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Urnung. A land once filled with grassy valleys and snowy mountain ranges.
But that is long, long ago. For ages, Urnung has been a Desert of frozen sand, Origin of the Corpse Worms.
The only thing that marks the great wastes are the Black Pyramids of the Crycons.
The Crycons are the only civilised creatures that live on in Urnung.
They are tough, big, and live by strict laws.
They refuse to leave Urnung, as they are the ones that caused it’s undoing.
For they are the ones that angered Shroud, the great smoke demon.
The demon that covered the whole land in a black cloak of thick smoke, blocking all sunlight.
The exact story of what happened is unknown to this day, but it is known that Holo Dragonson himself took part in Shroud’s vengeance.
And it is known that Shroud gave Holo a gift. Something which even Ahmon’Zan, the Great Dragon could not grant.
And it is known that the gift still lies within Urnung’s borders.
This, is where our story begins.
You are a small group of adventurers that have known each other for years, part of a great organisation founded by Lord Taiion himself.
You are looking for this gift, and unlike everyone else you have a lead to go by.
You know that the gift lies within the Pyramid City of Roag, and you know, most importantly, the gift’s name.
Whatever it might mean, you know that you are looking for the Book of the Bladebringer.
But that is long, long ago. For ages, Urnung has been a Desert of frozen sand, Origin of the Corpse Worms.
The only thing that marks the great wastes are the Black Pyramids of the Crycons.
The Crycons are the only civilised creatures that live on in Urnung.
They are tough, big, and live by strict laws.
They refuse to leave Urnung, as they are the ones that caused it’s undoing.
For they are the ones that angered Shroud, the great smoke demon.
The demon that covered the whole land in a black cloak of thick smoke, blocking all sunlight.
The exact story of what happened is unknown to this day, but it is known that Holo Dragonson himself took part in Shroud’s vengeance.
And it is known that Shroud gave Holo a gift. Something which even Ahmon’Zan, the Great Dragon could not grant.
And it is known that the gift still lies within Urnung’s borders.
This, is where our story begins.
You are a small group of adventurers that have known each other for years, part of a great organisation founded by Lord Taiion himself.
You are looking for this gift, and unlike everyone else you have a lead to go by.
You know that the gift lies within the Pyramid City of Roag, and you know, most importantly, the gift’s name.
Whatever it might mean, you know that you are looking for the Book of the Bladebringer.
Hello and Welcome to another RP in my varyingly successful Rafia series. If you have played a Rafia RP before, you’l be familiar with the basics and ready to proceed, but if you are not you might wannna scrape around in the old threads to pick up some juicy lore and such.
This RP is slightly special though, as it is NOT the planned continuation of the Rafia series (Rafia: Bladesurge), but instead a test run for my new ‘Lorepainter’ Role Playing system that will be used in Bladesurge.
At the same time, this will also serve as Prequel for Bladesurge, and unless you all screw up and die there will be a lot of lore unveils.
As a last thing before we get started you should know that the test run does not yet contain all the systems that it will when Bladesurge is launched.
Some will be applied as the game runs, but some wont.
Have fun playing!
NOTE: As this is a beta, things may be changed,added or removed on the spot.
Your Role Ten years after the great catastrophe and the Unleashing of the Entity, the war has solidified.
Neither side can do much to hurt the other, and even though the number of people touched by the entity’s power grow most of them join the fight against it.
Both sides look for something that can tip the balance, and some just look to use the situation for personal gain.
The hunt is on.
In Cries of Urnung: Book of the Bladebringer you play as part of an adventuring group, which in turn is part of a huge organisation.
You, the players, have known each other for years, and have experianced many a’ things together.
You are veterans, but yet you are about to enter a world unknown to you.
Any players entering the game ‘Late’ will be reinforcements sent from the leaders of the great organisation, Which is called ‘Loras Mthorena’, by the way.
The Lorepainter System Just as a short explanation to how my Rps work:
You post your action, I tell you what happens.
Make sure to clarify exactly what you do.
Any rolls needed are done by me.
The Lorepainter system bases itself on one simple thing: Being easy to learn.
It has complexity and loads of material to create unique and fun charecters, but at the same time it is very simple.
The core principle is to have as few Charts as possible.
In pretty much any system i’ve ever played in i’ve had to constantly ‘Roll on the Fear Chart’, ‘Unconsciousness Chart’ or ‘Cooking Eggs Chart’.
Looking up these charts in huge rulebooks every five seconds has always annoyed me, so in Lorepainter I try to have as few charts as possible.
And so far, we have ONE. The ‘Difficulty Chart’.
The Difficulty chart is applied to every action that requires a roll, deciding how hard the action is.
What difficulty an action has and what bonuses you get to your roll is decided by the DM, even though some specefic actions will have preset bonuses or difficulties.
The difficulty chart and the setup of dice rolls can be found below.
Note that, as this RP is online, I will do all the rolls for you.
Also Lorepainter ONLY USES D6’s! That’s your regular dice, for those of you that arent tabletop gamers.
Multiple D6’s will though be used every once in a while.
DifLevel 1: Straightforward
Requires a Roll of 3 or More to be successful.
A Critical Success is a Roll of 6 or More, and Critical Failure is a Roll of 1 or Below.
Examples: Performing a Straighforward attack with any weapon, Casting a simple spell (such as a projectile Spell) or any action that has a high enough chance of failure to need a roll.
DifLevel 2: Simple
Requires a Roll of 6 or More to be successful.
A Critical Success is a Roll of 12 or More, and Critical Failure is a Roll of 1 or Below.
Examples: Performing an attack or spell faster than normal or at a specefic time, casting a more complex spell such as Healing a companion or any action that normally would have around 20% chance of failure.
DifLevel 3: Moderate
Requires a Roll of 12 or More to be successful.
A Critical Success is a Roll of 18 or More, and Critical Failure is a Roll of 4 or Below.
Examples: Performing a precision strike, operating a machine or weapon that you have no experience with or any action that normally would have around 35% chance of failure.
DifLevel 4: Chancy
Requires a Roll of 20 or More to be successful.
A Critical Success is a Roll of 30 or More, and Critical Failure is a Roll of 10 or Below.
Examples: Performing a highly athletic attack, performing more than one action in one turn or any action that normally would have around 50% chance of failure.
DifLevel 5: Challenging
Requires a Roll of 40 or More to be successful.
A Critical Success is a Roll of 50 or More, and Critical Failure is a Roll of 20 or Below.
Examples: Dodging a full-speed arrow, casting a complex spell in a snowstorm or any action that normally would have around 65% chance of failure.
DifLevel 6: High-Risk
Requires a Roll of 60 or More to be successful.
A Critical Success is a Roll of 100 or More, and Critical Failure is a Roll of 30 or Below.
Examples: Snatching a full-speed arrow out of the air, getting direct contact to a god or any action that normally would have around 80% chance of failure.
DifLevel 7: Near Impossible
Requires a Roll of 100 or More to be successful.
A Critical Success is a Roll of 150 or More, and Critical Failure is a Roll of 40 or Below.
Examples: Creating a hole in a brick wall with your bare hands, wrestling a shark while underwater or any action that normally would have around 95% chance of failure.
DifLevel 8: Impossible
Requires a Roll of 200 or More to be successful.
A Critical Success is a Roll of 400 or More, and Critical Failure is a Roll of 50 or Below.
Examples: Banishing a god, creating a hole in creation itself or any action that normally would have 100% chance of failure.
All dice rolls are set up like this:
Melee Attack: Roll: (1d6 +4 from Preparation) 4 (8).
Green: Action Name Red: Number of Dies (Dice) Orange: Bonuses
Blue: Roll result without applied Bonuses Teal: Roll result with applied Bonuses
NOTE:
If you Roll a 6 on a dice and you have not reached a crit yet another dice will be rolled and added to the final result.
This can be repeated.
A dice roll is required whenever your actions are ‘out of the ordinary’.
For example, jumping over a cliff or climbing a wall.
Your actions also require a roll when they affect other players’ charecters or NPCs in a hostile way or in any other way they would not like you to.
Ofcourse, ordinary actions like talking does NOT require rolls.
Positive actions towards other players’ charecters, like casting a healing spell or guarding them with your shield, still requires a roll as such actions count as inordinary.
A dice roll is ofcourse also required whenever the DM says so.
When performing an action that requires a dice roll you should never fully post the action, but only the beginning of it.
For example, you should NEVER post
“My character runs toward the enemy, swinging his sword at him and cutting off the enemy’s head.” What you SHOULD post is more like this:
“My character runs toward the enemy, swining his sword at him...” Once that is posted, you should wait for a dice roll to be made and for the DM to finish your action.
In the Lorepainter system you will see the terms 'Turns' and 'Actions' be used several times, so here's a short explanation to what is what:
An Action is, for example, attacking someone.
You have one action every turn.
But, if a spell says 'Lasts 5 actions' it does not mean that they are all YOUR actions.
This spell would for example end after you and four of your friends have performaned an action.
A Turn, though, can contain many actions.
A turn is started whenever everyone has made their actions (even though a turn might sometimes be ended early if only a few people are missing).
So if a spell says that it last for five turns, you will be able to make five actions before it ends.
When rolling dice there is a pretty big chance that you will sooner or later get some neat bonuses.
These bonuses can be caused by anything from your charecter’s stats to the current combat situation.
Bonuses from stats only apply if the action you are performing is related to a stat (which most actions will be).
Each stat is related to a specefic kind of actions. For example strength is related to melee attacks and physical defense.
You always get half (rounded down) of your related stat in bonus to rolls. Some rolls have two or more related stats. For example Dexterity is ALSO related to physical defense.
Such rolls automatically uses your highest stat.
On any attack or spell roll, the damage dealt to the target is the final result (bonuses added).
If the target makes a successfull defence check, the final result (with added bonuses) is deducted from the original damage.
Some spells and special attacks (Like runes) have set damage.
If somebody rolls a crit on a check or other dice rolls,
a dice will be rolled on this chart to determine what happens.
1: Extreme Success.
Whatever the charecter was doing, he/she has extreme success with.
2: Unexpected Success.
The charecter has success with whatever he's doing, but not nessecarily in the way he/she hoped for.
3: Good Stuff.
Something good happens, like discovering a new spell or gaining a new feat.
4: Extra Díce.
An extra dice is rolled, which will be added to the previous roll result.
The extra dice can also result in a crit, which will lead to another roll on this chart.
5: Pwn.
Something really awesome happens, like getting a Soul-Buff (When you get one you will know why this is awesome. beleive me.)
or instantly killing a monster that is more than thrice as strong as you.
6: Übarpwn.
Like Pwn, just with abit more AWESOME.
When Übarpwn is rolled, you might be saved by a angel, or maybe have a demon from the chaotic planes kill your opponent.
Who knows? It's Übar.
As for Combat and character Customization, Lorepainter uses a wide variety of feats and a simple Stat system. Also note that (unlike the other Rafia Rps) Lorepainter uses a set amount of hitpoints. They do though replenish themselves after every battle, unless you get some pretty severe wounds.
The feat list will be posted lower down in the character creation part (Even though the full one will not be posted yet, but revealed gradually).
The stat system, though, might aswell be explained here.
The stats in Lorepainter are like a permanent bonus to roll.
The DM decides which rolls use which stats, even though some rolls have presets.
Some feats change which rolls uses which stats.
When a roll gets a bonus from a stat, the bonus you get is equal to half the amount of points you have in that stat, rounded down.
There are five stats.
-Strength
Affects melee attacks and (ofcourse) your charecter’s strength.
-Willpower
Affects how good your character is at magic.
-Dexterity
Affects ranged attacks and your charecters agility.
-Cunning
Grants no actual combat bonus but is required for a lot of feats.
Also works as your charecter’s general intelligence.
-Endurance
Increases your charecter’s hitpoints.
Base hitpoint pool is 50. Each point of endureance increases the hitpoint pool by 10 points.
Here’s a short explanation on Magic in Lorepainter if you’re gonna be a caster.
In the Lorepainter system ANYONE can cast magic.
You might though be more or less successful depending on how many points you put into your Will stat.
BUT, you can also choose to specialise your casting by taking a stat in one of the three Casting Specialisations.
The three specialisations are Wizardry (or Rune-Mastery), Channeling and Fury (Fury is not included in the Beta).
The Wizardry feats grants acces to Runes.
Runes are incredibly powerfull spells that even at a low mastery level can cause great devastation or other effects.
But, once used they have to be restored. Restoring a rune either takes a great deal of Ingame time or a Runic altar.
And Runes are not something that you just go around throwing at every rat you see.
For instance even a Master Wizard only has 10 Rune Slots.
He might KNOW a hundred diffirent runes, many of which he has invented himself, but he can only prepare ten of them.
The first level of Wizardry gives three runes slots and allows you to learn ten runes.
Channelling is a much more casual form of magic.
Unlike wizardry, channelling allows you to tap into an unending stream of magic.
But keep in mind that channelling is not nearly as strong as wizardry, takes longer to master AND is VERY specialised.
For instance there are several types of Channelling, ranging from Elemental Channelling to Psychic Channelling.
And unlike the wizardry feat which is just one feat that has to be upgraded so and so many times you have to upgrade each type of channelling seperately.
Channelling is though a much more flexible playing style in combat.
Whenever you make a successful magic-related roll you active all channelling feats that you have, allowing you to channel magic without further rolls.
The Fury Casting-Style allows you to every once in a while unleash incredible amounts of magical energy upon the world.
During battle your charecter’s fury will slowly build up, allowing you to tap into it and cast great magic.
If you have no fury then the you have no bonuses at all from the Fury-Specialisation.
There are though very little limitation on how high your fury level can get, so saving up for long enough can very easily pay off.
There are also things that can both decrease and increase your fury while outside combat.
For example, sleeping completely depletes your fury, while having a loud argument with someone very quickly can get your fury level up high.
ANY FURY BASED SPELL USES UP ALL FURY.
As one last note before you guys make your charecters, know that the system now contains character Levels.
You get 5 Stat Points and 1 Feat Point per level. During the Beta Levels will simply be granted by the DM (me) when I think it appropriate.
A proper level system will be added upon the release of Bladesurge.
character creation has also been simplified in Lorepainter, but you can read about that below.
[FONT=”Palatino Linotype”]Character Creation[/FONT] To create your character you have to fill out this sheet.
Below it you will find explanations on all the steps that arent obvious.
You can edit ANYTHING on your character until your game starts, so if i add/remove something that makes you wanna edit your character, go ahead and do so.
Name:
Race:
Description and Biography: Describe your character.
Stats:
Strength:
Will:
Dexterity:
Cunning:
Endurance:
Feats:
Weapon: Pretty much any medieval-times weapon.
Armour: Cloth, Leather, Scalemail or Plate.
In Lorepainter races do not have stat bonuses.
You simply have to pick the one you want for your character.
Some races have special abilities that can be chosen, flight For Example, and choosing to have these abilities will reduce the amount of feats you can start out with.
The races you can pick in this RP are:
Human:
Typical Fantasy Setting Humans as you know them.
Elf:
Just like the humans, sky elves are pretty stereotypical.
There are three sorts:
Sky Elves (High Elves), Wood Elves and Mountain Elves (Dark Elves).
Crycon:
Crycons are the big, tough and Viking-like inhabitants of Urnung.
They live by a strict honor code, and have a great talent for rune magic.
Racial: Crycons can choose to sacrifice one feat point and learn Basic Wizardry (at the normal cost of 1 feat point) without any stat restrictions.
Drak’Ron:
The Drak’Ron are a Sub-Race of the Scaleborn, also known as Half-Dragons Both Scaleborn and Drak’Ron are covered in scales from top to toe, and have the heads of a dragon.
Their most unique trait, though, is that their bodies change as they raise through the ranks of their own hierachy.
Not all of them have wings, but those that do are highly regarded among kin.
Unlike the Scaleborn, which almost only have green scales, the Drak’Ron have all black scales and are a slight bit more aggressive.
Over the years the Drak’Ron have also managed to grow more numerous than the Scaleborn, and are now highly regarded for their knowledge in stone architecture.
Racial: Drak’Ron can sacrifice two feat points to have wings, and gain the ability to fly.
Picking your stats is one of the most simple processes.
You get 20 stat points which you can put in any of the stat fields you want, but you might wanna check out the feat list first as most feats have stat requirements.
Note that all stats start at 1, not zero.
To start out, everyone gets 5 feat points which you can use to pick feats from this list.
For Lorepainter I have created LOADS of feats, but the majority of them will not be available to you from the beginning.
There are two major feat types:
Fighting Styles and Casting Styles.
Fighting Styles are feats which determine which stats grant bonuses to melee and ranged attacks.
The are passive, but only one can be active at a time.
Casting Styles are feats that unlock new ways of casting spells.
There are three types: Wizardry (Runes), Channelling and Rage.
Rage is unavailable in the beta.
Oaths will be included later in the Beta.
Here’s the feat list. Incase you didnt pick that up, note that it will change as the game plays.
Fighting Styles:
-Controlled Fighting
Does not affect the which stats attacks get bonuses from.
Grants melee and non-magical ranged defense bonuses from Endurance.
Requirements:
5 Strength
5 Dexterity
-Brutal Fighting
Adds an extra +2 to all melee and ranged attacks for every 5 Strength you have.
Requirements:
5 Strength
5 Endurance
-Dextrous Fighting
Converts the bonus that melee attacks get to Dexterity.
Requirements:
7 Dexterity
-Athletic Fighting – Novice
Grants you a +5 to all Weapon-Based attacks which you compliment with a small trick, such as whirling the weapon in your hand.
Attacks using these tricks does thoug also have the border for critical failure raised by 1.
Requirements:
10 Dexterity
5 Cunning
-Athletic Fighting – Adept
Grants you a +15 to all Weapon-Based attacks which you compliment with a small trick, such as whirling the weapon in your hand.
Attacks using these tricks does thoug also have the border for critical failure raised by 2.
Requirements:
Athletic Fighting - Novice
12 Dexterity
-Way of the Spellblade
Your character receives a +2 melee damage for every magic-related roll since the beginning of the battle, feeding on the magical energies.
Requirements:
Basic Wizardry
10 Cunning
Casting Styles:
-Basic Wizardry
Allows the learning of five runes and grants three rune slots.
Requirements:
8 Will
4 Cunning
-Channelling: Elemental
Allows the character to channel magic through one of the four base elements (Fire, Earth, Water or Air), allowing him/her to gain momentary controll over that element.
Channelling is activated upon any successful spell check, and the elemental controll does not require any further rolls.
The Channelling effect dissipates after two actions OF ANY KIND.
The element that can be channelled must be chosen upon taking this feat.
Requirements:
10 Cunning
4 Will/Endurance
-Channelling: Psychic
Allows the character to channel magic through his own mind and the minds of others, performing such acts as creating illusions, telekenesis and mind controll (mind controll requires seperate Will V.S. Will roll).
Channelling is activated upon any successful spell check, and the elemental controll does not require any further rolls.
The Channelling effect dissipates after two actions OF ANY KIND.
Requirements:
10 Cunning
4 Will/Endurance
-Channelling: Shadow
Allows your character to magically control the light and darkness around him, being able to create both concentrated darkness or completely illuminated areas.
Channelling is activated upon any successful spell check, and the elemental controll does not require any further rolls.
The Channelling effect dissipates after two actions OF ANY KIND.
Requirements:
10 Cunning
8 Will/Endurance
-Channelling: Chaos Energy
Allows your character to tap into the chaotic energy that resides in the lower plane. This can manifest itself as green fire, a corrosive black substance and a swirling violet stream of energy.
All of these manifestations deal immense damage to anyone that touches them.
Channelling is activated upon any successful spell check, and the elemental controll does not require any further rolls.
The Channelling effect dissipates after two actions OF ANY KIND.
Requirements:
Any Channelling Feat
8 Will/Endurance
-Advanced Wizardry
Allows the learning of 10 Runes and allows 4 Rune Slots. Also allows characters to pick runes rom the 'Advanced Runes' section.
Requirements:
Basic Wizardry
20 Will or 15 Cunning
Elemental Attunement, Runevision or Imbue
Miscelaneous:
-Entity Touched
Your character has been touched by the energies of The Entity.
You can commune with the Sixth plane, and you have the ability to consume the magical energy of dead enemies or friends.
Every time you consume the energy of someone you gain an amount of ‘Entity Markers’.
For every ten you have, you gain one cunning.
For every fifty you have, you get a chance to get an extra feat point (You roll 1d6. If it rolls 5 or 6 you get a feat point).
But if you do not succeed at getting the feat point, the Entity will claim part of your soul.
There is no set effect for this, but know that it will be bad.
Post-Start Edit: Characters with the Entity Touched feat will at all times be able to spend entity points to try and save a failed roll.
For each entity point spent on a failed roll you will get an 1d6 added to the roll's final result.
If entity points have been spent and the roll still fails, your character will take the roll's final result (Entity Point bonuses Added) as direct damage.
Entity points can only be spent once per roll.
-Darkvision
Your character has gained the ability to see in dim light.
Requirements:
10 Cunning
-Steel Fists
Your character has hard skin on his or her hands, allowing them to be used as a blunt weapon.
Requirements:
5 Strength
10 Endurance
-Warp Gifted
Your character has been touched by the Warp.
This allows you to cast spells using your Cunning stat.
But, everytime you cast spells this way you have to make an Endurance check.
If you fail you will take heavy damage.
Requirements:
10 Cunning
5 Endurance
-Strong Willed
Grants a +10 to rolls against mind control and negative morale-effects.
Requirements:
5 Will
5 Endurance
5 Cunning
-Wastelander
Your character has spent years learning the ways of survival in Urnung’s cold wastes.
You know what signs to look for if a corpse worm should be near, you know where to find frozen water and you know just how to get a tent raised on the rock-like surface.
While out in the wastes you will get a DM warning if something bad is about to happen and if something hidden is nearby.
Requirements:
10 Cunning
-Battle Veteran
Your character has been in the midst of battle a few more times than is healthy.
You are a veteran for what it’s worth, and you’ve learned when to hide and when to strike.
Grants +3 to Attack and Defence.
Requirements:
10 Cunning
5 Endurance
-Swift Striker
After making a successfull attack against an opponent you can choose to make two attacks against that opponent on your next action, but at one DifLevel higher.
If you succeed at both attacks, you can choose to make three attacks next turn but again at one higher DifLevel.
This can be continued until you are at DifLevel 5.
If you fail ONE attack during this you will fumble and drop your weapon.
Requirements:
5 Strength
5 Cunning
-Knockdown
Allows you to use an action to knock down an opponent within melee range.
If they make a successfull DifLevel 3 endurance check they manage to stay on their feet, and this has no effect.
Requirements:
10 Strength
5 Endurance
-Read the Wind
Allows you to spend one action to prepare your next ranged attack.
Your next ranged attack (Projectile Based Spell, Arrow or Thrown) has +20 to the roll for every 5 cunning your character has (Only the first 20 count towards a crit, and only if the roll is DifLevel 4 or higher) and +10 damage for every 10 dexterity your character has.
Requirements:
10 Dexterity
5 Cunning
-Counterattack
Allows you to instantly land a melee attack on anyone that misses against you.
Requirements:
5 Strength
5 Dexterity
5 Cunning
-Imbue
Allows you to enchant the weapon of one of your allies with a rune that you have prepared.
The rune's effect will then be applied to the next person struck with the weapon.
This uses up the rune.
If the attack that triggers the rune is a crit, the rune is replenished in your rune slot.
Requirements:
Basic Wizardry
10 Will
5 Cunning
-Hardened Skin
Your character gains the ability to twice per battle shrug off damage.
You must make a Successfull Endurance check (Varying DifLevel) in order for this to work.
Requirements:
10 Endurance
5 Strength
-Multishot
Allows your character to throw or shoot multiple nonmagical projectiles.
The DifLevel of this action goes up by 1 for every two projectiles shot.
The Default DifLevel for this action is 2.
Requirements:
10 Dexterity
5 Cunning
-Runevision
Allows your character to enhance his/her vision with magic.
This allows your character to see the streams of magic, and also removes lighting-restrictions from your character's vision.
Requirements:
Darkvision
Basic Wizardry/Any Channelling Feat
-Adept of Silence
Grants your character a +10 bonus to all stealth-related rolls.
Requirements:
5 Cunning
8 Dexterity
-Athletic Movement
Your character moves with grace and skill, granting a +10 bonus to all movement-related rolls.
You receive another +10 if the roll is acrobatics-related, and yet another +10 if your character is currently using Athletic Fighting.
Requirements:
12 Dexterity
5 Cunning
-Elemental Attunement
Grants your character a +10 bonus to all magic rolls related to one of the 4 basic elements (Fire, Water, Earth and Air. The element has to be chosen upon picking the feat.) and reduces all damage taken related to that element by 50%.
If you also have the feat Channelling: Elemental, Elemental Attunement will share Channelling: Elemental's element.
Requirements:
Channelling: Elemental/Basic Wizardry
-First Aid
Your character has basic knowledge of how to heal a living creature, and receives +15 to all healing-related rolls.
This effect goes for both magical and nonmagical rolls.
Nonmagical healing rolls use Cunning.
-Inspiring Pressence
Gives all allies a +1 to all rolls for every 6 points you have in your highest stat.
-Bloodrage
Your character deals +20 damage (nonmagical and magical) when below 50% HP or 50 HP total.
Requirements:
10 Strength
5 Endurance
-Herbal Lore
Your character has knowledge of a great variety of plants, and know both positive and negative effects of most plants that one can encounter.
Your character also has the ability to make a DifLevel 3 roll to identify unknown plants.
Requirements:
5 Cunning
-Assassination
Your character deals +20 damage to enemies below 50% HP.
Requirements:
Swift Striker
5 Dexterity
-Inscribe Rune
Allows your character to inscribe a rune onto a flat surface, causing it's effect to be applied to anyone that touches it.
This uses up the rune completely, but the rune will be replenished if the triggered effect kills the victim.
Requirements:
Basic Wizardry
8 Cunning
-Steel Skin
Your character's skin has taken many blows and all damage taken is now reduced by 10.
The damage reduction is increased by 2 for every 5 points in Endurance you have.
Requirements:
Steel Fists
Hardened Skin
-Runic Memory
Your character can learn 2 new runes.
Requirements:
Basic Wizardry
-Revive
Allows your character to revive unconscious allies if a successful DifLevel 3 Cunning Check is made.
Requirements:
5 Cunning
First Aid
-Augment Weapons
Allows you to (If Blacksmithing Equipment is Present) upgrade weapons with things such as enchanted gems, chains, mechanical gizmoes or other useful apperatus.
Note that this may have both positive and negative effects on the item, depending on the item itself and the item attached to it.
Requirements:
10 Cunning
5 Strength
-Shadow Step
Allows your character to instantly move behind an enemy. Once shadow step has been successfully performed, your character performs an attack against the target for free.
Requirements:
10 Cunning or 10 Dexterity
Assassination, Athletic Movement or Adept of Silence
-Clockwork Assault
If an ally attacks a foe which you have previously (in current encounter) attacked and which you are within melee range of you make a free attack against that foe.
Requirements:
5 Dexterity
10 Cunning or Swift Striker
If you have picked the 'Basic Wizardry' feat you will need to pick some runes.
Note that how many runes you know (Basic Wizardry allows you to learn 5) is not the same as how many Rune Slots you have.
Rune slots are what you use to prepare runes.
If you have three rune slots (that's what basic wizardry grants) you can have three runes prepared.
Once a rune is used, the slot is empty and has to be re-filled.
This can be done by rune altars, which can be found in most cities and sometimes in dungeons.
To keep track of your runes, just add a 'Runes:' section to your character sheet.
-Rapid Regrowth
Uses inundulated life force to heal the target for 10d6 HP.
If the target had less than 30 HP left or were otherwise near-death, this rune is not used up and can be used again.
This rune does not take up a runeslot to prepare, but still needs to be replenished at a rune altar if used up.
-Stone Prison
Imprisons the target in stone, paralyzing it for 10 turns.
If the target is of great size or has a strength of 50 or higher this rune has no effect.
Other factors may also render this rune useless.
-Breath of Life
Allows the caster to breathe life and a simple consciousness into an object made out of organic material, such as wood or bone, or stone.
This rune allows only one animated object at a time, and if a new object is animated the memories and consciousness of the old object will inhibit the new body unless the caster wishes otherwise.
This rune will also occupy a rune slot as long as an animated creature is living.
The strenghts and weaknesses of an animated creature depends on the object which was animated.
Unless the rune is used on something that already has a shape, such as a statue, the creature will take shape depending on what it is made from and from where it's materials originate.
Objects of great size may end up not being under the caster's control.
-Stone Spike
Conjures a spike of stone beneath the target which will shoot from ground level up towards the target's position.
Upon impact this deals 5d6 damage.
If the target is standing on the ground this deals 10d6 damage.
If the target is lying down this deals 30d6 damage.
-Greater Intervention
Heals the target to full HP and negates the next incoming damage.
If the target dies within one turn after this is cast it is brought back to life at 10 HP.
-Hastened Growth
Causes a target plant to grow with great haste, allowing the caster to shape it to his will.
If this is used on an already grown plant it has a chance of gaining a simple consciousness.
Rune List:
-Phoenix Arrow
Your character conjures a small sphere of fire that when fired takes the visage of a pheonix.
Upon impact it sets anything near the point of impact on fire, dealing 3d6 Damage per action until put out.
-Fire Lance
Conjures a ray of flame from the tip of your character's fingertips, dealing 6d6 damage to anything it hits for 3 actions.
If you character moves his/her hands during this time the spell ends early.
-Eruption
Causes the ground beneath the target to turn into molten lava, killing the target unless it moves away in it's next action.
If the target survives it takes 5d6 damage for the next two actions.
-Superheat
Heats up any metal armour that the target is wearing to extreme heights.
This deals 10d6 damage for three turns if the target is wearing plate armour, and 5d6 if the target is wearing armour that is part metal.
Upon casting this, roll 1d6. If this die rolls a 6, any metal armour that the target is wearing gets so warm that it melts, causing intense burns all over the target's body.
This deals 20d6 damage for 5 actions.
-Flash Freeze
Instantly deep freezes the target, paralysing it for five turns.
If the target makes a successful DifLevel 4 endurance check the spell ends after 1 turn.
-Impale
Conjures a spike of frost beneath the target, killing it if it does not make a successful DifLevel 2 endurance or will check.
If the target succeeds the check, the spell deals 10d6 damage.
-Black Echo
Your character lets out a horrible scream, forcing all enemies to drop all that they're holding and cover their ears unless they make a successful DifLevel 3 Will Check.
If an opponent fails the check and still does not mange to cover his/her ears, this spell deals 10d6 damage. You are healed for 20 HP each time this happens.
-Death Pact
Your character makes a deal with death to turn the tide of battle.
Your character goes unconscious, all other party members are fully healed and have all negative effects removed.
If the battle is won, your character pops back to life. But if ANY party member dies, so does your character.
Can only be used once by ANY party member per battle.
-Death Oath
Your character swears an oath to kill one of the enemies you are fighting.
All party members receive a +10 bonus to all rolls against this enemy.
If the enemy is still alive after 10 actions, your character goes unconscious and the bonus disappears.
If the enemy survives or gets away, you die.
Can only be used once by ANY party member per battle.
-Intervention
Heals the target to full HP.
-Shapeshift: Drake
Allows your character to take on the shape of a young dragon, giving you +10 Endurance, Strength and Dexterity for 4 turns.
Also allows you to fly.
When this spell is cast, roll 1d6.
If this die rolls a 6, you turn into a fully grown dragon instead.
This doubles the bonus you get, and makes the effect last for 6 turns.
-Razor Word
Your character imbues a single word with immense magical power.
When it is spoken, all enemies within earshot have to make a DifLevel 3 Will save in order to not take 10d6 Damage.
If they make a critical failure on their will saves they die.
-Wreck
Can be resisted with a DifLevel 2 will or endurance check.
Makes all the air inside the target's body vanish, creating a vacuum.
This deals 25d6 damage for three turns.
If the target survives, it is unconscious for 5 turns.
-Gust
Pushes an enemy and all enemies near the target away from you with incredible force, dealing 10d6 damage if they hit any solid obstacles.
-Crushing Wave
Forces all enemies in front of you to make a DifLevel 3 Endurance check in order to not be knocked down.
If they succeed the check, crushing wave does 5d6 Damage.
If they roll a critical failure they are also unsonscious for 4 turns.
-Petrify
If the target does not make a successfull DifLevel 2 Will Check, it is turned to stone (Paralyzed) for 10 turns.
-Black Shroud
Creates a cloud of black smoke around your character, which makes him/her untargettable for 3 Rounds.
This ALSO means that your allies cannot heal or buff you, or anything else along that line.
-Spirit Shield
Creates a shield of magic energy which feasts on the souls of dead opponents.
It can either surround the caster like armour or be placed as a barrier. It is not possible for anyone to pass through the shield.
For each opponent killed in this battle the shield has 40 Hitpoints.
-Dispell
Instantly removes all magical effects from the area.
Your character conjures a small sphere of fire that when fired takes the visage of a pheonix.
Upon impact it sets anything near the point of impact on fire, dealing 3d6 Damage per action until put out.
-Fire Lance
Conjures a ray of flame from the tip of your character's fingertips, dealing 6d6 damage to anything it hits for 3 actions.
If you character moves his/her hands during this time the spell ends early.
-Eruption
Causes the ground beneath the target to turn into molten lava, killing the target unless it moves away in it's next action.
If the target survives it takes 5d6 damage for the next two actions.
-Superheat
Heats up any metal armour that the target is wearing to extreme heights.
This deals 10d6 damage for three turns if the target is wearing plate armour, and 5d6 if the target is wearing armour that is part metal.
Upon casting this, roll 1d6. If this die rolls a 6, any metal armour that the target is wearing gets so warm that it melts, causing intense burns all over the target's body.
This deals 20d6 damage for 5 actions.
-Flash Freeze
Instantly deep freezes the target, paralysing it for five turns.
If the target makes a successful DifLevel 4 endurance check the spell ends after 1 turn.
-Impale
Conjures a spike of frost beneath the target, killing it if it does not make a successful DifLevel 2 endurance or will check.
If the target succeeds the check, the spell deals 10d6 damage.
-Black Echo
Your character lets out a horrible scream, forcing all enemies to drop all that they're holding and cover their ears unless they make a successful DifLevel 3 Will Check.
If an opponent fails the check and still does not mange to cover his/her ears, this spell deals 10d6 damage. You are healed for 20 HP each time this happens.
-Death Pact
Your character makes a deal with death to turn the tide of battle.
Your character goes unconscious, all other party members are fully healed and have all negative effects removed.
If the battle is won, your character pops back to life. But if ANY party member dies, so does your character.
Can only be used once by ANY party member per battle.
-Death Oath
Your character swears an oath to kill one of the enemies you are fighting.
All party members receive a +10 bonus to all rolls against this enemy.
If the enemy is still alive after 10 actions, your character goes unconscious and the bonus disappears.
If the enemy survives or gets away, you die.
Can only be used once by ANY party member per battle.
-Intervention
Heals the target to full HP.
-Shapeshift: Drake
Allows your character to take on the shape of a young dragon, giving you +10 Endurance, Strength and Dexterity for 4 turns.
Also allows you to fly.
When this spell is cast, roll 1d6.
If this die rolls a 6, you turn into a fully grown dragon instead.
This doubles the bonus you get, and makes the effect last for 6 turns.
-Razor Word
Your character imbues a single word with immense magical power.
When it is spoken, all enemies within earshot have to make a DifLevel 3 Will save in order to not take 10d6 Damage.
If they make a critical failure on their will saves they die.
-Wreck
Can be resisted with a DifLevel 2 will or endurance check.
Makes all the air inside the target's body vanish, creating a vacuum.
This deals 25d6 damage for three turns.
If the target survives, it is unconscious for 5 turns.
-Gust
Pushes an enemy and all enemies near the target away from you with incredible force, dealing 10d6 damage if they hit any solid obstacles.
-Crushing Wave
Forces all enemies in front of you to make a DifLevel 3 Endurance check in order to not be knocked down.
If they succeed the check, crushing wave does 5d6 Damage.
If they roll a critical failure they are also unsonscious for 4 turns.
-Petrify
If the target does not make a successfull DifLevel 2 Will Check, it is turned to stone (Paralyzed) for 10 turns.
-Black Shroud
Creates a cloud of black smoke around your character, which makes him/her untargettable for 3 Rounds.
This ALSO means that your allies cannot heal or buff you, or anything else along that line.
-Spirit Shield
Creates a shield of magic energy which feasts on the souls of dead opponents.
It can either surround the caster like armour or be placed as a barrier. It is not possible for anyone to pass through the shield.
For each opponent killed in this battle the shield has 40 Hitpoints.
-Dispell
Instantly removes all magical effects from the area.
-Shadowshroud
Spreads a thick black mist over the battlefield, obscuring anyone within 15 meters of the caster.
This cancels all actions targeteted against anyone within the mist. The mist makes everyone within it untargetable for one turn, after which it will disappear.
Shadowshroud's does not make affected characters untargetable to characters with special sight feats such as runevision.
This rune can be used thrice before depletion.
-Inner Storm
Taps into the inner forces of an ally.
This doubles the effect of the next successfull roll this ally makes.
If the roll is a critical success this rune is not depleted, and the next time it is used the effect of the target's next successfull roll will be trippled.
-Inspire Valor
Makes all your allies immune to fear and other negative morale effects for the remainder of the battle.
If used outside of battle, this lasts for five turns.
Each time an affected ally would have suffered from a negative morale effect while this rune is active the caster gets a +10 to his/her next spell check, stacking up to +50.
-Leech
Causes any damage dealt to the target enemy to heal the caster for 10 HP.
If the target dies while this effect is active the caster permanenty gainst +1 will.
Leech lasts for 2 turns.
-Ruin
[Requires 'Wreck']
Causes gravity to affect the target with ten times it's normal effect.
The target must make a DifLevel 4 Endurance Check or die.
If the target successfully makes the Endurance Check the caster takes 50 points of damage.
Targets that are mid-air or flying slam to the ground and take damage depending on how far they fell.
-Phoenix Volley
[Requires 'Phoenix Arrow']
Sends out a volley of flaming arrows.
The arrows will automatically hit their targets (cannot be dodged. Defence checks are though still valid), which can be anyone standing in a specified area or a single person.
The amount of arrows sent out per default is 10, each dealing 10 points of damage.
For every 4 points the caster has in his/her will stat another arrow is shot.
-Bulwark
Gives the target +300 Maximum HP, +20 Melee Damage, +10 Ranged Physical Damage, +30 to Defence Rolls and doubles the size of their physical body for 6 Turns.
This rune may not work on some targets.
-Rage of Fenris
Summons the essence of the North, surrounding the caster with an aura of frost.
Enemies within 20 Meters have to roll a D6.
If they roll 1 their blood is frozen and they die immediately.
If they roll 2-5 they take 50 points of damage and are forced to cancel their current actions.
If they roll 6, nothing happens.
-Phasejump
Instantly moves the caster to a desired location within 50 Meters.
The desired location must be fully within the caster's view.
Using Phasejump does not consume the caster's action in the current turn, and one further action may be made.
Phasejump can though only be used once per turn.
This rune may be used 6 times before depletion.
-Arcane Singularity
Centers the flow of magic around the caster, granting a +50 to all spell checks for the next turn.
Everyone but the caster additionally suffers a -10 to any magic-related rolls while Arcane Singularity is active.
For each failed spell check while Arcane Singularity is active the caster is healed for 30 HP when the effect is over.
If the caster fails a spell check while Arcane Singularity is active the effect ends immediately and the caster takes 100 points of direct damage which cannot be prevented.
-Chaos Field
Creates a magica siymbol on the ground which opens a direct gate to the Whirlpool of Creation, the lowest of the five planes.
Being inside the field for more than one turn has a completely random effect.
The size of the field depends on the roll.
-Planar Call: The Citadel
Sends out a cry for help to the Citadel, the plane of Order.
The inhabitants of the Citadel may choose to ignore your call, but if they heed it a being at ten times the caster's level will come to your aid.
The summoned creature will leave once the caster is out of imminent danger.
-Planar Call: The Gate
Calls out to The Gate, the battlefield of the gods, opening a tunnel which will allow one creature to pass through.
One of the warriors of the gods is bound to pass through, the power of the creature will though vary greatly with each cast, as will the time it stays summoned.
If a critical is rolled upon the activation of this rune, a Seraphim Lorekeeper or a Chaos Apperation will come to the aid of the caster.
-Retribution
Sends out a single bolt made up of the caster's inner energy.
This bolt deals 50 direct damage for every 10 HP the caster is from max health.
If any of the caster's allies or summoned creatures have been slain by the target, the damage is doubled.
If the target has not damaged the in the last 5 turns the damage is halved.
The bolt cannot be dodged.
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