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~Table of Contents~

Introduction Page 2

Rules Page 3

Character Creation Page 20

Fighters Guild Page 31

Rogues Guild Page 42

Casters Guild Page 53

Abilities Page 68

Spell Casting Page 122

High Guild Page 164

Basic Monsters Page 176

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~Introduction~
Medieval Chaos is a HARP (High Action Role-playing game). The realms of
Medieval Chaos exists in the post apocalyptic era in which society has re-
advanced to medieval times. The world itself is rife with wonders, magic,
combat and intrigue. In the fantastical world of Medieval Chaos spells and
swords are the medium for combat, but the focus remains on character
interaction and long running plots. Once past the gate you enter the game
world of Medieval Chaos and are immersed in the persona of your character
at which point the characters motivations depict the experience each player
will experience.

~Factions~
In Medieval Chaos there are many factions, factions are groups of characters
brought together for a common goal and are normally united under a leader.
Factions offer no ability, skill, or noteworthy bonus other than the sheer
power in numbers. While exploring the world of Medieval Chaos it is good
to find a faction that will work with your character, e.g. An acolyte will
seldom be a part of a thief faction. It is good to remember the difference
between Factions and Guilds as they are very different. Factions are simply
collectives of individuals whereas guilds are where a character gains their
abilities and hit point ratings. A faction can hand you an axe but your guild
says whether or not you can wield it.

~Laws and Punishment~


The Laws of dagger deep were created to remind players that the game is
based in a world with justice and consequence. The rules of Medieval Chaos
were written to keep players safe and within game guidelines, the laws of
Dagger Deep were written to provide characters with a sense or order and
protection. Medieval Chaos rules are not intended to be bent, broken, or
challenged but Dagger deep laws are intended to be all of the above. Just
remember not to get caught.

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~Rules~
All rules must be followed, for anyone caught breaking a rule will be
removed from game play and will face disciplinary action. These rules
are not only written for game play but for player safety.

~Basic Rules~
1. Weapons must meet current safety standards.
2. No fire arms
3.Alcohol is prohibited before or during missions/game play time.
4. No out of character violence will be tolerated
5. No littering
6. No fireworks are allowed without the express permission from the
current safety officer
7. Abilities and spells granted on a daily/weekly/monthly basis are only
granted at an Official Medieval Chaos game.
8. OOC information cannot be used during game play unless permitted
by a spell or ability.
9. Players must sign all waivers and other appropriate paperwork
BEFORE participating in a mission

~Gate House Rules~


Prior to entry to an Medieval Chaos event all players must pass through the
gate house.
1.Players must have completed all necessary Medieval Chaos paperwork.
2. Players must check in at gate upon arrival to Dagger Deep. Must have a
character and once passed the Gate House the Player is to be in character
and game play commences
3.Players must have character appropriate costume, this includes all item
brought into Dagger Deep.
4.No mundane items, everything brought into the game world should look in
period
5. The Gatehouse will only admit characters between 3:pm and 5pm, All
players that wish to attend the days mission must be past the gate by 5 pm
6.No unbridled peasantry. When new players or spectators come to the Deep
they must be escorted around by a referee or a registered full guild or
registered high guild for their first experience.
7.The Person behind the Gatehouse counter is a referee and are an arbiter of
the game rules so be nice, follow the rules or you'll be asked to leave.
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~Combat Rules~
1. When out of hit points act dead.
2. Players must provide their own safety equipment
3. Plundering dead characters is allowed, with the exception of weapons,
and armour and non character items.
4. Forearm armour when worn and proficient can be used to block attacks
negating hit point and armour point damage when block is successful
5. Shin armour when worn and proficient can be used to block attacks
negating hit point and armour point damage when block is successful
6. Shields block all melee, ranged attacks and magic with projectile
components, shields do not block shots from flintlocks.
7. Arrows deal 3damage, Arrows cannot be used in melee combat, and only
a single arrow may be fired at a time unless otherwise stated.
8. Throat cuts are instant kills, but MUST be done with a knife and attacking
player must not be in combat.
9. Bows and crossbows may not be used as melee weapons nor may they be
used to block

~Caster Rules~
1. Spells must use appropriate casting time, appropriate mana cost, visual
component(s) and spell words.
2. Fireworks are not to be used as weapons.
3. If a caster becomes silenced or completely magically immobilized they
cannot cast.

~Game Play~
Game play in medieval chaos is everything from character persona down to
the armour a character is wearing. Everything that happens in medieval
chaos during game day is considered game play.

~Role Playing~
From Wikipedia, the free encyclopaedia
In role-playing, participants adopt and act out the role of characters, or parts,
that may have personalities, motivations, and backgrounds different from
their own. Role-playing, also known as RP to some, is like being in an
improvisational drama or free-form theatre, in which the participants are the
actors who are playing parts, and the audience.

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~Persona~
Players who join medieval Chaos are expected to create a character or
persona that they can use to interact with other characters. Players take on a
new name, race, and guild and act their characters out as well as they can.
The setting however medieval sounding and appearing is really intended to
be more fantasy based. Therefore there are no specific time periods, historic
locations, or re-enactments. The game setting is a world with magic, Meta
human races, and a more colourful history. Players are encouraged to
remember this when creating their persona. When a player first starts
Medieval Chaos they create a peasant character with little history, title, or
responsibilities. It is wise for a player to take this time as a peasant to learn
about the history of the realm and the social workings of the Medieval
Chaos world.

~In Character & Out of Character~


Players are expected to interact with each other both as themselves and as
their character. To avoid confusion between what is the player and what is
the character, players are encouraged to make their characters significantly
different then themselves. Characters may talk differently than players; have
a different tone of voice, different posture, or even a totally different attitude.
Players must also remember that when acting as a character, players must act
as if they only know what their character knows and not what they
themselves know. Players must make decisions based on character
knowledge rather than their own personal knowledge. This form of
improvisational acting and character based decision making are called being
In-Character or IC. When all players are IC it makes the game run
smoother and more like a fantasy video game or book, it helps all players to
be IC as often as possible. When a player is talking normally as themselves
and not their characters they are considered Out of Character or OOC. Now,
Players must remember that information gathered OOC is not intended for
use IC as it could ruin the game play for fellow players. Once signed in and
passed the Gate house all Players are expected to be IC.

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~Main Characters and Alternate Characters~
Players in medieval Chaos are allowed to create two characters their main
character and their alternate character. A players main character is normally
the first character they make and the most prominently played character by
that player, where as the alternate character is played less frequently and is
often incredibly different then the players main character. It is important for
players who are creating alternate characters to remember, that in order for
other players to know the difference between their main character and their
alternate character the player must make the alternate character dramatically
different then their main character. As well players must also remember that
they cannot trade magical items between their main and alternate characters
no matter the circumstance.

~Non-Player Characters~
Every player at Medieval Chaos will undoubtedly play the role of the Non
Player Character. Non Player Characters are commonly referred to as NPCs
simply for ease of use while creating scenarios. Scenarios require Orcs,
Zombies, Brigands and all types of foes for battle; they also require traveling
Merchants, Bards, or Fighters for plot and even foul Demons or clever
Sorcerers for main antagonists. All of these roles have to be filled with
players in order for the characters to run their mission successfully. These
players will be handed their orders by the current game master and told to
meet with the N.P.C. leader for more information.

~Combat~
The combat in medieval chaos is to create mimic the combat of medieval
battle. However, our combat is designed with hit points and padded weapons
instead of blood and steel. Players are encouraged to attack each other with
reasonable force and speed to fully experience melee combat. At the same
time players need to be aware that even our combat has its consequences,
and remember to only fight as hard as your opponent fights you. All
characters are subject to combat rules and must provide their own protective
equipment during combat. If you do not wish to partake in the combat aspect
of medieval chaos you can simply become a Non-Combatant Character.

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~Full Combat Characters~
Players who create full combat characters must accept that they will be in
battle and they will get hurt. Every full combat character is wounded at least
twice and combat is not necessary to play medieval chaos. Full combat
characters get all the hit points, weapon proficiencies, and armour ranking
that they normally receive from their guild.

~Non-Combatant Characters~
Players who create Non-Combatant Characters or NCC must not wield any
weapons and cannot be hit aside from light tapping. If a Non-Combatant
Character is attacked by an enemy player, the NCC cannot defend with a
weapon or retaliate with combat spells. If a N.C.C. enters a full battle they
must expect that they will be hit and could be hurt. If they do not want to be
hurt a N.C.C. should stay far from battle.
advised to know
the ~Strikes, Tackles and Grappling~
In combat fists can and will be used by players with the appropriate abilities
and protective gear, they are subjected to the same target areas and are
required to demonstrate strict control of the strength used with each strike.
While expected to make each strike look physically damaging the actual
blow shall not injure. When tackling the Player must ensure that the Head is
never used as a takedown point. While Grappling or Wrestling Players may
not use joint locks or pressure points.

~STOP!~
The word Stop has unique significance in combat, when stop is yelled the
entire game stops. Stop is used when an injury occurs or when a dangerous
situation arises. Anyone is entitled to yell stop and all players must abide by
the stop. Once the situation is resolved a countdown will be held to indicate
when game play may resume. Anything that happens during a STOP is
OOC.

~How Eye Contact Works~


The definition of Eye contact is simply that you need only know that the
player is aiming at you, looking away or down at the ground will not save
you from a bullet to the brain, or an untimely persuade once you know you
are being targeted you are essentially effected as long as the you hear the
ability take place.

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~How Hit Points Work.~
Hit points are the amount of times a character can be struck in the
designated point area. The designate point area is every part of the body
except the hands, head, or groin

~How Hit Point Maximums Work~


A players hit point maximum is the maximum amount of natural hit points a
player is ever allowed to have. A player whose hit point max has not been
reached may gain additional permanent hit points through levelling and
items.

~Buff Max~
The buff max ability allows the character to obtain hit points beyond their
normal maximum. The characters hit point maximum is the maximum
amount of permanent hit points that a character can acquire, but the
characters buff max is the maximum number of hit points a character can
acquire though; enchantments, spells, abilities, or potions. It is good to know
that, no matter what the means no character, that has a buff max rating, can
ever have more hit points then their current buff max rating.

~How Mana Maximums Work~


A players mana maximum is the maximum amount of natural mana a
player is ever allowed to have. A player whose mana max has not been
reached may benefit from potions, enchantments and spells that add to their
mana but only up to their mana max.

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~Permanent Character Death ~
A character that remains dead for three weeks will deteriorate to such an
extent that nothing can bring them back from death. A character that has
been turned into a zombie, wraith, skeleton and remains as such for three
weeks rots away and the creature is destroyed and the character cannot be
brought back to life in anyway. A character that has been turned into a
Demon and remains as such for three weeks has their very soul corrupted
and the possessing spirit of the Demon takes over at this point the character
becomes a permanent NPC. Even if a character is missing a head, heart, a
foot or any other body part they can still be brought back for up to three
weeks.

~Disease~
There are three ways that a player can contract a disease within medieval
chaos when a player pillages a diseased item from a dead character or to
wield or use a diseased item and to touch a player whom has a disease.
Diseased items can be any item that can be pillaged from another character
but diseased items are identified by a ribbon wrapped around them. Different
ribbon colors represent different diseases. Diseased items must be cured
before being touched or used or else the user will contract the disease. The
ribbons used to identify a disease are strictly OOC no character can see the
ribbon and unless a spell is cast cannot tell an item is diseased.

Infection
Ribbon Color: Red
Hindrances
If a player uses an ability they lose one hit point
If the player drinks a potion they lose one hit point
If the player casts a spell they lose one hit point
If the player enters combat they lose one hit point
If a player runs they lose one hit point for every minute they run
Cure: Cure Spell

Description
Any character who contracts an infectious disease is weakened every time
they excerpt any level of energy. The infection will begin to take over the
characters life until they are cured. Every time the character uses an ability
or drinks a potion they lose one hit point, every time they cast a spell, enter
combat, or even run the character loses hit points.

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Fatigue
Ribbon Color: Yellow
Hindrances
Player cannot wield heavy weapons or wear heavy armour
Player can only carry one weapon
Player can only wield one weapon
Player cannot wield a shield
Player cannot use any abilities
Players hit points and mana points are reduced by half
Cure: Cure Spell

Description
The player who catches fatigue will find themselves exhausted and unable to
carry heavy loads. Due to the extreme exhaustion the player is not able to
wield or carry more than a single weapon. While a player is fatigued their
current hit points and mana points are half their normal capacity. A player
with fatigue will also find themselves too weak to use any of their natural
abilities.

Black Death
Ribbon Color: Blue
Hindrances
If player is not cured within three weeks they die
If a player dies from the black death they suffer character death
Cure: Cure All Potion

Description
The player who is unfortunate enough to contract the black death may have
their days numbered. Once the black death enters the body is begins to
slowly destroy the player from the inside out. The only known cure for the
Black Death is the cure all potion the normal cure spell simply isnt potent
enough to expel the disease. If the player is unfortunate enough to have the
black death for three weeks then upon the forth week the character dies
unable to be resurrected.

Mind Blight
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Ribbon Colour: White
Hindrances
Losses the option of using current guild level abilities and spells until cured
If not cured within a week losses the next previous guild level of abilities
and spells.
After all abilities are lost on the final week the effected player forgets their
name and the names of their friends.
Example: High guild loses high guild abilities next week they lose full guild
abilities next week they lose apprentice abilities
next week they forget their name and the names of their friends.
Cure: Cure Spell

Description
The Mind Blight disease has been spread to the world by the Cultist's. The
disease damages the mind of its victims causing them to forget vast swaths
of their memories. Examples: High Guild Players lose all high guild abilities
and high guild spells. Full guild players lose all full guild abilities and full
guild spells. Apprentices lose all apprentices abilities and apprentice spells
Commoners forget their name and the names of their friends and allies.

~Equipment~
The Equipment of Medieval Chaos ranges from a Wizards spell components
to Warlords sword and shield. All manner of equipment in Medieval Chaos
is created to mimic the equipment of a fantasy environment on a limited
budget. All equipment within Medieval Chaos can be divided into one of
the following categories; weapons, armour, or magical.

~Weapons~
The weapons used at Medieval Chaos are normally created using a form of
soft foam padding and a core of light weight P.V.C. piping wrapped in all
forms of tape and glue. Players are encouraged to come up with new creative
weapons, the only limit to which weapons can be created by a player is their
imagination. All weapons at Medieval Chaos must be built to suit safety
standards that have been put into place by Medieval Chaos or can be
purchased from commercial latex weapon manufacturers.

~Weapon Safety Standards~

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1. Weapon core must be made from schedule 40 P.V.C. Piping or approved
alternative.
2. P.V.C core must not exceed 1 inch thick.
3. Padding must resemble pool noodle foam or blue roll out camping mat
foam.
4. All weapons must be padded at both ends of the core.
5. The core must be padded by at least the minimum amount specified on the
chart.
6. Weapon padding must compress when squeezed but not enough that the
core can be felt through the striking edge.

~Weapon Types~
Different characters within Medieval Chaos can wield different weapons.
Weapon lengths and sizes have been made as flexible as possible to include
a wide variety of weapon styles. All following lengths include the weapon
handle and are measured from pommel to tip. Striking edges are measured
from the edge of the padding to the core of the weapon. This chart indicates
what constitutes and safe weapon in the MC world.

Minimum Striking min.


Length Example Weapons
Thrust Tip Edge PVC
Knife, Poniard, Tanto,
Dagger 1" 1/2"-2" 1/2"
Dirk
Wizard's staff,
Staff 1 1/2" 1"+ 3/4"
Quarterstaff

Light
(1 hand)
Gladius, Short sword,
Swords 18"-30" 1 1/4" 3/4"-3" 1/2"
Cutlass
Bludgeon, Cudgel,
Maces 12"-30" 1" 1"-4" 1/2"
Hammer
Hatchet, Cleaver, Hand
Axes 12"-30" 1" 2"-6" 1/2"
axe
Javelin, Harpoon, Sharp
Polearms 24"-48" 1 1/4" 3/4"-2" 1/2"
Stick

Medium
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(1/2h)
Long sword, Katana,
Swords 30"-48" 1 1/2" 1"-3" 1/2"
Rapier
Maces 24"-48" 1 1/4" 1.5"-8" 3/4" Footman's Mace, Club
Axes 24"-48" 1 1/4" 2.5"-12" 3/4" Forester's axe, Battleaxe
Polearms 48"-72" 1 1/2" 1"-3" 3/4" Spear, Glaive, Naginata

Heavy (2h)
Swords 48"-72" 2" 1.5"-5" 3/4" Great Sword, Falchion
War hammer, Maul,
Maces 30"-60" 1 1/2" 2"-12" 1"
Great club
Great axe, Executioner's
Axes 30"-60" 1 1/2" 3"-18" 1"
axe
Halberd, Pike, Long
Polearms 60"-120" 2" 2"-8" 1"
spear

Massive
(2h)
Ram, Otsuchi, Pendulum
Any 60"+ 2.5" 5"+ 1"
axe, Throng ball, dachi

Bash Shield
(1h)
min
Width Height min Edge Example Weapons
Face
Bash
6 - 16 6 - 16 1" 3/4" Buckler, Fist-shield
Buckler
Targe, Heater, Aspis,
Bash Shield 16 - 32 16 - 36 1.25" 1"
Rotella
Bash Tower 24 - 48 36 - 72 1.5" 1.25" Kite, Scutum, Fayum

Ranged Draw
Length Ammo Example Weapons
(1/2h) Weight
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< 16", Dart, Shuriken, Knife,
Thrown by All Foam,
Thrown 60" for Axe, Javelin,
hand Tennis balls &
spears Boomerang, Rock
Golf tubing
Short bow, Hand
up to 15lb
Light Bow up to 48" Arrows/bolts/dar crossbow, Slingshot,
at 28
ts/pellets Dart gun
15lb to Longbow, Recurve,
Heavy Bow over 36"
30lb at 28 Arrows/Bolts Crossbow
Must be
Catapult, Ballista,
able to fire
Siege Any size Dodge ball or as Cannon, Trebuchet,
projectile
Thrown Mangonel
100ft

~Weapon Proficiencies~
Weapon proficiencies listed in a guilds description allow the use of any
weapon of the same type up to that size. For example a guild that allows the
use of Heavy Swords allows its members to use any type of sword up to that
size, Light, Medium, or Heavy. Similarly, A character who can use Bash
Towers can also use Bash Shields and Bash Bucklers. However, a guild that
allows the use of Siege weapons does not necessarily allow the use of
Heavy Bows. Proficiencies gained from Guilds remain with the player when
they level up.

Daggers
The most widespread and versatile weapon in Medieval Chaos, daggers
include a wide variety of thrusting and slicing weapons designed for close
quarters melee.

Staves
A long pole used primarily by casters, a staff is nonetheless an effective
weapon. Staves can be simple unadorned poles or can have ornate decorative
heads. Regardless of how a staff looks it is considered to be a blunt or
bludgeoning weapon.

Swords
A sword is a long, edged weapon employed by soldiers more than any other.
Swords come in thousands of shapes and sizes, and can be straight or
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curved, light and quick, or heavy and devastating. Whatever the type of
sword, the rough general idea remains the same: a sword typically has one or
two edges for cutting and a point for thrusting.

Axes
Primarily chopping and hooking weapons, axes cover a wide variety of
weapons from hatchets to picks, razor sharp Kamas to gargantuan battleaxes.
Axes usually have wide, forward pointing blades on one or both sides of the
shaft.

Maces
Maces are heavy, blunt weapons used primarily at close quarters with
swinging motions. Maces include everything from a crude club to an
expertly forged war hammer. Many maces have sharp flanges or cruel
spikes, but regardless of how a Mace looks it is considered to be a blunt or
bludgeoning weapon.

Polearms
Generally wielded with two hands, Polearms are weapons with a long reach
used in sweeping, hooking, and thrusting motions. Polearms range from
simple spears to elegant dual bladed war glaives. Polearms generally consist
of a long shaft with one or more thrusting points and often have edges for
cutting or hooking foes.

Massive Weapons
Massive Weapons include any weapon larger than those specified on the
weapons chart. Because of their immense size, a massive weapon should be
noticeably softer and less dense than other weapons. Massive weapons are
extremely slow and exhausting to wield. Because of its immense mass, even
a massive sword is considered to be a blunt or bludgeoning weapon.

Bash Shields
Used not only to block strikes and missiles but also swung outwardly to
strike an opponent using the edges and face. Many players choose to add
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foam spikes to the face of their Bash Shields to help convey to other players
that the shield does damage. Any part of the shield that will be used to strike
another player must be sufficiently padded. Regardless of how a Bash Shield
looks it is considered to be a blunt or bludgeoning weapon.

Thrown
A character may use a thrown version of any weapon they are capable of
wielding. A throwing weapon must be constructed entirely out of foam and
tape, no core may be used with the exception of tennis balls and/or the thin
plastic golf tubing commonly found in hardware stores. Such weapons may
be thrown by hand or with the aid of a sling.

Bows
Bows encompass a wide variety of weapons used to damage foes from a
distance, usually (but not always) through the use of flexible limbs and a
strong cord. For simplicitys sake, any weapon that fires projectiles is
classified as a bow for the purposes of weapon proficiencies. This includes
Longbows, Crossbows, Slingshots and even Blowguns. A weapon with a
draw weight of up to 15 pounds is classified as a Light Bow, A draw weight
between 15 pounds and 30 pounds classifies a weapon as a Heavy Bow.
Bows above a 30 pound draw may not be used.

Arrows and Bolts are usually fashioned by securing a penny to the end of the
shaft of a fibreglass or carbon fibre arrow (so the shaft doesnt punch
through) and then adding a minimum one inch of padding onto the head.
Such projectiles should have a striking surface 1.5 inches in diameter or
larger to prevent permanently damaging the eyes of fellow players. Arrows
and bolts do 3hp of damage.

Siege Weapons
Siege weapons are incredibly large ranged weapons, capable of dispatching
a fully armoured opponent from across a battlefield. Siege weapons must be
able to fire their projectiles 100 feet. These projectiles can be taped up dodge
balls or constructed like a thrown weapon. A siege weapon projectile does 10
hp of damage, this cannot be blocked with a shield, weapon, or any kind of
armour.

Special
Some guilds have Special weapons listed in their proficiencies, such as a
Gladiators Exotic weapons or a Bards Musical Instrument. These
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weapons have no set design or specifications, and are limited only by the
imagination of the player. They must not contain wood or metal and as a rule
of thumb should have 1 of padding on any surface that will be used to strike
another player. Special weapons can be no larger than a player would
otherwise be able to wield.

Bullets
Bullets are what players use to fire a flintlock, bullets may cost gold but
players have a large list of options to choose from. Players must declare
what special bullets they have at the start of the mission; this includes
blessed and silver bullets. And before firing said bullet they will say the
bullet type in character to their chosen target.

Bullets
Name Cost Information
Regular 10 Gold Only lasts for 12 hours before the gunpowder gets
Bullet Pieces wet/dirty and will no longer fire. Kills target player.
Waxed 25 Gold Waxed bullets will last forever and can be pre loaded.
Bullet Pieces Kills target player
Blessed 40 Gold Blessed Bullets kills target player. Kills target Undead
Bullet pieces including Vampires. Theriomorphs lose 1 hit point and
cannot use shifter abilities until cured. Druids die and
cannot use Lupine form until cured.
Silver 40 Gold Silver Bullets kills target player. Kills target
Bullet Pieces Theriomorph. Vampires lose 1 hit point and cannot use
blood abilities until cured. Druids die and cannot use
Lupine form until cured.

~Armour~
Almost all armour at Medieval Chaos is created from modified sports
armour. Players are encouraged to create their own armour or to purchase
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armour from one of our local smiths. The armour itself is a mix of hard
plastic plate, soft foam detailing, and fabric padding, all covered with a
healthy coat of hockey tape. Medieval Chaos armour is created more for
functionality, creativity, and affordability then for historical accuracy or
medieval replication. Armour points are used to rate the amount of strikes a
players armour can handle before it becomes useless. If a player is struck on
armour (not including the fore arm lower legs or helmet) no hit points are
lost, instead armour points are lost. When a player is out of armour points
their armour then becomes ineffective. If a player is struck on ineffective
armour they take hit point damage as normal. Armour points are not restored
if a character is resurrects, Armour points can only be restored by with the
repair armour ability.

Armour Rating
Armour Description Armour Points
Type and Bonuss
Full Fully exposed hard plastic plating, full 4
chest/back/abdomen piece, plated skirt or Immunity to
upper leg armour, arm guards, shin guards, Knock Out
full face great helm, all shields
Heavy Fully exposed hard plastic plating, full 3
chest/back/abdomen, arm guards, shin
guards
all shields
Medium Scattered plastic plates, chest, back, arm 2
guards
24 rounds shield
Light Light padded armour with no hard plastic 1
plate, chest, plate arm guards optional
No Shields
Note: All players may wear as much protective gear as they desire but only
gain the benefits of armour granted by their guild

~Armour Proficiencies~
Armour proficiencies listed in a guilds description allow the use of any
Armour up to the listed type. For example a guild that allows the use of
Heavy Armours allows its members to use Light, Medium, or Heavy
Armour. Players only gain armour points and bonuses from armour in which
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they are proficient. Proficiencies gained from Guilds remain with the player
when they level up.

~Helmets~
In order to increase the amount of players wearing helmets on the battlefield
all players wearing helmets will receive an additional one armour point
bonus.

~Magical Equipment~
Many players in medieval chaos posses, own, or wield magical equipment.
Enchantments can be created at the local shops or for those who are patient
enough there are always magical items to be pillaged from the enemy. For
those who do not wish enchantments there are always many scrolls and
potions to be found scattered upon the battlefield. All players selling magical
items to other players can only do so in character with only Medieval Chaos
currency.

~Enchanted Items~
Any item within medieval chaos can potentially be enchanted from a tattoo
to a dagger. The most commonly enchanted items are normally rings and
swords. Rings are enchanted because the player can hide them easily and
they can be almost always worn under a gauntlet. Swords are enchanted
because weapons and armour are not loot able within medieval chaos so
therefore the enchanted sword cannot be looted. If a player receives an
enchanted item they do not know truly what it is until it have been identified
by a local merchant.

~Scrolls~
When a battle is over the first thing a wizard looks for on the bodies of the
dead are scrolls. Rolled up fabrics that contain spells even a warlord could
use or potentially a wizard could add to their library. These spells are written
in the language of magic and can be rather hard to decipher. Some scrolls are
readable and can be used by any player within medieval chaos, some scrolls
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are writeable which can only be written into a spell book, and some scrolls
are both readable and writeable. In any case once the scroll is used for
reading or writing it turns to dust and is no longer useful.

~Potions~
Many potion's exist in medieval chaos and many guilds within medieval
chaos know how to make some of these potions. Common potions include
heal, resurrect, revive, and restore arcane mana. Many other potions can be
made or simply looted from the enemy but a player is advised to know what
theyre drinking before the drink it as it may have ill consequences as some
may be poisonous or deadly. All potions must be 200ml or more and must be
consumed completely within 1 minute of opening or the potion expires. If a
potion is diseased or poisoned it loses all magical properties and acts only as
an agent for carrying the disease or poison.

~Character Creation~
Everyone begins play as a peasant; it gives players an opportunity to learn
not only game mechanics but where they fit in on the guild tree. All players
start off as peasants to help them learn crucial rules and game dynamics.
Players must remain peasants until they can be apprenticed by a member of
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the guild they wish to join. Once they decide which guild to choose they
must find a player willing to master them in their guild. When creating a
new character players are encouraged to use their imagination and choose a
role that they can play easily. In Medieval Chaos players have a many races
to choose from, all races have specific flaws and merits as well as physical
requirements. Once a player has chosen a race and developed a persona they
can then begin to fully interact in the medieval chaos environment.

Peasants are a learning character and upgrading from peasant-hood couldnt


be easier. Players just have to choose to apprentice under one of the three
guilds. From then on the player must pass a level test to advance to the next
level of their chosen guild. All guilds live in peace with each other;
remember not to get guilds and factions confused.

~Races~
Medieval Chaos incorporates specific fantasy elements to create a more
unique atmosphere. One of these elements is the different racial options
provided to players. This is done to help give characters more depth and
personality. Each race has its own special abilities and hindrances these are
called flaws and merits.

Green Orcs
As green as spring leaves and as wild as the wolves that stalk the night, the
Orcs are an often misunderstood race. Orcs can be chaotic and violent in
nature or they can be cunning and swift, some Orcs have even been known
to wield magic. The Orcish race is renowned for its love of battle; their love
of battle runs so deep that once engaged in battle Orcs gain an additional hit
point.
Physical Criteria
No Less than 53 at full height
Weight: No less than 100lbslbs at full weight
Skin: Must be green skinned
Merits: +1 hit point in combat, Rage, Foe Splitter
Flaws: -1 hit point out of combat, 0 arcane mana max
Halflings
Halflings are known for their enjoyment of comfort, privacy and the luxuries
of life. Few Halflings become knights, paladins or gladiators; their small
size limits their power and weapon size and this can lead them away from
the fighters guild. Many Halflings have gone on to become great thieves
and rogues due to their fast talking shyness and their quiet quick feet.

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Physical Criteria
Height: No more than 56 at full height
Weight: No less than 90lbs at full weight
Hair: must have sufficient body and/or facial hair
Merits: Sneak, Persuade, Nimble Fingers
Flaws: Slight Frame

High Elves
some of the most powerful casters come from elvish roots. Mana runs thick
in the blood of the elvish; this gives elves their beauty and glow. Their magic
is so powerful it can even bring them back from the grave. Elves are known
for their pompous selfish attitudes. They will be seldom seen in the company
of dwarves and even less in the company of Orcs.
Physical Criteria
Height: No less than 50 at full height
Weight: No more than 200lbs at full weight
Hair: Must have no facial hair
Note: this is basic criteria in an attempt to make this race open to most
players.
Merits: + 5 mana, Regenerate, Archer
Flaws: Slight Frame

Hill Giants
The Giant folk have a bad reputation for being ill mannered and having a
slow wit. Most Giants live peaceful mountain villages farming and forging
steel, using their strength to aid in their livelihood. With so much power and
brute strength on their side Giants find little use for magic. A Giant would
rather knock out an opponent with its fist then fight with any other weapon.
Physical Criteria
No Less than 60 at full height
Weight: No less than 250lbslbs at full weight
Merits: Giant Traits, Knock Out, Cudgel
Flaws: 0 mana max

Human
No race in the world is more apt at adaptability than Humans. Easily able to
turn their hand to any task or live in any environment it is easy to see why
humans are the most prolific race in the world.
Physical Criteria
None
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Merits: Adaptive
Flaws: None

Mountain Dwarves
Strong, courageous, and spiteful these are the characteristics of your
common dwarf. What they lack in height they make up in heart and girth this
gives dwarves a cutting edge in melee combat. However this natural love of
battle keeps a dwarf spending more time in combat and less time studying a
spell book.
Physical Criteria
Height: No more than 56 at full height
Weight: No less than 110 at full weight
Hair: must have sufficient body and/or facial hair
Merits: Strong Blood, + 1 hit point, Stout
Flaws: -5 Mana, 0 arcane mana max

Half Breeds
Half breeds are a mix of two races. In order to qualify to play a half breed
you must meet the Physical Criteria of one of the races; the player chooses
which physical criteria they shall meet. Which means the easiest way to
qualify for a half breed race is to be half human.

If you cannot meet the Physical Criteria of the race you wish to play being a
half breed may be the solution for you.

There are no half Hill Giant half Halfling combinations

The half breed gains 1 merit form each race and all flaws from each race.
Merits of the same name do not stack. The player may choose which merits
they receive with the following exception half Hill Giant may not choose
Knock Out.

~Racial Abilities~

Adaptive
Action:
Must be full blooded human
Effect:
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May choose any one light weapon in which to be proficient regardless of
class
Details:
Humans have an innate understanding of tools and weapons and as such all
full bloodied humans always find a weapon in which they are uniquely
suited for.

Archer
Action:
Must be full blooded High Elf
Effect:
May wield light bows regardless of class
Details:
Revering the natural world High Elves teach their children how to make
weapons out of fallen trees and how to fashion arrows out of fallen branches.

Cudgel
Action:
Must be full blooded Hill Giant
Effect:
May wield heavy clubs regardless of class, this doesnt include medium or
light clubs
Details:
Hill Giants stand tall and proud and will use the biggest weapon at hand and
most commonly is the branch of the nearest tree.

Foe Splitter
Action:
Must be a full blooded green Orc
Effect:
May wield medium or light axes regardless of class
Details:
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Green Orc encampments are a savage and brutal places it is never known
when it may be raided, when your neighbour will decide to kill you just for
the sport of it, as such no true green Orc is ever caught without a weapon.

Giant Traits
Effect
Player gains 2 Hit points towards their Hit point max
Player is immune to knock out
Details
Giants are larger and stronger than even the biggest human they have an
inherent immunity to knock out due to their sheer size.

Knockout
Action
Must tap target player on the top of the head with their fist
Must speak words knock out
Effect
Player is put to sleep (see sleep)
Details
The players using the knockout ability must tap the target player on the head
with their gauntlet covered fist. They must then speak the words knock
out. When affected the target player is forced to drop all weapons, fall to
the ground, close their eyes and act as if they are sleeping. The only way to
wake a character from this sleep is to shout their name or touch them.

Nimble Fingers
Action:
Must be a full blooded Halfling
Effect:
May use throwing weapons regardless of class
Details:
The small folk never seem to be at loss for a weapon even a tavern mug
when used correctly can do damage when thrown against someones head.

Regenerate
Action
Player must be dead for at least 60 seconds
Cost 3 mana

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Characters head must be attached
Cannot regenerate from any death that requires a cure spell before
resurrection
Effect
Players auto revive at 60 seconds
All mana is reduced to zero
Details
If a player who has the regenerate ability dies they must only remain dead
for sixty seconds before reviving back to life with only one hit point and
zero mana. The regenerate ability costs a character three mana and will not
work without the sufficient mana.

Stout
Action:
Must be a full blooded Dwarf
Effect:
May wield light hammers regardless of class, may wear armour one step
higher than class allows
Details:
Short and stocky dwarves have the immense physical strengths crammed
into their small statures it is surprising at how much a dwarf can bear
without it seaming a burden.

Strong Blood
Action
Character must be effected by the fatigue or infection disease
Effect
Self Cures Fatigue after 1 week
Self Cures Infect After 2 weeks
Details
Characters with Strong Blood are renowned for their ability to slowly get
better from a disease. Characters with strong blood have a such strong
bodies that after a set time their body cures itself of any fatigue or infection.

~The Guilds~
Medieval Chaos is comprised of three main guilds that grant characters
skills, abilities and restrictions based on their choices.

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The Fighters Guild is suited for those players who want strong brave
characters with lots of hit points and large weapons. The Rogues Guild is
suited for agile and quick characters with sharp wits and stupendous skill.
The Casters Guild is suited for characters that wish to be the fonts of magic
whether Devine, Natural or Arcane.

~Peasants, Commoners & Apprentices~


The first two levels of medieval chaos are designed to create a learning
atmosphere for new players. When any new player creates a character that
character begins at peasant level, so they have ample time to figure out
which direction they wish to bring that character. By giving a new players
weapon restrictions and immunity to magic they are better able to focus on
learning game structure and basic fighting. Until a peasant decides where
they wish to apprentice they will remain a peasant.

Once the player chooses a base guild for their peasant character the character
levels up to be an apprentice of that guild. The player must choose a full
guild member of their base guild to apprentice under, to learn necessary
guild skills. Apprenticing will carry on for the minimum of two missions and
until the master wishes to test the apprentice, at the approval of the guild
master. When the apprentice passes their test and becomes a full guild
character they will gain all the new abilities of the guild level as well as keep
all the abilities earned on previous levels. As Characters level up they will
earn new abilities, some of these abilities can be stacked onto past abilities
allowing the character to grow and become stronger. The Commoner is a
replacement class for the Peasant when a player decides to create an
alternate character they are not allowed to choose to be a Peasant and instead
start play as Commoners.

~Peasant~
Special Abilities: Immune to all magic and all abilities
Hindrances: Only Immune for five weeks
Hit Points: 3
Weapons: Light Swords, Daggers
Armour: Helmets, Gauntlets

Commoner
Special Abilities: Cannot be the target of spells or abilities
Hindrances: Only Immune for five weeks
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Hit Points: 3
Weapons: Light Swords, Daggers
Armour: Helmets, Gauntlets
Details: The Commoner is immune to any spell or ability that targets them;
they however cannot see characters under the effects of invisibility, sneak,
hide in shadows, patience, woodland stride or teleport. As well Commoners
cannot walk through the protection afforded a character by Sanctuary,
Haven, Shield of Air or Globe of Protection.

Entry Level
Peasant/Commoner
Base Guilds
Fighter Rogue Caster
Soldiers Apprentice Thieves Apprentice Devine Arcane Wild
Outlaws Apprentice Killers Apprentice Apprentice Apprentice Apprentice
~Base Guild & Full Guild~

Base guilds consists of the three choices a peasant has to choose from;
fighter, rogue, or caster. It is from these three guilds that all other medieval
chaos guilds are derived. Fighters are known for their strength and their
valour, rogues are known for cunning and stealth and casters are known for
power and healing. Once a player chooses their base guild, they should
begin to think about where they fit in the full guild. The full guild is where
characters gain their prominent abilities, but apprentices cannot reach the
full guild until after they have completed their full guild test. Once the test is
completed a full guild member is granted their abilities and can take on
newer members for apprenticing if they wish.

~Testing and Advancement~

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~Full Guild Test~
Apprentices must be approved by their teacher and must have attended at
least 2 Medieval Chaos missions before the test can take place. If a player
has already reached high guild with another character they are exempt from
the mandatory 2 missions as an apprentice. This test is designed to test the
apprentices knowledge of all spells and/or abilities that they will be
receiving as a full guild and all spells and abilities possessed other players.
For the duration of the test the apprentice takes on all the abilities of the full
guild they are attempting to become. The scenario will test the stress
threshold of the apprentice to determine whether or not they can keep track
of not only their own spells and/or abilities, but all the spells and abilities
being used around them in a scenario. The apprentice must complete a
scenario and be graded by their peers. Apprentices must show all other
players that they understand not only their own spells and/or abilities but
they also understand the spells and abilities of the players around them. If
the apprentice shows no weakness or forgetfulness in this test they will be
approved by their fellow players and will advance into their chosen guild.

~High Guild Test~


Before a full guild player is granted the opportunity to take the high guild
test they must have taken at least one apprentice from base guild to full guild
and must have played at least 2 missions as their full guild character. Full
guild members now have one of the hardest tests in all of medieval chaos.
This test is comprised of 3 elements in an attempt to make sure the player
knows all aspects of game mechanics, fighting, and role playing.

First, the upgrading player must battle two opponents characters of the same
guild level or higher and win. The two opponent characters must choose
where to the battle test is to take place. Once all parties are gathered at the
opponent chosen location, under the eyes of current game master, the battle
may take place. The player wishing to upgrade must defeat the two other
players and be the last player standing on the battlefield. Priest and wizard
characters have the option of taking a single champion of the same level and
fighting four opponents for their test. No enchantments, or special items
granted to the character from other characters (such as blinding power,
poisons, blessings, etc..) may be used during this test.

Second, the upgrading player must partake and complete a scenario quest.
The upgrading player must remain in character for the full duration of the
mission. If the upgrading player uses inaccurate lingo, inexcusable
29
technology, or actions that go against their guild or character they will not
pass the second test. If the player does not break character for the full length
of the scenario they will be approved based the opinion of their peers.

Third, the upgrading player must host a full Medieval Chaos Scenario. If a
player has already reached high guild with another character they are exempt
from this piece of the high guild test. This is done so that upgrading players
will have a better understanding of what happens behind the scenes at
medieval chaos. It also gives other players an idea of how well the
upgrading player knows rules and game mechanics. The scenario must
consist of at least three battles and have a minimum of 15 players. If the
scenario is a success the upgrading player will pass the final test this is based
on the approval of their peers.

The Fighters Guild


All the warriors of medieval chaos begin in the fighters guild from noble
knights to savage barbarians. The fighters guild was designed for the
players who prefer swords to magic and armour to mana. Spells get to
complex and hard to remember when youre swinging you sword and axe.
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Fighters are not only known to wield all weapons and wear nearly every type
of armour but are also renowned for their ability to increase their hit points
well beyond their normal totals.

Fighter Guild Tree


Base Guild
Noble Guilds Outlaw Guilds
Soldiers Apprentice Outlaws Apprentice
Full Guild
Noble Guilds Outlaw Guilds
Knight Barbarian
Footman Ruffian
Gladiator Raider
High Guild
Knight Footman Gladiator Barbarian Ruffian Raider
Warlord Mercenary Champion Chieftain Brigand Reaver
Aristocrat Battle Dancer Ringleader Berserker Thug Siege Breaker

~Base Guild~

Soldiers Apprentice
"The pointy end goes into the other bloke."
Concept
The fresh mind is afraid of combat; this will force a player to defend when
they should attack. The apprentice must learn to take that fear and use it to
their advantage in both attacking and defending. Soldiers apprentices train
with a wide variety of weapons but after they get a few battles under their
belts they usually find a favourite weapon that they are most comfortable
with.
Hit Points: +1
Special Abilities: Weapon Specialization
Weapons: All Light Weapons, Medium Swords, Bash bucklers
Armour: Medium
Hit Point Maximum: 6
Outlaws Apprentice
"I remember when I could barely hold that Axe"
Concept
Outlaws are often criminals, rebels, or may simply reject the idea of a
civilized society. Though they may not be as well equipped or as well

31
trained as their Soldier counterparts they make up for it with their ferocity
and strength. Outlaws spend most of their time outside of civilization and do
not have the luxury of a local blacksmith. As such, they often learn to make
simple repairs on their own.
Hit Points: +1
Special Abilities: Repair Armour
Weapons: All Medium Weapons
Armour: Light
Hit Point Maximum: 6

~Nobel Full Guilds~

Footman
"He'd beaten 60 men with his troop of 10, the Orcs that lay ahead no longer
concerned him"
Concept
A footman is a basic infantry solider with a lot of experience. Rather than
commanding the footman would rather be the first person to slam into the
opposing army. With time a footman can become a master of shield walls
and halberds. Footman need not be of noble birth to play their role, they can
work their way to their rank thru working for the nobility.
Special Abilities
Battle Charge, Advanced Formation
Hit Points: +1
Weapons: Medium weapons, Heavy swords and Pole arms, Bash shields,
Light bows
Armour: Medium
Hit Point Maximum: 9
Buff Max: 14

Gladiator
"You tore his arm off then you did what?"
Concept
Most gladiators were traded as slaves and weren't educated or even able to
speak the local language in most cases. In this condition a person could
ignore the outside world and work on honing their ability to kill and ability
32
to survive. Meanwhile their sense of etiquette and manners may fall behind.
Special Abilities:
Brawl, Blood Lust
Hit Points: +2
Weapons: All Heavy weapons, Bash Bucklers, Thrown
Armour: Medium
Hit Point Maximum: 10
Buff Max: 15

Knight
"You don't know who I am? What are you, a peasant? "
Concept
Knights are the most noble full guild fighter and thus will act as such.
Knights must be of noble blood, knights are normally rich pompous bastards
who enjoy leading armies into battle more than they enjoy killing. Knights
will command entire armies and may not see battle themselves.
Special Abilities:
Run Through, Shield Bonus, Formation
Hit Points: +1
Weapons: All Medium weapons, Heavy swords and pole arms, Bash shields,
Throwing
Armour: Heavy
Hit Point Maximum: 8
Buff Max: 13

Full Guild Outlaws

Barbarian
"Howling like an animal and covered in furs he tore the knight in half, oh the
sound on steel twisting and flesh ripping."
Concept
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People of the north lands clans on the fringes of civilization are considered
barbarians. Although most north people are nomadic, there does exist small
kingdoms scattered thru ought the north. Some barbarians have been known
to be great riders of the sea, some worshipers of Odin while others stick the
forests and worship their goddess. Most barbarians care more for their clan
and their place in Valhalla then the gold in the purse or the furs on their
back.

Special Abilities
Rage, Blood Lust, Clan Nature
Hit Points: +1
Weapons: All Heavy Weapons, Bash bucklers, Thrown
Armour: Medium
Hit Point Maximum: 9
Buff Max: 14

Raider
"They attacked in the night as we slept in our tents. We never stood a
chance"
Concept
Raiders attack suddenly, laying waste to a town, carrying off supplies and
burning it to the ground as they make their escape. They are so effective at
hit and run attacks that they will often attack and ransack a town before the
local garrison can even be alerted to their presence. While other fighters may
pride themselves on their honour and bravery, a Raider knows that the only
real honour is in victory, and will use every dirty trick at their disposal to
ensure it.
Special Abilities
Blinding powder, Battle Charge
Hit Points: +1
Weapons: All Medium weapons, Bash Bucklers, Thrown,
Armour: Medium
Hit Point Maximum: 7
Buff Max: 12

Ruffian
"Yeh, Ill make sure he doesnt walk again"
Concept
As a hired thug the ruffian has many skills, some to aid in battling, and some
to aid in the time between jobs when money is scarce, Ruffians can be the
34
strongest warriors or the sneakiest back stab but in the end its all for the
money.
Special Abilities
Backstab, Set Traps
Hit Points: +1
Weapons: All Medium weapons, Bash Bucklers, Thrown,
Armour: Medium
Hit Point Maximum: 9
Buff Max: 14

~High Guild Fighters~

Aristocrat
"Pride will be the death of me.
Concept
An Aristocrat would rather spend his days collecting taxes from his lands,
discussing politics and drinking mead then go off in search of his own
impending death. Youll normally find Aristocrats walking the halls of their
castle pondering how to suit five hundred men in full plate mail armour with
only three thousand gold. Though they may prefer politics to leading men in
war, never forget that an Aristocrat is born of a knight and can still wield
their sword just as well.
Special Abilities:
Immune to poison, Persuade, Glorious Retreat
Hit Points: +0hp
Weapons: All Medium weapons, Heavy swords and Pole arms, Bash shields
Armour: Heavy
Hit Point Maximum: 9
Buff Max: 14

Battle Dancer
"All we saw was a whirlwind of blades and blood
Concept
working their way up the rank of nobles armies the battle dancers have
much time to practice. Going with full offence and grace the battle dancer

35
cuts through enemies two at a time. A true battle dancer will feel more at
home killing on the battle field than anywhere else. Trained to use two
weapons the battle dancer can both block and attack the same time which is
ideal for moving through large scale battles.

Special Abilities
Duel Weapon Specialization, Momentum, Blind Fighting, Run Through
Hit Points: +0hp
Weapons: All Medium weapons, Heavy swords and Pole arms, Bash shields,
Light bows
Armour: Medium
Hit Point Maximum: 9
Buff Max: 15

Berserker
"My men laughed at the barbarians that had no weapons, now my men are
all dead"
Concept
Barbarians who excel in combat and make great use of their natural rage
often move on to become Berserkers. The Berserker is a character that will
more often rage then wield a weapon in combat. Ill tempered and quick to
start a fight a Berserker will rage on almost any opponent, even when back
stabbed. All this aggression makes a Berserker character badly suited for
nobility or other roles of leadership. Berserkers can make loyal allies and
fierce foes, but more than money a Berserker prefers battle. This in mind a
Berserker will often fight for the army that is offering the most work.
Special Abilities:
Berserker Rage, Greater Bloodlust
Hindrance
Rage Triggers
Hit Points: +2hp
Weapons: All Heavy Weapons, Massive Weapons, Bash bucklers, Thrown
Armour: Medium
Hit Point Maximum: 10
Buff Max: 18
Brigand
"I could have sworn I killed that dammed brigand!
Like four times!"
Concept
your typical roadway bandit, bar fighter, sword for hire, brigand. Brigands
36
are pack hunters and thats a crucial part of why they live as long as they do.
A brigand will often send four of their five men to attack during an ambush,
while the fifth will remain hidden until then end of combat. Once the
enemies have left the combat area the brigand will arise out of hiding to
resurrect his fallen friends. Brigands enjoy the gold pieces in their pocket
almost more than the job they do to get them. Notice how I said almost.
Special Abilities:
Cheat Death, Strong Blood, Patience, Brawl
Hit Points: +1hp
Weapons: All Medium weapons, Heavy Pole arms, Bash Shields, Thrown,
Light Bows
Armour: Heavy
Hit Point Maximum:9
Buff Max: 15

Champion
"Twenty five to one? Sounds like pretty good odds to me"
Concept
Very few Gladiators ever become champions, but the ones that do are
revered as idols to the power of strength. Champions fight against insane
odds and live, because of this they win the hearts of many crowds. Their
power derives from the roaring crowd and sounds of battle. Champions have
devoted their entire life to battle and nothing more, this makes them fierce
foes on the battle field.
Special Abilities:
Weapon Mastery, Knockout, Crowd Pump
Hit Points: +2hp
Weapons: All Heavy Weapons, Massive weapons, Bash shields, Thrown
Exotic,
Armour: Heavy
Hit Point Maximum11
Buff Max: 18

Chieftain
"Call the clans together, its time we quell this little invasion from the south"
Concept
Chieftain Characters will be devoted members of a clan or tribe and will do
everything in their power to protect and aid their clan. Contrary to popular
belief the Chieftain barbarian was normally quite intelligent and a master of

37
clan organization and hierarchy. Some barbarian clans were known for
having great wooden palisade castles and massive siege engines. While other
clans were known for their nomadic nature and for their ability to cover
great distant of land with ease. Behind all these great feats of organization
was a barbarian Chieftain.
Special Abilities:
Rally, Strong Blood, Elder Clan Nature, First Aid
Hit Points: +1hp
Weapons: All Heavy Weapons, Bash Shields, Thrown, Siege weapons
Armour: Heavy
Hit Point Maximum: 9
Buff Max: 16

Reaver
Leave that one alive, Nail him to the wall and let him scream until his voice
gives out. Then kill him.

A Reaver knows that an enemy who fears you is one already defeated, and
will carry the heads of fearsome opponents to intimidate anyone foolish
enough to interfere with their campaign of terror and carnage. Reavers have
even been known to behead defeated foes and eat some of their flesh to gain
their power, imprisoning a portion of the victims soul within their severed
head to act as a focus point for their energies. This combination makes
Reavers an unpredictable threat, able wreak havoc among even the most
seasoned of armies.
Special Abilities:
Cannibalize, Intimidate, Strong Blood
Hit Points: +2hp
Weapons: All Medium weapons, Heavy Axes, Bash Shields, Thrown,
Armour: Heavy
Hit Point Maximum: 10
Buff Maximum: 14

Ring Leader
"We pitched this battle last night, 40 Orcs vs. one gladiator with two
catapults, a ballista and a knife."
Concept
Few Gladiators live long enough to become ring leaders. The Ring Leader
is a character that was originally a gladiator slave but is now part of the
lower nobility. A ringleader will fight in their own ring as well as beside
38
their fellow nobles in times of war. This makes the ringleader a valuable
asset on any battle field as they are trained in both small and large scale
battle.
Special Abilities:
Run Through, Taunt, First Aid, Repair Armour
Hit Points: +1hp
Weapons: All Heavy Weapons, Bash Bucklers, Thrown, Siege Weapons
Armour: Medium
Hit Point Maximum: 9
Buff Max: 15

Siege Breaker
The Catapults are ready. We await your command.
Special Abilities
Naphtha, Defensive Formation, Set Masterwork Traps
Hit Points: + 0 hp
Weapons: Daggers, All Medium weapons, Heavy Pole arms, Bash Bucklers,
Thrown, Heavy Bows, Siege weapons, Special: Battering Ram
Armour: Medium
Hit Point Maximum: 8
Buff Maximum: 14

Thug
"Yen Ill do it, you got the money?"
Concept
Lingering in alley ways and hiding out in small taverns is where you find
the common thug. A thug is most often looking for their next gold piece in
the wallet of anyone who will pay them to fight. Preferring the shadows of
unlit alleyways to the sunlit battle field a thug normally has little reason to
leave the comforts of a city. Money and power are the dreams of young
39
thugs who quickly realize that money is in being the master and not the
servant. Many groups of thugs are run by local gang leaders who often
squabble over their territory or turf.
Special Abilities:
Dim Witted, Punch for Damage, Knockout
Hit Points: +1hp
Weapons: All Medium weapons, Heavy Maces, Thrown,
Armour: Light
Hit Point Maximum: 9
Buff Max: 16

Veteran
Ive been fighting wars since before you could walk, pup.
Concept
A Veteran is the seasoned survivor of countless campaigns and has witnessed
hundreds of battles right from the front lines. Some Veterans take up lives as
mercenaries and market their skills while others are known to take great
honour in their loyalty to one king or queen. In either case, their experience
and determination makes veterans some of the most effective and stubborn
front line fighters youll encounter in medieval chaos
Special Abilities:
Weapon Mastery, First Aid, Quick Healer, Repair Armour
Hit Points: +1hp
Weapons: All Heavy Weapons, Bash Towers, Light Bows, Thrown
Armour: All
Hit Point Maximum10
Buff Max: 16

Warlord
"I will give you the greatest honour of all, my young peasant, you will be
first up the ladder
Concept
No matter where they call home be it in chaos or in peace, war and battle are
always on the mind of the warlord. Thriving on victory and fuelled by wrath
the warlord seeks out his next battle. A Warlord has little time for economics
and law therefore you will more likely find them leading their armies into
battle then sitting in a tall tower raising taxes.
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Special Abilities
Reverse Formation, Fearless, Master Formation, Advanced Formation
Hit Points: +1hp
Weapons: All Heavy Weapons, Bash Towers, Siege Weapons
Armour: All
Hit Point Maximum: 10
Buff Max: 16

~The Rogues Guild~


The act of thievery will be difficult to role play, but what thief doesn't like a
challenge. Thievery was created in our game to keep people on their guard
and to remind us of how easily we can be cheated. The acts of thievery are
as diverse as the players who use them, an assassin will poison your beer
without ever even seeing you, a swashbuckler will slap you with your own
beer then proceed to beat you senseless in the middle of the tavern.

Rogue Guild Tree


Base Guild
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Thiefs Apprentice Killers Apprentice
Full Guild
Thieving Rogues Murdering Rogues
Sneak Assassin
Swashbuckler Cutthroat
Skirmisher Ward
High Guild

Skirmisher Ward
Sneak Assassin
Swashbuckler Sharpshooter Cutthroat Inquisitor
Shadow Bounty
Pirate Trapper Murder Witch
Thief Hunter
Privateer Ripper Hunter
Knifenbak Silencer

~Base Guild Rogues~


Killers Apprentice
~the person attempting to get this quote returned with a nasty cut on his face
and refused to comment.~
Concept
Apprentice rouges are players who are aspiring to be a killer but have yet to
fully attain their guild. With back stab and set traps, apprentice rogues are
the perhaps the most powerful of all apprentice guilds. Their hunger for
more power is almost more frightening then the power they already possess.
Special Abilities
Back stab, Set traps, Hidden Agenda
Hit Points: +0
Weapons: Light Swords, Daggers
Armour: Light
Hit Point Maximum: 5

Thiefs Apprentice
~the person attempting to get this quote couldnt find anyone to ask- nor
could he find his coin-purse.
Concept
Apprentice rouges are players who are aspiring to be a thief but have yet to
fully attain their guild. With back stab and set traps, apprentice rogues are
the perhaps the most powerful of all apprentice guilds. Their hunger for
more power is almost ore frightening then the power they already possess.
Special Abilities
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Back stab, Set traps, Pick locks
Hit Points: +0
Weapons: Thrown, Daggers
Armour: Light
Hit Point Maximum: 4

Full Guild Thieves

Skirmisher
~the person attempting to get this quote returned with several new
piercings~
Concept
The skirmisher is a master of ranged weapons. While most rogues like to get
up close and personal with a dagger, a skirmisher prefers to keep his distance
and pepper his foes with arrows just out of their range, only to disappear into
the woods if enemies get to close. Skirmishers learn to fire multiple arrows
at once as part of their training. This is less accurate and expends ammo
faster, but allows the skirmisher to fire off a lot of arrows in a small amount
of time.
Special Abilities
Multi-shot, Woodland Stride
Hit Points: +0
Weapons: Daggers, Light Axes, Medium Polearms, Thrown, Heavy Bows.
Armour: Light
Hit Point Maximum: 4

Sneak
~the person attempting to get this quote never found anyone to question~
Concept
A sneak is a middle man, they are not assassins, they are not thieves, they
are men of information. The job of a hired sneak is to find out information or
capture the person who has the information. A sneak should never be seen as
his capture leads to the capture of his employer, and in this day in age that
would be worse than death itself.
Special Abilities
Pressure Point Knock Out, Sneak, Detect/Disarm Traps
Hit Points: +0
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Weapons: Daggers, Light swords, Thrown
Armour: Light
Hit Point Maximum: 4

Swashbuckler
~the person attempting to get this quote returned in small pieces weekly in
the mail~
Concept
Swashbucklers are your classic ship sailing rope swinging pirates. A
swashbuckler will walk into a room and pick a fight with every man holding
a sword and chances are he'll win. Swashbucklers are loud and occasionally
dumb but make extremely effective thieves.
Special Abilities :
Brawl, Persuade
Hit Points: +1
Weapons: Daggers, All Medium weapons, Bash Bucklers, Siege weapons,
Thrown
Armour: Medium
Hit Point Maximum: 6

~Full Guild Murderers~

Assassin
~the person attempting to get this quote never returned~
Concept
Assassins are hired to murder people for money. They dont murder the poor
on the street they're hired to kill nobility. Not too much is known about the
inner workings on the assassins guild as it is secret and hidden.

Special Abilities
Create Basic Poison, Detect/Disarm Traps, Hide in Shadows
Hit Points : +1

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Weapons Daggers, All Light weapons, Medium Swords, Light Bows,
Thrown
Armour : Light
Hit Point Maximum: 5

Cutthroat
~the person attempting to get this quote was found dead and robbed~
Concept
The dirtiest fighters in all of Medieval Chaos, a cutthroat will lead their
friend into the woods to ambush them for less than 20gp. A cutthroats most
trusted weapon is their dagger and their favoured armour is the shadows.
Cutthroat characters are killers who loot their victims after killing them, with
little regard for rank or class.

Special Abilities:
Brawl, Bloodlust
Hit Points: +2
Weapons: Daggers, All Medium weapons, Bash Bucklers, Thrown
Armour: Medium
Hit Point Maximum: 6

Ward
"Why send a peasant to do a ward's job?"
A ward is the ideal candidate for dealing with a wizard disabling your forces
or a bishop keeping your enemy's troops alive. With Sakacuron return, the
only magic the average person has been exposed to recently has been that of
the dark lord and his forces. Without their own magic with which to protect
themselves, many folks have sought out other ways to combat magic. These
'Wards' are trained by Clergy to protect their flock from magical foes, seek
out heretics, 'quiet' a meddling mage or even to eliminate enemy church
leaders.
Special Abilities
Create Dispelling Powder, Hide in Shadows, Holy Symbol
Hindrances:

45
0 mana max.
Must carry spell book and adhere to spell book rules.
Hit points: +0
Weapons: Daggers, Medium swords, Small maces, Light bows, Thrown
Armour: Light
Hit Point Maximum: 5

~High Guild Rouges~

Bounty Hunter
~ The Person attempting to get this quote didnt have the guts to approach
the man ~

Often found in the dirtiest taverns and the darkest alleyways these hired
killers will take on anyone for a price. With their royal license to kill a
bounty hunter can legally terminate almost any target without repercussions.
Unlike regular Assassins bounty hunters will usually burst into the room and
slay their target where they stand as everyone else screams in terror.
Special Abilities:
License to Kill, Endorsement, Flintlock, Create Paralyzing Poison, Set
Greater Traps
Hit Points: +2hp
Weapons: Daggers, All Light and Medium Weapons, Heavy Swords, Heavy
Bows, Thrown
Armour: Medium
Hit Point Maximum: 9

Inquisitor
Weve got a lot to talk about, you and I...

Rooting out heretics and bringing them to justice are the inquisitors goals.
Weeding out lies and discovering evil are their skills. No individual or group
will stand in the way of the truth, and no pity or remorse shall stop them in
their execution of their solemn duty. Their ability to extract information out
of even the most uncooperative of subjects is legendary.
Special Abilities:
Crippling Strike, Interrogation, Create Paralyzing Poison, Set Greater Traps
Hindrances:
0 mana max.
Must carry spell-book and adhere to spell-book rules.
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Hit Points: +1hp
Weapons: Daggers, Medium Swords, Light Maces, Thrown, Light Bows
Armour: Medium
Hit Point Maximum: 7

Knifenbak
~ the person attempting to get this quote was found face down in a puddle
with a dagger protruding from his spinal cord~

Concept
Some Sneaks spend their entire life perfecting ways to kill their enemy from
behind without leaving a trace. Knifenbaks have mastered the art of back
stab, often they will weaken their target with poison only to strike them from
behind with their blade. Once a sneak becomes a Knifenbak its no longer a
job its an art. Knifenbaks are more arrogant that an accomplished assassin
but more skilled at sneaking into the shadows. Assassins are hired by kings
to kill nobles, Knifenbaks are moved by their own self will toward killing
whomever they want.
Special Abilities:
Feign Death, Pride Kill, Create Basic Poison, Create Advanced poison
Hit Points: +1hp
Weapons: Daggers, Light Swords Pole arms and Maces, Thrown
Armour: Light
Hit Point Maximum: 8

Murderer
~The person attempting to get this quote was found dead in an dark
alleyway~

Masters of the art of torture and mutilation, Murderers enjoy taking lives
more than anything else. Though every murderer chooses their prey
differently, most follow some sort of obscure pattern that only their deranged
minds can comprehend. The risk of being discovered only adding to their
excitement, they often end up selecting increasingly high profile targets
upon which to satisfy their homicidal urges. These disturbed individuals
revel in tying up their victims and gleefully slicing them to pieces, the
tortured screams of agony music to their ears.
Special Abilities:
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Conceal Corpse, Crippling Strike, Greater Bloodlust, Create Paralyzing
Poison
Hit Points: +1hp
Weapons: Daggers, All Light and Medium weapons, Bash Bucklers, Thrown
Armour: Medium
Hit Point Maximum: 8

Pirate
~The person attempting to get this quote was found with their tongue,
fingers and toes removed in the local tavern~

Pirates can be found in all sorts of places from the dirtiest tavern to the most
desirable ship. Regardless of where they call home pirates are among the
dirtiest fighters in medieval chaos. Theyll throw sand in your eyes before
cleaving your buddys head in two with their cutlass and then turning their
pistol on you, and after all of that theyll make a daring escape. As a pirate
everyone wants a piece of them, and it is that fear and respect that they
crave.
Special Abilities:
Glorious Retreat, Pillaged Booty, Flintlock, Blinding Powder,
Masterwork Traps
Hit Points: +1hp
Weapons: Daggers, All Light and Medium weapons, Heavy Swords, Bash
Bucklers, Siege weapons, Light Bows, Thrown
Armour: Medium
Hit Point Maximum: 9

Privateer
~The person attempting to get this quote is resting in Davie Jones locker~

Privateers come from all walks of life, however one thing they have in
common is independence. These great warriors travel the land and sea,
Blade and pistol in hand, pillaging and killing in the name of their lord.
Driven by their unquenchable thirst for treasure, wenches and rum these men
and women make worthy allies and dangerous foes.
Special Abilities:
Imperial Ammunition, Run Through, Flintlock, First Aid,
Black Powder Trap
Hit Points: +1hp
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Weapons: Daggers, All Light and Medium weapons, Heavy Polearms, Bash
Bucklers, Siege weapons, Heavy Bows, Thrown.
Armour: Medium
Hit Point Maximum: 9

Ripper
~The person attempting to get this quote was found torn to shreds~

Rippers are among the most brutal fighters in Medieval Chaos, they are true
brawlers capable of dismembering their enemies one by one while still
taking blows to their body. Many Rippers have thrown aside the noble
tradition of killing for money, and now mostly do it just for the sake of
inflicting pain
Special Abilities:
Heart Rip, Limb Rip, Create Paralyzing Poison, Create Blinding Powder,
Set Greater Traps
Hit Points: +2hp
Weapons: Daggers, All Light and Medium weapons, Bash Bucklers, Thrown
Armour: Medium
Hit Point Maximum: 8

Shadow Thief
~the person attempting to get this quote was unconscious in a dark alley~
Concept
More interested in information then blood the Shadow Thief will often seek
out noble informants. Once the information is obtained the shadow thief
knockout the informant and flee the area then seek out a buyer for this
information. A master of secrecy and stealth the promise of a heavy gold
purse will often persuade a shadow thief to give up their information.
Commonly found in the underbelly of noble society the shadow thief enjoys
all the lavish comforts of noble life. Still one must always remember that the
shadow thief is the person you send when you want information. Their
mastery of subduing tactics allows them to neutralize all their targets guards

49
without killing them, and swiftly exit the area with their information as if
they were never there.
Special Abilities:
Impossible Escape, Patience, Create Paralyzing Poison,
Set Greater Traps
Persuade
Hit Points: +1hp
Weapons: Daggers, Light swords, Thrown
Armour: Light
Hit Point Maximum: 7

Sharpshooter
See that Orc with the banner? 15 Silver says I get him in the eye....
Renowned marksmen and women able to fire a volley of arrows at a foe 100
yards away with pinpoint accuracy, a sharpshooter is capable of raining
down death upon hapless foes before they even realise the battle has begun.
These professional archers are almost as cocky as they are deadly, and are
known to spend as much time boasting as they do on the battlements proving
their skill. To step onto a battlefield against a Sharpshooter is by far the
quickest way to lose both your eyes.
Special Abilities:
Called Shot, Hail of arrows, Set Greater Traps, Defensive formation
Hit Points: +1hp
Weapons: Daggers, Light Axes and Swords, Medium Pole arms, Siege
weapons, Heavy Bows, Thrown
Armour: Light
Hit Point Maximum: 6

Silencer
~ The person attempting to get this quote was offered a drink and has been
rendered unable to speak or move since ~

The silencer is a special kind of assassin hired by nobles and peasants alike.
Silencers will stalk their prey for months before actually striking and leaving
their marks life in a matter of seconds. People targeted by silencers
normally do not know they are being stalked until the moment of their death.
Special Abilities:
Main
Patience, Mortally Wound, Create Advanced Poison,
Create Paralyzing Poison, Create Silencing Poison
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Hit Points: +1hp
Weapons: Daggers, All Light Weapons, Medium Swords, Light Bows,
Thrown
Armour: Medium
Hit Point Maximum: 8

Trapper
Dont. Move.

Trappers take great pride in their meticulously laid webs of traps,


challenging themselves to make deadlier and deadlier mazes in the most
inconspicuous places. A fully armed regiment marching into their territory is
nothing more than a fun new puzzle for them to solve. Few combatants have
ever fought a trapper face to face, as they prefer to lure their foes deep into
the forest and lie in wait, lying perfectly still and listening for that telltale
snap. By the time their victims realise theyve been tricked its far too late;
the next step they take will be their last.
Special Abilities:
Set Black Powder Traps, Set Masterwork Traps, Set Greater Traps
Detect/Disarm Traps, Patience
Hit Points: +1hp
Weapons: Daggers, Light Swords, Medium Axes, Heavy Pole arms, Heavy
Bows, Thrown
Armour: Medium
Hit Point Maximum: 6

Witch Hunter
"Happiness is a lit torch and an unrepentant Mage. Fetch the oil."

Witch hunters have taken the art of dispelling to a higher level, and are
capable of unravelling the weave even as it is being manipulated against
them. Bane of magic users, they persecute with extreme prejudice any whom
would wield corrupt magics against their flock. Some even go as far as
destroying any magic user they find, no matter their claims of innocence or
pleas for mercy.
Special Abilities:
Nullify Magic, Divine Edict, Flintlock, Create Silencing Poison
Hindrances:
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0 mana max.
Must carry spell book and adhere to spell book rules.
Homage
Hit Points: +1hp
Weapons: Daggers, Medium Swords, Light Maces and Polearms, Thrown,
Armour: Medium
Hit Point Maximum: 8

~The Casters Guild~


The casters guild of medieval chaos was created to introduce spells and
magic into a fast paced, hard hitting battle ground. Therefore all magic in
medieval chaos has very visible components and can sometimes be very
difficult to cast. Casters must keep track of their mana points, their
components, their casting times, their movements, as well as all of their
enemies on the battle field. Casting was made difficult to keep the battle
field even, if every caster in the casters guild had unlimited instant spells all
other guilds would soon be obsolete. All casters have a mana maximum of
100 mana unless otherwise stated.

Caster Guild Tree


Base Guild

52
Divine Wild Arcane
Apprentice Apprentice Apprentice
Full Guild

Wild Caster
Divine Caster Arcane Caster
Druid
Priest Wizard
Ranger
Acolyte Bard
Monk

High Guild
Priest Acolyte Druid Wizard
Monk Ranger Bard
Bishop Cleric Shape Shifter Battle Mage
Mystic Tracker Minstrel
Cardinal Paladin Oracle Alchemist
Martial Artist Hunter Jester
Shaman Sorcerer

Divine Casters
Dependent on the power of their gods to grant their spells the divine casters
gain their power from their faith in their deity. Divine casters spend their
younger years praying and worshiping with little time for fighting, therefore
Divine apprentice's only get access to a few weapons. As Divine casters
advance they can choose to worship their god through prayer and self
sacrifice or though killing heretics and cleansing sin.

Divine Apprentice
"The beginning of a life of prayer
Concept
Divine Apprentices find themselves more often in study and training than
anywhere else. While an apprentice is learning the ropes they can cast these
basic divine spells to aid them in learning. After due time a divine apprentice
will advance to take their place amongst the Divine Full Guilds.
Special Abilities:
Foci, Pray
Hit Points: +0
Weapons: Dagger, Staff
Armour: Arm Guards, Gauntlets, and Helmets
Spells: Revive, Ray of Light, Create Healing Potion, Flame Spark

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Mana: 20

Divine Full Guild

Acolyte
"The acolyte screamed to the gods as he tore the heathens head from its body
with his bare hands."
Concept
The Acolyte is a devoted aggressive servant of a greater power or god. They
will do anything to destroy the enemies of their god. Spells are cast by an
Acolyte calling out to their god for aid; the god then grants them the ability
to cast the spell. An Acolyte character must be extremely chivalrous,
valorous, honest, and penitent.
Special Abilities:
Holy Symbol
Hindrances:
Blind Faith, Homage
Hit Points: +1
Weapons: Dagger, Staff, All Medium Weapons, Bash shields
Armour: Heavy
Spells: Sanctuary, Turn Undead, Solaris, Lay on Hands
Mana: +20
Hit Point Maximum: 5

Priest
"A warrior can take you far, a priest can take you farther"
Concept
The priest is a devoted servant of a greater power or god. They will do
anything to spread the word of the god. A priest casts their spells by praying
to their god and asking their god to grant them a spell. Priests can be poor
tribal shamans or they can be rich noble bishops, they must simply be
devoted to their god.
Special Abilities:
Unlimited or Instant Heal
(Character must choose one, once chosen the choice becomes permanent)
Hindrance:
Cannot cast in combat
Hit Points: +0
Weapons: Dagger, Staff
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Armour: Arm Guards, Gauntlets, and Helmets
Spells: Bless, Heal, Entangling Vines, Clairvoyance, Sanctuary, Turning,
Light
Mana: +40
Hit Point Maximum: 4

Divine High Guild

Bishop
Kill the bishop, then worry about the paladins"
Concept
Bishops are known for spending most of their time learning as much as they
can about their chosen god. A bishop unlike a priest can cast during combat.
Special Abilities:
Unlimited or Instant Resurrect
(Character must choose one, once chosen the choice becomes permanent)
Can cast in Combat, Immune to disease, 1 Contingency Spell
Hit Points: +0
Weapons: Dagger, Staff
Armour: Arm Guards, Gauntlets, and Helmets
Spells : Create Resurrection Potion, Stone Skin, Dispel, Levitate, Push,
Petrify, Cure, Shield of Air, Globe of Protection
Mana: +60
Memorized Sells Per Day: 10
Hit Point Maximum: 6
Cardinal
Put down your weapons men, its only a priest
Concept
Most high ranking military officers found working in a church are normally
Cardinals. Bishops may lead the church and talk to the gods directly, but
cardinals lead the armies and send men to meet their god. Cardinals on the
battlefield can be the fiercest of foes.
Special Abilities:
Unlimited or Instant Turning
(Character must choose one, once chosen the choice becomes permanent)
Immune to Disease, Can cast in Combat
Hindrance:
Blaspheme
Hit Points: +2
Weapons: Dagger, Staff, Light Swords, Heavy Maces, Light Bows, Bash
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Bucklers
Armour: Heavy
Spells: Silence, Create Resurrection Potion, Stone Skin, Pain, Expel Demon
Mana: +40
Memorized Sells Per Day: 6
Hit Point Maximum: 8

Cleric
Concept
Clerics are known as great protectors and often travel around spreading the
word of their chosen god. Their devout nature and unwavering faith can
make them appear a zealot, but a cleric obeys their own right and wrong
before they obey the words of their bishop.
Special Abilities:
Pure Will, Grace of the Gods, Incorruptible, Repair Armour
Hit Points: +1
Weapons: Dagger, Staff, All Medium Weapons, Bash shields, Heavy Maces
Armour: Heavy
Spells : Heal, Resurrect, Bless Person, Remove Curse, Silence,
Clairvoyance, Dispel, Detect Poison, Detect Disease
Mana: +40
Memorized Sells Per Day: 4
Hit Point Maximum: 8

Paladin
As the battering ram shattered the door the brave paladin cleaved the
invading Black Orcs down, alone but with no fear as he knew the gods were
behind him.
Concept
A Paladin may be the greatest warrior or the most efficient healer, cleaving
their way through the hordes of heathens in the name of their god. A
paladins armour of faith will protect them from all harm and their weapons
as symbols of their gods power shall destroy any evil in their path. Paladins
are trained to be defensive protectors but will most often be seen running
first into battle.
Special Abilities:
Instant or Unlimited Haven
(Character must choose one, once chosen the choice becomes permanent)
Fearless, Immune to disease, Divine Symbols
Hindrances:
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Blaspheme
Hit Points: +2
Weapons: Dagger, Staff, All Heavy Weapons, Bash Towers
Armour: Full
Spells: Heal, Rest
Mana: +20
Memorized Sells Per Day: 0
Hit Point Maximum: 10
Buff Max: 15

~ Arcane Casters~
Drawing their power from a lifetime of knowledge and study, arcane casters
spend most of their time locked away in libraries reading scrolls or on a
grand quest searching for the next writable scroll, the life of the arcane
caster is normally quite solitary. Whether its a bard sending their audience
to sleep or a powerful sorcerer setting hill giants on fire the motto is always
the same, practice makes perfect.

Arcane Apprentice
"The first step in an eternal race for knowledge
Concept
The beginning of an eternal quest to find readable scrolls and find the power
sometimes hidden deep within ancient knowledge. The arcane apprentice
will spend their time practicing their spells and searching for valuable
components for both will aid them in the hardest battle of their lives,
surviving their apprenticeship.
Special Abilities:
Foci, Circle of Power
Hit Points: +0
Weapons: Dagger, Staff,
Armour: Gauntlets, Arm Guards, Helmets
Spells: Sanctuary, Ray of Light, Fire Ball, Create Arcane Mana Potion,
Flame Spark
Mana: 40
Hit Point Maximum: 3

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Arcane Full Guild

Bard
" ... Ahhh bards, you never know whether its the song of the Knifenbaks or
the tale of Shadow Casters youre always in for a good show "
Concept
The medieval wandering musician for hire. A bard will wander from tavern
to tavern singing songs of the lands and telling tales that create legends and
make the past into history. A good bard will know the road to most towns but
wont know many people who live in those towns.
Special Abilities:
Main
Bard Song, Tale of Bravery, Tale of Glory, Backstab
Hindrance:
Must wield spell book and adhere to spell book rules
Hit Points: +0
Weapons: Dagger, Staff, Thrown, Special(Musical Instrument)
Armour: Light
Spells: All Spells
Mana: +20
Hit Point Maximum: 5
Mana Max: 50
Wizard
"I never saw the man casting the spell, but after that I never saw again"
Concept
A wizard is a person whose obsession with magic drives them to study and
learn as much magic as possible. This can make wizards the best of allies
and the vilest of turncoats. A Wizard will study his spell as often as he can,
looking for new faster and better way in which to cast them.
Special Abilities:
Unlimited fireball, Greater Circle of Power
Hindrance
Must wield spell book and adhere to spell book rules
Hit Points: +0
Weapons: Dagger, Staff
Armour: Gauntlets, Arm Guards, Helmets
Spells : All Spells
Mana: +40
Hit Point Maximum: 5

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Arcane High Guild

Alchemist
"You need an invisibility potion? That will be 40 gold
Concept
The Alchemist is a path of both power and fortune, preferring to spend their
time making potions and magical items rather than fighting. Do not however
try to cheat an Alchemist or they will make you wish you had never been
born.
Special Abilities:
Alchemy, Enchant, Scribe Scroll, -8% Magic Tax per Level,
+1 Pre-cast Spell, 1 Contingency Spell
Hindrance:
Magic Tax, Accounting
Hit Points: +0
Weapons: Dagger, Staff
Armour: Gauntlets, Arm Guards, Helmets
Spells: All Spells
Mana: +40
Memorized Sells per Day: 10
Hit Point Maximum: 5
Mana Maximum: 200
Battle Mage
"He never stopped throwing spells, but he never stopped to cast!"
Concept
Battle Mages are players who prefer to not rely solely on their magical
powers to keep them safe, they will charge into battle and beat their
opponents down with their weapons and their spells. It should not however
be forgotten that these fierce brawlers are also accomplished wizards.
Special Abilities:
Unlimited or Instant Levitate, Punch for Damage
Hit Points: +2
Weapons: Dagger, Staff, All Medium Weapons, Heavy Swords, Bash
Shields, Exotic
Armour: Medium
Spells: All Spells
Mana: +20
Memorized Sells per Day: 5
Hit Point Maximum: 8
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Buff Max: 12

Jester
They put the laughter in slaughter
Concept
The Jesters is a master of entertainment with their unyielding wit they can
make even the darkest of kings laugh till his cheeks grow sore. This talent to
create such great humour has given the jester the ability to taunt his enemies
into a rage on the battle field. A jesters power is derived from laughter and
comedy and by making their fellow players laugh they restore some of their
lost mana.
Special Abilities:
Tale of Jest, Juggle, Humour, Taunt
Hindrance
Must wield spell book and adhere to spell book rules
Hit Points: +1
Weapons: Light Weapons, Medium Swords, Medium Maces, Thrown
Armour: Medium
Spells: All Spells
Mana: +40
Memorized Sells Per Day: None
Hit Point Maximum: 6

Minstrel
He was not the least bit scared to mashed into a pulp
Concept
Traveling from town to town the minstrel is a wandering musician,
storyteller, historian, and rogue. Minstrels will gather information then sell it
to rich kings in the form songs and stories. A minstrel can also be found
wandering through the middle of massive battles blessing their companions
with song. The most common place to find a minstrel however is not the
battle field but the back well lit corner of your local tavern.
Special Abilities:
War Song, Tranquil Song, Tale of Power, Sneak
Hindrance
Must wield spell book and adhere to spell book rules
Hit Points: +2
Weapons: Light Weapons, Thrown, Light Bows, Special (Musical
Instrument)
Armour: Light
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Spells: All Spells
Mana: +20
Memorized Sells Per Day: 2
Hit Point Maximum: 8

Sorcerer
"And just why should I let you in old crone?"
Concept
Sorcerers are the result of a wizard who has become utterly obsessed with
magic. The hours of research and time spent questing for mana has paid off
and paid off well the sorcerer can be a wicked foe or the greatest ally. easier.
Special Abilities:
Instant or Unlimited Sleep
(Character must choose one, once chosen the choice becomes permanent)
2 Contingency Spells
Hit Points: -1
Weapons: Dagger, Staff
Armour: Gauntlets, Arm Guards, Helmets
Spells: All Spells
Mana: +80
Memorized Sells Per Day: Unlimited
Hit Point Maximum: 4
Mana Maximum: 500
~Wild Casters~
Lost to the world at the end the first Sakacuron Wars, March 4th 4310, the
wild magic has returned. Wild casters are known to weave their spells using
energy from the nature within them and surrounding them.

Wild Apprentice
"The first step in an eternal race for tranquility
Concept
A young caster that spends most of their days within their own mind quietly
pondering the truth about life and about nature. Manipulating the energies of
the world around them the wild apprentice weaves their first spells.
Special Abilities:
Foci, Herbalism, Meditate
Hit Points: +0
Weapons: Dagger, Staff,
Armour: Light
Spells: Sanctuary, Ray of Light, Invisibility, Flame Spark
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Mana: 20
Hit Point Maximum: 4

Wild Full Guilds

Druid
"His robes were so big that we never saw him make the change,
by the time we got to him it was all just teeth and blood"

Concept
Druids will call upon the powers of their surroundings to cast their magic for
them. Druids can be great and strong warriors who fight bears with daggers.
They can also be master potion makers who spend more time tending their
herb garden than anything else.
Special Abilities:
Lupine Form, Set Traps, Simple Potion Making
Hit Points: +0
Weapons: Light Weapons, Medium Pole Arms
Armour: Light
Spells: Entangling Vines, Detect Poison, Detect Traps, Revive
Mana: +25
Hit Point Maximum: 5

Monk
"The most powerful of monks could punch through plate mail armour
Concept
Monks are people who believe in the powers that exist within their own
bodies. A monk character can force their body to create magic thru their
belief in the powers of body based energy. Monks can be isolated hermit
woodsman or run a do jo in Dagger Deep, their powers comes from their
belief in themselves.
Special Abilities:
Punch for Damage
Hit Points: +1
Weapons: Exotic, Medium Weapons, Dagger, Staff
Armour: Light
Spells: Self Heal
Mana: +15
Hit Point Maximum: 6

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Ranger
"After the first quiver of arrows we charged, the vines took hold of our feet.
Then the Ranger approached, smiling in the dark and holding two curved
silver swords"
Concept
Most rangers are hermits and prefer the company of frogs and squirrels to
the company of people. Rangers gain their spells from a link to the earth
gods and don't so much cast spells as ask the earth to aid them. A ranger will
pray to the earth before killing a rabbit 450yards away with his long bow.
Special Abilities:
Woodland Stride, Set Traps, Detect/Disarm Traps
Hit Points: +1
Weapons: Dagger, Staff, Light Weapons, Thrown, Heavy Bows
Armour: Medium
Spells: Entangle, Ray of Light, Detect Invisibility, Create Healing Potion
Mana: +20
Hit Point Maximum: 5

Wild High Guild

Hunter
"Once Arthur was blind and theyd turned Balthazar into a pin cushion, I had
no choice but to answer their questions. "
Concept
Hunters are well learned in the ways of traps, bows, and moving silently
making them a deadly asset to any ambush. Domestic hunters are often
found working with brigands or local thieves to earn their living. While wild
or traveling hunters spend their time living in near isolation in the
surrounding wilderness. Hunters make good allies and fiercer foes making it
advisable to stand beside them as opposed to against them.
Special Abilities:
Thrill of the Hunt, Back Stab
Hit Points: +2
Weapons: Dagger, Staff, Light Weapons, Thrown, Medium Axes, Heavy
Bows
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Armour: Medium
Spells: Dragon Fear, Self Heal,
Mana: +20
Memorized Sells per Day: 0
Hit Point Maximum: 6

Martial Artist
Are you wearing your chest piece?

Concept
Martial Artists pursue the path of combat. They are enlightened due to many
hours spent mediating which gives them the skill to quickly and effortlessly
dominate any foe. The martial artist has spent their time training to disable
their enemies as quickly and effortlessly as possible.
Special Abilities:
Knock Out, Heart Rip, Pure Will, Quick Healer
Hit Points: +2
Weapons: Exotic, Heavy Weapons, Dagger, Staff, Thrown
Armour: Medium
Spells: Stone Skin
Mana: +20
Memorized Sells per Day: 0
Hit Point Maximum: 8

Mystic
"He was unarmed, I swear!
Concept
A mystic is seasoned monk who has chosen a life of study and magic over a
life of battle and death. Mystics are renowned for their ability to knock down
their opponents using only their magical energy or chi most mystics prefer
the life of the wandering monk traveling from town to town in search of
knowledge and wisdom. The road of a mystic is one of peace this is why it is
rare to see a mystic running into battle. A mystic would much rather battle
with words and wit then with weapons and magic.
Special Abilities:
Fist of Power, Persuade, Pure Will
Hit Points: +0
Weapons: Exotic, Medium Weapons, Dagger, Staff
Armour: Light
Spells: Revive, Turn Undead, Heal, Silence, Push, Stone Skin
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Mana: +40
Memorized Sells per Day: 4
Hit Point Maximum: 7
Mana Maximum: 160

Oracle
"My Thane, the Black Orcs approach from the west, we should prepare
ourselves. They attack at dawn.
Concept
Oracles are important members of any tribal society; they see the future and
prepare themselves and their allies for it. Behind every war chiefs action
there is an Oracles vision behind them. Spending their days making potions
for their brethren they enjoy nothing more than simple walks among nature.
Special Abilities:
Greater Potion Making, Master Potion Making, Forest Form
Hit Points: +1
Weapons: Light Weapons, Medium Pole Arms
Armour: Light
Spells: Clairvoyance, Levitate, Stone Skin, Dragon Fear, Teleport
Mana: +40
Memorized Sells per Day: 5
Hit Point Maximum: 8
Mana Maximum: 200

Shaman
"By the power of the elements I command you leave this place!
Concept
Shaman are masters of the elements, they often travel with their respective
tribes and provide healing and magical aid.
Special Abilities:
Greater Potion Making, Woodland Stride, Elder Clan Nature
Hit Points: +0
Weapons: All Medium Weapons, Bash Bucklers
Armour: Medium
Spells: Dragon Fear, Stone Skin, Hold, Dispel, Heal, Silence,
Set on Fire
Mana: +40
Memorized Sells per Day: 4
Hit Point Maximum: 6

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Mana Maximum: 160

Shape-Shifter
"No one paid any attention to the small field mouse crawling through the
camp. Noweveryone is dead.
Concept
The Shape shifter has perfected the ability to change shape, they will scurry
into a camp in the shape of a mouse, only to turn into a giant lupine and tear
its enemies to shreds, and then as the soldiers come at him bearing arms he
will switch into the astral plane and destroy them without shedding a drop of
his own blood.
Special Abilities:
Rodent Form, Astral Form, Forest Form, Clan Nature
Hindrance:
Will not wear Armour
Hit Points: +3
Weapons: All Medium Weapons, Exotic, Light Bows
Armour: None
Spells: Fear, Stone Skin
Mana: +20
Memorized Sells per Day: 0
Hit Point Maximum: 8
*note players may wear protective gear but gain no benefits from it as a
shape-shifter refuses to wear armour
Tracker
"We thought he was mad, screaming about creatures that no one could see
Concept
The tracker is a master of the forest; they know all the back trails and can
lead a party around dangerous situations. Trackers are also known for
tracking the presence of invisible creatures. A tracker can be found in both
villages and roaming the wilderness for the trackers ability to see the unseen
keeps them employed and well paid.
Special Abilities:
True Sight, Blind Fighting
Hit Points: +2
Weapons: Dagger, Staff, Light Weapons, Thrown, Medium Axes, Heavy
Bows
Armour: Medium
Spells: Stone Skin
Mana: +40
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Memorized Sells per Day: 2
Hit Point Maximum: 6

~Abilities~

Abilities allow players to use skills that would normally take a lot of
dedicated training and allow characters to be the heroic figures of high
fantasy that they are. Within the Medieval Chaos world these abilities can
mean life or death for a character and when used in the right combination
can win the day.

Unlimited and Instant Abilities


Unlimited spell based abilities allow characters to cast a spell that cost no
mana but still take the required casting time unless noted. Instant spell based
abilities allow the character to cast a spell with no casting time, but cost full
mana unless noted. The unlimited or instant spell still cannot be cast if the
character is silenced.

Stacking Abilities
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All abilities in Medieval Chaos are stackable, meaning they are usable
simultaneously. The only abilities that are not stackable and do not work
with any other ability are; Rage, , Brawl, Lupine, and Berserker Rage.
Characters cannot posses more than one of the same ability.

Abilities and Proficiencies


All abilities and proficiencies gained from a guild remain with a character
when they advance in levels

Evolving Abilities
Evolving abilities are abilities that once attained will change and advance as
the character ascends levels. All full guild, high guild level zero and high
guild level one characters abilities that are based on guild level are
calculated as one.

Advanced Formation
Action
Player must call formation
Two or more players must join the formation
Effect
+1 Armour Points
Details
The player using the formation ability must call two or more of their fellow
players to formation. They must then hold the formation for a minimum of
ten seconds after which the armour point is earned

Alchemy
Action
Character must possess, and wield, one ounce of pyrite
Caster must wrap a 200ml drink in black hockey tape
Caster must then wrap a vertical white line all the way around the can in tape

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Player must write the name of the spell contained within the potion on the
white line around the can, in runic
Caster must then fully cast the spell they wish to imbue into the potion
Potions created this way are subject to magic tax
Effect
Player can create a potion of any spell they can cast from their spell book
Potions made in this way take effect directly on the person who drinks the
potion
Details
Characters who possess the alchemy skill have spent many years of practice
in getting the right recipes to concoct a liquid to hold their magic in stasis.
Anyone who consumes a potion made in this way will have the spell effect
take direct effect on them. Example; a player who consumes a fear potion
will not be granted the ability to use fear on other players, but will
themselves come under the effect of the fear spell and run in terror.

Astral Form
Action
Player must be wearing a gray cloak with the hood up
Can only be used once per day per high guild level
Effect
Player can only be damaged with enchanted weapons or magic
Player loses 3mana points per minute while in astral form
Details
To enter astral form the player my first howl loudly then pull up the hood on
their cloak. Once cloaked the players body enters the astral realm and cannot
be damaged by normal weapons. However to keep their spirit within their
body the player suffers a loss of three mana points per minute. Character can
cast, use abilities, and attack in astral form.

Back Stab
Action
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Must be undetected by target player
Stab target player in upper back
Can only use a knife
Must speak words Back Stab
Effect
One strike kills
Details
To successfully land a back stab attack the player must first successfully
sneak up behind their target opponent undetected. Once the player is in
position behind their target opponent they must then plunge their dagger into
the upper back of that target opponent and speak the words Back Stab. The
target opponent is then reduced to zero hit points. If the target opponent can
hear or see the player using backstab approaching then the back stab in
considered a miss and the target opponent only takes a single hit point
damage.

Bard Song
Action
Player must be playing an instrument
Target Player must hear instrument being played
Target player must be friendly
Effect
+2hp to all target friendly players
Details
The player should remain on the sidelines of combat and watch their team
mates fight, but some are brave enough to fight and play. Players who are
using this ability have to play their song loud enough so fellow players and
hear it over the sounds of battle. Be warned that once the bards song is over
the two hit points that were gained with the song are lost.

Basic Herbalism
Action
Each plant noted in this ability is considered as its own separate ability
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Character must harvest the plant with a person who has the Herbalism ability
on 10 separate missions to gain the use of the plants abilities
Only characters who have the Herbalism ability can teach other players who
do not have the Herbalism ability
Effect
Each herb noted in the following chart has its own unique effect
Each herb must be used as described in the following chart
Details
Basic Herbalism
Plant Part Usage Dose Effect
Salal Berries Eaten Raw or Dried 5 berries gains true sight for 5
minutes
Black Berry Leaf Tea, Must be consumed 3 Leaves Character is Cured
hot
Liquorice Fern Root Root, Eaten fresh inch Character is cured as per
the cure all potion
Usnea Moss Wrapped on character 1 Wrap Character comes under the
wounds effect of the first aid ability
Stinging Nettle Leaves Tea, Must be consumed 5 Leaves Character is resurrected
warm
Battle Charge
Action
Player must run at least 30 feet into combat
Must scream a battle cry
Effect
+3 hit points
Details
The player must charge in to battle at full speed toward their opponent and
be screaming a battle cry. This ability can only be used once per battle and
only when fighting two or more opponents.

Berserker Rage
Action
Player must drop all weapons
Player must speak words Berserk
Player must be wearing gauntlets
Hit point bonus cannot go above current buff max
Effect
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+5 hit points
Player can punch for damage
Details
Berserker rage is an upgraded form of rage that not only lets the player
choose their own target but as well grant them the option of retaining their
hit point bonus. A player using Berserker rage must first be wearing
gauntlets then shout the words Berserker rage. Once Berserker rage has
been called the player will receive five additional hit points. The player must
then drop any weapon they are currently wielding and attack the target
player of choice with their gauntlet covered fists. If the player is successful
and defeats his target enemy the player then can choose to rest for one
minute and retain the five hit point bonus. To properly rest a player must
immediately sit on the ground for one minute. During this time the player
cannot be touched, moved, nor can they speak any coherent words.

Blind Fighting
Action
Player must come under the effect of the blind spell or ability
Effect
Character can fight as normal
Details
Some spend years fighting with a blindfold on atop bamboo poles to gain a
noble ability such as blind fighting, and others are just born with it.
Characters who are skilled with the blind fighting ability are able to fight as
well when they are blind as when they can see. This gives them a great
advantage when fighting characters who possess the blind spell or blinding
powder ability, as they are immune to its blinding effect, but not its point of
damage. Characters who have this ability also can fight and see as normal
even if they are blind from a curse, spell or even a bad accident.

Blinding Powder
Action
Player can only create one dose per day per two high guild levels
1 ounce of rice is one dose
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Must hit target player in the face with rice
Player must speak the word Blind when using blinding powder
Powder only lasts twelve hours
Effect
Blinds target player for 1 minute and deals 1hit point of damage
Details
Details: The player must throw the blinding powder at his target. The target
must be noticeably hit with the rice in facial area the powder to take effect.
When affected the target will be forced to close their eyes for one minute to
simulate being blind and takes 1 hit point of damage

Blood Lust
Action
Player must kill two opponents in one battle
Effect
+1 hit point
Details
Players gain one hit point for every two opponents they kill in a single
battle.

Brawl
Action
Player can only wield one weapon
Must be wearing gauntlets
Effect
Players can punch for damage
Player can only punch once per second
Details
Trained in art of street fighting the character with brawl has learned, not to
necessarily punch hard but, where to punch to cause the most damage.
Brawlers will take their time to seek out the proper spot on the body to hit.

Called Shot
Action
Must declare intended target to nearby player
Target must be a minimum of 20 feet away
Must shoot at a target using a Heavy Bow or Siege Weapon
Effect:
If target is hit: +2 hp to character using ability and +1 hp to nearby player
73
that the shot was declared to.
If miss: Sharpshooter loses any buffs currently in effect, including but not
limited to formations, blessings, potions, or beneficial spells

Cannibalism

Description: Those filled with the lust for blood often get carried away and
consume their enemies at first this practice was just to slake the hunger now
it has proven to give the strength of the fallen to the victor.
Action: Must roleplay eating a corpse
Effect: Heals 1 hit point per second while eating a corpse, this ability
cannot take you above your max hit points

Cheat Death
Action
Character Dies
Effect
Can resurrect after everyone has left the 100ft area
Can only be used once per day per high guild level
Details
If a character with cheat death dies on the battle field the can choose to use
their daily cheat death ability and after everyone has left the 100ft area they
can resurrect themselves. The original concept for this ability was that
brigands are notorious for traveling in numbers and sneaking around along
well traveled merchant roads. What most people do not realize is that most
of the time a brigand will hide a fellow brigand in the forest to resurrect him
just in case.

Circle Of Power
Action
Player must create/re-use a circle of 12 stones no smaller than their fists
Player must create/re-use four arrows made with 6 long sticks
74
Player must connect stones with a line of sand that has been in contact with
a river or lake
Player must sit or kneel within the circle un-disturbed
Effect
Players arcane mana is restored 1 mana per minute per high guild level
Circle of power lasts 1 hour
Details
The player wishing to use the circle of power must first place twelve fist
sized stones in a circle then pour a line of sand connecting all 12 stones. As
well, four arrows made with sticks must also be placed on the outside of the
circle, pointing inward. Player must then sit and ignore all players in the
area and read their spell book. For as long as the player remains sitting,
untouched and reading their spell book they continue to replenish their mana
points. This ability however cannot be used to exceed the players full mana.
Until a character reaches high guild level 1 they regain 1 mana per minute.

Clan Nature
Action
Three characters with clan nature or elder clan nature must be traveling
together
All three characters must be wearing a matching symbol of the same clan
Effect
Player gains +2 hp
Details
When clans move together in one unit they gain more than just strength in
numbers they gain pride and courage. It is in these large numbers that they
gain their power and the full abilities. For generations the clan has moved in
packs and in hordes, moving together is in their blood.

Conceal Corpse
Action
Character must locate a dead body
Character must not be seen for one minute
Character must spend one minute preparing the body
May only be used once per week
Effect
75
Dead character, stands and is invisible (see invisibility)
Details:
Murderers have learned to cover up their handiwork so that they will not be
discovered, once per week the Murderer can spend one minute preparing
the corpse of another player without being seen. This can be covering the
body with leaves, cutting them up, or however else the murderer chooses to
roleplay the deed.

Create Dispelling Powder


Action
Must hit target spell with 1oz rice
Target spell must be specified and written on the container upon creation
Target spell must be written in players spell book
Player must speak the words Dispel (target spell name here)
Powder only lasts 6 hours
Effect
Target spell is destroyed
Details
The target spell for each dose of Dispelling Powder must be specified and
written on the container when a dose of dispel is created. Each dose takes 2x
the casting time of the target spell to create. The caster must hit the target
spell with their 1oz of rice as well as speak the words: Dispel (target spell
name here). Once created, the powder will only last for 6 hours. Only spells
contained within the characters spell book can be created into a dispelling
powder.

Create Poison
Action
76
Player can only create one dose per day, must be done with specified
ingredient, must be done to specified dose
Effect
Poisons target player who ingests even a trace of said poison
Details
The player must first create their poison to the specified dose and specified
ingredient. Once the poison is made it will only take effect if ingested in
food or drink. Please note that while poison can only be created by a person
with the ability to create it poison can be used by anyone who possesses it. If
a poison is added to a potion the potion loses all magical effects and only
acts as a poisoned beverage.
Poison Levels
Level Damage Inflicted Ingredient\Dose
Target player loses half of their maximum hit
Basic Salt 60ml
points rounded down for 6 hours
Target player dies and must be cured before they
Advanced Vinegar 100ml
can be brought back to life
Paralyzing 5 min Petrify Hot Sauce 30ml
Silencing Silence until Cured Lemon Juice 100ml
Crippling Strike
Action
Must be undetected by target player or target player must be restrained
Must stab target player in unarmoured area
Can only be done with a dagger or specially constructed torture implements
Must speak word Pain
Effect
Target must roleplay unbearable pain
Target concentration is broken
Details
To successfully land a Crippling Strike the player must first either
successfully sneak up on their target opponent undetected or subdue and
restrain them. The methods by which a target can be restrained are limited
only by the players imagination. They can, for example, be entangled,
paralyzed, tied up, shackled, or simply held down by an accomplice of the
inquisitor. The player can then attack any unarmoured part of the target
opponent and speak the word Pain. The target opponent must roleplay
unbearable pain (see Pain under spells). If the target is unrestrained and can
hear or see the player using crippling strike approaching then the attack is
considered a miss and the target opponent takes one hit point of damage.
77
Crowd Pump
Action
Can only be used once per day per high guild level
Three fellow members of the players party must yell the name of the player
with crowd pump, three times.
Effect
Heals character
Details
The player with crowd pump knows how to work a crowd and how to put on
a good show for their fellow players. Therefore when fellow players cheer
in their name it heals them to their full current hit points representing a boost
in morale.

Defensive Formation
Action
Player must call formation
Five or more players must join the formation
Must be defending a Fortified Structure
Can only be used once per battle
Effect
All players in formation gain +3 Armour Points
Details
The player using the formation ability must call five or more of their fellow
players to formation. They must then hold the formation for a minimum of
ten seconds after which the armour points are earned.

Detect/Disarm Traps
Action
Player can see basic greater and black powder traps and may break the trap
lines with their weapon
Effect
Disarms Trap
Disarms Greater Trap
Disarms Black Powder Trap
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Player does not take trap damage or effect
Details
A player with this ability can use their weapons to detect a trap. Once a trap
is detected the player can disarm the trap, or the greater trap, by breaking it
with their weapon. While disarming a trap, or a greater trap, a player takes
no damage from the trap, or greater trap,. A successfully disarmed trap, or
greater trap, can no longer cause damage to any players. When attempting to
disarm a black powder trap if the cap sounds the player attempting to disarm
the trap is reduced to 0 hit points.

Dim Witted
Action
Character has a 0 Mana Max
Character cannot read
Character cannot learn Herbalism
Effect
Character is immune to all forms of the Persuade ability or spell, including
ultimate persuade
Character is immune to all forms of the Taunt ability or spell
Character is immune to all forms of the Fear spell or ability
Details
The characters who are renowned for being Dim Witted seldom know or
care that they are considered dim witted. This is not to say they are less
intelligent just that they don't always get the joke. However being dim witted
can have its advantages, such as; not caring when people call you names, not
being afraid of the big bad wolf, and not having to do what everyone tells
you to do. In fact being dim witted might just turn out to be the best thing
that ever happened to a character.

Divine Edict
Action:
Player must own a replica flintlock pistol
79
Player must obtain signature of a church leader (of three or more members)
on scroll reading Divine Edict
Effect:
Signed by Church leader of 3 or more: +1 Blessed bullet per month
Signed by Church leader of 6 or more: +1 Silver bullet once per month
Signed by Church leader of 12 or more: +1 blessed and +1 Silver bullet per
month
Void if the congregation shrinks to 2 or less members
Expires after one year.
Details
Characters are sometimes tasked with the tremendous responsibility of
protecting their congregation from malevolent magical forces. As such many
churches will provide consecrated ammunition to aid in this sacred duty.

Divine Symbols
Action
Must be wearing two or more symbols of chosen god
Effect
+2 Hit Point
Details
The character wearing two or more divine symbols is granted two hit points
by their god to aid in the in the fight to spread the name of the god.

Duel Weapon Specialization


Action
When this ability is gained the player must choose a pair of specific weapons
to specialize with
This can only be done once and cannot be used with any ranged or siege
weapon.
Effect
When player wields both of their specialized weapons they gain +2 armour
points
When player stops wielding, one or both specialized weapons, the gained
armour points are lost
Armour points are restored after player spends 1 minute apiece cleaning
each of their weapons with one clean piece of cloth
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Details
Any character with duel weapon specialization has had to spend years
training and fighting with two weapons to gain such a skill. It is this
experience with their specialized weapons that allows them to block a
tremendous amount of shots that would not normally be blocked by other
fighters. This ability applies to two specific weapons and if one or both of
those weapons are broken or lost the character with this ability must attend
ten missions with their new specialized weapons before the ability takes
effect.

Elder Clan Nature


Action
Two characters with elder clan nature or clan nature must be traveling
together
Both characters must be wearing a matching symbol of the same clan
Effect
Player gains +2 hp
Details
When the elders of a clan move together in one unit they gain more than just
strength in numbers they gain pride and courage. It is in these large numbers
that they gain their power and the full abilities of the clan.

Enchant
Action
Must be able to cast the spell that is being enchanted
Must possess object to be enchanted
Ability costs character mana equal to charged mana in enchanted item
Created item is subject to all magic tax laws, and regulations
Character can use foci, or verbal components, and may use specialty
components but they do not reduce the mana cost
Effect
Creates fully charged enchanted item
Details
81
Only after the spell has been fully cast does the item take on the
enchantment. While casting the players are subject to all casting and
miscasting rules. The players wishing to enchant an item must have full
mana needed. Players must then select the spell they wish to enchant and
cast for the full casting time of that spell. Casters may link in order to share
mana costs of an enchantment, the Leader of the link must have the enchant
ability and is under all the restrictions listed. Only a single use charges can
be created using this ability, although there are no limits to the number of
charges that may be placed on a single item.
Enchant spells per level
Level Enchant able Spells High Guild Level
Basic 10 mana or less Level 0
Advanced 25 mana or less Level 3
Master 100 mana or less Level 6
Grand Master All spells Level 10

Endorsement
Action
Must kill or capture wanted law breaker with reward put on their head or
capture
Must present proof of deed to town official
Effect
Town pays bounty hunter an additional fee equal to the price of the reward
Details:
Bounty hunters are employed by royalty and other town officials to bring in
wanted criminals, these men and women are respected officials, and receive
additional incentive for keeping the peace. Only bounties that have been
posted by a noble of Prince or higher whom has paid their nobility tax are
effected by endorsement.

Fearless
Action
Player must be effected by a Dragon Fear spell or related ability
Effect
Character will imagine the caster as the most frightening thing they have
ever seen
Character is not afraid of the caster
Character gains +1hp for 5 minutes
Details
82
Years of training for some and a honed natural ability for others fearless
characters are renowned for their ability to fight the most vile and fearsome.
Characters with fearless are the types of characters that fight dragons and
lichens in their spare time and without breaking a sweat. With this ability a
player will not only be immune to the fear aspect of the fear spell or ability
but will also show such bravery that they will gain the hit point buff.

Feign Death
Action
Player must lie on the ground as if dead
Player may not move
May be used once per day per 2 high guild levels
Effect
Player is immune to all physical attacks, spells, and abilities (inc throat slit.)
Immunities end if player moves of his or her own accord
Details
Should a character with this ability become overwhelmed they are able to
fake their death like no other. When a character with this ability lays on the
ground they can remain so still that even a necromancer would be fooled by
the act. Whether they use a body double, create some sort of illusion or have
some sort of magical protection is unknown, but the act is so convincing that
many a raider has been backstabbed by a rogue they could have sworn they
beheaded just moments before. A character with this ability is immune to all
spells, attacks, abilities, and anything else that might be thrown their way
while lying completely still on the ground. Of course, should they begin
moving again by their own accord even a dim-witted giant could tell they are
in fact quite alive; not surprisingly they can be attacked once again.

First Aid
Action
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Target must have less than full hit points
Must have more than 0 hp
Target character must remove any chest armour worn
Character must wrap 1 square foot of bandaging on target character torso
Character must apply pressure to bandage for at least one minute
Effect
Target is healed to half of their full hit points
Details
Characters with first aid are known for staunching blood flows, stitching
wounds, and keeping themselves and allies alive in the field when magical
healing implements are unavailable. By simply wrapping and bandaging
wounds they bring the target character to a stabilized state where they are
able to continue the fight. This cannot bring back the dead in any way.

Fists of Power
Action
Player must be able to punch for damage
Player must land two punches on an enemy player
Effect
+1hp
Details
Fists of Power allows a player to slowly drain health from another player
and give it to themselves. The player with fists of power must successfully
hit a target player twice using only their fists as weapons. Once both hits
have been landed successfully the player with fists of power gains an
additional hit point not above their maximum.

Flintlock
Action
Player must be wielding a replica muzzle loaded pistol, cap gun
The Player must spend 15 seconds loading the flintlock
Flint lock must be pointed at target player
Target player must be within 10 ft
Character must be out of combat
Eye contact must be met
Bullet type must be stated in character if it is silver or blessed
Player must pull the trigger and the cap must sound
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Player must use one bullet per shot
Pistols can be fired three times per hour before they over heat and cannot be
used
Effect
Target player is killed
Vampire or Lycan special rules apply according to bullet type
Details
The Flintlock is a weapon unlike any other, its a weapon that can kill a
player in one shot. The Player wielding their flintlock must first load their
cap into place then wait the loading time before pointing it at a player who is
not in combat and within 10 Feet. When the proper target player is located
they must then notice that theyve been targeted. Once everything is ready
the player wielding the flintlock must pull the trigger and the flintlocks cap
must sound. When the cap sounds the target player falls dead.
Note: Bullet information can be found in the equipment section

Foci
Action
Before this ability is granted the player must choose one specific weapon,
rod, wand, staff, or an item of jewellery to become the Foci.
The character must have possessed this item for no less than 4 missions
attended
Foci cannot be enchanted
Players can only have one foci
Player must then wield and display the Foci visibly while casting
The caster they must choose which one school of magic they will specialize
in; Clerical, Combat, or Utility.
Foci are not lootable items
Effect
Spell based mana costs decrease by 50% for the specialization selected
Spell based casting times decrease by 50% for the specialization selected
Details: Every caster is granted a Foci from the time that they are just an
apprentice. However before the Foci is granted to the caster they must
choose which school of magic they will specialize in; Clerical, Combat, or
Utility. The caster can only imbue the power of one of the schools of magic
into their. A casters mana will filter through the Foci and the Foci will enable
the cater to spend less mana and speed up the casting process due to the
increase of the casters concentration. A caster can have only one Foci at a
time. Once a caster chooses their specialized school they cannot chose
another, no matter the circumstance. The Foci can be made to be combat
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ready or can be made as a non combat prop. If the foci is ever lost or
destroyed the player must attend 10 missions with the new focus before it
grants any benefits.

Forest Form
Action
Player must touch two trees simultaneously then raise one hand in a closed
fist
Player cannot move their feet
Player must be silent
Effect
Player is in sanctuary
Player receives 1 hit point and 1 wild mana point per minute per high guild
level.
Details
Forest form allows the player to draw life from the trees and forest around
them. Once the player is touching two trees four inches in diameter
minimum, being silent, and not moving their feet the effect will begin to take
place. The player can draw one hit point and one mana point per high guild
level from the trees that they are touching. This ability cannot be used to go
beyond a players normal maximum hit points or mana points.

Formation
Action
Player must call formation
Three or more players must join the formation
Effect
+1 Armour Points
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Details
The player using the formation ability must call three or more of their fellow
players to formation. They must then hold the formation for a minimum of
thirty seconds after which the armour point is earned.

Glorious Retreat
Action
Cannot activate ability when under the effects of the hold or petrify spells
Cannot activate ability when physically restrained
Can only be done once per day per high guild level
Players must laugh loudly
Player must hold their fist in the air
Player must immediately flee for a minimum of 100ft
Effect
Player can flee any situation unharmed
Details
Player who use the ability glorious retreat have a certain knack for timing
and sleight of hand. Glorious retreat is a players way of saying hey look
over there! then fleeing as far as they can. The benefit of this ability is that
a player using it cannot be chased and can escape almost any situation.

Grace of the Gods


Action
Character must die fighting a N.P.C opponent
Character must be resurrected
Character must be wearing a holy symbol of their gods
Effect
Characters is restored to full mana
Details
Characters who have been graced by the gods are in such good standing with
their god that their mana is restored when the character is resurrected.
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Greater Blood Lust
Action
Player must kill one opponent in a single battle
Effect
+1 hit point
Details
Players gain one hit point for every opponent they kill in a single battle.

Greater Circle Of Power


Action
Player must create/re-use a circle of 12 boulders no less than 100 pounds
each
Player must create/re-use four arrows made with 6 long sticks
Player must connect stones with a line of sand that has been in contact with
a river or lake
Player must sit or kneel within the circle un-disturbed
Effect
Players arcane mana is restored 10 mana per minute per high guild level
Circle of power lasts 1 hour
Details
The player wishing to use the circle of power must first place all twelve
boulder sized stones in a circle then pour a line of sand connecting all 12
stones, and four arrows made with sticks must also be placed on the outside
of the circle, pointing inward. For as long as the player remains sitting,
untouched and reading their spell book they continue to replenish their mana
points. This ability however cannot be used to exceed the players full mana.
Until a character reaches high guild level 1 they regain 10 mana per minute.

Greater Potion Making


Action
Player must make a herbal tea
Must use specific herbs
Effect
Creates a Greater Potion
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Potion will only last for 24 hours
Details
The player must first find and gather the required herbs for the potion as
most herbs can only be used fresh. Characters must then place the required
amount of each herb into simmering water creating a light tea. The tea must
then be placed into containers no less then 200ml per dose.

Create Greater Potion Chart


Potion Type Herbs Required
Sanctuary One ounces of sage and one dried blackberry flower
Detect Four ounces dried local apple grown within 2.5km
Invisibility
Cure All One ounce blackberry leaf and one ounce fresh black berry juice

Hail of Arrows
Action:
Player may load up to 4 projectiles onto the same heavy bow.
Effect:
Target(s) lose 3hp per arrow they are hit with
Details:
Some archers learn to fire handfuls of arrows in a single draw, sacrificing
accuracy to unleash deadly volleys of arrows capable of killing many foes
outright. Be warned however, that firing arrows in this manner is less
accurate, takes longer to load and depletes ammunition quickly.

Heart Rip
Action
Can only be used once per day per high guild level
Player must punch target player in the unarmoured stomach
Player must speak the words heart rip
Effect
Target Player is dead
Details
Heart Rip grants the player the power to punch through the stomach and
reach into the chest and pull out the heart of their enemy. This ability cannot
be done thru armour and cannot be done thru the side or back, it must be
done in the stomach. When the ability is used the player must speak the
words heart rip to let the target player know that the ability is being used.

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Hide in Shadows
Action
Must be wearing a black cloak with the hood up
Player cannot move while hiding
Must be hiding in a shadow
Caster must hold both hands open in the air
Effect
Makes player invisible
Details
The player must first find a suitable shadow to hide in then make sure to
pull up the hood of their cloak to be fully undetected. Once draped in the
hooded cloak the player can not been seen by any other players. If the player
leaves the shadow, has a beam of light placed on them, or moves the effect is
broken and the player is once again visible.

Hidden Agenda
Action
To do the full guild test to become a class using this ability a player can
choose a member of a different guild to apprentice under. Thus keeping their
intentions secret...
Player must find a master that wishes to apprentice them
Effect
Apprentice must choose a real rogue master
Apprentice can choose a secondary fake master from any guild
Both masters benefit from apprenticing rogue
Details
Sometimes a player doesn't want everyone to know that they are little crazy
or maybe a little blood thirsty. This ability allows a player to keep their true
talents hidden and secret from all other players in order to properly play their
character. A sneak or a cutthroat aren't going to run through the streets
screaming at the top of their lungs the name of their chosen profession, its
just bad for business.

Holy Symbol
Action
Must be wearing a symbol of chosen god
Effect
+1 Hit Point
Details
The character wearing the holy symbol is granted one hit point by their god
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to aid in the in the fight to spread the name of the god.

Humour
Action
Player must tell a joke
fellow player(s) must laugh
Effect
+1 mana per laughing fellow player
Details
Humour is used on the battle field to increase the morale of you and your
fellow players. By spitting witty jokes before battle or by insulting the
enemy in battle the player with humour will gain mana from their enemies
every mistake. When a fellow player laughs at a joke, insult, or overall witty
comment, the player with humour earns one mana point. The mana points
gained in this way cannot exceed the players maximum mana points

Impossible Escape
Action:
Player must throw a handful of rice up into the air
Player must hold their arms out perpendicular to their bodies
May only be used once per day per 2 high guild levels
Effect:
Player can teleport to another spot within view when they activate the
ability.
Details:
Should a shadow thief ever be unfortunate enough to be spotted they are
known for their ability to vanish without a trace. Even a tracker, with all her
skills, will have trouble locating anything other than a cloud of dust...

Immune to Disease
Action
None
Effect
Immune to Infection
Immune to Fatigue
Immune to Black Death
Immune to Mind Blight
Cannot be turned into undead
Details
A player who is immune to disease can never be infected by any disease or
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ever turned into any creature of the undead.

Incorruptible
Action
Player must be the target of a summoning spell.
Player must be the target of a Possession spell or ability.
Effect
Player is immune.
Details
The incorruptible player is so strongly devoted to their god that outside
spirits are unable to gain a foothold within the characters mind. The player
cannot be the target of possess or other summoning spells.

Imperial Ammunition
Action
Player must own a replica muzzle loader, i.e. percussion cap
Player must obtain signature of noble (prince or higher) on scroll reading
Imperial Ammunition
Effect
+1 Regular Bullet per week at level 1
+1 Waxed bullet per month at level 5
+1 Silver bullet per two months at level 10
Void if signing noble fails to pay royalty tax.
Expires after one year.
Details
Privateers are often men or women of the seas hired by a noble king or
queen to fight in their name and to aid the kingdoms navy if the need ever
arises. Therefore the nobility supporting such a cause will frequently send
shipments of ammunition to their privateer allies.

Interrogation
Action
Target must be subjected to the effects of Pain 5 times
Player must speak the words You will tell me (desired information)
Must make eye contact with target
Target must be restrained
Player must slowly wave their hand between themselves and target character
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Effect
Target character must answer to the best of their ability
Details
A special form of Persuade, Interrogation may be used to obtain information
from player characters or from NPCs. The target must first be restrained
before the ability can be used, but the methods by which this can be
accomplished are limited only by the players imagination. They can, for
example, be entangled, paralyzed, tied up, shackled, or simply held down by
an accomplice of the inquisitor. Interrogation is only usable after five
consecutive uses of crippling strike upon the character being questioned. The
character using interrogation must wave their hand horizontally between
themselves and target character when they make their final demand for
information.

Intimidate
Action:
Player must hold the shrunken head towards target.
Must shout the word Fear!
Player must make a choking motion toward target character.
May only be used once per day plus once per two additional high guild
levels
Target must be within 50ft
Effect:
Target is overwhelmed by fear of the Reaver for no less than 1 minute
Does not affect targets immune to the Dragon Fear spell.
Details:
To use this ability the Player must first obtain the severed head of a player
character or a named re-occurring N.P.C. That has suffered from full
character death. The Player must fashion a prop shrunken head that is
recognizable as the beheaded character and hold out the head towards a
target. The head must be a minimum of 4 inches in diameter. Then while
looking directly at and making eye contact with the target character, the
player must shout the word Fear!. Once the head is held aloft and the
player shouts the word the target character must role play being
overwhelmed by fear and must spend 1 full minute role-playing this fear
taking no other actions.

Juggle
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Action
Player must be juggling 3 or more objects
Player must move their feet
Effect
Player cannot pre cast while juggling
Player cannot be harmed
Players hit points are restored 1 hit point per minute per high guild level
Details
A player with juggle has the power to confuse this enemy while boosting
their own morale. Players using the juggle ability cannot stand still, they
must leap and dance about, making the juggle all the more impressive .The
player must be juggling at least three objects but can choose to juggle more
is they wish.

Legendary
Action
Character must be dead and buried
A minstrel must use the ability tranquil song while standing on the dead
characters grave
Character must have 0 hit points or less
Two other characters must witness the song being played for ritual to work
Character must be dead, and buried whole, for more than 4 weeks to use this
ability .
Effect
Character with legendary ability revives no matter how long they have been
dead
Details
Legendary characters are so powerful that their reputations are strong
enough to bring the back from long beyond the grave. Though very powerful
the legendary character's body is not strong enough to bring them back from
the dead for just any bard with a whistle. A high guild Minstrel must play a
flute, use the ability tranquil song, be standing on the legendary characters
grave, have dedicated the tranquil song to the dead legendary characters, and
have an audience of at least two other characters. Once all these
requirements are met the character with the legendary ability can be
resurrected even after years and years of being dead.

License to Kill
Action
Player must obtain a Nobles signature on scroll reading License to Kill.
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Player must abide by restrictions set by the signing noble.
Restrictions must be written on the license.
Noble who signed it may revoke the license at any time.
Effect
Player is exempt from legal action as a result of killing another character.
Void if signing noble fails to pay royalty tax.
Expires after one year unless specified to expire sooner.
Details
A character with a license to kill has been appointed by a lord to eliminate
threats to the nation. The bearer of this contract has been given the authority
of a judge, jury, and executioner by their lord and any guard or lesser noble
must respect this contract. Legal action cannot be taken on a murder
committed by a player holding a license to kill, however the noble who
signed the license can be held responsible if treasonous acts are committed.
Light Sleeper
Action
Player must be effected by a sleep spell or related ability
Player must be standing when effect takes place
Player must collapse onto the ground as per the effect of the sleep spell or
ability
Effect
When players head touches the ground they awake and the effect of the spell
or ability no longer holds its effect.
Details
Years of training for some and a honed natural ability for others light
sleepers are renowned for their ability to withstand a long nights watch or
wake at the slightest sound. With this ability a player will still come under
the effect of the sleep spell or ability. For this specific ability to take place
the character must be standing when the spell takes effect. When the
character falls to the ground the waking begins to take place Finally when
the character bumps their head on the ground they wake from their Sleep
and are no longer under the effect of the sleep spell

Limb rip
Action
Character must grab an opponents upper arm
Character must maintain grip for three seconds
say Limb Rip! and remove hand
Can only be done once per day per high guild level
Effect
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Target limb is rendered useless until cured
Details
A character with limb rip rarely tears a limb off entirely, but is able to
wrench it in such a way that it tears muscle, rips a tendon or dislocates the
limb at the joint, leaving it to dangle impotently. A ripped arm cannot grip a
weapon or be moved to block an attack, though if a shield is strapped to the
arm it will still block blows.

Lupine Form
Action
Must be wearing gauntlets
Player must loudly scream, howl, or roar
Effect
Player gains +5hp buff max
Player can Punch for Damage
Player gains the Scent ability
Player cannot cast while in Lupine form
Cannot wield weapons in Lupine form
Details
The player must scream, howl, or roar then the character gains the ability to
smell the invisible characters in the area as well as they can exceed their
normal limits.. The Lupine player can use their gauntlet covered fists to
attack other players. Players can choose to leave lupine form any anytime.

Master Formation
Action
Player must call formation
Five or more players must join the formation
Effect
+2 Armour Points
Details
The player using the formation ability must call five or more of their fellow
players to formation. They must then hold the formation for a minimum of
ten seconds after which the armour points are earned.
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Master Potion Making
Action
Player must drink a simple or greater potion
Player loses one hit point for each potion created in this way
Effect
Players can turn any 200ml of liquid into a potion of the same type
Potions created in this way will last indefinitely
Details
Master potion making is the art of being able to drink a potion and not take
any of its effects. Instead the master potion maker transfers the power of the
potion through them into another liquid that will last far longer than a simple
herbal tea. This transfer exhausts the potion maker and the entire process
will drain them of one hit point.
Meditate
Action
Player must sit cross legged on the ground
Player cannot be touched
Player must close their eyes
Player cannot interact with other characters
Effect
Players wild mana is restored 1 mana per minute per high guild level
Details
The player wishing to meditate must first sit cross legged on the ground and
ignore all players in the area. For as long as the player remains this position
with their eyes closed, untouched, and completely silent the player may
continue to replenish their mana points. This ability however cannot be used
to exceed the players current mana maximum. Until a character reaches
high guild level 1 they regain 1 mana per minute.

Momentum
Action
Player must be in combat
Effect
Instant kills instead do 1hp of damage
player wounded by an instant kill will die as soon as combat with their
current opponent ends.
Details
Characters with this ability is at home on the battlefield and have learned to
flow seamlessly from one attack to the next. Once they have begun their
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whirling offensive they are nigh impossible to stop, and are even able to
survive multiple blows that would fell a lesser warrior. Instant-kill abilities
will instead do a single hit point of damage, however the character will die
as soon as combat ends.

Mortally Wound
Action
Must be undetected by target player
Must stab target player
Can only be done with a dagger
Must speak words Death Shank
Effect
One strike kills
Details
To successfully land a mortal wound the player must first successfully sneak
up behind their target opponent undetected. The player can then attack any
part of the target opponent and speak the words Death Shank. The target
opponent is then reduced to zero hit points. If the target opponent can hear or
see the player using mortally wound approaching then the mortally wound is
considered a miss and the target opponent takes only one hit point damage.

Multi-shot
Action:
Player must load two bolts or arrows onto the same bow.
Effect:
Target(s) lose 3hp per arrow they are hit with
Details:
Some archers learn to fire multiple arrows at once as part of their training.
This is less accurate and expends ammo faster, but allows the archer to fire
off a lot of arrows in a small amount of time.

Naphtha
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Action
Player can only create one dose per day per two high guild levels
1 ounce of rice is one dose
Must hit target players with the rice
Player must speak the word set on fire when using Naphtha
Powder only lasts six hours
Effect
Characters hit with the rice are set on fire
Details
Details: The Character with this ability has painstakingly learned the
techniques necessary to create naphtha and unleash it upon his foes. They
are able to create a powder that bursts into flames when it contacts the
combination of flesh and air.
Nullify Magic
Action
Player must throw a handful of flower petals directly up into the air
Must shout "Counter Spell!
may only be used once per day per two high guild levels
Effect
Spell targeting witch hunter is negated
Details
When an opponent launches a spell against a character with nullify magic,
they may throw a handful of flower petals directly up into the air and shout
"Counter Spell! The opponent's spell effect is negated and does not affect
the player. This ability may only be used once per day per two high guild
levels.

Patience
Action
Must be wearing all black
Player must not move or be seen for 60seconds
Can only be used once per day per high guild level
Effect
Makes player invisible (see invisibility)
Details
The player must first find an area to hide in then they must not move or be
seen for 60 seconds. Once the sixty seconds have elapsed the player is
invisible if the player is touched by another player the effect will be broken
and they will be visible once again.

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Persuade
Action
Can only be done once per day per 2 high guild levels
Player must speak the persuading words
Players must slowly wave their hand between themselves and target player
Must make eye contact with target NPC
When a character reaches high guild level 10 they gain persuade verses a
player character, once per month
Effect
Change players mind for five minutes or until targets death
Details
The character must wave their hand horizontally as speaking the
persuasion. Any persuasion lasts only five minutes before the N.P.C. figures
out that theyve been persuaded. This can be used to make N.P.C. characters
attack each other, revel where treasure is, as well as many other fantastic
options, but cannot make a character inflict harm themselves physically, or
magically. Players are also to remember that throughout the game of
Medieval Chaos there are many creatures who can use versions of this
ability upon Player characters.

Pick Locks
Action
Player must acquire a set of lock picks
Player must manipulate a Medieval Chaos lock so that it pops open
Effect
Lock opens!
Details

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When encountering locks, most thieves find finesse is better than brute
force. As such they have learned how to bypass the simple pin and tumbler
locks commonly found on lock boxes and treasure chests.

Plundered Booty
Action
Player must own a muzzle loading cap gun, i.e. percussion cap
Effect:
Plundered Booty
Level Ability Granted
High Guild Level 1 +1 Waxed Bullet per one Month
High Guild Level 5 +1 Silver Bullet per month
High Guild Level 10 +1 Waxed Bullet per one Month and +1 Silver Bullet per month
Details
Pirates spend most of their days sailing the open sea in search of treasure,
infamy, and wenches. Rummaging through old treasure chests in search of
booty pirate will often find more than just gold and rum, sometimes they
find bullets.

Pray
Action
Player must be wearing a holy symbol of their chosen god
Player must kneel
Player cannot be touched
Player must be chanting
Effect
Players divine mana is restored 1 mana per minute per high guild level
Details
The player wishing to pray must first be wearing a holy symbol then kneel
and ignore all players in the area. For as long as the player remains on their
knees , untouched and constantly chanting, they continue to replenish their
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mana points. This ability however cannot be used to exceed the players
current mana maximum. Until a character reaches high guild level 1 they
regain 1 mana per minute.

Pressure Point Knockout


Action
Must be undetected by target player
Pinch target player
Cannot be done on armour
Must speak words knock out
Effect
Target player is knocked out (see knockout)
Details
In order to successfully complete a pressure point knockout the player must
first successfully sneak up behind their target opponent undetected. The
player must then pinch their target opponent on an unarmoured part of their
body while speaking the words knockout. When affected the target will be
forced to drop all weapons, fall to the ground, close their eyes and act as if
they are sleeping. The only way to wake a character from this form of knock
out is to shout their name or touch them.

Pride Kill
Action
Player must successfully back stab an opponent
Effect
+2 hit points
Details
Players with pride kill enjoy killing their enemies almost as much as they
like backstabbing. Players gain one hit point for every opponent they
successfully backstab. Hit points gained cannot exceed the players current
maximum.

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Punch for Damage
Action
Player must hit target player once with their fist
Player must be wearing Gauntlets
Effect
Target player loses one hit point per successful punch
Details
Punch for damage allows the player the ability to use their hand in place of
weapons. A player with punch for damage can effectively punch for same
about of damage as a normal weapon but may be able to punch at a must
faster rate.

Pure Will
Action
Player must hold out their hand in a stopping motion
Player loses two hit points
Can only be used once per day per high guild level
Effect:
Self Dispel Sleep, Self Dispel Blind, Self Dispel Fear,
Self Dispel Ultimate Persuade, Self Dispel Pain

Details
The player with pure will can use their will power to snap out of certain
spells. Using pure will puts such a strain on the body that the player using it
will suffer two points of damage simply for using the ability. Pure will can
only be used once per day per high guild level and when used will remove
all traces of the following spells from the body; sleep, blind, fear, pain and
any form of persuade. The player using this ability must use it at the same
time as the negative spell is cast upon them.

Quick Healer
Action
Player must have less than full hit points
Must have more than 0 hp
Effect
Character automatically self heals 1 hit point per 10 minutes
Details
Quick healing characters are renowned for their ability to slowly regain their
hit points when they are wounded. Though a powerful ability quick healing
character' bodies are not strong enough to bring them back from the dead.
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Characters with quick healing are the types of characters that fight entire
battles and never see a healer. With this ability a player will gain back one
hit point per ten minute, this ability cannot revive or resurrect characters in
anyway. This ability also cannot grant character hit points beyond their
current total.

Rage
Action
Player must have 3 hit points or less, player must drop all weapons, must be
wearing gauntlets, must attack first person seen, when player leaves rage
player loses hit points gained
Effect
Gives player +5hp
Players can punch for damage
Details:
The player must have three hit points or less. The player must then scream or
howl while throwing down their weapons. Once weapons are on the ground
they must charge the first person seen in the fray and attack them using their
gauntlet covered fists. While in rage the player can only attack the first
person seen be it friends or foe. When combat with the first person seen has
ended the player in rage can chose to end their rage or continue it. When
rage ends the five hit points that were gained by entering the rage are lost. If
another character comes between you and the first person seen, they become
the new target.

Rally
Action
Player must yell their group, faction or clan name, player have both feet
planted. Player must blow a war horn. The horn must sound for a minimum
of five seconds. May be used once per day per two high guild levels.
Effect
Friendly players who hear the horn within 50 feet wake from sleep and
knockout. Friendly players who hear the horn within 50 feet overcome
Dragon Fear and Pain. Friendly players who hear the horn within 50 feet
realize if they have been Persuaded. Friendly players who hear the horn
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within 50 feet may choose to end Rage, end Blaspheme or end Taunt effects
immediately.
Details
The bellow of a mighty war horn fills warriors with renewed vigour and
reminds them why they fight. The player must plant both feet call out their
faction name and blow a horn for a full five seconds. Allied characters
within 50 feet who hear the horn are roused from Sleep and Knockout,
overcome the effects of Fear, Pain, and Persuade, and may choose to end
Rage, Blaspheme or Taunt effects prematurely. Note that the horn only
removes effects while it is sounding, it does not provide immunity to these
effects after the call ends.
Repair Armour
Action
Target player must remove a piece of armour to be repaired
Player must have small hammer or other suitable tool
Player must spend at least 30 seconds role-playing repairing the piece
Effect
Restores armour piece to full armour points
Details
The player with repair armour must locate a target player with reduced
armour points. The player must then spend at least 30 seconds role-playing
repairing the piece using a small hammer or other suitable tool. This will
restore the armour to its full point value but can only be done once per piece
of armour per day.

Reputation
Action
Must be wielding an enchanted weapon
Must be wearing enchanted armour
Effect
All Players within 10ft radius +1hp
Details
The concept of reputation is that the player has reached a level where the
people around them are starting to notice. Players on the battlefield are
grateful that they fight alongside such a great warrior as opposed to against
them. This boost of morale gives each player within the 10ft area one
additional hit point.

Reverse Formation
Action
105
Player must call formation
Two or more players must join the formation
Effect
All other players in formation gain +2 Armour Points
Details
The player using the formation ability must call two or more of their fellow
players to formation. They must then hold the formation for a minimum of
ten seconds after which the armour points are earned.

Rodent Form
Action
Character must drop all weapons
Must put their arm out perpendicular to their body
Ability costs 5 mana per minute
Effect
Character becomes a mouse
Character becomes invisible and undetectable
Character cannot use any magic, abilities or enter combat while in rodent
form
Details
To use rodent form players must first not be wielding any weapons and must
have the appropriate amount of mana. Once these requirements are met the
player can simply put their hands into position and become a mouse that is
undetectable by any known means.

Run Through
Action
Player must stab target player in the chest with a sword or spear
Target player must be lying face up on the ground
Effect
Kills target Player
Details
Once mastered one quick thrust into the chest of a fallen target player can
end their life for good. To represent this, a player must catch the target
player on the ground and then stab them directly in the chest with a sword.
The player must then speak the words Run through. Once the sword has
been thrust and words have been spoken target player is reduced to zero hit
points.

106
Scent
Action
Invisible, or related ability, characters must enter within a 50 ft radius
Effect
Character can smell the invisible characters
Character cannot sense where invisible characters are simply that they are
near
Details
Characters with scent are renowned for their ability to sniff out their
opponents even when they are hiding or invisible, as long as they come near
the character with scent will know they are there. This gives the character
with the scent ability the chance to warn other characters that invisible
characters are near. This warning could be enough to sway the tide of an
upcoming battle or find a sneaky silencer hiding behind the tavern door. This
ability, no matter how strong the scent, does not give the character
knowledge as to the exact location or the area of the invisible or hiding
character.

Scribe Scroll
Action
Creates writeable magic scroll
Player must have a 8 by 11 piece of parchment onto which to scribe the
scroll. Parchment Must have the Spells Name written on top center, must
have the word writeable written under the spell name, must write the
verbal components of the desired spell onto the parchment, must write the
full mana cost of the desired spell onto the parchment, must write which
specialty component may be used with the desired spell onto the parchment.
Must fully cast desired spell directed at the parchment to infuse it with the
magical energy of the spell. All writing on the parchment must be done in
Runic. Scribe Scroll is subject to magic tax.
Effect:
107
Creates a writeable only scroll containing the selected spell
Details:
The need for scrolls is ever present as it allows for new practitioners or the
arcane arts to advance and complete their repertoire. Scribing scrolls was
once a carefully guarded secret only the most venerated of Arcanists were
instructed in how to accomplish this feat. Since the coming of Sakacuron
magic was dealt a crippling blow now the masters have come to realize that
if they horde their knowledge the knowledge may be lost forever.

Set Black Powder Traps


Action
Player must rig a cap to be set off when a fishing line is tripped or an object
is disturbed
Cap MUST sound
Effect
Sets an explosive trap
Target player who triggers the trap is reduced to 0hp
Details
To set the trap the player must tie the trap line to a cap gun or mousetrap in
such a way that when triggered a cap will be struck and burst. The player
who triggers the trap takes reduced to 0 hit points. If a player is able to
detect and disarm traps they can attempt to disarm it, however if the cap
sounds they are reduced to 0 hit points as normal.

Set Greater Traps


Action
Player must tie fishing line between two points
Player must hang a bell on the fishing line
Effect
Sets a trap
Trap does 2hp damage
Player who triggers the trap is held (see Hold)
Can be detected and disarmed with detect/disarm traps
Details
To set the trap the player must tie the fishing line between two points
preferably blocking a path or trail. The player must then hang a bell from the
trap line. The trap is active only after the line has been firmly tied and has a
bell firmly attached. When an unsuspecting player triggers the trap by
walking into it, touching it, or touching it with their weapon and they hear
the bell ring they suffer the trap damage and spell effect directly.
108
Set Masterwork Traps
Action
Player must tie fishing line between two points
Player must have a Heavy, Massive, or ranged Weapon
Player must set the weapon so that it strikes a player who triggers the trap
Effect
Sets an advanced trap
Trap does 2hp damage to whomever triggers it
The rigged weapon does an additional 10hp of damage to any player it hits
Details
To set the trap the player must first tie the fishing line so that it crosses their
targets path. The player must then tie the trap line to a Pole Arm, Heavy, or
Massive Weapon in such a way that when triggered the weapon will swing
or fall onto the target player who initially triggered the trap. The player who
triggers the trap takes 2hp damage as with a normal trap, however any player
struck by the weapon will lose an additional ten hit points.

Set Traps
Action
Player must tie fishing line between two points
Traps left unmaintained longer than 1 week are considered littering
Effect
Sets a trap
Trap does 2 hit points damage
Player can detect any trap that they themselves have set
Traps cannot be blocked by armour or shields
Details
To set the trap the player must tie the fishing line between two points
preferably blocking a path or trail. The trap is active only after the line has
been firmly tied between two trees, shrubs, etc. When any player walks into,
touches, or triggers the trap with their weapon they suffer the trap damage
directly.

109
Shield Bonus
Action
Player must be wielding shield
Effect
+2 hit points
Details
Knights were notorious for wielding large tower shields with ease and great
skill. This ability was created to enact the idea that the shield itself would
have blocked the blows not the players body, due to the knights great shield
skill.

Simple Potion Making


Action
Player must make a herbal tea
Must use specific herbs
Effect
Creates Simple Potion
Potion will only last for 24 hours
Details
The player must first find and gather the required herbs for the potion as
most herbs can only be used fresh. Characters must then place the required
amount of each herb into simmering water creating a light tea. The tea must
then be placed into containers no less then 200ml per dose.
Create Simple Potion Chart
Potion Type Herbs Required
Healing One ounce of lemon balm and three ounces of fresh rosemary
Revive Five ounces fresh nettle two ounces fresh rosemary and one garlic clove
Resurrect One ounce of lemon balm and one dried chive flower

Sneak
Action
Must be wearing a black cloak with the hood up, must be hiding in a shadow
Effect
110
Makes player invisible (see invisible spell)
Details
The player must first find a suitable shadow to hide in then make sure to
pull up the hood of their cloak to be fully undetected. If the player leaves the
shadow, or is revealed with a light spell, the effect is broken and the player is
once again visible. While hidden the player can walk, and move about but
must remain in the darkest unlit areas.
Strong Blood
Action
Character must be effected by the fatigue or infection disease
Effect
Self Cures Fatigue after 1 week
Self Cures Infect After 2 weeks
Details
Characters with Strong Blood are renowned for their ability to slowly get
better from a disease. Characters with strong blood have a such strong
bodies that after a set time their body cures itself of any fatigue or infection.

Tale of Bravery
Action
Player must tell a 5 minute in character historical story of local historical
bravery to an attentive audience of no less than 2 players
Player must reference target player at the end of the tale
Target player must be friendly
Effect
Target player gains fearless ability for 10 minutes
Details
Bardic tales are renown for captivating audiences with historical tales of
battles, kings, love, revenge, and everything in between. These tales could
inspire people to do things that they are not normally capable of. Using this
ability is much the same, the player telling this story must have an attentive
audience of no less than two players and tell the story in no less than five
minutes. The storyteller must also make the tale about a historical event that
took place within the medieval chaos world, therefore keeping the in
character history alive and well. Then the storyteller must reference the
target player and in some way end the story by showing the bravery of the
target player.

111
Tale of Glory
Action
Player must tell a 5 minute historical story of historical glory
Player must reference target player at the end of the tale
Target player must be friendly
Effect
Target player gain reputation ability for 10 minutes
Details
Bardic tales are renown for captivating audiences with historical tales of
battles, kings, love, revenge, and everything in between. These tales could
inspire people to do things that they are not normally capable of. Using this
ability is much the same, the player telling this story must have an attentive
audience of no less than two players and tell the story in no less than five
minutes. The storyteller must also make the tale about a historical event that
took place within the medieval chaos world, therefore keeping the in
character history alive and well. Then the storyteller must reference the
target player and in some way end the story by showing the strength of the
target player.

Tale of Jest
Action
Player must tell a 5 minute historical story of historical buffoonery
Player must reference target player at the end of the tale
Target player must be friendly
Effect
Target player gain taunt ability for 10 minutes
Details
Bardic tales are renown for captivating audiences with historical tales of
battles, kings, love, revenge, and everything in between. These tales could
inspire people to do things that they are not normally capable of. Using this
ability is much the same, the player telling this story must have an attentive
audience of no less than two players and tell the story in no less than five
minutes. The storyteller must also make the tale about a historical event that
took place within the medieval chaos world, therefore keeping the in
112
character history alive and well. Then the storyteller must reference the
target player and in some way end the story by showing the humility of the
target player.

Tale of Power
Action
Player must tell a 5 minute historical story of target players historical
triumph
Player must reference target player at the end of the tale
Target player must be friendly
Effect
Target player come under power of the gods spell
Details
1. Bardic tales are renown for captivating audiences with historical tales
of battles, kings, love, revenge, and everything in between. These tales could
inspire people to do things that they are not normally capable of. Using this
ability is much the same, the player telling this story must have an attentive
audience of no less than two players and tell the story in no less than five
minutes. The storyteller must also make the tale about a historical event that
took place with the target character within the medieval chaos world,
therefore keeping the in character history alive and well. Then the storyteller
must reference the target player and in some way end the story by showing
the power of the target player.

Taunt
Action
Player must insult target character and flick hand off the bottom of chin
May only be done once per day per two high guild levels
Effect
Causes target to attack only the player using the taunt ability
Target player can still defend from attacks
Ability lasts 5 minutes
Details
Taunting or insulting a character on the battlefield will cause them to attack
only the player who taunted them, ignoring all other targets for five minutes.
The taunt ability can give fellow player a tactical advantage on the battle
field. However, the taunted player gets fed up and ignores the taunt after five
minutes.

113
Thrill of the Hunt
Action
Player must hit an enemy, from 20ft or more, with an arrow
Effect
+1 hit point
+5 wild mana
Hit points and mana points cannot exceed players natural maximum
Details
Players gain one hit point and five wild mana points for every opponent they
hit with an arrow launched from a bow. Hit points gained cannot exceed the
players current maximum.

Tranquil Song
Action
Player must play a flute for no less than 1 minute
Target players must hear instrument being played
Target players must be friendly
Cannot be used in combat
Effect
+1 wild mana point per minute per high guild level
To self and all target friendly players
Details
Players using tranquil song must remain out of combat and the target players
listening to the tranquil song must also be out of combat. Players who are
using this ability have to play their flute loud enough so fellow players and
hear it. Players that hear the tranquil song cannot exceed their current mana
maximum but retain all mana points earned even after the song has ended.
Players are also encouraged to remember that bard song and tranquil song
can be used at the same time.

True Sight
Action
This ability is permanently in use
Effect
Player can see all invisible characters

114
Details
Players with true sight can see all characters using invisibility, hide in
shadows, sneak, woodland stride or patience.

War Song
Action
Player must play a drum for no less than 1 minute
Target Players must hear instrument being played
Target players must be friendly
Effect
+2hp to all target friendly players
Details
The player using war song should remain on the sidelines of combat and
watch their team mates fight, but some are brave enough to fight and play.
Players who are using this ability have to play their drum loud enough so
fellow players and hear it over the sounds of battle. Remember that once the
war song is over the two hit points that were gained with the war song are
lost. Players are also encouraged to remember that bard song and war song
can be used at the same time.

Weapon Mastery
Action
Player must already have weapon specialization
Ability works on same weapon as weapon specialization
Effect
When player wields specialized weapon they gain +1 to armour points
When player stops wielding weapon the gained armour points are lost
Armour points are restored after player spends 1 minute cleaning their
weapon with one clean piece of cloth
Details
Any character with weapon mastery has had to spend countless house
training and fighting to gain such a skill. It is this experience with their
mastered weapon that allows them to block a tremendous shots that would
not normally be blocked by other fighters. This ability applies to one specific
pre-chosen weapon and if that chosen weapon is broken or lost the character
with this ability must attend ten missions with their new mastered weapon
before the ability takes effect.

115
Weapon Specialization
Action
When this ability is gained the player must first choose a specific weapon
with which to specialize.
This can only be done once and cannot be used with any ranged or siege
weapon.
Effect
When player wields specialized weapon they gain +1 to armour points
When player stops wielding weapon the gained armour points are lost
Armour points are restored after player spends 1 minute cleaning their
weapons with one clean piece of cloth
Details
This characters experience with their specialized weapon allows them to
block many shots that would not normally be blocked by other fighters. This
ability applies to one specific weapon and if that chosen weapon is broken or
lost the character with this ability must attend four missions with their new
specialized weapon before the ability takes effect.

Woodland Stride
Action
Must be wearing a green cloak with the hood up
Must be hiding in a canopy forest or thick underbrush
Player must hold both hands open in the air
Effect
Makes player invisible(see invisibility)
Details
The player must first find a suitable forest to hide in then make sure to pull
up the hood of their cloak to be fully undetected. Once the caster has their
hood up and begins using woodland stride they must hold their hands in the
air. In order to remain invisible the player must continue to hold up their
hands to simulate invisibility. Characters using woodland stride are
invisible as long as they are not touched or touch anyone else, engage in
combat, leave the forest or thick underbrush, cast any combat spells, or fail
to keep their hands up. Remember that just because a player cannot be seen
does not mean that they cannot be heard.

116
~Vampiric Abilities~

Mass Persuade
Action
Player must speak, stating the opinion they wish to impose or action they
wish to have performed.
Player must slowly wave both hands between themselves and target group of
players
Must make eye contact with target NPCs
Effect
Persuade the targets to do what you've commanded for five minutes or until
target's death.
The player can use their wit to sway a group of NPCs point of view, or
perhaps even make them follow a command. The character must wave both
their hand horizontally as speaking the persuasion. Any commands given
with mass persuade must be clearly phrased so that they affect a group i.e.
you will all put your weapons down not simply you will put your
weapons down. Any persuasion only lasts five minutes before the N.P.Cs
figure out that theyve been persuaded.

Touch of Death
Action
The player must touch an unarmoured part of the target
Effect
Target player dies.
Details
The player must touch an unarmoured part of the target's body and say the
word Death killing the target instantly. This ability may not be used on
undead targets.

117
~Hindrances~

Accounting
Action
Player must own and have on their character a book in which to record their
magical creations
Effect
Must record all enchanted items made
Must record all alchemist potions made
Must record all scrolls scribed
Details
The accounts book must record every item that an Alchemist can make that
is subject to mana tax. The record of each item must state whether it is an
enchantment, scroll or potion, must include the name of the spell contained
within the created item, and must have the mana cost of the spell. The book
must be notated at the same time as the mana tax is paid.

Blaspheme
Action
An opponent must insult the characters god
Character can only be targeted once per hour
Effect
Causes character being blasphemed to attack only the character who insulted
their god
Details
Blaspheming against the god of a devoted believer is one of the worst things
anyone can do. The player who is being blasphemed against must rush the
character who initiated the blaspheme, ignoring all other targets for five
minutes or until the blasphemer is dead.

118
Blind Faith
Action
Player must be a divine caster
Effect
Player can only wield enchanted items of their gods or enchanted items
blessed by their gods
Player cannot wield normal enchanted items
Details
The player with the blind faith hindrance has such a strong trust of their gods
that they would rather trust their life in the hands of their gods then trust a
magical item. This trust is so strong that the player will out right refuse to
wear wield or use an enchanted item. The only way a player with this
hindrance will wear or wield an enchanted item is if it was made by the god
they trust and worship or have the item blessed by their faith.

Homage
Action
Player must choose the church they wish to pay their homage
Player must be a divine caster
Players must choose a church based around their gods
Effect
Player must pay their homage at the end of every month
Details
A player with the homage hindrance has such a strong love of their gods that
they will make monthly payments toward the church of their gods. The
minimum payment the player must pay is a percentage of their total money
As the player advances their homage will become more expensive.

Homage Payment Chart


Level Payment Rate
Full Guild 10%
High Guild 25%

119
Magic Tax
Magic tax must be paid at the gate house to a Medieval Chaos Council
member in Medieval Chaos currency prior to the creation of the magic item .
Magic tax is calculated by taking the base mana cost of a spell then using the
multiplier based on item type then applying discounts as per class abilities.
The mana cost cannot be reduced in any way in order to reduce the magic
tax.

Magic Tax
Item Tax
Scribed Scroll Mana
Alchemists Potions Mana x 2
Chargeable Magic Items Mana X 3

Rage Triggers
Action
Player reaches one hit point
Or
Player is backstabbed
Or
Player is alone and outnumbered
Or
Player is effected by dragon fear spell or abilities
Effect
Player must Rage
Details
The player with rage triggers is so angry and full of rage that even a back
stab will do little but piss them off. If a player with rage triggers is at one hit
point or outnumbered and alone they must rage on the closest person. When
a person with rage triggers is backstabbed they only lose one hit point but
then must rage on the closest person.

120
~Spell casting~
Spells can be cast verbally and have spell components, when required, to aid
in the illusion of a spell being cast. Spell casting is a long and complicated
journey but very rewarding when it is done right.

Concentration
To simulate the effect of concentrating on a spell the caster must stand in one
spot. They may move their hands and their upper body as long as both their
feet remain in full contact with the ground. Casters cannot speak with other
players while concentrating. Casters must maintain this position for the full
duration of casting. If a caster is knocked from their spot or attacked and
loses their footing while casting the caster miscasts. Miscasting causes the
spell to fail but still costs the caster the original mana cost of the spell. While
casting the caster should attempt to recite some type of casting words while
casting to help simulate the effect of creating magic. The caster must
remember that the last casting words used must be shouted and must be the
name of the spell.

Mana
Mana rates spells based on their power and complicity. Every caster is
granted a set amount of daily mana by their guild; casters can then use their
mana to cast their magic. Every spell costs a set amount of mana, found in
the spell definition, that mana cost is deducted from a casters mana once
they have begun to cast. When a caster runs out of mana, meaning they are
at 0 mana, they unable to cast any spells that cost mana and therefore are out
of spells.

Casting Time
The casting time is the length of time that is required for a caster to
transform their raw mana into the desired spell. The complete casting time
must be observed before any spell can take effect; all spells have different
casting times.

121
The Casters Foci
Every caster is granted a Focus from the time that they are just an
apprentice. However before the Foci is granted to the caster they must
choose what school of magic they will specialize in; Clerical, Combat, or
Utility. The caster can only imbue the power of one of the schools of magic
into their Foci. A casters mana will filter through into the Foci and enable
the caster to spend less mana and speed up the casting process due. A caster
can have only one Focus and once a caster chooses their specialized school
they cannot chose another, no matter the circumstance.

Pre-Casting
After casting is complete the caster can hold the spell for up to five minutes.
Any time, between after the spell is cast and 5 minutes have elapsed, the
caster can use the spell to its full effect. However, after five minutes the spell
fizzles and can no longer be used the original mana used to cast the spell is
still expended. Not returned.

Contingency Spells
Before casting a caster can choose to cast the spell as a contingency spell.
Then the caster must fully cast the spell using the full casting time. This
style of casting allows the spell to be held in the characters inventory
indefinitely and can be withdrawn and used instantly. Contingency spells are
limited to the number granted by each class.

Evolving Spells
Certain spells in medieval chaos evolve as characters advance within the
game. These spells start out as basic spells but advance to become some of
the most impressive and useful spells in the game. The spells that evolve
have small charts placed underneath the description that explain the details
of each evolution and on what level the spells evolve.

122
How Spell Books Work
Any player with the spell book requirement needs to possess a spell book in
which to write their spells. Characters may only add spells into their spell
book that are contained within their spell lists. To learn and use new spells
the player must locate a writable magical scroll and copy the contents of the
scroll into their spell book. Once copied a scroll will fizzle and will no
longer be of any use to anyone. Whenever the player wishes to cast a spell
they must touch their spell book as a component to the casting. Once the
base level of an evolving spell has been added to a spell book the spell
evolves inside the spell book when the character reaches the appropriate
level and additional scrolls for that spell are not required. A spell may be
copied from one spell book to another only with the owners consent after
which the original spell is burned out of the old spell book and appears in
the new spell book. Spell books are not lootable.

Verbal Components
Verbal components reduce the casting time of a spell to the length of time
required to slowly and correctly pronounce the required words. If the spell
caster mispronounces any of the spell words they take 10 points of damage,
the mana for the spell is expended and the spell fails.

Memorizing
In order for a character to memorize the verbal component of any spell they
must spend no less than 2 minutes for each spell on each mission day,
repeating the casting words, committing the spell to memory. Spell
memorizing can only be done in character at a Medieval Chaos event. Once
memorized a caster can use the memorized verbal components for up to 6
hours. The number of spells able to be memorized is limited by class.

Visual Components
Visual components are mandatory components in some spell casting in
Medieval Chaos. Required visual components can be found described in the
spell details.

Casting Words
Casting words are the command words used to activate spells in Medieval
Chaos, at the end of the casting time. Once the casting words are said and
any other casing actions have been preformed the spell takes effect.

123
Summoning Card:
A Summoning card will contain specific creature information such as;
Creature type, special abilities, immunities, hit points, weapons, armour,
spells, and mana. This is done so that the target character understands all
parameters of playing the Summoned creature before they assume the role.
Once any summoning casting is complete the target dead character has 30
additional seconds to act dead and read the summoning card then they
become and act as the creature described on the summoning card

Specialty Components
Specialty Components are optional components that can be used in
conjunction with spell casting to reduce mana costs by 25%. Specialty
components stack with other items and abilities, but do not to decrease a
spells mana cost to less than 25% of its original cost rounded up. (Max of
75% reduction)

Natural Components
All natural components can be found in almost any forested area and are
meant to be harvested frequently and easily. These natural components are
taken from the land and used by casters to draw the power from the land
around them.

Fresh Water
Player must gather 60ml of water from a flowing stream, river, or Lake
Player must spill the entire contents of the fresh water container onto the
ground to successfully use the component

Thorn
Player must pull a thorn from any local thorn bearing plant
Player must bury the Torn into the ground to successfully use the component

Dirt
Player must gather 3oz of clay, sand, or soil
Player must spill the dirt onto the ground to successfully use the component

Roots
Player must gather a one inch length root from any plant
Player must tear the root into splinters then toss the splinters onto the ground
to successfully use the component

124
Candles
Player must place five lit candles around target to successfully use the
component
(L.E.D's acceptable)

Sand Arrow
Player must draw an arrow on the ground using 5floz of sand
Player must touch the ground in the center of the arrow, with their hand, to
successfully use the component

Stone Circle
Player must lay stones on the ground to form a 12inch diameter circle on the
ground
Player must touch the ground in the center of the stones, with their hand, to
successfully use the component

Monster Components
Certain components in a casters arsenal will have originated as a part of an
N.P.C. These components are not always supplied by the game master and
therefore players must be ready and willing to create these components once
harvested. This is done to keep game masters from having to make 100
black or tusks and 10 demon horns every time they want to run a mission.

Black Orc Tusk


Player must break a single black Orcs tusk in half to successfully use the
component
Harvesting
Player must role play cutting and tearing out the tusk.
Player must take a minimum of 20 seconds with each tusk
Frequency: 2 tusks per 1 black Orc

Demon Horn
Player must bury 1 demon horn in the ground to successfully use the
component
Harvesting
Player must role play cutting and tearing out the Horn.
Player must take a minimum of 1 Minute with each Horn
Frequency: 0 horns per 1 player possessed demon
2 horns per 1 N.P.C Demon

125
Skeleton Finger Bone
Player must break 1 Skeletons Finger Bone then toss the broken remains
onto the ground to successfully use the component
Harvesting
Player must find an inanimate or dead Skeleton
Player must role play Picking up a 3 finger bones
Player must take a minimum of 5 seconds with each bone
Frequency: 0 bones per 1 player summoned, skeleton
3 bones per 1 N.P.C Skeleton

Beholder's Eye
Player must crush 1 small Beholders Eye and place its remains in a small
pouch to successfully use the component
Harvesting
Player must find an inanimate but completely unharmed small beholders eye
Frequency: Beholders are rare but will have many eyes

Dragons Claw
Player must crush half of one Dragons Claw then toss the powdered remains
onto the ground to successfully use the component
Harvesting
Player must find a dead dragon
Player must role play cutting and tearing out the Claw
Player must take a minimum of 1 Minute with each Claw
Frequency: Dragons are rare but will only have 5 claws

Holy Symbols
All religions in the Medieval Chaos world have a holy symbol and it is from
this symbol that many divine casters will draw their power. The symbol,
once created and called upon, links the caster with their god for a brief
second and thus grants the ability to cast their chosen spell.

Holy Symbol Painted or Sewn


Player must paint or sew a symbol that is holy or special to that character
onto their costume
Player must touch the painted or sewn symbol, with their hand, to
successfully use the component

126
Divine symbols in the dirt
Player must draw a symbol that is holy or special to that character on the
ground
Player must touch the ground in the center of the symbol, with their hand, to
successfully use the component

Tattoo of Faith
Player must have a tattoo of a symbol that is holy or special to that character
on their body (can be drawn on)
The Symbol must then be successfully blessed using the bless spell before
used
Player must touch the blessed tattoo, with their hand, to successfully use the
component

Blessed Items
These items are sacred among the gods and when they are granted the
blessing of a god their true power shines through and grants the caster the
power to cast their spells. These items can be reused but must be blessed
again before they can be reused.

Blessed Candles
Candles must be successfully blessed using the bless spell before every use
Player must place five lit blessed candles around target (L.E.D's acceptable)

Drawn with Blessed Sand


5 fl oz of sand must be successfully blessed using the bless spell before used
Player must pour the blessed sand in a circle around target

Holy Water
Player must gather 100ml of water from a flowing stream, river, or lake
Water must then be successfully blessed using the bless spell
Player must spill the entire contents of the blessed water container to
successfully use the component

127
Holy Pendant
Player must wear a metal pendant on a necklace
The Holy Pendant must then be successfully blessed daily, using the bless
spell, before it can be used
Player must touch the pendant with their hand to successfully use the
component

Holy Ring
Player must wear a ring on their fingers or toes
The Holy Ring must then be successfully blessed daily, using the bless spell,
before It can be used
Player must wear the ring to successfully use the component

~Clerical Spells~
Bless
Casting Time: Varies
Effect: Varies,
Verbal Components: Varies
Visual Components: Varies
Casting Words: Varies
Specialty Components: Varies
School: Clerical
Mana: Varies
Details: The simple act of blessing has many meanings in the world of
medieval chaos. The lowest form of blessing is used primary to provide
other followers with blessed items to aid in spell casting
Bless is an evolving spell and will grant the caster the ability cast many
different and stronger bless spells as they ascend through the guild levels.

The evolution of Bless


Spell Available Guild Level
Bless ObjectFull Guild
Bless Person Full Guild
Bless Weapon High Guild Level 2
Divine Blessing High Guild Level 5
Power of the Gods High Guild Level 10

128
Bless Object
Casting Time: 30 Seconds
Effect: Target object is blessed
Cannot be used on weapons, or characters,
Verbal Components: In kant us, See re us, Ob ject us
Visual Components: Touch Object
Casting Words: Bless
Specialty Components: None
School: Clerical
Mana: 0
Details: Bless object is used primary to create blessed items to aid in spell
casting. The caster must hold the object to be blessed above their heads and
quietly speak a prayer. The caster must hold the object to be blessed for the
entire casting time once the casting words are spoken the item has been
successfully blessed and then can be used as a specialty component

Bless Person
Casting Time: 1 Minute
Effect: Target player gains 2 hit points and is Blessed
Verbal Components: In kant us, See re us, Min E mus
Visual Components: 1 Glow Stick
Casting Words: Bless
Specialty Components: Tattoo of Faith
School: Clerical
Mana: 20
Details: The caster must spend the complete casting time touching the
character to be blessed, once the casting time is completed they must attach
the activated glow stick to the target player then speak the casting words.
The targeted player gains 2 hit points and is blessed. Bless person ends when
the target dies, the glow stick is removed or the caster removes the blessing.
Bless person cannot be cast on ones self. Bless person does not stack with
other blessings.

129
Bless Weapon
Casting Time: 30 Seconds
Effect: Target weapon will act as an enchanted weapon and is blessed
Verbal Components: In kant us, See re us, Ra V nus
Visual Components: Touch Weapon
Casting Words: Bless
Specialty Components: Devine Symbols in the Dirt
School: Clerical
Mana: 40
Details: The caster must hold the weapon to be blessed for the entire casting
time once the casting words are spoken the weapon will be considered
enchanted for the purposes of damaging creatures that can only be hurt by
magic or magic weapons.

Divine Blessing
Casting Time: 2 Minutes
Effect: Target Character gains 2 hit points and is Blessed
Target Characters weapon will act as an enchanted weapon and is blessed
Verbal Components: In kant us, See re us, Say V us
Visual Components: Touch target Player
Casting Words: Divine Blessing
Specialty Components: Holy Pendant
School: Clerical
Mana:50
Details: The caster must hold the weapon and be touching the target
character to be blessed for the entire casting time once the casting words are
spoken the weapon will be considered enchanted for the purposes of
damaging creatures that can only be hurt by magic or magic weapons and
the character will receive 2 hit points.

130
Power Of the Gods
Casting Time: 5 Minutes
Effect: Target player gains 10 hit points, that can exceed current maximum,
and 100 mana points for 10 minutes
Verbal Components: In kant us, See re us, X tree ma
Visual Components: Touch Target Player
Casting Words: Power of the Gods
Specialty Components: Holy Ring
School: Clerical
Mana: 250
Details: Power of the gods spell grants the target character an additional 10
armour points and ten mana points for a total of 10 minutes. The caster must
touch the target character, they intend to grant power of the gods, with one
of their hands and keep their hand on the target character for the entire
duration of the casting.

Clairvoyance
Casting Time:2 minutes
Effect: Caster can ask one target player one yes or no question
All information gathered in this way is considered in character.
Can only be done before or after mission
Verbal Components: Dom on ray, O na A, E ya A
Visual Components: clear a 100ft area
Casting Words: Clairvoyance
Specialty Components: Candles
School: Clerical
Mana: 60

Details: The caster must clear a 100ft area must recite their casting words.
Then the caster may ask the target player one question. Based on the target
player's knowledge they will answer the question truthfully to the best of
their knowledge.

131
Create Healing Potion
Casting Time: 30 seconds
Effect: Turns liquid into a Healing Potion
Verbal Components: E yay A, A yay A, Ah ta nay
Visual Components: 200ml liquid
Casting Words: Create Healing Potion
Specialty Components: Dirt
School: Clerical
Mana: 5
Details: The caster wraps a 200ml drink in black hockey tape. The caster
must ensure that the can is wrapped entirely with back hockey tape, except
the spout. Once the can has been covered black tape the caster must then
mark the potion with a single horizontal line of red tape around the center of
the container, the caster can use the potion or store it for a later date. When
any player drinks the full contents of the potion their hit points are fully
restored, as per the healing spell.

Create Resurrection Potion


Casting Time: 30 seconds
Effect: Turns liquid into a Resurrection Potion
Verbal Components: E yay A, O yay A, Ah na tay
Visual Components: 200ml liquid
Casting Words: Create Resurrection Potion
Specialty Components: Sand Arrow
School: Clerical
Mana: 20
Details: The caster wraps a 200ml drink in black hockey tape. The caster
must wrap the entire can, except the spout, in tape. Once the can has been
covered completely with black tape then the caster must mark it with a
single horizontal line of blue tape around the center of the canister, the caster
can use the potion immediately or store it for a later date. When any player
drinks the full contents of the potion they are fully resurrected as per the
resurrection spell.

132
Cure
Casting Time: 1 min
Effect: Target diseased or poisoned character is cured of all diseases and
poisons, except black death.
Verbal Components: In kant us, See re us, Bal rok na
Visual Components: Touch Target Character
Casting Words: Cure
Specialty Components: Blessed Candles
School: Clerical
Mana: 50
Details: The caster must be touching target character for the full casting time
once the Casting words have been said the caster can step away and the
target is cured of all diseases and poisons, except black death.

Expel Demon
Casting Time:5 minutes
Effect: The caster kills any one target Demon
Verbal Components: To hiss an, E ma vell, Dom E nay
Visual Components: Touch target demon
Casting Words: Expel Demon
Specialty Components: Drawn with Blessed Sand
School: Clerical
Mana:40
Details: In order to destroy a demon and stop it from resurrecting on its own
it must be expelled. The target demon must be on the ground and restrained
by another player. The caster must be touching the Demon for the entire
casting time then when the casting words are spoken the Demon is expelled
from the target host.

133
Heal
Casting Time: 1 minute
Effect: Heals target player to full hit points
Verbal Components: In kant us, See re us, Ah me gus
Visual Components: Must touch target player
Casting Words: Heal
Specialty Components: Holy Symbol Painted or Sewn
School: Clerical
Mana:10
Details: The caster must touch the person whom they intend to heal with
their hands and keep their hand on the target character for the entire duration
of the casting. Once the casting words are spoken the caster may step away
and the target is restored to full hit points. Note this spell cannot be pre-cast,
placed in a contingency, or cast on self.

Lay on Hands
Casting Time: Instant
Effect: Heals 1 hit point or revives target player
Verbal Components: In kant us, See re us, Sa ve us
Visual Components: Caster must place both of their hands on the target
character
Casting Words: Lay on Hands
Specialty Components: Holy Symbol Painted or Sewn
School: Clerical
Mana: 5
Details: The caster must place both of their hands on the target character.
With their hands firmly placed on target player the caster speaks the casting
words. After speaking the casting words the caster takes their hands off the
target player. It is only upon releasing their hands that the target player gains
the hit point or is revived.

134
Resurrect
Casting Time: 1 Minutes
Effect: Target dead character is revived to full hit points and retains the mana
they had before they died.
Verbal Components: In kant us, See re us, Return us
Visual Components: Must touch target player
Casting Words: Resurrect
Specialty Components: Blessed Candles
School: Clerical
Mana: 30
Details: The caster must touch the person whom they intend to resurrect with
their hand and keep their hand on the target character for the entire duration
of the casting . After the casting is completed the caster steps away from the
player and the player is restored to life with all their natural hit points and
whatever mana the character had when they died. Note this spell cannot be
cast on self.

Revive
Casting Time: 30 seconds
Effect: Target dead character is brought back to life with only 1hp and 0
mana
Verbal Components: Nev ah na, Zam E na, Rav ah ka
Visual Components: must touch target player
Casting Words: Revive
Specialty Components: Divine symbols in the dirt
School: Clerical
Mana: 15
Details: The Caster must place their hand on the body of the target dead
character and keep their hand on the target dead character for the entire
duration of the casting. The dead character is then instantly brought back to
life but the revived character has only one hit point and no mana.

135
Self Heal
Casting Time: 1 minute
Effect: Heals caster to full hit points
Verbal Components: E yay yay, A yay yay, Ah ta nay
Visual Components: Place hand on chest
Casting Words: Self Heal
Specialty Components: Stone Circle
School: Clerical
Mana:20

Details: Once the casting is completed the caster must touch their chest and
they will be restored to full hit points. Note this spell cannot be pre-cast,
placed in a contingency, and can only be cast on self.

Turning
Casting Time: Varies
Effect: The caster can kill certain undead creature
Verbal Components: Varies
Visual Components: Varies
Casting Words: Varies
Specialty Components: Varies
School: Clerical
Mana:Varies
Details: This evolving spell will grant the caster the ability to kill many
different undead creatures as they ascend through the guild levels.

The evolution of Turning


Spell Available Guild Level
Turn Undead Full Guild
Rest High Guild
Banish Wraith High Guild Level 4
Banish Skeleton High Guild Level 8

136
Turn Undead
Casting Time: 30seconds
Effect: The caster kills any one target zombie within 50 feet
Verbal Components: Dom E nay, A us A, Rec we um
Visual Components: Make a choking motion toward target zombie character
Casting Words: Turn
Specialty Components: Holy Symbol Painted or Sewn
School: Clerical
Mana:10
Details: The caster must establish eye contact with the target zombie than
after the casting time is complete make a chocking motion with their hand in
the targets direction and say the casting words. The target zombie dies.

Rest
Casting Time: 30seconds
Effect: The caster kills any one target raging zombie within 50 feet
Verbal Components: Dom E nay, A yay A, Rec we um
Visual Components: Make a choking motion toward target zombie character
Casting Words: Rest
Specialty Components: Holy Symbol Painted or Sewn
School: Clerical
Mana:20
Details: The caster must establish eye contact with the target raging zombie
than after the casting time is complete make a chocking motion with their
hand in the targets direction and say the casting words. The target raging
zombie dies.

Banish Wraith
Casting Time: 1 minute
Effect: The caster kills any one target wraith
Verbal Components: Dom E nay, E yay yay, Rec we um
Visual Components: Touch target wraith
Casting Words: Banish Wraith
Specialty Components: Tattoo of Faith
School: Clerical
Mana:30
Details: While touching the target wraith the caster must shout the casting
words Banish Wraith. Once the words have been shouted the wraith will
die
137
Banish Skeleton
Casting Time: 5 minutes
Effect: The caster kills any one target Skeleton
Verbal Components: Dom E nay, A yay yay, Rec we um
Visual Components: Touch target Skeleton
Casting Words: Banish Skeleton
Specialty Components: Holy Water
School: Clerical
Mana:75
Details: While touching the target skeleton the caster must shout the casting
words Banish Skeleton. Once the words have been shouted the skeleton
will die.

~Combat Spells~

Blind
Casting Time: 30 seconds
Effect: Blinds target player for one minute and does 1hp damage
Verbal Components: A rak na, See say za, E ya ah
Visual Components: 1fl oz of rice
Casting words: Blind
Specialty Components: Roots
School: Combat
Mana: 25
Details: The caster must say Blind as they throw the 1 fl oz of rice at their
target. The target must be noticeably hit with the rice in face or head for the
spell to take effect. Once hit by the spells visual components the target takes
1 hit point of damage and must close their eyes for 1minute

138
Control Demon
Casting Time: 1 min
Effect: Target demon possessed character obeys Caster
Target demon possessed character must be within 50 feet
Verbal Components: Rav E nus, Car V nus, Kul ra A
Visual Components: Make a choking motion toward target demon
possessed character
Casting words: Control Demon
Specialty Components: Skeleton Finger Bone
School: Combat
Mana: 90
Details: To cast this spell the caster must make eye contact with the target
demon; make a chocking motion with their hand towards them while
shouting the casting words. Once the spell is cast the target demon will obey
the caster as long as the caster stays within 50ft of the demon. If cast on a
NPC Demon the effects end after the encounter or battle in which the spell
was cast.

Control Raging Zombie


Casting Time: 1 min
Effect: Target Raging Zombie obeys Caster
Verbal Components: Rav E nus, Car V nus, E O A
Visual Components: Touch target Raging Zombie
casting words: Control Raging Zombie
Specialty Components: Demon Horn
School: Combat
Mana: 30
Details: The caster must speak the casting words and then touch the target
raging zombie. Once the target raging zombie has been touched the spells
takes effect and the raging zombie will obey the caster. This spell is only
active as long as the caster stays within 50 feet of the raging zombie. If cast
on a NPC raging zombie the effects end after the encounter or battle in
which the spell was cast.

139
Control Skeleton
Casting Time: 1 min
Effect: Target Skeleton obeys Caster
Verbal Components: Rav E nus, Car V nus, A yay yay
Visual Components: Touch target Skeleton
Casting words: Control Skeleton
Specialty Components: Beholders Eye
School: Combat
Mana: 60
Details: The caster must speak the casting words then touch the target
skeleton. Once the target skeleton has been touched the spells takes effect
and the skeleton will obey the caster. This spell is only active as long as the
caster stays within 50 feet of the skeleton and does not grant the caster
control over N.P.C. skeletons for more than the length of the encounter or
battle in which they were controlled.

Control Wraith
Casting Time: 1 min
Effect: Target Wraith obeys Caster
Target Wraith must be within 50 feet
Verbal Components: Rav E nus, Car V nus, E ya A
Visual Components: Make a choking motion toward target wraith character
Casting words: Control Wraith
Specialty Components: Skeleton Finger Bone
School: Combat
Mana: 50
Details: To cast this spell the caster must make eye contact with the target
wraith while making a choking motion with their hands towards them and
shout the casting words. Once the spell is cast the target wraith will obey the
caster as long as the caster stays within 50ft of the wraith. If cast on a NPC
wraith the effects end after the encounter or battle in which the spell was
cast.

140
Control Zombie
Casting Time: 1 min
Effect: Target zombie obeys Caster
Verbal Components: Rav E nus, Car V nus, A O A
Visual Components: Touch target Zombie
Casting words: Control Zombie
Specialty Components: Dirt
School: Combat
Mana: 15
Details: The caster must speak the casting words then touch the target
zombie. Once the target zombie has been touched the spells takes effect and
the zombie will obey the caster. This spell is only active as long as the caster
stays within 50 feet of the zombie. If cast on a NPC zombie the effects end
after the encounter or battle in which the spell was cast.

Dragon Fear
Casting Time: 10 Minutes
Effect: Target player is gripped with fear towards the caster of the spell.
Target player must be within 50ft radius from caster
Verbal Components: Kan dor may, Ram E na, Ra gawth ma
Visual Components: Caster must make a choking motion toward target
character.
Casting words: Fear
Specialty Components: Dragon Claw
School: Combat
Mana: 150
Details:
Details: To cast this spell the caster must first complete the casting time then
hold their hand out and make a choking motion towards the target character
and make eye, then the caster must shout the casting words Fear!. Once
the caster shouts at the target character the spell takes effect and the target
character must role play being gripped with fear and may make no other
actions other than role-playing being afraid.

141
Drain
Casting Time: 1 min
Effect: Caster must speak word Drain if the spell is successful
Target player dies
+3 Hit Points
+10 Arcane Mana
Hit points and mana cannot exceed players current maximum
Verbal Components: Sa who ra, Me kan ra, She sha kra
Visual Components: Caster must wrap their arms around target player for
three seconds
Casting words: Drain
Specialty Components: Black Orc Tusk
School: Combat
Mana: 75
Details: To cast drain the caster must first wrap their arms around target
player, loudly count a full 3 seconds than shout the casting words. If target
character hasnt escaped from the grasp of the caster within three seconds
the target character dies. As target character dies the caster absorbs the
drained mana and hit points of target character.

Explode
Casting Time: Instant
Effect: Character must speak word Explode
Target players die
Character using explode spell dies
Verbal Components: E yay yay, Dom E ray, Reck we um
Visual Components: Character must place their hands on up to two target
players
Casting words: Explode
Specialty Components: Demon Horn
School: Combat
Mana: 30
Details: The caster can touch up to two target players. While touching target
player(s) the caster must yell Explode. When the spell name explode is
spoken the explosion of mana is so strong the caster bursts in to flames
instantly dying and creates a magical shock-wave which disrupts and
destroys the internal organs of the target(s). Since the internal damage is so
great, the characters must be "Cured" before being brought back to life, the
caster does not require being cured before being brought back to life.

142
Fire Ball
Casting Time: Instant
Verbal Components: E nay yay, O re A, Sang na tay
Effect: 1 hit point damage on contact
Visual Components: Coloured tennis ball
Casting Words: Fire Ball
Specialty Components: None
School: Combat
Mana: 5
Details: Casters, with the fire ball spell, can throw tennis balls at their enemy
for 1 hit point of damage. The spell target only suffers the damage if they are
hit by the tennis ball on armour or on their body; this spell cannot penetrate
shields. If another spells or ability requires the use of fire this spell can be
used, as well this spell can do extra damage to creatures that have
weaknesses to fire.

Hold
Casting Time: 5 min
Effect: Target Player is unable to move from the waist down for 5 minutes
Verbal Components: E yay yay, O E A, Sang na tay
Visual Components: Touch target player
Casting words: Hold
Specialty Components: Skeleton Finger Bone
School: Combat
Mana: 50
Details: While touching the target player the caster must speak the word
Hold When the spell name hold is spoken the spell takes effect. Once
effected the target player cannot move their legs or feet for five minutes.

143
Pain
Casting Time: 1 Minute
Effect: Target player is overcome with severe pain for no less than 1 minute
Target player must be within 50ft radius from caster
Causes the target character to feel the most extreme pain they have ever felt.
Cannot be used on undead
Verbal Components: Kan dor may, Kan E ma, Ra gawth na
Visual Components: Caster must make a choking motion toward target
character.
Casting words: Pain
Specialty Components: Skeleton Finger Bone
School: Combat
Mana: 150
Details: The target must be within 50ft of the caster, at which point the caster
must establish eye contact with the target then the caster must shout Pain!.
Once Pain is shouted the target character must role play being overcome by
unbearable amounts of pain.

Petrify
Casting Time: 30sec
Effect: Target Player is turned to stone and is unable to move or speak for 5
min
Verbal Components: E yay yay, Nam E A, Sang na tay
Visual Components: Caster must touch target player
Casting words: Petrify
Specialty Components: Skeleton Finger Bone
School: Combat
Mana: 60
Details: To cast this spell the caster must touch the target player than say the
casting words. Once the casting words have been said the target player
becomes a stone statue and cannot be affected by spells or abilities, except
dispel, for up to five minutes. The spell can be broken by hitting the petrified
player with a bludgeoning weapon which would also inflicts one point of
damage. While under the effects of petrify the character cannot see or hear
what is happening around them.

144
Possess
Casting Time: 30seconds
Effect: Target dead character is possessed by a demon
Verbal Components: Rec we um, Dom E nay, In tran say
Visual Components: Touch Target dead Character
Casting words: Possess
Specialty Components: Beholders Eye
School: Combat
Mana: 100
Details: The caster must first give the target dead character a Demon
summoning card. The caster must then place, and keep, their hand on target
dead character for the full duration of the casting. Once casting is complete
the caster must say the casting words then the target dead character becomes
a Demon and is under the command of the caster that created it.
The possessed character has the abilities of a Demon as described in the
monsters chapter of the Medieval Chaos Players Handbook.

Push
Casting Time: 30 seconds
Effect: All players in 5ft radius from caster are affected
All characters in target area must jump backwards and fall to the ground.
Verbal Components: A re us, Rav E nus, Kar ni um
Visual Components: None
Casting words: Push
Specialty Components: Dirt
School: Combat
Mana: 80
Details: Once the caster has shouted the casting words, a burst of energy is
emitted from the caster sending out a shock wave and knocking all players
within 5 ft radius of the caster to the ground.

145
Set on Fire
Casting time: 5 minutes
Effect: Sets target player on fire
Target player is reduced to 0 hit points within ten seconds of being set on
fire
The player who is on fire can only be put out by lying on the ground and
having a fellow player patting them out for three seconds
Verbal Components: Flam E na, Rav E nus, Kar ni um
Visual Components: Must touch target player
Casting words: Set on Fire
Specialty Components: Demon Horn
School: Combat
Mana: 90
Details: While touching the target player the caster must speak the casting
words. At this point the Target player has been set on fire and they must act
as if they have spontaneously combusted and are burning alive. If 10
seconds elapse the character that has been set on fire dies. The only way to
be saved once set on fire is to have another player who is not on fire spend 3
consecutive seconds physically patting the burning characters costume while
the burning character is laying on the ground.

Silence
Casting Time: 2 minutes
Effect: Target character cannot speak or cast for 5 minutes, but may use all
abilities as normal.
Verbal Components: Sa see ka, See za na, Re ma us
Visual Components: Must touch target player
Casting words: Silence
Specialty Components: Demon Horn
School: Combat
Mana: 60
Details: While touching the target player the caster must speak the casting
words. The touched character is then under the effect of the silence spell the
character cannot speak a word and therefore cannot cast spells. Being
silenced may keep a character from casting but it will not keep them from
using their abilities except for unlimited or instant spell abilities.

146
Sleep
Casting Time: 1 Minute
Effect: Target player falls asleep and drop anything in their hands
Verbal Components: Na la lay, Ray na ray, Sun dun say
Visual Components: 1fl oz Rice
Casting words: Sleep
Specialty Components: Dirt
School: Combat
Mana: 50
Details: The caster must hold the rice in their hand for the full duration of
the casting. Once the casting is complete the caster must throw the rice at
their target and shout the casting words. The target must be noticeably hit
with the rice in the chest area for the spell to take effect. When affected the
target will be forced to drop all weapons, fall to the ground, close their eyes
and act as if they are sleeping. The only way to wake a character from a
sleep spell is to shout their name or cause them a point of damage.

Summon Dead
Casting Time: Varies
Effect: The caster can Summon a certain undead creature from a corpse
Verbal Components: Varies
Visual Components: Varies
Casting words: Varies
Specialty Components: Varies
School: Combat
Mana: Varies
Details: This evolving spell will grant the caster the ability to summon many
different undead creatures as they ascend through the guild levels.
The evolution of Summon Dead
Spell Available Guild Level
Summon Zombie Full Guild
Summon Raging Zombie High Guild
Summon Wraith High Guild Level 4
Summon Skeleton High Guild Level 8

147
Summon Zombie
Casting Time: 30seconds
Effect: Target dead character becomes a zombie
Verbal Components: Rec we um, Dom E nay A yay A
Visual Components: Touch Target Player
Casting Words: Summon Zombie
Specialty Components: Dirt
School: Combat
Mana: 15
Details: The caster must first give the target dead character a Zombie
summoning card. The caster must then place, and keep, their hand on target
dead character for the full duration of the casting and then say the casting
words. Once casting is complete target dead character becomes a Zombie
and is under the casters control and has the abilities of a Zombie as
described in the monsters chapter of the Medieval Chaos Players Handbook.

Summon Raging Zombie


Casting Time: 30seconds
Effect: Target dead character becomes a Raging zombie
Verbal Components: Rec we um, Dom E nay E ya A
Visual Components: Touch Target Player
Casting words: Summon Raging Zombie
Specialty Components: Dirt
School: Combat
Mana: 25
Details: The caster must first give the target dead character a Raging Zombie
summoning card. The caster must then place, and keep, their hand on target
dead character for the full duration of the casting then say the casting words.
Once casting is complete target dead character becomes a Raging Zombie
and is under the casters control and has the abilities of a Raging Zombie as
described in the monsters chapter of the Medieval Chaos Players Handbook.

148
Summon Wraith
Casting Time: 30seconds
Effect: Target dead character becomes a wraith
Verbal Components: Rec we um, Dom E nay E yay yay
Visual Components: Touch Target Player
Casting words: Summon Wraith
Specialty Components: Black Orc Tusk
School: Combat
Mana: 60
Details: The caster must first give the target dead character a Wraith
summoning card. The caster must then place, and keep, their hand on target
dead character for the full duration of the casting then say the casting words.
Once casting is complete target dead character becomes a Wraith and is
under the casters control and has the abilities of a Wraith as described in the
monsters chapter of the Medieval Chaos Players Handbook.

Summon Skeleton
Casting Time: 30seconds
Effect: Target dead character becomes a skeleton
Verbal Components: Rec we um, Dom E nay Say yay ya
Visual Components: Touch Target Player
Casting Words: Summon Skeleton
Specialty Components: Skeleton Finger Bone
School: Combat
Mana: 120
Details: The caster must first give the target dead character a Skeleton
summoning card. The caster must then place, and keep, their hand on target
dead character for the full duration of the casting and then say the casting
words. Once casting is complete target dead character becomes a Skeleton
and is under the casters control and has the abilities of a Skeleton as
described in the monsters chapter of the Medieval Chaos Players Handbook.

149
~Utility Spells~

Counter Spell
Casting Time: 30 Seconds
Effect: Spell Targeting Caster is Negated
Verbal Components: E ya yay, Dom E nay, Reck we us
Visual Components: Handful Flower Petals
Casting Words: Counter Spell
Specialty Components: Black Orc Tusk
School: utility
Mana: 40

Details: When an opponent launches a spell against the caster, the caster
may counter the spell directed at them by throwing the visual component
into the air and shouting the casting words. Opponent's spell effect is
negated and does not affect the caster of counter spell.

Create Arcane Mana Potion


Casting Time: 30 seconds
Effect: Turns liquid into an arcane mana potion
Player who consumes potion is restored to up to 60 arcane mana points
Verbal Components: Ram E nus, Car V nus, Ah na tay
Visual Components: 200ml liquid
Specialty Components: Black Orc Tusk
School: Utility
Mana: 20
Details: The caster wraps a 200ml drink in black hockey tape. The caster
must wrap the entire can, except the spout, in tape. Once the can has been
covered completely with black tape then the caster must mark it with a
single horizontal line of green tape around the center of the container, the
caster can then use the potion immediately or store it for a later date. When
any player drinks the full contents of the potion they gain 60 arcane mana
points these points cannot take them above their mana maximum.

150
Detect
Casting Time: Varies
Effect: The caster can detect said ability
Verbal Components: Varies
Visual Components: None
Casting Words: Varies
Specialty Components: 1oz Crystal
School: Utility
Mana: Varies
Details: The detect spell is an evolving spell that grants the caster a variety
of detection spells as the character advances. To be use the spell the caster
must hold the specified crystal in the air while they are casting the spell.
Once the casting is complete the caster must continue to hold the crystal in
the air for the full duration that spells takes effect
The evolution of Detect
Spell Available Guild Level
Detect Traps Full Guild
Detect Poison High Guild Level 2
Detect Disease High Guild Level 4
Detect Invisible High Guild Level 6

Detect Traps
Casting Time: 30 Seconds
Effect: Caster detects the next trap they see
Verbal Components: Dra ga may, E rok nay, Ma gray ta
Visual Components: 1oz White Quartz Crystal
Casting Words: Detect Traps
Specialty Components: Fresh Water
School: Utility
Mana: 10
Details: The caster recites the casting words and holds their crystal in the air.
Once the casting is complete the caster must continue to hold the crystal in
the air for the spell to continue to function the caster may then detect the first
trap of any level encountered.

151
Detect Poison
Casting Time: 1 minute
Effect: Caster can sample 1 item of food or drink with immunity to all
poison
Verbal Components: Dra ga may, E rok nay, Ma gray pa
Visual Components: 1oz Pink Quartz Crystal
Casting Words: Detect Poison
Specialty Components: Fresh Water
School: Utility
Mana:20
Details: The caster recites the casting words and holds their crystal in the air.
Once the casting is complete the caster must continue to hold the crystal in
the air for the spell to continue to function then the caster has immunity to
the poison for the next sample of food or beverage consumed, only allowing
the caster one sample from said item. This spell continues to function as
long as the crystal is held and until the first poisoned food or beverage is
tasted.

Detect Disease
Casting Time: 2 minutes
Effect: Caster can pick up 1 item and identify if it is diseased with immunity
to all diseases for 10 seconds.
Verbal Components: Dra ga may, E rok nay, Ma gray da
Visual Components: 1oz Black Obsidian
Casting Words: Detect Disease
Specialty Components: Fresh Water
School: Utility
Mana:10
Details: The caster recites the casting words and holds their crystal in the air.
Once the casting is complete the caster must continue to hold the crystal in
the air for spell to continue to function the next time the caster holds a
diseased item they are able to identify the type of disease while being
protected from it. The protection from the disease ends 10 seconds after
picking the item up.

152
Detect Invisibility
Casting Time: 2 minutes
Effect: Caster can see all invisible, or abilities related to invisibility,
characters for five minutes
Verbal Components: Dra ga may, E rok nay, Ma gray na
Visual Components: 1oz Clear Quartz Crystal
Casting Words: Detect Invisibility
Specialty Components: Fresh Water
School: Utility
Mana: 40
Details: The caster recites the casting words and holds their crystal in the air.
Once the casting is complete the caster must continue to hold the crystal in
the air for spell to continue to function for the next five minutes the caster
can see all characters under the effects of any kind of invisibility.

Dispel
Casting Time: 2 min
Effect: Target spell is destroyed
Verbal Components: E ya yay, Dom E nay, Reck we um
Visual Components: 1oz Rice
Casting Words: Dispel Target spell name
Specialty Components: Beholders Eye
School: Utility
Mana: 50
Details: The caster must have the spell they wish to dispel written in their
spell book or in their spell list. The caster must hit the target spell with their
1oz of rice as well as end their casting by speaking Dispel (target spell
name here).

153
Flame Spark
Casting Time: instant
Effect: Create a small flame
Verbal Components: Car ak na, Mi ra J, E ya C
Visual Components: gas lighter wrapped in hockey tape
Casting Words: Spark
Specialty Components: none
School: Utility
Mana: 0
Details: One of the first spells any caster learns is the ability to create a small
flame at their fingertips. This is useful for lighting candles, a campfire,
incense or a pipe. To use this spell the caster must have a small gas lighter
wrapped in hockey tape.

Entangling Vines
Casting Time: 30 seconds
Effect: Target character or object cannot move for five minute
Verbal Components: E yay yay, A E A, Sang na tay
Visual Components: Silly String
Casting Words: Entangle
Specialty Components: Roots
School: Utility
Mana:60
Details: The caster must wield the silly string for the full duration of their
casting. Once the casting is complete the caster must spray the silly string
onto their target. When struck with the string the effected target must act as
though it has been attached to the ground by massive regenerating vines and
cannot move or be moved for five minutes. This spell can be used on
weapons or any other inanimate object therefore disabling it for the duration
of the spell. It is good to remember to make extra effort with this spell to
ensure that players are aware of what object or if they themselves have been
struck, as in the heat of battle silly string is hard to see and even harder to
feel.

154
Globe of Protection
Casting Time: 5 Minutes
Effect: Caster and as many allies as can fit within circle cannot be harmed
Caster and allies in circle cannot be the target of spells or abilities
Nothing can come within 1 foot of the circle of rope
Verbal Components: E ra Ous, Na vara Ous, Com pla tus
30feet of inch or thicker rope
Casting Words: Globe of Protection
Specialty Components: Skeleton Finger Bone
School: Utility
Mana: 150
Details: The caster must first lay the 30 foot rope in a circle on the ground,
then standing in the center of the circle the caster can begin to cast. Once the
caster has completed the casting of the spell and says the casting words they
are surrounded by an impenetrable wall of air that forms above the rope
surrounding the character, and they cannot be attacked or affected by any
spell or ability from outside the circle. The spell will last as long as the
caster stays within the rope circle. The caster is able to grant passage into the
circle to other players. Players inside the circle cannot affect those outside
the circle nor can they be affected by those outside in return. Players may
exit the circle at any time but must be granted passage again in order to re-
enter. If at any time the caster exits the circle the spell ends.

Globe of Teleportation
Casting Time:5 minutes
Effect: Caster and target Characters within circle becomes invisible and
undetectable
Verbal Components: Gra V nous, Na vara Ous, Com pla tus
Visual Components: Target Characters must hold arms out parallel to their
shoulders to form their body into a T shape
30feet of inch or thicker rope
The teleporting characters' hands must be empty
Specialty Components: Sand Arrow
School: Utility
Mana: 300
Details: The caster must first lay the 30 foot rope in a circle on the ground,
then standing in the center of the circle with all those that intend on being
teleported the caster can begin to cast. Once the casting time is complete the
caster says the casting words then all the characters within the ring come
under the effect of the teleport spell, but must stay within ten feet of the
155
character that casted the globe of teleportation spell. All characters in the
globe of teleport must hold their arms straight out from their body forming a
T. All characters must remain in teleport until the caster arrives at their
chosen destination and exits the spell by dropping their hands. Teleporting
characters are invisible and undetectable and are not able to see or hear their
surroundings and all information gained in this way is considered O.O.C

Haven
Casting Time: 2 Minutes
Effect: Target character cannot be harmed
Target character cannot be the target of spells or abilities
Nothing can come within 1 foot of target character
Verbal Components: E ra Ous, Na vara Ous, Al I us
Visual Components: Target Character must make a fist and hold their fist as
high as their head
Casting Words: Haven
Specialty Components: Thorn
School: Utility
Mana:25
Duration: 5 minutes
Details: The caster recites the casting words then touches the target player
who must then make a fist and hold their fist at the same height as their head
as long as they stay within haven. The target player is surrounded by an
impenetrable wall of air they cannot be attacked or be affected by spells or
abilities. While in Haven a player may not attack nor cast spells that affect
other players. Haven lasts 5 minutes but can be ended at any time by the
player in haven. The character may move one of their hands and can move
both feet as long as they remain inside the 1.5 foot radius of where the spell
was cast.

156
Invisibility
Casting Time: Instant
Effect: The caster becomes invisible to all other characters
Verbal Components: Gra V nous, Na vara Ous, Ind vid ous
Visual Components: Caster must hold both hands open in the air at the same
level as their head
The casters hands must be empty
Casting Words: Invisibility
Specialty Components: Fresh Water
School: Utility
Mana: 40
Details: Once the caster casts the invisibility spell they must hold their hands
in the air. In order to remain invisible the caster must continue to hold up
their hands to simulate invisibility. Invisible characters are invisible as long
as they are not touched or touch anyone else, engage in combat, cast any
combat spells, or fail to keep their hands up. Remember that just because a
player cannot be seen does not mean that they cannot be heard.

Levitate
Casting Time: 1min
Effect: The caster can hold concentration while moving their feet for 5
minutes
Verbal Components: La fee A, Na A ta, Ram E na
Visual Components: Single Feather
Casting Words: Levitate
Specialty Components: Water
School: Utility
Mana: 50
Duration: 5 minutes
Details: The caster must hold the visual component in their hand for the
entire casting time. Once casting is complete the caster is allowed to move
their feet while casting for 5 minutes. If the caster stops holding the feather
at anytime the spell ends. While under the effects of levitate the caster is
immune to the shockwave ability. If levitate is cast while the caster is under
the effects of sanctuary or shield of air it will allow them to move for the
duration of the levitate spell if they continue to hold the feather.

157
Light
Casting Time: Varies
Effect: The caster can create light
Verbal Components: Varies
Visual Components: Varies
Casting Words: Varies
Specialty Components: Varies
School: Utility
Mana: Varies
Details: Starting off as a basic spell to shed light into dark places the light
spell soon evolves to become one of the most useful spells in all of medieval
chaos. Used by new casters to find their way on the darkest of night or to
sometimes blind their enemies as they flee into the night.
The evolution of Light
Spell Available Guild Level
Ray of light Full Guild
Solaris High Guild
Globe of Light High Guild Level 3
Solis Lumina High Guild level 6

Ray of Light
Casting Time: 30 seconds
Effect: Creates a beam of light that lasts for up to 5 minutes
Verbal Components: E yus nar, Mo day kun, Sum jum R
Visual Components: Small Flashlight
Casting Words: Ray of Light
Specialty Components: None
School: Utility
Mana: 5
Details: The ray of light spell can be used to find one's way in the dark or to
blind one's opponent with the most simple of objects.

158
Solaris
Casting Time: 1 minute
Effect: Creates a strong beam of light that lasts for up to 10 minutes
Verbal Components: E yus nar, Mo day kun, A yay A
Visual Components: >1 Million Candle Flashlight
Casting Words: Solaris
Specialty Components: Fresh Water
School: Utility
Mana:10
Details: The Solaris spell creates a strong beam of light that can detect
players who are sneaking or hiding in shadows. A player that is using sneak
or hide in shadows and is hit by the beam of light from Solaris must put their
hands down to simulate that they have been detected. Solaris can be used to
find one's way in the dark or to blind one's opponent.

Globe of Light
Casting Time: 2 minutes
Effect: Creates a globe of light that lasts for up to 6 hours
Verbal Components: E yus A, Ko day run, A yay A
Visual Components: Battery powered lantern
Casting Words: Globe of Light
Specialty Components: Fresh Water
School: Utility
Mana:10
Details: Globe of light grants the caster and their party enough light to travel
along the roads at night.

159
Solis Lumina
Casting Time: 1 minute
Effect: Creates an incredibly strong beam of light that lasts for up to 5
minutes
Verbal Components: A yus na, Mo ray kun, E ya A
Visual Components: Hand held spot light
Casting words: Solis Lumina
Specialty Components: Fresh Water
School: Utility
Mana:50
Details: The Solis Lumina spell creates a the strongest beam of light in all of
medieval chaos. This spell's light beam can not only detect players who are
sneaking or hiding in shadows but it can also harm Vampires and any other
creatures that are sensitive to sunlight as it emits a beam of light thats as
powerful as the sun. A player that is using sneak or hide in shadows and is
hit by the beam of light from soils Lumina must put their hands down to
simulate that they have been detected. Vampires are set on fire if hit with the
beam of light. Solis Lumina can be used to find one's way in the dark or to
blind an entire enemy army.

Sanctuary
Casting Time: 2 Minutes
Effect: Caster cannot be harmed
Caster cannot be the target of spells or abilities
Nothing can come within 1 foot of the caster
Verbal Components: E ra Ous, Na vara Ous, Bar de Ous
Visual Components: Caster must make a fist and hold their fist as high as
their head
Specialty Components: Thorn
School: Utility
Mana: 25
Duration: 5 minutes
Details: The caster recites the casting words, then they must make a fist and
hold their fist at the same height as their head. The caster is surrounded by
an impenetrable wall of air, and they cannot be attacked or affected by spells
or abilities. While in sanctuary a character may not attack or cast spells that
target other players. Sanctuary lasts 5 minutes but can be broken at any time
by the caster. The character may move one of their hands and can move both
feet as long as they remain inside the 1.5 foot radius of where the spell was
cast. Using levitate and sanctuary allows movement while in sanctuary.
160
Shield of air
Casting Time: 5 Minutes
Effect: Caster cannot be harmed
Caster cannot be the target of spells or abilities
Nothing can come within 1 foot of the caster
Verbal Components: Cos ra gal, Fos de ray, Vos ka dal
Visual Components: Caster must make a fist and hold their fist as high as
their head
Casting Words: Shield of Air
Specialty Components: Sand Arrow
School: Utility
Mana: 80
Details: The caster recites the casting words, then they must make a fist and
hold their fist at the same height as their head. The caster is surrounded by
an impenetrable wall of air, 1.5 foot radius around the character, and they
cannot be attacked or affected by spells or abilities. However, while using a
shield of air spell the character may not attack or cast spells that target other
players. Shield of Air lasts as long as the casters fist remains in the air or till
dispelled. The character may move one of their hands and can move both
feet as long as they remain inside the 1.5 foot radius of where the spell was
cast. Characters using levitate and shield of air can effectively move while
they are in shield of air.

Stone Skin
Casting Time: 30sec
Effect: Caster Gains 3 armour points
Verbal Components: Rav A ka, Ran E na
Visual Components: 1oz stone
Casting Words: Stone Skin
Specialty Components: Thorn
School: Utility
Mana: 40
Details: The visual component must remain in the casters hand for the entire
duration of the spell. Once the spell has been successfully cast the caster
gains 3 armour points. While these armour points remain the caster is
immune to throat slit and heart rip.

161
Teleport
Casting Time: Instant
Effect: Caster becomes invisible and undetectable
Verbal Components: Gra V nous, Na vara Ous, Mo ment us
Visual Components: Caster must hold both arms Out to form a T
The teleporting character's hands must be empty
Casting Words: Teleport
Specialty Components: Sand Arrow
School: Utility
Mana: 150
Details: Before casting the caster must hold their desired location in their
mind once the spell is complete the caster must take the most direct route to
the desired location and may not stop. The caster must hold their arms
straight out from their body forming a T the entire time they are in teleport
to show other players that they are teleporting and cannot be detected.
Teleporting characters are invisible and undetectable and are not able to see
or hear their surroundings and all information gained while in teleport is
O.O.C

162
~High Guild~
~thats right, you finally made it~

Reaching high guild is a land mark achievement for any player at medieval
chaos. This means that the player now fully understands the way medieval
chaos works from spells to combat to role playing. Players that have reached
high guild with one or more characters will be expected to host missions and
know game dynamics inside and out. High guild characters are now ready to
fully play the game of Medieval Chaos. Characters are now able to purchase
specific abilities at a cost of experience points. Roughly translated the better
and harder you play the faster you gain more hit points more mana and more
abilities.

~High Guild Benefits~

. A High Guild player when creating an alternate character can choose to


either start their new character as a commoner or as a full guild. The new
character if started as a commoner must complete the full guild testing in
order to advance. When the new character is preparing to high guild they are
exempt from the mission test but must complete all other testing including
bringing another player from either peasant or commoner to full guild.

Experience Points
Once a character reaches high guild in medieval chaos they begin to collect
experience points. These points are earned by completing missions and
keeping track of few important things like self earned experience points and
distributed experience points. These points can be used to attain more hit
points or mana points, higher levels, and even new abilities. Every new
ability, level, hit or mana point will cost a set amount of experience points
most abilities require the character to be on specific high guild level before
they can even be attained.

Self Earned Experience Points


As time goes on using abilities, spells and tactics becomes more natural.
The more a character uses their abilities the more experience that character
will gain. Players are responsible for keeping score of their self earned
experience points to a weekly maximum of 10. These points are earned by
players performing an action found on the chart below. These points will be
tallied as the year progresses.
163
Self Earned Experience Points
Killing Blow +1exp
Use of Ability +1exp
Use of Enchanted Item +1exp
Use of Potion +1 exp
Use of Spell +1exp
Hiring of a henchmen +5exp
Playing an N.P.C. +5exp
Being Game Master +10 exp

Killing Blow - Any combat strike that brings any character from 1 hit point
to 0 hit points is considered a killing blow. Normally the last strike in
combat before struck character is rendered dead.
Use of Ability Use of any special ability that a character has counts for use
of ability. This does not count spells or pre-casting.
Use of Enchanted Item - Anytime a character uses a magic item that removes
or would remove a charge from that item. This does not include loadstones
or recharging items.
Use of Potion Be it an invisibility potion a mana potion or even herbal tea
healing potion as long as it isnt poison it counts
Use of Spell Whenever a caster casts a spell that removes any amount of
mana from their inventory.
Hiring of Henchmen Sometimes on hard missions it becomes almost
mandatory to hire help either in town or along the way. No matter how many
henchmen hired this can only count once per mission.
Playing an N.P.C. - Every Mission that a player is expected to play the role
of a non player character they will be rewarded 5 extra experience points.
Being Game Master - Being a game master can be a lot of work and so we
reward our game masters with 10 extra experience points for setting up the
game.

Distributed Experience Points


The majority of experience points a player earns comes directly from
distributed experience points. The game leader or your factions leader will
attempt to judge players on three key elements; character, costume and
combat. By advancing in these three categories a player can dramatically
increase the amount of weekly experience they can attain. The current game
leader or your faction leader distributes experience points as they see fit in
the chart below.
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Distributed Experience Points
Character Costume Combat
Vocabulary Decisions Abilities Upper Lower Accoutrements Skill Position Timing

10pts 10pts 10pts 10pts 10pts 10pts 10pts 10pts 10pts

Character
Players will earn points based on the frequency of their in character game
play. Those who are good actors and in-depth with their characters will earn
points quickly.

Vocabulary - The language and tone a character uses in game play.


Characters should refrain from modern day slang and or terminology as well
as long winded badly spoken old English.
Decisions Characters often times make choices a player would never
make. To be in character is to attempt to think in the mind of that character
and react to the world around you as that character would react.
Abilities Characters will earn points based on which abilities they use and
when. Player should attempt to not over use abilities or use abilities unlike
their character.

Costume
The clothing a character wears at medieval chaos. Costumes should be a
reflection of the characters persona and present themselves in a medieval
fantasy theme. Any player wearing obvious denim or brand name logos will
have their costume experience points negated to zero.

Upper Body - This section of the costume will often include a shirt, tunic,
tabard, jacket, or cloak.
Lower Body - The Lower Section of a costume will often include a skirt,
pants, boots, shoes, belts, or kilts.
Accoutrements Accessory items that are within period that add to the
overall customization and individuality of a costume. Armour, baldrics,
pouches, scarves, masks, etc.

165
Combat
Medieval Chaos combat consists of all abilities, spells and hit points. Players
should attempt to properly use their characters abilities to defeat their
enemies. A Knight may charge into battle where a wizard may stand back
and simply throw spells into the fray.

Skill - This is based on a players ability to handle a weapon in combat be it a


sword or a sleep spell. Experience points are lost when non legal strike
points are hit.
Position Some characters are suited for standing at the back while other are
suited for charging into battle. Players must remember which position their
character is best suited for and always strive to be as effective as possible.
Timing A full charge isnt always the best battle plan. Players who know
the rhythm of battle will know when it is best to tack and when it is best to
defend

Levelling Up
In order to attain better and more powerful abilities high guild characters
must first ascend levels. Moving up levels is done by spending experience
points to purchase levels. As a character moves up levels in high guild they
will gain extra hit points and mana points. At specific Levels these extra
points will be distributed to characters. All level zero character abilities that
are based on level will never be calculated lower than one; example,
enchant.

Level Bonus/ Cost Chart


Level Bonus Cost
1 +1 Hit Point OR +5 Mana 200
2 Nil 400
3 +1 Hit Point OR + 5 Mana OR +1 Buff 800
Max
4 Nil 1600
5 +1 Buff Max 1600
6 Nil 1600
7 +1 Hit Point OR +5 Mana OR +1 Buff 1600
Max
8 Nil 3200
9 Gain Reputation Ability 3200
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10 Gain Legendary Ability 3200

Purchasing Abilities
Once a character has reached high guild level they can chose to purchase
new abilities and further customize their character. The experience earned is
not only for spending on level ups but for spending on new abilities.

Ability Options Per Level


The choice of abilities is only restricted by the options granted to you by
your level. Low level high guild characters will only be able to choose from
base guild or apprentice abilities. When a high guild character reaches
level five however they can purchase base guild abilities and full guild
abilities. This vastly increases the amount of ability options a character has
to choose from. If a character is to reach high guild level eight they would
then be able to purchase any ability on the ability chart.

Guild Ability Options per Level


High Guild Level Guild Options
0,1 None
2,3,4 Base Guild
5,6,7 Base Guild, Full Guild
8,9,10 Base Guild, Full Guild,
High Guild

Cross Guild Multipliers


When a character wishes to purchases an ability that is not of their guild tree
then they must pay the appropriate cross guild multiplier, this multiplier is
multiplied on to the experience cost of the ability. The chart below indicates
that a player from the fighter guild will have to pay three times the
experience cost for any caster guild abilities but only two times the
experience cost for rogue guild abilities. As well a player from the casters
guild will have to pay three times the experience chose for any fighter guild
abilities but only two times the experience cost for any rogue guild abilities.
However the rogue guild is at a great advantage for they only have to pay
two times the experience cost for either a caster or fighter guild ability.

167
Cross Guild Multipliers
Fighters Guild X2 Rogues Guild X2 Casters Guild

X3

Understanding the Ability Cost Chart


This chart was created as a master list of all abilities a player can purchase
once they reach high guild. This chart is divided into three categories based
on the three prominent guilds; fighter, rogue and caster. The cross guild
multiplier that was mentioned above is to be used when purchasing abilities
from the ability cost chart. This list places the each ability in only one guild,
though bards and ruffians have back stab it will only be found in the rouges
guild category of the following chart. This is to keep sneaks from having
rage and warlords from having bard song. Each ability in the ability cost
chart is followed by a number, this number is the amount of experience a
player must spend in order to purchase the ability.

Ability Cost Chart


Fighters Guild Rogues Guild Casters Guild
Base Guild
Ability Exp. Ability Exp. Ability Exp.
Weapon 1000 Backstab 1500 Foci 2500
Specialization
Repair Armour 1000 Pick Locks 500 Herbalism 1200
Set Traps 500 Meditate 2000
Hidden Agenda 500 Pray 2000
Circle of Power 1000
Full Guild
Advanced Formation 1000 Create Basic Poison 1000 Bard Song 2000
Battle Charge 1400 Detect/Disarm Traps 1200 Simple Potion Making 1200
Blood Lust 1000 Hide in Shadows 1200 Punch For Damage 2000
Clan Nature 800 Persuade 1800 Woodland Stride 2000
Formation 800 Brawl 1200 Lupine Form 2000
Rage 1500 Sneak 2000 Set Traps 500
Run Through 1500 Pressure Point 1200 Detect/Disarm Traps 1200
Knockout
Shield Bonus 2000 Multi-shot 1000 Holy Symbol 2000
Backstab 1500 Woodland Stride 2000 Tale of Bravery 1000
Set Traps 500 Blood lust 1000 Tale of Glory 1000
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Blinding Powder 1800 Create Dispelling 1000 Backstab 1500
Powder
Brawl 1200 Holy Symbol 2000 Greater Circle of Power 2000
High Guild
Berserker Rage 2500 Blinding Powder 1800 +1 Pre-cast Spell 1500
Cheat Death 3000 Create Advanced 1500 +1 Contingency Spell 2500
Poison
Crowd Pump 3000 Create Paralyzing 1800 Elder Clan Nature 1600
Poison
Defensive Formation 2000 Glorious Retreat 2000 Forrest Form 2000
Elder Clan Nature 1600 License to Kill 2000 Enchant 2000
Greater Blood Lust 1500 Mortally Wound 3000 Greater Potion Making 1500
Master Formation 2000 Patience 2000 Heart Rip 2000
Punch for Damage 2000 Feign Death 3000 Immune to Disease 3000
Immune to Poison 1500 Pride Kill 2000 Rodent Form 2000
Persuade 1800 Flintlock 10000 Juggle 1500
Glorious Retreat 2000 Set Masterwork Traps 3000 Knock Out 1500
Reverse Formation 2000 Pillaged Booty 10000 Master Potion Making 2000
First Aid 1000 Run Through 1500 Pure Will 2500
Weapon Mastery 1500 First Aid 1000 True Sight 3000
Quick Healer 1500 Imperial Ammunition 10000 Thrill of the Hunt 1500
Dual Weapon 1500 Set Black powder Trap 3000 Tranquil Song 1500
Specialization
Momentum 2500 Set Greater Traps 2000 War Song 2000
Blind Fighting 2500 Called Shot 2000 Astral Form 2000
Knock Out 3000 Hail of Arrows 2000 Fists of Power 10000
Taunt 1500 Defensive Formation 2000 Blind Fighting 2500
Rally 3000 Endorsement 10000 Grace of the Gods 3000
Strong Blood 2000 Create Silencing 1000 Repair Armour 1000
Poison
Patience 2000 Greater Bloodlust 1500 Incorruptible 1500
Dim Witted 2500 Crippling Strike 1500 Fearless 1200
Naphtha 2000 Conceal Corpse 3000 Devine Symbols 3000
Set Masterwork Traps 1500 Heart Rip 2000 Alchemy 4000
Intimidate 3000 Limb Rip 2000 Sneak 2000
Cannibalize 2500 Interrogation 3000 Tale of Power 3000
Fearless 1200 Nullify Magic 2000 Tale of Jest 2000
Light Sleeper 2000 Devine Edict 10000 Humour 1500
Light Sleeper 2000 Taunt 1500
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Light Sleeper 2000

Weapons & Armour Proficiencies Cost Chart


Fighters Guild Exp Rogues Guild Exp Casters Exp
Guild
Base Guild
Light Armour 500 Light Armour 500 Staves 500
Medium Armour 1000 Light Swords 500 Daggers
Daggers 500 Thrown 500 Light Sword 500
Light Swords 500 Daggers 500
Light Maces 500
Light Axes 500
Light Polearms 500
Medium Swords 750
Medium Maces 750
Medium Axes 750
Medium Polearms 750
Full Guild
Heavy Armour 1500 Medium Armour 1000 Light Armour 500
Heavy Sword 1000 Light Bows 500 Medium Armour 1000
Heavy Polearms 1000 Light Maces 500 Heavy Armour 1500
Thrown 500 Light Axes 500 Light Maces 500
Light Bows 500 Light Polearms 500 Light Axes 500
Heavy Maces 1000 Medium Axes 750 Light Polearms 500
Heavy Axes 1000 Medium Swords 750 Medium Swords 750
Medium Maces 750 Medium Maces 750
Medium 750 Medium Axes 750
Polearms
Medium Polearms 750
Thrown 500
Light Bow 500
Heavy Bow 1000
Heavy Bow 1000
High Guild
Full Armour 2000 Heavy Bows 1000 All Armour 2500
All Armour 2500 Heavy Swords 1000 Heavy Swords 1000
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Siege Weapons 2000 Heavy Polearms 1000 Heavy Maces 1000
Massive Weapons 2000 Siege Weapons 2000 Heavy Axes 1000
Exotic Weapons 2000 Heavy Polearms 1000
Exotic Weapons 2000

Purchasing Spell Kits


After a character reaches high guild level they then have the option of
purchasing mana and spell kits to aid in further customizing their character.
Spell kits must be purchased in a certain order, characters who know nothing
about magic cannot suddenly know the same spells an oracle has learned
they must first lean the wild apprentice spells. Therefore all spell kits must
be purchased in the same order they would naturally be acquired; from the
apprentice spell kit then to the full guild spell kit and finally to the high
guild spell kit. Also once a character has chosen their apprentice guild spell
kit they can never chose another. Once they have acquired their mana they
cannot have a different stream of mana flowing within their bodies. An
Arcane caster cannot purchase Divine or Wild spell kits. A Divine caster
cannot purchase Arcane or Wild spell kits. A Wild caster cannot purchase
Arcane or Devine spell kits
.
Spell Kits
Spell kits grant characters the chance to learn magic. Characters will also
need mana with which they can use to produce their magic. Spell kits are the
list of spells a character can cast. If a character purchases the apprentice
spell kit they can effectively cast all spells offered by that guild as long as
they have sufficient mana. This is the same for all divine and wild magic, but
all arcane spell kits require that the character have their spells written in the
characters spell book before they can be cast therefore whenever arcane
apprentice spell kit is purchased the player automatically gains the spell
book hindrance. Spell kits are also subject to the Cross Guild Multiplication.
Once any character has any ability to cast either arcane, divine or wild spells
they cannot learn any other type school of magic.

Kit Options Per Level


The choice of spell kits is restricted by the options granted to you by your
level. Before any spell kit can be bought a character must first have its
prerequisite, example: Character must have the Devine Apprentice spell kit
before purchasing Priest.

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Spell Kit Options per Level
High Guild Level Guild Options
0,1 Base Guild
2,3,4 Base Guild, Full Guild
5,6,7 Base Guild, Full Guild,
High Guild
8,9,10 Base Guild, Full Guild,
High Guild, Individual
Spells

High Guild Spell Kit & Mana Cost Chart


Arcane Devine Wild
Kit Type Exp. Kit Type Exp. Kit Type Exp

Arcane 2000 Devine Apprentice Spells 2000 Wild Apprentice 2000


Apprentice Spells
Spells*
Spell book -
Hindrance*
Full Guild
Wizard Spells 8000 Priest Spells 5000 Monk Spells 3000
Bard Spells 8000 Acolyte Spells 3000 Druid Spells 4000
Ranger Spells 3000

High Guild
10 Arcane Mana 2000 Bishop Spells 10000 Martial Artist Spells 3000
Cardinal Spells 10000 Mystic Spells 5000
Cleric Spells 6000 Oracle Spells 10000
Paladin Spells 1000 Shaman Spells 10000
10 Devine Mana 2000 Shape Shifter Spells 2000
Tracker Spells 3000
Hunter Spells 2000
10 Wild Mana 2000
Individual Spells
Blind 1500 Blind 1500
Control Demon 2500 Control Demon 2500
Dragon Fear 3000 Control Wraith 2500
Explode 2000 Dragon Fear 3000
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Hold 2000 Drain 2500
Pain 3000 Explode 2000
Petrify 3000 Fire Ball 500
Possess 5000 Hold 2000
Push 2000 Pain 3000
Set on Fire 3000 Petrify 3000
Counter spell 1000 Possess 5000
Detect Disease 1000 Push 2000
Detect Invisibility 1000 Set on Fire 3000
Detect Poison 500 Silence 1500
Detect Traps 500 Sleep 1500
Dispel 2000 Counter spell 1000
Entangling Vines 1500 Detect Disease 1000
Globe of Light 700 Detect Invisibility 1000
Globe of Protection 3500 Detect Poison 500
Haven 1200 Detect Traps 500
Invisibility 3000 Dispel 2000
Levitate 2500 Entangling Vines 1500
Light(E) 500 Globe of Light 700
Banish Skeleton 5000 Invisibility 3000
Banish Wraith 4000 Levitate 2500
Bless(E) 5000 Ray of Light 100
Bless Person 1000 Sanctuary 2000
Bless Weapon 2000 Shield of air 3000
Clairvoyance 2500 Solaris 1000
Create Healing Potion 500 Stone Skin 1500
Create Resurrection 1500 Create Resurrection 1500
Potion Potion
Cure 5000 Clairvoyance 2500
Divine Blessing 3000 Create Healing 500
Potion
Expel Demon 2000 Solis Lumina 2000
Heal 1200 Resurrect 3000
Lay on Hands 2000 Revive 1500
Power Of the Gods 5000 Self Heal 2000
Rest 1500
Resurrect 3000
Revive 1500
Self Heal 2000
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Turning(E) 6000
Turn Undead 1000

~Basic Monsters~
Every mission needs a bay guy

The Undead Legions


All that was once dead brought back to life. The undead legions contain
some of the most fearsome creatures in all of medieval chaos. With the
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ability to create more minions out of the dead player team the undead
legions are not something to be trifle with. Their power is often rooted in
their numbers so remembering that keeping a good distance and avoiding
being surrounded is an essential part of Survival. Individual summoning
cards must match the Hit Points and abilities depicted by each type of
undead.

Zombie
Every man that died came to their aid
Concept
Long the creature of movies and legend the basic zombies is a slow moving
mindless monster with a nasty craving for human brains. As long a player
can run fast enough they can pass most basic zombies unharmed. The
problem with zombies isnt their speed its their numbers. Even the greatest
warriors of medieval chaos have killed by a mob of these foul creatures
Special Abilities:
Basic Infect
Five Resurrections
Immune to Knockout
Immune to Backstab
Immune to Throat Slit
Immune to Sleep
Immune to Persuade
Hindrances
Combustible
If a character that is on fire, under the effect of a set of fire spell, touches a
zombie the zombie itself catches on fire, comes under the effect of the set on
fire spell. Once a zombie has been set on fire it cannot be patted out
Hit Points: 2
Weapons: Swords, Heavy
Armour: All
Spells : None
Mana : 0
Raging Zombie
I can still hear them chasing us, and the sounds of our friends being torn to
pieces
Concept
Few things are more frightening then being chased by a horde of raging
zombies. Fast moving and relatively intelligent these creatures are the
offspring of fiendish nightmares. Not quite dead and no long living these
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creatures move with ghastly speed and never ending stamina. Difficult to out
run and wild in battle the raging zombies are a worthy adversary for even the
most experienced medieval chaos player.
Special Abilities:
Main
Rage
Advanced Infect
Secondary
Two Resurrections
Immunities
Immune to Knockout
Immune to Backstab
Immune to Throat Slit
Immune to Sleep
Immune to Blind
Immune to Persuade
Hindrances
Combustible
If a character that is on fire, under the effect of a set of fire spell, touches a
raging zombie the raging zombie itself catches on fire, comes under the
effect of the set on fire spell. Once a raging zombie has been set on fire it
cannot be patted out
Hit Points: 5
Weapons: Swords, Heavy, Pole Arms
Armour: All
Spells : None
Mana : 0

Wraith
We just kept attacking the creature but it just wouldnt die
Concept
A creature of mystery and power the wraith walks the line between this
would and the next. With its body based in the astral realm and weapons
based in magic the wraith can only be struck with enchanted item or with
magic itself. The wraith can be the juggernaut of the battle field to the player
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who wields not these things. With this power also comes great weakness for
if a player wields the right tool to defeat the wraith it can be done simple and
quickly.
Special Abilities:
Drain, Levitate, Immune to Knockout, Immune to Backstab
Immune to Throat Slit, Immune to Sleep,
Immune to Non Magical Weapons
Hit Points: 5
Weapons: All
Armour: All
Spells : Sleep, Blind
Mana : 18

Skeleton
The laughter was maddening
Concept
Skeletons in medieval chaos are renowned for the bone chilling laughter
rendering players frozen in fear. The creation of some mad necromancer
skeletons can be found enslaved by brigands or even roaming wild in the
night. With no flesh or blood the skeletons are immune to swords or spears,
the bones can only be cut with an axe or crushed with a mace or hammer.
This combination of fear and strength make the skeleton a feared enemy in
the undead legions.
Special Abilities:
Cackle, Backstab, Immune to Knockout
Immune to Backstab, Immune to Throat Slit, Immune to Swords, Pole arms
and Ranged weapons
Hit Points: 3
Weapons: Swords, Pole arms, Ranged
Armour: Medium
Spells : none
Mana : 0
Litch
All I saw was a single wizard approaching
Concept
The most ancient and black hearted of sorcerers become litches. Creatures of
magic and of death the Litch thrives upon the hate of the world around it. To
become a Litch a sorcerer must put their soul into an object from which their
life force can regenerate. To completely kill a Litch you must destroy their
soul stone and at the same time destroy the body of the Litch.
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Special Abilities:
Phylactery, Unlimited Mana, Immune to Knockout, Immune to Backstab
Immune to Throat Slit, Immune to Persuade, Immune to Traps
Immune to Poison, Immune to full guild magic
Hit Points: 7
Weapons: All
Armour: None
Spells : All
Mana : Unlimited

Demon
why can I kill this thing!!??
Concept
Once a character has been possessed by a demon, they not only retain all
their own abilities but, they also gain the abilities of the demon possessing
their body. The demon is at the command of the player who cast the
possession. When a demon leaves the 50 ft area of the caster who summoned
them, or controlled them, the demon will do all in their power to kill their
former master.
Special Abilities:
Possession
(Will resurrect to full health and mana after 30 seconds unless expelled or
splashed with holy water)
Linked
(The demon can use all of the abilities of the character in which it resides)
Immune to Knockout, Immune to Backstab, Immune to Throat Slit, Immune
to Persuade, Immune to Traps, Immune to Poison
Hit Points: 20
Weapons: All
Armour: All
Spells : Invisibility, Hold
Mana : Unlimited
Beholder
....RUN!
Concept
From the darkest comers of the deepest caverns come the beholder, with
their strong psionic abilities and their more than hideous appearance.
Beholders are a cluster of small eyes surrounding a much larger center eye,
the main eye levitates above the ground. A beholder can still cast spells even
when silenced because all of its spells are cast telepathicly and it can cast
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multiple times faster than any normal caster. This is simulated by using three
or more N.P.C's play the part of the smaller eyes attached to the beholder.
Each Smaller Eye N.P.C. is able to cast all spells that a beholder can cast
while running up to 30 feet away from the beholder. These Smaller Eye
N.P.C's do not exist in the game world as these eyes are technically attached
to the Main Eye of the beholder. All eyes are immune to all physical damage
and can only be destroyed by cutting them from the main eye (by chopping
at the arms of the N.P.C. main eye), then finally killing the main eye with
spells and dispelling the dead remains.
Special Abilities:
Main
Ultimate Persuade(1 per day per eye)
Instant Spells
Regenerate
(Will resurrect after 30 seconds if small eyes aren't killed before main eye
OR is completely dead and not dispelled)
Secondary
Spreads the disease Fatigue
Mana recharge for small eyes, must touch main eye
Immunities
Immune to Poison
Immune to Disease
Immune to all instant kills
Restrictions
Player must meet giant requirements
Game Master must supply minimum of 50 beholders eyes for player loot
Hit Points: 30 Main eye and10 per eye
Weapons: None
Armour: None
Spells : Petrify, Pain, Fear, Dispel, Sleep, Hold, Shield of Air,
Mana : Main eye: Unlimited Small eyes: 20 mana

The Orcish Horde


From the classic green skinned Orc to the feared shadow goblin the Orcish
horde contains some of strongest monsters in medieval chaos. The black
Orcs are renowned for tearing off the heads of their victims while suicide
goblins are known for blowing their victims to little tiny pieces. Intelligence
and Wisdom often escape even the Orcish generals for brute strength is what
rules the horde. The Orcs of the horde are all NPCs and playable Orcs
racial abilities are presented in Character Creation and the Races Handbook.
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Classic Orc
When Zug-nut get mad Zug-nut RAGE!
Concept
Living like animals the green skinned Orcs often populate thick forests. A
very territorial creature by nature the Orc will often attack anything near its
home. Some Orcs are even intelligent enough to become shaman or generals
of their own armies. Orcs are known for the ability to breed at an incredibly
fast rate, often breeding their offspring to fill the ranks of the Orcish horde.
Special Abilities:
Rage, Punch for Damage, Set Traps,
Immune to Poison
Hit Points: 9
Weapons: All
Armour: All
Spells : None
Mana : 0

Stone Orc
I couldnt even back stab the bastards
Concept
Thick skinned and mildly intelligent a Stone Orc is enough to drive a
backstabbing rogue crazy. Preferring the high mountains and rocky bluffs to
the swaps and rivers .
Special Abilities:
Punch for Damage, Knockout, Bloodlust
Hit Points: 10
Weapons: All
Armour: All
Spells : None
Mana : 0

Black Orc
Howling and screaming their tore the heads from the enemies
Concept
More fearsome and blood hungry then all other creatures in the Orcish horde
the black Orc lives for its next kill. Often moving in large packs and with the
aid of shadow goblins the black Orcs crush everything in their path. Superior
intelligence guides the generals of their armies and their tactics can rival that
of even the most strategic elf. This combination of bloodlust and strategy is
180
truly something to be feared and respected upon the battlefield.
Special Abilities:
Heart Rip, Punch for Damage, Bloodlust
Hit Points: 12
Weapons: All
Armour: All
Spells : None
Mana : 0

Goblin Champions
I still wonder how a four pound creature was holding a twenty five pound
war hammer
Concept
Among the goblins they are few that possess the strength to become goblin
champions. Such small creatures are not known for wielding heavy weapons
or wearing heavy armour yet the goblin champion can do both. Often the
bait in the goblin trap the champion has one objective, defend all other
goblins.
Special Abilities:
Cannibalism, Punch for Damage, Greater Bloodlust
Hit Points: 10
Weapons: All
Armour: All
Spells : None
Mana : 0

Suicide Goblins
I heard it giggle before the explosion, now my brothers are dead
Concept
Insanity is what comes to mind when thinking of the origins of the suicide
goblins. These foul little creatures are bred for one purpose and one purpose
alone, to blow themselves to tiny pieces. Strapped with explosives the
suicide goblin runs into battle looking for the best and strongest target. Once
their target is found the suicide goblin with use their sharp claws and teeth to
attach themselves to their opponent, then and only then the goblin will
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detonate their explosives killing both their opponent and themselves.
Special Abilities:
Explode, Cannibalism
Hit Points: 5
Weapons: Swords, Spears
Armour: Light
Spells : None
Mana : 0

Fire Goblins
The screaming was horrible as our men were burnt alive
Concept
Constantly on fire and thirsty for pain the fire goblin will attack anything
that is not a goblin or Orc. Fire goblins are notoriously hard to control and
even harder to kill. The fire goblins can be resurrected by a fellow goblin
setting them back on fire. This means that if a single fire goblin is left alive
they can resurrect their entire group. If being able to resurrect their
teammates isnt bad enough the fire goblin enjoys nothing more than setting
its enemies on fire.
Special Abilities:
Set on fire
Hit Points: 5
Weapons: Swords, Spears
Armour: Light
Spells : None
Mana : 0

Shadow Goblins
You cant see them, you cant hear them but trust me theyre here
Concept
The worst and most feared of all goblin creatures is the shadow goblin. With
their ability to turn invisible and backstab their enemy they cut down their
enemies with amazing speed. As if invisibility and backstab werent a lethal
enough combination shadow goblins can use hold on all who run and silence
their enemies healers and casters.
Special Abilities:
Hold, Invisibility, Backstab, Silence

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Hit Points:3
Weapons: Swords, Spears
Armour: Light
Spells : None
Mana : 0

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