The Academic specializes in the non-scientific areas of academic endeavor. Academics usually end up doing one of three jobs (or a combination thereof): writer, researcher, or teacher. Academics, like scientists, can travel throughout the world in search of knowledge without raiging too many suspicions. A foreigner abroad that is doing "research" for a thesis or book might even able to get access to information or places normally off-limits to others.
Prime Stats: Reasoning and Memory
Modern setting is without magic, thus this profession will not be able to develop any spell lists.
Everyman Skills: choice of one Situational Awareness skill, Administration, Research
Occupational Skills: choice of one Lore • Academic skill
Restricted Skills: None
Academics are non-spell users whose main pursuit in life is the acquisition of knowledge. They ordinarily fill a non-combative role, but rely on the maxim "mind over matter" when pressed into action. Education is essential; all academics will have completed at least four years of college-based education, and should have a particular field of endeavor that they specialize in. Academics are firm believers in science and technology. Thus they have better than average skills when manipulating mechanical devices. They usually specialize in a given field, be it anything from Archaeology to Psychology to Zoology.
An Academic may also find himself on the other side of the chalkboard, educating the masses for the sake of humanity and culture as a teacher, or work behind the scenes as a researcher. They often revel in their lifelong passions, collecting specimens the world over for their private collections, whether a rare tome on esoteric magic or a fossil of some extinct flora or fauna.
Prime Stats: Reasoning and Memory
If the GM is not running a No Magic campaign, the Academic may learn (at a high development point cost) spells from his chosen realm of magic.
Everyman Skills: choice of one Situational Awareness skill, Administration, Research
Occupational Skills: choice of one Lore • Academic skill
Restricted Skills: All skills in the categories marked with * (unless playing in a High Magic campaign)
Animists are pure spell users of Channeling who have concentrated on spells which deal with living things (e.g., shamans or druids). Their base spells deal with plants, animals, nature in general, and weather.
Animists are Pure spell users of Channeling specializing in studies and powers concerning living things (e.g., druids, Shinto priests, etc.). Their base spells deal with plants, animals, weather, and nature in general.
Rosa was content. She had her garden, a pair of lovely children, a wonderful husband (well, if he would spend more time with the children; and less with that no-good Shem). She even had the animals, who helped her keep her garden clean. Yes, life was good.
Prime Stats: Intuition and Memory
The Animist has six base lists. The full descriptions of all the spells on these lists can be found in Spell Law (pages 29-34). For a slightly higher development point cost, he may also develop Open and Closed Channeling spell lists. Full descriptions of these lists can be found in Spell Law (pages 9-28). Other spell lists may be developed, but will cost a larger number of development points.
Animal Mastery: Calming, befriending, and affecting animals in various ways.
Herb Mastery: Finding, preparing, and enhancing herbs (and herbal cures).
Nature’s Lore: Gleaning information from the environment.
Nature’s Movement/Senses: Enhancing abilities and senses of the Animist.
Nature’s Protection: Resisting and protecting using the elements of nature.
Plant Mastery: Growing, restoring, and affecting plants in various ways.
Everyman Skills: Time Sense, Meditation, Channeling, Religion, Divination
Occupational Skills: Herb Lore
Restricted Skills: none
Armsmasters are semi spell users of the realm of Mentalism. They will be found in many milieux, serving as household knights, mercenary commanders, army or naval officers, or in elite "special forces." They will rarely, if ever, be common soldiers or sailors. Their base spells deal with all aspects of military life, improving their personal skill at arms and survival capabilities, and assisting with military organization, on and off the battlefield.
Thomas surveyed the enemy troops from his vantage point. The enemy outnumbered his own forces three to one, but the majority appeared ill-equipped levies. Ifthe levies were deprived o f the leadership o f their officers and the support of the mercenaries, their rout was inevitable. Concentrating on the minds of his underofficers, Thomas relayed the new battle plan to his subordinates. Better tactics and better soldiers would defeat the greater numbers ofthe rebels once again.
Prime Stats: Agility and Presence
The Armsmaster has six base spell lists. The full descriptions of all the spells on these lists can be found later in this book.
Armor Mastery: temporary enhancements to caster's personal armor and shield.
Battle Law: military organization, communication and battlefield command.
Fortress Law: protections for camps and strongholds.
Martial Law: personal and troop movement spells.
Martial Law: personal and troop movement spells.
Weapon Mastery: temporary enhancements to caster's personal weapon.
Everyman Skills: Tactics, Siege Engineering
Occupational Skills: Military Organization
Restricted Skills: Channeling
Astrologers are Hybrid spell users who combine the realms of Channeling and Mentalism. They have concentrated on spells which pertain to gathering information, and concentrate on observing the movements of the celestial bodies. Their spells deal with detection, communing, precognition, and communication, and many are only (fully) usable under the light of the stars.
Rylara stood on the battlements of the East Tower, gazing at the star-filled sky, mentally tracing the familiar patterns of the constellations as she waited for the rising of the moons. She reflected on the horoscope that she had earlier castfor the newborn prince and the incomplete and inaccurate interpretation she hadgiven to the Council. Let the Regents believe Prince Joram would be weak-willed and unhealthy, a willing toolfor their ends, rather than their nemesis. In the east, rose the blood-red moon.
Prime Stats: Self Discipline, Intuition, Presence
The Astrologer has six base lists. The full descriptions of all the spells on these lists can be found later in this book.
Far Voice: mental communication and voice projection.
Holy Vision: knowledge through communing with deities and dreams.
Starlights: light manipulation and light-based attacks.
Starlore: assists with casting and interpreting horoscopes.
Starsense: mental detections and modifications of the caster's senses.
Way of the Voice: communication, influencing, and control spells.
Everyman Skills: Basic_Math, Channeling, Direction Sense, Divination, Divination_Lore, Meditation, Time Sense
Occupational Skills: Astronomy, Star-gazing, Weather Watching
Restricted Skills: None
Bards are Semi spell users who combine the realm of Mentalism with the realm of Arms. Their base spells deal with sound, lore, and item use.
Bards are Semi spell users who combine the realm of Mentalism with the realm of Arms. Their base spells deal with sound, lore, entertaining, and item use.
Dior sat on the end of the pier. The city gates were locked behind him. He strummed his lute. The notes were haunting as they travelled across the lapping waters. His only audience tonight would be the crabs and herons.
Prime Stats: Memory and Presence
The Bard has six base lists. The full descriptions of all the spells on these lists can be found in Spell Law (pages 169-174). For a slightly higher development point cost, he may also develop Open Mentalism spell lists (see Spell Law, pages 137-146). Other spell lists may be developed, but will cost a larger number of development points.
Controlling Songs: Controlling a target in a variety of ways.
Entertaining Ways: Providing assistance to a stage performance.
Item Lore: Discerning information about objects.
Lores: Affecting the caster’s ability to learn or know information.
Sound Control: Controlling sounds to produce a variety of effects.
Sound Projection: Enhancing sounds in a variety of ways (including enhancing spells from the Controlling Songs spell list).
Everyman Skills: Time Sense
Occupational Skills: none
Restricted Skills: Channeling
Bards are Semi spell users who combine the realm of Mentalism with the realm of Arms. They concentrate on entertaining people including singing, playing instruments, tale telling, and acting.
Prime Stats: Memory and Presence
Special Note This profession should not be played in a No Magic campaign.
The Bard may learn (at a high development point cost) Open and Closed Mentalism spell lists. If the GM is running a High Magic campaign, the GM may also choose to allow the Bard to develop base lists.
Everyman Skills: Choice of one skill in the Influence skill category.
Occupational Skills: None
Restricted Skills: All skills in the categories marked with * (unless playing in a High Magic campaign)
Channeling-based Alchemists are pure spell users of Channeling, who have concentrated on the creation of items. Their base spells deal with the creation of magical items, holy vestments, holy water, and wards.
Leana listened as the demon crashed against the ward, howling in rage and agony. "If Rhiannon be willing," she thought, "it will hold another few moments. The holy water is almost ready. Soon the creature will pay for its misdeeds"
Prime Stats: Intuition and Memory.
Channeling-based Alchemist have six base lists which are chosen from the nine lists found below. Lists not chosen are treated as Own Realm Other Base lists (and thus cannot be taken as extra base lists). The full description of all the spells on these lists can be found in Section 13.0. For a slightly higher development point cost, he may also develop Open Channeling and Closed Channeling spell lists. Full descriptions of these lists can be found in Spell Law (pages 9-28). At even a greater development point cost, other spell lists may be developed.
Holy Armor: Creates magical armors.
Holy Office: Creates magical general items.
Holy Wards: Creates wards to protect people and sights.
Holy Weapons: Creates magical weapons.
Holy Works: Works organic matter.
Inorganic Skills: Works inorganic matter
Liquid/Gas Skills: Creates potions.
Other Realm Imbedding: Imbeds spells from realms other than his own.
Own Realm Imbedding: Imbeds spells from his own realm.
Everyman Skills: Time Sense, Magic Ritual, Channeling, Meditation
Occupational Skills: Religion, six Crafting skills of the player's choice
Restricted Skills: None
Clerics are pure spell users of Channeling who have concentrated in spells which require the most direct power from their deities. Their base spells deal directly with life, communing with deities, summoning live creatures, protection from servants of opposing deities, and direct channeling from their own deities. These spell users are the most powerful of the spell users of Channeling, but they are also the most restricted in the sense of heeding the desires or alignment of their deity (to be determined by the Gamemaster).
Clerics are pure spell users of Channeling who have concentrated in spells that require direct power from their deities. These spell users are the most powerful of the spell users of Channeling, but they are also the most restricted because of the requirements of their deity.
Evryx hated the night before a large battle. They always revelled too much; too much noise, too much drink, and too little care for the enemy. It was a good thing that the Dwarven Council sent him along. He will ensure there are no spies at the feast tonight. He will ensure that the soldiers are up in time to shake off the effects of the feast. Tomorrow there is battle.
Prime Stats: Intuition and Memory
The Cleric has six base lists. The full descriptions of all the spells on these lists can be found in Spell Law (pages 35-40). For a slightly higher development point cost, he may also develop Open and Closed Channeling spell lists. Full descriptions of these lists can be found in Spell Law (pages 9-28). Other spell lists may be developed, but will cost more development points.
Channels: Channeling direct power from a deity for attacks.
Communal Ways: Divining information.
Life Mastery: Restoring and preserving life in dead bodies.
Protections: Providing protections from a variety of different types of hostile forces.
Repulsions: Repelling undead and cancelling magic.
Summons: Summoning creatures to aid or assist.
Everyman Skills: Time Sense, Meditation, Channeling
Occupational Skills: Religion, Divination
Restricted Skills: none
Dabblers are Semi spell users who combine the realm of Essence with the realm of Arms. Their base spells deal with stalking, hiding, and other subterfuge activities.
Dabblers are Semi spell users who combine the realm of Essence with the realm of Arms. Their base spells deal with stealth, detection, perception, movement and manipulating locks and traps.
Trancavel held her breath. Walking tightropes was always a scary moment for her. Below her the people in the street were unaware of her plight. She kept her eyes focussed straight ahead; on the back of the man she was chasing. He was just reaching the roof of the next building. He turned around quickly, pulling out his knife. He was going to cut the rope that she was walking on!
Prime Stats: Agility and Empathy
The Dabbler has six base lists. The full descriptions of all the spells on these lists can be found in Spell Law (pages 105-110). For a slightly higher development point cost, he may also develop Open Essence spell lists (see Spell Law, pages 73-82). Other spell lists may be developed, but will cost a larger number of development points.
Concealment Mastery: Hiding things and making things harder to find.
Influences: Affecting targets and their thought processes.
Mechanisms: Manipulating locks, traps, and other devises.
Movement Mastery: Enhancing the caster’s movement
Senses: Enhancing the caster’s sensory capabilities.
Thieving Law: Enhancing the caster’s ability to operate as a thief.
Everyman Skills: Sense Ambush, Time Sense, Detect Traps, Locate Hidden
Occupational Skills: Lock Lore
Restricted Skills: Channeling
Enchanters are hybrid spell users of the realms of Essence and Mentalism. They have concentrated on spells of misdirection and manipulation which directly affect the minds of humanoids, beasts, animals and other sentients. Their base spells deal with inducing hallucinations (mental illusions), mind control, and memory manipulation.
Arizel had taken the wrong turning in the Maze. The three armed and desperate footpads who were moving to surround her were proof of that. Persuading them to let her pass unmolested would take more than words. With a flash of inspiration, Arizel wove the seeming of a dank sulfurous mist risingfrom the ground in the minds of her assailants. Pausing to ensure all three were in the grip of her hallucinations, Arizel quietly walked past her would-be assailants and proceeded to her midnight assignation.
Prime Stats: Self Discipline, Empathy, Presence
The Enchanter has six base lists.The full description of the spells on these lists can be found later in this book.
Seeming Defenses: concealment from the senses of others
Seeming Enhancement: adding senses and enabling seemings to affect nonhumanoids
Seeming Law: basic mental illusions.
Seeming Mastery: mind control and emotional manipulation.
Seeming Memories: mind probes, memory manipulation, and ability sharing.
Seeming Projection: causing sensory deprivation and illusionary injuries.
Everyman Skills: Meditation, Time Sense, Lie Perception, Spell Mastery, Hypnosis
Occupational Skills: None
Restricted Skills: None
Essence-based Alchemists are pure spell users of Essence, who have concentrated on the creation of items. Their base spells deal with the creation of magical items, potions, runes, staves, and wands.
Angus checked his apparatus for the forth time. Once more day of rituals and the sword would be complete. Two years, three months, six days, and twelve hours had passed since he began his great work. Now was not the tillle to let anything go wrong.
Prime Stats: Empathy and Reasoning
Essence-based Alchemist have six base lists which are chosen from the nine lists found below. Lists not chosen are treated as Own Realm Other Base lists (and thus cannot be taken as extra base lists). The full description of all the spells on these lists can be found in Section 13.0. For a slightly higher development point cost, he may also develop Open Essence and Closed Essence spell lists. Full descriptions of these lists can be found in Spell Law (pages 73-92). At even a greater development point cost, other spell lists may be developed.
Armor Enchantments: Creates magical armors.
General Enchantments: Creates magical general items.
Inorganic Skills: Works inorganic matter.
Item Analysis: Analyzes the workings of items of power.
Liquid/Gas Skills: Creates potions.
Organic Skills: Works organic matter.
Other Realm Imbedding: Imbeds spells from realms other than his own.
Own Realm Imbedding: Imbeds spells from his own realm.
Weapon Enchantments: Creates magical weapons.
Everyman Skills: Time Sense, Magic Ritual, Artifact Lore, Meditation
Occupational Skills: Six Crafting skills of the player's choice
Restricted Skills: Channeling
Fighters are the primary arms specialists. Fighters will find it easy to develop a variety of different weapons and to wear heavier types of armor. They are less skilled than other non spell users in maneuvering and manipulating mechanical devices such as locks and traps (though they are still superior in those areas to spell users) and have the greatest difficulty in learning anything connected with spells.
Fighters are non spell users who will find it relatively easy to develop a variety of different weapons and to wear heavier types of armor. They are less skilled in manuevering and manipulating mechanical devices such as locks and traps (though they are still superior to most spell users in these areas). They have the greatest difficulty learning anything connected with spells. Some literary examples of a Fighter might include Conan the Barbarian, Little John, and Gimli the Dwarf.
Fighters are non-spell users who will find it relatively easy to develop a variety of different weapons and to wear heavier types of armor. They are less skilled in maneuvering and manipulating mechanical devices such as locks and traps (although they are still superior to most spell users in these areas). They have the greatest difficulty learning anything connected with spells.
Kohrist hefted his battleaxe. It was time for battle. The enemy may defeat him today, but they will also remember he who is the Warlord.
Prime Stats: Constitution and Strength
The Fighter has no base lists, though he may learn (at a high development point cost) spells from his chosen realm of magic.
Everyman Skills: Situational Awareness: Combat, Leadership, Frenzy, any one non-Restricted Combat Manuever, Boxing, Wrestling
Occupational Skills: none
Restricted Skills: Channeling (if the character’s chosen realm is not Channeling), all skills in the Martial Arts Combat Maneuvers skill category
Fighters will find it relatively easy to develop a variety of different weapons and to wear heavier types of armor. They are less skilled in maneuvering and manipulating mechanical devices such as locks and traps. They have the greatest difficulty learning anything connected with science and/or academics.
Prime Stats: Constitution and Strength
Modern setting is without magic, thus this profession will not be able to develop any spell lists.
Everyman Skills: Situational Awareness: Combat, Leadership, Frenzy, any one non-Restricted Combat Maneuver, Boxing, Wrestling
Occupational Skills: None
Restricted Skills: None
Fighters will find it relatively easy to develop a variety of different weapons and to wear heavier types of anuor, if desired. They are less skilled in maneuvering and manipulating mechanical devices such as locks and traps. They have the greatest difficulty learning anything connected with science and/or academics. Fighters are a pretty standard lot; their profession existing anyv/here from the military to the boxing ring. Tne "War To End All Wars" assured that fighting would not become an extinct pastime.
Prime Stats: Constitution and Strength
If the GM is not running a No Magic campaign, the Fighter may learn (at a high development point cost) spells from his chosen realm of magic.
Everyman Skills: Situational Awareness: Combat, Leadership, Frenzy, any one non-Restricted Combat Maneuver, Boxing, Wrestling
Occupational Skills: None
Restricted Skills: All skills in the categories marked with * (unless playing in a High Magic campaign)
Healers are pure spell users of Channeling who have concentrated on spells of self-healing and the ability to take the injuries of others upon themselves. Thus, a healer could heal a person by taking the injury of the patient upon himself and then healing this injury gradually.
Healers are Hybrid spell users who combine the realms of Channeling and Mentalism; they channel power to take wounds from others and use the enormous recuperative power of their bodies to heal the wounds once taken. Thus, a Healer could heal a person by taking his patient’s injury upon himself and then healing this injury gradually.
Soryth looked over the ward. Wounded bodies laying in bed; the smell of antiseptic wash; the soft sounds of the nurses’ shuffling feet; the soft golden glow of the morning sun through the windows. They will live. They will live.
Prime Stats: Intuition, Presence, and Self Discipline
The Healer has six base lists. The full descriptions of all the spells on these lists can be found in Spell Law (pages 53-58). For a slightly higher development point cost, he may also develop Open and Closed Channeling spell lists (see Spell Law, pages 9-28) and the Open and Closed Mentalism spell lists (see Spell Law, pages 137-156). Other spell lists may be developed, but will cost a larger number of development points.
Blood Ways: Healing bleeding wounds on the caster.
Bone Ways: Healing a variety of types of bone damage on the caster.
Cleansing: Purifying diseases and poisons on the caster (also includes the spell to transfer wounds from a target to the caster).
Muscle Ways: Healing a variety of types of muscle damage (including damaged tendons) on the caster.
Organ Ways: Healing a variety of types of organ and nerve damage on the caster.
Surface Ways: Healing minor damage of a variety of types on the caster.
Everyman Skills: Time Sense, Adrenal Stabilization, Herb Lore, Use Prepared Herbs, Foraging, and choice of one of Surgery, Second Aid, or Midwifery
Occupational Skills: Animal Healing, First Aid
Restricted Skills: none
Healers are Hybrid spell users who combine the realms of Channeling and Mentalism. While they do not generally heal others through the use of spells, the Healer is well trained in the mundane skills of doctors and surgeons.
Prime Stats: Intuition, Presence, and Self Discipline
Special Note This profession should not be played in a No Magic campaign.
The Healer may learn (at a high development point cost) Open and Closed Channeling and Mentalism spell lists. If the GM is running a High Magic campaign, the GM may also choose to allow the Healer to develop base lists.
Everyman Skills: Adrenal Stabilization, Herb Lore, Use Prepared Herbs, Foraging, and a choice of one of Surgery, Second Aid, or Midwifery
Occupational Skills: None
Restricted Skills: All skills in the categories marked with * (unless playing in a High Magic campaign)
Illusionists are pure spell users of Essence who have concentrated in spells of misdirection and illusion. Their basic spells deal mainly with the manipulation of elements which affect the human senses: sight, sound, touch, taste, smell, mental impulses, and the combination of these senses.
Illusionists are Pure spell users who have concentrated in spells of misdirection and illusion. Their base spells deal mainly with the manipulation of elements that affect the human senses. Illusionists have adventages in specific skills (senses, Stalking, Hiding, etc.) over other spell users.
Myrth chuckled to himself as he stormed down the street of the village. Women and children ran from his path and the men were running for weapons. By the time the villagers were organized, he would have all of the gold from the tax man’s coffers. The “monster” that ate the gold will live in their nightmares.
Prime Stats: Empathy and Reasoning
The Illusionist has six base lists. The full descriptions of all the spells on these lists can be found in Spell Law (pages 93-98). For a slightly higher development point cost, he may also develop Open and Closed Essence spell lists. Full descriptions of these lists can be found in Spell Law (pages 73-92). Other spell lists may be developed, but will cost a more development points.
Feel-Taste-Smell: Creating real (albeit temporary) manifestations of feelings, tastes, or smells.
Guises: Altering appearances.
Illusion Mastery: Combining spells from other Illusionist lists.
Light Molding: Creating real (albeit temporary) manifestations of light (i.e., visual effects).
Mind Sense Molding: Creating impresions or auras that are false or misleading (to magical types of detections).
Sound Molding: Creating real (albeit temporary) manifestations of sounds (i.e., audio effects).
Everyman Skills: Time Sense, Meditation, Spell Mastery
Occupational Skills: none
Restricted Skills: Channeling
Lay healers are pure spell users of Mentalism who have concentrated on spells which heal people and animals. Their base spells deal with the specific healing of certain diseases and injuries: organs, blood, muscles, bones, and concussion hits.
Lay Healers can aid the recuperative powers of others. Lay Healers are Pure spell users of Mentalism who have concentrated on spells that heal people and animals. Their base spells deal with the specific healing of certain diseases and injuries: organs, blood, muscles, bones, and concussion hits.
Wolly examined his handiwork. It would definitely be his best leg yet. Shem would be happy to know that he would soon have a functioning leg again.
Prime Stats: Presence and Self Discipline
The Lay Healer has six base lists. The full descriptions of all the spells on these lists can be found in Spell Law (pages 157-162). For a slightly higher development point cost, he may also develop Open and Closed Mentalism spell lists. Full descriptions of these lists can be found in Spell Law (pages 137-156). Other spell lists may be developed, but will cost a larger number of development points.
Blood Mastery: Healing bleeding wounds.
Bone Mastery: Healing a variety of types of bone damage.
Concussion Mastery: Healing minor types of damage (including concussion hits).
Muscle Mastery: Healing a variety of types of muscle damage (including damaged tendons).
Nerve and Organ Mastery: Healing a variety of types of nerve damage (including paralysis).
Prosthetics: Creating and animating false limbs.
Everyman Skills: Time Sense, Animal Healing, Adrenal Stabilization, Use Prepared Herbs, and choice of one of Second Aid, Surgery, or Midwifery
Occupational Skills: Sculpting, First Aid
Restricted Skills: Channeling
Normally each character has an “adventuring” profession, reflecting how his early training and life have moulded his thought patterns. However, the Layman profession represents characters who do not have a standard “adventuring” profession. Most non-adventuring NPCs will have the Layman profession.
Rachel stared out of the window in the scribe’s shop. It had been a long morning... a long month... a long year. Something would happen soon, she needed out of this boring life. Some adventure to spice up her boring existence.
Prime Stats: None
Special: Every Layman should select an occupation. The GM should move skills to the Everyman and Occupational categories as is appropriate to the occupation. For example, a Layman (Blacksmith) should probably have Metal-crafting (smithing) and Evaluate Metal as Occupational skills. In addition, he might get Metal Lore, Evalutate Armor, and Evaluate Weapon as Everyman skills.
The Layman has no base lists, though he may learn (at a high development point cost) spells from his chosen realm of magic.
Everyman Skills: none
Occupational Skills: any one Craft (and any associated skills from other categories, GM’s discretion).
Restricted Skills: Channeling (if the character’s chosen realm is not Channeling)
Normally each character has an "adventuring" profession, reflecting how his early training and life have moulded his thought patterns. However, the Layman profession represents characters who do not have a standard "adventuring" profession. Most non-adventuring NPCs will have the Layman profession.
Prime Stats: None
Modern setting is without magic, thus this profession will not be able to develop any spell lists.
Special: Every Layman should select an occupation. The GM should move skills to the Everyman and Occupational categories as is appropriate to the occupation.
Everyman Skills: None
Occupational Skills: any one Craft (and any associated skills from other categories, GM's discretion)
Restricted Skills: None
Normally each character has an "adventuring" profession, reflecting how his early training and life have molded his thought patterns. However, the Layman profession represents characters who do not have a standard "adventuring" profession. Most non-adventuring NPCs will have the Layman profession.
Prime Stats: None
If the GM is not running a No Magic campaign, the Layman may learn (at a high development point cost) spells from his chosen realm of magic.
Everyman Skills: None
Occupational Skills: any one Craft (and any associated skills from other categories, at the GM's discretion).
Restricted Skills: All skills in the categories marked with * (unless playing in a High Magic campaign)
Magents are Semi spell users who combine the realm of Mentalism with the realm of Arms. Their base spells deal with intrigue and information gathering.
Magents are Semi spell users who combine the realm of Mentalism with the realm of Arms. Their base spells deal with information gathering, subterfuge, and performing stealthy missions.
Ice pulled his cloak around himself. The shadows of the rooftop were cold, like the expression on his face. His gaze never left the window of the building across the street. A silhouette passed in front of the curtain. The lights in the room were extinguished. Time to go to work....
Prime Stats: Reasoning and Presence
The Magent has six base lists. The full descriptions of all the spells on these lists can be found in Spell Law (pages 175-180). For a slightly higher development point cost, he may also develop Open Mentalism spell lists (see Spell Law, pages 137-146). Other spell lists may be developed, but will cost a larger number of development points.
Assassination Mastery: Enhancing the caster’s ability to perform missions.
Disguise Mastery: Changing the caster’s appearance.
Escapes: Allowing the caster to get free from various types of bonds.
Gathering Secrets: Gathering information in various forms.
Misdirections: Redirecting target(s) senses to cause confusion and misconceptions.
Poison Mastery: Working with and resisting poisons.
Everyman Skills: none
Occupational Skills: none
Restricted Skills: Channeling
Magicians are pure spell users of Essence who have concentrated in the elemental spells. Their base spells deal mainly with elements: earth, water, air , heat (e.g., fire), cold (e.g., ice), and light (e.g., electricity).
Magicians are Pure spell users of Essence who have concentrated on elemental spells. Their base spells deal with the elements of earth, water, air, heat, cold, and light.
Taelya began chanting. The door in front of her begain to creak under the pressure of the creature on the other side. Just a few more seconds and the beast would be through. She began to sweat, her spell had to be completed before the door gave way...
Prime Stats: Empathy and Reasoning
The Magician has six base lists. The full descriptions of all the spells on these lists can be found in Spell Law (pages 99-104). For a slightly higher development point cost, he may also develop Open and Closed Essence spell lists. Full descriptions of these lists can be found in Spell Law (pages 73-92). Other spell lists may be developed, but will cost a higer number of development points.
Earth Law: Manipulating earth, stone, and other inorganic materials.
Fire Law: Manipulating fire and heat manipulation (including elemental attacks).
Ice Law: Manipulating ioe and cold (including elemental attacks).
Light Law: Manipulating light and electricity (including elemental attacks).
Water Law: Manipulating water and other fluids (including elemental attacks).
Wind Law: Manipulating wind and air.
Everyman Skills: Time Sense, Magic Ritual, Spell Mastery, Meditation
Occupational Skills: none
Restricted Skills: Channeling
Mana Molders are Pure spell users of Essence who concentrate on Mana Forms. Mana Forms are solid manifestations of the Essence. Mana Molders employ their spells to create temporary items, force fields, and even mana creatures. Mana creatures can either be servants capable of simple tasks or warriors capable of following simple orders.
Mana Molders are Pure spell users of Essence who concentrate on Mana Fonns. Mana Forms are solid manifestations of the Essence. Mana Molders employ their spells to create temporary items, force fields, and even mana creatures. Mana creatures can either be servants capable of simple tasks or warriors capable of following simple orders.
Rhojhex watched grimly as the last of his Mana Warriors fell to the stout clubs of the Troglodytes. Now only a thin field of solidified Essence stood between him and the flesh-hungry monsters, and it would only take afew moments for them to hammer throughit. He eyed the twenty foot chasm behind him and a thought began to form. One of his other forms might just bridge the gap. Rhojhex the Mana Molder had a couple of tricks left yet.
Prime Stats: Empathy and Agility
The Mana Molder has six base lists. The full descriptions of all the spells on these lists can be found later in this book.
Mana Fields: Forming of protective fields from the Essence.
Mana Items: Creation of various useful items of temporary duration.
Mana Servants: Creating magical servants useful for a specific task.
Mana Warriors: Creating and controlling temporary warriors fashioned from the Essence.
Glyphs: The imbedding of spells on air or liquids.
Matter Molding: Shaping gasses, liquids and solids into various forms.
Everyman Skills: Time Sense, Spell Mastery, Meditation
Occupational Skills: None
Restricted Skills: Channeling
Training package costs are given in Section 13.0.
Mentalism-based Alchemists are pure spell users of Mentalism. who have concentrated on the creation of items. Their base spells deal with the creation of magical items through concentration of magical energies through the power of their minds. As a byproduct, many of their lists give them a great amount of control over their own bodies.
Everything was ill its place in Lum's gardell. Each rock carefully positiolled to promote a sellse of peace alld harmony. The streamed babbled at just the right volume to drowlI out any other sounds, but not so loud as to inhibit concentration. At the center sat Lum, deep in a trance, ready to hegin the great work. He took three slow steady breaths and began.
Prime Stats: Presence and Self Discipline.
Mentalism-based Alchemist have six base lists which are chosen from the nine lists found below. Lists not chosen are treated as Own Realm Other Base lists (and thus cannot be taken as extra base lists). The full description of all the spells on these lists can be found in Section 13.0. For a slightly higher development point cost, he may also develop Open Mentalism and Closed Mentalism spell lists. Full descriptions of these lists can be found in Spell Law (pages 137-156). At even a greater development point cost. other spell lists may be developed.
Attack Mastery: Creates magical weapons.
Defense Mastery: Creates magical armors through concentration.
External Concentrations: Alters the form of m forms of organic and inorganic matter.
Inorganic Skills: Works inorganic matter
Liquid/Gas Skills: Creates potions.
Meditative Healing: Heals damage to his own body, and those of others.
Other Realm Imbedding: Imbeds spells from realms other than his own.
Own Realm Imbedding: Imbeds spells from his own realm.
Understanding Mastery: Creates magical general items.
Everyman Skills: Time Sense, Magic Ritual, Lie Perception, Meditation
Occupational Skills: Six Crafting skills of the player's choice
Restricted Skills: Channeling
Mentalists are pure spell users of Mentalism who have concentrated on spells which deal with the interactions of minds. Their base spells deal with the detection of mental presence, mental communication, mind control, mind attack, mind merging, and sense control.
Mentalists are the basic spell users of Mentalism who have concentrated on spells that deal with the interaction of minds. Their base spells deal with the detection of mental Presence, mental communication, mind control, mind attack, mind merging, and sense control.
Johan raised his glass for the toast. The glove on his left hand set him apart from the rest of the king’s guests. Many people eyed him with curiosity. Not many understood the delicate nature of mental powers. That was fine with Johan. The less people knew about the king’s personal advisor, the better.
Prime Stats: Presence and Self Discipline
The Mentalist has six base lists. The full descriptions of all the spells on these lists can be found in Spell Law (pages 163-168). For a slightly higher development point cost, he may also develop Open and Closed Mentalism spell lists. Full descriptions of these lists can be found in Spell Law (pages 137-156). Other spell lists may be developed, but will cost a larger number of development points.
Mind Attack: Attacking (stunning, shocking) a target through mental energies.
Mind Control: Controlling a target’s mind through mental domination.
Mind Merge: Sharing thoughts and mental processes with a target.
Mind Speech: Communicating without verbal transmission. Presence: Discerning information about a target.
Presence: --
Sense Control: Affecting a target’s sensory input.
Everyman Skills: Lie Perception, Time Sense, Seduction
Occupational Skills: none
Restricted Skills: Channeling
Monks are Semi spell users who combine the realm of Essence with the realm of Arms. Their base spells deal with personal movement and the control of their own body and mind, while their arms capabilities concentrate in unarmored, unarmed combat.
Monks are Semi spell users who combine the realm of Essence with the realm of Arms. Their base spells deal with personal movement and the control of their own body and mind, while their arms capabilities are concentrated in unarmored, unarmed combat.
Monks are semi spell users who combine the realm of Essence with the realm of Arms. Their base spells deal with personal movement, the control of their own body, and mind while their arms capabilities are concentrated in unarmored, unarmed combat.
Byrad sighed. He hated resorting to violence; even against these stupid goblins. However, they refused even to start any negotiations. Byrad let his walking stick fall to the ground—its bell clanged against the floor. Byrad took up a defensive stance and readied himself.
Prime Stats: Self Discipline and Empathy
The Monk has six base lists. The full descriptions of all the spells on these lists can be found in Spell Law (pages 111-116). For a slightly higher development point cost, he may also develop Open Essence spell lists (see Spell Law, pages 73-82). Other spell lists may be developed, but will cost a larger number of development points.
Body Reins: Allowing the caster to perform abnormal feats (e.g., breathe underwater).
Body Renewal: Incresaing the healing rate of the caster’s body.
Evasions: Allowing the caster to make incredible evasive maneuvers.
Mind Over Matter: Hardening the caster’s body, resulting in more lethal blows and tougher defense.
Monk’s Bridge: Allowing the caster to move in unusual fashions.
Monk’s Sense: Enhancing the caster’s senses.
Everyman Skills: Time Sense and choice of one on-Restricted Martial Arts Combat Maneuvers skill
Occupational Skills: Meditation
Restricted Skills: Channeling
Monks are Semi spell users who combine the realm of Essence with the realm of Arms. They are concerned with the control of their bodies and minds, while their arms capabilities are concentrated in unarmored, unarmed combat. Monks differ from Warrior monks in that Monks have the added mystery of spell use.
Prime Stats: Self Discipline and Empathy
Special Note This profession should not be played in a No Magic campaign.
The Monk may learn (at a high development point cost) Open and Closed Essence spell lists. If the GM is running a High Magic campaign, the GM may also choose to allow the Monk to develop base lists.
Everyman Skills: None
Occupational Skills: Meditation
Restricted Skills: All skills in the categories marked with * (unless playing in a High Magic campaign)
Mystics are hybrid spell users who combine the realms of Essence and Mentalism. They have concentrated on subtle spells of misdirection and modification. Their base spells deal with personal illusion as well as the modification of matter.
Mystics are Hybrid spell users who combine the realms of Essence and Mentalism; they have concentrated on subtle spells of misdirection and modification. Their base spells deal with personal illusion as well as the modification of matter.
Sulaan adjusted his bandanna as the wagon rolled towards the city. The wagon produced a music of its own as the wheels passed over the rutted road—pots, pans, and trinkets rattling loudly. A new city. A new set of opportunities. Sulaan was not known here... yet.
Prime Stats: Empathy, Presence, and Self Discipline
The Mystic has six base lists. The full descriptions of all the spells on these lists can be found in Spell Law (pages 181-186). For a slightly higher development point cost, he may also develop Open and Closed Mentalism spell lists (see Spell Law, pages 137- 156) and the Open and Closed Essence spell lists (see Spell Law, pages 73-92). Other spell lists may be developed, but will cost a larger number of development points.
Confusing Ways: Affecting a target’s senses in a variety of ways.
Gas Alteration: Manipulating and controlling gasses in a variety of ways.
Hiding: Causing things to be harder to detect (including invisibility).
Liquid Alteration: Manipulating and controlling liquids in a variety of ways.
Mystical Change: Creating illusions on the caster.
Solid Alteration: Manipulating and controlling solids in a variety of ways.
Everyman Skills: Time Sense, Adrenal Stabilization, Magic Ritual, Spell Mastery, Meditation
Occupational Skills: none
Restricted Skills: Channeling
Mystics are Hybrid spell users who combine the realms of Essence and Mentalism; they have concentrated on subtle spells of misdirection and modification. Mystics use the power of their spells to enhance their confidence abilities.
Prime Stats: Empathy, Presence, and Self Discipline
Special Note This profession should not be played in a No Magic campaign.
The Mystic may learn (at a high development point cost) Open and Closed Essence and Mentalism spell lists. If the GM is running a High Magic campaign, the GM may also choose to allow the Mystic to develop base lists.
Everyman Skills: Time Sense, Adrenal Stabilization, Magic Ritual, Meditation
Occupational Skills: None
Restricted Skills: All skills in the categories marked with * (unless playing in a High Magic campaign)
Mythics are semi-spell users who combine the realm of Arms with the realm of Channeling. Their base spells deal with detection, stealth, protection, and impersonating members of other faiths. Often standing outside normal church hierarchy, they perform secret missions for their religion and their deity.
Mirak entered the temple silently. The ceremony had just begun. Were he caught, he would claim that he was only in need of spiritual repentance and divine guidance. But forgiveness was not what he wanted. He silently made his way towards the altar, all the while playing the part of a true believer. He was here for the pendant. Its power was legendary, and if only the leaders of his church had it...
Prime stats: Agility and Intuition
The Mythic has six base lists. The full description of all the spells on these lists can be found later in this book.
Holy Mission: Contacting the caster's religion and deity, and for accomplishing missions.
The Defender: Increasing protections of the caster.
The Eye: Gathering information for missions, as well as spying on targets.
The Mask: Keeping the caster's actions secret, and allowing the caster to blend in with other faiths.
The Will: Healing and enhancing the caster.
Vengeance: Combating foes and hunting specific enemies.
Everyman Skills.: none
Occupational Skills: Religion
Restricted Skills: none
The Noble Savage is a non-spell user who has been raised from an early age by wild animals or who has survived by himself since infancy in a wilderness setting. Isolated from civilization for most of his life, the Noble Savage often knows no other life than this simple, primitive one in which survival is the first and foremost concern, with wild beasts his only companions. His experiences with civilization are usually fleeting ones that leave the Noble Savage with base impressions of its advantages. By choice the he returns and remains in his wilderness home. A master of wilderness survival, the Noble Savage is usually assumes the mantle of guardian of his savage, adopted realm, protecting it from the depravities of modern "civilized" man. Famous Noble Savages might include: Tarzan of the Apes, Sheena—Queen of the Jungle, Ka-Zar—King of Fang and Claw, Kioga of the Wilderness, Jongor, Kaspa Starke, Jan of the Jungle, Kungai, Tam—Son of the Tiger, and Miota—the Jungle Goddess.
Thandar roared a thunderous challenge as he raced over the savanna, piercing the night with the fierce battle-cry o fhis people, the Golden Lions of Abbysinia.
Prime Stats: Empathy, Presence, and Self Discipline
If the GM is not running a No Magic campaign, the Noble Savage may learn (at a high development point cost) spells from his chosen realm of magic.
Everyman Skills: Brachiation, one skill from the Outdoor group
Occupational Skills: None
Restricted Skills: All skills in the categories marked with * (unless playing in a High Magic campaign)
Paladins are Semi spell users who combine the ream of Channeling with the realm of Arms. Their base spells deal with combat, healing and service to their deity.
Paladins are Semi spell users who combine the realm of Arms with the realm of Channeling. Their base spells primarily deal with combat and protection. An example of a Paladin (from literature) might be Lancelot or Percival (from King Arthur’s knights).
Padraic staggered down the hall. He could feel the blood oozing from his many wounds. By sheer willpower, he made his feet continue to move. It would be easy to stop moving; just sit down and die. But that would be the end. He must get back and warn the others. He must live that long; then he could die....
Prime Stats: Self Discipline and Intuition
Special Notes: The Paladin receives a special bonus of +20 to his Transcend Armor skill.
The Paladin has six base lists. The full descriptions of all the spells on these lists can be found in Spell Law (pages 41-46). For a slightly higher development point cost, he may also develop Open Channeling spell lists (see Spell Law, pages 9-18). Other spell lists may be developed, but will cost a larger number of development points.
Communion: Gathering information and cancelling (including dispelling) magic.
Exorcism: Repelling undead and banishing demons.
Holy Arms: Increasing offensive combat ability.
Holy Healing: Healing a variety of types of damage.
Holy Shields: Increasing defensive combat ability.
Inspiring Ways: Influencing others in a variety of ways.
Everyman Skills: Jousting
Occupational Skills: Religion
Restricted Skills: none
Rangers are Semi spell users who combine the realm of Channeling with the realm of Arms. Their base spells deal with operating in the outdoors and manipulating the elements (weather).
Rangers are Semi spell users who combine the realm of Channeling with the realm of Arms. Their base spells deal with operating in the outdoors and manipulating the weather.
Kyraal leaned on his long bow. The bushes around him rustled in the wind. With no more sound than the rustling leaves around him, he raised his bow, nocked an arrow, and drew back. With only the slightest movement, the arrow flew....
Prime Stats: Constitution and Intuition
The Ranger has six base lists. The full descriptions of all the spells on these lists can be found in Spell Law (pages 47-52). For a slightly higher development point cost, he may also develop Open Channeling spell lists (see Spell Law, pages 9-18). Other spell lists may be developed, but will cost a larger number of development points.
Inner Walls: Providing resistance to the natural elements and bonuses to certain types of activities.
Moving Ways: Enhancing the moving abilities of the caster.
Nature’s Guises: Providing hiding and disguises.
Nature’s Summons: Summoning assistance in the form of various types of animals, assisting the local plant life in growth, and praying for weather effects.
Nature’s Way: Surviving in the wilderness (e.g., finding water, shelter, etc.).
Path Mastery: Discovering information about paths.
Everyman Skills: none
Occupational Skills: none
Restricted Skills: none
Rangers are Semi spell users who combine the realm of Channeling with the realm of Arms. They tend to focus their skills on survival and tracking in the wilderness. A Ranger has a particularly close relationship with nature and has found a mystical power for his spells.
Prime Stats: Constitution and Intuition
Special Note This profession should not be played in a No Magic campaign.
The Ranger may learn (at a high development point cost) Open and Closed Channeling spell lists. If the GM is running a High Magic campaign, the GM may also choose to allow the Ranger to develop base lists.
Everyman Skills: None
Occupational Skills: None
Restricted Skills: All skills in the categories marked with * (unless playing in a High Magic campaign)
Rogues are characters with some expertise in thiefly abilities and more specialized knowledge of arms than that possessed by Fighters. Normally a Rogue will be almost as good as a Fighter with one weapon of his choice. The cost of developing his thiefly skills will generally not allow him to be as good in these areas as a Thief, but his flexibility is unmatched by either profession.
Rogues are non spell users with some expertise in thiefly abilities and a more specialized knowledge of arms than that possessed by Fighters. Normally, a Rogue will be almost as good as a Fighter with one weapon of his choice. The cost, in development points, of developing his thiefly skills will generally not allow him to be as good in these areas as a Thief, but his flexibility is unmatched by either profession. Some literary examples of Rogues might include Fahfard and the Grey Mouser, Robin Hood.
Silk stood in the doorway to the tent. The merchant would be asleep for quite some time, thanks to that sleeping powder the old witch gave him. Soon Silk would be back on his ship and sailing towards his next victim.
Prime Stats: Agility and Strength
The Rogue has no base lists, though he may learn (at a high development point cost) spells from his chosen realm of magic.
Everyman Skills: Duping, Lock Lore, choice of one Situational Awareness, one of either Boxing or Wrestling.
Occupational Skills: none
Restricted Skills: Channeling (if the character’s chosen realm is not Channeling)
Rogues have some expertise in thiefly abilities and a more specialized knowledge of arms than that possessed by Fighters. Normally, a Rogue will be almost as good as a Fighter with one weapon of his choice. The cost, in development points, of developing his thiefly skills will generally not allow him to be as good in these areas as a Thief, but his flexibility is unmatched by either profession.
Prime Stats: Agility and Strength
Modern setting is without magic, thus this profession will not be able to develop any spell lists.
Everyman Skills: Duping, choise of one Lore • Technical skill, choice of one Situational Awareness skill, one of either Boxing, Wrestling, or Brawling.
Occupational Skills: None
Restricted Skills: None
Rogues have some expertise in thievery abilities and a more specialized knowledge of arms than that possessed by Fighters. Normally, a Rogue will be almost as good as a Fighter with one weapon of his choice. The cost, in development points, of developing his thievery skills will generally not allow him to be as good in these areas as a Thief, but his flexibility is unmatched by either profession.
Prime Stats: Agility and Strength
If the GM is not running a No Magic campaign, the Rogue may learn (at a high development point cost) spells from his chosen realm of magic.
Everyman Skills: Duping, choise of one Lore • Technical skill, choice of one Situational Awareness, one of either Boxing, Wrestling, or Brawling.
Occupational Skills: None
Restricted Skills: All skills in the categories marked with * (unless playing in a High Magic campaign)
Runemages are Hybrid spell users of Essence and Channelling who concentrate on the power written and spoken language have over the reality. Generally, all Runemages are Nomenist spell casters, though they rarely choose the Training Package for Nomenist Casters. The Runemages have their own base list, which is more refined than the standard Nomenist Caster spell list. Runemages use their power of language to create variable enchantments such as wards, symbols, and runes, while using their knowledge of the Primal Tongue to manipulate the physical world and the creatures within it.
Runemages are Hybrid spell users of Essence and Channelling who concentrate on the power written and spoken language have over the reality. Generally, all Runemages are Nomenist spell casters, though they rarely choose the Training Package for Nomenist Casters. The Runemages have their own base list, which is more refined than the standard Nomenist Caster spell list. Runemages use their power of language to create variable enchantments such as wards, symbols, and runes, while using their knowledge of the Primal Tongue to manipulate the physical world and the creatures within it.
Jerickson finished inscribing the last power runes to complete his circle. Standing he surveyed the work of several hours of scratching on the solid stone floor. Beautiful. Right now they were nothing but a series of thin almost invisible lines and symbols. Surely they would be overlooked once the room was full of food, merriment and guests. Jerickson smiled. His foe would be in that crowd and he'd never know what hit him. The rest of the crowd would be safe—so long as they stepped away from Llewdlac when his body erupted in flames. Only someone with the right skill looking in the right place would ever notice the hidden words and signs.
Prime Stats: Empathy and Intuition
The Runemage has six base lists. The full descriptions of all the spells on these lists can be found later in this book.
Commanding Will: Spells that bend a target to the will of the caster (enhanced if a true name is known).
Inscriptions: Imbeds spells into temporary signs or runes.
Nomenclature Mastery: Discovering languages and true names of people and items.
Physical Manipulations: Spells that manipulate the physical world (enhanced if a true name is known).
Symbolism: Creating symbols of power that can be imbedded with other spells.
Warding Mastery: Creating ward signs of power that can protect small areas.
Everyman Skills: Runes, Symbol Lore, Warding Lore
Occupational Skills: Calligraphy
Restricted Skills: Directed Spells, Channeling
Training package costs are given in Section 13.0.
This profession is devoted to the physical sciences; physics, chemistry, oceanography, atmospherics, etc. Scientists are always trying to duplicate and create experiments in an effort to confirm results of projects. Although usually a lab-grounded profession, Scientists some field counterparts in archeologists, geologists, anthropologists, etc. Always looking for some new information in their area of expertise, they can travel to different countries in the pursuit of this knowledge. A highly qualified Scientist travelling around the world is an excellent cover for a PC, especially cinsidering scientific knowledge is increasingly valuable to governments as time goes on.
Prime Stats: Intuition and Memory
Modern setting is without magic, thus this profession will not be able to develop any spell lists.
Everyman Skills: Administration, Operating Equipment, choice of one Awareness • Senses skill
Occupational Skills: One Science/Analytic • Specialized skill
Restricted Skills: None
Seers are the information gathering specialists. Seers are Pure spell users of Mentalism who have concentrated on spells which gain infonnation through the use of mental spells. Their spells deal with evoking the past, scrying the present and divining the future, and the control and modification of the senses of themselves and others.
Master Augustine sighed. The cards foretold death and destruction throughout the Principalities, just as his dreams had earlier shown pilgrims whose arrival would doom the desert cities. Unless someone or something prevented this evil fate.... It was time to leave the rose garden, time to interfere with destiny.
Prime Stats: Self Discipline and Presence
The Seer has six base lists. The full description of all the spells on these lists can be found later in this book.
Far Visions: modifying the caster's own senses.
Future Visions: precognition and divining the future.
Mind Visions: mental detection, lie detection and mind probes.
Past Visions: evoking the past of persons, places and objects in visions.
Vision Borrowing: scrying and sharing the senses of others.
Vision Guard: defenses against evocation, scrying and divinations.
Everyman Skills: Artifact_Lore, History, Divination Lore, Lie Perception, Stargazing, Time Sense
Occupational Skills: Divination, Meditation
Restricted Skills: Channeling
Sorcerers are hybrid spell users who combine the realms of Essence and Channeling, having concentrated on spells of destruction. Their base spells deal with the specific destruction of animate and inanimate material.
Sorcerers are Hybrid spell users who combine the realms of Essence and Channeling, concentrating on spells of destruction. Their base spells deal with the specific destruction of animate and inanimate material.
Renlyn closed his eyes. The moaning sounds of his victims were faint in his ears. More importantly, he could hear the sounds of the serpents slithering on the floor. Death. Destruction. Survival. He smiled.
Prime Stats: Empathy, Intuition, and Self Discipline
The Sorcerer has six base lists. The full descriptions of all the spells on these lists can be found in Spell Law (pages 117-122). For a slightly higher development point cost, he may also develop Open and Closed Channeling spell lists (see Spell Law, pages 9-28) and the Open and Closed Essence spell lists (see Spell Law, pages 73-92). Other spell lists may be developed, but will cost a larger number of development points.
Flesh Destruction: Damaging various parts of the body.
Fluid Destruction: Destroying and manipulating liquids in a variety of ways.
Gas Destruction: Destroying and manipulating various types of gasses.
Mind Destruction: Damaging various mental processes.
Solid Destruction: Destroying and manipulating various types of solids.
Soul Destruction: Damaging various aspects of the soul.
Everyman Skills: Time Sense, Magic Ritual, Spell Mastery, Meditation, Channeling, Divination
Occupational Skills: none
Restricted Skills: none
Sorcerers are Hybrid spell users who combine the realms of Essence and Channeling, concentrating on spells of destruction. This is typically the profession of an "evil" spell caster, generally the villain of a particular adventure.
Prime Stats: Empathy, Intuition, and Self Discipline
Special Note This profession should not be played in a No Magic campaign.
The Sorcerer may learn (at a high development point cost) Open and Closed Essence and Channeling spell lists. In addition, the Sorcerer may learn Evil spell lists from Essence and Channeling (subject to the GM's approval). If the GM is running a High Magic campaign, the GM may also choose to allow the Sorcerer to develop base lists.
Everyman Skills: Magic Ritual, Meditation, Divination
Occupational Skills: None
Restricted Skills: All skills in the categories marked with * (unless playing in a High Magic campaign)
Summoners are hybrid spell users who combine the realms of Channeling and Essence. Their base spells deal with the communication with, and summoning of, various creatures ranging from animals to extra-planar beings to their friends. He can also enhance the creatures he has summoned.
Shodan uttered a quiet "oops", and the whole party quickly preparedfor the worst. Shodan had a talent for summoning only the largest creatures, the ones that he could not control yet. When the Demon came, Shodan and his companions were long gone, knowing that it was time to leave. The rest of the town was not so fortunate.
Prime stats: Empathy, Intuition, and Self Discipline
The Summoner has six base lists. The full description of all the spells on these lists can be found later in this book.
Animal Summons: Summoning animals to help the caster.
Planar Summons: Summoning Angels, Demons, or other extra-planar creatures.
Summoning Bond: Enhancing the caster's summoned creatures.
Summoning Circles: Summoning and controlling creatures; and imbedding spells.
Summoning Mastery: Enhancing summoning spells and abilities.
Teleportals: Communicating and summoning other people and creatures over distances.
Everyman Skills: Time Sense, Magic Ritual, Spell Mastery, Meditation, Channeling, Circle Lore
Occupational Skills: none
Restricted Skills: none
Taoist monks or Essence-based Monks are semi spell users who combine the realm of Essence with the realm of Arms. Their base spells deal with personal movement, the control of their own body, and the natural world while their arms capabilities are concentrated in unarmored, unarmed combat. A Taoist monk is reclusive and disdains much of the comforts of civilization, seeking to gain enlightenment through the observation of the natural world. A Taoist monk will tend to specialize in unarmed combat styles that mimic the attacks of animals.
"All life should be as the blade of grass in the wind, effortless, smooth, natural. The blade of grass does not resist but bends with the wind. Thus should life be lived,"
Prime Stats: Self Discipline and Empathy
The Taoist monk or Essence-based Monk has six base spell lists found below. The full description of these lists may be found in Section 20.1. For a slightly higher development cost, the he may also develop Open Essence spell lists. Full descriptions of these lists can be found in Spell Law (pages 111-116). Other spell lists may be developed, but will cost a larger number of development points.
Body Renewal: Increasing the healing rate of the caster's body.
Evasions: Allowing the caster to make incredible evasive maneuvers.
Inner Eye: Enhancing the senses of the caster and the ability to sense magical phenomena.
Nature's Forms: Allowing the caster to change his body and take on characteristics of the natural world.
Nature's Harmony: Allowing the caster to influence the natural world.
Monk's Bridge: Allowing the caster to move in unusual ways.
Everyman Skills: Time Sense and choice of one non-Restricted Martial Arts Combat Maneuvers skill
Occupational Skills: Meditation
Restricted Skills: Channeling
This profession specializes in the repair and design of equipment in a specialty area (computers, mechanical, eletrical, undersea, etc.). Technicians are more able to analyze and understand new items, as well as construct items of a technological nature. They also spend a lot of time developing other people's ideas with thier in-depth design skills. This profession can produce a good character that wants to invent exotic weapons or gear, or get past security systems for high-tech thievery.
Prime Stats: Intuition and Reasoning
Modern setting is without magic, thus this profession will not be able to develop any spell lists.
Everyman Skills: Research, choice of one Awareness • Senses skill.
Occupational Skills: One Science/Analytic • Specialized skill, one Science/Analytic • Technical skill
Restricted Skills: None
This profession specializes in the repair and design of equipment in a specialty area. Technicians are more able to analyze and understand new items, as well as construct items of a technical nature. They also spend much of their time developing other people's ideas with their in-depth design skills. This is the perfect profession for a gadgeteer.
Prime Stats: Intuition and Reasoning
If the GM is not running a No Magic campaign, the Technician may learn (at a high development point cost) spells from his chosen realm of magic.
Everyman Skills: Research, choise of one Awareness • Senses, Gadgeteering
Occupational Skills: One Science/Analytic • Specialized skill, one Science/Analytic • Technical skill
Restricted Skills: All skills in the categories marked with * (unless playing in a High Magic campaign)
Thieves are specialists at maneuvering and manipulating. They have the easiest time learning mechanical skills such as picking locks and disarming traps and are fairly good at picking up weapons skills. Thieves are also unusually adept at Stalking and Hiding, Climbing and Perception. They rarely wear heavy armor, although armor does not especially harm the exercising of their professional abilities.
Thieves are non spell users who are specialists at maneuvering and manipulating. They have the easiest time learning mechanical skills (such as picking locks and disarming traps) and are fairly good at picking up weapon skills. Thieves are also unusually adept at subterfuge skills (Stalking, Hiding, etc.). They rarely wear heavy armor, although armor does not especially hinder the exercising of their professional abilities (other than limiting their superb maneuvering abilities). Some literary examples of Thieves might include Will Scarlet and Bilbo Baggins.
Vylan was stalking quietly through the streets. They were mostly deserted at this hour of the morning, but you never know when you would chance upon a merchant who was trying to open his shop early. The serpent, Slith, was coiled around his upper arm. Vylan and Slith stopped at the side of the jeweler’s shop; the window was still partially opened, just like he left it.
Prime Stats: Agility and Quickness
The Thief has no base lists, though he may learn (at a high development point cost) spells from his chosen realm of magic.
Everyman Skills: choice of one Situational Awareness, Duping, Subdual, Operating Equipment
Occupational Skills: Lock Lore
Restricted Skills: Channeling (if the character’s chosen realm is not Channeling)
Thieves are non spell users who are specialists at maneuvering and manipulating. They have the easiest time learning mechanical skills (such as picking loks and disarming traps) and are fairly good at picking up weapon skills. Thieves are also unusually adept at subterfuge skills (Stalking, Hiding, etc.). They rarely wear heavy armor, although armor does not especially hinder the exercising of their professional abilities (other htan limiting their superb maneuvering abilities).
Prime Stats: Agility and Quickness
Modern setting is without magic, thus this profession will not be able to develop any spell lists.
Everyman Skills: choice of one Situational Awareness, Duping, Subdual, Operating Equipment
Occupational Skills: Lock Lore
Restricted Skills: None
Thieves specialize at maneuvering and manipulating. They have the easiest time learning mechanical skills (such as picking locks and disarming traps) and are fairly good at picking up weapon skills. Tnieves are also unusually adept at subterfuge skills (Stalking, Hiding, etc.). They rarely wear heavy armor, although armor does not especially hinder the exercising of their professional abilities other than limiting their maneuvering abilities. The gentile art of the "light-fingered gentry" is one that will never go out of style. Thievery types continue to ply their trade in the Pulp era, and probably will continue to do so as long as there are items prized yet unavailable to some, and altogether too easily obtained by others.
Prime Stats: Agility and Quickness
If the GM is not running a No Magic campaign, the Thief may learn (at a high development point cost) spells from his chosen realm of magic.
Everyman Skills: choice of one Situational Awareness skill, Duping, Subdual, Operating Equipment
Occupational Skills: Lock Lore
Restricted Skills: All skills in the categories marked with * (unless playing in a High Magic campaign)
The Warlock is a hybrid spell user who combines the realms of Channeling and Mentalism. The Warlock is a manipulator of people and of their fates. His base spells deal with inflicting harm on others, toying with their fate, ruining their faith, instilling fear and doubt, and transforming himself.
Zalic entered the dark tavern without a sound, but somehow everyone still knew that he had entered. Many left quickly, and within a minute, many others has found some excuse to quietly leave. Let them leave, Zalic thought, I am here for another purpose. At the other end ofthe room, five men stirred and one rose. Zalic glared at him and he sat back down. The four others hesitated before attacking, giving Zalic the time he needed...
Prime stats: Intuition, Presence and Self Discipline.
The Warlock has six base lists. The full description ofall the spells on these lists can be found later in this book.
Doom's Law: Bringing death to the enemies of the caster.
Faith Destruction: Destroying the target's faith in deities and others.
Look of Terror: Using the caster's presence and reputation to command and scare others.
Revenging Law: Exacting revenge on those who have wronged the caster.
Transformations: Changing the caster's body in useful and deadly ways.
Wyrd Mastery: Manipulating the fate and luck of caster and others.
Everyman Skills: Time Sense, Meditation, Channeling, Divination, Religion
Occupational Skills: none
Restricted Skills: none
Warrior Mages are Semi spell users who combine the realm of Arms with the realm of Essence. Their base spells primarily deal with the adaptation of Essence spell casting to combat and survival in hostile environments. The Warrior Mage is viewed by many as an elite type of fighter, specialized in attacking enemy spell casters on their own terms.
The sergeant screamed at Aelt over the roar of the flames, "Sir, we got to get out of here! The whole place is going up!" As the last of the orcs gurgled and slid off the end of Aelt's sword, he spied the Sorcerer Prince escaping up the staircase. "Take the men and headfor the moat, Sergeant, " Aelt cried in return. "I have unfinished business," he whispered to himself. He cast a quick spell to ward off the flames and hurried up into the burning keep after his sworn enemy.
Prime Stats: Empathy and Constitution
The Warrior Mage has six base lists. The full descriptions of all the spells on these lists can be found later in this book.
Combat Enhancement: Gives the Warrior Mage a greater variety of options in melee combat.
Combat Misdirections: Methods of causing confusion among the enemy.
Detections and Protections: Gives the Warrior Mage the edge he needs against more powerful spell casters.
Warrior's Blade: Dedicates a weapon to the Warrior Mage and allows special spells to be cast upon it.
Warrior's Enhancements: Allows the Warrior Mage to combat enemies in various hostile environments.
Will of the Warrior: Allows the Warrior Mage to drive himself beyond normal endurance.
Everyman Skills: None
Occupational Skills: None
Restricted Skills: Channeling
Training package costs are given in Section 13.0.
Warrior monks are experts at maneuvering and martial arts. Warrior monks can learn to use normal weapons, although not as easily as others of this realm; they prefer to utilize unarmed combat using the special Arms Law Martial Arts attack tables.
Warrior Monks are non spell users who are experts at maneuvering and martial arts. Warrior Monks may learn to use normal weapons, although not as easily as others in the realm of Arms. They prefer to utilize unarmed combat. Some literary examples of a Warrior Monk might include Kwi Chang Kane.
Warrior Monks are non-spell users who are experts at maneuvering and martial arts. Warrior Monks may learn to use normal weapons, although not as easily as others in the realm of Arms. Rather they prefer to utilize unarmed combat
Lotus crossed her legs as she sat down on the rocky ledge. Behind her, the rest of the group was preparing for the evening of rest. Lotus looked down upon the valley below and began to meditate.
Prime Stats: Quickness and Self Discipline
The Warrior Monk has no base lists, though he may learn (at a high development point cost) spells from his chosen realm of magic.
Everyman Skills: Sense Ambush, any one Combat Maneuver or one non-Resrticted Martial Arts Combat Maneuver skill
Occupational Skills: none
Restricted Skills: Boxing, Wrestling, Channeling (if the character’s chosen realm is not Channeling)
Warrior Monks are non spell users who are experts at maneuvering and martial arts. Warrior Monks may learn to use normal weapons, although not as easily as others in the realm of Arms. They prefer to utilize unarmed combat.
Prime Stats: Quickness and Self Discipline
Modern setting is without magic, thus this profession will not be able to develop any spell lists.
Everyman Skills: Sense Ambush, any one Combat Maneuver
Occupational Skills: None
Restricted Skills: Boxing, Wrestling
Warrior monks are non spell users who are experts at maneuvering and martial arts. Warrior monks may learn to use nonnal weapons, although not as easily as others in the realm of Arms. They prefer to utilize unarmed combat. A particularly Oriental-viewed profession, it should be noted that many other cultures practice some fonn of the martial arts such as French Savate (kick-boxing).
Prime Stats: Quickness and Self Discipline
If the GM is not running a No Magic campaign, the Warrior Monk may learn (at a high development point cost) spells from his chosen realm of magic.
Everyman Skills: Sense Ambush, any one Combat Maneuver
Occupational Skills: None
Restricted Skills: All skills in the categories marked with * (unless playing in a High Magic campaign)
Zen monks or Mentalism-based Monks are semi spell users who combine the realm of Mentalism with the realm of Arms. Their base spells deal with personal movement and the control of their own body and mind, while their arms capabilities are concentrated in unarrnored, unarmed combat. The Zen monk uses his incredible mental focus and concentration to accomplish his incredible feats. The Zen monk gains his incredible powers of self-mastery through long sessions of practice and mediation.
"Do not focus on your defeating your enemy, remain calm and he will defeat himself."
Prime Stats: Self Discipline and Presence
The Zen monk has six base lists. The full description of these lists may be found in Section 20.2. For a slightly higher development cost, he may also develop Open Mentalism spell lists. Full descriptions of these lists can be found in Spell Law (pages 137-146). Other spell lists may he developed, but will cost a larger number of development points.
Body Renewal: Increasing the healing rate of the caster's body.
Evasions: Allowing the caster to make incredible evasive maneuvers.
Body Control: Allowing the caster to alter his appearance and perform special attacks.
Monk's Awareness: Enhancing the senses of the caster and the ability to sense the thoughts of others.
Mind's Illumination: Allowing the caster to unlock the power of his mind.
Monk's Focus: Allowing the caster to resist pain and focus his physical and inner strength.
Everyman Skills: Time Sense and choice of one non-Restricted Martial Arts Combat Maneuvers skill
Occupational Skills: Meditation
Restricted Skills: Channeling