immunities will be

very specific about what is covered and what is not.

Incantation ............... This is a spell cast using Mana Pool.

Incanter .................... This is someone who casts spells using Mana.

Incapacitated ............ An Incapacitated character is Helpless (see above) and cannot speak, but they remain aware of their

surroundings.

Invocation ................. This is a spell cast using Faith Pool.

Invoker...................... This is someone who casts spells using Faith Pool.

Landed ...................... An effect is considered to have landed if it strikes the target legally, either via melee combat, ranged

combat, spell casting, or other game mechanism for landing effects. Some defenses prevent attacks

from landing while others negate effects that have landed.

Natural ...................... This is an effect type that in all respects the same as “Magic.” Its intent is to represent innate abilities

of creatures and other effect sources.

Magic ........................ This is an effect type that can be resisted by Resist Magic. Most spells are presumed to be of this type,

even if “Magic” is omitted from the call.

Meditate .................... A meditating character must be sitting or lying down, must be awake, and must either chant or be

silent. No in game skills may be used (other than reading), and no items may be used, or the

meditation ends and its benefits are not gained. Meditation is not considered Rest.

Per-Combat………… Per Combat is a timer that means, the effect last until the combat or encounter is over. The plot

or marshal running the encounter wholly determines this length. The core ideal is to limit the

number of things that a player needs to keep track of during an event.

Rest ........................... A resting player uses no in-game abilities other than reading and engages in no strenuous activity or

heavy role play. Sleeping or napping is, generally, restful.

Sleep .......................... There are two kinds of sleep, one where you take an effect that renders your character Unconscious

and one where you, the player, are catching a few z’s. In the former, follow the rules for

Unconsciousness. You cannot be awakened except by an effect that specifically wakes an Unconscious

character. In the latter (natural sleep), your ability to act, react, or defend is equivalent to your real

ability to act, react or defend.

For example, you’re asleep on the tavern floor because you were tired. Someone tries to kill you,

walks up, puts a knife to your torso, and calls out a death-blow in a normal voice. If you don’t wake up

and defend yourself, your character takes the effect of the death blow. If they have to shake you to

wake you up and tell you your character was murdered, your character is dead.

Sorcerer .................... This is an Incanter who casts Rituals using the Sorcery skill or Miracles.

Soul Linked .............. Items may be Soul Linked to a character. The item cannot be taken from the character without their

consent, nor can they be compelled to give it away. Effects such as Disarm will cause the item to be

dropped at their feet for three seconds, during which time it cannot be picked up by other characters. If

the player is unwilling (or unable) to drop the item, they may hold it in their hands as an unusable item

for three seconds. Unusable items cannot be used to protect you in any way, and if struck, act as if the

strike landed on the location holding the item. If the character dies, the Soul Linked item is unbound

after 30 minutes. If the character willingly gives it away, it becomes Soul Linked to the recipient.

Soul Locked .............. Items may be Soul Locked to a character. The item cannot be taken from the character, nor can they

give it away, until Plot-defined, Lock-specific conditions are met. The Lock will also define what

happens to the item if the character dies. As with Soul Link, disarming effects will cause the item to

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become unusable for three seconds. Unusable items cannot be used to protect you in any way, and if

struck, act as if the strike landed on the location holding the item.

Stable ........................ Items can be either Stable or Unstable. Stable items last either until used or destroyed by an effect,

depending on the item. Unstable items last a limited amount of time and then expire, becoming

worthless. Most unstable items last until the end of the game at which they were created or found, but

some might last a few games.

Unconscious .............. An Unconscious character is Incapacitated (see above), and is unaware of their surroundings (knocked

out or asleep).

Unresistable .............. You cannot use a Resist defense against the effect.

Unresisting ................ An unresisting character is willing to accept a particular action, or is Helpless.

Unstable .................... See Stable.

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Points Chart

Note: Point levels on this chart are cumulative. This means if you see 1, 2, 3, 4 you need to add 1+2+3+4 = 10. An Excel

version of this chart is available and can be used to generate characters.

Race 1 2 3 4 5 6 7 8 9 10

Human -5

Elf 10 Grey skill levels require in-game training to

acquire.

Korgahn 7 Orange skill levels require in-game quests to

acquire.

Glych 6

Shade 18 Specify:

Orc 10

Troll 12

Ogre 12

Minotaur 16

Fae 8

Dark Fae 10

Dryad 6

Satyr 6

Dendryte 12

Modification Kit 1 2 3 4 5 6 7 8 9 10

Touched 10

Shifted 6

Changed 8

Body & Metabolism 1 2 3 4 5

Will 5 10 10 15 15

Fortitude 25 25 30 35 40

Resilience 2 2 2 2 2 2 2 2 2 2

Clotting 10

Regeneration 10 10 10 10 10

Stamina (Grants

Endurance Pool)

2 4 6 8 10 12 14 16 18 20

Additional Stamina

Levels

10 points per additional

level of endurance after 10

Toxin Resists 5 10 20

Magic Resists 5 10 20

Disease Resistance 5 5 10 10 15

Combat Abilities 1 2 3 4 5 6 7 8 9 10

Damage - Single

Handed

2 4 6 8 10

Damage - Pole

arms/Staff

2 4 6 8 10

Damage - Ranged 2 4 6 8 10

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Damage - Two Handed 2 4 6 8 10

Damage - Hand and a

Half

2 4 6 8 10

Damage - Hand to

Hand

2 4 6 8 10

Blocking 2 2 2 2 5 5 10

Dual Wielding 2 4 6 8 10

Armor- Torso 2 2 2 2 2

Armor- L. Arm 2 2 2 2 2

Armor- R. Arm 2 2 2 2 2

Armor- L. Leg 2 2 2 2 2

Armor- R. Leg 2 2 2 2 2

Athletic Maneuvers 5 5 10 10 15

Shield Maneuvers 5 10 15

Edged Maneuvers 5 10 15

Hack Maneuvers 5 10 15

Blunt Maneuvers 5 10 15

Pole-arm/Staff

Maneuvers

5 10 15

Ranged Maneuvers 5 10 15

Great Weapon

Maneuvers

5 10 15

Hand-to-Hand

Maneuvers

5 10 15

Grand Master Hand-to-

Hand Maneuvers

5 10 15

Assassination Path 5 10 15 20 25

Berserker Path 5 10 15 20 25

Protector Path 5 10 15 20 25

Avenger Path 5 10 15 20 25

Arcanist Path 5 10 15 20 25

Heroism 10 20 20 25 25

Magic Skills 1 2 3 4 5 6 7 8 9 10

Primary Wizardry

type:

Specify:

Primary Sphere: Specify:

Primary School for

Primary Sphere:

Specify:

Primary School for

Secondry Sphere

Specify:

Wizardry types: 5 20 30

Primary Sphere

(Elemental or Spirital)

5

Primary Sphere schools

of Magic

5

Secondry Sphere 10

Secondry Sphere 10

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schools of Magic

School Spells 1 2 3 4 5 6 7 8 9 10

Universal Spells 1 1 2 2 3 3

Mysticism 2 mana

per 1

point;

no level

cap

Flux Attunement 5 5 10 20

Self Attunement 5 5 5 10 15

Sorcery 10

Primary Sphere Rituals 1 2 3 4 5

Secondary Sphere

Rituals

2 4 6 8 10

Grand Sorcery 15

Arcane Abilities 1 2 3 4 5 6 7 8 9 10

Flash Cast 3 3 6 6 9 9 10 10 10 10

Extend Spell 3 6 6 9 9 10 10 10 10

Multicast 3 3 6 6 9 9 10 10 10 10

Channel Higher Magic 10

Improved Spell 5 5 5

Absorb Magic 3 3 6 6 9 9 12 12 15 15

Innate Magical Ability 5 5 5

Spell Potency 10

Spell Sling 3 3 6 6 9 9 12 12 15 15

Counter Spell 3 3 6 6 9 9 12 12 15 15

Arcane Exalted Paths 10 10 20 20 25

Faith Abilities 1 2 3 4 5 6 7 8 9 10

Divine Rank 5 5 5 5 10 10 10 15 15 15

Divine Abilities 1 2 3 4 5 6 7 8 9 10

Righteousness 2 5 5 5 5 5 5 5 5 5

Gifts of Faith 3 6 9 12 15 18 21 24 27 30

Worshiper 2

Miracles 3 3 3 3 3 3 3 3 3 3

Divine Exalted Paths 10 10 20 20 25

Talents 1 2 3 4 5 6 7 8 9 10

First Aid 1 2 3 4 5 6 7 8 9 10

Pick Pockets 5 5 5

Tracking 5 5 10 15 20

Sneaking 2 4 6 8 10

Engineering 5 5 10 10 15

Traps 1 2 3 4 5 6 7 8 9 10

Research 10

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Appraisal 10

Teacher 5

Torture/Interrorogation 5 5 5 5 5

Lore 3 3 3 3 3

Read/Write/Speak Own

Racial Tongue

0

Read and Write

Common

2

Read/Write/Speak

Other

3 3 3 3 3 3 3 3 3 3

Backgrounds 1 2 3 4 5 6 7 8 9 10

Affiliation 2 2 2 2 2

Contacts 2 2 2 2 2

Reputation 2 4 6 8 10

Title 5 5 5 5

Wealth 3 6 9 12

Trade Skills 1 2 3 4 5 6 7 8 9 10

Productivity 5 10 15 20

Profession 1 2 2 2 2 2 2 2 2 2

Imbuing 1 2 3 4 5 6 7 8 9 10

Refining 5 5 10 10 15

Weapon Smith 1 2 3 4 5 6 7 8 9 10

Armor Smith 1 2 3 4 5 6 7 8 9 10

Alchemy 1 2 3 4 5 6 7 8 9 10

Chemistry 2 2 2 2 2 2 2 2 2 2

Concocting 4 4 4 4 4 4 4 4 4 4

Elixir Recipes 1 2 3 4 5 6 7 8 9 10

Lesser Experimintation 3

Greater

Experimentation

6

Master Alchemist

Abilties

Dilute 5 5 10 10 15

Dual Preparation 3 3 6 6 9 9 10 10 10 10

Flash Prep 3 3 6 6 9 9 10 10 10 10

Catch 3 3 6 6 9 9 10 10 10 10

Condense 3 3 6 6 9 9 10 10 10 10

Extra Strenght 10

Grand Master Alchemist

Abilites

Rain maker 10 15

Toxic Blade 10 15

Cure all 10 15

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Improve Recipe 5 10 10 15 15

Master of Concocting 15

Advantages 1 2 3 4 5 6 7 8 9 10

Apothecary 5

Brawny 5

Centered 7

Chosen 13

Combat Veteran 10

Cunning 3

Empathy 2

Enlightened 10

Favor (Specify) 2 5 8

Focused 6

Friend (Specify) 2

Good Memory 3

Hardened 4

Hearty 5

Heightened Senses -

Hearing

3

Heightened Senses -

Sight

3

Heightened Senses -

Smell

3

Heightened Senses -

Taste

3

Industrious 12

Influential 3

Mystic Savant 12

Nimble 7

Old world Mage 15

Pain Tolerance 3 3

Privileged (Specify) 5

Sneaky 8

Spiritual Awareness 2

Stash Spot 5

Telepathy 3

Toughness 12 (8)

True Mage 14

Weapon focus 12

GM Special (Specify) 1 1 1 1 1 1 1 1 1 1

Physical Advantages 1 2 3 4 5 6 7 8 9 10

Antenna 4

Claws 6

Fangs or Tusks 2

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Hide( Natural Armor) 5 5 5 5 5

Horns 4

Tail 2

Wings 3

Carapace 2 2 2 2 2 2 2 2 2 2

Disadvantages 1 2 3 4 5 6 7 8 9 10

Allergy (Specify) -2 -3 -3

Second Allergy

(Specify)

-2 -5 -8

Amnesia -2 -2

Brittle -12

Bumbling -4

Chronic Illness -4

Complete Honesty -2

Cowardice -5

Dark Destiny -17

Debt (Specify) -1 -2 -2

Feeble -4

Forgetful -5

Frail -6

Friend (Specify) -2

Hemophilia -6

Heretic (Specify) -5 -5

Honor Bound -2 -3

Hothead -2 -3

Hunted (Specify) -4 -4 -4

Illiterate -6

Impoverished -1

Inefficient -3

Inert -8

Mark of Shame

(Specify)

-3

Narcolepsy -5

Nervous -6

Night Blindness -1 -2

Nightmares -2

Offensive (Specify) -4

Outlaw -4 -4 -4

Pacifist -4 -4

Pathological Liar -2

Phobia (Specify) -3 -3 -3

Second Phobia (Specify) -3 -3 -3

Possessed -7 -6

Regret (Specify) -1 -1 -1 -1

Second Regret (Specify) -1 -1 -1 -1

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Superstitious (Specify) -1 -1 -1

Susceptible to Alchemy -5

Susceptible to Magic -5

Useless Limb -5

Weak Stomach -10

Weak Willed -2

Weakness to a School of

Magic

-3

Weakness to Poison -4

Wimpy -8

GM Special (Specify) -1 -1 -1 -1 -1 -1 -1 -1 -1 -1

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