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Labyrinthe

The Labyrinthe Live Role-playing Club 3rd Edition Basic Handbook

October 2004
Labyrinthe UK Ltd 2006
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Contents
Contents ..........................................................2 Introduction ......................................................5 Live Role-playing .........................................5 Live Role-playing at Labyrinthe ...................5 Adventures ..............................................5 First Time Players ...................................5 Young Players.........................................6 Club Membership ....................................6 Acceptable Behaviour at Labyrinthe ...........6 Courtesy..................................................6 Language ................................................6 Party Killing .............................................6 The Game System...........................................7 Game Mechanics ........................................7 Hand In The Air .......................................7 Time In..................................................7 Time Out ...............................................7 Time Stop .............................................7 Time Freeze..........................................7 Battleboarding .........................................7 Time Faff...............................................7 Combat ........................................................7 Safety ......................................................7 Monstering ..............................................8 Damage Grades......................................8 Life, Death & The Bits In Between! .........9 Armour Class - AC ......................................9 Physical Armour Class ~ PAC ................9 Dexterity Armour Class ~ DAC .............10 Magical Armour Class ~ MAC...............10 Spiritual Armour Class ~ SAC...............11 Supernatural Armour.............................11 Layering armour ....................................11 Costume, Weapons & Equipment .............11 Money ~ Grulls ......................................11 Tavern & Gopher... Error! Bookmark not defined. Armour ..................................................12 Weapons ...............................................12 Potions and Poisons .............................12 Items .....................................................13 Weapon Skills............................................13 O ~ One Handed Weapon ....................13 E ~ Either Handed Weapons ................13 H ~ Hand Thrown..................................13 MP ~ Machine Propelled.......................13 B ~ Both Handed Weapon ....................13 U ~ Shield .............................................14 Alignment...................................................14 The Supernatural.......................................15 Wizards, Spells And Mana....................15 Priests, Miracles and Spirits..................15 Psionicists, Neuronics and Focus .........15 Druids, Evocations and Earthpower......15 Pre 8th Development..................................16 Multiple Characters ...................................16 Basic Classes ................................................17 Class Brackets ..........................................17
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Warrior ...................................................... 17 Warrior.................................................. 17 Ranger.................................................. 18 Archer ................................................... 19 Scout......................................................... 20 Pathfinder ............................................. 20 Thug ..................................................... 20 Assassin ............................................... 21 Standard Scout Skills ........................... 21 Specialist Scout Skills .......................... 22 Alchemy And Potions ........................... 22 Wizard....................................................... 23 Wizard Colours..................................... 23 Wizard Skills......................................... 23 Learning Spells..................................... 23 Spell Casting ........................................ 24 Magical Meditation ............................... 24 Elementals............................................ 24 Stackable Glyphs ................................. 25 Expertise .............................................. 25 Dispels.................................................. 25 Grey Spells (Twilight Magic) Spells...... 26 Black (Darkness Magic) Spells ............ 27 Blue (Air Magic) Spells ......................... 29 Brown (Earth Magic) Spells.................. 31 Green (Water Magic) Spells ................. 33 Red (Fire Magic) Spells........................ 35 White (Light & Cold Magic) Spells........ 37 Priest......................................................... 39 Priests And Alignment .......................... 39 Miracles & Power Points ...................... 39 Priestly Meditation ................................ 40 Priestly Discerns................................... 40 Pure Priest............................................ 41 Warrior Priest ....................................... 41 Spiritual Warrior.................................... 41 Priestly Spheres ................................... 42 st 1 Level Priestly Miracles..................... 42 2nd Level Priestly Miracles .................... 43 3rd Level Priestly Miracles .................... 45 th 4 Level Priestly Miracles..................... 48 th 5 Level Priestly Miracles..................... 50 6th Level Priestly Miracles..................... 52 7th Level Priestly Miracles..................... 54 th 8 Level Priestly Miracles..................... 54 Undead ..................................................... 57 Undead Spirit sight ............................... 57 Commanding the Undead .................... 57 Undead Communication....................... 57 Undead Resistance Levels .................. 57 Undead Taint........................................ 57 Basic Races .................................................. 58 Humans .................................................... 58 Elvenkind .................................................. 58 Air Elf .................................................... 58 Aquatic Elf ............................................ 58 Dark Elf................................................. 58 Earth Elf................................................ 59

Fire Elf...................................................59 Light Elf .................................................59 Twilight Elf ............................................59 Drowe....................................................59 Wood Elf ...............................................59 Winter Elf ..............................................60 General Notes on Elves........................60 Dwarves ....................................................60 Dwarven Wizard ...................................60 Dwarven Priests....................................60 Halflings ....................................................61 Half-Elves..................................................61 Orcs...........................................................61 Tribal Races ..............................................62 Barbarians ............................................62 Goblins..................................................62 Ogres ....................................................62 Trolls .....................................................62 Magical Races - Draves ............................62 Gold Drave............................................62 Ebony Drave .........................................62 Ivory Drave ...........................................62 Bronze Drave........................................62 Silver Elf (Empowered Drave) ..............62 Magical Races - Faeries ...........................63 Psychic Races...........................................63 Elysians.................................................63 Farfolk ...................................................63 Silver Folk .............................................63 Demonic Races.........................................63 Ggrutuck ...............................................63 Duodoin.................................................63 Blauz .....................................................63 Ishmaic Races...........................................64 Athfanal.................................................64 Calabrim................................................64 Crol .......................................................64 Half-Athfanal .........................................64 Samila ...................................................64 Other Races ..............................................64 Alfar.......................................................64 Ancient Folk ..........................................64 Half Draves ...........................................64 Ratfolk...................................................64 Seasonal Elf..........................................64 Background ...................................................65 The Mercenary Caste................................65 Recognition of the Mercenary Caste ....65 Vitae......................................................65 Religion .....................................................66 Church of Elbereth................................66 Church of Saint Michael........................66 Church of Shaehan...............................67 Heroes of the Empire ................................67 Primus .......................................................67 The Empire of Labyrinthia .........................68 The Empress / Emperor........................68 The Senate ...........................................68 The Council Of Nobles..........................68 The Inquisition ......................................68 The Imperial Seers ...............................68 The IMC ................................................68 The Judiciary ........................................68

Imperial Cities .......................................68 The Southern Baronies .............................69 The Ishmaic Confederacy .........................69 The Far North ............................................69 The Orient... Error! Bookmark not defined. Guilds ........................................................70 Professional ..........................................70 Social ....................................................70 Political..................................................70 Advanced Classes .........................................71 Warrior Classes .........................................71 Anti-Paladin........... Error! Bookmark not defined. Budoka ..................................................71 Cavalier .................................................71 Duellist ..................................................71 Kensai ...................................................71 Monk .....................................................71 Paladin ..................................................71 Samurai.. Error! Bookmark not defined. Wind Dancer .........................................72 Scout Classes ...........................................72 Beggar: Hanot Caste ............................72 Beggar: Kallah Caste ............................72 Leywalker ..............................................72 Ninja ....... Error! Bookmark not defined. Rogue....................................................72 Spy ........................................................72 Wayfinder ..............................................72 Priestly Classes .........................................72 Hospitaller .............................................72 Armoured Priest ....................................73 Battle Priest...........................................73 Crusading Priest....................................73 Hermit Priests ............................................73 Friar.......................................................73 Grey Warden.........................................73 Guardian of the Balance .......................73 Hermit....................................................73 Shaman.................................................73 Vivomancer ...........................................73 Witch .....................................................73 Metallic Wizards ........................................74 Bronze Wizard.......................................74 Gold Wizard ..........................................74 Ivory Wizard ..........................................74 Ebony Wizard........................................74 Silver Wizard .........................................74 Wizardly Classes .......................................75 High Wizards.........................................75 Power Master ........................................75 Power Warrior .......................................75 Sorcerer ................................................75 Warlock .................................................75 Witchdoctor ...........................................75 th Post 8 Level Development...........................76 Standard Post 8th Level Development.......76 Table Thresholds ..................................76 th General Post 8 Abilities.......................76 th Warrior Post 8 abilities ........................77 Scout Post 8th Abilities ..........................77 Wizardly Post 8th Abilities......................78 th Priestly Post 8 Abilities........................78
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Elven, Drave & Faerie Post 8th Abilities 79 Non-Standard Post 8th Lvl Development ...79 A Basic Guide to Yellow Paper .............79 Stacking Points Requests .............. Error! Bookmark not defined. Appendices ....................................................81 Appendix I: Credits ....................................81 Appendix II: Monstering Points........... Error! Bookmark not defined. Monster Point Items Type 1 ........... Error! Bookmark not defined. Monster Point Items Type 2 ........... Error! Bookmark not defined. Appendix III: Life Points.............................82 Human Life Points.................................82 Elven, Drave & Faery Life Points ..........83 Miscellaneous Races Life Points ..........83 Appendix IV: Definitions ............................86 Dead Bodies and Death........................86 Durations...............................................86 Being In Element ................................86 Damage Reduction Fractional ...........86 Damage Reduction Percentile ...........86 Damage Reduction Numerical ...........86 Domination Effects ................................86 Dying Effect...........................................86 Embody .................................................86 Flesh and Blood effects ........................86 Immunity................................................86 Innate ....................................................87 Item Points ............................................87 Ki ...........................................................87 Mana User (Colour) ..............................87 Mantic....................................................87 Multiclass ..............................................87 Multirace................................................87 Outlaw ...................................................87 Path .......................................................87

Phys Rep .............................................. 87 Pure Magic ........................................... 87 Pure Spirit............................................. 87 Purest Self Defence ............................. 87 Resistance............................................ 87 Returner ............................................... 87 Self Defence......................................... 87 Stackable.............................................. 87 Stopping Effects ................................... 88 Tribal Creature ..................................... 88 Undead Immunities .............................. 88 Appendix V: Scrolls .................................. 88 Appendix VI: Advanced Game System .... 88 Class-granted Dexterity........................ 88 Casting Languages .............................. 88 Combat System.................................... 88 Contracts .............................................. 88 Inflicting Damage.................................. 88 Level Drain ........................................... 89 Life Capping ......................................... 89 Meditation: Active ................................. 90 Meditation: Multiple .............................. 90 Movement by Mystic Means................. 90 Points Loss........................................... 90 Post Adventure Effects......................... 90 Pure: Sharp & Blunt.............................. 90 Pure: Weapon Masteries...................... 90 Rages ................................................... 90 Resisting Damage ................................ 90 Returners.............................................. 90 Appendix VII: Draves ................................ 91 Gold Drave ........................................... 91 Ebony Drave......................................... 91 Ivory Drave ........................................... 91 Bronze Drave ....................................... 91 Silver Elf (Empowered Drave) .............. 91 Credits ...................................................... 91

Introduction
This book is divided up into two parts: The first section deals with everything that you need to know to start to play in the Labyrinthe Live Role-playing st th environment and are all the basic rules that you are likely to need as you progress from a 1 Level novice up to an 8 Level seasoned mercenary. It tends to deal with the kind of thing that you are most likely to meet on your first few Adventures. The Classes and Races listed are those that we recommend that you familiarise yourself with and play before trying the more complex Classes. If once you have read through this and have quite a firm idea of what basic class you want to play we would thoroughly suggest that you get hold of the relevant publication with the more in depth details relating to that class. The second section is a reference for more experienced players who require information that may not be contained in other publications and also to give you a basic idea as to the beginnings of further character development and progression.

RoleLive Role-playing
Live Role-playing is exactly what its name suggests - live. If you want to spot the monster hidden in the corner or sneak through a room in the dark you are going to have to keep your eyes open and watch where you are stepping. Your character will gain skills and abilities as he progresses, but these represent enhancements to the basic human person you are, and enhance, but don't replace your real-life ability to sneak, fight, climb walls and think your way through fiendish puzzles. It's important to remember that things are happening in real time, and you are constantly in-character. If you do or say something during Time In, then your character has said or done that and there is no way to take it back. So, be careful whom you hit in the dark.

RoleLive Role-playing at Labyrinthe


So, youve decided to try Live Role-playing at Labyrinthe youll find that Labyrinthe is a great system with a wonderfully rich history and ever-evolving background. Labyrinthe is a High Heroic Fantasy System. The adventures take place in a world where magic is common, where armies of hideous demons can invade through gateways to other worlds and the fate of an Empire can depend upon the actions of a handful of Heroes. To face the many challenges that the world offers, the player characters are larger than life and can achieve super-human things. There are warriors who can stand in the face of an enemy and be wounded hundreds of times yet not fall, wizards who cast dozens of bolts of flame and lightning at their foes, scouts who sneak through cities as silently as cats and invisible to mere mortals, and priests who can discover secrets lost for thousands of years, or restore the dead to life. Labyrinthe is a Heroic System, and as a result there is virtually no limit as to how powerful a character from humble beginnings may become. Part of Labyrinthes unique appeal is just how much development is possible for the shrewd adventurer (see Post 8th Level Development pg 76). Part of this appeal is the long term potential to create characters that are unique in their abilities and natures. Today you may be just a farm boy with nothing but dad's rusty sword, but one day you could become a general of the Imperial Army with a blade of pure magic, capable of dodging arrows and leaping buildings with your incredible acrobatic skills. There are also avenues of development that take place in endeavours not directly linked to Adventures. It is even rumoured that a handful of the most powerful of the Heroes of The Empire have ascended to god hood and watch over their lesser brethren and rarely take direct action.

Adventures
Adventure length is defined by section. A standard adventure length is referred to as a Double Length as on a typical days adventuring two sections are run. These can be run as two separate adventures known as Single Lengths. Nowadays, single lengths are rare, and the norm is two connected sections following on one after the other. It is, however, possible to run Single Lengths by special arrangement, and in the summer months longer events at outdoor locations are also run, but these require special arrangement. It is not necessary to play all the sections of an Adventure but if you miss sections it will be far less enjoyable.

First Time Players


On your first visit its essential to let your referee know that you are a new or inexperienced player. First time players are referred to as Basics. The referee will go over the most important rules with you before you begin and give a brief tutorial on such things as LRP combat. As a Basic player, youll find any number of people who are more than willing to help you both as a new player and as a new character. As a new character theyll probably expect some sort of 5

payback, eventually, but hey, in a fantasy world nothing is for free. As a new player theyll want to ensure that you can get just as much fun out of their hobby as they do. The more the merrier. If youre not the self-conscious type, try standing up, waving your hands in the air and asking if anyone can help out a new X, Y or Z, insert your choice of character and more often than not this will elicit a helpful response!

Young Players
Specially catered adventures are run on Saturdays for younger players (Young Player Dungeons). However, for young players the day starts a little later and ends a little earlier. This in general helps keep them separated from the adult players but does mean that only two sections are run a day. During holiday times extra adventures can be run for Young Players on a Thursday, when there is sufficient interest. Young Players range from age 11 to 14 you cannot play at Labyrinthe until you are 11, and when you reach 15 you are expected to move to normal adult adventures.

Club Membership
On your first visit to Labyrinthe youll need to fill in a membership form. You will be issued with a Membership Card and Member Number. Your Member Number is important because if there is any internal club mail for you it will be filed by Member Number. Your Membership card is also used for keeping track of any Monster Points that you earn (see Error! Reference source not found. pg Error! Bookmark not defined.).

Acceptable Behaviour at Labyrinthe


Courtesy
The Labyrinthe club would ask that all those participating try to keep in mind some simple rules of courtesy, both within the game, when dealing with other club members and dealing with the club itself. Respect Other Participants: Especially with regards to safety. We would ask that you follow the safety rules and instructions given to you at all times and take particular care with weapon blows (see Safety pg 7). Respect Property: Treat all kit, including your own, with respect. Check for wear and tear regularly as this can affect how safe it is to use. Ensure club kit is returned at the end of the adventure. Respect the sites that we use: Do not litter them. Try to park in the appropriate places. If putting on or washing off make-up at a hand-washing sink please ensure that you clean them afterwards. When using Overland sites bear in mind that some are places open to the general public and ensure that we are not blocking the use of rights of way by other people. On those sites where horse riding takes place please ensure that you are quiet and stop when riders come past, as some horses are easily startled. Respect the management: Consultation will always be sought with players when appropriate, but once a decision has been made it is final. Please be tolerant of Real World issues that might cause a delay in the running of Labyrinthe. Respect the adventure: Book in advance and try to pay in advance, or at least as early as possible. Turn up on time and get into costume as soon as possible. Respect the referee and monsters: On an adventure the referees decision is final. Any unresolved issues after time out is called should be brought up with the desk. Remember that without referees no dungeons would be written. Always try to thank monsters for their efforts, without monsters very, very few dungeons could be run! Respect Other Dungeons: When moving through other peoples dungeons areas as is sometimes necessary at the start or finish of a section, do so as quickly and quietly as possible. Obtain the permission of whoever is refereeing the party in that area if possible so as not to disturb those there. Remember it is a game where you are meant to have fun, treat people with the same kind of respect that you would wish to be treated with and treat all kit with care.

Language
At the club we ask that you refrain from bad language. We appreciate that your character may want to express strong language and ask that if you think about limiting this and always think in terms of non-modern profanities. The use of modern swearing is unnecessary and will often draw people out of character due to its strongly contemporary connotations and associations.

Party Killing
It is worth being aware that the Labyrinthe System allows Player Characters to attack and slay other Player Characters. It is not a common thing but there are no Game rules preventing such an occurrence from happening although unsurprisingly the In Game government frowns upon actions such as murder (see Recognition of the Mercenary Caste pg 65). As a new player more experienced club members will try to avoid putting themselves in the situations where they feel that it might be necessary to kill your character but dont expect them to hold back if you call yourself William the Bloody and expect the goodly characters you are with to allow you to just get on with it if you haplessly butcher the innocent or insult their deity!

The Game System


Game Mechanics
Hand In The Air
A monster, or even a player, with his hand in the air is deemed not to be present in some fashion. They may be not currently playing a part, or being a part, which is invisible, or hidden, or supernaturally travelling (referred to as shifting) from one location to another. It generally means that you cannot interact with them and you should ignore their presence and not react to them in any fashion roleplay as if you are not aware of them.

Time In
Play starts and the game is live. You become your character. Monsters can attack you. You are expected to speak, behave, react and think as your character. The better you do this the more fun youre going to have and the more fun the people around you are going to have.

Time Out
This is when game play stops. You can relax and be your self again. Usually this signifies the end of a section of Dungeon, or the referee is going to call a break to Battleboard. You can usually sit down and relax.

Time Stop
The game is paused immediately when Time Stop is called. When the ref wants to give a specific description he will call a Time Stop. During a Time Stop you stay where you are, keep quiet and listen to what is said. Some abilities possessed by a character may allow them to call a time stop and take action.

Time Freeze
The game is paused immediately when Time Freeze is called, but you are also required to close your eyes and wait. Something instantaneous has happened, perhaps an explosion or a creature appearing. The referee might want to be able to check who is affected or to explain what has happened or to re-arrange your surroundings et cetera. Sometimes your referee may even ask you to hum to mask the sounds of what he or the monsters are doing.

Battleboarding
Battleboarding is when the referee makes a list of what powers you have used and what damage or effects you may have suffered at the hands of the opposition. On the average dungeon this is usually done in a Time Out situation. You need to relate everything that affects your stats that you did or that happened to you and this must be listed in the same order that it happened. This can be very important, especially if you forget to mention that halfway through the fight the Priest healed you! Correct battleboarding is very important to game play and a certain amount of trust that the player will correctly battleboard is required. Referees do tend to keep an eye on players during combats to see if they own up to the blows they took in a combat.

Time Faff
Time Faff was invented by referees of their own accord some years back, and is now a generally accepted convention on adventures. During Time Faff the game is still continuing, but players are expected to find reasons to remain where they are and not to initiate any combats they can continue to talk and roleplay, or similar. The purpose of Time Faff is to allow the referee or monsters to prepare further encounters ahead without having to ask the party to stop roleplaying and suspend the game.

Combat
As previously mentioned Labyrinthe is an Heroic System. As a result the basic combat system is not a simple 1 hit affair. One of the advantages of a Heroic System is that you dont actually have to have the martial prowess of an Olympic fencer to be able to enjoy yourself. The chances of your character surviving a combat are enhanced by your choice of Class, Race and the armour that you wear. Those who dont feel their skills quite match up can choose a naturally combat hardy character, those who want a challenge might play a less combat hardy character and rely more on natural skill. We cater for all. Obviously the better you are the better your characters chance of survival is but as in all things a little time and practice will make all the difference.

Safety
Firstly and paramount to discussion of combat is safety. Were all here to have fun and getting hurt tends to detract from such a goal. The equipment used is designed with this in mind - however even the safest equipment can cause a degree of pain or injury if not used correctly and responsibly. On your first visit your referee should instruct you in the safe usage of weapons. If for any reason they dont please ask them to do so. Its quite simple and bearing a few basic principles in mind can prevent serious accident. The basic principle of LRP combat is to mimic a real combat while striking only blows that are safe, by pulling them and using padded LRP weapons. 7

For safety reasons the following are not permitted: Grabbing or grappling of other players is not permitted. Using Thrusting attacks with weapons is not permitted. LRP weapons are designed to slash, not thrust, and are built around cores that flex sideways when used for slashing strikes. However, if they are used to thrust, they will not flex properly and can seriously hurt an opponent. Likewise, players who use long weapons like spears should be careful when pointing weapons at monsters that are advancing towards the players in case of catching them on the end of a set spear, as this can injure people. No blow to the head, no matter how carefully aimed is pleasant. While blows should not be aimed at the head deliberately, sometimes it is the only target available, for example fighting an opponent with a shield, or over a wall. In these situations, care should be taken to ensure any blow struck is sufficiently pulled to be safe. If a monster or player is obviously blocking an exit it is considered discourteous (and not within the spirit of these rules) to use the fact that they cannot physically grapple to keep you in place to just push or barge past them. It is worth remembering that this is a physical game. A degree of physical contact and running around in a darkened cave system can result in the odd cut, scrape or bruise, just as with any other sport. Game-system Strength should not be used to restrain or push anyone around, Grappling is not part of the game system! Strength may be used to carry dead, inert or helpless bodies, or willing people.

Monstering
Whats the most important thing that every great Hero needs? Well, a great villain. In a similar vein for adventures to be run we need people to play the baddies, the adversaries. These are the monsters. Monsters are essential to any wellrun dungeon. Their effort can make or break the players day. Monsters and monster quality are an essential part of LRP. Well-played monsters can change a mediocre adventure into an epic. Bad monstering will ruin any adventure. The name of the game, as in all aspects of live role-playing, is roleplay. Even low hit "Cannon fodder" creatures have personalities and this should be reflected in their portrayal. A monster should act like a character in that it may place considerable importance on self-preservation. Mindless suicidal assaults are not always appropriate. Needless to say a monster should stick to its brief. A two hit goblin must fall over after its two hits, with decent role-play of his last convulsions. A second level monster Wizard should not quietly decide to promote himself to a fourth. It is important that an adventure is not viewed by the monster as a grudge fight between themselves and the players. The object after all is for both parties to have a good time, and it is not a competition. In recognition of the importance of a monsters services there are various bonuses that can be gained from Monstering: The first of these bonuses takes the form of credits. Details of these are found in Appendix I: Credits pg 81. The second of these bonuses takes the form of monster points. Details on these are found in Error! Reference source not found. pg Error! Bookmark not defined.. Finally, monstering is an excellent way of practising the various skills needed for playing your own character without the possible trauma of that character's death. Many players develop confidence and experience of the Labyrinthe system by regular monstering.

Damage Grades
The damage inflicted against Player Characters and against Monsters is dealt with differently. At the lower level of the system monsters are generally only given a number of Hits. Nothing more fancy than that. A six hit monster will take six hits before dying. Damage comes in grades which are multiples of the basic damage call, so Double, Triple, Quad, or even Quin or more (at high levels!). Monsters typically only have a few minutes to absorb their stats and roleplay, while player characters develop theirs over a course of hours, days or even months, so the system for monster hit calculation needs to stay simple in comparison, For example our six hit monster from above can take either 6 singles before expiring, 3 Doubles before expiring or 2 Triples. Different abilities exist to enhance the amount of damage a player may inflict and these are dealt with later: Against PCs each grade inflicts 6pts of damage For Example: A Single Grade delivers 6pts of damage A Double Grade delivers 12pts of damage A Triple Grade delivers 18pts of damage A Quad Grade delivers 24pts of damage Bastard Grades deliver 3pts less damage than a full grade. For Example: A Bastard Double delivers 9pts of damage A Bastard Triple delivers 15pts of damage 8

Under no circumstances can characters call Quin (or higher grades of damage) without an ability that specifically lets them exceed Quad Quad is the normal system maximum.

Life, Death & The Bits In Between!


A monster dies when its Hits are reduced to zero. They may also fall unconscious or have their limbs break if the referee has set them with locational hits (for example, 6 hits and 2 each location so one Double to the arm breaks it, but it takes 3 Doubles to kill the monster). For a Player Character it is a little more complicated: Player characters have a certain amount of life points, both Total Body Life Points (TBLP) and Locational (Loc) life points to the different parts of their body. This might be represented as 30/10 (30 TBLP, 10 to each location). If a location is reduced to zero then it stops working. If a location is reduced below zero then it starts to bleed and the character suffers further damage until either: they die, the bleeding is staunched or they are healed. Should a Critical Location, (Head, Chest or Abdomen), be reduced to zero then the PC is rendered unconscious. If a location suffers damage equal to twice its starting maximum then it is severed. If a Critical location is severed, i.e. suffers damage equal to twice its maximum, then the Character dies. If a PCs TBLP drops to zero they are rendered unconscious If a PCs TBLP drops below zero then they die. When a location is not working you cannot use it and should do your best to just let it hang limply. If you are unconscious or dead you cannot do anything and so should just lie there. Talking when unconscious or dead is cheating! After a dungeon if your character is dead they still cannot do anything, so no asking your mate to try to rescue your dead body! A dead character can be considered to be someone elses property, if someone has the corpse. They are completely at the mercy of whoever has their remains. Usually the player who has the dead character will be given the dead characters Character Card as proof that they have the corpse. What they do with it is entirely up to them! In some cases powerful player characters may be able to restore the dead to life, but this is not something to rely on. For more details on death see Dead Bodies and Death pg 86.

Armour Class - AC
Armour Class reduces the amount of damage that you suffer. Your basic armour class, referred to as AC, is a defence that primarily protects you from weapon blows and comes from two sources, physical armour and dexterity. The type or armour that you may use and how well you can use it depends on your Character Class - for example warriors can wear all sorts of armour but wizards cannot wear armour containing metal. The efficiency with which you can use your armour is known as your Maximum Armour Class usually abbreviated to Max AC and there is an absolute system limit of AC 12, however powerful you get. Starting characters have a much lower value. Additionally no matter how good your armour is weapon blows will always do a minimum of 1pt of damage. This is referred to as Bruising damage. AC reduces the damage you take per weapon blow by an amount equal to the AC value. For Example: A Warrior in AC3 struck by a 6pt single would only take 3pts of damage per blow (6 minus 3). If he were struck by a 12pt double he would take 9pts of damage from the blow (12 minus 3) and so on. A Warrior in AC6 struck by a 6pt single would still take 1pt of bruising damage however, or even if he had AC12! There are several types of AC as detailed below:

Physical Armour Class ~ PAC


PAC is armour that protects from physical attacks. Certain races, notably Trolls, have evolved tough hides or bony plate coverings that innately grant PAC as a natural protection, but PAC is usually dependant on the type of armour that you wear. Advantages of PAC: As long as you are wearing the armour it will apply to blows made by a weapon with a physical component. You dont even need to be conscious to benefit from it. Disadvantages of PAC: It offers no protection against Spells or Miracles or supernatural weapons that do not have a physical component, such as a purely magical sword or a purely spiritual Mace. It only applies to the location where armour is actually physically worn. However a concession is made in that any armour up to AC 3, unless it is master crafted armour, does not require a Phys Rep. The benefits gained from different types of armour are as follows:

PAC 1 PAC 2 PAC 3 PAC 4

PAC 5 PAC 6

Soft leather. (Heavy leather clothing) Furs (Fur clothing) Padded cloth. (Padded clothing at least thick, E.G. padded jacks) Rigid leather. (Typical hard leather vambraces or greaves) Studded Leather. (Soft leather with a substantial number of rivets, studs and / or hard leather reinforcement covering) Reinforced leather. (Hard leather with a substantial number of rivets, studs and / or hard leather reinforcement) Light mail. (Mail made from wire, or Big-ring-little-ring mail made from spring washers) Heavy mail (Each ring into four others mail made from spring washers) Brigantine (Metal plates riveted or sewn to leather) Ring (Metal rings sewn or thonged to leather) Scale (Close fitting regularly shaped metal plates attached to each other) Plate (Solid one piece metal covering of the location or more)

If thin, rigid or studded leather armour (any armour up to AC3) is to be worn by the character then no physical representation (phys rep) is required, BUT if heavier armour (AC4+) is to be worn then a physical representation must be worn. Master crafted armour requires a totally genuine, and often expensive in real terms, Physical Representation (Phys Rep), however it does have an armour class of + 2 AC greater than the equivalent ordinary armour. Its cost in grulls is equal to the armour class provided. To claim master crafted armour value (+2 PAC), you must have a suitable phys-rep for the armour. If you do not have the correct phys-rep you may not claim the +2 PAC armour value and gain only the base AC. The phys-rep should cover at least three quarters of the location. Interpretation of the armour categories above will be the harshest if your armour is not clearly appropriate to a category, you will be awarded a lower AC value. A few rings sewn onto a leather tunic do not make it ringmail, realism in appearance is the key here! A new ordinary suit of armour wears out and becomes totally irreparable after 5 adventures regardless of the length of the adventures. Master crafted (MC) has 10 such uses before wearing out but it should be noted that if a master crafted phys rep is not worn the armour suffers two uses per adventure and the +2 PAC bonus for master crafted may not be claimed. Armour cannot have uses restored by Mend, Reform or Reshape spells et cetera. For details on the cost of armour see Armour pg 12. It is also possible to acquire bonus or temporary AC from items, potions, spells and guilds. What types of armour class, and whether it stacks with the characters own armour is specified in the ability. For Example: Rudolf the Blue Wizard is wearing AC 2 all over (leather armour without a phys-rep. If he casts a Plate Spell, for 5 minutes he is in AC 5 all over, as they do not stack. Eric the Warrior is wearing chain mail on his chest and abdomen for AC 6, and AC 3 elsewhere. He has a "Bless" miracle cast on him, which gives him 2 DAC, and has an Artefact that gives him another 2 DAC. Since he only has Max AC 9, he battle boards AC 9 to chest and abdomen, AC 7 elsewhere.

Dexterity Armour Class ~ DAC


DAC represents a characters ability to dodge a blow, to simply not be there when it lands, to roll with it or to twist and turn such that it merely glances off them without injury. Certain races, notably Goblins, are naturally highly dextrous and certain classes, such as Scouts, have agility bonuses. Advantages of DAC: As long as the character is able to freely move his body then it applies to any weapon blow including supernatural ones such as a purely magical sword or a purely spiritual Mace. Against physical blows in normal situations there is no difference in game terms between DAC and PAC. You do NOT need to be aware of the blow, you are deemed to roll with even an unexpected knife to the back to at least some extent, and gain the bonus AC. Spells such as Bind are not deemed to restrict your movement sufficiently to prevent DAC from working other effects may do at the referees discretion. Disadvantages of DAC: You need to be free to move and conscious to benefit from it. If you are unable to move freely then you cannot dodge the blow and cannot benefit from DAC. It offers no protection against Spells, Miracles and Touch effects.

Magical Armour Class ~ MAC


MAC is generally created through use of Spells. Certain races, notably Elves, have evolved the ability to create MAC as a natural protection Spell Defence: Each point of MAC protects against 6/1 of a magical blast-type spells damage. It stops 6pts of TBLP damage and 1pt to each Location. Against targeted spells like Shock it applies just as PAC does to a weapon blow each point of MAC stops 1pt of damage. For Example: The Blue Wizard spell Lightning Bolt inflicts 24/4, i. e. 24 TBLP and 4 to each location. If the spell hits someone with MAC 1 then they only suffer 18/3 damage.

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Advantages of MAC: It offers protection from Spells and it will apply to any blow made by a magical weapon which does not have a physical component. You dont even need to be conscious to benefit from it.

Spiritual Armour Class ~ SAC


SAC is generally created through use of Miracles. Miracle Defence: Each point of SAC protects against 6/1 of a Miracles damage if that miracles harms every location. It stops 6 pts of TBLP damage and 1pt to each Location. For Example: The Evil Miracle Cause Grievous Wounds inflicts 36/5, i. e. 36 TBLP and 5 to each location. If the miracle hits someone with SAC 1 then they only suffer 30/4 damage. However in the case of Miracles which only inflict TBLP damage or only inflict damage to a specific location then each point of SAC only prevents 1pt of damage. For Example: The Neutral Miracle Spirit Bolt inflicts just 18 TBLP. If it hits someone with SAC 1 then they suffer 17 TBLP damage. The Evil Miracle Cause Wound inflicts 6 TBLP and 6 to one location. If it hits someone with SAC 1 then they take 5 TBLP and 5 to the location struck. Advantages of SAC: It offers protection from Miracles and it will apply to any blow made by a spiritual weapon which does not have a physical component. You dont even need to be conscious to benefit from it.

Supernatural Armour
It is possible for normal physical armour to be empowered with supernatural energy, either Magical or Spiritual. In this case it might be referred to as +0 Magic Armour or +0 Spirit Armour. A suit of armour so empowered offers some supernatural protection. Additionally it cannot be destroyed by normal magical or spiritual means that would destroy a mundane object. +0 Magical Armour allows the AC value to be applied versus purely magical weapon blows. For Example a Warrior in +0 Magical Studded Leather, which would normally confer PAC 3, may apply his armour to the damage from a pure magic weapon. So whereas normal PAC 3 would mean he still takes 6pts of damage from a pure magical sword PAC from the magical armour would mean he now only suffers 3pts of damage. +0 Spiritual Armour functions exactly as +0 Magical but applies versus purely spiritual weapon blows. In neither case does the armour grant any MAC or SAC, unless the card or ability specifically says it does.

Layering armour
Armour may seem to grant insufficient protection when one considers the amount of beating and bashing taken by an average knight in a battle, or the number of blows landed on a competitor in the melee of a tournament. This is because they wore good, well-fitted armour that was worn in layers and covered the entire location. To this end, if you wear mastercrafted leather armour under armour of at least AC 4+2 value (light mail+), you gain an additional point of PAC. If you wear mastercrafted armour of AC 4+2 value, such as light mail, under armour of still higher value, you get an additional two points of PAC. Thus a warrior wearing a rigid one-piece steel Breastplate over a set of light chainmail would gain AC equal to 6+2+2 for 10 points of physical armour class!

Costume, Weapons & Equipment


For your first few visits we can provide you with basic equipment by the way of weapons. We dont provide costume unless you are monstering, we simply dont have enough to go round. However for your first few visits its not that th important we would ask that you try to wear plain old clothes without 20 century logos on, which you dont mind getting a bit dirty or chalky. We do recommend that you get hold of a basic costume quite quickly as it is a very good aid for role-playing. Bear in mind that you will be running round in a cave and we recommend that as well as old grubby clothes that you dont mind getting chalky and bringing a torch is also a good idea! Youll also discover the advantage to having your own weapons and equipment as you quite quickly develop a feel for the types of weapon you prefer. Also weapons of your own will invariably be of a superior quality since we can only provide basic weapons. Please note that we cannot provide bows. We do however sell weapons made by experienced, professional, makers of very high quality. As a First Level Character you only have the most basic of adventuring equipment that you do not need to purchase, this means a weapon relevant to your class.

Money ~ Grulls
The in-character currency of The Empire is the grull, which comes in denominational notes from 10G to 5,000G in value. A day's adventuring will earn you between a couple of hundred and a few thousand grulls, depending on your level. This could be in the form of pay from the merchant who hires you to rescue his daughter, or treasure looted from an ogre's horde. Grulls can be spent on: 11

1 2 3 4 5 6 7 8

Armour (see Armour pg 12) Spell Glyphs (if you are a Wizard see Learning Spells pg 23) Making potions (see At The Sharp End) Making Magical or Spiritual scrolls (see Wizard's Grimoire and Words From Above for details) Making Supernatural Items such as magic swords and talismans of supernatural power (see Wizard's Grimoire and Words From Above for details) Buying scrolls Buying healing potions Bribing monsters, paying other players to watch your back, paying the troll to let you cross his bridge and any other things you can come up with on your adventure.

Any physical object that you buy with grulls such as armour or potions still requires you to provide an actual physical representation (abbreviated to as a Phys-rep) as what you will get when you hand over your money is an official card stating precisely what it is that your character owns. These cards can be traded with other characters, in fact some things, notably potions or scrolls, are almost only available by such trade.

Armour
Below are listed the cost of purchasing armour in grulls. The cost of armour is calculated by the actual AC it grants. E.G. Mastercrafted AC 2 costs the same as AC 4 Body Armour - AC Head Chest or Abdomen Upper or lower legs / arms Complete Suit 1 20 30 10 160 2 40 60 20 320 3 60 90 30 480 4 80 120 40 640 5 100 150 50 800 6 120 180 60 960 7 140 210 70 1120 8 160 240 80 1280

For Example: A complete suit of light chain mail, which grants AC 4 and lasts for 5 adventures, costs 640 Grulls, where as a complete suit of Master crafted light chain mail, which grants AC 6 and lasts for 10 adventures, costs 960 Grulls. NOTE: The armour cost listed is for Human armour. Some races have difficulty with acquiring armour and it may be more expensive for them. Where this is the case it will be noted against the details of the race that this is so.

Weapons
Dimensions: Minimum to Maximum length in inches Weapon Bo-Stick / club Staff Quarterstaff Spear Dimensions 24-42 36 60 60 72 30 48 42 72 18 26 36 46 28 36 48 60 Size O class O class must be used in two hands B class O class B class O class O class O class or B class B class O class O class or B class B class O class H class

Sword

Axe / Mace / Hammer

24 - 36 36 - 42 42 - 60 12-18 7 - 12

Dagger Throwing Dagger

Potions and Poisons


These are covered in greater detail in the book At the Sharp End. Potions must be represented by 50ml of appropriate liquid per dose, and drunk to benefit. For example a 6pt healing potion cures 6 tblp when drunk. At the time of publication, it is possible to purchase 3 adventure temporary 6pt healing potions from the Empire at the beginning of a days adventuring, these cost 150 Grulls each. Extra allowances are permitted for neuronic classes and elvenkind. There are commonly two kinds of poison: blade venom and ingestive poison. Ingestive poisons must be drunk to affect the target, blade venoms are applied to a bladed weapon which must then injure a flesh and blood creature within 5 minutes. In either case, the poisons influence takes effect 30 seconds after drinking/being struck, and inflicts 6 tblp to the victim per grade. For example a BV 2 poison on a blow inflicts 12 tblp, after 30 seconds. An Ingestive 6 poison would inflict 36 tblp on the drinker! Blade venom needs to inflict a cut, not just a bruise, to poison the target. If a target in AC 6 is struck by a Single he will not be affected by any blade venom on the blow. If only AC 5 is possessed the poison will still affect him however. 12

Poisons inflict 2 hits per grade to monster parts (so a BV2 causes 4 additional Hits to a monster struck, after 30 seconds).

Items
Items are artefacts imbued with supernatural powers. The most common types are Magical and Spiritual. Magical Items may be used by anyone that does not have a specific restriction against using them, though it is worth noting that magical Items disrupt priestly spiritual power so are not generally used by Priests. Spiritual Items require the skill Utilise Spirit Item, a skill inherent to Priest classes but almost no other class. Items may range from something as simple as a Magical Sword right up to an artefact with the power to resurrect someone from the dead. The scope and power of Items is almost limitless. However their existence is finite; They have a lifespan. Items must be bonded to an owner (this is called Personalisation), and once personalised the owner may use the Items powers, but it also means that should the owner die then item is also destroyed. Items with innate powers, such as an amulet of Heal once per day, are activated by saying <Itemname> do thy work, <name of effect> so for example, Amulet do thy work, Heal!. The powers of an item are recorded on a specific type of equipment card. This will list the Item Number, the In-Character name of the owner, the owners class and the players name. Only the person whose details match those on the card may use the Item. The lifespan of the item is also recorded on the card as the date on which its power fades. Items are usually acquired on adventure in the form of treasure or given as gifts by powerful entities for as payment for tasks performed. There also exist Player Character Artificers, Wizards and Priests, of varying degrees of skill capable of manufacturing certain artefacts. Such individuals are often kept busy, though their goods are not cheap due to the inherent danger in manufacturing such articles. Details on manufacturing Magical Items are to be found in The Wizards Grimoire and details on manufacturing Spiritual Items are to be found in the Words From Above. Stamina Items: Life points from Items do not stack unless both items state that they do stack. You simply take the benefit of the highest item. Armour Class Items: Armour Class of the same Type (e.g. PAC or SAC or MAC or DAC) does not stack if from more than one supernatural item. You simply take the benefit from the highest of each AC type.

Weapon Skills
Throughout the book the following skills and their abbreviations will regularly appear. It is strongly recommended that the reader becomes totally familiar with this section before continuing. All standard weapon skills listed for your class are gained automatically at each level.

O ~ One Handed Weapon


O - Skill allows the character to use any one handed weapon in his strongest hand. I. e. if the character is right handed he must use the weapon in his right hand. If his right arm becomes incapacitated he cannot switch his weapon to his left hand. Any character whose class permits the use of weapons may choose to use a weapon in two hands, but still inflicts 6pt Single. The weapon remains O class for the purpose of all abilities. Examples of One-Handed weapons are: Dagger, Broadsword, Handaxe and Handmace.

E ~ Either Handed Weapons


E - skill allows the character to use a weapon in each hand or if only using a weapon in one hand, to be able to switch which hand the weapon is used in.

H ~ Hand Thrown
H - skill allows the character to use any Throwing weapon. Examples of Hand Thrown weapons are: Dagger, Dart, Shuriken. Any thrown weapon used in an LRP environment must be checked for safety before use.

MP ~ Machine Propelled
MP - skill allows the character to use any Machine Propelled weapon. All missile weapons must be checked for safety by the desk before use. Examples of machine-propelled weapons are: Longbow, Short Bow, Crossbow or even Blowpipe, though LRP-safe examples are rare!

B ~ Both Handed Weapon


B - skill enables a character to use any Two Handed weapon to its full potential. Using such a weapon in both hands will add one damage grade, i. e. 1 hit versus monsters or 6 points versus PCs to the amount of damage that weapon will cause.

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Examples of Two Handed weapons are: Poleaxe, Great sword, or Two-handed spear. In the case of using any Hand-And-A-Half (bastard) weapon, using such a weapon in both hands will add only a bastard damage grade, i. e. 1 hit versus monster or 3 points versus PCs, to the amount of damage that weapon will inflict. E.G. Call Bastard Double. Examples of Hand-And-A-Half weapons are: Bastardsword, Bastard Axe, Bastard Mace.

U ~ Shield
U - Skill allows a character to pick up and wield a shield effectively without it simply breaking through misuse or proving useless for defence due to lack of proficiency. Not all classes initially possess the skill to utilise a shield but some may acquire it. Some classes however are restricted in that they may never gain the skill to utilise a type of shield. There are several versions and permutations of the skill as listed below: U = Utilise Any Shield: Character may utilise any shield (up to the maximum allowed standardly in game of 42 tall and 24 wide (this is a change to the previous rules)). UL = Utilise Large Shield: Character may use a large shield up to approximately 32 tall and 24 wide UB = Utilise Buckler: Character may utilise a Buckler. This is a small shield that, depending on shape, may be no greater than 24 in height, or 20 diameter if round. UXB = May never possess the skill to utilise a shield larger than a Buckler. UX = Cannot Utilise Shield: May never possess the skill to utilise any form of shield. While we accept that tower shields are a historical reality, such things as door shields are not really within the spirit of the game. As such, the largest shield that may be used is 42 tall and 24 wide. It should be realised by players that using a shield limits the available targets for your opponent, and a player who uses a shield should expect to be hit on the leg and on the head.

Alignment
All characters have an alignment. Alignment broadly determines the characters outlook and the likely range of responses that they will have to any given situation. Alignment allows a referee to judge what actions are considered generally appropriate for a character. Certain supernatural powers are granted only to characters of certain alignments and as such the visible effect of alignment tends to be more obvious to characters with a supernatural leaning as the Deities and Dragons that they serve grant powers only to those of specific alignment. Alignment is based on two scales of three options each that can be combined to yield a total set of nine different alignments. First there is the basic morality Scale that determines whether he follows the forces of Light or Darkness:

Good

Neutral

Evil

Then there is the basic Code scale that determine whether he has principles or is random in his acts:

Lawful

Neutral

Chaotic

This gives the following range of alignments: Lawful Good Neutral Good Chaotic Good

Lawful Neutral

Neutral Neutral (True Neutral)

Chaotic Neutral

Lawful Evil

Neutral Evil

Chaotic Evil

Certain races, notably the supernatural ones and certain classes are limited in the range of alignments that they may take. Due to their highly adaptive nature Humans, unless they follow a profession that requires a specific alignment, may be of any alignment that they choose. People of a given alignment are expected to try to roleplay in a way appropriate to their choice. Referees will use a characters alignment as part of the process of judging their behaviour and roleplay, and in severe cases may penalise a character for inappropriate behaviour.

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The Supernatural
There are several forms of commonly used supernatural power to be found in The Empire: Mana, Spirits, Neuronics and Earthpower are the standard ones. The two basic and most prevalent are Mana and Spirits. Since these are the easiest to master and the most common these are the only two that are dealt with in any depth in this guide. Wizards cast spells that are powered by Mana derived from knowledge of the Mana Dragons. Priests invoke miracles that are powered by Spirits derived from their faith in a Deity or source of faith. The different approach to these two forms of power makes them very foreign to each other and use of one type often precludes the use of the other. Should a priest be benefiting from a magical effect, such as a defensive spell or similar, it will be dissipated immediately he uses any spiritual power whatsoever. Conversely, if bearing a magical artefact which has no spirit, like a magic staff for example, the priest will be unable to use any spiritual powers until no longer in contact with the magic. Wizards suffer similarly. This does not however prevent non-beneficial magic being used on a priest! Although it is possible to learn to combine spirits and mana, this is extremely difficult and limited, and few ever master the technique.

Wizards, Spells And Mana


Wizards cast spells, which are powered by Mana. The choice of spells available to a wizard is determined by which of the Elemental Mana Dragons that he follows, and the choice of Dragon is limited by the wizards alignment. For Example the White Mana Dragon will only accept Mages who are both Lawful and Good as followers, whilst the Black Mana Dragon will accept any Evil Wizard. Wizards need to learn their Spell Glyphs. Whilst a wizard will leave his Tower of Magery having been taught his th st Cantrips (0 Level Spells), 1 Level Spells and a couple of others (see pg 23) he will need to acquire his other spells by other means, either through personal research or paying a tutor. Whichever method is used however will tend to cost Grulls! Whenever a wizard casts a spell it drains his life. The degree of the drain is a cost relative between the spells level and his Casting Level. So in order to successfully cast a spell and live a wizard must possess the Spell Glyph, have sufficient Mana and be able to survive the casting damage. If a spell is cast which the wizard does not have enough mana remaining to power, or enough life to live through the casting damage, the spell is still cast but the wizard dies instantly. Extended details of wizards are to be found in the Labyrinthe Source book: The Wizards Grimoire, but all information needed to start a wizard is included later in this book.

Priests, Miracles and Spirits


Priests cast miracles, which are powered by Spirits. His alignment and his Miracle List determine the choice of basic miracles available to a Priest. A Goodly or Lawful Neutral priest can typically cast Good and Neutral miracles. An Evil or Chaotic Neutral priest can typically cast Neutral and Evil miracles. Unlike a wizard, a priests castings are through faith and he does not need to actively acquire his basic miracles. On reaching the correct level he is gifted them by his deity and provided he has sufficient spirits is able to cast them. A priest suffers 1 TBLP casting damage for each Spirit cast. Additionally, a priest is unable to cast whilst he is taking damage for example if he is hit during his verbal incantation. Extended details of priests are to be found in the Labyrinthe Source book: Words From Above but all information needed to start some types of priest is included later in this book.

Psionicists, Neuronics and Focus


Psionicists do not gain any form of power point but rather have undergone rigid mental discipline such that they have a whole range of predetermined innate powers. These powers are usable either X times a day or at will. Whenever a Psionicists exerts himself through use of neuronics, either by calling on powers usable X times a day or at will, he tires himself and suffers a set amount of casting damage. Full details of neuronics are to be found in the Labyrinthe Source book: The Oraculum Insight

Druids, Evocations and Earthpower


Druids cast evocations, which are powered by Earthpower. All Druids have the same basic evocations and all druids must have a Neutral aspect to their alignment. Druids, like Priests, do not need to actively acquire their basic Evocations. As a result of being in tune with nature on reaching the correct level they instinctively acquire them. Provided a druid is of the correct level and has sufficient Earthpower he is able to cast them. A Druid suffers 1 TBLP casting Damage for each point of Earthpower cast.

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Development Pre 8th Development


As you successfully complete Adventures your referee will award you levels. Typically an averagely played character can expect to get a single level in their Class Skill and a single level in their Combat Skill at the end of an adventure section. Class Skill levels determine your class abilities and skills. Combat Levels determine your life points and weapon skills (and Dexterity AC where relevant). Once youve reached 6 level all further progression is through th th gaining points. To reach 7 level from 6 requires 20 points and to th th reach 8 level from 7 requires a further 45 points. When progressing from 6th to 7th level and 7th to 8th level any excess points are carried over from one level to the next. When a referee is awarding points he is looking at a variety of categories in which to rate your proficiency including Role Play, Safety, Competence, Costume and Behaviour not within the context of the Game, but to fellow club members. After reaching 8th level you need to register your character and he will be transferred onto a new, green, character card. This card will have a number on it that should be noted down separately from the card. If you lose your card we do not guarantee to replace it but if you know the number we will be able to consult our records and we may be able to help; but the replacement will take between 2 and 4 weeks to prepare and the character loses 20% of all points earned post eighth level in the process and 10% Vitae (see Vitae pg 65). Obviously something to be avoided!
th

Multiple Characters
There is no limit to the number of characters that you may play. However each character is completely independent of all your other characters. They may never meet or exchange equipment or in any way interact. To do so is cheating. Equipment and money are given to one character and must be kept for that character only keep them separate!

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Basic Classes
There are a huge number of classes available to the avid player of Labyrinthe. However for the first timer we strongly recommend that you play one of the following basic classes or races. What are listed here are the Classic Fantasy Archetypes. The basic Heroes from fantasy books, films, tabletop and so on. Think of a fantasy hero and you can probably imagine which one of the listed archetypes he falls into from this basic list.

Class Brackets
In Labyrinthe there are six main class brackets and are as follows: Warrior, Scout, Priest, Wizard, Druid and Neuronicist. Due to the complex and difficult nature of neuronicists and druids, they have been excluded from the Basic classes for the beginners.

Warrior
The core of any adventuring party. Those who have the greatest ability to leap into the fray

Warrior
"If it moves hit it, if it doesn't move push it over then hit it, if neither of these two works it is probably a wall". Although the previous motto encompasses much of the technical information a new warrior needs to acquire, it is far from easy to play a warrior well, successfully and heroically. Warriors come in all shapes and sizes; they can come from a virtually infinite range of backgrounds. Your warrior could be a noble but uncivilised barbarian warlord who normally adventures with a horde of equally ferocious tribesmen, alternatively he could be of foreign parts with a strange accent and an even stranger taste in apparel and social etiquette. The warrior provides the main fighting arm of any party. Physical combat is his forte. He can wear the best armour, use the widest choice of weapons and is the most effective in combat. A new warrior should quickly decide what weapon configuration suits him the best, and try to acquire a trustworthy sword brother, for the warrior who fights alone dies alone, whereas a partnered warrior is far more likely to enjoy a longer and more successful career. Do not miss the opportunity to role-play this character class to the full. At times of stress you do not have a head full of spell or miracle verbals thus you are able to impress the opposition with your courage, determination and disdain for their powers. Level 1 2 3 4 5 6 7 8 Warrior Life And Skills (Max AC = 9) Life Weapon Skills 30 / 10 36 / 12 42 / 14 48 / 16 54 / 18 60 / 20 66 / 22 72 / 24 O and U May learn E, H and MP May learn B May learn a specialist skill May learn a specialist skill May learn a specialist skill

At 6th, 7th and 8th levels, warriors may be taught specialist skills. He can only learn one skill at each level. These skills can be learnt by eligible player characters and do not cost anything to learn (this is a change from previous rules). Warrior Specialist Skills Enhanced Reflexes +6/2 Stamina Smithing st 1 Weapon mastery Unarmed combat Cold Rage* War Cry* Athletic training

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Enhanced Reflexes: By means of rigorous training, the warrior may learn greater agility in combat, thus giving him a bonus of +1 Dexterity Armour Class. This replaces the first point of dexterity armour class available post eighth on table one and may only be taken once. Note: If you are a class which naturally gains innate DAC this extra DAC will stack with the DAC that you already have. This skill is sometimes referred to as Dexterity Training. +6/2 Stamina: By means of rigorous exercise and training the warrior may become "Super fit". This "Super fitness" has the effect of giving him an extra 6 total body life points, and an extra 2 life points per location, it does not however increase his level for resisting magic or spirits. This skill may only be taken once by a character. Smithing: This skill allows the warrior to manufacture weapons and armour. The cost of armour made by the character is then only a third of the normal price. The cost of the skill mostly compromises the cost of wasted materials in getting used to the equipment and preparing the forge. Thus another individual could not benefit from the forge without similar expenditure. The amount of equipment the character with this skill may manufacture is level x 100 grulls worth (at armoury prices) per weekly visit to Labyrinthe. All handbook manufacturing takes place at the Gopher Hatch. It is assumed that a Smith will adjust and make running repairs to their own armour, preventing wear, and as such someone with this skill does not lose adventure uses on their own armour. Standardly weapons in Labyrinthe are assumed to be free, but in cases where it may matter a Smith can manufacture a weapon at 1/3 what the bought price would be. Weapon Mastery: By means of training and practice the warrior may become more skilled with any one specific weapon E.G. Broadsword, Handmace, Battleaxe, Bastard Sword, Spear etc. This mastery means that one grade of damage is added to the normal base damage done by a weapon of this type. Any weapon usable by the warrior may be chosen, including B class weapons. Unarmed Combat: This skill allows the warrior to do damage per blow with his hands as if they were O class weapons (and not any other part of his body). It should be remembered that a blow from any weapon must be a minimum of 12" long to be effective. Martial art skills must NOT be used. It is only necessary to gently touch the opponent anything stronger is unsafe and must be avoided. NOTE: Anyone abusing this skill will lose it. Cold Rage: This ability allows the Warrior to enter a rage such that for the next 5 minutes, the Warrior takes 25% less from any damage suffered bar that suffered from purely magic weapons and magical spells. In a Cold Rage the Warrior is able to distinguish friend from foe and as such is not required to attack them. In a cold rage you may use offensive powers such as Knock Back, but not other powers like monk locational healing or using your magical ring to Blink away. 1/day. *This specialist skill is only available to characters that either buy as Warrior or if it is listed under that particular classes option. War Cry: This ability allows the Warrior to negate one listed stopping effect, and grants immunity to that effect for the following five minutes. It must be used within 2seconds of the effect occurring and accompanied with a loud shout. 1/day. *This specialist skill is only available to characters that either buy as Warrior or if it is listed under that particular classes option. Athletic Training: This skill grants the Warrior the ability to jump a large distance. Also found listed under the spell Jump, or Salmon Leaps, the distanced jumped cannot be further than 20 forwards, 10 backwards, or 15 upwards. Jumping past a person will enable that person to take one swing at the jumper; simple actions or other instant abilities which need no verbal can be used (just one ability not a string of Neuronic Penetrations!) instead of a weapon swing, including speaking a single word. 2/day.

Ranger
The ranger is a warrior who has foregone the luxuries of civilisation in exchange for the hardships and pleasures of the wilderness. As such his powers are designed to enable his survival in a natural setting. Level 1 2 3 4 5 6 7 8 Life Ranger Life And Skills (Max AC = 9) Weapon Skills Class Skills O and U May learn E, H and MP May learn B Tracking Survival Perception Stop Bleeding May learn a specialist skill May learn a specialist skill

28 / 9 33 / 11 38 / 13 43 / 14 48 / 16 53 / 18 58 / 19 63 / 21

Tracking: The Ranger can determine what kind of creatures frequent an area by the tracks that they have left behind. In some circumstances, at referees discretion, this skill can be used to provide further details, such as following a specific targets trail. Its use requires slow and careful inspection of surrounding terrain. Survival: The Ranger can find food, water and shelter in the wilderness. In practical terms this means that on extended length adventures the player may supply their own provisions, which may be kept in an Out-Of-Character location until foraged for.

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Perception: Due to the Rangers heightened senses they can spot all forms of supernaturally hidden / chameleoned targets, including those using Invisibility and similar. This does not work on normally concealed creatures, such as those actually physically hidden from sight or using physical powers. Stop Bleeding: The Ranger may treat a wounded location with a piece of flora, for which a real or realistic physical representation is needed, and by doing so prevent the wound from bleeding. Ranger Specialist skills Enhanced Reflexes +6/2 Stamina Weapon Mastery Unarmed Combat Shadowing Shadowing: Allows the user to follow the tracks of creatures in urban, built-up environments or in tunnels or buildingsbut otherwise works as Tracking. Class Restrictions: They may never learn to manufacture anything and cannot acquire Neuronics

Archer
Playing an archer is fun, you can hit the monsters without being hit yourself, which is always a good thing. It is also hard as you will have to learn to shoot a bow and arrow. Unlike hitting with a sword, which is easy to pick up, shooting a bow takes some learning. Members of your party will not think much of you if you miss the monsters and hit them. All bows need to be checked by the referee and the check in staff, and either can refuse to permit its use. Bows are not usable in the caves or any indoor site for safety reasons. Archers, unlike other character classes, are not limited to a maximum damage of Quad with their shots. Instead, they have a maximum damage of Quin when shooting at a target within 10, and no maximum damage at all when firing at targets at a greater distance. This represents the increased skill necessary to make such shots. Level 1 2 3 4 5 6 7 8 Archer Life And Skills (Max AC = 8) Life Weapon Skills 30 / 10 33 / 11 36 / 12 39 / 13 42 / 14 45 / 15 48 / 16 51 / 17 MP, O H, E Weapon Mastery (XBow or Bow) + 1 Weapon Mastery (XBow or Bow) + 2 1 x Archer Specialist Skill 1 x Archer Specialist Skill Archer Specialist Skills Enhanced Reflexes Accuracy Weapon Mastery +3 Accuracy: This skill allows the archer to do all arrow damage regardless of the PAC possessed by the target. (i. e. 18 points becomes 18 through) but requires 5 seconds concentration to perform. Weapon Mastery: This is the 3 Weapon Mastery. Please note that for Archers Weapon Mastery Bow applies to all bow types, E.G. Crossbow, Short bow, Longbow. This is not the case for a warrior or other class who must choose which bow type when acquiring weapon mastery bow. Archers may wear any armour up to Master crafted Chain mail.
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Scout
Further details for playing Scout classes are to be found in the Labyrinthe source book: At The Sharp End. A Scout finds out what is in front of the party before they meet it, including monsters, traps, pits and of course treasure! Only Scouts possess the skills and manual dexterity to allow them to disarm traps; no other class may do so and this is probably their single most important basic talent. Scouts are generally found, or rather not found, creeping ahead of the party investigating whats ahead. Then they may go behind the party, to find anything not previously discovered. Scouts do not fight unless in an advantageous position (E.G. from behind). Otherwise they use hit and run tactics unless forced to do otherwise. Generally speaking, furtiveness and cunning are a Scouts tools. The Scout is likely the most independent member of any adventure party. He is the first into any dungeon area. Peering around doors, searching for traps, evaluating all possible dangers, he must be quick and silent. Scout subclasses are the only classes able to disarm snap traps and other variants in the Labyrinthe system Snaptraps in the Labyrinthe game system are the physical representation of a wide-ranging variety of traps, at the referees discretion. As such, although anyone might recognise a trap if they see it, only scout subclasses are permitted to disarm such traps. For other classes to do so is cheating, in the same way that reading spiritual runes or mana glyphs as a nonpriest / wizard is cheating

Pathfinder
Of the Scout classes, the Pathfinder is the most dedicated and has the most numerous of the basic skills. Level 1 2 3 4 5 6 7 8
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Life 26 / 9 29 / 10 32 / 11 35 / 12 38 / 13 41 / 14 44 / 15 47 / 16

Scout Skills (Max AC = 7) DAC Weapon Skills Scout Skills 0 O 0 H Two standard skills 1 E One standard skill 1 MP One standard skill 1 B One standard skill 1 One standard skill 2 One specialist skill 2 One specialist skill

At 7 and 8 level Pathfinders may learn a scout specialist skill. These skills do not cost anything to learn (this is a change from previous rules). Class Restrictions: Pathfinders may not wear plate armour.

Thug
Thugs are the bullyboys, rousters and bouncers for the shadowy underworld of the streets of the Empire. They have some of the skills of a Pathfinder, but have a more rough-and-ready attitude that has led to the development of some combat skills. Level 1 2 3 4 5 6 7 8 Life 28 / 9 32 / 11 36 / 12 40 / 14 44 / 16 48 / 17 52 / 19 56 / 21 DAC 0 0 1 1 1 1 2 2 Thug Skills (Max AC = 8) Weapon Skills O and UL MP E H B +1 Mastery O-class weapon *Thug Warrior Skills Enhanced Reflexes Weapon Mastery Stamina Training (+6/2 Life) Thugs may wear up to chain mail armour as per the scout and may use a shield. Class Restrictions: Thugs may never acquire potion recipes or the ability to make potions though they may acquire make skills such as Make Healing potions by buying them as a standard scout skill not available to own class for 30pts, or by multi-classing Scout etc. This does not permit them to actually make anything but allows them to meet prerequisites for certain other skills. Only humans and Orcs may be thugs; both have the same life-scale. 20 Scout Skills One standard skill Unarmed combat One warrior skill* One standard skill One specialist skill

Assassin
Assassins are trained in the art of killing by surprise or stealth. Their skill lies in approaching a target unseen or unexpected, making a hit and then escaping. Their repertoire of subtle techniques includes not only the dagger in the back, but poisoning, disguise and stealth also. Assassin Skills (Max AC = 7) Level Life DAC Weapon Skills Scout Skills 1 26 / 9 0 O and U 2 29 / 10 0 MP Discern and Make Poisons 3 32 / 11 1 E One standard skill, Conditioned Heart-Stop 4 35 / 12 1 H One standard skill 5 38 / 13 1 B +1 Backstab 6 41 / 14 1 Disguise skill 7 44 / 15 2 One specialist skill 8 47 / 16 2 +1 mastery dagger One specialist skill Assassins may wear armour up to master crafted plate mail. Class Restrictions: They must be Lawful Evil or Neutral Evil in alignment. rd At 3 level assassins are implanted with a conditioning by their trainer, which will stop their heart and kill them should they reveal details about the trainer, or of any contract the assassin has undertaken, to any other than the appropriate people: His superiors, his assistants, or his employers.

Standard Scout Skills


Due to the extensive nature of Scout Skills, only those skills that are affected by what level they are learnt at are described here. Those skills that are not based on level are listed but not described. Full details on what they do and how they work can be found in At The Sharp End. Skill level is calculated as being (Current Level) minus (Level at which skill was learnt) plus 1. For Example: Thrassus learns Combat Wary at 2 e. 5 2 + 1)
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level, he is currently 5 level so he now has 4pts of Combat Wary (i.

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Athlete: From long practice leaping from rooftop to rooftop and similar, gains one jump innate per 3 skill levels or fraction thereof. This power allows the Scout to jump 20' forwards or 10' backwards or 15' upwards. It nominally takes two seconds to complete the jump, and Time Stop should generally be called. Jumping past a person will enable that person to take one swing (only) at the jumper; simple actions or other instant abilities which need no verbal can be used (just one ability not a string of Neuronic Penetrations!) instead of a weapon swing, including speaking a single word. Complex actions will be disallowed by the ref!. Climber: The Scout has been scaling trees, walls and buildings since a young age. They gain one innate Assisted th Climb per three skills levels or fraction thereof. If skill level is at least 6 may use it to climb across ceilings as well. Assisted Climb lasts 5 minutes and allows the user to climb along walls and sheer surfaces slowly, as long as he keeps 3 points of contact with the surface at all times. Combat-Wary: Gains a damage reduction versus the first blow taken in any combat,. This damage reduction is 1pt per skill level. This ability may not be used when using any sort of rage. It should be clear that this only applies to the first blow that strikes the scout during a combat. Discern Healing / General / Poison: There are three different versions of this skill: Discern Healing, Discern Poison and Discern General. Each skill allows a Scout to determine whether a potion is of that class. I. e. Discern Healing recognises Healing Potions, Discern Poison recognises Poisons and Discern General recognises potions, which are neither Healing nor Poisons. In addition he will be aware of the potency and number of doses. Discern Smell: (Sniff) Allows the user to catch the scents of any creatures (or in some cases, environmental features!) in the area. This does not allow him to determine direction, numbers, or any other details, but will generally provide the races of any creatures nearby, at refs discretion. Make and Arm Snap Trap: This skill enables the Scout to make and arm a snap trap which when set off, inflicts 9 TBLP or 3 hits to a monster. If a weapon mastery is taken then it inflicts 15 TBLP or 5 hits to a monster. Additionally, for each skill-level above 3rd it inflicts another 3 TBLP or 1 Hit, so that E.G. at 4th level skill 12 TBLP is inflicted, or 18 TBLP if th Weapon Mastery is taken. Furthermore, if 6 level skill is possessed, the location of the target that is closest to the triggered trap takes the damage as locational damage as well, stopped only by innate (non-armour) PAC, at 1pt per point of AC. Snap traps cannot be thrown and are ineffective if placed within 1 foot of another trap. The Scout can make 1 trap for each 2 or fraction of two skill levels. The user will generally need to provide their own phys reps for these. Read Languages: This skill allows the Scout to read written languages such as wizardly glyphs, priest runes, elfish high script, dwarfish etc. To read these runes however, you must actually be able to read them yourself the referee will not translate them for you.

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Mana glyphs and spirit runes are not simply a code or different script; in the game world they are taken to be impossible to read unless you have the relevant skill. It is never possible to work out what they mean or otherwise understand them unless you have the relevant skill. Read Mana Glyphs: Read Languages must be taken before this skill can be learnt. This skill allows the Scout to read written glyphs such as wizard spell glyphs, etc, and actually trigger their power. As with read languages, you must actually be able to read the glyphs yourself. A Scout with this skill coupled with read languages may cast Spells but not Miracles written on scrolls. Their casting level for purposes of damage calculation is taken to be their skill level in Read Glyphs. Stealth: The Scout is naturally inclined to stealth and concealment. By dint of long practice they may hide themselves th as per a non-magical Chameleon(s), once per day for each four skill levels or fraction thereof (so that with 5 level skill the user gains 2 innate Chameleons). Well Equipped: a Scout may elect to simply battle board a number of doses of adventure temporary potions. (See Alchemy And Potions pg 22) Further Standard Scout Skills: Bandaging, Discern Smell (Sniff), Disguise, Distillation, Evaluate, Hollow Tooth, LockPicking, Make Concealable Weapon, Potion Preserving, Sealing, Self-Awareness, Tell Time and Direction, Tolerance, Trap-Wary, Well-Made Daggers. see At the Sharp End.

Specialist Scout Skills


Enhanced Reflexes: This skill is the same as the Warrior Skill Extra Level of Life: Gains 1 extra level of life. This replaces the Post-8 tables ability. Perception: This skill is the same as the Ranger's innate ability Recognise Magic: This skill is the same as the Wizard's innate ability Recognise Spirit: This skill is the same as the Priest's innate ability Shadowing: This skill is the same as the Ranger's Tracking ability although it can only be used in urban or indoor environments. Tracking: This skill is the same as the Ranger's innate ability although it can only be used in rural, outdoor environments. Weapon Mastery: This skill is the same as the Warrior Skill however only available in dagger, shortsword, an MP weapon or armed traps, as appropriate. Further Specialist Scout Skills: Assassins Eye, Blade-Sharpening, Detect Possible Neuronic Activity, Healing Facility, Judge Profession, Judge Strength, Poison Facility, Potion Facility, Recognise Earth Power, Recognise Neuronics, Tell Wounds (see At the Sharp End book)
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Alchemy And Potions


One of the most useful and lucrative things a Scout can do is follow the Alchemists trade and manufacture potions and poisons. What follows is a quick synopsis of what is involved. The chances of success are as follows: 5 in 10 maximum. To this chance add the makers skill level, and take away the difficulty level of the potion. Makers must first learn the recipe of any potion that is not Simple or Immediately Available. For example: Thrassus the scout wants to make some 6pt TBLP Cure potions. He is 3 level, and took the skills at 2 level, so has 2nd level making skill in Healing. 6pt TBLP Cures have a difficulty level of 3, so his chance for making these potions is (5 - 3) + 2 =4 in 10. He can make 1 or 2 batches, as he has 2nd level skill, and the batch size can be 1, 2 or 3 doses as he chooses. Success is rolled only for each batch, not for each dose. Well Equipped: This is a Scout simple skill. A Scout may elect to battle board a number of doses of adventure temporary potions. These potions will rot by the end of the adventure. This does not take up a make slot for the user. The Scout chooses which type of potion he wishes to take on the adventure using this method, he can only choose one type of potion, and then subtracts the difficulty level of the potion from his Well Equipped skill level. This is the number of doses he can take. The minimum number is 1, however low the skill level. Only potions listed as Immediately Available or Simple are available by this method. For example: Thrassus took Well Equipped at 3 level, and he is now 7 , so has a skill level of 5. At the beginning of an adventure he selects 6pt TBLP Cure potions, which have a difficulty level of 3; so 5-3=2, he begins with 2 doses for free. The potion recipe may be chosen at the beginning of each adventure. Unlike other skills, this may be taken more than once, in fact as often as desired. Full details on the potion recipes, their cost and what they do can be found in At The Sharp End.
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Wizard
Further details for playing the Wizard classes are to be found in the Labyrinthe source book: The Wizards Grimoire.

Wizard Colours
Each Wizard is aligned to one particular element and must follow the correct alignment for that colour. Elven Wizards must be of a specific colour for their race. Element Fire Air Earth Water Light Darkness Twilight Colour Red Blue Brown Green White Black Grey Alignment CG, NN, CN & CE LN, NN & LE NG, LN, NN, CN & NE LG, NG & CG LG LE, NE & CE Any Alignment Elven Wizard Fire Elf Air Elf Earth Elf & Wood Elf Aquatic Elf & Wood Elf Light Elf & Winter Elf Dark Elf & Drowe Twilight Elf

Wizard Skills
Level 1 2 3 4 5 6 7 8 Life 24 / 7 25 / 8 26 / 9 27 / 9 28 / 10 29 / 10 30 / 11 32 / 12 Mana 2 6 12 20 30 42 56 72 Wizard Skills (Max AC = 6) Wizard Skills Weapon Skills Recognise mana May learn 1 of dagger, spear or staff O skill Read glyphs May learn 1 of dagger, spear or staff Make scrolls Specialist skill Specialist skill May learn 1 of dagger, spear or staff

The only weapon skill the wizard may ever know is one-handed. Spears and staffs can be held in two hands but will only deliver single damage. Wizards may not use or even carry spirit items of any sort nor can a wizard benefit from a Bless (or other beneficial miracle) - it will disappear the instant he casts a spell or uses any magical ability Wizards may not wear armour that contains metal, nor any armour heavier than stiff leather (AC 2). Wizards may carry only 2 non-magical metallic items, each may be no bigger than a dagger. If they carry more they are unable to use their magical abilities at all. Note: Elven enchanted items do not count as magical items. Buckles, eyelets and ornaments such as jewellery are generally exempt from this rule. Recognise Mana: This allows the wizard to discern if an item is magical or not. It has a 1 range, and allows the user to identify magic in any creature or object. If the target has a specific spell or spells present upon it an exact mana level will be given in reply, and whether the magic is currently active or not. In the case of innately magical objects, such as a magical sword or a wizard, these are considered to be Artefact Level, indicating that their magic is strong but not a fixed quantity as a spell is. Read Glyphs: This skill allows the wizard to read glyphs, cast spells off scrolls and recognise spell glyphs. Make Scrolls: This skill allows the wizard to make scrolls of a magical nature. See the Wizards Grimoire. 7 Level Specialist Skill: Make Minor Magic Item see Wizards Grimoire for details. 8th Level Specialist Skill: A 2nd Make Minor Item or Make Major Item see Wizards Grimoire for details.
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Learning Spells
A wizard may learn the following spells only: 1 2 3 4 5 All spells of his own colour All grey spells A maximum of five spells total of other colours called specialist glyphs. These cannot be purchased for grulls but may only be acquired from rare teaching scrolls or the teachings of powerful NPC wizards. Wizards may not learn spells of the element (colour) opposite to their own. It is only possible for a wizard to purchase grey or his own colour spells from the gopher, and only when preparing for an adventure.
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Wizards automatically start their adventuring career with all 1 level spells of their colour and grey. Additionally they start with two second levels spells of their choice and a third level spell of their choice. These extra starting spells may only 23

be their own colour or grey. It is not uncommon for adventurers, whilst adventuring, to acquire the use of spells they cannot purchase as they will occasionally be taught glyphs by the referee as payment for doing dungeons. These can be either glyphs they could buy (of their own colour and grey) or specialist glyphs. A player can elect to be a grey wizard in which case he can only buy grey spells from the gopher but should he ever be lucky enough he can learn up to 3 spells of each other colour. Wizards take x2 casting damage for learning a spell and may not use non-permanent casting levels (E.G. Magical Focus) or life-points to achieve it this means that learning a spell much higher than your wizard level may kill you outright, and should be avoided! Spell glyphs must be bought from the gopher and cost ten times the spell level squared in grulls. Thus a second level spell costs forty grulls. Once the spell glyph is bought it can be re-used ad infinitum provided the wizard has enough mana and life points. Only the wizard that bought the spell glyph can benefit from it, as purchase includes training in the use of the spell. To cast a spell of mana level "X" the wizard must expend "X" mana points. The wizard will start an adventure with a maximum of (wizard's level squared) + (wizard's level) mana points. Once acquired a wizards glyphs become part of the Wizard. Their presence is detectable by spells that detect magic. They do not lose their power on the death of the wizard but do become useless on his permanent death and may not be used by his rebirth. Glyphs are not usable by anyone other than the character who learnt them originally and cannot under normal circumstances be removed from their owner by any means.

Spell Casting
Wizards take damage from casting spells dependant on the level of the spell and their own casting level. Spell Level Two Levels below that of the caster One level below that of the caster The same level as that of the caster One level above that of the caster Two levels above that of the caster Three levels above that of the caster Four levels above that of the caster Five levels above that of the caster
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TBLP Damage 1 4 9 16 25 36 49 64

For Example: If a 5 level wizard casts a 7 level spell he suffers 25 points of damage (and would suffer 50 points of damage when learning it, almost certainly killing him. ) To cast a spell successfully a wizard must: a) Have the Spell Glyph.. b) Have sufficient mana points and TBLP remaining. c) Pronounce the spell verbals correctly and audibly. d) Indicate the target by pointing or touching (if spell requires it). Should one or more or the above cases not be fulfilled then: For (a) and (b) not to be correct then the wizard dies. For (c) or (d) not to be correct then the spell fails and the mana and life points are lost.

Magical Meditation
Mana is normally regained at the rate of 1 point per 15 minutes of meditation or sleep, or at the rate of 7 points per full hour of meditation or sleep. Additionally all are regained after a good nights rest. Meditation requires a character to sit or lie motionless, completely unaware of their surroundings. A wizard may engage in prayers to their dragon or chanting of some such similar activity. They will only be woken when they have regained sufficient power, when they suffer damage, or if physically disturbed, such as by shaking them. C.f. Priestly Meditation pg 40.

Elementals
Wizards are sometimes called Elementalists as they specialise in the manipulation of the elements. One of the most useful forms of this manipulation is in the summonation of Elementals, creatures constructed purely from one element. There are six types of Elemental each drawn from one of the six elementals: Shades (Darkness), Sprites (Light), Sylphs (Air), Gnomes (Earth), Salamanders (Fire) & Undines (Water). All elementals have similar statistics, regardless of their element: Elemental Shift: Elementals are able to shift between locations at which sufficient of their own element is present. For Example: A Sylph can Air shift. The Sylph may instantaneously disappear from one location and reappear somewhere else. When the sylph reappears it suffers a two second disorientation period during which it cannot move at all but can take damage.

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Elemental Sight: Elementals perceive everything as being made of: their element, their opposite element, all other elements or magical. These are the only four ways they can perceive. Hence elementals cannot read. For Example: To a Sylph ink letters on paper (water on earth and water). Talk To Elemental Spell: It is not possible to listen to an elemental's conversation unless the relevant Talk to Elemental Spell is cast. Elementals can however understand simple commands. Additionally it is not necessary to have summoned an elemental to make use of these spells as the wizard can talk directly to the elementals that inhabit the element being questioned. Different elementals have differing memories as detailed in the relevant Talk To Elemental Spell. Elementals cannot pick up anything. The caster may control only one elemental at a time. An uncontrolled elemental attacks its summoner. If two elementals touch, regardless of their size or type, they are both cancelled. You do not need any of the relevant element to summon an elemental. They come from the relevant elemental planes. Elemental Resistance Levels: Elementals have a resistance level equal to their Mana Level minus 2. E.g. a Gnome 6 th has 4 level Resistances. This means that higher level elementals can be quite potent in terms of resisting effects.

Stackable Glyphs
Certain spells may be described as Stackable Glyphs. Stackable glyphs, regardless of their effect, all work in the following similar fashion. By casting a stackable glyph the wizard causes 1 target creature with not more than 4 levels to be affected. If more than one rune is owned they can be cast simultaneously paying the mana and life point cost for each glyph at the same time, without maximums No. Runes 1 2 3 4 5 6 Effects 4 Levels 5 levels 6 levels 7 levels 8 levels 9 levels

For Example: If a 7th level wizard cast 6 Mana Stackable Glyph, such as Silence, with three runes it would use 18 mana th and do him 3 x 4 = 12 life points of damage and it would be able to Silence a target of 6 level or below. In order to negate a stackable spell all of the runes need to be removed. Until this is done the glyph remains active.

Expertise
For some time now the Towers of High Magery, who are responsible for the tutoring of Imperial Mages, have developed new magical techniques. Each of the Towers developed Expertise in the casting of specific spells deemed to be of greatest use to the Adventuring Mercenary. Initially the secrets of this Expertise were limited purely to those who devoted membership to the Tower and there were certain drawbacks to using them. However, with the passage of time and the gaining of experience, this Expertise has become widespread knowledge and usable by any Wizard subclass (warlocks, power-masters, etc) of the correct colour regardless of their racial or geographical origin. If a caster does not have a specific colour then they cannot cast the spell with expertise. Every colour gets some benefit from Expertise consult your own colours spells to learn exactly how you benefit! Spells can only be cast with Expertise by a caster of the same colour as the Spell. E.G. a Red Warlock can cast Firebolt with Expertise but could not cast his specialist of Plasmabolt with Expertise. If a Wizard acquires a second colour post th nd 8 then he may cast spells of that 2 colour with Expertise.

Dispels
A spell can be dispelled by a Dispel Magic of the same level or higher. E.G. Walk on Air (Self) - 3 mana could not be countered with a Dispel 2, but dispel 3, 4, 5 etc would work. A wizard may place a Dispel Magic upon himself. This lasts for 5 minutes and will trigger when a spell is cast at or on him. If this spell is less than or equal to the Dispel both are cancelled. If the spell is greater than the Dispel then it affects the wizard and the Dispel is cancelled. A cantrip will not trigger or penetrate a dispel. 1 2 3 Dispels may be cast onto items E.G. a dispel 1 will protect a sword from one touch shatter. However, a subsequent shatter would affect the sword. Dispels cast on items will last for 5 minutes or until triggered. Dispel magic works on the specific spell it was cast upon, not any other spell the target may have up. An elf can cast a passive Dispel upon himself without triggering it. Similarly a dispel can be directed at an elf regardless of any spell he may have cast on him but will be stopped by a passive dispel of the same level or higher A passive dispel is always the outmost magical defensive layer. A passive dispel magic goes down if any non Cantrip spell is cast at the individual with the passive dispel, even if the spell is a dispel magic. if the incoming spell is of greater mana than the passive dispel then the spell takes full effect and the passive dispel is also dissipated. . If the incoming spell is of greater mana then the spell takes full effect and the passive is dissipated. In the case of stacked glyphs each glyph must be dispelled separately and all the glyphs must be dispelled to remove an existing spell effect, such as the effects of the blue glyph Sleep. 25

4 5

6 7

Dispel magic works on the specific spell it was cast on i. e. a dispel on a plate (self) destroys that particular plate spell, not any other spell the target may have up, though a passive dispel will intercept and try to dispel it. Only one passive dispel may be active on any person or object at a time. When casting a dispel magic a wizard must include at the end of the vocal the name of the spell it is to effect, otherwise the target selects which is affected.

Grey Spells (Twilight Magic) Spells


Detect Magic Level: 0 Colour: Grey Range: 20 Duration: Instant Verbal: I call upon the elements of fire, air, earth and water, reveal to me where you may be found Detect magic! Description: This spell indicates the location and shape of all things magical to the wizard. Shatter (Touch) Level: 1 Colour: Grey Range: Touch Duration: Instant Verbal: By the power of the elements I shatter this Description: The spell will shatter one normal object (non-magical or non- spiritual) up to a volume of 27 cubic feet. NOTE: This spell, and all similar spells that affect one object of less than 27 cubic feet cannot destroy a section of a wall / floor etc only discrete objects. Mend (Touch) Level: 1 Colour: Grey Range: Touch Duration: Instant Verbal: By the powers of the elements I mend this Description: This spell mends one normal item that does not exceed 27 cu ft in volume that has been shattered or similarly broken but not disintegrated. Reform (Touch) Level: 1 Colour: Grey Range: Touch Duration: Instant Verbal: By the powers of the elements I reform this Description: This spell reforms one normal item that does not exceed 27 cu ft in volume that has been disintegrated. Dispel Magic 1 - 5 Level: Colour: Grey Range: Touch Duration: Instant / 5 Minutes Verbal: By my might dispel (X)! (where X is the Dispel level) Description: See Dispels on pg 24 Note: You cannot learn Dispel 2 until you have Dispel 1, or Dispel 3 until you have Dispel 2 et cetera Trip Level: 2 Colour: Grey 26 Range: 20 Duration: Instant Verbal: By the powers of the elements trip! Description: By the casting of this spell the wizard causes one target creature to trip over an object that is in its path. Note: The target must be moving forwards and have an object in its path to trip on, or be moving over an irregular surface. Rope Trick Level: 2 Colour: Grey Range: 20 Duration: 5 Minutes Verbal: May the elements imbue this rope with power - rope trick Description: When he casts this spell the wizard holds one end of a 20' rope and orders the other end to attach to any one thing. Note: If the "target" is animate it is able to simply shrug off the rope if it desires. You cannot rope trick a monster or character's neck.

Detect Inanimate Level: 2 Colour: Grey Range: 20 Duration: Instant Verbal: I call upon the elements of fire, air, earth and water reveal to me where may be found Description: As Detect Magic except that any ONE type of inanimate (non fluids) object (E.G. swords, shields, etc) is detected. It should be noted that treasure is to be found in many different configurations thus the wizard could detect gold bars or grull notes but not treasure generally. Detect Animate Level: 3 Colour: Grey Range: 20 Duration: Instant Verbal: I call upon the elements of fire, air, earth and water reveal to me where all that moves may be found Description: As Detect Magic except that moving, living creatures (this includes fluids) are detected. Magic Lock Level: 3 Colour: Grey Range: Touch Duration: 24 Hours Verbal: By the powers of the elements let this portal be closed Magical Lock! Description: By casting this spell the wizard causes a door, cupboard or any object that could be locked with a padlock or similar to become magically locked. This is no way makes the locked object

magical. For example magically locked door cannot be opened but could be broken down with a axe or similar. Talk to Inanimate Level: 3 Colour: Grey Range: Touch Duration: 5 Minutes Verbal: By the powers of the elements of fire, air, earth and water speak to me and tell me what you know Description: This spell empowers the wizard to talk to a specific non-living and non-fluid item. The item will answer truthfully if it is not spiritual or magical. Spiritual items do not answer and magical items may answer as they choose, but will generally have no reason not to be truthful. Non-supernatural items will only be aware of themselves, supernatural items may have more extensive perceptions at the refs discretion. Plate (Self) Level: 3 Colour: Grey Range: Caster Duration: 5 Minutes Verbal: I call upon the power of the elements to imbue my skin with the strength of steel Description: This spell confers both MAC 5 and PAC 5. all over the wizard. This armour class does not stack with any other armour, dexterity, etc.

source or similar. Enchant Item Level: 5 Colour: Grey Range: Touch Duration: Permanent Verbal: I call into this the elements of fire, air, earth and water Description: By casting this spell the wizard enchants any normal item that does not exceed 27 cu ft in volume so that it may be carried by an elf. Enchanted items maintain their enchantment unless they suffer the effects of a Dispel 5 or similar they are not disenchanted merely by being handled by non-magical beings. Note: This spell in does not give the enchanted item any magical properties (E.G. does not make an item + O magical) though it will be revealed by detect magic. Silence Level: 6 Colour: Grey Range: Touch Duration: 5 Minutes Verbal: By the power of the elements I strike thee dumb! Description: By casting this spell the wizard causes 1 target creature with not more than 4 levels resistance to become unable to utter a sound Note: This is a stackable Glyph (See Stackable Glyphs pg 25). st Expertise: If expertly cast the 1 Rune of Silence affects at 5 levels resistance and each rune only costs 3 mana Dispel Magic 6 - 10 Level: Colour: Grey Range: 20 Duration: Instant / 5 Minutes Verbal: By my might and the powers that be dispel (X)! (where X is the Dispel level) Description: See Dispels on pg 24 Summon Elemental Child Level: 8 Colour: Grey Range: Touch Duration: 5 Minutes Verbal: By the power at my command I summon the element of A, come forth child of A I conjure thee, let a B of A appear! A - one of: fire, air, earth, water, darkness, light B - Matching one of "A" - salamander, sylph, gnome, undine, shade or sprite respectively Description: The spell caster causes the named elemental to appear under his control. Only one elemental, regardless of type, may be controlled at a time. Elementals, regardless of type or size, upon contact cancel each other immediately. A wizard cannot summon elementals of the type that directly oppose his element. For a further description on elementals see Elementals pg 24. An elemental Child has 4th level resistances.

Chameleon (Self) Level: 3 Colour: Grey Range: Touch Duration: 5 Minutes Verbal: May the elements grant me the power of Chameleon. Description: When cast the wizard blends into the background he stands against so that he cannot be seen by normal sight. He can however, be located by use of the Detect Magic spell etc. Note: The caster must be standing against something for the spell to function and the spell is broken if the wizard moves or casts another spell. It should be noted that the wizard is still there, however, should he be observed casting the spell, he can still be attacked by a person who saw him cast the spell, as that person would know where they are See Through Magical Darkness (Self) Level: 3 Colour: Grey Range: Caster Duration: Instant Verbal: "I call upon the elements to grant me sight through magical darkness Description: This spell confers the spell caster the ability to see through magical darkness only. It does not mean he can see through ordinary darkness thus he cannot employ an artificial light

Black (Darkness Magic) Spells


Extinguish Level: 0 Colour: Black Range: 5 27

Duration: Instant Verbal: Embodiment of darkness come to me Extinguish! Description: By means of this spell the caster can extinguish small non-magical light sources such as a candle, small fire, etc Extinguish (Range) Level: 1 Colour: Black Range: 20 Duration: Instant Verbal: Embodiment of darkness go to there Extinguish! Description: See Extinguish (Touch) Disintegrate (Touch) Level: 1 Colour: Black Range: Touch Duration: Instant Verbal: By the power of darkness I disintegrate this Description: This spell will disintegrate one normal (non-magical or non-spiritual) item who's volume does not exceed 27 cubic feet. Disintegrate (Range) Level: 2 Colour: Black Range: 20' Duration: Instant Verbal: By the power of darkness I disintegrate that Description: As Disintegrate (Touch) Venom Level: 2 Colour: Black Range: Touch Duration: 5 minutes/til discharged Verbal: Darkest venom taint this edge/drink Description: Imbues a blade or a liquid with a BV or Ingestive poison 2 which stays until used or fades after 5 minutes. This poison is in all ways physical poison as per the published potion, but can be dispelled (before discharge only). Note that its range is touch, and if cast on a liquid the liquid retains its other properties after the spell fades. Walk on Darkness (Self) Level: 3 Colour: Black Range: Caster Duration: 5 Minutes Verbal: Shades of dark grant me the power to walk on darkness Description: This spell allows the caster to walk on darkness as if it were solid earth. The degree of darkness upon which walking may be attempted is total darkness to very weak candlelight. Darkness - (Self) Level: 3 Colour: Black Range: 10 Radius Duration: 5 Minutes Verbal: By the power of the shades let darkness descend Description: This spell creates total magical darkness in a 10' radius of the spell caster and can be simulated by all closing their eyes when within 28

area of effect. The area of effect cannot be moved. All mundane light sources within the area are negated for the duration of the spell. The spell Light cancels the effect of this spell for the duration of the Light Spell and vice versa Darkness cancels the effect of a Light Spell. Sprites also counteract the spell Darkness whilst present. Walk on Darkness (Other) Level: 4 Colour: Black Range: Touch Duration: 5 Minutes Verbal: Shades of dark grant this person the power to walk on darkness Description: As Walk on Darkness (Self) bar range. Animate Scarecrow Level: 4 Colour: Black Range: 20 ' Duration: 5 Minutes Verbal: By the shades of the dark, scarecrow arise Description: By the use of this spell the caster creates an animate scarecrow from sticks and rags etc. The scarecrow can take 6 hits and it delivers 6 points of damage with hands. After taking 6 hits it is destroyed but a Mend spell will restore it to full hits again, once only, as will a Shatter destroy it. Any fire damage inflicted on the scarecrow is permanent and cannot be mended. Scarecrows can only accept simple commands i. e. 12 words or less. Scarecrows cannot perform complex acts. th Scarecrows have no intelligence and have 4 Level Resistances. Darkness (Range) Level: 4 Colour: Black Range: 20 ' Duration: 5 Minutes Verbal: By the power of the shades of the dark let darkness descend over there Description: As Darkness (Self) except it can be cast up to 20' distant from the caster. Alternatively it can be cast centred on the spell caster (only) and thus can move with him Black Blade Level: 6 Colour: Black Range: Touch Duration: 5 Minutes Verbal: By the shades of the darkest depths I infuse this blade with darkness and harm to all Description: This spell increases the damage of a non-magical or -spiritual edged weapon whilst held by the casting wizard by +2 grades but this is still physical damage. If the black bladed weapon is used by anyone else it only does +1 grade of extra damage. The venom is a magically created poison and not countered by blade venom antidotes. The weapon cannot be further enhanced (E.G. by poison, Fireblade etc) Note: Unlike normal poisons it is not necessary for a Blackbladed weapon to cut the target for the magical poison to take effect. All the damage from such a weapon is LOC and TBLP, and added directly to the base damage of the weapon.

Immunity to poison does stop all the extra damage from this spell. Despite having magically generated poison a black bladed weapon does not inflict magical damage. Catalepsy Level: 6 Colour: Black Range: 20 ' Duration: 5 Minutes Verbal: By the shades of dark, I command that you shall die . . . . . . . catalepsy Description: This spell causes one target creature that has no more than 4 levels to fall into a cataleptic state. Note: This is a Stackable Glyph (See Stackable Glyphs pg 25). st Expertise: If expertly cast the 1 Rune of Catalepsy affects at 5 levels resistance and each rune only costs 4 mana Talk to Shade Level: 6 Colour: Black Range: Caster Duration: 5 Minutes Verbal: Mighty shade speak to me and relate what thou knowest Description: The shades will have knowledge of what has happened in any darkness or shadows within a 10' radius. Shades have excellent memories. This can also be used to converse with any actual elemental shades present. Summon Shade Child Level: 6 Colour: Black Range: N / A Duration: 5 Minutes Verbal: By the power at my command I summon the element of darkness, Come forth child of darkness, I conjure thee let a shade of darkness appear Description: Summons a Shade with 10 hits which inflicts 6pts Single by Unarmed Combat. A Shade 6 th has 4 level resistances.. Dancing Venom Sword Level: 8 Colour: Black Range: 20' Duration: 5 Minutes

Verbal: Shades of the dark I conjure thee, imbue this blade with power and the darkest venom and let it dance to my tune Description: This spell creates an ordinary bastard sword coated with magical venom to dance as directed by the spell caster. The spell is ended if the caster loses sight of the sword even for a second, takes damage, or goes out of range. The damage done by the sword is 9 points Bastard Double (normal) + 15 points of poison damage (for a total of 24pt Venom Quad). Any creature immune to normal weapons will be unaffected by this spell. Creatures that are immune to poison will take only the 9 points of normal damage. The sword cannot be further enhanced by any means (E.G. poison, Blackblade, Fireblade). Note: Unlike normal poisons it is not necessary for a DVS to cut the target for the magical poison to take effect. All the damage from such a weapon is LOC and TBLP and added to the base damage of the weapon. Despite having magically generated poison a DVS does not inflict magical damage. Magic only to hit creatures cannot be affected by either Blackblade or Dancing Venom Sword. Summon Shade Prince Level: 8 Colour: Black Range: N / A Duration: 5 Minutes Verbal: By the power at my command I summon the element of darkness, come forth prince of darkness I conjure thee let a shade of darkness appear Description: Summons a Shade with 15 hits which inflicts 9pt Double by Unarmed Combat. A Shade 8 has 6th level resistances. Summon Shade Lord Level: 10 Colour: Black Range: N / A Duration: 5 Minutes Verbal: By the power at my command I summon the element of darkness, I abjure the elements of light, fire, air, earth and water and I conjure thee, come forth Lord of darkness I summon thee, let a shade of darkness appear Description: Summons a Shade with 25 hits which inflicts 12pt Double by Unarmed Combat. A Shade th 10 has 8 level resistances.

Blue (Air Magic) Spells


Puff of Air Level: 0 Colour: Blue Range: 20' Duration: Instant Verbal: Embodiment of air come to me! Description: By casting this spell the wizard can create a puff of fresh air sufficient to blow out a candle or knock over a small goblet, within 20 feet of the caster Jump (Self) Level: 2 Colour: Blue Range: Caster Duration: Almost Instant Verbal: Sylphs of air take me there Description: This spell allows the spell caster to jump 20' forwards or 10' backwards or 15' upwards It nominally takes two seconds to complete the jump, and Time Stop should generally be called. Jumping past a person will enable that person to take one swing (only) at the jumper; simple actions or other instant abilities which need no verbal can be used (just one ability not a string of Neuronic Penetrations!) instead of a weapon swing, including speaking a single word. Complex actions will be disallowed by the ref!

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Mend (Range) Level: 2 Colour: Blue Range: 20' Duration: Instant Verbal: By the powers of air I mend that Description: This spell will mend any (nonmagical/spiritual) object that has been shattered or similarly broken, but not rusted, warped or disintegrated. The object's volume must not exceed 27 cubic feet. This spell can be used to mend things that have been broken by mundane means, E.G. a broken door. The complexity of what can be mended is at the referees discretion. Shatter (Range) Level: 2 Colour: Blue Range: 20' Duration: Instant Verbal: By the powers of air I shatter that Description: See Shatter (Touch), bar range. Storm Blast Level: 3 Colour: Blue Range: 20' Duration: Instant Verbal: By the powers of air and thunder, storm blast Description: This spell inflicts 12 total body life points (TBLP) of damage and two to each location (loc) on one character or 4 hits to a monster Expertise: After first casting within a one-minute period Stormblast may now be cast at one mana point less. So that a Stormblast costs 3 mana but 5 Stormblasts unleashed in succession would cost 3+2+2+2+2= 11 mana rather than 15 mana. Once th 3000 points past 8 is reached Stormblast becomes a 2-mana glyph to cast in all ways. Jump (Other) Level: 3 Colour: Blue Range: Touch Duration: Instant Verbal: Sylphs of air I bid thee take this person there Description: See Jump (Self). The recipient of this spell must be willing Telekinesis Level: 3 Colour: Blue Range: 20' Duration: 5 Minutes or until movement completed, whichever is shorter Verbal: Sylphs of air I conjure thee telekinesise that to there Description: This spell will move one object as directed by the caster. The force of the telekinesis is equal to the force the referee can exert with one hand nor can it be used to wield a weapon effectively. It cannot pick up objects that contain a spirit. Only one Telekinesis may be cast upon one object or by a wizard at any one time. Walk on Air (Self) 30

Level: 3 Colour: Blue Range: Caster Duration: 5 Minutes Verbal: Sylphs of air grant me the power to walk on air Description: This spell allows the caster to Walk on Air. The amount of height gained (or lost) is equal to one foot of vertical height per step taken. The caster is walking and must remain upright and hence his lower half may be vulnerable when the ceiling is low. Walk on Air (Other) Level: 4 Colour: Blue Range: Touch Duration: 5 Minutes Verbal: Sylphs of the air grant this person the power to walk on air Description: As Walk on Air (Self). Blink Level: 6 Colour: Blue Range: Caster Duration: Instant Verbal: By the powers of the sylphs of air let me be taken there. . . Blink Description: This spell allows the spell caster to teleport up to 20' in distance or within sight! On arriving at the destination the caster appears in the same orientation and pose as when he phased out and it takes the spell caster 2 seconds to rematerialise, during which time he is not vulnerable to external damage and any ongoing effects are delayed by 2 seconds. Lightning Bolt Level: 6 Colour: Blue Range: 20' Duration: Instant Verbal: By the powers of air and rolling thunder. . . lightning bolt! Description: This spell inflicts 24 points of damage on one character's total body life points (TBLP) and 4 points of damage to each of his locations (LOC). This spell damage ignores any non-magical armour. Alternatively it delivers 8 hits of damage to a monster. Expertise: After first casting within a one-minute period Lightning Bolt may now be cast at one mana point less. So that a Lightning Bolt costs 6 mana but 5 Lightning Bolts unleashed in succession would cost 6+5+5+5+5 = 26 mana rather than 30 mana. th Once 3000 points past 8 is reached Lightning Bolt becomes a 5-mana glyph to cast. Sleep Level: 6 Colour: Blue Range: 20' Duration: 5 Minutes Verbal: By the power of the imps of slumber: Sleep! and then indicate how many levels of effect its cast at Description: This spell causes one target creature, that has no more than 4 levels, to fall magically asleep for 5 minutes. During this period it is not possible to awaken the victim by any mundane non-

magical means, such as shaking or striking, et cetera. Note: This is a Stackable Glyph (See Stackable Glyphs pg 25). st Expertise: If expertly cast the 1 Rune of Sleep affects at 5 levels resistance and each rune only costs 5 mana Talk to Sylph Level: 6 Colour: Blue Range: Caster Duration: 5 Minutes Verbal: Mighty sylph speak to me and relate what thou knowest Description: The Sylph will have knowledge of what has transpired in the air of the area (10' radius) of the caster and it will have knowledge of such things as conversation etc. A Sylph's memory is not reliable when recalling things of a week of more in the past. Otherwise see Talk to Shade. Summon Sylph Child Level: 6 Colour: Blue Range: N / A Duration: 5 Minutes Verbal: By the power at my command I summon the element of air, come forth child of air I conjure thee, let a sylph of air appear Description: Summons a Sylph with 10 hits which inflicts 6pt Single by Unarmed Combat. A Sylph 6 th has 4 level resistances. Dancing Sword Level: 8 Colour: Blue Range: 20 Duration: 5 Minutes Verbal: Sylphs of air I conjure thee, imbue this sword with power and let it dance Description: This spell will imbue a "normal" sword with power in effect making it a +2 magic weapon

for the duration of the spell. It will "dance" and strike at anything the spell caster directs it to, for 5 minutes. The spell caster must concentrate fully on, and be able to see the sword at all times, and remain within range also. Also he must direct every blow of the dancing sword. If concentration is broken, by say the wizard being hurt, casting another spell etc the spell is ruined. If this happens the sword loses the magical enhancement it received from the spell. The sword will inflict 18 life points of damage to a character's TBLP and loc or three magic hits on monsters. Note: The sword cannot be enhanced in any further way E.G. by poison, Blackblade, Fireblade etc.

Summon Sylph Prince Level: 8 Colour: Blue Range: N / A Duration: 5 Minutes Verbal: By the power at my command I summon the element of air, come forth prince of air I conjure thee, let a sylph of air appear Description: Summons a Sylph with 15 hits which inflicts 9pt Double by Unarmed Combat. A Sylph 8 th has 6 level resistances. Summon Sylph Lord Level: 10 Colour: Blue Range: N / A Duration: 5 Minutes Verbal: By the power at my command I summon the element of air, I abjure the elements of fire, earth, water, darkness and light and I conjure thee, come forth lord of air I summon thee let a sylph of air appear Description: Summons a Sylph with 25 hits, which inflicts 12pt Double by Unarmed Combat. A Sylph 10 has 8th level resistances.

Brown (Earth Magic) Spells


Pebble (Cantrip) Level: 0 Colour: Brown Range: Touch Duration: Permanent Verbal: Embodiment of earth come to me Description: By the casting of this spell the wizard causes a small pebble to appear in his hand. Warp (Touch) Level: 1 Colour: Brown Range: Touch Duration: Instant Verbal: By the powers of earth I warp this Description: By casting this spell the wizard can warp one normal item with a volume of 27 cu ft. Warped items are basically shapeless and useless. Warping a helmet will not cause it to damage the wearer. A warped object cannot be Mended although it can be Reshaped. Stoneskin (Self) Level: 2 Colour: Brown Range: Caster Duration: 5 Minutes Verbal: I call upon the gnomes of earth to imbue my skin with the strength of stone Description: Confers PAC 6 on the spell caster, non-stacking with all other AC. Reshape (Touch) Level: 2 Colour: Brown Range: Touch Duration: Instant Verbal: By the powers of earth reshape this into a Description: This spell enables the wizard to reshape any normal item that does not exceed 27 cu ft in volume into another item of roughly the same size and material. It is not possible to reshape metal into swords or armour etc, even if the caster has weapon or armour making abilities, as the product is not well-made, balanced, weighted or similar. Similarly uncut gems cannot be made into polished valuable items, or lumps of gold into valuable goblets etc. However reshape can reverse the effect of a 'Warp'. 31

Note: A piece of armour has numerous components and any new items will have very limited durability. Warp (Range) Level: 2 Colour: Brown Range: 20 Duration: Instant Verbal: By the powers of earth I warp that Description: See Warp (Touch) Stoneskin (Other) Level: 3 Colour: Brown Range: Touch Duration: 5 Minutes Verbal: I call upon the gnomes of earth to imbue this persons skin with the strength of stone Description: See Stoneskin (Self), bar range. Bind Level: 3 Colour: Brown Range: 20 Duration: 5 Minutes Verbal: By the power of earth I bind thee. Description: Binds any non-supernatural inanimate object or any form of footwear that is currently in touch with an earthern surface to the ground for five minutes. This can include walls in caves or buildings, if the target is in contact with a wall but not the floor. Any Bind style effect may be broken out of with 30seconds active work with a sharp weapon. Entangle Level: 3 Colour: Brown Range: 20' Duration: 5 Minutes Verbal: By the powers of earth I entangle you. Description: Causes the natural vegetation to spring up and entangle all creatures within a 3 radius area as directed by the wizard. There must be sufficient natural vegetation for this spell to work. The size of the vegetation is proportional to size of the creature that can be captured and the extent of the restraint. For example, trees could entangle a dragon at least temporarily! In general it should be assumed that normal creatures cannot tear free of any constraint more extensive than grass, but also that except in the cases of the densest vegetation only the targets legs are tangled, and they are still free to move their arms and speak etc. Extended work with a sharp weapon to cut free may be acceptable at the refs discretion. Magnetise Level: 3 Colour: Brown Range: 20' Duration: 5 Minutes Verbal: By the powers of earth I magnetise that Description: By the casting of this spell the wizard causes 1 metal object to be irresistibly attracted to the nearest wall or the ground. If a players' armour is magnetised, the spell does not take effect until the character wearing the metal armour moves, i. e. that item must be in motion for the effect to be realised. This spell does not work on objects containing a spirit. 32

Reshape (Range) Level: 3 Colour: Brown Range: 20' Duration: Instant Verbal: By the powers of earth I reshape that into a Description: See Reshape (touch) Magic Missile Level: 3 Colour: Brown Range: Throw Duration: 5 seconds or until thrown Verbal: I call upon the gnomes of earth, imbue this rock with power - magic missile! Description: This spell charges one rock (a safe phys-rep must be used) with power. Thrown it does 12 points of damage to the first player's location it hits he also loses 12 points from his total life points alternatively it does 5 hits to monsters. It disregards all forms of armour bar actual MAC, E.G. a suit of +0 Magic Armour would not offer any protection against a Magic Missile. The first object struck causes the rock to be discharged so no rebounds. Note: Players must provide their own safe phys-rep. Expertise: May now inflict a 6/1 blast regardless of MAC. This spell now inflicts 7 hits to monsters rather than 5

Walk on Earth (Self) Level: 3 Colour: Brown Range: Caster Duration: 5 Minutes Verbal: Gnomes of earth grant me the power to walk on earth Description: Allows the spell caster to walk on any stone or earthen surface whether it is a cave wall or a stone roof or marshy ground etc. While so benefiting the caster is also rendered immune to ground-shaking knockdown type effects like Earth Tremor. Passwall Level: 4 Colour: Brown Range: Caster Duration: 10 seconds maximum Verbal: Gnomes of earth I conjure thee, grant me the power to passwall Description: This spell allows the caster to walk through any wall or stone object of not more than 10' in thickness. If the wall is more than 10' thick the spell fails to work but mana and life points are still expended. It does not apply to floors and the user can only walk in a straight line. You cannot cast multiple Passwall spells to allow more movement. Walk on Earth (Other) Level: 4 Colour: Brown Range: Touch Duration: 5 Minutes Verbal: Gnomes of earth grant this person the

power to walk on earth Description: See walk on earth (Self) Chameleon (Other) Level: 4 Colour: Brown Range: Touch Duration: 5 Minutes Verbal: May the gnomes of earth grant this person the powers of chameleon Description: See Grey Spell Chameleon (Self), except subject can only be hidden when surroundings are of stone, earth etc. Expertise: This glyph may be cast as if 3mp, when used on self. Wall of Stone Level: 4 Colour: Brown Range: 20 Duration: 5 Minutes Verbal: Gnomes of earth I conjure thee, build for me a wall of stone Description: This spell causes a stone wall of maximum dimensions 10' high by 20 ' wide and 1' thick to spring up from the ground. The wall cannot be toppled by force or shattered by a spell, but a dispel 4 or greater will cause it to vanish. A Wall of Stone is supernaturally supported and does not require any anchor points for it to remain upright.

detonates from within the target. It also reduces the players total life points by 24. It does 9 hits to monsters. Talk to Gnome Level: 6 Colour: Brown Range: Caster Duration: 5 Minutes Verbal: Mighty gnome speak to me and relate what thou knowest Description: A gnome will know what has happened on or around earth or stone. Gnomes have excellent memories. Otherwise see Talk to Shade.

Summon Gnome Child Level: 6 Colour: Brown Range: N / A Duration: 5 Minutes Verbal: By the power my command I summon the element of earth, come forth child of earth I conjure thee let a gnome of earth appear Description: Summons a Gnome with 10 hits, which inflicts 6pt Single by Unarmed Combat. A th Gnome 6 has 4 level resistances. Summon Gnome Prince Level: 8 Colour: Brown Range: N / A Duration: 5 Minutes Verbal: By the power at my command I summon the element of earth, come forth prince of earth, I conjure thee let a gnome of earth appear Description: Summons a Gnome with 15 hits, which inflicts 9pt double by Unarmed Combat. A th Gnome 8 has 6 level resistances. Summon Gnome Lord Level: 10 Colour: Brown Range: N / A Duration: 5 Minutes Verbal: By the power at my command I summon the element of earth. I abjure the elements of water, darkness, light, fire and air and I conjure thee. Come forth lord of earth I summon thee let a gnome of earth appear Description: Summons a Gnome with 25 hits, which inflicts 12pt double by Unarmed Combat. A th Gnome 10 has 8 level resistances

Plate (Other) Level: 4 Colour: Brown Range: Touch Duration: 5 Minutes Verbal: I call upon the gnomes of earth to imbue this person's skin with the strength of steel. Description: See Plate (Self) Supermissile Level: 5 Colour: Brown Range: Throw Duration: 5 seconds or until thrown Verbal: I call upon the mighty gnomes of earth imbue this rock with great power supermissile! Description: As Magic Missile (3 MP) on pg 86, but it does 12 points of damage to players via the location it hits, to which only MAC applies, and 2 points to every other location. These 2 points ignore all armour including MAC as the missile

Green (Water Magic) Spells


Create Water Level: 0 Colour: Green Range: 10 Duration: Infinite Verbal: Embodiment of water come to me Description: By casting this spell the wizard creates half a pint of pure water within 10' of himself. Note: Water cannot be created inside an animate object or person. Unlock (Touch) Level: 0 Colour: Green Range: Touch Duration: Instant Verbal: By my power let this lock be opened Description: This spell allows the caster to unlock one normal lock without the use of a key and will also unlock an object that has had Magic Lock cast upon it. Rust (Touch) 33

Level: 1 Colour: Green Range: Touch Duration: Instant Verbal: By the powers of water I rust this Description: By the use of this spell the caster rusts one normal ferrous object of a volume not more than 27 cu ft. It is totally rusted away to nothing and thus cannot be restored by a Mend, Reform or Reshape spell. Unlock (Range) Level: 1 Colour: Green Range: 20 Duration: Instant Verbal: By my power let that lock be opened Description: See Unlock (Touch) Rust (Range) Level: 2 Colour: Green Range: 20 Duration: Instant Verbal: By the powers of water I rust that Description: See Rust (Touch). Passive Illusion Level: 3 Colour: Green Range: 20 only Duration: 5 Minutes or until touched Verbal: Undine at my command create a phantasm of. . . to do my will Description: By casting this spell the wizard creates a visual illusion of any object or creature he desires. The illusion can move and the wizard can see through its eyes - a wizard can play a passive illusion of himself. The illusion does not smell and cannot make any sound. Furthermore should it be struck or have a spell cast at it, it vanishes. Once spell is cast the illusion may leave the range. A Passive Illusion can be no smaller than 1 across, and no larger than an object with a 10 radius, and can only be a single creature/object, not a scene. If smaller than a small humanoid it is unstable, and should it move faster than a steady walk it will dissipate. Walk on or through Water (Self) Level: 3 Colour: Green Range: Caster Duration: 5 Minutes Verbal: Undines of water grant me the power to walk on / through water Description: This spell has two applications. It can be used to allow the wizard to walk on water as if it was normal ground or it can be used to allow him to breathe normally under water. Either version of this Spell grants the caster 50% off Acid, Water based attacks, poisons and potions. This includes beneficial potions. Note: To gain both effects the wizard would have to cast the spell twice. Illusions of Grandeur Level: 4 Colour: Green Range: Touch Duration: 5 Minutes 34

Verbal: Undines grant him/her phantasms of power and valor to aid him. Description: This spell grants the beneficiary immunity to non-spiritual Fear and Emotion Attacks, and +6/2 temporary life (non-stacking with other temporary life increases), unless they are immune to insanity (or to illusions for any reason). It may not be cast on any person capable of casting the glyph themselves, as the deeper understanding of the glyph precludes the needed subconscious belief. It cannot otherwise be disbelieved. Programmed Illusion Level: 4 Colour: Green Range: 20 Duration: 5 Minutes Verbal: Undine at my command create a phantasm of to do my will and let it appear in (time 1 sec to 5 mins) Description: As Passive Illusion (3MP) except that the illusion can be programmed to appear from 1 sec. to 5 mins after the verbal is completed. , and follow a set of instructions rather than be directed by the caster at the time. Summon Undine '4' Level: 4 Colour: Green Range: N / A Duration: 5 Minutes Verbal: By the power at my command I summon the element of water, let an undine of water appear Description: Summons an Undine with 6 hits that inflicts 4pt Single by Unarmed Combat, and is dissipated by contact with any other elemental. Unseen Servant Level: 4 Colour: Green Range: 20 Duration: 5 Minutes Verbal: By my power I summon a phantasm to fetch and carry as I direct Description: As Telekinesis (see pg 29) except that once instructed the unseen servant will not require the continued concentration of the wizard unless he wishes to give it further instructions. The servant cannot pick up an item with a spiritual component. Note: An unseen servant cannot fight, but is destroyed by 4 hits of damage Walk on or through Water (Other) Level: 4 Colour: Green Range: Touch Duration: 5 Minutes Verbal: Undines of water grant this person the power to walk on or through water Description: See Walk on or through Water (Self). Slow Level: 5 Colour: Green Range: 20 Duration: 5 Minutes Verbal: With the power of the undines of water Slow! Description: By casting this spell the wizard causes one target creature of not more than 4 levels to be

slowed to a slow zombie speed (i. e. as if they were walking through water not air). Note: This is a stackable Glyph (See Stackable Glyphs pg 25). st Expertise: If expertly cast the 1 Rune of Slow affects at 5 levels resistance and each rune only costs 4 mana Talk to Undine Level: 6 Colour: Green Range: Caster Duration: 5 Minutes Verbal: Mighty undine speak to me and relate what thou knowest Description: A Undine will know what has happened in or around liquids. Otherwise see Talk to Shade. Summon Undine Child Level: 6 Colour: Green Range: N / A Duration: 5 Minutes Verbal: By the power at my command I summon the element of water, come forth child of water, let an undine of water appear Description: Summons an Undine with 10 hits that inflicts 6pt Single by Unarmed Combat. An Undine 6 has 4th level resistances. Semi-Active Illusion Level: 6 Colour: Green Range: 20 Duration: 5 Minutes Verbal: Undines at my command create a phantasm of to do my will and embody it with thy power Description: As Passive Illusion except that the semi-active illusion is capable of doing 6 points of damage per blow it strikes. It can be dispelled in the normal manner or disbelieved. The illusion will waver and fade after taking 15 hits. If disbelieved the damage does not vanish. It otherwise follows the same strictures as Passive Illusion, but must be at least the size of a small humanoid or it is incapable of inflicting damage at all. Note: The wizard may NOT play his own semiactive illusion. Vanish Level: 8 Colour: Green

Range: 20 Duration: 5 Minutes Verbal: By all my power I command that to vanish! Description: By casting this spell the wizard causes one non-living item that does not possess a spirit or exceed 27 cubic feet in volume to vanish for 5 minutes. After the expiry of the spell the item will reappear in the same spot it disappeared from or if the item was worn it would reappear in the same position relative to the wearer. The item whilst vanished does not exist at any other location. E.G. A small trap door would re-appear closed (locked) if it was originally closed and locked. E.G. A magic ring vanished from a finger would reappear on that finger even if the person wearing the ring has moved several miles, light years - planes etc. E.G. A sword vanished from a hand would reappear in that hand. If something else was in that hand it would re-appear in the other hand or somewhere else on that persons body. (E.G. under his arm, in a belt or bag etc). Expertise: With Expertise, Vanish may be cast a second time within a minute of a first casting for only rd 4 mana. This may not be extended to a 3 or further castings. Summon Undine Prince Level: 8 Colour: Green Range: N / A Duration: 5 Minutes Verbal: By the power at my command I summon the element of water, come forth prince of water, let an undine of water appear Description: Summons an Undine with 15 hits, which inflicts 9pt Double by Unarmed Combat. An th Undine 8 has 6 level reistances. Summon Undine Lord Level: 10 Colour: Green Range: 20 Duration: 5 Minutes Verbal: By the power at my command I summon the element of water. I abjure the elements of darkness, light, fire, air and earth, and I conjure thee, come forth lord of water I summon thee let an undine of water appear Description: Summons an Undine with 25 hits, which inflicts 12pt Double by Unarmed Combat. An Undine 10 has 8th level resistances.

Red (Fire Magic) Spells


Ignite (Touch) Level: 0 Colour: Red Range: Touch Duration: Instant Verbal: By the powers of fire ignite this Description: This spell when cast has the same effect as putting a small flame (E.G. a match) to an item for 2 to 3 seconds. Ignite (Range) Level: 1 Colour: Red Range: 20 Duration: Instant Verbal: By the powers of fire ignite that Description: As ignite (Touch) but with increased range. Shock Level: 2 Colour: Red Range: Touch Duration: 5 Seconds Verbal: Into my hand I call forth fire Shock! Description: By casting this spell the wizard causes 35

his touch to do 12 points of damage to the location and total body points of players. Alternatively it does 4 hits to monsters. The only AC that may be applies versus this damage is MAC, which applies on a 1 for 1 basis (so MAC2 reduces the damage by 2tblp and 2 to the location touched). Once the verbal is completed the wizard has 5 seconds to discharge the spell or it is wasted. He cannot cast any more spells in this time. This spell only causes damage to the first target struck so don't pick your nose! Fire Blast Level: 3 Colour: Red Range: 20 Duration: Instant Verbal: By the powers of fire and brimstone Fire Blast! Description: When he casts this spell the wizard causes one player to take 12 points of total body damage and 2 points per location. Alternatively a monster take 4 hits. Only MAC may be applied versus this damage. Expertise: After first casting within a one-minute period Fire Blast may now be cast at one mana point less. So that a Fire Blast costs 3 mana but 5 Fire Blasts unleashed in succession would cost 3+2+2+2+2 = 11 mana rather than 15 mana. Once Table 10 is reached Fire Blast becomes a 2 mana glyph to cast at all times.

normal damage when wielded by the casting wizard. If the firebladed weapon is used by anyone else the weapon's damage is not enhanced but it does magical fire damage. NOTE: This spell makes the blade it is cast on +0 Magical. Walk Through Fire (Other) Level: 4 Colour: Red Range: Touch Duration: Touch Verbal: Salamanders of fire, grant this person the power to walk through fire. As Walk through Fire(self) above, bar range. Wall of Fire Level: 4 Colour: Red Range: 20 Duration: 5 Minutes Verbal: Salamander of fire I conjure thee, build for me a wall of fire Description: By casting this spell the wizard creates an opaque wall of fire that stretches from wall to wall and floor to roof, to a maximum of 40 in any direction. Any player breaking through the wall of fire will take 12 points damage to total body life points and 2 to each location, a monster takes 4 hits. Only MAC may be applied versus this damage. It is not possible to see through a wall of fire. Anything remaining in a wall of fire takes 12/2 every 10 seconds. A Wall of Fire cannot be cast within 2 paces of another wall of fire. If they are created too close both are negated. Fire Bolt Level: 6 Colour: Red Range: 20' Duration: Instant Verbal: By the powers of fire and scorching brimstone. . . Fire bolt! Description: This spell inflicts 24 points of damage on one character's total body life points (TBLC) and 4 points of damage to each of his locations (LOC). This spell damage ignores any non-magical armour. Alternatively it delivers 8 hits of damage to a monster. Expertise: Firebolt is considered a 5 mp glyph. Summon Salamander Child Level: 6 Colour: Red Range: 20 Duration: 5 Minutes Verbal: By the power at my command I summon the element of fire, come forth child of fire I conjure thee, let a salamander of fire appear Description: Summons a Salamander with 10 hits, which inflicts 6pt Single by Unarmed Combat. A Salamander Child has 4th level resistances. Sword of Power Level: 6 Colour: Red Range: 20 Duration: 5 Minutes Verbal: Into my hands I call forth fire, blade, hilt and guard. Sword of power I conjure thee to scorch my enemies Description: This spell creates a bastard sword of "solid" flame, useable only by the spell caster and

Walk Through Fire (Self) Level: 3 Colour: Red Range: Caster Duration: 5 Minutes Verbal: Salamanders of fire grant me the power to walk through fire. Description: This spell confers upon the caster total immunity to normal fires and a 50% reduction off all damage taken from magical fires. Melt Level: 3 Colour: Red Range: 20 Duration: Instant Verbal: By the powers of fire I melt that Description: This spell affects one, non-spiritual, metal object that does not exceed 27 cu ft in volume, to become heated such that it melts. This spell can affect a single locations worth of metal armour. If used on metal armour or on a metal object that is being held then the wielder takes 6/6 damage to that location exactly as per Shock. A melted object cannot be repaired by a Mend, Reform or Reshape spell. Fireblade Level: 4 Colour: Red Range: Touch Duration: 5 Minutes Verbal: I call upon the power of the salamanders to imbue this blade with fire Description: When cast on a bladed weapon it adds +1 hit of magical fire damage to that weapon's 36

grants the caster B Skill with it. It does 12 points of pure magical damage (Double) if wielded in one hand or 15 points of pure magic damage (Bastard Triple) if wielded in two hands. Whilst the spell is active the caster may not wield any other weapon. Talk to Salamander Level: 6 Colour: Red Range: N / A Duration: 5 Minutes Verbal: Mighty Salamander speak to me and tell me what thou knowest Description: The Salamander will know what has happened within a 20' radius of its flame whilst the flame has been alight. Disruption Level: 8 Colour: Red Range: 20 Duration: Instant Verbal: By all the powers of fire be thou scorched, be charred, be burnt, disruption! Description: This spell causes 36 total body and 6 per location of magical fire damage to one character or 12 hits to a monster. Only MAC may be applied versus this damage. Expertise: Disruption may be cast for 7 mana. Once table 10 is reached, each casting after the first in a one-minute period is only 6 mp.

Summon Salamander Prince Level: 8 Colour: Red Range: 20 Duration: 5 Minutes Verbal: By power at my command I summon thee element of fire, come forth prince of fire let a salamander of fire appear Description: Summons a Salamander with 15 hits, which inflicts 9pt Double by Unarmed Combat. A Salamander 8 has 6th level resistances.

Summon Salamander Lord Level: 10 Colour: Red Range: 20 Duration: 5 Minutes Verbal: By the power at my command I summon the element of fire, I abjure the elements of air, earth, water, darkness and light and I conjure thee, come forth Lord of fire I summon thee, let a salamander of fire appear Description: Summons a Salamander with 25 hits, which inflicts 12pt Double by Unarmed Combat. A Salamander 10 has 8th level resistances.

White (Light & Cold Magic) Spells


Flash Level: 0 Colour: White Range: 20 Duration: 5 seconds Verbal: Embodiment of light come to me Flash! Description: By casting this spell the wizard creates a bright flash of light (equivalent to a light spell) and counteracts Darkness for its 5-second duration. Farsee Level: 2 Colour: White Range: 20 Duration: 2 Seconds Verbal: Sprites bend thy light so that I may see (place) Description: This spell when cast allows the wizard to take a 2 second glance at any place up to 40' distant. (E.G. behind a closed door, round a corner etc. ). It does not provide a light source for that glance Snowflake (Self) Level: 2 Colour: White Range: Caster Duration: The time it takes to fall Verbal: Snowflake! Description: This spell when cast allows the wizard to fall any distance and take no damage. Note: The spell must be cast before the wizard hits the ground. Light (Self) Level: 3 Colour: White Range: Caster Duration: 5 Minutes Verbal: Sprites of light I conjure thee shine forth on all before me Description: This spell creates sufficient light to illuminate a 20' diameter area. The lit area cannot be moved. The spell Darkness cancels the effect of this spell for the duration of the Darkness Spell and vice versa - a 'Light cancels the effect of a 'Darkness' spell.

Snowball Level: 3 Colour: White Range: Throw Duration: 5 seconds or until thrown Verbal: By the might of ice snowball! Description: As Magic Missile except that this spell does double damage vs. fire based creatures, and does not need a pebble to be cast on. It does not gain Expertise benefits as Magic Missile however. Walk on Light (Self) Level: 3 Colour: White Range: Caster Duration: 5 Minutes Verbal: Sprites of light grant me the power to walk on light Description: This spell allows the wizard to walk on 37

rays of light (equal to a strong "candlelight" or greater intensity). Should the light disappear the wizard will fall to the ground. Snowflake (Other) Level: 3 Colour: White Range: 40 Duration: The time it takes to fall Verbal: Snowflake! Description: This spell when cast allows the target to fall any distance and take no damage. Note: The spell must be cast before the target hits the ground. Light (Range) Level: 4 Colour: White Range: 20 Duration: 5 Minutes Verbal: Sprites of light I conjure thee shine forth over there/around me Description: As Light (self) except that the light centres on a point up to 20' distant from the wizard, alternatively it can be cast on the wizard and move with him. Wall of Ice Level: 4 Colour: White Range: 20 Duration: 5 Minutes Verbal: With the mighty powers of cold I create a wall of ice Description: This spell creates an opaque wall of ice 1 foot thick that stretches from wall to wall and floor to roof, to a maximum of 40 in any direction. The wall will take 400 hits (100 fire based hits) before collapsing. See Through Magical Darkness (Other) Level: 4 Colour: White Range: Touch Duration: 5 Minutes Verbal: Sprites of light grant this person sight through magical darkness Description: This spell confers one willing recipient with the power to see through magical darkness only, it does not mean he can see through ordinary darkness! Walk on Light (Other) Level: 4 Colour: White Range: Touch Duration: 5 Minutes Verbal: Sprites of light grant this person the power to walk on light Description: As Walk on Light (Self) Freeze Level: 6 Colour: White Range: 20 Duration: 5 Minutes Verbal: With the might of ice I freeze thee still! Description: This spell freezes one target creature, so that they are frozen in place and cannot move for the duration of the spell. 38

Note: This is a stackable Glyph (See Stackable Glyphs pg 25). st Expertise: If expertly cast the 1 Rune of Freeze affects at 5 levels resistance and each rune only costs 5 mana Plasma Bolt Level: 6 Colour: White Range: 20 Duration: Instant Verbal: By the powers of light I smite thee plasma bolt! Description: By casting this spell the wizard creates a beam of light of great intensity that inflicts 24 magical points total body damage and 4 per location to one player, it does 8 hits to a monster. Only MAC may be applied versus the damage from this spell Expertise: After first casting within a one-minute period Plasma Bolt may now be cast at one mana point less. So that a Plasma Bolt costs 6 mana but 5 plasma Bolts unleashed in succession would cost 6+5+5+5+5 = 26 mana rather than 30 mana. Once Tb 10 is reached Plasma Bolt becomes a 5-mana glyph to cast. Summon Sprite Child Level: 6 Colour: White Range: N / A Duration: 5 Minutes Verbal: By the power at my command I summon the element of light, come forth child of light I conjure thee, let a sprite of light appear Description: Summons a Sprite with 10 hits which inflicts 6pt Single by Unarmed Combat. A Sprite 6 th has 4 level resistances. Note: A sprite counteracts magical darkness whilst it is present. Talk to Sprite Level: 6 Colour: White Range: N / A Duration: 5 Minutes Verbal: Mighty sprite speak to me and relate what thou knowest Description: The sprite knows what has happened in a 15' radius and only whilst the area was lit. If outdoors the sprite will only know what has happened in the daytime. Sabre of Light and Truth Level: 7 Colour: White Range: Caster Duration: 5 Minutes Verbal: Into my hands I call forth the purest light a blade, a hilt and a guard, sabre of light and truth I conjure thee to smite the darkness Description: This spell creates a bastard sword of pure light, useable only by the spell caster and grants the caster B Skill with it. It does 12 points of pure magical damage if wielded in one hand or 15 points of pure magic damage if wielded in two hands. Whilst the spell is active the caster may not wield any other weapon. Additionally versus any evil or darkness based creature it inflicts a 6/1 Blast as well to which MAC does not apply (2 Hits). The

extra damage will not exceed the users maximum damage, however so even though when used in 2 hands vs. evil it would inflict Triple+2 hits in a blast, the user may only call Quad without additional abilities to increase their max damage. The wielder can also see through magical darkness. Note: This spell is useable only by characters of good alignment Summon Sprite Prince Level: 8 Colour: White Range: N / A Duration: 5 Minutes Verbal: By the power at my command I summon the element of light, come forth prince of light I conjure thee, let a sprite of light appear

Description: Summons a Sprite with 15 hits which inflicts 9pt Double by Unarmed Combat. A Sprite 8 th has 6 level resistances. Summon Sprite Lord Level: 10 Colour: White Range: N / A Duration: 5 Minutes Verbal: By the power at my command I summon the element of light, I abjure the elements of darkness, fire, air, earth, and water and I conjure thee, come forth Lord of light I summon thee, let a sprite of light appear Description: Summons a Sprite with 25 hits, which inflicts 12pt Double by Unarmed Combat. A Sprite th 10 has 8 level resistances.

Priest
Many more details for playing the Priest classes are to be found in the Labyrinthe source book: Words From Above.

Priests And Alignment


A priest who slips from divine favour, perhaps by acting against his alignment code, can expect to be barred from use of his spirits, and indeed it is possible to be excommunicated from a faith by the deity or the high priest, causing massive disadvantages. Thus it is very important for a priest to maintain behaviour appropriate to their alignment, and to their guild ethos, if they are a member of an organised faith. Spirits in the Labyrinthe system are usually invisible to the human eye, existing only in the spirit world, and capable of influencing only other spirits. On occasion spirits may take a more visible form, as in the case of undead such as the wraith, in which case they will be visible to physical sight but remain intangible to physical objects, unable to interact with objects or creatures without a spirit. One of the most potent forces that affect spirits is bloodshed. Benign spirits, especially those concerned with healing are repelled if a priest sheds blood, while there are many evil and uncontrollably chaotic spirits which are drawn or summoned by bloodletting. For this reason, it can be very dangerous for a priest to wield a weapon that may shed blood for sharp weapons are especially troublesome to Priests who cannot wield them. Some Priests are able to wield certain blunt weapons, though this reduces their spiritual power. The intentional shedding of blood releases wild and dangerous spirits that are almost impossible to control. Should a priest shed blood with a sharp physical weapon they will lose all their remaining spirit points for the day and there will usually be other more severe consequences as well.

Miracles & Power Points


Channelling spiritual power in the form of miracles requires an incantation or prayer to the spirits, and is usually tiring for the priest, drawing slightly on their life force. Each miracle has a verbal and gesture component. A miracle is deemed to have failed if the correct phrase and gesture are not performed accurately and audibly. Most miracles have a range, and if this range is exceeded, the miracle is deemed to have failed. If a priest suffers damage whilst casting a miracle, it fails. However, if he gets hit while attempting to touch another after casting, the miracle works. For example, being hit while casting 'Cause Wound' would cause the priest to fail to cast it, however, being hit after completing the verbal would not prevent the priest from touching his intending victim and discharging the miracle. Unless otherwise stated a miracle affects characters of any level. Note however those which are annotated. Monsters will be statted with appropriate resistance levels by the referee. Most priests have a number of spirits available to them as power points, varying according to their priest class and level. All miracles use up a number of power points when performed. The number of power points used when performing a miracle is shown below: Miracle Level 1 2 3 4 5 6 7 8 Power Points Used 1 2 3 4 5 6 8 10 or more 39

It is not possible for a priest to cast a miracle of a higher level than the priest's own level using their own spirits utilising a scroll, talisman or similar will permit it however. A priest takes 1 point of TBLP damage for each spirit th he uses, so that casting a 4 level miracle costs 4 spirits and 4 TBLP. Should a priest cast a miracle for which he does not have sufficient spirit points, or TBLP, remaining, the miracle is successfully cast but using the Priests own spirit this is instantly fatal.

Priestly Meditation
Spirits are normally regained at the rate of 1 point per 15 minutes of meditation or sleep. Additionally all are regained after a good nights rest. Meditation requires a character to sit or lie motionless, completely unaware of their surroundings. A priest may engage in prayers to their deity, chanting, or some such similar activity. They will only be woken when they have regained sufficient power, when they suffer damage, or if physically disturbed, such as by shaking them. Compare with Magical Meditation pg 24.

Priestly Discerns
Level 1 Innate Ability Recognise spirit Discern nature of undead Utilise Spirit Item* Discern nature of wound Discern type of disease Read Scrolls* Remove own miracle Discern curse or bless Discern spiritual mastery Create minor runic item Write spiritual scroll Create major runic item

3 5 6 7 8

*Priests may only use items / scrolls of alignments they are able to cast E.G. Neutral and Goodly miracles, for a Goodly priest of any sort. Recognise Spirit: This ability enables a priest to discern if an object or item is of a spiritual nature. The priest does this by passing his empty weapon hand within one inch of the object or item. This ability can be used to determine whether a weapon is spiritual, or if a rune of power is still charged etc. The only information gained by use of this ability at this stage is Yes or No as to whether there is a spirit within 1. If there is more than one spirit, this information is not revealed and there is still only a Yes answer. Discern Nature of Undead: This is the ability to discern the aura of a foreign -undead- spirit in a body, if there is one. By looking at a person or creature, a priest can identify which type of undead - if any - is present. The priest can ascertain the dismiss level of the undead, even if the type is unknown. The range of this ability is line of sight, i. e. if you can see the target then you can use this ability. The standard seven types of undead are recognised by the priest, other types of undead will usually not be and only their dismiss level will be revealed. Discern Nature of Wounds: By using this ability, a priest is told any and all wounds a spiritual target is suffering from. It is a spiritual ability so it does not work on elves etc. This ability has a range of one inch. If there is no spirit present with wounds, the only answer received is No Wounds or Unwounded. This answer is the same whether discerning on an uninjured human or a spiritless stone, as neither has a wounded spirit. This ability is not able to reveal what the targets remaining uninjured life points are, or what percentage of the total their injuries are, or similar. However it does inform the user if a target has a location below 0 life points. Discern Type of Disease: This ability enables a priest to diagnose if any spiritual or physical disease is currently afflicting a person's spirit. Range of this ability is one inch. It will reveal details as to the nature of the disease at the referees discretion, always revealing a standard handbook Cause Disease miracle. Remove Own Miracle: This ability enables a priest to remove the effects of some of his own miracles from a victim if he so wishes. The verbal required to perform this act is: "Spirit! I release thee!" whilst the priest points at the person to be freed. The range of this ability is 15' (5 yards). Also the creator of a spirit item, spiritual scroll etc can release the spirit in the item with this ability, so making the device a normal non-spiritual item! Only certain miracles are affected by this ability. In general these are all miracles with a duration that is not instant, unless the miracle specifically notes in its description that it is not releasable. It should be noted that if a priest dies ALL his releasable miracles are freed regardless of range! This does not apply to ANY scrolls, spirit items etc he may have made, this is a rules change and supercedes previous rules. Discern Curse or Bless: This ability allows the priest to ascertain whether an object of person has been cursed (or blessed). This reveals also whether the Bless or Curse is beneficial or detrimental to the target, and at referees discretion may reveal further details dependent on the nature of the Bless or Curse.

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Discern Spiritual Mastery: This ability allows the priest to determine whether an individual is under the influence of a Spiritual Mastery miracle. It does not reveal the influence of non-spiritual dominations, nor other miracles such as Voice of Power or Beguile only Spiritual Mastery and Possession are identified. At referees discretion if the miracle in action is non-standard and very similar to Spiritual Mastery there may be some information yielded. Write Spiritual Scrolls: This skill allows the priest to make scrolls of a spiritual nature. An attempt costs 300 times the miracle level (not spirit cost) in grulls. A priest can only make a scroll of a miracle that he can cast, he uses three times the miracle level in spirit points to make the scroll. A 7th level priest has a 60% chance of successfully making the scroll whereas an 8th level priest has a 70% chance of success. A priest can attempt to make 300 times his level in grulls worth of scrolls per weekly visit to the Labyrinthe. If he does not have sufficient spirits to make a scroll he has attempted to make, he overcasts and dies. If he attempts to make more scrolls than his weekly allowance would permit, it is likely that the process will backfire and any number of undesirable results may ensue. Scrolls must be phys-repped by a piece of paper of at least A5 size, with the miracle verbal written in spirit runes, followed by scroll do thy work Miracle Name, also in spirit runes. The entire scroll must be read out to use it, discharging its power. Create Spiritual Items: This ability enables the priest to create useful items for themselves or others. For further details see Words From Above

Pure Priest
The Pure Priest is unable to use weapons, except for pure ones, or wear any armour but has 5 spirits per level. Level 1 2 3 4 5 6 7 8 Weapon Skills (Max AC = 7) Life Spirits Weapon Skills 25 / 8 5 O (UX) 27 / 9 10 29 / 10 15 E 31 / 11 20 33 / 12 25 B 35 / 13 30 37 / 14 35 H 39 / 15 40

Warrior Priest
The Warrior Priest is able to use Maces and to wear up to Chain mail and has 3 Spirits per level. Level 1 2 3 4 5 6 7 8 Weapon Skills (Max AC = 7) Life Spirits Weapon Skills 25 / 8 3 O and U 27 / 9 6 29 / 10 9 E 31 / 11 12 33 / 12 15 B 35 / 13 18 37 / 14 21 H 39 / 15 24 Weapon Mastery O (mace)

Spiritual Warrior
As a result of concentrating on martial skills rather than on his spiritual devotions the Spirit Warrior is able to use sharp weapons but has no spiritual power points. He is however able to use the priestly innate abilities appropriate to his level provided at the instant of use he does not carry a sharp weapon. He may wear any sort of armour, and may even use magical items, although he will be unable to use spiritual abilities while carrying magical objects of any sort. Level 1 2 3 4 5 6 7 8 Weapon Skills (Max AC = 9) Life Weapon Skills 28 / 9 O and U 33 / 11 E, H and MP 38 / 13 43 / 15 B 48 / 16 53 / 18 May teach weapon skills 58 / 19 Warrior Specialist skill 63 / 21 Warrior Specialist skill

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Priestly Spheres
Priestly miracles are divided into categories known as Spheres. All the miracles listed in this handbook Technically they belong to the Universal Sphere. That is they are universally available to any Priest of the correct alignment. However they are closely linked to one of 9 Spheres: Healing, Dismissal, Benediction, Communication, Force, Warding, Causing, Necromancy & Domination. The Miracle Tree to which they belong is noted in the Sphere. For Example: Restore life is listed as a Universal Healing, where as Create Ghoul is listed as Universal Necromancy.

1 Level Priestly Miracles


Please note that for a few miracles the descriptions here vary slightly from those in the edition of the Words From Above that is in print at the time of the release of this edition of the handbook. This is due to either a rules amendment or clarification that has taken place since the printing of that publication. In such cases there will be an Addendum box with the additional text contained in it. Cure Wound Alignment: Good Sphere: Universal Healing st Level: 1 Range: Touch Gesture: Touch injured part with open palm Duration: Instant Verbal: Spirits aid me, I abjure thee to staunch this wound. Description: This miracle enables a priest to cure 6 life points to the total body and touched location of one wounded character or 2 hits to one monster. It does not affect the undead. Dismiss Zombie Alignment: Good Sphere: Universal Dismissal Level: 1st Range: 9 Gesture: Open palm of weapon hand presented Duration: Until Zombie Dismissed Verbal: Spirit of [Zombie] I dismiss thee hence . . . and Spirit of Evil begone! Description: This miracle enables a priest to dismiss, back to the spirit plane, the spirit within one zombie. The priest must be within the specified range by the time the incantation is completed. Keeping the weapon arm raised towards the zombie, the priest must move towards the zombie whilst reciting an incantation of his own devising, often calling upon the higher powers that grant the Priest his spirits. This has the effect of forcing the zombie directly backwards. The priest must force the zombie towards a solid object (E.G. a wall). Once he has backed the zombie against a solid object, he must incant "Spirit of evil begone!", and then the spirit of the zombie will be forced out of the body and the body will collapse "lifeless". Any level one undead name can be substituted for Zombie, and will then affect the named target instead. Only undead with a dismiss level of one are affected by this miracle. Note: Should the priest be disturbed, take damage, look away, stop the incantation etc while dismissing the zombie then the miracle is immediately broken and wasted. For this miracle, any barrier the undead cannot cross counts as a solid object E.G. A zombie can be dismissed against the lines drawn for a Protection from Evil Spirits. It is also permissible to dismiss a zombie against another person bracing himself or herself as a barrier! While being dismissed zombies can do nothing except be forced backwards. Addendum: Casting a dismiss miracle does not count as inflicting damage. 42 Detect Spirits Nature Alignment: Neutral Sphere: Universal Communication st Level: 1 Range: 9 Gesture: Point at target Duration: Instant Verbal: Spirit, what art thou? Description: This miracle is used to determine a spirit's alignment. The spirit (referee) should answer "Good / Neutral / Evil" whichever is the case. If the target has no spirit no answer will be gained. Power Meld Alignment: Neutral Sphere: Universal Force Level: 1st Range: Touch Gesture: Join both hands with donating priest Duration: Instant / 5mins (see below) Verbal: Spirits aid me, my power is slight. Come from him/her to lend me thy might!" Description: This miracle enables a priest to gain power points by taking them from a priest who is a willing donor. To perform this miracle, the priest joins hands with the donor priest and utters the incantation. All the donor's remaining spirits are transferred to the priest. This transfer of power is subject to the following restrictions: 1) The donor must be of lower level than the priest who is performing the power meld, and be willing. Domination effects do not cause willingness! 2) The donor is drained of all his remaining spirits, which are transferred to the caster. The donor also loses 1 life point per spirit drained. 3) If the power meld results in the priest having more than his maximum amount of spirits, then the excess is wasted. 4) These gained spirits must be used within 5 minutes of receiving them, since after 5 minutes they dissipate and are lost. 5) Should a priest power meld with another priest of the opposite alignment (E.g. a good priest taking power from an evil one) then the donated spirits may only be used for the casting of neutral miracles.

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Halt Alignment: Neutral Sphere: Universal Force st Level: 1 Range: 9 Gesture: Open palm of empty weapon hand towards target Duration: 10 seconds Verbal: "Halt! I command thee be still!" Description: The victim of this miracle is frozen for 10 seconds after which he is able to move again as normal. If during the 10-second duration, the victim is touched or suffers damage then the miracle is broken instantly and the victim may act normally. The victim must be of a lower level than the caster. This miracle does not affect the undead. Spirit of Seeing Alignment: Neutral Sphere: Universal Communication Level: 1st Range: 18 Gesture: Point in desired direction Duration: Instant Verbal: Spirit, go forth and relate what you see. Description: This miracle enables a priest to send a spirit ahead. The spirit will be able to see any spirits in the area. The spirit (referee) will report back to the priest, and inform him of how many spirits are in the area, and approximately what size they are. The miracle reveals all spirits within 3 paces of the 20 path indicated by the caster, barring those possessed by the caster themselves. Character Level Spirit Size 1 2: Small 3 4: Medium 5 6: Large 7 9: Huge 10+: Titanic

Miracles (such as Rune of Power) that are currently in operation have spirit sizes as per the size of a character of the same levels spirit. Spirit items have spirits and so can be seen. Their size is as per the miracle levels involved in their casting for example an amulet of Total Heal twice per day would be seen as two large spirits. Associated spirits, such as those possessed by a priest, show up only as associated spirits, not a specific number. For example: The miracle might reveal that there were 2 medium, 1 large and some associated spirits ahead, and this could be a 6th level priest with a Bless and a Spirit Shield active. The locations of the spirits are never revealed. Cause Minor Wound Alignment: Evil Sphere: Universal Causing Level: 1st Range: Touch Gesture: Touch target with open hand Duration: Instant Verbal: Spirit of Evil I call upon thee to inflict this minor wound Description: This miracle enables the priest to cause a minor wound by touch. Once the priest has finished incanting the verbal he has 30 seconds in which to touch a target with the palm of his empty weapon hand. If he succeeds, the victim takes 4 life points damage to the location touched and to total body life points, stopped only by spiritual armour class. Alternatively, this miracle does one hit of damage to a monster. Note that the miracle is discharged on the first spirit touched by the caster, even themselves! This miracle like all other "Cause" miracles cannot be cast in conjunction with any other Cause miracle.

2nd Level Priestly Miracles


Cure Serious Wounds Alignment: Good Sphere: Universal Healing nd Level: 2 Range: Touch Gesture: Touch target with both empty hands Duration: Instant Verbal: Spirits aid me, I abjure thee to staunch these wounds! Description: This miracle enables a priest to cure up to 12 life points to the body of a wounded character or 4 hits to a monster. The miracle will cure damage to one or more locations on a character's body and the amount of points cured per location can be specified by the priest, spreading the 12 points as desired. This miracle does not affect the undead. Dismiss Skeleton Alignment: Good Sphere: Universal Dismissal nd Level: 2 Range: 12 Gesture: Open palm of weapon hand presented boldly Duration: Until skeleton is dismissed Verbal: Spirit of skeleton I dismiss thee hence! Description: The effects of this miracle are as in the Dismiss Zombie miracle except that: one level 2 undead is affected the word skeleton may be replaced with the dismiss name of any level 2 or level 1 undead. Once the priest has backed the skeleton up against a solid object, he must approach within 9' (3 paces) of the skeleton and then incant: "Spirit of Evil begone", and then the spirit of the skeleton will collapse "lifeless". While being dismissed, a skeleton can do nothing except be forced backwards. Temporary Bless Alignment: Good Sphere: Universal Benediction nd Level: 2 Range: Touch Gesture: Touch forehead of recipient with open palm Duration: 1 Hour Verbal: Spirits of light, I ask thee to bestow your favour upon this person Description: This miracle enables a priest to bless a person for a limited period of time, granting the recipient 2 DAC. If this miracle is cast on a monster then it increases the monsters remaining hits by 4 hits. This miracle only benefits a player on the same adventure as the casting priest, who must battle-board the use of the spirits during the 43

adventure. If the recipient of a Temporary Bless performs an evil act, or has an evil spirit then the Bless acts in reverse for the remainder of the miracle's duration. This miracle cancels the effect of a Temporary Curse miracle, though it has no effect on a full Curse. Should the recipient of a Temporary Bless use any magical power whatsoever the Bless is negated. This miracle does not affect the undead. Spirit of Seeing and Hearing Alignment: Neutral Sphere: Universal Communication Level: 2nd Range: 18 Gesture: Point in desired direction Duration: Instant Verbal: Spirit go hence and relate what is there Description: This miracle is very similar to the Spirit of Seeing miracle. It has all the effects of a Spirit of Seeing and can also read the surface thoughts of any spirits in the area and so tell their short-term intent. In general non-animate spirits, such as those in items or active miracles, will not have thoughts! Stasis Alignment: Neutral Sphere: Universal Force nd Level: 2 Range: 12 Gesture: Open palm towards target Duration: 20 seconds Verbal: Stand by my power thou art held! Description: The effects of this miracle are as the Halt miracle in most ways except for range and duration. The only other difference is that a touch is not sufficient to free the target of a Stasis - only actual damage will suffice. Control Zombie Alignment: Neutral Sphere: Universal Level: 2nd Range: 12 Gesture: Point at Zombie Duration: 30 minutes Verbal: Spirit of zombie, thou art mine to command! Description: This miracle enables a priest to take control of a spirit animating a zombie. If the level of the priest performing the miracle is higher or equal to the level of the priest currently controlling the zombie, then the miracle succeeds, otherwise it fails. For control purposes, an uncontrolled zombie or a zombie under the control that is inherent in the Animate Zombie miracle, is considered to be controlled only by a 1st level priest, and therefore any other control will take precedence. Once this miracle's duration is over, the zombie will continue to follow the last instruction it received and will accept no further instructions until another Control Zombie miracle is cast on it. In the same way as with Dismiss miracles, the name Zombie can be replaced with the dismiss name of any other level one undead and will function in the same way. Animate Zombie Alignment: Evil Sphere: Universal Necromancy nd Level: 2 Range: 12 44

Gesture: Pass hands over body ending with upwards motion Duration: Permanent until destroyed Verbal: Spirit at my command I bind thee into this body as a zombie to do my will (for one zombie) or Spirits at my command I bind ye into these bodies as zombies to do my will" Description: This miracle enables a priest to summon spirits to enter dead bodies to create zombies. A priest can generally create zombies out of bodies that are up to 28 days old, or otherwise ruled by the ref to have remained fleshy. The priest is able to animate 4 hits + 1 hit per level of the priest in zombies and can spread this number of hits amongst the zombies in any combination he likes. th E.G. A 5 level priest can animate 9 hits of zombies. He could either animate: 1 x 9 hit zombie, or 1 x 5 hit zombie + 1 x 4 hit zombie or 3 x 3 hit zombies and so on. On completion of the miracle the zombies will arise and stand waiting for instructions. The zombies are under the control of the animator (the Animate Zombie miracle gives a weak control equivalent to a Control Zombie miracle cast by a 1st level priest). The duration of this control is for 30 minutes after the zombies have been animated. Once the control has worn off, the zombies will continue obeying their last command until they are slain, dismissed or controlled by another priest. Zombie: A zombie is a mindless, unintelligent undead. It can be animated from the body of a recently dead humanoid, man-sized creature. A body can generally be animated as a zombie up to 1 lunar month (28 days) after the original death of the body. A zombie can only inflict damage of Single with one-handed weapons, or Double with a twohanded weapon. Zombies move very slowly, generally described as half-speed, meaning that a competent and agile warrior should have little trouble besting one in combat. They have a dismiss level of 1. If a zombie moves more than 18' (6 paces) away from its point of animation it collapses lifeless, never to move again. nd A Zombie has 2 level resistances. Temporary Curse Alignment: Evil Sphere: Universal Dominion nd Level: 2 Range: 12 Gesture: Point at target Duration: 1 hour / 5 minutes Verbal: By the power of my spirits, I damn thee! or May my evil spirits aid thee Description: This miracle enables a priest to curse a person for a limited period of time. The effect of this miracle is to that the victim loses 2 points of dexterity AC, to a minimum of 0. If this miracle is cast on a monster then it decreases the monsters remaining hits by four. The minimum hits a monster can be left with after being cursed is one, as clearly the miracle cannot kill but merely increase the amount of damage the victim receives during combat. This miracle is also known as Damn. Alternatively, the miracle can be cast upon a target of Evil alignment beneficially, instead granting them 2 DAC in a manner similar to Temporary Bless. However in this case the miracle lasts only 5 minutes, and should the beneficiary use

any magical power whatsoever it is negated. This is not the case with the normal version! All priests of any alignment are able to cast a miracle of equivalent effect to Damn, as a final dying Damn, as long as they have at least 2 spirits remaining. The priest need not have this miracle on his guild miracle list though he must be at least second level. The dying priest always has enough time to utter the incantation before he expires providing he says it at the instant of death. The verbal for this curse is "With my dying breath I damn thee". This miracle if cast as a dying damn, is not removed by the involuntary Remove Own Miracle cast during the death trauma. The priest is deemed to spend the agony of his death trauma willing retribution on his slayer. This miracle cancels the effect of a Temporary Bless, though it has no effect on a full Bless.

Cause Wound Alignment: Evil Sphere: Universal Causing nd Level: 2 Range: Touch Gesture: Touch target with open hand Duration: Instant Verbal: Spirit of evil I call upon thee to inflict this wound Description: This miracle enables the priest to cause a wound by touch. Once the priest has finished incanting the verbal, he has 30 seconds in which to touch the victim of the miracle with the palm of his weapon hand. If he does so, then the victim takes 6 life points damage to the location touched and 6 total body life points (non-spiritual armour does not absorb this damage). Alternatively this miracle does 2 hits of damage to monsters.

3rd Level Priestly Miracles


Befriend Spirit Alignment: Good Sphere: Universal Benediction Level: 3rd Range: 15 Gesture: Point at target Duration: 15 minutes Verbal: Spirit of . . . . . . in harmony stand, for in friendship shall our spirits be bound Description: This miracle enables a priest to befriend the spirit of a living creature. The befriended spirit will treat the priest as a very trusted friend. Note that the befriended spirit still retains free will at all times and is in no way controlled by the priest. If the actions of the priest bring about the death of the befriended spirit's body, then the "betrayed spirit" will attack the priest's spirit, inflicting life points damage equal to 12 x befriended character's level. The referees decision as to whether the casting priest is responsible for the death is final, but it must be direct responsibility. For example: asking your friend to accompany you only for him to walk past an unsuspected camouflaged assassin and be killed is not sufficient. Note: When the recipient hears the word "stand" of the vocal, he must stand still for 3 seconds. (This is equivalent to being halted for 3 seconds). This miracle does not affect the undead. Bless Alignment: Good Sphere: Universal Benediction Level: 3rd Range: Touch Gesture: Touch forehead of target with both hands Duration: 24 hours Verbal: Spirits of light, I call upon thee to bless this person / item here. Description: The effects of this miracle are as in the Temporary Bless miracle with the following changes. 1) The duration is 24 hours, except when a Hospitaller of 6th level or higher casts this miracle. When this happens the miracle's effects can be permanent - the bless must be countersigned by the game system management. 2) If the recipient performs an evil act or has an evil spirit then the Bless is reversed. 3) This miracle overrides a Temporary Curse i. e. the Temporary Curse on the recipient is cancelled. Also a Temporary Curse will have no effect on a blessed character. 4) This miracle cancels the effects of a Curse miracle. However since some Blesses and Curses are more potent than others then the procedure is slightly complicated as shown below. a) When a Hospitaller (of any level) casts a Bless on a cursed character then the curse is cancelled. This is the rule for a Hospitaller cancelling even permanent Curses. b) When a Hospitaller (of any level) casts a Bless on a character cursed with a 24-hour curse, then the Curse is cancelled. If the Hospitaller is of 6th level or above, then the Curse is cancelled for the rest of its duration after which the cursed character may become permanently blessed, and the bless must be countersigned by the game system management. c) When a priest (other than a Hospitaller) casts a Bless on a character cursed with a 24-hour curse, then the Curse is cancelled. d) When a priest (other than Hospitaller) casts a Bless on a character cursed with a permanent Curse then the Curse is cancelled for 24 hours after which it returns as a permanent Curse. If the priest is 6th level or above then the permanent curse is cancelled by his Bless. e) The total number of people permanently blessed by a Hospitaller cannot exceed his level; he must keep a record of the recipients. f) If a blessed character dies the Bless disappears. 5) This miracle may be used on objects as well as people. A Blessed object now contains a spirit, and although not capable of inflicting spiritual damage it can now be used to block purely spiritual attacks, if a shield or a weapon. Cure Disease Alignment: Good Sphere: Universal Healing rd Level: 3 Range: Touch Gesture: Touch target Duration: Instant 45

Verbal: By the spirits at my command, I bid this pestilence begone! Description: This miracle cures all physical or spiritual diseases whether they occur naturally or are inflicted by a miracle or an undead. It does not, however, cure diseases that have been magically inflicted. It is important that the referee and the recipient are informed when this miracle is performed. Note: Diseased objectsmay also be cured of disease by means of this miracle. The priest will not catch the disease when touching the item, as long as he is successfully removes the disease immediately. Dismiss Ghoul Alignment: Good Sphere: Universal Dismissal Level: 3rd Range: 15 Gesture: Open palm towards target Duration: Until ghoul is dismissed Verbal: Spirit of ghoul, I dismiss thee hence! Description: The effects of this miracle are as in the Dismiss Skeleton miracle except that:1) 1 ghoul or other level 3 undead is affected. 2) Once the priest has backed the ghoul up against a solid object, he must approach within 9' (3 yards) of the ghoul and then incant - "Spirit of evil begone", and then the spirit of the ghoul will collapse "lifeless". 3) While being dismissed the ghoul can do nothing while being forced backwards, bar hiss and similar. Talk to Spirit Alignment: Neutral Sphere: Universal Communication rd Level: 3 Range: 15 Gesture: Point at target Duration: 3 questions / 5 minutes Verbal: Spirit in adversity, answer me these questions three! Description: This miracle enables a priest to ask three questions of a spirit. The spirit must answer these questions, and will give a one-word answer to each question. It should be noted that certain spirits need not answer the question truthfully. Specifically, living spirits may answer as they desire, th and intelligent animate spirits of 6 level or above may also lie. This will include most powerful undead, such as Vampires. Normal dead spirits, the spirits of items, and spirits of miracles are not generally able to lie, and neither are undead of less th than 6 level. It is not the case that simply because an object has magic within it as well as spirit it able to lie the above restrictions still apply. Control Skeleton Alignment: Neutral Sphere: Universal rd Level: 3 Range: 15 Gesture: Point at target Duration: 30 minutes Verbal: Spirit of skeleton, thou art mine to command! Description: The effects of this miracle are as in the Control Zombie miracle except that 1 level 2 or 46

level 1 undead is affected, and the differences noted above. Spirit Shield Alignment: Neutral Sphere: Universal Warding Level: 3rd Range: Touch Gesture: Touch targets head with open hand Duration: 15 minutes / until used Verbal: Spirits shield this spirit from the assault of my / his / her foes Description: This miracle causes the first 18 life points of purely spiritual damage to the recipient to be absorbed by the shield. This will apply equally to a weapon blow or a miracle, but not to anything with a component other than spiritual. For example: a normal spiritual weapon (which has a physical aspect) will not have its damage prevented. Alternatively, the shield prevents undead touch effects such as a ghouls paralysis. Each undead touch effect prevented is considered to cost 6 pts from the shield. A Spirit Shield is applied to damage at the first stage, i. e. before applying any armour class, reductions or resistances. This means that a character immune to Paralysis will still lose 6 pts from their shield if touched by a ghoul, for example. In the case of miracles like Cause Grievous Wounds, each 6 TBLP damage reduced prevents 1 point of damage to each location. Detect Lie Alignment: Neutral Sphere: Universal Communication rd Level: 3 Range: Self Gesture: Both hands raised in supplication Duration: Max 5 mins after statement Verbal: Priest repeats statement heard then asks: Spirits, have lies been spoken?" Description: This miracle enables a priest to ask a spirit whether a statement he has heard recently has been the truth or a lie. The statement must have been made by a being with a spirit. The ref should inform the caster whether the speaker believed the statement or did not believe it (i. e. was lying). The actual truth of the statement does not matter, only the speakers perception of it. Protection from Spirits Alignment: Neutral Sphere: Universal Warding Level: 3rd Range: See Below Gesture: Draw line on ground see below Duration: 15 minutes Verbal: Let my spirits defend me from the spirits of good / evil! Description: This miracle can be used as protection against either good or evil spirits. The priest must specify whether he wants good or evil spirits to be affected, it should be noted that a priest of any alignment may cast either version of this miracle. This miracle prevents creatures of the specified alignment from passing over the line or attacking with melee weapons through it. This protection is subject to the following restrictions and qualifications: 1) Neutrally aligned creatures are not affected by this miracle and thus can walk through it.

2) Creatures greater than the caster's level are not affected by this miracle. 3) Undead are affected by a Protection from Evil Spirits according to their dismiss level and not their resistance level to spirits. It prevents spirits of the appropriate alignment from crossing it, so E.G. in the case of a Protection from Evil, evil miracles cast across the line, it would prevent them (unless higher level than the Protection). Range: 6 radius circle/15line The line must be drawn with a piece of chalk or a stick (not a weapon) on the ground, and be unbroken. The drawing of the line is part of the casting of the miracle, so it is not possible to empower an already drawn line, although the incantation may be spoken as the drawing is completed (to prevent long drawn-out syllables as the priest crawls around the floor!). Tiny breaks in the line caused by the irregularity of the floor or similar will not influence this miracle, but breaks large enough to fit a hand through or larger will mean that the miracle fails. Addendum: Prevents MELEE attacks across it, but not thrown weapons or cast spells; however miracles of the alignment which it bars will generally be prevented, as the evil spirit of a Curse miracle cannot cross a Prot Evil, etc. Regardless of what method is used to cross a protection, e.g. shifting, the protection still activates. So if you could not walk past a Protection From Evil you could not shift past it. Animate Skeleton Alignment: Evil Sphere: Universal Dismissal rd Level: 3 Range: 15 Gesture: Pass hands over body ending in upward motion Duration: Permanent until destroyed Verbal: Spirit at my command I bind thee into this body as a skeleton to do my will Description: This miracle enables a priest to create a single skeleton (only) out of a long dead or wellrotted body. The skeleton created by this miracle has 6 hits + 1 hit per level of the animating priest. The skeleton takes half damage from sharp weapons. On completion of the miracle the skeleton will arise and stand waiting for instructions. The skeleton is under the control of the animating priest (the animate skeleton miracle gives a weak control equivalent to a Control Skeleton miracle as if cast by a first level priest). The duration of this control is for 30 minutes after the skeleton has been animated. Once this control has worn off, the skeleton will continue obeying the last command given to it until it is slain, dismissed or controlled by another priest. Skeleton: A skeleton is an unintelligent undead. It can be animated from a well-decayed body of a dead humanoid creature of man-size. It can wield weapons in the same way as zombies, albeit faster. Their resistance to sharp weapons and their ability to move at full speed makes them relatively dangerous opponents. They have a dismiss level of

2. If a skeleton moves more than 18' (6 paces) away from its point of animation it collapses lifeless, never to move again. rd A Skeleton has 3 level resistances. Curse Alignment: Evil Sphere: Universal Dominion rd Level: 3 Range: 15 Gesture: Point at target Duration: 24 hours / 1 hour Verbal: By the power of my spirits, I curse you!" or "May my evil spirits' spite, aid thy might Description: This miracle if cast using the first verbal reduces the target's DAC by 2 for 24 hours (see Temporary Curse above). If cast using the second verbal it instead increased the target's dexterity armour class by 2 for 1 hour, provided the target is evil and does not act in a good manner whilst cursed. If used in this manner the use of any magical powers whatsoever by the recipient will negate the Curse. This is not the case for the detrimental version. This miracle may also be used to Curse objects. In this case the object now has a spirit, and although it cannot inflict spiritual damage it may be used to block purely spiritual attacks, if a weapon or a shield. ANY priest may cast a dying "curse" regardless of his alignment, assuming that they have 3 spirits remaining, on their killer. Verbal: "With my dying breath, I mark you!" This must be uttered at the instant of death and requires the expenditure of three spirit points. It is NOT removed by the involuntary remove own miracle the dying priest performs. This is because he is just able to concentrate on revenge during the agony of the death trauma. The death "curse" is permanent until a priest of high enough level casts a cancelling Bless or Curse. This priest must be of at least equal level to the slain priest. Cause Serious Wounds Alignment: Evil Sphere: Universal Causing Level: 3rd Range: Touch Gesture: Touch target with both hands Duration: Instant Verbal: Spirits of evil, I call upon thee to inflict these wounds! Description: The effects of this miracle are similar to those of the Cause Wound miracle. Once the priest has finished incanting the verbal he has 30 seconds to touch his victim with each empty palm. Each hand inflicts 6 life points of damage to the location touched and to the character's total body life points. Alternatively each hand inflicts two hits of damage to a monster. The miracle only enables the first touch of each hand to do damage. If both hands touch the same location, SAC may only be applied once to the total 12 points. No other AC may be applied in any event.

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4th Level Priestly Miracles


Dismiss Mummy Alignment: Good Sphere: Universal Dismissal th Level: 4 Range: 18 Gesture: Open palm presented to target Duration: Until completed Verbal: Spirit of mummy, I dismiss thee hence! Description: The effects of this miracle are as in the Dismiss Zombie miracle except that: 1) One mummy or other dismiss level 4 or below undead is affected 2) While being dismissed, a mummy cannot attack the priest, but can attack anyone or anything else that gets too close to it (as long as this does not slow its progress backwards). It cannot use other powers if they would normally have been available to it. Heal Alignment: Good Sphere: Universal Healing th Level: 4 Range: Touch Gesture: Touch bare head with both hands Duration: Instant Verbal: Spirits, staunch these mortal wounds and let this person be healed! Description: This miracle enables a priest to cure up to 36 TBLP and locational life points to the body of a wounded character (or 12 hits on a monster). This miracle will cure damage to one or more locations on a patient's body. The distribution of the points to be cured in each location can be specified by the priest as needed. This miracle does not affect the undead. Communication I Alignment: Neutral Sphere: Universal Communication th Level: 4 Range: Self Gesture: Both hands touch temples Duration: 3 questions within 5 mins Verbal: All seeing, all knowing spirits! Answer me this Description: This miracle enables the priest to ask the more knowledgeable spirits three questions. The spirits (referee) will answer yes or no or, if the answer is unknown, will remain silent. If the answer is unknown, the question is wasted. This miracle can only perceive the actions or knowledge of creatures with spirits, but can be about any spirits, even those not present. Spirit Bolt Alignment: Neutral Sphere: Universal Force th Level: 4 Range: 18 Gesture: Point at target Duration: Instant Verbal: By all my powers, let thy spirit be smitten Spirit Bolt! Description: This miracle enables a priest to spiritually attack another spirit. The attack does 6 hits of damage to monsters or 18 points to the TBLP (only) of a character. This miracle does not do any damage to locations. If the target has spiritual 48 armour class, then the spiritual armour class of the least protected location is applied against the 18 points of damage. Control Ghoul Alignment: Neutral Sphere: Universal Level: 4th Range: 18 Gesture: Point at target Duration: 15 minutes Verbal: Spirit of ghoul, thou art mine to command! Description: The effects of this miracle are as in the Control Zombie miracle with the following exceptions: 1) One ghoul or other level 3 or below undead is affected 2) The ghoul can perform complex tasks for its controller, but once the duration of the control has expired, the ghoul regains its own free will and will probably return to its creation point and will then only venture out from that point at night to feed. Rune of Power Alignment: Neutral Sphere: Universal Warding th Level: 4 Range: See below Gesture: Inscribe rune as below Duration: Adventure/until triggered Verbal: (For Rune of Transgression) "Spirit of paralysis/fear/insanity, I place and bind thee to this rune! May all except (designate names) suffer the consequences of their transgression. (For Rune of Disturbance) "Spirit of paralysis/fear/insanity, I place and bind thee to this rune! May all except (designate names) suffer the consequences of disturbing thee!" Description: This miracle enables a priest to bind a spirit into a rune of power that when triggered will cause paralysis, fear or insanity (according to the individual rune) to the person who triggered the rune. The effect of the rune is latent until triggered, but once triggered the effect is permanent until a Bless (or Curse intended beneficially) miracle is cast on the victim. If the target is immune to bless or curse the rune is still released even though he does not become blessed/cursed as a result. The three runes are: Fear Paralysis Insanity

The classes of Runes of Power are Runes of Transgression and Runes of Disturbance, these are classified according to their location and the conditions required to trigger them. Rune of Transgression: This rune of power is placed to protect an area, portals, doorways, openings and the like. It is triggered when an unauthorized person enters the protected area, walks through the protected portal et cetera. A rune of transgression only protects the area it encloses and cannot be moved. Typical runes of transgression are:

Rune on an archway - it will be triggered when someone goes through the archway. Rune on the inside of a chest - it will be triggered when someone tries to take something from the chest, tries to put something in the chest or puts their hand or head etc. in the chest, i. e. Runes of Transgression protect things that can be entered. A Rune of Transgression can never be triggered by the presence of someone more than 3 away from it. Rune of Disturbance: This rune of power is placed so as to protect items. It can be triggered when the item with the rune on it is moved from stationary or opened but not just when touched. Typical uses for runes of disturbance are: Rune on a valuable item - it will be triggered when an unauthorized person moves it. Rune on a door or chest lid - it will be triggered when someone attempts to open the door or chest. They cannot be placed on weapons. Runes of Disturbance protect things that can be moved. 1) Runes of Power only affect targets of under the caster's level. If triggered by someone of equal or higher level the rune is wasted to no effect. 2) Runes of Power have no effect on the undead and are not triggered by the undead or by small insignificant animals etc. at refs discretion 3) Runes of Power cannot be placed on magical or enchanted items. 4) If more than one rune is placed on an item or doorway or area, and the conditions for their activation are met, then all the runes will be triggered simultaneously, E.G. an archway could only be protected against one transgressor rather than several. However, careful placing of runes could cause gradual attrition of transgressors in the areas they protect. 5) A rune will not work on someone who has a Rune of Power handed to him unless he then "opens" the item. In the case of Runes of Insanity, only certain specific forms of insanity may be induced, with the following effects: Paranoia: In this case the target is convinced that the area/object is unsafe or dangerous initially, and maintains a generally paranoid outlook even after leaving the area, until freed from the effects Catatonia: In this case the target collapses as if dead. This is considered a listed stopping effect, to which immunity to catalepsy or insanity applies. War-cries and Determination may also be applied to it. Mania: In this case the target is given a berserkerstyle attitude to combat; any threat will result in immediate violent response. Characters unable to wield a weapon will simply become histrionic, excitedly shouting or threatening. No fear of magic is possessed however, nor are any rage benefits granted. Phobia Darkness, Light, or Blood (one type only): In this case the target is deeply fearful of the named thing. Immunity to Fear or Insanity applies however. Immunity to Insanity grants immunity to any of the above insanities, of course. Runes of Fear cause Fear of the specific object or place where the rune was inscribed, only. Immunity to Fear applies. Runes of Paralysis affect as per ghoul paralysis except that the duration is permanent. Immunity to Paralysis or any other effect that would negate a stopping effect applies.

As mentioned above, this miracle does not affect the undead. Addendum: Rune of Power will work on a blessed / cursed person. The person afflicted must be blessed / cursed after the rune takes effect. A person who is immune to blesses or curses is still released even though he does not become blessed / cursed as a result. Beguile Spirit Alignment: Evil Sphere: Universal Dominion Level: 4th Range: 18 Gesture: Pass hands in front of targets face Duration: 15 minutes Verbal: Spirit I am the embodiment of all you revere! Description: This miracle causes the spirit of the victim to believe that the priest is the victim's hero. The victim will generally carry out ANY task for the priest, with the exception of suicide and acts strongly against his alignment. The victim is not spiritually mastered and therefore retains free will and all his powers. This should be role-played appropriately by those involved. This miracle only works on those whose level is less than the casters. This miracle does not affect the undead. Cause Fear Alignment: Evil Sphere: Universal Dominion th Level: 4 Range: 18 Gesture: Point at target Duration: 15 minutes Verbal: Spirit, behold thy nemesis and be afraid! Description: This miracle enables a priest to make the victim fear him. A victim will try to flee from the priest's immediate vicinity. He may not approach or attempt to attack the priest. If the priest approaches him, then the victim must back away. However, if the priest 'corners' the victim and continues moving in, then the fear is temporarily broken with "courage born out of fear and desperation". This miracle does not affect the undead. Cause Disease Alignment: Evil Sphere: Universal Causing th Level: 4 Range: Touch Gesture: Touch with open hand Duration: 1 hour Verbal: Spirit, be thou stricken with pestilence! Description: This miracle enables a priest to inflict a disease upon a victim. The disease is not contagious. The symptoms are as follows:1) After 5 minutes - the victim is too weak to do anything except breathe slowly and walk slowly, no shouting, casting, fighting, and use of DAC etc. 2) After 10 minutes - the victim is too weak to stand or walk 3) After 30 minutes - the whole body turns grey and he falls unconscious 4) After 60 minutes - the victim dies Half-elves and other creatures with half a spirit suffer a halved rate of progression for this miracle, effectively extending the duration of the miracle to two hours in their case they will still eventually die, 49

however. As in Cause Wound miracles the priest has 30 seconds after completing the verbal in which to touch one victim. This miracle does not affect the undead except in specific cases such as mummies below. Create Ghoul Alignment: Evil Sphere: Universal Necromancy th Level: 4 Range: 18 Gesture: Pass both hands above body ending in upward motion Duration: Permanent until destroyed Verbal: Spirit at my command I bind thee into this body as a ghoul to do my will Description: This miracle enables a priest to create a ghoul (only) out of a recently dead body. A priest can create a ghoul out of a humanoid body that is less than 15 days old. The ghoul created by this miracle can receive 8 hits, plus 1 hit per level of creator, of damage before being destroyed. On completion of the miracle the ghoul will arise and act as it wills, unless given instructions. The ghoul is initially under the complete control of its creator (the Animate Ghoul miracle gives a weak - 1st level control over the ghoul). The duration of this control is for the first 15 minutes after the ghoul has been created. Once this control has worn off, the ghoul will become a free agent and probably try to attack its creator unless constrained in some way. However, the ghoul's creator can avoid this fate by feeding it until it is sated (with a fresh body), at which point the ghoul will return to its creation point and will then only venture out from that point at night to feed, or if it is re-controlled. A ghoul inflicts Single with unarmed combat. In addition, its blows paralyse the target regardless of level or size for 5 minutes. It should be noted that whilst paralysed one cannot move, or even speak. Note: A ghoul cannot be created in daylight, and will not venture out into daylight even while controlled. Ghoul: A ghoul is a semi-intelligent undead. It can be created from the body of a recently dead humanoid, man-sized creature. A body can be used
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in the creation of ghoul up to 2 weeks (14 days) after the original death of the body. They have an animal-like cunning, and an ability to think that parallels the most intelligent of wild beasts. They will sometimes hunt in packs, and often drag helpless victims off for later feeding. Unlike zombies, skeletons and mummies, ghouls eat flesh where possible. A ghoul eats dead humanoids and prefers to eat 1 man-sized body per week to survive. A ghoul will only venture from its place of creation if it is: Controlled, Feeding or its place of creation is outdoors A ghoul can paralyse its victims by merely striking them (duration of 5 minutes). In addition its unarmed blows inflict 6pt Single. The paralysis is a spiritual effect. If a ghoul is able to feed regularly its body remains in relatively good repair, and they maintain their physical eyesight indefinitely. Ghouls have a dismiss level of 3. A paralysed target is unable to move of their own accord or to talk though they remain conscious and fully aware of their surroundings. A Ghoul has 4th level resistances. Conceal Lie Alignment: Evil Sphere: Universal Level: 4th Range: Touch Gesture: Touch lips of recipient Duration: 15 minutes Verbal: By my spirits, let truth and falsehood be overturned! Description: This miracle enables a priest to counteract the effects of a Detect Lie miracle, or any other form of Lie Detection power used by someone with a spirit, such as neuronic Detect Lie. Clearly it could be used to withstand the inquisition of the paladin ability to Detect Lie. However, blatant lies cannot be concealed and it must be cast before the false statements are made. The casting priest can always elect to allow a Detect Lie miracle to work on him at any time during this miracles duration. These evil types can be really tricky!

5 Level Priestly Miracles


Dismiss Wraith Alignment: Good Sphere: Universal Dismissal th Level: 5 Range: 21 Gesture: Open palm presented to undead Duration: Until completed Verbal: Spirit of wraith, I dismiss thee hence! Description: The effects of this miracle are as in the Dismiss Zombie miracle except that: 1) One dismiss level 5 or below undead is affected. 2) Once the priest has finished the "I dismiss thee hence!" part of the verbal then the undead cannot walk through walls. 3) Once the priest has backed the undead up against a solid object he must approach within 9' (3 paces) of the undead and then incant - "Spirit of Evil begone" and the spirit of the undead will be forced back to the spirit realm from which it came. 4) While being dismissed the undead cannot attack the priest or walk through walls but can attack 50 anyone else that gets too close to it (as long as this does not slow its progress backwards). Remove Fear and Paralysis Alignment: Good Sphere: Universal Benediction Level: 5th Range: Touch Gesture: Touch recipients forehead Duration: Instant Verbal: Spirits of light banish away all fear and paralysis! Description: This miracle stops effect of a Cause Fear miracle. It will also negate the effects of any other spiritually or physically caused fear or paralysis, E.G. Paralysis caused by ghouls or similar.

Control Mummy Alignment: Neutral Sphere: Universal th Level: 5 Range: 21 Gesture: Point at target Duration: 10 minutes Verbal: Spirit of mummy, thou art mine to command! Description: The effects of this miracle are as in the Control Zombie miracle except that one level 4 or below undead is affected. Spiritual Invisibility Alignment: Neutral Sphere: Universal Warding th Level: 5 Range: Touch Gesture: Touch head with both hands Duration: 5 minutes Verbal: Spirits hide my spirit from the sight of my foes Description: The caster's spirit cannot be perceived by any spirit and thus is immune to ALL spiritual effects. This includes all miracles. The caster cannot cast miracles or even use innate (spiritual) abilities, excepting that the priest may remove his own cast Spiritual Invisibility miracle. Spiritual Invisibility can only be cast on the caster. This miracle does not affect the undead. Addendum: Ongoing effects resume after the Spirit Invisibility drops, but don't apply while it's active. This would apply to benefits from a spirit item. E.G. a spiritual disease would be halted in its progress for the duration of the spirit invis. Minor Ward of Power Alignment: Neutral Sphere: Universal Warding th Level: 5 Range: As drawn Gesture: Draw shape and inscribe runes Duration: 25 minutes Verbal: Spirit of power, I bind thee to this shape I now inscribe. Protect me from all who seek to enter! Description: The lines delineating the edges of a Minor Ward must be clear and visible, and unbroken. They must be drawn or inscribed by the caster as he invoked the miracle. The effects of a Minor Ward of Power are as follows: 1) Undead requiring a dismiss of level 5 or below cannot cross or attack through. 2) Creatures of up to 4th level and below cannot cross or attack through. 3) All other creatures take 10 hits (or 30 life points) damage if they cross from outside to within. This is non-locational spiritual damage, reduced only by Spiritual AC by 1 point for each point of SAC possessed. 4) The ward can absorb 10 spirit points worth of miracles directed at it before collapsing these miracles do not have their usual effect, serving only to weaken the warding. They can be any sort of miracle, as long as they are specifically targeted at the ward rather than elsewhere, and have a range of greater than self only. 5) If the caster leaves the ward it cancels the ward. 6) The ward has no effect against magical attacks or magic except that if someone tries to cross the ward

magically (E.G. jump or teleport) then effects 1, 2 or 3 occur, 7) The ward may be of any shape and size but it must have four (and only four) distinguishable corners. In each corner a rune for N, E, S and W must be inscribed in that order, clockwise. To benefit, the caster must be inside the ward when the shape is closed. Addendum: Regardless of what method is used to cross a warding, e.g. shifting, the ward still activates. So if you could not walk past a Minor Ward you could not shift past it or you would still suffer the damage if shifting past. Voice of Power Alignment: Neutral Sphere: Universal Force th Level: 5 Range: 21 Gesture: Point at target Duration: Permanent Verbal: Spirit! By the power of my voice I command thee Description: This miracle causes the recipient to continually obey the single word command which ends the incantation. The command must be an imperative (E.G. Sleep! Flee! Crawl! etc). If the victim is given a command such as Die! Expire! etc then he merely falls unconscious forever believing he is dead. If the victim is given the command Obey! Then he will obey all commands given to him including commands he might choose to give himself! This miracle only works upon characters with a lower level than the caster. This miracle does not affect the undead, and is considered a listed stopping effect. Remove Voice of Power Alignment: Neutral Sphere: Universal Force th Level: 5 Range: 21 Gesture: Point at target Duration: Instant Verbal: Spirit! I command thee be free! Description: This miracle cancels any one Voice of Power miracle that is currently affecting the target. It also removes all forms of Halt and Stasis miracles and similar. Create Mummy Alignment: Evil Sphere: Universal Necromancy Level: 5th Range: 21 Gesture: Point at body with both hands Duration: Permanent until destroyed Verbal: Spirits at my command I bind you into this body as a mummy to do my will! Description: This miracle enables a priest to create a mummy out of a specially prepared body. The mummy created by this miracle will have 10 hits + 1 hit per level of creator. The receptacle (body) should have a Cause Disease miracle cast on it. The priest should then utter the incantation and on completion of it the mummy will arise and stand waiting for instructions. The mummy is under the control of the animator (the Create Mummy miracle gives a weak control equivalent to a Control Mummy miracle as if cast by a 5th level priest). The duration 51

of this control is for 10 minutes after the mummy has been animated. Once this control has worn off, the mummy will continue obeying its last command until it is slain, dismissed or successfully recontrolled by the caster or another priest. Phys rep embalming bandages are needed for preparing a body. If a Cause Disease miracle is not cast upon the mummy then it will not inflict disease with its touch. A mummy inflicts 9 point Double with each blow it strikes or 2 hits of damage to monsters. In addition its targets are diseased, as in the miracle. Mummy: A mummy is a semi-intelligent undead. It can be created from a specially prepared body provided it is humanoid and man-sized. A mummy is not restricted to its point of creation and may venture into daylight. It has a dismiss level of 4. A th Mummy has 5 Level Resistances.

Cause Grievous Wounds Alignment: Evil Sphere: Universal Causing th Level: 5 Range: Touch Gesture: Touch target with both hands Duration: Instant Verbal: Spirits of evil I call upon thee to inflict these mortal wounds and let this person die Description: A PC victim suffers 36 points of spiritual damage to his total life points, and 5 points to each location. Alternatively a monster receives 12 hits. After reciting the verbal the priest has 30 seconds in which to touch a victim with both hands. Naturally the miracle only works on the first target struck. This miracle is basically similar to the miracles Cause Minor Wound, Cause Wound Cause Serious Wound etc. Spiritual AC will reduce the damage by 6 TBLPp and 1 to each location for every point possessed.

6th Level Priestly Miracles


Dismiss Vampire Alignment: Good Sphere: Universal Dismissal Level: 6th Range: 24 Gesture: Open palm towards undead Duration: Until completed Verbal: Spirit of vampire, I dismiss thee hence!" Description: The details of this miracle are as in the Dismiss Wraith miracle except that 1 vampire can be affected. It could instead be used on any one undead of dismiss level 6 or less E.G. zombie, skeleton, ghoul, mummy, wraith or wight. Spiritual Freedom Alignment: Good Sphere: Universal Benediction th Level: 6 Range: Touch Gesture: Touch targets head with both hands Duration: Instant Verbal: Spirits of light, hear me!, I abjure thee by the power of rune lore! By the power vested in me succour this unfortunate spirit! Help me to drive the evil from this person! Evil spirit there is no place for thee here! By my power and the power of these spirits I now summon, you are cast out! Evil spirit, begone! Description: This miracle enables the priest to remove a Spiritual Mastery miracle. It also removes Beguile and Befriend Spirit miracles. Regeneration Alignment: Good Sphere: Universal Healing th Level: 6 Range: Touch Gesture: Touch Location Duration: 24 Hours / Permanent Verbal: Spirits of light, bestow thy powers on this severed stump! Let bones grow and sinews strengthen! Description: This miracle enables a priest to regenerate a severed limb. On completion of the incantation, the limb will begin to grow and it will be fully usable after 24 hours real time. This miracle only works on living targets. If the missing limb is 52 still present, it can instead be reattached by use of this miracle, taking only 1 hour before the limb becomes usable. In the case of missing body-parts other than limbs, such as the eyes, the miracles effects are generally deemed to be instant, at refs discretion. This miracle does not affect the undead. Reveal Truth Alignment: Good Sphere: Universal Communication th Level: 6 Range: Self Gesture: Both hands raised in supplication Duration: 30 minutes Verbal: Spirits, reveal to me the truth! Description: The effects of this miracle are as in the Detect Lie miracle, except that a Conceal Lie miracle does not work against it. For the duration of the miracle the priest recognises any and all lies spoken by someone with a spirit. Total Heal Alignment: Good Sphere: Universal Healing th Level: 6 Range: Touch Gesture: Touch targets bare head with both hands Duration: Verbal: By the power of the spirits of light, I bid that thy life shall be as new! Description: This miracle enables a priest to totally heal a character or monster of all damage, if both priest and recipient spend 30 seconds in calm preparation before the invocation, the priest praying to their patron and neither party in combat. If the miracle is cast without this preparation it cures only 72 TBLP and 72 points of Locational damage. This is an absolute system limit, and no ability under any circumstances circumvents this. Note: On creatures with half a spirit, like half-elves, Total Heal only cures 72 points as above if prepared, and only 36 points if unprepared. This miracle does not affect the undead. Addendum: Very few other Total Heal effects can be used on others, but in any case every use of a Total Heal effect must be accompanied by 30 seconds of calm preparation, with no casting of

other spells and no violent movements from either party - otherwise the benefit is reduced to 72/72 curing only. Addendum: In the case of Items of power that mimic Total Heal, these will only ever cure 72/72. If they previously said 'heals all wounds', they now heal 72/72. Control Wraith Alignment: Neutral Sphere: Universal th Level: 6 Range: 24 Gesture: Point at undead Duration: 5 mins / 30 mins Verbal: Spirit of wraith, thou art mine to command! Description: The effects of this miracle are as in the Control Zombie miracle with the following exceptions: 1) 1 level 5 or below undead is affected 2) If this miracle is used immediately after a Summon miracle cast by the same priest, then the summoned target is controlled for 30 minutes, otherwise the miracle duration is 5 minutes. Spiritual Mastery Alignment: Evil Sphere: Universal Dominion Level: 6th Range: 3 Gesture: Point at target Duration: Permanent Verbal: Spirits at my command go forth and enter this body, to do as I command! Description: This miracle enables the priest to summon a spirit to take control of a character or monster whose resistance level is lower than the priests casting level. Short of suicide, the victim will do the priest's bidding unhesitatingly and without question. A "controlled" priest loses the ability to use any good aligned miracles whilst "controlled". If a spiritually mastered character should increase in levels to parity with the level of the priest when he performed the spiritual mastery, the spiritual mastery still holds but the character may distort any of his master's instructions. Note that the target may still perform actions of their choice as long as these do not conflict with any orders given to them by their master. A person can only have one spiritual mastery spirit within his body at any one time. The latest spiritual mastery overrides any other, but if the previous master is of a higher level then his spiritual mastery holds. A priest may only have a number of victims up to his level of experience mastered at one time, and these should be recorded on the priests character card. A person detects as being evil whilst spiritually mastered and has this additional spirit hovering around the body. This miracle only works on characters of less than the caster's level. It does not affect the undead. Summon Wraith Alignment: Evil Sphere: Universal Necromancy th Level: 6 Range: Gesture: Hands raised in supplication Duration: 30 minutes

Verbal: By all the powers of darkness spirit of evil, I summon thee forth! By the shades of the netherworld, wraith I name thee! Come forth from the land of spirits. By my powers I summon thee here! Behold! By the power of my spirits thou art summoned here! Come forth! Description: This miracle enables a priest to summon a wraith (or a Wight) from the spirit plane. The ritual to summon a wraith is as follows: 1) Obtain the name of the wraith (any evil priest of suitable level can be assumed to have learnt some of these names as part of their training, so this simply requires an appropriate in-character name to be chosen) 2) Inscribe the name on a scroll of parchment 3) Place the scroll within a circle of Protection from Good Spirits 4) Utter the incantation while holding a sacrificial dagger 5) Throw the dagger into the circle whilst uttering the "By my powers. . . " section of the incantation. The wraith will appear in the circle at the end of the incantation. The wraith so summoned is under the control of the summoner (the Summon Wraith miracle gives a weak control equivalent to a Control Wraith miracle cast by a 6th level priest). The duration of this control is only for the first five minutes after the wraith has appeared. Once this control has worn off, the wraith will be free to act as it wills. As the wraith may well not be under the priest's control for most of its stay on this, the real plane, it is suggested that the priest take certain precautions when summoning the wraith, i. e. use the full Control Wraith miracle or stand in a Protection from Evil spirits or stand in one of the Wards of Power when summoning the creature. A wraith is very intelligent and it may be susceptible to persuasion to do his summoner's bidding. Great care must, however, be taken when treating with these spirits as they normally resent being summoned and may attack the priest. This miracle can be used equally to summon a Wight, simply by substituting Wight for wraith in the verbal of the miracle. Note: Wraiths and Wights cannot be summoned in daylight nor will either venture forth into daylight unless controlled and even then reluctantly. Wraith: A wraith is an intelligent purely spiritual undead. It can be summoned anywhere as long as it is not in bright light or daylight, which it will not willingly enter. A wraith does not cause damage but is able to drain levels by touch. Once summoned a wraith will not return to its plane unless: It is dismissed It is slain (it takes 8 spirit hits to destroy a wraith) It has drained 6 energy levels It has been controlled and ordered to return to its plane. Wraiths can also Walk Through Walls and Cause Fear by touch, at will. When entering or leaving a wall it suffers a two second disorientation period during which it cannot move but can take spiritual damage. A wraith cannot attack whilst any part of it is in a wall. The fear induced by a wraith causes the victim to run away from that wraith if that wraith can be seen, and is generally as per the Cause Fear Miracle, although its duration is only 5 minutes. th Wraiths have 6 Level Resistances Wights: A Wight is also an intelligent purely spiritual creature, except that its presence chills the spirit. 53

Its touch freezes victims still for 5 minutes, alternatively it may inflict purely spiritual single by unarmed combat. It can "plane shift" between locations when reappearing it suffers a two second disorientation period during which it cannot move but can suffer spiritual damage Once summoned a Wight will not return to its own plane unless: It is dismissed It is slain. It has been controlled and ordered to depart. It takes 10 spirit hits to destroy a Wight. Wraiths and Wights are only vulnerable to spirits. They
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cannot perceive or effect magical creatures such as elves, elementals etc. They cannot pick up or carry anything. th Wights have 6 Level Resistances.

7 Level Priestly Miracles


victim of the miracle with the open palms of both hands. If he does so, then the victim falls unconscious. This is a listed stopping effect. The victim is not dead and has a very faint pulse (only discern nature of wounds or similar will tell that the character is still alive). If he receives 5 points of spiritual curing to every location he can regain consciousness. This miracle just renders its victim unconscious, it does not do any damage. This miracle does not affect the undead.

Note: 7 Level Priestly Miracles require 8 Spirits to cast Suspend Life Alignment: Evil Sphere: Universal Causing th Level: 7 Range: Touch Gesture: Hands raised in appeal, touch victim Duration: Permanent Verbal: By the power of my spirits I command that thy life shall stop! Description: Once the priest has finished incanting the verbal, he has 30 seconds in which to touch the
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Note: The following 8th level Priestly Miracles require 10 spirits to cast Restore Life Alignment: Good Sphere: Universal Healing Level: 8th Range: Gesture: Pass hands over body in gather motion, ending in upward sweep Duration: Instant Verbal: Spirits of Darkness, fly from this place! There is no succour for thee here! By my powers and the powers of light, I call upon the spirit of to return to this place! Your time is not yet come! Come and be reunited with your body lying here! Return to the land of the living! (Repeat once for every time the character has been killed). Description: This miracle allows a recently dead (up to 2 weeks of real time) character or monster to be brought back to life. The priest is drained of a level if this miracle is used successfully immunity to level drain and similar abilities do not apply to this loss, as the miracle is cast voluntarily. The body should be placed in a circle of Protection from Spirits (evil) with a lit candle (or safe phys rep candle) at each shoulder and at each foot. The verbals must be repeated once for each previous "death", or twice for characters with half a spirit. If the miracle is successful, the person restored to life has 7 total body life points and 1 location life point at each location. If for any reason this miracle fails to work, then the priest still loses 10 spirits and 10 life points. It will be noted from the verbals of this miracle that this miracle CANNOT restore to life an evil character or monster. It does not work on any body that has been used to house an undead spirit i. e. that has been used to raise an undead. The body used must be the body of the individual being resurrected. 54 This miracle like all other eighth level miracles must be cast TOTALLY accurately, even a slightly mumbled or unclear word will cause it to fail. If performed off-adventure, there is a 10% chance that the Restore Life will fail for each time the character has been killed before this one characters begin with 100% Vitae (see Vitae pg 56), and lose 10% each time this miracle brings them back to life there are also other ways in which restore to life chance can be lost. If this roll is failed, it is not possible for the character to be brought back to life in any way. However, if the resurrection is performed on the same adventure on which the character died, no roll is needed and the miracle will automatically succeed if the other conditions are met. The Protection from Evil Spirits miracle is needed to prevent evil spirits from interfering with the resurrection if it is not drawn, or the lines of it are broken, the restore life will fail, and it is likely that a dangerous evil spirit or undead may take the opportunity to enter the prime plane, attacking those nearby. These spirits are sometimes even the feared Death Knights, truly powerful and terrifying undead creatures. If the candles are neglected, or blow out, the only consequence is that the spirit has no beacon to guide it back to its body, and the miracle fails. If the gestures are performed incorrectly, the same holds and the miracle fails. Needless to say, this miracle does not affect the undead. Addendum: All off-adventure Restore Lifes performed must have a valid Desk signature and the

8 Level Priestly Miracles

name of the person who performed the resurrection. If the target has less than 100% chance of success, the resurrection must be performed at the Desk, where a dice-roll will be made in the presence of the caster and the Desk staff. If the dice-roll is failed, no attempt to restore that character to life will ever succeed. Rebirths may still be used. Restore Life maybe cast within 2 real-time weeks of the targets death. These details also apply to Animate Life and other similar powers. Referees should not be sole witnesses to resurrections you should instead direct people to the Desk at a quiet period. Addendum: Any item, which casts Restore Life, requires the use of the full verbal, and the use of the recipient's name. However it need only be recited once, Previously it has been assumed that items which cast Restore Life 'do all the work' themselves, so that the user merely says 'Sword do thy work' or similar. This is no longer the case; it is acceptable to incorporate the item phys rep in the preparations for the miracle, for example in the case of a sword holding it in one hand to perform the gathering motions, but otherwise the miracle must be performed as normal for one full repetition. The user does not receive the level-loss however. Communication II Alignment: Neutral Sphere: Universal Communication Level: 8th Range: Self / Infinite Gesture: Touch temples with hands Duration: 3 questions within 5 mins Verbal: All seeing all-knowing spirits! You whose powers are great! Give me the answers to these three questions I now ask!" Description: The effects of this miracle are the same as in Communication I except that the answers are given in short phrases or sentences, of up to approximately seven relevant words (words used only for the sake of grammar and meaning should not be counted towards this total careful word-counting is discouraged where possible). Only three questions can be asked and if the answer if not known, then the spirits will say so. In general, the answering referee should remember that the powers answering the divination are those of the priests patron, and unless the priest is strongly in disfavour at the time they are very unlikely to seek to be difficult in their answers! The casting of such a miracle should not be an opportunity for either the ref or the priest to show off their lawyer-style phrasing please treat the meaning of the question and answer as intended. Major Ward of Power Alignment: Neutral Sphere: Universal Warding Level: 8th Range: As drawn Gesture: Draw required shape and inscribe runes Duration: 50 minutes Verbal: Great spirits, whose powers are mighty! I bind thee by the rune I now inscribe! Protect all within its boundaries from all who seek to gain entrance! Description: The effects of this miracle are as in Minor Ward of Power except for the following differences: 1) All undead are kept out

2) Creatures with up to 7 level and below resistance levels are kept out 3) All characters suffer 60 life points of spiritual damage when they cross the ward from the outside. Alternatively monsters receive 20 spiritual hits of damage. 4) The ward can absorb 20 power points of miracles before collapsing Addendum: Regardless of what method is used to cross a warding, e.g. shifting, the ward still activates. So if you could not walk past a Minor Ward you could not shift past it or you would still suffer the damage if shifting past. Summon Vampire Alignment: Evil Sphere: Universal Necromancy th Level: 8 Range: Gesture: Hands raised in supplication Duration: Permanent until destroyed Verbal: Lord of the undead, I name thee! I summon thee from the deepest pits of darkness! I summon thee from the citadel of evil! By my powers I summon thee here! By the kindred creatures thou art summoned! By the bat, the rat and the wolf! Wherever thou art, hear my call! Come forth into this arena and take my offering! By my powers and this incantation thou art called to this spot! Come forth! Description: This miracle enables a priest to summon a vampire from the spirit plane. The ritual to summon a vampire is as follows: vampire name must be used (see notes under Summon Wraith for comments on these) 2) Inscribe the name on a living human/humanoid "sacrifice" (this should be phys-repped but not necessarily made visible) 3) Place the sacrifice in a circle of Protection from spirits (good), draw in chalk and then seal the circle from the outside. 4) Utter the incantation, the vampire spirit will appear 5 minutes after the end of the incantation. It will then enter the body of the sacrifice so slaying the sacrifice. The vampire so summoned is not in any way controlled by the priest and so must be persuaded to do any task the priest wishes done. A vampire is not to be trifled with, requests to bring in the milk etc. are unlikely to be greeted with delight. Remember it could still be there when your own protection runs out! Note: A vampire cannot be summoned in daylight. Vampires: A vampire is an undead of almost genius intelligence. Their statistics can vary, but those summoned by this miracle have the following stats: th 25 Hits, and has 8 level resistances. Inflicting damage by unarmed combat or with weapons with +1 strength Their touch or bite may inflict a double level drain, draining two levels from the victim, four times only. Once a Summoned Vampire has drained 8 levels, it is sated and will depart. Other Vampires may behave differently, however. They may control undead of level 5 and below at th will, as if they were a 6 level priest, merely by gaze.

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Beguile Spirit five times per day, as the miracle. They may turn into a rat, bat or wolf at will, and while in this form can control other normal animals of the same type. Gaseous Form three times per day, where the vampire becomes a cloud of mist, which can only be affected by miracles, but may use no powers itself. This lasts up to 5 minutes or until the vampire chooses to reform.

Touch of Death Alignment: Evil Sphere: Universal Causing th Level: 8 Range: Touch Gesture: Hands raised in appeal Duration: Verbal: Spirits of darkness, come hither at mine call, for here is death and a haven for you all. Spirits of evil and powers of night, I demand of thee by my power and my might, a death I require, a killing as of old, a slaying most swift, a body stiff and cold, by my powers and the powers of evil, I command that you shall die! Description: The effects of this miracle are as in the Suspend Life miracle except that if used successfully the victim is instantly killed. A character (or monster) killed by this miracle cannot benefit from a Restore Life miracle, or be restored to life in any way. This applies even should the victim th have had resistances acquired post-8 to the Touch, so that they only suffer damage rather than dying outright if this damage slays them the death is permanent. The priest must be standing in a Protection from Spirits (good) miracle whilst casting the miracle. After shouting the incantation the priest has 30 seconds to touch his victim with both hands, if he fails to do so, the miracle fails. If the victim has no resistance to the miracle, the priest has a 70% chance of this miracle working and an additional 10% chance for every time the victim has previously been killed. If the miracle works then the casting priest loses a level. If for any reason the miracle fails, then the priest still loses the standard 10 spirit and 10 life points, but not a level. In addition if the victim lives through the miracle as a result of a successful dice roll he suffers the effects of the Suspend Life miracle instead, to which no further resistance may be applied. This miracle does not affect the undead.

Should they be slain by non-spiritual damage they automatically enter gaseous form, which they may not leave for 5 minutes. At the end of 5 minutes they reform fully healed. Many vampires are also capable of healing their wounds by drinking blood from willing or helpless victims. Vampires cannot be summoned in daylight, and the touch of daylight burns them terribly, destroying them within a few seconds. They will not enter grounds consecrated to a non-evil god. They have physical sight as well as spiritual.

Items of Touch of Death require a full verbal to use (cf. Restore Life above).

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Undead
One of the greatest plagues upon empire and the most recurrent threat that a Mercenary will meet is that of the Undead, servants of the dark lords or pitiful trapped souls of the dead, they seem to get everywhere and it is in battling these creatures that inexperienced mercenaries often find themselves hired for. Descriptions of basic undead are listed along with the Animate, Create or Summon Miracle that generates them.

Undead Spirit sight


As described in the Words From Above, all full undead are capable of seeing with fully active spirit sight. This does not include a character who has multi-raced to Undead, as these characters are not full undead in the same sense. Spirit sight allows an Undead to see anything with a spirit and only spiritual barriers block this vision. Certain types of undead are capable of seeing with both physical and Spiritual sight.

Commanding the Undead


Non-intelligent undead, E.G. Zombies and Skeletons, that are under the influence of a Control Undead miracle can only be given very simple instructions (E.G. Kill all who enter" or "Do not attack"). After the control miracle wears off, the undead will continue to follow the last command it received but will accept no other instructions until another Control Undead miracle is cast. Semi-intelligent undead, E.G. Ghouls and Mummies, that are under the influence of a Control Undead miracle can obey quite complex instructions (E.G. "Kill all who enter with good spirits, and bring me their corpses"). After the control wears off, these undead may regain their free will. Intelligent undead, E.G. Wraiths and Wights, that are under the influence of a Control Undead miracle can be given any instructions understandable by a normal man. After the control wears off, these undead will regain their free will.

Undead Communication
Zombies, Skeletons, Ghouls, Wraiths and Wights cannot speak normally. Zombies often groan or moan continuously, while ghouls hiss and slaver and wraiths and Wights typically make a faint hissing sound, but these are not true communication. The miracle Talk to Spirit however enables the priest to obtain one-word answers. This can be invaluable in obtaining the undead's summoning name or if it is a non-standard variety the name that needs to be used to control or dismiss it. For further information on the specific undead type the reader should consult the relevant undead creation miracle.

Undead Resistance Levels


Please note that Undead Dismiss Level and Undead Resistance Level are two different things. Handbook Undead, i. e. those contained within this book, have a resistance level equal to the level of the miracle used th th th to create them. E.G. Create Ghoul is a 4 level miracle so Ghouls have 4 level resistances, Summon Wight is a 6 th level miracle so Wights have 6 level resistances. Non-Handbook Undead, E.G. those not contained in this book but contained in Words From Above, have a resistance level equal to the level of the miracle used to create them plus 1. E.G. Non-Standard Undead follow the same rules as for Non-Handbook Undead unless the description of the miracle that creates them specifically states that they have a set resistance level. These rules mean that generally undead will not have a resistance level above 9 .
th

Undead Taint
Once a body has been tainted by an undead spirit entering it, the body has been made uninhabitable by any spirit. Therefore the body cannot be Restored to Life or raised as another undead. This includes a body which has used an undead returner, even if non corporeal, since the bodys spirit is irrevocably tainted in the process.

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Basic Races
There are a great many races in The Empire each with unique powers and skills. For this Handbook only those easily recognised in the Fantasy genre are listed here

Humans
The basic default race and the easiest for a Novice to play. In general it is the Humans who are dominant in the Empire of The throne of Glass. They are not restricted in their mannerisms, dress, sense of honour or morality. They are the most adaptable of all the races. As a result of the previous qualities they may be of any alignment and can, with a few specific exceptions, be any class. There are breeds of Humans: Imperial Humans: Since they are the default race they are usually simply referred to as just Humans Tribal Humans: Referred to as Barbarians and often from the Far North (see Barbarians pg 62) Baronial Humans: From the Southern Baronies (see The Southern Baronies pg 69) Ishmaic Humans: Usually abbreviated to Ishmaics (see The Ishmaic Confederacy pg 69)

Elvenkind
Elves are magical creatures, and living embodiments of the power of the Mana Dragons. Born of a single element they are bound by Magic and their alignment is restricted by their element. They have hair and skin the same colour as their element and often dress in colours to match their element. So magical are Elves they exhibit powers that duplicate Wizards Spells and can be dispelled exactly as the Wizard Spell of the same name. Elven abilities that do not duplicate Wizard spells are considered to have a spell level equal to the level at which they first acquire them. Elves themselves are considered to be a Spell equal to their current maximum TBLP level and they can be attacked with Dispels. An elf, or any similar magical creature, targeted by a Dispel takes 2 TBLP per level of the Dispel. For Example: A Dispel 10 would inflict 20 TBLP damage to an Elf. Elven Affirms Most elves have the innate ability to magically generate armour. This ability is an affirm and is listed below in their innate abilities as Body of X and has a verbal of I affirm my nature as that of X where X is their element. It grants them +1 MAC and +1 PAC for 5 minutes. For Example: An Air Elf would be able to use a Body of Air Affirm with the verbal: I affirm my nature as that of Air.

Air Elf
Alignments: LG, LN & LE Lvl Ability 2 Body of Air 1 / Level 3 May cast Jump (Self) 1 / 2 Levels 6 May cast Walk On Air (Self) 1 / 2 Levels

Aquatic Elf
Alignments: Any Lvl Ability 1 Are unimpeded by water and can walk through it without detriment, cf Walk Through Water 2 Body of Water 1 / Level May cast Detect Inanimate 1 / Level but only works on fluids 3 May cast Rust(range) 1 / 2 Levels 6 May cast Walk On Water 1 / 2 Levels, May cast Vanish x1/day

Dark Elf
Alignments: LE, NE & CE Lvl Ability 2 Body of Darkness 1 / Level 3 May cast Darkness (Range) 1 / 2 Levels ~ Note that Dark Elves do not innately have the power to see through magical darkness 6 Shadowshift 1 / 4 Levels: As per a Shades Shadowshift but max range is 5 per Elfs level. No verbal is required 58

Earth Elf
Alignments: NN Lvl Ability 2 Body of Earth 1 / Level 3 May cast Chameleon (Self) 1 / 2 Levels but will only hide elf against earth or stone 6 May cast Talk To Inanimate 1 / 2 Levels but only earth or stone objects will hear and respond

Fire Elf
Alignments: CG, CN & CE Lvl Ability 2 Body of Fire 1 / Level 3 May cast Shock 1 / 2 Levels 6 Walk Through Fire ~ Permanent

Light Elf
Alignments: LG & NG Lvl Ability 2 Body of Light 1 / Level 3 May cast Light (Self) 1 / 2 Levels 6 +1 DAC ~ Dispel 6 removes for 5 minutes

Twilight Elf
Alignments: NN Lvl Ability 1 May Cast Detect Magic 1 / Level 2 Body of Twilight 1 / Level 3 May cast Twilight (Self) 1 / 2 Levels ~ Verbal: By the power of the elements let twilight banish Light and Dark! This overrides all light or Darkness spell effects. 6 May cast Silence 1/Day Affects target of up to elfs level Certain types of Elf - Drowe, Wood and Winter - are unusual in that whilst they are made up of elemental magic their nature is not quite elemental in the same way as other elves. Drowe represent Evil and cruelty, Wood Elves a balanced view and Winter Elves a purity and goodness. Drowe have a strong connection to darkness nonetheless, and wood and winter elves still have strong links with their own areas of plant life and ice; wood elves are drawn from brown mana and winter elves from white mana.

Drowe
Alignments: Any Evil Lvl Ability 2 Extinguish (R) 1 / Level 3 Darkness (S) 1 / 2 levels 4 See Through Darkness 1 / 2 levels 6 May cast Blindness 1/Day. Effects target of up to elfs level. Verbal: By the shades of the Dark I strike thee blind! Blindness X levels. Additionally a 6th level Blindness can be used to destroy a Sword of Power and an 8th level Blindness can be used to destroy a Sabre of Light and Truth. Drowe suffer in daylight and loose 2 DAC (this cannot take them below zero DAC). Should a Drowe be slain, the evil that was his essence remains to wreak vengeance on his slayer. Such a creature is called a Returner. A Drowe Returner Drowe has 1 hit per level the Drowe had, and inflicts 1pt per level the Drowe had of black magical damage by touch. Only MAC and resistances to black mana can be applied against this damage. DAC th cannot be applied. For Example: A 6 level Drowe was slain his returner gets up and proceeds to attack his slayer. He has 6 hits and inflicts a 6pt magical touch effect by every blow he strikes.

Wood Elf
Alignments: Any Neutral (this may include NE and NG) Lvl Ability 2 Body of Wood 1 / Level 3 Warp (R) 1 / 2 levels 6 Entangle1 / 2 levels Talk To Animate (Plant life only) 1 / 2 levels works as talk to Inanimate Spell

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Winter Elf
Alignments: Any Goodly Lvl Ability 2 Body of Ice 1 / Level 3 Complete Immunity all forms of cold (This cannot be dispelled) 6 Javelin of Ice 1/4 Levels exactly as per Blue Wizard spell Lightning bolt but is a White Mana cold-based effect. Verbal: Into my hand I call forth Ice Javelin of Ice
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General Notes on Elves

Lembas: At 6 level Elves gain the ability to manufacture Lembas. Lembas is a wafer which when eaten will cure the Elf 3 TBLP and 1 to their worst location. A Lembas can benefit any elf of the same race. An elf can make 1 Lembas per level per weekend. Each Lembas costs 100 Grulls to make and will last six days real time or for 150 Grulls each can be made to be permanent. E.G. an 8th Level Fire Elf could make 8 permanent lembas in one weekend that could be eaten by himself or any other Fire Elf and would cost him 1,200 Grulls to do so. Partial Immunity to Flesh & Blood Effects: Due to their magical nature Elven biology is unaffected by certain normal flesh-and-blood effects. They are immune to druidic healing and Elves do not breathe. They have the magical equivalents of bones, blood, and digestive systems (thus allowing them to eat lembas and drink herbal curing potions). Thus an elf when cut bleeds magical essence of their element, and an elf can be poisoned or feel pain as normal. Elven Equipment: Elven equipment is enchanted, and is deemed to bear the 5mp grey spell Enchant item on it. To buy elven armour from the Armoury costs x2 normal cost. Enchanted items maintain their enchantment unless they suffer the effects of a Dispel 5 or similar they are not disenchanted merely by being handled by non-magical beings. Unenchanted items are uncomfortable for an elf (or drave or faerie) to touch, and they will never be able to use them effectively to gain any benefit. Food and drink need not be so enchanted however. In the case of treasure, or other unenchanted items being carried by an elf, they remain uncomfortable to an elf and cannot be tolerated for any length of time or referees will start imposing penalties as they see appropriate!

Dwarves
Sons and Daughters of Stone. The Dwarves live deep underground. And like the rock they call home their nature is solid and unmoving. Stubbornness and loyalty to those whom they acknowledge as friends are famous traits of this race. Racial Restrictions: Must be under 5'6" in height They can only wear metal armour Must wear a beard Racial Bonuses: Dwarves are naturally magic resistant, so they take only half effect from all spells or magically based attacks. This th th means they resist level based spells as if they were twice their level (E.G. . 4 level dwarf resists as if they were 8 level), take half damage from damaging spells (E.G. . Takes 12/2 damage from a lighting bolt rather than 24/8) and in the case of non-level based, non-damaging magical effects (Bind, magnetise, plate self) the spell only lasts half its normal duration. Dwarves are not adversely affected by magical darkness or light. At 3rd level all Dwarves obtain the standard Scout skill Evaluate however they can only evaluate jewellery, metals, precious stones et cetera. If a dwarf ever obtains a manufacturing skill for non supernatural solid objects, (E.G. armour or weapons ) he has double the normal rate of production. This ability does not include not potions Dwarves, as a result of their stone like constitution take half effect from non-magical poisons and paralysis, so a ghoul's spiritual paralysis only lasts for 2. 5 minutes. Their base locational life by level is equal to half their base TBLP (rather than just being a third like other races) Racial Penalties: Should a dwarf ever have a location severed by injury it kills him outright. Spells and the like which might wither a limb away temporarily do not have this effect as the shock and trauma is less.

Dwarven Wizard
Due to their natural resistance to magic Dwarves make very bad wizards and they have half the normal mana points and th th take twice as many adventures to advance their wizardry level to 8 . They get full points post-8 , but all mana acquired is halved. They can only utilise the element of earth, so they can only be Brown wizards and thus cannot use ANY other non-grey spells. They have the same total body life points as human wizards although their location life points are half th their total body life points at 8 . However, they excel at making magical metal items especially weapons and armour.

Dwarven Priests
Dwarves are not spiritually inclined and do not make good Priests. The only type a of Priest a Dwarf may be is a Warrior th Priest however they only get 2 spirits per level rather than 3 and they are not capable of casting 8 level miracles. 60

Halflings
Halflings must be less than 5'2 tall, and can only be Pathfinders. Due to their hardiness they take only half effect from damaging magic and three-quarters the damage from poisons and are paralysed for only 3/4 the duration of paralysis. Due to their cheery halfling-centred outlook they cannot have an extreme alignment, i.e. LG, CG, LE or CE. Their small strength means they can never wield any weapon longer than a broadsword. Stiff leather (A C 2) is the heaviest armour they wear. Halflings do not gain E skill or other weapon skills not noted below! Level 1 3 4 Ability +1 DAC, O and H skill +2 DAC . MP skill Weapon mastery in a throwing or machine propelled weapon

HalfHalf-Elves
A half elf always seeks to emulate the elven side of his ancestry. Thus he will always dress in a similar manner to a full elf of the same colour. This means all his equipment costs are doubled. A half elf's skin tone will also indicate his elven component. Half elves have the same life points and statistics as humans, except that they take half effect from spirits. nd th This means they resist miracles at twice their level. However if a 2 level half elf was halted by a 5 level priest the th maximum duration of effect would still be 10 seconds, a 4 level priest would be unable of course to halt the half elf. If they are priests they only receive half the normal amount of spirits. Half elven priests take twice as many adventures to advance their priestly level and cannot cast eighth level miracles. Since a half elf only has half a spirit, the miracle Total Heal, and similar spiritual powers and abilities which perform a Heals all wounds type-effect, only cures a maximum of 72 points of total body life points, and 72 points of locational life points. Half elves do not receive any of the elven innate abilities. Half elves clearly do have a spirit. Half elves cannot manufacture Lembas, though it does partially benefit them, provided it has been made by an elf of their colour. Lembas only restores two life points to their general body total, none to any location. Half elves must wear makeup of the colour appropriate to their elven race, but it need not be full and can instead be shading, highlights, or partial makeup, as long as it is clearly visible. Half elves take after their human side in that they are hardier than their full elves and as a result their life points are the same as humans.

Orcs
Orcs are Tribal Creatures and hence cannot be Priests, except Shaman, or Wizards except Witchdoctors. They may be Warriors, Assassins or Scouts. Orcs tend to be sneaky, cowardly and only out for themselves and their own tribe. Orcs can be any alignment although they tend to be evil and usually go about in groups. An Orc is unlikely to do very well in a mastermind competition! Orcs are not adversely affected by magical darkness and can see through it and gain the following armour class, bonuses and penalties. Lighting In normal daylight In magical light In candle or lamplight In darkness Effect -2 DAC -1 DAC Normal +1 DAC

Orcs due to their general disorganisation and short memory span have half the standard rate of production as far as articles, potions, swords etc are concerned. The only exception being poisons. An Orc warrior could never produce master crafted equipment. It is all he can do to remember which way round to hold the hammer! An Orc's armour always loses two uses per adventure because of their careless and revolting nature. Snuffler (Orc scout): The ability of an Orc scouts to Discern Smell is present from birth and has lead to them being referred to as "Snufflers". Snufflers, because they are weak puny creatures, cannot wear heavier armour than stiff leather (A.C. 2) or wield two-handed weapons or any weapon that is longer than a broadsword. Snufflers are able to produce poisons at the same rate as a human scout of the same skill level. This is because their general disorganisation and short memory span is compensated by their aptitude for producing noxious fluids. For further details on Snufflers consult At The Sharp End.

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Tribal Races
More details on the tribal races are to be found in the Labyrinthe Source book: The Realm of Glass The Wilds of Primus are vast, and unsurprisingly cities are not the only places that the races of Primus call home. Those who live in the open lands often have a wild untamed nature. These are the tribes. In Ages past they roamed the lands unfettered by the progress of civilisation, but now they have been either subjugated or forced to the more inhospitable parts of Primus. Tribal creatures are most often warriors, as a result of the harsh nature of their lives, though there is some variety. Amongst each tribe may be found a single Shaman and a single Witchdoctor (See Shaman pg 73 and Witchdoctor pg 75). The Shaman and Witchdoctor each vie for overall control of the tribe and for whatever reason they always follow opposite alignments to each other, so if the Shaman were goodly, the witchdoctor would be evil and vice versa.

Barbarians
Not all humans dwell in cities, or farm the lands. Amongst the hardiest of the humans are the Barbarians, who have turned their back on Civilisation. They regard themselves superior to those who dwell in the cities cut off from the natural world, and those who dwell in the cities regard them as inferior for living at the mercy of the nature and the elements. Barbarians take many forms, but generally they are fur- and leather-clad, rough and weather worn individuals. Barbarians may be Warriors, Scouts, Archers, Rangers, and each tribe may possess a Shaman and Witchdoctor.

Goblins
Goblins are one of the smallest and weakest creatures available for a Player Character. They are timid creatures but when banded together in packs display a viciousness that belies their frail form. In appearance they are usually small, with dirty brown, yellow, green or blue skin and dressed in rags. However they are extremely nimble and by the time th they reach 8 level all Goblins possess 4 points of innate DAC.

Ogres
Ogres are an unusual sort of Mercenary, in that they do not generally quest for money, Items or power. All that drives them is a desire to eat. They are big fat dense slobs, and will only attack things that they edible or in self defence. They are huge, bulky creatures and as a result are unable to wear any armour other than animal skins. They may only be warriors, though can possess a Shaman and Witchdoctor, but the miracle and spell casting capacity of these are greatly reduced.

Trolls
Trolls are dim-witted creatures and extremely slow. They can only be warriors, with the exception that as they are tribal they may have a Shaman and a Witchdoctor, though the miracle and spell casting capacity of these are greatly reduced. Trolls however are possessed of supernatural powers of recovery and whilst alive they regenerate 1 TBLP and 1pt to the worst location every 5 minutes, with lost limbs completely re-growing in 12 hours. However, they are unable to regenerate spiritual damage or Fire Damage.

Magical Races - Draves


More details are to be found in the Labyrinthe Source book: The Realm of Glass Draves are to the Mana Drakes what the Elves are to the Mana Dragons, and living embodiments of the power of the Drakes. As such, their basic makeup, strengths and weaknesses are identical to Elves. The only real difference is in the innate powers that they posses. They follow the same rules for alignments as do the Drake Wizards. The list of their innate powers can be found in Appendix VII: Draves pg 91.

Gold Drave
Alignments: Gold Draves may be LG, NG, CG or LN

Ebony Drave
Alignments: Ebony Draves may be CG, CN or CE

Ivory Drave
Alignments: Ivory Draves may be LG, LN or LE

Bronze Drave
Alignments: Bronze Draves may be CN, LE, NE or CE

Silver Elf (Empowered Drave)


Alignments: Silver Elves may be LN, NN or CN When the Silver Mana Drake matured into a Mana Dragon his Draves were empowered and became Elves. As a result these servants of the Silver Mana Dragon now develop as an Elf and not as a Drave.

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Magical Races - Faeries


More details are to be found in the Labyrinthe Source book: The Realm of Glass Faeries are very similar to elves in many respects but, whilst Elves share common magical powers the magical powers, rd nd available to a Faery is unique. Each Faery has two handbook colours. At 3 level they gain a 2 level Handbook spell th rd of one of those colours, usable 1 / 2 levels. At 6 level they gain a 3 level Handbook Spell of the other colour. Their skin tone matches one of their elemental colours and their hair the other. They are always chaotic in alignment, and often regarded as highly dangerous to the point that they are actively hunted down in the Southern Baronies. They calculate life points as drowe elves do.

Psychic Races
These races exhibit natural psychic tendencies, and more details are to be found in the Labyrinthe Source book: The Oraculum Insight.

Elysians
The Elysian race is a strange one. They are recent immigrants to The Empire, being a small number of those who fled the destruction of their home world. They are unique in that on their world the goodly gods chose to cease to exist and let their divine power flow into the most devout of their Human follows. As a result of this sacrifice these humans were granted a spark of the divine and became the Elysians. They are a pacifistic race gently seeking to oppose the evil in the world, and it is their kind and sensitive nature that manifests as psychic powers.

Farfolk
The Farfolk are a very young race by any standards. Their human forefathers fled the Empire to accursed Bourthek. However in Bourthek they were without the powers of Magic and Spirits. Eventually the only supernatural power they were able to rely on was that of the Mind. In time, they lost their spirits and the ability to call upon the powers of the Dragons.

Silver Folk
A Race of powerful psionicists they primarily dwell in the Astral Planes, though they have long sought to invade the Empire and as a result are outlawed in the Empire. They are always evil, and are a cruel race dedicated to the destruction of all psionicists not of their own. Note: Silver Folk are sometimes referred to as Gythanki.

Demonic Races
More details are to be found in the Labyrinthe Source book: The Dominion of the Circle. A number of races of demonic origin exist within the Southern Baronies. Descendants of previous invaders, they have made their peace with the rulers there and joined the society of the south, and are no longer true daemonkind.

Ggrutuck
Ggrutuck are fierce, warlike creatures. They have green or grey skin, and often possess protruding horns, teeth or tusks. Strangely though, they are highly intelligent and possessed of great artistry and culture, and their warlike reputation stems more from harsh necessity than a conscious choice. They are both mighty opponents in battle and highly skilled artificers, builders of towers, fortifications and similar feats of engineering. They are larger than most men.

Duodoin
Duodoin have unnaturally pale skin with dark tiger stripes along the sides of their faces, arms and hands. They are warlike, but seek grace and style in their methods of combat, appearance and mannerisms. They are flamboyant and gaudy.

Blauz
Blauz are the slyest of the naturalised Demonkind. They look completely human apart from small horns that are found on their foreheads. They take delight in cunning deception, weaving lies, truths and half-truths in all their dealings. To them, this is an art they regard as part of polite society. Clever and shrewd they are also fine diplomats, though you could never be entirely sure what you had actually agreed to in any bargain you make with them.

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Ishmaic Races
More details are to be found in the Labyrinthe Source book: Land of the Seven Winds.

Athfanal
These are almost identical to Elves except that they are wild and tribal in nature. The older more powerful Athfanal often develop frightening elemental powers and become the mighty Djinns of legend. Athfanal draw all their sustenance directly from the magic that flows freely around Ishma.

Calabrim
Calabrim, or Cavern Wights, as they are referred to, are pitiful creatures. They are Athfanal who for what ever reason have not developed properly and lack the usual means of consuming the free mana that flows around Ishma, and as a result are sickly outcasts.

Crol
Dwelling deep in the deserts of Ishma are a race of savage Lizard men known as Crol. Often enslaved by Athfanal, a few escape to be free. They are scaled and exotic in appearance.

Half-Athfanal
As the Athfanal are to Elves so the Half-Athfanal are to Half-Elves.

Samila
Samila are earth Spirits of the wild places of Ishma. Physically frail, they are surprising resilient to the supernatural and wield the powers of nature with ease.

Other Races
Alfar
Alfar are often thought of as a form of Elf. However, while Elves are made of the elements, the Alfar draw power from the Natural World. They possess half a spirit and the ability to wield small amounts of innate Earth Power. They tend to come in one of four types: Light, Darkness, Mountain or Sea. This referring to the places they inhabit. By nature they are more closely connected to the natural world than any of the other races. They are also capable of forming up tribes. More details are to be found in the Labyrinthe Rule book: The Druids Way.

Ancient Folk
As their name suggests the Ancient Folk are an old race. They believe that once they ruled The Empire and are now little more than embittered wanderers reliving memories of past glories. There exists nothing to substantiate any of the Ancient Folk grandiose claims except their wardpacts. At some time in the past the Ancient Folk forged mighty pacts with Supernatural Forces, the Dragons, Deities and Demons. Even to this day the power of these pacts still exists in lesser forms, and any of the Ancient Folk may call upon them. The nature of these pacts is varied, but any of the Ancient Folk may choose to announce a pact and when done so the creature which he has pacted will treat them with varying degrees of respect and will not attack the Ancient Folk except in self-defence. Ancient folk are pale and physically weaker than men due to their degenerate bloodlines. Precise details on Ward pacts and how they are acquired can be found in The Realm of Glass. Note: Ancient Folk are sometimes referred to as Melnibanions. During the 2nd Age none of the servants of the Drakes had aged a great deal, but with Dawn of the third Age they reached maturity and unsurprisingly not long after Half-Draves came into existence. These are identical in all respects to Half-Elves. More details are to be found in the Labyrinthe Source book: The Realm of Glass.

Half Draves

Ratfolk
Intelligent Humanoid sized bipedal rats. The Ratfolk scurried into the Empire in the last years before the Final Dawn of the 2nd Age. Their origin is unconfirmed, but they appeared to be have been created by the then Gaius, Kith Kaharn, to serve the Empire in a task. They fulfilled this task but for various reasons were never paid. The Ratfolk exist in various clans and each clan has abilities unique to it. More details are to be found in the Labyrinthe Source book: The Realm of Glass

Seasonal Elf
The nature of a Seasonal elf waxes and wanes with the passing of the seasons. As such, the innate powers that they possess differ from season to season. Full details of this are to be found in The Realm of Glass.

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Background
The Following section relates to the world of The Empire and enough information to get by as a first timer. If you wish to know more about a particular subject then it is recommended that you look into the publications suggested under each subject.

The Mercenary Caste


All Player Characters are members of The Mercenary Caste. It can be considered the In Character term for a Player Character. There are several important in-game privileges, powers and protections granted to a member of the Mercenary Caste. The following notes are those known to each and every Mercenary.

Recognition of the Mercenary Caste


The Mercenary caste was formally recognised by the Emperor Amora. The Emperor realised that probably the single greatest resource the Empire had were the Mercenaries - creatures driven by some unknown force to explore the worlds and to fight for what they believed in. Mercenaries are indomitable in nature; The harder they are pressed the tougher they become. They are unbelievably stubborn and when possessed of an idea or ideal are unstoppable. Unbeknownst to them, Emperor Amora formed them into a force to defend the Empire and the world of Primus on which it sits. He laid down a single law to protect its Mercenaries from the only thing that truly threatened them: themselves. Any mercenary who slays a fellow mercenary, regardless of the circumstances is automatically outlawed by the Empire By Order of Emperor Amora As a result of this edict the Imperial Seers automatically outlaw any character that slays a fellow mercenary regardless of the circumstances. The consequence of being outlawed means that the character has a price of 100 grulls per level placed on his head and may not purchase goods or skills on the open market. Any goods they purchase cost twice as much as normal as they are purchased on the Black Market. If the victim of such a killing is subsequently brought back to life, and chooses willingly to approach the Imperium and declare their forgiveness for their slayer, the outlawhood is removed. This might be appropriate in cases where the death was clearly accidental, for example but there is no obligation. There are other circumstances in which characters may be outlawed, and ways in which it may be possible to pardoned for crimes these are dealt with in greater detail in the 'Realm of Glass' book.

Vitae
Vitae is the force that drives Mercenaries. It is a strange power and an extremely rare gift. Its origins are debated though a widely held theory is that it is apportioned by the World-Spirit to those who would use it to protect Primus and Mercenaries have it in abundance. Vitae grants Mercenaries several benefits: 1 2 3 The chance to be restored to life by mystical means The capacity to be Reincarnated The ability to see Reality with greater clarity and to understand when it falters or changes

As it can be seen the In Game nature of Vitae is highly mystical. For simple game mechanics all PCs start with 100% Vitae. Should they die and are lucky enough to be successfully restored to life by use of supernatural powers this will drain a portion of their vitae. Generally this will be a loss of 10% for a non-evil character and 20% for an evil character. To be restored to life a character must have some vitae remaining. This means that typically a non-evil person can be restored to life up to 10 times and an evil one up to 5 times. See the Restore Life Miracle for further information.

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Religion
Religion is an important facet of Life in the Empire. The Churches hold great sway with the Peons, the common folk of the Empire. It is through belief in a religion, most commonly by membership of a Church, that a Priest may derive his spiritual powers and the ability to cast Miracles. A great many Churches exist in The Empire, in fact their proliferation and influence is often of concern to the Imperial Inquisition that monitors the use of Supernatural power in the Empire. Listed below are three of the older, more powerful Churches. Given the difficulty of playing an Evil Priest for a first time player the three Churches listed here are all Goodly, though Neutral and Evil faiths do exist as do many more goodly ones. The complete list may be found in the Labyrinthe monthly publication The Guild Directory.

Church of Elbereth
Prerequisites: Goodly aligned priests Neutral Good Miracle List: st 1 : Halt, Cure Wound, Detect Spirits Nature, Power Meld, Spirit of Seeing 2nd: Cure Serious rd 3 : Cure Disease, Talk to Spirits, Spiritshield, Protection from Spirits, Bless, Dismiss Ghoul th 4 : Heal, Spiritbolt th 5 : Dismiss Wraith, Voice of Power, Spiritual Invisibility th 6 : Total Heal, Dismiss Vampire 8th: Restore Life Ethos: Elbereth, Lady of the Stars, is the Goddess of Light, Beauty and Joy. The basic tenets of the faith are as follows: First: To respect life, and the right of people of good heart to enjoy that life. It is the duty of those of the faith to actively defend the rights of the defenceless, and as such they must be prepared to risk their own lives in the service of those less able to do so. Second: Creatures of undeath should be disposed of swiftly. Those who summon them are torturers of souls and should be stopped, with as much force as is required. Third: When dealing with other evil beings, members should consider using diplomacy and reason before violence, and attempt to dissuade them from following that path and turn to a better one. If this fails, then the anger of the Church must be swift and thorough. Fourth: Because Elbereth is the patron of Beauty. members of the church are expected to appreciate art and learning, and not be wantonly destructive in their actions. The faith is particularly strong amongst Elves, as the goddess was first worshipped by these folk. However, membership is open to those of all races who embrace their ideals, and has included dwarves and even orcs. The will to follow the Lady can be found in all races who can see and rejoice in her light. Only Priests can actually join the Church of Elbereth, but she numbers many others among her worshippers.

Church of Saint Michael


Prerequisites: Be a goodly aligned priest Neutral Good Miracle List : st 1 : Halt, Cure Wound, Detect Spirits Nature, Power Meld, Spirit of Seeing 2nd: Cure Serious 3rd: Cure Disease, Talk to Spirits, Spiritshield, Protection from Spirits, Bless, Dismiss Ghoul th 4 : Heal, Spiritbolt th 5 : Dismiss Wraith, Voice of Power, Spiritual Invisibility th 6 : Total Heal, Dismiss Vampire th 8 : Restore Life Ethos: Priests of Saint Michael follow the Creator of all things and on the whole try to reason with most problems before beating them to death. That is, a Michaelean will try to persuade evil characters to repent rather than kill them, as opposed to other religions fanatics (though fanatics can be fun!). However, many of the longer-standing members of the Church tend to interpret St Michaels teachings in more extreme ways. The High Priest is at pains to point out, however, that the scriptures can be read in more than one way. The Church of St Michael is probably the single most powerful and influential Church in the Empire. Its long history is filled with the names of great Heroes of the Empire. The Faith: The faith encompasses many different views but the most fundamental are as follows: St Michael is an Arch 66

Angel of the Creator. In time he ascended to god hood in his own right, though he is still a servant of the Creator, and many Creator priests are members of the faith of St Michael as it provides the shelter of a strong organisation. Likewise many of the priests of St Michael acknowledge that through their devotion to him they support the Creator. St Michael is a Martial God and his worship demands that all his priests are in some fashion able to support the battle against darkness, either by direct conflict or through support roles, such as Healing and as a result all the Spheres of Spirituality available to the followers of light are employed by the priests of Michael in their crusade. It is interesting to note that at this time, the Church, unlike those of Shaehan and Elbereth, has few exponents of vivemantic powers but it does have a reputation for training warriors infused with a particularly violent form of fanatacism. The Church is based in the Imperial Capital of Halgar and has its Cathedral there, though strangely the main Tryst Temple backs onto it. Unsurprisingly another fundamental belief of the Church most is the vehement opposition to worshippers of the Destroyer, the antithesis of the Creator.

Church of Shaehan
Prerequisites: Goodly non weapon using priest. Lawful Good Miracle List: st 1 : Cure Wound, Detect Spirits Nature, Halt nd 2 : Cure Serious Wounds rd 3 : Cure Disease, Talk to Spirit, Dismiss Ghoul, Protection From Spirits, Spirit Shield, Bless 4th: Heal, Spirit Shift 5th: Dismiss Wraith, Remove Fear and Paralysis, Spiritual Invisibility th 6 : Total Heal, Dismiss Vampire, Spiritual Freedom th 8 : Restore Life Ethos: Shaehan is the Goddess of healing, mercy and charity. Shaehan priests will cure all who ask for it, though may ask those of evil alignment to repent before doing so. The priests have a similar outlook to Hospitallers but realise that fighting is a way of life for many and thus will not always try to stop a fight, although they will advise against it, and will 'tidy up' afterwards. They must never kill, or they will be instantly excommunicated by the goddess, unless it is against undead or evil supernatural creatures that are antagonistic. Above all Shaehan priests believe in healing, mercy and the right of life regardless of alignment.

Heroes of the Empire


More details are to be found in the Labyrinthe monthly publication The Companion. HotE is the Play By Mail game that fills in the world background. It follows up the actions of mercenaries when they are not actively adventuring. It is through this game that the Empire and its Cities are governed.

Primus
More details about the Primus are to be found in the Labyrinthe Source book: The Realm of Glass and in the Labyrinthe monthly publication The Companion. Primus is the world upon which the Empire rests. It is greatly varied in its nature and seems to be continually under attack from other worlds. Popular theory holds that the City of Halgar sits at the centre of the Empire of The Throne of Glass, The Empire sits at the centre of Primus and that Primus sits at the centre of the Exostance making it mystically a very important place, hence the continual attack from other worlds. To the average Mercenary though it is simply home.

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The Empire of Labyrinthia


The Empire is owned by the Nobility, presided over by the Emperor (or at the time of writing, Empress) and run by the Senate. There are various bodies within the Empire that are dedicated to serving the Empire for its protection. The General Inquisition, The IMC (Imperial Military Command), The Judiciary and the Chancellery or work towards the welfare of the Empire. Other bodies exist, though the nature of these is sometimes somewhat shadowed

The Empress / Emperor


The Empress, also referred to as the Mistress of Primus and Grand Duchess of Halgar is the ultimate authority in the Empire. Peon Folklore also attributes great mystical importance to the Mistress of Primus.

The Senate
A body of seven politically powerful individuals responsible for the general running of the Empire.

The Council Of Nobles


The Nobility are the actual owners of the Empire. Often silent, they are happy to let their appointed representatives, Empress, Mennihaft and Senate run things but as a body politically they have the ultimate say in what the Empire is and what direction it takes. When dealing with Imperial politics it is very important to remember that the Empire is feudal in nature and most definitely not a Democracy!

The Inquisition
The General Inquisition is the Imperial body responsible for monitoring supernatural threats to the Empire and at this time is the Imperial Body most closely linked to the Mercenary Caste.

The Imperial Seers


Whilst technically merely a department with the Inquisition this is mysterious body is extremely powerful. Its precise function is not generally known but it is accepted that is a bad thing to cross the Imperial Seers who are instantly recognised in their Black Robes, hands often hid in black gloves. There seems to be a certain amount of animosity between Members of the Mercenary Caste and the Imperial Seers.

The IMC
The Imperial Military Command is responsible for organising the armies and mass defence of the Empire. It also controls the Legions and the small Imperial Navy.

The Judiciary
The various Magistrates and Watch Captains responsible for maintenance of Law within the Empire.

Imperial Cities
The Empire is split into five provinces which contain the following twelve Imperial cities: Heartlands: Halgar, Gothiel and Mordreds Rest North: Deci, Alguz, Eartholme and Keys East: Scarlene and Port Miere South: Thimon and Sellaville West: Bildteve Cities of note that lie close to the Empire are the Independent City State of Trollsville, though this is actually a mighty living forest rather than a human city and Takalia, a Baronial city just across the border.

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The Southern Baronies


More details are to be found in the Labyrinthe Source book: The Dominion of the Circle. At this time the southern border of the Empire is marked by a mountain range that stretches east to west from the Xathrean Ocean to the Tigrean Sea. Nestled in this mountain range hid in its depths is the small but fiercely independent Dwarven Kingdom of the wise Queen Gerehaxe. Beyond that Kingdom lie the Southern Baronies. Until recently the Empire was at War with the Baronies and only with ongoing efforts by reconciliatory factions in each nation has a peace been reached. The Southern Baronies are a very militaristic place due to constant Demonic Invasion. However it is also a very gothic realm. All use of supernatural power is guided by a mysterious gathering known simply as The Circle. Those strong enough to raise an army and take and hold land become its Barons. Their duty: To defend against the Foe, Demons from another world, and to hunt down the troublesome Fey Creatures that inhabit its misty wildlands and ancient forests. Note: All Baronial characters must maintain an appropriate accent, costume and behaviour at all times. Any found not doing so will, at the least lose all Baronial benefits but retain all racial disadvantages.

The Ishmaic Confederacy


More details of the Confederacy are to be found in the Labyrinthe source book: The Land of the Seven Winds. West of the Empire, across the Tigrean Sea, lies the desert continent of Ishma, a magically charged land where the power of the Elements and Dragons rule supreme, a strange and wondrous place. Home to the descendants of those Banished from the Empire or those who fled from the gaze of the Emperor when they fell into disfavour. The Ishmaic Confederacy is a young nation but lives in an ancient land steeped in mystery and inhabited by strange creatures strong in magic and adapted to living in a desert land. Long considered a place of death, Ishma was used for long years as a place of exile. When Cerus Amora formed the Empire, large groups of people who would have suffered under his regime fled the ruins of the Magiocracies in whatever ships they could scrape together and arrived upon a land whose nature was far different from the green lands from which they had been banished. Composed of a rolling wasteland the land of Ishma is thought to comprise at least half of the mysterious continent in whose centre lies the Athfash Ban Mir, a spiralling storm of mana from which the power of the Dragons is said to enter Primus. The people of Ishma have a harder time of it even than those of the Baronies who at least enjoy a life of relative fortification against the hostility that surrounds them. Dry and arid, Ishma does not even offer the basic needs to survive that those of the central continent accept as being the norm. Note: All Ishmaic characters must maintain an appropriate accent, costume and behaviour at all times. Any found not doing so will, at the least lose all Ishmaic benefits but retain all racial disadvantages.

The Far North


The Far North is a vast icy wasteland, covered mostly by a region referred to as The Chilling Fields. Said to be larger than the sum total of all the land settled and claimed by humanity, the distant Far North looms above the Empire like a hungry troll faced with a feast of helpless goblin flesh. Wild and hardly touched by the civilisation of its more southerly neighbours, the Far North is not a nation but rather a place of such variety and such persistent cold that only the most prepared of mercenaries seek to enter its vastness from the more relative safety of the Empire. For within the immensity of the Far North, the only faces that might seem familiar are those of the tribes, and even though these would seem to share some kinship with the people of the Empire, most would never consider such an association kindly. Here lie the many claimed lands of unknowable variety. Orc hordes and troll tribes are just the most familiar of what might be encountered as, the further within the misty lands a mercenary goes, even the touch of the sun can become a story believed only by the credulous.

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Guilds
More details are to be found in the Labyrinthe publication The Guild Directory. Within the game world there exist a number of Guilds. Membership of these guilds grants a certain brotherhood. Should you be adventuring with fellow members of your guild, you can usually expect them to do their best to help you and look out for you. You are of course expected to do much the same for them. On top of this the Guild Master is often on hand to offer help in the form of advice or basic equipment which you might not initially be able to afford, of course it is expected that when youre better off you make donations to your guild master so that he can help other new guild members. Few Guild Masters are never-ending founts of grulls. The second benefit of membership of a guild is training or supernatural gifts of power. The guild can provide you with additional skills or training options that otherwise you might not have access to or would be harder to acquire. The current powers granted by guilds are listed and regularly updated in The Guild Directory. There are three classes of Guild: Professional, Political & Social

Professional
Membership is based upon your character class, E.G. a Warriors Guild, A Wizards guild and so on. Churches fall into this category and without doubt are the most numerous of the Professional Guilds. This is due to the fact that in order to gain spiritual powers a Priest, unless a Hermit, must always belong to a Church. These tend to be the most stable of the guilds and least susceptible to fading away due to lack of active membership.

Social
These range from tribes and clans to Knightly Orders and so forth. They can represent characters with familial ties and often similar backgrounds, who work together due to closely matching attitudes.

Political
These are characterised by groups of Mercenaries who share similar political beliefs and might represent characters with similar aims but often differing backgrounds.

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Advanced Advanced Classes


What follows are brief descriptions of more advanced classes. The full rules for playing these are in other publications.

Warrior Classes
Only the most basic details for these classes are listed here.

Unholy Champions
Unholy Champions are Warriors who champion the forces of darkness and are dedicated to the spread of evil. They are mean, nasty and malicious and have absolutely no scruples. They are dedicated to the eradication of good. They will use any means available to further their own personal power. As a result of their truly dark natures evil spirits are drawn to them and they are able to innately call upon them to duplicate those powers available to Evil Priests. In battle they are capable warriors, able to fight for their own ends with as much fervour as is necessary to annihilate their opposition, but their preferred combat techniques involve treachery, betrayal, deception and poisoned blades.

Budoka
Budoka are the less disciplined, although perhaps more heroic warriors of the Oriental World. Their martial skills are not unlike those of the monk but, where monks contemplate Inner Strength and learn martial arts as a way to achieve better mind over body control, Budoka study martial arts for the sake of skill and fighting prowess, with little or no concern for the inner serenity sought by many of the Orient.

Cavalier
Cavaliers are the followers of the Code of Chivalry. As such they can be of any Lawful Alignment. Even an Evil Cavalier follows his code to both the letter and in the spirit. Cavaliers will only ever wear metal armour of Master crafted quality. As a result of their strong code Cavaliers gain certain benefits normal warriors do not.

Duellist
The Duellist is the flamboyant warrior in the style of 'The Three Muskeeters'. He must role-play an excessive lifestyle, being obsessed with duelling, carousing, being loud and being extravagantly dressed in floppy hats, silk shirt and breeches.

Kensai
From the Orient come Mystic masters of the Blade, the Kensai, who have dedicated themselves to the use of the sword. A Kensai must choose one particular sword to be proficient with. This may be the No-Dachi (Two Handed), Katana (Bastard), or Wakizashi (Short). A Kensai may only use a sword in each hand if the chosen weapon is a Wakizashi. For game purposes, any one-handed sword is a wakizashi.

Monk
Monks are a sub-class or warrior dedicated to self-discipline and martial prowess. They are the equivalent of the Shaolin Chinese order in the middle ages. Although they have many class restrictions they can be one of the most powerful classes in the system at high level. A monk disdains magic in general, and anywhere in his immediate surroundings. He is strong in spirit, mind, and body and he is able to resist many of the things that can affect him through those avenues. Being extremely agile as a result of his intense training and self-discipline, he can avoid all but the most powerful blows; and by being selective about the weapons he uses, he becomes a fearsome warrior. Monks lead extremely disciplined focused lives, with many severe self-imposed limitations and restrictions. The Three Orders of Monk: The First few generations of Monks came to the Empire from the Eastern lands. The three orders that represented the principle beliefs of those monks are named in brackets, since what they stood for has a wider following outside their own temples now. As is inevitable with time, native Imperial citizens have taken up the teachings but made their own interpretation of the philosophy and teachings. The Bright Path (The Order of the White Hand): These are an order of lawful good monks dedicated to the protection of all the good creatures of the world by the use of their skills and powers. The Balanced Way (The Order of the Grey Mantis): These are an order of lawful neutral monks dedicated to seeing that we live in a neutral world and law is triumphant. The Shadowed Trail (The Order of the Black Tiger): Monks of this Order believe in the spreading of evil, for only in an evil world can the powerful truly enjoy power.

Paladin
Paladins are Holy Warriors, Champions of the forces of Light, dedicated to the protection of the weak, the furthering of the ways of good and the eradication of evil. They are blessed with certain spiritual powers that often duplicate those available to Good Priests. The class of paladin has many benefits, however it also has severe restrictions: 71

1 2

Paladins must be Lawful Good in alignment. A paladin may only ever own three items regardless of type and are expected to give all money away, either to NPC goodly causes (the desk, or in Heroes of the Empire) or to church funds, though this should not be abused. Players whose paladins battleboard with sackfuls of potions given to them by their High Priest will be judged harshly by their referee.

Players intending to play a paladin should realise that referees will be harsh on judging your actions, always watching for less-than-perfect behaviour. Should a paladin ever perform a malicious, cowardly or just plain evil act and receive a black mark, then the paladin will fall from grace and lose his paladinhood. This means loss of all paladinic abilities, and a permanent irremovable 2 Curse of Conscience. Paladins can fall from grace very easily, as they are judged so harshly.

Wind Dancer
This class of warrior is specific to Ishmaic Humans and details are to be found in the Labyrinthe Source book: Land of the Seven Winds. They are a fighting caste who have focused on a particular style of combat.

Scout Scout Classes


Only the most basic details for these classes are listed here and rules and further details for playing the Scout classes are to be found in the Labyrinthe source book: At The Sharp End.

Beggar: Hanot Caste


The Beggars of The Empire are a strange brood, split into two castes within each city. First are the traditional Hanot Caste Beggars, men and women who are simply down on their luck transients, paupers without the will or means to work, often invalided troopers, or injured peons.

Beggar: Kallah Caste


Kallah have arisen from the same circumstances as the Hanot. They may not join open guilds, although a Kallah beggar gains certain other powers dependent on their city of origin as a boon from the City-Spirit of that city. This benefit will be listed in the Labyrinthe monthly publication The Companion and is prone to change as the City-Spirit changes or evolves.

Leywalker
Leywalkers are those who serve nature in a solitary fashion, walking the paths that they alone find, and aiding those would aid nature where they can. Their dedication to the service of nature grants them certain druidic powers, while their education and inclination give them some skills natural to Scouts.

Rogue
The rogue is possibly either a mage too lazy to study who dropped out from school and who took up thievery, or a scout with a natural talent for magic. In either case, they have a fair degree of magical skill and knowledge, and have also picked up various techniques of the scout. Rogues have innate mana, but may not buy runes from the armoury. The rogue must gain all his runes as specialists - even grey ones, and is limited to five, exactly as a wizard. In addition a rogue starts off with Detect Magic as a cantrip.

Spy
Spies are those who not only have appropriate skills suited to surveillance work, but are also able to use certain natural mental talents to enhance their success. Many races have a potential for Psionic activity, a potential which is usually only explored in a few individuals. Spies have an unusually strong potential for neuronic power, but this is mostly untrained, and exhibits itself only in certain ways useful to their profession, often used intuitively or even unconsciously to their benefit.

Wayfinder
The Wayfinder is a spiritual scout. They have limited priestly talents in a similar way to a Spirit Warrior, and skills in various scout activities. A Wayfinder cannot use any spiritual ability while holding a magical object or sharp weapon, exactly as per Spirit warrior. Provided they can do so, they are able to use spiritual scrolls and talismans, in the same way as a Spirit Warrior can.

Priestly Classes
Only the most basic details for these classes are listed here and rules and further details for playing the Priest Class are to be found in the Labyrinthe source book: Words From Above.

Hospitaller
The Hospitaller is unable to use weapons or wear any armour. They are staunch pacifists and will never accept violence as a means of achieving anything. They will always act to prevent violence wherever they can and are always goodly in alignment. As a result of this dedication they have 6 spirits per level.

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Armoured Priest
The Armoured Priest is identical to the Pure Priest except that he can wear certain types of armour but only gains 4 spirits per level. He can wear any armour up to Chain mail and has a Max AC of 7.

Battle Priest
The Battle Priest is a bit more skilled in combat than a warrior priest but only gains 2 spirits per level. He can wear up to chain mail and must only use blunt weapons and has a Max AC of 8.

Crusading Priest
The Crusading Priest is yet more skilled in the fighting arts but only gains 1 spirit per level. He may wear any armour but can only wield blunt weapons and has a Max AC of 9.

Hermit Priests
Only the most basic details for these classes are listed here and rules and further details for playing the Priest Class are to be found in the Labyrinthe source book: Words From Above. The Hermit Priests are a class of lone priest. They do not need to draw power from organised worship of a guild but rather construct their own personal miracle list. This list must be passed by the Game System Manager and once constructed cannot be changed. Details on how this is done are to be found in Words From Above.

Friar
A friar may be a wandering hermit priest or normal priest guild member. The friar differs from a normal priest in that he is by nature lazy, tends to gluttony and is lax in his spiritual devotions. Due to his laxity, a friar gains spiritual discerns two levels later than other priests, and must be 4th level to read scrolls. He can never make scrolls or items. He only ever uses a staff as a weapon, cannot wear armour with metal as they restrict the belly too much and cause indigestion. A friar spends all money he receives on food and debauchery. He is therefore always poor, and cannot purchase any equipment other than his armour. A friar has 3 Spirits per level, can wear armour up to stiff leather only and has a Max AC of 8.

Grey Warden
Grey wardens are a neutral variant of hermit priests. As such they must seek to preserve the perfect balance between good and evil. They spread evil where there is good and good where there is evil. Grey wardens act as hermit priests in all respects, including gaining 5 spirit points per level, except that their miracle list must contain 30 neutral, 15 good and 15 evil spirits. Grey wardens must dress in grey or similarly neutral colours, or alternatively balanced black and white. It is essential that their appearance presents a balanced image. Breaking their restrictions would cause them to lose their th neutrality and become ordinary hermit priests without the ability to cast 8 level miracles.

Guardian of the Balance


Guardians of the balance are martial Grey Wardens. They have exactly the same attitude towards miracle use and alignment as grey wardens do, and generally follow all grey warden restrictions and benefits listed above, except that they have only 2 spirits per level, and calculate life and weapon-skills, armour use and max AC as if they were battlepriests.

Hermit
Hermit Priests are the basic form of lone priest. They are Pure Priests who do not belong to any Church. They have armour and weapon restrictions as a Pure Priest and also have 5 spirits per level as a Pure Priest.

Shaman
Shaman are tribal Pure Priests, the voice of the tribes Totems and they offer the tribe spiritual guidance. Their capacity for spiritual power can be quite astonishing. They gain 1 Spirit Per level per tribe member adventuring with them. E.G. an 6th Level Shaman with 9 Tribe members, including himself would possess 54 Spirits (6 x 9). A Tribe may only have a single Shaman. A Shaman must always be of the opposite alignment to the tribes Witchdoctor on the Good / Evil scale, so a tribe that possesses a Goodly Witchdoctor will have an Evil Shaman. See Witchdoctor pg 75.

Vivomancer
Vivomancers are a branch of Pure Priest peculiar only to the Elysian race. They possess the ability to cast Magic and Spirits in combination to produce mantic Miracles and Mantic Spells. Mantic Miracles will affect creatures without spirits, E.G. Elves and Mantic Spells will affect creatures not normally affected by Magic, E.G. Wights. They possess 3 Spirits per level and half the Mana of a Wizard of the same level. Humans may not be Vivomancers.

Witch
Witches cannot wear armour and the only weapon that they may wield is a cudgel. They have 3 Spirits per level but are also gifted in the brewing of potions and gain Scout Skills related to potion making (See At The Sharp End for potion making rules)

73

Metallic Wizards
In addition to the Elemental Wizards there are Drake Wizards, some times referred to as Metallic. Whilst the Elemental Wizards draw power from the Mana Dragons, the Hue Wizards draw power from the Mana Drakes. Legend has it that the Mother of the Dragons laid two clutches of eggs. The first gave rise to the Mana Dragons, the second, far younger clutch gave rise to the Mana Drakes, who due to their youth were Initially weaker than their older siblings. At the end of the Second age the Silver High Wizard Anacrites embarked on a series of missions to strengthen the Silver Drake. As a result, when the Third Age Dawned, following the Death of Magic the Silver Drake had matured into a full Mana Dragon; it is still part of the clutch of drakes however, and listed here. Interestingly Drake Magic is subtly linked to emotion.

Bronze Wizard
Alignments: Bronze Wizards may be CN, LE, NE or CE Ethos: The Bronze Drake believes in power of dominion over others and forcing animate objects to obey his will.

Gold Wizard
Alignments: Gold Wizards may be LG, NG, CG or LN Ethos: The Gold Drake represents the use of mana to personally help the target. He is a beneficial Drake and his wizards reflect that power. Happiness and the joy of friendship is often associated with Gold Mana.

Ivory Wizard
Alignments: Ivory Wizards may be LG, LN or LE Ethos: The Ivory Drake grants power to the people willing to follow his particular code of honour and in return granting might in battle.

Ebony Wizard
Alignments: Ebony Wizards may be CG, CN or CE Ethos: The Ebony Drake is the mortal foe of the Ivory Drake whose followers believe in the use of stealth, subterfuge and deception to slay his opponents.

Silver Wizard
Alignments: Silver Wizards may be LN, NN or CN Ethos: The Silver Dragon is an insatiably curious creature, whose power may be used for divination and information acquisition.

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Wizardly Classes
Only the most basic details for these classes are listed here and rules and further details for playing the Wizard Class are to be found in other publications, including the upcoming revision of The Wizards Grimoire.

High Wizards
High Wizards are identical to normal Wizards and have the same choice of elements that they may call upon or use. However due to scholarly dedication they count as being a level higher for calculating their mana and their casting level. They are quite opposed to the use of spells for martial means and regard the use of magic on martial grounds as the last resort. They are scholars and are often skilled artificers.

Power Master
Power Masters are often described as Magic Monks. They have the same style of training as a Monk but also a natural disposition to be able to manipulate one of the four elements: Fire, Air, Earth & Water and are capable of limited spell casting. Obviously they do not suffer the Monks' disdain for the supernatural. They use mana through intuition rather than study.

Power Warrior
Power Warriors came from the same school of thought as the Power Masters. Similar in nature to Paladins and Anti-Paladins they have innate magical powers and follow either the Jewel or the Gem. Those who follow the Way of the Jewel are Champions of Light and those who follow the Way of the Gem are emissaries of evil and darkness.

Sorcerer
Sorcerers are peculiar to the Ancient Folk race, and thus humans may not be Sorcerers. They have an unusual school of glyphs, specialising in the summonation of elementals. They are highly skilled in this and are capable of summoning any colour of elemental. They are a martial type of wizard and capable of wielding a sword or battle axe without weakening their magical powers.

Warlock
Warlocks are highly martial Mages. They possess half the mana of a wizard, but have several skills possessed by warriors. They often champion their Dragon or Drake to such a degree as to seek to destroy mages of the opposite element, and usually revel in martial prowess, whether by weapon or spell. They have a greater tolerance for metal than a normal wizard, and are capable of wielding a bastard swords worth without detriment to their magical powers. However, they are only capable of casting Offensive Spells, those that either directly harm an opponent or hinder their opponent in combat, and are unable to cast even the simplest of defensive spells.

Witchdoctor
Witchdoctors are tribal Wizards and fulfil a very similar role to that played by the Shaman. Their capacity for magical power is no less astonishing than that of a Shaman. They gain 2 th Mana Per level per tribe member adventuring with them. E.G. an 6 Level Witchdoctor with 9 Tribe members, including himself, would possess 108 Mana (12 x 9). A Tribe may only have a single Witchdoctor. A Witchdoctor must always be of the opposite alignment to the tribes Shaman on the Good / Evil scale, so a tribe that possesses a Goodly Shaman will have an Evil Witchdoctor. See Shaman pg 73.

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Post 8th Level Development


Only the most basic details for post-8 level development are listed here, and rules and further details for further th Development are to be found in the Labyrinthe Post 8 Development publication. Post-8 Development is one of the most exciting and flexible parts of the Labyrinthe System. Although characters do not th th th attain any levels above 8 level, once they reach 8 a whole wealth of options becomes available to them. Pre-8 the choice of abilities was pretty much fixed by the player's initial choice of class. Once you have reached 8 level you will need to have the details of your character transferred from a Yellow Card to an th 8 Level Green Card. These Green Cards are quite similar to the Membership Card that you will already have. They have details for Player Name, Characters name, Character Class, Character Race, Character Number, Guild th Membership and Res Chance. They also have a space detailing how many points you have accrued in total above 8 level, and boxes for showing how you have spent these points. When you spend points you write the relevant ability into one of these spaces and its corresponding cost onto the card. Once abilities have been bought they cannot be changed. When you get you character transferred it is important to keep a record of these details. If you for any reason lose your card then it is these details that are used to issue a replacement.
th th th

Standard Post 8th Level Development


What follows is a very small sample of abilities available for purchase post-8 . For more details consult the Labyrinthe th th Post 8 Development Book, which contains a much larger index of abilities for all thresholds. Specific post-8 abilities are also listed in the various other publications, such as priestly abilities in the Words from Above book.
th

must first have attained a specific number of points. As soon as a character reaches 8th level he may purchase abilities from Table 1. Points 0 200 250 275 Table 1 2 3 4 Points 450 600 650 1,000 Table 5 6 7 8 Points 1,500 3,000 5,250 7,500 Table 9 10 11 12

Table Thresholds Abilities are graded from low points, low power abilities to high point, high table skill and powers. These are determined/set out in tables. These are referred to as Thresholds. To buy abilities from a particular threshold you

For example an 8th and 282 points past character can buy from tables 1, 2, 3 and 4

General Post 8th Abilities


CLASS
ALL

ABILITY DESCRIPTION
Rebirth - player character can restart character at 1 level with same memories but with no abilities. This cannot be done on the same dungeon that character dies and takes at least a day. Buy specialist skill of own character class not already acquired +1 Max AC (Max 12) where wearing Master crafted Armour. This is cumulative with other max AC increases up to max AC 12. Immunity to alignment change except through Spiritual Mastery - half cost for Paladins and A-Ps Large Lung Capacity - Character can hold their breath for up to 5 minutes. Trusty Old Weapon - The first non-item weapon (of type specified when ability bought) that the character begins the adventure with is immune to Shatter, Rust, Disintegrate and Warp until the end of the adventure. If this weapon is somehow destroyed or lost before the end of the adventure, the character gains failure points for the mission (but gains a new weapon for the next adventure). +1 DAC (Total) +2 DAC (Total) from +1 Burst of Strength - 1/day for 5 minutes character gains +1 stackable strength (max. +3!), but for the next 15 minutes afterwards is reduced to a maximum of +0 strength. Superstitious Nature - Character may not use any form of magic spell, innate ability or item, but may sense magic 20 radius at will (Yes / No answer, not locational) and gains +1 MAC. Character is feared for 5 minutes if directly attacked by visible magic, to which immunity to fear does not apply. Brute - Character is very stupid (akin to ogre intelligence) and may not cast any form of supernatural effect, including spells, miracles, neuronics, earthpower or ki powers even from
st

POINTS
10

ALL ALL ALL ALL ALL

40* (1 / Skill) 15 40 (20) 20 25

ALL ALL except Wiz ALL ALL

35 +40 35 40

All bar Ogre and Troll

50

76

CLASS
All bar Folk ALL exc. Subclass Silver

ABILITY DESCRIPTION
items. Character gains +1 stackable strength (max. +2), +6/2 life and +1 innate PAC. Animal Friend - Character will not attack normal (not giant) animals save in purest selfdefence, and will encourage others not to do so. No normal animal will attack the character save in self-defence. 1 extra level of TBLP/Loc. Life, calculated as the same as the gain of your final levels life progression, buyable only once on this table (grants max of +5/2) Weapon Mastery
st

POINTS
90

War.

40 40* (1/ wpn)

ALL except Wiz

Warrior Post 8 abilities


CLASS
Warrior Subclass Warrior Subclass Warrior Subclass Warrior Subclass Warrior Subclass

th

ABILITY DESCRIPTION
Enhanced reflexes +3 (total) from +2 Any Warrior handbook specialist skill not on Table #1 Enhanced stamina, +12/+4 (total) from +6/+2 Max AC increased by 1 to +1 (total) +1 Strength (total) Allows a character to inflict an extra grade of damage and may be used to carry dead, inert bodies, or willing bodies. Strength should not be used to restrain or push anyone around; Grappling is not part of the game system! Weapon mastery shield, +1 front MAX. AC. (Max. D. A. C. = 6) Sword Brother, two warriors must buy this simultaneously, and the fellow warrior must be named on the character card, grants tell wounds as per the druid upon each other (only) and +1 DAC when together May use strength with bow Enhanced Perception, grants immunity to an attack or an enemies defence which is based on sight, (E.G. Bedazzle) except for blindness May use strength with bow

POINTS
+45 40* (1/ Skill) +45 20 70

Warrior 1st Class Warrior only Archer Ranger Ranger

40 50

120 80 140

NOTE: Rangers purchase most abilities as warrior subclass, but may buy life, Max AC increases and Dexterity AC as if a Warrior.

Scout Post 8 Abilities


CLASS Any Scout, Wayfinder Assassin Any Scout, Wayfinder Any Scout ABILITY DESCRIPTION Additional Standard Skill Standard scout skill Additional Specialist Skill May take an additional specialist skill that is normally available to them. +1 Backstab The Backstab skill grants +1 base damage grade to blows stuck from behind by the user. It may be applied to H or MP attacks from behind. It may also be applied to blows struck versus completely helpless targets. Backstab +2 from +1, now adds +2 base damage grades to blows stuck from behind, with the same conditions as +1 Backstab +1 Skill Level in (skill) Raises the skill level in a single standard skill possessed by 1. Although this ability is asterisked, it may only be bought once for each given skill. +2 from +1 Skill Levels (From +1 skill level above) Increases the skill level in a single standard skill by another +1, making +2 in total. Although asterisked, it may be bought only once for each given skill. 1st extra level for calculating damage suffered by spell caster 2nd extra level for calculating damage suffered by spell caster 3rd extra level for calculating damage suffered by spell caster Utilise small shield (max 24 in diameter) may not utilise backstab skill or B class weapon with the shield. Spirit Sense: As 6th Sense, the Wayfinder is peripherally aware of creatures passing in his rear arc even if they are shifting or not visible the user may respond to creatures with spirits moving in his rear arc with their hands in the air as if able to sense their presence POINTS 20* 30* 40* 40

th

Assassin, Kallah

+45

Any Scout

20* (1 / Skill)

Any Scout

+25* (1 / Skill) 35 +40 +45 50 40

Scout Scout Scout Any Scout Wayfinder

77

Wizardly Post 8 Abilities


CLASS
1st Class Wizard

th

ABILITY DESCRIPTION
Apprentice bonding. Two wizards must buy this simultaneously, and the fellow wizard must be named on the character card, the apprenticeship grants the apprentice +3 MP of the colour of the Master, the Master (who must buy this ability on table 9) gains +1 casting level in his colour only. Both Wizards must be the same primary colour. Magical Focus, whilst one or both hands are holding a non weapon or shield magical focus and neither are holding a weapon, usually a wand, non combat staff which is never used to strike blows or similar, the character temporarily gains 2 casting levels until the item is put down again. This ability is usable at will but not during research of new spells. An excellent phys rep is required. Should the phys rep not be excellent or used to strike or parry a blow, the points on this ability are lost and wasted. Draconic Advocate. +1 level of mana and casting cumulative with the table 9 and 12 abilities. May not path or multiclass outside the wizard bracket, may not buy as any ability except those available to wizard or All classes. May not path or acquire mantic power points. Make one other minor item, or major if minor already taken May purchase extra glyphs with points - 10pts + 5 points / mana point Instead of Dying from overcasting the character is reduced 1 TBLP from dying and loses 10% restore life chance. The character is also unable to cast any more spells that day. +5 (total) non-grey non-opposite spells into capacity Extra mana +10 (total) Extra mana +19 (total) from +10 Discern associated mana points (self) Weapon mastery with Sword of Power or Sabre of Light and Truth or Sabre of Darkness and Deceit. +1 level for calculation of spell-casting damage only +2 levels for calculation of spell-casting damage only, from +1 +3 levels for calculation of spell-casting damage only, from +2

POINTS
15

1st Class Wizard

45

1st Class Wizard

125

Wizard Wizard Wizard Wizard not Warlock Wizard, Warlock Wizard, Warlock Wizard, Warlock Wizard, Warlock Wizard, Warlock Wizard, Warlock Wizard, Warlock

30* Special* 50 50 40 +40 20 40 35 +40 +45

Wizard / Warlock Innate Spells Wizard Cost: 9 pts / Mana Point / Day Warlock Cost: 12 pts / Mana Point / Day Effect: As handbook - includes life point loss Verbal: Full handbook verbal Gesture: As handbook Any Wizard or Warlock may elect to learn some of their spells innately, such that they can be cast without any mana point cost, but still with any associated life point cost. Only handbook spells may that are already known by the spell caster may be chosen, and they must be either of their own colour or grey - a Red Wizard cannot learn Dancing Venom Sword innately, or even Disintegrate (range). A Grey Wizard may select different spell innates from each colour already known, whereas a Warlock may only select offensive spells from those already known.

Priestly Post 8 Abilities


CLASS
1st Class Spirit Warrior Evil Priest Priest Priest Priest Priest Priest Priest Priest Priest Priest Priest

th

ABILITY DESCRIPTION
Once a miracle tree has been completed once (one of each innate has been purchased), may purchase unlimited numbers of each miracle innate, without needing to have more of earlier miracles Discern as a particular handbook undead at All times (even if not) If the character is actually undead then this ability cannot be used. level loss from Restore Life or Touch of Death 1/3 level loss from Res. Life or Touch of Death - must have level loss Additional miracle for Priest - 10pts + 5pts/power point Standard discern abilities ranged to line of sight, not Recognise Spirit or Discern Nature of Wounds Discern nature of wounds (20' range) Discern associated spirit points (self) Discern poison within a spiritual being Remember unknown undead types - list kept by Priest 1st level of extra spirits (minimum = 4) 2nd level of extra spirits (minimum = 8, must have 1st level first) 40

POINTS

50 30 +30 Special* 10* (1 / Disc) 20 20 30 30 40 +45

Priest Innate Miracles Cost: 10 points / spirit point / day Verbal: Full standard verbal Gesture: As handbook Effect: As handbook - includes life point loss 78

Any Priest may elect to learn some of their miracles innately, such that they can be cast without spirit cost, but still with any associated life point cost. The Priest may select only handbook miracles, and the miracle must be either on the th Priest's Guild list or it must be one that the Priest has learnt at 8 level. The only exception to these rules is for Spiritual Warriors, who have restricted casting ability and must build up their spiritual power in the following ways: There are ten miracle trees available for Spiritual Warriors. In order to learn a specific miracle they must find the tree that the miracle is on and build down, learning every miracle from the top down to the miracle the required miracle - you cannot miss out any miracles on the way unless asterisked. A Spiritual Warrior cannot learn any innate on a tree more times than any previous (lower or same level) miracle on that tree has been learnt. Innates also cannot be cast if a magic item or a sharp weapon is being held. Selection of miracles is allowed up to the maximum Guild list miracle on a tree. In order to learn any more on a tree the Spiritual Warrior must pay to add the miracle to their miracle list (see Table #1) and only then can they learn it innately. If the Spiritual Warrior is unguilded then they use the Independent miracle list. Spiritual Warriors, like any other Priest, can only belong to one spiritual Guild, so if they are excommunicated then they lose the ability to cast any innate miracles on the previous Guild list or any extra miracles learnt whilst a member of that Guild. If the Spiritual Warrior acquires any Extra Spirits from the Post-8th tables then these can only initially be used in the manufacture of either scrolls or items, and not to cast miracles directly. Force Halt Stasis Spirit Bolt Voice Of Power Remove Voice Of Power Healing Cure Light Cure Serious Cure Disease Heal Total Heal Regeneration* Restore Life Warding Prot. From Spirits Spirit Shield Rune of Power Minor Ward Spirit. Invisibility Major Ward Necromancy Animate Zombie Animate Skeleton Create Ghoul Create Mummy Summon Wraith/Wight Summon Vampire Control Control Zombie Control Skeleton Control Ghoul Control Mummy Control Wraith/Wight Dismissal Dismiss Zombie Dismiss Skeleton Dismiss Ghoul Dismiss Mummy Dismiss Wraith/Wight Dismiss Vampire

Causing Cause Minor* Cause Light Cause Serious Cause Disease Cause Grievous Suspend Life Touch of Death

Communication Det. Spirits Nature Spirit of Seeing Spirit of Seeing/Hearing Talk to Spirit Detect Lie* Communication I Conceal Lie* Reveal Truth* Communication II

Benediction Temporary Bless Bless Befriend Spirit


Remove Fear/Paralysis

Spiritual Freedom

Dominion Temporary Curse Curse Cause Fear Beguile Spirit Spiritual Mastery

Elven, Drave & Faerie Post 8 Abilities


RACE
Drowe, Dark Elf Elf Elf Elf except Drowe Drowe Elf

th

ABILITY DESCRIPTION
See through All forms of Supernatural Darkness at All times Skill level in Make Lembas increased to +1 (total) Skill level in Make Lembas increased to +2 (total) from +1 Double number of times Elf may use handbook Elven abilities. bonuses, E.G. Light Elves gain an additional point of DAC Double number of Drowe abilities (not returner)

POINTS
80 25 +30 60 80

Also doubles racial

NonNon-Standard Post 8th Lvl Development


A Basic Guide to Yellow Paper
By Paul Chapman Firstly, understand that you are opening a can of worms here. Once you cross this threshold, you can never go back, but it will take you years to truly master the points apps system. It is the most complicated and, to many, the most exciting th aspect of the Labyrinthe system. OK as you will have seen in the previous section, post 8 level there are a number of abilities that you can buy with points, their availability being based on your threshold level (see Table Thresholds pg 76), class and race, with other secondary factors. These are standard or published abilities. In my opinion the very best thing about the Labyrinthe system is that you are not limited to the published abilities and can make up your own abilities! So if you have an idea which you feel is appropriate for your character and you would like him to be able to do, you can try to get it as a non-standard ability, or points app as theyre commonly known (from Points Application - read on).

79

Of course, you cant just have any old ability, or the system would be a random mess of people who were all unkillable and could kill anyone just by looking at them. Thus someone has to decide whether its OK for your character to have any given ability, and how many points it should cost. The person who does this is the Game System Manager (GSM). The GSM bases his decision as to whether its OK for you to have the ability on a number of factors. As already mentioned: Your Threshold: The more experienced your character becomes and the more of the power of legend he gathers to himself, the greater the magnitude of the powers he can wield. Look at the tables for examples - on Table 1 you can buy relatively minor developments such as additional specialist skills and jumps, whereas on Table 12 you can buy abilities which are almost godlike and have big heroic names (e.g. Justice of the Kings). There are ways of getting more powerful abilities earlier, but this is an advanced subject not suitable for this introduction. Your characters base class: Generally said, a priest can get spiritual abilities many times more easily than he can get physical abilities. Nonetheless, a second weapon mastery for a Table 10 warrior priest would be a perfectly sensible ability, even though its a warrior ability, because a warrior priest has some amount of martial skill. Your class-based progression is one of the more intuitive factors involved in whether a points app is suitable, but one of the most frequently ignored also. Your characters base race: Similarly with base class, your base race defines reasonable character progression. A Silver Folk getting neuronic abilities on the basis of his race is sensible, as is an elf getting magical abilities. The converse does not make sense. Character Development: A small degree of latitude is given towards the development of your character, such that two goodly Priests in the same Church may not get the same abilities passed - for example if ones role-play and points spend reflected a Healer, and the other a staunch fighter and crusader of the faith. The importance of this factor tends to increase as your character gains more points and his long-term role becomes more defined. Other factors should form part of a more advanced discussion, being generally much less intuitive and much more difficult to master. So how do you go about getting one of your ideas looked at? Well you have to pay for the service. A not insignificant amount of work goes into processing your applications and the GSM is paid for it. To pay for the service, you purchase yellow sheets at the check in desk. These sheets cost several pounds each and come in 3 flavours: Basic Points Abilities: For individual abilities that you would like your character to have. You can apply for as many abilities as you can reasonably fit in single-lined text on each sheet which means that complicated abilities cost more to apply for than very simple ones, regardless of the relative power levels. Multiclass / Multirace: Which each allow for an application for a single non-standard multiclass or multirace. Glyphs / Miracles sheets: Which allow for the application for 2 Wizard Spells / Priest Miracles / Neuronic Talents / Druidic Evocations per sheet. Once you have bought the sheet(s), you fill them in with details as required, write your abilities neatly on them in black ink, and hand them back in to the Check In desk. Some weeks later, and it varies between about 2 and 6 weeks depending on workload, the processed applications will be waiting for you in an envelope behind the Check In desk - so just ask if there are any for you every time you are at the caves. The GSM will either have passed an ability as is, in which case he will have given it a Threshold and a Cost, just like standard tables abilities, or failed it outright, in which case it will have a big green NO written across it, or similar (often with an explanation nearby or on the back of the sheet), or passed it with modifications in green pen. These modifications are usually non-negotiable, and may be restrictions on the ability or simply notes on how it works. To purchase a non-standard ability, you write it on your card as usual, take a copy of the passed ability to the GSM to check, whereupon he will sign it on your card and you can then use it. This is also a chance for The GSM to sanity check the ability one last time before you buy it, and he (very rarely) makes a change to it then, or even refuses it if theres an obvious loophole or it has become unsuitable. This is very rare though so dont worry. You have to have all your non-standards ready to show the referee on every adventure you play, and even if the referee doesnt have time to check them all, some high level characters have literally dozens of non-standard abilities, it is a good idea to give him a quick verbal synopsis - the referee will always ask about anything he needs clarifying on.

80

Appendices
The following are tables of information for quick reference to parts of the Game System.

Appendix I: Credits
Credits are a means for the club to reward club members who put something in to the club. They can be gained in a number of fashions: Refereeing, Monstering and other essential tasks needed to keep the club running smoothly. Each credit gives you a 5 discount on the cost of an Adventure or for certain Labyrinthe publications. There is no limit to how many credits you may put towards paying for something except that Adventure have a minimum cash administration fee of 10. The basic credit reward for monstering a day at the caves is two credits, but it is entirely possible to increase this to as much as 5 credits by booking in advance with another monster for a specific referee forming a referee team.

81

Appendix III: Life Points


Human Life Points
Human Warrior Class Archer Budoka Cavalier Duellist Grey Knight Kensai Monk Paladin Power Warrior Ranger Samurai Unholy Champion Valdstayn Warrior Wind Dancer Human Priest Subclass Armoured Priest Battle Priest Crusading Priest Friar Grey Warden Guardian of the Balance Hermit Priest Hospitaller Pure Priest Shaman Spirit Warrior Warrior Priest Witch Human Scout Subclass Assassin Hanot Beggar Kallah Beggar Leywalker Ninja Pathfinder Rogue Spy Thug Wayfinder Human Wizard Subclass High Wizard Power Master Vochstelen Warlock Witchdoctor Wizard 1 30/10 30/10 28/9 28/9 28/9 26/9 30/10 28/9 30/10 28/9 30/10 27/9 27/9 30/10 30/10 1 25/8 26/9 27/9 26/9 25/8 26/9 25/8 25/8 25/8 25/8 28/9 25/8 25/8 1st 26/9 30/10 24/8 24/8 25/8 26/9 24/8 24/8 28/9 24/8 1 24/7 26/9 28/9 26/9 24/7 24/7 1st 25/8 26/9 25/8 27/9
st st st

2 33/11 33/11 33/11 33/11 33/11 29/10 33/11 33/11 33/11 33/11 36/12 31/11 31/11 36/12 33/11 2 27/9 29/10 31/10 29/10 27/9 29/10 27/9 27/9 27/9 27/9 33/11 27/9 27/9 2nd 29/10 33/11 27/9 27/9 27/9 29/10 27/9 27/9 32/11 27/9 2 25/8 29/10 33/11 29/10 25/8 25/8 2nd 27/9 29/10 27/9 31/10
nd nd

nd

3 36/12 36/12 38/13 38/13 38/13 32/11 36/12 38/13 36/12 38/13 42/14 35/12 35/12 42/14 36/12 3 29/10 32/11 35/12 32/11 29/10 32/11 29/10 29/10 29/10 29/10 38/13 29/10 29/10 3rd 32/11 36/12 29/10 29/10 29/10 32/11 29/10 29/10 36/12 29/10 3 26/9 32/11 38/13 32/11 26/9 26/9 3rd 29/10 32/11 29/10 35/12
rd rd

rd

4 39/13 39/13 43/14 43/14 43/14 35/12 40/13 43/14 39/13 43/14 48/16 39/13 39/13 48/16 39/13 4 31/11 35/12 39/13 35/12 31/11 35/12 31/11 31/11 31/11 31/11 43/14 31/11 31/11 4th 35/12 39/13 32/11 32/11 31/11 35/12 32/11 32/11 40/14 32/11 4 27/9 35/12 43/14 35/12 27/9 27/9 4th 31/11 35/12 31/11 39/13
th th

th

5 42/14 42/14 48/16 48/16 48/16 38/13 44/16 48/16 42/14 48/16 54/18 43/15 43/15 54/18 42/14 5 33/12 38/13 43/14 38/13 33/12 38/13 33/12 33/12 33/12 33/12 48/16 33/12 33/12 5th 38/13 42/14 35/12 35/12 33/12 38/13 35/12 35/12 44/16 35/12 5 28/10 38/13 48/16 38/13 28/10 28/10 5th 33/12 38/13 33/12 43/14
th th

th

6 45/15 45/15 53/18 53/18 53/18 41/14 49/20 53/18 45/15 53/18 60/20 47/16 47/16 60/20 45/15 6 35/13 41/14 47/16 41/14 35/13 41/14 35/13 35/13 35/13 35/13 53/18 35/13 35/13 6TH 41/14 45/15 37/13 37/13 35/13 41/14 37/13 37/13 48/17 37/13 6 29/10 41/14 53/18 41/14 29/10 29/10 6TH 35/13 41/14 35/13 47/16
TH TH

TH

7 48/16 48/16 58/19 58/19 58/19 44/15 54/24 58/19 48/16 58/19 66/22 51/17 51/17 66/22 48/16 7 37/14 44/15 51/17 44/15 37/14 44/15 37/14 37/14 37/14 37/14 58/19 37/14 37/14 7th 44/15 48/16 40/14 40/14 37/14 44/15 40/14 40/14 52/19 40/14 7 30/11 44/15 58/19 44/15 30/11 30/11 7th 37/14 44/15 37/14 51/17
th th

th

8 51/17 51/17 63/21 63/21 63/21 47/16 60/28 63/21 51/17 63/21 72/24 55/18 55/18 72/24 51/17 8 39/15 47/16 55/18 47/16 39/15 47/16 39/15 39/15 39/15 39/15 63/21 39/15 39/15 8th 47/16 51/17 42/15 42/15 39/15 47/16 42/15 42/15 56/21 42/15 8 32/12 47/16 63/21 47/16 32/12 32/12 8th 39/15 47/16 39/15 55/18
th th

th

Human Psionic classes Mystic Psi Master Seer Silver Warden

82

Human Druid Subclass Druid Forest Guardian High Druid Tribal Humans Baronial Humans Ishmaic Humans

1 25/8 28/9 25/8

st

2 27/9 33/11 27/9

nd

3 29/10 38/13 29/10

rd

4 31/11 43/14 31/11

th

5 33/12 48/16 33/12

th

6 35/13 53/18 35/13

TH

7 37/14 58/19 37/14

th

8 39/15 63/21 39/15

th

Life as per normal Human of same class Life as per normal Human of same class Life as per normal Human of same class but base life counts as 1 level higher

Elven, Drave & Faery Life Points


Winter Elf (Gold Drave) Winter Elf Warrior Elven (Drave) Elven Archer Elven Assassin (Dark Elf) Elven High Wizard Elven Pathfinder Elven Rogue Elven Spy Elven Warrior Elven Wizard Drowe (Ebony Drave) Drowe Archer Drowe Assassin Drowe High Wizard Drowe Pathfinder Drowe Spy Drowe Rogue Drowe Warrior Drowe Wizard Drowe Psionic Drowe Faery Faery Pathfinder Faery Rogue Faery Warrior Faery Wizard 1st 28/9 1 23/7 24/8 23/7 24/8 25/8 23/7 26/8 23/7 1st 22/7 25/8 22/7 25/8 23/7 23/7 24/8 22/7 1 22/7 1 25/8 23/7 24/8 22/7
st st st

2nd 32/11 2 25/8 27/9 24/7 27/9 27/9 25/8 29/10 24/7 2nd 24/8 27/9 23/7 27/9 25/8 25/8 27/9 23/7 2 23/7 2 27/9 25/8 27/9 23/7
nd nd nd

3rd 36/12 3 27/9 29/10 25/8 29/10 29/10 28/9 32/11 25/8 3rd 25/8 29/10 24/7 29/10 27/9 27/9 29/10 24/7 3 24/7 3 29/10 27/9 29/10 24/7
rd rd rd

4th 40/14 4 29/10 32/11 26/8 32/11 31/11 31/11 35/12 26/8 4th 27/9 31/11 25/8 31/11 29/10 29/10 32/11 25/8 4 25/8 4 31/11 29/10 32/11 25/8
th th th

5th 44/15 5 31/10 34/12 27/9 34/12 33/12 33/12 38/13 27/9 5th 28/9 33/12 26/8 33/12 31/11 31/11 34/12 26/8 5 26/8 5 33/12 31/11 34/12 26/8
th th th

6TH 48/16 6 33/11 37/13 28/9 37/13 35/13 35/13 41/14 28/9 6TH 30/10 35/13 27/8 35/13 33/12 33/12 37/13 27/8 6 27/8 6 35/13 33/12 37/13 27/8
TH TH TH

7th 52/17 7 35/12 39/14 29/10 39/14 37/14 37/14 44/15 29/10 7th 31/11 37/14 28/9 37/14 35/13 35/13 39/14 28/9 7 28/9 7 37/14 35/13 39/14 28/9
th th th

8th 56/18 8 37/13 42/15 30/10 42/15 39/15 39/15 47/16 30/10 8th 33/12 39/15 29/9 39/15 37/14 37/14 42/15 29/9 8 29/9 8 39/15 37/14 42/15 29/9
th th th

Miscellaneous Races Life Points


Alfar Alfar Archer Alfar Druid Alfar Forest Guardian Alfar High Druid Alfar Leywalker Alfar Pathfinder Alfar Pure Priest Alfar Ranger Alfar Warrior Alfar Wizard Ancient Folk Hermit Priest Sorcerer Spirit Warrior Pure Priest Warrior Wizard 1 24/8 23/7 26/9 23/7 24/8 24/8 23/7 28/9 28/9 23/7 1st 23/7 25/8 25/8 23/7 30/10 23/7
st

2 27/9 25/8 29/10 25/8 27/9 27/9 25/8 32/11 32/11 24/7 2nd 25/8 27/9 28/9 25/8 33/11 24/7

nd

3 29/10 27/9 32/11 27/9 29/10 29/10 27/9 36/12 36/12 25/8 3rd 26/9 29/10 30/10 26/9 36/12 25/8

rd

4 32/11 29/10 35/12 29/10 32/11 32/11 29/10 40/14 40/14 26/8 4th 28/10 31/11 33/11 28/10 39/13 26/8

th

5 35/12 31/10 38/13 31/10 35/12 34/12 31/10 44/15 44/15 27/9 5th 29/10 33/12 35/12 29/10 42/14 27/9

th

6 37/13 33/11 41/14 33/11 37/13 37/13 33/11 48/16 48/16 28/9 6TH 31/11 35/13 38/13 31/11 45/15 28/9

TH

7 40/14 35/12 44/15 35/12 40/14 39/14 35/12 52/17 52/17 29/10 7th 33/11 37/14 40/14 33/11 48/16 29/10

th

8 42/15 37/13 47/16 37/13 42/15 42/15 37/13 56/18 56/18 30/10 8th 35/12 39/15 43/15 35/12 51/17 30/10 83

th

Athfanal Blauz Blauz Assassin Blauz Warrior Blauz Wizard Calabrim Crol Monk Power Master Ranger Warlock Warrior (Kaerssor) Warrior (Yashtar) Wizard Duidoin Duidoin Rovfugr Duidoin Warlock Dwarf Dwarven Archer Dwarven Pathfinder Dwarven Warrior Dwarven Warrior Priest Dwarven Wizard Elysian Hermit Priest High Wizard Pure Priest Psychic Vivemancer Farfolk Farfolk Awakener Farfolk Scout Farfolk Warrior Goblin Goblin Pathfinder Goblin Shaman Goblin Warrior Goblin Witchdoctor Ggrutuck Ggrutuck Artificer Ggrutuck Warlock Ggrutuck Warrior Half Athfanal Half Elves Half Draves Halfling Pathfinder

Life as per Winter Elf of same class 1 24/8 28/9 24/7


st

2 27/9 33/11 25/8

nd

3 29/10 38/13 26/9

rd

4 32/11 43/14 27/9

th

5 34/12 48/16 28/10

th

6 37/13 53/18 29/10

TH

7 39/14 58/19 30/11

th

8 42/15 63/21 32/12

th

Life as per Human of same class 1 30/10 26/9 28/9 26/9 30/10 33/1 23/7 1 30/10 26/9 1 28/14 24/12 28/14 25/12 24/12 1 22/7 22/7 22/7 22/7 22/7 1st 23/7 24/8 28/9 1st 23/7 20/7 28/9 24/7 1 26/9 26/9 33/1
st st st st st

2 33/11 29/10 33/11 29/10 36/12 40/13 25/8 2 33/11 29/10 2 31/15 27/14 33/17 27/13 25/12 2 24/8 23/7 24/8 23/7 23/7 2nd 25/8 27/9 33/11 2nd 25/8 22/8 30/10 25/8 2 29/10 29/10 40/13
nd nd nd nd

nd

3 36/12 32/11 38/13 32/11 42/14 47/16 27/9 3 36/12 32/11 3 34/17 29/15 38/19 29/14 26/13 3 25/8 24/7 25/8 24/7 24/7 3rd 27/9 29/10 38/13 3rd 28/9 24/9 32/11 26/9 3 32/11 32/11 47/16
rd rd rd rd

rd

4 40/13 35/12 43/14 35/12 48/16 54/18 29/10 4 39/13 35/12 4 37/19 32/16 43/22 31/15 27/13 4 27/9 25/8 27/9 25/8 25/8 4th 29/10 32/11 43/14 4th 31/11 26/10 34/12 27/9 4 35/12 35/12 54/18
th th th th

th

5 44/16 38/13 48/16 38/13 54/18 61/20 31/10 5 42/14 38/13 5 40/20 35/18 48/24 33/16 28/14 5 28/9 26/8 28/9 26/8 26/8 5th 31/11 34/12 48/16 5th 33/12 28/11 36/13 28/10 5 38/13 38/13 61/20
th th th th

th

6 49/20 41/14 53/18 41/14 60/20 68/23 33/11 6 45/15 41/14 6 43/22 37/19 53/27 35/17 29/14 6 30/10 27/8 30/10 27/8 27/8 6TH 33/12 37/13 53/18 6TH 35/13 30/12 38/14 29/10 6 41/14 41/14 68/23
TH TH TH TH

TH

7 54/24 44/15 58/19 44/15 66/22 75/25 35/12 7 48/16 44/15 7 46/23 40/20 58/29 37/18 30/15 7 31/11 28/9 31/11 28/9 28/9 7th 35/13 39/14 58/19 7th 37/14 32/13 40/15 30/11 7 44/15 44/15 75/25
th th th th

th

8 60/28 47/16 63/21 47/16 72/24 82/27 37/13 8 51/17 47/16 8 49/25 42/21 63/32 39/19 32/16 8 33/12 29/9 33/12 29/9 29/9 8th 37/14 42/15 63/21 8th 39/15 34/14 42/16 32/12 8 47/16 47/16 82/27
th th th th

th

Life as per Human of same class Life as per Human of same class Life as per Human of same class 1 25/8
st

2 27/9

nd

3 29/10

rd

4 31/11

th

5 33/12

th

6 35/13

TH

7 37/14

th

8 39/15

th

84

Ogre Ogre Shaman Ogre Warrior Ogre Witchdoctor

1 25/8 33/1 24/7

st

2 27/9 40/13 25/8

nd

3 29/10 47/16 26/9

rd

4 31/11 54/18 27/9

th

5 33/12 61/20 28/10

th

6 35/13 68/23 29/10

TH

7 37/14 75/25 30/11

th

8 39/15 82/27 32/12

th

NOTE: Ogres get +2 Life to the Abdomen Location Orc Orc Pathfinder Orc Shaman Orc Thug Orc Warrior Orc Witchdoctor Ratfolk - Ourstlav Ourstlav Archer Ourstlav Leywalker Ourstlav Pathfinder Ratfolk - Rachatat Rachatat Forest Guardian Rachatat Thug Rachatat Warrior Ratfolk - Horstval Horstval Druid Horstval High Druid Horstval Warrior Priest Horstval Wizard Ratfolk - Slav Slav Assassin Slav Psi-Master Slav Spy Samila Druid 1 26/9 25/8 28/9 36/12 24/7 1 30/10 24/8 26/9 1st 28/9 28/9 36/12 1 25/8 25/8 25/8 24/7 1st 26/9 24/8 24/8 1 22/7
st st st st

2 29/10 27/9 32/11 40/13 25/8 2 33/11 27/9 29/10 2nd 33/11 32/11 40/13 2 27/9 27/9 27/9 25/8 2nd 29/10 27/9 27/9 2 23/7
nd nd nd

nd

3 32/11 29/10 36/12 44/15 26/9 3 36/12 29/10 32/11 3rd 38/13 36/12 44/15 3 29/10 29/10 29/10 26/9 3rd 32/11 29/10 29/10 3 24/7
rd rd rd

rd

4 35/12 31/11 40/14 48/16 27/9 4 39/13 32/11 35/12 4th 43/14 40/14 48/16 4 31/11 31/11 31/11 27/9 4th 35/12 32/11 32/11 4 25/8
th th th

th

5 38/13 33/12 44/16 52/17 28/10 5 42/14 35/12 38/13 5th 48/16 44/16 52/17 5 33/12 33/12 33/12 28/10 5th 38/13 35/12 35/12 5 26/8
th th th

th

6 41/14 35/13 48/17 56/18 29/10 6 45/15 37/13 41/14 6TH 53/18 48/17 56/18 6 35/13 35/13 35/13 29/10 6TH 41/14 37/13 37/13 6 27/8
TH TH TH

TH

7 44/15 37/14 52/19 60/20 30/11 7 48/16 40/14 44/15 7th 58/19 52/19 60/20 7 37/14 37/14 37/14 30/11 7th 44/15 40/14 40/14 7 28/9
th th th

th

8 47/16 39/15 56/21 64/21 32/12 8 51/17 42/15 47/16 8th 63/21 56/21 64/21 8 39/15 39/15 39/15 32/12 8th 47/16 42/15 42/15 8 29/9
th th th

th

NOTE: Samila Life Caps are always based on this life scale, even if they raise their base life by some means. Silverfolk Silverfolk Psycher Silverfolk Slayer Silverfolk Spirit Warrior Silverfolk Spy Silverfolk Warrior Silverfolk Wizard Troll Troll Shaman Troll Warrior Troll Witchdoctor 1 23/7 25/8 25/8 23/7 30/10 23/7 1 25/8 30/10 24/7
st st

2 24/7 27/9 28/9 25/8 33/11 24/7 2 27/9 36/12 25/8


nd

nd

3 25/8 29/10 30/10 26/9 36/12 25/8 3 29/10 42/14 26/9


rd

rd

4 26/8 31/11 33/11 28/10 39/13 26/8 4 31/11 48/16 27/9


th

th

5 27/9 33/12 35/12 29/10 42/14 27/9 5 33/12 54/18 28/10


th

th

6 28/9 35/13 38/13 31/11 45/15 28/9 6 35/13 60/20 29/10


th TH

TH

7 29/10 37/14 40/14 33/11 48/16 29/10 7 37/14 66/22 30/11


th th

th

8 30/10 39/15 43/15 35/12 51/17 30/10 8 39/15 72/24 32/12


th

th

NOTE: Extra Levels of Life (ELOL) are calculated as the difference between the 7 and 8 levels of life. E.g. A th th Crusading Priest has 51/17 at 7 level and 55/18 at 8 level so his ELOL will be 4/1 i.e. (55 51) and (18 17).

85

Appendix IV: Definitions


This appendix covers definitions of game rules in detail.

Dead Bodies and Death


An inanimate corpse is one which is not an undead, or under any other similar activity-causing type ability. A recently-dead corpse is one which died less than two weeks ago, or in other words would still normally be eligible for a Restore Life miracle. In normal circumstances, the spirit which, when alive, inhabited the body floats just above the corpse while it is recentlydead. This is still true for Evil people, although many refs like to describe their spirits as drifting further from the body. If a dead person should Rebirth, their spirit immediately leaves the body and it is no longer considered recently-dead. If a person was slain by Touch of Death or some other non-standard effect which utterly destroys the spirit, there is no spirit remaining above the body and it is not recently-dead. Effects such as Slayer and Taint Spirit dont change the status of a corpse at all it is still recently-dead if it was before. Recently-dead bodies cannot be Disintegrated, Shattered or similar for these purposes only they can be thought of as still animate. Recently-dead bodies can be shifted with as if they were normal objects a Wizard holding one can Blink for example. For these purposes they can be thought of as inanimate. Bodies that are no longer recently-dead are considered to be normal objects in all ways.

Durations
Unless specifically stated, all durational abilities last 5 minutes. A durational ability includes any and all effects that the character must activate.

Being In Element
Being In Light means one of being: In a Light spell, In daylight, or within 10 foot of a glowstick and not in area of an effect which supernaturally effects light.

Damage Reduction Fractional


Ability that reduces the damage taken by the user by a fraction. E.g. 1/2 damage from spiritual attacks for a half elf or 1/2 effect fire for a fire elf.

Damage Reduction Percentile


Ability that reduces the damage taken by the user by a percentage. E.g. a 25% cold rage, which will reduce damage by 25%.

Damage Reduction Numerical


Ability that reduces the damage taken by the user by a number of points. E.g. Combat Wary.

Domination Effects
Listed Domination effects: Spiritual Mastery, Befriend, Beguile, Voice of Power, Domination (As Mystic ability), Powerwords and any effect which states as (one of the abilities on this list) but. Anything, which is clearly a dominatinon effect, may be deemed to be listed at referees discretion. If a target is under the influence of more than domination effect, such as Spiritual Masteries, they must obey the most recent commands first, but in case of conflicts the domination cast at the highest level takes precedence.

Dying Effect
An effect that occurs only at the time of the characters death. Normally in the form of an aggressive effect against their slayer.

Embody
This is an ability which permits the user to take a creature summoned by him and place it within his body, confering all it's supernatural abilities but not any extra hits or any of it's attack forms.

Flesh and Blood effects


An effect that works on the fact that the target has a normal respiratory, nervous and circulatory system.

Immunity
A defence that prevents a named attack or effect functioning on the character. Compare with Resistance pg 87.

86

Innate
An ability owned by a character usable a certain number of times per day.

Item Points
A method for the referee to give benefits to players other than through character development. It is not possible for a player to specify what item points should be used for.

Ki
A form of focussed power used by Orientals. Ki is a Supernatural Force originating from the physical world.

Mana User (Colour)


E.G. Elves, Wizards, Warlocks, Powermasters, Witchdoctors or Warriors of the Gem/Jewel who are that colour. E.G. Black Mana Users would not include Blue Wizards even if they had a specialist spell of disintegrate (T).

Mantic
An effect that is both magical and spiritual, defence against both are required in order to apply to a mantic effect. E.G. mantic cause wound would require both MAC and SAC.

Multiclass
A post 8th level option to learn a new character class. A Post 8 level option to modify a characters race.
th

Multirace Outlaw

A character who is wanted by the Empire either because of his race, or because he has killed a fellow adventurer. 100 grulls per level of the outlaw is paid for delivering his head to the Empire. Outlaws are unable to purchase goods and skills normally as a result they must pay double cost to purchase these from the black market. It is possible to have an outlaw hood removed by the relevant member of the Imperial Judiciary. The Minister for Justice and the Magistrate General can pardon any outlaw. Additionally any City Magistrate can pardon an Outlaw for crimes committed within their jurisdiction, which is their City and its immediate surrounding area. A Journeyman Magistrate can recommend an Outlaw for pardoning. Mandatory Outlaw hoods, i.e. those as a result of Race or Class may only be removed by the Minister for Justice or the Magistrate General. As these are Heroes of the Empire positions it is necessary for a Heroes Turn to be put in. Once a result has come back stating that the outlaw has been pardoned then this needs to be taken to the Desk so that the outlaw hood can be removed from the players character card. Under no other circumstances are PCs able to remove outlaw hoods.
th

Path Phys Rep

A Post 8 level option to modify allow a Priest to develop Magical powers or a Wizard to develop Spiritual ones. Physical Representation, a prop to represent an object.

Pure Magic
An ability that is magical and has no physical component, eg lightning bolt, but not an enchanted sword.

Pure Spirit
An ability that is spiritual and has no physical component, eg spirit bolt, but not a blessed or +0 spiritual sword.

Purest Self Defence


Only acting with violence when the character himself is attacked. Compare with Self Defence below.

Resistance
A defence that reduces a named attack or effect functioning on the character. Compare with Immunity pg 86.

Returner
A creature which appears when the character dies with the sole objective of seeking revenge against his slayer.

Self Defence
Only acting with violence when the character himself is attacked or an ally is attacked. Compare with Purest Self Defence above.

Stackable
When two similar benefits state they are "Stackable" they are cumulative with each other otherwise, they are not!

87

Stopping Effects
Listed Stopping effects: Sleep, Catalepsy, Halt, Petrifaction, Stasis, Paralysis, Stunning Effects, Freeze, Voice of Power, Spasm, Thrall, Suspend Life (If not reduced from TOD), Slow and effects which mimic these abilities (listed as As XXX but). Anything that is clearly a stopping effect may be deemed to be listed at referees discretion.

Tribal Creature
An uncivilised creature that lives in a tribal structure e.g. Barbarian, Goblin, Orc, Ogre or Troll.

Undead Immunities
Immunity to the following attacks or effects: Poison, Potions, Flesh and Blood effects, repel/attract life, repel/attract edible, Neuronics / Psionics, the ebony spell pain, all forms of disease, Restore life, Animate Life, Stunning blow, Discern nature of wounds, Vicious strike, Empathic Healing, any miracle not listed as affecting the undead, Physical Sleep, Adrenal Surge and Paladinic Healing Balm.

Appendix V: Scrolls
Magical and spiritual scrolls must be written on a piece of paper of at least A5 size, in mana glyphs if magical or spirit runes if spiritual. The whole verbal should be written down, then the phrase Scroll do thy work, and then the name of the effect. For example, a scroll of Cure Wound would read as follows, in spirit runes: Spirits aid me, I abjure thee to staunch this wound... Scroll do thy work... Cure Wound. The scroll must be read when it is used - in other words the user must have the scroll in a position in which he may read from it, and he must decipher each word one by one - this means that normally reading a scroll will be a relatively slow process. The user need not touch the scroll, but must instead perform the appropriate gestures, if necessary, or indicate the target. Attempts to make Spiritual Scrolls cost 300 Grulls per level of the miracle being made. Attempts to make Magical Scrolls cost 200 Grulls per level of the spell being made (cantrips count as a mana point). Lvl th 0 th 6 Cost 80 1,200 Lvl st 1 th 7 Cost 200 1,400 Lvl nd 2 th 8 Cost 400 1,600 Lvl rd 3 th 9 Cost 600 1,800 Lvl th 4 th 10 Cost 800 2,000 Lvl th 5 Cost 1,000

Appendix VI: Advanced Game System


Class-granted Dexterity
Dexterity AC granted by any class, such as Pathfinder, Kensai or Rogue, will not stack with granted from another such class; for example, if a Pathfinder multiclasses Thug he will not gain any additional Dexterity AC. Only the highest DAC from a class is used, in a similar manner to life calculations.

Casting Languages
All verbals are generally spoken in the common tongue, and anyone listening is likely to be able to understand them it is worth noting that as well as (or in the case of neuronics, instead of) the spoken verbal, there is also the requirement for the out-of-character declaration of the effect cast, where you say "Total Heal" or whatever to let people know what just happened. Any character who can speak and listen could theoretically know spell verbals and so on, but in most cases you wouldn't expect someone who can't cast them to be word-perfect - use common sense as to what your character background would suggest you know.

Combat System
Strength should not be used to restrain or push anyone around. Grappling is not part of the game system! Strength may be used to carry dead, inert bodies, or willing bodies. Unless specifically stated, all durational abilities last 5 minutes. This includes ALL abilities. A durational ability includes any effects that the character must will into effect, not something that happens if an event occurs.

Contracts
Goodly characters cannot hire assassins under any circumstances. Neutral characters may only hire assassins in extreme circumstances but expect to have to justify this.

Inflicting Damage
The system maximum damage for any hand or weapon blow for a character who does not gain specific max damage increases such +N Max Damage on X Strike or Max Damage Y Vs Z et cetera is 24pt Quad. It should be made clear that all of Mystics, Seers, Psi-Drowe and Witches have a maximum damage of Single, unless they have a specific ability allowing them to exceed their maximum damage limit.

88

This applies to all blows struck with hand-held weapons, but not of course to the use of spells, miracles and Neuronic innates - these may replace combat damage where appropriate, as described in other publications (see back of Wizards Grimoire, for example). Such abilities may not enhance maximum weapon damage however - so that a Mystic with a magic ring which casts Fireblade on his dagger still has a maximum damage call of Single.

Level Drain
Suffering the effects of a Level drain, however caused, always yields the following results: The targets resistance level to all effects is reduced by 1. Their level for calculating the maximum power they may have is reduced by 1 e.g. in the case of an 8 level wizard, they would have a maximum of 56 mana rather than 72. However, if the target has already used power and thus has less remaining than their new maximum, they lose nothing. Their base life is reduced by one level e.g. a 7th level warriors base life would drop (from 66/22) to 60/20. However, should the target have taken a multiclass or race which gives a fixed base life, this supersedes all others e.g. a warrior th has multiclassed to 6 level Spirit Warrior, and receives 4 level drains. Even though his base life would normally now be th 48/16, he can instead use 6 level Spirit Warrior life of 53/18. Multiclasses and races are never affected by level drains, and their levels are not taken into account when calculating the effects of level drains. Character classes that get AC such as Dexterity by level drop to the appropriate amount for their temporary new level. Characters do not lose skills learnt at their previous level however. E.g. an 8 level warrior who chose weapon mastery bastard sword as their 8th level specialist skill does not lose it when level drained. Classes or races that get innates calculated according to their level, such as psionic characters, or Elves, lose innates from their maximum number as appropriate to their new level (cf. power calculation above). Levels lost in this way are generally regained at the rate of roughly one level per section of play, simultaneous to normal earning of points or levels; an 8th level character level drained to 5th at the beginning of the day would receive their normal points award at the end of the day for example, as well as regaining one level each section in normal circumstances.
th th

Life Capping
The maximum permanent or at-will TBLP value a character may have, including all bonuses from items, guilds, or similar, is determined as below: Below Table 8: 3/2 x characters base life. Below Table 10: 5/3 x characters base life. Below Table 11: 2 x characters base life. Below Table 12: 7/3 x characters base life. Always round down to the nearest whole point. Warrior subclasses whose base life at 8th is less than 51 may consider it to be 51 for these calculations. Life gained from another players ability, such as a Blessing that grants life, or the Warhaft of the Host ability, can exceed a players life cap. Items and guild life however, which are effectively permanent whilst they exist, cannot. For convenience, below is a table giving maximum TBLP values for a range of normal base life values - other values can be calculated as above. Base TBLP 82 72 68 63 60 51 47 39 32 29 Pre Tb 8 123 108 102 94 90 76 70 58 48 44 Pre Tb 10 136 120 113 105 100 85 78 65 53 49 Pre Tb 11 164 144 136 126 120 102 94 78 64 58 Pre Tb 12 191 168 158 147 140 119 109 91 74 68

Characters who are above Table 12 can exceed the fixed limit by 6 TBLP per l000pts above 7500 if their 1st class is a Warrior class, by 4 if a 1st-class Priest, Scout, Druid or Warlock, and by 3 if a 1st-class neuronicist or Wizard. For these purposes Sorcerors are considered a Wizard class, since Melnibanions have difficulty acquiring physical toughness. Power-Mongers and other warrior multi-classes that give no increase in base life are considered for capping to have 41 TBLP at sixth (or 47 at eighth) as if their TBLP followed the Battle-Priest life-scale.

89

Meditation: Active
Meditation may not exceed Tripe Rate whilst active and able to travel

Meditation: Multiple
A character may meditate for more than one power type back at the same time BUT all meditation above Triple Rate applies to only 1 powerbase at a time unless it specifies otherwise.

Movement by Mystic Means


Walk Through Walls-This ability should not and cannot be used to walk through floors unless specifically stated as such. All Walk through Walls abilities have a 2-second disorientation period on leaving the wall during which you are vulnerable to attack. All abilities which grant 'Soar On...' or the ability to fly in steps greater than 1' due to the stresses and concentration involved you may not fight, attack, or use any ability which requires concentration, such as casting or using Neuronics, otherwise if these conditions are broken the effect immediately becomes only a normal flight effect for the remainder of the duration. Additionally, it is impossible to use such an ability for more than one 5 minute period in any 15 minutes. You cannot Blink or use other shifting powers with an animate living object or person, even if unconscious, unless the ability specifies that you may (cf. Mass Teleport).

Points Loss
Should a character incurred a points loss, such as that by an Elysian for causing harm, only applies to the day this took place. So on extended length dungeons this would only apply to the points that would have been gained on the day of the infraction. This applies in general to all similar loss of points restrictions, whether through standard or non-standard abilities.

Post Adventure Effects


All permanent effects that last off-adventure, apart from standard permanent damage or missing limbs, should be counter-signed by the Desk.

Pure: Sharp & Blunt


Pure weapons such as Sword of Power, summoned pure spirit weapons and so on inflict damage that is neither sharp nor blunt but 'pure'.

Pure: Weapon Masteries


Weapon masteries in a weapon type apply whether the weapon is pure or otherwise.

Rages
Elves (and faeries & Draves) may apply Cold Rages to magical damage. In a Cold Rage, you are not required to attack allies unless they threaten you directly. In a Cold Rage, you may use 'offensive' powers, such as Plasmabolt or Hand of Purity. You may not use other powers, such as casting healing miracles, or Blinking away.

Resisting Damage
Fore arm parry may not parry any pure magic / spirit weapons etc, nor any touch effects, spells or miracles - it may only parry physical blows. A forearm parried stunning blow still affects the target, and forearm or otherwise (e.g. with a weapon) parried knock backs and downs still affect the target. Against physical blows, there is no difference in game terms between dexterity armour class and physical armour class in normal situations. This means bruising damage is taken by persons in high dexterity armour. However one must be able to move, e.g. not halted, paralysed, slept etc. Against blows from a purely magical or spiritual weapon however, such as a Sword of Power, PAC may not be applied, while DAC can be. No form of immunity to flesh-and-blood effects grants Immunity to Bruising in any way. You may only apply one numerical (-X), one fractional (1/X) and one percentile (X%) damage reduction unless all used state they are cumulative with one another.

Returners
All Returners that do not specifically state otherwise in their definition may do nothing bar attempt to slay their killer. They may only attack others if they attempt to stop the Returner, or attack it. Once the slayer is dead the Returner vanishes or dies as appropriate.

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Appendix VII: Draves


Gold Drave
Alignments: LG, NG, CG & LN Lvl Ability 2 +1 Dexterity Armour Class 3 Shield (S) 1/ Level 6 Strengthen (S) 1 / 2 Levels

Ebony Drave
Alignments: CG, CN & CE Lvl Ability 2 Confusion 1 / Day, affects a target of equal resistance level to the Draves experience level Pain 1 / 2 Levels 4 Spell Shield Permanently in effect at all times 6 Pass Unknown 1 / 4 Levels

Ivory Drave
Alignments: LG, LN & LE Lvl Ability 1 An Ivory Drave suffers the same restrictions as regards an Ivory Wizard with regards the code for servants of th the Ivory Drake but should it be broken an Ivory Drave who is not a Wizard only need spend 50pts post 8 atoning 2 Mark Ally at will, Traitors Shield at will 4 Ivory Warrior (1 Rune) 1 / 4 Levels (These may be cast together or separately) 6 Mobility 1 / Day

Bronze Drave
Alignments: CN, LE, NE & CE Lvl Ability 2 Tell Strength 1 / Level 3 Limb Thrall 1 / 4 Levels, affects a target of equal resistance level to the Draves experience level 6 Shudder 1 / 4 Levels

Silver Elf (Empowered Drave)


Alignments: LN, NN, CN Lvl Ability 2 Tell Wounds Spell at will with full verbals only 3 Tell Strength 1 / Level 6 Inquiry 1 / 2 Levels

Credits
This edition of the Handbook has been worked on by a fair number of club members and wed like to thank them all for their efforts and patience. Amongst the more prominent in helping to compile and assemble the handbook listed (merely) in alphabetical order. Ian Armstrong Ed Bush Justin Carrol Paul Chapman Ian Duckhouse Lucy Hewitt Stuart Maggs Alan Morgan Bruno Murray Pete Walls There are of course many others who have helped at various stages in re-incarnating the Handbook and our thanks goes out equally to them.

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