TK Rules 7th Age Expansion v2
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Transcript of TK Rules 7th Age Expansion v2
Three Kingdoms LRP - 2012
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Three Kingdoms LRP - 2012
Contents
About Three Kingdoms LRP 3 The Game World 4 Creating a character 5
Choosing a race 5 Attributes 9 Choosing a Character Class 10 Choosing Skills 11 Choosing Magic 14 Religions 14
Adventuring 15
The Referee 15 Referee Calls 15 Combat 15 Locations and Armour 15 Agility 16 Endurance 16 Weapons Proficiency 16 Damage Calls 16 Subdual Damage 16 Spells, Magic in Combat and Casting Spells 17 Bleeding and the Death Count 17 Magic Items 17 Costume 17 Monstering 18
Character Advancement 19
Skill and Mana Progression 19 The Military and Ranks 19 The Veterans 19 Guilds 20
The Skills Table 21
Spell Lists 23
Arcane 23 Blood 25 Celestial 27 Primal 29 Shadow 31
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About Three Kingdoms LRP Three kingdoms LRP is a system designed by players for players, run by a collection of referees from many other systems and it is our aim to provide a game like no other in this day. We make no profit here at Three Kingdoms LRP (sometimes referred to in here as TK LRP) and we are proud to say that every penny paid to us goes right back into the game. With a well thought out game world and an extensive but simple set of rules we can’t wait to have you join in the game to enjoy the system world created for you. No matter the race, class or character objectives you can rest easy knowing that our referee crew will do all they can to ensure you get just what you ask for at Three Kingdoms LRP. Inside this rulebook you will find all you need to begin the game. However, if you have any questions or can’t find something you’re after, like a certain race or class, then speak with the game team and we will help you anyway we can. For additional information and guides to our game world please feel free to look at our website www.threekingdomslrp.co.uk All the staff here at TK LRP are volunteers and we run the system because we want to see our members have fun, enjoying the game world we have created and are constantly adding to. The only thing left to say is welcome to Three Kingdoms LRP!
“I told you we would change the world today.” Lord General Jason Kyle, at the Battle of Blood River Gorge
“Aye, you were right this time….MEDIC!!!” Blood General Varg, at the same battle……briefly
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The Game World Ashera ‐ Land of Light Capital: Star City – Player Faction Ashera is filled mainly with humans but within its borders live many other races that try to live in balance with the land and its other inhabitants. All those within the lands of light should treat the earth with respect and those who do not are hunted down and punished. The majority of the citizens believe that “good” should outweigh “evil”, although some are prepared to bend the rules to ensure that this is the case. For centuries, the lands of Ashera also played host to many elves, and although they have withdrawn to their ancestral lands in Redwood Kingdoms, they are still held in high regard, and welcome throughout the land of Ashera The laws of the land are set for all civilised creatures but Forest Trolls and Beastkin tend to be given leniency by the judiciary, due to their nature. They are the Velorne. Tarack ‐ Land of Darkness Capital: Kalice – Player Faction This land is filled with swamps, marshland and moors and as such, there is only one substantial settlement – Kalice. This vast city occupies space both above and beneath the surface of the land, as it has been constructed at the site of an entrance to the Underdark. This bastion of wickedness is home to the dark and twisted societies of the dark elves and poison elves, though they share the place with many other races. Not far from Kalice, deep within the Underdark, lies the fortress city of the Dark Dwarves. Whilst their numbers are small very few Underdark races would attempt to assault their fortress. Tarack is a harsh land and has bred a fierce and cruel culture to match its terrain. Life here is a daily fight to retain your place where “kill or be killed” is the main rule for life. All of the races here are strong in their own way and have proved that they are worthy of
their place in society, but only the cruellest find their way into the ruling ranks. They are the Hothran. The Waste Lands Capital: The Decayed City – Game Faction Legend says that this was once a thriving land with towns and cities filled with life. However that is but a myth, and now the harsh reality of the Waste Lands is death and disease as far as the eye can see. The Demon King, Kalous, rules with an iron grip from the Decayed City whilst he wages war on the other lands with seemingly endless hordes of walking dead and demonic minions. Very few are brave or strong enough to venture into the Waste Lands. Only the most experienced adventurers head into these lands for legendary quests, items and magic. Even men and women such as these would be foolish to travel alone, as creatures made of nightmares abound. Attacking all who enter the wastes, these creatures drive fear into those who dare. Yet the tenacity of living creatures always hold the capacity to surprise, and a neutral race called the Vadael make their home in the Waste Lands. Unusual creatures, they sometimes venture into more hospitable lands, though other races can only speculate over their motives. They are the Abyssal Horde.
The Heart Lands Capital: Blood Mountain – Player Faction After many thousands of years in self exile the Church of Blood has returned to the forefront of the war against Kalous after the Blood God Roshlan deemed the mortals of the world worth saving. The Blood god has remained in his “mortal” form that he may be closer to his people and serve them better as a god. With his two angels, Greven and Talon, by his side, he rules from Blood Mountain where he teaches his followers that blood is life and as such all life must be respected.
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The Blood Army is made of devout followers and has become the most feared military power in the world of One and as yet has not met its match. With Blood General Greven leading this force and the Blood Magi Talon teaching the once secretive blood magic to his followers, Roshlan has created a faction of trust, power and absolute respect They are the Church of Blood
The Broodlands Capital: Split Cliffs Pass – Player faction Once the slaves and military might of the Hothran, the Brood of Luthic have asserted their freedom and struck out on their own. Mostly orcs, goblins and ogres, all of the Brood are rough and violent in nature. Almost all races are welcome, though half‐greenkins are thought an abomination, and often executed on sight. The Brood build no cities, and form no permanent settlements, but instead they choose to organise themselves either by traditional tribal groups, or, since the exodus from Tarack, along regimental lines, with even family groups joining the regiments, and most children born into the army. A harsh way of life for a harsh people, their fighting prowess is never doubted. Historically the Brood have always lived by the maxim “might is right”, but the ascensions of the goblin shaman, Gratt’ax has proven that cunning has its place too. Led by Varg and Gratt’ax, they have forged their own way in the world, and refuse to bow their heads to anyone again.
They are the Brood. The Redwood Kingdoms Capital: Redwood Keep ‐ Player Faction The ancient and ancestral forests of the elven race comprise of endless trees from horizon to horizon. Known by scholars by the ancient elven name of Enedardormancarantaure, most people now use the Common translation to refer to this peaceful and dreaming country. Few cities rear above the tree canopy, and none more mighty that Thalionostalda, or Redwood Keep, where a single ancient tree dwarfs even the mighty oaks of this forest land.
Mighty cities rise from the forest canopy, always in harmony with the trees around them. From Dran’Ul in the north to Limost in the south, the elven people have made their homes wondrous and beautiful to all visitors. Following the rise of the Brood, almost all elves have heeded the call to return to the land of their ancestors, and join there the various beastkin, forest trolls and even the elusive Fae in calling it their home. Living in harmony with the land, their laws respect personal freedom, and favour rehabilitation over punishment. They are the Elves of Redwood
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Creating a Character There are several steps to creating a character within TK LRP. Firstly you will need to decide which race you would like to play, as this will determine how your character behaves and looks. Once you have your race you will then need to develop you character further by choosing a class and the skills that your character has learned up to this point in their life. Later you may also need to decide on spell spheres and even religions that may enhance your game play. Finally you will need to name your character giving them all they need to take on life within the Three Kingdoms Choosing a race Here you will find a list of the standard races available within TK LRP. If you would like to play a restricted race please talk to a ref to discuss the possibility as we may tell you that it is currently not available. You will notice that along with a description of each race there is also a list of attributes. These are not always unique but are just part of what defines the race; the full description of these attributes and how they work are listed in the attributes supplement, available from the website. These attributes must be taken in the order that they are listed. There is also a minimum physical representation for many of the races included. Please bear in mind that we will only let someone play if they meet this minimum. Some discretion may be given for first time players but later if you arrive without you will be asked to play a human or to monster.
Three Kingdoms Races The Velorne Humans Humans are the youngest race in the lands and have just over 1000 years of history. Although young by comparison they are extremely versatile and this is shown in their racial attributes. Diverse and unpredictable, the humans have their own culture rich in life. They are fast becoming the most populous race in the Lands of Light. Phys Rep: None Dwarves Not much is known of the Dwarven race as for many years they have only been seen around the
mountainous region and the stronghold of “Dark Steel Mountain”. For those who don’t know the dwarves are a short but fierce race. Boisterous and stubborn they are hard headed in whatever task they attempt never giving up until they are masters of said task. Unfortunately little else is known of these people except their love of battle and their excellent crafting skills. All dwarves both male and female have a large beard, which they are very proud of. Dwarves are almost all proud warriors and it is rare to find a Dwarven magic user of any kind, though clerics to their gods are held in high regard. Phys Rep: To play a dwarf male or female you must have a long bushy beard. Fake will do! Kender are obsessed with bright colours and are inquisitive to a fault. Often accused of thievery they see this as the greatest insult as they pride themselves on their honesty and their luck at finding “lost” items. Due to their size and high‐pitched voices both are often mistaken for human children. Phys Rep: Pointed ears and Kender are notoriously dressed in very bright colours. Hobbits are natural born gardeners and are most at home with their feet up on the table smoking a pipe after the twelfth meal of the day. Thought by many to be lazy, hobbits are just happiest at home but when roused they can make an implacable enemy combining stubbornness with an earthy wisdom and no they don’t have high pitched voices like the Kender. Phys Rep: Pointed ears and natural colours for clothes Beastkin This savage race comes in many forms as beastkin are both humanoid and animal in origin. Beastkin differ from one another with no two alike. Features such as claws, wings and other animal traits can be seen and in most cases a single animal dominates their appearance. Strongly linked to the land the beastkin can often tell when something is awry with their natural surroundings. Fierce warriors they carry the rage of nature and are not to be taken lightly as enemies in battle. Phys Rep: Mask, make‐up or prosthetics giving a beastly appearance, the costume should also show the nature of the animal side.
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Redwood Kingdoms Forest Elves Forest elves are at one with nature and are the born protectors of the land. Many become rangers of the Elven King or druids of the land. Should anyone bring harm to the forests or its creatures the forest elves will extract vengeance for the earth and for this they are blessed with attributes that reflect their dedication. Any forest elf that turns down aid to a druid, ranger or any kind of forest protector is hunted down and brought to justice by the Druid Council. Phys Rep: Elven ear tips Wild Elves Wild elves are tribal in nature and often do not speak the common language as they prefer to live in isolation. Living on what the land provides they are a tough race with different ideals to other elves. They revere and protect the earth and its creatures without strict laws, if the land is hurt they will seek retribution no matter the origin and cost to themselves. These elves live in many groups and each has developed its own markings, they rarely have access to metals and so prefer natural materials for weapons. Phys Rep: Elven ear tips and tribal markings Moon Elves Moon elves are the most common race among the elven people, spending as much time as they can interacting with other races, learning new cultures and magic’s. This means that they are less in tune with the land but does not mean they have turned their back on nature; they have simply left others to care for her while they pursue other tasks. Moon elves can pick any level one spell as their first attribute to match the design of the character. Phys Rep: Elven ears tips, white or silver hints to the skin Forest Trolls Forest trolls are known as the strongest creatures in the lands. Living in perfect harmony inside the forest valleys with all other creatures these peace‐loving hulks of nature are rarely seen elsewhere. Only the threat of harm to the forests will draw them out and then they lose their peaceful ways and they become short‐tempered and extremely violent. The forest trolls are known to make friends and enemies for life and will attack undead on sight.
Phys Rep: Mask, make‐up or prosthetics showing green/brown skin, and a bulky costume made with natural colours and materials. Lythari Born in ‐ or rather, near to ‐ Wild and Forest Elf communities, Lythari culture is a curious mix of elven and wolf. They live in packs, led by the much larger Alpha, but the noble nature of most Lythari means that most Alphas lead by example, rather than brute force. Lythari dedicate their kills to nature, avoid the trappings of civilisation such as metal, and protect the wild places from encroachment and destruction. A few Lythari devote themselves in full to nature, becoming shamanistic priests, but this is rare. By the time they reach physical maturity, Lythari no longer resemble the Elves they were born as. Restrictions The nature of these creatures means they do not harness metals and as such do not wear metal amour or weapons, due to this the Lythari only have two classes, Stealth and Holy as they are almost all scout like fighters or the most wise and mature elders of such packs often become shaman like casters in their later years. Phys Rep: A mask or prosthetics given a heavy wolf appearance & LRP safe claws, furs to cover the body and the character must have a heavy nature & tribal based appearance. Neutral Ice Elves Ice elves are a vicious race coming from the harsh northlands where winter is a permanent season. Driven by necessity they have developed a tough outlook on life, never wasting anything they acquire. However the barren ice lands provide an excellent environment for these elves to become strong in spirit and body and this makes the ice elves a powerful ally for both armies. Despite the harsh nature of their surroundings these elves have developed a strong sense of honour. True to their word they will always deliver on an oath although gaining an oath from them can be easier said than done. Phys Rep: Elven ear tips, heavy white and blue colouring to the skin and appropriate costume
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The Vadael The Vadael live short, brutal lives. Asexual creatures, they abandon their young at birth to the horrors of their homeland. Willing to do whatever it takes to survive, several have begun to enter Hothran and even Velorne lands, where those that understand them prize them as Wasteland Scouts. In these lands they are known as the Plague Bringers, due to their wasted appearance and unusual abilities. As twisted as their homeland, their bodies are covered in small scars and scabs, caused by the many magical diseases and emanations. Many inflict further mutilations upon themselves, creating interesting tattoo effects over their wasted skin. Their skin itself is pale, ranging from the pallid whites of a fish belly to the wasted grey of dead flesh, and is often covered in patches of scales. Possessed of sunken features, their eye sockets are often a bruised purplish yellow colour. Their most distinctive features, however, are the short, stubby tails, covered in the same scales and sores as their bodies, and the tendrils of flesh that hang from their heads in place of hair, that resemble nothing so much as the foul trail of a jellyfish. Phys Rep: Make up for correct skin tone, prosthetics / make up to add a partial scaled & scarred effect. Prosthetics/Wig to add a tail & Hair effect. Before playing this race please ensure you can apply the minimum phys reps, speak with a referee for help. The Brood Ogres Ogres are the largest of the goblinoid races and exist only to fight, bully and threaten. Luckily for them their size allows them to do this almost with impunity. By far the toughest of the races in the three kingdoms, they would rather be found in the midst of battle than enjoying the spoils of war. Their fighting prowess is matched only by their lack of intelligence. While a few ogres are capable of academic pursuits, these beings are regarded by their kin as deviants and freaks, no matter how useful they may sometimes be. Phys Rep: Mask, make‐up or prosthetics to add large features with dark green or brown colouring, large bulky costume. Trolls Though not as tough as ogres but their ability to regenerate even the most horrific wounds makes these tall goblinoids the most lethal of enemies. Trolls are violent killers often attacking anything that might annoy them and laying waste to everything around.
Contrary to popular opinion trolls are not stupid but will happily take hours to ponder on a problem in their way. Troll magic users are extremely rare but when they do appear they are powerful in destructive magic’s that match their nature. However they do not use flame magic’s as fire can inhibit their regenerative nature. Phys Rep: Mask, make‐up or prosthetics giving a brutal appearance but unlike their forest troll cousins they are not required to bulk out their costume. Orcs Making up the bulk of the goblinoid races no one has ever successfully counted the number of orcs in existence. Their culture is very much based on survival of the fittest and they live purely for combat. Whilst few and far between, orcish magic users concentrate on destruction and chaos. In all cases orcs are ideally suited to military structure and indeed make up the vast bulk of the Hothran army. Their clothing is almost always geared for war and they delight in the suffering of their enemies rather than a clean kill. Like all goblinoid races they think of themselves in tribal terms and it is not unusual to find an entire army regiment made up of a single tribe. Phys Rep: Mask, make‐up or prosthetics, with dark green skin Goblins Despite being cousins of the orcs these small goblinoids make up with cunning and intelligence what they lack in physical size. Universally regarded as scavengers and thieves their intelligence also makes them adept magic users and craftsmen. Their place at the bottom of the goblinoid food chain makes them very resilient and their cunning and stealth provides all three kingdoms with one very simple rule – Never leave a live goblin behind you! Phys Rep: Mask, make‐up or prosthetics, usually with green skin The N’Kar Aggressive, superstitious yet powerful casters these gangly goblinoids were discovered by the Brood at the tar pits within Split Cliff Canyons recently. Bound to worship their ancestors the N’kar honour them with totems crafted which also aid the magic they use. The N’kar also believe that to consume the flesh means to also gain their powers and so the N’kar will eat those they kill in battle or even allies who have fallen. The rarest thing found within the N’Kar is a non caster for while ogres are rarely casters, the N’kar rarely venture from casters. Younger N’Kar are often
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seen to imitate the more powerful elders by using tar to slick their hair back making it look like they have lost their hair with age. Imitation is always a sign of great respect from any N’kar. Phys Rep: Mask, make‐up or prosthetics, usually with dark green, blackish skin, slicked back hair. Elders often have elongated extremities such as fingers, arms & nose. The Hothran Human Outcasts The human outcasts are generally murderers, convicts and outlaws who find themselves restricted by the laws of the Velorne. Left to their own devices they have become more vicious in nature and work alongside the creatures of the dark lands to better their own ends and maybe settle a few scores along the way. Phys Rep: None The Malim The Malim are a strange ancient race and in their true form are crystalline in nature, appearing as blue mineral shards. They exist, however, in symbiosis with either living or dead hosts, animating the bodies of their host creatures, and either living in harmony with or controlling the base personality. As the Malim’s relationship with the host matures, crystalline growths and patterns appear on their skin, and the true Malim beneath starts to show itself. Phys rep: Blue colouring and crystalline protrusions as they mature Blood Elves No one knows how blood elves originated but stories abound of elves so despicable that they turned to cannibalism or practised dark rituals, bathing in the blood of their enemies. In more recent times the term has come to be widely used to describe those elves that have turned against their brothers, breaking the ties of blood between all elves. Some cold and calculating Elves choose this way of life, others are deeply affected by evils they have witnessed or acts they have performed and find their minds changed. Blood elves come in many forms and are often indistinguishable from their elven cousins, so can pass undetected in other elven societies damaging the structure from within. Some however have been known to gain a red tone to the skin just above or below the eyes. They are often good at
stealth skills though as their name suggests many enjoy the bloodletting that being a warrior presents. Magic users are common, often using blood and sacrifice to fulfil their dark practices. Phys Rep: Elven ear tips, markings as appropriate Dark elves These elves are notoriously cruel and hostile in nature and see themselves as the top of the elven evolutionary chain. Once a matriarchal society they have realised that both the male and female sexes have great strengths and have turned this to their advantage. These elves make up a large part of the ruling houses within Hothran society, often taking the lead through their cruel calculating actions. They are highly magical and are also believed to be protected by the goddess Kiaranselee Phys Rep: Elven ear tips, black skin and most often shocking white hair Poison Elves Nobody truly knows the origins of the poison elves. Some say they are an elven adaptation just like any other and some say they are a failed experiment by the dark elves. Needless to say there is only one known fact about them, they are born killers. These sadistic elves are at one with the poison that runs through their veins and often use it to kill. While the poison that is their blood may seem like a great benefit it is actually the curse of their race for it greatly reduces their life span. This weakness is balanced by their lightening speed and skills with short bladed weapons. Phys Rep: Elven ear tips with dark veins running along visible areas of skin
The Restricted Races These restricted races are available to play with the referee’s permission only, this is due to the extra kit requirements and more powerful attributes these creatures have. Descriptions can be found on the TK website. The Velorne – The Sentinels The Hothran – The Changelings The Brood – The Godan Redwood Kingdoms – The Fae The Church of Blood – The Heart Riders
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The Attributes Each of the known races has a set of “Attributes” that can provide a benefit during the game. There are two types of attributes, instant and passive. Instant attributes are just that, instant, and can be used up to ten times per day in any combination. Passive attributes are those that are permanently in effect from the moment they are gained and do not account for any of the ten uses per day. Attributes take a lot of concentration to use and when ‘cast’ they require a full 5‐second cool down period; in other words, you cannot use two instant attributes within 5 seconds of each other. Each character will begin with one attribute when they start. All future attributes are gained at set stages of skill progression. For a full list of racial attributes please look at our website where you can download this list along with other rules. Choosing a Character Class Choosing a class is the next step to creating your character. You probably have an idea already about the sort of character you want to play, and it is with the class that you start to define your character’s job or calling. There are four main classes to choose from when starting your character, all of which are described below. Along with the four main classes there are two advanced classes which we will look at later, but they will give an added dimension to experienced characters. Combatants – May stack armour to a value of +6 The combatant class contains characters such as warriors, barbarians, berserkers etc. This class, whilst not always dedicated to battle, find themselves naturally suited to combat and this grants them much lower costs on such skills than the other classes. They are the backbone of the armies and without them most battles would fail, and the Demon King Kalous would already have won control of the lands. Stealth ‐ May stack armour to a value of +2 The stealth class contains such characters as scouts, thieves, assassins etc. This class is completely dedicated to the more subtle arts of combat and as such this is reflected in the appropriate skill costs. For some stealth is all about hiding in the shadows or being unobserved and for others it may be the ability to quietly scout the enemy and report back with accuracy. However one thing remains the same for all; be silent and swift or be dead.
Weave – May stack armour to a value of +1 Most of the various magic users within the system are bound under the weave class that includes mages and sorcerers, and often bards, necromancers etc. Dedicated to the magical weave these characters are strong in the act of casting magic. Most often found behind the warrior line of the armies they cast at a distance with devastating effect and accuracy. Magic users gain mana at a rate of 2 to 3 per adventure depending on the wisdom of their mana use. They require the use of a wand, stave or reading from a tome of magic to cast their spells. Holy – May stack armour to a value of +3 The holy class covers characters such as priests, druids, and shaman, so no matter what religion you are dedicated to the holy class covers them all. Those who follow deities must of course follow the path set out for them by those powers that be and in turn are rewarded for spreading the word and smiting those who would attack the ways of their deity. However should any of the holy class go against their deity then only bad things can happen. The holy class gain 2 to 3 mana per adventure. They require the use of a holy symbol to cast their spells. Paladins – Restricted class ‐ May stack armour to a value of +6 Paladins are what can only be described as a cross between warriors and clerics. Strong fighters who are almost fanatical about their chosen deity, these warriors never stray from the path they walk. Just like clerics they wander the lands doing the work of their deity, spreading the word and teachings of their god or goddess. However, paladins are greatly feared by any enemies of their deity as they gain powers that rival a cleric’s while retaining their combat abilities, and this makes for a deadly warrior. The work paladins undertake is a mix of fighting the foes of their deity and converting others to their faith. Without these tasks a paladin wouldn’t even be looked upon by their God. Paladins must use a holy symbol when casting, with no exceptions. Paladins run from the magical sphere given by the referee that best suits the deity they follow and they gain mana as the holy class would do. With regard to buying skills, the Paladin may run off any skill list, dependent on the faith they follow. For example, a Paladin of a particularly magical God, such as Mystra, might use Weave skills rather than Holy, or a God of Assassins might utilise the Stealth
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skill list. This may become complicated which is why it takes a long time to become a Paladin. In other words, you do not start as a Paladin, your character progresses towards being a Paladin. Paladinship is awarded by the referees, following completion of suitable quests and tasks. Knights – Restricted class ‐ May stack armour to a value of +6, max armour type: Plate Many people confuse Knights with Paladins, as the work they undertake is very similar. Knights tend to follow a very strict moral code, although they do not work for a church or under the eyes of any deity. Knights may only be named by royalty and the nobles of the land and are very rare, just like paladins. Training to become a knight has been described as cruel to the mind and body but those who become knights are the strongest warriors in the land, fighting for the rights of all people. Knightly training gifts these warriors with an extra four attributes to aid them, and also increases their uses by 10, to a total of 20 per day. All knights must begin their career as squires, and take their skills from the combatant list. Instantly upon being knighted, a knight will gain the first attribute, and then gain the remaining three at the referee’s discretion. Knight Attributes: Fearless, Cause Fear, Endurance and Strength
Choosing Skills In this section of the rules you will find all of the skills and explanations for them. You start with 6 points worth of skills when creating a character. The cost for these skills according to class is detailed later, below you will find a description of each skill. Skills fall into two types; those that can only be bought once and those that can be bought multiple times. The later type are marked with an asterisk (*). Skills that can be bought more than once can only be taken twice before you will need to find an in character trainer to progress further. For example, if you had bought weapon proficiency in sword use twice, then before you could buy this skill again, you would have to find someone who is proficient and able to teach you in game. This may be another player character or a non player character known as an NPC. The exception to this is “Other Racial Language”.
Skills Explained Read, Write and/or Speak Language Common language – Can read and write the common language (English). Own language – Can read and write own language. Other racial language – Can read and write another racial language. You will need to state which language when purchasing this skill. This skill may only be purchased if you have been taught the language in character. You will effectively need a trainer for every time you purchase this skill! General Combat Short weapon – May use weapons less than 20” long. 1 Handed weapon – May use any one handed weaponry up to 42” long. 2 Handed weapon – May use any two handed weaponry from 42” ‐ 72” long. Ambidexterity – May use a one handed weapon in either hand or even a one handed weapon and a wand. Stave or Wand – May use any stave or wand as a focus to cast spells only. Pole Arm – May use any pole arm weapon. Projectile weapon – Allows you to use any size bow or cross bow. Projectile weapons deal through damage & knock down. Thrown weapon – May use a thrown weapon. Shield – May use a shield in combat to block with. Repair armour – May repair non‐metal armour after five minutes work with the correct tools. Mend armour – May repair any metal armour after five minutes work using the correct tools. Weapons Proficiency * – Grants an additional point of damage in combat with the chosen weapon. Agility * – Grants an additional natural hit to each location but recipient cannot wear metal armour. These hits return after a few minutes rest. In order for this to be effective the character must see the blow coming. Endurance * – Grants an additional hit to each location. Any damage must be healed. Strengthen Mana * – Adds an additional 3 points of mana but you still cannot exceed 50 mana points in total. Veteran Caster * – Increases the casters mana pool beyond 50 by +5, this skill does not add mana just extends the amount of mana the caster can hold. Subdue – (Stealth only) May subdue a victim using an appropriate blunt object (Does not require surprise to subdue). The victim will be rendered unconscious for a slow count of 200 seconds.
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Fortitude – (Combatant only) Only a single point of magical healing is now required to heal each location for 1. Herbal Bandages do not gain this effect. Divine Rapture – (Holy Only) Providing the character is at one with their deity then their body and soul are also at one increasing the death count by 50 seconds. Mana Bound – (Weave only) Whenever mana is restored via any means, the weave character gains an additional 2 points of mana. This does not include Mana Regeneration found on magical items. Master Class Skills Shield Wall – (Combatant only) Grants an additional +4 to armour per location when using a shield and makes the player immune to the Strike down effects but not from Strength. This additional armour does not count towards the maximum armour limit of the combatant class. Battle Master * – (Combatant only) Choose 1 effect: 2Hand Any – Brute Force, may call up to 6 damage 2Hand Blunt – Concussion damage, may call Stun Dual weapons Blades – Tactical damage, may call Through and Disarm Dual weapons Blunt – Tactical damage, may call Pummel and Disarm Hunter – (Stealth only) By using knowledge gained you may obscure yourself from all sight blending into your surroundings, in addition you cannot be heard while obscured in this way, the same is true for tracks within 30’, scent and any other traces of yourself. However advanced trackers like Rangers “may” be able to discover you. The hunter skill also allows you to forage from the Hunter deck for 1 natural poison and its antidote. Should you also forage from the normal deck then you may replace 1 of the 3 cards picked for another but only once per day. Disarming Shot – (Stealth only) Requires Projectile Weapon: Regardless of the location hit, the victim is forced to drop their main hand weapon. Sacred Duty* (Holy only) – Reduces the mana cost of all primary spells by 1 but not below 1 and you also gain the blessing of your deity. This may vary depending on your religion. Twin Casting* (Weave only) – for 15 seconds after casting any non arch mage spell you may copy that spell without using spell vocals stating “Twin Casting < spell name >”. In addition all the cost of your primary spells is reduced by 1 but not below 1. General Skills Evaluate – May estimate the value of an item. Numeracy – May count past ten and use basic arithmetic.
Invocation – May invoke the powers held in an item, scroll etc. Meditation – May grant aid to a problem at hand, restore mana points or heal wounds over time. There is no limit to the use of this skill only to its efficiency due to the skill’s versatility. Requires a minimum of 15 minutes concentration. Lock Pick– May pick any non magically sealed lock Bind Wounds – This skill is simply applying a tourniquet and pressure to the wound to stop bleeding, this continued action will also halt any death count. Should they stop for any reason then the death count will resume. Using this skill to halt the death count will last a maximum of 10 minutes. Foraging – Allows the character to forage for natural items within forests that may help to heal and restore mana. These items are gained in the form of TK consumable cards that may only be used the day they were foraged. **please note that extra role play of this skill will be required during events. Brewing * – Allows the brewing of the character’s racial alcoholic beverage, when consumed the ʺvictimʺ of such a potent drink becomes immune to the next mind affecting spell cast upon them within 30 minutes. However due to the nature of the drink the character will remain drunk for a total of 30 minutes, after which they will slowly sober up. Creates 2 drinks via TK consumable card per day. Escape Artist– This skill allows the user to escape almost any bonds or even movement impairing effects. This skill is applied to the characters 10 racial attributes per day. This skill requires a reasonable amount of role play to use. Identify Skills With the exception of Identify wounds all identification skills require 20 seconds of study. Identify Wounds – May identify any physical wounds Identify Liquid – Identify Liquid – May identify any non magical common liquid, potion or poison. When combined with Identify Wounds you can tell if a victim has been poisoned or if under any potion effects.. Identify Disease – May identify any non magical common disease. When combined with Identify Wounds you can tell if a victim has contracted a disease and identify that disease. Identify Magic – May identify the nature of a magical aura/item or emanation. Identify Tracks * – May identify and follow most tracks. Further purchases of this skill will enable you to gain more detail.
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Sense & Profession skills When purchased, the Sense skills are applied to your daily attribute usage and only 1 sense skill is allowed per character. Sense skills last 5 mins at a range of 100’ Sense Undead – May sense and locate any undead presence in the area. Sense Magic – May sense and locate a magical source in the area. Sense Obscurity – May sense when any spells / abilities that hide a character are being used but can only locate a source of obscurity within 5’. Academic – This profession grants the ability to recognise / create forgeries, create & read maps, translate other languages and even gain knowledge of world legends and artefacts Physician – This profession grants the skills to tourniquet, apply Surgical Intervention and use Breath of Life techniques. The medic can also create 4 herbal bandages each day. Ritualist – Ritualist are able to create some of the most powerful and useful magical items known in the world of One, but these items always come at a price. Alchemy – This skill allows you to craft 4 basic potions or poisons chosen from a list of 8. You will also have the skill to research & create your own potions and poisons. Rune Crafting – This skill allows you to craft 4 basic runes chosen from a list of 8. You will also have the skill to research & create your own runes. Voodoo – This skill allows you to create 4 basic curses or voodoo dolls chosen from a list of 8. You will also have the skill to research & create your own curses, dolls & plagues. Crafting Skills Please remember that at events these skills will require extra role play in creation of the items. Mana Potion * (MP) – Crafts 2 mana potions that will restore 5 mana to the user. Herbal Bandage * (HB – Crafts 4 herbal bandages that will heal a single location to full health over 15 minutes. If removed before this time the bandage will have no healing effect on the injured location at all.
Herbal bandages will not work if applied on armour. Haemorrhage Poison * (HP) – Creates 2 venoms that when used on a victim will apply a bleed effect preventing healing from working until the poison is cured. Numb Mana * (NM) – Crafts 2 venoms that when used will double the victims spell cast time for 30 mins. Effects cannot be stacked Mana Block * (MB) – Crafts 2 venoms that when used will prevent all spell casting by the victim for 3 seconds. Effects cannot be stacked. Quick Strike * Venom (QSV) – Crafts 2 venoms that when used will increase melee damage done by 1. Effects cannot be stacked. Potion of Fervor * (PF) – Crafts 2 potions that when consumed will bolster the mind and body granting +2 endurance and immunity to mind and movement impairing effects for 5 mins. Effects cannot be stacked. Venom Antidote * (VA) – Crafts 2 potions that cure almost any mundane poison, as well as neutralising Haemorrhage Poison, although the cure takes 5 minutes to take effect. Dust of Purity * (DP) – Crafts 2 batches of dust that when mixed with consumables will cure most common diseases, as well a neutralising Dust of Decay, although the cure takes 5 minutes to work.. Dust of Decay * (DD) – Crafts 2 batches of dust that must be mixed with consumables to be used. When consumed will create a disease in the victim causing them to lose 10 mana, 2 agility, 2 endurance and any strength bonus they have for 30 mins. This disease can be cured with Dust of Purity, but not with the Celestial Level 2 spell Cure Disease, as it is not a mundane disease, but magical in origin. Effects cannot be stacked.Dust of Mending * (DM) – Crafts 2 batches of dust that repairs any single piece of armour or any object no larger than head sized. Usage Rules Potions must be drunk by the person they are to affect. Venoms & poisons are to be ingested or injected into the victim via blade or other sharp item. Venoms remain on a weapon for 30 minutes unless stated otherwise. Bandages must be applied to the affected location requiring healing as detailed above. Dusts of Purity & Decay must be mixed with food or drink. Dust of Mending must be sprinkled or spread directly on the object to be mended.
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Choosing Magic Now that you have created your character you may be wondering how to choose a sphere of magic and which spells you will take. Upon creation of a magic using character you need only decide which primary sphere you must choose, as you can choose your secondary level later on. Having said all that you may be restricted as to which of the primary spheres you can take by the class that you have chosen. Please discuss your character concept with the referee at character generation so that they may advise you accordingly. Please note that referees will help choose a primary sphere of magic for players choosing the holy class based on the deity they follow. When you have chosen your primary magical sphere, your character will be deemed to know all the level 1 spells in that sphere. This represents their learning to date. Below are the descriptions of all the magical spheres to help you decide how your characters will develop in the magical world. All magic users start with 12 Mana with which to cast their spells. Magical Spheres Arcane – These casters have mastered the Arcane. They work with arcane powers with the use of formulas and incantations, and can stop a spell as easily as they start one. Celestial – These casters are said to derive their power from the heavens themselves, reaching out with the power to heal or to smite they often provide the backbone of any large military incursion. Primal – This sphere is granted by nature and as such is the most “primal” of all magical spheres. These casters are granted some of the most beneficial and destructive forces of nature. Blood – Granted only by the blood God Roshlan this magical sphere grants impressive power over the caster’s blood and even over the blood of others. Often used to heal at the sacrifice of the caster but this sphere also has devastatingly powerful offensive magic. Shadow ‐ Those who follow any magical path have made sacrifices of some kind, but those who work
with the shadow have given the greatest sacrifices of all – their morals, and often their souls.
Religions At this point, those who follow a faith should choose which deity it is that they will follow. Not everybody needs to choose a faith, and it is perfectly fine to remain an atheist, but any person choosing to play a cleric HAS to choose their deity at this point. Deities used in the Three Kingdoms world are taken from the Forgotten Realms setting, and there are gods for almost every purpose and belief structure. Both the Lands of Light, Ashera, and the Lands of Dark, Tarack, have a primary faith. In Ashera, they mainly follow Helm, God of Defence, Protection and Duty. In Tarack, the most common faith is Kiaranselee, the Dark Elf Goddess of Undeath, Chaos and Destruction. However, these faiths are by no means exclusive. Please see the Gods supplement for more details.
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Adventuring The Referee TK referees are the dedicated individuals who have played and monstered for several years and developed their knowledge of the system, the rules and their ability to deal with unexpected situations to a great extent. These individuals have progressed to being Referees and if you have any questions about the system, be it background, rules or character advice, these are the people to ask. It is also their job to ensure that everyone abides by the rules and make sure that the game runs smoothly for all involved. As you become more experienced you may be interested in becoming a referee; please feel free to speak with the game team about this. NEVER argue with a referee as the decisions made by them are for the good of the game not just for the individual. Referee Calls The referees have game instructions that both players and monsters must always follow. These are described below. Man Down Call Anyone attending our games may use this call if needed. The “Man Down” call is used when someone has actually injured themselves and medical attention is required. If someone is really injured and cannot make the call themselves then please make that call for them. However we do not want “Man Down” being called just because someone has a few thorns in their backside, so please exercise good judgement. If you hear “Man Down” and are not injured, you are immediately considered to be in Time Out, and should either sit or drop to your knees. The only people moving at this point should be nominated first aid staff. Time In ‐ This call starts the game or continues on after a time freeze or time faff. During “Time in” it is expected that neither the crew or players talk out of character. Time Freeze ‐ Time freeze halts the game entirely and both players and monster crew must stay where they are with eyes closed, unless otherwise directed by the referees. Upon resuming time in, all players and monsters should continue with the action they were undertaking when “time freeze” was called. Time Faff ‐ During the course of the game encounters are set up for the players to interact with but
occasionaly the monster crew require extra time to do this and the referee will call a “time faff”. While in a state of time faff the players are exepcted to stay in character but should remain in the immediate area. Time Out ‐ Time out normally ends the game or halts it allowing for referees to mark up characters. Everyone involved in the game can relax out of character. Combat Here at TK we always promote ¾ speed fighting as everyone who swings a latex foam sword is in game terms swinging a chunk of steel and of course steel does have a little weight to it. We also believe that ¾ speed fighting looks better and is safer and more enjoyable for all involved. If it is noticed that fighting is speeding up, the referee will mention it, and ask that those involved slow down. During combat you must always remember these few rules: • Pull your blows: we’re not here to hurt people! If
someone else is not pulling their blows, tell a referee, do not take matters into your own hands.
• You must never thrust or stab with any weapon and never lean on the tip of a weapon unless it is a staff that is designed to allow this.
• Do not deliberately aim for the groin or the head. • When fighting, please do not repeatedly tap at
your opponent at great speed as this will only anger your victim. Always fight using a realistic approach
• If you are struck by an arrow or bolt the force of being hit should knock you to the floor, regardless of whether the blow would damage you. You can regain your feet immediately afterwards.
Live Role Play is a contact hobby so always be aware of safety for other people in the game and yourself. Getting too excited can lead to accidents. Location and Armour A character’s body is divided into six locations: • Head • Body • Left and right arm • Left and right leg As a beginning character all locations are set at 1 hit point each. This can be altered by means of armour and after a time you can buy skills to improve your natural hit points, as detailed below.
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There are 4 types of armour in the system. You may stack lower armour classes in order to reach your maximum armour allowance stated in the class descriptions. In order for a location to be armoured, over 50% of that location must be protected by the armour. Armour type Bonus hits Leather, suede and fur +1 Hard and studded leather +2 Mail (chain/scale etc) +3 Plate +6 Armour may be repaired by either magic or appropriate skills or professionals. You may also stack low level armour such as fur or studded leather to reach your class limit. Should you reach 10 points of armour to a location, that location is immune to the effects of Crush (See damage calls). Note that bonus to armour effects & enchants do not count towards armour limit of your class. Agility Should you buy the Agility skill for your character then this will grant you an additional natural hit point to each location. Agility denotes a character’s quick reactions. This allows a character to effectively twist their body out of the way of a physical blow at the last split second. Agility is normally cheaper to buy than “Endurance” as it does have a drawback. Any character with agility cannot wear metal armour. However, agility hits return with a few minutes rest rather than having to be healed. Usually this will be from one combat to another, or if you take yourself out of a prolonged combat to rest. Agility also requires that you see the blow coming for it to take effect. After all, it is very hard to dodge something you are unaware of. Endurance Should you buy the Endurance skill for your character then this will grant your character an additional natural hit point to each location. There is no drawback to this skill with the exception of its higher purchase cost compared to agility, and the need for hits to your endurance to be healed after damage. Weapons Proficiency Weapons proficiency is a skill that shows the amount of time a character spends practicing with their preferred weapon.This adds an additional point of damage for each time the skill is taken. Ie taking the skill once allows you to call “double”, twice allows
“triple” etc. However, this does not mean you always have to use your highest damage call. A good full swing would allow this but a half swing certainly would not. As it is the most common level of damage, there is never any need to call “single”. The highest damage call within the system is “Quin” and players cannot exceed this. Damage Calls Being a club based system TK LRP has the standard calls of “double”, “triple” etc, as explained above. However TK does not allow its damage calls to exceed “quin” (5 damage) with the exception of combatants who may max out at 6 damage, those characters that can go past this damage call are given a special call granted by the referees that while it will not add more damage it will grant extra combat effects to compensate for this. While these calls are relatively common, there are some calls that are not. Fatal – A victim of this call has their head and body reduced to 0 no matter the location struck and their death count is reduced to 30 seconds before modifiers. Crush– This call includes the effects of Strength. The call “Crush” will destroy anything it hits shattering any shield or weapon that parries it. Should any location be struck then it is reduced to zero. However should the victim of this damage call be wearing 10 points of armour then they are immune to Crush taken only the single point of damage along with the force of the blow. Artifact – This damage call will deal magic and holy damage in each strike. Stun – This call will stun the victim for 3 seconds often leaving them dazed or on the floor. Pummel – This call will interrupt spell casting and prevent any spell or instant cast attribute being used for 3 seconds. Disarm – If your weapon wielding limb is struck by this call you must drop your weapon instantly. Through – This call ignores any armour and deals damage directly to the base hits of the victim Strength – Anyone with strength cannot be over powered except by “Demon Strength”. A call of strength with any strike will knock the victim to the floor even if the blow is parried/blocked. If both combatants call strength, the effect is negated. Demon Strength – As above but cannot be over powered at all. Again, if both parties call demon strength, the effect is negated.
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Subdual Damage In order to subdue a victim you must simply use a blunt weapon to mime striking the victim over the head while calling “Subdue”. The definition of blunt weapon also includes the pommel of a sword, dagger etc. One strike will be fine to subdue most humaniod characters however some larger creatures may just become angry. Subdue will not work on a character wearing metal armour on the head. We must ask that while doing this you are very careful not to strike the person at all if you can help it. Only the Stealth class can buy the skill to subdue a victim. Spells; Magic in Combat and Casting Spells TK LRP has a large set of spells that is used throughout the game, but don’t worry as we do not expect you to know every spell off by heart. Vocals for each spell may vary as long as some vocal is used. The length of the vocals is set to the level of the spell. Spell levels 1 – 3 require 5 second cast time Spell levels 4 – 5 require 10 second cast time If at anytime you are unsure how to react to a spell cast at you then please fall safely to the floor and ask the referee or caster of the spell for its effects. As previously mentioned, magic costs mana to cast, dependent solely on the level of the spell. There are many ways of restoring mana within the game but any mana used or lost will always return by sunrise the following day. Some spells are designed to remain on a character for a short duration and will imporve that characters stats. However while there is no limit to these spells being cast on a character, multiple versions of the same spell will not grant any additional effects. Default spell conditions Range ‐ Maximum of 30’ (Arch mage spells 100’) Touch – Must make contact Self – Only the caster is affected Duration – 15 second or 5 minutes (or until end of encounter) 30 mins for Arch mage spells Area Effect – All within 30’ of the caster or spells target, unless otherwise stated
Spell Costs Level 1 – 2 gold Level 2 – 5 gold Level 3 – 10 gold Level 4 – N/A Level 5 – N/A Bleeding and the death count If at any time you find yourself at zero hits to any limb you must begin to count up to 200. Should you reach 200 then that limb is deemed “damaged beyond repair” and any normal methods of healing will not have any effect. Only restoration magic or a surgeon can repair these damaged limbs. Should your head or body reach 200 then your character is deemed dead and cannot be revived by any normal means. Only a resurrection ritual or the Redemption spell can revive a character from this point. Due to certain advanced spells and skills, please continue counting past 200 unless a referee tells you to stop. During battles we know that it can sometimes be hard to keep up with all the damage being thrown around. Should you find you lose count of your remaining hit points then try to approximate. Magic Items Magical items are rare within most LRP systems and TK LRP is just the same. Magical items come in many forms; a lot of items have spells imbued into them but some weapons are imbued with the essence of magic and as such alter the character’s damage call to suit. For example, with an enchanted weapon a call of double would become magic double. Magical items cannot be shattered, imbued or destroyed by normal means, as it would take an Arch Mage to accomplish such a task. Magical items are registered to their owners and can only be passed from character to character in game. If you are given, find or create an item you will be issued with a card that identifies the item as magical. This card must be with a phys rep when playing for you to be in possession of the item, if you don’t have the card then you don’t have the item. A register of all items within the system will be kept by the Referee Team so please work with us to keep it up to date as it will be of great help to all. There is also no limit to the amount of magical items any one character can carry
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but you may not carry any identical magical items, as they are likely to explode. Costume It is always important for costume to look the part as this helps to keep the atmosphere within the game world. Many newcomers to the hobby find it difficult to organise such costume, but don’t worry as the club may be able to provide basic kit to start you off. However, after three adventures we expect an effort to have been made to create your own costume. If you are still unsure on how to do this our referees are more than willing to give you advice. TK Consumable Cards For all crafted items the referees will hand out Three Kingdom consumable cards. When a crafted item such as potions or poisons are used then the TK consumable card is to be torn clearly in half. At the end of your adventure or event please remember to hand in these torn cards to the referees as they will keep track of items used and it helps to prevent littering. Monstering TK LRP does its very best to provide its customers with a great game but even we cannot do everything ourselves. This is why TK LRP relies on volunteers during each game to provide a monster crew. The crew takes on many roles during the day including different races and classes. The crew are also privilaged enough to play as creatures that in the normal state of play cannot be chosen as a player character. However monstering is hard work and for this reason we do not charge those who crew for us. We also reward those who monster for us by means of either a free skill point to be added onto their own character’s details.
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Character Advancement Skill and mana progression As previously mentioned, all characters start with 6 skill and magic users start with 12 mana and all first level spells in their primary sphere. Note that bonus to mana effects & enchants do not count towards the 50 mana limit. Additional skill points are awarded at a rate of 1‐3 skill per adventure, dependent largely on your role‐playing that day. Additional skills can be bought at the beginning of an adventure, provided you have enough points saved to cover the cost. Please do not ask for “skill credit”. Additional mana points are awarded at a rate of 2‐3 mana per day, dependent on the wisdom of the character’s mana use. No matter what type of magic user your character is, all spells must be bought using In Character money. A ref will be able to tell you how much your spells will cost when you mark up. In order to buy spells of a particular level, you must have already bought all of the spells in the previous level. As mentioned before we have few restrictions on characters played at our games however we will stat our games with “Skill Caps” which set a maximum skill limit for the upcoming game. This does not prevent characters of higher skill levels from playing, however they would not advance their character in any way except through in game rewards such as treasure and of course, role play! They will not earn skill points or mana. The highest skill level a standard character may gain is 60 skill and 50 (Can extend to 60) Mana, however these characters can still play in the games but cannot gain any skill or mana past this limit. These long‐lived characters may, however, find opportunity within the game to exceed this limit. The Military and Ranks Within the game there are five main armies. Lord General Jason Kyle leads the Velorne. Blood General Urien De’Vir now leads the Hothran, following the mass desertion of the greenskins. King Caladdhor himself leads the armies of the Redwood Kingdoms, and Varg leads the Brood, who are almost always ready for war.
These four forces should be enemies, ready to destroy each other on sight without a second’s thought. However there is a fifth army, deep within the Wastelands known only as the “Abyssal Horde” who have threatened both the lands of light and dark since anyone can remember. The Demon king Kalous rules the Wastelands and is said to have done so since the time of endless night told so often in legend. It is this Demon that forces the other forces to fight as allies but even with the demonic threat their truce is extremely fragile and often is strained by small, untold battles. The Kingdoms are in a time of great turmoil at present, and as such a sort of Martial Law is in effect. All the military leaders have issued nationwide calls to arms, and progression through the ranks seems an almost foolproof way to gain fame and riches, whatever the cost. Recruiting sergeants abound, telling all and sundry of the vast glory to be gained in the army, and the majority of the populous seem to be answering the call. After all, even a sergeant’s pay is more than most people will see in a year, and rumours tell that even Lord General Kyle had lowly beginnings.
Rank Day’s Pay (Gold)
Private / Corporal 2 Sergeant 4 Captain 6 Major 10 Colonel 20 General 50
Lord/Blood General
150
The penalty for disobeying a military superior is death or flogging, often coupled with a fine and immediate deduction in rank. The adding of “Knight” to any officer’s or commander’s rank shows nobility and a noble of the same rank is always considered the senior officer. However, as the adage goes, there is more than one way to skin a cat, and characters can progress to great heights outside the military as well as inside, if they are willing to take the risks. The Veterans Veterans are characters who have, for one reason or another excelled themselves within the game world. This could be as a result of world altering actions or through exceptional interaction and role‐play. They are for this reason granted an extension to skill and mana points in order to progress beyond normal
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capped limits. Player characters that have become veterans will then be allowed to exceed the 60 skill point limit and continue until they reach 75 skill points. Should they be a magic user then the mana they store can pass the 50 mana point limit and continue until they reach a total of 75 mana via the Veteran Caster skill. These veterans also gain an extra 5 uses of their attributes per day.
Guilds Within Three Kingdoms there is great scope for the creation of guilds. There are several already in existence for both the Hothran and the Velorne. However, players do have the option of starting their own. The exact process for doing this, and details of existing guilds may be found in the Guilds Supplement.
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The Skill Table Combatant Stealth Weave Holy
Read/Write and or speak Own Language 0 0 0 0 Common Language 1 1 1 1 Other Racial Language 4 3 1 2 General Combat Short weapon 0 0 0 0 1 Hand Weapon 1 2 3 2 2 Hand Weapon 2 5 5 4 Ambidexterity 3 3 4 4 Stave and or Wand N/A N/A 1 2 Pole Arm 3 5 4 4 Projectile 3 2 4 4 Thrown Weapon 4 2 4 5 Use Shield 2 4 5 3 Repair Armour 3 3 5 5 Mend Armour 3 3 5 5 Weapons Proficiency * 4 4 7 6 Agility * 4 3 5 5 Endurance * 3 4 6 4 Veteran Caster * N/A N/A 3 3 Strengthen Mana * N/A N/A 1 1 Subdue N/A 10 N/A N/A Fortitude 10 N/A N/A N/A Divine Rapture N/A N/A N/A 10 Mana Bound N/A N/A 10 N/A Master Class Skills Shield Wall 15 N/A N/A N/A Battle Master 15 N/A N/A N/A Hunter N/A 15 N/A N/A Disarming Shot N/A 15 N/A N/A Sacred Duty* N/A N/A N/A 15 Mystics Discipline * N/A N/A 15 N/A General Skills Evaluate 2 1 2 2 Numeracy 2 2 1 1 Invocation 4 4 1 2 Meditation 2 3 1 1 Lock Pick 3 1 3 3 Bind Wounds 1 1 1 1 Foraging 4 4 4 4 Brewing 4 4 4 4 Escape Artist 7 7 7 7 Identify Skills ID Wounds 1 1 1 1 ID Liquid 3 1 2 2 ID Disease 3 3 2 2 ID Undead 3 3 2 1 ID Magic 4 4 1 2
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Combatant Stealth Weave Holy ID Tracks * 3 1 4 4 Sense and Profession Skills Sense Undead 3 3 3 3 Sense Magic 3 3 3 3 Sense Obscurity 3 3 3 3 Academic 10 10 10 10 Physician 15 15 15 15 Ritualist 15 15 15 15 Alchemy 15 15 15 15 Rune Crafting 15 15 15 15 Voodoo 15 15 15 15 Crafting Skills Mana potion 5 5 5 5 Herbal Bandage 5 5 5 5 Haemorrhage Poison N/A 5 N/A N/A Numb Mana N/A 5 N/A N/A Mana Block N/A 5 N/A N/A Quick Strike Venom N/A 5 N/A N/A Potion of Fervor 5 5 5 5 Venom Antidote 5 5 5 5 Dust of Purity 5 5 5 5 Dust of Decay 5 5 5 5 Dust of Mending 5 5 5 5
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Spell Lists Spells levels 1 – 3 are open to all magic users, 4 and 5 are arch‐mage spell and require special training. Mind affecting spells are marked with * in the spell list Arcane
Level 1 • Counter Spell 1 • Flow of Knowledge • Mana Drain • Mind Message* • Glyph of Hiding • Mana Dart
Level 2 • Counter Spell 2 • Mana Shock • Mana Missile • Fumble
• Absorb
Level 3 • Counter Spell 3 • Force Wall • Mana Bolt • Reveal Magic
Level 4 • Charged Barrier • Infiltrate • Teleport
Level 5 • Glyph of Spell Breaking • Mana Storm
Level 1 Counter Spell 1 Duration ‐ Instant
Range: 30 feet
The caster may counter a single Level 1 spell cast within the range. They do not have to be the target. The vocals for the counter spell must begin as soon as the target spell has been cast. Flow Of Knowledge Range: Self Allows the caster to read or speak any language of the know world. Mana Drain Duration – As required
Range: Touch
With this spell, the caster may drain a stated number of mana points from a willing donor, up to the maximum of the caster’s capacity. Transfer rate is 1 mana per 10 seconds. Mind Message Duration ‐ Instant
Range: 30 feet
The caster may silently send a single sentence message to any person within range. Glyph of Hiding Duration – 5 mins
Range: Touch
This glyph allows the target to remain unseen, as long as they are up against a solid object (tree, wall etc), and as long as they remain stationary and silent. Mana Dart Duration – Instant
Range: 30feet
The target of this spell is dealt 1 point of damage to the chest Level 2 Counter Spell 2 Instant
Range: 30 feet
The caster may counter a single Level 2 or 1 spell cast within the range. They do not have to be the target. The vocals for the counter spell must begin as soon as the target spell has been cast. Mana Shock Duration – Instant
Range: 30 feet
The target of this spell is hit by a surge of mana preventing spell casting for 15 seconds. Fumble Duration – 15 seconds
Range: 30 feet
The target of the spell loses the grip of the weapon, shield or other item they are carrying, as specified by the caster. They must drop that item, and will struggle to pick it up again for the next 15 seconds. Absorb Duration ‐ Instant
Range: Self
This spell will absorb any damage taken by the caster, exhausting a point of mana for each point of damage. However, during this time, the caster cannot make any offensive actions or cast other spells. If during this spell the caster runs out of mana then the spell will fail. Mana Missile
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Duration ‐ Instant Range: 30 feet The target of this spell is dealt 2 damage to the chest. Level 3 Counter Spell 3 Duration ‐ Instant
Range: 30 feet
The caster may counter a single Level 3, 2 or 1 spell cast within the range. They do not have to be the target. The vocals for the counter spell must begin as soon as the target spell has been cast. Reveal Magic Duration ‐ Instant
Range: Touch
This spell may reveal the magical properties of a single item or creature and if needed how to use such magical properties. Mana Bolt Duration ‐ Instant
Range: 30 feet
The target of this spell is dealt 4 points of damage to the chest. Force Wall Duration – 5 mins
Range: Touch
The mage may create a force wall 30 feet high and 30 feet long that will deal a single point of through damage to any location that touches it. Nothing can pass through the wall, unless immune to magical damage. Level 4 Charged Barrier Duration – 30 mins
Range: Touch
Creates a straight wall up to 30 feet high and 30 feet long, this wall does nothing until its charged. The caster alone may charge the wall with any number of
a single target spells. Should anyone touch the wall then it will release 1 charge of the named spell. Only the caster and those with the password may pass by the wall unharmed, the password is set by the caster upon creating the wall. Teleport Duration – Instant
Range: Touch
The target of this spell is instantly moved to any location known to the caster. Infiltrate Duration – 30 mins
Range: Touch
With this spell, the caster is able to assume the appearance, characteristics, voice etc of any being of similar size and race. If they are assuming the persona of a particular person, they must first observe them for at least 10 minutes Level 5 Glyph of Spell Breaking Duration – 30 mins
Range: Self
This spell will reflect the first non arch mage spell cast at them. All other spells, including arch mage spells & healing spells will be nullified for the duration. Mana Storm Duration ‐ Instant
Range: 100 feet
Anyone within 30 feet of the target is dealt 6 points of damage to every location.
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Blood – Requires affiliation to the church of blood Level 1
• Sacrament of Blood • Absorbing Blood • Clotting • Choke • Rush of Blood • Heart Strike
Level 2 • Infusion • Blood Rage • Resisting Blood • Blood Bind
• Transfusion
Level 3 • Twin Hearts • Thicker than Water • Blood Martyr • Blood Retch
Level 4 • Blood Burst • Blood of Eternity • Mutilate
Level 5 • Call of the Heart • Will of the Blood God
Level 1 Sacrament of Blood Duration ‐ Instant
Range: Touch
This spell heals the target to full health but the caster takes on all the damage healed including any death count from the point it was stopped in the target. Clotting Duration – 5 mins
Range: Self
Thickens the casters blood, should the death count be forced within that time the spell fails but increases the count by 100. Rush of Blood Duration – 15 secs
Range: self
The caster is hit by a rush of blood making them immune to fear for 15 seconds. During this time a single touch from the caster will remove fear effects on others. Absorbing Blood Duration – 15 secs
Range: Self
While under the effects of “Absorbing Blood”, healing spells will have their effects doubled for 15 seconds. Choke Duration: 15 seconds
Range: 30 feet
Blood thickens in the victims neck, their throat becomes tight and they choke for the duration. Heart Strike Duration – Instant per hit
Range: self, melee
Allows the caster to strike with a melee weapon, healing them for 1 point providing the blow lands. The point of healing will go to whichever location
requires it. Heart strike heals an additional point per 10 skill points from 10 skill points. (20 skill points heals 2, 30 skill points heals 3 etc) Level 2 Infusion Duration – Instant
Range: Touch
The caster may heal 1 point of damage to another person but the caster will then take a point of damage to the same location. This spell costs no mana to use. Resisting Blood Duration – 5 mins
Range: Touch
While under the effects of “Resisting Blood”, the next healing spell cast on the target will have no effect. Blood bind Duration – as required
Range: Touch
With this spell, and by the sharing of a drop of blood from both the caster and the target, the two (caster and target) are able to enter a binding contract. Should either side break the contract, they will immediately fall unconscious and begin their death count. The contract must be willingly made by both parties. The caster can make a contract between 2 or more other targets, not being a part of it themselves. Transfusion Duration ‐ Instant
Range: Touch
The caster may heal 1 point of damage to each location of another person including the chest but will then take a point of damage to each location but not the chest.
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Blood Rage Duration – 15 seconds
Range: Self
This spell will reduce the casters base hits (not armour) by 50% rounded up but will increase melee damage done by 2 and reduce blood magic spell costs by 2 but not below 1. Lasts 15 seconds. Level 3 Twin Hearts Duration – 5 mins
Range: Touch
The casters & targets heart are now linked. While one beats, so does the other. Damage is not shared but even when each location of one is on zero they will not begin the death count unless the other is also on their death count. Blood Martyr Duration ‐ Instant
Range: Hearing distance
By casting this spell the follower of blood will sacrifice their own life in order to grant all allies within hearing distance a weak form of regeneration that will heal one point of damage to each location over 30 seconds. By casting this spell the follower of blood will begin their own death count reduced by 150 seconds. Thicker than Water Duration – 15 seconds
Range: Touch
This spell thickens the targets blood to reduce all damage taken by 4 for its duration. This spell can only be cast on one person at a time and cannot be used together with Blood Rage. Blood Retch Duration ‐ Instant
Range: 30 feet
The victim of this will vomit blood for 2 mins and following this will begin their death count. This initial effect cannot be dispelled Level 4 Blood Burst Duration ‐ Instant
Range: Touch
This spell deals 4 points of damage to each location and the victim bleeds from their eyes blinding them for 15 seconds. Mutilate Duration ‐ Instant
Range: 100 feet
This spell deals 4 points of damage to the chest and the victim bleeds from their eyes blinding them for 15 seconds. This spell ignores both magical and physical armour as well as any absorbing effects.
Blood of Eternity Duration – 24 hours
Range: Special
The caster is able to link their blood with another living person at the start of the day. For the following 24 hours, if the caster reaches a full death count, their essence will utterly infuse the person they linked with, effectively being reborn in that personʹs body, no matter where it may be. In order for the spell to work, the target must be a dedicated follower or vassal of the caster, must fully comprehend the consequences of their actions, and must be willing to make this sacrifice. If the spell is needed, that person will die at the following sunrise, as the caster takes over their body through the blood. If the spell does take effect, the caster will gain the physical attributes of the body he has now taken, though any magic’s and knowledge will carry across. In OOC terms, the recipient player now takes over the casterʹs character, and all character cards will need to be reworked by the senior refs. Level 5 Call of the Heart Duration – Instant
Range: Special
The caster sends a call of blood back to the caverns below Blood Mountain, this will bring forth the Heart Riders, these blood wraiths will cause havoc and destruction in the area of the caster for the remainder of the day however in order to do this they must feed occasionally and will do so from anything that will provide nourishment. Known sources of food are almost always from the living and can range from a small amount of blood to powerful emotions. This spell requires a single drop of Roshlans, Grevens or Talons blood to cast and can only be taught by Roshlan, Greven or Talon. Will of the Blood God Duration – Special
Range: 100 feet radius
All friendly targets within range gain +2 melee damage, reduced spell cost by 2 mana (not below 1 mana), increased endurance by 2 and all healing spells heal an additional 2 points of damage. This spell can only be taught by Roshlan. Caster must continue to channel this spell or it will end.
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Celestial
Level 1 • Burial Rite • Bless • Cure Wound • Beseech • Shelter • Commandment: Halt
Level 2 • Spirit Missile • Purge • Lesser Heal • Holy Smite
• Sanctify
Level 3 • Heal • Barrier • Spirit Bolt • Ranged Lesser Heal
Level 4 • Mass Heal • Greater Heal • Exorcism
Level 5 • Total restoration • Hand of God
Level 1 Burial Rite Duration ‐ Permanent
Range: Touch
This spell prevents a dead body, whether it is recently dead or has been for some time, from being raised by the powers of necromancy. Very powerful necromancers may be able to circumvent this spell Bless Duration – 5 mins
Range: Touch
The spell grants the recipient +1 endurance Cure Wound Duration ‐ Instant
Range: Touch
This spell cures a single location of a single point of physical damage. Beseech Duration ‐ Instant
Range: Self
This spell allows the caster to cry out to their chosen deity for help/guidance etc. There may not be an answer, and results are dependent on role‐play and at ref’s discretion. Shelter Duration – 5 mins
Range: Touch
This spell allows the caster to stop the effects of bleeding or mortal wounds, diseases and poisons for as long as contact is maintained, and the caster keeps chanting to their god. Both caster and recipient must be still when casting. If the chant or contact is broken, all wounds etc carry on where they left off.
Commandment: Halt Duration – 15 seconds
Range: 30 feet
The target of this spell is forced to halt where they are, this does not prevent them for fighting or casting magic. They may also rotate, kneel or any other action that does not require them to move from the place they stand in. Level 2 Spiritual Missile Duration – Instant
Range: 30 feet
The target is struck by a force of holy power, causing 2 points of damage to the chest. Sanctify Duration – Instant
Range: 10’ radius
This spell allows the caster to create an area of Holy Ground, specific to their deity, centred on the caster and only while they remain inside. While inside they are imbued with the blessing of their deity granting them holy damage. This area will also cleanse any desecrated objects inside it. Holy Smite Duration – Instant
Range: 30 feet
This spell deals 4 points of damage to the chest of any target undead or demon. Lesser Heal Duration – Instant
Range: Touch
With this spell, the healer is able to cure 2 points of locational damage spread over any number of injured locations.
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Purge Duration ‐ Instant
Range: Touch
This spell will remove 1 mundane poison or disease.
Level 4 Mass Heal Duration ‐ Instant
Range: Hearing Distance
With this spell, the caster is able to heal 1 point of damage to each location of those within range. Greater Heal Duration ‐ Instant
Range: Touch
With this spell, the healer is able to cure 6 points of locational damage spread over any number of injured locations. Exorcism Duration ‐ Instant
Range: 100 feet
Any undead within 30 feet of the target takes 4 points of damage to the chest. Should this be a single target undead then the damage is 4 per location and they become stunned for 15 seconds.
Level 3 Heal Duration ‐ Instant
Range: Touch
With this spell, the healer is able to cure 4 points of locational damage spread over any number of injured locations. Barrier Duration – 5 mins
Range: Touch
This spell binds an ally within a magical barrier controlled by the caster. The barrier will contain any diseases, poisons, contagions and other negative effects, preventing them from affecting anybody else outside the barrier. Movement is still possible, but should be at ½ speed, and fighting and spell casting other than on themselves is not possible. Spiritual Bolt Duration – Instant
Range: 30 feet
The target is struck by a force of holy power, causing 4 points of damage to the chest. This spell may have additional effect on undead. Ranged Lesser Heal Duration ‐ Instant
Range: 30 feet
With this spell, the healer is able to cure 2 points of locational damage spread over any number of injured locations.
Level 5 Total Restoration Duration ‐ Instant
Range: Touch
Restores all locations to full strength. In addition, all poisons within the target’s body are neutralised, all diseases are instantly cured, and all armour, no matter it’s nature, is restored to full. Hand of God Duration ‐ Instant
Range: 100 feet
Anyone within 30 feet of the target takes 6 points of damage per location, excluding followers of the same god.
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Primal
Level 1 • Vortex • Touch of the Wild • Elemental Dart • Chameleon • Ignite • Push
Level 2 • Commune With Nature • Briar Shield • Elemental Missile • Heat Object
• Freeze
Level 3 • Dehydrate • Restore • Elemental Bolt • Mark of the Wild
Level 4 • Rage of the Wild • Natures Strength • Earth Shock
Level 5 • Summon Elemental Lord • Call of the Wild
Level 1 Vortex Duration – 5 mins
Range: Self
With this spell, the caster creates a spinning vortex of air around their body making them immune to projectile & thrown weapons for the spells duration. However you are reduced to a slow walking speed until the spell fails. Chameleon Duration – 5 mins
Range: Touch
The target becomes obscured, and is unable to be seen. In order for this spell to be effective, the target must be up against a natural surface (i.e. tree, rock, bushes) or lying flat on the ground. If the target moves in any way, the spell is broken. The caster may also take one other person into the spell with them by covering them with a cloak or other such items. Elemental Dart Duration ‐ instant
Range: 30 feet
This spell allows the user to send out a small dart of elemental magic. The dart will do one point of damage to the chest of the target. In order to cast this spell, they must use the name of the element they are using, i.e. Flame Dart, Earth Dart etc. If they call Elemental Dart, then the spell is wasted, as they will have sent out a dart of pure balance i.e. nothing. Touch of the Wild
Duration – 5 mins Range: Touch This spell grants the target an addition rank of agility. Ignite Duration ‐ Instant
Range: 30 feet
This spell allows the caster to create fire in a combustible target within range. The fire will deal 1 point of damage every minute until extinguished. Push Duration ‐ Instant
Range: 30 feet
The target is pushed back 10 feet and thrown to the floor. Level 2 Elemental Missile Duration ‐ Instant
Range: 30 feet
This spell works in exactly the same was as Elemental Dart, except it deals 2 points of damage to the chest. Heat Object Duration ‐ Instant
Range: 30 feet
This spell allows the caster to increase the level of fire in any single inanimate object. If this object is touching a person, then that person must drop or remove that object within 15 seconds, or take a single point of through damage. Freeze Duration ‐ Instant
Range: 30 feet
With this spell, the caster is able to chill a person to
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the point where they are unable to move for 15 seconds. During this time the victim is immune to physical damage. Briar Shield Duration – 15 secs
Range: Self
This spell surrounds the caster in briar which absorbs 12 points of damage from any source. Commune with Nature Duration ‐ Instant
Range: Touch
The caster is able to commune with any living, natural, non‐sentient creature (trees, animals, bushes etc) and ask the creature three yes/no questions. There may be limitations on what the creature knows, but most creatures, including plants, can sense things happening within approx 5 feet. Level 3 Restore Duration ‐ Instant
Range: Touch
The caster is able to regenerate a single targeted location to full health, once cast the regeneration process takes 5 mins. Dehydrate Duration ‐ Instant
Range: Touch
With this spell, the caster is able to remove water from the target, making them dazed and confused with thirst. They are unable to act coherently, with the exception of drinking. They will be berserk after 15 secs attacking anything to get fluid. After several pints have been consumed the victim will return to normal. Due to the maddening thirst the victim will drink anything including blood. Elemental Bolt Duration ‐ Instant
Range: 30 feet
This spell acts in exactly the same way as Elemental Dart, except that it deals 4 points of damage to the chest. Mark of the Wild Duration – 5 mins
Range: Touch
This spell grants an additional 3 ranks of agility.
Rank 4 Rage of the Wild Duration – 30 mins
Range: Touch
This spell grants an additional 4 points of agility. Earthshock Duration – Instant
Range: 30 feet
All players and monsters within a 30 feet radius of the caster are thrown to the ground in this minor earthquake. Natures Strength Duration – 30 mins
Range: Touch
The target of this spell gains Strength Level 5 Call of the Wild Duration ‐ Instant
Range: Special
This spell allows the caster to call out to the natural world for aid. This cry can be heard over a considerable distance, and may bring anything from another druid to a few forest elves, or even a forest troll. Summon Elemental Lord Duration ‐ Instant
Range: Self
This powerful spell can be used to request the presence of an Elemental Lord. These powerful beings are close to being demi‐gods or avatars. They may or may not grant an audience, but if they do, they have the power to command a host of the beings of their elemental plane.
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Shadow
Level 1 • Cause Fear * • Blindness * • Chill • Shocking Grasp • Ghost Sound * • Cloak
Level 2 • Wracking Pain* • Cloaked Walk • Paralysis • Speak With (Un)dead
• Curse of Paranoia *
Level 3 • Drain Life • Command * • Wraith Form • Drain Mana
Level 4 • Befriend * • Imprison Soul • Shadow Slide
Level 5 • Lord of the Dead • Touch Of Death
Level 1 Blindness Duration – 15 seconds
Range: 30 feet
This spell causes the target to be blinded for 15seconds. This is a magical blindness, however causing damage “may” break the spell on more powerful creatures. Ghost Sound Duration ‐ Instant
Range: 30 feet
This spell causes anyone within range to hear small sounds coming from a distance, in a direction chosen by the caster. These sounds can be made to sound like almost anything the caster wishes. Cause Fear Duration – 15 seconds
Range: 30 feet
The target of this spell is afflicted with an unreasoning fear. As a result, they must run in fear for 15 seconds. Shocking Grasp Duration ‐ Instant
Range: Touch
This spell causes 2 points of through damage to the location touched, as a jolt of necromantic energy courses through the target. Cloak Duration – 5 mins
Range: Touch
This spell allows the target to remain unseen, as long as they are not moving. In order for this spell to work it cannot be cast in a combat encounter and the target of the spell cannot be in sight of another person at the time of casting.
Chill Duration – 15 seconds
Range: 30 feet
This spell causes the target to stop in one place, and shiver uncontrollably for 15 seconds. They cannot take any offensive actions, but can dodge blows. Level 2 Wracking Pain Duration – 15 seconds
Range: 30 feet
This spell causes the target to be afflicted with an unbelievable pain. They cannot perform any coherent acts, and will either scream cry, or will pass out from the pain. The pain only lasts for15 seconds Paralysis Duration – 5 mins
Range: 30 feet
The target of this spell is completely frozen in placer for 5 minutes. They cannot perform any action, and will not be able to see the passage of time around them. Once the spell wears off, they will continue the actions they were about to do when the paralysis was cast. Any damage taken will break this spell. Curse of Paranoia Duration – 5 mins
Range: Touch
The target of this spell is suddenly afflicted with an overwhelming paranoia. They will not trust anyone, even their allies. They will truly believe that everyone is out to get them.
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Speak with (un)Dead Duration – Instant
Range: Self / Touch
This allows the caster to ask any dead person up to 3 questions. The dead person’s spirit is compelled to answer as truthfully and fully as they can however any individual spirit cannot be called more than once per day. Particularly strong spirits may resist certain questions, but this is extremely unusual. This spell also allows the caster to partially reach into the plane of Undeath and to speak with any undead that are in their vicinity. If they are conversing with lower level undead constructs (skeletons and zombies) then they will be speaking directly to the person who created those undead. Speaking to any of the sentient undead will allow them direct mental communication with the essence guiding that creature. This spell does not allow commanding of the undead, but will get their attention, and they are usually open to bargaining with people who can cast this spell. Cloaked Walk Duration – 5 mins
Range: Touch
This spell allows the target to become almost invisible, although there are certain restrictions. Whether the target is the caster themselves, or someone else, the caster must maintain the spell, through concentration. The person under the Cloaked Walk cannot move at any pace faster than a slow walk, cannot perform any offensive actions and any sounds they make at this point are audible. They also cannot make physical contact with any other person. The moment any of these conditions are breached, the spell instantly ends. In order for this spell to work it cannot be cast in a combat encounter and the target of the spell cannot be in sight of another person at the time of casting. Level 3 Drain Life Duration – Instant
Range: 30 feet
This spell allows the caster to forcibly remove up to 3 points of health from the body (Chest default) of an unwilling victim and restoring it to the caster. The target may still fight back physically. The taking of this health causes immense pain in the target. Command Duration – Instant
Range: 30 feet
This spell allows the caster to command a person to do something. The command can only be one or two words long, and, provided that the action does not put the target in danger, they are forced to obey.
Drain Mana Duration – Instant
Range: 30 feet
This spell allows the caster to forcibly remove up to 4 points of mana from an unwilling victim and restoring it to the caster. Wraith Form Duration – as required
Range: Self
This spell absorbs the caster into shadow magic to make their body almost insubstantial, however while in this form they cannot affect the physical world in anyway. The caster will now take half mundane damage rounded down but not below 1 and they become immune to any effects that would otherwise prevent spell casting. However while using Wraith Form only ranged shadow spells may be cast. The caster must adapt their costume to suit the spell. This spell lasts until cancelled by the caster or until the caster is rendered unconscious. Level 4 Befriend Duration – 30 mins
Range: 30 feet
The target of this spell will become a close friend of the caster, and will trust them and protect and aid them in any way possible. However, this is not a form of mind control and the target will not go against their own moral beliefs, and will not turn against their friends and allies. While under the influence of this spell the caster may also read into the victims thoughts. Shadow Slide Duration – Instant
Range: Self
This spell allows the caster to walk into any shadow, and walk out of any other shadow, in any place that the caster knows. In addition to transporting themselves, the caster can take a single person with them. Imprison Soul Duration – 30 mins
Range: Touch
This spell imprisons the soul of any player who is on their death count. While this effectively resets the death count to zero saving the victim’s soul, their body is totally at the command of the caster. During this time they have no emotion, cannot speak and are lifeless in their eyes. Should the victim be forced into their death count again then the spell is broken and they can begin their death count as per normal with any original injuries (plus any gained damage taken).
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Level 5 Lord of the Dead Duration – Instant
Range: 100 feet
When cast all monsters and players within range who have been killed will be raised as zombies with 2 hits per calling single damage and move at full speed, they will also have the effect of any armour worn. These zombies will be under the control of the caster for the duration of the spell or until killed. When casting please inform a referee as a time freeze will be required – Lasts 5 minutes only. Touch of Death Duration – Instant
Range: Touch
With this spell, a single touch by the caster will stop a person’s heart, causing the effects of “fatal” and forcing the victim into their death count. The location touched is unimportant.
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